[Derry Home Page]
[Derry RQ Page]
[Derry Guederia Page]
Sorcery in Guederia
Most regions do not have all the spells listed below
Magus level. Civilized areas worship Gods, societies
are also found there. Apprentices, Adepts, and Magi
are considered Sorcerers, and may not be or become
Shaman. Most societies do not have all the spells below
Magus level. Most cults have an associated society
whose members are Initiates. Societies have the following
spells only if listed: Animate [Substance], Dominate
(no [Mundane Animal], only Summonable creatures), Form/Set
[Substance], Sense [Substance], Summon [only Heal,
INT, Magic, Passion, POW spirits available]. Magus/special
spells available only if listed, but most Magi can
get what they want.
The list below gives a general availability of spells
to members of the various types. The listing assumes
the group even has the listed spell.
Student Spells: Damage Boosting, Damage Resistance,
Drain, Form/Set [Substance], Glow, Haste, Hinder, Holdfast,
Spell Resist, Treat Wounds
Apprentice Spells: Create Familiar [any], Dominate (Intellect
spirit, Power spirit, [Mundane Animal]), any Enchant
Ritual, Mystic Vision, Neutralize Magic, Palsy, Protective
Circle, Regenerate, Sense [Substance], Skin of Life,
Smother, Spirit Resist, Summon [any]
Adept Spells: Animate [Substance], Apprentice Bonding,
Cast Back, Diminish Characteristic (all but INT or
POW), Dominate (Chonchon, Elemental, Ghost, Hellion,
Wraith, [any spirit]), Enhance Characteristic (all
but INT or POW), [Sense] Projection, Stupefaction,
Telepathy
Special Spells: Bridge, Call, Clear Mind, Comprehend,
Contact, Cool, Corruption of Chaos, Create Gate, Create
Lycanthrope, Decrepitude, Drain Soul, (Element) Bolt,
Enchant Magic Carpet, Enhance Intelligence Enchant,
Enhance Plant Growth, Expand, Fade, Immortality** (Special),
Implant, Magic Attraction, Magic Clothes, Mind, Probe,
Neutralize Damage, Neutralize Poison, Quickdraw Enchant,
Reduce Damage, Refine Plant Substance, SC Human to
Salamander, SC Petrified to Flesh, See Rune Magic,
Sense (Emotion), Sleep, Stabilize (Glass, Heat, Life,
Magic, Magic Point Matrix, Masonry, Mind, Potion, Weapon),
Summon Void, Transmute, Vanishing, Wardpact vs. [Damage
Category], Ward vs. [Being], Warm, (Weather) Control,
Youth.
Societies
Most cults have an associated society whose members
are Initiates. Societies have the following spells
only if listed: Animate [Substance], Dominate (no [Mundane
Animal], only Summonable creatures), Form/Set [Substance],
Sense [Substance], Summon [only Heal, INT, Magic, Passion,
POW spirits available]. Special spells available only
if listed, but most Magi can get what they want. Note:
all spells are not listed, only those that are known
of for certain and suspected special spells. Little
is known about sorcery societies because they are secret
groups found mainly in cities and are not widespead.
Societies are usually small and have only a few branches.
Listed below are the major societies, small (local)
groups are noted as such.
Sorcery Societies and Cults
Most cults have an associated society whose members
are Initiates. Special spells available only if listed,
but most Magi can get what they want. Note: all spells
are not listed, only those that are known of for certain
and suspected special spells. The average man knows
little is about sorcery societies because they are
secret groups found mainly in cities and are not widespead.
Aladjini (Soldiers)
Sorcerers of the Imperial Legions. They are very well
equipped when serving in a legion and they are responsible
for casting spells on many soldiers. They are having
problems with the Qaja beast-riding barbarian rebels
becuase they lack control spells for those animals.
Apprentice: Dominate (Camel, Elephant, Horse, Tusker)
Adept: Attract Missiles, Dominate Human, Shapechange
Human to (Auroch, Bear, Dog, Lion, Seal, Wolf)
Borojerd (Assassins)
Rivals of the Jallüd assassins, but rarely does
this involve violence. They live in the cities, while
most Jallüd cultists live in remote areas.
Apprentice: Animate [Metal], Diminish DEX, Dominate
(Crocodile, Eagle), Enhance [DEX, SIZ]
Adept: Form/Set [Metal], Shapechange (Human, Ogre, Orc)
to (Crocodile, Eagle, Stoorworm), Tap [All]
Bufelläs (Horticulturalists)-Small
Named after Count Bufellä who unified many alchemists
into a guild and sorcery society.
Student: Healing potion, Mineral Lore, Plant Lore
Apprentice: Alchemy, Animate (Liquid, Plant), Enhance
Plant Growth, Refine Plant Substance
Adept: Venom, Neutralize Poison, Special Alchemy (Sect
specific)
Col-Wan (Manipulators)
Old, decaying society of which most of the few members
are old Magi who rarely practice sorcery, instead involving
themselves in politics and money wasting. Most of the
Magi are personal friends of the Emperor. Large catalog
of powerful spirits. To become an adept, members are
allowed to make Mandalas instead.
Apprentice: Animate [almost all Substances], Create
Mandala [all], Form/Set [almost all Substances], Sense
[common Substances], Transfer Power
Adept: Animate [all Substances], Dominate [most all
Spirits], Form/Set [all Substances], Fly, Summon [Species],
Sense [all Substances], Reduce Damage,
Magus: Dominate [any other Spirits], Immortality, Invulnerability
Falledah (Thieves)
Similar to Tsuludu in philosophy. Competition between
the two groups rarely occurs. This causes outsiders
to believe they are associated, which is false.
Apprentice: Animate (Rope, Wood), Form/Set (Rope, Wood),
Vision Projection, Shapechange Human to Vulture
Adept: Diminish SIZ, Dominate (Snake, Passion Spirit),
Fly, Phantom [Sense], Summon Passion Spirit
Gamagists (Voidists)
Worshippers of the Demon Lord Gama Gi (Progeny of Ilza)
who brings the blight of chaos into the world. Disliked
by the world because of the confusion with evil (otherworld
summoning) Sorcerers. Allied with Ilza and her other
progeny.
Apprentice: Dominate [Summonable creature], Summon (Disease
Spirit, Ghost, Ghoul Spirit, Hellion, Void, Wraith)
Adept: Call (Broo, Cave Troll, Dragonsnail, Gorp, Jack
O' Bear, Scorpion Man, Stoorworm, Walktapus), Dominate
[Callable creature], Tap [all]
Iikioe (Uzko)
Main Troll Sorcery society
Apprentice: Dominate [Insect], Form/Set (Darkness, Lead),
Sense Lead,
Adept: Animate (Darkness, Lead), Dominate (Shade, Shadow),
Summon (Shade, Shadow)
Juliz (Demon Masters)
Scourge of civilization which gives sorcery a bad name.
Familiar is not required, only 25% of time (maximum)
need be spent maintaining skills and no skill limits.
Agent is a Lord-type sorcerer who must have 90% in
Attack, Conceal, Ride, Track and a minimum of 15 POW.
An Agent receives a 5 point Demon binding enchantment,
granted by the Magi he will follow
Adept: Animate (Demon, Iron), Form/Set (Demon, Iron),
Sense (Blood, Demon, Life), Dominate ([Elemental],
Demon of {Combat, Desire, Knowledge, Possession, Protection,
Travel}), Summon (same as dominated list)
Manantenina (Agimori)
Agimori Sorcerers who have access to many powerful
spirits with many varied abilities. Comparable in position
to a tribal Shaman. None of these spells are written
down, instead being passed by mouth.
Apprentice: Dominate Spell Spirit, Summon Spell Spirit,
All Spirit Magic, Amplify
Mostali (Dwarves)
God of the Dwarves
Spells: Animate [Substance], Form/Set [Substance], Sense
[Substance], Stabilize [any]
Ochre (Orc Society)-Varied
Example of a niche group that consults for other more
powerful societies.
Dominate [Hyena, Jackal, Barguest, Hellhound, Wolf]
Samirah (Elementalists)-Small
Well organized school of martial artists and Ki masters.
Ki skills: Bow, Dodge, Hide, Poetry, Read/ Write, Sneak,
Spear, Sword. Very Warrior oriented and therefore no
skill limitations. Few wear armor.
Adept: Dominate [Elemental], Summon [Elemental]
Sana'ah (Changers)
Associated with the cults of Nikinik and Jallüd.
Disliked by most other societies because of the society's
closeness with these two cults.
Apprentice: Shapechange [Species] to [Species], Diminish
[All but INT, POW]
Adept: Enhance [All but INT, POW], Tap [All]
Sha-ha'bil (Researchers)-Medium
Always searching for or researching new spells. Often
contracting adventurers to do field work. Little coordination
between exists members and groups, resulting in much
duplication of effort
Adept: Clear Mind, Decrepitude, Dominate [Dinosaur],
Enchant Magic Carpet, Neutralize Damage, See Rune Magic.
Plus almost any other available individually.
Sorcery Spells
- Attract Missles: touch, passive, temporal. Target's
MPs must be overcome. Effect is that the target attracts
missiles fired at the caster as long as the caster
is in contact with the target. The number of missiles
is limited to the intensity, one missile per point
of intensity. Even missiles that would normally miss
now hit, but fumbles are treated normally.
- Boost Elemental: ranged, passive, temporal. Cat upon
an elemental. The intensity is added to the elemental's
HPs for the duration of the spell. All damage to the
elemental is to the temporal HPs first.
- Call: Unknown
- Clear Mind: Unknown
- Contact: Unknown
- Corruption of Chaos: If MP of target is overcome and
the intensity of the spell is 10 or greater, then roll
on the Blast table and apply the effect to the target.
- Create Gate: Unknown
- Create Mandala (INT or POW): enchant ritual. This spell
creates a familiar, but one that is not a complete
creature. This creates an object including mystical
symbols executed in a medium such as wood or ivory
carvings, painted scrolls are the most common forms.
A sorcerer may use an object created by a craftsman,
but s/he must sacrifice an additional POW point to
attune it. The roll to enchant must also be under the
appropriate craft roll. For each point of INT put in
the mandala, it will have 1d10 INT. For each point
of POW it will have one POW. Each point of characteristic
taken from the caster causes the ritual to take one
hour. Mandalas are automatically usable by the creator
and become independent beings upon the sorcerer's death.
The INT of the mandala may be used to store spells
or cast its own spells, and the POW may be added to
POW of the sorcerer to resist spells. A mandala may
cast spells only under the direct orders of the sorcerer.
These orders may be tied to the completion of certain
conditions. These conditions can be designed to occur
even after the sorcerer's death. Spells affecting the
emotions do not affect a mandala and are not transmitted
through it to the linked sorcerer. A sorcerer may only
have one mandala at a time and if another is to be
created, the first must be destroyed (without anything
transferable to the next mandala).
- Darkness: ranged, passive, temporal. Very similiar to
the Glow spell but is a patch of impenetrable darkness
instead of illuminating light. The darkness is also
one meter radius per intensity. If the spell is cast,
a creature requiring light to see will be at minus
75% to hit if in the area of effect or if the spell
is targeted at the eyes.
- Decrepitude: Unknown
- Disguise: touch, passive, temporal. This spell allows
the caster to alter to outward appearance of the target
into that of amother member of the target's own species.
The spell only affects living creatures who have SIZ.
One level of intensity will affect 3 SIZ points. The
target's new appearance may be of any age, sex, apparent
SIZ, or APP. Only the appearance changes; characteristics
and skills do not alter. A gouty old man will still
hobble along even if he appears as a lithe young woman.
The sorcerer chooses the new appearance given to the
target. If the form of an existing person is to be
used, the sorcerer must be knowledgeable of the person's
appearance. Even still the looks of the target may
be flawed (INT times 5 may be used as an indicator).
Mystic Vision, Soul Sight, and Second Sight can all
penetrate a disguise at once.
- Drain Soul: Unknown
- Enchant Magic Carpet: Unknown
- Enhance Plant Growth: ranged, passive, temporal. For
the duration of this spell, the target plant will grow
to its full potential and without contracting any disease.
- False Armor: variable. This spell gives the target 1
point of pseudo-armor per intensity in each hit location
for the duration. This pseudo-armor is destroyed by
incoming attacks, point for point. It is always hit
before any protective spell or other armor takes effect
(except for Resist Damage, which does takes effect
before False Armor). For example, if a knight had an
Intensity 6 False Armor spell cast on him, he would
have 6 extra armor points in each location.If he was
then struck for 4 points of damage in his chest, his
chest location would only have 2 false armor points
left, but his other locations would still have 6, until
they, too, were hit.
- False Death: touch, passive, instant. When cast upon
a willing target, their vital signs and spirit become
no longer detectable. The target falls into a coma-like
state and unable to do anything. If, attacked the target
will feel pain but not be able to come out of the spell
until the duration expires. The spell will detect as
magic and Mystic Vision may reveal the nature if the
spell.
- Fear: ranged, passive, temporal. Duplicates the effects
of the divine Fear spell. To succeed, the intensity
of the spell must be greater than the Free INT of the
target and the target's MPs must be overcome.
Fumble: ranged, passive, instant. If the intensity of
the spell is greater than the full INT of the target
and the target's MPs are overcome the target must roll
on the appropriate fumble table.
- Hide Life: enchant ritual. The sorcerer creates a receptacle
in which he hides his life. Any object may so be enchanted.
The sorcerer must sacrifice POW equal to their CON.
The points of POW can be successively added to the
enchantment, but will only work for the specific sorcerer
who sacrified the points. Each time points are added
to the enchantment, an enchant roll must be made. A
sorcerer with hidden life is immune to most physical
damage. S/he will regenerate even mortal wounds at
a rate of one HP per round. Only total and instant
destruction of his body can destroy the sorcerer. The
sorcerer may not increase their CON above the level
in the enchantment. Each point of additonal POW placed
in the enchantment allows the sorcerer to travel one
more km from it. If the km range limit is exceeded,
then the sorcerer loses one HP per day, but is still
immune to damage. If the enchantment is destroyed,
the magic is no longer effective and the sorcerer is
no longer immune.
- Hypnotism: 5 meter range, active till commanded-then
passive, temporal. The spell is similiar to a weak
Dominate, only usable on members of the caster's own
race. To hypnotize, the sorcerer must have free hands
and be able to gaze into the target's eyes. The intensity
is pitted against the target's MPs. The spell may be
cast as part of a normal conversation, requiring and
INT x 5 for the target or an observer to notice before
the casting is complete. Interrupting the sorcerer's
rythym at all automatically disrupts the spell. If
the spell is sucessfully cast, the target enters a
trance. The target remains still unless ordered to
move by the sorcerer. The target may be ordered to
perform actions or answer questions. Any order to commit
a violent or uncharacteristic action, allows to target
to attempt a POW x 5 roll to break out of the trance.
A victim will refuse to harm itself or a loved one.
All orders must be given verbally and the victim must
mkae a language roll to understand the order.
- Immortality**: Unknown
- Invulnerability: ritual enchant. With this spell the
sorcerer removes their own heart and place it within
a container. As long as the heart is not destroyed,
the sorcerer cannot be destroyed (but could be reduced
to one total HP and be unconscious). The cost is 5
POW to cast the spell.
- Mystic Block: touch, passive, temporal. This spell blocks all detection of magic on the target. It does not even leave a magical glow on the target: ie. it appears that the target has no spells on. This is rumored to actually exist, but only by the top Tusk-Rider Magi.
- Mystic Cloak: touch, passive, temporal. The spell creates
a barrier to spells such as Mystic Vision, Soul Sight,
and Second Sight. The target does not even detect to
these spells except for intensity 10 Mystic Vision
(which only reveals to presence of a cloaking spell).
Spells such as Detect or Find enemy or various other
sense spells are totally unaffected.
- Neutralize Damage: Unknown
- Neutralize Poison: Unknown
- Night Eyes: touch, passive, temporal. This spell allows
a character to see as well in the dark as in the day.
Each point of intensity lowers any percentile loss
from darkness, including magical darkness, by 5% per
point of intensity. Hence, 15 points of intensity would
completely remove any ill effect from complete darkness.
- Petrify Undead Enchant: ritual enchant. POW is used
in this enchantment to make a petrified zombie mobile.
It requires a cocktrice to peck the zombie and then
for the enchantmant to be cast. Total the POW, add
1, and multiply times the zombie's current hit points
to get the Zombie's new hit points. To see if the Zombie
is mobile after the enchantment roll 2d10 and if the
roll is greater than the POW used, the Zombie is still
mobile.
- Poison Troll: ritual Enchantment. This enchantment takes
1 point of POW and must be combined with Intensity.
Each point of intensity enchants one ENC of any troll-suitable
foodstuff by infecting it with a poison that harms
only trolls and their kind. Any troll which eats one
full ENC of the infected foodstuff ingests a potency
20 poison. d1O minutes after ingestion, the affected
troll must resist the poison with his CON or take 20
points of damage. If he resists, he still receives
10 points of damage. If he eats only part of an ENC,
pro-rate the poison.
- Refine Plant Substance: ranged, passive, instant. The
intensity of this spell determines the maximum potency
of the substance desired to be removed from the rest
of the plant matter. The other limiting factor is the
plant potency itself.
- SC Human to Salamander: ranged, passive, temporal. Turns
target into a Salamander capable of engulfing foes
equal to target's SIZ.
- SC Petrified to Flesh: ritual enchantment. This ritual
takes 1 POW per 5 SIZ. On a successful enchant roll
the target is no longer petrified, but still is dead
unless the spell is cast within 6 hours of petrification
and then the trapped spirit, which has not left is
brought back to life.
- See Rune Magic: Unknown
- Sense Enemy: as normal sense spell
- Shatter: ranged, passive, instant. The intensity of
this spell is matched vs. the AP of the target object.
Enchantments and spells on the object subtract 5% per
MP and 10% per POW. If the APs are overcome, the object
shatters into many pieces.
- Smite <non-human>: This spell is cast upon a weapon
of any type. Intensity must be expended equal to at
least twice the weapon's ENC. Hence, a 1.5 ENC broadsword
would require 3 intensity of Smite <non-human>to
be made effective. All damage done by the weapon to
the target species that penetrates armor is doubled.
Thus, if Smite Slarge is cast on a greatsword, and
a slarge with 10 point armor is struck for 14 points
of damage, the slarge would actually take 4 x 2 or
8 points to the injured location.
- Stabilize (Glass, Heat, Life, Magic, Magic Point Matrix,
Masonry, Mind, Potion, Weapon): Unknown
- Summon Ghoul Spirit: ritual summon. Summons a spirit
capable of inhabiting a freshly dead body (within one
day) and transforming the body into a ghoul. The Ghoul
Spirit must be somehow forced into the body with Command,
Control, or Dominate.
- Summon Void: ritual summon. At intensity 5 this spell
summons a wailing, moaning void which appears in mid-air.
Anything entering this void is irrevocably lost. The
void is a popular way to sacrifice beings. After 1d4
minutes, the void vanishes, disgorging a creature of
Ilza. The caster can choose what creature appears within
certain limits, determined by the sacrifice made. If
no sacrifice is made, the arrival is always a Gorp.
If a fixed-INT creature is sacrificed, the summoned
monster can be any fixed-INT (chaos) creature. If an
intelligent creature is sacrificed, the summoned monster
can be any (chaos) creature. If a spirit is sacrificed
(most easily done by hurling a binding enchantment
into the void), a (chaos) spirit, such as a Ghoul spirit
or Spirit of Disease, may be summoned. Neither the
POW nor SIZ of the arrival may be greater than that
of the sacrificed creature, unless no sacrifice is
made, when a random Gorp appears.
- Take [Characteristic, except INT and POW]: Similiar
in concept to Enhance and Diminish, but combined into
one spell. If the MPs of the target are overcome, the
target is Diminished and the caster is Enhanced.
- Transfer Power: enchant ritual. This ritual allows the
voluntary caster to transfer their power to a friendly
Mandala.
- Vanishing: self, active, instant. This is a limited
teleport spell. Each level of intensity allows the
transfer of the sorcerer one meter, including up to
his or her normal carrying load (no negative fatigue).
The destination must be within the caster's sight and
no homing circle is required. The disappearance is
accompanied by a flash and a puff of smoke. The pyrotechnics
divert onlookers long enough for the sorcerer to conceal
himself at his destination using his or her Hide skill.
- Ward vs. [Being]: Unknown
- Ward: Unknown
- Wardpact vs. [Damage Category]: enchant ritual. This
enchant takes two POW to cast per wardpact and each
type of wardpact is a different spell to know. A wardpact
protects against 20 points of damage, for each attack
of the protected damage each round. Damage Categories:
Swords (including Shortswords and Rapiers), Daggers,Spears,
Shields, Mauls and Maces, Hammers and Flails, Natural
Weapons, Axes, Fire, Water, Air, Darkness, the Lunar
element, and Earth. Wardpact vs. Missiles is a ritual
that requires 3 POW.
- (Weather) Control: Unknown
- Wither Elf Bow: ranged, instant. This spell is only
efficacious vs. magical elf bows. If the caster overcomes
the bow's magic points, the bow takes 1 point of damage
for every point of intensity in the spell. Protection,
Resist Damage, Shield, or Armoring Enchantments can
lessen the damage done if placed on the bow. As always
with missile weapons, a single point of damage renders
the weapon ineffective.
[Derry Home Page]
[Derry RQ Page]
[Derry Guederia Page]