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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.



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    Copyright © 1995-6 by Michael Derry, derry@jugenstil.com Updated April 25, 1996