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Call Object<br />

Level: 2<br />

Magic Points: 16<br />

Discipline: Air<br />

Range: Special<br />

Area: Special<br />

Duration: 2 rounds to an exponential power equal<br />

to the level of the caster<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell summons a nonliving<br />

object from the surrounding area to<br />

rest in the hand of the caster. The object<br />

may weigh no more than 10% of the weight<br />

of the caster. Also, the object may not exceed<br />

1 cubic foot per level of the caster.<br />

Consult the table below to determine the<br />

maximum range within which the object may<br />

be summoned:<br />

Caster Level<br />

Range<br />

1 10<br />

feet<br />

2 50<br />

feet<br />

3 100<br />

feet<br />

4-5200feet 6-7500feet 8-91, 000<br />

feet<br />

10-121mile 13-1410miles > 14<br />

100<br />

miles<br />

After the duration of the spell, the<br />

summoned object will return to its original<br />

location. The object may not be magical.<br />

535<br />

Call Quake<br />

Level: 6<br />

Magic Points: 48<br />

Discipline: Air<br />

Range: 1 mile<br />

Area: 100,000 cubic feet<br />

Duration: 2d4 rounds<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell summons an earthquake<br />

to occur at the designated area. The<br />

earth opens a rift around the area of effect,<br />

which must be within 100’ x 100’ x 100’. All<br />

who are within the area fall to the bottom<br />

of the rift. At the end of the spell, the rift<br />

closes, sealing as though nothing ever happened.<br />

All within suffer 4d1000 x 10 IP or<br />

LP of damage until crushed or dead.<br />

Chapter 12: Spells

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