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Imbue Item<br />

Level: 5<br />

Magic Points: 40<br />

Discipline: Ether<br />

Range: Touch<br />

Area: 1 item<br />

Duration: Special<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell causes the next spell<br />

cast to be stored or imbued into an item<br />

specified by the caster. Most magical items<br />

are created with this spell. The Aedile determines<br />

the effect. It may be necessary for<br />

conditions to be specified as well.<br />

For example, a caster may imbue a<br />

sword with Minor Harm. However, unless<br />

a condition is specified, the next creature to<br />

touch the sword will receive the effects of<br />

that spell. If an appropriate condition is<br />

made, and it satisfies the Aedile, it may be<br />

possible for the wielder of the sword to remain<br />

unaffected and also able to select the<br />

recipient, such as the next creature struck.<br />

Imbue Item is often used in conjunction<br />

with another spell called Immutability.<br />

Casting Immutability on an imbued item will<br />

make the effects of a spell permanent. For<br />

instance, after casting Immutability on the<br />

sword mentioned above with Minor Harm,<br />

it may harm those upon contact whenever<br />

the wielder wills it.<br />

If the item is metallic, then a chance<br />

of spell failure exists due to defigere (see<br />

Chap. 11: Magic). If spell failure results, then<br />

a Random Magical Effect occurs (see Appendix<br />

3: Random Magical Effects).<br />

595<br />

Immutability<br />

Level: 6<br />

Magic Points: 48<br />

Discipline: Ether<br />

Range: Touch<br />

Area: Special<br />

Duration: Permanent<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell causes a spell effect<br />

that is currently in effect to become permanent.<br />

Immutability will not make permanent<br />

effects or states that are not spell effects.<br />

For example, a caster may cast<br />

Tenesmus on a victim, which makes them<br />

constipated for a limited duration. During<br />

the duration of the effects of the Tenesmus<br />

spell, any caster may cast Immutability on<br />

the victim. This would result in making the<br />

effect of the Tenesmus spell permanent. For<br />

the rest of the victim’s life, they will suffer<br />

from severe constipation.<br />

This spell is often used in conjunction<br />

with Imbue Item. If an item is imbued<br />

with a spell, then casting Immutability on<br />

the item will make permanent whatever spell<br />

effects or capabilities it has.<br />

If the item is metallic, then a chance<br />

of spell failure exists due to defigere (see<br />

Chap. 11: Magic). If spell failure occurs, then<br />

a Random Magical Effect occurs (see Appendix<br />

3: Random Magical Effects). Thereafter,<br />

the immutable effect will produce a random<br />

magical effect if spell failure occurred, or it<br />

will work consistently thereafter if spell failure<br />

did not occur.<br />

Chapter 12: Spells

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