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Transmogrify Object<br />

Level: 6<br />

Magic Points: 48<br />

Discipline: Earth<br />

Range: Touch<br />

Area: 1 creature<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 non-living<br />

object to change form into another nonliving<br />

object, as selected by the caster. The<br />

caster may transform any non-living object<br />

into the physical appearance, substance, and<br />

size of any other. A non-living object may<br />

not be transformed into a living creature.<br />

For instance, the caster may transform a shoe<br />

into a boulder. For an object to be<br />

tansformed by this spell, it must begin and<br />

end no larger than 100,000,000 cubic feet,<br />

which is less than 500 feet cubed.<br />

For the spell to take effect, the target<br />

object must be touched by the caster.<br />

The target object cannot be transformed<br />

into an object with magical properties. If<br />

this is attempted, no magical properties will<br />

function. The object will have the IP of the<br />

new object.<br />

True Name<br />

Level: 6<br />

Magic Points: 48<br />

Discipline: Air<br />

Range: None<br />

Area: None<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 conjures an omniscient<br />

being, usually a demon, while the<br />

caster stands within a 9’ circle. The caster<br />

must form a pact with the being. The being<br />

will want compensation in proportion to the<br />

importance of the character whose true<br />

name is desired by the caster, or at least the<br />

importance to the caster. The Aedile must<br />

determine the being’s demands.<br />

Learning the true name of a creature<br />

gives the caster considerable power. The<br />

true name of a creature is often an ingredient<br />

or part of a chant in a spell, and knowledge<br />

of such a name usually grants casters<br />

the ability to cast spells that specifically affect<br />

that creature.<br />

Chapter 12: Spells<br />

691

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