SPELLS


SPELL DESIGN

Duration for Incapacitations: Any effect that incapacitates a target or makes the target effectively helpless to defend herself, ends when the target is attacked. For example, spells that blind a victim end when the victim is attacked, and spells that make a character effectively invisible end when those who cannot see her are attacked. Likewise, a spell that holds a character in place would end if the victim is attacked.

Individual Target: Up to a dozen bullets or cartridges of the same type count as a single “Individual” target when closely grouped (held in a hand or magazine).

Optimization: The Aphelion Tradition emphasizes several types of magic, listed below. When a base effect is “optimized,” subtract 3 magnitudes from any spell based on it. Ritual versions of such spells are cast at the same speed as normal formulaic spells. If optimization applies in more than one way or from more than one source, no additional benefits are had. Optimization affects all Aphelion magic: all types of spellcasting and even investments created in the laboratory.

  • Animal effects creating, targeting, or relating to wolves are optimized. This does not apply to effects invested into a wolf familiar, unless those target the wolf familiar itself or other wolves.
  • Corpus spells that detect injuries or heal Wound Levels, even if caused by poisons or diseases, are optimized.
  • Vim effects that detect, reveal, or identify magic spells, auras, and regios are optimized, as are effects that reshape, transmute, or transfer raw vis.

Repeating Momentary Effects: A spell effect that would normally be an instant in application, like the infliction of damage, but is drawn out to a longer-than-Momentary Duration to repeat itself each round requires an additional magnitude. This makes Coat of Flame a level 30 spell.

Rituals: Aphelion ritual spells can be lower than level 20.

Wards: Ward magic is only effective at Ring Duration and Circle Target.

SPELL FORMAT

Auram

A cloud of “fog” is still a natural phenomenon if it occurs on the ground, so long as it is near a large body of water and occurring at the right ambient temperature. A chilly morning is likely to have fog whereas a sunny afternoon is not.

Visibility through less than ten paces of natural fog (or heavy mist) is slightly restricted. Ranged attacks or sight-based Awareness checks suffer a one-point penalty. The penalty increases to two points between ten and twenty paces, and it is impossible to make out someone’s identity. Vision is completely obscured beyond twenty paces.

Smoke or “impenetrable fog” is more obscuring. It is almost always at least slightly unnatural, even under normal conditions. Ranged attacks or sight-based Awareness checks made through less than ten paces of the stuff suffer a two-point penalty and it is impossible to make out peoples’ identities without being close enough to touch them. Vision is completely obscured beyond ten paces.

Corpus

Magical bonuses to Recovery rolls, such as those provided by certain Creo Corpus spells, divide the number of days needed between Recovery checks by the number of that bonus. To apply a Recovery bonus from a Creo Corpus spell, the effect must be lengthy, at least Moon Duration in a single casting.

A spell that heals a wound of a particular size can also heal one wound of each smaller wound size at the same time. For example, a spell heals one Heavy Wound can also heal one Medium Wound and one Light Wound.

Creo Corpus 75: Raise a dead human completely, curing all its wounds (ritual, requires a Mentem requisite).

“Abilities” in this section refers to traits known to exist in animals and they require Animal requisites to apply. Animal abilities are not truly transformative; they are not accompanied by any visual alterations to the body. They do not require a Part target as they completely replace an individual’s affected ability with that of an animal. “Minor” abilities are limited to new ways the target perceives the world. “Major” abilities cover other features, particularly those that affect major physiological systems. Just as it is harder to transform a human into a bird or fish, it is harder to apply such animals’ abilities to a human, as shown in the levels below.

Muto Corpus 3: Change someone to provide a major animal ability. For example, the grace of a mountain goat to climb incredibly difficult terrain or the ability of a cat to safely fall great distances.

Muto Corpus 4: Change someone to provide a minor ability from a bird or fish. For example, the ability of a bird to sense which direction is north or the ability of a fish to see clearly under water.

Muto Corpus 5: Change someone to provide a major ability from a bird or fish. For example, the ability of a fish to process oxygen from water or an amphibians’ ability to naturally regenerate lost limbs.

Imaginem

Spells that move or create a “changing image” (any image that moves or the destruction of a moving thing’s image) require an additional magnitude.

Even with the above modification, spells that create visual “invisibility” immediately cease if the invisible creature takes any overtly hostile action. (This includes spells that shift the attacker’s apparent location or otherwise make it impossible to retaliate against the affected attacker.) An “invisible” attacker gains bonus of + 6 to her attack total before the magic fails and she becomes visible.

Terram

Metal or mostly-metal equipment of Load 4 or less contain about a cubic foot of metal, qualifying them for the "Individual" target parameter. Every additional 4 points of load, or part thereof, requires an additional magnitude for upgrading the size of the Individual target.

Creo Terram 3: Create gunpowder sufficient to fire a dozen bullets. This requires an Ignem requisite.

Muto Terram 3: Change one property of metal; halve the Load of a metal or mostly metal object, rounding up, to a maximum reduction of 2 Load. Weapons and armor cannot be reduced below 1 Load, even if weightless such objects create Load by being bulky and unwieldly.

Muto Terram 5: Change metal so that it is slightly unnatural; halve the Load of a metal or mostly metal object, rounding up, to a maximum reduction of 4 Load. An Auram or Herbam requisite is required. Weapons and armor cannot be reduced below 1 Load, even if weightless such objects create Load by being bulky and unwieldly.

Muto Terram 10: Change metal so that it is highly unnatural; halve the Load of a metal or mostly metal object, rounding down. An Auram requisite is required. Weapons and armor cannot be reduced below 1 Load, even if weightless such objects create Load by being bulky and unwieldly.

Rego Terram 3: Control or move dirt in a very unnatural fashion: Provide a + 6 Soak bonus against a tiny amount of dirt, though you are not aware of its presence. At this level, additional hits in the same round overwhelm the spell and are not affected. When upgraded two magnitudes to affect metal, this blocks bullets, metal arrowheads, thrown coins, and anything of similar size.

Rego Terram 5: Control or move dirt in a very unnatural fashion: Provide a + 6 Soak bonus against a tiny amount of dirt, though you are not aware of its presence, with no restriction on number of applications per round.

Vim

Intellego Vim General: Determine the powers in an enchanted device (ritual). All powers are revealed that are of a level equal to or lower than twice (the level of this spell + 20) plus a stress die. (The benefits of optimization are already included in this figure.)

Muto Vim 4: Make an active magical effect glow visibly. Vis and invested items also glow, even if they have no active magic on them. Subjects with Magic Resistance may resist. This requires an Imaginem requisite.

Muto Vim 15: Change the Art of vis (ritual). Vis associated with a Form cannot be converted into vis associated with a Technique and vice versa.

Muto Vim 20: Change the Art of vis (ritual). Vis can be converted between Form and Technique if desired.

SPELLS

Moonless Nights Randy Randy