6.8. Complete spell list
The following sections list all the spells currently supported by Empress. Keep in mind, however, that it’s really easy to add new ones. Spells here are described in the LotFP rules, or in these rules, above.
6.8.1. Level one
- Arcane Justice
- Audible Glamour
- Augury
- Bless
- Bookspeak
- Cause Light Wounds
- Cause Fear
- Charm Person
- Change Self
- Command
- Comprehend Languages
- Corrupt Food & Drink
- Darkness
- Delay Poison
- Detect Invisible
- Detect Magic
- Enlarge
- Enthrall
- ESP
- Faerie Fire
- Feather Fall
- Floating Disc
- Force of Forbidment
- Forget
- Heat Metal
- Heroism
- Hide Object
- Hold Portal
- Identify
- Invisibility
- Knock
- Levitate
- Light
- Locate Object
- Magic Aura
- Magic Missile
- Magic Mouth
- Mending
- Message
- Minor Invisibility
- Mirror Image
- Obscure Aura
- Obscure Languages
- Penetration Curse
- Phantasmal Force
- Protection from Evil
- Purify Food & Drink
- Rally the Spirit
- Ray of Enfeeblement
- Remove Fear
- Resist Cold
- Resist Fire
- Rush of Vitality
- Sanctuary
- Sequester Memory
- Silence 15' Radius
- Sooth
- Shrink
- Speak with Animals
- Stinking Cloud
- Touch of Bliss
- Turn Undead
- Undead Attraction
- Wall of Fog
- Web
- Wizard Lock
6.8.2. Level two
- Air Breathing
- Army of One
- Bestow Curse
- Cause Disease
- Cause Serious Wounds
- Charm Monster
- Clairvoyance
- Confusion
- Creation, Minor
- Cure Disease
- Detect Illusion
- Detect Lie
- Dig
- Dimension Door
- Dispel Magic
- Divination
- Drain Life
- Evil Eye
- Expel Parasites
- Explosive Runes
- Extension
- Fly
- Gaseous Form
- Globe of Invulnerability, Minor
- Gust of Wind
- Hallucinatory Terrain
- Haste
- Healer’s Ward
- Hold Person
- Howl of the Moon
- Inflict Poison
- Invisibility 10' Radius
- Invisibility, Improved
- Magic Vestment
- Mnemonic Enhancer
- Neutralize Poison
- Phantasmal Psychedelia
- Penetration Curse
- Plant Growth
- Polymorph Others
- Polymorph Self
- Protection from Evil 10' Radius
- Protection from Normal Missiles
- Protection from Normal Weapons
- Remove Curse
- Sacrifice
- Secret Page
- Seven Gates
- Shadow Monsters
- Slow
- Speak with Dead
- Speak with Plants
- Spell Immunity
- Strange Waters II
- Suggestion
- Wall of Fire
- Wall of Ice
- Water Breathing
- Water Walk
- Witchsight
- Wizard Eye
6.8.3. Level three
- Airy Water
- Animate Dead
- Animate Dead Monsters
- Anti-Magic Shell
- Babble
- Barrier
- Blessing of Life
- Cause Critical Wounds
- Chaos
- Cloudkill
- Commune
- Contact Outer Sphere
- Contingency
- Creation, Major
- Death Spell
- Disintegrate
- Dispel Evil
- Dream of the Great Seer
- Faithful Hound
- False Seeing
- Feeblemind
- Fey Blade
- Find the Path
- Flesh to Stone
- Forbiddance
- Geas
- Glass Eye
- Globe of Invulnerability, Major
- Harm
- Heal
- Hold Monster
- Insect Plague
- Interposing Hand
- Legend Lore
- Lose the Path
- Lucubration
- Magic Jar
- Magic Scroll
- Mind Switch
- Move Earth
- Obscure the Path
- Passwall
- Penetration Curse
- Phantasmal Supergoria
- Projected Image
- Quest
- Seal of the Ocular Curse
- Secret Chest
- Shades
- Speak with Monsters
- Stone Shape
- Stone to Flesh
- Suggestion, Mass
- Telekinesis
- Teleport
- Tongues
- Transmute Rock to Mud
- Transmute Mud to Rock
- True Seeing
- Veil
- Wall of Force
- Wall of Iron
- Wall of Stone
- Weird Vortex
- Word of Recall
6.8.4. Level four
- Animated Artwork
- Antipathy/Sympathy
- Bestow Spell Ability
- Charm Person, Mass
- Clone
- Control Weather
- Demand
- Duo-Dimension
- Earthquake
- Eternal Possession
- Grasping Hand
- Holy Word
- Instant Summons
- Invisibility, Mass
- Magic Sword
- Maze
- Mind Blank
- Part Water
- Penetration Curse
- Permanency
- Phase Door
- Polymorph Any Object
- Power Word Stun
- Remote Surveillance
- Restoration
- Reverse Aging
- Reverse Gravity
- Simulacrum
- Spell Turning
- Statue
- Symbol
- Trap the Soul
- Unholy Word
- Vanish
- Vision
- Witchlamp Aura
6.8.5. Level five
- Freedom
- Immortality
- Imprisonment
- Penetration Curse
- Power Word Kill
- Shape Change
- Temporal Stasis
- Time Stop
6.9. Magical concepts
Magic in Empress is pretty open-ended, allowing effects to take many different forms. However, in the interest of providing the GM with guidance in certain cases, this section will describe different concepts of how magical metaphysics could operate. The GM should feel free to incorporate or ignore any of these mechanics as desired.
6.9.1. Illusions
The creation of illusions can be a very rich and flavorful way of using magic. Illusions can be very powerful; the ability to manipulate others’ senses can give one great power over them. However, there are limits to what illusions can accomplish (i.e. they generally can’t physically affect the world), which forces players to be a little clever about how they will use them. Likewise, they can present compelling tricks and traps for players. Finally, illusions are very flavorful, with connotations of mystery, deception and restrained spectacle.
In a fantasy setting, it generally won’t do to treat illusions as some kind of science-fiction hologram. This lacks ambiguity. Instead, the Empress approach is to consider illusions to be a kind of quasi-reality. They are real - in a sense - but also lack a true objective physical reality. It is more like they are part of the collective subconscious. With works of great magic, it may be possible to lend this dream-matter a temporary physicality.
Illusion vary in terms of how real they are. The GM can feel free to play loose and fast with this for specific instances, but the following sections provide a guideline for different levels of illusionary reality. Note that more “real” illusions require higher level spells, and tend to last for shorter periods of time. Certain supernatural creatures can manifest illusionary bodies, and the intensity of these illusions will generally increase with proximity to their “homes.” For instance, an elemental in its cave might be able to manifest as a conjuration (see below) of some terrible creature of muck and corpses. Elsewhere in the forest, it may only be able to appear as a short-lived phantasm (also see below) of same, or by possessing animals. Outside, the forest, it might be able to appear only in dreams. Gods might have similar abilities to manifest within ground consecrated to them.
6.9.1.1. Seeming
This is the weakest kind of illusion. Its effect is to make something seem different from its normal self. A seeming can change the way a person looks and sounds so that they seem like a member of the opposite sex, but it couldn’t make a person look like a dragon. It might make a person look like a log or rubbish heap if they remain absolutely still. Anyone looking closely at a seeming gets a Mind saving throw to see through it, once per turn. On a success, it is dispelled for them. If a seeming is too improbable (like a log that walks on its own), it fades away.
6.9.1.2. Phantasm
This is a very limited kind of illusion. It may operate only a two or three senses, and may possess errors (like a rainbow shadow or afterimage). These usually have only very primitive behavior, although may be capable of any activity if under the direct control of their creator. These disappear as soon as they are touched. On a Mind saving throw, an observer will instinctively know that this is not a normal thing, although they would not necessarily guess that it is an illusion if they don’t know about such things.
6.9.1.3. Illusion
This is the most typical form (hence the name). Illusions may affect all senses, although they cannot inflict damage. If a character tries to act in a manner contrary to the physical nature of the object, such as passing through an illusionary wall, then he or she is permitted a Mind saving throw. On a failure, he or she will subconsciously prevent the action, if possible. If not possible (such as falling through an illusionary floor) or the save succeeds, then the illusion is dispelled for that character. Otherwise, there is no saving throw.
Illusions are able to engage in fairly simple pre-programmed behavior, although they can act quite sophisticated when directly controlled. They fight with HD equal to caster level when directly controlled, or 1/3 of that, otherwise. Of course, they can’t cause damage, but they can grapple. They actually have hit points, and if “slain,” their corpses remain for the duration as part of the illusion. The maximum Protection of the illusion is equal to the caster’s level divided by two, rounding down. Maximum speed is 150% of the unencumbered human movement rate, and flight is entirely feasible).
6.9.1.4. Glamour
Glamours are a more convincing form of illusion. Characters will always refrain from violating the physicality of the glamour, and even if the circumstances will not avoid it, their minds will go to great lengths to perceive the situation otherwise. In very extreme situations, the character may be permitted a Mind saving throw at -4 to have the illusion dispelled for that character. They are still unable to have a true physical effect on the world.
Glamours may behave with some independence and intelligence, and can carry out instructions like a simple-minded child. They are fight on their own as illusions can fight under control, and glamours are able to cause a kind of phantom damage. A character who is damaged by a glamour will seem to lose HP, but keep track of any such phantom damage. It will disappear when the glamour is destroyed, or a day after the character leaves its presence.
If a character is killed by a glamour, then he or she will seem to die, but really fall into a deep slumber that lasts until the effect is dispelled. When the character wakes, he or she suffers a stress event. The maximum amount of damage it can inflict in a single attack is roughly equal to the caster’s Mage level. Ranged attacks do half damage and have the same range characteristics as a javelin.
6.9.1.5. Conjuration
A conjuration is much like a glamour, with a couple of key differences. First of all, can be made to be essentially independent, and as intelligent as its creator desires. Second, anything “killed” by a conjuration will either go irretrievably mad or die due to somatic feedback of some kind. Finally, there is no way to disbelieve a glamour; even if something happens that proves its lack of physicality, it still persists.
6.9.1.6. Miracle
A miracle is essentially an illusion that is temporarily real. This can only happen for short periods of time, or in very special places.
Miracles are the most powerful works of magic in the game, since they represent serious intrusions of Chaos into the universe, giving the mage the ability to reshape reality. Spells which are designated to have a miraculous component require two more condition points, and at least one condition must be valued at three points or more.
These conditions could also be used to suggest that the supposedly miraculous effect was really sorcery or even science. For instance, a gradual transformation could be an act of sorcery, which is hard-pressed to achieve such spectacular ends. Or an alchemical levitation spell might rely on helium bags or even weird science anti-gravity, and that would make it a more demanding feat that the level might suggest.
6.9.2. Avatars
In the context of Empress, an avatar is an independent entity that is somehow connected to a primary entity, often one of spiritual significance. The avatar generally exists to serve the interests of the primary entity, and in return, receives a portion of its power. Often, the primary being is a god or demon, but it could also be a magician or some kind of magically empowered being who creates an artificial spirit.
The avatar is basically a spirit, which is simply a sentient entity with a mystical essence, if not quite an immortal soul However, this spirit could be attached to a soul, and even, in turn, a material being. Other avatars may be immaterial spirits, or spirits that are connected to illusionary bodies. Complex illusions like glamours and conjurations may essentially be considered avatars.
6.9.2.1. Creation of avatars and gods
Notice that we say “primary entity” and not “creator”? That’s because the primary entity isn’t always the creator. Sometimes a totally independent being is somehow transformed into an avatar of another, greater being. And on some occasions, the avatar actually spawns its primary being!
In the most common case, the avatar is created by the primary being. The creator can be a god, demon, sorcerer, faerie, etc. The more powerful the creator or the spell to create it, the more intelligent, independent and powerful the avatar may be. Many are ad hoc and temporary, but powerful ones may last for long periods of time or even indefinitely.
Another case would be existing beings that are somehow transformed into avatars. There’s a lot of ways this can happen. This could be a ritual, performed with or without the consent of the avatar-to-be. Or one may somehow inherit the mantle, through the completion of a quest or even being publicly identified with the primary entity. For instance, a man revered as the reincarnated God King might become the living avatar of that being...or perhaps he always was.
In the final rare case, the avatar can create the primary entity. This sometimes happens at the birth of a god, when an actual being is worshipped as a divine entity. This worship spawns the godhead, a distinct yet connected being that fulfills this divine worship. The original entity, worshipped as a god, becomes the living avatar of the godhead.
6.9.2.2. Uses of avatars
As stated, although avatars are nominally independent, they will generally act in the interests of the primary entity. A common use of immaterial avatars is to control the bodies of those possessed by the primary being. This is a way that one entity may possess and control many others at once.
A living avatar of a god would be able to take direct action for the god on the physical plane, as well as spread the deity’s faith throughout the land.
In one sense, many or even most of a magician’s spells might be considered to involve some kind of avatar to provide independent control of the spell effects. For instance, a magician could implant an avatar in an animal in order to make it his or her familiar. And as stated, intelligent glamours and other powerful illusions might be considered avatars of a kind.
Avatars may share information between themselves and the primary entity to varying degrees. At one end, they may share a continual telepathy, but contact is likely to be periodic instead of continual. In some cases, it may require whatever measures one would need to communicate with anyone else.
6.9.2.3. Dispelling avatars
Getting rid of simple ad hoc avatars is usually accomplished with spells that dispel magic or prevent arcane forces. More powerful and long-lived avatars, not to mention living avatars and other late adoptions, will require either potent spells to possess and control them, or a simple knife to the heart in the case of living avatars.
6.9.2.4. Rogue avatars
Occasionally, an avatar may act contrary to its primary entity’s interest. This is far more likely to be due to misinformation rather than some kind of out outright rebellion. However, in the case of avatars who were adopted or the sources of their primary entities, some resistance is possible. Since the primary entity is more powerful, it usually either wins the test of wills, or it simply re-absorbs or even kills the rogue. However, on extremely rare occasions, rogue avatars may survive and even go independent.
6.9.3. Possession
6.9.3.1. What is it
Possession is one of those classic tropes of magic, in many genres besides just fantasy, and it is often depicted in very different ways. For this reason, we’re going to present a way that it can be used with some flexibility, to achieve many of those classic effects we associate with the idea of possession.
Let’s start with a definition. For our purposes, we’re going to say that possession generally means that the possessor has control of the soul of the victim of possession. What we mean by control is that the possessed soul loses control of its body, and it is cast into a dream world of the possessor’s design. The soul of the possessed is always bound to some physical object or being.
A victim may also be partly possessed, which generally means that the possessor has a limited ability to control what the victim perceives.
6.9.3.2. How it happens
Possession can be performed either via a spell, in the case of magicians, or by spell-like effects of certain kinds of beings. Ghosts and the avatars of gods and demons are prone to such shenanigans. The victim usually gets a saving throw. It generally takes multiple attempts, since three such successes are needed to obtain a full possession. However, a critically failed saving throw causes immediate full possession.
Having more than zero but fewer than three possession successes against a character means that there is a partial possession. This basically gives the possessor the ability to control the part of what the victim perceives. After one success, the possessor may affect about 25% of what the victim perceives for about one turn per day. After two successes, this goes to a maximum change in perceptions by 75%, for a total of about two hours a day.
6.9.3.3. What can you do with it
If the soul is mortal and the possessor is powerful enough, then the victim’s soul may simply be sent to the afterlife (i.e. killed), leaving the possessor potentially in control of his or her body. If the possessed soul is an otherworldly being, then it may be dispelled from this plane of existence. If these options are not available, or if the being is simply too powerful or the mage too weak, then it may be possible simply to imprison the possessed soul.
Note that all of these effects require different kinds of spells. In general, mere possession of a soul doesn’t give one the ability to do what one wants with it. Neither does it provide the ability to take control of the body of the possessed. That’s another spell. Those who are possessed and controlled by a being or its avatar will be affected by magic that would affect that being. For instance, if a human is possessed by a demon avatar, then that human is held at bay by a spell that prevents demons from approaching.
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