Spell Restrictions

New Limitation: Assistant

Some spells may require that the wizard make use of an assistant of some sort in the casting. The value of this limitation depends on the nature of the assistant:

LimitationValue
Assistant can be anybody
Assistant must be a specific type of person or creature
Assistant must have magical trainingAdditional -¼

Healing

Regeneration which is active all the time must be quite slow, not more than one BODY per hour, and will have to come from an Independent device such as a magical ring (unless you catch me in a really good mood and con me into letting you have something that can't be stolen). A regeneration spell can be faster, but the caster (and/or the recipient) must spend END throughout the spell duration. You need Regeneration to regrow severed limbs; Aid is insufficient. Regenerating limbs is like being killed in reverse — you have to Regenerate twice your BODY to re-grow a limb.

Invisibility

You must spend at least one END per phase per spell to keep the invisibility active on a living creature or an animate object, and it may not be made Persistent except on inanimate objects. In short, you can make a thing more-or-less permanently invisible, but not a person. The reason for this is that I don't fancy the idea of some invisible archer sitting back and potting off my valuable bad-guys, while the poor things run around frantically, totally unable to find their attacker. Invisibility should be a sneaky spell, not a combat spell.

Mind-scan

Mind-Scan is used to find one mind at a time. Though it does give an indication of the number of minds in the search area, it will only pinpoint the target mind with any accuracy. Remember that the target is always aware of a successful scanning attempt, and is that the scan is a two-way circuit: if you know where they are, they know where you are. Invisible Effects simply means that other mentalists can't tell that someone is being scanned. A non-mentalist target probably won't know the exact nature of the attack at first, but will just know that there's someone inside his head... EEEEK!

Modifiers are applied to the attack-roll, depending on how familiar the target mind is to the scanner.

A FAMILIAR MIND is one which has been successfully scanned at some earlier time... the more often, the more familiar it is and the greater the bonus applied to the roll.

An UNFAMILIAR MIND is one which belongs to somebody who:

  1. the scanner has met in person (but not scanned) and about whom a reasonable amount is known, especially regarding their personality. (-1 to roll)
  2. the scanner has never met, but about whom a great deal is known, or has met but about whom little is known. (-2 to roll)
  3. the scanner has never met, but about whom a little personal information is available (-3 to roll)
  4. the scanner has never met and about whom very little personal is known, such as a name and physical description, for example, trying to locate Bob the skinny guard on the eighth floor of the prison (-4 to roll)
  5. the scanner has never met, and is known only by name or function , for example, trying to locate the guard on the eighth floor of the prison (-5 to roll)

Attempting to scan several minds simultaneously will severely impair the initial attack-roll, (-3 per mind being scanned) and will also compromise the effect roll... it is unlikely that anything beyond the first level of contact will be achieved. (Cumulative 5 pts Mental Def per mind in target group)

Summon

A Summon spell will normally only bring a certain class of creature, not a specific individual. If you want a spell to bring, for example, a particular demon whose name you know, you must add a +1 advantage: SPECIFIC. A "specific" Summon may not be reworked with the Magical Inventor skill to fit another individual; each spell must be tailored to the target creature, so if it is slain the spell becomes useless and might as well be thrown away.

END Reserves

You can get around the problems associated with running high-END spells by using an END reserve, but you must decide which spells feed from the reserve and which work from your own personal END when you build the spell. Spells which can feed from either are bought with a +¼ advantage.

The REC of a magical END reserve must be limited in some way - it cannot just recover on its own. For example, a talisman which only recovers while immersed in human blood, or an amulet which has to be "fed" with END from someone (by using a Transfer). The value of the limitation is dependent on how easily or conveniently the recovery process can be enabled.

A magical END reserve must be built into an item, that is, a Focus of some sort. You may not have an "internal" reserve. It is possible, even likely, that you will come across END reserves in the possession of NPCs; they are the most common form of magic item out there. The problem lies in identifying them and working out how to use them. Of course, only Independent reserves will be useable by you if you get one from someone else unless you pay the character points to adapt it to your own body.

There is no limit to the number of individual END reserves you can have at any one time.

Find Weakness

You cannot begin a new character with Find Weakness unless it is with a very specific attack or weapon, such as when fighting rapier-to-rapier. You cannot later buy the Talent without my permission. I might let you build it into a spell if you're especially nice to me and I'm in a good mood.

Resurrection

Aid and Regeneration do not work on a character who is dead, though Regeneration can be used to repair a damaged freshly-dead corpse. If the corpse is putrescent, a Csmetic Transformation will be needed to freshen it up before being brought back to life. To restore life to a dead body, you need an all-or-nothing Major Transformation (Dead Human to Living). Note that the Transformation does not repair damage, so if the body is damaged severely enough to have been killed, it will need some repair work done on it to make a resurrection worth while. Likewise, a diseased, aged or poisoned body will need some attention soon after being resurrected or else it will quickly die again of the same thing. (Note: You can build a poison antidote by using the "Dispel" rules)

Transformations

Though transformations are astoundingly useful for creating spells which would otherwise be very difficult or clumsy to design, they are not the key to anything you want. For a start, they may not be used to duplicate the effect of another power. Also, if you want to use a transformation to permanently change one element to another, you must have access to the "Philosopher's Stone", whatever that might be. (I am not 100% inflexible on this point, but might take some convincing unless I think that what you want will be fun for everybody and won't make my life too difficult). Transformations normally "heal" at the rate in which normal BODY is regained for creatures (though I'll allow resurrection-type Transformations to be permanent in so far as they can be, what with all those nasty swords and teeth and claws about), or at 1 BODY per five minutes for inanimate objects. The healing rate for inanimate objects can be moved down the time-chart at a +½ advantage per level, but can never be made permanent without access to the Philosopher's Stone.

Eidetic memory

Eidetic memory does not increase the number of spells you can have "in mind" at a time, nor does it improve your spell-learning time. It is not automatic; you must concentrate on whatever it is that you want to remember. You can use Eidetic memory as a spell book, but it has the disadvantage that you are likely to forget some or all of your spells if you ever take an impairing blow to the head. (This might be temporary, but then again....)

Detect Magic

Detect Magic will detect the presence of magic in a general area but will not pinpoint a magic item within that area. The larger the area of effect in which the spell works, the less specific it becomes.

Detect Magic is bought as Enhanced Sense (Detect), which at its most basic requires an object to be touched to be able to detect anything. A Detect Magic should be associated with one sense for the purposes of Special Effects. If you want to be able to use it to identify the type of magical aura, it must be bought Discriminatory, and it must be Ranged if you want to be able to use it without contact, in which case you can detect the magical aura when within 1 hex of it. If you want a longer range, you will have to buy the Area Effect advantage. Normal Perception rolls apply when attempting to Detect Magic, with the following additional modifiers: +1/10 active points to detect the presence of magic, and -1/10 active points to determine the type of magic when using Discriminatory. In other words, the stronger the magic, the easier it is to spot (or hear, or smell) but the more confusing to identify.

The level of identification will depend on how good a perception roll you make, and could be as vague as "Bad shit" or as specific as "the characteristic aura of the School of Plumbing, specifically the "Astounding Flush" spell as cast by an adept of the fourth circle whose ritual plunger was in need of slight repair".