Spells for CORPS

These spells are intended to be part of the Burlady universe in the Palimpsests campaign, but can be adapted for other high-magic universes. (For example, I use them if I'm running Aegis using CORPS.)

Sorcery

Sorcerors belong to colleges. (Not that they go to a specifi college; a college represents a body of knowledge and techniques.) For example, four of the great mages of old each specialized in one of the four elements (earth, air, fire, water). Any "earth" sorceror is therefore using spells somehow derived from that college's founder. Theough the details of the invocation may differ (different focus, different incantation), most of the restrictions stay the same.

Becoming a sorceror is very expensive in terms of SP: You need Sorcery skill, the appropriate secondary skill, and you must buy each spell.

I've identified seven colleges of sorcery, though of course there may be others, and there may be subschools within them. (For example, perhaps Ravinent the Prudent knew the secret of "preloading" his spells (+5 SP), and so his students also know this secret; but other teachers of the same college do not.)

The seven colleges are the four Elemental Colleges, The College of Forms, the College of Will, and the Necromancers.

The Elemental Colleges

Note that although each level of knowledge has similar spells, the effects of the spells are not identical. There are very distinct reasons for choosing one college over another. Earth sorcerors, for example, learn the El's Blood spell, which heals wounds, while Air sorcerors learn to fly.

Elemental spells have the following common limitations:

GMs may choose to have all spells be Immutable, but this essentially has the effect of preventing the players from coming up with new spells.

The level of a spell is the minimum POW required to learn it. (The spell may be cast at a lower power, however.) The level is also a guide to the order in which a sorceror learns the spells. Usually this progression is:

LevelTypes
I(skill)
IIDivine,Shape
IIIBanish,Call
IVAttack,Defend
VTransform, Move, Self-change
VISummon and bind elemental
VIIIndependent research
GM's Note If you require a character to learn all previous spells and skills, the characters will be heavily penalized for being sorcerors who want combat spells (level IV). (Cost: is 16 AP for POW, plus 36 SP for spells, plus at least 11 SP for skills-- 5 SP for Sorcery at level 3 (Aptitude 2), plus 6 points for the secondary skills.)

Earth Spells:

Level Cost Spell
II 6

Find earth
POW used counts as AWR, minimum of 1. Difficulty to find object is difficulty for range (as in combat), plus modifiers for quantity and purity of sample (focus) and target. Cost: 6 (Detect: Range, others, visible, drains POW, Conscious, Focus: 21)
Limit: Backfire is POW used as a Mental Blast.

5 Sculpt earth
POW required to mold something is the total of its AV; extra STR goes to lifting or moving the mass.
Limit: only for shaping earth or rock (-1); sculpted material may not leave contact with the ground (-1)
(Telekinesis: Range, others, visible, drains POW, Conscious, Focus: 21)
Limit: Backfire is POW used in Blast.


III 5

Split rock
POW used is damage applied to rock; armor-piercing vs. rock and earth.
(Blast: Range, others, visible, drains POW, Conscious, Focus: 21)
Bonus: Special effect (armor piercing [+1])
Limit: only on earth and rock (processed metals don't count) (-2)

5 Seal stone
Reshape stone or earth which has been split. You could fill a hole with it. Fixing metals is +2 difficulty. POW used is difficulty (earth: 1; stone: 3; processed metals: 5), plus the STR required for the mass of stone which must be affected.
(Create: Range, others, visible, drains POW, Conscious, Focus: 21)
Limit: Only works on split or damaged earth or rock (-2)

IV 5

Stone bolt
Casts a rock against the target; targeting is done using Projectile Weapons skill.
(Blast: Range, others, visible, drains POW, Conscious, Focus: 21)
Limit: Requires combat targeting skill, and has a Range Mod of 0 (-3)

5 Stone wall Prerequisite: Sculpt Earth
Raise wall of earth or rock that stops up to POW used; POW used depends upon the material available. Mud: 1; earth: 2; granite: 5 brick: 8. If surrounding a hex, requires twice as much POW.
Limit: Only raises available material (-1).
(Armor: Range, others, visible, drains POW, Conscious, Focus: 21)

V 10

El's Blood
POW used is HLT points added. Cost 5. Time multiple has "original levels" limitation, but not the other. Cost 5. Total time to cast is 10 minutes preparation and 15 seconds of time multiples.
Bonus: Cumulative (+1)
Limit: Can't be raised past original levels (-2); requires 10 minutes of concentration time for each use (-8). Doesn't work if interrupted before 15 seconds of time multiples have elapsed (i.e., washed off or concentration broken) (-1)
(Add HLT with a Time Multiple: Range, others, visible, drains POW, Conscious, Focus: 21)

15 Earth swim
(Shapeshift: Range, self only, visible, drains POW, Conscious, Focus: 18)
9 Medusa touch
Turn others to living stone
Bonus: Cumulative (+1)
Limit: Requires combat targeting roll (-3); requires POW vs. POW (-1); minimum POW is 5 (major transformation) (-1)
(Shapeshift & 2 Time Multiples: No range, others, visible, drains POW, Conscious, Focus: 21)

VI expensive!

Summon earth elemental
(Create)

expensive! Bind earth elemental
(Dominate)

Air Spells


LevelSpellCost

II

Predict weather (Precognition)

Guide breeze (TK)

III

Suffocate (Create [CO2])

Purify Air (Create)

IV

Lightning Strike (Blast)

Wind Cloak (Armor)

V

Disperse (Shapeshift to fog)

Glide (TK)
Hammer (Area effect blast)

VI

Summon air elemental (Create)

Bind air elemental (Dominate)

Fire Spells


LevelSpellCost

II

Pyromancy (Precognition)

Shape flame (TK)

III

Extinguish (TK w/special effect)

Torch (Create)

IV

Fireball (Blast)

Flamesheath (Armor w/special effect)

V

Fire body (Shapeshift)

Spark walk (Teleport)

VI

Summon fire elemental (Create)

Bind fire elemental (Dominate)

Water Spells


LevelSpellCost

II

Hydromancy (Clairvoyance)

Divine water (Detect)
Channel stream (TK) Only water he can see

III

Part water (Armor)

Call water (TK) Prereq: Divine

IV

Icicle (Blast)

Frostline (Armor)

V

Freeze (Armor w/area)

Water freedom (Protect)
Fish (Shapeshift)

VI

Summon water elemental (Create)

Bind water elemental (Dominate)

The College of Forms

The College of Forms attempts to control the underlying pattern of things. By grasping that pattern, it may be manipulated and changed.

The College of Will

The College of Will specializes in meditative techniques that control the body. By so doing, they are capable of tremendous feats. (In an Aegis campaign, the Saegin monks form the College of Will.)

Necromancers

They raise the dead -- often for noble purposes (such as the resurrection of a loved one) but the path of necromancy is inherently evil and always twists its practitioners.


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