Personal tools
You are here: Home Games and Gaming Magic Realm AMRSG Files Spells Type VI
Document Actions

Type VI

by AG last modified 22-07-2006 20:35

Available to: Sorceror, Witch King, Magician

Sources: Scroll of Alchemy, Hidden Ring, Warlock

Dissolve Spell (Type VI/Purple)

Target: One spell in the spellcaster's clearing

Duration: Instant

Usefulness: 2

The target spell must already exist when it is specified as a target - it cannot be a spell that is being cast during the current round. When Dissolve Spell goes into effect, the target spell is broken. Duplicates of the target spell are not affected. Note: This spell cannot break Curses.

A useful spell if someone in your game has a fondness for inconveniencing spells. Also useful for removing bad Transformations, and for surprising Witches who have Dragons absorbed.

Enchant Artifact (Type VI/Purple)

Target: One Artifact or Spell Book that the target has active

Duration: Permanent

Usefulness: 2

When the spellcaster names his target, he must also name one of his recorded spells. This spell and its Magic type are added to the target.

1. Whenever the Enchant Artifact spell is energized, the target contains the added type and spell in addition to its own type and spell(s). The character who is holding the target item can read runes to learn the spell, and he can play the Item to cast the spell (which is automatically awakened). He must specify which Magic type and spell he is using when he plays the item.

2. The new Magic type can also be used to cast the Spell cards that belong to the item, if it matches their type. Example: If Enchant Artifact is used to add Type VII to the Good Book, the Good Book can be used to cast its Type VII spells.

3. Each Magic type on the target item can be used once per day, so an item with two Magic types can be used twice per day - once with each Magic type. Similarly, when one Magic type is committed to a target, the item can still be played to use the other Magic type.

4. The same item can be enchanted any number of times, adding a new Magic type and spell with each casting, but each casting ties up one Enchant Artifact Spell and the chit or card used to cast it.

Any spell cast by an Artifact or Spell Book is cast at Time 0, which makes this a good way of casting your Attack spells like Fiery Blast. Remember that you need to supply the artifact with Purple magic before you can use any of its added spells. Then you also have to provide the colour magic to the spell. For this reason it is perhaps best to add only Purple spells to the artifact, as unlimited Purple can be provided by enchanted tiles. Otherwise you will have to use your valuable chits to provide the colour, unless you can find an enchanted item.

Melt Into Mist (Type VI/Purple)

Target: One character, native or monster

Duration: Permanent

Usefulness: 2

This spell transmorphizes the target into mist. His horses and Items are all transmorphized with him.

1. If the target is a character or hired or controlled denizen, he can do only the Move, Hide and Follow activities. Special: The target can move along hidden paths and secret passages that he has not discovered. He does not discover them as he moves.

2. The target is not affected by spells. Any other spells and curses that are currently bewitching him are nullified, new spells cannot go into effect against him and he is not affected by spells aimed at other targets (he is immune to Power of the Pit results, for example). Important: The Melt into Mist spell itself is not immune to spells. It can be broken while energized (or inert).

3. The target cannot block or be blocked. The target takes no part in combat - he cannot charge or attack and he cannot be charged or attacked. If he is a character, he can run away.

This is a very useful spell. It can be used to avoid combat, to move along hidden paths, or to avoid the effects of spells. Watch out for Day 21 though, as you will waste the whole day drifting on the breeze.

Phantasm (Type VI/Purple)

Target: Special

Duration: Day

Usefulness: 4

This spell creates an ethereal being (or "phantasm") that the target controls.

1. During Birdsong of the next day he puts an unused piece with himself to represent the phantasm, and he records a separate turn for the phantasm. The phantasm gets the same number of basic and sunlight phases as other characters. It can do only the Move, Peer and remote Enchant activities.

2. The phantasm takes its turn just before the target character, when the target character's Attention chit is picked, and it does its Peer and Enchant activities in the clearing it is in. It shares the target character's discoveries list; it can use his discoveries, and he discovers what it discovers, even if they are in different clearings. If the Phantasm discovers Hidden Enemies, the controlling character can only see Hidden Enemies if he is in the same clearing as the Phantasm.

3. The phantasm cannot carry belongings or recorded Gold, it cannot follow or be followed, it cannot spy or be spied on, it cannot block nor be blocked, and it does not summon denizens or cause monsters to move.

For a single day it just doesn't seem worth the bother. It could be useful for scouting just ahead while the spellcaster prepares his arsenal.

Transform (Type VI/Purple)

Target: One character, monster or native

Duration: Permanent

Usefulness: 1

The spellcaster rolls the dice and consults the Transform table, and the target is transmorphized into the creature (monster or beast) indicated by the result. Each time he energizes the spell, he is transformed into the same creature; he does not roll again.

1. All of the recorded Gold and belongings (Including horses) the target has with him are transmorphized with him.

2. If the target is a character, hired native or controlled monster, he can gain new recorded Gold and belongings which are not transmorphized. He must keep his transmorphized Gold and belongings separate from those that are untransmorphized; when the spell falls inert, he merges the two groups. Note: If he ends the day in a location where the colour magic needed to energize the spell is supplied automatically, the Transform spell does not fall inert - it remains energized without a break.

A wonderful, wonderful spell. One of its more useful aspects is the added mobility it grants. Every beast on the Transform table can either fly or walk the woods. Even a frog or a squirrel can get around the map more quickly than the average character. If you cast transform on yourself, make sure you don't enchant tiles - no matter how strong the temptation. Squirrels can't search.

Unleash Power (Type VI/Purple)

Target: Any number of the spellcaster's Magic chits

Duration: Day

Usefulness: 2

Each Magic chit that is specified as a target is transformed into a "Move/Fight" chit that can be used as both a Move chit and a Fight chit, but not both at the same time (it can carry items like a Move chit, and in combat it can be used once per round, as either a Move chit or a Fight chit). It has the effort asterisks and time number printed on it, and its time number defines its strength: each chit with a time of 2 or 3 has Light strength, each chit with a time of 4 has Medium strength, each chit with a time of 5 has Heavy strength, and each chit with a time of 6 or more has Tremendous strength. These chits cannot be used as Magic chits while they are transformed.

1. Unleash Power ignores any changes in time numbers caused by the Draught of Speed or Garb of Speed; it always uses the time number printed on the Magic chit to define that chit's strength.

2. When the target has the Belt of Strength active, it overrides Unleash Power. The Belt of Strength defines the final strength of each Move/Fight chit.

A useful spell, but I've never seen it cast. The Sorceror can open the Vault with this spell, by transforming his Magic VI6* chit. Its duration limits its usefulness for carrying around heavy treasures though.

World Fades (Type VI/Black)

Target: One character

Duration: Permanent

Usefulness: 3

If the target character is unhidden and there are no denizens on his Melee Section at the end of a round of combat, he rolls on the Hide table. If he hides successfully, he remains hidden until he is revealed normally (he can hide and be discovered repeatedly). The target character must also start (or stop) using Magic Sight when he does the Search activity. See Rule 7.5.7.

Useful for the Witch King to get access to the other Search tables, particularly when Looting. Magic Sight has a 16.67% chance of getting a treasure card from an untouched Horde, while the Loot table will always get one. This is a Permanent spell, so will require access to Black magic to energise. Don't get caught without enough Black to energise your Absorb Essence!

Return to the beginning...


Powered by Plone CMS, the Open Source Content Management System

This site conforms to the following standards: