The Arcane Tempest's Phoenix  Insignia
The Militant Order of the Arcane Tempest
The Lion Rampant  - Insignia of Albion

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8. Elemental Magic

Powers of the First Rank

Magnetise

By the powers of the elements, I draw Earth to Earth and magnetise this/that (Object)

Range: Thirty Feet Duration: Thirty Seconds

Effects: The Nominated Item is drawn instantly to the ground and must remain there for Thirty Seconds. If said item is held or unsecured it my freely be dropped, otherwise the object must touch the ground before it may be removed.

Uses: This spell is useful for two purposes. Firstly it may be used to disarm a foe, however this is rarely as useful as the second purpose, which is too disable or immobilise an opponent by instead magnetising an item of clothing or armour, such as a belt buckle or vambrace. This frequently leaves the foes incapacitated long enough to deliver a fatal blow.

Repel

By the Power of the Elements, I call forth Air to Repel Thee (Target)

Range: Thirty Feet

Effects: The spell generates a wall of power that forces the target no less than ten feet away from the caster in a straight line, unless the target is overly heavy or well secured. If a humanoid target is unable to move this distance due to solid objects in the way, they are instead Stunned for ten seconds.

Uses: This spell is primarily defensive, its short lyrics allowing a mage to swiftly give him room for a further spell or escape. However it is also useful for disrupting lines and isolating specific individuals for further attention. Its effect when a target is backed up against an obstruction is also useful and should not be discounted.

Shatter

By the power of the Elements I drive Air into Earth and shatter that [indicate object]

Range: Thirty Feet

Effects: This spell will magically shatter a single inanimate object into several pieces. It must be dropped or its protective effects ignored if not easily dropped. It may not be used until magically repaired with the Mage spell Mend, or at a later date by mundane means (i.e. by reforging). It will work on all non-magical items provided they conform to the Default Mass rule.

Uses: This spells uses indeed seem as obvious as they are, you deny the enemy the use of their weapons, armour and sundry equipment. However, always be aware that at best, magical equipment and items are immune to this spell…

Strikedown

By the power of the Elements let Air be my weapon and strike thee [target] down.

Range: Thirty Feet Duration: Three seconds

Effects: The indicated target is struck by a mighty, non-damaging blow, is knocked off their feet and cannot rise for three seconds. The target may still parry blows aimed specifically at them.

Uses: Strikedown is another primarily defensive spell, it can be used to evade pursuit, gain ground and otherwise maintain distance from foes. It may also, with careful timing, be used to aid friendly infantry in their task of smiting the enemy, or with care, allow a mage to defeat even an armoured warrior in melee combat, as a downed opponent loses all mobility and is vulnerable to a well-placed assault.

Other First Rank Elemental Spells

Armour

By the power of the Elements I bind the Element of Earth into this person's [indicate target] raiment and grant them armour.

Duration: 30 seconds

Effects: For the duration of the spell any Physical armour worn by the recipient is 'boosted' by one point in each location. If they are wearing no Physical armour, it will act as a single point of physical protection to all locations. As with all standard Physical armour, this does not provide any protection against spells or arrows/bolts. Once a location has been hit the Armour spell is destroyed in that location only unless re-cast. A target may only have one Armour spell cast upon them at any time.

Uses: This spell is deceptive, for whilst its effects seem useful, they are in fact rendered moot by its pathetic Duration, it may have uses, but they are highly situational and a mage must use his best judgement in these circumstances.

Identify Elemental Magic

I call upon the power of the Elements of Earth and Air, Fire and Water to reveal to me the nature of the Elemental magic within this [name object].

Range: One Foot.

The caster will be informed of the elemental powers that are active within a single object, and also given an approximation of its effect. For example; If a sword that has been created with the Mage spell Mend embedded into it is examined using Identify Elemental Magic, the caster will be told that it is Elemental in nature and beneficial to the weapon. Close examination of the object is required before any information becomes available. This spell will require the presence of a Referee.

Uses: This spell may from time to time prove crucial, however, its uses are mostly idle curiosity or evaluation, neither of which a mage of the Arcane Tempest has the power to waste on.

Mend

By the power of the Elements I drive Air from Earth and mend this/that [name broken item].

Range: Touch

Effects: The indicated broken item is fully repaired after 30 seconds and made usable. This spell may be used to repair breakages caused by any means, but will not repair objects that have been disintegrated or otherwise vapourised/annihalated (see: Rank Three Spell Effects; Disintegrate). Contrary to the Default Mass rule, this spell will work on a breastplate. This spell may not be used to restore deformed/melted/reshaped items to their original state.

Uses: Are again fairly obvious, However, Repairs are not the Purpose of the Arcane Tempest and we should not squander our power in this way. Nor should one of our number be relying on a physical item for protection while they have power to cast Repel or Strikedown.

Open

By the power of the Elements I move Earth with Air and bid that lock [indicate] to open.

Range: 30 ft

Effects: This spell may be used to unlock a single lock of any complexity, but not if magical in nature. Of course the unlocking process may trigger any traps that would be disarmed through the use of the correct physical key. Some magical traps may be specifically designed to counter this spell. This spell may require the presence of a Referee.

Uses: Another spell with Limited uses, should you need a lock opened, contact your unit’s Scout(s) and they will be able to assist you.

Reform

By the power of the elements I infuse Earth with Air and Water and reform this [name object] into [name new form]

Duration: 30 seconds Range: Touch

Effects: This spell may be used to change the shape of an object to another of the same (or very similar) mass and approximate dimensions (e.g. no swords into ladders but ploughshares should be OK). This spell does not change the nature of the material from which the target object is made. Thus, copper may not be changed into gold, nor steel into silver.

Uses: Whilst this spell may occasionally have some uses, they are generally ones which can be negated by proper preparation and anticipation. Its use in deception is likewise hampered by the confusion it tends to cause.

Powers of the Second Rank

Aura of Defence

By my power and the power of the Elements I encircle myself with the Element of Air, grant me an aura of defence.

Duration: 30 seconds Range: Self

Effects: For the duration of the spell the caster cannot be affected by any normal melee or missile weapon. The caster loses all protection and the spell is broken as soon as they take any form of hostile action (simply pointing a bow has no effect nor do benevolent spells such as Healing and Purge Poison, or informative spells such as Detect Magic or Discern Nature of Undead). This may not be cast upon others. When somebody is under the effects of this spell and they are hit, they must shout "Aura of Defence" to inform their attacker as to why they are not taking damage. This call is an OOC game mechanic. Aura of defence does not work against siege weapons.

Uses: This Spell may be used for two broad purposes, mobility and defence. When used for mobility, it allows a mage to move quickly without fear of attack, allowing a safe escape or a daring breach. When used defensively a mage can use this temporary near invulnerability to hold ground, or use himself as a shield to protect others in his unit from missiles or other attacks, whilst they continue to fight back. It can also be used well with several Corporeal powers, should the mage posses them.

Flare

By my power and the power of the Elements let the Air burn with Fire. Flare.

Duration: 5 seconds Range: 30 ft

Effects: This spell produces an instant burst of intensely bright light. It will cause three people within thirty feet, to be temporarily blinded. They must be in close order, but need not be shoulder to shoulder. The caster must select three adjacent targets and cannot 'skip' a person in a line. This effect lasts for a slow count of five, and during this time those affected must keep their eyes shut.

Uses: This is another spell best used in combination with friendly troops or a daring attack, as an enemy who can’t see, cannot fight effectively, if at all. It is particularly useful as it effects several targets at once, meaning a mage should also be careful that his comrades don’t overlap the spells effects.

Heat Metal

By my power and the power of the Elements I infuse Earth with Fire and command that [indicate and name object] to burn. Heat Metal.

Duration: 30 minutes Range: 30 ft

Effects: A single inanimate, non-magical metal object is heated to white hot, rendering it completely useless for 30 minutes until it cools down. In the case of armour or a hand-held weapon this will inflict 2 points of damage to the relevant location, ignoring both Physical and Natural armour (including the spell Armour). The full damaging effect of the spell occurs within ten seconds of the completion of the verbal, and may be avoided by removal of the item within that time.

Uses: Another good disabling spell, this denies the enemy the use of his item for a full half hour! Its damaging effect should also be considered, and an item that cannot be removed inside ten seconds is the best target for the spell. Especially as it will usually disable the location effected unless the target is particularly tough.

Magic Missile

By my power and the power of the Elements I infuse Air with Fire to strike thee [indicate target] with a magic missile.

Range: 30 ft

Effects: The indicated target takes one hit to each location (six hits in total) and is knocked off their feet. This spell ignores all Physical and Natural armour.

Uses: In many ways our Signature spell, Magic Missile offers unmatched offensive ability and may kill weaker targets instantly if “Double Tapped” whilst even the hardiest enemy is knocked from his feet briefly, and opened up to attack, or indeed, a second blast…

Other Elemental Spells of the Second Rank

Dispel

By my power and the power of the Elements let Earth and Air, Fire and Water be gone. Dispel [name spell to be removed].

Range: 30 ft

Effects: This spell may be used to instantly remove the effects of any single named Rank 1 or 2 Mage spell. It works differently from Countermagic and Counterspell in that it will remove the effects of a spell already cast, as opposed to countering a spell being cast.

Uses: Dispel is on occasion a very useful spell, undoing the effects of other spells like Possession or Heat metal but it is a fairly safe assumption that any such spells targeted on members of our unit should be Countered, or in some cases, safely ignored.

Magical Armour

By my power and the power of the Elements of Earth and Air, Fire and Water I grant thee magical armour.

Duration: 30 seconds Range: Touch

Effects: For the duration of the spell the target's armour counts versus magical damage that would normally ignore the armour (and may therefore be damaged by magical means as well as by physical). This will allow the recipients armour to protect against arrows/bolts and through damage calls. With regard to the spell Magic Missile the 'knock-down' effect is also negated, and the damage is sustained by the target's armour. In addition the target and their Physical armour (not shields/swords etc.) are immune to Rank 1 Mage spells. This cannot be stacked with the spell Armour or other protection magics, nor will it affect Natural Armour. The target must be wearing some Physical armour, which must be touched by the caster. It will not count against the damaging spells Wounding, Death Touch, Spirit Bolt, Spirit Storm, Thunderbolt, or the damage calls Corporeal/Spirit Through, Artefact, Fatal or Crush.

Uses: In common with its lesser cousin Armour this a potentially very useful spell hamstrung by its pathetic Duration.

Magic Weapon

By my power and the power of the Elements I infuse this [indicate and name target] with Earth and Air, Fire and Water such that it may become a magical weapon.

Duration: 30 seconds Range: Touch

Effects: A single weapon is rendered 'Magical' for the purpose of the type of damage it may inflict. For the duration of the spell it is also unaffected by spells such as Shatter, Heat Metal, Reform, Magnetise and the like. The Mage spell Dispel will stop the effect instantly.

Uses: In common with Armour and Magical Armour this spell is to some extent weakened by its duration, however, Magic Weapon is more useful due to its nature as an offensive spell, You can place many blows in Thirty Seconds after all.

Telekinesis

By my power and the power of the Elements I call forth Air to grasp and move that [indicate and name object] to [indicate location within range of spell].

Duration: (up to) 15 seconds Range: 30 ft

Effects: This may be used to move an inanimate object from a starting location to another single, named location within thirty feet of the caster, at time of casting. Each use of the spell will cause one object to move to one location (often the caster). The power provided by this spell is insufficient to break a firm grasp or to move objects that are firmly anchored. Telekinetically moved objects travel at a rate of two feet per second, and may not be used to cause damage resulting from their mass or speed.

Uses: This spell is mostly useful for theft, or accessing an otherwise unreachable item or object (Such as a lever) however its combat uses are severely limited, if not nonexistent, as should you be able to grab an item of use from the enemy, they can easily catch it.

Transmute

By my power and the power of the Elements I blend Air with Fire for change and Earth with Water for creation. Let this [name object] of [name material of which it is made] undergo transmutation and become a [repeat name of object] of [name material into which it is to be transformed].

Duration: 30 seconds Range: Touch

Effects: This spell allows the caster to temporarily transform the material from which a given object is made into something different. Neither the target nor the result may be living nor does this affect magical item of any sort. Furthermore, materials that owe their particular characteristics to a manufacturing process rather than their intrinsic nature are neither affected by, nor can be created by using this spell. For example: Cold Iron's abilities are a result of the metal and the forging process. On the other hand Silver's attributes are only from its material properties. In addition, Transmute may only affect limited change. Thus, a metal cup could only be changed into a different type of metal, not wood or anything more extreme. Any attempt to change a sword into a bunch of flowers or similar will be viewed with the contempt it deserves. The object to be transformed must be touched

Uses: In common with its lesser cousin Reform this spell suffers from a potential lack of combat utility, however its increased flexibility means it may on occasion be extremely useful. For example changing a Sword from Steel to Silver may prove decisive.

 

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