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Magic of Geos

VIEWS: 8 PAGES: 106

									                  Magic of Geos Rulebook




                “No Dice, All Adrenalin.”

                         LARP Rules
                         Version: 1.85

                       Phil Shuttlewood


Warning: This document contains explicit words, pictures and material.
             This book is designed for the use of adults.




                                                                         1
                                                         Table of Contents
INVICTUS: WILLIAM ERNEST HENLEY:.............................................................................................3
MASTERY OF MAGIC.................................................................................................................................4
    RITUALISM......................................................................................................................................................7
    FIRE:..............................................................................................................................................................8
    WATER:........................................................................................................................................................10
    AIR:.............................................................................................................................................................12
    EARTH:.........................................................................................................................................................14
    ICE:..............................................................................................................................................................16
    LIGHT:..........................................................................................................................................................18
    DARK:..........................................................................................................................................................20
    LIFE:............................................................................................................................................................22
    DEATH:........................................................................................................................................................24
    PROTECTION:.................................................................................................................................................26
    MIND:..........................................................................................................................................................28
    ARCANE:.......................................................................................................................................................30
    FAITH:..........................................................................................................................................................32
    NATURE:.......................................................................................................................................................34
    STEALTH:......................................................................................................................................................37
    META MAGIC:...............................................................................................................................................39
EXOTIC SPELL LISTS:.............................................................................................................................41
    MAGMA........................................................................................................................................................43
    RESEARCH.....................................................................................................................................................46
    SCRYING.......................................................................................................................................................49
    LIGHTNING....................................................................................................................................................52
    PROFITEERING................................................................................................................................................55
    THIRST.........................................................................................................................................................59
    CRYSTAL.......................................................................................................................................................61
    EXORCISM.....................................................................................................................................................65
    BLOOD..........................................................................................................................................................69
    POISON.........................................................................................................................................................72
    COMBAT MASTERY........................................................................................................................................75
    MAGNETISM..................................................................................................................................................78
    TRANSMUTATION............................................................................................................................................82
    PAIN.............................................................................................................................................................85
    OBLIVION......................................................................................................................................................88
    ILLUSION.......................................................................................................................................................91
FAITH:..........................................................................................................................................................95
    DEITIES: ORGANIZED BY DOMAIN AND DIVINE POWER:......................................................................................97
    DIVINE POWERS AND WEAKNESS:....................................................................................................................97
    DEITIES: SPELL ACCESS, OPPOSITION, AND ENEMIES.........................................................................................103




                                                                                                                                                                     2
Invictus: William Ernest Henley:

              Out of the night that covers me,

             Black as the Pit from pole to pole,

               I thank whatever gods may be,

                For my unconquerable soul.


             In the fell clutch of Circumstance,

             I have not winced nor cried aloud.

             Under the bludgeoning of Chance,

              My head is bloody, but unbowed.

            Beyond this place of wrath and tears,

             Looms but the Horror of the shade,

              And yet the menace of the years,

             Finds, and shall find me, unafraid.


              It matters not how strait the gate,

         How charged with punishments the scroll,

                 I am the master of my fate:

                I am the captain of my soul.




                                                    3
Mastery of Magic
Magic is a very important part of everyday life in the world of Geos. Across Geos magic fills the
air, magic grows the trees and magic changes the seasons. The essential elements and other
forms of power are each represented by a sphere of magic.
Casting: In order to cast a spell the character must have access to a sphere, have casting of
sufficient level to cast the modified spell and they must also know the spell.

Casting Time: Those who cast magic must sculpt the energy to do their bidding. This process
takes mere seconds for the simplest spells, but could take hours for the greatest magics. The
character must incant for 5 seconds per level of the spell, level 0 spells require a mere 3
seconds. The verbals of a spell must be pronounced proudly and vocally for the magic to
have effect. Some specialists have learned silent casting or casting that focuses on somantic
or material components. For the true masters of the arcane art it is possible to simplify a spell
to a single word, these verbalized or power word spells do not need verbals but must be
preceded with the Power Word prefix, e.g. Power Word Touch of Death.

Mana Expenditure: When a character casts a spell it costs a number of mana equal to the
level of the spell. Characters start with a certain amount of mana, gain more mana with every
rank of casting and those players who wish to become powerful casters would do well to
purchase large amounts of mana. Casting certain spells affects a characters connection to the
World Halo and as such casting those spells costs permanent mana. All spells of level 1-9
costs temporary mana and level 10 spells cost permanent mana.

Hitting your target: Magic in Inritius Alliance is represented by spell packets [packets of bird
seed] thrown to strike a foe. Spells which have packet as the range only take effect if the
thrown packet strikes a foe, however, due to the power of magic the packet only needs to
touch the character or his garb [which makes shields packet magnets]. Packets deal their
effect to the location struck [or the closest location in the case of garb strikes. Some powerful
casters such as demons and arch-mages possess accuracy and which means that their spells
are assumed to hit their target; accuracy spells are assumed to strike the target’s chest.

Spheres of Magic: Almost all characters feel a twist towards a certain type of magic. Each
character starts with one Specialty sphere from the various types of magic available; each
character also has minor access to a secondary sphere. Minor access allows the character to
cast levels 1-5 of that sphere. Major access allows the character to cast levels 1-10 of that
sphere. Specialists have access to levels 1-10 of their sphere; however Specialists also
reduce the level of each of their spells by one. This means that their level 1 spell becomes
level 0 which can be cast for 0 mana once per minute. In addition the locked level 11 spell
becomes level 10 and therefore castable. However, purchasing opposing spheres to your
specialist sphere is twice as expensive and characters personalities are often affected by the
sphere of magic they chose.

                                    Earth opposes Air and vice-a-versa.
                                   Fire opposes Water and vice-a-versa.
Inritius Alliance: Magic of Geos                                                       Page 4 of 106
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                                      Light opposes Dark and vice-a-versa.
                                      Life opposes Death and vice-a-versa.
                                     Faith opposes Arcane and vice-a-versa.
                                   Stealth opposes Protection and vice-a-versa.
                                     Meta opposes Nature and vice-a-versa.
                                       Mind opposes Ice and vice-a-versa.

Learning Spells: Learning a spell is a basic task, at least it is once the character has located
someone who knows the spell who has the teach spell to the correct rank. The usual cost to
learn a spell can be found in the training section; if a character can find someone willing to
teach them the spell for free then the cost of learning the spell is halved. Learning a spell from
a friend isn’t free because the character still has to buy the material components and tools to
allow them to understand the spell and practice it enough to master it. It is not normally
possible to learn spells from spell-books or scrolls, although some mages have apparently
found some success in that field.

Meta-Magic: Certain magics, those on the meta-magic list have the ability to alter other spells-
players should be very careful when using this list and should consult plot if they have any
uncertainty whatsoever about the use of the spell. It is also worth noting that meta-spells
never stack with themselves.

Counter-Spells: The usual way to end an opponent’s spells is the Counter-spell ability. The
Counter-spell ability is ranked and the character is only able to break spells which are equal to
(or less than) the character’s counter-spell rank. Counter-spells are by no means a certainty
and they can usually only be used against spells with a duration. In order to initiate a
counter-spell the dispelling character spends mana equal to the (unmodified) level of
the spell and must incant for 5 seconds per spell level. The dispeller must know what level
counter spell they are using and if they accidentally call a weaker level than the spell level then
they need then the dispelling attempt will fail. If you are attempting to dispel a modified spell
such as one enhanced by meta-magic then you must have more ranks in counter spell than
the rank of the spell plus the rank(s) of any Meta magic spells that modify it. The only way to
break level eleven spells or greater spell effects that have been created by ritual magic or high
magic is by combining the abilities of several dispellers with the Union Dispel ability.

On Armour: For whatever reason the magic of Geos does not respond well to iron or to
armour. Characters wearing 10 or more points of hindrance cannot cast spells. Characters
wearing less than 10 points of hindrance can cast spells of equal level to the difference
between the hindrance they are wearing and ten, so if a character is wearing six points of
hindrance he would be able to cast spells of up to level four. Characters wearing Iron (or any
iron derivative) armour cannot cast spells of level 3 or higher.

Exotic Spheres of Magic: There are rumors of many other spheres of magic hidden in the
shadows. These spheres of exotic magic can be found in the Magic of Geos rulebook.
Examples of these spheres include: Poison, Disease, Curses, Madness, Divination, Oblivion,
Hope, Illusion, Chronomancy, Demonology, Necromancy, Lightning, Blood, Battle Magic,
Creation, Conjuring, Nymphology, Telepathy, Research, Spirit, Magma and Pain.
Inritius Alliance: Magic of Geos                                                         Page 5 of 106
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Psionic Casting: There are also rumors of powerful mind mages who have developed an
entirely cerebral type of magic called Psionics which is totally powered by the casters own
connection to the World Halo.

Faith Casting: Priests, and other clergy, focus on Divine magic, channeling the power of the
divine into their spells. Divine spell-casting represents a characters absolute belief in a higher
being. Intangible higher beings rarely directly interfere with the mortal world, but when they do;
their more faithful servants are usually the focus of their attentions. Divinely cast magic is
fueled by Divine Mana and not by Arcane Mana. A character using Faith magic must carry a
holy symbol. Characters cannot divinely cast spells of a level higher than their faith rating.

Arcane Divine Casting: One of the arcane spheres of magic is also Faith. This stems from
faithful wizards writing spells to allow them better access to their deity. A character can only
have access to the Faith list if they are playing a character that has true faith in one of the
deities of the realm. Arcanely cast Faith spells are equally fueled by Divine Mana and Arcane
Mana. A character using Faith magic must carry a holy symbol. Characters cannot cast Faith
spells of a level higher than their faith rating.

Druid Casting: True Druids focus on Natural magic which they draw from the ground and from
the sky. Druid magic is divided into four categories: Druidry, Moon Druidry, Sun Druidry, and
Dark Druidry.




Inritius Alliance: Magic of Geos                                                        Page 6 of 106
Version: March, 2009
Ritualism
Certain characters (those who have purchased the Ritual magic skill) can attempt to sculpt
magic to achieve any goal. First they draw a circle and activate it and then the character or
characters enact a ritual. A ritual team must be made up of a ritualist and any number of
contributors, all of whom add their skill level together to calculate the effective ritual level of the
group. An active ritual circle will bar entrance to anyone outside of the circle, however, another
ritualist or group of ritualists can open the ritual circle in the same way as a ritualist or group of
ritualists initially opened the ritual circle assuming their combined ritual level is equal or greater
to the level of the original group [counter-spell can also be used to break a ritual circle]. Ritual
circles are sentient and are an excellent source of information.

The goal of the ritual must be clear. Rituals are marked on clarity, sacrifice, performance,
suitability, costume and roleplay. The clarity of a ritual includes not using the word um and not
deviating from your point. The sacrifice is what the ritual team sacrifices to the circle in order to
achieve their effect; remember anything you are willing to give up is not a true sacrifice. The
performance is based on the actual ritual itself and will get points for excellent use of props.
Rituals should be viewed like little plays and must be suitable and relevant to the required
effect. The characters costumes will also be taken into consideration. The roleplay points are a
catchall bonus category for the ritual refs to be able to take other factors into consideration like
a fire mage calling on water magics. The best rituals will be worked out and practiced in
advance; they will use all of the participants in the ritual and will leave audiences amazed. The
ritual referee will judge the ritual and explain what effect, if any the ritual had. Certain rituals
require specific casters, for example, purity rituals require virgin ritualists and resurrection
rituals require the combination of a priest and a mage. Rituals are excellent party building
events and can have whole adventures shaped around the party finding their sacrifice, working
out their ritual, practicing their ritual and then enacting their ritual; not to mention of course
dealing with the aftermath.




Inritius Alliance: Magic of Geos                                                            Page 7 of 106
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Fire:
  1 Ignite                      Instant        Touch
  2 Fire Dart                   Instant        Packet
  3 Fire Shroud                 10mins         Caster
  4 Protection from Fire 1 hour                Touch
  5 Control Flame               10mins         Caster
  6 Fire Bolt                   Instant        Packet
  7 Wall of Fire                10mins         Drawn Line
  8 Fire Storm                  Instant        Packet
  9 Fire Strike                 Instant        Packet
 10 Incinerate                  Instant        Packet
 11 Immolate                    Instant        Touch
Note: Fire damage is potentially more dangerous to water or ice based creatures and is
considered bane to them unless they already have a specific vulnerability to it.
Note: Fire spells give off a noticeable level of heat, if a fire spell misses its target it may, at the
discretion of the referee, cause a fire.
Note: The fire list, unlike all others, is opposed by both the Water and the Ice list.

1) Ignite:
Calling on the power of fire, the caster causes a flammable item to start burning. Only
flammable objects can be the target of this spell, which excludes flesh, bone, stone and metal.
The rate of consumption is based on the nature of the object. Paper and scrolls are consumed
instantly and thin wooden or cloth items will be burned up after a few minutes. If someone is in
contact with the item, like the clothes they are wearing, then the person takes one point of
damage per 20 seconds until the item is removed or consumed. The damage occurs at the
end of the ten seconds. If used offensively, this spell can only cause harm to one location at a
time.

2) Fire Dart:
Darts represent the basic offensive spell in the mage’s arsenal. Through the use of this spell
the mage shapes fire into a dart and hurls it at a foe. A thrown packet deals three points of fire
damage to the struck location.

3) Fire Shroud:
Harnessing fire’s destructive power, the caster prepares retribution for the next person to strike
him. When the caster is next hit by a melee weapon or unarmed strike, the Fire Shroud forms
itself into a fire dart which strikes the chest of the aggressor. The spell ends when the duration
expires or when the aura turns into a fire dart.

4) Protection from Fire:
The caster wards the target against the ravages of fire. For the duration of the spell, the target
reduces all damage they receive from flame or fire based attacks by 50%. A character
protected by this spell can survive in an environment of extreme heat, like the elemental plane
of fire.
Inritius Alliance: Magic of Geos                                                             Page 8 of 106
Version: March, 2009
5) Control Flame:
By focusing his attention, the caster is able to make fire dance to his will. For the duration of
the spell the character can shape, dim, grow, or move fire. Enhanced fire does double normal
damage and diminished fires deal half normal damage. The longer a character concentrates
the more fire he can manipulate. Controlling an element is a difficult effect and requires the
absolute concentration of the caster.

6) Fire Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes fire into a long bolt and hurls it at a foe. A thrown packet deals ten points of
fire damage to the struck location.

7) Wall of Fire:
The caster builds and shapes fire energy to form a blistering barrier. The caster summons a
wall of fire along a clearly drawn line. The wall is 20 feet high and cannot be longer than 50
feet long. Those who are on the line at the time of casting are ejected off of the line. Anyone
who chooses to force their own way through the wall (or who is forced through the wall) takes
five points of fire damage to every location that is forced through the wall.

8) Fire Storm:
Storms are a mage’s solution to clustered foes. Through the use of this spell, the mage
gathers fire into a ball and throws it into the air so that it rains down upon a group of foes. The
caster throws a packet and anyone within 10ft of where the packet lands takes five points of
fire damage to each location.

9) Fire Strike:
Strikes represent the heavy artillery in a mage’s arsenal. Through the use of this spell the
mage gathers fire and hurls it against a foe. A thrown packet deals twenty points of fire
damage to the struck location.

10) Incinerate:
Incinerate is one of the most powerful spells at a pyromancer’s disposal. Using this spell the
caster is able to unleash devastating fires against a foe. A thrown packet unleashes a fire
burst dealing twenty damage to each location. Any flammable objects on the character are
reduced to ash and destroyed.

11) Immolate:
The pyromancer channels the purest essence of fire into a destructive touch. This spell is the
pivotal point of the argument that everything burns. The object or person touched is destroyed
by 200 points of RAW Fire damage. Raw damage cannot be reduced by normal means.




Inritius Alliance: Magic of Geos                                                         Page 9 of 106
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Water:
  1 Extinguish             Instant   Packet
  2 Identify Liquid        Instant   Touch
  3 Purify Liquid          Instant   Touch
  4 Walk on Water          1 hr      Touch
  5 Breathe Water          1 hr      Touch
  6 Water Bolt             Instant   Packet
  7 Control Water          10mins Caster
  8 Dehydrate              Instant   Packet
  9 Drown                  Instant   Touch
 10 Spring                 PERM      Touch
 11 Drought                Month     5 miles
Note: Water damage is potentially more dangerous to fire based creatures and is considered
bane to them unless they already have a specific vulnerability to it.

1) Extinguish:
This spell creates a water burst which extinguishes a normal sized fire. This spell will
extinguish a fire, although it will have little effect on a larger fire, such as a house fire. The
burst of water created by this spell might have alternative uses such as hydrating the
dehydrated or washing blood from a ritual circle.

2) Identify Liquid:
Through this spell the caster magically asks a sample of liquid to identify itself. The caster is
able to ask the referee to identify the liquid; the caster can touch the liquid or its container.
This spell is often used to work out if a liquid has been poisoned or if it carries a disease. This
spell will also identify most potions.

3) Purify Liquid:
Through the use of this spell, the caster cleanses fluid of impurities leaving pure, clean water.
This spell will usually affect around a barrel of non-viscous liquid. Potions lose all magical
abilities, poisons are no longer harmful, alcohol is no longer intoxicating, and acid is no longer
harmful. Casting purify liquid on quicksand allows the victim to escape. This spell has no effect
on blood or ichor or any other fluid inside a creature.

4) Walk on Water:
Through the use of this spell, the caster blesses his target so that if he were to step onto water
the water itself would bear the target’s weight. For the duration, the subject can walk on water,
quicksand, or marshland. We advise that while under this spell the target doesn’t try to go
swimming.

5) Breathe Water:
Through the use of this spell, the caster blesses the target with the ability to breathe water. For
the duration the character’s system can allow water to flow through them and they can extract
oxygen as needed. The water must be relatively clean or salt water otherwise the swimmer
Inritius Alliance: Magic of Geos                                                        Page 10 of 106
Version: March, 2009
would suffer from inhaling the pollution. A creature under the effect of this spell gains Swim
Rank 5. A creature under the effects of a Breathe Water spell is immune to the Drown spell or
any similar effects.

6) Water Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes water into a long bolt and hurls it at a foe. A thrown packet deals ten points
of water damage to the struck location.

7) Control Water:
By focusing his attention, the caster is able to make water dance to his will. For the duration of
the spell the character can shape or move water. Normal effects for this ability include
channeling water into a fire, making water take an unnatural course, drying an area of swamp,
levitating water or parting water to make an easier crossing. The longer a character
concentrates the more water he can manipulate; magically throwing a bucket’s worth of water
at someone requires much less effort than parting a sea. Controlling an element is a difficult
effect and requires the absolute concentration of the caster.

8) Dehydrate:
Through this spell, the caster summons all of the water from a victim’s body. The target slips
into unconsciousness for one minute while the body draws water from it’s blood. After that
minute, the victim wakes up in desperate need of water; they will consume any form of liquid
that they can find; they will even kill to slake their thirst.

9) Drown:
Through this spell, the caster floods the victim’s body with water making the victim choke and
drown. The target starts to choke and drown, after two minutes the character passes out, two
minutes after that, the character dies. Anyone with Chirurgery rank 5 can revive the character
before he dies by role-playing CPR. While drowning, the character cannot take any action,
speak or cast.

10) Spring:
Through this spell, the caster establishes a permanent spring by tapping into the water course.
This spell is usually used to create wells and to provide clean water sources. If this spell is
used in an area of drought or desert then the effect is reduced to a single day. Certain
destructive aquamancers have used this effect to undermine structures.

11) Drought:
By draining all of the water from an area the aquamancer dooms a locale. The caster drains all
water from an area the streams, wells and even lakes dry up and the water table that would
normally replenish these reserves drain into the ground before reaching the area. These
water sources will not even start to recover until a full month has passed. In addition, no rain
will fall over the area for a month. Those who are within the area at the time of casting find that
their water skins and even their potion bottles now contain only dust.


Inritius Alliance: Magic of Geos                                                        Page 11 of 106
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Air:
  1 Push                  Instant    Packet
  2 Disarm                Instant    Packet
  3 Cone of Air           Instant    Cone
  4 Mute                  5mins      Packet
  5 Fluttering Winds      10mins Caster
  6 Fly                   10mins Caster
  7 Manipulate Object     10mins Caster
  8 Breath Crisis         Instant    Packet
  9 Lightning Strike      Instant    Packet
 10 Control Winds         10mins Caster
 11 Hurricane             Sunrise 5 miles
Note: Lightning damage is potentially more dangerous to earth based creatures and is
considered bane to them unless they already have a specific vulnerability to it.

1) Push:
Calling on the winds the caster is able to force air against a single target. This spell forces the
target back ten feet. A target with Rank 2 STR or Rank 3 Balance is unaffected by this spell
assuming they are able to step back safely to resist.

2) Disarm:
Through this spell, the mage buffets his opponent’s hands making him drop his weapon. The
victim’s main weapon acts as if struck with a rank 3 disarm effect. If a character is fighting with
natural weapons, a basket hilted weapon, a shield or a weapon that is strapped onto his body
then the spell buffets the weapon, but does not disarm the victim.

3) Cone of Air:
Calling on the winds the caster is able to force air against an area. Everyone in a ten foot long
cone that is 10 foot wide at its widest point is forced back ten feet. A target with Rank 2 STR or
Rank 3 Balance is unaffected by this spell assuming they are able to step back safely to resist.

4) Mute:
Through this spell, the caster assaults his victim’s voice attempting to robs the victim’s voice of
the ability to carry sound. For the duration, the victim cannot make any vocally created noises
including grunts or screaming. Ritual magic and spell casting are impossible under this effect,
although the most powerful casters have mastered sub-vocal casting. This spell is resistible
by willpower.

5) Fluttering Winds:
Through this spell, the caster wraps himself in winds preventing items thrown or fired at him
from hitting him. For the duration, any missile or projectile that is fired at him is deflected, this
includes arrows, bolts, thrown weapons, and alchemical compounds. Any particularly huge or
powerful projectiles such as huge boulders or the bolt from an arbalest will still strike the
caster. Any projectile which deals through regardless damage will still strike the caster.
Inritius Alliance: Magic of Geos                                                          Page 12 of 106
Version: March, 2009
6) Fly:
Through manipulation of the air, the caster is able to join the birds in the air. The caster finds
that he is able to fly; he may increase or decrease his height one foot at a time. The caster can
carry equipment or others as his strength allows. If the caster wants to use a projectile
weapons or spells then he must move away (distance as height) and successfully strike his
target as usual.

7) Manipulate Object:
Through this spell many mages have made objects dance to their will. The caster gains the
ability to manipulate a small object (weighing less than a kilogram) that he can touch or strike
with a packet. If the caster chooses to use the object offensively in combat it deals the same
damage as the caster would if they were wielding it, to a maximum of three points of damage.
The caster must concentrate on the object for the entire time that the object is being
manipulated, if the casters manipulation lapses or if the caster loses sight of the item (even for
a moment) then the spell ends. The manipulated object cannot move more than 20 feet away
from the caster. Note: This spell follows all of the usual rules for telekinetic manipulation as
highlighted in the Magic of Geos book.

8) Breath Crisis:
Through this spell, the mage robs his victim of breath. The target of this spell starts to struggle
to breathe. The victim will struggle for breath for 2 minutes and then pass out; after passing
out the character takes one point of constitution damage per minute until he dies or is given
assistance. Anyone with Chirurgery rank 5 can revive the character before he dies by role-
playing CPR and the application of healing magic will also allow the victim to breathe again.
The victim cannot speak, move meaningfully or cast while struggling for breath.

9) Lightning Strike:
Strikes represent the heavy artillery in a mage’s arsenal. Through the use of this spell the
mage gathers lightning and hurls it against a foe. A thrown packet deals twenty points of
lightning damage to the struck location.

10) Control Winds:
By focusing his attention, the caster is able to make the air and the winds dance to his will. For
the duration of the spell the character can use the air to support himself or other objects, is
protected by fluttering winds, can control the weather, can throw cones of air at will and can
unleash aggressive wind storms. The longer a character concentrates the more air he can
manipulate. Controlling an element is a difficult effect and requires the absolute concentration
of the caster.

11) Hurricane:
Through the use of this spell a wind master unleashes an unstoppable wind storm. The caster
designates his target and vast damage is dealt. This storm is capable of collapsing buildings,
uprooting trees and ending lives. The winds are capable of causing destruction and death.
The hurricane is almost impossible to stop before it has run its course.

Inritius Alliance: Magic of Geos                                                        Page 13 of 106
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Earth:
  1 Pin                    1min      Packet
  2 Stone skin             10mins Caster
  3 Stone Fists            10mins Caster
  4 Shatter                Instant   Touch
  5 Slow                   10mins Packet
  6 Earth Bolt             Instant   Packet
  7 Paralysis              1min      Packet
  8 Quicksand              Sunrise Packet
  9 Earth Armor            10mins Caster
 10 Petrify                Instant   Touch
 11 Earthquake             Sunrise 5 miles
Note: Earth damage is potentially more dangerous to air based creatures and is considered
bane to them unless they already have a specific vulnerability to it.

1) Pin:
Through this spell, the mage commands the earth to seize one of the target’s feet. For the
duration of the spell, one of the targets legs is pinned to the floor. The target may not move
that foot although, he can pivot. A target with Rank 2 STR or higher is able to rip his leg free.
Somebody with Escape Artist Rank 5 can free themselves.

2) Stone skin:
This spell toughens the mage’s skin giving them greater resilience. For the duration, the target
gains two additional points of location which are taken off after armour and DAC, but before
Location. While the recipient is under the effect of this spell they suffer from an extremely
weak tactile sense. Characters can only be protected by one skin spell at a time.

3) Stone Fists:
Through this spell, the caster surrounds his fists with earth. For the duration, the caster loses
the use of his fingers, but gains a pair of stone boxing gloves that have a base damage code
of two magic blunt. This damage code is modified for STR and Unarmed Mastery.

4) Shatter:
By cracking the bonds that hold an object together, the mage is able to cause any normal
object to break into many pieces. The pieces of a shattered object are relatively large, the
object is not disintegrated. Mastercrafted items and magical items are not affected. The shatter
spell will only affect objects of shield size or smaller. Crystal objects are not affected by this
spell.

5) Slow:
Through this spell, the mage adds the weight of the earth to his victim’s shoulders. For the
duration, the victim feels like a huge pressure is making their every move harder. The victim
must slow their movement by half, including their talking, walking, casting and fighting speeds.

Inritius Alliance: Magic of Geos                                                       Page 14 of 106
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Target’s with STR rank 4 or higher are unaffected. Somebody with Escape Artist Rank 6 can
free themselves.

6) Earth Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes the power of earth into a long bolt and hurls it at a foe. A thrown packet
deals ten points of earth damage to the struck location.

7) Paralysis:
Through the use of this spell, the caster is able to solidify the muscles and sinews of a target.
The victim finds that he is unable to move any part of his body. For the duration, the target is
paralyzed, which renders their entire body immobile, the victim cannot utter a word, take a
step or even open his eyes. A major or total heal spell will end the effect prematurely.
Somebody with Escape Artist Rank 8 can free themselves.

8) Quicksand:
Through this spell, the caster pulls substance from the earth leaving the ground a fluid mass. A
ten foot radius circle area around a thrown packet is turned into quicksand. Those within the
area have a few seconds to get out of the way before the transmuted earth starts pulling in it’s
victims. Anyone who remains in the area or who enters the quicksand afterwards is trapped.
Once trapped, the victim is unable to escape on their own unless they have Escape Artist
Rank 5 and will die within five minutes.

9) Earth Armour:
Through this spell, the caster augments his form with a suit of rigid earthen armour. For the
duration the caster is protected by Soak 2 and by 50 Global hits which are taken off before
anything else. While wearing the armour the caster moves slower and cannot use DAC. This
armour does not stack protection from any other source. The casters fists deal base 10 magic
blunt damage, unmodified for anything. While the recipient is under the effect of this spell they
suffer from an extremely weak tactile sense. Characters can only be affected by one armour
spell at a time.

10) Petrify:
Through the use of this spell, the caster is able to solidify the muscles and sinews of a target
until the target permanently becomes a stone statue. The victim becomes paralyzed and after
one minute permanently becomes a stone statue until the effect is some how broken through
powerful magic. If the paralysis is removed during the first minute the spell ends.

11) Earthquake:
Through this spell geomancer pulls at the ancient earth elementals that make up the crust of
Geos. The caster starts a reaction which unleashes an unstoppable, raging earthquake. The
caster designates his target and the referees describe the effects. The earthquake is
devastating; it ends lives, utterly destroys buildings and shatters defenses. The quake is
almost impossible to stop before it has run its course.


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Ice:
  1 Slip                   Instant   Packet
  2 Chill                  1min      Packet
  3 Encase Limb            1min      Packet
  4 Protection from Ice 1 hour       Touch
  5 Blizzard               10mins Packet
  6 Ice Bolt               Instant   Packet
  7 Freeze                 10mins Packet
  8 Ice Weapon             1 hr      Caster
  9 Ice Strike             Instant   Packet
 10 Crystallize Creature Instant     Touch
 11 Ice Age                Month     5 miles
Note: Ice damage is potentially more dangerous to fire based creatures and is considered
bane to them unless they already have a specific vulnerability to it.

1) Slip:
Calling on ice magic, the caster coats the ground under the targets feet with a layer of ice
causing the victim to slip and slide. This spell causes the victim to slip and fall; targets with
Balance Rank 3 are immune as long as they are able to safely step back to steady
themselves.

2) Chill:
The caster pulls the warmth from a victim subjecting them to an inner chill. For the duration,
the victim shivers and is lethargic. The victim is unable use halo in any way, cannot use DAC,
cannot sleep and cannot focus enough to use ritual magic or to meditate. This spell is
resistible by willpower.

3) Encase Limb:
Through this spell, the caster weaves ice around one of the targets limbs. The ice encases the
limb rendering it unusable and very heavy. The spell lasts for one minute. If the ice is
subjected to a crushing, sundering or shattering effect the spell ends early. If a creature has
STR 4, they can burst free of the restraining ice. If the thrown packet strikes the victims torso
the nearest limb is affected. Somebody with Escape Artist Rank 5 can free themselves.

4) Protection from Ice:
The caster wards the target against the ravages of cold. For the duration of the spell, the
target reduces all damage they receive from ice or cold based attacks by 50%. A character
protected by this spell can survive in an environment of extreme cold, like the elemental plane
of ice.

5) Blizzard:
Through this spell the caster summons a powerful localized snow storm. The area in a 10 foot
radius from a thrown packet is blanketed with heavy freezing snow. Creatures within the
Blizzard are cold and are unable to see, however, the caster and any ice based creatures can
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see as can anyone with Heightened Senses Rank 7. This is a physical effect so magical
resistance doesn’t help and the storm moves snow within it making blind-fight and dark-vision
equally useless.

6) Ice Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes ice into a long bolt and hurls it at a foe. A thrown packet deals ten points of
ice damage to the struck location.

7) Freeze:
Through this spell, the caster weaves ice around a target’s body. The ice encases the target
rendering him immobile and paralyzed. The spell lasts for one minute. If the ice is subjected to
a crushing, sundering or shattering effect the spell ends early. If a creature has STR 6, they
can burst free of the restraining ice. Somebody with Escape Artist Rank 8 can free
themselves.

8) Ice Weapon:
Through this spell, the caster generates a blade of ice from his hand. The blade literally
springs from the casters hand. The caster can make any one handed weapon, the weapon is
normal for its type only its base damage is 5 Magical. This weapon cannot be dropped,
disarmed, disintegrated or shattered.

9) Ice Strike:
Strikes represent the heavy artillery in a mage’s arsenal. Through the use of this spell the
mage gathers ice and hurls it against a foe. A thrown packet deals twenty points of ice
damage to the struck location.

10) Crystallize Creature:
Through this spell, the caster weaves ice around a target’s body freezing every drop of fluid in
the target’s form. The ice encases the target rendering him immobile and paralyzed, the
victim’s tears freeze contracting his eyes (blinding him), his reproductive fluid freezes (making
him infertile), his stomach acid freezes (causing huge pain), his sweat freezes (rendering him
immobile), and his blood freezes (making him die).

11) Ice Age:
Through this spell, the caster unleashes the absolute cold of an ice age, damning an area with
his magic. The caster designates his target and the referees describe the effects. Animals and
crops die, water freezes, stone weakens and humans suffer. For the duration no heat exists or
is generated in the affected area. Almost everything is damaged, glass shatters, stone cracks,
wood degrades, metal becomes brittle and everything is covered in perma-frost.




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Light:
  1 Flash                  Instant   Packet
  2 Light                  10mins Packet
  3 Flare                  Instant   Cone
  4 Shining Aura           10mins Caster
  5 Remove Curse           Instant   Touch
  6 Star Bolt              Instant   Packet
  7 Sanctuary              10mins Touch
  8 Continual Light        1 Year    Touch
  9 Solar Strike           Instant   Packet
 10 Banish Demon           Instant   Touch
 11 Shining Form           1 Month Caster
Note: Light damage is potentially more dangerous to undead and demons and is considered
bane to them unless they already have a specific vulnerability to it.

1) Flash:
Calling on light magic, the caster generates a flash of light in front of a target’s face. The
target is momentarily blinded, and usually takes a step or two backwards; the effect lasts for
around three seconds. Creatures that are blind, who not use their eyes or who have dark-
vision active are immune to this effect.

2) Light:
By focusing illumination, the caster generates enough light to light up a room. The caster
generates a globe of soft light in a 10ft radius allowing those within enough light to see details
comfortably. The caster can centre this spell around a packet or on a touched object. This
spell counters and cancels darkness.

3) Flare:
By focusing illumination, the caster generates a huge burst of light blinding those in its path.
Everyone in a ten foot long cone that is 10 foot wide at its widest point is momentarily blinded,
and usually takes a step or two backwards; the effect lasts for around three seconds.
Creatures that are blind, who not use their eyes or who have dark-vision active are immune to
this effect.

4) Shining Aura:
Through this spell, the caster gathers light around a target granting him an auric protection.
The caster is represented by a global aura which absorbs ten points of damage which are
taken off after DAC but before everything else; this global aura does not stack with other aura
effects. While so protected, the caster glows and cannot hide, even using invisibility. While so
protected, the caster is a target for evil and tainted creatures.

5) Remove Curse:
Through the power of this spell, the caster calls upon the powers of light to lift a curse that
afflicts a victim. This spell ends a single normal curse, the casters willpower is compared to the
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willpower of the person who laid down the curse. Many specific curses can only be lifted by
certain circumstances and are thus immune to this spell.

6) Star Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes light into a long bolt and hurls it at a foe. A thrown packet deals ten points of
light damage to the struck location.

7) Sanctuary:
Through the power of this spell, the caster lays a powerful ward on a target, a ward that staves
off death himself. For the duration, any effect that would kill the target will reduce the target to
zero CON and zero to every LOC. While protected, the target does not bleed or degenerate.
This spell cannot be affected in any way by the meta-magic list. Any individual caster can only
have one Sanctuary spell active at any given time.

8) Continual Light:
Through this spell, the caster causes a well crafted object to shed light for an entire year. If
cast on a mastercrafted item, the duration of this light spell is one year, but if cast on a lesser
item the duration is one hour. A darkness spell can dim the light for ten minutes assuming the
opposing spell caster touches the object.

9) Solar Strike:
Strikes represent the heavy artillery in a mage’s arsenal. Through the use of this spell the
mage gathers light and hurls it against a foe. A thrown packet deals twenty points of light
damage to the struck location.

10) Banish Demon:
This spell forces a demonic creature of darkness back to the nether hell from which it came.
If a demon is affected by this spell then that demon returns to hell and must remain there for
one year. If this spell is used against a possessed victim, the spell forces the occupying
demon out of the host body. This spell is resistible by willpower. It has been suggested by
demonologists that demons born in this realm would be immune to this effect.

11) Shining Form:
Through this spell, the caster assumes a glowing form akin to that of an angel. While in this
form the caster’s weapon deals solar strike damage. The caster can also fly and they are
protected by an enhanced aura that offers 50 global hits that are removed after DAC but
before anything else; this aura regenerates at a rate of one point per minute. The caster is
surrounded by a field of light which extends for ten feet from the caster and anyone within that
area is protected by a sanctuary spell.




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Dark:
  1     Call Shadows               1 hr      Caster
  2     Impair Vision              10mins    Packet
  3     Dark-vision                10mins    Touch
  4     Darkness                   10mins    Packet
  5     Blindness                  10mins    Touch
  6     Wracking Pain              1min      Packet
  7     Shadow Shift               Instant   Caster
  8     Shadow Gate                Instant   Caster
  9     Disintegrate               Instant   Touch
 10     Blood Contract             PERM      Contract
 11     Eternal Night              PERM      5 miles

Note: Dark damage is potentially more dangerous to angelic creatures and is considered bane
to them unless they already have a specific vulnerability to it.

1) Call Shadows:
Through this spell, the caster gathers shadows around himself to conceal his position. The
casters hide rank is increased by three ranks for the duration. The spell lasts one hour,
assuming that the caster remains hidden, quiet and still, if the character moves, speaks or acts
then the spell ends.

2) Impair Vision:
Through this spell, the caster afflicts a foe by generating a thin veil of darkness over their eyes.
The victim’s sight is impaired, it becomes hard for them to fight and impossible for them to
track, find traps or read. A character with dark-vision is immune to this effect and a character
with Heightened Senses Rank 3 can carry on regardless. A character with impaired vision
must not flail wildly. This effect can be represented by wearing a blindfold of black gauze.

3) Dark-vision:
Calling on the magic of darkness, the caster imbues the subject with this spell with a blessing.
For the duration, the subject gains the ability to see in natural or magical darkness. While
under the effect of a dark-vision spell, the target cannot be affected by the impair vision or
blindness spells, although this does not give immunity to other things that cause blindness.
Because of the dark magic in the subjects eyes they are immune to flash and flare spells. This
spell does not allow vision within a Blizzard or within a Demonic or Deeper darkness spell.

4) Darkness:
By banishing illumination, the caster generates enough darkness to fill up a room. The caster
generates a globe of darkness in a 10ft radius denying those within enough light to see. The
caster can centre this spell around a packet or on an inanimate touched object. This spell
counters and cancels light. The caster, those with dark-vision, Demons and Undead can see.

5) Blindness:
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Through this spell, the caster afflicts a foe by filling their eyes with utter darkness to remove
their ability to see. For the duration, the target’s sight is removed, the target cannot see to fight
or cast spells. The target is absolutely unable to track, find traps, pick pockets, open locks,
read or do a huge number of other mundane tasks. A character with blind-sight or dark-vision
is immune to this effect. For safety reasons, a blind character must not flail wildly.

6) Wracking Pain:
Calling on dark magic, the caster wracks his victim’s body with unbearable pain by running
darkness through his body. The target is wracked with pain and will writhe on the floor crying
and screaming for the duration. A victim can choose to suffer through the pain by taking 5
points of Con damage.

7) Shadow Shift:
Using the linked nature of shadow, the caster is able to flit from one shadow to another. Once
this spell is cast, the caster is able to step into one shadow and reappear from another within
20ft. The caster is out of game for up to thirty seconds while he positions himself in his new
location. A caster cannot step into or out of the shadow of a person.

8) Shadow Gate:
Using the linked nature of shadow, the caster is able to flit from one shadow to another. The
shadowmancer has learned to trace all shadows back to a single safe location. The caster
steps into a shadow and reappears in his safe place. For all intents and purposes the
character is removed from the adventure. This is a one way spell and the caster cannot step
home and step back. The main use of this spell is for an instant untraceable escape.

9) Disintegrate:
Through this spell, the caster runs darkness over an item shattering it into pieces too small to
see. The pieces drift away meaning that the item cannot be mended. The touched object is
destroyed, this spell can affect master worked items and even most magical items, although
powerful magical items and artifacts will resist this effect.

10) Blood Contract:
Using the powers of night the caster turns a willingly signed contract into a pact with a dark
force. The contract willingly signed in blood by two or more parties becomes unbreakable. If
anyone does endeavor to break the letter of the contract then dire circumstances befall them.
Legends tell of people breaking the contract who become undead or who cried blood until their
corpse was empty.

11) Eternal Night:
The spell is the darkest of dark magic. Using the power of darkness the shadowmancer casts a
pall over the world. In this area the sun does not rise and no natural light is shed. Anyone in
the area is chilled, has their vision impaired and starts to lose hope. Being within the area is a
depressing and negative experience. All within the area are badly affected. The caster,
undead and demons are bolstered by this effect. This spell is taken by many to be a sign that
Dark and Oblivion magics are inter-linked.

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Life:
  1     Diagnose                   Instant   Touch
  2     Minor Heal                 Instant   Touch
  3     Restore Sense              Instant   Touch
  4     Cure Affliction            Instant   Touch
  5     Major Heal                 Instant   Touch
  6     Restore Limb               Instant   Touch
  7     Total Heal                 Instant   Touch
  8     Destroy Undead             Instant   Touch
  9     Restoration                Instant   Touch
 10     Resurrection               Instant   Touch
 11     True Resurrection          Instant   Touch

1) Diagnose:
Before a healer can cure a patient he needs to understand what ails them. Through this spell,
the caster learns what is afflicting the target; this includes some curses, most poisons, most
diseases, sensory afflictions and missing body parts. The caster also gains a rough
percentage of how much Location and Constitution the target has remaining.

2) Minor Heal:
Calling on the power of life magic, the healer is able to close minor wounds. The target is
healed of either 1 Loc per location, 5 Loc to one location, or 2 Constitution. The caster must
designate which variant of the spell he is casting.

3) Restore Sense:
Through this spell the healer restores a damaged sense. The target is cured of blindness,
muteness, lack of tactile sense, lack of taste or any other effect which denies its target a
sense. This spell cures temporary sensory afflictions, not permanent ones.

4) Cure Affliction:
Through this spell, the healer purifies the blood of the patient. The patient is cured of one
mundane disease or poison. The healer’s willpower is taken into account when working out
whether or not an affliction is affected by this spell. There are many poisons and diseases that
this spell does not normally affect such as lotus extract, lycanthropy and mummy rot.

5) Major Heal:
Calling on the power of life magic, the healer is able to close major wounds. The target is
healed of either 5 Loc per location, 25 Loc to one location, or 10 Constitution. The caster must
designate which variant of the spell he is casting. If Major Heal is cast on a Paralyzed victim,
then they may end the paralysis effect instead of receiving the healing.

6) Restore Limb:
Through this spell, the healer is able to restore a missing body part. This spell mends bones
and repairs or replaces a severed or destroyed limb. The limb is restored to perfect working
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order. If the missing body part is absent then this spell costs double mana to cast. The process
of restoring a limb is painful to the recipient and takes several minutes. The act of restoring a
severed part makes the old part turn to dust. This spell can only be cast upon a living recipient.

7) Total Heal:
Calling on the power of life magic, the healer is able to close all wounds on a target. The
targets Location and Constitution scores are restored to full. This spell has no effect on
poisons, diseases, sensory damage or severed limbs. If this spell is cast within two minutes of
death then this spell has been known to restore people to life. If this spell is used to restore a
being to life then they do not receive the other benefits of this spell. Using this spell to restore
someone to life requires concentration.

8) Destroy Undead:
Through this spell, the healer turns the power of life against the abomination of Undeath. This
spell banishes the essence of undeath from a target destroying a targeted undead creature or
removing a possessing spirit from it’s host. This spell is resistible by willpower. Many greater
undead including vampire counts, Liches and mummy kings have been known to shrug off this
spell.

9) Restoration:
Through this spell, the healer draws on the power of the stream of life itself to restore a patient
to health. As the magic flows through the target, all wounds are healed, all bones are
mended, all senses are restored, most poisons are cured, most diseases are cured, limbs are
regrown and most negative effects are removed. The healer’s willpower is taken into account
when working out whether or not an affliction is removed by this spell. This spell cannot repair
character flaws.

10) Resurrection:
Through this spell, the healer immerses a corpse into the stream of life and calls the spirit back
to the body. The target of this spell must be mostly intact and must have died within the last
month. The target is restored to life at 1 halo, 1 mana (if the target is a caster), 1 per location
and 1 constitution. This spell cannot be used against demons, fey, constructs or undead. This
spell only works if the being is willing to return to life. Being restored to life in this way costs the
victim two permanent points of constitution.

11) True Resurrection:
Through this spell, the healer immerses a fragment of a corpse into the stream of life and calls
the spirit back to the body. This spell is the absolute pinnacle of the healer’s art; it allows a
healer to take ashes, or a finger bone, or a zombie and restore them to life. The target is
resurrected at perfect health. If this spell is successfully cast then all removed parts of the
victim turn to dust. This spell only works if the being is willing to return to life. Being restored to
life in this way costs the victim one permanent point of constitution. If someone has been
resurrected from a fragment, from Undeath or after being dead for centuries then they almost
always gain additional permanent flaws.


Inritius Alliance: Magic of Geos                                                            Page 23 of 106
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Death:
  1     Detect Undead              10mins    Caster
  2     Chill                      10mins    Touch
  3     Cause Wound                Instant   Touch
  4     Speak With Dead            10 mins   Caster
  5     Cause Harm                 Instant   Touch
  6     Wither                     Instant   Packet
  7     Vampiric Bolt              Instant   Packet
  8     Cross the Shroud           1 hour    Caster
  9     Touch of Death             Instant   Touch
 10     Life Drain                 Instant   Touch
 11     Destroy the Soul           Instant   Touch

1) Detect Undead:
Through this spell, the caster detects the taint of Undeath. The caster learns the approximate
position of all undead, regardless of whether they are disguised, shape-shifted, invisible,
incorporeal or ethereal. This spell is most often used to identify the greater dead who are
masquerading as the living. This spell will reveal the presence of an undead spirit possessing
or riding a living victim.

2) Chill:
The caster replaces the warmth of life with the chill of death. For the duration, the victim
shivers and is lethargic. The victim is unable use halo in any way, cannot use DAC, cannot
sleep and cannot focus enough to use ritual magic or to meditate. This spell is resistible by
willpower.

3) Cause Wound:
By exposing the victim to the energies of death, the caster opens a grievous wound on his
target. This spell causes considerable pain and does five points of damage, which ignores
armour.

4) Speak With Dead:
The caster gathers death magic around himself and reaches into death to ask questions of a
corpse. The caster targets a corpse or an undead with this spell. The caster can activate the
spell to allow a conversation with an undead or dead being. As an alternative, the caster can
force the undead or dead being to truthfully answer three questions; with this option, the spell
is resistible by willpower and when the third question is answered the spell ends.

5) Cause Harm:
Through this spell, the caster exposes the victim’s entire body to the harming energies of
death. This spell causes painful wounds all over the body of a victim. A wound opens on each
of the target’s locations causing five points of damage per location, which ignores armour.

6) Wither:
Inritius Alliance: Magic of Geos                                                     Page 24 of 106
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Through this spell, the death mage drains all life and succulence from a struck limb; the
remaining dead skin and hollow bone retract and hang uselessly from the victim’s body. The
victim has completely lost the use of the limb struck. If the torso or head are struck with this
ability then the nearest limb takes the effect. The usual way to restore a withered limb is to use
a Restore Limb spell.

7) Vampiric Bolt:
The caster opens a conduit which draws life energy from the victim into his own form. A thrown
packet causes ten points of death damage to the struck location. The caster uses the life
energy that his spell stole from his victim to heal his own wounds; the caster cannot use this
energy to gain more health than he had originally, nor can he heal more health than the victim
lost.

8) Cross the Shroud:
Through this spell, the caster moves his physical body into the wraith realm leaving behind a
form akin to a ghost. For the duration, the caster is a ghost and can move through physical
objects. The caster loses the ability to use anything which is on his body and he finds it very
difficult to manipulate physical objects. The character can only be harmed by magical weapons
and is considered to be an undead for all effects. While across the shroud the caster can float
and can converse with the dead freely.

9) Touch of Death:
This simple spell uses targeted death magic to still the victim’s heart and close the victim’s
mind. The target simply dies regardless of Location or Constitution. This is a death effect. If a
victim is given magical healing or CPR in the moments following the fatal touch then they may
survive.

10) Life Drain:
Through this spell, the death-mage drains the life force from a victim and fills the space where
it was with death magic to avoid the life force healing. The target suffers a loss of ten points of
permanent constitution. If a restoration spell is not cast by sunset then the loss is permanent
and is extremely difficult to reverse.

11) Destroy the Soul:
Calling on the true power of death the caster pulls the soul from the targets body and
obliterates it. The body itself is filled with death magic and immediately dies and begins to
degenerate. The target of this terrible spell dies; their soul dies as well and does not pass on
to the afterlife. If resurrection or disenchant is cast within an hour then the target can be saved,
if not then only Divine intervention or a truly amazing ritual can save target.




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Protection:
  1     Endure Elements              10mins    Touch
  2     Protective Aura              10mins    Caster
  3     Lesser Spell Barrier         10mins    Caster
  4     Protection from Element      10mins    Touch
  5     Deflecting Shield            10mins    Caster
  6     Mundane weapon immunity      1min      Caster
  7     Spell Barrier                10mins    Caster
  8     Wall of Force                1 hr      Drawn Line
  9     Greater Spell Barrier        1 hr      Caster
 10     Immunity to Magic            1min      Caster
 11     Unerring Defense             1 yr      Caster

1) Endure Elements:
Through this spell, the caster wraps the target in a neutral environment protecting the
character from heat and cold. For the duration the target benefits from D/R (Fire and Cold) 1.
The target can also cope with cold winters or hot desert days.

2) Protective Aura:
Through this spell the caster generates a field of tangible magic around himself. For the
duration, the caster is protected by a 5 point global defense aura which is taken off after DAC,
but before all other hits. This spell ends automatically when the global hits have been used up.

3) Lesser Spell Barrier:
Through this spell the caster generates a field of disruptive magic around himself which
disrupts minor incoming spells. The target is protected by a Magical Barrier which will disrupt
and dispel the next single spell of unmodified Level 3 or below that targets the subject. This
barrier cannot differentiate between positive and negative spells.

4) Protection from Element:
Through this spell, the caster protects the target against the effects of an element. The caster
chooses the element (fire, earth, ice, air or water) and the target gains a 50% resistance to all
damage from that element. The target is protected against mundane occurrences of the
element like extreme heat or bitter cold. A target with protection against an element gains no
other protection from the element, for instance Protection from Water does not prevent
drowning and effects such as petrify or crystallize creature work normally.

5) Deflecting Shield:
Through this spell, the caster generates a field of tangible magic around himself which will
ward off a single physical blow. The next melee or projectile weapon that strikes the caster is
deflected. The spell deflects the next blow; the spell is unable to differentiate between a friend
slapping the character on the back, a peasant with a stick or a knight’s mortal strike. This spell
does not affect packet delivered spells as there is nothing physical to deflect. If a blow if
deflected by this spell the caster should call deflect as the blow did not strike home.
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6) Mundane Weapon Immunity:
Through this spell, the caster generates a field of tangible magic around himself which
drastically slows any mundane items. The caster creates a ward around himself which reduces
the damage from any mundane weapon to zero. The caster is still affected normally by
environmental effects, falling, enchanted weapons, spells and alchemical effects. This spell
cannot be affected by meta-magic.

7) Spell Barrier:
Through this spell the caster generates a field of disruptive magic around himself which
disrupts most incoming spells. The target is protected by a Magical Barrier which will disrupt
and dispel the next single spell of unmodified Level 7 or below that targets the subject. This
barrier cannot differentiate between positive and negative spells.

8) Wall of Force:
The caster builds and shapes protection energy to form a glistening barrier. The caster
summons a wall of force along a clearly drawn line. The wall is 30 feet high and cannot be
longer than 50 feet long. The wall is impenetrable, extends below the ground and exists on
every plane. Those who are on the line at the time of casting are ejected off of the line.
Anyone who is forced into the wall takes damage for hitting a solid object.

9) Greater Spell Barrier:
Through this spell the caster generates a field of disruptive magic around himself which
disrupts the next incoming spell. The target is protected by a Magical Barrier which will disrupt
and dispel the next single spell of unmodified Level 10 or below that targets the subject. This
barrier cannot differentiate between positive and negative spells.

10) Immunity to Magic:
Through this spell the caster generates a field of disruptive magic around himself which
cancels all spells that would affect him. The caster renders himself immune to magic for the
duration of the spell. The caster does not benefit from any existing beneficial spell of level ten
and below. The target can ignore the effects of all magics of level 10 and below. Certain Faith
spells and spells that create physical effects (like Blizzard) also ignore this defense. Because
of the nature of this spell, it cannot be augmented via meta-magic.

11) Unerring Defense:
This spell represents the pinnacle of the defender’s art; the caster cannot be harmed while this
spell is active. This spell creates a lasting defense that grants the character immunity to the
next thing that would cause him actual damage to his life-form, his location or his constitution.
The character must call no effect to the next thing that would harm him and cannot decide to
store the effect until a worse thing would harm him. However, the attack must actually harm
the caster, a blow which is defended against by DAC, armour or another spell does not trigger
this spell. When Unerring Defense is triggered the attack is totally defeated, if the attack stems
from a weapon then the weapon is disintegrated, if it stems from a spell then that spell is Most
weapons are disintegrated and most spells are reflected. Characters cannot normally be under
more than one unerring defense spell at a time.
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Mind:
  1     Calm                       Instant   Touch
  2     Charm                      10mins    Touch
  3     Fear                       1min      Touch
  4     Sleep                      10mins    Touch
  5     Confuse                    10mins    Touch
  6     Befriend                   Instant   Touch
  7     Impervious Mind            1 hr      Caster
  8     Forget                     Instant   Touch
  9     Domination                 Sunrise   Touch
 10     Mind-wipe                  Instant   Touch
 11     Enslave                    Instant   Touch

1) Calm:
Through this spell, the caster brings calm to a stormy mind. The victim calms down. This helps
with role-play situations, but also ends rage, incite and emotion effects. This spell lasts until
something annoys the victim. This spell does not make the target friendly or stupid. This spell
is resisted by Willpower.

2) Charm:
Through this spell, the caster makes a subject more affable. The victim of this spell will view
the next request from the caster in a favorable manner. The victim will not give up anything
that they value nor will this spell break any strongly held views by the victim. This spell is
resisted by Willpower.

3) Fear:
Through this spell, the caster makes the victim view the caster as a source of fear. The target
flees in fear seeking to get away from the caster. After the fear fades, the target remains wary
of the caster for an hour or so. This spell is resisted by Willpower.

4) Sleep:
Through this spell, the caster makes the victim fall into a deep natural sleep. The target
slumps to the floor and will then sleep for ten minutes (longer if fatigued) or until physically
woken. Falling from standing to sleeping does not wake the victim. This spell is resisted by
Willpower.

5) Confuse:
Through this spell, the caster clouds a clear stormy mind. The targets mind becomes
confused; it is very hard for the victim to hold onto a single thought. Spell casting, fighting,
opening locks and even putting one foot in front of the other becomes incredibly difficult; any
action that the victim takes has a fifty percent chance of failure. This spell is resisted by
Willpower.

6) Befriend:
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Through this spell, the caster makes the victim view the caster as a friend. For the duration,
the victim will not take aggressive actions towards the caster; the target does not however
become stupid or gullible. This spell lasts until that trust is broken by the caster or the casters
companions. The victim will not give up anything that they truly value nor will this spell break
any strongly held views by the victim. This spell is resisted by Willpower.

7) Impervious Mind:
Through this spell, the caster’s mind becomes impervious to mental effects. For the duration,
the caster’s defensive willpower is doubled; this has no effect on the caster’s offensive
willpower.

8) Forget:
Through this spell, the caster reaches into the victim’s mind causing him to forget the last hour.
If used on a conscious victim, the target forgets the last hour. If used on a conscious victim the
caster can select a single hour within the last month and remove it from the victim’s memory.
This spell is resisted by Willpower. Use of this spell cannot rob the victim of a skill, spell, song
or recipe they have learned.

9) Domination:
Through this spell, the caster instills a behavioral modification which causes the victim to
subconsciously obey the caster. For the duration, the victim does not think about any
instructions given. If the spell is cast subtly then the victim may not be aware of the spell until
an instruction is given. The victim will not kill themselves, their friends or their family; although
this spell doesn’t stop them hurting them. The victim cannot be forced to act against specific
honour oaths or to break faith with their patron deity. This spell is resisted by Willpower.

10) Mind-wipe:
Through this spell, the caster ruins the victim’s mind, reducing their abilities to those of a one
year old child. The target mentally becomes one, they are not toilet trained, only know a few
words, can walk, but cannot use skills or spells. This spell lasts until it is removed by a
restoration spell or broken by powerful magic. This spell is resisted by Willpower.

11) Enslave:
Through this spell, the caster instills a behavioral modification which causes the victim to
consciously, subconsciously and willingly obey the caster. The target is the slave of the caster
and sees the caster as his own personal god. The victim will kill, commit suicide, blaspheme
and act against vows at the whim of the caster. This spell is resisted by Willpower.




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Arcane:
  1     Vibrate                    1min      Touch
  2     Protective Aura            10mins    Caster
  3     Mend                       Instant   Touch
  4     Analyze Magic              Instant   Touch
  5     Contingency                1 month   Caster
  6     Arcane Bolt                Instant   Packet
  7     Shifting Spell             Varies    Varies
  8     Teleport                   Instant   Caster
  9     Arcane Strike              Instant   Packet
 10     Mass Teleport              Instant   Caster +
 11     Disenchant                 Instant   Packet

1) Vibrate:
Through this spell, the mage agitates the latent energy in an object which causes the object to
vibrate fiercely. If a character has STR Rank 2 then the character can hold on to the object but
the vibration will travel through the characters body which must be role-played. If this spell is
used against armour it provides an irritation which must be role-played, but which does not
incapacitate the target.

2) Protective Aura:
Through this spell the caster generates a field of tangible magic around himself. For the
duration, the caster is protected by a 5 point global defense aura which is taken off after DAC,
but before all other hits. This spell ends automatically when the global hits have been used up.

3) Mend:
Using arcane magic, the caster restores a broken or damaged item. The caster takes all of the
pieces of the item and flows magic across the breaks. Mending minor objects takes 1 whole
minute per square foot and 10 minutes per cubed foot. This spell cannot repair disintegrated
objects, items burned to ash, or items which are missing pieces. This spell also mends a
broken bones.

4) Analyze Magic:
Through this spell, the mage commands a spell to reveal information about itself. The mage
can target a spell or a magical item and the mage will learn information as if he had studied it
with Detect Magic Rank 6. The mage learns the casting level, duration, magic type, and the
effect of the magic. This spell can also be used to read texts written in magical script.

5) Contingency:
Through this spell, a mage can store a single spell which will trigger when a specific
circumstance occurs. The mage first casts contingency and then casts any spell of modified
level seven and below into the contingency; the spell will auto-cast whenever a certain
circumstance occurs. The contingency will last for no longer than one month. Any given caster
can only have one contingency spell in effect at any given time; if the caster attempts to cast a
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second contingency while the former is still active the spell fails. The spell to be made
contingent cannot be one that requires concentration.

6) Arcane Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes arcane magic into a long bolt and hurls it at a foe. A thrown packet deals ten
points of magic damage to the struck location.

7) Shifting Spell:
This spell allows the mage to generate a magical effect that he needs even though he doesn’t
know the spell or have access to the list. The mage casts this spell and names any spell of
unmodified level 5 and below, that spell occurs as if the mage had just cast it. The character
must know of and must understand the spell he is replicating. The spell cannot be from the
Faith list, nor can it be from an Exotic list; the mage cannot replicate a spell from any list that
opposes the mage’s specialty(s).

8) Teleport:
Using arcane magic, the caster moves himself a distance via the World Halo. The caster
concentrates and moves himself to any location that he knows well within 10 miles. The caster
cannot teleport to anywhere he hasn’t been before. The caster can carry himself and anything
he can comfortably carry. The spell usually works exactly, although, outside factors can affect
this spell.

9) Arcane Strike:
Strikes represent the heavy artillery in a mage’s arsenal. Through the use of this spell the
mage gathers arcane magic and hurls it against a foe. A thrown packet deals twenty points of
magic damage to the struck location.

10) Mass Teleport:
Using arcane magic, the caster moves himself and everyone else touching him a distance via
the World Halo. The caster concentrates and moves himself and anyone else touching him at
the time of casting to any location that he knows well within 10 miles. The caster cannot
teleport to anywhere he hasn’t been before. The caster can carry himself and anything he can
comfortably carry as can those who are touching the mage at the time of casting. The spell
usually works exactly, although, outside factors can affect this spell. If the mage chooses to
cast this spell when he is travelling alone, he may travel up to 100 miles to a location that he
knows well.

11) Disenchant:
Using arcane magic, the caster disrupts any lesser spell causing the ambient magic to fade
into the World Halo. This spell will break almost any enchantment and will destroy most
magical items even those which are normally considered permanent. This spell is the ultimate
version of dispel magic and only legendary spells and artifacts can resist.



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Faith:
  1 Ceremonial Ritual            Instant    Ceremony
  2 Divine Guidance              Instant    Prayer
  3 Cleanse                      Instant    Ceremony
  4 Truth                        10mins     Touch
  5 Circle of Sanctuary          Indefinite Prayer
  6 Question the Divine          Instant    Prayer
  7 Beseech                      Instant    Prayer
  8 Consecrate                   Instant    Ceremony
  9 Create Sacred Item           10mins     Ceremony
 10 Smite                        Instant    Touch
 11 Commune with Deity           Instant    Prayer
Note: A caster cannot cast any Faith spell which is of a higher level than his faith rating. To
cast a faith spell, the character must carry a holy symbol. All Faith spells require concentration.

1) Ceremonial Ritual:
Through this spell, the priest calls on his deity to add divine weight to his religious ceremony.
The next religious ceremony that is performed by the caster (within one hour) gains divine
significance, blessing and attention. This spell is usually used with handfastings, requiems and
birthings. The higher the priest’s faith rating the more powerful the blessing would be.

2) Divine Guidance:
After a suitable prayer and meditation the priest calls on his deity for divine guidance. The
character gains religious, often moral guidance. In the past this spell has been used to find
Holy places, lost relics or even people of the same faith. The higher the priest’s faith rating the
clearer the guidance would be.

3) Cleanse:
The priest sits and prays, calling on divine aid to cleanse corruption or desecration from a
target. The larger the area/object/person and the more corrupt the longer the cleansing takes.
The priests faith rating has to be higher than the corruption rating of the object in order to
cleanse the object successfully.

4) Truth:
Calling on the watchful and all seeing eyes of his deity the priest forbids his victim to speak
falsely. For the duration, the target is magically compelled to speak only the truth for the same
duration. He can voice his honest opinion, he can also avoid questions and mislead by
omission. This spell is resistible by Willpower. This spell is fooled by the spell Deceive.

5) Circle of Sanctuary:
Through this spell, the priest calls on his deity for protection; the priest kneels and prays and
around him there exists a place of sanctuary. The circle must be drawn before this spell is cast
and can be no larger than 10 foot radius. The spell ends if the priest stops praying, speaks,
casts, or moves. Those within the circle are safe, no hostile action can be taken against or by
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anyone within the circle. Any hostile effect that is generated from outside of the circle loses all
power as it enters the circle, this includes spells, arrows and alchemy. Those within the circle
may leave, but no-one who is not of the same faith as the priest can enter the circle.

6) Question the Divine:
After a suitable prayer and meditation the priest calls on his deity to answer a question.
Following a suitable prayer the caster can ask the referee one question. This spell represents
the priest beseeching his deity or a servant of his deity to answer his question, the longer the
prayer and the higher the priest’s faith rating the better the answer that is given. The answer is
almost always true, although can be cryptic especially if the questions is not faith related.

7) Beseech:
After a suitable prayer and meditation the priest calls on his deity for direct assistance. The
power and nature of the deity’s response will depend on the faith of the character, the deity he
worships, the prayer and the piety of the priest. A priest should be careful what he asks his
deity for and with what regularity he asks. This spell is often used as part of a divine ritual. The
deity will rarely respond directly, but the caster is almost always given aid.

8) Consecrate:
After a suitable prayer and meditation the priest calls on his deity to make an item or location
sacred. Through this spell, the priest makes an item or place sacred. It is common for the
priest to use ritual, prayer and personal sacrifice to increase the effects of this spell and its
duration. The caster must always ask the referee to determine the effect and duration of this
spell. The priest’s faith rating is very important when determining the effects of this spell. If the
item is already consecrated to another deity, then the priest cannot consecrate it unless his
faith rating is higher than the previous priest.

9) Create Sacred Item:
Following suitable prayer, the caster calls the attention of his deity to a specific item of good
quality that is clean of corruption. Assuming the deity finds the priest’s prayer and the object
acceptable it becomes Sacred. The item can only be wielded/worn by the priest or by another
character of the same faith. Assuming the item is a weapon it deals Divine damage, cannot be
destroyed and is considered bane against enemies of the faith; the wielder can use the
weapon to call Holy/UnHoly damage for a number of strikes equal to his faith rating. Assuming
the item is a protective item; it is considered to be Divine and can deflect a number of
incoming blows from weapons (melee or projectile) equal to the wearer’s faith rating.

10) Smite:
Via this spell, the priest channels his deity’s displeasure against an enemy of the faith. The
target is smitten by the god in question; the effects depend on the priest’s faith rating and the
referee. Smite taxes the caster but often destroys the target.

11) Commune with Deity:
Following suitable prayer, the caster begs a divine audience. A truly devout priest can
converse with his deity. This spell could achieve anything, limited only by the faith of the caster
and the attitude of the deity.
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Nature:
   1    Pass without Trace         1 hour     Touch
   2    Heighten Sense             10mins     Touch
   3    Claws of the Beast         10mins     Caster
   4    Speak with Nature          10mins     Caster
   5    Venom                      Instant    Touch
   6    Control Nature             10mins     Caster
   7    Contagion                  Instant    Touch
   8    Natures Champion           10mins     Caster
                                   Permanen
  9 Natures Curse                  t          Touch
 10 Shapeshift                     Instant    Caster
 11 Natures Wrath                  Instant    5 miles

1) Pass without Trace:
Through this spell, the target is blessed to not disturb nature with his passing; the branches he
pushes against bend and do not break, the mud he steps in oozes to fill his footprints and the
grass he steps on stands up straight after he passes. In the natural environment the target
leaves no tracks, breaks no branches and leaves no scent. A character with Tracking Rank 5
or Track Essence can still track the target.

2) Heighten Sense:
Through this spell, the caster calls upon the spirit of a natural creature to heighten the target’s
senses. The caster can elect to heighten all senses (Heighten Senses Rank 2) or a single
sense (Heighten Sense Rank 4); this does not stack with anything else that heightens the
senses. Throughout the ages many ingenious casters have found different uses for this simple
spell.

3) Claws of the Beast:
Through this spell, the caster turns his hands into vicious claws to rend foes. For the duration,
the caster loses the use of his fingers, but gains a pair of claws that have a base damage code
of two magic claw. This damage code is modified for STR and Unarmed Mastery.

4) Speak to Nature:
The caster gathers magic around himself and reaches into nature to ask questions of a natural
being. The caster targets an animal, plant or nature spirit. The caster can activate the spell to
allow a conversation with an animal, plant or nature spirit. As an alternative, the caster can
force the animal, plant or nature spirit to truthfully answer three questions; with this option, the
spell is resistible by willpower and when the third question is answered the spell ends.

5) Venom:
Calling on the natural worlds secrets the caster calls forth powerful venom into his foe. Venom
has a ten minute onset time. After ten minutes the target becomes ill and fatigued and loses
Constitution at a rate of one point per ten minutes. If the Venom isn't cured by sunrise then the
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character dies. Legends tell of venom mages who have turned this spell into a path of their
own or who have altered their magic to replicate another venom they know well. Using poisons
is not a good act.

6) Control Nature:
Calling on his alliance with the non-sentient spirits of nature the caster gains control over
normal plants. For the duration the caster can control plants or a tree. The caster can also
make the plant grow rapidly. A caster can call forth vines and roots to wrap the feet of those
standing in an area preventing movement. The very rich have also been known to hire casters
of this spell to sculpt their topiary into beautiful shapes. The most powerful druids have used
this spell to devastating effect and legends exist of destroyed cities and of forests that refuse
to rest again.

7) Contagion:
Calling on one of the weapons that nature reserves, the caster damns his foe with a powerful
contagion. The disease has a one hour onset time, but after that After the target becomes ill
and fatigued and loses Constitution at a rate of one point per two minutes. If the Contagion
isn't cured by sunrise then the character dies. The contagion spreads to anyone who remains
in contact with the victim (or his clothes) for more than ten seconds or anyone who tries to
cure the disease. Legends tell of disease mages who have turned this spell into a path of their
own or who have altered their magic to replicate another disease they know well. Using
diseases is not a good act.

8) Natures Champion:
The caster calls upon the power of nature to fill him. For the duration, the caster gains STR 2,
Stone skin, Trackless Step, Speak to Nature, Claws of the Beast and a bonus 10 Loc. For the
duration the caster is considered to be neutral to all animals and non-sentient nature spirits.
For the duration the character finds it almost impossible to act against nature. If the caster
needs a specific aspect from a natural animal then he may ask the referee for that instead of
the other benefits of this spell.

9) Natures Curse:
The caster calls upon the natural madness that dwells in the heart of man. The most common
uses of this spell involve the victim believing that they are a woodland creature, or make the
victim terrified of trees. This spell will implant one Major Phobia, one Major Addiction or One
derangement. Legends tell of curse and madness mages who have turned this spell into
paths of their own or who have altered their magic to replicate another madness or curse that
they know well. Using curses or unleashing madnesses is never a good act and shouldn’t be
undertaken lightly. This spell is resistible by Willpower.

10) Shapeshift:
Drawing on his link to the natural world and his understanding of natural creatures the caster
assumes the form of a natural non-magical animal. The statistics and abilities that this spell
confers depend on the referee. For the duration of the spell half of the characters mind thinks
like the animal. This lasts until countered or until the caster chooses to end it. If the caster has
silent spell then they may cast spells in the feral form.
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11) Natures Wrath:
The final spell in the nature-mage’s toolbox is never used lightly. It is an unstoppable spell and
almost always causes more damage than the caster intended. This spell has been known to
wipe out cities or end civilizations. The spell simply calls upon nature itself to destroy. The
caster designates a target and the referees determine the effects. Some common effects have
included earthquakes, tidal waves, sandstorms, drought, meteors, acid rain and climate shift.
The caster has no control over this spell once it is cast and it cannot be dispelled by any
means. During the duration of the spell Nature will not respond to anyone who attempts to talk
to her in the afflicted area.




Inritius Alliance: Magic of Geos                                                       Page 36 of 106
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Stealth:
  1     Evaluate                   Instant   Touch
  2     Unlock/Lock                Instant   Touch
  3     Disguise                   1 hour    Touch
  4     Deceive                    10mins    Caster
  5     Circle of silence          1 hour    Circle
  6     Ectoplasmic Form           10mins    Caster
  7     Invisibility               10mins    Touch
  8     Ethereal Form              10mins    Caster
  9     Mass Invisibility          10mins    Packet
 10     True Invisibility          10mins    Caster
 11     Perfect Crime              Instant   Caster

1) Evaluate:
Many merchants and thieves need to be able to tell how much something is worth rapidly.
Stealth magic reveals whether or not the item being handled is worth stealing. Upon casting
this spell, the caster gains knowledge of one examined object equal to Appraise Rank 3. The
caster will learn the approximate local value and purpose of a mundane item.

2) Unlock/Lock:
Many adventurers have been faced with a lock or a padlock barring their way. Using stealth
magic the caster tricks a lock into opening or locking. The touched lock will spring open or
snap shut at the casters touch assuming that a thief would have been able to unlock/lock that
lock with Open lock Rank 3.

3) Disguise:
The trickster calls upon the rudiments of illusion magic to conceal himself. When cast rapidly
the spell makes the caster look like a completely average member of his own species, but the
caster can spend a minute or so sculpting the magic to change his appearance, gender, race,
height, weight or clothing. The caster cannot add major additional features (such as wings),
cannot disguise himself as a plant or an undead and cannot assume any form he is not
familiar with. This spell can only alter his height and weight within 50%. This spell is only an
illusion and does not conceal the characters scent, tracks or voice.

4) Deceive:
The trickster learns to deceive the abilities of others, through careful use of this spell, a
trickster is able to avoid compulsions to tell the truth. For the duration of this spell, the caster is
immune to truth spells, truth serums or the abilities of others to discern lies. The caster does
not become immune to mind affecting effects, it doesn’t, for instance, stop him being tortured
into telling the truth nor would it stop him telling the truth if dominated to do so.

5) Circle of Silence:
Through this spell, the caster fills a designated circle with pure silence. The caster draws a
circle 10 foot radius before casting the spell. The caster can either prevent noise from
Inritius Alliance: Magic of Geos                                                            Page 37 of 106
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escaping the circle, or present noise from entering the circle, or both. Rumors tell of silence
mages who have altered this spell in any number of ways.

6) Ectoplasmic Form:
Through this spell, the caster twists and spins his body until it assumes the consistency of
warm wax. For the duration of this spell the caster is pliable and can squeeze under doors or
through very small gaps. The casters carried possessions join him in his Ectoplasmic form.
While so affected the caster is vulnerable as his armour cannot protect him. The caster is
assumed to have Escape Artist Rank 9 for the duration.

7) Invisibility:
Through this spell, the caster blurs the target’s outline until it disappears. For the duration, the
target is invisible and cannot be seen, although this spell does not mask the target’s scent,
noise or tracks. If the subject attacks, stumbles, casts or is loud then the spell is broken. All
that the subject is wearing and all immobile items he is carrying also disappear. Objects are
suitable targets for this spell. All objects the character is carrying at the time of casting are also
invisible, but anything he picks up afterwards remains visible.

8) Ethereal Form:
Through this spell, the caster blurs his body until it simply ceases to be. For the duration of the
spell the caster cannot interact with mundane objects. The caster can walk through walls or
mundane objects, but also cannot choose to interact with them. The casters equipment joins
him in this state, but he cannot use it. While in this state the caster is immune to mundane
weapons.

9) Mass Invisibility:
Through this spell, the caster spins and extends a cloak of invisibility to cover a group. The
caster is able to lay an invisibility spell on a number of targets equal to his Willpower. He
gathers a group close around him and makes them vanish. At the time of casting all subjects
must be entirely within five feet of the caster. Each subject of this spell is under the effects of
an invisibility spell.

10) True Invisibility:
Through this spell, the master of stealth has learned to perfect his cloak of invisibility. The
caster becomes truly invisible for the duration of the spell. For the duration the character can
attack, cast, run and shout, but still cannot be seen. The target is invisible and cannot be
seen, although this spell does not mask his scent, his noise or his tracks. All objects the
character is carrying at the time of casting are invisible, and anything he picks up afterwards
disappears or remains visible at the caster’s discretion.

11) Perfect Crime:
The pinnacle of the criminal’s art, through this spell, the caster spins a yarn to the air
explaining his innocence and a suitable alternative explanation. Following the telling of this tale
the caster is completely vindicated for a single crime that he has committed. All evidence is
useless, all witnesses forget and all records are overlooked, nothing except divine intervention
can cause the caster to be found guilty.
Inritius Alliance: Magic of Geos                                                           Page 38 of 106
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Meta Magic:
  1     Detect Magic               10mins    Caster
  2     Mana Bridge                Instant   Caster
  3     Silent Spell               Instant   Caster
  4     Enchant                    1 hour    Touch
  5     Extend Duration            Instant   Spell
  6     Extend Range               Instant   Spell
  7     Imbue Item                 Sunrise   Item Touched
  8     Reflect Spell              10mins    Caster
  9     Bolster Spell              Instant   Spell
 10     Power Word                 Instant   Spell
 11     Unfading Spell             PERM      Spell

Note: Meta-magic spells cannot be used on themselves, on Faith spells, nor can they be used
on the locked spells of each sphere.
Note: Most Meta-mages also practice ritual magic in order to create magical items.

1) Detect Magic:
Many mages need to be able to see the vibrations of magic. For the duration of the spell the
caster gains Detect Magic Rank 3. If the caster specifically concentrates he may be able to
work out the diameters of spell effects or even which list the spell belongs to. A close study of
magical auras could also reveal other details.

2) Mana Bridge:
The mage turns himself into a bridge across which mana can be passed. Mana can flow out of
and into the caster from any willing participant(s) who is touching him at the moment the spell
is cast. All mana must flow into the caster and then out of him. This spell takes one second per
mana point to be transferred.

3) Silent Spell:
Through this spell, the caster alters his next spell so that the verbals only need to be mouthed.
The next spell that the meta-mage casts, within the next ten minutes, is silent; the caster can
mouth the words, but this doubles the casting time.

4) Enchant:
Through this spell, the mage turns a mundane item magical. For the duration, the item (usually
a weapon) is magical. This spell’s most common use is on the battlefield to harm those who
ignore mundane weapons although many riddles, tricks and traps have been fooled by
applications of this spell. The item in question cannot be predominantly made of Iron or any
derivative of Iron.

5) Extend Duration:
Through this spell, the caster alters his next spell so that it lasts longer. The mage‘s next spell,
within the next ten minutes, has its duration doubled. For instance a spell set to last ten
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minutes will now last twenty minutes, or a spell set to end at sunrise will last until the second
sunrise. This spell cannot be stacked with itself.

6) Extend Range:
Through this spell, the caster alters his next spell so that it’s range changes. The mage‘s next
spell, within the next ten minutes, has its range increased. A caster spell becomes touch, a
touch spell becomes packet. This spell has no effect on a packet range spell. The most
devastating uses of this spell affect circles, lines and cones which have their maximum size
doubled. This spell cannot be stacked with itself.

7) Imbue Item:
Through this spell, the mage turns a high quality item magical and stacks spells within it. The
mage prepares an object of at least mastercrafted quality to hold five levels of spells. The
person bearing the object can release the spells one at a time by concentrating for a few
seconds; as the wielder is forced to concentrate the spells cannot be delivered by weapon
strike. This spell lasts until used or until sunrise. The item in question cannot be predominantly
made of Iron or any derivative of Iron.

8) Reflect Spell:
Through this spell, the mage protects himself with a spell-web which causes the next spell to
strike him to unerringly strike its caster. The next spell to affect the caster is reflected,
assuming the spells caster is within 100ft. Level 10 or higher spells cannot be reflected. The
caster cannot choose which spell is reflected as the spell cannot differentiate between positive
and negative spells.

9) Bolster Spell:
Through this spell, the mage bolsters his next spell. The mage‘s next spell, within the next ten
minutes, is bolstered. Commonly this doubles the effect of the spell. However the exact effects
vary and must be agreed with the ref team. This spell cannot be stacked with itself.

10) Power Word:
Through this spell, the mage alters his next spell so that he can cast it with a single word. The
mage‘s next spell, within the next ten minutes, is simplified to a single word. For that spell no
verbals are required and no casting time is required. The character casts the modified spell by
saying Power Word (Insert Spell Name), e.g. Power Word Touch of Death.

11) Unfading Spell:
Through this spell, the mage alters his next spell so that it never ends. The mage‘s next spell,
within the next ten minutes, is rendered permanent; the spell will not end because of the
passing of time, although it can be used up, dispelled or disenchanted. Most powerful meta-
mages are protected by a host of never ending spells.




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Exotic Spell Lists:
There are rumors of many other spheres of magic hidden in the shadows and in the minds of
secretive mages. These spheres will slowly be detailed and added to this rulebook. Acquiring a
minor list requires that you find someone with that list that is willing to teach you, all of these
lists also have an associated boon cost which represents how rare the lists are.

Before the referee team will allow a player to obtain an Exotic list the character must research
the list, to reflect that, the character must have at least rank one in: Lore: Secret (List Subject).

The Boon costs for learning an exotic sphere are divided into three parts. Most Exotic lists are
opposed by two major lists and by two or more minor lists. If you are a specialist in any list
opposed by the Exotic list then the total boon cost is doubled.

Part 1: Attuned. The three point skill on the magic list attunes a caster to the basic energies of
magic; in order to attune one’s self to an exotic list requires a much greater expenditure of
energy. You need this attunement before you can even buy the minor access Every exotic list
is linked to one of the major lists, if you are a specialist in the parent list, then the boon cost to
attune yourself to the exotic list is halved.

Part 2: Finding a teacher. Finding someone who has access to the spell list that you require
can be extremely difficult, Chronomancy for example, is known by only a single person and
that person is himself developing his talents at this time. This cost is wholly dependant on how
rare the list is. Please note that you can roleplay your way around this cost if you manage to
find a suitable teacher yourself.

Part 3: Persuading your teacher to teach you. Many mages are exceptionally secretive
about their own inventions and about the more exotic spells that they know. This boon cost
reflects the act of persuading the mage to teach you, it may reflect a service you do for him or
it may reflect presents you give the teacher. Please note that you can roleplay your way
around this cost if you manage to strike a bargain with your teacher yourself. The boon cost
indicated is subject to referee approval as it assumes that your teacher is not of an opposed
alignment to yours and doesn’t have a particular issue with teaching say an Ork. This cost is
for the teacher to teach you Minor access to the list, the cost would double for major access
and double again for specialist access. The boon cost usually includes the cost of persuading
the mage to teach you the basic spells of the list, but the student would have to pay for these
spells in gold in the normal way.


      Ice                    Crystal       Survival            Solitude         Reflection
     Light                   Illusion     Perception           Radiance           Hope
    Water                     Thirst       Oceanic              Steam             Ooze
      Fire                   Magma            Ash               Smoke           Destruction
    Stealth                Profiteering     Silence          Non-Detection       Warning
      Air                   Lightning      Pressure              Dust            Weather
     Earth                 Magnetism      Fortification         Crafting           Acid
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    Mind                   Scrying          Telepathy            Spirit       Madness
   Nature                  Poison             Sylvan          Beast Within    Disease
  Arcane                  Research            Sonic               War          Travel
    Faith                 Exorcism           Sanctity          Divination       Fate
    Meta                Transmutation     Chronomancy         Null-Magick     Conjuring
    Dark                   Oblivion        Demonology           Curses       Nigrimancy
     Life                   Blood            Creation          Longevity     Animation
   Death                    Pain           Necromancy          Undeath       The Dead
 Protection            Combat Mastery   Personal Perfection     Security     Endurance

Note: The boon cost is in addition to the normal experience point costs of getting access to the
exotic list.




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Magma.
  1     Molten Coating             1 blow        Melee Weapon
  2     Magma Spike                10mins        Caster
  3     Magma’s Footsteps          10mins        Packet
  4     Pressure’s Projection      Instant       Packet
  5     Blistering Wave            Instant       10ft Radius
  6     Pressure’s Ejection        Instant       Packet
  7     Wall of Magma              10mins        Drawn Line
  8     Magma Pool                 10mins        10ft Radius
  9     Magma Armour               10mins        Caster
 10     Magma’s Tomb               10mins        Touch
 11     Volcanic Doom              Sunrise       5 mile Radius



Note: Magma Magic springs from the parent list of Fire. The Magma list is opposed by the
Water and Ice major lists. The Magma list is also opposed by the Weather and Reflection
exotic lists.

Note: The Magma list has a boon cost of 60 to Attune, 30 to find a teacher and 24 to persuade
the teacher to teach you the list.

1) Molten Coating
The caster runs his hand over a melee weapon covering it with a layer of molten stone. The
damage that is dealt by that weapon deals blunt damage at the same level that the wielder
would usually deal with that weapon. The effect lasts for one strike.

2) Magma Spike
The caster focuses on the magma beneath his feet and calls it upwards, lifting him ten feet into
the air on a pike of magma which rapidly cools hardening. Many magma casters use this spell
to place themselves out of reach of their foes. After ten minutes however, the spike of magma
crumbles until all that is left is a pile of volcanic ash. If the Magma spike takes 50 points of
damage it will crumble prematurely.

3) Magma’s Footsteps
The victim of this spell finds that his footfalls press into the earth making it hard for him to walk.
The target stumbles and struggles to balance as he finds that the earth beneath him is no
longer solid. The targets balance score and his movement rate over land is halved for the
duration. This spell has no effect on the victim’s casting, fighting or talking speeds. Targets
with DR/Fire and STR Rank 4 are immune to this effect.

4) Pressure’s Projection
The caster calls upon the ambient energy under the ground nearby and builds pressure under
a suitable object. The caster must hit his target with a thrown packet. The thrown packet
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deals 5 points of blunt damage. The target must also react as if he had been shoved with STR
Rank 3.

5) Blistering Wave
The caster heats his own core until it emits a burst of heat throwing others away from him.
The burst of heat pulsates in every direction throwing anyone who cannot resist fire back 10
feet. This ability is not resistible by Strength or Balance.

6) Pressure’s Ejection
The caster calls upon the ambient energy under the ground nearby and builds pressure
underneath his target. When this spell is completed, the caster throws a packet at his target.
The target is thrown 80 feet in the air and falls accordingly, usually taking 7 through to the
location that he lands on.

7) Wall of Magma
The caster summons a wall of lava along a line clearly drawn by the caster. The wall is 30ft
high and cannot be more than 50ft long. After ten minutes however, the wall of magma
crumbles until all that is left is a pile of volcanic ash. . If the Magma wall takes 100 points of
damage it will crumble prematurely, however a Magma wall is protected by Soak 5.

8) Magma Pool
The caster transmutes a small area of earth or rock into magma. This creates a Magma pool
no larger than 10 foot radius. The caster must clearly mark out his pool in advance of casting
the spell. Anyone who touches the ground inside the square takes five points of fire damage
every time they touch the surface of the lava. Creatures who are unable to leave the pool
within five seconds will be trapped in the lava and will take five fire damage to every location
which is in contact with the lava per twenty seconds. Fire damage is potentially more
dangerous to water or ice based creatures.

9) Magma Armour
This spell encases the caster's body in a strong suit of Magma armour. This armour slows
down the caster and prevents him from using DAC. This coating covers the caster’s existing
armour and the Global PAC that this spell provides is taken off before any other protection.
The Magma armour provides 30 Global PAC. The casters fists deal magic flaming blunt
damage [Standard 4 Maximum 8], however this damage is unmodified for anything. While the
caster is under the effect of this spell they take five points of fire damage per location per ten
seconds. For the duration, the caster loses their tactile sense and finds it very difficult to
manipulate small objects. Even with meta-magic this spell can never be cast on an unwilling
target. Characters can only be affected by one armour spell at a time.

10) Magma’s Tomb
The caster erupts lava over a target covering it’s entire body. The victim is unable to move for
the duration and takes one point of damage (through armour and ignoring global hits) to every
location per twenty seconds. If the target has Strength 6 or higher they are able to burst free.
If the target has Escape Artist Rank 9, they can escape.

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11) Volcanic Doom
The magma master dooms a locale by causing a full volcanic eruption at the point indicated.
All normal people and buildings within the core of the eruption are destroyed and the lava flow
and choking black smoke affect everyone within five miles. The volcano itself erupts until
sunrise, but the effects of the eruption last much longer than that. This spell has been used at
sea to create volcanic islands.




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Research.
  1     Dictate                    Pen Touched      10mins
  2     Read Language              Named Lang       10mins
  3     Copy                       Parchment        1min
  4     Speak Language             Named Lang       10mins
  5     Legend Lore                Caster           Instant
  6     Comprehend Languages       Caster           10mins
  7     Sphinx’s Knowledge         Riddle           Instant
  8     Analyze Dweomer            Item or Spell    Instant
  9     Understanding              Caster           Sunrise
 10     Break Riddle               Riddle           Instant
 11     Complete Understanding     Caster           3 months

Some of the keenest scholars and record keepers across Geos are powerful casters and
priests. Many casters keep intricate spell books and journals. However, there are also a few
casters who have mastered spells to allow them to copy documents, understand foreign
languages, solve riddles and gain important knowledge in a moment. It is believed that this
spell-list was originally written by the Minerians.

Note: Research springs from the parent list of Arcane. The Research list is opposed by the
Fire and Water lists. The Research list is also opposed by the Lightning and The Beast Within
exotic lists.

Note: The Research list has a boon cost of 30 to Attune, 50 to find a teacher and 5 to
persuade the teacher to teach you the list.

1) Dictate:
Through the use of this spell the caster is able enchant a pen so that it records everything a
linked individual says. For complex documents it is common to enchant a pen for every
individual who might be speaking and in that manner it is possible to record long and complex
conversations. It is important to remember that this spell can only write languages that are
understood by the caster. When this spell is used the caster himself (or a willing player) writes
the text.

2) Read Language:
Through the use of this spell the caster is able to read any single conventional (non-magical)
language that he is faced with. The caster must know what language the text is written in for
this to work. The caster must already know how to read and write at least two languages for
this spell to function. This spell does not help with rare languages such as the elemental
languages or the Fae languages.

3) Copy:
Through the use of this spell the caster is able to copy any non-magical non-formulaic
document. The caster enchants a piece of parchment of suitable size and places it over the

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document to be covered; for this spell to function there cannot be anything between the two
documents. The process takes one minute, but after that the enchanted parchment shows
everything on the original document. This spell cannot be used to copy spells, spell scrolls or
recipes of any kind. When this spell is used the caster himself (or a willing player) writes the
text.

4) Speak Language:
Through the use of this spell the caster gains the ability to speak any conventional (non-
magical) language that he is faced with. The caster must know what language he is trying to
speak for this spell to function. The caster must already know how to speak at least three
languages for this spell to function. This spell does not help with rare languages such as the
elemental languages or the Fae languages.

5) Legend Lore:
Through the use of this spell the caster learns the story attached to any suitable unique item.
This is very useful for items which have ritual importance, magical items, artifacts and Minerian
technology. When you cast this spell contact the referee. The referee will immediately let the
caster know whether the item in question has a history, although, the legends themselves
have been known to take up to 24 hours to flow into the mind of the caster.

6) Comprehend Languages:
Through the use of this spell the caster gains the ability to speak and read all conventional
(non-magical) languages that he is faced with. The caster must already know how to speak,
read and write at least four languages for this spell to function.

7) Sphinx’s Knowledge:
Through the use of this spell, the caster gains the Sphinx’s knowledge of riddles. The casters
mind fills with ideas and is able to think of things from other angles. This almost always means
that the caster is given a hint as to how to solve the riddle.

Note: Riddles are put into the game to provide a non-combat, non-heavy role-play encounter.
Please do not over use this spell to solve riddles that others might enjoy solving the old
fashioned way.

8) Analyze Dweomer:
Through the use of this spell the caster is able to accurately identify almost any magical item.
Other spells give hints and tips, but this spell is the best spell on Geos to identify powerful
items. In addition, this spell could be used on powerful magicks to gain a better understanding
of the magick.

9) Understanding:
Through the use of this spell the caster is able to augment their own knowledge through the
use of magic. The caster picks an area which they already have at least one rank of lore in
and magically enhance their Lore in that area to the Secret classification and so that it equals
the highest rank that the caster possesses any other Secret Lore skill to.

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10) Break Riddle:
Through the use of this riddle, the caster solves a riddle. This spell can also be used to gain
solutions to tricks, puzzles and challenges.

Note: Riddles are put into the game to provide a non-combat, non-heavy role-play encounter.
Please do not over use this spell to solve riddles that others might enjoy solving the old
fashioned way.

11) Complete Understanding:
Through the use of this spell the caster is able to augment his own knowledge through the use
of magic. The caster picks an area which they need to learn more about. The caster gains
Rank 11 Secret Lore in any area of their choice. This spell has been used to find lost
information and to uncover secrets that have been lost for centuries.




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Scrying.
  1     Heighten Senses            10mins    Caster
  2     Dark vision                10mins    Caster
  3     Scout                      1 min     Caster
  4     See Invisibility           10mins    Caster
  5     Severed Eye/Ear            1 hour    Caster
  6     Sense Ethereal             10 mins   Caster
  7     Divination                 10mins    Caster
  8     True Seeing                10mins    Caster
  9     Block Scrying              1 hour    Caster
 10     Scry                       10mins    Caster
 11     Voyeur                     1 month   10miles

This list is one of the more common Exotic lists. The arts of scrying and divination are one
practiced by thousands of mages, so the ability to block scrying is also very desirable. Diviners
often augment their abilities to the point where they can see background spirits and
elementals. They often see ghosts, fey spirits and other things in the background.

Note: Scrying springs from the parent list of Mind. The Scrying list is opposed by the Dark and
Stealth major lists. The Scrying list is also opposed by the Creation and Illusion minor lists.

Note: The Scrying list has a boon cost of 10 to Attune, 10 to find a teacher and 10 to persuade
the teacher to teach you the list.

1) Heighten Senses:
By focusing his magic on his senses, the caster heightens his own senses. For the duration of
this spell the caster gains Heightened Sense Rank 2. The ranks of Heightened Senses from
this spell do not stack with any other ranks of Heightened Senses.

2) Dark vision:
Through the use of this spell, the caster is able to overcome the limits of light and sight. For
the duration of this spell the caster can see in magical and mundane darkness. When this spell
is used to combat mundane darkness the character is permitted to use a small modern torch,
although, if this torch is used without care for the vision or experience of others this privilege
will be removed. Many mages attempting to use this spell against the forces of Oblivion have
found that it is ineffective when used against the Darkness of the Void spell or the Demonic
Darkness Spell.

3) Scout:
By forcing their senses to step out of his bubble of perception the caster is able to leave his
body for a few moments. The only use of this power that allows the caster to reattach his
senses without mishap is to scout ahead of the party by some twenty paces. The caster must
confer with the referee team before using this power as while his senses are out of body the

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casters own body is extremely vulnerable; the referee will also be able to let the caster know if
the crew is ready to be spied upon.

4) See Invisibility:
Through the use of this spell, the caster is able to overcome invisibility. For the duration of the
spell, whenever the player is faced by someone who is apparently not visible, the caster can
call See Invisible and the hidden person will inform the caster whether or not See Invisibility
reveals them. See Invisibility works on invisibility spells only, or spells like Call Shadows, it
does not reveal creatures who are ethereal, incorporeal or who are physically hidden through
the hide skill.

5) Severed Ear/Eye:
Through the use of this spell, the caster symbolically severs one of their own ears or one of
their own eyes and attaches the astral projection of that sense to an object. For the duration
of the spell the caster’s senses are reduced, if the caster has heightened senses treat him as
having two rank lower than they would have normally; although a Restore Sense spell will
alleviate this flaw. Whenever the caster actively concentrates on his severed sense he can
perceive what that object would see or hear. Use of this spell requires interaction with the
referee team; assuming the caster’s body is totally safe they can put their hand in the air and
follow the object.

6) Sense Ethereal:
Through the use of this spell, the caster is able to overcome the sense of confusion when
creatures phase out of existence. When a creature such as a Wraith fades into another plane
he can no-longer be seen by creatures on this plane of existence, the Seer however is aware
of where he is in the other plane so he is able to work out where and when the creature is
likely to once again become tangible on this plane.

7) Divination:
When a Seer first learns this spell he must decide what type of divination he favors, examples
include Pyromancy, Geomancy, Rune Stones, Tea Leaves, Tarot Cards, Aquamancy or
Pendulums. The answers the caster receives are usually correct, although, there is always
some room for doubt because of outside influences and the fluctuations of fate. The casting
time for this spell is one minute per spell level and the divination must be properly role-played.
Through the use of this spell the caster may divine the answer to three questions which have
one word, or short sentence answers.

8) True Seeing:
Through this spell the Seer gains his reputation for seeing all. The caster gains Heightened
Senses Rank 5 for all purposes, although these ranks do not stack with other ranks of
Heightened senses. The caster gains the ability to see invisible creatures, camouflaged
creatures and those cloaking themselves with illusions. The caster doubles their Willpower
against Illusions and automatically sees through minor illusions. The caster is able to see in
almost all forms of darkness, magical or otherwise. If the caster is blind at the time of casting
this spell then for the duration he is also able to see normally. This spell also offers a measure
of protection against mundane methods of blocking sight like smoke, fog, blizzards or sand.
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9) Block Scrying:
Through the use of this spell, the caster prevents anyone else scrying on a specified person or
object. Until the duration expires, it is impossible for anyone else to scry on the person or
object protected, although, the object can still be seen normally if viewed through mundane
means; which means that a Seer using Severed Eye or Voyeur can still perceive the object or
person.

10) Scry:
When a Seer first learns this spell he must decide what type of scrying he favors, examples
include Pyromancy, Geomancy, Aquamancy, Star Gazing, Mirrors, Polished Metal or
something else. The casting time for this spell is one minute per spell level and the caster
must focus on the surface he is scrying through. For the duration, the caster can see the
events going on in a five metre radius around the object or person that the caster is scrying on.
If the caster wishes, he can expand the vision so that it can be seen by those who are
touching him. The vision provides either audio or visual information, if both are required, then
the caster must cast this spell twice. The caster must have a focus if the target is more than
one mile away; typical focuses include pictures, hair or blood of the target.

11) Voyeur:
This spell is what has earned a lot of Seers a bad name. Many mothers have petitioned the
Mages Conclave for this spell to be banned after one young Seer was arrested for using this
spell to experience young girls losing their virginity. For the duration of the spell, the caster can
(although he doesn’t have to) use any and all of the targets senses. The Seer can sense what
the subject is feeling, can feel the subject’s pain and share their orgasms. While inside the
target, the Seer can make suggestions to get the target to move towards doing things that the
Seer would like to experience; these suggestions are made through the persuade power and
are made as if the caster’s Willpower was only half of his total. If the target is unaware of his
rider, the Seer is also able to sense some of what the victim is thinking. It is rumored that
some Seers have developed a version of this spell that allows paying customer to take a
weeklong trip in someone else’s body.




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Lightning.
  1     Spark                      10mins    Touch
  2     Lightning Dart             Instant   Packet
  3     Stunning Jolt              Instant   Packet
  4     Lightning Ward             10mins    Touch
  5     Metal Repulsion            1min      Caster
  6     Lightning Bolt             Instant   Packet
  7     Storm                      10mins    Packet
  8     Ride the Lightning         Instant   Caster
  9     Forged Lightning           10mins    Caster
 10     Electrocute                Instant   Packet
 11     Charged Storm              Sunrise   5 miles

Those who say lightning never strikes the same place twice have never run a foul of an
electromancer. Casters who delve into the mysteries of lightning magic seek to understand
and master nature’s most destructive force. It has been rumoured that some of the Geos’ more
inventive races have developed ways to store lighting for later use.

Note: Lightning damage is potentially more dangerous to earth based creatures and is
considered bane to them unless they already have a specific vulnerability to it. Those who
wear a lot of metal armour tend to fear lightning mages, but they take no extra damage from it.

Note: Lightning springs from the parent list of Air. The lightning list is opposed by the Earth
and Water major lists. The Lightning list is also opposed by the Blood and Research minor
lists.

Note: The lightning list has a boon cost of 30 to Attune, 10 to find a teacher and 10 to
persuade the teacher to teach you the list.

1) Spark:
Touched conductive item starts emitting shocks until it is earthed. Until the item is earthed,
usually by touching the ground, it emits sparks of lightning which causes one point of lightning
damage to the location contacting it. If the item isn’t earthed within 10 minutes the spell ends.
The person can choose to drop the item or can suffer through the damage, if the person is
physically stuck to the target then the item will earth through the person. A living creature
cannot be the target of this spell, nor can any item which is not normally conductive, such as
bone, stone or wood. The damage occurs at the end of each ten second period. If used
offensively, this spell can only cause harm to one location at a time. Touching multiple
Sparking objects at once will only cause one point of damage.

2) Lightning Dart:
Darts represent the basic offensive spell in the mage’s arsenal. Through the use of this spell
the mage shapes lightning into a dart and hurls it at a foe. A thrown packet deals three points
of lightning damage to the struck location.
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3) Stunning Jolt:
Lightning overloads the targets body control and leaves him on the floor spasming. If affected,
the target drops to the floor, dropping all carried items. It takes the target a few seconds to
regain motor control. The caster must hit the target with a packet. Creatures without a central
nervous system, such as undead, oozes or constructs, are immune to this spell as are those
with a resistance to lightning damage. The victim can choose to take one point of lightning
damage directly to every location [through PAC, DAC and MAC] instead of suffering the
effects of this spell.

4) Lightning Ward:
A cunning electromancer knows that lightning repels itself. By channeling lightning energy
through themselves or their allies, casters is able to ward off incoming lightning spells. If the
person warded by this spell takes direct damage from any lightning based source, the damage
is redirected to the nearest target [normally the nearest participant]; it is unknown for the
lightning to jump more than ten feet or across water.

5) Metal Repulsion:
Through this spell, the electromancer harnesses lightning to generate a field around himself
that repels mundane metal objects. Particularly weapons made of, or tipped with, metal find it
hard to strike the caster. Weapons made of bone, stone or wood are not affected by this spell.
Those who approach the caster, find that no metal object on their person, such as armour,
wants to go within one foot of the caster. The magnetic field extends one foot from the caster
in all directions; this means that the character cannot wield or hold metal objects. The caster
does not gain control over the objects, but it is hard for them to come within one foot of him.
The caster gains Soak 2 against non-enchanted metal weapons.

6) Lightning Bolt:
Bolts represent the mainstay offensive spells in a mage’s arsenal. Through the use of this spell
the mage shapes lightning into a long bolt and hurls it at a foe. A thrown packet deals ten
points of lightning damage to the struck location.

7) Storm:
The caster summons forth a storm and unleashes it at his foes. A lightning storm gathers
above the area to be affected. The storm affects a circle 20 feet wide, which must be clearly
drawn by the caster prior to casting this spell. The referees will target those in the circle, or
those merely passing through the circle with lightning bolts; as a safe assumption, the referees
will throw a lightning bolt every five seconds assuming there are targets in the circle. This
spell can only be cast in an area reachable by weather, so can not normally function indoors or
underground.

8) Ride the Lightning:
Through this powerful spell the caster creates a flash of lightning which the caster rides to any
location that the caster knows well within the immediate locale. During a thunderstorm, the
caster can opt to travel to the edge of the storm, instead of to a place he knows well. The
maximum range of this spell (outside of a lightning storm) is ten miles. Using this spell, the
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caster can carry themselves and anything they can comfortably carry, however, they cannot
carry any other living creature. This spell is not subtle; any observer sees the lighting flash
down. Neither the entrance, nor the exit location, can be indoors or underground. The spell
usually works exactly although outside factors can affect this spell including lightning wards
and powerful storms.

9) Forged Lightning:
The caster chains lightning into the core of a conductive weapon increasing its potency. For
the duration of the spell the weapon counts as magic and can deal the weapons normal
damage or can deal Lightning Dart damage or can trigger a Spark spell on a struck object.
Any conductive weapon or shield that blocks this weapon is subjected to Spark. This weapon
is mundane in the hands of anyone other than the caster.

10) Electrocute:
Through the use of this devastating spell the caster fills his target with lightning energy usually
killing him instantly. Stories told by by-standers include being able to see flashes of the
victim’s skeleton through their flesh. The victim, struck by a thrown packet, is thrown to the
ground and takes twenty points of lightning damage to each location. Any items on the targets
body or in his hands conduct electricity for the next thirty seconds although the victim himself
takes no ill effect from these objects. Some conductive objects on the character may be
charred, warped and destroyed, although this is unlikely. This spell cannot be cast indoors or
underground.

11) Charged Storm:
Through this spell, the electromancer channels the purest essence of lightning on a massive
scale. The electromancer spins clouds around a lightning charge and causes a storm of
massive power over the targeted location. The storm emits blasts, strikes and bolts of
lightning in rapid succession to destroy and kill. Grounded structures have some chance of
survival, but most normal living creatures will be slain. These bolts differ from normal in that
they can transfer their charge through walls or even through the earth itself. For the duration,
frequent and devastating lightning strikes rip through the area, causing mild discomfort and
moderate vexation.




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Profiteering.
  1     False Evaluation           10 mins    Touch
  2     Silver Tongue              10 mins    Caster
  3     Spit and Polish            10 mins    Touch
  4     Alter Quality              10 mins    Touch
  5     Monetary Glamour           10 mins    Touch
  6     Fortune’s Friend           Instant    Caster
  7     False Analysis             10 mins    Touch
  8     Karmic Loan                Instant    Caster
  9     Preferred Customer         10mins     Caster
 10     Perfect Forgery            3 months   Touch
 11     Shopping Spree             3 hrs      Caster

Money makes the world go round, or at least that’s what a lot of merchants and traders
believe. In fact, magic makes the world go round, money just makes the ride more enjoyable.
The master Profiteer has sought out the very magic of money, to ensure one hell of a ride.

Note: The Profiteering list has been outlawed by the Argead Empire; it’s nature and its very
reason for existing is to cheat merchants and customers out of money. Merely being attuned to
the sphere makes one guilty of ‘Intent to commit fraud’, and actively using it constitutes ‘Fraud’.
Because of the danger involved, spells from this list can never, ever, be used in down-time or
on the forums.

Note: Those who have been fooled by a Profiteer are not normally pleased when they discover
that fact, and so any Profiteer with half a brain knows not to scam those he may see again,
however, those who have been the direct target of the spells Silver Tongue, and Preferred
Customer do not necessarily realize they have been fooled when the spell wears off. In special
circumstances, such as a merchant with a never discount policy may find it odd that he
decided to break his hard and fast rule, and investigate. Items that have been affected by
Profiteering spells look as they truly do once the spell has worn off, and the cheated party is
free to immediately assume foul play.

Note: Profiteering springs from the parent list of Stealth. The Profiteering list is opposed by the
Protection and Nature major lists. The Profiteering list is also opposed by the Security and
Research minor lists.

Note: The Profiteering list has a boon cost of 24 to Attune, 120 to find a teacher and 120 to
persuade the teacher to teach you the list. Buying spells off of this list is also much more
expensive as they are illegal.

1) False Evaluation:
With a pinch of illusion, and a dash of glamour, the Profiteer has the recipe to fool most trained
Evaluators. For the duration, the targeted object appears to be 10% more or less valuable

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when examined by the Evaluate skill, at the caster’s digression. Those with rank 3 in Evaluate
are immune to this spell, as are those with rank 3 in an applicable Craft skill.

2) Silver Tongue:
With a smooth smile and some slick words, the Profiteer spins some beneficial deals for a
quick discount or quick profit. For the duration of the spell, the caster can buy anything at a
10% discount off the standard price, and may sell anything at 10% more than would normally
be available. This spell is resisted by Willpower.

3) Spit and Polish:
They say never underestimate the value of a good spit and polish, and when reinforced by a
Profiteer; indeed many onlookers overestimate the value of something so treated. The
Profiteer can make any used piece of equipment appear new. This spell will not work on
consumable equipment that has already been expended or expired, such as potions, scrolls,
alchemical compounds, etc. Those with rank 4 in Evaluate are immune to this spell, as are
those with rank 4 in an applicable Craft skill.

4) Alter Quality:
One man’s trash is another man’s treasure, and the Profiteer specializes in tricking people into
selling him treasure for the price of trash, and buying his trash for a handsome sum. This spell
will alter the visible quality of an object by one category higher, or lower, at the casters
digression. This effect does not actually alter the quality of the item merely the object’s
appearance. Those with rank 5 in Evaluate are immune to this spell, as are those with rank 5
in an applicable Craft skill.

5) Monetary Glamour:
A little bit goes along way, especially for a Profiteer. The Profiteer can enchant up to 100 coins
made of Copper to appear as the same number of Gold coins, or up to 10 Silver coins to
appear as same number of Platinum coins, complete with appropriate size, weight, density,
markings, and any other factors used for verification. Those with rank 6 in Evaluate are
immune to this spell, as are those with rank 6 in an applicable Craft skill. Many major
businesses, especially the mage’s guild, are warded protected against the use of this spell.

6) Fortune’s Friend:
There is an old saying amongst gamblers which goes “You’ve got to know when to hold ‘em,
know when to fold ‘em, know when to walk away, know when to run”. Profiteers however, only
need to know when to run. Though manipulation of chance and by manipulation of
appearance, the Profiteer is guaranteed a win in their next game of chance they play. This
spell does not alter the chances of anyone other than the caster, for example, while the caster
is guaranteed to be dealt a winning hand, it doesn’t stop any other player also being dealt a
winning hand. If the game includes one or more player with rank 7 in Profession Gambler then
this spell has no effect.

7) False Analysis:
Good is good, but better is better; through this spell the caster falsifies the readings of existing
magic items. The Profiteer may alter the aura of an existing magical item to give false readings
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of the own choice, of equal potency. The falsified item in all ways acts as what it truly is, not as
one would expect the false item to perform, and as such it won’t stand up to testing through
conventional means. This spell specifically fools the Analyze Magic spell, and up to rank 7 of
Detect Magic. Those with rank 8 or higher Detect Magic are immune, and the Legend Lore
and Analyze Dweomer spells will also reveal the truth.

8) Karmic Loan:
Some times the Profiteer needs quick money, and doesn’t have time to cheat someone out of
it. The caster pricks a finger, and spills his own blood into an empty bag or pocket to forge a
deal with fate itself. The caster may then remove up to 500 gold from the pocket over the next
hour; in any denomination they wish (Copper, Silver, Gold, or Platinum). The total loan amount
must me reported to plot. Within the next 60 days, fate will conspire to retake the total amount
of the loan, plus 50% interest. If the caster does not have the funds to repay the loan, fate
accepts many other forms of payment at its own digression, such as offspring, souls,
memories, and lives, to name but a few.

9) Preferred Customer:
Many loyal customers have earned generous discounts across Geos for their years of
patronage. Through this spell, the Profiteer shares the same benefits, even in a store he’s
never set foot in before. For the duration of the spell; the caster can buy any item at its
creation cost (double M from its TEM listing). The Profiteer may also sell Items for 75% of their
Market Value. Profiteers should be careful not to push their luck as doing something like trying
to make a merchant buy an item he sold the Profiteer will break the spell. This spell is resisted
by Willpower.

10) Perfect Forgery:
With the use of this spell, a Profiteer can make a killing in magical item forgery. This spell
allows the caster full control over the results of any magical analysis, allowing them to make a
simple rock appear to be a power magical item of Earth magic, or conceal a powerful magical
sword as a mere non-magical weapon. If the caster elects to make a magical weapon appear
mundane it does not radiate magic. The caster may fully dictate what the results of magical
analysis will reveal, although the Analyze Dweomer spell will reveal the truth. The forgery in all
ways acts as what it truly is, not as one would expect the forgery to perform, however the user
and all who witness the items use are in all ways convinced the item is functioning exactly as
described, including any required full hallucinations to reinforce this belief. Upon casting this
spell, the mana used is invested into the spell effect, and cannot be restored to the caster until
the spell has ended. While the spell itself is not resistible by Willpower the hallucinations are
resistible by Willpower

11) Shopping Spree:
The pinnacle of the con-artists skills cannot hope to match the power of the master Profiteer.
Though this spell, the caster is able to rob merchants blind while they happily allow it. For the
three hour duration, the caster may approach anyone selling anything and take any wares as
though he had paid for them. Perhaps he came and prepaid for the items, perhaps the
merchant recognized the caster as his 1,000,000 th customer and has decided everything he
wants is free, or any other reason the seller’s mind will invent. The seller is happy to provide
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the goods, and looks upon the caster as his singular best customer. Upon the completion of
the spell’s 3 hour duration, any sellers duped by the caster become immediately aware that
they have been ripped off. Many Profiteers who have lost track of time, or not planned a
proper escape route, have found themselves on the end of a hangman’s noose as an angry
mob of merchants cheered. This spell cannot be resisted by Willpower, although those without
minds cannot be tricked.




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Thirst.
   1     Preserve Food             Touch    Instant
   2     Walk the Desert           Caster   24 hrs.
   3     Water Lust                Touch    10mins.
   4     Heatstroke                Packet   Instant
   5     Thirsting Curse           Packet   1 Week
   6     Desert Winds              Storm    Instant
   7     Dehydrating Touch         Touch    Instant
   8     Veil of Dust              Caster   10 mins.
   9     Horrid Wilting            Packet   Instant
  10     Mummify                   Touch    Permanent
  11     Capture the Sea           Area     Permanent

The magic of this sphere is like the thirsty desert, sucking away water and leaving nothing but
dust in its place. Common among the desert nomads, the denizens of the sandy wastelands
and the Forgotten People, this magic embraces thirst to its fullest extent. It is able to harness
the thirst as a tool and it is able to use it as a weapon against foes.

Note: Thirst or Dehydration damage is more damaging to creatures that are plant or water-
based.

Note: Thirst springs from the parent list of Water. The Thirst list is opposed by the Ice and
Mind lists. The Thirst list is also opposed by the Acid and Lightning minor lists.

Note: The Thirst list has a boon cost of 30 to Attune, 25 to find a teacher and 25 to persuade
the teacher to teach you the list.

1) Preserve food:
This spell completely desiccates a target food item weighing no more than five kilograms,
preserving it against spoilage. This spell transforms grapes into raisins, plums into prunes,
meat into jerky and so on. Dried food can be re-moistened, but cannot be returned to its
previous state. Dried food weighs half its normal weight. The caster must be willing to eat the
item for this spell to work.

2) Walk the Desert:
This spell temporarily empowers the caster to function without water for a day. This spell also
protects the character from excessive heat, effectively increasing the caster's willpower and
constitution against dehydration and heat effects by two. This spell can be cast back to back,
but accumulated effects will befall the caster at the end of the spell, which can be disastrous if
insufficient water is present to relieve the dehydration. For the duration, the caster also has
DR/2 Fire.

3) Water Lust:

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This spell inspires a supernatural attraction towards water in the target and permits them to
sense the direction in which closest source of drinkable water lies, no matter the distance. The
attraction is a powerful ache in the bones and a desperate desire to drink which often drives all
other thoughts from the mind. It is not unheard of for already dehydrated subjects to enter
frenzy in their attempt to get to the water. This spell ends when the character has drunk one
pint of liquid or when the duration expires. This spell is resisted by willpower.

4) Heatstroke:
The spell causes the target to sweat profusely and quickly lose water from their pores. The
victim feels drained, hot and bothered and loses four points of constitution. This constitution
cannot be recovered until after the victim has rehydrated and rested. The effects of this spell
do not stack on themselves.

5) Thirst Curse:
This curse makes it impossible for the one so cursed to obtain moisture from drinking. Any and
all water drank by the victim turns to dust in their mouths, causing them to suffer the effects of
dehydration. A character suffering dehydration loses Constitution at a rate of two points per
day, three per day if it is hot or if the character is exerting themselves. The effect of this spell
last a week and will not affect characters that do not obtain their water from drinking. The
effects of this spell can be defrayed by 'Walk the Desert', the spell can be dispelled and the
curse can be broken as normal.

6) Desert Winds:
This spell summons a hot wind through the area that wilts plants and afflicts anyone with
Constitution 12 (or less) with heatstroke. The desert winds also evaporate small water sources
such as puddles and minor pools, although they have no effect on sealed containers like water
skins or potion bottles.

7) Dehydrating Touch:
This spell imbues the casters touch so that it drains all of the liquid from a victim’s body. The
victim slips into unconsciousness as the spell drains the water from their blood. After that
minute the victim wakes up in a frenzy state seeking water; they will consume any form of
liquid that they can find. They will even kill to slake their thirst. The higher the victim’s
willpower, the better they will be able to resist the frenzy.

8) Veil of Dust:
This potent spell surrounds the caster with a veil of hot, dry air which instantly evaporates any
water-based magic which attempts to affect the caster. This only affects spells which are liquid
in form, such as Water Strike. The caster is also protected against any liquid based attacks
such as flung flasks of acid, or poisoned blades as the liquid dries to dust before it can reach
the caster.

9) Horrid Wilting:
This spell sucks the liquid out of the very flesh of the five people closest to the caster. The five
creatures closest to the caster take five points of dehydration damage to every location, this
damage ignores PAC and DAC. The caster does not get to decide which targets are affected
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it is always the five closest, regardless of whether the targets are friend or foe.

10) Mummify:
This spell stores all of the fluids contained within the victim’s body into the victim’s heart. The
target is instantly dehydrated to the uttermost, leaving the body fragile enough to crumble at
any rough treatment. The target does not die upon being mummified, but is instead preserved
indefinitely. The victim can be rehydrated and returned to normal by immersion in a large body
of water; the re-hydration process takes one day to complete. If the mummified body is
damaged severely then the victim dies. Nomads lost in the desert have been known to use
this spell to preserve their own lives until the rain graces the desert with it’s scarce bounty.

11) Capture the sea:
Through mastery of this spell the caster gains control over a water source. The caster is able
to target a water source no larger than five miles in radius and drain it entirely into a blue pearl.
The water will remain in that state indefinitely until the pearl is shattered, whereupon the water
will be suddenly released. Legends speak of entire seas disappearing, and of a bustling city
drowning when the pearls were broken in the market square.




Crystal.

 1       Crystal Shard             10mins         Caster
 2       Crystal Skin              10mins         Caster
 3       Shard Burst               Instant        Packet
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 4       Cone of Shards            Instant       Cone
 5       Crystal Shield            10mins        Caster
 6       Crystal Weapon            1 hour        Caster
 7       Storage Crystal           1 month       Crystal
 8       Crystal Reflect Spell     10mins        Caster
 9       Crystal Armour            10mins        Caster
 10      Crystals in the Blood     1min          Touch
 11      Diamond Form              1 month       Caster

Those who hide behind metal and feel like they are the lords of war have never fought a crystal
master. A master of crystal magic is able to form blades and shields of crystal to harm their
foes and to defend themselves. They are also able to store energies, reflect spells, and throw
shards to lacerate their foes.

Note: Crystal damage is considered mundane, the damaging spells of this list strike their
targets with sharp shards of rock, crystal and glass. Crystal weapons are immune to shatter,
but are not immune to sunder, crush, or disintegrate.

Note: Crystal springs from the parent list of Ice. The Crystal list is opposed by the Dark and
Stealth major lists. The Crystal is also opposed by the Acid and Sonic minor lists.

Note: The Crystal list has a boon cost of 40 to Attune, 20 to find a teacher and 30 to persuade
the teacher to teach you the list.

1) Crystal Shard:
Through This spell, the caster turns one of his hands into a crystal dagger. This spell is often
used by captives to slice bonds and provides an unexpected weapon. The weapon is
considered a normal crystal dagger in every way, but cannot be shattered or disarmed. The
player must have access to a dagger prop at the time of casting this spell. Skilled crystal
mages can also craft other items such as pitons, throwing daggers or knitting needles.

2) Crystal Skin:
This spell toughens the mage’s skin giving them greater resilience. For the duration, the target
gains two additional points of location which are taken off after armour and DAC, but before
Location. While the recipient is under the effect of this spell they suffer from an extremely
weak tactile sense. Characters can only be protected by one skin spell at a time.

3) Shard Burst:
Filling the air with shards akin to broken glass the caster forces the shards against a single
enemy. The target gets struck with shards of glass in every location taking one point of
mundane damage to each location.

4) Cone of Shards:
Filling the air with shards akin to broken glass the caster forces the shards in a cone against
his enemies. Everyone in a ten foot long cone that is ten foot wide at its widest point is struck
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with shards of glass in every location taking one point of mundane damage to each location.

5) Crystal Shield:
Through this spell, the crystal mage generates a latent shield of crystal which moves around
him, the crystal shield will ward off a single physical blow. The next melee or projectile weapon
that strikes the caster is deflected. The spell deflects the next blow; the spell is unable to
differentiate between a friend slapping the character on the back, a peasant with a stick or a
knight’s mortal strike. This spell does not affect packet delivered spells as there is nothing
physical to deflect. If a blow if deflected by this spell the caster should call deflect as the blow
did not strike home. This spell cannot be stacked with the deflecting shield spell.

6): Crystal Weapon:
Through this spell, a crystal mage creates a crystalline weapon to defend themselves with and
with which to strike down his foes. This spell allows the caster to grow a crystal into a weapon
which only they can wield. The base damage of the crystal weapon is four and is modified as
normal by the characters skills and strength. The crystal weapon cannot be disarmed or
shattered and can only be wielded by the crystal mage. The value of the crystal remains the
same as the value of the base crystal. In order to cast the spell the crystal mage must have a
suitable crystal prop to grow the crystal from.

7) Storage Crystal:
Through this spell the caster taps into a crystal and turns it into a repository for magical power.
This spell allows the crystal mage to take a crystal and turn it into a mana or halo store. The
crystal will store mana equal to ten times the crystal mage’s willpower or halo equal to twenty
times the crystal mage’s willpower. The crystal mage may only have one of these crystals in
existence at a time, which can hold mana or halo. This spell uses the crystal mages
aggressive willpower. This spell creates empty crystals, which can then be filled; filling the
crystal or drawing on it requires the relevant gift/bridge skill. These items can only be created,
charged, or recharged during IA games. The crystal must have a value of five gold per point of
willpower the crystal mage is using when casting this spell.

8) Crystal Reflect Spell:
Through this spell, the mage protects themselves with a crystal prism spell-web which causes
the next spell to strike him to unerringly strike its caster. The next spell to affect the caster is
reflected, assuming the spells caster is within 100ft. Level 9 or higher spells cannot be
reflected. The caster cannot choose which spell is reflected as the spell cannot differentiate
between positive and negative spells. Crystal Reflect Spell cannot affect Sonic spells.

9) Crystal Armour:
This spell encases the caster's body in a strong suit of crystalline armour. This armour slows
down the caster and prevents him from using DAC. This coating covers the caster’s existing
armour and the Global PAC that this spell provides is taken off before any other protection.
The Crystal armour provides 30 Global PAC and Soak 2. The casters fists deal magic blunt
damage [Standard 4 Maximum 8], however this damage is unmodified for anything. For the
duration, the caster loses their tactile sense and finds it very difficult to manipulate small

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objects. Even with meta-magic this spell can never be cast on an unwilling target. A character
can only ever benefit from one armour spell at a time.

10) Crystals in the Blood:
Through this spell the crystal mage creates small shards in the blood of the target; the victim’s
blood carries the small shards towards the victim’s heart and brain killing them. The victim of
this spell is affected by a wracking pain effect; the wracking pain lasts for one minute at the
end of which the victim dies. This target cannot be used against creatures that do not have
any blood. If the victim is fully bled [to -9 on each location by a master chirurgen], or has a
successful cure disease spell [cast against the Crystal mage’s willpower] cast before death
then they will recover.

11) Diamond Form:
Through this spell the crystal mage wraps around him the form of a diamond golem allowing
him to face even the toughest of opponents. The caster’s body is changed into crystal, which
makes his weight and strength increases dramatically making the caster able to resist and call
Strength 8. The caster’s body is much denser and provides ten points of hindrance, however
they also gain DR/5 and an advanced Crystal skin spell which offers 50 global hits taken off
after ADAC, but before everything else. The casters hands end in crystal weapons which have
a base damage of magic seven. For the duration the caster benefits from immunity to sensory
deprivation, poison, disease, pain, blood magic and anything else which relies on soft tissue.




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Exorcism.
  1     Detect Possession                Touch     Instant
  2     Commune with Possessor           Touch     10mins
  3     Commune with Host                Touch     10mins
  4     Atonement                        Touch     Instant
  5     Exorcism                         Touch     Instant
  6     Protection from Possession       Touch     1 hour
  7     Flask of Entrapment              Touch     Special
  8     Greater Exorcism                 Touch     Instant
  9     Dismissal                        Touch     1 month
 10     Planar Seal                      Special   1 hour
 11     Absolute Dismissal               Touch     1 year

There are numerous planes and other worlds, each one is populated by countless other
beings; some of them including demons, fae, undead, angels, planes-walkers and gods have
been known to travel to our plane. Exorcists mainly battle those extra-planar creatures who
wish to use those in this plane as puppets, but they also learn to banish extra-planar creatures
back to their own planes.

Note: Exorcism spells count as Faith spells. A caster cannot cast any Faith spell which is of a
higher level than his faith rating. To cast a Faith spell, the character must carry a holy symbol.
All Faith spells require concentration. Faith spells cannot be affected by Meta magic.

Note: The Exorcism list comes from the Faith parent list. The Exorcism list is opposed by the
Mind and Stealth lists. The Exorcism is also opposed by the Travel. Demonology and
Conjuring minor lists.

Note: The Exorcism list has a boon cost of 80 to Attune, 80 to find a teacher and 40 to
persuade the teacher to teach you the list.

1) Detect Possession:
This basic spell is used by Exorcists to determine whether or not a target has been possessed.
Some possessing beings are easier to detect than others and some are much harder. This
spell allows the Exorcist to detect any possessing beings whose Willpower does not exceed
the Exorcist’s offensive Willpower. If the creature is not attempting to conceal its presence
then this spell will always detect the creature, unless it is cloaked by some other means. There
are rumors of an Exorcism skill which would add to the Exorcist’s Willpower in this instance.

2) Commune with Possessor:
This spell is used by Exorcists to commune with the possessing creature. Creatures usually
possess people because they want or they need something normally warmth, food, or safety.
Many Exorcisms have been ended by negotiating with the possessing creature. This spell is
resistible by the possessing creature’s willpower or the willpower of the host if the host
chooses to resist the spell. This spell does not make the creature speak or make them answer
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truthfully, but while this spell is active the Exorcist will know when it is the Possessor speaking.
There are rumors of an Exorcism skill which would add to the Exorcist’s Willpower in this
instance.

3) Commune with Host:
This spell is used by Exorcists to commune with the Host body. Most often possessing
creatures pretend to be the host in order to cause pain and torment. Many Exorcisms have
been ended by finding out key information from the Host including anything the possessing
creature has said or when the possession started. This spell is resistible by the possessing
creature’s willpower or the willpower of the host if the host chooses to resist the spell. This
spell does not make the host speak nor does it make them answer truthfully but while this spell
is active the Exorcist will know when it is the Possessor speaking or acting and when it is the
Host speaking or acting. There are rumors of an Exorcism skill which would add to the
Exorcist’s Willpower in this instance.

4) Atonement:
This spell is used by Exorcists to help those who have committed atrocities while under the
sway of a possessing creature. As long as the target is truly sorry, did not take pleasure in the
acts, and would not commit them again given the opportunity, then this spell reduces any
moral qualms or alignment infractions the character has committed while possessed or forced
to act against their own will. This does not remove the roleplay aspect of the infraction, but it
would prevent the character from losing hope over this incident and would allow them to
forgive themselves. This spell is often sought out by priests, church knights and paladins who
have committed some infraction against their moral or religious code.

5) Exorcism:
In a straightforward battle of Wills, the Exorcist pushes the possessing creature out of the
Host. This spell pits the Exorcist’s offensive Willpower against the creature’s defensive
Willpower. If the Host chooses to resist the spell then the Exorcist’s Willpower must beat the
Creature’s Willpower combined with half of the Host’s Willpower. There are rumors of an
Exorcism skill which would add to the Exorcist’s Willpower in this instance. If the creature is
successful exorcised it is forced out of the host. The creature can manifest, move onto another
target, or return to its home plane (if this is its home plane then it usually manifests or returns
unless it has a physical body which it can return to). Exorcisms are a great opportunity for
role-play, and take one minute per rank of Willpower used in the Exorcism.

6) Protection from Possession:
Many Exorcists have had difficulty with possessing creatures jumping from one person to
another in a circle forcing them to pull off Exorcism after Exorcism so they developed this spell
to protect their allies or the especially vulnerable against possession. This spell triples the
defensive willpower of the target against possession or possession effects.

7) Flask of Entrapment:
Through this spell the Exorcist can enchant a master-crafted iron or silver flask which is able to
capture a creature which has been forced out of a Host through Exorcism. When a Flask of
Entrapment is touching the Host at the end of an Exorcism the possessing creature is trapped
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within the flask. While in contact with a Flask of Entrapment, once the Exorcism has started
the creature cannot leave willingly. The creature will normally be bound for one year,
however, this is reduced by one month for each point of Willpower the possessing creature
has. Empty Flasks of Entrapment lose their magic after one month. Most Exorcists use rituals
to dispose of the flasks or the creatures within them before the creature would otherwise be
free. Possessing creatures have been known to offer great rewards to those who would free
them, which may be where the legends of Genie bottles came from.

8) Greater Exorcism:
This spell is used by Exorcists who need to remove a stronger possessing creature, who need
to remove multiple possessing creatures from the same host, or who need to remove a
possessing creature quickly. This spell allows Exorcists to get around some of the problems
that a normal Exorcism spell cannot manage. Greater Exorcism can do one of the following: It
can be cast as an instant Exorcism spell. It can allow multiple Exorcists to combine their
Willpower to fight the creature. It can Exorcise multiple beings at once at the Exorcists full
Willpower. Or, It can add half of the Host’s Willpower to the Exorcism, assuming the Host
wants to resist the possessor. Exorcisms are a great opportunity for role-play, and take one
minute per rank of Willpower used in the exorcism, unless the speedy option above is used.
There are rumors of an Exorcism skill which would add to the Exorcist’s Willpower in this
instance. If the creature is successful exorcised it is forced out of the host. The creature can
manifest, move onto another target, or return to its home plane (if this is its home plane then it
usually manifests or returns unless it has a physical body which it can return to).

9) Dismissal:
This spell is used by Exorcists in battle with creatures from other planes such as demons,
angels, undead and even foreign planes-walkers. The Exorcist must strike the foreign
creature with a packet and call Dismissal. If the creature is not native to the caster’s home
plane then the creature is returned to its own home plane. The casting time for dismissal is
double that of a usual spell and it cannot be verbalized. This spell can only be used when the
Exorcist is on his home plane. The targeted creature can choose to resist this spell with their
Willpower. If the creature is affected by the spell against their will then they cannot return to
that plane for one month.

10) Planar Seal:
This spell is used to prevent creatures from entering this plane from another plane or from
leaving this plane for another plane. The Exorcist marks out an area no larger than 100 foot
diameter (or designated a room no larger than 100 foot diameter) and no creature can enter
that area from another plane or exit that area for another plane. This stops Teleportation
spells and all forms of gate spells (like shadow gate) and shift spells (like earth shift). This
spell stops items or creatures being summoned into the affected area (but does not stop them
being created) even through ritual magic. This also stops creatures like wraiths from phasing
out or phasing back in. This spell prevents plane shifting. Creatures inside the sealed area
cannot be possessed by creatures who are not in the same plane as them.

11) Absolute Dismissal:

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This spell forces a creature out of this plane and back to its own plane. The Exorcist targets a
creature from another plane and forces them back to their own plane. This spell is not
resistible by Willpower and can affect Demon Lords, Fae Princes, and potentially even Gods.
This spell can only be used when the Exorcist is on his home plane, unless the target creature
is from his home plane. Affected creatures cannot normally return to that plane for a year and
a day.




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Blood.
  1     Staunch Bleeding           Touch       Instant
  2     Accelerate Bleeding        Touch       10 mins
  3     Blood Loss                 Touch       Special
  4     Taste Of Blood             Touch       Instant
  5     Blood Hound                Touch       1 hour
  6     Cauldron of Blood          Touch       Special
  7     Cause Hemophilia           Touch       Special
  8     Blood Weakness             Touch       Special
  9     Blood Burst                Touch       Instant
 10     Blood Travel               Touch       Instant
 11     Clone                      Touch       PERM




Note: Blood Magic springs from the parent list of Life. The Blood list is opposed by the Dark
and Earth major lists. The Blood list is also opposed by the Acid and Dust Exotic lists.

Note: The Blood list has a boon cost of 30 to Attune, 30 to find a teacher and 30 to persuade
the teacher to teach you the list.

1) Staunch Bleeding:
Through this spell, the Blood-Magus can stop a subject from bleeding even if he is bleeding
from multiple wounds. With this simple spell the target stops bleeding immediately, regardless
of how many bleeding wounds the victim is suffering. This spell is the quickest way to stop
someone bleeding to death. This spell cannot help Hemophiliacs.

2) Accelerate Bleeding:
Through this spell a Blood-Magus speeds up the rate of bleeding. Originally this spell was
designed to help bleed a patient faster, but it is more commonly used to speed up the rate that
an enemy bleeds to death. For the duration, the victim bleeds to death at twice their normal
rate, so quadruple the rate for Hemophiliacs. This spell can be cast on a victim who is not
currently bleeding.

3) Blood Loss:
Through this spell the Blood-Magus disorientates his victim by robbing him of his blood. For
the duration, the victim becomes light headed and disoriented. The victim is confused and
feels unwell. The victim’s constitution is halved for the duration of the spell for all effects,
however, the victim’s constitution remains at normal to resist constitution damage. This effect
lasts until the character receives magical healing of any kind or a chirurgery blood transfusion.

4) Taste Of Blood:

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Through this spell, the caster tastes a sample of a target’s blood and learns information about
the person that the blood came from. The Blood-Magus potentially gains a lot of amount of
about the source that the blood came from. The amount of information gained is based on the
Blood-Magus’s willpower. Blood-Magi have learned about the blood-source’s age, race,
gender, nationality, place of birth, and country of habitation. Some Blood-Magi have even
learned about the subject’s alignment, hobbies, diet and any types of taint. This ability works
best with fresh blood and gets harder the longer the blood has been removed from the subject.

5) Blood Hound
With a sample of the target’s blood, the Blood-Magus can learn roughly where the target is.
After casting this spell and ingesting the target’s blood, the Blood-Magus can at any time
during the duration ask the referee which direction the target it is and what the approximate
distance is between the Blood-Magus and the target. This spell is extremely useful to the
Bounty Hunters guilds as it turns the Blood-Magus into a living compass.

6) Cauldron of Blood.
Through the use of this spell, the Blood-Magus sends the victim into a health decline that
normally ends in death. The victim of this spell suffers blood sweats, confusion, and dizziness
until the effect is ended. For the duration, the victim loses one point of constitution every ten
minutes until they die. The cure disease spell ends this effect. Cauldron of Blood is a disease,
as such, using it is not a good act.

7) Cause Hemophilia
The Blood-Magus curses the victim with a powerful disease. The victim of this spell starts to
bleed out every time they are hurt from any means; even a pin prick could cause the victim to
bleed to death. If a character with this affliction is put into a position where they would be
bleeding out normally, they bleed at twice the normal rate. The cure disease spell ends this
spell prematurely. Whenever a character with Hemophilia is struck they take an additional
point of damage caused by blood loss. Blood Hemophilia is a disease, as such, using it is not
a good act.

8) Blood Weakness
The Blood-Magus curses the victim with a powerful disease. The health of this victim is
completely destroyed. Until the disease is cured, the victim loses access to their strength,
loses half of their constitution, has a weak immune system, and cannot exert themselves by
doing anything like running. The cure disease spell ends this spell prematurely. Blood
Weakness is a disease, as such, using it is not a good act. Blood Weakness is contagious and
is transferred by blood transfer.

9) Blood Burst
The Blood-Magus ruptures all of the blood vessels in the target’s body leaving them as a
crippled pile of bleeding flesh. The target of this spell drops to the floor, every vessel bursts
and arteries and veins burst; the character is reduced to negative one on every location and is
rapidly bleeding to death.

10) Blood Travel
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Through this spell, the Blood-Magus jumps into one victim and out of another victim a short
distance away. The Blood-Magus sees the living creatures as they connect through the world
halo and uses that network to travel from one victim to another. The Blood-Magus reaches out
and touches the first victim who collapses as if Blood-Bursted, the Blood Magus disappears
and reappears from another victim within ten feet who also suffers a Blood Burst. Both victims
must be living creatures connected to the World Halo.

11) Clone
Through this power, a Blood-Magus is able to clone themselves to protect them from final
death. The Blood Magus creates a clone which is physically exactly the same as the Blood-
Magus. If a Blood-Magus dies on the same plane as one of their clones they may elect to
transfer their consciousness into that Clone. If that happens then the old body can never be
resurrected. A Blood-Magus with clones in reserve, could almost be considered immortal. The
constitution of a Clone is always exactly the same as the permanent constitution of the Blood
Magus at the moment of his death, although assuming control of the clone consumes a
permanent point of constitution.




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Poison.
  1     Protect Poison             Special   Venom
  2     Disguise Venom             1 Hour    Venom
  3     Shift Venom                10 Mins   Venom
  4     Venom                      Instant   Touch
  5     Conceal Onset              1 Hour    Venom
  6     Protection from Poison     10 Mins   Touch
  7     Virulence                  1 Hour    Venom
  8     Repetition                 1 Hour    Venom
  9     Specified Onset            1 Hour    Venom
 10     Virulent Venom             1 Hour    Venom
 11     Assured Delivery           Special   Venom

Poison spells, just like poisons, are all illegal, because of that they are incredibly difficult to
acquire. Poison spells are most commonly used by Poison Elves, Assassins, and Poison
Crafters. The Poison list stems from the Nature parent list and is opposed by the Life and
Protection lists. The Poison list is also opposed by the Sanctity and Longevity exotic lists.

Note: The Poison list has a boon cost of 100 to Attune, 200 to find a teacher (because of the
illegality) and 200 to persuade the teacher to teach you the list (because of the illegality).

1) Protect Poison:
This spell takes a does of poison and protects it so that it doesn’t spoil quickly. This will stop a
dose of unstable venom from spoiling for one hour or it will add one month to the lifespan of a
stable poison. Once an individual dose of poison has been affected by this spell once, it can
never be affected again.

2) Disguise Venom:
This spell takes a single dose of venom and conceals it so as it appears to be harmless and or
legal. It could turn a fatal contact venom into what appears to be a healing salve. This spell
will not stand up to spells that would normally identify a poison like True Seeing or Identify
Liquid. This spell is an illusion spell. This spell is ineffective against targets who have Lore
Poisons/Venoms Rank 4, Lore Herbs/Compounds Rank 6, or Heightened Senses Rank 5.
This spell is mainly used so that Poison mages who are arrested can avoid incarceration for
carrying the tools of their trade. This spell will last for one hour, but if the dose of venom is
taken further than ten feet away from the poison mage the spell ends.

3) Shift Venom
This spell takes a venom and changes its delivery method. Poisons are either contact venom
(CV), ingested venom (IV), or blade venom (BV); this spell changes the type of the venom for
a short period of time. The Poison mage selects which delivery method he requires for his
venom. The effects of this spell last for ten minutes. Certain venoms are only functional when
delivered in a certain way; see Craft Poison for additional details.

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4) Venom:
Calling on the natural worlds secrets the caster calls forth powerful venom into his foe. Venom
has a ten minute onset time. After ten minutes the target becomes ill and fatigued and loses
Constitution at a rate of one point per ten minutes. If the Venom isn't cured by sunrise then the
character dies. Legends tell of venom mages who have turned this spell into a path of their
own or who have altered their magic to replicate another venom they know well. Using poisons
is not a good act.

5) Conceal Onset:
This spell removes all symptoms that would normally suggest that the victim has been
poisoned, so that the first thing that the victim knows is when the poison’s main effect kicks in.
The use of this spell is because people often notice the original nausea from a venom and
have the venom cured before its main effect (such as death or coma) can take effect. If a
victim is struck with a venom with Conceal Onset on it then the referee should be informed and
the victim should not.

6) Protection From Poison:
Many Poison Mages are asked to protect their targets against poisons or use this spell to
protect themselves when gathering or handling toxins or venoms. Through this spell, the
Poison Mage doubles the target’s constitution against poison effects; this does not offer any
protection against other constitution effects, like disease. If the target has a poison active in
their system when this spell is cast then it is removed as if a Neutralize Poison spell had been
cast.

7) Virulence:
This spell allows the Poison Mage to take a poison and increase its virulence and toxicity to
make it more likely to affect the target. A venom affected in this way has the Constitution or
Willpower required to resist that poison increased by an amount equal to the Poison Mage’s
willpower. For example a normal Con 15 poison enchanted by a poison mage with Willpower
5 becomes a Con 20 poison. A poison enchanted in this way will affect people are immune to
all normal mundane poisons.

8) Repetition:
Through this spell, the Poison Mage enhances an existing poison so that it will deliver its main
effect over and over again. A venom will this spell cast on it will continue to harm its target
every ten minutes until this spell’s duration is complete. For instance a BV 5 Con Damage
poison will deal five points of constitution damage to the victim and will continue to deal five
points of constitution damage every ten minutes until the poison is cured or until the duration
of this spell expires.

9) Specified Onset:
Through the use of this spell the Poison Mage can alter a poison so that it will affect its victim
at a specified moment. The Poison Mage can decide to have the affected venom take effect at
any moment within the next twenty-four hours. Most Poison Mages either set the onset time as
being immediate so that they can ensure the venom takes its toll or very far away so that they
can escape before their victim collapses.
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10) Virulent Venom:
Through the use of this spell a Poison Mage can alter a poison so that it is very difficult to
resist. The Constitution or Willpower required to resist the poison is doubled. A poison
enchanted in this way will affect people are immune to all normal mundane and magical
poisons. This spell does stack with Virulence.

11) Assured Delivery:
A poison treated in this way will always reach its intended target. For example: A mailed en-
venomed letter will always end up in the hands of the intended victim and will not harm anyone
else on the way. Other Poison Mages have used this poison to coat a public dove which
landed on the head of the target, have poured it into the town well from which the victim later
drank, have thrown the venom into a gale to splatter the target. Always the intended victim
and no other are affected by this venom. This spell is able to see through disguises, illusions
and polymorphs. The victim must be within 25 miles of the Poison Mage at the time the
poison is set loose. The poison will affect the target regardless of the target’s Constitution,
Poison Immunity, or even lack of vital organs.




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Combat Mastery.
  1     Weapon Focus               10 mins    Caster
  2     Shifting Prowess           10 mins    Caster
  3     Dart Chain                 Instant    5 Packets
  4     Backlash                   10 mins    Caster
  5     Delay Spell                10 mins    Caster
  6     Imbue Weapon               1 hour     Weapon
  7     Bolt Chain                 Instant    5 Packets
  8     Reflect Blow               Instant    Caster
  9     Mana Strike                Instant    Packet
 10     Strike Chain               Instant    5 Packets
 11     Efficient Damage           1 hour     Caster

Some mages spend so much time in combat situations that they have developed a set of
spells which allow them to thrive in combat situations without relying on warriors to protect
them. Many combat mages are capable of waging war on their own, others travel with strike
forces or groups of adventurers as they can function as mages, healers, or even as extra
muscle when needed.

Note: The path of Combat Mastery springs from the parent list of Protection. The lightning list
is opposed by the Meta and Stealth major lists. The Combat Mastery list is also opposed by
the War, Illusion, Research and Scrying Exotic lists.

Note: The Combat Mastery list has a boon cost of 40 to Attune, 20 to find a teacher and 40 to
persuade the teacher to teach you the list.

1) Weapon Focus:
Using this spell the mage weighs an object in their hands and figures out how to use it with
basic proficiency. The mage compares the weapon they want to use to a weapon they already
know how to use and gains an additional weapon proficiency in that weapon; if the mage does
not already have a weapon proficiency or if he already knows how to use that weapon then
this spell does nothing. The mage is now able to use the object in question as if they were
proficient in its use; this spell has been used to efficiently fight with a tankard, a scroll case and
even the severed arm of a goblin. Please remember that without proficiency, a character can
only deal one point of damage with any given object.

2) Shifting Prowess:
Using this spell the mage weighs an object in their hands and figures out how to use it to the
same effect as their weapon of choice. The mage compares the weapon they want to use to a
weapon they already know how to use and gains Weapon Mastery in the new weapon equal to
the ranks of Weapon Mastery they possess in their weapon of choice; if the mage does not
already have ranks of Weapon Mastery then this spell does nothing. The mage needs to be
proficient in the weapon for this spell to be effective. This spell has been used to efficiently
fight with a tankard, a scroll case and even the severed arm of a goblin.
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3) Dart Chain:
With this spell, the mage is able to convert one of their existing dart spells into a chain of darts.
The caster casts this spell, then casts the dart spell they want to chain. The mage must stand
still, but is able to throw five packets, each must be thrown at a different target and under no
circumstance can any one target suffer more than one of the five darts. The caster must throw
all five packets in rapid succession. The caster cannot pause, nor can they do anything in
between throwing each packet, if the caster speaks or takes so much as a single step, the
spell breaks and the chain ends.

4) Backlash:
With this spell the mage wraps themselves in an aura of static magic, the static buzzes
harmlessly away until someone is foolish enough to strike the mage. When the caster is next
hit by a melee weapon or unarmed strike, the Backlash forms itself into an arcane dart which
strikes the chest and head of the aggressor and pushes them back ten feet. The spell ends
when the duration expires or when the aura turns into an arcane dart.

5) Delay Spell:
Through this spell, the caster is able to hold a number of spells in abeyance until the mage is
ready to release them in a display of power. The caster starts by casting this spell and then
casts a number of other spells which they wish to pause. The caster is able to hold a number
of spell levels equal to double their Willpower (Example a mage with Willpower 10 could hold
20 level 1 spells or 2 level 10 spells; this spell uses unmodified spell levels). Once this spell is
active and full, the caster is unable to cast any other spell until the Delayed Spells are
released as they are using all of their power to hold the spells in abeyance. Many mages use
this spell in conjunction with Contingency and Power Word in order to be able to release
several near instantaneous spells to make it look like they have the ability to verbalize high
level spells.

6) Imbue Weapon:
The combat-mage, through this spell, is able to prepare a weapon of at least mastercrafted
quality to hold five levels of spells (this spell uses unmodified spell levels). The combat-mage
or another mage can store up to five levels of spells in the object so that the person bearing
the object can release the spells by striking an opponent. If the combat mage wields the
weapon then he can choose when to release the spells and can release some or all of the
spells; if the wielder is not the caster of this spell then all the spells are released the next time
the weapon strikes a foe. This spell lasts until the spells are released or until one hour has
passed. The weapon in question cannot be predominantly made of Iron, Journeyman Iron, or
Cold Iron.

7) Bolt Chain:
With this spell, the mage is able to convert one of their existing bolt spells into a chain of bolts.
The caster casts this spell, then casts the bolt spell they want to chain. The mage must stand
still, but is able to throw five packets, each must be thrown at a different target and under no
circumstance can any one target suffer more than one of the five bolts. The caster must throw
all five packets in rapid succession. The caster cannot pause, nor can they do anything in
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between throwing each packet, if the caster speaks or takes so much as a single step, the
spell breaks and the chain ends.

8) Reflect Blow:
The combat-mage protects himself with a spell-web which causes the next physical blow to
strike him to unerringly strike the aggressor instead. This assumes that the aggressor is within
10ft (if the source is not within 10ft the caster still does not take the damage, but the aggressor
is unharmed). The blow to strike the caster is reflected regardless of the nature of the blow
and the caster cannot choose which blow is affected. This spell has no effect on RAW or Holy
damage. This spell cannot reflect spell or alchemical effects.

9) Mana Strike:
The combat mage shapes their own mana into an offensive strike. The thrown packet deals
twenty points of Mana damage to the target. This strike has no affect if it hits someone with no
Mana.

10) Strike Chain:
With this spell, the mage is able to convert one of their existing strike spells into a chain of
strikes. The caster casts this spell, then casts the strike spell they want to chain. The mage
must stand still, but is able to throw five packets, each must be thrown at a different target and
under no circumstance can any one target suffer more than one of the five strikes. The caster
must throw all five packets in rapid succession. The caster cannot pause, nor can they do
anything in between throwing each packet, if the caster speaks or takes so much as a single
step, the spell breaks and the chain ends.

11) Efficient Damage:
A savvy combat mage understands that different targets require different types of damage. For
the duration of the spell, the caster of this spell is able to decide whether his attacks deal
damage to the targets Location (usual damage), Constitution (half usual damage), Halo
(double usual damage), Mana (usual damage), or Willpower (one third usual damage). Any
damage that the caster deals is considered to be magical and ethereal for the duration for
purposes of who is damaged by the effect. The caster can also choose to make their attacks
double bane against any race of being and can change which race with each swing of their
weapon.




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Magnetism.
  1     Magnetic Restraint            1 min       Packet
  2     Magnetize                     10mins      Touch
  3     Magnetic Dart                 Instant     Packet
  4     Crushing Grasp                Instant     Touch
  5     Magnetic Field                10mins      Drawn Line
  6     Magnetic Weapon Immunity      1 min       Caster
  7     Magnetic Manipulate           10mins      Caster
  8     Traitorous Armour             Instant     Packet
  9     Magnetic Dominance            10mins      Packet
 10     Magnetic Transmute            Special     Touch
 11     Magnetic Implosion            Sunrise     1mile radius

Some mages, especially Cathayan mages, claim that Metal, like Stone and Wood, is an
element in and of itself as much as Fire and Water are elements. Those who seek to control
Metal, find the school of Magnetism rather… attractive.

The Magnetism list was originally designed by the Fae to stop the taint of Iron from entering
their sacred places. It was normally practiced only by those who had been judged worthy to
act as defenders of Fae Sacred groves. After the Fae ended their campaign to remove Iron
from the world the use of this sphere became less common than previously. Fae Magnetism
masters are said to be hurt by even the sight of ferrous materials.

Note: Magnetism springs from the parent list of Earth. The Magnetism list is opposed by the
Air and Ice major lists. The Magnetism list is also opposed by the Ooze and Steam minor lists.

Note: The Magnetism list has a boon cost of 150 to Attune, 250 to find a teacher and 100 to
persuade the teacher to teach you the list. However, these costs are halved if the character
has any Fae blood; this reduction stacks with the reduction if the character is an Earth
Specialist. Characters who take this list find themselves becoming repelled by Iron, this
repulsion increases and increases as time goes on until the character cannot stand the pain of
being near iron.

About Magnetism:
Magnetism in the world of Geos works nearly the same as it does in the real world. Ferrous
metals are affected, non-ferrous metals are not. Iron, Journeyman Iron, Adamantine, Blood-
Iron, and Cold Iron are all considered to be Ferrous. However, for some reason, while Tin,
Copper, Bronze, Brass, and Mithros are not Ferrous and are not magnetic to a mundane
lodestone they can still be affected by these spells. The Cathayans have explained this by
saying that these spells are Metal spells not Magnetic spells. Fae Scholars have explained this
by saying that when the Fae worked to remove Iron from this world they were essentially
weakening the Magnetism list potentially damaging the Balance of Magics as such they
remedied the problem through powerful rituals. Certain higher metals, Gold, Silver, Electrum,
Platinum, Lead, Mithril, Sun-Bronze, Celestium, and Rem-innocent are not magnetic to a
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lodestone and cannot be affected by these spells. Embossed and Gilded objects are affected
if the base material or the embossing/gilding material is magnetic.

1) Magnetic Restraint:
Through this spell, the mage commands one small magnetic object on the subject to hold its
position. For the duration of the spell, the magnetic object targeted is held in place and cannot
move, although the victim can remove that magnetic object or pivot around the held point. The
magnetic object can be no larger than five inches cubed; good examples include a belt buckle,
a patch of chain mail, a bangle, a greave, and so on. A target with STR Rank 2 or higher is
able to push through this magnetic effect and thus ignore it. The spell targets the object struck
by the packet. Other things which generate force, such as gravity, can break this spell, for
instance the restraint is not enough to stop a character from falling.

2) Magnetize:
The Magnetist can temporarily increase the magnetic properties of a magnetic object. The
object becomes strongly magnetic and attracts any other magnetic objects within 1 foot, with
the smaller object moving to contact the larger. For the duration, any such joined objects
require STR 1 to separate. If the objects are separated by force the spell is ended
prematurely. A magnetic object, or joined group of magnetic objects, may only be joined to one
other object, however an endless number of individually magnetized objects may be joined,
and the strength to separate them becomes cumulative to a maximum of Strength 5. Ex; a
Magnetized copper coin can only join with one non-Magnetized copper coin, and requires
Strength one to separate. Five Magnetized copper coins could all be joined, and it would
require Strength 5 to pull off the 5th, then 4 to pull off the 4th, etc.

3) Magnetic Dart:
The Magnetist grasps a small magnetic object in his hand and uses a concentrated burst of
magnetic energy to shift the object into projectile. The magnetic object, most commonly a
copper coin and no larger than a dagger, is warped by the magnetic fields into a dart; this spell
has no effect on magical items or master crafted items. This dart deals standard damage for a
dart, however the damage code is based on the magnetic material used; Copper Dart, Iron
Dart, etc. Any magnetic object that may have a specific effect on a creature still has this
additional effect; A ‘Silver Dart’ (3 damage) used against a Lycanthrope is treated as a Bane
spell, adding 2 to its damage. In the case of non-magnetic metals, such as silver or gold, the
spell requires both a magnetic object, such as a copper piece, and the non-magnetic object.
The spell will coat the magnetic object with the non-magnetic object before launching it,
however for non-magnetic effects, the casting time is tripled. After being used in this fashion,
the magnetic object is always consumed, so many Magnetists are very careful about when to
use precious resources.

4) Crushing Grasp:
Many Magnetists have learned how to destroy magnetic objects to avoid their foes using them
against them. With a mere touch, the Magnetist can Crush any magnetic object no larger than
a small shield or a breastplate. Master-crafted items and magical items are not affected. The
object can be repaired by a talented smith in a workshop or can be restored via the mend
spell.
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5) Magnetic Field:
The caster builds and shapes a Magnetic Field to form an invisible barrier to bar the passage
of magnetic objects. The caster summons a Magnetic Field along a clearly drawn line. The
wall is 20 feet high and cannot be longer than 50 feet long. Those who are on the line at the
time of casting, and who have any magnetic objects on their person are ejected off of the line.
For the duration, no magnetic objects may pass through the wall in either direction. Even the
smallest scrap, such as boot tacks or arrow heads, are barred passage. Those possessing
STR 5 or higher may force their way through while carrying some magnetic objects. Those in
magnetic full plate mail, or golems/creatures made of magnetic materials, require STR 7 to
force their way through. There are variants of this spell which have much longer durations and
which only target Ferrous Metals.

6) Magnetic Weapon Immunity:
Through this spell, the caster generates a field of tangible magnetic energy around themselves
which drastically slows any magnetic weapons so that it does not have sufficient force to harm
the Magnetist. The caster creates a ward round himself which reduces the damage from any
magnetic weapon to zero. The caster is still affected normally by non-magnetic weapons and
by enchanted weapons. This spell cannot be affected by meta-magic.

7) Magnetic Manipulate:
Through this spell, many Magnetists have made magnetic objects dance to their will. The
caster gains the ability to manipulate a small magnetic object (weighing no more than an
average weapon) that they can touch or strike with a packet. If the caster chooses to use the
object offensively in combat it deals the same damage as the caster would if they were
wielding it, to a maximum of three points of damage. The caster must concentrate on the
object for the entire time that the object is being manipulated, if the casters manipulation
lapses or if the caster loses sight of the item (even for a moment) then the spell ends. The
manipulated object cannot move more than 20 feet away from the caster. Note: This spell
follows all of the usual rules for Telekinetic Manipulation as highlighted in the Magic of Geos
book.

8) Traitorous Armour:
Those who would stand against a Magnetist find that the magnetic objects they use to protect
themselves are in fact traitors under the Magnetist’s control. With but a gesture, all magnetic
armour on the target begins to crumple and constrict its wearer. The target is subject to a
Crush to every location protected by magnetic armour. As the armour itself is what is crushing
the target, the Crush occurs as if the magnetic armour wasn’t there immediately affecting the
physical locations, reducing them to zero loc, unless they are also protected by non-magnetic
armour under the magnetic armour. After 2 minutes, the armour will further contract and Crush
any magnetically armoured locations once more. This spell can be ended prematurely by
removing the armour, or via the Mend spell.

9) Magnetic Dominance:
Through use of this spell, the Magnetist transforms anyone wearing large amounts of magnetic
material or even golems made of magnetic materials, into their complete puppet. The target of
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the spell finds that all magnetic objects on their person are now under the mental control of the
Magnetist. Creatures crafted from magnetic materials or those wearing full armour made of
magnetic materials move as the caster wishes. Only limbs wearing or made of magnetic
material are affected by this spell. For the duration, the Magnetist must remain concentrating
on the target. They may shout commands to the target that represent the mental commands
they are giving the magnetic material. This spell need not be used on armour being worn, and
can in fact be used to animate and control armour that has no wearer. In this circumstance, it
is the player’s responsibility to provide someone to phys-rep the animated armour; Crew
cannot always assist. The caster must concentrate on the cluster of objects for the entire time
that the objects are being manipulated, if the casters manipulation lapses or if the caster loses
sight of the item (even for a moment) then the spell ends. The manipulated objects cannot
move more than 100 feet away from the caster. Note: This spell follows all of the usual rules
for Telekinetic Manipulation as highlighted in the Magic of Geos book accept where specific
exceptions are detailed above.

10) Magnetic Transmute:
Through this spell, the Magnetist can shape magnetic objects to suit his desire. A magnetic
door could be turned into a sword, a golem crafted of a magnetic material can be reduced a
pile of slag. Through this spell, the Magnetist targets a magnetic object weighing no more than
one ton and shapes the object into another shape. Magnetists untrained in Craft skills usually
turn the target magnetic object into a useless mess, but those trained in Craft skills can
fashion useable objects, although this takes a considerable amount of time depending on the
object being crafted.

11) Magnetic Implosion:
The ultimate power wielded by the master Magnetist is a devastating and frightening event, a
Magnetic Implosion. Upon casting this spell, absolutely all magnetic objects within a 1 mile
radius are drawn to a single point. This spell begins slowly at first with small pieces of metal
being drawn, such as coins sliding across desks and rolling down the street. The force of the
pull increases steadily, reaching its peek one hour into the spell. At that point, no force can
stop magnetic objects from reaching the destination near instantly, and anything in the direct
line of travel with be severely damaged; even a metal shaving will burst through solid stone
[although metal objects will follow the path of least resistance]. At the implosion point; all the
magnetic objects are being forced into one massive magnetic sphere. Any magnetic objects
brought into the 1 mile radius will be pulled into the sphere instantly. Not even magic magnetic
objects are immune to this affect, and any magnetic magical items are destroyed when joined
with the sphere. Only artifacts and relics are immune to this effect. Upon the spells completion;
the implosion ends, however the newly created metal sphere remains behind, though it has
been known to sink into the earth dependent upon its mass.




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Transmutation.
   1    Shift Edge                 10 mins    Touch
   2    Shining Copper             10 mins    Touch
   3    Shift Material             10 mins    Touch
   4    Physical Disguise          One Hour   Caster
   5    Shifting Tool              One Hour   Touch
   6    Skeleton Key               10 mins    Touch
   7    Shift Quality              10 mins    Touch
   8    Greater Shift Material     One Hour   Touch
   9    Shift Race                 One Hour   Caster
                                   Permanen
 10 Permanent Shift                t          Special
 11 Personal Space                 Year       Special

The magic of Transmutation, while incredibly rare, is very common and powerful among the
stories of the bards. Transmuters have the power of the philosophers of legends and are rarely
without the correct tool for the job at hand. Transmutation requires concentration and the
casting times for it are ten times the casting time required for other spells. Transmuters find it
difficult to shift items that are in other people’s possession, let alone to shift other people.

Note: Transmutation springs from the parent list of Meta-Magic. The Transmutation list is
opposed by the Dark and Nature major lists. The Transmutation list is also opposed by the
Creation and Illusion minor lists.

Note: The Transmutation list has a boon cost of 90 to Attune, 140 to find a teacher and 60 to
persuade the teacher to teach you the list.

Note: Transmuters must be familiar with the material that the object is currently made off and
with the material that they want to shift the object into. A lot of Transmuters study materials
and the properties of materials so that they can better use their spells.

1) Shift Edge:
Through this spell, the Transmuter changes the edge of a weapon to suit the foe that they are
fighting. When the Transmuter casts this spell they target an existing weapon and make its
striking surface blunt, sharp, piercing, or wedged like an axe. For the duration that weapon
deals the new damage type instead of its original damage type. The weapon still uses the
same set of weapon mastery skills as it did before this spell was cast. This spell cannot be
cast on Iron, Journeyman Iron, or Cold Iron items nor can it be cast on flimsy items.

2) Shining Copper:
Through this spell, the Transmuter is able to change a single coin or similar item into a
variation on the same idea. This spell is most commonly used to change a copper coin into a
gold coin which is where its name comes from, however it could have many other uses. The
target item cannot be made of Journeyman Iron or Cold Iron, nor can it be any larger than a
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Copper coin. This spell is not effective on complex items like detailed jewelry. Anyone with
Appraise Rank 4 or higher can see through the effect of this spell. This is limited to small
items.

3) Shift Material:
Through this spell, the Transmuter changes the material that a weapon is made from to suit
the foe that they are fighting. The Transmuter, through this spell, is able to shift a weapon so
that it is made of Wood, Bone, Stone, Jade, Obsidian, Iron, Silver or Gold. This spell does not
increase or decrease the market value of the item as the goal of this spell is only to replicate a
material designed to harm a specific creature and not to actually recreate that material. The
Transmuter cannot shift to a material that they would consider bane. This spell cannot be used
on Cold Iron, Artifacts, or powerful magical items.

4) Physical Disguise:
According to a magician’s legend, this spell was created by an aging Transmuter who was
getting sick and tired of prostitutes feeling his wrinkles under his disguise spells. The
Transmuter is able to effect minor changes to themselves, but the changes are real and are
not illusion. This spell is very similar to the spell disguise, but the changes are real and as such
cannot be seen through with effects which pierce illusion. This spell could be used to bring
false youth or age to ones appearance, to appear as a member of a similar race, to gain elven
ears, to change ones eye, skin or hair colour, or for countless similar purposes.

5) Shifting Tool:
This spell allows the Transmuter to change an object in its hands so that it better suits his
needs. On adventures, the most common use of this spell is to alter the length of a pole, rope,
or chain by 50%. This spell has been used effectively to grow a ladder, to shrink handcuffs to
fit a small prisoner, and to alter a pair of shoes to fit the Transmuter; the uses of this spell are
limited only by the imagination. Cold Iron items cannot be affected by this spell, nor can
artifacts or major magical items.

6) Skeleton Key:
This spell is used to allow the Transmuter to change a key so that it fits the lock in front of him.
The Transmuter holds a key and touches the lock in question; the lock changes so that its
indents fit the tumblers of the lock. This spell only works on key based locks and the
Transmuter must have a suitable key in his hand. A key so enchanted, will open any lock that
could normally be opened with Rank 6 Lock Picking. This spell cannot be used on an iron key
or lock, nor can it be used on a lock that would normally require a living, cold iron, or
masterwork key.

7) Shift Quality:
This spell is used to allow the Transmuter to enhance an items quality to impress an onlooker
or to protect the item. The Transmuter holds the object in their hands and chooses whether
they want to increase or decrease the quality of an object. A suitable item has its quality
moved one step up or down. Cold Iron items, true master-craft items, artifacts, and magical
items cannot be affected. This spell does not stack with itself. This spell is often used to
counteract the effects of spells which reduce or increase the quality of an item.
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8) Greater Shift Material:
Through this spell the Transmuter changes the material that a weapon is made from to suit the
foe that they are fighting. The Transmuter is able to shift a weapon so that it is made of Wood,
Bone, Stone, Jade, Obsidian, Iron, Silver, Gold, Platinum, Lead, Heart-Wood, Mithros, Mithral,
Adamatium, or RemInnocent. This spell does not increase or decrease the market value of
the item as the goal of this spell is only to replicate a material designed to harm a specific
creature and not to actually recreate that material. The Transmuter cannot shift to a material
that they would consider bane. This spell cannot be used on Cold Iron, Artifacts, or powerful
magical items.

9) Shift Race:
Through this spell, the Transmuter is able to change their own race. Much like the Shape
Change spell, the Transmuter is able to pick another race that they are familiar with and shift
into that form. The change gives the character the physical characteristics of the race targeted.
Through this spell the character can gain enhanced strength, toughened skin, enhanced
senses, natural weapons, and so on. However the benefits of the shifted race usually come
with equal disadvantages. This is potentially the best form of them disguise spell because the
character is a member of the target race therefore leaves tracks and smells as a member of
that race.

10) Permanent Shift:
Through this spell, the Transmuter takes an existing shift that they have been able to effect
and make it permanent. The only spells which can be made permanent through this effect are
those of this list or those which are approved by the referee team. This spell has a permanent
mana cost, which is dependant on the referee team and the exact nature of the shift being
made permanent, it could vary from a few mana to hundreds. This spell can only be cast using
mana. Spells which cannot normally be affected by meta-magic spells (like level eleven spells
or faith spells) cannot be affected by Permanent Shift.

11) Personal Space:
Through this amazingly versatile spell, the Transmuter changes a small environment of their
own to have a certain quality or certain qualities. This spell can affect an area as large as a
square mile or as small as a square inch, but the Transmuter can cause a major change in
that area. The Transmuter can only cast this spell on an area which they have claim to. The
Transmuter cannot cast this spell on a populated area unless every inhabitant accepts this
spell. This spell was designed to allow a Transmuter to alter their own property to suit them
better, however because of its versatility this spell has been used to dramatic effect on
‘claimed’ property. For instance, everything in the area is made of gold, there is no oxygen in
the air in the area, all the water in that area is vodka, all the walls in the area are made of
cream cheese, and so on ad infinitum. When things from that space are taken out of the area
of effect they return their natural state.




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Pain.
  1     Cause Pain                  10 secs           Touch
  2     Anesthetize                 1 min             Touch
  3     Cripple                     10 mins           Packet
  4     Instant Torture             1 hour            Touch
  5     Wracking Pain               1min              Packet
  6     Protection from Pain        10 mins           Touch
  7     Cerebral Torment            1 hour            Touch
  8     Cause Agony/Torment         1 min/10 mins     Packet
  9     Pain Blade                  10 mins           Weapon
 10     Eternal Agony               Permanent         Touch
 11     Torment Beyond bearing      One Month         Packet

Some combat mages blast their opponents into corpses, others charm or subdue their
opponents, and others cause enough agony to render their opponents useless. Some Pain
mages spread pain because they are pacifists at heart, while others spread pain because they
are sadists at heart. Pain Magic is not officially illegal, but it is very strongly frowned upon.

Note: Pain springs from the parent list of Death. The Pain list is opposed by the Life and
Protection major lists. The Pain list is also opposed by the Longevity and Endurance exotic
lists.

Note: The Pain list has a boon cost of 90 to Attune, 120 to find a teacher and 80 to persuade
the teacher to teach you the list.

Note: Where Pain spells have an option to take Constitution damage the character can only
elect to take the Constitution damage if they can do so while remaining conscious.

1) Cause Pain:
By channeling pain magic across the victim, the Pain Mage is able to trigger a moment of pain
and a memory of agony. The victim suffers a shocking pain which causes them to be
distracted and disoriented. For the duration the victim should be role-playing intense pain. A
victim can choose to suffer through the pain by taking 2 points of Con damage.

2) Anesthetize:
By banishing pain from the victim the Pain Mage enables the victim to deal with pain that could
otherwise make them vulnerable or cause them to do something stupid. For the duration, the
victim does not feel pain from one specific source. The victim can still feel that he is being
hurt, but he is not incapacitated or distracted by the pain.

3) Cripple:
By channeling pain magic across part of the victim, the Pain Mage is able to incapacitate a
limb by making it agony to use. The limb struck by the packet suffers unbelievable crippling
pain. This essentially stops that limb functioning as any attempt to use that limb causes the
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victim unbelievable pain. A victim can choose to suffer through the pain by taking 2 points of
Con damage.

4) Instant Torture:
Torturers throughout the ages have learned to judiciously apply pain to ensure an individuals
willingness to talk. However, most methods of torture are slow and Pain Mages developed this
as an instant alternative. The victim is compelled to answer questions delivered by the Pain
Mage assuming that the Pain Mage’s Willpower exceeds that of the victim. If the Pain Mage’s
willpower does not exceed the victim’s then the victim loses two points of willpower. Multiple
castings of this spell do not further reduce the targets willpower but can be used to force a
target to answer questions. A victim can choose to suffer through the pain by taking 5 points of
Con damage.


5) Wracking Pain:
Calling on pain magic, the caster wracks his victim’s body with unbearable pain by running
pain through his body. The target is wracked with pain and will writhe on the floor crying and
screaming for the duration. A victim can choose to suffer through the pain by taking 5 points of
Con damage.

6) Protection from Pain:
For the duration of this spell the subject of this spell feels no pain. This gives the subject
immunity to all pain spells below Eternal Agony. Characters protected by this ability still take
damage and must still react to being struck because of the power behind the blow, but they
feel no pain. The victim can still feel that he is being hurt, but he is not incapacitated or
distracted by the pain.

7) Cerebral Torment:
Many Pain Mages have sought to create a background pain, not designed to incapacitate, but
designed to distract and weaken an opponent. The victim of this spell suffered from a
constant pain and while that pain is ongoing, the victim cannot cast spells of any kind, read,
write, lead or contribute to ritual, track, or use lore skills. A victim can choose to suffer through
the pain by taking 10 points of Con damage. A victim whose Willpower is Rank 8 or higher is
able to ignore this spell. Cerebral Torment is a negative affliction which can be removed via
the Restoration spell or a Counter-Spell.

8) Cause Agony/Cause Torment:
Many Pain Mages have worked on enhancing the Wracking Pain spell; the staple of their
trade. They have looked at enhancing the level of the pain manifested and they have looked at
enhancing the duration of the pain. At the time of casting, the Pain Mage chooses to cast
Cause Agony which has the pain level heightened to a level where the victim can do nothing
but writhe and scream or Cause Torment which has the duration extended. A victim can
choose to suffer through the pain by taking 7 points of Con damage.

9) Pain Blade:

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Those Pain Mages who travel with soldiers or who travel to dangerous sites tend to wield
vicious weapons whose touch alone brings unbelievable pain. A weapon enchanted with this
effect triggers a Wracking Pain spell whenever it causes harm or touches flesh. The weapon
remains unchanged, as such the damage code and damage type do not change. The
Wracking Pain effect follows all the rules as if the target was struck with the Wracking Pain
Spell. The weapon can only be wielded by someone who is immune to the Wracking Pain
spell.

10) Eternal Agony:
Those Pain Mages who wish to damn individual opponents wrack them with this spell. The
victim suffers a Cause Agony effect (heightened Wracking Pain heightened to a level where
the victim can do nothing but writhe and scream) the duration of the effect is permanent.
Those affected by Eternal Agony will seek to kill themselves in order to make the pain stop.
Eternal Agony is a negative affliction which can be removed via the Restoration spell or a
Counter-Spell.

11) Torment Beyond Bearing:
The most potent spell in the Pain Mage’s arsenal is the Pain which cannot be borne. The
victim of this spell suffers Eternal Agony; the victim spends every moment of their remaining
life trying to end their pain, by refusing food, by bludgeoning their own head into hard surfaces,
or by cutting themselves to bleed to dead. All creatures are effected by this spell even those,
like the Undead, who do not usually feel pain.




Inritius Alliance: Magic of Geos                                                       Page 87 of 106
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Oblivion.
  1     Dark Desire                1 min      Touch
  2     Vestige of the Void        1 hour     Caster
  3     Erode                      Instant    Touch
  4     Taint                      Special    Touch
  5     Sap Willpower              Special    Touch
  6     Suppress Purpose           Special    Touch
  7     Disintegrate               Instant    Touch
  8     Induce Age                 Instant    Touch
  9     Shield of the Unmaker      1 min      Caster
 10     Obliviate                  Instant    Touch
 11     Sever Hope’s Bastion       Instant    Touch

The power of Oblivion, of Void, of Unmaking, of Deconstruction is probably the most powerful
force in the Universe; with Hope being the only other potential candidate. Oblivion spells are
designed to destroy, degrade, weaken, sap, and destroy. These spells are based around the
ability to remove something from existence.

Note: Oblivion springs from the parent list of Dark. The Oblivion list is opposed by the Light
and Life major lists. The Oblivion list is also opposed by the Hope and Creation minor lists.

Note: The boon cost to attune to the Oblivion list is Infinite. The boon costs to find a teacher is
40 and the boon cost to persuade the teacher to teach you the list is 20.

Note: These spells are all Oblivion aligned. Possessing them is an Oblivion aligned act,
casting them is an Oblivion aligned act. These spells are not for players, they are included
here to allow an understanding of these spells for when they are cast by referees and by
NPCs.

1) Dark Desire:
Through this spell the Oblivion Mage triggers a Dark Desire within the mind of the victim. An
affected victim is likely to steal, lie, succumb to vice, or even kill in order to get ahead. After the
spell has worn off the victim retains their memory of what they have just done. The Oblivion
Mage does not choose the nature of the victim’s dark desire, but it is always something that
the victim wouldn’t do normally. Hopestarved individuals are immune to this effect as are those
for whom there are no dark acts left that they wouldn’t commit. This spell is resistible by
Willpower.

2) Vestige of the Void:
Through this spell an Oblivion Mage cloaks themselves with an aura of Oblivion which
conceals their inner void from those that oppose Oblivion and makes their allegiance evident to
those that sympathize with their purpose. To those of a Hopeful or Neutral alignment the
vestige increases the Rank of Detect Oblivion required to sense the taint by three. To those of

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an Oblivion alignment, the vestige marks themselves as a servant of Oblivion. Hopestarved
individuals find this vestige to be an immense draw.

3) Erode:
This insidious spell weakens and ages an object, essentially downgrading its quality. An
object targeted by this spell, warps, weakens, and ages. The effects of this spell are
permanent and the spell Mend does not restore the object, although the spell Make Whole will
repair the damage. Magical items and True Mastercraft Items are immune to this effect. An
individual object cannot be targeted by an Erode spell more than once a day.

4) Taint:
Through this spell the Oblivion Mage wraps oblivion taint around a person, object or place.
The taint has the same level as the Oblivion Mage’s Willpower or Faith rating (whichever is
higher) and lasts for one hour per point of Willpower that the Oblivion Mage has.

5) Sap Willpower:
The strength of willpower that some Champions of Hope possess is one of the biggest barriers
to the success of the Unmaker. Through this spell Oblivion Mages have learned to sap the
willpower of their opponents. The victim of this spell loses a number of points of willpower
equal to the Oblivion Mage’s willpower minus the victim’s willpower. However this spell will
always do at least one point of willpower damage. This loss lasts until the character rests for a
full night, although a Restoration spell will also restore the lost willpower. The same individual
cannot be targeted by a Sap Willpower spell more than once a day by the same Oblivion
Mage. This spell can only reduce a victim’s willpower to 0.

6) Suppress Purpose:
The strength of purpose that some Champions of Hope possess is one of the biggest barriers
to the success of the Unmaker. Through this spell Oblivion Mages have learned to suppress
the purpose of their opponents. The victim of this spell loses all sense of purpose and
direction; they are no longer driven or purposeful. They become apathetic, fatigued, and
unable to lead; essentially they become a sheep and not a wolf. This spell is resisted by
willpower. This loss lasts until the character rests for a full night, although a Restoration spell
will also restore the lost drive.

7) Disintegrate:
Through this spell, the caster runs void over an item shattering it into pieces too small to see.
The pieces drift away meaning that the item cannot be mended. The touched object is
destroyed, this spell can affect master worked items and even most magical items, although
powerful magical items and artifacts will resist this effect.

8) Induce Age:
Old age is seen by many to be the true root of despair and apathy. Those who watch
themselves age feel that they are marching slowly towards their own graves. Through this
spell, Oblivion Mages seek to cause despair in their victims by aging them prematurely. The
victim is aged by one category; the categories are Baby, Child, Youth, Adult, Middle Aged, Old
Aged, Venerable. The effects of this spell are permanent and there are no common ways to
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remove this effect, short of finding the fabled fountain of youth. There are rumors of a variant
of this spell which reduces strong individuals to children or babies.

 9) Shield of the Unmaker:
Through this spell, an Oblivion Mage surrounds themselves with a latent field of Oblivion magic
designed to protect the mage from aggressors. Any object that would touch or strike the
Oblivion Mage is disintegrated a moment before it would actually touch or strike them. This
effect is exactly the same as the disintegrate spell so any item which would be immune to the
disintegrate spell is immune to this. There are stories that the most powerful Oblivion Mages
have a variant on this spell which Obliviates each object rather than disintegrating it.
Regardless of the effect, this spell cannot be used to protect those who are not powerful
servants of Oblivion.

10) Obliviate:
Through this spell, the Oblivion Mage takes its target beyond the realms of existence; the
target is destroyed and can never be restored. This spell can target an object or a person and
the object is totally destroyed. If a living target is struck by this spell then they are destroyed in
their entirety, although the Oblivion Mage can elect to simply Obliviate the location touched. If
a victim is Obliviated then their soul is similarly Obliviated so there is not way to restore that
individual to life. Many have sought to recover an object which has suffered Obliviation, but no
form of mending or restore spell will work as no trace remains and the space the object once
took in the universe has been filled by void. Creating similar items through creation magic is
possible and avoiding the Obliviation ever occurring through Chronomancy are the only
postulated methods. Obsidian objects, or those protected by Obsidian cannot be affected by
this spell.

11) Sever Hope’s Bastion:
Through this spell, the Oblivion Mage is able to Obliviate the thing that means the most to the
victim throwing the victim into despair. The victim must decide immediately what
thing/person/object or place means the most to them, this is an out of character decision. The
thing which means the most to the victim is Obliviated and the victim is totally aware that it has
just happened and that if they hadn’t adored it so much it wouldn’t have been destroyed. If the
victim’s number one thing is protected from Obliviate then the second thing is targeted and if
that is protected then the third is targeted and so on. The loss of that thing will always damage
the victim’s grip on hope permanently.




Inritius Alliance: Magic of Geos                                                           Page 90 of 106
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Illusion.
  1     Glow                       Touch         1 min
  2     Light                      Touch         10 mins
  3     Disguise                   Touch         1 hour
  4     Minor Image                Touch         1 hour
  5     Deceive Target             Packet        1 hour
  6     Reveal Illusion            Touch         Instant
  7     Major Image                Touch         1 hour
  8     Sentient Image             Touch         One Day
  9     Illusionary Terrain        Touch         One Hour
 10     Mindscape                  Illusion      One Day
 11     Permanent Image            Touch         Permanent



Illusion is one of the most famous of the exotic spheres of magic. By bending, colouring,
texturing, and shaping light the Illusionist is able to create images to fool any but the most
astute onlooker. The Illusion list of magic is lost to the world practiced only by a very few
individuals dotted across Geos who practice the art of Illusion in secret.

Note: Illusion springs from the parent list of Light. The Illusion list is opposed by the Dark and
Mind major lists. The Illusion list is also opposed by the Scrying and Transmutation minor lists.

Note: The Illusion list has a boon cost of 250 to Attune, Infinite to find a teacher and Infinite to
persuade the teacher to teach you the list.

Note: Most Illusions have durations, which are the bane of the illusionist crafters who spend
hours or even days perfecting their illusions. If the illusion spell is recast before the duration
ends then the duration of that individual illusion starts again.

Note: Illusion spells are opposed by the target’s Willpower, as long as the target has reason to
doubt the illusion. If a character has reason to believe in an illusion then they may declare
Disbelieve and a Willpower Rank, the referee will answer whether anything is seen [the referee
may ask what has led the character to disbelieve before answering]. Players will often be
given hints that something is illusionary. If a character has a good reason to disbelieve or
believe then their Willpower can be significantly modified at the referee’s discretion; because of
this Willpower is not a negating factor with this list as a character with 10 Willpower could be
fooled by something he expects to see and a character with 0 Willpower could realize that
something they believed was impossible was an Illusion.

Note: Illusions can harm the victim if they can affect the sense of touch, although, all
illusionary damage is subdual and heals totally within 10 minutes of the damage being dealt,
although it appears and feels very real to the victim and to any witnesses. Illusionary damage
can only target one player at a time. The highest damage an Illusion can deal is equal to the
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mages Willpower. The damage dealt by a Permanent Illusion is not subdual, although any
wounds fade if the Permanent Illusion is proven to be illusion in proximity to the victim. If a
victim is killed by illusionary damage then the 10 minutes after their death their soul moves on
and the victim remains dead even if the illusion is disbelieved.

Note: There are problems with Illusion magic in that while it is acceptable for the referee team
to dictate the environment that the characters are seeing it is not acceptable for the characters
to do that for each other. As such, for now, it is not possible for players to learn these spells.
The referee team is working on a solution to these problems.

1) Glow:
Through this spell the illusionist creates a tiny glow or an orb of glowing light. With this orb the
character can trick the eyes of the unwary. This ability is usually used to scare the unwary by
making their equipment glow. The orb gives off a small amount of light. [This spell is ready
for players].

2) Light:
Through this spell the illusionist generates a light to make it easy for those nearby to see. The
caster can centre the spell around a packet or on a touched object. This spell lights up a 20ft
area. This spell counters and cancels darkness. The caster can centre this spell around a
packet or on a touched object. [This spell is ready for players].

3) Disguise:
The illusionist calls upon the rudiments of illusion magic to conceal themselves or another.
When cast rapidly the spell makes the target look like a completely average member of his
own species, but the caster can spend several minutes sculpting the magic to change the
targets appearance, gender, race, height, weight or clothing. This spell can only alter the
targets height and weight within 50%. This spell does not conceal the characters scent, tracks
or voice. [This spell is ready for players].

4) Minor Image:
Through this spell, the Illusionist can craft a static illusion designed to fool one sense only. The
illusion cannot be more that 5ft cubed. A caster can throw up a sudden illusion or can take
more time to craft an intricate image. In order to craft a detailed illusion the crafter takes one
minute per point of Willpower the illusion is designed to fool.

5) Deceive Target:
Through this spell, the Illusionist links one individual into the fabric of their illusions making it
much harder for that individual to see the spell. The victim of this spell finds it much harder to
see through any illusions crafted by that individual illusionist. The victim finds that any illusions
crafted by the illusionist affects one additional sense and the victim’s willpower is halved when
seeing through illusions crafted by that individual illusionist. If the victim casts a spell such as
True Seeing or Reveal Illusion, they see something as being wrong with the illusions, but they
do not immediately see them as illusions. Essentially this spell tends to be used on people
who are likely to see through illusions. If this spell is used the referee team must be made
aware immediately. [This spell is ready for players].
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6) Reveal Illusion:
Through the use of this spell, the Illusionist learns whether something they are confused by is
illusionary. This spell will reveal almost all known illusions even Permanent Illusions, however,
if the caster is the target of the Deceive Target spell then the Illusion is not revealed as
illusionary. [This spell is ready for players].

7) Major Image:
Through this spell, the Illusionist can craft an illusion capable of fooling more of the victim
audience’s senses. A major image can affect three out of sight, hearing, touch, taste or smell.
A major illusion that affects touch can deal real damage. A Major Image cannot be more that
20ft cubed. A caster can throw up a sudden illusion or can take more time to craft an intricate
image. In order to craft a detailed illusion the crafter takes one minute per point of Willpower
the illusion is designed to fool. Major Image illusions can move, but they move very slowly.

8) Sentient Image:
Through this spell, the Illusionist can craft an illusion which is also capable of thinking and
reacting to stimuli. A caster can throw up a sudden illusion or can take more time to craft an
intricate image. In order to craft a detailed illusion and one that understands speech and
recognizes stimuli the crafter takes one hour per point of Willpower the illusion is designed to
fool. Sentient Illusions can only handle so much damage before they break up; they have a
number of global hits equal to five times the Illusionists Willpower. Sentient Illusions can think
so they can be targeted by mind effects, they use the Illusionist’s Willpower score.

9) Illusionary Terrain:
Through this spell, the Illusionist can craft an Illusion making it appear that the terrain for one
square mile is completely different. The Illusionist could wish to disguise the terrain as a
desert, a jungle, a forest, or on a glacier. Powerful Illusionists have used this to make a desert
appear to be a forest to gain shade, or a lake to be a plain so they can walk over it. A caster
can throw up a sudden illusion or can take more time to craft an intricate image. In order to
craft a detailed illusion the crafter takes one minute per point of Willpower the illusion is
designed to fool.

10) Mindscape:
Most powerful Illusionists have their own Mindscape, a perfect illusionary world that they retire
to when they want to relax and feel safe. An Illusionist who has mastered this spell has a
Mindscape stored which they can activate via this spell. Crafting this illusion takes a lot of time
and most Illusionists are extremely proud of their mindscapes. My casting this spell on
someone, who willing accepts the spell from the illusionist, that person is brought into the
Mindscape. The maximum number of visitors an Illusionist can accommodate in their
mindscape is equal to the Illusionist’s willpower. The maximum number of hours a visitor can
stay is also equal to the Illusionist’s willpower, although the Illusionist can eject the visitors at
any time. The Illusionist has complete control over the mindscape, but not over his visitors.
However, upon exiting the Mindscape, nothing in the real world is altered.

11) Permanent Image:
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Through this spell, the Illusionist can craft an Illusion which will never fade. Only illusions can
be targeted by this effect and under normal circumstances only illusions cast by the same
illusionist that is casting the permanent illusion spell. Permanent illusions affect every sense,
have sentience if usual, and are essentially real. The only known way to break a permanent
illusion is the Disenchant spell.




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Faith:
“Most witches don't believe in gods. They know that the gods exist ... it would be like believing
in the postman.” Terry Pratchett, Witches Abroad

On Geos, normal people don’t have faith, they have certainty. They know the Gods exist for
they have seen their works. They have seen the storm clouds boil across the skies, they have
seen the healing charms of the priests and they know in their hearts their gods are there. The
closest people have to atheism is the belief that the Gods are simply immortal, all powerful
demons, fairies, or angels (which actually isn’t too far from the truth). For people on Geos, not
believing in the Gods would be like not believing in the postman.

At character creation, the player should decide whether their character worships the standard
deity(s) for their race or whether they have taken to worshiping a different deity. Atheist or
Gnostic characters are very rare. Particularly pious or religious characters are expected to
carry a holy symbol of their god as a focus for the divine power they channel.

If a character wishes to actively engage with Divine worship and Divine abilities, they will
require a Faith rating. Under normal circumstances, the character would need to purchase
ranks of Faith, although ranks in certain skills, like Divine spell casting, provides free ranks in
Faith. Characters who select Faith as their minor access sphere at character creation gain a
plus one bonus to their Faith rating. Characters who select Faith as their specialist access
sphere at character creation gain a plus two bonus to their Faith rating [Note: Buying access to
the Faith sphere after character creation does not offer this bonus]. These bonus ranks. In
addition certain races start with automatic ranks in the Faith skill. Characters who manage
some work of divine importance such as creating a Cathedral, writing a work of divine
significance, converting a society, or recovering a lost divine relic may receive additional ranks
of faith or a permanent bonus to their faith rating. A Faith rating brings with it roleplay
requirements. Characters who fail to meet their Faith roleplay requirements will suffer an
experience penalty and if they continue to do so, they will suffer a penalty to their Faith score.

Faith Based Roleplay Requirements:
Faithful characters are required to carry a holy symbol. As the character’s Faith rating
increases, the holy symbol of their faith should feature heavily in their costume and
accessories. As a symbol of their deity, faithful characters should not conceal their holy
symbol, nor should they allow other to profane it; the reaction to such profanity will depend on
the faith rating of the character.

During the course of an average game a faithful character should actively attempt to discuss
his faith and his deity with others. Characters with faith ratings think about their deity a lot and
they have questions which they are eager to discuss and debate. The higher a characters faith
rating the more eager they are to debate and the more involved they get in such debates. If
the opportunity presents itself faithful characters should actively attempt to convert others.


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Faithful characters should observe which races or groups are considered to be opponents or
enemies of their faith. As character’s faith ratings develop the intensity of their campaign
against the enemies of their faith magnifies and eventually they are willing to die to kill an
enemy of their enemy.

Characters with a Faith rating are required to pray regularly. For characters with low faith
ratings this could be a quiet blessing or an invocation in their deity’s name. As characters Faith
ratings develop they regularly abase themselves and openly and vocally pray to their deity for
several minutes at a time. High faith rating characters should thank their deity for every spell
granted and for every divine ability fuelled. High faith characters should engage in prayer
before and after major encounters and they should thank their deity for every reward they
receive and for protecting them throughout the adventure.

Divine Spell Casting:
Much in the same way as hundreds of individuals across Geos fuel spells with Arcane power,
there are many faithful individuals who fuel spells with Divine power. When a character
purchases their first rank of Divine Casting they gain access to a few spheres of magic. They
gain Major Access to the Faith List, Major Access to two of the Major Access Spheres of their
Deity, and Minor Access to one of the Minor access spheres of their deity. Priests can buy
additional Divine access lists, but they are limited to how many lists they can purchase. When
a faithful character gains a new rank of Divine casting lower than Rank 10, they automatically
gain all the spells that they can now learn for all of the divine access lists that they possess for
zero cost.

Note: Divine spell-casters must still quest for their level 10 spells in the same way that an
Arcane spell-caster does.

Note: If a Divine Caster has divine access to a list which they also have Arcane Specialist
access to, then they do not get to apply the specialization bonus to their divine spell casting,
and vice a versa.

Note: If a Divine Caster wants to select an Exotic list as one of their Divine access lists, then
they must still pay the full Boon cost for that list.

Fuelling Divine Faith Abilities:
As described in the skills section, a characters Faith rating provides the character with a
number of points of Divine Mana equal to 10 times their Faith rating. Divine spell casting and
Divine abilities can only be fuelled by Divine Mana, or by halo for characters with Divine
Sorcery, these spells and abilities cannot be fuelled by Arcane Mana or by characters who
have Arcane Sorcery. Faith points refresh after a nights sleep and a morning prayer of at least
twenty minutes.

Fueling Arcane Faith Abilities:
Some Arcane casters have pursued the Faith Major sphere of magic. Casting Faith spells
using Arcane magic is much more difficult than casting Arcane spells using Arcane magic.
First of all, only churches who approve of Arcane magic are willing to teach these spells; these
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spells cannot be taught by the Mage’s Conclave. In addition, characters need a Faith rating
equal to the spells unmodified level in order to cast Faith spells using Arcane magic. Finally,
Arcane Faith spells require Arcane Mana (normally just referred to as mana) and Divine Mana
both equal to the modified level of the spell being cast.

Divine Mana:
Divine Mana can normally be affected in the same ways as Arcane Mana, but it is covered by
certain restrictions. For example, Divine Mana cannot be Gifted or Bridged to anyone who
does not normally possess Divine Mana of that specific deity.

Faith as Willpower:
Much of the willpower of a Faithful Character stems from the power of their deity. Faithful
characters cannot purchases ranks in Willpower above their Faith rating. However, a
character’s faith also protects them to a greater or lesser extent. Faithful characters can use
half their Faith rating instead of their defensive willpower if they choose.

Sacrificing Faith:
There are times when faithful characters need a little more divine assistance, in these times
Faithful characters are permitted to sacrifice one or more permanent ranks of faith in order to
achieve heightened results.

Deities: Organized By Domain and Divine Power:
War (Warrior of the Faith); The Morrigan, Cerelleon, Thor, Tyr, Great Mother Sun, HaGurrhk,
Rhukdosh, Solaris.
Nature (Enhance Nature); Cerunnos, The First, Gaea, Lord of the Hunt, Emolash, Autumn
Willow, Spring Bud, Winter Chill, Summer Bloom, The Runner.
Life (Lay on Hands); Triple Goddess, The Blodwyn, Nona, Emolash, Luna.
Death (Touch of Death); The Morrigan, Odin, Morta.
Order (Resist Influence); The Emperor, Urbanus, Cerelleon, The Weird Sisters, The Saints,
The Cult of the Strong.
Chaos (Instill Disorder); Titania, Oberon, Ever-Changing One, Loki, Taylor.
Knowledge (Divine Knowledge); The Cerridwen, Odin, Eirlys, Decima.
Stealth (Veil of the Divine); Siguric, Shanxcis, The Runner, The Shadow, Cerunnos.
Magic (Eternal Magic); Eirlys, Odin, Sharess
Creation (Divine Creation); Himtos, Shi-Uurg, Gizmo Fireflash.
Elemental (Blessing of the Element); Ignatius, Aquatus, Terras, Aether, Glacius, Thor,
Melusine, Siguric, Shi-Uurg, Shol, Noctu.
Special: Urbanus (Bolster Community), The Ultimate (Purify Undead), Oblivion (Instill
Hopelessness).

Divine Powers and Weakness:
Warrior of the Faith (War Power): Those Priests who worship the gods of a martial discipline,
find their faith in their god fills them with martial prowess. Holding forth their Holy Symbol, and
shouting a battle cry of their Deity; the Priest temporarily channels the god’s powers of war.
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For 30 Halo, and 20 Divine Mana; A Priest receives Weapon Proficiency, +1 Rank of Strength
[to a maximum of Rank 10] and + 2 ranks of Weapon Mastery [to a maximum of Rank 10] with
the favoured weapon of their Deity. This channeling of martial prowess lasts for 10 minutes.

Martial Focus (War Weakness): Priests of War and Battle, find their focus on political and
intellectual matters lacking. The rate at which free lore, and etiquette skills are accumulated is
halved. This stacks with any other effect limiting or bolstering the character’s free lore and
etiquette accumulation.

Enhance Nature (Nature Power): Priests of Nature are able to channel natural divine energy
to affect plants around them. For 20 Halo, and 20 Divine Mana; a Nature Priest can create a
burst of energy which affects all plant life within a fifty foot radius of the Priest. The energy is
used by the plants in one of three ways. Repair Nature: Mends a damaged or destroyed
section of plant growth. Purify Nature: Removes any harmful factors to nature, such as
diseases, infestations, Oblivion taint, or any other factors that are unnaturally harming the local
environment. If necessary, use the Priests Faith rating as the affect level. Bolster Nature:
Natural growth in the area immediately accelerates, causing plant life to grow and age rapidly.
An entire season’s growth occurs over the next minute. This use of the ability may not be used
on a particular section more then once per year.

Natural Trappings (Nature Weakness): Priests of Nature find that weapons and armour of a
non-natural source offend their deities. Nature Priests may not wield metal weapons, or wear
metal armour. Nature Priests rarely use tools made of metal.

Divine Heal (Life Power): The touch of a healing Priest is able to channel divine healing. For
30 Halo, and 20 Divine Mana, a Priest may confer 20 points of healing upon a target; the spell
call for this is Divine Heal. The points may be allocated to any locations at the Priest’s
digression. Priests of Life are also able to exchange their lives with their deity in exchange for
an enhanced resurrection spell. The spell call for this effect is Divine Resurrection. This
effect functions like resurrection only it can over come a number of minor problems, it can
resurrect two people with one casting, or it can be cast on a small portion of a corpse, or it can
be cast on someone who has been dead for not less than a full year, or it can be cast upon
someone who has been undead. In using this ability; the Priest may never again be restored to
life.

Touch of the Dove (Life Weakness): The blessings of the Life Deities are great, but in return,
Priests of Life are forbidden to cause harm to any living beings. For all intents and purposes,
the Life Priest gains the enhanced pacifism flaw ‘Touch of the Dove’. This flaw cannot be
bought off or removed without the character sacrificing the Priest template.

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Death’s Touch (Death Power): Priests of Death are able to bring forth the power of their God
with but a touch. For 30 Halo, and 20 Divine Mana, a Priest may channel 10 points of death
energy into a target. This damage ignores physical armour and is dealt to the location touched.
The call for this effect is Cause Grievous Wounds. Priests of Death are also able to trade
their life with their God in exchange for the death of an opponent; they use their own life force
to deliver their own soul unto death along with that of an enemy. The call for this effect is Holy
Touch Of Death. The target may be resurrected as normal although lesser effects cannot
restore the victim to life. The Priest may never be restored to life, or even unlife. This effect,
being Holy, bypasses almost all defenses and can even kill those normally immune to that
effect such as undead.

Reaper’s Grasp (Death Weakness): Death demands much of its servants, but most of all, it
requires that they further Death’s cause. A Priest of Death may never use healing, whether it
be magical (such as the Life list, a potion, or a magical item) or mundane (such as Chirurgery),
on someone who is currently dying. Someone is considered to be dying if they are at -1 or
lower to their torso or head (even if they are stable), if they have a fatal wound, if they are
suffering from a soon to be fatal disease or poison, or if they have a fatal wound or effect.

Resist Influence (Order Power): To Priests of Order, having one’s will subverted by others is
a terrible fate. For 20 Halo, and 10 Divine Mana; An Order Priest can place a blessing upon
themselves and, for ten minutes, have their own defensive willpower improved by 2 [this
stacks with Willpower or Burst of Will, but not both]. For 40 Halo, and 20 Divine Mana; A
Priest may place an identical effect upon an ally.

Chain of Command (Order Weakness): Order Priests are fanatical about the proper chain of
command, and would rarely if ever overstep their bounds. A Priest of Order must always follow
the orders of a higher ranking representative in any organization, be it a Guild, the Military,
social class, or an adventuring group, unless those orders directly threaten the tenants of the
Priest’s faith. Such Priests always make sure they know who their superiors, and
subordinates, are.

Instill Disorder (Chaos Power): The Deities of Chaos are as different from each other, as
they are from the Gods of Order; however, all of the Chaos gods harmoniously agree on one
thing, which is that a little disorder is healthy, and a lot is just good fun. For 30 Halo, and 20
Divine Mana; A Chaos Priest may Instill Disorder in a target via touch. For the 10 minute
duration, the target will act randomly and without any sense. This is similar to, but different
from the Confusion spell, as the actions taken by the target of Instill Disorder can vary wildly,
and are often hilarious, dangerous, or completely insane. This effect is resistible by Willpower.


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Disruptive Nature (Chaos Weakness): Due to the Chaos Priest’s innate turmoil, they find
most Guilds unwilling to allow them to advance. A Priest of Chaos may not achieve a Guild
Rank higher then rank 4 in any guild. Certain guilds may make specific exceptions, depending
upon the guild, and priest in question. Any such exceptions are purely at plot’s digression, and
will be extremely rare and costly. The Priest’s own church is exempt from this restriction.
Chaos Priests cannot purchase Meditation skills.

Divine Knowledge (Knowledge Power): With the thirst for knowledge filling the minds of the
Priests who worship the Deities of knowledge, discovering the unknown is a blessing from their
god. By focusing their mind upon one question, a Priest of Knowledge may receive knowledge
from their Deity. For 30 Halo, and 20 Divine Mana; a Priest may ask the plot team a single
question. This question will be answered as though the Priest possessed Lore (Rare), Rank 6,
in the appropriate subject, although the subject must be one that the Priest could have
purchased ranks in. The Knowledge Deities encourage their Priests to seek knowledge for
themselves, and so using this ability more then a couple of times per game would probably
displease the Deity. Please remember that due to the power of this ability, the referee on hand
may not have the perfect answer to your question prepared or even have access to the game
secrets that you are examining.

Quest for Knowledge (Knowledge Weakness): Unwilling to let the minds of their Priests
remain empty, the Knowledge Deities demand learning from their Priests at all times. Every
time a Priest of Knowledge is awarded experience; they must make a lore purchase; this can
be as minor a purchase as rank one in a common lore skill or as major a purchase as a high
rank in a secret lore; the Priest could also upgrade an existing lore skill. This purchase must
come from experience; free lore points do not meet this requirement.

Veil of the Divine (Stealth Power): Priests of Stealth are rewarded for their faith with
unmatched powers of concealment. For 30 Halo, and 20 Divine Mana; The Priests may cloak
themselves in the divine blessings of their Deity. For the 1 minute duration, they are
unperceivable, and therefore blocked from all forms of detection. They cannot be seen, smelt,
tasted or heard. They cannot be heard, even if they wish to be; which means that they cannot
cast spells without the Silent Casting skill. Those who make physical contact with the warded
Priest do not register that they have touched something, so even if they bumped into the
Priest, they would ignore such an occurrence. This spell renders the Priest concealed even
against abilities such as Life Sense, See Invisible, etc. The only way to perceive the Priest
while so warded is the True Seeing spell or a Holy or Raw version of other abilities. If the
Priest affects another person with spells, attacks, or skills then this ward drops. If the Priest
moves an object which is being directly observed then the person who saw the object move
has reason to act.

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Irrational Fear (Stealth Weakness): Those Priests who spend their days worshiping Stealth,
find that they have more to hide from. A Priest of Stealth will have two new incapacitating
common phobias assigned to them after discussion with plot. These Phobias may never be
bought off or removed without sacrificing the Priest template.

Eternal Magic: (Magic Power) A Priest of Magic itself is blessed by their Deity with the ability
to amplify the potency of their spells. For 20 Halo, and 10 Divine
Mana; A Priest of Magic may increase the duration of any spell they cast by one ‘stage’. A
spell that normally lasts 1 minute will last 10, 10 minutes will last an hour, an hour will last a
day, and a day will last a week, but this spell has not effect on spells with a longer duration
than one day. The normal rules for the spell, such as target, and its level for the purposes for
counter spelling, etc., remain unchanged. This ability may not be used in conjunction with
Meta-Magic or similar effects and it does not stack with itself.

Unfading Magic (Magic Weakness): To those Priests who revere magic, all magic is divine
therefore ending its effect is wrong; even when it is being wielded against them. A Priest of
Magic may not end any spell by choice. Priests of Magic may not destroy or sacrifice magical
items nor assist in their destruction or sacrifice. Priests of Magic may not negatively contribute
to a ritual. They may also not use any form of counter-spell, dispel, or even release own spell.
Priests of Magic often agonize about having negative effects like curses removed from
themselves, but they may still do so.

Divine Creation (Creation Power): Those Priests who venerate Creation are able to channel
their Deities power to complete projects in an instant. For 30 halo, and 10 Divine mana;
Creation Priests may condense their month’s worth of time and effort into a project, and
complete it in one minute; the required Time and Effort are still subtracted from the Priests
crafting pool. The Priest must have the required tools on hand. The Priest must still pay the
monetary requirement of the crafting project (M), it is removed from their holdings through
divine intervention. The Craft Priest can only create an item in this way that they could usually
create by themselves within one month. For example; a Priest wanting to create an item that
would take 15T, 15E, and 10M could use this ability, but they would have less Time and Effort
remaining for other projects and their worldly wealth would decrease by the Money amount.
The TEM pool must also be paid, but it is up to the Priest how the pool is paid.

Forbid Unmaking (Creation Weakness): Priests of Creation are sworn to never destroy. A
Priest of Creation may never use any skill, spell, or ability that produces a Shatter, Sunder,
Crush, Disintegrate, or Obliviate effect. Also, they may not participate positively in a Ritual
which includes a sacrifice of something that has been fabricated.


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Blessing of the Element (Elemental Power): Those Priests who worship an Elemental deity
find that Element unwilling to harm them. For 30 Halo, and 20 Divine Mana; An Elemental
Priest may ward himself against damage from his specific Element. For the duration of 10
minutes; the target gains 10 points of Damage Reduction to the specific Element. This DR
even protects against RAW or Holy Elemental damage unless that damage comes from the
same Deity as the one granting this protection. This DR stacks will all other sources of DR,
however this ability does not stack with itself. For 50 Halo and 20 Divine Mana the Priest may
grant this blessing to another, but that version of this blessing does not protect against Holy or
Raw damage.

Elemental Weakness (Elemental Weakness): Those Priests who worship an Elemental deity
find the opposing element more harmful. Elemental Priests take double damage from the
element that opposes their own Divine element. This doubling stacks with any other doubling
effects that already affect the character.

Bolster Community (Urbanus Power): Those Who worship Urbanus, the God of Cities, can
shine his favor upon communities. For X Halo, and X Divine Mana; a Priest of Urbanus can
turn his divine attention onto a particular community. The community, be it a town, city, village,
tribe, etc, will receive some manner of fortuitous event within the next day, that enhances the
quality of life for all within. Perhaps an old dry river once again flows, perhaps infested,
dwindling crops are cleansed and rejuvenated, etc. The exact effects are at plots digression.
To target a specific community, the Priest must be in the central area of that community. This
ability can only be used on the same community once per season, regardless of how many
Urbanus priests attempt to bolster that community. How much mana is expended is up to the
Priest, the more mana is expended, the more fortuitous the benefit; the minimum Divine mana
outlay is 10 for a hamlet, 20 for a village, 40 for a town, 80 for a city, and 100 for a metropolis
The halo cost is triple the Divine mana cost.

Vow of Poverty (Urbanus Weakness): Priests of Urbanus always put the wellbeing of
communities above their own and take vows of poverty. A Priest of Urbanus must donate all
their wealth, and future earnings to needy communities. He may keep possessions such as
weapons and armour that have been found, or given to him, but all monetary income must be
given to the needy townsfolk or to the state, and not to their friends, family, or fellow
adventurers. Such Priests must still demand their rightful share, lest the communities they
support suffer.

Purify Undead (The Ultimate Power): Through this ability, a Priest of the Ultimate can
channel their divine faith to destroy undead. For 30 Halo and 20 Divine Mana, a Priest brings
forth a chain of undead destruction. The first Undead targeted suffers a Destroy Undead spell
at the Faith rating of the Priest. Assuming the first Undead was destroyed, the second Undead
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suffers a Destroy Undead spell at the Faith rating of the Priest minus double the Willpower of
the previously destroyed Undead. The Chain continues until an Undead fails to be destroyed
or the Priest runs out of Undead within 50 feet. This ability occurs in Time Freeze. Some
Undead have developed a resistance to this effect through profane rituals and some priests
have found ways to bolster this ability. Undead immune to Destroy Undead are also immune to
this ability. Legends tell of certain sects of Priests who were able to focus their Faith as a
group to destroy waves, or armies, of Undead.

Undead Weakness (The Ultimate Weakness): The Oblivionated undead forces of Oblivion
are the bane of the Priests of the Ultimate, and as such; The Priests are felled more easily by
them. Any damage call from any undead creature is considered to be ‘Bane’ to Priests of
Ultimate, regardless of any other damage modifiers. As such, Priests of the Ultimate take an
additional 2 points of damage when damage is inflicted on them by an undead creature.

Instill Hopelessness (Oblivion Power): The Priests of Oblivion know the true essence of the
Void, and seek to share that knowledge with the willing, and the unwilling. For 100 Halo, and
50 Divine Mana; a Priest of Oblivion can affect all targets in a 10 foot long/10 foot wide cone.
Those affected have all hope stripped away, and immediately feel that anything they are
doing, or would think of doing, is pointless and Hopeless. They will not fight, not even to
defend themselves, they will not flee, they will not heal the wounded, and in most cases, they
will simply sit down and sigh about the futileness of existence. It is important to realize that
these people will also not seek to harm themselves. While so infected with Hopelessness,
targets are no longer automatically targeted by the forces of Oblivion, as they are temporarily
feeding Oblivion. This effect lasts for 10 minutes. Alternatively the Priest of Oblivion can target
a single target and have the effects last until sunrise. Both uses of this ability are resistible by
Willpower.

No Attachments (Oblivion Weakness): The Priests of Oblivion are barred from forming
positive emotional relationships with people or objects. Oblivion Priests are not permitted to
care about any object or person that was not given to them, directly or indirectly, by their Deity;
although they are permitted to seek to obtain objects for Oblivion’s use or to seek to remove
objects from the care of Hopeful beings. In addition, Priests of Oblivion are punished when
their failures are witnessed by the forces of hope, in case the failure has boosted the hope of
witnesses.

Deities: Spell Access, Opposition, and Enemies.
Urbanus.
     Opposition: Gaia
     Enemy: Scorpion Legion
     Lists: Major (Protection, Life, Fortification) Minor (Stealth, Light, Security)

The Emperor.
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          Opposition: Horde
          Enemy: Orks
          Lists: Major (Mind, Protection, Personal Perfection) Minor (Life, Telepathy, Security).

The Triple Goddess.
      Opposition: Argeads
      Enemy: Undead
      Lists: Major (Life, Protection, Creation) Minor (Nature, Dark, Travel)

Minera.
      Opposition: Un-Cultured
      Enemy: Scorpion Legion
      Lists: Major (Research, Mind, Life) Minor (Divination, Protection, Personal Perfection)

The Weird Sisters.
     Opposition: Chronomancers and Zen Monks
     Enemy: Undead
     Lists: Major (Life, Death, Fate) Minor (Light, Dark, Chronomancy)

Odin.
          Opposition: Fae
          Enemy: Giants/Ogres
          Lists: Major (Death, Mind, War) Minor (Life, Nature, Divination)

Thor.
          Opposition: Giants/Ogres
          Enemy: Loki, Chaos
          Lists: Major (Air, Light, Lightning) Minor (Fire, Protection, Destruction)

Tyr.
          Opposition: Giants/Ogres
          Enemy: Wolves and Wolf-kin
          Lists: Major (Protection, Mind, Divination) Minor (Ice, Light, War)

Ignatius.
       Opposition: Melusine, Water Elves/Fae, Ice Elves/Fae
       Enemy: Water and Ice Creatures
       Lists: Major (Fire, Light, Magma) Minor (Air, Ash, Smoke)

Aquatus.
     Opposition: Fire Elves/Fae
     Enemy: Fire Creatures
     Lists: Major (Water, Life, Oceanic) Minor (Ice, Thirst, Steam)

Terras.
      Opposition: Air Elves/Fae
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      Enemy: Air Creatures
      Lists: Major (Earth, Protection, Magnetism) Minor (Acid, Fortification, Crafting)
Aether.
      Opposition: Earth Elves/Fae
      Enemy: Earth Creatures
      Lists: Major (Air, Nature, Lightning) Minor (Life, Weather, Pressure)

Glacius.
      Opposition: Fire Elves/Fae
      Enemy: Fire Creatures
      Lists: Major (Ice, Protection, Crystal) Minor (Dark, Solitude, Reflection)

Lumina.
     Opposition: Drow Elves/Fae
     Enemy: Dark Creatures
     Lists: Major (Light, Life, Radiance) Minor (Fire, Hope, Illusion)

Noctu.
      Opposition: Light Elves/Fae
      Enemy: Light Creatures
      Lists: Major (Dark, Ice, Curses) Minor (Death, Demonology, Nigrimancy)

Gaea.
          Opposition: Urbanus
          Enemy: Tainted Beasts and Beastkin
          Lists: Major (Nature, Life, Druidry) Minor (Earth, Air, Poison)

Lord of the Hunt.
      Opposition: The Hunted
      Enemy: Tainted Beasts and Beastkin
      Lists: Major (Nature, Protection, Combat Mastery) Minor (Life, Beast Within,
Endurance)

The Runner.
     Opposition: Hunters
     Enemy: Tainted Beasts and Beastkin
     Lists: Major (Stealth, Protection, Nature) Minor (Life, Beast Within, Endurance)

The Ever-Changing One.
      Opposition: Figures of Law
      Enemy: Undead
      Lists: Major (Fire, Water, Transmutation) Minor (Earth, Air, Madness)

The Ultimate.
      Opposition: Demons
      Enemy: Oblivion Faithful
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          Lists: Major (Light, Life, Hope) Minor (Earth, Nature, Creation)

Oblivion.
      Opposition: Non-Oblivion Aligned Beings
      Enemy: Hopeful Beings
      Lists: Major (Dark, Death, Oblivion) Minor (Undeath, Destruction, Solitude)




Inritius Alliance: Magic of Geos                                                    Page 106 of 106
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