Graymalkin
Magenics, Ltd. is pleasd to announce our latest product, the Graymalkin series
of magician's companions. Each companion is a genetically perfect domestic
feline, engineered for appearence, longevity and nonallergenic dander. Each
pet is sterile, and comes in one of two breeds. The tomcat is derived from
the Maine Coon pedigree, while the dam is derived from the Egyptian Mau.
While ideal companions and highly recommended as hosts for ally and familiar
spirits, Magenics, Ltd. offers each customer a unique companion no other
company can match: each Graymalkin has a spell formula worked into its fur
patterns. Surely you deserve such a magical feline in your life. Order yours
today!
Example:
Max is a regal-looking male kitten with massive paws. His orange-and-tawny
striped fur form strangely mystic patterns, and his eyes betray an abnormal
perception. The fur's deeper secret is that it holds the formula for the
ironwood: 3 spell.
Comes with kitty training trideo disc, synthleather collar, and voucher for
500 off your next purchase.
Ironwood
Elemental Manipulation
Type: M
Target: 4
Duration: S
Drain: +1(M)
Developed by an order of Sorceror-Monks to combat a cabal of wendigo, this
spell covers any melee weapon (or improvised melee weapon) touched by the
caster with a thin layer of energy infused with the elemental effect of metal.
So long as the spell is sustained, any target struck by the caster is effected
by this spell.
Monks typically quicken this spell onto quarterstaffs or other wooden weapons.
Because this spell is mana-based rather than a physical transformation, its
effects extend into the astral plane, provided the target weapon is an active
weapon focus or in some other way present on the astral.
(Elemental Effect) Weapon
Elemental Manipulation
Type: M
Target: 4
Duration: S
Drain: +1(M)
This is actually a series of spells developed by an order of Wu Jen magician's
way adepts. This spell covers any melee weapon (or improvised melee weapon)
touched by the caster with a thin layer of energy infused with the elemental
effect, there is a different spell for each elemental effect. So long as
the spell is sustained, any target struck by the caster is effected by this
spell. Because this spell is mana-based rather than a physical transformation,
its effects extend into the astral plane, provided the target weapon is an
active weapon focus or in some other way present on the astral.
While very useful against spirits and paranormal foes, more senior monks
prefer to enchant their personal weapons as stacked weapon/anchoring or weapon/sustaining
foci due to the deleterious secondary effects of the weapon.
(Elemental Effect) Bullet
Elemental Manipulation
Type: P
Target: 4
Duration: S
Drain: +2(M)
Developed by a rogue Sorceror-Monk, this spell was originally intended to
convey the benefit of an elemental effect to a missle weapon, such as a javelin
or arrow. While it still works on thrown weapons and projectile ammunition,
this variant also works on more modern ammunition, adding an elemental effect
to bullets and other ammo. This ammunition does not hit purely astral targets,
and is generally quickened to bullets and kept seperate from other ammunition,
sometimes fired from breach loaders (a Fire effect on a bullet may be good
against an undine, but it tends to set off other ammunition).
These spells may not be designed with a permanent duration.
~0~
Shifting Spelltats
It started in Los Angeles. Young coeds caught on the idea of tattooing cheap
spell formulae as a way of attracting students from the department of thaumaturgy.
Any spell, any tradition. The girls and boys both loved the trace of mystic
runes, arcane formulae, archaic diagrams and tribal markings.
Before long, the local gangs had picked up on the practice, and began covering
themselves with more deadly, complex (and expensive) tattoos. The trend was
carried on by the Triads, who added flashes of heat-sensitive pigments, glow-in-the-dark
ink and wire-thin brandings. Incense masters rewarded their soldiers with
tattoo-magic quickened spells whose very form proclaimed how dangerous they
were on the streets.
Spelltats went international with the release of Aliza Averra spectacular
simporn, Read My Lips. Encoded with ancient magical secrets by a secretive
bequest from Dunkelzahn's Will, Sophia (Averra) must wend her way through
the wiles of competing magicians, each of which wants to chase the shifting
green glyphs as they wind their way around her supple form. A multi-racial,
multi-ethnic, multi-fetish masterpiece, Read My lips catapulted spelltats
to international fame.
Example: Aliza Averra was a young graduate student trying to make
ends meet, doing the occaisional Matrixmag shoot or CalHot softcore to pay
for school and the rent. Then she fell in with Gnostic Films. Gnostic paid
for Aliza's nanotatto and nanite hive so that they could produce Read My
Lips...but they also paid for the etcher nanites that copied the spell formula
onto her pelvic bones. Gnostic is a front for an Ale'i Menatis group that
believes they can subjugate the free spirit Xaltotun...and use Aliza for
it to manifest in our world.
Doom of Xaltotun
Combat
Type: M
Target: F
Duration: I
Drain: -1(Damage level -1)
The Doom of Xaltotun is the spell encoded in Aliza's shifting nanotattoo,
and is a specialized Spirit Bolt that incorporates Xaltotun's true name.
This spell does not effect any spirit other than Xaltotun, a unique free
spirit that cannot manifest itself unaided in the physical plane.
~0~
Bibliomancy
Padre Emilio Ehjavo one of the premier exorcists servings the Episcopal diocese
of Texas. A trained theurgist and liturgist, the Padre (known as E-squared
among his friends at seminary, due to a resemblance to a young Albert Einstein)
was granted special permission to summon an ally spirit following a costly
battle with a toxic priest of Huitzilpochtli who was lighting fires in the
hearts of willing Aztlaner sacrifices to summon toxic spirits of the flames.
To hear the Padre say it: "I have looked into the fires of Hell as they danced
in empty eyes, and felt the chill as the sanctified dead were stirred once
more. My faith demands more than tokens and relics. The word is my shiled...and
my flaming sword."
The Padre's familiar is a Force 3 ally spirit with three forms: that of a
large, hardbound illuminated bible, that of a Catholic breviary, and that
of a small, black faux-leather bible similiar in size and aspect to those
left by the Gideons. Typically, Emilio uses the book to aid in his Divination
skill of Bibliomancy, flipping through to a random chapter and reading a
verse to gain insight. Along with standard prayers and rites, the Padre has
copied special formulae for the rare Exorcise: 6 and Offerring: 6 spells.
Exorcise
Control Manipulation
Type: M
Target: W
Duration: I
Drain: -1(M)
Sorcery cannot summon or banish spirits, but creative sorcerors can circumvent
these rules at times. This spell must be cast as the magician touches a living
creature, object or corpse possessed or inhabited by a spirit. If successful,
the spirit receives an overwhelming mental compulsion to leave the host or
receptacle...if possible, that is. A spirit trapped within the binding magic
of a unique focus or cyberzombie may be unable to leave, even if willing.
This spell places no control of where the spirit goes or what it does, it
may immediately try to repossess the host or even attempt to possess the
caster.
Offerring
Directed Illusion
Type: M
Target: 6
Duration: S
Drain: (L)
Certain dangerous (and banned) rites of exorcism call for the exorcist to
entice a possessing spirit into their own body. This spell duplicates the
feat. Cast by an astrally perceiving magician on themself, the caster becomes
a beacon on the astral plane. The spirit whom the spell is directed against
must succeed at an Opposed Willpower Test each round against the successes
generated by the spell to avoid leaving their host (if possible) and attempting
to possess the caster. The caster must be astrally perceiving for the duration
of the spell.
Variants of this spell cause a specially prepared focus, corpse or other
metahuman to become the subject of the offerring in place of the caster,
and are proscribed by the church. Attempts at making area-effect or indirect
versions of this spell have ended messily as multiple spirits converge upon
the caster at the same time.
~0~
Saul's Corpsecroll
Born an Ethiopian Jew in Israel, Saul's family emigrated to the Jewish section
of Prague when he was eight years old. The boy rebelled against his parents,
the Jewish religious leaders and society in general, Saul became a follower
of the Adversary and a Black Magician. Consumed with self-destructive urges,
the young magician was given to performing blasphemies almost as a matter
of course. It was one of these that ultimately destroyed him.
During one of his periodic binges, Saul came across the cooling corpse of
a troll in an alley. He dragged it home to his workshop and transformed it
into an ill-formed ideal of the macabre: A hideous patchwork scroll, sewn
together from the troll's skin with the troll's muscles and tendons, words
sewn onto the poor leathery hide with wisps of hair and muscle. The bones
were brought together into a crude, garish from surmounted by the empty-eyed
yellowing skull. To Saul, the whole ghastly exercise was little more than
another pointless and empty achievement in a degenerate life.
Until a shedim possessed the corpsecroll. Weak and nearly dissipated, Saul
easily trapped the shedim within the frame with his magic, and some dark
font of rejoice broke forth from within him. Here he would find the forbidden
lore he sought. This deva would instruct him in the darkest arts and unveil
to him the secrets of the night! It would become his new avatar.
Unfortunately, the shedim did not cooperate. After days of trying, Saul gave
in to depression and despair, scrawling his few pathetic secrets onto his
ghoulish life's work before committing long, slow suicide with the slow death
spell.
The shedim inhabiting the corpsecroll is trapped by a quickened Force:6 Spirit
Binding spell. It is Force 1, with no karma left, and possesses the powers
of Inhabitation, Karma Drain (only those who touch the corpsecroll with their
bare flesh), and Innate Spell (Astral Window) (typically only within the
frame of the corpsecroll). The corpsecroll contains, besides a made rambling
of incoherent heresies, the formulae for Slow Death: 6, and the rare spells
Death Sight, Animate Corpse, Spirit Binding and Spirit Wrack.
Death Sight
Detection
Type: M
Target: W
Duration: I
Drain: -1(S)
This spell gives the caster information on the target's general health and
any illnesses, injuries or other medical problems the target might have.
One success tells if the subject is ill and the relative idea of their Essence
rating (high or low). Three successes reveals particular illnesses and injuries,
while five will reveal specific viruses such as HIV and HMHVV and hemorraghing,
cancer and other internal injuries. The maximum successes allowed equals
the Force of the spell. The caster must be able to see the subject of the
spell.
Saul's version required a fetish, a small iron-rimmed monocle.
Animate Corpse
Telekinetic Manipulation
Type: P
Target: OR
Duration: S
Drain: +1(L)
THis spell causes corpses or parts of corpses to move. They move according
to their structure...disembodied hands crawl and claw, decapitated heads
roll, bodies shamble and shuffle. The spell imparts a certain amount of flexibility,
overcoming rigor mortis and allowing disembodied bones to move as the joints
did in life. The caster can move only the whole of a given object...not just
the finger of a disembodied hand, or the eyes of a corpse. Maximum movement
rate is a number of meters per turn equal to Magic x successes (up to a maximum
equal to the spell's Force). The gameaster may reduce this rate at her discretion.
Use the caster's successes for strength or Quickness if necessary.
Spirit Binding
Transformation Manipulation
Type: M
Target: 6
Duration: S
Drain: (M)
This spell creates an inward-pointing astral barrier around an object, corpse
or living being that has been possessed. The possessing entity is trapped
within the host until they defeat the spirit barrier, for they cannot move
any part of the host through the barrier and it impedes their powers.
Canny magicians use this spell to create "spirit traps" with anchoring foci,
or to conjole spirits into bargains by holding their freedom ransom.
Spirit Wrack
Combat
Type: M
Target: F
Duration: I
Drain: (S)
This spell is a Deadly damage spell specifically designed to destroy spirits
that cannot otherwise be dealt with. The caster must touch an object or host
the spirit is trapped in, or else the item or host of its Hidden Life (if
it has that power). The target number is the Force of the spirit. The spirit
resists the spell as normal. If the caster achieves more successes than the
spirit, it suffers full damage and is destroyed. Otherwise, there is no effect.
Efforts to combine this spell with ritual sorcery have so far failed.