Magic in Arunë

A history of Magic

Magic in Arunë was first discovered and utilized by the First Men of Miles. They codified it and shared it with the elves, going so far as to teach them the Arcane Language and the Milean alphabet that accompanied it. The act of magic has been described as the harnessing of natural energy (possibly related to the Emerald, since these stones seem to radiate a faint low-level magic) and using it to fuel personal expressions of willpower or spells, which convey vast amounts of magical power by binding and storing this magical energy in certain patterns and forms.

Divine magic works the same way, though it is instead channeled from a god into his subject, thus negating the need for complex pattern-recall and energy binding. Wizards, however, must prepare their spells in advance by mentally empowering the spell-pattern (usually composed of various geometric designs and Arcane Language phrases) and then unleashing it when the time is right. This unleashing causes the energy stored within the patterns to be released and the mage “forgets” the spell and must “memorize” it again.

Wizard Spells

Level 1

Aurelien’s Inviolable Oath

(Alteration, Enchantment)

Range: Touch Components: V,S,M
Duration: Special Casting Time: 1 hour
Area of Effect: Willing Signees Saving Throw: None

A written contract is drawn up, either by the spellcaster or whatever parties will enter into the contract (although this is always overseen by the mage) and signed by two or more willing parties – this signing is the completion of the spell. Prior to the creation of the document, the overseeing wizard must create or have created special parchments upon which the agreement will be signed, and set a condition in the form of a (generally punitive) spell, which he must lay into the document, and invest one point of his CON which will remain therein until the contract is fulfilled, broken, or voided.

Anyone entering into this contract is subject to whatever spell the wizard has placed (most wisely kept a secret, so any participants cannot easily circumvent the consequences), and has by signing the agreement effectively voluntarily failed any applicable saves against it.
The document itself is not really any more resilient than mundane parchment – destroying it, however, subjects the guilty party to the interwoven spell; for instance, if a lord enters into a binding contract with his king to provide some service, and then the lord hires a band of thieves to steal and burn the contract, the lord will still suffer the consequences personally. The thieves will simply have burnt parchment on their hands. Alternatively, if unrelated vandals happen upon such a document and decide for whatever reason to destroy it, they will be subject to the spell the wizard has inlaid, although they are entitled to any applicable saves. In either case, the wizard and any other participants immediately know the identity and location of the delinquent.

The material components of this spell are the powdered blood each of the signing parties which must be drawn with the very pen that will scribe the document and mixed into the ink of the document as well as ground shrapnel from a pair of manacles or chains that have been used to bind a convicted criminal, and the dust of ground sapphires worth no less than 1,000gp.

The contract may bind 2 parties plus the a number of parties (individuals) equal to half the caster’s level.

Crisby’s Magnificent Cleaning

(Alteration, Abjuration)

Range: Touch Components: V,S
Duration: 1 rd./level Casting Time: 1
Area of Effect: Target touched Saving Throw: None

This spell causes a single change of clothes (everything the target is wearing) to be thoroughly clean as though newly washed or made. In addition, the spell provides a minor benefit while the magic lingers, granting the target some protection against acid. The target clothing will absorb 10hp + 1hp/level of the caster (to a maximum of 15) of acid damage directed at their wearer.

Tharos’ Siphon


Range: 10 yards/level Components: V,S
Duration: 1d4 rds./level Casting Time:1
Area of Effect: One target and caster Saving Throw: Negate

Tharos’ siphon establishes a necromantic link between the caster and a single target. If that target fails its saving throw, the caster begins to sap energy from it at the rate of 1 HP per round. Each round the spell remains active, the caster gains 1 HP and the victim loses 1 HP. A successful saving throw negates this effect; additional saves are allowed every four rounds to sever the link. Horrifyingly, the caster need not maintain concentration to continue this drain and is free to take other actions. If the target flees beyond the spells range, it ends.

Hit points gained over the caster’s max are temporary and vanish at the end of the spell.

Minor Blade Turning


Range: Touch Components: V,S,M
Duration: Special Casting Time: 1 rd.
Area of Effect: One creature Saving Throw: None

Minor Blade Turning lasts as per an armor spell (until the caster takes 8+1/level points of damage or it is dispelled). While in effect the spell causes all attacks made by slashing weapons to suffer a -2 penalty to hit and to do 2 points less damage (minimum of one point). The material component is a silver dagger worth at least 150 gold.



Range: 10 yds./level Components: V,S
Duration: 1 hr. Casting Time:1
Area of Effect: One humanoid target Saving Throw: Negate

The target of sicken at once loses 2 points of CON (or 2 HP if they do not have a CON score) and suffers a -2 to-hit penalty due to the overwhelming ill feeling the target gets in his stomach. This does not cause the target any other immobility other than the to-hit penalty. If the target makes their saving throw vs. death magic, the spell is negated.

Sicken is incapable of killing a creature; if it would reduce them to 0 HP, it reduces them 1 HP instead.

Solon’s Piercing Eye


Range: 40’ Components: V,S,M
Duration: 1d4 rnds/lvl Casting Time: 2
Area of Effect: One creature Saving Throw: Negates

Crafted by Solon the Silent, this spell entrances a single target, causing them to lose all mobility. The target becomes rooted to the ground, arms dangling on the sides. The caster must maintain eye contact with his target at all times. The spell lasts for 1d4 rnds/level to a maximum of 20 rounds at level 5. The target will linger, held in place, for one additional round after the mage breaks eye contact. In order to maintain eye contact, the caster may not do anything else during the round. Any damage dealt to the target breaks the effect. The same is true if damage is dealt to the casting enchanter.

The material component of this spell is a single Eleian-bloom.

Level 2

Naur’s Temporary Torpor

Range: 30 yds.
Duration: 4 rds. +1 rd./level
Area of Effect: Special
Components: V, S, M: A lizard’s tail and a snuffed candle wick.
Casting Time: 2

When cast, the metabolisms of a number of cold-blooded animals (targeted by the caster) are affected so that they are put into a torpor. Cold-blooded animals may include fish, amphibians, and most reptiles, but not mammals or birds. The torpor is a hibernation trance in which the metabolism of the targeted creature(s) is slowed and all physical activity is halted for the duration of the spell. The targets are a number of creatures (as shown on the table below) selected by the caster, within a 40 foot cube. The number of creatures affected is determined by their Size category, as follows:

Small animals (or smaller): 1d10
Medium animals: 1d6
Large animals: 1d4.

No creature above Large is affected by this spell, nor is any creature with an intelligence level above that of Semi-Intelligence. The targets all may make a saving throw, but the following modifiers apply depending on their number of HD:

1-2 HD: -4 penalty to save
3-4 HD: -2 penalty to save
5-6 HD: No modifier
7-8 HD: 2 bonus to save
HD:* +4 bonus to save

The caster may affect the saving throw of the creature by -2 by adding a small block of ice (at least 2 inches cubed) to the material component of the spell. This may only be done once per casting. The basic material component is a lizard’s tail held against a snuffed candle wick.

Finduil’s Fiery Shield


Range: Self Components: V,S
Duration: 1 rd./lvl Casting Time: 2
Area of Effect: Caster Saving Throw: None

The caster of Finduil’s Fiery Shield is surrounded by a flickering field of superheated air that distorts the vision of any creature looking at him or her and, if that creature is using INFRAVISION, causes them to suffer a -3 penalty to-hit. All others suffer a -1 penalty to-hit in melee combat and -2 to-hit with ranged weapons. In addition, any creature getting close enough to fight the caster in melee combat receives 2d4+2 points of damage per round from the blast of fiery air that surrounds the caster.

Level 3

Ozmiandre’s Slippery Grip


Range: 20 yds. Components: V,S,M
Duration: 4 rds. + 1 rd./level Casting Time: 3
Area of Effect: One object Saving Throw: None

This spell causes a single object no larger than a sword or shield to become coated with a slick slippery substance. Unless it has a strap-on handle, the creature holding or carrying the object will instantly drop it. If it does have such a handle, they are allowed a save vs. spell. A successful save vs. spell is required to pick the object up again even after the Slippery Grip wears off. A target need not be held to be viable – potions will slide out of belts, rings off of fingers, etc.

The material component is a bit of animal fat.

Silver Walk


Range: Caster Components: V,S
Duration: Instantaneous Casting Time: 10
Area of Effect: Silver Circle Saving Throw: None

This spell activates a Silver Circle along the Silver Road, causing the entire area to link for a moment to another Silver Circle in the road (the target circle’s Runes must be known by the caster). This is, in effect, a Mass Teleport from one set location to another.

Level 4

Wizard Walk


Range: Caster Components: V,S,M
Duration: Instantaneous Casting Time: 10
Area of Effect: 10’ circle Saving Throw: None

This spell is the same as the Silver Walk, however it need not connect from one fixed teleport circle to another. Thus, if the mage knows the runic sequence of ANY teleport circle (including those of the Silver Road) he may scribe those runes in a 10’ circle upon the ground that will act as a “sending circle.”

The material component of this spell is a pouch of diamond dust worth at least 1,000 gold pieces that must be spread over the runes of the circle.

Level 5

Blade Turning


Range: Touch Components: V,S,M
Duration: Special Casting Time: 1 rd.
Area of Effect: one creature Saving Throw: None

Blade turning grants complete immunity to mundane bladed weapons of all kinds. Any attempt to strike the caster will find itself subtly turned aside as though by an invisible suggestive force. Magical weapons may still cleave through the turning, but the wielder of a magic weapon suffers a -3 penalty to-hit and all damage done is reduced by 3 hitpoints (to a minimum of one). The spell lasts until 4+(caster level) attacks have been made on the target. This DOES include turned attacks and attacks from weapons of other kinds.

The material component for this spell is a diamond-bladed dagger.

Level 6

Teleportation Circle


Range: N/A Components: V,S,M
Duration: 8 hours Casting Time: 5 hours
Area of Effect: 10’ circle/10,000 gp spent Saving Throw: None

This spell creates a destination circle for the teleport-circle spells utilized by Wizard Walk and the Silver Road. In order to make a permanent linking point, this spell must be followed with a casting of permanency.

Diamond dust mixed with sindabras silver worth at least 100,000 gp per 10’ of the intended circle must be used to scribe the runes.

Level 7

Blade Reflection


Range: N/A Components: V,S,M
Duration: 1 rnd/level Casting Time: 5
Area of Effect: Caster Saving Throw: None

Blade Reflection functions much like Blade Turning save that missed attacks are returned upon the attacker. This means all mundane bladed weapons will strike their owner while any magical weapons that do not land a hit will also do so. Magical weapons suffer a -5 penalty to-hit the caster (thus increasing the likelihood that the attacker will injure himself) and if they strike the caster -5 hitpoints of damage.

The attacker’s armor is factored in to this attack; their attack roll is used against their armor class, as though they were actually attacking themselves. In the cases of missed magical weapons, reroll the attack roll.

The material component of this spell is a silver mirror.

Level 8

Scod’s Retort


Range: N/A Components: V,S
Duration: Instantaneous Casting Time: 1
Area of Effect: one targeted spell Saving Throw: made as dispel magic

Scod’s Retort, created by the Freebooter wizard Scodorius the Sage, is an improved dispel magic that can act as a counterspell and an offensive action in the same breath. The caster creates a short-lived spellward that snaps into existence for a few moments and, with a successful dispel magic roll (see the spell of the same name) the target spell is not only canceled out, but the caster of that hostile spell is immediately affected as per a feeblemind spell with no saving throw allowed.

Clerical Spells

Level 1

Divine Foresight


Sphere: Divination
Range: 0 Components: V,S,M
Duration: 1 rd./lvl Casting Time: 1
Area of Effect: target creature Saving Throw: None

The affected target of this spell can see mere moments into the immediate future. This appears as outlines or ghost-trails of things to come; a soldier might see an enemies sword swinging his way and choose to step aside just in time, for example, as he could see the entire path of the sword’s arc. This grants an effective +1 DEX bonus to AC and a +1 DEX bonus to all saving throws to avoid incoming attacks. These bonuses stack with armor and other magical protection.

The material component of this spell is a silver mirror.

Magic in Arunë

Abridged History of the 10th Age Idabrius