Bog's World

Altogether elsewhere

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The Remains of the Grimoire

There are the last remains of a spell book: 24” tall, 14” wide and with bindings 8” in depth. 80% of the pages are missing, a few cut, but most roughly torn from the book by Alexia when things weren’t going her way. Some are scorched and a few are either acid eaten or vermin nibbled. The bindings (some sort of sinew) are failing and the remaining pages are extremely delicate.

The book is covered in some sort of the leather (it is green, so it’s either dyed cow or else it might be troll) with bone furniture and a broken clasp. It is chipped, frayed, dog eared and moth eaten.

In all cases, unless otherwise noted in the spell description, the focus (F) spell component is a magelock (ie not a mundane) pistol to which the Gun Mage is already attuned.

These aren’t all specific Gun Mage Spells, although most of them seem to be. Perhaps Alexia just wasn’t interested in them at all. Or perhaps she’s already copied them elsewhere.

Gun Craft

Transmutation
Power Points 2
Components S
Casting time 1 Action
Range Within arm’s reach
Target Self plus Personal weapon/equipment
Skill Craft Small Arms/Magic Ritual

This spell was created by the Militant Order of the Arcane Tempest to assist Gun Mages in the assembly of ammunition in the field. Casting this spell allows one to clean, disassemble, conduct minor repairs and reassemble one firearm. It also allows the assembly (without scales, balances or other delicate, clean magically inert instruments) of ammunition from the normal base ingredients (silk or paper, red powder, black powder and bullet), as if they had the requisite tools and environment normally required for such tasks. These processes still require a skill check to complete, however, this is resolved as a magical ritual, using the characters Craft Small Arms total score as a bonus.

Arcane Loading

Transmutation
Power Points 2
Components V, F
Casting time 1 Action
Range Within arm’s reach
Target One Personal weapon
Skill Magic Ritual

This spell allows the Gun Mage to load one pistol without the use of his/her hands. This spell does not create ammunition, which must be on the caster’s person, nor does it alter the time that loading requires. What the spell does is to move bullet and charge by a mixture of telekinesis and teleportation from a bandoleer, pocket or similar, to the breach of an empty pistol, thus rendering it armed and ready to fire.

By casting this spell upon a pistol, the Gun Mage can fire that pistol, and then in the next melee round, fire another pistol whilst the spell re-loads the first pistol. The spell can only be cast once on a mundane weapon, but only the caster’s abilities limit its use with a magelock weapon.

Stealth Shot

Illusion
Power Points 2
Components S
Casting time 1 Action
Range Personal weapon/equipment
Target Personal weapon/equipment plus object struck by projectile
Skill Magic Ritual

The next ranged attack made with a small arm is completely silent. Neither the firing of the weapon nor the impact of the projectile causes any noise to be made. Furthermore, when the projectile strikes an object or target, any immediate sound (Scream, shout, fall and impact of a body or other object, even over a distance into water) is also silenced.

Slam Shot

Evocation
Power Points 2
Components V, F
Casting time 1 Action
Range Touch
Target One Projectile
Skill Magic Ritual

The next projectile (which must be touched when the spell is cast) causes an extra unbalancing critical of equal severity to the highest mundane critical caused by that bullet.

Ember Shot

Evocation
Power Points 2
Components V, F
Casting time 1 Action
Range Touch
Target One Projectile
Skill Magic Ritual

The next projectile (which must be touched when the spell is cast) causes an extra fire critical of equal severity to the highest mundane critical caused by that bullet.

Pistol Brother

Enchantment
Power Points 10
Components V, S, M (+ F)
Casting time 4 Hours
Range Touch
Target One Pistol
Skill Magic Ritual

The Gun Mage performs a magic ritual. If this is a success, then (s)he performs an attunement roll. If this is also a success then the Gun Mage has successfully altered the properties of the mundane pistol to allow it to act as a bonded weapon. ie a magical focus, for the purpose of Gun Mage spells that require the Gun Mage to use his or her firearm as the magical focus for that spell. It does not make the pistol into a ‘magic weapon’ and does not turn it into a ‘magelock’. It does not effect the durability of the weapon.

Scramble

Enchantment
Power Points 6
Components S
Casting time 1 Action
Range Touch
Target One steam or warjack
Skill Base Attack Roll.

This spell randomises the pathways of cortexes. ‘Victims’ are likely to be confused and incapable of rational action for 1 round per 10 points of RR Failure.

Death Bullet

Evocation/Necromancy
Power Points 20
Components V, F, M
Casting time 1 Action
Range Touch
Target One Projectile
Skill Magic Ritual

The next projectile (which must be touched when the spell is cast) rolls slaying criticals

Corpse Binding

Necromancy
Power Points 15
Components V, F
Casting time 1 Action
Range 15m
Target One incorporeal undead and one body, both of which must be within range.
Skill Magic Ritual

This spell allows the wizard to bind incorporeal undead into a body, rendering it vulnerable to physical attacks. The body must be at least as large as the undead creature and must be a complete flesh and bone body of some sort, capable of movement of its own volition.

The undead can move the body, but will be disorientated and will normally function with some penalty, although it may learn how to move its new host better as time passes. The undead is almost certain to retain what powers and abilities it might have had that were not linked to being incorporeal.

Necromantic magic is dangerous and taxing. There are lots of notes on these pages in girl’s handwriting. It is most unlikely that Alexia hasn’t made copies of this spell elsewhere.

Arcane Bullet

Evocation
Power Points 4
Components V, F
Casting time 1 Action
Range Touch
Target One Projectile
Skill Magic Ritual

The next projectile (which must be touched when the spell is cast) gains a bonus to the firer’s OB of 10 plus one per level of the caster. (ie a 23rd level magic user can create a +33 bullet).

Seize Gears

Evocation
Power Points 8
Components V, S, M
Casting time 1 Action
Range 10m +1m/lvl
Target One Construct or object
Skill Magic Ritual

The clockworks or gear mechanisms of the single target fuse together, completely preventing the mechanisms from moving.

Focus

Enchantment
Power Points 6
Components S
Casting time 1 Action
Range Touch
Target One steam or warjack
Skill Base Attack Roll.

This spell optimises the pathways of cortexes. ‘Victims’ are likely to gain situational awareness, intellectual and cognitive bonuses for 1 round per 10 points of RR failure. The amount of the bonus is the amount by which the BAR was successful. Recipients of this spell are automatically orientated and gain +20 to their next roll.

Mechanical Mending

Evocation
Power Points 8
Components V, S, M
Casting time 1 Action
Range 10m +1m/lvl
Target One Construct or object
Skill Magic Ritual

The mechanical clockworks or gear mechanisms of the single target are restored to full functionality. This does not mean that they gain any longevity, or indeed will not seize again almost immediately it they are a poor enough state of maintenance.

Mechanikal Mending

Evocation
Power Points 8
Components V, S, M
Casting time 1 Action
Range 10m +1m/lvl
Target One Construct or object
Skill Magic Ritual

The mechaninkal clockworks or gear mechanisms of the single target are restored to full functionality. This does not mean that they gain any longevity, or indeed will not seize again almost immediately it they are a poor enough state of maintenance.

If used on a firearm, this spell will restore eight points of hardness.

Charge Mechanika

Evocation
Power Points 1
Components V, S, M
Casting time 1 Action
Range 10m +1m/lvl
Target One arcane accumulator or Rune Plate
Skill Magic Ritual

This spell places one charge in an arcane accumulator or Rune Plate. This spell can be reversed by making a BAR on the object being drained of its power.


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