Rangers of the North
Magent Base Spell Lists
Subterfuge (Assassination Mastery)
1. Legerdemain I – Target object (no larger than a dagger) is camouflaged to appear as part of the caster’s clothing or skin. This is an illusion to all senses (including feel), and can be detected as an illusion.The object will remain concealed until taken from the location, or the duration expires.
2. Formulate – [RR Mod: -50] When this spell is cast on a person, it remains active for 24 hours. After 24 hours has passed (but before another 24 hours has passed), the caster must cast this spell again on the same person. During the time the spell is active, it is recording information concerning the activities of the target. When the spell is cast the second time, the information about those activities is revealed to the caster via an appropriate focus (a scrying bowl, a heady smoke or steam, or other ministrations of the caster’s preference). This information is made apparent through dream-like imagery and sensations, and may or may not be entirely accurate (75% chance, GMs discretion). The Formulation is used for spells later on this list and spells on other lists (see the Misdirections and Semblance Mastery lists). The caster can only have one “patsy” studied at a time.
3. Align I – The next attack made by the caster (within one minute of casting this spell) receives a bonus of +25.
4. Feint I – If the caster’s next attack (made within one minute of casting this spell), gets a “flank” or “rear” bonus, he may use his Ambush skill even if the target is aware of the caster. However, the maximum change to the critical roll from Ambush is ±2.
5. Arm I – The caster is able to make use of whatever weapons are available, including non-standard weapons such as a candlestick. When using the similar skill rule to handle a weapon, that weapon is treated as one category more similar to the weapon skill
being used than would normally be the case (e.g., using Broadsword skill, a longsword would be used without penalty, while a short sword would only have a -10 penalty).
6. Fabricate – Caster may cast this spell to produce one piece of physical evidence that implicates the currently Formulated target (see Formulate). This could include a fingerprint, a footprint, etc., but must be something that cannot normally be moved from the crime scene. The evidence should be treated as circumstantial (i.e., a good alibi should still get the Formulated target off the hook).
7. Legerdemain II – As Legerdemain I, except will affect an object up to a sword in size.
8. Align II – As Well-Aimed Attack I, except bonus is +50.
9. Feint II – As Feint I, except the limit on critical roll modification is ±4.
10. Arm II – As Arm I, except the weapon is treated as being two categories more similar (e.g., using Broadsword skill, both a longsword and a short sword would be used without penalty, while a war hammer would take only a -10 penalty.
Semblance Mastery (Disguise Mastery)
1. Perusal – Caster studies a person for use with disguise spells later on this list. The caster can only have as many disguises studied as he has ranks in this list.
2. Glamour – One object (up to 10 pounds per level) has its visual appearance altered for the duration of the spell. Note that no other aspect of the object changes.
3. Semblance I – Caster has a limited illusion on himself that allows him to look like any humanoid race within 20% of his own size. The illusion moves as the caster moves.
4. Obfuscate – All deeds performed while this spell is active are “shadowed” to divination spells. All related visions gained through divination effect are shrouded in shadows. For example, a Death’s Mastery cast on the scene of a murder might reveal a shadowy figure performing the deeds (but no details about the identity of the figure).
5. Cloud – For the purposes of mental or magical detections, caster appears to be of any race with which the caster is familiar.
6. Semblance II – As Semblance I, except one extra sense is added.
7. Disguise I – Caster physically changes to take on the form and visual appearance of any one studied person (using the Perusal spell). This is strictly a physical change.
8. Obliviate – As Obfuscate, except absolutely no information about the caster will be revealed. For example, a Death’s Memory cast on the scene of a murder might show the victim collapsing with a knife in his chest (but no sign of the assassin).
9. Semblance III – As Semblance I, except two extra senses are added.
10. Disguise II – As Disguise I, except caster also takes on the vocal characteristics of the person mimicked.
1. Locklore – Gives the caster +20 bonus for picking the lock analyzed. If the caster takes a round to explain the lock to someone else, that person gets a +10 bonus to pick the lock.
2. Unfasten I – Any minor covering on the head of the caster made of organic material is loosened. This includes any gags or blindfolds.
3. Improvise I – Oft times a person of shadows is presented with obstacles that require a specific set of tools to overcome. With Improvise, the caster can perform one maneuver using a Mechanical skill as if the caster had a complete set of the appropriate tools with a quality bonus of +5. The caster must still have an instrument at hand that that, although inappropriate, is still vaguely of the same size or shape. For instance, should the caster need to open a lock without a lockpick, a dagger or a spoon will do in a pinch.
4. Untie – Any ropes (or similar bindings) that are binding the caster are untied.
5. Improvise II – As Improvise I, except bonus for tools is +10.
6. Alleviate I – The caster spends one round to study walls, doors or windows of a confined space. By following the lines of integrity in the material of which they are constructed, the caster is able to discern the best possible place for the integrity to give way (1”R). Thus, weaknesses in the hinges on a door or the bars of a window, or even loose mortar around a flagstone can be identified. The caster gets a +20 bonus for trying to undo the integrity and pry loose bars, hinges or bolts with a feat of Strength. If the caster takes a round to explain this information to someone else, that person gets a +10 bonus to prying.
7. Unchain – Each lock or shackle binding the caster has a 75% chance of opening (modified by the sophistication of the lock, see Section 10.12).
8. Improvise III – As Improvise I, except bonus for tools is +20.
9. Alleviate II – As Alleviate I, except bonus for prying is 20.
10. Unbar – The caster places his hand on a door closed with a bar or similar contraption (in place of a lock), and sends his magical will into it, causing a 50% chance that it will unfasten from its supports. Note that it does not magically lift the bar off, so anything bracing it (such as people) will still block the door. The bar simply seems to slide out, or the supports simply detach from the wall (if they are fastened with nails, bolts or similar, these fall off). Doors in different sizes than normal (GMs discretion) have a cumulative variation of percentile chance: Small doors 75% chance, large doors 35% chance, extra large doors 20% chance. A standard size gate has a 10% chance, anything larger than this is not possible.
Scrutinize (Gathering Secrets)
1. Derive I – By merely concentrating and touching a document the caster commits it so well into his memory that he is able to produce an almost exact replica of it at a later time (appropriate Crafts maneuver +50 to create the replica). The copy is not exact (i.e. not a forgery). Note that the caster does not have to be able to read the document.
2. Chart – Similar to Derive, this spell allows the caster to auto-draw (in monochromatic
black ink) one scene that he is viewing onto a page, creating the equivalent of a well-drawn, detailed realistic drawing (applicable Crafts maneuver +50). The process occurs at the rate of 1 minute per page or scene.
3. Eavesdrop – By tuning out all his other senses (he is effectively blind and senseless during the duration of this spell) the caster can pick a point up to 10’/level away and will hear as if physically at that point (there can be intervening objects such as walls). Note that this obviously means that he cannot hear where his ears are.
3. Replicate I – Similar to Derive, this spell lets the caster make a hardened clay copy of a small, 3-dimensional object (up to 6”x6’x6”) that he has committed to memory. This spell requires that the caster have enough clay to make the copy (at a one to one scale). The clay must start off soft (the spell will harden it). This process requires one minute
4. Imprint – One object is “marked” so that the caster can find it again later with a Scry spell. The marker is automatically located when the caster casts a Scry spell if the marker is within the range of the Far Sense spell. A marker can be placed on any inanimate object. The caster can only have as many markers as he has ranks in this list.
5. Derive II – As Derive I and Chart, except the caster can commit to memory 1 page/scene every four rounds.
6. Scry I – By employing an appropriate focus, such as a scrying bowl, a conch or other tool appropriate for the caster, he may designate one of his senses to be used at a “marked” location within range (see Imprint). The remote sensory point, may be rotated to face any direction. While he is sensing at the marked location, the caster must remain immobile and concentrate. The information is not available to anyone else (i.e. anyone looking into the scrying bowl will only see the contents, not the scrying image).
7. Produce I – After casting this spell, the caster will know what (if any) evidence exists within the range which would implicate the currently Formulated subject if found at the scene of the crime (see Formulate on the Subterfuge list). The evidence (if any exists) will be circumstantial, but will imply that the subject was at the scene when a crime occurred. This spell provides only a sense of direction, distance, and vague shape/type of the piece of evidence (GMs discretion). It does not provide any details as to why the subject will be implicated by the evidence.
8. Gaze – As Eavesdrop, except caster sees from the fixed point (it can rotate).
9. Replicate II – As Replicate I, except will work on an object up to 3’x 3’ x 3’ in dimensions.
10. Derive III – As Derive I and Chart, except caster can imprint to memory 1 page/scene per 2 rounds.
1. Confuse – [RR Mod = -20] Target will think that the caster has the proper credentials for the current situation (this could include passwords or documents).
2. Fade – The caster appears to be invisible until calling attention to himself, being struck by a violent blow (being hit by a weapon, falling, etc.), makes a violent move (i.e., an attack) or casts a spell of type E or F. Although the caster is not physically invisible, anyone in range will merely ignore him as if he were not there [RR Mod = -70], but may grow confused and suspicious after the duration of the spell, remembering that someone was there, although not who or how. The caster is still visible to anyone outside of range.
3. Account III – [RR Mod = -20] Up to three targets will incorrectly identify the caster as someone else (all three will describe the caster in the same fashion).
4. Blink III – [RR Mod = -50] Affects up to three targets. Each target makes an RR. Failure results in the caster being invisible to the target; others see the caster normally. If the caster makes an obvious action (e.g., talking, moving an object, etc.), any target that would normally sense that action may make another RR (the GM may deem it appropriate
to apply modifiers to this RR based upon the action the caster takes). If the caster attacks a target, that target may make another RR with a +50 modifier. If the caster begins to concentrate, he can extend the duration of this spell indefinitely (as long as he can concentrate).
5. Blind – The target’s perception is skewed for the duration of
this spell. All perception rolls are modified by -10.
6. Fade II – As Fade I, except Caster can affect a secondary target.
7. Blink V – As Blink III, except affects five targets.
8. Account V – As Account III, except affects five targets.
9. Confuse II – As Confuse I, except penalties are -30.
10. Screen – As Blink III, except every target in the area of effect must make an RR. New targets entering the sphere while the spell is still in effect will need to make an RR or be affected as well. Once a target makes a successful RR, he need not make another RR against the spell.
1. Poison Lore – The caster knows what type of poison(s) are needed to achieve a particular effect. The GM may deem it appropriate to give the caster a bonus of +25 to his Lore:Poison skill.
2. Poison Resistance I – The caster receives an additional RR versus poisons (i.e., if the caster is poisoned, the caster has two chances to roll a successful RR).
3. Apply Poison I – This spell causes one dose of a poison to adhere to an inanimate, solid surface. The poison will wear off normally.
4. Work Poison V – This spell magically prepares a poison (up to 5th level in potency). This spell normally requires d100 minutes of concentration before it is completed. Note that the caster must have the poison in its raw form before casting this spell (i.e., the spell does not create the poison; it merely prepares it).
5. Poison Analysis – Caster may analyze a poison to determine the exact effects and what antidotes are necessary. Poison may be on an item or in a being.
6. Delay Poison – For the duration of this spell, all effects from a single poison are suspended. Note that the poison will still be in the caster and takes effect normally after the duration (though the spell may be recast to continue delaying the effects, and some poisons may leave the caster’s system before the spell expires).
7. Transfer Poison I – Caster can transfer a single dose of a poison from one target to the caster (who can then use the self-only poison negation spells on this list to deal with it).
8. Apply Poison II – As Apply Poison I, except affects two doses (which
can be applied to different surfaces).
9. Neutralize Poison – If the caster concentrates, this spell has a 50%
chance of neutralizing a poison inside the caster (modified by the potency
of the poison). In any case, it delays the effects of the poison for the duration
of the spell.
10. Work Poison X – As Work Poison V, except affects poisons up to a
potency of 10th level.