Spell Rack: Difference between revisions

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''Resist:'' None<br>
''Resist:'' None<br>
''Target:'' Self & companions<br>
''Target:'' Self & companions<br>
''Effects:'' When the Adept casts this incantation of Fire Arc, they and their companions are consumed in a ball of fire, only to appear anywhere within range and line of sight. If the Rank of Fire Arc is Rank 20, they may return to their original location the following Pulse.<br>
''Effects:'' When the Adept casts this incantation of Fire Arc, they and their companions are consumed in a ball of fire, only to appear anywhere within range and line of sight. If Fire Arc is Rank 20, they may return to their original location the following Pulse.<br>
'''Cost:''' 3000<br>
'''Cost:''' 3000<br>
'''Constraints:''' Unracks the spell, reduces FT value by 2.<br>
'''Constraints:''' Unracks the spell, reduces FT value by 2.<br>

Revision as of 14:32, 13 July 2014

A spell rack is a device that allows an Adept to prepare special modifications of spells they already know. To do this, they must buy spell matrices which are slots into which the modified spell is stored. An appropriate item must be found or created for this purpose.
Generally speaking, spell racks are at least the size of a cigar box, often larger. Staves are a common choice.
If the Adept wears scale, mail or plate armour, then they will not be able to use their spell rack even if the armour is made from unusual materials like orichalcum, porcelain, glass, mithril, etc.

Spell Matrices

A spell matrix takes 7 half days of magical training to create. They must also expend Experience to create each of them. The base cost for a spell matrix is 1000 Experience divided by (the Adept's MA - 15). If the Adept has less than 16 MA, they cannot create spell matrices. The cost doubles for each new matrix bought. There is no upper limit, the Adept can keep buying matrices so long as they are willing to spend the Experience.
Incantations of a spell must be racked before they can be cast by the Adept. To rack a spell, the Adept must ritually cast it with its particular incantation. If the spell cannot be ritually cast, it cannot be racked.

Incantations

Note
  • These are simply examples of incantations, the constraints, costs and effects will vary depending on the spell. AoE incantations for Enchanted Sleep, if available at all, should be substantially more expensive, for example.
  • An incantation is learnt for a particular spell. In the 'Spell' entry, a specific spell name should be entered and it will only work for that spell.
  • The doubling cost applies to the incantation of the specific spell named in the 'Spell' entry. So, for example, the cost for Quickcast incantations of Bolt of Fire and Dragonflames would double separately.

An incantation of a spell is like an inversion of a chord. The spell is largely the same, but with some variations.
Spell: Indicates the kind of spell appropriate for the incantation. In practice, the name of a spell would be entered here. E.g. Bolt of Fire.
Effects: A description of the incantation's effects.
Cost: The base Experience cost of the incantation. An incantation is bought for each spell separately. The first cost of a spell's incantation is as listed, each subsequent purchase doubling the cost.
Constraints: The limitations that applies to the incantation. Some reduce the Adept's FT value by some amount. When the spell is no longer in the spell rack, the Adept can recover the lost FT through rest or restoratives as if it were spell casting FT loss. Most incantations unrack the spell, which mean that they are lost and cannot be used until the Adept has an opportunity to rack it.

Learning Incantations

It takes one day of magic training per 500 points of the initial cost of the incantation to learn it. The incantation is learnt once. Subsequent versions of an incantation of a spell take just one day to learn.

Putting it all together

So, let's say you are a Mind Mage with a Quickcast incantation for your Healing spell (which would have cost you 5,000 Experience to learn, amongst other things). You have a spell rack which you have either found on an adventure, or learnt how to make. Because incantations of spells can only be cast out of a spell matrix, you need to create one for your spell rack. So, a spell rack is a container for spell matrices, each spell matrix can contain an incantation of a spell. Making a matrix will take a month in which you can do nothing else. Because you have 17 MA, this first spell matrix would cost 500 Experience (1000/(17-15))= (1000/2) = 500.
You spend the time and Experience, and now you have a matrix in your rack. To rack your incantation, you have to ritually prepare the spell, and cast it into the matrix, which does not require a cast check or any FT. However, your FT value will be reduced so that its maximum value is 4 less than it was before. This is because that is one of the constraints on the Quickcast incantation.
When you cast the spell, it discharges, or unracks. This means that the matrix is emptied of that incantation. You can rack it later when you have an opportunity to ritually prepare it, but for the moment, it is no longer available to you. As a result, your maximum FT value is reset, although you still have to recover it, and it is considered to be lost as a result of spell casting.
If you learn another Quickcast incantation for your Healing spell, it will cost you 10,000 Experience, and you will need to create another spell matrix, because only the most unusual Mind Mages are going to spend 10,000 Experience and then make sure that they can only put one into their rack at a time. So, it's going to take another month to make a matrix, and this time the Experience cost has doubled to 1,000. Bear in mind that the constraints mean that your FT value would be reduced by 8 now, and if you use a Quickcast Healing incantation, you cannot cast another Quickcast Healing for 3 Pulses.
Finally, you learn a Quickcast incantation for Disruption. The cost to learn this one is 5,000 Experience, because this incantation is for Disruption, another spell (so the cost is not doubled yet again). But, you will need to create another damned spell matrix to hold the incantation, and now it will cost 2,000 Experience and another month of not doing much except contemplating your navel.
However, now, you can cast Healing in one Fire Action, cast Disruption in the next Fire Action, and 3 Pulses after the first one, you can cast another Healing spell without preparing it.
So, just to review the process, when the spell is released from the matrix, the usual spell preparation and Fire Actions are required (except for Quickcast which does not require spell preparation) and the usual amount of FT is expended. If your maximum FT was reduced when you racked the spell, that maximum is reset, but the FT is still lost as if from spell casting or tiredness. So, if you racked two Quickcast Healing incantations and a Quickcast Disruption incantation, 12 is taken from your maximum FT (e.g if your maximum is 23, it is reduced to 11). When the spell is released, it will cost the usual 2 FT and your maximum will be reset by 4 to 15, but your current FT will be 9. The 4 FT reduction must be rested back in the usual way for spell casting or tiredness.

Mind you, you'd have to be a complete egg or extremely tough to develop this as a strategy. This is an example, not advice.

General Examples

Name: Name: Sticky

Spell: Spells with a duration of Immediate: bolt spells, etc.
Effects: The spell attaches to the target and persists for a few pulses, the Rank halving each pulse until it falls below 5. Fractions are rounded up.
Cost: 1500
Constraints: Only spells whose duration are Immediate, unracks the spell.

Name: Quickcast

Spell: Any spell
Effects: The spell only requires a Magical Fire Action to cast, the Magical Prepare Action having been ritually stored earlier.
Cost: 5,000
Constraints: Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of this spell for three pulses.

Name: Minor Area of Effect

Spell: Spells that can target an entity or object, bolt spells
Effects:The spell affects all legal targets within a megahex.
Cost: 500
Constraints: The spell must be cast at a single hex, unracks the spell.

Name: Major Area of Effect

Spell: Spells that can target an entity or object, bolt spells
Effects: The spell has a large area of effect with a radius equal to the Rank of the spell in feet.
Cost: 1,000
Constraints: The spell must be cast at a single hex, unracks the spell, reduces FT value by two.

Name: Extended Range

Spell: Spells that have a range greater than touch. Trollskin
Effects: Increases the range of the spell by 50%
Cost: 750
Constraints: Unracks the spell, reduces FT value by two.

Name: Extended Duration

Spell: Spells that have a duration greater than Immediate
Effects: Increases the duration of the spell by 50%
Cost: 2,000
Constraints: Unracks the spell, reduces FT value by two.

Name: Spell Penetration

Spell: Any spell
Effects: Halves the Magic Resistance of all targets of the spell. Halving is applied first, then subtractions to MR.
Cost: 1,500
Constraints: Unracks the spell, reduces FT value by one.

Name: Half Damage

Spell: Any damage spell that does not inflict half damage, e.g. Bolt of Fire.
Effects: If the target of the spell resists, then they take half damage.
Cost: 1,500
Constraints: Unracks the spell, reduces FT value by two.

Name: Serpent

Spell: Any spell with range greater than touch and a duration of Immediate
Effects: The spell takes the form of one or more snakes which display the spell's properties if they are obvious. It travels to the target(s) at a TMR of 4 and last for 1 pulse per Rank of the Spell or until it arrives at its target, whichever comes first. The spell's effects are applied if a serpent ever shares the same hex as a target.
Cost: 500
Constraints: Unracks the spell.

Name: Jackal

Spell: Any spell with range greater than touch and a duration of Immediate.
Effects: The spell takes the form of one or more jackals which display the spell's properties if the are obvious. It travels to the target(s) at a TMR of 8 and last for 1 pulse for every 2 Ranks of the Spell or until it arrives at its target, whichever comes first .The spell's effects are applied if a wolf ever shares the same hex as a target.
Cost: 750
Constraints: Unracks the spell.

Name: Starling

Spell: Any spell with range greater than touch and a duration of Immediate.
Effects: The spell takes the form of one or more starlings which display the spell's properties if they are obvious. It travels to the target(s) at a TMR of 16 and last for 1 pulse for every 4 Ranks of the Spell or until it arrives at its target, whichever comes first .The spell's effects are applied if a starling ever shares the same hex as a target.
Cost: 1000
Constraints: Unracks the spell.

Name: Spell Magazine

Spell: Multi-target spells (not Area of Effect).
Effects: This incantation of the spell makes the spell last for a number of available Cast Actions equal to the number of targets that the spell can normally affect. Each Cast need not be prepared, and Cast Checks which result in Double or Triple Effects can only be used to increase damage or range. If the Cast Check is high enough it can cause Backfires.
The duration of the effect is in available Cast Actions, even if the Adept chooses not to use them. Triggering an invested, moving, drinking a potion, etc, will all reduce the spell magazine. Cost: 3000
Constraints: Unracks the spell, reduces FT value by 3.

Name: Multi-Target

Spell: Single-target spells (not Area of Effect).
Effects: This incantation allows the Adept to assign 1 per 3 or fraction of the spell's Rank targets instead of one. No other property of the spell is changed. .
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 3.

Specific Examples

Force Shield - Damage Reduction

This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 5(+1/Rank) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, per pulse. This only applies to physical damage and has no effect on magic etc, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries.
Cost: 2,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Mind Shield - Minor AoE

Name: Minor Area of Effect
Spell: Mind Shield, Mind Cloak or similar magic
Effects: All legal targets that share the caster's megahex at the time of casting benefit from Mind Shield for the duration of the spell

Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Blending - Minor AoE

Name: Minor Area of Effect
Spell: Blending
Effects: All legal targets that share the megahex of the caster's megahex at the time of casting benefit from Blending for the duration of the spell.

Cost: 500 Experience.
Constraints: Unracks the spell.

Evil Eye - Spell Penetration

Name: Spell Penetration
Spell: Evil Eye
Effects: Halves the Magic Resistance of all targets of the spell. Halving is applied first, then subtractions to MR.

Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Healing - Quick Cast

Name: Quick Cast
Spell: Healing
Effects: The Healing spell only requires a Cast Action to cast, the Magical Prepare Action having been ritually stored earlier.

Cost: 5000 Experience.
Constraints: Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of the Healing Spell for three pulses.

Ventriloquism - Whisper Line

Name: Whisper Line
Spell: Ventriloquism
Effects: This incantation of the Ventriloquism spell allows the Adept and 1 (+1 per 3 or fraction Ranks) other entities to communicate with each other by unheard speech. The range is calculated from the Adept. Entities may be added to the speech community after the initial cast if the Adept touches them, and provided that the spell can support that amount of targets. Similarly, if a member of the community moves out of the Adept's range, they may be returned to it, requiring the Adept's touch as above.
Enhanced Hearing or similar may detect the Whisper Line, but not overhear what is said unless the eavesdropper Breaks 100 + PC + Rank in Enhanced Hearing. The range at which they might detect and overhear is 10 ft (+10 ft/Rank) from the nearest member of the speech community.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT by 1

Trollskin - Cannibalise

Name: Cannibalise
Spell: Trollskin
Effects: This incantation of the Trollskin spell can only be cast on the Adept. It will immediately inflict 1 Damage Point directly to EN (which cannot be avoided). If they are Quickened, then they lose the point of EN on their Initiative, and the next one at half that value. They receive 2 FT (which will restore FT lost to spell casting before that lost to damage) whenever they lose EN.
Since the Adept is under the effects of Trollskin, they cannot benefit from another casting of the spell (even a normal one). The incantation cannot be made into a potion. It will remain in effect until the duration expires or it is Counterspelled.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Hands of Earth - Earthgrasp

Name: Earthgrasp
Spell: Hands of Earth
Effects: This incantation of the Hands of Earth spell causes ethereal strands of elemental earth to rise up and enshroud the target(s). This increases their affinity with the earth, making them heavier and strongly attracted to the ground. Their PS is reduced by 2 (+2/Rank).
This incantation is less effective against creatures with more stability and leverage (quadrupeds and the like), who halve the PS penalty. Multi-hex creatures double their MR vs this incantation. These modifiers stack.
Flying entities that are no higher than 20 ft (+5 ft/Rank), but are otherwise in range of the spell (i.e. the targets are within range of Hands of Earth if they were on the ground) are considered legal targets. If the target is a natural flyer, and PS is reduced to less than a half of their racial average, then they will be forced to the ground. If they fly because of a spell, then each Rank in Hands of Earth reduces the Rank of the target's flying spell. If the result is a number less than 0, the target is similarly forced to the ground.
Note: Flying quadrupeds etc in the air do not halve the PS reduction. Neither do flying multi-hex creatures double their MR vs this spell.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Phantasm - Improved Damage Capacity

Spell: Phantasm
Effects: The amount of combined EN + FT of the Phantasm generated by the Adept's Rank is doubled.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Quickness - Temporal Evasion

Spell: Quickness
Effects: In addition to the usual effects of Quickness, the Adept is able to revisit the the recent past and improve their fortune by rolling back time slightly as determined below:
Rank 0: Once Again - Reroll a failed percentile dice roll.
Rank 10: Second Chance - Reroll a failed percentile dice roll or reroll any percentile dice roll.
Rank 20: Triple Play - Reroll a failed percentile dice roll, reroll any percentile dice roll or require anyone within sight to reroll a percentile dice roll. This is not normally resistable.
These options are not cumulative, Second Chance overwriting Once Again, and Triple Play overwriting both of them.
These abilities are used at the player's discretion, not the Adept's. They may be used at any time in the pulse, regardless of the Adept's other actions or state of consciousness. They may not be used when the Adept is dead, however.
The amount of time that is manipulated is very small and so must be used directly after the roll to be adjusted is first made. Each of these rerolls may only be used once in any 24 hour period.

Note
This incantation of Quickness changes the target to 'Self'.

Cost: 5,000 Experience.
Constraints: Unracks the spell, reduces FT value by 4.

Walking Unseen - Unremarkable Appearance

Name: Unremarkable Appearance
Spell: Walking Unseen
Effects: The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.
Cost: 500 Experience.
Constraints: Unracks the spell.

Mental Attack - Mind Blast

Name: Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Disruption - Enhanced Damage

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Disruption adds an extra D10 to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 4D10 + 20. All dice are considered roll up dice.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Fireball - Orbs of Flame

Name: Orbs of Flame
Spell: Fireball
Effects: This incantation of the spell creates 1 orb per 3 or fraction Ranks that are 5 ft across and which will last a minute or so. Orbs have a TMR equal to the Rank of the spell and can be directed by the Adept at a number of targets that they are within their line of sight or that they have visually targeted by other means (Crystal of Vision, Wizard's Eye, Waters of Vision etc, but not Telepathy).
The orb(s) will race toward the target, and, on contact, will detonate, inflicting D10 (+1 per 2 Rank) fire damage to anything in their megahex. Those that Resist take no damage. However, a target of this incantation may be attacked by several or all of these orbs.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.

Levitation - Mystic Elevation

Name: Mystic Elevation
Spell: Levitation
Effects: This incantation of Levitation is cast upon a megahex. It will lift or lower 7 hexes of creature (i.e. 7 1-hex creatures, or 1 3-hex creature and 1 4-hex creature, or any combination of hexes that does not exceed 7) upwards or downwards at a rate of Rank ft per Pulse. Maximum height (or depth) is 20 feet per Rank of the spell. The duration of this incantation of the spell is 2 minutes. Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT by 1
This incantation is not teachable.

Hypnotism - Suggestion

Name: Suggestion
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to target and make a single Suggestion verbally or by means of the Telepathy spell. If Telepathy is used, the projection of the Suggestion is entirely mental, and the Adept need not meet their victim's gaze nor speak their language.
The Suggestion is implanted at the time of Casting, and the duration is Immediate, although its effects may last for 3 hours (+3 hours per Rank).
Note: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.

Wall of Thorns - Hedge Maze

Range: 15 feet + 15 / Rank
Duration: 5 seconds + 5 / Rank
Resist: Active, Passive
Target: Area
Effects: This incantation of Wall of Thorns affects a volume 10 ft high x 20 ft long x 10 ft wide. This volume may be increased by the Rank of the spell.
Example:
If the Wall of Thorns is Rank 15, then the Hedge Maze can be 15 ft high x 25 ft long x 15 ft wide or 10 ft high x 35 ft long x 10 ft wide, so long as the amount added to its dimensions adds up to the Rank.
Any entity in the area of effect must Resist or find themselves in an ethereal hedge maze where they may wander as they will.
At the end of the spell, the target reappears in their original hex (they are displaced by solids but displace fluids); any items dropped inside the maze reappear along with the target.
Whilst in the maze, they must make a 2 x WP check each pulse to perform a non-pass action. Personal magical effects continue, (e.g. while a Phantasm would follow the target into the maze, Agony wouldn’t). For all purposes, the Maze is deemed to be on the same plane that the target just disappeared from. Each target appears within their own unique Maze. The Adept may still see (and thus cast upon)the target, but not physically contact them.
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Illumination - Moonbeam

Range: 15 feet + 15 / Rank
Duration: 10 minutes + 10 / Rank
Resist: None, Special
Target: Area
Effects: This incantation of the Illumination spell causes moonlight to fall from the sky over an area 5 feet in diameter (+10 feet per Rank). The intensity of the light is merely a glow at Rank 5 or less, equivalent to the light of a candle from Ranks 6 - 10, equivalent to the light of a torch from Ranks 11 - 15, and from Ranks 16 - 20, it is equivalent to a lantern.
Any entity that can change into the shape of a beast, magical or otherwise, must Break 100 + EN + WP + MA or assume an animal form if they can. They must stay in this shape for at least 1 minute before they can change back. If the spell has been Ranked to 20, the Adept may choose not to inflict this penalty.
Finally, an entity whose Aspect is Lunar may subtract 5 from their die rolls while in the Area of Effect, whereas those whose Aspect is Solar must add 5 to theirs.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Sacrifice - Death Field

Range: Self
Duration: 10 seconds + 10 seconds / Rank
Resist: Passive
Target: Entity
Effects: The Adept first draws the Death Rune across their forehead and then activates it. Upon releasing it, the Adept immediately drains all current FT And EN from every living entity who shares their megahex. The Adept may repair an amount of EN & FT lost to damage by the Rank of this spell. Nothing is gained from a victim whose FT or EN is zero or less.
This incantation cannot directly kill an entity, but most who are reduced to zero or less are at least unconscious and often bleeding to death.
Cost: 3500 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
This incantation is not teachable.

Runelock - Explosive Runes

Range: Touch
Duration: 1 hour + 1 hour / Rank
Resist: Passive
Target: Area or object
'Effects: A Lock rune must be drawn onto a door, portal, window or other lockable thing. When the incantation is cast,
either damage equal to Rank x Rank is applied against whatever the rune was drawn on, and if this exceeds its structural capacity, this will create a breach large enough for an individual of size 6.
or it will detonate when an illicit attempt is made to open what the rune has entrapped, inflicting Rank x 5 damage against anyone within a hex. The Adept is always considered out of range of this attack although they may set it off at will. The damage may exceed the structural capacity of the object, destroying it.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Mental Attack - Creeping Senility

Range: 15 ft + 15 ft / Rank
Duration: Permanent
Resist: Passive
Target: Living sentient entity
Effects: This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.
This is a Major Curse.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

ESP - Mind Sense

Range: 30 ft + 15 ft / Rank
Duration: 30 seconds + 10 seconds / Rank
Resist: None
Target: Volume
Effects: The duration of this ESP spell is Rank / 2 Pulses, minimum 1 although the range remains the same. The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).
Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Smoke Creation - Toxic Fumes

Range: 10 ft + 10 ft / Rank
Duration: 30 seconds + 10 seconds / Rank
Resist: Passive
Target: Volume
Effects: This incantation creates heavily toxic smoke which will overwhelm anyone within the volume. The smell of burning is intense, disabling, and all entities within it must make a Endurance check or succumb to the fumes.
The Difficulty Multiplier for the Check is dependent on the Rank of the spell:

Rank Multiplier
0 – 5 3
6 – 10 2.5
11 – 14 2
15 - 17 1.5
18 or 19 1
20 0.5

Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value. Within the smoke, all forms of vision are reduced to 20 feet (- 1 foot / Rank). Infravision is largely unaffected by this.
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.
Cost:750
Constraints:Unracks the spell, reduces the FT value by 1.
This incantation is not teachable.

Fire Arc - Translocation

Range: 25 ft + 25 ft / Rank
Duration: Immediate, Special
Resist: None
Target: Self & companions
Effects: When the Adept casts this incantation of Fire Arc, they and their companions are consumed in a ball of fire, only to appear anywhere within range and line of sight. If Fire Arc is Rank 20, they may return to their original location the following Pulse.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Wall of Fire - Firethorns

Range: 15 ft + 15 ft / Rank
Duration: 30 minutes + 30 minutes / Rank
Resist: None
Target: Volume
Effects: This incantation of Wall of Fire will hold the flames in something approaching stasis, so that it will behave as if it were a Wall of Thorns in all ways except for the damage, which is calculated as if it were a Wall of Fire.
Cost: 750
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Cleansing Flame - Dispel Denizen

Range: Touch
Duration: Special
Resist: Passive
Target: Special
Effects: This incantation may only be cast when the Adept is also under the effects of an Immolation spell, and it will change the colour of the flames to a shimmering white. The effects of the incantation will last for the duration of the Immolation spell or until used, whichever comes first.
The target increases their Defense against devils and undead by the Rank of Cleansing Flames while this magic is in effect.
The Adept can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. Forcing a Magic Resistance check in this way discharges and ends the spell.
In addition, the Adept can automatically dissipate spell magic cast by a denizen of the Seventh Plane or undead. This use also discharges and ends the incantation.
Exception: The incantation cannot dissipate curses, etc.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.

Gaseous Form - Dissolution of Violence

Range: Self, Touch at Rank 10+
Duration:30 minutes + 30 minutes / Rank
Resist: None
Target: Entity
Effects: The duration of a Gaseous Form spell changes to 30 minutes (+30 minutes per Rank). In combat, the Adept has the ability to dissolve a part of their body into mist, thus avoiding a blow. This can only be attempted once per pulse. The Adept must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.
In addition, they may add their Rank in the spell to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Flying - Walk on Air

Range: Self
Duration:30 minutes + 30 minutes / Rank
Resist: None
Target: Entity
Effects: This incantation of the Flying spell can only be cast upon the Adept. It does not change their TMR or movement rate, but it allows them to move three-dimensionally in most environments, including inside structures.
Cost:1500
Constraints:Unracks the spell, reduces FT value by 2.
This incantation is not teachable.