Contingency (20 pts)
Ritual spell, physical (7 pts, 10 minutes)
Air and Aether Elements (10 pts)
Area of effect: One willing target, see description (1 pt)
Range: Touch (zero pts)
Duration: instant (1 pt)
Opposed by: Spirituality (Harmless)
Temporus impact (1pt)
Contingency allows the caster to cast a beneficial non-ritual spell on a willing target, but the actual spell is not triggered until a specified set of circumstances occurs. Only one Contingency can be active on a target at a time. The caster must set the nature of the trigger at the time of the casting. When those circumstances are met, the stored spell automatically goes off. The beneficial spell is cast on the target at the end of the ritual, and consumes mana normally. The beneficial spell must be cast by the person creating the Contingency.
For example, a caster might place a contingency on a fellow adventurer that would activate a Fly or Slow Fall spell, but only if the character finds himself in a freefall of more than 30 ft. Tripping down a flight of steps would not activate the Contingency, but falling off a griffon while flying would.
Contingency, Mass (20 pts)
Ritual spell, physical (4 pts, 40 minutes)
Air and Aether Elements (10 pts)
Area of effect: up to five willing target, see description (4 pts)
Range: Touch (zero pts)
Duration: instant (1 pt)
Opposed by: Spirituality (Harmless)
Temporus impact (1pt)
This spell works like Contingency, except it allows the caster to cast the same spell with identical triggers on multiple willing targets. The benefit to using Mass Contingency is that it allows the caster to preserve mana by only casting the beneficial spell only once.
Permanency (18 pts)
Ritual spell, physical (7 pts, Ten minutes)
Void Element (5 pts)
Area of effect: one target, see description (1 pt)
Range: Touch (zero pts)
Duration: Instant (1 pt)
Opposed by: Spirituality (Harmless)
Alteration impact (2 pts), Soul Impact (2 pts)
Permanency allows the caster to make a beneficial magical effect on a target permanent. Besides the normal requirements for casting a ritual, Permanency drains one mana from the caster's permanent mana pool. This mana point is lost and cannot be restored.
In order for a spell to qualify for Permanency, it must meet the following requirements:
*The spell must be built on 18 spell creation points or less.
*The spell must be beneficial in nature
*The caster must personally cast the beneficial spell to be made permanent upon
the target. This occurs at the end of the ritual and consumes mana normally.
*The spell must have a duration greater than instant
*The spell must specify a specific target, not an area. If a spell specifies multiple individual targets, only one target can benefit from the Permanency.
*The spell cannot be a ritual spell.
The storyteller may impose other restrictions, depending on the setting and nature of the game.
Sentient creatures that are the beneficiary of a Permanency effect can always turn the effect off by spending one mana. The effect remains deactivated until the creature decides to reactivate it (one mana).
Permanency, Greater (23 pts)
(Advanced Permanency spell)
Ritual spell, physical (7 pts, Ten minutes)
Aether and Void Elements (10 pts)
Area of effect: one target, see description (1 pt)
Range: Touch (zero pts)
Duration: Instant (1 pt)
Opposed by: Spirituality (Harmless)
Alteration impact (2 pts), Soul Impact (2 pts)
This spell functions like Permanency, except there is no point restriction on the type of spell that can be made permanent. However, the mana loss suffered from casting this spell increases. The total mana sacrificed during this ritual equals one point plus one additional point for every additional 5 spell creation points above the normal limit.
Examples:
Fly is an 18-point spell. It can be made permanent using Permanency and would cost the caster one permanent mana.
Craft is a 19-point spell. It can be made permanent using Greater Permanency. It would cost the caster two permanent mana to make this spell permanent, however.
Polymorph is a 34-point spell. It can be made permanent on a willing target using Greater Permanency. It would cost the caster 5 permanent mana to make Polymorph permanent on the target.


Comments: 3
I am not familiar with this game, but since you dedicated so much time into this post, I gave it a 10.
Blessed be!
Carrie
Is there a spell that would make me want to play role playing games?
That would be "Transmute Nerd to Geek." It's pretty high level, however.