Group Spells

While the use of most sorcery already involves stretching the laws of probability beyond that which mere humans are normally accustomed to, group spells take the general principles of magic's function just a small step further. When cast, a group spell creates a field of probabilities, one that can resolve itself in the form form of not just one, not just two, but at least six potential magical effects.

These outcomes of a group spell are all related, of course, which is how such unstable magic can even function in the first place. The wielder of a group spell can choose which of its resolutions they would like to happen, lending stability to the magic, but this stability comes with a price - such as it is. Once chosen, the output of a group spell will remain constant for the remainder of the day.

This represents the magic of a group spell attempting to conform to the norms of cause and effect, at least temporarily. However, the caster of a group spell need not actually choose the effect its casting will produce. This keeps the outcome of a group spell's usage fluid, but at the same time means that, when casting a group spell in this fashion, you get what you get.

Whether used to produce specific effects or completely random results, group spells are a great way to bolster the versatility of a wielder of magic. A character primarily focused on their school spells, for example, can use a group spell's miniature roster of outcomes to shore up their deficiencies, at least where their capabilities are concerned. This saves valuable spell slots (or points) for what a player wants most.

Contrarily, wizards might strive to master one or more group spells to enhance their chosen sphere of mystical miscellany. The wide array of capabilities a group spell provides readily allows a magician to have access to effects they have no time or inclination to master individually, yet nonetheless feel are vital to their overall, personal mastery of the arts arcane.

The following is a concise catalog of the thirteen known group spells, with ready-made random rolling tables included should players wish to play fast and loose with the structure of reality:

A E I M P S T W

A

Adjoining
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Adjoining is one of the thirteen known group spells available to mages. It includes a collection of abilities that allow the caster to communicate with others, in a variety of different fashions, no matter how alien said others may be. Once a day, upon first casting the adjoining spell, a wizard may choose from any one of the following six spell effects, at which point adjoining's outcome will be set for that day:

Animal Sympathy, Empathy, Plant Sympathy, Sending, Telepathy, or Translation.

However, should the caster of adjoining wish to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, adjoining will produce one of its potential outcomes randomly, as indicated below, though mages achieving a 'bonus' result may choose adjoining's effect and keep its effects fluid for its next use.

Random Adjoining Results
01-02Bonus03-18Animal Sympathy19-34Empathy
35-50Plant Sympathy51-66Sending67-82Telepathy
83-98Translation99-00Bonus

Alteration
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Alteration is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to change their own body for the better, sometimes drastically so, as the need arises. Once a day, upon first casting the Alteration spell, a mage may choose any one of the following six spell effects, at which point alteration's outcome will be set for the rest of the day:

Contact Absorption, Growth / Self, Healing / Self, Invisibility / Self, Reformation, or Shrinking / Self.

However, should the caster of alteration wish to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, alteration will produce one of its potential outcomes randomly, as indicated below, though sorcerers achieving a 'bonus' result may choose alteration's effect and keep its effects fluid for its next use.

Random Alteration Results
01-02Bonus03-18Contact Absorption19-34Growth / Self
35-50Healing / Self51-66Invisibility / Self67-82Reformation
83-98Shrinking / Self99-00Bonus

E

Eldritch Attacks
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Eldritch attacks is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to wield his or her magical energies in any number of offensive forms, as the situation demands. Once a day, upon first casting the eldritch attacks spell, a wizard may choose any one of the following six spells, at which point eldritch attacks will be set to reproduce that effect during that day:

Eldritch Barrier, Eldritch Blast, Eldritch Bolt, Eldritch Palm, Eldritch Wave, or Energy Absorption.

Mind you, should the caster of eldritch attacks want to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, eldritch attacks will produce one of its potential outcomes randomly, as indicated below, though thaumaturges rolling a 'bonus' result may choose eldritch attacks' effect and keep its effects fluid for its next use.

Random Eldritch Attacks Results
01-02Bonus03-18Eldritch Barrier19-34Eldritch Blast
35-50Eldritch Bolt51-66Eldritch Palm67-82Eldritch Wave
83-98Energy Absorption99-00Bonus

I

Inanime
Type: Group Spell
Duration: per each individual spell granted
Cost: 3 points per rank

Inanime is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to manipulate inanimate objects in a variety of different fashions, as the situation demands. Once a day, upon first casting the inanime spell, a wizard may choose any one of the following six spells, at which point inanime will be set to reproduce that effect for the rest of the day:

Conjuration, Glow, Image Animation, Matter Duplication, Object Animation, or Topological Control.

However, should the caster of inanime wish to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, inanime will produce one of its potential outcomes randomly, as indicated below, though sorcerers achieving a 'bonus' result may choose inanime's effect and keep its effects fluid for its next use.

Random Inanime Results
01-02Bonus03-18Conjuration19-34Glow
35-50Image Animation51-66Matter Duplication67-82Object Animation
83-98Topological Control99-00Bonus

M

Masking
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Masking is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to alter or disguise his or her appearance or presence in a variety of creative ways, as the situation demands. Once a day, upon first casting the masking spell, a mage may choose any one of the following six spells, at which point masking will be set to reproduce that effect for the rest of the day:

Age Control / Self, Animal Hybridization / Self, Blending, Disguise, Illusion Projection, or Plant Hybridization / Self.

However, should masking's caster wish to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, masking will produce one of its potential outcomes randomly, as indicated below, though magicians achieving a 'bonus' result may choose masking's effect and keep its effects fluid for its next use.

Random Masking Results
01-02Bonus03-18Age Control / Self19-34Animal Hybridization / Self
35-50Blending51-66Disguise67-82Illusion Projection
83-98Plant Hybridization / Self99-00Bonus

Motivity
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Motivity is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to traverse the whole of reality, whether in his or her own plane or any number of other universes, as the situation demands. Once a day, upon first casting the motivity spell, a mage may choose any one of the six following spells, at which point motivity will be set to reproduce that effect for the rest of the day:

Dimensional Transit, Dream Projection, Flight, Mind Walk, Teleportation, or Time Travel.

However, should the caster of motivity want to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, motivity will produce one of its potential outcomes randomly, as indicated below, though a sorcerer achieving a 'bonus' result may choose motivity's effect and keep its effects fluid for its next use.

Random Motivity Results
01-02Bonus03-18Dimensional Transit19-34Dream Projection
35-50Flight51-66Mind Walk67-82Teleportation
83-98Time Travel99-00Bonus

P

Passing
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Passing is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to bypass obstacles in his or her path in a number of creative ways, as the situation demands. Once a day, upon first casting the passing spell, a mage may choose any one of the six following spells, at which point passing will be set to reproduce that effect for the rest of the day:

Admittance, Anchor, Astral Projection, Density Control / Self, Intangibility, or Transformation / Self.

However, should the caster of passing wish to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, passing will produce one of its potential outcomes randomly, as indicated below, though wizards achieving a 'bonus' result may choose passing's effect and keep its effects fluid for its next use.

Random Passing Results
01-02Bonus03-18Admittance19-34Anchor
35-50Astral Projection51-66Density Control / Self67-82Intangibility
83-98Transformation / Self99-00Bonus

Pishogue
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Pishogue is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to befuddle, confound, and mislead one or more opponents, as the situation demands. Once a day, upon first casting the pishogue spell, a mage may choose any one of the six following spells, at which point pishogue will be set to reproduce that effect for the rest of the day:

Confusion, Emotion Control, Forgetfulness, Mesmerism, Paralysis, or Sleep.

However, should pishogue's caster desire to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, pishogue will produce one of its potential outcomes randomly, as indicated below, though thaumaturges achieving a 'bonus' result may choose pishogue's effect and keep its effects fluid for its next use.

Random Pishogue Results
01-02Bonus03-18Confusion19-34Emotion Control
35-50Forgetfulness51-66Mesmerism67-82Paralysis
83-98Sleep99-00Bonus

S

Scrying
Type: Group Spell
Duration: per each individual spell granted
Cost: 3 points per rank

Scrying is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster uncanny knowledge across the gulf of space and time, as the situation demands. Once a day, upon first casting the scrying spell, a mage may choose any one of the six following spells, at which point scrying will be set to reproduce that effect for the rest of the day:

Augury, Combat Edge, Finding, Nativity Sense, Postcognition, or Precognition.

However, should a scryer wish to retain this spell's fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, scrying will produce one of its potential outcomes randomly, as indicated below, though thaumaturges achieving a 'bonus' result may choose scrying's effect and keep its effects fluid for its next use.

Random Scrying Results
01-02Bonus03-18Augury19-34Combat Edge
35-50Finding51-66Nativity Sense67-82Postcognition
83-98Precognition99-00Bonus

Sensing
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Sensing is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster access to supernatural sensory capabilities beyond the norm, as the situation demands. Once a day, upon first casting the sensing spell, a mage may choose any one of the six following spells, at which point sensing will be set to reproduce that effect for the rest of the day:

Biological Sense, Danger Sense, Energy Sense, Flaw Sense, Locational Sense, or Magic Sense.

However, should the caster of sensing want to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, sensing will produce one of its potential outcomes randomly, as indicated below, though wizards achieving a 'bonus' result may choose sensing's effect and keep its effects fluid for its next use.

Random Sensing Results
01-02Bonus03-18Biological Sense19-34Danger Sense
35-50Energy Sense51-66Flaw Sense67-82Locational Sense
83-98Magic Sense99-00Bonus

Shields
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Shields is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows casters to defend themselves from harm in a number of different fashions, as the situation demands. Once a day, upon first casting the shields spell, a mage may choose any one of the six following spells, at which point shields will be set to reproduce that effect for the rest of the day:

Body Armor, Deflection, Force Field, Individual Shield, Layered Shield, or Resistance.

However, should the caster of shields desire to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, shields will produce one of its potential outcomes randomly, as indicated below, though wizards achieving a 'bonus' result may choose shields' effect and keep its effects fluid for its next use.

Random Shields Results
01-02Bonus03-18Body Armor19-34Deflection
35-50Force Field51-66Individual Shield67-82Layered Shield
83-98Resistance99-00Bonus

T

Thaumaturgy
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Thaumaturgy is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to affect his or her foes in a number of indirect manners, as the situation demands. Once a day, upon first casting the thaumaturgy spell, a mage may choose any one of the six following spells, at which point thaumaturgy will be set to reproduce that effect for the rest of the day:

Annulment, Attenuation, Bands, Curse, Quarantine, or Sleep.

However, should thaumaturgy's caster want to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, thaumaturgy will produce one of its potential outcomes randomly, as indicated below, though mages achieving a 'bonus' result may choose thaumaturgy's effect and keep its effects fluid for its next use.

Random Thaumaturgy Results
01-02Bonus03-18Annulment19-34Attenuation
35-50Bands51-66Curse67-82Quarantine
83-98Sleep99-00Bonus

W

Witchery
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Witchery is one of the thirteen known group spells available to wizards. The counterpart of alteration, it is a collection of abilities that allows the caster to change the bodies of others in numerous ways, as the situation may demand. Once a day, upon first casting the witchery spell, a mage may choose any one of the six following spells, at which point witchery will be set to reproduce that effect for the rest of the day:

Density Control / Others, Growth / Others, Healing / Others, Invisibility / Others, Shrinking / Others, or Transformation / Others.

However, should the caster of witchery desire to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, witchery will produce one of its potential outcomes randomly, as indicated below, though thaumaturges achieving a 'bonus' result may choose witchery's effect and keep its effects fluid for its next use.

Random Witchery Results
01-02Bonus03-18Density Control / Others19-34Growth / Others
35-50Healing / Others51-66Invisibility / Others67-82Shrinking / Others
83-98Transformation / Others99-00Bonus

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