Great Magic

Great Magic spells are uniquely powerful spells that must be researched on an individual basis. These spells can not be taught to another individual.  They may on rare occasions be found in spell book, but this only provides a starting point for the spell research.  Examples of Great Magic includes Immortality, Devastation, and Quest. 

 

The Gamemaster may optionally require this special action or service before allowing any particular Great Magic spell to be cast in addition to the prerequisite spell research. Great Magic spells still belong to a particular path.  The target number to successfully cast a Great Magic spell is 25.  Even if the spell is successfully cast, The spell may still not achieve the desired effect, or may not work at all. If the caster rolls a 2 or less on the d20 test roll, he suffers a backlash from the spell.  This backlash counts against his total number of backlashes he may suffer per day, and in addition causes him 1d20 points of physical damage.  Luck points may used to re-roll a failed rolled.

 

The caster may at his option spend additional body points at a rate of 1 body point for each 1 bonus point added to the casting test roll.  He may spend body points up to and including the number that would cause his death.  The number of these body points used to enhance the casting attempt must be specified prior to casting the spell or making the test roll.  These lost body points may not be magically healed, but will return after eight hours of rest. provided that the caster does not die..

 

Quest: This spell enables the caster to place a quest upon any single intelligent individual or creature. A quest will cause him to carry out any single assigned task. He may save versus mind effects initially and again once per week until he saves or the assigned task is completed. The initiation of the quest may be delayed until some triggering event. In this case any saving throws, after the initial saving throw, are delayed until after the triggering event. The person under a quest has no recollection of being assigned a task, unless he makes a saving throw. then his chance of recalling the instruction is 80% minus 5% for each saving throw failed. The individual will not perform any tasks against his basic nature and any attempt to instruct him to do so, or any attempt to force the individual to suicide, will immediately break the spell.