TEXT: Zen and the Art of Mayhem
  Schools of 
  Magic
  Magic is the power of nature and creation, all 
  Magic
  Magic is the power of nature and creation, all 
  Magic
  living things create it and fl ows through the ether just like 
  the wind. It is as much a part of life as birth and death. 
  Magic spells are the ability to control the energies of 
  nature and creation, to tap into the primal forces and 
  control them, change them, shape them. 
  Through out the ages magic has been a powerful 
  tool. Manipulating the forces of nature to a personʼs will 
  has been a dream since man fi rst felt the wind, rain, fi re, 
  and the other environmental powers. Magic use has 
  developed much the same way a society and technology, 
  improving over time. As magic advanced spells were 
  refi ned and changed, new spells written, eventual 
  philosophies behind magic use are put in place, and 
  transform into schools. 
  There are many schools of magic that have 
  arisen over the centuries. Each major school having 
  taken an area of arcane knowledge, and cultivate spells 
  appropriate for that philosophy. More recently some 
  schools have opened combining some of the old styles 
  together, but the most taught and practiced magic are 
  still in the ancient schools. Many schools have developed 
  similar spells between them, this has arisen usually do 
  to one school seeing a interesting spell from another and 
  duplicating its effect. 
  A school of magic is a single skill that all the 
  spells for that school are rolled under, the skill is linked to 
  the characters Intelligence stat. Students of a school of 
  magic has an automatic +5 to all spell rolls. 
  Each student can learn up to 8 spells from their 
  school. Every spell has a cost, this is how many Magic 
  Points it will take to cast the spell. Each spell has a 
  minimum level the mage will have to have the school 
  before than can cast the spell. Lastly each spell also has 
  one of three time limits, instant, combat, and normal. If the 
  spell is an instant, the spell is over once its effect is done, 
  a few examples of instant spells are Call Lighting, Fireball, 
  or Heal. The next type is combat spells; these spells last 
  spell level + Intelligence +1d10 Combat turns and then 
  stop. The last type of spells is normal and remain in effect 
  spell level + Intelligence +1d10 in minutes. 
  To cast spells the character must concentrate on 
  gathering magic into them. A character can automatically 
  store 1/4 skill level, round up, in magic points at all 
  times. In a combat situation the character will be able to 
  gather 1 magic point every time imitative is rolled. In non-
  combat situations characters can spend time to summon 
  the points they need. However the more spells cast the 
  heavier the drain on their body. Once they cast over their 
  skill level +5 in spell cost, all spells well take hit points 
  away equal to the spell cost, until they are rested. If they 
  cast triple skill level in spells the hit point drain is doubled 
  and so on.  
  Dark Magic
  Magic has always been looked at as a source 
  of power; a man who controls magic controls his own 
  destiny. Dark magic has been looked at as a quick road 
  to power, a way to gain strength and infl uence. A very 
  offensive magic, dark magic is feared and although a 
  great number of wizards use the magic it is mostly kept 
  secret. Dark magic is also known as demonic magic 
  for itʼs many spells summoning magic creatures from 
  other dimensions. However dark mages are sometimes 
  overwhelmed by the power released by the dark magic, 
  or trapped by the spells casted by the demons they 
  summon.
  Fear: This spell is used to instill fear and terror in the 
  hearts of other. The spell is cast on a person or object and 
  all that view it most make a cool check for fear. 
  Type Combat  
  Level 1
  Cost 1
  Hex: When cast on a person they have the effective fl aw 
  of Bad Luck and will fumble on a roll of 1 or 2. 
  Type Combat 
  Level 1
  Cost 1                                                  
  NightVision: This spell allows the caster to see through 
  the dark, any dark including the Darkness spell. 
  Type Normal 
  Level 1
  Cost 1
  Darkness: This spell creates an area of darkness equal 
  to the spell level +1d10 in meters. Inside the darkness 
  Notice rolls are automatically added +20 Diffi culty. 
  Type Normal
  Level 3 
  Cost 2
  Shift: A dark mage can shift their position in combat, 
  teleporting over short distances instantaneously. A mage 
  can shift spell level + 1d10  meters per Jump. 
  Type Instant
  Level 3
  Cost 2
  Disguise: This spell allows the dark mage to change their 
  appearance. They can change their facial features, hair, 
  and even skin color. 
  Type Normal
  Level 3
  Cost 2 
  
  Zen and the Art of Mayhem
  Silence: This dark spell deadens the noise spell level 
  range around the item or person the spell is cast on. 
  Sounds are literally sucked in and canʼt escape until the 
  spell effects are gone
  Type Combat
  Level 3
  Cost 2
  Magic Drain: This spell sucks the magic power from a 
  spell or another person. When cast the spell drains spell 
  level + Int +1d10 versus the strength of the spell. The 
  drain will shorten the life of the spell, or if all the magic is 
  drained the spell is canceled.  If done to another person 
  they will have to roll under their skill or they loss 1/3 SL 
  magic points. 
  Type Instant
  Level 3
  Cost 2
  Stink: When hit by the spell of stink the victim smells very 
  bad. It is impossible to hide the odor until the spell wears 
  off. -5 to all person-to-person cool skills. 
  Type Normal
  Level 3
  Cost 2
  Paralyze: Dark mages can cast the powerful spell of 
  paralyze that stop victims movements. The victim of 
  paralyze is literally frozen in a moment of time while the 
  rest of the world moves around them until the spell wears 
  off.
  Type Combat 
  Level 5
  Cost 3
  Dark Armor: Dark spell of physical protection Dark Armor 
  adds SL + 1d10 to DAN.
  Type Combat
  Level 5
  Cost 3
  Impress: This spell gives a person the ability to impress 
  themselves on others. Any one failing a cool check really 
  like this person allot. 
  Type Normal 
  Level 5
  Cost 3
  Invisibility: This spell allows the caster to become invisible. 
  Once invisible a mage can not be detected by any kind 
  of sight. However sound, smell, touch can still gives them 
  away. 
  Type Combat
  Level 5
  Cost 3
  Venom: A nasty spell used to damage an opponent over 
  ayhem
  Venom: A nasty spell used to damage an opponent over 
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  several combat turns. Venom has a range of twice spell 
  level in meters, and will cause spell level in hit point 
  damage at the start of a combat round after it is cast. The 
  damage goes right to hit points ignoring DAN.
  Type Combat
  Level 5
  Cost 3
  Phase: This spell allows a mage to become intangibility, 
  to be out of phase with our world. When out of phase 
  they can not effect our world normally and they can 
  not be effected by normal means either. Any physically 
  attacks has no effect, and all energy attacks will be at half 
  strength. 
  Type Combat
  Level 5
  Cost 3
  Illusion: A dark mage can cast illusion creating objects that 
  are not really there. A notice roll is needed to see through 
  the illusion, the roll most be higher then the spell level. 
  Type Normal 
  Level 7
  Cost 4 
  Swiftness: A powerful dark spell that allows the mage to 
  increase their speed. +1/2 spell level to Initiative roll.
  Type Combat
  Level 7
  Cost 4                                                                     
                                 
  Shapeshift: The power to changes ones form is a very 
  powerful and dark magic. Shapeshift allows a mage to 
  change their structure, shape, and size. The mage can 
  change their body and limbs to that of animals to increase 
  their abilities.  A dark mage can change their Body Type, 
  Strength, Speed, and Coordination each by three up 
  or down. The mage can move points from one stat to 
  another. For example the mage can decrease their size by 
  3 and increase their Speed by three. DAN and hit points 
  remain the same.
  Type Normal
  Level 9
  Cost 5 
  
  Zen and the Art of Mayhem
  Summon Demon: This spell allows you to call forth 
  demons. The more magic points you spend the more 
  powerful demon you can summon. Magic + Spell Level+ 
  1d10 x Magic Points. To summon a demon tell the 
  Architect what type you wish to summon and he will give 
  you a diffi culty level you need to beat. An Imp would be a 
  15, while Future predicting demon would be a 120. See 
  Demon Summoning later in this chapter for more details.
  Type Instant
  Level 9
  Cost 5
  Wards: Wards are magical locks meant to stop magic 
  from working. A ward is protection form spells being cast. 
  The more magic points you put into a ward the harder it is 
  to destroy. Magic + Stat+ 1d10 x Magic Points in strength. 
  Once a ward is cast it is able to draw itʼs own magical 
  energy and thus remain active longer than a normal spell. 
  As long as the ward has magic energy to draw from it will 
  stay active. 
  Type Special
  Level 9 
  Cost X
  Shadow Portals: Shadow portals allow a dark mage to 
  use shadows to open portals to other shadows allowing 
  the mage travel over great distances. The mage can 
  teleport Spell Level X 10 Meters away. 
  Type Instant
  Level 9
  Cost 5
  Fire Magic
  Although many magic schools have fi re spells, the 
  fi re magic school was created for those obsessed with the 
  fl ame. Fire magic is a very powerful offensive magic; used 
  by wizards known as pyro mages almost all fi re magic 
  spells cause damage or start fi res in someway. The only 
  spells that donʼt are protection spells for the wizard to stop 
  them from killing themselves. The school does not have 
  many spells but the ones it does have can strike fear in 
  the hearts of others.  
  Call Flame: This spell allows you to create a fl ame out of 
  thin air. It can be small enough to light a cigar, or large 
  enough to start a bond fi re. The fl ame will go out if it 
  doesnʼt have something that can be used as fuel. The 
  mage can keep the fl ame going for the full turn it is cast, 
  however it will go out if there is nothing to burn. (See fi re 
  rules in the main rule book)
  Type Instant
  Level 1
  Cost 1
  Protection from Fire: This spell prevents all damage from 
  fi re up to spell level + 1d10 x2 in strength. It comes in very 
  handy for a pyro mage that can often get caught in fi res 
  they themselves started. The mage and anything they 
  are carrying are basically fi re proof and does not have to 
  worry about it catching on fi re. 
  Type Combat
  Level 1
  Cost 1
  Control Fire: A pyro mage can take control of fi re and 
  move it around. The amount of fi re will change with 
  diffi culty level. A lighters fl ame would be 3, a camp fi re 
  15, a large bond fi re 25, a building fi re 35, etc... A mage 
  can also take control a small amount of the fi re. The fi re 
  can then be moved around at the wizards wish up to spell 
  level + Int + 1d10 meters away from the mage. 
  Type Normal
  Level 3
  Cost 2
  Flaminʼ Fists: This spell gives a wizard the ability to 
  charge his fi st with magic fl ame (No damage to the mage) 
  and strike others with the power. Spell level x2 in extra 
  damage per strike. 
  Type Combat
  Level  3
  Cost 2
  
  Zen and the Art of Mayhem
  Heat: When cast this spell will start to heat up an object, 
  sometime hot enough to have it burst into fl ame. The 
  damage is spell level + 1d10, and if the total is more than 
  the DAN then the object will be too hot to touch and give 
  off itʼs DAN in Damage. If more than twice itʼs DAN it will 
  start to burst into fl ames. Every time the spell is cast the 
  heat increase with enough time and magic almost any 
  object can heated to the point it catches on fi re. 
  Type Instant
  Level 3
  Cost 2
  Fire Ball: The signature spell of the pyro mage, and the 
  one the cause fear and panic when cast. Essentially a 
  large ball of fi re and heat, the to hit roll is spell level + Int 
  +1d10 and damage done is x2 this roll. The fi reball has an 
  area effect and explodes on impact it does damage spell 
  level in meters radius, anyone in the radius must roll a 
  defense. 
  Type Instant
  Level 5
  Cost 3
  Wall of Fire: This spell allows a fi re mage to call up a 
  large wall of Fire, spell level x2 in length, and spell level 
  in height. Any one coming in contact with the wall will take 
  spell level +1d10 in damage. 
  Type Combat
  Level 5
  Cost 3
  Rain of Fire: Cast over a wide area this spell is extremely 
  dangerous and feared. The spell can be cast up to spell 
  level x 10 meters away from the wizard. The rain of fi re 
  extends a radius in spell level around the center point. 
  Anything inside that radius will be hit by falling fi re. The 
  only way to avoid taking damage is to move outside the 
  radius. Damage is only spell level + 1d10 however the fi re 
  falls for three combat turns.
  Type Special
  Level 7
  Cost 4
  Fire Circle: A powerful spell that creates a circle of fi re up 
  ayhem
  Fire Circle: A powerful spell that creates a circle of fi re up 
  ayhem
  to spell level in diameter, and spell level in height. The 
  spell can be cast around the wizard or around another 
  up to three time spell level away. Anyone trying to pass 
  through the fl ames will receive spell level + 1d10 x2 
  damage. 
  Type Combat
  Level 7
  Cost 4
  Summon Fire Elemental: The most powerful nature spell 
  is the ability to tap pure elemental power and channel it 
  a magical creature. The mage can create an elemental 
  of pure fi re, twice spell level + 1d10 DAN, 10 X DAN hit 
  points. The elemental will cause spell level + 3d10 points 
  of damage to anything it touches, plus anything coming in 
  contact with the elemental risk catching on fi re.
  Type Combat
  Level 9
  Cost 5
  
  Zen and the Art of Mayhem
  Light Magic
  One of the older schools of magic, light magic 
  was one of the fi rst organized schools. While most magic 
  was taught between just mage and acolyte, light mages 
  started to write down their spells and created campuses 
  to teach their disciples. Light magic is also known as lite 
  magic for its lack of damage producing spells. Yet light 
  magic has a large amount of spells in their library. The 
  school likes to concentrates on useful magic spells that 
  have everyday use. Any combat spells developed by light 
  magic usually do not deliver any damage but incapacity a 
  target.
   
   
   
   
   
   
     
  Light: A light spell allows a light mage to illuminate a room 
  or cast the spell on an object so that it emits light. The 
  area covered is spell level+1d10 in meters and that is also 
  how long the spell will last. A light spell can be canceled at 
  anytime by the caster. 
  Type Normal 
  Level 1
  Cost 1
  Find: This spell allows a character to magical locate an 
  object or person. You must have a piece of the object or 
  something that been with a person a fairly long time. The 
  object acts as a compass pointing in the direction of the 
  thing you want to fi nd as along as the spell lasts.
  Type Normal
  Level 1 
  Cost 1
  Detect Magic: This spell will cause anything using magic 
  energy to glow allowing the caster to locate them. The 
  range of the spell is equal to the spell level. 
  Type Normal
  Level 1
  Cost 1
  Translate: A light mage may cast translate on any object 
  or person and will then hear or read in the mages own 
  language. If the spell is cast on two people speaking 
  different languages they will be able to communicate. 
  Type Normal
  Level 3 
  Cost 2
  Dispell: A dispell will cancel any magic cast, if the dispell 
  roll is higher then the original casting roll. The longer the 
  spell has been in effect the easier time the dispell will 
  have to cancel the spell. For every quarter the spells time 
  limit that past, the diffi culty level goes down the same. 
  However dispell will not work on wards or other spells that 
  draw their own magic to sustain themselves. 
  Type Instant
  Level 3 
  Cost 2
  Anti-Magic Shield- Creates a fi eld around the caster equal 
  to spell level +1d10 x Magic Points used in Strength. This 
  will dispell any magical spells or magical effects directed 
  on the caster.   
  Type Combat
  Level 3 
  Cost X
  Lighten: This spell will cancel the weight of an object total 
  to spell level +1d10 x10 in pounds, allowing a wizard to 
  move an object more easily. An objectʼs DAN is unaffected 
  by the spell, they only become lighter and easy to move.  
  Type Normal
  Level 3 
  Cost 2
  Blind: This is a large fl ash of light meant to blind an 
  opponent. The spell can be cast either 360 degrees 
  around the caster effecting everyone in SL range, or 90 
  degrees in SL+1d10 range in meters. 
  Type Instant
  Level 5 
  Cost 3
  Love: This spell will cause a affection between two 
  people, treat as a seduce skill. It doesnʼt mean the person 
  who the spell is cast on will lose all will of their own, just 
  more open to the person who cast the spell. 
  Type Normal
  Level 5 
  Cost 3
  Calm: When calm is cast on a person they will mellow out 
  and calm down from what every state they were in. Once 
  calmed, most stop and rethink their actions for a couple 
  turns making sure thatʼs what they wanted to do. 
  Type Normal 
  Level 5
  Cost 3
  Stick: This spell will join one object to another so it cannot 
  be removed from whatever it is stuck to. The object 
  can still be damaged just not unstuck until the spell in 
  removed or wears off.
  Type Combat
  Level 5
  Cost 3
  Madoxadil:  Cause all the hair on a person to grow as if 
  it hadnʼt been cut for 5 years.  The effect will very from 
  person to person, yet  it will usually cause the victim to 
  lose an action do to their hair getting in the way. The effect 
  is only temporary and will go back to normal after the spell 
  wears off.  
  Type Combat
  Level 5 
  Cost 3
  
  Zen and the Art of Mayhem
  Drunken Sailor: When cast on a person they are now 
  consider drunk. They get negatives to all actions and canʼt 
  really think straight. They will have all to outwards signs 
  of being tipsy, from stumbling when they move to slurring 
  their speech. 
  Type Normal
  Level 7 
  Cost 4
  Slick: This spell causes whatever you cast it on to become 
  frictionless. An object canʼt be held, or a person canʼt 
  stand up, an object in motion will remain in motion till the 
  effects wear off. If cast on a large object only a surface the 
  size of SL+1d10 in meters will be effected. 
  Type Combat
  Level 7 
  Cost 4
  Mirror Image: When cast a mage can produce a number 
  of images of themselves, up to the spell level. These 
  images exact copies of the mage and the same as the 
  caster. 
  Type Combat
  Level 7 
  Cost 4
  Hold: When cast on another person they are frozen and 
  cannot move of their own accord. They are unable to 
  move arms, legs, or even their neck or mouth. Their sense 
  still work but are limited since their bodies cannot move. 
  They can be repositioned or moved by others. 
  Type Combat
  Level 7
  Cost 4
  Sleep: With this spell you can cause a group of people 
  (2 per spell level) to fall a sleep. It is a deep sleep and a 
  victim will not be able to wake up during the normal length 
  of the spell, after the normal time limit is over the victim is 
  in a light sleep and can be woken up by the littlest thing.  
  2 people per SL
  Type Normal
  Level 7
  Cost 4 
  Heal: This spell allows the mage to heal someone. The 
  ayhem
  Heal: This spell allows the mage to heal someone. The 
  ayhem
  wizard can heal SL+10+1d10 hit points for every magic 
  point used. It could be used to heal someone sick or 
  heal hit points lost. Characters will only return to their 
  maximum hit point level, any points gain past their 
  maximum is lost. 
  Type Instant 
  Level 7
  Cost X
  Wards: Wards are magical locks meant to stop magic 
  from working. A ward is protection form spells being cast. 
  The more magic points you put into a ward the harder it is 
  to destroy. Magic + Stat+ 1d10 x Magic Points in strength. 
  Once a ward is cast it is able to draw itʼs own magical 
  energy and thus remain active longer than a normal spell. 
  As long as the ward has magic energy to draw from it will 
  stay active. 
  Type Special
  Level 9 
  
  Zen and the Art of Mayhem
  Cost X
  Maelstrom Magic
  Maelstrom is a offshoot of nature magic, the 
  mages who study maelstrom try to master the weather 
  and the forces of the storm. All the spells affect the 
  weather in the wizards general area, and the weather 
  will try and return to normal when the spell effects stops.  
  More powerful mages can change the weather patterns to 
  call in more natural storms whose effect will linger.
  Call Storm: This spell allows a mage to summon up a 
  powerful storm to control. The higher the spell level the 
  more powerful the storm. Once called up the mage can 
  use its lighting, powerful winds, etc...  Without a storm in 
  the area a maelstrom mages spells are greatly reduced in 
  power, any spell with a multiplier (x2, x3, etc…) will lose it 
  with out a storm. 
  Type Normal
  Level 1
  Cost 1
  Clear Weather: This spell clears any storm natural or 
  unnatural from the sky, it acts as a dispell for any storms 
  created by magic. 
  Type Normal
  Level 1
  Cost 1
  Control Wind: Maelstrom mages can control the winds 
  of a powerful storm and use them to knock opponents 
  around. Spell level +1d10 x3. The Victim doesnʼt take 
  damage from the wind, the wind will knock them off their 
  feet sending them fl ying (knockback only) into things, 
  which they will take damage from.
  Type Instant
  Level 1
  Cost 1
  Call Fog: A mage can call in a deep fog to cover an area 
  equal to spell level x2 in meters. Anyone in the fog has a 
  +15 Diffi culty seeing anything that is not close to them. 
  Type Normal
  Level 3
  Cost 2
  Control Lighting: A wizard learns to control the lighting of 
  the storm and use it against their opponent. Each lighting 
  strike will hit on a roll of spell level + Int + 1d10 to hit 
  damage is x3 if the lighting hits.
  Type Instant
  Level 3
  Cost 2
  Call Ball Lighting: This spell calls a powerful lighting 
  energy from a storm cloud and brings it where the caster 
  wishes. Ball lighting will last spell level turn in combat 
  turns and do spell level +1d10 x2 damage to anything it 
  touches.
  Type Special
  Level 5
  Cost 3
  Chain Lighting: A step up version of lighting, a mage 
  is able to send a multitude of lighting strikes spell level 
  radius around an single point. Anyone inside that radius 
  most roll a defense against spell level + Int + 1d10 
  damage is x4 times the to hit roll.
  Type Instant
  Level 7
  Cost 4
  Create Twister: A very powerful spell the mage creates a 
  twister out of the winds of a storm. Anything in the path 
  of the twister risks being swept away by it force, tossed 
  around like a rag doll. Spell level + 1d10 x4 to hit. If hit by 
  the twister the victim will take spell level x3 damage but 
  treat as triple knockback. 
  Type Combat
  Level 7
  Cost 4
  
  Zen and the Art of Mayhem
  Nature Magic
  One of the fi rst magic schools to develop, 
  nature magic evolved spells based on manipulating the 
  ecological forces. Many mages specialize their spells to 
  the environment they live in, spells built around the forest, 
  farming, surviving in the desert, etc..  Most spells work in 
  harmony with nature, however a few combat spells have 
  been developed to help defend nature. Even fi re spells 
  are sometimes employed.
  Call Storm: This spell allows a mage to summon up a 
  powerful storm to control. The higher the spell level the 
  more powerful the storm. Once called up the mage can 
  use its lighting, powerful winds, etc...  Without a storm in 
  the area weather spells are greatly reduced in power, any 
  spell with a multiplier (x2, x3, etc…) will lose it with out a 
  storm. 
  Type Normal
  Level 1
  Cost 1
  Clear Weather: This spell clears any storm natural or 
  unnatural from the sky, it acts as a dispell for any storms 
  created by magic. 
  Type Normal
  Level 1
  Cost 1
  Control Wind: Mages can control the winds of a powerful 
  storm and use them to knock opponents around. Spell 
  level +1d10 x3. The Victim doesnʼt take damage from the 
  wind, the wind will knock them off their feet sending them 
  fl ying (knockback only) into things, which they will take 
  damage from.
  Type Instant
  Level 1
  Cost 1
  Walk on Water: A rather simple nature spell mostly used 
  to keep the mage dry, or to impress others.
  Type Normal
  Level 1
  Cost 1
  Plant Growth: A mage is able to increase the size of plants 
  for short period of times to hide paths, recent activity, 
  etc… 
  Type Normal
  Level 3
  Cost 2
  Veins: A wizard can create veins from there hands that 
  are able to reach out spell level in meters. They can be 
  controlled and use to grab or hold items, used as a whip 
  (same damage) or even used to hold an opponent. 
  Type Combat
  Level 3
  Cost 2
  Communicate with Plants: A mage cannot real hold a 
  ayhem
  Communicate with Plants: A mage cannot real hold a 
  ayhem
  conversation with a plant but they can get information 
  from them that can be useful. They are able to gain details 
  on what has gone on in the area for the last 24 hours. 
  Type Normal
  Level 3
  Cost 2
  Telepath with Animals: A mage is able to tape into animals 
  sense and experience what they are experiencing. The 
  animal most be in line of sight, and the mage can only 
  slightly effect the animals natural instincts. Also the further 
  away they are the harder it is get the animal to look at 
  anything the mage may want to examine.  
  Type Normal
  Level 3
  Cost 2
  Call Fog: A mage can call in a deep fog to cover an area 
  equal to spell level x2 in meters. Anyone in the fog has a 
  +15 Diffi culty seeing anything that is not close to them. 
  Type Normal
  Level 3
  Cost 2
  Control Lighting: A wizard learns to control the lighting of 
  the storm and use it against their opponent. Each lighting 
  strike will hit on a roll of spell level + Int + 1d10 to hit 
  damage is x3 if the lighting hits.
  Type Instant
  Level 3
  Cost 2
  Spring Water: This spell will draw water out of the ground. 
  The water is pure and can drunk without any side effects. 
  The water will bubble up out of the ground as long spell is 
  in effect, afterwards it will just sink back into the terrain.
  Type Normal
  Level 3
  Cost 2 
  Earthquake: This spell causes the ground to shake, 
  making it very diffi cult to stand, and can knock over 
  anything not secure. The quake can be activated as far 
  twice spell level away, and effect a 1/2 spell level radius. 
  Anyone caught in the earthquake most make a 1/2 
  coordination check or fall and lose their next action.
  Type Instant
  Level 3
  Cost 2
  
  Zen and the Art of Mayhem
  Sink Hole: Opens a hole in the ground, spell level in 
  radius in meters, 1/2 spell level deep, up to twice spell 
  level away from the caster. Much like the earthquake 
  anyone unlikely enough to fall in the hole will lose an 
  action and will have to fi nd away out as well.
  Type Combat
  Level 5
  Cost 3
  Fire Ball: Essentially a large ball of fi re and heat, the to 
  hit roll is spell level + Int +1d10 and damage done is x2 
  this roll. The fi reball has an area effect and explodes 
  on impact it does damage spell level in meters radius, 
  anyone in the radius must roll a defense. 
  Type Instant
  Level 5
  Cost 3
  Freeze: Reducing the temperature around an object or 
  person will cause ice to form. The ice build up is very 
  quick and can immobilize a limb. Twice spell level range, 
  spell level + Int + 1d10 Damage
  Type Instant
  Level 5
  Cost 3  
  Upheaval: This spell allows a mage cause the ground 
  to rise up. Half spell level in radius in meters, spell level 
  in meters height, up to twice spell level away from the 
  caster. 
  Type Instant
  Level 5
  Cost 3
  Control Plant: A mage is able to animate a plant and 
  control it as if it is was part of them. The strength of the 
  plant is based on its DAN. The higher the DAN the more 
  powerful the plant will be as a weapon. The plant canʼt 
  change itʼs location  but it can uses its branches or veins 
  like limbs for attacks.
  Type Combat
  Level 5
  Cost 3
  Quicksand: Anyone caught by quicksand will start to sink 
  into the ground, and wonʼt be able to get out unless they 
  grab something outside the quicksand. The quicksand can 
  be up to spell level in radius.
  Type Combat 
  Level 5
  Cost 3
  Control Animal: The mage is able to link to an animal and 
  control itʼs movements. The animal will obey the mages 
  commands, attack on command even override itʼs own 
  self pervasions.
  Type Combat
  Level 7
  Cost 4
  Heal: This spell allows the mage to heal someone. The 
  wizard can heal SL+10+1d10 hit points for every magic 
  point used. It could be used to heal someone sick or 
  heal hit points lost. Characters will only return to their 
  maximum hit point level, any points gain past their 
  maximum is lost. 
  Type Instant 
  Level 7
  Cost X
  Summon Fire Elemental: The most powerful nature spell 
  is the ability to tap pure elemental power and channel it 
  a magical creature. The mage can create an elemental 
  of pure fi re, twice spell level + 1d10 DAN, 10 X DAN hit 
  points. The elemental will cause spell level + 3d10 points 
  of damage to anything it touches, plus anything coming in 
  contact with the elemental risk catching on fi re.
  Type Combat
  Level 9
  Cost 5
  Summon Water Elemental: The most powerful nature 
  spell is the ability to tap pure elemental power and 
  channel it a magical creature. The mage can create an 
  elemental of pure water, twice spell level + 1d10 DAN, 10 
  X DAN hit points. The elemental can shoot out powerful 
  jets of water, up to twice spell level away in meters. The 
  jet will do twice spell level + 2d10 damage.
  Type Combat
  Level 9
  Cost 5
  Summon Earth Elemental: The most powerful nature spell 
  is the ability to tap pure elemental power and channel it 
  a magical creature. The mage can create an elemental 
  of pure stone, three spell level + 1d10 DAN, 10 X DAN 
  hit points. The elemental is very strong and strike an 
  opponent for twice spell level + 4d10 damage.  
  Type Combat
  Level 9
  Cost 5
  
  Zen and the Art of Mayhem
  Rune Magic
  Runic Magic is centered around the use of power 
  runes and glyphs charged with magic power. A runic 
  wizard learns these symbols and the power words to 
  charge them. To cast a runic spell the mage would draw 
  the rune on an object, and charge the rune with magic 
  power. When charged the rune will the remain active for 
  the duration of the charge (same as any spell), then fade 
  out when the charge is over.
  Runes of Enhancement: A rune can be written on the 
  body to enhance a stat, to add extra power, or speed. The 
  stat will be raised 5 points for the duration of the spell. The 
  stat cannot be raised past 15, and DAN and Hit points will 
  remain on changed.  
  Rune of Strength
  Rune of Speed
  Rune of Coordination
  Rune of Attractiveness
  Rune of Cool
  Type Combat
  Level 1
  Cost 1
  Rune of Endurance: This Rune will allow a character 
  increased stamina and be able to take more punishment. 
  Hit Points are raised equal to the SL+1d10 for the same 
  amount of combat turns. 
  Type Combat
  Level 3
  Cost 2 
  Rune of Accuracy: When activated this rune will add the 
  spell level to Accuracy. 
  Type Combat
  Level 3
  Cost 2
  Rune of Fear: Anyone viewing an active rune of fear must 
  make a cool check or be effected. The caster is of course 
  immune.
  Type Combat
  Level 3
  Cost 2
  Rune of Armor: When activated the rune of armor gives 
  the bearer spell level + 1d10 extra DAN for the spells 
  duration. 
  Type Combat 
  Level 3
  Cost 2
  Rune of Protection From Magic: This rune sucks the 
  ayhem
  Rune of Protection From Magic: This rune sucks the 
  ayhem
  magic power from a spell or another person. When cast 
  the spell drains Level+Magic+1d10 versus the strength 
  of the spell. The drain will shorten the life of the spell, or 
  if all the magic is drained the spell is canceled.  If done 
  to another person they will have to roll under their skill or 
  they loss 1/3 SL magic points. 
  Type Instant
  Level 3
  Cost 2
  Rune of Invisibility: This rune allows the caster to become 
  invisible. Once invisible a mage cannot be detected by 
  any kind of sight. However sound, smell, touch can still 
  gives them away. 
  Type Combat
  Level 5
  Cost 3
  Rune of Damage: Place this rune on a weapon and 
  charge it gives the weapon SL extra damage to each 
  attack. The rune can also be placed on a person to 
  increase the damage of any attack done by that person. 
  Type Combat
  Level 5
  Cost 3
  Rune of Animate: This rune allows a mage to animate 
  object to do your bidding. The object will have limited 
  intelligence and can only respond to simple commands. 
  The larger the object the more diffi cult it is to animate, 
  and the more magic points it will cost. SL+1d10 x Magic 
  Points.
  Type Normal
  Level 7
  Cost 4
  
  Zen and the Art of Mayhem
  Scyre Magic
  One of the oldest schools scyre magic, unlike 
  typical magic spells, teaches the student to use magic 
  circles. Scribing power symbols and lines tying them 
  together. These symbols most be drawn on a large area 
  and form a complete cycle. This gives the wizard greater 
  control over the spells they are casting. However it takes 
  longer to cast a spell using scyre magic, they are far from 
  being a fast magic.
  As the spell is cast the magic creates the symbols 
  and forms the circle, typically the spell will only be around 
  the mage, however for each extra magic point spent the 
  spell will increase in range up to 5 meters. However if 
  the boundary is broken the Scyre spell will usually lose 
  its power. It will take the minimum spell level in actions 
  to draw the circle and scribe the spell and activate it. The 
  higher the spell level the more complicated the magic 
  circle gets.
  Scyre magic has the bonus of not having a 
  true time limit As long as the circle remains unbroken 
  the spells effects go on for an hour. If the mage wishes 
  they can continue the spell by spending the casting cost 
  again and have the spell continue. They can also spend 
  extra points at to keep the spell going during the casting, 
  twice the points 2 hours, Three times the point 3 hours, 
  etc… Scyre spells can also be combined into one circle, 
  combining the effects. 
  Elemental Protection: When fi nished anyone in the circle 
  is protected from the natural elements. The temperature 
  stays at a comfortable level inside, winds are only a gentle 
  breeze, and the rain just goes around. A mage can cast 
  the spell of elemental protection and be safe in the middle 
  of a hurricane as long as the spell is active.  
  Type Circle
  Level 1
  Cost 1
  Metaphysical Shield: When fi nished anyone in the circle is 
  protected Spell level + Intelligence + 1d10x2 from damage 
  or effects from metaphysical attacks. Metaphysical attacks 
  will be reduced in damage equal to the shield, or the 
  shield strength minuses from the roll. The shield strength 
  is never lowered no matter how many attacks it defends. 
  Type Circle
  Level 3
  Cost 2.  
  Physical Shield: When fi nished anyone in the circle is 
  protected spell level + Intelligence +1d10x2 from physical 
  damage. Attacks will be reduced in damage equal to the 
  shield, the shield strength is never lowered no matter how 
  many attacks it defends.
  Type Circle
  Level 3
  Cost 2
  Stealth Circle: When cast anyone inside the circle, and 
  the circle itself, are invisible. Not to just sight, no sound 
  or smell escapes the circle either. The spell does not hide 
  itself from magic detection, however anyone using his or 
  her normal senses will have to literally stumble into the 
  circle to detect it.
  Type Circle
  Level 3
  Cost 2
  Astral Travel: When inside the circle the caster can have 
  their astral bodies leave and travel around up to SL miles 
  away. While in astral form they cannot physically effect the 
  real world they are like a ghost. Physical attacks have no 
  effect on them however certain metaphysical attacks can 
  effect them.
  Type Circle
  Level 5
  Cost 3
  Precognition: Once set up the user can attempt to predict 
  the future. They travel down the many paths and possible 
  futures noticing patterns or events that lead to the major 
  changes in events. One could not use precognition to get 
  next week lottery numbers, but it can help point out major 
  events in someoneʼs life. 
  Type Circle
  Level 5
  Cost 3
  Prison Barrier: This is one of the few circles that the caster 
  cast around someone other than themselves. Anyone 
  inside the circle is frozen in a moment, they cannot move, 
  heal, regain any points, etc… Once the circle  is up the 
  person inside is stuck until its time limit is up or the circle 
  is broken.
  Type Circle
  Level 7
  Cost 3
    
  
  Zen and the Art of Mayhem
  Phase: This powerful spell actually phases the circle and 
  anyone or anything inside it out of normal reality. Although 
  still visible to the naked eye they appear transparent. 
  Normal items and physical attacks pass right through. 
  However energy and metaphysical attack will be reduced 
  by half.
  Type Circle
  Level 7
  Cost 4
  Dimensional Gate: When completed the spell can open 
  a gateway to other dimensions or other places. However 
  to work the mage most scribe a picture of what the other 
  side looks like before it will work. So they most be familiar 
  with the location they are opening the door too.  
  Type Circle
  Level 7
  Cost 4
  Healing Circle: Once completed anyone inside the circle 
  will have their injuries start to heal. Hit points are healed 
  Spell Level +1d10 every turn until full health is reached.
  Type Circle
  Level 7
  Cost 4
  Fortress: The most powerful spell is the Fortress, once 
  constructed anyone inside is completely removed 
  from our reality and are actually sitting inside a pocket 
  dimension. As long as the circle remains up anyone inside 
  canʼt be effected in anyway. Total protection
  Type Circle
  Level 9
  Cost 5
  Technomagic 
  ayhem
  Technomagic 
  ayhem
  This school is the combination of magic and 
  technology. Using one to enhance the other, to improve 
  the performance, allowing their creations to achieve 
  the next level. Most spells are designed to augment 
  the performance of mechanical or electronic devices. 
  Some technomages specialize, working completely with 
  clockwork, mechanics, electronics, hydraulics, etc… 
  Others prefer to use a mixture of all technologies to make 
  their creations truly unique. 
  Recharge: This spell is a standard of the Technomage 
  arsenal, it converts magic energy into which device can 
  run on. Once cast treat object as if it was fully charged or 
  fueled. 
  Type Instant
  Level 1
  Cost 1
  Extra Protection: Sometimes an invention of a 
  technomage canʼt take as much damage as they would 
  like. The extra protection spell can increase the DAN of an 
  object spell level +1d10 points.
  Type Normal  
  Level 1
  Cost 1
  Lock: Once cast on an object all moveable parts become 
  locked and canʼt be moved. Fairly simple spell and quite 
  often used by technomages with less than honorable 
  reasons. 
  Type Combat
  Level 1
  Cost 1
  Speed: Sometimes there is a need for a Technomage to 
  do more in a short amount of time. The speed spell allows 
  the mage to get more done in a limited time frame. The 
  mage will gain 1/2 spell level to initiative. If cast in a non-
  combat situation they are able to do twice as much work 
  in a turn, sometimes shorten the time needed to build or 
  fi x something in half the time. 
  Type Combat
  Level 3
  Cost 2
  Puppeteer: An object can be brought to life and controlled 
  by the mage. The control range is limited to twice spell 
  level in meters. The object can be levitated, however the 
  movement isnʼt very fast and the pupated item canʼt be 
  used in combat very well. 
  Type Normal
  Level 3
  Cost 2
  
  Zen and the Art of Mayhem
  Senses: A technomage can add the basic sense to their 
  creation, sight, hearing, touch, smell, and even taste. 
  The creation can now sense itʼs surrounding and avoid 
  obstacles and dangers.
  Type Normal
  Level 5
  Cost 3
  Repair: When cast on a mechanical or electronic object it 
  will start to repair itself back to working order. The object 
  can only repair itself up to 1/2 its current value. 
  Type Normal
  Level 5
  Cost 3
  Deconstruct: A useful and sometimes nasty spell when 
  cast an object will start to break down to its component 
  parts. First design to help disassemble failed experiments, 
  it was soon found to be useful against others. 
  Type Instant
  Level 5
  Cost 3
  Amalgamate: This spell was created to help fuse to 
  different types of technology into one creation. Once cast 
  the two-piece will become like one, sharing each otherʼs 
  traits.
  Type Instant
  Level 7
  Cost 4
  Animate: This spell allows one to animate object to 
  do your bidding. The animated object will have limited 
  intelligence and can only do simple commands. The 
  animated object will gain a little fl exibility but if the 
  shape does allow it to have limbs or movement then the 
  animated object will be limited as well. The larger the 
  object the more diffi cult it is to animate, and the more 
  magic points it will cost. Spell Level+ 1d10 x Magic Points. 
  Use the DAN of the object as the minimum number 
  needed to animate the object.
  Type Normal
  Level 7
  Cost X 
  I.T. (Independent Thought): This spell can allow an 
  animated object capable of operation on its own without 
  receiving instructions from the Technomage. It is able to 
  reason fairly well and even fi gure out puzzles using simple 
  logic. Consider all Mental stats a 4.  
  Type Normal
  Level 7
  Cost 4
  Perpetual Motion: Once cast on a Technomages creation 
  the spells become all most permanent. They draw their 
  own magical energies to sustain the spells cast on the 
  invention. Allowing them to go on for a much longer time 
  frame. 
  Type Instant
  Level 9
  Cost 5 
  
  Zen and the Art of Mayhem
  Wuxia
  Magic has been used in combat through out 
  the ages. Yet most of the time it was in a support rolls. 
  Part of the artillery during an attack, supporting troops 
  in a retreat, fortifying defensives, healing troops, etc… 
  Frontline combat, man-to-man fi ghting was a rarity. Wuxia 
  was developed to be a combination of a fi ghting style and 
  magic, allowing the mage to get into the thick of battle 
  and still be able to use their magic. Wuxia specializes in 
  the use of keywords and rapid hand movements to cast 
  spells. Some of the more powerful spells even require the 
  caster life force and makes them to draw some of their 
  own blood to complete. 
  Wuxia also teaches a mage to create spell 
  papers, which can be deployed in combat. Spell       
  papers are magic spells that can be cast with a word and 
  infusion of magic power. Only a Wuxia wizard can activate 
  the spell, but it only cost 1 point to cast in combat. There 
  is no limit to the amount of spell papers a wizard can 
  carry. However each spell paper needs to be charged 
  once every 24 hours or it will expire. Individual spell paper 
  needs it casting cost in hit points to charge.
  Increased Power: A mages learns to channel magical 
  energies into their attacks to increase the damage. A 
  wizard can do Spell Level extra damage to all hand-to-
  hand attacks, including kicks, punches, and weapons. The 
  spell will last
  Type Combat
  Level 1
  Cost 1
  Magic Armor: Being able to shake off damage in combat 
  is not over looked by the Wuxia School. The mage learns 
  to increase their DAN by Spell Level.
  Type Combat
  Level 1
  Cost 1
  Dispell: A dispell will cancel any magic cast, if the dispell 
  roll is higher then the original casting roll. The longer the 
  spell has been in effect the easier time the dispell will 
  have to cancel the spell. For every quarter the spells time 
  limit that past, the diffi culty level goes down the same. 
  However dispell will not work on wards or other spells that 
  draw their own magic to sustain themselves. 
  Type Instant
  Level 3 
  Cost 2
  Force Blast: A blast of magical energy that can deliver a 
  fare amount of damage to an advisory. The blast has a 
  range of Spell Level, roll Spell Level + Int + 1d10 to hit. 
  Damage is to hit roll x2.
  Type Instant
  Level 3
  Cost 2
  Enhance Physical: When needed a mage can channel 
  ayhem
  Enhance Physical: When needed a mage can channel 
  ayhem
  magical energies into their stats to add extra power, or 
  speed. They can channel 5 points into one physical stat 
  and will remain until for the duration of the spell. The stat 
  cannot be raised past 15, and DAN and Hit points will 
  remain on changed.  
  Type Combat
  Level 3
  Cost 2
  Teleport: A Wuxia mage can teleport around the battlefi eld 
  out maneuvering an opponent. They can move short 
  distances instantaneously. Spell level+ Int +1d10 /5 
  meters per jump. 
  Type Instant
  Level 3
  Cost 2
  Paralyze: A mages can cast the powerful spell of paralyze 
  that stop victims movements. The victim of paralyze is 
  literally frozen in a moment of time while the rest of the 
  world moves around them until the spell wears off.
  Type Combat 
  Level 5
  Cost 3
  Fire Ball: Essentially a large ball of fi re and heat, the to 
  hit roll is spell level + Int +1d10 and damage done is x2 
  this roll. The fi reball has an area effect and explodes 
  on impact it does damage spell level in meters radius, 
  anyone in the radius must roll a defense. 
  Type Instant
  Level 5
  Cost 3
  Slow Time: This spell actually speeds the wizard up, 
  however to them it seems like everything around them is 
  moving in slow motion, giving them more time to react. A 
  mage gains spell level to initiative roll for the duration of 
  the spell. 
  Type Combat
  Level 5
  Cost 3
  Mirror Image: When cast a mage can produce a number 
  of images of themselves, up to the spell level. These 
  images exact copies of the mage and the same as the 
  caster. 
  Type Combat
  Level 7 
  Cost 4
  
  Zen and the Art of Mayhem
  Heal: This spell allows the mage to heal someone. The 
  wizard can heal SL+10+1d10 hit points for every magic 
  point used. It could be used to heal someone sick or 
  heal hit points lost. Characters will only return to their 
  maximum hit point level, any pointʼs gain past their 
  maximum is lost. 
  Type Instant 
  Level 7
  Cost X
  Physical Shield: A powerful protection spell a mage can 
  cast a circle is protected spell level +1d10x3 from physical 
  damage. Attacks will be reduced in damage equal to the 
  shield, the shield strength is never lowered no matter how 
  many attacks it defends.
  Type Combat
  Level 7
  Cost 4
  Enchant Paper: An important spell in the creation of spell 
  papers. The mage is able to enchant up to their spell level 
  in papers every time the spell is cast. This spell takes a 
  while to cast, 4 turns and will cost the mage hit points 
  equal to the amount of papers that are created.
  Type Instant
  Level 7
  Cost 4
  Enchant Ink: This spell prepares the ink used to trap the 
  spell on to the spell papers. Once created the ink will 
  allow a mage to create 1 spell paper per spell level.  The 
  enchanted ink needs life force to cast and will cost spell 
  level in hit points when cast. The ink is good for 24 hours, 
  if it is not all used in that time then the spell will have to be 
  recast.
  Type Instant
  Level 7
  Cost 4
  Trap Spell: The fi nal spell need to complete spell papers. 
  The trap spell is cast on the paper, then the spell to be 
  trapped is cast on the paper. The mage must use some of 
  their life force when trapping the spell. When the spell that 
  is to be trapped is cast on the spell paper it cost hit points 
  instead of magic points.
  Type Instant
  Level 9
  Cost 5
  Morph: The power to changes ones form is a very 
  powerful magic. Morph allows a mage to change their 
  structure, shape, and size. The mage can change their 
  body and limbs to that of animals to increase their 
  abilities.  A wizard can change their Body Type, Strength, 
  Speed, and Coordination each by three up or down. 
  The mage can move points from one stat to another. 
  For example the mage can decrease their size by 3 and 
  increase their Speed by three. DAN and hit points remain 
  the same.
  Type Normal
  Level 9
  Cost 5
  
  Zen and the Art of Mayhem
  Characters and Schools of Magic
  Most characters should be limited to taking spells 
  from one school of magic at a time. If the character is 
  heavily built on Magic the Architect may allow them to 
  take spells from two schools of magic. This would mean 
  they studied at one of those newer schools that are 
  combining older schools.
  Creating New spells and New Schools 
  of Magic
  Player characters and Architect can create spells. 
  But there are a few guidelines to remember when creating 
  spells for Zen and the Art of Mayhem. 
  First no spell should have a lasting effect. All 
  magic wears off and stops working. Do not allow spells 
  that last forever, or even long periods of time. A combat 
  spell is either fast effect, or will last combat turns equal 
  to Spell Level+Magic+1d10 /5 in turns (rounded up). Non 
  combat spells will last Spell Level+Magic+1d10 minutes. 
  Spells will then wear off and stop working. The Dark 
  Magic spell Hex is a Combat spell and it gives the target 
  a better chance of screwing up in combat then wears off. 
  A Curse spell would not work in Zen because the effects 
  would wear off to fast and at most the curses would last 
  about an hour. 
  Second build spells that work inside a magic 
  school, Light Magic has no damage dealing magic, its 
  spells are more role playing in nature. While a Pyro 
  Mageʼs spells are mostly combat in origin an would not 
  bother with heal or fi nd. 
  Third the more powerful the spell the more Magic 
  Points it takes to cast, most damage dealing spells take at 
  least 2 Magic points to cast, and the really powerful ones 
  take 3. Most role playing spells on the other hand take 
  only 1 point to cast while a few may take 2.
  Architect can always build new schools of magic 
  creating spells for that school. Any schools should have at 
  least 6 spells. 
  Enchanted Equipment 
  Weapons and items can be enchanted by magic 
  imbedding the item with additional abilities and bonuses. 
  Depending on the magic level of the world that created 
  the items these enchantments could be short lived once 
  activated, could only be used so many times before the 
  charges are used up, or permanent. 
  The Enchantments come in many types from 
  combat bonuses to spells capable of being used by 
  anyone. Each type has its own advantages.
  Magic Weaponsayhem
  Magic Weaponsayhem
  Weapons and Items can be charged with magical 
  bonuses to asset in combat. Common bonuses are Added 
  Strength, Speed, Protection, Pluses to Hit, and Damage. 
  Each type of enchantment will increase the effectiveness 
  of the weapon. The more enchantments the more 
  powerful the item becomes. Depending on the abilities 
  and capabilities of a weapon will refl ect whether or not the 
  Magic Weapon will raises the characters power ranking.
  1-2 Enchantment: No extra power ranking 
  3-4 Enchantments: Add 1 points to a characters power 
  level. This item is equal to a minor talent. 
  5-6 Enchantments: Add 2 points to the characters power 
  ranking, a weapon of this power can be very useful to a 
  character.
  7-8 Enchantments: Add 3 points to the characters power 
  ranking. A weapon of this power is equal to a major talent 
  and could make a character very powerful.
  The power ranking can be reduced by buying the ability 
  as a charges 20 charges will reduce the power ranking by 
  1. While 10 Charges will reduce the cost by 2.
  Enchantments
  1 Slots
  +4 To Hit
  +8 Damage
  +4 To Initiative
  2 Slots
  x2 Damage
  Energy Blast
  Spell Storage
  +4 To Strength
  +4 To Speed
  +10 To DAN
  Energy Blast: Damage 3d10x3 Range Skill Level with 
  weapon.
  Spell Storage (see description below)
  Spell Storage
  A item can be created to hold magic spells to be 
  used at a later date. These items come in various forms 
  most common are wands, canes, and staffs. The amount 
  of spells able to be stored will effect the power ranking of 
  a character. 
  1-4 Charges: No points to characters power ranking
  5-8 Charges: 1 Points to a characters power ranking
  9-12 Charges:  2 Points to a characters power ranking
    
  
  Zen and the Art of Mayhem
  Notes on Demon Summoning
  In dark damp, and not to hospitable, dimension 
  there are many magical beings, known as wanders. They 
  roam these lands looking for the better life. The lords of 
  the lands control the garden spots of these dimensions, 
  known to the wanders as paradise. The lords go out and 
  pick the best of the wanders and cut a deal with them.
  The deal is they can come and live in paradise if 
  they perform one small duty, become an interdimensional 
  servant or Demon. What happens is they come into 
  paradise and get to live in the lap of luxury. The lords 
  cast spells upon them so they can be summoned across 
  dimensional planes and serve mages, they return back to 
  paradise after they perform their duties.
  Mages who learn summoning spells give the 
  lords of the dimension magical energy (which is their form 
  of currency) and they send an appropriate demon to do 
  the wizards bidding. The demon is sucked up without 
  warning and dropped where ever it was summoned 
  to. The demons often refer to this as being cast out of 
  paradise and are very eager to get back. The demons 
  are all very specialized, some are just muscle, and others 
  are scholars that study an area of knowledge. Some 
  have vast magical abilities, still others have powerful psi 
  abilities to see the future. They do what they are asked 
  and then return to paradise and wait there until they are 
  summoned again.
  The more magical energies spent to summon 
  the demon (or the more currency the lords get) the more 
  powerful and specialized the demon. If a mage does allot 
  of summoning the lords will send out questionnaires and 
  surveys to these mages. Some mages are even brought 
  to paradise and giving special summoning specials and 
  discounts for being such good customers. However an 
  mage who abuse the lords to much will get punished.
  Diffi culty Levels of Demon Summoning
  An Imp 15
  A Good Fighting Demon 20
  A Demon with a few skills 25
  A Demon with a few High Skill 30
  A Mage Demon 35
  A Psi Demon 35
   Magic Levels
  0- No Magic Development
  1- Raw Spells
  2- Refi ned Spells
  3- Magical Charges and Stored Magic Power
  4- Long Term Enchantments
  5- Magical Power Machines
  6- Everyday Use Magic
  7- Magical Powered Cities
  8- Magical Powered Spaceships
  9- Interstellar Gates
  10- Pure Magic Power
  Magic Level 0 
  No Magic Development
  At magic level 0 no one has learned to tap the 
  magical energies. No spells have been developed, this 
  does not mean the magical energies do not exist in the 
  world; it just means no one has learned to tap the magic 
  energies. 
  Magic Level 1 
  Raw Spells
  The fi rst magic to be developed are long ritual 
  spells that draw on the magic abilities of a group of people 
  to create the desired effects. These spells are very crude; 
  the amount of magical energies wasted by these spells 
  is great. Spells were designed to change the weather, to 
  heal, to help crops grow, purify food, and sometimes even 
  to curse enemies.
  Curse
  Blessing
  Environmental Spells
  Lengthy Rituals
  Components
  Magic Level 2 
  Refi ned Spells
  Magic theories start to developed and a few 
  individuals start to become skilled in magic. The rituals for 
  casting spells become shorter and require fewer people 
  to cast. However learning to manipulate magic is a very 
  diffi cult task to learn and take some a lifetime to learn. 
  Most spells are still focused on nature but the early light 
  and dark spells are being created. The sages and mages 
  start building new philosophies. 
  Advance Environmental Control
  Early Light and Dark Spells
  Nature Magic
  Shorten Ritual
  Early Magic Theories
  Schools of Philosophy
  
  Zen and the Art of Mayhem
  Magic Level 3 
  Magical Charges and Stored Magic Power
  Mages start to appear, although group cast 
  spells are still common. Schools of magic start appearing 
  training many apprentices in the ways of magic. Magic 
  languages start to be developed and scrolls become 
  more and more common place. Wizards start to create 
  enchantments and basic magic items, using charges to 
  store the spell energy although the enchantments do not 
  last very long. 
  Enchantments and Basic Magic Items
  Charges for Spells
  Scrolls
  Short term Animate Spells
  Schools of Magic
  Advance Magic Theory
  Magic Level 4 
  Long Term Enchantments
  Magic theory advances into many different 
  schools of thought. Spells are developed to be used in 
  everyday life.  A magic language starts to be fashioned, 
  allowing wizards to develop more refi ned spells wasting 
  less energy with greater effects. Magic Items are created 
  at fi rst they do not last long before the magic wears off. 
  Later they are able to draw enough power to keep simple 
  enchantments almost permanently. 
  Advanced Enchantments 
  Magic Items
  Advanced Schools of Magic Thought
  Personal Magic Spells
  Magic Level 5 
  Magical Power Machines
  The schools of magic thought continue to 
  grow. The ability to create magic items continues to 
  advance, allowing the creation of magic animated items. 
  Complex spells are started to be formed allowing even 
  more multifaceted spells. Machines powered by magic 
  are being created and advanced.  Mage knowledge is 
  considered just another fi eld of study and scholars search 
  to discover all the secrets. Magic language is developed 
  to the point where theories and spells can be expressed 
  as formulas. 
  Complex Spells
  Lasting Animate Spells
  Rechargeable Magic Items
  Magic Powered Machines
  Highly Developed Magic Languages and Expressions
  Magic Level 6 
  Everyday Use Magic
  Magic has advanced to the level that it effects 
  everyday life; transportation, Communication, Household 
  goods, etc… It is hard to fi nd a place where magic has 
  not been incorporated. Magic powered Machines have 
  advanced to the point of becoming their own life form, 
  able to heal and even improve themselves. A unifying 
  magic theory starts to develop, at fi rst elusive but the 
  research leads to exceptionally complex spells are 
  shaped able to perform entire operations just by being 
  casted.
  Magical House Holds
  Magic Powered Machines and Everyday items
  Self-Repair and Advancements 
  Start of a Unifying Theory
  Exceptionally Complex Spells
  Magic Level 7 
  Magical Powered Cities
  Magic continues to advance and develop even 
  further, Magic Energy is refi ned to the point where very 
  little waste. Magic energy can be broadcast to power 
  everything in a major metropolitan city. Schools of magic 
  start to disappear as a unifying magic theory is fully 
  created. 
  Unifying Magic Theory
  Refi ned Magic Energy
  Broadcast Magic Energy
  Magic Level 8 
  Magical Powered Spaceships
  Magic continues to advanced allowing its use to 
  travel to the stars. Large amounts of magic energy can 
  be easily and safely stored for use. Ships can teleport 
  across the vastness of the void. Worlds rich with life and 
  magic can be detected and travel to over great distances. 
  The magic energies of these worlds can then be used to 
  expand even further forming an Empire of Magic.
  Magic Powered Ships
  Magic Energy Power plants
  Magic Batteries able to store vast amounts of Magic 
  Energy
  
  Zen and the Art of Mayhem
  Magic Level 9 
  Interstellar Gates
  Even the vacuum of space can yield magical 
  energy, which can be used to travel from galaxy to galaxy. 
  Worlds are powered by advanced magic creations and 
  spells. Empires of magic stretching across countless 
  worlds.
  Interstellar Gates
  Able to tap the Magic at the essences of the Universe
  Magic Level 10 
  Pure Magic Power
  The very fabric of the universe is able to be 
  manipulated and changed. There is nothing that cannot 
  be accomplished. Lets just hope the people advanced to 
  this level are able to use the power wisely.
  
SOURCE: textdata/thevault/Zen & the Art of Mayhem System/Zen & the Art of Mayhem Schools of Magic.pdf