Apportation
Predict Weather
Seek Air
Shape Air
Sound
Air Jet
Air Vision
Create Air
Destroy Air
Distant Blow
Fog
No-Smell
Odor
Poltergeist
Purify Air
Shape Air
Silence
Slow Fall
Sound Vision
Stench
Voices
Windstorm
Air Vortex
Breathe Air
Cloud-Walking
Clouds
Dancing Object
Delayed Message
Devitalize Air
Earth to Air
Garble
Great Voice
Hail
Hush
Imitate Voice
Levitation
Message
Noise
Rain
Resist Sound
Snow
Sound Jet
Summon Air Elemental
Thunderclap
Weather Dome
Wind
Winged Knife
Atmosphere Dome
Body of Air
Cloud-Vaulting
Concussion
Converse
Control Air Elemental
Essential Air
Flight
Mage-Stealth
Storm
Walk on Air
Wall of Silence
Wall of Wind
Air Vortex
Body of Wind
Create Air Elemental
Hawk Flight
Regular Spell; Resisted by Will
Move physical objects without touching them. This spell levitates its subject at Move 1 – not fast enough to do damage with it. Living subjects get to resist with Will.
Duration: 1 minute.
Cost: Varies with the weight of the object.
Cost to maintain is the same.
Energy Cost Weight
1 point less than 1 pound
2 points up to 10 pounds
3 points up to 50 pounds
4 points up to 200 pounds
+4 points every additional 100 pounds
Prerequisite: Magery (Arcana) 1
Forecasts the weather accurately for a given location over a given time. This forecast does not take magical meddling into account, or predict the actions of other wizards!
This spell cannot predict weather on planets or planes other than the one where the caster currently is.
Cost: 2 times the length of the forecast, in days.
Double the cost for a location outside the general area (say, over the horizon).
Quadruple the cost for a place on another continent.
Time to cast: 5 seconds per day forecast.
Prerequisites: Magery (Arcana) 1
Removes all impurities from the air in its area of effect. It is often used to neutralize the effects of poisonous gas or vapors. Note that a room full of smoke may safely be purified one section at a time – but truly deadly vapors must all be removed at once, or some may escape.
This spell can also turn old “stale” air into fresh breathable air. The air in a one-yard radius, if not renewed from the outside, lasts 45 minutes for one person at rest, or less for multiple persons or someone violently exercising (GM’s discretion).
Duration: Works instantly. Purification is permanent.
Base cost: 1.
Cannot be maintained; must be recast.
Tells the caster the direction and approximate distance of the nearest significant amount of air. Use the long-distance modifiers (p. 14). In settings where air is understood as a combination of gases, the caster may also seek out a specific gas or combination of gases, rather than ordinary air. Any known source of air may be excluded if the caster specifically mentions it before beginning.
Cost: 1.
Prerequisites: Magery (Arcana) 1
Produces any sort of meaningless sound the caster wishes – the drone of an insect, the distant babble of voices, the clatter of something falling, or anything similar. The spell cannot produce loud noise. It requires no concentration once the spell is cast.
Duration and cost: 1 to create up to 5 seconds of sound
2 to create a sound that lasts for a full minute
1 per minute to maintain.
Shoot a thin jet of air from one finger. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit. This attack may be dodged or blocked, but not parried. The jet does 2d knockback damage for every point of energy put into the spell, and has a range in yards equal to the number of dice in the attack. The jet does injury damage to vaporous beings or swarms. It is also good for sweeping the floor.
Duration: 1 second.
Cost: 1 to 3.
Same cost to maintain.
Prerequisite: Shape Air.
See clearly through smoke, fog, dust, sand, etc., eliminating any Vision penalties caused by the condition of the air around him.
Duration: 1 minute.
Cost: 1 per mile to cast.
Half that to maintain.
Prerequisite: Shape Air, Magery (Arcana) 1
Creates or dispels normal outdoor cloud cover, as the caster chooses.
Duration: 10 minutes, after which normal clouds leave or return unless the spell is maintained.
Base cost: 1/20 (minimum 1).
Same cost to maintain.
Time to cast: 10 seconds.
Prerequisites: Magery (Water) 1
Manufactures air where none exists. When cast where there is already air, it produces an outward breeze lasting about five seconds. When cast in a vacuum, it instantly creates breathable air. When cast within earth, stone, or other material, it fills any empty spaces with air, but does not burst the stone. When cast underwater, it makes bubbles! When cast on a one-yard-radius area, the spell creates about 45 cubic feet of air every second for five seconds; each cubic foot of air will last a single person at rest about a minute. However, in some environments the air created will rapidly dissipate into vacuum or bubble away. This spell cannot be cast inside a living being.
Duration: Breeze, bubbles, etc. last 5 seconds.
Air created is permanent.
Base cost: 1.
Cannot be maintained; must be recast.
Prerequisite: Purify Air or Seek Air, and Magery (Arcana) 1
Destroy all air within a designated area of effect. This can create a vacuum within a very strong vessel, but in open air it just causes a momentary thunderclap as surrounding air rushes in. This effect does 1d-2 damage to anyone in the area of effect who fails a HT roll. Any beings with the Body of Air meta-trait (p. B262) take 2d damage. In certain situations (e.g., in an airtight room) this spell can be much deadlier, leaving no air to breathe.
Duration: Lasts only an instant, but destroyed air stays gone.
Base cost: 2.
Prerequisite: Create Air.
Attacks a subject at a distance. The caster chooses a single melee weapon that, for the duration of the spell, gains infinite reach with regard to the subject only. The weapon must be one that delivers blows – brass knuckles are all right, but a garrote is not! As long as the subject is within the caster’s line of sight, the caster’s weapon can strike him. The subject defends normally (dodge, block, parry), as if an invisible double of the caster was engaging him.
The caster’s own body (for punching, biting, and kicking) counts as one weapon for purposes of this spell. If the subject gets inside the weapon’s real Reach, normal rules apply.
The weapon does not actually stretch or leap from the caster’s hand; the force of the blow is transmitted magically. Apply standard ranged attack modifiers (p. B548) to the caster’s attacks.
Note that magical properties of the weapon (e.g., Flaming Weapon) or the caster (e.g., Melee spells) cannot be used through this spell!
Duration: 5 seconds.
Cost: 3.
Same cost to maintain.
Time to cast: 3 seconds.
Prerequisites: Apportation.
Creates an area of dense fog. Even one yard of fog blocks vision. Flaming weapons and missiles lose their extra power in fog. A Fireball loses 1 point of damage per yard of fog it must traverse (e.g., a 3d Fireball that crosses 5 yards of fog inflicts 3d-5 damage), while victims of an Explosive Fireball may count each yard of fog as two yards of distance from the blast. However, no amount of fog will extinguish a fire.
Duration: 1 minute.
Base cost: 2 to cast.
Half that to maintain.
Prerequisite: Shape Water.
Removes the subject’s odor and makes it (or him) totally undetectable by smell. Any possessions are also affected. This spell changes no other properties of the subject.
Duration: 1 hour
Cost: 2 to cast
2 to maintain
Prerequisite: Purify Air
Produces any odor the caster is familiar with. The odor lingers for about an hour, gradually diminishing (outdoors it spreads out and quickly dissipates). The spell produces no other physical effects – for instance, the odor of a poison is not poisonous.
Duration: 1 hour
Base cost: 1
Cannot be maintained
Prerequisite: No-Smell
Hurls the subject at caster’s chosen target. The effect is as if a man with ST 15 threw the subject (see Throwing, p. B355). When it strikes something, it does crushing damage. A DX-4 or Throwing skill roll is necessary to hit the target, who may dodge or block normally. Note that only the subject of the spell – not the target – can resist!
1⁄2D 20, Max 60, Acc 1.
Figure distance to the target from either the caster or the thing being thrown, whichever starts out farther away.
Cost: 1 point for an item up to 10 pounds (1d damage);
2 points for something up to 25 pounds (1d+1 damage).
Prerequisite: Apportation.
Creates an area of quiet. No one within this area can hear anything, and nothing that happens in this area makes any sound. It is the area that is affected and not the people in it; anyone moving out will be able to speak.
Note that an area of silence will prevent spoken spells from working!
Duration: 1 minute.
Base cost: 2 to cast.
1 to maintain.
Prerequisite: Sound.
Create movements of air over a small area. The caster must choose a starting point (calculate distance penalties from that point). The wind starts there and blows in a stream one yard wide, for a distance in yards equal to 5 times the energy put into the spell, and then dissipates. This may cause knockback (see Knockback rules on the bottom of this page) on someone it hits; each second, roll 1d per full 2 points of energy in the spell. Treat this as damage for knockback purposes only (this spell does not cause injury).
Duration: 1 minute
Cost: 1 to 10
1 produces a gentle breeze
4 a wind
6 a heavy wind
8 or more a violent blast
Same cost to maintain
Prerequisite: Create Air.
Slows the velocity of a falling subject to 1 yard per second. No damage will be suffered upon landing on a normal surface (spikes, etc. would still do half damage). This spell can be cast before the subject becomes airborne.
If the subject is already falling, he/it will fall another 10 feet (assuming standard gravity of 1G) in the second normally required to cast this spell.
Duration: 1 minute.
Cost: 1 per 50 pounds of weight.
Half that to maintain.
Prerequisite: Apportation.
The subject sees by sound, like a bat or dolphin.
You can emit energy, bounce it off objects, and analyze the returned signal to build up a “picture” of your surroundings. This lets you discern size and shape, but not color or fine detail (such as writing). It has nothing to do with the normal human sense of sight, and requires no light. As a result, you may ignore darkness penalties in combat.
Perception is limited to a 120° arc in front of you.
Your Scanning Sense uses ultrasonic sound waves. Base range is 2,000 yards underwater. You can spot small objects and determine their shape, but you must make a Sense roll to distinguish fine relief (e.g., to identify a face). Sonar does not function if you are deafened, and can be “jammed” or fooled by a very loud noise (e.g., an explosion). Individuals with Ultrahearing can detect Sonar.
Sonar is much less effective in air: range is only 20 yards multiplied by air pressure in atmospheres (one atmosphere on Earth). Sonar is completely ineffective in vacuum.
The Silence and Wall of Silence spells are equivalent to Darkness to the subject, while someone using Hush or Mage-Stealth will be effectively invisible to Sound Vision. The subject may still see with his normal vision, if he wants to and there is light to do so.
Duration: 1 minute.
Cost: 5 to cast.
2 to maintain.
Prerequisite: Keen Hearing, Magery (Body) 1
Produces a cloud of vile, yellowish gas that reeks of brimstone. Until it dissipates, anyone who breathes it must make a HT roll or take 1d damage. Roll once per minute. Those in the area begin to suffocate (see Suffocation, p. B436). The cloud is heavy, and “rolls” downhill if the ground is not level. The rate of dissipation depends on the area and presence of wind; indoors, it usually lasts until the spell expires, but outdoors on a windy day, it might only last 10 seconds or so. Those with Doesn’t Breathe or Filter Lungs are immune to the toxic effects of the gas.
Duration: 5 minutes, except in windy areas
Base cost: 1
Cannot be maintained; must be recast
Prerequisite: Purify Air
Produces a meaningful sound – voices, music, etc. – of normal speaking volume. Requires constant concentration on the part of the caster.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Prerequisite: Sound.
Create a circular windstorm with an “eye” of calm inside (a good place for the caster to stand). The radius of the eye can be up to half that of the storm – or smaller, if the caster wishes. By concentrating, the caster can move the storm any distance up to its own diameter per second; the eye moves with it. The caster may move up to half his normal Move inside the eye while concentrating on this spell.
Anyone within a full-strength Windstorm must roll vs. ST once per second to avoid being knocked over by the wind. All DX-based skills are at -5, and ranged attacks are at a -10 penalty for every yard of the windstorm they pass through.
For double energy cost, the caster may create a more powerful windstorm, like a tornado. ST rolls to remain standing in such a gale are at -5, ranged attacks through it are impossible, and visibility inside it is a yard at best. This powerful windstorm physically lifts and hurls objects up to 30 pounds per yard of radius.
Duration: 1 minute after reaching full strength.
Base cost: 2.
Half that to maintain.
Time to cast: The storm starts immediately, but the caster must concentrate for a number of seconds equal to the storm’s radius in yards to bring the storm to full strength.
Prerequisite: Shape Air.
Breathe air as though it were water; the spell also prevents water creatures from dehydrating in air. This spell is primarily useful for keeping fish, mermen, etc., alive out of water.
The subject can also still breathe water normally.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Prerequisites: Create Water and Destroy Air, Magery (Body) 1
Walk on clouds (including fog banks) as though they were solid. If the subject falls for any reason (e.g., injury), the spell is broken! If the spell is recast immediately, the subject will fall for only one second (about 5 yards); if he is still in the midst of the cloud, he’ll have to “dig” his way out, which will take about 5 seconds. If he is already through the cloud deck, too bad!
Duration: 1 hour.
Cost: 3 to cast.
2 to maintain.
Prerequisites: Walk on Air and Walk on Water.
Animates a single object to do repetitive work. It can accomplish roughly the same sorts of tasks as a ST 15 man: a bucket could carry water from a stream to a barrel, a broom could sweep a building over and over again, a crossbow could cock itself, etc. The object’s program cannot be changed or respond to events . . . it just does its work, mindlessly. The clever use of Link can make Dancing Objects effectively respond to situations, but this requires some careful thought.
Duration: 1 hour.
Cost: 4 to cast. 2 to maintain.
Time to cast: 10 seconds.
Prerequisites: Apportation.
Creates an oral message, which can be delayed to go off until a certain person, specified at casting, arrives in the area. The recipient hears it clearly, regardless of other noise, but nobody else hears it. A Detect Magic spell cast in the area reveals that it contains a delayed message, but only a critical success reveals more. A critical success reveals one of the following (roll randomly): the sender, the intended recipient, or the words (not any hidden meanings) of the message.
This does not count as a “continuing spell” – the mage casts it and forgets about it.
Duration: Until the specified person arrives.
Cost: 3 per simple sentence – one idea per sentence.
Cannot be maintained.
Time to cast: 4 seconds.
Prerequisites: Voices, and Sense Life.
Removes the life-sustaining essence from the air within its area of effect, rendering it unbreathable. Until the “dead” air dissipates, any being who needs to breathe begins to suffocate, and flames within the spell’s area of effect flicker and die. Victims may not notice the spell’s effect until they begin losing FP; roll vs. Per to notice the changed quality of the air. Sleeping victims must roll vs. HT to wake up once they begin suffocating.
The spell lasts until living air diffuses back into the affected area. This takes 1 minute per yard of radius in an unventilated area, or as little as 10 seconds on a windy day outdoors. In an airtight room, the air stays devitalized indefinitely!
Purify Air reverses this spell’s effects.
Base cost: 2.
Cannot be maintained; must be recast.
Prerequisite: Destroy Air.
Turns earth or stone into air, which can be valuable to someone who is trapped underground. The more energy the caster spends, the more earth he can transform, but he is limited to regular shapes with the largest dimension no more than four times the smallest one.
Duration: Permanent
Cost: 1 to transform one cubic foot of earth/stone to air, giving enough air for one person to breathe for 1 minute.
To transform larger quantities of earth/stone at once, the cost is 5 per cubic yard.
Metal may be turned to air for triple cost.
Time to cast: 2 seconds.
Prerequisites: Create Air and Shape Earth.
Regular Spell; Resisted by Will
The subject (a living being) can no longer make meaningful sounds; it comes out completely garbled. This spell could make an opposing wizard powerless!
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisite: Voices.
The subject can be heard clearly and distinctly by everyone he can see, even at a great distance. The subject can choose to be heard by only a few chosen targets if he specifies before speaking (those within ordinary earshot will hear him whether he wants it or not, of course). Note that, for instance, one could not cut off the subject’s voice by ducking behind a rock. This spell is widely used by ship captains, military commanders, and public speakers. The sound may become irritatingly loud if the original voice is loud, but will not deafen or cause harm.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Time to cast: 2 seconds.
Prerequisites: Voices and Thunderclap.
Makes hail fall. The temperature must be above freezing. The main effect is to provide intense distraction to whoever is being pelted with hail; wizards must make a Will roll each second to keep their concentration.
For 5 times the cost, the GM may allow really big hailstones, doing 1d-2 crushing damage per second.
Duration: 1 minute.
Base cost: 1/5 (minimum 1).
For damaging hailstones, base cost is 1.
Same cost to maintain.
Prerequisite: Snow.
Regular Spell; Resisted by Will
The subject (an object or living being) can make no sounds, either accidentally or on purpose. Add 3 to the subject’s Stealth skill whenever a roll is necessary, or subtract 5 from the Hearing roll of anyone listening for the subject. This spell can silence an opposing wizard in battle!
Duration: 10 seconds if subject attempted to resist, 1 minute otherwise.
Cost: 2 to cast.
1 to maintain.
Time to cast: 2 seconds.
Prerequisite: Silence.
Alters the subject’s voice to precisely imitate that of a single other being known to the caster (including special inflections and accent). Recreating a familiar voice from memory is a -2 penalty to skill, -3 or worse if the caster has only heard the voice a few times or a long time ago (Eidetic or Photographic Memory is helpful here).
To determine whether someone familiar with the imitated being’s voice is fooled or not, roll a Quick Contest between the spell and the listener’s IQ when he first hears it.
Modifiers: +2 for close acquaintances of the imitated being; -2 for listeners who are not expecting trickery or aren’t paying close attention.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Prerequisite: Voices.
Regular Spell; Resisted by ST or Will
Subject must be a living being. The subject floats through the air, moving as the caster wills. Moving a levitating subject requires Concentration unless the caster is the subject. Leaving a subject suspended in midair requires no concentration. Maximum Move for a levitated being is 3, horizontally or vertically. A caster who levitates uses DX-based skills normally; other subjects use them at -3.
Duration: 1 minute.
Cost: 1 per 80 pounds (minimum 2) to cast.
Half (round up) to maintain.
Time to cast: 2 seconds.
Prerequisite: Apportation.
Regular Spell; Resisted by spells that block sound
Send a spoken message to a subject. Use the long-distance modifiers (p. 14). If the caster doesn’t know the subject, he is at -2. If he doesn’t know the subject’s whereabouts, he is also at -5 (a successful Seeker spell will eliminate this). These penalties may be cumulative. A successful Trace gives a +5 bonus.
The subject hears the message clearly and distinctly whatever his sonic surroundings, but nobody else hears it. Silence, Wall of Silence, and Noise will resist the incoming message.
Duration: The message travels to the subject at 50 mph.
This speed doubles when the casting cost is doubled.
Cost: 1 per 15 seconds of message duration.
Time to cast: Equal to the message’s duration, as spoken by the caster.
Prerequisites: Great Voice and Seeker, Magery (Arcana) 1
Fills an area with meaningless, continuous, very loud noise. No one within this area can have a conversation or hear other sounds. Use of any IQ-based skill is either distracted (spells, for example), or at -3 (or both! GM’s choice). A Wall of Silence surrounds the affected area. Resists (and is Resisted by) Silence.
Duration: 5 seconds.
Base cost: 4 to cast.
2 to maintain.
Prerequisite: Wall of Silence.
Creates (or prevents) 1 inch of rain in a normal outdoor setting. This is also an Air spell and a Water spell.
Duration: 1 hour.
Base cost: 1/10 (minimum 1).
Cost to create rain doubles in a desert or other area where rain is unnatural.
Cost to prevent rain doubles in a naturally rainy or swampy area.
Same cost to maintain.
Time to cast: 1 minute.
Prerequisite: Clouds.
The subject (person, creature or object), and anything he carries, becomes immune to the effects of sound: Thunderclaps won’t deafen him, sonic weapons won’t harm him, Sound Jet won’t stun him, and so on.
Noise may still distract, however. Very popular at high TLs.
Duration: 1 minute.
Cost: 2 to cast.
1 to maintain.
Prerequisites: Sound.
Creates (or prevents) 1 inch of snow, in a normal outdoor setting. To work properly, this spell must be cast when the temperature is 32°F or lower. When cast under warmer conditions, this spell simply summons a thin drizzle, dampening the ground but not leaving any significant puddles.
Duration: 1 hour.
Base cost: 1/15 (minimum 1).
Each additional 1/15 energy per yard radius increases the amount of snow by 1 inch per hour.
Same cost to maintain.
Prerequisites: Clouds and Frost.
Shoot a thin beam of very shrill sound from a fingertip. Each turn, the caster rolls versus Innate Attack or DX-4 to hit. This attack may be dodged or blocked, but not parried.
The spell does no actual damage, but anyone hit by the jet must roll versus their HT minus the energy cost of the spell or be stunned.
If you are stunned, you must Do Nothing on your next turn. You may perform any active defense while stunned, but your defense rolls are at -4 and you cannot retreat.
At the end of your turn, you may roll against HT. On a success, you recover from stun and can act normally on subsequent turns. On a failure, you remain stunned; your next maneuver must also be Do Nothing, but you get another roll at the end of that turn . . . and so on, until you recover from stun.
DR gives a +1 bonus to the target’s effective HT for every five points of DR. Every turn, a stunned person may roll vs. HT minus the energy cost of the spell to recover.
Duration: 1 second.
Cost: 1 to 4 to cast.
Same cost to maintain.
- Range in yards is equal to energy cost.
Prerequisite: Great Voice.
This is a different spell for each of the four elements. It allows the caster to call a nearby elemental – if one exists. In general, the GM should assume that an elemental is available if the location is appropriate, unless the scenario or situation requires that elementals are opportunely absent.
The caster determines the elemental’s power level by the amount of energy he spends on the spell, but the GM determines the elemental’s precise capabilities.
The summoned elemental is not under the caster’s control, but must remain for one hour unless it is dismissed or destroys the caster. Note that a dismissal does not guarantee the elemental will leave. If it is hostile, or simply curious, it may choose to stay!
The caster may question the summoned elemental, request a service, etc. The elemental immediately makes a reaction roll to see how it feels about the wizard. On a good reaction, the elemental cooperates for an hour – no longer – and then vanishes. An elemental’s opinion may be swayed with appropriate enticements, assuming a wizard can figure out what an elemental might desire.
Duration: One hour. May not be maintained.
Cost: 1 point per 10 character points used to build the elemental. Minimum energy cost is 4 (although this will not always summon a 40-point being).
Time to cast: 30 seconds. The elemental may take up to 2d minutes to appear.
Prerequisites: Create Air, Magery (Soul) 1
Produces a single loud sound like an explosion or crash of thunder. The “subject” is the spot the caster chooses as the spell’s center. Outdoors, anyone within 3 yards of this place must make a HT roll or be deafened; anyone deafened may roll vs. HT every hour to recover. In an enclosed area – less than 10 yards in any dimension – increase this distance to 6 yards! The caster makes his roll at HT+2.
Cost: 2.
Prerequisite: Sound.
Air, smoke, and other gases are like solid ground beneath your feet, allowing you to walk up and down “invisible stairs” at your ground Move. This won’t work in a vacuum – there has to be some kind of air present. If you get knocked down or slip, you fall!
If the subject falls for any reason (e.g., injury), the spell will be broken! If the spell is recast immediately, he falls for only one second (about 5 yards) and then “lands” on the air (taking 1d damage) – unless he hits ground before then. If he’s 10 feet over a lava pit, too bad!
Duration: 1 minute
Cost: 3 to cast
2 to maintain
Prerequisite: Shape Air
Creates a shimmering dome that repels bad weather of all types (up to and including Windstorm spells, volcanic ash, and rains of frogs, as well as flying insects!). Floods, landslides, and similar catastrophes destroy the dome. Inside the dome, the air remains fresh and the temperature remains comfortable for the caster.
Duration: 6 hours.
Base cost: 3 to cast.
2 to maintain.
Prerequisites: Magery (Earth) 1, Magery (Fire) 1, Magery (Water) 1
Modifies the current outdoor wind conditions. Each application of the spell can shift the wind direction by 22.5 degrees (from W to WSW, for example), or change wind speed by one level on the Beaufort Scale (see box). To achieve combined direction/speed changes, or more extreme changes in one or the other, increase cost proportionately.
The spell may be cast on an area, affecting the wind moving over it from the ground to an altitude of about 300 feet. It can also be cast on an object, such as a sailing ship, which it must then encompass in its entirety. The area of effect then moves with the object.
Duration: 1 hour.
Base cost: 1/50 (minimum 1).
Same cost to maintain.
Time to cast: 1 minute.
Prerequisite: Windstorm.
Magically throw any weapon. The weapon is the “subject” for distance purposes when determining whether the spell succeeds.
1⁄2D 20, Max 40, Acc 1.
If it hits, it does the damage it would do if hurled by a man of ST 15.
Basic thrusting damage for that ST is 1d+1; basic swing damage is 2d+1.
Cost: 1 per pound of weapon’s weight.
Double cost for a weapon that is not normally thrown (such as a broadsword).
Prerequisite: Poltergeist.
Creates a shimmering dome that is selectively permeable to gases. It can either drive out specified gases, or draw them in. When the dome is created, the caster defines a target atmospheric composition; when the target level for each component gas is reached, the dome ceases acting on that gas until conditions inside the dome change. The composition selected by the caster specifies both proportions and total pressure; this spell can thus be used either to change the composition of the air within the dome or its pressure relative to the surrounding area, or both. An Atmosphere Dome cannot create gas where none exists; if there is no Oxygen in a planet’s atmosphere, a dome set to accumulate oxygen remains empty.
Duration: 6 hours.
Base cost: 4 to cast.
Half that to maintain.
Prerequisites: Purify Air and Weather Dome.
The subject’s body becomes vaporous, temporarily granting the subject the Body of Air meta-trait (Find the Meta-Trait at the bottom of this page). Clothes (up to 6 pounds) also become vaporous, but lose any magic powers they might have had while in this form.
Duration: 1 minute
Cost: 4 to cast
1 to maintain
Time to cast: 5 seconds
Prerequisite: Shape Air
Travel great distances with a few movements. The subject flips into the sky and bounces to his destination using clouds like trampolines. Cloud Vaulting can only be cast in open air.
Each casting of this spell carries the subject up to 100 miles, plus 100 miles per skill level above DX in Acrobatics. If there are no clouds at all in the sky (a frequent occurrence over deserts), the subject cannot go farther than 100 miles. Storms will likewise block the subject’s path. An Acrobatics roll is required every 100 miles, at a penalty equal to the subject’s encumbrance level. On a failure, the subject falls 3dx3 yards and lands at a random location along the intended path – Slow Fall will save the subject from damage, but the Cloud-Vaulting spell is still broken.
This is a dizzying spell; upon arriving at his destination (or failing his Acrobatics roll), the subject will be physically stunned unless he can roll his Body Sense skill at -1 per 100 miles covered.
Duration: 1 second per 100 miles.
Cost: 7 to cast.
Cannot be maintained.
Prerequisites: Jump, and Walk on Air.
The caster creates a ball of highly pressurized air in his hand. When the air strikes a target, it explodes. The blast is extremely loud; anyone within 10 yards must roll against HT-3 or be stunned. Stunned people may roll against HT-3 every second to recover.
Protected Hearing gives a +5 bonus to this roll.
Concussion has 1/2D 20, Max 40, Acc 1; roll vs. Innate Attack skill to hit.
Cost: Any amount up to twice your Magery level per second, for three seconds. For every 2 energy put into the spell, the missile does 1d crushing damage. See Explosions, p. B414, for a full treatment of explosive damage.
Time to cast: 1 to 3 seconds
Prerequisites: Shape Air and Thunderclap
Allows the caster and his subject to converse quietly without fear of eavesdropping, even in a noisy environment (such as a raucous party). Each one will hear the words of the other clearly regardless of the surrounding din.
Other beings within earshot will hear a meaningless buzz of conversation.
Converse resists spells that block sound such as Silence or Noise.
Duration: As long as eye contact is maintained.
Cost: 2.
Prerequisites: Garble, and Silence.
Regular Spell; Resisted by higher of ST and Will
Control all actions of a single elemental while the spell continues. For direct control, the elemental must remain within the caster’s view. If the elemental is simply told to leave, it does so. If the elemental is sent to do a task, rather than controlled directly, its IQ must be sufficient (GM’s decision) to comprehend its instructions!
This spell can also be used as an information spell, to judge the four attributes of that type of elemental (within 15 feet). A successful roll is required, but there is no energy cost.
Duration: 1 minute
Cost: 1 point per 10 character points used to build the elemental
Half that (round up) to maintain
Time to cast: 2 seconds
Prerequisite: Summon Air Elemental, Magery (Soul) 1
Creates the magical essence of Air.
Essential Air is “purer” and can be used (breathed or consumed) three times as long before becoming foul.
Fire burns hotter (but not faster) in Essential Air, adding an extra point of damage to each die (this will even increase the heat of Essential Flame!).
If the air is created in an open area, it disperses within 5 seconds.
Duration: Permanent until dispersed or used up.
Base cost: 2.
Time to cast: 3 seconds.
Prerequisites:
Fly through the air under your own control, without wings, at Move 10.
Flight speed is reduced normally by encumbrance. A flying character can move and fight normally, and has a combat advantage if above his foes .
Duration: 1 minute.
Cost: 5 to cast.
3 to maintain.
Time to cast: 2 seconds.
Prerequisites: Levitation.
The subject can move quietly, breathe without sound, etc., but can still talk when necessary. Add 3 to the subject’s Stealth skill whenever a roll is necessary, or subtract 5 from the Hearing roll of anyone listening for the subject.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Hush.
Creates (or dispels) a storm.
Depending on ambient temperature and humidity, it may be a simple wind-storm or include rain, snow or hail – the odd lightning bolt, too. This is particularly effective at sea. The spell is unpredictable in its effects (which is to say the GM decides what the storm does . . . ).
The spell can also be used to dispel a storm; the effectiveness of the spell depends on the relative sizes of the affected area versus the natural storm’s full area.
An incipient storm will take about an hour to gather and reach full strength.
Once the spell lapses, it may take a varying length of time to calm down – it may even keep going on its own for hours yet!
A dispelled storm will also take about an hour to calm down.
Duration: 1 hour.
Base cost: 1/50 (minimum 1).
Same cost to maintain.
Time to cast: 1 minute.
Prerequisites: Rain and Hail.
Surrounds the affected area with a wall that sounds will not pass. Those within it cannot hear outside sounds, or be heard by those outside. Casting of spoken spells is unaffected.
Duration: 1 minute.
Base cost: 2 to cast.
1 to maintain.
Prerequisite: Silence.
Area Spell; Resisted by HT or DX
Whisks all persons within the original area of effect to somewhere else inside a giant swirling Air Vortex. The Vortex has a Move of 10. The caster may exclude anyone in the area that he specifies during casting. Those within in the area resist with the higher of their HT and DX scores. Those whisked away by the Vortex are rendered temporarily vaporous, as per the Body of Air spell. The Vortex may not penetrate solid objects.
Duration: 10 seconds
Base cost: 8 to cast
3 to maintain
Time to cast: 2 seconds
Prerequisites: Body of Air, and Windstorm
The subject’s body becomes a whirlwind, with a radius of 2 to 4 yards (caster’s choice). In this form, he has a variant form of the Body of Air meta-trait (p. B262); he lacks the listed Vulnerability to vacuum and wind-based attacks, he has No Fine Manipulators rather than the usual No Manipulators, and he has effective ST equal to twice his normal ST.
Clothes (up to 6 pounds), also become wind, but lose any magic powers they might have had while in wind-form.
Anyone within the radius of the subject must make a ST roll each second to remain standing. All DX-based skills are at -5, and missile attacks that pass through the whirlwind only hit on a critical success. There is no safe “eye.”
Duration: 5 minutes
Cost: 8 to cast
4 to maintain
- Cost does not multiply when casting it on larger creatures, as with most Regular spells.
Time to cast: 2 seconds; the storm springs into full strength immediately upon completion of the spell.
Prerequisites: Body of Air and Windstorm
Create a spirit of the appropriate element. The caster may determine the capabilities of the created elemental by increasing or decreasing the attributes of the basic elemental of that type; he may only change, add or subtract advantages and disadvantages with GM permission. There are no limits to the alteration of attributes, though a very stupid elemental will not understand complex commands.
A newly created elemental serves the caster obediently for one hour. At the end of that time, roll a contest between the caster’s skill with the spell, and the elemental’s combined IQ and ST. If the caster wins, the elemental serves for a further hour, at the end of which another contest is required, and so on. When the caster loses, the elemental escapes control and leaves (or attacks, on a very bad reaction).
Cost: 1 point per 5 character points used to build the elemental.
Time to cast: Seconds equal to the total character points used to build the elemental.
Prerequisites: Control Air Elemental, Magery (Soul) 2
A very fast Flight spell. The subject has a Move of 40 (80 mph) without encumbrance; encumbrance reduces Move normally. The subject can move and fight normally, and has a combat advantage if above his foes.
Duration: 1 minute.
Cost: 8 to cast.
4 to maintain.
Time to cast: 3 seconds.
Prerequisite: Flight.
When you hit someone very hard, you may knock him away from you! This is called “knockback.” Only crushing and cutting attacks can cause knockback. A crushing attack can cause knockback regardless of whether it penetrates DR. A cutting attack can cause knockback only if it fails to penetrate DR.
Knockback depends on basic damage rolled before subtracting DR.
For every full multiple of the target’s ST-2 rolled, move the target one yard away from the attacker. For instance, a man with ST 10 would be knocked back one yard per full 8 points of basic damage. If the target has ST 3 or less, knockback is one yard per point of basic damage! If the target has no ST score at all (like a wall), or is not resisting, use its HP instead.
Anyone who suffers knockback must attempt a roll against the highest of DX, Acrobatics, or Judo. If he is knocked back more than one yard, he rolls at -1 per yard after the first. Perfect Balance gives +4 to this roll. On a failure, he falls down.
If you knock your foe into something solid, the result – including damage to him and whatever he hit – is as if he had collided with it at a speed equal to the yards of knockback. See Collisions and Falls (p. 430).
“Knockback Only”: Some attacks – a jet of water, a shove (p. 372), etc. – do knockback but no damage. Roll the listed damage and work out knockback as usual, but no actual injury occurs (unless the target collides with something!).
Your body is made of gas.
ST 0 [-100]; +10 HP [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks x2) [-20]; and Taboo Trait (Fixed ST) [0]. 36 points.