Area Spell; Special Resistance
College: Arcane, Level: 3
The opposite of Slow Time. Time in the affected area speeds up. Otherwise, all of the rules for crossing the area’s edge, resistance, and so on, are as per Slow Time.
Powerstones recharge at outside rates, so Accelerate Time does not speed up Powerstone recharge. Of course, relative rest-time can be increased, permitting mages to regain lost FP more rapidly.
Duration: 1 minute (outside time).
Base cost: 2 for double,
3 for triple
4 for quadruple
and so on (no limit, but see the Time Out spell, below).
Same costs to maintain.
Time to cast: 2 seconds.
Prerequisites: IQ 13+, Haste.
Regular Spell
College: Soul, Level: 2
When cast on a person or object, this spell allows the subject to interact with incorporeal spirits as if they were solid. A weapon with this spell on it can harm an insubstantial spirit.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Time to cast: 2 seconds.
Prerequisite: Solidify.
Regular Spell; Resisted by HT
College: Arcane, Level: 3
Makes the subject older! The subject ages one year for every 10 points of energy put into the spell.
Duration: Permanent.
Cost: 10 to 50 points.
Time to cast: 1 minute.
Prerequisite:
Regular Spell; Resisted by HT
College: Body, Level: 3
Magnifies the subject’s sense of touch to painful levels: a gentle touch feels like a blow, someone else’s breath feels like a scorching flame, a cool breeze feels like a freezing blast. Even the contact of his the subject's clothes becomes unbearable; the subject feels like his skin is being scraped raw.
The subject is rendered helpless with agony:
Agony
You are conscious but in such terrible pain that you can do nothing but moan or scream. If standing or sitting, you fall down. While the affliction endures, you lose 1 FP per minute or fraction thereof.
After you recover, anyone who can credibly threaten you with a resumption of the pain gets +3 to Interrogation and Intimidation skill rolls.
Low Pain Threshold doubles the FP loss and torture bonus.
High Pain Threshold lets you overcome the agony enough to function, but at -3 to DX and IQ.
Duration: 1 minute.
Cost: 8 to cast.
6 to maintain.
Prerequisites: Sensitize.
Regular Spell
College: Air, Level: 1
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.
Regular Spell
College: Air, Level: 1
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
Area Spell; Resisted by HT or DX
College: Air, Level: 4
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
Regular Spell
College: Arcana, Level: 1
Alerts the subject at a specified time in the future, awakening him if necessary. It will also remind him of one thing (in effect, delivering a message), provided he specified that thing at the time the Alarm spell was cast.
Can be set to “go off” up to a week from time of casting.
Duration: 1 week.
Cost: 1.
Cannot be maintained.
Prerequisite: Tell Time.
Regular Spell; Resisted by HT
College: Body, Level: 2
As for Alter Visage, except that the subject’s entire body (e.g., skin, hair, limbs) may be altered. The subject’s general form cannot change: humanoids stay humanoid. No extra limbs, wings, etc., may be added.
Simpler additions are possible (non-prehensile tails, horns, hooves), but the subject will be unfamiliar with them, and may suffer penalties to DX until a suitable adjustment period (GM’s decision) has passed. The subject’s mass must remain the same; basic stats do not change.
Duration: 1 hour unless made permanent.
May be removed by Alter Body or Remove Curse.
Cost: 8 to cast.
6 to maintain.
May be made permanent, as an enchantment, for an energy cost of 200.
Time to cast: 2 minutes.
Prerequisite: Alter Visage.
Area Spell
College: Earth, Level: 4
The Spell does things in an area that affect how gravity works.
Duration:
Base Cost: 3
Prerequisites: Magery (Arcana) 2
Area Spell
College: Earth, Level: 4
Can be used to completely transform vast amounts of terrain. If cast over a large enough area, this spell can turn a city into a lake or sea, or an offshore island into a mountain range.
The profile of the ground (including sea, lake, or river beds) within the affected area can be raised, lowered, or reshaped as the caster chooses, or changed in texture to anything between soft earth and sand to hard granite. Stone or brick buildings and vegetable matter can all be transformed into “natural” stone or earth, but not vice-versa. Submerged areas raised above their natural level become dry land; any area lowered below the local water table may be flooded. The GM should require Architecture, Artist, or Engineer rolls if the caster tries to alter the area into something specific.
Beings and loose items on the surface at the time the spell is cast are simply raised or lowered, with no personal injury. If they are inside buildings, they are gently expelled rather than entombed. Of course, if they find themselves under water, they may have problems . . .
If the spell is countered or dispelled, the whole area returns to its former condition; even transformed buildings and trees are restored.
Duration: 2d days.
Base cost: 1 to cast (minimum cost 15). Cannot be maintained. Volumes taller than 4 yards may be affected by multiplying the base cost accordingly.
Time to cast: 10 seconds.
Prerequisites: Shape Air, Shape Earth, Shape Plant, Shape Water
Regular Spell; Resisted by HT
College: Body, Level: 1
Changes the subject’s face as the caster wills. Any new organs (e.g., extra eyes) do not really function.
Other than that, any change is possible. If the caster is trying to duplicate an existing face, he is at -1 if he does not have the model (or a good picture) available; if he is not too familiar with the model, -2 or worse. This spell cannot be used to injure the subject. Mages do not get an automatic IQ + Magery roll to realize someone is under this spell.
If this spell or Alter Body (below) is used to permanently improve a PC’s looks, the GM should require him to pay the appropriate character points for the improvement!
Duration: 1 hour unless made permanent.
May be removed by Alter Visage, Alter body, or Remove Curse.
Cost: 4 to cast.
3 to maintain.
Maybe made permanent, as an enchantment, for an energy cost of 40.
Time to cast: 1 minute.
Prerequisites: Simple Illusion
Regular Spell; Resisted by HT
College: Body, Level: 1
Changes the subject’s voice as the caster wills. If the caster is trying to duplicate an existing voice, the “model” voice should be available. Recreating a familiar voice from memory is at -2 to skill, -3 or worse if the caster has only heard the voice a few times, or a long time ago. Eidetic Memory is helpful here (p. 51).
The subject’s voice can also be altered to make it more pleasing or more grating, granting a bonus or penalty (from +2 to -2) to reaction rolls and skills involving vocal communication for the duration of the spell.
The spell cannot “give” a voice to a mute person. If this spell is used to permanently improve a PC’s voice (giving him the Voice advantage), the GM should require him to pay the appropriate character points!
Duration: 1 hour.
Cost: 2 to cast. 2 to maintain. The change may be made permanent, as an enchantment, for a cost of 200.
Time to cast: 1 minute.
Prerequisites: Voices
Regular Spell
College: Body, Level: 1
Increases all the subject’s Sense rolls by +1 bonus per 2 points of energy spent.
Duration: 10 minutes.
Cost: 2 per point of increase (maximum 5).
Half that to maintain.
Prerequisites: Any two variants of Keen (Sense).
Regular Spell
College: Body, Level: 1
This spell grants you the ability to fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the “off” hand (see p. 14). Note that this does not allow you to take extra actions in combat.
The spell has no effect on beings that already have the Ambidexterity advantage. It also only affects a single pair of limbs; beings with more than two limbs require multiple castings of the spell.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Prerequisite: Grace.
Information Spell; Resisted by spells that conceal magic
College: Arcane, Level: 2
Identifies exactly what spells are on the subject. If the subject has more than one spell on it, Analyze Magic identifies the one that took the least energy, and tells the caster “there are more spells.”
It can then be cast again to determine the next spell, and so on. Name and Password enchantments (p. 68) count as separate spells that resist at +5; any individual wizard may only attempt to Analyze a Name or Password once. Like Identify Spell, above, it will give limited results when the caster is faced with an unknown spell.
Cost: 8.
Time to cast: 1 hour.
Prerequisite: Identify Spell.
Information Spell
College: Arcane, Level: 3
As History, but gives a general impression of an item’s history over a much greater time.
Cost: 3 for one year’s history,
5 for 10 years’ history,
8 for 100 years,
10 for 1,000 years.
Time to cast: 1 minute for each energy point spent.
Prerequisite: History.
Regular Spell; Resisted by Will
College: Mind, Level: 2
Controls the actions of one large animal (any size) or a single swarm (see Swarm Attacks, p. B461).
Remember, however, that subjects larger than SM 0 increase the casting cost. Concentration is required. This spell will not work on a sapient being (racial IQ 6 or higher). There is a separate Control spell for each category of animal.
Duration: 1 minute.
Cost: Variable.
Cost to cast is equal to the racial IQ of the most intelligent species within the category.
Half that to maintain.
Prerequisite: Beast-Soother.
Sample Animal Control Energy Costs
Spell Cost
Vermin Control 1/1
Fish Control 2/1
Reptile Control 2/1
Bird Control 3/2
Mammal Control 5/3
Regular Spell
College: Earth, Level: 2
Summon a spirit (IQ 9) to animate a living plant.
An animated plant gains a HT score equal to twice the energy put into the spell. Note that woody plants often have a high DR and make frightening foes. A sapient (IQ 6 or higher) plant may not be animated.
Duration: 1 minute
Cost: 3 to cast
Half that to maintain
Double cost if the plant is to pull itself up and walk (Move 4) on its roots
Time to cast: 5 seconds
Prerequisites: Magery (Soul) 1
Regular Spell; Special Resistance
College: Arcane, Level: 2
Animates an existing object (statue, sword, chair . . .). Its abilities and attributes depend on its body – this is entirely up to the GM.
Examples: a chair could move about and kick people in the shins or a sword could snake around its wielder’s arm, but a teapot could do little more than scuttle amusingly across a table . . .
Concentration is required; the animated object has no IQ score and is little more than a puppet.
Independence and Initiative will not work on an animated object.
A being holding such an object resists with Will.
Duration: 1 minute.
Cost: 1 to cast for every 5 pounds the object weighs.
Double cost to animate stone, triple for metal.
Same cost to maintain.
Time to cast: 3 seconds.
Prerequisites: At least three “Shape” spells
Regular Spell; Resisted by HT
College: Soul, Level: 4
Summons a spirit that animates the subject’s shadow and attacks him. The shadow has IQ 9, HT 10, DX equal to the caster’s effective skill, and ST and Move equal to the subject’s ST and Move. The shadow wields whatever weapon the subject had in hand at casting time (even if he drops it later on!), inflicting basic damage only (ignore cutting and impaling bonuses) as fatigue. Armor does not protect, but the shadow’s attacks may be parried or blocked if the weapon or shield used to defend is one that the subject had when the spell was cast. When the subject’s FP reaches zero, he falls unconscious and the spell is broken. An animated shadow may be attacked as per a Body of Shadow subject (see p. 114); if its HP reaches zero, it is “killed” and the subject regains his normal shadow.
Duration: 5 seconds.
Cost: 4.
Same cost to maintain.
Time to cast: 2 seconds.
Prerequisites: Skull-Spirit and Shape Darkness.
Regular Spell
College: Soul, Level: 2
Summon a spirit (IQ 9) to animate an existing statue, painting, or other item. The object that is animated must depict or represent a human or animal. Its abilities and attributes depend on its body. This is entirely up to the GM– for instance, a painting could talk, but not move around while a statue might leave its base and move freely. Within its limitations, the animated object will follow the caster’s verbal orders; it has no judgment and will carry out its orders precisely.
Unlike a golem, it cannot be instructed to follow another person’s orders.
Duration: 1 minute.
Cost: 3, multiplied by SM+1 for objects larger than human size.
Half that to maintain.
Double cost to animate stone;
Triple to animate metal.
Time to cast: 5 seconds.
Prerequisite: Summon Spirit.
Regular Spell; Resisted by Will
College: Air, Level: 0
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
Regular Spell; Resisted by HT
College: Earth, Level: 3
Similar to Entombment, except that a tree, instead of the earth, confines the subject. The subject is instantly swallowed by the nearest tree large enough to contain him. He remains in suspended animation (as with the spell; see p. 94) in a tiny cylindrical chamber inside the tree, until rescued by chopping through the tree or the cancellation of the spell.
A mage who casts Arboreal Immurement on himself may elect to stay awake, but this is unwise unless he can create air!
Modifiers: Apply the long-distance modifier for the distance from the subject to the nearest tree large enough to hold him.
Duration: Indefinite.
Cost: 8 to cast. 5 to reverse an Arboreal Immurement.
Time to cast: 3 seconds.
Prerequisites: Walk Through Wood, Magery (Water) 1
Regular Spell
College: Arcane, Level: 2
Adds to the Damage Resistance of a living subject. DR from this spell is treated for all purposes like DR from armor, and is cumulative with that from actual armor.
Duration: 1 minute.
Cost: 2 x Damage Resistance give, max DR of 5 (cost 10).
Half that to maintain.
Prerequisite: Shield.
Area Spell
College: Air, Level: 3
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.
Area Spell
College: Soul, Level: 3
No spirit or insubstantial being may cross an astral block’s boundaries for the duration of the spell. In addition, insubstantial creatures within an astral block cannot become substantial, and vice versa. Thus, a sorcerer could not cast Ethereal Body within the area of a spell, while a ghost would be unable to use Solidify. A ghost already in a tangible state could not become insubstantial!
Duration: 10 minutes.
Base Cost: 4 to cast if cast as a normal Area spell.
15 if cast on a container.
Half to maintain.
Time to cast: 2 seconds.
Prerequisites: Summon Spirit and Repel Spirits.
Regular Spell
College: Soul, Level: 1
See insubstantial entities.
Examples include ghosts and subjects of Ethereal Body, Projection, or Astral Trip spells.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisites: Sense Spirit.
Information Spell
College: Arcana, Level: 1
Creates a glowing halo, or “aura,” around the subject. This aura gives the caster a general insight into the subject’s personality – the better the skill roll, the better the insight. The aura also shows whether the subject has Magery, Magic Resistance, or Magic Susceptibility (and what level); whether the subject is possessed or controlled in any way; and whether the subject is in the grip of any violent emotion. A critical success will detect “secret” traits, such as lycanthropy, vampirism, and unnatural longevity.
All living beings have auras; inanimate things do not. A zombie is detectable by his faint, death-haunted aura, while a vampire retains the aura he had in life. Illusions and created beings have no aura, so a successful casting of this spell distinguishes them from real persons.
Cost: 3 (for any size subject).
Prerequisite: Detect Magic.
Area Spell
College: Mind, Level: 2
Makes the subject area unattractive to all creatures except the caster. Gazes will be averted, and approaching characters will feel an intense unease, an urge to be somewhere else. The spell resists attempts to look at it or to approach it (roll caster’s skill vs. searcher’s Will). Victims won’t be aware of the repulsion if it can act in a subtle way (e.g., you just felt like sitting in front rather than in the middle . . .).
This is a subtle spell, and GMs should roll in secret to see if it works. If it does, the victims should not be told “You can’t look in that closet,” but just “you see nothing.” The spell made them think they had checked the closet, or made each searcher think that another one had checked it . . . and so on.
If a single caster uses both Hide and Avoid, the GM should not check for the results of the Hide spell unless a searcher penetrates the Avoid spell and looks in the caster’s direction.
Duration: 1 hour.
Base cost: 3 to cast.
3 to maintain.
Time to cast: 1 minute.
Prerequisites: Hide, Fear, and Forgetfulness.
Area Spell
College: Body, Level: 0
Renders the subject(s) awake and alert. It instantly counters the effects of stunning. If the subject is very fatigued (less than 1/3 basic FP), this spell renders him alert for an hour but costs him 1 FP at the end of that time. It has no effect on those with 0 or fewer FP.
Sleeping or unconscious subjects get a HT roll to awaken, at a bonus equal to the caster’s margin of success. A subject rolls at -3 if unconscious due to injury, at -6 if drugged.
Base cost: 1.
Regular Spell
College: Soul, Level: 1
Every well-crafted object, whether a tool, a weapon, or a work of art, may contain a spirit slumbering within it.
This spell allows the caster to awaken the spirit of any item created by an artisan with a margin of success by 5 or more (the GM can assume this was the case for an artisan with skill of at least 15, or for any fine or very fine item). Any item created with Inspired Creation has a craft spirit. The spirit can answer one question per minute regarding its maker or any of its owners. The spirit remains awake for the duration of the spell; it may remain awake or return to sleep when the spell expires, according to its own whim.
Not every setting has craft spirits; if the GM does not feel that they are appropriate to the setting, this spell does not exist.
Duration: 1 minute.
Cost: 3 to cast. 1 to maintain.
Time to cast: 5 seconds.
Prerequisites: Inspired Creation and Sense Spirit.
Regular Spell
College: Body, Level: 1
With this spell you can always keep your footing, no matter how narrow the walking surface, under normal conditions.
This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being knocked down.
Finally, you get +1 to Acrobatics, Climbing, and Piloting skills.
This spell has no effect on beings that already possess the Perfect Balance advantage.
Duration: 1 minute.
Cost: 5 to cast. 3 to maintain.
Prerequisite: Grace.
Missile Spell
College: Fire, Level: 3
Creates a ball of lightning in the caster’s hand. Unlike a regular Missile spell, however, a Ball of Lightning floats away in the direction the caster wills it to; it cannot be hurled in the usual fashion. The ball is utterly silent and moves in a straight line at a maximum speed equal to the caster’s skill divided by 5 (round down), regardless of wind and nonmetallic obstacles – the ball floats right through windows, curtains, walls, etc. It maintains its heading and speed unless the caster concentrates to change it. The ball explodes on the mental command of the caster or upon contact with a living being or metallic object. If the spell is allowed to expire, the Ball winks out of existence without exploding.
Duration: 1 minute.
Cost: Any amount up to twice your Magery level per second, for three up to seconds
Half that to maintain.
The ball inflicts 1d-1 burning damage for every 2 full points of energy to anyone within 1 yard of the explosion.
Those further away divide damage by three times their distance in yards (round down).
Time to cast: 1 to 3 seconds
- The ball grows in the caster’s hand as the casting progresses
Prerequisites: Lightning
Special Spell; Resisted by Will
College: Soul, Level: 3
Sends an extradimensional visitor (e.g., a demon) back to its plane of origin. It can only be cast by a caster in his home dimension. In an alien plane, you could not “banish” yourself back home, but a native of that plane could banish you. This spell will not work on a creature that is already in its home dimension.
Resolve the Banish attempt as a Quick Contest: the caster’s Banish skill vs. the subject’s Will. If the caster wins, the subject immediately returns to its home plane. It cannot return for one month. Anything that it brought with it when it appeared (e.g., weapons) will vanish with it. Other things it may be carrying (e.g., screaming victims) stay behind.
Note that certain powerful creatures are resistant or even immune to this spell.
Modifiers:
+4 if the caster knows the entity’s “true name”;
-5 if the caster does not know the subject’s plane of origin
And an extra -1 if he believes he knows where the creature came from, but is wrong!
Cost: 1 point per 10 character points the subject is worth. Minimum energy cost is 10.
*The caster will not know in advance how much energy the spell will require, and may fall unconscious or even wound himself in casting the Banish.
Time to cast: 5 seconds.
Prerequisites: Magery 1 and at least one spell from each of 10 different colleges.
Area Spell
College: Arcane, Level: 3
“Softens up” local space-time, making the area of effect easy to teleport, timeport, or plane-shift to. The energy cost and skill penalties to travel to a beacon are halved (round down). A beacon may also be used to help teleport a subject from its vicinity toward the caster.
A beacon is not private; any caster magically transporting himself (or someone else) to the area will benefit from the spell (however, permanently enchanted areas may be Limited or Named; see p. 68). The caster must, at casting, specify which travel spells his beacon assists.
There is no extra cost to create a multi-purpose beacon.
Duration: 24 hours.
Base cost: 10 to cast.
Half that to maintain.
Time to cast: 30 seconds.
Prerequisite: Teleport, Timeport, or Plane Shift. The enchanter must know Teleport to create a teleport beacon, Timeport to create a timeport beacon and Plane Shift to create a plane-shift beacon.
Regular Spell
College: Mind, Level: 3
Establishes a mental link with an animal. The animal will not stray far from the caster after that (generally not more than a half-hour’s travel). It will then come, once, whenever the caster wishes, at a fast but not killing pace. If it is a wild beast, any reactions must be re-determined when the creature arrives; previous good reactions from Beast-Soother, for instance, no longer hold! This spell is similar to Beast-Summoning, but is cast in advance and on a specific creature.
Duration: Until the beast is next called. This counts as a spell “on.”
Cost: 3.
Time to cast: 5 seconds.
Prerequisite: Beast Summoning, Telepathy.
Regular Spell; Resisted by Will
College: Soul, Level: 3
Like Rider Within – except caster is in full control of the subject, “from the inside,” and has full access to the beast’s memories and abilities. While in the subject’s body, the caster may use all its skills and abilities as though they were his own. He may use his own mental abilities, but not his physical ones (so he cannot cast spells unless he knows them so well that they require no speech or gesture).
The caster’s own body lies unconscious during the spell, and must be safeguarded.
Duration: 1 minute.
Cost: 6 to cast. 2 to maintain.
Time to cast: 5 seconds.
Prerequisite: Rider Within or Possession.
Regular Spell; Resisted by Will
College: Soul, Level: 4
Like Beast Possession, but the caster’s consciousness remains in the body of the subject until he chooses to leave or is “exorcised” by a Dispel Possession, Counterspell, Remove Curse, or similar spell. Remember that the caster must know the appropriate (Animal) Control spell for the spell to work on the chosen subject. The caster’s body is in Suspended Animation (p. 94) while the spell continues. If the caster’s body dies, the spell is broken.
Whenever the subject body takes damage, the caster must roll against his own body’s HT or take the same damage. If the subject animal dies, the caster must roll vs. HT or die himself!
In addition, the caster must roll against his IQ every day; a failed roll means that he loses one point of IQ.
The caster does not need to roll once he reaches the beast’s normal IQ range. The lost IQ is regained when the spell is ended. Should IQ drop to 5, only Remove Curse or Dispel Possession will end the spell.
Duration: Indefinite (could be permanent).
Cost: 20.
Time to cast: 1 minute.
Prerequisites: Magery 2 and Beast Possession.
Information Spell
College: Arcane, Level: 2
Attunes the caster to one species of animal, an individual, or simply any animal he is looking for. A success gives the caster a vision of the animal's whereabouts – or leads him to them, if they are within a mile.
To seek a specific animal, the caster must either know their name or know them well enough to visualize them. For instance, you cannot use this spell to solve a murder by seeking “the animal that mauled my sheep” if you don’t know which animal that is – but if you do, Best Seeker will find them.
Modifiers: Long-distance modifiers.
Something associated with the item sought (e.g., part of a lost animal's fur or their harness) should be available at the time of casting; if not, roll at -5.
The roll is at +1 if the caster has held or is otherwise familiar with the animal sought.
Cost: 3.
One try per week per species.
Prerequisites: Beast Summoning and Seeker.
Regular Spell
College: Mind, Level: 2
Communicate with any animal in the creature’s own “language.” The amount of information exchanged depends on the animal’s intelligence; no creature below the level of a bird is likely to know much of interest. An ant may crawl over gold, but it knows only that the material is hard and inedible.
Each minute of the spell allows one question and answer.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisite: Beast Summoning.
Regular Spell
College: Mind, Level: 2
Calls one creature of a named type (anything under IQ 6). Range does not matter for this spell. If the spell is cast successfully, the caster knows the location of the closest creature of the type, and how long it will take for that creature to come to him. It moves toward the caster as fast as it can, until the spell ends or the animal can see the caster. It stays nearby, without attacking, until the spell ends. The summoned animal then has a +1 on its reaction to the caster (only). If the caster or someone near the caster attacks the creature, the spell is broken.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
To call many animals, double the cost of the spell. All creatures within a certain area (usually about a 10-mile radius; more for a very successful casting) are summoned. Of course, the time they take to arrive depends on the speed at which they can travel, and if the spell ends before they arrive, they will turn and go about their business.
Prerequisite: Beast-Soother.
Regular Spell
College: Mind, Level: 1
Excites a single animal. The beast’s reaction roll (to anyone) is worsened by twice the energy put into the spell.
Duration: Until a reaction roll is called for or an hour passes.
Cost: 1 to 3.
Cannot be maintained.
Prerequisite: Vexation or the Animal Empathy advantage.
Regular Spell
College: Mind, Level: 1
Calms a single animal. The beast’s reaction roll to the caster is improved by twice the energy put into the spell.
Duration: Permanent, until something disturbs the animal.
Cost: 1 to 3.
Prerequisite: Persuasion or the Animal Empathy advantage.
Regular Spell; Resisted by Will
College: Mind, Level: 1
Causes the subject to fight as a berserker. If known foes are in sight (or even in earshot), they will be attacked first.
Once you are berserk, the following rules apply:
• If armed with a hand weapon, you must make an All-Out Attack each turn a foe is in range. If no foe is in range, you must use a Move maneuver to get as close as possible to a foe – and if you can Move and Attack, or end your Move with a slam, you will.
• If the enemy is more than 20 yards away, you may attack with a ranged weapon if you have one, but you may not take the Aim maneuver. If using a gun, you blaze away at your maximum rate of fire until your gun is empty. You cannot reload unless your weapon – and your Fast-Draw skill – lets you reload “without thought” (can take no more than one second). Once your gun is empty, you must either draw another gun or charge into melee combat.
• You are immune to stun and shock, and your injuries cause no penalty to your Move score. You make all rolls to remain conscious or alive at +4 to HT. If you don’t fail any rolls, you remain alive and madly attacking until you reach -5¥HP. Then you fall – dead!
• When you down a foe, you may (if you wish) attempt another self-control roll to see if you snap out of the berserk state. If you fail (or do not roll), you remain berserk and attack the next foe. Treat any friend who attempts to restrain you as a foe! You get to roll again each time you down a foe, and you get one extra roll when no more foes remain. If you are still berserk, you start to attack your friends . . .
Once you snap out of the berserk state, all your wounds immediately affect you. Roll at normal HT to see whether you remain conscious and alive.
Duration: 10 minutes, or less if the fight ends.
When the spell ends the subject comes out of the berserk rage.
Time to cast: 4 seconds.
Cost: 3 to cast.
2 to maintain.
Prerequisite: Bravery.
Regular Spell; Resisted by spirit's IQ
College: Soul, Level: 4
Similar to Enslave, but for spirits. Like Enslave, it allows mental contact with a turn of concentration.
There is a separate Bind Spirit spell for each Command Spirit spell. The spirit may interpret its orders creatively, as per Command Spirit.
Duration: Permanent.
Cost: 1 per 3 character points used to build the spirit (minimum cost 30).
Time to cast: 5 minutes.
Prerequisites: Command Spirit (same type), and Soul Jar.
Area Spell
College: Fire, Level: 2
Shrouds the affected area in impenetrable blackness. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules.
The Dark Vision advantage lets you see through a Blackout spell, but Night Vision and Infra-Vision do not.
Duration: 1 minute
Base cost: 2 to cast
1 to maintain
Prerequisite: Darkness
Regular Spell
College: Arcane, Level: 3
A continual version of Turn Blade – all blades attacking the subject are turned, doing only crushing damage and becoming unready. For each bladed attack, roll a Quick Contest between the wielder’s DX and the caster’s effective skill to see which wins out. Useful only against blade attacks, as per Turn Blade.
Note that, unlike Turn Blade, the spell is cast on the one being attacked, not on the attacker.
Duration: 1 minute.
Cost: 2.
Same cost to maintain.
Prerequisite: Shield or Turn Blade.
Area Spell
College: Earth, Level: 1
Causes the plants within the area of effect to grow faster and stronger for the rest of their growing season.
The crop yield within the area of effect is doubled.
To be affected, the plants must be entirely within the area of effect.
Duration: One crop or growing season
Base cost: 1
Time to cast: 5 minutes
Prerequisite: Heal Plant, Magery (Water) 1
Area Spell
College: Earth, Level: 2
Causes the plants within the affected area to grow more slowly and more weakly for the rest of their growing season. The crop yield within the area is halved. Immediate effects include loss of leaves, fruit, and blossoms; the affected plants recover (partially) in the following days.
To be affected, the plants must be entirely within the area of effect.
Duration: One crop or growing season.
Base cost: 1
Time to cast: 5 minutes
Prerequisite: Plant Growth, Magery (Water) 1
Blocking Spell
College: Arcane, Level: 3
Avoid an attack by teleporting instantly out of its way and into an open spot nearby. A spot is not open if someone is standing in it; any lesser obstruction is “open” for the purpose of this spell.
The caster may Blink to any unoccupied spot within 3 yards, in any direction. The caster’s facing remains unchanged. The caster must roll against his Body Sense skill to act on his next turn (p. B181). If there are no open spots within 3 yards, the spell will fail.
For combat purposes, the “blink” is treated as a dodge that succeeds automatically if the spell roll is made.
A critical failure on this spell is treated like a Teleport critical failure, except that the caster rarely goes more than a mile.
Cost: 2.
Prerequisite: Teleport.
Blocking Spell
College: Arcane, Level: 3
As Blink, but usable on others.
Cost: 2.
Prerequisite: Blink.
Blocking Spell
College: Arcana, Level: 1
Momentarily conjures an invisible shield of magical force that moves to protect the subject from an attack. The Defense Bonus granted by this spell is cumulative with that from an actual shield, but this spell does not allow a subject with-out a shield to block.
Defense Bonus granted by the Block spell is not cumulative with any granted by Shield spell.
Cost: 1 per point of DB, max = Magery (Arcana) level.
Area Spell
College: Earth, Level: 2
Causes plants within the area of effect to bloom and bear fruit within the one-hour duration of the spell. To be affected, the entire plant must be within the area of effect. The plant remains in this condition for 24 hours, at the end of which it enters its fall phase – leaves of deciduous trees will turn color, blossoms and fruit drop off, etc. The spell may be limited to a single plant, or a single type of plant, at the time of casting.
Duration: 1 hour
Base cost: 2
Cannot be maintained
Time to cast: 5 minutes
Prerequisite: Plant Growth, Magery (Water) 1
Regular Spell
College: Fire, Level: 2
Makes the subject harder to see and therefore harder to hit with attacks. Each point of energy gives -1 to the effective skill of any attack on the subject, to a maximum of -5.
Duration: 1 minute
Cost: 1 to 5 to cast
Same cost to maintain
Time to cast: 2 seconds
Prerequisite: Darkness or Gloom
Regular Spell; Resisted by HT
College: Air, Level: 3
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
Regular Spell; Resisted by HT
College: Fire, Level: 3
Subject gains the Body of Fire meta-trait (p. B262) for the duration of the spell. Clothes (up to 6 pounds) also become fire, but lose any magic powers they might have had. He can carry nothing while in this form.
Duration: 1 minute.
The spell expires if the subject loses consciousness
Cost: 12 to cast
4 to maintain
Time to cast: 5 seconds
Prerequisite: Breathe Fire
Regular Spell; Resisted by HT
College: Fire, Level: 3
Subject becomes an animated shape of lightning, temporarily granting him the Body of Lightning meta-trait found at the bottom of this page. Clothes (up to 6 pounds) also become lightning, but lose any magic powers they might have had.
Stop Power acts as Glue and Steal Power acts as Steal Strength on the subject.
Duration: 1 minute.
The spell is broken if the subject loses consciousness
Cost: 12 to cast
4 to maintain
Time to cast: 5 seconds
Prerequisites: Lightning, Magery (Body) 2
Regular Spell
College: Earth, Level: 4
The subject becomes an animated statue of metal, temporarily granting him the Body of Metal meta-trait (found at the bottom of the page). Clothes (up to 6 pounds) also become metallic, but lose any magic powers they might have had.
Duration: 1 minute.
The spell expires if the subject loses consciousness.
Cost: 12 to cast.
6 to maintain.
Time to cast: 5 seconds.
Prerequisites: Magery (Body) 2 and Shape Metal.
Regular Spell; Resisted by HT
College: Fire, Level: 3
The subject’s body fades away, leaving only his shadow. The subject is now a two-dimensional shadow on the wall or floor, gaining the Shadow Form advantage (p. B83) for the duration of the spell. His clothing (up to 6 pounds) also becomes shadow, but while in shadow form it loses any magic powers it might have had. The rest of his equipment tumbles to the ground; he can carry nothing while in this form.
Note that this spell does not augment the subject’s senses to allow him to see in pitch darkness!
Duration: 1 minute
The spell expires if the subject loses consciousness
Cost: 6 to cast. 3 to maintain
Time to cast: 5 seconds
Prerequisites: Shape Darkness, Magery (Body) 2
Regular Spell; Resisted by HT
College: Earth, Level: 3
Subject becomes an animated stone statue; he temporarily acquires the Body of Stone meta-trait found at the bottom of this page. Clothes also become stone, but carried equipment does not.
Duration: 1 minute.
Cost: 10 to cast. 5 to maintain.
Time to cast: 5 seconds.
Prerequisites: Stone to Flesh, Magery (Body) 2
Regular Spell; Resisted by HT
College: Earth, Level: 3
Subject becomes an animated wooden statue, temporarily granting them the Body of Wood meta-trait (see bottom of the page for details). Clothes (up to 6 pounds) also become wood, but lose any magic powers they might have had. The subject may still speak, cast spells, etc.
A subject under the effects of Body of Wood may also merge into wooden objects as if he had the Permeation (Wood) advantage (p. B75).
Duration: 1 minute. The spell expires if the subject loses consciousness.
Cost: 7 to cast. 3 to maintain.
Time to cast: 5 seconds.
Prerequisites: Plant Form, Magery (Water) 1, Magery (Body) 2
Regular Spell; Resisted by HT
College: Air, Level: 4
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
Information Spell; Resisted by Will
College: Body, Level: 0
Creates in the mind of the caster a visual and tactile “image” of the interior of the subject’s body. Useful for diagnosing pain or illness of uncertain origins, this spell reveals organ ruptures and internal bleeding, bone fractures – even the sex of an unborn child. Use Regular range modifiers.
Essentially, this is the magical equivalent of a detailed series of X-rays; what the caster can do with the information gained depends on his medical skills.
The spell does not reveal the exact nature of any poisons or diseases that may be affecting the subject, but it gives a +2 to any subsequent Poisons or Diagnosis roll. The caster must touch the subject.
Modifiers: -2 if the subject is of a different species than the caster (an Elven wizard reading a human subject, for instance), -4 or worse if totally alien!
Cost: 2.
Time to cast: 30 seconds.
Prerequisite: Sense Life or Awaken.
Regular Spell
College: Water, Level: 1
Turns water into steam. Water expands considerably in going from liquid to gas; a mere pint of water makes a lot of steam. The scalding effect of steam is such that a steam hex should be treated exactly as a fire hex, except that it cannot ignite anything.
Duration: Permanent, though the steam will recondense naturally (with-in about 10 minutes).
Cost: 2 for a fist-sized quantity of water (makes about a hex of steam)
4 for a cubic foot’s worth (makes about 40 cubic yards of steam)
6 for a square yard of water to a foot’s depth (makes about 400 cubic yards of steam),
3 for each additional third of a cubic yard.
Time to cast: 10 seconds.
Prerequisites: Shape Water, Magery (Fire) 1
Regular Spell or Blocking Spell
College: Body, Level: 2
This spell raises the subject’s Dexterity just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, Throwing an object, etc.
It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics except HP and FP.
High skill does not reduce the cost to cast this spell.
Cost: 1 for every point of Dexterty increase (maximum of 5).
Prerequisite: Grace
Regular Spell or Blocking Spell
College: Body, Level: 2
This spell raises the subject’s Health just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, Throwing an object, etc.
It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics except HP and FP.
High skill does not reduce the cost to cast this spell.
Cost: 1 for every point of Health increase (maximum of 5).
Prerequisite: Vigor
Regular Spell or Blocking Spell
College: Body, Level: 2
This spell raises the subject’s Strength just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, Throwing an object, etc.
It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics except HP and FP.
High skill does not reduce the cost to cast this spell.
Cost: 1 for every point of Strength increase (maximum of 5).
Prerequisite: Might
Regular Spell
College: Mind, Level: 2
Caster gains a language at the subject’s comprehension level or Accented – whichever is less. The subject must know the language in question.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Time to cast: 3 seconds.
Prerequisite: Lend Language.
Regular Spell
College: Mind, Level: 2
The caster gains a skill at (controlling attribute)+4 or increases his existing skill by 4 levels – whichever is more. Caster’s skill cannot become higher than subject’s skill. Subject must be willing, and know the skill in question. Will not work on languages or spells.
Duration: 1 minute.
Cost: 4 to cast.
3 to maintain.
Time to cast: 3 seconds.
Prerequisites: Lend Skill.
Regular Spell or Blocking Spell
College: Mind, Level: 2
This spell raises the subject’s Intelligence just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, Throwing an object, etc.
It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics except HP and FP.
High skill does not reduce the cost to cast this spell.
Cost: 1 for every point of Intelligence increase (maximum of 5).
Prerequisite: Wisdom
Area Spell; Resisted by Will-1
College: Mind, Level: 0
Makes the subject(s) fearless.
Anyone under this spell must make an IQ roll to avoid being brave, should caution be called for.
Duration: 1 hour unless countered by Fear.
Base cost: 2. Cannot be maintained.
Prerequisite: Sense Emotion.
Regular Spell
College: Air, Level: 2
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
Regular Spell
College: Fire, Level: 2
Similar to Flame Jet, except that the flame issues from the caster’s mouth, Breathe Fire cannot be maintained, and each energy point buys 1d+1 damage instead of 1d. Caster rolls to hit against DX-2 or Innate Attack skill. This counts as an action; the caster must be facing the target.
No hand gestures are required to cast this spell; certain lip and tongue motions are made instead. Thus, Breathe Fire can be cast “no hands” at any level of skill.
Duration: 1 second.
Cost: 1 to 4.
Cannot be maintained.
Time to cast: 2 seconds.
Prerequisites: Flame Jet, and Resist Fire, Magery (Body) 1
Regular Spell
College: Soul, Level: 4
Similar to Radiation Jet, except that the radiation issues from the caster’s mouth and it cannot be maintained. Caster rolls to hit against DX-4 or Innate Attack skill. This counts as an action; the caster must be facing his target. No hand gestures are required to cast this spell; certain lip and tongue motions are made instead.
Thus Breathe Radiation can be cast “no hands” at any level of skill.
Duration: 1 second.
Cost: 1 to 4.
Cannot be maintained.
Time to cast: 2 seconds.
Prerequisites: Resist Radiation and Radiation Jet.
Regular Spell
College: Water, Level: 3
Allows the subject to breathe water as though it were air.
You can extract oxygen from water, allowing you to remain submerged indefinitely. You suffocate if the water contains no dissolved oxygen. You are immune to strangulation and “the bends.” If you can only survive underwater, and suffocate in air as quickly as a normal human would drown underwater.
The subject does not lose the ability to breathe ordinary air!
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisites: Create Air and Destroy Water.
Regular Spell
College: Fire, Level: 1
Peer safely into intense sources of light (like a roaring fire or the sun) and protect against blinding from the Flash spell, Vision-based attacks, or similar occurrences.
Duration: 1 minute
Cost: 2 to cast
1 to maintain
Prerequisites: Keen Vision, Magery (Body) 1
Subject must not suffer from Blindness
Melee Spell; Resisted by HT
College: Fire, Level: 4
Causes the victim to burn from within. The caster must strike the subject to trigger this spell; hit location is irrelevant. Every turn, the victim must roll against HT; on a failure (critical or not), he takes 1d-1 fire damage. On a success, he takes no damage that turn; on a critical success, the spell is broken. Neither DR nor Resist Fire protects against this injury! For the duration of the spell, the victim experiences almost unbearable discomfort, equivalent to the effects of a Sickness spell (p. 138).
If the spell is maintained long enough, the victim’s skin and clothes start to char and little flames dart out here and there. Once the victim dies, his body bursts into flame and burns until only a little pile of ashes remains.
Undead beings are not affected.
The caster must concentrate while maintaining this spell, but need not remain in physical contact.
Duration: 1 second.
Cost: 3 to cast. 2 to maintain.
Prerequisites: Create Fire, Magery (Soul) 2
Melee Spell
College: Fire, Level: 2
Wreathes the caster’s hand in flames. The first target struck after the spell is cast suffers 1d of fire damage for every point of energy that the caster puts into the spell. Armor does not protect, but natural DR does.
Cost: 1 to 3
Prerequisites: Heat
Regular Spell
College: Body, Level: 2
Doubles the rate of production of crafted items by both hastening the craftsman’s movements and making them surer, eliminating wasted strokes. Any use of a skill that creates or improves a handmade object can be assisted by this spell; magical craft work (such as scroll writing or enchantment) cannot.
Duration: 1 hour. The spell is broken if the subject interrupts his work.
Cost: 5 to cast.
3 to maintain.
The spell costs the subject an equal amount of energy every hour, unless it is the caster himself.
Time to cast: 10 seconds.
Prerequisites: Grace and Haste.
Blocking Spell
College: Arcana, Level: 3
The caster catches one missile about to hit him. This spell is cast with a modifier depending on the nature of the missile caught. Considered a Parry by the caster for combat purposes.
The missile is unready when caught.
To catch a missile spell, use Catch Spell.
Missile Type Penalty
Large thrown weapons (Axes, Spears, ect.) +4
Throwing knives +2
Arrows 0
Blowgun Darts, Crossbow Bolts -5
Bullets, Supersonic Missiles Impossible
Blocking Spell; Special Resistance
College: Arcana, Level: 4
When cast immediately after a Missile spell is thrown (not when it is cast), this spell allows its caster to catch the missile as it comes within reach of him. Once caught, the spell can be held by the caster just as if he himself had cast it, to be thrown later (back at its original caster, perhaps . . . ). The caster need not know the spell he is catching.
If the Catch Spell roll succeeds, its caster physically catches the missile when it comes close enough to grab. If the Catch Spell roll fails, its caster gets hit dead-on by the spell (on a critical failure, he takes maximum damage from the spell!).
Cost: 3.
Prerequisites: DX 12 or higher, and Return Missile.
Regular Spell; Resisted by Will
College: Mind, Level: 2
The subject becomes caster’s faithful slave until the spell expires, following any orders, no matter how dangerous. There is no mental link – the caster must give his orders to the subject verbally or in writing. However, the subject will protect the caster without orders. In all other respects the subject will be mentally normal and alert. He will be unable to explain (and unwilling to discuss or even think about) his loyalty to the caster.
Duration: 1 minute.
Cost: 6 to cast.
3 to maintain.
Time to cast: 3 seconds.
Prerequisites: Loyalty
Regular Spell; Resisted by HT
College: Body, Level: 2
The subject becomes unable to breathe (or speak) and suffers the effects of suffocation. The spell cannot be maintained; so constant recasting is required to cut off enough of the victim’s air supply to do any real harm.
Holding your Breath and Suffocation:
Your HT determines the length of time you can hold your breath, as follows:
No Exertion (e.g., sitting quietly or meditating): HTx10 seconds.
Mild Exertion (e.g., operating a vehicle, treading water, or walking): HTx4 seconds.
Heavy Exertion (e.g., climbing, combat, or running): HT seconds.
Halve this time if you are surprised and unable to take a breath before being forced to hold it. Regardless of circumstances, each level of the Breath-Holding advantage doubles the time you can hold your breath.
At the end of this time, you start to lose 1 FP per second.
At 0 FP, you must make a Will roll every second or fall unconscious. Further loss of FP also causes equal HP damage. On a critical fail you suffer a heart attack.
If you get clean air before you die, you stop losing FP and start to recover FP at the usual rate. If you are unconscious, you awaken once you have 1 FP.
If you went without air for more than two minutes, roll vs. HT to avoid permanent brain damage: -1 to IQ.
Regardless of FP or HP, you die after four minutes without air.
Heart Attack:
Your heart stops functioning (“cardiac arrest”). You immediately drop to -1xFP. Regardless of your current HP, you will die in HT/3 minutes unless resuscitated. If you survive, you will be at 0 HP or your current HP, whichever is worse. Missing HP heal normally.
If you die and it matters what your HP total was, treat this as death at -1xHP or your current HP, whichever is worse.
Injury Tolerance (Diffuse, Homogenous, or No Vitals) grants immunity to this affliction.
Duration: 30 seconds.
Cost: 4.
Cannot be maintained.
Prerequisites: Spasm.
Area Spell
College: Arcana, Level: 0
Cleans the subject area or being (i.e., removes dirt and stains, and polishes surfaces which can hold a polish). Does not remove lingering odors (use Purify Air for that).
Duration: Permanent.
Base cost: 2.
Regular Spell; Special Resistance
College: Body, Level: 3
Cleanses the subject of any foreign matter in his tissues, including cactus or porcupine spines, arrowheads, barbs, bullets, splinters, etc. Also eliminates external (but not internal) bacteria and parasites. Has no effect against diseases, poisons or drugs.
The subject must be willing or totally helpless (e.g., bound or unconscious) and the caster must touch the subject.
“Foreign matter” that is somehow integral to the subject (gold teeth, steel plates or rods, glass eyes, cyberware, and so on) must be excluded by the caster or it may be destroyed as well!
If the caster is careless (or malicious), each item resists separately with HT+5 of the subject.
Cost: 2 to cleanse a hand or foot, 4 for a torso or limb, 6 for an entire body.
Time to cast: 3 seconds.
Prerequisites: Minor Healing and Purify Earth.
Regular Spell
College: Body, Level: 0
Gives the subject a strong, sure grip, increasing his Climbing skill.
Duration: 1 minute.
Cost: 1 to 3 to cast.
Same cost to maintain.
The increase in the subject’s Climbing skill is equal to twice the energy put into the spell.
Area Spell
College: Air, Level: 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
Regular Spell
College: Air, Level: 3
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.
Regular Spell
College: Air, Level: 2
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.
Regular Spell; Resisted by HT
College: Body, Level: 2
The subject suffers -1 to his DX and DX-based skills for every point of energy put into the spell.
Duration: 1 minute.
Cost: 1 to 5 to cast.
Half that to maintain (round up).
Prerequisite: Spasm.
Regular Spell
College: Fire, Level: 0
Changes the color of any light. The spell must be cast on the source of the light. If the caster concentrates, multiple color-changes are possible with the same spell.
Duration: 1 minute
Cost: 2 to cast
1 to maintain (permanent on a Continual Light spell)
Prerequisite: Light
Blocking Spell; Resisted by Will
College: Mind, Level: 2
Give a subject one immediate command – a word and a gesture, or at most two words – which the subject must obey. If the subject is unable to fulfill the command immediately or on his next turn, the spell has no effect.
Examples:
“Drop it!” – the subject drops what-ever he was holding.
“Look!” – the subject looks in the direction the caster indicates.
“Wait!” – the subject takes the Wait maneuver on his next turn.
Cost: 2.
Prerequisites: Forgetfulness.
Regular Spell
College: Arcana, Level: 3
This spell allows the caster to set up two-way communication with the subject. Each participant sees an image of the other, allowing “real-time” conversation. Use the long-distance modifiers unless the caster knows the subject and the subject was expecting the “call,” in which case no distance modifiers apply!
Apply an additional -4 to skill if the caster does not know the subject.
The communication is audio-visual only. However, if the caster also knows Far-Tasting and Odor, he may add smell to the communication for an extra point of energy (both for casting and maintenance).
Others can join the “conference” at any time – a new casting of the spell (by anyone involved) is required for each new person to enter.
This communication is, obviously, not secure.
Duration: 1 minute.
Cost: 4 to cast.
4 to maintain.
Same cost for each additional person joining the communication.
Time to cast: 4 seconds.
Prerequisites: Wizard Eye, Far-Hearing, and Complex Illusion.
Regular Spell; Resisted by Will
College: Mind, Level: 3
The subject becomes unable to tell the truth: he cannot make any statement he believes to be true, and in fact feels compelled to tell lies, although he may (if he realizes that he is under a spell) choose to remain silent.
Compel Lie and Compel Truth resist each other.
Aura may be required to find out which spell has won out!
This is also a Communication and Empathy spell.
Regular Spell; Resisted by Will
College: Mind, Level: 3
The subject becomes unable to lie, though he may keep silent or tell partial truths (this must be roleplayed).
The spell does not force him to volunteer information; he merely cannot say anything he believes to be untrue.
Duration: 5 minutes.
Cost: 4 to cast.
2 to maintain.
Prerequisites: Truthsayer.
Area Spell
College: Fire, Level: 1
As Simple Illusion, but affects hearing as well as sight. It is not automatically dispelled by a spell or touch; however, any amount of actual damage will dispel the illusion.
Duration: 1 minute
Base cost: 2 to cast
Half that to maintain
Prerequisites: Sound and Simple Illusion
Area Spell
College: Earth, Level: 1
Causes the local vegetation to grow quickly over any objects in the area, concealing them from casual inspection. Anyone looking into the area must make a Quick Contest (their Vision vs. the caster’s skill), to notice objects hidden by the concealing growth. Large objects may be camouflaged into “hills” by growing a carpet of grass or moss over them.
Duration: 1 hour
Base cost: In a forest or jungle setting (or underwater), 1 to cast
- in plains or savanna, 2 to cast
- in tundra, 3 to cast
Same cost to maintain.
Time to cast: 4 seconds.
Prerequisite: Plant Growth, Magery (Water) 1
Regular Spell
College: Arcana, Level: 2
Cast on a single person or item, this spell interferes with any informational spell cast on the subject. Twice the energy put into the spell (up to 5 points) is subtracted from any skill roll made to learn about the item, find it, etc.
Example: 4 points of energy are put into a Conceal Magic spell on a ring.
Until the spell expires, any Detect Magic spell will be at -8 to work on that ring; Identify Magic will be at -8 to find any spells on the ring; Mage Sight will not see the ring unless the mage made his roll by at least 8 (though he may still see other things) – and so on.
Note that this spell has similar effects in some ways to Scryguard, but they’re not the same!
Duration: 10 hours.
Cost: 1 through 5 to cast.
Same cost to maintain.
Time to cast: 3 seconds.
Prerequisites: Detect Magic.
Missile Spell
College: Air, Level: 3
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
Area Spell
College: Water, Level: 1
Turns steam into room temperature water.
Duration: Permanent, though the water may boil again.
Base cost: 1 (minimum 2).
Time to cast: 10 seconds.
Prerequisite: Cold or Boil Water.
Regular Spell
College: Fire, Level: 1
When cast on a small object (up to fist-sized or 1 pound) or a small part of a larger object, makes that object glow with white light.
Duration: Variable. Roll 2d for number of days.
Does not count as a spell “on.”
Cost: 2 for a dim glow like moonlight
4 for the brightness of a torch
6 for a glare as bright as day
Prerequisite: Light.
Regular Spell
College: Fire, Level: 3
When cast on a small object (up to fist-sized, or 1 pound), or a small part of a large object, this spell makes that object glow with Mage Light
Duration: Variable. The GM should roll 2d for the number of days.
Cost: 2 for a dim glow like candle-light
4 for the brightness of a torch
6 for a glare as bright as day
Same cost to maintain.
Prerequisites: Mage Light and Continual Light.
Area Spell
College: Fire, Level: 4
Illuminates an area as per the Sunlight spell, but lasts longer and cannot be maintained.
Duration: Variable. Roll 2d for number of days
Base cost: 3
Prerequisite: Sunlight
Regular Spell
College: Arcana, Level: 3
Scales an object down in one dimension. A rope or blade can be made shorter, for instance. This spell could easily render most clothing unwearable. This reduces the object’s Size modifier unless the object is not being contracted in its longest dimension. The object’s DR is unchanged, but its HP usually decreases in direct proportion to the rescaling.
Duration: 1 hour.
Cost: 1 per pound of original weight (minimum of 1 pound) for every halving of the chosen dimension.
Same cost to maintain.
Time to cast: 3 seconds.
Prerequisites: Magery 3 and Transform Object.
Regular Spell; Resisted by higher of ST and Will
College: Air, Level: 3
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
Regular Spell; Resisted by subject spell
College: Soul, Level: 4
Takes control of a living Creation cast by someone else. On a success, further energy costs are necessary to maintain the creation. On a failure, the creation remains the original caster’s.
Cost: 1.
Time to cast: 2 seconds.
Prerequisite: Create Animal or Create Servant.
Regular Spell; Resisted by higher of ST and Will
College: Earth, Level: 3
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 Earth Elemental, Magery (Soul) 1
Regular Spell; Resisted by the higher of ST and Will
College: Fire, Level: 3
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 Fire Elemental, Magery (Soul) 1
Regular Spell; Resisted by the Gate
College: Arcana, Level: 4
Forces an open gate to close, a closed gate to open, or tilts and displaces the subject gate as the caster wishes. Closing a permanent gate does not destroy it; closing a temporary one does (to destroy a permanent gate, use Remove Enchantment).
This spell moves gates at up to 3 yards per second. Control Gate can
also be used to “choose” a particular destination of a multiple-destination Gate (see Create Gate).
Once control is relinquished, the Gate reverts to its “programmed” state, moving back to its original place at top speed and by the shortest path.
If several Control Gate spells are active at once on a single Gate, the latter resists them with a single roll, control going to the spell with the largest margin of success.
Duration: 1 minute.
Cost: 6 to cast.
3 to maintain.
Time to cast: 10 seconds.
Prerequisites: Seek Gate.
Regular Spell; Resisted by subject spell
College: Fire, Level: 2
Take control of an illusion that someone else has cast. If your spell succeeds, you must pay any further energy costs to maintain the illusion. If you fail, the illusion still belongs to the original caster. This spell does not affect an Illusion Disguise. If the spell is cast over something that is not an illusion, the energy cost is still spent but the spell has no effect.
Duration: Once established, control is permanent unless someone else takes control
Cost: 1
Time to cast: 2 seconds.
Prerequisite: Perfect Illusion, Magery (Mind) 1
Regular Spell; Resisted by Will
College: Mind, Level: 4
Use all the victim’s senses and control all the victim’s physical actions (the caster has no access to the subject’s memories, skills, spells, etc.). The subject retains his memory and wits and is aware of what is happening – though not of the caster’s identity. The caster can only “animate” one body at a time, and must concentrate to control the subject’s body. When he concentrates, his own body falls limp; when he stops concentrating, the subject regains control of his own body.
The caster can move between the bodies freely while the spell lasts.
Duration: 1 minute.
Cost: 6 to cast.
3 to maintain.
Time to cast: 10 seconds.
Prerequisite: Soul Rider or Telepathy.
Regular Spell; Resisted by Zombie spell
College: Soul, Level: 3
Take control of an undead creature raised with the Zombie spell by some other wizard. If the caster wins a Quick Contest of Spells with the original Zombie spell, the undead in question will obey the caster as if he had raised it. The Zombie spell resists at +2 if the original caster is within 100 yards, and at -2 if he is dead.
Duration: Permanent.
Cost: 3.
Prerequisite: Zombie.
Regular Spell
College: Air, Level: 3
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
College: Arcana, Level: 1
Turns raw ingredients into a finished meal. Produces only simple fare (stews, etc.), which is only as wholesome as the ingredients. No cooking-fire is necessary; the spell provides the heat.
Cost: 1 per meal.
Time to cast: 5 seconds.
Prerequisites: Test Food and Create Fire.
Area Spell
College: Water, Level: 3
Lowers the ambient air temperature of an area. This may cause fog to appear if the conditions are right. The spell cannot lower the temperature below about -40 ̊F.
Duration: 1 hour.
Time to cast: 1 minute per base cost application.
Base cost: 1/10 (minimum 1).
Each base cost application lowers the ambient temperature by 10 ̊F.
Same cost to maintain.
Prerequisites: Cold, Magery (Air) 1
Regular Spell
College: Body, Level: 2
The subject remains comfortably cool in warm weather, avoiding the risk of dehydration or heat stroke – but not sunburn! Effectively, the subject gains Temperature Tolerance 3 (p. B93) toward heat for the duration of the spell. The spell offers no protection against actual flame or fire based attack spells.
Duration: 1 hour.
Cost: 2 to cast.
1 to maintain.
Time to cast: 10 seconds.
Prerequisite: Cold.
Regular Spell
College: Arcana, Level: 2
Makes one or more copies of a single page of writing. Paper or parchment must be supplied for the copies to be made on. Copies of magical scrolls, rune parchments, and so on do not have magic power.
At higher TLs, this spell may be used on digital media; a single casting of this spell will copy about one kilobyte of information.
Duration: Permanent.
Cost: 2 plus 1 for each copy made.
The document copied may be 10 times longer if the caster doubles the energy cost; thus, 4 energy would produce one copy of a ten-page document, while 8 energy would copy a 100-page book.
Time to cast: 5 seconds.
Prerequisites: Dye and at least Accented written proficiency in a language.
Regular Spell; Resisted by HT
College: Body, Level: 2
The subject’s girth temporarily increases by one level, going from Skinny to Normal, from Normal to Overweight, from Overweight to Fat, or from Fat to Very Fat, as applicable. Beyond Very Fat, the subject’s weight increases by 100% of his base weight per casting. Subjects already affected resist repeated castings at a cumulative +5 per casting.
In addition to the normal effects of the increased weight, ordinary clothes will rip; each piece of rigid armor will constrict, inflicting DR/3 points of crushing damage (round down), and then suffocate.
Once the subject is incapable of moving, he may be suffocated by his own weight.
Skinny: Approximately 70% average body weight.
-2 to Disguise or Shadowing. -2 ST to resist knock back.
Overweight: Approximately 130% average body weight.
-1 to Disguise or Shadowing. +1 Swimming rolls, +1 ST to resist knock back.
Fat: Approximately 150% average body weight.
-2 to Disguise or Shadowing. +3 Swimming rolls, +2 ST to resist knock back.
Very Fat: Approximately 200% average body weight.
-3 to Disguise or Shadowing. +5 to Swimming rolls, +3 to ST to resist knock back.
Duration: 10 minutes.
Cost: 6 to cast.
6 to maintain.
Time to cast: 3 seconds.
Prerequisites: Alter Body.
Regular Spell; Resisted by subject spell
College: Arcana, Level: 2
Nullify any one ongoing spell. It cannot “counter” spells that make a permanent change in the world (e.g., Extinguish Fire, Flesh to Stone, or Zombie), and it cannot affect permanently enchanted items, but it can counter spells cast using magic items.
The “subject” of Counterspell may be either the subject of the spell to be countered or the person who cast that spell.
Counterspell is a single spell – but to counter a given spell, you must also know that spell. Roll against the lower of your Counterspell skill or your skill with the spell being countered. You must win a Quick Contest with the target spell to cancel it. You can cast Counterspell multiple times to negate an Area spell piece by piece.
Cost: Half that of the spell countered, not counting reductions the other caster got for high magery & skill.
Time to cast: 5 seconds.
Prerequisite: Detect Magic
Regular Spell
College: Arcana, Level: 2
Produces edible food. This spell is easier when used to convert already existing material into food; the closer the starting material is to food, the tastier the end result will be.
Duration: Permanent.
Cost: 2 per meal to change organic material into food;
3 to change inorganic material into food;
4 to conjure food from thin air.
Time to cast: 30 seconds.
Prerequisites: Cook and Seek Food.
Regular Spell
College: Arcana, Level: 2
Create any sort of simple artifact with which the caster is familiar – e.g., a robe, a sword, a cup. It cannot create a magical item or a living creature.
Limitations: Food created this way will seem nourishing, but in fact is not.
Information cannot be created; a book could not be created unless the caster knew all its contents by heart. A work of art will be only as good as the caster could make it by hand. A mechanical device cannot be created unless the caster could build it himself. (GMs – the intent of this rule is to make it almost impossible for mages to create cars, transistor radios, etc. Be strict.)
Duration: The created object lasts indefinitely – as long as it is touching a living, thinking being.
Thus, a wizard can create a sword, and use it himself or give it to a friend – but if he creates a coin to cheat a merchant, it will vanish if the merchant drops it on the counter or tosses it in the air! A created item does not actually have to touch flesh, but it must be very close to someone. It could be held in a gloved hand, carried in a pocket, etc., but not stored in a backpack.
Cost: 2 for every 5 pounds the created item weighs.
x50 to make the Duration Permanent.
Time to cast: Equal to cost, in seconds.
Prerequisites: Create Earth, and IQ 12 or higher.
Regular Spell
College: Water, Level: 1
Creates a strong acidic solution out of nothing. It may appear in any of several forms. It may appear within a container (which should be of glass or of some special stone or metal if the acid is not to attack it), as a globe in mid-air (which falls immediately), or as a dense mist of droplets (which inflicts splashing damage).
Duration: The created acid is permanent, but is neutralized as it reacts
with objects and beings.
Cost: 4 per gallon created.
Time to cast: 2 seconds.
Prerequisites: Create Water, Magery (Earth) 1
Area Spell
College: Air, Level: 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
Special Spell
College: Air, Level: 4
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
Regular Spell
College: Soul, Level: 2
Create an animal (IQ 5 or less) that does your mental bidding while it exists. A created living being continues to exist until the caster stops maintaining the spell, or until it is killed, at which point it vanishes.
A living creation must be identical to a “real” living being with which the caster is familiar. You cannot create an imaginary being, or even a real creature of which you have only heard stories. Neither can you create a bear with poison fangs . . . but some wizards occasionally research private variations on the spell to make unusual creatures.
Create Animal may also be used to create a swarm of small creatures (p. B461). A “swarm” costs 2 energy to create.
Duration: 1 minute.
Cost: 2,
2(1+SM) for animals larger than SM 0.
Half that to maintain.
Time to cast: Equal to cost, in seconds.
Prerequisites: Create Water, Create Object, and IQ 12 or higher.
Regular Spell
College: Earth, Level: 1
Create good, solid earth where none existed before. This earth must be created in contact with the ground – not hanging in the air or floating in the sea!
Duration: Permanent
Cost: 2 per cubic yard to create earth from nothingness (minimum 2)
- or - 1 per cubic yard to solidify mud into good earth (minimum 1)
Prerequisite: Magery (Arcana) 1
Special Spell
College: Earth, Level: 4
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 Earth Elemental, Magery (Soul) 2
Area Spell
College: Fire, Level: 1
Fills the area of effect with fire that requires no fuel (if cast in midair, it produces a sphere of flame, which falls to the ground). This is real fire, and will eventually ignite any flammable objects it touches. Cannot be cast within rock, foes, etc.
Duration: 1 minute.
Base cost: 2
Half that to maintain
- Ordinary fires set by this spell do not require maintenance
Prerequisite: Ignite Fire, Magery (Arcana) 1
Special Spell
College: Fire, Level: 4
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 Fire Elemental, Magery (Soul) 2
Regular Spell
College: Arcana, Level: 5
Creates a temporary magical portal leading to another place, time, or dimension – effectively, a hole in time and space from which those who enter will teleport, timeport, and/or planeshift to a predetermined destination.
The more “distance” between the gate and its destination, the greater the energy cost and skill penalty.
To determine the skill penalty, combine the penalties for the equivalent Teleport, Timeport, or Plane Shift spell(s). To determine the energy cost, combine the energy costs from the same spell(s), and multiply the cost by 10. This cost will permit the caster to create a gate of any size up to a 3’ x 6’ doorway (or equivalent surface area).
Larger gates are no more difficult, but cost proportionately more energy.
This spell may also be used to enchant a permanent gate, in which case a few more considerations become important. The caster(s) must specify if it will be always open, always closed, or open and closed when certain conditions are fulfilled (opens only on the hour of the full moon, opens only when someone utters a password, etc).
Several gates may share a single location. Only one of them may be open at any time, so it is common to have them cycle in time, giving the net effect of a single gate leading to a choice of destinations. They must be created separately, but otherwise behave as a single gate. Permanent gates can be “anchored” to a physical gateway; they then resist displacement or destruction at a bonus given by the gateway’s DR.
When a gate has a Timeport component, the creator must specify if the gate merely displaces its users in time by a fixed amount (1 year into the past, for example) or if it sends its users to a specific, unchanging point in time (December 25, 1066, say). In the latter case, since subjects that step into the gate at various departure times can’t all arrive at the same time, the gate either “drifts” slowly in time so as to space the arrivals at least a second apart, or the various subjects arrive in different “pasts” (GM’s decision).
Duration: 1 minute.
Cost: 10 times the total energy cost for the Teleport, Timeport, and Plane Shift spells involved (more for larger gates).
Same cost to maintain.
Making the gate permanent instead costs 100 times as much.
Time to cast: 1 second per energy point.
Prerequisites: Control Gate. The caster must also know Teleport to create a gate leading to another place, Timeport to create a gate leading to another time, or Plane Shift to create a gate leading to another plane of existence.
Regular Spell
College: Water, Level: 3
Creates a quantity of ice or snow. It may appear as: a solid block of any shape; within a container (which must be large enough); hanging in mid-air (it falls immediately); as a mass of ice shavings (great for cooling drinks); or as a cloud of snow (which settles to the ground). It takes 60 gallons of ice shavings or snow to put out a one-yard radius area of fire within one second.
A gallon of snow, depending on its fluffiness, will cover a one-yard-radius area to a depth of two to 18 inches.
Duration: Permanent; the ice lasts until it melts naturally.
Cost: 2 per gallon of ice created.
Prerequisite: Freeze.
Regular Spell
College: Soul, Level: 3
Create a stupid but obedient mount on which to ride while it exists. It can also be used as a draft animal. The mount’s traits are equivalent to a pony (p. B460), but the caster sets its appearance at casting time; it can be a horse, camel, dolphin, dwarf elephant, huge ostrich, or anything else the GM agrees to (use the Create Animal guidelines). The mount can only understand very simple spoken commands, such as stop, go, left, right, about face, etc. It is under the GM’s control and cannot fight or handle confusing situations; it has no skills. Faced with danger, it will whimper, bolt, or simply vanish.
The caster may also choose to create a Brute mount with ST 35, a Winged mount with Move 7/14, a Racing mount with Move 18, or a War-Trained mount that remains calm in dangerous situations and can be ordered to trample or attack.
Duration: 1 hour.
Cost: 8 to cast.
3 to maintain.
Double the cost for a Brute mount,
Double the cost for a Winged mount,
Double the cost for a War-Trained mount,
Double the cost for a Racing mount.
Triple the cost for a Winged Racing mount, etc.
Time to cast: 3 seconds.
Prerequisites: Create Animal.
Area Spell
College: Earth, Level: 1
Brings forth vegetation where nothing grew before. Whether this vegetation survives depends on the area.
Duration: Permanent.
Base cost: 4 for grasses; 8 for bushes; 15 for trees.
Time to cast: 1 second per energy point.
Prerequisites: Plant Growth, Magery (Water) 1
Regular Spell
College: Soul, Level: 3
Creates a stupid but obedient servitor (all attributes equal to 9) to do the caster’s bidding. The caster determines the servant’s appearance. This same spell can also create a Brute – a servant with ST of 16, and all other attributes at 9. Or it can create a servant with attributes at 9 and one non-combat non-IQ-based skill at level 16.
Any created servant follows simple spoken commands, delivers verbal messages, etc. It is under the GM’s control. It cannot fight or handle confusing situations; it has no skills.
Faced with danger, it whimpers, flees, or simply vanishes. If questioned, it knows only who its master is and what its orders are.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
For a Skilled Servitor,
4 to cast; 2 to maintain.
For a Brute, 6 to cast;
2 to maintain.
Time to cast: 3 seconds.
Prerequisites: IQ 12 or higher, and Create Animal.
Area Spell
College: Water, Level: 3
Produces a cloud of steam.
Until it dissipates, anyone standing within the area of effect is at risk of scalding (treat as if surrounded by fire, except that steam cannot set anything aflame, check the rules for fire at the bottom of the fire spell list). The steam tends to rise; the rate of dissipation depends on the area, ambient temperature and the presence of wind – indoors, it usually lasts until the spell expires, but out-doors on a windy or cold day it may last only 10 seconds or so.
Duration: 5 minutes or less, as above.
Base cost: 2 to cast.
Cannot be maintained.
Prerequisite: Boil Water.
Regular Spell
College: Soul, Level: 4
Creates a warrior to fight as the caster commands.
He has IQ 10; ST, DX, and HT 12; and skill 16 with any single weapon (or unarmed combat ability) the caster desires.
He has no weapons or armor when created, but uses what he is given.
Duration: 1 minute.
Cost: 4 to cast.
4 to maintain.
Cost to create a Brute Warrior (ST of 16) is 6 to cast;
6 to maintain.
Time to cast: 4 seconds.
Prerequisite: Create Servant.
Regular Spell
College: Water, Level: 1
Creates pure water out of nothing.
This water may appear in any of several forms. It may appear within a container, or as a globe in midair (it falls immediately). Or it may appear as a dense mist of droplets; in this form, one gallon of water will extinguish all fires in a one-yard radius. Water cannot be created inside a foe to drown him!
Duration: The created water is permanent.
Cost: 2 per gallon created.
Prerequisite: Purify Water, Magery (Arcana) 1
Special Spell
College: Water, Level: 4
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 Water Elemental, Magery (Soul) 2
Regular Spell
College: Body, Level: 2
Eliminates one type of disease or infection from the body of the subject.
A successful Diagnosis roll (by the caster or another) should precede the casting; if not, spell use is at -5! Does not cure any damage the illness has done to the subject; the spell just eliminates the underlying sickness.
Duration: The illness is gone, but the subject isn’t immune forever . . .
Cost: 4.
Time to cast: 10 minutes.
One try.
Prerequisites: Relieve Sickness and Major Healing.
Regular Spell; Resisted by HT
College: Soul, Level: 3
Heals the subject of radiation damage; this spell reduces the inherent radiation dose in the subject’s body, including the 10% “permanent” retained dose (the permanent dose, however, is the last to be healed). It does not restore already-lost HP or other injury, which must be healed by other means.
Duration: The dose is cured permanently.
Cost: 1 per 10 rads removed from the subject’s body; minimum cost 5.
Time to cast: 30 seconds.
Prerequisites: Resist Radiation and Major Healing.
Area Spell; Special Spell
College: Water, Level: 3
Affects the currents of any large body of water. Each application of the spell can shift the current direction by 22.5 degrees or speed by 1 mph (or knot). 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 current moving under it for 40 yards in depth. It can also be cast on an object, such as a 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.
Prerequisites: Shape Water
Regular Spell
College: Air, Level: 3
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.
Regular Spell
College: Fire, Level: 2
The subject can see even in pitch darkness, as if he had the Dark Vision advantage. He can also ignore the effects of the Darkness spell.
Duration: 1 minute.
Cost: 5 to cast. 2 to maintain.
Prerequisite: Night Vision or Infra-Vision.
Area Spell
College: Fire, Level: 1
Cloaks the area of effect in pitch darkness. A person inside the area can see out normally, but can see nothing else within the area. Those outside the area can see only darkness within. Thus, attacks out of darkness suffer no penalty, but attacks into darkness are at a penalty.
The Dark Vision advantage lets you see through a Darkness spell, but Night Vision and Infra-Vision do not.
Duration: 1 minute
Base cost: 2 to cast
1 to maintain
Prerequisite: Continual Light
Regular Spell; Resisted by HT
College: Mind, Level: 1
The subject looks and acts normal, but does not notice what is going on around him, or remember it later. A dazed guard stands quietly while a thief walks past! Any injury, or successful resistance to a spell, causes the subject to snap out of the daze and return to full alert status.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Time to cast: 2 seconds.
Prerequisite: Foolishness.
Area Spell; Resisted by HT
College: Mind, Level: 2
As Daze, but can be cast over an area.
Duration: 1 minute.
Base cost: 2 to cast.
1 to maintain.
Minimum radius 2 yards.
Time to cast: 1 second for each energy point spent.
Prerequisites: Daze and IQ 13 or higher.
Regular Spell
College: Mind, Level: 1
The subject sees a vivid apparition of his own death. This might be a vision of the future or a false vision from another possible future – but it is always chilling.
The subject is mentally stunned until he can make his IQ roll to shake off the effects of the spell. This spell can also be useful to the subject, by pointing out a possibly deadly hazard.
Duration: 1 second.
Cost: 2.
Time to cast: 3 seconds.
Prerequisite: Fear
Melee Spell
College: Soul, Level: 2
The caster must strike the subject to trigger this spell; hit location is irrelevant. The subject takes 1d+1 damage per point of energy in the spell.
Armor does not protect. This spell does affect the undead.
Cost: 1 to 3.
Regular Spell; Resisted by HT
College: Body, Level: 1
Reduces the subject’s ST temporarily. This will affect the subject’s basic damage with weapons, but not HP. It does affect encumbrance, but GMs are free to ignore this detail in the interest of playability.
Duration: 1 minute.
Cost: 1 for every point of ST reduction (maximum 5).
Half that amount(round up) to maintain.
Regular Spell; Resisted by HT +2
College: Body, Level: 4
The subject’s head comes off!
When this spell is cast, the subject’s head (or one of them, if the subject has several) comes free of its body, but continues to live on its own. The subject is not harmed, but the head takes falling damage if it is not carefully removed or caught! The head can talk, see, and control the actions of its body normally. If the head is somehow blinded (put in a bag, for instance), then it will have trouble telling its body where to walk . . .
The spell, once cast, is permanent until somebody puts the head back in the proper place and wills it to attach (if the head is unwilling, proceed to a Regular Contest of Wills). If it is cast on a foe, who then regains the head and reattaches it, the caster has no say in the matter, although he can certainly cast the spell again . . .
This spell, while useful in combat, has several other uses. A mage with a broken leg could leave his body behind and travel with the party as a head! Note, however, that bodies cannot feed themselves without mouths, and if the mage attempted to cast a spell requiring hand motions, the range penalties would apply from his body, not his head!
Duration: As above.
Cost: 4.
Time to cast: 2 seconds.
Prerequisites: Alter Body.
Regular Spell
College: Arcana, Level: 1
Makes food rot away immediately and become worthless (it can be saved if a Counterspell is cast, or Purify Food is cast, within a minute).
Cost: 1 per meal destroyed.
Prerequisite: Test Food.
Blocking Spell
College: Arcana, Level: 1
Deflects one missile about to hit the subject – including any Missile spell.
Counts as a parry for combat purposes. If the caster is not the subject, apply distance modifiers as for a Regular spell. Deflected attacks may still hit a target beyond the subject.
Cost: 1.
Prerequisite: Apportation.
Regular Spell; Resisted by HT
College: Water, Level: 3
Removes the water from a subject’s tissues, causing damage or death.
Affects the whole victim if cast from a distance; if the caster touches the subject, damage is limited to the part touched. Armor does not protect!
Duration: Damage done is permanent until healed.
Cost: 1 per 1d-1 damage done, up to 3.
Time to cast: 2 seconds.
Prerequisite: Destroy Water.
Regular Spell
College: Arcana, Level: 4
This spell is cast on another spell to delay its activation until a certain thing happens in the linked spell’s presence – that is, in the presence of the item or area on which the linked spell was cast. This triggering event may be as simple or complex as the caster desires; if complex, it should be put in writing. The triggering event must be something that could reasonably be determined by a normal person at the Delay site; the GM’s decision is final. If the Delay is to be triggered by a more esoteric event, an appropriate spell such as Mage Sight may be cast on the Delay. The Delay may also be triggered by the activation of another spell, such as Watchdog or another linked spell. A Delay can activate only one other spell.
The spells are cast one after the other, with no delays between spells.
The Delay must be cast first, and counts as a spell “on” when determining the skill level of the linked spell – see p. 10. Full cost for the linked spell and for the Delay must be paid at the time of casting. If the caster specifies a spell to affect a human-sized subject, and a larger victim (requiring more energy – see p. 11) actually triggers the Delay, there is either no effect or reduced effect, depending on the spell.
The GM’s ruling on this is final.
Delay may be cast two ways: to activate the linked spell on a specific subject, or as a trap, to activate the linked spell against any subject that meets the triggering conditions. In the latter case, the Delay and the linked spell are both cast on a “trap item,” and range is figured from the trap item at the moment the spell is triggered. Magic Resistance penalties also apply to the linked spell at the time of triggering.
The caster rolls for Delay when it is first cast; the roll for the linked spell is not made until the triggering event occurs. If the intended subject of a linked spell is not present at the time of casting, there is an additional -5 penalty for the linked spell (but not for the Link) for not being able to touch or see the subject – see p. 11. So, for instance, the dreaded “deathtouch doorknob,” set to “attack” the first person to touch it, would activate at a -5 penalty.
When a Delay is triggered, the linked spell begins to activate, taking effect the next turn. Thus, a Delay cannot be used as a Blocking spell. It can be used as a trap; the victim may be taken by surprise. An unsuspecting victim must make an IQ roll to respond before the linked spell is fully activated – Combat Reflexes gives +6 to this roll.
Both the Delay and the linked spell count as “on” for spellcasting purposes; if an Information spell has been added, it is also on. The linked spell does not need to be maintained, though the Delay or its Information spell may need to be. Once the Delay is triggered, it vanishes, and no longer counts as on. The linked spell continues to count as on as long as it is active. It may be maintained normally.
A Delay may also be set to “turn off” an ongoing spell when a triggering event occurs. In that case, the linked spell lasts only while the caster maintains it, but the Delay itself requires no maintenance.
Blocking and Missile spells cannot be Delayed – all other spells can. An “instantaneous” spell like Thunderclap will happen once, when activated; then the spell will be gone. A continuing spell like Voices will start when activated, and then operate until it expires.
Duration: 2 hours.
Time to cast: 10 seconds.
Cost: 3 to cast.
3 to maintain.
Prerequisites: Any 15 spells.
Area Spell
College: Air, Level: 2
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.
Area Spell
College: Air, Level: 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.
Area Spell
College: Water, Level: 1
Causes water (in any form) to vanish, leaving a vacuum – or perhaps specks of dry impurities. If more water is all around, it will rush in to fill the hole. Good for drying things out, saving a drowning victim, etc. Cannot be used as a “dehydrating” attack on a foe.
Duration: Permanent.
Base cost: 3.
- In deep water, the area is only 2 yards in height (or depth).
Same cost to maintain.
Prerequisite: Create Water.
Regular Spell
College: Arcana, Level: 1
Determines whether any one object is magical. If the spell is successful, a second casting tells whether the magic is temporary or permanent. A critical success on either roll fully identifies the spell, as for Analyze Magic. This is not the same as the ability to detect magic items that comes with Magery 0; that ability only detects permanent magic items, while Detect Magic detects items, spells, magical creatures, and any other ongoing magical effect.
Cost: 2.
Time to cast: 5 seconds.
Prerequisite: Sense Mana.
Area Spell
College: Air, Level: 2
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.
Regular Spell
College: Arcana, Level: 4
Similar to Shatter, but leaves only dust (cannot be repaired!). If damage rolled doesn’t destroy the subject, it is unaffected. This spell affects inanimate objects only and cannot affect parts of objects.
Duration: Permanent.
Cost: 1 to 4;
Does 1d damage for each point of energy put into it.
Prerequisites: Shatter, Ruin, Earth to Air, Destroy Air, and Destroy Water.
Area Spell; Resisted by Will
College: Mind, Level: 2
All within the area lose their bearings. They will not immediately feel lost, but as soon as it becomes necessary to remember the path they’ve taken, or remember their position relative to a landmark, they will draw a blank. Those with Absolute Direction resist at +5.
Duration: The subjects can regain their bearings in the usual fashion (Navigation roll, back-tracking, comparing notes, etc.).
Time to cast: 10 seconds.
Base cost: 1.
Cannot be maintained.
Prerequisite: Foolishness.
Regular Spell; Resisted by subject spell
College: Soul, Level: 3
Destroys any sort of Creation.
Cost: 1 to dispel a nonliving subject, or 3 to dispel a living creation.
Prerequisite: Create Animal, or Create Object.
Regular Spell; Resisted by subject spell
College: Fire, Level: 2
Dispels any Illusion or Illusion Disguise.
Cost: 1.
Prerequisite: Control Illusion, Magery (Arcana) 1
Area Spell; Resisted by subject spell
College: Arcana, Level: 2
Negates other spells within the area if successful. It has no effect on enchantments, but dispels any temporary, lasting, or permanent spell, unless the spell specifies otherwise. Each spell resists separately. Dispel Magic is not selective! The caster need not know the spell(s) being dispelled. To nullify a specific spell without affecting others, use Counterspell, above.
Duration: Dispelled magic is permanently gone.
Base cost: 3.
Time to cast: 1 second for each energy point spent.
Prerequisites: Counterspell and at least 12 other spells of any type.
Regular Spell; Resisted by spell on subject
College: Soul, Level: 3
Ends any Soul Rider, Control, or Possession spell (or their animal equivalents) affecting the subject.
Cost: 10.
Time to cast: 10 seconds.
Prerequisite: Soul Rider, or Possession.
Regular Spell; Resisted by subject spell
College: Arcana, Level: 3
Changes the location of an Area spell, permanently. Certain powerful spells are unaffected – specifically, those which can only be removed by Remove Curse. Each Area spell must be displaced separately, except linked spells, which move together. The caster need not know the spell being displaced.
Once the casting is complete, the area moves with Move equal to the caster’s Magery. Each turn, the displaced spell gets a new resistance roll; once it successfully resists, it stops moving and the Displace Spell is broken – though it may be cast anew. The subject spell always rolls to resist, even if its caster doesn’t wish it to (the caster’s own spells resist at -5).
While being Displaced, the subject spell remains active (thus, the caster could trigger a Link by moving it over its intended target). If the subject spell is being maintained, its caster will automatically know it is being displaced.
Otherwise, roll against Perception + Magery - 3 – distance is not a factor.
Duration: Until the caster stops concentrating or the subject spell resists successfully.
Cost: 1/4 that of the spell being moved, not counting bonuses the other caster may have gotten for high skill (round up).
Time to cast: 5 seconds.
Prerequisite: Suspend Magic.
Regular Spell
College: Air, Level: 1
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.
Regular Spell
College: Arcana, Level: 2
Concentrates a liquid by removing water from it.
This spell is mostly used to make strong alcoholic beverages, but alchemists also employ it for other purposes.
Each use of the spell halves the volume of the liquid, doubling its concentration.
One casting turns wine into fortified wine, two turns it into brandy, and three leaves a distillate of almost pure alcohol.
Distill does not work on living subjects.
Duration: Permanent.
Cost: 1 per original quart of liquid.
Time to cast: 10 seconds.
Prerequisites: Mature and Destroy Water.
Blocking Spell; Resisted by subject spell
College: Arcana, Level: 4
When cast on the turn someone or something teleports, timeports, or plane-shifts out, this spell allows the caster to dictate where or when the subject goes.
The caster must know the spell he is diverting; he uses the lower of his skill with Divert Teleport and the subject spell. If the caster wants to divert a Teleport into a plane shift (for example), he must know both spells and uses the lowest of his three skills.
The resistance is resolved by comparing the margins of success of both spells – if the mage who is teleporting makes his roll by 5, then the mage attempting to divert him must make his roll by 6 or more to succeed.
The Divert Teleport takes normal range penalties between the caster of Divert Teleport and the caster of Teleport (or Timeport, etc.), and the standard skill penalty for the destination that the caster wishes to send the teleporter to.
The cost to cast the spell is equal to the difference in cost between the teleporter’s intended destination and his new destination. If a mage attempts to teleport 40 miles (9 energy), and another mage forces him to another location only 10 yards away (3 energy), the diverting mage will have to pay 6 energy. The same cost would apply if the destinations were reversed. The minimum cost to cast is 3, in any case (high skill will reduce this normally), and the caster pays the full energy cost whether or not the spell succeeds.
Example: Suppose Severin knows Teleport at 16 and attempts to teleport 100 yards away to his waiting carriage (skill penalty -2, cost 4). Two yards away stands Elsden, who knows Divert Teleport at 18 and Teleport at 20, and who would prefer that Severin end up just above a lake which happens to be a mile away (skill penalty -4, cost 7).
First, Severin makes his attempt, spending 4 energy and rolling a 10. Since he needed a 14 or less, this is success by 4. Elsden, using a base skill of 18 (the lowest of his appropriate spells), takes a -2 for being two yards away from Severin, and a further -4 for his intended diversion – his effective skill is 12.
He must roll a 7 (succeeding by 5), to win the contest and divert Severin.
Whether he does so or not, the calculated cost is 3 energy, so Elsden must pay the minimum cost of 3.
Cost: As described above; minimum cost 3.
Prerequisites: Trace Teleport.
Information Spell
College: Arcana, Level: 3
Gives the caster a vision relevant to his question, or the answer to one yes-or-no question. There are many sorts of divination; each is a separate spell, and requires the appropriate materials (see below). Each has its own strengths and weaknesses. Those methods that are linked to a particular element or elements will give more detailed answers if the answer has something to do with that element – e.g., lecanomancy would work better than extispicy for a question about the sea.
Divination is a complicated spell and specialty, if you intend to use Divination please read here.
Skill modifiers: Standard long-distance modifiers.
If repeated questions are asked on the same subject within a day, the “vibes” are muddled; -4 skill for the second question, -8 for the third, and so on.
Questions about the past or future are also harder; use the Time modifiers.
Cost: 10.
Time to cast: 1 hour unless specified otherwise.
Prerequisites: History, and other spells as specified for the particular method of divination.
Area Spell
College: Earth, Level: 3
Regular Spell; Resisted by Will + Magery
College: Arcana, Level: 5
Permanently drains one level of the subject’s Magery advantage. The caster must touch the subject throughout the casting.
The subject retains his knowledge of spells (albeit at a lower skill level), but cannot cast those that require a higher degree of Magery than his new one.
A critical failure with this spell costs the caster a degree of Magery and a point of IQ!
Duration: Permanent.
Cost: 30.
Time to cast: 10 minutes.
Prerequisites: Suspend Magery.
Area Spell
College: Arcana, Level: 3
Remove all mana from an area, leaving it permanently “dead” to magic. Spells do not work there, and magic cannot sense anyone or anything in a no-mana zone; magical spells end, and magical items do not function until they are removed from the area.
This spell is used to create areas in which mages, magical creatures, and magical objects can safely be confined or hidden. A no-mana zone stays stable with respect to the earth, but not to objects. Thus, if you make the inside of a box mana-dead, when you move the box, the dead space will stay where it was, rather than moving with the box.
A critical failure with this spell costs the caster one level of Magery!
Duration: Permanent.
Base cost: 10.
Time to cast: 1 hour.
Prerequisites: Dispel Magic and Suspend Mana.
Regular Spell
College: Mind, Level: 2
Using this spell, the caster projects his presence into the subject’s dreams to converse with him. Roll a Quick Contest of the spell’s skill vs. the subject’s Will every minute; once the subject wins, the spell is broken and no further contact is possible that night.
Use the long-distance and Mind-Reading modifiers (p. 14 and p. 46). If the caster and subject don’t know each other, there is a further -2 penalty. The subject may use his Dreaming skill (see p. B188) to help the process; roll every minute to skip the contest.
Duration: 1 minute. Each minute allows the exchange of two sentences (one from the caster and one from the subject).
Cost: 3 to cast.
3 to maintain.
One try per night.
Time to cast: 1 minute.
Prerequisite: Dream Sending.
Regular Spell; Resisted by Will
College: Mind, Level: 2
The caster uses this spell to send a dream vision to the subject, who must be asleep at the time of the casting.
The message is seen in dream-symbols by the subject, who must roll vs. IQ-5 or a skill such as Fortune-Telling (Dream Interpretation) (p. B196) to interpret it correctly. The margin of success of the roll indicates how well the message is understood. Use of the Dreaming skill by the subject could distort or obliterate the message (GM’s discretion).
The caster tells the GM the exact meaning (it is a good idea to limit the length of the message to as many words as the caster has skill with the spell). The GM, in turn, tells the subject what he understood (roll in secret, as a critical failure will lead to complete misunderstanding!). Use the long-distance and Mind-Reading modifiers (p. 14 and p. 46). If the caster and subject don’t know each other, there is a further -2 penalty. This is also a Mind Control spell.
Duration: 1 hour.
Cost: 3. One try per night.
Cannot be maintained.
Time to cast: 1 minute.
Prerequisite: Dream Viewing or Sleep.
Regular Spell; Resisted by Will
College: Mind, Level: 2
View a subject’s dreams; they appear on any smooth surface of your choice (such as a basin of water, mirror, gem facet, etc). Use the long-distance and Mind-Reading modifiers. If the caster and subject don’t know each other, there is a further -2 penalty.
Mind-Reading Modifiers: -2 if the caster does not know the subject’s native language; -2 if the subject is of a different race – or -4 or more if the subject is totally alien!
Duration: 1 hour.
Cost: 2 to cast.
1 to maintain.
Time to cast: 10 seconds.
Prerequisite: Truthsayer or Sleep.
Regular Spell; Resisted by Will
College: Mind, Level: 2
Makes the victim temporarily intoxicated: he is loud, cheerful, and badly coordinated. Both IQ and DX are reduced by the amount of energy put into the spell. If the victim is a PC, he should be told he feels drunk, and encouraged to roleplay it! When the spell ends, it does so instantly (no hangover).
Duration: 1 minute.
Cost: 1 for each point of IQ and DX lost (maximum 5).
Half that to maintain.
Time to cast: 2 seconds.
Prerequisites: Foolishness and Clumsiness.
Regular Spell
College: Water, Level: 3
Dries and blocks the waterflow within a spring, reducing its output.
Duration: Permanent.
Note, however, that the local geology may eventually shift, restoring the spring’s output to its previous level.
Cost: 3 times the reduction in the spring’s output, in gallons per hour.
Time to cast: 1 minute.
Prerequisites: Destroy Water and Shape Earth.
Regular Spell; Resisted by HT
College: Body, Level: 0
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to detect or discern sounds.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Regular Spell; Resisted by HT
College: Body, Level: 0
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to detect or evaluate Tastes or Smells.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Regular Spell; Resisted by HT
College: Body, Level: 0
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to assess textures.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Regular Spell; Resisted by HT
College: Body, Level: 0
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to spot something or discern sights.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Regular Spell; Resisted by HT
College: Body, Level: 1
Reduces all of the subject’s Sense rolls by -1 per 2 points of energy put into the spell.
Duration: 10 minutes.
Cost: 2 per point of penalty (maximum 5).
Half that to maintain.
Prerequisites: Any two variants of Dull (Sense).
Regular Spell
College: Arcana, Level: 2
Like Create Object, but instead of creating an object from the caster’s mind, the Duplicate spell duplicates an actual item, which must be held or touched by the caster while the spell is cast. This permits a mage with no knowledge of Armoury to create a gun – if he has another one handy to copy. It also permits perfect forgeries of works of art, money, documents, and so on. The magical duplicate follows all normal rules for items made with Create Object – it must remain in contact with a living thing, for instance, or it will disappear.
The mage may also attempt to alter the creation. For instance, he could copy a sword and add inscribed runes, or forge a passport with a different name or picture, etc. In this case, normal rules for the caster’s abilities apply; Forgery skill rolls may be required. A mage with no knowledge of guns could gold-plate a duplicate, but he couldn’t modify the firing mechanism or ammunition capacity.
Duration: The created object lasts indefinitely – as long as it is touching a living, thinking being.
Thus, a wizard can create a sword, and use it himself or give it to a friend – but if he creates a coin to cheat a merchant, it will vanish if the merchant drops it on the counter or tosses it in the air! A created item does not actually have to touch flesh, but it must be very close to someone. It could be held in a gloved hand, carried in a pocket, etc., but not stored in a backpack.
Cost: 3 for every 5 pounds that the created object weighs.
x50 to make the Duration Permanent.
Time to cast: Equal to the cost, in seconds.
Prerequisites: Create Object and Copy.
Regular Spell
College: Arcana, Level: 0
Changes the color of any unliving material, as desired by the caster (note that hair is unliving, as is a thin outer layer of skin!).
The color fades in 2d days, but is unaffected by ordinary washing or application of solvents. Only a single, uniform, color can be produced – patterns are not possible, but only part of the subject may be affected if the caster desires.
Duration: 2d days.
Cost: 1 for a small (up to palmsized) object,
2 to change a person’s hair color or an object about a square foot in size,
5 for a person-sized (SM 0) object.
Time to cast: 3 seconds.
Prerequisites: Colors.
Regular Spell
College: Air, Level: 2
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
College: Earth, Level: 1
Turns an item of earth or clay into hard stone (but not gemstone), or turns an item of stone into a simple metal like bronze or iron. For double energy cost, turns an item of earth or clay into metal.
Duration: Permanent
Cost: 3 per cubic yard (minimum 3)
Prerequisites: Shape Earth.
Regular Spell
College: Water, Level: 3
Turns earth to mud (or water).
Various uses of this spell include bogging down enemies or pursuers, making mud packs to treat insect stings, softening earth to use for clay dummies or decoys, etc.
Duration: Permanent.
Cost: 1 per cubic yard of earth turned into mud.
Double to turn earth into water.
Prerequisites: Create Water, and Shape Earth.
Regular Spell
College: Earth, Level: 1
See through the earth – to find caves, bodies of ore, buried treasure, entombed victims, etc. Earth and uncut stone (up to 50 yards deep) are transparent to the subject, wherever he looks. Metal is not transparent; neither are cut stone, bricks, etc. Thus, this spell won’t let you look through castle walls.
Duration: 30 seconds
Cost: 2 per 10 yards of depth to cast
Same cost to maintain
Prerequisite: Magery (Arcana) 1
Area Spell
College: Earth, Level: 3
Shakes the affected area. The caster probably won’t want the area to include him. Divide the actual distance from caster to edge of affected area by 20 before figuring the skill penalty.
The spell must be cast over a fairly large area to be useful. Shaking one corner of a building will upset the occupants, but won’t wreck the building. Cost depends on strength of the quake:
Tiny: Just a demonstration – a slight swaying. Pay base cost.
Mild: Slight damage to buildings. Multiply base cost by 2. DX roll required, every second, for those in affected area to keep their feet.
Severe: Stone walls crack; towers may fall. Multiply base cost by 4. DX- 3 roll required, every second, for those in affected area to keep their feet.
Duration: One minute.
Base cost: 2 to cast. Same cost to maintain.
Time to cast: 30 seconds.
Prerequisites:
Regular Spell
College: Arcana, Level: 3
When cast on a wall, floor or some object, this spell “plays back” whatever sounds it may have “heard” in the past. The caster specifies the moment from which to start listening (“Let us listen to what was said in this room a year ago . . .”). Time modifiers apply. Each time this spell is cast for the same time period, there is a further -1 penalty to skill. A critical failure will wipe away the object’s “memory” of that time period.
Duration: 1 minute.
Cost: 2 to cast.
2 to maintain.
The magnitude of the Time modifier is added to the cost, so the spell costs 2 (2 + 0) for “within a minute,” but would cost 7 (2 + 5) for “4 to 40 days.”
Time to cast: 10 seconds.
Prerequisites: History, and Voices.
Regular Spell; Resisted by Will
College: Mind, Level: 3
The subject feels an incapacitating rush of pleasure; he can take no action for the duration, not even to move out of harm’s way! High/Low Pain Threshold is irrelevant.
Repeated exposure can be dangerous to the subject. If any character has been the subject of an Ecstasy spell three times within 10 days, he must make a Will+2 roll after the third time, and after each subsequent time until five days pass without exposure to the spell. If any of these rolls are failed, the subject gains an Addiction to the spell, and will beg the caster (or anyone else who is known to have the spell) for more!
Withdrawal from the Ecstasy spell follows the normal rules for a psychological dependency (see Drug Withdrawal).
Duration: 10 seconds.
Cost: 6 to cast.
Cannot be maintained.
Time to cast: 3 seconds.
Prerequisites: Emotion Control.
Area Spell; Resisted by Will
College: Mind, Level: 1
Instills the subject(s) with any one emotion the caster chooses. There is no “game system” effect unless the GM feels it necessary, but subjects should roleplay it! Some sample emotions: love, hate, lust, anger, greed, jealousy, hunger, fear, sadness, joy, peace, unrest, depression, patriotism, boredom.
Duration: 1 hour.
Base cost: 2.
Cannot be maintained; spell must be recast.
Prerequisite: Loyalty or Mental Stun.
Regular Spell
College: Fire, Level: 1
When cast on any writing or other visual information medium, this spell makes it unreadable to any but the caster. Anyone can see the writing, but they will be convinced that it is hopelessly arcane, complex, or foreign.
Other media dependent on the senses (including any arcane taste- or smell-based “writing” that might be used by nonhuman races, as well as Braille in modern settings) may be encrypted if the GM permits it.
Duration: 1 week.
Cost: 1 for up to 1000 words of plaintext;
2 for up to 10,000 words of plaintext;
3 for up to 100,000 words of plaintext;
+1 for each additional 100,000 words.
Thus, a stack of six typical GURPS Fourth Edition sourcebooks, at about 175,000 words per book, would cost 12 energy to encrypt.
Prerequisite: Complex Illusion.
Regular Spell
College: Body, Level: 3
The caster grows in size, increasing his Size modifier. For every 1 point of increased SM, the caster’s ST, HP, and Basic Move are all multiplied by 1.5. For every 2 points of increased SM, his DR increases by 1. The caster’s clothing grows with him if he wishes, but jewelry, armor, weapons, carried items, and other substantial volumes of harder substances remain at their original size (though they can be enlarged separately with Enlarge Object). See Corpulence, p. 43, for the effects of “bursting” out of armor.
IQ, DX, HT, FP, Basic Speed, and Dodge do not change with size. Weight increases dramatically; every point of increased SM multiplies the caster’s weight by 3.5.
If the caster is enclosed in a room or other space that is too small to accommodate his larger size, his growth stops. However, if his maximum thrusting damage is enough to penetrate the enclosure’s DR, he bursts through in one second per point of DR.
Duration: 1 hour.
Cost: 2 per +1 SM.
Same cost to maintain.
Time to cast: 5 seconds.
Prerequisites: Alter Body.
Regular Spell
College: Arcana, Level: 4
Scales an object up in size while maintaining its proportions, increasing its Size modifier. Multiply weight by 3.5, and HP by 1.5, for every added point of Size modifier; add 1 DR for every 2 added points of Size modifier.
Duration: 1 hour.
Cost: 1 per pound of original weight (minimum of 1 pound) for
every additional point of SM.
Same cost to maintain.
Time to cast: 3 seconds.
Prerequisite: Extend Object.
Regular Spell; Resisted by HT
College: Body, Level: 3
As Enlarge, but usable on other beings.
The spell can only be countered by the original caster or by Remove Curse. Cast on a volunteer soldier, this changes him into an instant siege engine . . . but also makes him a prime target for the enemy’s artillery and magic.
Duration: 1 hour.
Cost: 2 per +1 SM.
Same cost to maintain.
Time to cast: 10 seconds.
Prerequisites: Enlarge.
Special Spell; Resisted by Will
College: Mind, Level: 3
The caster tells an enthralling tale.
Anyone within earshot who knows the language and pays attention falls under the spell, resisting with Will. An hour of real time passes, but the victims notice only a minute slipping by. Anyone who resists will perceive the caster and his victims as paralyzed, although prolonged examination will reveal they are moving, very slowly. Any subject that is attacked or shaken breaks free of the spell (in the latter case, the victim gets an extra resistance roll for every second that he’s disturbed).
This spell may never be higher than the caster’s Public Speaking skill, or Performance if the story is mimed or acted out.
Duration: 1 hour (real time).
Cost: 3 to cast.
3 to maintain.
Prerequisites: Forgetfulness, Daze, and Slow.
Special Spell
College: Soul, Level: 4
Enables the caster to seal a container or chamber so that a spirit within cannot get out for the duration of the spell. Getting the spirit into the trap in the first place is a separate question; usually Command Spirit is required, but trickery can be just as effective.
The container can be any size, from a small bottle up to an entire building, but it must be fully, tightly closed (watertight is good enough), and the mage must touch it while casting the spell. The spirit cannot resist the spell, but the casting cost is directly proportional to its power. The total cost is equal to the spirit’s ST + IQ, divided by 5 to cast and by 10 to maintain. It takes a true effort to restrain a powerful spirit! The caster is informed of the energy cost when the spell takes effect and spends the energy then; if he cannot meet the cost, the spirit is unaffected. If the caster spends half the energy cost, the spirit takes one second to break out of the trap; this is a bad deal, but sometimes buying even a second is a worthwhile thing to do. If multiple spirits are trapped in a single container, add half the others’ ST and IQ to the full ST and IQ of the most powerful spirit before calculating cost.
The spirit cannot damage the container or affect anything outside of it, nor can it use shape-shifting powers to help it escape in any way. It can communicate with anyone within a yard or so of the container in the normal fashion.
Duration: 5 minutes.
Cost: Spirit’s (ST+IQ) divided by 5 to cast, by 10 to maintain.
Prerequisites: Soul Jar, and Turn Spirit.
Regular Spell; Resisted by Will
College: Mind, Level: 4
Like the Charm spell, but permanent. The subject will follow the caster’s orders until the spell ends or is removed. At any time the caster concentrates, he can form a mental link with the subject to see through the subject’s eyes, hear through his ears, and give orders.
Cost: 30.
Prerequisites: Charm and Telepathy.
Regular Spell; Resisted by HT
College: Earth, Level: 3
The earth instantly swallows the subject. He remains in Suspended Animation, in a tiny spherical chamber 50 feet underground, until rescued by tunneling or the reverse of this spell. A mage who casts Entombment on himself may elect to stay awake, but this is unwise unless he has some means of breathing while entombed!
Duration: Permanent, unless reversed by this spell.
Cost: 10 (but only 6 to reverse an entombment).
Time to cast: 3 seconds.
Area Spell
College: Air, Level: 3
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: Create Air
Regular Spell
College: Earth, Level: 3
Creates the magical essence of Earth. Essential Earth is three times as fertile: plants germinate three times faster and grow three times taller or bigger than normal. In addition, if Essential Earth is transformed into stone via the Earth to Stone spell, it will be three times as strong (DR and HP); columns or blocks cut from such stone would support three times as much weight. This Essential Stone is similar to the legendary material adamant, discussed in more detail in GURPS Fantasy.
If Essential Earth is transformed into metal via Earth to Stone, that Essential Metal will also have triple the strength (HP, DR, and carrying capacity) of normal metal; this is similar to the legendary alloy orichalcum, discussed in more detail in GURPS Fantasy.
Duration: Permanent.
Cost: 8.
Time to cast: 30 seconds.
Prerequisite: Create Fire
Area Spell
College: Fire, Level: 3
As for Create Fire, except that the fire created is the magical essence of fire. Any mage can tell the difference by looking. It cannot be extinguished by ordinary water or ordinary magic, but only by a similar quantity of Essential Water or by a Dispel Magic spell. Essential Flame does +1 damage to anyone it burns (+2 to watery creatures).
Duration: 1 minute
Base cost: 3
2 to maintain
This flame ignites all flammable materials, and the entire blaze remains Essential as long as the spell is maintained
If the spell is not maintained, any materials that were ignited continue to burn with ordinary flame
Time to cast: 3 seconds
Prerequisites: Create Fire
Regular Spell
College: Arcana, Level: 4
Transforms food, or any other material, into unbelievably good, filling, and nutritious food. Essential Food does not spoil, and six meals of it weigh only a pound
Duration: Indefinite.
Cost: 3 per meal if the starting substance is organic material of some kind;
5 per meal if the original substance is totally inedible.
Time to cast: 30 seconds.
Prerequisites: Six Food spells, including Create Food.
Regular Spell
College: Earth, Level: 3
Transforms any intact wood into the magical essence of wood. Essential Wood is three times as strong as regular wood, with three times the HP and DR, and three times the ability to support weight. It is difficult to ignite with regular flames (Highly Resistant), but once lit burns three times as long. It also burns hotter, adding an extra point of damage to each die (this will even increase the heat of Essential Flame!).
Manufactured objects made of wood can be turned into objects made of Essential Wood; living plants, however, may not be transformed.
Duration: Permanent.
Cost: 8.
Time to cast: 30 seconds.
Prerequisites: Six Plant spells.
Regular Spell
College: Soul, Level: 3
The subject becomes ethereal and can move through solid objects and creatures as if they were not there.
His clothes become ethereal, but not his equipment. He cannot wield weapons or move things about, and does not need to breathe, eat, or drink while ethereal. He has, in most respects, become a ghost. He can be seen, though he has a translucent appearance, and can be heard if he speaks.
Physical attacks and most magic cannot affect someone who is ethereal. However, any spell of the Colleges of Mind and Soul that target the mind or soul of the subject have normal effect on an ethereal person, and is Resisted at -2!
Ethereal individuals can use magic, but at a -5 to skill; the ethereal plane appears to be a low-mana area.
Ethereal bodies can interpenetrate, and cannot harm each other except with spells, as above.
Duration: 10 seconds.
Cost: 8 to cast. 4 to maintain.
Time to cast: 30 seconds.
Prerequisites: Magery (Body) 2
Regular Spell; Resisted by Will
College: Soul, Level: 4
The caster permanently exchanges bodies with the subject. The subject may be any living creature. The only way this spell can be reversed, once it has been cast, is to cast it again; Dispel Possession or other anti-magic will not work. The attributes of ST, DX, and HT, as well as all physical advantages and disadvantages, go with the body; IQ, memory, personality, and all skills and spells go with the mind.
Note: Exchange Bodies may result in the caster increasing his point value. The GM may wish to charge the old wizard for the difference in character point value. See Mind Transfer (below) for more on this. To help keep body-hopping wizards under control, the GM may wish to require some rare spell materials for this spell.
Mind Transfer:
When your mind moves to a new body, you gain that body’s ST, DX, and HT – as well as all secondary characteristics based on those attributes – and its physical advantages and disadvantages. Your IQ, Perception, Will, and mental advantages and disadvantages don’t change. Keep your points in skills, but base your skill levels on your new attributes. Recalculate your point value to take your new traits into account.
For instance, if you switch from a body with ST 10, DX 10, HT 10, and One Arm [-20] to one with ST 12 [20], DX 12 [40], HT 12 [20], and two arms, your point value goes up by 100 points.
The GM decides how to handle changes in point value.
Duration: Permanent.
Cost: 120.
Time to cast: 1 hour.
Prerequisites: Permanent Possession and Soul Jar.
Regular Spell
College: Arcana, Level: 3
As Shatter, but the subject, if it shatters, explodes violently, doing fragmentation damage (p. B414).
Cost: 2 does 1d damage
4 does 2d damage
6 does 3d damage
Double cost to increase damage to d+2.
Prerequisites: Shatter and Apportation.
Missile Spell
College: Fire, Level: 3
Creates a fireball that affects both its target and things nearby.
This has 1/2D 25, Max 50, Acc 1. Can be thrown at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and anyone closer to the target than one yard takes full damage. Those further away divide damage by three times their distance in yards (round down).
Cost: Any amount up to twice your Magery level per second, for up to three seconds
The fireball does 1d burning damage per full 2 points of energy
Time to cast: 1 to 3 seconds
Prerequisite: Fireball
Missile Spell
College: Fire, Level: 3
Creates a lightning bolt that affects both its target and things nearby.
This has 1/2D 50, Max 100, Acc 3.
It can be thrown at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and anyone closer to the target than one yard takes full damage.
Those further away divide damage by three times their distance in yards from the explosion (round down). The effects of lightning damage listed under Lightning apply.
Cost: Any amount up to twice your Magery level per second, for up to three seconds.
The lightning bolt does 1d-1 burning damage per full 2 points of energy.
Time to cast: 1 to 3 seconds.
Prerequisite: Lightning.
Area Spell
College: Fire, Level: 1
Puts out all ordinary and magical fires in its area of effect. Has no effect on materials that are intrinsically superheated – molten steel, lava, plasma, etc.
Duration: Once out, a fire stays out.
Base cost: 3
Prerequisite: Ignite Fire
Regular Spell
College: Arcana, Level: 3
Scales an object up in one dimension; the opposite of Contract Object.
Duration: 1 hour.
Cost: 1 per pound of original weight (minimum of 1 pound), per doubling of the chosen dimension.
Same cost to maintain.
Time to cast: 3 seconds.
Prerequisites: Transform Object.
Regular Spell
College: Soul, Level: 4
Removes harmful radioactivity from the subject.
Duration: Permanent.
Cost: 1 per 10 rads/hour.
Prerequisites: Irradiate.
Melee Spell; Resisted by HT or IQ
College: Body, Level: 4
Reach with one hand into a subject’s body and withdraw a vital organ, leaving an open cavity.
Extracting the brain instantly kills the body, but the brain itself may survive for a few minutes! Roll vs. HT each second; on a success, the brain remains alive and conscious but loses 1 FP; on a failure, it dies. While it survives, it can cast any spells it knows well enough to cast without ritual. Remember that the brain has no senses of its own and is therefore casting blindly.
Extracting the heart demands a HT-6 roll each turn from the victim; on a failure he falls unconscious and dies five seconds later.
Extracting other organs requires a HT roll at a penalty from 0 to -5 to remain conscious. Most extractions kill within a minute; however, some organ losses can be survived – a lung, a kidney, etc. In this case, the victim will still bleed seriously. Restoration is required to replace a lost organ. An extracted organ dies within a minute.
Cost: 10.
Time to cast: 5 seconds.
Prerequisites: Apportation, and Steal Vitality.
Regular Spell, Area Spell; Special Resistance; Resists Information spells
College: Arcana, Level: 3
Replaces the magical emanations of a being, area, or object with false ones; the term “aura” is only literal for living things. For instance, a human could be made to have the aura of a Zombie, a sword could appear to be enchanted with Dancing Weapon, an area could appear to be under linked Create Fire and Glue spells, etc. Roll a Quick Contest between the False Aura and any spell (Information or Regular) that can see or detect the emanations (such as Aura, Mage Sight, or Analyze Magic). If the False Aura wins, the other spell is fooled. False Aura also works against equivalent senses some creatures may possess.
Unwilling subjects resist with IQ.
The chosen False Aura must be familiar to the caster – a mage could not put a False Aura of Golem on a statue unless he knew the Golem spell, for instance.
Duration: 10 hours.
Cost: 4 to cast.
Base cost 4 when cast on an area.
Half that to maintain.
Time to cast: 10 seconds.
Prerequisites: Conceal Magic and Aura.
Regular Spell; Resisted by Will
College: Mind, Level: 3
Insert a single, simple false memory into a subject’s mind. This spell is often used to avoid paying bills, and is considered highly illegal in many areas.
If the implanted memory conflicts with a real memory, the subject’s brain will usually fit the new one in anyway, leaving him slightly confused but convinced. In case of extreme direct conflict – “You remember killing the duke” (when the subject saw the caster kill the duke!) – the subject should be allowed a bonus on his resistance roll; the example above would be a +5 for a loyal subject, but probably only +1 for somebody who wanted to kill the duke.
Duration: Variable (see below).
When the spell ends, the subject gets a second resistance roll, at -1 for each day the spell lasted.
If this roll is failed, the subject will believe the false memory indefinitely, but is likely to remember the truth at some unpredictable time, perhaps as a result of a shock.
Cost: 3 for a duration of an hour,
8 for a whole day.
Cost to maintain is 3 per hour if cast for an hour,
Cost to maintain is 4 per day if cast for a day.
Time to cast: 5 seconds.
Prerequisites: Forgetfulness and six other Mind Control spells.
Regular Spell; Resisted by Will
College: Earth, Level: 2
The subject leaves tracks that appear to be those of some animal or other being. Unwilling subjects resist with Will. A Quick Contest between a tracker’s Tracking skill and the caster’s Naturalist skill (or his skill with this spell, whichever is lower) determines whether or not the tracker is fooled.
Duration: 1 minute
Cost: 2 to cast
1 to maintain
Prerequisites: Shape Plant, Shape Earth, and Magery (Water) 1
Regular Spell
College: Arcana, Level: 1
The subject can feel by touch any object that he can see (even at a great distance) or through solid objects totaling no more than 6 feet in thickness. The sensations are one-way (to pinch a wench, use the Manipulate spell).
A mage cannot deliver spells by Far-Feeling!
Duration: 1 minute.
Cost: 3 to cast. 1 to maintain.
Time to cast: 3 seconds.
Prerequisite: Magery (Body) 1,
May not have Numb.
Regular Spell
College: Arcana, Level: 1
The caster can hear any conversation that he can see, even at a great distance, or hear through solid objects totaling no more than six feet of thickness.
He automatically makes all Hearing rolls.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Magery (Body) 1,
May not have Deafness or Hard of Hearing.
Regular Spell
College: Arcana, Level: 1
The subject can taste and smell any object that he can see (even at a great distance) or taste/smell through solid objects totaling no more than two yards of thickness. He automatically makes all Taste/Smell rolls, though any substance that would ordinarily be impossible to taste or smell (an odorless, tasteless gas such as carbon monoxide, for example) will remain undetected. This can be especially useful for sniffing out poisons, since the effects of a poison do not transfer via their odors.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Time to cast: 3 seconds.
Prerequisites: Magery (Body) 1,
Cannot have No Sense of Taste/Smell.
Regular Spell or Blocking Spell; Resisted by Will
College: Mind, Level: 1
Holds the subject (a sapient being) motionless and unaware of the passage of time as long as the caster maintains eye contact and concentration. Darkness breaks eye contact!
May be cast as a Blocking spell if the subject is entering Close Combat range. The caster may move slowly (Move 1) while maintaining eye contact if he knows the spell at level 15 or better; each yard he moves away from the subject allows it another resistance roll to break the spell. The spell is also broken by any attack (physical or magical) on the subject.
Duration: Indefinite.
Cost: 4.
Prerequisite: Daze.
Regular Spell
College: Fire, Level: 2
Makes flames hotter, consuming their surroundings (and burning people) at a faster rate. The damage that the flames do is proportionately increased. This spell acts as a Great Haste spell on fire elementals and beings with the Body of Fire meta-trait.
Duration: 1 minute.
Cost: 2 for a double-rate fire, 3 for a triple-rate fire, and so on.
Same cost to maintain.
Prerequisite: Slow Fire.
Regular Spell
College: Arcana, Level: 3
Ties up the subject with a length of rope or chain (which is not created by the spell, only animated). Useful to wrap packages, moor boats, bind prisoners, and so on. An actively resisting subject resists using DX. The bond is a normal knot (though it may be turned into a magical Knot by increasing the energy expenditure).
Duration: Permanent.
Cost: 3 to cast (1 extra to have a Knot in it).
Prerequisite: Knot.
Area Spell; Resisted by Will
College: Mind, Level: 0
The subject(s) feel fright. The caster receives a +3 bonus to reaction rolls in potential combat situations and other situations where threats are effective, but suffers a -3 penalty on loyalty rolls and situations where terrorizing NPCs is counterproductive.
Duration: 10 minutes unless countered by Bravery.
Base cost: 1. Cannot be maintained.
Prerequisite: Sense Emotion.
Information Spell
College: Arcana, Level: 0
Tells the caster which direction is North. Alternately, it can tell which way his home is. Note that no one can have more than one true home, and a wanderer may have none!
Cost: 2.
Regular Spell
College: Soul, Level: 1
When cast on a dead body, this spell renders the subject immune to all Necromantic magic. The spirit of the deceased cannot be summoned, nor can the body be animated (or Resurrected). It has no physical effect on the body. The spell may be cast at any time after the subject dies, but there is a cumulative -1 penalty for each month that the subject has been dead, to a maximum of -10. Any given caster may attempt the spell only once per subject.
This spell has no effect on a living person, and will not affect the undead who have already risen. In many settings, this spell is an intrinsic part of funeral rites, and may be restricted to the clergy. GMs may wish to change the prerequisite from Magery to Power Investiture or Blessed. In other settings, this spell is unnecessary; ordinary nonmagical funeral rites are sufficient to safe-guard the dead from necromancy.
It is usually assumed that this spell functions by sending the soul of the deceased from the mortal plane into the presence of their deity. Some, however (usually members of one death-cult or another), believe that this spell works by destroying the disembodied spirits of the dead!
Duration: Permanent.
Cost: 20.
Time to cast: Minimum 10 minutes.
This spell is always cast ceremonially.
Information Spell
College: Arcana, Level: 1
Sense the weakest part of the subject. Can be cast on any part of a large object; you would not have to cast it on a whole city wall, for instance, but could check one yard of wall at a time.
Of course, many subjects will have no special weakness.
This spell can be used to troubleshoot complex objects; a defect that prevents a machine from working usually qualifies as its weakest part.
Cost: 1, or 1 per yard radius for a large object.
Double this cost if the subject is alive.
Time to cast: 2 seconds.
Prerequisites: Magery (Body) 1
Area Spell
College: Fire, Level: 2
Creates a swirling cloud of flames and fiery embers. It does not block vision, but inflicts burning damage to all within it. Creatures in the cloud take damage on their own turns. If less than an entire second is spent in the affected area, damage is halved (round down). Armor protects normally. Only highly flammable materials may catch fire.
Duration: 10 seconds.
Base cost: 1 to 5; the cloud inflicts 1 point of damage per second for every energy point put into the base cost.
Same cost to maintain.
Time to cast: 1 to 5 seconds, depending on base cost.
Prerequisites: Shape Air and Fireball.
Missile Spell
College: Fire, Level: 2
Throw a ball of fire from one hand.
This has 1/2D 25, Max 50, Acc 1. When it strikes something, it vanishes in a puff of flame. This spell is likely to ignite flammable targets.
Cost: Any amount up to your Magery level per second, for up to three seconds.
The fireball does 1d burning damage per energy point
Time to cast: 1 to 3 seconds
Prerequisites: Create Fire
Area Spell
College: Fire, Level: 1
Prevents ignition of fires within the affected area: matches won’t light, flint won’t make sparks, and so on. Does not extinguish a fire brought in from outside the spell’s area, although such a fire would fail to ignite anything else.
Useful anywhere that fire is a hazard (as in a gunpowder factory, for example). Any magical attempt to light a fire is at -5 to skill. This spell doesn’t resist really intense heat (as from lava or battle lasers), but it does stop guns from working!
Duration: 1 day
Base cost: 3
Doubled cost gives a -10 to magical attempts to light fires, and resists all heat less than star-heat
Same cost to maintain
Time to cast: 5 minutes
Prerequisite: Extinguish Fire
Regular Spell
College: Fire, Level: 3
The subject is sheathed in flames without feeling any discomfort – he, and anything he carries, is under a basic Resist Fire spell. The flames provide the usual illumination and heat to their surroundings. The subject’s melee attacks do an extra point of fire damage.
Any melee attack that hits the subject triggers a 1d Flame Jet backlash along the weapon at the foe. This attack automatically hits the hand holding the weapon if the weapon’s Reach was 1 or less. Should the subject grapple or be grappled, the foe takes 3d burning damage, but the spell will be broken.
Duration: 1 minute
Cost: 6 to cast
3 to maintain
Prerequisites: Resist Fire, Flaming Weapon
Regular Spell
College: Fire, Level: 1
Shoot a jet of flame from one fist.
Each turn, the caster rolls versus DX -4 or Innate Attack skill to hit, and rolls for damage if he hits. This attack may be dodged or blocked, but not parried.
Treat it as a hand weapon – a flaming sword without the sword – but it cannot parry! This is a wonderfully flashy spell, good for magic shows, melee combat, burning through ropes, etc.
The caster may cast the spell as many times as he has hands and have a Flame Jet in each hand; a Flame Jet held in the caster’s “off” hand suffers the usual -4 penalty to hit.
For cinematic mage-dueling action, the GM may allow a Flame Jet to parry another Flame Jet. This allows fire wizards to duel mano a mano, which some groups may prefer to the casting and dodging of a more typical duel of magic.
Duration: 1 second.
Cost: 1 to 3 points.
Does 1d damage for each point put into the spell.
The jet’s range in yards is equal to the number of dice.
Same cost to maintain.
Prerequisites: Create Fire and Shape Fire.
Regular Spell
College: Fire, Level: 3
Like Flaming Weapon, but cast on a missile weapon. The weapon itself acquires a shimmering, fiery appearance. Any missile it fires bursts into flame, doing +2 damage as per Flaming Weapon; it burns to ashes after it hits a target or after 10 seconds, whichever comes first.
Duration: 1 minute
Cost: 4 to cast
2 to maintain
Cost doubles if the missiles to be fired are stone or metal
Time to cast: 3 seconds
Prerequisite: Flaming Weapon
Regular Spell
College: Fire, Level: 2
Causes any weapon to burst into flame, which does not harm the user but lets the weapon do +2 damage to foes or flammable objects (after penetrating armor and figuring other bonuses). Metal weapons are not damaged; wooden ones turn to ashes as soon as the spell ends. The weapon also gives off light as a torch.
Duration: 1 minute.
Cost: 4 to cast
1 to maintain
Time to cast: 2 seconds
Prerequisites: Heat, Enchant
Regular Spell
College: Fire, Level: 1
Creates a brilliant flash of light. This will totally blind some that see it, and reduce the DX of others by 3 (which reduces all DX-based skills). It may affect anyone who is facing the flash and has his eyes open (GM’s decision, if miniatures are not being used). The caster himself is not affected if he closes his eyes as he casts the spell. Each other creature in range must make a HT roll to avoid the worst effects:
Cost: 4.
Time to cast: 2 seconds.
Prerequisite: Continual Light.
Regular Spell; Resisted by HT
College: Water, Level: 4
“Petrifies” a living subject (and all his gear!) into ice. Stone to Flesh can reverse the effects of this spell, but the caster is at a -4 penalty unless he also knows Flesh to Ice. Remove Curse can also break the spell.
Duration: Permanent until reversed by another spell or substantial melting (or breakage) takes place.
Cost: 12 to cast
- must affect the entire subject, not just a part of it!
Time to cast: 2 seconds.
Prerequisites: Frostbite and Body of Water.
Regular Spell; Resisted by HT
College: Earth, Level: 2
“Petrifies” a living subject (and all his gear!), turning him to stone. Must affect the entire subject.
Duration: Instantaneous, unless reversed by Stone to Flesh.
Cost: 10
For double cost, a subject may be turned into a metallic statue
Time to cast: 2 seconds
Prerequisite: Earth to Stone, Magery (Body) 1
Regular Spell
College: Air, Level: 3
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.
Regular Spell
College: Arcana, Level: 3
Transforms a carpet (or any other object one could reasonably stand on or in – cauldron, chair, towel, broom, etc.) into a flying vehicle. It is under the command of the first person to step aboard it. If there are several beings already aboard when the spell is cast, roll a Quick Contest of Will to see who gets control; the caster (if aboard) gets a +5 bonus to this roll. If the pilot leaves the carpet, roll another quick contest of Will between the remaining passengers to see who gets control.
The carpet’s maximum Move is equal to the caster’s effective skill, and it can handle 1 G turns without skill rolls being necessary (p. B466). Use the Piloting (Contragravity) skill to control the carpet.
In general, a rider cannot fall from a flying carpet unless he jumps off deliberately or is knocked off by an obstacle (such as a tree branch) or attack; the carpet keeps its riders safely on board through a combination of magic and deft maneuvering. A flying carpet does not bank sharply, fold, or bend; the spell specifically provides a stable, level platform (which makes flying through narrow gaps rather hard). Any rider engaged in strenuous activity such as fighting must make a DX roll every turn to avoid falling off (the GM may modify this roll depending on the activity). In all other respects, treat anyone fighting from a flying carpet as being on the ground. Characters aiming a missile weapon from a moving carpet can only take the Acc bonus; aiming for extra turns gives no further bonus. Of course, someone fighting from a flying broom or chair would be subject to the usual -2 penalties for being seated.
Generous GMs may stipulate that, after the caster cancels the spell, the conveyance remains airborne for 2d+2 seconds, wobbling more with every passing moment. This sometimes allows a safe, if bumpy, landing.
Duration: 10 minutes.
Cost: 1 per square foot of surface.
Each square foot will carry about 25 pounds (or less, of made of flimsy material).
Half that to maintain.
Time to cast: 5 seconds.
Prerequisites: Flight.
Area Spell
College: Air, Level: 1
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.
Regular Spell
College: Fire, Level: 1
Makes any item seem like attractive, tasty food. The underlying nature of the matter does not change, but those who eat it will find it delicious - not necessarily nutritious, but delicious. Can only be cast on things that can be eaten; it would work on mud, but not on stones. A classic complement to the often dull provisions created with the Create Food spell.
Duration: 1 day.
Cost: 2 per meal.
Cannot be maintained.
Prerequisites: Complex Illusion, Season.
Regular Spell; Resisted by Will
College: Mind, Level: 1
The subject suffers -1 to his IQ and IQ-based skills (including spells) for every point of energy put into the spell. The GM may also require an IQ roll to remember complex things while under the influence of this spell.
Duration: 1 minute.
Cost: 1 to 5 to cast.
Half that to maintain (round up).
Prerequisite: IQ 12 or higher.
Area Spell
College: Arcana, Level: 2
As Weather Dome, but the Force Dome repels any physical force or missile spell. Nothing can enter except light, and only enough light to see by (the interior is always in twilight). Likewise, nothing can leave the Force Dome except light – and not even that, if the caster wills it. However, magic, and magical creatures and items, pass through the Force Dome as though it did not exist.
Once cast, a Force Dome takes a full second to form; anyone inside the Dome’s area at the time it is cast has one turn to leave.
Duration: 10 minutes.
Base cost: 3 to cast.
2 to maintain.
Prerequisites: Apportation.
Regular Spell
College: Arcana, Level: 3
Creates a shimmering barrier, which physical forces and missile spells cannot cross. Only light and non-Missile spells may pass. The Force Wall is four yards high. Higher walls are possible at a proportionately increased energy cost (double for double height, etc).
Duration: 10 minutes.
Cost: 2 per yard length to cast.
Same cost to maintain.
Prerequisite: Force Dome.
Area Spell
College: Earth, Level: 1
Makes an opening or section of ground with plants “noisy.” Wood squeaks loudly when touched; a patch of ground becomes full of snapping sticks when someone walks over it; a bush rustles loudly, etc. This automatically alerts or awakes the caster if he is within hearing range, and probably alerts others nearby as well (make an IQ roll if there is other noise around).
Duration: 10 hours
Base cost: 1⁄2 (minimum 2)
Same cost to maintain
Prerequisites: Magery (Arcana) 1, Magery (Water) 1
Regular Spell; Resisted by Will or Skill
College: Mind, Level: 1
Causes the subject to forget one fact, skill, or spell temporarily. The skill or spell cannot be used while Forgetfulness is in effect. If (for instance) a forgotten spell is a prerequisite for other spells, the other spells can still be used, at -2 to skill.
Duration: 1 hour.
Cost: 3 to cast.
3 to maintain.
Time to cast: 10 seconds.
Prerequisites: Foolishness.
Regular Spell; Resisted by Will or Skill
College: Mind, Level: 4
As Forgetfulness, but permanent. The subject also forgets he ever knew that thing or that he was enchanted. Another mage with this spell can restore forgotten things by recasting the spell and winning a Quick Contest of Spells with the original Permanent Forgetfulness spell.
Duration: Permanent.
Cost: 15.
Time to cast: 1 hour.
Prerequisites: Forgetfulness, and IQ 13 or higher.
Area Spell
College: Water, Level: 0
Renders water undrinkable. Foul water is readily recognizable by its uninviting color and smell, whereas fouled beer or wine may be more difficult to detect. Anyone foolish enough to drink it must make a HT roll. On a successful roll, he merely feels sick and loses 2 HP. On a failed roll, he is seized by painful stomach cramps, losing 1d+1 HP; he is at -3 for all skills until the lost HP are restored.
Foul water also fails to satisfy thirst, and cannot support fish or other water-dwellers (a fish of any sort slowly suffocates in fouled water; a sea-mammal becomes ill from ingesting it). In a body of water, the foul water is eventually diluted to harm-lessness; if cast in a mountain stream, for instance, this spell effectively lasts only a second or two.
Base cost: 3.
Prerequisites: Purify Water
Regular Spell; Resisted by HT
College: Body, Level: 2
Lowers the subject’s HT temporarily. This affects all considerations that depend upon HT (Basic Speed, HT-based skills, poison and spell resistance, unconsciousness, death, etc.) except for those dependent upon FP, which is unaffected. The cost to cast is not reduced by high skill.
Duration: 1 minute.
Cost: 2 per point of HT decrease (maximum 5).
Same cost to maintain.
Prerequisite: Lend Energy.
Regular Spell
College: Body, Level: 2
Bestows a bonus on the subject’s use of skills or attributes to maintain or regain his freedom of movement.
Typical cases include: Contests of DX or ST to avoid being grappled, to break free, or to evade; using Escape or Lockpicking; jumping or climbing restraining walls; bending bars apart or forcing doors; resisting Glue, Levitation, or Paralysis spells, and so on.
The spell does not help with Camouflage, Disguise, or Stealth; Mind Control spells; dodging missiles; using Lockpicking, Climbing, or Jumping to get inside some place, and so on. The GM’s judgment is final.
Duration: 1 minute.
Cost: 2 per point of bonus (maximum bonus +5).
Same cost to maintain.
Prerequisites: Magery (Arcana) 1
Regular Spell
College: Water, Level: 1
Turns water into solid ice. The ice retains the shape of its container; in open water, the affected volume freezes as a sphere or cube, at the caster’s option. A Shape Water spell may be cast to form the water before it is frozen, or to alter the shape of the ice after it is frozen.
Duration: The ice lasts until it melts naturally.
Cost: 2 for an object up to the size of a fist
4 for up to a cubic foot
6 for a cubic yard
3 more for each additional cubic yard.
- If the temperature is above freezing, the caster may maintain the spell by expending the casting cost once every 10 minutes.
Time to cast: 10 seconds.
Prerequisite: Shape Water.
Area Spell
College: Water, Level: 0
Creates a covering of frost on all surfaces in the area of effect. The frost is real, and lasts indefinitely if the temperature is below freezing. In warmer conditions, the frost quickly melts to a dew. When cast upon a real or magical fire, the frost produces a cloud of steam and causes the flames to hiss for a few seconds. Only a tiny fire – a match or candle – would actually be extinguished by a Frost spell.
A Frost spell cast upon a fire elemental or other flaming creature does one point of damage to the creature, but is more likely to anger it than drive it away.
Duration: The frost lasts until it melts naturally.
Base cost: 1.
Regular Spell; Resisted by Will
College: Air, Level: 2
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.
Regular Spell; Resisted by HT
College: Body, Level: 2
The subject is temporarily emaciated, losing one level of weight (the opposite of the Corpulence spell).
Armor and clothing hangs on the subject, hampering him (-2 DX). Beyond Skinny, the subject loses 20% of his current weight, and loses 1d FP, per casting. Repeated castings on already-affected subjects are resisted at a cumulative +5 per casting.
Duration: 10 minutes.
Cost: 6 to cast.
6 to maintain.
Time to cast: 3 seconds.
Prerequisites: Hunger.
Regular Spell; Resisted by Will
College: Mind, Level: 3
Give a subject one command, which the subject must obey. This must be a command to do one specific thing. It must be reasonably possible, in the GM’s opinion. “Destroy every tree on this continent” is not a legal geas (at least in a low-tech world). Until the geas is fulfilled or removed (only Remove Curse will do this), the subject must make it his first priority.
Duration: Permanent until fulfilled.
Cost: 12.
Time to cast: 30 seconds.
Prerequisites: Command.
Regular Spell; Resisted by Will
College: Mind, Level: 4
Give a subject one continuing command, such as “Never touch weapons” or “Slay all orcs.” A Great Geas does not have to be reasonably possible; it can occupy the subject for the rest of his life unless removed. Only Remove Curse will negate a geas. A critical failure on a Great Geas costs the caster an IQ point.
Duration: Permanent.
Cost: 30.
Time to cast: 1 minute.
Prerequisites: Lesser Geas.
Area Spell
College: Water, Level: 4
Causes a geyser of scalding-hot water to gush forth from the ground.
It creates a hole equal to its radius, as set by the caster. All those within the geyser suffer 3d damage. They are automatically pushed out of the area of effect, and must make a DX-5 roll to stay afoot!
Two seconds after the geyser starts, the water begins to fall back as spray.
Under normal conditions, it affects an area double the radius of the original geyser. All those within this new spray area suffer 1d damage per second.
Example: A geyser of 2 yards radius is created. All those in that area suffer 3d damage. Two seconds later, all those within 4 yards, but not within 2 yards, suffer 1d of damage.
If the caster is in the geyser area, he takes normal damage, but if he is in the spray area, he is unharmed.
The geyser must always spring from the earth; it would not work on a rooftop. If cast under unusual circumstances, it can produce interesting effects, such as a continuing stream of scalding water flowing downhill at foes, but these must be controlled by the GM.
Duration: 1 second.
Base cost: 5 to cast.
2 to maintain.
Time to cast: 5 seconds.
Prerequisites: Create Spring, Magery (Earth) 2, Magery (Fire) 2
Regular Spell
College: Mind, Level: 2
Give literacy in any language (sapient creatures only).
Duration: 1 minute.
Cost: 2 for Broken comprehension;
4 for Accented comprehension;
6 for Native comprehension.
Half to maintain.
Prerequisites: Borrow Language and three languages written at Accented or better.
Regular Spell
College: Mind, Level: 2
Give speech and understanding of any language (sapient creatures only).
Cannot provide speech or hearing to one who lacks these abilities.
Duration: 1 minute.
Cost: 2 for Broken comprehension;
4 for Accented comprehension;
6 for Native comprehension.
Half to maintain.
Prerequisites: Borrow Language and three languages spoken at Accented or better.
Regular Spell
College: Arcana, Level: 2
See through a single wall, floor, ceiling, or other similar barrier up to 4 feet thick (material doesn’t matter).
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisites: Earth Vision.
Regular Spell; Resisted by Will
College: Mind, Level: 1
The caster can mystically make anything he says be what the subject wants to hear. Whatever the caster says, even total gibberish, will find hearty agreement. However, the caster won’t have a clue what the target thinks he’s saying . . . GMs may give up to +3 on reaction rolls, depending on how cleverly the PC roleplays this.
Duration: 5 minutes.
Cost: 2 to cast.
1 to maintain.
Prerequisite: Suggestion.
Area Spell
College: Fire, Level: 1
Plunges an area into gloom. The more energy is put into the base cost, the gloomier the ambient light becomes. Unlike the Darkness spell, sources of light still work normally within the area.
Duration: Variable. The GM should roll 2d for the number of days.
Base cost: 1/2 for torchlight
1 for moonlight
3/2 for starlight
2 for total darkness
Minimum radius is 2 yards
Time to cast: 1 second per half-point of base cost
Prerequisite: Continual Light
Area Spell
College: Fire, Level: 1
Suffuses an area with a uniform glow. Objects and beings standing in the area won’t project any shadows unless a source of light stronger than the ambient glow is brought in.
Duration: Variable. The GM should roll 2d for the number of days.
Base cost: 1/2 for starlight
1 for moonlight
3/2 for torchlight
2 for daylight (bright, no Vision penalty)
Minimum radius is 2 yards.
Time to cast: 1 second per half-point of base cost
Prerequisite: Continual Light
Area Spell
College: Earth, Level: 2
Makes a surface extremely sticky, trapping anyone stepping onto the surface as if by a Rooted Feet spell. If a victim successfully resists, he is free to act until he moves more than a yard from his original position, at which point he becomes stuck again if he is still in the Glue area.
Duration: 10 minutes.
Base cost: 3 to cast.
Same cost to maintain.
Prerequisite: Rooted Feet
Area Spell
College: Earth, Level: 2
Makes a surface extremely slippery.
Anyone stepping onto the surface must roll against DX-2 for every yard he moves within the affected area. If he fails the roll, he falls down. Another DX-2 roll is necessary to stand up (but not to sit or kneel). All close combat, melee attacks, and active defenses are at -3; other physical skills, including missile and thrown weapon attacks, are at -2 for bad footing. This spell can also be cast on vertical surfaces to make climbing impossible. The GM will have to use his judgment with sur faces of intermediate tilt.
Unlike Ice Slick, whose effects are nearly identical, Grease cannot be seen by normal means. Also, crampon boots are ineffectual against a Greased surface.
Grease and Glue resist each other.
Duration: 10 minutes.
Base cost: 3 to cast.
Same cost to maintain.
Prerequisite: Rooted Feet
Regular Spell
College: Body, Level: 1
Raises the subject’s DX temporarily. His Basic Speed and ability with all DX-based skills are also raised. A caster can raise his own DX to increase his chances of hitting with missile spells, etc.
Duration: 1 minute.
Cost: 4 for every point of DX increase (maximum of 5).
Same cost to maintain.
Regular Spell
College: Air, Level: 2
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.
Special Spell
College: Arcana, Level: 3
This spell is cast on another spell to delay its activation until the caster wills it.
Blocking spells may not be hung.
Hang Spell is cast immediately before its subject spell, with no delays between castings. The caster rolls for the Hang Spell when it is cast; the roll for the subject spell is not made until it is activated. Range penalties, spells “on,” magic resistance, mana level changes and the like are applied at the subject spell’s activation time.
The caster must pay full energy and time costs for the Hang Spell and its subject must be paid at the time of casting. If the caster hangs a spell tailored to a human-sized subject and then activates it on a larger subject, there is either no effect or a reduced effect, as the GM sees fit.
A hung spell counts as one spell “on” (p. 10) for casting purposes; it does not, however, count against itself when it is activated. Thus, if a mage has four hung spells, he casts other spells at -4, but casts any one of the hung spells at -3. A hung spell takes a Concentrate action to activate.
Hung spells are susceptible to Dispel Magic and Counterspell (which destroys them), as well as to Suspend Magic and Suspend Spell (which prevents them from activating for the duration). They cannot be stolen or lent because they have not yet been cast.
Duration: 1 hour.
Cost: Same as the underlying spell’s cost to cast (minimum of 2);
same cost to maintain.
The hung spell may be maintained normally once it has taken effect.
Time to cast: 10 seconds.
Prerequisite: Delay.
Area Spell
College: Air, Level: 2
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 HT
College: Body, Level: 1
Causes the subject’s hair and nails to grow at a million times the usual rate (meaning an inch of hair every five seconds and an inch of nails every 30 seconds). If left unchecked, such growth interferes with vision (as hair falls in the eyes), movement (as the subject trips on his beard) and handling ability (as nails get in the way).
Some bald people appreciate this spell, while it lasts (baldness returns within about a month as the hair falls out naturally).
Duration: 5 seconds.
Cost: 1 to cast.
1 to maintain.
Regular Spell; Resisted by HT
College: Body, Level: 0
Trims the subject’s hair (beard, mustache, fur, etc.) as the caster sees fit. To determine the aesthetic quality of the job, roll against Barber skill (a DX/Average Professional Skill). Can also be used to shear sheep, pluck chickens, or to trim the subject’s nails.
The spell will not blunt the subject’s claws or horns (although it may give them a manicure).
Duration: The trim is instantaneous, the result is permanent.
Cost: 2.
Time to cast: 2 seconds.
Regular Spell; Resisted by Will
College: Mind, Level: 3
The subject’s perceptions are addled. He is completely convinced that one thing that is not present is (or vice versa); he can see it, hear it, feel it, and so on. This is similar to an illusion in some ways, but it exists entirely in the mind of the subject.
The hallucination must concern the presence or absence of a single “thing”: one person the subject knows or knew, one crowd of revelers, one pair of shackles on the subject’s wrists, one pride of lions . . . If it can be described as a single entity in English (without amazing gymnastics), then it should pass. The GM’s judgment is final, as usual.
The hallucination does not require concentration: the subject supplies, unconsciously, all the “realism” necessary. By concentrating, the caster can “direct” the hallucination – put words in the mouth of the absent person, have the revelers head off in a certain direction or start singing a particular song, etc.
Impossible or obviously false hallucinations (a long-dead uncle, for example) are Resisted at a bonus of up to +5.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Time to cast: 2 seconds.
Prerequisites: Madness and Suggestion.
Regular Spell; Resisted by Will
College: Mind, Level: 4
Like Hallucination, but the subject’s entire environment can be falsified. He might see himself stranded on a cliff side, in a crowded city street, in the middle of a lake, etc. The only limits are the fiendishness of the caster’s imagination and the judgment of the GM.
For any significant changes to occur in the subject’s new surroundings, concentration on the part of the caster is required, as per Hallucination. If the caster dramatically changes the subject’s perceptions, the subject may be given a new resistance roll, at the GMs option.
Example: the subject is “placed” on top of a giant pillar of stone over a lake of molten lava. By concentrating, the caster could cause the pillar to begin sinking or bucking beneath the subject’s feet, or cause a flying monster to appear. If the caster suddenly decided that the lava turned into a green meadow, however, the subject would get a new Resistance roll.
This spell can be used for positive effect; if the subject is required to walk a narrow log across a thousand-foot-deep chasm, he might find it easier if the log spans only a shallow streambed . . .
Duration: 1 minute.
Cost: 6 to cast.
3 to maintain.
Time to cast: 4 seconds.
Prerequisites: Hallucination.
Regular Spell
College: Body, Level: 4
Stops the subject from aging for one month. Cannot be cast again until the first spell wears off.
Duration: One month.
Cost: 20. One try per week.
Prerequisites: Major Healing, and Regeneration.
Blocking Spell
College: Body, Level: 2
An instantaneously makes the targets body more able to withstand damage, improving the hardness and the durability of their skin and muscles to reduce incoming damage.
This spell is not cumulative with the Armor spell – only the stronger spell applies.
Remember that only one Blocking spell may be cast in a turn. A mage cannot follow up a failed Iron Arm with a Hardiness spell, for instance.
Cost: 1 per point of DR (maximum of 5).
Prerequisite: Alter Body
Regular Spell
College: Arcana, Level: 1
Increases the subject’s Move and Dodge scores by up to 3.
Duration: 1 minute.
Cost: 2 to cast per point added to the subject’s Move and Dodge.
Half that to maintain.
Time to cast: 2 seconds.
Prerequisites: Tell Time.
Regular Spell
College: Arcana, Level: 3
Speeds the subject up a lot. Your rate of time perception is faster than that of a normal human. You experience time twice as fast as a normal – that is, you experience two subjective seconds for each real second that passes. This lets you take one additional maneuver on your turn in combat, allowing you to cast spells quickly by taking multiple Concentrate maneuvers, run very fast by taking multiple Move maneuvers, etc.
Your turn doesn’t come any sooner, however! This advantage affects how fast you move when you react, but not how quickly you react in the first place.
Out of combat, Great Haste allows you the luxury of extensive planning, even in crisis situations, as everything seems to happen in slow motion. You may always attempt a Sense roll, or an IQ-based skill roll to make plans or recall information (GM’s decision), at no penalty to additional actions.
In order to do anything that depends on someone else’s reactions, you must deliberately “slow down” and function at his speed. This applies both when making a Feint in combat and when making an Influence roll out of combat.
For instance, if you choose to Feint, that is all you can do on your turn – you can- not take extra actions. (On the other hand, you could make an All-Out Attack followed by an Attack in order to beat down his defenses through sheer blinding speed!)
Duration: 10 seconds.
Cost: 5.
Cannot be maintained; must be recast.
At the spell’s end, the subject also loses 5 FP (unless the caster was the subject).
Time to cast: 3 seconds.
Prerequisites: IQ 12 or higher, and Haste.
Regular Spell
College: Air, Level: 4
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.
Regular Spell
College: Body, Level: 1
Grants the subject extraordinary clarity of vision and the ability to “zoom in” on distant objects. Each level lets the subject ignore -1 in range penalties to Vision rolls at all times, or -2 in range penalties if you take an Aim maneuver to zoom in on a particular target.
This ability can also function as a telescopic sight, giving up to +1 Accuracy per level with ranged attacks provided you take an Aim maneuver for seconds equal to the bonus.
Benefits of this spell are not cumulative with those of technological aids such as binoculars or scopes. If you use both, you must opt for one or the other.
Duration: 1 minute.
Base cost: 2 per level of Telescopic Vision.
Half that to maintain.
Time to cast: 2 seconds.
Prerequisites: Keen Vision
Subject must not suffer from Blindness or Bad Sight disadvantages.
Area Spell
College: Earth, Level: 1
Heals plants within the area of disease, parasites, and damage. The plants must still be alive for the spell to work.
Duration: Permanent
Base cost: 3
- Trees larger than saplings require a radius of at least 3 yards
Time to cast: 1 minute
Prerequisite: Identify Plant, Magery (Water) 1
Regular Spell
College: Body, Level: 1
Restores up to 3 HP to the subject.
Does not eliminate disease or poison, but will cure damage caused by these things.
This spell is risky if used more than once per day by the same caster on the same subject. If you try, roll at -3 for the first repetition, -6 for the second, and so on.
If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure – unless you are trying the spell more than once per day on the same subject.
Cost: 1 to 3.
The same amount is restored to the subject.
Prerequisite: Lend Vitality.
Regular Spell
College: Body, Level: 2
Restores up to 8 HP to the subject.
Does not eliminate disease or poison, but will cure damage caused by these things.
Otherwise, this spell functions just like Minor Healing: it is at -3 per casting on the same subject in one day, and Physician skill at level 15 or higher will mitigate the effects of a critical failure.
The penalties for repeated casting accrue separately for Minor Healing and Major Healing. For instance, a caster could cast both spells on the same subject in the same day at no penalty.
Cost: 1 to 4.
Twice the amount spent is restored to the subject.
Prerequisites: Minor Healing.
Regular Spell
College: Body, Level: 3
Restores all of the subject’s missing HP. Does not eliminate disease or poison, nor does it restore crippled or missing body parts, but it can heal HP lost to any of these things.
A given subject can only benefit from this spell once per day, whether cast by the same caster or by a different caster each time.
If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure.
Cost: 20.
One try per day per subject.
Time to cast: 1 minute.
Prerequisites: Major Healing.
Regular Spell; Automatic Resistance
College: Body, Level: 1
Subject falls into a deep restorative sleep, and heals 1 HP for every hour of rest. Fatigue is recovered at double the normal rate.
The subject wakes once completely healed, or after 8 hours have passed; any fatigue from lost sleep is also completely recovered after that time.
Otherwise, he can only be awakened by a word from the caster, an injury or the Awaken spell (or Remove Curse, Counterspell, etc.). An unwilling subject resists automatically.
Duration: Up to 8 hours (maximum recovery of 8 HP per day).
Cost: 6. For a cost of 10, the speed of recovery is doubled. Maximum recovery is unchanged.
Time to cast: 30 seconds.
Prerequisites: Sleep, and Minor Healing.
Regular Spell
College: Fire, Level: 1
Raises the temperature of an object. It does not necessarily produce fire, though most things will burn if heated enough. Heat will be radiated away normally. (Use this as a guideline for playable effects – don’t try to turn the spell into a physics exercise!) Any wizard planning to make extensive use of this spell should arm himself with a list of the melting points of various materials. The spell can have drawbacks. If you were in jail, you might melt your way through the bars . . . but the radiated heat would probably broil you first.
Duration: 1 minute. Each minute raises the target’s temperature by 20°. Maximum temperature possible with this spell is 2,800°.
Cost: 1 for an object up to the size of a fist, 2 for an object up to one cubic yard, and 2 per cubic yard for a larger object. Temperature change can be doubled to 40° per minute for double cost, tripled to 60° per minute for triple cost, and so on. Slower heating costs no less.
Same cost to maintain.
Time to cast: 1 minute.
Prerequisites: Create Fire and Shape Fire.
Regular Spell
College: Fire, Level: 2
Makes the subject harder to find. A Vision roll is necessary to see a subject in plain sight; Sense rolls to detect a subject already hidden are at -1 per point of energy spent, to a maximum of -5. These effects only apply while the subject remains still, but if he moves and then stops moving before the spell expires, the effects resume.
Duration: 1 hour
Cost: 1 to 5 to cast
Same cost to maintain.
Time to cast: 5 seconds
Prerequisite: Blur
Regular Spell; Resists Emotion Readings
College: Mind, Level: 1
This spell gives its subject the out-ward appearance of deep calm. It resists Aura and Sense Emotion (and Sense Foes, at the GM’s option) as well as any attempt to gauge the subject’s emotional state by other means (Empathy, psionics, Body Language, etc). This spell is a great favorite of diplomats, courtiers, and poker players. It can grant up to a +4 bonus (GM’s judgment) to any skill where masked emotions are valuable.
Duration: 1 hour.
Cost: 2 to cast.
2 to maintain.
Prerequisite: Sense Emotion.
Regular Spell
College: Arcana, Level: 2
The subject (which must be nonliving) disappears into an other-dimensional space from which it can be recalled at will. Failure to maintain the spell causes the object to reappear in mid-air next to the caster. If the subject is being held by a living being, the holder can resist the spell with his IQ.
Seeker won’t find objects hidden by this method; Trace loses touch for the duration of the Hide Object, regaining it when the object reappears in this world. Teleport Shield will oppose this spell (the original margin of success of the Hide Object spell would need to be 5 or better for the object to reappear within an area affected by a base casting of Teleport Shield, for example). The object reappears in the caster’s grasp or in his immediate vicinity (caster’s choice).
Duration: 1 hour.
Cost: 1 per pound of object weight to cast. Same cost to maintain.
Time to cast: 10 seconds.
Prerequisites: Hideaway and Teleport.
Regular Spell
College: Earth, Level: 1
Enables the caster and up to five other man-sized creatures, or one caster on horseback, to pass through grass, undergrowth, or jungle without leaving any sign. Any tracking attempt made on this hidden path is at -8!
Duration: 1 minute
Cost: 2 to cast
1 to maintain
Prerequisite: Heal Plant, Magery (Water) 1
Regular Spell
College: Mind, Level: 2
Resists all Mind-Reading and Thought-Control attempts on the subject. The “attacking” ability must win a Quick Contest against this spell in order to affect the subject. If the attacking ability pierces Hide Thoughts, the subject still gets his normal resistance roll (roll separately).
This spell does not affect previously established mental control.
Duration: 10 minutes.
Cost: 3 to cast.
1 to maintain.
Prerequisite: Truthsayer or Hide Emotion.
Regular Spell; Resisted by HT
College: Arcana, Level: 1
The subject is at -1 to his Move and Dodge scores for every point of energy put into the spell.
Duration: 1 minute.
Cost: 1 to 4 to cast.
Same cost to maintain.
Prerequisite: Tell Time
Information Spell
College: Arcana, Level: 2
When cast on any inanimate object (or a 1-yard-radius section of a large object), History lets the caster determine the recent past of that object, user’s personality, and so on – but no names!
Cost: 3 for one day’s history; 5 for a week; 8 for a month; 10 for a year.
Time to cast: 1 second for each energy point spent.
Regular Spell
College: Body, Level: 1
Temporarily eliminates the caster’s need for air, as if he had Doesn’t Breathe (p. B49). He could thus stay underwater, or in a room full of poison gas, without trouble. This spell does not actually provide air; it simply delays suffocation while the caster seeks (or creates) a safer environment. This spell does not supply pressure support against vacuum or deep sea pressure.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisites: Vigor.
Blocking Spell
College: Earth, Level: 1
This spell negates knockback from any source.
Cost: 1 for every yard of knockback nullified.
Prerequisite: Apportation.
Regular Spell; Resisted by HT
College: Body, Level: 1
Inflicts 1 FP of starvation damage, equivalent to a single missed meal.
Fatigue taken in this fashion can only be recovered by a day of rest and adequate nourishment.
Starvation
A human needs three meals per day. For each meal you miss, take 1 FP. You can only recover “starvation” fatigue with a day of rest: no fighting or travel, and three full meals. Each day of rest makes up for three skipped meals.
Cost: 2.
Time to cast: 5 seconds.
Prerequisites: Debility, and Decay.
Regular Spell; Resisted by Will
College: Air, Level: 2
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.
Regular Spell; Resisted by Will
College: Mind, Level: 3
Controls the actions of one large hybrid creature (any size) or a single swarm (see Swarm Attacks).
Remember, however, that subjects larger than SM 0 increase the casting cost. Concentration is required. The caster must know all the Control spells relevant to the hybrid (controlling a gryphon would require knowledge of both Mammal and Bird Control, for example); his effective skill with this spell is the lowest of the various spells involved, including Hybrid Control.
This spell does not work on a sapient being (racial IQ 6 or higher).
Swarm Attacks
Treat a group of small creatures as a unit when it attacks. This “swarm” fills one hex on a combat map. A swarm attacks the victim(s) in its own hex (if you are not using a combat map, it attacks one person per second), and will not change victims without a good reason.
A swarm attack hits automatically - there is no attack or defense roll. Every turn until it is dispersed, it does the listed damage to its victim(s).
Special clothing (a wetsuit or bee-keeper’s suit, or high-tech airtight armor) may protect against some types of swarm. Against tiny creatures like insects, ordinary clothing gives complete immunity for two seconds, while low-tech armor protects for five seconds; then the bugs get in and the protection becomes worthless!
Against larger creatures like rats, armor protects indefinitely with its normal DR.
Special tactics may work on some types of swarms. For instance, one can destroy bees with insecticide or baffle them by leaping into a pond. This is up to the players’ cleverness and the GM’s common sense.
Duration: 1 minute.
Cost: 6 to cast.
3 to maintain.
Prerequisites: At least two (Animal) Control spells.
Missile Spell
College: Water, Level: 3
Create and hurl a razor-sharp icicle. When it strikes, it does impaling damage and melts instantly.
It has 1⁄2D 30, Max 60, Acc 3.
Cost: Any amount up to your Magery level per second, for up to 3 seconds.
- Does 1d-1 impaling damage for each point of energy put into it.
- No extra effect on creatures of fire.
Time to cast: 1 to 3 seconds.
Prerequisite: Ice Sphere
Area Spell
College: Water, Level: 3
Covers the floor or ground with a quarter-inch sheet of clear ice. Footing on this ice slick is very precarious. All close combat and melee attacks, and all active defenses, are at -3 on an ice slick. Other physical skills, including missile and thrown weapon attacks, are at -2. Even walking across an ice slick is usually difficult – in general, anyone attempting to walk or run across an ice slick must roll against DX-2 for every yard of distance he covers. If he fails this roll, he falls to the ice. He may, with another DX-2 roll, attempt to stand on his next turn.
Spiked footwear negates all penalties on ice.
Ice slicks are very difficult to see.
Anyone not actively watching the ground for ice must make a roll against IQ-3 to notice an ice slick before stepping onto it.
An ice slick will extinguish an area of normal fire that it overlaps, and vice versa.
Duration: An ice slick lasts until it melts naturally.
Base cost: 3.
Time to cast: 2 seconds per yard of radius.
Prerequisite: Frost.
Missile Spell
College: Water, Level: 1
Throw a ball of ice from your hand.
When it strikes, it does crushing damage and vanishes in a gout of water. A 1-die Ice Sphere can also extinguish fire in a 1-yard radius, if accurately aimed.
It has 1⁄2D 40, Max 80, Acc 2.
Cost: Any amount up to your Magery level per second, for up to 3 seconds. The sphere does 1d damage per point of energy.
Time to cast: 1 to 3 seconds.
Prerequisite: Shape Water.
Melee Spell
College: Water, Level: 3
Covers the subject with a coating of ice. The caster must touch the subject to trigger this spell; hit location is irrelevant. The subject is immobilized and may take no action until he breaks through the ice with a successful ST roll at a -1 penalty for every 1/4” of ice. The ice can be chipped off from the outside at a rate of 1/4” of ice for every point of basic damage; it has DR 1 per 1/2” of ice.
If rescuers are not careful, however, they may smash through the ice to injure the subject (see Overpenetration).
While encased in ice, the subject is vulnerable to thermal shock; he must roll vs. HT immediately. On a success, he loses 1 FP; on a failure, he loses FP equal to the margin of failure.
The HT roll must be repeated every minute that the subject remains encased in ice. If the situation becomes dire enough that the subject must start making death checks, a critical success means that the subject has fallen into suspended animation, as per the spell.
Duration: Permanent.
If the temperature is above the freezing point, the ice coating may be maintained by spending as much energy as in the original casting every 10 minutes.
Cost: 2 per 1/4” of ice; must affect the entire subject, not just a part of it!
Every 1/4” will inflict 1d-1 of damage to flame creatures.
Time to cast: 1 second per 1/4” of ice.
Prerequisites: Magery 1 and at least four Water spells.
Regular Spell
College: Water, Level: 2
Causes any weapon to become freezing cold. This does not harm the user or the weapon, but an attack with the weapon will do +2 damage to most foes if it penetrates DR. Multiply this bonus for any Vulnerability (p. B161) to ice or cold. Add this bonus to the final injury inflicted by the attack – or instance, an “impaling” icy attack is still only good for +2 damage, not +4.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Time to cast: 3 seconds.
Prerequisite: Frost, Enchant
Information Spell
College: Earth, Level: 0
Identifies a metal’s type.
The caster must touch the metal to be identified.
Cost: 1
Time to cast: 10 seconds
Prerequisite: Seek Plant, Magery (Arcana) 1, and Magery (Fire) 1
Information Spell
College: Earth, Level: 0
Determines the type and species of any one plant. It also gives basic information about it (edible, poisonous, etc). A successful casting of this spell gives +3 to Naturalist or Physician skill for determining medicinal or other special properties of the plant.
Cost: 2
Time to cast: 10 seconds
Prerequisite: Seek Plant, Magery (Arcana) 1, and Magery (Water) 1
Information Spell
College: Arcana, Level: 1
Identifies what spell or spells have just been cast (within the last five seconds), or are being cast at the moment, on or by the subject. It does not identify the spells on a permanently enchanted item. One casting identifies all spells cast on or by the subject. However, if any of these spells are totally unknown to the caster – not just spells he doesn’t know, but spells he has never heard of – the GM should provide only a vague description; e.g., “Some kind of physical protection.”
Wizards have heard of every spell in this book (unless the GM rules that some are secret) but not new spells created by the GM or players.
Cost: 2.
Prerequisite: Detect Magic.
Regular Spell
College: Fire, Level: 0
Produces a single spot of heat, and is used to set fire to a readily flammable object. It works best on paper and cloth, and will not affect any item that would not burn in an ordinary fire. In particular, it will not set fire to a living being!
Once ignited, the fire burns normally.
Duration: One second
Cost: Depends on the amount of heat desired:
1 point – As though a match had been held to the subject. Lights a candle, pipe, or tinder in one second.
2 points – As though a torch had been held to the subject. Ignites paper or loose cloth in one second, ordinary clothes being worn in four seconds.
3 points – As though a blowtorch had been held to the subject. Ignites dry firewood or clothes being worn in one second, leather in two seconds, and heavy wood in six seconds.
4 points – As though burning magnesium or phosphorus had been held to the subject. Ignites coal in one second, heavy wood in two seconds.
Cost to maintain is the same as the original cost to cast.
Regular Spell
College: Fire, Level: 2
This illusion disguises a living being. The caster must first create the illusion (using any basic Illusion spell). The Illusion Disguise spell then superimposes the illusion over the subject, so it covers him and moves with him. The better the Illusion spell used, the better and more permanent the disguise; a Perfect Illusion Disguise even fools the sense of touch.
Concentration is not required to maintain the disguise. The illusion disguise counts as only a single spell “on.”
Duration: Until the illusion ends
Cost: 3
Cannot be maintained
Prerequisite: Simple Illusion, Magery (Mind) 1
Regular Spell
College: Fire, Level: 2
This illusion makes a chosen object look, sound, and feel different. The base object must be of the appropriate size and shape. The illusion may be disbelieved, but is otherwise stable. However, it will not move about unless the underlying object moves. Damage done by the underlying object is unaffected. For example, an illusion shell of a horse could be cast over a wooden horse. It would stamp, nicker, and smell like a horse, but could not be ridden!
Concentration is not required to maintain the illusion.
Duration: 1 minute
Cost: 1 for an object small enough to be hand-held, or 2 for larger objects
Half that cost to maintain
Prerequisite: Simple Illusion, Magery (Mind) 1
Regular Spell
College: Arcana, Level: 3
When cast on a mirror or reflective surface, this spell “plays back” whatever images it may have “seen” in the past. The caster specifies the moment from which to start viewing (“Let us see what happened in this room a year ago . . . ”). The Time modifiers apply. Each time this spell is cast for the same time period, there is a further -1 penalty to skill. A critical failure will wipe away the object’s “memory” of that time period.
GMs may also allow the spell to be cast on any floor, wall or object, the “playback” manifesting itself as a Simple Illusion.
Duration: 1 minute.
Cost: 3 to cast.
3 to maintain.
The magnitude of the Time modifier is added to the cost, so the spell costs 3 (3 + 0) for “within a minute,” but would cost 8 (3 + 5) for “4 to 40 days.”
Time to cast: 10 seconds.
Prerequisites: History, and Simple Illusion.
Regular Spell; Resisted by HT
College: Air, Level: 2
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; Special
College: Earth, Level: 1
Resistance Increases the weight of an object; the object’s wearer (if such is the case) resists using Will. Useful to slow down a charging knight or to keep things from being blown away by the wind.
Duration: 10 minutes.
Cost: 1 per 25 pounds original weight (or fraction) to double
twice that to triple it and twice again to quadruple it
Half that to maintain.
Time to cast: 3 seconds.
Prerequisite: Apportation.
Area Spell
College: Soul, Level: 3
This spell can be used with any controlled creation or animated object. It lets the caster “program” the creation to move about, speak, and even react in predetermined ways. All this is done with no further concentration on the caster’s part; it does not count as a separate spell “on.” If faced with something for which it is not “programmed,” it may do nothing, at the GM’s whim.
Duration: As long as the creation or animation lasts.
Base cost: 2. Does not require maintenance.
Time to cast: As long as it takes the casting player to describe the instructions to the GM, or to read them aloud if they are in writing (writing them down can save arguments!).
Complex instructions take a long time to cast.
Minimum 5 seconds.
Prerequisite: Create Animal.
Area Spell
College: Fire, Level: 2
This spell can be used with any controlled creation or illusion. It lets the caster “program” the creation or illusion to move about, speak (if it can make sounds), and even react in predetermined ways. All this is done with no further concentration on the caster’s part; it does not count as a separate spell “on.” If faced with some-thing for which it is not “programmed,” it may do nothing or (if an illusion) simply vanish, at the GM’s whim.
Duration: As long as the illusion lasts
Base cost: 2
Does not require maintenance
Time to cast: As long as it takes the casting player to describe the instructions to the GM, or to read them aloud if they are in writing (writing them down will save arguments!). Complex instructions take a long time to cast. Minimum 5 seconds.
Prerequisite: Simple Illusion.
Regular Spell
College: Fire, Level: 2
See “infrared” or heat rays in addition to normal light.
You can see into the infrared portion of the spectrum, allowing you to detect varying degrees of heat. This lets you fight at no penalty even in absolute darkness, if your target emits heat (this includes all living beings and most machines). It also gives you +2 on all Vision rolls to spot such targets, since their heat stands out from the background. You can follow a heat trail when tracking: add +3 to Tracking rolls if the trail is no more than an hour old.
Infravision does not let you distinguish colors, and only allows you to judge the general size and shape of heat-emitting objects, including living beings (for instance, you might have trouble telling two people of the same size apart). Roll at -4 to distinguish objects of similar size and shape. The GM may also require a Vision-4 roll to read by reflected heat. Sudden flashes of heat (e.g., a flare, fiery explosion, or infrared laser) can blind you, just as a flash of light can blind ordinary vision.
This spell does not let invisible objects be seen.
Duration: 1 minute.
Cost: 3 to cast
1 to maintain
Prerequisite: Keen Vision, Magery (Body) 1
Area Spell
College: Soul, Level: 4
This spell can be cast on any creation the caster controls, giving it a semblance of intelligence in order to act on its own initiative. The subject is totally loyal to the caster, and obeys them (or anyone else the caster orders it to heed) to the best of its ability.
The base cost of the spell is based on what knowledge the caster grants the subject. Creations start with their own DX and IQ as listed in the spell description. The subject’s DX and IQ may be raised as high as the caster’s. The subject may also be given the caster’s skills – every skill granted is known at the same relative level as the caster. Creations with Initiative may use defaults on any skill.
Once the spell is cast, the subject acts on its own until the spell expires. If the subject comes across a situation that confuses it, it attempts to return to the caster for clarification. Like Independence, this spell does not count as a spell “on,” and does not require separate maintenance.
Example: Lady Ann Goulding has created a magical servant to amuse her noble and decadent guests. She wishes it to circulate throughout the party, serving food, dancing with the noblewomen, and showing appropriate respect – without requiring constant supervision, so that she can enjoy herself. It begins with 9 in every attribute, but no skills (Lady Ann could have created a skilled servitor, but she has Create Servant-15 and can maintain an unskilled one indefinitely). To this base she adds 2 points of DX (bringing it up to her own DX of 11), and 2 points of IQ (well below her own IQ of 14) to make it wittier. This is a total attribute increase of 4, for a base cost of 2.
Lady Ann then gives it two skills - Dancing and Savoir-Faire. She has Dancing-14 (DX+3), and since the servant has the same DX as she does, the servant will, too. The lady’s knowledge of Savoir-Faire is considerable (skill 15, or IQ+1), but the servant is not as smart as she, and will only have it at its own IQ+1, for a net Savoir-Faire-13. These two skills add 2 more to the base cost, for a total of 4. Since the servant is less than 1 yard in radius, a casting at base cost will suffice.
Duration: As long as the subject lasts.
Base cost: 1/3 per point of DX or IQ increase (round up), plus 1 per skill; minimum base cost of 3.
Time to cast: 10 seconds.
Prerequisites: Independence and Wisdom.
Area Spell
College: Fire, Level: 4
This spell can be cast on any creation or illusion the caster controls, giving it a semblance of intelligence in order to act on its own initiative. The subject is totally loyal to the caster, and obeys him (or anyone else the caster orders it to heed) to the best of its ability.
The base cost of the spell is based on what knowledge the caster grants the subject. Creations start with their own DX and IQ as listed in the spell description. For the purposes of this spell, Illusions and Phantoms start with IQ 0 and DX 8. The subject’s DX and IQ may be raised as high as the caster’s. The subject may also be given the caster’s skills – every skill granted is known at the same relative level as the caster. Illusions and creations with Initiative may use defaults on any skill.
Once the spell is cast, the subject acts on its own until the spell expires. If the subject comes across a situation that confuses it, it attempts to return to the caster for clarification. Like Independence (p. 96), this spell does not count as a spell “on,” and does not require separate maintenance.
Example: Lady Ann Goulding has created a magical servant to amuse her noble and decadent guests. She wishes it to circulate throughout the party, serving food, dancing with the noblewomen, and showing appropriate respect – without requiring constant supervision, so that she can enjoy herself. It begins with 9 in every attribute, but no skills (Lady Ann could have created a skilled servitor, but she has Create Servant-15 and can maintain an unskilled one indefinitely). To this base she adds 2 points of DX (bringing it up to her own DX of 11), and 2 points of IQ (well below her own IQ of 14) to make it wittier. This is a total attribute increase of 4, for a base cost of 2. Lady Ann then gives it two skills – Dancing and Savoir-Faire. She has Dancing-14 (DX+3), and since the servant has the same DX as she does, the servant will, too. The lady’s knowledge of Savoir-Faire is considerable (skill 15, or IQ+1), but the servant is not as smart as she, and will only have it at its own IQ+1, for a net Savoir-Faire 13. These two skills add 2 more to the base cost, for a total of 4. Since the servant is less than 1 yard in radius, a casting at base cost will suffice.
Duration: As long as the subject lasts.
Base cost: 1/3 per point of DX or IQ increase (round up), plus 1 per skill; minimum base cost of 3.
Time to cast: 10 seconds.
Prerequisites: Independence, Magery (Mind) 2
Area Spell; Resisted by Will
College: Fire, Level: 2
Creates an inscription (either writing or images) on any surface.
Appropriate specializations of Artist (Calligraphy, Illumination, etc.) should be used to assess the aesthetics of the result. The image can be as stylish as the caster desires: letters of silver flame, simple block-lettering, reflected light on the surface of water, and so on.
The inscription is integral to the subject’s surface, fading only when the spell is canceled or expires. Any living things to be inscribed get to resist. This is also a Making and Breaking spell.
Duration: 1 minute
Base cost: 1 to cast
Same cost to maintain
Minimum 2
Prerequisites: Simple Illusion, Magery (Mind) 1
Regular Spell; Special Resistance
College: Mind, Level: 2
Causes all beings with whom the subject has social contact to ignore or disregard him. Only beings who have a reason to notice that particular person or someone in his particular situation can resist the spell with Per – the subject himself does not get to resist.
Viewers get a bonus to their resistance roll equal to the subject’s total Appearance modifier, whether positive or negative. Thus, viewers of an Attractive subject resist with Per+1, but viewers of an Unattractive subject also resist with Per+1.
The spell’s effects are limited in magnitude; the subject could slip unnoticed through a crowd, but would be stopped by guards if trying to go where he should not. He can get someone’s attention by grabbing him, but is then likely to get a negative reaction. If he steals something or commits some other objectionable act (removing his clothing, perhaps), all witnesses get a new resistance roll. If he attacks someone, that person is automatically released from the spell – furthermore, the victim’s cries for help won’t be ignored!
Insignificance and Presence resist each other.
Duration: 1 hour.
Cost: 4 to cast.
4 to maintain.
Time to cast: 10 seconds.
Prerequisites: Persuasion and Avoid.
Regular Spell
College: Mind, Level: 2
Helps a subject create one craft work – a weapon, suit of armor, painting, etc. – of a quality far beyond his usual ability. The process is grueling, costing the subject 5 HP and 10 FP.
The work is as good as if it were made with a critical success by an artisan of skill 5 levels higher than the subject’s actual skill; no roll is required. A weapon created under the effects of this spell is automatically of very fine quality. Such items are not technically magic items, but can be (and often are) enchanted further.
At the GM’s option, this spell may be used on works of art other than crafts – books, performances, songs, etc.
Duration: Permanent.
Cost: 5 per day spent creating the object.
Time to cast: The usual time to make the object.
Regular Spell
College: Arcana, Level: 3
Creates a Wizard Eye that cannot be seen without the See Invisible spell. Anyone who guesses where it is may still attack, but the -7 penalty for SM combined with the -6 penalty for invisibility makes it very hard to hit.
Duration: 1 minute.
Cost: 5 to cast.
3 to maintain.
Time to cast: 4 seconds.
Prerequisites: Wizard Eye and Invisibility.
Regular Spell
College: Fire, Level: 3
The subject cannot be seen and does not appear in reflections or photographs. He still makes sounds and can be tracked by scent or footprints.
Anything he picks up becomes invisible, unless he wills it to stay visible.
Infra-Vision cannot detect him, but See Invisible can. Invisible characters have a great advantage in combat.
Duration: 1 minute
Cost: 5 to cast.
3 to maintain
Time to cast: 3 seconds
Prerequisites: Blur
Blocking Spell
College: Earth, Level: 2
Stop a blow with only an arm. If the spell succeeds, the arm becomes harder
than iron, momentarily – and automatically parries the attacking weapon without harm to the caster.
If the spell fails, the wizard is simply parrying with his arm! This spell can parry no attack that a sword could not parry, and is considered a parry for purposes of combat.
Cost: 1.
Prerequisites: Flesh to Stone
Area Spell
College: Soul, Level: 2
Makes an area radioactive.
Duration: 1 hour.
Base cost: 1 per 10 rads/hour.
Half that to maintain.
Prerequisites: Seek Radiation.
Regular Spell; Resisted by HT
College: Body, Level: 0
Causes the subject to itch fiercely in a spot of the caster’s choice. The subject is at -2 DX until he takes one full second to scratch (more, if armor, etc. is in the way!). Only one Itch spell can affect a given subject at a time.
Duration: Until subject takes a turn to scratch.
Cost: 2.
Cannot be maintained; must be recast.
Prerequisite: Touch
Regular Spell
College: Body, Level: 0
Keen (Hearing) gives a +1 bonus per point of energy spent to Sense rolls to detect or discern sounds.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
Regular Spell
College: Body, Level: 0
Keen (Taste and Smell) gives a +1 bonus per point of energy spent to Sense rolls to detect or evaluate Tastes or Smells.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
Regular Spell
College: Body, Level: 0
Keen (Touch) gives a +1 bonus per point of energy spent to Sense rolls to assess textures.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
Regular Spell
College: Body, Level: 0
Keen (Vision) gives a +1 bonus per point of energy spent to Sense rolls to spot something or discern sights.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
Regular Spell
College: Arcana, Level: 2
Ties a knot that cannot be untied without magic (though the rope can be cut, of course). The knot unties when someone says the password (specified at casting) while touching the rope at any point along its length.
Thus, a rope tied at the top of a cliff will come loose when someone at the bottom of the cliff says the password, if he can touch the rope. Knot also works for string, chastity belts, etc.
The Undo spell also unties a Knot spell, but the Knot spell gets a resistance roll.
Duration: Until the password is spoken, or the rope is cut or broken!
Cost: 2.
Cannot be maintained – must be recast if the rope is untied.
Time to cast: 3 seconds.
Prerequisite: Stiffen.
Information Spell
College: Arcana, Level: 1
Gives the caster a reasonable idea of his geographical location (to within a couple of miles). This will be expressed in terms of the nearest named features that the caster has heard of (if in doubt as to whether or not the caster has heard of the feature, the GM should roll against the caster’s Area Knowledge). For example, “You are in the Sahara Desert, roughly 30 miles north of Timbuktu.”
On successive castings, the spell repeats its last answer (right or wrong) until the caster moves a mile or so from the location.
Cost: 2.
Time to cast: 10 seconds.
Prerequisites: Tell Position.
Information Spell
College: Fire, Level: 2
Tells whether the subject is either an illusion or creation, and if so, just what kind it is. The caster must be able to see the subject.
Cost: 2.
Prerequisite: Simple Illusion, Magery (Arcana) 1
Information Spell; Special Resistance
College: Arcana, Level: 1
When cast on an item of food, this spell places complete knowledge of the components of the food (and the method of preparation used by the cook) into the mind of the caster.
This spell may even be used on alchemical creations. However, such elixirs resist this spell with the skill of the alchemist that made them.
At the GM’s discretion, this spell may be usable to analyze chemicals or
drugs.
Duration: The memory remains crystal clear in the mind of the caster for 1 day.
After that, it fades per the Memorize spell.
Altered recipes may lead to anything from embarrassment (replacing sugar with salt in a dessert) to serious trouble (replacing sugar with salt in a dessert for the King).
Cost: 3. Cannot be maintained.
Time to cast: 15 seconds.
Prerequisites: Far-Tasting and Season.
Information Spell
College: Arcana, Level: 2
Tells if the subject is under any kind of Shapeshifting spell or similar magical effect, including Alter Visage, Alter Body, and illusions. The caster must be able to see the subject. The spell also gives a general idea of the subject’s true shape; on a critical success, it identifies the subject’s true nature (including a common name or description) and the magic used to disguise it. It does not reveal the nature of Hallucinations.
Cost: 2.
Prerequisites: Aura, Magery (Body) 1
Regular Spell
College: Body, Level: 1
Restores the subject’s lost Fatigue Points, at an energy cost to the caster. Cannot increase the subject’s FP score above its normal maximum.
Cost: Any amount; the energy spent by the caster goes to the subject as restored FP (e.g., if the caster spends 5 energy, the subject regains 5 lost FP).
Casting cost is not reduced by high skill.
Regular Spell
College: Mind, Level: 2
Subject gains a language (sapient creatures only) at the caster’s comprehension level or Accented – whichever is less. The caster must know the language in question.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Time to cast: 3 seconds.
Prerequisites: Either Beast Speech or three Communication and Empathy spells.
Regular Spell
College: Mind, Level: 2
Subject gains a skill at (controlling attribute)+4 or increases his existing skill by 4 levels – whichever is more. Subject’s skill cannot become higher than caster’s skill. Caster must know the skill in question (either normally or by Borrow Skill, below). Does not work on languages or spells.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Time to cast: 3 seconds.
Prerequisites: Mind-Sending and IQ 11+.
Regular Spell
College: Arcana, Level: 3
“Lend” an already-cast maintainable spell to someone else. The recipient acquires full control over and responsibility for the loaned spell, just as if he had cast it himself; he can maintain it or manipulate it at will, within the limits of the spell itself.
The recipient must meet all of the advantage and attribute qualifications of the loaned spell, but need not know its spell prerequisites. Thus, a spell requiring Magery 2 could only be loaned to a character with Magery 2, but a spell requiring no Magery and no special advantages or attributes could be loaned to anybody. If the recipient has Magic Resistance, Lend Spell must overcome it.
Lend Spell is cast at the lower of the caster’s skill with Lend Spell and the subject spell. The caster must touch the recipient.
Modifiers: If the recipient does not know all the prerequisites of the spell to be loaned, the caster gets a -2 to skill. If the recipient knows all the prerequisites, the spell is cast at par. If the recipient actually knows the spell, the caster gets a +2.
Duration: Permanent; once “loaned,” the spell no longer belongs to its original caster.
Cost: Equal to the maintenance cost of the spell to be lent.
Time to cast: 3 seconds.
Prerequisites: Magery 1, Lend Skill, and spells from at least six different colleges.
Regular Spell
College: Body, Level: 1
Temporarily restores the subject’s lost Hit Points, at an energy cost to the caster. Cannot increase the subject’s HP score above its normal maximum. Since restored HP vanish after one hour and the spell cannot be maintained, this spell is only a stopgap measure.
Duration: 1 hour.
Cost: Any amount; the energy spent by the caster goes to the subject as restored HP (e.g., if the caster spends 5 energy, the subject regains 5 lost HP).
Casting cost is not reduced by high skill.
Cannot be maintained; must be recast.
Prerequisite: Lend Energy.
Regular Spell
College: Body, Level: 2
The caster’s arm (usually – but legs, pseudopods and so on are also legal) lengthens, becoming like a very long snake. The limb lengthens at a rate of 1 yard per second, with no upper limit.
The caster retains his full sense of touch, and must feel his way forward once the end of the limb grows out of view, or use Wizard Eye or some similar spell to guide it. He must remain still; the actual lengthening requires concentration, but the caster may relax once he has achieved the desired length.
The extended limb may make a tempting target for whoever happens on it! When the spell ends, or in an emergency, the limb is “reeled back in” at the caster’s full Basic Speed score.
This is useful for reaching the keys outside the cell, or snatching the caliph’s prize jewel as he sleeps.
Duration: 1 minute.
Cost: 2 to cast.
2 to maintain.
Time to cast: 5 seconds.
Prerequisites: Shapeshifting.
Regular Spell; Resisted by ST or Will
College: Air, Level: 2
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
College: Fire, Level: 0
Produces a small light like a candleflame. It stays still unless the caster concentrates on moving it; then it can travel at Move 5.
Duration: 1 minute.
Cost: 1 to cast.
1 to maintain.
Regular Spell
College: Fire, Level: 1
Emit a beam of bright light from one finger. This beam can be used like a flashlight. It gives good illumination for 10 yards in the direction it is pointed, and some vision will be possible up to 30 yards away. It can be used as a signal for up to a mile if visibility is good.
Can be used in combat to blind foes within 10 yards, but only in relative darkness (e.g., when the combat penalty is at least -5). Each turn, the caster rolls against Innate Attack skill or DX-4, with a -5 penalty to hit the face. This attack can be dodged or blocked, but not parried. If the target is hit, he will be at a -4 penalty to combat skills on his next turn, and at a -1 penalty for the remainder of the combat. This effect is not cumulative. Foes with Night Vision double these penalties.
Duration: 1 minute
Cost: 2 to cast
1 to maintain
Prerequisite: Continual Light
Regular Spell
College: Earth, Level: 1
Walk on any surface (which must be able to bear his weight) without leaving any trace, making tracking impossible. If vegetation is present on the surface, some traces of the subject will remain, making tracking possible at a -8 penalty. This spell will also prevent the subject from triggering pressure-plate traps and the like.
Duration: 10 minutes.
Cost: 4 to cast.
1 to maintain.
- If the caster also knows Hide Path, an extra point of energy to cast and maintain will ensure that even vegetation won’t bear any trace of the subject’s passage.
Prerequisites: Apportation and Shape Earth.
Regular Spell
College: Earth, Level: 1
Reduces the weight of any equipment the subject is carrying.
Duration: 10 minutes.
Cost: 3 for 25% reduction.
5 for 50% reduction.
Half that (round up) to maintain.
Time to cast: 3 seconds.
Prerequisite: Apportation.
Missile Spell
College: Fire, Level: 1
Shoots a bolt of lightning from a fingertip.
This bolt has 1/2D 50, Max 100, Acc 3.
Treat any metal armor as DR 1 against this spell! If the target is wounded, he must make a HT roll, at -1 per 2 HP suffered, or be stunned. He may attempt a HT roll each turn thereafter to recover.
Against electronic equipment, the attack produces an electrical surge that can disable electronics or anything with the Electrical disadvantage.
Lightning behaves unpredictably around conductors. A lightning bolt cannot be fired through a metal grid, between bars, from within a car, etc. - it jumps to the metal and is lost.
However, the GM may (for instance) allow a wizard to shoot a lightning bolt into a metal floor. This would not electrocute those on it, but could shock them all, interrupting concentration and doing slight damage (no more than 1 point, and possibly none at all). The GM may encourage creative use of lightning until it becomes a nuisance.
Cost: Any amount up to your Magery level per second, for up to three seconds.
The bolt does 1d-1 burning damage per energy point.
Time to cast: 1 to 3 seconds (the caster’s fingers sparkle as the spell builds).
Prerequisites: Magery (Air) 1
Regular Spell
College: Fire, Level: 3
The subject is sheathed in crackling lightning, without feeling any discomfort (the subject and anything he carries are under a Resist Lightning spell). The subject’s melee attacks do an extra point of burning damage.
Any metallic weapon that hits the subject triggers a 1d-1 backlash of burning damage along the weapon.
This attack automatically hits the hand that is holding the weapon, regardless of the weapon’s length, as long as its entire length is conducting. Should the subject grapple or be grappled, the foe takes 3d-3 burning damage, but the spell will be broken.
Duration: 1 minute
Cost: 7 to cast. 4 to maintain
Prerequisites: Lightning, Resist Lightning, Enchant
Regular Spell
College: Fire, Level: 3
Like Lightning Weapon, but cast on a missile weapon. The weapon itself becomes surrounded with an electric halo. Any missile it fires becomes charged with lightning, doing 2 additional points of injury as per Lightning Weapon. The missile’s wooden parts turn to ash after it hits a target or after 10 seconds, whichever comes first.
Duration: 1 minute
Cost: 4 to cast
2 to maintain
Cost doubles if the missiles to be fired are nonmetallic
Time to cast: 3 seconds.
Prerequisite: Lightning Weapon.
Regular Spell
College: Air, Level: 3
The caster shoots lightning from his eyes, using DX-4 or Innate Attack skill to hit. The caster must be facing the target to use this spell. The typical ritual for this spell uses facial motions rather than hand gestures; thus, Lightning Stare can be cast “no hands” at any level of skill.
Duration: 1 second.
Cost: 1 to 4.
Cannot be maintained.
Does 1d burning damage per point of energy put into the stare.
Range is 2 yards per point of energy.
Time to cast: 2 seconds.
Prerequisites: Lightning, Resist Lightning.
Regular Spell
College: Fire, Level: 2
The subject melee weapon becomes charged with lightning, visibly spitting and sparking, without harming its wielder. The weapon must be at least partly metallic; weapons made entirely of wood and/or stone won’t hold the spell. The weapon does an additional 2 points of injury after armor penetration and wounding modifiers have been figured. Against metallic armor, the weapon inflicts at least 1 point of damage on any hit.
Duration: 1 minute
Cost: 4 to cast
1 to maintain
Time to cast: 2 seconds
Prerequisites: Lightning, Enchant
Regular Spell
College: Fire, Level: 2
Creates a whip of lightning in the caster’s hand.
It is wielded like a normal whip, except that it always takes only one second to ready, and it cannot be used to parry or entangle.
The whip inflicts 1d burning damage every time it strikes. The effects of lightning damage listed under Lightning apply.
Duration: 10 seconds
Cost: 1 to cast per two yards of reach (maximum of 8 yards)
Same to maintain
Time to cast: 2 seconds
Prerequisite: Lightning
Area Spell
College: Arcana, Level: 4
Postpones the activation of one or more linked spells cast in its area of effect, until a certain thing happens in the Link’s presence. This triggering event may be as simple or complex as the caster desires, and is governed like Delay (above). The Link may also be triggered by the activation of a spell placed on the area after the Link, such as Watchdog, Delay or another Link.
The caster pays the energy costs and makes the skill rolls for the Link spell and all linked spells at the time of casting. Linked spells may not benefit from cost reductions for high skill. If the intended subject of a linked spell is not present at the time of casting, there is an additional -5 penalty for the linked spell (but not for the Link) for not being able to touch or see the subject – see p. 11.
The size of the area of the Link spell is determined at the time of casting.
Any linked spells may go off anywhere within the Linked area; for instance, if a one-yard-radius Create Fire and one-yard-radius Glue spell were linked to a 20-yard-radius Link to catch intruders, the first intruder to enter the Link’s area would find himself in a zone of flaming glue, but subsequent intruders would be safe (from that Link, anyway). The size of the linked spells must be set at the time of casting. If the subject is larger than the estimated target, the spell either has no effect, or a weaker effect, depending on the spell. The GM’s ruling on this is final.
Only subjects within the Linked area are affected, unless the spell results in an effect that would not be bound to that area – summoning a demon, for example! The triggering event may occur outside of the area, however.
The time to cast the linked spells is spent when initially set up. There is no delay when the Link is triggered – all linked spells are activated instantly.
The linked spells do not count as a spell “on” for any purpose. Every three Link spells on count as one spell on, rounding down. A mage cannot detect a Link simply by looking at it. The Mage Sight spell or the Detect Magic spell will reveal the Link, however.
If the mage knows the Conceal Magic spell, the Link may be made harder to detect by magical means.
Simply adding the Conceal Magic costs to the base cost of the Link spell accomplishes this effect. The mage must know Conceal Magic to use this option. If the subject of a linked spell is not present at the casting, and has Magic Resistance, refer to the original die roll to determine the results. If the original die roll of the linked spell is not recorded, reroll the spell for this purpose only.
Blocking and missile spells cannot be Linked – other spells can. An “instantaneous” spell like Thunderclap will happen once, when activated; then the spell will be gone. A continuing spell like Voices will start when activated, and then operate until it expires.
A single Link can be made to activate a spell when the area is entered, and deactivate the spell when the area is left. This may continue until the linked spell expires. As an example, a mage may cast Link on Continual Light. If he then rolls seven days for the duration of the Continual Light spell (168 hours), he can have the Link set up to turn the Light on when he enters the room, and turn it off when he leaves. When 168 hours of light have been used, both spells expire. For instantaneous spells, the Link vanishes after activating the other spells.
No maintenance of a Link is required, either for the Link itself, the linked spells, or any information spells cast on the Link to tell it when to trigger.
Link may also be set in reverse, to stop one or more spells when a triggering event occurs. In that case, the linked spell will last only while the caster maintains it, but the Link itself requires no maintenance.
Link can also be used for Limiting Enchantments (see pp. 68-69).
Duration: Until triggered, and its linked spells expire.
Base cost: 8; linked spells cannot be maintained.
Time to cast: 4 hours – there is no reduction in time to cast, no matter how well Link is learned.
Prerequisite: Delay.
Enchantment Spell
College: Soul, Level: 4
This spell lets the caster become a lich, a wizard preserved into undeath with powerful magic and alchemy. He retains his personality, knowledge, IQ, skills, and spells, and all his mental advantages and disadvantages (including Magery), but gains the physical and supernatural traits of a lich, as determined by the GM. The more powerful that package, the higher the energy cost.
After the GM determines the lich template (and hence, the energy cost), the mage casts this spell as with any other enchantment, but with himself as the subject. At the end of the enchanting, he rolls against skill. Any failure does 6d damage to the caster. A success prepares the wizard’s body for the next step.
To complete the transformation, the would-be lich must drink an alchemical elixir of Lichdom. The elixir of Lichdom is prepared like any other alchemical elixir (see p. 210); it requires $13,500 in materials and 50 weeks of brewing. It defaults to Alchemy-7. Anyone not currently under the effects of a Lich spell who imbibes an elixir of Lichdom is affected as if he had drunk an elixir of Death (p. 215). However, an elixir of Lichdom cannot be counteracted, even with an alchemical Antidote. The elixir of Lichdom is forbidden everywhere, and formularies for it are almost impossible to find; most liches are compelled to reinvent it from scratch.
When a wizard under the Lich spell drinks a potion of Lichdom, he must roll vs. HT. If he succeeds, he dies, rising as a lich in 2d days. If he fails, he just dies. Luck, as well as the Bless and Wish spells, can influence this HT roll.
This is also an Enchantment spell.
Energy Cost to Cast: Equal to the lich’s point total in his undead form, including his personal abilities and those on the lich template. It costs more for a more powerful subject because there are more abilities to preserve. Minimum cost is 100.
Prerequisites: Magery 3, IQ 13 or higher, Enchant, Soul Jar, and Zombie.
Regular Spell; Resisted by Magelock
College: Arcana, Level: 3
Opens locks magically. A Magelock spell gets a roll to resist Lockmaster. Any modifiers for the difficulty of the lock that would apply to Lockpicking skill also affect this spell.
Duration: Once opened, a lock stays open until closed.
Cost: 3.
Cannot be maintained.
Time to cast: 10 seconds.
Prerequisites: Locksmith.
Regular Spell
College: Arcana, Level: 2
Allows fine manipulation of small parts – e.g., the inside of a lock. Adds 5 to the subject’s Lockpicking skill by letting him move tumblers, etc., without touching them, if he has normal tools available.
Lets a wizard with no tools at all attempt to open a lock at his normal Lockpicking skill.
Gives a similar bonus for Mechanic and other skills where a “third hand” is useful.
Duration: Until lock is opened up to 1 minute.
Once open, a lock stays open until closed.
Cost: 2 to cast.
2 to maintain.
Prerequisite: Apportation.
Regular Spell; Resisted by ST
College: Arcana, Level: 2
Halves the subject’s long-distance travel rate (p. B351). It does not affect the combat Move rate or Basic Speed.
Duration: 1 day.
Cost: 3 to cast.
Cannot be maintained.
Time to cast: 1 minute.
Prerequisites: Slow
Regular Spell; Resisted by Will
College: Mind, Level: 2
Makes the subject loyal to the caster. The subject follows any direct order the caster gives; in the absence of direct orders, he acts in the caster’s best interest as he understands it. The spell is immediately broken if the caster attacks the subject. If the subject is told to do something very hazardous or against his normal code of behavior (GM’s decision), he gets an IQ roll to break the spell.
Duration: 1 hour.
Cost: 2 to cast.
2 to maintain.
Double this cost if the subject does not know the caster,
Triple if the subject is a foe of the caster.
Time to cast: 2 seconds.
Prerequisites: Bravery and two other Mind Control spells.
Area Spell; Resisted by Will
College: Mind, Level: 2
Each being who steps within this spell’s area of effect feels compelled to approach the center of the affected region. The GM should roll the creature’s resistance in secret and then tell the unlucky victim that he “feels curious about the chest” or some such subtle hint. Once the victim has reached the center, he is immune to the spell until he leaves the affected area (if he returns, he will once again be “attacked” by the spell).
Lure and Avoid are antagonistic spells and thus resist each other.
Duration: 1 hour.
Base cost: 1 to cast. Same cost to maintain.
Time to cast: 10 seconds.
Prerequisite: Emotion Control.
Regular Spell; Resisted by Will -2
College: Mind, Level: 3
The subject is driven temporarily insane; this should be roleplayed. The caster selects the severity of madness he wishes to inflict, and the GM decides which madness at that severity is appropriate to the situation (rolling a die is a perfectly acceptable way to make this decision). On a critical success, the caster may select the madness to be inflicted.
Unless noted otherwise, each madness is identical to the disadvantage of the same name. Some madness's are equivalent to disadvantages that require self-control rolls. The subject always fails his self-control rolls against the magical madness.
Mild:
Delusion [-5], Flashbacks [-5], Phantom Voices [-5], Phobia [-5].
Moderate:
Bestial [-10], Confused, Delusion [-10], Flashbacks [-10], Paranoia [-10], Phantom Voices [-10].
Severe:
Berserk, Bestial [-15], Chronic Depression, Delusion [-15], Hallucinations (as the Hallucinating incapacitating condition, p. B429), Phantom Voices [-15].
Extreme:
Catatonia (as the Daze incapacitating condition (p. B428), but the subject cannot snap out of it until the spell ends), Flashbacks [-20].
For a description for the above disadvantages go here.
Duration: 1 minute.
Cost: 2 for a Mild madness;
3 for Moderate;
4 for Severe;
6 for Extreme.
Half that to maintain.
Time to cast: 2 seconds.
Prerequisite: Forgetfulness or Drunkenness.
Regular Spell; Resisted by Will -2
College: Mind, Level: 4
As for Madness, but permanent.
Duration: Permanent.
Cost: 20.
Time to cast: 10 minutes.
Prerequisites: Madness, and IQ 13 or higher.
Regular Spell
College: Fire, Level: 2
Creates a small light. However, the illumination that it provides is only perceptible to mages, magical creatures, and those under the influence of Mage Sight. It moves just like Light does. An IQ+Magery roll is not required to see or use the light provided.
Duration: 1 minute.
Cost: 1 for a dim glow like candlelight
2 for the brightness of a torch
3 for a glare as bright as day.
Same cost to maintain.
Prerequisites: Light, Magery (Arcana) 1
Regular Spell; Resists Lockmaster spell
College: Arcana, Level: 1
Locks a door magically. The door does not open unless the spell is removed (Counterspell and Lockmaster will both counter it) or the door itself is destroyed.
Duration: 6 hours.
Cost: 3 to cast. 2 to maintain.
Time to cast: 4 seconds.
Prerequisites: Apportation.
Regular Spell
College: Arcana, Level: 2
Detect all magical items in your field of vision. Each such item will have a glow or “aura,” similar to the aura of a living being. This glow is visible through clothes, armor, or up to 1/2” of solid material.
The aura of a permanently enchanted item will be stronger than that of something under a temporary spell.
Enchanted (or magical) beings also glow, though mages themselves do not unless they actually have spells on them at the moment. The aura may also give a clue to an item’s nature. On a good roll, for instance, fire spells will have a distinctive red glow, and evil items will somehow seem to have a “black glow” in their auras. A critical success with this spell lets the caster fully identify every magic item he sees.
Note that this ability is essentially a more reliable version of the magical sense that comes with Magery 0.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Prerequisite: Detect Magic.
Regular Spell
College: Air, Level: 3
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.
Regular Spell; Resisted by Will + Magery
College: Arcana, Level: 3
For each point of energy put into the spell (up to 5), the subject’s magic resistance goes up by 2 if he is willing, or by 1 if he tried to resist. Subtract your Magic Resistance from the skill of anyone casting a spell on you, and add it to your roll to resist any spell that offers a resistance roll.
For instance, if you have Magic Resistance 3, wizards have -3 to cast spells on you and you get +3 to resist. In addition, you may roll against HT + Magic Resistance to resist the effects of magical elixirs.
The subject can still cast spells, but at a penalty equal to the MR. Spells already affecting the subject (or already cast by him) continue unchanged. He can use potions and magical items normally.
Duration: 1 minute.
Cost: 1 to 5 to cast. Same cost to maintain.
Time to cast: 3 seconds.
Prerequisites: One or more spells from the College to be resisted.
Special Spell
College: Arcana, Level: 2
This spell is cast on one of the caster’s ongoing spells, providing it a pool of energy to maintain itself. Once Maintain Spell has been cast, the subject spell draws its maintenance energy from Maintain Spell. It no longer belongs to its original caster; it no longer counts as a spell “on,” may not be cancelled, etc. Maintain Spell may be cast any time the subject spell is active. Some maintained spells may be “programmed” as per Independence or perhaps even Initiative.
Control of a spell operating under Maintain Spell can be stolen using Steal Spell.
Duration: Until the energy pool is drained or the underlying spell lapses.
Cost: Equal to the normal maintenance of the subject spell for as long as the caster wants it to last (including the caster’s cost reductions for high magery and skill).
Thus, a spell that costs 1 per minute to maintain could be set to maintain itself for 10 minutes at a cost of 10 energy.
If the caster can maintain the spell indefinitely for no energy cost (due to high magery and skill), the cost is 1 energy for every five full duration periods.
Thus, a mage with Earthquake at skill 20 could set the spell to last 30 minutes for 6 energy.
High skill with this spell likewise reduces cost normally!
Time to cast: 2 seconds, plus “programming time” if necessary.
Prerequisite: Analyze Magic.
Regular Spell
College: Arcana, Level: 3
Allows manipulation of items larger than allowed by the Locksmith spell.
Ropes may be untied, doorknobs turned, knives sharpened, handmill cranks turned, etc. The caster need not touch the subject. Any activity complex enough to require a DX penalty gives the same penalty to this spell.
Duration: 1 minute. (This allows untying the average knot.)
Cost: 4 to cast and 3 to maintain for each 10 pounds manipulated.
Time to cast: 3 seconds.
Prerequisite: Locksmith.
Special Spell
College: Arcana, Level: 2
When cast on a scroll or any other writing surface (including a previously unfinished map), this spell creates a map of what the scroll’s holder perceives.
The caster must declare the scale used for the map, which way is north, the spot on the scroll where mapping begins and which features are to appear on the map. The map thus created is of the same quality as if it had been drawn by someone with a Cartography skill equal to the lower of the caster’s effective skill with this spell and his Cartography skill. It is no better in content than if the holder had taken the time to write it himself – the spell is nothing more than a time-saver.
Duration: 1 hour.
The spell does not expire if the scroll’s user moves off the edge of the map; it just fails to inscribe anything until he moves back on.
The inscriptions themselves are permanent.
Cost: 4 to cast.
2 to maintain.
Time to cast: 10 seconds.
Prerequisites: Dye and Measurement.
Regular Spell or Blocking Spell; Resisted by IQ
College: Mind, Level: 2
Holds any beast motionless and quiet as long as the caster maintains eye contact and concentration. Note that darkness breaks eye contact! May be cast as a Blocking spell if the animal is entering Close Combat range with the caster – e.g., to attack.
Duration: Indefinite.
Cost: 2.
Prerequisite: Beast-Soother.
Regular Spell; Resisted by Will
College: Mind, Level: 2
The subject is mentally stunned until he can make an IQ roll to recover.
Cost: 2.
Prerequisite: Daze or Stun.
Special Spell; Resisted by ST or IQ
College: Soul, Level: 2
This spell is used by ghosts and other spirits who cannot ordinarily become visible to beings in the physical world.
The spell can also be used by a mage to force a spirit to materialize; in that case, the ghost resists with the better of its ST and IQ.
Duration: 1 minute.
Cost: 5 to cast.
5 to maintain.
Prerequisite: Summon Spirit.
Regular Spell
College: Arcana, Level: 1
Causes any foodstuff that must age and mature as part of its production to do so more quickly. This is most often used with beer and wine, but it can also be used to accelerate cheese, yogurt, bread dough, or even meat. Aging processes that normally take days or weeks (beer, wine, aged cheese, pickles, dry-aged meats) take only an hour with this spell. Processes that normally take hours (bread dough, yogurt, fresh cheese) take only a minute. Processes which take years (vintage wines, thousand-year eggs) accelerate a year for every casting of the spell . . . this is a wonderful way to discover whether a particular vintage will age well.
Duration: The process takes an hour (or a minute, as above), but the food remains mature permanently.
Cost: 1 per pound of food.
Cannot be maintained.
Time to cast: 10 seconds.
Prerequisite: Decay or Season.
Area Spell; Information Spell
College: Arcana, Level: 0
Tells the caster any one of the following things about the subject:
(a) its weight, (b) its measurements in all dimensions, (c) its area, (d) its volume.
This spell will provide information in the native system of the caster, be that pounds, grams, or stones about the size of your head.
The measurement is as precise as the caster can comprehend.
Base cost: 1.
Area Spell
College: Water, Level: 1
Turns solid ice into water.
Duration: Permanent above freezing; 10 minutes below freezing.
Base cost: 1 (minimum 2).
Below freezing, the cost to maintain is the same.
Time to cast: 10 seconds.
Prerequisite: Freeze.
Regular Spell
College: Mind, Level: 1
All that the caster perceives at the time of casting (and for 10 seconds thereafter) is implanted perfectly in his memory, as if he had Photographic Memory (p. B51). The spell can be used to memorize maps, faces, an event, etc. It cannot be used to learn a skill or to retain a magically borrowed one.
Duration: 1 day.
After that, check IQ every day, at a cumulative -1 per day.
On a critical success, the memory becomes permanent;
On an ordinary success, the memory is still there.
On an ordinary failure, the memory fades to the level that the caster would normally have of the event;
On a critical failure, a false memory is created (still susceptible to eventual fading).
Cost: 3 to cast.
Cannot be maintained.
Time to cast: 2 seconds.
Prerequisites: Wisdom or at least six Knowledge spells.
Regular Spell; Resisted by spells that block sound
College: Air, Level: 2
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
Regular Spell
College: Earth, Level: 2
See through metal to gaze upon whatever lies beyond – past the door, inside the chest, etc. Certain metals (lead) resist or block this spell outright. This is also a Knowledge spell.
Duration: 30 seconds.
Cost: 2 per 5 yards of depth (maximum 50 yards) to cast.
Same cost to maintain.
Prerequisite: Shape Metal, Magery (Fire) 1, Magery (Arcana) 1
Regular Spell
College: Body, Level: 1
Raises the subject’s ST temporarily.
This affects damage, encumbrance, and hit points, but does not heal wounds. If, when the spell wears off, the subject’s wounds put him below -HT, he will have to make a HT roll to live. High skill does not reduce cost to cast this spell.
Duration: 1 minute.
Cost: 2 for every point of ST increase (maximum of 5).
Same cost to maintain.
Prerequisite: Lend Energy.
Regular Spell; Resisted by Will
College: Mind, Level: 2
Read a subject’s mind. Works on any living being, but is most useful on sapient creatures. Detects only surface thoughts (what the subject is thinking at that moment). This spell will not work on sleeping or unconscious subjects. The subject is not aware his mind is being read, except in the case of a critical failure.
Modifiers: -2 if the caster does not know the subject’s native language; -2 if the subject is of a different race – or -4 or more if the subject is totally alien!
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Time to cast: 10 seconds.
Prerequisite: Truthsayer or Borrow Language.
Regular Spell; Resisted by Will
College: Mind, Level: 3
Search a subject’s mind to find deep thoughts and knowledge of things the subject is not thinking about at the moment. In effect, the caster may ask one simple question (answered by no more than 10 words) per minute, and get the most truthful answer the subject can give. The subject is not aware of the intrusion, except in case of a critical failure.
Language is no barrier for this spell, and the subject may even be asleep. Subjects of different races may be harder to mind-search, at the GM’s discretion.
Modifiers: Same as Mind-Reading, above. If the subject has magically been caused to forget something, this spell cannot recover it.
Duration: 1 minute.
Cost: 6 to cast.
3 to maintain.
Time to cast: 1 minute.
Prerequisite: Mind-Reading.
Regular Spell
College: Mind, Level: 2
Send your thoughts to a subject in a one-way communication. Transmission proceeds at only talking speed, though the caster may also send simple pictures (the time required is equal to the time it would take the subject to copy the picture on paper or parchment).
When figuring the distance penalty, use the long-distance modifiers. If caster and subject don’t know each other, there is an additional -4 penalty.
Duration: 1 minute.
Cost: 4 to cast.
4 to maintain.
Time to cast: 4 seconds.
Prerequisite: Mind-Reading.
Regular Spell; Resisted by Will
College: Mind, Level: 4
Reduces the subject’s IQ to 1 temporarily, reducing him to babbling idiocy. The subject cannot cast or maintain spells, use skills, talk, or other actions determined by the GM.
The subject can walk, laugh, cry, drool, eat with his hands, react to heat and cold, etc. He has a very short attention span and notices only colors, pretty things, movement, and other things that a baby would be curious about. If the subject is a PC, the player should roleplay this state.
Duration: 1 minute.
Cost: 8 to cast.
4 to maintain.
Time to cast: 5 seconds.
Prerequisites: Forgetfulness.
Regular Spell
College: Fire, Level: 2
Creates a reflective surface. It can be cast on an object or can be free-standing (in which case it is two-sided). The mirror surface is not necessarily flat; the caster could create fun-house mirrors, for example.
In a scientific-paradigm universe, casters with knowledge of physics can use this spell to create parabolic reflectors. A simple curve can be sufficient to cook meat; a large and precise one could be used to melt lead, given sufficient sunlight at appropriate angles. Against living targets, the GM can assume that such a mirror would do 1 point of burning damage per yard radius of mirror every 10 seconds. To ignite things, use the Ignite Fire guidelines (p. 72), substituting the Mirror size for the listed energy cost. An 8-yard-radius Mirror ignites heavy wood in about 10 seconds. Other, similar uses are subject to GM approval.
Duration: 1 minute
Cost: 2.
Same cost to maintain
Prerequisite: Colors
Regular Spell
College: Arcana, Level: 2
Turns any missiles harmlessly aside by the tiniest fraction needed to ensure they miss the subject; the game effect is that the missile continues in a straight line past the subject. Works on all kinds of missiles – arrows, bullets, falling rocks, missile spells, shrapnel, cream pies – everything. The GM should conceal the existence of the spell from the caster’s foes as long as possible, saying they just missed!
Duration: 1 minute.
Cost: 5 to cast.
2 to maintain.
Prerequisite: Shield.
Regular Spell
College: Body, Level: 2
Go without food or water for about a day with no ill effects.
Duration: 24 hours.
Cost: 6.
Cannot be maintained.
Prerequisites: Fool’s Banquet and Resist Pain.
Area Spell; Special Resistance
College: Earth, Level: 4
Enables an entire area of terrain, with all buildings, animals, plants, and people on or in it, to be moved over large distances. Once the spell is cast, the area to be transported vanishes (see below), replaced by bare earth or open water. The caster is now “carrying” that area in invisible, intangible form (this fact can be determined by Detect Magic or something similar).
Beings caught in the affected area have a resistance roll based on the best Will among them, modified by -1 for every additional yard of radius of the subject area (thus, Move Terrain with a 2-yard radius is resisted by Will-1). Successful resistance negates the spell.
Once the casting is successfully completed, the subject area “shrinks” in radius at the rate of 1 yard per second, moving toward the caster at the same rate. Victims quick enough on their feet should be able to jump out of the area as it shrinks (this has good dramatic potential) – make DX and IQ rolls! GMs may decide this warrants a Fright Check.
Beings caught by the spell are aware of a wild, swirling sky above their heads and a physically impenetrable barrier all around them. The atmosphere inside remains breathable and comfortable (so this spell cannot be used to suffocate someone!). Spells cast out of the area automatically hit the Move Terrain’s holder – thus, a trapped mage could walk up to the affected area’s edge, lay his hand against the barrier, and cast Deathtouch at the holder! Captive mages could also cast Dispel Magic or Counterspell on the affected area, forcing the spell to end abruptly if they are successful.
When the caster stops maintaining the spell, the terrain reappears. The caster’s location falls anywhere within it or at its edge. The subject area “expands” back to normal size at the same rate it shrank. If there is no suitable space available, anything in the way is moved aside as if by Shape Earth.
The caster may not use this spell again for one full day. The subject area or any part of it cannot be moved again by this spell (from any caster or magic item) for the same period.
Cast over a large enough area, this spell can place mountains in the middle of plains, open water (as deep as half the radius of effect, transported from lake or ocean) in the midst of a desert – or shift islands miles inland to form hills!
Duration: 1 hour. (The effects, once the area is “placed,” are permanent.)
Base cost: 10 to cast. 8 to maintain.
Time to cast: 1 minute.
Prerequisites: Alter Terrain
Regular Spell
College: Earth, Level: 1
Shoot a thin jet of mud 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. It does knockback on all targets; it can kill or knock down flying swarm creatures. It will extinguish a one-yard-radius area of normal fire.
If the spell strikes the face, it temporarily blinds the target unless he makes a HT roll. If he fails the HT roll, each energy point in the spell blinds him for one second. After the target can see again, blurry vision gives him a -3 penalty to all combat skills for a further 1d seconds. On a critical failure of the HT roll, the target is blinded for 1d seconds per point in the spell. On a successful HT roll, the victim covers his eyes and is therefore unable to see for one second. On a critical success, the victim is unaffected.
Duration: 1 second.
Cost: 1 to 3
- Does 1d of knockback for every point used
- Range is equal to the number of dice
Cost to maintain is the same
Prerequisites: Create Earth, Create Water, Magery (Water) 1
Regular Spell
College: Arcana, Level: 2
Animates a pen, which records in musical notation any tune that the caster hums, sings, or plays on an instrument. The caster may also attune the pen to the sounds created by another person (or by a radio, etc.), instead of himself. The pen records only the music; if lyrics are to be recorded simultaneously, a second pen with Scribe cast on it can follow along and do so!
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Increase cost by 1 (both casting and maintenance) if the paper supplied is not properly ruled for musical notation.
Prerequisite: Scribe.
Regular Spell
College: Arcana, Level: 3
Places an invisible mark on the subject. The mark is visible to the caster at will (simple concentration) and to others using Aura, See Secrets, Mage Sight, Detect Magic, or similar spells. It may be a rune, sigil, monogram, etc. (A Heraldry specialty may be learned to recognize the Mystic Marks in use in the campaign world.)
Unwilling subjects resist with IQ.
Should Seeker be cast regarding a subject bearing the caster’s Mystic Mark, there will be no need for “some-thing associated with the subject sought.”
The mark can be erased with Remove Curse.
Duration: Mystic Mark is a lasting spell that fades with time. It has an Endurance equal ot the casters effective skill in the spell at casting.
Every month, roll against the Mystic Mark’s Endurance.
On an ordinary failure, the Mark’s Endurance is reduced by the margin of failure.
On a critical failure or when the Mark’s Endurance reaches 0, the spell expires.
Marks placed on durable objects are themselves more durable; apply the DR of the surface as a bonus to the “fading” roll.
Cost: 3.
Time to cast: 10 seconds.
Prerequisites: Dye and Trace.
Area Spell
College: Mind, Level: 2
Produces a dense, opalescent fog that confuses anyone entering it; figures more than 2 yards away cannot be seen except by Mage Sight. Those who were within it when it was cast are immune to its effects; they can sense it as a dim shimmering, but it does not affect their vision or confuse them. Others must roll vs. (IQ + Magic Resistance) every second, or use Mage Sight, to avoid losing their way and walking in randomly chosen directions, unless they have a guide.
Absolute Direction avoids this problem.
A Fright Check is also required of intruders first entering the mist, and again every 5 minutes. Anyone failing the first Fright Check will be very reluctant to enter!
Dangerous animals simply avoid the mist, but suffer normal effects if for some reason they must enter it.
Those “native” to the mist have a +1 to their defense rolls when attacked by interlopers, and interlopers have a -1 to their own defense rolls against “natives.” This spell is an excellent defense for a party camping in dangerous territory.
The caster must cast Mystic Mist in an area centered on himself. The wider an area he can cover, the better!
Duration: 10 hours.
Base cost: 1. Cost to maintain is the same.
Time to cast: 5 minutes.
Prerequisites: Fog, Fear, and Disorient.
Regular Spell; Resisted by HT
College: Body, Level: 1
The subject becomes nauseated.
Nauseated:
You have -2 to all attribute and skill rolls, and -1 to active defenses. As well, roll vs. HT after you eat, are exposed to a foul odor, fail a Fright Check, or are stunned, and every hour in free fall or in any situation where you might suffer motion sickness.
A rich meal in the past hour gives -2; anti-nausea remedies give +2.
On a failure, you vomit for (25 - HT) seconds – treat as Retching.
Retching:
You are conscious but vomiting (or suffering dry heaves). You can try to act, but you will be at -5 to DX, IQ, and Per, and automatically fail at any action that requires a Concentrate maneuver. At the end of the retching spell, you lose 1 FP. You gain no benefit from recent meals or oral medication – you’ve thrown it up.
Duration: 10 seconds.
Cost: 2.
Same cost to maintain.
Prerequisites: Perfume
Regular Spell
College: Body, Level: 2
Eliminates all traces of one chosen poison from the body of the subject. A successful Poisons roll (by the caster or another character) should precede the casting in order to identify the poison being treated; if not, spell use is at -5! This spell is of no use against alchemical elixirs other than those that do direct damage. Does not cure existing damage – the spell just removes the remaining poison, avoiding any further damage.
Duration: Permanent.
Cost: 5.
Time to cast: 30 seconds (beware fast-acting poisons!). One try.
Prerequisites: Cure Disease.
Regular Spell
College: Body, Level: 3
As Neutralize Poison, but works instantly. A Poisons roll is not required for successful use of this spell!
Eliminates all traces of one chosen poison from the body of the subject. A successful Poisons roll (by the caster or another character) should precede the casting in order to identify the poison being treated; if not, spell use is at -5! This spell is of no use against alchemical elixirs other than those that do direct damage. Does not cure existing damage – the spell just removes the remaining poison, avoiding any further damage.
Cost: 8. One try per day.
Prerequisites: Neutralize Poison.
Regular Spell
College: Fire, Level: 1
See clearly as long as there is any light at all, as with Night Vision 9. In utter darkness, the subject is still blind.
Duration: 1 minute
Cost: 3 to cast
1 to maintain
Prerequisite: Keen Vision, Magery (Body) 1
Regular Spell; Resisted by Will
College: Mind, Level: 2
When cast on a sleeping subject, this spell causes a nightmare of the caster’s choice. Knowledge of the subject’s fears and phobias gives a +2 to effective skill. The subject gets an IQ-4 roll to realize the nightmare was caused by hostile magic. If the spell succeeds, the subject gets no rest from the night’s sleep, and instead loses 2 FP. Dispel Magic will stop the nightmare while it is occurring, preventing FP loss. This spell is also countered by the Peaceful Sleep spell.
If the spell is recast the next night, the effects are cumulative. If the subject’s FP falls to zero due to this spell, he falls into a coma and will lose 1d HP each day until he dies, unless Dispel Magic is cast.
Duration: 1 hour.
Cost: 6.
Time to cast: 1 minute.
Prerequisites: Death Vision, Fear, and Sleep.
Regular Spell
College: Air, Level: 1
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
Area Spell
College: Air, Level: 2
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.
Regular Spell; Special Resistance
College: Mind, Level: 3
Similar to Great Geas, but works on a willing subject only. Although the caster casts the spell, the subject must speak the oath.
The subject may knowingly attempt to break his oath (rolling vs. Will) no more than once per day. The spell resists the attempt; if the subject overcomes the resistance, he manages to break the oath just this once. A critical success by the subject or a critical failure by the spell breaks the spell.
The spell may otherwise be broken only by Remove Curse.
Unknowing attempts, such as when the subject is tricked into breaking his oath, are not Resisted by the spell.
Duration: Permanent.
Cost: 4
Time to cast: 1 minute.
Prerequisites: Emotion Control.
Area Spell
College: Air, Level: 1
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
Area Spell; Resisted by Will
College: Mind, Level: 2
Those in the affected area flee in mindless fear, away from the caster, for the duration of the spell. A subject who cannot escape can turn and take the All-Out Defense maneuver, if attacked.
Duration: 1 minute.
Base cost: 4 to cast.
2 to maintain.
Prerequisite: Fear.
Regular Spell; Resisted by HT
College: Body, Level: 1
The subject feels a stab of agonizing pain. He must make a Will roll to avoid crying out. If he is in a precarious position (climbing, for instance), he must make a DX roll to avoid catastrophe! His DX and all DX-based skills are at -3 for the next second only. If the subject is in the middle of a spell requiring gestures, he must roll vs. Will or start over.
High Pain Threshold gives +3 to the Will and DX rolls above;
Low Pain Threshold gives -4 to the Will and DX rolls above.
Duration: 1 second.
Cost: 2.
Cannot be maintained.
Time to cast: 2 seconds.
Prerequisite: Spasm.
Melee Spell; Resisted by HT
College: Body, Level: 2
The caster must strike the subject on a limb to trigger this spell (hits else-where have no effect). Armor does not protect. Resolve resistance on contact.
If the subject fails to resist, the subject’s limb is paralyzed; it is considered crippled for one minute.
Duration: 1 minute.
Cost: 3.
Cannot be maintained; must be recast.
Prerequisites: Magery 1 and at least five Body Control spells, including Clumsiness.
Melee Spell; Resisted by HT
College: Earth, Level: 3
Turns part of a living subject to stone, usually leaving him immobile but still able to talk or be tortured. The caster must touch the subject. The body parts changed are at the discretion of the caster; the spell can petrify anything from a single finger to the entire body from the neck down, but the head can never be affected. The subject’s metabolism is magically altered to survive the experience, but he understandably finds the experience intensely uncomfortable, what ever else is done to him.
Petrified body parts are immobile, numb, and have DR 10. Victims of this spell suffer a DX penalty on any physical action they attempt: -1 or more, depending on details of the casting and the action.
Clothes, jewelry, etc., may be “caught up” in the spell and included in the petrifaction, but magic items or anything carried in the hand or a backpack remain unchanged.
Either Stone to Flesh or Remove Curse is required to negate this spell.
Duration: Permanent (until negated).
Cost: 12. It costs more to petrify larger subjects, just as if it were a Regular spell (i.e., 24 energy for SM +1, 36 energy for SM +2, etc.)
Time to cast: 3 seconds.
Prerequisite: Flesh to Stone, Magery (Body) 1
Regular Spell; Resisted by Will
College: Body, Level: 3
As Shapeshifting, but affects only one body part. The subject of the spell can be the caster or someone else.
Each variation is a separate spell.
The resulting body part preserves the subject’s scale: Shapeshifting a human’s head into a hummingbird’s head results in a human with a human-sized hummingbird head.
Some variations bear misleading titles: Crocodile Jaws, for example, transforms the subject’s entire head, not just his jaws – the jaw muscles must be properly anchored!
Some known variations can be found here: Partial Shapeshifting Variations.
Duration: 1 hour.
Cost: Varies; never less than 3.
One third (round up) to maintain.
Time to cast: 10 seconds.
Prerequisites: Shapeshift Others for the appropriate animal.
Information Spell
College: Arcana, Level: 2
Tells the caster the direction to a certain place, or the proper way to go to get to that place – his choice. Use long-distance modifiers. The GM should apply penalties if the caster has never been to the place, and severe penalties if the caster isn’t sure that the place really exists or what it is like. This spell does not find people or things. A city, mountain pass, or public building can be a place. A certain person’s home or office isn’t a “place” for this spell unless the caster has been there.
Cost: 4. One try per day.
Time to cast: 10 seconds.
Prerequisites: At least two “Seek” spells.
Regular Spell; Special Resistance
College: Mind, Level: 2
The subject gets an undisturbed night’s sleep. This spell cures insomnia, allows sleep in noisy, disruptive environments, and protects against nightmares and the Nightmare spell.
This period counts double in terms of HP and FP recovery. The caster can awaken the subject with a word.
Otherwise, subject cannot be awakened, except by injury or with the Awaken spell.
This spell works only on a willing subject; otherwise, resistance is automatic.
Duration: 8 hours.
Cost: 4.
Time to cast: 30 seconds.
Prerequisites: Sleep and Silence.
Regular Spell
College: Arcana, Level: 3
This spell is cast on another damage-dealing spell, granting it an armor divisor (p. B378). The spells are cast one after the other, with no delays between castings. Penetrating Spell is cast first, and counts as a spell “on” for determining the effective skill for the second spell.
A spell fortified with Penetrating Spell does not do extra damage to unarmored foes. Hardened DR defends against the armor divisor conferred by this spell as normal.
Duration: Until the second spell expires.
Cost: See table below.
Time to cast: 3 seconds.
Prerequisites: Delay and Find Weakness.
Armor Divisor Cost
2 2
3 4
5 6
10 8
Ignores DR 10
Special Spell; Resists attempts to cross it
College: Arcana, Level: 3
Produces a magical barrier, which blocks hostile spells and magical creatures from passing in either direction.
The barrier is a star-shaped figure drawn on the floor or ground. Magical creatures (demons, golems, creations, zombies, elementals, and the like) cannot cross the border of a pentagram; neither may they cast spells, or move any physical object, across the border.
Nonmagical creatures – including mages – can freely cross a pentagram, though they cannot cast spells across its border.
Spells of transport (e.g., Flight, Teleport) cannot be used to enter a pentagram for hostile purposes. Certain very hostile creatures may be summoned within a pentagram; the caster stands outside and summons the creature to a spot inside the pentagram. The caster will open the pentagram only when he is sure he can control the summoned creature.
If part of the pentagram is cut or erased, its power will be lost until the caster can rejoin the pentagram – all this requires is a piece of chalk and time (usually just a second) to draw the line. No magic spell can injure the pentagram, but physical attacks – like walking up and scuffing out a line with your shoe – can succeed if they are made by nonmagical beings. A demon or creation could not do it; an ordinary person could. Likewise, an ordinary person could throw a rock into a pentagram, but a demon or golem could not.
A magical creature may try to force its way through a pentagram. Roll a contest between the creature’s (ST+Will)/2 and the skill with which the pentagram was cast. If the creature wins, it destroys the pentagram!
No one creature can thus “test” a pentagram more than once per day.
Duration: Permanent unless broken.
Cost: 1 per square foot protected (minimum 10).
When the spell is cast ceremonially, the casters can spend extra energy to increase the effective skill of the Pentagram. A mage can also use the Slow and Sure Enchantment method (though Pentagram is not technically an Enchantment spell) to create a large pentagram by himself.
Time to cast: One second per square foot. This time is spent in tracing the line, and is necessary no matter how well the spell is known or how much power is available.
Prerequisite: Spell Shield.
Area Spell
College: Fire, Level: 2
As Complex Illusion, but affects all the senses except touch; your hand will go through it. It cannot be dispelled except by Dispel Magic or Dispel Illusion. Any damage at all will temporarily disturb the illusion, revealing it for what it is without dispelling it.
Duration: 1 minute.
Base cost: 3 to cast
Half that to maintain
For double cost, even the sense of touch will be fooled, though you cannot “really” warm yourself from an illusionary fire.
Prerequisites: Complex Illusion, Magery (Mind) 1
Regular Spell; Resisted by HT
College: Body, Level: 0
The subject feels a light touch at a pot of the caster’s choice. The touch is easily felt, even through armor, but has no effect other than to attract the subject’s attention; it cannot cause pain or discomfort, but it is very likely to distract him.
Cost: 1.
Regular Spell; Resisted by Will
College: Mind, Level: 1
Used when a reaction roll is required, this spell makes the subject (one sapient creature – racial IQ 6 or better) more likely to react favorably.
Duration: 1 minute.
Cost: Twice the bonus to be added to the roll. Same cost to maintain (maximum 5).
Prerequisite: Sense Emotion.
Regular Spell
College: Body, Level: 3
Infects the subject with a loathsome plague of the caster’s selection (though the GM may veto an inappropriate selection). The disease takes its normal course; infection will not normally be apparent for some time.
Duration: Instantly Infected, the illness runs it's course naturally.
Cost: 6.
Time to cast: 30 seconds.
Prerequisite: Decay and Poison.
Area Spell
College: Fire, Level: 3
Like Perfect Illusion, but a phantom can impede movement and inflict real damage. The first time any living creature physically contacts a phantom, roll a Quick Contest between the caster’s effective skill and the being’s IQ. If the caster loses, then the phantom is treated as a Perfect Illusion for all purposes with regards to that character.
If the caster wins, the phantom has substance and may proceed to strike, grapple, shove, and so on as if it were real. A phantom may have any ST and DX up to the mage’s skill with the spell for the purposes of contests, damage inflicted, and so on.
When the spell is first cast, the GM should note the margin of success. If a single attack on the phantom inflicts this amount (or more) of basic damage, the phantom is immediately dispelled. Any spells that work on illusions (Dispel Illusion, Control Illusion, Independence, etc.) work on phantoms.
Duration: 1 minute
Base cost: 5
Half that to maintain
For a base cost of 9, have twice the normal ST (DX is unchanged).
Prerequisites: Perfect Illusion, Apportation, Magery (Mind) 1
Area Spell
College: Fire, Level: 1
Creates an area of imaginary flame. Those nearby feel heat (and pain, if they touch it); items inside appear to burn. However, the flame does not spread, and does no real damage. Even the pain it creates subsides to a tingling after the first shock. Shape Fire and Extinguish Fire both affect this phantom flame; water will not affect it.
Duration: 1 minute.
Base cost: 1. Same cost to maintain.
Prerequisite: Simple Illusion.
Blocking Spell
College: Arcana, Level: 3
Avoid an attack by phasing out of this plane of existence for a moment.
The caster actually becomes ethereal just long enough for the attack to pass through him. He neither disappears nor loses track of his surroundings; no Body Sense roll is required.
Cost: 3.
Prerequisites: Plane Shift or Ethereal Body.
Blocking Spell
College: Arcana, Level: 3
As Phase, but usable on others.
Cost: 3.
Prerequisite: Phase.
Special Spell
College: Soul, Level: 3
Summons a creature, such as a demon or a Thing Man Was Not Meant To Know, from another plane of existence. The GM determines the predisposition and abilities of this being.
Each plane requires a different Planar Summons spell. Some exceptionally potent entities might require their own spells! If the version of Planar Summons used does not specify an individual entity, the caster has no control over whom the spell summons.
Planar Summons cannot be used on the plane for which it is intended.
When the creature appears, the caster must immediately try to control it. Treat this as a Quick Contest between the caster’s Planar Summons skill and the entity’s Will. The caster is at +4 if he knows the creature’s “true name.”
If the caster wins, he can give the creature a single command, which it must carry out. On completing this task – or after one hour in any event – the entity usually vanishes. However, some powerful entities can stay for as long as they wish . . .
If the caster ties or loses, the creature will react badly. An “evil” being commits violence or vandalism, while a “good” one is more likely to depart in a huff and put in a bad word with the caster’s gods. Wild or chaotic creatures are liable to engage in theft and mischief. Extremely alien entities might react in disturbing and unpredictable ways.
Duration: Until the task is done or one hour, whichever is less.
Cost: 1 point per 10 character points used to build the summoned entity. Minimum energy cost is 20 (although this will not always summon a 200-point being). The GM secretly determines the capabilities of all summoned creatures.
Cannot be maintained.
Time to cast: 5 minutes.
Prerequisites: Magery (Arcana) 3.
Special Spell
College: Arcana, Level: 3
The caster leaves his body behind and wanders freely as a spirit on another plane of existence. He is totally insubstantial and cannot affect anything or interact with his surroundings in any way (a blessing in disguise, since this also confers total physical immunity to whatever environment he is traversing). He cannot even cast spells, although he can maintain existing ones. He is likewise immune to magic that does not affect minds or spirits (which the caster is, until he returns to his body). The caster is imperceptible to ordinary senses; only magic (Astral Vision, Sense Spirit, Sense Observation and similar spells) will detect his presence.
There is a different spell for travel to each plane or dimension. Which spells exist, and the precise details of the dimensions they lead to, is up to the GM. The subject’s senses are altered to correspond to the average plane dweller’s; on a plane of perpetual gloom he would have Dark Vision, on the astral plane he would have his senses augmented as per Astral Vision, and on a dimension where all life forms sense only via sound he would have Scanning Sense (Sonar). Visiting very strange alternate planes can be hazardous to the mental health of an unsuspecting traveler . . .
The most common plane visited in most worlds is the astral, which co-exists with the mundane universe and allows visitors to observe real-world places unseen (at least, unseen except by natives of the astral realm, if there are any). While traveling astrally, the caster moves at twice his full unencumbered Speed and may walk through walls, mountains, creatures... He may also walk down into the bowels of the earth or up into the higher atmosphere. Astral Block, Pentagram and the “Utter” spells stop him, while Repel Spirits will resist his intrusion.
If the spell ends before his spirit rejoins his body or if his body is harmed while his spirit is away, he must roll vs. HT, using the long-distance modifiers, to stay alive! Needless to say, his body is totally defenseless for the duration of the spell, though a casual medical examination will reveal it to be (barely) alive.
Duration: 1 minute.
Cost: 4 to cast. 2 to maintain. Some planes may cost more, carry a skill penalty, or both.
Time to cast: 30 seconds.
Prerequisites: Projection or Planar Summons.
Special Spell
College: Arcana, Level: 4
Bodily transports the caster – along with anything he is carrying (up to Heavy encumbrance) – to a particular plane of existence. Each plane requires its own Plane Shift spell. This is a one-way trip. To get back, the caster must know Plane Shift for his home plane or get a wizard in the other plane to cast Banish (p. 156) on him.
This spell gives the caster no special immunity to his surroundings. To safely visit a plane where the natural conditions are vacuum, flame, etc., you must learn the necessary protective spells.
Duration: Permanent.
Cost: 20. Some planes may cost more, carry a skill penalty, or both.
Time to cast: 5 seconds.
Prerequisite: Planar Summons for the same plane.
Regular Spell; Resisted by Will +1
College: Arcana, Level: 4
As Plane Shift, but usable on any being or object. A subject who doesn’t expect to be plane-shifted must make his Body Sense skill or be disoriented for one second.
Duration: Permanent.
Cost: 20. Some planes may cost more and/or carry a skill penalty.
Time to cast: 5 seconds.
Prerequisite: Plane Shift.
Special Spell
College: Earth, Level: 2
Assume the form of any natural plant or tree between 1⁄2 and five times your own size. Clothing vanishes, to reappear when you regain your form; large possessions fall to the ground, while small ones (up to bracelet or wand size) may remain imbedded in your plant form.
The caster cannot move about, attack, etc., unless a plant with those abilities exists in the game world and he takes that form, or unless Animate Plant is cast on his plant form. A wizard in plant shape may cast no spells unless he knows them so well that he can cast them without speech or gesture! He may hear normally but may not see except to sense light and darkness. He may not speak.
Injuries taken in plant form carry over proportionately. This means, for instance, that an arrow wound to a tree is a pinprick to a man; some GM flexibility is required here! Time spent in plant form automatically counts as “rest” unless the plant is under attack. However, he must roll against IQ every hour that he stays in plant form. A failed roll temporarily reduces his IQ by 1. If IQ drops to 5, he is trapped in plant form, with a plant’s IQ, until someone else frees him with Remove Curse.
Duration: 1 hour.
Cost: 5 to cast. 2 to maintain.
Prerequisites: Magery (Water) 1, Magery (Body) 2
Special Spell; Resisted by Will
College: Earth, Level: 3
As Plant Form, but usable on others. Only the caster or a Remove Curse spell can end the spell. IQ loss will soon transform the subject into a true vegetable!
Duration: 1 hour.
Cost: 5 to cast. 2 to maintain.
Time to cast: 30 seconds.
Prerequisites: Plant Form, Magery (Water) 1, Magery (Body) 2
Regular Spell; Resisted by Hide Path
College: Earth, Level: 2
The subject sees and hears minute details known by the plants around him – such as disturbances caused by passing or hiding creatures. This gives a +4 bonus to Tracking, a +2 bonus to all Sense rolls, and the ability to detect the presence of invisible or magically hidden creatures with a normal Sense roll. Works only in areas with thick plant growth (jungles, forests, etc.); may work at half effect (with no chance to sense invisible or magically hidden creatures) in sparser terrain.
Duration: 1 minute.
Cost: 3 to cast. 2 to maintain.
Prerequisites: Forest Warning, Arcana (Water) 1
Regular Spell
College: Earth, Level: 2
“Converse” with plants in a very rudimentary fashion (semi-telepathically; the mage must speak aloud). The older the plant, the more detailed the information that can be gained.
For instance, grass could only tell that it had been stepped on recently (about a day), while an ancient oak could recall details of mounts, dress, aroma ... Sapient vegetables can hold much better conversations.
Duration: 1 minute. Each minute allows one question and answer.
Cost: 3 to cast. 2 to maintain.
Prerequisites: Plant Sense, Magery (Mind) 1
Area Spell
College: Earth, Level: 1
Causes the equivalent of one month’s growth in one minute. Trees change only slightly, while weeds grow tremendously. Useful for gardening (after removing all the weeds!), and starting seeds.
Duration: 1 minute
Base cost: 3 to cast
2 to maintain
Time to cast: 10 seconds
Prerequisite: Heal Plant, Magery (Water) 1
Regular Spell
College: Earth, Level: 1
See through vegetation to find overgrown buildings, lurking enemies, etc. Natural plant growth is transparent to the spell’s subject.
Magical plant growth, dead wood, and wooden constructions are not.
Duration: 30 seconds
Cost: 1 per 10 yards of range to cast (100 yards maximum)
Same cost to maintain
Prerequisite: Shape Plant, Magery (Arcana) 1, Magery (Water) 1
Area Spell; Resisted by HT
College: Earth, Level: 1
A cloud of pollen fills the area; anyone within it begins sneezing, weeping, and coughing. All victims suffer a -2 DX penalty for as long as they are in the cloud and for 3d turns thereafter.
The rate of dissipation depends on the area and the presence of wind; indoors, it usually lasts until the spell expires, but outdoors on a windy day it may last only 10 seconds or so.
Duration: 5 minutes or less
Base cost: 1
Cannot be maintained
Prerequisite: Shape Plant, Magery (Air) 1, Magery (Water) 1
Missile Spell; Resisted by HT
College: Air, Level: 1
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.
Regular Spell; Resisted by HT
College: Body, Level: 2
This spell temporarily turns a portion of the subject’s own blood into a potent toxin. The caster must specify the type of damage the poison deals upon casting. The subject resists with HT; if they fail, the poison takes effect immediately.
Coughing or Sneezing:
You are at -3 to DX and -1 to IQ, and cannot use Stealth.
Drowsy:
You are on the verge of falling asleep. Make a Will roll every two hours you spend inactive. On a failure, you fall asleep, and sleep until you are awakened or get a full night’s sleep. On a success, you have -2 to DX, IQ, and self-control rolls.
Nauseated:
You have -2 to all attribute and skill rolls, and -1 to active defenses. As well, roll vs. HT after you eat, are exposed to a foul odor, fail a Fright Check, or are stunned, and every hour in free fall or in any situation where you might suffer motion sickness. A rich meal in the past hour gives -2; anti-nausea remedies give +2.
Cost: 1 to 3 (Or more with high Magery);
Each point of Energy spent deals 1d-2 toxic damage (minimum 1 per die) per minute for a duration of 3 minutes.
For an additional 2 energy, the caster can add a "Side Effect" such as Coughing, Drowsiness, or Nausea that lasts for the duration of the spell.
Cannot be maintained.
Time to Cast: 2 seconds.
Duration: 3 minutes (damage is applied at the end of each minute).
Prerequisites: Sickness.
Regular Spell; Resisted by Will
College: Soul, Level: 3
Like Control Person – except the victim is unconscious throughout the “possession,” and the caster has full access to the subject’s memories, skills, and spells. While in the subject’s body, the caster has his own skills and spells, and may use all the subject’s skills, spells, and memories as though they were his own (the subject’s physical skills are at -1).
The caster’s own body lies unconscious during the spell, and must be safeguarded.
Duration: 1 minute.
Cost: 10 to cast.
4 to maintain.
Time to cast: 1 minute.
Prerequisite: Control Person or Beast Possession.
Regular Spell; Resisted by Will
College: Soul, Level: 4
Like Possession – but the caster remains in the body of the subject until he chooses to leave, or is expelled by Dispel Possession or Remove Curse.
The caster’s own body is in Suspended Animation while the spell continues. If the caster’s body dies, the spell is broken. Whenever the subject body takes damage, the caster must roll vs. his own body’s HT, or take the same damage. If the subject body dies, the caster must roll vs. HT or die himself!
Duration: Indefinite (could be permanent).
Cost: 30.
Time to cast: 5 minutes.
Prerequisites: Possession.
Information Spell
College: Earth, Level: 1
Accurately predicts any landslides, earthquakes, or volcanic activity likely to occur within a given area over a given period. It gives approximate information regarding the nature, location, and severity of the impending disaster. This spell cannot forecast magically created earthquakes or volcanoes.
Cost: 2 times the length of the forecast in days
Double the cost for a place outside the local area (beyond the horizon)
Quadruple the cost for a place on another continent
Time to cast: 5 seconds per day of forecast.
Prerequisite: Magery (Arcana) 1
Information Spell
College: Air, Level: 0
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
Information Spell
College: Arcana, Level: 4
This spell is similar to Ancient History, but it gives even less specific information over a period of millennia. The age and function of an item can always be determined, but unless the item took part in an important event, age and function may be the only information available. Fortunately, that’s often enough for the archaeological scholars who most often use Prehistory.
Cost: 3 for 1,000 years’ history;
5 for 10,000 years;
8 for 100,000 years;
10 for longer periods.
Time to cast: 1 hour for each energy point spent.
Prerequisite: Ancient History.
Regular Spell
College: Arcana, Level: 1
“Dresses out” a slain animal. If cast on a deer, for instance, the hide is removed, along with all extraneous body parts and innards. If cast on a fish, it is gutted and scaled. Nothing is destroyed by the spell; all of the parts are simply appropriately separated and cleaned in such a way as to best prepare the animal for cooking.
Duration: Permanent.
Cost: 2.
Time to cast: 10 seconds.
Prerequisite: Purify Food.
Regular Spell; Special Resistance
College: Mind, Level: 2
Causes all beings with whom the subject has social contact to pay attention. Each being who attempts to ignore the subject gets to resist the spell with Will – but the subject himself does not get to resist! The spell does not guarantee a good reaction from those it affects – it doubles the positive or negative modifier! If he has no positive or negative modifiers, it gives him a +1 modifier. Most people will assume, if a person stands out for no reason that they can put their fingers on, that there must be something worth seeing.
Someone affected by this spell can easily be followed in a crowd or along city streets. The searcher can simply ask bystanders, “Did you see so-and-so come by here?” and quickly resume the pursuit.
Presence and Insignificance resist each other.
Duration: 1 hour.
Cost: 4 to cast.
4 to maintain.
Time to cast: 10 seconds.
Prerequisites: Persuasion and Lure.
Regular Spell
College: Arcana, Level: 1
Keeps any organic material from spoiling, drying out, etc. Very useful for travelers!
Duration: 1 week.
Cost: 2 per pound of food. 1 per pound to maintain.
Prerequisite: Decay.
Regular Spell
College: Soul, Level: 2
The caster briefly projects his mind away from his body, to any spot within line of sight (use long-distance modifiers), to peruse his surroundings from a different viewpoint.
His projected self is totally insubstantial and can only see, hear, feel, smell, and taste. Its presence can be detected by Astral Vision, Sense Spirit, Sense Observation, or the like; it is otherwise imperceptible.
The Projection cannot cross an Astral Block, Pentagram, or an Utter spell. Repel Spirits will resist its intrusion.
The Projection cannot move; it can only turn to look in different directions. The body is catatonic for the duration of the spell; it cannot act. If someone attacks the body, the spell is broken automatically.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Time to cast: 3 seconds.
Prerequisites: Sense Spirit and at least four Knowledge spells.
Area Spell
College: Arcana, Level: 2
Cast on an area, this spell protects all animals of a certain kind within its borders. Attempts to harm them are warded off as if by invisible defenders; protected animals gain DB +3 and DR 5.
Duration: 1 minute.
Base cost: 1.
Same cost to maintain.
Time to cast: 1 minute.
Prerequisites: Armor.
Regular Spell
College: Earth, Level: 2
When cast on a single point, this creates a zone of “attraction.” Objects (including living beings) are pulled to the center point at Move 1 by a force that increases as one gets closer to it.
Living beings can “resist” with a Quick Contest of ST every second. The pull has a ST equal to twice the energy put into the spell at the center, reduced by 1 for every yard of distance. The spell does not have any effect on objects heavier than 20 times its ST. Note that, to drag an ordinary human being (weight 150 pounds) along an ordinary floor, the spell would have to have a ST of at least 8.
This spell can only be cast on a point in space or on the ground, not on objects or creatures. A small pile of loose objects, dust, dead leaves, small insects, etc, usually forms at the center.
Duration: 1 minute.
Cost: 1 for every 2 ST of “pull.”
Time to cast: 5 seconds.
Prerequisites: Levitation.
Area Spell
College: Air, Level: 0
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.
Area Spell
College: Earth, Level: 2
Removes foreign objects, poisons, and harmful elements from soil, rendering it fit to support growing plants.
This spell also remedies any deficiencies in the soil’s composition. Small foreign objects (coins, nails) underground are destroyed; medium ones (swords, artillery shells, chests, statuettes) “float” to the surface. Large objects (coffins, walls, large statues) will cause the spell to fail, but the caster gets a general idea of the reason.
Duration: Permanent.
Base cost: 2
Double cost in poor soil such as rocky flats or sandy desert.
Time to cast: 30 seconds.
Prerequisites: Plant Growth
Regular Spell
College: Arcana, Level: 1
Removes foreign objects, poisons, and decay, and renders food fit to eat. Works only on an edible or formerly edible item – and if the whole item is unwholesome, the spell removes all the unwholesomeness and leave nothing.
Cost: 1 per pound of material to be purified.
Prerequisite: Decay.
Special Spell
College: Water, Level: 0
Remove all impurities from water by pouring it through any hoop or ring (or, in a pinch, his own fingers) into a container. Only one skill roll is required, as long as the flow continues.
Duration: Purified water stays pure unless re-contaminated.
Cost: 1 per gallon purified.
Time to cast: Usually 5 to 10 seconds per gallon, unless a large container and ring are used.
Prerequisite: Seek Water.
Regular Spell
College: Arcana, Level: 2
Doubles the subject’s long-distance travel speed. At the end of the day’s travel, the subject loses 10 FP and must sleep. This spell has no effect on Move in combat or on Basic Speed.
Duration: 1 day.
Cost: 4 to cast.
Cannot be maintained.
Time to cast: 1 minute.
Prerequisites: Haste
Regular Spell
College: Soul, Level: 3
Shoot an invisible beam of radiation from one finger. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit. This attack may be dodged or blocked (though only shields which are impervious to radiation will be any use), but not parried. The jet inflicts 10 rads per point of energy in the spell to a human-sized target.
The spell can also fog photographic films, scramble electronics, and so on.
Duration: 1 second.
Cost: 1 to 3.
Range in yards is equal to energy cost.
Same cost to maintain.
Prerequisites: Irradiate and Resist Radiation.
Area Spell
College: Air, Level: 2
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.
Area Spell
College: Water, Level: 4
Droplets of acid rain from the sky onto the area, causing 1d-1 acid damage per second to all within it.
Characters and creatures under the rain of acid take damage on their own turns; if less than an entire second is spent in the affected area, damage is halved (round down).
The spell can only be cast out of doors. Armor protects in the usual fashion. A shield with a DB of 2 or better can be held overhead to block the droplets, but it may take damage. This requires two hands and a Ready action, and succeeds automatically in protecting the character once the shield is readied upwards, but this unreadies the shield from its normal protective functions!
In addition, acid rain eats objects away at the rate of 1 HP every 10 seconds; the object’s DR protects it completely for 3 seconds per DR. This includes buildings.
Duration: 1 minute.
Base cost: 3. Same cost to maintain.
Prerequisites: Rain, Create Acid
Area Spell
College: Fire, Level: 3
Fiery droplets rain from the sky onto the area of effect, causing 1d-1 fire damage per second to all within it. Creatures under the Rain of Fire take damage on their own turns; if less than an entire second is spent in the affected area, damage is halved (round down).
The spell can only be cast outdoors. Armor protects in the usual fashion. A shield with a DB of 2 or better can be held overhead to block the flames, but it may take damage. This requires two hands and a Ready action, and succeeds automatically in protecting the character once the shield is readied upwards, but this unreadies the shield from its normal protective functions!
Inanimate objects such as buildings protect with their DR, but some structures may be damaged or catch fire.
Duration: 1 minute
Base cost: 1 to cast (minimum 2)
Same cost to maintain
For double base cost, the Rain of Fire does 2d-2 per second
Time to cast: One minute
Prerequisites: Create Fire
Area Spell
College: Earth, Level: 2
Causes a rain of nuts to fall within the area, issuing from the nearby trees as if they were suddenly filled with crazed squirrels. The noisy torrent plinks on helmets, stings bare skin, and interferes with missile fire. Any characters in the area take a -1 penalty to any tasks requiring concentration or skill, including combat and spellcasting.
There’s an additional visibility penalty of -1 per 8 yards distance, applied to missile attacks and Vision rolls. The caster may elect to exclude any in the area from the effects of the spell, focusing the “ire” of the wood on enemies.
This spell may only be cast outdoors, in a forest. It won’t work in the dead of winter, or in very sparse woods.
Depending on the species of trees, the nuts may turn out to be edible.
Human mages rarely use this spell (most feel it is beneath their dignity), but sylvan species and nature spirits use it to drive intruders from their woods.
Duration: 1 minute
Base cost: 1/10 to cast
Same cost to maintain
For double cost, the caster may double the effect of the spell (-2 skill penalties and visibility -1 per 4 yards), if the GM agrees that the woods are sufficiently dense and wild
Prerequisites: Magery 1 and at least six Plant spells including Shape Plant
Area Spell
College: Earth, Level: 2
Stones rain from the sky onto the area, causing 1d-1 crushing damage per second to all within it. Characters and creatures under the rain of stones take damage on their own turns; if less than an entire second is spent in the affected area, damage is halved (round down).
The spell can only be cast outdoors.
Armor protects in the usual fashion. A shield with a DB of 2 or better can be held overhead to block the stones, but it may take damage. This requires two hands and a Ready action, and succeeds automatically in protecting the character once the shield is readied upward, but this unreadies the shield from its normal protective functions!
Inanimate objects, such as buildings, protect with their DR.
Duration: 1 minute
Base cost: 1 to cast (minimum 2)
Same cost to maintain
For double base cost, the Rain of Stones does 2d-2 per second
Prerequisites: Create Earth
Special Spell
College: Arcana, Level: 4
Similar to Teleport and Timeport, except that it allows an immediate return journey. It works only on the caster. It does not work with Plane Shift. Anything carried on the caster’s person, up to Heavy encumbrance, goes with him on the trip. If the skill roll fails, the caster goes nowhere but otherwise suffers the normal penalties for a failed teleport or timeport (possible damage, disorientation, and stunning). Teleport Shield gets to resist twice; once when the caster leaves, and once when he returns.
Once the caster arrives at his destination, he must expend FP to remain there. As soon as he stops maintaining his presence (this includes failing a distraction roll), he snaps back to his starting place or time.
The return trip normally cannot fail. However, if the caster succeeded in the spellcasting by a small margin (3 or less), the caster must make an IQ roll (at the distance/time penalty), while maintaining the spell, to return to his starting point. One roll may be attempted per minute. If he then stops maintaining the spell, he remains stranded where or when he went. He may also be stranded if he is knocked out or if he teleports to a no-mana zone.
Duration: 1 minute.
Cost: As Teleport or Timeport, plus one-fourth the trip’s cost to remain, per minute.
Time to cast: 5 seconds.
Prerequisites: Either Teleport (for a Rapid Journey in space) or Timeport (for a Rapid Journey in time, or in both time and space).
Regular Spell
College: Arcana, Level: 1
You have a 360° field of vision. You have no penalty to defend against attacks from the sides or rear. You can attack foes to your sides or rear without making a Wild Swing, but you are at -2 to hit due to the clumsy angle of attack (note that some Karate techniques do not suffer this penalty).
Finally, you are at +5 to detect Shadowing attempts, and are never surprised by a danger that comes from behind, unless it also is concealed from sight.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Regular Spell
College: Arcana, Level: 4
This spell is an improved version of Repair. It totally rebuilds any object, from even a fragment. The caster must first successfully cast Schematic on the subject, and, while the schematic is still in mind, begin casting Rebuild.
Schematic is unnecessary for simpler objects. With enough power, you could rebuild a starship from a scrap of bulkhead!
The object re-forms at a rate of 500 pounds of missing mass per second, beginning after the casting is completed. Thus, it would take a 30-ton tank two minutes to completely rebuild itself. Exotic materials may inflict a skill penalty or slow the rebuilding process.
On objects simpler than machines, ignore the TL modifiers. Magic items cannot be rebuilt.
This is also a Making and Breaking spell.
Duration: Permanent.
Cost: 30 if the final mass will be 500 pounds or less; the object’s current state of repair is not a factor.
Add 1 to cost for every additional 500 pounds or fraction of final mass.
Time to cast: 1 second per point of energy required.
Prerequisites: Repair, Create Object, and at least three spells of each element.
Schematic is required to cast the spell on machines.
Regular Spell
College: Arcana, Level: 2
The subject recalls a single forgotten or obscured fact or event as if he had Photographic Memory.
The penalties given under Time modifiers apply, based on the time since the forgotten event occurred.
Eidetic Memory gives a +5 bonus; Photographic Memory gives a +10 bonus (though individuals with Photographic Memory will only need this spell to restore unnaturally removed memories).
Only a critical success allows a magically blocked memory to be recalled. A critical failure could cause a false or distorted memory, or eradicate the memory beyond hope of future recovery!
Duration: 1 day.
Afterwards, the memory fades as per the Memorize spell.
Cost: 4.
Cannot be maintained.
Time to cast: 10 seconds.
Prerequisites: History.
Information Spell
College: Arcana, Level: 3
Tells the caster what spells were cast on, at, or by the subject at a specific point in the past selected by the caster. If there were multiple spells on the subject at the selected point, Reconstruct Spell will identify the spell that cost the least energy and tell the caster “there are more spells.” The Time modifiers apply. Spells are identified as per the Identify Spell .
Cost: 3. The magnitude of the Time modifier is added to the cost, so the spell costs 3 (3 + 0) for “within a minute,” but would cost 8 (3 + 5) for “4 to 40 days.”
Time to cast: 10 seconds.
Prerequisites: History, and Identify Spell.
Special Spell
College: Body, Level: 1
This spell aids the caster with their rest and helps recover Fatigue Points more quickly than normal by drawing energy from the mana around them.
A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is possible.
Note that this spell works on the caster himself; it cannot restore FP to others.
The mage must rest quietly, but no ritual or die roll is required. While resting, he can maintain ordinary spells, but not those that require concentration.
This spell does not function in low-mana or no-mana areas.
Cost: None.
Prerequisites: Lend Energy.
Blocking Spell; Resisted by subject spell
College: Arcana, Level: 3
This spell is an improved version of Ward, and works like it. The difference is that it will reflect the opposed spell instead of negating it. Thus, if the Reflect succeeds, the opposed spell now attacks its original caster as if it had been cast on him to begin with. If the attacking spell is an area spell, a successful Reflect protects its subject and affects the caster as though he were in the area being attacked, but otherwise the area is still attacked normally.
Cost: 4 to cast it on yourself,
6 to cast it on someone you can see;
you cannot protect someone you cannot see.
Prerequisite: Ward.
Blocking Spell; Resists gaze attacks
College: Arcana, Level: 3
Resists one gaze attack (includes Lightning Stare, Fascinate, and any power which requires eye contact) about to hit the subject. If successful, the gaze attack is reflected away from the subject; a success by 10 or more, or a critical success, reflects the gaze back upon the attacker. If failed, the gaze attack affects the subject normally.
Considered a parry by the caster for combat purposes. Apply Regular range modifiers if the caster is not the subject.
Cost: 2.
Prerequisite: Mirror.
Regular Spell
College: Arcana, Level: 4
The subject gains Combat Reflexes for the duration of the spell.
You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls, +1 to Fast-Draw skill, and +2 to Fright Checks.
You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.”
Your side gets +1 on initiative rolls to avoid a surprise attack – +2 if you are the leader.
The spell has no effect on beings that have the Combat Reflexes advantage.
Duration: 1 minute.
Cost: 5 to cast.
3 to maintain.
Prerequisites: Grace and Haste.
Regular Spell
College: Body, Level: 2
With this spell you have extraordinary reaction time, and are rarely surprised for more than a moment. You get +1 to all active defense rolls, +1 to Fast-Draw skill, and +2 to Fright Checks (see Fright Checks). You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack – +2 if you are the leader. For details, see Surprise Attacks and Initiative.
The spell has no effect on beings that have the Combat Reflexes advantage.
Duration: 1 minute.
Cost: 5 to cast.
3 to maintain.
Prerequisites: Grace and Haste.
Regular Spell
College: Body, Level: 3
Regrow one lost limb or eye.
Duration: Permanent.
Cost: 20. One try.
Time to cast: 1 minute to cast the spell; 1 month before the process of regeneration is complete. The regenerating part may not be used at all until the month has passed.
Prerequisites: Restoration.
Regular Spell
College: Body, Level: 4
As Regeneration, but works instantly.
Cost: 80. One try.
Prerequisites: Regeneration.
Regular Spell
College: Arcana, Level: 2
Temporarily fixes a broken inanimate object. If some small parts are missing, skill is at -3, but if the spell succeeds the object holds together without the missing parts.
Duration: 10 minutes.
Cost: 1 per 10 pound of subject’s weight (minimum 2) to cast.
Half that (rounded up) to maintain.
Time to cast: 4 seconds per 10 pounds of subject’s weight.
Prerequisites: Weaken
Regular Spell
College: Earth, Level: 2
Causes a dead, dying, or old plant to undergo a sudden burst of life.
Tables (or longbows!) sprout leaves, an aging fruit tree bears fruit once more, etc. Whether the plant can sustain this new vitality depends on its immediate surroundings. A rejuvenated chair would die slowly unless its legs could grow roots into nourishing soil, for example.
Duration: Permanent
Cost: 3
Prerequisites: Plant Growth, Magery (Water) 1
Regular Spell
College: Body, Level: 3
Partially replaces a “daily dose” of some drug required by the subject. The subject will still feel the psychological effects of missing a dose (that is, a Will-modified HT roll is still required to count the day toward shaking off the addiction), but will not suffer any physical damage from withdrawal.
Modifiers: This spell is at a -4 penalty if the caster casts it on himself, and at a cumulative -4 per consecutive daily casting on the same subject (thus, it gets harder and harder for the spell to replace the drug). In addition, the withdrawal penalty inherent to the drug is applied to any casting!
Duration: 1 day.
Cost: 6.
Cannot be maintained.
Time to cast: 10 seconds.
Prerequisite: Neutralize Poison.
Regular Spell
College: Mind, Level: 3
Temporarily restores a subject’s sanity, relieving him from a single Delusion, Phobia, Compulsion, or spell-induced Madness (caster’s choice). The Madness and Permanent Madness spells get to resist.
Duration: 10 minutes.
Cost: 2.
Cannot be maintained.
Time to cast: 10 seconds.
Prerequisites: Lend Vitality and Wisdom.
Regular Spell
College: Body, Level: 3
Temporarily restores a subject’s use of his paralyzed or crippled limbs. The limbs must not, of course, be completely missing (that requires Regeneration). Since limbs wither with disuse, the GM should use his judgment and assess DX and ST penalties to the use of such restored limbs.
Duration: 1 minute.
Cost: Equal to the crippling threshold for the limbs affected.
Same to maintain.
Time to cast: 10 seconds.
Prerequisite: Stop Paralysis.
Regular Spell; Resisted by subject spell
College: Body, Level: 1
Temporarily relieves a subject of any sickness symptoms he may have been displaying (fever, dizziness, rash, cough, etc.). The spells Sickness and Drunkenness get to resist. Note that only the symptoms are cured. Relieve Sickness will sober a drunk for the duration – but for a permanent cure, use Neutralize Poison.
Duration: 10 minutes.
Cost: 2.
Cannot be maintained; must be recast.
Time to cast: 10 seconds.
Prerequisite: Lend Vitality.
Regular Spell
College: Arcana, Level: 3
While this spell is active, its subject will perfectly remember any path he treads on. The memory would allow the subject to draw an accurate map of his travels or to retrace his steps without error, even in pitch darkness or through distractions such as combat.
Of course, later alterations of previously traveled terrain will be unknown to the subject (a mine cave-in after the subject has left it, for example).
Duration: 1 hour.
After that, check IQ every hour, at a cumulative -1 per hour.
On a critical success, the memory becomes permanent;
On an ordinary success, the memory is still there.
On an ordinary failure, the memory fades to the level that the caster would normally have of the event;
On a critical failure, a false memory is created (still susceptible to eventual fading).
Once recalled, a memory can be made permanent for an energy cost of 50 (via enchantment), but the memory must remain intact while the enchantment occurs.
Cost: 3 to cast.
1 to maintain.
Time to cast: 10 seconds.
Prerequisites: Find Direction and Memorize.
Regular Spell; Special Resistance; Resists Information Spells
College: Arcana, Level: 2
Like False Aura, but removes the magical emanations of the subject entirely. When cast on an inanimate object, this spell turns it into a blank slate for spells such as Ancient History, History, See Secrets, or Seeker (in the latter case, the Remove Aura breaks the “association,” so the Seeker is cast at -5). To resolve this, any future casting of the aforementioned spells is resisted by the Remove Aura – whenever the other spell fails, the information it tried to access was successfully removed. Whatever happens to the object after its aura is removed can still be freely accessed by those spells, of course.
When cast on a living or magical subject, the Remove Aura only lasts one day and cannot be maintained. It interferes with such spells as Aura, Detect Magic, Seek Magic, or Mage Sight. Unwilling subject beings resist with Will.
Duration: Permanent (but see above).
Cost: 5.
Time to cast: 10 seconds.
Prerequisites: Dispel Magic and Aura.
Area Spell
College: Body, Level: 2
Purifies the subject area of contagious disease-causing agents – microbes, disease spirits, foul air, etc. – rendering it sterile and free from infection. This spell can be used to cleanse and sterilize anything from a disease-cult temple to an operating theatre. It will not cure or relieve disease in living creatures; it serves only to cleanse and purify objects and surfaces.
Infectious areas or objects treated with Remove Contagion cannot serve as a source of contagion (see Contagion, p. B443) until reinfected.
Duration: Instantaneous.
Until disease-causing agents return to the affected area.
Base cost: 3.
Time to cast: 2 seconds.
Prerequisite: Clean, and Cure Disease.
Regular Spell; Resisted by subject spell
College: Arcana, Level: 3
Nullifies any one of the following spells: Alter (any type), Curse, Enlarge Other, Ensorcelment (any type), Flesh to Ice, Geas (either type), Healing Slumber, Hex, Malefice, Mystic Mark, Oath, Partial Petrification, Plant Form (any type), Possession (any type), Shapeshift (any type), Shrink Other, Stone to Flesh, Stop Healing, Strike Barren, Suspend Magery, Suspend Time. It also negates any physical or mental impairment caused by a hostile Wish of any kind. If for any reason the skill level of the subject spell is unknown, the GM’s assessment is final.
Cost: 20.
Time to cast: 1 hour.
Prerequisites: Magery (Mind) 1, Magery (Body) 1, Magery (Soul) 1
Regular Spell; Resisted by Will
College: Fire, Level: 2
The subject’s reflection(s) seem to disappear from mirrors, pools, etc. At higher TLs, this may make the subject invisible to sensors that use mirrors as part of their optical pathways, at the GM’s discretion.
Duration: 1 minute.
Cost: 2 to cast
1 to maintain
Prerequisite: Remove Shadow
Regular Spell; Resisted by Will
College: Fire, Level: 1
The subject’s shadow seems to disappear. Unwilling subjects resist with Will. (If there is more than one light source, all shadows vanish!)
Duration: 1 minute
Cost: 2 to cast
1 to maintain
Prerequisite: Light
Regular Spell
College: Arcana, Level: 3
Permanently repairs a broken inanimate object. If some small parts are missing, skill is at -5, and the appropriate materials to make the missing parts must be provided – e.g., a lump of gold to make gold filigreework. If the spell succeeds, the missing parts reappear. Formerly magical items do not regain their magic when repaired (although this spell will restore a weakened magic item to full durability).
Duration: Permanent.
Cost: 2 per 5 pounds of subject’s weight.
Minimum cost 6 for objects with moving parts.
Time to cast: 1 second per pound (minimum 10).
Prerequisites: Rejoin.
Regular Spell
College: Earth, Level: 2
When cast on a single point, this creates a zone of “repulsion.” Objects (including living beings) are away from the center point at Move 1 by a force that increases as one gets closer to it.
Living beings can “resist” with a Quick Contest of ST every second. The push has a ST equal to twice the energy put into the spell at the center, reduced by 1 for every yard of distance. The spell does not have any effect on objects heavier than 20 times its ST.
Note that, to shove an ordinary human being (weight 150 pounds) along an ordinary floor, the spell would have to have a ST of at least 8.
This spell can only be cast on a point in space or on the ground, not on objects or creatures. A small pile of loose objects, dust, dead leaves, small insects, etc., usually forms at the center.
Duration: 1 minute.
Cost: 1 per 2 ST worth of “repulsion” at the center point.
Time to cast: 5 seconds.
Prerequisites: Levitation.
Area Spell
College: Mind, Level: 2
Repels animals from an area. The spell resists attempts by animals to enter it (or stay in it) every second; roll a Quick Contest between the caster’s effective skill and the Animal’s ST. Like (Animal) Control, this is actually several different spells. There is a Repel (Animal) spell for each category of animal. Like all Area spells, the affected area extends 4 yards upward (an important detail for flying animals such as bats or birds). Casters may extend the area upward by spending proportionately more energy; double base cost will create an area 8 yards high, and so on. Beings with Animal Empathy may feel uneasy and irritable while in the affected area.
The caster may exclude specific animals from the spell’s effect at the time of casting; thus, a shepherd may drive off wolves without driving away his flock.
Duration: 1 hour.
Base cost: Equal to the cost to cast (Animal) Control for the affected animal type.
Time to cast: 10 seconds.
Prerequisite: The (Animal) Control spell appropriate to the type of animal to be repelled.
Area Spell
College: Mind, Level: 3
Repels hybrids from an area. The spell resists attempts by hybrids to enter it (or stay in it); every second, roll a Quick Contest between the caster’s effective skill and the beast’s ST.
The caster must know all the Repel (Animal) spells relevant to the hybrid; his effective skill with this spell is the lowest of the various spells involved, including Repel Hybrids. Beings with Animal Empathy may feel uneasy and irritable while in the area.
The caster may exclude specific animals from the spell’s effect at the time of casting.
Duration: 1 hour.
Base cost: 6 to cast. 3 to maintain.
Time to cast: 10 seconds.
Prerequisite: Hybrid Control.
Area Spell
College: Soul, Level: 3
Repels spirits from an area. The spell resists attempts by spirits (as well as other insubstantial beings such as an Ethereal Body or Astral Trip subject) to enter it or stay in it.
Each spirit may try to enter the area once per hour, rolling a Regular Contest between its Will and the caster’s effective skill (each stage of the Contest lasts a second). Once inside, the invader resists with its Will; the spirit is expelled from the area on its first failure.
Duration: 1 hour.
Base cost: 4 to cast.
Half that to maintain.
Time to cast: 10 seconds.
Prerequisites: Banish and Turn Spirit.
Regular Spell
College: Arcana, Level: 3
Mold any inanimate substance as though it were clay. Does not convey any additional artistic ability to the subject, however! Any inanimate object the subject picks up while under this spell will soften slightly – this can be troublesome. For instance, if he tries to wield a sword or staff, it does only half damage! A gun fired while “soft” will be ruined. Any material molded will become hard again, in its new form, as soon as the subject removes his hands from it.
Inconvenient doors and walls can be removed, at a double-handful of material per second. This spell can even be used to tunnel through rock, but since in effect the subject is digging through soft earth with his hands, it is slow and tiring.
Duration: 1 minute.
Cost: 6 to cast. 3 to maintain.
Time to cast: 10 seconds.
Prerequisites: Weaken, and either Shape Earth or Shape Plant.
Regular Spell
College: Water, Level: 3
The subject (person, creature or object) and anything he carries become immune to the effects of acid.
Duration: 1 minute.
Cost: 2 to cast; 6 if subject must resist Essential Acid.
Half that to maintain.
Prerequisite: Create Acid.
Regular Spell
College: Fire, Level: 2
The subject (person, creature, or object) and anything he carries become immune to the effects of heat and fire (but not electricity).
Duration: 1 minute.
Cost: 2 to cast.
1 to maintain.
Cost doubles if subject must resist a blast furnace or volcano; cost triples if subject must resist the heat of a star, nuclear bomb, etc. Only the first level of protection is necessary against combat-type Fire spells.
Prerequisite: Fireproof, Magery (Body) 1
Regular Spell
College: Fire, Level: 2
The subject and anything he carries become immune to the effects of lightning and electricity. In low-tech settings, this is most often used to guard against hostile magic; in higher-tech worlds, it becomes a valuable professional tool.
Duration: 1 minute.
Cost: 2 to cast. 1 to maintain.
Prerequisites: Lightning, Magery (Body) 1
Regular Spell
College: Soul, Level: 3
The subject (person, creature or object) and anything he carries becomes resistant to radiation. This is expressed in terms of Protection Factor.
Duration: 1 minute.
Cost: 1 for PF 10, 2 for PF 100, 3 for PF 1,000.
Half that (round up) to maintain.
Prerequisites: Irradiate.
Regular Spell
College: Air, Level: 2
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.
Regular Spell
College: Water, Level: 3
The subject (person, creature, or object) and anything he carries become immune to the effects of dampness, remaining dry even if completely submerged. The spell protects against the dampening effect of steam or ice, but not against the scalding or freezing itself! This also protects against water-like substances; a spilled drink does not stain, for instance. Its protection against acid is limited – the subject is granted 2 points of DR against acid spills or immersion.
Duration: 1 minute.
Cost: 2 to cast.
1 to maintain.
Prerequisites: Shape Water and Destroy Water
Regular Spell
College: Body, Level: 3
Regain the use of one crippled limb or damaged eye – also restores lost hearing, smell, etc. Will not work on a lost limb or eye – that requires Regeneration. (If a limb has been amputated and is intact, you may try Restoration within the hour, at -5 to skill, to put it back on!)
After the spell has been cast it takes 1 month before the process of restoration is complete. The part may not be used at all until the month has passed; it simply won’t work, even though it may appear to be healthy.
Duration: Permanent.
Cost: 15. One try.
Time to cast: 1 minute to cast the spell;
Prerequisites: Major Healing
Regular Spell
College: Body, Level: 4
As Restoration, but works instantly.
Cost: 50. One try.
Prerequisites: Restoration.
Regular Spell.
College: Fire, Level: 1
Temporarily makes a broken inanimate object look as good as new.
Other senses will not be fooled, nor will Mage Sight.
Duration: 10 minutes.
Cost: 2 to cast.
1 to maintain.
Time to cast: 3 seconds.
Prerequisite: Simple Illusion.
Regular Spell
College: Body, Level: 2
Temporarily restores the subject’s Hearing, regardless of what caused the loss (if the loss of hearing is magical in nature, however, the responsible spell gets to resist).
The eardrums or other organs of hearing must not be completely missing (that requires Regeneration). For a permanent cure, use Restoration.
Duration: 1 hour.
Cost: Equal to half of the restored Hearing score (Per + Acute Hearing);
Half to maintain.
Time to cast: 5 seconds.
Prerequisites: Minor Healing and either Keen Hearing or Strike Deaf.
Area Spell
College: Arcana, Level: 3
The reverse of Drain Mana; restores mana to a dead zone. The area gains a mana equal to the “average” mana level of the surrounding area, regardless of what it might have been before.
Duration: Permanent.
Base cost: 10.
Time to cast: 1 hour.
Prerequisites: Drain Mana.
Regular Spell
College: Mind, Level: 3
Used to cure the victims of memory loss, either mundane or magical.
The spell restores one forgotten fact or skill at a time. The Forgetfulness spell resists; Permanent Forgetfulness resists at +5. This spell will not permit the subject to recall something that he never actually memorized in the first place (but see the Recall spell, p. 106).
The spell is risky if used more than once per day on the same subject: each repeat casting is at a cumulative -3 penalty. A critical failure is very hazardous – the memory being sought is destroyed forever, and the subject is plunged into a frightening sequence of buried memories lasting 2d minutes.
This causes a Fright Check at a -6 penalty.
If the caster has Psychology skill at 15 or higher, a “critical failure” on this spell counts as an ordinary failure – unless he has already tried the spell more than once that day on the same subject.
Duration: The memory is recovered permanently.
Time to cast: 10 seconds.
Cost: 3.
Prerequisites: Awaken and IQ 11 or higher.
Regular Spell
College: Body, Level: 2
Temporarily restores the subject’s sight, regardless of what caused the loss (if the loss of sight is magical in nature, however, the responsible spell gets to resist).
The eyes must not be completely missing (that requires Regeneration). For a permanent cure, use Restoration.
Duration: 1 hour.
Cost: Equal to half of the restored Vision score (Per + Acute Vision);
Half to maintain.
Time to cast: 5 seconds.
Prerequisites: Minor Healing and either Keen Vision or Strike Blind.
Regular Spell
College: Body, Level: 2
Temporarily restores the subject’s voice, regardless of what caused the loss (if the loss of speech is magical in nature, however, the responsible spell gets to resist).
The tongue and vocal cords cannot be completely missing (that requires Regeneration). For a permanent cure, use Restoration.
Duration: 1 hour.
Cost: 5 to cast.
3 to maintain.
Time to cast: 5 seconds.
Prerequisites: Minor Healing and either Great Voice or Strike Dumb.
Regular Spell
College: Body, Level: 4
Brings the subject back to life, provided that the body, or most of it, is available. This is the GM’s decision; note that a body that has reached -10¥HP is by definition too damaged for resurrection. The resurrected subject has FP and HP 0, and must regain FP and HP in the normal fashion. All his limbs will be intact, regardless of the injuries that killed him. The caster’s skill is at a -1 penalty for each full day between the subject’s death and the beginning of the spell.
Duration: Permanent, until you’re killed again . . .
Cost: 300. One try.
Time to cast: 2 hours.
Prerequisites: Instant Regeneration and Summon Spirit.
Regular Spell; Resisted by HT
College: Body, Level: 2
The subject loses his lunch, retching for (25 -HT) seconds.
You are conscious but vomiting (or suffering dry heaves). You can try to act, but you will be at -5 to DX, IQ, and Per, and automatically fail at any action that requires a Concentrate maneuver.
At the end of the retching spell, you lose 1 FP.
You gain no benefit from recent meals or oral medication – you’ve thrown it up.
Cost: 3.
Cannot be maintained.
Time to cast: 4 seconds.
Prerequisites: Nauseate and Spasm.
Regular Spell; Resisted by Will
College: Mind, Level: 3
Causes a subject to re-experience an event from his past life (or lives!) This can be a torment or as a boon.
Different kinds of memories have different effects. A terrifying memory requires a Fright Check at -3 or more; the memory of one’s violent death, for example (in a campaign where Resurrection is possible), requires a Fright Check at -5. The memory of a wound or illness requires a HT-3 roll; failure inflicts one point of damage. A memory of slavery or degradation reduces Will by 1 for 3d hours unless a Will-3 roll is made. A memory of personal triumph and power increases Will by 1 for 3d hours if an IQ roll is made. The GM judges the effects of any other type of memory.
The caster only specifies the type of event to be relived; he cannot use this spell to “rummage” through the memories of the subject.
Unless stunned, the subject must roll his Body Sense to act on the turn following a Retrogression.
Duration: The memory takes one second to relive (although it may seem like more to the subject).
Cost: 5.
Cannot be maintained.
One try per day.
Time to cast: 10 seconds.
Prerequisites: Mind-Search and Mind-Sending.
Regular Spell
College: Arcana, Level: 3
Turns any ranged attack (including Missile spells) back upon the attacker.
If the attacker’s “to hit” roll is successful, he hits himself – if not, he sees the missile fly back toward him and miss.
The game effect is as though the missile had bounced straight back from the spell’s subject to the attacker.
Duration: 1 minute.
Cost: 7 to cast. 3 to maintain.
Prerequisite: Missile Shield.
Regular Spell
College: Mind, Level: 2
Mount and ride a subject creature as though it were a trained, loyal riding animal. The creature must be capable of carrying the caster, and the caster must still make a Riding roll whenever it would normally be required. No concentration is required on the caster’s part.
Duration: 5 minutes.
Cost: 2 to cast. 1 to maintain.
Prerequisite: At least one (Animal) Control spell.
You cannot use the Rider spell on a beast unless you know the appropriate Control spell and cast it first.
Regular Spell
College: Soul, Level: 2
Works on any type of animal (but not sapient beings). This is the animal version of the Soul Rider spell. The caster becomes able to see through the subject’s eyes, hear through its ears, etc, as long as he concentrates. (He also remains aware of his own body and may act normally.) The caster exerts no control whatsoever over the subject, and the subject is unaware the caster is “watching.”
Duration: 1 minute.
Cost: 4 to cast.
1 to maintain.
Time to cast: 3 seconds.
Prerequisites: The caster must also know the (Animal) Control spell for the type of animal being “ridden” before he can use this spell on that type of animal.
Regular Spell
College: Arcana, Level: 3
Pokes holes in inanimate objects, walls, etc. See p. B557, for the DR and HP of common objects. This spell works like a huge piercing attack, punching a 2-foot-diameter hole (the affected area may be smaller at the caster’s discretion).
Cost: 1 per die of damage to be inflicted to the object.
Prerequisites: Shatter.
Regular Spell; Resisted by ST
College: Earth, Level: 1
The subject’s feet are glued in place! He may try another resistance roll at -5 every turn, against the original spell skill roll, to break free. While the spell continues, the subject’s skill with any weapon except a ranged weapon is at -2 and his Dodge score is cut in half (round down).
Duration: 1 minute, or until subject breaks free.
Cost: 3.
Cannot be maintained; must be recast.
Prerequisite: Tanglefoot
Melee Spell; Resisted by HT
College: Body, Level: 4
The victim, who must be touched by the caster, rots from within. Every turn, he must roll against HT; on a failure, he takes 1d-1 damage; 6 points on a critical failure. A successful roll means he takes no damage that turn; a critical success breaks the spell. DR does not protect!
For the duration of the spell, the subject feels crippling discomfort, equivalent to the effects of a Sickness spell (see p. 138).
The victim appears to be undergoing a devastatingly rapid gangrene.
Hit location should be rolled each time the spell inflicts damage; once crippled, a limb is considered to have rotted off! Once the victim is dead, its body quickly deliquesces, until only a puddle of evil-smelling goo is left.
Undead are not affected. The caster must concentrate while maintaining this spell, but need not remain in physical contact.
Duration: 1 second.
Cost: 3 to cast.
2 to maintain.
Prerequisites: Sickness, and Pestilence.
Regular Spell; Resisted by HT
College: Body, Level: 1
Change the facing of a subject to any direction desired. This is not a teleport-in-place, but a physical spin.
On the subject’s next turn, a roll vs. Body Sense or DX-6 is needed to take any action. If the subject moved 2 or more yards the previous turn, he must make an IQ roll to avoid continuing in the new direction.
Duration: Instantaneous.
Cost: 3.
Regular Spell
College: Arcana, Level: 3
Accelerates the natural process of decay on unliving materials. It rusts iron and steel, but has little effect on other metals unless maintained for a very long time. It causes organic material – leather, fur, wood, plastics, etc. – to decay to uselessness. Ceramics are unaffected by Ruin.
Duration: 1 minute.
Each 1-minute casting has the general effect of aging the subject 5 years.
It will remove 1 DR and 1 HP from most subjects.
Weapons simply lose one grade of quality per casting, except for Very Fine weapons, which are unaffected!
Cost: 2 per pound of material ruined.
Same cost to maintain.
Time to cast: 5 seconds per pound of material ruined.
Prerequisites: Weaken, and Decay.
Special Spell
College: Arcana, Level: 3
Opens a door-sized portal to a pocket dimension. The portal closes immediately after the caster passes through it (others may pass through it first, of course). The portal leads to a small dimly lit room with blank walls and no visible exits. When the caster wishes to leave, he simply concentrates and a portal appears on one of the walls, leading back to his original point of departure. The space can have a size up to that of a cube equal to the caster’s skill, in yards, on a side.
The real world completely loses touch with the occupants of the pocket dimension; Seeker won’t find them, Trace will lose them for the duration (but will pick them up as soon as they step back out) and so on. Of course, the reverse is also true.
Long-term visits to the pocket dimension will require the creation of air, food, and water (and decent lighting, for comfort’s sake), as well as the disposal of wastes. This is slightly complicated by the fact that the pocket dimension is low-mana; all spellcasting is at -5, and the Recover Energy spell doesn’t work.
Should the spell expire or the caster lose consciousness, all the room’s contents reappear as if teleported; its occupants each take 1d of damage and are physically stunned if they fail a Body Sense roll. This also happens to anyone who is foolish enough not to exit before the caster!
If the caster wishes to return to the real world, but not to his point of departure, he may cast an appropriate magical transport spell from the pocket dimension as if he were casting it from the departure point (if he is willing to take the risk of a low-mana casting).
Note: This “default” description of the pocket universe created by this spell should by no means be taken as gospel. A less bare-bones version might include opulent (but magical and temporary) furnishings and features, illusionary windows, and so on.
In some worlds, this will be determined by the GM’s views on alternate dimensions. In others, the details of sanctuary dimensions might be conscious, or unconscious, reflections of the mage’s personality.
Duration: 1 hour.
Cost: 5 to cast. 5 to maintain.
Time to cast: 10 seconds.
Prerequisites: Hideaway and Teleport.
Regular Spell
College: Earth, Level: 1
Shoot a thin jet of sand particles from one hand. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit. This attack may be dodged or blocked, but not parried. If the spell strikes the face, it causes no injury, but temporarily blinds the target unless he makes a HT roll.
If he fails the HT roll, he is blinded (see Visibility, p. B394) for one second per energy point put into the spell.
After the target can see again, blurry vision gives him a -3 penalty to all combat skills for a further 1d seconds.
On a critically failed HT roll, the target is blinded for 1d seconds per point put into the spell. On a successful HT roll, the victim closes his eyes for the duration of the spell, and is thus unable to see for one second. On a critical success, the victim is unaffected.
Duration: 1 second
Cost: 1 to 3
The jet’s range in yards is equal to the energy put into it
Cost to maintain is the same
Prerequisite: Create Earth, Magery (Air) 1
Area Spell
College: Earth, Level: 3
Creates a Windstorm with the addition of flying sand! The sand is created by the spell – it is not necessary for the area to be sandy. The Sandstorm obscures vision (-2 per intervening yard of Sandstorm, excluding the “eye” of the storm). Each second, every being within the area must shut its eyes or roll vs. HT to avoid being blinded, as per a one-point Sand Jet.
Duration: 1 minute after reaching full strength.
Base cost: 3 to cast.
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.
Prerequisites: Windstorm and Create Earth.
Regular Spell
College: Arcana, Level: 3
When cast on a wall or some object, this spell releases whatever scents it may have been exposed to in the past. The caster specifies the moment from which to start the “playback.” The Time modifiers apply. Each time this spell is cast for the same time period, there is a further -1 penalty to skill. A critical failure wipes away the object’s “memory” of that time period.
Duration: 1 minute.
Cost: 1 to cast. Same cost to maintain. The magnitude of the Time modifier is added to the cost, so the spell costs 1 (1 + 0) for “within a minute,” but would cost 6 (1 + 5) for “4 to 40 days.”
Time to cast: 10 seconds.
Prerequisites: History, and Odor.
Information Spell
College: Arcana, Level: 2
Creates detailed technical “blueprints” of the machine subject in the caster’s mind. The caster can browse through the mental schematic at his leisure or the same rate that he could examine actual hardcopy plans for the machine. However, this spell grants no appropriate skills; to interpret, for instance, a schematic of a starship’s fusion power plant, the caster would need some skill in Engineering (Fusion). To make any use of a schematic of a weapon, either Armoury or some sort of weapons Engineering would be required. The duration is the length of time that the image stays with any useful clarity in the caster’s mind. The caster must touch the subject during the casting.
The schematic can either represent the current state of the object (showing any internal damage, alterations, and wear), or the ideal state of the object, at the caster’s discretion. Both can be useful. The latter use even gives plans for an object based only on a tiny fraction of it (at least 5% of the machine’s total mass needs to be present). This could be used to form a complete picture from a fragmented Precursor device, for instance . . . In either case, the cost to cast the spell is based on the mass of the intact machine.
The schematic image, even when maintained by the mage, does not count as a spell “on” for penalty purposes.
Duration: 1 minute.
Cost: 5 for a one-ton or smaller object
+1 energy to the cost for each additional ton or fraction.
Half that to maintain.
Time to cast: 5 seconds.
Prerequisites: Reveal Function and History.
Regular Spell
College: Arcana, Level: 2
Animates a pen, which writes down whatever the caster dictates for the duration of the spell. If the caster fails by only 1 or 2 points, the pen is still animated, but the transcription is not perfectly accurate! Therefore, the caster should always double-check his work.
At higher TLs, this spell may also be used with typewriters, computer keyboards, and other transcription devices.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Prerequisites: Dancing Object, and must have Accented or better written comprehension in at least one language.
Regular Spell
College: Arcana, Level: 3
When cast on an open gate, this spell allows images, sounds and smells to come through it from the other side, just as if one were peering through an open window. No corresponding “window” opens at the gate’s other end.
If the gate leads into an area protected by Scrywall, the Scrywall gets to resist the Scry Gate. Sense Observation may pick up the Scry Gate. Scryfool cannot fool Scry Gate, however.
Duration: 1 minute.
Cost: 4 to cast.
4 to maintain.
Time to cast: 10 seconds.
Prerequisite: Seek Gate.
Regular Spell; Special Resistance
College: Arcana, Level: 3
Redirect Information spells targeted at a first subject onto a second subject, the “decoy.” Both subjects must be present at casting time; add the range penalties, if any. Unwilling subjects resist with Will.
From then on, any Information spell attempting to scry the first subject must win a Quick Contest of Spells with the Scryfool to scry the correct subject. Otherwise, it scries the decoy instead.
Duration: 10 hours.
Cost: 4 to cast.
2 to maintain.
Time to cast: 10 seconds.
Prerequisites: Sense Observation, and Simple Illusion.
Regular Spell; Resists any Information spells
College: Arcana, Level: 2
Any information spell cast on the subject must win a Quick Contest of Spells with the Scryguard to “see” him. Identify Spell still detects that the Scryguard is present.
Duration: 10 hours.
Cost: 3 to cast. 1 to maintain.
Time to cast: 5 seconds.
Prerequisite:
Area Spell; Resists any Information spells
College: Arcana, Level: 3
As Scryguard, but to protect a whole area and everything in it.
Duration: 10 hours.
Base cost: 3 to cast.
2 to maintain.
Time to cast: Seconds equal to energy cost.
Prerequisite: Scryguard.
Regular Spell
College: Arcana, Level: 1
Spices and seasons a single container of food to the caster’s preference. The caster’s cooking skill determines whether the food tastes any better for it – the spell simply adds the flavors that the caster demands.
Duration: Permanent.
Cost: 2 per meal.
Time to cast: 10 seconds.
Prerequisite: Test Food.
Regular Spell
College: Soul, Level: 0
Makes all radioactive items visible in the subject’s field of vision. Each such item glows in proportion to its activity.
Items hidden under clothes, behind walls, etc., give off a glow depending on the amount of radiation getting through the shielding. Spells such as Radiation Jet also become visible.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Regular Spell
College: Arcana, Level: 4
Causes hidden items, doors, traps, etc., to stand out clearly in the subject’s vision. This spell works only on things that were deliberately hidden – not lost.
Duration: 1 minute.
Cost: 5 to cast.
2 to maintain.
Time to cast: 5 seconds.
Prerequisites: Seeker and Aura.
Information Spell
College: Air, Level: 0
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
Information Spell
College: Water, Level: 1
Tells a caster at sea the direction and approximate distance of the nearest coastline. Use long-distance modifiers (p. 14). Any known coastline, such as that of a nearby island, may be excluded if the caster specifically mentions it during casting.
Cost: 3.
Time to cast: 10 seconds.
Prerequisite: Seek Water.
Information Spell
College: Earth, Level: 0
Tells the caster the direction and approximate distance of the nearest significant amount of any one type of earth or stone.
Use the long-distance modifiers.
Any known sources of that material may be excluded if the caster specifically mentions them before beginning.
Cost: 3.
Time to cast: 10 seconds.
Prerequisite: Magery (Arcana) 1
Information Spell
College: Fire, Level: 0
Tells the caster the direction and approximate distance of the nearest significant fire or source of intense heat. Use the long-distance modifiers. Any known fires or sources of heat may be excluded if the caster specifically mentions them before beginning. The caster may also specify that he is seeking a specific type of fire, based on the fire’s fuel (natural gas flame, alcohol fire, wood fire, etc.).
Cost: 1.
Prerequisite: Magery (Arcana) 1
Information Spell
College: Arcana, Level: 0
Determines the direction, distance, and general nature of the nearest significant source of food. Use the long-distance modifiers. The food found will be wholesome, but not necessarily appetizing – e.g., edible insects. Any known sources of food (such as those delicious insects) may be excluded if the caster specifically mentions them before beginning.
Cost: 2.
Regular Spell
College: Arcana, Level: 3
When cast on an open gate, this spell allows images, sounds and smells to come through it from the other side, just as if one were peering through an open window. No corresponding “window” opens at the gate’s other end.
If the gate leads into an area protected by Scrywall, the Scrywall gets to resist the Scry Gate. Sense Observation may pick up the Scry Gate. Scryfool cannot fool Scry Gate, however.
Duration: 1 minute.
Cost: 4 to cast.
4 to maintain.
Time to cast: 10 seconds.
Prerequisite: Seek Gate.
Information Spell
College: Arcana, Level: 1
Determines the direction and approximate distance of the nearest significant magical item, active spell, or magical being (magical beings include demons, elementals, spirits, etc., but not races or individuals with Magery). Regular range penalties apply.
Any known examples of magic may be excluded if the caster specifically mentions them before casting.
Cost: 6.
Time to cast: 10 seconds.
Prerequisite: Detect Magic.
Information Spell
College: Earth, Level: 0
Tells the caster the direction and approximate distance of the nearest significant amount of any one type of metal.
Use the long-distance modifiers.
Any known sources of that material may be excluded if the caster specifically mentions them before beginning.
Cost: 5
Time to cast: 10 seconds
Prerequisite: Magery (Arcana) 1 and Magery (Fire) 1
Information Spell
College: Earth, Level: 1
Tells the caster the direction and approximate distance of the nearest pass through a mountain range.
Use the long-distance modifiers.
Cost: 3
Time to cast: 10 seconds
Prerequisite: Seek Earth, Magery (Arcana) 1
Information Spell
College: Earth, Level: 0
Obtains the direction and approximate distance of the nearest growth of plants, or of one specific plant type.
Use the long-distance modifiers.
Any known plants may be excluded if the caster mentions them before casting.
Cost: 2
Time to cast: 10 seconds
Prerequisite: Magery (Arcana) 1 and Magery (Water) 1
Information Spell
College: Soul, Level: 1
Identifies the direction and approximate distance of the nearest significant source of radiation of any sort. The caster can also specify that he is looking for a specific sort of radiation (gamma, neutron, etc.). Any known radioactive sources may be excluded if the mage specifies them before casting. Use the long-distance modifiers.
Cost: 3.
Time to cast: 10 seconds.
Prerequisite: See Radiation.
Information Spell
College: Water, Level: 0
Determines the direction, distance, and general nature of the nearest significant source of water. Use the long-distance modifiers (p. 14). Any known sources of water may be excluded if the caster specifically mentions them before beginning.
Requires a forked stick; roll at -3 if this is not available.
Cost: 2
Information Spell
College: Arcana, Level: 2
Attunes the caster to one individual or manmade object he is looking for. A success gives the caster a vision of the item’s whereabouts – or leads him to it, if it is within a mile.
To seek a person, the caster must either know his name or know him well enough to visualize him. For instance, you cannot use this spell to solve a murder by seeking “the murderer” if you don’t know who that is – but if you do, Seeker will find him.
Modifiers: Long-distance modifiers.
Something associated with the item sought (e.g., part of a lost person’s clothing) should be available at the time of casting; if not, roll at -5.
The roll is at +1 if the caster has held or is otherwise familiar with the item sought.
Cost: 3. One try per week.
Prerequisites: IQ 12 or higher, and at least two “Seek” spells.
Information Spell
College: Arcana, Level: 1
Tells the caster if any immediate danger is nearby; can also detect a faraway danger if it threatens to come close and strike! Gives the nature of any danger that is only a minute or so away; if there is a danger within five minutes, the spell produces foreboding but no details (except possibly on a critical success).
Duration: Instantaneous.
Cost: 3.
Regular Spell
College: Mind, Level: 0
Know what emotions the subject is feeling at the moment. It works on any living being, though it tends to be most useful on sapient beings. This will also tell how loyal the subject is to the caster (see Loyalty of Hirelings, p. B518).
Cost: 2.
Area Spell; Information Spell
College: Mind, Level: 0
Tells the caster if the subject has hostile intent, and what the degree of hostility is. Can be cast on one person or a whole area. If cast over an area, this spell will only detect that someone is hostile, without telling who.
Base cost: 1 (minimum 2).
Prerequisite: Sense Emotion
Information Spell; Area Spell
College: Soul, Level: 0
Tells the caster if there is any life in the subject area, and gives a general impression (on a good roll) of what kind. The caster can also specify he is looking for a specific sort of life: plants, elves, redheaded girls, or a named person who the caster knows.
Base cost: 1⁄2 (minimum 1).
Information Spell
College: Arcana, Level: 0
Tells the caster the mana level at the point where he is standing, and whether the local mana is aspected or otherwise unusual.
If the spell is successful, a second casting will reveal the precise nature and level of any aspect or other peculiarity.
Cost: 3.
Time to cast: 5 seconds.
Area Spell
College: Arcana, Level: 2
Alerts the caster if someone or something spies or scries upon the subject area, by means magical or otherwise. A Quick Contest is rolled between the spy’s IQ or the effective skill of the Information spell’s caster (Trace, Seeker, Crystal Ball, any of the “Sense” spells . . .) and the effective skill of the Sense Observation spell’s caster; if the caster wins, he becomes aware that the subject area is being observed. A critical success (on the Contest) might give the caster an idea of who or what is doing the scrying or spying.
If the caster then tries to seek out the spy, the margin of success of the Sense Observation contest can be added as a bonus to the Seeker roll, up to a maximum of +5 (effectively neutralizing the -5 penalty for having nothing associated with the person sought).
Another possible course of action is to Counterspell the scrying spell; distance penalties do not apply, but the -5 penalty for absent subject does.
Sense Observation can also be cast on a being; in that case, the caster can choose to have the spell alert the subject instead when eavesdropping is detected.
Duration: 1 hour.
Base cost: 1 to cast.
Half that to maintain.
When cast on a being, the cost is 3.
Time to cast: 5 seconds.
Prerequisite: Sense Danger or Scryguard.
Information Spell; Area Spell
College: Soul, Level: 0
Find any ghosts, spirits, undead, or similar supernatural entities within the area of effect. On a good roll, it gives a general impression of what kind of being is present. The caster may, at the time of casting, limit the spell to a specific type of entity, or exclude a given type.
Base cost: 1/2 (minimum 1).
Prerequisites: Sense Life
Regular Spell; Resisted by HT
College: Body, Level: 1
The subject of this spell becomes extremely sensitive to pain of all kinds. Double the shock from any injury; e.g., if you take 2 HP of damage, you are at -4 to DX on your next turn. You roll at -4 to resist knockdown, stunning, and physical torture.
Whenever you take a wound that does more than 1 HP of damage, you must make a Will roll to avoid crying out.
This can give away your presence, and may earn you a -1 reaction from “macho” individuals.
The spell does not affect characters that already have the Low Pain Threshold disadvantage.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Prerequisites: Stun.
Regular Spell
College: Body, Level: 2
The subject is immune to diseases for the duration of the spell.
Duration: 1 hour.
Cost: 4 to cast.
3 to maintain.
Time to cast: 10 seconds.
Prerequisite: Remove Contagion or Vigor.
Regular Spell
College: Body, Level: 2
The subject becomes temporarily impervious to pain. He may ignore Spasm and other pain-causing spells. He cannot be stunned in combat, and does not suffer a shock penalty when he is wounded or slow down when his HT is reduced to 3. However, he does not gain any actual resistance to injury – only to the pain it causes.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisite: Pain.
Regular Spell
College: Body, Level: 2
The subject becomes immune to poisons for the duration of the spell.
For some very persistent poisons, this is only a delay of the inevitable, since traces of the poison may still be in the subject’s system when the spell ends!
Duration: 1 hour.
Cost: 4 to cast.
3 to maintain.
Time to cast: 10 seconds.
Prerequisite: Vigor.
Regular Spell
College: Fire, Level: 1
Provides shade for the subject. This prevents sunburn and provides some relief from heat (reducing the effective temperature around the subject by 10 ̊F, if hot light is a significant source of the heat). The effect is that of an invisible parasol.
Duration: 1 hour.
Cost: 1 to cast.
Half that to maintain.
Time to cast: 10 seconds.
Prerequisite: Continual Light.
Regular Spell
College: Air, Level: 1
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.
Area Spell
College: Fire, Level: 3
Shape and move three-dimensional darkness created with the Darkness or Blackout spells at a Move of 5.
It also allows the caster to shape existing two-dimensional shadows into other two-dimensional shadowy shapes.
Shadows can be reduced in size easily, but enlarging the shadows makes them slightly transparent.
The average casual observer won’t notice, but anyone looking intently at the shadow gets an IQ roll to notice that it doesn’t have the “substance” it should.
Shadows do not have to remain attached to the objects that cast them.
Duration: 1 minute
Base cost: 2
Same cost to maintain
For two-dimensional shadows, the base cost is 1
Prerequisite: Darkness
Regular Spell
College: Earth, Level: 0
Move earth about and shape it into any form. If the form is stable (e.g., a hill), it will permanently remain after shaping. An unstable form (e.g., a column or wall) lasts only while the spell continues – no special concentration is required – and then collapses. An Architecture roll may be required to create a stable form.
Earth moved with this spell travels at only Move 2; stone travels at Move 1. It can harm no one except by flowing over an immobile person and burying him. If earth is moved onto a person to bury him – or from beneath him, to create a hole – he may move normally on his next turn, to escape.
He is trapped only if he fails to do so.
Anyone buried in loose earth by this spell may try to claw his way out.
One roll, at ST-4, is allowed per second. GMs may make this roll harder if the victim is buried under more than 2 cubic yards of earth! The victim can hold his breath (see Holding Your Breath, p. B351), but he eventually risks suffocation (see Suffocation, p. B436). A victim buried in stone may hold his breath, but unless he has some means of digging through solid stone, escape is unlikely.
Duration: 1 minute
Cost: 1 per cubic yard of earth shaped (minimum 2).
Half that to maintain (round up).
Double cost to shape stone
Sextuple cost to shape cut or worked stone, like a wall
Prerequisite: Seek Earth.
Area Spell
College: Fire, Level: 1
Control the shape of any flame.
Each shape change requires a second of concentration. Once shaped, the flame keeps that shape until the spell expires, without concentration. Moving a flame requires constant concentration (the flame moves at Move 5, on the caster’s turn). A natural fire cannot move to a place that it can’t burn, but flame made with the Create Fire spell needs no fuel and can move almost anywhere.
Flame shaped with this spell normally retains its volume. If the fire is “spread out” across twice its original area, it only does half damage; if spread across three times its original area, it does 1/3 damage; and so on.
Duration: 1 minute
Base cost: 2
Half that to maintain
Prerequisite: Ignite Fire
Regular Spell
College: Fire, Level: 1
With this spell, the caster may transform a uniform light source into a directional one. The caster may specify any number of “baffles” or restrict the illumination to specific beams. Thus, the spell can change a torch into a hooded lantern of sorts.
Concentration is required to change the light’s shape, but not to maintain it.
The spell can also be used to bend and twist light beams. The GM should allow any effect that isn’t already covered by such spells as Simple Illusion, Small Vision, Invisibility, and so on.
Duration: 1 minute
Cost: 2
Same cost to maintain
Prerequisite: Light
Regular Spell
College: Earth, Level: 2
Move solid and liquid metal about and shape it into any form. If the form is stable, it remains permanently after shaping. An unstable form lasts only while the spell continues – though no special concentration is required – and then breaks and collapses. A successful Architecture roll may be required to create a stable arch, overhang or other structure. Solid metal moved with this spell travels at Move 1/2; liquid metal flows at that speed uphill, but goes much faster horizontally (Move 4) or downhill (up to Move 10).
Duration: 1 minute.
Cost: 6 (4 for soft metals such as lead, gold or magnesium).
Half that to maintain.
Prerequisites: Shape Earth, Magery (Fire) 1
Regular Spell
College: Earth, Level: 1
Shape and mold plants and plant material with hands. Gives +2 to Carpentry and Artist (Woodworking), or allows the caster to work without any tools at -1 to skill. Useful for building houses and furniture, repairing shields and equipment, and removing wooden obstacles. It can be used on a foe’s weapon in combat, doing 2d damage to wooden weapons; see Striking at Weapons for details on damaging weapons.
Duration: 1 minute
Cost: 3 to cast
1 to maintain
Double cost if the material is no longer living
Time to cast: 10 seconds
Prerequisite: Identify Plant, Magery (Water) 1
Regular Spell
College: Water, Level: 1
Sculpt water (including ice or steam) into any form, and even move it about. Once given a shape, the water holds it without further concentration until the spell ends. Water moved with this spell travels at Move 3.
A useful shape is a wall of water to stop fiery attacks – 20 gallons make a wall 2 yards high x 1 yard wide. This stops Fireball spells and ordinary fire.
Duration: 1 minute.
Cost: 1 per 20 gallons shaped.
Same cost to maintain.
Time to cast: 2 seconds.
Prerequisite: Create Water.
Special Spell
College: Body, Level: 4
Perform multiple, fast, repeated changes of shape, temporarily accessing the Morph ability (p. B84). The spell lapses, however, if at any point the caster returns to his natural form.
The caster is mentally stunned when the spell ends.
Clothing, jewelry, and armor vanish when the spell is cast, reappearing when it lapses (magical jewelry cannot be detected while “vanished”). Items that the caster was carrying when the spell was cast (including backpacks, etc.) simply fall to the ground.
At its minimum cost, Great Shapeshift allows the caster to change into any creature whose racial template costs 0 points or less (note that this is slightly different from the Morph ability). Each additional point of energy, however, adds 5 character points to the maximum point value of the allowable templates.
A caster remains subject to the Magic Rituals requirements (p. 8) while shapeshifted; if he changes into a form that cannot gesture or speak, he cannot use any spell known at a skill less than 20.
Mages who know Great Shapeshift can use Counterspell to hold a Great Shapeshifted caster in whatever form he currently has, for as many seconds as the Counterspell wins the contest by (or until the Great Shapeshift lapses).
Duration: 1 minute.
Cost: 20 to cast, plus 1 per additional 5 character points of template limit.
Half that to maintain.
Time to cast: 5 seconds.
Prerequisites: Alter Body, At least four types of Shapeshifting.
Special Spell
College: Body, Level: 2
Each animal form is a different spell, to be learned separately.
Change to the form of an animal.
The caster may only learn the form of an animal with which he is familiar.
Clothing, jewelry, and armor vanish when the beast-form is taken and reappear when the human form is resumed (magical jewelry cannot be detected while “vanished”). Backpacks, carried items, etc., simply fall to the ground.
The caster retains his intelligence, but gains all the physical attributes of the new form. This means that the wearer cannot cast spells unless he knows them so well that they can be performed without gestures!
Note that Fatigue Points are not increased for spellcasting purposes.
Each hour that the spell continues, the caster must make a roll against IQ; failure means that the caster loses a point of IQ, continuing until the normal IQ of that beast is reached.
Should the caster’s IQ drop to 5, he is trapped in beast form forever unless the spell is removed by Remove Curse (other spells won’t counter it).
Lost IQ is regained when human form is reassumed.
A list of basic beast forms can be found here: Shapeshifting Beast-forms.
Duration: 1 hour.
Cost: 6 for most animals.
2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Alter Body
Regular Spell; Resisted by Will
College: Body, Level: 2
As Shapeshifting, but usable on others. The subject cannot end the spell; only the caster, or a Remove Curse spell, can do that. If the spell continues until the subject’s IQ drops to 5, he is trapped in the beast form!
Duration: 1 hour.
Cost: As Shapeshifting, but the minimum cost of the spell is 6 to cast and 2 to maintain.
Time to cast: 30 seconds.
Prerequisite: Shapeshifting for that form.
Regular Spell
College: Body, Level: 3
Like Shapeshifting, but the subject remains in animal form until he chooses to resume his normal form.
He must roll for IQ loss daily rather than hourly.
Duration: Indefinite (could be permanent).
Cost: 30 (5 times the cost of the corresponding Shapeshifting spell).
Time to cast: 1 minute.
Prerequisites: Shapeshifting for that form.
Regular Spell
College: Body, Level: 1
The caster makes his FP available to another wizard’s spell casting. The caster may only cast this spell on himself. He must specify who can draw FP from him in the next second – nobody else may do so. More than one wizard may be specified, and a limit of 5 FP may be drawn in a single second. The caster may specify a lower limit! HP may not be used to cast this spell.
If a specified wizard does not draw FP before the caster’s next turn, the Share Energy spell expires, costing the caster one FP. The wizard casting the other spell does not have to be aware of the Share spell’s existence. As he casts his spell, he will feel an outside energy attempting to aid him – he may yield to that or deny it, paying the cost himself.
A spell can draw power from only one Share spell. If more than one Share spell is cast, use the closest one; roll randomly if two are equally close.
Duration: The FP must be used in a spell that turn. Cannot be maintained.
Cost: Twice the amount actually used by the wizard who draws the FP.
The energy spent by the caster goes to power another wizard’s spell.
FP beyond that needed by the spell is not transferred to the other wizard – use Lend Energy to do that.
The cost to cast this spell is never reduced by high skill.
A minimum of 1 FP is always spent when casting this spell.
Prerequisite: Lend Energy.
Regular Spell
College: Body, Level: 1
The caster heals another’s injuries by transferring them to himself, losing as many HP as the subject heals. If the subject had a crippled limb, it will remain so – only the HP loss is healed.
Likewise, the injury applied to the caster will not cripple him (although it could certainly put him into unconsciousness or even kill him; the spell includes no “safety net” for overly kind wizards). The caster does not suffer the normal skill penalty for spending HP to cast spells, nor is he penalized for recasting on the same subject.
Duration: Permanent; the caster can be healed of his new injuries through normal or magical means.
Cost: No energy need be expended;
High skill only affects casting time.
Time to cast: 1 second per HP transferred.
Prerequisite: Lend Vitality.
Regular Spell
College: Arcane, Level: 2
Temporarily produces an exterior dinary sharpness on cutting and impaling weapons. +1 or more to basic damage.
Duration: 1 minute.
Cost: Depends on the length of the edge to be sharpened.
Typical costs: 1 to cast on an arrow
2 for a knife, spear or axe
3 for a one-handed sword
5 for a two-handed sword
Double these costs for +2 bonus, or triple for +3.
Half that (round up) to maintain.
Time to cast: 4 seconds.
Prerequisite: Repair.
Regular Spell
College: Arcane, Level: 2
Similar to Weaken, but quicker – it can be cast in a single second, and may be cast repeatedly. If the spell does not do enough damage to actually break the subject, the subject takes no harm.
This spell only affects inanimate objects.
Cost: 1 to 3; does 1d damage for each point of energy put into it.
Prerequisites: Weaken.
College: Arcane, Level: 3
Makes a small object (like a weapon, or anything else that a normal human could hold in one hand) resistant to breakage. A cheap or regular metal weapon is treated as a “fine” quality weapon while the spell lasts, and a “fine” weapon as “very fine.” Other items have their hit points doubled, and will never break due to accidental dropping, etc. It doubles the DR and HP of a shield if the shield-breaking rules are used (p. B484). This spell does not increase resistance to “penetration,” so it’s no good for walls, armor, etc.
Duration: 1 hour.
Cost: 3 to cast.
3 to maintain.
Prerequisites: Repair and Shatter.
Regular Spell
College: Arcana, Level: 1
Conjures an invisible shield of magical force that moves to protect the subject from frontal attacks. The Defense Bonus granted by this spell is cumulative with that from an actual shield, but this spell does not allow a subject without a shield to block.
Defense Bonus granted by Shield is not cumulative with any granted by Block.
Duration: 1 minute.
Cost: 2x Defense Bonus given, max DB of 4 (cost 8).
Half that to maintain.
Prerequisite: Apportation
Regular Spell
College: Body, Level: 3
The caster’s size decreases, reducing his Size modifier. For every 1 point of SM reduction, the caster’s ST, HP, and Move are all multiplied by 2/3. For every 2 points of SM reduction, his DR is reduced by 1. The caster’s clothing shrinks with him if he wishes, but jewelry, armor, weapons, carried items, and other substantial volumes of harder substances remain at their original size (though they can be reduced separately with Shrink Object).
IQ, DX, HT, FP, Basic Speed, and Dodge do not change with size.
Weight decreases dramatically; every point of SM reduction divides the caster’s weight by 3.5. The caster is harder to hit, as appropriate to his new SM.
The GM may opt to set a floor of 1 HP and Move 1, so that shrunken wizards may still accomplish something on foot. This may not be realistic, but it is in keeping with the traditions of heroic fiction.
Duration: 1 hour.
Cost: 2 per -1 SM.
Same cost to maintain.
Time to cast: 5 seconds.
Shrinkage occurs at a rate of 1 SM per second after the spell is complete.
Prerequisites: Alter Body.
Regular Spell
College: Arcane, Level: 4
Scales an object down in size while maintaining its proportions, decreasing its Size modifier. Multiply weight by 1/3, and HP by 2/3, for every subtracted point of Size modifier; subtract 1 DR for every 2 subtracted points of Size modifier.
Duration: 1 hour.
Cost: 1 per pound of original weight (minimum one pound) for every point of SM reduction.
Same cost to maintain.
Time to cast: 3 seconds.
Prerequisite: Contract Object.
Regular Spell; Resisted by HT
College: Body, Level: 3
As Shrink, but usable on other beings. The spell can only be countered by the original caster or by Remove Curse. The GM should keep in mind the potential psychological effects of this spell on unaware or unwilling subjects.
Duration: 1 hour.
Cost: 2 per -1 SM.
Same cost to maintain.
Time to cast: 10 seconds.
Prerequisites: Shrink.
Melee Spell
College: Fire, Level: 2
Charges the caster’s hands or staff with lightning. The caster must strike the subject to trigger this spell; hit location is irrelevant. The subject takes 1d+1 burning damage per point of energy in the spell. Armor does not protect.
Shocking Touch has unusual side effects on electronics and conductive materials, as per Lightning (above).
Cost: 1 to 3
Prerequisite: Lightning
Regular Spell; Resisted by HT
College: Body, Level: 2
Makes the subject feel sick and nauseated (dizzy, vomiting, etc.). He may run if necessary (at half his normal Move) but may do nothing else except maintain existing spells and give very simple answers. When the spell wears off, the sickness vanishes instantly.
Duration: 1 minute.
Cost: 3 to cast.
3 to maintain.
Time to cast: 4 seconds.
Prerequisite: Drunkenness or Pestilence.
Regular Spell
College: Mind, Level: 1
You have a naturally clear, resonant, and attractive voice. This gives you +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll made by someone who can hear your voice.
The spell has no effect on beings that have the Voice advantage.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Prerequisites: Voices and Emotion Control.
Regular Spell
College: Soul, Level: 3
Summons a ghostly assassin to do the caster’s bidding. Requires the skull of a sapient creature, which is destroyed in the casting.
See the bottom of the page for details on the Skill-Spirit.
Duration: The spirit lasts for 24 hours unless destroyed first.
Cost: 20.
Prerequisites: Create Servant and Summon Spirit.
Regular Spell; Resisted by HT
College: Mind, Level: 2
The subject falls asleep. If standing, he falls – but this does not wake him. He can be awakened by a blow, loud noise, etc., but will be mentally stunned.
The Awaken spell will arouse him instantly. If not awakened, he will sleep for around eight hours and awaken normally.
Cost: 4.
Time to cast: 3 seconds.
Prerequisite: Daze.
Area Spell; Resisted by HT
College: Mind, Level: 3
As Sleep, but can be cast over an area.
Base cost: 3. Minimum radius 2 yards.
Time to cast: 1 second for each energy point spent.
Prerequisites: Sleep and IQ 13 or higher.
Regular Spell; Resisted by HT
College: Arcana, Level: 3
Slows down the subject a great deal; in effect, the subject has one level of Decreased Time Rate for the duration of the spell.
Duration: 10 seconds.
Cost: 5 to cast.
4 to maintain.
Time to cast: 3 seconds.
Prerequisites: Hinder.
Area Spell; Special Resistance
College: Arcana, Level: 3
Time in the area slows down. Any unwilling beings within the area when the spell is cast resist with the highest of their ST and IQ; they must all fail for the spell to take effect.
Objects and spells may cross the area’s edge without being hampered.
Beings crossing into or out of the area must roll vs. IQ or be mentally stunned.
Duration: 1 minute (outside time).
Base cost: One-half normal temporal “speed” costs 2,
one-third costs 3,
one-fourth costs 4,
and so on (no limit, but see the Suspend Time spell, below).
Same costs to maintain.
Time to cast: 2 seconds.
Prerequisites: Slow
Regular Spell; Resisted by HT
College: Mind, Level: 3
Makes the subject feel sick and nauseated (dizzy, vomiting, etc.). He may run if necessary (at half his normal Move) but may do nothing else except maintain existing spells and give very simple answers. When the spell wears off, the sickness vanishes instantly.
Duration: 1 minute.
Cost: 3 to cast.
3 to maintain.
Time to cast: 4 seconds.
Prerequisite: Drunkenness or Pestilence.
Area Spell
College: Air, Level: 1
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.
Area Spell
College: Fire, Level: 0
Creates a purely visual image that can be seen by anyone in view of the area it occupies. It may be a single object or an entire scene. It may move to a different area, or change size or shape up to its maximum area, if the caster concentrates. Any sapient creature can dispel it by “disbelieving” – taking a Concentrate action and making a successful Will roll. The illusion is automatically dispelled by any attack, any other spell except Control Illusion, or the touch of any sapient creature.
Duration: 1 minute
Base cost: 1 to cast
Half that to maintain
Prerequisites: Caster must be able to see, Light
Regular Spell; Resisted by Will
College: Earth, Level: 2
Slide down a slope as if skiing. The subject uses the Skiing skill, at default if necessary; assess a -2 penalty for not having poles to guide oneself with.
The spell works equally well on all types of surfaces (sand, grass, stone . . . ), but the subject still has to avoid any obstacles!
Down a good slope, the subject can sustain a Move equal to the subject’s Skiing skill can be sustained relatively safely. Peak Move, in extremely good conditions, equals twice his Skiing skill.
On level ground, the spell is a nuisance; the subject is constantly affected as if he has just entered a Greased area!
Duration: 1 minute.
Cost: 2.
Same cost to maintain.
Prerequisites: Grease.
Regular Spell
College: Air, Level: 1
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.
Area Spell
College: Fire, Level: 2
Causes flames to cool down, consuming their surroundings (and burning people) at a slower rate. The damage that the flames do is reduced proportionately. This spell acts as a Slow spell on fire elementals and beings with the Body of Fire meta-trait. Slow Fire resists Fast Fire.
Duration: 1 minute.
Base cost: 2 for a fire that burns at half the usual rate, 3 for a fire that burns at 1/3 the usual rate, and so on.
Same cost to maintain.
Prerequisite: Extinguish Fire.
Regular Spell; Resisted by HT
College: Body, Level: 2
Makes the subject less likely to heal or be healed. The spell subtracts from any natural recovery roll or healing skill, including Healing spells.
Illness, FP recovery and HT-based resistance rolls are not affected.
Only Remove Curse can break this spell.
Duration: 1 day.
Cost: 1 to 5 to cast.
Same cost to maintain.
The same amount is subtracted from any healing roll.
Time to cast: 30 seconds.
Prerequisites: Frailty, and Steal Vitality.
Regular Spell
College: Body, Level: 1
The subject can examine objects within his reach as if they were under x100 magnification (as per Microscopic Vision 2).
You can see details that would normally be invisible without a magnifying glass or a microscope. This magnification only applies to objects within 1 foot.
Level 1 (100x)suffices for ordinary forensic investigation.
Level 2 (1,000x) is equivalent to the best optical microscopes.
Level 4 (100,000x) is comparable to an electron microscope, capable of imaging viruses.
Level 5 (1,000,000x) is on par with a scanning-tunneling or atomic force microscope, and can study an object’s atomic structure.
While the spell is on, the subject is extremely nearsighted.
This spell's effects apply to all your visual senses: regular vision, Infravision, Ultravision, etc.
Nearsighted:
You cannot read small print, computer displays, etc., more than a foot away, or road signs, etc., at more than about 10 yards.
You are at -6 to Vision rolls to spot items more than one yard away.
When making a melee attack, you are at -2 to skill.
When making a ranged attack, double the actual distance to the target when calculating the range modifier.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Each doubling of casting cost increases the magnification ten-fold.
Time to cast: 2 seconds.
Prerequisites: Keen Vision.
Subject must not suffer from Blindness or Bad Sight.
Area Spell
College: Fire, Level: 2
Creates an area of dense smoke.
Even one yard’s thickness of such smoke will block vision. Until it dissipates, it has the effect of tear gas (anyone failing a HT roll is unable to do anything but cough and weep). The smoke is somewhat hot and rises slowly (about one foot per second).
The rate of dissipation depends on the area and the presence of wind; indoors, it usually lasts until the spell expires, but outdoors on a windy day it may last only 10 seconds or so.
Duration: 5 minutes, except in windy areas
Base cost: 1
Half that to maintain
Prerequisites: Shape Fire and Extinguish Fire
Area Spell
College: Air, Level: 2
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.
Regular Spell
College: Water, Level: 3
Shoot a thin jet of snow 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. It does knockback on all targets and damage to creatures of flame; it can kill or knock down flying swarm creatures. It can extinguish normal fire within an area one yard in radius. If the spell strikes the target’s face, it temporarily blinds him unless he makes a HT roll.
If the HT roll is failed, each energy point in the spell blinds the target for one second. After the target can see again, blurry vision will put him at a -3 penalty to combat skills for a further 1d seconds. On a critically failed HT roll, the target is blinded for 1d seconds per point of energy in the spell.
On a successful HT roll, the victim covers his eyes and is therefore unable to see for one second. On a critical success, the victim is unaffected.
Duration: 1 second.
Cost: 1 to 3.
The jet does 1d of knockback for every point put into it.
Its range is equal to the number of dice. The cost to maintain is the same.
Prerequisites: Water Jet and Freeze.
Regular Spell
College: Water, Level: 3
Cross ice or snow as though it were regular ground. Snow Shoes eliminates any movement, DX, or skill penalties normally assessed for ice or snow. The subject is still subject to penalties caused by an unstable surface, such as a rocking ice floe or an avalanche.
Duration: 1 minute.
Cost: 2 to cast.
1 to maintain.
Time to cast: 2 seconds.
Prerequisite: Shape Water.
Regular Spell
College: Arcana, Level: 1
The subject (person, creature, or object) and anything he carries become soilproof. Clothes neither stain nor become dusty, hands won’t collect grime, and so on. The spell doesn’t affect stains already on the subject at the time of casting.
Duration: 10 minutes.
Cost: 2 to cast.
1 to maintain.
Time to cast: 2 seconds.
Prerequisite: Clean.
Special Spell; Resisted by ST or IQ
College: Soul, Level: 3
This spell is used by insubstantial spirits to become tangible and affect objects and creatures in the substantial world. A tangible spirit is in all respects like a normal physical being.
The spell can also be used by a mage to force a spirit to solidify; in that case, the ghost resists with the better of its ST and IQ.
Duration: 1 minute.
Cost: 50 to cast.
10 to maintain.
Prerequisite: Materialize.
Regular Spell
College: Soul, Level: 4
Traps the subject’s soul in some object (which must be present). If the subject is not the caster, then he must be present, and either willing or unconscious.
If your soul is in a “jar,” you are unaffected until either your body dies, or the jar is destroyed. The death of your body does not kill you. Your consciousness shifts to the “jar,” where you are able to see, hear, and even cast any spell that you know at skill 20 or above (i.e., castable without speech or gesturing). You may communicate at a distance via telepathy-type spells, if you know any – or by direct mental contact, without a spell, with anyone who handles the jar. Your FP remain the same as when you had a body. You may not spend HP, but you may use any Powerstone currently in contact with your jar.
If a new body comes near the jar, you may try to take it by a Possession, Permanent Possession, or Exchange Bodies spell if you know such a spell. In that case, the soul of that body goes into the jar. But if your soul is in a jar, anything that destroys the jar will kill you permanently – beyond hope of resurrection – even if your body is unharmed.
The spell may be cast again to switch the soul to a different “jar.”
Duration: Permanent.
Cost: 8.
Time to cast: 1 minute.
Prerequisite: Astral Block and Steal Vitality
Regular Spell; Resisted by Will
College: Soul, Level: 2
The caster can see through the subject’s eyes, hear through his ears, etc., whenever he concentrates. (The caster also remains aware of his own body and may act normally). The caster exerts no control whatsoever over the subject, and does not know the subject’s thoughts. The subject must be sapient (IQ 6 or better). Skill is at -2 if the subject is of a different race; if the subject is totally alien, -4 or more!
Duration: 1 minute.
Cost: 5 to cast.
2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Mind-Reading.
Regular Spell
College: Air, Level: 0
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.
Regular Spell
College: Air, Level: 2
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.
Regular Spell
College: Air, Level: 1
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
Area Spell
College: Fire, Level: 2
Creates a ground-level cloud of electrical sparks. It does not block vision, but it inflicts burning damage to anyone standing in it. Armor protects in the usual fashion (metallic armor provides the same minimal protection that it does against Lightning).
Duration: 10 seconds
Base cost: 1 to 5; the cloud inflicts 1 point of damage per second for every point of energy put into the base cost
Time to cast: 1 to 5 seconds, depending on base cost
Cannot be maintained
Prerequisites: Shape Air and Lightning
Area Spell
College: Fire, Level: 3
Creates a normal Windstorm, with a dangerous addition: every turn Lightning strikes one random victim in the area of effect. To resolve the bolt’s attack, roll against the caster’s Spark Storm skill, without any range adjustments. The victim gets an active defense, as usual.
At the GM’s option, the lightning strikes may not be completely random: tall targets may be at more risk than short ones, and metal armor may tend to attract the lightning. Mages who use this spell know what the true rules are in their world.
Duration: 1 minute after reaching full strength.
Base cost: 2 points (1d-1 Lightning)
4 points (2d-2 Lightning)
6 points (3d-3 Lightning)
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.
Prerequisites: Windstorm and Lightning.
Regular Spell; Resisted by HT
College: Body, Level: 1
Can be directed against any of the subject’s voluntary muscles. Directed against a hand, it causes the subject to drop whatever he is holding (usually a weapon). If the subject is in the middle of a lengthy spell requiring gestures, he must make a DX roll or start over. Ingenious casters will find other uses . . .
Duration: Instant.
Cost: 2.
Cannot be maintained.
Prerequisite: Itch.
Regular Spell; Special Resists attempts to tamper with its spell
College: Arcana, Level: 2
This spell is cast on another spell to protect it from tampering attempts.
Twice the energy put into the spell (up to 3 points) is subtracted from the skill of any casting of the following Meta-spells against the subject spell:
Counterspell, Displace Spell, False Aura, Remove Aura, Remove Curse, Steal Spell, Suspend Curse, and Suspend Spell.
Twice the energy put into the Spellguard is added to the effective skill of the subject spell’s caster when resisting Dispel Magic or Suspend Magic. When the spell it protects lapses or is dispelled, the Spellguard also lapses.
Duration: 10 hours.
Cost: 1 to 3 to cast.
Same cost to maintain.
Cost is not reduced for high skill.
Time to cast: 1 second for each energy point spent.
Prerequisite: Dispel Magic.
Area Spell; Resists all spells cast through it
College: Arcana, Level: 3
Resist any spell cast through it at the Spell Shield’s Endurance (p. 10). It also acts as a Scrywall (above). Exception: It does not affect missile spells at all, including Thrown spells. Note that if the attacking spell wins the contest, it gets through, but the Spell Shield is not destroyed – instead, its Endurance is reduced by 1. When a Spell Shield’s Endurance is reduced to 0, the spell dissipates and cannot be maintained.
Duration: 1 minute.
Base cost: 3 to cast.
2 to maintain.
Prerequisites: Scryguard, and Magic Resistance.
Regular Spell; Resists spells cast through it
College: Arcana, Level: 4
Creates a wall of anti-magic. The wall resists any spell cast through it from one side, specified by the caster upon casting Spell Wall. It also acts as a Scrywall. Exception: It does not affect Missile spells at all, including Thrown spells.
If the Spell Wall fails to resist a spell cast through it, the spell breaks through, but the wall still stands, its Endurance (p. 10) weakened by 1. Upon reaching Endurance 0, the wall dissipates. Spells passing through the wall from the “safe” direction (usually the side that the caster stands on!) are not resisted or affected in any way.
The wall is cast in one-yard increments, either all at once or piece by piece. When adding new segments to a weakened Spell Wall, the new segments assume the Endurance of the “weakest link.” The only way to “repair” a weakened Wall is to cast it anew.
The Spell Wall is four yards high, so it is possible to cast across it from a high enough elevation. Higher walls can be created by spending proportionately more energy (double energy for double height, and so on).
Duration: 1 minute.
Cost: 2 per one-yard piece of Wall to cast. Same cost to maintain.
The Spell Wall may also be cast horizontally, as a “ceiling” or “floor”; each point of energy will then cover two hexes on a battle map.
Prerequisite: Spell Shield.
Missile Spell; Special Spell
College: Arcana, Level: 3
The caster shoots a strand of spider silk, which stretches from his fingertip to the target. The strands appear wispy and weightless, but are very strong, and can support up to 500 pounds without snapping. As a missile, the strand has 1/2D n/a, Max equal to strand length, Acc 3; use the caster’s DX-4 or Innate Attack to hit. On a hit, the victim as grappled and immobilized as per the Binding advantage with the Sticky enhancement (see p. B40). A single strand has an effective ST of 10 and DR 3. Spider Silk takes triple damage from fire-based attacks.
The caster may shoot as many strands as he has arms from a single casting of Spider Silk; however, the cost to cast is based on the total length of all strands created. Thus, a many-armed spider demon can throw half a dozen strands at once, but it won’t be cheap.
Strands of Spider Silk may also be used to build a web by anchoring successive strands between two surfaces. This web creates an area that will grapple anyone who passes through it; mechanically, this is similar to a Binding attack with the Sticky and Area Effect enhancements (p. B40).
The web has ST 10 and DR 3, plus 1 ST for each additional strand.
Duration: 1 minute.
Cost: 1 to cast per 5 yards of strand length (maximum 100 yards).
Half that to maintain.
x10 that to make webbing permanent when building a web.
Prerequisites: Magery 1 and two Animal spells.
Regular Spell
College: Body, Level: 3
Transfers the subject’s beauty to the caster. The caster gains one or more appearance levels (p. B21) while the subject loses an equal number. Beauty can only be stolen from someone of better appearance than the caster, and the caster cannot gain better appearance than the subject’s initial appearance level. The subject must be of the same species and sex as the caster. In addition, the subject must either be willing or totally helpless and must be touched for the entire casting time. A critical failure of this spell instantly makes the caster Hideous.
At the GM’s option, this spell may also be used to steal Charisma and the Voice advantage. People with stolen Charisma simply become less scintillating; those with stolen Voices become mute.
Critical failure on either of these applications results in muteness for the caster!
Duration: 24 hours; at the end of this time, both the caster and subject regain their normal appearance.
Cost: Equal to the character point difference between the subject’s original and final appearances (or equal to the cost of the stolen advantage, in the case of Charisma or Voice).
Time to cast: 30 seconds.
Prerequisites: Alter Visage, and Steal Vitality.
Regular Spell
College: Body, Level: 2
Take FP from the subject to restore your own lost fatigue. The subject must either be willing or totally helpless (e.g., bound or unconscious). The caster must touch the subject. This works on living, sapient subjects only!
The spell stops when the caster’s FP is fully restored, when the caster decides to stop, or when the subject’s FP reaches 0 and the subject falls unconscious.
Duration: Permanent.
Cost: None to the caster!
For every 3 FP taken from the subject, the caster regains 1 FP.
Time to cast: 1 minute for every 3 FP drained from the subject.
Prerequisite: Minor Healing.
Regular Spell
College: Body, Level: 3
Steal Grace steals DX
The spell transfers basic attributes on a level-for-level basis to the caster from the subject (who must be a living, sapient being). The caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work.
Secondary characteristics are affected by the attribute loss.
The caster must touch the subject and hold on to them for the entire casting time; neither can do anything while the spell is being cast. The caster increases their own attribute (whichever applies) as if they had spent the character points stolen from the subject.
Duration: 1 day; at the end of that time, both the caster and the subject regain their normal attributes.
Cost: 20 per point of DX stolen.
Time to cast: 1 minute.
Prerequisites: Steal Vitality and Clumsiness
Regular Spell
College: Body, Level: 3
Steal Might steals the subject’s ST
The spell transfers basic attributes on a level-for-level basis to the caster from the subject (who must be a living, sapient being). The caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work.
Secondary characteristics are affected by the attribute loss.
The caster must touch the subject and hold on to them for the entire casting time; neither can do anything while the spell is being cast. The caster increases their own attribute (whichever applies) as if they had spent the character points stolen from the subject.
Duration: 1 day; at the end of that time, both the caster and the subject regain their normal attributes.
Cost: 10 per point of ST stolen.
Time to cast: 1 minute.
Prerequisites: Steal Vitality and Debility
Regular Spell; Resisted by Will
College: Mind, Level: 3
Transfers one skill from the subject to the caster. The caster must touch the subject and hold on to him for the entire casting time; neither character can do anything for that duration. The outcome of the struggle (i.e., the resistance roll) remains unknown until the casting is complete. The caster may abort his casting at any time; the energy is still spent.
The caster gains the skill as if he had himself spent the character points stolen from the subject. This spell can be used to steal spells. If the victim had other skills based on the stolen one, he retains them fully, but the loss of a prerequisite causes a -2 penalty to skill use.
Example: Severin wishes to sell some ill-gotten gains, but lacks much in the way of business sense. To remedy this, he casts Steal Skill on the first bazaar merchant he passes, taking his Merchant skill. The merchant has IQ 10, Business Acumen 2, and Merchant-15, having spent 12 points on Merchant. Severin gains Merchant as if he had spent 12 points on the skill – with Severin’s IQ of 14, his Merchant skill is now 17. He does not gain the benefit of the merchant’s Business Acumen Talent.
Duration: 24 hours.
Cost: 1 per character point stolen (minimum cost of 10).
Time to cast: 1 minute.
Prerequisites: Borrow Skill
Regular Spell; Resisted by subject spell
College: Arcana, Level: 3
Steal control of an already-cast maintainable spell from its original caster. Note that it is cast at the other spell’s caster and is therefore subject to range modifiers. The caster must know precisely what he is stealing – Identify Spell is very useful for this purpose. Spells operating under Maintain Spell can also be stolen; the “caster,” for range purposes, is then the maintained spell’s area or subject. You cannot steal a spell if you do not have the required Magery, advantage, attribute level, or lack of disadvantage (see conditions under Lend Spell, above). A held Missile cannot be stolen.
Modifiers: -3 if the caster does not know the spell he is stealing; a further -2 if the caster doesn’t know its prerequisites either.
Duration: Permanent; once stolen, the spell no longer belongs to its original caster.
Cost: Equal to the maintenance cost of the spell to be stolen.
Time to cast: 1 second per energy point spent.
Prerequisites: Lend Spell and Great Ward.
Regular Spell
College: Body, Level: 3
Steal Vigor steals HT.
The spell transfers basic attributes on a level-for-level basis to the caster from the subject (who must be a living, sapient being). The caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work.
Secondary characteristics are affected by the attribute loss.
The caster must touch the subject and hold on to them for the entire casting time; neither can do anything while the spell is being cast. The caster increases their own attribute (whichever applies) as if they had spent the character points stolen from the subject.
Duration: 1 day; at the end of that time, both the caster and the subject regain their normal attributes.
Cost: 10 per point of HT stolen.
Time to cast: 1 minute.
Prerequisites: Steal Vitality and Frailty
Regular Spell
College: Body, Level: 2
Take HP from the subject to heal your own injuries. The subject must either be willing or totally helpless; the caster must touch the subject. This works on living, sapient subjects only!
The spell stops when the caster’s HP is fully restored, when the caster decides to stop, or when the subject’s HP reaches -1 (which automatically kills the subject).
Duration: Permanent.
Cost: None to the caster!
For every 3 HP taken from the subject, the caster regains 1 HP.
Time to cast: 1 minute for every 3 HP drained from the subject.
Prerequisite: Steal Energy.
Regular Spell
College: Body, Level: 3
Steal Wisdom steals IQ
The spell transfers basic attributes on a level-for-level basis to the caster from the subject (who must be a living, sapient being). The caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work.
Secondary characteristics are affected by the attribute loss.
The caster must touch the subject and hold on to them for the entire casting time; neither can do anything while the spell is being cast. The caster increases their own attribute (whichever applies) as if they had spent the character points stolen from the subject.
Duration: 1 day; at the end of that time, both the caster and the subject regain their normal attributes.
Cost: 20 per point of IQ stolen.
Time to cast: 1 minute.
Prerequisites: Steal Vitality and Foolishness.
Regular Spell; Resisted by HT
College: Body, Level: 4
Take another’s youth.
For every 10 points of energy put into this spell, the caster grows one year younger and the subject (who must be of the same race) grows two years older. The subject must either be willing or totally helpless; the caster must touch the subject.
A critical failure of this spell costs the caster 1 point of IQ and ages him by 20 years instantly.
Duration: Permanent.
Cost: 10 to 30.
Time to cast: 1 hour.
Prerequisite: Youth, Age, and Steal Vitality.
Regular Spell
College: Water, Level: 3
Shoot a thin jet of scalding steam 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. It does knockback on all targets in addition to its regular damage; it does double damage to creatures of flame or ice. It can extinguish normal fire within an area 1 yard in radius. If the spell strikes the target’s face, it temporarily blinds him unless he makes a HT roll.
If the HT roll is failed, each energy point in the spell blinds the target for one second. After the target can see again, blurry vision will put him at a -3 penalty to combat skills for a further 1d seconds. On a critically failed HT roll, the target is blinded for 1d seconds per point of energy in the spell. On a successful HT roll, the victim covers his eyes for one second and is therefore unable to see for one turn. On a critical success, the victim is unaffected.
Duration: 1 second.
Cost: 1 to 3.
Does 1d-1 of scalding damage for every point put into it.
Range is equal to the number of dice.
Cost to maintain is the same.
Prerequisites: Water Jet and Boil Water.
Regular Spell; Resisted by HT
College: Earth, Level: 3
Renders the subject intangible to the touch of metal. Swords pass through him, he cannot hold metal keys or to wear metal armor, he passes through bars and metal floors . . .
Duration: 1 minute.
Cost: 7 to cast. 4 to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery (Body) 1, Magery (Fire) 1, Magery (Soul) 1
Area Spell
College: Air, Level: 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
Regular Spell
College: Body, Level: 2
Counters temporary paralysis (due to spell, paralysis gun, etc.).
An ongoing spell (such as Paralyze Limb or Total Paralysis) gets a resistance roll.
Cost: 1 for a single limb.
2 for the whole body.
Prerequisites: Either Minor Healing and Paralyze Limb or Major Healing.
Regular Spell; Special Resistance
College: Arcana, Level: 2
Temporarily stiffens a limp object; turns a rope into a pole, for example, or a thread into a lockpick. Does not work on living beings. This spell can be used to make improvised weapons; the GM judges their effectiveness.
This spell may also be used to stiffen a foe’s clothes. In this case, the foe resists the spell with his ST+2. If it works, he is at -1 DX for each pound of clothing that was stiffened, and this DX change does affect his Move.
Duration: 10 minutes.
Cost: 1 per pound of subject’s weight – minimum 2.
Half that to maintain.
Time to cast: 2 seconds per pound of weight.
Prerequisite: Rejoin.
Missile Spell
College: Earth, Level: 1
Create a ball of stone and fire it from one hand, injuring anything it hits. This spell has 1⁄2D 40, Max 80, Acc 2.
Cost: Any amount up to your Magery level per second, for 3 seconds
- The missile does 1d + 1 crushing damage per energy point
Time to cast: 1 to 3 seconds
Prerequisite: Create Earth.
Regular Spell
College: Earth, Level: 1
Turns any kind of stone (including gemstone) into simple earth. Must be cast on a whole stone or block, rather than a part of it. This spell also transmutes metal into stone, or transmutes metal into earth for double cost.
Duration: Permanent
Cost: 6 per cubic yard (minimum 6)
Prerequisites: Earth to Stone
Regular Spell
College: Earth, Level: 2
Reverses the effects of Flesh to Stone and brings the victim back to life (stunned). Cannot be used to animate a statue that was never alive.
Duration: Instantaneous.
Cost: 10. Double cost to restore a person turned to metal.
Time to cast: 5 seconds.
Prerequisites: Flesh to Stone
Regular Spell
College: Body, Level: 1
The subject stops bleeding immediately, as if bandaged by someone with the First Aid skill. This restores 1 HP, and prevents further HP loss from a bleed.
The subject of this spell may not subsequently benefit from further bandaging of the same wounds. This spell may also be used to stabilize a mortal wound, at a substantially higher cost.
Duration: Instantaneous, healing is permanent.
This spell has no effect on wounds sustained after it's casting.
Cost: 1 to stop bleeding on a normal wound;
10 to stabilize a mortal wound.
Prerequisite: Lend Vitality.
Regular Spell; Resists Healing
College: Body, Level: 3
As Slow Healing, except that this spell resists the natural recovery process and healing skills and spells.
Every healing attempt on the subject must be made as a Quick Contest between the healer’s skill and the Stop Healing spell’s Endurance.
Stop Healing's Endurance begins equal to the casters Effective Skill level at the time of casting.
Every failure by the spell to stop a healing attempt weakens its Endurance by one; upon reaching Endurance 0, the spell dissipates. A critical failure by the Stop Healing or a critical success by the Resisted spell, skill, or process also breaks the enchantment. Otherwise, Remove Curse is required to undo the spell.
Duration: Until dissipation of the spell.
Cost: 10.
Time to cast: 10 seconds.
Prerequisite: Slow Healing.
Regular Spell
College: Body, Level: 1
Stops any seizure the subject is undergoing. This works against epilepsy, vomiting fits, etc.
Cost: 1.
Prerequisite: Spasm or Lend Vitality.
Area Spell
College: Air, Level: 3
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.
Regular Spell
College: Mind, Level: 1
Temporarily increases the subject’s Will.
Duration: 1 minute.
Cost: 1 for every +1 to Will (maximum Will increase of 5).
Half that to maintain.
Prerequisites: Magery 1 and at least six Mind Control spells.
Regular Spell; Resisted by HT
College: Body, Level: 2
Renders infertile any subject that was capable of producing offspring.
Restoration or Remove Curse will undo the spell.
Used on a plant, this spell prevents it from ever bearing pollen, fruit, or seed.
Duration: Permanent.
Cost: 5.
Time to cast: 1 Minute.
Prerequisites: Steal Vitality, and Decay.
Regular Spell; Resisted by HT
College: Body, Level: 2
The subject is temporarily blinded.
You cannot see at all. In unfamiliar territory, you must travel slowly and carefully, or have a companion or guide animal lead you.
Many actions are impossible for you; the GM should use common sense.
You fight at -10 and cannot see to target spells, just as if you were in total darkness. In either case, you suffer no extra penalties for operating in the dark.
Duration: 10 seconds.
Cost: 4 to cast.
2 to maintain.
Prerequisite: Magery (Fire) 1, Spasm.
Regular Spell; Resisted by HT
College: Body, Level: 2
The subject is temporarily deafened.
You cannot hear anything.
You must receive information in writing (if you are literate) or sign language.
Any skills that require speech have a -3 penalty as you cannot hear your own voice. This includes but is not limited to casting any spells that have a verbal component.
Duration: 10 seconds.
Cost: 3 to cast.
1 to maintain.
Prerequisite: Magery (Air) 1, Spasm.
Regular Spell; Resisted by HT
College: Body, Level: 2
The subject cannot speak.
This makes it impossible to cast any spell that requires speaking.
Duration: 10 seconds.
Cost: 3 to cast.
1 to maintain.
Prerequisite: Magery (Air) 1, Spasm.
Regular Spell; Resisted by HT
College: Body, Level: 2
The subject temporarily loses all sense of touch. They have a limited degree of pressure sense – enough to feel their own weight and stand up and walk without falling over – but they cannot distinguish textures by touch at all. Feats that depend on touch alone (e.g., touch-typing, or untying your hands behind your back) are impossible.
When performing a task that requires hand-eye coordination, the subject suffer all the effects of one level of Ham-Fisted unless they take twice as long to perform the action and can clearly see what they’re doing.
If the subject also has the Ham-Fisted Disadvantage, add its effects.
The subject also becomes temporarily impervious to pain and does not feel blows (beyond a jolt), does not feel a pickpocket going through their possessions, does not feel the heat of the stove top they are leaning on. The subject may ignore Spasm and other pain-causing spells. They cannot be stunned in combat, and do not suffer a shock penalty when wounded or slow down when HT is reduced to 3. However, they does not gain any actual resistance to injury – only to the pain it causes.
If the caster desires, the spell can selectively numb the subject (numbing only the arms, for instance).
Duration: 10 seconds.
Cost: 3 to cast.
1 to maintain.
Prerequisite: Resist Pain.
Regular Spell; Resisted by HT
College: Body, Level: 2
The subject is stunned, they must Do Nothing on their next turn.
The subject may perform any active defense while stunned, but their defense rolls are at -4 and they cannot retreat.
At the end of the subject's turn, they may roll against HT.
On a success, they recover from stun and can act normally on subsequent turns.
On a failure, the subject remains stunned; their next maneuver must also be Do Nothing, but they get another roll at the end of that turn . . . and so on, until the subject recovers from being stunned.
Cost: 2.
Cannot be maintained.
Prerequisite: Pain.
Regular Spell; Resisted by Will
College: Mind, Level: 1
Instills a suggestion in the subject’s mind. It must be one simple idea; language is no barrier unless the subject’s language cannot encompass the idea.
If the suggestion goes against the subject’s personal safety, it is Resisted at +5; if it goes against his beliefs, convictions or knowledge, it is Resisted at +3. The subject will try to accomplish the suggestion or otherwise act as if the idea was his own.
Duration: 10 minutes.
Cost: 4 to cast.
3 to maintain.
Time to cast: 10 seconds.
Prerequisites: Emotion Control and Forgetfulness.
Area Spell; Resisted by Will
College: Mind, Level: 3
As Suggestion, but affects an area and all those within it with a single suggestion.
Duration: 10 minutes.
Base cost: 4 to cast. 2 to maintain (minimum radius is 2 yards).
Time to cast: 1 second per energy point.
Prerequisite: Suggestion.
Special Spell
College: Air, Level: 2
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
Special Spell
College: Soul, Level: 3
This version of Planar Summons raises demons; see that spell description for details. If the caster fails to control the demon, it always attacks him! If it cannot reach the caster (if, for example, the caster is protected by a Pentagram), the demon will vanish (if trapped) or escape to wreak havoc in the outside world.
If he manages to control the demon and give it a command, the demon will carry out the letter of its orders, doing its best to pervert their spirit to the caster’s disfavor. It will also work incidental mischief, unless specifically instructed not to.
At the GM’s discretion, a caster may summon a flock of minor demons whose values add up to 200 character points or less (a caster summoning minor demons may never spend more than 20 energy on this spell). In this case, the caster controls the entire flock at once, contesting the highest Will in the flock. A flock of minor demons is not restrained to a single task; they always stay for the entire duration of the spell.
Duration: Until the demon’s task is done, or one hour, whichever is less.
Cost: 1 point per 10 character points used to build the demon(s).
Minimum energy cost is 20 (this may not always summon a 200-point being). Those tempted to summon powerful demons should bear in mind that such demons tend to have high Will, with all that implies for control . . .
Time to cast: 5 minutes.
Prerequisites: Planar Summons.
Special Spell
College: Earth, Level: 2
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 Earth, Magery (Soul) 1
Special Spell
College: Fire, Level: 2
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 Fire, Magery (Soul) 1
Information Spell; Resisted by Will
College: Arcana, Level: 3
Summons a “shade” of the subject from a possible future, to answer the caster’s questions. The shade will not lie (except on a critical failure) but it will be disoriented; therefore its answers may be unclear and imprecise. One question may be asked per minute the spell is maintained. Since the shade only comes from the most likely future, this spell may be an unsatisfactory augury.
Example: Felix Magister might summon a shade of his friend Rudolph from two months ahead, and ask if his attack on the dragon succeeded – and then, if the answer was “no,” persuade the real Rudolph not to try. The shade simply came from a different future. Of course, the shade might also reply “no – it was called off.”
At the time from which the shade is drawn, the subject will have a vivid dream in which he will see his questioner(s) and remember all that is said – if the predicted event came true.
Skill modifiers: -1 for each year in the future that the shade is drawn; -5 if the subject is not present or -10 if nothing pertaining to the subject (clothing, hair clippings, etc.) is present. -10 if the subjects full name is not known.
This spell may not be attempted more than once per year on the same person. This is a very powerful spell, and GMs may wish to restrict access to this spell, or require expensive materials.
Duration: 1 minute.
Cost: 50 to cast.
20 to maintain.
Time to cast: 10 minutes.
One try per year.
Prerequisite: Summon Spirit.
Information Spell; Resisted by spirit's Will
College: Soul, Level: 2
Talk to the spirit of a dead person.
The subject resists at -5 if he was a friend of the caster. If the spell succeeds, the subject will answer one question, to the best of his knowledge as of the time he died, and one more per minute he remains.
If the spell fails, that caster (or ceremonial group) may not summon that spirit again for one year. A critical failure means the caster summoned a malign spirit, who lies deliberately.
Modifiers:
-5 if you don’t know the subject’s full name.
-1 if it has been more than a week since the subject’s death,
-2 if more than a month,
-3 if more than a year,
-4 if more than 10 years,
-5 if more than 50 years,
-6 if more than 500 years.
Duration: 1 minute.
Cost: 20 to cast.
10 to maintain.
Halve these costs if the spell is cast at the site of death or over the corpse of the person being contacted; quarter these costs if both conditions are met.
Time to cast: 5 minutes.
Prerequisites: Sense Spirit
Special Spell
College: Water, Level: 3
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 Water, Magery (Soul) 1
Missile Spell
College: Fire, Level: 3
Shoot a bolt of concentrated sunlight from one fingertip.
It has 1/2D 75, Max 150, Acc 2; use the Innate Attack skill.
The light burns like laser light and does burning damage. Increase a shield’s DB against this spell by 50%, rounding down, if it is highly polished.
Whether or not damage gets through armor, a hit to the face blinds the victim unless he makes a HT roll. A hit to the eyes does double damage and blinds the victim unless he makes a HT roll at a penalty equal to the damage suffered. Treat Sunbolt-induced blindness as a crippling injury for recovery purposes. Any mirror will reflect a Sunbolt; if the GM is uncertain of the exact angle of incidence/reflection (if the Sunbolt hits a hand-held mirror, for instance), determine its new direction randomly.
Use the rules for hitting the wrong target to determine if anything along the new path is hit. Deliberately reflected shots are a much trickier matter; range penalties will be for the total range to the target, with an additional -2 for each “bounce.” And unless the mirrors are very large and/or stable and/or deliberately placed for the purpose, the GM may simply declare the shot impossible.
Defending characters holding mirrors may attempt to reflect the bolt back at the caster – treat this as a Block defense at a -2 penalty; also apply the normal range penalties from the defender to the caster. The DB of the mirror (if it is large enough to offer any; GM call) adds to this roll normally. The caster may defend normally, unless totally surprised.
Sunbolt is not affected by Missile Shield or Reverse Missiles. Force Dome and Deflect Energy do offer protection. Areas of magical Darkness or Blackout resist Sunbolt.
Cost: Any amount up to your Magery level per second, for up to three seconds.
The bolt does 1d-1 impaling damage per energy point.
Time to cast: 1 to 3 seconds.
Prerequisites: Sunlight
Area Spell
College: Fire, Level: 3
The area is illuminated in full day-light – even underground! The area extends skyward, stopping only when it hits some sort of ceiling. If cast in a cave, the area is a huge shaft of light extending upward to the rock. If cast on a cloudy day outdoors, the light appears to break through the clouds above. If cast at night, the light appears to come from an overhead star which brightens to sun level for those inside the area.
Treat the light as natural sunlight for all purposes – it can be used to grow plants, get a tan, etc. Creatures who are susceptible to the effects of sunlight (such as vampires) are fully affected.
Duration: 1 minute.
Base cost: 2 to cast
1 to maintain
Prerequisites: Glow, and Colors
Regular Spell; Resisted by subject spell
College: Arcana, Level: 2
Temporarily nullifies any one of the following spells, among others: Alter (any type), Curse, Enlarge Other, Ensorcelment (any type), Flesh to Ice, Geas (either type), Healing Slumber, Hex, Malefice, Mystic Mark, Oath, Partial Petrification, Plant Form (any type), Possession (any type), Shapeshift (any type), Shrink Other, Stone to Flesh, Stop Healing, Strike Barren, Suspend Magery, Suspend Time.
It will also suspend any physical or mental impairment caused by an hostile Wish of any kind. If for any reason the skill level of the subject spell is unknown, the GM’s assessment is final.
Duration: 10 minutes.
Cost: 10.
10 to maintain.
Time to cast: 1 minute.
Prerequisites: Suspend Spell
Regular Spell; Resisted by Will + Magery
College: Arcana, Level: 4
Temporarily nullifies the subject’s Magery. The caster must touch the subject throughout the casting. The subject retains his knowledge of spells, but cannot cast them – unless he is in a high-mana area, of course, in which case he simply loses the bonus.
Even in a high-mana area, the subject cannot cast spells that require Magery of any level. Suspend Magery can only be removed by Remove Curse.
A critical failure with this spell costs the caster a level of Magery for 2d days. At the end of that time, the caster should roll vs. IQ+Magery; any roll except a critical failure means that the lost Magery is regained – a critical failure means the loss is permanent!
Duration: 1 hour.
Cost: 12 to cast.
Same cost to maintain.
However, the subject gets to resist every time the spell is maintained.
Time to cast: 10 seconds.
Prerequisites: Two spells from each colleges.
Area Spell; Resisted by subject spells
College: Arcana, Level: 4
Temporarily nullify all other spells within the area. It has no effect on enchanted items. Certain powerful spells are also unaffected – specifically, those which can only be removed by Remove Curse. Each spell resists separately.
Suspend Magic is not selective; the caster can choose the shape of the area within the boundaries he pays energy for (as with all Area spells), but may not exclude objects within the affected area. The caster need not know the spell(s) being suspended. To suspend a specific spell without affecting others, use Suspend Spell.
Duration: 1 minute.
Base cost: 3 to cast.
2 to maintain.
Time to cast: 1 second per energy point spent.
Prerequisites: Suspend Spell and at least eight other spells of any type.
Area Spell
College: Arcana, Level: 2
The subject area becomes (temporarily) a no-mana zone, dead to the flow of magic. A critical failure costs the caster a level of Magery for 2d days. At the end of that time, the caster should roll vs. IQ + Magery; any roll except a critical failure means that the lost Magery is regained – a critical failure means the loss is permanent!
Duration: The mana is restored at a rate depending on the surrounding mana level: In a low-mana zone, the area affected by the spell shrinks by one yard in radius every three days; in a normal mana, by one yard every hour; in high mana or very high mana, by one yard every minute
Base cost: 5.
Cannot be maintained.
Time to cast: 10 minutes.
Prerequisites: Suspend Magic.
Regular Spell; Resisted by subject spell
College: Arcana, Level: 2
Temporarily nullify any one ongoing spell. The caster must know the spell he suspends. Suspend Spell does not affect magic items, but can affect spells cast through one. Spells that can only be removed by Remove Curse cannot be suspended; use Suspend Curse for those.
Suspend Spell is cast at the lower of the user’s Suspend Spell skill and his skill with the spell being suspended.
When the suspension expires, the suspended spell “picks up where it left off” and resumes operation.
If the subject spell is maintained, its caster will automatically know it is being suspended. Otherwise, roll against Perception + Magery - 3, distance is not a factor.
Duration: 1 minute.
Cost: 1/10 that of the spell suspended to cast, not counting bonuses the other caster may have received for high magery & skill (round up).
Same cost to maintain.
Prerequisites: Counterspell.
Area Spell; Resisted by IQ
College: Arcana, Level: 4
Time is suspended in the area; relative to the outside world, the occupants of a time-suspended area will not move, breathe, age, or even think. As far as the affected beings are concerned, no time elapses for the spell’s duration. One moment they were having tea in a pleasant spring meadow, and the next moment winter has come outside the circle of grass they are sitting in . . .
Any unwilling beings within the area when the spell is cast resist with IQ. They must all fail for the spell to take effect.
From the outside, the area appears to be surrounded by a perfectly reflective surface, which nothing (including magic and magical beings) can cross.
Objects thrown at it bounce off. Any spell requiring concentration and lying outside the area immediately lapses if its caster is caught inside.
Likewise, any outside spell whose maintenance comes due during the suspended time also lapses (but see Maintain Spell, p. 128).
Duration: 1 day (outside time).
Base cost: 5 to cast.
5 to maintain.
Time to cast: 5 minutes.
Prerequisites: Slow Time.
Regular Spell; Resisted by HT
College: Body, Level: 3
Holds the subject in apparent sleep, indefinitely.
The effects of severe bleeding, disease, age, etc. are all halted while the spell is in effect. The subject requires neither food nor air, but can still be harmed by fire, weapons, and other natural hazards.
Duration: Remains in effect until broken (the Awaken spell works well).
Cost: 6.
Time to cast: 30 seconds.
Prerequisites: Sleep and Major Healing.
Regular Spell
College: Water, Level: 1
Move through water at normal Move (reduced normally for encumbrance). The subject is in full control of his own movement, and can act and fight without the normal penalties for underwater combat. This spell does not provide for the subject’s breathing needs! However, the subject automatically makes all Swimming rolls, regardless of fatigue or encumbrance, unless he is actually dragged totally under the water.
Duration: 1 minute.
Cost: 6 to cast.
3 to maintain.
Time to cast: 3 seconds.
Prerequisites: Shape Water and Levitation.
Area Spell
College: Earth, Level: 1
Causes grass or other ground plants within the area to grow and become obstacles (movement cut to 1⁄2 Move, -2 to dodge), or bushes and low trees to grow into barriers that must be removed to pass. Treat such a barrier as a 3” wooden slab (p. B558) per yard of width. Anyone in the area when the spell is cast may move normally on the next turn; only if they fail to leave will they be caught.
Duration: 1 minute.
Base cost: 1 for grass, 2 for bushes and trees
Half that to maintain
Time to cast: 2 seconds.
Prerequisite: Plant Growth, Magery (Water) 1
Regular Spell; Resisted by DX
College: Earth, Level: 0
The subject trips and falls down.
Duration: Instantaneous.
Cost: 2.
Regular Spell
College: Mind, Level: 3
Full two-way communication, like Mind-Reading and Mind-Sending combined. The subject must be willing. Both caster and subject know the whole of each others’ thoughts and what the other is experiencing; they communicate at the speed of thought.
Other people can “enter the link” – a new casting of the spell (by anyone involved) is required for each new person to enter. To eavesdrop on an existing telepathic link without being noticed, there is a -4 skill penalty.
If caster and subject know each other and the subject expects the “call,” there is no distance penalty.
Otherwise, assess penalties as for Mind-Sending. The spell cannot work across time, dimensions, interplanetary space, etc.
Duration: 1 minute.
Cost: 4 to cast.
4 to maintain, for a 2-way link.
Same cost for each additional person added.
Time to cast: 4 seconds.
Prerequisite: Mind-Sending.
Special Spell
College: Arcana, Level: 2
Instantly moves the caster to another location.
However, the farther away the target spot is, the more energy is required, and the greater is the skill penalty, as follows:
Distance Cost Skill Penalty
Within 10 yards 3 0
11 - 20 yards 4 -1
20 - 100 yards 5 -2
101 - 500 yards 6 -3
501 yards to 1.99 miles 7 -4
2 to 9.99 miles 8 -5
10 to 99.99 miles 9 -6
100 to 999.99 miles 10 -7
each additional x10 distance +1 -1
Normally, you may only teleport to a place you are looking at or one you are familiar with.
Penalties:
-2 for a place you have “seen” only through the mind or memories of another, or via television
-2 for a place you have not seen within a month (except, perhaps, your own home!)
-1 to -3 for a place seen only briefly.
This spell is dangerous, too. If you fail your roll by 1, you take 1d damage and arrive at your destination physically stunned (HT roll to recover). If you miss your roll by more than 1, you suffer no physical injury – but you go somewhere else. The location is up to the GM!
A critical failure with this spell can send the caster anywhere the GM likes – make it interesting! – and cause physical injury, as long as it doesn’t kill the caster outright.
Even a successful teleport can be confusing.
A wizard must roll vs. his Body Sense skill in order to act on the same turn in which he teleports. A failed roll means disorientation – no actions except defense are possible on that turn. A critical failure means he falls down, physically stunned. A teleporter arrives in the same position he started in. He may be facing a different direction, but this makes it more likely that he will be disoriented on arrival: -2 to change facing, -5 to go from vertical to horizontal or vice versa!
Anything carried on your person, up to “heavy” encumbrance, goes with you.
You can also take one person with you by holding hands, if the added weight does not exceed your “heavy” encumbrance limit. On a failed roll, they suffer the same effects you do. This is also a Gate spell.
Cost: As seen in the above table of Distance and Cost
Prerequisites: Magery (Air) 1, Magery (Body) 1
Special Spell
College: Arcana, Level: 4
Create and teleport a Wizard Eye to a distant location. The caster may then cast spells through the Wizard Eye as if he was present. Missiles may not be telecast, but Jet spells may.
Spells requiring touch may also be telecast, but the Wizard Eye must score a hit and the defender must fail his defense.
Use the cost and casting penalties from the Teleport spell (p. 147). Spells cast from the Telecast’s “other end” measure range from that spot. The Telecast counts as a spell “on” and requires concentration. GMs who wish to further limit this powerful spell may apply the penalties for no speech, foot, or hand motions (p. 9).
If the Telecast roll is failed by 1, the Wizard Eye reaches its intended destination but the caster is mentally stunned. If the roll is failed by more than 1, the Wizard Eye winds up somewhere else (GM’s choice!) and the caster is still mentally stunned. In all cases, a Body Sense roll at a -2 penalty is required before the caster can get his bearings and start casting another spell; on a critical failure, he is mentally stunned.
There are persistent rumors of variants of this spell which Timeport or Plane Shift the Wizard Eye instead.
Duration: 5 seconds.
Cost: As Teleport to cast; same cost to maintain.
High skill does not reduce the cost.
The energy is spent whether the spell is successful or not.
Time to cast: 1 minute.
Prerequisites: Teleport, Wizard Eye, and spells from at least 10 different colleges.
Regular Spell; Resisted by Will +1
College: Arcana, Level: 3
Same as Teleport, except that the caster does not move, and the subject can be anything or anyone. A part of an object may not be teleported away; neither may a solid object be teleported into another solid object.
Separating two connected objects carries a penalty set by the GM; taking the stopper from a jar might be at -1, while teleporting a locked door from its frame might be a -5. Jewelry or clothing being worn, or an object held tightly by another person, is at -5 to teleport away, and the holder may attempt a resistance roll.
Cost: Costs and skill penalties are as for Teleport, with the following multipliers:
Weight Multiplier
less than 10 pounds x1/2
10-49 pounds x1
50-99 pounds x2
100-200 pounds x3
One additional multiple for each 100 pounds thereafter.
The consequences of a missed roll are similar, but inanimate objects are less likely to suffer physical damage. If a sapient subject resists the roll, the caster suffers no ill effects other than the expenditure of energy.
Prerequisites: Teleport.
Area Spell
College: Arcana, Level: 3
Any attempt to Teleport (or Blink) into or out of the area of effect is at -5 to skill. Failed attempts to teleport in have the normal effects. Failed attempts to teleport out leave the caster where he started, physically stunned and having spent all the energy for the attempt! Doubling the energy cost increases the penalty to -10; tripling it increases the penalty to -15!
This spell works against Teleport, Timeport, Plane Shift, Timeslip, and all their variations.
Duration: 1 hour.
Base cost: 1⁄3 to cast (minimum 3-yard radius).
Same cost to maintain.
Time to cast: 10 seconds.
Prerequisites: Watchdog and either Spell Shield or Teleport.
Area Spell; Resisted by Will
College: Mind, Level: 3
Anyone in the area who fails to resist must make an immediate Fright Check at -3.
Base cost: 4.
Prerequisite: Fear.
Information Spell
College: Arcana, Level: 1
Tells the caster the subject’s exact distance, azimuth, and altitude relative to the caster. The caster must be able to see the subject.
Cost: 1.
Prerequisite: Measurement.
Information Spell
College: Arcana, Level: 0
Tells the caster what time it is – as well as the day and year, should that be in doubt.
Cost: 1.
Information Spell
College: Arcana, Level: 1
Identifies whether a substance is good to eat. The spell tells nothing about taste or nutrition; it detects poisons, dangerous decay, or foreign objects (razor blades in fruit). It does not check for magic on food.
Cost: 1 to test a single meal or a single bottle of wine;
3 to check all the food and drink within a 1-yard radius.
Area Spell; Information Spell
College: Arcana, Level: 1
Tells the caster how much weight the subject can support before warping or breaking. This can reveal the capacity of bridges, baskets, ropes, etc.
Base cost: 1 (minimum 2).
Prerequisite: Measurement.
Regular Spell; Resisted by HT
College: Body, Level: 2
Inflicts 4 FP and 1 HP of dehydration damage, equivalent to a full day without water. Dehydration fatigue may be recovered in full with a full day’s rest and plentiful water. HP damage heals normally. Repeated castings may render the subject nearly unable to speak, because the subjects throat will be parched and their tongue swollen.
Cost: 5.
Time to cast: 10 seconds.
Prerequisites: Destroy Water.
Missile Spell; Special Resistance
College: Arcana, Level: 3
This spell is cast on another spell, transforming it into a Missile spell.
The spells are cast one after the other, with no delays between castings. The Throw Spell is cast first and counts as a spell “on” when determining the skill level of the subject spell (p. 10).
The caster must pay full energy and time costs for Throw Spell and its subject at the time of casting; if the caster throws a spell powered for a human-sized subject at a larger subject, there is either no effect or a reduced effect, as the GM sees fit.
The caster rolls for the Throw Spell when it is cast; the roll for the subject spell is not made until it is thrown.
Thrown spells have 1/2D n/a, Max 80, Acc 1; roll against DX-4 or Innate Attack skill to hit.
All thrown spells take effect at the moment they hit something. Thrown Area spells center on their point of impact. Jet spells take effect at the point of impact, in the direction they were going (treat them as Wild Swings, p. B388). Most other spells simply allow the caster to use spells at longer ranges than normally possible – a thrown Sense Emotion, for instance, or Minor Healing. This spell allows spells that normally require touch to be applied at a distance (Deathtouch, for instance). Missile spells and Blocking spells may not be thrown. Thrown spells may be blocked or dodged, but not parried. However, they can be caught using Catch Spell – by anyone, including enemies!
Duration: Until thrown.
Cost: 3.
The thrown spell may be maintained normally once it has taken effect.
Regular Spell
College: Air, Level: 2
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.
Regular Spell; Resisted by HT
College: Body, Level: 1
The subject feels he is being tickled.
If he does not resist, he is helpless with laughter, jerking about to try to escape from his invisible tormentor. This is a serious tickle-fest; the victim is incapacitated as if by a seizure.
The subject must make a second Will roll if he tries to keep silent.
High/Low Pain Threshold has no effect on the spell’s outcome.
Unfazeable characters get a +5 bonus to their resistance roll.
Seizure:
You suffer a fit of some kind. Your limbs tremble uncontrollably, you fall down if standing, and you cannot speak or think clearly. You can do nothing.
At the end of the seizure, you lose 1d FP.
Note:
The FP lost due to the seizure applies when the spell end, and only once per casting of the spell.
Duration: 1 minute.
Cost: 5 to cast.
5 to maintain (requires concentration).
Prerequisite: Touch and Spasm.
Area Spell
College: Arcana, Level: 4
The area and all within it are temporarily removed from the time stream; the effect is equivalent to having the area’s time accelerated infinitely. Unlike Suspend Time, this spell can only be cast from the inside, centered on the caster (the spell ends as soon as he touches its edge).
Should the caster die alone in the area, the spell will never end!
The caster and any objects caught in the area would simply seem to vanish from the time stream.
As far as outside observers are concerned, the area “ages” instantaneously (which may or may not be perceptible).
One moment five ogres were attacking the party while their wizard cast a spell, and the next moment the ogres were dead, the party magically healed, and everybody was in a different position and drinking rum to celebrate.
From the inside, the area is bounded by a wall (and covered by a ceiling) of utter blackness. Anyone or anything touching the edge of the area is immediately expelled from the area, back into normal time. This causes an automatic mental stun to anyone other than the caster. Missiles of any sort can be thrown blindly out of the area (see Shooting Blind, p. B389) but not into it.
Note that, since all missiles fired out of the area will emerge at the same outside time, an archer could create an impressive burst of arrows by simply firing casually for a few subjective hours . . .
Spells involving the outside simply fail. Any spell requiring concentration and lying inside the area lapses immediately if its caster is left outside. Likewise, any inside spell whose maintenance comes due during the Time Out lapses unless its caster is also inside.
The “flow” of mana into the Timed Out area is effectively nil.
Powerstones won’t recharge, enchantment is impossible, etc. Mages still recover lost energy (the physical consequences of manipulating mana go away regardless of the local mana supply), but GMs may decree that spells cost much more, or are impossible, within the time-stopped area (since the power must be drawn entirely from the caster’s personal life-force). This is entirely dependent on the GM’s view of mana in his setting.
Duration: An instant (outside time). Within the area, the caster and any other occupants have as much time as they need.
Base cost: 5.
Time to cast: 5 minutes.
Prerequisites: Magery 3 and Accelerate Time.
Special Spell
College: Arcana, Level: 5
This spell is similar to Teleport, except that it moves the caster to another time instead of another place. Subjective “movement” is instantaneous.
The more “distant” the target time is, the greater the energy cost and skill penalty (see Time modifiers, box).
Unlike Teleport, there is no penalty to timeport to an “unfamiliar” time; the GM may, however, decree that any timeport to the future bears an extra penalty (-2, perhaps). If this spell takes the caster to the future, it is the most likely of many possible futures. If he returns from that future and acts on the information gained, there is no guarantee that the future he visited will actually occur.
Similarly, a caster who returns to the past, changes something, and then returns to his starting time might return to an alternate timeline. The amount of variation between the caster’s “home” timeline and the new one will depend on the GMs view of how “tamper-resistant” the timestream is in his game world(s).
This spell is dangerous – the penalties for a failed roll are the same as for Teleport, substituting time for space. Also as in Teleport, the caster can carry no more than Heavy encumbrance (objects and beings). Roll vs. Body Sense skill upon arrival, modifying the roll for changes in velocity, facing, and orientation.
If the caster wishes to travel simultaneously in both time and space, use the caster’s Teleport or Timeport skill (whichever is lowest), and combine the penalties and costs for distance and time.
Cost: see box.
Prerequisites: Teleport.
Time Modifiers Cost Penalty
Within 1 minute 4 0
1 to 10 minutes 6 -1
10 minutes to 1 hour 8 -2
1 to 10 hours 10 -3
10 hours to 4 days 12 -4
4 to 40 days 14 -5
40 days to 1 year 16 -6
1 to 10 years 18 -7
10 to 100 years 20 -8
each further x10 +2 -1
Special Spell; Resisted by Will +1
College: Arcana, Level: 5
Same as Teleport Other, except that the subject is Timeported away from (or to) the caster.
Apply the usual penalty for Regular spells for the distance between caster and subject; the Timeport penalties apply for the time span over which the caster wants to Timeport the subject.
One important difference between Timeport and Timeport Other is that if the caster fails the spell roll or if the spell is successfully Resisted, the subject does not Timeport away!
Cost: As Timeport; also uses the Teleport Other weight multipliers.
Prerequisite: Timeport.
Blocking Spell
College: Arcana, Level: 3
Avoid an attack by timeporting out of its way. The caster slips a few seconds ahead into the future, reappearing in his original location – unless that spot is now obstructed or occupied! A location is not clear if someone is standing in it. Any lesser obstruction is ignored by the spell.
The caster must roll his Body Sense skill to act on the turn he reappears. If his original location remains obstructed or occupied, the caster stays in limbo, reappearing as soon as the spot becomes clear . . . even if it takes years! Critical failures have been known to produce similar disastrous effects.
If the caster had any spells requiring concentration “on” when he cast Timeslip, they automatically lapse (unless they had the caster as their subject). Likewise, any spell whose maintenance comes due during the timeslip also lapses (but see Maintain Spell, p. 128).
Cost: 1 per second of intended displacement.
The spell skill roll is at a -1 penalty for every second of intended displacement beyond the first one.
Prerequisite: Timeport.
Blocking Spell
College: Arcana, Level: 3
As Timeslip, but usable on others.
Cost: 1 per second of intended displacement.
The spell skill roll is at a -1 penalty for every second of intended displacement beyond the first one.
Prerequisite: Timeport.
Regular Spell
College: Body, Level: 0
The subject feels a light touch at a spot of the caster’s choice. The touch is easily felt, even through armor, but has no effect other than to attract the subject’s attention; it cannot cause pain or discomfort, but it is very likely to distract him.
Cost: 1.
Regular Spell
College: Arcana, Level: 2
Makes an inanimate object more difficult to penetrate by increasing its DR. Has no effect on the protective value of armor. If the object takes basic damage equal to or greater than its (toughened) DR, the spell is broken, and must be recast.
Duration: 1 hour.
Cost: 1 to cast per point of DR (maximum of 8) for an object the size of a fist
Double for an object up to a cubic foot
Triple for an SM 0 object
Same cost to maintain.
Time to cast: 5 seconds.
Prerequisite: Shatterproof.
Regular Spell
College: Arcana, Level: 3
May be cast on any object or living being. As long as the spell is maintained, the caster will know where the subject is if he concentrates for a second. Either the subject must be with the caster when the spell is first cast, or the caster must first cast Seeker successfully.
Long-distance modifiers apply if the subject is not in the caster’s presence.
Duration: 1 hour.
Cost: 3 to cast.
1 to maintain.
One try per day.
Time to cast: 1 minute.
Prerequisite: Seeker.
Information Spell; Resisted by subject spell
College: Arcana, Level: 3
When cast soon after someone or something teleports, timeports or plane-shifts in or out, this spell gives the caster a vision of the destination of the teleported subject. The caster also gets a good idea of the magnitude of the skill penalty involved to cast the spell. On a critical success, the actual destination will be known, but any success gives the caster enough of a sense of the destination to follow, if he does so within a minute of casting Trace Teleport.
Modifiers: The spell operates at a cumulative -1 for each minute that elapses between the teleport and the casting.
There is a further -5 penalty if the caster didn’t witness the teleport.
Cost: 3.
Prerequisite: Teleport, Timeport, or Plane Shift.
Special Spell
College: Body, Level: 3
Take the form of another sapient race. Each race is a different spell, to be learned separately. The caster may only learn the form of a race with which he is familiar. Clothing, jewelry, and armor do not vanish when the transformation occurs; a caster who fails to shed rigid armor may be painfully squeezed (see Corpulence, above, for details).
The caster acquires only the physical traits of the new form, keeping his original mental traits. Note that Fatigue Points are not increased for spellcasting purposes.
A list of races can be found here: Transform Body Race List
Duration: 1 hour.
Cost: Varies (see above).
Time to cast: 1 minute.
Prerequisite: Shapeshifting.
Regular Spell; Special Resistance
College: Arcana, Level: 3
Changes an object into another object of the same weight. The change can be anything – a gun could be turned into a rag doll, for instance. As with Create Object (p. 98), anything the mage brings into existence must be something he is familiar with. To turn something into a functional object, the caster must have the appropriate skill for making a similar object; the rag doll mentioned above will be a pretty poor rag doll unless the caster has Sewing skill, and if he wants to turn a rag doll into a gun, he’d better have Armoury skill.
An object held or worn by someone resists with its owner’s Will.
Duration: 1 hour.
Cost: 1 to cast for every pound the object weighs (minimum of 1 pound).
Double cost to change to (or from) stone, triple for metal.
Same cost to maintain.
Time to cast: Equal to cost, in seconds.
Prerequisites: Reshape, and at least four “Create” spells.
Regular Spell; Resisted by Will
College: Body, Level: 3
As Transform Body, but usable on others. The subject cannot end the spell; only the caster, or a Remove Curse spell, can do that.
Duration: 1 hour.
Cost: As Transform Body, but the minimum cost of the spell is 10 to cast and 4 to maintain.
Time to cast: 2 minutes.
Prerequisites: Shapeshift Others and the appropriate form of Transform Body.
Regular Spell; Resisted by Will
College: Body, Level: 4
Change a person into an inanimate object of similar weight. The object may be anything that the caster is familiar with. A living thing with IQ 0, such as a plant, qualifies as an inanimate object for this purpose. The subject is conscious throughout the duration of the spell, but cannot take any action, including spells or psionic powers. He can dimly hear what goes on around him and feel whatever his transformed self is in contact with, but cannot see or smell anything. If the object is destroyed, the subject dies; if it is damaged, the subject will suffer a proportionate loss of HP upon being returned to his natural form.
Duration: 1 hour.
Cost: 20. Same cost to maintain.
Time to cast: 2 minutes.
Prerequisites: Shapeshift, Transform Other, Transform Object, and Flesh to Stone.
Regular Spell
College: Arcana, Level: 3
Makes an object transparent. The object’s outlines remain visible and its physical characteristics remain unchanged (hardness, weight, etc.). The caster can choose to tint the object as he desires instead of making it colorless.
Duration: 1 minute.
Cost: 4 to cast. 2 to maintain.
Time to cast: 10 seconds.
Prerequisites: Dye and Stone to Earth.
Information Spell; Resisted by Will
College: Mind, Level: 1
Tells whether the subject is lying or not. May be cast in two ways:
1. To tell whether the subject has told any lies in the last five minutes.
2. To tell whether the last thing the subject said was a lie.
May also give an indication of how great the lie is. If caster is not touching subject, calculate range as for a Regular spell.
Cost: 2.
Prerequisite: Sense Emotion.
Blocking Spell
College: Arcana, Level: 2
Makes an incoming blade turn in its wielder’s hand, inflicting only crushing damage instead of cutting.
This also unreadies the weapon. Only good against blade attacks – it is use-less against a spear, club, or the teeth and claws of an animal. This spell does not count as an active defense itself; it may be combined with a normal Parry, Block, or Dodge.
If the caster is not the one being attacked, apply regular range modifiers between the caster and the attacker.
Cost: 1.
Prerequisite: Apportation or Spasm.
Regular Spell; Resisted by Will
College: Soul, Level: 2
Causes a single subject in spirit form to retreat from the caster. The caster must be able to see the subject. The subject moves away from the caster at its current maximum Move until the spell ends or the caster loses sight of it. The subject cannot attack the caster in any way during this time; this includes the use of special powers and spells.
If the spirit possesses a living entity, Turn Spirit will not force the spirit out of its host. Instead, the spirit will flee using the host’s body.
Duration: 10 seconds.
Cost: 4 to cast.
2 to maintain.
Every point of extra casting energy reduces the spirit’s resistance by 1.
Prerequisites: Fear and Sense Spirit.
Area Spell
College: Soul, Level: 2
Inflicts 1d of injury on anything in the area that was animated using the Zombie spell; DR does not protect. In addition, roll 1d for each zombie. On a 1, it turns and flees from the caster.
Duration: Successfully turned undead will avoid the caster for one day.
Base cost: 2.
Cannot be maintained; must be recast.
Time to cast: 4 seconds.
Prerequisite: Fear and Zombie.
Regular Spell
College: Water, Level: 1
Walk in any slight precipitation without getting wet. An invisible “shield” is seen to deflect incoming raindrops. Umbrella does not work against intense (or magical) hail, rains of stones or frogs, etc.
Duration: 10 minutes.
Cost: 1.
Time to cast: 2 seconds.
Prerequisite: Shape Water
Regular Spell; Special Resistance
College: Arcana, Level: 2
Unties knots and fastenings of any kind that could normally be undone by hand (but not locks). A critical success would even undo chain mail into its component links! Useful to surreptitiously rob someone of earrings, necklaces, etc. Will unstring bows, unbutton shirts, unlace bodices, unbuckle belts . . .
Cost: 3 for a single fastening,
one more for each extra target within one yard;
6 will undo everything in a one-yard radius, but a person in that area resists with their Will.
Heavier items may be undone at a proportional cost.
For instance, if a mage is chained, he might want to Undo a link of the chain, bending it open. The GM rules that it would take ST 20 (twice normal strength) to open a link by hand. So the cost to Undo that link is twice normal, or 6.
Prerequisite: Locksmith.
Area Spell
College: Arcana, Level: 4
Protects against physical and magical attack; has the effect of a combination Force Dome and Pentagram.
However, creatures cannot be summoned within it, and there is no marking to erase. Can only be removed by Dispel Magic or Counterspell. Resists any attempt to look through with magic.
Like Force Dome, an Utter Dome takes a full second to form once cast.
Duration: 1 minute.
Base cost: 6 to cast.
4 to maintain.
Prerequisites: Force Dome, and Spell Shield.
Regular Spell; Resists intruding spells
College: Arcana, Level: 4
As Force Wall, but protects against physical and magical attack; has the effect of a combination Force Wall and Spell Wall.
Duration: 1 minute.
Cost: 4 per yard length to cast.
Same cost to maintain.
Prerequisites: Utter Dome and Spell Wall.
Regular Spell; Resisted by Will
College: Mind, Level: 1
Used when a reaction roll is required, this spell makes the subject (one sapient creature of racial IQ 6 or better) more likely to react unfavorably. Frequently used by spies to sabotage diplomatic missions.
Duration: 1 minute.
Cost: Twice the penalty subtracted from the roll to cast. Same cost to maintain (maximum 5).
Prerequisite: Sense Emotion.
Regular Spell
College: Mind, Level: 2
Skip a night’s sleep with no ill effects. Each successive night’s casting on the same subject is at a cumulative -3 to skill.
Duration: 1 night.
Cost: 8. Cannot be maintained, but may be recast.
Prerequisites: Sleep, and Lend Energy.
Regular Spell
College: Body, Level: 1
Raises the subject’s HT temporarily. This affects his Basic Speed, FP, and ability to resist trauma and disease. A caster can raise his HT. If the subject’s FP when the spell wears off is below zero, he will immediately take 1 point of damage for every point of fatigue below zero, risking unconsciousness. High skill does not reduce cost to cast this spell.
Duration: 1 minute.
Cost: 2 for every point of HT increase (maximum of 5).
Same cost to maintain.
Prerequisite: Lend Vitality or Frailty.
Regular Spell
College: Earth, Level: 4
Causes vapor and lava to spew from a chosen spot of ground. This is not a quick spell, but it is very serious!
The volcano starts out small – a small hole spitting stones and vapors – and increase its diameter by a couple of yards per day. This spell can also reactivate a dormant volcano. When the spell is allowed to lapse, the volcano ceases to grow and will soon die (a formerly dormant volcano may stay active at the GM’s discretion).
Duration: One day.
Cost: 15 to cast. 10 to maintain.
Time to cast: One hour until the first effects are visible. Continued concentration for 8 hours each day is necessary to keep the volcano growing.
Prerequisites: Magery (Fire) 2
Regular Spell
College: Air, Level: 1
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.
Regular Spell
College: Air, Level: 2
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
Regular Spell
College: Water, Level: 3
You can walk on the surface of any liquid as if it were solid ground.
You move at your usual ground Move. This doesn’t protect you from any damage that you would take from coming into contact with the liquid, however. You can’t traverse volcanic lava or boiling acid without taking damage!
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Time to cast: 4 seconds.
Prerequisite: Shape Water.
Regular Spell
College: Earth, Level: 2
Pass through earth as if it were air.
With this spell, the subject could walk through the stone wall of a dungeon or the earthen wall of a hut. This spell does not open a passage so that others can follow. It also doesn’t reveal what is on the other side. If the caster also knows Earth to Air, he will automatically have breathing air during his journey, at no energy cost. Otherwise, he must hold his breath!
Should the spell end before the subject regains the open air, he is buried in earth or stone, as the case may be. He is not automatically harmed, but will suffocate if he cannot escape.
Duration: 10 seconds.
Cost: 3 to cast. 3 to maintain.
Double cost to pass through stone.
Triple cost to pass through metal.
Prerequisites:
Regular Spell
College: Earth, Level: 1
Enables the subject to pass through grass, undergrowth, heavy forest or jungle without any hindrance from the vegetation. He can travel as if the land were open (normal movement rates); plants move aside to let him pass and then resume their previous position behind him.
The spell makes tracking difficult, giving a penalty from -1 to -8, depending on the thickness of the local vegetation. If used against Tangle Growth, a Quick Contest of spells must take place every second.
Duration: 1 minute
Cost: 3 to cast
1 to maintain
Prerequisites: Hide Path and Shape Plant, Magery (Water) 1
Regular Spell
College: Earth, Level: 2
Enables the subject to pass through solid wood (dead or alive) as if it were air. It does not open a passage so that others can follow, nor does it reveal what is on the other side ... The subject should hold his breath, as the spell does not supply any air!
Should the spell end before the subject regains the open air, he is buried in wood. He is not automatically harmed, but suffocates if he cannot escape.
Duration: 1 second.
Cost: 3 to cast. 2 to maintain.
Prerequisite: Walk Through Plants, Magery (Water) 1
Area Spell
College: Fire, Level: 2
Creates a curtain of light around an area. The wall is four yards high, but may be made higher; simply scale the cost as the height (double for 8 yards high, triple for 12 yards high and so on).
The only thing it blocks is vision, both ways. It has no effect on spells, beings, sounds, etc. Bright Vision allows one to see through the wall.
Duration: 1 minute.
Base cost: 1 to 3 to cast.
Same cost to maintain.
The Wall’s glow depends on the energy put into its base cost, as per Continual Light.
Prerequisite: Continual Light.
Area Spell
College: Fire, Level: 3
Creates a shimmering, crackling curtain of lightning around an area.
The wall is four yards high, but may be made higher by scaling the cost as the height (double for 8 yards high, triple for 12 yards high and so on).
Every turn, anyone crossing or touching the wall suffers burning damage. It impedes vision and hearing through it: -1 to these Sense rolls.
Duration: 1 minute.
Base cost: 2 to 6 to cast
Same cost to maintain
Each turn, the Wall inflicts 1d-1 burning damage for every two points of energy put into its base cost
Prerequisite: Lightning
Area Spell
College: Air, Level: 3
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.
Regular Spell
College: Arcana, Level: 2
Walk on walls or ceilings as if they were level ground. The subject must keep at least one hand or foot in contact with the surface; otherwise, the spell is broken. Combat is at -2 for both the wallwalker and his foe because of weird angles.
Duration: 1 minute.
Cost: 1 per 50 pounds minimum of 2 points.
Half that to maintain.
Prerequisite: Apportation.
Blocking Spell; Resisted by subject spell
College: Arcana, Level: 2
When cast immediately after a spell is thrown at its subject, this spell can prevent the opposed spell from working. It works against only a single magical attack. If an attacking spell affects several people, each Ward can only save one subject. It does not protect against missile spells.
The caster may only Ward against a spell that he knows at skill 12 or higher; a caster who knows (for instance) Sleep may also ward a single subject against Mass Sleep. The caster rolls at the lower of his Ward skill or his skill in the spell being warded. The caster must announce he is using Ward before the opposed spell’s subject tries a resistance roll. If it turns out the spell being cast is not one the defending mage can ward against, the ward is wasted.
Cost: 2 to cast it on yourself, or 3 to cast on anyone you can see.
- You cannot Ward someone you cannot see.
Prerequisite: Block.
Blocking Spell; Resisted by subject spell
College: Arcana, Level: 4
As Ward, but – if it works – protects any number of those who would have been affected by the attacking spell.
Cost: 1 per subject protected (minimum cost 4).
Prerequisites: Ward.
Regular Spell
College: Fire, Level: 1
The subject remains comfortably warm in cold weather, avoiding the risk of frostbite or hypothermia. This effectively increases the subject’s “local temperature” by 30 ̊F towards his optimum comfort level (p. B93). The spell offers no protection against magical cold attacks such as Frostbite. This is also a Protection and Warning spell.
Duration: 1 hour
Cost: 2 to cast. 1 to maintain
Time to cast: 10 seconds
Prerequisite: Heat
Area Spell
College: Arcana, Level: 1
When cast around an area, this spell warns the caster of anyone or anything crossing with hostile intent. If the caster is asleep, he wakes instantly without being stunned. The spell is not destroyed if triggered; it lasts until its natural expiration.
Duration: 10 hours.
Base cost: 1 to cast.
1 to maintain.
Time to cast: 10 seconds.
Prerequisite: Sense Danger.
Regular Spell
College: Water, Level: 3
Shoot a thin jet of water from one finger. Each turn, the caster rolls vs. DX-4 or Innate Attack skill to hit. This attack may be dodged or blocked, but not parried. It does knockback to all targets, and damage to creatures of flame; it can kill or knock down flying swarm creatures. It can extinguish a 1-yard-radius area of normal fire. Anyone hit in the face by a Water Jet is at a -3 penalty to combat skills next turn for each point of energy put into the jet.
Duration: 1 second.
Cost: 1 to 3.
Does 1d damage for each point put into it.
Range is equal to the number of dice.
Prerequisite: Shape Water.
Regular Spell
College: Arcana, Level: 2
Turns water or other drinkable liquid into a mildly alcoholic beverage. The nature of the resulting drink depends on the starting material.
Pure water can become any kind of alcohol.
Honey water becomes mead, Grape juice becomes wine, grain mash becomes beer, and fruit juices become “coolers.”
The quality of the result depends on the caster’s roll and the quality of the starting liquid.
Duration: Permanent.
Time to cast: 10 seconds.
Cost: 4 per gallon if the alcohol is made from water;
half cost for mead, wine, coolers, or beer if an appropriate starter liquid is used in the casting;
double cost per quart of spirits.
Prerequisites: Purify Water and Mature.
Information Spell
College: Water, Level: 3
See through water, snow, and ice - to find sunken treasure, lurking monsters, etc.
Duration: 30 seconds.
Cost: 1 per 20 yards of depth to cast (up to 200 yards).
Same cost to maintain.
Prerequisite: Shape Water, Magery (Arcana) 1
Area Spell; Special Spell
College: Water, Level: 3
Changes the surface calmness of any large body of water. Each application of the spell can increase or decrease the wave height by one point on the Beaufort scale (above); to achieve multiple-point changes, multiply the spell’s cost accordingly. The wind is unaffected.
Note that the Beaufort scale is specific to ocean waves; waves produced on lake shores are generally much lower relative to wind speed (GM’s judgment).
The spell may be cast on an area, affecting the waves moving across it. It can also be cast on an object, such as a ship, which it must then encompass in its entirety (typically, 10 to 30 yards in radius). The area of effect then moves with the object.
Duration: 1 hour.
Base cost: 1/60 (minimum 1).
Same cost to maintain.
Time to cast: 1 minute.
Prerequisite: Shape Water.
Regular Spell
College: Arcana, Level: 1
Does 1d damage to the weakest part of the subject (works only on inanimate items) for every two points of energy put into the spell.
See p. B557, for DR and HP of various items.
No caster may use this spell on the same subject more than once per hour.
Subject’s DR does not protect it.
Duration: Permanent.
Cost: 2, 4, or 6.
Time to cast: 5 seconds.
Prerequisite: Find Weakness.
Regular Spell; Resisted by HT
College: Body, Level: 3
For the duration of the spell you are a “bleeder.”
Even a small wound will not heal unless well-bandaged – and you may bleed to death.
Any untreated wound bleeds at a rate equal to its original damage every minute. For instance, an untreated 3 HP wound bleeds for 3 HP of damage per minute until stanched.
First Aid is enough to staunch most wounds, but an impaling wound to the torso causes slow internal bleeding. It does damage every minute, as above, until you receive First Aid.
Furthermore, it continues to do damage equal to its original damage once per day until properly treated. Only a Surgery roll or supernatural healing can stop internal bleeding or restore HP lost to it. If proper treatment is not available, you will soon die.
If the subject of this spell has the Hemophilia Disadvantage this spell does nothing.
Duration: 1 day
Cost: 9 to cast.
5 to maintain.
Prerequisite: Sickness or Steal Vitality.
Regular Spell; Resisted by Will
College: Mind, Level: 1
Temporarily reduces the subject’s Will.
Duration: 1 minute.
Cost: 2 per point of Will reduction (maximum Will reduction of 5).
Half that to maintain.
Prerequisites: Magery 1 and Foolishness.
Regular Spell; Resisted by HT (or by effective skill for magic weapons)
College: Body, Level: 3
The caster’s body magically melds with the melee weapon he is wielding.
Clothes (up to 6 pounds) disappear along with him, but the rest of his equipment falls to the ground. The weapon now dances through the air, as if wielded by an invisible opponent. The subject keeps his weapon skill and attributes while assuming a minimum Speed of 5. Attacks on the weapon are at a normal penalty for size.
The weapon may only dodge or parry, but has natural DR appropriate to its material (Wooden weapons usually have DR 2. Small metal, metal-wood, or composite objects, like guns and axes, typically have DR 4. Solid-metal melee weapons have DR 6). If the weapon is broken, the spell ends and the subject reappears, unharmed but physically stunned, holding the useless weapon in his hand(s).
The subject may not speak, so he can only cast spells he knows at skill 20 or better. The subject’s HT resists Making and Breaking spells such as Weaken and Shatter.
Magic weapons resist the melding with their Power. If the subject wishes to activate any of the enchantments on the magic weapon, he must win a Regular Contest of his Will against the weapon’s Power.
Duration: 1 minute.
Cost: 8 to cast.
4 to maintain.
Time to cast: 5 seconds.
Prerequisites: Apportation, Alter Body and Reshape.
Area Spell
College: Air, Level: 2
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
Area Spell; Resisted by (ST + Will) / 2
College: Mind, Level: 4
Creates a circular zone that traps anyone inside at the moment of its creation. The barrier is purely mental, working on the wills of the people trapped. For this reason, the subjects must be aware they are being circled – if they are not, the Will Lock has no effect on them.
Each being trapped inside has one chance to escape each day; roll a Regular Contest between the being’s (ST+Will)/2 and the Will Lock’s Endurance (p. 10). Each being that escapes weakens the Will Lock’s Endurance by 1. Upon reaching Endurance 0 or on a critical failure on its part, the Will Lock dissipates. A critical success by an escaping being does not break the Will Lock. The spell can also be broken if an outside party scuffs the circles away. The beings trapped can freely cast spells or throw missiles across the Will Lock’s boundary. An interesting method of escape is to be knocked unconscious and then thrown bodily outside the Will Lock!
Duration: One day.
Base cost: 3 to cast.
Cannot be maintained; must be recast.
Time to cast: As long as it takes the caster to circle the area three times widdershins (counter-clockwise).
Prerequisite: Emotion Control.
Area Spell; Special Spell
College: Air, Level: 2
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.
Area Spell
College: Air, Level: 1
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.
Missile Spell
College: Air, Level: 2
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.
Regular Spell
College: Mind, Level: 1
Raises the subject’s IQ temporarily.
This raises his ability with skills, but not with spells!
The subject’s IQ cannot become higher than the caster’s.
Duration: 1 minute.
Cost: 4 for every point of IQ increase (maximum of 5).
Same cost to maintain.
Prerequisites: IQ 12 or higher.
Enchantment Spell
College: Arcana, Level: 3
This spell, like the more powerful Wish spells must be cast on a ring, amulet, or jewel. The wearer of that item may then specify the result of any one die roll made in his presence, just before that roll is made – except a die roll involving magic. This is not an “action.” It takes no time, and may be done at any time. Once used, a wish is lost.
Only one roll or action can be affected by one wish; you could use a wish on your attack roll or on the damage, but not both. GMs should feel free to disallow any wish use that they consider abusive or unbalancing.
Cost: 180.
Prerequisite: Enchant.
Enchantment Spell
College: Arcana, Level: 4
Allows the wisher to change the very recent past. It erases any just-made die roll – except a die roll for spell casting – and replaces it with the wisher’s desired roll. The restrictions on use for Lesser Wish also apply to Wish.
Cost: 250.
Prerequisites: Lesser Wish.
Enchantment Spell
College: Arcana, Level: 5
This spell can do just about anything. In particular:
(1) It can be used to cast any one spell, at no energy cost, with automatic success and no chance of resistance (for spells with variable cost, the maximum energy available is 1,000). The caster does not have to know the spell, or even have it in a book – he just has to know the spell exists. If the spell is a “continuing” one, it is up to the GM to determine how long it should last.
(2) It can permanently improve a character’s scores. It will increase any one attribute by 1 level, or any one skill or spell by 3 levels. It can also reduce an enemy’s scores, but only if that enemy is present when the wish is made.
(3) It will grant any one advantage worth 20 points or less, or remove any one disadvantage worth 20 points or less. An enemy can likewise be cursed by losing an advantage or gaining a disadvantage, but only if that enemy is present when the wish is made. The enemy does not get a chance to resist!
(4) It can do absolutely anything else that the GM feels will not ridiculously unbalance the adventure or the campaign!
Though incredibly powerful, this spell is not used often. It can never be learned at a level better than 15.
Furthermore, any failed roll when creating a Great Wish costs the caster, and each helper, 1 point of IQ and 6d damage! Critical failures have toppled civilizations. Great Wishes are not normally found for sale. If they are, the price should be at least $100,000.
Cost: 2,000.
Prerequisites: Wish, and a combined DX and IQ of 30+.
Regular Spell; Resisted by HT
College: Body, Level: 3
The caster must strike the subject on a limb to trigger this spell (hits else-where have no effect). Armor does not protect. Resolve resistance on contact.
If the caster wins, the subject’s limb withers immediately; it is crippled for all purposes (see Crippling Injury). The subject also takes 1d damage.
Duration: Permanent (May be healed by magic or extraordinary technology).
Cost: 5.
Prerequisites: Paralyze Limb.
Area Spell; Resisted by HT
College: Earth, Level: 3
Causes plants within the area to wither and die. The caster can choose to affect only one type of plant, or everything but one type of plant, if he wishes. Any large plants or animated vegetable foes should be assigned a HT score with which to resist this spell – see Animate Plant.
Duration: Permanent.
Base cost: 2.
Time to cast: 10 seconds.
Prerequisite: Blight.
Regular Spell
College: Arcane, Level: 2
Creates a physical eye – a 2” ball – through which the caster can see. The Eye can fly through the air, vertically and/or horizontally, with a Move of 10; it moves on the caster’s turn.
Concentration is necessary to move the eye, but not to see through it. Any vision-enhancing spells affecting the caster will also be usable through the Eye. The Eye is small, with a SM of -7, so it is hard to hit – but if it is hit by a physical attack, or any spell that would reasonably incapacitate it, it is destroyed.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Time to cast: 2 seconds.
Prerequisites: Apportation and Keen Vision.
Regular Spell
College: Arcana, Level: 2
Creates a replica of the caster’s physical hand, through which he can grasp as well as feel. The hand flies through the air with a Move of 10, on the caster’s turn, though it may not do so without bumping into things unless accompanied by a Wizard Ear or Eye!
Alternatively, it may grope its way along walls, floors, and ceilings at a Move of 3. Concentration is necessary to move the hand, but not to hold or feel through it. The hand may not cast or deliver spells! Any touch-enhancing spells affecting the caster will also be usable through the hand. While feeling through the hand, the wizard’s own hands are insensitive. Every turn, he must specify whether he is feeling through the Hand or through his own hands.
The Hand is small, with a SM of -5, but any hit with a physical attack or any spell that could reasonably incapacitate it will destroy it. The Hand itself cannot inflict any punching damage; it has ST 2 and the caster’s DX.
Duration: 1 minute.
Cost: 4 to cast and 3 to maintain for one Hand
6 to cast and 4 to maintain for two Hands.
Time to cast: 3 seconds.
Prerequisites: Manipulate and Far-Feeling.
Regular Spell
College: Arcana, Level: 2
Creates a replica – about 4” across – of the caster’s physical mouth and
lips, through which he can speak as well as taste. The Mouth flies through
the air with a Move of 10, on the caster’s turn, though it may not do so without bumping into things unless accompanied by a Wizard Eye or Ear!
Concentration is necessary to move the Mouth, but not to speak or taste through it. Any voice or taste-enhancing spells affecting the caster will also be usable through the Mouth. The Mouth may not cast spells! While tasting through the Mouth, the wizard’s own mouth is insensitive. Every turn, he must specify whether he is tasting through the Mouth or through his own mouth.
The Mouth is small, with a SM of -6, so it is hard to hit – but if it is hit by a physical attack, or any spell that could reasonably incapacitate it, it is destroyed. The Mouth itself cannot inflict any biting damage.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Time to cast: 2 seconds.
Prerequisites: Apportation, Far-Tasting, and Great Voice.
Regular Spell
College: Arcana, Level: 2
Creates a disembodied replica – about 2” to 3” long – of the caster’s physical nose, through which he can smell. The Nose flies through the air with a Move of 10, on the caster’s turn, though it may not do so without bumping into things unless accompanied by a Wizard Ear or Eye!
Concentration is necessary to move the Nose, but not to smell through it.
Any smell-enhancing spells affecting the caster will also be usable through the Nose. While smelling through the Nose, the wizard’s own nose is insensitive. Every turn, he must specify whether he is smelling through the Nose or through his own nose.
The Nose is small, with a SM of -7, but if it is hit by a physical attack or any spell that could reasonably incapacitate it, it is destroyed.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Time to cast: 2 seconds.
Prerequisites: Apportation and Far-Tasting.
Enchantment Spell; Resisted by HT
College: Soul, Level: 4
Enchants a ring or an amulet that will turn the wearer into a wraith, an undead guardian sustained by magic. It attempts to affect the wearer every time it is put on. The spell is Resisted normally by HT. If the subject ever fails to resist (or chooses not to), he “dies” and rises as a wraith 24 hours later.
The GM determines the exact abilities of the wraith, but mental traits are preserved as per the Lich spell. The wraith always has a Dependency on the Wraith item (a rare item, required constantly, for -150 points), and shrivels and dies if it is removed or destroyed. This item isn’t Hexed; the victim can remove it and die if he wishes. Only Remove Enchantment can reverse the Wraith spell without harm.
Each Wraith item can sustain one wraith at a time. Once a given item has produced a wraith, it has no effect on other wearers until its wraith has been destroyed. The Wraith spell has no effect on the undead.
At double energy cost, the enchanter can create an item that makes the wraith his undead servant.
The wraith automatically gains Reprogrammable (p. B150) with the enchanter as his master in addition to his Dependency, and cannot remove the Wraith item himself.
At half cost, the enchanter can create an item that turns the wearer into an undead tomb guardian. This works exactly as a regular Wraith item, except that the undead gains Compulsive Behavior (Remain in tomb and guard it; kill abductors and return if forcibly removed from tomb) [-15].
Energy Cost to Cast: 500.
Prerequisites: IQ 13 or higher, Enchant, Halt Aging, and Soul Jar.
Regular Spell
College: Body, Level: 4
Removes one year from the subject’s age. Any attribute levels lost in that period are automatically regained. Does not affect memories, skills, injuries, etc., gained during the “lost” months.
Duration: Subject starts aging again immediately.
Cost: 100. One try per month.
Prerequisites: Halt Aging.
Regular Spell
College: Soul, Level: 2
The subject of this spell must be a relatively complete dead body. The nature and condition of the corpse determines the nature of the undead creature produced. The animated corpse becomes an undead servant of the caster. Its attributes are based on those of the original body, as are its physical advantages and DX-based skills. It does not have the “soul,” mental traits, IQ-based skills, or memories of the living person. The GM will determine its exact abilities, as appropriate to the campaign.
Duration: The zombie remains animated until destroyed.
Cost: 8.
Time to cast: 1 minute.
Prerequisites: Summon Spirit and Lend Vitality.
Special Spell
College: Soul, Level: 3
Calls the nearest zombie to the caster (for the purposes of this spell, a zombie is any undead creature created with the Zombie spell). Range is irrelevant. Upon a successful casting, the caster knows the location of the closest zombie (any known zombies may be excluded if the caster mentions them before casting) and how long it will take to reach him. The zombie moves toward the caster as fast as it can, until it can see him or the spell ends. If it can reach the caster, it stays nearby, without attacking or obeying, until the spell ends. The spell is broken by any attack on the zombie, and if the zombie fails to reach the caster before the spell duration ends, it will simply turn and go about its business, or wander off if it had none.
Zombies will not answer the summons if it conflicts with their master’s orders (so you cannot Summon zombies away from whatever they were guarding, for instance).
Duration: 1 minute.
Cost: 5 to cast.
2 to maintain.
To call many zombies, double the cost.
All zombies within a 10-mile radius (more for a very successful casting) will be summoned.
Time to cast: 4 seconds.
Prerequisite: Zombie.
Area Spell
College: Soul, Level: 4
Similar to Zombie, but reanimates all relatively complete dead bodies in the area of effect. As with Zombie, different sorts of corporeal undead are made from different qualities of bodies; a mix of undead types may result from a single Mass Zombie. A corpse must be lying in its tomb or at its place of death to be affected by this spell; otherwise, it won’t be affected.
Corpses in graves up to 4 yards deep will claw their way up to the surface to join their new master.
Undead created by this spell become the loyal servants of the caster. However, they can only be commanded as a group; individual members of the horde cannot be given separate tasks. If this spell is cast ceremonially, the leader of the circle is the master. The zombies regard the other members of the circle as his lieutenants; their orders are obeyed, but the master’s orders take precedence.
Optionally, the mages involved in the casting may divide the horde equally, each mage becoming master to his own segment.
In most likely casting locations, this spell will raise (RxR)/2 undead (round down), where R is the radius of the spell. It might yield fewer undead in an upper-class cemetery where the dead have lots of elbowroom in their crypts, or more at a mass grave.
Undead created with this spell are identical to those created with the Zombie spell. They use the same templates and are affected the same way by magic.
Duration: Permanent.
Base cost: 7. Minimum radius 2 yards.
Time to cast: A number of minutes equal to the radius.
Prerequisites: Zombie and Charisma 2 or better.