Arcana holds under the umbrella of it's name the largest number of spells as it's college pertains to the manipulation of magic itself. Using magic to peal back layers of the unknown to learn truths and gain knowledge. The manipulation of the most fundamental fabrics of reality, those of time and space. As well as the investment of magic into items to enchant them, crafting wonderous items of modest to great power. Arcana is also the only College of magic with 5th tier spells.
At the far bottom of the page the Item Enchantment spells are listed.
These spells manipulate reality directly, altering physical matter, even bending the rules of the universe.
Clean
Dye
Alarm
Block
Cook
Deflect Missile
Mage Lock
Prepare Game
Purify Food
Season
Shield
Soilproof
Weaken
Animate Object
Armor
Copy
Create Food
Create Object
Distill
Duplicate
Force Dome
Knot
Locksmith
Mapmaker
Musical Scribe
Missile Shield
Poison Food
Protect Animal
Rejoin
Schematic
Scribe
Sharpen
Shatter
Stiffen
Toughen
Turn Blade
Undo
Water to Wine
Blade Turning
Catch Missiles
Contract Object
Dancing Object
Explode
Extend Object
Fasten
Flying Carpet
Force Wall
Lesser Wish
Lockmaster
Manipulate
Mystic Mark
Reflect Gaze
Repair
Reshape
Reverse Missile
Rive
Shatterproof
Spider Silk
Transform Object
Transparency
Disintegrate
Enlarge Object
Essential Food
Rebuild
Shrink Object
Utter Dome
Utter Wall
Wish
Greater Wish
These spells help a Mage gather information through magical observation, remote learning, scrying, and even Divination.
Find Direction
Measurement
Seek Food
Aura
Far-Feeling
Far-Hearing
Far-Tasting
Find Weakness
Know Location
Know Recipe
Rear Vision
Sense Danger
Tell Position
Test Food
Test Load
Watchdog
Beast Seeker
Glass Wall
History
Know True Shape
Pathfinder
Projection
Recall
Scryguard
Seeker
Sense Observation
Wizard Eye
Wizard Hand
Wizard Mouth
Wizard Nose
Ancient History
Communication
Divination
Echoes of the Past
Images of the Past
Invisible Wizard Eye
Memorize
Reconstruct Spell
Remember Path
Scents of the Past
Scry Gate
Scryfool
Scrywall
Trace
Trace Teleport
Prehistory
See Secrets
These spells manipulate magic itself. Revealing its secrets, bending it's purpose, altering it's function, or destroying it entirely.
Sense Mana
Detect Magic
Identify Spell
Seek Magic
Analyze Magic
Conceal Magic
Counterspell
Dispel Magic
Mage Sight
Maintain Spell
Remove Aura
Spellguard
Seek Magic
Suspend Curse
Suspend Mana
Suspend Spell
Ward
Drain Mana
Displace Spell
False Aura
Hang Spell
Lend Spell
Magic Resistance
Penetrating Spell
Pentagram
Reflect
Remove Curse
Restore Mana
Spell Shield
Steal Spell
Throw Spell
Catch Spell
Delay
Great Ward
Link
Reflex
Spell Wall
Suspend Magery
Suspend Magic
Telecast
Drain Magery
These spells relate to the manipulation of space and time; traveling between spaces without passing through the space between, or manipulating the flow of time through a person or area.
Tell Time
Decay
Haste
Hinder
Mature
Preserve Food
Long March
Hide Object
Quick March
Teleport
Accelerate Time
Age
Beacon
Blink
Blink Other
Great Haste
Phase
Phase Other
Planar Visit
Ruin
Sanctuary
Seek Gate
Slow
Slow Time
Summon Shade
Teleport Other
Teleport Shield
Timeslip
Timeslip Other
Control Gate
Plane Shift
Plane Shift Other
Rapid Journey
Suspend Time
Time Out
Create Gate
Timeport
Timeport Other
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.
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.
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.
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.
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.
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.
Tells the caster what time it is – as well as the day and year, should that be in doubt.
Cost: 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.
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.
Momentairly 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.
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.
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.
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.
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.
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.
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.
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.
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
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; Resisted by HT
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
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.
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; Special Resistance
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.
Regular Spell; Resisted by HTResists Lockmaster spell
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.
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.
“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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
Information Spell; Resisted by spells that conceal magic
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.
Regular Spell; Special Resistance
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
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.
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.
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.
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 subject spell
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
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.
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.
Area Spell; Resisted by subject spell
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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.
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.
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.
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.
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
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.
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; Special Resistance; Resists Information Spells
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.
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.
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; Resists any Information spells
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:
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.
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.
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.
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.
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.
Regular Spell; Special Resists attempts to tamper with its spell
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.
Regular Spell; Special Resistance
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.
Regular Spell; Resisted by subject spell
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
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
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.
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
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.
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.
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.
Regular Spell; Special Resistance
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.
Blocking Spell; Resisted by subject spell
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.
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.
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.
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.
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.
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.
Area Spell; Special Resistance
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.
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:
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.
“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.
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.
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.
As Blink, but usable on others.
Cost: 2.
Prerequisite: Blink.
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
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.
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.
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; Resisted by subject spell
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.
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 inted 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.
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.
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.
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.
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, Area Spell; Special Resistance; Resists Information spells
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.
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.
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.
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.
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.
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.
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.
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.
“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.
This spell, like the more powerful Wish spells (below), 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 imbalancing.
Cost: 180.
Prerequisite: Enchant.
Regular Spell; Resisted by Magelock
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; Resisted by Will + Magery
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.
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.
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.
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
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.
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.
As Phase, but usable on others.
Cost: 3.
Prerequisite: Phase.
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.
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.
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 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.
Blocking Spell; Resisted by subject spell
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
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.
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; Resisted by subject spell
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
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
Area Spell; Resists any Information spellsAs 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.
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.
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.
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
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: Magery 2, IQ 13+,
and at least two spells from each of 10
different colleges.
Area Spell; Resists all spells cast through it
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.
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; Resisted by subject spell
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.
Information Spell; Resisted by Will
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.
Regular Spell; Resisted by Will +1
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.
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.
Missile Spell; Special Resistance
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.
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.
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.
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
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.
Regular Spell; Special Resistance
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.
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.
Blocking Spell; Special Resistance
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 the Gate
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.
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.
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.
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.
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.
Blocking Spell; Resisted by subject spell
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.
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.
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
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.
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.
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).
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.
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.
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.
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; Resists spells cast through it
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.
Regular Spell; Resisted by Will + Magery
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
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.
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.
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.
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.
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
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.
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.
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; Resisted by Will + Magery
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.
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+.
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
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.
Spells for creating and manipulating magical items.
Rules for Enchanting can be found here.
Scroll
Adjustable Clothing
Enchant
Leak
Manastone
Temporary Enchantment
Weapon Enchantment Spells
Accuracy
Bane
Defending Weapon
Ghost Weapon
Graceful Weapon
Loyal Sword
Penetrating Weapon
Puissance
Quick-Aim
Quick Draw
Armor Enchantment Spells
Defending Shield
Deflect
Fortify
Lighten
Amulet
Attune
Charge Powerstone
Crystal Ball
Effigy
Hex
Hideaway
Homunculus
Impression Blocker
Limit
Malefice
Name
Password
Power
Powerstone
Remove Enchantment
Resist Enchantment
Speed
Spell Stone
Staff
Suspend Enchantment
Talisman
Weapon Enchantment Spells
Cornucopia
Blank Spell Arrow
Dancing Weapon
Spell Arrow
Weapon Spirit
Armor Enchantment Spells
Dancing Shield
Ensorcel
Golem
Link
Simulacrum
Doppelganger
Soul Stone
Write a magical scroll charged with a spell from one of the other colleges. If a mage who understands the scroll’s language at Accented comprehension or better reads it aloud, the scroll casts its spell, after which its power dissipates and the writing on the scroll vanishes. Reading a scroll requires twice the normal casting time for the spell; the mage reading the scroll pays the normal energy cost. No skill roll is required when the spell is read unless it is Resisted. In that case, roll using the skill level of the mage who wrote the scroll.
Pronunciation is important when reading a scroll aloud! If the mage reading the scroll has Accented spoken comprehension of the scroll’s language, the scroll casts its spell at a -1 penalty; if he has Broken spoken comprehension, the scroll casts at -3. If he has None, he cannot articulate the words properly and cannot cast the spell.
A scroll can be read silently, to see what it says. Any mage who understands the language will know what spell it is supposed to be. This does not cast the spell!
Spells may be written on any material, but parchment is traditional.
Damage to a scroll does not affect its power as long as the scroll is legible.
Time to cast: The number of days needed to write a scroll is equal to the energy cost required to cast the spell originally (base cost for area spells), not counting any bonuses for skill. Multiply this by $33 (or the setting’s usual per-point enchantment rate; see pp. 21-22) to get the normal market value of the scroll.
Example: The Rear Vision spell normally costs 3 energy to cast. A Rear Vision scroll would take 3 full days to write, and would normally cost $100.
At the end of the writing time, the GM rolls against the writer’s skill with Scroll or the spell being written – whichever is lower. A successful roll means the spell is good. A failure means the scroll will not work. A critical failure means it will cast a flawed spell!
Duration: As long as the spell would normally last. The mage who reads the scroll can maintain the spell, if it could normally be maintained.
Prerequisites: Magery 1 and must have at least Accented written comprehension in the language the scroll is to be written in. A mage may not write a scroll for a spell he does not know.
Causes an item of clothing to adjust to fit whoever wears it, within limits. The adjustment occurs as the wearer begins to put it on, so the enchantment won’t be discovered if someone picks up the item and immediately discards it as “obviously” the wrong size. When removed, the item returns to its original size. The change in size does change weight as well; an object that doubled in size would increase in weight eightfold. This enchantment is rare; few enchanters need to make “any size fits all” enchanted clothing. It is sometimes found in extremely expensive theatrical costumes. It is also used when the item is intended to outlive its original wearer, and often commissioned for intended heirlooms.
Energy cost to cast: The cost to enchant a cloth shirt or pair of pants that can increase or decrease in every dimension by 10% is 50. This cost varies widely depending on size, materials, and adaptability; round fractions up.
For gloves, boots, shoes, a belt, a hat, or similar small items, halve the cost. For something ring or earring-sized, use one-third cost. For overalls, or a full-length gown, double cost. For a pressure suit or other item that literally covers the whole body, triple the cost.
An item with a few incidental metal parts (zippers, buttons, etc.) counts as “cloth,” as does thin leather.
Leather thick enough to have DR doubles cost. Scale armor, chainmail, or similar items triple the cost. Plate armor and other solid metal clothing multiply cost by five. For exceptionally light clothing (a veil or lingerie), halve cost.
If the item can adjust in size by 25%, double cost. If it can halve or double in size, triple cost. If it can decrease to 1/5 size, or grow to five times size, quadruple cost.
Prerequisites: Enchant and Reshape.
A prerequisite for all other Enchantment spells except Scroll. To enchant an item, the caster must also know this spell. The caster rolls against the lower of his skill with this spell and the specific spell he wishes to place on the item. If he has assistants, they must have skill 15 or higher with both spells, but the roll is based on the caster’s skill.
Duration: Magic items are permanent until destroyed.
Cost and Time: See Enchanting.
A perversion of the Cornucopia spell (p. 64). The bag, purse, quiver, backpack, or other container enchanted will have an uncanny tendency to “lose” whatever is put in it (coins, arrows, clothes, etc.). A Leaky purse would lose a coin or two a day, a Leaky quiver would lose an arrow or two a day, a Leaky back-pack would lose a piece of equipment once in a while . . . The lost items may “drop” out of the container, be whisked away by thieving magpies, or magically vanish into thin air (as the GM’s fancy takes him). Living beings are unaffected.
Energy cost to cast: 100.
Prerequisite: Hideaway.
A Manastone is an unrechargeable Powerstone. Use all normal Powerstone rules (limits by value, etc.), except that a Manastone does not recharge its power – although the item may be re-enchanted with multiple applications of the spell. If a Manastone “quirks” in enchanting, the quirks (naturally) must be appropriate to a non-recharging object (no quirks about recharging limitations!).
Manastones have no effect on the recharge rate of nearby Powerstones.
Energy cost to cast: 5. Each casting charges the stone with a single point of energy.
Prerequisite: Enchant.
This lets the enchanter create magic items that only function a few times before losing their enchantment, at a substantial savings in energy cost (and therefore time).
An item can be temporarily enchanted at an energy cost of 15% the normal cost for an item of that type per use. An item with only a single use can be created for 15% of the normal energy, two uses would cost 30%, four would cost 60% (very cost-ineffective under most circumstances) and the cost for an item limited to 7 or more uses actually exceeds the cost of a permanent item.
The temporarily enchanted item acts, in all respects, as a normal item of that type until all of its uses are consumed. Once all the uses of the temporary item are gone, the item is no longer magical.
The Temporary Enchantment spell is used in place of the Enchant spell. A single item may not be enchanted with both temporary and permanent spells simultaneously.
Temporary Enchantment can only be used to give items a one-time ability to cast a certain spell – not to cast the spell on the object. For example, a mage couldn’t make a one-shot set of invisible armor – it would never wear off. He could give the armor the ability to cast the Invisibility spell on itself at normal energy and duration costs.
Temporary Enchantment cannot be used in conjunction with any Enchantment college or Meta-Spell college spells except the following: Hex, Limit, Link, Name, Power, and Speed. Temporary Enchantment absolutely cannot be used to further reduce the cost of enchantments that already have limited uses (e.g., Skull-Spirit).
Duration: Until all of the item’s uses have been expended.
Cost and time: See Enchanting.
Prerequisite: Enchant.
Enchantment
Makes a weapon more likely to hit by adding to the user’s effective skill.
Cost: See table below.
Divide cost by 10 if the subject is a missile (e.g., an arrow or a bullet).
Bonus Cost
+1 250
+2 1,000
+3 5,000
Prerequisites: Enchant and at least five Air spells.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
This is also considered a Limiting Enchantment (p. 68). It is used to make a magical weapon with powers that work only against one type of foe.
Successfully cast before any offensive weapon enchantment, it reduces the energy cost of those spells, but they will work only against the named foe.
For instance, a sword could be made that did +3 damage, but only against orcs – and this would be easier to enchant than a weapon that did +3 against everything. Note that a Bane spell cannot be removed unless the enchantments it controls are also removed.
The same caster who placed the Bane on the sword must cast the enchantments limited by the Bane.
The more specific the bane (GM’s decision) the greater the reduction in the other spells’ cost(s). Banes like “All my foes” are not allowed!
Examples of legal Banes:
Against a specific nation, religion, or race:
Divide costs by 2.
Against a specific type of creature, or folk of a certain city:
Divide costs by 3.
Against all members of one specific family:
Divide costs by 4.
Against one specific foe:
Divide costs by 10.
Energy cost to cast: 100.
The caster must also possess some item or relic pertaining to the person, creature, race, etc. involved.
Prerequisite: Enchant.
The subject weapon permits its wielder to parry more skillfully; each level of enchantment will give the wielder a +1 to Parry, up to a maximum of +3. The spell does not protect the weapon from being broken (p. B401).
If this enchantment is combined with Dancing Weapon, the weapon attacks opponents engaged with the owner and wards off blows from attackers when possible. It uses the weapon’s skill as per Dancing Weapon, plus this spell’s bonus. The owner can command it to defend a given side of him (much like Dancing Shield) and to either defend (in which case it gets two parries per turn) or attack (in which case it gets a single attack and a single parry each turn). If a dancing, defending weapon does not parry a blow, the owner may still use any of his own applicable defenses.
This spell can only be cast on a balanced weapon that can normally parry.
Energy cost to cast: 500 for +1 to parry,
1,000 for +2,
2,000 for +3.
Prerequisites: Enchant and Dancing Object.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
A weapon enchanted with this spell affects ghosts (and other insubstantial beings and spirits) as if they were tangible. If the weapon itself is made intangible (through whatever means the GM deems feasible), the weapon still affects the physical world at the whim of its wielder.
Energy cost to cast: 250 per pound of weight (minimum 1 pound).
Prerequisites: Enchant and Solidify.
This enchantment is a toned-down version of Quick-Draw (below). The item does not become unready after attacking or parrying, even on a critical miss. If Graceful Weapon encounters Turn Blade or Bladeturning, it resists those spells with its Power.
Energy cost to cast: 150 per pound of weight (minimum 1 pound).
Prerequisites: Enchant and Apportation.
The subject weapon seeks to return to the wearer’s hand if it is dropped or thrown – even if the wearer becomes unable to fight. When dropped, it returns on the next turn, as though Quick-Drawn (below). When thrown, it flies until it hits something or falls to the ground, and then returns in as straight a line as possible, with a Move of 12. It avoids enemies and obstacles when returning! If its owner dies, it returns to the body – but after that, it becomes loyal to the next person to pick it up.
A loyal weapon can be trapped, captured out of the air, etc., while returning, but it requires a DX-4 roll to catch it, and its constant attempts to return to its owner give anyone else a -4 to fight with it.
A loyal weapon can be sold or given away at any time, but the transaction must be wholly voluntary; it is then loyal to the new owner. It may have only one owner at a time. Limiting spells may be used to limit the class of people who can use it.
Note that if this spell is placed on a Dancing Weapon (below) it makes the Dancing Weapon spell almost worthless. The effect will be a Loyal weapon that strikes at foes on its way back to its owner (but at no other time).
Energy cost to cast: 750 per pound of the weapon (minimum 1 pound).
Prerequisites: Enchant and Apportation.
Cutting, impaling, or piercing weapons with this enchantment pass through armor as if it were butter. Specifically, the spell grants the weapon an armor divisor (p. B268).
Such a weapon does not do extra damage to unarmored foes. Hardened DR defends against the armor divisor conferred by this spell as normal.
Energy cost to cast: Depends on the armor divisor conferred on the weapon.
Armor Divisor Cost
2 250
3 750
5 2,500
10 7,500
Ignores DR 25,000
Double the cost if the subject is a missile weapon (e.g., a bow).
Divide the cost by 10 if subject is a missile (e.g., an arrow).
If the item falls in more than one class (weapon, missile weapon, missile), use the higher enchantment cost. In addition to weapons, any sort of cutting tool may be enchanted. Note that this spell may be recast at a higher level as per Accuracy.
Prerequisites: Enchant and Find Weakness.
Adds to the basic damage a weapon does when it hits.
Cost: See table below. Divide cost by 10 if the subject is a missile (e.g., an arrow or a bullet). Double cost if the subject is a missile weapon (e.g., a bow or a gun).
Damage Bonus Cost
+1 250
+2 1,000
+3 5,000
Prerequisites: Enchant and at least five Earth spells.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
The subject missile weapon (bow, sling, etc) gains uncanny responsiveness; in game terms, an Aim action taken with the subject weapon has the effect of two turns of aiming.
Energy cost to cast: 100.
For 200 energy, one Aim action may count for three turns of aiming.
Halve the cost if subject is a missile (e.g., a javelin or throwing axe).
The enchantment doesn’t work on ammunition (like arrows).
Prerequisites: Enchant and Grace.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
The weapon will leap to the owner’s hand when he wants it, becoming ready instantly (no Ready maneuver required!). Only the owner’s mental command is required; no die roll is needed.
The enchantment does not work if the weapon is more than a yard away, or if it is tied down, peacebonded (tied into the scabbard with rope or wire), within a pack, etc. A weapon with this spell does not become unready after attacking or parrying.
Energy cost to cast: 300 per pound of weight (minimum 1 pound);
2,000 for a quiver, bag, etc., from which ordinary missiles will leap into the wearer’s hand at need.
Prerequisites: Enchant and Apportation.
Adds a Defense Bonus to armor, clothing, a shield, or a weapon. This adds to all active defense rolls made by the user.
Cost: See table below.
DB Cost
+1 100
+2 500
+3 2,000
+4 8,000
+5 20,000
Prerequisite: Enchant.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
The enchanted shield allows its wielder to block more skillfully; each level of enchantment gives the wielder a +1 to Block, up to a maximum of +3. The spell may not be combined with Dancing Shield.
Energy cost to cast: 500 for +1 to Block, 1,000 for +2, and 2,000 for +3.
Cost: See table below.
Block Bonus Cost
+1 500
+2 1000
+3 2,000
Prerequisites: Enchant and Grace.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
Increases the DR of clothing or a suit of armor.
Cost: See table below.
DR Bonus Cost
+1 50
+2 200
+3 800
+4 3,000
+5 8,000
Prerequisite: Enchant.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
Makes armor or shields lighter and easier to carry. The subject becomes lighter only when it is actually being worn. Armor in a backpack would still have its full weight.
Energy cost to cast: 100 to cut the item’s weight by 25%.
500 to cut its weight in half.
Prerequisite: Enchant.
An amulet is an item that grants the wearer magic resistance against a specific spell. Amulets are often enchanted with several Amulet spells, to cover a wide spectrum of effects.
Although most amulets are pieces of jewelry, any item may be so enchanted. It is even possible to tattoo an amulet onto its wearer!
The enchanter uses the lower of his skills with Amulet and the spell being opposed. Amulets also work against variants of the base spell: an amulet against Fireball also works against Explosive Fireball.
Alchemists can create magical objects called amulets (p. 220); although they have a similar function, they are not the same as the items produced by this spell.
Energy cost to cast: 50 per point of magic resistance the amulet grants (maximum of 5).
Prerequisite: The appropriate Talisman spell (that is, to learn the Amulet spell to protect from Panic, the caster must know the Talisman spell for Panic).
Enchantment Spell
- Limiting Enchantment -
This limiting enchantment, a derivative of Bane, makes a magic item work better against a specific target. It works on any Resisted spell, providing a penalty to the target’s resistance roll.
If enchanted into a magic item before the spell to be affected, the cost to enchant the affected spell is halved.
The enchanter must possess something connected to the target. The accuracy of the symbolic representation determines the penalty to the resistance roll.
In every case but the last, the representation must be incorporated into the magic item, though it need not remain intact (e.g., a videotape may be crushed to powder). If the target is present, presumably he has either been misled as to the purpose of the enchantment, or has agreed to it for more complex reasons (for instance, he’s worried he might run amok in the future).
The downside of this enchantment is that, when the item is used against other targets, they get a +5 to their resistance roll. An Attune Enchantment cannot be removed from an item unless the enchantment or enchantments it controls are removed first.
Energy Cost to Cast: 100.
Prerequisite: Bane.
Recharges a Powerstone at a higher rate than the stone recharges itself.
Every 3 energy spent by the caster restores 1 point of energy to the stone, but every point restored is counted as an “advance” against future “natural” recharging. Thus, if a 10-point Powerstone is recharged with this spell in a normal-mana area, it will not begin to recharge for 10 days after it is used. If it is used, and then recharged again using this spell, it will be 20 days until the stone begins to recharge normally, and so on. The presence of multiple Powerstones does not inhibit the casting of this spell.
On any ordinary failure with this spell, the Powerstone gains a new quirk (p. 69). On a critical failure, the Powerstone cracks and is destroyed.
This spell can safely recharge Powerstones with quirks that limit recharging only if the conditions imposed by the quirk have been met.
Attempts to ignore those conditions may cause the Powerstone to shatter.
This spell does not work on Manastones.
Duration: The energy remains in the Powerstone until needed.
Cost: 3 per point of energy recharged.
Time to cast: 10 minutes.
Prerequisites: Powerstone, and Lend Energy.
Used in the Crystal-Gazing variant of Divination.
Requires a ball of flawless crystal at least 2” in diameter (value $1,000).
A 3” ball (value $5,000) gives +1 to divinations.
A 4” ball (value $20,000) gives +2.
Energy cost to create: 1,000.
Prerequisite: Divination (Crystal-Gazing).
A mage can enchant an effigy, a life-size statue of himself, which attracts hostile magic directed at him to itself.
Like Malefice, Effigy is a lasting spell, which continues until its Endurance is reduced to zero. Every time a spell attacks the effigy’s maker, the effigy resists with its current Endurance, modified for the distance separating it from him (use the long-distance modifiers, p. 14). If the effigy succeeds, the spell affects it rather than its maker, The GM must decide what constitutes a “hostile” spell; for instance, Deathtouch is, but Mind-Reading isn’t. Redirected spells that have no effect on inanimate statues (such as Paralyze Limb or Death Vision) instead “attack” the enchantment. The effigy then resists with its current Endurance. Every such successful attack reduces the effigy’s Endurance by one; when the effigy’s Endurance drops below 0, it ceases functioning. A critical failure by the effigy or a critical success by the attacking spell also breaks the enchantment, as does physical destruction. An enchanter may only have one effigy at any one time.
Energy cost to cast: 1,000.
Prerequisites: Enchant, Scryguard, and Ward.
Makes the item impossible to put down/take off/get out of/etc. In itself, this effect is merely inconvenient, and can even be useful – for instance, you will never drop a hexed weapon, and a hexed pair of glasses will never fall off. However, if the hexed object has another malign spell on it, it becomes much more dangerous. The hex effect is “always on.”
To escape from a hexed object, you must remove or suppress the enchantment, find someone to cast a Remove Curse spell, or amputate the body part involved. Attempts to break or cut off the hexed item will fail (or result in amputation). GMs should permit this rule to have illogical results, if necessary, to keep the hexed object on the victim. Hexes aren’t logical!
A hex may be limited by a Link or Password spell. For instance, a ring could be made with a Hex, the Strike Blind spell, and the password “Gesundheit.” Anyone wearing the ring would go blind – but should they say the magic word, the ring would fall off!
Energy cost to create: 200.
Prerequisite: Enchant.
When cast on an object, Hideaway makes it larger inside than it is out-side. Can be used on a pocket, pouch, drawer, pitcher – anything that can normally hold other things. The caster may add any amount of pound-capacity he can afford, while increasing the size of the “inside” by 2 cubic feet for each pound; the extra space may be hidden by a false bottom, etc.
Depending on the energy used to cast the spell, objects within the Hideaway may or may not count as encumbrance. The contents vanish forever if the object is destroyed. The time required to find an object in a Hideaway depends on how deep it is!
A large enough Hideaway could hold a person. There is no problem with air unless the Hideaway is sealed off.
Energy cost to cast: 50 per pound of extra capacity if the objects count as encumbrance; 100 if they do not.
Prerequisite: Enchant, Create Object, and Lighten.
Grow a miniature image from your flesh. This image, called a homunculus, has ST 1, DX 0, and no IQ or HT. It must be kept inside a glass bottle and fed at least 1 HP worth of human blood each day to remain alive. If the bottle is broken or submitted to intense heat or light, the homunculus dies.
Whenever he wishes, the caster can move his spirit into the homunculus, no matter how far away it is (as per Possession, p. 49), at an energy cost of 4 for the first minute and 2 for every minute thereafter. He may then observe and communicate with anyone in the homunculus’ presence.
Although the caster can cast spells from the homunculus (using his own energy), he cannot perform any physical action, since the homunculus is trapped inside the bottle. The caster may return to his original body at will.
If a hostile wizard gains possession of a live homunculus, he can cast Communication and Empathy spells at the homunculus’ creator at no range penalty! The creator also resists any such spells at -5 when cast through the homunculus. A homunculus is thus a great vulnerability and is only entrusted to the most faithful of servants.
The caster may own several homunculi; he can move his spirit to only one at a time. While thus “away,” the caster’s body is very vulnerable and should be safeguarded.
Energy cost to cast: 800.
Prerequisites: Enchant and Mind-Sending, Magery (Soul) 2
Seeker (p. 105) and related spells require an object associated with the item or person sought in order to work. The Impression Blocker Enchantment creates a container that allows people to carry items without them becoming “associated” with the carrier.
An object in a closed blocker container retains the impressions it had when the container was shut. If removed, handled briefly, and replaced, the object will acquire a very faint impression of the handler, but it won’t be enough for a Seeker spell unless the handler does so once a day for decades. It is possible for an object in a blocker container still to be useful; for example, a book open to an important page, and stored in a glass container, can still be read!
At sufficiently advanced tech levels, a “waldo” or remote-manipulation box can be enchanted, allowing handling of the object without opening the box.
In some settings, these containers can also be used to preserve evidence.
If an object is owned for one person for a long time, and then transferred to a new owner, the original owner’s impressions may wear off. A blocker container preserves the original owner’s impressions. (In other settings, impressions never wear off; they just accumulate, so an item can be used to cast Seeker on any previous owner.)
Energy cost to cast: 20 per pound of capacity, minimum 20.
Prerequisites: Enchant, Seeker, and Scrywall.
Enchantment Spell
- Limiting Enchantment -
The enchanted item works only for the user, or class of users, specified by the caster when the Limit is cast. This class of users may be as simple or complex as the caster wishes. A Limit spell may affect all the spells on the item, or just some of them.
Energy cost to cast: 200.
Prerequisite: Enchant.
Through this foul enchantment, the caster can put a victim under his thrall. He must fashion a doll (usually out of wax, but clay, straw, and other materials may be appropriate with the GM’s permission) with something personally relevant to the target imbedded in it. Parts of the body (nail clippings, hair, blood, spittle, etc.) allow a casting at base skill. Other items allow a casting at a varying penalty; for example, threads from a shirt worn for years might be worth -2, while dirt from a fresh footprint might be worth -6.
Malefice is a lasting spell that continues until its Endurance is reduced to 0. It starts with an Endurance equal to its caster’s effective skill.
The doll can be used by its maker (and no one else) to cast harmful spells (such as Pain) on the target, at normal energy cost, while ignoring distance penalties. The caster uses the lower of the Malefice’s Endurance and his skill with the channeled spell. The target resists all such attacks, even if the spell is normally not Resisted (spells without normal resistance rules are Resisted by HT when cast through a Malefice doll).
If the victim resists the very first spell cast upon him through the doll, the enchantment is immediately broken. Otherwise, every successful resistance simply weakens the Malefice, reducing its Endurance by 1.
Upon reaching Endurance 0, the Malefice dissipates (though the doll is still a viable item for re-enchantment, and its magical association with the target offsets one point of casting penalty). A critical failure by the channeled spell or a critical success by the subject also breaks the enchantment, reducing the doll’s Endurance to zero.
Destroying the doll breaks the spell, but it also inflicts on the target a Deathtouch (p. 41) of as many dice as the Malefice’s current Endurance divided by 5 (round down, maximum of 3d). This damage occurs as long as the Malefice has any Endurance remaining. Remove Curse frees the target from the Malefice without harm to him.
Energy cost to cast: 250.
The wax and special ingredients cost $500.
Prerequisites: Enchant and Seeker.
Enchantment Spell
- Limiting Enchantment -
Gives a magical name to an enchanted object. The magic of the subject functions only for someone who knows its name. The user must speak the item’s name the first time he tries to use it, to show he knows the name.
Energy cost to cast: 400, or 200 if the name is written on the item.
It must be readable (GM’s decision). It may be small, hidden, or even disguised, but a person examining the item must be able to see it. This provision is a major reason for the popularity of dead and obscure languages among wizards – writing your item’s name on it in an extinct language is almost as safe as not writing it at all, and much cheaper.
Prerequisite: Enchant.
Enchantment Spell
- Limiting Enchantment -
The reverse of the Name enchantment. A magical item with a Password functions unless the Password is spoken. If the Password is spoken, the item will be inert until the next time its powers would normally be invoked – or for one minute (choice of person making the item). An item may have some spells that are passworded and others that are not. The details, of course, depend on the spell.
Examples: (a) a magic ring that gave the power of flight – but puts the wearer in Suspended Animation unless the password was used;
(b) a Pentagram that can be “turned off” with a word;
(c) a Dancing Sword that stops swinging for one minute if the password is said.
Energy cost to cast: 400.
Halve this cost if the password is written on the item (must be readable).
Prerequisite: Enchant.
Makes a magic item partially or completely “self-powered.” Each point of Power reduces the energy cost to cast or to maintain any spell on the item by one. Halve this bonus in a low-mana area (round down); double it in a high- or very-high-mana area. Power has no effect on the energy cost of the user’s spells!
If Power reduces the cost to maintain a spell to zero, treat the item as “always on” after the cost to cast is paid – but the wearer must stay awake to maintain the spell. If Power reduces the cost to cast to zero, the item is “always on” for all purposes, although the owner may turn it off if he wishes.
Energy Cost: See table below.
Power Cost
1 point 500
2 points 1,000
3 points 2,000
4 points 4,000
Double the cost for each additional point.
Prerequisites: Enchant and Recover Energy.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
Infuses mana into an object for later use by a wizard. Traditionally, a gemstone serves as the subject of this spell (for this reason, “Powerstone” is the generic word for an object containing stored mana), but any object can potentially be used. Any wizard touching a Powerstone may take any or all of the energy it contains, using it instead of his body’s own energy to cast a spell.
Each Powerstone is said to have a “capacity.” This is the maximum amount of energy it can hold. Since a wizard can only use one Powerstone at a time, a large Powerstone is more useful than a handful of small ones. A large Powerstone can be used to cast a large spell; a group of small ones can be used one at a time to help maintain a spell, but cannot be used all at once.
A Powerstone “recharges” itself after use, by absorbing mana from the surrounding area. The rate of recharge varies with the area’s mana level.
Local Mana Recharge Rate
None None
Low 1 point/week
Normal 1 point/day
High 1 point/12 hours
Very High 1 point/6 hours
A Powerstone does not recharge if it is within six feet of a larger Powerstone. Stones of the same size split the available mana and recharge at slower speed. This unfortunate fact means that the owner of several Powerstones must let some of them out of his sight to get them recharged!
A Powerstone is enchanted one step at a time. The first time Powerstone is cast on an object, it becomes an uncharged Powerstone with capacity 1. Each additional casting increases its capacity by 1. Thus, 15 castings would create a Powerstone with a capacity of 15. But note that with this many castings, there would be a cumulative chance of nearly 1 in 4 that a critical failure would be rolled at some point, destroying the stone. For 60 successive castings, the cumulative chance of critical failure is 2 in 3!
Further, each ordinary failure while casting puts some sort of magical “quirk” on the stone. Thus, it is possible for work for months and end up with a 20-energy Powerstone that smells like fish and can only be used on Wednesdays . . . This makes big stones without serious flaws more valuable than others of the same strength. The quirks of a Powerstone are set by the GM, and can be used as a tool for campaign balance. Most of them will be peculiar, arbitrary limitations on how the stone can recharge (e.g., only while bathed in bat blood) or how it can be used (e.g., only on Fire spells; only by a green-eyed virgin; not by anyone wearing a hat). A severe quirk affects the user of the stone (e.g., renders him mute for an hour).
The caster knows if his spell has failed, but not what quirk his Powerstone now has. The Analyze Magic spell can determine what quirks a Powerstone has. Two failures in a row indicate that no further growth is possible for that stone. Any object may be used to produce a Powerstone. However, it is easier to enchant a Powerstone using an item with intrinsic value. The cost to cast Powerstone is quadrupled if the item being enchanted has a value of less than $10xP2 + $40xP, where P is the target capacity of the Powerstone.
This is one reason gemstones are popular; a valuable stone is compact and durable.
A Powerstone is uncharged when created (though if it already contained energy, that energy is unaffected by a casting to increase its capacity). The energy from a Powerstone cannot be used for further enchantments on that stone – a Powerstone cannot be used to help enchant itself!
Energy cost for each casting: 20.
Prerequisite: Enchant.
“Dedicated” Powerstones
If a Powerstone is attached to an item before that item is enchanted, the Powerstone becomes a part of the magical item. It is then a “dedicated” Powerstone. The item’s user may tap its energy – but only to power the spells cast by or through that item.
If a dedicated Powerstone is removed from a magical item, the magical item is automatically broken and loses its enchantment, but the Powerstone is intact, and becomes a “normal” Powerstone again. (Of course, if the Powerstone is built into the item in some way – e.g., set in a magic ring – a successful skill roll may be required to remove it without breaking it.)
The advantage of a dedicated Powerstone is that its energy, being specifically channeled, is used twice as efficiently. A one-point dedicated Powerstone gives two points of energy (but still recharges in one day in a normal-mana area).
“Exclusive” Powerstones
An item can also be made with a built-in Powerstone, in such a way that only its integral Powerstone(s) can power it. This is done exactly as for dedicated Powerstones, but the energy of an exclusive Powerstone is three times as efficient – i.e., a one-point exclusive Powerstone delivers three points of energy, but then the item is useless until the stone recharges.
One-College Powerstones
This is a variation that follows all normal Powerstone rules. A One-College Powerstone is enchanted in such a way that it can provide energy only for spells of a particular college.
One-College Powerstones may not be Dedicated or Exclusive.
The advantage of a One-College Powerstone is that each casting only requires 12 energy, not 20.
Takes one enchantment spell off the subject item. This does not affect other enchantments on that same item. Exception: A failed attempt to remove a Limiting Enchantment removes all enchantments from the item.
Skill modifiers: -3 if the caster does not know how to cast the enchantment he is trying to remove.
-3 if he does not know exactly what that spell is.
-3 for each other spell on the item.
These are cumulative.
Duration: Removal is permanent.
Cost: 100 or 1/10 of the cost to place the enchantment originally, whichever is more.
Time to cast: see Enchanting (p. 16).
Prerequisite: Enchant.
An item enchanted with this spell resists attempts to enchant it further, imposing a penalty on the enchantment skill roll. Further, this enchantment itself resists any attempt to remove or suspend it, imposing twice the regular penalty.
It is possible for the enchanter to set Resist Enchantment to not resist specific further enchantments, but the enchanter himself must cast those spells or be present for the entire casting.
Energy Cost: See table below.
Penalty Cost
-1 50
-2 100
-3 200
-4 500
-5 1,000
Prerequisite: Any Limiting Enchantment.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
Decreases the casting time of any other enchantments on an item enchanted with Speed. Each point of Speed cuts the casting time in half, just as high skill does for a mage. If the casting time is reduced below 1 second, the item can be used to cast the spell without concentration.
Energy Cost: See table below.
Speed Cost
1 point 500
2 points 1,000
3 points 2,000
4 points 4,000
Double the cost for each additional point.
Prerequisites: Enchant and Haste.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
A spell stone stores a spell until someone (even a nonmage) uses it. The stone’s user concentrates for a second while crushing the spell stone in his hand, thus casting the spell. At the beginning of his next turn, roll against the spell stone’s Power. If the roll is successful, the spell is cast. If it is failed, the stone is simply wasted. If the stone is crushed without the requisite second of concentration, it is like-wise wasted.
The spell’s energy is included in the enchantment; none is required of the user, who also may not opt to supply any power to maintain the spell.
Likewise, he may not cancel the spell once cast, although the creator of the stone may specify a shorter duration than ordinary and may also invest extra energy into the enchantment so that the spell will maintain itself. A person may use only one spell stone per second.
A spell stone must be made from a jewel worth $10 x P2 + $40 x P, where P is the maximum energy of the spell that may be contained.
Any spell except a Blocking or Enchantment spell may be stored in a spell stone. Limiting Enchantments may be put on the stone. If the spell stored in the stone requires that the caster know another spell (Counter-spell, for instance), that other spell must be specified at creation time. It is thus possible to create a spell stone that will counter one specific spell, but it is impossible to create a generic Counterspell spell stone.
It is also possible to create spell stones which, when crushed, do not cast the spell for the user, but on him!
Analyze Magic reveals which spell a spell stone contains, whether the spell will be cast for or on the caster, how much energy was invested, etc. (one question per casting).
Energy cost to cast: 20 times the spell’s casting cost, including maintenance cost if so desired.
Prerequisites: Enchant and Delay.
Enchants a magic staff for details. Though many magic items must be in the form of a wand or staff, they do not have to have this spell on them. Many mages use various Limiting enchantments so that others can’t use their staffs – but this is not automatic.
A “magic staff” is any wand or staff imbued with the power to extend your reach for the purpose of casting spells (see Staff, p. 70). It gives three main benefits:
Touching a subject with your staff lets you cast spells on that subject at no distance penalty. This is useful in situations where you must cast a spell on a subject you cannot touch with your hand (e.g., a healing spell on someone trapped under rubble). This also allows a wizard to tap a Powerstone set into his staff.
Pointing with a staff reduces the range to a distant subject by the length of the staff. This is valuable for Regular spells, as a one-yard wand shaves -1 off distance penalties, while a two-yard quarterstaff eliminates -2! You can point as part of the ritual to cast a spell. Tell the GM you are pointing at the subject when you start concentrating. (This might warn an unwilling subject!)
A staff can carry Melee spells. This gives them more reach, letting you strike and parry without putting your hand in harm’s way.
A magic staff can be any length up to two yards. A wand is Reach C, too light to do damage, and uses Knife or Main-Gauche skill. A long wand or short staff is Reach 1, functions as a baton in combat, and uses Shortsword or Smallsword skill. A full-length staff is Reach 2, counts as a quarterstaff in combat, and uses Staff or Two-Handed Sword skill. In most game worlds, a suitable ordinary item can be enchanted as a magic staff for $30, but it must be made from once-living materials (wood, bone, ivory, coral, etc.).
In some settings, magic staffs are more than mere aids, but the fundamental tool of magecraft! In these worlds, mages buy some or all of their Magery with gadget limitations (p. B116) – usually Breakable or Can Be Stolen. A mage who loses his staff may be nearly crippled.
Energy Cost: 30.
Prerequisite: Enchant.
As Remove Enchantment, but the enchantment is merely suppressed. It seems to vanish, but reappears when the Suspend Enchantment spell ends. If anyone attempts to study or detect a suspended enchantment, it resists the information spell at -5.
Skill modifiers: -3 if the caster does not know how to cast the enchantment he is trying to suspend.
-3 if he does not know exactly what that spell is.
-3 for each other spell on the item.
These are cumulative.
Duration: One hour.
Cost: 25 or 1/100 of the cost to place the enchantment originally, whichever is more.
Half this amount to maintain.
Prerequisite: Enchant.
A talisman is an item that grants the wearer a one-time boon when attacked by a specific spell or nonmagical attack or affliction. The talisman’s enchantment adds to the resistance roll, attribute check, or defense roll against its specific attack or affliction.
The talisman is always “on” while worn by or in physical contact with its owner; otherwise it is inactive. It lasts until the thing it protects against happens; then it loses its enchantment.
Talismans may protect against disease, arrows, curses, lightning, and other calamities.
Although most talismans are created using pieces of jewelry, any item may be so enchanted. It is even possible to tattoo a talisman onto its wearer! When creating a talisman against a spell, the enchanter uses the lower of his skills with Talisman and the spell being opposed.
Each protection is a different spell, to be learned separately. Talismans also work against variants of the base spell: a talisman against Fireball also works against Explosive Fireball.
Alchemists can create magical objects called talismans; they are, however, not the same as the items produced by this spell.
Energy Cost: See table below.
Protection Cost
1 point 15
2 points 45
3 points 90
4 points 150
Prerequisites: Enchant and the spell to be opposed by the talisman (if any).
Gives a quiver, bag of pellets, or other container of ammunition an “infinite” supply of one type of ammunition – but items must be taken out by hand, one at a time. Each missile exists for one minute after being removed from the container; then it vanishes (or, if picked up by anyone but the Cornucopia’s owner, it vanishes immediately). Therefore, this spell cannot be used to make a single quiver supply enough arrows for an army! It cannot be cast on a weapon.
A high-tech wizard could create a pouch that always contained one armor-piercing tracer shell; he could not enchant a .50-caliber machine-gun to fire forever.
Energy cost to cast: This is tricky, because skillful players will find many creative ways to pervert this item. GMs who find Cornucopia a nuisance may ban it entirely. In general: Energy cost is equal to 50 times the $ value, in the current game world, of the missile provided by the Cornucopia quiver. Thus, a quiver that provided ordinary arrows ($2 each) would cost 100 energy to create.
This means that a mage in a medieval world could not make a “quiver” for high-tech ammo; that ammo is priceless in his world. A Cornucopia quiver can be made to produce magic arrows, but only if the creating mage is capable of making such an arrow – and the energy cost will be tremendous.
Prerequisites: Enchant and two other Weapon Enchantment spells.
This enchantment creates a spell arrow with no spell stored. Instead, any spellcaster may, at a later date, place a spell in the blank spell arrow, and then use it as if it were a normal spell arrow.
Blank spell arrows have a capacity, representing the energy cost of the largest spell they can hold. When a spellcaster wishes to use the arrow, he casts the spell normally, but directs it into the arrow. If the spell is too big for the arrow, it is wasted. After the arrow has been filled, it must be used within one day (by the spellcaster or someone else), or the spell dissipates harmlessly, making the arrow blank again.
All other rules for spell arrows also apply to blank spell arrows, with one exception. If the caster of the spell is also the archer, he can determine its effect at firing time, and maintain it normally. (He cannot put more or less casting energy into the spell at firing; casting energy must be in the arrow.)
Energy cost to cast: 30 times the desired capacity. The Spell Arrow rules for non-arrow missiles apply to Blank Spell Arrow as well.
Prerequisite: Spell Arrow.
A weapon enchanted with this spell fights on its own at the owner’s command, hanging in the air as though wielded by an invisible warrior. It has a skill of 15, a Basic Speed of 5, and a ST (for damage purposes) equal to its Power. It uses intelligent strategy and follows its owner’s spoken or mental commands about which enemy to attack. It continues fighting until it is dealt with (see below) or its owner dies or tells it to stop. This spell does not work on a missile weapon!
Any attack on a dancing weapon is at a penalty: from -4 (for a polearm) to -5 (a sword or axe) to -6 (a dagger or pistol). If the weapon gets a critical miss, or is struck by a critical hit, it is “stunned” and out of the fight (unless it breaks, in which case it is destroyed). If its owner is killed, it falls to the floor – but if he is merely knocked unconscious, it continues to attack the closest foe. A dancing weapon can also be trapped in a net or bag (same basic roll as to hit it, but the GM can give bonuses or penalties depending on the cleverness of the method used).
The weapon can also be left with orders to attack anyone who approaches within a certain distance; a Link can be used to activate it only if a certain event takes place. Once activated, if its owner is not around, it attacks anyone in range – closest first, unless the Link had other instructions.
A dancing weapon cannot change owners while animated; grasping the handle of a dancing weapon is not enough to make it change sides.
Energy cost to cast: 1,000 per pound of the weapon’s weight (minimum 1 pound). Double the cost to get a weapon with a Basic Speed of 6, or with skill of 18. Multiply cost by 4 to get a weapon with both advantages.
Prerequisites: Enchant and Dancing Object.
Similar to a Spell Stone, a spell arrow stores a spell until it is fired.
The archer need not be a mage. The arrow’s user must concentrate for the appropriate time to cast to “arm” the spell. This cannot be simultaneous with aiming the bow, and isn’t reduced by high skill (but see Speed Skill Arrow, below). An unused spell arrow disarms after 1 minute. The spell activates when the arrow hits a solid object; roll against the effective skill of the arrow’s enchanter. If the roll is successful, the spell is cast. If it is a normal failure, the spell is simply wasted.
Critical failures go to the Critical Spell Failure Table (p. 7). If the arrow is fired without the required concentration, the spell is wasted, but the arrow still does normal damage.
The spell’s energy is included in the enchantment. The archer need not (and cannot) provide any to cast the spell or maintain it. Similarly, the archer may not cancel the spell once cast, though the enchanter may specify a shorter duration than normal, and may also invest extra energy so the spell will maintain itself.
The head of a spell arrow must contain a jewel worth $10xP2 + $40xP, where P is the maximum energy of the contained spell. The gem is destroyed when the spell activates. (The rest of the arrow may be recoverable, but is now nonmagical.)
Any spell that can be enchanted into a magic item can be placed in a spell arrow, except for Blocking spells, Enchantment spells, Melee spells, or spells whose magic item description specifies “must touch.” Note that some permissible spells are pointless (e.g., Beast-Soother), since the archer must hit the target with an arrow anyway. Enchantments may be placed on the arrow itself normally, including limiting enchantments.
The only decision the archer can make is what he’s aiming at. If the spell requires a subject, whatever the arrow hits is the subject. (If it is not a legal subject – e.g., a wooden wall for Strike Blind – the spell is wasted.)
What constitutes a “solid object” may require the GM’s judgment (for example, drops of rain are not enough to trigger the spell). If it is an Area spell, the point of impact is the center of the area. If it is a Missile spell, the effect is as if the missile hit the target, in addition to the arrow (the missile does not launch itself from the point of impact). If the spell creates an object, the object appears as close as possible to the point of impact. If the spell would normally affect both a subject and the caster (e.g., (Animal) Control) the archer is treated as the caster. If the spell requires a human target, the spell still works even if the arrow hits clothing instead of skin. The enchanter specifies everything else: duration, area, precise effect, etc.
Analyze Magic can reveal what spell a spell arrow contains, how much energy was invested, and so on (one question per casting). Arrows intended for the consumer market are usually color-coded.
Energy cost to cast: 30 times the contained spell’s casting cost, including maintenance cost if desired, so long as the item is an arrow or crossbow bolt.
The GM may decide this spell can work on other kinds of missiles (e.g., bullets). If so, for those missiles, multiply the contained spell’s casting cost by 1/10 the missile’s Max range, instead of 30. If the missile should pass beyond the Max range (for example, if fired from a more powerful gun) the spell is wasted. (This last rules does not apply to actual arrows and bolts.) Note that the need for a jewel still applies to bullets!
Prerequisite: Spell Stone.
Transfers the personality and some of the intelligence of a recently deceased being (humanoid or not – dogs are popular subjects) to a weapon, usually a sword. The enchantment is at -1 for each full day that elapsed between the donor’s death and the beginning of the enchantment. Most of the body must be present at the beginning of the enchantment, but may disposed of after it commences.
The enchanter can pass on as little or as much of the donor’s IQ as he wishes to the weapon, as well as some of the donor’s skills, advantages, and disadvantages. The weapon has no memory of its former existence.
Although it has no sensory organs, it possesses sight and hearing (Per 10). Quirks (or disadvantages reduced to quirk level) are sometimes transferred from the donor to the weapon, whether the enchanter wants them or not (this is why dogs are popular; their personalities tend to make biddable but effective weapons).
The weapon can communicate with its wielder through an extremely basic empathy. When the wielder takes a course of action the weapon approves of, he gets a “good feeling,” and if he takes one the weapon disapproves of, he gets an equivalent “bad feeling.” The weapon may be enchanted with the Voices spell to give it a voice. Various Communication and Empathy enchantments may be added to the weapon to enhance the communication.
Each time it gets a new wielder, the weapon must make a single reaction roll, which sets the tone for its relationship with the wielder from that point on. On a very good reaction, the weapon will do literally anything for its wielder; on a very bad one, it refuses to communicate or cooperate in any way. The GM should record the result; the weapon cannot be forced to roll a new reaction by being passed back and forth between wielders!
The weapon’s skills cannot be improved, although skills such as History or Area Knowledge may be kept current through the absorption of new knowledge.
Energy cost to cast: 100 per point of IQ transferred, plus 25 times the CP cost of each skill, plus 50 times the total CP cost of all the advantages and disadvantages (minimum of zero).
Add 300 for Voices.
Prerequisites: Enchant and Summon Spirit.
The enchanted shield allows its wielder to block more skillfully; each level of enchantment gives the wielder a +1 to Block, up to a maximum of +3.
The spell may not be combined with Dancing Shield.
Energy cost to cast: 500 for +1 to Block,
1,000 for +2,
2,000 for +3.
Cost: See table below.
Block Bonus Cost
+1 500
+2 1000
+3 2,000
Prerequisites: Enchant and Grace.
Note: If a weapon already has this spell at a low level, a caster may recast the spell at a higher level (making the weapon more accurate). The cost for the new spell is the difference between the levels; the “old” spell does not add to the item’s resistance to the “new” one.
Enchantment Spell; Special Resistance
An ensorcelment is a durable spell, usually malign but sometimes beneficial, cast on a single being. The process requires something that is personally relevant to the subject; use the modifiers listed under Malefice.
The caster’s spell roll is determined by the lower of his skills with this spell and the specific spell being placed on the subject. If the caster has assistants, their skills with both spells must be 15 or greater, but the roll is based on the caster’s skill.
Possible ensorcelments include quite a few Body or Mind Control spells and others such as Shapeshift Other, Flesh to Stone, the various “Body of” spells, Walk on Air, the various “Resist” spells, Hide, Invisibility, the various “Vision” spells and Plant Form Other. In all cases, it must be a maintainable Regular spell.
When the spell is cast, the subject gets a resistance roll if the object spell allows one; distance is not a factor.
Remove Curse is effective against any ensorcelment.
The cost of the enchantment can be reduced if the caster includes an “escape clause” – a particular action or condition that will break the spell.
Examples include speaking a magic word, being kissed as a gesture of true love, abstaining from speech for three years, and so on. The value of the energy reduction depends on just how difficult the condition will be to meet – and the “escape clause” must be at least possible to be worth any reduction. The “discount” can be anything from 10% (for truly difficult or unlikely conditions) to 90% (for something that the subject could easily and automatically do, and easily discover).
Energy cost to cast: 200 times the casting cost of the spell being placed on the subject.
Prerequisite: Malefice.
Create and animate a permanent servant or warrior. Golems make excellent warriors; they never grow tired, and are immune to stunning, pain, and the like. Likewise, there is no known spell to “steal” a golem from its maker. The spell is permanent; the golem is “always on.” A golem follows verbal orders from its maker; the maker may instruct it to obey others.
It understands only one language (which must be spoken by the caster). It takes no initiative, and ignores any situation for which it has been given no orders. However, it never forgets anything it sees or is told.
Golems do not heal on their own, and are destroyed if reduced to -HP. They may be repaired with Healing spells (except Resurrection) if cast by the golem’s creator. There is no other way to repair a golem. To create a golem, the creator must make its body – doing all the work himself – then animate it with this spell. Once animated, a golem lasts until reduced to 0 HP or until its creator commands it to cease functioning. No concentration or maintenance is required to control a golem.
A basic clay golem (see box) costs 250 energy to enchant. A more powerful golem costs an additional 2 energy for every extra character point of abilities added to the golem. In most cases, additional abilities should be restricted to extra ST, HP, and DR (a rule of thumb: 20 points of energy buys 1 ST, 5 HP, or 2 DR); however, GMs may allow more sweeping changes to the basic golem if they feel comfortable doing so. More powerful golems may require more durable (and more costly) materials, adding to the cost and time required to create the golem’s body. (Optionally, the GM may allow less powerful golems; golems worth less than 0 points cost 2 less energy for every character point below zero, to a minimum of 130 energy.)
Energy cost to cast: 250 or more.
Prerequisites: Enchant, Shape Earth, and Animation. Other spells may be necessary to work with unusual materials, such as Shape Plant for a wood golem or Restoration for a flesh golem.
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.
Create a golem in the exact image of a particular victim. The golem must be prepared for a specific target; this requires the incorporation of something from the original’s body (hair, blood, etc.) into the creation.
Otherwise, any materials appropriate for golems (clay, stone, flesh, etc.) may be used, along with any other materials that the GM approves. An appropriate Shape spell or Artist (Sculpting) skill roll at -10 is necessary to achieve a good likeness – the caster need not do this himself. The simulacrum, once enchanted, appears identical to the target (including such details as eye color and skin tone) through a sort of always-on Perfect Illusion Disguise.
The simulacrum has the same attributes as the underlying golem.
Golems intended as simulacra are often designed with higher IQ than ordinary golems, to improve the deception.
Once the simulacrum is activated, it takes on the persona and knowledge of the target, as the caster perceives them. That is, the Simulacrum cannot know something that the target does if the caster didn’t. IQ rolls may be required of the caster as challenges come up (what was the name of his great-uncle, anyway?). Like any golem, the simulacrum is under the direct control of the caster.
Time to build body: As for the underlying golem, adding a week of work.
Energy cost to activate: Double that of the underlying golem.
Prerequisites: Golem, Perfect Illusion, and Illusion Disguise.
A Doppelgänger is a duplicate of a person, fabricated through powerful magic. The Doppelgänger must be prepared for a specific target; both a sample of the target’s body (hair, blood, etc.) and a cherished personal possession of the target are required.
A statue of the original must be sculpted, using some pure elemental “material” – pure ice or snow from a mountaintop, stone or fire from the bowels of a volcano, and so on are all appropriate materials. The likeness is achieved with an appropriate Shape spell or Artist (Sculpting) skill roll at -10.
The Doppelgänger has all the attributes, skills, and knowledge of the original, with the exception of magic; it has no Magery and cannot cast any spells. It gets its knowledge from the embedded object; anything that the History spell could divine, it will know. It acts as the original would, had the Doppelgänger’s creator enslaved him. Suspend Curse paralyzes it, and Remove Curse destroys it.
When destroyed, all that is left is a mass of the original material (a puddle of water, a mound of earth, a sudden rush of flames) and the personal possession.
It is very difficult to detect the trickery. Whenever the GM judges an Information spell does not altogether fail to tell the copy from the original, he should let the Doppelgänger spell resist. The Aura spell and the Empathy advantage would be Resisted, for example.
Time to build body: 6 weeks of work.
Energy cost to activate: 1,000.
Prerequisites: Golem, History, and Enslave.
A spell stone stores a spell until someone (even a nonmage) uses it. The stone’s user concentrates for a second while crushing the spell stone in his hand, thus casting the spell. At the beginning of his next turn, roll against the spell stone’s Power. If the roll is successful, the spell is cast. If it is failed, the stone is simply wasted. If the stone is crushed without the requisite second of concentration, it is like-wise wasted.
The spell’s energy is included in the enchantment; none is required of the user, who also may not opt to supply any power to maintain the spell.
Likewise, he may not cancel the spell once cast, although the creator of the stone may specify a shorter duration than ordinary and may also invest extra energy into the enchantment so that the spell will maintain itself. A person may use only one spell stone per second.
A spell stone must be made from a jewel worth $10xP2 + $40xP, where P is the maximum energy of the spell that may be contained.
Any spell except a Blocking or Enchantment spell may be stored in a spell stone. Limiting Enchantments may be put on the stone. If the spell stored in the stone requires that the caster know another spell (Counter-spell, for instance), that other spell must be specified at creation time. It is thus possible to create a spell stone that will counter one specific spell, but it is impossible to create a generic Counterspell spell stone.
It is also possible to create spell stones which, when crushed, do not cast the spell for the user, but on him!
Analyze Magic reveals which spell a spell stone contains, whether the spell will be cast for or on the caster, how much energy was invested, etc. (one question per casting).
Energy cost to cast: 20 times the spell’s casting cost, including maintenance cost if so desired.
Prerequisites: Enchant and Delay.
Clay is the default material for golems; it is easily molded, both physically and supernaturally. Golem enchanters often go on to work with more difficult materials – stone, plastic, flesh – but if a golem is needed in a hurry, most enchanters return to clay.
Attribute Modifiers: ST+5 [50]; DX+1 [20]; IQ-2 [-40]; HT+4 [40].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Single-Minded [5]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Disturbing Voice [-10]; No Sense of Smell/Taste [-5]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Neither has nor spends Fatigue Points.
Skills: 10 points of skills appropriate to the golem’s intended function [10].