Awaken
Body-Reading
Climbing
Dull Sense (Hearing)
Dull Sense (Taste and Smell)
Dull Sense (Touch)
Dull Sense (Vision)
Haircut
Itch
Keen Sense (Hearing)
Keen Sense (Taste and Smell)
Keen Sense (Touch)
Keen Sense (Vision)
Perfume
Touch
Alertness ✧
Alter Visage
Alter Voice
Ambidexterity
Balance
Debility
Dullness ✧
Grace
Hair Grow
Hawk Vision
Healing Slumber
Hold Breath
Hunger
Lend Energy
Lend Vitality
Might
Minor Healing
Nauseate
Pain
Recover Energy
Relieve Sickness
Roundabout
Share Energy
Share Vitality
Sensitize
Small Vision
Spasm
Stop Bleeding
Stop Spasm
Tickle
Vigor
Alter Body
Boost Dexterity
Boost Health
Boost Strength
Cadence
Choke
Clumsiness
Coolness
Corpulence ✧
Cure Disease
Freedom
Frailty
Fumble
Gauntness ✧
Lengthen Limb
Major Healing ✧
Monk's Banquet
Neutralize Poison
Paralyze Limb
Poison
Reflexes
Remove Contagion
Resist Disease
Resist Pain
Resist Poison
Retch
Restore Hearing
Restore Sight
Restore Speech
Shapeshifting ✧
Shapeshift Other ✧
Sickness ✧
Slow Healing
Steal Energy
Steal Vitality
Stop Paralysis
Strike Barren
Strike Blind
Strike Deaf
Strike Dumb
Strike Numb
Stun
Thirst
Agonize
Cleansing
Enlarge ✧
Enlarge Other ✧
Great Healing ✧
Instant Neutralize Poison
Partial Shapeshifting ✧
Permanent Shapeshifting ✧
Pestilence ✧
Regeneration ✧
Relieve Addiction
Relieve Paralysis
Restoration ✧
Shrink ✧
Shrink other ✧
Steal Beauty ✧
Steal Dexterity ✧
Steal Might ✧
Steal Wisdom ✧
Steal Vigor ✧
Stop Healing
Suspended Animation
Transform Body
Transform Other
Weaken Blood
Weapon Self ✧
Wither Limb
Decapitation ✧
Evisceration ✧
Greater Shapeshift ✧
Halt Aging ✧
Instant Regeneration ✧
Instant Restoration ✧
Resurrection ✧
Rotting Death ✧
Steal Youth ✧
Transmogrification
Youth ✧
Renders the subject(s) awake and alert. It instantly counters the effects of stunning. If the subject is very fatigued (less than 1/3 basic FP), this spell renders him alert for an hour but costs him 1 FP at the end of that time. It has no effect on those with 0 or fewer FP.
Sleeping or unconscious subjects get a HT roll to awaken, at a bonus equal to the caster’s margin of success. A subject rolls at -3 if unconscious due to injury, at -6 if drugged.
Base cost: 1.
Information Spell; Resisted by Will
Creates in the mind of the caster a visual and tactile “image” of the interior of the subject’s body. Useful for diagnosing pain or illness of uncertain origins, this spell reveals organ ruptures and internal bleeding, bone fractures – even the sex of an unborn child. Use Regular range modifiers.
Essentially, this is the magical equivalent of a detailed series of X-rays; what the caster can do with the information gained depends on his medical skills.
The spell does not reveal the exact nature of any poisons or diseases that may be affecting the subject, but it gives a +2 to any subsequent Poisons or Diagnosis roll. The caster must touch the subject.
Modifiers: -2 if the subject is of a different species than the caster (an Elven wizard reading a human subject, for instance), -4 or worse if totally alien!
Cost: 2.
Time to cast: 30 seconds.
Prerequisite: Sense Life or Awaken.
Gives the subject a strong, sure grip, increasing his Climbing skill.
Duration: 1 minute.
Cost: 1 to 3 to cast.
Same cost to maintain.
The increase in the subject’s Climbing skill is equal to twice the energy put into the spell.
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to detect or discern sounds.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to detect or evaluate Tastes or Smells.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to assess textures.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to spot something or discern sights.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Trims the subject’s hair (beard, mustache, fur, etc.) as the caster sees fit. To determine the aesthetic quality of the job, roll against Barber skill (a DX/Average Professional Skill). Can also be used to shear sheep, pluck chickens, or to trim the subject’s nails.
The spell will not blunt the subject’s claws or horns (although it may give them a manicure).
Duration: The trim is instantaneous, the result is permanent.
Cost: 2.
Time to cast: 2 seconds.
Causes the subject to itch fiercely in a spot of the caster’s choice. The subject is at -2 DX until he takes one full second to scratch (more, if armor, etc. is in the way!). Only one Itch spell can affect a given subject at a time.
Duration: Until subject takes a turn to scratch.
Cost: 2.
Cannot be maintained; must be recast.
Prerequisite: Touch
Keen (Hearing) gives a +1 bonus per point of energy spent to Sense rolls to detect or discern sounds.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
Keen (Taste and Smell) gives a +1 bonus per point of energy spent to Sense rolls to detect or evaluate Tastes or Smells.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
Keen (Touch) gives a +1 bonus per point of energy spent to Sense rolls to assess textures.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
Keen (Vision) gives a +1 bonus per point of energy spent to Sense rolls to spot something or discern sights.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
The subject feels a light touch at a pot of the caster’s choice. The touch is easily felt, even through armor, but has no effect other than to attract the subject’s attention; it cannot cause pain or discomfort, but it is very likely to distract him.
Cost: 1.
The subject feels a light touch at a spot of the caster’s choice. The touch is easily felt, even through armor, but has no effect other than to attract the subject’s attention; it cannot cause pain or discomfort, but it is very likely to distract him.
Cost: 1.
Increases all the subject’s Sense rolls by +1 bonus per 2 points of energy spent.
Duration: 10 minutes.
Cost: 2 per point of increase (maximum 5).
Half that to maintain.
Prerequisites: Any two variants of Keen (Sense).
Changes the subject’s face as the caster wills. Any new organs (e.g., extra eyes) do not really function.
Other than that, any change is possible. If the caster is trying to duplicate an existing face, he is at -1 if he does not have the model (or a good picture) available; if he is not too familiar with the model, -2 or worse. This spell cannot be used to injure the subject. Mages do not get an automatic IQ + Magery roll to realize someone is under this spell.
If this spell or Alter Body (below) is used to permanently improve a PC’s looks, the GM should require him to pay the appropriate character points for the improvement!
Duration: 1 hour unless made permanent.
May be removed by Alter Visage, Alter body, or Remove Curse.
Cost: 4 to cast.
3 to maintain.
Maybe made permanent, as an enchantment, for an energy cost of 40.
Time to cast: 1 minute.
Prerequisites: Simple Illusion
Changes the subject’s voice as the caster wills. If the caster is trying to duplicate an existing voice, the “model” voice should be available. Recreating a familiar voice from memory is at -2 to skill, -3 or worse if the caster has only heard the voice a few times, or a long time ago. Eidetic Memory is helpful here (p. 51).
The subject’s voice can also be altered to make it more pleasing or more grating, granting a bonus or penalty (from +2 to -2) to reaction rolls and skills involving vocal communication for the duration of the spell.
The spell cannot “give” a voice to a mute person. If this spell is used to permanently improve a PC’s voice (giving him the Voice advantage), the GM should require him to pay the appropriate character points!
Duration: 1 hour.
Cost: 2 to cast. 2 to maintain. The change may be made permanent, as an enchantment, for a cost of 200.
Time to cast: 1 minute.
Prerequisites: Voices
This spell grants you the ability to fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the “off” hand (see p. 14). Note that this does not allow you to take extra actions in combat.
The spell has no effect on beings that already have the Ambidexterity advantage. It also only affects a single pair of limbs; beings with more than two limbs require multiple castings of the spell.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Prerequisite: Grace.
With this spell you can always keep your footing, no matter how narrow the walking surface, under normal conditions.
This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being knocked down.
Finally, you get +1 to Acrobatics, Climbing, and Piloting skills.
This spell has no effect on beings that already possess the Perfect Balance advantage.
Duration: 1 minute.
Cost: 5 to cast. 3 to maintain.
Prerequisite: Grace.
Reduces the subject’s ST temporarily. This will affect the subject’s basic damage with weapons, but not HP. It does affect encumbrance, but GMs are free to ignore this detail in the interest of playability.
Duration: 1 minute.
Cost: 1 for every point of ST reduction (maximum 5).
Half that amount(round up) to maintain.
Reduces all of the subject’s Sense rolls by -1 per 2 points of energy put into the spell.
Duration: 10 minutes.
Cost: 2 per point of penalty (maximum 5).
Half that to maintain.
Prerequisites: Any two variants of Dull (Sense).
Raises the subject’s DX temporarily. His Basic Speed and ability with all DX-based skills are also raised. A caster can raise his own DX to increase his chances of hitting with missile spells, etc.
Duration: 1 minute.
Cost: 4 for every point of DX increase (maximum of 5).
Same cost to maintain.
Causes the subject’s hair and nails to grow at a million times the usual rate (meaning an inch of hair every five seconds and an inch of nails every 30 seconds). If left unchecked, such growth interferes with vision (as hair falls in the eyes), movement (as the subject trips on his beard) and handling ability (as nails get in the way).
Some bald people appreciate this spell, while it lasts (baldness returns within about a month as the hair falls out naturally).
Duration: 5 seconds.
Cost: 1 to cast.
1 to maintain.
Grants the subject extraordinary clarity of vision and the ability to “zoom in” on distant objects. Each level lets the subject ignore -1 in range penalties to Vision rolls at all times, or -2 in range penalties if you take an Aim maneuver to zoom in on a particular target.
This ability can also function as a telescopic sight, giving up to +1 Accuracy per level with ranged attacks provided you take an Aim maneuver for seconds equal to the bonus.
Benefits of this spell are not cumulative with those of technological aids such as binoculars or scopes. If you use both, you must opt for one or the other.
Duration: 1 minute.
Base cost: 2 per level of Telescopic Vision.
Half that to maintain.
Time to cast: 2 seconds.
Prerequisites: Keen Vision
Subject must not suffer from Blindness or Bad Sight disadvantages.
Regular Spell; Automatic Resistance
Subject falls into a deep restorative sleep, and heals 1 HP for every hour of rest. Fatigue is recovered at double the normal rate.
The subject wakes once completely healed, or after 8 hours have passed; any fatigue from lost sleep is also completely recovered after that time.
Otherwise, he can only be awakened by a word from the caster, an injury or the Awaken spell (or Remove Curse, Counterspell, etc.). An unwilling subject resists automatically.
Duration: Up to 8 hours (maximum recovery of 8 HP per day).
Cost: 6. For a cost of 10, the speed of recovery is doubled. Maximum recovery is unchanged.
Time to cast: 30 seconds.
Prerequisites: Sleep, and Minor Healing.
Temporarily eliminates the caster’s need for air, as if he had Doesn’t Breathe (p. B49). He could thus stay underwater, or in a room full of poison gas, without trouble. This spell does not actually provide air; it simply delays suffocation while the caster seeks (or creates) a safer environment. This spell does not supply pressure support against vacuum or deep sea pressure.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisites: Vigor.
Inflicts 1 FP of starvation damage, equivalent to a single missed meal.
Fatigue taken in this fashion can only be recovered by a day of rest and adequate nourishment.
Starvation
A human needs three meals per day. For each meal you miss, take 1 FP. You can only recover “starvation” fatigue with a day of rest: no fighting or travel, and three full meals. Each day of rest makes up for three skipped meals.
Cost: 2.
Time to cast: 5 seconds.
Prerequisites: Debility, and Decay.
Restores the subject’s lost Fatigue Points, at an energy cost to the caster. Cannot increase the subject’s FP score above its normal maximum.
Cost: Any amount; the energy spent by the caster goes to the subject as restored FP (e.g., if the caster spends 5 energy, the subject regains 5 lost FP).
Casting cost is not reduced by high skill.
Temporarily restores the subject’s lost Hit Points, at an energy cost to the caster. Cannot increase the subject’s HP score above its normal maximum. Since restored HP vanish after one hour and the spell cannot be maintained, this spell is only a stopgap measure.
Duration: 1 hour.
Cost: Any amount; the energy spent by the caster goes to the subject as restored HP (e.g., if the caster spends 5 energy, the subject regains 5 lost HP).
Casting cost is not reduced by high skill.
Cannot be maintained; must be recast.
Prerequisite: Lend Energy.
Raises the subject’s ST temporarily.
This affects damage, encumbrance, and hit points, but does not heal wounds. If, when the spell wears off, the subject’s wounds put him below -HT, he will have to make a HT roll to live. High skill does not reduce cost to cast this spell.
Duration: 1 minute.
Cost: 2 for every point of ST increase (maximum of 5).
Same cost to maintain.
Prerequisite: Lend Energy.
Restores up to 3 HP to the subject.
Does not eliminate disease or poison, but will cure damage caused by these things.
This spell is risky if used more than once per day by the same caster on the same subject. If you try, roll at -3 for the first repetition, -6 for the second, and so on.
If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure – unless you are trying the spell more than once per day on the same subject.
Cost: 1 to 3.
The same amount is restored to the subject.
Prerequisite: Lend Vitality.
The subject becomes nauseated.
Nauseated:
You have -2 to all attribute and skill rolls, and -1 to active defenses. As well, roll vs. HT after you eat, are exposed to a foul odor, fail a Fright Check, or are stunned, and every hour in free fall or in any situation where you might suffer motion sickness.
A rich meal in the past hour gives -2; anti-nausea remedies give +2.
On a failure, you vomit for (25 - HT) seconds – treat as Retching.
Retching:
You are conscious but vomiting (or suffering dry heaves). You can try to act, but you will be at -5 to DX, IQ, and Per, and automatically fail at any action that requires a Concentrate maneuver. At the end of the retching spell, you lose 1 FP. You gain no benefit from recent meals or oral medication – you’ve thrown it up.
Duration: 10 seconds.
Cost: 2.
Same cost to maintain.
Prerequisites: Perfume
The subject feels a stab of agonizing pain. He must make a Will roll to avoid crying out. If he is in a precarious position (climbing, for instance), he must make a DX roll to avoid catastrophe! His DX and all DX-based skills are at -3 for the next second only. If the subject is in the middle of a spell requiring gestures, he must roll vs. Will or start over.
High Pain Threshold gives +3 to the Will and DX rolls above;
Low Pain Threshold gives -4 to the Will and DX rolls above.
Duration: 1 second.
Cost: 2.
Cannot be maintained.
Time to cast: 2 seconds.
Prerequisite: Spasm.
This spell aids the caster with their rest and helps recover Fatigue Points more quickly than normal by drawing energy from the mana around them.
A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is possible.
Note that this spell works on the caster himself; it cannot restore FP to others.
The mage must rest quietly, but no ritual or die roll is required. While resting, he can maintain ordinary spells, but not those that require concentration.
This spell does not function in low-mana or no-mana areas.
Cost: None.
Prerequisites: Lend Energy.
Regular Spell; Resisted by subject spell
Temporarily relieves a subject of any sickness symptoms he may have been displaying (fever, dizziness, rash, cough, etc.). The spells Sickness and Drunkenness get to resist. Note that only the symptoms are cured. Relieve Sickness will sober a drunk for the duration – but for a permanent cure, use Neutralize Poison.
Duration: 10 minutes.
Cost: 2.
Cannot be maintained; must be recast.
Time to cast: 10 seconds.
Prerequisite: Lend Vitality.
Change the facing of a subject to any direction desired. This is not a teleport-in-place, but a physical spin.
On the subject’s next turn, a roll vs. Body Sense or DX-6 is needed to take any action. If the subject moved 2 or more yards the previous turn, he must make an IQ roll to avoid continuing in the new direction.
Duration: Instantaneous.
Cost: 3.
The caster makes his FP available to another wizard’s spell casting. The caster may only cast this spell on himself. He must specify who can draw FP from him in the next second – nobody else may do so. More than one wizard may be specified, and a limit of 5 FP may be drawn in a single second. The caster may specify a lower limit! HP may not be used to cast this spell.
If a specified wizard does not draw FP before the caster’s next turn, the Share Energy spell expires, costing the caster one FP. The wizard casting the other spell does not have to be aware of the Share spell’s existence. As he casts his spell, he will feel an outside energy attempting to aid him – he may yield to that or deny it, paying the cost himself.
A spell can draw power from only one Share spell. If more than one Share spell is cast, use the closest one; roll randomly if two are equally close.
Duration: The FP must be used in a spell that turn. Cannot be maintained.
Cost: Twice the amount actually used by the wizard who draws the FP.
The energy spent by the caster goes to power another wizard’s spell.
FP beyond that needed by the spell is not transferred to the other wizard – use Lend Energy to do that.
The cost to cast this spell is never reduced by high skill.
A minimum of 1 FP is always spent when casting this spell.
Prerequisite: Lend Energy.
The caster heals another’s injuries by transferring them to himself, losing as many HP as the subject heals. If the subject had a crippled limb, it will remain so – only the HP loss is healed.
Likewise, the injury applied to the caster will not cripple him (although it could certainly put him into unconsciousness or even kill him; the spell includes no “safety net” for overly kind wizards). The caster does not suffer the normal skill penalty for spending HP to cast spells, nor is he penalized for recasting on the same subject.
Duration: Permanent; the caster can be healed of his new injuries through normal or magical means.
Cost: No energy need be expended;
High skill only affects casting time.
Time to cast: 1 second per HP transferred.
Prerequisite: Lend Vitality.
The subject of this spell becomes extremely sensitive to pain of all kinds. Double the shock from any injury; e.g., if you take 2 HP of damage, you are at -4 to DX on your next turn. You roll at -4 to resist knockdown, stunning, and physical torture.
Whenever you take a wound that does more than 1 HP of damage, you must make a Will roll to avoid crying out.
This can give away your presence, and may earn you a -1 reaction from “macho” individuals.
The spell does not affect characters that already have the Low Pain Threshold disadvantage.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Prerequisites: Stun.
The subject can examine objects within his reach as if they were under x100 magnification (as per Microscopic Vision 2).
You can see details that would normally be invisible without a magnifying glass or a microscope. This magnification only applies to objects within 1 foot.
Level 1 (100x)suffices for ordinary forensic investigation.
Level 2 (1,000x) is equivalent to the best optical microscopes.
Level 4 (100,000x) is comparable to an electron microscope, capable of imaging viruses.
Level 5 (1,000,000x) is on par with a scanning-tunneling or atomic force microscope, and can study an object’s atomic structure.
While the spell is on, the subject is extremely nearsighted.
This spell's effects apply to all your visual senses: regular vision, Infravision, Ultravision, etc.
Nearsighted:
You cannot read small print, computer displays, etc., more than a foot away, or road signs, etc., at more than about 10 yards.
You are at -6 to Vision rolls to spot items more than one yard away.
When making a melee attack, you are at -2 to skill.
When making a ranged attack, double the actual distance to the target when calculating the range modifier.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Each doubling of casting cost increases the magnification ten-fold.
Time to cast: 2 seconds.
Prerequisites: Keen Vision.
Subject must not suffer from Blindness or Bad Sight.
Can be directed against any of the subject’s voluntary muscles. Directed against a hand, it causes the subject to drop whatever he is holding (usually a weapon). If the subject is in the middle of a lengthy spell requiring gestures, he must make a DX roll or start over. Ingenious casters will find other uses . . .
Duration: Instant.
Cost: 2.
Cannot be maintained.
Prerequisite: Itch.
The subject stops bleeding immediately, as if bandaged by someone with the First Aid skill. This restores 1 HP, and prevents further HP loss from a bleed.
The subject of this spell may not subsequently benefit from further bandaging of the same wounds. This spell may also be used to stabilize a mortal wound, at a substantially higher cost.
Duration: Instantaneous, healing is permanent.
This spell has no effect on wounds sustained after it's casting.
Cost: 1 to stop bleeding on a normal wound;
10 to stabilize a mortal wound.
Prerequisite: Lend Vitality.
Stops any seizure the subject is undergoing. This works against epilepsy, vomiting fits, etc.
Cost: 1.
Prerequisite: Spasm or Lend Vitality.
The subject feels he is being tickled.
If he does not resist, he is helpless with laughter, jerking about to try to escape from his invisible tormentor. This is a serious tickle-fest; the victim is incapacitated as if by a seizure.
The subject must make a second Will roll if he tries to keep silent.
High/Low Pain Threshold has no effect on the spell’s outcome.
Unfazeable characters get a +5 bonus to their resistance roll.
Seizure:
You suffer a fit of some kind. Your limbs tremble uncontrollably, you fall down if standing, and you cannot speak or think clearly. You can do nothing.
At the end of the seizure, you lose 1d FP.
Note:
The FP lost due to the seizure applies when the spell end, and only once per casting of the spell.
Duration: 1 minute.
Cost: 5 to cast.
5 to maintain (requires concentration).
Prerequisite: Touch and Spasm.
Raises the subject’s HT temporarily. This affects his Basic Speed, FP, and ability to resist trauma and disease. A caster can raise his HT. If the subject’s FP when the spell wears off is below zero, he will immediately take 1 point of damage for every point of fatigue below zero, risking unconsciousness. High skill does not reduce cost to cast this spell.
Duration: 1 minute.
Cost: 2 for every point of HT increase (maximum of 5).
Same cost to maintain.
Prerequisite: Lend Vitality or Frailty.
As for Alter Visage, except that the subject’s entire body (e.g., skin, hair, limbs) may be altered. The subject’s general form cannot change: humanoids stay humanoid. No extra limbs, wings, etc., may be added.
Simpler additions are possible (non-prehensile tails, horns, hooves), but the subject will be unfamiliar with them, and may suffer penalties to DX until a suitable adjustment period (GM’s decision) has passed. The subject’s mass must remain the same; basic stats do not change.
Duration: 1 hour unless made permanent.
May be removed by Alter Body or Remove Curse.
Cost: 8 to cast.
6 to maintain.
May be made permanent, as an enchantment, for an energy cost of 200.
Time to cast: 2 minutes.
Prerequisite: Alter Visage.
Regular Spell or Blocking Spell
This spell raises the subject’s Dexterity just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, Throwing an object, etc.
It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics except HP and FP.
High skill does not reduce the cost to cast this spell.
Cost: 1 for every point of Dexterty increase (maximum of 5).
Prerequisite: Grace
Regular Spell or Blocking Spell
This spell raises the subject’s Health just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, Throwing an object, etc.
It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics except HP and FP.
High skill does not reduce the cost to cast this spell.
Cost: 1 for every point of Health increase (maximum of 5).
Prerequisite: Vigor
Regular Spell or Blocking Spell
This spell raises the subject’s Strength just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, Throwing an object, etc.
It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics except HP and FP.
High skill does not reduce the cost to cast this spell.
Cost: 1 for every point of Strength increase (maximum of 5).
Prerequisite: Might
Doubles the rate of production of crafted items by both hastening the craftsman’s movements and making them surer, eliminating wasted strokes. Any use of a skill that creates or improves a handmade object can be assisted by this spell; magical craft work (such as scroll writing or enchantment) cannot.
Duration: 1 hour. The spell is broken if the subject interrupts his work.
Cost: 5 to cast.
3 to maintain.
The spell costs the subject an equal amount of energy every hour, unless it is the caster himself.
Time to cast: 10 seconds.
Prerequisites: Grace and Haste.
The subject becomes unable to breathe (or speak) and suffers the effects of suffocation. The spell cannot be maintained; so constant recasting is required to cut off enough of the victim’s air supply to do any real harm.
Holding your Breath and Suffocation:
Your HT determines the length of time you can hold your breath, as follows:
No Exertion (e.g., sitting quietly or meditating): HTx10 seconds.
Mild Exertion (e.g., operating a vehicle, treading water, or walking): HTx4 seconds.
Heavy Exertion (e.g., climbing, combat, or running): HT seconds.
Halve this time if you are surprised and unable to take a breath before being forced to hold it. Regardless of circumstances, each level of the Breath-Holding advantage doubles the time you can hold your breath.
At the end of this time, you start to lose 1 FP per second.
At 0 FP, you must make a Will roll every second or fall unconscious. Further loss of FP also causes equal HP damage. On a critical fail you suffer a heart attack.
If you get clean air before you die, you stop losing FP and start to recover FP at the usual rate. If you are unconscious, you awaken once you have 1 FP.
If you went without air for more than two minutes, roll vs. HT to avoid permanent brain damage: -1 to IQ.
Regardless of FP or HP, you die after four minutes without air.
Heart Attack:
Your heart stops functioning (“cardiac arrest”). You immediately drop to -1xFP. Regardless of your current HP, you will die in HT/3 minutes unless resuscitated. If you survive, you will be at 0 HP or your current HP, whichever is worse. Missing HP heal normally.
If you die and it matters what your HP total was, treat this as death at -1xHP or your current HP, whichever is worse.
Injury Tolerance (Diffuse, Homogenous, or No Vitals) grants immunity to this affliction.
Duration: 30 seconds.
Cost: 4.
Cannot be maintained.
Prerequisites: Spasm.
The subject suffers -1 to his DX and DX-based skills for every point of energy put into the spell.
Duration: 1 minute.
Cost: 1 to 5 to cast.
Half that to maintain (round up).
Prerequisite: Spasm.
The subject remains comfortably cool in warm weather, avoiding the risk of dehydration or heat stroke – but not sunburn! Effectively, the subject gains Temperature Tolerance 3 (p. B93) toward heat for the duration of the spell. The spell offers no protection against actual flame or fire based attack spells.
Duration: 1 hour.
Cost: 2 to cast.
1 to maintain.
Time to cast: 10 seconds.
Prerequisite: Cold.
The subject’s girth temporarily increases by one level, going from Skinny to Normal, from Normal to Overweight, from Overweight to Fat, or from Fat to Very Fat, as applicable. Beyond Very Fat, the subject’s weight increases by 100% of his base weight per casting. Subjects already affected resist repeated castings at a cumulative +5 per casting.
In addition to the normal effects of the increased weight, ordinary clothes will rip; each piece of rigid armor will constrict, inflicting DR/3 points of crushing damage (round down), and then suffocate.
Once the subject is incapable of moving, he may be suffocated by his own weight.
Skinny: Approximately 70% average body weight.
-2 to Disguise or Shadowing. -2 ST to resist knock back.
Overweight: Approximately 130% average body weight.
-1 to Disguise or Shadowing. +1 Swimming rolls, +1 ST to resist knock back.
Fat: Approximately 150% average body weight.
-2 to Disguise or Shadowing. +3 Swimming rolls, +2 ST to resist knock back.
Very Fat: Approximately 200% average body weight.
-3 to Disguise or Shadowing. +5 to Swimming rolls, +3 to ST to resist knock back.
Duration: 10 minutes.
Cost: 6 to cast.
6 to maintain.
Time to cast: 3 seconds.
Prerequisites: Alter Body.
Eliminates one type of disease or infection from the body of the subject.
A successful Diagnosis roll (by the caster or another) should precede the casting; if not, spell use is at -5! Does not cure any damage the illness has done to the subject; the spell just eliminates the underlying sickness.
Duration: The illness is gone, but the subject isn’t immune forever . . .
Cost: 4.
Time to cast: 10 minutes.
One try.
Prerequisites: Relieve Sickness and Major Healing.
The caster must strike the subject to trigger this spell; hit location is irrelevant. The subject takes 1d damage per point of energy in the spell.
Armor does not protect. This spell does affect the undead.
Cost: 1 to 3.
Prerequisite: Minor Healing
Bestows a bonus on the subject’s use of skills or attributes to maintain or regain his freedom of movement.
Typical cases include: Contests of DX or ST to avoid being grappled, to break free, or to evade; using Escape or Lockpicking; jumping or climbing restraining walls; bending bars apart or forcing doors; resisting Glue, Levitation, or Paralysis spells, and so on.
The spell does not help with Camouflage, Disguise, or Stealth; Mind Control spells; dodging missiles; using Lockpicking, Climbing, or Jumping to get inside some place, and so on. The GM’s judgment is final.
Duration: 1 minute.
Cost: 2 per point of bonus (maximum bonus +5).
Same cost to maintain.
Prerequisites: Magery (Arcana) 1
Lowers the subject’s HT temporarily. This affects all considerations that depend upon HT (Basic Speed, HT-based skills, poison and spell resistance, unconsciousness, death, etc.) except for those dependent upon FP, which is unaffected. The cost to cast is not reduced by high skill.
Duration: 1 minute.
Cost: 2 per point of HT decrease (maximum 5).
Same cost to maintain.
Prerequisite: Lend Energy.
Blocking Spell; Resisted by DX
The subject automatically fumbles the action he is taking. Regular range penalties apply. If the action is an attack or parry, roll on the Critical Miss Table. A fumbled dodge results in a fall, and a fumbled block unreadies the shield. If he was taking some other action (Move, Ready Weapon, etc), the GM should determine the result as he sees fit. “Mental” actions (concentration, speech, and so on) are unaffected, but a spell requiring body motions of some sort is affected!
Cost: 3.
Prerequisite: Spasm.
The subject is temporarily emaciated, losing one level of weight (the opposite of the Corpulence spell).
Armor and clothing hangs on the subject, hampering him (-2 DX). Beyond Skinny, the subject loses 20% of his current weight, and loses 1d FP, per casting. Repeated castings on already-affected subjects are resisted at a cumulative +5 per casting.
Duration: 10 minutes.
Cost: 6 to cast.
6 to maintain.
Time to cast: 3 seconds.
Prerequisites: Hunger.
An instantaneously makes the targets body more able to withstand damage, improving the hardness and the durability of their skin and muscles to reduce incoming damage.
This spell is not cumulative with the Armor spell – only the stronger spell applies.
Remember that only one Blocking spell may be cast in a turn. A mage cannot follow up a failed Iron Arm with a Hardiness spell, for instance.
Cost: 1 per point of DR (maximum of 5).
Prerequisite: Alter Body
The caster’s arm (usually – but legs, pseudopods and so on are also legal) lengthens, becoming like a very long snake. The limb lengthens at a rate of 1 yard per second, with no upper limit.
The caster retains his full sense of touch, and must feel his way forward once the end of the limb grows out of view, or use Wizard Eye or some similar spell to guide it. He must remain still; the actual lengthening requires concentration, but the caster may relax once he has achieved the desired length.
The extended limb may make a tempting target for whoever happens on it! When the spell ends, or in an emergency, the limb is “reeled back in” at the caster’s full Basic Speed score.
This is useful for reaching the keys outside the cell, or snatching the caliph’s prize jewel as he sleeps.
Duration: 1 minute.
Cost: 2 to cast.
2 to maintain.
Time to cast: 5 seconds.
Prerequisites: Shapeshifting.
Restores up to 8 HP to the subject.
Does not eliminate disease or poison, but will cure damage caused by these things.
Otherwise, this spell functions just like Minor Healing: it is at -3 per casting on the same subject in one day, and Physician skill at level 15 or higher will mitigate the effects of a critical failure.
The penalties for repeated casting accrue separately for Minor Healing and Major Healing. For instance, a caster could cast both spells on the same subject in the same day at no penalty.
Cost: 1 to 4.
Twice the amount spent is restored to the subject.
Prerequisites: Minor Healing.
Go without food or water for about a day with no ill effects.
Duration: 24 hours.
Cost: 6.
Cannot be maintained.
Prerequisites: Fool’s Banquet and Resist Pain.
Eliminates all traces of one chosen poison from the body of the subject. A successful Poisons roll (by the caster or another character) should precede the casting in order to identify the poison being treated; if not, spell use is at -5! This spell is of no use against alchemical elixirs other than those that do direct damage. Does not cure existing damage – the spell just removes the remaining poison, avoiding any further damage.
Duration: Permanent.
Cost: 5.
Time to cast: 30 seconds (beware fast-acting poisons!). One try.
Prerequisites: Cure Disease.
The caster must strike the subject on a limb to trigger this spell (hits else-where have no effect). Armor does not protect. Resolve resistance on contact.
If the subject fails to resist, the subject’s limb is paralyzed; it is considered crippled for one minute.
Duration: 1 minute.
Cost: 3.
Cannot be maintained; must be recast.
Prerequisites: Magery 1 and at least five Body Control spells, including Clumsiness.
This spell temporarily turns a portion of the subject’s own blood into a potent toxin. The caster must specify the type of damage the poison deals upon casting. The subject resists with HT; if they fail, the poison takes effect immediately.
Coughing or Sneezing:
You are at -3 to DX and -1 to IQ, and cannot use Stealth.
Drowsy:
You are on the verge of falling asleep. Make a Will roll every two hours you spend inactive. On a failure, you fall asleep, and sleep until you are awakened or get a full night’s sleep. On a success, you have -2 to DX, IQ, and self-control rolls.
Nauseated:
You have -2 to all attribute and skill rolls, and -1 to active defenses. As well, roll vs. HT after you eat, are exposed to a foul odor, fail a Fright Check, or are stunned, and every hour in free fall or in any situation where you might suffer motion sickness. A rich meal in the past hour gives -2; anti-nausea remedies give +2.
Cost: 1 to 3 (Or more with high Magery);
Each point of Energy spent deals 1d-2 toxic damage (minimum 1 per die) per minute for a duration of 3 minutes.
For an additional 2 energy, the caster can add a "Side Effect" such as Coughing, Drowsiness, or Nausea that lasts for the duration of the spell.
Cannot be maintained.
Time to Cast: 2 seconds.
Duration: 3 minutes (damage is applied at the end of each minute).
Prerequisites: Sickness.
With this spell you have extraordinary reaction time, and are rarely surprised for more than a moment. You get +1 to all active defense rolls, +1 to Fast-Draw skill, and +2 to Fright Checks (see Fright Checks). You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack – +2 if you are the leader. For details, see Surprise Attacks and Initiative.
The spell has no effect on beings that have the Combat Reflexes advantage.
Duration: 1 minute.
Cost: 5 to cast.
3 to maintain.
Prerequisites: Grace and Haste.
Purifies the subject area of contagious disease-causing agents – microbes, disease spirits, foul air, etc. – rendering it sterile and free from infection. This spell can be used to cleanse and sterilize anything from a disease-cult temple to an operating theatre. It will not cure or relieve disease in living creatures; it serves only to cleanse and purify objects and surfaces.
Infectious areas or objects treated with Remove Contagion cannot serve as a source of contagion (see Contagion, p. B443) until reinfected.
Duration: Instantaneous.
Until disease-causing agents return to the affected area.
Base cost: 3.
Time to cast: 2 seconds.
Prerequisite: Clean, and Cure Disease.
The subject is immune to diseases for the duration of the spell.
Duration: 1 hour.
Cost: 4 to cast.
3 to maintain.
Time to cast: 10 seconds.
Prerequisite: Remove Contagion or Vigor.
The subject becomes temporarily impervious to pain. He may ignore Spasm and other pain-causing spells. He cannot be stunned in combat, and does not suffer a shock penalty when he is wounded or slow down when his HT is reduced to 3. However, he does not gain any actual resistance to injury – only to the pain it causes.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisite: Pain.
The subject becomes immune to poisons for the duration of the spell.
For some very persistent poisons, this is only a delay of the inevitable, since traces of the poison may still be in the subject’s system when the spell ends!
Duration: 1 hour.
Cost: 4 to cast.
3 to maintain.
Time to cast: 10 seconds.
Prerequisite: Vigor.
The subject loses his lunch, retching for (25 -HT) seconds.
You are conscious but vomiting (or suffering dry heaves). You can try to act, but you will be at -5 to DX, IQ, and Per, and automatically fail at any action that requires a Concentrate maneuver.
At the end of the retching spell, you lose 1 FP.
You gain no benefit from recent meals or oral medication – you’ve thrown it up.
Cost: 3.
Cannot be maintained.
Time to cast: 4 seconds.
Prerequisites: Nauseate and Spasm.
Temporarily restores the subject’s Hearing, regardless of what caused the loss (if the loss of hearing is magical in nature, however, the responsible spell gets to resist).
The eardrums or other organs of hearing must not be completely missing (that requires Regeneration). For a permanent cure, use Restoration.
Duration: 1 hour.
Cost: Equal to half of the restored Hearing score (Per + Acute Hearing);
Half to maintain.
Time to cast: 5 seconds.
Prerequisites: Minor Healing and either Keen Hearing or Strike Deaf.
Temporarily restores the subject’s sight, regardless of what caused the loss (if the loss of sight is magical in nature, however, the responsible spell gets to resist).
The eyes must not be completely missing (that requires Regeneration). For a permanent cure, use Restoration.
Duration: 1 hour.
Cost: Equal to half of the restored Vision score (Per + Acute Vision);
Half to maintain.
Time to cast: 5 seconds.
Prerequisites: Minor Healing and either Keen Vision or Strike Blind.
Temporarily restores the subject’s voice, regardless of what caused the loss (if the loss of speech is magical in nature, however, the responsible spell gets to resist).
The tongue and vocal cords cannot be completely missing (that requires Regeneration). For a permanent cure, use Restoration.
Duration: 1 hour.
Cost: 5 to cast.
3 to maintain.
Time to cast: 5 seconds.
Prerequisites: Minor Healing and either Great Voice or Strike Dumb.
Each animal form is a different spell, to be learned separately.
Change to the form of an animal.
The caster may only learn the form of an animal with which he is familiar.
Clothing, jewelry, and armor vanish when the beast-form is taken and reappear when the human form is resumed (magical jewelry cannot be detected while “vanished”). Backpacks, carried items, etc., simply fall to the ground.
The caster retains his intelligence, but gains all the physical attributes of the new form. This means that the wearer cannot cast spells unless he knows them so well that they can be performed without gestures!
Note that Fatigue Points are not increased for spellcasting purposes.
Each hour that the spell continues, the caster must make a roll against IQ; failure means that the caster loses a point of IQ, continuing until the normal IQ of that beast is reached.
Should the caster’s IQ drop to 5, he is trapped in beast form forever unless the spell is removed by Remove Curse (other spells won’t counter it).
Lost IQ is regained when human form is reassumed.
A list of basic beast forms can be found here: Shapeshifting Beastforms.
Duration: 1 hour.
Cost: 6 for most animals.
2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Alter Body
Regular Spell; Resisted by Will
As Shapeshifting, but usable on others. The subject cannot end the spell; only the caster, or a Remove Curse spell, can do that. If the spell continues until the subject’s IQ drops to 5, he is trapped in the beast form!
Duration: 1 hour.
Cost: As Shapeshifting, but the minimum cost of the spell is 6 to cast and 2 to maintain.
Time to cast: 30 seconds.
Prerequisite: Shapeshifting for that form.
Makes the subject feel sick and nauseated (dizzy, vomiting, etc.). He may run if necessary (at half his normal Move) but may do nothing else except maintain existing spells and give very simple answers. When the spell wears off, the sickness vanishes instantly.
Duration: 1 minute.
Cost: 3 to cast.
3 to maintain.
Time to cast: 4 seconds.
Prerequisite: Drunkenness or Pestilence.
Makes the subject less likely to heal or be healed. The spell subtracts from any natural recovery roll or healing skill, including Healing spells.
Illness, FP recovery and HT-based resistance rolls are not affected.
Only Remove Curse can break this spell.
Duration: 1 day.
Cost: 1 to 5 to cast.
Same cost to maintain.
The same amount is subtracted from any healing roll.
Time to cast: 30 seconds.
Prerequisites: Frailty, and Steal Vitality.
Take FP from the subject to restore your own lost fatigue. The subject must either be willing or totally helpless (e.g., bound or unconscious). The caster must touch the subject. This works on living, sapient subjects only!
The spell stops when the caster’s FP is fully restored, when the caster decides to stop, or when the subject’s FP reaches 0 and the subject falls unconscious.
Duration: Permanent.
Cost: None to the caster!
For every 3 FP taken from the subject, the caster regains 1 FP.
Time to cast: 1 minute for every 3 FP drained from the subject.
Prerequisite: Minor Healing.
Take HP from the subject to heal your own injuries. The subject must either be willing or totally helpless; the caster must touch the subject. This works on living, sapient subjects only!
The spell stops when the caster’s HP is fully restored, when the caster decides to stop, or when the subject’s HP reaches -1 (which automatically kills the subject).
Duration: Permanent.
Cost: None to the caster!
For every 3 HP taken from the subject, the caster regains 1 HP.
Time to cast: 1 minute for every 3 HP drained from the subject.
Prerequisite: Steal Energy.
Counters temporary paralysis (due to spell, paralysis gun, etc.).
An ongoing spell (such as Paralyze Limb or Total Paralysis) gets a resistance roll.
Cost: 1 for a single limb.
2 for the whole body.
Prerequisites: Either Minor Healing and Paralyze Limb or Major Healing.
Renders infertile any subject that was capable of producing offspring.
Restoration or Remove Curse will undo the spell.
Used on a plant, this spell prevents it from ever bearing pollen, fruit, or seed.
Duration: Permanent.
Cost: 5.
Time to cast: 1 Minute.
Prerequisites: Steal Vitality, and Decay.
The subject is temporarily blinded.
You cannot see at all. In unfamiliar territory, you must travel slowly and carefully, or have a companion or guide animal lead you.
Many actions are impossible for you; the GM should use common sense.
You fight at -10 and cannot see to target spells, just as if you were in total darkness. In either case, you suffer no extra penalties for operating in the dark.
Duration: 10 seconds.
Cost: 4 to cast.
2 to maintain.
Prerequisite: Magery (Fire) 1, Spasm.
The subject is temporarily deafened.
You cannot hear anything.
You must receive information in writing (if you are literate) or sign language.
Any skills that require speech have a -3 penalty as you cannot hear your own voice. This includes but is not limited to casting any spells that have a verbal component.
Duration: 10 seconds.
Cost: 3 to cast.
1 to maintain.
Prerequisite: Magery (Air) 1, Spasm.
The subject cannot speak.
This makes it impossible to cast any spell that requires speaking.
Duration: 10 seconds.
Cost: 3 to cast.
1 to maintain.
Prerequisite: Magery (Air) 1, Spasm.
The subject temporarily loses all sense of touch. They have a limited degree of pressure sense – enough to feel their own weight and stand up and walk without falling over – but they cannot distinguish textures by touch at all. Feats that depend on touch alone (e.g., touch-typing, or untying your hands behind your back) are impossible.
When performing a task that requires hand-eye coordination, the subject suffer all the effects of one level of Ham-Fisted unless they take twice as long to perform the action and can clearly see what they’re doing.
If the subject also has the Ham-Fisted Disadvantage, add its effects.
The subject also becomes temporarily impervious to pain and does not feel blows (beyond a jolt), does not feel a pickpocket going through their possessions, does not feel the heat of the stove top they are leaning on. The subject may ignore Spasm and other pain-causing spells. They cannot be stunned in combat, and do not suffer a shock penalty when wounded or slow down when HT is reduced to 3. However, they does not gain any actual resistance to injury – only to the pain it causes.
If the caster desires, the spell can selectively numb the subject (numbing only the arms, for instance).
Duration: 10 seconds.
Cost: 3 to cast.
1 to maintain.
Prerequisite: Resist Pain.
The subject is stunned, they must Do Nothing on their next turn.
The subject may perform any active defense while stunned, but their defense rolls are at -4 and they cannot retreat.
At the end of the subject's turn, they may roll against HT.
On a success, they recover from stun and can act normally on subsequent turns.
On a failure, the subject remains stunned; their next maneuver must also be Do Nothing, but they get another roll at the end of that turn . . . and so on, until the subject recovers from being stunned.
Cost: 2.
Cannot be maintained.
Prerequisite: Pain.
Inflicts 4 FP and 1 HP of dehydration damage, equivalent to a full day without water. Dehydration fatigue may be recovered in full with a full day’s rest and plentiful water. HP damage heals normally. Repeated castings may render the subject nearly unable to speak, because the subjects throat will be parched and their tongue swollen.
Cost: 5.
Time to cast: 10 seconds.
Prerequisites: Destroy Water.
Magnifies the subject’s sense of touch to painful levels: a gentle touch feels like a blow, someone else’s breath feels like a scorching flame, a cool breeze feels like a freezing blast. Even the contact of his the subject's clothes becomes unbearable; the subject feels like his skin is being scraped raw.
The subject is rendered helpless with agony:
Agony
You are conscious but in such terrible pain that you can do nothing but moan or scream. If standing or sitting, you fall down. While the affliction endures, you lose 1 FP per minute or fraction thereof.
After you recover, anyone who can credibly threaten you with a resumption of the pain gets +3 to Interrogation and Intimidation skill rolls.
Low Pain Threshold doubles the FP loss and torture bonus.
High Pain Threshold lets you overcome the agony enough to function, but at -3 to DX and IQ.
Duration: 1 minute.
Cost: 8 to cast.
6 to maintain.
Prerequisites: Sensitize.
Regular Spell; Special Resistance
Cleanses the subject of any foreign matter in his tissues, including cactus or porcupine spines, arrowheads, barbs, bullets, splinters, etc. Also eliminates external (but not internal) bacteria and parasites. Has no effect against diseases, poisons or drugs.
The subject must be willing or totally helpless (e.g., bound or unconscious) and the caster must touch the subject.
“Foreign matter” that is somehow integral to the subject (gold teeth, steel plates or rods, glass eyes, cyberware, and so on) must be excluded by the caster or it may be destroyed as well!
If the caster is careless (or malicious), each item resists separately with HT+5 of the subject.
Cost: 2 to cleanse a hand or foot, 4 for a torso or limb, 6 for an entire body.
Time to cast: 3 seconds.
Prerequisites: Minor Healing and Purify Earth.
The caster grows in size, increasing his Size modifier. For every 1 point of increased SM, the caster’s ST, HP, and Basic Move are all multiplied by 1.5. For every 2 points of increased SM, his DR increases by 1. The caster’s clothing grows with him if he wishes, but jewelry, armor, weapons, carried items, and other substantial volumes of harder substances remain at their original size (though they can be enlarged separately with Enlarge Object). See Corpulence, p. 43, for the effects of “bursting” out of armor.
IQ, DX, HT, FP, Basic Speed, and Dodge do not change with size. Weight increases dramatically; every point of increased SM multiplies the caster’s weight by 3.5.
If the caster is enclosed in a room or other space that is too small to accommodate his larger size, his growth stops. However, if his maximum thrusting damage is enough to penetrate the enclosure’s DR, he bursts through in one second per point of DR.
Duration: 1 hour.
Cost: 2 per +1 SM.
Same cost to maintain.
Time to cast: 5 seconds.
Prerequisites: Alter Body.
As Enlarge, but usable on other beings.
The spell can only be countered by the original caster or by Remove Curse. Cast on a volunteer soldier, this changes him into an instant siege engine . . . but also makes him a prime target for the enemy’s artillery and magic.
Duration: 1 hour.
Cost: 2 per +1 SM.
Same cost to maintain.
Time to cast: 10 seconds.
Prerequisites: Enlarge.
Restores all of the subject’s missing HP. Does not eliminate disease or poison, nor does it restore crippled or missing body parts, but it can heal HP lost to any of these things.
A given subject can only benefit from this spell once per day, whether cast by the same caster or by a different caster each time.
If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure.
Cost: 20.
One try per day per subject.
Time to cast: 1 minute.
Prerequisites: Major Healing.
As Neutralize Poison, but works instantly. A Poisons roll is not required for successful use of this spell!
Eliminates all traces of one chosen poison from the body of the subject. A successful Poisons roll (by the caster or another character) should precede the casting in order to identify the poison being treated; if not, spell use is at -5! This spell is of no use against alchemical elixirs other than those that do direct damage. Does not cure existing damage – the spell just removes the remaining poison, avoiding any further damage.
Cost: 8. One try per day.
Prerequisites: Neutralize Poison.
Regular Spell; Resisted by Will
As Shapeshifting, but affects only one body part. The subject of the spell can be the caster or someone else.
Each variation is a separate spell.
The resulting body part preserves the subject’s scale: Shapeshifting a human’s head into a hummingbird’s head results in a human with a human-sized hummingbird head.
Some variations bear misleading titles: Crocodile Jaws, for example, transforms the subject’s entire head, not just his jaws – the jaw muscles must be properly anchored!
Some known variations can be found here: Partial Shapeshifting Variations.
Duration: 1 hour.
Cost: Varies; never less than 3.
One third (round up) to maintain.
Time to cast: 10 seconds.
Prerequisites: Shapeshift Others for the appropriate animal.
Like Shapeshifting, but the subject remains in animal form until he chooses to resume his normal form.
He must roll for IQ loss daily rather than hourly.
Duration: Indefinite (could be permanent).
Cost: 30 (5 times the cost of the corresponding Shapeshifting spell).
Time to cast: 1 minute.
Prerequisites: Shapeshifting for that form.
Infects the subject with a loathsome plague of the caster’s selection (though the GM may veto an inappropriate selection). The disease takes its normal course; infection will not normally be apparent for some time.
Duration: Instantly Infected, the illness runs it's course naturally.
Cost: 6.
Time to cast: 30 seconds.
Prerequisite: Decay and Poison.
Regrow one lost limb or eye.
Duration: Permanent.
Cost: 20. One try.
Time to cast: 1 minute to cast the spell; 1 month before the process of regeneration is complete. The regenerating part may not be used at all until the month has passed.
Prerequisites: Restoration.
Partially replaces a “daily dose” of some drug required by the subject. The subject will still feel the psychological effects of missing a dose (that is, a Will-modified HT roll is still required to count the day toward shaking off the addiction), but will not suffer any physical damage from withdrawal.
Modifiers: This spell is at a -4 penalty if the caster casts it on himself, and at a cumulative -4 per consecutive daily casting on the same subject (thus, it gets harder and harder for the spell to replace the drug). In addition, the withdrawal penalty inherent to the drug is applied to any casting!
Duration: 1 day.
Cost: 6.
Cannot be maintained.
Time to cast: 10 seconds.
Prerequisite: Neutralize Poison.
Temporarily restores a subject’s use of his paralyzed or crippled limbs. The limbs must not, of course, be completely missing (that requires Regeneration). Since limbs wither with disuse, the GM should use his judgment and assess DX and ST penalties to the use of such restored limbs.
Duration: 1 minute.
Cost: Equal to the crippling threshold for the limbs affected.
Same to maintain.
Time to cast: 10 seconds.
Prerequisite: Stop Paralysis.
Regain the use of one crippled limb or damaged eye – also restores lost hearing, smell, etc. Will not work on a lost limb or eye – that requires Regeneration. (If a limb has been amputated and is intact, you may try Restoration within the hour, at -5 to skill, to put it back on!)
After the spell has been cast it takes 1 month before the process of restoration is complete. The part may not be used at all until the month has passed; it simply won’t work, even though it may appear to be healthy.
Duration: Permanent.
Cost: 15. One try.
Time to cast: 1 minute to cast the spell;
Prerequisites: Major Healing
The caster’s size decreases, reducing his Size modifier. For every 1 point of SM reduction, the caster’s ST, HP, and Move are all multiplied by 2/3. For every 2 points of SM reduction, his DR is reduced by 1. The caster’s clothing shrinks with him if he wishes, but jewelry, armor, weapons, carried items, and other substantial volumes of harder substances remain at their original size (though they can be reduced separately with Shrink Object).
IQ, DX, HT, FP, Basic Speed, and Dodge do not change with size.
Weight decreases dramatically; every point of SM reduction divides the caster’s weight by 3.5. The caster is harder to hit, as appropriate to his new SM.
The GM may opt to set a floor of 1 HP and Move 1, so that shrunken wizards may still accomplish something on foot. This may not be realistic, but it is in keeping with the traditions of heroic fiction.
Duration: 1 hour.
Cost: 2 per -1 SM.
Same cost to maintain.
Time to cast: 5 seconds.
Shrinkage occurs at a rate of 1 SM per second after the spell is complete.
Prerequisites: Alter Body.
As Shrink, but usable on other beings. The spell can only be countered by the original caster or by Remove Curse. The GM should keep in mind the potential psychological effects of this spell on unaware or unwilling subjects.
Duration: 1 hour.
Cost: 2 per -1 SM.
Same cost to maintain.
Time to cast: 10 seconds.
Prerequisites: Shrink.
Transfers the subject’s beauty to the caster. The caster gains one or more appearance levels (p. B21) while the subject loses an equal number. Beauty can only be stolen from someone of better appearance than the caster, and the caster cannot gain better appearance than the subject’s initial appearance level. The subject must be of the same species and sex as the caster. In addition, the subject must either be willing or totally helpless and must be touched for the entire casting time. A critical failure of this spell instantly makes the caster Hideous.
At the GM’s option, this spell may also be used to steal Charisma and the Voice advantage. People with stolen Charisma simply become less scintillating; those with stolen Voices become mute.
Critical failure on either of these applications results in muteness for the caster!
Duration: 24 hours; at the end of this time, both the caster and subject regain their normal appearance.
Cost: Equal to the character point difference between the subject’s original and final appearances (or equal to the cost of the stolen advantage, in the case of Charisma or Voice).
Time to cast: 30 seconds.
Prerequisites: Alter Visage, and Steal Vitality.
Steal Grace steals DX
The spell transfers basic attributes on a level-for-level basis to the caster from the subject (who must be a living, sapient being). The caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work.
Secondary characteristics are affected by the attribute loss.
The caster must touch the subject and hold on to them for the entire casting time; neither can do anything while the spell is being cast. The caster increases their own attribute (whichever applies) as if they had spent the character points stolen from the subject.
Duration: 1 day; at the end of that time, both the caster and the subject regain their normal attributes.
Cost: 20 per point of DX stolen.
Time to cast: 1 minute.
Prerequisites: Steal Vitality and Clumsiness
Steal Might steals the subject’s ST
The spell transfers basic attributes on a level-for-level basis to the caster from the subject (who must be a living, sapient being). The caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work.
Secondary characteristics are affected by the attribute loss.
The caster must touch the subject and hold on to them for the entire casting time; neither can do anything while the spell is being cast. The caster increases their own attribute (whichever applies) as if they had spent the character points stolen from the subject.
Duration: 1 day; at the end of that time, both the caster and the subject regain their normal attributes.
Cost: 10 per point of ST stolen.
Time to cast: 1 minute.
Prerequisites: Steal Vitality and Debility
Steal Wisdom steals IQ
The spell transfers basic attributes on a level-for-level basis to the caster from the subject (who must be a living, sapient being). The caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work.
Secondary characteristics are affected by the attribute loss.
The caster must touch the subject and hold on to them for the entire casting time; neither can do anything while the spell is being cast. The caster increases their own attribute (whichever applies) as if they had spent the character points stolen from the subject.
Duration: 1 day; at the end of that time, both the caster and the subject regain their normal attributes.
Cost: 20 per point of IQ stolen.
Time to cast: 1 minute.
Prerequisites: Steal Vitality and Foolishness.
Steal Vigor steals HT.
The spell transfers basic attributes on a level-for-level basis to the caster from the subject (who must be a living, sapient being). The caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work.
Secondary characteristics are affected by the attribute loss.
The caster must touch the subject and hold on to them for the entire casting time; neither can do anything while the spell is being cast. The caster increases their own attribute (whichever applies) as if they had spent the character points stolen from the subject.
Duration: 1 day; at the end of that time, both the caster and the subject regain their normal attributes.
Cost: 10 per point of HT stolen.
Time to cast: 1 minute.
Prerequisites: Steal Vitality and Frailty
Regular Spell; Resists Healing
As Slow Healing, except that this spell resists the natural recovery process and healing skills and spells.
Every healing attempt on the subject must be made as a Quick Contest between the healer’s skill and the Stop Healing spell’s Endurance.
Stop Healing's Endurance begins equal to the casters Effective Skill level at the time of casting.
Every failure by the spell to stop a healing attempt weakens its Endurance by one; upon reaching Endurance 0, the spell dissipates. A critical failure by the Stop Healing or a critical success by the Resisted spell, skill, or process also breaks the enchantment. Otherwise, Remove Curse is required to undo the spell.
Duration: Until dissipation of the spell.
Cost: 10.
Time to cast: 10 seconds.
Prerequisite: Slow Healing.
Holds the subject in apparent sleep, indefinitely.
The effects of severe bleeding, disease, age, etc. are all halted while the spell is in effect. The subject requires neither food nor air, but can still be harmed by fire, weapons, and other natural hazards.
Duration: Remains in effect until broken (the Awaken spell works well).
Cost: 6.
Time to cast: 30 seconds.
Prerequisites: Sleep and Major Healing.
Take the form of another sapient race. Each race is a different spell, to be learned separately. The caster may only learn the form of a race with which he is familiar. Clothing, jewelry, and armor do not vanish when the transformation occurs; a caster who fails to shed rigid armor may be painfully squeezed (see Corpulence, above, for details).
The caster acquires only the physical traits of the new form, keeping his original mental traits. Note that Fatigue Points are not increased for spellcasting purposes.
A list of races can be found here: Transform Body Race List
Duration: 1 hour.
Cost: Varies (see above).
Time to cast: 1 minute.
Prerequisite: Shapeshifting.
Regular Spell; Resisted by Will
As Transform Body, but usable on others. The subject cannot end the spell; only the caster, or a Remove Curse spell, can do that.
Duration: 1 hour.
Cost: As Transform Body, but the minimum cost of the spell is 10 to cast and 4 to maintain.
Time to cast: 2 minutes.
Prerequisites: Shapeshift Others and the appropriate form of Transform Body.
For the duration of the spell you are a “bleeder.”
Even a small wound will not heal unless well-bandaged – and you may bleed to death.
Any untreated wound bleeds at a rate equal to its original damage every minute. For instance, an untreated 3 HP wound bleeds for 3 HP of damage per minute until stanched.
First Aid is enough to staunch most wounds, but an impaling wound to the torso causes slow internal bleeding. It does damage every minute, as above, until you receive First Aid.
Furthermore, it continues to do damage equal to its original damage once per day until properly treated. Only a Surgery roll or supernatural healing can stop internal bleeding or restore HP lost to it. If proper treatment is not available, you will soon die.
If the subject of this spell has the Hemophilia Disadvantage this spell does nothing.
Duration: 1 day
Cost: 9 to cast.
5 to maintain.
Prerequisite: Sickness or Steal Vitality.
Regular Spell; Resisted by HT (or by effective skill for magic weapons)
The caster’s body magically melds with the melee weapon he is wielding.
Clothes (up to 6 pounds) disappear along with him, but the rest of his equipment falls to the ground. The weapon now dances through the air, as if wielded by an invisible opponent. The subject keeps his weapon skill and attributes while assuming a minimum Speed of 5. Attacks on the weapon are at a normal penalty for size.
The weapon may only dodge or parry, but has natural DR appropriate to its material (Wooden weapons usually have DR 2. Small metal, metal-wood, or composite objects, like guns and axes, typically have DR 4. Solid-metal melee weapons have DR 6). If the weapon is broken, the spell ends and the subject reappears, unharmed but physically stunned, holding the useless weapon in his hand(s).
The subject may not speak, so he can only cast spells he knows at skill 20 or better. The subject’s HT resists Making and Breaking spells such as Weaken and Shatter.
Magic weapons resist the melding with their Power. If the subject wishes to activate any of the enchantments on the magic weapon, he must win a Regular Contest of his Will against the weapon’s Power.
Duration: 1 minute.
Cost: 8 to cast.
4 to maintain.
Time to cast: 5 seconds.
Prerequisites: Apportation, Alter Body and Reshape.
The caster must strike the subject on a limb to trigger this spell (hits else-where have no effect). Armor does not protect. Resolve resistance on contact.
If the caster wins, the subject’s limb withers immediately; it is crippled for all purposes (see Crippling Injury). The subject also takes 1d damage.
Duration: Permanent (May be healed by magic or extraordinary technology).
Cost: 5.
Prerequisites: Paralyze Limb.
Regular Spell; Resisted by HT +2
The subject’s head comes off!
When this spell is cast, the subject’s head (or one of them, if the subject has several) comes free of its body, but continues to live on its own. The subject is not harmed, but the head takes falling damage if it is not carefully removed or caught! The head can talk, see, and control the actions of its body normally. If the head is somehow blinded (put in a bag, for instance), then it will have trouble telling its body where to walk . . .
The spell, once cast, is permanent until somebody puts the head back in the proper place and wills it to attach (if the head is unwilling, proceed to a Regular Contest of Wills). If it is cast on a foe, who then regains the head and reattaches it, the caster has no say in the matter, although he can certainly cast the spell again . . .
This spell, while useful in combat, has several other uses. A mage with a broken leg could leave his body behind and travel with the party as a head! Note, however, that bodies cannot feed themselves without mouths, and if the mage attempted to cast a spell requiring hand motions, the range penalties would apply from his body, not his head!
Duration: As above.
Cost: 4.
Time to cast: 2 seconds.
Prerequisites: Alter Body.
Melee Spell; Resisted by HT or IQ
Reach with one hand into a subject’s body and withdraw a vital organ, leaving an open cavity.
Extracting the brain instantly kills the body, but the brain itself may survive for a few minutes! Roll vs. HT each second; on a success, the brain remains alive and conscious but loses 1 FP; on a failure, it dies. While it survives, it can cast any spells it knows well enough to cast without ritual. Remember that the brain has no senses of its own and is therefore casting blindly.
Extracting the heart demands a HT-6 roll each turn from the victim; on a failure he falls unconscious and dies five seconds later.
Extracting other organs requires a HT roll at a penalty from 0 to -5 to remain conscious. Most extractions kill within a minute; however, some organ losses can be survived – a lung, a kidney, etc. In this case, the victim will still bleed seriously. Restoration is required to replace a lost organ. An extracted organ dies within a minute.
Cost: 10.
Time to cast: 5 seconds.
Prerequisites: Apportation, and Steal Vitality.
Perform multiple, fast, repeated changes of shape, temporarily accessing the Morph ability (p. B84). The spell lapses, however, if at any point the caster returns to his natural form.
The caster is mentally stunned when the spell ends.
Clothing, jewelry, and armor vanish when the spell is cast, reappearing when it lapses (magical jewelry cannot be detected while “vanished”). Items that the caster was carrying when the spell was cast (including backpacks, etc.) simply fall to the ground.
At its minimum cost, Great Shapeshift allows the caster to change into any creature whose racial template costs 0 points or less (note that this is slightly different from the Morph ability). Each additional point of energy, however, adds 5 character points to the maximum point value of the allowable templates.
A caster remains subject to the Magic Rituals requirements (p. 8) while shapeshifted; if he changes into a form that cannot gesture or speak, he cannot use any spell known at a skill less than 20.
Mages who know Great Shapeshift can use Counterspell to hold a Great Shapeshifted caster in whatever form he currently has, for as many seconds as the Counterspell wins the contest by (or until the Great Shapeshift lapses).
Duration: 1 minute.
Cost: 20 to cast, plus 1 per additional 5 character points of template limit.
Half that to maintain.
Time to cast: 5 seconds.
Prerequisites: Alter Body, At least four types of Shapeshifting.
Stops the subject from aging for one month. Cannot be cast again until the first spell wears off.
Duration: One month.
Cost: 20. One try per week.
Prerequisites: Major Healing, and Regeneration.
As Regeneration, but works instantly.
Cost: 80. One try.
Prerequisites: Regeneration.
As Restoration, but works instantly.
Cost: 50. One try.
Prerequisites: Restoration.
Brings the subject back to life, provided that the body, or most of it, is available. This is the GM’s decision; note that a body that has reached -10¥HP is by definition too damaged for resurrection. The resurrected subject has FP and HP 0, and must regain FP and HP in the normal fashion. All his limbs will be intact, regardless of the injuries that killed him. The caster’s skill is at a -1 penalty for each full day between the subject’s death and the beginning of the spell.
Duration: Permanent, until you’re killed again . . .
Cost: 300. One try.
Time to cast: 2 hours.
Prerequisites: Instant Regeneration and Summon Spirit.
The victim, who must be touched by the caster, rots from within. Every turn, he must roll against HT; on a failure, he takes 1d-1 damage; 6 points on a critical failure. A successful roll means he takes no damage that turn; a critical success breaks the spell. DR does not protect!
For the duration of the spell, the subject feels crippling discomfort, equivalent to the effects of a Sickness spell (see p. 138).
The victim appears to be undergoing a devastatingly rapid gangrene.
Hit location should be rolled each time the spell inflicts damage; once crippled, a limb is considered to have rotted off! Once the victim is dead, its body quickly deliquesces, until only a puddle of evil-smelling goo is left.
Undead are not affected. The caster must concentrate while maintaining this spell, but need not remain in physical contact.
Duration: 1 second.
Cost: 3 to cast.
2 to maintain.
Prerequisites: Sickness, and Pestilence.
Take another’s youth.
For every 10 points of energy put into this spell, the caster grows one year younger and the subject (who must be of the same race) grows two years older. The subject must either be willing or totally helpless; the caster must touch the subject.
A critical failure of this spell costs the caster 1 point of IQ and ages him by 20 years instantly.
Duration: Permanent.
Cost: 10 to 30.
Time to cast: 1 hour.
Prerequisite: Youth, Age, and Steal Vitality.
Regular Spell; Resisted by Will
Change a person into an inanimate object of similar weight. The object may be anything that the caster is familiar with. A living thing with IQ 0, such as a plant, qualifies as an inanimate object for this purpose. The subject is conscious throughout the duration of the spell, but cannot take any action, including spells or psionic powers. He can dimly hear what goes on around him and feel whatever his transformed self is in contact with, but cannot see or smell anything. If the object is destroyed, the subject dies; if it is damaged, the subject will suffer a proportionate loss of HP upon being returned to his natural form.
Duration: 1 hour.
Cost: 20. Same cost to maintain.
Time to cast: 2 minutes.
Prerequisites: Shapeshift, Transform Other, Transform Object, and Flesh to Stone.
Removes one year from the subject’s age. Any attribute levels lost in that period are automatically regained. Does not affect memories, skills, injuries, etc., gained during the “lost” months.
Duration: Subject starts aging again immediately.
Cost: 100. One try per month.
Prerequisites: Halt Aging.