Identify Metal
Identify Plant
Seek Earth
Seek Metal
Seek Plant
Tanglefoot
Bless Plants
Conceal
Create Earth
Create Plant
Earth to Stone
Earth Vision
Forest Warning
Heal Plant
Hide Path
Hold Fast
Increase Burden
Light Tread
Lighten Burden
Mud Jet
Plant Growth
Plant Vision
Pollen Cloud
Predict Earth movement
Rooted Feet
Sand Jet
Seek Pass
Shape Earth
Shape Plant
Stone Missile
Stone to Earth
Tangle Growth
Walk Through Plants
Animate Plant
Blight
Blossom
False Tracks
Flesh to Stone
Glue
Grease
Iron Arm
Metal Vision
Plant Form
Plant Sense
Plant Speech
Pull
Purify Earth
Purify Metal
Rain of Nuts
Rain of Stones
Repel
Rejuvenate Plant
Shape Metal
Slide
Stone to Flesh
Summon Earth Elemental
Walk Through Earth
Walk Through Wood
Arboreal Immurement
Body of Earth
Body of Stone
Body of Wood
Control Earth Elemental
Entombment
Essential Earth
Essential Metal
Essential Wood
Partial Petrifaction
Plant Form (Other)
Reverse Gravity
Sandstorm
Steel Wraith
Wither Plant
Alter Gravity
Alter Terrain
Create Earth Elemental
Move Terrain
Volcano
Identifies a metal’s type.
The caster must touch the metal to be identified.
Cost: 1
Time to cast: 10 seconds
Prerequisite: Seek Plant, Magery (Arcana) 1, and Magery (Fire) 1
Determines the type and species of any one plant. It also gives basic information about it (edible, poisonous, etc). A successful casting of this spell gives +3 to Naturalist or Physician skill for determining medicinal or other special properties of the plant.
Cost: 2
Time to cast: 10 seconds
Prerequisite: Seek Plant, Magery (Arcana) 1, and Magery (Water) 1
Tells the caster the direction and approximate distance of the nearest significant amount of any one type of earth or stone.
Use the long-distance modifiers.
Any known sources of that material may be excluded if the caster specifically mentions them before beginning.
Cost: 3.
Time to cast: 10 seconds.
Prerequisite: Magery (Arcana) 1
Tells the caster the direction and approximate distance of the nearest significant amount of any one type of metal.
Use the long-distance modifiers.
Any known sources of that material may be excluded if the caster specifically mentions them before beginning.
Cost: 5
Time to cast: 10 seconds
Prerequisite: Magery (Arcana) 1 and Magery (Fire) 1
Obtains the direction and approximate distance of the nearest growth of plants, or of one specific plant type.
Use the long-distance modifiers.
Any known plants may be excluded if the caster mentions them before casting.
Cost: 2
Time to cast: 10 seconds
Prerequisite: Magery (Arcana) 1 and Magery (Water) 1
Move earth about and shape it into any form. If the form is stable (e.g., a hill), it will permanently remain after shaping. An unstable form (e.g., a column or wall) lasts only while the spell continues – no special concentration is required – and then collapses. An Architecture roll may be required to create a stable form.
Earth moved with this spell travels at only Move 2; stone travels at Move 1. It can harm no one except by flowing over an immobile person and burying him. If earth is moved onto a person to bury him – or from beneath him, to create a hole – he may move normally on his next turn, to escape.
He is trapped only if he fails to do so.
Anyone buried in loose earth by this spell may try to claw his way out.
One roll, at ST-4, is allowed per second. GMs may make this roll harder if the victim is buried under more than 2 cubic yards of earth! The victim can hold his breath (see Holding Your Breath, p. B351), but he eventually risks suffocation (see Suffocation, p. B436). A victim buried in stone may hold his breath, but unless he has some means of digging through solid stone, escape is unlikely.
Duration: 1 minute
Cost: 1 per cubic yard of earth shaped (minimum 2).
Half that to maintain (round up).
Double cost to shape stone
Sextuple cost to shape cut or worked stone, like a wall
Prerequisite: Seek Earth.
The subject trips and falls down.
Duration: Instantaneous.
Cost: 2.
Causes the plants within the area of effect to grow faster and stronger for the rest of their growing season.
The crop yield within the area of effect is doubled.
To be affected, the plants must be entirely within the area of effect.
Duration: One crop or growing season
Base cost: 1
Time to cast: 5 minutes
Prerequisite: Heal Plant, Magery (Water) 1
Causes the local vegetation to grow quickly over any objects in the area, concealing them from casual inspection. Anyone looking into the area must make a Quick Contest (their Vision vs. the caster’s skill), to notice objects hidden by the concealing growth. Large objects may be camouflaged into “hills” by growing a carpet of grass or moss over them.
Duration: 1 hour
Base cost: In a forest or jungle setting (or underwater), 1 to cast
- in plains or savanna, 2 to cast
- in tundra, 3 to cast
Same cost to maintain.
Time to cast: 4 seconds.
Prerequisite: Plant Growth, Magery (Water) 1
Create good, solid earth where none existed before. This earth must be created in contact with the ground – not hanging in the air or floating in the sea!
Duration: Permanent
Cost: 2 per cubic yard to create earth from nothingness (minimum 2)
- or - 1 per cubic yard to solidify mud into good earth (minimum 1)
Prerequisite: Magery (Arcana) 1
Brings forth vegetation where nothing grew before. Whether this vegetation survives depends on the area.
Duration: Permanent.
Base cost: 4 for grasses; 8 for bushes; 15 for trees.
Time to cast: 1 second per energy point.
Prerequisites: Plant Growth, Magery (Water) 1
Turns an item of earth or clay into hard stone (but not gemstone), or turns an item of stone into a simple metal like bronze or iron. For double energy cost, turns an item of earth or clay into metal.
Duration: Permanent
Cost: 3 per cubic yard (minimum 3)
Prerequisites: Shape Earth.
See through the earth – to find caves, bodies of ore, buried treasure, entombed victims, etc. Earth and uncut stone (up to 50 yards deep) are transparent to the subject, wherever he looks. Metal is not transparent; neither are cut stone, bricks, etc. Thus, this spell won’t let you look through castle walls.
Duration: 30 seconds
Cost: 2 per 10 yards of depth to cast
Same cost to maintain
Prerequisite: Magery (Arcana) 1
Makes an opening or section of ground with plants “noisy.” Wood squeaks loudly when touched; a patch of ground becomes full of snapping sticks when someone walks over it; a bush rustles loudly, etc. This automatically alerts or awakes the caster if he is within hearing range, and probably alerts others nearby as well (make an IQ roll if there is other noise around).
Duration: 10 hours
Base cost: 1⁄2 (minimum 2)
Same cost to maintain
Prerequisites: Magery (Arcana) 1, Magery (Water) 1
Heals plants within the area of disease, parasites, and damage. The plants must still be alive for the spell to work.
Duration: Permanent
Base cost: 3
- Trees larger than saplings require a radius of at least 3 yards
Time to cast: 1 minute
Prerequisite: Identify Plant, Magery (Water) 1
Enables the caster and up to five other man-sized creatures, or one caster on horseback, to pass through grass, undergrowth, or jungle without leaving any sign. Any tracking attempt made on this hidden path is at -8!
Duration: 1 minute
Cost: 2 to cast
1 to maintain
Prerequisite: Heal Plant, Magery (Water) 1
This spell negates knockback from any source.
Cost: 1 for every yard of knockback nullified.
Prerequisite: Apportation.
Regular Spell; Special
Resistance Increases the weight of an object; the object’s wearer (if such is the case) resists using Will. Useful to slow down a charging knight or to keep things from being blown away by the wind.
Duration: 10 minutes.
Cost: 1 per 25 pounds original weight (or fraction) to double
twice that to triple it and twice again to quadruple it
Half that to maintain.
Time to cast: 3 seconds.
Prerequisite: Apportation.
Walk on any surface (which must be able to bear his weight) without leaving any trace, making tracking impossible. If vegetation is present on the surface, some traces of the subject will remain, making tracking possible at a -8 penalty. This spell will also prevent the subject from triggering pressure-plate traps and the like.
Duration: 10 minutes.
Cost: 4 to cast.
1 to maintain.
- If the caster also knows Hide Path, an extra point of energy to cast and maintain will ensure that even vegetation won’t bear any trace of the subject’s passage.
Prerequisites: Apportation and Shape Earth.
Reduces the weight of any equipment the subject is carrying.
Duration: 10 minutes.
Cost: 3 for 25% reduction.
5 for 50% reduction.
Half that (round up) to maintain.
Time to cast: 3 seconds.
Prerequisite: Apportation.
Shoot a thin jet of mud from one finger. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit.
This attack may be dodged or blocked, but not parried. It does knockback on all targets; it can kill or knock down flying swarm creatures. It will extinguish a one-yard-radius area of normal fire.
If the spell strikes the face, it temporarily blinds the target unless he makes a HT roll. If he fails the HT roll, each energy point in the spell blinds him for one second. After the target can see again, blurry vision gives him a -3 penalty to all combat skills for a further 1d seconds. On a critical failure of the HT roll, the target is blinded for 1d seconds per point in the spell. On a successful HT roll, the victim covers his eyes and is therefore unable to see for one second. On a critical success, the victim is unaffected.
Duration: 1 second.
Cost: 1 to 3
- Does 1d of knockback for every point used
- Range is equal to the number of dice
Cost to maintain is the same
Prerequisites: Create Earth, Create Water, Magery (Water) 1
Causes the equivalent of one month’s growth in one minute. Trees change only slightly, while weeds grow tremendously. Useful for gardening (after removing all the weeds!), and starting seeds.
Duration: 1 minute
Base cost: 3 to cast
2 to maintain
Time to cast: 10 seconds
Prerequisite: Heal Plant, Magery (Water) 1
See through vegetation to find overgrown buildings, lurking enemies, etc. Natural plant growth is transparent to the spell’s subject.
Magical plant growth, dead wood, and wooden constructions are not.
Duration: 30 seconds
Cost: 1 per 10 yards of range to cast (100 yards maximum)
Same cost to maintain
Prerequisite: Shape Plant, Magery (Arcana) 1, Magery (Water) 1
A cloud of pollen fills the area; anyone within it begins sneezing, weeping, and coughing. All victims suffer a -2 DX penalty for as long as they are in the cloud and for 3d turns thereafter.
The rate of dissipation depends on the area and the presence of wind; indoors, it usually lasts until the spell expires, but outdoors on a windy day it may last only 10 seconds or so.
Duration: 5 minutes or less
Base cost: 1
Cannot be maintained
Prerequisite: Shape Plant, Magery (Air) 1, Magery (Water) 1
Accurately predicts any landslides, earthquakes, or volcanic activity likely to occur within a given area over a given period. It gives approximate information regarding the nature, location, and severity of the impending disaster. This spell cannot forecast magically created earthquakes or volcanoes.
Cost: 2 times the length of the forecast in days
Double the cost for a place outside the local area (beyond the horizon)
Quadruple the cost for a place on another continent
Time to cast: 5 seconds per day of forecast.
Prerequisite: Magery (Arcana) 1
The subject’s feet are glued in place! He may try another resistance roll at -5 every turn, against the original spell skill roll, to break free. While the spell continues, the subject’s skill with any weapon except a ranged weapon is at -2 and his Dodge score is cut in half (round down).
Duration: 1 minute, or until subject breaks free.
Cost: 3.
Cannot be maintained; must be recast.
Prerequisite: Tanglefoot
Shoot a thin jet of sand particles from one hand. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit. This attack may be dodged or blocked, but not parried. If the spell strikes the face, it causes no injury, but temporarily blinds the target unless he makes a HT roll.
If he fails the HT roll, he is blinded (see Visibility, p. B394) for one second per energy point put into the spell.
After the target can see again, blurry vision gives him a -3 penalty to all combat skills for a further 1d seconds.
On a critically failed HT roll, the target is blinded for 1d seconds per point put into the spell. On a successful HT roll, the victim closes his eyes for the duration of the spell, and is thus unable to see for one second. On a critical success, the victim is unaffected.
Duration: 1 second
Cost: 1 to 3
The jet’s range in yards is equal to the energy put into it
Cost to maintain is the same
Prerequisite: Create Earth, Magery (Air) 1
Tells the caster the direction and approximate distance of the nearest pass through a mountain range.
Use the long-distance modifiers.
Cost: 3
Time to cast: 10 seconds
Prerequisite: Seek Earth, Magery (Arcana) 1
Shape and mold plants and plant material with hands. Gives +2 to Carpentry and Artist (Woodworking), or allows the caster to work without any tools at -1 to skill. Useful for building houses and furniture, repairing shields and equipment, and removing wooden obstacles. It can be used on a foe’s weapon in combat, doing 2d damage to wooden weapons; see Striking at Weapons for details on damaging weapons.
Duration: 1 minute
Cost: 3 to cast
1 to maintain
Double cost if the material is no longer living
Time to cast: 10 seconds
Prerequisite: Identify Plant, Magery (Water) 1
Create a ball of stone and fire it from one hand, injuring anything it hits. This spell has 1⁄2D 40, Max 80, Acc 2.
Cost: Any amount up to your Magery level per second, for 3 seconds
- The missile does 1d + 1 crushing damage per energy point
Time to cast: 1 to 3 seconds
Prerequisite: Create Earth.
Turns any kind of stone (including gemstone) into simple earth. Must be cast on a whole stone or block, rather than a part of it. This spell also transmutes metal into stone, or transmutes metal into earth for double cost.
Duration: Permanent
Cost: 6 per cubic yard (minimum 6)
Prerequisites: Earth to Stone
Causes grass or other ground plants within the area to grow and become obstacles (movement cut to 1⁄2 Move, -2 to dodge), or bushes and low trees to grow into barriers that must be removed to pass. Treat such a barrier as a 3” wooden slab (p. B558) per yard of width. Anyone in the area when the spell is cast may move normally on the next turn; only if they fail to leave will they be caught.
Duration: 1 minute.
Base cost: 1 for grass, 2 for bushes and trees
Half that to maintain
Time to cast: 2 seconds.
Prerequisite: Plant Growth, Magery (Water) 1
Enables the subject to pass through grass, undergrowth, heavy forest or jungle without any hindrance from the vegetation. He can travel as if the land were open (normal movement rates); plants move aside to let him pass and then resume their previous position behind him.
The spell makes tracking difficult, giving a penalty from -1 to -8, depending on the thickness of the local vegetation. If used against Tangle Growth, a Quick Contest of spells must take place every second.
Duration: 1 minute
Cost: 3 to cast
1 to maintain
Prerequisites: Hide Path and Shape Plant, Magery (Water) 1
Summon a spirit (IQ 9) to animate a living plant.
An animated plant gains a HT score equal to twice the energy put into the spell. Note that woody plants often have a high DR and make frightening foes. A sapient (IQ 6 or higher) plant may not be animated.
Duration: 1 minute
Cost: 3 to cast
Half that to maintain
Double cost if the plant is to pull itself up and walk (Move 4) on its roots
Time to cast: 5 seconds
Prerequisites: Magery (Soul) 1
Causes the plants within the affected area to grow more slowly and more weakly for the rest of their growing season. The crop yield within the area is halved. Immediate effects include loss of leaves, fruit, and blossoms; the affected plants recover (partially) in the following days.
To be affected, the plants must be entirely within the area of effect.
Duration: One crop or growing season.
Base cost: 1
Time to cast: 5 minutes
Prerequisite: Plant Growth, Magery (Water) 1
Causes plants within the area of effect to bloom and bear fruit within the one-hour duration of the spell. To be affected, the entire plant must be within the area of effect. The plant remains in this condition for 24 hours, at the end of which it enters its fall phase – leaves of deciduous trees will turn color, blossoms and fruit drop off, etc. The spell may be limited to a single plant, or a single type of plant, at the time of casting.
Duration: 1 hour
Base cost: 2
Cannot be maintained
Time to cast: 5 minutes
Prerequisite: Plant Growth, Magery (Water) 1
Regular Spell; Resisted by Will
The subject leaves tracks that appear to be those of some animal or other being. Unwilling subjects resist with Will. A Quick Contest between a tracker’s Tracking skill and the caster’s Naturalist skill (or his skill with this spell, whichever is lower) determines whether or not the tracker is fooled.
Duration: 1 minute
Cost: 2 to cast
1 to maintain
Prerequisites: Shape Plant, Shape Earth, and Magery (Water) 1
“Petrifies” a living subject (and all his gear!), turning him to stone. Must affect the entire subject.
Duration: Instantaneous, unless reversed by Stone to Flesh.
Cost: 10
For double cost, a subject may be turned into a metallic statue
Time to cast: 2 seconds
Prerequisite: Earth to Stone, Magery (Body) 1
Makes a surface extremely sticky, trapping anyone stepping onto the surface as if by a Rooted Feet spell. If a victim successfully resists, he is free to act until he moves more than a yard from his original position, at which point he becomes stuck again if he is still in the Glue area.
Duration: 10 minutes.
Base cost: 3 to cast.
Same cost to maintain.
Prerequisite: Rooted Feet
Makes a surface extremely slippery.
Anyone stepping onto the surface must roll against DX-2 for every yard he moves within the affected area. If he fails the roll, he falls down. Another DX-2 roll is necessary to stand up (but not to sit or kneel). All close combat, melee attacks, and active defenses are at -3; other physical skills, including missile and thrown weapon attacks, are at -2 for bad footing. This spell can also be cast on vertical surfaces to make climbing impossible. The GM will have to use his judgment with sur faces of intermediate tilt.
Unlike Ice Slick, whose effects are nearly identical, Grease cannot be seen by normal means. Also, crampon boots are ineffectual against a Greased surface.
Grease and Glue resist each other.
Duration: 10 minutes.
Base cost: 3 to cast.
Same cost to maintain.
Prerequisite: Rooted Feet
Stop a blow with only an arm. If the spell succeeds, the arm becomes harder
than iron, momentarily – and automatically parries the attacking weapon without harm to the caster.
If the spell fails, the wizard is simply parrying with his arm! This spell can parry no attack that a sword could not parry, and is considered a parry for purposes of combat.
Cost: 1.
Prerequisites: Flesh to Stone
See through metal to gaze upon whatever lies beyond – past the door, inside the chest, etc. Certain metals (lead) resist or block this spell outright. This is also a Knowledge spell.
Duration: 30 seconds.
Cost: 2 per 5 yards of depth (maximum 50 yards) to cast.
Same cost to maintain.
Prerequisite: Shape Metal, Magery (Fire) 1, Magery (Arcana) 1
Assume the form of any natural plant or tree between 1⁄2 and five times your own size. Clothing vanishes, to reappear when you regain your form; large possessions fall to the ground, while small ones (up to bracelet or wand size) may remain imbedded in your plant form.
The caster cannot move about, attack, etc., unless a plant with those abilities exists in the game world and he takes that form, or unless Animate Plant is cast on his plant form. A wizard in plant shape may cast no spells unless he knows them so well that he can cast them without speech or gesture! He may hear normally but may not see except to sense light and darkness. He may not speak.
Injuries taken in plant form carry over proportionately. This means, for instance, that an arrow wound to a tree is a pinprick to a man; some GM flexibility is required here! Time spent in plant form automatically counts as “rest” unless the plant is under attack. However, he must roll against IQ every hour that he stays in plant form. A failed roll temporarily reduces his IQ by 1. If IQ drops to 5, he is trapped in plant form, with a plant’s IQ, until someone else frees him with Remove Curse.
Duration: 1 hour.
Cost: 5 to cast. 2 to maintain.
Prerequisites: Magery (Water) 1, Magery (Body) 2
Regular Spell; Resisted by Hide Path
The subject sees and hears minute details known by the plants around him – such as disturbances caused by passing or hiding creatures. This gives a +4 bonus to Tracking, a +2 bonus to all Sense rolls, and the ability to detect the presence of invisible or magically hidden creatures with a normal Sense roll. Works only in areas with thick plant growth (jungles, forests, etc.); may work at half effect (with no chance to sense invisible or magically hidden creatures) in sparser terrain.
Duration: 1 minute.
Cost: 3 to cast. 2 to maintain.
Prerequisites: Forest Warning, Arcana (Water) 1
“Converse” with plants in a very rudimentary fashion (semi-telepathically; the mage must speak aloud). The older the plant, the more detailed the information that can be gained.
For instance, grass could only tell that it had been stepped on recently (about a day), while an ancient oak could recall details of mounts, dress, aroma ... Sapient vegetables can hold much better conversations.
Duration: 1 minute. Each minute allows one question and answer.
Cost: 3 to cast. 2 to maintain.
Prerequisites: Plant Sense, Magery (Mind) 1
When cast on a single point, this creates a zone of “attraction.” Objects (including living beings) are pulled to the center point at Move 1 by a force that increases as one gets closer to it.
Living beings can “resist” with a Quick Contest of ST every second. The pull has a ST equal to twice the energy put into the spell at the center, reduced by 1 for every yard of distance. The spell does not have any effect on objects heavier than 20 times its ST. Note that, to drag an ordinary human being (weight 150 pounds) along an ordinary floor, the spell would have to have a ST of at least 8.
This spell can only be cast on a point in space or on the ground, not on objects or creatures. A small pile of loose objects, dust, dead leaves, small insects, etc, usually forms at the center.
Duration: 1 minute.
Cost: 1 for every 2 ST of “pull.”
Time to cast: 5 seconds.
Prerequisites: Levitation.
Removes foreign objects, poisons, and harmful elements from soil, rendering it fit to support growing plants.
This spell also remedies any deficiencies in the soil’s composition. Small foreign objects (coins, nails) underground are destroyed; medium ones (swords, artillery shells, chests, statuettes) “float” to the surface. Large objects (coffins, walls, large statues) will cause the spell to fail, but the caster gets a general idea of the reason.
Duration: Permanent.
Base cost: 2
Double cost in poor soil such as rocky flats or sandy desert.
Time to cast: 30 seconds.
Prerequisites: Plant Growth
Causes a rain of nuts to fall within the area, issuing from the nearby trees as if they were suddenly filled with crazed squirrels. The noisy torrent plinks on helmets, stings bare skin, and interferes with missile fire. Any characters in the area take a -1 penalty to any tasks requiring concentration or skill, including combat and spellcasting.
There’s an additional visibility penalty of -1 per 8 yards distance, applied to missile attacks and Vision rolls. The caster may elect to exclude any in the area from the effects of the spell, focusing the “ire” of the wood on enemies.
This spell may only be cast outdoors, in a forest. It won’t work in the dead of winter, or in very sparse woods.
Depending on the species of trees, the nuts may turn out to be edible.
Human mages rarely use this spell (most feel it is beneath their dignity), but sylvan species and nature spirits use it to drive intruders from their woods.
Duration: 1 minute
Base cost: 1/10 to cast
Same cost to maintain
For double cost, the caster may double the effect of the spell (-2 skill penalties and visibility -1 per 4 yards), if the GM agrees that the woods are sufficiently dense and wild
Prerequisites: Magery 1 and at least six Plant spells including Shape Plant
Stones rain from the sky onto the area, causing 1d-1 crushing damage per second to all within it. Characters and creatures under the rain of stones take damage on their own turns; if less than an entire second is spent in the affected area, damage is halved (round down).
The spell can only be cast outdoors.
Armor protects in the usual fashion. A shield with a DB of 2 or better can be held overhead to block the stones, but it may take damage. This requires two hands and a Ready action, and succeeds automatically in protecting the character once the shield is readied upward, but this unreadies the shield from its normal protective functions!
Inanimate objects, such as buildings, protect with their DR.
Duration: 1 minute
Base cost: 1 to cast (minimum 2)
Same cost to maintain
For double base cost, the Rain of Stones does 2d-2 per second
Prerequisites: Create Earth
When cast on a single point, this creates a zone of “repulsion.” Objects (including living beings) are away from the center point at Move 1 by a force that increases as one gets closer to it.
Living beings can “resist” with a Quick Contest of ST every second. The push has a ST equal to twice the energy put into the spell at the center, reduced by 1 for every yard of distance. The spell does not have any effect on objects heavier than 20 times its ST.
Note that, to shove an ordinary human being (weight 150 pounds) along an ordinary floor, the spell would have to have a ST of at least 8.
This spell can only be cast on a point in space or on the ground, not on objects or creatures. A small pile of loose objects, dust, dead leaves, small insects, etc., usually forms at the center.
Duration: 1 minute.
Cost: 1 per 2 ST worth of “repulsion” at the center point.
Time to cast: 5 seconds.
Prerequisites: Levitation.
Causes a dead, dying, or old plant to undergo a sudden burst of life.
Tables (or longbows!) sprout leaves, an aging fruit tree bears fruit once more, etc. Whether the plant can sustain this new vitality depends on its immediate surroundings. A rejuvenated chair would die slowly unless its legs could grow roots into nourishing soil, for example.
Duration: Permanent
Cost: 3
Prerequisites: Plant Growth, Magery (Water) 1
Move solid and liquid metal about and shape it into any form. If the form is stable, it remains permanently after shaping. An unstable form lasts only while the spell continues – though no special concentration is required – and then breaks and collapses. A successful Architecture roll may be required to create a stable arch, overhang or other structure. Solid metal moved with this spell travels at Move 1/2; liquid metal flows at that speed uphill, but goes much faster horizontally (Move 4) or downhill (up to Move 10).
Duration: 1 minute.
Cost: 6 (4 for soft metals such as lead, gold or magnesium).
Half that to maintain.
Prerequisites: Shape Earth, Magery (Fire) 1
Regular Spell; Resisted by Will
Slide down a slope as if skiing. The subject uses the Skiing skill, at default if necessary; assess a -2 penalty for not having poles to guide oneself with.
The spell works equally well on all types of surfaces (sand, grass, stone . . . ), but the subject still has to avoid any obstacles!
Down a good slope, the subject can sustain a Move equal to the subject’s Skiing skill can be sustained relatively safely. Peak Move, in extremely good conditions, equals twice his Skiing skill.
On level ground, the spell is a nuisance; the subject is constantly affected as if he has just entered a Greased area!
Duration: 1 minute.
Cost: 2.
Same cost to maintain.
Prerequisites: Grease.
Reverses the effects of Flesh to Stone and brings the victim back to life (stunned). Cannot be used to animate a statue that was never alive.
Duration: Instantaneous.
Cost: 10. Double cost to restore a person turned to metal.
Time to cast: 5 seconds.
Prerequisites: Flesh to Stone
This is a different spell for each of the four elements. It allows the caster
to call a nearby elemental – if one exists. In general, the GM should assume that an elemental is available if the location is appropriate, unless the scenario or situation requires that elementals are opportunely absent.
The caster determines the elemental’s power level by the amount of energy he spends on the spell, but the GM determines the elemental’s precise capabilities.
The summoned elemental is not under the caster’s control, but must remain for one hour unless it is dismissed or destroys the caster. Note that a dismissal does not guarantee the elemental will leave. If it is hostile, or simply curious, it may choose to stay!
The caster may question the summoned elemental, request a service, etc. The elemental immediately makes a reaction roll to see how it feels about the wizard. On a good reaction, the elemental cooperates for an hour – no longer – and then vanishes. An elemental’s opinion may be swayed with appropriate enticements, assuming a wizard can figure out what an elemental might desire.
Duration: One hour. May not be maintained.
Cost: 1 point per 10 character points used to build the elemental. Minimum energy cost is 4 (although this will not always summon a 40-point being).
Time to cast: 30 seconds. The elemental may take up to 2d minutes to appear.
Prerequisites: Create Earth, Magery (Soul) 1
Pass through earth as if it were air.
With this spell, the subject could walk through the stone wall of a dungeon or the earthen wall of a hut. This spell does not open a passage so that others can follow. It also doesn’t reveal what is on the other side. If the caster also knows Earth to Air, he will automatically have breathing air during his journey, at no energy cost. Otherwise, he must hold his breath!
Should the spell end before the subject regains the open air, he is buried in earth or stone, as the case may be. He is not automatically harmed, but will suffocate if he cannot escape.
Duration: 10 seconds.
Cost: 3 to cast. 3 to maintain.
Double cost to pass through stone.
Triple cost to pass through metal.
Prerequisites:
Enables the subject to pass through solid wood (dead or alive) as if it were air. It does not open a passage so that others can follow, nor does it reveal what is on the other side ... The subject should hold his breath, as the spell does not supply any air!
Should the spell end before the subject regains the open air, he is buried in wood. He is not automatically harmed, but suffocates if he cannot escape.
Duration: 1 second.
Cost: 3 to cast. 2 to maintain.
Prerequisite: Walk Through Plants, Magery (Water) 1
Similar to Entombment, except that a tree, instead of the earth, confines the subject. The subject is instantly swallowed by the nearest tree large enough to contain him. He remains in suspended animation (as with the spell; see p. 94) in a tiny cylindrical chamber inside the tree, until rescued by chopping through the tree or the cancellation of the spell.
A mage who casts Arboreal Immurement on himself may elect to stay awake, but this is unwise unless he can create air!
Modifiers: Apply the long-distance modifier for the distance from the subject to the nearest tree large enough to hold him.
Duration: Indefinite.
Cost: 8 to cast. 5 to reverse an Arboreal Immurement.
Time to cast: 3 seconds.
Prerequisites: Walk Through Wood, Magery (Water) 1
Regular Spell; Resisted by HT
Subject becomes an animated stone statue; he temporarily acquires the Body of Stone meta-trait found at the bottom of this page. Clothes also become stone, but carried equipment does not.
Duration: 1 minute.
Cost: 10 to cast. 5 to maintain.
Time to cast: 5 seconds.
Prerequisites: Stone to Flesh, Magery (Body) 2
Subject becomes an animated wooden statue, temporarily granting them the Body of Wood meta-trait (see bottom of the page for details). Clothes (up to 6 pounds) also become wood, but lose any magic powers they might have had. The subject may still speak, cast spells, etc.
A subject under the effects of Body of Wood may also merge into wooden objects as if he had the Permeation (Wood) advantage (p. B75).
Duration: 1 minute. The spell expires if the subject loses consciousness.
Cost: 7 to cast. 3 to maintain.
Time to cast: 5 seconds.
Prerequisites: Plant Form, Magery (Water) 1, Magery (Body) 2
Regular Spell; Resisted by higher of ST and Will
Control all actions of a single elemental while the spell continues. For direct control, the elemental must remain within the caster’s view. If the elemental is simply told to leave, it does so. If the elemental is sent to do a task, rather than controlled directly, its IQ must be sufficient (GM’s decision) to comprehend its instructions!
This spell can also be used as an information spell, to judge the four attributes of that type of elemental (within 15 feet). A successful roll is required, but there is no energy cost.
Duration: 1 minute.
Cost: 1 point per 10 character points used to build the elemental. Half that (round up) to maintain.
Time to cast: 2 seconds.
Prerequisite: Summon Earth Elemental, Magery (Soul) 1
Shakes the affected area. The caster probably won’t want the area to include him. Divide the actual distance from caster to edge of affected area by 20 before figuring the skill penalty.
The spell must be cast over a fairly large area to be useful. Shaking one corner of a building will upset the occupants, but won’t wreck the building. Cost depends on strength of the quake:
Tiny: Just a demonstration – a slight swaying. Pay base cost.
Mild: Slight damage to buildings. Multiply base cost by 2. DX roll required, every second, for those in affected area to keep their feet.
Severe: Stone walls crack; towers may fall. Multiply base cost by 4. DX- 3 roll required, every second, for those in affected area to keep their feet.
Duration: One minute.
Base cost: 2 to cast. Same cost to maintain.
Time to cast: 30 seconds.
Prerequisites:
The earth instantly swallows the subject. He remains in Suspended Animation, in a tiny spherical chamber 50 feet underground, until rescued by tunneling or the reverse of this spell. A mage who casts Entombment on himself may elect to stay awake, but this is unwise unless he has some means of breathing while entombed!
Duration: Permanent, unless reversed by this spell.
Cost: 10 (but only 6 to reverse an entombment).
Time to cast: 3 seconds.
Creates the magical essence of Earth. Essential Earth is three times as fertile: plants germinate three times faster and grow three times taller or bigger than normal. In addition, if Essential Earth is transformed into stone via the Earth to Stone spell, it will be three times as strong (DR and HP); columns or blocks cut from such stone would support three times as much weight. This Essential Stone is similar to the legendary material adamant, discussed in more detail in GURPS Fantasy.
If Essential Earth is transformed into metal via Earth to Stone, that Essential Metal will also have triple the strength (HP, DR, and carrying capacity) of normal metal; this is similar to the legendary alloy orichalcum, discussed in more detail in GURPS Fantasy.
Duration: Permanent.
Cost: 8.
Time to cast: 30 seconds.
Prerequisite: Six Earth Spells
Transforms any intact wood into the magical essence of wood. Essential Wood is three times as strong as regular wood, with three times the HP and DR, and three times the ability to support weight. It is difficult to ignite with regular flames (Highly Resistant), but once lit burns three times as long. It also burns hotter, adding an extra point of damage to each die (this will even increase the heat of Essential Flame!).
Manufactured objects made of wood can be turned into objects made of Essential Wood; living plants, however, may not be transformed.
Duration: Permanent.
Cost: 8.
Time to cast: 30 seconds.
Prerequisites: Six Plant spells.
Turns part of a living subject to stone, usually leaving him immobile but still able to talk or be tortured. The caster must touch the subject. The body parts changed are at the discretion of the caster; the spell can petrify anything from a single finger to the entire body from the neck down, but the head can never be affected. The subject’s metabolism is magically altered to survive the experience, but he understandably finds the experience intensely uncomfortable, what ever else is done to him.
Petrified body parts are immobile, numb, and have DR 10. Victims of this spell suffer a DX penalty on any physical action they attempt: -1 or more, depending on details of the casting and the action.
Clothes, jewelry, etc., may be “caught up” in the spell and included in the petrifaction, but magic items or anything carried in the hand or a backpack remain unchanged.
Either Stone to Flesh or Remove Curse is required to negate this spell.
Duration: Permanent (until negated).
Cost: 12. It costs more to petrify larger subjects, just as if it were a Regular spell (i.e., 24 energy for SM +1, 36 energy for SM +2, etc.)
Time to cast: 3 seconds.
Prerequisite: Flesh to Stone, Magery (Body) 1
Special Spell; Resisted by Will
As Plant Form, but usable on others. Only the caster or a Remove Curse spell can end the spell. IQ loss will soon transform the subject into a true vegetable!
Duration: 1 hour.
Cost: 5 to cast. 2 to maintain.
Time to cast: 30 seconds.
Prerequisites: Plant Form, Magery (Water) 1, Magery (Body) 2
Renders the subject intangible to the touch of metal. Swords pass through him, he cannot hold metal keys or to wear metal armor, he passes through bars and metal floors . . .
Duration: 1 minute.
Cost: 7 to cast. 4 to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery (Body) 1, Magery (Fire) 1, Magery (Soul) 1
Causes plants within the area to wither and die. The caster can choose to affect only one type of plant, or everything but one type of plant, if he wishes. Any large plants or animated vegetable foes should be assigned a HT score with which to resist this spell – see Animate Plant.
Duration: Permanent.
Base cost: 2.
Time to cast: 10 seconds.
Prerequisite: Blight.
The Spell does things in an area that affect how gravity works.
Duration:
Base Cost:
Prerequisites: Magery (Arcana) 2
Can be used to completely transform vast amounts of terrain. If cast over a large enough area, this spell can turn a city into a lake or sea, or an offshore island into a mountain range.
The profile of the ground (including sea, lake, or river beds) within the affected area can be raised, lowered, or reshaped as the caster chooses, or changed in texture to anything between soft earth and sand to hard granite. Stone or brick buildings and vegetable matter can all be transformed into “natural” stone or earth, but not vice-versa. Submerged areas raised above their natural level become dry land; any area lowered below the local water table may be flooded. The GM should require Architecture, Artist, or Engineer rolls if the caster tries to alter the area into something specific.
Beings and loose items on the surface at the time the spell is cast are simply raised or lowered, with no personal injury. If they are inside buildings, they are gently expelled rather than entombed. Of course, if they find themselves under water, they may have problems . . .
If the spell is countered or dispelled, the whole area returns to its former condition; even transformed buildings and trees are restored.
Duration: 2d days.
Base cost: 1 to cast (minimum cost 15). Cannot be maintained. Volumes taller than 4 yards may be affected by multiplying the base cost accordingly.
Time to cast: 10 seconds.
Prerequisites: Shape Air, Shape Earth, Shape Plant, Shape Water
Create a spirit of the appropriate element. The caster may determine the capabilities of the created elemental by increasing or decreasing the attributes of the basic elemental of that type; he may only change, add or subtract advantages and disadvantages with GM permission. There are no limits to the alteration of attributes, though a very stupid elemental will not understand complex commands.
A newly created elemental serves the caster obediently for one hour. At the end of that time, roll a contest between the caster’s skill with the spell, and the elemental’s combined IQ and ST. If the caster wins, the elemental serves for a further hour, at the end of which another contest is required, and so on. When the caster loses, the elemental escapes control and leaves (or attacks, on a very bad reaction).
Cost: 1 point per 5 character points used to build the elemental.
Time to cast: Seconds equal to the total character points used to build the elemental.
Prerequisites: Control Earth Elemental, Magery (Soul) 2
Area Spell; Special Resistance
Enables an entire area of terrain, with all buildings, animals, plants, and people on or in it, to be moved over large distances. Once the spell is cast, the area to be transported vanishes (see below), replaced by bare earth or open water. The caster is now “carrying” that area in invisible, intangible form (this fact can be determined by Detect Magic or something similar).
Beings caught in the affected area have a resistance roll based on the best Will among them, modified by -1 for every additional yard of radius of the subject area (thus, Move Terrain with a 2-yard radius is resisted by Will-1). Successful resistance negates the spell.
Once the casting is successfully completed, the subject area “shrinks” in radius at the rate of 1 yard per second, moving toward the caster at the same rate. Victims quick enough on their feet should be able to jump out of the area as it shrinks (this has good dramatic potential) – make DX and IQ rolls! GMs may decide this warrants a Fright Check.
Beings caught by the spell are aware of a wild, swirling sky above their heads and a physically impenetrable barrier all around them. The atmosphere inside remains breathable and comfortable (so this spell cannot be used to suffocate someone!). Spells cast out of the area automatically hit the Move Terrain’s holder – thus, a trapped mage could walk up to the affected area’s edge, lay his hand against the barrier, and cast Deathtouch at the holder! Captive mages could also cast Dispel Magic or Counterspell on the affected area, forcing the spell to end abruptly if they are successful.
When the caster stops maintaining the spell, the terrain reappears. The caster’s location falls anywhere within it or at its edge. The subject area “expands” back to normal size at the same rate it shrank. If there is no suitable space available, anything in the way is moved aside as if by Shape Earth.
The caster may not use this spell again for one full day. The subject area or any part of it cannot be moved again by this spell (from any caster or magic item) for the same period.
Cast over a large enough area, this spell can place mountains in the middle of plains, open water (as deep as half the radius of effect, transported from lake or ocean) in the midst of a desert – or shift islands miles inland to form hills!
Duration: 1 hour. (The effects, once the area is “placed,” are permanent.)
Base cost: 10 to cast. 8 to maintain.
Time to cast: 1 minute.
Prerequisites: Alter Terrain
Causes vapor and lava to spew from a chosen spot of ground. This is not a quick spell, but it is very serious!
The volcano starts out small – a small hole spitting stones and vapors – and increase its diameter by a couple of yards per day. This spell can also reactivate a dormant volcano. When the spell is allowed to lapse, the volcano ceases to grow and will soon die (a formerly dormant volcano may stay active at the GM’s discretion).
Duration: One day.
Cost: 15 to cast. 10 to maintain.
Time to cast: One hour until the first effects are visible. Continued concentration for 8 hours each day is necessary to keep the volcano growing.
Prerequisites: Magery (Fire) 2
This is the basic earth elemental summoned by casting Summon Earth Elemental at the minimum energy cost of 4. More energy put into the spell summons a more powerful elemental. Usually, this simply means a larger elemental; 1 point of energy is equal to 1 additional point of ST, 5 HP, or 2 points of DR. However, the GM may choose to build a more exotic elemental, adding unusual traits to the following template, or working one up from scratch.
Small Earth Elemental
40 points
Attribute Modifiers: ST+1 [10]; DX-2 [-40]; IQ-4 [-80].
Secondary Characteristic Modifiers: SM -1.
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; DR 2 [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Pressure Support 3 [15]; Vacuum Support [5].
Body of Earth:
Your body is made of sand or earth.
Doesn’t Breathe [20]; DR 2 [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Support 3 [15]; Sealed [15]; Vacuum Support [5]; and Invertebrate [-20]. 175 points.
Body of Stone:
Your body is made of rock.
Doesn’t Breathe [20]; DR 5 [25]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sealed [15]; Vacuum Support [5]; and Fragile (Brittle) [-15]. 140 points.
Body of Wood:
Your body is made of wood.
Basic Speed-1 [-20]; Lifting ST +5 [15]; Blunt Claws [3]; DR 2 (Semi-Ablative, -20%) [8]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Numb [-20]; and Affected by Plant spells [0]. 76 points.
Body of Metal:
Your body is made of metal.
Doesn’t Breathe [20]; DR 9 [45]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sealed [15]; and Vacuum Support [5]. 175 points.