Death Vision
See Radiation
Sense Spirit
Astral Vision
Awaken Craft Spirit
Final Rest
Seek Radiation
Affect Spirit
Animation
Create Animal
Irradiate
Materialize
Projection
Rider Within
Solidify
Soul Rider
Summon Spirit
Turn Spirit
Turn Zombie
Zombie
Astral Block
Banish
Beast Possession
Control Zombie
Create Mount
Create Servant
Cure Radiation
Dispel Creation
Dispel Possession
Independence (Creation)
Planar Summons
Possession
Radiation Jet
Resist Radiation
Repel Spirits
Skull-Spirit
Solidify
Summon Demon
Zombie Summoning
Animate Shadow
Bind Spirit
Breathe Radiation
Control Creation
Create Warrior
Entrap Spirit
Exchange Bodies
Initiative (Creation)
Lich
Permanent Beast Possession
Permanent Possession
Mass Zombie
Soul Jar
Wraith
Regular Spell, Area Spell, Melee Spell, Missile Spell, Blocking Spell, Information Spell, Resisted by HT, Special Spell
Create an animal (IQ 5 or less) that does your mental bidding while it exists. A created living being continues to exist until the caster stops maintaining the spell, or until it is killed, at which point it vanishes.
A living creation must be identical to a “real” living being with which the caster is familiar. You cannot create an imaginary being, or even a real creature of which you have only heard stories. Neither can you create a bear with poison fangs . . . but some wizards occasionally research private variations on the spell to make unusual creatures.
Create Animal may also be used to create a swarm of small creatures (p. B461). A “swarm” costs 2 energy to create.
Duration: 1 minute.
Cost: 2,
x (1+SM) for animals larger than SM 0.
Half that to maintain.
Time to cast: Equal to cost, in seconds.
Prerequisites: Create Water, Create Object, and IQ 12 or higher.
The caster briefly projects his mind away from his body, to any spot within line of sight (use long-distance modifiers), to peruse his surroundings from a different viewpoint.
His projected self is totally insubstantial and can only see, hear, feel, smell, and taste. Its presence can be detected by Astral Vision, Sense Spirit, Sense Observation, or the like; it is otherwise imperceptible.
The Projection cannot cross an Astral Block, Pentagram, or an Utter spell. Repel Spirits will resist its intrusion.
The Projection cannot move; it can only turn to look in different directions. The body is catatonic for the duration of the spell; it cannot act. If someone attacks the body, the spell is broken automatically.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Time to cast: 3 seconds.
Prerequisites: Sense Spirit and at least four Knowledge spells.
Create a stupid but obedient mount on which to ride while it exists. It can also be used as a draft animal. The mount’s traits are equivalent to a pony (p. B460), but the caster sets its appearance at casting time; it can be a horse, camel, dolphin, dwarf elephant, huge ostrich, or anything else the GM agrees to (use the Create Animal guidelines). The mount can only understand very simple spoken commands, such as stop, go, left, right, about face, etc. It is under the GM’s control and cannot fight or handle confusing situations; it has no skills. Faced with danger, it will whimper, bolt, or simply vanish.
The caster may also choose to create a Brute mount with ST 35, a Winged mount with Move 7/14, a Racing mount with Move 18, or a War-Trained mount that remains calm in dangerous situations and can be ordered to trample or attack.
Duration: 1 hour.
Cost: 8 to cast.
3 to maintain.
Double the cost for a Brute mount,
Double the cost for a Winged mount,
Double the cost for a War-Trained mount,
Double the cost for a Racing mount.
Triple the cost for a Winged Racing mount, etc.
Time to cast: 3 seconds.
Prerequisites: Create Animal.
Creates a stupid but obedient servitor (all attributes equal to 9) to do the caster’s bidding. The caster determines the servant’s appearance. This same spell can also create a Brute – a servant with ST of 16, and all other attributes at 9. Or it can create a servant with attributes at 9 and one non-combat non-IQ-based skill at level 16.
Any created servant follows simple spoken commands, delivers verbal messages, etc. It is under the GM’s control. It cannot fight or handle confusing situations; it has no skills.
Faced with danger, it whimpers, flees, or simply vanishes. If questioned, it knows only who its master is and what its orders are.
Duration: 1 minute.
Cost: 3 to cast. 1 to maintain. For a skilled servitor, 4 to cast; 2 to maintain. For a Brute, 6 to cast; 2 to maintain.
Time to cast: 3 seconds.
Prerequisites: IQ 12 or higher, and Create Animal.
Regular Spell; Resisted by subject spell
Destroys any sort of Creation.
Cost: 1 to dispel a nonliving subject, or 3 to dispel a living creation.
Prerequisite: Create Animal, or Create Object.
This spell can be used with any controlled creation or animated object. It lets the caster “program” the creation to move about, speak, and even react in predetermined ways. All this is done with no further concentration on the caster’s part; it does not count as a separate spell “on.” If faced with something for which it is not “programmed,” it may do nothing, at the GM’s whim.
Duration: As long as the creation or animation lasts.
Base cost: 2. Does not require maintenance.
Time to cast: As long as it takes the casting player to describe the instructions to the GM, or to read them aloud if they are in writing (writing them down can save arguments!).
Complex instructions take a long time to cast.
Minimum 5 seconds.
Prerequisite: Animate Animal.
Regular Spell; Resisted by subject spell
Takes control of a living Creation cast by someone else. On a success, further energy costs are necessary to maintain the creation. On a failure, the creation remains the original caster’s.
Cost: 1.
Time to cast: 2 seconds.
Prerequisite: Create Animal or Create Servant.
Creates a warrior to fight as the caster commands.
He has IQ 10; ST, DX, and HT 12; and skill 16 with any single weapon (or unarmed combat ability) the caster desires.
He has no weapons or armor when created, but uses what he is given.
Duration: 1 minute.
Cost: 4 to cast.
4 to maintain.
Cost to create a Brute Warrior (ST of 16) is 6 to cast;
6 to maintain.
Time to cast: 4 seconds.
Prerequisite: Create Servant.
This spell can be cast on any creation the caster controls, giving it a semblance of intelligence in order to act on its own initiative. The subject is totally loyal to the caster, and obeys them (or anyone else the caster orders it to heed) to the best of its ability.
The base cost of the spell is based on what knowledge the caster grants the subject. Creations start with their own DX and IQ as listed in the spell description. The subject’s DX and IQ may be raised as high as the caster’s. The subject may also be given the caster’s skills – every skill granted is known at the same relative level as the caster. Creations with Initiative may use defaults on any skill.
Once the spell is cast, the subject acts on its own until the spell expires. If the subject comes across a situation that confuses it, it attempts to return to the caster for clarification. Like Independence, this spell does not count as a spell “on,” and does not require separate maintenance.
Example: Lady Ann Goulding has created a magical servant to amuse her noble and decadent guests. She wishes it to circulate throughout the party, serving food, dancing with the noblewomen, and showing appropriate respect – without requiring constant supervision, so that she can enjoy herself. It begins with 9 in every attribute, but no skills (Lady Ann could have created a skilled servitor, but she has Create Servant-15 and can maintain an unskilled one indefinitely). To this base she adds 2 points of DX (bringing it up to her own DX of 11), and 2 points of IQ (well below her own IQ of 14) to make it wittier. This is a total attribute increase of 4, for a base cost of 2.
Lady Ann then gives it two skills - Dancing and Savoir-Faire. She has Dancing-14 (DX+3), and since the servant has the same DX as she does, the servant will, too. The lady’s knowledge of Savoir-Faire is considerable (skill 15, or IQ+1), but the servant is not as smart as she, and will only have it at its own IQ+1, for a net Savoir-Faire-13. These two skills add 2 more to the base cost, for a total of 4. Since the servant is less than 1 yard in radius, a casting at base cost will suffice.
Duration: As long as the subject lasts.
Base cost: 1/3 per point of DX or IQ increase (round up), plus 1 per skill; minimum base cost of 3.
Time to cast: 10 seconds.
Prerequisites: Independence and Wisdom.
The following templates demonstrate three possible types of undead created with the Zombie spell. A normal dead body produces a zombie; a corpse rotted away to bones produces a skeleton (indeed, zombies rot away to skeletons over time); and a desiccated cadaver, or a properly embalmed body, becomes a mummy.
Attribute Modifiers: ST+1 [10].
Secondary Characteristic Modifiers: HP+4 [8].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity (All mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, No Brains, No Vitals, Unliving) [35]; Single-Minded [5]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Dependency (Mana; common, constantly) [-50]; Disturbing Voice [-10]; Fragile (Combustible) [-5]; Fragile (Unnatural) [-50]; Reprogrammable [-10]; Social Stigma (Dead) [-20]; Unhealing (Total) [-30]; Wealth (Dead Broke) [-25].
Features: Affected by Control Zombie, Pentagram, and Turn Zombie; No mental skills; Sterile.
Attribute Modifiers: ST-1 [-10]; DX+2 [40]; IQ-2 [-40].
Secondary Characteristic Modifiers: Basic Speed+1 [20].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; DR 2 [10]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity (All mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving) [40]; Single-Minded [5]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Dependency (Mana; common, constantly) [-50]; Fragile (Brittle) [-15]; Fragile (Unnatural) [-50]; Mute [-25]; No Sense of Smell/Taste [-5]; Reprogrammable [-10]; Skinny [-5]; Social Stigma (Dead) [-20]; Unhealing (Total) [-30]; Vulnerability (Crushing Attacks; ¥2) [-30]; Wealth (Dead Broke) [-25].
Quirks: Cannot Float; Sexless. [-2]
Features: Affected by Control Zombie, Pentagram, and Turn Zombie; No mental skills; Skull has only 2 total DR.
Attribute Modifiers: ST+1 [10]; IQ-2 [-40].
Secondary Characteristic Modifiers: HP+4 [8].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity (All mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Single-Minded [5]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Bad Smell [-10]; Cannot Learn [-30]; Dependency (Mana; common, constantly) [-50]; Disturbing Voice [-10]; Fragile (Unnatural) [-50]; No Sense of Smell/Taste [-5]; Reprogrammable [-10]; Social Stigma (Dead) [-20]; Unhealing (Total) [-30]; Wealth (Dead Broke) [-25].
Quirks: Sexless. [-1]
Features: Affected by Control Zombie, Pentagram, and Turn Zombie; No mental skills; Will become a Skeleton.
Attribute Modifiers: ST+5 [50]; HT+5 [50].
Secondary Characteristic Modifiers: HP+5 [10].
Advantages: Doesn’t Breathe [20]; DR 4 [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood, No Brains, No Vitals, Unliving) [10]; Magery 1 [15]; Night Vision 9 [9]; Supernatural Durability (Spells, Magic Weapons) [150]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15].
Disadvantages: Appearance (Horrific) [-24]; Bloodlust (12) [-10]; Callous (12) [-5]; Dependency (Wraith item; rare, constantly) [-150]; Disturbing Voice [-10]; Social Stigma (Dead) [-20]; Supernatural Features (No Body Heat, Pallor) [-15]; Unhealing (Can heal with Steal HT) [-20].
Quirks: Loves battle; Sexless. [-2]
Racially Innate Spells: Deathtouch-15 [20]; Steal Health-15 [20]; Ethereal Body-15 [20].
Attribute Modifiers: ST-1 [-10]; DX+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: Basic Speed+1 [20]; HP+3 [6]; FP+3 [9].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; DR 2 [10]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving) [40]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Dependency (Mana; common, constantly) [-50]; Fragile (Brittle) [-15]; Fragile (Unnatural, Mitigated by potion, monthly, -70%) [-15]; No Sense of Smell/Taste [-5]; Skinny [-5]; Social Stigma (Dead) [-20]; Vulnerability (Crushing Attacks; ¥2) [-30].
Quirks: Cannot Float; Sexless. [-2]
Features: Affected by Pentagram; Can be turned using True Faith; Skull has only 2 total DR.
Racial Skill Modifiers: +1 to Thanatology [2].
A skull-spirit is a ghostly, vaporous form, created from the life force that lingers around a sapient being’s skull. Skull-spirits obey the being who evoked them without question. They cannot be reasoned with, but can sometimes be confused.
Attribute Modifiers: ST-10 [-100]; DX+4 [80].
Secondary Characteristic Modifiers: SM -5; HP +20 [40].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Toxic Attack 2 pts (Cannot parry, -5%; Irresistible Attack, +300%; Melee Attack, Reach C, -30%) [11]; Unaging [15].
Features: Fixed ST.
Skills: Innate Attack (E) DX+3 [8]-17.
This type of demon most commonly appears on the mortal plane, a hulking brute with bat-like wings and razor-sharp claws and teeth. Demons are not especially smart, but they are strong, tough, and vicious. Their malicious sense of humor is legendary, and they leave a swath of destruction behind them no matter what task they are set to. Demons vary widely; these stats are merely a convenient average.
Attribute Modifiers: ST+7 [70]; DX+2 [40]; HT+4 [40].
Secondary Characteristic Modifiers: HP+8 [16].
Advantages: Claws (Sharp Claws) [5]; DR 5 [25]; Flight (Winged, -25%; +5 yards per second) [40]; Immune to Metabolic Hazards [30]; Immunity to Mind-Affecting Magic [30]; Magery 0 [5]; Night Vision 5 [5]; Striking ST+2 [10]; Teeth (Sharp Teeth) [1].
Disadvantages: Appearance (Monstrous) [-20]; Bloodlust (12) [-10]; Bully (12) [-10]; Callous [-5]; Cannot Harm Innocents (Prevents direct harm of truly good or holy folks only, -50%) [-5]; Fragile (Unnatural) [-50]; Sadism (12) [-15]; Selfish (12) [-5]; Social Stigma (Monster) [-15].
Features: Affected by True Faith and Pentagram.
Skills: Acting (A) IQ-1 [1]-9; Brawling (E) DX+2 [4]- 14; Broadsword (A) DX [2]-12; Fast-Talk (E) IQ+2 [4]-12; Hidden Lore (Demon Lore) (A) IQ-1 [1]-9; Intimidation (E) IQ+2 [4]-12; Stealth (A) DX [2]-12.
Some would-be mages become frustrated at the time it takes to master advanced spells, or at the limits imposed on them by their own Magery (or lack thereof). For those wizards who cannot come to terms with their limitations, there is another, darker option. The aid of demons is ready for the asking.
Casting a spell with demonic aid begins by summoning a demon. In most settings, it takes a relatively advanced mage to summon a demon; in some worlds, however, Summon Demon may not require Magery, or even prerequisites! If demons want to be summoned, they may have easy ways of contacting them.
Once summoned, the caster must negotiate a contract with his chosen demonic patron, and sign it with his own blood (wise wizards usually prepare a contract ahead of time, or take one from a book; the contracts that demons draft are murder).
After the contract is signed, the contracting wizard may draw on demonic assistance to cast spells at any time without summoning the demon again. Spells cast with demonic aid receive energy and support from dark, extradimensional forces; the caster may reduce the cost of a spell by any amount up to triple his skill in Occultism or Thaumatology (whichever is higher), before applying cost reduction for high skill.
However, demonically assisted magic has its limitations. It can never be used to benefit others directly unless to do so would somehow further the demon’s dark ends (GM’s discretion). It can be used in service of the caster’s comfort, however. Any attempts to bend demonic energies to positive ends may cause the demon to suspend the contract, preventing the caster from using demonic energies until it is suitably appeased.
Any failure on a demonically assisted spell is treated as a critical failure; any critical failure is treated as if the caster had rolled an 18 on the Black Critical table (see p. 157).
Black magic also has costs. Channeling foul energies leaves a taint upon the caster’s soul. At the end of any day on which the wizard casts a demonically assisted spell, he must make a Will+Magery roll at a penalty equal to the total energy “borrowed” that day from demonic helpers. On a success, nothing happens. On a failure, the wizard gains a level of the Black Penalty for every 10 points (of fraction thereof) by which he failed. The Black Penalty is a skill penalty to any spell cast without demonic assistance. Its presence is obvious to the Aura spell, and anyone with Magery 3 or higher may notice the taint when first encountering a black magician if they make a Vision roll. Any spell cast by a wizard suffering the Black Penalty is treated like a demonic spell with regards to failures and critical failures.
A caster may only gain 10 levels of the Black Penalty.
At that point, his soul has become completely blackened; any virtuous disadvantages, such as Honesty or Pacifism, are lost and often replaced by some dark perversion of the original virtue. He also gains a -10-point Addiction to demonic energies (demonic magic is cheap, highly addictive, and usually illegal). Such wizards must still make Will+Magery rolls at the end of any day when they use demonic magic, but at +10. Failure results in a loss of 5 character points – either as a reduction of attributes, loss of advantages, or acquisition of a new disadvantage – for every point by which he failed the roll!
A demonologer who repents may try to cleanse his spirit of the Black Penalty, but the process is difficult. Each level requires a period of reflection and abstinence from all magic use and all sensual pleasures for a period of (20-Will) days (minimum 1 day) for its removal.
This is difficult enough for a tyro; a wizard who must also struggle with the Addiction has an almost impossible task ahead of him.
The Black Penalty is a disadvantage worth -3 points/level. A contract with a demon is a perk (p. B100).