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Grimoire Spells

Backlash is how powerful a force surges through the magician as he casts his spell. Backlash is a damage value that is compared to the spell total. The magician must survive the backlash (stay conscious) to successfully cast a spell.

Difficulty of the spell is the difficulty number required for a successful cast. “Successful” means the spell’s effect value is used, not necessarily that the spell affects its target.

Effect value' is the effect value of the spell, if any. Effect values are usually compared to an attribute of the target of the spell to determine its effect. A fireball spell, for example, uses its effect value as a damage value that is compared to the target’s Toughness. A spell that turned a man into a frog has its effect value compared to the target’s highest attribute to see if the spell successfully affects the target or not.

Bonus Number' to lists the part of the spell to which any generated bonus number is added. While usually added to the effect value, the bonus number could be added to duration or range, depending on what the designer of the spell wished. Negative bonus numbers are added to the appropriate value.

Range is the greatest distance over which the spell effect may be projected. The range is measured from the caster of the spell unless the spell is focused, in which case it is measured from the focus object. A range of self means the spell may only affect the caster. A range of touch means the caster must make physical contact with his target for the spell to take effect.

Duration is how long the spell effect lasts.

Cast time is how long it takes the magician to cast the spell. In round play, a spell meant to strike an enemy target (someone on the other initiative side) must have a cast time of 3 (four seconds) or less in Order to have a chance to hit their targets in the same round in which they are cast. Spells which have a cast time of 4 (six seconds) may be used on a friendly character (same initiative side) during the same round as the effect takes place. Spells with cast times longer than 4 will not take effect until the next round (or possibly later depending on the cast time.) Cast times greater than 23 (ten hours) cannot be done in a single stretch. The magician is assumed to be casting six to eight hours a day for an extended period; this is the maximum cast time which can be done repeatedly with little chance of error. A mage may be able to go 24 hours straight for one spell, but has little chance of going 12 hours a day for a month without making a mistake which would ruin the spell (and possibly himself).

Manipulation lists the process theorems that are necessary to manipulate the spell. A magician must know 'all of the listed theorems in Order to manipulate a spell.

Whenever a spell description says something like “limited to a man-sized or smaller target,” that means the spell is limited to a specific mass, 100 kilos, which is the size of a large, but not huge, man. Other restrictions may be inferred from the knowledge that generated the spell. A spell based on folk knowledge, for example, could not affect dogs, regardless of their size. If a spell is described as having a radius, all targets within that radius are affected by the full value of the spell.

The Essences Edit

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Death Edit

Grave Assistance

Skill: alteration/death 26

Backlash: 20

Difficulty: 14

Effect Value: 13

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 29 (l week)

Cast Time: 18 (1 hour)

Manipulation: cast time, duration

This impressed spell transforms an aspect of death into a group of skeletal warriors to act as body guards for the duration of the spell. The mage must stand within a graveyard during the night to prepare this spell. The mage then creates the pattern of this spell while holding and staring at a human bone. During the process, a darkness will be seen fanning around the bone. The darkness seems to come from nearby graves, a dark wisp coming from each grave within a six meter radius (this is usually about eight graves). The number of skeletal warriors created is equal to the number of bodies buried within the radius of effect. At end of this ritual, the bone has figures etched onto its surface representing each grave within the spell’s radius. When the mage wishes to release the spell, she throws the bone onto the ground and says "come forth my warriors of the night, to serve and protect me. By the power of bone and night, I command thee arise." The ground rumbles as the skeletal warriors emerge from the ground. Each warrior is clad in the ruined remains of armor, and carries a weapon of the caster's choice. They will always remain within six meters of the caster, protecting the caster from harm to the best of their abilities. They are intelligent, and use some tactics to protect their summoner. There are enough to surround the mage to protect her. There will always be at least one, normally two, left to guard the mage if a distraction occurs. They know that their existence, and the chance for this second '1ife" depends on the mage's survival.

Skeletal Body Guard

DEXTERITY 13

Dodge 18, melee weapons 18, missile weapons 18, unarmed combat

18

STRENGTH 13

TOUGHNESS 13 (18)

PERCEPTION 13

Find 18

MIND 13

CHARISMA 13

SPIRIT 13

Intimidate 18

Natural Tools: armor (TOU+5/18), weapon (STR+5/damage value 18)

Rot of the Grave

Skill: conjuration/death 26

Backlash: 22

Difficulty. 18

Effect Value: 15

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 29 (1 week)

Cast Time: 5 (10 seconds)

Manipulation: control, duration, state

Rot of the Grave is a focused spell. When a mage invokes this pattern, she causes a living body to corrupt and rot as if it were in the grave. To cast this spell, the mage must have soil from a grave and the ash of a burned body. Darkness forms around the hands of the mage as she casts; darkness that then shoots toward the intended target. The path of this bolt can be controlled by the mage by pantomiming the path with a bone wand. The spell will hit the target if the caster's conjuration magic total equal or exceeds the Dexterity or dodge value of the target. If the spell hits, the effect value becomes the damage value of the spell. Compare the effect value of the spell to the target's Toughness, and then to his Charisma, on the Power Push table. The spell's result modifier increases any result points by six. The result points determine two things; the first is the damage the spell does to the target. The second is the number of points subtracted from the target's Charisma. No one likes dealing with a corpse. This spell has an extended duration. The rotting caused by the pattern of death will remain with the target until the spell is broken or ends. Therefore, the target of this spell cannot heal normally until the spell ends. Not even miraculous healing can cure this damage caused by Rot of the Grave until the spell ends.

Talking Dead

Skill: divination/death 14

Backlash: 21

Difficulty. 12

Effect Value: 15

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 18 (1 hour)

Casting Time: 18 (1 hour)

Manipulation: duration

With this spell, the mage uses the strength of her spirit to contact a spirit of the dead in hopes of gaining information from them. The mage must have something that belonged to the person that she wishes to question. This object must have had some significance to the person in life. Likely items would include a wedding ring, a pendant, a favored sword or other weapon, or even a book. Throughout the casting, and then the questioning, the mage must maintain physical contact with the item while maintaining strict control over her mind. If her concentration ever fails, then the spirit will find a way to break free from the mage and return to its eternal rest. After the casting which includes meditation and chanting, the mage generates her spell total. Compare the effect total to the Spirit of the spirit summoned (usually in a range from 10 to 15), and read the comparison on the Power Push chart. The spell has a result point modifier of six. Read the result points on the Interrogate column to find the spirit's reaction to the summoning mage. The mage must still coax the information out of the spirit that she summoned.

Visions of Death

Skill: conjuration/death 26

Backlash: 20

Difficulty: 18

Effed Value: 24

Bonus Number to: effect

Range: 10 (10 meters)

Duration: 32 (1 month)

Casting time: 18 (1 day)

Manipulation: duration, range

The caster of this focused spell must gain something of his target; a bit of hair, clothing, or any other object will do. From this object, the mage manufactures a focus that directs the energies of this spell to the target. During the formation of the focus, the mage intones the spell, binding an element of death into the focus, and therefore onto the person. The focus usually resembles an object the target keeps with him, such as a belt buckle, a ring a bracelet, etc. After the casting the mage must place this object into the bedroom of the intended victim, or give it to them before the next dawn. When the target first sleeps within 100 meters of the focus, generate the spell total. Compare the effect value with the target's Spirit and read the result off the Power Push chart. The spell has a result modifier point modifier of 6, which reflects the power that death has over the living. Read the result points on the combat results table to find spiritual damage. The spell generates a bonus for damage once each time the victim sleeps. The effect of the spell is controlled. Unless the damage from the current attack exceeds the damage level the target currently suffers from, the spell does no damage. From the first night on, the target of the spell dreams of his death, and each dream depicts a different version of his death. The target will begin to appear sad and melancholy. He will always seem depressed and becomes very pessimistic about everything. While the spell has the result of death, the limited effect make it possible to recover from the wounds, except for one wound, which once inflicted shall not heal for the duration of the spell. The purpose of the spell is to cause the victim a lingering nightmare-ridden death.

Life Edit

Conjure the Bouncing

Hordes of Doom

Skill: conjuration/life 21

Backlash: 20

Difficulty: 11

Effect Value: 14

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 14 (10 minutes)

Casting Time: 18 (1 hour)

Manipulation: range, duration

The mage casts this impressed spell to bring to life a group of enchanted warriors to fight for him. First the mage takes the gum/sap from a tree, then he heats the sap while reciting an incantation.

The mixture must then be cooled, and from this rubbery mass the mage forms a ball. As the mage forms the ball, he impresses the pattern of the spell within the ball. The ritual prepares the ball to become the caster's warriors. When the mage wishes to release his warriors, he says "I now release thee," and then throws the ball. While in the air, the ball will expand and then divide into six purple-black balls, giving the mage six warriors. The balls begin to bounce toward their intended targets, targets chosen by the mage. The caster controls targeting until the spell ends, or the mage is killed (which dispels the pattern). When a ball approaches its target, it unfurls into a goblin-like creature with huge talons, toothy grin, and glowing green eyes. The hordeling shoots past its target, ripping and tearing as it goes past. After it has past, it will curl up into a ball again to keep moving. The creatures are swift and efficient. Their rubbery skin makes them very hard to hit.

Bouncing Hordeling

DEXTERITY 14

Dodge 19, maneuver 19, unarmed combat 19

STRENGTH 14

TOUGHNESS 14 (19)

PERCEPTION 14

Trick 19

MIND 14

CHARISMA 14

Intimidate 19

SPIRIT 14

Natural Tools: speed value 14, armor (+5/ 19, versus non-magical weapons only)

Hordelings are so hard to hit because they are extremely fast when bouncing, and can instantly change direction on every bounce. These creatures are intelligent and will gang up on someone who poses a threat to them. They come from all sides, often gaining blindside attack advantage.

As a favorite tactic, one of them hits their victim from the front, another hits from behind right after, causing the target to fall over. Sometimes three hordelings time their attack, causing the target to spin.

Create Homunculus

Skill: conjuration/life 22

Backlash: 16

Difficulty: 14

Effect Value: 15

Bonus Number To: duration

Range: 10 (100 meters)

Duration: 38 (1 year)

Cast Time: 32 (1 month)

Manipulation: control, duration

The mage forms this focused spell by first focusing the power and pattern of this spell into a caldron made of iron. The mage places the ingredients of the spell into the caldron, seal the lid with wax, and letting it brew over a flame for at least 10 months. The mage unseals the cauldron and a new life, formed by the mage's power emerges. The power only grants life to the creature, so the mage must provide its substance, and with this substance, its purpose. The mage must gain ingredients for his homunculus, used by the spell to mold the basic form of the new being. Thus, the ingredients will

Influence what the homunculus will look like. If the mage wants it to have tiger fur, he has to use the skin of a tiger, if he wants it to have scales, dragon scales would do nicely. The mage must add items that will affect its personality, such as the heart of a lion for bravery, the heart of a dog for loyalty or the wing of a dove for compassion. The mage also can implant abilities into the homunculus, using ingredients that are contagion for the ability.

Example: If the mage wanted his creation to have the ability of flight, then he would have to include a pair of wings. Remember, the homunculus will have wings that look like the ones used. If you use insect wings, it will have insect wings. If the mage wanted to give the homunculus the ability to breathe underwater, then he would have to use the gills of a fish. The homunculus can be given the ability to learn and use magic, but this requires the heart and mind of a mage in the mix. Normally the creation is sterile, unable to reproduce. The magician can provide the homunculus with abilities beyond the normal attributes. A normal homunculus with no extra abilities will have a gestation period of ten months. After the gestation period it is a real entity, and magic is no longer needed to keep it alive. Every extra ability placed into the creation

adds one month to the gestation period. Each extra ability also requires an additional conjuration total against the difficulty of the spell during the month the homunculus gains this ability. The magician spends one hour to generate this additional total, and he may generate it anytime in the month during which the ability is developing. The homunculus gains extra abilities after the initial ten months. All extra abilities the homunculus gains must be added to the mix during the casting of the spell; none may be added (or removed) after the magician casts the spell. A maximum of 18 additional abilities may be added. The last thing the mage must add to the mixture is a drop of his own blood. This is to both give the creature the spark of life, and possibly imbue the creature with loyalty. The mage gains a +3 bonus modifier to any charm attempts because of the bond of blood. After sealing the cauldron, the mage must keep a fire under it for the entire time the homunculus is forming. The flame brews the creature, and symbolizes the spark of life the mage is instilling into his creation. The homunculus dies if it has not fully grown before the spell is up. If the spell ends before it has fully grown, only a stinking mass of protoplasm will remain in the cauldron. Upon sealing the cauldron the mage generates his conjuration total. The effect value of the spell becomes the homunculus's attribute values. The additional abilities are derived effects rated at the Power Push of the effect value.

Example: Mirrar has decided to create a companion to accompany him on his missions. He wants a creature that is strong, brave, and fast. He collects his ingredients: the blood of a brave warrior, the hide of a leopard (for unarmed combat ability), the claws of a bear (for strength), the wings of a hawk (for flight), the brain of a dog (for loyalty and a mind), the scales of a dragon (for protection), and the venom of a snake (for poison). To this he adds various other things such as bones and muscle. The wizard places all ingredients in a nutrient broth. The final step is to add a drop of blood his own blood before sealing the vat to give the creature the spark of life.

The homunculus has the following additional abilities: unarmed combat, flight, armor, and poison. The spell must last 14 months to create the homunculus.

Mirrar generates his conjuration total, getting a bonus of three. The spell has a duration of 41 (two and a half years), more than enough time for the homunculus to form. During the eleventh month he again uses conjuration magic to imbue the creature with unarmed combat ability. In the twelfth month he adds flight. He adds armor in the thirteenth, and poison in the fourteenth and final month. Assuming Mirrar is successful with the four additional conjurations, the homunculus forms this way:

Homunculus

DEXTERITY 15

Flight 21, unarmed combat 21

STRENGTH 15

TOUGHNESS 15 (21)

PERCEPTION 15

MIND 15

CHARISMA 15

SPIRIT 15

Hero Point Potential: Some (If all parts are from possibility rated creatures, 7. If at least one part is from possibility rated creature, 25. None otherwise.)

Natural Tools: speed value 21, armor (+6/ 21), poison (damage value 21)

 Enchanting Growth

Skill: alteration/life 18

Backlash: 19

Difficulty: 13

Effect Value: 10

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 18 (1 hour)

Cast Time: 5 (10 seconds)

Manipulation: control

The mage casts this focused spell to imbue the vegetation in a 40 meter radius (up to a height of 10 meters) with an infusion of life energy. He must touch the ground upon which he stands. This burst of life energy causes all plants in the area to grow at accelerated rates. Within a few seconds fast growing plants, such as vines and grasses, grow to fill the area of effect. This growth though can be controlled by the mage if he concentrates on the Pattern of growth. The mage can cause the plants to overgrow a road, or even build a beautiful garden with this spell. The mage can retard movement through the area. Within seconds, no movement is possible without cutting and hacking through the undergrowth. The plants under the effect of the spell will have a Toughness equal to the spell effect total. It is not easy to exit an area of enchanted growth. The Dexterity/dodge value of the plants is zero, each wound scored allows a person to move one meter. Use the mooks damage chart to find the damage done to the plants. The area of growth refills any area cut within five rounds. A person who does not move quickly will find himself trapped again. Since this spell only alters the rate of growth, the change in the plant life will be permanent when the spell ends. The change in the Toughness of the plants ends when the spell ends. Anyone still trapped in the area of effect will still be trapped when the duration ends but getting out is much less of a problem.

Hibernation

Skill: alteration/life 20

Backlash: 19

Difficulty: 13

Effect Value: 24

Bonus Number to: duration

Range: touch

Duration: 29 (1 week)

Cast Time: 9 (1 minute)

Manipulation: duration, state

Hibernation is a focused spell. A touch from the mage's hand sends the target into a deep sleep in which all his metabolic processes slow. The target's Dexterity, Strength and Toughness must all be 13 or less for the spell to take effect. The spell completely suspends the target's bodily functions for the duration of the spell. The target does not have to drink, eat, or even breathe.

This spell stops the progression of poisons, disease or damage in a person. The mage can touch the target again and end the spell.

Sense Life

Skill: divination/life 17

Backlash: 15

Difficulty: 11

Effect Value: 17

Bonus Number To: effect

Range: 9 (60 meters)

Duration: 14 (10 minutes)

Cast Time: 9 (one minute)

Manipulation: duration, state

The mage can use this spell to feel the presence of life around him. The spell affects all creatures with a willpower less than or equal to the effect value for this spell. The caster knows where these creatures are, and can discern the type and number of creatures present. The spell indirectly finds undead, and other entities that are not truly alive. The caster senses any undead with a Willpower less than or equal to the effect value of this spell as a dark hungry presence. The caster knows it is there, but cannot tell what type of undead, how many, or even its exact location. The mage just knows there are things that feed on life near him.

Touch of Healing

Skill: alteration/life 19

Backlash: 17

Difficulty: 10

Effect Value: 21

Bonus Number To: effect

Range: touch

Duration: 25 (1 day)

Cast Time: 9 (1 minute)

Manipulation: control

Touch of Healing is a focused spell. A mage touches his target to accelerate the natural process of healing within a person, gesturing for the wounds to dose as he does so. A successful spell quickly brings the target back to health. Compare the effect value to the Toughness of the target, reading the results from the Combat Result table for Hero Point-rated characters. This is how much the accelerated healing heals. The spell accelerates healing so that a character recovers a wound every 40 minutes. If the spell ends for any reason after healing a wound, the wound does not reappear.

Example: Kate was wounded in battle and suffered 2Wnd KO. Minar cast the touch of healing, generating an effect value of 22. Kate's Toughness is a 12, thus the spell can accelerate her healing up to "Wnd K 4:' the spell immediately heals the "K" and four shock; in forty minutes Kate recovers a wound. This spell also heals damage taken later. If the target is wounded again during the duration of the spell, the spell begins to heal the target's new wounds.

Time Edit

Flowers of Frustration

Skill: conjuration/time 28

Backlash: 21

Difficulty: 17

Effect Value: 27

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: state, range, speed

This is an impressed and focused spell. To cast the spell the magician requires at least a dozen flowers. Dried flowers will do, but live flowers give a +3 bonus modifier. The mage sits with the flowers in his lap, envisioning the pattern of the spell, then imagining the pattern into a shape similar to the flowers in his lap. Out loud, he quietly and firmly describes the pattern of flowers, finishing the casting as he finishes the description. Once cast, the spell is impressed. To release the spell, the caster must generate a conjuration magic total greater than or equal the defender's Dexterity or dodge. The spell is focused on the target, but as long as the target is within range, the spell's duration and effect continue to be controlled by the caster. Whenever the target casts a spell, compare the effect value of flowers of frustration to the casting total of the target spell. Read the result points on the Power Push table. A result modifier of 10 is added to these result points. Subtract the final result points from the effect value of the target spell. The energy which has been drawn off from the target spell is converted into flowers that shower down from the spell.

Example: Flowers of frustration is cast with an effect value of 31. Subsequently, the caster successfully targets a mage. The target character then attempts to cast an altered fireball spell, generating an alteration magic total of 19. 31-19 =12. 12 on the Power Push table is +5. The result modifier of 10 brings to total to 15. The fireball's effect value is reduced by 15. The caster would cast the fireball and watch it approach its target streaming flowers, to finally "ptft" ineffectua1ly upon impact. If a spell does not have an effect value, the reduction affects the volume and area of the spell. For every two final result points, the volume is reduced by one. If the spell only has area, each final result point reduces the area by one point. If the above spell had been a mage light spell, which has a volume of 10 meters (value five), the volume would have been reduced by seven, shrinking it to a small glowing sphere.

Flowing Shapes

Skill: alteration/time 20

Backlash: 18

Difficulty: 15

Effect Value: 32

Bonus Number to: duration

Range: self

Duration: 18 (1 hour)

Cast Time: 9 (1 minute)

Manipulation: duration, cast time

The mage conjures an element of change by casting this spell. The caster then binds this pattern of change into his body. This spell allows a mage to assume the form of any living creature. If the mage's greatest physical attribute is 14 or less, this pattern can be successfully placed onto the mage. Once the caster has successfully cast this spell, he can physically change his body to resemble that of any other living thing. As a transformation, the attributes of the new creature must not differ from the target's original attributes by more than the result points of the spell.

The caster gains the mundane benefits associated with the new body, such as wings for flight, gills for breathing water, fur for keeping warm, etc. The caster does not gain any mystical abilities associated with a creature, such as a faeries' magic or a demon's power. A mage cannot use this spell to take the shape of a specific person or creature. While under the effects of the spell, the mage can change form at will. To change form, the mage must concentrate, and visualize the new form to be taken. It takes the body 10 seconds to complete the transformation.

Ravages of Time

Skill: alteration/time 21

Backlash: 20

Difficulty: 13

Effect Value: 29

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 5(10 seconds)

Cast Time: 5 (10 seconds)

Manipulation: duration, cast time

With this spell, a mage can subject a volume of 10 meters radius to the rapid passage of time. All inanimate substances (as defined by the arcane knowledge) within the sphere of effect age at a greatly accelerated rate. Items within the area of effect begin to show signs of age. Metal items start to rust or become brittle, stone cracks, liquids evaporate, plants rot, fires die down, and air will seem stale and stagnant. Compare the effect value of the spell to the Toughness of the target. Reduce the target's Toughness by the result points of the spell. This reduction is permanent (at least until reversed. By another spell). If the spell reduces the target's Toughness to zero or less, the item fractures and turns to dust.

As a general rule, armor has Toughness equal the Power Push of its Maximum value, plus the weight value of the armor: leather armor has a Toughness of 12, while full plate has a Toughness of 17. Melee weapons have Toughness equal to the Power Push of their maximum damage value, plus their weight value: a dagger has a Toughness of six, while a two handed sword has a Toughness of 12.

Spell Lock

Skill: alteration/time 21

Backlash: 20

Difficulty: 16

Effect Value: 31

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 9 (10 minute)

Cast Time: 0 (one second)

Manipulation: control

Spell Lock is a focused spell. This spell alters the flow of time around a spell just cast, slowing the spell process to a halt. The mage shouts the words "spell lock" while casting the spell, making certain to stop speaking just before finishing the phrase. The effect value must be greater than the skill total generated by the target spell. A bubble of temporal stasis appears, freezing the spell in one place, holding the process in check. The spell lock holds the target spell for one minute, or until the caster of the releases the spell to continue on its path.

Visions of the Past

Skill: divination/time 24

Backlash: 19

Difficulty: 12

Effect Value: 38

Bonus Number To: duration

Range: touch

Duration: 18 (1 hour)

Cast Time: 9 (l minute)

Manipulation: duration

In casting this spell, the mage can gain information about one object that he touches. The mage receives visions of events that occurred around the object in the past. The mage can see events which occurred within a sphere of 10 meters radius centered on the object. The object must fit completely within the sphere. The mage, and only the mage, can view a scene from any point in past less than or equal to the effect value of the spell. The wizard observes the scene in real time. After selecting the initial past-point, the magician may scan through images either futureward or

Pastward of the initial past-point, searching for interesting scenes. He scans images at a rate of one week of images per minute of spell.

True Knowledge Edit

Banishment

Skill: conjuration/true knowledge 22

Backlash: 17

Difficulty. 14

Effect Value 35

Bonus Number To: effect

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 5 (10 seconds)

Manipulation: range, control

The mage casts this spell to force a creature from other dimensions back whence it came. The mage speaks the incantations while pantomiming pushing something through a portal, and then closing it up. A portal to the home dimension of the entity appearing in front of the entity to be dispelled. Compare the effect value of this spell to the entity's greatest physical attribute. If the result points are equal or greater than the entity's Spirit, the caster forces the entity back to its home dimension.

Blink Walk

Skill: alteration/true knowledge 19

Backlash: 18

Difficulty: 14

Effect Value: 25

Bonus Number to: range

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast time: 5 (10 seconds)

Manipulation: control, duration, range

A mage calls forth the pattern of this spell to move himself from one location to another, travelling the distance through an extra-dimensional "tunnel". The caster disappears upon casting the spell, reappearing at the destination a short time later. Only the caster can benefit from blink walk. If the caster has any attribute greater than 25, this spell fails. The caster must see, or otherwise sense, the location to which he will move. He must know the location of both the starting point and the destination. A mage could blink walk beyond his field of vision if he knew the location, perhaps through a divination, and the location was in range. The mage travels from the start point to the destination at a rate of 250 meters per round. No matter how large the bonus number generated, the maximum effective range is 1500 meters. More than that and the duration expires before the mage arrives at his destination, randomly depositing the mage at (or into) a point near his line of travel.

Element Shaping

Skill: alteration/true knowledge 22

Backlash: 17

Difficulty. 2

Effect Value: 28

Bonus Number To: effect

Range: 8 (40 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: control, duration, state

Element Shaping is an impressed spell. The mage influences the shape of any element by altering the true, essential knowledge of the element. The mage can use this spell to induce a permanent change in the shape of an element, as long as the Toughness of the element does not exceed the effect value of the spell. The mage can control a volume of material in a sphere of 10 meters radius.

While the caster concentrates, he can move the effect to another part of the element, or even switch to another elemental force. If the mage ever ceases to concentrate, the spell falters and stops. A mage cannot change one element to another with this spell.

Free Spirit

Skill: alteration/true knowledge 22

Backlash: 19

Difficulty: 12

Effect Value: 34

Bonus Number to: range

Range: 25 (100 kilometers)

Duration: 18 (1 hour)

Cast time: 18 (1 hour)

Manipulation: control, duration, range

A mage casts this spell to detach a part of her spirit, so that it can roam free and gain information. Only the mage may benefit from this spell, since she becomes part of the pattern woven into the spell. While her spirit roams free, the mage must maintain the link between her body and her spirit form. If the mage's concentration is ever broken, the spirit form dissipates, and returns to the body. This spell may be cast by a mage with a Spirit 17 or less. Mages with a higher Spirit cannot completely detach their spirits with this spell. During the hour required to cast this spell, the mage must be alone, and remain undisturbed. She composes her mind and relaxes her body so the spirit may roam free. During the spell, the mage may direct her spirit form at the rate of a kilometer per round, to any point within the range of the spell. Places protected against entities, living forces, or true knowledge bar the spirit form from entering. The spirit form can move through ordinary walls, over water, through fire, any normal physical barrier. Through the link, the mage can use all information gathering skills based on Perception, Mind, Charisma, or Spirit. The spirit cannot cast spells; doing so would break the concentration on the free spirit spell, snapping the spirit back to its host. Only beings that can detect magic can sense the spirit; it is undetectable to all other senses. The spirit cannot interact with any being that cannot sense magic.

Invisibility

Skill: alteration/true knowledge 23

Backlash: 17

Difficulty: 12

Effect Value: 24

Bonus Number to: effect

Range: touch

Duration: 25 (ten hours)

Cast Time: 18 (one hour)

Manipulation: control, duration, state

The mage must have a small figurine of glass to perform this impressed spell. He begins with the figurine dirty. He cleans the figurine throughout the casting of the spell, checking its transparency several times during the casting. The spell is impressed upon casting. The spell is released by touching the recipient or object with the figurine. Compare the effect value to the recipient's Toughness on the Power Push table. To these result points add nine. If the final result points equal or exceeds the target's Toughness, then he is rendered completely transparent to light. Any character trying to spot an invisible character must generate a Perception total at least equal to the effect value of the spell in order to see him. Note that hearing, or otherwise

Sensing the character, might be easier than seeing him. Invisible characters who have not been perceived increase their defense against visually targeted attacks by +10. Even after he is perceived, an invisible character still has his defense increased by +5 against all visually targeted attacks.

Scrying Eyes

Skill: divination/true knowledge 19

Backlash: 18

Difficulty: 10

Effect Value: 25

Bonus Number to: range

Range: 25 (100 kilometers)

Duration: 18 (I hour)

Cast Time: 14 (10 minutes)

Manipulation: cast time, control, duration

The mage must possess a device for scrying, this device could be a mirror, a crystal ball, or even a calm pool. The device must produce a clear reflection. When the mage casts the spell the device shimmers and then displays the scene the mage wishes to see. Anyone else looking into the device also sees the scene it reveals. Scrying eyes produces visual information only. The mage can only see what is obvious. Others observing the mirror may use find or other skills to analyze visual information. Their skill totals are capped at 25, which is the effect value of the spell.

If the mage concentrates, she can manipulate the spell to see the scene from a different view, or a new scene can be located. The viewpoint may be moved at a rate of a kilometer each round. Sensitive people may feel that they are being watched (on a Perception total of 25 or more), and detect magic reveals this method of scrying.

Spatial Feelings

Skill: divination/true knowledge 19

Backlash: 20

Difficulty: 12

Effect Value: 15

Bonus Number To: effect

Range: 15 (one kilometer)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: control, duration, range

When the mage speaks the words of this impressed spell, she gains the ability to feel her environment. Everything within a 100 meter radius sphere of the magician's chosen center of effect can be sensed by the caster. The circle of effect may be moved anywhere in range within one round. If the effect value of the spell is greater than the Spirit of the target, the mage knows the target's exact location. This spell may find some targets, while failing to find others with higher Spirits. Compare each target's Spirit individually. While this spell pinpoints location with ease, it limits other information. Read the result points on the General Success chart. On a minimal or average success the spell can only differentiate between the living and unliving. On a good success, the spell reveals the arcane knowledge that best represents the target. On a superior success, the spell identifies the type of being or object (assuming the caster is familiar with such beings or objects). On a spectacular success, the caster also identifies any objects a being is carrying, again assuming the caster is familiar with such objects.

Sylph Call

Skill: conjuration/true knowledge 20

Backlash: 18

Difficulty: 17

Effect Value: 32

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: duration, range, state

This is a focused spell. A mage may call a sylph to serve him by blowing on a clear blue crystal while concentrating on the pattern of this spell. The sylph will emerge in a glowing nimbus from the crystal and take the form of an intangible female composed of clouds. From the figure issues gentle and refreshing breezes. She speaks in whispered tones. The summoning mage does not necessarily command the sylph, but controls the apportation of the sylph when in range, at least giving the mage safety while negotiating. The spell continuously maintains a small opening to the sylph's dimension, focused in the blue crystal or jewel.

Typical Sylph

DEXTERITY 15

Dodge 18, flight 20, maneuver 18, unarmed combat 20

STRENGTH 20

TOUGHNESS 14 (25)

PERCEPTION 15

Find 18, trick 18

MIND 13

Control wind (apportation/air) 18, willpower 16

CHARISMA 13

Charm 17

SPIRIT 13

Intimidate 15

Hero Point Potential: Some (SO)

Natural Tools: Swirling, windy form (TOU+11 25 versus physical weapons only); speed value 12. The sylph uses control winds to bring forth whirlwinds to attack her victims. The control winds total is the to-hit total. Sylph whirlwinds have a damage value of 20, and affect everyone within four meters of the target. She can touch a person with her bare hands, which freezes their blood, this attack also has a damage value of 20. The sylph can use her winds to lift objects and transport them to another location. She can lift any object that weigh less than or equal to her than her Strength, lifting all objects in a circle of radius four meters. She can move these objects, even humans, at a rate equal to her speed. The sylph's powers can impede the movement of people or objects. She can form a spherical wall of air four meters in radius. Her Strength equals the armor value of this air wall, and only a character who generates a Strength total greater than her Strength can walk through it. If the summoning mage is knocked unconscious, the apportation protection against the sylph vanishes. If the sylph is hostile toward the mage, she may carry the mage off to her dimension. This spell maintains the opening to the sylph's dimension for the duration of the spell. By controlling the apportation of the effect, the mage can return the spirit just before the spell expires. If the jewel is broken before the duration expires, the extradimensional opening is closed

True Light

Skill: conjuration/true knowledge 22

Backlash: 17

Difficulty: 7

Effect Value: 13

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 18 (one hour)

Cast time: 5 (10 seconds)

Manipulation: control, duration, state

True light conjures a glowing, streaming mass of true light, one of the three Principles of nature. The mage casts the spell by imagining all he believes true to be coalescing before him, and he shapes these beliefs into the light. The light illuminates anything within 10 meters. True light drives away darkness, whether physical, mental or spiritual. In addition the mage may concentrate upon one being within the radius of the light, one being per round. The mage generates an effect total for the spell. Lies and evil intentions appear as shadows about the creature if the effect total is greater than the Mind of the creature (if lying) or the Spirit (if harboring evil intentions).

Principles Edit

Darkness Edit

Abrasion

Skill: alteration/darkness 15

Backlash: 18

Difficulty: 14

Effect Value: 15

Bonus Number to: duration

Range: 6 (15 meters)

Duration: 10 (100 seconds>

Cast Time: 3 (four seconds)

Manipulation: duration

This focused spell causes the affected target to become violently angered at an individual who has slightly irritated her (i.e. bumped into her, spilled some ale on her skirt, disagreed with her in a discussion, etc.). Compare the spell's effect to the target's Mind or willpower, reading the result points on the Power Push Table.

Add seven and read the final result points on the Interrogation column of the Interaction Results Table. If the result is equal to the target's attitude, they fight. For the duration of the spell, reduce her base attitude toward everyone around her two steps. Abrasion is used to start tavern brawls. Multiple targets are possible with the usual one-on-many penalties. To cast abrasion, the mage pricks himself with a needle or tack in the buttocks, while pointing at his target(s).

Black Bart's Deadly Darts

Skill: apportation/darkness 17

Backlash: 15

Difficulty: 13

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 8 (40 seconds)

Cast Time: 18 (one hour)

Manipulation: control

This impressed spell requires a piece of black obsidian and a dart of some sort. The mage utters dark arcane words while touching the tip of the dart to the stone. The darkness travels into the dart, draining the stone of its pigment. To release the spell, the caster throws the dart at his target. The mage must generate an apportation magic total adding + 2 bonus for the increased accuracy of the spell. The target uses Dexterity or dodge to avoid the attack. The target takes damage equal to the effect value of the spell in the round the dart hits and the next three rounds. The spell ends if the target moves beyond the spell's range. The dart can't be removed before the spell ends other than casting dispel magic, which does not heal damage already taken from the dart. A

Hero point may be used to reduce the damage each round.

Conceal Evil

Skill: alteration/darkness 17

Backlash: 14

Difficulty: 10

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: duration

This focused spell hides evil feelings and/or intentions by transforming them into an article of clothing, such as a hat, scarf or belt. The caster touches the forehead of the target and mimics the donning of the article of clothing. A black colored piece of that attire appears in place on the target. Compare the spell's effect to the target's Spirit. Read the result points on the Power Push Table. The spell has a result modifier of +6. Add the final result points to the target's Spirit when resisting a detect folk evil, or similar detection spell. The article of clothing reads positive for evil detection spells. If the clothing is removed, it vanishes and the spell is broken.

Create Fear

Skill: conjuration/darkness 17

Backlash: 16

Difficulty: 14

Effect Value: 26

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 15 (15 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, duration state

Create fear is a powerful focused spell that should not be cast indiscriminately. The caster must possess an item belonging to the target. The caster mutters words of power and points at the target. The spell creates fear through the intimidation skill. Compare the spell's effect to the target's Spirit or intimidation. Read the result points on the Power Push Table. The spell has a result modifier of +6. Find the final result points on the intimidation chart of the interaction Results Table. Create Fear is, of course, an illusory spell. Once the duration of the spell expires, the effect will wear off swiftly, and the target is apt to be extremely angry. To disbelieve the spell, the target must generate a successful Mind or willpower total of 19.

Dark Cloud

Skill: alteration/Darkness 20

Backlash: 17

Difficulty: 14

Effect Value: 20

Bonus Number to: effect

Range: 2 (2.5 meters)

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: duration

This focused spell must be cast in some source of darkness (magical or natural). The mage circles the recipient (or turns in place if he is the target) while chanting words of power relating

To storms. The darkness condenses over the recipient's head, forming a black cloud that is barely visible when the casting is complete. The spell resists the effects of darkness spells with a casting total less than the effect value of the dark cloud. The recipient controls the duration of the spell.

Detect Folk Evil

Skill: divination/Darkness 15

Backlash: 13

Difficulty: 7

Effect Value: 19

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 14 (10 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control

The magician thinks dark thoughts about himself or others about whom he cares, and then casts the spell with a quick scowl in the direction of the target character. The mage must concentrate for the duration of the spell. The spell effect ends as soon as the mage performs an action other than directing the spell. He may change the target of the spell. Compare the effect value of the spell to the target's Spirit or faith value. Minimal or average success lets the Caster know if the target character harbors evil intentions which he plans to put into effect within the duration of the spell. Good success allows the caster to know if the target harbors any evil intentions toward the caster (or the character the magician thought about when casting the spell). Superior success lets the caster know if the target character harbors evil intentions toward anyone and the degree of harm planned. Spectacular success lets the caster know who the target is planning to harm, if not the caster or the character about whom the magician thought dark thoughts.

Fields of Death

Skill: apportation/darkness 21

Backlash: 14

Difficulty: 11

Effect Value: 15

Bonus Number to: duration

Range: 12 (250 meters)

Duration: 32 (one month)

Cast Time: 14 (10 minutes)

Manipulation: cast time, duration, control

This focused spell of darkness causes an area of land to become incapable of sustaining plant life. Once cast, it slowly kills all plant life existing in the zone and prevents any new vegetation from growing for the duration of the spell. It attacks all plants with the spell's effect value every round for the duration. The spell cannot kill animal life, but any small creatures living within the area of effect usually die or move away from lack of food. The zone is disk shaped, 500 meters in diameter with a height of 25 meters.

The height is divided in half at ground level, creating one cylinder 12-1/2 meters below the ground and one 121/2 meters above the ground. Fields of death may only be cast at night. The mage walks the circumference of the area that the spell is to deaden and then journeys to the center of the circle. There he plucks some native vegetation from the ground and crumples it. He raises his arms high and then lowers them toward the ground as if to pull the night sky down with them. Darkness falls from the sky and settles within the parameters thus set by the mage.

Low Spirits

Skill: conjuration/darkness 15

Backlash: 16

Difficulty, 6

Effect Value: 21

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 5 (10 seconds)

Cast Time: 4 (six seconds)

Manipulation: range

The caster of low spirits creates feelings of dread and failure in her target(s), causing fatigue. Compare the effect total to the target's Spirit value. Read the result points on the Power Push Table. The spell has a result modifier of +8. Read the final result on the maneuver column of the Interaction Results Table. To cast the spell, the mage simply applies pressure to a black heart sculpture, made specifically for this purpose, while pointing at her victim.

Mage Dark

Skill: conjuration/darkness 15

Backlash: 18

Difficulty: 12

Effect Value: 0

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 15 (15 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

The focused spell is cast by blowing a bit of soot or ash into the air and pointing at a target. A thick palpable darkness enshrouds everything within 25 meters. Mage Dark is not completely impervious to light, but ordinary light appears as random sparkles, more common near a light source, but insufficient for illumination and sight. Mage light combined with mage dark fills the overlapping areas with a suffused glow like an illuminated fog and vision is barely possible (Perception checks at +10 difficulty). Sunstore creates a condition similar to dusk, and true light destroys the mage dark. The spell is an illusion and may be disbelieved with a Mind or willpower total of 15.

Maungo's Malicious Mastiff

Skill: conjuration/darkness 17

Backlash: 14

Difficulty: 8

Effect Value: 21

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 9 (one minute)

Cast Time: 18 (one how)

Manipulation: range

This impressed spell requires the mage to bring into his mind all manner of evil thoughts and corrupt deeds. He then lets out a loud bark that projects the feelings out of his body to hover as a cloud of darkness in front of him. The caster gets down on all fours and begins to growl. The billowing darkness takes on the form of a large black dog, next to the crouching mage. It slides sideways, reentering his body. The spell is now impressed and can be released by a mere whistle from the mage's lips.

The mastiff can be directed by the mage to sit idle or attack anyone he chooses, changing targets freely, until the spell expires or something destroys the mastiff. The dog is made of pure darkness and can do only malicious violence.

Maungo's Malicious Mastiff

DEXTERITY 16

Dodge 22, unarmed combat 22

STRENGTH 16

TOUGHNESS 16

Perception 16

MIND 16

Charisma 0

SPIRIT 0

Natural Tools: armor TOU+6/22; teeth, damage value STR+6/22

Note that while the mage need not concentrate on the spell to maintain the dog's attack, he must redirect it to another target if the original expires or it will randomly attack any being save the Caster.

Maungo's Mind Madness

Skill: conjuration/darkness 20

Backlash: 14

Difficulty: 11

Effect Value: 24

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: range

The magician casting this focused spell requires a black scarf or cloth. As he points at his target, he drops the scarf over his hand. Compare the effect value of the spell to the victim's Mind. Read the result through the Power Push Table. The spell has a result modifier of +9. Find the final result points on the General Success

Table. Minimal success results in the victim becoming unskilled. Average success causes him to be stymied. Good success causes him to stand confused taking no action. A Superior result causes the victim to attack the nearest being in range. Spectacular success knocks the victim unconscious. Results last for each round that the spell is in effect. Maungo's mind madness is illusory and can be disbelieved by generating a Mind or willpower total of

15 or more.

Phantom Darkness

Axiom Level: 12

Skill: conjuration/darkness 15

Backlash: 16

Difficulty: 13

Effect Value: 14

Bonus Number to: effect

Range: 3 (four meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: state

Phantom darkness is a focused illusion that convinces the target that a mage dark spell has been cast about her. In actuality, the illumination of the area remains unchanged. The effect value of the spell must exceed the target's Mind for the spell to be successful.

The disbelief difficulty is 15. The actions of casting phantom darkness are the same as mage dark, save that the mage holds one hand behind his back while crossing his fingers.

It should be noted that some victims of this spell have reacted to this illusion by casting light spells, such as sunstore. Light spells allow the victim to see under the same effects described under mage dark, since the victim believes that mage dark was the original spell.

Shadow Bats

Skill: alteration/darkness 16

Backlash: 11

Difficulty: 8

Effect Value: 18

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 12 (four minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, duration

Shadow bats is focused on a target. The caster throws a black silk at the target. The silk transforms into a group of dark bats that fly around and whip into their target causing the effect of a maneuver action. Compare the effect value of the spell to the target's Dexterity or dodge. Read the result points through the Power

Push Table. The result modifier is +7. Read the final result points on the maneuver chart of the Interaction Results Table. The shadow bats bother the victim until the spell's duration ends, the victim makes a successful active dodge, or the caster moves the bats to another target. The bats form a cone around the target, five meters in diameter, and 2-1/2 meters high. The victim will take the maneuver result each round that the bats are annoying him. If moved to another target, compare the effect total to the new target's Dexterity or dodge. The victim may disbelieve the spell by generating a Mind or willpower total of 18.

Withering Touch

Skill: conjuration/darkness 19

Backlash: 18

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: cast time

The mage casting this focused spell speaks words of sickness and decay in a raspy voice. A cloud of darkness forms in front of the mage, into which he places his hand. The dark cloud vanishes and the mage has a glove of darkness on his hand. The caster has six combat rounds to hit one of the opponent's appendages by generating an unarmed combat total greater than his target's dodge or Dexterity. Compare the effect value to the target's Toughness. Read the result points through the Power Push Table. The spell's result modifier is +7. The target's appendage withers and loses the final result points worth of Strength, Dexterity and Toughness. If any attribute is reduced to zero or less, the appendage is useless and hangs limp. Magic, such as restore limb (see light spells), must be used to regain lost attribute points and use of the appendage.

It is not possible to target the victim's body. The victim's head can be withered if the effect total is greater than the targets combined Toughness and Mind. Subtract the spell's final result points from the target's Toughness and Mind value. There are no Dexterity or Strength adjustments. A successful hit on an opponent fully discharges the spell; a spell would only reach its full duration if the caster keeps missing his target.

Light

Away Sight

Skill: divination/light 18

Backlash: 18

Difficulty: 15

Effect Value: 9

Bonus Number to: range

Range: 13 (400 meters)

Duration: 13 (six minutes)

Cast Time: 15 (15 minutes)

Manipulation: range, speed

Away sight forms a small, slowly revolving series of translucent tubes that catch the images of everything in a 10 meter radius. The whirling construct travels 250 meters per round (60 mph). The caster can make Perception skill checks, but is limited to a maximum effect value of 9. The mage controls the movement of the tubes. The spell is focused through a glass lens for the duration.

Eradicate Fear

Skill: conjuration/light 17

Backlash: 16

Difficulty: 16

Effect Value: 18

Bonus Number to: effect

Range: touch

Duration: 15 (15 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range

This is a focused spell. The mage casting eradicate fear helps a folk. Under the effects of a create fear or similar spell conquer the emotion that grips him. After shaking and screaming at the target to stand up to his fears, the mage slaps him in the face. Compare the spell's effect value to the target's Mind. Read the result points through the Power Push Table. The result modifier is +7. Add the final result points to the target's Mind for purposes of defeating the fear. The target may make another roll against the fear.

Language Enhancer

Skill: divination/light 16

Backlash: 18

Difficultly: 16

Effect Value: 20

Bonus Number to: effect

Range: touch

Duration: 14 (10 minutes)

Cast Time: 5 (10 seconds)

Manipulation: state

Language enhancer is a focused spell that increases the recipient's language ability. The target must possess adds in the language to be enhanced as this spell does not bestow new languages. Compare the effect total to the target's Perception. Add the final result points to the recipient's Perception for purposes of the specified language only. The recipient of the spell speaks aloud in the language to be enhanced while the mage touches his head and repeats the words spoken.

Light Writing

Skill: apportation/light 15

Backlash: 10

Difficulty: 9

Effect Value: 0

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 20 (25 hours)

Cast Time: 3 (four seconds)

Manipulation: control, range

The magician casts the spell by quick1y reciting the first word she intends to write while spelling it out with movements of her hand. The spell affects a 2.5 meter radius circle. The caster controls the target aspect, effect, duration and form of the spell. As the mage thinks the words in her mind, the light within the area of effect gathers to form the letters. The rest of the area darkens as the light leaves it, making the letters more legible. The spell's effect may be switched off and on.

Mage Light

Skill: alteration/light 17

Backlash: 13

Difficulty: 10

Effect Value: 0

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: control

The mage needs a mirror and at least a faint glimmer of light to cast this focused spell, catching the reflection of the light in the mirror. The mirror glows with a gentle brightness, illuminating everything within a 25 meter radius. Mage light has a strange, "thick" quality to it, and objects appear coarse and grainy, occasionally with a few random gray or black speckles. Colors are muted. The spell is not focused through the mirror, but it is a necessary component of the spell. The spell ends if the magician is separated from the mirror.

Multiple Images

Skill: conjuration/light 19

Backlash: 15

Difficulty: 11

Effect Value: 0

Bonus Number to: duration

Range: 12 (250 meters)

Duration: 18 (one hour)

Dst Time: 18 (one hour)

Manipulation: control, duration, cast time

This impressed spell is useful, particularly if all of a caster's impressed magic has failed him and he needs time to cast something directly. Multiple Images allows the caster to create unliving simulacrums of himself within a 250 meter radius of the casting location. The images can confuse and distract a foe. To impress the spell, the caster recites the incantation in a room filled with mirrors. Once impressed, the caster stands at each spot he wishes a double to appear and mentally repeats the incantation. There are no elaborate hand gestures to warn an opponent of your plan.

New Hope

Skill: alteration/light 15

Backlash: 16

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 5 (10 seconds)

Cut Time: 4 (six seconds)

Manipulation: cast time, control

New hope causes the targets to feel as if all obstacles have been removed and that nothing can stop them from their goals. The spell removes fatigue. Compare the effect total to the target's Spirit. Read the value on the Combat Results Table, subtracting the number of shock points from the target. Any "extra" shock points are lost. To cast this spell, the mage conjures in her mind the image of a stone wall. Then she points at her target(s), while shattering the image of the wall in her mind.

Rainbow Bracers

Skill: alteration/light 17

Backlash: 13

Difficulty: 15

Effect Value: 20

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: cast time

This spell must be cast in some form of light and the caster must have a prism or piece of glass that he touches to the target's wrists. Light swirls in front of the prism and then flows through it to the recipient's wrists. A barely visible band of rainbow colored light adorns each wrist. The spell resists the effects of light spells with a casting total less than the effect value of the rainbow bracers. The recipient controls the spell's duration.

Rainbow Bridge

Skill: alteration/light 22

Backlash: 18

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 18 (one hour)

Cast Time: 12 (four minutes)

Manipulation: control, range

Rainbow Bridge must be cast with some sort of light, sun light being best. Focusing the tight through a lens, prism or similar piece of glass, the caster traces the outline of a rectangle in the area he wishes cross. When cast a bridge of multi-colored light, resembling a flattened rainbow, spans the area designated by the caster. The bridge may be up to one kilometer long, with a maximum height of 60 Meters. The bridge's strength is the effect value. The bridge may be smaller than the effect value total if the mage so chooses. The bridge may be disbelieved with a Mind or willpower total of 15.

Restore Limb

Skill: alteration/light 20

Backlash: 19

Difficulty: 16

Effect Value: 21

Bonus Number to: effect

Range: touch

Duration: 37 (10 months)

Cast Time: 25 (one day)

Manipulation: control

With restore limb, a focused spell, the mage repairs damage to a limb that is suffering from the effects of a withering touch spell (see darkness spells). The spell will also reattach severed limbs.

The caster must have a white silk or sheet large enough to cover the limb. The target lies down on the floor. The mage drapes the cloth over his outstretched hands and speaks arcane words of light and life. The cloth glows with a brilliant white light and it is laid over the limb (if severed, the limb must be placed next to the recipient). The recipient must lie still for the duration of the spell while the light drains from the cloth into the limb.

With severed limbs, compare the effect to the target’s Toughness. Read the result points through the Power Push Table. The result modifier is +8. Find the final result points on the General Result

Table. Minimal success does not reconnect the limb. Average success, or better, reconnects the limb, but the target may take a number of wounds depending on how successful the spell is. Average success causes three wounds, good success causes two wounds, superior success causes one wound and spectacular success reconnects the limb with no ill effects. With withered limbs, compare the effect value to the target limb's reduced Toughness Read the result points through the Power Push Table. The result modifier is +8. The limb regains any lost Strength, Dexterity and Toughness attribute points up to the total of the final result points.

Shield of Light

Skill: alteration/light 19

Backlash: 15

Difficulty: 9

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: cast time

This is a focused spell. To cast shield of light, the magician touches the beneficiary's head with the tips of her fingers, while uttering theorems and equations. Compare the effect to the target's Mind or Spirit (whichever is greater). Read the result points through the Power Push Table. The result modifier is +6. The recipient increases his Mind and Spirit by the final result points for purposes of defense only. Shield of light is illusory. It may be disbelieved with a Mind or willpower total of 19.

Sunstore

Skill: alteration/light 22

Backlash: 18

Difficulty: 15

Effect Value: 21

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 10 (100 seconds)

Cast Time: 3 (four seconds)

Manipulation: control

The mage places a glass sphere in the sunlight so that the sunlight catches on some part of the sphere. The mage quickly utters the spell and the sunlight is trapped in the sphere. The sphere flashes brightly and illuminates a 15 meter radius sphere with near blinding sunlight. Compare the effect value to the Dexterity or dodge of any creature caught in the 15 meter radius sphere. Read result points through the Power Push Table. Find the final result points on the General Success Table. With minimal success, the creature is stymied. With Average or good success, the target is setback. With superior success, the target is setback for two rounds. With a spectacular success, the target is setback for four rounds. The spell is often used to flash opponents into temporary blindness, although it may be used merely for illumination, as with simpler versions of the spell. The effect may be turned on and off or reduced.

Sweet Dreams

Skill: apportation/light 12

Backlash: 17

Difficulty: 15

Effect Value: 14

Bonus Number to: duration

Range: touch

Duration: 22 (six hours)

Cast Time: 5 (10 seconds)

Manipulation: duration

The mage casting this focused spell must truly care for the target of the spell. While humming a lullaby, the mage touches the head of the sleeping target. The recipient will have good and peaceful dreams for the duration of the spell. Nightmares created through magic must have an effect total greater than that of the sweet dreams spell to affect the target.

Voltofs Little Bird

Skill: alteration/light 18

Backlash: 12

Difficulty: 12

Effect Value: 9

Bonus Number to: range

Range: 15 (one kilometer)

Duration: 19 (100 minutes)

Cast Time: 18 (one hour)

Manipulation: cast time, control, range, speed

Voltofs little bird is an impressed and focused spell that allows the caster to send a message to a Specific person or place. The spell must be cast in sunlight (either natural or magical). The caster needs an object from the person or location. The mage holds the contagion in his hands and raises it above his head. He then concentrates on the person or place while making sounds like a chirping bird. The casting consumes the contagion. To release the spell, the mage simply flaps his arms like a bird while speaking the message aloud. The message may be up to one minute long (the spell's effect value). When the message has been completed, a small white light streaks forth from the mage's mind and takes to the sky in the form of a bird. The bird travels at a speed value of 15 (one kilometer per round). The target must be within the range total generated by the spell, which has a maximum of value of 25 (100 kilometers). The bird seeks the person or location with a divination skill of 15. The bird travels to the midpoint of the range and circles the caster at that distance until it detects the target. The searched area is a vertical circle with a radius of 23 (40 kilometers). The target's range· 10 is the minimum time to reach the target. The maximum time is range· 7. The bird can travel through cracks and crevices to get to its destination. Upon arrival, the bird will whisper the message in the ear of the receiver. If a place was designated, the bird will continuously repeat the message aloud until the end of spell's duration or someone tells it to stop.

Zero Light

Skill: apportation/light 20

Backlash: 13

Difficulty: 13

Effect Value: 15

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: duration

Zero light causes all light within an 80 meter diameter sphere to be driven away for the duration of the spell. While this does not automatically cause darkness, any available darkness in the area of effect will spread to fill the whole area. Any light spells cast in the area will be driven away unless they have an effect total greater than that of the zero light spell. To cast zero light, the mage covers his eyes with one hand while thinking of the area to be effected. He waves a fan with his other hand in the direction of that area.

Magic

Carminstabolous's Conductive Cover

Skill: conjuration/magic 14

Backlash: 14

Difficulty: 11

Effect Value: 18

Bonus Number to: effect

Range: touch

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: speed

The mage stands next to the recipient of this focused spell and begins to rub his feet on the floor. After building up a charge of static electricity, he touches his target. A blanket of shimmering sparks and tiny lightning bolts cascade around the target for the spell's duration. If the individual protected by the conductive cover is hit by a weapon made of metal, the wielder takes electrical damage equal to the effect total of the spell. This spell is an illusion and can be disbelieved by generating a Mind or willpower total of 15.

Cast Lasher

Skill: alteration/magic 20

Backlash: 22

Difficulty: 8

Effect Value: 25

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: range

This impressed spell increases the backlash of an opponent's spell castings. To cast the spell, the mage mimics the casting of another spell, one from which he usually takes backlash. As he pantomimes the effect of the backlash, the magician casts cast lasher. To be effective the magician must take some backlash when casting the spell, as this is the contagion. The caster controls the effect of the spell. If the casting total is high enough that he would take no backlash, the mage may reduce the casting total and the effect to a level where he takes backlash. When released, the caster generates an alteration magic total that must exceed the target character's Dexterity or dodge to hit him. As the effect value has already been set, do not add the bonus number from the targeting roll to the effect value. Compare the effect value is compared to the target's highest magic skill value. Read the result points through the Power Push table. The final result points is the increased backlash the target character takes when casting spells. The magician controls the duration of cast lasher.

Cleanse Area

Skill: apportation/magic 14

Backlash: 13

Difficulty: 6

Effect Value: 2

Bonus Number to: range

Range: 4 (six meters)

Duration: 16 (25 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range, control

This spell cleans an item or area. The mage makes a sweeping motion. The spell moves all dirt and refuse into a pile wherever the caster dictates. The spell cleans a 2.5 meter radius area, up to one meter high. The caster can change targets to clean any area

Destroy Magic

Skill: alteration/magic 21

Backlash: 15

Difficulty: 10

Effect Value: 20

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast Time: 18 (one hour)

Manipulation: control

Destroy magic is an impressed spell that seeks to void an area of magic. The spell affects a 60 meter radius sphere. The mage must conjure spell patterns in her mind and subsequently shatter them.

After an hour of this mentally tiring work, the spell is impressed.

The caster releases the spell by swirling her finger in the air and pointing at the center of the area of effect. The spell affects any spells with a pattern knowledge that the caster possesses; spells using a pattern knowledge the caster does not have are unaffected. The spell works through the principle of definition. An affected spell must generate a casting total greater than the effect value of the destroy magic spell in order to survive. The destroy magic affects spells apported into the area and spells affecting beings who enter the sphere. Any spell with an effect total higher than destroy magic will dispel it.

Detect Magic

Skill: divination/magic 15

Backlash: 18

Difficulty: 16

Effect Value: 18

Bonus Number to: effect

Rm.ge: 10 (100 meters)

Duration: 8 (40 seconds)

Cut Time: 8 (40 seconds)

Manipulation: range, speed

The spell requires the magician to hold a grimoire. The mage opens the grimoire and incants the spell while slowly turning in a circle. If magic is in effect within the range of the spell. The pages will flutter softly. Compare the effect value to the effect of the spell detected. Read the result points on the General Success Table. On a minimal or average success, the caster will know the general direction of any magic. A good success, tells the caster the specific direction to the magic. With a superior success, the caster knows the exact range of the magic, while a spectacular success will tell the caster the skill and pattern knowledge of the magic in effect.

Dispel Magic

Skill: alteration/magic 20

Backlash: 18

Difficulty: 6

Effect Value: 29

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: state, duration

The magician must concentrate when casting this spell, envisioning the pattern that he plans to disrupt with this spell. The caster must know the arcane knowledge of the spell she is dispelling. If she does not know the pattern skill and knowledge of the target spell effect, the caster suffers a10 bonus modifier when casting this spell. She must gesture to draw the pattern she envisions, and then aloud commands the pattern to break.

Dispel magic works through the principle of definition. The casting mage is copies the pattern of the spell effect closely enough to invoke the principle of definition and dispel the spell. Compare the effect value of dispel magic to the casting total of the target caster.

This spell affects one target.

Floor of Binding

Skill: conjuration/magic 25

Backlash: 18

Difficulty: 11

Effect Value: 17

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: duration

This magical ward will protect a orcu1ar area 50 meters in diameter. The magician walks backward in a spiral pattern, sprinkling iron filings on the floor while chanting arcane words of binding. The mage points to the center of the area of effect. The ward detects folk with a divination skill of 28. The folk must touch the ward to activate it. The part of the body touching the floor will instantly be stuck to the spot. Once triggered in this fashion, the spell will remain in effect for one hour. During this time, any other folk who touch the affected area will be stuck. A bound victim must generate a Strength total greater than the effect value of the spell to free himself. He must generate a total for each limb stuck. A character may attempt to disbelieve this illusion by generating a Mind or willpower total of 20 or better.

Heal Object

Skill: alteration/magic 15

Backlash: 12

Difficulty: 8

Effect Value: 12

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 8 (40 seconds)

Cast Time: 6 (15 Seconds)

Manipulation: state

By casting this focused spell, the mage seeks to cause extreme heat in an object either held or worn by another individual. The mage holds a lit candle in front of his face and gazes at the target of the spell. The victim feels intense heat emanating from the object in question. Heat damage equals the spell's effect value. Apply damage each round that the target wears or holds the object.

The object itself is unharmed, because the spell is illusory. The victim may disbelieve the spell by generating a Mind or Willpower total of 15 or more.

Hide from Magic

Skill: alteration/magic 19

Backlash: 10

Difficulty: 9

Effect Value: 20

Bonus Number to: duration

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, duration

Most mages have access to a tracker or pathfinder spell, which they often use to hunt down foes. Hide from magic allows the caster to create a bubble of mystic energy around himself that concea1s his presence from divination spells. The caster is still visible to the naked eye. Conjuration, Alteration, and Apportation based spells still affect him.  To create the sphere, the mage closes his eyes and mimics the sculpting of the field around him, as if it were being made from day. Compare the spell's effect value to the casting total of any divination spell seeking the caster. The hide from magic protects the caster if it has the higher effect value.

Imprisonment

Skill: conjuration/magic 19

Backlash: 17

Difficulty: 10

Effect Value: 20

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: control, duration

The rite of imprisonment traps a foe within bars made of mystic energy. To cast this, a mage must beckon with his hands as if exhorting something something to rise from the ground. He then mimics the struggle to escape from a narrow cell He points at his target, and if the casting total of the spell is greater than the target's Dexterity or dodge, it effectively traps its quarry. The spell's effect value is the Strength of the bars. The target can free himself by generating a successful Mind or willpower total against difficulty number equal to the spell's effect value. The rite confines the target to a 2.5 meter radius sphere. It cannot be used on creatures larger than the sphere.

Magic Ladder

Skill: conjuration/magic 15

Backlash: 16

Difficulty: 16

Effect Value: 14

Bonus Number to: duration

Range: 9 (60 meters)

Duration: 18 (one how)

Cast Time: 9 (one minute)

Manipulation: speed

The spell caster must have a small. hand-held carving of a ladder. While staring at the carving, he mentally envisions a small ladder of magical energy forming from the original He mentally places the magic ladder in the desired locale and begins chanting in ever increasing octaves. As his chant increases pitch, the ladder grows to its full height of 12 meters. The mage can stop the growth at any height up to this maximum. The ladder has a Strength and Toughness of 12. The ladder can be moved from its original placement and in all respects is a physical object. The magic ladder may be dispelled at any time if the caster is within range of spell.

 

 

Mystic Shield

Skill: conjuration/magic 19

Backlash: 16

Difficulty: 11

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, duration

To cast this spell, the mage stands with his hands held out before him, and acts as if an invisible barrier stands before him. He pushes against the barrier with his hands and discovers that it surrounds him. As he finishes this action, he mouths the words of the rite, and a cone of magical force forms around him. The spell's effect value is the Strength of the shield. Spells directed against the caster with an effect value less than or equal to the spell's effect value will be absorbed. A spell that is stronger than the shield will cause it to shatter, and the now vulnerable mage takes full damage from the spell.

Mystic Star

Skill: conjuration/magic 21

Backlash: 20

Difficulty: 15

Effect Value: 30

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: cast time, state, duration Mystic star allows the mage to create a swirl of mystic energy with very sharp edges. The mage voices one word of power while reaching back to throw. The star appears in her hand as she hurls it toward her victim. She must generate a conjuration skill total, with a+ 10 accuracy modifier Compare the casting total to the target's Dexterity or dodge.

Compare the effect total to the target's Toughness or armor value (the spell will affect enchanted armor). Find the final result points on the Combat Results Table. The star can be disbelieved with a Mind or willpower total of 15.

Rinaldo's Resounding Racket

Skill: conjuration/magic 19

Backlash: 15

Difficulty: 13

Effect Value: 15

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 9 (one minute)

Cast Time: 12 (four minutes)

Manipulation: control, cast time

This spell allows the magician to create illusory sounds for the duration of the spell Explosions or loud banging noises are common, but other sounds, even musical notes, may be conjured.

This spell cannot imitate noises generated by living beings, such as groans, screams, speech, or barking. Sounds are limited to those that come from inanimate objects. The magician covers his mouth with a scarf or silk and points in the direction the sound is to come from. The sound is created within a 100 meter radius sphere. Music created with this spell is considered an art form. Judge its artistic quality as described in the Torg Rulebook under the artist skill (page56). Use the spell's effect total as the artist skill total Ignore the minimum creation time on the work quality chart.

The spell may be disbelieved by a listener by generating a Mind or willpower total of 15.

Ryggin's Steel Bands

Skill: alteration/magic 12

Backlash: 11

Difficult: 10

Effect Value: 20

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control

The caster of this spell must have a metal bar or rod. She holds the bar in one hand while creating three identical images of the bar in her mind. When the mage points at her target, three metal bands appear and stream toward the target of the spell Generate a conjuration skill total greater than the target's dodge or Dexterity to hit. If successful, the bands wrap around the victim's body, restraining his arms and legs. The bound individual must generate a Strength total of 20 or more to break the bonds. Ryggin's steel bands is an illusion and a Mind or willpower total of 15 or more will cause the bands to fade. This spell can only be used on human sized or smaller beings.

Spell Bouncer

Skill: apportation/magic 15

Backlash: 13

Difficulty: 11

Effect Value: 20

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: duration

The mage must have a small mirror to impress this spell. She conjures a glowing ball of magical energy with which she performs rigorous exercises, manipulating the ball toward herself while reflecting it away with the mirror. When the mage finally allows the ball to strike her, the spell is impressed. The wizard may release her spell by putting up her hand in a stopping motion when an enemy mage targets her with a spell. She must announce the use of the spell bouncer before she discovers any effects of the attacker's spell. The spell is cast normally if it has an effect total greater than the spell bouncer. If the spell bouncer has a greater effect total, the spell is reflected a distance equal to the result points of the spell bouncer. Spells take effect where they are reflected to. This spell may be cast by one or more wizards to bounce the same spell more than once.

Spell Snatcher

Skill: apportation/magic 19

Backlash: 19

Difficulty: 14

Effect Value: 30

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast Time: 3 (four seconds)

Manipulation: control, range, speed

The magician makes a sweeping gesture from the target character to his head, while reciting the opening words to the theory of state. The spell steals an impressed spell from the target's mind. The stolen spell immediately impresses itself in the mind of the caster, but it must be cast before the end of the duration of spell snatcher or it fades away. Compare the effect value with the target's conjuration magic value (his Mind if he does not have conjuration magic). Read the result points on the General Results table. On a minimal, average, or good success the victim chooses the impressed spell he loses (assuming he has more than one impressed). On a superior success the gamemaster randomly determines the spell to be gained. A spectacular success allows the caster to choose the spell he gains.

Mixed Forces Edit

_______________________

Inanimate Forces Edit

Dispel Magic Fire

Axiom Level: 9

Skill: alteration/ inanimate forces 19

Backlash: 14

Difficulty: 8

Effect Value: 30

Bonus Number to: effect

Range: 15 (1 kilometer)

Duration: 0 (1 second)

Cast Time: 9 (1 minute)

Manipulation: control, duration, state

A very specific magical dispel, this spell can be directed only at magical fires. If cast successfully, the mage compares the result value of the spell to the casting total generated by the caster of the magical fire. If the effect value is the higher of the two, then the magical fire disappears. Although the duration of the spell is only one second, its speed is almost instantaneous. However, the spill only affects magical fire; not fire created by magic and maintained by normal means.

Enchant Armor

Skill: alteration/inanimate forces 17

Backlash: 14

Difficulty: 9

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 25 (one day)

Manipulation: control, duration, cast time

The caster takes each piece of armor to been enchanted and holds it before him. With his other hand he takes arrows, daggers and other weapons and touches them to the metal; then he shatters the weapons, simulating the effect the magically toughened armor will have for the duration of the spell. Compare the effect total of the spell to the armor value and read the difference on the Power Push Table. Add the result points to the armor’s maximum value.

Enchant Bow

Skill: alteration/inanimate forces 17

Backlash: 19

Difficulty: 10

Effect Value: 22

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 25 (one day)

Manipulation: control, duration, cast time

The enchant bow spell is based on the same pattern of magic as enchant armor, and the effectiveness of the spell can be determined in the same manner, increasing the maximum damage value and adds of the weapon. To cast this spell, the mage should take a piece of armor and heat it until it begins to grow soft. He then puts an arrow into the bow and fires it at the armor, which it will easily pierce. He must repeat this action several times, while reciting the proper incantation. When he finishes the casting, the bow will fire straight and true and cause great damage to the enemy.

Find Things

Skill: divination/inanimate forces 13

Backlash: 16

Difficulty: 8

Effect Value: 0

Bonus Number to: range

Range: 7 (25 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: duration

To the casual observer, the magician who uses this spell appears to have an uncanny ability for locating lost or hidden objects. Casting this spell merely requires that the magician have an accurate description of the object he is searching for, or he must have seen it once. The object may not be larger than the caster.

Once the spell is cast, the mage will locate the object: if it is within range of the spell and has not been magically hidden. The caster may move while the spell is operating and he may change target or even cancel the effect.

Frost Bridge

Skill: alteration/inanimate forces 16

Backlash: 14

Difficulty: 9

Effect Value: 12

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: none

This spell is cast by a mage who wishes to cross a body of water. The caster makes a sweeping motion with her arm over the water she wishes to cross. This creates a disc of extremely low temperature just below the water's surface, freezing that small area almost instantly. The caster may then step on the disc and, controlling the apportation of the spell, move across the water at a rate of 40 meters per round, simultaneously forming a bridge of water behind him. This bridge can hold up to the effect total of the spell in kilograms. The caster may, if she chooses, start the disc on the opposite shore (up to one kilometer away and within sight) and have the bridge form backward. This works nearly as well, except there is a chance of fog fanning over the low temperature disc and obscuring it from sight. The caster may dispel the disc and/or the bridge at any time. Otherwise, it will melt naturally after the duration expires.

Glue

Skill: conjuration/inanimate forces 16

Difficulty: 13

Effect Value: 18

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 15 (16 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

This is a focused spell. The glue spell conjures the inanimate forces that hold objects (or people) together. The spell produces a sticky film that forms over a 10 meter surface area, centering on the target point of the caster's choosing. Anything that comes in contact with an object covered with glue must make a Strength roll exceeding the effect value of the spell to break free. For each attempt at breaking free from the spell's effect, a creature will suffer two shock points of fatigue. To cast this spell, the magician must have a small amount of pine sap and a coin. While casting the spell, the mage applies the sap to the coin and then presses her thumb firmly against the sticky surface. This spell is illusory, and a Mind or willpower total of 17 is necessary to disbelieve its effect.

Increase Weight

Skill: alteration/inanimate forces 19

Backlash: 13

Difficulty: 6

Effect Value: 24

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 14 (10 minutes)

Cast Time: 18 (one hour)

Manipulation: control, duration, state, cast time

This is an impressed spell. By manipulating the inanimate forces knowledge, this spell makes it possible for a sorcerer to increase the weight of an opponent, sending him crashing to the ground.

The effect value of this spell is equal to the force that is pulling the target to the ground. To move, a creature must generate a Strength total greater than the effect value of the spell. A flying creature that fails its Strength action will plummet to the ground, taking a damage value equal to the effect value of the spell plus the value of the distance fallen. This spell is cast by holding a pebble in the palm of your hand and then letting it drop to the ground as if it had grown too heavy to support. In battle, the spell requires only a gesture in the direction of the target to be released. If the casting total is greater than the Dexterity or dodge value of the target, the spell will be effective.

Light Armor

Skill: alteration/inanimate forces 16

Backlash: 12

Difficulty: 11

Effect Value: 16

Bonus Number to: effect

Range: touch

Duration: 9 (one minute)

Cast Time: 4 (six seconds)

Manipulation: duration

This spell only affects the mage who casts it. He must cross his arms on his chest and summon the power of magic and transform it into light. The result of light gives the mage a glowing suit of armor that covers his entire body with a Toughness equal to the effect value of the spell. The mage may not tum it off, but may shape it into any form he wishes. It must, however, cover his entire body. The glow of the armor will also make non-death or darkness aligned creatures react somewhat more favorably toward the caster (GM's discretion on how favorably).

Lightning

Skill: alteration/inanimate forces 19

Backlash: 19

Difficulty: 11

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control, speed, range

Quick, jagged motions by the caster's arms begin this spell. If successful, powerful electricity charges well up within the caster (doing no harm other than making his hair stand up). He may then cast a lightning bolt for each of the next few rounds, and each bolt has a damage value equal to the effect value of the Original casting. To hit the target, the mage must make an alteration total that exceeds the target's Dexterity or dodge. This is a separate roll and has nothing to do with the initial success roll of the spell.

Magic Marker

Skill: alteration/inanimate forces 18

Backlash: 12

Difficulty: 7

Effect Value: 0

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 14 (10 minutes)

Cast Time: 3 (four seconds)

Manipulation: control, duration, cast time

This spell appears to create a colored marker in the air beside a flat. Vertical surface. In actuality, it converts the inanimate forces present in front of the surface into light-light whose form and duration can be controlled by the caster. Usually, the mage will create a marker out of light that will then write words or draw diagrams "on" the flat surface. The surface that can be so affected may not have an area greater than 3 meters, however, and it must be reasonably flat. If can be of any composition. The letters can be produced or changed within seconds of the mage's command. The whole area, or just selected parts may be affected immediately.

Major Eraser

Skill: alteration/inanimate forces 22

Backlash: 20

Difficulty. 17

Effect Value: 40

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: duration, range

Based on the less potent (but more widely used) minor eraser spell (below), this spell may only be cast on humans who are under the effect of spells with the pattern of inanimate forces. To cast, the mage must "brush himself off" while nodding in the direction of the person to be affected. If the result value of the spell is higher than the casting value of the magic that is being "wiped away," then it will erase the prior effect. If not, then nothing happens.

Minor Eraser

Skill: alteration/inanimate forces 18

Backlash: 16

Difficulty. 10

Effect Value: 20

Bonus Number to: duration

Effect Value: 6

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: duration, range

To cast this spell the mage need only glance at the area to be affected and summon the energy. The spell creates a small eraser of light that will move to the caster's will for the duration. It can only be used to erase letters made by the magic marker spell. The result value of the spell must exceed the original casting value of the magic marker. If it does, then the caster can use it to wipe away the letters she chooses.

Rocket

Skill: alteration/inanimate forces 20

Backlash: 17

Difficulty: 12

Effect Value: 18

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control, duration, range

This is a focused spell. This spell transforms the gravitational pull on the target object into heat. The sudden lack of gravity causes the object to shoot skyward-expelling the heat as it goes. The spell will launch the object at a speed equal to its effect value minus the target's mass. The object will continue to travel upwards until the duration ends or the caster wills it to stop.

Telekinesis

Skill: apportation/inanimate forces 11

Backlash: 16

Difficulty: 10

Effect Value: 6

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 12 (4 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range, state

A simple apportation spell, it is usually used as an alternative to the arm of air. The caster need only point at the object, make a "lifting" motion with her hand, and direct the apportation of the inanimate object. The maximum mass that may be moved at one time is equal to the effect value of the spell. While the duration lasts, the caster may lift more than one object by simply gesturing with her free hand (this is, however, a One-on-Many action). Once in the air, the object(s) will hover if not directed by a hand motion-for as long as the duration lasts, or until the caster puts it (them) down.

Telekinesis Major

Skill: apportation/inanimate forces 16

Backlash: 18

Difficulty: 12

Effect Value: 15

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 15 (20 minutes)

Cast Time: 18 (one hour)

Manipulation: control, state

This is an impressed, focused spell. A more powerful version of the telekinesis spell, this version may be impressed into non-spell casters. The impressing of the pattern is done by having the target sit in the middle of the room while the caster (or an assistant if the caster is the recipient of the spell) moves objects at the target's command. In all other aspects, telekinesis major is identical to its lesser counterpart.

Visual Aid

Skill: conjuration/inanimate forces 18

Backlash: 17

Difficulty: 13

Effect Value: 0

Bonus Number to: range

Range: 6 (15 meters)

Duration: 14 (10 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range, duration, state, control

All this spell requires of the caster is a dear vision of the illusion to be produced. The caster can summon forth and control a pattern of colored light with a 15 meter radius. The light can take on any shape or form, and may shrink or expand (up to the maximum radius) to the caster's will. It is, however, an illusion (with a Mind or willpower disbelief difficulty of 17).

Living Forces Edit

Awaken

Skill: conjuration/living forces 10

Backlash: 13

Difficulty: 8

Effect Value: 12

Bonus Number to: effect

Range: touch

Duration: 5 (10 seconds)

Cast Time: 4 (five seconds)

Manipulation: none

This spell can awaken a sleeping or unconscious target. To cast, the mage need only shake the subject lightly and will her to awaken. The spell, if cast successfully, will automatically awaken the target (if the object of the spell is naturally unconscious). It will also remove all shock points and the O of a KO condition if the target has been asleep for more than 10 seconds and has not suffered a Mortal wound.

Charm Person

Skill: conjuration/living forces 16

Backlash: 18

Difficulty: 10

Effect Value: 14

Bonus Number to: effect

Range: 2 (2.5 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: control, duration, state

The casting of this spell begins with a smile and a gesture resembling a greeting. Substitute the effect value of the spell for the caster's charm skill (or is used as the charm skill if the mage does not have the ability). Unlike the skill, however, the caster may roll each round instead of every few minutes. Charm person is limited to living beings of man size or smaller, and those that can understand the caster's language. Charm person is an illusory spell with a difficulty of 12. If the spell is disbelieved, then it has no effect. If the spell duration lapses, the effect wears off rather quickly; it usually takes about an hour for intelligent creatures or up to a day for simpler ones.

Command Obedience

Skill: alteration/living forces 18

Backlash: 18

Difficulty: 13

Effect Value: 20

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 16 (30 minutes)

Cast Time: 12 (four minutes)

Manipulation: duration

This is an impressed, focused spell. To work the spell, the caster must have a metal item, such as a ring or collar that can be worn by the target. After the spell is impressed in the caster's mind, the mage presents the contagion to his target, speaking the words “I am your master; wear this and serve me well," when the target puts on the item. 'The spell is then released (focused on the item) and the target must make a Mind or Willpower roll greater than the effect value of the spell. If this resistance fails, the target will obey the caster for the duration, or until the enchanted object is removed from target a distance greater than the spell's range. If the caster commands the target to commit a self-destructive act or an act totally against its nature, the target receives additional resistance rolls.

 

Detect Living Beings

Skill: divination/living forces 12

Backlash: 18

Difficulty: 13

Effect Value: 16

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 9 (one minute)

Cut Time: 5 (10 seconds)

Manipulation: range, state

This spell can be used to locate kindred within range of the caster. To throw the spell, the mage must have a body part of one of the kindred in her right hand (a lock of hair from a human, a scale of a lizard, a feather of a bird, etc.). The origin of the contagion has no influence on the spell's effect, as long as it comes from one of the kindred. The caster then burns the object (if it is flammable) or heats it (if not) and inhales the smoke, all the while concentrating on expanding her awareness. After the casting time ends, the mage can then sense any kindred within range of the spell. Initially, the mage may only detect the presence of kindred-and their location within the range--but, once detected, she may attempt to discern what they are. If the mage decides to do so, she must concentrate on that one specific target. If the kindred has a Mind value less than 16 (the effect value), then the caster knows which of the kindred races it belongs to. If the Mind value of the creature is equal to than 16, then the spell is broken. The caster does not have to attempt to discern specific race.

Diminished Senses

Skill: alteration/living forces 17

Backlash: 22

Difficulty: 14

Effect Value: 15

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 15(16 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

This nasty little curse will reduce the Perception of any kindred that fall victim to the spell. If the spell is cast correctly then the effect value of the spell is compared to the target’s Perception and the difference is read as result points on the Power Push Table. The total result points, plus a modifier of +5, are then applied to the difficulty of any perception based skill performed by the victim. This modification lasts the entire duration of the spell.

Facade of Normality

Skill: alteration/living forces 15

Backlash: 16

Difficulty: 13

Effect Value: 18

Bonus Number To: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: control

This is an impressed, focused spell. As a mage releases this spell, she weaves a web of illusion over the target such that anyone who looks at him will see nothing out of the ordinary. No one will give the target a second glance. If the target does something unusual (picking a lock, stealing a purse), then all observers may roll Mind totals to overcome the power of the spell. Any witness to an incongruous act must beat the spell's effect value or ignore the object of the spell. If the target is noticed by one person, then the spell is broken. Whenever the target performs an extremely unusual action or one that affects something very large (larger than he is), every bystander is allowed to generate a total with an automatic +4 bonus modifier. If the target of the spell injures another person or affects a really large object (over twice his size), all observers receive a +10 bonus modifier. Anyone who is directly injured by the target automatically notices and breaks the spell (unless that person is immediately killed or KO'ed).

First Aid

Skill: alteration/living forces 14

Backlash: 10

Difficulty: 9

Effect Value: 20

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 5 (10 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control, range

To cast this focused spell, the mage crosses her arms over her chest and mimes the casting of a healing miracle. Then, she points at the being to be aided. The effect value of the spell is applied to the first aid table in the Torg Rulebook (pg. 55). If the effect value, modified by the bonus number, equals or exceeds the necessary first aid roll for the wound in question, then the first aid succeeds. If not, then the spell fails and the caster may not try to stabilize the same wound on the same character that day. The caster must concentrate during the casting and the duration, or the spell will fail.

Gain Sense

Skill: alteration/living forces 18

Backlash: 18

Difficulty: 14

Effect Value: 18

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 12 (four minutes)

Manipulation: cast time

This is a focused spell. A useful and versatile spell for the magician who desires the vision of a hawk or the smell of a hound. The spell requires that some part of the creature whose sense is to be gained must be dried and ground into a fine powder during the casting of the spell. The caster (and the target cannot perform any other actions during the casting of the spell and she must concentrate on assuming the sense desired. After the spell has been cast, the mage may use the effect value as a bonus number to any Perception roll that the target makes which directly uses this sense as a mechanism.

Example: A mage with the bonus sense of smell (from a hound) can use the effect value as a bonus number for a find or tracking skill roll. The nose of a hound would obviously not help her Perception based skill of language, however.

Heal

Skill: alteration/living forces 15

Backlash: 17

Difficulty: 8

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, duration

To apply this focused spell to a wounded creature, the caster must touch each of the target's wounds, and examine the creature as if the mage were a doctor. During this time, the mage must concentrate on the kindred's wounds healing at an accelerated rate.

When this spell is cast, the effect value of the spell is read on the Power Push Table and added to a result modifier of +6. This total then generates a bonus number that is applied to the character's recovery roll against the medicine skill chart on page 56 of the Torg Rulebook.

Example: Bargaran the Knight has sustained a heavy wound from a battle with the Evil Sorceress. He visits the Mad Mage of the Woods who casts the heal spell. The mage has an alteration skill of 15. He rolls an 8, yielding a cast roll of 13-the spell has been cast successfully. The -2 is then applied to the spell's effect value of 15, yielding a casting value of 13. The gamemaster consults the Power Push Table and gets a result of +5. Added to the +6 result modifier, this equals a total +11 to Bargaran's healing check. He consults the medicine table and makes his roll. This spell may only be cast on the same target once per day. This is because the duration of the spell must be twenty four hours-the same time period that it takes to attempt wound recovery. After the duration has elapsed, the kindred's body will have repaired itself, making the magical healing permanent. If the duration of the spell is interrupted-by a dispel magic or by a living forces spell of greater casting value than the heal then the kindred's wound will return immediately, along with an additional K2 resulting from the sudden shock of the returning wound.

Improved Dexterity

Skill: alteration/living forces 17

Backlash: 16

Difficulty: 12

Effect Value: 15

Bonus Number 10: effect

Range: 5 (10 meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: duration, state

This spell can be focused on any kindred. To cast this spell, the mage moves her hands, slowly at first, but increasing in speed for 5 seconds then, she gestures with both hands at the target. Compare the effect value of the spell to the Dexterity of the target. If the effect value is higher, then read the difference as a Power Push and add the Power result, plus a modifier of 3, to the target's Dexterity.

Improved Magical Strength

Skill: alteration/Living Forces 18

Backlash: 20

Difficulty: 16

Effect Value: 14

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: control, duration

This spell uses magic as a mechanism and can be focused on any kindred. Compare the effect value of the spell to the target's Strength and, if the effect value is higher, then the target's attribute is increased to the effect value of the spell. The caster- controls the duration of the spell and may even change its target. The maximum effect that can be generated (using Possibilities, cards, and additional rerolls) is 21.

Light Levitation

Skill: apportation/living forces 18

Backlash: 14

Difficulty: 8

Effect Value: 14

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 13 (six minutes)

Cast Time: 5 (10 seconds)

Manipulation: duration

To cast this spell, the magician must hold a feather in her right hand. The caster makes a slow, upward motion with both hands and the target of the spell (if it’s mass is less than 600 kilograms

) will rise into the air at a speed of 25 meters per round. If the target is living, then the caster must exceed the dodge or Dexterity of the victim. The caster then has full control of the object's apportation, and may even change targets of the spell or end it entirely. Since the mechanism of this spell is Light, the target will have a slight luminescence about it. If the spell is turned off, dispelled, or if the mage changes the target of the spell the original object will float to the ground slowly and safely.

Murgee's Energy Drain

Skill: apportation/living forces 20

Backlash: 15

Difficulty. 14

Effect Value: 18

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: range

This is an impressed spell. This is a devious spell produced by the master of dark forces. Murgee's energy drain gives the caster additional energy at the expense of a foe. To cast the spell, the mage must simply concentrate on drawing energy from a living creature-since it is an impressed spell, the caster should keep several small, inoffensive creatures handy-and she must indicate each of them with, first, a pointing of the right index finger and, second, by making a "come hither" gesture with the left hand.

When releasing the spell, the mage need only repeat the gesture once, indicating the primary target. The casting value must exceed the target's Toughness plus a result modifier of 2 for the spell to work. The result points, plus 7, are read on the Power Push

Table. The Power value equals the number of shock points inflicted on the target creature and transferred to a "pool" set up by the Caster. This pool acts as an "extra" amount of shock damage the caster can sustain. Any shock (but not wound) damage taken by the caster is first subtracted from this pool and, if there is any remaining shock to be taken, then applied to the caster's Toughness. In order for the pool to remain, the caster must concentrate on keeping its energy around her body. If she does not, the extra shock resiliency will dissipate immediately.  The caster may, however, change targets for the duration of the spell, draining many creatures in succession. Each additional attack must be resolved using the One-on-Many Table. Example: Kathrisa is being attacked by two Viking warriors. Each has a Toughness of 8. Kathrisa has sustained two shock points of damage from fatigue, but the Vikings are fresh and ready to slay. The mage releases her energy drain on the nearest Viking. Since she has an apportation skill of 18, the bonus of +1(when she rolls a 13) lets her succeed easi1y. To see how many shock points she drains, she subtracts the

Viking's Toughness +2 (10) from the result points of 19, equaling 9--a +4 on the Power Push Table. Added to the +7 result modifier, this means Kathrisa can "drain" the Viking for 11 shock points.

Because the Viking only has a Toughness of 8, he falls unconscious and Kathrisa only gets 8 points for her pool. Since she has already taken 2 points of shock damage, she recovers those first, giving her a final total of 6 points in her pool. The other Viking gets worried. If Kathrisa decides to drain the second Viking, she will have to make another casting roll. Additionally, since she is affecting a third target (the first Viking was one, Kathrisa herself was the other), her difficulty will be increased by 2 points.

Persuasion

Skill: conjuration/living forces 16

Backlash: 19

Difficulty. 12

Effect Value: 20

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 14 00 minutes)

Cast Time: 5 00 seconds)

Manipulation: control, duration, state

The mage casts the spell by nodding in agreement with the proposition he intends to offer, and then he speaks the proposition to finish the spell. It is necessary to speak the entire proposition out loud within the cast time of the spell, so complicated suggestions are usually out of the question. Substitute the effect value of the spell for the caster's persuasion skill. Persuasion only works on beings who can understand the proposition being offered. The spell is illusory, and even after the proposition is accepted, a Mind or willpower total of 12 or more negates the effect of the spell. After the duration expires the character is no longer persuaded, although unless the character has a pressing reason to reexamine his acceptance of the offer, or has an attitude of hostile or enemy toward the caster, he will continue with the terms of the agreement.

Sense Abilities

Skill: divination/living forces 19

Backlash: 8

Difficulty: 6

Effect Value: 21

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 1400 minutes)

Cast Time: 18 (one hour)

Manipulation: control, duration

This is an impressed spell. If the magician wishes to size up another kindred, then he may wish to use this spell. To cast the spell, the mage must flip through as many texts and sources of lore (all regarding kindred) as he can in the cast time. To release the spell, all the mage needs to do is stare at the creature. If the effect value of the spell is higher than the Mind of the creature inspected, then the number of result points is read on the Success Column of the General Push Table. On a Minimal result, the caster learns what skills the target has under one ability (Dexterity, for example). For an Average result, the mage would get descriptions of two attribute skill groups. And so on. If the caster gets a Spectacular success, he should learn just about every ability the creature has-but there may be one or two held back by the GM anyway. The caster may change targets as long as the duration lasts, and he may negate the spell at will.

Sixth Sense

Skill: divination/living forces 15

Backlash: 15

Difficulty: 7

Effect Value: 14

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 10 (100 seconds)

Cast Time: 18 (one hour)

Manipulation: cast time, duration

This is an impressed, focused spell. The caster must touch the recipient of the spell with a dead (and preferably dried) bat for the entire cast time. He must move it about the target and mimic the cry of the animal. The target may then release the spell at any time, and he will have a "sixth sense" that allows him to perceive things not normally seen. When searching for something, the target can make a Perception or find roll, based on the effect value of the spell, after his initial attempt fails. He is also allowed to make such a roll even when he is unaware there is anything to search for (the GM should do this in secret, only informing the player on a success). Likewise, any creatures that comes within 100 meters of the spell's target are subject to the same automatic Perception roll with no modifications for stealth, cover, or even invisibility. The character can "feel their presence. Intelligent creatures use their

Mind totals as the difficulty number, while inanimate and non- intelligent beings are automatically perceived. If a creature or object has been magically "cloaked" from perception, however, the effect value must overcome the casting total of the other spell to work.

Suggestion

Skill: conjuration/living forces 14

Backlash: 18

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 11 (two minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, range

This spell acts as a persuasion attempt by the caster, using the mage's result value instead of the persuasion skill. The character must speak a "suggestion" to the target (in a language the target can understand) while casting the spell. Compare the effect value of the spell to the target's willpower or Mind with the result read on the Charm/Persuade Column of the Interaction Results Table.

The suggestion spell is illusory, and it can be disbelieved by the target (on a result of 12 or higher). After the duration lapses, the suggestion will stay with the creature, with disbelief rolls increased by the value of the time after the spell has expired. The spell uses darkness as a mechanism, so the creature's welfare or interests do not affect the casting of the spell.

Vigor

Skill: alteration/living forces 15

Backlash: 15

Difficulty: 11

Effect Value: 18

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 16 (30 minutes)

Cast Time: 3 (4 seconds)

Manipulation: control, state

This focused spell will increase the Toughness of any kindred. The caster need only gesture at the target and flex his arm to cast the spell. The effect value is compared to the Toughness of the target. If the effect value is greater, then the difference is read as result points on the Power Push Table. The target's Toughness is increased by 3 plus the result points of the Push. If a creature affected by this spell sustains shock damage exceeding its original Toughness, it will remain conscious until the spell ends. If it has not recovered from the shock before this time, then it will go down.

Fish Eyes

Skill: divination/aquatic 11

Backlash: 10

Effect Value: 4

Bonus Number to: duration

Range: 13 (400 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: control

Fish eyes allows the mage to see through the eyes of a single aquatic creature. It only conveys information to the mage who doesn't control the creature. The mage must touch a living aquatic creature, hold it for a second to make the link, and then release it. The caster must concentrate on the visions the creature sends him. The spell can be ended at any time. The caster sees through the fish's eyes if the spell's effect value is greater than the fish's Perception. Any Perception based skill totals the caster generates may not exceed the fish's Perception

Charm Bird

Skill: alteration/avian 19

Backlash: 12

Difficulty, 7

Effect Value: 22

Bonus Number to: effect

Range: 2 (2.5 meters)

Duration: 38 (one year)

Cast Time: 16 (25 minutes)

Manipulation: cast time, control, range

This impressed spell allows the caster to make multiple charms on a bird within range. A charm attempt may be made each round until the caster gets a satisfactory result or fails (birds are generally neutral toward a character). The caster may persuade the bird, attempting to get a yes or vow (the caster may try over each round until a satisfactory result or failure occurs). Make Charm and persuasion rolls versus the bird's Mind or willpower. Read result points directly on the charm/persuade column of the Interaction Results Table.

Communicate with Birds

Skill: divination/avian 18

Backlash: 7

Difficulty: 8

Effect Value: 12

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: cast time, control, state

The caster of this spell requires feathers from the type of bird he wishes to communicate with. The caster uses the feathers to draw the figure of the bird in the ground. The caster then imitates the speech of the bird as he swishes the feathers across the drawing. Compare the effect value of the spell to the difficulty of 12. Read the result on the Power Push Table. The result modifier is 5.

Add the final result points to the caster's Perception for purposes of using the language skill only. If unskilled, the caster gains the language skill for the duration of the spell. The caster may end the spell at any time.

Create Giant Avian Servant

Skill: alteration/avian 19

Backlash: 17

Difficulty: 18

Effect Value: 21

Bonus Number to: duration

Range: 3 (four meters)

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: control, state

Create giant avian servant is a focused spell that transforms a normal sized avian into a large sized avian of the same type. The transformed avian is large enough to be used as a mount by the caster. The caster simply takes hold of the avian and quickly runs his hands from head to tail of the avian. The avian grows to the large size and remains in that form for the duration of the spell. This spell requires the caster to have feathers from the particular avian he intends to transform. The spell assumes the bird has a

Strength of 1. Its talons do STR+3, while the beak does SfR+2. The avian retains its mental attributes, but its physical attributes change as follows:

DEXTERITY 16

STRENGTH 16

TOUGHNESS 16

Natural Tools: talons, STR + 9/25; beak, STR + 8/24

Eagle Eye

Skill: divination/avian 16

Backlash: 15

Difficulty: 19

Effect Value: 20

Bonus Number to: duration

Range: 20 (to kilometers)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: cast time, control, state

Eagle eye allows the caster to see through the eyes of any avian type the caster specifies. The caster must hold the avian and trace its body with feathers of the same type of avian. He then traces the feathers across his face and eyes, as he releases the avian. The caster can see through the avian's eyes if the spell's effect value is greater than the avian's Perception. Any Perception based skill totals the caster generates may not exceed the bird's Perception.

The caster must concentrate to perceive the images from the eyes of the avian. The avian's vision travels back to the caster at 4,00J meters per round (speed value of 18). As long as the avian remains within the range of the spell, the caster will see through its eyes. The spell's effect stops if the avian exceeds the spell's range. If the avian returns within range, the connection resumes.

Fly

Skill: apportation/avian 20

Backlash: 8

Difficulty: 8

Effect Value: 13

Bonus Number to: duration

Range: touch

Duration: 18 (one how)

Cast Time: 5 (10 seconds)

Manipulation: control

Fly is a focused spell and requires the feathers, skin or other covering from the skin of a flying creature. The mage flaps the component as if flying, then gives them to the recipient of the spell. The character can fly as long as the component touching the character's skin. Passing the component to another character does not allow the other to fly. The character immediately loses the ability to fly if the component is lost. The speed of flight is equal to the effect value.

Summon Bird

Skill: apportation/avian 16

Backlash: 8

Difficulty. 8

Effect Value: 5

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 16 (25 minutes)

Cast Time: 14 (10 minutes)

Manipulation: cast time, state

This spell allow the caster to summon a bird within a one kilometer radius. The caster must specify the type of bird to be summoned and needs to have feathers of that type of bird. The casters stands alone in the forest and rubs the feathers on his arms and legs. He then makes a full circle while imitating the sounds of the bird. The bird is summoned if effect total is greater than the bird's Strength.

Earthly Edit

Animal Shield

Skill: alteration/earthly14

Backlash: 13

Difficulty: 9

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 23 (10 hours)

Cast Time: 19 (90 minutes)

Manipulation: duration

Animal shield is an impressed and focused spell. The adept prepares a large, roaring bonfire and hangs a bag of coal ash above it. While chanting and screaming, she tosses pieces of animal skins onto the fire. The smoke from the burning skins glow red and concentrates in and around the bag. Later, the adept pours out ash from the bag to form a circle of ash around the area to be protected. While touching the ash circle, the adept releases the spell. The circle can be; up to 20 meters in diameter. The ash is good for one use. The spell protects those within the circle from attacks by wild beasts. The spell uses a test attack on any earth1y creature attempting to enter the circle. Compare the effect value of the spell to the animal's Mind or willpower. Read the result points on the Power Push Table. Thespel1's result modifier is +6. Find the final result points on the test column of the Interaction Results

Table. Animals with a Mind of 6 or less are automatically setback, preventing them from entering the circle.

Communicate with Animals

Skill: divination/earthly 16

Backlash: 14

Difficulty: 10

Effect Value: 26

Bonus Number 10: effect

Range: touch

Duration: 13 (five minutes)

Cast Time: 4 (five seconds)

Manipulation: control, duration

The caster must have something from the specific species of animal with which he wants to communicate (a lock from the mane of a horse, the claw of a manticore). He places the specific contagion on the ground before him, and draws a line in the ground leading from the object to himself. He draws a second line in the opposite direction. Compare the effect value to the difficulty of 12. Add the result points to the caster's. Perception for use in the language skill only. If unskilled, the caster gains the language skill for the duration of the spell.

Enhance Horse

Skill: alteration/earthly 19

Backlash: 19

Difficulty: 14

Effect Value: 19

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 16 (25 minutes)

Manipulation: control

Enhance horse adds to a horse's speed limit value, Dexterity and Toughness. To cast the spell, the mage needs three hairs from the target horse's mane. While casting the spell, the mage braids the hairs and ties them into a strong knot. Compare the spell's effect value to the horse's Dexterity or Toughness (whichever is higher). Add the result points to both attributes. Read the result points on the Power Push Table and add it to the speed limit. The spell leaves the horse ravenously hungry when it wears off. If the horse is given sufficient food, the spell can be safely cast repeatedly.

Horse

DEXTERITY 9

Dodge 10, running 11, unarmed combat 10

STRENGTH 13

TOUGHNESS 10

PERCEPTION 6

MIND 3

Willpower 8

CHARISMA 3

SPIRIT 3

Natural Tools: hooves, damage value STR+2/15; speed value, 11

Insect Repellent

Skill: alteration/earthly 13

Backlash: 10

Difficulty: 9

Effect Value: 12

Bonus Number to: duration

Range: touch

Duration: 25 (one day)

Cast Time: 14 (10 minutes)

Manipulation: duration

Insect repellent is a focused spell. A small willow twig must be peeled of bark and placed above a smoldering, smoky fire for 24 hours (several can be made at once). The adept can render any folk immune from insects for a day by rubbing the twig on the folk's arm while incanting. The smoke twig is good for one application only. Twigs retain their potency until broken. The spell protects an area 1.5 meters in radius and volume, through a test attack. Compare the spell's effect value to the Mind of the insect. Find the result on the Power Push Table. The result modifier is +5. Find the final result points on the test chart of the Interaction Results Table. Insects with a Mind of 0 are automatically setback.

Paralyzation

Skill: alteration/earthly 16

Backlash: 18

Difficulty, 16

Effect Value: 17

Bonus Number to: duration

Range: 6 (15 meters)

Duration: 14 (10 minutes)

Cast Time: 3 (four seconds)

Manipulation: control

Paralyzation reduces the target's Dexterity so that it is incapable of physical action. The mage needs a small handful of sand. He flings several pinches at the targets eyes and each of the major joints. Compare the spell's effect value to the target's Dexterity. Reduce the target's Dexterity by the result points of the spell. If the target goes beyond the range of the spell, it regains normal movement and coordination, but the spell will resume if the target reenters the range of the spell.

Soothe Animal

Skill: alteration/Earthly 11

Backlash: 9

Difficultly. 10

Effect Value: 14

Bonus Number to: duration

Range: 2 (2.5 meters)

Duration: 18 (one hour)

Cast Time: 3 (four seconds)

Manipulation: range

During soothe animal, the caster makes a strong brew of chamomile tea. The caster places a leather bladder over the tea to capture the tea's odor, which is sewn shut until needed. To release the spell, the caster pierces the bladder and compresses it toward the animal's head while speaking in a soothing voice. Yellow green vapors condense around the animal's nose as the spell takes effect. Compare the spell's effect value to the animal's Mind. Read the result points on the Power Push Table. The spell's result modifier is +5. Read the final result points on the General Results Table. With a minimal success the animal will stand still quietly. On an

Average or good success, the animal will relax and be calm. With a superior or spectacular success, the animal will go to sleep.

Tame Horse

Skill: alteration/earthly 14

Backlash: 18

Difficulty, 16

Effect Value: 15

Bonus Number to: duration

Range: 3 (four meters)

Duration: 29 (one week)

Cast Time: 18 (one hour)

Manipulation: control

This spell is impressed and focused. To use tame horse, a new rope must be braided using hairs from the mane of a previously tamed horse. While braiding the rope, the mage must softly chant the spell in a singsong voice. The caster must lasso the wild horse and then release the spell. Unsuccessful, the rope will flare white, and a white corona envelops briefly around the horse. Compare the spell's effect value to the horse's Mind or Willpower. Read the result points on the Power Push Table. The spell's result modifier is +6. Find the final result points on the charm column of the Interaction Results Table. A successful charm versus a neutral or hostile attitude is necessary to charm the horse. The rope must remain on the horse for one week. At the end of the week, horses generally become accustomed to their new role in life and remain tame.

Winged Horse

Skill: alteration/earthly 19

Backlash: 10

Difficulty: 10

Effect Value: 9

Bonus Number to: duration

Range: touch

Duration: 21 (four hours)

Cast Time: 15 (15 minutes)

Manipulation: control

Winged horse transforms a horse physically and mentally, but not spiritually, into a Pegasus. The horse gains the ability to fly, but has the same attitudes and loyalties. The caster cuts five hails from the mane of the target horse. He braids these hairs into a circle and inserts two white feathers into the braid. He places the braid on the horse's back. The braid transforms into the wings of a Pegasus. See enhance horse (earthly) and train Pegasus (enchanted) for statistics.

Elemental Edit

Charm Elemental

Skill: conjuration/elemental 21

Backlash: 18

Difficulty: 18

Effect Value: 27

Bonus Number 10: effect

Range: 5 (10 meters)

Duration: 25 (one day)

Cast Time: 21 (four hours)

Manipulation: cast time, control, state

This impressed and focused spell allows the caster to charm a conjured elemental. The spell uses the same contagion as the conjure elemental spell. The spell charms the elemental each round until achieving a satisfactory result or failing. The elemental, when conjured, has a hostile attitude. After the charm, the caster may persuade the elemental once per round until achieving a vow, yes or failure result. The caster substitutes the spell's effect value for her charm and persuasion skills. Compare the spell's effect value to the elemental's Mind or willpower. Read the result points on the Extended Power Push Table. The spell's result modifier is +10. Find the final result points on the charm/persuade column of the Interaction Results Table. With a vow result the elemental will obey the caster for the duration of the spell. The results are real for the duration of the spell.

Conjure Elemental

Skill: conjuration/elemental 21

Backlash: 14

Difficulty, 8

Effect Value: 27

Bonus Number 10: range

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: cast time, control, duration, range, speed, state

With this spell, the caster conjures a physical manifestation of the chosen element. The spell opens a portal to another dimension and pulls the being through. At the end of the duration, the portal collapses, trapping the elemental on this plane. The conjured elemental is a sentient being. The contagion for this spell depends on the type of elemental being conjured. Fire elementals require a large bonfire or hearth fire. Air elementals require a strong wind to be blowing in the immediate vicinity. Earth elementals arise from a large mound of earth prepared by the caster. Water elementals must be conjured on or near a large body of water. Metal elementals require a small humanoid metal figurine. Plant elementals require a plant (or tree) that is at least man-sized.

Compare the spell's effect value to the elemental's largest physical attribute. Read the result points on the Power Push Table. The spell's result modifier is +9. If the final result points are equal to or greater than the elemental's Spirit, it is conjured. This spell automatically works for all of the elementals below.

Air Elemental

DEXTERITY 17

Flight 18, unarmed combat 18

STRENGTH 12

TOUGHNESS 15

PERCEPTION 12

Trick (13)

MIND 12

CHARlSMA9

Taunt (10)

SPlR1T 8

Hero Point Potential: Some (21)

Natural Ability: fight speed value 17

Special Attacks: suffocation: an air elemental attacks a creature by creating a whirlwind around it. The elemental generates an unarmed combat total against the intended victim. If the attack achieves Good success or better, it catches the creature. The elemental makes an unarmed combat attack each round on any creature caught in the whirlwind. To escape a whirlwind, the creature must generate a Strength total vs. the elemental's Strength and achieve superior success or better.

Special Defenses: air elementals can only be affected by magical attacks (enchanted weapons or spells).

Earth Elementals

DEXTERITY 10

Unarmed combat 12

STRENGTH 18

TOUGHNESS 15

PERCEYTION 9

Trick (10)

MIND 11

CHARISMA 9

Taunt (10)

SPIRIT 13

Hero Point Potential: Some (21)

Special Attacks: earthquake: earth elementals can create small but powerful earthquakes in the area immediately surrounding them. The elemental generates a Strength total vs. a difficulty of

18. The level of success determines how long the quake lasts and how powerful it is. The earthquake affects any character within a 60 meter radius, with the value determined by the success of the quake.

Success                       Duration          Value

Minimal           2 rounds          15

Average           3 rounds          18

Good               4 rounds          21

Superior           5 rounds          24

Spectacular      6 rounds         27

The quake stops if the elemental is destroyed. All actions performed during the earthquake have their difficulty numbers increased by 2 for each level of success achieved by the elemental.

The earthquake does not affect the elemental.

Fire Elementals

DEXTERITY 13

Unarmed combat 15

STRENGTH 10

TOUGHNESS 15

PERCEPTION 12

Trick (13)

MINDS

CHARISMA 7

Taunt (9)

SPIRIT 12

Hero Point Potential: Some (21)

Natural Tools: unarmed combat flame STR +8/damage value 18

Special Attacks: engulf fire elementals are capable of engulfing opponents with their bodies with an Unarmed combat grappling attack. If successful, the opponent is trapped in the flames. The elemental may take no other actions while engulfing an opponent.

To escape, the victim must generate a Strength total greater than the elemental's Strength. Special Defenses: Fire elementals are only affected by magical attacks (enchanted weapons or spells) and water-based attacks

Metal Elementals

DEXTERITY 12

Unarmed combat 14

STRENGTH 15

TOUGHNESS 18

PERCEPTION 8

Trick (10)

MIND 10

CHARISMA 10

Taunt (11)

SPIRIT 12

Hero Point Potential: Some (21)

Special Defenses: Metal elementals are immune to any light-based or electrical attacks.

Plant Elementals

DEXTERITY 13

Unarmed combat 15

STRENGTH 14

TOUGHNESS 14

PERCEPTION 16

Trick (17)

M1ND11

CHARISMA 8

Taunt (10)

SPIRIT 9

Hero Point Potential: Some (21)

Special Attacks: entanglement: plant elementals control any natural plant within a radius of 60 meters. The elemental can use the plant life to attack and entangle any opponents within that area. The elemental generates a Perception total vs. the Dexterity or dodge of the intended victim. The victim takes damage equal to the result points. The victim is entangled and prevented from moving if the attack's result point total exceeds the victim's Strength. To escape, the victim must generate a Strength total equal to or greater than the original attack total. Special Vulnerability: Fire-based attacks on plant elementals add +3 to the damage total.

Water Elemental

DEXTERITY 15

Swimming 16, unarmed combat 17

STRENGTH 10

TOUGHNESS 16

PERCEPTION 11

Trick (3)

MIND 11

CHARISMA 10

Taunt (12)

SPIRIT 12

Special Attacks: drowning: water elementals can engulf and drown victims with an unarmed combat grappling attack. When engulfing a victim, the elemental can take no other action; the victim takes full damage each round. To escape, the victim must generate a Strength total greater than the elemental's Strength. Attacks made by a water elemental against a fire-based creature add +3 to their damage total. Attacks made against metal-based creatures add +2 to the damage total. Special Vulnerability: Fire-based attacks made against a water elemental add +3 to the damage total.

Enchanted

Control Lycanthropy

Skill: alteration/enchanted 22

Backlash: 16

Difficulty: 10

Effect Value: 27

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 25 (one day)

Cast Time: 5 (10 seconds)

Manipulation: duration

Control lycanthropy forces a werewolf to revert to human form. To cast, the mage commands, ''Wolf to man." The spell affects the werewolf’s Dexterity, Strength, Toughness, Mind and Charisma. Compare the spell's effect value to the attribute that undergoes the greatest change between the two forms. Usually, the largest attribute change is Mind. The spell succeeds if the result points equal or exceed the attribute difference.

Speak to Enchanted

Skill: divination/enchanted 17

Backlash: 15

Difficulty: 11

Effect Value: 20

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 20 (2.5 hours)

Cast Time: 9 (one minute)

Manipulation: cast time

Speak to enchanted allows the caster to speak the language of any enchanted creature within range. The creature must speak its language and the caster tries to mimic it while casting the spell. The mage touches his ears and throat while his voice begins to sound more and more like the enchanted’s. Compare the spell's effect value to the language's difficulty (normally in the 12 to 22 difficulty range, depending upon the creature). Add the result points to the caster's Perception for purposes of the language skill (if unskilled, the caster gains language for the duration of the spell). Only the mage can understand or speak with any enchanted creature of that type within 40 meters. The mage must concentrate on the language during the spell and may not confer with his companions.

Entity Edit

Animate Golem

Skill: conjuration/entity 21

Backlash: 22

Difficulty: 18

Effect Value: 21

Bonus Number to: duration

Range: 3 (four meters)

Duration: 32 (one month)

Cast Time: 18 (one hour)

Manipulation: duration, state

The magician must build the golem he wishes to animate. The caster focuses the spell into the golem, bringing it to life. During the casting time, the spell caster must encircle the golem with shards (or pieces) of the same material as the golem to be animated. He must rub a prepared ointment, made of oils, herbs and human blood, all over the golem. At the end of the cast time, the caster must take a sample of the golem material and burn it in a brazier. As the fire is lit, the golem is conjured. Compare the spell's effect value to the golem's largest physical attribute except Toughness (contained in the golem statue). Read the result points on the Power Push Table. The spell's result modifier is +6. The spell summons the golem if the final result points exceed the golem's Spirit. Golems typically serve as guards for wizards who wish to keep their work secret from others. There are five types of golems: Crystal, Flesh, Iron, Marble and Wood

Note: Golems suffer from a common drawback. For each wound level the golem suffers, the golem suffers a -1 bonus modifier to all its totals (-1 for wound, -2 for heavy wound, etc.).

Crystal Golem

DEXTERITY 13

Unarmed combat 14

STRENGTH 12

TOUGHNESS 13

PERCEPTION 11

Trick (15)

MIND 8

CHARISMA 8

Taunt (15)

SPIRIT 10

Hero Point Potential: Some (35)

Crystal golems are usually composed of quartz or other unrefined crystal or glass. The caster sculpts the golem from a large piece of crystal.

Flesh Golem

DEXTERITY 12

Unarmed combat 13

STRENGTH IS

TOUGHNESS 12

PERCEPTION 9

Trick (16)

MIND 7

CHARISMA 7

Taunt (12)

SPIRIT 13

Hero Point Potential: Some (35)

Flesh golems are usually composed of well-preserved bodies of various folk types.

Iron Golem

DEXTERITY 10

Melee weapons 12, unarmed combat 12

STRENGTH 15

TOUGHNESS IS

PERCEPTION 8

Trick (12)

MIND8

CHARISMA 8

Taunt (13)

SPIRIT 11

Hero Point Potential: Some (35)

Iron golems are generally suits of armor animated to serve as guards. They often carry weapons such as swords and maces.

Marble Golem

DEXTERITY 9

Unarmed combat 11

STRENGTH 15

TOUGHNESS 15

PERCEPTION 9

Trick (14)

MIND 7

CHARISMA 10

Taunt (14)

SPIRIT 10

Hero Point Potential: Some (35)

Marble golems are marble (or stone) statues carved either by the individual who wishes to animate the golem, or can be a statue that serves as a decorative piece.

Wood Golem

DEXTERITY 11

Unarmed combat 13

STRENGTH 13

TOUGHNESS 14

PERCEPTION 9

Trick (13)

MIND 9

CHARISMA 8

Taunt (12)

SPIRIT 11

Hero Point Potential: Some (35)

Wood golems are carved from large tree trunks into the desired size and shape.

Animate Skeletal Warrior

Skill: conjuration/entity 20

Backlash: 20

Difficulty: 15

Effect Value: 18

Bonus Number to: duration

Range: 3 (four meters)

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: control, duration

Animate skeletal warrior is an impressed spell used when the mage expects he may need some quick fighting power. The caster requires a bone of the folk type of skeleton to be raised, and must wrap a band of metal about the bone. The caster touches the bone to each of the skeleton's hands and feet, and its head. The caster must smash the bone (and metal band) with the edge of a sword, impressing the spell.

Skeletal Warrior

DEXTERITY 14

Dodge 17, melee weapons17, missile weapons 17, unarmed combat 17

STRENGTH 13

TOUGHNESS 13

PERCEPTION 11

Trick (14)

MIND 9

CHARISMA 9

Taunt (12)

SPIRIT 11

Hero Point Potential: some (45)

Banish Demon

Skill: conjuration/entity 21

Backlash: 19

Difficulty: 12

Effect Value: 36

Bonus Number to: range

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

The caster must make eye contact with the demon, and state "I Command Thee, Be gone". He must smash a small crystal orb etched with the figure of a pentagram. Compare the spell's effect value to the demon's highest physical attribute. Read the result points on the Extended Power Push Table. The spell's result modifier is +8. If the final result points exceed the demon's Spirit, the demon is returned to the plane from which it came.

Bind Demon

Skill: conjuration/entity 21

Backlash: 17

Difficulty: 15

Effect Value: 36

Bonus Number to: duration

Range: 3 (four meters)

Duration: 27 (60 hours)

Cast Time: 18 (one hour)

Manipulation: cast time, control, state

Bind demon is an impressed and focused spell, usually cast and impressed before casting the summon demon spell. The caster must repeat the name of the home dimension of the demon he intends to control. While he does this, he must trace the figure of a pentagram upon a piece of parchment. At the end of the cast time, the caster sets the parchment on fire and extinguishes the flames with his bare hands. Compare the effect value of the spell to the demon's Mind or willpower. Read the result points on the charm column of the Interaction Results Table. The caster may attempt a charm every round until rolling a satisfactory result or a failure. The demon's has a starting attitude of enemy. After the charm, the caster may attempt to persuade the demon to follow his commands. If the caster gets a vow result the demon obeys him. This spell can be used to wrest control over a previously controlled demon, but the caster's skill total must exceed the original controller's total The spell is illusory and may be disbelieved with a Mind or willpower total of 20.

Control Golem

Skill: conjuration/entity 23

Backlash: 18

Difficulty: 18

Effect Value: 16

Bonus Number to: duration

Range: 5 (to meters)

Duration: 32 (one month)

Cast Time: 18 (one hour)

Manipulation: state, duration

Control golem is an impressed and focused spell that uses charm and persuasion attacks. A golem's beginning attitude is neutral. Compare the spell's effect value to the golem's Mind or willpower. Read the result points on the charm/persuade column of the

Interaction Results Table. The caster charms each round until achieving a satisfactory result or a failure. After charming the golem, the caster may persuade once per round. The golem obeys the caster on a yes result. The spell is illusory and may be disbelieved with a Mind or willpower total of 20.

Exorcise Ghost

Skill: conjuration/entity 21

Backlash: 18

Difficulty: 14

Effect Value: 30

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 16 (25 minutes)

Cast Time: 18 (one hour)

Manipulation: none

This impressed spell destroys incorporeal creatures such as ghosts, spirits, and banshees. The mage casts the spell before entering the dwelling he wishes to exorcise. The caster chants mystic verses, and encircles a fire. Each time he circles the fire, he must place a small handful of holly leaves into the flames. The caster must disperse the smoke as quickly as possible once it rises from the fire. The effect total is generated when the spell is released.

Compare the spell's effect value to the ghost's Spirit. Read the result points read on the Power Push Table. The spell's result modifier is+11. The ghost is exorcised if the final result points exceed the ghost's Spirit.

Typical Ghost

DEXTERITY 4

Stealth 20

STRENGTH 2

TOUGHNESS 10

PERCEPTION 12

Find 15, trick 14

MIND 13

CHARISMA 14

Taunt 16

SPIRIT 15

Intimidation 19

Hero Point Potential: some (35)

Natural Defenses: Ghosts cannot attack or be attacked by physical means. Magic weapons and attacks will harm a ghost.

Raise Skeleton

Skill: conjuration/entity 19

Backlash: 12

Difficulty: 10

Effect Value: 10

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 38 (one year)

Cast Time: 18 (one hour)

Manipulation: cast time, control, duration, range, speed, state

This impressed and focused spell requires the caster to have a bone. The spell creates skeletons when released. The caster traces the outline of the skeleton and smashes the bone. Any skeletons within a 25 meter radius will be animated. The caster focuses spell on one skeleton; all others must stay within the 25 meter radius to remain animated. This illusory spell may be disbelieved with a Mind or willpower total of 15. The caster may dispel the skeletons at any time.

Skeleton

DEXTERITY 9

Dodge 10, melee weapons 10, missile weapons 10, unarmed combat 10

STRENGTH 10

TOUGHNESS 10

PERCEPTION 9

Trick (11)

MIND 7

CHARISMA 7

Taunt (9)

SPIRIT 9

Raise Zombie

Skill: conjuration/entity 23

Backlash: 22

Difficulty: 17

Effect Value: 15

Bonus Number to: duration

Range: 2 (2.5 meters)

Duration: 38 (one year)

Cast Time: 18 (one hour)

Manipulation: cast time, control, duration, range, speed, state

This impressed spell requires the caster to have a bone with flesh on it. The spell requires a corpse with most of its flesh remaining. The caster quickly traces the outline of the zombie, and smashes the bone, animating the zombie. The caster may dispel the zombie at any time. Raise zombie is illusory and may be disbelieved with a Mind or willpower of total 20.

Zombie

DEXTERITY 10

Dodge 11, melee weapons 11, missile weapons 11, unarmed combat 11

STRENGTH 15

TOUGHNESS 11

PERCEPTION 8

Trick (11)

MIND 7

CHARISMA 7

Taunt (10)

SPIRIT 9

Sense Undead

Skill: divination/entity 16

Backlash: 13

Difficulty: 11

Effect Value: 20

Bonus Number to: range

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: range, speed

This spell requires an item worn or used by an undead or part of an undead entity. The mage wraps the item in a dark doth. When casting, the magician stares intently at the cloth, unwrapping the item and revealing it to his sight. The caster points in the direction of the detection (she may sweep the whole area by turning in a circle). The magician must concentrate for the spell's duration.

Compare the spell's effect value to the lowest Spirit of any entity in range. Read the results on the Power Push table. The spell's result modifier is +7. Read the final result points on the

General Results table. With minimal or average success, the caster knows if undead are in the area. On a good success, the caster knows direction and distance. With superior success, the caster can knows activity level of the undead (moving or at rest). With spectacular success, the caster knows the creatures' Spirit value.

Summon Demon

Skill: conjuration/entity 21

Backlash: 17

Difficulty: 15

Effect Value: 30

Bonus Number to: effect

Range: 0 (one meter)

Duration: 7 (15 seconds)

Cast Time: 18 (one hour)

Manipulation: none

The caster summons a demon from another plane of existence. The caster must draw a pentagram where he wishes the demon to appear, beginning the spell's casting. The caster encircles the pentagram, speaking aloud the name of the demon's plane. The caster may summon a particular demon by speaking its name aloud. At the end of the cast time, the caster stands at the apex of the pentagram and commands, "'By the forces of magic, I summon thee!" The demon is drawn through a dimensional gate and contained within the pentagram for the spell's duration. The gate closes, trapping the demon on this plane. The demon is free to act once the spell's duration expires. To summon the demon, compare the spell's effect value to the demon's highest physical attribute. Read the result on the Power Push Table. The spell's result modifier is +11. The demon is summoned if the spell's final result points is equal to the demon's Spirit.

Gurlth Demon

DEXTERITY 12

Dodge 13, maneuver 13, unarmed combat 13

STRENGTH 14

TOUGHNESS 15

PERCEPTION 14

Alteration magic 15, divination magic 15, trick 15

M1ND 12

CHARISMA 12

Taunt 13

SPIRlT12

Intimidation 15

Hero Point Potential: Always

Natural Tools: claws, damage value +3/17; venomous bite, damage value 16 (rolled in three successive rounds)

Special Ability: Disguise. They may make themselves appear as a human (difficulty 12 to penetrate disguise). The demon may switch between the chosen specific human form and its natural form. The demon may choose a new form each time it is summoned from its home plane. The caster of the spell will be able to penetrate the disguise automatically. Gurlth demons are commonly summoned because of their magical abilities and their special method of disguise.

Ulanu

DEXTERITY 13

Unarmed combat 16

STRENGTH 15

TOUGHNESS 14

PERCEPTION 11

Trick 13

MIND 9

Willpower 11

CHARISMA 6

Intimidate 9, taunt 8

SPIRIT 8

Reality 9

Hero Points: 1

Natural Tools: claws, damage value STR+3/18

Ulanu demons are summoned by mages because they tend to be more cooperative than other demon species.

Folk Edit

Change to Falcon

Skill: alteration/folk 22

Backlash: 14

Difficulty: 5

Effect Value: 24

Bonus Number to: duration

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, state, cast time

This simple spell is of great help when hopelessly lost in the forest. The caster takes a lock of human hair and mixes it with falcon feathers. He then touches the target, who will physically transform into a falcon, but retain his Perception, Mind, Charisma and Spirit attributes.

Falcon

DEXTERITY 10

Dodge 11, flight 13, maneuver 11, stealth 11, unarmed combat 12

STRENGTH 5

TOUGHNESS 6

Natural Tools: wings, speed value 10; beak, damage valueSTR+2/7; claws, damage value S1R+3/8

Detect Truth

Skill: divination/folk 17

Backlash: 12

Difficulty: 8

Effect Value: 27

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 12 (four minutes)

Manipulation: control

Detect truth causes a bright aura to appear around the target for as long as the target tells the truth. The caster speaks the word "truth" in the target's native language as he touches the target. Compare the spell's effect value to the target's Charisma or intimidation.

Read the result points on the interrogation column of the Interaction Results Table. If the target lies about something and the result matches the target's loyalty to the subject, the light dims. The aura returns when a truth is stated. The spell will not detect mistakes of fact or have any effect when the target believes the falsehood.

Disguise Self

Skill: alteration/folk 15

Backlash: 14

Difficulty: 10

Effect Value: 0

Bonus Number to: duration

Range: self

Duration: 12 (four minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, state

Prior to casting this spell, the caster must have a rendition of the kind of person or being he wishes to look like. He must somehow attach the rendering to his person. The mage casts the spell by "sculpting" the image with his hands as he imagines his new look.

The spell weaves an illusion of this being. Disguise Self is not precise enough to copy a specific person. Disguising oneself as a different race (such as a human disguising himself as a dwarf) increases the difficulty to 15. The spell is illusory and may be disbelieved with a Mind or willpower total of 15 or better. Anyone making contact with the caster automatically disbelieves the spell.

Ethereal Form

Skill: alteration/folk 17

Backlash: 19

Difficulty: 17

Effect Value: 27

Bonus Number to: duration

Range: self

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

This spell turns the caster's body into a smoky apparition. The caster must light a candle scented with holly, and inhale the smoke as it billows from the flame. The caster's body then quickly becomes incorporeal. The caster's possessions are also affected.

Compare the spell's effect value to the caster's Toughness. Read the result points through the Power Push Table. The spell's result modifier is +10. The final result points must equal the caster's Toughness. The spell works on characters with a Toughness of 15 or less. While in ethereal form, the caster may move at his apportation skill value. The caster must contain his ethereal form within a 25 meter sphere. A magician in ethereal form can only be attacked by spells, energy attacks, magical weapons affecting incorporeal beings and other ethereal forms (such as ghosts). Spells may be cast while in ethereal form, but none that require physical manipulation of any sort. The caster controls the spell's duration.

Folk Repelspell

Skill: alteration/folk 18

Backlash: 18

Difficulty: 12

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: state, duration

The caster repeatedly mimics the casting of another folk spell (which he must know) while casting the spell. At the end of the hour he touches the recipient's head, focusing the spell into that character. The character's eyes look dull while protected by this spell. Any folk spell with an effect value less than the folk repelspell doesn't affect the recipient. The recipient controls the spell's duration.

Gain Language

Skill: divination/folk 16

Backlash: 13

Difficulty: 11

Effect Value: 18

Bonus Number to: effect

Range: self

Duration: 16 (25 minutes)

Cast Time: 6 (15 seconds)

Manipulation: duration

The mage must touch the lips of the speaker whose language he wishes to gain. At the same time he begins to parrot the speech to the best of his ability. Compare the spell's effect value to the caster's Perception. Read the result points on the Power Push Table. The spell's result modifier is +7. Add the final result points to the caster's Perception for use with the language skill only (if unskilled, the caster receives the language skill for spell's duration). This spell can be used for any kindred languages.

 

Haste

Skill: alteration/folk 18

Backlash: 18

Difficulty: 15

Effect Value: 21

Bonus Number to: effect

Range: touch

Duration: 12 (four minutes)

Cast Time: 4 (six seconds)

Manipulation: control

This focused spell increases the target's speed. Compare the spell's effect value to the target's Dexterity. Read the result points on the Power Push Table. The spell's result modifier is +8. Add the final result points to the target's Dexterity for purposes of speed only. To cast the spell, the target character and the caster move their hands up and down with increasing frenzy. The magician touches the character, stating, "Run like the wind." The spell's effect may be turned on and off.

Houndscent

Skill: alteration/folk 15

Backlash: 15

Difficulty: 12

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 21 (four hours)

Cast Time: 9 (one minute)

Manipulation: state

For this focused spell, the mage must sniff the ground in an imitation of a hound, ending the casting by touching the recipient's nose with his own. The recipient controls the spell's effect and duration. Compare the spell's effect value to the recipient's Perception. Read the result points on the Power Push Table. The result modifier is +6. Add the final result points to the recipient's Perception when using his sense of smell.

Increase Charisma

Skill: alteration/folk 16

Backlash: 17

Difficulty: 11

Effect Value: 15

Bonus Number to: effect

Range: self

Duration: 14 (10 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control

The caster needs two images, one smiling, and one frowning. He crumples the frowning image and places the smiling image against his skin. Compare the spell's effect value to the caster's Charisma. Read the results on the Power Push Table. The result modifier is +6. Add the final result points to the target's Charisma for the duration of the spell.

Invisibility to Undead

Skill: alteration/folk 17

Backlash: 13

Difficulty: 11

Effect Value: 20

Bonus Number to: duration

Range: touch

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

The caster of this focused spell must cover the bone of a folk with pitch prior to casting. To cast, he waves it around himself (or someone else if he is to be the target of the spell). The target's body flashes brightly. Compare the spell's effect value to the target's Dexterity. Add the result points to the target's Dexterity for purposes use of the stealth skill only. lf unskilled, the character gains the stealth skill for the spell's duration. This spell only affects undead creatures.

Jump

Skill: apportation/folk 18

Backlash: 13

Difficulty: 10

Effect Value: 20

Bonus Number 10: effect

Range: 5 (10 meters)

Duration: 12 (four minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

This focused spell requires the hind legs from an animal known for jumping, such as a cricket or frog. The magician makes the sound of the animal while making hopping motions with the hand holding the legs. The caster then points at the recipient. The spell affects up to six characters within a 10 meter radius of the recipient. Compare the spell's effect value to the target's Dexterity. Add the result points to the target's Dexterity for purposes of long jumping only. Read the result points on the Power Push Table. Add the final result points to the target's long jumping skill.

Protection from Undead

Skill: alteration/folk 17

Backlash: 9

Difficulty: 10

Effect: Value: 21

Bonus Number to: effect

Range: touch

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

The caster of this focused spell must sprinkle himself with three drops of holy water as he casts the spell. Once finished, if performed correctly, the caster (or someone else chosen by the caster) is protected from all attacks made by undead creatures.

Compare the spell's effect value to the Mind of any undead approaching within one meter of the recipient. Find the result on the Power Push Table. The result modifier is +8. Find the final result points on the test column of the Interaction Results Table.

Ritual of Mind Preparation

Skill: alteration/folk 15

Backlash: 16

Difficulty: 7

Effect Value: 18

Bonus Number to: effect

Range: self

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: control, duration

This spell requires the mage to memorize a poem or geometric proof. He must silently recite the proof or poem, associating a hand gesture with each part of the work. Compare the spell's effect value to the target's Mind. Read the result on the Power Push Table. The spell's result modifier is +7. Add the final result points to the target's Mind for the duration of the spell.

Ritual of Perception Preparation

Skill: alteration/folk 15

Backlash: 16

Difficulty: 7

Effect Value: 18

Bonus Number to: effect

Range: self

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: control, duration

To cast this spell, the sorcerer draws three concentric circles. The smallest must be large enough for him to sit in, the others about a hand span farther out. He seats himself and examines each circle in tum, seeking imperfections. He touches each circle in the spot where it is furthest from a true circle. Compare the spell's effect value to the target's Perception. Read the results on the Power Push Table. The spell's result modifier is +7. Add the final result points to the target's Perception for the duration of the spell.

Silence

Skill: alteration/folk 15

Backlash: 13

Difficulty: 9

Effect Value: 20

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: control, Duration

To cast silence, the mage speaks the first half of the incantation aloud, then passes a hand over his mouth. At that point, he stops speaking and finishes the incantation in his mind. The target is silenced for the spell's duration if the spell's effect value is greater than the Mind of the target.

Slow

Skill: alteration/folk 19

Backlash: 15

Difficulty: 12

Effect Value: 18

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 18 (one hour)

Cast Time: 3 (four seconds)

Manipulation: control, range, speed

To cast this focused spell, the mage points at his target in slow motion. Compare the spell's effect total to the target's Dexterity or dodge. Read the result points on the Power Push Table. The spell's result modifier is +7. Reduce the target's Dexterity for movement purposes only by the result points.

Snail Wit

Skill: alteration/folk 16

Backlash: 14

Difficulty: 10

Effect Value: 15

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 15 05 minutes)

Cast Time: 3 (four seconds)

Manipulation: duration

The mage casts the spell by saying "two plus two is, urn, uhhh...", or its equivalent, while pointing toward the target. Compare the effect value to the target's Perception. Read the result on the Power Push Table. The result modifier is +3. Decrease the target's Perception for the duration of the spell by the final result points.

Stealth Walk

Skill: alteration/folk 17

Backlash: 16

Difficulty: 9

Effect Value: 21

Bonus Number to: effect

Range: touch

Duration: 20 (2.5 hours)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

To cast this focused spell, the mage must stand three paces from his target and hold his hand out, palm up. While the caster chants the spell, the target takes three steps toward the mage and places a personal possession in the upturned hand. The mage must hold the Item for the spell's duration or it will be ended. Stealth walk increase the target's stealth value. This spell cannot be used on beings larger than man sized (a safeguard introduced. to prevent the creation of stealthy wyvems) Compare the spell's effect value to the target's Dexterity. Read the result on the Power Push Table. The spell's result modifier is +8.Add the final result points to the target's Dexterity for purposes of the stealth skill only (the character gains the skill if he does not have it).

Strength

Skill: alteration/folk 16

Backlash: 16

Difficulty: 12

Effect Value: 18

Bonus Number to: effect

Range: touch

Duration: 17 (40 minutes)

Cast Time: 5(10 seconds)

Manipulation: control

The mage places a heavy object in the hands of the recipient, and helps the character lift the object, applying more force as he finishes the spell. Compare the spell's effect value to the target's Strength. Read the result on the Power Push Table. The result modifier is +7. Add the final result points to the target's Strength for the duration of the spell.

Telepathy

Skill: divination/folk 17

Backlash: 13

Difficulty:  6

Effect Value: 0

Bonus Number to: range

Range: 15 (one kilometer)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: range, speed

The magician must have a lock of hair from the target or an item used by the target character for at least a year. For the target character to send thoughts to the mage he must have a lock of hair or item which the caster has used for a year. The mage must concentrate while the spell is in effect; performing any other actions breaks the concentration and ends the spell. The mage begins the spell by imagining he is speaking to the target while holding the target's item. Because the spell has an effect value of0, the caster may only send and receive verbal messages. Skill rolls are not allowed to interpret information received. The message travels at 1,000 meters per round (speed value 15). At a range of one kilometer it takes a full round (to seconds) for a message to be received. At a range of six kilometers it takes a full minute to receive a message. The mage controls the spell's duration and effect.

Weakness

Skill: alteration/folk 16

Backlash: 19

Difficulty: 17

Effect Value: 15

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 9 (one minute)

Cast Time: 3 (four seconds)

Manipulation: duration

This is a focused spell. The mage points at the target character and lets his arm fall limp as he finishes the spell. Compare the spell's effect value to the target's Strength. Read the result points on the Power Push Table. The spell's result modifier +6. Subtract the final result points from the target's Strength for the spell's duration.

Elements Edit

Air Edit

Arm of Air

Skill: apportation/air 10

Backlash: 10

Difficulty: 6

Effect Value: 5

Bonus Number to: duration

Range: 6 (15 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: duration, range

The caster blows air underneath his hand, moving each finger as he blows air upon it. He then vocally commands the arm of air to perform a task. The arm has a Strength equal to the effect value of the spell. Only simple physical tasks may be performed by the arm; if the task would normally require a character to generate a Dexterity total to perform the action, the action is beyond the capacity of the arm of air. The mage must concentrate upon this spell for the full duration; the spell effect ends as soon as the mage performs an action other than directing the spell.

Create Dark Cloud

Skill: apportation/air 14

Backlash: 14

Difficultly: 8

Effect Value: 0

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 29 (one week)

Cast Time: 25 (one day)

Manipulation: control

Create dark cloud is a fairly simple spell often taught to mages who have reached the journeyman level. Used with dark cloud familiar, it provides a vessel for spell storing that is easy to create and control. To cast this spell, the mage must build a small fire. Then, as it bums, he must carefully throw moist leaves and other wet (but still flammable) objects on the fire. This causes a black, sooty smoke to billow up. When it does, the caster uses her hands to "shape" the smoke into a small cloud. The fire, the smoke, and the shaping must continue throughout the spell's cast time. Often, a mage will have an assistant on hand instructed to keep the fire burning and smoking. When the spell is complete, the caster has a small (one meter radius) cloud of smoke that she can control for the duration of the spell. She can move it around, change its shape, and even dispel it if she pleases. The cloud may not move farther away from the caster than the range allows, and will move with the caster unless otherwise instructed.

Dark Cloud Familiar

Skill: conjuration/air 18

Backlash: 22

Difficulty: 12

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 32 (l month)

Cast Time: 25 (1 day)

Manipulation: control, duration, state

This is a focused spell. This spell can only be used as a companion to create dark cloud. The process involved allows the mage to ready the dark cloud to receive impressed inanimate forces spells. The caster must touch his already created cloud and will into it the life force necessary to hold impressed spells. While touching it, the mage concentrates on all the inanimate forces spells and knowledges he knows, and tries to imbue some of his own magical knowledge into the dark cloud. The number of impressed inanimate forces spells the dark cloud may store is equal to the effect value of the spell (15) as read on the Power Push Table

(+6) plus an additional six point result modifier. The spells to be impressed must be cast separately into the cloud. They must also be inanimate forces spells that can be cast impressed. They will remain in the cloud until the caster uses them, dispels the cloud, or the duration of one of the two dark cloud spells lapses.

 

Fighting Whirlwind

Skill: apportation/air 16

Backlash: 14

Difficulty: 9

Effect Value: 21

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 9 (one minute)

Cast Time: 3 (four seconds)

Manipulation: speed, range, control

The magician spins himself around once while exhaling to make an ever loudening whooshing noise. The spell causes a whirlwind to form, 2.5 meters tall and 2.5 meters wide at the top. The magician controls the movement of the whirlwind, which travels up to 60 meters each round. The magician also controls the duration and the form of the spell. To target a character the magician generates an Apportation magic total; if the total equals or exceeds the target character's Dexterity or dodge, the whirlwind hits. Anyone caught within 2.5 meters of the target character must also evade or be hit by the full force of the whirlwind.

Floater

Skill: apportation/air 17

Backlash: 15

Difficulty: 12

Effect Value: 15

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 14 (to minutes)

Cast Time: 3 (four seconds)

Manipulation: none

The caster begins the spell by puffing air under a lightweight disc (with a surface area of no greater than one meter). This action causes it to rise into the air and float, moving to the caster's mental command. The disk can support weight equal to its effect value and may move at speeds up to the spell's effect value minus the weight carried. A person riding the floater is buffeted by the hard, rolling air currents that keep the disk aloft. While not dangerous, these winds do occasionally blow small, unsecured objects off the disk. The mage controls both the duration and apportation of the disc (within the range of the spell).

Frigid Air

Skill: alteration/air 16

Backlash: 20

Difficulty. II

Effect Value: 16

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 7 (25 seconds)

Cast Time: 3 (four seconds)

Manipulation: state

When casting the frigid air spell, the mage wraps his arms around his body and rubs his hands up and down, as if attempting to warm himself. After inhaling deeply. The caster then blows forth (in an exaggerated manner) a gust of frigid, frosty air. The gust expands to a 10 by 10 meter cone, and anything caught within the area of effect takes damage equal to the final effect value. The mage may change the target of the cone by turning his body or his face in the desired direction. The round after the mage stops blowing, the spell ends.

Wall of Air

Skill: alteration/air 15

Backlash: 19

Difficulty: 14

Effect Value: 30

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 14 (10 minutes)

Cast Time: 18 (one hour)

Manipulation: control, state

This is an impressed, focused spell.

The caster mimes the shaping of a wall in the air 10 meters high by 10 meters wide (he probably will need a step ladder), he also mimes throwing himself and other objects at the imaginary wall, stopping just short of "impact."

The caster continues this building and striking process for one hour. To release the spell, the caster need only thrust both hands outward in a gesture of repelling. The air in that direction will coagulate into a square shaped wall 10 meters high, 10 meters wide, and one meter thick. The wall has a Toughness equal to the spell's effect. Anything trying to pass through the area protected by the wall must do it damage (in one round) equal to or exceeding this value. All other damage is ignored. The caster may, however, end the duration before the ten minutes have elapsed.

Weather Control

Skill: alteration/air 23

Backlash: 20

Difficulty: 12

Effect Value: 0

Bonus Number to: duration

Range: 19 (six kilometers)

Duration: 38 (one year)

Cast Time: 32 (one month)

Manipulation: duration

This is a focused spell. The magician must spend a full month casting this spell. Each sunrise, the mage writes symbols for that morning's weather on the perimeter of a circle with a radius of six meters. She then alters the symbols to match the changes in the day's weather. After a month, she has completed constructing a diagram of that month's weather, and the pattern is formed. This allows the mage to control the weather within a 6 kilometer radius. She may change the air temperature at a rate of six degrees per hour, and affect the humidity by six percent per hour. The changes are sufficient to cause/stop rain in about two hours (for a moderate rainfall) and it takes about four hours to affect (or cause) a raging storm. The magician also may alter low and high pressure areas to "shunt" unfavorable weather patterns away from her area.

Windy Ears

Skill: divination/air 22

Backlash: 17

Difficulty: 12

Effect Value: 0

Bonus Number to: range

Range: 20 (10 kilometers)

Duration: 14 (10 minutes)

Cast Time: 9 (1 minute)

Manipulation: control, state, range

This spell allows the caster to hear news from afar. To cast it, the magician cocks his head upwind, cups his ear with his hand, and asks in a clear voice "What news from the (direction the wind is blowing from)?" The wind, if the caster is addressing the correct the direction, answers. The caster may then ask more specific questions, but the wind only answers those questions concerning the direction it comes from. The speed of the spell is 10 kilometers a round, so the news will be nearly "as it happens."

Zephyr of Flight

Skill: apportation/air 18

Backlash: 11

Difficulty: 5

Effect Value: 19

Bonus Number to: speed

Range: 3 (four meters)

Duration: 18 (one hour)

Cast Time: 25 (one day)

Manipulation: control, duration

This is an impressed spell. To cast this flight spell, the mage must spend the entire cast time outside in a clear (and preferably windy) area running, walking, jumping, and mimicking flying on any prevailing winds. The caster must wear robes or other clothing designed specifically to catch the wind-that have as much surface area as she can move around in. When released, the spell causes the air around the caster to become very windy and dense, lifting her off the ground. The mage may then control the direction the wind takes her, the duration of the spell, and the speed of the wind (up to 25 meters a turn). The total amount of weight the zephyr may carry is equal to the effect total of the spell.

Earth Edit

Brittle Walls

Skill: alteration/earth 18

Backlash: 19

Difficulty: 13

Effect Value: 25

Bonus Number to: duration

Range: 4 (six meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: control state

The sorcerer places a piece of stone on the ground and smashes a piece of glass upon it. He then lifts the rock and crushes any remaining glass fragments with it. After reciting the appropriate incantation, the caster touches the stone he wishes to transmute. An area within a four meter radius of his hand then becomes brittle, its Toughness decreased by the effect total of the spell. The spell has a divination component that allows it to separate each component piece of rock in a wall, so the effect is applied against one piece of the wall instead of the wall as a whole. A brick has a Toughness of 4, a brick sized piece of granite has a Toughness of 9, while a one meter by one meter by half a meter granite slab would have a Toughness of 24.

Dust to Water

Skill: alteration/earth 18

Backlash: 14

Difficulty: 10

Effect Value: 13

Bonus Number to: duration

Range: touch

Duration: 29 (one week)

Cast Time: 9 (one minute)

Manipulation: control, duration, state

To cast this spell, the sorcerer needs two one-liter jugs, one empty and one filled with earth. While repeating the incantation, he pours the earth into the empty jug, allowing it to run through his fingers as he does so. This transforms the dust to water. On a minimal or average success, the water will be dirty; on a good success or above, it will look and taste clean.

Earth Shield

Skill: apportation/earth 12

Backlash: 14

Difficulty: 8

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 7 (25 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

The mage scoops a small piece of earth from the ground and quickly molds it into a crude Image of a shield. He then touches the ground where he had scooped out the dirt. A shield of earth two meters high and one meter wide then rises out of the ground in front of him. The shield has an armor value of +10, maximum 25, and will remain standing until dispelled or it takes a number of shock points equal to its effect value.

Earthly Arms

Skill: alteration/earth 20

Backlash: 20

Difficulty: 14

Effect Value: 21

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 18 (one hour)

Cast Time: 0 (one second)

Manipulation: control, range

This spell must be cast on a patch of ground that is primarily earth. It causes a pair of large arms to rise up from the ground, grasping at anything within range of the spell. The area of earth affected is 15 meters long and four meters across. The arms themselves may come from any point within that area, but they may not reach more than 2.5 meters out or up. Use the Power Push Table (with a result modifier of +8) to determine the Strength and Toughness of the arms. To grasp a foe or object, the mage's apportation roll must exceed the target's Dexterity or dodge.

Pathfinder

Skill: divination/earth 14

Backlash: 12

Difficulty: 5

Effect Value: 16

Bonus Number to: range

Range: 13 (400 meters)

Duration: 18 (one meter)

Cast Time: 9 (one minute)

Manipulation: control, duration, speed

To cast this spell the sorcerer draws a simple design in the earth over and over again, making it deeper each time. At the same time, he pictures the place or object he desires to find. When the spell is completed, the design will move through the earth toward the place or object specified. It will move in as direct a manner as possible, at a speed of 10 meters per round. If the object or place sought is within range and connected to earth or stone, the spell will find it. However, if the range of the spell is greater than 18, its duration will expire before it arrives at its destination.

Quicksand

Skill: alteration/earth 20

Backlash: 18

Difficulty: 13

Effect Value: 15

Bonus Number 10: effect

Range: 5 00 meters)

Duration: 18 (one hour)

Cui Time: 6 (15 seconds)

Manipulation: control, duration

A particularly nasty spell, quicksand is cast by rubbing a small amount of water into the earth with one's hands. The caster creates a very soft and extremely wet 10 by 10 by 10 meter area of earth immediately in front of him. This cube is soft and wet enough to cause anyone stepping on it to sink rapidly, yet solid enough to look like normal ground. The Perception total needed to detect the trap is 13 (under normal conditions). This check should only be made if the victims are actively examining the ground. The suction strength of the trap is equal to the effect total of the spell. Anyone within the area of effect must make a swimming roll in excess of the trap's suction or be pulled under. A submerged character will take three fatigue points a round until unconscious, and then one wound per round thereafter. A swimming character takes two fatigue per round until free. The caster controls the duration of the spell. The caster may reverse the alteration, trapping anyone caught by the quicksand in solid earth.

Quixal's Awful Burial

Skill: apportation/earth 21

Backlash: 18

Difficulty: 10

Effect Value: 20

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast Time: 18 (one hour)

Manipulation: control, range

Quiml's awful burial is an impressed, focused spell. The caster lifts handfuls of earth and casts them to the ground with great force. The mage who wishes to impress this spell must go to the area of earth she wishes to affect, and do this motion over and over during the cast time. To release the spell, the caster picks up one handful of the earth and hurls it in the direction she wishes the spell to go.

This spell picks up a patch of earth 100 meters wide, 100 meters long, and 2 meters thick. The mage then raises it several meters (up to the range of the spell) into the air, turns the earth over, and slams it down, burying anything underneath. Because the casting is impressed and the area of earth is so specifically regulated, it is of limited use.  

Stone Tunnel

Skill: apportation/earth 12

Backlash: 16

Difficulty: 9

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 12 (four minutes)

Cast Time: 9 (one minute)

Manipulation: control, duration

The mage begins by taking a chip of the rock to be apported and smashing it into fine pieces. Once he has done this, he may cast the spell by kneading the stone dust into a piece of clay, then smearing the clay onto the wall. The caster then pounds his hands on the stone, with increasing firmness, and at the end of the cast time the stone has cracks and breaks; he has moved parts of the stone outwards from the center. The effect total of the spell represents the weight of the stone that can be moved each round (1 cubic meter of stone equals approximately 2500 kilo-grams). The stone, of course, has to be cleared away from in front of the caster before he can proceed, but this is simple compared to digging through solid rock.

Throrvald's Tracker

Skill: divination/earth 14

Backlash: 9

Difficulty. 6

Effect Value: 0

Bonus Number to: range

Range: 13 (400 meters)

Duration: 20 (2.5 hours)

Cast Time: 9 (one minute)

Manipulation: control, duration, range, speed

This is a focused spell. The mage must bury an object belonging to the person being tracked, and he must sit beside the burial spot during the casting of the spell. At the end of the cast time, the magician digs up the object, "discovering" it, and puts it on the ground. If the person who the object belonged to is within the spell's range, then the object begins to "hop" in the direction of that person at a speed of 10 meters a round -a moderate walking pace. The object continues moving in the most direct manner possible until either the cast time elapses or the person moves out of range of the spell. If the range of the spell at the start is greater than 20, then the duration will end before the object reaches its former owner.

Fire Edit

Altered Fireball

Skill: alteration/fire 14

Backlash: 18

Difficulty: 10

Effect Value: 14

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: speed, control

Altered fireball requires a large flammable ball as a contagion. The traditional ball is pitch and coal, weighing a third of a pound. The magician lights the ball from a source of flame, grabbing a piece before the sphere is completely engulfed. The rest of the ball flies toward its target. The magician controls its movement by mimicking its flight with the piece he retained. He controls the detonation by slamming the piece into his hand when the ball arrives at its target. The ball explodes to its full volume, a sphere with a radius of four meters. It does damage equal to the spell's effect total.

Altered Fireball (improved)

Skill: alteration/fire 18

Backlash: 17

Difficulty: 11

Effect Value: 18

Bonus Number to: effect

Range: 13 (400 meters)

Duration: 9 (one minute)

Cast Time: 3 (four seconds)

Manipulation: speed, control

Cast as the altered fireball above, with enhancements. The burning sphere has a radius of ten meters. The magician controls the movement and the duration of the spell. For the duration, he may move the ball, either before or after it explodes to its full volume.

The sphere travels at 400 meters per round (100 miles per hour). Once exploded, the fireball does damage each round.

Conjured Fireball

Skill: conjuration/fire 20

Backlash: 19

Difficulty: 6

Effect Value: 18

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: control, speed, state

This is an impressed spell. The conjuring must be done near an open flame, although the fire may be as small as a pair of candles. The spell may be released within a round, the magician uttering a cast word of his choosing and mimicking the shaping of a ball of flame through motions of his hands. The fireball has a burst radius of 10 meters and anyone not dis-believing (with a Mind or willpower total 18 or higher) takes the effect value as damage.

Fiery Visions

Skill: divination/fire 19

Backlash: 15

Difficulty: 9

Effect Value: 0

Bonus Number to: range

Range: 20 (10 kilometers)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: range

A versatile divination spell, fiery visions requires nothing in the way of material from the subject(s) being scried. The caster must, however, know who or what he wants to view. He must either have a very vivid description of the object of the spell, or he himself must have seen the object. To cast and maintain the spell, the mage must have a fire at least four meters high and four meters wide nearby. He then chants a description of the target while concentrating on making the description form out of the flames. If the spell is cast correctly (and the object of the vision is within

10 kilometers) the flames will take on the appearance of the object, along with as much of its surroundings as will fit in the 4 by 4 area of the spell. The vision will move with the object if it moves, as long as it does not move out of range. The visions will be simple and not very detailed-but they will be complete. After getting the initial vision, the caster may change his target as long as the spell lasts. The targets can be completely unrelated, or the caster can use the motion of the vision to "backtrack" the location of the object-though this is slow going, and there is no guarantee that the object will not move in the intervening time. If the caster ceases to concentrate on the spell, or if the fire is extinguished, the spell ends.

Flame Summons

Skill: conjuration/fire 10

Backlash: 14

Difficulty: 8

Effect Value: 10

Bonus Number to: effect

Range: touch

Duration: 2 (2.5 seconds)

Cast Time: 9 (one minute)

Manipulation: control

To use this simple spell, the caster holds some flammable inanimate object- a piece of dry wood or doth is a good idea. The caster concentrates on the object and wills it to burst into flame. If the spell works, the object will continue to bum until it is consumed or the flame is extinguished. For purposes of combat, the spell does damage equal to the effect total.

Flickering Fire Shield

Skill: alteration/fire 18

Backlash: 12

Difficulty: 15

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: state, control

This is a focused spell. The caster passes his hand through a flame while casting the spell, touching the hand of the recipient, focusing the spell into that character. That hand now has a barely visible flicker of flame in the shape of a shield. The spell resists the effects of all fire spells with a casting total less than the effect value of the flickering shield. The spell's duration is controlled by the recipient.

Ochial's Flaming Circle

Skill: alteration/fire 18

Backlash: 15

Difficulty: 8

Effect Value: 26

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 14 (10 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control

The casting of this spell is begun by tracing a circular area no greater than six meters in diameter and filling it with oil. The caster lights the oil and invokes the power of the spell. A circle of flame shoots up six meters and remains until the duration of the spell ends. After the initial casting, the controlling mage may shrink the circle's circumference down to a narrow jet of fire or, if it is not already at its maximum diameter of six meters, he may expand it. The mage may not move the circle off of its original center. The circle expands or shrinks at a rate of 60 meters per round (it can only close and widen completely once per round, however). Anything attempting to pass through the flames (whether voluntarily or because the circle is now too small to hold it) will take damage equal to the spell's effect value.

Metal Edit

Bullet

Skill: apportation/metal 13

Backlash: 16

Difficulty: 10

Effect Value: 17

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: control

The bullet spell can sling a metal mass about the size of a small sling bullet, or a quarter. The magician pantomimes the whirling of a sling with the hand holding the metal, then releases it toward his opponent. The apportation magic total of the cast must equal or exceed the Dexterity or dodge of the target character to hit the target.

Dagger Draw

Skill: conjuration/metal 14

Backlash: 15

Difficulty: 7

Effect Value: 2

Bonus Number to: duration

Range: touch

Duration: 14 (100 minutes)

Cast Time: 0 (one second)

Manipulation: duration, speed, control

This spell conjures a throwing dagger into the open hand of the caster. The total weight that may be conjured is equal to the Power Push of the effect value plus two. However, the dagger may not weigh more or be larger than a normal throwing dagger. The excess effect total is ignored. The dagger is not illusory, or unusual in any way, but it does vanish after the duration elapses.

Dagger Throw

Skill: apportation/metal 14

Backlash: 14

Difficulty: 7

Effect Value: 18

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 0 (one second)

Manipulation: control, range

This is a focused spell, cast on a throwing dagger. After it is cast, the mage uses his apportation skill, instead of his missile combat to "throw" the dagger. His skill total must exceed the target's dodge or Dexterity to hit. The thrown dagger does damage equal to the effect total of the spell, instead of its normal damage value.

Fool's Gold

Alteration/metal 13

Backlash: 14

Difficulty: 12

Effect Value: 12

Bonus Number to: effect

Range: touch

Duration: 23 (10 hours)

Cast Time: 17 (40 minutes)

Manipulation: duration

This is a focused, impressed spell. The caster must have a sample of the precious metal he wishes to fake. He rubs a little of the metal onto the metal he intends to "transform", then casts the spell. The spell converts one kilogram of metal or coins into an illusion of the precious metal used during the spell casting. The effect value, including the bonus number, must be at least five to convert the metal. The spell is released by tapping the metal with the sample, and generating an alteration magic total of zero or greater. The "gold" may be disbelieved on a Mind or willpower total of 13 or better.

Keen Blade

Skill: alteration/metal 15

Backlash: 15

Difficulty: 11

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: duration, state

The magician must have a bladed weapon which he keeps extremely sharp. He quickly hones this blade with a whetstone while casting the spell, and the touches the ritual blade to the blade which receives the spell. Compare the effect value of the spell to the maximum damage value on the Power Push Table, and the maximum damage value and the damage bonus are each increased by the result.

 

Sword Shatter Spell

Skill: alteration/metal 20

Backlash: 18

Difficulty: 14

Effect Value: 27

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: state

This is an impressed spell. To prepare this spell for use, the caster must imitate the sound of metal shattering and breaking with his voice. As this is not easy, the caster usually spends the entire cast time mimicking this sound, hoping that one noise will be acceptable. While doing this vocal impersonation, the caster concentrates on an array of broken, bladed weapons swords, axes, daggers and the like and makes the cracking sound over each of them several times. When released, the caster consults the Power Push Table and applies a result modifier of +10 to the Power Push of the effect total. If the final number is equal to or greater than the weapon's calculated Toughness, the weapon's metal blade shatters.

This spell will only work on metal bladed weapons. As a rule of thumb, the weapon must have a blade at least 12 centimeters in length and must be composed of metal. To figure the Toughness of the target weapon, apply its maximum damage value (as a Result) to the Power Push Table, plus its estimated weight value (assign most melee weapons a minimum weight value of 3). The final value equals the weapon's Toughness. Example: A typical sword has a damage value of 21. This reads on the Power Push Table as a result of 8. Adding the default weight value of 3 (4 kilograms), this gives the sword a Toughness of 11.

Lodestone

Skill: alteration/metal 16

Backlash: 17

Difficulty: 10

Effect Value: 18

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: control

This focused spell is cast on a piece (or pieces) of any type of metal. The affected area may not be greater than a two meter sphere. The caster looks at the target of the spell, extends both arms, and then brings her hands together with a loud slap. The target is then highly magnetized. The radius of the field is equal to the spell's range, and the strength of the magnetism is equal to the effect value. Any metal objects in the spell's range are then drawn towards the spell's target, or, if they are more massive, they draw the target towards them. Objects that can may resist by making Strength rolls higher than the spell's effect value, but they must do this every round they remain in the field.

Example: Wellathyn the mage casts this spell on the full plate armor of Bargaran the Knight. She generates a total result of 18 for the spell's casting. This gives the field a Strength of 18. The knight has a Strength of 12, and he fights the sudden pull of his metal-armored limbs to his body. He rolls a 16, giving him a bonus of +3. His Strength check total equals 15, not enough! The field is effectively immobilizing the unfortunate warrior. If something metallic-or metal clothed-tries to move through the magnetic field, it must make a check versus the strength of the field in the same way. If it fails, then it is drawn toward the lodestone.

Example: Bargaran's loyal followers are behind him and, when they see Wellathyn cast a spell on their leader, they shoot a volley of arrows over his head at the mage. The Strength of the field is still 18, so their shots must beat that number before the arrows can pass over. The target will continue to be highly magnetic until the spell's duration lapses, or the caster turns it off.

Open Lock

Skill: apportation/metal 14

Backlash: 11

Difficulty: 5

Effect Value: 16

Bonus Number to: effect

Range: touch

Duration: 15 (15 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control, duration

To cast this simple spell, the mage touches the lock with one hand and takes a key in the other, miming the opening of the lock. After reciting the incantation, he takes the key, places it as near to the lock as possible, and turns it. If the effect value of the spell exceeds the difficulty of the lock, it opens.

Precious Metal Plate

Skill: divination/metal 18

Backlash: 16

Difficulty: 11

Effect Value: 32

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 14 (10 minutes)

Manipulation: duration, range, speed

This is a focused spell. The mage enchants a plate by placing dozens of pieces of iron pyrite or illusory gold (or other illusory precious metal) onto its surface. Alongside each fake, he places one small real piece of each precious metal the plate is to detect. He removes the false metals one at a time, until only the true precious metals are left. He then casts the spell. To test the plate, he drops the pieces of metal (one at a time) to be examined onto the plate. If the spell was successful, each real metal produces a distinct tone when it falls, while the fake metals are soundless. The user activates the plate by placing the metal onto it. The effect value of the spell is compared to the disbelief value of the metal sampled (if the metal is illusory), or the casting total used to create any truly transformed metal. Precious metals to which the plate has not been attuned will still sometimes register with a funny, hollow sound.

Steel Shower

Skill: apportation/metal 15

Backlash: 13

Difficulty: 8

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (4 seconds)

Manipulation: speed, control

To use this spell, the caster must have a half kilogram of iron filings. He throws these filings in the direction of a target during the casting of the spell. The magic gives the mage a +5 to the accuracy of the apportation attack. If the apportation total exceeds the Dexterity or dodge of the target, she hits. The shower does damage equal to its effect total.

Vorgal's Metal Tale

Skill: divination/metal 21

Backlash: 18

Difficulty: 12

Effect Value: 38

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 14 (10 minutes)

Manipulation: control

While casting this spell, the mage must touch the piece of metal to be examined with both hands. He then asks the metal questions about its previous owners or those that have handled it within a time period equal to the effect value of the spell The metal will then answer-if those asked about are (or were) living beings.

When the caster has finished with one target, he may decide to question another during the spell's duration. He may ask as many questions as time permits.

Plant Edit

Lenfrieu's Spell Staff

Skill: conjuration/plant 22

Backlash: 16

Difficulty: 7

Effect Value: 12

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 18 (one hour)

Manipulation: control, duration, state

Lenfrieu's spell staff is of great use to almost any mage. The spell can only be cast on oaken staves that are between the lengths of l.5 and 2.5 meters. After casting this spell properly on a staff, the wood will receive impressed spells with the pattern of folk. The number of spells that can be stored is equal to the Power Push of the effect total plus five. This spell will only allow the storing of folk spells that are cast impressed. The spells will remain stored until cast or until the duration of the spell staff lapses.

Plant Shackles

Skill: alteration/plant 15

Backlash: 15

Difficulty: 11

Effect Value: 18

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: control

To put this incantation to use, the caster takes five blades of grass (or whatever plants are nearby) and drapes one across both wrists, both ankles, and his neck. When he mutters the correct words and specifies the target with a hand gesture, the plants within range will begin to writhe and wrap themselves about the opponent. The casting total must exceed the target's Dexterity or dodge. They will hold the target in their leafy embrace for up to one hour, with a strength equal to the effect value of the spell.

Sun Flower

Skill: alteration/plant 15

Backlash: 14

Difficulty: 8

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 14 (10 minutes)

Cast Time: 18 (one hour)

Manipulation: state

This is an impressed spell. It is also cast focused on a specific plant: a sunflower. If the plant is still living or recently (within 1 day) plucked, there is a +3 to the mage's casting roll. The mage must hold the plant in the sunlight with its face directed away from his body and towards the sun. When released, the spell causes a narrow beam of sunlight to shine directly from the sunflower's face to the target. If the target creature is not aligned with Death or Darkness, and has some sort of common ground with the caster, it can be affected. The effect value of the spell, minus the creature's

Mind, is used as a bonus modifier to any charm or persuasion attempts made by the caster for the duration of the spell. The light effect of the spell also lasts for the duration.

Thorn Staff

Skill: alteration/plant 19

Backlash: 18

Difficulty: 11

Effect Value: 24

Bonus Number to: effect

Range: touch

Duration: 14 (10 minutes)

Cast Time: 0 (one second)

Manipulation: cast time, state

This spell will only work on wooden staves no longer than two meters. The caster touches the staff to invoke the pattern. This causes illusory thorns to grow all over the surface of the wood (except where the caster's hands are). The disbelief difficulty is 18. If an object is struck with the Thorn Staff, It will take the staff’s normal damage plus the casting value of the spell. If someone is touching the staff when the spell is cast, he will take damage equal to the casting value only. The caster can control where on the wood the thorns grow, but not the duration of the spell.

Tree Ward

Skill: alteration/plant 17

Backlash: 18

Difficulty: 11

Effect Value: 0

Bonus Number to: range

Range: 12 (250 meters)

Duration: 14 (10 minutes)

Cast Time: 9 (1 minute)

Manipulation: state, range

This is a focused, warding spell cast on a tree. If, after the spell is cast, any living creature enters within the spell's range the tree's leaves, branches, and trunk will light up with a magical luminescence that can be seen for kilometers. The light will last for the duration of the spell, unless the invading creature(s) make a disbelieve roll of 18. In order to determine how sensitive the tree ward is, the caster must also generate a divination or Perception total after casting the spell. This IS the difficulty a creature must achieve in order to sneak past the ward.

Water Edit

Aeluin's Water Valley

Skill: apportation/water 20

Backlash: 15

Difficulty: 12

Effect Value: 30

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 21 (four hours)

Cast Time: 18 (one hour)

Manipulation: speed, control

An impressed spell, Aeluin's water valley must be cast in advance. To do so, the mage must have water taken from the body she wishes to affect with the spell, and placed in a large tub. Then, the mage must use her hands to part the water in a gentle, sweepmg motion, while summoning the power for the spell. The caster must concentrate on making a "valley" in the water, centering the motion with her hands. To invoke the spell, the caster leans over the prow of a ship and again makes the same parting motion with her hands. A "valley" will open up in the water two and a half meters deep, ten meters wide, and extending the range of the spell. The water on the sides of the valley and at the end of the range will remain stationary, while the water under the ship will rush forward, carrying the vessel along at great speed. When the ship reaches the end of the spell's initial range, the water will again separate, fanning yet another water valley. This process will repeat itself until the duration ends, or the caster wills it to end. The mage may change the direction of the vessel by leaning over the prow and sweeping her hands to either the right or the left of the vessel. At the beginning of the next water valley, the ship will continue in the new direction.

Note: The caster may not change the direction by more than ten degrees each valley without flipping the boat. Use the Speed Column on the General Results Table to determine the resultant speed of the vessel. The result points equal the Power Push if the difference between the boat’s original speed and the spell's effect total. The shock points of the Push are applied as damage to the vessel (as in normal speed pushes, however, the caster may limit the effect of the Push).

Bath of Death

Skill: alteration/water 16

Backlash: 14

Difficulty: 9

Effect Value: 20

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 2 (2.5 seconds)

Manipulation: state, range

To use this spell, the caster must have an open container of water in her hands, such as a bucket or pail. The caster throws the water at a target, controlling its apportation and form (mainly keeping it together and moving it in a straight line at a rate of 100 meters a round), and invokes the power of the spell. The water becomes highly erosive, due to the nature of the magic, the caster has a +5 bonus to his apportation attack roll if the attack roll is higher than the target's Dexterity or dodge, then he effect total equals the damage inflicted.

Cleanse

Skill: alteration/water 19

Backlash: 19

Difficulty: 7

Effect Value: 20

Bonus Number to: duration

Range: touch

Duration: 26 (1.5 days)

Cast Time: 18 (one hour)

Manipulation: control

This is a focused, impressed spell, affecting a liter of specially prepared water. The water contains a very small amount of herb tea. When a character drinks the water, the spell works as a countering agent to any poisons present in the body. If the spell's effect value is greater than the strength of the poison, then the poison has no effect at all. Unfortunately, the reverse is also true.

The antidote remains in the target's system for the entire duration and attempts to counter any new poisons that enter the body. The spell remains at full potency unless defeated, in which case its protection is destroyed. The poisons it has already overcome will stay inert, but any subsequent poisons will take full effect.

Corgain's Gill Spell

Skill: alteration/water 15

Backlash: 15

Difficulty: 11

Effect Value: 5

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: duration

This focused spell requires the gills from a fish. The mage splashes water onto the gills and then breathes through them, casting the spell on his third breath by pointing at the target character.

The effect value is the maximum number of kilos of water (10 kilos) converted to air when the recipient of the spell breathes underwater. This represents about eight full breaths, more than enough for a normal round. A panicked or strenuously active character may breathe more often than this, and water will bubble through to be inhaled, causing damage. The gamemaster rolls a bonus number, interpreting the bonus as result points of damage.

A character on land suffers no ill effect from this spell, and the spell will remain active for the duration. The recipient controls the duration of the spell.

Fog

Skill: alteration/water 12

Backlash: 15

Difficulty: 12

Effect Value: 0

Bonus Number to: duration

Range: touch

Duration: 11 (2.5 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

The fog spell requires that the caster hold a liter of water in an open container. As the magician casts the spell, he pours the water over of his hands, splashing the drops into the air. The water turns to vapor and billows forth into a dense fog. This fog will completely fill a 600 meter radius and rise to a height of 25 meters, centering on the vessel. The fog is dense, but evaporates quickly after the duration expires.

Frost Hair

Skill: alteration/water 18

Backlash: 16

Difficulty: 11

Effect Value: 28

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: state, control

To use this spell, the mage simply sprinkles a few drops of water into the target's hair while casting the spell. The water will then become frost, turning the hair white and making it slightly brittle for the duration of the spell. The effect then serves to resist any water spells with a casting result less than the frost hairs effect value. The recipient of the spell controls the duration, and the frost will not melt naturally until the duration expires.

Ice Bolt

Skill: alteration/water 16

Backlash: 15

Difficulty. 9

Effect Value: 15

Bonus Number to: effect

Range: 6 (I5 meters)

Duration: 6 (15 seconds)

Cast Time: 3 (four seconds)

Manipulation: range

The caster pours a stream of water through his open fist while invoking the pattern of the spell. The water freezes into a long spear, which the mage must immediately hurl at the chosen target.

Due to the nature of the magic, the caster has a +5 bonus to his apportation attack roll if the attack roll is higher than the target's Dexterity or dodge, then he effect total equals the damage inflicted. After the duration lapses, the bolt reverts to normal, fragile ice.

Sweet Water

Skill: alteration/water 14

Backlash: 11

Difficulty: 8

Effect Value: 0

Bonus Number to: duration

Range: touch

Duration: 19 (100 minutes)

Cast Time: 9 (one minute)

Manipulation: control, duration

Sweet Water purifies one liter of water, or a solution that is primarily water, each round of its duration. To cast the spell, the magician requires two containers, one of which must be immaculately clean. The magician pours the liquid into the less clean vessel, and places the clean vessel an arm's length away. He then scrubs one hand clean and places it over the immaculate vessel. When casting the spell, the mage concentrates on moving the water from the dirty container, over his hand, and into the clean vessel. As this happens, the dirt coagulates on his clean hand and the water is purified. That hand then sparkles and glows, transporting the dirt to the other hand.

Water Bubble

Skill: apportation/water 19

Backlash: 18

Difficulty: 11

Effect Value: 24

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 2 (2.5 seconds)

Manipulation: control, duration, state

The water bubble spell causes the water around the mage to push out away from her, forming a 2.5 meter sphere of air around her body. The mage must actually be in the water to cast the spell, but all she need do is touch it and "push it away." Once the caster has activated the spell, she may move freely underwater at a rate of 10 meters per round or bob to the surface.

Water Spray

Skill: alteration/water 12

Backlash: 10

Difficulty: 10

Effect Value: 15

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 6 (15 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control

The magician requires a liter of water in a container that he can squeeze to produce a spray. As she incants the spell, the mage squirts the water onto one hand, reflecting it in the general direction desired. The volume and force behind the water spray increases dramatically. The magician is able to control its apportation with gestures by the wet hand. The spray lasts for two rounds of combat. The alteration skill roll must exceed the dodge or Dexterity of the target in order to hit, and the effect value of the spell is used to determine damage.

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