MAGIC IS EVERYWHERE

Finally, the secrets of the sorcerers are collect- ed in a single volume. Magic Ð The Great Art Ð brings great power to its practitioners, and offers the opportunity to do great good or great evil. This book is the complete guide to magic for GURPS Fourth Edition. GURPS Magic presents an expansive, colorful magic system. Players can create any sort of wizard they can imagine. GMs can adapt the system to fit their own campaign or set adven- tures in the world of their favorite author. The rules can be modified to fit almost any world or wizard. This book is completely compatible with the magic rules in the GURPS Basic Set, with hun- dreds of new spells and several alternate magic systems, including improvisational magic, sym- bol magic, clerical magic, ritual magic, and alchemy. Open, and learn strange new wonders . . .

This PDF is an electronic copy of the first (and only to date) printed edition of GURPS Magic for the Fourth Edition of GURPS. All known errata as of the date of publication have been fixed.

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD. of Steve Jackson Incorporated. Pyramid, GURPS Magic, and the PRINT. names of all products published by Incorporated are reg- PLAY. istered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. All rights reserved. GURPS Magic is copyright © 1989, 1990, 1994, 1998, 2000. 2004, 2006 by Steve Jackson Games Incorporated. The scanning, uploading, and distribution of this material via the Internet or e23 via any other means without the permission of the publisher is illegal, and pun- ishable by law. Please purchase only authorized electronic editions, and do not STEVE JACKSON GAMES participate in or encourage the electronic piracy of copyrighted materials. Your e23.sjgames.com TM support of the authors’ rights is appreciated. STEVE JACKSON GAMES e23.sjgames.com

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Based on GURPS Magic by STEVE JACKSON and GURPS Grimoire by S. JOHN ROSS and DANIEL U. THIBAULT Compiled by MICHAEL SUILEABHAIN-WILSON Edited by ANDREW HACKARD and JEFF ROSE Cover Art by ABRAR AJMAL, ROBERTO CAMPUS, KIRK REINERT, ROMAS, DOUGLAS SHULER, ROGÉRIO VILELA, and JOHN ZELEZNIK Illustrated by ABRAR AJMAL, DOUGLAS SHULER, BOB STEVLIC, and ERIC WILKERSON Spell Prerequisite Charts by MICHELLE BARRETT

ISBN 1-55634-733-2 12 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES CONTENTS INTRODUCTION ...... 4 Dissipating Held Melee WEAPON ENCHANTMENTS ...... 62 and Missile Spells ...... 14 ARMOR ENCHANTMENTS ...... 66 1. PRINCIPLES OF MAGIC . . . 5 Long-Distance Modifiers ...... 14 PIECE-BY-PIECE Glossary of Magical Terms ...... 5 INVENTING NEW SPELLS ...... 14 ARMOR PRICES ...... 66 Player-Created Spells ...... 15 LEARNING MAGIC ...... 6 LIMITING ENCHANTMENTS ...... 68 Finding a Teacher ...... 6 Designing Wizard Characters . . . 15 WIZARDLY TOOLS ...... 69 Prerequisites ...... 6 Devotional Enchantment ...... 71 2. MAGIC ITEMS ...... 16 Mana ...... 6 Enchanting ...... 16 CASTING SPELLS ...... 7 9. FIRE SPELLS ...... 72 Controlling PC Enchantment . . . 17 CRITICAL SPELL FAILURE TABLE . 7 Small Fire Elemental ...... 76 Multiply Enchanted Items . . . . 18 Distraction and Injury ...... 7 Enchantments Caster and Subject ...... 7 10. FOOD SPELLS ...... 77 Without Items ...... 18 Time Required ...... 7 Enchantments ATE PELLS Energy Cost ...... 8 11. G S ...... 80 Without Spells ...... 18 Magic Rituals ...... 8 Interruptions ...... 18 EALING PELLS Optional Rule: 12. H S . . . . . 88 USING MAGIC ITEMS ...... 19 Magic Ingredients ...... 8 Controlling Magic Items ...... 19 13. ILLUSION AND Limits on Effect ...... 9 BUYING MAGIC ITEMS ...... 20 Duration of Spells and CREATION SPELLS ...... 95 Powerstone Costs ...... 20 Maintaining Spells ...... 9 Scary Illusions ...... 95 Selling Magic Items ...... 21 Optional Rule: Alternate Magic Rituals ...... 9 ECONOMICS AND ENCHANTMENT . . 21 14. KNOWLEDGE SPELLS . . 100 Spell Descriptions ...... 22 Secret Spells ...... 9 ...... 108 Canceling Spells ...... 10 3. AIR SPELLS ...... 23 Standard ...... 108 Casting Spells While Maintaining Other Spells . . . 10 ELEMENTAL SPIRIT SPELLS ...... 27 15. LIGHT AND Small Air Elemental ...... 28 DARKNESS SPELLS . . . . . 110 4. ANIMAL SPELLS ...... 29 16. MAKING AND Hybrids ...... 29 BREAKING SPELLS . . . . . 115 5. BODY CONTROL SPELLS . 35 17. META-SPELLS ...... 121 6. COMMUNICATION AND LINKING SPELLS ...... 130 EMPATHY SPELLS ...... 44 DIFFERENT KINDS OF MAGIC . . . . . 11 18. MIND CONTROL Colleges of Magic ...... 11 7. EARTH SPELLS ...... 50 SPELLS ...... 133 Spell Classes ...... 11 Small Earth Elemental ...... 55 Ceremonial Magic ...... 12 19. MOVEMENT SPELLS . . 142 Area Spells on a Battle Map . . . . 13 8. ENCHANTMENT SPELLS . . 56 Magic Staffs ...... 13 Clay Golem ...... 59

GURPS System Design ❚ STEVE JACKSON Prepress Checker ❚ MONICA STEPHENS Managing Editor ❚ ANDREW HACKARD Print Buyer ❚ MONICA STEPHENS GURPS Line Editor ❚ SEAN PUNCH Marketing Director ❚ PAUL CHAPMAN Production Manager ❚ MONIQUE CHAPMAN Sales Manager ❚ ROSS JEPSON Page Design ❚ PHILIP REED Errata Coordinator ❚ ANDY VETROMILE Production Artist ❚ JUSTIN DE WITT GURPS FAQ Maintainer ❚ STÉPHANE THÉRIAULT

Additional Material by Drew Bittner, Graeme Davis, Lee Gold, Ken Hite, Marc Janssen, Hunter Johnson, Steve Kenson, Chris McCubbin, Walter Milliken, Steffan O’Sullivan, W. Dow Rieder, Sean Punch, Brett Slocum, William H. Stoddard, and Jonathan Woodward. Playtesters: Jim Cambias, Peter Dell’Orto, Devin Ganger, Roberto Hoyle, Steve Kenson, Phil Masters, Elizabeth McCoy, Kenneth Peters, William H. Stoddard, and Chad Underkoffler. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Magic is copyright © 1989, 1990, 1994, 1998, 2000, 2004 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2 CONTENTS 20. NECROMANTIC SPELLS 149 ENERGY SPELLS ...... 178 Renaming Spells ...... 201 Skull-Spirits ...... 150 RADIATION SPELLS ...... 181 IMPROVISATIONAL MAGIC ...... 201 Undead Templates ...... 152 METAL AND PLASTIC SPELLS . . . . . 182 Magery and Demon ...... 155 New Meta-Trait: Improvised Magic ...... 201 Demonic Contracts ...... 156 Body of Plastic ...... 183 Wild Talents ...... 201 Black Magic ...... 156 Wildcard Magic ...... 202 25. WATER SPELLS ...... 184 Spell Defaults ...... 202 BLACK CRITICAL TABLE ...... 157 Lich ...... 160 Small Water Elemental ...... 191 SYNTACTIC MAGIC ...... 202 Wraith ...... 160 Spell Parameters ...... 202 26. WEATHER SPELLS . . . . 193 Word Parameters ...... 203 21. PLANT SPELLS ...... 161 THE BEAUFORT SCALE ...... 194 Casting the Spell ...... 203 Plant Meta-Traits ...... 165 New Meta-Trait: Scaling ...... 203 Body of Lightning ...... 198 Transform ...... 204 22. PROTECTION AND Linking Syntactic Spells . . . . . 204 27. VARIATIONS ...... 199 GMing Syntactic Magic . . . . . 204 WARNING SPELLS . . . . . 166 ALTERNATIVE MAGIC A Syntactic Spell: 23. SOUND SPELLS ...... 171 SYSTEMS ...... 199 Waterproofing ...... 205 Clerical Magic ...... 199 SYMBOL MAGIC ...... 205 24. TECHNOLOGICAL “Holy” Spells ...... 200 Symbols ...... 205 Ritual Magic ...... 200 Casting the Spell ...... 206 PELLS S ...... 175 Other Ritual Idioms . . . 200 Alternatives ...... 206 MACHINE SPELLS ...... 175 Alternate Prerequisites ...... 200 Example of Symbol Casting . . . 206 An Emergency Symbol-Casting ...... 207 The Futhark Runes ...... 209 The Ogham Alphabet ...... 209

About GURPS 28. ALCHEMY ...... 210 Steve Jackson Games is committed to full support of the GURPS sys- THE ALCHEMY SKILL ...... 210 tem. Our address is SJ Games, Box 18957, Austin, TX 78760. Please Making Alchemical Items . . . . 210 include a self-addressed, stamped envelope (SASE) any time you write The Herb Lore Skill ...... 211 us! We can also be reached by e-mail: [email protected]. Resources Other Alchemist Abilities . . . . 211 include: Inventing New Elixirs ...... 212 USING ALCHEMICAL ITEMS ...... 212 Pyramid (www.sjgames.com/pyramid/). Our online magazine Forms of Elixir ...... 213 includes new GURPS rules and articles. It also covers the d20 system, Magic Resistance ...... 213 , BESM, Call of , and many more top games – and Cost and Availability ...... 213 other Steve Jackson Games releases like Illuminati, , TYPES OF ELIXIRS ...... 213 Transhuman Space, and more. Pyramid subscribers also get opportuni- Animal Control ...... 213 ties to new GURPS books! Combat Abilities ...... 214 New supplements and adventures. GURPS continues to grow, and Hostile Elixirs ...... 214 we’ll be happy to let you know what’s new. For a current catalog, send us Magical Abilities ...... 216 Medical Elixirs ...... 217 a legal-sized or 9”¥12” SASE – please use two stamps! – or just visit Popular Elixirs ...... 218 www.warehouse23.com. Mental Abilities ...... 218 e23. Our e-publishing division offers GURPS adventures, play aids, Mental Control ...... 219 and support not available anywhere else! Just head over to Skills and www.sjgames.com/e23/. Physical Abilities ...... 219 Errata. Everyone makes mistakes, including us – but we do our best ALCHEMICAL CHARMS ...... 220 to fix our errors. Up-to-date errata sheets for all GURPS releases, Time and Cost to Make ...... 220 including this book, are available on our website – see below. Detection and Analysis ...... 220 Internet. Visit us on the World Wide Web at www.sjgames.com for Using Charms ...... 220 errata, updates, Q&A, free webforums, and much more. The GURPS EXOTIC PREPARATIONS ...... 220 Magic web page is www.sjgames.com/gurps/books/magic/. Alkahest ...... 220 Homunculus ...... 221 Bibliographies. Many of our books have extensive bibliographies, and Philosophers’ Stone ...... 221 we’re putting them online – with links to let you buy the books that inter- MAGICALLY POTENT MATERIALS . . 222 est you! Go to the book’s web page and look for the “Bibliography” link. GURPSnet. This e-mail list hosts much of the online discussion of APPENDIX: SPELL TABLE . . 223 GURPS. To join, point your web browser to www.sjgames.com/ mailman/listinfo/gurpsnet-l/. SAMPLE SPELL PREREQUISITE CHART . . 238 Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth Edition. Page references that begin with B refer to that book, INDEX ...... 238 not this one. GRIMOIRE FORM ...... 240

CONTENTS 3 INTRODUCTION Any sufficiently advanced technology by S. John Ross and Daniel U. Grimoire (1994), the collection of is indistinguishable from magic. Thibault, plus the Black Magic system spells which is incorporated into this – Clarke’s Law created by S. John Ross. Many others book. He is one of gaming’s first com- Any sufficiently advanced magic is created material or suggested spells mercial electronic publishers, the indistinguishable from technology. for one or another of these volumes; founder of Cumberland Games & – Murphy’s reformulation of see the credits on p. 2. And Michael Diversions. His home on the Web is Clarke’s Law Suileabhain-Wilson converted the also the home of Risus: The Anything entire collection to Fourth Edition RPG, the HexPaper font, and Sparks The very first roleplaying was fan- standards. paper miniatures. His home in the tasy roleplaying, and fantasy is still the most popular type of RPG. Magic brings power and wonder to the gam- ing table. Yet all too often, fantasy campaigns seem trite and predictable, trapped by their sources in Tolkien and Arthurian England. It needn’t be that way. Magic and magical worlds can have infinite vari- ety, and so can magical heroes. A wiz- ard might be the stereotypical gray- beard with a pointed hat . . . but he also might be a palace cook with a couple of minor but useful food spells, a plane-hopping mage who roams the timelines looking for people in trou- ble, or a battle-hardened soldier whose mastery of magic has brought empires to their knees. With GURPS Magic, you can play these spellcasters and many others. The meat of this book comprises 24 spell colleges with hundreds of spells . . . but there’s much more! physical world is Austin, Texas, where Within these pages you’ll also find ABOUT THE he games weekly and snuggles daily expanded rules for magic use and with his wife, Sandra. In addition to enchantment, alternate magic sys- AUTHORS his GURPS and other work for Steve tems, and a full treatment of alchemy, Steve Jackson played his first RPG Jackson Games, he’s written, edited, ready to drop into your . when there was only one title on the mapped, and cartooned his way market. It was fantasy. His first pro- across the gaming industry, including fessional job was developing a fantasy work for Wizards of the Coast, White PUBLICATION RPG (Monsters! Monsters!). His sec- Wolf, TSR, Guardians of Order, Last ond game design was a tactical game Unicorn Games, and Flying Buffalo. HISTORY intended to be used with fantasy RPGs Daniel U. Thibault was a graduate This is the third edition of GURPS (Melee). His first big design was a fan- student in computer science when he Magic; it has been revised to the tasy RPG (). He submitted spells for the first edition of GURPS Fourth Edition rules. We hope wrote the first editions of GURPS GURPS Fantasy. He then proceeded that’s not overly confusing. The oldest Fantasy and GURPS Magic. One to ransack books, movies, bulletin material here dates back to the first might conclude that he likes fantasy boards and his imagination to pro- edition of GURPS Fantasy (which RPGs. He doesn’t get to play them as duce GURPS Grimoire. He also col- covered magic as well as fantasy much as he likes, though, since being laborated on several other GURPS world-building). The second edition of president and editor-in-chief of Steve books. Meanwhile, he became a scien- Magic added more spells and the Jackson Games continues to demand tist with Defence R&D Canada, got a Improvisational Magic system created huge chunks of time. Anyone feel like spouse, cats, dogs, and a child, and by Brett Slocum and Steffan GMing a GURPS campaign in Austin? moved multiple times. All this has put O’Sullivan. This edition adds the S. John Ross wrote the Black Magic severe limitations on his roleplaying entire contents of GURPS Grimoire, rules (p. 156) and co-wrote GURPS time, but things are getting better.

4 INTRODUCTION CHAPTER ONE PRINCIPLES OF MAGIC

Bid me discourse, I will enchant painstaking process. Very experienced Magery. Anyone with any degree of thine ear. wizards can strike out into new terri- Magery is called a mage. In many – William Shakespeare, tory, creating new spells for new tasks, game worlds, only mages can use “Venus and Adonis” but magical experimentation is not for magic. In all worlds, they are the novice or the faint of heart. better with magic than nonmages. The table groaned under the The best wizards have an inborn weight of strange and wonderful ability to learn and use magic, called things – cups and belts and boxes and other things that Patrick didn’t recog- nize. He looked up nervously at the big man in the brown robes. “Go on now, boy,” the man said Glossary of Magical Terms gently. “Pick out something special.” abort: To stop the casting of a spell before its completion. Patrick turned back to the table backfire: A critical failure when casting a spell. and chewed his thumb. There were so base skill: Your unmodified skill with a spell; compare with effective skill. many things, and they were all so nice. basic spell: A spell with no other spells as prerequisites. He petted a soft fur hat, thinking cancel: To end a spell before it would normally expire. about the coming winter. caster: The person casting a spell. He kept looking back at a set of class: A group of spells that use the same special rules. Two examples knucklebones, like the men used down appear in this glossary: melee spells, Missile spells and Resisted spells. at the public house. He reached out college: A group of spells that deal with the same subject – fire, healing, and picked them up. They seemed etc. almost alive in his hand – warm and effective skill: Your base skill, plus any modifiers (usually penalties) for trembling, like a mouse. range, circumstances, etc. A caster rolls against effective skill. He stepped back from the table enchantment spell: A spell for creating permanent magic items. See and turned. “These,” he said, holding Chapter 2. out the knucklebones. energy: The “cost” to cast a spell. You may pay this in either FP or HP. The big man raised an eyebrow as Some game worlds offer alternative energy sources. he took them. He looked to the back of grimoire: The list of spells you know (more generally, any book of spells). the room, where Patrick’s parents mage: Anyone with the Magery advantage. waited with the mayor, and nodded. Magery: The advantage of being “in tune” with magic; see pp. B66-67. Patrick’s mother made a small noise. maintain: To continue a spell after it would normally end. This costs Squatting in front of Patrick, the more energy, unless you have high skill. big man offered his hand. Patrick took mana: The ambient magical energy manipulated by spells. Different it; it was huge, but strangely soft. The areas (or worlds) have different levels of mana; see Mana (p. 6). man clasped his hand firmly. melee spell: A spell that “charges” your hand or a magic staff with “Welcome to the vocation, Magus.” harmful energies that affect the first target you strike. missile spell: A spell that summons a magical projectile that you must Magic is a powerful force that can “throw” at the subject. be manipulated with skills called prerequisite: A requirement for learning a spell. spells. By casting spells, a wizard can Resisted spell: Any spell that must overcome the “power” of its subject direct magical energy – known as before it works. mana – to produce almost any effect. sapient: Racial IQ 6 or higher. This is a mysterious art in some set- spell: A skill that produces a specific magical effect when used tings, a precise science in others. successfully. Although hundreds of spells exist, subject: The person, place, or thing on which a spell is cast. each has a unique effect. Finding the wizard: Any user of magic, whether he is a mage or not. right spell for a given task can be a

PRINCIPLES OF MAGIC 5 LEARNING MAGIC Anyone can learn most spells – time required to learn spells (but not although in some worlds, you must be a the point cost) by 10% per Magery level, FINDING A mage to use the spells you know. Some to a minimum of 60% the usual time at spells specify a particular level of Magery 4; e.g., Magery 3 would let you TEACHER Magery as a prerequisite: if you lack the learn spells in 70% the usual time. The difficulty of learning magic required Magery level, you cannot learn The maximum level of Magery avail- depends largely on the role of magic in the spell. able in your world is up to the GM. a setting – and especially on its preva- Each magic spell is a separate skill, Most GMs will want to limit PCs to lence. In a world where magic is com- learned just like any other skill. Most Magery 3 or 4. mon, wizardry is likely a trade like any spells are IQ/Hard skills, but a few If you know more than a few spells, other, learned through apprenticeships potent spells are IQ/Very Hard. Spells you may wish to make a “grimoire.” or in schools. If magic is rare, on the have no default – you can only cast This is a list of the spells you know and other hand, prospective teachers may spells you know. your skill with each, along with the be cloistered in far-off monasteries or Add your Magery to IQ when you energy cost, time to cast, duration, etc. isolated towers. If magic is illegal, those learn spells. For instance, if you have IQ for each spell. This will save a lot of ref- mentors will be in hiding. 12 and Magery 3, you learn spells as if erence time in play! A form is included Once the would-be wizard finds a you had IQ 15. In addition, reduce the on p. 240. teacher, he must convince the teacher to take him on as a student. Some teachers give lessons for a fee; others demand service in exchange for train- ing. Still others ask for nothing in Mana advance, but expect their students to Mana is the ambient energy that empowers magic. Magic will work know their duty when the need arises. only if the mana level of the game world or specific area allows it, as If no instructor is available, an aspir- follows: ing wizard may study magic without a teacher, like any other intellectual skill. Very High Mana: Anyone who knows spells can cast them. A mage who However, lone study demands that the spends FP to cast a spell on his turn gets those FP back at the start of his wizard has access to good texts on next turn. However, all failures are treated as critical failures – and actual magic, in a language he can read. Even critical failures produce spectacular disasters! Very high mana is extreme- then, his progress is only half as fast as ly rare in most settings. it would be with a mentor, taking 400 High Mana: Anyone who knows spells can cast them. This mana level hours for every character point of is rare in most worlds, but some game worlds have high mana throughout. progress (though Magery will offset Normal Mana: Only mages can cast spells. These spells work normally, some of this; see Magery, pp. B66-67). according to all rules given in this chapter. This is the default mana level What’s more, finding those texts may be in most fantasy settings: mages use magic, others don’t. just as hard as finding a teacher. Low Mana: Only mages can cast spells, and all spells perform at -5 to In a world with improvised magic skill, for all purposes. (Magic items are similarly affected; see Power of a (p. 201), there may be no magic Magic Item, p. 17.) However, critical failures have mild effects or no effect teachers at all; wizards might learn by at all. experimentation and lots of hard No Mana: No one can use magic at all. Enchantments and permanent knocks. magic effects are suspended and do not function while within a no-mana zone, but resume when taken to an area with mana. Temporary and last- ing spells (p. 10) are dispelled when they enter a no-mana zone. This PREREQUISITES mana level occurs in isolated spots in magical worlds. Some entire game All but the most basic spells have worlds can lack mana, making magic use impossible. one or more prerequisites: require- ments you must meet in order to learn In most regions, mana is uniform and static. However, in some loca- the spell. If the prerequisite is another tions mana may favor certain types of magic, or fluctuate over time. Some spell, you must have at least one point powerful spells can even change the mana level of an area (p. 127). GURPS in the prerequisite spell before you Fantasy discusses more possibilities for the magical properties of a world. can study the advanced spell. Not all Sensing Mana prerequisites are spells. Some spells require a minimum Magery level; for Mages cannot automatically sense the mana level of an area, but they instance, “Magery 2” means you must may sense the change when they cross a boundary between levels. When have Magery 2 or more to learn the a mage crosses such a boundary, roll vs. Perception + Magery-3. Add 3 to spell. A few spells require a minimum the roll if the mage was explicitly searching for the boundary. basic attribute score, an advantage, or even a mundane skill.

6 PRINCIPLES OF MAGIC CASTING SPELLS You must know a spell in order to again. The GM is free to improvise spell were both lily-white, pure cast it, unless you possess a magic instead of using the table. good in intent.) item that lets you cast it (see Chapter Improvisations should be appropriate 2). Tell the GM what spell you are cast- to the spell and the situation, and ing, then take Concentrate maneuvers should never kill the caster outright. DISTRACTION for the requisite number of turns (see 3 – Spell fails entirely. Caster takes 1d Time Required, below). At the end of AND INJURY of injury. the last second of concentration, make If you use an active defense against 4 – Spell is cast on caster (if harmful) a success roll for the spell. an attack, or are knocked back, or on a random nearby foe (if ben- Casting a spell works like any other knocked down, injured, grappled, or eficial). use of a skill: roll 3d and compare the otherwise distracted while concentrat- 5-6 – Spell is cast on one of the caster’s total to your effective skill (your base ing, make a Will roll at -3 to continue companions (if harmful) or on a skill with the spell adjusted by any casting your spell. On a failure, your random nearby foe (if beneficial). applicable modifiers). Modifiers spell is spoiled and you must start 7 – Spell affects someone or something depend on the class of spell (see Spell over. other than its intended target – Classes, p. 11). If your roll is less than If you are stunned while concen- friend, foe, or random object. Roll or equal to your effective skill, the trating, your spell is automatically randomly or make an interesting spell works. If it is greater than your spoiled. choice. effective skill, the spell fails. If you are injured but not stunned while concentrating, and succeed on the roll to avoid distraction, you may cast your spell. However, the shock Improvisations should be appropriate to the penalty for your injury will reduce your effective skill. See Shock spell and the situation, and should never kill the (p. B419) for details on shock. caster outright. CASTER AND On a success, mark off the spell’s 8 – Spell fails entirely. Caster takes 1 SUBJECT energy cost against your FP or HP (see point of injury. The “caster” of a spell is the person Energy Cost, p. 8). Its effects take place 9 – Spell fails entirely. Caster is who is attempting to cast it. immediately. On a critical success, the stunned (IQ roll to recover). The “subject” of a spell is the per- spell works especially well. Details are 10-11 – Spell produces nothing but a son, place, or thing upon which the up to the GM, who should be both loud noise, bright flash of light, spell is cast. If you are casting a spell generous and creative. Whatever else awful odor, etc. on yourself, you are both caster and occurs, there is never an energy cost if 12 – Spell produces a weak and use- subject. The subject can also be anoth- you get a critical success when you less shadow of the intended effect. er being, an inanimate object, or even cast a spell. 13 – Spell produces the reverse of the a patch of ground. If the subject is a On a failure, the spell does not intended effect. place, the caster can “touch” it by work. If success would have cost ener- 14 – Spell seems to work, but it is only extending a hand over it or touching gy, you lose one energy point; other- a useless illusion. The GM should the ground, as appropriate for the wise, you lose nothing. (Exception: do his best to convince the wizard spell. You must pay the full energy cost for and his companions that the spell an Information spell even on a failure; did work! see Information Spells, p. 13.) On a 15-16 – Spell has the reverse of the TIME REQUIRED critical failure, you must spend the full intended effect, on the wrong tar- Most spells take one second to cast. energy cost and the spell fails badly! get. Roll randomly. Take the Concentrate maneuver for The GM may use the Critical Spell 17 – Spell fails entirely. Caster tem- one turn and attempt your skill roll at Failure Table or improvise some other porarily forgets the spell. Make an the end of your turn. If you succeed, “backfire” he finds amusing. IQ roll after a week, and again each the spell takes effect instantly. following week, until he remem- Whether you succeed or fail, your turn CRITICAL SPELL bers. ends as soon as you roll the dice. No 18 – Spell fails entirely. A demon or one can interrupt a one-second spell FAILURE TABLE other malign entity appropriate to unless he took the Wait maneuver on his own turn before the caster began Roll 3d on the table below. If the the setting appears and attacks the concentrating. result is inappropriate – or if it is the caster. (The GM may waive this result that the caster intended – roll result if, in his opinion, caster and

PRINCIPLES OF MAGIC 7 Example: Patrick wants to cast Create Fire, a one-second spell. On his turn, Patrick says, “I’m concentrating Optional Rule: on Create Fire.” This uses his entire turn. He then rolls the dice for his Magic Ingredients spell. If he succeeds, he creates fire – Traditionally, spells have often required the use of exotic ingredients: but either way, Patrick’s turn ends. dragon scale, virgin’s blood, eye of newt, mandrake root, Nixon campaign Aidan, standing next to him, cannot buttons, or what have you. This book, however, does not specify what try to disrupt the spell unless he took ingredients are required for spells, aside from some materials required for the Wait maneuver before Patrick’s enchantments. It would be nearly impossible to produce a list of ingredi- turn began. ents that would make sense across a variety of settings, to say nothing of Some spells take more than one the space such a list would take up. second to cast. This requires multiple, Instead, spell ingredients should be regarded as a powerful tool for consecutive Concentrate maneuvers in GMs to use for fine-tuning the feel of magic in their games. Spells you combat. Make the skill roll at the end wish to constrain may require expensive and rare ingredients. If a partic- of the last turn of concentration. You ular spell is getting out of hand, maybe the mandrake crop will fail this may “abort” an unfinished spell before year. Spell ingredients can also serve as a useful cash sink, if the amount it is cast, at no penalty, but you must of money in PC hands is getting excessive. start over if you wish to try again. Exotic ingredients can be extremely useful for moderating the use of magic. Ordinarily, wizards have little incentive not to use up all their Example: If a spell takes three sec- energy at every encounter; as long as the party has some time to rest onds to cast, you must spend three afterwards, they’ll be back up to scratch in no time. If there’s only so turns doing nothing but concentrat- much eye of newt to last until the next visit to town, however, wizards ing. You roll the dice at the end of your may start trying to use their magic to best effect, and to find alternate third turn. ways to be useful in a pinch. Blocking spells may be cast without For some possible ingredients and their typical uses, see Magically concentrating, during a foe’s turn, to Potent Materials, p. 222. defend against an attack. See Blocking Spells (pp. 12-13). Recover Energy spell (p. 89) recovers requires you to speak, you cannot cast ENERGY COST FP faster than normal. the spell if you are gagged or under a spell of silence. Each spell has an energy cost. The higher your skill with a spell, When you cast the spell, you must pay Burning HP the easier it is to cast. It takes less time, this cost in either FP or HP. The better You may also expend life energy to requires less energy, and has less strin- you know the spell, the less energy you pay the cost of a spell. Mark off some gent ritual requirements. See the list need to cast it. If you know it well or all of the cost against HP instead of below for details. In all cases, “skill” enough, you can cast it at no cost. FP – the spell is actually harming you! refers to base skill, not effective skill. Exception: Never reduce the cost of a You are at -1 on your spell roll per HP The only modifier that matters here is Blocking spell; see Blocking Spells used. This is instead of the usual shock the -5 for low mana, if applicable. (pp. 12-13). penalty for injury, and High Pain If your base skill with a spell – mod- Threshold has no effect. Skill 9 or less – Ritual: You must have ified only by the -5 for low mana, if Using HP to power spells is dan- both hands and both feet free for applicable – is 15 or more, reduce the gerous, but it may be necessary if you elaborate ritual movements, and cost to cast the spell by 1. If you have are badly fatigued and must cast you must speak certain words of skill 20 or more, reduce cost by 2. Cost another spell. You may “burn” HP power in a firm voice. Time: continues to decrease by 1 per full five until you fall unconscious. Should a Doubled. Cost: As listed. skill levels beyond skill 20. Apply the failed HT roll indicate that you have Skill 10-14 – Ritual: You must speak a same reduction to the cost to maintain died, you do not actually spend the few quiet words and make a ges- a spell. Calculate the entire cost for a HP. Instead, you fall unconscious. ture. Time: As listed. Cost: As listed. spell (for instance, by multiplying cost Treat HP lost this way just like any Skill 15-19 – Ritual: You must speak a for the size of the subject or the area other injury. word or two or make a small ges- affected) before applying energy cost ture (a couple of fingers are reductions for high skill. Energy is still enough), but not necessarily both. going into the spell, but your skill lets MAGIC RITUALS You are allowed to move one yard you draw it from the surrounding To cast a spell, you must usually per second while taking the mana instead of supplying it yourself! perform a ritual that involves gestures Concentrate maneuver. Time: As You normally pay the energy cost and speech. If you can’t perform the listed. Cost: Reduced by 1. of a spell in FP. You can recover lost ritual, you can’t cast the spell! For Skill 20-24 – Ritual: None! You simply FP by resting. A mage with the instance, if the ritual for a spell stare into space as you concentrate.

8 PRINCIPLES OF MAGIC Time: Halved (round fractions up to the next second). Minimum cast- ing time is still one second. Cost: Optional Rule: Alternate Magic Rituals Reduced by 2. Here is an alternative way to handle the rituals required for spells. It Skill 25-29 – Ritual: None. Time: gives wizards more flexibility in the way they cast their spells, but denies Divided by 4 (round up). Cost: powerful wizards the ability to forget about ritual entirely. Reduced by 3. By default, all spells require two-handed gestures, subtle foot motions Skill 30 or more – As above, but for like dance steps, and a clearly spoken incantation. However, any wizard every five levels of skill beyond skill may choose to omit parts of the ritual by accepting a penalty to skill. 25 (that is, at levels 30, 35, 40, etc.), Omitting the foot movements requires a -2 penalty. Gestures with only halve casting time again (always one hand require a -2 penalty, while casting with no hand gestures at all rounding up) and reduce energy requires a -4 penalty. Softly spoken incantations demand a -2 penalty, and cost by one more point. no incantation requires a -4 penalty. Certain spells always require a spe- If, on the other hand, a wizard has time to be especially precise with cific ritual. Such requirements over- his movements and speaks the incantation loudly and articulately, ride the rules above. For instance, doubling the casting time, he gets +1 to his effective skill. high skill has no effect on the cost to cast Blocking spells (pp. 12-13) or the time to cast Missile spells (p. 12). points to heal 2, 4, 6, or 8 HP. It has If you can maintain a spell, the four levels of effect. Magery 10 would energy cost to do so appears alongside LIMITS ON let you revise this limit to 10 levels of the cost to cast. When the spell reach- effect – you could spend 1-10 energy es the end of its duration, you may EFFECT points to heal 2-20 HP! continue the spell by paying its main- The effects of many spells vary tenance cost. If you do, the spell The GM is free not to use this rule with the energy spent. For instance, a endures for another interval equal to if he thinks it would be unbalanced. Of healing spell might heal 1 HP per its duration. This takes no time and course, if he puts a limit on the high- energy point, or a combat spell might requires no skill roll. Distance is not a est level of Magery available, this will inflict 1d damage per point. factor. If the spell description sets no not be a problem! upper limit, then you may spend as Example: The Light spell (p. 110) much energy as you can afford! The notes “Duration: 1 minute” and “Cost: more you spend, the greater the effect. DURATION OF 1 to cast; 1 to maintain.” It ends after If the spell specifies a finite range SPELLS AND a minute unless, at the end of that of effects and associated energy costs, minute, you spend one more energy though, you cannot exceed the upper MAINTAINING point to maintain it. If you do, it lasts limit without a high level of Magery another minute. (see below). SPELLS You may repeat this process for as If either type of variable spell is cast Some spells produce an instanta- long as you wish, provided you can on the same subject more than once, neous effect when cast and then end supply the required energy. As long as only the spell with the most powerful immediately. Other spells last for a you are conscious, you will know effects counts – multiple instances of a fixed “duration” (given for the particu- when one of your spells needs to be given spell do not “stack” or add in any lar spell, but most often one minute) renewed. However, you cannot main- way. Spells that heal, damage, or oth- and then wear off – unless you tain a spell while you sleep, and you erwise permanently affect the subject maintain them. cannot “hand off” a spell to someone are an exception: you may cast such else so he can maintain it for you. spells repeatedly, healing or damaging the subject by the full amount each time. Secret Spells Magery and Effect It is rarely clear what spell a wizard is casting while he’s casting it – Talented mages may exceed the especially if he knows it well enough to cast it silently! In general, if a spell usual limits for spells that allow a has no obvious visible effect (unlike Fireball), it can be kept a secret. This finite number of “levels of effect” (dice can make magical battles much more interesting, when only the GM of damage, bonuses to skill, etc.). The knows exactly what spells are in effect and on whom. upper limit is the higher of the stan- Even if the spell is audible, observers may have to make a dard number of levels or the caster’s Thaumatology roll to recognize a spell they do not themselves know. Magery level. Observers without Thaumatology are completely out of luck! Example: Major Healing (p. 91) allows you to spend 1, 2, 3, or 4 energy

PRINCIPLES OF MAGIC 9 High Skill and Cost to Maintain Canceling Spells Energy cost reduction for high skill Sometimes, you may want to end a spell before its full duration is up. also applies to the cost to maintain a If you specify a shorter duration when you cast the spell, the spell lasts spell. This can reduce maintenance exactly the time desired. If you suddenly decide to “cancel” a spell before cost to 0. For instance, if you know a its time is up, though, you must pay one energy point (from FP or HP) to spell at skill 15-19, you may reduce its do so, regardless of the spell or your skill level. maintenance cost by 1; if this cost is 1 to begin with, you can maintain the spell indefinitely at no energy cost! Instantaneous spells produce an Spell Endurance instant effect when cast and then end Spells usually resist other spells or Concentration and immediately. Note that some instanta- attacks with the effective skill of the Maintenance neous spells appear to last longer wizard who cast them. Some tempo- You can maintain a spell without because they leave behind a persistent rary and lasting spells, however, can concentration unless the spell requires but nonmagical effect – Flesh to be whittled away by repeated assaults. constant manipulation and change; Stone, for example, instantly turns a Such spells are said to have e.g., to maneuver a levitating object. living being to stone and ends, leaving Endurance. Like an enchantment’s Spells like this require you to take the behind a stone statue. Power, a spell’s Endurance at casting Concentrate maneuver only. If you are Temporary spells are spells that time is equal to its caster’s effective distracted, injured, or stunned, you require the continuing expenditure of skill. However, it may be reduced by must make a Will roll at -3. If you fail, energy to maintain. If it has a cost to later events. A spell’s description the spell does not end, but it remains maintain, it is most likely a temporary always discusses whether the spell has in precisely the state it had when you spell. Only temporary spells count as Endurance and at what Endurance were distracted, and does not respond spells “on” (see below). the spell fails and dissipates. to change until you can concentrate Lasting spells do not require main- on it again. On a critical failure, the tenance, but have a limited effective spell ends. duration. Typically, they last until One Try Casting another spell does not some event ends the spell. Bless is a Some spells only provide a wizard break concentration, but you suffer a good example; the spell lasts until the with one chance. These spells note skill penalty for doing two things at blessing is used. “One Try” in their descriptions. If such once (see Casting Spells While Permanent spells create a magical a spell fails, the caster (and any assis- Maintaining Other Spells, below). effect that lasts indefinitely. Zombie is tants) may not try that spell again on a good example: the magic force that the same subject. Some spells permit animates the body persists until the only a single try within a given time Changing Maintained body has been physically destroyed. A period – “one try per week,” for exam- Spells permanent spell, unlike temporary ple. In this case, the caster(s) may try and lasting spells, does not end in a A spell with a variable area of effect again after the appropriate time has no-mana zone, but it is suspended cannot be expanded after it has been passed. If no time period is specified, until the subject leaves the zone. At cast. However, a wizard may choose to the caster(s) may never try again. that point the spell resumes. maintain only part of a spell’s area, Enchantments produce a still more paying the maintenance cost for only enduring magical effect – usually one a portion of the original area affected. that generates other magical effects in CASTING SPELLS turn. Enchantments are not dispelled Duration Types by spells like Dispel Magic or Remove WHILE There are five classes of duration Curse. Like permanent spells, MAINTAINING for spells: instantaneous, temporary, enchantments are suspended, not lasting, permanent, and enchantment. dispelled, by no-mana zones. OTHER SPELLS You can only cast one new spell at a time. However, you can cast new spells before older ones end. Apply the follow- ing modifiers whenever you cast spells while you have other spells active: -3 per spell you are concentrating on at the moment. See the individual spell descriptions to learn which spells require concentration. -1 per other spell you have “on” at the moment. Only temporary spells carry this penalty.

10 PRINCIPLES OF MAGIC DIFFERENT KINDS OF MAGIC Many types of magic exist. Spells • Name a target location. For Melee Spells fall into “colleges” according to their instance, if you specify “One yard Melee spells “charge” your hand or subject matter, and “classes” according beyond the other side of this door,” magic staff (see box) with harmful ener- to the way they work. you’ll get whoever is standing on the gies that affect the first target you other side of the door. If there is nobody strike. These spells require two skill COLLEGES OF there, you wasted the spell. rolls: a roll against spell skill to cast the • Name a subject; e.g., “The closest spell, and a normal melee attack roll to MAGIC person in the next room,” or, “George, hit the target with your hand or staff. who I know is around here some- To cast a Melee spell, concentrate Spells related by subject matter – where.” The GM determines the actual e.g., fire, healing, or mind control – for the required time, roll against spell range to the subject. This is risky! If the skill at the end of the final turn of con- belong to the same college. The basic subject is farther away than you think – spells of a college are prerequisites for centration, and pay the energy cost. No or simply absent – you are inviting distance modifier applies because you the more advanced ones. Some spells failure or even critical failure! fall into more than one college. For are casting the spell on yourself! On a instance, Earth to Air (p. 25) is both an No physical barrier affects a success, you energize your hand or staff Earth and an Air spell. This is only Regular spell. Unless it backfires, the with the spell’s magic. On your next important when counting prerequisites. spell never hits the wrong target. turn, you must either hold your spell or Most wizards specialize in only a attack with it. few colleges. This is the most efficient If you hold your spell, your hand or way to learn advanced magic. Area Spells staff remains “charged.” This costs no However, you may learn spells from as These spells affect an area instead of energy and requires no skill roll. You many colleges as you wish. an individual. They are cast on a sur- cannot cast another spell while holding face – floor, ground, etc. – and their a Melee spell. You can take any other effects extend four yards (12 feet) up combat maneuver (but an attack with SPELL CLASSES from that surface. A few Area spells the energized hand or staff discharges Each spell falls into one or more work differently; see the individual spell the spell). A parry with the hand or staff classes that define how it works in descriptions for details. does not discharge the spell; only an play. These classes are not mutually The area’s size governs the energy attack in combat is a part of the ritual. exclusive, except as explicitly noted in cost, but not the difficulty of the roll. A Melee spell held on a staff persists the rules below. The cost listed for an Area spell is for as long as you wield the staff. If you always its “base cost.” The actual cost to lose hold of your staff, even for an cast the spell is equal to its base cost instant, the spell drains away harmless- Regular Spells multiplied by the radius of the area of ly. If someone grabs your staff, and you Most spells fall into this class. A effect in yards (minimum one yard): are both holding it on your turn, your Regular spell affects only one subject. base cost ¥1 for a one-yard radius, ¥2 attempt to wrench it free counts as an Its energy cost assumes a human-sized for a two-yard radius, ¥3 for a three- attack, and your opponent instantly subject – that is, one with Size modifier yard radius, and so on. suffers the spell’s effects! 0. For a subject with a positive SM, mul- Area spells with a fractional base To attack, roll against DX or an tiply cost by 1 + SM: ¥2 energy for SM cost, such as 1/2 or 1/10, cost a mini- unarmed combat skill to hit with a +1, ¥3 for SM +2, ¥4 for SM +3, and so mum of one energy point. A few Area hand, or the appropriate Melee Weapon on. There is no cost reduction for a sub- spells specify a minimum cost, which skill to hit with a staff. This is a stan- ject with a negative SM. A few Regular you must always pay, even if it is larger dard melee attack. Your target may spells have special cost schemes that than the base cost multiplied by the attempt any active defense. If he suc- override these rules. desired radius. ceeds, your spell is not triggered; you Regular spells work best if you can If an Area spell affects living beings, may try again next turn. If he fails, your touch or see the subject. You do not it affects everyone in the area of effect. melee attack does its usual damage and have to see through your own eyes; any You may choose to affect only a part of your spell affects him immediately. spell that lets you see by magical means the area, instead of the whole circle, but Armor protects normally against will do. the cost is still the same – i.e., you may some Melee spells, not at all against If you cannot touch the subject, create an area of effect with “holes” in others. If the spell is one that ignores apply a skill penalty equal to your dis- it, but must still spend energy as if you armor, neither an unarmed parry tance in yards from the subject; e.g., -5 had filled the entire radius of the spell. (even with an armored limb) nor a at five yards. Figure distance at the If you cannot touch any part of the block can protect the target from the moment you roll the dice for the spell. affected area, apply a skill penalty equal spell. Even if such a defense wards off If you cannot touch or see the sub- to your distance in yards from the the melee attack, the spell arcs ject, there is a further -5 penalty. There nearest edge of the area. through the target’s armor or shield are two ways to direct such a spell: Otherwise, Area spells work like and affects him. Regular spells.

PRINCIPLES OF MAGIC 11 Ceremonial Magic

If you know a spell at skill 15 or higher and have a At the end of the ritual, make a skill roll to cast the group of willing assistants, you may opt to cast the spell spell. Apply all standard modifiers for magic use and by leading your assistants in an elaborate ritual that any bonus for extra energy. Regardless of the outcome maximizes the spell’s power. Such “ceremonial magic” of the die roll, all contributed energy is spent when you is time-consuming, but lets you cast more powerful roll the dice. spells than you could cast on your own. When you work ceremonial magic, multiply casting Notes on Ceremonial Magic time by 10. Energy cost does not change, but your assis- • You must have assistants to perform ceremonial tants can supplement your energy input as follows: magic. • High skill does not reduce casting time, energy Each mage who knows the spell at level 15+: as much cost, or the ritual actions required. energy as he wishes to contribute. • A group aids concentration. If you are distracted Each nonmage who knows the spell at level 15+: up to during the ritual, roll at Will as opposed to Will-3 to 3 points. avoid distraction. Each mage who knows the spell at level 14 or lower: up • Ceremonial magic is hard to coordinate. A roll of to 3 points. 16 is always a failure, and a roll of 17-18 is always a crit- Each unskilled spectator who supports the casting (by ical failure – even if effective skill is 16+. chanting, holding candles, etc.): 1 point, to a maximum • Once the spell is cast, the participants can contin- of 100 points from all spectators. ue to provide energy to maintain the spell. The compo- Each spectator who opposes the casting: -5 points, to sition of the group may change, as long as the ritual a maximum penalty of -100 points from all spectators! continues uninterrupted. Thus, ceremonial magic lets The sum of the energy from all sources represents you maintain a spell indefinitely. the total energy available. If this exceeds the cost to cast • Ceremonial magic may not be assisted with the spell, you receive a skill bonus: +1 for 20% extra Wishes, Luck, or Bless spells. In general, magic cannot energy, +2 for 40%, +3 for 60%, +4 for 100%, and affect or predict the outcome of a ceremonial ritual. another +1 per additional 100% of the required energy. •A spectator must support the ceremony of his own free will. A mind-controlled subject cannot focus sufficient will to contribute energy.

Some Melee spells are Resisted On your next turn, you have three There is one drawback: if you are (pp. 13-14). These spells require a sec- options with your missile: make a injured while you have a missile “in ond roll against spell skill, when the ranged attack with it, hold it, or enlarge hand,” you must make a Will roll. If you spell actually takes effect, to overcome it. If you opt to enlarge your missile, fail, the missile immediately affects you! the target’s resistance. you must concentrate for another sec- When you are ready to attack, roll ond. At the end of your turn, you may against your Innate Attack skill to hit. invest more energy in the spell – any- This is a standard ranged attack, sub- Missile Spells thing from one point to points equal to ject to the usual modifiers for target This class of spells encompasses your Magery level. This does not size, speed, and range. Once launched, long-distance “projectile” or “bolt” require a skill roll. the missile flies in a straight line to the attacks, such as Fireball (p. 74) and The turn after that, you have the target. Physical barriers affect it just as Lightning (p. 196). Missile spells same options: attack, hold, or enlarge. they would affect any missile weapon. require two skill rolls: a roll against On your fourth turn, you may only Your target may block or dodge, but spell skill to cast the spell, and a roll attack or hold. You cannot spend more cannot parry (Parry Missile Weapons against Innate Attack skill (p. B201) to than three seconds building up a skill may work on some Missile spells, hit the target. Missile spell. at the GM’s discretion). If he fails, the To cast a Missile spell, you must con- Once you stop enlarging a Missile spell affects him. The strength of the centrate for one second. At the end of spell, you may “hold” it in hand, ready effect depends on the energy invested. your turn, roll against your skill with to attack. You do not have to launch the Most Missile spells inflict 1d of damage the spell. There is no modifier for dis- missile until you want to. While holding per point of energy. Damage Resistance tance – you are creating a magical mis- a Missile spell, you may move up to – natural or from armor – protects nor- sile in your hand. On a success, you your full Move, take a Wait or Aim mally against damaging Missile spells. may invest one or more points of ener- maneuver, or even attack using the gy in the spell, to a maximum of a num- hand that isn’t “holding” the missile. ber of energy points equal to your You may defend normally. However, Blocking Spells Magery level. The missile then appears you cannot cast another spell. A Blocking spell is cast instantly as in your hand, “charged” to the desired a defense against either a physical level. attack or another spell. It is the

12 PRINCIPLES OF MAGIC On a critical failure, the GM lies to you! Regardless of the outcome, Area Spells on a Battle Map you must always pay the full ener- Represent Area spells on gy cost for the spell – you have no a battle map as follows. way to know if it succeeded or The area of effect of a not. spell cast over a one-yard Information spells generally radius is a single hex. The allow only one attempt per day by area of effect of a spell each caster (or ceremonial cast over a two-yard group). “Seek” spells are an radius is a central hex exception to this. and all adjacent hexes. Except where specifically The area of effect of a noted, Information spells have no spell cast over a three- duration. They grant a momen- yard radius is a central tary glimpse of insight and end two-yard area of effect immediately; therefore, you can- plus the ring of hexes not maintain them. adjacent to that. And so on, building up larger areas by annexing Resisted Spells successive rings of hexes. A spell of any type can also be “Resisted.” A spell like this works automatically only on a critical success. On a regular success, your magical equivalent of a block, parry, better the information. If the spell fails, spell must defeat the subject’s or dodge (and often counts as one of the GM will say, “You sense nothing.” resistance to work. these defenses; see the spell descrip- tion for details). You may cast only one Blocking spell per turn, no matter how skilled you are. You cannot attempt a Magic Staffs Blocking spell against a critical hit. A “magic staff” is any wand or staff imbued with the power to extend If you try a Blocking spell, it auto- your reach for the purpose of casting spells (see Staff, p. 70). It gives three matically interrupts your concentra- main benefits: tion. You lose any spell you were preparing, exactly as if you had failed •Touching a subject with your staff lets you cast spells on that subject the Will roll to resist a distraction. If at no distance penalty. This is useful in situations where you must cast a you are holding (not casting) a Melee spell on a subject you cannot touch with your hand (e.g., a healing spell spell, it is unaffected. If you are hold- on someone trapped under rubble). This also allows a wizard to tap a ing a Missile spell, you cannot enlarge Powerstone set into his staff. it further but may retain it for later • Pointing with a staff reduces the range to a distant subject by the use. length of the staff. This is valuable for Regular spells, as a one-yard wand Blocking spells do not get an energy shaves -1 off distance penalties, while a two-yard quarterstaff eliminates cost reduction for high skill. -2! You can point as part of the ritual to cast a spell. Tell the GM you are pointing at the subject when you start concentrating. (This might warn an unwilling subject!) Information Spells • A staff can carry Melee spells. This gives them more reach, letting Information spells are cast to gain you strike and parry without putting your hand in harm’s way. knowledge. Some require you to touch the subject, while others function at a A magic staff can be any length up to two yards. A wand is Reach C, distance; see Long-Distance Modifiers too light to do damage, and uses Knife or Main-Gauche skill. A long wand (box) for range penalties. Spells intend- or short staff is Reach 1, functions as a baton in combat, and uses ed to find things are at -1 per “known” Shortsword or Smallsword skill. A full-length staff is Reach 2, counts as item you choose to ignore in your a quarterstaff in combat, and uses Staff or Two-Handed Sword skill. In search; it takes some concentration to most game worlds, a suitable ordinary item can be enchanted as a magic bypass your canteen when casting Seek staff for $30, but it must be made from once-living materials (wood, Water in the desert. Most Information bone, ivory, coral, etc.). spells have additional special modifiers, In some settings, magic staffs are more than mere aids, but the fun- so read the spell description carefully. damental tool of magecraft! In these worlds, mages buy some or all of When you cast an Information spell, their Magery with gadget limitations (p. B116) – usually Breakable or Can the GM rolls for you in secret. If the spell Be Stolen. A mage who loses his staff may be nearly crippled. succeeds, the GM gives you the desired information – the better the roll, the

PRINCIPLES OF MAGIC 13 The subject always has a chance to resist, even if he is unconscious. A con- scious subject who is aware that some- Long-Distance Modifiers thing is happening may choose not to Use these modifiers for Information spells that work over long resist. Individuals who are uncon- distances, such as “Seek” spells. scious, unfamiliar with magic, or wary of hostile magic always try to resist. Distance Penalty To resolve a Resisted spell, you 200 yards 0 must first attempt your skill roll. If the 1/2 mile -1 spell has a single subject (that is, it 1 mile -2 isn’t an Area spell), you have a penalty 3 miles -3 equal to the subject’s Magic 10 miles -4 Resistance, if any – even if he is will- 30 miles -5 ing! On a failure, the spell fails and the 100 miles -6 subject notices nothing. On a success, 300 miles -7 note your margin of success; e.g., if 1,000 miles -8 you rolled a 6 against an effective skill Add another -2 per additional factor of 10. of 13, you succeeded by 7. If the sub- ject is living or sapient, the Rule of 16 applies (see The Rule of 16, p. B349). There is no such limit if the subject is using the caster’s effective skill when wrench (depending on which attribute another spell. he cast the spell. he Resisted with), but no other effect. The subject then attempts a resist- Compare the subject’s resistance You know whether or not the subject ance roll. A character resists using the roll to your skill roll in a Quick Resisted your spell. attribute or other trait indicated in the Contest. If you win, your spell affects Resisted Area Spells: When casting spell description – usually HT or Will. the subject. If you lose or tie, the spell an Area spell that is Resisted, make The subject’s Magic Resistance, if any, has no effect – but you must still pay the usual success roll for the spell and adds to his resistance. A spell resists the full energy cost! A conscious record your margin of success if you subject feels a slight mental or physical succeed. Everyone in the area gets a resistance roll, and those with Magic Resistance get double the usual bene- Dissipating Held Melee and Missile Spells fit. Your spell affects those who make their roll by less than you did. You will sometimes need to dispel a held Melee or Missile spell quick- ly, without taking a full turn to make an attack – for instance, so you can concentrate on another spell. You can do this as a free action at any point Enchantment Spells during your turn; simply state that you are dissipating the spell and it Enchantment spells are used to “evaporates” harmlessly. make or unmake magical items. They You can also get rid of a Missile spell (not a Melee spell) by “dropping” are fully detailed in Chapter 2. it at your feet. This, too, is a free action. This does not damage you, unless the missile is explosive, but it damages whatever you are standing on. Missiles that inflict burning damage are liable to set fires! Special Spells These spells follow special rules given in the spell description. INVENTING NEW SPELLS Innovative GMs may create new use the cost recommended for a spell Ability Enhancements: One point of spells at their pleasure. These new under these guidelines if it seems inap- energy buys two skill levels or one point spells generally need balance compared propriate. of a secondary characteristic; two to existing spells. Balancing spells in points of energy buys a point of an Combat Spells: In general, one point this fashion is never an exact science, attribute. of energy buys 1d damage, 2d knock- but the following guidelines should Hazards and Obstructions: One back, 1 point of fatigue damage, or one help. The costs given are appropriate point of energy creates an area which second of blindness. for the cost to cast for a Regular spell or people must leave or take damage – poi- Irritating and Incapacitating the base cost for an Area spell. Cost to son gas clouds, radiation fields, etc. Two Conditions: Spells that cause irritating maintain for most spells is equal to half points of energy creates an obstruction conditions (p. B428) cost about 2 points the cost to cast, rounding up. that cannot easily be passed across or of energy; spells which cause incapaci- These guidelines are guidelines only! through – walls, pits, and so on. Three tating conditions (pp. B428-429) cost The GM should never feel compelled to points of energy enables a subject to about 5 points of energy.

14 PRINCIPLES OF MAGIC ignore a certain type of obstruction and es to develop. The GM then writes the (this can be done alone; the process is pass through it freely. Four points of spell up in the standard format, includ- similar to enchantment). The normal energy renders a subject immune to a ing class, college, energy cost, casting Prototype bonuses for qualified assis- certain type of hazard. time, duration, and prerequisites. He tants apply, though the ceremonial Advantages and Disadvantages: may decide that the intended spell has magic penalties for assistants typically Spells that grant a subject an advantage prerequisites, which must be learned offset them. Apply any modifiers from or disadvantage cost one point of ener- or invented before research on the the Concept stage that apply. A critical gy for every three CP of the advantage intended spell can even begin. failure on the Prototype roll is like any or disadvantage. The Concept roll is made against other critical failure on a spell; roll on Information: Most informational Thaumatology, instead of a Complexity the Critical Spell Failure table (p. 7). spells cost about two points of energy; modifier; subtract the prerequisite Each attempt takes a full day. spells that reveal secrets cost four count for the new spell (p. 6). Apply a -5 A successful Prototype spell may points of energy or more. penalty for any spell in a college in have bugs, but they are rarely tested. A Special Effects: Spells that have nei- which the researcher knows no spells. major bug is indistinguishable from a ther a significant effect on game Apply a -5 penalty in a low-mana zone. normal critical failure, so bugs are typ- mechanics nor a long-lasting effect Once the Concept phase has pro- ically left to surface at some later date. should cost one point of energy. duced a viable incantation, the Established spells have had any bugs researcher (or an assistant) must invest worked out by generations of wizards, Missile spells have a default Max a character point in learning the new but new spells may be unexpected range of 80 yards, though the GM spell. At that point, a prototype may be trouble waiting to happen. should feel free to adjust range up or developed. A magical workshop is The process used to enchant a new down if a spell’s concept demands a dif- required, with accoutrements that cost spell into an item is a separate inven- ferent range or if the spell’s effectiveness $(prerequisite count +1)¥(400 ener- tion from the spell itself. An enchant- needs to be adjusted. gy)¥(the setting’s prevailing price per ment process is actually even harder Spells that change or control living, energy point (pp. 21-22)). The than the original spell, because the aware beings should usually be researcher and his assistants may enchantment also has Enchant Resisted. choose to offset up to 90% of this invest- as a prerequisite, increasing its effective Powerful spells should usually have ment by enchanting the supplies them- prerequisite count by 13! Experimental a long list of prerequisites, be Very Hard selves; 10% of the cost is consumable enchanters are a dogged bunch. spells, or both. supplies which must be purchased. The GM may allow mage New spells may be commonly avail- Once built, a magical workshop may Gadgeteers to apply Gadgeteering to able to any PC who wants to learn also be used for future research – the spell invention. However, such a combi- them, or may be esoteric mysteries nonconsumable portion of the work- nation is likely to lead to a number of known only to a handful of NPCs or shop’s cost may be reused indefinitely wild thaumaturgical innovations that contained only in a hidden book of (though critical failures may damage or not every GM will be happy to handle. secret lore. The latter case can lead to destroy some of that equipment). interesting new quests; beside the per- The Prototype roll is a roll against sonal advantages of discovering new the new spell itself, cast ceremonially spells, powerful wizards back in civi- lized lands may pay handsomely for such precious knowledge. Designing Wizard Characters PLAYER-CREATED Most wizards are designed with high IQ and some level of Magery. Fatigue Points are also essential; some wizards buy high HT, while some SPELLS simply buy FP directly. Fatigue Points may be bought with the limitation On the other hand, the PCs may “Usable only for spellcasting,” worth -10%. decide that forgotten libraries in lost There are also several useful advantages for wizards that may not be cities are boring, and try to research immediately obvious. Compartmentalized Mind, if available, allows a their own new spells. Only a mage can wizard to concentrate on multiple spells at once, which can be incredibly invent new spells. valuable. A wizard with Doesn’t Sleep can potentially maintain a spell Use the New Inventions rules on indefinitely. Mana Enhancer has obvious advantages for wizards in low- p. B473 to devise a new spell. The and normal-mana worlds (though it can be positively dangerous in high- required skill for designing new spells mana worlds). Visualization is extremely useful for enchanters, or any is Thaumatology (p. B225). Most spells wizard performing ceremonial magic; the ritual nature of these spells do not have TL modifiers, but lends itself to visualization. A wizard with Visualization and a high IQ has Technological spells may. Spells also a powerful advantage with ceremonial magic. do not have Complexity ratings. There In most settings, wizards also skills that represent the breadth is no final “product” for a spell, so of their occult learning. This virtually always includes Thaumatology, but there is no production stage for the wizards may also want to learn such skills as Alchemy, Esoteric Medicine, development of spells. Hidden Lore, Mental Strength, and Occultism. The process begins when the researcher describes the spell he wish-

PRINCIPLES OF MAGIC 15 CHAPTER TWO MAGIC ITEMS

Neville Hawthorne, Free and them permanently; still others do var- advantage of the benefits of assis- Accepted Thaumaturge, glared at the ious kinds of strange and wonderful tants). Lone enchanters cannot gain a low ceiling of his garret. things. skill bonus for using extra energy. To “Is this what you expected to do Most magic items are usable by perform enchantments, the caster and with your patent of mastery, Tubbs? anyone, but a few may only be used by any assistants must know both the Spending your days lighting candles a mage. The power of a magic item Enchant spell and the specific spell and getting covered in chalk, churning endures until it is removed magically, being put on the item at an effective out trinkets to fill the Old Man’s pock- or until the physical item breaks or skill of 15 or better. Unskilled specta- ets, only to get a lecture on the privi- wears out, at which point the magic tors cannot contribute energy to an lege of teamwork, a bowl of stew, and dissolves permanently. enchantment. a lumpy mattress?” His roommate sighed from the next cot. “I didn’t think it would be easy, at least starting out. But I expect- ed to be doing more interesting proj- ects, like we did at the academy – like that bow of flames we did third year. The Old Man is right, though: the money these days is in the quick jobs.” Hawthorne snorted. “As if we’d know.” A silence descended. Suddenly, he sat bolt upright. “Let’s find out.” “What?” “Let’s go independent.” “Are you insane? I don’t like this job any more than you do, but we’re nowhere near the Old Man’s level. We won’t be that skilled for years.” “We don’t have to be. Look, we’re not apprentices. We know our jobs, we work well together, and between the two of us we’re more than capable of making simple enchantments. We’ll sell staffs and Powerstones to the academy, and maybe some magic arrows on the side. It’ll be rough for a while, but at least we’ll be working for ourselves.” Tubbs stared at him for a few moments. “We’ll need money.” “Then from now on, we put one Enchanting always requires time guilder aside out of every week’s pay. and energy. A particular enchantment By this time next year, we’ll be on our ENCHANTING might also require a specific item or own. Then you’ll see what an “Enchanting” is the process of material (e.g., a gem), or the expendi- enchanter can really do.” creating a magic item using spells ture of cash for “generic” magic from the Enchantment college. supplies. Enchantment spells allow wizards Enchantments must be performed A given magic item may carry any to imbue objects with magic powers. using Ceremonial Magic (p. 12). number of spells. Each one requires a Some magic items permit the user to Unlike most Ceremonial spells, how- separate enchantment. The presence cast spells that he does not know; oth- ever, enchantments can be performed of an enchantment has no effect on ers have a spell-like effect placed upon alone (though most enchanters take later enchantments.

16 MAGIC ITEMS Power of a Magic Item Each magic item has a “Power,” which is set upon creation. An item’s Controlling PC Power equals the caster’s effective skill with either the Enchant spell or the Enchantment spell contained in the item – whichev- When wizards become frustrated with the availability of magic items er is lower. The skill penalty for low in their world, they will likely look into producing their own. If the GM mana does not apply when determin- feels that a particular item is too easy to make, or might imbalance the ing an item’s Power. Since enchanting campaign, many approaches can make the item’s creation more difficult. is ceremonial magic, the caster can spend extra energy to raise his effec- Rare Materials: Many items demand specific materials for their tive skill, and hence the Power of the enchantment. The GM could change these to rarer and more precious item. ingredients. In addition to making it more difficult and costly to enchant Record Power for each magic item the item, the search for rare ingredients can become an adventure unto created or found (to learn the Power itself. of a found item, the PCs must use Side Effects: Enchantments are unpredictable. After making an item, Analyze Magic). If an item has several the PCs might discover that odd things happen whenever they use their spells on it, each spell has its own new toy. Further obscure rituals or precautions might be necessary to Power. Whenever it would be impor- make the item safe. tant to know the skill level of a spell Additional Expenses: The GM may simply raise the cost of making cast by a magic item, use the item’s magic items, demanding that more expensive materials be consumed in Power. the item’s manufacture. This is not the same as demanding rare ingredi- An item’s Power must be 15 or ents – the additional material is readily available, but expensive. Perhaps more for the item to work. Apply a a workshop similar to the type required for spell research (p. 15) is temporary -5 to Power in a low-mana required for enchantment. area; thus, an item with less than Power 20 will not work at all in a low- mana zone. No magic item works in a A lone caster is limited to the ener- secured three suitable gems. no-mana region! gy provided by his FP, HP, and one Hawthorne has skill 16 in Powerstone Powerstone. But assistants can con- and Enchant, while Tubbs has 15 in Success Rolls for tribute their own FP and HP as both, so Hawthorne does the actual described for ceremonial magic. casting. After the minimum hour of Enchanting Assistants may also use one casting, Hawthorne rolls 12 against The GM makes all rolls to enchant Powerstone each. The caster is at -1 to his effective skill of 15 – success! Each magic items. As with other ceremonial skill for each assistant; therefore, the enchanter spends 10 FP. Hawthorne magic, a roll of 16 fails automatically number of assistants allowed is the sets aside the newly enchanted 1-point and a roll of 17-18 is a critical failure. number that would reduce the caster’s Powerstone, and they lean back in On a success, the item is enchant- effective skill to 15. With more assis- their easy chairs to recover. Since they ed. On a critical success, increase the tants, the enchantment won’t work. both have Recover Energy-15, they Power of the item by 2d – and if the If the caster uses HP to cast the recover fully in 50 minutes. success roll was a natural 3, the item spell, his effective skill is at -1 for In an eight-hour workday, they can might have some further enhance- every HP used. The same is true for repeat this process four times – five if ment (GM’s discretion). The caster assistants, but their skill does not they stay an hour late. A week later, will know that his spell went well, but affect the item’s power, as long as they have successfully created two 10- he will have to use Analyze Magic to their effective skill is at least 15. point Powerstones (the third gem was know how well. If anyone but the caster and his shattered in a critical failure, but On a failure, the results depend on assistants is within 10 yards, the spell Tubbs promises he’ll keep the cat out the method used to enchant the item – is at a further -1. of the workshop from now on). see below. A critical failure always On a failure, the enchantment per- The following week, a mage comes destroys the item and all materials verts in some way. It might acquire in needing an emergency replacement used. unpleasant side effects (see the staff. Hawthorne selects a good length Random Side Effects Table, p. B479), of wood, and they start enchanting. become an entirely different spell, or Hawthorne’s skill with the Staff spell is Quick and Dirty anything else the GM likes. The caster 17. His effective skill is 15 (-1 for Enchantment won’t know his spell went wrong Tubbs, -1 for the customer, who refus- This method creates a magic item unless he uses Analyze Magic or tries es to leave them be while they work). quickly. It takes one hour per 100 the item! He rolls a 9, succeeding. He spends 8 points of energy required (round up). FP and 8 points from his new Example: Tubbs and Hawthorne Make the success roll at the end of that Powerstone, while Tubbs spends 9 FP decide to make some Powerstones as time. Succeed or fail, all the energy is and 5 points from his Powerstone, for their first independent project, having spent when the GM rolls the dice. a total of the required 30 points.

MAGIC ITEMS 17 Slow and Sure Enchantment Use this method when the enchanter wants to be sure it’s done right. It takes one “mage-day” per point of energy required. A mage-day represents a full eight-hour workday for one mage. For instance, an item that requires 100 energy points would take one mage 100 days, two mages 50 days, and so on. A mage may work on only one enchantment at a time; he may not “work two shifts,” either on the same or different items. All of the caster’s assistants must be present every day. If a day’s work is skipped or interrupted, it takes two days to make it up. Loss of a mage ends the project! Make the success roll at the end of the last day. There is no FP or HP cost to the enchanters – they invested the energy gradually as the spell progressed. On a failure, the enchantment didn’t work. The time was wasted, and any materials used in the spell are lost. (Exception: If the mage was adding a spell to an already-enchanted item, it is unharmed, though extra materials a new enchantment destroys the item NCHANTMENTS are lost.) and all previous enchantments. E Time spent enchanting with the WITHOUT SPELLS Slow and Sure method counts as on- NCHANTMENTS Some magical items are not creat- the-job training (p. B293); the E ed by enchanters. Alchemists can cre- enchanter must split these hours WITHOUT ITEMS ate a variety of enduring objects with between the Enchant spell and what- Some spells have “item” options magical power – alchemical amulets ever spell is being enchanted into an that do not create an item. Typically, and talismans, homunculi, and the item. this entails making the spell perma- philosopher’s stone, to name a few nent with the expenditure of substan- (see pp. 220-221 for details). Other MULTIPLY tially more energy – usually 10 or 100 items become magical spontaneously; times the usual casting cost. Generally, very-high-mana zones sometimes gen- ENCHANTED spells with this option take an area or erate magic items with weird and person as their subject and thus can- potent abilities. ITEMS not be enchanted into an item. Remove Enchantment and An item may carry any number of Nevertheless, the resulting effect is a Suspend Enchantment will still spells; each one requires a separate true enchantment, and can only be work on these items, but at a -2 enchantment. The presence of a spell removed with Remove Enchantment. unfamiliarity penalty. on an item does not affect further enchantments. Exception: The Bane spell (p. 62) limits an item’s use, but makes it easier to enchant it further. Interruptions Placing multiple spells on a single If a mage is interrupted while enchanting using the Slow and Sure item has advantages and disadvan- method, note the following: tages. A multiply enchanted item is • He will be fatigued. Assume he will be missing 1d FP. easy to carry and use; dedicated • He must keep concentrating on his enchantment; therefore, any Powerstones (p. 69) can be used by all other spell use is at -3. (If he stops concentrating, he loses the day’s work.) the spells in the item. On the other hand, that single item is vulnerable. If A wizard who is bothered while not actively working on his it breaks, all the enchantments are lost enchantment is at no disadvantage! ... and a critical failure while adding

18 MAGIC ITEMS USING MAGIC ITEMS Magic items follow the rules for the too many hints about the item’s (doing the same damage that it did spell(s) they contain. Many give the nature. going in). user the power to cast the spell – per- The Analyze Magic spell (p. 102) For all “always on” items, unless haps only on himself, possibly on any reveals any enchantments on an item. specified otherwise: subject. Some are usable only by • Ritual, casting time, and energy mages; that is, they only work for cost are all irrelevant. The item does not users who possess Magery. If an item “Always On” Items let the wearer cast the spell – it puts the has any “mage only” effects on it, only Certain magic items are “always spell on him, at no cost, as soon as he a mage may use the item’s powers. on.” For the item to work, the user wears or wields the item. An “always A spell’s description will explain if must wear or carry it in the usual on” item can be designed to phase in it can be placed into a magic item. manner (a ring on a finger, a sword in its effects over a few minutes, so that Unless specified otherwise: a hand, and so on). These items don’t let the wearer cast the spell – they the source of the effect is not obvious; • There is no ritual. The user just automatically cast the spell on the this does not affect cost or difficulty, wills the item to work. wearer at no energy cost. and is often used on hostile items •Casting time is as described for the If an arrow or dart is enchanted intended as traps. spell. High Power doesn’t affect this. with hostile magic, it may be carried • The effects last as long as the item • Energy cost is the same as for a without harm; in this case, only a per- is worn or carried. normal casting of the spell. High Power son stuck with the projectile qualified • All other effects are as usual for does not affect this (but the Power as “wearing” it. The effects continue that spell. If the wearer desires (as in spell does – see p. 57). until the item is removed by a suc- the case of an item with a bad effect), • Determine success normally. Use cessful Physician or First Aid roll he may make a resistance roll against the item’s Power as the caster’s base (requires one minute) or is ripped out the item if the spell in question can skill and apply all the usual modifiers normally be Resisted. for the kind of spell being cast. Power is at -5 in low-mana areas. A Resisted spell allows a normal resistance roll; use the item’s modified Power as the caster’s skill in the Quick Contest. Controlling Magic Items •Only one person at a time can use Plentiful magic items are not appropriate to every campaign, and GMs the item. If two people attempt to use may wish to limit the number of magic items in circulation. The simplest it, only the first to touch it can use it. way to do this is to restrict Quick and Dirty Enchantment – either pro- If one can’t use it – for instance, the hibiting it outright, or changing its parameters to require a day of item is usable only by mages and he enchanting per 100 energy points, rather than an hour. This makes minor lacks Magery – his touch doesn’t magic items much more tedious and costly to produce. count. Alternately, the GM can institute setting elements to restrain the avail- • All other effects are as usual for ability of magic items, such as the following: that spell. Disorganization: Enchantment on any large scale typically requires ample assistance. If enchanters are rare, or if wizards don’t often get Identifying Magical along, the resources may rarely come together for an enchantment. Fragility: Enchantment confers no particular durability to an item, Items and owners of magic items often insist on bringing them into dangerous The new owner of a magic item situations. Since a magic item loses its power when damaged, breakage may not immediately learn its powers. inevitably reduces the quantity of magic items in circulation. “Always on” items (see below) or items Limiting spells: Many magic items have limiting spells cast upon them, with Link spells are the easiest to fig- and do not work for anyone but their intended user. ure out. Other items will not work until Harassment: It’s not hard to disrupt an they are willed to do so, and the user enchantment. A Slow and Sure Enchantment must will the correct effect. Thinking can be disrupted easily by organizing a dis- “Do something!” at a magical item will traction. Delaying one member can throw not activate it. off a circle of Quick and Dirty enchanters. Some effects (increased attributes, If enchanters’ rivals and enemies are in the for example) are obvious once the habit of trying to disrupt enchantments, item is activated. Others (water dealing with these disruptions drives the breathing, skill augmentation) will not cost of magic items up and the supply down. be apparent until a situation occurs where they can take effect. In these cases, the GM should try not to drop

MAGIC ITEMS 19 BUYING MAGIC ITEMS The universe is full of magical shops full of magic items, it should be This price, however, assumes that things, patiently waiting for our wits to possible to commission a magic item enchanters are using the reliable Slow grow sharper. for about $33 per energy point. For and Sure method; low-energy-cost – Eden Phillpotts instance, a sword with Accuracy +2, a items could be mass-produced using 1,000-energy item, would cost $33,000 the Quick and Dirty method. A talent- The cash price of magic items is up over and above the cost of the sword ed enchanter with skill 20 and five to the GM. For a typical TL3 fantasy and any materials required for the assistants could pour 60 energy into setting with plentiful wizardry and enchantment. an item easily, without the use of Powerstones or HP. The exact break- point is up to the GM, but the avail- ability of Quick and Dirty Enchantment is sure to drop the price Powerstone Costs of minor magic items drastically. The Powerstone is an essential tool for a wizard. Even a mana source Therefore, at the GM’s discretion, with only a few points’ capacity can extend his magical efficacy any magic item that a typical immensely. As such, they are hotly sought after. enchanter or circle of enchanters A typical Powerstone for sale is quirk-free. Powerstones with a single could produce with Quick and Dirty noncrippling quirk are usually marked down about 10%; Powerstones Enchantment (60 energy is a reason- with multiple quirks or a single crippling one are marked down at least able default) costs only $1 per energy 50%. point. Thus, an Accuracy +1 arrow The following assumptions are incorporated into the table below. would be $25, and a magic staff would Materials: The cost of an object suitable to be enchanted into a be $30, but that sword with Accuracy Powerstone of capacity P in an energy-effective manner is equal to: +2 is still $33,000. $10¥P2 + $40¥P. However, 1 in 54 castings of the Powerstone spell caus- In all cases, add the cost of the item es a critical failure that destroys the object. Powerstone prices account to be enchanted and any special mate- for this risk; hence, the true materials cost is divided by 53/54 to the rials required to the cost for the power of P. enchantment itself. Labor: Assuming the default $1/point of energy cost, each casting of These prices go upward as the Powerstone spell costs $20. The possibility of failure is already incor- enchanters become rarer, of course. porated into the $1/point figure, so labor costs are simply $20¥P. See Economics and Enchantment, pp. 21-22, for a more Capacity Cost detailed treatment of 170 how to figure out 2 165 magic item prices in 3 280 different settings. 4 425 The prospective 5 595 buyer also has to find 6 790 an enchanter capable 7 1,000 of producing the item 8 1,300 he wants – one capa- 9 1,550 ble of casting both 10 1,900 Enchant and the 12 2,650 spell(s) to be placed 15 4,050 on the item. Some set- 20 7,350 tings have shops 25 12,000 devoted to magic 30 18,500 items, which are like- 35 27,000 ly to have done that 40 38,000 work for him; if he 45 52,000 must track down a 50 69,500 competent enchanter, 60 120,000 it may take a good 70 195,000 deal of time and effort 80 300,000 over and above the 90 460,000 actual price to get the 100 675,000 desired item.

20 MAGIC ITEMS In worlds where magic is unknown Exploring lost cities, defeating evil or secret, magic items have no fair necromancers, clearing infested dun- SELLING MAGIC market value. Each item is a one-of-a- geons – whatever adventurers do, they kind treasure, and the seller can often tend to run across some magic item or ITEMS name his own price! another. They can’t possibly use them Sometimes the PCs are on the other all; they sell them for money to fund side of the transaction. When they are the next expedition. trying to realize a profit on items Second-Hand Most used magic items pass found on adventures, an enchantment Enchantments through the hands of enchantment broker is likely their only buyer. In any world – especially one where brokers, often failed enchanters who Brokers usually try to buy at double magic is plentiful – $33 per point is a lot couldn’t make it as working the discount from the new price – so to pay for a magic item. Fortunately, enchanters but still have an eye for an item that they might sell for 30% most people don’t have to. In a world quality. They offer magic items at a dis- off, they try to buy for 60% off. PCs can where lots of people have magic items, count of up to 40%, dropping prices to try to sell directly, but it may be hard to lots of people have magic items that about $20 per energy point. Brokers find an interesting buyer. Even if they they don’t want anymore. Buying them don’t usually handle items that can be can locate someone who might want is usually cheaper than paying an enchanted with Quick and Dirty the item in question, they have to enchanter to make something new. Enchantment; the margin of profit is compete on price with the brokers, Several sources provide good sec- too narrow. and they lack whatever reputation the ond-hand magic items. In some set- The downside to buying second- brokers have to rely on. tings, the vast majority of magic items hand is that you can’t always buy If a PC is trying to sell items that he are commissioned by nobles with exactly what you want. Some enchant- has enchanted, however, things are more money than sense – or taste. ments are not available used; if the slightly different. Brokers buy new Some of these foibles become family broker doesn’t have a wand of Stench, items, and sometimes can be persuad- heirlooms, but most wind up gather- you’re out of luck. You may only be ed to pay a higher rate than they oth- ing dust in some closet until the fami- able to find the enchantment you want erwise might; the assurance of an ly falls on hard times and nonessential in an inconvenient form – perhaps the item’s enchanter is worth more than trinkets must be sold off. Worse, some unfashionable sword mentioned that of some scruffy adventurer who items go out of style. To a typical scion before, or maybe the broker’s Purify dug it out of a crypt. If the PC has any of privilege, a sword with one of those Water item is the size of a hula hoop. connections (perhaps through the tacky basket hilts from when his Sometimes the only item that does Mages’ Guild), an established father was young is worthless, Quick- what you want has another spell on it, enchanter may be willing to sell the Draw enchantment notwithstanding. or an irksome Limiting Enchantment. item on consignment. Some For this and other reasons, cast-offs The GM is not encouraged to go over- enchanters carry a few minor items as from nobles form the lion’s share of board, harassing the players with examples of craftsmanship and the second-hand market. ridiculous items, but sometimes you impulse buys; for a 10% cut, they may Another important source of used get what you pay for when you buy agree to sell a PC’s magic item. The PC enchantments is the adventuring party. cut-rate. enchanter will get paid when the item sells, not before. ECONOMICS AND ENCHANTMENT As mentioned above, magic items The Business of average salary for a master enchanter, bought new in a TL3 abundant-magic the average salary for a journeyman setting should cost $1/energy point up Enchantment enchanter, and the average size of an to about 60 points, and $33/point Most enchantments are performed enchanting circle. While other param- above 60 points. These figures were using ceremonial circles. A lone eters matter, those three are critical. not arrived at arbitrarily; instead, they enchanter takes a long time to do any- For our hypothetical abundant- follow from the structure of the thing with Slow and Sure magic setting, we posit that a journey- enchantment system and certain Enchantment, and lacks the energy man enchanter makes an Average assumptions about the role and reserves to accomplish much with salary, while a master enchanter capacity of a typical enchanter. Quick and Dirty Enchantment. makes a Comfortable salary Naturally, those assumptions Thus, enchanting lends itself to (pp. B516-517). Thus, monthly pay for might not apply in all settings. Thus, two tiers of enchanters – master a journeyman enchanter is $700, this section explains how to take dif- enchanters, highly skilled and able to while monthly pay for a master is ferent assumptions about the role of lead large circles, and journeyman $1,400. At the same time, we posit that magic in a particular world and arrive enchanters, who participate in a circle the average master enchanter has at price points that are more appro- but aren’t skilled enough to lead it. To Enchant-20, and can therefore lead a priate for that world than the default. determine the price of magic items, circle with up to 5 assistants. we need to know three things: the

MAGIC ITEMS 21 Slow and Sure Enchantment In Slow and Sure Enchantment, Spell Descriptions each enchanter contributes one point The next twenty-four chapters contain descriptions for hundreds of of energy per day, no matter how large spells. Each spell description includes the following information: the item or the circle. Thus, the cost of Name of Spell and the Class(es) it belongs to. A “(VH)” indicates an a point of energy is equal to an IQ/Very Hard spell; otherwise, it’s IQ/Hard. enchanter’s daily pay. Description: The spell’s effects, special rules, etc. If the spell requires We assume an Average salary for particular items, assume it uses them up unless the description states all Slow and Sure enchanters; there is otherwise. no real advantage to having a master Duration: The time the spell’s effects last. If you maintain the spell, it on hand for these projects, and they lasts for another period equal to this. Spells with an instantaneous effect cost more. Thus, most Slow and Sure do not list duration. projects are done by groups of two or Cost: The energy (FP or HP) spent when you cast the spell. If given as three journeyman enchanters. Base cost, this is the cost per yard of radius of an Area spell. Maintainable Assuming a five-day workweek, spells also give a cost to maintain. You cannot maintain spells with most enchanters put in an average of instantaneous effects. 22 workdays per month. So the cost Time to cast: If no time is given, the spell requires one second of con- per point should be equal to $700 centration and takes place at the end of your turn. divided by 22. Prerequisites: Other spells you must know (at least one point in the However, enchanters also have to spell) before you may study this spell, as well as any Magery, IQ, or other assume responsibility for the possibil- requirements. ity of failure. Failed enchantments are Item: Types of permanent magical item that can be made with the rare; since enchantments must be cast spell, and special rules (if any) for that item. Also includes energy cost to at skill 15 or higher, they succeed at create the item(s) and costs for required materials (if any). If there is no least 95% of the time. However, the “Item” listing, no magic item can be made with that spell. cost of replacing that 5% of failed projects must be figured into the daily rate. Thus, the final labor cost per point 10 FP. An eight-hour workday there- Finally, we divide the total daily is equal to $700 (monthly pay) divided fore yields about 4.4 cycles (some days labor cost ($223) by the chance of suc- by 22 (workdays/month) divided by the enchanters stay late, others they cess (.9547), and then divide by the .9547 (chance of success), or about pack it in early). total energy produced per day (264) to $33. The number of enchanters in a cir- get the average cost per point of ener- cle depends on the master’s Enchant gy, which is about $.90. For ease of Quick and Dirty skill; since every member of the circle use, we’ll round that to $1/point. subtracts 1 from his skill, and his Enchantment effective skill must remain 15 or high- Quick and Dirty Enchantment is er, the number of enchanters beside Conclusions where master enchanters come into himself is equal to his Enchant skill These numbers show why there’s their own; their skill determines how minus 15. Therefore, our standard cir- such a breakpoint in magic item many enchanters may join a circle, cle size is six – the master plus five prices. Quick and Dirty Enchantment and thus how many points of energy assistants (Enchant-20 minus 15). is vastly cheaper; it’s completely are available for any given item. This determines the largest item a uneconomical to make any magic We begin by assuming that every standard circle can make with Quick item which can be made with Quick enchanter working in a Quick and and Dirty Enchantment: 60 points, at and Dirty Enchantment any other Dirty circle contributes 10 energy to six enchanters and 10 points per way. The limit, then, is the number of the enchantment. (Obviously, some enchanter. It also determines the cir- enchanters that can be packed into a enchanters will be able to contribute cle’s total energy output per day: six circle. In settings where master more or less, but 10 is a reasonable enchanters times 10 energy per cycle enchanters have Enchant-24, the average.) Powerstones are essentially times 4.4 cycles per day is 264 energy viable threshold for cheap magic irrelevant; a professional Quick and per day. items is 100 points; where they have Dirty enchanter, as we will see, per- To figure the total labor cost for a Enchant-16, the threshold is 20. forms several enchantments each day, day’s work, we add the monthly salary Similarly, the numbers change a lot and trying to use Powerstones is not a for the master ($1,400) to the monthly if the social status of enchanters good return on investment. We also salary for the five assistants ($700¥5, changes. If journeyman enchanters assume that the average enchanter or $3,500), and divide by the 22-work- become Comfortable while master knows Recover Energy at 15. day month for a daily labor cost of enchanters become Wealthy, the price So, Quick and Dirty Enchantment $223. for Slow and Sure Enchantment takes place in cycles of one hour jumps to nearly $70/point, while enchanting and 50 minutes recovering Quick and Dirty leaps to $2/point.

22 MAGIC ITEMS CHAPTER THREE AIR SPELLS

“It was a clever plan, Severin.” Rudolph slowly advanced on the rogue aeromancer. “Choking the councilmen with dead air to make their deaths seem natural. A pity for you we could trace the remains of your spell – your treacherous little magic!” The tip of Rudolph’s blade was aimed squarely at the murderer’s heart, but touched nothing as Severin’s body dissolved into a whirling mass of wind. A gust picked Rudolph up and slammed him against a wall with inhuman force. He felt ribs crack. His vision faded as the whirl- wind spun away with a mocking laugh. These spells deal with the tradi- tional magical “element” of air. Except as noted, assume that “air” is normal Duration: Works instantly. Purifica- breathing air at one atmosphere of Create Air tion is permanent. pressure. Races who do not breathe an Base cost: 1. Cannot be maintained; Area Earth-normal atmosphere may learn must be recast. Manufactures air where none Air spells customized for their own exists. When cast where there is atmosphere – i.e., the version of Item already air, it produces an outward Create Air taught on Neptune might Staff, wand, or jewelry. Energy cost breeze lasting about five seconds. create methane! to create: 50. When cast in a vacuum, it instantly The College of Air has strong creates breathable air. When cast affinities with the College of Weather. within earth, stone, or other material, Seek Air it fills any empty spaces with air, but Information does not burst the stone. When cast Purify Air Tells the caster the direction and underwater, it makes bubbles! When Area approximate distance of the nearest cast on a one-yard-radius area, the Removes all impurities from the significant amount of air. Use the spell creates about 45 cubic feet of air air in its area of effect. It is often used long-distance modifiers (p. 14). In set- every second for five seconds; each to neutralize the effects of poisonous tings where air is understood as a cubic foot of air will last a single per- gas or vapors. Note that a room full of combination of gases, the caster may son at rest about a minute. However, smoke may safely be purified one sec- also seek out a specific gas or combi- in some environments the air created tion at a time – but truly deadly vapors nation of gases, rather than ordinary will rapidly dissipate into vacuum or must all be removed at once, or some air. Any known source of air may be bubble away. This spell cannot be cast may escape. excluded if the caster specifically inside a living being. This spell can also turn old “stale” mentions it before beginning. air into fresh breathable air. The air in Duration: Breeze, bubbles, etc. last a one-yard radius, if not renewed from Cost: 1. 5 seconds. Air created is permanent. Base cost: 1. Cannot be maintained; the outside, lasts 45 minutes for one Item person at rest, or less for multiple per- must be recast. A forked stick (usually of bird Prerequisite: Purify Air or Seek Air. sons or someone violently exercising bone). Cost to create: 60 energy and a (GM’s discretion). $200 onyx. Item Staff, wand, or jewelry. Energy cost to create: 200.

AIR SPELLS 23 No-Smell Duration: Lasts only an instant, but put into the spell, and has a range in destroyed air stays gone. yards equal to the number of dice in Regular Base cost: 2. the attack. The jet does injury damage Removes the subject’s odor and Prerequisite: Create Air. to vaporous beings or swarms. It is makes it (or him) totally undetectable also good for sweeping the floor. by smell. Any possessions are also affected. This spell changes no other Odor Duration: 1 second. properties of the subject. Area Cost: 1 to 3. Same cost to maintain. Prerequisite: Shape Air. Duration: 1 hour. Produces any odor the caster is Cost: 2 to cast. 2 to maintain. familiar with. The odor lingers for Item Prerequisite: Purify Air. about an hour, gradually diminishing Staff, wand, or jewelry. Usable only (outdoors it spreads out and quickly by mages; if the item is a staff or Item dissipates). The spell produces no wand, the air jet comes from its tip. Jewelry; only affects the wearer. other physical effects – for instance, Energy cost to create: 200. Cost to create: 150 energy and $300. the odor of a poison is not poisonous. Duration: 1 hour. Air Vision Stench Base cost: 1. Cannot be maintained. Regular Prerequisite: No-Smell. Area See clearly through smoke, fog, Produces a cloud of vile, yellowish Item dust, sand, etc., eliminating any Vision gas that reeks of brimstone. Until it Jewelry that constantly surrounds penalties caused by the condition of dissipates, anyone who breathes it the wearer with one scent (set at time the air around him. must make a HT roll or take 1d dam- of casting). Energy cost to create: 40. This is also a Knowledge spell. age. Roll once per minute. Those in the area begin to suffocate (see Duration: 1 minute. Suffocation, p. B436). The cloud is Shape Air Cost: 1 per mile to cast. Half that to heavy, and “rolls” downhill if the Regular maintain. Prerequisite: Shape Air. ground is not level. The rate of dissi- Create movements of air over a pation depends on the area and pres- small area. The caster must choose a Item ence of wind; indoors, it usually lasts starting point (calculate distance Any. Energy cost to create: 200. until the spell expires, but outdoors on penalties from that point). The wind a windy day, it might only last 10 sec- starts there and blows in a stream one onds or so. Those with Doesn’t yard wide, for a distance in yards Body of Air Breathe or Filter Lungs are immune to equal to 5 times the energy put into Regular; Resisted by HT the toxic effects of the gas. the spell, and then dissipates. This The subject’s body becomes Duration: 5 minutes, except in may cause knockback (see Knockback, vaporous, temporarily granting the windy areas. p. B378) on someone it hits; each sec- subject the Body of Air meta-trait Base cost: 1. Cannot be maintained; ond, roll 1d per full 2 points of energy (p. B262). Clothes (up to 6 pounds) must be recast. in the spell. Treat this as damage for also become vaporous, but lose any Prerequisite: Purify Air. knockback purposes only (this spell magic powers they might have had does not cause injury). while in this form. Item Staff, wand, or jewelry. Energy cost Duration: 1 minute. Duration: 1 minute. to create: 60. Cost: 1 to 10. 1 produces a gentle Cost: 4 to cast. 1 to maintain. breeze; 4 a wind; 6 a heavy wind; 8 or Time to cast: 5 seconds. more a violent blast. Same cost to Prerequisite: Shape Air. Destroy Air maintain. Area Prerequisite: Create Air. Item (a) Staff, wand, or jewelry; only Destroy all air within a designated Item affects the wearer. Unfortunately, as area of effect. This can create a vacu- Staff, wand, or jewelry. Energy cost soon as it is activated, the item falls um within a very strong vessel, but in to create: 200. through the user’s hand – thus, a spell open air it just causes a momentary cast with this item lasts only a minute. thunderclap as surrounding air rushes Energy cost to create: 800. (b) Staff, in. This effect does 1d-2 damage to Air Jet wand, or jewelry. Unlike the previous anyone in the area of effect who fails a Regular item, this item becomes vaporous HT roll. Any beings with the Body of Shoot a thin jet of air from one fin- along with the subject, allowing the Air meta-trait (p. B262) take 2d dam- ger. Each turn, the caster rolls versus subject to maintain the spell longer age. In certain situations (e.g., in an DX-4 or Innate Attack skill to hit. This than 1 minute. It loses any other airtight room) this spell can be much attack may be dodged or blocked, but magic powers it might have while in deadlier, leaving no air to breathe. not parried. The jet does 2d knock- vaporous form. Energy cost to create: back damage for every point of energy 1,500.

24 AIR SPELLS Devitalize Air the height (double for 8 yards high, impossible, and visibility inside it is a triple for 12 yards high, and so on). yard at best. This powerful windstorm Area Low-tech missiles are buffeted off physically lifts and hurls objects up to Removes the life-sustaining course as they cross it, and suffer a -10 30 pounds per yard of radius. essence from the air within its area of penalty to hit for every yard of wall Duration: 1 minute after reaching effect, rendering it unbreathable. Until they pass through. High-tech bullets full strength. the “dead” air dissipates, any being suffer a -2 penalty to hit for every yard Base cost: 2. Half that to maintain. who needs to breathe begins to suffo- of the wall of wind they pass through. Time to cast: The storm starts cate (see Suffocation, p. B436), and Beings standing within the wall’s thick- immediately, but the caster must con- flames within the spell’s area of effect ness are at -3 DX and suffer 2d of centrate for a number of seconds flicker and die. Victims may not notice knockback in a random direction equal to the storm’s radius in yards to the spell’s effect until they begin losing every second. bring the storm to full strength. FP; roll vs. Per to notice the changed The wall also churns up loose Prerequisite: Shape Air. quality of the air. Sleeping victims ground material, such as dust, small must roll vs. HT to wake up once they leaves, insects, and twigs. Each sec- begin suffocating. ond, beings crossing the wall or stand- The spell lasts until living air dif- Earth to Air ing in it must either shut their eyes or Regular fuses back into the affected area. This roll vs. HT to avoid being blinded, as takes 1 minute per yard of radius in an per a one-point Sand Jet (p. 52) (unless Turns earth or stone into air, which unventilated area, or as little as 10 sec- the GM rules that the area is very can be valuable to someone who is onds on a windy day outdoors. In an clean, with no debris to circulate). trapped underground. The more ener- airtight room, the air stays devitalized gy the caster spends, the more earth indefinitely! Purify Air reverses this Duration: 1 minute. he can transform, but he is limited to spell’s effects. Base cost: 2. Half that to maintain. regular shapes with the largest dimen- Time to cast: The wall appears as sion no more than four times the Base cost: 2. Cannot be maintained; soon as the casting starts, initially sur- smallest one. must be recast. rounding a one-yard-radius area; the This is also an Earth spell. Prerequisite: Destroy Air. caster may move the perimeter out- Duration: ward at a rate of one yard of radius Permanent. Item Cost: 1 to transform one cubic foot Staff, wand, or jewelry. Cost to cre- per second of concentration. Prerequisite: Shape Air. of earth/stone to air, giving enough air ate: 300 energy and a $200 onyx. for one person to breathe for 1 Item minute. To transform larger quantities Walk on Air Staff, wand, or jewelry. Usable only of earth/stone at once, the cost is 5 per by mages. Cost to create: 400 energy cubic yard. Metal may be turned to air Regular and a $500 onyx. for triple cost. Temporarily grants the subject the Time to cast: 2 seconds. Walk on Air advantage (p. B97). If the Prerequisites: Create Air and Shape subject falls for any reason (e.g., Windstorm Earth. injury), the spell will be broken! If the Area spell is recast immediately, he falls for Create a circular windstorm with Item Staff, wand, or jewelry. Usable only only one second (about 5 yards) and an “eye” of calm inside (a good place by mages. The item must touch the then “lands” on the air (taking 1d for the caster to stand). The radius of stone to be transformed. Cost to create: damage) – unless he hits ground the eye can be up to half that of the 750 energy and $1,000 in jewels. before then. If he’s 10 feet over a lava storm – or smaller, if the caster wish- pit, too bad! es. By concentrating, the caster can Duration: 1 minute. move the storm any distance up to its Clouds Cost: 3 to cast. 2 to maintain. own diameter per second; the eye Area moves with it. The caster may move Prerequisite: Shape Air. Weather Spells up to half his normal Move inside the As listed under , Item eye while concentrating on this spell. p. 194. Staff, wand, jewelry, or shoes; only Anyone within a full-strength affects the wearer. Cost to create: 500 Windstorm must roll vs. ST once per Predict Weather energy and $1,000. second to avoid being knocked over by Information the wind. All DX-based skills are at -5, and ranged attacks are at a -10 penal- As listed under Weather Spells, Wall of Wind ty for every yard of the windstorm p. 193. Area they pass through. Surrounds an area with a wall of For double energy cost, the caster Wind roiling air that impedes movement. may create a more powerful wind- Special; Area The wall is one yard thick and four storm, like a tornado. ST rolls to yards high, but may be made higher by remain standing in such a gale are at As listed under Weather Spells, multiplying the cost as you multiply -5, ranged attacks through it are p. 195.

AIR SPELLS 25 Rain Item Vortex may not penetrate solid objects. Area Staff, wand, jewelry, or clothing; only affects the wearer. Energy cost to This is also a Movement spell. As listed under Weather Spells, create: 150. p. 195. Duration: 10 seconds. Base cost: 8 to cast. 3 to maintain. Breathe Water Time to cast: 2 seconds. Snow Regular Prerequisites: Magery 2, Body of Area As listed under Water Spells, p. 189. Air, and Windstorm. As listed under Weather Spells, Item p. 195. Essential Air Staff. Usable only by mages. Cost to create: 1200 energy and an $800 onyx. Concussion Area Missile Creates the magical essence of Air. Essential Air is “purer” and can be Explosive Lightning The caster creates a ball of highly used (breathed or consumed) three pressurized air in his hand. When the Missile times as long before becoming foul. air strikes a target, it explodes. The As listed under Weather Spells, Fire burns hotter (but not faster) in blast is extremely loud; anyone within p. 196. Essential Air, adding an extra point of 10 yards must roll against HT-3 or be damage to each die (this will even stunned. Stunned people may roll increase the heat of Essential Flame!). Lightning Whip against HT-3 every second to recover. If the air is created in an open area, it Protected Hearing gives a +5 bonus to Regular disperses within 5 seconds. this roll. Concussion has 1/2D 20, Max As listed under Weather Spells, 40, Acc 1; roll vs. Innate Attack skill to Duration: Permanent until dis- p. 196. hit. persed or used up. This is also a Sound spell. Base cost: 2. Shocking Touch Time to cast: 3 seconds. Cost: Any amount up to twice your Prerequisites: At least six Air spells. Melee Magery level per second, for three sec- As listed under Weather Spells, onds. For every 2 energy put into the Item p. 196. spell, the missile does 1d crushing Staff, wand, or jewelry. Usable only damage. See Explosions, p. B414, for a by mages. Cost to create: 800 energy full treatment of explosive damage. and a $400 onyx. Spark Cloud Time to cast: 1 to 3 seconds. Area Prerequisites: Shape Air and Resist Lightning As listed under Weather Spells, Thunderclap (p. 171). p. 196. Regular Item As listed under Weather Spells, Staff or wand – the missile is p. 196. Spark Storm thrown from the end of the item. Usable only by mages. Cost to create: Area 1,000 energy and a $400 onyx. Lightning As listed under Weather Spells, p. 197. Missile Breathe Air As listed under Weather Spells, Regular p. 196. Atmosphere Dome Breathe air as though it were Area water; the spell also prevents water Air Vortex As listed under Protection & creatures from dehydrating in air. This Warning Spells, p. 169. spell is primarily useful for keeping Area; Resisted by HT or DX fish, mermen, etc., alive out of water. Whisks all persons within the orig- The subject can also still breathe inal area of effect to somewhere else Wall of Lightning water normally. inside a giant swirling Air Vortex. The Area This is also a Water spell. Vortex has a Move of 10. The caster As listed under Weather Spells, may exclude anyone in the area that p. 197. Duration: 1 minute. he specifies during casting. Those Cost: 3 to cast. 1 to maintain. within in the area resist with the Prerequisites: Create Water and higher of their HT and DX scores. Warm Destroy Air. Those whisked away by the Vortex Area are rendered temporarily vaporous, as As listed under Weather Spells, per the Body of Air spell (p. 24). The p. 195.

26 AIR SPELLS Cool This is also an Earth spell. wind-based attacks, he has No Fine Manipulators rather than the usual Duration: 1 minute after reaching Area No Manipulators, and he has effective full strength. As listed under Weather Spells, ST equal to twice his normal ST. Base cost: 3 to cast. Half that to p. 195. Clothes (up to 6 pounds), also become maintain. wind, but lose any magic powers they Time to cast: The storm starts might have had while in wind-form. Ball of Lightning immediately, but the caster must con- Anyone within the radius of the centrate for a number of seconds Missile subject must make a ST roll each sec- equal to the storm’s radius in yards to As listed under Weather Spells, ond to remain standing. All DX-based bring the storm to full strength. p. 197. skills are at -5, and missile attacks that Prerequisites: Windstorm and pass through the whirlwind only hit Create Earth. Lightning Stare on a critical success. There is no safe “eye.” Regular Item Staff, wand, or jewelry. Usable only As listed under Weather Spells, Duration: 5 minutes. by mages. Energy cost to create: 1,000. p. 198. Cost: 8 to cast. 4 to maintain. Cost does not multiply when casting it on Storm larger creatures, as with most Regular Body of Lightning spells. Area Regular; Resisted by HT Time to cast: 2 seconds; the storm As listed under Weather Spells, As listed under Weather Spells, springs into full strength immediately p. 195. p. 198. upon completion of the spell. Prerequisites: Magery 3; Body of Air Lightning Missiles and Windstorm at 16+ each; and one Lightning Weapon spell from each of five different col- Regular Regular leges besides Air. As listed under Weather Spells, As listed under Weather Spells, p. 198. Item p. 198. (a) Staff, wand, or jewelry; only affects the wearer. As soon as it is acti- Sandstorm Lightning Armor vated, the item falls through the user’s Regular hand; thus, a spell cast with this item Area As listed under Weather Spells, lasts only a minute. Cost to create: Creates a Windstorm (p. 25) with p. 198. 1,700 energy and a $1,000 onyx. (b) the addition of flying sand! The sand is Staff, wand, or jewelry; only affects created by the spell – it is not neces- the wearer. Unlike the previous item, sary for the area to be sandy. The Body of Wind this item turns to wind along with the Sandstorm obscures vision (-2 per Regular; Resisted by HT wearer, allowing him to maintain the intervening yard of Sandstorm, The subject’s body becomes a spell longer than a minute. While excluding the “eye” of the storm). whirlwind, with a radius of 2 to 4 vaporous, it loses any magical powers Each second, every being within yards (caster’s choice). In this form, he it might have while solid. Cost to the area must shut its eyes or roll vs. has a variant form of the Body of Air create: 3,500 energy and a $2,500 HT to avoid being blinded, as per a meta-trait (p. B262); he lacks the onyx. one-point Sand Jet (p. 52). listed Vulnerability to vacuum and ELEMENTAL SPIRIT SPELLS These spells deal with spirits Summon (Air) power level by the amount of energy embodying the four classical elements he spends on the spell, but the GM – air, earth, fire, and water. There are Elemental determines the elemental’s precise different spells for each of the four ele- Special capabilities. ments, but in general they conform to This is a different spell for each of The summoned elemental is not the spells given here for air elementals. the four elements. It allows the caster under the caster’s control, but must to call a nearby elemental – if one remain for one hour unless it is dis- exists. In general, the GM should missed or destroys the caster. Note assume that an elemental is available that a dismissal does not guarantee if the location is appropriate, unless the elemental will leave. If it is hostile, the scenario or situation requires that or simply curious, it may choose to elementals are opportunely absent. stay! The caster determines the elemental’s

AIR SPELLS 27 a noncumulative +2 bonus to any attempt to use the spell. Cost to create: 1,000 energy, $1,300 gold and platinum.

Create (Air) Elemental Special Create a spirit of the appropriate element. The caster may determine the capabilities of the created elemental by increasing or decreasing the attributes of the basic elemental of that type; he may only change, add or subtract advantages and disadvantages with GM permission. There are no limits to the alteration of attributes, though a very stupid elemental will not under- The caster may question the sum- its IQ must be sufficient (GM’s deci- stand complex commands. A newly moned elemental, request a service, sion) to comprehend its instructions! created elemental serves the caster etc. The elemental immediately makes This spell can also be used as an obediently for one hour. At the end of a reaction roll to see how it feels about information spell, to judge the four that time, roll a contest between the the wizard. On a good reaction, the attributes of that type of elemental caster’s skill with the spell, and the ele- elemental cooperates for an hour – no (within 15 feet). A successful roll is mental’s combined IQ and ST. If the longer – and then vanishes. An ele- required, but there is no energy cost. caster wins, the elemental serves for a mental’s opinion may be swayed with Duration: 1 minute. further hour, at the end of which appropriate enticements, assuming a Cost: 1 point per 10 character another contest is required, and so on. wizard can figure out what an points used to build the elemental. When the caster loses, the elemental elemental might desire. Half that (round up) to maintain. escapes control and leaves (or attacks, Duration: One hour. May not be Time to cast: 2 seconds. on a very bad reaction). maintained. Prerequisite: Summon Elemental Cost: 1 point per 5 character points Cost: 1 point per 10 character for the appropriate element. used to build the elemental. points used to build the elemental. Time to cast: Seconds equal to the Minimum energy cost is 4 (although Item total character points used to build the this will not always summon a 40- Staff, wand, or jewelry decorated elemental. point being). with appropriate elemental images – a Prerequisites: Magery 2 and Control Time to cast: 30 seconds. The ele- different enchantment is required for Elemental for the appropriate element. mental may take up to 2d minutes to each of the four types. This item does appear. not let the user cast the spell, but gives Prerequisites: Magery 1 and either eight spells of the appropriate element or four spells of the appropriate element and another Summon Small Air Elemental Elemental spell. This basic air elemental is summoned by casting Summon Air Elemental at the minimum energy cost of 4. More energy put into the Item spell summons a more powerful elemental. Usually, this simply means a Staff, wand, or jewelry decorated larger elemental; 1 point of energy is equal to 1 additional point of ST, 5 with appropriate elemental images – a HP, or 2 points of DR. However, the GM may choose to build a more exot- different enchantment is required for ic elemental, adding unusual traits to the following template, or working each of the four types. Cost to create: one up from scratch. 800 energy, $1,300 gold and platinum. Small Air Elemental Control (Air) Elemental 40 points Regular; Resisted by Attribute Modifiers: ST-4 [-40]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30]. higher of ST and Will Secondary Characteristic Modifiers: SM -1; HP+2 [4]. Control all actions of a single ele- Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t mental while the spell continues. For Sleep [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to direct control, the elemental must Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]. remain within the caster’s view. If the Disadvantages: No Fine Manipulators [-30]; No Legs (Aerial) [0]; elemental is simply told to leave, it Vulnerability (Vacuum and wind-based attacks ¥2) [-20]. does so. If the elemental is sent to do a task, rather than controlled directly,

28 AIR SPELLS CHAPTER FOUR ANIMAL SPELLS

The poacher paled as she saw the an animal only lets you learn what the silver chain in her partner’s hand. animal knows and understands. “You idiot! Of all the bucks in the Some spells apply to a single type forest, why’d you have to take this of creature. The default assumption one?” for these rules is that the animal king- Kai wasn’t sharp, but he knew dom is divided into five categories: when he was being chewed out. Vermin (including worms, insects, “What’s the problem, Sylvie? I saw the and other creepy-crawly things), Fish silver on this one, so I thought it’d be (including most mollusks), Reptiles a nice bonus.” (including most amphibians), Birds, “Bonus! Are you simple? Animals and Mammals. These categories are don’t just have silver amulets dangling loosely based on the “life form” cate- off them. This thing’s magic; that buck gories that cognitive anthropologists was the property of one of the forest find in most human cultures. guardians!” However, this pseudo-scientific taxon- “He was my friend, actually,” rum- omy may not reflect the reality of bled a voice behind her. every game setting. In some worlds, Sylvie spared one glance behind the animal categories may be her, and then bolted into the forest. Creatures of the Land, Creatures of The thing at the edge of the clearing the Air, and Creatures of the Sea. In had the body of a man, the paws of a others, every modern biological class mountain lion, and the legs of a stag. may be represented, from Arachnida There was no way she’d be able to out- to Scyphozoa. run the guardian. But then, she didn’t The spells of this college only work have to. on nonsapient animals, which typical- She just had to outrun Kai. ly means species with a racial IQ of 5 or less. There are a few animals, such These spells relate to animal con- as the apes, with racial IQ of 6; trol and communication. None of whether Animal spells or Mind and these spells give their subjects any spe- Body spells are more appropriate to cial powers; animals controlled cannot use on them is up to the GM. do anything they are normally unable All magical items of this college to do, but they will follow the caster’s must depict the appropriate type of mental commands to the best of their animal, or contain an inset piece of abilities. Likewise, the ability to talk to tooth or bone from that creature.

Hybrids Some magical monsters are neither fish nor fowl, but unnatural beasts that transcend the usual categories for animals. Gryphons are a Beast-Soother classic example – part eagle, part lion. The hippocampus, a legendary beast with the forequarters of a horse and the rear of a fish, is another Regular hybrid. Calms a single animal. The beast’s Animals that combine traits from different animals within a category reaction roll to the caster is improved do not qualify as hybrids. A creature that has a wolf’s head on a donkey’s by twice the energy put into the spell. body is composed of parts from within the Mammal category, and is thus Duration: Permanent, until some- not a hybrid for this purpose. thing disturbs the animal. Any animal that defies classification – giant space amoebas, for Cost: 1 to 3. example – can be classified as a hybrid, at the GM’s discretion. Prerequisite: Persuasion or the Animal Empathy advantage.

ANIMAL SPELLS 29 Item Staff, wand, or jewelry. Energy cost to create: 600. Sample Animal Control Energy Costs Spell Cost Vermin Control 1/1 Beast-Rouser Fish Control 2/1 Regular Reptile Control 2/1 Excites a single animal. The beast’s Bird Control 3/2 reaction roll (to anyone) is worsened Mammal Control 5/3 by twice the energy put into the spell. Duration: Until a reaction roll is called for or an hour passes. caster must know all the Control spells Item Cost: 1 to 3. Cannot be maintained. relevant to the hybrid (controlling a Staff, wand, or jewelry. Energy cost Prerequisite: Vexation or the gryphon would require knowledge of to create: 400 for an item that sum- Animal Empathy advantage. both Mammal and Bird Control, for mons one particular species, or 800 example); his effective skill with this for an item that can summon any Item spell is the lowest of the various spells beast. Staff, wand, or jewelry. Energy cost involved, including Hybrid Control. to create: 500. This spell does not work on a sapient being (racial IQ 6 or higher). Master Regular or Blocking; (Animal) Control Duration: 1 minute. Resisted by IQ Regular; Resisted by Will Cost: 6 to cast. 3 to maintain. Holds any beast motionless and Controls the actions of one large Prerequisites: At least two (Animal) Control spells. quiet as long as the caster maintains animal (any size) or a single swarm eye contact and concentration. Note (see Swarm Attacks, p. B461). Item that darkness breaks eye contact! May Remember, however, that subjects Staff, wand, or jewelry. Energy cost be cast as a Blocking spell if the ani- larger than SM 0 increase the casting to create: 800 (will control only one mal is entering Close Combat range cost. Concentration is required. This particular type of hybrid). with the caster – e.g., to attack. spell will not work on a sapient being (racial IQ 6 or higher). There is a sep- Duration: Indefinite. arate Control spell for each category Beast Summoning Cost: 2. of animal. Regular Prerequisite: Beast-Soother. Duration: 1 minute. Calls one creature of a named type Item Cost: Variable. Cost to cast is equal (anything under IQ 6). Range does not Staff, wand, or jewelry. Energy cost to the racial IQ of the most intelligent matter for this spell. If the spell is cast to create: 800. species within the category. Half that successfully, the caster knows the loca- to maintain. tion of the closest creature of the type, Prerequisite: Beast-Soother. and how long it will take for that crea- Beast Link ture to come to him. It moves toward Regular Item the caster as fast as it can, until the Establishes a mental link with an (a) Staff, wand, or jewelry. Allows spell ends or the animal can see the animal. The animal will not stray far the user to control a single species of caster. It stays nearby, without attack- from the caster after that (generally animal. Energy cost to create: 100 ener- ing, until the spell ends. The sum- not more than a half-hour’s travel). It gy per point of target species’ racial moned animal then has a +1 on its will then come, once, whenever the IQ. (b) Staff, wand, or jewelry. Allows reaction to the caster (only). If the cast- caster wishes, at a fast but not killing the user to control any animal within er or someone near the caster attacks pace. If it is a wild beast, any reactions a category. Energy cost to create: 200 the creature, the spell is broken. must be re-determined when the crea- energy times the cost to cast for that ture arrives; previous good reactions category. Duration: 1 minute. Cost: 3 to cast. 2 to maintain. To from Beast-Soother, for instance, no call many animals, double the cost of longer hold! This spell is similar to Hybrid Control (VH) the spell. All creatures within a certain Beast-Summoning, but is cast in Regular; Resisted by Will area (usually about a 10-mile radius; advance and on a specific creature. Controls the actions of one large more for a very successful casting) are hybrid creature (any size) or a single summoned. Of course, the time they Duration: Until the beast is next swarm (see Swarm Attacks, p. B461). take to arrive depends on the speed at called. This counts as a spell “on.” Remember, however, that subjects which they can travel, and if the spell Cost: 3. larger than SM 0 increase the casting ends before they arrive, they will turn Time to cast: 5 seconds. cost. Concentration is required. The and go about their business. Prerequisite: Beast Summoning. Prerequisite: Beast-Soother.

30 ANIMAL SPELLS Item (Animal) Control for the affected required. No concentration is required Matched amulets. The gold one is animal type. on the caster’s part. worn by the human, the silver one by Time to cast: 10 seconds. Duration: 5 minutes. the animal. This gives the human the Prerequisite: The (Animal) Control Cost: 2 to cast. 1 to maintain. power to cast the Beast Link, or (if spell appropriate to the type of animal Prerequisite: At least one (Animal) self-powered) creates the link auto- to be repelled. Control spell. You cannot use the matically. Energy cost to create: 500 for Item Rider spell on a beast unless you know the pair. An area can be made permanently the appropriate Control spell and cast repellent at an energy cost of 100 it first. Beast Speech times normal. Regular Communicate with any animal in the creature’s own “language.” The amount of information exchanged The animal is one with its life activity. depends on the animal’s intelligence; no creature below the level of a bird is It does not distinguish the activity from itself. likely to know much of interest. An ant It is its activity. may crawl over gold, but it knows only that the material is hard and inedible. – Karl Marx Each minute of the spell allows one question and answer. Duration: 1 minute. Item Cost: 4 to cast. 2 to maintain. Repel Hybrids (VH) Staff, wand, or jewelry. The spell Prerequisite: Beast Summoning. Area does not affect the creature until the Repels hybrids from an area. The would-be rider actually mounts it. If Item spell resists attempts by hybrids to the rider dismounts, the creature will Staff, wand, or jewelry. Energy cost enter it (or stay in it); every second, remain docile for about a minute to create: 1,000 for an item that talks to roll a Quick Contest between the cast- before fleeing or attacking (whichever one particular species, or 4,000 for an er’s effective skill and the beast’s ST. is its nature). Energy cost to create: 800 item that can talk to any creature. The caster must know all the Repel for an item that controls one particu- (Animal) spells relevant to the hybrid; lar species, or 3,000 for an item that Repel (Animal) his effective skill with this spell is the can control any creature. lowest of the various spells involved, Area including Repel Hybrids. Beings with Rider Within Repels animals from an area. The Animal Empathy may feel uneasy and spell resists attempts by animals to irritable while in the area. Regular enter it (or stay in it) every second; roll The caster may exclude specific Works on any type of animal (but a Quick Contest between the caster’s animals from the spell’s effect at the not sapient beings). This is the animal effective skill and the Animal’s ST. time of casting. version of the Soul Rider spell. The Like (Animal) Control, this is actu- caster becomes able to see through the ally several different spells. There is a Duration: 1 hour. subject’s eyes, hear through its ears, Repel (Animal) spell for each category Base cost: 6 to cast. 3 to maintain. etc, as long as he concentrates. (He of animal. Like all Area spells, the Time to cast: 10 seconds. also remains aware of his own body affected area extends 4 yards upward Prerequisite: Hybrid Control. and may act normally.) The caster (an important detail for flying animals Item exerts no control whatsoever over the subject, and the subject is unaware the such as bats or birds). Casters may An area can be made permanently caster is “watching.” extend the area upward by spending repellent at an energy cost of 100 proportionately more energy; double times normal. Duration: 1 minute. base cost will create an area 8 yards Cost: 4 to cast. 1 to maintain. high, and so on. Beings with Animal Time to cast: 3 seconds. Empathy may feel uneasy and irritable Rider Prerequisites: At least two different while in the affected area. Regular (Animal) Control spells. The caster The caster may exclude specific Mount and ride a subject creature must also know the (Animal) Control animals from the spell’s effect at the as though it were a trained, loyal rid- spell for the type of animal being “rid- time of casting; thus, a shepherd may ing animal. The creature must be den” before he can use this spell on drive off wolves without driving away capable of carrying the caster, and the that type of animal. his flock. caster must still make a Riding roll Duration: 1 hour. whenever it would normally be Base cost: Equal to the cost to cast

ANIMAL SPELLS 31 Item Beast Seeker or is “exorcised” by a Dispel Possession, Counterspell, Remove A pair of identical pieces of jewelry Information – one gold, one silver. The gold one Curse, or similar spell. Remember that This spell is similar to Seeker must be worn by the caster, the silver the caster must know the appropriate (p. 105), but it works only on animals. one by the subject (e.g., on a collar). (Animal) Control spell for the spell to It may be cast for any species of The spell can then be cast at any time, work on the chosen subject. The cast- animal, an individual, or simply any regardless of distance. Usable only by er’s body is in Suspended Animation animal. a mage. If a Powerstone is included in (p. 94) while the spell continues. If the the item, it is in the gold one. If either Cost: 3. One try per week per caster’s body dies, the spell is broken. item is broken, the other loses its species. Whenever the subject body takes dam- enchantment. Energy cost to create: Prerequisites: Either Beast age, the caster must roll against his 1,000 (for the pair). Each of the pair Summoning and at least two other own body’s HT or take the same must contain an opal worth $100. Seek spells, or Seeker. damage. If the subject animal dies, the caster must roll vs. HT or die himself! Item In addition, the caster must roll Spider Silk A forked stick (wood, bone, or against his IQ every day; a failed roll Special; Missile ivory) or compass-needle (carved out means that he loses one point of IQ. The caster shoots a strand of spider of bone) that will point to a particular The caster does not need to roll once silk, which stretches from his fingertip species of animal, specified when the he reaches the beast’s normal IQ to the target. The strands appear wispy item is created, or to any animal. One range. The lost IQ is regained when and weightless, but are very strong, ounce of bone from the animal species the spell is ended. Should IQ drop to 5, and can support up to 500 pounds must be used in making the item. only Remove Curse or Dispel without snapping. As a missile, the Energy cost to create: 500. Possession will end the spell. strand has 1/2D n/a, Max equal to Duration: Indefinite (could be per- strand length, Acc 3; use the caster’s Beast Possession manent). DX-4 or Innate Attack to hit. On a hit, Regular; Resisted by Will Cost: 20. the victim as grappled and immobi- Time to cast: 1 minute. lized as per the Binding advantage Like Rider Within – except caster is in full control of the subject, “from the Prerequisites: Magery 2 and Beast with the Sticky enhancement (see Possession. p. B40). A single strand has an effective inside,” and has full access to the ST of 10 and DR 3. Spider Silk takes beast’s memories and abilities. While Item triple damage from fire-based attacks. in the subject’s body, the caster may Cap, crown, helmet, or other head- The caster may shoot as many use all its skills and abilities as though gear. The item must bear a picture of strands as he has arms from a single they were his own. He may use his the animal form it is usable on. Usable casting of Spider Silk; however, the cost own mental abilities, but not his phys- only by mages. Energy cost to create: to cast is based on the total length of all ical ones (so he cannot cast spells 2,000. strands created. Thus, a many-armed unless he knows them so well that spider demon can throw half a dozen they require no speech or gesture). strands at once, but it won’t be cheap. The caster’s own body lies uncon- Protect Animal Strands of Spider Silk may also be scious during the spell, and must be Area used to build a web by anchoring suc- safeguarded. Cast on an area, this spell protects cessive strands between two surfaces. Duration: 1 minute. all animals of a certain kind within its This web creates an area that will Cost: 6 to cast. 2 to maintain. borders. Attempts to harm them are grapple anyone who passes through it; Time to cast: 5 seconds. warded off as if by invisible defenders; mechanically, this is similar to a Prerequisite: Rider Within or protected animals gain DB +3 and DR Binding attack with the Sticky and Possession. 5. Area Effect enhancements (p. B40). This is also a Protection and The web has ST 10 and DR 3, plus 1 Item Warning spell. ST for each additional strand. As for Rider Within, but more cost- ly. Energy cost to create: 1,500 (for the Duration: 1 minute. Duration: 1 minute. pair). Each of the pair must include an Base cost: 1. Same cost to main- Cost: 1 to cast per 5 yards of strand opal worth $200. tain. length (maximum 100 yards). Half Time to cast: 1 minute. that to maintain. Prerequisites: Armor, Watchdog, Prerequisites: Magery 1 and two Permanent Beast and any three Animal spells. Animal spells. Possession (VH) Item Regular; Resisted by Will Shapeshifting (VH) Staff or wand. Usable only by Like Beast Possession, but the cast- Special mages. The item must bear a picture er’s consciousness remains in the body Change to the form of an animal. of a spider. The strand is shot from the of the subject until he chooses to leave Each animal form is a different spell, item’s tip. Energy cost to create: 400.

32 ANIMAL SPELLS to be learned separately. The caster may only learn the form of an animal with which he is familiar. Many worlds have only a limited number of animal forms available. Clothing, jew- elry, and armor vanish when the beast- form is taken and reappear when the human form is resumed (magical jew- elry cannot be detected while “van- ished”). Backpacks, carried items, etc., simply fall to the ground. The caster retains his intelligence, but gains all the physical attributes of the new form. This means that the wearer cannot cast spells unless he knows them so well that they can be performed without gestures! Note that Fatigue Points are not increased for spellcasting purposes. Each hour that the spell continues, the caster must make a roll against IQ; failure means that the caster loses a point of IQ, continuing until the nor- mal IQ of that beast is reached. Should the caster’s IQ drop to 5, he is trapped in beast form forever unless the spell is removed by Remove Curse (other spells won’t counter it). Lost IQ is regained when human form is unless he still has the item; otherwise, a item may then be reused. Energy cost reassumed. Remove Curse spell must be used if he is to create: 3,000. For most natural beast forms, an to regain normal form. Energy cost to energy cost of 6 to cast and 2 to main- create: 1,500. (b) Skin of the shape to be Permanent tain is appropriate; animals with great taken. As above, but merges into the strength, for example, tend to be coun- subject and so cannot be lost! Energy Shapeshifting (VH) terbalanced by reduced agility. If the cost to create: 3,000. Regular GM allows supernatural creatures as Like Shapeshifting, but the subject beast forms, however, or if he is con- Shapeshift Others (VH) remains in animal form until he chooses to resume his normal form. cerned about the power of a given ani- Special; Resisted by Will mal form, he may wish to change the He must roll for IQ loss daily rather cost of the spell. A reasonable guide- As Shapeshifting, but usable on than hourly. line is to calculate the point value of others. The subject cannot end the Duration: Indefinite (could be per- the physical characteristics of the spell; only the caster, or a Remove manent). beast form and charge 1/20 of the Curse spell, can do that. If the spell Cost: 5 times the cost of the corre- form’s cost to cast and 1/60 to main- continues until the subject’s IQ drops sponding Shapeshifting spell. tain, with a minimum cost of 3 to cast to 5, he is trapped in the beast form! Time to cast: 1 minute. and 1 to maintain. Duration: 1 hour. Prerequisites: Magery 3 and Duration: 1 hour. Cost: As Shapeshifting, but the Shapeshifting for that form. Cost: Varies (see above). minimum cost of the spell is 6 to cast Time to cast: 3 seconds. and 2 to maintain. Item Prerequisite: Magery 1, and at least Time to cast: 30 seconds. (a) Jewelry. The item must bear a six other spells of any type. Prerequisite: Magery 2 and picture of the form to be taken. Usable Shapeshifting for that form. only by a mage or a descendant of a Item natural were. It remains with the sub- (a) Jewelry. The item must bear the Item ject when the spell is cast; note that likeness of the shape to be taken; usable (a) Staff or wand. Usable only by a the subject cannot end the spell if he only by a mage, or by someone descend- mage; the item must touch the sub- loses the item while in beast form (if ed from a natural were. It remains with ject. Energy cost to create: 3,000. (b) he does, only Remove Curse can turn the caster when the spell is cast – there- Skin of the shape to be taken. Always him back!). Energy cost to create: fore, a collar or necklace is most con- on. Placed on the subject, it puts the 3,000. (b) Skin of the shape to be venient. There is no cost to maintain the spell on him permanently (soon caus- taken. As above, but merges into the spell, but the caster cannot change back ing IQ loss as per Shapeshifting) until subject and cannot be lost. Energy cost it is taken off by Remove Curse; the to create: 4,500.

ANIMAL SPELLS 33 Partial Shapeshifting him Fangs (p. B91) and ST 25 for the must bear a likeness of the shape to be purposes of biting only. Speech is taken. There is no cost to maintain; (VH) slightly slurred. The subject acquires the spell ends when the user mimics Regular; Resisted by Will Colorblindness as a side effect. pulling off the item. Energy cost to cre- As Shapeshifting, but affects only Scorpion Tail (7 to cast): The sub- ate: 1,000 plus 250 per point of casting one body part. The subject of the spell ject grows a scorpion’s stinger, com- cost. can be the caster or someone else. plete with poison gland. This is an Each variation is a separate spell. Impaling Striker (p. B88) with the The resulting body part preserves Follow-Up enhancement; on a suc- Great Shapeshift (VH) the subject’s scale: Shapeshifting a cessful penetrating hit, a 1d+2 Innate Special human’s head into a hummingbird’s Attack (Toxic, Melee Attack, Perform multiple, fast, repeated head results in a human with a Resistible) takes effect. A victim may changes of shape, temporarily access- human-sized hummingbird head. resist the scorpion venom by making a ing the Morph ability (p. B84). The Some variations bear misleading HT-6 roll. spell lapses, however, if at any point titles: Crocodile Jaws, for example, Serpent’s Fangs (3 to cast): The sub- the caster returns to his natural form. transforms the subject’s entire head, ject’s canines become fangs, able to The caster is mentally stunned when not just his jaws – the jaw muscles deliver a venomous bite; this is a 1d+1 the spell ends. must be properly anchored! Innate Attack (Melee Attack, Contact Clothing, jewelry, and armor van- Some known variations are: Agent, Toxic, Resistible (HT-4), Cyclic ish when the spell is cast, reappearing (daily, expires after three days)). when it lapses (magical jewelry cannot Chameleon Eyes (3 to cast): The Skunk Tail (3 to cast): The subject be detected while “vanished”). Items subject gains Enhanced Tracking 1 grows a huge skunk’s tail (2 yards that the caster was carrying when the (p. B53) and Peripheral Vision long), and gains the ability to use the spell was cast (including backpacks, (p. B74). Stench spell (p. 24) at will. The area of etc.) simply fall to the ground. Crocodile Jaws (5 to cast): The sub- effect is two yards in radius and must At its minimum cost, Great ject’s head becomes a crocodile’s, be centered on some portion of the Shapeshift allows the caster to change granting the subject Sharp Teeth tail. This ability costs 2 FP to use. into any creature whose racial tem- (p. B91) and a ST of 20 for the pur- Spider Arms (7 to cast): The subject plate costs 0 points or less (note that poses of biting only. Speech is slurred grows two Extra Arms and gains one this is slightly different from the but intelligible. He also gains Extra Attack (p. B53). Morph ability). Each additional point Peripheral Vision and Colorblindness Tiger Paws (4 to cast): The subject’s of energy, however, adds 5 character (p. B127) as side effects. hands become tiger paws, granting points to the maximum point value of Elephant Trunk (3 to cast): The sub- him Sharp Claws and Striking ST the allowable templates. ject’s nose becomes a trunk, granting 24, but he also gains No Fine A caster remains subject to the him an Extra Arm (p. B53). He also Manipulators (p. B145). Magic Rituals requirements (p. 8) gains Peripheral Vision and Toad Tongue (3 to cast): The sub- while shapeshifted; if he changes into Colorblindness as side effects. ject’s tongue becomes long and adhe- a form that cannot gesture or speak, Feathered Arms (3 to cast): The sive, serving as an Extra Arm with the he cannot use any spell known at a subject’s arms transform into wings, Long and Weak enhancements and skill less than 20. giving him Flight (Winged) (p. B56). additional Striking ST – it attacks with Mages who know Great Shapeshift the subject’s full strength, but lifts with can use Counterspell to hold a Great only 1/4 of the subject’s ST. The sub- Shapeshifted caster in whatever form ject also gains Peripheral Vision as a he currently has, for as many seconds side effect. as the Counterspell wins the contest by Turtle Shell (10 to cast): The subject (or until the Great Shapeshift lapses). becomes encased in a turtle shell. It Duration: has DR 5 and weighs 4 pounds per 1 minute. Cost: point of ST of the subject. 20 to cast, plus 1 per addi- tional 5 character points of template Duration: 1 hour. limit. Half that to maintain. Cost: Varies; never less than 3. One Time to cast: 5 seconds. Fish Tail (3 to cast): The subject’s third (round up) to maintain. Prerequisites: Magery 3, Alter Body, legs fuse into a single powerful fluke, Time to cast: 10 seconds. four types of Shapeshifting, and at giving him Enhanced Move 1 (Water) Prerequisites: Magery 3, Shapeshift least 10 other spells of any kind. (p. B52). Others for the appropriate animal, Mountain Goat Hooves (4 to cast): and Alter Body. Item The subject’s feet become mountain Jewelry, decorated with an abun- goat hooves, granting him Climbing- Item dance of animal motifs. Usable only 14 (only usable while mountaineer- The item’s form depends on the by mages. The item vanishes when the ing) and Jumping-14. body part affected – gloves to spell is cast, to reappear when it Saber Teeth (5 to cast): The subject’s shapeshift the hands, boots for the lapses. Energy cost to create: 5,000. canines become saber-teeth, granting feet, a mask for the face, and so on. It

34 ANIMAL SPELLS CHAPTER FIVE BODY CONTROL SPELLS

The Fist of the West was the ulti- Climbing bonus (no more than 5) the his companions certainly might), mate fortress. Its walls were built from item can give. regardless of its nature. interlocking blocks of adamant, each Duration: 10 minutes. weighing 10 tons, and they towered Cost: 2 to cast. 1 to maintain. hundreds of feet above the ground, Itch Prerequisite: Odor (p. 24). bristling with artillery. Its moats and Regular; Resisted by HT trenches were deep and wide, filled Causes the subject to itch fiercely Item with noxious and deadly hazards. No in a spot of the caster’s choice. The Staff or wand. The item must attacker had ever forded the moats subject is at -2 DX until he takes one touch the subject. Energy cost to successfully, let alone scaled the walls. full second to scratch (more, if armor, create: 200. All the military theorists agreed that etc. is in the way!). Only one Itch spell the Fist was unassailable, and this can affect a given subject at a time. self-proclaimed Empire would do no Spasm Duration: better than the many besiegers who Until subject takes a turn Regular; Resisted by HT preceded them. to scratch. Cost: Can be directed against any of the Thus, the Fist’s defenders were 2. Cannot be maintained; must be recast. subject’s voluntary muscles. Directed quite surprised when the Imperial against a hand, it causes the subject to archmages transformed a squad of Item drop whatever he is holding (usually a legionnaires into three-hundred-foot (a) Staff or wand; usable only by weapon). If the subject is in the mid- titans who promptly strode across the mages. The item must touch the vic- dle of a lengthy spell requiring ges- moats and began pulling down the tim. Energy cost to create: 100. (b) Any tures, he must make a DX roll or start walls. item; always on. The wearer itches over. Ingenious casters will find other These spells directly affect the constantly, and remains at -2 DX while uses . . . item is worn. Energy cost to create: 60. body. Except as noted, they only affect Duration: Instant. living beings. Cost: 2. Cannot be maintained. The College of Body Control is a Touch Prerequisite: Itch. common starting point for wizards who want to work magic on people. Regular Item Body Control spells are prerequisites The subject feels a light touch at a (a) Staff or wand; usable only by to many spells in other colleges that spot of the caster’s choice. The touch is mages. The item must touch the vic- affect sapient beings. easily felt, even through armor, but tim. Energy cost to create: 300. (b) Any has no effect other than to attract the item; always on. The wearer must roll subject’s attention; it cannot cause vs. HT each time he does something Climbing pain or discomfort, but it is very likely delicate (e.g., pick a lock, cast a spell) Regular to distract him. or suffer a spasm as above. Energy cost Gives the subject a strong, sure Cost: 1. to create: 100. grip, increasing his Climbing skill. Item Duration: 1 minute. Staff, wand, or jewelry. Energy cost Stop Spasm Cost: 1 to 3 to cast. Same cost to to create: 50. Regular maintain. The increase in the subject’s Stops any seizure the subject is Climbing skill is equal to twice the undergoing. This works against energy put into the spell. Perfume epilepsy, vomiting fits, etc. Item Regular; Resisted by HT This is also a Healing spell. The subject smells strongly of any Shoes, gloves, clothing, or jewelry; Cost: 1. odor that the caster desires. The sub- only affects the wearer. Energy cost to Prerequisite: Spasm or Lend ject can detect the odor, but does not create: 250 times the maximum Vitality. find it especially offensive (although

BODY CONTROL SPELLS 35 Item Item weapon is at -2 and his Dodge score is (a) Staff or wand, decorated in a (a) Staff or wand; usable only by cut in half (round down). snake pattern. Usable only by a mage mages. The item must touch the vic- Duration: 1 minute, or until subject or a nonmage with Physician-15 or tim. Energy cost to create: 400. (b) Any breaks free. higher. Energy cost to create: 400. (b) item; always on. The wearer feels stab- Cost: 3. Cannot be maintained; Any item. Always on. The item prevents bing pain, as above, continuing until must be recast. its wearer from suffering seizures he makes a HT roll. The wearer can do Prerequisite: Hinder. (grants a bonus of +5 when resisting nothing until he succeeds at the roll! Spasm). Energy cost to create: 750. Energy cost to create: 300. Item (a) Staff or wand. Usable only by mages; the item must touch the sub- Tickle Clumsiness ject. Energy cost to create: 400. (b) Any Regular; Resisted by Will Regular; Resisted by HT item. Always on; the wearer must The subject feels he is being tickled. The subject suffers -1 to his DX and make a (ST-5) roll every turn in order If he does not resist, he is helpless with DX-based skills for every point of to move. A failed roll means he cannot laughter, jerking about to try to escape energy put into the spell. move. Energy cost to create: 600. from his invisible tormentor. This is a Duration: 1 minute. serious ticklefest; the victim is inca- Cost: 1 to 5 to cast. Half that to pacitated as if by a seizure (see Tanglefoot maintain (round up). Incapacitating Conditions, p. B428). Regular; Resisted by DX Prerequisite: Spasm. The subject must make a second Will The subject trips and falls down. roll if he tries to keep silent. High/Low Item Duration: Instantaneous. Pain Threshold has no effect on the (a) Any item. Always on; reduces Cost: 2. spell’s outcome. Unfazeable characters the wearer’s DX. Energy cost to create: Prerequisite: Clumsiness. get a +5 bonus to their resistance roll. 100 for each point of DX reduction. (b) Duration: 1 minute. Staff or wand. Usable only by mages; Item Cost: 5 to cast. 5 to maintain the item must touch the subject. Staff or wand. Usable only by (requires concentration). Energy cost to create: 800. mages; the item must be pointed at Prerequisite: Spasm. (but not necessarily touching) the subject. Energy cost to create: 600. Item Hinder (a) Wand, staff, or feather. Usable Regular; Resisted by HT only by mages; the item must touch The subject is at -1 to his Move and Roundabout the subject. Energy cost to create: 600. Dodge scores for every point of energy Regular; Resisted by HT (b) Chair, cushion, or pillow. Always put into the spell. Change the facing of a subject to on. Anyone sitting in it is immediately This is also a Movement spell. any direction desired. This is not a “attacked” by the spell. A great teleport-in-place, but a physical spin. Duration: 1 minute. practical joke. Energy cost to On the subject’s next turn, a roll vs. Cost: 1 to 4 to cast. Same cost to create: 250. Body Sense or DX-6 is needed to take maintain. any action. If the subject moved 2 or Prerequisite: Clumsiness or Haste more yards the previous turn, he must (p. 142). Pain make an IQ roll to avoid continuing in Regular; Resisted by HT Item the new direction. The subject feels a stab of agoniz- (a) Staff or wand. Usable only by Duration: Instantaneous. ing pain. He must make a Will roll to mages; the item must be pointed at (but Cost: 3. avoid crying out. If he is in a precari- not necessarily touch) subject. Energy Prerequisite: Tanglefoot. ous position (climbing, for instance), cost to create: 600. (b) Any item. Always he must make a DX roll to avoid catas- on; reduces wearer’s Move score. Energy trophe! His DX and all DX-based skills cost to create: 200 for every 1-yard Debility are at -3 for the next second only. If the reduction in wearer’s Move. Regular; Resisted by HT subject is in the middle of a spell requiring gestures, he must roll vs. Reduces the subject’s ST temporar- Will or start over. High Pain Threshold Rooted Feet ily. This will affect the subject’s basic gives +3 to the Will and DX rolls Regular; Resisted by ST damage with weapons, but not HP. It does affect encumbrance, but GMs are above; Low Pain Threshold gives -4. The subject’s feet are glued in free to ignore this detail in the interest place! He may try another resistance Duration: 1 second. of playability. Cost: 2. Cannot be maintained. roll at -5 every turn, against the origi- Time to cast: 2 seconds. nal spell skill roll, to break free. While Duration: 1 minute. Prerequisite: Spasm. the spell continues, the subject’s skill Cost: 1 for every point of ST reduc- with any weapon except a ranged tion (maximum 5). Half that amount (round up) to maintain.

36 BODY CONTROL SPELLS Item Grace (a) Staff or wand. Usable only by Regular mages; the item must be pointed at Raises the subject’s DX (but not necessarily touch) subject. temporarily. His Basic Energy cost to create: 900. (b) Any Speed and ability with all item. Always on; reduces wearer’s ST. DX-based skills are also Energy cost to create: 100 for every raised. A caster can raise point by which wearer’s ST is reduced. his own DX to increase his chances of hitting with Frailty missile spells, etc. Regular; Resisted by HT Duration: 1 minute. Lowers the subject’s HT temporari- Cost: 4 for every point ly. This affects all considerations that of DX increase (maximum depend upon HT (Basic Speed, HT- of 5). Same cost to maintain. based skills, poison and spell resist- Prerequisite: Clumsiness. Strength. Each must be studied sepa- ance, unconsciousness, death, etc.) rately, but all four work identically. except for those dependent upon FP, Item This spell raises the subject’s attrib- which is unaffected. The cost to cast is (a) Any item. Always on; the wear- ute just long enough for a single die roll not reduced by high skill. er’s DX is raised while item is worn! or short action – one Quick Contest, This is a very rare item. Energy cost to one attribute check, delivering a blow, Duration: 1 minute. create: 2,000 per point of increase readying a weapon, resisting a spell, Cost: 2 per point of HT decrease (maximum 5). (b) Staff or wand. throwing an object, etc. It cannot be (maximum 5). Same cost to maintain. Usable only by mages; the item must used to increase a roll that represents Prerequisite: Lend Energy (p. 89). touch the subject. Energy cost to several seconds of effort, such as a Item create: 2,000. Regular Contest. The boosted attribute (a) Any. Always on; the wearer’s HT affects all secondary characteristics is lowered while the item is worn. Vigor except HP and FP. High skill does not reduce the cost to cast this spell. Energy cost to create: 200 per point of Regular HT reduction. (b) Staff or wand. Usable Boost Intelligence is a Mind Raises the subject’s HT temporari- only by mages; the user must touch the Control spell, not a Body Control spell. ly. This affects his Basic Speed, FP, subject. Energy cost to create: 1,000. and ability to resist trauma and dis- Cost: 1 for every point of attribute ease. A caster can raise his HT. If the increase (maximum of 5). Might subject’s FP when the spell wears off is Prerequisite: Each variant has a dif- ferent prerequisite: Regular below zero, he will immediately take 1 point of damage for every point of Raises the subject’s ST temporarily. Spell Prerequisite fatigue below zero, risking uncon- This affects damage, encumbrance, Boost Dexterity Grace sciousness. High skill does not reduce and hit points, but does not heal Boost Health Vigor cost to cast this spell. wounds. If, when the spell wears off, Boost Strength Might the subject’s wounds put him below Duration: 1 minute. Boost Intelligence Wisdom -HT, he will have to make a HT roll to Cost: 2 for every point of HT Item live. High skill does not reduce cost to increase (maximum of 5). Same cost Staff, wand, jewelry, or article of cast this spell. to maintain. clothing. Energy cost to create: 300. Prerequisite: Lend Vitality or Frailty. Duration: 1 minute. Cost: 2 for every point of ST Item Stun increase (maximum of 5). Same cost (a) Any item. Always on; the wear- to maintain. er’s HT is raised while item is worn. Regular; Resisted by HT Prerequisite: Lend Energy. Energy cost to create: 1,500 per point of The subject is physically stunned (p. B420) and must roll vs. HT each Item increase (maximum 5). (b) Staff or wand. Usable only by mages; the item second to recover. (a) Any item. Always on; the wear- must touch the subject. Energy cost to er’s ST is raised while item is worn. Cost: 2. Cannot be maintained. create: 1,000. Energy cost to create: 1,500 per point of Prerequisite: Pain. increase (maximum 5). (b) Staff or Item wand. Usable only by mages; the item Boost (Attribute) (a) Any item. Always on; the wear- must touch the subject. Energy cost to Regular or Blocking er is stunned until it is removed. create: 1,000. This spell has four separate vari- Energy cost to create: 500. (b) Staff or ants: Boost Dexterity, Boost Health, wand. Usable only by mages; the item Boost Intelligence, and Boost must touch the subject. Energy cost to create: 1,100.

BODY CONTROL SPELLS 37 Nauseate Strike Dumb be recovered by a day of rest and ade- quate nourishment (see Starvation, Regular; Resisted by HT Regular; Resisted by HT p. B426). The subject becomes nauseated The subject cannot speak. This This is also a Food spell. (see Irritating Conditions, p. B428). makes it impossible to cast any spell that requires speaking (p. 8). Cost: 2. Duration: 10 seconds. Time to cast: 5 seconds. Cost: 2. Same cost to maintain. Duration: 10 seconds. Prerequisites: Magery 1, Debility, Prerequisites: Perfume and at least Cost: 3 to cast. 1 to maintain. and Decay. one other Body Control spell. Prerequisite: Spasm. Item Item Item Staff, wand, or jewelry. Usable only Staff or wand. Usable only by (a) Any item. Always on; the wear- by mages; the item must touch the mages; the item must touch the er cannot speak. Energy cost to create: subject. Energy cost to create: 2,000. subject. Energy cost to create: 100. 500. (b) Staff or wand. Usable only by mages; the item must touch the subject. Energy cost to create: 2,500. Thirst Regular; Resisted by HT Strike Blind Inflicts 4 FP and 1 HP of dehydra- tion damage, equivalent to a full day Regular; Resisted by HT Retch without water. Dehydration fatigue The subject is temporarily blinded. may be recovered in full with a full Regular; Resisted by HT See Blindness, p. B124, for a full day’s rest and plentiful water (see The subject loses his lunch, retch- description of the effects; the most Dehydration, p. B426). HP damage ing for (25-HT) seconds (see important is that he is at -10 to attack heals normally. Repeated castings Incapacitating Conditions, p. B428). anyone physically, and cannot see to may render the subject nearly unable target spells. Cost: 3. Cannot be maintained. to speak, because his throat will be Time to cast: 4 seconds. Duration: 10 seconds. parched and his tongue swollen. Prerequisites: Nauseate and Spasm. Cost: 4 to cast. 2 to maintain. This is also a Food spell. Prerequisite: Spasm and at least Cost: 5. Item two Light and Darkness spells. Staff or wand. Usable only by Time to cast: 10 seconds. mages; the item must touch the Item Prerequisites: Magery 1, Debility, subject. Energy cost to create: 100. (a) Any item. Always on; the wear- and Destroy Water (p. 185). er is blinded. Energy cost to create: 500. Item (b) Staff or wand. Usable only by Fumble Staff, wand, or jewelry. Usable only mages; the item must touch the by mages; the item must touch the Blocking; Resisted by DX subject. Energy cost to create: 2,000. subject. Energy cost to create: 2,000. The subject automatically fumbles the action he is taking. Regular range penalties apply. If the action is an Strike Deaf Resist Pain attack or parry, roll on the Critical Regular; Resisted by HT Regular Miss Table. A fumbled dodge results in The subject is temporarily deaf- The subject becomes temporarily a fall, and a fumbled block unreadies ened. impervious to pain. He may ignore the shield. If he was taking some other Duration: 10 seconds. Spasm and other pain-causing spells. action (Move, Ready Weapon, etc), the Cost: 3 to cast. 1 to maintain. He cannot be stunned in combat, and GM should determine the result as he Prerequisite: Spasm and at least does not suffer a shock penalty when sees fit. “Mental” actions (concentra- two Sound spells. he is wounded or slow down when his tion, speech, and so on) are unaffect- HT is reduced to 3. However, he does ed, but a spell requiring body motions Item not gain any actual resistance to of some sort is affected! (a) Any item. Always on; the wear- injury – only to the pain it causes. er is deafened. Energy cost to create: Cost: 3. 400. (b) Staff or wand. Usable only by Duration: 1 minute. Prerequisite: Clumsiness. mages; the item must touch the Cost: 4 to cast. 2 to maintain. Item subject. Energy cost to create: 1,000. Prerequisite: Magery 2 and Pain. (a) Staff or wand. Usable only by Item mages; the item must touch the sub- Hunger Any item; only affects the wearer. ject. Energy cost to create: 1,000. (b) Energy cost to create: 800. Jewelry. Always on; only affects the Regular; Resisted by HT wearer. The wearer keeps fumbling! Inflicts 1 FP of starvation damage, Energy cost to create: 1,500. equivalent to a single missed meal. Fatigue taken in this fashion can only

38 BODY CONTROL SPELLS Hold Breath Reflexes Prerequisites: At least five Body Control spells. Regular Regular Temporarily eliminates the caster’s The subject gains Combat Reflexes Item need for air, as if he had Doesn’t (p. B43) for the duration of the spell. (a) Any item; always on. Hair starts Breathe (p. B49). He could thus stay The spell has no effect on beings that growing an hour after the item is put underwater, or in a room full of poison already have the advantage. on and grows for an hour after the gas, without trouble. This spell does not item is taken off. Energy cost to create: Duration: 1 minute. actually provide air; it simply delays 100. (b) Staff or wand. The item must Cost: 5 to cast. 3 to maintain. suffocation while the caster seeks (or touch the subject. Energy cost to Prerequisites: Grace and Haste. creates) a safer environment. This spell create: 250. does not supply pressure support Item against vacuum or deep sea pressure. (a) Any item. Always on; the wear- Haircut Duration: 1 minute. er gains the Combat Reflexes advan- tage. Rare item! Energy cost to create: Regular; Resisted by HT Cost: 4 to cast. 2 to maintain. Trims the subject’s hair (beard, Prerequisites: Magery 1 and Vigor. 1,200. (b) Staff or wand. Usable only by mages. Energy cost to create: 800. mustache, fur, etc.) as the caster sees Item fit. To determine the aesthetic quality Wand, staff, or jewelry. Energy cost of the job, roll against Barber skill (a to create: 900. Cadence DX/Average Professional Skill). Can Regular also be used to shear sheep, pluck Doubles the rate of production of chickens, or to trim the subject’s nails. Ambidexterity crafted items by both hastening the The spell will not blunt the subject’s Regular craftsman’s movements and making claws or horns (although it may give Subject gains Ambidexterity them surer, eliminating wasted them a manicure). (p. B39) for the duration of the spell. strokes. Any use of a skill that creates Duration: The trim is instanta- The spell has no effect on beings that or improves a handmade object can be neous, the cut matter falling at the already have the advantage. It also assisted by this spell; magical craft subject’s feet. only affects a single pair of limbs; work (such as scroll writing or Cost: 2. beings with more than two limbs enchantment) cannot. Time to cast: 2 seconds. require multiple castings of the spell. Duration: 1 hour. The spell is bro- Prerequisites: Hair Growth. Duration: 1 minute. ken if the subject interrupts his work. Item Cost: 3 to cast. 2 to maintain. Cost: 5 to cast. 3 to maintain. The (a) The effect may be made perma- Prerequisite: Grace. spell costs the subject an equal nent (preventing hair from growing amount of energy every hour, unless it back) for 10 times casting cost. (b) Item is the caster himself. (a) Any. Always on; the wearer Headgear. The item trims the hair of Time to cast: 10 seconds. whoever puts it on, to the style speci- becomes ambidextrous. A rare item! Prerequisites: Grace and Haste. Energy cost to create: 1,500. (b) Staff or fied by the creator. Energy cost to cre- wand. Usable only by mages. Energy Item ate: 150. (c) Staff or wand. Energy cost cost to create: 500. Tool. Energy cost to create: 1,000. to create: 300.

Balance Hair Growth Sensitize Regular Regular; Resisted by HT Regular; Resisted by HT The subject gains Perfect Balance Causes the subject’s hair and nails The subject becomes extremely (p. B74) for the duration of the spell. It to grow at a million times the usual sensitive to pain, gaining the Low Pain has no effect on beings that already rate (meaning an inch of hair every Threshold disadvantage (p. B142). possess this advantage. five seconds and an inch of nails every The spell does not affect characters 30 seconds). If left unchecked, such that already have the disadvantage. Duration: 1 minute. growth interferes with vision (as hair Cost: 5 to cast. 3 to maintain. Duration: 1 minute. falls in the eyes), movement (as the Prerequisite: Grace. Cost: 3 to cast. 2 to maintain. subject trips on his beard) and han- Prerequisites: Magery 1 and Stun. Item dling ability (as nails get in the way). (a) Staff or wand. Usable only by Some bald people appreciate this Item mages; the item must touch the sub- spell, while it lasts (baldness returns (a) Any. Always on; only affects the ject. Energy cost to create: 300. (b) within about a month as the hair falls wearer. Energy cost to create: 300. (b) Jewelry or headgear. Always on; out naturally). Staff or wand. Usable only by mages; affects only the wearer. Energy cost to the item must touch the subject. Duration: 5 seconds. Energy cost to create: 400. create: 750. Cost: 1 to cast. 1 to maintain.

BODY CONTROL SPELLS 39 Agonize Item Prerequisites: Magery 1 and at least five Body Control spells, including Regular; Resisted by HT (a) Any. Always on; only affects the wearer. Energy cost to create: 300. (b) Spasm. Magnifies the subject’s sense of Staff or wand. Usable only by mages; touch to painful levels: a gentle touch Item the item must touch the subject. feels like a blow, someone else’s breath Staff or wand. Usable only by Energy cost to create: 800. feels like a scorching flame, a cool mages; the item must be pointed at breeze feels like a freezing blast. Even the subject. Energy cost to create: 800. the contact of his own clothes Choke becomes unbearable; the subject feels Regular; Resisted by HT like his skin is being scraped raw. He Paralyze Limb The subject becomes unable to is rendered helpless with agony (see Melee; Resisted by HT breathe (or speak) and suffers the Incapacitating Conditions, p. B428). The caster must strike the subject effects of suffocation (see Suffocation, on a limb to trigger this spell (hits else- p. B436). The spell cannot be main- Duration: 1 minute. where have no effect). Armor does not tained; so constant recasting is Cost: 8 to cast. 6 to maintain. protect. Resolve resistance on contact. required to cut off enough of the Prerequisites: Magery 2 and If the subject fails to resist, the sub- victim’s air supply to do any real harm. Sensitize. ject’s limb is paralyzed; it is considered Item Duration: 30 seconds. crippled for one minute. Cost: 4. Cannot be maintained. (a) Any. Always on; only affects the Duration: 1 minute. Prerequisites: Magery 1 and at least wearer. Energy cost to create: 500. (b) Cost: 3. Cannot be maintained; five Body Control spells, including Staff or wand. Usable only by mages; must be recast. Spasm. the item must touch the subject. Prerequisites: Magery 1 and at least Energy cost to create: 800. Item five Body Control spells, including Staff or wand. Usable only by Clumsiness. Weaken Blood mages; the item must touch the Item subject. Energy cost to create: 200. Regular; Resisted by HT Staff or wand. Usable only by The subject acquires Hemophilia mages; the item must touch the (p. B138) for the duration of the spell. Control Limb subject. Energy cost to create: 1,000. All wounds will cause severe bleeding. Regular; Resisted by Will This is also a Necromantic spell. One of the subject’s limbs (including Total Paralysis Duration: 1 day wings, tentacles, etc) is under the cast- Melee; Resisted by HT er’s control! Arms can be made to swing Cost: 9 to cast. 5 to maintain. The caster must touch the subject weapons (use the caster’s skill); legs can Prerequisite: Sickness or Steal on the head (-5 to caster’s attack roll). be made to kick, twist, and so on. The Vitality. If the subject fails to resist, he is total- caster must continually concentrate to ly paralyzed and cannot move at all Item control the limb once the spell is cast; for one minute (in the average game, Any item; always on. The wearer is failure to do so causes the limb to “go until that battle is over). a hemophiliac! Energy cost to create: dead” for the duration. The victim may 200. (Usually combined with Hex.) attempt to grapple himself to prevent Duration: 1 minute. his limb from acting, but he is at -3 on Cost: 5. Cannot be maintained; Strike Numb contests of ST or DX with himself! must be recast. If a caster forces the subject to Prerequisite: Paralyze Limb. Regular; Resisted by HT attack himself with his own weapon The subject temporarily loses all or fist, hit rolls are still required Item sense of touch, as per the Numb dis- (against the subject’s skill+4), and the Staff or wand. Usable only by advantage (p. B146). This includes the victim may Dodge at -2. He can even mages; the item must touch the effects of the Resist Pain spell, so it is parry (also at -2) if he has an appro- subject. Energy cost to create: 2,000. sometimes a blessing in disguise. The priate weapon in his other hand! Treat subject does not feel blows (beyond a as Close Combat for legal weapons Wither Limb jolt), does not feel a pickpocket going and any appropriate penalties. through his possessions, does not feel Melee; Resisted by HT the heat of the stove top he is leaning Duration: 5 seconds. The caster must strike the subject on . . . If the caster desires, the spell Cost: 3 to cast. 3 to maintain. If cast on a limb to trigger this spell (hits else- can selectively numb the subject only on a hand (or analogous limb), where have no effect). Armor does not (numbing only the arms, for instance). the cost to cast or maintain is only 2, protect. Resolve resistance on contact. but the subject can only be forced to If the caster wins, the subject’s limb Duration: 10 seconds. increase or release his grip, and so on. withers immediately; it is crippled for Cost: 3 to cast. 1 to maintain. This can still interfere with spellcast- all purposes (see Crippling Injury, Prerequisite: Resist Pain. ing gestures, throwing grenades, and p. B420). The subject also takes 1d discharging firearms . . . damage.

40 BODY CONTROL SPELLS Duration: Permanent unless healed Alter Voice Cost: 4 to cast. 3 to maintain. May by magic or extraordinary technology. be made permanent, as an enchant- Cost: 5. Regular; Resisted by HT ment, for an energy cost of 40. Prerequisites: Magery 2 and Changes the subject’s voice as the Time to cast: 1 minute. Paralyze Limb. caster wills. If the caster is trying to Prerequisites: Eight Body Control duplicate an existing voice, the spells and either Shapeshifting or Item “model” voice should be available. Perfect Illusion. Staff or wand. Usable only by Recreating a familiar voice from mages; the item must touch the memory is at -2 to skill, -3 or worse if Item subject. Energy cost to create: 2,000. the caster has only heard the voice a Any, but usually clothing or jewelry. few times, or a long time ago. Eidetic Gives the wearer a new face, preset by Memory is helpful here (p. 51). the caster. Energy cost to create: 1,000. The subject’s voice can also be Strike Barren altered to make it more pleasing or Regular; Resisted by HT more grating, granting a bonus or Alter Body Renders infertile any subject that penalty (from +2 to -2) to reaction rolls Regular; Resisted by HT was capable of producing offspring. and skills involving vocal communica- As for Alter Visage, except that the Restoration or Remove Curse will tion for the duration of the spell. subject’s entire body (e.g., skin, hair, undo the spell. Used on a plant, this The spell cannot “give” a voice to a limbs) may be altered. The subject’s spell prevents it from ever bearing mute person. If this spell is used to general form cannot change: pollen, fruit, or seed. permanently improve a PC’s voice humanoids stay humanoid. No extra This is also a Necromantic spell. (giving him the Voice advantage), the limbs, wings, etc., may be added. Simpler additions are possible (non- Duration: Permanent. GM should require him to pay the prehensile tails, horns, hooves), but Cost: 5. appropriate character points! the subject will be unfamiliar with Time to cast: 30 seconds. This is also a Sound spell. them, and may suffer penalties to DX Prerequisites: Magery 1, Steal Duration: 1 hour. until a suitable adjustment period Vitality, and Decay. Cost: 2 to cast. 2 to maintain. The (GM’s decision) has passed. The sub- Item change may be made permanent, as ject’s mass must remain the same; an enchantment, for a cost of 200. (a) Staff or wand. Usable only by basic stats do not change. Time to cast: 1 minute. mages; the item must touch the sub- Prerequisites: At least four Body Duration: 1 hour unless made per- ject. Energy cost to create: 200. (b) Any Control and four Sound spells. manent. May be removed by Alter item. Always on; the wearer is infer- Body or Remove Curse. tile/barren while the item is worn. Item Cost: 8 to cast. 6 to maintain. May Energy cost to create: 800. Any, but usually jewelry. Gives the be made permanent, as an enchant- wearer a new voice, preset by the ment, for an energy cost of 200. caster. Energy cost to create: 1,000. Time to cast: 2 minutes. Sickness Prerequisite: Alter Visage. Regular; Resisted by HT Alter Visage Item As listed under Mind Control Spells Regular; Resisted by HT Any, but usually clothing or jewel- p. 138. Changes the subject’s face as the ry. Gives the wearer a new appear- caster wills. Any new organs (e.g., ance, preset by the caster. Energy cost extra eyes) do not really function. to create: 4,000. Deathtouch Other than that, any change is possi- ble. If the caster is trying to duplicate Melee an existing face, he is at -1 if he does Lengthen Limb The caster must strike the subject not have the model (or a good picture) Regular to trigger this spell; hit location is available; if he is not too familiar with The caster’s arm (usually – but legs, irrelevant. The subject takes 1d dam- the model, -2 or worse. pseudopods and so on are also legal) age per point of energy in the spell. This spell cannot be used to injure lengthens, becoming like a very long Armor does not protect. This spell the subject. Mages do not get an auto- snake. The limb lengthens at a rate of 1 does affect the undead. matic IQ + Magery roll to realize yard per second, with no upper limit. Cost: 1 to 3. someone is under this spell. The caster retains his full sense of Prerequisite: Wither Limb. If this spell or Alter Body (below) is touch, and must feel his way forward used to permanently improve a PC’s once the end of the limb grows out of Item looks, the GM should require him to view, or use Wizard Eye or some similar Staff or wand; the item must be pay the appropriate character points spell to guide it. He must remain still; colored jet black. Usable only by for the improvement! the actual lengthening requires concen- mages; the item must touch the tration, but the caster may relax once subject. Energy cost to create: 2,500. Duration: 1 hour unless made per- he has achieved the desired length. manent. May be removed by Alter Visage, Alter Body, or Remove Curse.

BODY CONTROL SPELLS 41 The extended limb may make a Item Duration: 1 hour. tempting target for whoever happens Staff, wand, or jewelry. Usable only Cost: 2 per -1 SM. Same cost to on it! When the spell ends, or in an by mages. Energy cost to create: 1,000. maintain. emergency, the limb is “reeled back in” Time to cast: 10 seconds. at the caster’s full Basic Speed score. Prerequisites: Magery 3 and Shrink. This is useful for reaching the keys Shrink (VH) outside the cell, or snatching the Regular Item (a) Wand. Usable only by mages; caliph’s prize jewel as he sleeps. The caster’s size decreases, reduc- the item must touch the subject. ing his Size modifier. For every 1 point Duration: 1 minute. Energy cost to create: 2,000. (b) A size of SM reduction, the caster’s ST, HP, Cost: 2 to cast. 2 to maintain. change can be made permanent for and Move are all multiplied by 2/3. For Time to cast: 5 seconds. 100 times casting cost (the GM may every 2 points of SM reduction, his DR Prerequisites: Magery 3 and require that the subject’s new size be is reduced by 1. The caster’s clothing Shapeshifting. maintained while the enchantment shrinks with him if he wishes, but jew- goes on!) Item elry, armor, weapons, carried items, Wand. Usable only by mages. and other substantial volumes of hard- Energy cost to create: 1,000. er substances remain at their original Enlarge (VH) size (though they can be reduced Regular separately with Shrink Object). The caster grows in size, increasing Decapitation IQ, DX, HT, FP, Basic Speed, and his Size modifier. For every 1 point of Regular; Resisted by HT+2 Dodge do not change with size. increased SM, the caster’s ST, HP, and The subject’s head comes off! Weight decreases dramatically; every Basic Move are all multiplied by 1.5. When this spell is cast, the subject’s point of SM reduction divides the cast- For every 2 points of increased SM, head (or one of them, if the subject er’s weight by 3.5. The caster is harder his DR increases by 1. The caster’s has several) comes free of its body, to hit, as appropriate to his new SM. clothing grows with him if he wishes, but continues to live on its own. The The GM may opt to set a floor of 1 but jewelry, armor, weapons, carried subject is not harmed, but the head HP and Move 1, so that shrunken wiz- items, and other substantial volumes takes falling damage if it is not care- ards may still accomplish something of harder substances remain at their fully removed or caught! The head on foot. This may not be realistic, but original size (though they can be can talk, see, and control the actions it is in keeping with the traditions of enlarged separately with Enlarge of its body normally. If the head is heroic fiction. Object). See Corpulence, p. 43, for the somehow blinded (put in a bag, for Duration: 1 hour. effects of “bursting” out of armor. instance), then it will have trouble Cost: 2 per -1 SM. Same cost to IQ, DX, HT, FP, Basic Speed, and telling its body where to walk . . . maintain. Dodge do not change with size. The spell, once cast, is permanent Time to cast: 5 seconds. Shrinkage Weight increases dramatically; every until somebody puts the head back in occurs at a rate of 1 SM per second point of increased SM multiplies the the proper place and wills it to attach after the spell is complete. caster’s weight by 3.5. (if the head is unwilling, proceed to a Prerequisites: Magery 2 and Alter If the caster is enclosed in a room Regular Contest of Wills). If it is cast Body. or other space that is too small to on a foe, who then regains the head accommodate his larger size, his and reattaches it, the caster has no say Item growth stops. However, if his maxi- in the matter, although he can (a) Wand. Usable only by mages. mum thrusting damage is enough to certainly cast the spell again . . . Energy cost to create: 2,000. (b) A size penetrate the enclosure’s DR, he This spell, while useful in combat, change can be made permanent for bursts through in one second per has several other uses. A mage with a 100 times casting cost (the GM may point of DR. broken leg could leave his body require that the subject’s new size be behind and travel with the party as a maintained while the enchantment Duration: 1 hour. head! Note, however, that bodies can- goes on!) Cost: 2 per +1 SM. Same cost to not feed themselves without mouths, maintain. and if the mage attempted to cast a Time to cast: 5 seconds. spell requiring hand motions, the Shrink Other (VH) Prerequisites: Magery 2 and Alter range penalties would apply from his Regular; Resisted by HT Body. body, not his head! As Shrink, but usable on other Item beings. The spell can only be coun- Duration: As above. (a) Wand. Usable only by mages. tered by the original caster or by Cost: 4. Energy cost to create: 2,000. (b) A size Remove Curse. The GM should keep Time to cast: 2 seconds. change can be made permanent for in mind the potential psychological Prerequisites: Magery 2 and Alter 100 times casting cost (the GM may effects of this spell on unaware or Body. require that the subject’s new size be unwilling subjects. maintained while the enchantment goes on!)

42 BODY CONTROL SPELLS Enlarge Other (VH) Staff or wand. Usable only by mages; Item the item must touch the subject. Regular; Resisted by HT Jewelry. The item must bear the like- Energy cost to create: 1,000. ness of the shape to be taken; usable As Enlarge, but usable on other only by mages. There is no cost to main- beings. The spell can only be coun- tain the spell, but the caster cannot tered by the original caster or by Gauntness (VH) change back unless he still has the item; Remove Curse. Cast on a volunteer Regular; Resisted by HT otherwise, a Remove Curse spell must soldier, this changes him into an The subject is temporarily emaciat- be used if he is to regain normal form. instant siege engine . . . but also makes ed, losing one level of weight (the Energy cost to create: 1,500. him a prime target for the enemy’s opposite of the Corpulence spell). artillery and magic. Armor and clothing hangs on the sub- Duration: 1 hour. ject, hampering him (-2 DX). Beyond Transform Other Cost: 2 per +1 SM. Same cost to Skinny, the subject loses 20% of his Special; Resisted by Will maintain. current weight, and loses 1d FP, per As Transform Body, but usable on Time to cast: 10 seconds. casting. Repeated castings on already- others. The subject cannot end the Prerequisites: Magery 3 and affected subjects are resisted at a spell; only the caster, or a Remove Enlarge. cumulative +5 per casting. Curse spell, can do that. Item Duration: 10 minutes. Duration: 1 hour. Cost: 6 to cast. 6 to maintain. (a) Wand. Usable only by mages; the Cost: As Transform Body, but the Time to cast: 3 seconds. item must touch the subject. Energy minimum cost of the spell is 10 to cast Prerequisites: Magery 2, Earth to cost to create: 2,000. (b) A size change and 4 to maintain. Air, Destroy Water, and at least four can be made permanent for 100 times Time to cast: 2 minutes. Body Control spells, including Hunger. casting cost (the GM may require that Prerequisites: Shapeshift Others the subject’s new size be maintained Item and the appropriate form of while the enchantment goes on!) (a) Any. The wearer acquires the Transform Body. gauntness specified by the creator of Item the item. Energy cost to create: 2,000. (a) Staff or wand. Usable only by Corpulence (VH) (b) Staff or wand. Usable only by Regular; Resisted by HT mages; the item must touch the mages; the item must touch the subject. Energy cost to create: 3,000. The subject’s girth temporarily subject. Energy cost to create: 1,000. increases by one level, going from Skinny to Normal, from Normal to Transform Body Transmogrification Overweight, from Overweight to Fat, or Regular; Resisted by Will from Fat to Very Fat, as applicable (see Special Change a person into an inanimate Build, p. B18, for details). Beyond Very Take the form of another sapient object of similar weight. The object Fat, the subject’s weight increases by race. Each race is a different spell, to may be anything that the caster is 100% of his base weight (not counting be learned separately. The caster may familiar with. A living thing with IQ 0, Fat or Skinny modifiers from this spell only learn the form of a race with such as a plant, qualifies as an inani- or otherwise) per casting. Subjects which he is familiar. Clothing, jewelry, mate object for this purpose. The sub- already affected resist repeated and armor do not vanish when the ject is conscious throughout the dura- castings at a cumulative +5 per casting. transformation occurs; a caster who tion of the spell, but cannot take any In addition to the normal effects of fails to shed rigid armor may be action, including spells or psionic the increased weight, ordinary clothes painfully squeezed (see Corpulence, powers. He can dimly hear what goes will rip; each piece of rigid armor will above, for details). on around him and feel whatever his constrict, inflicting DR/3 points of The caster acquires only the physi- transformed self is in contact with, but crushing damage (round down), and cal traits of the new form, keeping his cannot see or smell anything. If the then suffocate (p. B436). Once the original mental traits. Note that object is destroyed, the subject dies; if subject is incapable of moving, he may Fatigue Points are not increased for it is damaged, the subject will suffer a be suffocated by his own weight. spellcasting purposes. proportionate loss of HP upon being The energy cost of this spell returned to his natural form. Duration: 10 minutes. depends on the point value of the Cost: 6 to cast. 6 to maintain. assumed form’s physical traits; it costs Duration: 1 hour. Time to cast: 3 seconds. 1/10 of the form’s cost to cast and 1/20 Cost: 20. Same cost to maintain. Prerequisites: Magery 2, Create to maintain, with a minimum of 5 to Time to cast: 2 minutes. Earth, Create Water, and at least four cast and 2 to maintain. Prerequisites: Magery 3, Transform Body Control spells including Alter Other, Transform Object, and Flesh to Body. Duration: 1 hour. Stone. Cost: Varies (see above). Item Time to cast: 1 minute. Item (a) Any. Wearer acquires the new Prerequisite: Alter Body and three Staff, wand, or jewelry. Usable only girth specified by the creator of the forms of Shapeshifting. by mages. Energy cost to create: 5,000. item. Energy cost to create: 2,000. (b)

BODY CONTROL SPELLS 43 CHAPTER SIX COMMUNICATION AND EMPATHY SPELLS

“He was good, this Rolfe. He near- ly fought me off. If it had been Melchior’s turn this time, we might have had to let him go, let him build a vessel of his own.” “That is the rule, Grand Master; a Grand Master leaves this place . . . one way or the other.” These spells deal with discerning (or concealing) thought and intent. For spells that manipulate emotions and loyalties, see Mind Control Spells (p. 133). Most wizards eventually learn a few basic Communication and Empathy spells; its sensing spells are crucial prerequisites for such diverse colleges as Mind Control, Healing, Protection and Warning, and . Powerful Communication and Empathy wizards often live a very long time – not so much because their own lives are extended, but because they can spend a great deal of time in some- one else’s body while their own lies preserved in suspended animation.

Rolfe squatted and peered into the Finally, as the first rays of the Sense Foes crevice. “This is the place, then?” morning began to creep over the hori- Information; Area “It is, Master Rolfe,” replied the zon, Rolfe emerged from the cave, a cadaverous man behind him. The bit unsteady on his feet. Tells the caster if the subject has Tenebrous Assembly’s factotum had “Grand Master?” the factotum hostile intent, and what the degree of no magical talent of his own, but he asked, slightly hesitant. hostility is. Can be cast on one person had served the Grand Masters for “It’s Liese this time,” the Grand or a whole area. If cast over an area, longer than anyone would admit to Master replied. “What name belongs this spell will only detect that someone recalling. “A Master enters this place; to this body?” is hostile, without telling who. a Grand Master leaves.” “Rolfe, Grand Master.” Base cost: 1 (minimum 2). Rolfe said nothing, but ducked into “Mm. Rolfe took good care of him- the opening and walked confidently self. I appreciate that; this should last Item into the darkness. Hours passed, and if a while before I have to return to the Staff, wand, or jewelry. Energy cost the factotum heard sounds from with- vessel. I’d prefer a woman, of course.” to create: 200. in the mountain, he did not show it. “Of course.”

44 COMMUNICATION AND EMPATHY SPELLS Sense Life Persuasion Item Information; Area Regular; Resisted by Will Crown, helmet, or other headgear. Energy cost to create: 500. Tells the caster if there is any life in Used when a reaction roll is the subject area, and gives a general required, this spell makes the subject impression (on a good roll) of what (one sapient creature – racial IQ 6 or Dream Viewing kind. The caster can also specify he is better) more likely to react favorably. Regular; Resisted by Will looking for a specific sort of life: Duration: 1 minute. View a subject’s dreams; they plants, elves, redheaded girls, or a Cost: Twice the bonus to be added appear on any smooth surface of your named person who the caster knows. to the roll. Same cost to maintain choice (such as a basin of water, mir- Base cost: 1⁄2 (minimum 1). (maximum 5). ror, gem facet, etc). Use the long- Prerequisite: Sense Emotion. distance and Mind-Reading modifiers Item (p. 14 and p. 46, respectively). If the Staff, wand, or jewelry. Energy cost Item caster and subject don’t know each to create: 80. Cap, crown, helmet, or other head- other, there is a further -2 penalty. gear. The item must include a purple jewel (garnet or amethyst) worth at Duration: 1 hour. Sense Emotion least $200. Usable only by mages. Cost: 2 to cast. 1 to maintain. Regular Energy cost to create: 1,000. Time to cast: 10 seconds. Know what emotions the subject is Prerequisite: Truthsayer or Sleep. feeling at the moment. It works on any living being, though it tends to be most Vexation Item Energy cost to create: useful on sapient beings. This will also Regular; Resisted by Will Mirror. 300. tell how loyal the subject is to the Used when a reaction roll is caster (see Loyalty of Hirelings, required, this spell makes the subject Dream Sending p. B518). (one sapient creature of racial IQ 6 or Regular; Resisted by Will better) more likely to react unfavor- Cost: 2. The caster uses this spell to send a ably. Frequently used by spies to Prerequisite: Sense Foes. dream vision to the subject, who must sabotage diplomatic missions. be asleep at the time of the casting. Item Duration: 1 minute. The message is seen in dream-symbols Staff, wand, or jewelry. Energy cost Cost: Twice the penalty subtracted by the subject, who must roll vs. IQ-5 or to create: 300. from the roll to cast. Same cost to a skill such as Fortune-Telling (Dream maintain (maximum 5). Interpretation) (p. B196) to interpret it Prerequisite: Sense Emotion. correctly. The margin of success of the roll indicates how well the message is Item understood. Use of the Dreaming skill Cap, crown, or other headgear. by the subject could distort or obliter- Usable only by mages. Energy cost to ate the message (GM’s discretion). Hide Emotion create: 1,000; the item must include a Regular; Resists The caster tells the GM the exact purple jewel (garnet or amethyst) meaning (it is a good idea to limit the emotion readings worth at least $200. length of the message to as many This spell gives its subject the out- words as the caster has skill with the ward appearance of deep calm. It Truthsayer spell). The GM, in turn, tells the sub- resists Aura and Sense Emotion (and ject what he understood (roll in secret, Sense Foes, at the GM’s option) as well Information; Resisted by Will as a critical failure will lead to com- as any attempt to gauge the subject’s Tells whether the subject is lying or plete misunderstanding!). Use the emotional state by other means not. May be cast in two ways: long-distance and Mind-Reading (Empathy, psionics, Body Language, 1. To tell whether the subject has modifiers (p. 14 and p. 46). If the cast- etc). This spell is a great favorite of told any lies in the last five minutes. er and subject don’t know each other, diplomats, courtiers, and poker play- 2. To tell whether the last thing the there is a further -2 penalty. This is ers. It can grant up to a +4 bonus subject said was a lie. also a Mind Control spell. (GM’s judgment) to any skill where masked emotions are valuable. May also give an indication of how Duration: 1 hour. great the lie is. If caster is not touching Cost: 3. One try per night. Cannot Duration: 1 hour. subject, calculate range as for a be maintained. Cost: 2 to cast. 2 to maintain. Regular spell. Time to cast: 1 minute. Prerequisite: Sense Emotion. Prerequisite: Dream Viewing or Cost: Item 2. Sleep. Prerequisite: Sense Emotion. Cap, crown, or other headgear. Item Energy cost to create: 200. Wand or staff. Energy cost to create: 400.

COMMUNICATION AND EMPATHY SPELLS 45 Dream Projection Duration: 1 minute. Mind-Reading Cost: 3 to cast. 1 to maintain. Regular Time to cast: 3 seconds. Regular; Resisted by Will Using this spell, the caster projects Prerequisites: Either Beast Speech Read a subject’s mind. Works on his presence into the subject’s dreams or three Communication and any living being, but is most useful on to converse with him. Roll a Quick Empathy spells. sapient creatures. Detects only surface Contest of the spell’s skill vs. the sub- thoughts (what the subject is thinking ject’s Will every minute; once the sub- at that moment). This spell will not ject wins, the spell is broken and no Borrow Language work on sleeping or unconscious sub- further contact is possible that night. Regular jects. The subject is not aware his Use the long-distance and Mind- Caster gains a language at the sub- mind is being read, except in the case Reading modifiers (p. 14 and p. 46). If ject’s comprehension level or Accented of a critical failure. the caster and subject don’t know each – whichever is less. The subject must Modifiers: -2 if the caster does not other, there is a further -2 penalty. The know the language in question. know the subject’s native language; -2 subject may use his Dreaming skill if the subject is of a different race – or (see p. B188) to help the process; roll Duration: 1 minute. -4 or more if the subject is totally every minute to skip the contest. This Cost: 3 to cast. 1 to maintain. alien! is also a Mind Control spell. Time to cast: 3 seconds. Prerequisite: Lend Language. Duration: 1 minute. Duration: 1 minute. Each minute Cost: 4 to cast. 2 to maintain. allows the exchange of two sentences Time to cast: 10 seconds. (one from the caster and one from the Gift of Tongues (VH) Prerequisite: Truthsayer or Borrow subject). Regular Language. Cost: 3 to cast. 3 to maintain. One Give speech and understanding of try per night. any language (sapient creatures only). Item Time to cast: 1 minute. Cannot provide speech or hearing to Crown, helmet, or other headgear. Prerequisite: Dream Sending. one who lacks these abilities. Usable only by mages. Energy cost to Item Duration: 1 minute. create: 1,000. Headgear. Usable only by mages. Cost: 2 for Broken comprehension; Energy cost to create: 800. 4 for Accented comprehension; 6 for Mind-Search (VH) Native comprehension. Half to maintain. Regular; Resisted by Will Hide Thoughts Prerequisites: Borrow Language Search a subject’s mind to find Regular and three languages spoken at deep thoughts and knowledge of things the subject is not thinking Resists all Mind-Reading and Accented or better. about at the moment. In effect, the Thought-Control attempts on the sub- Item caster may ask one simple question ject. The “attacking” ability must win a Headgear or jewelry. Only affects (answered by no more than 10 words) Quick Contest against this spell in the wearer, and only for certain lan- per minute, and get the most truthful order to affect the subject. If the guages. Energy cost to create: 300 per answer the subject can give. The sub- attacking ability pierces Hide language included (must be known to ject is not aware of the intrusion, Thoughts, the subject still gets his nor- creator). except in case of a critical failure. mal resistance roll (roll separately). Language is no barrier for this This spell does not affect previously spell, and the subject may even be established mental control. Gift of Letters (VH) asleep. Subjects of different races may Duration: 10 minutes. Regular be harder to mind-search, at the GM’s Cost: 3 to cast. 1 to maintain. Give literacy in any language (sapi- discretion. Prerequisite: Truthsayer or Hide ent creatures only). Modifiers: Same as Mind-Reading, Emotion. Duration: 1 minute. above. If the subject has magically Item Cost: 2 for Broken comprehension; been caused to forget something, this Crown, helmet, or other headgear. 4 for Accented comprehension; 6 for spell cannot recover it. Energy cost to create: 1,000. Native comprehension. Half to maintain. Duration: 1 minute. Prerequisites: Borrow Language Cost: 6 to cast. 3 to maintain. Lend Language and three languages written at Time to cast: 1 minute. Regular Accented or better. Prerequisite: Mind-Reading. Subject gains a language (sapient Item Item creatures only) at the caster’s compre- Headgear or jewelry. Only affects Cap, crown, helmet, or other head- hension level or Accented – whichever the wearer, and only for certain lan- gear. Usable only by mages. Energy is less. The caster must know the lan- guages. Energy cost to create: 300 per cost to create: 1,500. guage in question. language included (must be known to creator).

46 COMMUNICATION AND EMPATHY SPELLS Mind-Sending Retrogression Lend Skill Regular Regular; Resisted by Will Regular Send your thoughts to a subject in Causes a subject to re-experience Subject gains a skill at (controlling a one-way communication. Trans- an event from his past life (or lives!) attribute)+4 or increases his existing mission proceeds at only talking This can be a torment or as a boon. skill by 4 levels – whichever is more. speed, though the caster may also Different kinds of memories have Subject’s skill cannot become higher send simple pictures (the time different effects. A terrifying memory than caster’s skill. Caster must know required is equal to the time it would requires a Fright Check at -3 or more; the skill in question (either normally take the subject to copy the picture on the memory of one’s violent death, for or by Borrow Skill, below). Does not paper or parchment). example (in a campaign where work on languages or spells. When figuring the distance penal- Resurrection is possible), requires a Duration: 1 minute. ty, use the long-distance modifiers Fright Check at -5. The memory of a Cost: 3 to cast. 2 to maintain. (p. 14). If caster and subject don’t wound or illness requires a HT-3 roll; Time to cast: 3 seconds. know each other, there is an failure inflicts one point of damage. A Prerequisites: Mind-Sending and IQ additional -4 penalty. memory of slavery or degradation 11+. reduces Will by 1 for 3d hours unless a Duration: 1 minute. Will-3 roll is made. A memory of per- Cost: 4 to cast. 4 to maintain. sonal triumph and power increases Time to cast: 4 seconds. Borrow Skill Will by 1 for 3d hours if an IQ roll is Prerequisite: Mind-Reading. Regular made. The GM judges the effects of any other type of memory. The caster gains a skill at (control- Item ling attribute)+4 or increases his exist- Cap, crown, helmet, or other head- The caster only specifies the type of event to be relived; he cannot use this ing skill by 4 levels – whichever is gear. Usable only by mages. Energy more. Caster’s skill cannot become cost to create: 1,500. spell to “rummage” through the memories of the subject. higher than subject’s skill. Subject Unless stunned, the subject must must be willing, and know the skill in Telepathy (VH) roll his Body Sense to act on the turn question. Will not work on languages Regular following a Retrogression. or spells. Duration: Full two-way communication, like Duration: The memory takes one 1 minute. Cost: Mind-Reading and Mind-Sending second to relive (although it may seem 4 to cast. 3 to maintain. Time to cast: combined. The subject must be will- like more to the subject). 3 seconds. ing. Both caster and subject know the Prerequisites: Lend Skill. whole of each others’ thoughts and what the other is experiencing; they communicate at the speed of thought. Other people can “enter the link” – a new casting of the spell (by anyone Whoso regardeth dreams is like him that involved) is required for each new per- son to enter. To eavesdrop on an exist- catcheth at a shadow, and followeth after the ing telepathic link without being wind. noticed, there is a -4 skill penalty. – Ecclesiasticus 34:2 If caster and subject know each other and the subject expects the “call,” there is no distance penalty. Otherwise, assess penalties as for Cost: 5. Cannot be maintained. One Mind-Sending. The spell cannot Compel Truth try per day. Information; Resisted by Will work across time, dimensions, Time to cast: 10 seconds. The subject becomes unable to lie, interplanetary space, etc. Prerequisites: Mind-Search and though he may keep silent or tell par- Mind-Sending. Duration: 1 minute. tial truths (this must be roleplayed). Cost: 4 to cast. 4 to maintain, for a Item The spell does not force him to volun- 2-way link. Same cost for each (a) Headgear. Every time it is put teer information; he merely cannot additional person added. on, the wearer relives his worst or best say anything he believes to be untrue. Time to cast: 4 seconds. memory (creator’s decision, but GM’s Prerequisite: Duration: 5 minutes. Mind-Sending. judgment as to which memory that Cost: 4 to cast. 2 to maintain. turns out to be). Energy cost to create: Item Prerequisites: Magery 2 and 350. (b) Staff, wand, or jewelry. Usable Cap, crown, helmet, or other head- Truthsayer. gear. Usable only by mages. Energy only by mages. Energy cost to create: cost to create: 2,000. 400. Item Torc or heavy necklace; the wearer cannot lie. Energy cost to create: 600.

COMMUNICATION AND EMPATHY SPELLS 47 Compel Lie does not get to resist! The spell does Communication (VH) not guarantee a good reaction from Regular; Resisted by Will those it affects – it doubles the positive Regular As listed under Mind Control Spells, or negative modifier! If he has no pos- This spell allows the caster to set p. 137. itive or negative modifiers, it gives him up two-way communication with the a +1 modifier. Most people will subject. Each participant sees an Insignificance assume, if a person stands out for no image of the other, allowing “real- reason that they can put their fingers time” conversation. Use the long- Regular; Special Resistance on, that there must be something distance modifiers (p. 14) unless the Causes all beings with whom the worth seeing. caster knows the subject and the sub- subject has social contact to ignore or Someone affected by this spell can ject was expecting the “call,” in which disregard him. Only beings who have easily be followed in a crowd or along case no distance modifiers apply! a reason to notice that particular per- city streets. The searcher can simply Apply an additional -4 to skill if the son or someone in his particular situ- ask bystanders, “Did you see so-and-so caster does not know the subject. ation can resist the spell with Per – the come by here?” and quickly resume The communication is audio-visual subject himself does not get to resist. the pursuit. only. However, if the caster also knows Viewers get a bonus to their resistance Presence and Insignificance resist Far-Tasting and Odor, he may add roll equal to the subject’s total each other. smell to the communication for an Appearance modifier, whether positive extra point of energy (both for casting or negative. Thus, viewers of an Duration: 1 hour. and maintenance). Attractive subject resist with Per+1, Cost: 4 to cast. 4 to maintain. Others can join the “conference” at but viewers of an Unattractive subject Time to cast: 10 seconds. any time – a new casting of the spell also resist with Per+1. Prerequisites: Persuasion and Lure. (by anyone involved) is required for The spell’s effects are limited in each new person to enter. magnitude; the subject could slip unnoticed through a crowd, but would be stopped by guards if trying to go where he should not. He can get some- one’s attention by grabbing him, but is then likely to get a negative reaction. If he steals something or commits some other objectionable act (removing his clothing, perhaps), all witnesses get a new resistance roll. If he attacks some- one, that person is automatically released from the spell – furthermore, the victim’s cries for help won’t be ignored! Insignificance and Presence resist each other. Duration: 1 hour. Cost: 4 to cast. 4 to maintain. Time to cast: 10 seconds. Prerequisites: Persuasion and Avoid. Item (a) Cloak, jewelry, or headgear. Always on; the wearer is ignored! Energy cost to create: 700. (b) Wand or staff; usable only by mages. Energy cost to create: 450.

Presence This communication is, obviously, Regular; Special Resistance Item not secure. Causes all beings with whom the (a) Cloak, jewelry, or headgear. Duration: 1 minute. subject has social contact to pay atten- Always on; the wearer attracts atten- Cost: 4 to cast. 4 to maintain. Same tion. Each being who attempts to tion. Energy cost to create: 700. (b) cost for each additional person joining ignore the subject gets to resist the Wand or staff; usable only by mages. the communication. spell with Will – but the subject himself Energy cost to create: 450. Time to cast: 4 seconds.

48 COMMUNICATION AND EMPATHY SPELLS Prerequisites: Wizard Eye, Far- caster can only “animate” one body at possessed subject. Energy cost to Hearing, Voices, and Simple Illusion. a time, and must concentrate to con- create: 300. trol the subject’s body. When he con- Item centrates, his own body falls limp; Headgear, bowl, mirror, or crystal when he stops concentrating, the sub- Permanent Possession ball. Usable only by mages. Energy ject regains control of his own body. (VH) cost to create: 800. The caster can move between the Regular; Resisted by Will bodies freely while the spell lasts. Like Possession – but the caster Message Duration: 1 minute. remains in the body of the subject until Regular; Resisted by spells that Cost: 6 to cast. 3 to maintain. he chooses to leave, or is expelled by block sound Time to cast: 10 seconds. Dispel Possession or Remove Curse. The caster’s own body is in Suspended As listed under Sound Spells, p. 174. Prerequisite: Soul Rider or Telepathy. Animation (p. 94) while the spell con- tinues. If the caster’s body dies, the spell Machine Speech/TL Item is broken. Whenever the subject body Crown, helmet, or other headgear. Regular takes damage, the caster must roll vs. Usable only by mages. Energy cost to his own body’s HT, or take the same As listed under Technological Spells, create: 1,500. damage. If the subject body dies, the p. 176. caster must roll vs. HT or die himself! Possession (VH) Soul Rider Duration: Indefinite (could be per- Regular; Resisted by Will manent). Regular; Resisted by Will Like Control Person – except the Cost: 30. The caster can see through the sub- victim is unconscious throughout the Time to cast: 5 minutes. ject’s eyes, hear through his ears, etc., “possession,” and the caster has full Prerequisites: Magery 3 and whenever he concentrates. (The caster access to the subject’s memories, Possession. also remains aware of his own body skills, and spells. While in the subject’s and may act normally). The caster Item body, the caster has his own skills and Cap, crown, helmet, or other head- exerts no control whatsoever over the spells, and may use all the subject’s subject, and does not know the sub- gear. Usable only by mages. Energy skills, spells, and memories as though cost to create: 3,000. ject’s thoughts. The subject must be they were his own (the subject’s phys- sapient (IQ 6 or better). Skill is at -2 if ical skills are at -1). The caster’s own the subject is of a different race; if the body lies unconscious during the Exchange Bodies (VH) subject is totally alien, -4 or more! spell, and must be safeguarded. Regular; Resisted by Will Duration: 1 minute. Duration: 1 minute. The caster permanently exchanges Cost: 5 to cast. 2 to maintain. Cost: 10 to cast. 4 to maintain. bodies with the subject. The subject Time to cast: 3 seconds. Time to cast: 1 minute. may be any living creature. The only Prerequisite: Mind-Reading. Prerequisite: Magery 1 and either way this spell can be reversed, once it Item Control Person or Beast Possession. has been cast, is to cast it again; Dispel Possession or other anti-magic will A pair of identical pieces of jewelry Item not work. The attributes of ST, DX, – one gold, one silver. The gold one Cap, crown, helmet, or other head- and HT, as well as all physical advan- must be worn by the caster, the silver gear. Usable only by mages. Energy tages and disadvantages, go with the one by the subject. The spell can then cost to create: 2,500. body; IQ, memory, personality, and all be cast at any time, regardless of dis- skills and spells go with the mind. tance. Usable only by mages. If a Powerstone is included in the item, it Dispel Possession Note: Exchange Bodies may result is in the gold one. If either item is bro- Regular; Resisted by spell on in the caster increasing his point ken, the other loses its enchantment. subject value. The GM may wish to charge the Cost to create: 1,000 energy (for the old wizard for the difference in char- Ends any Soul Rider, Control, or pair), and a $100 opal for each piece. acter point value. See Mind Transfer Possession spell (or their animal (p. B296) for more on this. To help equivalents) affecting the subject. keep body-hopping wizards under Control Person Cost: 10. control, the GM may wish to require Regular; Resisted by Will Time to cast: 10 seconds. some rare spell materials for this spell Use all the victim’s senses and con- Prerequisite: Soul Rider, Posses- (p. 8). trol all the victim’s physical actions sion, or (GM’s option) “holy” religious Duration: Permanent. (the caster has no access to the sub- status. ject’s memories, skills, spells, etc.). The Cost: 120. subject retains his memory and wits Item Time to cast: 1 hour. and is aware of what is happening – Staff or wand. Usable only by Prerequisites: Permanent Posses- though not of the caster’s identity. The mages. The item must touch the sion and Soul Jar.

COMMUNICATION AND EMPATHY SPELLS 49 CHAPTER SEVEN EARTH SPELLS

Bayard grinned and skipped back into the man- sion. Lady Ann turned her eye to the garden maze; she’d had some novel ideas about topiary. These spells deal with the traditional magical “element” of earth. Except as noted, none of these spells affect stone or metal. More spells for affecting metal appear under Technological Spells (p. 182). The College of Earth is not for dabblers. Very few spells are available to wizards who have not mastered all the basic spells of the college, and few spells of any kind are accessible to nonmages.

Seek Earth Information Tells the caster the direc- tion and approximate distance of the nearest significant amount of any one type of earth, metal, or stone. Use the long-distance modifiers (p. 14). Any known sources of that material may be excluded if the caster specifically men- tions them before beginning. Lady Ann glared at a small hillock blocking the view of the path to the Cost: 3. at the southeast corner of the garden. creek. What did you do with the pond Time to cast: 10 seconds. “Bayard!” she called to her cousin. that used to be on the left there?” Reclining on a couch inside, “I didn’t like it there in the shade. Item Bayard sighed heavily, handed his Here, let me try something.” A forked stick with an ounce of the book to a faceless servitor, and glided Her fingers flicked carefully and desired earth/stone/metal set in the tip; over to join her on the balcony. precisely, and a depression formed in each stick will find only that one kind “Ann, darling, I’m sure that what- the lawn in front of the hillock. As they of earth. Cost to create: 50 energy, and ever you’re doing is a credit to the watched, water turned the depression cash to buy an ounce of the material Goulding name, but I’d really rather into a small pond, sparkling in the sought. not be bothered.” afternoon sun. “Be useful for a change, dear. That “Oh, that is nice. It balances well, Shape Earth rise out there: too low?” and now you don’t need to raise that Bayard sniffed. “At the moment, mound. Brilliant as always.” Regular yes. I’m not sure what you can do, “Thank you, Bayard. You can go Move earth about and shape it into though; if it gets any higher you’ll be back to whatever it was now.” any form. If the form is stable (e.g., a hill), it will permanently remain after

50 EARTH SPELLS shaping. An unstable form (e.g., a col- uncut stone (up to 50 yards deep) are Flesh to Stone umn or wall) lasts only while the spell transparent to the subject, wherever continues – no special concentration he looks. Metal is not transparent; nei- Regular; Resisted by HT is required – and then collapses. An ther are cut stone, bricks, etc. Thus, “Petrifies” a living subject (and all Architecture roll may be required to this spell won’t let you look through his gear!), turning him to stone. Must create a stable form. castle walls. affect the entire subject. Earth moved with this spell travels This is also a Knowledge spell. Duration: Instantaneous, unless at only Move 2; stone travels at Move Duration: 30 seconds. reversed by Stone to Flesh. 1. It can harm no one except by flow- Cost: 2 per 10 yards of depth to Cost: 10. For double cost, a subject ing over an immobile person and cast. Same cost to maintain. may be turned into a metallic statue. burying him. If earth is moved onto a Prerequisite: Shape Earth. Time to cast: 2 seconds. person to bury him – or from beneath Prerequisite: Earth to Stone. him, to create a hole – he may move Item normally on his next turn, to escape. Any. Energy cost to create: 400. Item He is trapped only if he fails to do so. Staff or wand. Usable only by Anyone buried in loose earth by mages. Energy cost to create: 1,000. this spell may try to claw his way out. Earth to Stone The item must touch the victim for the One roll, at ST-4, is allowed per sec- Regular spell to work. ond. GMs may make this roll harder if Turns an item of earth or clay into the victim is buried under more than 2 hard stone (but not gemstone), or Stone to Earth cubic yards of earth! The victim can turns an item of stone into a simple hold his breath (see Holding Your metal like bronze or iron. For double Regular Breath, p. B351), but he eventually energy cost, turns an item of earth or Turns any kind of stone (including risks suffocation (see Suffocation, clay into metal. gemstone) into simple earth. Must be p. B436). A victim buried in stone may cast on a whole stone or block, rather hold his breath, but unless he has Duration: Permanent. than a part of it. This spell also trans- some means of digging through solid Cost: 3 per cubic yard (minimum mutes metal into stone, or transmutes stone, escape is unlikely. 3). metal into earth for double cost. Prerequisites: Magery 1 and Shape Duration: 1 minute. Earth. Duration: Permanent. Cost: 1 per cubic yard of earth Cost: 6 per cubic yard (minimum shaped (minimum 2). Half that to Item 6). maintain (round up). Double cost to Staff, wand, or jewelry. Energy cost Prerequisites: Earth to Stone or any shape stone; sextuple cost to shape cut to create: 300. four Earth spells. or worked stone, like a wall. It’s not Item easy to make your own door into the Create Earth Staff, wand, or jewelry. Energy cost castle. to create: 400. Prerequisite: Seek Earth. Regular Create good, solid earth where Item none existed before. This earth must Predict Earth Movement Staff, wand, piece of jewelry, or dig- be created in contact with the ground ging tool. Energy cost to create: 200 – not hanging in the air or floating in Information (500 for an item that will shape stone). the sea! Accurately predicts any landslides, earthquakes, or volcanic activity likely Duration: Permanent. to occur within a given area over a Seek Pass Cost: 2 per cubic yard to create given period. It gives approximate Information earth from nothingness (minimum 2); information regarding the nature, Tells the caster the direction and 1 per cubic yard to solidify mud into location, and severity of the impend- approximate distance of the nearest good earth (minimum 1). ing disaster. This spell cannot forecast pass through a mountain range. Use Prerequisite: Earth to Stone. magically created earthquakes or the long-distance modifiers (p. 14). Item volcanoes. Cost: 3. Staff or wand. Energy cost to create: Cost: 2 times the length of the fore- Time to cast: 10 seconds. 500. cast in days. Double the cost for a Prerequisite: Seek Earth. place outside the local area (beyond the horizon). Quadruple the cost for a Earth to Air place on another continent. Earth Vision Regular Time to cast: 5 seconds per day of Regular As listed under Air Spells p. 25. forecast. See through the earth – to find Prerequisite: Four Earth spells. caves, bodies of ore, buried treasure, entombed victims, etc. Earth and

EARTH SPELLS 51 Sand Jet Duration: 1 second. Earth to Water Cost: 1 to 3. Does 1d of knockback Regular for every point used. Range is equal to Regular Shoot a thin jet of sand particles the number of dice. Cost to maintain Turns earth to mud (or water). from one hand. Each turn, the caster is the same. Various uses of this spell include bog- rolls versus DX-4 or Innate Attack skill Prerequisites: Water Jet and Create ging down enemies or pursuers, mak- to hit. This attack may be dodged or Earth, or Create Water and Sand Jet. ing mud packs to treat insect stings, blocked, but not parried. If the spell softening earth to use for clay strikes the face, it causes no injury, but Item dummies or decoys, etc. temporarily blinds the target unless he Staff or wand. Usable only by This is also a Water spell. makes a HT roll. mages. The jet issues from the item’s Duration: Permanent. If he fails the HT roll, he is blinded tip. Energy cost to create: 600. Cost: 1 per cubic yard of earth (see Visibility, p. B394) for one second turned into mud. Double to turn earth per energy point put into the spell. into water. After the target can see again, blurry Stone Missile Prerequisites: Magery 1, Create vision gives him a -3 penalty to all Missile Water, and Shape Earth. combat skills for a further 1d seconds. Create a ball of stone and fire it On a critically failed HT roll, the target from one hand, injuring anything it Item is blinded for 1d seconds per point put hits. This spell has 1⁄2D 40, Max 80, Staff, wand, or jewelry. Usable only into the spell. On a successful HT roll, Acc 2. by mages; the item must touch the the victim closes his eyes for the dura- Cost: Any amount up to your subject. Energy cost to create: 500. tion of the spell, and is thus unable to Magery level per second, for 3 sec- see for one second. On a critical onds. The missile does 1d + 1 crushing success, the victim is unaffected. Partial Petrifaction damage per energy point. Duration: 1 second. Time to cast: 1 to 3 seconds. (VH) Cost: 1 to 3. The jet’s range in yards Prerequisite: Create Earth. Melee; Resisted by HT is equal to the energy put into it. Cost Turns part of a living subject to to maintain is the same. Item stone, usually leaving him immobile Prerequisite: Create Earth. Staff or wand – the missile is fired but still able to talk or be tortured. The from the end of the item. Usable only caster must touch the subject. The Item by mages. Energy cost to create: 400. body parts changed are at the discre- Jewelry, staff, or wand; usable only tion of the caster; the spell can petrify by mages. Energy cost to create: 600. Walk Through Earth anything from a single finger to the Regular entire body from the neck down, but Mud Jet the head can never be affected. The Pass through earth as if it were air. subject’s metabolism is magically Regular With this spell, the subject could walk altered to survive the experience, but Shoot a thin jet of mud from one through the stone wall of a dungeon he understandably finds the experi- finger. Each turn, the caster rolls ver- or the earthen wall of a hut. This spell ence intensely uncomfortable, what- sus DX-4 or Innate Attack skill to hit. does not open a passage so that others ever else is done to him. This attack may be dodged or blocked, can follow. It also doesn’t reveal what Petrified body parts are immobile, but not parried. It does knockback on is on the other side. If the caster also numb, and have DR 10. Victims of this all targets; it can kill or knock down knows Earth to Air, he will automati- spell suffer a DX penalty on any phys- flying swarm creatures. It will cally have breathing air during his ical action they attempt: -1 or more, extinguish a one-yard-radius area of journey, at no energy cost. Otherwise, depending on details of the casting normal fire. he must hold his breath! and the action. If the spell strikes the face, it tem- Should the spell end before the sub- Clothes, jewelry, etc., may be porarily blinds the target (see ject regains the open air, he is buried in “caught up” in the spell and included Visibility, p. B394) unless he makes a earth or stone, as the case may be. He in the petrifaction, but magic items or HT roll. If he fails the HT roll, each is not automatically harmed, but will anything carried in the hand or a energy point in the spell blinds him for suffocate (see Suffocation, p. B436) if backpack remain unchanged. one second. After the target can see he cannot escape. Either Stone to Flesh or Remove again, blurry vision gives him a -3 Duration: 10 seconds. Curse is required to negate this spell. penalty to all combat skills for a fur- Cost: 3 to cast. 3 to maintain. ther 1d seconds. On a critical failure of Duration: Permanent (until negat- Double cost to pass through stone. the HT roll, the target is blinded for 1d ed). Triple cost to pass through metal. seconds per point in the spell. On a Cost: 12. It costs more to petrify Prerequisites: Four Earth spells. successful HT roll, the victim covers larger subjects, just as if it were a his eyes and is therefore unable to see Item Regular spell (i.e., 24 energy for SM for one second. On a critical success, Gray cloak or silver jewelry; only +1, 36 energy for SM +2, etc.) the victim is unaffected. affects the wearer. Energy cost to Time to cast: 3 seconds. This is also a Water spell. create: 1,200.

52 EARTH SPELLS Prerequisites: Magery 2 and Flesh Cost: 10 (but only 6 to reverse an If Essential Earth is transformed to Stone. entombment). into metal via Earth to Stone, that Time to cast: 3 seconds. Essential Metal will also have triple Item Prerequisites: Magery 2 and five the strength (HP, DR, and carrying Staff, wand, or jewelry. Usable only Earth spells. capacity) of normal metal; this is sim- by mages; the item must touch the ilar to the legendary alloy orichalcum, subject. Energy cost to create: 1,300. Item discussed in more detail in GURPS Wand or staff – must be colored jet Fantasy. black. Usable only by mages. Energy Rain of Stones cost to create: 1,200. The item must Duration: Permanent. Area touch the victim for the spell to work. Cost: 8. Stones rain from the sky onto the Time to cast: 30 seconds. area, causing 1d-1 crushing damage Prerequisites: Six Earth spells. per second to all within it. Characters and creatures under the rain of stones take damage on their own turns; if less than an entire second is spent in the affected area, damage is halved (round down). The spell can only be cast outdoors. Armor protects in the usual fashion. A shield with a DB of 2 or better can be held overhead to block the stones, but it may take damage (p. B484). This requires two hands and a Ready action, and succeeds automatically in protecting the character once the shield is readied upward, but this unreadies the shield from its normal protective functions! Inanimate objects, such as build- ings, protect with their DR. Duration: 1 minute. Base cost: 1 to cast (minimum 2). Same cost to maintain. For double base cost, the Rain of Stones does 2d- 2 per second! Prerequisites: Magery 2 and Create Earth. Item Staff. Usable only by mages. Energy cost to create: 500. Essential Earth Item Entombment Regular Staff. Usable only by mages. Energy Regular; Resisted by HT Creates the magical essence of cost to create: 500. The earth instantly swallows the Earth. Essential Earth is three times subject. He remains in Suspended as fertile: plants germinate three times Stone to Flesh Animation (as per p. 94), in a tiny faster and grow three times taller or spherical chamber 50 feet under- bigger than normal. In addition, if Regular ground, until rescued by tunneling or Essential Earth is transformed into Reverses the effects of Flesh to the reverse of this spell. A mage who stone via the Earth to Stone spell, it Stone and brings the victim back to casts Entombment on himself may will be three times as strong (DR and life (stunned). Cannot be used to elect to stay awake, but this is unwise HP); columns or blocks cut from such animate a statue that was never alive. unless he has some means of breathing stone would support three times as Duration: Instantaneous. while entombed! much weight. This Essential Stone is Cost: 10. Double cost to restore a Duration: Permanent, unless similar to the legendary material person turned to metal. reversed by this spell. adamant, discussed in more detail in Time to cast: 5 seconds. GURPS Fantasy. Prerequisites: Magery 2, Flesh to Stone, and Stone to Earth.

EARTH SPELLS 53 Item create: 250 per pound of weight (mini- occupants, but won’t wreck the build- Staff or wand. Usable only by mum 1 pound). ing. Cost depends on strength of the mages. Energy cost to create: 1,000. quake: The item must touch the victim for the Tiny: Just a demonstration – a spell to work. Purify Earth Area slight swaying. Pay base cost. Mild: Slight damage to buildings. Removes foreign objects, poisons, Multiply base cost by 2. DX roll Body of Stone (VH) and harmful elements from soil, ren- required, every second, for those in Regular; Resisted by HT dering it fit to support growing plants. affected area to keep their feet. This spell also remedies any deficien- Subject becomes an animated Severe: Stone walls crack; towers cies in the soil’s composition. Small stone statue; he temporarily acquires may fall. Multiply base cost by 4. DX- foreign objects (coins, nails) under- the Body of Stone meta-trait 3 roll required, every second, for those ground are destroyed; medium ones (p. B262). Clothes also become stone, in affected area to keep their feet. but carried equipment does not. (swords, artillery shells, chests, stat- uettes) “float” to the surface. Large Duration: One minute. Duration: 1 minute. objects (coffins, walls, large statues) Base cost: 2 to cast. Same cost to Cost: 10 to cast. 5 to maintain. will cause the spell to fail, but the cast- maintain. Time to cast: 5 seconds. er gets a general idea of the reason. Time to cast: 30 seconds. Prerequisites: Stone to Flesh. This is also a Plant spell. Prerequisites: Magery 2 and at least six Earth spells, including Earth Item Duration: Permanent. Vision. Staff, wand, or jewelry. Only affects Base cost: 2. Double cost in poor the wearer. Energy cost to create: 1,500. soil such as rocky flats or sandy desert. Time to cast: 30 seconds. Volcano Steelwraith Prerequisites: Create Earth and Regular Plant Growth. Regular; Resisted by HT Causes vapor and lava to spew Renders the subject intangible to Item from a chosen spot of ground. This is the touch of metal. Swords pass Staff. Energy cost to create: 400. not a quick spell, but it is very serious! through him, he cannot hold metal The volcano starts out small – a small keys or to wear metal armor, he passes hole spitting stones and vapors – and through bars and metal floors . . . Sandstorm increase its diameter by a couple of Area yards per day. This spell can also reac- Duration: 1 minute. As listed under Air Spells, p. 27. tivate a dormant volcano. When the Cost: 7 to cast. 4 to maintain. spell is allowed to lapse, the volcano Time to cast: 2 seconds. ceases to grow and will soon die (a for- Prerequisites: Magery 2 and Walk Earthquake merly dormant volcano may stay Through Earth. Area active at the GM’s discretion). Item Shakes the affected area. The cast- Duration: One day. (a) Wand, staff, or jewelry. Usable er probably won’t want the area to Cost: 15 to cast. 10 to maintain. only by mages. Energy cost to create: include him. Divide the actual dis- Time to cast: One hour until the first 1,200. (b) A metallic weapon may be tance from caster to edge of affected effects are visible. Continued enchanted to counter the spell (so that area by 20 before figuring the skill concentration for 8 hours each day is it may be wielded by or against a penalty. necessary to keep the volcano growing. Steelwraithed being). Energy cost to The spell must be cast over a fairly Prerequisites: Earthquake and at large area to be useful. Shaking one least six Fire spells. corner of a building will upset the

54 EARTH SPELLS Alter Terrain (VH) Detect Magic or something similar). it or at its edge. The subject area Beings caught in the affected area have “expands” back to normal size at the Area a resistance roll based on the best Will same rate it shrank. If there is no suit- Can be used to completely trans- among them, modified by -1 for every able space available, anything in the form vast amounts of terrain. If cast additional yard of radius of the subject way is moved aside as if by Shape over a large enough area, this spell can area (thus, Move Terrain with a 2-yard Earth. turn a city into a lake or sea, or an off- radius is resisted by Will-1). Successful The caster may not use this spell shore island into a mountain range. resistance negates the spell. again for one full day. The subject area The profile of the ground (includ- Once the casting is successfully or any part of it cannot be moved ing sea, lake, or river beds) within the completed, the subject area “shrinks” again by this spell (from any caster or affected area can be raised, lowered, in radius at the rate of 1 yard per sec- magic item) for the same period. or reshaped as the caster chooses, or ond, moving toward the caster at the Cast over a large enough area, this changed in texture to anything same rate. Victims quick enough on spell can place mountains in the mid- between soft earth and sand to hard their feet should be able to jump out of dle of plains, open water (as deep as granite. Stone or brick buildings and the area as it shrinks (this has good half the radius of effect, transported vegetable matter can all be trans- dramatic potential) – make DX and IQ from lake or ocean) in the midst of a formed into “natural” stone or earth, rolls! GMs may decide this warrants a desert – or shift islands miles inland to but not vice-versa. Submerged areas Fright Check. form hills! raised above their natural level Beings caught by the spell are Duration: 1 hour. (The effects, once become dry land; any area lowered aware of a wild, swirling sky above the area is “placed,” are permanent.) below the local water table may be their heads and a physically impene- Base cost: 10 to cast. 8 to maintain. flooded. The GM should require trable barrier all around them. The Time to cast: 1 minute. Architecture, Artist, or Engineer rolls atmosphere inside remains breathable Prerequisites: Alter Terrain and if the caster tries to alter the area into and comfortable (so this spell cannot Hide Object. something specific. be used to suffocate someone!). Spells Beings and loose items on the sur- cast out of the area automatically hit Item face at the time the spell is cast are the Move Terrain’s holder – thus, a Staff. Usable only by mages. Energy simply raised or lowered, with no per- trapped mage could walk up to the cost to create: 3,000. sonal injury. If they are inside build- affected area’s edge, lay his hand ings, they are gently expelled rather against the barrier, and cast than entombed. Of course, if they find Deathtouch at the holder! Captive Summon Earth themselves under water, they may mages could also cast Dispel Magic or Elemental, Control have problems . . . Counterspell on the affected area, If the spell is countered or dis- forcing the spell to end abruptly if they Earth Elemental, pelled, the whole area returns to its are successful. Create Earth Elemental former condition; even transformed When the caster stops maintaining see pp. 27-28 buildings and trees are restored. the spell, the terrain reappears. The Duration: 2d days. caster’s location falls anywhere within Base cost: 1 to cast (minimum cost 15). Cannot be maintained. Volumes taller than 4 yards may be affected by multiplying the base cost accordingly. Time to cast: 10 seconds. Small Earth Elemental Prerequisites: Magery 3 and all four This is the basic earth elemental summoned by casting Summon elemental “Shape” spells. Earth Elemental at the minimum energy cost of 4. More energy put into the spell summons a more powerful elemental. Usually, this simply Item means a larger elemental; 1 point of energy is equal to 1 additional point An area may be permanently of ST, 5 HP, or 2 points of DR. However, the GM may choose to build a altered for 100 times casting cost. more exotic elemental, adding unusual traits to the following template, or working one up from scratch. Move Terrain (VH) Area; Special Resistance Small Earth Elemental Enables an entire area of terrain, 40 points with all buildings, animals, plants, and Attribute Modifiers: ST+1 [10]; DX-2 [-40]; IQ-4 [-80]. people on or in it, to be moved over Secondary Characteristic Modifiers: SM -1. large distances. Once the spell is cast, Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t the area to be transported vanishes Sleep [20]; DR 2 [10]; Immunity to Metabolic Hazards [30]; Injury (see below), replaced by bare earth or Tolerance (Homogenous) [40]; Pressure Support 3 [15]; Vacuum open water. The caster is now “carry- Support [5]. ing” that area in invisible, intangible form (this fact can be determined by

EARTH SPELLS 55 CHAPTER EIGHT ENCHANTMENT SPELLS

Hawthorne reverently picked the last needle out of a shallow dish of salamander oil. He passed it a few times over the onyx, the opal, and the bar of platinum, spoke a few palate- twisting words, and carefully dipped the tip into the special ink he’d import- ed from across the Bight. Then, slow- ly, he inserted the needle into the skin of his client’s chest. He released the needle; it stayed in place. He spoke the final word of the incantation, and the needle flashed blue for a moment. The client grimaced. “We’re done,” Hawthorne said as he retrieved the needles and stepped back to take a final look at the intri- cate pattern he’d traced out across the client’s body over the better part of a year. “Your amulet is finished, and will at a substantial savings in energy cost protect you indefinitely, as long as the Enchant (VH) (and therefore time). pattern remains intact. Enchantment An item can be temporarily “Thank you again for the opportu- A prerequisite for all other enchanted at an energy cost of 15% nity to work on this. My partner and I Enchantment spells except Scroll. To the normal cost for an item of that have been mostly making Power- enchant an item, the caster must also type per use. An item with only a sin- stones since we set up shop, and to know this spell. The caster rolls gle use can be created for 15% of the work on a project like this is . . . well, against the lower of his skill with this normal energy, two uses would cost really quite wonderful. spell and the specific spell he wishes to 30%, four would cost 60% (very cost- “If it’s not an intrusion, though . . . place on the item. If he has assistants, ineffective under most circumstances) why did you choose to have this they must have skill 15 or higher with and the cost for an item limited to 7 or amulet done this way?” both spells, but the roll is based on the more uses actually exceeds the cost of The client grinned wolfishly, caster’s skill. a permanent item. pulling on a shirt to cover the The temporarily enchanted item elaborate tattoo. Duration: Magic items are acts, in all respects, as a normal item “I’m off to see an old acquaintance permanent until destroyed. of that type until all of its uses are con- who’s very particular about people Cost and Time: See Enchanting sumed. Once all the uses of the tem- carrying magic items in his house. (p. 16). porary item are gone, the item is no And, well . . . blast me with lightning Prerequisites: Magery 2 and at least longer magical. once, shame on you. Blast me with one spell from each of 10 other col- The Temporary Enchantment spell lightning twice, shame on me.” leges. is used in place of the Enchant spell. A These spells allow mages to make single item may not be enchanted with and unmake permanently magical Temporary both temporary and permanent spells items. They can only be cast with cer- Enchantment simultaneously. emonial magic (p. 12). A PC may only Enchantment Temporary Enchantment can only learn these spells with the GM’s per- be used to give items a one-time abili- This lets the enchanter create mission; nearly all of them are only ty to cast a certain spell – not to cast magic items that only function a few available to quite advanced mages. the spell on the object. For example, a times before losing their enchantment,

56 ENCHANTMENT SPELLS mage couldn’t make a one-shot set of energy cost required to cast the spell Energy cost to create: 200. invisible armor – it would never wear originally (base cost for area spells), Prerequisite: Enchant. off. He could give the armor the abili- not counting any bonuses for skill. ty to cast the Invisibility spell on itself Multiply this by $33 (or the setting’s at normal energy and duration costs. usual per-point enchantment rate; see Power Temporary Enchantment cannot pp. 21-22) to get the normal market Enchantment be used in conjunction with any value of the scroll. Makes a magic item partially or Enchantment college or Meta-Spell completely “self-powered.” Each point Example: The Rear Vision spell college spells except the following: of Power reduces the energy cost to normally costs 3 energy to cast. A Rear Hex, Limit, Link, Name, Power, and cast or to maintain any spell on the Vision scroll would take 3 full days to Speed. Temporary Enchantment item by one. Halve this bonus in a low- write, and would normally cost $100. absolutely cannot be used to further mana area (round down); double it in At the end of the writing time, the GM reduce the cost of enchantments that a high- or very-high-mana area. Power rolls against the writer’s skill with already have limited uses (e.g., Skull- has no effect on the energy cost of the Scroll or the spell being written – Spirit). user’s spells! whichever is lower. A successful roll If Power reduces the cost to main- Duration: Until all of the item’s means the spell is good. A failure tain a spell to zero, treat the item as uses have been expended. means the scroll will not work. A crit- “always on” after the cost to cast is Cost and time: See Enchanting, ical failure means it will cast a flawed paid – but the wearer must stay awake p. 16. spell! to maintain the spell. If Power reduces Prerequisite: Enchant. Duration: As long as the spell the cost to cast to zero, the item is would normally last. The mage who “always on” for all purposes, although Scroll reads the scroll can maintain the spell, the owner may turn it off if he wishes. if it could normally be maintained. Enchantment Energy Cost: See table below. Prerequisites: Magery 1 and must Write a magical scroll charged with have at least Accented written compre- Power Cost a spell from one of the other colleges. hension in the language the scroll is to 1 point 500 If a mage who understands the scroll’s be written in. A mage may not write a 2 points 1,000 language at Accented comprehension scroll for a spell he does not know. 3 points 2,000 or better reads it aloud, the scroll casts 4 points 4,000 its spell, after which its power dissi- pates and the writing on the scroll Hex Double the cost for each additional vanishes. Reading a scroll requires Enchantment point. May be recast at a higher level, twice the normal casting time for the as per Accuracy (p. 65). Makes the item impossible to put spell; the mage reading the scroll pays Prerequisites: Enchant and Recover down/take off/get out of/etc. In itself, the normal energy cost. No skill roll is Energy. this effect is merely inconvenient, and required when the spell is read unless can even be useful – for instance, you it is Resisted. In that case, roll using will never drop a hexed weapon, and a the skill level of the mage who wrote Speed hexed pair of glasses will never fall off. the scroll. Enchantment However, if the hexed object has Pronunciation is important when another malign spell on it, it becomes Decreases the casting time of any reading a scroll aloud! If the mage much more dangerous. The hex effect other enchantments on an item reading the scroll has Accented spoken is “always on.” enchanted with Speed. Each point of comprehension of the scroll’s lan- To escape from a hexed object, you Speed cuts the casting time in half, guage, the scroll casts its spell at a -1 must remove or suppress the enchant- just as high skill does for a mage. If the penalty; if he has Broken spoken com- ment, find someone to cast a Remove casting time is reduced below 1 sec- prehension, the scroll casts at -3. If he Curse spell, or amputate the body part ond, the item can be used to cast the has None, he cannot articulate the involved. Attempts to break or cut off spell without concentration. words properly and cannot cast the the hexed item will fail (or result in spell. Energy Cost: See table below. amputation). GMs should permit this A scroll can be read silently, to see rule to have illogical results, if neces- Speed Cost what it says. Any mage who under- sary, to keep the hexed object on the 1 point 500 stands the language will know what victim. Hexes aren’t logical! 2 points 1,000 spell it is supposed to be. This does not A hex may be limited by a Link or 3 points 2,000 cast the spell! Password spell. For instance, a ring 4 points 4,000 Spells may be written on any mate- could be made with a Hex, the Strike rial, but parchment is traditional. Double the cost for each additional Blind spell, and the password Damage to a scroll does not affect its point. May be recast at a higher level, “Gesundheit.” Anyone wearing the power as long as the scroll is legible. as per Accuracy (p. 65). ring would go blind – but should they Time to cast: The number of days Prerequisites: Enchant and Haste. say the magic word, the ring would needed to write a scroll is equal to the fall off!

ENCHANTMENT SPELLS 57 Remove Enchantment spells or be present for the entire his skills with Talisman and the spell casting. being opposed. Enchantment Each protection is a different spell, Energy Cost: See table below. Takes one enchantment spell off to be learned separately. Talismans the subject item. This does not affect Penalty Cost also work against variants of the base other enchantments on that same -1 50 spell: a talisman against Fireball also item. Exception: A failed attempt to -2 100 works against Explosive Fireball. remove a Limiting Enchantment -3 200 Alchemists can create magical removes all enchantments from the -4 500 objects called talismans (p. 220); they item. -5 1,000 are, however, not the same as the items produced by this spell. Skill modifiers: -3 if the caster does Prerequisite: Any Limiting not know how to cast the enchant- Enchantment (see p. 68). Energy Cost: See table below. ment he is trying to remove. -3 if he does not know exactly what that spell Protection Cost is. -3 for each other spell on the item. Lesser Wish (VH) 1 point 15 These are cumulative. Enchantment 2 points 45 3 points 90 Duration: Removal is permanent. This spell, like the more powerful 4 points 150 Cost: 100 or 1/10 of the cost to Wish spells (below), must be cast on a place the enchantment originally, ring, amulet, or jewel. The wearer of Prerequisites: Enchant and the spell whichever is more. that item may then specify the result to be opposed by the talisman (if any). Time to cast: see Enchanting (p. 16). of any one die roll made in his pres- Prerequisite: Enchant. ence, just before that roll is made – except a die roll involving magic. This Amulet is not an “action.” It takes no time, and Enchantment Suspend Enchantment may be done at any time. Once used, a An amulet is an item that grants Enchantment wish is lost. the wearer magic resistance against a As Remove Enchantment, but the Only one roll or action can be specific spell. Amulets are often enchantment is merely suppressed. It affected by one wish; you could use a enchanted with several Amulet spells, seems to vanish, but reappears when wish on your attack roll or on the to cover a wide spectrum of effects. the Suspend Enchantment spell ends. damage, but not both. GMs should Although most amulets are pieces of If anyone attempts to study or detect a feel free to disallow any wish use that jewelry, any item may be so enchant- suspended enchantment, it resists the they consider abusive or imbalancing. ed. It is even possible to tattoo an amulet onto its wearer! information spell at -5. Cost: 180. The enchanter uses the lower of his Prerequisite: Enchant. Skill modifiers: -3 if the caster does skills with Amulet and the spell being not know how to cast the enchant- opposed. Amulets also work against ment he is trying to suspend. -3 if he variants of the base spell: an amulet does not know exactly what that spell Talisman Enchantment against Fireball also works against is. -3 for each other spell on the item. Explosive Fireball. These are cumulative. A talisman is an item that grants Alchemists can create magical the wearer a one-time boon when Duration: One hour. objects called amulets (p. 220); attacked by a specific spell or nonmag- although they have a similar function, Cost: 25 or 1/100 of the cost to ical attack or affliction. The talisman’s place the enchantment originally, they are not the same as the items enchantment adds to the resistance produced by this spell. whichever is more. Half this amount roll, attribute check, or defense roll to maintain. against its specific attack or affliction. Energy cost to cast: 50 per point of Prerequisite: Enchant. The talisman is always “on” while magic resistance the amulet grants worn by or in physical contact with its (maximum of 5). Resist Enchantment owner; otherwise it is inactive. It lasts Prerequisite: The appropriate until the thing it protects against hap- Talisman spell (that is, to learn the Enchantment pens; then it loses its enchantment. Amulet spell to protect from Panic, the An item enchanted with this spell Talismans may protect against disease, caster must know the Talisman spell resists attempts to enchant it further, arrows, curses, lightning, and other for Panic). imposing a penalty on the enchant- calamities. ment skill roll. Further, this enchant- Although most talismans are creat- ment itself resists any attempt to ed using pieces of jewelry, any item Adjustable Clothing remove or suspend it, imposing twice may be so enchanted. It is even possi- Enchantment the regular penalty. ble to tattoo a talisman onto its wear- Causes an item of clothing to It is possible for the enchanter to er! When creating a talisman against a adjust to fit whoever wears it, within set Resist Enchantment to not resist spell, the enchanter uses the lower of limits. The adjustment occurs as the specific further enchantments, but the wearer begins to put it on, so the enchanter himself must cast those

58 ENCHANTMENT SPELLS enchantment won’t be discovered if someone picks up the item and imme- diately discards it as “obviously” the Clay Golem wrong size. When removed, the item Clay is the default material for golems; it is easily molded, both phys- returns to its original size. The change ically and supernaturally. Golem enchanters often go on to work with in size does change weight as well; an more difficult materials – stone, plastic, flesh – but if a golem is needed object that doubled in size would in a hurry, most enchanters return to clay. increase in weight eightfold. This enchantment is rare; few enchanters need to make “any size fits Clay Golem all” enchanted clothing. It is some- 0 points times found in extremely expensive Attribute Modifiers: ST+5 [50]; DX+1 [20]; IQ-2 [-40]; HT+4 [40]. theatrical costumes. It is also used Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t when the item is intended to outlive its Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards original wearer, and often commis- [30]; Injury Tolerance (Homogenous, No Blood) [45]; Single-Minded sioned for intended heirlooms. [5]; Unaging [15]; Unfazeable [15]; Vacuum Support [5]. Energy cost to cast: The cost to Disadvantages: Automaton [-85]; Cannot Learn [-30]; Disturbing Voice enchant a cloth shirt or pair of pants [-10]; No Sense of Smell/Taste [-5]; Reprogrammable [-10]; Social that can increase or decrease in every Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural dimension by 10% is 50. This cost [-50]; Wealth (Dead Broke) [-25]. varies widely depending on size, mate- Features: Neither has nor spends Fatigue Points. rials, and adaptability; round fractions Skills: 10 points of skills appropriate to the golem’s intended function up. [10]. For gloves, boots, shoes, a belt, a hat, or similar small items, halve the cost. For something ring or earring- sized, use one-third cost. For overalls, or a full-length gown, double cost. For a pressure suit or other item that liter- ally covers the whole body, triple the Golems make excellent warriors; they never cost. An item with a few incidental grow tired, and are immune to stunning, pain, metal parts (zippers, buttons, etc.) and the like. counts as “cloth,” as does thin leather. Leather thick enough to have DR dou- bles cost. Scale armor, chainmail, or similar items triple the cost. Plate armor and other solid metal clothing It understands only one language of abilities added to the golem. In multiply cost by five. For exceptional- (which must be spoken by the caster). most cases, additional abilities should ly light clothing (a veil or lingerie), It takes no initiative, and ignores any be restricted to extra ST, HP, and DR halve cost. situation for which it has been given (a rule of thumb: 20 points of energy If the item can adjust in size by no orders. However, it never forgets buys 1 ST, 5 HP, or 2 DR); however, 25%, double cost. If it can halve or anything it sees or is told. GMs may allow more sweeping double in size, triple cost. If it can Golems do not heal on their own, changes to the basic golem if they feel decrease to 1/5 size, or grow to five and are destroyed if reduced to -HP. comfortable doing so. More powerful times size, quadruple cost. They may be repaired with Healing golems may require more durable Prerequisites: Enchant and Reshape. spells (except Resurrection) if cast by (and more costly) materials, adding to the golem’s creator. There is no other the cost and time required to create way to repair a golem. To create a the golem’s body. (Optionally, the GM Golem (VH) golem, the creator must make its body may allow less powerful golems; Enchantment – doing all the work himself – then golems worth less than 0 points cost 2 Create and animate a permanent animate it with this spell. Once ani- less energy for every character point servant or warrior. Golems make mated, a golem lasts until reduced to 0 below zero, to a minimum of 130 excellent warriors; they never grow HP or until its creator commands it to energy.) tired, and are immune to stunning, cease functioning. No concentration Energy cost to cast: 250 or more. pain, and the like. Likewise, there is or maintenance is required to control Prerequisites: Enchant, Shape no known spell to “steal” a golem from a golem. Earth, and Animation. Other spells its maker. The spell is permanent; the A basic clay golem (see box) costs may be necessary to work with unusu- golem is “always on.” A golem follows 250 energy to enchant. A more pow- al materials, such as Shape Plant for a verbal orders from its maker; the erful golem costs an additional 2 wood golem or Restoration for a flesh maker may instruct it to obey others. energy for every extra character point golem.

ENCHANTMENT SPELLS 59 Impression Blocker from a fresh footprint might be worth the subject. If the caster has assistants, -6. their skills with both spells must be 15 Enchantment Malefice is a lasting spell (p. 10) or greater, but the roll is based on the Seeker (p. 105) and related spells that continues until its Endurance is caster’s skill. require an object associated with the reduced to 0. It starts with an Possible ensorcelments include item or person sought in order to Endurance equal to its caster’s quite a few Body or Mind Control work. The Impression Blocker effective skill. spells and others such as Shapeshift Enchantment creates a container that The doll can be used by its maker Other, Flesh to Stone, the various allows people to carry items without (and no one else) to cast harmful “Body of” spells, Walk on Air, the vari- them becoming “associated” with the spells (such as Pain) on the target, at ous “Resist” spells, Hide, Invisibility, carrier. normal energy cost, while ignoring dis- the various “Vision” spells and Plant An object in a closed blocker con- tance penalties. The caster uses the Form Other. In all cases, it must be a tainer retains the impressions it had lower of the Malefice’s Endurance and maintainable Regular spell. when the container was shut. If his skill with the channeled spell. The When the spell is cast, the subject removed, handled briefly, and target resists all such attacks, even if gets a resistance roll if the object spell replaced, the object will acquire a very the spell is normally not Resisted allows one; distance is not a factor. faint impression of the handler, but it (spells without normal resistance Remove Curse is effective against any won’t be enough for a Seeker spell rules are Resisted by HT when cast ensorcelment. unless the handler does so once a day through a Malefice doll). The cost of the enchantment can for decades. It is possible for an object If the victim resists the very first be reduced if the caster includes an in a blocker container still to be useful; spell cast upon him through the doll, “escape clause” – a particular action or for example, a book open to an impor- the enchantment is immediately bro- condition that will break the spell. tant page, and stored in a glass con- ken. Otherwise, every successful Examples include speaking a magic tainer, can still be read! At sufficiently resistance simply weakens the word, being kissed as a gesture of true advanced tech levels, a “waldo” or Malefice, reducing its Endurance by 1. love, abstaining from speech for three remote-manipulation box can be Upon reaching Endurance 0, the years, and so on. The value of the enchanted, allowing handling of the Malefice dissipates (though the doll is energy reduction depends on just how object without opening the box. still a viable item for re-enchantment, difficult the condition will be to meet In some settings, these containers and its magical association with the – and the “escape clause” must be at can also be used to preserve evidence. target offsets one point of casting least possible to be worth any reduc- If an object is owned for one person penalty). A critical failure by the chan- tion. The “discount” can be anything for a long time, and then transferred neled spell or a critical success by the from 10% (for truly difficult or unlike- to a new owner, the original owner’s subject also breaks the enchantment, ly conditions) to 90% (for something impressions may wear off. A blocker reducing the doll’s Endurance to zero. that the subject could easily and container preserves the original Destroying the doll breaks the automatically do, and easily discover). owner’s impressions. (In other set- spell, but it also inflicts on the target a Energy cost to cast: 200 times the tings, impressions never wear off; they Deathtouch (p. 41) of as many dice as casting cost of the spell being placed just accumulate, so an item can be the Malefice’s current Endurance on the subject. used to cast Seeker on any previous divided by 5 (round down, maximum Prerequisite: Malefice. owner.) of 3d). This damage occurs as long as Energy cost to cast: 20 per pound of the Malefice has any Endurance capacity, minimum 20. remaining. Remove Curse frees the Spell Stone Prerequisites: Enchant, Seeker, and target from the Malefice without harm Enchantment to him. Scrywall. A spell stone stores a spell until Energy cost to cast: 250. The wax someone (even a nonmage) uses it. Malefice (VH) and special ingredients cost $500. The stone’s user concentrates for a Prerequisites: Enchant and Seeker. second while crushing the spell stone Enchantment in his hand, thus casting the spell. At Through this foul enchantment, the beginning of his next turn, roll the caster can put a victim under his Ensorcel (VH) against the spell stone’s Power. If the thrall. He must fashion a doll (usually Enchantment; roll is successful, the spell is cast. If it out of wax, but clay, straw, and other Special Resistance is failed, the stone is simply wasted. If materials may be appropriate with the An ensorcelment is a durable spell, the stone is crushed without the requi- GM’s permission) with something per- usually malign but sometimes benefi- site second of concentration, it is like- sonally relevant to the target imbed- cial, cast on a single being. The wise wasted. ded in it. Parts of the body (nail clip- process requires something that is The spell’s energy is included in the pings, hair, blood, spittle, etc.) allow a personally relevant to the subject; use enchantment; none is required of the casting at base skill. Other items allow the modifiers listed under Malefice. user, who also may not opt to supply a casting at a varying penalty; for The caster’s spell roll is determined any power to maintain the spell. example, threads from a shirt worn by the lower of his skills with this spell Likewise, he may not cancel the spell for years might be worth -2, while dirt and the specific spell being placed on once cast, although the creator of the

60 ENCHANTMENT SPELLS stone may specify a shorter duration Cost: 250. purse would lose a coin or two a day, than ordinary and may also invest Prerequisites: Lesser Wish and at a Leaky quiver would lose an arrow or extra energy into the enchantment so least one spell in each of 15 different two a day, a Leaky back-pack would that the spell will maintain itself. A colleges. lose a piece of equipment once in a person may use only one spell stone while . . . The lost items may “drop” per second. out of the container, be whisked away A spell stone must be made from a Hideaway by thieving magpies, or magically jewel worth $10¥P2 + $40¥P, where P Enchantment vanish into thin air (as the GM’s fancy is the maximum energy of the spell When cast on an object, Hideaway takes him). Living beings are that may be contained. makes it larger inside than it is out- unaffected. Any spell except a Blocking or side. Can be used on a pocket, pouch, Energy cost to cast: 100. Enchantment spell may be stored in a drawer, pitcher – anything that can Prerequisite: Hideaway. spell stone. Limiting Enchantments normally hold other things. The caster may be put on the stone. If the spell may add any amount of pound-capac- stored in the stone requires that the ity he can afford, while increasing the Simulacrum (VH) caster know another spell (Counter- size of the “inside” by 2 cubic feet for Enchantment spell, for instance), that other spell each pound; the extra space may be Create a golem in the exact image must be specified at creation time. It is hidden by a false bottom, etc. of a particular victim. The golem must thus possible to create a spell stone Depending on the energy used to cast be prepared for a specific target; this that will counter one specific spell, but the spell, objects within the Hideaway requires the incorporation of some- it is impossible to create a generic may or may not count as encum- thing from the original’s body (hair, Counterspell spell stone. brance. The contents vanish forever if blood, etc.) into the creation. It is also possible to create spell the object is destroyed. The time Otherwise, any materials appropriate stones which, when crushed, do not required to find an object in a for golems (clay, stone, flesh, etc.) may cast the spell for the user, but on him! Hideaway depends on how deep it is! be used, along with any other materi- Analyze Magic reveals which spell A large enough Hideaway could als that the GM approves. An appro- a spell stone contains, whether the hold a person. There is no problem priate Shape spell or Artist (Sculpting) spell will be cast for or on the caster, with air unless the Hideaway is sealed skill roll at -10 is necessary to achieve how much energy was invested, etc. off. (one question per casting). a good likeness – the caster need not do this himself. The simulacrum, once enchanted, appears identical to the target (including such details as eye color and skin tone) through a sort of always-on Perfect Illusion Disguise. The simulacrum has the same attributes as the underlying golem. Be careful what you wish for. Golems intended as simulacra are often designed with higher IQ than You might get it. ordinary golems, to improve the deception. Once the simulacrum is activated, it takes on the persona and knowledge of the target, as the caster perceives them. That is, the Simulacrum cannot know something that the target does if Energy cost to cast: 20 times the Energy cost to cast: 50 per pound of the caster didn’t. IQ rolls may be spell’s casting cost, including extra capacity if the objects count as required of the caster as challenges maintenance cost if so desired. encumbrance; 100 if they do not. come up (what was the name of his Prerequisites: Enchant and Delay. Prerequisite: Enchant, Create great-uncle, anyway?). Like any Object, and Lighten. golem, the simulacrum is under the Wish (VH) direct control of the caster. Enchantment Leak Time to build body: As for the underlying golem, adding a week of Allows the wisher to change the Enchantment work. very recent past. It erases any just- A perversion of the Cornucopia Energy cost to activate: Double that made die roll – except a die roll for spell (p. 64). The bag, purse, quiver, of the underlying golem. spell casting – and replaces it with the backpack, or other container Prerequisites: Magery 3, Golem, wisher’s desired roll. The restrictions enchanted will have an uncanny ten- Perfect Illusion, and Illusion Disguise. on use for Lesser Wish also apply to dency to “lose” whatever is put in it Wish. (coins, arrows, clothes, etc.). A Leaky

ENCHANTMENT SPELLS 61 Doppelgänger (VH) Enchantment A Doppelgänger is a duplicate of a person, fabricated through powerful magic. The Doppelgänger must be prepared for a specific target; both a sample of the target’s body (hair, blood, etc.) and a cherished personal possession of the target are required. A statue of the original must be sculpt- ed, using some pure elemental “mate- rial” – pure ice or snow from a moun- taintop, stone or fire from the bowels of a volcano, and so on are all appro- priate materials. The likeness is achieved with an appropriate Shape spell or Artist (Sculpting) skill roll at -10. The Doppelgänger has all the attributes, skills, and knowledge of the original, with the exception of magic; it has no Magery and cannot cast any spells. It gets its knowledge from the embedded object; anything that the History spell could divine, it will know. It acts as the original would, Great Wish (VH) one disadvantage worth 20 points or less. An enemy can likewise be cursed had the Doppelgänger’s creator Enchantment enslaved him. Suspend Curse para- by losing an advantage or gaining a This spell can do just about any- lyzes it, and Remove Curse destroys it. disadvantage, but only if that enemy is thing. In particular: When destroyed, all that is left is a present when the wish is made. The mass of the original material (a puddle (1) It can be used to cast any one enemy does not get a chance to resist! of water, a mound of earth, a sudden spell, at no energy cost, with automat- (4) It can do absolutely anything rush of flames) and the personal ic success and no chance of resistance else that the GM feels will not ridicu- possession. (for spells with variable cost, the max- lously unbalance the adventure or the It is very difficult to detect the imum energy available is 1,000). The campaign! trickery. Whenever the GM judges an caster does not have to know the spell, Though incredibly powerful, this Information spell does not altogether or even have it in a book – he just has spell is not used often. It can never be fail to tell the copy from the original, to know the spell exists. If the spell is learned at a level better than 15. he should let the Doppelgänger spell a “continuing” one, it is up to the GM Furthermore, any failed roll when cre- resist. The Aura spell and the to determine how long it should last. ating a Great Wish costs the caster, Empathy advantage would be (2) It can permanently improve a and each helper, 1 point of IQ and 6d Resisted, for example. character’s scores. It will increase any damage! Critical failures have toppled one attribute by 1 level, or any one Time to build body: 6 weeks of civilizations. Great Wishes are not skill or spell by 3 levels. It can also work. normally found for sale. If they are, reduce an enemy’s scores, but only if Energy cost to activate: 1,000. the price should be at least $100,000. that enemy is present when the wish is Prerequisites: Magery 3, Golem, made. Cost: 2,000. History, and Enslave. (3) It will grant any one advantage Prerequisites: Magery 3, Wish, and worth 20 points or less, or remove any a combined DX and IQ of 30+. WEAPON ENCHANTMENTS Unless specified otherwise, the Bane Successfully cast before any offensive subject of any of these spells must be weapon enchantment, it reduces the a weapon, and the last person to pick Enchantment energy cost of those spells, but they the item up is its “owner.” All these This is also considered a Limiting will work only against the named foe. spells are permanent and require no Enchantment (p. 68). It is used to For instance, a sword could be made energy expenditure on the user’s part. make a magical weapon with powers that did +3 damage, but only against that work only against one type of foe. orcs – and this would be easier to

62 ENCHANTMENT SPELLS enchant than a weapon that did +3 returns to the body – but after that, it Penetrating Weapon against everything. Note that a Bane becomes loyal to the next person to spell cannot be removed unless the pick it up. Enchantment enchantments it controls are also A loyal weapon can be trapped, Cutting, impaling, or piercing removed. captured out of the air, etc., while weapons with this enchantment pass The same caster who placed the returning, but it requires a DX-4 roll through armor as if it were butter. Bane on the sword must cast the to catch it, and its constant attempts Specifically, the spell grants the enchantments limited by the Bane. to return to its owner give anyone else weapon an armor divisor (p. B268). The more specific the bane (GM’s a -4 to fight with it. Such a weapon does not do extra dam- decision) the greater the reduction in A loyal weapon can be sold or given age to unarmored foes. Hardened DR the other spells’ cost(s). Banes like “All away at any time, but the transaction defends against the armor divisor my foes” are not allowed! Examples of must be wholly voluntary; it is then conferred by this spell as normal. legal Banes: loyal to the new owner. It may have Energy cost to cast: Depends on the only one owner at a time. Limiting Against a specific nation, religion, or armor divisor conferred on the spells may be used to limit the class of race: Divide costs by 2. weapon. people who can use it. Against a specific type of creature, or Note that if this spell is placed on a Armor Divisor Cost folk of a certain city: Divide costs by 3. Dancing Weapon (below) it makes the 2 250 Against all members of one specific Dancing Weapon spell almost worth- 3 750 family: Divide costs by 4. less. The effect will be a Loyal weapon 5 2,500 Against one specific foe: Divide that strikes at foes on its way back to 10 7,500 costs by 10. its owner (but at no other time). Ignores DR 25,000 Energy cost to cast: 100. The caster Energy cost to cast: 750 per pound Double the cost if the subject is a must also possess some item or relic of the weapon (minimum 1 pound). missile weapon (e.g., a bow). Divide pertaining to the person, creature, Prerequisites: Enchant and the cost by 10 if subject is a missile race, etc. involved. Apportation. (e.g., an arrow). If the item falls in Prerequisite: Enchant. more than one class (weapon, missile Item weapon, missile), use the higher Graceful Weapon May be cast on any sort of tool – enchantment cost. In addition to not just a weapon. weapons, any sort of cutting tool may Enchantment be enchanted. Note that this spell may This enchantment is a toned-down be recast at a higher level as per version of Quick-Draw (below). The Quick-Draw Accuracy. item does not become unready after Enchantment Prerequisites: Enchant and Find attacking or parrying, even on a criti- The weapon will leap to the Weakness. cal miss. If Graceful Weapon encoun- owner’s hand when he wants it, ters Turn Blade or Bladeturning, it becoming ready instantly (no Ready resists those spells with its Power. maneuver required!). Only the owner’s Dancing Weapon mental command is required; no die Energy cost to cast: 150 per pound Enchantment roll is needed. of weight (minimum 1 pound). A weapon enchanted with this spell The enchantment does not work if Prerequisites: Enchant and fights on its own at the owner’s com- the weapon is more than a yard away, Apportation. mand, hanging in the air as though or if it is tied down, peacebonded (tied wielded by an invisible warrior. It has Item into the scabbard with rope or wire), a skill of 15, a Basic Speed of 5, and a May be cast on any sort of tool – within a pack, etc. A weapon with this ST (for damage purposes) equal to its not just a weapon. spell does not become unready after Power. It uses intelligent strategy and attacking or parrying (p. B382). follows its owner’s spoken or mental Energy cost to cast: 300 per pound commands about which enemy to Loyal Sword attack. It continues fighting until it is Enchantment of weight (minimum 1 pound); 2,000 for a quiver, bag, etc., from which dealt with (see below) or its owner The subject weapon seeks to return ordinary missiles will leap into the dies or tells it to stop. This spell does to the wearer’s hand if it is dropped or wearer’s hand at need. not work on a missile weapon! thrown – even if the wearer becomes Prerequisites: Enchant and Any attack on a dancing weapon is unable to fight. When dropped, it Apportation. at a penalty: from -4 (for a polearm) to returns on the next turn, as though -5 (a sword or axe) to -6 (a dagger or Quick-Drawn (below). When thrown, Item pistol). If the weapon gets a critical it flies until it hits something or falls to May be cast on any sort of tool – miss, or is struck by a critical hit, it is the ground, and then returns in as not just a weapon. “stunned” and out of the fight (unless straight a line as possible, with a Move it breaks, in which case it is of 12. It avoids enemies and obstacles destroyed). If its owner is killed, it falls when returning! If its owner dies, it

ENCHANTMENT SPELLS 63 to the floor – but if he is merely The spell may be recast at a higher The weapon’s skills cannot be knocked unconscious, it continues to level as per Accuracy. improved, although skills such as attack the closest foe. A dancing Prerequisites: Enchant and History or Area Knowledge may be weapon can also be trapped in a net or Dancing Object. kept current through the absorption bag (same basic roll as to hit it, but the of new knowledge. GM can give bonuses or penalties Energy cost to cast: 100 per point of depending on the cleverness of the Weapon Spirit (VH) IQ transferred, plus 25 times the CP method used). Enchantment cost of each skill, plus 50 times the The weapon can also be left with Transfers the personality and some total CP cost of all the advantages and orders to attack anyone who of the intelligence of a recently disadvantages (minimum of zero). approaches within a certain distance; deceased being (humanoid or not – Add 300 for Voices. a Link can be used to activate it only if dogs are popular subjects) to a Prerequisites: Enchant and a certain event takes place. Once acti- weapon, usually a sword. The Summon Spirit. vated, if its owner is not around, it enchantment is at -1 for each full day attacks anyone in range – closest first, that elapsed between the donor’s unless the Link had other instructions. death and the beginning of the Cornucopia A dancing weapon cannot change enchantment. Most of the body must Enchantment owners while animated; grasping the be present at the beginning of the Gives a quiver, bag of pellets, or handle of a dancing weapon is not enchantment, but may disposed of other container of ammunition an enough to make it change sides. after it commences. “infinite” supply of one type of ammu- The enchanter can pass on as little Energy cost to cast: 1,000 per nition – but items must be taken out or as much of the donor’s IQ as he pound of the weapon’s weight (mini- by hand, one at a time. Each missile wishes to the weapon, as well as some mum 1 pound). Double the cost to get exists for one minute after being of the donor’s skills, advantages, and a weapon with a Basic Speed of 6, or removed from the container; then it disadvantages. The weapon has no with skill of 18. Multiply cost by 4 to vanishes (or, if picked up by anyone memory of its former existence. get a weapon with both advantages. but the Cornucopia’s owner, it vanish- Although it has no sensory organs, it Prerequisites: Enchant and es immediately). Therefore, this spell possesses sight and hearing (Per 10). Dancing Object. cannot be used to make a single Quirks (or disadvantages reduced to quiver supply enough arrows for an quirk level) are sometimes transferred army! It cannot be cast on a weapon. from the donor to the weapon, Defending Weapon A high-tech wizard could create a whether the enchanter wants them or Enchantment pouch that always contained one not (this is why dogs are popular; their The subject weapon permits its armor-piercing tracer shell; he could personalities tend to make biddable wielder to parry more skillfully; each not enchant a .50-caliber machine- but effective weapons). level of enchantment will give the gun to fire forever. The weapon can communicate wielder a +1 to Parry, up to a maxi- with its wielder through an extremely Energy cost to cast: This is tricky, mum of +3. The spell does not protect basic empathy. When the wielder because skillful players will find many the weapon from being broken takes a course of action the weapon creative ways to pervert this item. GMs (p. B401). approves of, he gets a “good feeling,” who find Cornucopia a nuisance may If this enchantment is combined and if he takes one the weapon disap- ban it entirely. In general: Energy cost with Dancing Weapon, the weapon proves of, he gets an equivalent “bad is equal to 50 times the $ value, in the attacks opponents engaged with the feeling.” The weapon may be enchant- current game world, of the missile pro- owner and wards off blows from ed with the Voices spell to give it a vided by the Cornucopia quiver. Thus, attackers when possible. It uses the voice. Various Communication and a quiver that provided ordinary arrows weapon’s skill as per Dancing Weapon, Empathy enchantments may be ($2 each) would cost 100 energy to cre- plus this spell’s bonus. The owner can added to the weapon to enhance the ate. command it to defend a given side of communication. This means that a mage in a him (much like Dancing Shield) and Each time it gets a new wielder, the medieval world could not make a to either defend (in which case it gets weapon must make a single reaction “quiver” for high-tech ammo; that two parries per turn) or attack (in roll, which sets the tone for its rela- ammo is priceless in his world. A which case it gets a single attack and a tionship with the wielder from that Cornucopia quiver can be made to single parry each turn). If a dancing, point on. On a very good reaction, the produce magic arrows, but only if the defending weapon does not parry a weapon will do literally anything for creating mage is capable of making blow, the owner may still use any of its wielder; on a very bad one, it refus- such an arrow – and the energy cost his own applicable defenses. es to communicate or cooperate in will be tremendous. This spell can only be cast on a bal- any way. The GM should record the Prerequisites: Enchant and two anced weapon that can normally result; the weapon cannot be forced to other Weapon Enchantment spells. parry. roll a new reaction by being passed Energy cost to cast: 500 for +1 to back and forth between wielders! parry, 1,000 for +2, and 2,000 for +3.

64 ENCHANTMENT SPELLS Quick-Aim Ghost Weapon the arrow may be recoverable, but is now nonmagical.) Enchantment Enchantment Any spell that can be enchanted The subject missile weapon (bow, A weapon enchanted with this spell into a magic item can be placed in a sling, etc) gains uncanny responsive- affects ghosts (and other insubstantial spell arrow, except for Blocking spells, ness; in game terms, an Aim action beings and spirits) as if they were tan- Enchantment spells, Melee spells, or taken with the subject weapon has the gible. If the weapon itself is made spells whose magic item description effect of two turns of aiming. intangible (through whatever means specifies “must touch.” Note that the GM deems feasible), the weapon Energy cost to cast: 100. For 200 some permissible spells are pointless still affects the physical world at the energy, one Aim action may count for (e.g., Beast-Soother), since the archer whim of its wielder. three turns of aiming. Halve the cost if must hit the target with an arrow any- subject is a missile (e.g., a javelin or Energy cost to cast: 250 per pound way. Enchantments may be placed on throwing axe). The enchantment of weight (minimum 1 pound). the arrow itself normally, including doesn’t work on ammunition (like Prerequisites: Enchant and Solidify. limiting enchantments. arrows). Note that this spell may be recast at a higher level as per Accuracy. Prerequisites: Enchant and Grace. On a very good reaction, the weapon will do Accuracy literally anything for its wielder; on a very bad Enchantment one, it refuses to communicate or cooperate Makes a weapon more likely to hit by adding to the user’s effective skill. in any way. Cost: See table below. Divide cost by 10 if the subject is a missile (e.g., an Spell Arrow The only decision the archer can arrow or a bullet). make is what he’s aiming at. If the Enchantment Bonus Cost spell requires a subject, whatever the Similar to a Spell Stone, a spell +1 250 arrow hits is the subject. (If it is not a arrow stores a spell until it is fired. +2 1,000 legal subject – e.g., a wooden wall for The archer need not be a mage. The +3 5,000 Strike Blind – the spell is wasted.) arrow’s user must concentrate for the What constitutes a “solid object” may Prerequisites: Enchant and at least appropriate time to cast to “arm” the require the GM’s judgment (for exam- five Air spells. spell. This cannot be simultaneous ple, drops of rain are not enough to Note: If a weapon already has this with aiming the bow, and isn’t reduced trigger the spell). If it is an Area spell, spell at a low level, a caster may recast by high skill (but see Speed Skill the point of impact is the center of the the spell at a higher level (making the Arrow, below). An unused spell arrow area. If it is a Missile spell, the effect is weapon more accurate). The cost for disarms after 1 minute. The spell acti- as if the missile hit the target, in addi- the new spell is the difference between vates when the arrow hits a solid tion to the arrow (the missile does not the levels; the “old” spell does not add to object; roll against the effective skill of launch itself from the point of the item’s resistance to the “new” one. the arrow’s enchanter. If the roll is suc- impact). If the spell creates an object, cessful, the spell is cast. If it is a nor- the object appears as close as possible mal failure, the spell is simply wasted. to the point of impact. If the spell Puissance Critical failures go to the Critical Spell would normally affect both a subject Enchantment Failure Table (p. 7). If the arrow is fired and the caster (e.g., (Animal) Control) Adds to the basic damage a without the required concentration, the archer is treated as the caster. If weapon does when it hits. the spell is wasted, but the arrow still the spell requires a human target, the does normal damage. spell still works even if the arrow hits Cost: See table below. Divide cost The spell’s energy is included in the clothing instead of skin. The by 10 if the subject is a missile (e.g., an enchantment. The archer need not enchanter specifies everything else: arrow or a bullet). Double cost if the (and cannot) provide any to cast the duration, area, precise effect, etc. subject is a missile weapon (e.g., a spell or maintain it. Similarly, the Analyze Magic can reveal what bow or a gun). archer may not cancel the spell once spell a spell arrow contains, how Damage Bonus Cost cast, though the enchanter may speci- much energy was invested, and so on +1 250 fy a shorter duration than normal, and (one question per casting). Arrows +2 1,000 may also invest extra energy so the intended for the consumer market are +3 5,000 spell will maintain itself. usually color-coded. The head of a spell arrow must Energy cost to cast: 30 times the May be recast at a higher level, as 2 contain a jewel worth $10¥P + $40¥P, contained spell’s casting cost, includ- per Accuracy (p. 65). where P is the maximum energy of the ing maintenance cost if desired, so Prerequisites: Enchant and at least contained spell. The gem is destroyed long as the item is an arrow or cross- five Earth spells. when the spell activates. (The rest of bow bolt.

ENCHANTMENT SPELLS 65 The GM may decide this spell can Blank spell arrows have a capacity, Speed Spell Arrow work on other kinds of missiles (e.g., representing the energy cost of the bullets). If so, for those missiles, mul- largest spell they can hold. When a Enchantment tiply the contained spell’s casting cost spellcaster wishes to use the arrow, he This spell can only be cast on by 1/10 the missile’s Max range, casts the spell normally, but directs it missiles enchanted with Spell Arrow. instead of 30. If the missile should into the arrow. If the spell is too big for Like the Speed enchantment, it pass beyond the Max range (for exam- the arrow, it is wasted. After the arrow reduces the time the archer must con- ple, if fired from a more powerful gun) has been filled, it must be used within centrate to activate the contained the spell is wasted. (This last rules one day (by the spellcaster or someone spell. Each level of Speed Spell Arrow does not apply to actual arrows and else), or the spell dissipates harmlessly, halves the concentration time. If time bolts.) Note that the need for a jewel making the arrow blank again. is reduced below 1 second, no still applies to bullets! All other rules for spell arrows also concentration is required. apply to blank spell arrows, with one Prerequisite: Spell Stone. Cost: See table below. exception. If the caster of the spell is also the archer, he can determine its Speed Cost Blank Spell Arrow (VH) effect at firing time, and maintain it 150 2 100 Enchantment normally. (He cannot put more or less casting energy into the spell at firing; 3 200 This enchantment creates a spell casting energy must be in the arrow.) arrow with no spell stored. Instead, Double the cost for each additional any spellcaster may, at a later date, Energy cost to cast: 30 times the point. May be recast at a higher level, place a spell in the blank spell arrow, desired capacity. The Spell Arrow as per Accuracy (p. 65). and then use it as if it were a normal rules for non-arrow missiles apply to Prerequisites: Speed, Spell Arrow. spell arrow. Blank Spell Arrow as well. Prerequisite: Spell Arrow. ARMOR ENCHANTMENTS These spells work only on clothing, times the item is penetrated by enemy ed into armor – it loses its power after armor, and shields. They are “always blows. When it has been penetrated the fifth penetration. on” and are excellent protection. The (DR¥5) times, using natural DR, it is Ordinary repairs may fix the item drawback is that when the item is damaged enough that the enchant- but do not count against the number badly enough damaged, the spell also ment leaves. If the clothing has no nat- of penetrations for purposes of decid- vanishes. Keep track of the number of ural DR – e.g., a cotton shirt enchant- ing when the enchantment wears off. However, the Repair spell restores the item to its original state. The energy costs listed are for a full suit of armor; individual pieces of Piece-By-Piece armor cost a fraction of the full-suit Armor Prices price (see box). Armor Pieces Percentage of Listed Cost Full Suit 100% Fortify Torso and Vitals 50% Enchantment Groin 10% Increases the DR of clothing or a Neck 2.5% suit of armor. Arms 15% Legs 30% Cost: See table below. Hands 5% DR Bonus Cost Feet 7.5% +1 50 Head (skull and face) 10% +2 200 Skull 5% +3 800 Face 5% +4 3,000 +5 8,000 The spell can be recast to strength- en it, as per Accuracy (p. 65). Prerequisite: Enchant.

66 ENCHANTMENT SPELLS Deflect defense will be either a Block (using Prerequisites: Enchant and Shield/2) or a Dodge (using Speed); it Dancing Object. Enchantment does not get any DB bonus from itself. Adds a Defense Bonus to armor, The shield could also be netted or clothing, a shield, or a weapon. This bagged (standard to-hit roll). If the Defending Shield adds to all active defense rolls made shield gets a critical miss or is struck Enchantment by the user. by a critical hit, it is stunned and out The enchanted shield allows its Cost: See table below. of the fight until its owner grasps it wielder to block more skillfully; each and “wakes it up” (a Ready maneu- level of enchantment gives the wielder DB Cost ver). The shield loses its magic if a +1 to Block, up to a maximum of +3. +1 100 destroyed; if penetrated by an impal- The spell may not be combined with +2 500 ing or piercing weapon, it loses one Dancing Shield. +3 2,000 point each of Power, Shield skill, and Energy cost to cast: +4 8,000 Basic Speed. As always, if Power 500 for +1 to +5 20,000 drops below 15, the item ceases to Block, 1,000 for +2, and 2,000 for +3. Cost: See table below. This spell can be recast to function. Block Bonus Cost strengthen it, as per Accuracy (p. 65). Energy cost to cast: 250 per pound Prerequisite: Enchant. of the shield’s weight (minimum 1 +1 500 pound). Double the cost to enchant a +2 1000 +3 2,000 Lighten shield with Speed 6 or Skill 18. Quadruple the cost to get both. This The spell may be recast at a higher Enchantment spell may be recast at a higher level as level as with Accuracy (p. 65). Makes armor or shields lighter and with Accuracy (p. 65), either to Prerequisites: Enchant and Grace. easier to carry. The subject becomes improve or repair the Shield. lighter only when it is actually being worn. Armor in a backpack would still have its full weight. Energy cost to cast: 100 to cut the item’s weight by 25%. 500 to cut its weight in half. Prerequisite: Enchant.

Dancing Shield Enchantment A shield enchanted with this spell protects its owner as if wielded by an invisible shield-bearer. The shield has Shield-16, Basic Speed 5, and ST equal to the Power of the enchant- ment (for bashing purposes). It fol- lows its owner’s mental or spoken instructions as to which side to guard. If the owner is knocked out, the shield continues protecting him to the best of its abilities. If the owner dies, the shield falls to the ground. The shield can Block two different attacks per turn, regardless of its owner’s actions (so the owner could parry any blow that got by the shield, for instance). The shield can be instructed to bash (p. B406), in which case its owner forfeits the shield’s pro- tection until the beginning of his next turn (the shield will travel no more than two yards from the owner to bash). The shield can be attacked at a penalty of its DB-4. The shield’s

ENCHANTMENT SPELLS 67 LIMITING ENCHANTMENTS All these enchantments limit the way that enchanted items work. The GM should make sure that he gets the details in writing, to avoid arguments about when or how an item can work. Since these spells merely limit the way other spells work, they never add an energy cost for the user. These spells are hard to remove. Name, Password, and Bane cannot be removed unless the spells they limit are also removed. Limit and Link resist removal at +5, and any fail- ure may be treated as “criti- cal.” This can remove all spells on the item, strength- en the limit, or have any other result the GM feels is inconvenient for the clumsy mage. If an item has multiple spells on it, including one or more limiting spells, the mage casting each new spell determines whether it gov- erns (or is governed by) pre- vious spells. For instance, a named sword might have +3 against orcs for any user, but act as a Dancing Sword only for one who knew its name.

Limit Enchantment who knows its name. The user must Password speak the item’s name the first time he The enchanted item works only for tries to use it, to show he knows the Enchantment the user, or class of users, specified by name. The reverse of the Name enchant- the caster when the Limit is cast. This ment. A magical item with a Password class of users may be as simple or Energy cost to cast: 400, or 200 if functions unless the Password is spo- complex as the caster wishes. A Limit the name is written on the item. It ken. If the Password is spoken, the spell may affect all the spells on the must be readable (GM’s decision). It item will be inert until the next time item, or just some of them. may be small, hidden, or even dis- its powers would normally be invoked guised, but a person examining the Energy cost to cast: 200. – or for one minute (choice of person item must be able to see it. This Prerequisite: Enchant. making the item). An item may have provision is a major reason for the some spells that are passworded and popularity of dead and obscure lan- others that are not. The details, of Name guages among wizards – writing your course, depend on the spell. Enchantment item’s name on it in an extinct lan- guage is almost as safe as not writing Examples: (a) a magic ring that Gives a magical name to an it at all, and much cheaper. gave the power of flight – but puts the enchanted object. The magic of the Prerequisite: Enchant. wearer in Suspended Animation subject functions only for someone unless the password was used; (b) a

68 ENCHANTMENT SPELLS Pentagram that can be “turned off” works on any Resisted spell, providing worried he might run amok in the with a word; (c) a Dancing Sword that a penalty to the target’s resistance roll. future). stops swinging for one minute if the If enchanted into a magic item before The downside of this enchantment password is said. the spell to be affected, the cost to is that, when the item is used against enchant the affected spell is halved. other targets, they get a +5 to Energy cost to cast: 400. Halve this The enchanter must possess some- their resistance roll. An Attune cost if the password is written on the thing connected to the target. The Enchantment cannot be removed item (must be readable). accuracy of the symbolic representa- from an item unless the enchantment Prerequisite: Enchant. tion determines the penalty to the or enchantments it controls are resistance roll. removed first. In every case but the last, the rep- Link Energy Cost to Cast: 100. resentation must be incorporated into Enchantment Prerequisite: Bane. the magic item, though it need not Same as the “Item” description remain intact (e.g., a video- under Meta-Spells, pp. 131-132. tape may be crushed to pow- Symbolic Representation Penalty der). If the target is present, Minimal (drawing) -2 Attune presumably he has either Small belonging/piece of clothing -4 Enchantment been misled as to the purpose Hair or fingernail clippings -5 of the enchantment, or has Photographs or blood samples -6 This limiting enchantment, a deriv- agreed to it for more complex DNA sample or video -7 ative of Bane, makes a magic item reasons (for instance, he’s Target is present during enchantment -8 work better against a specific target. It WIZARDLY TOOLS Items enchanted with these spells Local Mana Recharge Rate on Wednesdays . . . This makes big can be used only by mages. All these None None stones without serious flaws more spells are always on. Low 1 point/week valuable than others of the same Normal 1 point/day strength. The quirks of a Powerstone High 1 point/12 hours are set by the GM, and can be used as Powerstone Very High 1 point/6 hours a tool for campaign balance. Most of Enchantment them will be peculiar, arbitrary limita- A Powerstone does not recharge if Infuses mana into an object for tions on how the stone can recharge it is within six feet of a larger later use by a wizard. Traditionally, a (e.g., only while bathed in bat blood) Powerstone. Stones of the same size gemstone serves as the subject of this or how it can be used (e.g., only on split the available mana and recharge spell (for this reason, “Powerstone” is Fire spells; only by a green-eyed vir- at slower speed. This unfortunate fact the generic word for an object con- gin; not by anyone wearing a hat). A means that the owner of several taining stored mana), but any object severe quirk affects the user of the Powerstones must let some of them can potentially be used. Any wizard stone (e.g., renders him mute for an out of his sight to get them recharged! touching a Powerstone may take any hour). A Powerstone is enchanted one step or all of the energy it contains, using it The caster knows if his spell has at a time. The first time Powerstone is instead of his body’s own energy to failed, but not what quirk his cast on an object, it becomes an cast a spell. Powerstone now has. The Analyze uncharged Powerstone with capacity Each Powerstone is said to have a Magic spell can determine what 1. Each additional casting increases its “capacity.” This is the maximum quirks a Powerstone has. Two failures capacity by 1. Thus, 15 castings would amount of energy it can hold. Since a in a row indicate that no further create a Powerstone with a capacity of wizard can only use one Powerstone growth is possible for that stone. 15. But note that with this many cast- at a time, a large Powerstone is more Any object may be used to produce ings, there would be a cumulative useful than a handful of small ones. A a Powerstone. However, it is easier to chance of nearly 1 in 4 that a critical large Powerstone can be used to cast a enchant a Powerstone using an item failure would be rolled at some point, large spell; a group of small ones can with intrinsic value. The cost to cast destroying the stone. For 60 successive be used one at a time to help maintain Powerstone is quadrupled if the item castings, the cumulative chance of a spell, but cannot be used all at once. being enchanted has a value of less critical failure is 2 in 3! A Powerstone “recharges” itself than $10¥P2 + $40¥P, where P is the Further, each ordinary failure after use, by absorbing mana from the target capacity of the Powerstone. while casting puts some sort of magi- surrounding area. The rate of This is one reason gemstones are pop- cal “quirk” on the stone. Thus, it is recharge varies with the area’s mana ular; a valuable stone is compact and possible for work for months and end level. durable. up with a 20-energy Powerstone that smells like fish and can only be used

ENCHANTMENT SPELLS 69 A Powerstone is uncharged when (but still recharges in one day in a item may be re-enchanted with multi- created (though if it already contained normal-mana area). ple applications of the spell. If a energy, that energy is unaffected by a Manastone “quirks” in enchanting, the casting to increase its capacity). The “Exclusive” Powerstones quirks (naturally) must be appropriate energy from a Powerstone cannot be An item can also be made with a to a nonrecharging object (no quirks used for further enchantments on that built-in Powerstone, in such a way that about recharging limitations!). stone – a Powerstone cannot be used only its integral Powerstone(s) can Manastones have no effect on the to help enchant itself! power it. This is done exactly as for recharge rate of nearby Powerstones. dedicated Powerstones, but the energy Energy cost for each casting: 20. of an exclusive Powerstone is three Energy cost to cast: 5. Each casting Prerequisite: Enchant. times as efficient – i.e., a one-point charges the stone with a single point exclusive Powerstone delivers three of energy. “Dedicated” Powerstones points of energy, but then the item is Prerequisite: Enchant. If a Powerstone is attached to an useless until the stone recharges. item before that item is enchanted, the Powerstone becomes a part of the One-College Powerstones Staff magical item. It is then a “dedicated” This is a variation that follows all Enchantment Powerstone. The item’s user may tap normal Powerstone rules. A One- Enchants a magic staff – see Magic its energy – but only to power the College Powerstone is enchanted in Staffs (p. 13) for details. Though many spells cast by or through that item. such a way that it can provide energy magic items must be in the form of a If a dedicated Powerstone is only for spells of a particular college. wand or staff, they do not have to have removed from a magical item, the One-College Powerstones may not be this spell on them. Many mages use magical item is automatically broken Dedicated or Exclusive. various Limiting enchantments so and loses its enchantment, but the The advantage of a One-College that others can’t use their staffs – but Powerstone is intact, and becomes a Powerstone is that each casting only this is not automatic. “normal” Powerstone again. (Of requires 12 energy, not 20. course, if the Powerstone is built into Energy Cost: 30. the item in some way – e.g., set in a Prerequisite: Enchant. magic ring – a successful skill roll may Manastone (VH) be required to remove it without Item breaking it.) Enchantment Any rod-shaped piece of organic The advantage of a dedicated A Manastone is an unrechargeable material (wood, bone, ivory, etc.) up to Powerstone is that its energy, being Powerstone. Use all normal 6 feet long. May be decorated with specifically channeled, is used twice Powerstone rules (limits by value, other materials, like gems and pre- as efficiently. A one-point dedicated etc.), except that a Manastone does cious metals. A small staff is often Powerstone gives two points of energy not recharge its power – although the called a “rod,” and a very short and slender one, a “wand.”

Homunculus Enchantment Grow a miniature image from your flesh. This image, called a homunculus, has ST 1, DX 0, and no IQ or HT. It must be kept inside a glass bottle and fed at least 1 HP worth of human blood each day to remain alive. If the bottle is broken or submitted to intense heat or light, the homunculus dies. Whenever he wishes, the caster can move his spirit into the homunculus, no matter how far away it is (as per Possession, p. 49), at an energy cost of 4 for the first minute and 2 for every minute thereafter. He may then observe and communicate with any- one in the homunculus’ presence. Although the caster can cast spells from the homunculus (using his own energy), he cannot perform any physi- cal action, since the homunculus is trapped inside the bottle. The caster may return to his original body at will.

70 ENCHANTMENT SPELLS If a hostile wizard gains possession be hurt (burned, cut, crushed . . .), he Crystal Ball of a live homunculus, he can cast may not be killed as long as the soul Communication and Empathy spells stone is safe. The caster becomes Enchantment at the homunculus’ creator at no immune to disease, poison, and aging. Used in the Crystal-Gazing variant range penalty! The creator also resists He automatically makes all HT “death of Divination. Requires a ball of flaw- any such spells at -5 when cast checks” caused by injury. He may still less crystal at least 2” in diameter through the homunculus. A homuncu- fall unconscious. (value $1,000). A 3” ball (value $5,000) lus is thus a great vulnerability and is If the soul stone is destroyed, the gives +1 to divinations. A 4” ball (value only entrusted to the most faithful of caster dies, so it is usually hidden in a $20,000) gives +2. servants. very hard-to-reach place. Death may Energy cost to create: 1,000. The caster may own several also come from some magical causes, Prerequisite: Divination (Crystal- homunculi; he can move his spirit to such as a Planar Visit failure. Note Gazing). only one at a time. While thus “away,” that the stone need not literally be a the caster’s body is very vulnerable piece of rock; examples from folklore and should be safeguarded. and fiction include the caster’s own Lich (VH) heart (removed once the spell is cast, Energy cost to cast: 800. Enchantment presumably!), eggs, and more. Prerequisites: Magery 2 and Mind- As listed under Necromantic Spells, Soul Stone and Soul Jar are Sending. p. 159. mutually exclusive. Cost: 500. One try; if the enchant- Wraith (VH) Effigy (VH) ment fails, the caster dies! Enchantment Prerequisites: Magery 3, Enchant, Enchantment A mage can enchant an effigy, a life- and Soul Jar. As listed under Necromantic Spells, size statue of himself, which attracts p. 160. hostile magic directed at him to itself. Like Malefice, Effigy is a lasting spell, which continues until its Endurance is reduced to zero. Every time a spell Devotional Enchantment attacks the effigy’s maker, the effigy In some settings, enchantment is not the province of magical craftsmen, resists with its current Endurance, but an almost meditative outgrowth of the studies of holy men. Magic modified for the distance separating it items are created as part and parcel of a life devoted to a higher principle. from him (use the long-distance modi- A practitioner of devotional enchantment must be Very Blessed fiers, p. 14). If the effigy succeeds, the (p. B40), and a corresponding Discipline of Faith for his chosen faith, spell affects it rather than its maker, worth at least -10 points. Not every faith has devotional enchanters. The GM must decide what consti- Devotional enchanters are not mages, and they use neither mana nor tutes a “hostile” spell; for instance, their own personal energies in their enchantments. Instead, they power Deathtouch is, but Mind-Reading their creations with character points acquired through study. isn’t. Redirected spells that have no Every 200 hours of prayer generates 1 character point that may be effect on inanimate statues (such as spent to create magic items, at a rate of 1 character point per every 25 Paralyze Limb or Death Vision) points of energy (note that this makes devotional enchantment about as instead “attack” the enchantment. The efficient a use of time as Slow and Sure Enchantment). Hours spent in effigy then resists with its current religious study accrue usable character points at half speed, and the Endurance. Every such successful strict conduct of a virtuous life accrues points at quarter speed. An attack reduces the effigy’s Endurance important meritorious act – pilgrimages, entering a cloister, etc. – grants by one; when the effigy’s Endurance one character point that may be used for enchantments. drops below 0, it ceases functioning. A The actual enchantment uses a system essentially similar to symbol critical failure by the effigy or a criti- enchantment (p. 205); devotional enchanters must learn Symbol Drawing cal success by the attacking spell also or an equivalent Very Hard skill and the symbols necessary to enchant the breaks the enchantment, as does phys- desired item. The process of enchanting an item by this method is quite ical destruction. An enchanter may fast, usually a day or less; mage enchanters are often astounded by the only have one effigy at any one time. seeming effortlessness with which devotional enchanters produce items, Energy cost to cast: 1,000. not realizing that decades of rigorous practice go into the preparations for Prerequisites: Magery 2, Enchant, such an enchantment. If the rolls for all the symbols are made, the char- Scryguard, and Ward. acter points are invested in the item and the item is enchanted. On a fail- ure, the points are not spent, but the enchanter may not attempt that enchantment again until he has raised his skill in all the symbols for which Soul Stone (VH) he failed the rolls; his knowledge was inadequate to the task. On a critical Enchantment failure, he may never try that enchantment again; divine displeasure By transferring his life force to a attended the attempt. Soul Stone, a sorcerer becomes immortal. Although his body may still

ENCHANTMENT SPELLS 71 CHAPTER NINE FIRE SPELLS

“Don’t give me any trouble, and no 3 – As though a blowtorch had Prerequisite: Ignite Fire or Seek one gets hurt, OK?” Jack’s stiletto hov- been held to the subject. Ignites dry Fire. ered an inch from the young woman’s firewood or clothes being worn in one left eye. “Keep your hands where I can second, leather in two seconds, and Item see them. Tell me where you keep your heavy wood in six seconds. Staff, wand, or jewelry. Energy cost wallet.” 4 – As though burning magnesium to create: 300; item must include a Her lips quivered, and she stam- or phosphorus had been held to the ruby worth $200. mered something incomprehensible. subject. Ignites coal in one second, Maybe she didn’t even speak English. heavy wood in two seconds. Extinguish Fire Jack pulled his knife back a bit as Cost to maintain is the same as the he leaned closer. “What? Speak up.” Area original cost to cast. The girl got herself under control, Puts out all ordinary and magical took a deep breath, and exhaled a jet Item fires in its area of effect. Has no effect on materials that are intrinsically of flame into Jack’s face. Jack was Staff, wand, or jewelry. Energy cost superheated – molten steel, lava, dimly aware of his own voice scream- to create: 100; item must include a plasma, etc. ing as the pain overwhelmed him and small ruby worth $50. he fell into blackness. Duration: Once out, a fire stays out. The pyromancer pulled the collar Base cost: 3. of her sweater over her nose against Seek Fire Prerequisite: Ignite Fire. the charred-bacon smell in the alley. Information “Nothing.” Tells the caster the direction and Item approximate distance of the nearest Staff, wand, or jewelry. Energy cost These spells deal with the tradi- to create: 400; item must include a tional magical “element” of fire. significant fire or source of intense heat. Use the long-distance modifiers ruby worth $300 and a black onyx Should the volume of a particular fire worth $100. matter in play, assume that the flames (p. 14). Any known fires or sources of created or controlled by Fire spells heat may be excluded if the caster shoot six feet high. See Flame specifically mentions them before Shape Fire beginning. The caster may also speci- (p. B433) for rules for setting things Area on fire. fy that he is seeking a specific type of fire, based on the fire’s fuel (natural Control the shape of any flame. gas flame, alcohol fire, wood fire, etc.). Each shape change requires a second of Ignite Fire concentration. Once shaped, the flame Cost: 1. keeps that shape until the spell expires, Regular Item without concentration. Moving a flame Produces a single spot of heat, and is requires constant concentration (the A forked stick. Cost to create: 50 used to set fire to a readily flammable flame moves at Move 5, on the caster’s energy and a small ruby worth $100. object. It works best on paper and cloth, turn). A natural fire cannot move to a and will not affect any item that would place that it can’t burn, but flame made not burn in an ordinary fire. In particu- Create Fire lar, it will not set fire to a living being! Once ignited, the fire burns normally. Area Fills the area of effect with fire that Duration: One second. requires no fuel (if cast in midair, it Cost: Depends on the amount of produces a sphere of flame, which heat desired: falls to the ground). This is real fire, 1 – As though a match had been and will eventually ignite any flamma- held to the subject. Lights a candle, ble objects it touches. Cannot be cast pipe, or tinder in one second. within rock, foes, etc. 2 – As though a torch had been Duration: 1 minute. held to the subject. Ignites paper or Base cost: 2. Half that to maintain. loose cloth in one second, ordinary Ordinary fires set by this spell do not clothes being worn in four seconds. require maintenance.

72 FIRE SPELLS with the Create Fire spell needs no fuel and resists all heat less than star-heat. weapon attack or a Fireball or and can move almost anywhere. Same cost to maintain. Lightning spell. Counts as a parry for Flame shaped with this spell nor- Time to cast: 5 minutes. combat purposes. If the caster is not the mally retains its volume. If the fire is Prerequisite: Extinguish Fire. subject, apply distance modifiers as for “spread out” across twice its original a Regular spell. Deflected attacks may area, it only does half damage; if Item still hit a target beyond the subject. spread across three times its original An area may be permanently Cost: 1. area, it does 1/3 damage; and so on. Fireproofed; multiply the base cost by 100. A small quantity of powdered Prerequisites: Magery 1 and Shape Duration: 1 minute. ruby must be used (about $10 per Fire. Base cost: 2. Half that to maintain. energy point’s worth). Prerequisite: Ignite Fire. Flame Jet Item Slow Fire Regular Staff, wand, or jewelry. Energy cost Area Shoot a jet of flame from one fist. to create: 400; item must include a Causes flames to cool down, con- Each turn, the caster rolls versus DX- ruby worth $300. suming their surroundings (and burn- 4 or Innate Attack skill to hit, and rolls ing people) at a slower rate. The dam- for damage if he hits. This attack may Phantom Flame age that the flames do is reduced pro- be dodged or blocked, but not parried. Area portionately. This spell acts as a Slow Treat it as a hand weapon – a flaming spell on fire elementals and beings sword without the sword – but it can- Creates an area of imaginary flame. with the Body of Fire meta-trait not parry! This is a wonderfully flashy Those nearby feel heat (and pain, if they (p. B262). Slow Fire resists Fast Fire. spell, good for magic shows, melee touch it); items inside appear to burn. combat, burning through ropes, etc. However, the flame does not spread, Duration: 1 minute. The caster may cast the spell as many and does no real damage. Even the pain Base cost: 2 for a fire that burns at times as he has hands and have a it creates subsides to a tingling after the half the usual rate, 3 for a fire that Flame Jet in each hand; a Flame Jet first shock. Shape Fire and Extinguish burns at 1/3 the usual rate, and so on. held in the caster’s “off” hand suffers Fire both affect this phantom flame; Same cost to maintain. the usual -4 penalty to hit. water will not affect it. Prerequisite: Extinguish Fire. For cinematic mage-dueling This is also an Illusion and action, the GM may allow a Flame Jet Creation spell. Item to parry another Flame Jet. This Staff, wand, or jewelry. Cost to cre- Duration: 1 minute. allows fire wizards to duel mano a ate: 350 energy, a $500 ruby, and a Base cost: 1. Same cost to main- mano, which some groups may prefer $500 black onyx. tain. to the casting and dodging of a more Prerequisite: Shape Fire or Simple typical duel of magic. Illusion. Fast Fire Duration: 1 second. Item Regular Cost: 1 to 3 points. Does 1d damage Wand, staff, or jewelry. Energy cost Makes flames hotter, consuming for each point put into the spell. The to create: 200; must include a $100 ruby. their surroundings (and burning peo- jet’s range in yards is equal to the ple) at a faster rate. The damage that number of dice. Same cost to main- the flames do is proportionately tain. Fireproof increased. This spell acts as a Great Prerequisites: Create Fire and Area Haste spell on fire elementals and Shape Fire. Prevents ignition of fires within the beings with the Body of Fire meta-trait. Item affected area: matches won’t light, flint Duration: 1 minute. Jewelry. Energy cost to create: 800; won’t make sparks, and so on. Does Cost: 2 for a double-rate fire, 3 for must include $500 worth of gold and a not extinguish a fire brought in from a triple-rate fire, and so on. Same cost $300 ruby. Usable only by mages. outside the spell’s area, although such to maintain. a fire would fail to ignite anything else. Prerequisite: Slow Fire. Useful anywhere that fire is a hazard Smoke (as in a gunpowder factory, for exam- Item Area ple). Any magical attempt to light a fire Staff, wand, or jewelry. Cost to cre- Creates an area of dense smoke. is at -5 to skill. This spell doesn’t resist ate: 375 energy and a $500 ruby. Even one yard’s thickness of such really intense heat (as from lava or bat- smoke will block vision. Until it dissi- tle lasers), but it does stop guns from Deflect Energy pates, it has the effect of tear gas (any- working! one failing a HT roll is unable to do Blocking Duration: 1 day. anything but cough and weep). The Deflects one energy attack about to Base cost: 3. Doubled cost gives a smoke is somewhat hot and rises hit the subject – including a beam -10 to magical attempts to light fires, slowly (about one foot per second).

FIRE SPELLS 73 The rate of dissipation depends on the Duration, Cost, and Time to cast: subject must resist the heat of a star, area and the presence of wind; Exactly as for Heat, except that each nuclear bomb, etc. Only the first level indoors, it usually lasts until the spell minute lowers the target’s temperature of protection is necessary against expires, but outdoors on a windy day by 20°. combat-type Fire spells. it may last only 10 seconds or so. Prerequisite: Heat. Prerequisite: Fireproof. Duration: 5 minutes, except in Item Item windy areas. Staff, wand, or jewelry. Energy cost Staff, wand, or jewelry; only affects Base cost: 1. Half that to maintain. to create: 400; items must include a the wearer. Energy cost to create: 800; Prerequisites: Shape Fire and $300 ruby and a $300 sapphire. must include a ruby worth $500 and a Extinguish Fire. black onyx worth $200. Item Rain of Fire Staff, wand, or jewelry. Energy cost Area Resist Cold to create: 50. Fiery droplets rain from the sky onto Regular the area of effect, causing 1d-1 fire The subject (person, creature, or Heat damage per second to all within it. object) and anything he carries Regular Creatures under the Rain of Fire take become immune to the effects of cold damage on their own turns; if less than and frostbite (but not falling ice, Raises the temperature of an an entire second is spent in the affected magical ice spears, etc.). object. It does not necessarily produce area, damage is halved (round down). fire, though most things will burn if Duration: 1 minute. The spell can only be cast out- heated enough. Heat will be radiated Cost: 2 to cast. 1 to maintain. Cost doors. Armor protects in the usual away normally. (Use this as a guideline doubles if subject must resist cold of fashion. A shield with a DB of 2 or bet- for playable effects – don’t try to turn -40° or more; cost triples if subject ter can be held overhead to block the the spell into a physics exercise!) must resist the cold of absolute zero. flames, but it may take damage Any wizard planning to make Prerequisite: Heat. (p. B484). This requires two hands extensive use of this spell should arm and a Ready action, and succeeds himself with a list of the melting Item automatically in protecting the char- points of various materials. The spell Staff, wand, or jewelry; only affects acter once the shield is readied can have drawbacks. If you were in the wearer. Cost to create: 800 energy, a upwards, but this unreadies the shield jail, you might melt your way through $500 emerald and a $200 black onyx. from its normal protective functions! the bars . . . but the radiated heat Inanimate objects such as build- would probably broil you first. ings protect with their DR, but some Warmth Duration: 1 minute. Each minute structures (see HP and DR of Regular raises the target’s temperature by 20°. Structures, p. B558) may be damaged The subject remains comfortably Maximum temperature possible with or catch fire. warm in cold weather, avoiding the this spell is 2,800°. Duration: 1 minute. risk of frostbite or hypothermia. This Cost: 1 for an object up to the size Base cost: 1 to cast (minimum 2). effectively increases the subject’s “local of a fist, 2 for an object up to one cubic Same cost to maintain. For double temperature” by 30˚F towards his opti- yard, and 2 per cubic yard for a larger base cost, the Rain of Fire does 2d-2 mum comfort level (p. B93). The spell object. Temperature change can be per second! offers no protection against magical doubled to 40° per minute for double Time to cast: One minute. cold attacks such as Frostbite. This is cost, tripled to 60° per minute for Prerequisites: Magery 2 and Create also a Protection and Warning spell. triple cost, and so on. Slower heating Fire. costs no less. Same cost to maintain. Duration: 1 hour. Time to cast: 1 minute. Item Cost: 2 to cast. 1 to maintain. Time to cast: Prerequisites: Create Fire and Staff. Usable only by mages. Energy 10 seconds. Prerequisite: Shape Fire. cost to create: 600. Heat. Item Item Staff, wand, or jewelry. Energy cost Clothing, staff, jewelry, or blanket; Resist Fire only affects the wearer (holder in the to create: 400; item must include a Regular ruby worth $300. case of the staff). Energy cost to create: The subject (person, creature, or 200. object) and anything he carries Cold become immune to the effects of heat Fireball Regular and fire (but not electricity). The reverse of Heat (above). It can Duration: 1 minute. Missile reduce the temperature of any object Cost: 2 to cast. 1 to maintain. Cost Throw a ball of fire from one hand. to absolute zero, if maintained for doubles if subject must resist a blast This has 1/2D 25, Max 50, Acc 1. When long enough. furnace or volcano; cost triples if it strikes something, it vanishes in a

74 FIRE SPELLS puff of flame. This spell is likely to materials that were ignited continue Flaming Armor ignite flammable targets. to burn with ordinary flame. Time to cast: 3 seconds. Regular Cost: Any amount up to your Prerequisites: At least six other Fire The subject is sheathed in flames Magery level per second, for three sec- spells. without feeling any discomfort – he, onds. The fireball does 1d burning and anything he carries, is under a damage per energy point. Item basic Resist Fire spell. The flames pro- Time to cast: 1 to 3 seconds. Wand, staff, or jewelry. Usable only vide the usual illumination and heat to Prerequisites: Magery 1, Create by mages. Energy cost to create: 800; their surroundings. The subject’s Fire, and Shape Fire. must include a $400 ruby. melee attacks do an extra point of fire Item damage. Any melee attack that hits the sub- Staff or wand – the bolt is fired Flaming Weapon ject triggers a 1d Flame Jet backlash from the end of the item. Energy cost Regular along the weapon at the foe. This to create: 800; must include a ruby Causes any weapon to burst into attack automatically hits the hand worth $400. Usable only by mages. flame, which does not harm the user holding the weapon if the weapon’s but lets the weapon do +2 damage to Reach was 1 or less. Should the sub- Explosive Fireball foes or flammable objects (after pene- ject grapple or be grappled, the foe Missile trating armor and figuring other takes 3d burning damage, but the spell bonuses). Metal weapons are not dam- will be broken. Creates a fireball that affects both aged; wooden ones turn to ashes as its target and things nearby. This has soon as the spell ends. The weapon Duration: 1 minute. 1/2D 25, Max 50, Acc 1. Can be thrown also gives off light as a torch. Cost: 6 to cast. 3 to maintain. at a wall, floor, etc. (at +4 to hit) to Prerequisites: Magery 1, Resist Fire, catch foes in the blast. The target and Duration: 1 minute. and Flame Jet. anyone closer to the target than one Cost: 4 to cast. 1 to maintain. yard takes full damage. Those further Time to cast: 2 seconds. Item away divide damage by three times Prerequisites: Magery 2 and Heat. (a) Staff or jewelry. Usable only by their distance in yards (round down). mages. Energy cost to create: 600; must Item include $300 worth of rubies. (b) Cape Cost: Any amount up to twice your A weapon that flames whenever or armor. Only affects the wearer. Magery level per second, for three sec- used, at no energy cost to the user. When activated, the cape seems liter- onds. The fireball does 1d burning Energy cost to create: 750; a $400 ruby ally woven of flames; it will protect damage per full 2 points of energy. must be set in the weapon. against attacks from the back and Time to cast: 1 to 3 seconds. sides, but not from the front, unless it Prerequisite: Fireball. Flaming Missiles is wielded as a light cloak (see Cloak, Item p. B184). Energy cost to create: 700 for Regular the cape, 1,000 for armor. Staff or wand – the bolt is fired Like Flaming Weapon, but cast on a from the end of the item. Energy cost missile weapon. The weapon itself to create: 1,200; must include a ruby acquires a shimmering, fiery appear- Fire Cloud worth $500. Usable only by mages. ance. Any missile it fires bursts into Area flame, doing +2 damage as per Creates a swirling cloud of flames Essential Flame Flaming Weapon; it burns to ashes and fiery embers. It does not block Area after it hits a target or after 10 seconds, vision, but inflicts burning damage to whichever comes first. all within it. Creatures in the cloud As for Create Fire, except that the take damage on their own turns. If less fire created is the magical essence of Duration: 1 minute. than an entire second is spent in the fire. Any mage can tell the difference Cost: 4 to cast. 2 to maintain. Cost affected area, damage is halved (round by looking. It cannot be extinguished doubles if the missiles to be fired are down). Armor protects normally. Only by ordinary water or ordinary magic, stone or metal. highly flammable materials may catch but only by a similar quantity of Time to cast: 3 seconds. fire. Essential Water or by a Dispel Magic Prerequisite: Flaming Weapon. spell. Essential Flame does +1 dam- Duration: 10 seconds. age to anyone it burns (+2 to watery Item Base cost: 1 to 5; the cloud inflicts 1 creatures). A missile weapon that fires flaming point of damage per second for every missiles whenever used, at no energy energy point put into the base cost. Duration: 1 minute. cost to the user. Energy cost to create: Same cost to maintain. Base cost: 3. 2 to maintain. This 1,000; a $500 ruby must be set in the Time to cast: 1 to 5 seconds, flame ignites all flammable materials, weapon. depending on base cost. and the entire blaze remains Essential Prerequisites: Shape Air and as long as the spell is maintained. If Fireball. the spell is not maintained, any

FIRE SPELLS 75 Item Staff, wand, or jewelry. Usable only by mages. Cost to create: 175 energy Small Fire Elemental and a $500 ruby. This is the basic fire elemental summoned by casting Summon Fire Elemental at the minimum energy cost of 4. More energy put into the Breathe Fire (VH) spell summons a more powerful elemental. Usually, this simply means a larger elemental; 1 point of energy is equal to 1 additional point of ST, 5 Regular HP, or 2 points of DR. However, the GM may choose to build a more exot- Similar to Flame Jet, except that ic elemental, adding unusual traits to the following template, or working the flame issues from the caster’s one up from scratch. mouth, Breathe Fire cannot be main- tained, and each energy point buys 1d+1 damage instead of 1d. Caster Small Fire Elemental rolls to hit against DX-2 or Innate 40 points Attack skill. This counts as an action; Attribute Modifiers: ST-2 [-20]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30]. the caster must be facing the target. Secondary Characteristic Modifiers: SM -1; HP+2 [4]. No hand gestures are required to cast Advantages: Burning Attack 2d (Always On, -40%; Aura, +80%; Melee this spell; certain lip and tongue Attack, Range C, -30%) [11]; Charisma 1 [5]; Doesn’t Breathe (Oxygen motions are made instead. Thus, Combustion, -50%) [10]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Breathe Fire can be cast “no hands” at DR 10 (Limited: Heat/Fire, -40%) [30]; Immunity to Metabolic any level of skill. Hazards [30]; Injury Tolerance (Diffuse) [100]. Duration: 1 second. Disadvantages: No Fine Manipulators [-30]; Weakness (Water, 1d/min.) Cost: 1 to 4. Cannot be maintained. [-40]. Time to cast: 2 seconds. Prerequisites: Magery 1, Flame Jet, and Resist Fire. Duration: 1 minute. The spell protects against this injury! For the Item expires if the subject loses conscious- duration of the spell, the victim expe- Jewelry. Usable only by mages. ness. riences almost unbearable discomfort, Energy cost to create: 1,000; must Cost: 12 to cast. 4 to maintain. equivalent to the effects of a Sickness include $500 worth of gold and a $500 Time to cast: 5 seconds. spell (p. 138). ruby. Prerequisite: Breathe Fire. If the spell is maintained long enough, the victim’s skin and clothes Item start to char and little flames dart out Burning Touch (a) Staff, wand, or jewelry. Only here and there. Once the victim dies, affects the wearer. A severe drawback his body bursts into flame and burns Melee is that, as soon as it is activated, the Wreathes the caster’s hand in until only a little pile of ashes remains. item falls through the user’s hand. Undead beings are not affected. flames. The first target struck after the Thus, a spell cast with this item lasts spell is cast suffers 1d of fire damage The caster must concentrate while only a minute. Energy cost to create: maintaining this spell, but need not for every point of energy that the cast- 3,000. (b) Staff, wand, or jewelry. Only er puts into the spell. Armor does not remain in physical contact. affects the wearer. Unlike the previous This is also a Necromantic spell. protect, but natural DR does. item, this item turns to fire along with Cost: 1 to 3. the wearer, allowing him to maintain Duration: 1 second. Prerequisites: Magery 2 and at least the spell longer than 1 minute. While Cost: 3 to cast. 2 to maintain. six Fire spells including Heat. in flame form, the item loses any mag- Prerequisites: Magery 2, Heat, and ical powers it might ordinarily have. Sickness. Item Energy cost to create: 6,000. Staff, wand, or glove. The item Item must touch the subject. Energy cost to Staff, wand, or jewelry. Usable only create: 300. Burning Death (VH) by mages; the item must touch the Melee; Resisted by HT subject. Cost to create: 700 energy and a $500 ruby. Causes the victim to burn from Body of Flames (VH) within. The caster must strike the sub- Regular; Resisted by HT ject to trigger this spell; hit location is Summon Fire Subject gains the Body of Fire irrelevant. Every turn, the victim must meta-trait (p. B262) for the duration roll against HT; on a failure (critical or Elemental, of the spell. Clothes (up to 6 pounds) not), he takes 1d-1 fire damage. On a Control Fire Elemental, also become fire, but lose any magic success, he takes no damage that turn; Create Fire Elemental powers they might have had. He can on a critical success, the spell is carry nothing while in this form. broken. Neither DR nor Resist Fire see pp. 27-28

76 FIRE SPELLS CHAPTER TEN FOOD SPELLS

Christophe’s cleaver bit into bone Seek Food Season and stuck. He swore volubly at the enchanter who’d sold him the knife Information Regular and waved an assistant over to finish Determines the direction, distance, Spices and seasons a single con- the carving. Turning away, he dipped a and general nature of the nearest sig- tainer of food to the caster’s prefer- spoon into a soup pot, tasted, nificant source of food. Use the long- ence. The caster’s cooking skill deter- frowned, and muttered an incantation distance modifiers (p. 14). The food mines whether the food tastes any bet- to correct the seasoning. A dash of found will be wholesome, but not nec- ter for it – the spell simply adds the fla- salt, a sprinkling of turbinado sugar, essarily appetizing – e.g., edible vors that the caster demands. insects. Any known sources of food and on a whim he spoke the Old Duration: Permanent. (such as those delicious insects) may Draconic word for tarragon. Cost: 2 per meal. be excluded if the caster specifically Across the kitchen, the main Time to cast: 10 seconds. mentions them before beginning. course was emerging from the ovens Prerequisite: Test Food. . . . a roast boar stuffed with winter Cost: 2. vegetables. Beaming, Christophe Item made his way over to his masterpiece, Item A spoon which, when stirred pausing along the way to reduce a pan A forked stick. Energy cost to create: through food, will spice it to the sauce with a flick of three fingers and 300. owner’s taste. Energy cost to create: ripen a bowl of hard plums with a 150. magic couplet. Watching the scullions lever the mighty roast onto a tremen- Test Food dous silver platter, he peered with sat- Information Far-Tasting isfaction at the deep brown skin glis- Identifies whether a substance is Regular tening with drippings. That dwarven good to eat. The spell tells nothing The subject can taste and smell any oven had been well worth the price – about taste or nutrition; it detects poi- object that he can see (even at a great not like that useless cleaver. He sons, dangerous decay, or foreign distance) or taste/smell through solid watched his sous-chef like a hawk as objects (razor blades in fruit). It does objects totaling no more than two the garnishes went on the platter, not check for magic on food. yards of thickness. He automatically makes all Taste/Smell rolls, though watching for the slightest imperfec- Cost: 1 to test a single meal or a sin- any substance that would ordinarily tion. Today, however, all went well. gle bottle of wine; 3 to check all the be impossible to taste or smell (an Satisfied, Christophe worked an food and drink within a 1-yard radius. incantation against over the odorless, tasteless gas such as carbon roast, lest some prying mage at the Item monoxide, for example) will remain table try to steal his recipes. He Staff, wand, or jewelry. Energy cost undetected. This can be especially use- clapped his hands, and the kitchen to create: 100. ful for sniffing out poisons, since the stopped to look. effects of a poison do not transfer via “Sound the fanfare!” he bellowed. their odors. “Dinner is served!” Decay This is also a Knowledge spell. Regular These spells are concerned with Duration: 1 minute. Makes food rot away immediately food and drink. None of these spells Cost: 3 to cast. 1 to maintain. and become worthless (it can be saved can turn living beings (or the undead) Time to cast: 3 seconds. if a Counterspell is cast, or Purify directly into food; they can’t be used in Prerequisites: Magery 1 and either Food is cast, within a minute). combat. For the purposes of these Seek Food or Seek Air; cannot have spells, a “meal” is about a pound of Cost: 1 per meal destroyed. No Sense of Taste/Smell disadvantage. normal food, or half a pound of dried Prerequisite: Test Food. Item travelers’ rations. Clothing or jewelry; only affects the The College of Food is often one of Item wearer. Energy cost to create: 200. the least respected, but many great Staff or wand. The item must healers got their start as food-mages. touch the subject. Energy cost to create: 100.

FOOD SPELLS 77 Mature fare (stews, etc.), which is only as At the GM’s discretion, this spell wholesome as the ingredients. No may be usable to analyze chemicals or Regular cooking-fire is necessary; the spell drugs. Causes any foodstuff that must age provides the heat. This is also a Knowledge spell. and mature as part of its production to do so more quickly. This is most often Cost: 1 per meal. Duration: The memory remains used with beer and wine, but it can Time to cast: 5 seconds. crystal clear in the mind of the caster also be used to accelerate cheese, Prerequisites: Test Food and Create for 1 day. After that, it fades per the yogurt, bread dough, or even meat. Fire. Memorize spell (p. 105). Altered recipes may lead to anything from Aging processes that normally take Item days or weeks (beer, wine, aged embarrassment (replacing sugar with A pot that cooks any food placed cheese, pickles, dry-aged meats) take salt in a dessert) to serious trouble within it, at no energy cost to the user. only an hour with this spell. Processes (replacing sugar with salt in a dessert Requires about a minute to cook. The that normally take hours (bread for the King). size of the pot does not matter, but dough, yogurt, fresh cheese) take only Cost: 3. Cannot be maintained. each pot can be used only a limited a minute. Processes which take years Time to cast: 15 seconds. number of times daily. Energy cost to (vintage wines, thousand-year eggs) Prerequisites: Far-Tasting and create: 30 per meal per day (e.g., a pot accelerate a year for every casting of Season. which would cook three meals per the spell . . . this is a wonderful way to day would Item discover whether a particular vintage have an Wand, staff, or jewelry. Energy cost will age well. energy to create: 450. Duration: The process takes an cost of 90 hour (or a minute, as above), but the to create). food remains mature permanently. Poison Food Cost: 1 per pound of food. Cannot Regular be maintained. Prepare Game Introduces a physical poison into Time to cast: 10 seconds. Regular food. This poison remains indefinitely, Prerequisite: Decay or Season. “Dresses out” a slain animal. If cast but can be detected by Test Food. on a deer, for instance, the hide is Anyone eating the poisoned food must Item removed, along with all extraneous make a HT roll. On a successful roll, A small keg that works at no ener- body parts and innards. If cast on a they merely feel sick and lose 2 HP. On gy cost to the user, but only works a fish, it is gutted and scaled. Nothing is a failed roll, they will be seized by limited number of times per day. destroyed by the spell; all of the parts painful stomach cramps and lose Energy cost to create: 50 per gallon of are simply appropriately separated 1d+1 HP immediately; they will be at size, per each time/day the item is and cleaned in such a way as to best -3 for all skills or spells until the lost usable. For example, a 10-gallon keg prepare the animal for cooking. HP is restored. that works twice per day costs 50¥10¥2=1,000 energy to create. Duration: Permanent. Cost: 3 per meal. Cost: 2. Prerequisite: Purify Food. Time to cast: 10 seconds. Purify Food Prerequisite: Purify Food. Item Regular Staff or wand. The item must Item touch the subject. Energy cost to Removes foreign objects, poisons, (a) Wand, staff, jewelry, or knife. create: 600. and decay, and renders food fit to eat. Energy cost to create: 300. (b) Skinning Works only on an edible or formerly knife, scaling knife, vegetable peeler, edible item – and if the whole item is etc. Usable only on the appropriate Hunger unwholesome, the spell removes all the food type. Energy cost to create: 150. Regular; Resisted by HT unwholesomeness and leave nothing. As listed under Body Control Spells, Cost: 1 per pound of material to be p. 38. purified. Know Recipe Prerequisite: Decay. Information; Special Resistance Thirst Item When cast on an item of food, this Regular; Resisted by HT Staff, wand, or jewelry. The item spell places complete knowledge of As listed under Body Control Spells, must touch the subject. Energy cost to the components of the food (and the p. 38. create: 400. method of preparation used by the cook) into the mind of the caster. Foul Water Cook This spell may even be used on Area Regular alchemical creations. However, such elixirs resist this spell with the skill of As listed under Water Spells, p. 185. Turns raw ingredients into a the alchemist that made them. finished meal. Produces only simple

78 FOOD SPELLS Preserve Food Prerequisites: Six Food spells, almost pure alcohol. Distill does not including Create Food. work on living subjects. Regular This is also a Water spell. Keeps any organic material from spoiling, drying out, etc. Very useful Wizard Nose Duration: Permanent. for travelers! Regular Cost: 1 per original quart of liquid. Time to cast: 10 seconds. Duration: 1 week. As listed under Knowledge Spells, p. 104. Prerequisites: Mature and Destroy Cost: 2 per pound of food. 1 per Water. pound to maintain. Prerequisite: Decay. Wizard Mouth Item A large closed kettle holding up to Item Regular 5 gallons. Energy cost to create: 400. (a) Staff, wand, or jewelry. Energy As listed under Knowledge Spells, Illegal anywhere that a mundane cost to create: 200. (b) Chest or sack; p. 104. “still” is illegal! always on; the contents of the chest are preserved indefinitely. Energy cost to create: 20 for every pound of food to Water to Wine Fool’s Banquet be held (round up). Regular Regular Turns water or other drinkable liq- Makes any item seem like attrac- Create Food uid into a mildly alcoholic beverage. tive, tasty food. The underlying nature The nature of the resulting drink of the matter does not change, but Regular depends on the starting material. those who eat it will find it delicious – Produces edible food. This spell is Water or grape juice becomes wine; not necessarily nutritious, but deli- easier when used to convert already fruit juices become “coolers.” The cious. Can only be cast on things that existing material into food; the closer quality of the result depends on the can be eaten; it would work on mud, the starting material is to food, the caster’s roll and the quality of the but not on stones. A classic comple- tastier the end result will be. starting liquid. ment to the often dull provender Duration: Permanent. Duration: Permanent. created with Create Food. Cost: 2 per meal to change organic Time to cast: 10 seconds. Duration: 1 day. material into food; 3 to change inor- Cost: 4 per gallon (half cost for Cost: 2 per meal. Cannot be main- ganic material into food; 4 to conjure beer, double cost for spirits). tained. food from thin air. Prerequisites: Purify Water and Prerequisites: Magery 1, Cook, and Time to cast: 30 seconds. Mature. Foolishness. Prerequisites: Cook and Seek Food. Item Item Item A bottle or drinking vessel that can, Wand, staff, or jewelry; usable only (a) Wand, staff, or jewelry; usable once per day, change the contents into by mages. The item must touch the only by mages. The item must touch an alcoholic beverage. The quality of material to be affected. Energy cost to material to be turned into food. Energy the result depends on the starting mate- create: 600. cost to create: 600. (b) A pot, as rial; seawater would make pretty bad described for Cook, which will turn beer, while newly melted mountain anything placed inside into a cooked snow would give excellent wine. Energy Monk’s Banquet meal. Energy cost to create: 200 per cost to create: 500 per gallon capacity of Regular meal per day. (c) A vessel that will cre- the container. Note that critical failures Go without food or water for about ate food from nothing. Energy cost to with this spell have been known to cre- a day with no ill effects. create: 400 per meal per day. ate dangerous items, such as goblets that poison the wine they create – but Duration: 24 hours. no one has yet found an enchantment Cost: 6. Cannot be maintained. Essential Food to do this deliberately! Prerequisites: Fool’s Banquet and Regular Resist Pain. Transforms food, or any other Item material, into unbelievably good, fill- Distill Clothing or jewelry; usable only by ing, and nutritious food. Essential Regular mages, or (at GM’s option) a “pure” or Food does not spoil, and six meals of Concentrates a liquid by removing “holy” person. Energy cost to create: it weigh only a pound water from it. This spell is mostly used 1,000. to make strong alcoholic beverages, Duration: Indefinite. but alchemists also employ it for other Cost: 3 per meal if the starting sub- purposes. Each use of the spell halves stance is organic material of some Scents of the Past the volume of the liquid, doubling its kind; 5 per meal if the original sub- Regular concentration. One casting turns wine stance is totally inedible. As listed under Knowledge Spells, into fortified wine, two turns it into Time to cast: 30 seconds. p. 107. brandy, and three leaves a distillate of

FOOD SPELLS 79 CHAPTER ELEVEN GATE SPELLS

It stood, untroubled, on top of the hill, a perfect black rectangle neatly bisecting a red-and-white gingham picnic blanket. A few feet away, two people crouched among the weeds. “What is that thing? It’s on our pic- nic,” Jenny hissed. “I can see that,” whispered Sam. Carefully, he got to his feet and gin- gerly approached the thing that had popped into existence on top of the potato salad. It didn’t move. It didn’t speak. It simply stood, a flat lozenge of swirling matte black. “What is it?” Jenny asked behind him. “I’ve never seen anything like it,” Sam said wonderingly. He touched the thing’s surface to check its texture, and his hand sank through it. He jerked back; his hand didn’t follow. “Jenny, I’m stuck,” he said, alarmed. His hand was cold inside the thing. He wiggled his fingers; he couldn’t feel anything in there, but he couldn’t pull his hand back out. Suddenly, something grabbed his hand and pulled hard. There was no A gate can take nearly any shape or to most magic. They are also opaque time to brace himself; he squawked, color, but the “default” gate is a rec- to light and nonparticulate radiation once, and then he was Somewhere tangle of softly shimmering energy, in general. Spells other than Else. roughly the size of an ordinary mod- Information spells may be cast These spells manipulate time, ern doorway, and without any thick- through a gate, at the usual penalty for space, and dimensions. As such, the ness or back side. Gates can be either casting blindly (unless Scry Gate is Gate college has a strong affinity with free-standing or set against a wall, into used). Area spells do not “spill the Movement college; most Gate a floor, into a mirror, and so on. They through” an open gate, but matter cre- mages begin as Movement mages. are not physical in any sense – they are ated by such a spell may. Objects, Gate magic is difficult, often danger- holes in reality. spells, and beings can step through a ous, and always rare. It may not even As long as the gate is large enough, gate from its “back” as if it wasn’t exist in some settings. an object or willing being need only there . . . because it isn’t! step into it to be transported. If an Closed gates can only be detected unwilling (or unwitting) person sticks by the Seek Gate spell. Optionally, the Magical Gates and a hand into a gate, removing it can be GM may permit Mage Sight to detect Portals difficult; 1d seconds of effort, the them, or even a Magery roll. Gates (or portals; the terms are same amount of FP, and a Will roll is To tell where a gate leads without used interchangeably) are magical required. Only one try is permissible; stepping through it is difficult; a suc- shortcuts between points in time and if the Will roll fails, the victim has no cessful Analyze Magic only reveals the space. If the campaign setting choice but to either stay stuck in the nature of the gate: across distance, includes multiple universes or “planes gateway, or to pass through. through time, or between universes/ of existence,” then gates can also If the gate isn’t large enough, it planes (or some combination of the provide passage among these. feels like an impenetrable wall. Gates three). A critical success reveals the are impervious to physical attacks and gate’s destination, its opening or

80 GATE SPELLS closing clauses, whether several gates returns to his starting time might spell is successfully Resisted, the share the same spot, etc. The Scry return to an alternate timeline. The subject does not timeport away! Gate spell can also be used to gain amount of variation between the cast- Cost: As Timeport; also uses the clues as to a portal’s “connecting er’s “home” timeline and the new one Teleport Other weight multipliers. point.” will depend on the GMs view of how Prerequisite: Timeport. Gates may be the subject of many “tamper-resistant” the timestream is spells, but the GM should keep in in his game world(s). Item mind that they are in no way physical This spell is dangerous – the penal- Staff or wand. Usable only by objects. A free-standing illusion spell ties for a failed roll are the same as for mages. Energy cost to create: 4,000. could disguise one, but Illusion Shell Teleport, substituting time for space. could not be used. Gates can be the Also as in Teleport, the caster can carry subject of Invisibility. no more than Heavy encumbrance Timeslip (objects and beings). Roll vs. Body Blocking Sense skill upon arrival, modifying the Avoid an attack by timeporting out Teleport roll for changes in velocity, facing, and of its way. The caster slips a few sec- Special orientation. onds ahead into the future, reappear- As listed under Movement Spells, If the caster wishes to travel simul- ing in his original location – unless p. 147. taneously in both time and space, use that spot is now obstructed or occu- the caster’s Teleport or Timeport skill pied! A location is not clear if someone (whichever is lowest), and combine is standing in it. Any lesser obstruction Teleport Other the penalties and costs for distance is ignored by the spell. Regular; Resisted by Will+1 and time. The caster must roll his Body As listed under Movement Spells, Cost: see box. Sense skill to act on the turn he reap- p. 147. Prerequisites: Magery 3 and pears. If his original location remains Teleport. obstructed or occupied, the caster stays in limbo, reappearing as soon as Blink Item the spot becomes clear . . . even if it Blocking Staff, wand, or timepiece. Usable takes years! Critical failures have been As listed under Movement Spells, only by mages. Energy cost to create: known to produce similar disastrous p. 148. 4,000. An item that will take its user to effects. one, predetermined time costs 2,000 If the caster had any spells requir- to create; the item’s creator must be ing concentration “on” when he cast Blink Other very familiar with that time. Timeslip, they automatically lapse Blocking (unless they had the caster as their As listed under Movement Spells, Time Modifiers subject). Likewise, any spell whose p. 148. Cost Penalty maintenance comes due during the Within 1 minute 4 0 timeslip also lapses (but see Maintain 1 to 10 minutes 6 -1 Spell, p. 128). Timeport (VH) 10 minutes to 1 hour 8 -2 Special 1 to 10 hours 10 -3 Cost: 1 per second of intended dis- This spell is similar to Teleport, 10 hours to 4 days 12 -4 placement. The spell skill roll is at a -1 except that it moves the caster to 4 to 40 days 14 -5 penalty for every second of intended another time instead of another 40 days to 1 year 16 -6 displacement beyond the first one. place. Subjective “movement” is 1 to 10 years 18 -7 Prerequisite: Timeport. instantaneous. 10 to 100 years 20 -8 each further 10¥ +2 -1 Item The more “distant” the target time Clothing, jewelry, or timepiece. is, the greater the energy cost and skill Energy cost to create: 500. penalty (see Time modifiers, box). Timeport Other (VH) Unlike Teleport, there is no penalty to timeport to an “unfamiliar” time; the Special; Resisted by Will+1 Timeslip Other GM may, however, decree that any Same as Teleport Other (p. 147), Blocking except that the subject is Timeported timeport to the future bears an extra As Timeslip, but usable on others. penalty (-2, perhaps). away from (or to) the caster. If this spell takes the caster to the Apply the usual penalty for Regular Cost: 1 per second of intended dis- future, it is the most likely of many spells for the distance between caster placement. The spell skill roll is at a -1 possible futures. If he returns from and subject; the Timeport penalties penalty for every second of intended that future and acts on the information apply for the time span over which the displacement beyond the first one. gained, there is no guarantee that the caster wants to timeport the subject. Prerequisite: Timeport. One important difference between future he visited will actually occur. Item Similarly, a caster who returns to Timeport and Timeport Other is that if the caster fails the spell roll or if the Wand, staff, or jewelry. Usable only the past, changes something, and then by mages. Energy cost to create: 1,000.

GATE SPELLS 81 Rapid Journey (VH) potent entities might require their own minds or spirits (which the caster is, spells! If the version of Planar until he returns to his body). The cast- Special Summons used does not specify an er is imperceptible to ordinary senses; Similar to Teleport and Timeport, individual entity, the caster has no con- only magic (Astral Vision, Sense except that it allows an immediate trol over whom the spell summons. Spirit, Sense Observation and similar return journey. It works only on the Planar Summons cannot be used on spells) will detect his presence. caster. It does not work with Plane the plane for which it is intended. There is a different spell for travel Shift. Anything carried on the caster’s When the creature appears, the to each plane or dimension. Which person, up to Heavy encumbrance, caster must immediately try to control spells exist, and the precise details of goes with him on the trip. it. Treat this as a Quick Contest the dimensions they lead to, is up to If the skill roll fails, the caster goes between the caster’s Planar Summons the GM. The subject’s senses are nowhere but otherwise suffers the nor- skill and the entity’s Will. The caster is altered to correspond to the average mal penalties for a failed teleport or at +4 if he knows the creature’s “true plane dweller’s; on a plane of perpetu- timeport (possible damage, disorienta- name.” al gloom he would have Dark Vision, tion, and stunning). Teleport Shield If the caster wins, he can give the on the astral plane he would have his gets to resist twice; once when the cast- creature a single command, which it senses augmented as per Astral Vision, er leaves, and once when he returns. must carry out. On completing this and on a dimension where all life Once the caster arrives at his desti- task – or after one hour in any event – forms sense only via sound he would nation, he must expend FP to remain the entity usually vanishes. However, have Scanning Sense (Sonar). Visiting there. As soon as he stops maintaining some powerful entities can stay for as very strange alternate planes can be his presence (this includes failing a long as they wish . . . hazardous to the mental health of an distraction roll), he snaps back to his If the caster ties or loses, the crea- unsuspecting traveler . . . starting place or time. ture will react badly. An “evil” being The most common plane visited in The return trip normally cannot commits violence or vandalism, while most worlds is the astral, which co- fail. However, if the caster succeeded a “good” one is more likely to depart in exists with the mundane universe and in the spellcasting by a small margin a huff and put in a bad word with the allows visitors to observe real-world (3 or less), the caster must make an IQ caster’s gods. Wild or chaotic creatures places unseen (at least, unseen except roll (at the distance/time penalty), are liable to engage in theft and mis- by natives of the astral realm, if there while maintaining the spell, to return chief. Extremely alien entities might are any). While traveling astrally, the to his starting point. One roll may be react in disturbing and unpredictable caster moves at twice his full unen- attempted per minute. If he then stops ways. cumbered Speed and may walk maintaining the spell, he remains through walls, mountains, creatures Duration: Until the task is done or stranded where or when he went. He ... He may also walk down into the one hour, whichever is less. Usually. may also be stranded if he is knocked bowels of the earth or up into the high- Cost: 1 point per 10 character out or if he teleports to a no-mana er atmosphere. Astral Block (p. 159), points used to build the summoned zone. Pentagram (p. 124) and the “Utter” entity. Minimum energy cost is 20 This is also a Movement spell. spells (p. 170) stop him, while Repel (although this will not always sum- Spirits (p. 158) will resist his intrusion. Duration: 1 minute. mon a 200-point being). The GM If the spell ends before his spirit Cost: As Teleport or Timeport, plus secretly determines the capabilities of rejoins his body or if his body is harmed one-fourth the trip’s cost to remain, all summoned creatures. Cannot be while his spirit is away, he must roll vs. per minute. maintained. HT, using the long-distance modifiers Time to cast: 5 seconds. Time to cast: 5 minutes. (p. 14), to stay alive! Needless to say, his Prerequisites: Magery 3 and either Prerequisites: Magery 1 and at least body is totally defenseless for the dura- Teleport (for a Rapid Journey in one spell from each of 10 different tion of the spell, though a casual med- space) or Timeport (for a Rapid colleges. Journey in time, or in both time and ical examination will reveal it to be space). (barely) alive. Planar Visit (VH) Item Duration: 1 minute. Staff or wand. Usable only by Special Cost: 4 to cast. 2 to maintain. Some mages. Energy cost to create: 5,000. The caster leaves his body behind planes may cost more, carry a skill and wanders freely as a spirit on penalty, or both. another plane of existence. He is total- Time to cast: 30 seconds. Planar Summons ly insubstantial and cannot affect any- Prerequisites: Magery 2 and either Special thing or interact with his surround- Projection or Planar Summons. Summons a creature, such as a ings in any way (a blessing in dis- guise, since this also confers total Item demon or a Thing Man Was Not Meant (a) Staff, wand, or jewelry. Usable To Know, from another plane of exis- physical immunity to whatever envi- ronment he is traversing). He cannot only by mages; only affects the wearer. tence. The GM determines the predis- Energy cost to create: 1,000. Although position and abilities of this being. even cast spells, although he can maintain existing ones. He is likewise the item stays with the body while the Each plane requires a different Planar spirit walks about, it may still be used Summons spell. Some exceptionally immune to magic that does not affect

82 GATE SPELLS to maintain the spell. (b) Weapon. The caster actually becomes ethereal teleport a subject from its vicinity Usable only by mages. A spiritual ana- just long enough for the attack to pass toward the caster. logue of this item accompanies the through him. He neither disappears A beacon is not private; any caster spirit of its user! Energy cost to create: nor loses track of his surroundings; no magically transporting himself (or 2,000 per pound (minimum of 1 Body Sense roll is required. someone else) to the area will benefit pound). from the spell (however, permanently Cost: 3. enchanted areas may be Limited or Prerequisites: Magery 3 and either Named; see p. 68). Plane Shift or Ethereal Body. Plane Shift (VH) The caster must, at casting, specify Special Item which travel spells his beacon assists. Bodily transports the caster – along Clothing or jewelry. Energy cost to There is no extra cost to create a with anything he is carrying (up to create: 1,000. multi-purpose beacon. Heavy encumbrance) – to a particular This is also a Movement spell. plane of existence. Each plane requires its own Plane Shift spell. This Phase Other (VH) Duration: 24 hours. is a one-way trip. To get back, the cast- Base cost: 10 to cast. Half that to Blocking maintain. er must know Plane Shift for his home As Phase, but usable on others. plane or get a wizard in the other Time to cast: 30 seconds. plane to cast Banish (p. 156) on him. Cost: 3. Prerequisite: Teleport, Timeport, or This spell gives the caster no special Prerequisite: Phase. Plane Shift. The enchanter must know Teleport to create a teleport beacon, immunity to his surroundings. To safe- Item ly visit a plane where the natural condi- Timeport to create a timeport beacon Wand, staff, or jewelry. Usable only tions are vacuum, flame, etc., you must and Plane Shift to create a plane-shift by mages. Energy cost to create: 2,000. learn the necessary protective spells. beacon. Duration: Permanent. Item Cost: 20. Some planes may cost Beacon (a) Any area may be permanently more, carry a skill penalty, or both. Area enchanted as a teleport beacon for 100 Time to cast: 5 seconds. “Softens up” local space-time, mak- times the normal energy cost. (b) Any Prerequisite: Planar Summons for ing the area of effect easy to teleport, object can be enchanted as a portable the same plane. timeport, or plane-shift to. The energy beacon; any attempt to magically cost and skill penalties to travel to a transport into the vicinity of the object Item beacon are halved (round down). A receives the bonus. Energy cost to Any item; can be used to travel to a beacon may also be used to help create: 1,500. single plane only. Energy cost to create: 100 times the casting cost for the plane.

Plane Shift Other (VH) Regular; Resisted by Will+1 As Plane Shift, but usable on any being or object. A subject who doesn’t expect to be plane-shifted must make his Body Sense skill or be disoriented for one second. Duration: Permanent. Cost: 20. Some planes may cost more and/or carry a skill penalty. Time to cast: 5 seconds. Prerequisite: Plane Shift. Item Wand, staff, or jewelry. Usable only by mages; sends the subject to a single plane only. Energy cost to create: 100 times the casting cost for the plane.

Phase Blocking Avoid an attack by phasing out of this plane of existence for a moment.

GATE SPELLS 83 Trace Teleport The cost to cast the spell is equal to Teleport Shield the difference in cost between the tele- Information; porter’s intended destination and his Area Resisted by subject spell new destination. If a mage attempts to As listed under Protection Spells, When cast soon after someone or teleport 40 miles (9 energy), and p. 170. something teleports, timeports or another mage forces him to another plane-shifts in or out, this spell gives location only 10 yards away (3 ener- Create Door the caster a vision of the destination of gy), the diverting mage will have to the teleported subject. The caster also pay 6 energy. The same cost would Regular gets a good idea of the magnitude of apply if the destinations were When cast at the near side of a the skill penalty involved to cast the reversed. The minimum cost to cast is solid obstruction (wall, hedge, cliff, spell. On a critical success, the actual 3, in any case (high skill will reduce etc.), this spell creates a short-term, destination will be known, but any this normally), and the caster pays the short-range gate leading to the other success gives the caster enough of a full energy cost whether or not the side. The intervening distance is not sense of the destination to follow, if he spell succeeds. actually traversed by the door’s users – does so within a minute of casting they are simultaneously teleported Trace Teleport. Example: Suppose Severin knows from the near side to the far one. This is also a Movement spell. Teleport at 16 and attempts to teleport This spell has the advantage over 100 yards away to his waiting carriage Teleport of allowing access to places Modifiers: The spell operates at a (skill penalty -2, cost 4). Two yards unknown to the caster, as well as cumulative -1 for each minute that away stands Elsdon, who knows allowing him to transport more than elapses between the teleport and the Divert Teleport at 18 and Teleport at Heavy encumbrance. casting. There is a further -5 penalty if 20, and who would prefer that Severin the caster didn’t witness the teleport. end up just above a lake which hap- Modifiers: The spell is at a -1 penal- ty per yard of obstruction thickness; Cost: 3. pens to be a mile away (skill penalty -4, cost 7). there is no penalty if the obstruction is Prerequisite: Teleport, Timeport, or half a yard thick or less. The GM Plane Shift. First, Severin makes his attempt, spending 4 energy and rolling a 10. should not tell the player what the Item Since he needed a 14 or less, this is penalty is; he should simply tell him Any. Energy cost to create: 100. success by 4. whether the spell failed or not. Elsdon, using a base skill of 18 (the Duration: 10 seconds. Divert Teleport (VH) lowest of his appropriate spells), takes Cost: 2 per 10 square feet of door a -2 for being two yards away from size. 2 to maintain. For reference, a Blocking; Resisted by Severin, and a further -4 for his intend- modern door is usually about seven subject spell ed diversion – his effective skill is 12. feet high and three feet wide. A door When cast on the turn someone or He must roll a 7 (succeeding by 5), to created for 2 energy would have to be something teleports, timeports, or win the contest and divert Severin. significantly smaller. plane-shifts out, this spell allows the Whether he does so or not, the calcu- Time to cast: 5 seconds. caster to dictate where or when the lated cost is 3 energy, so Elsdon must Prerequisites: Teleport and any one subject goes. pay the minimum cost of 3. “Walk Through” spell. The caster must know the spell he This is also a Movement spell. is diverting; he uses the lower of his skill with Divert Teleport and the sub- ject spell. If the caster wants to divert a Teleport into a plane shift (for exam- ple), he must know both spells and Gates are not physical in any sense – they uses the lowest of his three skills. The resistance is resolved by com- are holes in reality. paring the margins of success of both spells – if the mage who is teleporting makes his roll by 5, then the mage attempting to divert him must make Cost: As described above; minimum Item his roll by 6 or more to succeed. cost 3. (a) Staff, wand, jewelry, or writing The Divert Teleport takes normal Prerequisites: Magery 3 and Trace implement (the latter is used to range penalties between the caster of Teleport. “draw” the door on the obstacle). Energy cost to create: 500. (b) Portable Divert Teleport and the caster of Item Teleport (or Timeport, etc.), and the door. It is activated (if its Power is Any. Usable only by mages. Energy standard skill penalty for the destina- above 15 after deducting the penalty cost to create: 700. tion that the caster wishes to send the for obstruction thickness) after lean- teleporter to. ing it against the obstruction. Energy cost to create: 500 per 10 square feet of size.

84 GATE SPELLS Seek Gate displaces the subject gate as the caster specify if it will be always open, wishes. Closing a permanent gate does always closed, or open and closed Information not destroy it; closing a temporary one when certain conditions are fulfilled Tells the caster the direction and does (to destroy a permanent gate, (opens only on the hour of the full approximate distance of the nearest use Remove Enchantment). moon, opens only when some- gate. Any known gates may be exclud- This spell moves gates one utters a password, ed if the caster specifically mentions at up to 3 yards per sec- etc). them before beginning. ond. Control Gate can Several gates may Modifiers: Long-distance modifiers also be used to share a single loca- (p. 14), -2 if the gate is currently “choose” a particular tion. Only one of closed, -5 if seeking a gate’s arrival destination of a mul- them may be open at point, -10 if seeking a gate leading to a tiple-destination Gate any time, so it is com- specific destination. Note that the gate (see Create Gate). mon to have them itself may be Scryguarded or under a Once control is cycle in time, giving the Conceal Magic spell. relinquished, the Gate net effect of a single gate reverts to its “pro- leading to a choice of desti- Cost: 3. grammed” state, moving back nations. They must be created Time to cast: 10 seconds. to its original place at top speed and separately, but otherwise behave as a Prerequisites: Magery 2, Seek by the shortest path. single gate. Permanent gates can be Magic, and one spell from each of 10 If several Control Gate spells are “anchored” to a physical gateway; they colleges. active at once on a single Gate, the lat- then resist displacement or destruc- Item ter resists them with a single roll, con- tion at a bonus given by the gateway’s A forked stick. Energy cost to create: trol going to the spell with the largest DR. 100. margin of success. When a gate has a Timeport com- ponent, the creator must specify if the Duration: 1 minute. gate merely displaces its users in time Cost: 6 to cast. 3 to maintain. by a fixed amount (1 year into the past, Scry Gate Time to cast: 10 seconds. for example) or if it sends its users to a Regular Prerequisites: Magery 3 and Seek specific, unchanging point in time When cast on an open gate, this Gate. spell allows images, sounds and smells (December 25, 1066, say). In the latter to come through it from the other Item case, since subjects that step into the side, just as if one were peering Staff, wand, or jewelry. Usable only gate at various departure times can’t through an open window. No corre- by mages. Energy cost to create: 300. all arrive at the same time, the gate sponding “window” opens at the gate’s either “drifts” slowly in time so as to space the arrivals at least a second other end. Create Gate (VH) If the gate leads into an area pro- apart, or the various subjects arrive in tected by Scrywall, the Scrywall gets Regular different “pasts” (GM’s decision). to resist the Scry Gate. Sense Creates a temporary magical portal Duration: 1 minute. Observation may pick up the Scry leading to another place, time, or Cost: 10 times the total energy cost Gate. Scryfool cannot fool Scry Gate, dimension – effectively, a hole in time for the Teleport, Timeport, and Plane however. and space from which those who enter Shift spells involved (more for larger will teleport, timeport, and/or plane- gates). Same cost to maintain. Making Duration: 1 minute. shift to a predetermined destination. Cost: 4 to cast. 4 to maintain. the gate permanent instead costs 100 The more “distance” between the gate times as much. Time to cast: 10 seconds. and its destination, the greater the Prerequisite: Seek Gate. Time to cast: 1 second per energy energy cost and skill penalty. point. Item To determine the skill penalty, Prerequisites: Control Gate. The (a) Staff, wand, or jewelry. Energy combine the penalties for the equiva- caster must also know Teleport to cre- cost to create: 200. (b) A gate may also lent Teleport, Timeport, or Plane Shift ate a gate leading to another place, be made to display its destination per- spell(s). To determine the energy cost, Timeport to create a gate leading to manently; this is determined when the combine the energy costs from the another time, or Plane Shift to create gate is created, and adds 100 energy to same spell(s), and multiply the cost by a gate leading to another plane of the creation cost. The gate’s creator 10. This cost will permit the caster to existence. must know Scry Gate at a level equal create a gate of any size up to a 3’ ¥ 6’ to or greater than Create Gate. doorway (or equivalent surface area). Item Larger gates are no more difficult, but (a) Staff or wand. Usable only by cost proportionately more energy. mages. Energy cost to create: 1,000. (b) Control Gate This spell may also be used to A stylus or paintbrush. Usable only by Regular; Resisted by the Gate enchant a permanent gate, in which a mage, who must draw an outline of Forces an open gate to close, a case a few more considerations a doorway on a solid surface. Energy closed gate to open, or tilts and become important. The caster(s) must cost to create: 900.

GATE SPELLS 85 Slow Time (VH) dimensional space from which it can Long-term visits to the pocket be recalled at will. Failure to maintain dimension will require the creation of Area; Special Resistance the spell causes the object to reappear air, food, and water (and decent Time in the area slows down. Any in mid-air next to the caster. If the lighting, for comfort’s sake), as well as unwilling beings within the area subject is being held by a living being, the disposal of wastes. This is slightly when the spell is cast resist with the the holder can resist the spell with complicated by the fact that the pock- highest of their ST and IQ; they must his IQ. et dimension is low-mana; all spell- all fail for the spell to take effect. Seeker won’t find objects hidden casting is at -5, and the Recover Objects and spells may cross the by this method; Trace loses touch for Energy spell doesn’t work. area’s edge without being hampered. the duration of the Hide Object, Should the spell expire or the cast- Beings crossing into or out of the area regaining it when the object reap- er lose consciousness, all the room’s must roll vs. IQ or be mentally pears in this world. Teleport Shield contents reappear as if teleported; its stunned. will oppose this spell (the original occupants each take 1d of damage Duration: 1 minute (outside time). margin of success of the Hide Object and are physically stunned if they fail Base cost: One-half normal tempo- spell would need to be 5 or better for a Body Sense roll. This also happens ral “speed” costs 2, one-third costs 3, the object to reappear within an area to anyone who is foolish enough not one-fourth costs 4, and so on (no affected by a base casting of Teleport to exit before the caster! limit, but see the Suspend Time spell, Shield, for example). The object reap- If the caster wishes to return to the below). Same costs to maintain. pears in the caster’s grasp or in his real world, but not to his point of Time to cast: 2 seconds. immediate vicinity (caster’s choice). departure, he may cast an appropriate magical transport spell from the Prerequisites: Magery 2, IQ 13+, Duration: 1 hour. pocket dimension as if he were cast- and at least two spells from each of 10 Cost: 1 per pound of object weight ing it from the departure point (if he different colleges. to cast. Same cost to maintain. is willing to take the risk of a low- Time to cast: 10 seconds. Item mana casting). Staff or timepiece. Usable only by Prerequisites: Hideaway and mages. Energy cost to create: 1,000. Teleport. Note: This “default” description of the pocket universe created by this Item spell should by no means be taken as Accelerate Time (VH) (a) Staff, wand, or jewelry. Usable gospel. A less bare-bones version only by mages. Energy cost to create: Area; Special Resistance might include opulent (but magical 500. (b) Any object may be enchanted and temporary) furnishings and fea- The opposite of Slow Time. Time in to “disappear” and “reappear” at its the affected area speeds up. tures, illusionary windows, and so on. owner’s command. Energy cost to In some worlds, this will be deter- Otherwise, all of the rules for crossing enchant: 100 per pound of item the area’s edge, resistance, and so on, mined by the GM’s views on alternate weight. This is a popular enchantment dimensions. In others, the details of are as per Slow Time. on illegal objects . . . Powerstones recharge at outside sanctuary dimensions might be con- rates, so Accelerate Time does not scious, or unconscious, reflections of speed up Powerstone recharge. Of Sanctuary (VH) the mage’s personality. course, relative rest-time can be Special Duration: 1 hour. increased, permitting mages to regain Opens a door-sized portal to a Cost: 5 to cast. 5 to maintain. lost FP more rapidly. pocket dimension. The portal closes Time to cast: 10 seconds. Duration: 1 minute (outside time). immediately after the caster passes Prerequisites: Hideaway and Base cost: 2 for double, 3 for triple, through it (others may pass through it Teleport. 4 for quadruple, and so on (no limit, first, of course). The portal leads to a Item small dimly lit room with blank walls but see the Time Out spell, below). Staff, wand, jewelry, or door. and no visible exits. When the caster Same costs to maintain. Usable only by mages. Energy cost to wishes to leave, he simply concen- Time to cast: 2 seconds. create: 2,000. Prerequisites: Magery 2, IQ 13+, trates and a portal appears on one of and at least two spells from each of 10 the walls, leading back to his original different colleges. point of departure. The space can have Suspend Time (VH) a size up to that of a cube equal to the Area; Resisted by IQ Item caster’s skill, in yards, on a side. Time is suspended in the area; rela- Staff or timepiece. Usable only by The real world completely loses tive to the outside world, the occu- mages. Energy cost to create: 1,000. touch with the occupants of the pock- pants of a time-suspended area will et dimension; Seeker won’t find them, not move, breathe, age, or even think. Trace will lose them for the duration As far as the affected beings are Hide Object (but will pick them up as soon as they concerned, no time elapses for the Regular step back out) and so on. Of course, spell’s duration. One moment they The subject (which must be the reverse is also true. nonliving) disappears into an other- were having tea in a pleasant spring

86 GATE SPELLS meadow, and the next moment winter the party while their wizard cast a The “flow” of mana into the Timed has come outside the circle of grass spell, and the next moment the ogres Out area is effectively nil. they are sitting in . . . were dead, the party magically Powerstones won’t recharge, Any unwilling beings within the healed, and everybody was in a dif- enchantment is impossible, etc. area when the spell is cast resist with ferent position and drinking rum to Mages still recover lost energy (the IQ. They must all fail for the spell to celebrate. physical consequences of manipulat- take effect. From the inside, the area is ing mana go away regardless of the From the outside, the area appears bounded by a wall (and covered by a local mana supply), but GMs may to be surrounded by a perfectly reflec- ceiling) of utter blackness. Anyone or decree that spells cost much more, or tive surface, which nothing (including anything touching the edge of the are impossible, within the time- magic and magical beings) can cross. area is immediately expelled from the stopped area (since the power must Objects thrown at it bounce off. Any area, back into normal time. This be drawn entirely from the caster’s spell requiring concentration and causes an automatic mental stun to personal life-force). This is entirely lying outside the area immediately anyone other than the caster. Missiles dependent on the GM’s view of mana lapses if its caster is caught inside. of any sort can be thrown blindly out in his setting. Likewise, any outside spell whose of the area (see Shooting Blind, Duration: An instant (outside maintenance comes due during the p. B389) but not into it. Note that, time). Within the area, the caster and suspended time also lapses (but see since all missiles fired out of the area any other occupants have as much Maintain Spell, p. 128). will emerge at the same outside time, time as they need. an archer could create an impressive Duration: 1 day (outside time). Base cost: 5. burst of arrows by simply firing casu- Base cost: 5 to cast. 5 to maintain. Time to cast: 5 minutes. ally for a few subjective hours . . . Time to cast: 5 minutes. Prerequisites: Magery 3 and Spells involving the outside simply Prerequisites: Magery 3 and Slow Accelerate Time. fail. Any spell requiring concentra- Time. tion and lying inside the area lapses Item Item immediately if its caster is left out- Staff or timepiece. Usable only by Staff or timepiece. Usable only by side. Likewise, any inside spell whose mages. Energy cost to create: 2,500. mages. Energy cost to create: 2,500. maintenance comes due during the Time Out lapses unless its caster is also inside. Time Out (VH) Area The area and all within it are temporar- ily removed from the time stream; the effect is equivalent to having the area’s time acceler- ated infinitely. Unlike Suspend Time, this spell can only be cast from the inside, cen- tered on the caster (the spell ends as soon as he touches its edge). Should the caster die alone in the area, the spell will never end! The caster and any objects caught in the area would simply seem to vanish from the time stream. As far as outside observers are con- cerned, the area “ages” instantaneously (which may or may not be perceptible). One moment five ogres were attacking

GATE SPELLS 87 CHAPTER TWELVE HEALING SPELLS

care, and the mages, who have the power to heal plagues and mortal wounds, but may have the bedside manner of a stump. Almost every mage at least dabbles in healing; the Recover Energy spell, which can be vital to a practicing mage, belongs to the College of Healing. Anyone who tries to heal himself has a skill penalty equal to the amount of injury he has. For example, a wiz- ard who is missing 4 HP rolls at -4 to heal himself. A critical failure with a Healing spell will always have some appropri- ate bad effect on the patient, aggravat- ing the injury, creating a new wound, or the like.

Ghalhan had thought his leg had Proper vision was a shock after Body-Reading seen an end to pain, but this withered years of one eye. Ghalhan choked. Information; Resisted by Will old torturer had put an end to that “It won’t last, I’m afraid. It takes Creates in the mind of the caster a notion with his probing. His bony fin- some preparation to fix a wound that visual and tactile “image” of the interi- gers were like hot knives. old so that it stays fixed. But I can or of the subject’s body. Useful for “Enough!” he roared. “Enough bring your eye back for good, given diagnosing pain or illness of uncertain poking at me! Can you make me a some time. And your leg, if you can origins, this spell reveals organ rup- false leg that I can run with, or must I hold back that impatience of yours. tures and internal bleeding, bone frac- relieve the donkey’s son who sent me Are you interested, or will you be off to tures – even the sex of an unborn here of his nose?” relieve that gentleman of his nose?” child. Use Regular range modifiers. The old man straightened. “I can These spells are the whitest of Essentially, this is the magical equiva- do you one better, my good man. I can white magic. Yet ironically, the healing lent of a detailed series of X-rays; what give you back your true leg.” spells are precursors of the dark spells the caster can do with the information Ghalhan’s brow lowered. “Don’t of necromancy. Some healers even gained depends on his medical skills. taunt me, old man. It’s bad for your refuse to learn Resurrection, because The spell does not reveal the exact health.” of the necromantic knowledge nature of any poisons or diseases that “You don’t believe me, hey?” He required to make the spell function. may be affecting the subject, but it spoke a tongue-twisting phrase in an Most healers are mages; Magery 1 gives a +2 to any subsequent Poisons unfamiliar tongue and thrust a long is a prerequisite for even the first few or Diagnosis roll. The caster must finger toward Ghalhan’s face. The fin- spells of the college, and higher levels touch the subject. ger stopped just short of the patch quickly become necessary. Some non- over Ghalhan’s right eye; Ghalhan’s Modifiers: -2 if the subject is of a dif- mage healers, however, make up for knife stopped just short of the old ferent species than the caster (an Elven their magical deficit with an abun- man’s throat. wizard reading a human subject, for dance of compassion. In many magi- The old man looked down at the instance), -4 or worse if totally alien! cal hospitals, this leads to a division of knife, smirked slightly, and flipped Cost: 2. labor between the sympathetic non- Ghalhan’s eyepatch up with the tip of Time to cast: 30 seconds. mages, who handle minor injuries and his finger. Prerequisite: Sense Life or Awaken.

88 HEALING SPELLS Item Lend Energy caster one FP. The wizard casting the other spell does not have to be aware Headgear or jewelry. Works only Regular on wearer. Energy cost to create: 200. of the Share spell’s existence. As he Restores the subject’s lost Fatigue casts his spell, he will feel an outside Points, at an energy cost to the caster. energy attempting to aid him – he may Detect Poison Cannot increase the subject’s FP score yield to that or deny it, paying the cost Area; Information above its normal maximum. himself. As listed under Protection and Cost: Any amount; the energy spent A spell can draw power from only Warning Spells, p. 166. by the caster goes to the subject as one Share spell. If more than one restored FP (e.g., if the caster spends 5 Share spell is cast, use the closest one; energy, the subject regains 5 lost FP). roll randomly if two are equally close. Final Rest Casting cost is not reduced by high Regular Duration: The FP must be used in a skill. spell that turn. Cannot be maintained. When cast on a dead body, this Prerequisite: Magery 1 or Empathy Cost: Twice the amount actually spell renders the subject immune to all (p. B51). used by the wizard who draws the FP. Necromantic magic. The spirit of the Item The energy spent by the caster goes to deceased cannot be summoned, nor power another wizard’s spell. FP can the body be animated (or Wand, staff, or jewelry. Energy cost to create: 100. beyond that needed by the spell is not Resurrected). It has no physical effect transferred to the other wizard – use on the body. The spell may be cast at Lend Energy to do that. The cost to any time after the subject dies, but Lend Vitality cast this spell is never reduced by high there is a cumulative -1 penalty for skill. A minimum of 1 FP is always each month that the subject has been Regular Temporarily restores the subject’s spent when casting this spell. dead, to a maximum of -10. Any given Prerequisite: Lend Energy. caster may attempt the spell only once lost Hit Points, at an energy cost to the per subject. caster. Cannot increase the subject’s This spell has no effect on a living HP score above its normal maximum. Recover Energy person, and will not affect the undead Since restored HP vanish after one hour and the spell cannot be main- Special who have already risen. Rest and recover Fatigue Points In many settings, this spell is an tained, this spell is only a stopgap measure. more quickly than normal by drawing intrinsic part of funeral rites, and may energy from the mana around him. A be restricted to the clergy. GMs may Duration: 1 hour. normal person recovers 1 FP every 10 wish to change the prerequisite from Cost: Any amount; the energy spent minutes. A mage who knows this spell Magery to Power Investiture or by the caster goes to the subject as at skill 15 or higher recovers 1 FP Blessed. In other settings, this spell is restored HP (e.g., if the caster spends every 5 minutes. A mage who knows unnecessary; ordinary nonmagical 5 energy, the subject regains 5 lost this spell at skill 20 or higher recovers funeral rites are sufficient to safe- HP). Casting cost is not reduced by 1 FP every 2 minutes. No further guard the dead from necromancy. high skill. Cannot be maintained; improvement is possible. Note that It is usually assumed that this spell must be recast. this spell works on the caster himself; functions by sending the soul of the Prerequisite: Lend Energy. it cannot restore FP to others. deceased from the mortal plane into Item The mage must rest quietly, but no the presence of their deity. Some, how- ritual or die roll is required. While Wand, staff, or jewelry. Energy cost ever (usually members of one death- resting, he can maintain ordinary to create: 250. cult or another), believe that this spell spells, but not those that require works by destroying the disembodied concentration. spirits of the dead! This spell does not function in low- This is also a Necromantic spell. Share Energy Regular or no-mana areas. Duration: Permanent. The caster makes his FP available Cost: None. Cost: 20. to another wizard’s spell casting. The Prerequisites: Magery 1 and Lend Time to cast: Minimum 10 minutes. caster may only cast this spell on him- Energy. This spell is always cast ceremonially. self. He must specify who can draw FP Prerequisite: Magery 1 or Spirit from him in the next second – nobody Item Empathy. “Holy” persons may be able else may do so. More than one wizard Jewelry. Permits wearer to recover to cast this spell without either pre- may be specified, and a limit of 5 FP as though he had this spell at level requisite. may be drawn in a single second. The equal to item’s Power; always on. A very rare item! Energy cost to create: Item caster may specify a lower limit! HP may not be used to cast this spell. 1,000; must be made of alloyed gold This spell may be consecrated into and platinum (minimum value of a funerary regalia. Energy cost: 1,200. If a specified wizard does not draw FP before the caster’s next turn, the small ring $500). Share Energy spell expires, costing the

HEALING SPELLS 89 Relieve Sickness Regular; Resisted by subject spell Temporarily relieves a subject of any sickness symptoms he may have been displaying (fever, dizziness, rash, cough, etc.). The spells Sickness and Drunkenness get to resist. Note that only the symptoms are cured. Relieve Sickness will sober a drunk for the duration – but for a permanent cure, use Neutralize Poison. Duration: 10 minutes. Cost: 2. Cannot be maintained; must be recast. Time to cast: 10 seconds. Prerequisite: Lend Vitality. Item Wand, staff, or jewelry. Energy cost to create: 250.

Share Vitality Regular The caster heals another’s injuries by transferring them to himself, losing as many HP as the subject heals. If the subject had a crippled limb, it will remain so – only the HP loss is healed. Likewise, the injury applied to the caster will not cripple him (although it could certainly put him into uncon- Remove Contagion Stop Spasm sciousness or even kill him; the spell Area Regular includes no “safety net” for overly kind Purifies the subject area of conta- As listed under Body Control Spells, wizards). The caster does not suffer gious disease-causing agents – p. 35. the normal skill penalty for spending microbes, disease spirits, foul air, etc. – HP to cast spells, nor is he penalized rendering it sterile and free from infec- for recasting on the same subject. tion. This spell can be used to cleanse Awaken and sterilize anything from a disease- Area Duration: Permanent; the caster cult temple to an operating theatre. It Renders the subject(s) awake and can be healed of his new injuries will not cure or relieve disease in living alert. It instantly counters the effects of through normal or magical means. Cost: creatures; it serves only to cleanse and stunning. If the subject is very fatigued No energy need be expended; purify objects and surfaces. (less than 1/3 basic FP), this spell ren- high skill only affects casting time. Time to cast: Infectious areas or objects treated ders him alert for an hour but costs 1 second per HP trans- with Remove Contagion cannot serve him 1 FP at the end of that time. It has ferred. Prerequisite: as a source of contagion (see no effect on those with 0 or fewer FP. Lend Vitality. Contagion, p. B443) until reinfected. Sleeping or unconscious subjects get a HT roll to awaken, at a bonus equal to Duration: Until disease-causing Resist Disease the caster’s margin of success. A sub- agents return to the affected area. Regular ject rolls at -3 if unconscious due to Base cost: 3. injury, at -6 if drugged. The subject is immune to diseases Time to cast: 2 seconds. for the duration of the spell, as per the Prerequisite: Decay, Clean, or Cure Base cost: 1. Immunity to Disease advantage Disease. Prerequisite: Lend Vitality. (p. B80). This is also a Protection and Warning spell. Item Item Wand or staff, decorated in a snake Wand or staff. The item must touch Duration: 1 hour. pattern. Subject must be touched by the subject. Energy cost to create: 300. Cost: 4 to cast. 3 to maintain. item. Energy cost to create: 400. Time to cast: 10 seconds.

90 HEALING SPELLS Prerequisite: Remove Contagion or Item Item Vigor. Any item. The item must bear a Wand or staff decorated in a snake Item picture of a pelican. It prevents its pattern. The item must touch the wearer from bleeding and from suffer- subject. Usable only by mages, or by (a) Jewelry. Always on; the wearer ing mortal wounds. Energy cost to nonmages with Physician skill 20 or is immune to diseases. A rare and create: 500. higher. Energy cost to create: 1,500. prized item! Energy cost to create: 1,000 for an item that resists one spe- cific disease, 2,500 for one that resists Minor Healing Great Healing (VH) all diseases. (b) Jewelry. Always on; Regular Regular prevents the wearer from spreading Restores up to 3 HP to the subject. Restores all of the subject’s missing any disease he may have. “Lepers’ Does not eliminate disease or poison, HP. Does not eliminate disease or poi- Cords” are an example of this item. but will cure damage caused by these son, nor does it restore crippled or Energy cost to create: 250. things. missing body parts, but it can heal HP This spell is risky if used more than lost to any of these things. Resist Poison once per day by the same caster on the A given subject can only benefit Regular same subject. If you try, roll at -3 for from this spell once per day, whether the first repetition, -6 for the second, cast by the same caster or by a The subject becomes immune to and so on. different caster each time. poisons for the duration of the spell. If you have the Physician skill at If you have the Physician skill at For some very persistent poisons, this level 15 or higher, a critical failure level 15 or higher, a critical failure with is only a delay of the inevitable, since with this spell counts only as an ordi- this spell counts only as an ordinary traces of the poison may still be in the nary failure – unless you are trying the failure. subject’s system when the spell ends! spell more than once per day on the This is also a Protection and Cost: 20. One try per day per sub- same subject. Warning spell. ject. Cost: 1 to 3. The same amount is Time to cast: 1 minute. Duration: 1 hour. restored to the subject. Prerequisites: Magery 3 and Major Cost: 4 to cast. 3 to maintain. Prerequisite: Lend Vitality. Healing. Time to cast: 10 seconds. Prerequisite: Vigor. Item Item Item Wand or staff, decorated in a snake Wand or staff decorated in a snake pattern. The item must touch the pattern. The item must touch the sub- Jewelry. The item must bear a pic- subject. Usable only by mages, or by ject. Usable only by mages, or by non- ture of a unicorn. Always on; wearer is nonmages with Physician skill 15 or mages with Physician skill 25 or immune to poison. A rare and prized higher. Energy cost to create: 600. higher. Energy cost to create: 4,000. item! Energy cost to create: 500 for an item that resists one specific poison, 4,000 for one that resists all poisons. Major Healing (VH) Cure Disease Regular Regular Stop Bleeding Restores up to 8 HP to the subject. Eliminates one type of disease or Regular Does not eliminate disease or poison, infection from the body of the subject. but will cure damage caused by these A successful Diagnosis roll (by the The subject stops bleeding immedi- things. caster or another) should precede the ately, as if bandaged by someone with Otherwise, this spell functions just casting; if not, spell use is at -5! Does the First Aid skill (p. B195). This like Minor Healing: it is at -3 per cast- not cure any damage the illness has restores 1 HP, and prevents further HP ing on the same subject in one day, done to the subject; the spell just loss from bleeding if the optional and Physician skill at level 15 or high- eliminates the underlying sickness. bleeding rules (p. B420) are in effect. er will mitigate the effects of a critical The subject of this spell may not Duration: The illness is gone, but failure. subsequently benefit from further the subject isn’t immune forever . . . The penalties for repeated casting bandaging of the same wounds. Cost: 4. accrue separately for Minor Healing This spell may also be used to sta- Time to cast: 10 minutes. One try. and Major Healing. For instance, a bilize a mortal wound (p. B423), at a Prerequisites: Relieve Sickness and caster could cast both spells on the substantially higher cost. Major Healing. same subject in the same day at no Duration: Permanent, although penalty. Item later injuries will bleed normally. Cost: 1 to 4. Twice the amount Wand or staff, decorated in a snake Cost: 1 to stop bleeding on a nor- spent is restored to the subject. pattern. The item must touch the sub- mal wound; 10 to stabilize a mortal Prerequisites: Magery 1 and Minor ject. Usable only by mages. Energy cost wound. Healing. to create: 800 to cure one specific dis- Prerequisite: Lend Vitality. ease, or 1,500 for an item that cures any disease.

HEALING SPELLS 91 Neutralize Poison shaking off the addiction), but will not Restore Hearing suffer any physical damage from Regular withdrawal. Regular Eliminates all traces of one chosen Similar to Restore Sight, but for poison from the body of the subject. A Modifiers: This spell is at a -4 penal- Hearing. The eardrums or other successful Poisons roll (by the caster ty if the caster casts it on himself, and organs of hearing must not be or another character) should precede at a cumulative -4 per consecutive completely missing. the casting in order to identify the poi- daily casting on the same subject Duration: 1 hour. son being treated; if not, spell use is at (thus, it gets harder and harder for the Cost: Equal to half of the restored -5! This spell is of no use against spell to replace the drug). In addition, Hearing score (Per + Acute Hearing); alchemical elixirs other than those the withdrawal penalty inherent to the half to maintain. that do direct damage. Does not cure drug is applied to any casting! Time to cast: 5 seconds. existing damage – the spell just Duration: 1 day. Prerequisites: Minor Healing and removes the remaining poison, Cost: 6. Cannot be maintained. either Keen Hearing or Strike Deaf. avoiding any further damage. Time to cast: 10 seconds. Duration: Permanent. Prerequisite: Neutralize Poison. Item Cost: 5. Jewelry (earrings are especially Time to cast: 30 seconds (beware appropriate) or clothing. Always on. fast-acting poisons!). One try. Relieve Madness Energy cost to create: 1,000. Prerequisites: Either Magery 3 and Regular Test Food or Cure Disease. Temporarily restores a subject’s Restore Memory sanity, relieving him from a single Item Delusion, Phobia, Compulsion, or Regular Staff or wand decorated in a snake spell-induced Madness (caster’s Used to cure the victims of memo- pattern. Usable only by a mage or a choice). The Madness and Permanent ry loss, either mundane or magical. nonmage with Physician-20 or higher. Madness spells get to resist. The spell restores one forgotten fact or The item must touch the subject. Cost This is also a Mind Control spell. skill at a time. The Forgetfulness spell to create: 400 for an item that cures resists; Permanent Forgetfulness one specific poison, 1,500 for an item Duration: 10 minutes. resists at +5. This spell will not permit that cures any poison. Cost: 2. Cannot be maintained. the subject to recall something that he Time to cast: 10 seconds. never actually memorized in the first Prerequisites: Lend Vitality and place (but see the Recall spell, p. 106). Instant Neutralize Wisdom. The spell is risky if used more than Poison (VH) Item once per day on the same subject: Regular Wand, staff, or jewelry. Energy cost each repeat casting is at a cumulative As Neutralize Poison, but works to create: 850. -3 penalty. A critical failure is very haz- instantly. A Poisons roll is not required ardous – the memory being sought is for successful use of this spell! destroyed forever, and the subject is Restore Sight plunged into a frightening sequence of Cost: 8. One try per day. Regular buried memories lasting 2d minutes. Prerequisites: Magery 2 and This causes a Fright Check at a -6 Temporarily restores the subject’s Neutralize Poison. penalty. sight, regardless of what caused the If the caster has Psychology skill at Item loss (if the loss of sight is magical in 15 or higher, a “critical failure” on this Wand or staff, decorated in a snake nature, however, the responsible spell spell counts as an ordinary failure – pattern. The item must touch the sub- gets to resist). The eyes must not be unless he has already tried the spell ject. Usable only by a mage or a non- completely missing (that requires more than once that day on the same mage with Physician-20 or higher. Regeneration). For a permanent cure, subject. Energy cost to create: 800 for an item use Restoration. that neutralizes one specific poison, Duration: The memory is recov- Duration: 1 hour. 3,000 for an item that will neutralize ered permanently. Cost: Equal to half of the restored any poison. Time to cast: 10 seconds. Vision score (Per + Acute Vision); half Cost: 3. to maintain. Prerequisites: Awaken and IQ 11 or Time to cast: 5 seconds. Relieve Addiction higher. Regular Prerequisites: Minor Healing and either Keen Vision or Strike Blind. Partially replaces a “daily dose” of Item some drug required by the subject. Item Wand or staff; the item must bear a picture of an elephant. The item must The subject will still feel the psycho- Jewelry or clothing. Always on. touch the subject. Energy cost to logical effects of missing a dose (that Energy cost to create: 1,000. is, a Will-modified HT roll is still create: 600. required to count the day toward

92 HEALING SPELLS Restore Speech Prerequisite: Stop Paralysis. Item Regular Item Wand or staff, decorated in a snake pattern. Usable only by mages. The Similar to Restore Sight, but for Jewelry or clothing. Always on. item must touch the subject. Energy Speech. The tongue and vocal cords Energy cost to create: 200 per point of cost to create: 2,500. cannot be completely missing. crippling threshold effectively restored (should the wearer’s crippling Duration: 1 hour. threshold be higher than the capacity Cost: 5 to cast. 3 to maintain. Regeneration (VH) of the item, assess the difference as a Regular Time to cast: 5 seconds. penalty to DX and ST for that limb). Prerequisites: Minor Healing and Regrow one lost limb or eye. either Great Voice or Strike Dumb. Duration: Permanent. Item Restoration (VH) Cost: 20. One try. Jewelry or clothing. Always on. Regular Time to cast: 1 minute to cast the Energy cost to create: 1,000. Regain the use of one crippled limb spell; 1 month before the process of or damaged eye – also restores lost regeneration is complete. The regener- hearing, smell, etc. Will not work on a ating part may not be used at all until Stop Paralysis lost limb or eye – that requires the month has passed. Regular Regeneration. (If a limb has been Prerequisites: Magery 2 and Counters temporary paralysis (due amputated and is intact, you may try Restoration. Restoration within the hour, at -5 to to spell, paralysis gun, etc.). An ongo- Item ing spell (such as Paralyze Limb or skill, to put it back on!) Wand or staff, decorated in a snake Total Paralysis) gets a resistance roll. Duration: Permanent. pattern. Usable only by mages. The Cost: 1 for a single limb. 2 for the Cost: 15. One try. item must touch the subject. Energy whole body. Time to cast: 1 minute to cast the cost to create: 3,000. Prerequisites: Either Minor Healing spell; 1 month before the process of and Paralyze Limb or Major Healing. restoration is complete. The part may not be used at all until the month has Instant Regeneration Item passed; it simply won’t work, even (VH) Staff, wand, or jewelry. Energy cost though it may appear to be healthy. Regular to create: 200. Prerequisites: Either Major Healing As Regeneration, but works or any two of Relieve Paralysis and the instantly. Relieve Paralysis various “Restore” spells. Cost: 80. One try. Regular Item Prerequisites: Magery 3 and Temporarily restores a subject’s use Wand or staff, decorated in a snake Regeneration. of his paralyzed or crippled limbs. The pattern. Usable only by mages. limbs must not, of course, be com- Subject must be touched by item. Item pletely missing (that requires Energy cost to create: 2,000. Wand or staff, decorated in a snake Regeneration). Since limbs wither with pattern. Usable only by mages. The disuse, the GM should use his judg- Instant Restoration item must touch the subject. Energy ment and assess DX and ST penalties cost to create: 4,000. to the use of such restored limbs. (VH) Regular Duration: 1 minute. Cure Radiation As Restoration, but works instantly. Cost: Equal to the crippling thresh- Regular old for the limbs affected. Same to Cost: 50. One try. As listed under Technological Spells, maintain. Prerequisites: Magery 2 and p. 182. Time to cast: 10 seconds. Restoration.

HEALING SPELLS 93 Cleansing Healing Slumber Item Regular; Special Resistance Regular; Jewelry. Always on; the item pre- vents aging while it is worn. Cleanses the subject of any foreign Automatic Resistance Kingdoms have been toppled for pos- matter in his tissues, including cactus Subject falls into a deep restorative session of such things . . . Energy cost or porcupine spines, arrowheads, sleep, and heals 1 HP for every hour of to create: 10,000. barbs, bullets, splinters, etc. Also elim- rest. Fatigue is recovered at double the inates external (but not internal) bac- normal rate. teria and parasites. Has no effect The subject wakes once completely Youth (VH) against diseases, poisons or drugs. healed, or after 8 hours have passed; Regular The subject must be willing or totally any fatigue from lost sleep is also com- Removes one year from the sub- helpless (e.g., bound or unconscious) pletely recovered after that time. ject’s age. Any attribute levels lost in and the caster must touch him. Otherwise, he can only be awakened that period are automatically “Foreign matter” that is somehow by a word from the caster, an injury or regained. Does not affect memories, integral to the subject (gold teeth, steel the Awaken spell (or Remove Curse, skills, injuries, etc., gained during the plates or rods, glass eyes, cyberware, Counterspell, etc.). An unwilling “lost” months. and so on) must be excluded by the subject resists automatically. caster or it may be destroyed as well! Duration: Subject starts aging If the caster is careless (or malicious), Duration: Up to 8 hours (maximum again immediately. each item resists separately with recovery of 8 HP per day). Cost: 100. One try per month. HT+5 of the subject. Cost: 6. For a cost of 10, the speed Prerequisites: Magery 3 and Halt of recovery is doubled. Maximum Aging. Cost: 2 to cleanse a hand or foot, 4 recovery is unchanged. for a torso or limb, 6 for an entire body. Time to cast: 3 seconds. Prerequisites: Minor Healing and Purify Earth. Those wounds heal ill that men do give Item themselves. Wand or staff, decorated in a snake – William Shakespeare, pattern. The item must touch the subject. Usable only by a mage or a Troilus and Cressida nonmage with Surgery-15 or higher. Energy cost to create: 250. Time to cast: 30 seconds. Suspended Animation Prerequisites: Magery 2, Sleep, and Resurrection (VH) Regular; Resisted by HT Minor Healing. Regular Holds the subject in apparent Item Brings the subject back to life, pro- sleep, indefinitely. The effects of severe (a) Wand or staff, decorated in a vided that the body, or most of it, is bleeding, disease, age, etc. are all halt- snake pattern. The item must touch available. This is the GM’s decision; ed while the spell is in effect. The sub- the subject. Usable only by a mage or note that a body that has reached ject requires neither food nor air, but a nonmage with Physician-15 or high- -10¥HP is by definition too damaged can still be harmed by fire, weapons, er. Energy cost to create: 1,000. (b) Any for resurrection. The resurrected sub- and other natural hazards. item. If the wearer is willing to sleep ject has FP and HP 0, and must regain FP and HP in the normal fashion. All Duration: Remains in effect until (or faints from fatigue or injury), the item activates. The wearer wakes if the his limbs will be intact, regardless of broken (the Awaken spell works well). the injuries that killed him. The cast- Cost: 6. item is removed or once the spell laps- es (if the wearer’s HP is still negative, er’s skill is at a -1 penalty for each full Time to cast: 30 seconds. day between the subject’s death and Prerequisites: Sleep and at least see Recovering From Unconsciousness, p. B423). Energy cost to create: 900. the beginning of the spell. four Healing spells. This is also a Necromantic spell. Item Duration: Permanent, until you’re (a) Jewelry, arrow, or clothing. Halt Aging (VH) killed again . . . Always on; the item puts its wearer in Regular Cost: 300. One try. suspended animation instantly. The Stops the subject from aging for Time to cast: 2 hours. spell lifts immediately when the item is one month. Cannot be cast again until Prerequisites: Instant Regeneration removed. Energy cost to create: 2,000. the first spell wears off. and Summon Spirit. (b) Crypt, coffin, etc. Always on; puts Duration: One month. the occupant in suspended animation. Item Cost: 20. One try per week. Energy cost to create: 2,000 per human- There are persistent rumors of a Prerequisites: Magery 2 and at least sized space. magic item that will bring the dead to eight Healing spells. life, but nothing specific is known.

94 HEALING SPELLS CHAPTER THIRTEEN ILLUSION AND CREATION SPELLS

Eric unlocked and opened his door, tossed his keys onto the counter, and dropped his bag by the door. With a miserable groan, he flopped back onto his decrepit couch. Worst. Birthday. Ever. His alarm clock hadn’t gone off, work had been the usual parade of jerks, and someone stole the front wheel off his bike. Now he couldn’t even find anyone to take his mind off the lousy day. Sheila wasn’t answering her phone. Jim had vaguely alluded to something he had to do and hung up. All the usual suspects were nowhere to be found. “Well,” he said to the TV, “looks like just you and me tonight.” The room shimmered. “SURPRISE!” people shouted from every corner of the room, and burst area it occupies. It may be a single automatically dispelled by any attack, into laughter. object or an entire scene. It may move any other spell except Control Illusion, Sheila, sitting next to him on the to a different area, or change size or or the touch of any sapient creature. couch, kissed him on the cheek. shape up to its maximum area, if the “Happy birthday! You should see the Duration: 1 minute. caster concentrates. Any sapient crea- expression on your face.” Base cost: 1 to cast. Half that to ture can dispel it by “disbelieving” – “Dude,” Jim said from underneath maintain. taking a Concentrate action and mak- him, “happy birthday and all, but Prerequisites: Caster must be able ing a successful Will roll. The illusion is could you get off me now?” to see and have IQ 11 or better. These spells let the wizard create what is not. An “illusion” has no real substance. A “creation” does have sub- Scary Illusions stance, while it exists. Each illusion or Illusions are often used to terrify. If you know your foe has a phobia creation counts as a spell “on,” giving of reptiles, a well-timed Simple Illusion of a snake can be more effective -1 to the caster’s other spell rolls. than a Fireball! However, knowledge of illusion magic permits a wizard The College of Illusion and to produce images that seem real, but not necessarily images that are Creation is challenging; not everyone scary. A real-looking dragon, with smoke curling from its nostrils and has the wit and imagination to master talons gleaming in the sunlight, will likely make anybody nervous – but a the art of illusion. Nonetheless, the creative illusionist will contort the dragon’s expression into a nasty leer, principles within the college are nec- place a few scraps of bloody meat between the talons, and have the beast’s essary to many potent spells in other muscles flexing menacingly beneath the scales. colleges. The GM may want to assess an illusion’s Fright Check penalty (if any) based on the player’s description. However, to link an illusion’s impact to Simple Illusion character skill rather than player skill, the GM may permit an Artist (Illusion) roll; the higher the margin of success, the more frightening (or Area beautiful, or moving) the illusion is. Creates a purely visual image that can be seen by anyone in view of the

ILLUSION AND CREATION SPELLS 95 Phantom Flame sense of touch will be fooled, though Illusion Disguise you cannot “really” warm yourself Area from an illusionary fire. Regular As listed under Fire Spells, p. 73. Prerequisites: Magery 1 and This illusion disguises a living Complex Illusion. being. The caster must first create the illusion (using any basic Illusion Complex Illusion spell). The Illusion Disguise spell then Area Illusion Shell superimposes the illusion over the As Simple Illusion, but affects Regular subject, so it covers him and moves hearing as well as sight. It is not auto- This illusion makes a chosen object with him. The better the Illusion spell matically dispelled by a spell or touch; look, sound, and feel different. The used, the better and more permanent however, any amount of actual base object must be of the appropriate the disguise; a Perfect Illusion damage will dispel the illusion. size and shape. The illusion may be Disguise even fools the sense of touch. Concentration is not required to main- Duration: disbelieved, but is otherwise stable. 1 minute. tain the disguise. The illusion disguise Base cost: However, it will not move about unless 2 to cast. Half that to counts as only a single spell “on.” maintain. the underlying object moves. Damage Prerequisites: Sound and Simple done by the underlying object is unaf- Duration: Until the illusion ends. Illusion. fected. For example, an illusion shell Cost: 3. Cannot be maintained. of a horse could be cast over a wood- Prerequisite: Simple Illusion. en horse. It would stamp, nicker, and Perfect Illusion smell like a horse, but could not be Item Area ridden! Concentration is not required Jewelry or clothing; the item casts an Illusion Disguise (specified when As Complex Illusion, but affects all to maintain the illusion. the item is enchanted) over the wear- the senses except touch; your hand Duration: 1 minute. er. Energy cost to create: 150 Simple, will go through it. It cannot be dis- Cost: 1 for an object small enough 300 Complex, 500 Perfect Illusion. pelled except by Dispel Magic or to be hand-held, or 2 for larger There is no energy cost to the wearer! Dispel Illusion. Any damage at all will objects. Half that cost to maintain. temporarily disturb the illusion, Prerequisite: Simple Illusion. revealing it for what it is without Independence dispelling it. Item For 200 times the base cost, the Area Duration: 1 minute. spell can be made permanent; it will This spell can be used with any Base cost: 3 to cast. Half that to not be disbelieved! controlled creation or illusion. It lets maintain. For double cost, even the the caster “program” the creation or

96 ILLUSION AND CREATION SPELLS illusion to move about, speak (if it can Dispel Illusion grapple, shove, and so on as if it were make sounds), and even react in pre- real. A phantom may have any ST and determined ways. All this is done with Regular; Resisted by DX up to the mage’s skill with the spell no further concentration on the cast- subject spell for the purposes of contests, damage er’s part; it does not count as a sepa- Dispels any Illusion or Illusion inflicted, and so on. rate spell “on.” If faced with some- Disguise. Does not affect creations. When the spell is first cast, the GM thing for which it is not “pro- Cost: 1. should note the margin of success. If grammed,” it may do nothing or (if an Prerequisite: Control Illusion. a single attack on the phantom inflicts illusion) simply vanish, at the GM’s this amount (or more) of basic dam- whim. Item age, the phantom is immediately dis- Wand or staff; the item must touch pelled. Any spells that work on illu- Duration: As long as the creation or the subject illusion. Energy cost to sions (Dispel Illusion, Control illusion lasts. create: 400. Illusion, Independence, etc.) work on Base cost: 2. Does not require phantoms. maintenance. Time to cast: As long as it takes the Inscribe Duration: 1 minute. casting player to describe the instruc- Area; Resisted by Will Base cost: 5. Half that to maintain. tions to the GM, or to read them aloud For a base cost of 9, the phantom can Creates an inscription (either writ- if they are in writing (writing them have twice the normal ST (DX is ing or images) on any surface. down will save arguments!). Complex unchanged). Appropriate specializations of Artist instructions take a long time to cast. Prerequisites: Magery 2, Perfect (Calligraphy, Illumination, etc.) should Minimum 5 seconds. Illusion, Hinder, and Apportation. be used to assess the aesthetics of the Prerequisite: Simple Illusion. result. The image can be as stylish as Item the caster desires: letters of silver Staff, wand, or jewelry. Usable only Know Illusion flame, simple block-lettering, reflected by mages. Energy cost to create: 300; Information light on the surface of water, and so on. half cost for an item that will create a The inscription is integral to the sub- Tells whether the subject is either single, creator-determined phantom. ject’s surface, fading only when the an illusion or creation, and if so, just spell is canceled or expires. Any living what kind it is. The caster must be things to be inscribed get to resist. Initiative able to see the subject. This is also a Making and Breaking Area Cost: 2. spell. This spell can be cast on any cre- Prerequisite: Simple Illusion. Duration: 1 minute. ation or illusion the caster controls, Base cost: 1 to cast. Same cost to giving it a semblance of intelligence in maintain. Minimum 2. order to act on its own initiative. The Control Illusion subject is totally loyal to the caster, Regular; Resisted by Prerequisites: Simple Illusion and Copy. and obeys him (or anyone else the subject spell caster orders it to heed) to the best of Take control of an illusion that Item its ability. someone else has cast. If your spell (a) Any inscription can be made The base cost of the spell is based succeeds, you must pay any further permanent for 20 times the cost to on what knowledge the caster grants energy costs to maintain the illusion. cast the spell. (b) A stylus, brush, etc. the subject. Creations start with their If you fail, the illusion still belongs to that can leave inscriptions on any- own DX and IQ as listed in the spell the original caster. This spell does not thing, without ever needing ink or description. For the purposes of this affect an Illusion Disguise. If the spell paint. Energy cost to create: 30. spell, Illusions and Phantoms start is cast over something that is not an with IQ 0 and DX 8. The subject’s DX illusion, the energy cost is still spent and IQ may be raised as high as the but the spell has no effect. Phantom (VH) caster’s. The subject may also be given Area the caster’s skills – every skill granted Duration: Once established, con- Like Perfect Illusion, but a phan- is known at the same relative level as trol is permanent unless someone else tom can impede movement and inflict the caster. Illusions and creations with takes control. real damage. The first time any living Initiative may use defaults on any Cost: 1. creature physically contacts a phan- skill. Time to cast: 2 seconds. tom, roll a Quick Contest between the Once the spell is cast, the subject Prerequisite: Perfect Illusion. caster’s effective skill and the being’s acts on its own until the spell expires. Item IQ. If the caster loses, then the phan- If the subject comes across a situation Wand or staff. Energy cost to create: tom is treated as a Perfect Illusion for that confuses it, it attempts to return 300. The item must touch the illusion all purposes with regards to that to the caster for clarification. Like to be controlled. character. Independence (p. 96), this spell does If the caster wins, the phantom has not count as a spell “on,” and does not substance and may proceed to strike, require separate maintenance.

ILLUSION AND CREATION SPELLS 97 Example: Lady Ann Goulding has Duration: The created object lasts 650. (b) A duplicate may be made created a magical servant to amuse indefinitely – as long as it is touching permanent for 100 times casting cost. her noble and decadent guests. She a living, thinking being. Thus, a wiz- wishes it to circulate throughout the ard can create a sword, and use it him- party, serving food, dancing with the self or give it to a friend – but if he cre- Create Servant noblewomen, and showing appropri- ates a coin to cheat a merchant, it will Regular ate respect – without requiring con- vanish if the merchant drops it on the Creates a stupid but obedient servi- stant supervision, so that she can counter or tosses it in the air! A creat- tor (all attributes equal to 9) to do the enjoy herself. It begins with 9 in every ed item does not actually have to caster’s bidding. The caster deter- attribute, but no skills (Lady Ann touch flesh, but it must be very close mines the servant’s appearance. This could have created a skilled servitor, to someone. It could be held in a same spell can also create a Brute – a but she has Create Servant-15 and can gloved hand, carried in a pocket, etc., servant with ST of 16, and all other maintain an unskilled one indefinite- but not stored in a backpack. attributes at 9. Or it can create a ser- ly). To this base she adds 2 points of Cost: 2 for every 5 pounds the cre- vant with attributes at 9 and one non- DX (bringing it up to her own DX of ated item weighs. combat non-IQ-based skill at level 16. 11), and 2 points of IQ (well below her Time to cast: Equal to cost, in sec- Any created servant follows simple own IQ of 14) to make it wittier. This onds. spoken commands, delivers verbal is a total attribute increase of 4, for a Prerequisites: Magery 2, Create messages, etc. It is under the GM’s base cost of 2. Earth, and Perfect Illusion. control. It cannot fight or handle con- Lady Ann then gives it two skills – fusing situations; it has no skills. Dancing and Savoir-Faire. She has Faced with danger, it whimpers, flees, Dancing-14 (DX+3), and since the ser- Duplicate (VH) or simply vanishes. If questioned, it vant has the same DX as she does, the Regular knows only who its master is and what servant will, too. The lady’s knowledge Like Create Object, but instead of its orders are. of Savoir-Faire is considerable (skill creating an object from the caster’s Duration: 1 minute. 15, or IQ+1), but the servant is not as mind, the Duplicate spell duplicates Cost: 3 to cast. 1 to maintain. For a smart as she, and will only have it at an actual item, which must be held or skilled servitor, 4 to cast; 2 to its own IQ+1, for a net Savoir-Faire- touched by the caster while the spell is maintain. For a Brute, 6 to cast; 2 to 13. These two skills add 2 more to the cast. This permits a mage with no maintain. base cost, for a total of 4. Since the knowledge of Armoury to create a gun Time to cast: 3 seconds. servant is less than 1 yard in radius, a – if he has another one handy to copy. Prerequisites: Magery 3, IQ 12 or casting at base cost will suffice. It also permits perfect forgeries of higher, and Create Object. works of art, money, documents, and Duration: As long as the subject so on. The magical duplicate follows lasts. all normal rules for items made with Base cost: 1/3 per point of DX or IQ Create Warrior Create Object – it must remain in con- increase (round up), plus 1 per skill; Regular tact with a living thing, for instance, or minimum base cost of 3. it will disappear. Creates a warrior to fight as the Time to cast: 10 seconds. The mage may also attempt to alter caster commands. He has IQ 10; ST, Prerequisites: Independence and the creation. For instance, he could DX, and HT 12; and skill 16 with any Wisdom. copy a sword and add inscribed runes, single weapon (or unarmed combat or forge a passport with a different ability) the caster desires. He has no name or picture, etc. In this case, nor- weapons or armor when created, but Create Object (VH) uses what he is given. Regular mal rules for the caster’s abilities apply; Forgery skill rolls may be Duration: Create any sort of simple artifact 1 minute. required. A mage with no knowledge Cost: with which the caster is familiar – e.g., 4 to cast. 4 to maintain. Cost of guns could gold-plate a duplicate, a robe, a sword, a cup. It cannot create to create a Brute Warrior (ST of 16) is but he couldn’t modify the firing a magical item or a living creature. 6 to cast; 6 to maintain. mechanism or ammunition capacity. Time to cast: 4 seconds. Limitations: Food created this way Prerequisite: Duration: As per Create Object Create Servant. will seem nourishing, but in fact is not. (above) Information cannot be created; a book Cost: 3 for every 5 pounds that the could not be created unless the caster Create Animal created object weighs. knew all its contents by heart. A work Regular Time to cast: Equal to the cost, in of art will be only as good as the caster seconds. Create an animal (IQ 5 or less) that could make it by hand. A mechanical Prerequisites: Create Object and does your mental bidding while it device cannot be created unless the Copy. exists. A created living being continues caster could build it himself. (GMs – to exist until the caster stops main- the intent of this rule is to make it Item taining the spell, or until it is killed, at almost impossible for mages to create a) Staff, wand, or jewelry. Usable which point it vanishes. cars, transistor radios, etc. Be strict.) only by mages. Energy cost to create:

98 ILLUSION AND CREATION SPELLS A living creation must be identical Item Cost: 1. to a “real” living being with which the (a) A mage may create a perma- Time to cast: 2 seconds. caster is familiar. You cannot create an nent mount for 100 times the casting Prerequisite: Create Animal or imaginary being, or even a real crea- cost. (b) Horn or whistle. Usable only Create Servant. ture of which you have only heard sto- by mages. Sounding the horn or whis- Item ries. Neither can you create a bear with tle causes the mount to appear as if Wand or staff; the item must touch poison fangs . . . but some wizards summoned. Energy cost to create: 200 the subject creation. Energy cost to occasionally research private varia- times the casting cost for the intended create: 400. tions on the spell to make unusual type of mount. creatures. Create Animal may also be used to create a swarm of small creatures (p. B461). A “swarm” costs 2 energy to create. Duration: 1 minute. Cost: 2, multiplied by 1 + SM for animals larger than SM 0. Half that to maintain. Time to cast: Equal to cost, in sec- onds. Prerequisites: Create Water, Create Object, and IQ 12 or higher.

Create Mount Regular Create a stupid but obedient mount on which to ride while it exists. It can also be used as a draft animal. The mount’s traits are equivalent to a pony (p. B460), but the caster sets its appearance at casting time; it can be a horse, camel, dolphin, dwarf elephant, huge ostrich, or anything else the GM agrees to (use the Create Animal guidelines). The mount can only understand very simple spoken com- mands, such as stop, go, left, right, about face, etc. It is under the GM’s control and cannot fight or handle confusing situations; it has no skills. Faced with danger, it will whimper, bolt, or simply vanish. The caster may also choose to cre- ate a Brute mount with ST 35, a Winged mount with Move 7/14, a Racing mount with Move 18, or a War- Trained mount that remains calm in dangerous situations and can be Control Creation Dispel Creation ordered to trample or attack. Regular; Resisted by Regular; Resisted by Duration: 1 hour. subject spell subject spell Destroys any sort of Creation. Does Cost: 8 to cast. 3 to maintain. Takes control of a living Creation not affect illusions. Double the cost for a Brute mount, a cast by someone else. On a success, Winged mount, a War-Trained mount, further energy costs are necessary to Cost: 1 to dispel a nonliving sub- or a Racing mount. Triple the cost for maintain the creation. On a failure, ject, or 3 to dispel a living creation. a Winged Racing mount, etc. the creation remains the original cast- Prerequisite: Control Creation. Time to cast: 3 seconds. er’s. This spell cannot affect an Prerequisites: Magery 3 and Create Illusion. Item Animal. Wand or staff. Energy cost to create: 500.

ILLUSION AND CREATION SPELLS 99 CHAPTER FOURTEEN KNOWLEDGE SPELLS

The diviner placed the oblong “I urge you to destroy it, if you can. weight, a lens for color, or an onyx device on the table in front of him. If it were within my power, I would cube for volume. The item must touch Even in the dim candlelight, Gulden already have done so. Now get out.” the subject. Energy cost to create: 50. could see that he seemed worried. These spells provide information. “Where did you acquire this Duration is “instantaneous” unless object?” Tell Time noted otherwise – that is, the caster “That is my own business. What Information gets one flash of knowledge, but not a can you tell me of it?” Tells the caster what time it is – as continuing picture. The diviner scowled. “You’ve been well as the day and year, should that rooting in the Ruined City with the be in doubt. rest of the fools, then, and like them Measurement Cost: 1. you have found only trouble. This Area; Information object is old . . . perhaps three Tells the caster any one of Item centuries, perhaps four. I Jewelry that lets the wearer know can tell you nothing of its the following things about the subject: (a) its weight; the exact time whenever he wants. creator, save that he was Energy cost to create: 250. a mage of great power. I (b) its measurements in all cannot tell you its full dimensions; (c) its area; capacities. They are (d) its volume. This spell Alarm will provide infor- too complex for me to Regular determine magically mation in the native system of the caster, be Alerts the subject at a specified – spells layered upon time in the future, awakening him if spells, enchant- that pounds, grams, or stones about the necessary. It will also remind him of ments on enchant- one thing (in effect, delivering a mes- ments – and I dare size of your head. The measurement is sage), provided he specified that thing experiment with it at the time the Alarm spell was cast. no further. as precise as the cast- er can comprehend. Can be set to “go off” up to a week “As you told me, from time of casting. it can detect In some settings, whether an item is where other quanti- Duration: 1 week. magical. But it ties are commonly Cost: 1. Cannot be maintained. can also determine measured, other meas- Prerequisite: Tell Time. urements may be whether an item is Item magical by spell or possible. At high TLs, for example, the wave- Jewelry. It will buzz or vibrate at enchantment, and ana- exactly the same time every day, as set lyze the nature of that length of a color may be determined, or the fre- by the original creator. Energy cost to magic accordingly. It can create: 60. reveal the history of an quency of a sound. The item – or of its holder. It can speed of a moving object or remove the enchantment from the local gravity are also quan- Far-Feeling a magical item, and it can do so of tities that could be measured in some settings. Regular its own volition. The subject can feel by touch any “This abomination thinks, some- Base cost: 1. object that he can see (even at a great how. It perceives, it decides, and it Item distance) or through solid objects acts. Yet it does not live. I have tested totaling no more than 6 feet in thick- it with every method I know, and I A different item exists for each of the above functions: an enchanted ness. The sensations are one-way (to cannot say how such a thing can be. It pinch a wench, use the Manipulate is an inert thing, and yet it thinks. ruler for measurement, scales for

100 KNOWLEDGE SPELLS spell); in particular, a mage cannot Base cost: 1 (minimum 2). alert the wearer only to certain kinds deliver spells by Far-Feeling! Prerequisite: Measurement. of magic. Energy cost to create: 300. Duration: 1 minute. Item Cost: 3 to cast. 1 to maintain. Staff or wand; the item must touch Sense Mana Time to cast: 3 seconds. the subject. Energy cost to create: 80. Information Prerequisite: Magery 1. Tells the caster the mana level at Item Small Vision the point where he is standing, and Gloves or jewelry. Affects only the Regular whether the local mana is aspected wearer. Energy cost to create: 200. (see GURPS Fantasy) or otherwise As listed under Light and Darkness unusual. If the spell is successful, a Spells, p. 111. second casting will reveal the precise Find Direction nature and level of any aspect or other Information Earth Vision peculiarity. Tells the caster which direction is Regular Cost: 3. North. Alternately, it can tell which As listed under Earth Spells, p. 51. Time to cast: 5 seconds. way his home is. Note that no one can Prerequisite: Detect Magic. have more than one true home, and a wanderer may have none! Air Vision Item (a) Staff, wand, or jewelry. Usable Cost: 2. Regular only by mages. Energy cost to create: Prerequisite: Magery 1. As listed under Air Spells, p. 24. 200. (b) Ring or necklace. Always on. It vibrates whenever the wearer passes over a boundary between areas of dif- ferent mana. Energy cost to create: 500. Of making many books there is no end; and much study is a weariness of the flesh. Aura – Ecclesiastes 12:12 Information Creates a glowing halo, or “aura,” around the subject. This aura gives the caster a general insight into the sub- ject’s personality – the better the skill Item Detect Magic roll, the better the insight. The aura Enchanted compass needle that Regular also shows whether the subject has points north, or to the user’s home, on Determines whether any one object Magery, Magic Resistance, or Magic command. Energy cost to create: 250. is magical. If the spell is successful, a Susceptibility (and what level); second casting tells whether the magic whether the subject is possessed or is temporary or permanent. A critical controlled in any way; and whether Tell Position success on either roll fully identifies the subject is in the grip of any violent Information the spell, as for Analyze Magic. emotion. A critical success will detect Tells the caster the subject’s exact This is not the same as the ability “secret” traits, such as lycanthropy, distance, azimuth, and altitude rela- to detect magic items that comes with vampirism, and unnatural longevity. tive to the caster. The caster must be Magery 0; that ability only detects All living beings have auras; inani- able to see the subject. permanent magic items, while Detect mate things do not. A zombie is Magic detects items, spells, magical detectable by his faint, death-haunted Cost: 1. creatures, and any other ongoing aura, while a vampire retains the aura Prerequisite: Measurement. magical effect. he had in life. Illusions and created beings have no aura, so a successful Item Cost: 2. Staff, wand, or jewelry. Energy cost casting of this spell distinguishes them Time to cast: 5 seconds. from real persons. to create: 150. Prerequisite: Magery 1. Cost: 3 (for any size subject). Item Prerequisite: Detect Magic. Test Load (a) Staff, wand, or jewelry. Usable Area; Information only by mages. Energy cost to create: Item Tells the caster how much weight 100. (b) Ring or necklace. Always on. Staff, wand, or jewelry. Usable only the subject can support before warping It vibrates, alerting the wearer, when by mages. Energy cost to create: 100. or breaking. This can reveal the any magical item is within 5 yards. A capacity of bridges, baskets, ropes, etc. Limit spell is often used to make it

KNOWLEDGE SPELLS 101 Identify Spell Mage Sense It can then be cast again to determine the next spell, and so on. Name and Information Information Password enchantments (p. 68) count Identifies what spell or spells have Tells the caster whether some as separate spells that resist at +5; any just been cast (within the last five sec- unseen magical item or creature is individual wizard may only attempt to onds), or are being cast at the nearby. The caster may specify that he Analyze a Name or Password once. Like moment, on or by the subject. It does is looking for any unseen item, or he Identify Spell, above, it will give limited not identify the spells on a perma- may specify a certain object. results when the caster is faced with an nently enchanted item. One casting Skill modifier: the distance in yards unknown spell. identifies all spells cast on or by the to the object sought. Use the closest subject. However, if any of these spells Cost: 8. distance if the caster moves around are totally unknown to the caster – not Time to cast: 1 hour. during the spell’s duration, and roll at just spells he doesn’t know, but spells Prerequisite: Identify Spell. the end of that time. At the GM’s he has never heard of – the GM should option, some very powerful magic Item provide only a vague description; e.g., items may be easier to sense. Staff, wand, or jewelry. Energy cost “Some kind of physical protection.” to create: 1,200. Wizards have heard of every spell in Duration: 1 minute. this book (unless the GM rules that Cost: 3 to cast. 2 to maintain. some are secret) but not new spells Prerequisite: Detect Magic. Summon Shade (VH) created by the GM or players. Information; Resisted by Will Cost: 2. Item Summons a “shade” of the subject Prerequisite: Detect Magic. Staff, wand, or jewelry. Energy cost from a possible future, to answer the to create: 1,200. caster’s questions. The shade will not Item lie (except on a critical failure) but it Staff, wand, or jewelry. Energy cost will be disoriented; therefore its to create: 1,100. answers may be unclear and impre- cise. One question may be asked per Mage Sight minute the spell is maintained. Since the shade only comes from the most Regular likely future, this spell may be an Detect all magical items in your Seek Magic unsatisfactory . field of vision. Each such item will Information have a glow or “aura,” similar to the Example: Felix Magister might sum- Determines the direction and aura of a living being. This glow is vis- mon a shade of his friend Rudolph approximate distance of the nearest ible through clothes, armor, or up to from two months ahead, and ask if his significant magical item, active spell, 1/2” of solid material. attack on the dragon succeeded – and or magical being (magical beings The aura of a permanently enchant- then, if the answer was “no,” persuade include demons, elementals, spirits, ed item will be stronger than that of the real Rudolph not to try. The shade etc., but not races or individuals with something under a temporary spell. simply came from a different future. Of Magery). Regular range penalties Enchanted (or magical) beings also course, the shade might also reply “no – apply. Any known examples of magic glow, though mages themselves do not it was called off.” may be excluded if the caster specifi- unless they actually have spells on them cally mentions them before casting. At the time from which the shade is at the moment. The aura may also give This is also a Meta-Spell. drawn, the subject will have a vivid a clue to an item’s nature. On a good dream in which he will see his ques- roll, for instance, fire spells will have a Cost: 6. tioner(s) and remember all that is said distinctive red glow, and evil items will Time to cast: 10 seconds. – if the predicted event came true. somehow seem to have a “black glow” Prerequisite: Detect Magic. in their auras. A critical success with Skill modifiers: -1 for each year in this spell lets the caster fully identify Item the future that the shade is drawn; -5 if every magic item he sees. Note that this Staff, wand, or jewelry. Energy cost the subject is not present or -10 if noth- ability is essentially a more reliable ver- to create: 1,200. ing pertaining to the subject (clothing, sion of the magical sense that comes hair clippings, etc.) is present. -10 if the with Magery 0 (p. B66). Analyze Magic subjects full name is not known. Duration: 1 minute. Information; Resisted by spells This spell may not be attempted Cost: 3 to cast. 2 to maintain. that conceal magic more than once per year on the same Prerequisite: Detect Magic. Identifies exactly what spells are on person. This is a very powerful spell, and GMs may wish to restrict access Item the subject. If the subject has more than one spell on it, Analyze Magic identifies to this spell, or require expensive Staff, wand, or jewelry. Energy cost materials. to create: 800. the one that took the least energy, and tells the caster “there are more spells.”

102 KNOWLEDGE SPELLS Duration: 1 minute. are in the Sahara Desert, roughly 30 Item Cost: 50 to cast. 20 to maintain. miles north of Timbuktu.” Any map, globe, etc., can be Time to cast: 10 minutes. One try enchanted to show the user’s location Cost: 2. per year. whenever the spell is cast. A mark Time to cast: 10 seconds. On suc- Prerequisite: Summon Spirit or (chosen by the item’s creator) appears cessive castings, the spell repeats its Divination. at the appropriate spot if successful. last answer (right or wrong) until the No mark appears if the user is outside Item caster moves a mile or so from the the map’s boundaries. If the casting Staff, wand, or jewelry. Usable only location. fails, either no mark appears or an by a mage. The item does not give abil- Prerequisites: Magery 1 and Tell erroneous one does. Energy cost to ity to cast the spell, but gives +2 skill to Position. create: 225. one who knows the spell. Energy cost to create: 800.

Glass Wall Regular See through a single wall, floor, ceiling, or other similar barrier up to 4 feet thick (material doesn’t matter). Duration: 1 minute. Cost: 4 to cast. 2 to maintain. Prerequisites: Either five other Knowledge spells or Earth Vision. Item Staff, wand, or jewelry. Energy cost to create: 600.

Far-Tasting Regular As listed under Food Spells, p. 77.

Far-Hearing Regular As listed under Sound Spells, p. 173.

Water Vision Information As listed under Water Spells, p. 187.

Plant Vision Regular As listed under Plant Spells, p. 162.

Know Location Information Gives the caster a reasonable idea of his geographical location (to within a couple of miles). This will be expressed in terms of the nearest named features that the caster has heard of (if in doubt as to whether or not the caster has heard of the feature, the GM should roll against the caster’s Area Knowledge). For example, “You

KNOWLEDGE SPELLS 103 Know Recipe Wizard Mouth with a Move of 10, on the caster’s turn, though it may not do so without Information; Regular bumping into things unless accompa- Special Resistance Creates a replica – about 4” across nied by a Wizard Ear or Eye! As listed under Food Spells, p. 78. – of the caster’s physical mouth and Concentration is necessary to move lips, through which he can speak as the Nose, but not to smell through it. well as taste. The Mouth flies through Any smell-enhancing spells affecting Wizard Eye the air with a Move of 10, on the cast- the caster will also be usable through Regular er’s turn, though it may not do so with- the Nose. While smelling through the Creates a physical eye – a 2” ball – out bumping into things unless Nose, the wizard’s own nose is insen- through which the caster can see. The accompanied by a Wizard Eye or Ear! sitive. Every turn, he must specify Eye can fly through the air, vertically Concentration is necessary to move whether he is smelling through the and/or horizontally, with a Move of the Mouth, but not to speak or taste Nose or through his own nose. 10; it moves on the caster’s turn. through it. Any voice or taste-enhanc- The Nose is small, with a SM of -7, Concentration is necessary to move ing spells affecting the caster will also but if it is hit by a physical attack or the eye, but not to see through it. Any be usable through the Mouth. The any spell that could reasonably vision-enhancing spells affecting the Mouth may not cast spells! While tast- incapacitate it, it is destroyed. caster will also be usable through the ing through the Mouth, the wizard’s This is also a Food spell. Eye. The Eye is small, with a SM of -7, own mouth is insensitive. Every turn, so it is hard to hit – but if it is hit by a he must specify whether he is tasting Duration: 1 minute. physical attack, or any spell that through the Mouth or through his Cost: 3 to cast. 2 to maintain. would reasonably incapacitate it, it is own mouth. Time to cast: 2 seconds. destroyed. The Mouth is small, with a SM of Prerequisites: Apportation and Far- -6, so it is hard to hit – but if it is hit by Tasting. Duration: 1 minute. a physical attack, or any spell that Item Cost: 4 to cast. 2 to maintain. could reasonably incapacitate it, it is (a) Any item depicting a human Time to cast: 2 seconds. destroyed. The Mouth itself cannot nose may be turned into an immobile Prerequisites: Apportation and inflict any biting damage. Wizard Nose, through which the hold- Keen Vision. This is also a Food spell and a er of a flower-shaped amulet, enchant- Sound spell. Item ed at the same time, may smell regard- An eyeball carved of ivory and inset Duration: 1 minute. less of distance. Each such Nose links with jewels. Usable only by mages. At Cost: 4 to cast. 2 to maintain. to one amulet and vice versa. Energy its holder’s command, it will turn into Time to cast: 2 seconds. cost to create: 475. (b) A Nose carved of a Wizard Eye; on returning to his Prerequisites: Apportation, Far- precious stone. Usable only by mages. hand it will revert to the jeweled form. Tasting, and Great Voice. At its holder’s command, it will turn Cost to create: 1,100 energy; $1,000 for into a Wizard Nose; on returning to skilled ivory carving, and $600 for Item his hand it will revert to the object emeralds. (a) Any item depicting a human form. Cost to create: 500 energy and mouth may be turned into an immo- $500 in materials and workmanship. bile Wizard Mouth, through which the Invisible Wizard Eye holder of a mouth-shaped amulet, Regular enchanted at the same time, may Wizard Hand Creates a Wizard Eye that cannot speak regardless of distance. Each Regular be seen without the See Invisible such Mouth links to one amulet and Creates a replica of the caster’s spell. Anyone who guesses where it is vice versa. Energy cost to create: 325. physical hand, through which he can may still attack, but the -7 penalty for (b) A mouth carved of red coral and grasp as well as feel. The hand flies SM combined with the -6 penalty for inset with ivory teeth. Usable only by through the air with a Move of 10, on invisibility makes it very hard to hit. mages. At its holder’s command, it the caster’s turn, though it may not do turns into a Wizard Mouth; on return- Duration: 1 minute. so without bumping into things unless ing to his hand it reverts to the object accompanied by a Wizard Ear or Eye! Cost: 5 to cast. 3 to maintain. form. Cost to create: 650 energy, $1,000 Time to cast: 4 seconds. Alternatively, it may grope its way for skilled coral carving and $400 in along walls, floors, and ceilings at a Prerequisites: Wizard Eye and ivory. Invisibility. Move of 3. Concentration is necessary to move the hand, but not to hold or Item Wizard Nose feel through it. The hand may not cast As Wizard Eye, but more costly. or deliver spells! Any touch-enhancing Cost to create: 1,600 energy; $1,000 for Regular spells affecting the caster will also be skilled ivory carving, and $900 for Creates a disembodied replica – usable through the hand. While feel- emeralds and opals. about 2” to 3” long – of the caster’s ing through the hand, the wizard’s physical nose, through which he can own hands are insensitive. Every turn, smell. The Nose flies through the air he must specify whether he is feeling

104 KNOWLEDGE SPELLS through the Hand or through his own Spectacles or jewelry. Affects only the Prerequisites: Magery 1, IQ 12 or hands. wearer; always on. Energy cost to higher, and at least two “Seek” spells. The Hand is small, with a SM of -5, create: 1,400. but any hit with a physical attack or Item any spell that could reasonably inca- A forked stick or compass needle pacitate it will destroy it. The Hand Memorize that will point, once per day, toward itself cannot inflict any punching Regular the goal the user names. It will contin- damage; it has ST 2 and the caster’s All that the caster perceives at the ue pointing for 10 minutes for each DX. time of casting (and for 10 seconds point by which the spell roll is made, This is also a Movement spell. thereafter) is implanted perfectly in his based on the item’s Power. Energy cost memory, as if he had Photographic to create: 1,000. Duration: 1 minute. Memory (p. B51). The spell can be used Cost: 4 to cast and 3 to maintain for to memorize maps, faces, an event, etc. one Hand; 6 to cast and 4 to maintain Projection It cannot be used to learn a skill or to for two Hands. Regular retain a magically borrowed one. Time to cast: 3 seconds. This is also a Mind Control spell. The caster briefly projects his mind Prerequisites: Manipulate and Far- away from his body, to any spot with- Feeling. Duration: 1 day. After that, check in line of sight (use long-distance IQ every day, at a cumulative -1 per Item modifiers, p. 14), to peruse his sur- day. On a critical success, the memory roundings from a different viewpoint. (a) Any item depicting a human becomes permanent; on an ordinary His projected self is totally insubstan- hand may be turned into a stationary success, the memory is still there. On tial and can only see, hear, feel, smell, Wizard Hand, through which the an ordinary failure, the memory fades and taste. Its presence can be detected wearer of a glove, enchanted at the to the level that the caster would nor- by Astral Vision, Sense Spirit, Sense same time, may feel regardless of dis- mally have of the event; on a critical Observation, or the like; it is otherwise tance. Each such hand links to one failure, a false memory is created (still imperceptible. glove and vice versa. Energy cost to cre- susceptible to eventual fading). The Projection cannot cross an ate: 300. (b) A hand carved of precious Cost: 3 to cast. Cannot be main- Astral Block, Pentagram, or an Utter wood. Usable only by mages. At its tained. spell. Repel Spirits will resist its holder’s command, it will turn into a Time to cast: 2 seconds. intrusion. Wizard Hand; on returning to his Prerequisites: Wisdom or at least six The Projection cannot move; it can hand it will revert to the object form. Knowledge spells. only turn to look in different direc- Cost to create: 400 energy and $500 in tions. The body is catatonic for the materials and workmanship. Item duration of the spell; it cannot act. If (a) Jewelry or headgear. Energy cost someone attacks the body, the spell is to create: 1,000. (b) Any. Always on; the broken automatically. Plastic Vision wearer can recall one thing specified by Regular the creator. The memory fades com- Duration: 1 minute. As listed under Technological Spells, pletely one hour after the item is Cost: 4 to cast. 2 to maintain. p. 183. removed. Energy cost to create: 400. (c) Time to cast: 3 seconds. A memory can be made permanent for Prerequisites: Sense Spirit and at an energy cost of 50, but it must remain least four Knowledge spells. Metal Vision intact while the enchantment occurs. Regular Item As listed under Technological Spells, Staff, wand, or jewelry. Usable only p. 183. Pathfinder by mages; only affects the wearer. Information Energy cost to create: 500. Tells the caster the direction to a cer- Astral Vision (VH) tain place, or the proper way to go to Seeker Regular get to that place – his choice. Use long- Information See insubstantial entities. distance modifiers (p. 14). The GM Examples include ghosts and subjects should apply penalties if the caster has Attunes the caster to one individual of Ethereal Body, Projection, or Astral never been to the place, and severe or manmade object he is looking for. A Trip spells. penalties if the caster isn’t sure that the success gives the caster a vision of the This is also a Necromantic spell. place really exists or what it is like. This item’s whereabouts – or leads him to spell does not find people or things. A it, if it is within a mile. Duration: 1 minute. city, mountain pass, or public building To seek a person, the caster must Cost: 4 to cast. 2 to maintain. can be a place. A certain person’s home either know his name or know him Prerequisites: Sense Spirit and See or office isn’t a “place” for this spell well enough to visualize him. For Invisible. unless the caster has been there. instance, you cannot use this spell to solve a murder by seeking “the mur- Item Cost: 4. One try per day. derer” if you don’t know who that is – (a) Wand or staff. Usable only by Time to cast: 10 seconds. but if you do, Seeker will find him. mages. Energy cost to create: 900. (b)

KNOWLEDGE SPELLS 105 Modifiers: Long-distance modifiers (p. 14). Something associated with the item sought (e.g., part of a lost person’s clothing) should be available at the time of casting; if not, roll at -5. The roll is at +1 if the caster has held or is otherwise familiar with the item sought. Cost: 3. One try per week. Prerequisites: Magery 1, IQ 12 or higher, and at least two “Seek” spells. Item Ancient History minute,” but would cost 8 (3 + 5) for A forked stick (wood, bone, or “4 to 40 days.” ivory) or compass needle (carved out Information Time to cast: 10 seconds. of ivory) that will always point to one As History, but gives a general Prerequisites: Magery 2, History, particular subject, chosen when the impression of an item’s history over a and Identify Spell. item is created. Something pertaining much greater time. to the subject must be used in making Item Cost: 3 for one year’s history; 5 for the item, and incorporated into it. Staff, wand, or jewelry. Usable only 10 years’ history; 8 for 100 years; 10 Energy cost to create: 500. by mages. Energy cost to create: 1,400. for 1,000 years. Time to cast: 1 minute for each Trace energy point spent. Know True Shape Regular Prerequisite: History. Information May be cast on any object or living Tells if the subject is under any being. As long as the spell is main- Prehistory kind of Shapeshifting spell or similar tained, the caster will know where the Information magical effect, including Alter Visage, subject is if he concentrates for a sec- Alter Body, and illusions. The caster This spell is similar to Ancient ond. Either the subject must be with must be able to see the subject. The History, but it gives even less specific the caster when the spell is first cast, spell also gives a general idea of the information over a period of millennia. or the caster must first cast Seeker subject’s true shape; on a critical suc- The age and function of an item can successfully. cess, it identifies the subject’s true always be determined, but unless the Long-distance modifiers (p. 14) nature (including a common name or item took part in an important event, apply if the subject is not in the description) and the magic used to age and function may be the only infor- caster’s presence. disguise it. It does not reveal the mation available. Fortunately, that’s nature of Hallucinations. Duration: 1 hour. often enough for the archaeological Cost: 3 to cast. 1 to maintain. One scholars who most often use Prehistory. Cost: 2. try per day. Prerequisites: Magery 1, any one Cost: 3 for 1,000 years’ history; 5 Time to cast: 1 minute. shifting spell (Shapeshifting, Alter for 10,000 years; 8 for 100,000 years; Prerequisite: Seeker. Visage or Body, Plant Form, Shrink, 10 for longer periods. etc.), and either Aura or Know Illusion. Time to cast: 1 hour for each ener- History gy point spent. Item Information Prerequisite: Ancient History. Wand, staff, or jewelry (a favorite is a medallion or coin with an “Aperture When cast on any inanimate object of True Vision” in it). Usable only by (or a 1-yard-radius section of a large Reconstruct Spell mages. Energy cost to create: 250. object), History lets the caster deter- Information mine the recent past of that object, Tells the caster what spells were user’s personality, and so on – but no cast on, at, or by the subject at a spe- Recall names! cific point in the past selected by the Regular Cost: 3 for one caster. If there were multiple spells on The subject recalls a single forgot- day’s history; 5 the subject at the selected point, ten or obscured fact or event as if he for a week; 8 for Reconstruct Spell will identify the spell had Photographic Memory (p. B51). a month; 10 for a that cost the least energy and tell the The penalties given under Time modi- year. caster “there are more spells.” The fiers (p. 81) apply, based on the time Time to cast: Time modifiers (p. 81) apply. Spells are since the forgotten event occurred. 1 second for identified as per Identify Spell (p. 102). Eidetic Memory gives a +5 bonus; each energy point Photographic Memory gives a +10 Cost: 3. The magnitude of the Time spent. bonus (though individuals with modifier is added to the cost, so the Prerequisite: Trace. Photographic Memory will only need spell costs 3 (3 + 0) for “within a

106 KNOWLEDGE SPELLS this spell to restore unnaturally walking speed. Yet another form of whatever images it may have “seen” in removed memories). Only a critical this item is footwear that, while worn, the past. The caster specifies the success allows a magically blocked guides the wearer along the path to moment from which to start viewing memory to be recalled. A critical fail- follow. Energy cost to create: 400. (“Let us see what happened in this ure could cause a false or distorted room a year ago . . . ”). The Time mod- memory, or eradicate the memory ifiers (p. 81) apply. Each time this spell beyond hope of future recovery! See Secrets is cast for the same time period, there This is also a Mind Control spell. Regular is a further -1 penalty to skill. A criti- Causes hidden items, doors, traps, cal failure will wipe away the object’s Duration: 1 day. Afterwards, the etc., to stand out clearly in the subject’s “memory” of that time period. memory fades as per the Memorize vision. This spell works only on things GMs may also allow the spell to be spell. that were deliberately hidden – not lost. cast on any floor, wall or object, the Cost: 4. Cannot be maintained. “playback” manifesting itself as a Time to cast: 10 seconds. Duration: 1 minute. Simple Illusion. Prerequisites: Magery 2, Memorize, Cost: 5 to cast. 2 to maintain. This is also a Light and Darkness and History. Time to cast: 5 seconds. spell. Prerequisites: Seeker and Aura. Item Duration: 1 minute. (a) Headgear, wand, or jewelry. Item Cost: 3 to cast. 3 to maintain. The Usable only by a mage. Energy cost to Staff, wand, or jewelry. The item magnitude of the Time modifier is create: 2,500. (b) A memory can be must be carved with a picture of an added to the cost, so the spell costs 3 made permanent for an energy cost of eye. Energy cost to create: 400. (3 + 0) for “within a minute,” but 50, but the memory must remain would cost 8 (3 + 5) for “4 to 40 days.” intact while the enchantment occurs. Schematic/TL Time to cast: 10 seconds. Prerequisites: Magery 2, History, Information and Simple Illusion. Remember Path As listed under Technological Spells, Regular p. 177. Item While this spell is active, its subject Staff, wand, or jewelry. Usable only will perfectly remember any path he by mages. Energy cost to create: 700. treads on. The memory would allow Scents of the Past the subject to draw an accurate map of Regular his travels or to retrace his steps with- When cast on a wall or some Echoes of the Past out error, even in pitch darkness or object, this spell releases whatever Regular through distractions such as combat. scents it may have been exposed to in When cast on a wall, floor or some Of course, later alterations of previ- the past. The caster specifies the object, this spell “plays back” whatev- ously traveled terrain will be unknown moment from which to start the “play- er sounds it may have “heard” in the to the subject (a mine cave-in after the back.” The Time modifiers (p. 81) past. The caster specifies the moment subject has left it, for example). apply. Each time this spell is cast for from which to start listening (“Let us the same time period, there is a fur- listen to what was said in this room a Duration: 1 hour. Once the spell ther -1 penalty to skill. A critical fail- year ago . . .”). Time modifiers (p. 81) lapses, the memory begins to fade as ure wipes away the object’s “memory” apply. Each time this spell is cast for per the Memorize spell, with IQ checks of that time period. the same time period, there is a fur- being made hourly, not daily. Once This is also a Food spell. ther -1 penalty to skill. A critical fail- recalled, a memory can be made per- ure will wipe away the object’s manent for an energy cost of 50 (via Duration: 1 minute. “memory” of that time period. enchantment), but the memory must Cost: 1 to cast. Same cost to main- This is also a Sound spell. remain intact while the enchantment tain. The magnitude of the Time modi- occurs. fier is added to the cost, so the spell Duration: 1 minute. Cost: 3 to cast. 1 to maintain. costs 1 (1 + 0) for “within a minute,” but Cost: 2 to cast. 2 to maintain. The Time to cast: 10 seconds. would cost 6 (1 + 5) for “4 to 40 days.” magnitude of the Time modifier is Prerequisites: Find Direction and Time to cast: 10 seconds. added to the cost, so the spell costs 2 Memorize. Prerequisites: Magery 2, History, (2 + 0) for “within a minute,” but and Odor. would cost 7 (2 + 5) for “4 to 40 days.” Item Time to cast: 10 seconds. (a) Jewelry or staff. Energy cost to Item Prerequisites: Magery 2, History, create: 600. (b) A forked stick or com- Staff, wand, or jewelry. Usable only and Voices. pass needle that will point the way by mages. Energy cost to create: 350. along one path specified by the creator. Item If activated from off the path, it will Staff, wand, or jewelry. Usable only point to the nearest point along the Images of the Past by mages. Energy cost to create: 500. path. An alternate form of this item is Regular a small magical ball that will roll along When cast on a mirror or reflective the path just ahead of the traveler, at surface, this spell “plays back”

KNOWLEDGE SPELLS 107 DIVINATION Unlike more flashy sorts of magic, Divination is dependent on the culture of the which have direct and quantifiable diviner; ancient Roman priests stud- effects on the game environment Information ied the flight and behavior of birds, (blasting dragons, healing heroes, call- Gives the caster a vision relevant to for instance. Fantasy cultures might ing stone bridges into existence, and his question, or the answer to one yes- find portents in anything from a feed- so on), divinations and other or-no question. There are many sorts ing bear beside a stream to the move- Information spells deal only with PC of divination; each is a separate spell, ment of a breeze through a willow knowledge, and thus require special and requires the appropriate materials tree; the common factor is the obser- consideration. (see below). Each has its own vation of some natural event. When When PCs have access to informa- strengths and weaknesses. Those this divination is cast, the GM must tion on such a wide scope, many methods that are linked to a particular roll against the caster’s Vision in problems can result. Sometimes, the element or elements will give more secret. On a failed roll, the roll to cast GM doesn’t have an answer to the detailed answers if the answer has the divination is made at -5. Augury is players’ questions; perhaps he didn’t something to do with that element – not ideal for divining the past; time anticipate that the continent on the e.g., lecanomancy would work better modifiers are doubled when using other side of the ocean would be rele- than extispicy for a question about the augury to ask questions about past vant this session. At the same time, a sea. events. Prerequisites: One spell from particularly insightful question at just Skill modifiers: Standard long-dis- each of the four elements. the right moment can bring the GM’s tance modifiers (p. 14). If repeated Cartomancy is divination using the plans for the adventure crashing questions are asked on the same sub- tarot or other fortune-telling cards. down. Mystery adventures, in particu- ject within a day, the “vibes” are mud- The cards, symbolic as they are, rarely lar, are subject to devastation at the dled; -4 skill for the second question, give a straightforward yes-or-no hands of divinations. -8 for the third, and so on. Questions answer. The only equipment required It’s hardly fair, however, to be delib- about the past or future are also is a tarot deck (hand-painted and erately evasive or untruthful to players harder; use the Time modifiers (p. 81). worth $1,000 at TL3 and below, but who spent valuable character points to mass-produced inexpensively at high- play diviners. Fortunately, there are Cost: 10. er tech levels). Cartomancy is highly alternatives. Symbolic visions are Time to cast: 1 hour unless speci- personal; any attempt to ask questions viable answers for anything but a yes- fied otherwise. about people other than the subject is or-no question, and may often be more Prerequisites: History, and other at -5. Prerequisites: One spell from interesting than a straightforward spells as specified for the particular each of the four elements. answer. Penalties for continued ques- method of divination. Crystal-Gazing is the use of a crys- tioning on a single subject may at least tal ball (p. 71) or mirror to facilitate a buy the GM some time to prepare for TANDARD divinatory vision. If it works, the GM the PCs’ line of inquiry. S describes a scene; it is up to the player The GM should always roll for the DIVINATIONS to interpret it! The caster may use success of the divination, and should is divination through clear, still water for this divination, but feel free to be delphic when appropri- examination of the heavens, including at a -10 to skill. Prerequisite: Earth ate; diviners should never be entirely weather. Observation of the sky is nec- Vision or Water Vision. sure that their visions are complete essary; the caster must be outside, and Dactylomancy is divination by and reliable. is at a -5 penalty unless it is a clear movement of a pointer around a The existence of divinations can night, away from city lights. Without a board with all the letters of the alpha- also have radical effects on a game reference library (cost $2,000; weight bet, plus Yes and No. Dactylomantic world. Most people would want to 200 pounds), all rolls are at -5. divinations are usually straightfor- consult a diviner before embarking on Because astrology relies on the pre- ward, but extremely unsubtle; a com- major decisions – marriages, crimes, dictable movements of the stars, it plex question (indeed, almost any wars, and the like. Court procedures excels at divinations into the far past question that cannot be answered in would be changed radically. Indeed, or future; no time modifiers apply to five words or less) is likely to produce the law may strictly regulate the use of astrological divination. If the divina- cryptic gibberish. Prerequisites: One divination. tion involves an individual, however, spell from each of the four elements. Not every form of divination will his birthplace and birthdate must be Extispicy is divination by examin- exist in every game world. The GM known, or all rolls are at -5. All penal- ing the entrails of a slaughtered ani- should select those methods that ties do stack! Prerequisites: Predict mal (must be at least 20 pounds – no match the feel and flavor of his setting. Weather and Astronomy-15+. pigeons!). It is illegal in many areas. Augury is the study of portents or Only one question can be asked per omens. The exact nature of the omens animal. Extispicy is most useful in divining matters of life and death:

108 KNOWLEDGE SPELLS sickness and health, war and peace, Physiognomy is divination by in which they fall. The I Ching is a victory and defeat – all are good can- examining and measuring parts of a form of sortilege; other cultures have didates for extispicy. Other matters are subject’s body. Different traditions used sortilege by throwing a handful of more likely to receive vague and usually focus on a particular body part arrows in the ground to interpret unhelpful answers. Prerequisites: Four – hands, feet, head, etc. Physiognomy where they fall. Prerequisites: One spell Animal spells. is only really suited to answering ques- from each of the four elements. Gastromancy requires a willing tions about the subject or his fortune; Symbol-Casting is divination by subject. The subject is placed in a attempts to divine information about means of symbol tokens (p. 205). The trance, during which he utters things absent persons are at -5. Prerequisites: caster must have a complete set of of a prophetic and cryptic nature. Four Body Control spells. tokens for his symbolic language, and When the spell is cast, the subject Pyromancy is divination by staring is at -1 to skill for each stone missing. loses 5 FP in addition to the energy into fire or smoke. It may produce a Mock symbol tokens work perfectly spent by the caster, whether or not the vision, or the caster may hear a voice well, but a full set of true tokens gives spell was successful. Prerequisites: in the flames. Small amounts of cer- +2 to skill. A detailed divination takes Hypnotism at 15 or higher and three tain rare herbs (value $100 per 30 minutes, or the caster may simply Mind Control spells. attempt) must be burned. Questions reach into a bag and pull out one or is divination by examin- are at -4 unless something pertaining more stones. In the latter case, energy ing the earth. Geomancy must be to the question (e.g., hair of the sub- cost is only 1. The GM tells the caster practiced outdoors, where the geo- ject of the divination) is also burned. which symbol(s) he drew; it is up to mancer can examine the lay of the Prerequisites: Four Fire spells. the caster to interpret this, and the land. Geomancy is very location-spe- Sortilege is divination through the symbols drawn on a failed roll will cific; any questions that do not pertain casting of lots or other objects that be misleading. Prerequisite: Symbol to the area where the divination is reveal information through the pattern Drawing-15 or higher. being performed are at -10. Prerequisites: Four Earth spells. Lecanomancy is divination by observing the results of casting objects into water. Like augury, lecanomancy takes different forms in different cul- tures. Some diviners pour molten metal into water to observe the shapes the metal takes, while others examine tea leaves or simply throw stones into a pool and observe the ripples. Lecanomancy is invariably vague, and is always subject to a -5 penalty; on the other hand, all time modifiers are halved. Prerequisites: Four Water spells. Numerology, or arithmancy, is div- ination by the various numbers that define an individual, including those derived from name, birthday and, in contemporary settings, even such things as social security numbers. If the birthday of the subject is unknown, the caster is at a -10 to effective skill. Prerequisite: Mathematical Ability. Oneiromancy is the interpretation of the caster’s own dreams. It requires no equipment, but only one question can be asked per night, and there is only a 50% chance that the caster dreams at all! The use of Dreaming skill, or any dream spell, disrupts any attempt at oneiromancy. The GM tells the caster what he dreamed; the play- er must interpret it. Energy cost is paid on awakening. Prerequisites: Four Communication and Empathy spells.

KNOWLEDGE SPELLS 109 CHAPTER FIFTEEN LIGHT AND DARKNESS SPELLS

The night filled with the howling of Intensity Vision Modifier Continual Light wolves and other, less savory things. A Starlight -7 dozen men cowered in a knot around Candlelight or moonlight -5 Regular the two torches. Torchlight -3 When cast on a small object (up to “Stay together!” one shouted. Daylight 0 fist-sized or 1 pound) or a small part “They can’t come into the light! We’ll of a larger object, makes that object head for the river and the toll-gate glow with white light. – if we stay in the light, we’ll Duration: Variable. Roll 2d live!” for number of days. Does not Their weak torchlight count as a spell “on.” reflected in dozens of pairs of Cost: 2 for a dim glow like eyes, yellow and red and fish- moonlight, 4 for the bright- belly white. But the eyes ness of a torch, 6 for a glare as receded as the group moved bright as day. slowly toward the river, every Prerequisite: Light. man staying in the feeble cir- cle of safety afforded by a pair Item of torches. The screeches and Any item can be made to yowls ascended as the hosts glow permanently, for 100 of darkness realized that their times the above energy cost prey might escape them. (e.g., 200 for a dim glow, etc.). Then, all at once, the noise faded away. The men stopped. Colors “What . . . what’s that?” Regular The eyes disappeared on Changes the color of any one side, and the blackness light. The spell must be cast seemed even deeper. Then, as on the source of the light. If the men looked on in horror, the caster concentrates, multi- the edge of the light seemed ple color-changes are possible to bulge inward, and the dark with the same spell. of night surged toward them Duration: 1 minute. like a wave of pitch. Cost: 2 to cast. 1 to maintain The night filled with howling and (but the change is permanent on a gibbering and other, more human Continual Light spell). noises. But not for long. Light Prerequisite: Light. These spells affect not just visible Regular light, but also infrared and ultraviolet Produces a small light like a can- light. Spells that provide illumination Remove Shadow dleflame. It stays still unless the caster will allow those with Infravision and Regular; Resisted by Will concentrates on moving it; then it can Ultravision to see, while spells that The subject’s shadow seems to dis- travel at Move 5. block ordinary vision will also block appear. Unwilling subjects resist with those senses. Duration: 1 minute. Will. (If there is more than one light Many Light spells can produce Cost: 1 to cast. 1 to maintain. source, all shadows vanish!) varying levels of light. If a Light spell is Duration: 1 minute. used as the sole source of illumina- Item Wand, staff, or jewelry. Energy cost Cost: 2 to cast. 1 to maintain. tion, the following Vision modifiers Prerequisite: Light. are appropriate. to create: 100.

110 LIGHT AND DARKNESS SPELLS Item Infravision advantage (p. B60). This Small Vision spell does not let invisible objects be Jewelry. Always on; only affects the Regular wearer. Energy cost to create: 100; must seen. The subject can examine objects include a $100 black onyx. Duration: 1 minute. within his reach as if they were under Cost: 3 to cast. 1 to maintain. ¥100 magnification, as per Microscopic Shape Light Prerequisite: Keen Vision or 5 Light Vision 2 (p. B68). While the spell is on, Regular spells. the subject is extremely nearsighted (see Bad Sight. p. B123): he is incapable With this spell, the caster may Item of seeing objects further than a yard transform a uniform light source into Staff, wand, or jewelry; affects only away clearly – they appear blurred and a directional one. The caster may spec- the wearer. Energy cost to create: 100. all melee attacks are made at -2 to skill. ify any number of “baffles” or restrict This is also a Knowledge spell. the illumination to specific beams. Thus, the spell can change a torch Night Vision Duration: 1 minute. into a hooded lantern of sorts. Regular Cost: 4 to cast. 2 to maintain. Each Concentration is required to change See clearly as long as there is any doubling of casting cost increases the the light’s shape, but not to maintain it. light at all, as with Night Vision 9. In magnification ten-fold. The spell can also be used to bend utter darkness, the subject is still blind. Time to cast: 2 seconds. and twist light beams. The GM should Prerequisites: Keen Vision or at Duration: 1 minute. allow any effect that isn’t already cov- least five Light and Darkness spells. Cost: 3 to cast. 1 to maintain. ered by such spells as Simple Illusion, Subject must not suffer from Prerequisite: Keen Vision or 5 Light Small Vision, Invisibility, and so on. Blindness or Bad Sight. spells. Duration: 1 minute. Item Item Cost: 2. Same cost to maintain. (a) Clothing or jewelry. The item Staff, wand, or jewelry; affects only Prerequisite: Light. must bear a life-size picture of a flea. the wearer. Energy cost to create: 200. Item Only affects the wearer. Energy cost to create: 400. (b) A gem that works as a (a) The effects may be made perma- magnifying glass. Cost to create: 400 nent for 100 times casting cost (creat- Hawk Vision energy, plus the cost of the gem. ing a permanent light-sculpture), Regular although the light itself must also Grants the subject extraordinary somehow be preserved. (b) Staff, wand, clarity of vision and the ability to Dark Vision or jewelry. Energy cost to create: 100. “zoom in” on distant objects, provid- Regular ing the equivalent of Telescopic Vision The subject can see even in pitch (p. B92). Each level lets the subject darkness, as if he had the Dark Vision Bright Vision ignore -1 in range penalties to Vision advantage. He can also ignore the Regular rolls at all times, or -2 in range penal- effects of the Darkness spell. Peer safely into intense sources of ties if you take an Aim maneuver to light (like a roaring fire or the sun) zoom in on a particular target. This Duration: 1 minute. and protect against blinding from the ability can also function as a telescop- Cost: 5 to cast. 2 to maintain. Flash spell, Vision-based attacks, or ic sight, giving up to +1 Accuracy per Prerequisite: Night Vision or similar occurrences. level with ranged attacks provided you Infravision. take an Aim maneuver for seconds Duration: 1 minute. equal to the bonus. These benefits of Item Cost: 2 to cast. 1 to maintain. this spell are not cumulative with Staff, wand, or jewelry; only affects Prerequisites: Keen Vision or at those of technological aids such as the wearer. Energy cost to create: 400. least five Light and Darkness spells. binoculars or scopes. If you use both, Subject must not suffer from you must opt for one or the other. Blindness. Darkness Duration: 1 minute. Area Item Base cost: 2 per level of Telescopic Cloaks the area of effect in pitch Staff, wand, or jewelry (sunglasses Vision. Half that to maintain. darkness. A person inside the area can or welding visors are certainly appro- Time to cast: 2 seconds. see out normally, but can see nothing priate in more modern settings). Only Prerequisites: Keen Vision or 5 else within the area. Those outside the affects the wearer. Energy cost to Light spells. Subject must not suffer area can see only darkness within. create: 200. from Blindness or Bad Sight disadvan- Thus, attacks out of darkness suffer no tages. penalty, but attacks into darkness are Infravision Item at a penalty; see p. B394 for combat rules. Regular Clothing or jewelry, including a The Dark Vision advantage lets you See “infrared” or heat rays in addi- picture of a hawk. Affects only the see through a Darkness spell, but tion to normal light, as with the wearer. Energy cost to create: 400. Night Vision and Infravision do not.

LIGHT AND DARKNESS SPELLS 111 Duration: 1 minute. Base cost: 1/2 for starlight; 1 for moon- 10 yards in the direction it is pointed, Base cost: 2 to cast. 1 to maintain. light; 3/2 for torchlight; 2 for daylight and some vision will be possible up to Prerequisite: Continual Light. (bright, no Vision penalty). Minimum 30 yards away. It can be used as a signal radius is 2 yards. for up to a mile if visibility is good. Item Time to cast: 1 second per half- Can be used in combat to blind foes Floor, ground, or a rug can be point of base cost within 10 yards, but only in relative enchanted so that the area above Prerequisite: Continual Light. darkness (e.g., when the combat penal- (about 6 feet) is in permanent dark- ty is at least -5). Each turn, the caster ness. Energy cost to create: 12 per Item rolls against Innate Attack skill or DX- square foot. (a) Wand, staff, or jewelry. Energy 4, with a -5 penalty to hit the face. This cost to create: 250. (b) An area can be attack can be dodged or blocked, but Blackout permanently illuminated for 100 not parried. If the target is hit, he will times casting cost. be at a -4 penalty to combat skills on Area his next turn, and at a -1 penalty for Shrouds the affected area in Gloom the remainder of the combat. This impenetrable blackness. No one can effect is not cumulative. Foes with see into the affected area, and no one Area Night Vision double these penalties. within the affected area can see any- Plunges an area into gloom. The thing; see p. B394 for combat rules. more energy is put into the base cost, Duration: 1 minute. The Dark Vision advantage lets you the gloomier the ambient light Cost: 2 to cast. 1 to maintain. see through a Blackout spell, but becomes. Unlike the Darkness spell, Prerequisite: Continual Light or Night Vision and Infravision do not. sources of light still work normally Shape Light. within the area. Duration: 1 minute. Item Base cost: 2 to cast. 1 to maintain. Duration: Variable. The GM should Glove or ring; the item lets the Prerequisite: Darkness. roll 2d for the number of days. wearer cast the spell. Energy cost to Base cost: 1/2 for torchlight; 1 for create: 200. Item moonlight; 3/2 for starlight; 2 for total Floor, ground, or a rug can be darkness. Minimum radius is 2 yards. enchanted so that the area above Time to cast: 1 second per half- Mirror (about 6 feet) is in permanent black- point of base cost. Regular out. Energy cost to create: 15 per Prerequisite: Continual Light. Creates a reflective surface. It can square foot. be cast on an object or can be free- Item standing (in which case it is two- Glow (a) Wand, staff, or jewelry. Energy sided). The mirror surface is not nec- cost to create: 250. (b) An area can be essarily flat; the caster could create Area permanently darkened for 100 times fun-house mirrors, for example. Suffuses an area with a uniform casting cost. In a scientific-paradigm universe, glow. Objects and beings standing in casters with knowledge of physics can the area won’t project any shadows Light Jet use this spell to create parabolic unless a source of light stronger than reflectors. A simple curve can be suffi- the ambient glow is brought in. Regular cient to cook meat; a large and precise Emit a beam of bright light from Duration: Variable. The GM should one could be used to melt lead, given one finger. This beam can be used like a roll 2d for the number of days. sufficient sunlight at appropriate flashlight. It gives good illumination for angles. Against living targets, the GM can assume that such a mirror would Flash do 1 point of burning damage per yard Regular radius of mirror every 10 seconds. To Creates a brilliant flash of light. This will totally blind some that see it, and ignite things, use the Ignite Fire guide- reduce the DX of others by 3 (which reduces all DX-based skills). It may affect lines (p. 72), substituting the Mirror anyone who is facing the flash and has his eyes open (GM’s decision, if miniatures size for the listed energy cost. An 8- are not being used). The caster himself is not affected if he closes his eyes as he yard-radius Mirror ignites heavy wood casts the spell. Each other creature in range must make a HT roll to avoid the in about 10 seconds. Other, similar worst effects: uses are subject to GM approval. Distance If HT roll is made If HT roll is not made Duration: 1 minute. Within 10 yards 1 minute at -3 DX 3 sec. blind, 1 min. at -3 DX Cost: 2. Same cost to maintain. 11 to 25 yards 10 sec. at -3 DX 1 minute at -3 DX Prerequisite: Colors. 26 or more yards no effect 3 seconds at -3 DX Item Cost: 4. Wand, staff, or jewelry. Energy cost Time to cast: 2 seconds. to create: 350; the item must include a Prerequisite: Continual Light. tiny mirror.

112 LIGHT AND DARKNESS SPELLS Remove Reflection Time to cast: 2 seconds. See Invisible Prerequisite: Darkness or Gloom. Regular; Resisted by Will Regular The subject’s reflection(s) seem to Item Subject can see anything concealed disappear from mirrors, pools, etc. At Staff, wand, or jewelry; only affects by the Invisibility spell or by “natural” higher TLs, this may make the subject the wearer/holder. Energy cost to invisibility. These things will be slight- invisible to sensors that use mirrors as create: 100 per point of penalty. ly translucent; thus, you can see part of their optical pathways, at the through them and tell that they appear GM’s discretion. Shape Darkness invisible to others. Duration: 1 minute. Area Duration: 1 minute. Cost: 2 to cast. 1 to maintain. Shape and move three-dimension- Cost: 4 to cast. 2 to maintain. Prerequisite: Remove Shadow. al darkness created with the Darkness Prerequisites: Either Dark Vision and Infravision or Invisibility. Item or Blackout spells at a Move of 5. It Jewelry. Always on. Only affects the also allows the caster to shape existing Item wearer. Energy cost to create: 200; must two-dimensional shadows into other Staff, wand, or jewelry; only affects include a $100 black onyx. two-dimensional shadowy shapes. the wearer. Energy cost to create: 400. Shadows can be reduced in size easily, but enlarging the shadows makes Wall of Light them slightly transparent. The average Mage Light Area casual observer won’t notice, but any- Regular Creates a curtain of light around an one looking intently at the shadow Creates a small light. However, the area. The wall is four yards high, but gets an IQ roll to notice that it doesn’t illumination that it provides is only may be made higher; simply scale the have the “substance” it should. perceptible to mages, magical crea- cost as the height (double for 8 yards Shadows do not have to remain tures, and those under the influence of high, triple for 12 yards high and so on). attached to the objects that cast them. Mage Sight. It moves just like Light The only thing it blocks is vision, Duration: 1 minute. does. An IQ+Magery roll is not required both ways. It has no effect on spells, Base cost: 2. Same cost to main- to see or use the light provided. beings, sounds, etc. Bright Vision tain. For two-dimensional shadows, Duration: 1 minute. allows one to see through the wall. the base cost is 1. Cost: 1 for a dim glow like candle- Duration: 1 minute. Prerequisite: Darkness. light, 2 for the brightness of a torch, 3 Base cost: 1 to 3 to cast. Same cost Item for a glare as bright as day. Same cost to maintain. The Wall’s glow depends Staff, wand, or jewelry. Energy cost to maintain. on the energy put into its base cost, as to create: 200. Prerequisites: Mage Sight and per Continual Light. Light. Prerequisite: Continual Light. Hide Item Item Wand, staff, jewelry, or lantern. (a) Staff, wand, or jewelry. Energy Regular Usable only by mages. Energy cost to cost to create: 200. (b) A Wall of Light Makes the subject harder to find. A create: 100. may be made permanent at an energy Vision roll is necessary to see a subject cost of 100 times normal. in plain sight; Sense rolls to detect a subject already hidden are at -1 per Continual Mage Light point of energy spent, to a maximum Regular Shade of -5. These effects only apply while When cast on a small object (up to Regular the subject remains still, but if he fist-sized, or 1 pound), or a small part of As listed under Protection and moves and then stops moving before a large object, this spell makes that Warning Spells, p. 169. the spell expires, the effects resume. object glow with Mage Light Duration: 1 hour. Duration: Variable. The GM should Blur Cost: 1 to 5 to cast. Same cost to roll 2d for the number of days. maintain. Regular Cost: 2 for a dim glow like candle- Time to cast: 5 seconds. light, 4 for the brightness of a torch, 6 Makes the subject harder to see Prerequisite: Blur or Forgetfulness. for a glare as bright as day. Same cost and therefore harder to hit with to maintain. attacks. Each point of energy gives -1 Item Prerequisites: Mage Light and to the effective skill of any attack on (a) Jewelry, wand, or staff; only Continual Light. the subject, to a maximum of -5. affects the wearer. Energy cost to cre- ate: 1,000. (b) Any item can be Duration: 1 minute. Item enchanted to make it permanently Any item may be made to radiate Cost: 1 to 5 to cast. Same cost to “hidden,” at an energy cost of 200 per maintain. mage light permanently, for 100 times point of “hiddenness.” the above energy cost (e.g., 200 for a dim glow, etc.)

LIGHT AND DARKNESS SPELLS 113 Sunlight Duration: 1 minute. Whether or not damage gets Cost: 5 to cast. 3 to maintain. through armor, a hit to the face blinds Area Time to cast: 3 seconds. the victim unless he makes a HT roll. The area is illuminated in full day- Prerequisites: Six Light spells, A hit to the eyes does double damage light – even underground! The area including Blur. and blinds the victim unless he makes extends skyward, stopping only when a HT roll at a penalty equal to the it hits some sort of ceiling. If cast in a Item damage suffered. Treat Sunbolt- cave, the area is a huge shaft of light (a) Jewelry, wand, or staff; only induced blindness as a crippling extending upward to the rock. If cast affects the wearer. Energy cost to injury for recovery purposes (p. B420). on a cloudy day outdoors, the light create: 1,200. (b) An item can be made Any mirror will reflect a Sunbolt; if appears to break through the clouds permanently invisible at an energy the GM is uncertain of the exact angle above. If cast at night, the light cost of 500 per hex of size or 50 of incidence/reflection (if the Sunbolt appears to come from an overhead pounds of weight, whichever is hits a hand-held mirror, for instance), star which brightens to sun level for greater. determine its new direction randomly. those inside the area. Use the rules for hitting the wrong tar- Treat the light as natural sunlight Body of Shadow (VH) get (p. B389) to determine if anything for all purposes – it can be used to along the new path is hit. grow plants, get a tan, etc. Creatures Regular; Resisted by HT Deliberately reflected shots are a who are susceptible to the effects of The subject’s body fades away, leav- much trickier matter; range penalties sunlight (such as vampires) are fully ing only his shadow. The subject is will be for the total range to the tar- affected. now a two-dimensional shadow on the get, with an additional -2 for each wall or floor, gaining the Shadow “bounce.” And unless the mirrors are Duration: 1 minute. Form advantage (p. B83) for the dura- Base cost: 2 to cast. 1 to maintain. very large and/or stable and/or delib- tion of the spell. His clothing (up to 6 erately placed for the purpose, the Prerequisites: Magery 1, Glow, and pounds) also becomes shadow, but Colors. GM may simply declare the shot while in shadow form it loses any impossible. Item magic powers it might have had. The Defending characters holding mir- Wand, staff, or jewelry. Usable only rest of his equipment tumbles to the rors may attempt to reflect the bolt by mages. Energy cost to create: 150. ground; he can carry nothing while in back at the caster – treat this as a this form. Block defense at a -2 penalty; also Note that this spell does not aug- apply the normal range penalties from Continual Sunlight ment the subject’s senses to allow him the defender to the caster. The DB of Area to see in pitch darkness! the mirror (if it is large enough to offer Illuminates an area as per the Duration: 1 minute. The spell any; GM call) adds to this roll normal- Sunlight spell, but lasts longer and expires if the subject loses conscious- ly. The caster may defend normally, cannot be maintained. ness. unless totally surprised. Duration: Variable. Roll 2d for Cost: 6 to cast. 3 to maintain. Sunbolt is not affected by Missile number of days. Time to cast: 5 seconds. Shield or Reverse Missiles. Force Base cost: 3. Prerequisites: Magery 2, Shape Dome and Deflect Energy do offer Prerequisite: Sunlight. Darkness, and at least three protection. Areas of magical Darkness Movement spells. or Blackout resist Sunbolt. Item Cost: Any amount up to your The area may be permanently illu- Item Magery level per second, for three sec- minated for 100 times the cost to cast Staff, wand, jewelry, or cape. Only onds. The bolt does 1d-1 impaling the spell. affects the wearer. A severe drawback of each of these items except the cape damage per energy point. is that it falls through the subject as Time to cast: 1 to 3 seconds. Invisibility soon as the spell is cast! Energy cost to Prerequisites: At least six other Regular create: 2,500 (6,000 for the cape). Light and Darkness spells, including Sunlight. The subject cannot be seen and does not appear in reflections or pho- Sunbolt Item tographs. He still makes sounds and Staff or wand; the bolt is fired from can be tracked by scent or footprints. Missile the tip of the item. Usable only by Anything he picks up becomes invisi- Shoot a bolt of concentrated sun- mages. Cost to create: 800 energy and ble, unless he wills it to stay visible. light from one fingertip. It has 1/2D a sunstone worth at least $1,000. Infravision cannot detect him, but See 75, Max 150, Acc 2; use the Innate Invisible can. Invisible characters Attack skill. The light burns like laser have a great advantage in combat: see light and does burning damage. Images of the Past p. B394. Increase a shield’s DB against this Regular spell by 50%, rounding down, if it is As listed under Knowledge Spells, highly polished. p. 107.

114 LIGHT AND DARKNESS SPELLS CHAPTER SIXTEEN MAKING AND BREAKING SPELLS

the massive basalt weapon created under the effects of keystone of the mile- this spell is automatically of very fine long bridge. quality. Such items are not technically In an instant, magic items, but can be (and often Hargaz realized his are) enchanted further. error, and knew that At the GM’s option, this spell may be it was fatal. Around used on works of art other than crafts – the little mage’s fist, books, performances, songs, etc. cracks began to Duration: Permanent. spread through the Cost: 5 per day spent creating the keystone. A chorus of object. cracks and groans Time to cast: The usual time to rose from the bridge, make the object. as the Ancient magic holding it together faltered. Awaken Craft Spirit He glanced over Regular his shoulder at the bank from where Every well-crafted object, whether he’d come, knowing a tool, a weapon, or a work of art, may he could never make it contain a spirit slumbering within it. Hargaz, Overlord-General of the before the bridge collapsed into the This spell allows the caster to awaken Inexorable Legion of the All- abyss. When he turned back, his the spirit of any item created by an Consuming Empire, sneered at the lit- opponent had risen to his feet. artisan with a margin of success by 5 tle balding man the Alliance of the “They sent you an engineer, or more (the GM can assume this was West had sent him. He glared across General.” the case for an artisan with skill of at the Ancient bridge, as if he could With a mighty boom, the main least 15, or for any fine or very fine make the Western commanders feel buttresses failed, and they fell. item). Any item created with Inspired his ire. Creation has a craft spirit. The spirit “I agree to a duel of magicks, and The College of Making and can answer one question per minute they send you? This is an insult.” Breaking is most popular among wiz- regarding its maker or any of its own- “Are you ready, General?” the man ards whose primary vocation is non- ers. The spirit remains awake for the replied evenly. magical; smiths with a touch of duration of the spell; it may remain Hargaz laughed. The mouse had a Magery often learn Making and awake or return to sleep when the backbone. “Why not?” Breaking. spell expires, according to its own The small man wasted no time whim. before launching into his first spell, Inspired Creation (VH) Not every setting has craft spirits; if something Hargaz didn’t recognize. the GM does not feel that they are For his own part, Hargaz snapped his Regular appropriate to the setting, this spell fingers, a spark rapidly growing into Helps a subject create one craft does not exist. an expanding globe of flame. work – a weapon, suit of armor, paint- This is also a Necromantic spell. ing, etc. – of a quality far beyond his “Westerners. I agree to meet a Duration: 1 minute. usual ability. The process is grueling, mage of war, and they send me a quar- Cost: 3 to cast. 1 to maintain. costing the subject 5 HP and 10 FP. termaster. A clerk! An orderly!” Time to cast: 5 seconds. The work is as good as if it were made Without comment, his opponent Prerequisites: Inspired Creation with a critical success by an artisan of finished his spell and dropped to one and Sense Spirit. knee, driving a faintly glowing fist into skill 5 levels higher than the subject’s actual skill; no roll is required. A

MAKING AND BREAKING SPELLS 115 Find Weakness Clean Duration: 2d days. Cost: 1 for a small (up to palm- Information Area sized) object, 2 to change a person’s Sense the weakest part of the sub- Cleans the subject area or being hair color or an object about a square ject. Can be cast on any part of a large (i.e., removes dirt and stains, and foot in size, 5 for a person-sized (SM object; you would not have to cast it polishes surfaces which can hold a 0) object. on a whole city wall, for instance, but polish). Does not remove lingering Time to cast: 3 seconds. could check one yard of wall at a time. odors (use Purify Air for that). Prerequisites: Restore and Colors. Of course, many subjects will have no Duration: Permanent. special weakness. Base cost: 2. This spell can be used to trou- Copy Prerequisite: Restore. bleshoot complex objects; a defect Regular that prevents a machine from working Item Makes one or more copies of a sin- usually qualifies as its weakest part. Staff, wand, or cleaning instru- gle page of writing. Paper or parch- Cost: 1, or 1 per yard radius for a ment (broom, feather duster, etc.). The ment must be supplied for the copies large object. Double this cost if the item must touch the affected area. to be made on. Copies of magical subject is alive. Energy cost to create: 100. scrolls, rune parchments, and so on do Time to cast: 2 seconds. not have magic power. Prerequisites: One spell from each Soilproof At higher TLs, this spell may be of the four elements. used on digital media; a single casting Regular of this spell will copy about one kilo- Item The subject (person, creature, or byte of information. Jewelry. Energy cost to create: 100. object) and anything he carries become soilproof. Clothes neither Duration: Permanent. stain nor become dusty, hands won’t Cost: 2 plus 1 for each copy made. Weaken collect grime, and so on. The spell The document copied may be 10 times Regular doesn’t affect stains already on the longer if the caster doubles the energy Does 1d damage to the weakest subject at the time of casting. cost; thus, 4 energy would produce part of the subject (works only on one copy of a ten-page document, Duration: 10 minutes. inanimate items) for every two points while 8 energy would copy a 100-page Cost: 2 to cast. 1 to maintain. of energy put into the spell. See book. Time to cast: 2 seconds. p. B557, for DR and HP of various Time to cast: 5 seconds. Prerequisite: Clean. items. No caster may use this spell on Prerequisites: Dye and at least the same subject more than once per Item Accented written proficiency in some language. hour. Subject’s DR does not protect it. (a) Wand, staff, or jewelry. Energy Duration: Permanent. cost to create: 400. (b) For 100 times Cost: 2 to 6. casting cost, any item may be perma- Rejoin Time to cast: 5 seconds. nently soilproofed. The item can be Regular Prerequisite: Find Weakness. made to also resist Ruin (with the Endurance of the enchantment) at Temporarily fixes a broken inani- Item double cost. On an ordinary failure, mate object. If some small parts are Wand, staff, or glove. The item the enchantment loses one point of missing, skill is at -3, but if the spell must be used to strike the subject. Endurance. Upon dropping to succeeds the object holds together Energy cost to create: 200. Endurance 0, the enchantment ceases without the missing parts. to function. A critical failure by the Duration: 10 minutes. Soilproof or a critical success by the Cost: 1 per 10 pound of subject’s Restore Ruin also breaks the enchantment. weight (minimum 2) to cast. Half that Regular (rounded up) to maintain. Temporarily makes a broken inani- Time to cast: 4 seconds per 10 mate object look as good as new. Dye pounds of subject’s weight. Other senses will not be fooled, nor Regular Prerequisites: Weaken and Restore. will Mage Sight. Changes the color of any unliving material, as desired by the caster (note Duration: 10 minutes. that hair is unliving, as is a thin outer Shatter (VH) Cost: 2 to cast. 1 to maintain. layer of skin!). The color fades in 2d Regular Time to cast: 3 seconds. days, but is unaffected by ordinary Prerequisite: Find Weakness or Similar to Weaken, but quicker – it washing or application of solvents. Simple Illusion. can be cast in a single second, and may Only a single, uniform, color can be be cast repeatedly. If the spell does not produced – patterns are not possible, do enough damage to actually break but only part of the subject may be the subject, the subject takes no harm. affected if the caster desires.

116 MAKING AND BREAKING SPELLS This spell only affects inanimate by mages; the item must touch the The Undo spell also unties a Knot objects. subject. Energy cost to create: 2,000. spell, but the Knot spell gets a resistance roll. Cost: 1 to 3; does 1d damage for Duration: Until the password is each point of energy put into it. Inscribe spoken, or the rope is cut or broken! Prerequisites: Magery 1 and Area; Resisted by Will Cost: 2. Cannot be maintained – Weaken. As listed under Illusion and must be recast if the rope is untied. Item Creation Spells, p. 97. Time to cast: 3 seconds. Wand, staff, or glove. The item Prerequisite: Stiffen. must be used to strike the subject. Item Energy cost to create: 500. Stiffen Regular; Special Resistance Rope. Any knot tied with this rope cannot be untied without magic. A Temporarily stiffens a limp object; password is set when the rope is Animate Object (VH) turns a rope into a pole, for example, enchanted. The enchantment is bro- Regular; Special Resistance or a thread into a lockpick. Does not ken if the rope is cut. Energy cost to Animates an existing object (statue, work on living beings. This spell can cast: 20 per foot of rope. sword, chair . . .). Its abilities and be used to make improvised weapons; attributes depend on its body – this is the GM judges their effectiveness. entirely up to the GM. This spell may also be used to stiff- Reshape en a foe’s clothes. In this case, the foe Examples: a chair could move Regular resists the spell with his ST+2. If it about and kick people in the shins or works, he is at -1 DX for each pound Mold any inanimate substance as a sword could snake around its wield- of clothing that was stiffened, and this though it were clay. Does not convey er’s arm, but a teapot could do little DX change does affect his Move. any additional artistic ability to the more than scuttle amusingly across a subject, however! Any inanimate table . . . Duration: 10 minutes. object the subject picks up while Cost: 1 per pound of subject’s under this spell will soften slightly – Concentration is required; the ani- weight – minimum 2. Half that to this can be troublesome. For instance, mated object has no IQ score and is maintain. if he tries to wield a sword or staff, it little more than a puppet. Time to cast: 2 seconds per pound does only half damage! A gun fired Independence and Initiative will not of weight. while “soft” will be ruined. Any mate- work on an animated object. Prerequisite: Rejoin. rial molded will become hard again, in its new form, as soon as the subject removes his hands from it. A man should have a farm or a mechanical Inconvenient doors and walls can be removed, at a double-handful of craft for his culture. We must have a basis for material per second. This spell can our higher accomplishments, our delicate even be used to tunnel through rock, but since in effect the subject is dig- entertainments of poetry and philosophy, ging through soft earth with his in the work of our hands. hands, it is slow and tiring. – Ralph Waldo Emerson Duration: 1 minute. Cost: 6 to cast. 3 to maintain. Time to cast: 10 seconds. Prerequisites: Magery 1, Weaken, A being holding such an object Knot and either Shape Earth or Shape resists with Will. Plant. Regular Duration: 1 minute. Ties a knot that cannot be untied Item Cost: 1 to cast for every 5 pounds without magic (though the rope can Gloves. Energy cost to create: 500. the object weighs. Double cost to ani- be cut, of course). The knot unties mate stone, triple for metal. Same cost when someone says the password to maintain. (specified at casting) while touching Rive (VH) Time to cast: 3 seconds. the rope at any point along its length. Regular Prerequisites: Magery 2 and at least Thus, a rope tied at the top of a cliff Pokes holes in inanimate objects, three “Shape” spells. will come loose when someone at the walls, etc. See p. B557, for the DR and Item bottom of the cliff says the password, HP of common objects. This spell (a) Any object may be permanently if he can touch the rope. Knot also works like a huge piercing attack, animated for 100 times casting cost. works for string, chastity belts, etc. punching a 2-foot-diameter hole (the (b) Wand, staff, or jewelry. Usable only affected area may be smaller at the caster’s discretion).

MAKING AND BREAKING SPELLS 117 Cost: 1 per die of damage to be bind prisoners, and so on. An actively Repair inflicted to the object. resisting subject resists using DX. The Prerequisites: Magery 2 and bond is a normal knot (though it may Regular Shatter. be turned into a magical Knot by Permanently repairs a broken increasing the energy expenditure). inanimate object. If some small parts Item are missing, skill is at -5, and the Wand, staff, or glove. Must strike Duration: Permanent. appropriate materials to make the the object. Energy cost to create: 1,000. Cost: 3 to cast (1 extra to have a missing parts must be provided – e.g., Knot in it). a lump of gold to make gold filigree- Ruin Prerequisite: Knot. work. If the spell succeeds, the miss- Item ing parts reappear. Formerly magical Regular items do not regain their magic when A rope or chain which will wrap Accelerates the natural process of repaired (although this spell will itself around the subject (which it decay on unliving materials. It rusts restore a weakened magic item to full must touch) when a command word is iron and steel, but has little effect on durability). spoken; the enchantment is lost if it is other metals unless maintained for a cut or broken. Energy cost to create: 90 very long time. It causes organic mate- Duration: Permanent. per yard of length. rial – leather, fur, wood, plastics, etc. – Cost: 2 per 5 pounds of subject’s to decay to uselessness. Ceramics are weight. Minimum cost 6 for objects unaffected by Ruin. with moving parts. Mapmaker Time to cast: 1 second per pound Duration: 1 minute. Each 1-minute Special (minimum 10). casting has the general effect of aging When cast on a scroll or any other Prerequisites: Magery 2 and Rejoin. the subject 5 years. It will remove 1 writing surface (including a previously DR and 1 HP from most subjects. unfinished map), this spell creates a Weapons simply lose one grade of map of what the scroll’s holder Shatterproof quality per casting, except for Very perceives. Regular Fine weapons, which are unaffected! The caster must declare the scale Makes a small object (like a Cost: 2 per pound of material used for the map, which way is north, weapon, or anything else that a nor- ruined. Same cost to maintain. the spot on the scroll where mapping mal human could hold in one hand) Time to cast: 5 seconds per pound begins and which features are to resistant to breakage. A cheap or regu- of material ruined. appear on the map. The map thus cre- lar metal weapon is treated as a “fine” Prerequisites: Magery 1, Weaken, ated is of the same quality as if it had quality weapon while the spell lasts, and Decay. been drawn by someone with a and a “fine” weapon as “very fine.” Cartography skill equal to the lower of Other items have their hit points dou- the caster’s effective skill with this bled, and will never break due to acci- Explode (VH) spell and his Cartography skill. It is no dental dropping, etc. It doubles the Regular better in content than if the holder DR and HP of a shield if the shield- As Shatter, but the subject, if it had taken the time to write it himself breaking rules are used (p. B484). This shatters, explodes violently, doing – the spell is nothing more than a spell does not increase resistance to fragmentation damage (p. B414). time-saver. “penetration,” so it’s no good for walls, armor, etc. Cost: 2 to 6; does 1d damage for Duration: 1 hour. The spell does every two points of energy put into it. not expire if the scroll’s user moves off Duration: 1 hour. Double cost to increase damage to the edge of the map; it just fails to Cost: 3 to cast. 3 to maintain. 1d+2. inscribe anything until he moves back Prerequisites: Repair and Shatter. Prerequisites: Magery 2, Shatter, on. The inscriptions themselves are and Apportation. permanent. Item Cost: 4 to cast. 2 to maintain. Any item can be made permanent- Item Time to cast: 10 seconds. ly shatterproof; if the item does break, Wand, staff, or glove. The item Prerequisites: Inscribe and the pieces are no longer enchanted. must strike the subject. Energy cost to Measurement. Energy cost to create: 400. create: 1,000. Item (a) A scroll can be made self-map- Sharpen Fasten ping, updating itself whenever its Regular Regular holder enters a new area (and spends Temporarily produces an extraor- Ties up the subject with a length of energy to activate it). Energy cost to dinary sharpness on cutting and rope or chain (which is not created by create: 100. (b) Wand or staff. Energy impaling weapons. +1 or more to the spell, only animated). Useful cost to create: 300. basic damage. to wrap packages, moor boats,

118 MAKING AND BREAKING SPELLS Duration: 1 minute. Mystic Mark Time to cast: 10 seconds. Cost: The formula is 1 energy for Prerequisites: Dye and Trace. every 6” of edge. Typical costs (use these Regular unless the circumstances are very spe- Places an invisible mark on the Item cial): 1 to cast on an arrow; 2 for a knife, subject. The mark is visible to the (a) The mark may be made perma- spear or axe; 3 for a one-handed sword; caster at will (simple concentration) nent (no need for the monthly “fading” 5 for a two-handed sword. Double these and to others using Aura, See Secrets, roll) for 30 energy. (b) Staff, wand or for +2 bonus, or triple for +3. Half that Mage Sight, Detect Magic, or similar writing instrument (including a brand- (round up) to maintain. spells. It may be a rune, sigil, mono- ing iron). Energy cost to create: 300. Time to cast: 4 seconds. gram, etc. (A Heraldry specialty may Prerequisite: Repair. be learned to recognize the Mystic Marks in use in the campaign world.) Weapon Self (VH) Item Unwilling subjects resist with IQ. Regular; Resisted by HT See Puissance (p. 65). If a weapon Should Seeker be cast regarding a (or by effective skill already has the Puissance spell on it, subject bearing the caster’s Mystic for magic weapons) the spells don’t add; only the stronger Mark, there will be no need for “some- The caster’s body magically melds one works. thing associated with the subject with the melee weapon he is wielding. sought.” Clothes (up to 6 pounds) disappear Toughen The mark can be erased with along with him, but the rest of his Remove Curse. equipment falls to the ground. The Regular weapon now dances through the air, Makes an inanimate object more Duration: Mystic Mark is a lasting spell that fades with time. Every as if wielded by an invisible opponent. difficult to penetrate by increasing its The subject keeps his weapon skill and DR. Has no effect on the protective month, roll against the Mystic Mark’s Endurance (p. 10). On an ordinary attributes while assuming a minimum value of armor. If the object takes basic Speed of 5. Attacks on the weapon are damage equal to or greater than its failure, the Mark’s Endurance is reduced by the margin of failure. On a at a normal penalty for size (p. B400). (toughened) DR, the spell is broken, The weapon may only dodge or parry, and must be recast. critical failure or when the Mark’s Endurance reaches 0, the spell but has natural DR appropriate to its Duration: 1 hour. expires. Marks placed on durable material (p. B483). If the weapon is Cost: 1 to cast per point of DR objects are themselves more durable; broken, the spell ends and the subject (maximum of 8) for an object the size apply the DR of the surface as a bonus reappears, unharmed but physically of a fist, double for an object up to a to the “fading” roll. stunned, holding the useless weapon cubic foot, triple for an SM 0 object. Cost: 3. in his hand(s). Same cost to maintain. Time to cast: 5 seconds. Prerequisite: Shatterproof. Item See Fortify (p. 66).

Transparency Regular Makes an object transparent. The object’s outlines remain visible and its physical characteristics remain unchanged (hardness, weight, etc.). The caster can choose to tint the object as he desires instead of making it colorless. Duration: 1 minute. Cost: 4 to cast. 2 to maintain. Time to cast: 10 seconds. Prerequisites: Dye and Stone to Earth. Item (a) Wand, staff, or jewelry. Energy cost to create: 850. (b) For 400 points (multiplied by 1+SM), any items can be made permanently transparent.

MAKING AND BREAKING SPELLS 119 The subject may not speak, so he Item Duration: 1 hour. can only cast spells he knows at skill Staff, wand, or jewelry. Usable only Cost: 1 per pound of original 20 or better. The subject’s HT resists by mages. Energy cost to create: 1,000. weight (minimum one pound) for Making and Breaking spells such as every point of SM reduction. Same Weaken and Shatter. cost to maintain. Magic weapons resist the melding Contract Object (VH) Time to cast: 3 seconds. with their Power. If the subject wishes Regular Prerequisite: Contract Object. to activate any of the enchantments on Scales an object down in one Item the magic weapon, he must win a dimension. A rope or blade can be Wand, staff, or jewelry. Usable only Regular Contest of his Will against the made shorter, for instance. This spell by mages; the item must touch the weapon’s Power. could easily render most clothing subject. Energy cost to create: 800. Duration: 1 minute. unwearable. This reduces the object’s Cost: 8 to cast. 4 to maintain. Size modifier unless the object is not Time to cast: 5 seconds. being contracted in its longest dimen- Enlarge Object (VH) Prerequisites: Magery 2, sion. The object’s DR is unchanged, Regular but its HP usually decreases in direct Apportation, and at least six Making Scales an object up in size while proportion to the rescaling. and Breaking spells including maintaining its proportions, increas- Reshape. Duration: 1 hour. ing its Size modifier. Multiply weight Item Cost: 1 per pound of original by 3.5, and HP by 1.5, for every added weight (minimum of 1 pound) for point of Size modifier; add 1 DR for (a) Jewelry. The item disappears every halving of the chosen dimen- every 2 added points of Size modifier. along with its wearer when the spell is sion. Same cost to maintain. cast, so the caster can maintain it. Duration: 1 hour. Time to cast: 3 seconds. Energy cost to create: 2,000. (b) Any Cost: 1 per pound of original Prerequisites: Magery 3 and weapon. Energy cost to create: 500 per weight (minimum of 1 pound) for Transform Object. pound of weapon weight (minimum 1 every additional point of SM. Same pound). (c) A magical weapon may be Item cost to maintain. enchanted not to resist the melding Wand, staff, or jewelry. Usable only Time to cast: 3 seconds. for an energy cost of 500 per pound of by mages; the item must touch the Prerequisite: Extend Object. weapon weight (minimum 1 pound). subject. Energy cost to create: 800. Item Wand, staff, or jewelry. Usable only Transform Object (VH) Extend Object (VH) by mages; the item must touch the Regular; Special Resistance Regular subject. Energy cost to create: 800. Changes an object into another Scales an object up in one dimen- object of the same weight. The change sion; the opposite of Contract Object Disintegrate (VH) can be anything – a gun could be (above). turned into a rag doll, for instance. As Regular with Create Object (p. 98), anything Duration: 1 hour. Similar to Shatter, but leaves only the mage brings into existence must Cost: 1 per pound of original dust (cannot be repaired!). If damage be something he is familiar with. To weight (minimum of 1 pound), per rolled doesn’t destroy the subject, it is turn something into a functional doubling of the chosen dimension. unaffected. This spell affects inani- object, the caster must have the appro- Same cost to maintain. mate objects only and cannot affect priate skill for making a similar object; Time to cast: 3 seconds. parts of objects. Prerequisites: Magery 3 and the rag doll mentioned above will be a Duration: Permanent. Transform Object. pretty poor rag doll unless the caster Cost: 1 to 4; does 1d damage for has Sewing skill, and if he wants to Item each point of energy put into it. turn a rag doll into a gun, he’d better Wand, staff, or jewelry. Usable only Prerequisites: Magery 2, Shatter, have Armoury skill. by mages; the item must touch the Ruin, Earth to Air, Destroy Air, and An object held or worn by someone subject. Energy cost to create: 800. Destroy Water. resists with its owner’s Will. Item Duration: 1 hour. Shrink Object (VH) As for Shatter. Energy cost to create: Cost: 1 to cast for every pound the 1,500. object weighs (minimum of 1 pound). Regular Double cost to change to (or from) Scales an object down in size stone, triple for metal. Same cost to while maintaining its proportions, Rebuild/TL maintain. decreasing its Size modifier. Multiply Regular weight by 1/3, and HP by 2/3, for every Time to cast: Equal to cost, in sec- As listed under Technological Spells, subtracted point of Size modifier; sub- onds. p. 177. Prerequisites: Magery 2, Reshape, tract 1 DR for every 2 subtracted and at least four “Create” spells. points of Size modifier.

120 MAKING AND BREAKING SPELLS CHAPTER SEVENTEEN META-SPELLS

“Fascinating. Simply fascinating.” Counterspell Item Lady Ann smiled. “Was it worth the Regular; Resisted by This spell may be cast permanently trip, then, Doctor?” on any item to make it resist any “And more, my dear lady. How did subject spell attempt to sense it with magic. Energy your family came into possession of Nullify any one ongoing spell. It cost to cast: 500, multiplied by 1+SM such a singular device?” Doctor cannot “counter” spells that make a for items larger than SM 0. Bernard asked. permanent change in the world (e.g., “I honestly don’t know. It’s been a Extinguish Fire, Flesh to Stone, or Goulding heirloom for centuries, and Zombie), and it cannot affect perma- Suspend Spell there are all sorts of rumors and leg- nently enchanted items, but it can Regular; Resisted by ends about it, but its origins are a mys- counter spells cast using magic items. subject spell The “subject” of Counterspell may be tery. No one really even knows what it Temporarily nullify any one ongo- either the subject of the spell to be does. When I was little, my nurse told ing spell. The caster must know the countered or the person who cast that me it was alive and I should never spell he suspends. Suspend Spell does spell. touch it.” not affect magic items, but can affect Counterspell is a single spell – but “Well, that’s an understandable spells cast through one. Spells that can to counter a given spell, you must also conclusion for a layman. Judging only be removed by Remove Curse know that spell. Roll against the lower from its age and design, I suspect that cannot be suspended; use Suspend of your Counterspell skill or your skill this hails from the Archigulonian city- Curse for those. with the spell being countered. You states, created for handling magical Suspend Spell is cast at the lower of must win a Quick Contest with the tar- plunder. It’s a masterful piece of work: the user’s Suspend Spell skill and his get spell to cancel it. You can cast mul- it identifies enchantments and spells, skill with the spell being suspended. tiple Counterspells to negate an Area removes magical traps, and destroys When the suspension expires, the sus- spell piece by piece. items of infernal origin entirely. pended spell “picks up where it left off” “Most interestingly, however, it Cost: Half that of the spell coun- and resumes operation. If the subject operates itself. There must be several tered, not counting bonuses the other spell is maintained, its caster will auto- hundred enchanted pieces inside that caster got for high skill. matically know it is being suspended. oblong case, supporting hundreds of Time to cast: 5 seconds. Otherwise, roll against Perception + interlocking conditional spells. Prerequisite: Magery 1. Magery - 3 – distance is not a factor. Whoever enchanted this created an item that can respond intelligently to events, after a fashion. I stand in awe of him.” “Intriguing. It’s not alive, then?” We are all apprentices in a craft where no “Oh, no. Simply bogglingly com- one ever becomes a master. plex.” “Well, that is a comfort, Doctor. I – Ernest Hemingway can’t thank you enough for coming. Won’t you stay to dinner?” Scryguard Duration: 1 minute. Regular; Resists any Cost: 1/10 that of the spell suspend- Information spells ed to cast, not counting bonuses the Any information spell cast on the other caster may have received for subject must win a Quick Contest of high skill (round up). Same cost to Spells with the Scryguard to “see” maintain. him. Identify Spell still detects that the Prerequisites: Magery 1 and These spells have to do with the Scryguard is present. Counterspell. structure of magic itself. They are spells about spells, or spells that affect Duration: 10 hours. Item other spells. Only mages can learn Cost: 3 to cast. 1 to maintain. Staff, wand, or jewelry. Usable only meta-spells; even the most basic meta- Time to cast: 5 seconds. by mages. Energy cost to create: 500. spell requires Magery 1. Prerequisite: Magery 1.

META-SPELLS 121 Scrywall Area; Resists any Information spells As Scryguard, but to protect a whole area and everything in it. Duration: 10 hours. Base cost: 3 to cast. 2 to maintain. Time to cast: Seconds equal to ener- gy cost. Prerequisite: Scryguard. Ward Until the spell expires, any Detect Item Magic spell will be at -8 to work on (a) Any container. It, and every- Blocking; Resisted by that ring; Identify Magic will be at -8 thing inside, is protected by the subject spell to find any spells on the ring; Mage Scrywall spell. Energy cost to cast: 200 When cast immediately after a Sight will not see the ring unless the per cubic foot (minimum cost 500). spell is thrown at its subject, this spell mage made his roll by at least 8 (b) Any rug or area of floor; protects can prevent the opposed spell from (though he may still see other things) people and things standing atop it. working. It works against only a single – and so on. Energy cost to cast: 300 per yard magical attack. If an attacking spell radius. affects several people, each Ward can Note that this spell has similar only save one subject. It does not effects in some ways to Scryguard protect against missile spells. (p. 121), but they’re not the same! Great Ward The caster may only Ward against Duration: 10 hours. Blocking; Resisted by a spell that he knows at skill 12 or Cost: 1 through 5 to cast. Same cost subject spell higher; a caster who knows (for to maintain. As Ward, but – if it works – protects instance) Sleep may also ward a single Time to cast: 3 seconds. any number of those who would have subject against Mass Sleep. The caster Prerequisites: Magery 1 and Detect been affected by the attacking spell. rolls at the lower of his Ward skill or Magic. his skill in the spell being warded. The Cost: 1 per subject protected (mini- caster must announce he is using Item mum cost 4). Ward before the opposed spell’s sub- This spell may be cast permanently Prerequisites: Magery 2 and Ward. ject tries a resistance roll. If it turns on any item to make it harder to sense out the spell being cast is not one the or identify with magic. Energy cost to defending mage can ward against, the cast: 100 times the cost above – e.g., False Aura ward is wasted. 200 to give a -4 on all attempts to Regular, Area; Special detect or identify. Resistance; Resists Information Cost: 2 to cast it on yourself, or 3 to cast on anyone you can see. You can- spells not Ward someone you cannot see. Reflect Replaces the magical emanations Prerequisite: Magery 1. Blocking; Resisted by of a being, area, or object with false ones; the term “aura” is only literal for subject spell living things. For instance, a human Seek Magic This spell is an improved version could be made to have the aura of a Information of Ward, and works like it. The differ- Zombie, a sword could appear to be ence is that it will reflect the opposed As listed under Knowledge Spells, enchanted with Dancing Weapon, an spell instead of negating it. Thus, if p. 102. area could appear to be under linked the Reflect succeeds, the opposed Create Fire and Glue spells, etc. Roll a spell now attacks its original caster as Quick Contest between the False Aura Conceal Magic if it had been cast on him to begin and any spell (Information or Regular with. If the attacking spell is an area Regular) that can see or detect the spell, a successful Reflect protects its Cast on a single person or item, emanations (such as Aura, Mage subject and affects the caster as this spell interferes with any informa- Sight, or Analyze Magic). If the False though he were in the area being tional spell cast on the subject. Twice Aura wins, the other spell is fooled. attacked, but otherwise the area is the energy put into the spell (up to 5 False Aura also works against still attacked normally. points) is subtracted from any skill equivalent senses some creatures may roll made to learn about the item, find Cost: 4 to cast it on yourself, 6 to cast possess. it, etc. it on someone you can see; you cannot Unwilling subjects resist with IQ. protect someone you cannot see. The chosen False Aura must be famil- Example: 4 points of energy are put Prerequisite: Ward. iar to the caster – a mage could not put into a Conceal Magic spell on a ring. a False Aura of Golem on a statue

122 META-SPELLS unless he knew the Golem spell, for present at casting time; add the range cast it, to be thrown later (back at its instance. penalties, if any. Unwilling subjects original caster, perhaps . . . ). The resist with Will. caster need not know the spell he is Duration: 10 hours. From then on, any Information catching. Cost: 4 to cast. Half that to main- spell attempting to scry the first sub- If the Catch Spell roll succeeds, its tain. When cast on an area, the base ject must win a Quick Contest of caster physically catches the missile cost is 4. Spells with the Scryfool to scry the when it comes close enough to grab. If Time to cast: 10 seconds. correct subject. Otherwise, it scries the Catch Spell roll fails, its caster gets Prerequisites: Conceal Magic and the decoy instead. hit dead-on by the spell (on a critical Aura. failure, he takes maximum damage Duration: 10 hours. from the spell!). Item Cost: 4 to cast. 2 to maintain. (a) Any. Only affects the holder. Time to cast: 10 seconds. Cost: 3. Energy cost to create: 300. (b) Any object Prerequisites: Magery 2, Sense Prerequisites: Magery 2, DX 12 or or area may be given a permanent False Observation, and Simple Illusion. higher, and Return Missile. Aura for 100 times casting cost. Item Item Wand, staff, or jewelry. This item Glove. Usable only by mages. Such Magic Resistance can only be used to divert Information a glove can catch only one specific Regular; Resisted by spells from the wearer. Energy cost to Missile spell. Treat variations (such as Will+Magery create: 300. Fireball/Explosive Fireball) as a single For each point of energy put into spell for this purpose. Energy cost to the spell (up to 5), the subject’s magic Penetrating Spell create: 300. A glove that could catch resistance goes up by 2 if he is willing, any Missile spell would require 1,200 or by 1 if he tried to resist. This MR Regular energy. works like normal Magic Resistance This spell is cast on another dam- (p. B67) when spells are cast on the age-dealing spell, granting it an armor subject. The subject can still cast divisor (p. B378). The spells are cast spells, but at a penalty equal to the one after the other, with no delays MR. Spells already affecting the sub- between castings. Penetrating Spell is ject (or already cast by him) continue cast first, and counts as a spell “on” for unchanged. He can use potions and determining the effective skill for the magical items normally. second spell. Suspend Magic A spell fortified with Penetrating Area; Resisted by Duration: 1 minute. Spell does not do extra damage to Cost: 1 to 5 to cast. Same cost to unarmored foes. Hardened DR subject spells maintain. defends against the armor divisor Temporarily nullify all other spells Time to cast: 3 seconds. conferred by this spell as normal. within the area. It has no effect on Prerequisites: Magery 1 and one or enchanted items. Certain powerful more spells from each of seven Duration: Until the second spell spells are also unaffected – specifical- different colleges. expires. ly, those which can only be removed Cost: See table below. by Remove Curse. Each spell resists Item separately. Armor Divisor Cost (a) Wand, staff, weapon, or jewelry; Suspend Magic is not selective; the 22 only affects the wearer. Usable by any- caster can choose the shape of the 34 one, but energy cost is doubled for area within the boundaries he pays 56 nonmages. Energy cost to create: 300 energy for (as with all Area spells), but 10 8 per maximum point of magic resist- may not exclude objects within the Ignores DR 10 ance it can offer. (b) Any item. The affected area. The caster need not item’s own magic resistance is Time to cast: 3 seconds. know the spell(s) being suspended. To increased by 1 through 10; the user’s Prerequisites: Delay and Find suspend a specific spell without magic resistance is unaffected. Energy Weakness. affecting others, use Suspend Spell. cost to create: 200 per point of added magic resistance. Does not affect spell- Duration: 1 minute. casting ability of its user. Catch Spell (VH) Base cost: 3 to cast. 2 to maintain. Blocking; Special Time to cast: 1 second per energy point spent. When cast immediately after a Scryfool Prerequisites: Suspend Spell and at Missile spell is thrown (not when it is least eight other spells of any type. Regular; Special Resistance cast), this spell allows its caster to catch Redirect Information spells targeted the missile as it comes within reach of Item at a first subject onto a second subject, him. Once caught, the spell can be held Staff, wand, or jewelry. Usable only the “decoy.” Both subjects must be by the caster just as if he himself had by mages. Energy cost to create: 1,500.

META-SPELLS 123 Displace Spell Spell Shield wall from the “safe” direction (usually the side that the caster stands on!) are Regular; Resisted by Area; Resists all spells not resisted or affected in any way. subject spell cast through it The wall is cast in one-yard incre- Changes the location of an Area Resist any spell cast through it at ments, either all at once or piece by spell, permanently. Certain powerful the Spell Shield’s Endurance (p. 10). It piece. When adding new segments to a spells are unaffected – specifically, those also acts as a Scrywall (above). weakened Spell Wall, the new seg- which can only be removed by Remove Exception: It does not affect missile ments assume the Endurance of the Curse. Each Area spell must be dis- spells at all, including Thrown spells. “weakest link.” The only way to placed separately, except linked spells, Note that if the attacking spell wins “repair” a weakened Wall is to cast it which move together. The caster need the contest, it gets through, but the anew. not know the spell being displaced. Spell Shield is not destroyed – instead, The Spell Wall is four yards high, so it is possible to cast across it from a high enough elevation. Higher walls can be created by spending propor- Magical creatures (demons, golems, tionately more energy (double energy for double height, and so on). creations, zombies, elementals, and the like) Duration: 1 minute. cannot cross the border of a pentagram; Cost: 2 per one-yard piece of Wall neither may they cast spells, or move any to cast. Same cost to maintain. The Spell Wall may also be cast horizon- physical object, across the border. tally, as a “ceiling” or “floor”; each point of energy will then cover two hexes on a battle map. Prerequisite: Spell Shield. Once the casting is complete, the its Endurance is reduced by 1. When a Item area moves with Move equal to the Spell Shield’s Endurance is reduced to A Spell Wall may be made perma- caster’s Magery. Each turn, the dis- 0, the spell dissipates and cannot be nent for 100 times casting cost. Mages placed spell gets a new resistance roll; maintained. often cover windows or skylights in once it successfully resists, it stops Duration: 1 minute. this fashion. “Permanent” Spell Walls moving and the Displace Spell is bro- Base cost: 3 to cast. 2 to maintain. do not weaken when penetrated. ken – though it may be cast anew. The Prerequisites: Magery 2, Scryguard, subject spell always rolls to resist, and Magic Resistance. even if its caster doesn’t wish it to (the Pentagram caster’s own spells resist at -5). Item Special; Resists attempts While being Displaced, the subject (a) Any container. It, and every- to cross it spell remains active (thus, the caster thing inside, is protected by the Spell Produces a magical barrier, which could trigger a Link by moving it over Shield. Energy cost to cast: 250 per blocks hostile spells and magical crea- its intended target). If the subject spell cubic foot (minimum cost 500). (b) tures from passing in either direction. is being maintained, its caster will auto- Any rug or area of floor; protects peo- The barrier is a star-shaped figure matically know it is being displaced. ple and things standing atop it. Energy drawn on the floor or ground. Magical Otherwise, roll against Perception + cost to create: 400 per yard radius. creatures (demons, golems, creations, Magery - 3 – distance is not a factor. zombies, elementals, and the like) can- Duration: Until the caster stops Spell Wall not cross the border of a pentagram; concentrating or the subject spell neither may they cast spells, or move resists successfully. Regular; Resists spells any physical object, across the border. Cost: 1/4 that of the spell being cast through it Nonmagical creatures – including moved, not counting bonuses the Creates a wall of anti-magic. The mages – can freely cross a pentagram, other caster may have gotten for high wall resists any spell cast through it though they cannot cast spells across skill (round up). from one side, specified by the caster its border. Spells of transport (e.g., Time to cast: 5 seconds. upon casting Spell Wall. It also acts as Flight, Teleport) cannot be used to Prerequisite: Suspend Magic. a Scrywall. Exception: It does not enter a pentagram for hostile purposes. affect Missile spells at all, including Certain very hostile creatures may Item Thrown spells. be summoned within a pentagram; the Staff, wand, or jewelry. Usable only If the Spell Wall fails to resist a caster stands outside and summons by mages. Energy cost to create: 1,000. spell cast through it, the spell breaks the creature to a spot inside the penta- through, but the wall still stands, its gram. The caster will open the Endurance (p. 10) weakened by 1. pentagram only when he is sure he can Upon reaching Endurance 0, the wall control the summoned creature. dissipates. Spells passing through the

124 META-SPELLS If part of the pentagram is cut or Suspend Curse Suspend Mana (VH) erased, its power will be lost until the caster can rejoin the pentagram – all Regular; Resisted by Area this requires is a piece of chalk and subject spell The subject area is (temporarily) a time (usually just a second) to draw Temporarily nullifies any one of the no-mana zone, dead to the flow of the line. No magic spell can injure the following spells, among others: Alter magic. A critical failure costs the pentagram, but physical attacks – like (any type), Curse, Enlarge Other, caster a level of Magery for 2d days. At walking up and scuffing out a line Ensorcelment (any type), Flesh to Ice, the end of that time, the caster should with your shoe – can succeed if they Geas (either type), Healing Slumber, roll vs. IQ+Magery; any roll except a are made by nonmagical beings. A Hex, Malefice, Mystic Mark, Oath, critical failure means that the lost demon or creation could not do it; an Partial Petrification, Plant Form (any Magery is regained – a critical failure ordinary person could. Likewise, an type), Possession (any type), Shapeshift means the loss is permanent! ordinary person could throw a rock (any type), Shrink Other, Stone to Duration: The mana is restored at a into a pentagram, but a demon or Flesh, Stop Healing, Strike Barren, rate depending on the surrounding golem could not. Suspend Magery, Suspend Time. It will mana level. In a low-mana zone, the A magical creature may try to force also suspend any physical or mental area affected by the spell shrinks by its way through a pentagram. Roll a impairment caused by an hostile Wish one yard in radius every three days; in contest between the creature’s of any kind. If for any reason the skill normal mana, by one yard every hour; (ST+Will)/2 and the skill with which level of the subject spell is unknown, in high mana or very high mana, by the pentagram was cast. If the crea- the GM’s assessment is final. one yard every minute! ture wins, it destroys the pentagram! Duration: 10 minutes. Base cost: 5. Cannot be maintained. No one creature can thus “test” a Cost: 10. Same cost to maintain. Time to cast: 10 minutes. pentagram more than once per day. Time to cast: 1 minute. Prerequisites: Suspend Magic and Duration: Permanent unless Prerequisites: Magery 1 and spells spells from at least 10 different broken. from at least 12 different colleges. colleges. Cost: 1 per square foot protected (minimum 10). When the spell is cast ceremonially, the casters can spend extra energy to increase the effective skill of the Pentagram. A mage can also use the Slow and Sure Enchantment method (though Pentagram is not technically an

Enchantment spell) to create a large pentagram by himself. Time to cast: One second per square foot. This time is spent in trac- ing the line, and is necessary no mat- ter how well the spell is known or how much power is available. Prerequisite: Spell Shield. Item Mages’ Guilds may have perma- nent pentagrams, inlaid with tile or jewels to avoid accidental scuffing, and cast at a very high level of skill. Such a design can be ritually “cut,” when necessary, by a chalk-mark. But there is no intrinsic difference between these and a regular penta- gram – any pentagram is “permanent” until erased or broken. (If a hostile creature breaks through a Pentagram Mages’ Guilds may have permanent spell, it destroys the enchantment but does not affect the physical design, pentagrams, inlaid with tile or jewels to avoid which can be re-enchanted later . . . if its owner survives.) accidental scuffing, and cast at a very high level of skill.

META-SPELLS 125 Dispel Magic as if he had cast it himself; he can Cost: Equal to the maintenance maintain it or manipulate it at will, cost of the spell to be lent. Area; Resisted by within the limits of the spell itself. Time to cast: 3 seconds. subject spells The recipient must meet all of the Prerequisites: Magery 1, Lend Skill, Negates other spells within the advantage and attribute qualifications and spells from at least six different area if successful. It has no effect on of the loaned spell, but need not know colleges. enchantments, but dispels any tempo- its spell prerequisites. Thus, a spell rary, lasting, or permanent spell requiring Magery 2 could only be Item (p. 10), unless the spell specifies other- loaned to a character with Magery 2, Staff, wand, or jewelry. Usable only wise. Each spell resists separately. but a spell requiring no Magery and by mages. The mage loans the subject Dispel Magic is not selective! The cast- no special advantages or attributes spell by activating the item and physi- er need not know the spell(s) being could be loaned to anybody. If the cally passing the item to the recipient; dispelled. To nullify a specific spell recipient has Magic Resistance, Lend the item must be held at all times for without affecting others, use Spell must overcome it. the magic to work – it may not be Counterspell, above. thrown. The recipient “owns” the spell for as long as he holds the item, and may pass it along to yet another recip- ient, whether or not either is a mage. Energy cost to create: 1,000.

Remove Curse Regular; Resisted by subject spell Nullifies any one of the following spells: Alter (any type), Curse, Enlarge Other, Ensorcelment (any type), Flesh to Ice, Geas (either type), Healing Slumber, Hex, Malefice, Mystic Mark, Oath, Partial Petrification, Plant Form (any type), Possession (any type), Shapeshift (any type), Shrink Other, Stone to Flesh, Stop Healing, Strike Barren, Suspend Magery, Suspend Time. It also negates any physical or mental impairment caused by a hostile Wish of any kind. If for any reason the skill level of the subject spell is unknown, the GM’s assessment is final. Cost: 20. Time to cast: 1 hour. Prerequisites: Magery 2 and at least one spell from each of 15 different colleges.

Lend Spell is cast at the lower of Duration: Dispelled magic is Charge Powerstone (VH) the caster’s skill with Lend Spell and permanently gone. Regular the subject spell. The caster must Base cost: 3. Recharges a Powerstone at a high- touch the recipient. Time to cast: 1 second for each er rate than the stone recharges itself. energy point spent. Modifiers: If the recipient does not Every 3 energy spent by the caster Prerequisites: Counterspell and at know all the prerequisites of the spell restores 1 point of energy to the stone, least 12 other spells of any type. to be loaned, the caster gets a -2 to but every point restored is counted as skill. If the recipient knows all the pre- an “advance” against future “natural” requisites, the spell is cast at par. If the recharging. Thus, if a 10-point Lend Spell recipient actually knows the spell, the Powerstone is recharged with this Regular caster gets a +2. spell in a normal-mana area, it will “Lend” an already-cast maintain- not begin to recharge for 10 days after able spell to someone else. The recipi- Duration: Permanent; once it is used. If it is used, and then ent acquires full control over and “loaned,” the spell no longer belongs recharged again using this spell, it responsibility for the loaned spell, just to its original caster. will be 20 days until the stone begins

126 META-SPELLS to recharge normally, and so on. The Remove Aura a box mana-dead, when you move the presence of multiple Powerstones box, the dead space will stay where it does not inhibit the casting of this Regular; Special Resistance; was, rather than moving with the box. spell. Resists Information spells A critical failure with this spell On any ordinary failure with this Like False Aura, but removes the costs the caster one level of Magery! spell, the Powerstone gains a new magical emanations of the subject Duration: Permanent. quirk (p. 69). On a critical failure, the entirely. When cast on an inanimate Base cost: 10. Powerstone cracks and is destroyed. object, this spell turns it into a blank Time to cast: 1 hour. This spell can safely recharge slate for spells such as Ancient Prerequisites: Dispel Magic and Powerstones with quirks that limit History, History, See Secrets, or Suspend Mana. recharging only if the conditions Seeker (in the latter case, the Remove imposed by the quirk have been met. Aura breaks the “association,” so the Attempts to ignore those conditions Seeker is cast at -5). To resolve this, Restore Mana (VH) any future casting of the aforemen- may cause the Powerstone to shatter. Area This spell does not work on tioned spells is resisted by the Remove Manastones. Aura – whenever the other spell fails, The reverse of Drain Mana; the information it tried to access was restores mana to a dead zone. The Duration: The energy remains in successfully removed. Whatever hap- area gains a mana equal to the “aver- the Powerstone until needed. pens to the object after its aura is age” mana level of the surrounding Cost: 3 per point of energy removed can still be freely accessed by area, regardless of what it might have recharged. those spells, of course. been before. Cost, time, and prerequi- Time to cast: 10 minutes. When cast on a living or magical sites are the same as for Drain Mana, Prerequisites: Magery 3, Power- subject, the Remove Aura only lasts but there is no risk of losing Magery. stone, and Lend Energy. one day and cannot be maintained. It interferes with such spells as Aura, Steal Spell (VH) Spellguard (VH) Detect Magic, Seek Magic, or Mage Sight. Unwilling subject beings resist Regular; Resisted by Regular; Resists attempts to with Will. subject spell tamper with its subject spell Steal control of an already-cast This spell is cast on another spell to Duration: Permanent (but see maintainable spell from its original protect it from tampering attempts. above). caster. Note that it is cast at the other Twice the energy put into the spell (up Cost: 5. spell’s caster and is therefore subject to to 3 points) is subtracted from the skill Time to cast: 10 seconds. range modifiers. The caster must of any casting of the following Meta- Prerequisites: Dispel Magic and know precisely what he is stealing – spells against the subject spell: Aura. Identify Spell is very useful for this Counterspell, Displace Spell, False Item purpose. Spells operating under Aura, Remove Aura, Remove Curse, (a) Wand, staff, or jewelry. Usable Maintain Spell can also be stolen; the Steal Spell, Suspend Curse, and only by mages; the item must touch “caster,” for range purposes, is then Suspend Spell. Twice the energy put the subject. Energy cost to create: 250. the maintained spell’s area or subject. into the Spellguard is added to the (b) Jewelry or clothing. Always on; You cannot steal a spell if you do effective skill of the subject spell’s cast- only affects the wearer. Energy cost to not have the required Magery, advan- er when resisting Dispel Magic or create: 750. tage, attribute level, or lack of disad- Suspend Magic. When the spell it pro- vantage (see conditions under Lend tects lapses or is dispelled, the Spell, above). A held Missile cannot be Spellguard also lapses. Drain Mana (VH) stolen. Duration: 10 hours. Area Modifiers: -3 if the caster does not Cost: 1 to 3 to cast. Same cost to Remove all mana from an area, know the spell he is stealing; a further maintain. Cost is not reduced for high leaving it permanently “dead” to -2 if the caster doesn’t know its pre- skill. magic. Spells do not work there, and requisites either. Time to cast: 1 second for each magic cannot sense anyone or any- Duration: energy point spent. thing in a no-mana zone; magical Permanent; once stolen, Prerequisite: Dispel Magic. spells end, and magical items do not the spell no longer belongs to its function until they are removed from original caster. Item the area. Cost: Equal to the maintenance (a) Staff, wand, or jewelry. Usable This spell is used to create areas in cost of the spell to be stolen. only by mages. Energy cost to create: which mages, magical creatures, and Time to cast: 1 second per energy 500. (b) May be cast permanently on magical objects can safely be confined point spent. an enchanted item or area to make it or hidden. A no-mana zone stays stable Prerequisites: Lend Spell and Great harder to tamper with; it then hampers with respect to the earth, but not to Ward. Suspend Enchantment and Remove objects. Thus, if you make the inside of Enchantment as well. Energy cost to cast: 100 times normal cost.

META-SPELLS 127 Telecast (VH) Hang Spell is cast immediately Control of a spell operating under before its subject spell, with no delays Maintain Spell can be stolen using Special between castings. The caster rolls for Steal Spell. Create and teleport a Wizard Eye the Hang Spell when it is cast; the roll Duration: Until the energy pool is to a distant location. The caster may for the subject spell is not made until it drained or the underlying spell lapses. then cast spells through the Wizard is activated. Range penalties, spells Cost: Equal to the normal mainte- Eye as if he was present. Missiles may “on,” magic resistance, mana level nance of the subject spell for as long not be telecast, but Jet spells may. changes and the like are applied at the as the caster wants it to last (including Spells requiring touch may also be subject spell’s activation time. the caster’s cost reductions for high telecast, but the Wizard Eye must The caster must pay full energy skill). Thus, a spell that costs 1 per score a hit and the defender must fail and time costs for the Hang Spell and minute to maintain could be set to his defense. its subject must be paid at the time of maintain itself for 10 minutes at a cost Use the cost and casting penalties casting. If the caster hangs a spell tai- of 10 energy. from the Teleport spell (p. 147). Spells lored to a human-sized subject and If the caster can maintain the spell cast from the Telecast’s “other end” then activates it on a larger subject, indefinitely for no energy cost (due to measure range from that spot. The there is either no effect or a reduced high skill), the cost is 1 energy for Telecast counts as a spell “on” and effect, as the GM sees fit. every five full duration periods. Thus, requires concentration. GMs who A hung spell counts as one spell a mage with Earthquake at skill 20 wish to further limit this powerful “on” (p. 10) for casting purposes; it could set the spell to last 30 minutes spell may apply the penalties for no does not, however, count against itself for 6 energy. High skill with this spell speech, foot, or hand motions (p. 9). when it is activated. Thus, if a mage likewise reduces cost normally! If the Telecast roll is failed by 1, the has four hung spells, he casts other Time to cast: 2 seconds, plus Wizard Eye reaches its intended desti- spells at -4, but casts any one of the “programming time” if necessary. nation but the caster is mentally hung spells at -3. A hung spell takes a Prerequisite: Link. stunned. If the roll is failed by more Concentrate action to activate. than 1, the Wizard Eye winds up Hung spells are susceptible to somewhere else (GM’s choice!) and Dispel Magic and Counterspell (which the caster is still mentally stunned. In Throw Spell destroys them), as well as to Suspend Missile; Special all cases, a Body Sense roll at a -2 Magic and Suspend Spell (which pre- penalty is required before the caster vents them from activating for the This spell is cast on another spell, can get his bearings and start casting duration). They cannot be stolen or transforming it into a Missile spell. another spell; on a critical failure, he is lent because they have not yet been The spells are cast one after the other, mentally stunned. cast. with no delays between castings. The There are persistent rumors of Throw Spell is cast first and counts as variants of this spell which Timeport Duration: 1 hour. a spell “on” when determining the skill or Plane Shift the Wizard Eye instead. Cost: Same as the underlying spell’s level of the subject spell (p. 10). cost to cast (minimum of 2); same cost The caster must pay full energy Duration: 5 seconds. to maintain. The hung spell may be and time costs for Throw Spell and its Cost: As Teleport to cast; same cost maintained normally once it has taken subject at the time of casting; if the to maintain. High skill does not effect. caster throws a spell powered for a reduce the cost. The energy is spent Time to cast: 10 seconds. human-sized subject at a larger sub- whether the spell is successful or not. Prerequisite: Delay. ject, there is either no effect or a Time to cast: 1 minute. reduced effect, as the GM sees fit. Prerequisites: Magery 3, Teleport, The caster rolls for the Throw Spell Wizard Eye, and spells from at least 10 Maintain Spell (VH) when it is cast; the roll for the subject different colleges. Special spell is not made until it is thrown. Item This spell is cast on one of the cast- Thrown spells have 1/2D n/a, Max 80, An eyeball carved of ivory and inset er’s ongoing spells, providing it a pool Acc 1; roll against DX-4 or Innate with jewels. Usable only by mages. At of energy to maintain itself. Once Attack skill to hit. its holder’s command, it teleports itself Maintain Spell has been cast, the sub- All thrown spells take effect at the away; when the spell lapses, it reap- ject spell draws its maintenance ener- moment they hit something. Thrown pears in the holder’s hand (unless it gy from Maintain Spell. It no longer Area spells center on their point of has been physically destroyed). Cost to belongs to its original caster; it no impact. Jet spells take effect at the create: 1,900 energy, $1,000 for skilled longer counts as a spell “on,” may not point of impact, in the direction they ivory carving, $600 for jewels. be cancelled, etc. Maintain Spell may were going (treat them as Wild Swings, be cast any time the subject spell is p. B388). Most other spells simply active. Some maintained spells allow the caster to use spells at longer Hang Spell (VH) may be “programmed” as per ranges than normally possible – a Special Independence (p. 96) or perhaps even thrown Sense Emotion, for instance, This spell is cast on another spell to Initiative (p. 97) (GM’s discretion). or Minor Healing. This spell allows delay its activation until the caster wills spells that normally require touch to it. Blocking spells may not be hung. be applied at a distance (Deathtouch,

128 META-SPELLS for instance). Missile spells and Bless at your heart, a 1-point blessing might Blocking spells may not be thrown. move it to your arm, while a 2-point Thrown spells may be blocked or Regular one would send it through your hat, dodged, but not parried. However, A general spell of aid and protec- and a 3-point one would let it slay a foe they can be caught using Catch Spell – tion. It must be cast on another; you behind you. by anyone, including enemies! cannot bless yourself. In some game worlds, only holy men or “good” wiz- Duration: As above. Duration: Until thrown. ards can cast this spell; this decision is Cost: 10 for a 1-point blessing, 50 Cost: 3. The thrown spell may be the GM’s to make. for a 2-point blessing, 500 for a 3-point maintained normally once it has taken blessing. Blessings may not be effect. “stacked” – a stronger blessing dispels a weaker one. Time to cast: 1 minute for every point of energy in the spell. Prerequisites: Magery 2 and at least two spells from each of 10 different colleges. Magery 3 is required to cast a 3-point blessing. A GM may require “holy” or “good” status if he wishes. Item Any. The blessing is cast on the item rather than a person, and affects the wearer of the item. When the blessing finally averts some great dan- ger, the item loses its enchantment. Energy cost to cast: 10 times the cost to cast on a person.

Curse Regular Exactly the opposite of Bless. All the subject’s die rolls are modified unfavorably, lasting until he scores some notable success despite the bad rolls – GM’s decision as to exactly what this is. Then the success turns somehow to ashes, and the curse is ended. Cost: 3 for a 1-point Curse, 10 for a 2-point Curse, 20 for a 3-point Curse. Like Blessings, Curses cannot be “stacked.” Time to cast: 2 seconds for a 1-point Curse, 4 for a 2-point Curse, 6 for a 3- point Curse. Prerequisites: As for Bless, except Prerequisites: Delay and Catch The effect of a blessing is as follows: that both very good and very evil Spell. All the subject’s die rolls are modified characters can curse. Item favorably by one point (or more, for a more powerful blessing). The modifi- Item Any missile weapon may be cation will not affect critical successes Any. The curse is cast on the item enchanted to throw one specific spell, and failures. This lasts indefinitely . . . rather than a person, and affects the which flies just as if the weapon had until the subject fails some die roll (or wearer of the item. GMs should make fired its ordinary ammunition. Energy a foe makes a good die roll) and the rolls in secret, and otherwise do what- cost to create: 2,500 times the casting subject is in some serious danger. Then ever they can, to keep players from cost of the subject spell. There are the blessing miraculously averts or realizing they have encountered a rumors of enchanted missile weapons reduces the danger – and ends. It is up cursed item! When the Curse delivers that can throw any spell known to to the GM to decide when the blessing its final “zap,” the enchantment van- their wielder, but nothing more has its final effect, and what form the ishes. Energy cost to cast: 10 times the specific is known about them. protection takes. If an arrow is aimed cost to cast on a person.

META-SPELLS 129 Suspend Magery (VH) Duration: 1 hour. must touch the subject throughout the Cost: 12 to cast. Same cost to main- casting. Regular; Resisted by tain. However, the subject gets to The subject retains his knowledge Will+Magery resist every time the spell is of spells (albeit at a lower skill level), Temporarily nullifies the subject’s maintained. but cannot cast those that require a Magery. The caster must touch the Time to cast: 10 seconds. higher degree of Magery than his new subject throughout the casting. The Prerequisites: Magery 2 and two one. subject retains his knowledge of spells from at least 10 different A critical failure with this spell spells, but cannot cast them – unless colleges. costs the caster a degree of Magery he is in a high-mana area, of course, in and a point of IQ! which case he simply loses the bonus. Item Even in a high-mana area, the subject Clothing or jewelry (shackles are a Duration: Permanent. cannot cast spells that require Magery favorite). Always on; only affects the Cost: 30. of any level. Suspend Magery can only wearer. Energy cost to create: 2,200. Time to cast: 10 minutes. be removed by Remove Curse. Prerequisites: Magery 3 and A critical failure with this spell Drain Magery (VH) Suspend Magery. costs the caster a level of Magery for Regular; Resisted by Item 2d days. At the end of that time, the There are persistent rumors of caster should roll vs. IQ+Magery; any Will+Magery malevolent items that drain Magery roll except a critical failure means that Permanently drains one level of the from their victims, but nothing the lost Magery is regained – a critical subject’s Magery advantage. The caster specific is known. failure means the loss is permanent! LINKING SPELLS These three spells are related. Delay reduced effect, depending on the spell. Delay, a Regular spell, is used for The GM’s ruling on this is final. quick coupling of spells, while Link, Regular Delay may be cast two ways: to acti- an Area spell, is more useful for long- This spell is cast on another spell to vate the linked spell on a specific sub- term linkings. Reflex is a Special spell delay its activation until a certain ject, or as a trap, to activate the linked cast on another spell to convert it to a thing happens in the linked spell’s spell against any subject that meets the one-shot Blocking spell – see pp. 12-13 presence – that is, in the presence of triggering conditions. In the latter case, for rules governing Blocking spells. the item or area on which the linked the Delay and the linked spell are both With any of these spells, the “link- spell was cast. This triggering event cast on a “trap item,” and range is fig- ing spell” is Delay, Link, or Reflex. A may be as simple or complex as the ured from the trap item at the moment “linked spell” is another spell con- caster desires; if complex, it should be the spell is triggered. Magic Resistance trolled by the linking spell. Linked put in writing. The triggering event penalties also apply to the linked spell spells must be cast by the same person must be something that could reason- at the time of triggering. who cast the linking spell, and must be ably be determined by a normal per- The caster rolls for Delay when it is cast within one minute after the son at the Delay site; the GM’s decision first cast; the roll for the linked spell is linking spell is cast. is final. If the Delay is to be triggered not made until the triggering event by a more esoteric event, an appropri- occurs. If the intended subject of a ate spell such as Mage Sight may be linked spell is not present at the time of cast on the Delay. The Delay may also casting, there is an additional -5 penal- be triggered by the activation of ty for the linked spell (but not for the another spell, such as Watchdog or Link) for not being able to touch or see another linked spell. A Delay can the subject – see p. 11. So, for instance, If any questions arise on the inter- activate only one other spell. the dreaded “deathtouch doorknob,” set pretation of a spell’s ability to detect a The spells are cast one after the to “attack” the first person to touch it, particular event, or whether a particu- other, with no delays between spells. would activate at a -5 penalty. lar spell may be linked, the GM’s word The Delay must be cast first, and When a Delay is triggered, the is final. GMs wishing to restrict any of counts as a spell “on” when determin- linked spell begins to activate, taking these spells may allow only a small list ing the skill level of the linked spell – effect the next turn. Thus, a Delay can- of spells to be linked, or exclude see p. 10. Full cost for the linked spell not be used as a Blocking spell. It can certain spells. and for the Delay must be paid at the be used as a trap; the victim may be Any item with a spell linked to it is time of casting. If the caster specifies a taken by surprise. An unsuspecting visible as such to Mage Sight but not spell to affect a human-sized subject, victim must make an IQ roll to to a mage’s IQ+Magery roll. Only and a larger victim (requiring more respond before the linked spell is fully Analyze Magic can tell the nature of energy – see p. 11) actually triggers the activated – Combat Reflexes gives +6 the linked spell. Delay, there is either no effect or to this roll.

130 META-SPELLS Both the Delay and the linked spell the first intruder to enter the Link’s area clap will happen once, when activated; count as “on” for spellcasting purpos- would find himself in a zone of flaming then the spell will be gone. A continu- es; if an Information spell has been glue, but subsequent intruders would ing spell like Voices will start when added, it is also on. The linked spell be safe (from that Link, anyway). The activated, and then operate until it does not need to be maintained, size of the linked spells must be set at expires. though the Delay or its Information the time of casting. If the subject is larg- A single Link can be made to acti- spell may need to be. Once the Delay is er than the estimated target, the spell vate a spell when the area is entered, triggered, it vanishes, and no longer either has no effect, or a weaker effect, and deactivate the spell when the area counts as on. The linked spell contin- depending on the spell. The GM’s ruling is left. This may continue until the ues to count as on as long as it is on this is final. linked spell expires. As an example, a active. It may be maintained normally. Only subjects within the Linked area mage may cast Link on Continual A Delay may also be set to “turn are affected, unless the spell results in Light. If he then rolls seven days for off” an ongoing spell when a triggering an effect that would not be bound to the duration of the Continual Light event occurs. In that case, the linked that area – summoning a demon, for spell (168 hours), he can have the Link spell lasts only while the caster main- example! The triggering event may set up to turn the Light on when he tains it, but the Delay itself requires no occur outside of the area, however. enters the room, and turn it off when maintenance. The time to cast the linked spells is he leaves. When 168 hours of light Blocking and Missile spells cannot spent when initially set up. There is no have been used, both spells expire. For be Delayed – all other spells can. An delay when the Link is triggered – all instantaneous spells, the Link vanishes “instantaneous” spell like Thunderclap linked spells are activated instantly. after activating the other spells. will happen once, when activated; then The linked spells do not count as a No maintenance of a Link is the spell will be gone. A continuing spell “on” for any purpose. Every three required, either for the Link itself, the spell like Voices will start when acti- Link spells on count as one spell on, linked spells, or any information spells vated, and then operate until it expires. rounding down. A mage cannot detect cast on the Link to tell it when to a Link simply by looking at it. The trigger. Duration: 2 hours. Mage Sight spell or the Detect Magic Link may also be set in reverse, to Time to cast: 10 seconds. spell will reveal the Link, however. stop one or more spells when a trig- Cost: 3 to cast. 3 to maintain. Prerequisites: Magery 3 and any 15 spells.

Link I’ll break my staff Area Postpones the activation of one or Bury it certain fathoms in the earth more linked spells cast in its area of effect, until a certain thing happens in And deeper than did ever plummet sound the Link’s presence. This triggering I’ll drown my book. event may be as simple or complex as the caster desires, and is governed like – William Shakespeare, Delay (above). The Link may also be The Tempest triggered by the activation of a spell placed on the area after the Link, such as Watchdog, Delay or another Link. The caster pays the energy costs and makes the skill rolls for the Link spell and all linked spells at the time If the mage knows the Conceal gering event occurs. In that case, the of casting. Linked spells may not ben- Magic spell, the Link may be made linked spell will last only while the efit from cost reductions for high harder to detect by magical means. caster maintains it, but the Link itself skill. If the intended subject of a Simply adding the Conceal Magic costs requires no maintenance. linked spell is not present at the time to the base cost of the Link spell accom- Link can also be used for Limiting of casting, there is an additional -5 plishes this effect. The mage must know Enchantments (see pp. 68-69). penalty for the linked spell (but not Conceal Magic to use this option. Duration: Until triggered, and its for the Link) for not being able to If the subject of a linked spell is not linked spells expire. touch or see the subject – see p. 11. present at the casting, and has Magic Base cost: 8; linked spells cannot be The size of the area of the Link spell Resistance, refer to the original die roll maintained. is determined at the time of casting. to determine the results. If the original Time to cast: 4 hours – there is no Any linked spells may go off anywhere die roll of the linked spell is not record- reduction in time to cast, no matter within the Linked area; for instance, if a ed, reroll the spell for this purpose only. how well Link is learned. one-yard-radius Create Fire and one- Blocking and missile spells cannot Prerequisite: Delay. yard-radius Glue spell were linked to a be Linked – other spells can. An 20-yard-radius Link to catch intruders, “instantaneous” spell like Thunder-

META-SPELLS 131 Item A Reflexed spell counts as one spell Note that a mage may cast a Reflex This spell may be cast permanently “on” for spellcasting purposes – see on another person. The caster (not the on any enchanted item, to determine p. 10. A Reflexed spell does not count subject) may activate it at any time, the circumstances under which it as “on” when making the roll to cast using long-distance modifiers. If the works. The Limit spell would be used itself. Thus, if a mage has four linked spell is cast on a subject other to determine the class of users that Reflexed spells on, any other spell he than the subject of the Reflex itself, could use the item, but Link might be casts is at -4, but when he casts one of the regular modifier for the distance used, for instance, to make it work the Reflexed spells, it is only at -3 for to that subject is added to the long- only at night. Energy cost to cast: 200. the other three Reflexed spells on. distance modifier for the caster. Any Information spells required to tell it when to trigger (e.g., Detect Magic) must be cast as separate enchant- ments on the item. For instance, a sword might be Linked with a Light spell and a Sense Life spell, so that it It is extravagant or even useless to cast would glow in the presence of orcs. certain spells as Reflexed! A reversed Link may be cast per- manently on any enchanted item, to deactivate it under set circumstances. This is often used to keep magic items from falling into the wrong hands. Energy cost to cast: 200. A Reflexed spell may be cast only Example: Felix gives Beast-Soother once. It then disappears, and no as a Reflexed spell to Rudolph. Felix longer counts as a spell on. The effects then activates a Wizard Eye to keep Reflex are immediate, and the duration is tabs on Rudolph as he goes hunting. Special instantaneous, not the duration listed Rudolph meets a short-tempered wild This spell is cast on another spell. It for the original spell. This means that boar, which Felix observes through converts that spell to function as a it is extravagant or even useless to cast the Wizard Eye. Rudolph cannot acti- Blocking spell for one time only, then certain spells as Reflexed! A Force vate the spell. Fortunately, he does not disappear. Unlike Delay or Link, a Dome, for example, would stop one have to! Felix activates Beast-Soother Reflexed spell is triggered by the will physical attack, then disappear – a as Rudolph tries an Animal Handling of the caster, not by an external event. fatiguing, but effective, defense! A roll to calm the boar. Rudolph has This means that while Reverse Created Animal will appear, then dis- gone about two miles into the woods, Missiles may be Reflexed to activate if appear before it can make any action. so Felix is at -3 for long distance. The the caster sees someone shoot at him, (It might stop a missile during its brief boar is 3 yards away from Rudolph, it will not be triggered by a shot in the existence, however. The GM may rule so Felix is at another -3 for the range back. It is treated as an active defense, such an animal must be nearly equal to the subject of the Reflexed spell. He similar to Parry or Block for all practi- in size to the target it is shielding.) is also at -1 for having Wizard Eye on. cal purposes (except retreating does Exceptions to this instantaneous- Thus, Felix casts Beast-Soother at -7, not add 3 to the roll). Casting a result rule are spells with permanent and pays the energy for the spell at Reflexed spell will interrupt any spell results, such as Major Healing – their that time. Fortunately he has it at the caster is concentrating on, and is effects are indeed permanent. level 21, so he casts it for the maxi- handled like any other Blocking spell – Any person may carry any number mum effect. The boar is indeed see pp. 12-13. of Reflexes. However, only one spell calmed, and Rudolph goes on his way When Reflex is cast, the linked may be cast in any one turn. while Felix rests. The Reflexed Beast- spell must be cast immediately after Remember also, that if a Reflexed Soother spell no longer exists. If Reflex, by the same caster. Each cast- spell is used as an active defense, no Rudolph meets another animal, he’s ing of Reflex will only work on one other active defense may be used on his own, though Felix may still be spell – it is not possible to have multi- against that attack, unless All-Out observing any action with his Wizard ple spells operate as one Blocking Defense is chosen. See p. B366. Eye. A Reflexed spell may be cast as a spell. The skill roll for Reflex is rolled Blocking spells and Missile spells regular action – it does not have to be at the time of casting, but the roll for cannot be Reflexed; other spells can cast as a defense. It takes one second the linked spell is not made until it is be. cast as a Blocking spell. The energy to cast, regardless of the time it would cost for Reflex is paid at the time of normally require to cast. Duration: 1 hour. casting Reflex, but the energy for the All normal modifiers for distance Time to cast: 10 seconds. Reflexed spell is not paid until it is and Magic Resistance are used when Cost: Equal to the cost to cast the cast, whether as an active defense or casting the Reflexed spell, if the sub- subject spell – minimum of 1. Cost to otherwise. The time to cast a Reflexed ject of the Reflexed spell is distant maintain is the same. Note that skill spell is spent immediately after the from the person or object the Reflex with the Reflex spell does not affect Reflex is cast, but the success roll and itself is cast on. cost to cast it. energy cost are handled later. Prerequisites: Delay and Ward.

132 META-SPELLS CHAPTER EIGHTEEN MIND CONTROL SPELLS

The mayor’s body sagged into his The spells of the College of Mind the subject’s Sense rolls for the appro- chair, the rictus grin of unspeakable Control all require either an unusual- priate sense. pleasure fading from his face as he ly sharp intellect or a good grounding Duration: 30 minutes. came back to himself. in the College of Communication and Cost: 1 to 3 to cast. Half that to “Did you enjoy yourself, then?” Empathy. They also have important maintain. The affected sense drops by Rolfe said from his seat across the cross-relationships with Body Control 2 for each point of energy put into the table. spells; sapient beings cannot be spell. The mayor nodded dumbly. cleanly split into body and mind. “Would you . . . I’d like more, please.” Item “Of course, in due time. Have (a) Clothing or jewelry. The wearer’s patience. Now, I believe we were dis- Keen (Sense) Sense score is reduced. Energy cost to cussing the possibility of taking one of Regular create: 50 per point of Sense decrease. your daughters as an apprentice.” This spell is actually several differ- (b) Staff or wand. Usable only by “Yes, yes, and I believe you’re ent spells, as with (Animal) Control or mages. Energy cost to create: 500. entirely correct, entirely. Thauma- Boost (Attribute). The most common turgy would be an excellent career for variants are Keen Vision, Keen Annaliese.” Hearing, and Keen Taste and Smell, Alertness (VH) “Annaliese? How convenient. Why but variants are possible for unusual Regular don’t you go fetch the dear girl, your methods of perception as Detect, Increases all the subject’s Sense Excellency? We can get her settled Scanning Sense, or Vibration Sense. rolls. here, and then perhaps you and I Keen (Sense) gives a +1 bonus per could discuss that spell you seem to point of energy spent to Sense rolls of Duration: 10 minutes. enjoy so much.” the appropriate type. Cost: 2 per point of increase “I’ll do that, Master Rolfe. I’ll be Kenn Hearing is also a Sound spell. (maximum 5). Half that to maintain. back in no time at all.” Duration: Rolfe looked at his aging hands as 30 minutes. Cost: the mayor bustled out, turning them 1 for each over. point of increase “I could do better for fathers, I sup- (maximum 5). pose, but it’ll be worth it to get out of Half that amount this body.” (round up) to maintain. Mind Control spells work only on subjects with sapience (racial IQ 6+) Item and free will (free will is hard to define, Clothing or but any being with the Automaton jewelry. Energy meta-trait (p. B263) doesn’t qualify). cost to create: 150 Thus, they will not work on most ani- per point of mals, golems, robots, zombies, etc. As improvement. a rule, if there’s a specific spell for the purpose of controlling a creature Dull (Control Zombie, Control Elemental, etc.) it cannot be affected by Mind (Sense) Control spells. Regular; Note that none of these spells can Resisted by HT improve a faculty that does not exist. The inverse of For instance, none of the sight-related Keen (Sense), this spells can restore sight to the blind, spell reduces all even temporarily.

MIND CONTROL SPELLS 133 Prerequisites: Any two variants of Item Duration: 10 minutes, or less if the Keen (Sense). Staff or wand. Usable only by fight ends and the subject comes out of the berserk rage as per p. B124. Item mages; the item must touch the subject. Energy cost to create: 500. Time to cast: 4 seconds. Clothing or jewelry. Energy cost to Cost: 3 to cast. 2 to maintain. create: 300 per point of improvement. Prerequisite: Bravery. Terror Area; Resisted by Will Item Dullness (VH) (a) Staff or wand; usable only by Anyone in the area who fails to Regular; Resisted by HT mages. The item must include a rep- resist must make an immediate Fright Reduces all of the subject’s Sense resentation of a bear, or a bear’s tooth. Check at -3. rolls. Energy cost to create: 750. (b) Bearskin Base cost: 4. cloak which casts the spell on its Duration: 10 minutes. Prerequisite: Fear. wearer at no energy cost (normal Cost: 2 to 10 to cast. Half that to resistance roll is possible). It serves as maintain. Senses are reduced by 1 for Item a Heavy Cloak with DB 2, DR 2, and each two points of energy put into the Staff or wand. Usable only by 20 HP. If the cloak loses all its HP, the spell. mages; the item must touch the enchantment is destroyed. Energy cost Prerequisites: Any two variants of subject. Energy cost to create: 600. to create: 500. Dull (Sense). Item Bravery Foolishness Clothing or jewelry. The wearer’s Area; Resisted by Will-1 Sense scores are reduced. Energy cost Regular; Resisted by Will Makes the subject(s) fearless. to create: 200 per point of decrease. The subject suffers -1 to his IQ and Anyone under this spell must make an IQ-based skills (including spells) for IQ roll to avoid being brave, should every point of energy put into the Fear caution be called for. spell. The GM may also require an IQ Area; Resisted by Will Duration: 1 hour unless countered roll to remember complex things The subject(s) feel fright. The caster by Fear. while under the influence of this spell. receives a +3 bonus to reaction rolls in Base cost: 2. Cannot be maintained. Duration: 1 minute. potential combat situations and other Prerequisite: Fear. Cost: 1 to 5 to cast. Half that to situations where threats are effective, Item maintain (round up). but suffers a -3 penalty on loyalty rolls Prerequisite: IQ 12 or higher. and situations where terrorizing NPCs (a) Any item. Always on; the item is counterproductive. maintains a Bravery spell on its wear- Item er. Energy cost to create: 500. (b) Staff (a) Any item. Always on; the item Duration: 10 minutes unless coun- or wand. Usable only by mages; the reduces wearer’s IQ. Energy cost to cre- tered by Bravery. item must touch the subject. Energy ate: 100 for each point of IQ reduction. Base cost: 1. Cannot be maintained. cost to create: 500. (b) Staff or wand. Usable only by Prerequisite: or Sense Emotion the mages; the item must touch the Empathy advantage. Rear Vision subject. Energy cost to create: 800. Item Regular (a) Any item. Always on; the item The subject can see all around causes wearer to feel fear. Energy cost Daze himself, as if he had the 360˚ Vision to create: 200. (b) Staff or wand. Usable Regular; Resisted by HT advantage (p. B34). only by mages; the item must touch The subject looks and acts normal, the subject. Energy cost to create: 300. Duration: 1 minute. but does not notice what is going on Cost: 3 to cast. 1 to maintain. around him, or remember it later. A Prerequisite: Alertness. dazed guard stands quietly while a Panic thief walks past! Any injury, or suc- Area; Resisted by Will Item cessful resistance to a spell, causes the Those in the affected area flee in Weapon, clothing, or jewelry. subject to snap out of the daze and mindless fear, away from the caster, Energy cost to create: 1,000. return to full alert status. for the duration of the spell. A subject Duration: 1 minute. who cannot escape can turn and take Berserker Cost: 3 to cast. 2 to maintain. the All-Out Defense maneuver, if Time to cast: 2 seconds. attacked. Regular; Resisted by Will Causes the subject to fight as a Prerequisite: Foolishness. Duration: 1 minute. berserker (see Berserk disadvantage, Item Base cost: 4 to cast. 2 to maintain. p. B124). If known foes are in sight (or (a) Any item. Always on; the item Prerequisite: Fear. even in earshot), they will be attacked causes effects of Daze spell. Energy first. cost to create: 400. (b) Staff or wand.

134 MIND CONTROL SPELLS Usable only by mages; the item must plaintext; 3 for up to 100,000 words of Item touch the subject. Energy cost to plaintext; +1 for each additional Any item. Always on; the item create: 1,000. 100,000 words. Thus, a stack of six typ- causes the wearer to forget one thing ical GURPS Fourth Edition source- specified when the item is created. books, at about 175,000 words per The wearer will remember again an Mental Stun book, would cost 12 energy to encrypt. hour after the item is removed. Energy Regular; Resisted by Will Prerequisite: Daze. cost to create: 500. The subject is mentally stunned until he can make an IQ roll to recover. Item (a) Any writing may be perma- Sleep Cost: 2. nently encrypted for 100 times the Regular; Resisted by HT Prerequisite: Daze or Stun. cost to cast the spell. (b) Staff, wand, The subject falls asleep. If standing, or jewelry. Energy cost to create: 100. Item he falls – but this does not wake him. (a) Any item. Always on; the wear- He can be awakened by a blow, loud er is mentally stunned until the item is Fascinate noise, etc., but will be mentally removed. Energy cost to create: 500. (b) Regular or Blocking; stunned (see Effects of Stun, p. B420). Staff or wand. Usable only by mages; The Awaken spell (p. 90) will arouse the item must touch the subject. Resisted by Will him instantly. If not awakened, he will Energy cost to create: 1,100. Holds the subject (a sapient being) sleep for around eight hours and motionless and unaware of the pas- awaken normally. sage of time as long as the caster Disorient maintains eye contact and concentra- Cost: 4. Area; Resisted by Will tion. Darkness breaks eye contact! Time to cast: 3 seconds. Prerequisite: Daze. All within the area lose their bear- May be cast as a Blocking spell if the ings. They will not immediately feel subject is entering Close Combat Item range. The caster may move slowly lost, but as soon as it becomes neces- (a) Any item. Always on; the item (Move 1) while maintaining eye con- sary to remember the path they’ve puts wearer to sleep until it is tact if he knows the spell at level 15 or taken, or remember their position rel- removed. When the item is created, better; each yard he moves away from ative to a landmark, they will draw a the caster can specify whether its the subject allows it another resist- blank. Those with Absolute Direction effects are gradual or immediate. ance roll to break the spell. The spell is resist at +5. Energy cost to create: 600. (b) Staff or also broken by any attack (physical or wand. Usable only by mages; the item Duration: The subjects can regain magical) on the subject. must touch the subject. Energy cost to their bearings in the usual fashion create: 1,200. (Navigation roll, back-tracking, com- Duration: Indefinite. paring notes, etc.). Cost: 4. Time to cast: 10 seconds. Prerequisite: Daze. Wisdom Base cost: 1. Cannot be maintained. Item Regular Prerequisite: Foolishness. Mirror, painting, or statuette. Raises the subject’s IQ temporarily. Item Always on. Energy cost to create: 1,000. This raises his ability with skills, but Staff or wand. Usable only by This item is used as a guardian in some not with spells! The subject’s IQ can- mages. Energy cost to create: 200. places (the spell is broken when the not become higher than the victim falls unconscious through caster’s. starvation, dehydration, or exhaustion). Encrypt Duration: 1 minute. Regular Cost: 4 for every point of IQ Forgetfulness increase (maximum of 5). Same cost When cast on any writing or other Regular; Resisted by to maintain. visual information medium, this spell Prerequisites: At least six other makes it unreadable to any but the Will or skill Mind Control spells. caster. Anyone can see the writing, but Causes the subject to forget one they will be convinced that it is hope- fact, skill, or spell temporarily. The Item lessly arcane, complex, or foreign. skill or spell cannot be used while (a) Any item. Always on; the wear- Other media dependent on the senses Forgetfulness is in effect. If (for er’s IQ is raised while the item is worn! (including any arcane taste- or smell- instance) a forgotten spell is a prereq- This is a very rare and prized item. based “writing” that might be used by uisite for other spells, the other spells Energy cost to create: 2,000 per point of nonhuman races, as well as Braille in can still be used, at -2 to skill. increase (maximum 5). (b) Staff or modern settings) may be encrypted if Duration: 1 hour. wand. Usable only by mages; the item the GM permits it. Cost: 3 to cast. 3 to maintain. must touch the subject. Energy cost to create: 2,000. Duration: 1 week. Time to cast: 10 seconds. Cost: 1 for up to 1000 words of Prerequisites: Magery 1 and plaintext; 2 for up to 10,000 words of Foolishness.

MIND CONTROL SPELLS 135 Boost (Attribute) spell is immediately broken if the cast- encouraged to roleplay it! When the er attacks the subject. If the subject is spell ends, it does so instantly (no Regular or Blocking told to do something very hazardous hangover). As listed under Body Control Spells, or against his normal code of behavior Duration: 1 minute. p. 37. (GM’s decision), he gets an IQ roll to Cost: 1 for each point of IQ and DX break the spell. lost (maximum 5). Half that to main- Weaken Will Duration: 1 hour. tain. Regular; Resisted by Will Cost: 2 to cast. 2 to maintain. Time to cast: 2 seconds. Temporarily reduces the subject’s Double this cost if the subject does not Prerequisites: Foolishness and Will. know the caster, or triple if the subject Clumsiness. is a foe of the caster. Duration: 1 minute. Time to cast: 2 seconds. Item Cost: 2 per point of Will reduction Prerequisites: Bravery and two (a) Any item. Always on; the item (maximum Will reduction of 5). Half other Mind Control spells. causes the effects of the Drunkenness that to maintain. spell. Energy cost to create: 200 per point Prerequisites: Magery 1 and Item of reduction. (b) Staff or wand. Usable Foolishness. (a) Any item. Always on; the wear- only by mages; the item must touch the er becomes loyal to the original cre- subject. Energy cost to create: 800. Item ator of the item (when that person (a) Any item. Always on; the wear- dies, the item loses its power). Energy er has his Will weakened. Energy cost cost to create: 500. Double this cost for Madness to create: 100 for each point of Weak an item that makes the wearer loyal to Regular; Resisted by Will-2 Will. (b) Staff or wand. Usable only by some specific third person. (b) Staff or The subject is driven temporarily mages; the item must touch the wand. Usable only by mages; the item insane; this should be roleplayed. The subject. Energy cost to create: 700. must touch the subject. Energy cost to caster selects the severity of madness create: 2,000. he wishes to inflict, and the GM Strengthen Will decides which madness at that severi- ty is appropriate to the situation Regular Command (rolling a die is a perfectly acceptable Temporarily increases the subject’s Blocking; Resisted by Will way to make this decision). On a criti- Will. Give a subject one immediate com- cal success, the caster may select the Duration: 1 minute. mand – a word and a gesture, or at most madness to be inflicted. Cost: 1 for every +1 to Will (maxi- two words – which the subject must Unless noted otherwise, each mad- mum Will increase of 5). Half that to obey. If the subject is unable to fulfill ness is identical to the disadvantage of maintain. the command immediately or on his the same name. Some madnesses are Prerequisites: Magery 1 and at least next turn, the spell has no effect. equivalent to disadvantages that require self-control rolls. The subject six Mind Control spells. Examples: always fails his self-control rolls “Drop it!” – the subject drops what- Item against the magical madness. (a) Any item. Always on; the wear- ever he was holding. er gains up to 5 points of Will. This is “Look!” – the subject looks in the Mild: Delusion [-5], Flashbacks a rare item. Energy cost to create: 1,000 direction the caster indicates. [-5], Phantom Voices [-5], Phobia [-5]. per point of Will (maximum of 5). (b) “Wait!” – the subject takes the Wait Moderate: Bestial [-10], Confused, Staff or wand. Usable only by mages; maneuver on his next turn. Delusion [-10], Flashbacks [-10], Paranoia [-10], Phantom Voices [-10]. the item must touch the subject. Cost: 2. Severe: Berserk, Bestial [-15], Energy cost to create: 1,500. Prerequisites: Magery 2 and Chronic Depression, Delusion [-15], Forgetfulness. Hallucinations (as the Hallucinating Memorize Item incapacitating condition, p. B429), Regular Wand, staff, or jewelry. Energy cost Phantom Voices [-15]. As listed under Knowledge Spells, to create: 500. Extreme: Catatonia (as the Daze p. 105. incapacitating condition (p. B428), but the subject cannot snap out of it Drunkenness until the spell ends), Flashbacks [-20]. Loyalty Regular; Resisted by Will Duration: 1 minute. Regular; Resisted by Will Makes the victim temporarily Cost: 2 for a Mild madness; 3 for Makes the subject loyal to the cast- intoxicated: he is loud, cheerful, and Moderate; 4 for Severe; 6 for Extreme. er. The subject follows any direct order badly coordinated. Both IQ and DX Half that to maintain. the caster gives; in the absence of are reduced by the amount of energy Time to cast: 2 seconds. direct orders, he acts in the caster’s put into the spell. If the victim is a PC, Prerequisite: Forgetfulness or best interest as he understands it. The he should be told he feels drunk, and Drunkenness.

136 MIND CONTROL SPELLS Item Duration: 1 minute. in fact feels compelled to tell lies, (a) Any item. Always on; the item Base cost: 2 to cast. 1 to maintain. although he may (if he realizes that he causes the effects of the Madness Minimum radius 2 yards. is under a spell) choose to remain spell. When the item is created, the Time to cast: 1 second for each silent. caster can specify whether its effects energy point spent. Compel Lie and Compel Truth are gradual or immediate, and (if Prerequisites: Daze and IQ 13 or resist each other. Aura may be required desired) a specific type of madness. higher. to find out which spell has won out! Energy cost to create: 500. (b) Staff or This is also a Communication and wand. Usable only by mages. Energy Empathy spell. cost to create: 1,000. Duration: 5 minutes. Cost: 4 to cast. 2 to maintain. Prerequisite: Emotion Control. Item Torc or heavy necklace; the wearer cannot tell the truth. Energy cost to create: 600.

Lure Area; Resisted by Will Each being who steps within this spell’s area of effect feels compelled to approach the center of the affected region. The GM should roll the crea- ture’s resistance in secret and then tell the unlucky victim that he “feels curi- ous about the chest” or some such Emotion Control Mindlessness (VH) subtle hint. Once the victim has Area; Resisted by Will Regular; Resisted by Will reached the center, he is immune to Instills the subject(s) with any one Reduces the subject’s IQ to 1 tem- the spell until he leaves the affected emotion the caster chooses. There is no porarily, reducing him to babbling area (if he returns, he will once again “game system” effect unless the GM idiocy. The subject cannot cast or be “attacked” by the spell). feels it necessary, but subjects should maintain spells, use skills, talk, or Lure and Avoid are antagonistic roleplay it! Some sample emotions: other actions determined by the GM. spells and thus resist each other. The subject can walk, laugh, cry, love, hate, lust, anger, greed, jealousy, Duration: 1 hour. drool, eat with his hands, react to heat hunger, fear, sadness, joy, peace, unrest, Base cost: 1 to cast. Same cost to and cold, etc. He has a very short depression, patriotism, boredom. maintain. attention span and notices only col- Time to cast: 10 seconds. Duration: 1 hour. ors, pretty things, movement, and Prerequisite: Emotion Control. Base cost: 2. Cannot be maintained; other things that a baby would be spell must be recast. curious about. If the subject is a PC, Item Prerequisite: Loyalty or Mental the player should roleplay this state. An area may be made permanently Stun. Duration: 1 minute. attractive for 100 times normal energy Item Cost: 8 to cast. 4 to maintain. cost. (a) Any item. Always on; the wear- Time to cast: 5 seconds. er is affected by the emotion instilled Prerequisites: Magery 2 and Mass Sleep in the item when it was created. Forgetfulness. Energy cost to create: 300. (b) Staff or Area; Resisted by HT wand. Usable only by mages; the item Item As Sleep, but can be cast over an must touch the subject. Energy cost to Any item. The item casts area. Mindlessness on its wearer. Energy create: 1,000 for an item that can instill Base cost: 3. Minimum radius 2 cost to create: 800. only one emotion, or 2,200 for one yards. that instills any desired emotion. Time to cast: 1 second for each Compel Lie energy point spent. Mass Daze Regular; Resisted by Will Prerequisites: Sleep and IQ 13 or higher. Area; Resisted by HT The subject becomes unable to tell As Daze, but can be cast over an the truth: he cannot make any area. statement he believes to be true, and

MIND CONTROL SPELLS 137 Peaceful Sleep Item The spell may otherwise be broken only by Remove Curse. Regular; Special Resistance (a) Any item. Always on; the item causes effects of Sickness spell. Energy Unknowing attempts, such as when The subject gets an undisturbed cost to create: 300. (b) Staff or wand. the subject is tricked into breaking his night’s sleep. This spell cures insom- Usable only by mages; the item must oath, are not Resisted by the spell. nia, allows sleep in noisy, disruptive touch the subject. Energy cost to create: environments, and protects against Duration: Permanent. 1,500. nightmares and the Nightmare spell. Cost: 4 This period counts double in terms of Time to cast: 1 minute. HP and FP recovery. The caster can Will Lock Prerequisites: Magery 1 and Emotion awaken the subject with a word. Area; Resisted by (ST+Will)/2 Control. Otherwise, subject cannot be awak- Creates a circular zone that traps Item ened, except by injury or with the anyone inside at the moment of its Jewelry. Always on; only affects the Awaken spell. creation. The barrier is purely mental, wearer. Energy cost to create: 550. This spell works only on a willing working on the wills of the people subject; otherwise, resistance is trapped. For this reason, the subjects automatic. must be aware they are being circled – Permanent Duration: 8 hours. if they are not, the Will Lock has no Forgetfulness (VH) Cost: 4. effect on them. Regular; Resisted by Time to cast: 30 seconds. Each being trapped inside has one Will or skill Prerequisites: Sleep and Silence. chance to escape each day; roll a Regular Contest between the being’s As Forgetfulness, but permanent. Item (ST+Will)/2 and the Will Lock’s The subject also forgets he ever knew (a) Wand or staff that gives the Endurance (p. 10). Each being that that thing or that he was enchanted. power to cast this spell. Energy cost to escapes weakens the Will Lock’s Another mage with this spell can create: 900. (b) Any item. If the wearer Endurance by 1. Upon reaching restore forgotten things by recasting is willing to sleep, the item puts him to Endurance 0 or on a critical failure on the spell and winning a Quick Contest sleep as per the spell; he awakens in its part, the Will Lock dissipates. A of Spells with the original Permanent eight hours, or if the item is removed. critical success by an escaping being Forgetfulness spell. Energy cost to create: 800. does not break the Will Lock. The spell Duration: Permanent. can also be broken if an outside party Cost: 15. scuffs the circles away. Time to cast: 1 hour. The beings trapped can freely cast Prerequisites: Magery 2, Forget- spells or throw missiles across the Will fulness, and IQ 13 or higher. Lock’s boundary. An interesting method of escape is to be knocked Item unconscious and then thrown bodily Any item. Same effect as for outside the Will Lock! Forgetfulness item, but if it is worn for a full day, the thing is forgotten forev- Duration: One day. er unless the spell is removed by Base cost: 3 to cast. Cannot be Remove Curse or an opposed maintained; must be recast. Permanent Forgetfulness spell. Energy Time to cast: As long as it takes the cost to create: 1,000. caster to circle the area three times Sickness widdershins (counter-clockwise). Regular; Resisted by HT Prerequisite: Emotion Control. Recall Makes the subject feel sick and Regular nauseated (dizzy, vomiting, etc.). He Oath As listed under Knowledge Spells, p. 106. may run if necessary (at half his nor- Regular; Special Resistance mal Move) but may do nothing else Similar to Great Geas, but works except maintain existing spells and Vigil (VH) give very simple answers. When the on a willing subject only. Although the spell wears off, the sickness vanishes caster casts the spell, the subject must Regular instantly. speak the oath. Skip a night’s sleep with no ill This is also a Body Control spell. The subject may knowingly effects. Each successive night’s casting attempt to break his oath (rolling vs. on the same subject is at a cumulative Duration: 1 minute. Will) no more than once per day. The -3 to skill. Cost: 3 to cast. 3 to maintain. spell resists the attempt; if the subject Time to cast: 4 seconds. overcomes the resistance, he manages Duration: 1 night. Prerequisite: Drunkenness or Pes- to break the oath just this once. A crit- Cost: 8. Cannot be maintained, but tilence. ical success by the subject or a critical may be recast. failure by the spell breaks the spell.

138 MIND CONTROL SPELLS Prerequisites: Magery 2, Sleep, and Repeated exposure can be danger- Permanent Madness Lend Energy. At the GM’s option, ous to the subject. If any character has “holy” status may be sufficient. been the subject of an Ecstasy spell (VH) three times within 10 days, he must Regular; Resisted by Will-2 Item make a Will+2 roll after the third time, As for Madness, but permanent. Headgear or jewelry. Usable only and after each subsequent time until by a mage or (at the GM’s option) by five days pass without exposure to the Duration: Permanent. “holy” beings. Energy cost to create: spell. If any of these rolls are failed, Cost: 20. 1,000. Rumors persist of an “always- the subject gains an Addiction (see Time to cast: 10 minutes. on” version. p. B122) to the spell, and will beg the Prerequisites: Magery 2, Madness, caster (or anyone else who is known to and IQ 13 or higher. Relieve Madness have the spell) for more! Withdrawal from the Ecstasy spell follows the nor- Regular; Resisted by Madness Dream Sending mal rules for a psychological depend- Regular; Resisted by Will and Permanent Madness ency (see Drug Withdrawal, p. B440). As listed under Healing Spells, As listed under Communication p. 92. Duration: 10 seconds. and Empathy Spells, p. 45. Cost: 6 to cast. Cannot be main- tained. Charm Time to cast: 3 seconds. Dream Projection Regular; Resisted by Will Prerequisites: Magery 2 and Regular The subject becomes caster’s faith- Emotion Control. As listed under Communication and Empathy Spells ful slave until the spell expires, follow- Item , p. 46. ing any orders, no matter how danger- (a) Staff or wand. Usable only by ous. There is no mental link – the cast- mages; the item must touch the sub- False Memory er must give his orders to the subject ject. Energy cost to create: 800. (b) Regular; Resisted by Will verbally or in writing. However, the Headgear. Always on. The wearer may Insert a single, simple false memo- subject will protect the caster without not voluntarily remove the item, and ry into a subject’s mind. This spell is orders. In all other respects the subject addiction occurs within 15 minutes. often used to avoid paying bills, and is will be mentally normal and alert. He Energy cost to create: 1,300. will be unable to explain (and unwill- considered highly illegal in many ing to discuss or even think about) his areas. loyalty to the caster. Enthrall If the implanted memory conflicts Special; Resisted by Will with a real memory, the subject’s brain Duration: 1 minute. will usually fit the new one in anyway, The caster tells an enthralling tale. Cost: 6 to cast. 3 to maintain. leaving him slightly confused but con- Anyone within earshot who knows the Time to cast: 3 seconds. vinced. In case of extreme direct con- language and pays attention falls under Prerequisites: Magery 1, Loyalty, flict – “You remember killing the the spell, resisting with Will. An hour of and seven other Mind Control spells. duke” (when the subject saw the cast- real time passes, but the victims notice er kill the duke!) – the subject should Item only a minute slipping by. Anyone who be allowed a bonus on his resistance (a) Any item. Always on; the wear- resists will perceive the caster and his roll; the example above would be a +5 er becomes loyal to the original cre- victims as paralyzed, although pro- for a loyal subject, but probably only ator of the item (when that person longed examination will reveal they are +1 for somebody who wanted to kill dies, the item loses its power). Energy moving, very slowly. Any subject that is the duke. cost to create: 1,000. Double this cost attacked or shaken breaks free of the for an item that makes the wearer spell (in the latter case, the victim gets Duration: Variable (see below). loyal to some specific third person. (b) an extra resistance roll for every second When the spell ends, the subject gets a Staff or wand. Usable only by mages; that he’s disturbed). second resistance roll, at -1 for each the item must touch the subject. This spell may never be higher day the spell lasted. If this roll is failed, Energy cost to create: 3,000. than the caster’s Public Speaking skill, the subject will believe the false mem- or Performance if the story is mimed ory indefinitely, but is likely to remem- or acted out. ber the truth at some unpredictable Ecstasy (VH) time, perhaps as a result of a shock. Duration: 1 hour (real time). Regular; Resisted by Will Cost: 3 for a duration of an hour, or Cost: 3 to cast. 3 to maintain. The subject feels an incapacitating 8 for a whole day. Cost to maintain is Prerequisites: Forgetfulness, Daze, rush of pleasure; he can take no action 3 per hour if cast for an hour, or 4 per and Slow. for the duration, not even to move out day if cast for a day. of harm’s way! High/Low Pain Item Time to cast: 5 seconds. Threshold is irrelevant. Staff, comedian’s mask, or musical Prerequisites: Forgetfulness and six instrument. Energy cost to create: 500. other Mind Control spells.

MIND CONTROL SPELLS 139 Item FP loss. This spell is also countered by Item Any item. Always on; the item the Peaceful Sleep spell. (a) Any item. Always on; the item causes the wearer to remember one If the spell is recast the next night, causes the effects of Hallucination false memory specified when the item the effects are cumulative. If the sub- spell. When the item is created, the is created. The wearer will forget the ject’s FP falls to zero due to this spell, caster must specify the nature of the memory one hour after the item is he falls into a coma and will lose 1d hallucination. Energy cost to create: removed. Energy cost to create: 500. HP each day until he dies, unless 1,000. (b) Staff or wand. Usable only Dispel Magic is cast. by mages. Energy cost to create: 1,200. Avoid Duration: 1 hour. Area Cost: 6. Lesser Geas (VH) Time to cast: 1 minute. Regular; Resisted by Will Makes the subject area unattractive Prerequisites: Magery 2, Death to all creatures except the caster. Gazes Vision, Fear, and Sleep. Give a subject one command, which will be averted, and approaching char- the subject must obey. This must be a acters will feel an intense unease, an Item command to do one specific thing. It urge to be somewhere else. The spell (a) Wand or staff that gives the must be reasonably possible, in the resists attempts to look at it or to power to cast this spell. Energy cost to GM’s opinion. “Destroy every tree on approach it (roll caster’s skill vs. create: 800. (b) Any item. If the item is this continent” is not a legal geas (at searcher’s Will). Victims won’t be aware worn for more than eight hours a day, least in a low-tech world). Until the geas of the repulsion if it can act in a subtle it causes a nightmare as per the spell, is fulfilled or removed (only Remove way (e.g., you just felt like sitting in even if taken off at night! Energy cost Curse will do this), the subject must front rather than in the middle . . .). to create: 500. make it his first priority. This is a subtle spell, and GMs should Duration: Permanent until fulfilled. roll in secret to see if it works. If it does, Cost: 12. the victims should not be told “You Hallucination Time to cast: 30 seconds. can’t look in that closet,” but just “you Regular; Resisted by Will Prerequisites: Magery 2 and at least see nothing.” The spell made them The subject’s perceptions are 10 Mind Control spells, including think they had checked the closet, or addled. He is completely convinced Command. made each searcher think that another that one thing that is not present is (or one had checked it . . . and so on. vice versa); he can see it, hear it, feel it, Item If a single caster uses both Hide and so on. This is similar to an illusion Any item. Always on; the item and Avoid, the GM should not check in some ways, but it exists entirely in places a Lesser Geas (specified at the for the results of the Hide spell unless the mind of the subject. time of its creation) on the wearer. The a searcher penetrates the Avoid spell The hallucination must concern wearer may not voluntarily remove and looks in the caster’s direction. the presence or absence of a single the item; if it is removed anyway, the “thing”: one person the subject knows Duration: 1 hour. geas will persist for a month unless or knew, one crowd of revelers, one Base cost: 3 to cast. 3 to maintain. removed by Remove Curse. Energy pair of shackles on the subject’s wrists, Time to cast: 1 minute. cost to create: 2,000. one pride of lions . . . If it can be Prerequisites: Hide, Fear, and described as a single entity in English Forgetfulness. (without amazing gymnastics), then it Suggestion Item should pass. The GM’s judgment is Regular; Resisted by Will An area can be made permanently final, as usual. Instills a suggestion in the subject’s “avoided” at an energy cost of 100 The hallucination does not require mind. It must be one simple idea; lan- times normal. concentration: the subject supplies, guage is no barrier unless the subject’s unconsciously, all the “realism” neces- language cannot encompass the idea. sary. By concentrating, the caster can If the suggestion goes against the sub- Nightmare “direct” the hallucination – put words ject’s personal safety, it is Resisted at Regular; Resisted by Will in the mouth of the absent person, +5; if it goes against his beliefs, con- When cast on a sleeping subject, have the revelers head off in a certain victions or knowledge, it is Resisted at this spell causes a nightmare of the direction or start singing a particular +3. The subject will try to accomplish caster’s choice. Knowledge of the sub- song, etc. the suggestion or otherwise act as if ject’s fears and phobias gives a +2 to Impossible or obviously false hallu- the idea was his own. effective skill. The subject gets an IQ-4 cinations (a long-dead uncle, for Duration: 10 minutes. roll to realize the nightmare was example) are Resisted at a bonus of up Cost: 4 to cast. 3 to maintain. caused by hostile magic. If the spell to +5. Time to cast: 10 seconds. succeeds, the subject gets no rest from Duration: 1 minute. Prerequisites: Emotion Control and the night’s sleep, and instead loses 2 Cost: 4 to cast. 2 to maintain. Forgetfulness. FP. Dispel Magic will stop the night- Time to cast: 2 seconds. mare while it is occurring, preventing Prerequisites: Madness and Sug- gestion.

140 MIND CONTROL SPELLS Item Any. Always on; the item causes wearer to have one idea, specified when the object was created. The suggestion dissipates an hour after the object is removed. Cost to create: 400 energy. (b) Wand, staff, or jewelry. Usable only by mages; the item must touch the subject. Cost to create: 500 energy.

Mass Suggestion Area; Resisted by Will As Suggestion, but affects an area and all those within it with a single suggestion. Duration: 10 minutes. Base cost: 4 to cast. 2 to maintain (minimum radius is 2 yards). Time to cast: 1 second per energy Cost: 30. Duration: 1 minute. point. Prerequisites: Charm and Telepathy. Cost: 6 to cast. 3 to maintain. Prerequisite: Suggestion. Time to cast: 4 seconds. Prerequisites: Magery 2 and Item Great Hallucination Hallucination. Musical instrument. The user must (VH) Item be skilled in it (use the lower of spell Regular; Resisted by Will and musical skills). Energy cost to (a) Any item. Always on; only create: 1,500 energy. Like Hallucination, but the subject’s affects the wearer. When the item is entire environment can be falsified. He created, the caster must specify the might see himself stranded on a cliff nature of the hallucination. Energy Glib Tongue side, in a crowded city street, in the cost to create: 2,500. (b) Staff or wand. Regular; Resisted by Will middle of a lake, etc. The only limits are Usable only by mages. Energy cost to the fiendishness of the caster’s imagina- The caster can mystically make create: 900. tion and the judgment of the GM. anything he says be what the subject For any significant changes to wants to hear. Whatever the caster occur in the subject’s new surround- Great Geas (VH) says, even total gibberish, will find ings, concentration on the part of the hearty agreement. However, the caster Regular; Resisted by Will caster is required, as per won’t have a clue what the target Give a subject one continuing com- Hallucination. If the caster dramati- thinks he’s saying . . . GMs may give up mand, such as “Never touch weapons” cally changes the subject’s percep- to +3 on reaction rolls, depending on or “Slay all orcs.” A Great Geas does not tions, the subject may be given a new how cleverly the PC roleplays this. have to be reasonably possible; it can resistance roll, at the GMs option. occupy the subject for the rest of his life Duration: 5 minutes. Example: the subject is “placed” on unless removed. Only Remove Curse Cost: 2 to cast. 1 to maintain. top of a giant pillar of stone over a lake will negate a geas. A critical failure on a Prerequisite: Suggestion. of molten lava. By concentrating, the Great Geas costs the caster an IQ point. Item caster could cause the pillar to begin Duration: Permanent. Wand, staff, or jewelry. Energy cost sinking or bucking beneath the sub- Cost: 30. to create: 650. ject’s feet, or cause a flying monster to Time to cast: 1 minute. appear. If the caster suddenly decided Prerequisites: Magery 3 and at least Enslave (VH) that the lava turned into a green 15 Mind Control spells, including meadow, however, the subject would Lesser Geas. Regular; Resisted by Will get a new Resistance roll. Like the Charm spell, but perma- Item This spell can be used for positive nent. The subject will follow the cast- Any item. Always on; the item places effect; if the subject is required to walk er’s orders until the spell ends or is a Great Geas (specified at time of its a narrow log across a thousand-foot- removed. At any time the caster con- creation) on its wearer. The wearer may deep chasm, he might find it easier if centrates, he can form a mental link not voluntarily remove the item; if it is the log spans only a shallow with the subject to see through the removed, the geas will persist for a year streambed . . . subject’s eyes, hear through his ears, unless removed by Remove Curse. and give orders. Energy cost to create: 4,000.

MIND CONTROL SPELLS 141 CHAPTER NINETEEN MOVEMENT SPELLS

sandwich from it. He sat back up and Duration: 1 minute. handed it to the mage sitting naked on Cost: Varies with the weight of the the front edge of the flying robe. object. Cost to maintain is the same. Elsdon took a big bite. Weight Energy Cost “Mm-mm. Liver paste! That’ll less than 1 pound 1 put hair on your chest. Want up to 10 pounds 2 some?” up to 50 pounds 3 “No thanks,” said Rudolph. up to 200 pounds 4 These spells physically every additional 100 pounds +4 manipulate the subject or Prerequisite: Magery 1. affect his movement abilities. Unless stated other- Item wise, Movement spells Staff or wand. Usable only by have a built-in accel- mages; the item must touch or point at eration of just under the subject. Energy cost to create: 900. 1 G; Movement spells can change a subject’s speed by up Glue to 10 yards per second. Area Movement spells under- Makes a surface extremely sticky, lie many other spells and trapping anyone stepping onto the enchantments, including the entire surface as if by a Rooted Feet spell Rudolph could think of better ways Gate college. (p. 36). If a victim successfully resists, to leave a city. This was precarious, he is free to act until he moves more unstable, and worst of all undignified. Haste than a yard from his original position, An arrow sped by to the left. at which point he becomes stuck Fortunately, the city guard seemed too Regular again if he is still in the Glue area. bemused by the means of their depar- Increases the subject’s Move and Dodge scores by up to 3. Duration: 10 minutes. ture to do much about stopping them. Base cost: 3 to cast. Same cost to “Elsdon, are you sure this was the Duration: 1 minute. maintain. only way?” he asked. Cost: 2 to cast per point added to Prerequisite: Haste. “Assuming that you wanted to the subject’s Move and Dodge. Half come, yes,” the mage replied. “I could that to maintain. Item have flown off by myself; I still can, if Time to cast: 2 seconds. (a) Wand, staff, or jewelry. Energy you’d prefer.” cost to create: 900 energy. (b) An area “No, no, that’s fine,” Rudolph Item may be made permanently sticky for replied hastily. They sailed over the Shoes or jewelry. Only affects the 100 times the normal casting cost. city walls, heading south. wearer. Energy cost to create: 250 for “Hey, Rudolph, would you mind every point added to Move score. pulling a sandwich out of my pocket? Grease I’m going to need a snack if I’m going Area to be flying this thing over the river.” Apportation Makes a surface extremely slippery. Rudolph inched over to the edge of Regular; Resisted by Will Anyone stepping onto the surface the fabric and reached around to feel Move physical objects without must roll against DX-2 for every yard around the bottom of their makeshift touching them. This spell levitates its he moves within the affected area. If magic carpet. Eventually, he found the subject at Move 1 – not fast enough to he fails the roll, he falls down. Another lumpy mass of Elsdon’s pocket and do damage with it. Living subjects get DX-2 roll is necessary to stand up (but managed to extract a slightly squashed to resist with Will. not to sit or kneel). All close combat,

142 MOVEMENT SPELLS melee attacks, and active defenses are Increase Burden Lighten Burden at -3; other physical skills, including missile and thrown weapon attacks, Regular; Special Resistance Regular are at -2 for bad footing. This spell can Increases the weight of an object; Reduces the weight of any also be cast on vertical surfaces to the object’s wearer (if such is the case) equipment the subject is carrying. resists using Will. Useful to slow down make climbing impossible. The GM Duration: 10 minutes. a charging knight or to keep things will have to use his judgment with sur- Cost: 3 for 25% reduction; 5 for from being blown away by the wind. faces of intermediate tilt. 50% reduction. Half that (round up) to Unlike Ice Slick, whose effects are Duration: 10 minutes. maintain. nearly identical, Grease cannot be seen Cost: 1 per 25 pounds original Time to cast: 3 seconds. by normal means. Also, crampon boots weight (or fraction) to double, twice Prerequisite: Apportation. are ineffectual against a Greased sur- that to triple it and twice again to face. Grease and Glue resist each other. quadruple it. Half that to maintain. Item A backpack that reduces the weight Duration: 10 minutes. Time to cast: 3 seconds. Prerequisite: Apportation. of equipment held in it. Energy cost to Base cost: 3 to cast. Same cost to create: 300 for 25% reduction; 600 for maintain. 50% reduction. Prerequisite: Haste. Jump Item Regular Locksmith (a) Wand, staff, or jewelry. Energy Improves the subject’s ability to Regular cost to create: 700. (b) An area may be jump, increasing his Basic Move for made permanently slippery for 100 jumping purposes only. Allows fine manipulation of small times the normal casting cost. parts – e.g., the inside of a lock. Adds 5 Duration: 1 minute. to the subject’s Lockpicking skill by Cost: 1 to 3 to cast. Cannot be letting him move tumblers, etc., with- Hinder maintained. The increase in the sub- out touching them, if he has normal Regular; Resisted by HT ject’s Basic Move is equal to twice the tools available. Lets a wizard with no As listed under Body Control Spells, energy put into the spell. tools at all attempt to open a lock at p. 36. Prerequisite: Apportation. his normal Lockpicking skill. Gives a similar bonus for Mechanic and other Item skills where a “third hand” is useful. Deflect Missile Staff, jewelry, or footwear. The item must bear a picture of a grasshopper, Duration: 1 minute. (One minute Blocking rabbit, or deer. Energy cost to create: allows one attempt at the average Deflects one missile about to hit the 250 per point of Jumping bonus the lock.) Once open, a lock stays open subject – including any Missile spell. item can give (maximum 6). until closed. Counts as a parry for combat purpos- Cost: 2 to cast. 2 to maintain. es. If the caster is not the subject, Prerequisite: Apportation. apply distance modifiers as for a Levitation Regular spell. Deflected attacks may Regular; Resisted by Item still hit a target beyond the subject. ST or Will A golden key, or a golden amulet in the shape of a key. Its intrinsic value This is also a Protection and Subject must be a living being. The Warning spell. must be at least $300. Energy cost to subject floats through the air, moving create: 1,000. Cost: 1. as the caster wills. Moving a levitating Prerequisite: Apportation. subject requires Concentration unless the caster is the subject. Leaving a sub- Long March ject suspended in midair requires no Regular; Resisted by ST Hold Fast concentration. Maximum Move for a Halves the subject’s long-distance levitated being is 3, horizontally or ver- Blocking travel rate (p. B351). It does not affect tically. A caster who levitates uses DX- This spell negates knockback from the combat Move rate or Basic Speed. any source. based skills normally; other subjects use them at -3. Duration: 1 day. Cost: 1 for every yard of knockback Cost: 3 to cast. Cannot be main- Duration: 1 minute. nullified. tained. Cost: 1 per 80 pounds (minimum 2) Prerequisite: Apportation. Time to cast: 1 minute. to cast. Half (round up) to maintain. Prerequisites: Magery 1 and either Item Time to cast: 2 seconds. Clumsiness or Debility. Footwear or jewelry. The item must Prerequisite: Apportation. bear a picture of an ox or an oak tree. Always on. Energy cost to create: 300. Item (a) Staff, wand, or jewelry; only affects the wearer. Energy cost to create: 800.

MOVEMENT SPELLS 143 Item before the subject becomes airborne. object must be “walked through” its (a) Staff, wand, or jewelry. Usable If the subject is already falling, he/it program once per day while the only by mages. Energy cost to create: will fall another 10 feet (assuming enchantment is going on. 400. (b) Footwear. The item must bear standard gravity of 1G) in the second a picture of a snail. Always on; only normally required to cast this spell. affects the wearer. Energy cost to Distant Blow Duration: 1 minute. create: 300. Regular Cost: 1 per 50 pounds of weight. Attacks a subject at a distance. The Half that to maintain. caster chooses a single melee weapon Prerequisite: Apportation. Poltergeist that, for the duration of the spell, Missile; Resisted by HT Item gains infinite reach with regard to the Hurls the subject at caster’s chosen Clothing or jewelry. Energy cost to subject only. The weapon must be one target. The effect is as if a man with ST create: 1,000. that delivers blows – brass knuckles 15 threw the subject (see Throwing, are all right, but a garrote is not! As p. B355). When it strikes something, it long as the subject is within the cast- does crushing damage. A DX-4 or Wallwalker er’s line of sight, the caster’s weapon Throwing skill roll is necessary to hit Regular can strike him. The subject defends the target, who may dodge or block Walk on walls or ceilings as if they normally (dodge, block, parry), as if normally. Note that only the subject of were level ground. The subject must an invisible double of the caster was the spell – not the target – can resist! keep at least one hand or foot in con- engaging him. 1⁄2D 20, Max 60, Acc 1. Figure dis- tact with the surface; otherwise, the The caster’s own body (for punch- tance to the target from either the spell is broken. Combat is at -2 for ing, biting, and kicking) counts as one caster or the thing being thrown, both the wallwalker and his foe weapon for purposes of this spell. If whichever starts out farther away. because of weird angles. the subject gets inside the weapon’s real Reach, normal rules apply. Cost: 1 point for an item up to 10 Duration: 1 minute. The weapon does not actually pounds (1d damage); 2 points for Cost: 1 per 50 pounds minimum of stretch or leap from the caster’s hand; something up to 25 pounds (1d+1 2 points. Half that to maintain. the force of the blow is transmitted damage). Prerequisite: Apportation. magically. Apply standard ranged Prerequisite: Apportation. Item attack modifiers (p. B548) to the Item Jewelry or shoes. The item must caster’s attacks. Staff or wand. Usable only by bear a picture of a spider, fly, or lizard. Note that magical properties of the mages; the item must point at the sub- Only affects the wearer. Cost to create: weapon (e.g., Flaming Weapon) or the ject and then at the target. Energy cost 1,000 energy. caster (e.g., Melee spells) cannot be to create: 1,000. used through this spell! Dancing Object Duration: 5 seconds. Quick March Cost: 3. Same cost to maintain. Regular Time to cast: 3 seconds. Regular Animates a single object to do Prerequisites: Magery 2 and Doubles the subject’s long-distance repetitive work. It can accomplish Apportation. travel speed. At the end of the day’s roughly the same sorts of tasks as a ST travel, the subject loses 10 FP and 15 man: a bucket could carry water Item must sleep. This spell has no effect on from a stream to a barrel, a broom Staff or other weapon. Energy cost Move in combat or on Basic Speed. could sweep a building over and over to create: 1,000 per pound of the again, a crossbow could cock itself, weapon’s weight (minimum 1 pound). Duration: 1 day’s march. etc. The object’s program cannot be Cost: 4. Cannot be maintained. changed or respond to events . . . it just Time to cast: 1 minute. does its work, mindlessly. The clever Lockmaster Prerequisites: Magery 1 and Haste. use of Link can make Dancing Objects Regular; Resisted by Magelock Item effectively respond to situations, but Opens locks magically. A Magelock Footwear or jewelry. Only affects this requires some careful thought. spell gets a roll to resist Lockmaster. the wearer. Energy cost to create: 400. Any modifiers for the difficulty of the Duration: 1 hour. lock that would apply to Lockpicking Cost: 4 to cast. 2 to maintain. skill also affect this spell. Slow Fall Time to cast: 10 seconds. Duration: Once opened, a lock Regular Prerequisites: Magery 2 and Apportation. stays open until closed. Slows the velocity of a falling sub- Cost: 3. Cannot be maintained. ject to 1 yard per second. No damage Item Time to cast: 10 seconds. will be suffered upon landing on a This spell can be made permanent Prerequisites: Either Magery 2 and normal surface (spikes, etc. would still on any object. Cost to create: 400 Apportation or Locksmith. do half damage). This spell can be cast energy, $500 magical ingredients. The

144 MOVEMENT SPELLS Item yard; 6 will undo everything in a one- Item A platinum key, or a platinum yard radius, but a person in that area Staff, wand, or jewelry. Usable only amulet in the shape of a key. Its intrin- resists with their Will. by mages; only affects the wearer. sic value must be at least $800. Energy Heavier items may be undone at a Energy cost to create: 2,500. cost to create: 2,000. proportional cost. For instance, if a mage is chained, he might want to Undo a link of the chain, bending it Light Tread Manipulate open. The GM rules that it would take Regular Regular ST 20 (twice normal strength) to open Walk on any surface (which must Allows manipulation of items larger a link by hand. So the cost to Undo be able to bear his weight) without than allowed by the Locksmith spell. that link is twice normal, or 6. leaving any trace, making tracking Ropes may be untied, doorknobs Prerequisite: Locksmith. impossible. If vegetation is present on turned, knives sharpened, handmill Item the surface, some traces of the subject cranks turned, etc. The caster need not will remain, making tracking possible (a) Wand, staff, or glove. Only affects touch the subject. Any activity complex at a -8 penalty. This spell will also the wearer; the item must touch the enough to require a DX penalty gives prevent the subject from triggering subject. Energy cost to create: 400. (b) the same penalty to this spell. pressure-plate traps and the like. Amulet granting immunity from the Duration: 1 minute. (This allows Undo spell. Energy cost to create: 40. Duration: 10 minutes. untying the average knot.) Cost: 4 to cast. 1 to maintain. If the Cost: 4 to cast and 3 to maintain for caster also knows Hide Path, an extra each 10 pounds manipulated. Winged Knife point of energy to cast and maintain Time to cast: 3 seconds. Missile will ensure that even vegetation won’t Prerequisite: Locksmith. Magically throw any weapon. The bear any trace of the subject’s passage. weapon is the “subject” for distance Prerequisites: Apportation and Item purposes when determining whether Shape Earth. Wand, staff, or glove. Energy cost to the spell succeeds. 1⁄2D 20, Max 40, create: 600. Acc 1. If it hits, it does the damage it Item would do if hurled by a man of ST 15. Footwear; the item must bear a Slow Basic thrusting damage for that ST is picture of a doe. Only affects the 1d+1; basic swing damage is 2d+1. wearer. Energy cost to create: 400. Regular; Resisted by HT Slows down the subject a great Cost: 1 per pound of weapon’s deal; in effect, the subject has one weight. Double cost for a weapon that Slide level of Decreased Time Rate for the is not normally thrown (such as a Regular; Resisted by Will duration of the spell. broadsword). Slide down a slope as if skiing. The Prerequisite: Poltergeist. subject uses the Skiing skill, at default Duration: 10 seconds. if necessary; assess a -2 penalty for not Cost: 5 to cast. 4 to maintain. Item having poles to guide oneself with. Time to cast: 3 seconds. Any weapon. At holder’s command, The spell works equally well on all Prerequisites: Magery 1, Haste, and the weapon will leap from his hand, or types of surfaces (sand, grass, stone Hinder. from its scabbard, to fly at a target. This is considered an attack maneu- ... ), but the subject still has to avoid Item ver, carried out with DX equal to the any obstacles! (a) Staff or wand. Usable only by item’s power. Energy cost to create: 300 Down a good slope, the subject can mages. Energy cost to create: 1,000. (b) per pound of weapon’s weight – sustain a Move equal to the subject’s Footwear or jewelry. Always on. minimum cost 300. Skiing skill can be sustained relatively Energy cost to create: 500. safely. Peak Move, in extremely good conditions, equals twice his Skiing skill. Flight (VH) On level ground, the spell is a nui- Undo Regular sance; the subject is constantly affect- ed as if he has just entered a Greased Regular; Special Resistance Fly through the air under your own area! Unties knots and fastenings of any control, without wings, at Move 10. kind that could normally be undone Flight speed is reduced normally by Duration: 1 minute. by hand (but not locks). A critical suc- encumbrance. A flying character can Cost: 2. Same cost to maintain. cess would even undo chain mail into move and fight normally, and has a Prerequisites: Apportation and its component links! Useful to surrep- combat advantage if above his foes Grease. titiously rob someone of earrings, (p. B402). necklaces, etc. Will unstring bows, Item unbutton shirts, unlace bodices, Duration: 1 minute. Jewelry or footwear. The item must unbuckle belts . . . Cost: 5 to cast. 3 to maintain. bear a picture of an otter. Only affects Time to cast: 2 seconds. the wearer. Energy cost to create: 350. Cost: 3 for a single fastening, one Prerequisites: Magery 2 and Levi- more for each extra target within one tation.

MOVEMENT SPELLS 145 Flying Carpet (VH) Prerequisites: Either Magery 2 and and cannot harm each other except Walk on Air or Flight. with spells, as above. Regular Transforms a carpet (or any other Item Duration: 10 seconds. object one could reasonably stand on A carpet may be permanently Cost: 8 to cast. 4 to maintain. or in – cauldron, chair, towel, broom, enchanted for 200 times casting cost. Time to cast: 30 seconds. etc.) into a flying vehicle. It is under Prerequisites: Magery 3 and either the command of the first person to Hawk Flight (VH) Body of Air or six Movement spells. step aboard it. If there are several Item beings already aboard when the spell is Regular (a) Staff, wand, jewelry, or cape; cast, roll a Quick Contest of Will to see A very fast Flight spell. The sub- only affects the wearer. A severe draw- who gets control; the caster (if aboard) ject has a Move of 40 (80 mph) with- back is that, with the exception of the gets a +5 bonus to this roll. If the pilot out encumbrance; encumbrance cape, the item falls through the caster leaves the carpet, roll another quick reduces Move normally. The subject as soon as the spell is cast! Energy cost contest of Will between the remaining can move and fight normally, and has to create: 3,000 (8,000 for the cape). (b) passengers to see who gets control. a combat advantage if above his foes Gem that glows and vibrates when The carpet’s maximum Move is (p. B402). any ethereal being is within 50 yards. equal to the caster’s effective skill, and Duration: 1 minute. Cost to create: A gem worth $500, and it can handle 1 G turns without skill Cost: 8 to cast. 4 to maintain. 100 energy. rolls being necessary (p. B466). Use Time to cast: 3 seconds. the Piloting (Contragravity) skill Prerequisite: Flight. (p. B214) to control the carpet. Great Haste (VH) In general, a rider cannot fall from Item Regular a flying carpet unless he jumps off Staff, wand, or jewelry. Usable only Speeds the subject up a lot. In deliberately or is knocked off by an by mages; only affects the wearer. effect, the subject has one level of obstacle (such as a tree branch) or Energy cost to create: 3,000. Altered Time Rate (p. B38) for the attack; the carpet keeps its riders safe- duration of the spell. ly on board through a combination of magic and deft maneuvering. A flying Wizard Hand Duration: 10 seconds. carpet does not bank sharply, fold, or Regular Cost: 5. Cannot be maintained; bend; the spell specifically provides a As listed under Knowledge Spells, must be recast. At the spell’s end, the stable, level platform (which makes p. 104. subject also loses 5 FP (unless the cast- flying through narrow gaps rather er was the subject). hard). Any rider engaged in strenuous Time to cast: 3 seconds. activity such as fighting must make a Ethereal Body (VH) Prerequisites: Magery 1, IQ 12 or DX roll every turn to avoid falling off Regular higher, and Haste. (the GM may modify this roll depend- The subject becomes ethereal and Item ing on the activity). In all other can move through solid objects and Shoes or jewelry; only affects the respects, treat anyone fighting from a creatures as if they were not there. wearer. Energy cost to create: 2,000. flying carpet as being on the ground His clothes become ethereal, but not The item costs the wearer 5 FP for (ignore the special rules for flying his equipment. He cannot wield each 10 seconds of effect. combatants on p. B548). Characters weapons or move things about, and aiming a missile weapon from a mov- does not need to breathe, eat, or drink ing carpet can only take the Acc while ethereal. He has, in most Pull bonus; aiming for extra turns gives no respects, become a ghost. He can be Regular further bonus. Of course, someone seen, though he has a translucent When cast on a single point, this fighting from a flying broom or chair appearance, and can be heard if he creates a zone of “attraction.” Objects would be subject to the usual penalties speaks. (including living beings) are pulled to for being seated (p. B547) Physical attacks and most magic the center point at Move 1 by a force Generous GMs may stipulate that, cannot affect someone who is ethere- that increases as one gets closer to it. after the caster cancels the spell, the al. However, any spell of the Colleges Living beings can “resist” with a Quick conveyance remains airborne for 2d+2 of Communication and Empathy or Contest of ST every second. The pull seconds, wobbling more with every Mind Control has normal effect on an has a ST equal to twice the energy put passing moment. This sometimes ethereal person, and is Resisted at -2! into the spell at the center, reduced by allows a safe, if bumpy, landing. Likewise, Necromantic spells affecting 1 for every yard of distance. The spell the mind or soul will have normal Duration: 10 minutes. does not have any effect on objects effect and be Resisted at -2. Cost: 1 per square foot of surface. heavier than 20 times its ST. Note that, Ethereal individuals can use Each square foot will carry about 25 to drag an ordinary human being magic, but at a -5 to skill; the ethereal pounds (or less, of made of flimsy (weight 150 pounds) along an ordi- plane appears to be a low-mana area. material). Half that to maintain. nary floor, the spell would have to Ethereal bodies can interpenetrate, Time to cast: 5 seconds. have a ST of at least 8.

146 MOVEMENT SPELLS This spell can only be cast on a Item disoriented on arrival: -2 to change point in space or on the ground, not on Staff, wand, jewelry, or cape. The facing, -5 to go from vertical to objects or creatures. A small pile of item must bear a picture of a sleek horizontal or vice versa! loose objects, dust, dead leaves, small fish. Only affects the wearer. Cost to Anything carried on your person, insects, etc, usually forms at the center. create: 1,000 energy. up to “heavy” encumbrance, goes with you. You can also take one person with Duration: 1 minute. you by holding hands, if the added Cost: 1 for every 2 ST of “pull.” Teleport (VH) weight does not exceed your “heavy” Time to cast: 5 seconds. Special encumbrance limit. On a failed roll, Prerequisites: Magery 2 and at least they suffer the same effects you do. four Movement spells including Instantly moves the caster to This is also a Gate spell. Levitation. another location. However, the farther away the target spot is, the more ener- Prerequisites: Either IQ 13 or better Item gy is required, and the greater is the and at least one spell from 10 different (a) Wand, staff, or jewelry. Usable skill penalty, as follows: colleges, or Hawk Flight. only by mages. Energy cost to create: Normally, you may only teleport to 250. (b) An area may be made perma- Item a place you are looking at or one you nently attracting for 100 times casting Staff or wand; usable only by are familiar with. Penalties: -2 for a cost. mages. Energy cost to create: 3,000. An place you have “seen” only through item that will only take the user to the mind or memories of another, or one, predetermined place costs 2,000 via television; -2 for a place you have Repel to create; the caster must be very not seen within a month (except, per- Regular familiar with that place. haps, your own home!); and -1 to -3 Like Pull, except that the force now for a place seen only briefly. repels objects instead of attracting This spell is dangerous, too. If you them. Teleport Other (VH) fail your roll by 1, you take 1d damage Regular; Resisted by Will+1 Duration: 1 minute. and arrive at your destination physi- Same as Teleport, except that the Cost: 1 per 2 ST worth of “repul- cally stunned (HT roll to recover). If caster does not move, and the subject sion” at the center point. you miss your roll by more than 1, you can be anything or anyone. A part of Time to cast: 5 seconds. suffer no physical injury – but you go an object may not be teleported Prerequisites: Magery 2 and at least somewhere else. The location is up to away; neither may a solid object be four Movement spells including the GM! A critical failure with this teleported into another solid object. Levitation. spell can send the caster anywhere the Separating two connected objects car- GM likes – make it interesting! – and ries a penalty set by the GM; taking Item cause physical injury, as long as it the stopper from a jar might be at -1, (a) Wand, staff, or jewelry. Usable doesn’t kill the caster outright. while teleporting a locked door from only by mages. Energy cost to create: Even a successful teleport can be its frame might be a -5. Jewelry or 250. (b) An area may be made perma- confusing. A wizard must roll vs. his clothing being worn, or an object held nently repelling for 100 times casting Body Sense skill (p. B181) in order to tightly by another person, is at -5 to cost. act on the same turn in which he tele- teleport away, and the holder may ports. A failed roll means disorienta- attempt a resistance roll. tion – no actions except defense are Swim This is also a Gate spell. possible on that turn. A critical failure Regular means he falls down, physically Cost: Costs and skill penalties are Move through water at normal stunned. A teleporter arrives in the as for Teleport, with the following Move (reduced normally for encum- same position he started in. He may multipliers: brance). The subject is in full control be facing a different direction, but this of his own movement, and can act and makes it more likely that he will be Weight Multiplier fight without the normal penalties for less than 10 pounds ¥1/2 underwater combat. This spell does 10-49 pounds ¥1 not provide for the subject’s breathing Distance Cost Skill 50-99 pounds ¥2 needs! However, the subject automati- Penalty 100-200 pounds ¥3 cally makes all Swimming rolls, Within 10 yards 3 0 One additional multiple for regardless of fatigue or encumbrance, 11-20 yards 4 -1 each 100 pounds thereafter. unless he is actually dragged totally 20-100 yards 5 -2 The consequences of a missed roll under the water. 101-500 yards 6 -3 are similar, but inanimate objects are This is also a Water spell. 501 yards to less likely to suffer physical damage. If Duration: 1 minute. 1.99 miles 7 -4 a sapient subject resists the roll, the Cost: 6 to cast. 3 to maintain. 2 to 9.99 miles 8 -5 caster suffers no ill effects other than Time to cast: 3 seconds. 10 to 99.99 miles 9 -6 the expenditure of energy. Prerequisites: Shape Water and 100 to 999.99 miles 10 -7 Prerequisites: Magery 3 and Teleport. Levitation. ¥10 distance +1 -1

MOVEMENT SPELLS 147 Item Rapid Journey (VH) immediately, the subject will fall for only one second (about 5 yards); if he is Staff or wand; usable only by Special mages. The user must point it first at still in the midst of the cloud, he’ll have As listed under Gate Spells, p. 82. the subject and then towards the to “dig” his way out, which will take desired destination; this takes a sec- about 5 seconds. If he is already ond and cannot be hurried. Energy Divert Teleport (VH) through the cloud deck, too bad! This is also a Weather spell. cost to create: 3,000. Blocking; Resisted by subject spell Duration: 1 hour. Blink As listed under Gate Spells, p. 84. Cost: 3 to cast. 2 to maintain. Blocking Prerequisites: Walk on Air and Walk on Water. Avoid an attack by teleporting Air Vortex instantly out of its way and into an Item open spot nearby. A spot is not open if Area; Resisted by HT Staff, wand, jewelry, or shoes. The someone is standing in it; any lesser As listed under Air Spells, p. 26. jewelry and shoes only affect their obstruction is “open” for the purpose wearers. Energy cost to create: 500. of this spell. The caster may Blink to any unoc- Freedom cupied spot within 3 yards, in any direc- Regular Cloud-Vaulting (VH) tion. The caster’s facing remains Bestows a bonus on the subject’s use Regular unchanged. The caster must roll against of skills or attributes to maintain or Travel great distances with a few his Body Sense skill to act on his next regain his freedom of movement. movements. The subject flips into the turn (p. B181). If there are no open Typical cases include: Contests of DX or sky and bounces to his destination spots within 3 yards, the spell will fail. ST to avoid being grappled, to break using clouds like trampolines. Cloud- For combat purposes, the “blink” free, or to evade; using Escape or Vaulting can only be cast in open air. is treated as a dodge that succeeds Lockpicking; jumping or climbing Each casting of this spell carries automatically if the spell roll is made. restraining walls; bending bars apart or the subject up to 100 miles, plus 100 A critical failure on this spell is forcing doors; resisting Glue, miles per skill level above DX in treated like a Teleport critical failure, Levitation, or Paralysis spells, and so Acrobatics. If there are no clouds at all except that the caster rarely goes more on. in the sky (a frequent occurrence over than a mile. The spell does not help with deserts), the subject cannot go farther This is also a Gate spell. Camouflage, Disguise, or Stealth; than 100 miles. Storms will likewise Mind Control spells; dodging missiles; block the subject’s path. An Acrobatics Cost: 2. using Lockpicking, Climbing, or Prerequisite: Teleport. roll is required every 100 miles, at a Jumping to get inside some place, and penalty equal to the subject’s encum- Item so on. The GM’s judgment is final. brance level. On a failure, the subject Clothing or jewelry. Energy cost to This is also a Protection and falls 3d¥3 yards (p. B431) and lands at create: 800. Warning spell. a random location along the intended Duration: 1 minute. path – Slow Fall will save the subject Blink Other (VH) Cost: 2 per point of bonus from damage, but the Cloud-Vaulting (maximum bonus +5). Same cost to spell is still broken. Blocking maintain. This is a dizzying spell; upon arriv- As Blink, but usable on others. Prerequisites: At least three spells ing at his destination (or failing his This is also a Gate spell. from each of the Body Control, Acrobatics roll), the subject will be physically stunned unless he can roll Cost: 2. Movement, and Protection and his Body Sense (p. B181) skill at -1 per Prerequisite: Blink. Warning colleges. 100 miles covered. Item Item This is also a Weather spell. Jewelry or clothing. Always on. The Wand, staff, or jewelry. Usable only Duration: 1 second per 100 miles. by mages. Energy cost to create: 1,600. wearer becomes very hard to hold, keep in chains, or behind bars . . . A Cost: 7 to cast. Cannot be main- rare item! Energy cost to create: 500 tained. Beacon per point of bonus. Prerequisites: Magery 2, Jump, and Area Walk on Air. As listed under Gate Spells, p. 83. Cloud-Walking Item (a) Footwear. The item must bear a Regular cloud design. Energy cost to create: Trace Teleport Walk on clouds (including fog 4,000. (b) Jewelry, wand, or staff. Information; banks) as though they were solid. If the Usable only by mages. Energy cost to Resisted by subject spell subject falls for any reason (e.g., injury), create: 3,000. As listed under Gate Spells, p. 84. the spell is broken! If the spell is recast

148 MOVEMENT SPELLS CHAPTER TWENTY NECROMANTIC SPELLS

Severin chortled at his own genius Death Vision as his zombies hauled casks out of the deep cavern where they were stored. Regular Soon they’d see who was a true necro- The subject sees a vivid apparition mancer. A year ago, he’d raised a crop of his own death. This might be a vision of zombies and promptly packed the of the future or a false vision from bodies in casks filled with salt. By another possible now, he should have three dozen future – but it is mummified zombies – tough and always chilling. leathery, not brittle or rotting. My min- The subject is ions will last decades, he thought. I’ll mentally have an army in no time. stunned until He could wait no longer. Seizing a he can make sword from his zombie bodyguard, he his IQ roll to smashed open a cask. Salt spilled out shake off the across the floor, revealing . . . bones. effects of the The bones slowly rose to stand as spell. This Severin stared in horror. A skeleton? spell can also He smashed another cask, and anoth- be useful to er. A skeletal figure rose from each. the subject, by Skeletons! Fragile, stupid, useless! pointing out a How could this be? How could it not possibly deadly work? hazard. A skittering movement caught his eye in the salt. He bent and picked a small gray insect off the pile. As he Duration: peered at it, he trembled with rage. It 1 second. was a corpse-tearer beetle from the Cost: 2. Great Salt Flats, thousands of miles Time to cast: 3 seconds. from its native soil. He knew only one Prerequisite: Magery 1. gives a general impression of what man who would think of such a trick, kind of being is present. The caster and who had the wherewithal to Item may, at the time of casting, limit the Staff or wand. Usable only by summon vermin across such distance. spell to a specific type of entity, or mages. The item must touch the “Felix Magister,” he growled. “I will exclude a given type. have your skull on my bedpost.” subject. Energy cost to create: 600. Base cost: 1/2 (minimum 1). These spells deal with death, the Prerequisites: Either Magery 1 and dead, and spirits. They affect corpses Final Rest Sense Life or Death Vision. and spirits of all races, unless other- Regular wise noted in a racial description. As listed under Healing Spells, Item Necromantic magic is nearly p. 89. (a) Staff, wand, or jewelry. Energy always forbidden, aside from the very cost to create: 100. (b) Gem that glows basic spells that demon hunters and or vibrates when spirits are within its healers use. Necromancers therefore Sense Spirit detection radius. Energy cost to create: tend to live in secrecy. Information; Area 100 for a 1-yard detection radius, 200 for a 2-yard radius, and so on. Find any ghosts, spirits, undead, or similar supernatural entities within the area of effect. On a good roll, it

NECROMANTIC SPELLS 149 Summon Spirit Information; Resisted by spirit’s Will Skull-Spirits A skull-spirit is a ghostly, vaporous form, created from the life force Talk to the spirit of a dead person. that lingers around a sapient being’s skull. Skull-spirits obey the being The subject resists at -5 if he was a who evoked them without question. They cannot be reasoned with, but friend of the caster. If the spell suc- can sometimes be confused. ceeds, the subject will answer one question, to the best of his knowledge as of the time he died, and one more Skull-Spirit per minute he remains. 224 points If the spell fails, that caster (or cer- Attribute Modifiers: emonial group) may not summon that ST-10 [-100]; DX+4 [80]. Secondary Characteristic Modifiers: spirit again for one year. A critical fail- SM -5; HP +20 [40]. Advantages: ure means the caster summoned a Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t malign spirit, who lies deliberately. Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Toxic Attack 2 pts (Cannot parry, -5%; Irresistible Modifiers: -5 if you don’t know the Attack, +300%; Melee Attack, Reach C, -30%) [11]; Unaging [15]. subject’s full name. -1 if it has been Features: Fixed ST. more than a week since the subject’s Skills: Innate Attack (E) DX+3 [8]-17. death, -2 if more than a month, -3 if more than a year, -4 if more than 10 years, -5 if more than 50 years, and -6 Duration: 1 minute. if more than 500 years. Steal Vitality Cost: 3, multiplied by SM+1 for Regular Duration: 1 minute. objects larger than human size. Half Cost: 20 to cast. 10 to maintain. that to maintain. Double cost to Take HP from the subject to heal Halve these costs if the spell is cast at animate stone; triple to animate metal. your own injuries. The subject must the site of death or over the corpse of Time to cast: 5 seconds. either be willing or totally helpless; the the person being contacted; quarter Prerequisite: Summon Spirit. caster must touch the subject. This these costs if both conditions are met. works on living, sapient subjects only! Time to cast: 5 minutes. The spell stops when the caster’s HP is Prerequisites: Magery 2 and Death Awaken Craft Spirit fully restored, when the caster decides Vision. Regular to stop, or when the subject’s HP As listed under Making and reaches -1 (which automatically kills Item Breaking Spells, p. 115. the subject). Staff, wand, or jewelry. Usable only Duration: Permanent. by mages. The item does not give the Cost: None to the caster! For every ability to cast the spell, but gives +2 to Steal Energy 3 HP taken from the subject, the cast- skill. Energy cost: 1,000. Regular er regains 1 HP. Take FP from the subject to restore Time to cast: 1 minute for every 3 Animation (VH) your own lost fatigue. The subject must HP drained from the subject. either be willing or totally helpless (e.g., Prerequisite: Steal Energy. Regular bound or unconscious). The caster Summon a spirit (IQ 9) to animate must touch the subject. This works on Item an existing statue, painting, or other living, sapient subjects only! The spell (a) Staff, wand, or jewelry. The item. The object that is animated must stops when the caster’s FP is fully wearer and item must both touch the depict or represent a human or ani- restored, when the caster decides to victim. Usable only by a mage. Energy mal. Its abilities and attributes depend stop, or when the subject’s FP reaches 0 cost to create: 1,500. (b) Any item. It on its body. This is entirely up to the and the subject falls unconscious. lowers wearer’s HP by 1 to 5 while it is GM– for instance, a painting could worn. The wearer regains lost HP talk, but not move around while a stat- Duration: Permanent. when item is removed. Energy cost to ue might leave its base and move Cost: None to the caster! For every create: 200 per lost HP. freely. Within its limitations, the ani- 3 FP taken from the subject, the cast- mated object will follow the caster’s er regains 1 FP. verbal orders; it has no judgment and Time to cast: 1 minute for every 3 Materialize will carry out its orders precisely. FP drained from the subject. Special; Resisted by ST or IQ Unlike a golem (p. 59), it cannot be Prerequisite: Minor Healing. This spell is used by ghosts and instructed to follow another person’s Item other spirits who cannot ordinarily orders. Staff, wand, or jewelry. The wearer become visible to beings in the and the item must both touch the physical world. victim. Energy cost to create: 800. The spell can also be used by a mage to force a spirit to materialize; in

150 NECROMANTIC SPELLS that case, the ghost resists with the Item Prerequisites: Fear and Sense Spirit. better of its ST and IQ. The skull of a sapient creature. Any Item user can invoke the skull-spirit by say- Duration: 1 minute. Wand, staff, or jewelry. Usable only ing a password (chosen by the caster Cost: 5 to cast. 5 to maintain. by mages. Energy cost to create: 350. when the skull is enchanted). The skull Prerequisite: Summon Spirit. then crumbles, and the spirit appears as above. Energy cost to create: 40. Zombie Solidify Regular Special; Resisted by ST or IQ Turn Spirit The subject of this spell must be a This spell is used by insubstantial Regular; Resisted by Will relatively complete dead body. The spirits to become tangible and affect nature and condition of the corpse Causes a single subject in spirit objects and creatures in the substan- determines the nature of the undead form to retreat from the caster. The tial world. A tangible spirit is in all creature produced. The animated caster must be able to see the subject. respects like a normal physical being. corpse becomes an undead servant of The subject moves away from the cast- The spell can also be used by a the caster. Its attributes are based on er at its current maximum Move until mage to force a spirit to solidify; in those of the original body, as are its the spell ends or the caster loses sight that case, the ghost resists with the physical advantages and DX-based of it. The subject cannot attack the better of its ST and IQ. skills. It does not have the “soul,” men- caster in any way during this time; this tal traits, IQ-based skills, or memories Duration: 1 minute. includes the use of special powers and of the living person. The GM will deter- Cost: 50 to cast. 10 to maintain. spells. mine its exact abilities, as appropriate Prerequisite: Materialize. If the spirit possesses a living enti- to the campaign. ty, Turn Spirit will not force the spirit out of its host. Instead, the spirit will Duration: The zombie remains ani- Affect Spirits flee using the host’s body. mated until destroyed. Regular Cost: 8. Duration: 10 seconds. When cast on a person or object, Time to cast: 1 minute. Cost: 4 to cast. 2 to maintain. Every this spell allows the subject to interact Prerequisites: Summon Spirit and point of extra casting energy reduces with incorporeal spirits as if they were Lend Vitality. the spirit’s resistance by 1. solid. A weapon with this spell on it can harm an insubstantial spirit. Duration: 1 minute. Cost: 4 to cast. 2 to maintain. Time to cast: 2 seconds. Prerequisite: Solidify. Item This spell cannot be enchanted into an item, but see Ghost Weapon (p. 65).

Weaken Blood Regular; Resisted by HT As listed under Body Control Spells, p. 40.

Skull-Spirit Regular Summons a ghostly assassin to do the caster’s bidding (see box, p. 150). Requires the skull of a sapient creature, which is destroyed in the casting. Duration: The spirit lasts for 24 hours unless destroyed first. Cost: 20. Prerequisites: Four other Necro- mantic spells.

NECROMANTIC SPELLS 151 Control Zombie Cost: 3. Zombie spell; DR does not protect. In Prerequisite: Zombie. addition, roll 1d for each zombie. On a Regular; Resisted by Zombie 1, it turns and flees from the caster. spell Item Take control of an undead creature Staff, wand, or jewelry. Usable only Duration: Successfully turned raised with the Zombie spell by some by a mage. It does not give the ability undead will avoid the caster for one other wizard. If the caster wins a to cast the spell, but gives +2 skill to day. Quick Contest of Spells with the origi- one who knows the spell. Energy cost Base cost: 2. Cannot be maintained; nal Zombie spell, the undead in ques- to create: 500. must be recast. tion will obey the caster as if he had Time to cast: 4 seconds. raised it. The Zombie spell resists at Turn Zombie Prerequisite: Zombie, or “holy +2 if the original caster is within 100 status” (GM’s discretion). yards, and at -2 if he is dead. Area Inflicts 1d of injury on anything in Duration: Permanent. the area that was animated using the

Undead Templates The following templates demonstrate three possible types of undead created with the Zombie spell. A normal dead body produces a zombie; a corpse rotted away to bones produces a skeleton (indeed, zombies rot away to skeletons over time); and a desiccated cadaver, or a properly embalmed body, becomes a mummy. Mummy Dependency (Mana; common, constantly) [-50]; Fragile (Brittle) [-15]; Fragile (Unnatural) [-50]; -107 points Mute [-25]; No Sense of Smell/Taste [-5]; Attribute Modifiers: ST+1 [10]. Reprogrammable [-10]; Skinny [-5]; Social Stigma Secondary Characteristic Modifiers: HP+4 [8]. (Dead) [-20]; Unhealing (Total) [-30]; Vulnerability Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink (Crushing Attacks; ¥2) [-30]; Wealth (Dead Broke) [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; [-25]. Immunity to Metabolic Hazards [30]; Immunity (All Quirks: Cannot Float; Sexless. [-2] mind control) [30]; Indomitable [15]; Injury Features: Affected by Control Zombie, Pentagram, and Tolerance (No Blood, No Brains, No Vitals, Unliving) Turn Zombie; No mental skills; Skull has only 2 total [35]; Single-Minded [5]; Temperature Tolerance 10 DR. [10]; Unaging [15]; Unfazeable [15]. Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Zombie Dependency (Mana; common, constantly) [-50]; -168 points Disturbing Voice [-10]; Fragile (Combustible) [-5]; Attribute Modifiers: ST+1 [10]; IQ-2 [-40]. Fragile (Unnatural) [-50]; Reprogrammable [-10]; Secondary Characteristic Modifiers: HP+4 [8]. Social Stigma (Dead) [-20]; Unhealing (Total) [-30]; Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink Wealth (Dead Broke) [-25]. [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Features: Affected by Control Zombie, Pentagram, and Immunity to Metabolic Hazards [30]; Immunity (All Turn Zombie; No mental skills; Sterile. mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Single-Minded Skeleton [5]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]. -162 points Disadvantages: Appearance (Monstrous; Universal, Attribute Modifiers: ST-1 [-10]; DX+2 [40]; IQ-2 [-40]. +25%) [-25]; Automaton [-85]; Bad Smell [-10]; Secondary Characteristic Modifiers: Basic Speed+1 Cannot Learn [-30]; Dependency (Mana; common, [20]. constantly) [-50]; Disturbing Voice [-10]; Fragile Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink (Unnatural) [-50]; No Sense of Smell/Taste [-5]; [10]; Doesn’t Sleep [20]; DR 2 [10]; High Pain Reprogrammable [-10]; Social Stigma (Dead) [-20]; Threshold [10]; Immunity to Metabolic Hazards Unhealing (Total) [-30]; Wealth (Dead Broke) [-25]. [30]; Immunity (All mind control) [30]; Indomitable Quirks: Sexless. [-1] [15]; Injury Tolerance (No Blood, No Brain, No Eyes, Features: Affected by Control Zombie, Pentagram, and No Vitals, Unliving) [40]; Single-Minded [5]; Turn Zombie; No mental skills; Will become a Temperature Tolerance 10 [10]; Unaging [15]; Skeleton. Unfazeable [15]; Vacuum Support [5]. Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30];

152 NECROMANTIC SPELLS Item Undead created by this spell Item Staff, wand, or jewelry. At the GM’s become the loyal servants of the cast- (a) Staff, wand, or jewelry. Usable option, this item may work only for a er. However, they can only be com- only by mages. Energy cost to create: person with Blessed or Power manded as a group; individual mem- 175. (b) Any weapon. The wounds it Investiture. Energy cost to create: 600. bers of the horde cannot be given sep- inflicts are very difficult to heal; the arate tasks. If this spell is cast ceremo- penalty applies until the wound is nially, the leader of the circle is the completely healed or the curse is Zombie Summoning master. The zombies regard the other removed. When attempting healing, Special members of the circle as his lieu- one must specify whether or not the Calls the nearest zombie to the tenants; their orders are obeyed, but weapon’s wounds are included; if they caster (for the purposes of this spell, a the master’s orders take precedence. are, the penalty applies. Energy cost to zombie is any undead creature creat- Optionally, the mages involved in the create: 100 per point of penalty. Double ed with the Zombie spell). Range is casting may divide the horde equally, cost if subject is a missile weapon irrelevant. Upon a successful casting, each mage becoming master to his (e.g., a bow). Divide cost by 10 if sub- the caster knows the location of the own segment. ject is a missile (e.g., an arrow). If the closest zombie (any known zombies In most likely casting locations, weapon falls in more than one class, may be excluded if the caster men- this spell will raise (R¥R)/2 undead use the higher cost. tions them before casting) and how (round down), where R is the radius of long it will take to reach him. The the spell. It might yield fewer undead zombie moves toward the caster as in an upper-class cemetery where the Stop Healing fast as it can, until it can see him or dead have lots of elbowroom in their Regular; Resists Healing the spell ends. If it can reach the cast- crypts, or more at a mass grave. As Slow Healing, except that this er, it stays nearby, without attacking Undead created with this spell are spell resists the natural recovery or obeying, until the spell ends. The identical to those created with the process and healing skills and spells. spell is broken by any attack on the Zombie spell. They use the same tem- Every healing attempt on the subject zombie, and if the zombie fails to plates and are affected the same way must be made as a Quick Contest reach the caster before the spell dura- by magic. between the healer’s skill and the Stop tion ends, it will simply turn and go Duration: Permanent. Healing spell’s Endurance (p. 10). about its business, or wander off if it Base cost: 7. Minimum radius 2 Every failure by the spell to stop a had none. yards. healing attempt weakens its Zombies will not answer the sum- Time to cast: A number of minutes Endurance by one; upon reaching mons if it conflicts with their master’s equal to the radius. Endurance 0, the spell dissipates. A orders (so you cannot Summon zom- Prerequisites: Zombie and critical failure by the Stop Healing or bies away from whatever they were Charisma 2 or better. a critical success by the Resisted spell, guarding, for instance). skill, or process also breaks the enchantment. Otherwise, Remove Duration: 1 minute. Curse is required to undo the spell. Cost: 5 to cast. 2 to maintain. To Astral Vision (VH) call many zombies, double the cost. All Regular Duration: Until dissipation of the zombies within a 10-mile radius As listed under Knowledge Spells, spell. (more for a very successful casting) p. 105. Cost: 10. will be summoned. Time to cast: 10 seconds. Time to cast: 4 seconds. Prerequisite: Slow Healing. Prerequisite: Zombie. Slow Healing Regular; Resisted by HT Item Makes the subject less likely to heal Staff, jewelry, or wand. Usable only Mass Zombie (VH) or be healed. The spell subtracts from by mages. Energy cost to create: 500. Area any natural recovery roll (p. B424) or Similar to Zombie, but reanimates healing skill (First Aid, Physician, Command Spirit (type) Surgery, etc.), including Healing spells. all relatively complete dead bodies in Regular; Resisted the area of effect. As with Zombie, dif- Illness, FP recovery and HT-based ferent sorts of corporeal undead are resistance rolls are not affected. Only by spirit’s Will made from different qualities of bod- Remove Curse can break this spell. Like Charm (p. 139), but only ies; a mix of undead types may result affects spirits. Each class of spirits Duration: 1 day. from a single Mass Zombie. A corpse (banshees, spectres, manitous, etc.) Cost: 1 to 5 to cast. Same cost to must be lying in its tomb or at its place requires its own spell. No version maintain. The same amount is sub- of death to be affected by this spell; exists for demons or elementals; use tracted from any healing roll. otherwise, it won’t be affected. Summon Demon or Control Time to cast: 30 seconds. Corpses in graves up to 4 yards deep Elemental as appropriate. Unlike the Prerequisites: Magery 1, Frailty, and will claw their way up to the surface to subject of a Charm spell, the spirit may Steal Vitality. join their new master. try to pervert the caster’s orders, like a demon (see Summon Demon, p. 155).

NECROMANTIC SPELLS 153 Duration: 1 minute. Evisceration (VH) Time to cast: 2 seconds. Cost: 1 point per 10 character Prerequisites: Skull-Spirit and points used to build the spirit. Half Melee; Resisted by HT or IQ Shape Darkness. that (round up) to maintain. (If the Reach with one hand into a sub- GM does not have a character sheet ject’s body and withdraw a vital organ, Item for the spirit, 5 energy is a good base- leaving an open cavity. Staff, wand, or jewelry. Usable only line for minor spirits, or 10 energy for Extracting the brain instantly kills by mages. Energy cost to create: 450. a more formidable being.) the body, but the brain itself may sur- Time to cast: 2 seconds. vive for a few minutes! Roll vs. HT each Rotting Death (VH) Prerequisites: Summon Spirit, Turn second; on a success, the brain remains Spirit. alive and conscious but loses 1 FP; on a Melee; Resisted by HT failure, it dies. While it survives, it can The victim, who must be touched cast any spells it knows well enough to by the caster, rots from within. Every Strike Barren cast without ritual. Remember that the turn, he must roll against HT; on a fail- Regular; Resisted by HT brain has no senses of its own and is ure, he takes 1d-1 damage; 6 points on As listed under Body Control Spells, therefore casting blindly. a critical failure. A successful roll p. 41. Extracting the heart demands a means he takes no damage that turn; a HT-6 roll each turn from the victim; critical success breaks the spell. DR on a failure he falls unconscious and does not protect! Age (VH) dies five seconds later. For the duration of the spell, the Regular; Resisted by HT Extracting other organs requires a subject feels crippling discomfort, Makes the subject older! The sub- HT roll at a penalty from 0 to -5 to equivalent to the effects of a Sickness ject ages one year for every 10 points remain conscious. Most extractions spell (see p. 138). of energy put into the spell. kill within a minute; however, some The victim appears to be undergo- organ losses can be survived – a lung, ing a devastatingly rapid gangrene. Duration: Permanent. a kidney, etc. In this case, the victim Hit location should be rolled each Cost: 10 to 50 points. will still bleed seriously. Restoration is time the spell inflicts damage; once Time to cast: 1 minute. required to replace a lost organ. crippled, a limb is considered to have Prerequisite: Either Youth or six An extracted organ dies within a rotted off! Once the victim is dead, its other Necromantic spells. minute. body quickly deliquesces, until only a puddle of evil-smelling goo is left. Item Cost: 10. Undead are not affected. The caster (a) Any item. Always on. If worn Time to cast: 5 seconds. must concentrate while maintaining (not just touched), it will age the wear- Prerequisites: Magery 3, Appor- this spell, but need not remain in er by one year for every day it is worn tation, and Steal Vitality. physical contact. (so two hours’ wearing would age you by a month). Energy cost to create: 500. Duration: 1 second. (b) Staff or wand. Usable only by Animate Shadow Cost: 3 to cast. 2 to maintain. mages; the item must touch the Regular; Resisted by HT Prerequisites: Magery 2, Sickness, subject. Energy cost to create: 2,000. Summons a spirit that animates the and Pestilence. subject’s shadow and attacks him. The shadow has IQ 9, HT 10, DX equal to Item Staff, wand, or jewelry. Usable only Pestilence the caster’s effective skill, and ST and by mages; the item must touch the Regular Move equal to the subject’s ST and subject. Energy cost to create: 700. Infects the subject with a loath- Move. The shadow wields whatever some plague of the caster’s selection weapon the subject had in hand at (though the GM may veto an inappro- casting time (even if he drops it later Soul Jar (VH) priate selection). The disease takes its on!), inflicting basic damage only Regular normal course; infection will not (ignore cutting and impaling bonuses) normally be apparent for some time. as fatigue. Armor does not protect, but Traps the subject’s soul in some the shadow’s attacks may be parried or object (which must be present). If the Duration: Permanent until cured. blocked if the weapon or shield used to subject is not the caster, then he must Cost: 6. defend is one that the subject had be present, and either willing or Time to cast: 30 seconds. when the spell was cast. When the sub- unconscious. Prerequisite: Magery 1, Steal ject’s FP reaches zero, he falls uncon- If your soul is in a “jar,” you are Vitality, and Decay. scious and the spell is broken. An ani- unaffected until either your body dies, or the jar is destroyed. The death of Item mated shadow may be attacked as per a Body of Shadow subject (see p. 114); your body does not kill you. Your con- Staff or wand. Usable only by sciousness shifts to the “jar,” where mages; the item must touch the sub- if its HP reaches zero, it is “killed” and the subject regains his normal shadow. you are able to see, hear, and even cast ject. The item’s creator sets the plague any spell that you know at skill 20 or Energy transmitted upon creation. Duration: 5 seconds. above (i.e., castable without speech or cost to create: 1,000. Cost: 4. Same cost to maintain. gesturing). You may communicate at

154 NECROMANTIC SPELLS a distance via telepathy-type spells, if you know any – or by direct mental contact, without a spell, with anyone Demon who handles the jar. Your FP remain This type of demon most commonly appears on the mortal plane, a the same as when you had a body. You hulking brute with bat-like wings and razor-sharp claws and teeth. may not spend HP, but you may use Demons are not especially smart, but they are strong, tough, and vicious. any Powerstone currently in contact Their malicious sense of humor is legendary, and they leave a swath of with your jar. destruction behind them no matter what task they are set to. If a new body comes near the jar, Demons vary widely; these stats are merely a convenient average. you may try to take it by a Possession, Permanent Possession, or Exchange Bodies spell if you know such a spell. Demon In that case, the soul of that body goes 200 points into the jar. But if your soul is in a jar, Attribute Modifiers: ST+7 [70]; DX+2 [40]; HT+4 [40]. anything that destroys the jar will kill Secondary Characteristic Modifiers: HP+8 [16]. you permanently – beyond hope of Advantages: Claws (Sharp Claws) [5]; DR 5 [25]; Flight (Winged, -25%; +5 resurrection – even if your body is yards per second) [40]; Immune to Metabolic Hazards [30]; Immunity unharmed. to Mind-Affecting Magic [30]; Magery 0 [5]; Night Vision 5 [5]; Striking The spell may be cast again to ST+2 [10]; Teeth (Sharp Teeth) [1]. switch the soul to a different “jar.” Disadvantages: Appearance (Monstrous) [-20]; Bloodlust (12) [-10]; Bully Duration: Permanent. (12) [-10]; Callous [-5]; Cannot Harm Innocents (Prevents direct harm Cost: 8. of truly good or holy folks only, -50%) [-5]; Fragile (Unnatural) [-50]; Time to cast: 1 minute. Sadism (12) [-15]; Selfish Prerequisite: Magery 1 and six (12) [-5]; Social Stigma Necromantic spells, including Steal (Monster) [-15]. Vitality. Features: Affected by True Faith and Pentagram. Skills: Acting (A) IQ-1 [1]-9; Summon Demon Brawling (E) DX+2 [4]- Special 14; Broadsword (A) DX This version of Planar Summons [2]-12; Fast-Talk (E) (p. 82) raises demons; see that spell IQ+2 [4]-12; Hidden Lore description for details. If the caster (Demon Lore) (A) IQ-1 fails to control the demon, it always [1]-9; Intimidation (E) attacks him! If it cannot reach the IQ+2 [4]-12; Stealth (A) caster (if, for example, the caster is DX [2]-12. protected by a Pentagram), the demon will vanish (if trapped) or escape to wreak havoc in the outside world. points used to build the demon. If he manages to control the Minimum energy cost is 20 demon and give it a command, the (although this will not always demon will carry out the letter of its summon a 200-point being). orders, doing its best to pervert their Those tempted to summon pow- spirit to the caster’s disfavor. It will erful demons should bear in also work incidental mischief, unless mind that such demons tend to specifically instructed not to. have high Will, with all that At the GM’s discretion, a caster implies for control . . . may summon a flock of minor Time to cast: 5 minutes. demons whose values add up to 200 Prerequisites: Magery 1 and at character points or less (a caster sum- least one spell from each of 10 moning minor demons may never different colleges. spend more than 20 energy on this spell). In this case, the caster controls Item the entire flock at once, contesting the Certain artifacts are known to highest Will in the flock. A flock of make summoning (or summon- minor demons is not restrained to a ing a particular demon) easier. single task; they always stay for the Those who deal with demons entire duration of the spell. prize such items, but (fortunate- ly!) the technique for making Duration: Until the demon’s task is them is not commonly known. done, or one hour, whichever is less. Cost: 1 point per 10 character

NECROMANTIC SPELLS 155 Demonic Contracts

Some would-be mages become frustrated at the time time without summoning the demon again. Spells cast it takes to master advanced spells, or at the limits with demonic aid receive energy and support from dark, imposed on them by their own Magery (or lack thereof). extradimensional forces; the caster may reduce the cost For those wizards who cannot come to terms with their of a spell by any amount up to triple his skill in limitations, there is another, darker option. The aid of Occultism or Thaumatology (whichever is higher), demons is ready for the asking. before applying cost reduction for high skill. Casting a spell with demonic aid begins by summon- However, demonically assisted magic has its limita- ing a demon. In most settings, it takes a relatively tions. It can never be used to benefit others directly advanced mage to summon a demon; in some worlds, unless to do so would somehow further the demon’s however, Summon Demon may not require Magery, or dark ends (GM’s discretion). It can be used in service of even prerequisites! If demons want to be summoned, the caster’s comfort, however. Any attempts to bend they may have easy ways of contacting them. demonic energies to positive ends may cause the demon Once summoned, the caster must negotiate a con- to suspend the contract, preventing the caster from tract with his chosen demonic patron, and sign it with using demonic energies until it is suitably appeased. his own blood (wise wizards usually prepare a contract Any failure on a demonically assisted spell is treated as ahead of time, or take one from a book; the contracts a critical failure; any critical failure is treated as if the that demons draft are murder). caster had rolled an 18 on the Black Critical table (see After the contract is signed, the contracting wizard p. 157). may draw on demonic assistance to cast spells at any

Black Magic

Black magic also has costs. Channeling foul energies the original virtue. He also gains a -10-point Addiction to leaves a taint upon the caster’s soul. At the end of any demonic energies (demonic magic is cheap, highly day on which the wizard casts a demonically assisted addictive, and usually illegal). Such wizards must still spell, he must make a Will+Magery roll at a penalty make Will+Magery rolls at the end of any day when they equal to the total energy “borrowed” that day from use demonic magic, but at +10. Failure results in a loss demonic helpers. On a success, nothing happens. On a of 5 character points – either as a reduction of attributes, failure, the wizard gains a level of the Black Penalty for loss of advantages, or acquisition of a new disadvantage every 10 points (of fraction thereof) by which he failed. – for every point by which he failed the roll! The Black Penalty is a skill penalty to any spell cast A demonologer who repents may try to cleanse his without demonic assistance. Its presence is obvious to spirit of the Black Penalty, but the process is difficult. the Aura spell, and anyone with Magery 3 or higher may Each level requires a period of reflection and abstinence notice the taint when first encountering a black magi- from all magic use and all sensual pleasures for a peri- cian if they make a Vision roll. Any spell cast by a wiz- od of (20-Will) days (minimum 1 day) for its removal. ard suffering the Black Penalty is treated like a demonic This is difficult enough for a tyro; a wizard who must spell with regards to failures and critical failures. also struggle with the Addiction has an almost impossi- A caster may only gain 10 levels of the Black Penalty. ble task ahead of him. At that point, his soul has become completely blackened; The Black Penalty is a disadvantage worth -3 any virtuous disadvantages, such as Honesty or Pacifism, points/level. A contract with a demon is a perk (p. B100). are lost and often replaced by some dark perversion of

Banish Resolve the Banish attempt as a Note that certain powerful crea- Quick Contest: the caster’s Banish skill tures are resistant or even immune to Special; Resisted by Will vs. the subject’s Will. If the caster wins, this spell. Sends an extradimensional visitor the subject immediately returns to its Modifiers: +4 if the caster knows (e.g., a demon) back to its plane of ori- home plane. It cannot return for one the entity’s “true name”; -5 if the cast- gin. It can only be cast by a caster in month. Anything that it brought with er does not know the subject’s plane of his home dimension. In an alien it when it appeared (e.g., weapons) origin . . . and an extra -1 if he believes plane, you could not “banish” yourself will vanish with it. Other things it may he knows where the creature came back home, but a native of that plane be carrying (e.g., screaming victims) from, but is wrong! could banish you. This spell will not stay behind. work on a creature that is already in its home dimension.

156 NECROMANTIC SPELLS Black Critical Table After any failure using demonically assisted magic, the GM rolls 3d on the table below. Use these results as guide- lines; improvise wildly to customize the awfulness and to convey the prickly uncertainty of demonic aid. A failure should never result in the caster’s intended effect, or even accomplish it accidentally. Failure Effect 3–Spell appears to work, but is only a useless illusion. 4– Spell fails entirely. Somewhere else, demonic “backblast” does something awful to something the caster values; the level of awfulness varies with the power and intent of the spell. 5– Caster loses one level of Will. 6– Caster loses one level of Appearance in a manner appropriate to the spell attempted. A Create Fire spell might cause unsightly burn scars, while a Madness spell might subtly unhinge the caster’s eye sockets for a wild, staring effect. 7–Spell is cast on loved ones, friends, allies, innocent bystanders, or the caster (in that order) if malevolent, on foes if benevolent. 8–Spell fails entirely; caster takes 2 points of injury and the wound immediately becomes infected (see Infection, p. B444). 9–Caster must make a Fright Check at -5 as horrific visions of the hells fill his eye sockets. 10 – Spell does nothing except drench the room in a conspicuous odor of brimstone centered on the caster. 11 – Spell produces the reverse of the intended effect. 12 – Spell produced the reverse of the intended effect, on a random friendly or neutral target. 13 – Spell fails entirely; caster takes 1 point of injury as his arms erupt in boils. 14 – Spell fails entirely; room fills with buzzing insects pouring from caster’s mouth. 15 – Spell creates vermin (rat, giant cockroach, immense tapeworm) inside the caster (stomach, throat, etc.). Depending on the nature and location of the vermin, this may do severe damage; an agitated rat in one’s innards would do up to 2d damage directly to the vitals! 16 – Spell withers caster’s hand. 17 – Spell fails entirely; caster ages 4d years. 18 – Spell fails entirely and summons a different demon who attempts to wreak havoc (attacking the caster if he gets in the way). The mage may use black magic to fight this demon; demons will happily fight each other.

Cost: 1 point per 10 character Resurrection (VH) restrain a powerful spirit! The caster points the subject is worth. Minimum is informed of the energy cost when energy cost is 10. The caster will not Regular the spell takes effect and spends the know in advance how much energy As listed under Healing Spells, energy then; if he cannot meet the the spell will require, and may fall p. 94. cost, the spirit is unaffected. If the unconscious or even wound himself in caster spends half the energy cost, the casting the Banish. Entrap Spirit spirit takes one second to break out of Time to cast: 5 seconds. the trap; this is a bad deal, but some- Prerequisites: Magery 1 and at least Special times buying even a second is a one spell from each of 10 different Enables the caster to seal a contain- worthwhile thing to do. If multiple colleges. er or chamber so that a spirit within spirits are trapped in a single contain- cannot get out for the duration of the er, add half the others’ ST and IQ to Item spell. Getting the spirit into the trap in the full ST and IQ of the most power- Some “holy” artifacts are of aid in the first place is a separate question; ful spirit before calculating cost. banishing actual demons, and items usually Command Spirit is required, The spirit cannot damage the con- from the home planes of extradimen- but trickery can be just as effective. tainer or affect anything outside of it, sional creatures may help in under- The container can be any size, nor can it use shape-shifting powers to standing and banishing them. Some from a small bottle up to an entire help it escape in any way. It can com- rumored amulets building, but it must be fully, tightly municate with anyone within a yard worn by planar closed (watertight is good enough), or so of the container in the normal travelers help them and the mage must touch it while fashion. resist banishment. casting the spell. The spirit cannot resist the spell, but the casting cost is Duration: 5 minutes. directly proportional to its power. The Cost: Spirit’s (ST+IQ) divided by 5 Burning Death (VH) total cost is equal to the spirit’s ST + to cast, by 10 to maintain. Regular; Resisted by HT IQ, divided by 5 to cast and by 10 to Prerequisites: Magery 1, Soul Jar, As listed under Fire Spells, p. 76. maintain. It takes a true effort to and Turn Spirit.

NECROMANTIC SPELLS 157 Repel Spirits Steal Grace steals DX, Steal Wisdom casting is complete. The caster may steals IQ, and Steal Vigor steals HT. abort his casting at any time; the Area Each spell must be studied separately, energy is still spent. Repels spirits from an area. The but all four work identically. The caster gains the skill as if he spell resists attempts by spirits (as well The spell transfers basic attributes had himself spent the character points as other insubstantial beings such as on a level-for-level basis to the caster stolen from the subject. This spell can an Ethereal Body or Astral Trip from the subject (who must be a liv- be used to steal spells. subject) to enter it or stay in it. ing, sapient being). The caster cannot If the victim had other skills based Each spirit may try to enter the lower the subject’s attribute below the on the stolen one, he retains them area once per hour, rolling a Regular subject’s racial average (10 for a fully, but the loss of a prerequisite Contest between its Will and the cast- human). Thus, a subject must have an causes a -2 penalty to skill use. er’s effective skill (each stage of the exceptional score for this spell to Example: Severin wishes to sell Contest lasts a second). Once inside, work. Secondary characteristics are some ill-gotten gains, but lacks much the invader resists with its Will; the affected by the attribute loss. in the way of business sense. To reme- spirit is expelled from the area on its The caster must touch the subject dy this, he casts Steal Skill on the first first failure. and hold on to him for the entire cast- bazaar merchant he passes, taking his ing time; neither can do anything while Duration: 1 hour. Merchant skill. The merchant has IQ the spell is being cast. The caster Base cost: 4 to cast. Half that to 10, Business Acumen 2, and increases his own attribute (whichever maintain. Merchant-15, having spent 12 points applies) as if he had spent the character Time to cast: 10 seconds. on Merchant. Severin gains Merchant points stolen from the subject. Prerequisites: Banish and Turn as if he had spent 12 points on the skill Spirit. Example: Rolfe, with an IQ of 14, – with Severin’s IQ of 14, his Merchant Item wishes to steal the wisdom of a victim skill is now 17. He does not gain the (a) Wand, staff, or jewelry. Usable with IQ 13 (this is legal; it is assumed benefit of the merchant’s Business only by mages. Energy cost to create: that any character has knowledge and Acumen Talent. experiences that would expand the 100. (b) Any area or container can be Duration: 24 hours. capabilities of another, even if the made permanently repellent at 100 Cost: 1 per character point stolen score is lower). If he drains the subject times casting cost. (minimum cost of 10). to IQ 10, he has stolen 3 levels of IQ, Time to cast: 1 minute. raising his IQ to 17. Bind Spirit (type) (VH) Prerequisites: Magery 3, Borrow Duration: 1 day; at the end of that Skill, and Daze. Regular; Resisted by time, both the caster and the subject spirit’s IQ regain their normal attributes. Similar to Enslave (p. 141), but for Cost: 1 per character point stolen Steal Youth (VH) spirits. Like Enslave, it allows mental (minimum cost 10). Regular; Resisted by HT contact with a turn of concentration. Time to cast: 1 minute. Take another’s youth. For every 10 There is a separate Bind Spirit spell Prerequisites: Magery 3. In points of energy put into this spell, the for each Command Spirit spell. The addition, there are different spell pre- caster grows one year younger and the spirit may interpret its orders requisites for each version of the spell: subject (who must be of the same creatively, as per Command Spirit. race) grows two years older. The sub- Spell Prerequisites ject must either be willing or totally Duration: Permanent. Steal Might Steal Vitality and helpless; the caster must touch the Cost: 1 per 3 character points used Debility subject. A critical failure of this spell to build the spirit (minimum cost 30). Steal Dexterity Steal Vitality and costs the caster 1 point of IQ and ages Time to cast: 5 minutes. Clumsiness him by 20 years instantly. Prerequisites: Command Spirit Steal Wisdom Steal Vitality and (same type), and Soul Jar. Foolishness Duration: Permanent. Steal Vigor Steal Energy and Item Cost: 10 to 30. Frailty Time to cast: 1 hour. A spirit may be bound to an item or Prerequisite: Youth, Age, and Steal place. Bound spirits will serve the Vitality. owner of the item and will not dissipate. Steal Skill (VH) Energy cost to create: 4 times the cost Regular; Resisted by Will Item above, halved if the spirit is willing. Transfers one skill from the subject Staff, wand, or jewelry. The wearer to the caster. The caster must touch the and the item must both touch the vic- subject and hold on to him for the tim. Usable only by mages. This item Steal (Attribute) (VH) can only be used once a year, and only Regular; Resisted by entire casting time; neither character can do anything for that duration. The to steal one year at a time – so one appropriate attribute outcome of the struggle (i.e., the resist- item keeps one mage young, but no This is actually four separate spells. ance roll) remains unknown until the more. Energy cost to create: 8,000. Steal Might steals the subject’s ST,

158 NECROMANTIC SPELLS Steal Beauty (VH) Prerequisites: Magery 3, Alter permanently enchanted for 100 times Visage, and Steal Vitality. casting cost. (c) A container of any size Regular (from a stoppered bottle to a starship) Transfers the subject’s beauty to the Item may be enchanted for an energy cost of caster. The caster gains one or more Staff, wand, or jewelry. The wearer 500 per cubic yard or fraction thereof. appearance levels (p. B21) while the and the item must both touch the vic- The container must be at least airtight subject loses an equal number. tim. Usable only by mages. Energy cost when fully closed. This creates a mobile Beauty can only be stolen from to create: 2,500. astral block. Any spirit coaxed into the someone of better appearance than the enclosure (or in it when the spell is caster, and the caster cannot gain better Astral Block cast) will be affected by the spell when appearance than the subject’s initial it is closed. Opening the container tem- appearance level. The subject must be Area porarily suspends the spell. of the same species and sex as the cast- No spirit or insubstantial being er. In addition, the subject must either may cross an astral block’s boundaries be willing or totally helpless and must for the duration of the spell. In addi- Lich (VH) be touched for the entire casting time. A tion, insubstantial creatures within an Enchantment critical failure of this spell instantly astral block cannot become substan- This spell lets the caster become a makes the caster Hideous. tial, and vice versa. Thus, a sorcerer lich, a wizard preserved into At the GM’s option, this spell may could not cast Ethereal Body within with powerful magic and alchemy. He also be used to steal Charisma and the the area of a spell, while a ghost would retains his personality, knowledge, IQ, Voice advantage. People with stolen be unable to use Solidify. A ghost skills, and spells, and all his Charisma simply become less scintil- already in a tangible state could not mental advantages and disadvantages lating; those with stolen Voices become insubstantial! (including Magery), but gains the become mute. Critical failure on Duration: 10 minutes. physical and supernatural traits of a either of these applications results in Cost: 4 to cast and 2 to maintain if lich, as determined by the GM. The muteness for the caster! cast as an Area spell. 15 per cubic yard more powerful that package, the Duration: 24 hours; at the end of if cast on a container, and half that to higher the energy cost. this time, both the caster and subject maintain. After the GM determines the lich regain their normal appearance. Time to cast: 2 seconds. template (and hence, the energy cost), Cost: Equal to the character point Prerequisites: Summon Spirit and the mage casts this spell as with any difference between the subject’s origi- Repel Spirits. other enchantment, but with himself nal and final appearances (or equal to as the subject. At the end of the the cost of the stolen advantage, in the Item enchanting, he rolls against skill. Any case of Charisma or Voice). (a) Wand, staff, or jewelry. Usable failure does 6d damage to the caster. A Time to cast: 30 seconds. only by mages. Energy cost to create: success prepares the wizard’s body for 600. (b) Any area or container may be the next step.

NECROMANTIC SPELLS 159 To complete the transformation, the would-be lich must drink an alchemical elixir of Lichdom. The Lich elixir of Lichdom is prepared like any 105 points other alchemical elixir (see p. 210); it Attribute Modifiers: ST-1 [-10]; DX+2 [40]; HT+2 [20]. requires $13,500 in materials and 50 Secondary Characteristic Modifiers: Basic Speed+1 [20]; HP+3 [6]; weeks of brewing. It defaults to FP+3 [9]. Alchemy-7. Anyone not currently Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t under the effects of a Lich spell who Sleep [20]; DR 2 [10]; High Pain Threshold [10]; Immunity to imbibes an elixir of Lichdom is affect- Metabolic Hazards [30]; Injury Tolerance (No Blood, No Brain, No ed as if he had drunk an elixir of Death Eyes, No Vitals, Unliving) [40]; Temperature Tolerance 10 [10]; (p. 215). However, an elixir of Lichdom Unaging [15]; Unfazeable [15]; Vacuum Support [5]. cannot be counteracted, even with an Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; alchemical Antidote. The elixir of Dependency (Mana; common, constantly) [-50]; Fragile (Brittle) [-15]; Lichdom is forbidden everywhere, and Fragile (Unnatural, Mitigated by potion, monthly, -70%) [-15]; No formularies for it are almost impossi- Sense of Smell/Taste [-5]; Skinny [-5]; Social Stigma (Dead) [-20]; ble to find; most liches are compelled Vulnerability (Crushing Attacks; ¥2) [-30]. to reinvent it from scratch. Quirks: Cannot Float; Sexless. [-2] When a wizard under the Lich spell Features: Affected by Pentagram; Can be turned using True Faith; Skull drinks a potion of Lichdom, he must has only 2 total DR. roll vs. HT. If he succeeds, he dies, ris- Racial Skill Modifiers: +1 to Thanatology [2]. ing as a lich in 2d days. If he fails, he just dies. Luck, as well as the Bless and Wish spells, can influence this HT roll. This is also an Enchantment spell. undead guardian sustained by magic. die if he wishes. Only Remove It attempts to affect the wearer every Enchantment can reverse the Wraith Energy Cost to Cast: Equal to the time it is put on. The spell is Resisted spell without harm. lich’s point total in his undead form, normally by HT. If the subject ever Each Wraith item can sustain one including his personal abilities and fails to resist (or chooses not to), he wraith at a time. Once a given item those on the lich template. It costs “dies” and rises as a wraith 24 hours has produced a wraith, it has no effect more for a more powerful subject later. on other wearers until its wraith has because there are more abilities to The GM determines the exact abil- been destroyed. The Wraith spell has preserve. Minimum cost is 100. ities of the wraith, but mental traits no effect on the undead. Prerequisites: Magery 3, IQ 13 or are preserved as per the Lich spell. At double energy cost, the higher, Enchant, Soul Jar, and Zombie. The wraith always has a Dependency enchanter can create an item that (p. B130) on the Wraith item (a rare makes the wraith his undead servant. Wraith (VH) item, required constantly, for -150 The wraith automatically gains Enchantment; Resisted by HT points), and shrivels and dies if it is Reprogrammable (p. B150) with the removed or destroyed. This item isn’t enchanter as his master in addition to Enchants a ring or an amulet that Hexed; the victim can remove it and his Dependency, and cannot remove will turn the wearer into a wraith, an the Wraith item himself. At half cost, the enchanter can cre- ate an item that turns the wearer into Wraith an undead tomb guardian. This works exactly as a regular Wraith item, 233 points except that the undead gains Attribute Modifiers: ST+5 [50]; HT+5 [50]. Compulsive Behavior (Remain in Secondary Characteristic Modifiers: HP+5 [10]. tomb and guard it; kill abductors and Advantages: Doesn’t Breathe [20]; DR 4 [20]; Immunity to Metabolic return if forcibly removed from tomb) Hazards [30]; Injury Tolerance (No Blood, No Brains, No Vitals, [-15]. Unliving) [10]; Magery 1 [15]; Night Vision 9 [9]; Supernatural This is also an Enchantment spell. Durability (Spells, Magic Weapons) [150]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]. Energy Cost to Cast: 500. Disadvantages: Appearance (Horrific) [-24]; Bloodlust (12) [-10]; Callous Prerequisites: Magery 3, IQ 13 or (12) [-5]; Dependency (Wraith item; rare, constantly) [-150]; higher, Enchant, Halt Aging, and Soul Disturbing Voice [-10]; Social Stigma (Dead) [-20]; Supernatural Jar. Features (No Body Heat, Pallor) [-15]; Unhealing (Can heal with Steal Item HT) [-20]. A ring or funerary amulet, which Quirks: Loves battle; Sexless. [-2] need not be ornate. Racially Innate Spells: Deathtouch-15 [20]; Steal Health-15 [20]; Ethereal Body-15 [20].

160 NECROMANTIC SPELLS CHAPTER TWENTY-ONE PLANT SPELLS

Willem stared at the apricot he Item held in both hands and slowly shook Wand or staff. Energy his head. “I don’t understand you, cost to create: 200. Stanislav. Why waste yourself in the hinterlands this way, making giant fruit? You know you could easily have Heal Plant a seat on the Council.” Area Stanislav smiled indulgently. “I Heals plants within the prefer it here, Willem, helping good area of disease, parasites, people raise better crops. I had my fill and damage. The plants of politics years ago, and I’m not inter- must still be alive for the ested in building castles in the air or spell to work. constructing a better fireball. Far bet- ter, I think, to spend the days I’m given Duration: Permanent. plumbing the mysteries of a perfect Base cost: 3. Trees larg- tomato.” er than saplings require a radius of at least 3 yards. These spells detect, modify, con- Time to cast: 1 minute. trol, and communicate with plants. Prerequisite: Identify Unless noted otherwise, the subject Plant. plants gain no special powers. Item Staff. The item must Seek Plant touch the plant. Energy Information cost to create: 400. Obtains the direction and approxi- mate distance of the nearest growth of Shape Plant plants, or of one specific plant type. Use the long-distance modifiers Regular (p. 14). Any known plants may be Shape and mold plants excluded if the caster mentions them and plant material with before casting. hands. Gives +2 to Carpentry and Artist (Woodworking), or allows Bless Plants Cost: 2. the caster to work without any tools at Area Item -1 to skill. Useful for building houses Causes the plants within the area of effect to grow faster and stronger A carved wooden wand, staff, or and furniture, repairing shields and for the rest of their growing season. figurine. Energy cost to create: 50. equipment, and removing wooden obstacles. It can be used on a foe’s The crop yield within the area of effect weapon in combat, doing 2d damage is doubled. Identify Plant to wooden weapons; see Striking at Duration: One crop or growing sea- Information Weapons (p. B400) for details on son. damaging weapons. Determines the type and species of Base cost: 1. To be affected, the any one plant. It also gives basic infor- Duration: 1 minute. plants must be entirely within the area mation about it (edible, poisonous, Cost: 3 to cast. 1 to maintain. of effect. etc). A successful casting of this spell Double cost if the material is no longer Time to cast: 5 minutes. gives +3 to Naturalist or Physician living. Prerequisite: Heal Plant. skill for determining medicinal or Time to cast: 10 seconds. Item other special properties of the plant. Prerequisite: Identify Plant. Staff. Usable only by a mage. Cost: 2. Item Energy cost to create: 500. Prerequisite: Seek Plant. Gloves of plant material. Energy cost to create: 500.

PLANT SPELLS 161 Hide Path suffer a -2 DX penalty for as long as Conceal they are in the cloud and for 3d turns Regular thereafter. Area Enables the caster and up to five The rate of dissipation depends on Causes the local vegetation to other man-sized creatures, or one the area and the presence of wind; grow quickly over any objects in the caster on horseback, to pass through indoors, it usually lasts until the spell area, concealing them from casual grass, undergrowth, or jungle without expires, but outdoors on a windy day inspection. Anyone looking into the leaving any sign. Any tracking attempt it may last only 10 seconds or so. area must make a Quick Contest made on this hidden path is at -8! (their Vision vs. the caster’s skill), to Duration: 5 minutes or less. notice objects hidden by the conceal- Duration: 1 minute. Base cost: 1. Cannot be maintained. ing growth. Large objects may be Cost: 2 to cast. 1 to maintain. Prerequisite: Shape Plant. camouflaged into “hills” by growing a Prerequisite: Heal Plant. Item carpet of grass or moss over them. Item Staff, wand, or jewelry. Energy cost Duration: 1 hour. Cloak of plant material. Energy cost to create: 100. Base cost: In a forest or jungle set- to create: 300. ting (or underwater), 1 to cast; in Blight plains or savanna, 2; in tundra, 3. Plant Growth Same cost to maintain. Area Time to cast: 4 seconds. Area Causes the plants within the affect- Prerequisite: Plant Growth. Causes the equivalent of one ed area to grow more slowly and more month’s growth in one minute. Trees weakly for the rest of their growing Item change only slightly, while weeds grow season. The crop yield within the area Wand or staff. Energy cost to create: tremendously. Useful for gardening is halved. Immediate effects include 250. (after removing all the weeds!), and loss of leaves, fruit, and blossoms; the starting seeds. affected plants recover (partially) in Forest Warning the following days. Duration: 1 minute. Area Base cost: 3 to cast. 2 to maintain. Duration: One crop or growing sea- As Nightingale (p. 167), but only Time to cast: 10 seconds. son. works on areas with plants. Prerequisite: Heal Plant. Base cost: 1. To be affected, the Duration: 10 hours. Item plants must be entirely within the area of effect. Base cost: 1⁄2 (minimum 2). Same Staff or wand. Energy cost to create: cost to maintain. 300. Time to cast: 5 minutes. Prerequisite: Plant Growth. Prerequisites: Sense Danger or four plant spells. Plant Vision Item Staff. Usable only by mages. Energy Item Regular cost to create: 500. Can be cast permanently on an See through vegetation to find area of plant growth. Energy cost to overgrown buildings, lurking ene- create: 100 per yard radius. mies, etc. Natural plant growth is Blossom transparent to the spell’s subject. Area Tangle Growth Magical plant growth, dead wood, Causes plants within the area of and wooden constructions are not. effect to bloom and bear fruit within Area This is also a Knowledge spell. the one-hour duration of the spell. To Causes grass or other ground plants within the area to grow and Duration: 30 seconds. be affected, the entire plant must be become obstacles (movement cut to Cost: 1 per 10 yards of range to cast within the area of effect. The plant 1⁄2 Move, -2 to dodge), or bushes and (100 yards maximum). Same cost to remains in this condition for 24 hours, low trees to grow into barriers that maintain. at the end of which it enters its fall must be removed to pass. Treat such a Prerequisite: Shape Plant. phase – leaves of deciduous trees will turn color, blossoms and fruit drop off, barrier as a 3” wooden slab (p. B558) Item etc. The spell may be limited to a sin- per yard of width. Anyone in the area Any. Energy cost to create: 300. gle plant, or a single type of plant, at when the spell is cast may move nor- the time of casting. mally on the next turn; only if they fail to leave will they be caught. Pollen Cloud Duration: 1 hour. Base cost: 2. Cannot be maintained. Duration: 1 minute. Area; Resisted by HT Base cost: 1 for grass, 2 for bushes A cloud of pollen fills the area; Time to cast: 5 minutes. Prerequisite: Plant Growth. and trees. Half that to maintain. anyone within it begins sneezing, Time to cast: 2 seconds. weeping, and coughing. All victims Prerequisite: Plant Growth.

162 PLANT SPELLS Item An area may be made permanently “tangled” at a cost of 20 per yard radius for grass, or 30 per yard radius of trees and bushes.

Purify Earth Area As listed under Earth Spells, p. 54.

Create Plant Area Brings forth vegetation where noth- ing grew before. Whether this vegeta- tion survives depends on the area. Duration: Permanent. Base cost: 4 for grasses; 8 for bush- es; 15 for trees. Time to cast: 1 second per energy point. Prerequisites: Magery 1 and Plant Growth. Item all Sense rolls, and the ability to detect Item Staff. Usable only by a mage. The the presence of invisible or magically Staff. Usable only by mages; the item must touch the area where the hidden creatures with a normal Sense item must touch the subject. Energy plants are to be created. Energy cost to roll. Works only in areas with thick cost to create: 700. create: 1,000. plant growth (jungles, forests, etc.); may work at half effect (with no chance to sense invisible or magically Wither Plant False Tracks hidden creatures) in sparser terrain. Area; Resisted by HT Regular; Resisted by Will Duration: Causes plants within the area to The subject leaves tracks that 1 minute. Cost: wither and die. The caster can choose appear to be those of some animal or 3 to cast. 2 to maintain. Prerequisites: to affect only one type of plant, or other being. Unwilling subjects resist Forest Warning and Hide Path. everything but one type of plant, if he with Will. A Quick Contest between a wishes. Any large plants or animated tracker’s Tracking skill and the caster’s Item vegetable foes should be assigned a Naturalist skill (or his skill with this Staff or figurine. Energy cost to cre- HT score with which to resist this spell spell, whichever is lower) determines ate: 500. – see Animate Plant. whether or not the tracker is fooled. Duration: Permanent. Duration: 1 minute. Rejuvenate Plant Base cost: 2. Cost: 2 to cast. 1 to maintain. Regular Time to cast: 10 seconds. Prerequisites: Shape Plant and Prerequisite: Blight. Shape Earth. Causes a dead, dying, or old plant to undergo a sudden burst of life. Item Item Tables (or longbows!) sprout leaves, Staff or wand of dead wood. Energy Footwear. The item must bear a an aging fruit tree bears fruit once cost to create: 200. picture of the animal or being whose more, etc. Whether the plant can sus- tracks it leaves. Energy cost to create: tain this new vitality depends on its 300. immediate surroundings. A rejuvenat- Walk Through Plants ed chair would die slowly unless its Regular legs could grow roots into nourishing Enables the subject to pass through Plant Sense soil, for example. grass, undergrowth, heavy forest or Regular; Resisted by Hide Path Duration: jungle without any hindrance from the The subject sees and hears minute Permanent. Cost: vegetation. He can travel as if the land details known by the plants around 3. Prerequisites: were open (normal movement rates); him – such as disturbances caused by Magery 1 and Plant Growth. plants move aside to let him pass and passing or hiding creatures. This gives then resume their previous position a +4 bonus to Tracking, a +2 bonus to behind him.

PLANT SPELLS 163 The spell makes tracking difficult, Item ground, while small ones (up to giving a penalty from -1 to -8, depend- Staff, wand, or jewelry. Energy cost bracelet or wand size) may remain ing on the thickness of the local vege- to create: 600 (will control any type of imbedded in your plant form. tation. If used against Tangle Growth, vegetable). The caster cannot move about, a Quick Contest of spells must take attack, etc., unless a plant with those place every second. abilities exists in the game world and Essential Wood he takes that form, or unless Animate Duration: 1 minute. Regular Plant is cast on his plant form. A wiz- Cost: 3 to cast. 1 to maintain. ard in plant shape may cast no spells Prerequisites: Hide Path and Shape Transforms any intact wood into unless he knows them so well that he Plant. the magical essence of wood. Essen- tial Wood is three times as strong as can cast them without speech or ges- Item regular wood, with three times the HP ture! He may hear normally but may Cloak of plant material. Energy cost and DR listed on p. B558, and three not see except to sense light and to create: 400. times the ability to support weight. It darkness. He may not speak. is difficult to ignite with regular Injuries taken in plant form carry flames (Highly Resistant, according to over proportionately. This means, for Walk Through Wood the chart on p. B433), but once lit instance, that an arrow wound to a tree Regular burns three times as long. It also is a pinprick to a man; some GM flexi- Enables the subject to pass burns hotter, adding an extra point of bility is required here! Time spent in through solid wood (dead or alive) as damage to each die (this will even plant form automatically counts as if it were air. It does not open a pas- increase the heat of Essential Flame!). “rest” unless the plant is under attack. sage so that others can follow, nor Manufactured objects made of However, he must roll against IQ every does it reveal what is on the other side wood can be turned into objects made hour that he stays in plant form. A ... The subject should hold his breath, of Essential Wood; living plants, how- failed roll temporarily reduces his IQ by as the spell does not supply any air! ever, may not be transformed. 1. If IQ drops to 5, he is trapped in plant Should the spell end before the form, with a plant’s IQ, until someone Duration: Permanent. subject regains the open air, he is else frees him with Remove Curse. Cost: 8. buried in wood. He is not automati- Time to cast: 30 seconds. Duration: 1 hour. cally harmed, but suffocates (p. B436) Prerequisites: Six Plant spells. Cost: 5 to cast. 2 to maintain. if he cannot escape. Prerequisites: Magery 1 and six Duration: 1 second. Item Plant spells. Staff. Usable only by mages. Cost to Cost: 3 to cast. 2 to maintain. create: 800 energy. Item Prerequisite: Walk Through Plants. Staff or wand. Energy cost to create: Item 1,200. Cloak of plant material. Energy cost Animate Plant to create: 500. Regular As Animation (p. 150), except only Plant Speech one living plant may be animated. An Regular Plant Control animated plant gains a HT score equal “Converse” with plants in a very Regular; Resisted by Will to twice the energy put into the spell. rudimentary fashion (semi-telepathi- Control the actions of one large Note that woody plants often have a cally; the mage must speak aloud). vegetable (any size) or a group of high DR and make frightening foes. The older the plant, the more detailed small ones, up to about 100 pounds A sapient (IQ 6 or higher) plant the information that can be gained. total – useful only if the plant can may not be animated. For instance, grass could only tell that move spontaneously to start with. it had been stepped on recently (about Duration: 1 minute. Concentration is required. This spell a day), while an ancient oak could Cost: 3 to cast. Half that to main- will not work on a sapient vegetable recall details of mounts, dress, aroma tain. Double cost if the plant is to pull (IQ 6 or higher). Note that this spell ... Sapient vegetables can hold much itself up and walk (Move 4) on its makes possible the use of Rider, Rider better conversations. roots! Within, Beast Possession, and similar Time to cast: 5 seconds. Duration: 1 minute. Each minute spells on vegetable creatures. Plant Prerequisites: Seven Plant spells. allows one question and answer. Control is Resisted by Animate Plant. Cost: 3 to cast. 2 to maintain. Duration: 1 minute. Prerequisites: Magery 1 and Plant Cost: 3 to cast. Half that to main- Plant Form Sense. Special tain. Item Prerequisite: Assume the form of any natural Plant Sense. Staff. Energy cost to create: 750 for plant or tree between 1⁄2 and five an item that will talk to one particular times your own size. Clothing vanish- species, 2,000 for one that will talk to es, to reappear when you regain your any plant. form; large possessions fall to the

164 PLANT SPELLS Cost: 5 to cast. 2 to maintain. Time to cast: 30 seconds. Plant Meta-Traits Prerequisites: Magery 2 and Plant Body of Wood: Your body is made of wood. Basic Speed-1 [-20]; Lifting Form. ST +5 [15]; Blunt Claws [3]; DR 2 (Semi-Ablative, -20%) [8]; Doesn’t Item Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance Staff or wand. Usable only by (Homogenous) [40]; Numb [-20]; and Affected by Plant spells [0]. 76 mages; the item must touch the points. subject. Energy cost to create: 3,000. Body of Slime: Your body is made of an organic slime like algae or slime mold. Amphibious [10]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Bad Smell Body of Wood [-10]; Disturbing Voice [-10]; Invertebrate [-20]; Affected by Plant spells Regular; Resisted by HT [0]. 60 points. Subject becomes an animated wooden statue, temporarily granting him the Body of Wood meta-trait (see box). Clothes (up to 6 pounds) also Rain of Nuts Arboreal Immurement become wood, but lose any magic Area Regular; Resisted by HT powers they might have had. He may Causes a rain of nuts to fall within Similar to Entombment, except still speak, cast spells, etc. the area, issuing from the nearby trees that a tree, instead of the earth, con- A subject under the effects of Body as if they were suddenly filled with fines the subject. The subject is of Wood may also merge into wooden crazed squirrels. The noisy torrent instantly swallowed by the nearest objects as if he had the Permeation plinks on helmets, stings bare skin, tree large enough to contain him. He (Wood) advantage (p. B75). and interferes with missile fire. Any remains in suspended animation (as characters in the area take a -1 penal- with the spell; see p. 94) in a tiny cylin- Duration: 1 minute. The spell ty to any tasks requiring concentra- drical chamber inside the tree, until expires if the subject loses tion or skill, including combat and rescued by chopping through the tree consciousness. spellcasting. There’s an additional vis- or the cancellation of the spell. Cost: 7 to cast. 3 to maintain. ibility penalty of -1 per 8 yards dis- A mage who casts Arboreal Time to cast: 5 seconds. tance, applied to missile attacks and Immurement on himself may elect to Prerequisites: Magery 2 and Plant Vision rolls. The caster may elect to stay awake, but this is unwise unless Form. exclude any in the area from the he can create air! Item effects of the spell, focusing the “ire” Modifiers: Apply the long-distance Staff, wand, or jewelry. Only affects of the wood on enemies. modifier (p. 14) for the distance from the wearer. Energy cost to create: 1,300. This spell may only be cast out- the subject to the nearest tree large doors, in a forest. It won’t work in the enough to hold him. dead of winter, or in very sparse woods. Body of Slime Depending on the species of trees, the Duration: Indefinite. Regular; Resisted by HT nuts may turn out to be edible. Cost: 8 to cast. 5 to reverse an The aquatic equivalent of Body of Human mages rarely use this spell Arboreal Immurement. Wood. The subject becomes an ani- (most feel it is beneath their dignity), Time to cast: 3 seconds. mated mass of green slime – algae, but sylvan species and nature spirits Prerequisites: Magery 2 and Walk pond scum, and other muck you use it to drive intruders from their Through Wood. might find in a swamp – temporarily woods. Item granting him the Body of Slime meta- trait (see box). Clothes (up to 6 Duration: 1 minute. Wand or staff. The item must be pounds) are also transformed, but lose Base cost: 1/10 to cast. Same cost to wooden, and works only with trees of any magic powers they might have maintain. For double cost, the caster that wood. Usable only by mages; the had. may double the effect of the spell (-2 item must touch the subject. Energy skill penalties and visibility -1 per 4 cost to create: 1,000. Duration: 1 minute. The spell yards), if the GM agrees that the expires if the subject loses woods are sufficiently dense and wild. consciousness. Prerequisites: Magery 1 and at least Plant Form Other (VH) Cost: 6 to cast. 2 to maintain. six Plant spells including Shape Plant. Special; Resisted by Will Time to cast: 5 seconds. Item As Plant Form, but usable on oth- Prerequisites: Magery 2, Plant Staff or wand. Usable only by ers. Only the caster or a Remove Curse Form, and Shape Water. mages. Energy cost to create: 500. spell can end the spell. IQ loss will soon transform the subject into a true Item vegetable! Staff, wand, or jewelry. Only affects the wearer. Energy cost to create: 1,300. Duration: 1 hour.

PLANT SPELLS 165 CHAPTER TWENTY-TWO PROTECTION AND WARNING SPELLS

Patrick’s eyes snapped open in the specialty for mages. It’s a particularly Detect Poison dark; the tingle of his makeshift ward accessible college; most of its spells buzzed in his mind. As silently as he have only a few prerequisites. Area; Information could, he rolled into the small gap he’d Besides, a wise mage is a mage with a Reveals the presence of toxins and made between his bed and the wall contingency plan. gives a +2 on any subsequent Poisons and dropped to the floor. There, under roll to identify the exact agent(s). The his bed, he tried to think small and caster may exclude any types of poi- quiet thoughts as three pairs of feet Sense Danger sons he wishes upon casting (to tiptoed ever closer. Information specifically search for nerve agents, “He’s not here,” Boz’s voice hissed Tells the caster if any immediate for instance, or to exclude “benign” softly. danger is nearby; can also detect a far- poisons like alcohol). Patrick couldn’t make out the whis- away danger if it threatens to come This is also a Healing spell. pered conversation between the three close and strike! Gives the nature of Base cost: 2. older boys, and nearly cried out in sur- any danger that is only a minute or so Time to cast: 2 seconds. prise when they began to beat his bed away; if there is a danger within five Prerequisite: Sense Danger or Test vigorously. Maybe they wanted to minutes, the spell produces forebod- Food. make sure he hadn’t placed a glamour ing but no details (except possibly on over himself before going to sleep. He a critical success). Item curled up, listening to the drumming Staff, wand, or jewelry. Energy cost Duration: above his head and trying not to think Instantaneous. to create: 250. Cost: about what would have happened if 3. Prerequisite: or he hadn’t learned how to place a ward Sense Foes the on his door before Boz decided to take advantage of Danger Sense. Magelock a dislike to him. Item Regular; Resists Lockmaster spell The College of Protection and Wand, staff, or jewelry. Energy cost Locks a door magically. The door Warning is a common second to create: 400. does not open unless the spell is removed (Counterspell and Lockmaster will both counter it) or the door itself is destroyed. Duration: 6 hours. Cost: 3 to cast. 2 to maintain. Time to cast: 4 seconds. Prerequisites: Magery 1. Item A golden key that must touch the door. Energy cost to create: 200.

Block Blocking An instantaneous version of the Shield spell – adds to the subject’s DB for a single defense roll. This spell is not cumulative with the effects of Shield – use the highest value.

166 PROTECTION AND WARNING SPELLS Cost: 1 per point of DB (maximum Base cost: 2 to cast. 2 to maintain. this spell does not allow a subject with- of 5). Prerequisite: Sense Danger. out a shield to block. Defense Bonus Prerequisite: Magery 1. granted by Shield is not cumulative Item with any granted by Block (p. 166). Can be cast on an area of floor or Hardiness ground, or on a rug. Energy cost to Duration: 1 minute. Blocking create: 100 per yard of radius. Cost: Twice the Defense Bonus given to the subject, to a maximum DB of 4 An instantaneous version of the (cost 8). Half that to maintain. Armor spell – adds to the Damage Sense Observation Prerequisite: Magery 2. Resistance of the subject for one Area attack. This spell is not cumulative Item Alerts the caster if someone or with Armor – only the stronger spell None with this spell – but the something spies or scries upon the sub- applies. Remember that only one armor enchantment called Deflect ject area, by means magical or other- Blocking spell may be cast in a turn. A (p. 67) can increase your Defense wise. A Quick Contest is rolled between mage cannot follow up a failed Iron Bonus by 1 to 5 points. Arm with a Hardiness spell, for the spy’s IQ or the effective skill of the instance. Information spell’s caster (Trace, Seeker, Crystal Ball, any of the “Sense” Armor Cost: 1 per point of DR (maximum spells . . .) and the effective skill of the Regular of 5). Sense Observation spell’s caster; if the Adds to the Damage Resistance of Prerequisite: Block. caster wins, he becomes aware that the a living subject. DR from this spell is subject area is being observed. A critical treated for all purposes like DR from success (on the Contest) might give the armor, and is cumulative with that Watchdog caster an idea of who or what is doing from actual armor. Area the scrying or spying. When cast around an area, this If the caster then tries to seek out Duration: 1 minute. spell warns the caster of anyone or the spy, the margin of success of the Cost: Twice the Damage Resistance anything crossing with hostile intent. Sense Observation contest can be given to the subject, to a maximum If the caster is asleep, he wakes added as a bonus to the Seeker roll, up DR of 5 (cost 10). Half that to main- instantly without being stunned. The to a maximum of +5 (effectively neu- tain. spell is not destroyed if triggered; it tralizing the -5 penalty for having noth- Prerequisite: Shield. lasts until its natural expiration. ing associated with the person sought). Another possible course of action is to Item Duration: 10 hours. Counterspell the scrying spell; distance None with this spell – but the armor Base cost: 1 to cast. 1 to maintain. penalties do not apply, but the -5 penal- enchantment called Fortify (p. 66) can Time to cast: 10 seconds. ty for absent subject does. increase the Damage Resistance of Prerequisite: Sense Danger. Sense Observation can also be cast your armor by 1 to 5 points. Item on a being; in that case, the caster can Can be cast on an area of floor or choose to have the spell alert the subject Turn Blade instead when eavesdropping is detected. ground, or on a rug. Energy cost to Blocking create: 200 per yard of radius. Duration: 1 hour. Makes an incoming blade turn in Base cost: 1 to cast. Half that to its wielder’s hand, inflicting only Protect Animal maintain. When cast on a being, the crushing damage instead of cutting. Area cost is 3. This also unreadies the weapon. Only Time to cast: 5 seconds. As listed under Animal Spells, p. 32. good against blade attacks – it is use- Prerequisite: Sense Danger or less against a spear, club, or the teeth Scryguard. and claws of an animal. This spell Nightingale Item does not count as an active defense Area (a) Wand, staff, or jewelry. Energy itself; it may be combined with a nor- mal Parry, Block, or Dodge. Makes a door or section of floor cost to create: 300. (b) Jewelry or If the caster is not the one being “noisy.” A door squeaks loudly when clothing. Always on. Only affects the attacked, apply regular range modifiers opened; a patch of ground becomes wearer. Energy cost to create: 1,500. between the caster and the attacker. full of snapping sticks when someone walks over it; a floor squeaks, etc. This Cost: 1. automatically alerts or awakes the Shield Prerequisite: Apportation or Spasm. caster if he is within hearing range, Regular and probably alerts others nearby as Conjures an invisible shield of mag- Item well (make an IQ roll if there is other ical force that moves to protect the sub- A bracelet or other piece of arm noise around). ject from frontal attacks. The Defense apparel. Energy cost to create: 300. Bonus granted by this spell is cumula- Duration: 10 hours. tive with that from an actual shield, but

PROTECTION AND WARNING SPELLS 167 Bladeturning a modifier depending on the nature of Reflect Gaze (VH) the missile caught. Considered a Parry Regular by the caster for combat purposes. Blocking; A continual version of Turn Blade – The missile is unready when caught. Resists gaze attacks all blades attacking the subject are To catch a missile spell, use Catch Resists one gaze attack (includes turned, doing only crushing damage Spell. Lightning Stare, Fascinate, and any and becoming unready. For each blad- power which requires eye contact) ed attack, roll a Quick Contest Missile Type Penalty about to hit the subject. If successful, between the wielder’s DX and the cast- Large thrown weapons +4 the gaze attack is reflected away from er’s effective skill to see which wins (axes, spears, etc.) the subject; a success by 10 or more, or out. Useful only against blade attacks, Thrown knives +2 a critical success, reflects the gaze back as per Turn Blade. Arrows 0 upon the attacker. If failed, the gaze Note that, unlike Turn Blade, the Blowgun darts, crossbow bolts -5 attack affects the subject normally. spell is cast on the one being attacked, Bullets, Impossible Considered a parry by the caster for not on the attacker. supersonic missiles combat purposes. Apply Regular range Duration: 1 minute. Cost: 2. modifiers if the caster is not the subject. Cost: 2. Same cost to maintain. Prerequisite: Deflect Missile. Cost: 2. Prerequisite: Shield or Turn Blade. Item Prerequisite: Mirror. Item Glove. Energy cost to create: 300. Item Wand, staff, jewelry, weapon, or Jewelry. Energy cost to create: 600; armor. Energy cost to create: 300. Reverse Missiles must include a tiny mirror. Regular Umbrella Turns any ranged attack (including Mystic Mist Regular Missile spells) back upon the attacker. Area As listed under Water Spells, p. 185. If the attacker’s “to hit” roll is success- Produces a dense, opalescent fog ful, he hits himself – if not, he sees the that confuses anyone entering it; figures missile fly back toward him and miss. more than 2 yards away cannot be seen Deflect Missile The game effect is as though the mis- except by Mage Sight. Those who were Blocking sile had bounced straight back from within it when it was cast are immune to As listed under Movement Spells, the spell’s subject to the attacker. its effects; they can sense it as a dim p. 143. Duration: 1 minute. shimmering, but it does not affect their Cost: 7 to cast. 3 to maintain. vision or confuse them. Others must roll Missile Shield Prerequisite: Missile Shield or vs. (IQ + Magic Resistance) every sec- Force Dome. ond, or use Mage Sight, to avoid losing Regular their way and walking in randomly cho- Turns any missiles harmlessly Item sen directions, unless they have a guide. aside by the tiniest fraction needed to Wand, staff, weapon, or armor. Absolute Direction avoids this problem. ensure they miss the subject; the game Energy cost to create: 600. A Fright Check is also required of effect is that the missile continues in a intruders first entering the mist, and straight line past the subject. Works again every 5 minutes. Anyone failing on all kinds of missiles – arrows, bul- Return Missile the first Fright Check will be very lets, falling rocks, missile spells, shrap- Blocking reluctant to enter! Dangerous animals nel, cream pies – everything. The GM Causes one missile (including simply avoid the mist, but suffer nor- should conceal the existence of the spells) about to hit the subject to turn mal effects if for some reason they spell from the caster’s foes as long as back upon the attacker. If the attacker’s must enter it. possible, saying they just missed! “to hit” was successful, he hits himself Those “native” to the mist have a – if not, he sees the missile fly back Duration: 1 minute. +1 to their defense rolls when attacked toward him and miss. Considered a Cost: 5 to cast. 2 to maintain. by interlopers, and interlopers have a Parry (by the caster) for combat pur- Prerequisite: Apportation or Shield. -1 to their own defense rolls against poses. Apply Regular range modifiers “natives.” Item if the caster is not the subject. This spell is an excellent defense for Wand, staff, weapon, or armor. Cost: 2. a party camping in dangerous territory. Energy cost to create: 400. Prerequisite: Catch Missile. The caster must cast Mystic Mist in an area centered on himself. The wider an Item area he can cover, the better! Catch Missile Jewelry, weapon, or shield. Energy Duration: 10 hours. Blocking cost to create: 400. Base cost: 1. Cost to maintain is the The caster catches one missile same. about to hit him. This spell is cast with

168 PROTECTION AND WARNING SPELLS Time to cast: 5 minutes. Resist Lightning Prerequisites: At least two spells Prerequisites: Magery 1 and either from each of the four elements. Watchdog or Shield. Regular As listed under Weather Spells, Item p. 196. Atmosphere Dome (a) Amulet that keeps wearer Area immune to the effects of Mystic Mist. Warmth Creates a shimmering dome that is Energy cost to create: 400. (b) It is selectively permeable to gases. It can rumored that there is an object that Regular either drive out specified gases, or creates a permanent Mystic Mist, con- As listed under Fire Spells, p. 74. draw them in. When the dome is cre- trollable in some way, but nothing ated, the caster defines a target atmos- more is known at present. Coolness pheric composition; when the target level for each component gas is Regular reached, the dome ceases acting on Shade As listed under Water Spells, p. 187. Regular that gas until conditions inside the dome change. The composition select- Provides shade for the subject. This Iron Arm ed by the caster specifies both propor- prevents sunburn and provides some tions and total pressure; this spell can relief from heat (reducing the effective Blocking thus be used either to change the temperature around the subject by Stop a blow with only composition of the air within 10˚F, if hot light is a significant source an arm. If the spell the dome or its pressure rel- of the heat). The effect is that of an succeeds, the arm ative to the surrounding invisible parasol. becomes harder area, or both. An This is also a Light and Darkness than iron, Atmosphere Dome can- spell. momentarily – not create gas where and automati- Duration: 1 hour. none exists; if there is cally parries the Cost: 1 to cast. Half that to main- no oxygen in a planet’s attacking tain. atmosphere, a dome weapon without Time to cast: 10 seconds. set to accumulate oxy- harm to the caster. Prerequisite: Continual Light or gen remains empty. If the spell fails, the Shield. This is also an Air spell. wizard is simply par- Item rying with his arm! This Duration: 6 hours. Staff or jewelry. Only affects the spell can parry no attack that a Base cost: 4 to cast. Half that to wearer. Energy cost to create: 100. sword could not parry, and is consid- maintain. ered a parry for purposes of combat. Prerequisites: Purify Air and Weather Dome. Resist Poison Cost: 1. Regular Prerequisites: Resist Pain and DX 11 or higher. Resist Pressure As listed under Healing Spells, p. 91. Item Regular A bracelet or other item worn on Protects the subject from the the arm. Energy cost to create: 600. effects of pressures higher or lower Resist Disease than his native pressure, providing the Regular equivalent of Pressure Support As listed under Healing Spells, Weather Dome (p. B77) or Vacuum Support (p. B96). p. 90. Area The caster must select that advantage Creates a shimmering dome that the spell grants and at what level at the repels bad weather of all types (up to time of casting. Resist Sound and including Windstorm spells, vol- This spell is most appropriate in Regular canic ash, and rains of frogs, as well as scientific-paradigm settings; if the As listed under Sound Spells, flying insects!). Floods, landslides, and space between the planets is filled p. 173. similar catastrophes destroy the with ordinary air and the bottom of dome. Inside the dome, the air the ocean is much like the bottom of a remains fresh and the temperature river, there’s not much use for this Resist Water remains comfortable for the caster. spell. Regular This is also a Weather spell. Resist Pressure does not enable the As listed under Water Spells, p. 186. subject to breathe in the environments Duration: 6 hours. it renders survivable; Breathe Water Base cost: 3 to cast. 2 to maintain. or Hold Breath may be useful in these situations.

PROTECTION AND WARNING SPELLS 169 Force Wall Regular Creates a shimmering barrier, which physical forces and missile spells cannot cross. Only light and non-Missile spells may pass. The Force Wall is four yards high. Higher walls are possible at a proportionate- ly increased energy cost (double for double height, etc). Duration: 10 minutes. Cost: 2 per yard length to cast. Same cost to maintain. Prerequisite: Force Dome. Item Duration: 1 minute. stunned and having spent all the ener- (a) Staff. Usable only by mages. Cost: Varies with the advantage gy for the attempt! Doubling the Energy cost to create: 300. (b) A Force conferred. energy cost increases the penalty to Wall may be made permanent at an -10; tripling it increases the penalty to energy cost of 100 times normal. Advantage Energy Cost -15! Pressure Support 1 2 to cast; This spell works against Teleport, 1 to maintain Utter Dome Timeport, Plane Shift, Timeslip, and Pressure Support 2 3 to cast; all their variations. Area 2 to maintain This is also a Gate spell. Protects against physical and magi- Pressure Support 3 5 to cast; cal attack; has the effect of a combina- 3 to maintain Duration: 1 hour. tion Force Dome and Pentagram. Vacuum Support 3 to cast; Base cost: 1⁄3 to cast (minimum 3- However, creatures cannot be sum- 2 to maintain yard radius). Same cost to maintain. moned within it, and there is no mark- Time to cast: 10 seconds. Prerequisite: Weather Dome. ing to erase. Can only be removed by Prerequisites: Watchdog and either Dispel Magic or Counterspell. Resists Item Spell Shield or Teleport. any attempt to look through with magic. Wand, staff, or jewelry. Energy cost Item Like Force Dome, an Utter Dome to create: 900. takes a full second to form once cast. Can be cost on an area of floor or ground, or on a rug or similar item. Duration: 1 minute. Resist Radiation Energy cost to create: 50 per yard Base cost: 6 to cast. 4 to maintain. Regular radius. Prerequisites: Magery 2, Force Dome, and Spell Shield. As listed under Technological Spells, p. 182. Force Dome Area Utter Wall Resist Acid As Weather Dome, but the Force Regular; Regular Dome repels any physical force or Resists intruding spells missile spell. Nothing can enter except As listed under Water Spells, p. 190. As Force Wall, but protects against light, and only enough light to see by physical and magical attack; has the (the interior is always in twilight). effect of a combination Force Wall Freedom Likewise, nothing can leave the Force and Spell Wall. Regular Dome except light – and not even that, if the caster wills it. However, magic, Duration: 1 minute. As listed under Movement Spells, and magical creatures and items, pass Cost: 4 per yard length to cast. p. 148. through the Force Dome as though it Same cost to maintain. did not exist. Prerequisites: Utter Dome and Spell Teleport Shield Once cast, a Force Dome takes a Wall. Area full second to form; anyone inside the Item Dome’s area at the time it is cast has (a) Staff. Usable only by mages. Any attempt to Teleport (or Blink) one turn to leave. into or out of the area of effect is at -5 Energy cost to create: 1,000. (b) An to skill. Failed attempts to teleport in Duration: 10 minutes. Utter Wall may be made permanent at have the normal effects. Failed Base cost: 3 to cast. 2 to maintain. an energy cost of 100 times normal. attempts to teleport out leave the Prerequisites: Magery 1, Weather caster where he started, physically Dome, and Apportation.

170 PROTECTION AND WARNING SPELLS CHAPTER TWENTY-THREE SOUND SPELLS

Some people find their talents makes any sound. It is the area that is Duration: 1 minute. early, and a toddler in green overalls affected and not the people in it; any- Cost: 5 to cast. 2 to maintain. seemed to be bent on making the most one moving out will be able to speak. Prerequisite: Keen Hearing or the of an aptitude for shrieking. His pierc- Note that an area of silence will Acute Hearing advantage. ing wails bored like a drill into Sheila’s prevent spoken spells from working! temples. Item Duration: 1 minute. “One sec, OK?” she said to her Staff, wand, or jewelry; only affects Base cost: 2 to cast. 1 to maintain. friends, and quickly rattled off a short the wearer. Energy cost to create: 400. Prerequisite: Sound. Bel Dampener. As she spoke the last syllable, the toddler’s scream stopped Item Thunderclap like a TV being turned off. His mouth An area can be permanently Regular kept working for a few seconds before silenced; the spell is on the floor or Produces a single loud sound like the absence of noise startled him out ground, and is broken if that area is an explosion or crash of thunder. The of the tantrum. torn up. Or a large rug can be enchant- “subject” is the spot the caster chooses Sheila sighed with satisfaction and ed for a portable silent area. Energy cost as the spell’s center. Outdoors, anyone settled back into her seat. to create: 80 per yard radius, but only within 3 yards of this place must make one spell is required for the whole area. For any spell that produces sound, a HT roll or be deafened; anyone deaf- the “subject” is the spot from which ened may roll vs. HT every hour to the sound comes. Sound Vision recover. In an enclosed area – less than Regular 10 yards in any dimension – increase this distance to 6 yards! The caster The subject sees by sound, like a bat Sound makes his roll at HT+2. Regular or dolphin, as if he had the Scanning Produces any sort of meaningless Sense (Sonar) advantage (p. B81). The Cost: 2. sound the caster wishes – the drone of Silence and Wall of Silence spells are Prerequisite: Sound. equivalent to Darkness to the subject, an insect, the distant babble of voices, Item the clatter of something falling, or while someone using Hush or Mage- Stealth will be effectively invisible to Gloves, staff, wand, or jewelry. anything similar. The spell cannot Energy cost to create: 300. produce loud noise. It requires no Sound Vision. The subject may still see concentration once the spell is cast. with his normal vision, if he wants to and there is light to do so. Duration and cost: 1 to create 5 sec- onds of sound; 2 to create a sound that lasts for a full minute; 1 per minute to maintain. Item Any. Continually produces the specified sound (though Link is often used to turn it on and off). Energy cost to create: 50.

Keen Hearing As listed under Mind Control Spells, p. 133.

Silence Area Creates an area of quiet. No one within this area can hear anything, and nothing that happens in this area

SOUND SPELLS 171 Voices Item Duration: 1 minute. Cost: 3 to cast. 1 to maintain. Regular (a) Clothing or jewelry; only affects the wearer. Always on. Energy cost to Prerequisite: Voices. Produces a meaningful sound – create: 400. (b) Staff or wand. Usable voices, music, etc. – of normal speak- only by mages; the item must touch the ing volume. Requires constant subject. Energy cost to create: 1,000. concentration on the part of the caster. Wall of Silence Duration: 1 minute. Area Cost: 3 to cast. 2 to maintain. Imitate Voice Surrounds the affected area with a Prerequisite: Sound. Regular; Resisted by HT wall that sounds will not pass. Those Alters the subject’s voice to precise- within it cannot hear outside sounds, Item ly imitate that of a single other being or be heard by those outside. Casting Any. The item repeats a single say- known to the caster (including special of spoken spells is unaffected. ing over and over (unless limited with inflections and accent). Recreating a Duration: 1 minute. Link). Energy cost to create: 20 per familiar voice from memory is a -2 Base cost: 2 to cast. 1 to maintain. word. penalty to skill, -3 or worse if the Prerequisite: Silence. caster has only heard the voice a few Garble times or a long time ago (Eidetic or Item Photographic Memory is helpful here). As for Silence, but the cost is 100 Regular; Resisted by Will To determine whether someone famil- per yard radius. The subject (a living being) can no iar with the imitated being’s voice is longer make meaningful sounds; it fooled or not, roll a Quick Contest comes out completely garbled. This between the spell and the listener’s IQ spell could make an opposing wizard when he first hears it. Hush powerless! Regular; Resisted by Will Modifiers: +2 for close acquaintanc- The subject (an object or living Duration: 1 minute. es of the imitated being; -2 for listeners being) can make no sounds, either Cost: 4 to cast. 2 to maintain. who are not expecting trickery or accidentally or on purpose. Add 3 to Prerequisite: Voices. aren’t paying close attention. the subject’s Stealth skill whenever a roll is necessary, or subtract 5 from the Hearing roll of anyone listening for the subject. This spell can silence an opposing wizard in battle! Duration: 10 seconds if subject attempted to resist, 1 minute other- wise. Cost: 2 to cast. 1 to maintain. Time to cast: 2 seconds. Prerequisite: Silence. Item Clothing or jewelry; only affects the wearer. Energy cost to create: 200.

Mage-Stealth Regular The subject can move quietly, breathe without sound, etc., but can still talk when necessary. Other benefits are as for Hush. Duration: 1 minute. Cost: 3 to cast. 2 to maintain. Time to cast: 3 seconds. Prerequisite: Hush. Item Clothing or jewelry; only affects the wearer. Energy cost to create: 500.

172 SOUND SPELLS Great Voice regardless of other noise, but nobody person may roll vs. HT minus the else hears it. A Detect Magic spell cast energy cost of the spell to recover. Regular in the area reveals that it contains a Duration: 1 second. The subject can be heard clearly and delayed message, but only a critical Cost: 1 to 4 to cast. Same cost to distinctly by everyone he can see, even success reveals more. A critical success maintain. Range in yards is equal to at a great distance. The subject can reveals one of the following (roll ran- energy cost. choose to be heard by only a few chosen domly): the sender, the intended recip- Prerequisite: Great Voice. targets if he specifies before speaking ient, or the words (not any hidden (those within ordinary earshot will hear meanings) of the message. Item him whether he wants it or not, of This does not count as a “continu- Staff, wand, or jewelry. Usable only course). Note that, for instance, one ing spell” – the mage casts it and by a mage. Energy cost to create: 400. could not cut off the subject’s voice by forgets about it. ducking behind a rock. This spell is widely used by ship captains, military Duration: Until the specified per- Concussion son arrives. commanders, and public speakers. The Missile sound may become irritatingly loud if Cost: 3 per simple sentence – one As listed under Air Spells, p. 26. the original voice is loud, but will not idea per sentence. Cannot be main- deafen or cause harm. tained. Time to cast: 4 seconds. Converse Duration: 1 minute. Prerequisites: Magery 1, Voices, and Cost: 3 to cast. 1 to maintain. Sense Life. Regular Time to cast: 2 seconds. Allows the caster and his subject to Prerequisites: Voices and converse quietly without fear of eaves- Thunderclap. Resist Sound dropping, even in a noisy environment Regular (such as a raucous party). Each one Item will hear the words of the other clear- Staff, wand, helm, or jewelry; only The subject (person, creature or object), and anything he carries, ly regardless of the surrounding din. affects the wearer. Energy cost to Other beings within earshot will hear create: 200. becomes immune to the effects of sound: Thunderclaps won’t deafen a meaningless buzz of conversation. him, sonic weapons won’t harm him, Converse resists spells that block Noise Sound Jet won’t stun him, and so on. sound such as Silence or Noise. Area Noise may still distract, however. Very Duration: As long as eye contact is Fills an area with meaningless, popular at high TLs. maintained. continuous, very loud noise. No one This is also a Protection and Cost: 2. within this area can have a conversa- Warning spell. Prerequisites: Magery 1, Garble, tion or hear other sounds. Use of any Duration: 1 minute. and Silence. IQ-based skill is either distracted Cost: 2 to cast. 1 to maintain. Item (spells, for example), or at -3 (or both! Prerequisites: At least four Sound Any. Usable only by mages. Energy GM’s choice). A Wall of Silence sur- spells. cost to create: 150. rounds the affected area. Resists (and is Resisted by) Silence. Item (a) Any. Only affects the wearer. Far-Hearing Duration: 5 seconds. Energy cost to create: 800. (b) Wand, Base cost: 4 to cast. 2 to maintain. staff, or jewelry. Energy cost to create: Information Prerequisite: Wall of Silence. 1,200. The caster can hear any conversa- tion that he can see, even at a great Item distance, or hear through solid objects An area can be permanently made Sound Jet totaling no more than six feet of thick- noisy; the spell is on the floor or ness. He automatically makes all ground, and is broken if the area is torn Regular Shoot a thin beam of very shrill Hearing rolls. up. Or a large rug could be enchanted This is also a Knowledge spell. for a portable noisy area. Energy cost to sound from a fingertip. Each turn, the create: 100 per yard radius, but only one caster rolls versus Innate Attack or Duration: 1 minute. spell is required for the whole area. DX-4 to hit. This attack may be Cost: 4 to cast. 2 to maintain. dodged or blocked, but not parried. Time to cast: 3 seconds. The spell does no actual damage, but Prerequisite: Magery 1 and four Delayed Message anyone hit by the jet must roll versus other Sound spells. May not have Area their HT minus the energy cost of the Deafness or Hard of Hearing;. spell or be stunned (see Effects of Stun, Creates an oral message, which can Item be delayed to go off until a certain per- p. B420). DR gives a +1 bonus to the Clothing or jewelry. Only affects son, specified at casting, arrives in the target’s effective HT for every five the wearer. Energy cost to create: 400. area. The recipient hears it clearly, points of DR. Every turn, a stunned

SOUND SPELLS 173 Scribe Item Prerequisites: Voices and Emotion Control. Regular A pen may be permanently animat- ed at an energy cost of 350. The caster Animates a pen, which writes down Item can command it to change which whatever the caster dictates for the (a) Staff or wand. Usable only by source it is “attuned to” at will. duration of the spell. If the caster fails mages; the item must touch the by only 1 or 2 points, the pen is still ani- subject. Energy cost to create: 200. (b) mated, but the transcription is not per- Message Jewelry; must bear a picture of a fectly accurate! Therefore, the caster Regular; Resisted by nightingale. Always on, only affects should always double-check his work. spells that block sound the wearer. Energy cost to create: 600. At higher TLs, this spell may also be Send a spoken message to a sub- used with typewriters, computer key- ject. Use the long-distance modifiers boards, and other transcription devices. Echoes of the Past (p. 14). If the caster doesn’t know the Regular subject, he is at -2. If he doesn’t know Duration: 1 minute. As listed under Knowledge Spells, the subject’s whereabouts, he is also at Cost: 3 to cast. 1 to maintain. p. 107. Prerequisites: Voices, Dancing -5 (a successful Seeker spell will elim- Object, and must have Accented or inate this). These penalties may be better written comprehension in at cumulative. A successful Trace gives a Wizard Ear least one language. +5 bonus. Regular The subject hears the message Creates a replica of the caster’s Item clearly and distinctly whatever his physical ear, through which he can A pen may be permanently animat- sonic surroundings, but nobody else hear. The ear may move about without ed at an energy cost of 250. For an addi- hears it. Silence, Wall of Silence, and bumping into things (as if it had tional 100 points of energy (which may Noise will resist the incoming message. Sound Vision), though it cannot “see” be a separate enchantment) the caster This is also a Communication and more than the general size and shape may attune it to someone else’s words. Empathy spell. of halls and rooms. This spell may be Duration: The message travels to cast on an already existing Wizard Eye the subject at 50 mph. This speed dou- (regular or invisible); this does not bles when the casting cost is doubled. change its shape, but allows it to hear Cost: 1 per 15 seconds of message conversation and other sounds. duration. Duration: 1 minute. Time to cast: Equal to the message’s Cost: 4 to cast. 3 to maintain. duration, as spoken by the caster. Time to cast: 2 seconds. Prerequisites: Great Voice and Prerequisites: Apportation, Far- Seeker. Hearing, and Sound Vision. Item A conch one speaks into while con- Item Any painting or sculpture depicting centrating on a mental picture of the Musical Scribe a human ear may be turned into an subject and his surroundings. Energy Regular immobile Wizard Ear, through which cost to create: 1,000. Animates a pen, which records in the holder of an ear-shaped amulet, musical notation any tune that the enchanted at the same time, may hear caster hums, sings, or plays on an Wizard Mouth regardless of distance. Each such Ear instrument. The caster may also Regular links only to one amulet, and vice attune the pen to the sounds created As listed under Knowledge Spells, versa. Energy cost to cast: 450. by another person (or by a radio, etc.), p. 104. instead of himself. The pen records only the music; if lyrics are to be Invisible Wizard Ear recorded simultaneously, a second Alter Voice Regular pen with Scribe cast on it can follow Regular; Resisted by HT Creates a Wizard Ear that cannot along and do so! As listed under Body Control Spells, be seen without the See Invisible spell. Anyone who guesses where it is may Duration: 1 minute. p. 41. still attack, but the cumulative modi- Cost: 3 to cast. 1 to maintain. fiers from invisibility and its small size Increase cost by 1 (both casting and Silver Tongue make it nigh impossible to hit. maintenance) if the paper supplied is Regular not properly ruled for musical Grants the subject the Voice advan- Duration: 1 minute. notation (the pen has to work harder tage (p. B97). The spell has no effect on Cost: 5 to cast. 3 to maintain. supplying the lines as well as the beings that already have the advantage. Time to cast: 4 seconds. notes!) Prerequisites: Wizard Ear and Prerequisite: Scribe. Duration: 1 minute. Invisibility. Cost: 3 to cast. 2 to maintain.

174 SOUND SPELLS CHAPTER TWENTY-FOUR TECHNOLOGICAL SPELLS

“My cell phone coexist, spells that manipulate and does that.” support the tools and features of the “Well, yeah, but mechanized world must logically this doesn’t have arise. any mana chips in Unlike other spells, many Tech it or anything. It’s spells are technological skills (p. B168) all spells and ana- and must be learned at a particular log enchantments.” TL. When a mage is expert with magic “Oh. So?” designed to interact with TL10 tech- “I dunno. I nology, he is at a penalty when trying guess that used to to power a TL11 blaster or trying to be a big deal.” drain the energy from a TL7 flashlight “Whatever.” battery. These penalties also affect prereq- Traditionally, uisites. To use a Tech spell as a prereq- most magical uisite, you must have it at the level settings are TL4 or associated with spending one charac- below – pre-indus- ter point on the spell. Thus, a mage trial. Introducing trying to learn Reveal Function/TL9 magic to a post- must either know Seek Machine/TL9 industrial setting, at IQ-2, Seek Machine/TL10 at IQ-1 however, can create (to compensate for the -1 penalty), or fascinating new Seek Machine/TL8 at IQ+3 (to developments for play- “So what is it?” compensate for the -5 penalty). “My parents say it’s really old. It ers and GMs to explore. In a setting detects magic and stuff like that.” where high technology and magic MACHINE SPELLS For the purpose of these rules, a Machine spells are intended for use Seek Machine/TL machine is a tool that in some way on machines without sapience or free uses, stores, or transforms power in will; as a rule, they should not affect Information order to do its job. Thus, a hand drill any being that would ordinarily be Identifies the direction and approx- doesn’t qualify, but an electric drill built as a character. They should affect imate distance of the nearest machin- does. A spring-powered pocketwatch most machines with IQ 5 or less, and ery of any sort. The caster can also is a machine, while a sundial is not. some machines with the Automaton specify that he is looking for a specific The GM has final say regarding any meta-trait. AIs and other sapient sort of device; lasers, computers, light gray area. machines should be controlled with sources, etc. Any known examples of In some cases, it may be important Communication and Empathy or technology may be excluded if the to assign an attribute to a machine for Mind Control spells (though the GM mage specifies them before casting. purposes of determining spell resist- may wish to assess a -4 penalty for Use long-distance modifiers (p. 14). ance. For most purposes, the controlling an “alien” mind). At the Cost: 3. machine’s HT is appropriate for this GM’s discretion, the more physical Time to cast: 10 seconds. purpose; most machines have HT 10, Machine spells, like Glitch or unless specified otherwise. Malfunction, may work on sapient Item machines. Staff, wand, or jewelry. Energy cost to create: 100.

TECHNOLOGICAL SPELLS 175 Reveal Function/TL If something else has control (an AI Once the machine reaches the cast- in a vehicle or a human operator at the er, it stays nearby, without attacking, Information; Resisted by driver’s seat, for instance), then he/it until the spell ends. The spell is broken spells to conceal magic may dispute control of the machine if the caster or one of his companions Reveals the functions of the subject every second with a Quick Contest of attacks the machine. machine. If the subject has more than the caster’s effective skill vs. the opera- Duration: 1 minute. one function, the spell reveals them in tor’s skill (or Will+TL for cybernetic Cost: 4 to cast. 2 to maintain. order of complexity (simplest first), and control). Time to cast: 4 seconds. tells the caster “there are more func- A mage who knows this spell may Prerequisite: Machine Control. tions.” Later castings will reveal the use the Rider or Rider Within spells on remaining functions, one per casting. machines; note, however, that a Item The spell can also be used to reveal machine’s sensory apparatus may not Staff, wand, or jewelry. Energy cost how to activate known functions (i.e., be readily intelligible to a human being! to create: 500 for an item that sum- which button to press); the caster gets mons one particular machine type, one try, at -5! If successful, the caster Duration: 1 minute. Cost: 6 to cast. 3 to maintain. 1,000 for an item that can summon can then use the machine with the any machine. appropriate skill (or IQ-6) at a penalty Prerequisites: Reveal Function, of only -1 for unfamiliarity. Locksmith, and Lightning. Machine Speech/TL Cost: 8. Item Time to cast: 10 minutes. Staff, wand, headgear, or jewelry. Regular Prerequisite: Seek Machine. Energy cost to create: 1,000 for an item Communicate with any machine that controls a specific type of (of any IQ) in the machine’s own “lan- Item machine, 2,000 for one that will guage.” Unless the language is Staff, wand, or jewelry. Energy cost control any machine. sound-borne, the subject has to main- to create: 1,500. tain physical contact with the Machine machine’s interface port or antenna. Machine Control/TL The amount of information Summoning/TL exchanged depends on the machine’s Regular Regular intelligence; no machine below IQ 3 Control the actions of one machine Call one machine of a named type will be likely to know much of interest. (anything under IQ 6, of any size) or a (anything under IQ 6). Range does not Each minute of the spell allows one swarm of small ones, up to about 1,000 matter for this spell. If the spell is suc- question and answer. machines or 100 pounds total. The cast- cessfully cast, the caster knows the This is also a Communication and er must be aware of the machine’s func- location of the closest machine of the Empathy spell. tions to control it. The spell does not type and how long it will take for that supply the skill to use the machine – the Duration: 1 minute. machine to come to him. It moves caster must use his own skill at Gunner, Cost: 5 to cast. 3 to maintain. towards the caster as fast as it can, Computer Operation, Driving, and so Prerequisite: Machine Summoning. until the spell ends or the machine on. Concentration is required. reaches the immediate vicinity of the Item The spell acts through the caster. Staff, wand, or jewelry. Energy cost machine’s triggers and controls, Of course, the machine may not be to create: 1,200 for an item that talks to mechanical or electrical. A mage very good at finding its way, or it may one particular machine type, 5,000 for could use the spell to make a camera run out of fuel or power, etc. For an item that can talk to any machine. snap a picture, a robot strangle its evil example, a TL7 refrigerator would be creator, or a gun discharge all of its unable to move at all. A TL7 car would ammunition. He could not aim the Glitch/TL proceed in a straight line at top speed, object, or move it, unless it was self- unaware of (and thus unable to avoid) Regular; Resisted by HT aiming or self-propelled (at least with- obstacles such as pedestrians, ditches, The machine equivalent of Spasm out adding an Apportation spell). lampposts . . . (p. 35). This spell causes something to

176 TECHNOLOGICAL SPELLS go wrong for a moment with the sub- The schematic can either represent Cost: 30 if the final mass will be ject machine. It may drop whatever it the current state of the object (show- 500 pounds or less; the object’s current was holding, eject a part, miss a cog in ing any internal damage, alterations, state of repair is not a factor. Add 1 to its drive train, or garble a data packet. and wear), or the ideal state of the cost for every additional 500 pounds Ingenious casters will find all sorts of object, at the caster’s discretion. Both or fraction of final mass. uses. The game effects can be any- can be useful. The latter use even gives Time to cast: 1 second per point of thing from a trivial annoyance (if cast plans for an object based only on a energy required. on a flashlight, for instance), to poten- tiny fraction of it (at least 5% of the Prerequisites: Magery 3, Repair, tially deadly (if cast on an automedic machine’s total mass needs to be pres- Create Object, and at least three spells in the middle of laser surgery). ent). This could be used to form a of each element. Schematic is complete picture from a fragmented required to cast the spell on machines. Duration: An instant. Precursor device, for instance . . . In Cost: 3. Cannot be maintained. either case, the cost to cast the spell is Prerequisite: Machine Control. based on the mass of the intact Animate Machine/TL Item machine. (VH) Staff or wand. Usable only by The schematic image, even when Regular; Resisted by Will mages; the item must touch the maintained by the mage, does not Summons a spirit to animate a subject. Energy cost to create: 300. count as a spell “on” for penalty machine the mage is touching. purposes. Characters with the Machine meta- This is also a Knowledge spell. Malfunction/TL trait (p. B263) can be affected by this Duration: 1 minute. spell, though intelligent machines do Melee; Resisted by HT Cost: 5 for a one-ton or smaller get a chance to resist. The mechanical equivalent of Total object; add 1 energy to the cost for The summoned spirit controls the Paralysis. The subject machine simply each additional ton or fraction. Half animated machine just as if it were ceases to function for the duration of that to maintain. being operated in the normal fashion. the spell (an airplane falls, a sensor is Time to cast: 5 seconds. It also controls all the mechanical or “blind,” and so on). The caster must Prerequisites: Reveal Function and electronic accessories (including touch the subject. History. weapons) built into the machine. The spirit has DX 10 and IQ 9 with Duration: 1 minute. Item Cost: 5. Cannot be maintained; the Automaton and Spirit meta-traits Blueprint or headgear. Usable only (p. B263). It obeys the orders of the must be recast. by mages; the item must touch the Prerequisites: Magery 2 and Glitch. caster or anyone the latter designates subject. Energy cost to create: 200. – but the spirit takes all orders literal- Item ly! “Drop me off” is a particularly Staff or wand. Usable only by Rebuild/TL (VH) unfortunate command to give to an mages; the item must touch the animated helicopter. In such cases, subject. Energy cost to create: 2,000. Regular roll against the spirit’s IQ to see if it This spell is an improved version of uses the colloquial or literal meaning Repair. It totally rebuilds any object, of the phrase. Schematic/TL (VH) from even a fragment. The caster must On a critical failure during casting, Information first successfully cast Schematic on a demon enters the machine. It then Creates detailed technical “blue- the subject, and, while the schematic attempts to kill its summoner and any- prints” of the machine subject in the is still in mind, begin casting Rebuild. one else it can reach. The caster can- caster’s mind. The caster can browse Schematic is unnecessary for simpler not dispel the demon animating the through the mental schematic at his objects. With enough power, you machine – it uses its own 15 FP to leisure or the same rate that he could could rebuild a starship from a scrap keep the spell going! In other respects, examine actual hardcopy plans for the of bulkhead! the demon is similar to the spirits machine. However, this spell grants no The object re-forms at a rate of 500 ordinarily summoned. appropriate skills; to interpret, for pounds of missing mass per second, Duration: One minute. instance, a schematic of a starship’s beginning after the casting is complet- Cost: 8 for a machine of up to one fusion power plant, the caster would ed. Thus, it would take a 30-ton tank ton in mass, 9 for two tons or less, 10 need some skill in Engineering two minutes to completely rebuild for four tons, 11 for eight tons, 12 for (Fusion). To make any use of a itself. Exotic materials may inflict a 16 tons, and so on, with each extra schematic of a weapon, either skill penalty or slow the rebuilding point of energy doubling the capable Armoury or some sort of weapons process. mass of the spell. Half that to Engineering would be required. The On objects simpler than machines, maintain. duration is the length of time that the ignore the TL modifiers. Magic items Time to cast: One second per energy image stays with any useful clarity in cannot be rebuilt. point. the caster’s mind. The caster must This is also a Making and Breaking Prerequisites: Machine Control and touch the subject during the casting. spell. either Animation or Animate Object. Duration: Permanent.

TECHNOLOGICAL SPELLS 177 Awaken Computer/TL (VH) Any sufficiently advanced technology is Regular indistinguishable from magic. Similar to Awaken Craft Spirit, this spell awakens a computer’s spirit, – Arthur C. Clarke granting it awareness and sapience. If the computer is already inhabited by a sapient program, that program may resist this spell; if it fails to resist, it is Machine Possession/TL other loses its enchantment. Energy rendered unconscious for the duration cost to create: 1,500 (for the pair). Each of the spell. Regular; Resisted by Will of the pair must include a synthetic The spirit awakened by the spell Like Animate Machine, except that gemstone worth $200. has IQ equal to the computer’s it is the caster’s own spirit which ani- Complexity + 5. It has complete access mates the machine. The machine to all its host computer’s databases must have IQ 5 or less. Permanent Machine and peripherals, though it cannot read The caster animates the subject Possession/TL (VH) encrypted information in its host’s just as if he was at its controls. He has Regular; Resisted by Will databases. It can access networked full access to the machine’s memories computers like any other being using Like Machine Possession – but the and abilities; he may use all its skills its host computer; it has Computer caster remains in the subject machine and abilities as though they were his Operation and Computer Pro- until he chooses to leave or is exor- own. He may use his own mental abil- gramming at its IQ. It obeys the cised by an appropriate spell (Dispel ities, but not his physical ones (so caster’s orders faithfully, but otherwise Possession, Remove Curse, spells cannot be cast unless they are has free will (also, true to its nature, a Counterspell, etc). The caster’s body known so well that they require no computer spirit can be infuriatingly remains in suspended animation speech or gesture). literal-minded). (p. 94) while the spell lasts. If the cast- The spell allows the caster to keep Computer spirits often have quirky er’s body dies, the spell is broken. his own sensory apparatus in addition personalities all their own. They Whenever the subject machine takes to the machine’s; otherwise, he would remember what happens each time damage, the caster must roll on his be severely handicapped, since they are awakened; the time in own body’s HT or take the same dam- machines of TL6 or less are basically between awakenings is one of age. If the subject machine “dies,” the blind and deaf. slumber, not nonexistence. caster must roll vs. HT or die also! The caster’s own body lies uncon- If a critical failure is rolled the first In addition, the caster must roll scious during the spell and should be time a given computer is awakened, its against his Will every day; a failed roll safeguarded. spirit is malicious and evil, and seeks means that he loses one point of IQ. to do harm to the caster and anyone Duration: 1 minute. The caster does not need to roll any else it can hurt. It has Computer Cost: 6 to cast. 2 to maintain. more once he reaches the machine’s Hacking at a level equal to its host’s Time to cast: 30 seconds. normal IQ or Will range. The lost Complexity; if nothing else, it erases Prerequisites: Machine Control and attribute is regained when the spell is important data just because it can. either Rider Within or Soul Rider. ended. Should the caster’s IQ drop to Item 5, only Remove Curse or Dispel Duration: 1 hour. Possession will end the spell. An pair of identical pieces of jewel- Cost: 8 to cast. 2 to maintain. Time to cast: 10 seconds. ry, one of silver, one of gold. The caster Duration: Indefinite (could be per- Prerequisites: Animation and wears the gold one, the machine bears manent). Wisdom. the silver one. The spell may then be Cost: 30. cast at any time, regardless of distance. Time to cast: 5 minutes. Item If a Powerstone is included, it is in the Prerequisites: Magery 3 and A computer may be permanently gold one. If either item is broken, the Machine Possession. awakened for 100 times casting cost. ENERGY SPELLS For the purpose of these rules, power. “Fuel,” by contrast, means any TL, use the TL most favorable to the “power” means any energy used by a substance that is consumed to provide caster when making calculations. machine to do its job. At TL8, this gen- power. Fuel takes many forms, from Many of the spells below require erally means electricity. Earlier TLs wood to coal to antimatter. The TL of a conversions between standard power might use mechanical power from a fuel or power source is determined by sources and GURPS spell energy. The waterwheel or steam engine; later TLs the TLs at which people use it to operate default assumption is that one kilo- might use exotic forms of beamed machines. If a fuel has more than one watt-hour (kWh) is equal to 10 energy;

178 TECHNOLOGICAL SPELLS thus, 360 kilowatts (kW) is equal to 1 purpose. The spell reveals nothing Other Energy spells such as Steal energy/second, and 360 kilowatt-sec- about the substance’s chemistry or Power or Draw Power cannot tap onds (kWs) or kilojoules (kJ) is equal stored energy, but it detects impuri- magically created fuel or a machine to 1 energy. Some settings may have ties, decay, and foreign objects that using created fuel for energy. different assumptions, however; might interfere with normal use. It Duration: Permanent. energy spells can become extremely does not check fuel for magic. Cost: 1 per TL per pound; a TL5 fuel, powerful in settings with antimatter Cost: 1 to test a single pound or gal- therefore, costs 5 energy per pound to reactors, and the GM may want to lon of fuel; 3 to check all the fuel in a create. Minimum cost 1 per pound. change the conversion rate to com- 1-yard radius. Time to cast: 30 seconds. pensate. Prerequisites: Seek Fuel and any Item two transmutation spells. Staff, wand, or jewelry. Energy cost Seek Power/TL to create: 100. Item Information (a) Wand, staff, or jewelry; usable Identifies the direction and approx- only by a mage. The item must touch imate distance of the nearest signifi- Preserve Fuel/TL the material to be turned into fuel. cant source of power. Use the long- Regular Energy cost to create: 400. (b) A pot or distance modifiers (p. 14). Any partic- Prevents fuel from spoiling, decay- container that will change the contents ular types or known sources of power ing, or otherwise becoming unusable. into solid fuel. Energy cost to create: may be excluded if the caster specifi- Wood does not rot, gasoline does not 100 per pound of the daily capacity of cally mentions them before beginning. evaporate – even the radioactive decay the container. Power sources that are not current- of nuclear fuels is suppressed! ly being drawn from (a battery not connected to a circuit, for example) Duration: 1 week. Essential Fuel/TL are harder to locate than power Cost: 4 per pound of fuel. Half that Regular to maintain. sources in use; double the long- Turns any regular fuel into the Prerequisite: Test Fuel. distance penalty. magical essence of fuel. Essential Fuel Cost: 3. Item burns 10 times as long as regular fuel, Time to cast: 10 seconds. (a) Staff, wand, or jewelry. Energy with one-third the usual pollution cost to create: 400. (b) Chest or con- (smoke, radiation, etc.). Vehicles run- Item tainer; always on; the contents of the ning on Essential Fuel have 10 times A wand that will point in the direc- chest are preserved indefinitely. the Range; in a secret-magic setting, tion sought after and glow in propor- Energy cost to create: 40 for every this spell may give rise to urban leg- tion to the importance of the source pound of fuel to be held (round up). ends about 200-mpg carburetors. detected. Energy cost to create: 60. The increased potency of Essential Fuel only applies when the Fuel is Purify Fuel/TL used in a machine; hay treated with Seek Fuel/TL Regular Essential Fuel does nothing if fed to a Information Removes foreign objects and impu- mule. Identifies the direction and approx- rities from a fuel, rendering it fit to Other Energy spells such as Steal imate distance of the nearest use. If the fuel has been completely Power or Draw Power cannot tap significant source of fuel. Use the corrupted by the impurities, the spell Essential Fuel or a machine using long-distance modifiers (p. 14). Any will remove them . . . leaving nothing! Essential Fuel for energy. particular types or known sources of Duration: Permanent. fuel may be excluded if the caster Cost: 1/2 per pound of material to Cost: 1 per pound specifically mentions them before be purified (minimum cost of 1). Time to cast: 10 seconds. beginning. Prerequisite: Purify Water or Decay. Prerequisites: Any six Energy spells. Cost: 3. Item Time to cast: 10 seconds. Staff, wand, or jewelry. The item must touch the subject fuel. Energy Stop Power Item cost to create: 200. Area A thin graduated metal stick, which Stops the flow of power in the area, will point in the direction sought after Create Fuel/TL causing all powered devices to cease to and give an indication of the amount function. This may or may not cause detected. Energy cost to create: 60. Regular permanent damage to the devices, Turns any natural substance into depending on their design. Barring Test Fuel/TL the primary solid or liquid fuel for the this, any affected device works spell’s TL. At TL5, this will turn rocks normally when it leaves the area. Information into coal; at TL7, it would turn rocks Identifies if a substance can be into uranium. Duration: 1 minute. used normally as fuel for a specific Base cost: 3 to cast. Half that to maintain.

TECHNOLOGICAL SPELLS 179 Time to cast: 3 seconds. Example: A mage with Propel/TL7- water wheel would be a viable source, Prerequisites: Magery 1 and Seek 15 wishes to move his sports car but a waterfall would not be. Power. (p. B464) at its top speed of Move 75 Duration: 1 minute. (150 mph). The car weighs 1.8 tons. To Cost: None to cast. 1 to maintain Item move the car at Move 75 for the dura- (due to the strain of the power’s pas- Wand or staff, usable only by a tion of the spell requires (1.8¥75)/15 = 9 sage). This maintenance cost isn’t mage. Energy cost to create: 800. energy. reduced by high skill. Item Prerequisites: Magery 1 and Seek Lend Power/TL (a) Staff, wand, or jewelry. Usable Power. Regular only by mages; the item must touch Example: The spell could be cast on The caster expends energy to mag- the subject. Energy cost to create: the fusion plant in a starship (the ically power a device. In theory, a large 1,000. (b) Any engine can be enchant- source) and a blaster pistol in the enough circle of mages could use this ed so that any mage willing to propel mage’s hand (the sink). While the spell spell to power a starship and its it can do so. The mage need not know is maintained, the fusion plant powers weapons. the spell; the enchantment supplies the pistol. If the blaster is in the mage’s The spell cannot be used to directly the magic. The enchanted device will hand and the plant is 3 yards beneath charge batteries or other storage also accept a Powerstone or Maintain the catwalk he is standing on, the total devices. It could, however, power a Spell. Energy cost to create: 20 per ton distance is 3 yards, for a -3 range penal- machine designed to recharge them . . . of vehicle Lwt. (round up); minimum ty. If the catwalk obscures the mage’s cost is 200. Duration: Indefinite. view of the power plant, he is at a fur- Cost: The GM will have to convert ther -5 (note that the caster need not be the device’s power requirement into Conduct Power/TL (VH) looking at the power plant while firing an energy rate equivalent (see pp. 178- Special the gun – just while casting the spell!). 179). Minimum energy cost is one per hour; high skill does not reduce cost. Turns the caster into a power con- Prerequisites: Magery 2 and Seek duit, a link between an active power Steal Power/TL (VH) Power. source and a device in need of it. The Regular spell has two “subjects”: the source The caster steals power from a and the sink. The range penalty is Item stored power source (such as a battery) (a) Staff, wand, or jewelry. Usable based on the total distance from to restore his FP. only by mages; the item must touch the source to caster plus caster to sink. If subject. Energy cost to create: 1,000. (b) either the source or the sink is not vis- Cost: The caster regains energy at a Any device can be enchanted so that ible to the caster, the roll is at -5; if percentage efficiency equal to his skill any mage willing to lend it power (pos- neither is visible, the roll is at -10! with the spell; a caster with skill 15, sibly in addition to its normal power A device may draw power through draining a battery completely, would source) can do so. The mage need not one mage or circle of mages at a time; if himself gain 15% of the power poten- know the spell; the enchantment sup- several mages are competing to supply tial contained in the battery (or less, if plies the magic. The enchanted device a device, roll a Quick Contest of Skill less would completely restore the cast- will also accept a Powerstone or between casters, adjusting for range. er’s FP). The rest of the power in the Maintain Spell. Energy cost to create: 1 The maximum power a mage may battery is wasted. per 100 pounds of device mass (round safely serve as a conduit for is (HT) ¥ Time to cast: 5 seconds. up); the minimum cost is 250. (Magery squared)/4, in megawatts. Prerequisites: Magery 2, Minor Thus, a wizard with HT 10 and Healing, and Conduct Power. Magery 2 could handle a steady Propel/TL stream of 10¥(2¥2)/4, or 10 Item Regular megawatts, safely. If a mage’s safe level Wand, staff, or jewelry. Usable only Uses magical energy to operate any is exceeded, every second he must take by a mage. The mage and the item device that converts power or fuel into 1 fatigue per excess MW (or fraction must both touch the source. Energy motion, from a lawn mower to a thereof) and roll vs. HT. On a failed cost to create: 1,000. stardrive. In almost all cases, these roll, he loses HP equal to the fatigue devices are vehicles of some sort; see loss for that turn. On a critical failure, Draw Power/TL (VH) Vehicles, p. B462, for more details. he suffers a heart attack (see Mortal Conditions, p. B429) and collapses. Special Duration: 10 minutes. A source for this spell need not be a Identical to Conduct Power, except Cost: Multiply vehicle Lwt. (in source of electricity or some other that the subject is a spell; a wizard with tons) by the desired Move (up to the energetic essence; particularly in its HT 10 and Magery 2 could use a 10 MW vehicle’s Top Speed), then divide by low-TL versions, Conduct Power may fusion plant to provide him with a the caster’s skill. Minimum cost is 1 tap into mechanical energy from steady stream of 28 energy per second energy; high skill does not reduce natural sources. However, a power to power his magic! The Draw Power casting cost. Same cost to maintain. source must be in a form that could be must be cast first and counts as a spell Prerequisites: Create Fuel and directly used by a machine; thus, a “on” when casting the subject spell. Dancing Object.

180 TECHNOLOGICAL SPELLS Duration: 1 minute. known at Native level to read in real Energy cost to create: 150. Some Cost: None to cast. 1 to maintain time). enchanters create items (conchs, or (due to the strain of the power’s pas- small radios or earplugs, typically) that Duration: 1 minute. sage). This maintenance cost is not turn the radio signal into an audible Cost: 2 to cast. 1 to maintain. reduced by high skill. one; the user tunes it by concentrating. Prerequisites: Keen Vision. Prerequisites: Steal Power and at least two spells from 10 different Item colleges. Jewelry or spectacles. The item must Spectrum Vision (VH) include a small magnet. Only affects the Regular wearer. Energy cost to create: 150. The subject can perceive any portion Magnetic Vision of the electromagnetic spectrum, as if Regular he had Hyperspectral Vision with the Reveals magnetic fields to the sub- Radio Hearing Extended Low-Band and Extended ject. They are brightest where densest Regular High-Band enhancements (p. B60). The and seem to flow from one magnetic The subject can “tune” his hearing GM may require rolls against various pole to the other. If the subject has to the radio and microwave portions scientific skills to allow the subject to Physics/TL6 or higher at a skill of 12 of the electromagnetic spectrum, as if understand what he sees. or more, he can use it to estimate the he had Telecommunication (Radio) Duration: 1 minute. strength of the magnetic field. If no (Receive Only, -50%) (p. B91). Cost: 4. Same cost to maintain. magnetic object stronger than a Prerequisite: Infravision. kitchen magnet is within 1 yard of Duration: 1 minute. him, the subject can determine mag- Cost: 2 to cast. 1 to maintain. Item Prerequisite: Keen Hearing. netic north. Combined with 1,000¥ Jewelry or spectacles. The item Microscopic Vision (p. B68), the Item must include a small prism. Only subject can directly read magnetic Jewelry (earrings are particularly affects the wearer. Energy cost to data storage media (each format is a appropriate). Only affects the wearer. create: 750. distinct language, which must be RADIATION SPELLS Radiation is insidious; it is odor- through the shielding. Spells such as in proportion to the strength of the less, invisible, and silent. Fatal expo- Radiation Jet also become visible. source found. Energy cost to create: 60. sure can be reached in a few minutes, Duration: 1 minute. but death can take weeks to come – an Cost: 3 to cast. 2 to maintain. ugly, agonizingly painful death. See Irradiate p. B435 for details on the effect Item Area radiation can have on a person. Staff, wand, or jewelry. Energy cost Makes an area radioactive. Under some circumstances (partic- to create: 400. Duration: ularly with spells such as Radiation 1 hour. Base cost: Jet), a victim may have only part of his 1 per 10 rads/hour. Half body irradiated. Such doses of radia- Seek Radiation that to maintain. Prerequisites: tion do not have the same effect as a Information At least two Earth spells and two Fire spells. dose distributed over the entire body. Identifies the direction and approxi- To assess the dose’s effects, one must mate distance of the nearest significant Item convert the body part’s dose into an source of radiation of any sort. The Staff, wand, or jewelry. Energy cost “equivalent whole-body dose”: divide a caster can also specify that he is looking to create: 300. dose received by the head or limbs by for a specific sort of radiation (gamma, 15, one received by the torso by 8 and neutron, etc.). Any known radioactive one received by the vitals by 4. sources may be excluded if the mage Extinguish Radiation specifies them before casting. Use the (VH) See Radiation long-distance modifiers (p. 14). Regular Regular Cost: 3. Removes harmful radioactivity from the subject. Makes all radioactive items visible in Time to cast: 10 seconds. the subject’s field of vision. Each such Prerequisite: See Radiation. Duration: Permanent. item glows in proportion to its activity. Item Cost: 1 per 10 rads/hour. Items hidden under clothes, behind A wand or stick that will point in Prerequisites: Magery 2, Extinguish walls, etc, give off a glow depending on the direction sought and click or ping Fire, Earth to Air, and Irradiate. the amount of radiation getting

TECHNOLOGICAL SPELLS 181 Item retained dose (the permanent dose, Duration: 1 second. Staff, wand, or jewelry. Energy cost however, is the last to be healed). It Cost: 1 to 3. Range in yards is equal to create: 1,500. does not restore already-lost HP or to energy cost. Same cost to maintain. other injury, which must be healed by Prerequisites: Irradiate and Resist other means. Radiation. Resist Radiation This is also a Healing spell. Regular Item Duration: The dose is cured Staff or wand. Usable only by The subject (person, creature or permanently. mages. The jet issues from the item’s object) and anything he carries Cost: 1 per 10 rads removed from tip. Energy cost to create: 600. becomes resistant to radiation. This is the subject’s body; minimum cost 5. expressed in terms of Protection Time to cast: 30 seconds. Factor (see p. B436). Prerequisites: Resist Radiation and Breathe Radiation (VH) This is also a Protection and Major Healing. Regular Warning spell. Item Similar to Radiation Jet, except Duration: 1 minute. that the radiation issues from the cast- Wand or staff. The item must touch Cost: 1 for PF 10, 2 for PF 100, 3 for er’s mouth and it cannot be main- the subject. Usable only by a mage or a PF 1,000. Half that (round up) to tained. Caster rolls to hit against DX-4 nonmage with Physician 20 or higher. maintain. or Innate Attack skill. This counts as Energy cost to create: 1,500. Prerequisites: At least three an action; the caster must be facing Radiation spells. his target. No hand gestures are required to cast this spell; certain lip Item Radiation Jet Regular and tongue motions are made instead. (a) Any; only affects the wearer. Thus Breathe Radiation can be cast Shoot an invisible beam of radiation Energy cost to create: 1,000. (b) Wand, “no hands” at any level of skill. staff, or jewelry. Energy cost to create: from one finger. Each turn, the caster 1,500. rolls versus DX-4 or Innate Attack skill Duration: 1 second. to hit. This attack may be dodged or Cost: 1 to 4. Cannot be maintained. blocked (though only shields which are Time to cast: 2 seconds. Cure Radiation (VH) impervious to radiation will be any Prerequisites: Magery 2 and Regular use), but not parried. The jet inflicts 10 Radiation Jet. rads per point of energy in the spell to a Heals the subject of radiation dam- Item age; this spell reduces the inherent human-sized target. Jewelry. Usable only by mages. radiation dose in the subject’s body, The spell can also fog photographic Energy cost to create: 1,200. including the 10% “permanent” films, scramble electronics, and so on. METAL AND PLASTIC SPELLS For the purposes of these spells, a Cost: 3. Cost: 1. “metal” is any conducting material. A Time to cast: 10 seconds. Prerequisite: Seek Plastic. “plastic,” by contrast, is any artificial nonconducting unliving Item polymer material. If it isn’t (a) animal, Wand, staff, or jewelry. Energy cost Shape Metal (b) stone/earth/ceramic/glass, (c) to create: 60. Regular water/simple liquid, (d) air/gas, (e) Move solid and liquid metal about plant/wood (living or dead), or (f) Identify Metal and shape it into any form. If the form metal, then it’s “plastic.” Information is stable, it remains permanently after shaping. An unstable form lasts only Identifies a metal’s type. The caster while the spell continues – though no Seek Plastic must touch the metal to be identified. special concentration is required – and Information Cost: 1. then breaks and collapses. A successful Identifies the direction and approxi- Prerequisite: Seek Earth. Architecture roll may be required to mate distance of the nearest significant create a stable arch, overhang or other quantity of plastic. Use the long-dis- structure. Solid metal moved with this tance modifiers (p. 14). Any particular Identify Plastic spell travels at Move 1/2; liquid metal types or known quantities of plastic Information flows at that speed uphill, but goes may be excluded if the caster specifical- Identifies a plastic’s type. The caster much faster horizontally (Move 4) or ly mentions them before beginning. must touch the plastic to be identified. downhill (up to Move 10). Useful for sorting recyclables.

182 TECHNOLOGICAL SPELLS Duration: 1 minute. Cost: 6 (4 for soft metals such as lead, gold or magnesium). Half that to maintain. Prerequisites: Magery 1 and either Shape Earth or at least six Tech spells.

Shape Plastic Regular Similar to Shape Metal, but affects “plastic.” Material moved with this spell travels at Move 1/2 or faster if ductile or liquid. Duration: 1 minute. Cost: 6 to cast. 3 to maintain. Prerequisites: Magery 1 and either Shape Plant or at least six Tech spells.

Metal Vision Regular See through metal to gaze upon whatever lies beyond – past the door, inside the chest, etc. Certain metals (lead) resist or block this spell outright. This is also a Knowledge spell. Duration: 30 seconds. Cost: 2 per 5 yards of depth (maxi- mum 50 yards) to cast. Same cost to maintain. Prerequisite: Shape Metal. also become metallic, but lose any him the Body of Plastic meta-trait (see magic powers they might have had. box). Clothes (up to 6 pounds) also Item Duration: 1 minute. The spell become plastic, but lose any magic Any. Only affects the wearer. Energy expires if the subject loses powers they might have had. cost to create: 800. consciousness. Duration: 1 minute. The spell Cost: 12 to cast. 6 to maintain. expires if the subject loses Time to cast: 5 seconds. consciousness. Plastic Vision Prerequisites: Magery 2 and Shape Cost: 10 to cast. 5 to maintain. Regular Metal. See through plastic. Time to cast: 5 seconds. This is also a Knowledge spell. Item Prerequisites: Magery 2 and Shape Staff, wand, or jewelry. Only affects Plastic. Duration: 30 seconds. the wearer. Energy cost to create: 3,000. Cost: 2 per 5 yards of depth (maxi- Item mum 50 yards) to cast. Same cost to Staff, wand, or jewelry. Only affects maintain. Body of Plastic (VH) the wearer. Energy cost to create: 2,500. Prerequisite: Shape Plastic. Regular; Resisted by HT Item The subject becomes an animated Any. Only affects the wearer. Energy statue of plastic, temporarily granting cost to create: 800.

Body of Metal (VH) New Meta-Trait: Body of Plastic Regular; Resisted by HT Body of Plastic: Your body is made of ordinary plastic, like the materi- The subject becomes an animated al used to make plastic buckets or milk jugs. Doesn’t Breathe [20]; DR 1 statue of metal, temporarily granting [5]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, him the Body of Metal meta-trait No Blood) [45]; Pressure Support 1 [5]; Sealed [15]; Vacuum Support [5]. (p. B262). Clothes (up to 6 pounds) 125 points.

TECHNOLOGICAL SPELLS 183 CHAPTER TWENTY-FIVE WATER SPELLS

Perrek poured brine from his cap splashes a victim’s face, he must roll Cost: 3. through his fingers into his mouth, vs. HT to avoid blinding. On a failure, Time to cast: 10 seconds. greedily swallowing the clear water he takes acid damage to the eyes, and Prerequisite: Seek Water. thereby purified. Smacking his lips, he if more than 2 points are inflicted, the pushed the cool cap back on his head victim is blinded (see Crippling Injury, and peered out at the horizon. pp. B420-422). A critical failure causes Purify Water Somewhere out there was land, permanent Blindness. Special according to the augury he’d cast a Water spells affect acid normally. Remove all impurities from water few hours ago, and his little custom- In steam form, acid does the higher of by pouring it through any hoop or ring made current should carry his its scalding and burning damage, not (or, in a pinch, his own fingers) into a makeshift raft there by sundown. He both. Magical acid attacks all container. Only one skill roll is wasn’t sure quite where he was, but he substances but glass, most stone, and required, as long as the flow continues. couldn’t be more than a few days from certain metals. Duration: port by now. Purified water stays pure Then that weasel of a first mate unless recontaminated. Cost: would learn that there was still a trick Seek Water 1 per gallon purified. Time to cast: or two up an old man’s sleeve. Information Usually 5 to 10 sec- onds per gallon, unless a large Determines the direction, distance, These spells deal with the tradi- container and ring are used. and general nature of the nearest tional magical “element” of water. Prerequisite: Seek Water. significant source of Except as noted, none of these spells water. Use the long- affect the water in a human body or distance modifiers any other living creature. (p. 14). Any known Water comes in a variety of forms, sources of water and GMs may want details on the may be excluded if weights and densities of these forms. the caster specifical- Liquid water weighs 8.3 pounds per ly mentions them gallon. Ice weighs about 7.5 pounds before beginning. per gallon. Snow’s density varies great- Requires a forked ly, ranging from hard-packed snow, stick; roll at -3 if this which is virtually ice, to new-fallen is not available. snow, which can be as fluffy as 100 parts air to one part water. There are Cost: 2. about 8 gallons to the cubic foot. Another substance that falls within Item the College of Water is acid. In nature, A forked stick acids come in a variety of strengths; (may also be carved acid spells, however, assume a uni- of bone or ivory). form potency of acid. “Acid,” for mag- Cost to create: 40 ical purposes, includes highly alkaline energy and $300 in corrosive solutions. Splashing some- spell materials. one with acid does 1d-3 points of cor- rosive damage; immersion in acid Seek Coastline does 1d-1 points corrosive damage per turn. Each gallon of acid can cause 8 Information Item A hoop of bone or ivory. Energy points of damage before becoming Tells a caster at sea the direction cost to create: 50. neutralized into an inoffensive salty and approximate distance of the near- solution. Armor does protect against est coastline. Use long-distance modi- acid damage, but the acid will corrode fiers (p. 14). Any known coastline, such as that of a nearby island, may Create Water away 1 point of DR for every 5 points Regular of damage done in a single second. be excluded if the caster specifically Objects (including armor!) are also mentions it during casting. Creates pure water out of nothing. attacked by contact with acid. If acid This water may appear in any of

184 WATER SPELLS several forms. It may appear within a Shape Water Item container, or as a globe in midair (it Regular (a) Staff, wand, or jewelry. Only falls immediately). Or it may appear as affects the wearer. A severe drawback Sculpt water (including ice or a dense mist of droplets; in this form, is that, as soon as it is activated, the steam) into any form, and even move one gallon of water will extinguish all item falls through the user’s hand – it about. Once given a shape, the water fires in a one-yard radius. Water can- thus a spell cast with this item lasts holds it without further concentration not be created inside a foe to drown only a minute. Energy cost to create: until the spell ends. Water moved with him! 1,200. (b) Staff, wand, or jewelry. Only this spell travels at Move 3. affects the wearer. Unlike the previous Duration: The created water is per- A useful shape is a wall of water to item, this item turns aqueous along manent. stop fiery attacks – 20 gallons make a with the wearer, allowing him to main- Cost: 2 per gallon created. wall 2 yards high ¥ 1 yard wide. This tain the spell for longer than a minute. Prerequisite: Purify Water. stops Fireball spells and ordinary fire. While aqueous, the item loses any Item Duration: 1 minute. magical powers it might ordinarily Staff, wand, or jewelry. Energy cost Cost: 1 per 20 gallons shaped. have. Energy cost to create: 2,500. to create: 200. Same cost to maintain. Time to cast: 2 seconds. Prerequisite: Create Water. Foul Water Destroy Water Area Area Item Renders water undrinkable. Foul Causes water (in any form) to van- Staff, wand, or jewelry. Energy cost water is readily recognizable by its ish, leaving a vacuum – or perhaps to create: 400. uninviting color and smell, whereas specks of dry impurities. If more water fouled beer or wine may be more dif- is all around, it will rush in to fill the Frost ficult to detect. Anyone foolish enough hole. Good for drying things out, saving to drink it must make a HT roll. On a a drowning victim, etc. Cannot be used Area successful roll, he merely feels sick as a “dehydrating” attack on a foe. As listed under Weather Spells, and loses 2 HP. On a failed roll, he is p. 193. seized by painful stomach cramps, Duration: Permanent. losing 1d+1 HP; he is at -3 for all skills Base cost: 3. In deep water, the area Umbrella until the lost HP are restored. is only 2 yards in height (or depth). Foul water also fails to satisfy Same cost to maintain. Regular thirst, and cannot support fish or Prerequisite: Create Water. Walk in any slight precipitation other water-dwellers (a fish of any sort Item without getting wet. An invisible slowly suffocates in fouled water; a “shield” is seen to deflect incoming Wand, staff, or jewelry. Energy cost sea-mammal becomes ill from ingest- raindrops. Umbrella does not work to create: 300. ing it). In a body of water, the foul against intense (or magical) hail, rains water is eventually diluted to harm- of stones or frogs, etc. lessness; if cast in a mountain stream, Icy Weapon This is also a Protection and for instance, this spell effectively lasts Regular Warning spell. only a second or two. Causes any weapon to become Duration: 10 minutes. Base cost: 3. freezing cold. This does not harm the Cost: 1. Prerequisites: Purify Water and user or the weapon, but an attack with Time to cast: 2 seconds. Decay. the weapon will do +2 damage to most Prerequisite: Shape Water or Shield. foes if it penetrates DR. Multiply this Item bonus for any Vulnerability (p. B161) Item Staff or wand. The item must touch to ice or cold. Add this bonus to the Jewelry. Always on. Only affects the the subject water. Energy cost to create: final injury inflicted by the attack – for wearer. Cost to create: 100 energy. 100. instance, an “impaling” icy attack is still only good for +2 damage, not +4. Body of Water Freeze Duration: 1 minute. Regular; Resisted by HT Regular Cost: 3 to cast. 1 to maintain. Temporarily grants the subject the Turns water into solid ice. The ice Time to cast: 3 seconds. Body of Water meta-trait (p. B262). retains the shape of its container; in Prerequisite: Create Water. Clothes (up to 6 pounds) become open water, the affected volume Item liquid along with him, while other freezes as a sphere or cube, at the cast- possessions drop to the ground. A weapon that becomes freezing er’s option. A Shape Water spell may cold whenever wielded, at no energy Duration: 1 minute. be cast to form the water before it is cost to the user. Cost to create: 750 Cost: 5 to cast. 2 to maintain. frozen, or to alter the shape of the ice energy, $2,000 spell materials. Time to cast: 5 seconds. after it is frozen. Prerequisite: Shape Water.

WATER SPELLS 185 Duration: The ice lasts until it (b) Wand, staff, or jewelry. Cost to Item melts naturally. create: 250 energy, $500 blue gem. Staff, wand, or jewelry. Cost to cre- Cost: 2 for an object up to the size ate: 300 energy, $100 spell materials. of a fist, 4 for up to a cubic foot, 6 for a cubic yard, 3 more for each addi- Ice Sphere tional cubic yard. If the temperature is Missile Resist Water above freezing, the caster may main- Throw a ball of ice from your hand. Regular tain the spell by expending the casting When it strikes, it does crushing dam- The subject (person, creature, or cost once every 10 minutes. age and vanishes in a gout of water. A object) and anything he carries Time to cast: 10 seconds. 1-die Ice Sphere can also extinguish become immune to the effects of Prerequisite: Shape Water. fire in a 1-yard radius, if accurately dampness, remaining dry even if com- aimed. It has 1⁄2D 40, Max 80, Acc 2. Item pletely submerged. The spell protects against the dampening effect of steam Staff, wand, or jewelry. Cost to Cost: Any amount up to your or ice, but not against the scalding or create: 200 energy, $100 blue gem. Magery level per second, for 3 sec- freezing itself! This also protects onds. The sphere does 1d damage per against water-like substances; a spilled point of energy. drink does not stain, for instance. Its Fog Time to cast: 1 to 3 seconds. protection against acid is limited – the Area Prerequisite: Shape Water. subject is granted 2 points of DR As listed under Weather Spells, against acid spills or immersion. p. 193. Item Staff or wand – the ball is fired This is also a Protection and from the end of the item. Usable only Warning spell. by a mage. Energy cost to create: 400; Ice Slick Duration: 1 minute. the staff or wand must be tipped by a Area Cost: 2 to cast. 1 to maintain. $500 sapphire. Covers the floor or ground with a Prerequisites: Either Shape Water quarter-inch sheet of clear ice. Footing and Destroy Water, or Umbrella. on this ice slick is very precarious. All Icy Missiles Item close combat and melee attacks, and Regular all active defenses, are at -3 on an ice (a) Staff, wand, or jewelry. Always Like Icy Weapon, but cast on a mis- slick. Other physical skills, including on. Only affects the wearer. Cost to cre- sile weapon. The weapon itself missile and thrown weapon attacks, ate: 200 energy and a $200 emerald. becomes cold to the touch, but won’t are at -2. Even walking across an ice (b) Staff, wand, or jewelry. Cost to harm the wielder. Any missile it fires slick is usually difficult – in general, create: 400 energy and a $200 emerald. becomes freezing cold, doing +2 dam- anyone attempting to walk or run age to most foes; it shatters after it hits across an ice slick must roll against a target or after 10 seconds, whichever Snow Shoes DX-2 for every yard of distance he cov- comes first. ers. If he fails this roll, he falls to the Regular Cross ice or snow as though it were ice. He may, with another DX-2 roll, Duration: 1 minute. regular ground. Snow Shoes elimi- attempt to stand on his next turn. Cost: 4 to cast. 2 to maintain. nates any movement, DX, or skill Spiked footwear negates all penalties Time to cast: 3 seconds. penalties normally assessed for ice or on ice. Prerequisite: Icy Weapon. Ice slicks are very difficult to see. snow. The subject is still subject to Anyone not actively watching the Item penalties caused by an unstable sur- ground for ice must make a roll A missile weapon that fires icy mis- face, such as a rocking ice floe or an against IQ-3 to notice an ice slick siles whenever used, at no energy cost avalanche. to the user. Energy cost to create: 1,000; before stepping onto it. Duration: 1 minute. a $500 sapphire must be set in the An ice slick will extinguish an area Cost: 2 to cast. 1 to maintain. weapon. of normal fire that it overlaps, and vice Time to cast: 2 seconds. versa. Prerequisite: Shape Water. Duration: An ice slick lasts until it Melt Ice Item melts naturally. Area Shoes, boots, or sandals. Only Base cost: 3. Turns solid ice into water. affects the wearer. Energy cost to Time to cast: 2 seconds per yard of create: 350. radius. Duration: Permanent above freez- Prerequisite: Frost. ing; 10 minutes below freezing. Base cost: 1 (minimum 2). Below Walk on Water Item freezing, the cost to maintain is the Regular (a) Rug or mat. Cost per 10 square same. Walk on water as with the Walk on feet: 100 energy, $250 spell materials. Time to cast: 10 seconds. Liquid advantage (p. B97). Prerequisite: Heat or Freeze.

186 WATER SPELLS Duration: 1 minute. Whirlpool Base cost: 2 to cast. Half that to Cost: 3 to cast. 2 to maintain. maintain. Time to cast: 4 seconds. Area Time to cast: The Whirlpool starts Prerequisite: Shape Water. Create a circular whirlpool in a immediately, but the caster must con- body of water (lakes, rivers, seas, but centrate for a number of seconds Item also ponds and pools). By concentrat- equal to the Whirlpool’s radius in Staff, wand, jewelry, or clothing. ing, the caster can move the Whirlpool yards to bring it to full strength. The Only affects the wearer. Energy cost to any distance up to its own diameter Whirlpool takes a like time to stop create: 500. per second. The caster may move at once the spell lapses, although no half speed while concentrating. concentration is required. The whirlpool has a “funnel” in its Prerequisite: Shape Water. Waves center, the radius of which (at the sur- Special; Area face) may be up to half that of the Item As listed under Weather Spells, whirlpool. The depth of the funnel may Staff, wand, or jewelry. Usable only p. 194. be up to twice the radius of the by mages. Cost to create: 200 energy whirlpool. The funnel gets progressive- and a $500 emerald. ly narrower as one nears its bottom. Water Jet The outermost yard of the Regular whirlpool moves at Move 1, the next Coolness Shoot a thin jet of water from one inner ring at Move 2 and so on. Regular finger. Each turn, the caster rolls vs. Anyone caught in the whirlpool will be The subject remains comfortably DX-4 or Innate Attack skill to hit. This dragged towards its bottom; a cool in warm weather, avoiding the attack may be dodged or blocked, but Swimming roll, at a penalty equal to risk of dehydration or heat stroke – not parried. It does knockback to all the current ring’s speed, must be made but not sunburn! Effectively, the sub- targets, and damage to creatures of every revolution to avoid being ject gains Temperature Tolerance 3 flame; it can kill or knock down flying dragged into the next inner ring (in (p. B93) toward heat for the duration swarm creatures. It can extinguish a 1- addition to the usual consequences for of the spell. The spell offers no protec- yard-radius area of normal fire. failure – p. B354). A success by 3 or tion against actual flame or fire-based Anyone hit in the face by a Water Jet is more means the swimmer managed to attack spells. at a -3 penalty to combat skills next move outward one ring (if he so wills). This is also a Protection and turn for each point of energy put into The whirlpool has little effect on Warning spell. the jet. beings and objects weighing more Duration: 1 hour. than 90 pounds times its radius in Duration: 1 second. Cost: 2 to cast. 1 to maintain. yards. While in the whirlpool, all DX- Cost: 1 to 3. Does 1d damage for Time to cast: 10 seconds. based skills (except aquatic ones such each point put into it. Range is equal Prerequisite: Cold. as Swimming or Scuba) are at -5, to the number of dice. above and beyond any penalty for Prerequisite: Shape Water. Item being in water in the first place. Clothing, staff, or jewelry; only Item Duration: 1 minute after reaching affects the wearer. Energy cost to Staff, wand, or jewelry. Usable only full strength. create: 200. by mages. If the item is a wand or staff, it must have a blue tip (or a blue- jeweled tip); the jet comes from the tip. Energy cost to create: 600.

Water Vision Information See through water, snow, and ice – to find sunken treasure, lurking monsters, etc. This is also a Knowledge spell. Duration: 30 seconds. Cost: 1 per 20 yards of depth to cast (up to 200 yards). Same cost to main- tain. Prerequisite: Shape Water. Item Any. Energy cost to create: 200.

WATER SPELLS 187 Create Ice each point of energy put into it. No Walk Through Water extra effect on creatures of fire. Regular Time to cast: 1 to 3 seconds. Regular Creates a quantity of ice or snow. It Prerequisite: Ice Sphere or Water Pass through water or ice as if it may appear as: a solid block of any Jet. were air; the subject can walk through shape; within a container (which must glaciers, along the bottoms of lakes, be large enough); hanging in mid-air Item etc. Like the Swim spell, this negates (it falls immediately); as a mass of ice Jewelry; the item must have a dag- combat penalties for fighting in water. shavings (great for cooling drinks); or ger shape or design. Usable only by a In liquid water, the subject requires a as a cloud of snow (which settles to mage. Energy cost to create: 400. surface to walk on. The spell may cost the ground). It takes 60 gallons of ice more if resistance to high pressures is shavings or snow to put out a one-yard necessary. The spell neither opens a radius area of fire within one second. Icy Touch passage so that others can follow, nor A gallon of snow, depending on its Melee reveals what is on the other side . . . If fluffiness (p. 195), will cover a one- Covers the subject with a coating of the caster (or the subject) knows a yard-radius area to a depth of two to ice. The caster must touch the subject spell to let him breathe, the subject 18 inches. to trigger this spell; hit location is will have no difficulty breathing dur- irrelevant. The subject is immobilized ing his journey, at no energy cost. Duration: Permanent; the ice lasts and may take no action until he Otherwise, he must hold his breath! until it melts naturally. breaks through the ice with a success- Should the spell end before the Cost: 2 per gallon of ice created. ful ST roll at a -1 penalty for every 1/4” subject regains the open air, he finds Prerequisite: Freeze. of ice. The ice can be chipped off from himself submerged. He is not Item the outside at a rate of 1/4” of ice for automatically harmed, but drowns (or Staff, wand, or jewelry. Cost to cre- every point of basic damage; it has DR suffocates, if in ice) if he cannot ate: 200 energy and a $100 sapphire. 1 per 1/2” of ice. If rescuers are not escape. careful, however, they may smash through the ice to injure the subject Duration: 1 second. Dehydrate (see Overpenetration, p. B408). Cost: 4 to cast. 3 to maintain. Time to cast: 3 seconds. Regular; Resisted by HT While encased in ice, the subject is vulnerable to thermal shock (p. B430); Prerequisites: Magery 1 and Shape Removes the water from a subject’s Water. tissues, causing damage or death. he must roll vs. HT immediately. On a Affects the whole victim if cast from a success, he loses 1 FP; on a failure, he Item distance; if the caster touches the sub- loses FP equal to the margin of failure. Clothing or jewelry; only affects the ject, damage is limited to the part The HT roll must be repeated every wearer. Energy cost to create: 1,100. touched. Armor does not protect! minute that the subject remains encased in ice. If the situation Duration: Damage done is perma- becomes dire enough that the subject Dry Spring nent until healed. must start making death checks, a Regular Cost: 1 per 1d-1 damage done, up critical success means that the subject Dries and blocks the waterflow to 3. has fallen into suspended animation, within a spring, reducing its output. Time to cast: 2 seconds. as per the spell. Prerequisite:s At least five Water Duration: Permanent. Note, how- spells, including Destroy Water. Duration: Permanent. If the tem- ever, that the local geology may even- perature is above the freezing point, tually shift, restoring the spring’s out- Item the ice coating may be maintained by put to its previous level. Wand or staff. Usable only by spending as much energy as in the Cost: 3 times the reduction in the mages; the item must touch the sub- original casting every 10 minutes. spring’s output, in gallons per hour. ject. Cost to create: 700 energy and Cost: 2 per 1/4” of ice; must affect Time to cast: 1 minute. $1,000 in spell materials. the entire subject, not just a part of it! Prerequisites: Destroy Water and Every 1/4” will inflict 1d-1 of damage Shape Earth. to flame creatures. Ice Dagger Time to cast: 1 second per 1/4” of Item Missile ice. Staff. Cost to create: 450 energy and Create and hurl a razor-sharp ici- Prerequisites: Magery 1 and at least a $500 emerald. cle. When it strikes, it does impaling four Water spells. damage and melts instantly. It has 1⁄2D 30, Max 60, Acc 3. Item Earth to Water Staff or wand. Usable only by Regular Cost: Any amount up to your mages; the item must touch the sub- As listed under Earth Spells, p. 52. Magery level per second, for 3 sec- ject. The item’s tip must be white. onds. Does 1d-1 impaling damage for Energy cost to create: 800.

188 WATER SPELLS Essential Water If the HT roll is failed, each energy Body of Ice (VH) point in the spell blinds the target for Regular one second. After the target can see Regular; Resisted by HT Like Create Water, but the water again, blurry vision will put him at a -3 Temporarily grants the subject the created is the magical essence of penalty to combat skills for a further Body of Ice meta-trait (p. B262). water. It extinguishes any type of fire 1d seconds. On a critically failed HT Clothes (up to 6 pounds) also become in the same proportion that ordinary roll, the target is blinded for 1d sec- ice, but lose any magic powers they water extinguishes ordinary fire. It is onds per point of energy in the spell. might have had. also three times as thirst-quenching as On a successful HT roll, the victim Duration: 1 minute. Expires if the ordinary water – in other words, a covers his eyes and is therefore unable subject loses consciousness. mere quart of Essential Water will to see for one second. On a critical Cost: 7 to cast. 3 to maintain. keep someone hydrated for a full day success, the victim is unaffected. Time to cast: 5 seconds. of exertion in hot climates (p. B426). Duration: 1 second. Prerequisites: Magery 2, Body of Duration: Permanent until used; if Cost: 1 to 3. The jet does 1d of Water, and Freeze. it is used to put out a fire, for instance, knockback for every point put into it. Item the steam created is ordinary water. Its range is equal to the number of Cost: 3 per gallon created. Staff, wand. or jewelry. Only affects dice. The cost to maintain is the same. the wearer. Energy cost to create: 1,300. Prerequisite: At least 6 other Water Prerequisites: Water Jet and Freeze. spells. Item Boil Water Item Staff or wand. Usable only by Staff, wand, or jewelry. Usable only mages. The jet issues from the item’s Regular by a mage. Energy cost to create: 800. tip. Energy cost to create: 600; the staff Turns water into steam. Water or wand must be tipped by a $500 expands considerably in going from liq- sapphire. uid to gas; a mere pint of water makes a Frostbite lot of steam. The scalding effect of Regular; Resisted by HT steam is such that a steam hex should Lowers the temperatures in the Breathe Water be treated exactly as a fire hex, except body tissues of the subject, causing Regular that it cannot ignite anything. damage or death. Affects the whole Allows the subject to breathe water Duration: Permanent, though the victim if cast from a distance; if cast as though it were air, temporarily steam will recondense naturally (with- by touch, damage is limited to the part granting Doesn’t Breathe (Gills) in about 10 minutes). touched. Armor does not protect. (p. B49). The subject does not lose the Cost: 2 for a fist-sized quantity of Duration: Damage is permanent ability to breathe ordinary air! At the water (makes about a hex of steam), 4 until healed. GM’s discretion, this spell may also for a cubic foot’s worth (makes about 40 Cost: 1 per die of damage done, up include the equivalent of Pressure cubic yards of steam), 6 for a square to 3. Support 1 (p. B77), allowing the sub- yard of water to a foot’s depth (makes Time to cast: 3 seconds. ject to venture into deep water without about 400 cubic yards of steam), 3 for Prerequisites: Frost and Freeze. concern. each additional third of a cubic yard. This is also an Air spell. Time to cast: 10 seconds. Item Duration: 1 minute. Prerequisites: Shape Water and Wand or staff. Usable only by Heat. mages; the item must touch the sub- Cost: 4 to cast. 2 to maintain. ject. Cost to create: 700 energy, $500 Prerequisites: Create Air and Item spell materials, and a $500 blue gem. Destroy Water. Staff, wand, or jewelry. Cost to cre- Item ate: 200 energy and a $100 carnelian. Snow Jet Clothing or jewelry. Energy cost to create: 400. Regular Condense Steam Shoot a thin jet of snow from one Area finger. Each turn, the caster rolls ver- Breathe Air Turns steam into room- sus DX-4 or Innate Attack skill to hit. Regular temperature water. This attack may be dodged or blocked, As described under Air Spells, p. 26. Duration: Permanent, though the but not parried. It does knockback on water may boil again. all targets and damage to creatures of Base cost: 1 (minimum 2). flame; it can kill or knock down flying Swim Time to cast: 10 seconds. swarm creatures. It can extinguish Regular Prerequisite: Cold or Boil Water. normal fire within an area one yard in As described under Movement radius. If the spell strikes the target’s Spells, p. 147. Item face, it temporarily blinds him unless Staff, wand, or jewelry. Cost to he makes a HT roll. create: 300 energy and a $100 emerald.

WATER SPELLS 189 Create Acid caster is at a -4 penalty unless he also Item knows Flesh to Ice. Remove Curse can Regular (a) Staff, wand, or jewelry; only also break the spell. affects the wearer. Energy cost to cre- Creates a strong acidic solution out ate: 800. (b) Staff, wand, or jewelry. of nothing. It may appear in any of Duration: Permanent until Energy cost to create: 1,200. several forms. It may appear within a reversed by another spell or substan- container (which should be of glass or tial melting (or breakage) takes place. of some special stone or metal if the Cost: 12 to cast; must affect the Summon Water acid is not to attack it), as a globe in entire subject, not just a part of it! Elemental, Control mid-air (which falls immediately), or Time to cast: 2 seconds. as a dense mist of droplets (which Prerequisites: Magery 1, Frostbite, Water Elemental, inflicts splashing damage). and Body of Water. Create Water Elemental Duration: The created acid is per- Item see pp. 27-28 manent, but is neutralized as it reacts Staff or wand. Usable only by with objects and beings. mages; the item must touch the Cost: 4 per gallon created. subject. Energy cost to create: 1,200. Rain Time to cast: 2 seconds. Area Prerequisites: Create Water and As listed under Weather Spells, Create Earth. Create Steam p. 195. Area Item Produces a cloud of steam. Until it Staff, wand, or jewelry. Usable only dissipates, anyone standing within the Snow by mages. Energy cost to create: 300. area of effect is at risk of scalding (treat Area as if surrounded by fire, pp. B443-444, As listed under Weather Spells, Create Spring except that steam cannot set anything p. 195. aflame). The steam tends to rise; the Regular rate of dissipation depends on the Increases a spring’s output, or area, ambient temperature and the Hail creates one where none exists. presence of wind – indoors, it usually Area Duration: Permanent. Note, how- lasts until the spell expires, but out- As listed under Weather Spells, ever, that the local geology may doors on a windy or cold day it may p. 195. eventually shift, reducing the spring’s last only 10 seconds or so. output to its previous level. Duration: 5 minutes or less, as Cost: 5 times the increase in the Mud Jet above. Regular spring’s output, in gallons per hour. Base cost: 2 to cast. Cannot be Time to cast: 1 minute. maintained. As listed under Earth Spells, p. 52. Prerequisites: Dry Spring and Prerequisite: Boil Water. Shape Water. Item Geyser (VH) Item Staff, wand, or jewelry. Cost to cre- Area Staff. Cost to create: 675 energy and ate: 400 energy and a $100 carnelian. Causes a geyser of scalding-hot a $500 emerald. water to gush forth from the ground. Distill It creates a hole equal to its radius, as Current set by the caster. All those within the Regular geyser suffer 3d damage. They are Special; Area As listed under Food Spells, p. 79. automatically pushed out of the area As listed under Weather Spells, of effect, and must make a DX-5 roll to p. 194. stay afoot! Resist Acid Two seconds after the geyser starts, Tide Regular the water begins to fall back as spray. The subject (person, creature or Under normal conditions, it affects an Special; Area object) and anything he carries area double the radius of the original As listed under Weather Spells, become immune to the effects of acid. geyser. All those within this new spray p. 194. This is also a Protection and area suffer 1d damage per second. Warning spell. Example: A geyser of 2 yards radius Flesh to Ice (VH) Duration: 1 minute. is created. All those in that area suffer Regular; Resisted by HT Cost: 2 to cast; 6 if subject must 3d damage. Two seconds later, all “Petrifies” a living subject (and all resist Essential Acid. Half that to those within 4 yards, but not within 2 his gear!) into ice. Stone to Flesh can maintain. yards, suffer 1d of damage. reverse the effects of this spell, but the Prerequisite: Create Acid.

190 WATER SPELLS Steam Jet Regular Small Water Elemental Shoot a thin jet of scalding steam This is the basic water elemental summoned by casting Summon from one finger. Each turn, the caster Water Elemental at the minimum energy cost of 4. More energy put into rolls versus DX-4 or Innate Attack skill the spell summons a more powerful elemental. Usually, this simply means to hit. This attack may be dodged or a larger elemental; one point of energy is equal to 1 additional point of ST, blocked, but not parried. It does 5 HP, or 2 points of DR. However, the GM may choose to build a more knockback on all targets in addition to exotic elemental, adding unusual traits to the following template, or its regular damage; it does double working one up from scratch. damage to creatures of flame or ice. It can extinguish normal fire within an Small Water Elemental area 1 yard in radius. If the spell strikes the target’s face, it temporarily 40 points blinds him unless he makes a HT roll. Attribute Modifiers: ST-3 [-30]; DX-2 [-40]; IQ-3 [-60]; HT-2 [-20]. If the HT roll is failed, each energy Secondary Characteristic Modifiers: SM -1. point in the spell blinds the target for Advantages: Amphibious [10]; Chameleon 1 [5]; Doesn’t Breathe [20]; one second. After the target can see Doesn’t Sleep [20]; Immunity to again, blurry vision will put him at a -3 Metabolic Hazards [30]; Injury penalty to combat skills for a further 1d Tolerance (Diffuse) [100]; seconds. On a critically failed HT roll, Pressure Support 3 [15]; the target is blinded for 1d seconds per Slippery 5 [10]. point of energy in the spell. On a suc- Disadvantages: Invertebrate [-10]; cessful HT roll, the victim covers his Vulnerability (Dehydration) eyes for one second and is therefore [-10]. unable to see for one turn. On a critical success, the victim is unaffected. Duration: 1 second. If the caster is in the geyser area, he Cost: 1 to 3. Does 1d-1 of scalding takes normal damage, but if he is in damage for every point put into it. the spray area, he is unharmed. Range is equal to the number of dice. The geyser must always spring Cost to maintain is the same. from the earth; it would not work on a Prerequisites: Water Jet and Boil rooftop. If cast under unusual circum- Water. stances, it can produce interesting effects, such as a continuing stream of Item scalding water flowing downhill at Staff or wand. Usable only by foes, but these must be controlled by mages. The jet issues from the item’s the GM. tip. Energy cost to create: 700; the staff or wand must be tipped by a $300 Duration: 1 second. carnelian. Base cost: 5 to cast. 2 to maintain. Time to cast: 5 seconds. droplets, but it may take damage Prerequisites: Six Water spells, (p. B484). This requires two hands Acid Ball including Create Spring, and either and a Ready action, and succeeds Missile four Earth spells or four Fire spells. automatically in protecting the char- Throw a ball of acid from one acter once the shield is readied hand. When it strikes something, it upwards, but this unreadies the shield bursts, inflicting acid damage. It has Rain of Acid from its normal protective functions! 1/2D 20, Max 40, Acc 1; use the Innate Area In addition, acid rain eats objects Attack skill. Droplets of acid rain from the sky away at the rate of 1 HP every 10 sec- onto the area, causing 1d-1 acid dam- onds; the object’s DR protects it com- Cost: Any amount up to your age per second to all within it. pletely for 3 seconds per DR. This Magery lever per second, for three sec- Characters and creatures under the includes buildings. onds. The Acid Ball does 1d damage rain of acid take damage on their own per energy point. Duration: 1 minute. turns; if less than an entire second is Time to cast: 1 to 3 seconds. Base cost: 3. Same cost to maintain. spent in the affected area, damage is Prerequisites: Magery 2 and Create Prerequisites: Magery 2, Create halved (round down). Acid. Water, and Create Earth. The spell can only be cast out of Item doors. Armor protects in the usual Item Staff or wand – the missile is fired fashion. A shield with a DB of 2 or bet- Staff. Usable only by mages. Energy from the tip of the item. Usable only ter can be held overhead to block the cost to create: 1,200. by mages. Energy cost to create: 300.

WATER SPELLS 191 Acid Jet Storm Duration: 1 second. Cost: 1 to 4. Cannot be maintained. Regular Area Time to cast: 2 seconds. Shoot a jet of acid from one hand. As listed under Weather Spells, Prerequisites: Magery 1, Steam Jet, Each turn, the caster rolls against DX- p. 195. and Resist Fire. 4 or Innate Attack skill to hit. The jet may be dodged, but not parried or Item blocked. The jet does knockback as Icy Breath (VH) Jewelry. Usable only by mages. per Snow Jet; if the jet strikes the face, Regular Cost to create: 1,000 energy and a $500 the acid may blind the victim as The caster expels a deadly hail of carnelian. detailed on p. B428. ice and cold air from his mouth. The caster rolls to hit against DX-4 or Duration: 1 second. Innate Attack skill. This counts as an Spit Acid (VH) Cost: 1 to 3. Does 1d-1 of damage attack; it can be dodged or blocked, Regular for every point used. Range is equal to but not parried. The caster must be Similar to Acid Jet, except that the the number of dice. Cost to maintain facing his target. No hand gestures are acid issues from the caster’s mouth, is the same. required to cast this spell; certain lip Spit Acid cannot be maintained, and Prerequisites: Magery 2, Water Jet, and tongue motions are made instead. each energy point buys 1d damage and Create Acid. Thus, Icy Breath can be cast “no instead of 1d-1. Caster rolls to hit Item hands” at any level of skill. against DX-2 or Innate Attack skill Staff or wand. Usable only by (p. B201). This counts as an attack; it Duration: 1 second. may be dodged or blocked, but not mages. The jet issues from the item’s Cost: 1 to 4. Does 1d+1 damage for tip. Energy cost to create: 400. parried. The caster must be facing his every point of energy in the spell. target. No hand gestures are required Cannot be maintained. to cast this spell; certain lip and Rain of Ice Daggers Time to cast: 2 seconds. tongue motions are made instead. Area Prerequisites: Magery 1, Snow Jet, Thus, Spit Acid can be cast “no hands” and Resist Cold. Ice Daggers rain from the sky onto at any level of skill. the area, causing 1d-2 impaling dam- Item Duration: 1 second. age per second to all within it. Jewelry. Usable only by mages. Cost: 1 to 4. Cannot be maintained. Characters and creatures under the Cost to create: 400 energy and a $500 Time to cast: 2 seconds. Rain of Ice Daggers take damage on sapphire. Prerequisites: Magery 3, Acid Jet, their own turns; if less than an entire and Resist Acid. second is spent in the affected area, damage is halved (round down). Item The spell can only be cast out of Jewelry. Usable only by mages. doors. Armor protects in the usual Energy cost to create: 400. fashion. A shield with a DB of 2 or bet- ter can be held overhead to block the ice, but it may take damage (p. B484). Essential Acid (VH) This requires two hands and a Ready Regular action, and succeeds automatically in Turns regular acid into the magical protecting the character once the essence of acid. No substance is shield is readied upwards, but this immune to its bite, and it inflicts three unreadies the shield from its normal times as much damage before being protective functions! Breathe Steam (VH) neutralized. Essential Water or Flame, Inanimate objects such as Regular in like quantity, will nullify Essential buildings protect with their DR. Similar to Steam Jet, except that Acid. If frozen with the Freeze spell, it the steam issues from the caster’s is harmless until thawed. Duration: 1 minute. mouth, Breathe Steam cannot be At the GM’s option, this spell may Base cost: 1 (minimum 2). For dou- maintained, and each energy point produce alkahest (p. 220). ble base cost, the Rain of Ice Daggers buys 1d damage instead of 1d-1. does 1d per second! Caster rolls to hit against DX-2 or Duration: Permanent until neutral- Prerequisites: Magery 2, Hail, and Innate Attack skill. This counts as an ized. Ice Dagger. attack; it may be dodged or blocked, Cost: 8 per gallon. but not parried. The caster must be Prerequisites: Magery 3 and all six Item Acid spells. Staff. Usable only by mages. Cost to facing his target. No hand gestures are create: 800 energy and a $1,000 required to cast this spell; certain lip Item sapphire. and tongue motions are made instead. Staff, wand, or jewelry. Usable only Thus, Breathe Steam can be cast “no by mages. Energy cost to create: 1,100. hands” at any level of skill.

192 WATER SPELLS CHAPTER TWENTY-SIX WEATHER SPELLS

“You did what?!” Jenkins yelped. “I needed some rain on the north forty, so I pulled some clouds in from the hills. What’s wrong with that?” “Jones brought in a northeasterly to pollinate his sunflowers! When it pushes your clouds over the ridge, it’ll flood the Aaronson place for sure.” “Well, it serves Aaronson right,” Dan Friedlander grumbled. “Dumping hail on little Susie Atkins’ birthday party just because his Jenny wasn’t invited – what kind of person does something like that? “That’s beside the point, Dan! I also happen to know that widow Sawyer needed that rain for her tomatoes, and you just went dumping it on Vic Aaronson!” “Well, how am I supposed to know that? It’s not like Emmeline Sawyer talks to me these days!” Jenkins sank his head into his hands. “Everybody does something about the weather, but no one talks Duration: The frost lasts until it Item about it.” melts naturally. Staff, wand, or jewelry. Energy cost Base cost: 1. to create: 300. GMs willing to give weather mages Prerequisite: Create Water or Cold. more potential may wish to have all Weather/Area spells cast using long- Item Predict Weather distance modifiers (from the caster to Staff, wand, or jewelry. Cost to cre- Information ate: 200 energy, $350 blue gem. the edge of the affected area). Forecasts the weather accurately for a given location over a given time. Frost Fog This forecast does not take magical Area meddling into account, or predict the Area actions of other wizards! Creates an area of dense fog. Even Creates a covering of frost on all This is also an Air spell. surfaces in the area of effect. The frost one yard of fog blocks vision. Flaming is real, and lasts indefinitely if the tem- weapons and missiles lose their extra Cost: 2 times the length of the fore- perature is below freezing. In warmer power in fog. A Fireball loses 1 point of cast, in days. Double the cost for a conditions, the frost quickly melts to a damage per yard of fog it must traverse location outside the general area (say, dew. When cast upon a real or magical (e.g., a 3d Fireball that crosses 5 yards over the horizon). Quadruple the cost fire, the frost produces a cloud of of fog inflicts 3d-5 damage), while vic- for a place on another continent. This steam and causes the flames to hiss tims of an Explosive Fireball may spell cannot predict weather on plan- for a few seconds. Only a tiny fire – a count each yard of fog as two yards of ets or planes other than the one where match or candle – would actually be distance from the blast. However, no the caster currently is. extinguished by a Frost spell. amount of fog will extinguish a fire. Time to cast: 5 seconds per day A Frost spell cast upon a fire ele- This is also a Water spell. forecast. Prerequisites: At least four Air mental or other flaming creature does Duration: 1 minute. spells. one point of damage to the creature, Base cost: 2 to cast. Half that to but is more likely to anger it than drive maintain. it away. Prerequisite: Shape Water. This is also a Water spell.

WEATHER SPELLS 193 The Beaufort Scale Wind Average Wave Beaufort Speed Height at Sea Degree Description (mph) (feet) Notes 0 Calm – 0 1 Light Air 1-3 0 2 Light Breeze 4-7 0-1 3 Gentle Breeze 8-12 1-2 Breaking crests 4Moderate Breeze 13-18 2-4 Some foam 5Fresh Breeze 19-24 4-8 6 Strong Breeze 25-31 8-13 Some spray 7 Moderate Gale 32-38 13-20 Some spindrift 8Fresh Gale 39-46 13-20 9 Strong Gale 47-54 13-20 Sea begins to roll 10 Whole Gale 55-63 20-30 Visibility affected 11 Storm 64-72 30-45 12 Hurricane 73-82 45 13 Hurricane 83-92 14 Hurricane 93-103 15 Hurricane 104-114 16 Hurricane 115-125 17 Hurricane 126+

Waves Clouds entirety. The area of effect then moves with the object. Special; Area Area This is also a Water spell. Changes the surface calmness of Creates or dispels normal outdoor any large body of water. Each applica- cloud cover, as the caster chooses. Duration: 1 hour. tion of the spell can increase or This is also an Air spell. Base cost: 1/50 (minimum 1). Same decrease the wave height by one point cost to maintain. Duration: 10 minutes, after which on the Beaufort scale (above); to Time to cast: 1 minute. normal clouds leave or return unless achieve multiple-point changes, multi- Prerequisites: At least six Water the spell is maintained. ply the spell’s cost accordingly. The spells. Base cost: 1/20 (minimum 1). Same wind is unaffected. Note that the cost to maintain. Item Beaufort scale is specific to ocean Time to cast: 10 seconds. Staff, wand, or jewelry. Energy cost waves; waves produced on lake shores Prerequisites: At least two Water to create: 300. are generally much lower relative to spells and two Air spells. wind speed (GM’s judgment). The spell may be cast on an area, Item Tide affecting the waves moving across it. It Staff, wand, or jewelry. Energy cost Special; Area can also be cast on an object, such as to create: 300. Each application of this spell can a ship, which it must then encompass raise or lower the water level by one in its entirety (typically, 10 to 30 yards foot; for larger changes, increase the in radius). The area of effect then Current spell’s cost proportionately. moves with the object. Special; Area The “hill of water” thus created This is also a Water spell. Affects the currents of any large spreads naturally from the area affect- Duration: 1 hour. body of water. Each application of the ed, dropping by one foot for each yard Base cost: 1/60 (minimum 1). Same spell can shift the current direction by beyond the actual area of the spell. cost to maintain. 22.5 degrees or speed by 1 mph (or The spell may be cast on an area, Time to cast: 1 minute. knot). To achieve combined direc- affecting the tide in it. It can also be Prerequisite: Shape Water. tion/speed changes, or more extreme cast on an object, such as a ship, changes in one or the other, increase which it must then encompass in its Item cost proportionately. entirety. The area of effect then moves Staff, wand, or jewelry. Energy cost The spell may be cast on an area, with the object. to create: 300. affecting the current moving under it This is also a Water spell. for 40 yards in depth. It can also be cast on an object, such as a ship, Duration: 1 hour. which it must then encompass in its Base cost: 1/30 (minimum 1). Same

194 WEATHER SPELLS cost to maintain. Snow Base cost: 1/10 (minimum 1). Each Time to cast: 1 minute. base cost application raises the ambi- Prerequisites: At least eight Water Area ent temperature by 10˚F. Same cost to spells. Creates (or prevents) 1 inch of snow, maintain. in a normal outdoor setting. To work Prerequisites: Heat and at least four Item properly, this spell must be cast when Air spells. Staff, wand, or jewelry. Energy cost the temperature is 32°F or lower. When to create: 225. cast under warmer conditions, this Item spell simply summons a thin drizzle, Staff. Usable only by a mage. dampening the ground but not leaving Energy cost to create: 150. Wind any significant puddles. Special; Area This is also an Air spell and a Water Modifies the current outdoor wind spell. Cool conditions. Each application of the spell Area can shift the wind direction by 22.5 Duration: 1 hour. Lowers the ambient air tempera- degrees (from W to WSW, for example), Base cost: 1/15 (minimum 1). Each ture of an area. This may cause fog to or change wind speed by one level on additional 1/15 energy per yard radius appear if the conditions are right. The the Beaufort Scale (see box). To achieve increases the amount of snow by 1 spell cannot lower the temperature combined direction/speed changes, or inch per hour. Same cost to maintain. below about -40˚F. more extreme changes in one or the Prerequisites: Clouds and Frost. This is also an Air spell. other, increase cost proportionately. Item Duration: 1 hour. The spell may be cast on an area, Staff. It must be kept cool when Time to cast: 1 minute per base cost affecting the wind moving over it from not in use; it loses its powers if it is application. the ground to an altitude of about 300 exposed to temperatures over 90° for Base cost: 1/10 (minimum 1). Each feet. It can also be cast on an object, more than two hours. Usable only by a base cost application lowers the ambi- such as a sailing ship, which it must mage. Energy cost to create: 450. ent temperature by 10˚F. Same cost to then encompass in its entirety. The area maintain. of effect then moves with the object. Prerequisites: Cold and at least four This is also an Air spell. Hail Air spells. Duration: 1 hour. Area Base cost: 1/50 (minimum 1). Same Makes hail fall. The temperature Item cost to maintain. must be above freezing. The main Staff. Usable only by a mage. Time to cast: 1 minute. effect is to provide intense distraction Energy cost to create: 150. Prerequisite: Windstorm. to whoever is being pelted with hail; wizards must make a Will roll each Item second to keep their concentration. Storm Staff, wand, or jewelry. Energy cost For 5 times the cost, the GM may Area to create: 300. allow really big hailstones, doing 1d-2 Creates (or dispels) a storm. crushing damage per second. Depending on ambient temperature This is also a Water spell. and humidity, it may be a simple wind- Rain storm or include rain, snow or hail – the Area Duration: 1 minute. odd lightning bolt, too. This is particu- Creates (or prevents) 1 inch of rain Base cost: 1/5 (minimum 1). For larly effective at sea. The spell is unpre- in a normal outdoor setting. damaging hailstones, base cost is 1. dictable in its effects (which is to say the This is also an Air spell and a Water Same cost to maintain. GM decides what the storm does . . . ). spell. Prerequisite: Snow. The spell can also be used to dispel a storm; the effectiveness of the spell Duration: 1 hour. Item depends on the relative sizes of the Base cost: 1/10 (minimum 1). Cost Staff. Usable only by a mage. affected area versus the natural to make rain doubles in a desert or Energy cost to create: 500. storm’s full area. other area (GM’s determination) where This is also an Air spell and a Water rain is unnatural. Cost to prevent rain Warm spell. doubles in a naturally rainy or swampy area. Same cost to maintain. Area Duration: 1 hour. Time to cast: 1 minute. Raises the ambient air temperature Base cost: 1/50 (minimum 1). Same Prerequisite: Clouds. of an area. This could be used to dissi- cost to maintain. pate Fog, for example. The spell can- Time to cast: 1 minute. An incipient Item not raise the temperature above 100˚F. storm will take about an hour to gath- Staff or wand. Usable only by a This is also an Air spell. er and reach full strength. Once the mage. The item must be kept in water spell lapses, it may take a varying when not in use; it loses its powers if it Duration: 1 hour. Time to cast: 1 minute per base cost length of time to calm down – it may stays dry for more than an hour. even keep going on its own for hours Energy cost to create: 600. application.

WEATHER SPELLS 195 yet! A dispelled storm will also take Lightning behaves unpredictably Lightning Whip about an hour to calm down. around conductors. A lightning bolt Prerequisites: Rain and Hail. cannot be fired through a metal grid, Regular between bars, from within a car, etc. – Creates a whip of lightning in the Item it jumps to the metal and is lost. caster’s hand. It is wielded like a normal Staff. Usable only by a mage. However, the GM may (for instance) whip (p. B404), except that it always Energy cost to create: 1,000. allow a wizard to shoot a lightning bolt takes only one second to ready, and it into a metal floor. This would not elec- cannot be used to parry or entangle. The Weather Dome trocute those on it, but could shock whip inflicts 1d burning damage every them all, interrupting concentration time it strikes. The effects of lightning Area and doing slight damage (no more than damage listed under Lightning apply. As listed under Protection and 1 point, and possibly none at all). The This is also an Air spell. Warning Spells, p. 169. GM may encourage creative use of Duration: 10 seconds. lightning until it becomes a nuisance. Cost: 1 to cast per two yards of Cloud-Walking This is also an Air spell. reach (maximum of 8 yards). Same to Regular Cost: Any amount up to your maintain. Time to cast: 2 seconds. As listed under Movement Spells, Magery level per second, for three sec- Prerequisite: Lightning. p. 148. onds. The bolt does 1d-1 burning damage per energy point. Item Time to cast: 1 to 3 seconds (the Glove, whip, or jewelry. Usable only Cloud-Vaulting caster’s fingers sparkle as the spell by mages. Energy cost to create: 350. Regular builds). As listed under Movement Spells, Prerequisites: Magery 1 and at least p. 148. six other Air spells. Shocking Touch Melee Item Charges the caster’s hands or staff Staff or wand – the bolt is fired Resist Lightning with lightning. The caster must strike from the end of the item. Usable only Regular the subject to trigger this spell; hit loca- by mages. Cost to create: 800 energy, The subject and anything he carries tion is irrelevant. The subject takes $1,200 for platinum decorations. become immune to the effects of light- 1d+1 burning damage per point of ener- ning and electricity. In low-tech settings, gy in the spell. Armor does not protect. this is most often used to guard against Explosive Lightning Shocking Touch has unusual side hostile magic; in higher-tech worlds, it Missile effects on electronics and conductive becomes a valuable professional tool. materials, as per Lightning (above). Creates a lightning bolt that affects This is also a Protection and This is also an Air spell. both its target and things nearby. This Warning spell and an Air spell. has 1/2D 50, Max 100, Acc 3. It can be Cost: 1 to 3. Duration: 1 minute. thrown at a wall, floor, etc. (at +4 to Prerequisite: Lightning. Cost: 2 to cast. 1 to maintain. hit) to catch foes in the blast. The tar- Prerequisites: Any six Air spells. get and anyone closer to the target Item than one yard takes full damage. Staff, wand, or glove. The item Item Those further away divide damage must touch the subject. Energy cost to (a) Any. Only affects the wearer. by three times their distance in yards create: 1,500. Cost to create: 1,000 energy and $1,000 from the explosion (round down). The in platinum. (b) Wand, staff, or jewel- effects of lightning damage listed Spark Cloud ry. Cost to create: 1,500 energy and under Lightning apply. Area $1,000 in platinum. This is also an Air spell. Creates a ground-level cloud of Cost: Any amount up to twice your electrical sparks. It does not block Lightning Magery level per second, for three sec- vision, but it inflicts burning damage Missile onds. The lightning bolt does 1d-1 to anyone standing in it. Armor pro- Shoots a bolt of lightning from a burning damage per full 2 points of tects in the usual fashion (metallic fingertip. This bolt has 1/2D 50, Max energy. armor provides the same minimal pro- 100, Acc 3. Treat any metal armor as Time to cast: 1 to 3 seconds. tection that it does against Lightning). DR 1 against this spell! If the target is Prerequisite: Lightning. This is also an Air spell. wounded, he must make a HT roll, at Item Duration: 10 seconds. -1 per 2 HP suffered, or be stunned. Staff or wand – the bolt is fired Base cost: 1 to 5; the cloud inflicts 1 He may attempt a HT roll each turn from end of item. Usable only by a point of damage per second for every thereafter to recover. Against electron- mage. Energy cost to create: 1,200; point of energy put into the base cost. ic equipment, treat this attack as if it must include platinum decorations Time to cast: 1 to 5 seconds, depend- had the Surge damage modifier (see worth $500. ing on base cost. Cannot be maintained. p. B105). Prerequisites: Shape Air and Lightning.

196 WEATHER SPELLS Item points of energy put into its base cost. explodes on the mental command of Staff, wand, or jewelry. Usable only Prerequisite: Lightning. the caster or upon contact with a liv- ing being or metallic object. If the by mages. Cost to create: 150 energy, Item $500 in platinum, and a $500 opal. spell is allowed to expire, the Ball (a) Staff, wand, or jewelry. Usable winks out of existence without only by mages. Cost to create: 500 exploding. Spark Storm energy and a $500 opal. (b) A Wall of This is also an Air spell. Area Creates a normal Windstorm, with a dangerous addition: every turn Lightning strikes one random victim in the area of effect. To resolve the bolt’s attack, roll against the caster’s Spark Storm skill, without any range adjustments. The victim gets an active defense, as usual. At the GM’s option, the lightning strikes may not be completely ran- dom: tall targets may be at more risk than short ones, and metal armor may tend to attract the lightning. Mages who use this spell know what the true rules are in their world. This is also an Air spell. Duration: 1 minute after reaching full strength. Base cost: 2 (1d-1 Lightning), 4 (2d- 2 Lightning) or 6 (3d-3 Lightning) to cast. Half that to maintain. Time to cast: The storm starts immediately, but the caster must con- centrate for a number of seconds equal to the storm’s radius in yards to bring the storm to full strength. Prerequisites: Windstorm and Lightning. Item Staff, wand, or jewelry. Usable only by mages. Cost to create: 300 energy, $500 in platinum ,and a $500 opal. Lightning may be made permanent at Duration: 1 minute. an energy cost of 100 times normal. Cost: Any amount up to twice your Wall of Lightning Magery level per second, for three sec- onds; half that to maintain. The ball Area Ball of Lightning inflicts 1d-1 burning damage for every Creates a shimmering, crackling Missile 2 full points of energy to anyone with- curtain of lightning around an area. Creates a ball of lightning in the in 1 yard of the explosion. Those fur- The wall is four yards high, but may caster’s hand. Unlike a regular Missile ther away divide damage by three be made higher by scaling the cost as spell, however, a Ball of Lightning times their distance in yards (round the height (double for 8 yards high, floats away in the direction the caster down). triple for 12 yards high and so on). wills it to; it cannot be hurled in the Time to cast: 1 to 3 seconds; the ball Every turn, anyone crossing or usual fashion. The ball is utterly silent grows in the caster’s hand as the cast- touching the wall suffers burning and moves in a straight line at a max- ing progresses. damage. It impedes vision and hear- imum speed equal to the caster’s skill Prerequisites: Apportation and ing through it: -1 to these Sense rolls. divided by 5 (round down), regardless Lightning. This is also an Air spell. of wind and nonmetallic obstacles – Item the ball floats right through windows, Duration: 1 minute. Staff, wand, or jewelry. Usable only curtains, walls, etc. It maintains its Base cost: 2 to 6 to cast. Same cost to by mages. Cost to create: 600 energy heading and speed unless the caster maintain. Each turn, the Wall inflicts and a $500 opal. 1d-1 burning damage for every two concentrates to change it. The ball

WEATHER SPELLS 197 Lightning Stare Item unless it is wielded as a light cloak (see Cloak, p. B184). Energy cost to create: Regular (a) Staff, wand, or jewelry. Only affects the wearer. A severe drawback is 700 for the cape, 1,000 for armor. The caster shoots lightning from that, as soon as it is activated, the item his eyes, using DX-4 or Innate Attack falls through the user’s hand – thus a skill to hit. The caster must be facing spell cast with this item lasts only a Lightning Weapon the target to use this spell. The typical minute. Energy cost to create: 3,000. (b) Regular ritual for this spell uses facial motions Staff, wand, or jewelry. Only affects the The subject melee weapon rather than hand gestures; thus, wearer. Unlike the previous item, this becomes charged with lightning, visi- Lightning Stare can be cast “no item turns to lightning along with the bly spitting and sparking, without hands” at any level of skill. wearer. While in lightning form, it loses harming its wielder. The weapon must This is also an Air spell. any other magical powers it might ordi- be at least partly metallic; weapons Duration: 1 second. narily have. Energy cost to create: 6,000. made entirely of wood and/or stone Cost: 1 to 4. Cannot be maintained. won’t hold the spell. The weapon does Does 1d burning damage per point of an additional 2 points of injury after energy put into the stare. Range is 2 Lightning Armor armor penetration and wounding yards per point of energy. Regular modifiers have been figured. Against Time to cast: 2 seconds. The subject is sheathed in crack- metallic armor, the weapon inflicts at Prerequisites: Lightning, Resist ling lightning, without feeling any dis- least 1 point of damage on any hit. Lightning. comfort (the subject and anything he This is also an Air spell. carries are under a Resist Lightning Duration: 1 minute. Item spell). The subject’s melee attacks do Cost: 4 to cast. 1 to maintain. Jewelry. Usable only by mages. an extra point of burning damage. Time to cast: 2 seconds. Cost to create: 1,000 energy, $500 Any metallic weapon that hits the Prerequisites: Magery 2 and worth of platinum, and a $500 opal. subject triggers a 1d-1 backlash of Lightning. burning damage along the weapon. Body of Lightning This attack automatically hits the hand Item that is holding the weapon, regardless A weapon that becomes electrified Regular; Resisted by HT of the weapon’s length, as long as its whenever used, at no energy cost to Subject becomes an animated entire length is conducting. Should the the user. Energy cost to create: 750; at shape of lightning, temporarily granti- subject grapple or be grappled, the foe least $300 must be spent in platinum ng him the Body of Lightning meta- takes 3d-3 burning damage, but the and opal decorations. trait (see box). Clothes (up to 6 spell will be broken. pounds) also become lightning, but This is also an Air spell. lose any magic powers they might Lightning Missiles have had. Duration: 1 minute. Regular Cost: 7 to cast. 4 to maintain. Stop Power acts as Glue and Steal Like Lightning Weapon, but cast on Prerequisites: At least six Lightning Power acts as Steal Strength on the a missile weapon. The weapon itself spells including Resist Lightning. subject. becomes surrounded with an electric This is also an Air spell. Item halo. Any missile it fires becomes Duration: 1 minute. The spell is (a) Staff or jewelry. Usable only by charged with lightning, doing 2 addi- broken if the subject loses conscious- mages. Cost to create: 1,000 energy tional points of injury as per Lightning ness. and $300 worth of platinum and Weapon. The missile’s wooden parts Cost: 12 to cast. 4 to maintain. opals. (b) Cape or armor; only affects turn to ash after it hits a target or after Time to cast: 5 seconds. the wearer. When activated, the cape 10 seconds, whichever comes first. Prerequisites: Magery 2 and seems like a piece of sheet lightning; it This is also an Air spell. will protect against attacks from the Lightning. Duration: 1 minute. back and sides, but not from the front, Cost: 4 to cast. 2 to maintain. Cost doubles if the missiles to be fired are nonmetallic. Time to cast: 3 seconds. New Meta-Trait: Body of Lightning Prerequisite: Lightning Weapon. Body of Lightning: Your body is made of lightning. ST 0 [-100]; HP +10 Item [20]; Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, A missile weapon that fires light- Reach C, -30%) [6]; Doesn’t Breathe [20]; DR 10 (Limited: Electricity, ning missiles whenever used, at no -40%) [30]; Immunity to Metabolic Hazards [30]; Injury Tolerance energy cost to the user. Energy cost to (Diffuse) [100]; No Manipulators [-50]; Feature (Affected by Energy Spells create: 1,000; at least $400 must be (p. 178) [0]; and Taboo Trait (Fixed ST) [0]. 56 points. spent in platinum and opal decorations.

198 WEATHER SPELLS CHAPTER TWENTY-SEVEN VARIATIONS

Tubbs didn’t know what kind In folklore and fic- of magic the burglar was trying to tion, magic takes many do, but whatever it was, he didn’t forms. In some set- like the look of the glowing runes tings, the logic of magic forming in the air. Quickly, he may be difficult to sim- spat out a dispelling incantation. ulate using the stan- Nothing happened. dard magic system; in “You Academy mages,” the others, there may be intruder sneered. “You think you multiple coexisting know everything there is to know types of magic. This about magic. Understand this: chapter introduces a there’s magic outside your books, variety of ways to and powers in the world you tweak and extend the don’t begin to comprehend.” GURPS Magic system Some crucial act completed, to encompass a variety the floating glyphs coalesced into of possibilities. a shimmering ball of light If further magical between the intruder’s hands. He possibilities are of inter- hurled the thing at Tubbs. Tubbs est, GURPS Fantasy flung up a ward, despite a sinking discusses many more feeling that it wouldn’t do any exotic theories of magic good. and how to use them in He was right. GURPS. ALTERNATIVE MAGIC SYSTEMS Perhaps the simplest way to simply by praying for it; teachers and required to take a Discipline of Faith expand the range of magical possibili- study are unnecessary (though GMs (p. B132) to maintain their powers. ties is to adjust the parameters of the might permit a priest to put a point in See Devotional Enchantment, p. 71, standard system, changing how spells a new spell after 200 hours of devout for a related form of magical practice. are used or acquired. By changing the contemplation). However, each god’s way people learn spells, or the circum- priesthood is restricted to an abbrevi- stances under which they can use ated list of spells that the god will Sanctity them, a GM can achieve a different fla- grant, usually closely tied to the god’s Clerical magic does not depend vor of magic while retaining the utility portfolio; fire gods don’t grant upon mana, but upon a mechanically of the standard spell list. Essential Water. Also, the patron god similar property called “sanctity,” may decide to alter the effects of the which represents the level of influence magic he grants – or suspend a priest’s a deity possesses in an area. Sanctity CLERICAL MAGIC magical abilities altogether – for rea- levels range from “no sanctity” to In some worlds, holy men and sons as ineffable as one comes to “very high sanctity,” much as mana women receive magical abilities from expect from a deity. does; however, sanctity levels are spe- the powers they serve. Such powers Clerical spellcasters often possess cific to a particular god, and more can be handled using the standard Clerical Investment (p. B43) and responsive to human alteration. Most magic system, with a few minor Religious Rank (p. B30); indeed, some areas are normal sanctity; duly conse- alterations. religions require such traits before a crated places, however, are high-sanc- priest may learn clerical spells. tity zones for the appropriate god’s However, other faiths include individ- worshippers, and low sanctity for wor- Clerical Spells uals who wield divine powers without shippers of an enemy god. Clerical spells have no prerequi- belonging to the formal church hierar- A fuller treatment of sanctity and sites. A priest may acquire a new spell chy. Clerical spellcasters are often holy places can be found in GURPS any time he has points to spend, Fantasy.

VARIATIONS 199 Power Investiture point in the college skill, but he can Perhaps the group prefers wizards with Magery is irrelevant to clerical ignore the spell’s prerequisites under a handful of powerful spells instead of a magic. Instead, Magery’s role is filled by the standard system. Spells cannot long list of spells of varying power. the Power Investiture (p. B77) advan- exceed the associated college skill. Changing the prerequisites of a tage. Spells that normally require some Magery adds to core skill, college spell can be difficult to do without level of Magery require Power skills, and spells. If standard and unbalancing the spell; if anyone off Investiture when granted by a god. ritual magic coexist, normal Magery the street can learn Great Wish, a lot and Ritual Magery are separate of folks with big dreams and great cos- advantages. mic powers will start turning up. However, if the GM is willing to take a bit of time, it’s possible to tweak a spell’s prerequisites without wreaking “Holy” Spells havoc on the game world. The regular spell system offers another alternative for priestly magic. The Spell Table (pp. 223-237) Individuals who are good and pure of heart may buy certain spells with- includes a column marked out prerequisites. The relevant spells are ones that permit the caster to “Prerequisite Count.” This column perform supernatural acts traditionally associated with the clergy. These represents the shortest chain of pre- spells include Bless, Dispel Possession, Final Rest, Monk’s Banquet, Turn requisites required to learn the spell in Zombie, and Vigil. question. A prerequisite count of five means that there are five other spells which a wizard must learn before he can learn that spell. The GM may wish Since sanctity is mechanically All other rules are the same. to consider non-spell prerequisites equivalent to mana, clerical spellcast- (Magery, IQ, etc.) when calculating ers without Power Investiture cannot ALTERNATE prerequisite count; if so, add one point cast clerical spells when outside an to a spell’s prerequisite count for every area with high sanctity. Priests with 10 full character points of required PREREQUISITES traits. The Spell Table does not con- Power Investiture, however, can carry In most situations, the prerequisites their patron deity’s work into the sider non-spell prerequisites. given for spells in this book make sense. To alter a spell’s prerequisite chain, larger normal-sanctity world. However, the cosmologies of some set- Much as mages can detect changes come up with some plausible set of tings might be better supported by a dif- requirements that adds up to roughly in mana level (p. 6), clerical spellcast- ferent structure. Perhaps the GM wants ers with Power Investiture can detect the same prerequisite count. This isn’t the Technological spells to depend upon an exact science; changing the prereq- changes in sanctity level by rolling a background in Making and Breaking, against IQ + Power Investiture. uisite count of Utter Dome from 16 to or would like to remove the 5 might be problematic, but if the new Necromantic taint associated with prerequisite chain adds up to 14, the RITUAL MAGIC Resurrection in the normal spell list. campaign is hardly going to be ruined. In some worlds, magic is not divid- ed into hundreds of individual proce- dures by which a wizard can bring the dead to life but know nothing of Other Ritual Idioms speaking to birds. Instead, magic is a The core skill for ritual magic must be a Very Hard skill for the sake of single practice, dizzying in its many game balance, but fascinating opportunities emerge when you look for applications but essentially one. alternative candidates. Some Very Hard skills are obvious choices, as they In such settings, magic use already verge in the mystic – Alchemy or Herb Lore, for example. Musical depends on a single “core skill,” typi- Influence, similarly, is a clear choice for bardic magic. Almost any Very cally Ritual Magic (p. B218) or Hard skill, however, can be a potential core skill for ritual magic. Thaumatology (p. B225). Each college In a setting where magic is the final mystery of martial arts or monas- of magic is an IQ/Very Hard “college tic discipline, skills like Body Control, Blind Fighting, Invisibility Art, or skill” or “path” that defaults to core Zen Archery can be become the first step in ritual magic. skill at -6. College skills have the core In a more technologically advanced setting, Computer Hacking or skill as a prerequisite and may never Weird Science become core skills. This is excellent for cam- exceed the core skill. paigns, “the world is an illusion” settings, or over-the-top technomagic Ritual wizards can cast spells at shenanigans. default! Each spell is a Hard technique Ritual magic can even be based on mundane sciences. Ritual physi- with a default to the associated college cists exploit subtle and counterintuitive principles of natural law to skill. The default is at a penalty equal accomplish their magic. Paradigms based on Biology or Surgery are left to the spell’s prerequisite count (p. 6). as an exercise for the reader. To raise a spell past its default level, the wizard must have at least one

200 VARIATIONS Shortening Prerequisite Chains Some worlds have fewer low-pow- Renaming Spells The names given in this book are generally descriptive and functional, ered spells than others, and a wizard for ease of use. There’s no reason that they also have to be the names that can learn powerful magic without wizards use for them in the game world. There are dozens of ways to having mastering dozens of less rename spells to help them conform to your game world’s flavor. potent incantations. One possible way to simulate this situation is to cut all Different Phrasing: Something as simple as changing a spell’s part of prerequisite counts in half and simul- speech can make an important difference in flavor. Fireball becomes Ball taneously double the points required of Fire, Seek Earth becomes Search for Earth, etc. for a spell to serve as a prerequisite. Named for its Creator: In worlds So, a wizard trying to learn Steam Jet where spell research is an ongoing might need to spend two points each concern, wizards concerned with self- on five different spells rather than one promotion will want their spells to point each on 10 different spells. enhance their reputations directly. Why develop Weather Dome when you can develop Malathrax’s Weather Dome? Advantage-Based Magic Technical Nomenclature: Sometimes In other worlds, magic reflects wizards just like to keep the untrained more strongly the sort of person a guessing. The Seventeenth Chant of Air spellcaster is, and less what he’s stud- sounds very impressive, even if it’s just ied. One way to make a prerequisite Odor. chain reflect this sort of world is to Florid Prose: Create Fire pales before lean heavily on advantages as prereq- the Most Excellent Pyrogenitive uisites. Demand that Plant wizards Incantation. In an appropriately have Plant Empathy for certain spells, baroque setting, every spell can be or that Communication wizards have improved with the indiscreet use of some Charisma. Any number of Latin and a few superfluous adjectives. Talents make good prerequisites – Artificer for Making and Breaking, Smooth Operator for Mind, and so on. IMPROVISATIONAL MAGIC Improvisation is the heart of role- Some GMs don’t enjoy being put on In combination with the Retention playing. Players improvise to react to the spot, and some players prefer to enhancement, Wild Talent becomes a unexpected situations that the GM know exactly what their characters means by which wizards learn new throws to them, and the GM improvis- are capable of doing. If that describes spells; at the GM’s option, it may not es to accommodate the . . . innovative you, skip these systems. even be possible to learn spells ... solutions the players devise. This sort of freewheeling improvisation can be the basis of a game’s magic sys- tem as well. Magery and Improvised Magic Not every setting features wizards Any system described in this section may or may not require Magery, who spend long hours to learn and depending on the world in which they exist. They may, as with spell master individual spells with clearly magic, require Magery to use in a region with normal or lower mana. defined effects. The systems presented They may require Magery to use at all. in this section offer the opportunity for wizards to cast spells without years of study and memorization; in some cases, they allow wizards to invent new through study. Without Retention, a spells at their whim. These systems wizard’s level of Wild Talent becomes may exist alongside the regular spell WILD TALENTS the limiting factor for his spellcasting. system, or replace it, as appropriate for The simplest way to handle impro- Adding the Emergencies Only limi- a given setting. vising wizards is the Wild Talent tation can be a great incentive for wiz- A word of warning: improvisation- advantage (p. B99). A paradigm of ards to go adventuring; with al systems are only appropriate for magic in which wizards devise new Emergencies Only and Retention, a groups where the GM enjoys thinking spells extemporaneously is easily sim- wizard can only learn new spells by on his feet, and the players are happy ulated by some level of Wild Talent putting himself in new and dangerous to accept GM judgments on the fly. with the Focused limitation. situations.

VARIATIONS 201 Example: Patrick wants to cast WILDCARD SPELL DEFAULTS Lend Language on his friend Aidan to Another way to allow wizards to help him pass the Old Draconic MAGIC attempt spells outside their comfort midterm, but his only Magic can also be treated as a wild- zone is to allow spells to default to Communication and Empathy spells card skill (p. B175) to emulate settings other spells (p. B173). In this system, are Sense Foes-15 and Sense where wizards master the full spec- each spell defaults to every other spell Emotion-15. He can cast Lend trum of magical endeavor instead of in the same college. An unknown spell Language at a base penalty of -4, with learning one spell at a time. Instead of defaults to any known spell at -4, with an additional penalty of -3 for Lend buying spells, a wizard simply buys an additional penalty equal to its own Language’s prerequisite count. Since levels of Magic! With that single wild- prerequisite count. However, if the Sense Emotion is a possible prerequi- card skill, he can cast any spell he known spell is in the prerequisite site for Lend Language, he can add wants, at a penalty equal to the spell’s chain of the unknown spell, add a Sense Emotion’s prerequisite count prerequisite count. bonus equal to the prerequisite count for a +1 bonus. He could also have This is a cinematic option. Wizards of the known spell. A wizard cannot defaulted from Sense Foes, but since using Magic! are extremely flexible cast a spell at default if it requires an Sense Foes has no prerequisites, he and powerful. If the scope of Magic! advantage (usually Magery) that he would not have gotten any bonus. His seems too broad, it may be wise to does not possess. When defaulting to a final effective skill for Lend Language treat each college as a separate wild- spell at skill 20 or higher, treat the will be 9, and it will cost him 6 energy card skill. The GM may also want to spell level as 20 for default purposes. to cast and 2 to maintain. Aidan is def- retain Magery prerequisites for spells Spells cast at default cost twice as initely going to owe him one. that usually require some level of much energy and take twice as long to Magery. cast. Allowing wizards to cast spells at default, while not as cinematic as wildcard magic, substantially increas- es their flexibility. If the GM is not pre- Improvisation is too good to leave to chance. pared for a wizard to attempt any spell – Paul Simon in his college of choice, he should not allow casting at default. SYNTACTIC MAGIC Some wizardly traditions don’t even There are 14 nouns: Air, Animal, feel free to assess parameters similar use discrete spells. To them, rote and Body, Death, Earth, Fire, Food, Image, to the memorized spell. If the pro- formula are anathema; magic is a cre- Light, Magic, Mind, Plant, Sound, and posed spell has no counterpart, how- ative art that responds to the needs of Water. ever, or if the players and GM prefer the moment. These wizards turn their The GM may remove, add, or not to crack a book in the middle of efforts toward mastering fundamental change Words as he sees fit. play, use the following guidelines. The principles of existence instead of learn- guidelines listed under Inventing New ing individual recipes. These funda- Spells (p. 14) may also be helpful. ments are called Words in the vernacu- SPELL lar of wizards. To work magic, wizards bring together these potent principles PARAMETERS Appropriate Words in much the same way that words are Before casting a syntactic spell, the The Words for some spells will be strung together into sentences. player describes what he wants the obvious; a flight spell, for instance, is Every spell has two elements: what spell to do, and selects the verb and clearly Move Body. Some spells, how- is done, and what is done to. noun that he wants to use. The possi- ever, could be achieved with multiple Correspondingly, there are two types ble effects are limited only by the play- different combinations – a spell to fire- of Words. Some are described as er’s imagination. The GM then decides proof a wooden cart could be Weaken verbs: Create, Move, Heal, and so on. whether the intended effect is possi- Fire, or it could be Protect Plant. GMs Others are described as nouns: what is ble, whether the Words chosen by the should be flexible in allowing players being created, moved, etc. player are appropriate, what type of to utilize their wizards’ strengths, but Each Word is a separate IQ/Very spell the proposed spell is, how much try not to let the game get bogged Hard skill; mages add their Magery to energy the improvised spell should down in arguments about the IQ when learning Words. cost, and what skill penalty (if any) optimum configuration of Words. There are 10 verbs: Communicate, should apply. As a rule, any attack spell directly Heal, Sense, Weaken, Strengthen, If an improvisational wizard assaulting the target uses Body – a Move, Protect, Create, Control, and attempts to improvise a spell equiva- spell to break bones would require Transform. lent to an existing memorized spell, Weaken Body, but a spell triggering a

202 VARIATIONS lethal avalanche could be simply Move Earth. Spells that affect the caster directly use either Body or Mind. Scaling Syntactic magic can take different roles in the campaign depending on Multiple Words just how much power its practitioners can bring to bear. The default power Some spells may require more level in this section is calibrated to be roughly equivalent to regular spell than one verb or one noun. A laxative magic in scope, but different scales are possible. spell, for instance, seems to be Move Food on the face of it, but since it Cantrips affects the body directly, should per- Perhaps syntactic magic creates inconsequential spells of little power. haps be Move Food through Body. In such a scheme, syntactic spells should be substantially less powerful, Alternately, the player might suggest on par with low-end spells like Ignite Fire and Seek Food, but should cost that it be Heal by Moving Food. half as much energy as usual, rounding down. Word skills should also When using more than two Words, become IQ/Hard in such a scheme. the player must roll against the lowest verb and noun skills used, with a -1 Words of Power penalty for every additional Word. Alternately, syntactic magic may derive from mastery of the great However, he may choose which verb things of the world: each Word is a numinous mystery not to be employed and which noun will determine the lightly. These Words may – indeed, must – have titanic effects, twisting energy cost and time to cast. Some reality to their speaker’s whim. Under such circumstances, however, mul- casters may wind up introducing their tiply energy cost by 10 and buy Word skills as wildcard skills (p. B175). specialties into spells where they are At the GM’s discretion, Words of Power may generate syntactic spells not otherwise necessary in order to with lasting or permanent duration (see Duration Types, p. 10). benefit from their specialties’ cost or time to cast. A Fire wizard, for exam- ple, might want to cast attack spells using Weaken Body with Fire in order to take advantage of Fire’s faster time Time to Cast a mountain like a fried egg, and some- to cast. As with energy cost, each Word has times more obstacles than prohibitive an associated time to cast; a syntactic energy cost are called for. GMs should spell’s time to cast is equal to the com- feel free to assess penalties to skill Spell Class bined time to cast for each of its con- whenever appropriate. Most syntactic spells are Regular stituent Words. Time to cast for or Area spells, but some Sense-type Control and Transform spells is fig- WORD spells qualify as Information spells. ured in the same manner as energy Melee and Missile spells are possible if cost. ARAMETERS the GM chooses to allow them. P Time to cast and Duration are Syntactic magic is too slow for given in seconds. Blocking, and too transient for Duration enchantment. For enchantment using Syntactic spells are typically the Words, see Symbol Magic (p. 205). instantaneous or temporary (see CASTING THE Duration Types, p. 10). Temporary syn- Energy Cost tactic spells take a standard duration SPELL of one minute, one hour, or one day, Once the parameters of the spell Each Word has an associated ener- depending on the nature of the spell. A have been agreed upon, the caster gy cost; a syntactic spell’s cost is equal protective combat spell rarely needs to makes two rolls: one for the verb, and to the cost of its verb plus the cost of last longer than a minute, while a spell one for the noun. He makes each roll its noun. Control spells cost an to go without sleep is pretty useless if against his skill in the Word used, amount equal to the cost for Control it won’t even get you through the minus any penalties assessed by the plus double the cost of the noun; night. The GM may increase the ener- GM. All usual modifiers for range, Transform spells cost an amount gy cost or assess skill penalties for touching, concentration, and so on equal to the cost for Transform plus spells that take a longer duration than apply to syntactic spells. Use the the cost for both nouns. usual. Alternate Magic Rituals rule on p. 9. The resulting cost is appropriate Temporary spells can usually be for a Regular spell cast on a SM 0 tar- maintained at half the cost to cast. get or for the base cost of an Area Spell Results spell. Syntactic spells do not get a cost The result of a syntactic spell reduction for high skill. Skill Penalties attempt depends on what rolls were Not all syntactic spells are created made or failed. If both skill rolls (verb equal. Move Earth can be used to and noun) were made, the spell move a rock out of the road or to flip

VARIATIONS 203 works. Energy cost is paid normally. against Plant. Transform spells do not Verbs If there was a critical success, halve suffer the -1 penalty for using a third Energy Time to energy cost; if both rolls were critical Word. Word Cost Cast successes there is no energy cost. As long as a transformed object Communicate 1 0 If one word is successful but the remains undamaged, it can (with a Control 2 1 other is not, there is a magical result, new spell or Remove Curse) be Create 2 2 but it is not the result the caster has in restored to its original form, Heal 1 2 mind. The GM should not be mali- unharmed. If it is damaged, an appro- Move 0 0 cious in this — an attempt at a spell to priate amount of damage manifests if Protect 1 1 make someone sneeze might flare its original form is recovered. Sense 2 0 their nostrils, for example, but proba- Dealing with transformed objects Strengthen 1 1 bly shouldn’t make them expel requires many judgment calls on the Transform 3 2 Concussions from their sinuses. part of the GM. In general, a trans- Weaken 1 1 Energy cost is paid as for the spell formed object behaves in all ways like that was attempted. a natural one, except that transforma- If both rolls are ordinary failures, tions cannot be used to gain any sig- Nouns nothing happens, and the caster must nificant increase in intelligence or Energy Time to spend one point of energy. knowledge. (A servant made from a Word Cost Cast A critical failure on either spell roll dog will be faithful, but not much Air 3 1 has disastrous effects, of course. And smarter than he was before.) Animal 2 3 critical failure on both should be Body 3 2 spectacular! Earth 2 3 The wizard always knows if his Fire 4 1 spell has succeeded or failed. If it has Food 1 3 failed, he may not know exactly what Image 2 2 the result is, but he knows it’s not Light 2 1 going to be the result he was hoping Magic 2 4 for. Mind 3 2 Plant 1 5 Sound 2 2 Resistance to Spirit 2 4 Syntactic Spells Water 2 3 A syntactic Resisted spell uses the worse of the two rolls to determine if the subject resists. The GM determines whether a spell should be Keep in mind that if the linking Resisted; almost any Body or Mind spell works, but the syntactic spell to spell should be, while spells that do which it is attached fails partially, direct physical damage generally something strange will happen when aren’t Resisted. the triggering event occurs. TRANSFORM LINKING GMING The verb Transform is a special SYNTACTIC SYNTACTIC case, somewhat more complicated than the other verbs. Unlike every SPELLS MAGIC other syntactic spell, Transform spells Syntactic spells may be linked, as Syntactic magic can be hard to require three rolls: one for Transform, with any of the linking Meta-Spells GM. Its open-ended nature makes it one for the noun governing the begin- (pp. 130-132). If syntactic spells and possible for a syntactic wizard to ning material, and one for the noun memorized spells are two means of wreak havoc on the campaign; it’s governing the final material. If the manipulating the same forces, any of hard for a GM to anticipate what the same Word governs both forms, the the three linking spells may be players may do when they have the spell still requires separate rolls for attached to a syntactic spell. If syntac- complete gamut of magical knowl- each. Thus, shapeshifting from tic magic stands alone in your game edge at their disposal. human to animal can be considered a world, then linking spells must be Therefore, it’s essential to set lim- Transform Body to Animal spell, and syntactic as well. Such links require its. Just because a player can imagine the caster would roll against the Magic Word and one or more it doesn’t mean that their character Transform, Body, and Animal; chang- Words related to the triggering event. ought to be able to do it. On the other ing a fig to a thistle, however, would The more Words are used for the trig- hand, it’s no fun to play a wizard if be Transform Plant to Plant, requiring ger, the more accurate – but the hard- your spells never work – or worse, if one roll against Transform and two er to cast – it is. they never work right.

204 VARIATIONS A Syntactic Spell: Waterproofing

Morris the Mage and his friends are preparing to where Morris claims this spell will keep him from swim across a river. Morris himself knows how to cross drowning. without getting wet, but it’s too fatiguing to cast spells Morris’ skill in Protect is 14 and his skill in Plant is on the whole party to get them across dry-shod. 15. He first rolls against 14 for the verb, Protect. He However, they are carrying some valuable books that makes his roll, and then rolls against 15 for the noun, Morris doesn’t want to get wet. So he puts all of the Plant. He will pay the whole energy cost unless both books in a large pile and tries to improvise a rolls fail entirely, or one or both are critical successes. Waterproofing spell that will protect the whole heap of If the spell succeeds, Morris will know, and the books material. are waterproofed for the next minute, at least. If one roll The GM and Morris’s player talk it over and decide succeeds but the other one fails, something else will that there are a number of ways to construct this spell. happen. Morris might not know exactly what, but he Protect Plant is one possibility, since books are made will know that it didn’t go exactly as planned – he can from trees. Weaken Water is another, as is Control Water. choose to try his luck with the river or not, as he sees fit. Morris decides his best chance is with Protect Plant. The The GM must rule what happens if one of the rolls pile of books, about a yard across, has a SM of -2, so should fail, but only in the case of a critical failure Morris opts for a Regular spell. The standard guidelines should he be malicious. If the second roll is failed, for suggest that a Protect Plant spell should cost 2 energy example, the spell might only work against oil, not and take 6 seconds to cast. The GM notes that this is water (which wouldn’t do Morris any good), or only for about twice the cost of Umbrella, which seems appro- one second, not one minute, or will protect from dust priate. If he had tried to use Weaken Water, it would have instead of water, etc. On a critical failure, the ink might been quicker to cast, but significantly more expensive. start running before the books even get to the water. On The GM also rules that this spell will only work on inan- a double critical failure, the books might be entirely imate objects, in case a situation arises in the future dehydrated and fall to dust!

Striking an appropriate balance spent a similar number of character than totally destroying the castle, I usually means accepting the principle points on his magic? think we can work something out.” of what a player wants to do while set- It is almost always more satisfying It may take a while for players and ting reasonable limits. The regular for a player to be told “Yes, but . . .” GMs to come to a mutual under- spell system can be a good touchstone than to be told “No.” Rather than flat- standing of what sorts of spells are for making these sorts of decisions. Is ly refusing a proposed spell, try some- appropriate – patience on all sides is the proposed effect similar in scope to thing like, “Sure, you can do that. critical. Try to encourage players’ things that can be done with regular Let’s see, about 15 minutes to cast and creativity without ruining the game – spells? What do similar spells cost? 200 energy should be about right for that’s what it’s all about. And remem- Could a wizard using memorized that result. Now if you’d settle for less ber to enjoy it when they come up spells achieve a similar effect, having with a particularly clever idea!

SYMBOL MAGIC Symbol magic is one of the most A properly trained person can use symbolic “language.” In addition, he ancient forms of magic; many cultures these systems to work magic. This most must master each individual symbol have a magical tradition that relies commonly takes the form of scrolls and before he can use it. Each symbol is a upon a set of signs representing mysti- items enchanted with powerful glyphs, separate IQ-based skill with Symbol cally potent words, sounds, or con- but the power of magical symbols can Drawing as a prerequisite and no cepts. The Vikings had their Futhark be used to create magical effects direct- default. Magery does not add to IQ for runes; Celtic druids had Ogham; the ly. A symbol-caster is free to learn other the purpose of learning symbols. Hebrew Qabala places great impor- forms of magic, if they are available. A wizard experienced in multiple tance on the association of the twenty- traditions of Symbol Drawing must two letters of the Hebrew alphabet learn the symbols separately for each with mystic concepts. Chinese, SYMBOLS symbolic language! Deep knowledge Sanskrit, hieroglyphics . . . all have To perform any symbol magic, a of the Futhark Body-rune avails not a been used as symbolic languages of wizard must learn the Symbol Drawing bit when dealing with an Atlantean magic. skill, specializing in a particular Body-sigil.

VARIATIONS 205 rolls are failed, the full purpose of the inscription will remain hidden, but Alternatives the symbols deciphered may hint at Whole-Language Symbol Magic: Under the normal symbol magic rules, a some part of the inscription’s intent. symbol-caster must learn Symbol Drawing to represent his general famil- iarity with that symbolic tradition, and then learn each symbol separately to ASTING THE represent his deeper study of each individual mystery. An alternate approach C to symbol-casting is to treat each symbol as a Hard technique that defaults SPELL to Symbol Drawing. Easy symbols default to skill-4, Average symbols to skill- A symbol spell usually consists of 6, and Hard symbols to skill-8. This makes symbol-casters substantially two symbols: a verb and a noun. The more flexible; GMs running this version of symbol magic should consider energy cost of a symbol spell depends being conservative with the effects possible with symbols. on the symbols used and the discre- Ideogram Symbols: Not all symbolic languages are short and sweet. One tion of the GM, as described for syn- could run a setting in which symbol magic is not improvisational; instead, tactic magic. The duration of a symbol every spell in the standard spell list has its own symbol. Such a system is spell depends on the nature of the essentially equivalent to using the regular spell system with the particular spell, as with syntactic magic; symbol constraints of symbol magic; spells would take much longer to cast, but spells, however, may be lasting in enchantments would become trivial.

In most symbolic systems, the most common interpretations of the Example of symbols correspond to the Words of the syntactic magic system (see Symbol Casting Syntactic Magic, p. 202). In any given Thorfinn, a Futhark runemaster, wants to make a sword that will inscription, however, a related concept destroy fire elementals. Discussing the question, he and his mentor may be a more appropriate transla- (i.e., the player and the GM) determine that the appropriate runes are tion; the symbol for the verb Weaken Hagalaz (Weaken), Kenaz (Fire), and Perthro (Magic). might also represent concepts like Thorfinn is a skilled smith, so he plans to work the runes directly Reduce, Damage, Harm, Undo, Rot, into the sword. Some runemasters might prefer to inscribe the runes or Break. onto a finished sword using Artist (Calligraphy), but Thorfinn feels Some symbols are more difficult that a runemaster who wants to enchant an item ought to make the than others. item himself. Besides, he’s not that good a calligrapher. His Smith skill is 15. His rune skills are Hagalaz-14, Kenaz-15, and IQ/Easy: Food, Sound. Perthro-16. For each rune, he must roll against his skill for the partic- IQ/Average: Communicate, Weaken, ular rune to formulate it correctly, and then roll against his Smith skill Strengthen, Move, Protect, Air, Fire, to inscribe it successfully. Image, Light, Plant, Water. All these attempts are successful, and Thorfinn now possesses a IQ/Hard: Heal, Sense, Create, runic sword. The time required is determined by the nature of the Control, Transform, Animal, Body, desired enchantment. In this case, the sword does +2 damage (+2 Earth, Magic, Mind, Spirit. Puissance — energy cost 1,000), and has +2 to hit (+2 Accuracy — In most settings, the basic mean- energy cost 1,000). The latter two enchantments are both limited by a ings of symbols are common knowl- Bane spell (fire elementals only). This divides their cost by 3, but it edge, and anyone can study them costs 100. The total energy cost is 966, so it would usually take 966 freely. The GM may, however, decide days to complete. This is halved because the item will require Symbol to make certain symbols secret or for- Drawing to activate, so Thorfinn will need about 16 months to finish. bidden, requiring quests or extensive This does not consider the time required to make the sword! research to uncover. Anyone with However, item manufacturing time and rune-scribing time is concur- Symbol Drawing skill may make a rent, and it will take Thorfinn less than 16 months to forge a sword, so skill roll to recognize an unfamiliar no time is added. symbol within his symbolic language, When Thorfinn wishes to use the sword Flame-Cleaver, he must use even if he has never seen it before. Symbol Drawing. This, in itself, requires no energy. His skill at Symbol Once he has recognized it, he still has Drawing is 16. However, one of the runes on Flame-Cleaver is Weaken, no skill in that symbol, but can study which he knows only at level 14, so his effective skill to activate the it normally. runes is a 14. Interpreting a symbolic inscription There is no energy cost to use the sword because none of the spells to determine exactly what spell it is in it require energy. Many magical items require the user to spend designed to cast requires a separate energy. This is treated normally. Self-powered items can be made with Symbol Drawing roll at -3 for each symbol-magic; the Magic rune must be added to let them draw mana. symbol in the inscription. If any of the

206 VARIATIONS duration. Typically, the duration of a lasting symbol spell is until the sym- bols are destroyed. The casting time An Emergency for the spell depends on the chosen casting method (see below). Symbol-Casting It is possible to make more com- Fergus, an Irish bard, possesses seven true symbol tokens – short plex or detailed spells by using more wands carved with Straif (Weaken), Ailm (Create), Getal (Move), Eadha than two symbols. This always takes (Mind), Onn (Animal), Fearn (Fire), Ur (Earth), and Saille (Water). While longer and is more difficult, if only exploring a deserted holding, he is suddenly confronted by a party of hos- because the wizard is rolling against tile Fomorians (giants). As his companions begin to fight, Fergus draws a more skills. If players want a very wand at random from his belt pouch; this takes his first turn. The GM powerful effect, the GM may require rules that he gets the Move-wand. them to use more than two symbols. If For his second turn, he draws another wand. The GM assigns each of players voluntarily use a multi-symbol the remaining stones a number from 1 to 6, and lets the player roll. He spell and succeed, the GM should draws the Fire-wand. make it more effective. Fergus then concentrates on a spell to move the fire from a comrade’s Symbols from different languages torch into the chief Fomorian’s face. The GM decides this is essentially the cannot be used together. same thing as the spell Shape Fire, and uses the parameters of that spell. Symbols can be used to cast spells Because Fergus is working with true symbol tokens, the time to cast is in several ways, including writing on only one second per symbol, or two seconds. parchment, tracing in the air, Fergus rolls once against the lowest of his Symbol Drawing, Move- inscribing on an object, or using indi- wand and Fire-wand skill. The roll is a success, and flame jumps from a vidual symbol tokens. For each sym- torch into the chief’s face, burning and terrifying him. It clings to his face bol used, the caster rolls against the until he flees (Fergus continues to concentrate) and then moves toward lower of his Symbol Drawing skill and another Fomorian. At this point, the GM makes a reaction roll for the his skill with the particular symbol to Fomorians, and they flee. see if it is drawn or placed successful- Fergus’s energy cost is calculated as per syntactic magic (p. 202). The ly. Doubling the drawing time gives a spell costs 4 energy (the battle did not last long enough for Fergus to +1 bonus to skill. Or time may be maintain the spell) – a relatively low price to pay for deciding a battle! halved, at a -2 to skill. Using materials that are not traditional to the symbol- ic alphabet in use may entail a penalty of -1 or worse. against the lower of the creator’s Artist Symbolic Inscriptions Once symbols have been success- (Calligraphy) skill level (default if nec- When two or more symbols are fully created or placed, they must be essary) or the desired symbol’s skill inscribed in a permanent fashion, a activated with a successful Symbol level is needed. The time needed to magical item is created. It can be acti- Drawing roll. Activating a set of sym- draw each symbol depends on its vated with Symbol Drawing as many bols takes 1 second for every symbol complexity: Easy symbols take 1 hour, times as necessary. This method is in the inscription. The caster’s effec- Average symbols take 3 hours, and good for swords, staves, doors, etc. tive skill for this roll is equal to the Hard symbols take 6 hours. Two successful rolls are needed to lowest of his skill in Symbol Drawing The person who draws the inscribe each symbol. One is against and any of the symbols being activat- parchment chooses the desired effect. the caster’s skill level with the symbol ed. A critical failure on this roll has the A symbol-parchment can be car- to be used. The other is against his usual critical spell failure results. A ried and used later. Any damage to the skill in working the material – usually symbol-caster cannot activate an paper will make the symbols useless. Smith or a specialty of Artist. inscription if it includes a symbol he To cast the spell, the user looks at the The time required depends on the does not know. Also note that if the paper and activates the symbols with desired effect. The wizard is essentially symbols themselves are flawed due to Symbol Drawing. He then pays the improvising a magic item. The GM failures in the creation process, a suc- energy cost. The parchment turns to decides exactly what effect the item will cessful activation roll will activate the ashes when used. A symbol-caster is at have, by reference to the item descrip- symbols, flaws and all. -4 to his Symbol Drawing skill if trying tions in Chapters 3 through 26. Carving to activate a parchment that he did the symbols will take as much time as it not draw himself. would normally take to enchant the Parchment Symbol A symbol-caster can also trace item. If the item must be activated with Casting symbols in earth or sand, at -2 to skill. Symbol Drawing, that time is cut in Symbols can be written on parch- Times are as for parchment. The sym- half. The wizard’s exact intent for the ment or paper to create a temporary bols can be activated repeatedly while item, and his understanding of the sym- magic item. These are faster to make they last (GM’s decision), but of course bols, guides the way he carves, than scrolls (p. 57), but harder to use. are not portable! decorates, and interlaces them. Drawing the symbols correctly is important, so a successful skill roll

VARIATIONS 207 Using a syntactic magic (see Syntactic Magic, p. 202). A successful skill roll for each The Futhark Runes Symbol-Enchanted Item symbol used is needed, at a -3 penal- Note that the rune used here for To use most items, the user activates ty. The wizard needs two seconds to Magic (Futhark 25, called “Un- the symbols by rolling against the trace an Easy symbol, six seconds for knowable,” or “Destiny,”) is always lower of Symbol Drawing and his low- an Average symbol, and 12 seconds represented as an empty space! est skill in any of the symbols inscribed for a Hard symbol. When the tracing However, tracing or carving it takes on the item, and pays the appropriate is complete, the wizard must activate as long as for any other Hard rune. energy cost for the desired effect. If the the symbols with Symbol Drawing. item works, the effect is that chosen by Communication/Separation the original maker; the user cannot Healing/Fertility alter it. If the user does not know exact- Symbol Tokens ly what the item does, he must accept Permanently enchanted symbol Knowledge/Naming that risk! Any symbol-caster may acti- tokens can be made as magic items. vate a symbol-enchanted item, but only Each symbol is inscribed on a small Break/Weaken/Harm if the symbols are in a symbolic object; this is usually a small stone or language with which he is familiar. gem, but may be anything appropri- Strengthen/Repair When a permanently inscribed item ate to the symbolic tradition – chips Move/Travel is used, a critical failure on an activa- of wood, shards of bone, clam shells, tion roll does 5d damage to the item. etc. A symbol-caster can cast spells Protect/Guard This may or may not destroy it. with them by laying out the required Some symbol-carved items can be combination of symbols and activat- Warn used by anyone. These are governed ing them with Symbol Drawing. This Create by the rules for normal enchanted is much faster than drawing the sym- items, and take as long to make as bols on paper, more reliable than fin- Control/Bind normal enchanted items. ger tracing, and more flexible than inscriptions. Treat each symbol token Transform/Gateway as a magic item with a creation cost Finger Tracing of 100 for an Easy rune, 300 for Earth In an emergency, a symbol-caster Average, 600 for Hard. Air can trace the symbols in the air with a When making symbol tokens, it is finger. This does not create a magic advantageous to use gemstones or Fire item; it simply casts the desired spell. other valuable materials. A symbol Results are figured exactly as for token with an intrinsic value of $1,000 Water gives the user a +1 Animal/Property The Futhark Runes to effective skill. A Name Letter Associated Word Other Meanings symbol token with Body/Man/Human Fehu F Animal Property an intrinsic value Uruz U Strengthen Repair, Make of $5,000 gives Food/Offering Thurisaz TH Transform Gateway, Tension an effective +2. Ansuz A Communicate Insight The drawback is Light (& Darkness) Raidho R Sense Knowledge, Name that the token Mind Kenaz K Fire shatters if the Gebo G Food Offering, Gift enchantment roll Sound/Signals Wunjo W Air fails. Hagalaz H Weaken Break, Harm, End Properly made Necromancy/Soul Nauthiz N Control Bind symbol tokens Plant Isa I Image Deceit will work for any- Jera J Plant one who knows Illusion/Mystery Eihwaz EI Earth Symbol Drawing Perthro P Magic Mystery, Secrets for the symbolic Magic/Destiny Algiz Z Protect Guard alphabet used and Sowilo S Spirit the appropriate Source: The Book of Runes, by Tiwaz T Mind Rulership symbols. Ralph Blum. Berkano B Create Growth When casting a Ehwaz E Move Travel, Progress spell by symbol casting time depends on what method Mannaz M Body Human, Self tokens, figure the wizard uses to find them. GMs may Laguz L Water energy costs as for impose a reality check on this! Few Ingwaz NG Heal Fertility syntactic magic. If wizards have a complete set, but the Dagaz D Light the stones must be more tokens in the bag, the harder it is Othala O Sound Story readied quickly, ––Destiny Magic, Unknowable to find the right one. Wizards in a

208 VARIATIONS hurry may grab randomly. In this case, The Futhark is a secular alphabet the GM chooses the symbols in any as well as a magical one; each rune The Ogham Alphabet manner desired. Many unusual and corresponds to a sound, and ordinary humorous spells might be tried in an language can be written in runic Beth B extreme situation. script. Indeed, the name “futhark” A wizard can also use “common” derives from the word spelled by the Luis L symbol tokens (as opposed to true first six letters of the alphabet. stones). Common symbol tokens are Fearn F marked with symbols but have no enchantment except the symbol’s THE OGHAM intrinsic power. Time to make these is Saille S two hours for an Easy symbol, six for ALPHABET an Average one, 12 for a Hard one. If Ogham is a symbol system devel- any common stones are used, triple the oped in Ireland around the 4th or 5th Nion N time required to activate the symbols centuries, and used throughout the British Isles. The 20 letters of Ogham with Symbol Drawing. There is also a Uath H -2 penalty to the Symbol Drawing roll are formed with a number of horizontal or diagonal strokes across a center line. for each common stone used. Duir D Symbol tokens can also be used as All surviving inscriptions are in stone, a method of divination (see Symbol- but some have suggested that the alpha- Casting, p. 109). bet was designed originally for wooden Tinne T rods. Others believe the alphabet is shorthand for sign language, each letter Coll C THE FUTHARK indicating the number and orientation of the fingers held up. RUNES The historical uses of Ogham are Perhaps the most famous system of murky; pagan Irish culture did not Muin M magical symbols is the Futhark runic weather the introduction of alphabet, used in one form or another Christianity as well as the Norse cul- Gort G by most of the Germanic peoples of tures did, and most of the surviving northern Europe. According to the Ogham inscriptions are short and legend, the god Odin discovered the functional – funeral monuments or Pethboc P runes when he sacrificed himself to border markers. Allusions in ancient himself, hanging from the branches of texts suggest variously that Ogham Yggdrasill the World-Tree. He learned may have been, in addition to its uses to use the potent symbols for divina- as a secular alphabet, a secret code tion and magic, passing on their language for bards and druids, a tool Ruis R power to his priests. for divination and other magic prac- tices, and even a sys- The Ogham Alphabet tem of musical nota- Ailm A tion for the harp. Name Letter Associated Word Associated Tree Onn O Beth B Image Birch Regardless of its historical purpose, Luis L Air, Light Rowan, Elm Ur U Fearn F/V Fire Alder however, Ogham is Saille S Water Willow rich with mystical flavor that makes Nuin N Transform Ash, Nettle Eadha E Uath H Body Hawthorn it excellent fodder Duir D Plant Oak for gaming. Each Ogham letter is asso- Tinne T Protect Holly Idho I Coll C Sense Hazel ciated with a tree Ceirt Q Communicate Apple [Holly, Aspen] (though the exact Muin M Control, Food Vine, Bramble trees vary between Gort G Strengthen Ivy sources), and these being carved grants a +1 bonus to Getal NG Move Reed connections link the casting that symbol. Straif STR, Z Weaken Blackthorn alphabet to a larger Because there are only 20 Ogham Ruis R Heal Elder corpus of druidic symbols, some symbols represent Ailm A Create, Sound Fir, Pine tree-lore. more than one Word. Even so, a single Onn O Magic, Animal Gorse An Ogham sym- inscribed symbol cannot function as Ur U, W Earth Heather bol-token carved of two Words. If an inscription needs Eadha E Mind Aspen the wood associated both meanings of a symbol, the Idho I Spirit Yew with the symbol symbol must be inscribed twice.

VARIATIONS 209 CHAPTER TWENTY-EIGHT ALCHEMY

Max flipped forward in his formu- He stopped and stared at it can be studied and used by those lary a few pages, jar in hand. He the jar looking down at without Magery – indeed, Magery con- always had trouble remembering him from the shelf, then fers no benefit on those studying whether you add the adder’s tongue looked slowly down at the alchemy! Alchemy is a science like any before or after the syrup boiled. jar still in his hand. Dried other – it just happens that its subject Apparently, it was after, which was mandrake flakes. is magical. good, as the brew had already start- Oh, bother, Max The chief effort of most alchemists ed boiling. He shook in half a penny- thought as his lab is the manufacture of substances hav- weight of adder’s tongue and moved exploded around him. ing magical effects. The general name over to the other retort, where a for such substances is “elixirs.” Alchemy is the handful of orichalcum shavings Alchemy works normally in areas science of magical melted into a pan of alchemi- of normal and high mana. In low- transformations cal mercury. A lump of mana areas, elixirs take twice as long and transmuta- beeswax helped that to make and work for only half as tions. It is a process sometimes, so long, though those with permanent mechanical he rummaged in a effect work normally. In areas of very process, shelf for his jar high mana, elixirs take only half as using the of beeswax. There’s long to make, but any failure is criti- mana inher- the antimony, the pow- cal. In no-mana areas, elixirs cannot ent in certain dered alicorn, pickled eye be made or used. things. Therefore, of newt, adder’s tongue . . . THE ALCHEMY SKILL Alchemy is an IQ/Very Hard skill; Alchemical techniques may never materials by the number of doses pro- there is no default. Like spells, alche- exceed base skill. duced. In this case, the final roll is at my can be learned at only half-speed To create an elixir, an alchemist -1 for every extra dose of elixir without a teacher. It cannot be learned must expend a certain amount of produced. in a no-mana area! Much of the skill money for materials and a certain At the end of the required time, the has to do with experience in watching, amount of time. The elixir will be alchemist rolls against the technique hearing, and feeling the magical reac- brewing 24 hours a day during that for the elixir in development. There tions proceed. A lone student can do time, and must be attended by an are no critical successes in alchemy; this by experimentation – but only in alchemist at least eight hours daily. either the process works or it doesn’t. an area where alchemy works! This need not be the same alchemist A failure ruins the ingredients, wast- throughout the process, but the low- ing the money spent on them. On a est-skill alchemist who worked on the critical failure, make a second tech- MAKING elixir makes the final Alchemy roll. An nique roll at -1 for each dose of elixir alchemist cannot pay attention to two in the batch. If that second roll is suc- ALCHEMICAL different processes at one time, but he cessful, disaster has been averted; if he ITEMS may manufacture a multiple batch of fails that second roll, roll 3d to see an elixir, multiplying the cost for what happens: An alchemist can make any elixir from the list on pp. 213-219 with Roll Result access to adequate formularies and 3-5 Everyone within 100 yards suffers the effect of the elixir or its reverse; other alchemical texts. Over time, an 50% chance of each. alchemist may become sufficiently 6-9 Everyone within 10 yards suffers the effect of the elixir or its reverse, practiced with certain elixirs that ref- as above. erence books are no longer necessary. 10-12 Explosion destroys lab; alchemist has time to flee. In game terms, every elixir is a Hard 13-15 Explosion destroys lab; alchemist takes 3d damage. technique; most default to Alchemy-1. 16-18 Explosion destroys lab; alchemist takes 6d damage!

210 ALCHEMY Wizard Alchemists Wizards and mages make excellent The Herb Lore Skill alchemists; their abilities offer many Herb Lore, like Alchemy, is an IQ/Very Hard skill without default. It useful shortcuts for the working represents the folk approach to concocting magical preparations – an alchemist. Identifying magically herbalist can’t tell you why grinding blue mallow with kingscrown makes potent materials is a snap for a mage; a good healing elixir, but he knows darn well that it does. spells like Distill and Mature can Thus, while Herb Lore allows herbalists to compound “alchemical” accelerate many alchemical processes; elixirs, it does not allow them to use any other alchemist abilities, like spells like Essential Acid or Essential analyzing elixirs or magic items. Further, herbalists cannot use alchemi- Earth provide high-grade reagents at a cal formularies. Books of herbs and their uses – called herbals – exist, but fraction of the cost. GMs may want to they lack the depth and detail of a proper formulary. A good herbal may offer a discount on preparation time give a bonus to Naturalist or Herb Lore, but it isn’t rigorous enough to off- or cost to alchemists with appropriate set the penalty for working without a formulary. As a result, herbalists spells at their disposal. mostly learn new elixirs by instruction, not study. The advantage to working with Herb Lore is that herbalists work with Gadgeteer Alchemists ... well, herbs. Alchemy uses exotic ingredients like dragon’s blood and An alchemist may have either ver- fossilized beetles from Far Cathay, which are expensive and rare, while sion of the Gadgeteer advantage. herbalists can do their work with the gleanings of a day in the woods and Standard Gadgeteering allows the a few Naturalist rolls. Thus, herbal preparations cost 50% less than Gadgeteer alchemist to research alchemical elixirs in materials (with a maximum discount of $100). In elixirs using the rules on p. 212. The worlds where Alchemy and Herb Lore coexist, herbalists dominate the skill penalty is the Alchemy skill mod- market for cheap potions with their brews made from local foliage. Also, ifier for the elixir, not multiplied by 2. herbs are not as volatile as alchemical reagents; a critical Herb Lore As with non-Gadgeteer elixir research, failure may produce poison, but it won’t blow up the herbalist’s house! TL modifiers do not apply. Quick Gadgeteering lets an alchemist produce any preparation he Alchemical Laboratories skill, he needs no book or other knows how to make, taking 1 minute instructions to brew it. Otherwise, he for every two days that would normally An alchemist relies upon his equip- be needed. The Alchemy skill roll is ment to achieve good results. At the must use a reference book, called a for- mulary, or work under a teacher who made at a penalty equal to the full very least, successful alchemy default penalty for the elixir in question, demands some method for making has mastered the elixir. Any attempt to brew an unmastered elixir with neither in addition to any penalty remaining for fire and an ample supply of clean con- an unmastered elixir, with an extra -1 tainers; under such circumstances, an formulary nor supervision is at -6. The availability and price of formu- for using improvised equipment. The alchemist suffers a -1 penalty (or cost of ingredients doesn’t change, but worse) to his effective skill. To avoid laries depends on the setting. In some worlds, alchemy is simply another assume that whatever the alchemist has this penalty, a sturdy table and $1,000 on hand or can find in a quick search worth of equipment – athanors, trade, and formularies are priced like other books or scrolls. In others, alche- will serve. An alchemist can improve retorts, and so forth – is required. A his ability with quick techniques in the professional-grade lab, with at least my is an esoteric discipline and formu- laries are jealously guarded. Most set- usual way, but the quick techniques are 100 square feet of space and $5,000 different from the conventional tech- worth of alchemical equipment, con- tings will probably fall somewhere in between, with a select few formulas niques and must be learned separately. fers a +1 bonus to effective skill on the The improvised equipment penalty can alchemist so blessed. A truly cutting- kept secret. Assume that any elixir with a retail never be removed. edge lab, sporting the best equipment Finally, an alchemist can apply the the age has to offer, with at least 200 cost of more than $1,000 per dose is a secret formula, restricted to fully initi- Gizmo advantage to alchemical prepa- square feet of space and $20,000 rations, whipping out a dose of any worth of equipment, gives an ated Masters of the Alchemist’s Guild (Merchant Rank 2). Only Grand elixir that he knows at a moment’s alchemist working there a +TL/2 notice. bonus to effective skill. This highest Masters know formulas with a retail level of sophistication isn’t really cost over $10,000 per dose (Merchant worth it until TL4, as the rise of gun- Rank 3). OTHER powder brings mundane chemistry to Naturally, these restrictions need a point that it can help alchemy. not prevent a PC alchemist from creat- ALCHEMIST ing these elixirs, if he can find a copy of the formulary. Such disregard for ABILITIES Alchemical Formulas Guild policy, however, may have reper- There’s more to alchemy than sim- and Secrets cussions. ply churning out elixirs. In many set- If an alchemist has raised his skill tings, alchemy is the closest thing to with a given elixir to equal his Alchemy physical science there is, and

ALCHEMY 211 alchemists have a few more tricks up their sleeve that come from that spirit of inquisitiveness. Inventing New Elixirs When an alchemist runs out of formularies to study, he must head for Detection and Analysis the laboratory. Usually an alchemist’s experimentation is aimed at repli- An alchemist gets a roll against his cating an elixir for which he lacks the formulary, but some alchemists are Alchemy skill, based on Per, to recog- bold enough to develop all-new elixirs. nize an elixir as an alchemical prepa- Alchemists invent new elixirs using the standard rules for inventing ration when he sees it, or smells food (see New Inventions, p. B473), with a few adjustments. The required skill or drink containing it. Acute Senses for designing new elixirs is Alchemy. Elixirs have neither TL modifiers nor assist this roll as appropriate. Complexity ratings. Similarly, a mage gets an automatic For the Concept roll, use a base penalty of -6 instead of the standard roll of (Per + Magery) to recognize an modifiers, plus an additional modifier of twice the default penalty for the elixir as magical when he first sees it. elixir. Thus, an alchemist trying to develop an Invulnerability elixir would Being magical in nature, elixirs can be suffer a penalty of -6 + (2 ¥ -4), or -14. Apply an additional -5 penalty if the detected by any spell that detects research takes place in a low-mana zone. All other modifiers are standard. magic. However, spells to analyze Making the first dose of a newly conceived elixir follows the Prototype magic do not work on elixirs. Only an rules. Equipment modifiers are -10 for the lowest grade of laboratory, -5 alchemist can analyze them. for a home laboratory, 0 for a professional-grade laboratory, and +TL/2 An alchemist must roll against for a cutting-edge lab. Time and cost are as for the complexity level with Alchemy to analyze an elixir. Analysis the next greater penalty; for example, the Invulnerability elixir takes a -14 takes 4 hours; a critical failure causes penalty, equivalent to a Complex invention, so the time required is 1d effects as per the table on p. 210. He man-months and the cost is $250,000. A critical failure on the Prototype can reduce this time to 10 seconds if roll has the same effects as any other Alchemy critical failure. he tastes the elixir – but if he does, any A successful Prototype roll produces a single dose of the new elixir and failed roll means it affects him as a sheaf of notes that serves as a formulary for the elixir. It may now be though he had taken it all, if the effect manufactured, studied, and raised like any other elixir. If the alchemist is a bad one. On the other hand, a crit- loses his notes before mastering the elixir, however, he must repeat the ical failure while tasting an elixir does research process to replace the formulary. not require a roll on the critical failure table; it’s hard to blow up your lab by simply tasting something. Identifying Magic Items Simple Chemistry If the elixir analyzed appears in the An alchemist cannot identify magic Chemistry skill defaults to alchemist’s formularies, any success as precisely as a mage. However, an Alchemy-3; an alchemist is a chemist, pinpoints the nature of the elixir; if it alchemist can determine whether an of a very specialized variety! This is an unfamiliar elixir, a normal suc- object is enchanted by spending an default should be used only for gener- cess merely gives a vague indication of hour on analysis and $50 on materials, al knowledge; an alchemist could not the elixir’s purpose, while a critical and making a roll against Alchemy-2. perform a complex chemical analysis, success reveals the precise effects of On a critical success, he gets some but would be able to recognize acids the elixir, though not its name. The inkling of the enchantment’s purpose. and alkali, perform distillations, pre- going rate for analysis is $20 for a slow On a critical failure, the item has been pare dyes and scents, and recognize analysis, $200 for a fast one. splashed with acid or knocked into a chemical reagents by their appear- flame. Whether this is disastrous ance, smell, etc. Medieval alchemists depends on the item. did much of their analysis by taste, a practice now recognized as unwise . . . USING ALCHEMICAL ITEMS All elixirs should be kept in sealed but multiple doses of the same elixir When an elixir lasts for a variable containers. They lose their power after will be wasted except on very large amount of time, the subject doesn’t varying times when mixed with other creatures, which may require extra know in advance how long it will last substances or exposed to air. doses at the GM’s discretion. A new – the GM rolls secretly. The subject Containers can be opened briefly and dose can be taken after the previous knows it is wearing off 5 minutes then closed again with no harm to the one wears off. GMs wishing to dis- before it ends. The exception is the contents. courage heavy use of potions may Elixir of Invisibility, which wears off The method of use of an elixir want to make it dangerous to take without warning. depends on its form (see below). more than one potion at a time, or the Multiple elixirs may be used at once, same potion more than once per day.

212 ALCHEMY The creation of elixirs in pastille Each description includes a sug- FORMS OF form requires double the usual time gested cost for “common magic” cam- and cost. paigns, and a second, higher cost for ELIXIR Ointment: A cream or jelly. If “rare” magic campaigns. This is retail There are four physical forms of touched, it sinks into the skin, taking cost, assuming PCs are buying. elixir, each with different properties: immediate effect – a dose of ointment Pastilles take twice as long to make Potion: Liquid form, taken by on a weapon or doorknob only and therefore cost twice as much. PC drinking. One dose of potion affects affects the first person to alchemists (or PCs who come into one man-sized creature instantly. touch it. Lasts a week if possession of potions) may not Potions lose their power in a day if left exposed to air; neutral- always be able to sell their open or mixed with other things. ized by water. goods for as much as they Powder: Solid form. A powder would like. Very rare potions must be eaten in food, or dissolved in AGIC like Youth and Resurrection, of drink, to be effective; it takes effect in M course, are always salable, but 2d minutes. Powders can last a long RESISTANCE may attract unwelcome attention time; there is only a 50% chance per from those who would rather take Anyone with the Magic Resistance them without paying! year that a given powder loses its advantage gets a resistance roll of power while exposed to air. Powders Elixirs are not always easy to find, HT+MR when dosed with any elixir – especially in small towns. The GM may mixed with food or drink last a month. even a beneficial one. If he rolls Pastille: A thumbnail-sized tablet, determine exactly what elixirs, in which HT+MR exactly, the potion takes half forms, are available as he sees fit. kept in a sealed vial. When lit, it effect (the GM determines the details). instantly flashes into flame and begins Certain alchemical elixirs might be If he rolls less than HT+MR, the illegal, or allowed only to the ruling to fill an area 3 yards across and 8 feet potion has no effect! high with smoke. Indoors, this smoke class. These include all poisons, other lingers about a minute; outdoors, it “hostile” elixirs, and all elixirs (especial- disperses within about 10 seconds. COST AND ly elixirs of invisibility) that would be of Anyone within the affected area suf- use mainly to thieves and assassins. fers the elixir’s effects in 2d seconds. AVAILABILITY A good alchemist is hard to find in To avoid the smoke’s effects, hold your Like magic items, elixirs generally most settings. The Alchemist’s Guild is breath (see Holding Your Breath, cost about $33 for each day they took selective, the pursuit of alchemy is gru- p. B351). An unburnt pastille lasts a to make, plus the cost of the materials. eling, and the work is on the dangerous month if exposed to air, but is (Of course, this varies by setting; for a side. Many cities prohibit the practice destroyed instantly upon contact with “rare” magic campaign, double the of alchemy within 100 yards of a public water. cost for time.) Some very common place, lest a critical failure wipe out a types are cheaper because they are bustling marketplace . . . or worse. made in batches. TYPES OF ELIXIRS The elixirs are divided here into The subject can speak to animals, Recipe: $200; 2 weeks; defaults to rough categories based on the effects as per the Beast Speech spell. Alchemy-1. they have. Duration: 2d minutes. Each elixir description begins with Form: Any but pastille. the generic name for the elixir and any Dragonslaying Cost: $850/$1350. alternate names by which it may be Alternative Names: Balsam of St. Recipe: $300; 3 weeks; defaults to known in some locales. Next, it gives George, Cadmus, Fafnir. Alchemy-1. the details of the elixir’s effect. Finally, The smoke from this elixir does 5d it gives the elixir’s duration, its retail damage to any reptile. It can also price in common-magic and rare- Bird Control affect dragons – but only if it is ignited magic settings, and the time, cost of Alternative Name: Ibycus. by a dragon’s breath. materials, and default penalty required to make the elixir. The subject may control birds, as Duration: See Pastille above. per the appropriate Animal Control Form: Pastille. spell (p. 30), with no energy cost or Cost: $1,300/$2,000. ANIMAL CONTROL skill roll required. Recipe: $100, plus one drop of blood from a dragon’s heart, which Duration: 3d¥5 minutes. costs at least $500 if it is available at Form: Any but pastille. Beast-Speech all; 4 weeks; defaults to Alchemy-1. Alternative Names: Melampus, Cost: $550/$900. Vociferous Beast.

ALCHEMY 213 Horsemanship Endurance Alternative Names: Bronco Buster, Alternative Name: Antaeus. Duration: 1d+1 hours. Castor. Form: Any but pastille. The subject feels no fatigue for the Cost: $2,100/$3,100. Grants the subject a +4 to any duration of the elixir except for fatigue Recipe: $1,000; 6 weeks; defaults to Animal Handling roll specific to hors- caused by his own spellcasting. When Alchemy-4. es and their relatives (mules and don- the elixir expires, his FP is reduced to keys). In addition, it grants a +4 to any 0 and he falls unconscious. Riding, Teamster or Freight Handling Speed Duration: 1d hours. skill roll made concerning horses in a Alternative Name: Atalanta. Form: Any. noncombat situation. Cost: $1,400/$2,400. Increases Basic Speed and Move Duration: 2d hours. Recipe: $300; 6 weeks; defaults to by 1. Up to three doses of this elixir Form: Ointment. Alchemy-1. may be taken at once, for increased Cost: $250/$500. effect, but roll separately for the time Recipe: $50; 2 weeks; defaults to each dose lasts. Alchemy-1. Fetching and Carrying Alternative Name: Orion. Duration: 3d¥4 minutes. Form: Any but pastille. COMBAT The subject’s encumbrance levels Cost: $550/$850. are multiplied by 4 – so, if his extra- Recipe: $200; 3 weeks; defaults to ABILITIES heavy encumbrance is normally 200, Alchemy-1. it becomes 800! Encumbrance effects having to do with spells (e.g., Teleport) Battle are not affected. It works on animals, Stealth Alternative Names: Ares, Battle- and can be used to let a load-beast Alternative Names: Assassin’s Brew, mead. carry more. Hermes. Adds 1d to DX. The subject also Duration: 1d+1 hours. The subject’s Stealth and Climbing becomes Brave, as per Bravery spell Form: Any. skills are each raised by 1d points (roll (p. 134), for the duration. Cost: $300/$400. separately). Illegal in many cities! Recipe: $200; 1 week; defaults to Duration: 1 hour. Duration: 1 hour. Alchemy-1. Form: Any but pastille. Form: Any. Cost: $350/$700. Cost: $500/$2,000. Recipe: $150; 2 weeks; defaults to Leadership Recipe: $300; 3 weeks; defaults to Alchemy-2. Alternative Names: King’s Draught, Alchemy-2. Theseus. Adds 4 to Leadership Strength skill, and 2 to Strategy Alternative Names: Heracles, and Tactics skills. Porthos. Duration: 1d hours. Adds 1d to ST. This increases Form: Any. encumbrance, weapon damage, etc., Cost: $1,650/$2,850. appropriately, but does not give extra Recipe: $400; 7 weeks; HP. defaults to Alchemy-1. Duration: 1 hour. Form: Any but pastille. Invulnerability Cost: $250/$500. Alternative Names: Recipe: $100; 2 weeks; defaults to Achilles, Infusion of Alchemy-2. Impervious Integument, Ironskin. HOSTILE ELIXIRS Hardens the skin into DR 3 armor. This protec- tion is cumulative with Aging other forms of protec- Alternative Names: Death’s Icy tion. Does not protect Finger, Tithonus. eyes. Note that this elixir The subject becomes a year older. is quite illegal in gladiato- Appropriate aging rolls must be made rial contests, legal duels and so on!

214 ALCHEMY immediately. Antidote must be given Duration: One day. Cost: $200/$400. within 6 hours to be effective! Form: Any. Recipe: $100; 1 week; defaults to Cost: $650/$1,150. Alchemy-1. Duration: Permanent. Recipe: $100; 3 weeks; defaults to Form: Any. Alchemy-1. Cost: $825/$1,350. Odium Recipe: $300; 3 weeks; defaults to Alternative Name: Bellerophon. Alchemy-1. Hatred The subject is perceived as untrust- Alternative Names: Antipathy, worthy and unattractive; everyone Nemesis. Death reacts to him at -4. Alternative Names: Reaper’s Broth, The subject hates all that he Duration: 1d+2 hours. Thanatos. normally loves. Form: Any. A poison, doing 4d damage; a suc- Duration: 1 hour. Cost: $1,000/$1,700. cessful HT roll reduces this to 2d dam- Form: Any. Recipe: $300; 4 weeks; defaults to age. Symptoms include numbness and Cost: $300/$500. Alchemy-1. paralysis. A second dose will not be Recipe: $125; 1 week; defaults to effective until an hour after the first. Alchemy-1. Illegal almost everywhere! Self-Love Alternative Name: Narcissus. Duration: Instant. Jealousy The subject cares nothing for the Form: Any. Alternative Names: Green-Eyed opinions or well-being of any but him- Cost: $500/$800. Monster, Juno. Recipe: $100; 2 weeks; defaults to self. He is very happy and self-satisfied Alchemy-1. Makes the subject violently jealous during this time. The chief legitimate of anyone of equal or superior intelli- use of this elixir is to treat depression. gence, wealth, beauty, and so on – Duration: 1d+1 hours. Fear whatever attainments the subject Form: Any. Alternative Name: Phobos. most prizes. Cost: $750/$1,450. The subject is affected as per the Duration: 1d hours. Recipe: $20; 4 weeks; defaults to Fear spell (p. 139), including a resist- Form: Any. Alchemy-1. ance roll against the alchemist’s skill. Cost: $400/$750. Recipe: $50; 2 weeks; defaults to Duration: As Fear. Alchemy-1. Unluckiness Form: Any; subject resists at -4 Alternative Name: Hecate. against all forms but pastille. Cost: $225/$400. Lecherousness The subject has the Unluckiness disadvantage (p. B160), which comes Recipe: $50; 1 week; defaults to Alternative Name: Priapus. Alchemy-1. to pass once within 24 hours and then The subject suffers the disadvan- expires. tage of Lecherousness (p. B142). Foolishness Duration: 1 day (see above). Duration: 1d hours. Form: Any but pastille. Alternative Names: Stupefaction, Form: Any. Cost: $1,600/$3,000. Tantalus. Cost: $500/$700. Recipe: $400; 6 weeks; defaults to Each dose taken (up to 4) reduces Recipe: $200; 10 days; defaults to Alchemy-1. IQ by 3. Alchemy-1. Duration: 1d hours. Weakness Form: Any, but pastille effect only Madness Alternative Names: Enervation, lasts 1d minutes. Alternative Name: Eris. Philoctetes. Cost: $500/$850. Recipe: $150; 2 weeks; defaults to The subject suffers the effects of Each dose taken (up to 4) reduces Alchemy-1. the Madness spell (p. 136). The maker ST by 3. may attempt to specify the precise Duration: 1d hours. form of madness the elixir will cause, Form: Any, but pastille effect only Frustration but must make his Alchemy roll by 2 lasts 1d minutes. Alternative Names: Murphy, or better to produce the results he Cost: $400/$700. Sisyphus. wants; on a success by less than 2, the Recipe: $50; 2 weeks; defaults to madness is determined randomly. The subject has -2 to all die rolls. Alchemy-1. Any number of doses can affect a Duration: 1d hours. person simultaneously! Form: Any.

ALCHEMY 215 MAGICAL win a horse race or wrestling match Transformation just because there is a bet placed on it! Alternative Name: Circe. ABILITIES Duration: 1 hour. The subject turns into an animal, as Form: Potion or powder. per the Shapeshifting spell (p. 32). It is Cost: $900+ (whatever the market Attractiveness possible to become trapped in beast- will bear). form; if this happens, either an alchem- Alternative Name: Aphrodite. Recipe: $200; 4 weeks; defaults to ical antidote or a Remove Curse spell Alchemy-2. Grants one level of Appearance will restore his natural shape. If the (p. B21). The subject’s looks will subject takes the elixir knowingly, he improve one level – from Average to Invisibility may transform into any creature Attractive, from Beautiful to Very Alternative Name: Odysseus. between twice his body weight and 1⁄10 Beautiful, or from Hideous to Ugly, for his body weight. If the subject takes it example. Subjects who are already Turns the subject invisible. This unknowingly, he is transformed into Transcendent gain Terror (p. B93) – elixir wears off without warning. It is the creature most appropriate to his sometimes too much is too much. illegal in many places! personality, at the GM’s discretion. Duration: 2d+1 hours. Duration: 1d¥10 minutes. Duration: 2d hours. Form: Any but pastille. Form: Potion or ointment. Form: Any but pastille. Cost: $600/$1,000. Cost: $3,000/$6,000. Cost: $3,000/$5,000. Recipe: $100; 3 weeks; defaults to Recipe: $1,000; 16 weeks; defaults Recipe: $800; 12 weeks; defaults to Alchemy-1. to Alchemy-4. Alchemy-1.

Fire Resistance Luck True Sight Alternative Names: Agni, Sala- Alternative Name: Tyche. Alternative Names: Delphi, Faerie Ointment. mander Unguent. The subject has the Luck advan- The subject is fireproof, as per the tage (p. B66). Gives subject the power to see auras, as per the Aura spell (p. 101). lowest level of the Resist Fire spell Duration: 2d game-hours. (p. 74). Form: Any form. Duration: 1d minutes. Duration: 1d hours. Cost: $1,300/$2,300. Form: Any but pastille. Form: Any but pastille. Recipe: $200; 6 weeks; defaults to Cost: $550/$1,300. Cost: $500/$700. Alchemy-3. Recipe: $200; 4 weeks; defaults to Recipe: $300; 1 week; defaults to Alchemy-2. Alchemy-1. Magic Resistance Alternative Name: Moly. Water Breathing Alternative Name: Poseidon. Flight Grants five levels of Magic Alternative Name: Daedalus. Resistance (p. B67) to the subject. If Grants the ability to breathe water. Gives the power of flight, as per taken by a wizard, all of his spell rolls Duration: 1d hours. Flight spell (p. 145). are at -5! Form: Potion only. Duration: 1 hour. Duration: 1 hour. Cost: $600/$1,100. Form: Any but pastille. Form: Any. Recipe: $50; 5 weeks; defaults to Cost: $3,000/$4,700. Cost: $1,600/$3,200. Alchemy-2. Recipe: $500; 10 weeks; defaults to Recipe: $500; 5 weeks; defaults to Alchemy-3. Alchemy-3. Water-Walking Alternative Name: Ephialtes. Gambling Pain Resistance Gives subject the ability to walk on Alternative Names: Baby’s New Alternative Name: Hector. water as though it were dry land. If the Shoes, Kouon. Grants the High Pain Threshold subject falls, he will not get wet. Gives subject a +3 on all Gambling advantage (p. B59) Subject may not dive or swim while under this potion’s influence, any more rolls. Use of this elixir is considered Duration: 1 hour. than he could dive into the earth! cheating, and it is only available on the Form: Any but pastille. black market. Penalties if caught using Cost: $600/$1,000. Duration: 3d¥4 minutes. it vary from a fine to a knife in the Recipe: $200; 2 weeks; defaults to Form: Any but pastille. back, depending on the clientele of the Alchemy-1. Cost: $700/$1,200. game! This potion only affects games Recipe: $150; 3 weeks; defaults to of chance – it will not confer a +3 to Alchemy-1.

216 ALCHEMY Duration: Permanent. vs. Will to resist the impulse to MEDICAL ELIXIRS Form: Potion or ointment. unnatural mating that results. Cost: $4,100/$6,200. Duration: 1 mating. Recipe: $2,000; 4 weeks; defaults to Form: Powder or potion. Alchemical Antidote Alchemy-2. Alternative Name: Janus. Cost: $2,250/$4,000. Recipe: $500; 10 weeks; defaults to Counteracts the effect of any other Fertility Alchemy-4. alchemical products. A dose of antidote Alternative Name: Ceres. instantly undoes the effect of any or all other elixirs, except healing elixirs. It The subject becomes fertile and/or Lichdom also gives “immunity” to further doses potent. Except for Sexless characters, Transforms a subject under the of elixir of any type, but only for 1d offspring will result from any natural influence of the Lich spell into a lich. minutes after the antidote is taken! union made during the elixir’s dura- Details are available on pp. 159-160. tion. Unusual combinations (e.g., elf Duration: Instant. and dwarf) will not necessarily result Form: Any but pastille. in offspring, even with the potion, but Long Slumber Cost: $400/$1,000. the possibility is there . . . Alternative Names: Epimenides, Recipe: $250; 2 weeks; defaults to Van Winkle. Alchemy-3. Duration: 1 hour. Form: Any but pastille. The subject falls into a deep sleep Cost: $6,000/$11,000. ... lasting indefinitely. Roll vs. HT Awakening Recipe: $1,500; 20 weeks; defaults yearly; on a critical success, subject Alternative Names: Aurora, to Alchemy-5. wakens. Otherwise, an alchemical Vigilance. antidote can only revive him. He requires no food, and is unaffected by Acts on the subject as the Awaken Healing age or disease, though physical attacks spell (p. 90). Alternative Name: Chiron. do normal damage. Wounds neither Duration: Instant. heal nor worsen, though bleeding Heals 1d hits of injury – or, if HP is Form: Any. must be stanched or he will bleed to normal, restores 1d lost FP. Repeated Cost: $500/$900. death. In essence, this is “suspended doses have full effect. Recipe: $150; 3 weeks; defaults to animation.” Alchemy-1. Duration: Instant. Duration: Indefinite. Form: Any but pastille. Form: Any. Cost: $120/$250. Cost: $9,000/$14,000. Eternal Rest Recipe: $50; 1 week; defaults to Recipe: $4,500; 25 weeks; defaults Alternative Name: None. Alchemy-1. to Alchemy-1. This pale green formula smells faintly of pine and cherry blossoms. It Health is much favored by royal embalmers, Reanimation Alternative Name: Aesculapius. who must take steps to assure the Alternative Names: Forensic ruler rests in peace. If introduced into Cures the subject of any and all dis- Ointment, Pluto. a dead body (the most common eases, and heals 2 hits. Only one dose When this elixir is brushed onto method is to pour a potion into the per day will be effective. the lips of a corpse, it will answer the corpse’s mouth, but some rub the next question put to it, to the limit of body with an ointment or inject the Duration: Instant. the knowledge it had in life. The brain elixir into the central cavity), this elixir Form: Potion only. must be intact; if the person has been prevents the body from rising as an Cost: $750/$1,200. dead for more than 2 days, roll vs. (16 undead creature, as per the Final Rest Recipe: $200; 4 weeks; defaults to – days since death). A frozen or other- spell (p. 89). Further, the body’s blood Alchemy-2. wise preserved corpse might be and flesh becomes poisonous to responsive longer. ghouls or any carrion-eating creature. Hybridization Should this ointment touch a living The smell of the fluid is very obvious Alternative Name: None. person, he immediately suffers the to such beings, who avoid treated bod- effect of the Death Vision spell ies. It does not prevent the deceased’s Enables two living creatures of dif- (p. 149), and the ointment is lost. spirit from being summoned, nor does ferent species to produce offspring it prevent Resurrection. that are exotic or monstrous hybrids. Duration: One question. This elixir is a contact poison to Two doses must be made at the same Form: Ointment only. corporeal undead, doing 2d points of time; one is given to each parent. If the Cost: $4,100/$6,200. injury and reducing the undead’s DX parents are of different sizes, the off- Recipe: $2,000; 12 weeks; defaults by 4 for four days. spring’s size will be based on the to Alchemy-3. mother’s. Intelligent beings may roll

ALCHEMY 217 Duration: Permanent. Form: Potion only. Popular Elixirs Cost: $25,000/$60,000+. Some elixirs naturally lend themselves to being made into a charm. Recipe: $6,000; 50 weeks; defaults The most popular elixirs for amulets include Health, Magic Resistance, to Alchemy-9. Calm, Hardheartedness, and Antidotes. The most popular elixirs for talis- mans include Attractiveness, Charisma, Fertility, Gambling, Leadership, Luck, and Wisdom. MENTAL ABILITIES Regeneration Recipe: $50; 1 week; defaults to Alchemy-1. Charisma Alternative Names: Hydra, Re- Alternative Name: Orpheus growth. Tranquility The subject becomes charismatic. The subject must rub the elixir into Roll 1 extra die on any reaction roll. his own skin at the site of an injury. Alternative Name: Athena. Duration: 1d hours. Will restore a single arm or leg (com- Nullifies any extreme emotion the Form: Any but pastille. pletely) or a single hand, foot, finger, subject is feeling and allows rational Cost: $350/$550. etc., or a single eye or ear. thought. Specifically, this elixir grants Recipe: $100; 3 weeks; defaults to a +3 to resist any spell or skill that Duration: Permanent. Alchemy-2. Form: Ointment only. works on the emotions, enabling the Cost: $5,000/$11,000. subject to reason something through Recipe: $300; 20 weeks; defaults to rather than be swayed by passions or Foresight Alchemy-4. sentiment. In addition, it will calm Alternative Name: Prometheus. any hysterical or enraged person, and grant a +3 to the IQ roll to overcome The subject sees a vision about the Resurrection the Berserk or Bad Temper next important crisis or turning point Alternative Name: Persephone. disadvantages. It has no effect on in his life. This is entirely up to the other disadvantages, however. GM; however, if there is danger ahead If administered to a subject killed or an important choice about to be within the preceding hour, restores the Duration: 2d hours. made, it is reasonable for the vision to corpse to life and heals 2d HP; further Form: Any. help with it. healing proceeds normally. When the Cost: $500/$900. subject reaches positive hit points, he Recipe: $100; 2 weeks; defaults to Duration: Instant. will be able to function normally. The Alchemy-1. Form: Any. subject returns to life with 0 FP. Cost: $2,000/$3,700. Cannot restore life to a decapitated Recipe: $200; 10 weeks; defaults to corpse or one that has taken enough Universal Antidote Alchemy-1. damage to destroy it. Alternative Name: None Duration: Permanent. This elixir counteracts the effects Hardheartedness Form: Potion only. of any non-alchemical poison. If taken Alternative Name: Artemis. Cost: $25,000/$40,000. in advance, it grants +8 to HT to resist Recipe: $12,000; 50 weeks; defaults any poison; reduce this bonus by 1 per Protects against and cancels the to Alchemy-6. hour. If taken after swallowing a sus- effect of the Love elixir. This elixir will pected poison, it grants an immediate also give the subject a +5 to resist any HT roll at +8 to throw off the effects, Sex Appeal attempt, and will nullify Sleep but does not undo any harm that has any infatuation the subject has. Alternative Name: Morpheus. already been suffered. Duration is 2d hours for protection purposes; the effects of a Love elixir The subject must roll vs. HT-4 or Duration: 8 hours (see above). taken within that time or earlier are fall instantly asleep. He sleeps for 16- Form: Potion or powder. canceled permanently. A natural infat- HT hours, and may not be awakened Cost: $750/$1,150. uation is nullified for 2d hours, and by nonmagical means during that Recipe: $350; 2 weeks; defaults to remains nullified until the subject next time. After that, he sleeps eight more Alchemy-2. sees the object of his infatuation. hours, but this sleep is natural and he may be awakened normally. Duration: As above. Youth Form: Potion only. Duration: As above. Alternative Name: Hebe. Cost: $500/$1,000. Form: Any. Recipe: $100; 3 weeks; defaults to The subject becomes a year Cost: $120/$250. Alchemy-1. younger.

218 ALCHEMY Memory Produces amnesia in the subject. SKILLS AND Alternative Name: Epimetheus. The subject’s IQ is treated as normal for intelligence purposes, but the sub- The subject gains Eidetic Memory ject cannot remember his name or PHYSICAL (p. B51). what he was doing at the time he took BILITIES the elixir. Any quest or geas will be for- A Duration: 1 hour. gotten. The subject will not remember Form: Any. his skills, though if he is persuaded he Cost: $1,500/$2,500. Craftsmanship can accomplish a task, he will perform Recipe: $400; 6 weeks; defaults to Alternative Name: Vulcan. at -2. Spellcasting is impossible while Alchemy-1. under the influence of this potion. Gives the subject 1d+1 levels of the Artificer and Gifted Artist talents Duration: 1 hour. (p. B90). Wisdom Form: Potion only. Alternative Name: Apollo. Cost: $700/$1,200. Duration: 1d hours. Adds 1 to IQ. The increased IQ Recipe: $100; 3 weeks; defaults to Form: Any. benefits skill use, but not spellcasting. Alchemy-4. Cost: $1,100/$1,800. Recipe: $400; 4 weeks defaults to Duration: 1 hour. Alchemy-2. Form: Potion or powder. Gullibility Cost: $1,500/$2,400. Alternative Names: Fool’s Broth, Recipe: $600; 5 weeks; defaults to Polyphemus. Hearing Alchemy-2. Alternative Name: Syrinx. The subject acquires the Gullibility disadvantage (p. B137). Gives +6 to Hearing rolls. MENTAL Duration: 1d hours. Duration: 3d¥5 minutes. ONTROL Form: Any but pastille. Form: Ointment only; must be C Cost: $500/$900. applied directly to the ears. Recipe: $150; 2 weeks; defaults to Cost: $300/$500. Drunkenness Alchemy-1. Recipe: $125; 1 week; defaults to Alchemy-1. Alternative Names: Bacchus, Pan, Private Reserve. Love Subject becomes drunk, as per the Alternative Names: Eros, Love Keen Sight Drunkenness spell (p. 136); -3 each to Potion. Alternative Name: Argus. DX and IQ. He is a happy, charismat- The subject falls in love with the Gives +6 to Vision rolls. If two ic drunk (others react at +1) and next person of the appropriate sex he doses are given, the subject’s vision recovers without a hangover. sees. This effect is permanent unless becomes no keener but he can also see Duration: 1d hours. counteracted by a dose of alchemical invisible objects as per the See Form: Powder only; must be taken antidote, another dose of love elixir Invisible spell (p. 113). in wine. (which will cause the subject to love Duration: 3d¥5 minutes. Cost: $130/$300. someone else), or the Remove Curse Form: Ointment only; must be Recipe: $100; 3 days; defaults to spell. applied directly to the eyes. Alchemy-1. Duration: Permanent. Cost: $400/$700. Form: Any. Recipe: $250; 10 days; defaults to Friendship Cost: $900/$2,000. Alchemy-1. Alternative Name: Philemon. Recipe: $600; 3 weeks; defaults to Alchemy-1. The subject has +3 reaction to all Music others. Alternative Name: Marsyas. Truth The subject gains 4 levels of Duration: 1d hours. Alternative Name: Phoebus. Form: Any, but pastille effect lasts Musical Ability (p. B91). Most bards only 3d minutes. The subject cannot tell a lie, exact- consider this to be a cheat! Cost: $550/$1,000. ly as per the Compel Truth spell Duration: 1d hours. Recipe: $300; 2 weeks; defaults to (p. 47). Form: Any, but pastille effect lasts Alchemy-1. Duration: 1 hour. only 2d minutes. Form: Any. Cost: $300/$400. Forgetfulness Cost: $1,100/$2,000. Recipe: $150; 4 days; defaults to Alchemy-1. Alternative Name: Pirithous. Recipe: $200; 4 weeks; defaults to Alchemy-1.

ALCHEMY 219 ALCHEMICAL CHARMS In some settings, alchemists may roll, applying any penalties as per the cast,” and they cost the user no energy. turn their abilities to the manufacture equivalent elixir. A critical failure has They protect the wearer at all times, of alchemical charms – minor magical the usual explosive results, while a whether the person knows what the items that confer the effects of an normal failure merely wastes the time amulet does or not. alchemical elixir on a more lasting and materials. Alchemical talismans – empower- basis. Most charms either protect or The knowledge of how to make ing devices – work for only a limited enhance the wearer in some fashion. charms is a potent and difficult skill – time. When a talisman is used, its For game purposes, a charm with pro- each charm is a separate Hard tech- effects last as long as the correspon- tective powers is called an amulet, nique, with its own formulary, which ding elixir would. The talisman then while a charm with empowering abili- defaults to the corresponding elixir becomes dormant and must ties is called a talisman (not to be con- technique-2. “recharge” for a number of days equal fused with the Amulet and Talisman In many settings, the secrets of to the number of weeks it would take meta-spells). making charms may be restricted to to brew the appropriate elixir. Thus, a Alchemical charms are not appro- Masters or Grand Masters of the talisman of Charisma would last 1d priate to every campaign. If the GM is Alchemists’ Guild. The GM may also hours, and take three days to recharge concerned about treading on want to employ any or all of the sug- before it can be used again. A talisman enchanters’ toes, or about alchemists gested methods for limiting regular of Luck lasts 2d hours, then needs six becoming overpowered, he should not enchantment (p. 17). days to recharge, and so on. Talismans allow alchemists to create the items only recharge while worn; a talisman that follow. However, charms can add stashed in a chest or backpack will lie scope and interest to alchemy, and DETECTION AND dormant indefinitely. bring more depth to a setting. There is no “cost to cast” for a tal- ANALYSIS isman – no energy is spent activating Treat an alchemical charm as if it one. The wearer must will the talis- TIME AND COST were an elixir for detection purposes man to have its particular effect – sim- – see p. 212. In general, if an alchemist ply willing it to “Do something!” won’t TO MAKE knows the formula for the elixir in work. The cost in materials to manufac- question, he can recognize it with five In a normal-mana area, most talis- ture an alchemical charm is the same minutes’ examination and a successful mans work automatically when willed as for an elixir with the same effects. Alchemy skill roll. If it has powers that to. In a low-mana area, the user must The time to make such an amulet or he does not know the formula for, the roll against the effective skill of the talisman is 10 times that listed to GM may assign a penalty to the alchemist who originally created the make the elixir; making a charm is Alchemy roll, ranging from -1 to -10. talisman. If a roll is required, apply hard work, requiring long hours and As usual, the GM rolls for the player, any penalties to skill that the correct timing of the planetary influ- and lies on any critical failures. alchemist needed to roll to create the ences to capture the essences desired. charm, but do not apply the -5 penalty The GM may vary time or cost to USING CHARMS that enchanted items suffer in a low- make charms more or less available mana area. in his world. At the end of the time Amulets are treated as always-on period, the alchemist makes his skill magic items. There is no “time to EXOTIC PREPARATIONS Especially brilliant alchemists Fortunately, it can only consume 3¥ its components in succession, they cause push the discipline to the very limits of own volume in solid matter. After this, 9d damage at the rate of 1 HP per 5 possibility, creating strange and won- it has been neutralized. A single dose minutes as they mix internally. An derful things. All these preparations weighs 0.5 pounds and takes up 1/120 alchemist can attempt to treat this are very rare – their formularies are of a cubic foot. with a roll against Alchemy-5; a physi- almost never seen, and they may even A dose takes 1d minutes to eat cian can’t help. Treatment uses $50 be regarded as mere myths. through the mechanism of a lock or worth of alchemical supplies. other device. Used to attack a living If alkahest is splashed on some- creature, it inflicts 1d damage if one’s face, a HT roll is required to ALKAHEST splashed onto the skin, or 2d-1 per avoid eye damage. On a failed roll, if The “universal solvent” of medieval second if the victim is immersed in it. the eyes are specifically targeted, or alchemy really can eat through any- It’s not normally possible to swallow the face is immersed in alkahest, thing: laboratory glassware, pure gold, alkahest. If an alchemist manages to check for crippling injury to the eyes or magical materials such as adamant. trick a victim into swallowing the two

220 ALCHEMY (pp. B420-422). Blindness caused by function through injury, the outcome affects the creature’s charac- alkahest is automatically permanent. homunculus still has it.) Homunculi ter point value in any case. Alkahest can’t be stored for later are Reprogrammable by their cre- Though cosmetically similar, this use, for obvious reasons. The penulti- ators, but do not have Slave Mentality preparation is not the same as the mate ingredients for a single dose are (unless the original did!). They also Homunculus spell (p. 70), and their carried in two vials; making them have a special variant of Reawakened functions are very different. requires a roll against Alchemy-5. The that potentially grants them all their final step does not need a skill roll, but must be performed by an alchemist. Once combined, the ingredients become active extremely quickly. Roll vs. DX to throw the container at a tar- get. On a failure, it dissolves and splashes in a random direction. On a critical failure, it hits the user. The materials to make alkahest cost $250 per dose, and takes four weeks to brew; the recipe defaults to Alchemy-5. When it is available, it costs $1,650 in a common-magic setting, and $3,000 in a rare-magic setting. The use of alkahest in combat can be made more effective with an alkah- est siphon. The container has two compartments for the two penulti- creator’s skills. The creator chooses PHILOSOPHERS’ mate ingredients and a double pump which latent skills to activate at cre- arrangement to squirt them both ation. Other skills will emerge as the STONE simultaneously at a foe. The siphon Ally’s point value increases to keep In legend, the philosophers’ stone has Acc 0, Max equal to ST-6, and RoF pace with its original. or lapis philosopharum has many 3~. It holds four shots with a raw A homunculus may have any SM remarkable properties. It turns base materials cost of $1,000. 12 pounds; the creator is prepared to invest in. metal into gold, makes human beings $300. Of this, $50 pays for the nozzle, Creating a homunculus takes 12 immortal, and accomplishes other which becomes increasingly pitted months, plus or minus SM, down to a wonders. However, it doesn’t necessar- with each use and must be replaced minimum of 3 months. The starting ily work for just anybody; special after 12 shots. Making either the cost is $1,000. There is also a continu- training may be needed to use it. In siphon or the nozzle requires an ing outlay for nutrients, which some accounts, it’s an actual physical Alchemy skill roll at no penalty. increases as the homunculus grows object. In others, it’s a symbol of the larger – $1 the first month, $2 the sec- spiritual transformation of the ond, and on to $5, $10, $20, $50, $100, alchemist by the practice of his art. HOMUNCULUS etc. ST should be appropriate to the In GURPS Magic, the lapis The homunculus is among the body size of the homunculus. philosopharum is an actual stone that rarest alchemical achievements: a It takes two weeks for the acts as an alchemical catalyst. It gives duplicate of the alchemist or another homunculus to “remember” how to +6 to any Alchemy roll in which it is person, shaped by nurturing some of speak. After that, activating latent used. Contact with it confers small his bodily fluids in an alchemical ves- skills takes one week per skill point. benefits on the unskilled. A person sel. The result is a second being with This is effectively intensive training who wears it as an amulet or piece of the same essence, able to serve its cre- (p. B293), but doesn’t require actual jewelry is at +2 to HT to resist disease ator’s goals. Most homunculi are tiny, teaching. and poison, and wearing it continu- but they don’t have to be; the big ones The process to create a homuncu- ously grants the benefits of Longevity. just cost more. lus requires a roll against Alchemy-10. If left in contact with a metal object A homunculus is an Ally with the This is not a technique and cannot be for 1d days, it turns the outer surface Minion enhancement. The character bought up. On an ordinary success, to gold, to a depth of 1/16”. Such sheet for the homunculus is based on the result is a fully formed creature. objects gave rise to the belief that that of its original, but does not On an ordinary failure, the effort and alchemists are simply plating objects include his social traits. Instead the materials are wasted. On a critical suc- with gold as a deliberate fraud. homunculus has Social Stigma cess, the homunculus has Passive The materials to manufacture a (Valuable Property) and is probably Racial Memory (Original Only, -60%). philosopher’s stone cost $9,000, and Dead Broke. If the homunculus devel- On a critical failure, the homunculus the process takes 52 weeks; the recipe ops properly, it will be a perfect like- is twisted during development, acquir- defaults to Alchemy-8. On the very ness of the original’s true form. (If the ing a physical deformity, a metabolic unusual occasion that one comes up original has lost a body part or weakness, or a character flaw. The for sale, they cost at least $15,000.

ALCHEMY 221 MAGICALLY POTENT MATERIALS Alchemy relies upon objects intrin- red, and rubies are red; hence, rubies alchemists often compete over viable sically charged with occult power for have a magical affinity for fire. sources of these ingredients. its raw ingredients. The sort of objects More powerful elixirs may also In general, magically useful materi- that become impregnated with magi- demand more exotic forms of an als fall into three categories. cal energy varies between worlds. In ingredient. A simple Healing elixir Consumable materials, such as herbs some settings, herbs have mystic might be brewed from regular apples and other organic materials, are con- potency; others rely on mana organs and ginseng, but a Resurrection elixir sumed in any arcane application, taken from the carcasses of exotic might demand the Apples of the whether magical or alchemical. beasts; still others attach magical Hesperides. Reusable materials, like metals and significance to various minerals. Magically charged objects have gemstones, are usually not consumed In most worlds, the magic poten- applications beyond alchemy; they when used as spell ingredients, but are tial of an object derives from a direct may be used as ingredients for spells, used up in the manufacture of or symbolic relationship to the desired or as components of enchanted items. alchemical goods. Objects are manu- subject or effect. For example: fire is For this reason, wizards and factured items whose magical power lies in their intended use rather than their material. These are usually used in spells and enchantments rather than in alchemy, and are not usually consumed in their use. A simple Healing elixir might be brewed Some ingredients and their possi- from regular apples and ginseng, but a ble purposes follow. The purposes list- ed include most of the colleges and Resurrection elixir might demand the several common “verb” activities, like Apples of the Hesperides. seeking, controlling, and transform- ing. Magical and alchemical processes may demand several types of ingredi- ent, depending on the nature of the process.

Purpose Consumable Material Reusable Material Objects Air Aspen branches, eagle feathers, Chalcedony, onyx, sailcloth Fans, horns white orchids Animal Blood, musk Bloodstone, pelts Collars, reins Body Control Blood, bone Elm, ivory Dolls, clothes Communication and Empathy Bay leaves, vervain ivory, coral None Controlling/Shaping None opal, platinum, gold, silver Knots, loops (usually associated with the subject of control) Destruction/Resistance None Emerald, onyx None Earth Dirt, oak Granite, quartz, silver Anvils Enchantment Roses, walnut Opal None Fire Chile peppers, mustard, sulfur Carnelian, gold, ruby None Food Bread, grapes, salt None Cauldrons, kegs Gate Chalk, juniper, tobacco Alexandrite, amber Keys, mirrors Healing Apples, garlic, ginseng, lavender Jasper, jet Bandages, splints Illusion and Creation Bryony, eggs, pomegranate seeds Pyrites, zircons Masks Knowledge Fennel, honey, rue Agate, diamond Books, lamps Light and Darkness Cinnamon, marigold, owl feathers (darkness) Gold, heliotrope, sunstone Making and Breaking Clay, gunpowder, sage Flint Hammers Meta-Spells Barley, mandrake Green moonstone, opal Pyramids Mind Control Mugwort, poppy Amethyst, garnet Hats Movement Comfrey, henbane, ibis feathers Fulgurites, poplar Arrows, shoes Necromancy Acacia, cypress, yew Bone, ebony, onyx Knives Plant Cedar, holly Copper, green jade None Protection and Warning Asafoetida, raven feathers, tiger lily Alicorn (unicorn horn), Chains, shields bronze, oxhide Seeking/Sensing Mistletoe Lodestone Forked sticks Sound None Seashells, onyx Musical instruments Technology Plastic Brass, steel Gears Transformation Bats, chrysalises, yucca Antimony, mercury None Water Fish, lotus, whiskey Emerald, pearl, sapphire (ice) Cups and jugs Weather Bladderwrack, mahogany, saffron Platinum (lightning) Flags, lightning rods

222 ALCHEMY APPENDIX SPELL TABLE

This section can be copied and immediately. “Indef.” means that the ”Special”, in any column, means used for reference, especially when effect expires when some condition that the description is too complex to creating characters. The grimoire described in the spell description fit on a table – see the appropriate form on p. 240 may also be photo- occurs. page (also shown on the table). copied for your own use; it is especial- Under prerequisites, Magery 1 is A # sign means that there are excep- ly handy to copy it onto the back of a abbreviated “M1”, Magery 2 is “M2”, tions or special cases for the informa- wizard’s character sheet. and so on. tion given – see the appropriate page for full details. Notes: An asterisk (*) after a spell name indicates that it is IQ/Very Hard. All other spells are IQ/Hard. A “–” indicates that that column does not apply. Under class, an R indicates that the spell can be resisted. Then entry after the dash shows what resists the spell. Under energy, if two numbers are separated by a slash, the first is the cost to cast and the second is the cost to maintain. A “/H” means cost to maintain is half the cost to cast. A “/S” means cost to maintain is the same as cost to cast. Under time to cast, “Instant” means that the effect occurs as soon as the spell is finished, and is completed

Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 86 Accelerate Time* Area/R-Spec. Gate 1 min. Varies 2 sec. M2, IQ 13+, 2 spells each 20 from 10 colleges 65 Accuracy Enchantment Enchantment Perm. Varies – Enchant and 5 Air spells 15 191 Acid Ball Missile Water Instant 1 to Magery# 1 to 3 sec. M2, Create Acid 8 192 Acid Jet Regular Water 1 sec. 1 to 3 1 sec. M2, Water Jet, Create Acid 10 58 Adjustable Clothing Enchantment Enchantment Perm. Varies – Enchant, Reshape 14 151 Affect Spirits Regular Necro. 1 min. 4/2 2 sec. Solidify 4 154 Age* Regular/R-HT Necro. Perm. 10 to 50 1 min. Youth or 6 Necromantic spells 6 40 Agonize Regular/R-HT Body 1 min. 8/6 1 sec. M2, Sensitize 5 24 Air Jet Regular Air 1 sec. 1 to 3/S 1 sec. Shape Air 3 24 Air Vision Regular Air/Knowledge 1 min. 1 per mi./H 1 sec. Shape Air 3 26 Air Vortex Area/R-HT or DX Air/Movement 10 sec. 8/3 2 sec. M2, Body of Air, Windstorm 5 100 Alarm Regular Knowledge 1 week 1 1 sec. Tell Time 1 133 Alertness* Regular Mind 10 min. 2 to 10/H 1 sec. Any two Keen spells 2 41 Alter Body Regular/R-HT Body 1 hr. 8/6 2 min. Alter Visage 10 55 Alter Terrain* Area Earth 2d days 1# 10 sec. M3, all four elemental 11 Shape spells 41 Alter Visage Regular/R-HT Body 1 hr. 4/3 1 min. Shapeshifting or Perfect Illusion, 9 and 8 Body spells 41 Alter Voice Regular/R-HT Body/Sound 1 hr. 2/2 1 min. 4 Body spells, 4 Sound spells 8 39 Ambidexterity Regular Body 1 min. 3/2 1 sec. Grace 4 58 Amulet Enchantment Enchantment Perm. 50/pt. MR – Talisman for appropriate spell Varies 102 Analyze Magic Inform./R-spell Knowledge Instant 8 1 hr. Identify Spell 3 106 Ancient History Information Knowledge Instant Varies min.=cost History 5

APPENDIX: SPELL TABLE 223 Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 30 Animal Control Regular/R-Will Animal 1 min. Varies 1 sec. Beast-Soother 1 177 Animate Machine/TL Regular/R-Will Tech 1 min. Varies Varies Machine Control, 15 Animation or Animate Object 117 Animate Object* Regular/R-Spec Mk-Brk 1 min. Varies 3 sec. M2, 3 Shape spells 6 164 Animate Plant Regular Plant 1 min. Varies 5 sec. 7 Plant spells 7 154 Animate Shadow Regular/R-HT Necro. 10 sec. 4/4 2 sec. Skull-Spirit, Shape Darkness 9 150 Animation* Regular Necro. 1 min. Varies 5 sec. Summon Spirit 2 142 Apportation Reg./R-Will Movement 1 min. Varies 1 sec. M1 0 165 Arboreal Immurement Regular/R-HT Plant Indef.# 8# 3 sec. M2, Walk Through Wood 7 167 Armor Regular Protection 1 min. Varies 1 sec. Shield 1 159 Astral Block Area Necro. 10 min. 4/2# 2 sec. Summon Spirit, Repel Spirits 16 105 Astral Vision* Regular Knowledge/Necro. 1 min. 4/2 1 sec. Sense Spirit, See Invisible 6 169 Atmosphere Dome Area Protection/Air 6 hrs. 4/H 1 sec. Purify Air, Weather Dome 9 69 Attune Enchantment Enchantment Perm. 100 - Bane 12 101 Aura Information Knowledge Instant 3 1 sec. Detect Magic 1 140 Avoid Area Mind 1 hr. 3/3 1 min. Hide, Fear, Forgetfulness 4 90 Awaken Area Healing Instant 1 1 sec. Lend Vitality 2 178 Awaken Computer/TL Regular Tech 1 hr. Varies 10 sec. Animation, Wisdom 10 115 Awaken Craft Spirit Regular Mk-Brk/Necro. 1 min. 3/1 5 sec. Inspired Creation, Sense Spirit 3 39 Balance Regular Body 1 min. 5/3 1 sec. Grace 4 197 Ball of Lightning Regular Weather/Air 1 min. 2 to 6/H 1 to 3 sec. Apportation, Lightning 8 62 Bane Enchantment Enchantment Perm. 100 – Enchant 11 156 Banish Spec./R-Will Necro. Instant Varies 5 sec. M1, 1 spell each from 10 colleges 10 83 Beacon Area Gate/Movement 24 hrs. 10/H 30 sec. Teleport, Timeport, or Plane Shift 5 30 Beast Link Regular Animal Special 3 5 sec. Beast Summoning 2 32 Beast Possession Regular/R-Will Animal 1 min. 6/2 5 sec. Rider Within or Possession 4 30 Beast-Rouser Regular Animal 1 hour# 1 to 3 1 sec. Vexation or Animal Empathy 0 32 Beast Seeker Information Animal Instant 3# 1 sec. Seeker or Beast Summoning 3 and 2 Seek spells 29 Beast-Soother Regular Animal Perm.# 1 to 3 1 sec. Persuasion or 0 Animal Empathy advantage 31 Beast Speech Regular Animal 1 min. 4/2 1 sec. Beast Summoning 2 30 Beast Summoning Regular Animal 1 min. 3/2# 1 sec. Beast-Soother 1 134 Berserker Regular/R-Will Mind 10 min.# 3/2 4 sec. Bravery 2 158 Bind Spirit* Regular/R-Will Necro. Perm. Varies 5 min. Command Spirit, Soul Jar 12 112 Blackout Area Lt-Dk 1 min. 2/1 1 sec. Darkness 3 168 Bladeturning Regular/R-Spec Protection 1 min. 2/2 1 sec. Shield or Turn Blade 1 66 Blank Spell Arrow* Enchantment Enchantment Perm. 30¥capacity# - Spell Arrow 18 129 Bless Regular Meta-Spell Special Varies min.=cost M2, 2 spells ea. from 10 colleges# 20 161 Bless Plants Area Plant 1 crop/season 1 5 min. Heal Plant 3 162 Blight Area Plant 1 crop/season 1 5 min. Plant Growth 4 148 Blink Blocking Movement/Gate Instant 2 1 sec. Teleport 5 148 Blink Other* Blocking Movement/Gate Instant 2 1 sec. Blink 6 166 Block Blocking Protection Instant 1/DB+# 1 sec. M1 0 162 Blossom Area Plant 1 hour 2 5 min. Plant Growth 4 113 Blur Regular Lt-Dk 1 min. 1 to 5/S 2 sec. Darkness or Gloom 3 24 Body of Air Regular/R-HT Air 1 min. 4/1 5 sec. Shape Air 3 76 Body of Flames* Regular/R-HT Fire 1 min. 12/4 5 sec. Breathe Fire 8 189 Body of Ice* Regular/R-HT Water 1 min. 7/3 5 sec. M2, Body of Water, Freeze 6 198 Body of Lightning* Regular/R-HT Weather/Air 1 min. 12/4 5 sec. M2, Lightning 7 183 Body of Metal* Regular/R-HT Tech 1 min. 12/6 5 sec. M2, Shape Metal 3 183 Body of Plastic Regular/R-HT Tech 1 min. 10/5 5 sec. M2, Shape Plastic 4 114 Body of Shadow Regular/R-HT Lt-Dk 1 min. 6/3 5 sec. M2, Shape Darkness 4 165 Body of Slime Regular/R-HT Plant 1 min. 6/2 5 sec. M2, Plant Form, Shape Water 11 54 Body of Stone* Regular/R-HT Earth 1 min. 10/5 5 sec. Stone to Flesh 6 185 Body of Water Regular/R-HT Water 1 min. 5/2 5 sec. Shape Water 4 27 Body of Wind Regular/R-HT Air 1 min. 8/4 2 sec. M3, Body of Air, Windstorm, 10 1 spell each from 5 colleges# 165 Body of Wood Regular/R-HT Plant 1 min. 7/3 5 sec. M2, Plant Form 7 88 Body-Reading Information/R-Will Healing Instant 2 30 sec. Sense Life or Awaken 1 189 Boil Water Regular Water Perm. Varies 10 sec. Shape Water, Heat 8 37 Boost Attribute Regular or Blocking Body/Mind Instant 1 to 5 none Varies Varies 46 Borrow Language Regular Comm. 1 min. 3/1 3 sec. Lend Language 4 47 Borrow Skill Regular Comm. 1 min. 4/3 3 sec. Lend Skill 6 134 Bravery Area/R-Will-1 Mind 1 hr. 2 1 sec. Fear 1 26 Breathe Air Regular Air/Water 1 min. 4/2 1 sec. Create Water, Destroy Air 6

224 APPENDIX: SPELL TABLE Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 76 Breathe Fire* Regular Fire 1 sec. 1 to 4 2 sec. M1, Flame Jet, Resist Fire 7 182 Breathe Radiation* Regular Tech 1 sec. 1 to 4 2 sec. M2, Radiation Jet 9 192 Breathe Steam* Regular Water 1 sec. 1 to 4 2 sec. M1, Steam Jet, Resist Fire 14 189 Breathe Water Regular Water/Air 1 min. 4/2 1 sec. Create Air, Destroy Water 6 111 Bright Vision Regular Lt-Dk 1 min. 2/1 1 sec. Keen Vision or 5 Light spells; 1 no Blindness 76 Burning Death* Regular/R-HT Fire/Necro. 1 sec. 3/2 3 sec. M2, Heat, Sickness 10 79 Burning Touch Melee Fire Instant 1 to 3 1 sec. M2, 6 Fire spells inc. Heat 6 39 Cadence Regular Body 1 hr. 5/3 10 sec. Haste, Grace 5 168 Catch Missile Blocking Protection Instant 2 1 sec. Deflect Missile 2 123 Catch Spell* Blocking Meta-Spell Instant 3 1 sec. M2, DX 12+, Return Missile 4 126 Charge Powerstone* Regular Meta-Spell Perm. 3/pt 10 min. M3, Powerstone, Lend Energy 12 139 Charm Regular/R-Will Mind 1 min. 6/3 3 sec. M1, Loyalty, 7 other 8 Mind Control spells 40 Choke Regular/R-HT Body 30 sec. 4 1 sec. M1, 5 Body spells inc. Spasm 5 116 Clean Area Mk-Brk Perm. 2 1 sec. Restore 2 94 Cleansing Regular/R-Spec Healing Perm. Varies 3 sec. Minor Healing, Purify Earth 12 35 Climbing Regular Body 1 min. 1 to 3/S 1 sec. - 0 148 Cloud-Vaulting* Regular Movement/ 1 sec./100 mi.# 7 1 sec. M2, Jump, Cloud-Walking 12 Weather 148 Cloud-Walking Regular Movement/ 1 hr. 3/2 1 sec. Walk on Air, Walk on Water 9 Weather 194 Clouds Area Weather/Air 10 min. 1/20/S 10 sec. 2 Water spells, 2 Air spells 4 36 Clumsiness Regular/R-HT Body 1 min. 1 to 5/H 1 sec. Spasm 2 74 Cold Regular Fire 1 min. Varies 1 min. Heat 4 110 Colors Regular Lt-Dk 1 min. 2/1 1 sec. Light 1 136 Command Blocking/R-Will Mind Instant 2 1 sec. M2, Forgetfulness 2 153 Command Spirit Regular/R-Will Necro. 1 min. Varies 2 sec. Summon Spirit, Turn Spirit 5 48 Communication* Regular Comm. 1 min. 4/4 4 sec. Wizard Eye, Far-Hearing, 9 Voices, Simple Illusion 137 Compel Lie Regular/R-Will Mind/Comm. 5 min. 4/2 1 sec. Emotion Control 4 47 Compel Truth Inform./R-Will Comm. 5 min. 4/2 1 sec. M2, Truthsayer 3 96 Complex Illusion Area Illusion 1 min. 2/H 1 sec. Sound, Simple Illusion 2 162 Conceal Area Plant 1 min. varies# 4 sec. Plant Growth 4 122 Conceal Magic Regular Meta-Spell 10 hrs. 1 to 5/S# 3 sec. Detect Magic 1 26 Concussion Missile Air/Sound Instant 2 to 2¥Magery# 1 to 3 sec. Shape Air, Thunderclap 5 189 Condense Steam Area Water Perm. 2# 10 sec. Cold or Boil Water 5 180 Conduct Power/TL* Special Tech 1 min. 0/1# 1 sec. M1, Seek Power 1 110 Continual Light Regular Lt-Dk Varies Varies 1 sec. Light 1 113 Continual Mage Light Regular Lt-Dk Varies Varies 1 sec. Mage Light, Continual Light 5 114 Continual Sunlight Area Lt-Dk Varies 3 1 sec. Sunlight 5 120 Contract Object* Regular Mk-Brk 1 hour Varies 3 sec. M3, Transform Object 14 99 Control Creation Regular/R-spell Illusion Instant 1 2 sec. Create Animal or Create Servant 10 28 Control Elemental Special 4 Diff. 1 min. Special 2 sec. Summon Elemental# 9 85 Control Gate Regular/R-Gate Gate 1 min. 6/3 10 sec. M3, Seek Gate 11 97 Control Illusion Regular/R-spell Illusion Perm. 1 2 sec. Perfect Illusion 4 40 Control Limb Regular/R-Will Body 5 sec. 3/3# 1 sec. M1, 5 Body spells inc. Spasm 5 49 Control Person Regular/R-Will Comm. 1 min. 6/3 10 sec. Soul Rider or Telepathy 5 152 Control Zombie Regular/R-spell Necro. Perm. 3 1 sec. Zombie 5 173 Converse Regular/R-spell Sound Indef.# 2 1 sec. M1, Garble, Silence 4 78 Cook Regular Food Instant 1 per meal 5 sec. Test Food, Create Fire 3 195 Cool Area Weather/Air 1 hour 1/10/S 1 min.# Cold, 4 Air spells 9 187 Coolness Regular Water/Protection 1 hr. 2/1 10 sec. Cold 5 116 Copy Regular Mk-Brk Perm. 2 plus 1/copy 5 sec. Dye, 1 Accented language 5 64 Cornucopia Enchantment Enchantment Perm. 50¥$ value# – Enchant, 13 2 Weapon Enchantment spells 43 Corpulence* Regular/R-HT Body 10 min. 6/6 3 sec. M2, Create Earth, Create Water, 16 4 Body spells inc. Alter Body 121 Counterspell Regular/R-spell Meta-Spell Instant Varies 5 sec.M1 0 190 Create Acid Regular Water Perm. 4/gal. 2 sec. Create Water, Create Earth 7 23 Create Air Area Air 5 sec.# 1 1 sec. Purify Air or Seek Air 1 98 Create Animal Regular Illusion 1 min. Varies sec.=cost Create Water, 12 Create Object, IQ 12+ 84 Create Door Regular Gate 10 sec. 2/10 sq. ft.# 5 sec. Teleport, any one 10 Walk Through spell 51 Create Earth Regular Earth Perm. 2/25 cu. ft. 1 sec. Earth to Stone 3

APPENDIX: SPELL TABLE 225 Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 28 Create Elemental Special 4 Diff. Perm. Special Special M2, Control Elemental# 10 72 Create Fire Area Fire 1 min. 2/H 1 sec. Ignite Fire or Seek Fire 1 79 Create Food Regular Food Perm. Varies 30 sec. Cook, Seek Food 5 179 Create Fuel/TL Regular Tech Perm. 1/lb. 30 sec. Seek Fuel, 2 transmutation spells 5 85 Create Gate* Regular Gate 1 min. Varies Varies Control Gate and Teleport, 16 Timeport, or Plane Shift 188 Create Ice Regular Water Perm. 2/gal. 1 sec. Freeze 5 99 Create Mount Regular Illusion 1 hr. Varies 3 sec. M3, Create Animal 13 98 Create Object* Regular Illusion Indef.# 2/5 lbs. sec.=cost M2, Create Earth, Perfect Illusion 8 163 Create Plant Area Plant Perm. Varies sec.=cost M1, Plant Growth 4 98 Create Servant Regular Illusion 1 min. Varies 3 sec. M3, IQ 12+, Create Object 9 190 Create Spring Regular Water Perm. Varies 1 min. Dry Spring, Shape Water 8 190 Create Steam Area Water 5 min.# 2 1 sec. Boil Water 9 98 Create Warrior Regular Illusion 1 min. Varies 4 sec. Create Servant 10 184 Create Water Regular Water Perm. 2/gal. 1 sec. Purify Water 2 71 Crystal Ball Enchantment Enchantment Perm. 1,000 – Enchant, Divination 13 (Crystal-Gazing) 91 Cure Disease Regular Healing Instant 4 10 min. Major Healing, Relieve Sickness 5 182 Cure Radiation* Regular Tech/Healing Perm. 1/10 rads# 30 sec. Resist Radiation, Major Healing 12 194 Current Special; Area Weather/Water 1 hr. 1/50 1 min. 6 Water spells 6 129 Curse Regular Meta-Spell Special Varies Varies M2, 2 spells each from 10 colleges# 20 144 Dancing Object Regular Movement 1 hr. 4/2 10 sec. M2, Apportation 1 67 Dancing Shield Enchantment Enchantment Perm. 250/lb.# - Enchant, Dancing Object 12 63 Dancing Weapon Enchantment Enchantment Perm. 1,000/lb.# – Enchant, Dancing Object 12 111 Dark Vision Regular Lt-Dk 1 min. 5/2 1 sec. Night Vision or Infravision 2 111 Darkness Area Lt-Dk 1 min. 2/1 1 sec. Continual Light 2 134 Daze Regular/R-HT Mind 1 min. 3/2 2 sec. Foolishness 1 149 Death Vision Regular Necro. 1 sec. 2 3 sec. M1 0 41 Deathtouch Melee Body Instant 1 to 3 1 sec. Wither Limb 7 36 Debility Regular/R-HT Body 1 min. 1 per ST-/H 1 sec. - 0 42 Decapitation* Regular/R-HT+2 Body Indef. 4 2 sec. M2, Alter Body 11 77 Decay Regular Food Perm. 1/meal 1 sec. Test Food 1 67 Defending Shield Enchantment Enchantment Perm. Varies - Enchant, Grace 14 64 Defending Weapon Enchantment Enchantment Perm. Varies - Enchant, Dancing Object 12 67 Deflect Enchantment Enchantment Perm. Varies – Enchant 11 73 Deflect Energy Blocking Fire Instant 1 1 sec. M1, Shape Fire 2 143 Deflect Missile Blocking Movement/ Instant 1 1 sec. Apportation 1 Protection 188 Dehydrate Regular/R-HT Water Perm. 1 to 3 2 sec. 5 Water spells inc. Destroy Water 5 130 Delay Regular Meta-Spell 2 hrs. 3/3 10 sec. M3, 15 spells 15 173 Delayed Message Area Sound Indef.# 3# 4 sec. M1, Voices, Sense Life 3 24 Destroy Air Area Air Instant 2 1 sec. Create Air 2 185 Destroy Water Area Water Perm. 3/S 1 sec. Create Water 3 101 Detect Magic Regular Knowledge Instant 2 5 sec. M1 0 166 Detect Poison Area/Information Protection/ Instant 2 2 sec. Sense Danger or Test Food 1 Healing 25 Devitalize Air Area Air varies 2 1 sec. Destroy Air 3 120 Disintegrate* Regular Mk-Brk Perm. 1 to 4 1 sec. M2, Shatter, Ruin# 10 135 Disorient Area/R-Will Mind Indef.# 1 10 sec. Foolishness 1 99 Dispel Creation Regular/R-spell Illusion Instant 1 or 3# 1 sec. Control Creation 11 97 Dispel Illusion Regular/R-spell Illusion Instant 1 1 sec. Control Illusion 5 126 Dispel Magic Area/R-spell Meta-Spell Perm. 3 sec.=cost Counterspell and 12 other spells 13 49 Dispel Possession Regular/R-spell Comm. Instant 10 10 sec. Soul Rider or Possession# 5 124 Displace Spell Regular/R-spell Meta-Spell Varies Varies 5 sec. Suspend Magic 10 144 Distant Blow Regular Movement 5 sec. 3/3 3 sec. M2, Apportation 1 46 Distill Regular Food/Water Perm. 1/quart 10 sec. Mature, Destroy Water 7 84 Divert Teleport* Blocking/R-spell Gate/Movement Instant Varies 1 sec. M3, Trace Teleport 6 108 Divination Information Knowledge Instant 10 1 hr.# History, other spells# Varies 62 Doppelgänger* Enchantment Enchantment Perm.# 1,000 - M3, Golem, History, Enslave 29 130 Drain Magery* Regular/R-Will+M Meta-Spell Perm. 30 10 min. M3, Suspend Magery 21 127 Drain Mana* Area Meta-Spell Perm. 10 1 hr. Dispel Magic, Suspend Mana 14 180 Draw Power/TL* Special Tech 1 min. 0/1# 1 sec. Steal Power, 2 spells each 22 from 10 colleges 46 Dream Projection Regular Comm./Mind 1 min. 3/3 1 min. Dream Sending 4 45 Dream Sending Regular/R-Will Comm./Mind 1 hr. 3 1 min. Dream Viewing or Sleep 3 45 Dream Viewing Regular/R-Will Comm. 1 hr. 2/1 10 sec. Truthsayer or Sleep 3

226 APPENDIX: SPELL TABLE Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 136 Drunkenness Regular/R-Will Mind 1 min. Varies 2 sec. Foolishness, Clumsiness 4 188 Dry Spring Regular Water Perm. varies# 1 min. Destroy Water, Shape Earth 6 133 Dull Sense Regular/R-HT Mind 30 min. 1 to 3/H 1 sec. - 0 134 Dullness* Regular/R-HT Mind 10 min. 2 to 10/H 1 sec. Any two Dull spells 2 98 Duplicate* Regular Illusion Indef.# 3/5 lbs. sec.=cost Create Object, Copy 15 116 Dye Regular Mk-Brk 2d days Varies 3 sec. Restore, Colors 4 25 Earth to Air Regular Air/Earth Perm. 5/25 cu. ft.# 2 sec. Create Air, Shape Earth 4 51 Earth to Stone Regular Earth Perm. 3/25 cu. ft.# 1 sec. M1, Shape Earth 2 52 Earth to Water Regular Earth/Water Perm. 1/25 cu. ft.# 1 sec. M1, Create Water, Shape Earth 5 51 Earth Vision Regular Earth/Know. 30 sec. 2/10 yds.# 1 sec. Shape Earth 2 54 Earthquake Area Earth 1 min. 2/S 30 sec. M2, 6 Earth spells inc. Earth Vision 6 107 Echoes of the Past Regular Knowledge/ 1 min. 2/2# 10 sec. M2, History, Voices 7 Sound 139 Ecstasy* Regular/R-Will Mind 10 sec. 6 3 sec. M2, Emotion Control 4 71 Effigy* Enchantment Enchantment Perm. 1,000 - Enchant, Scryfool, Ward 13 137 Emotion Control Area/R-Will Mind 1 hr. 2 1 sec. Loyalty or Mental Stun 3 56 Enchant* Enchantment Enchantment Perm. Varies Varies M2, 1 spell each from 10 colleges 10 135 Encrypt Regular/R-Spec. Mind 1 week Varies 1 sec. Daze 2 42 Enlarge* Regular Body 1 hr. 2/+1 SM/S 5 sec. M2, Alter Body 11 120 Enlarge Object* Regular Mk-Brk 1 hour Varies 3 sec. Extend Object 17 43 Enlarge Other* Regular/R-HT Body 1 hr. 2/+1 SM/S 10 sec. M3, Enlarge 12 141 Enslave* Regular/R-Will Mind Perm. 30 1 sec. Charm, Telepathy 14 60 Ensorcel* Enchantment/ Enchantment Perm.# 200¥spell cost - Malefice 12 R-Spec. 139 Enthrall Special/R-Will Mind 1 hr. 3/3 1 sec. Forgetfulness, Daze, Slow 6 53 Entombment Regular/R-HT Earth Perm. 10# 3 sec. M2, 5 Earth spells 5 157 Entrap Spirit Special Necro. 5 min. Varies 1 sec. M1, Soul Jar, Turn Spirit 11 192 Essential Acid* Regular Water Perm. 8/gal. 1 sec. 6 Acid spells 13 26 Essential Air Area Air Perm. 2 3 sec. 6 Air spells 6 53 Essential Earth Regular Earth Perm. 8 30 sec. 6 Earth spells 6 75 Essential Flame Area Fire 1 min. 3/2# 3 sec. 6 Fire spells 6 79 Essential Food* Regular Food Perm. 3/meal# 30 sec. 6 Food spells inc. Create Food 8 179 Essential Fuel/TL Regular Tech Perm. 8/gal. 1 sec. 6 Energy spells 6 189 Essential Water Regular Water Perm. 3/gal. 1 sec. 6 Water spells 6 164 Essential Wood Regular Plant Perm. 8 30 sec. 6 Plant spells 6 146 Ethereal Body* Regular Movement 10 sec. 8/4 30 sec. 6 Movement spells or 4 M3 and Body of Air 154 Evisceration* Regular/R-HT or IQ Necro. Instant 10 5 sec. M3, Apportation, Steal Vitality 6 49 Exchange Bodies* Regular/R-Will Comm. Perm. 120 1 hr. Permanent Possession, Soul Jar 17 118 Explode* Regular Mk-Brk Instant 2 to 6 1 sec. M2, Shatter, Apportation 8 75 Explosive Fireball Missile Fire Instant 2 to 2¥Magery# 1 to 3 sec. Fireball 4 196 Explosive Lightning Missile Weather/Air Instant 2 to 2¥Magery# 1 to 3 sec. Lightning 7 120 Extend Object* Regular Mk-Brk 1 hour Varies 3 sec. M3, Transform Object 16 72 Extinguish Fire Regular Fire Perm. 3 1 sec. Ignite Fire 1 181 Extinguish Radiation* Regular Tech Perm. 1/10 rads/hr. 1 sec. M2, Extinguish Fire, 7 Earth to Air, Irradiate 122 False Aura Regular/Area/R-IQ# Meta-Spell 10 hrs. 4/H 10 sec. Conceal Magic, Aura 3 139 False Memory Regular/R-Will Mind Varies Varies 5 sec. Forgetfulness, 6 other 7 Mind Control spells 163 False Tracks Regular/R-Will Plant 1 min. 2/1 1 sec. Shape Plant, Shape Earth 5 100 Far-Feeling Regular Knowledge 1 min. 3/1 3 sec. M1 0 173 Far-Hearing Information Sound/Know. 1 min. 4/2 3 sec. M1, 4 Sound spells, no Deafness 4 or Hard of Hearing 77 Far-Tasting Regular Food/Knowledge 1 min. 3/1 3 sec. M1, no anosmia, 1 Seek Food or Seek Air 135 Fascinate Regular Mind Indef.# 4 1 sec.Daze 2 or Blocking/R-IQ 73 Fast Fire Regular Fire 1 min. Varies 1 sec. Slow Fire 3 118 Fasten Regular/R-DX Mk-Brk Perm. 3# 1 sec. Knot 11 139 Fear Area/R-Will Mind 10 min. 1 1 sec. Sense Emotion or Empathy 0 89 Final Rest Regular Healing/Necro. Perm. 20 10 min.# M1 or Spirit Empathy 0 101 Find Direction Information Knowledge Instant 2 1 sec. M1 0 116 Find Weakness Information Mk-Brk Instant 1# 2 sec. 1 spell of each four elements 4 75 Fire Cloud Area Fire 10 sec. 1 to 5/S 1 to 5 sec. Shape Air, Fireball 7 74 Fireball Missile Fire Instant 1 to Magery# 1 to 3 sec. M1, Create Fire, Shape Fire 3 73 Fireproof Area Fire 1 day 3# 5 min. Extinguish Fire 2

APPENDIX: SPELL TABLE 227 Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 73 Flame Jet Regular Fire 1 sec. 1 to 3/S 1 sec. Create Fire, Shape Fire 3 75 Flaming Armor Regular Fire 1 min. 6/3 1 sec. M1, Resist Fire, Flame Jet 7 75 Flaming Missiles Regular Fire 1 min. 4/2# 3 sec. Flaming Weapon 5 75 Flaming Weapon Regular Fire 1 min. 4/1 2 sec. M2, Heat 4 112 Flash Regular Lt-Dk Instant 4 2 sec. Continual Light 2 190 Flesh to Ice* Regular/R-HT Water Perm. 12 2 sec. M1, Frostbite, Body of Water 8 31 Flesh to Stone Regular/R-HT Earth Instant 10# 2 sec. Earth to Stone 3 145 Flight* Regular Movement 1 min. 5/3 2 sec. M2, Levitation 2 146 Flying Carpet* Regular Movement 10 min. 1/sq. ft./H 5 sec. Flight, or M2 and Walk on Air 3 193 Fog Area Weather/Water 1 min. 2/H 1 sec. Shape Water 4 79 Fool’s Banquet Regular Food 1 day 2 per meal 1 sec. M1, Cook, Foolishness 5 134 Foolishness Regular/R-Will Mind 1 min. 1 per IQ-/H 1 sec. IQ 12+ 0 170 Force Dome Area Protection 10 min. 3/2 1 sec. Weather Dome, Apportation 10 170 Force Wall Regular Protection 10 min. 2/yd./S 1 sec. Force Dome 11 162 Forest Warning Area Plant 10 hrs. 2#/S 1 sec. 4 Plant spells 4 135 Forgetfulness Regular/ Mind 1 hr. 3/3 10 sec. M1, Foolishness 1 R-Will or skill 66 Fortify Enchantment Enchantment Perm. Varies – Enchant 11 185 Foul Water Area Water/Food Perm. 3 1 sec. Purify Water, Decay 4 37 Frailty Regular/R-HT Body 1 min. 2 per HT-/S# 1 sec. Lend Energy 1 148 Freedom Regular Movement/Protection1 min. 2/pt/S 1 sec. 3 Body spells, 3 Movement spells, 9 3 Protection spells 185 Freeze Regular Water Perm. Varies 10 sec. Shape Water 4 193 Frost Area Weather/Water Indef. 1 1 sec. Create Water or Cold 3 189 Frostbite Regular/R-HT Water Perm. 1 to 3 3 sec. Frost, Freeze 5 38 Fumble Blocking/R-DX Body Instant 3 none Clumsiness 3 172 Garble Regular/R-Will Sound 1 min. 4/2 1 sec. Voices 2 43 Gauntness* Regular/R-HT Body 10 min. 6/6 3 sec. M2, Earth to Air, Destroy Water, 15 4 Body spells inc. Hunger 190 Geyser* Area Water 1 sec. 5/2 5 sec. 6 Water spells inc. Create Spring 9 and either 4 Earth or 4 Fire spells 65 Ghost Weapon Enchantment Enchantment Perm. 250/lb.# - Enchant, Solidify 14 46 Gift of Letters* Regular Comm. 1 min. Varies 1 sec. Borrow Language, 5 3 languages at Accented 46 Gift of Tongues* Regular Comm. 1 min. Varies 1 sec. Borrow Language, 3 languages at Accented 5 103 Glass Wall Regular Knowledge 1 min. 4/2 1 sec. 5 Knowledge spells or Earth Vision 3 141 Glib Tongue Regular/R-Will Mind 5 min. 2/1 1 sec. Suggestion 6 176 Glitch/TL Regular/R-HT Tech Instant 3 1 sec. Machine Control 12 112 Gloom Area Lt-Dk Varies Varies Varies Continual Light 2 112 Glow Area Lt-Dk Varies Varies Varies Continual Light 2 142 Glue Area Movement 10 min. 3/S 1 sec. Haste 1 59 Golem* Enchantment Enchantment Perm. Varies Varies Enchant, Shape Earth, 14 Animation# 37 Grace Regular Body 1 min. 4 per DX+/S 1 sec. Clumsiness 3 63 Graceful Weapon Enchantment Enchantment Perm. 150/lb. - Enchant, Apportation 11 142 Grease Area Movement 10 min. 3/S 1 sec. Haste 1 141 Great Geas* Regular/R-Will Mind Perm. 30 1 min. M3, 15 Mind Control spells 15 inc. Lesser Geas 141 Great Hallucination* Regular/R-Will Mind 1 min. 6/3 4 sec. M2, Hallucination 8 146 Great Haste* Regular Movement 10 sec. 5# 3 sec. M1, Haste, IQ 12+ 1 91 Great Healing* Regular Healing Perm. 20 1 min. M3, Major Healing 4 34 Great Shapeshift* Special Animal 1 min. 20/H# 5 sec. M3, Alter Body, 4 Shapeshifting, 15 10 other spells 173 Great Voice Regular Sound 1 min. 3/1 2 sec. Voices, Thunderclap 3 122 Great Ward Block/R-spell Meta-Spell Instant 1 per subject# none M2, Ward 1 62 Great Wish* Enchantment Enchantment Special 2,000 – M3, Wish, (DX + IQ):30+ 18 195 Hail Area Weather/Water 1 min. 1/5/S# 1 sec. Snow 7 39 Hair Growth Regular/R-HT Body 5 sec. 1/1 1 sec. 5 Body spells 5 39 Haircut Regular/R-HT Body Instant 2 2 sec. Weaken, 2 Body spells 8 140 Hallucination Regular/R-Will Mind 1 min. 4/2 3 sec. Madness, Suggestion 7 94 Halt Aging* Regular Healing 1 month 20 1 sec. M2, 8 Healing spells 8 128 Hang Spell* Special Meta-Spell 1 hr. Varies 10 sec. Delay 16 167 Hardiness Blocking Protection Instant 1/DR+# 1 sec. Block 1 142 Haste Regular Movement 1 min. 2/pt./H 2 sec. - 0 146 Hawk Flight* Regular Movement 1 min. 8/4 3 sec. Flight 3

228 APPENDIX: SPELL TABLE Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 111 Hawk Vision Regular Lt-Dk 1 min. 2/lvl./H# 2 sec. Keen Vision or 5 Light spells; 1 no Blindness or Bad Sight 161 Heal Plant Area Plant Perm. 3 1 min. Identify Plant 2 94 Healing Slumber Regular/R-# Healing 8 hrs.# 6 or 10 30 sec. M2, Sleep, Minor Healing 6 74 Heat Regular Fire 1 min. Varies 1 min. Create Fire, Shape Fire 3 57 Hex Enchantment Enchantment Perm. 200 – Enchant 11 113 Hide Regular Lt-Dk 1 hr. 1 to 5/S 5 sec. Blur or Forgetfulness 2 45 Hide Emotion Regular Comm. 1 hour 2/2 1 sec. Sense Emotion 2 86 Hide Object Regular Gate 1 hr. 1/lb./S 10 sec. Hideaway, Teleport 20 162 Hide Path Regular Plant 1 min. 2/1 1 sec. Heal Plant 3 46 Hide Thoughts Regular Comm. 10 min. 3/1 1 sec. Truthsayer or Hide Emotion 3 61 Hideaway Enchantment Enchantment Perm. 50# – Enchant, Create Object, Lighten 15 36 Hinder Regular Body/Movement 1 min. 1 to 4/S 1 sec. Haste or Clumsiness 1 106 History Information Knowledge Instant Varies sec.=cost Trace 4 39 Hold Breath Regular Body 1 min. 4/2 1 sec. M1, Vigor 3 143 Hold Fast Blocking Movement Instant 1/yd.# 1 sec. Apportation 1 70 Homunculus Enchantment Enchantment Perm. 800 - Enchant, Mind-Sending 15 38 Hunger Regular/R-HT Body/Food Instant 2 5 sec. M1, Debility, Decay 3 172 Hush Regular/R-Will Sound 10 sec.# 2/1 2 sec. Silence 2 30 Hybrid Control* Regular/R-Will Animal 1 min. 6/3 1 sec. 2 Control spells# 3 188 Ice Dagger Missile Water Instant 1 to Magery# 1 to 3 sec. Ice Sphere or Water Jet 5 186 Ice Slick Area Water Perm. 3 Varies Frost 4 186 Ice Sphere Missile Water Instant 1 to Magery# 1 to 3 sec. Shape Water 4 192 Icy Breath* Regular Water 1 sec. 1 to 4 2 sec. M1, Snow Jet, Resist Cold 12 186 Icy Missiles Regular Water 1 min. 4/2 3 sec. Icy Weapon 4 188 Icy Touch Melee Water Perm. 2# 1 sec.# M1, 4 Water spells 4 185 Icy Weapon Regular Water 1 min. 3/1 3 sec. Create Water 3 182 Identify Metal Information Tech Instant 1 1 sec. Seek Earth 0 161 Identify Plant Information Plant Instant 2 1 sec. Seek Plant 1 182 Identify Plastic Information Tech Instant 1 1 sec. Seek Plastic 0 102 Identify Spell Information Knowledge Instant 2 1 sec. Detect Magic 1 72 Ignite Fire Regular Fire 1 sec. 1 to 4/S 1 sec. none 0 96 Illusion Disguise Regular Illusion Varies 3 1 sec. Simple Illusion 1 96 Illusion Shell Regular Illusion 1 min. 1 or 2/H 1 sec. Simple Illusion 1 107 Images of the Past Regular Knowledge/Lt-Dk 1 min. 3/3# 10 sec. M2, History, Simple Illusion 6 172 Imitate Voice Regular/R-HT Sound 1 min. 3/1 1 sec. Voices 2 60 Impression Blocker Enchantment Enchantment Perm. 20/lb. - Enchant, Seeker, Scrywall 12 143 Increase Burden Regular/R-Spec Movement 10 min. 1/25 lbs.# 3 sec. Apportation 1 96 Independence Area Illusion Varies 2 Varies Simple Illusion 1 111 Infravision Regular Lt-Dk 1 min. 3/1 1 sec. Keen Vision or 5 Light spells 1 97 Initiative Area Illusion Indef.# Varies 10 sec. Independence, Wisdom 9 97 Inscribe Area/R-Will Illusion/Mk-Brk 1 min. 2/S 1 sec. Simple Illusion, Copy 7 48 Insignificance Regular/R-Spec. Comm. 1 hour 4/4 10 sec. Persuasion, Avoid 8 115 Inspired Creation* Regular Mk-Brk Perm. 5/day Varies - 0 92 Instant Neutralize Regular Healing Instant 8 1 sec. M2, Neutralize Poison 2 Poison 93 Instant Regeneration* Regular Healing Perm. 80 Special M3, Regeneration 6 93 Instant Restoration* Regular Healing Perm. 50 Special M2, Restoration 5 114 Invisibility Regular Lt-Dk 1 min. 5/3 3 sec. 6 Light spells inc. Blur 6 174 Invisible Wizard Ear Regular Sound 1 min. 5/3 4 sec. Wizard Ear, Invisibility 12 104 Invisible Wizard Eye Regular Knowledge 1 min. 5/3 4 sec. Wizard Eye, Invisibility 8 169 Iron Arm Blocking Protection Instant 1 1 sec. Resist Pain, DX 11+ 4 181 Irradiate Area Tech 1 hr. 1/10 rads/hr./h 1 sec. 2 Earth spells, 2 Fire spells 4 35 Itch Regular/R-HT Body Scratch# 2 1 sec. - 0 143 Jump Regular Movement 1 min. 1 to 3 1 sec. Apportation 1 133 Keen Sense Regular Mind 30 min. 1 per +/H# 1 sec. - 0 117 Knot Regular Mk-Brk Indef.# 2 3 sec. Stiffen 10 97 Know Illusion Information Illusion Instant 2 1 sec. Simple Illusion 1 103 Know Location Information Knowledge Instant 2 10 sec. M1, Tell Position 2 78 Know Recipe Information/R-Spec. Food/Knowledge 1 day# 3 15 sec. Far-Tasting, Season 4 106 Know True Shape Information Knowledge Instant 2 1 sec. M1, any one shifting spell, 9 either Aura or Know Illusion 61 Leak Enchantment Enchantment Perm. 100 – Hideaway 16 89 Lend Energy Regular Healing Perm. Varies 1 sec. M1 or Empathy advantage 0 46 Lend Language Regular Comm. 1 min. 3/1 3 sec. 3 Communication spells, 3 or Beast Speech

APPENDIX: SPELL TABLE 229 Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 180 Lend Power/TL Regular Tech Indef. Varies 1 sec. M2, Seek Power 1 47 Lend Skill Regular Comm. 1 min. 3/2 3 sec. Mind-Sending, IQ 11+ 5 126 Lend Spell Regular Meta-Spell Perm. Varies 3 sec. M1, Lend Skill, 1 spell each 11 from 6 colleges 89 Lend Vitality Regular Healing 1 hr. 1 per HP loaned 1 sec. Lend Energy 1 41 Lengthen Limb Regular Body 1 min. 2/2 5 sec. M3, Shapeshifting 7 140 Lesser Geas* Regular/R-Will Mind Perm. 12 30 sec. M2, 10 Mind Control spells 10 58 Lesser Wish* Enchantment Enchantment Special 180 – Enchant 11 143 Levitation Regular/ Movement 1 min. 1 per 80 lbs./H# 2 sec. Apportation 1 R-ST or Will 159 Lich* Enchantment Necro./Ench. Perm. Varies Varies M3, IQ 13+, Enchant, 19 Soul Jar, Zombie 110 Light Regular Lt-Dk 1 min. 1/1 1 sec. - 0 112 Light Jet Regular Lt-Dk 1 min. 2/1 1 sec. Continual Light or Shape Light 2 145 Light Tread Regular Movement 10 min. 4/1# 1 sec. Apportation, Shape Earth 3 67 Lighten Enchantment Enchantment Perm. Varies – Enchant 11 143 Lighten Burden Regular Movement 10 min. 3 or 5/H# 3 sec. Apportation 1 196 Lightning Missile Weather/Air Instant 1 to Magery# 1 to 3 sec. M1, 6 Air spells 6 198 Lightning Armor Regular Weather/Air 1 min. 7/4 1 sec. 6 Lightning spells 12 inc. Resist Lightning 198 Lightning Missiles Regular Weather/Air 1 min. 4/2# 3 sec. Lightning Weapon 8 198 Lightning Stare* Regular Weather/Air 1 sec. 1 to 4 2 sec. Lightning, Resist Lightning 8 198 Lightning Weapon Regular Weather/Air 1 min. 4/1 2 sec. M2, Lightning 7 196 Lightning Whip Regular Weather/Air 10 sec. 1 per 2 yards# 2 sec. Lightning 7 68 Limit Enchantment Enchantment Perm. 200 – Enchant 11 131 Link Area Meta-Spell Indef.# 8 4 hrs. Delay 16 144 Lockmaster Regular/ Movement Perm. 3 10 sec. Locksmith or Apportation and M2 1 R-Magelock 143 Locksmith Regular Movement 1 min. 2/2 1 sec. Apportation 1 143 Long March Regular/R-ST Movement 1 day’s march 3 1 min. M1, Clumsiness or Debility 1 63 Loyal Sword Enchantment Enchantment Perm. 750/lb.# – Enchant, Apportation 11 136 Loyalty Regular/R-Will Mind 1 hr. 2/2# 2 sec. Bravery, 2 other 3 Mind Control spells 137 Lure Area/R-Will Mind 1 hr. 1/S 10 sec. Emotion Control 4 176 Machine Control/TL Regular Tech 1 min. 6/3 1 sec. Reveal Function, Locksmith, 11 Lightning 178 Machine Regular/R-Will Tech 1 min. 6/2 30 sec. Machine Control, Rider Within 16 Possession/TL or Soul Rider 176 Machine Speech/TL Regular Tech/Comm. 1 min. 5/3 1 sec. Machine Summoning 13 176 Machine Regular Tech 1 min. 4/2 4 sec. Machine Control 12 Summoning/TL 136 Madness Regular/R-Will-2 Mind 1 min. 4/2 2 sec. Forgetfulness or Drunkenness 2 113 Mage Light Regular Lt-Dk 1 min. Varies 1 sec. Mage Sight, Light 3 102 Mage Sense Information Knowledge 1 min. 3/2 1 sec. Detect Magic 1 102 Mage Sight Regular Knowledge 1 min. 3/2 1 sec. Detect Magic 1 172 Mage-Stealth Regular Sound 1 min. 3/2 3 sec. Hush 3 166 Magelock Regular Protection 6 hrs. 3/2 4 sec. M1 0 123 Magic Resistance Regular/R-Will+M Meta-Spell 1 min. 1 to 5/S# 3 sec. M1, 1 spell each from 7 colleges 7 181 Magnetic Vision Regular Tech 1 min. 2/1 1 sec. Keen Vision 1 128 Maintain Spell* Special Meta-Spell Indef.# Varies 2 sec.# Link 17 91 Major Healing* Regular Healing Perm. 1 to 4 1 sec. M1, Minor Healing 3 60 Malefice* Enchantment Enchantment Indef.# 250 - Enchant, Seeker 11 177 Malfunction/TL Melee/R-HT Tech 1 min. 5 1 sec. M2, Glitch 13 70 Manastone* Enchantment Enchantment Indef. 5 - Enchant 11 145 Manipulate Regular Movement 1 min. 4/3# 3 sec. Locksmith 2 118 Mapmaker Special Mk-Brk 1 hr. 4/2 10 sec. Inscribe, Measurement 9 137 Mass Daze Area/R-HT Mind Instant 2/1# sec.=cost Daze, IQ 13+ 2 137 Mass Sleep Area/R-HT Mind Instant 3# sec.=cost Sleep, IQ 13+ 3 141 Mass Suggestion Area/R-Will Mind 10 min. 4/2# sec.=cost Suggestion 6 153 Mass Zombie* Area Necro. Perm. 7 varies# Zombie, Charisma 2+ 5 30 Master Reg./Block./R-IQ Animal Indef. 2 1 sec. Beast-Soother 1 150 Materialize Special Necro. 1 min. 5/5 1 sec. Summon Spirit 2 78 Mature Regular Food Perm. 1 per pound 10 sec. Decay or Season 2 100 Measurement Area/Inform. Knowledge Instant 1 1 sec. - 0 186 Melt Ice Area Water Perm.# 2# 10 sec. Heat or Freeze 4 105 Memorize Regular Knowledge/Mind 1 day# 3 2 sec. Wisdom or 6 Knowledge spells 6

230 APPENDIX: SPELL TABLE Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 135 Mental Stun Regular/R-Will Mind Instant 2 1 sec. Daze or Stun 2 174 Message Regular/R-spell Sound/Comm. Varies 1/15 sec. Varies Great Voice, Seeker 7 183 Metal Vision Regular Tech/Knowledge 30 sec. 2/5 yds./S 1 sec. Shape Metal 3 37 Might Regular Body 1 min. 2 per ST+/S 1 sec. Lend Energy 1 46 Mind-Reading Regular/R-Will Comm. 1 min. 4/2 10 sec. Truthsayer or Borrow Language 3 46 Mind-Search* Regular/R-Will Comm. 1 min. 6/3 1 min. Mind-Reading 4 47 Mind-Sending Regular Comm. 1 min. 4/4 4 sec. Mind-Reading 4 137 Mindlessness* Regular/R-Will Mind 1 min. 8/4 5 sec. M2, Forgetfulness 2 91 Minor Healing Regular Healing Perm. 1 to 3 1 sec. Lend Vitality 2 112 Mirror Regular Lt-Dk 1 min. 2/2 1 sec. Colors 2 168 Missile Shield Regular Protection 1 min. 5/2 1 sec. Apportation or Shield 1 79 Monk’s Banquet Regular Food 24 hrs. 6 1 sec. Fool’s Banquet, Resist Pain 10 55 Move Terrain* Area/R-Spec. Earth 1 hour 10/8 1 min. Alter Terrain, Hide Object 29 52 Mud Jet Regular Earth/Water 1 sec. 1 to 3 1 sec. Sand Jet, Create Water 8 174 Musical Scribe Regular Sound 1 min. 3/1# 1 sec. Scribe 5 119 Mystic Mark Regular/R-Spec Mk-Brk Indef.# 3 10 sec. Dye, Trace 9 168 Mystic Mist Area Protection 10 hrs. 1/S 5 min. M1 and Watchdog or Shield 1 68 Name Enchantment Enchantment Perm. 200 or 400# – Enchant 11 38 Nauseate Regular/R-HT Body 10 sec. 2/S 1 sec. 2 Body spells inc. Perfume 5 92 Neutralize Poison Regular Healing Perm. 5 30 sec. Cure Disease or M3 and Test Food 1 111 Night Vision Regular Lt-Dk 1 min. 3/1 1 sec. Keen Vision or 5 Light spells 1 137 Nightingale Area Protection 10 hrs. 2/2 1 sec. Sense Danger 1 140 Nightmare Regular/R-Will Mind 1 hr. 6 1 min. M2, Death Vision, Fear, Sleep 5 24 No-Smell Regular Air 1 hr. 2/2 1 sec. Purify Air 1 173 Noise Area Sound 5 sec. 4/2 1 sec. Wall of Silence 3 138 Oath Regular/R-Spec Mind Perm. 4 1 min. M1, Emotion Control 4 24 Odor Area Air 1 hr. 1 1 sec. No-Smell 2 70 One-College Enchantment Enchantment Indef. 12 - Enchant 11 Powerstone 36 Pain Regular/R-HT Body 1 sec. 2 2 sec. Spasm 2 134 Panic Area/R-Will Mind 1 min. 4/2 1 sec. Fear 1 40 Paralyze Limb Melee/R-HT Body 1 min. 3 1 sec. M1, 5 Body spells inc. Clumsiness 5 52 Partial Petrifaction* Regular/R-HT Earth Perm. 12 3 sec. M2, Flesh to Stone 4 34 Partial Shapeshifting* Regular/R-Will Animal 1 hour Varies 10 sec. M3, Shapeshift Others, Alter Body 12 68 Password Enchantment Enchantment Perm. 400# – Enchant 11 105 Pathfinder Information Knowledge Instant 4 10 sec. M1, IQ 12+, 2 Seek spells 2 138 Peaceful Sleep Regular/R-Spec. Mind 8 hrs. 4 30 sec. Sleep, Silence 5 123 Penetrating Spell Regular Meta-Spell Varies Varies 3 sec. Delay, Find Weakness 16 63 Penetrating Weapon Enchantment Enchantment Perm. Varies - Enchant, Find Weakness 11 124 Pentagram Special Meta-Spell Perm. 1/sq. ft.# 1/sq. ft.# Spell Shield 9 96 Perfect Illusion Area Illusion 1 min. 3/H# 1 sec. M1, Complex Illusion 3 35 Perfume Regular/R-HT Body 10 min. 2/1 1 sec. Odor 3 32 Permanent Regular/R-Will Animal Indef. 20 1 min. M2, Beast Possession 7 Beast Possession* 138 Permanent Regular/ Mind Perm. 15 1 hr. M2, Forgetfulness, IQ 13+ 2 Forgetfulness* R-Will or skill 178 Permanent Machine Regular/R-Will Tech Indef.# 30 5 min. M3, Machine Possession 17 Possession/TL 139 Permanent Madness* Regular/R-Will-2 Mind Perm. 20 10 min. M2, Madness, IQ 13+ 3 49 Permanent Regular/R-Will Comm. Indef. 30 5 min.M3, Possession 6 Possession* 33 Permanent Regular Animal Indef. Varies 1 min.M3, Shapeshifting 7 Shapeshifting* 45 Persuasion Regular/R-Will Comm. 1 min. 2¥bonus# 1 sec. Sense Emotion 2 154 Pestilence Regular Necro. Perm. 6 30 sec. M1, Steal Vitality, Decay 7 97 Phantom* Area Illusion 1 min. 5/H# 1 sec. M2, Perfect Illusion, 7 Hinder, Apportation 73 Phantom Flame Area Fire/Illusion 1 min. 1/S 1 sec. Shape Fire or Simple Illusion 1 83 Phase Blocking Gate Instant 3 1 sec. M3, Plane Shift or Ethereal Body 5 83 Phase Other* Blocking Gate Instant 3 1 sec. Phase 5 82 Planar Summons Special Gate 1 hr. 20# 5 min. M1, 1 spell each from 10 colleges 10 82 Planar Visit* Special Gate 1 min. 4/2 30 sec. M2, Projection or Planar Summons 7 83 Plane Shift* Special Gate Instant 20 5 sec. Planar Summons 11 83 Plane Shift Other* Regular/R-Will+1 Gate Instant 20 5 sec. M3, Plane Shift 12 164 Plant Control Regular/R-Will Plant 1 min. 3/H 1 sec. Plant Sense 6 164 Plant Form Special Plant 1 hr. 5/2 1 sec. M1, 6 Plant spells 6

APPENDIX: SPELL TABLE 231 Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 165 Plant Form Other Special/R-Will Plant 1 hr. 5/2 30 sec. M2, Plant Form 7 162 Plant Growth Area Plant 1 min. 3/2 10 sec. Heal Plant 3 163 Plant Sense Regular/ Plant 1 min. 3/2 1 sec. Forest Warning, Hide Path 5 R-Hide Path 164 Plant Speech Regular Plant 1 min. 3/2 1 sec. M1, Plant Sense 6 162 Plant Vision Regular Plant/Knowledge 30 sec. 1/10 yds. 1 sec. Shape Plant 3 183 Plastic Vision Regular Tech/Knowledge 30 sec. 2/5 yds./S 1 sec. Shape Plastic 4 78 Poison Food Regular Food Perm. 3 per meal 1 sec. Purify Food, Decay 3 162 Pollen Cloud Area/R-HT Plant 5 min.# 1 1 sec. Shape Plant 3 144 Poltergeist Missile/R-HT Movement Instant 1 or 2# 1 sec. Apportation 1 49 Possession* Regular/R-Will Comm. 1 min. 10/4 1 min. M1, and Control Person 5 or Beast Possession 57 Power Enchantment Enchantment Perm. Varies – Enchant, Recover Energy 12 69 Powerstone Enchantment Enchantment Perm. 20 – Enchant 11 51 Predict Earth Information Earth Instant 2 per day# Varies 4 Earth spells 4 Movement 193 Predict Weather Information Weather/Air Instant Varies 5 sec.# 4 Air spells 4 106 Prehistory Information Knowledge Instant Varies hr.=cost Ancient History 6 78 Prepare Game Regular Food Perm. 2 10 sec. Purify Food 3 48 Presence Regular/R-Spec. Comm. 1 hour 4/4 10 sec. Persuasion, Lure 8 79 Preserve Food Regular Food 1 week Special 1 sec. Decay 2 179 Preserve Fuel/TL Regular Tech 1 week 4/lb./H 1 sec. Test Fuel 1 105 Projection Regular Knowledge 1 min. 4/2 3 sec. Sense Spirit, 4 Knowledge spells 6 180 Propel/TL Regular Tech 10 min. Varies 1 sec. Create Fuel, Dancing Object 8 32 Protect Animal Area Animal/Protection 1 min. 1/S 1 min. Armor, Watchdog, 3 Animal spells 7 65 Puissance Enchantment Enchantment Perm. Varies – Enchant, 5 Earth spells 15 146 Pull Regular Movement 1 min. 1/2 ST/S 5 sec. M2, 4 Movement spells inc. 4 Levitation 23 Purify Air Area Air Instant 1 1 sec. - 0 54 Purify Earth Area Earth/Plant Perm. 2# 30 sec. Create Earth, Plant Growth 8 78 Purify Food Regular Food Perm. 1 per lb. 1 sec. Decay 2 179 Purify Fuel/TL Regular Tech Instant 1# 1 sec. Purify Water or Decay 2 184 Purify Water Special Water Perm. 1/gal. 5-10 sec./gal.# Seek Water 1 65 Quick-Aim Enchantment Enchantment Perm. Varies - Enchant, Grace 14 63 Quick-Draw Enchantment Enchantment Perm. 300/lb.# – Enchant, Apportation 11 144 Quick March Regular Movement 1 day’s march 4# 1 min. M1, Haste 1 182 Radiation Jet Regular Tech 1 sec. 1 to 3/S 1 sec. Irradiate, Resist Radiation 8 181 Radio Hearing Regular Tech 1 min. 2/1 1 sec. Keen Hearing 1 195 Rain Area Weather/Air/Water 1 hr. 1/10/S# 1 min. Clouds 5 191 Rain of Acid Area Water 1 min. 3/3 1 sec. M2, Create Water, Create Earth 7 74 Rain of Fire Area Fire 1 min. 1/S# 1 sec. M2, Create Fire 2 192 Rain of Ice Daggers Area Water 1 min. 2/2# 1 sec. M2, Hail, Ice Dagger 12 165 Rain of Nuts Area Plant 1 min. 1/10/S 1 sec. M1, 6 Plant spells inc. Shape Plant 6 53 Rain of Stones Area Earth 1 min. 1/S# 1 sec. M2, Create Earth 4 82 Rapid Journey* Special Gate/Movement 1 min. Varies 5 sec. M3, Teleport or Timeport 5 134 Rear Vision Regular Mind 1 min. 3/1 1 sec. Alertness 3 177 Rebuild/TL Regular Tech/Mk-Brk Perm. Varies Varies M3, Repair, Create Object, 22 3 spells of each element# 106 Recall Regular Knowledge/Mind 1 day# 4 10 sec. M2, Memorize, Wisdom 8 106 Reconstruct Spell Information Knowledge Instant 3# 10 sec. M2, History, Identify Spell 7 89 Recover Energy Special Healing Special none Special M1, Lend Energy 1 122 Reflect Block/R-spell Meta-Spell Instant 4 or 6# none Ward 1 168 Reflect Gaze* Blocking/R-Spec Protection Instant 2 1 sec. Mirror 3 132 Reflex Special Meta-Spell 1 hr. Varies 10 sec. Delay, Ward 16 39 Reflexes Regular Body 1 min. 5/3 1 sec. Grace, Haste 5 93 Regeneration* Regular Healing Perm. 20 Special# M2, Restoration 5 116 Rejoin Regular Mk-Brk 10 min. 1 per 10 lbs./H 4 sec./10 lbs.Weaken, Restore 8 163 Rejuvenate Plant Regular Plant Perm. 3 1 sec. M1, Plant Growth 4 92 Relieve Addiction Regular Healing 1 day 6 10 sec. Neutralize Poison 2 92 Relieve Madness Regular/R-spell Healing/Mind 10 min. 2 10 sec. Lend Vitality, Wisdom 9 93 Relieve Paralysis Regular Healing 1 min. Varies 10 sec. Stop Paralysis 5 90 Relieve Sickness Regular/R-spell Healing 10 min. 2 10 sec. Lend Vitality 2 107 Remember Path Regular Knowledge 1 hr. 3/1 10 sec. Find Direction, Memorize 8 127 Remove Aura Regular/R-Will# Meta-Spell Perm. 5 10 sec. Dispel Magic, Aura 14 90 Remove Contagion Area Healing Instant 3 2 sec. Decay, Clean, or Cure Disease 2

232 APPENDIX: SPELL TABLE Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 126 Remove Curse Regular/R-spell Meta-Spell Instant 20 1 hr. M2, Suspend Curse or 13 1 spell each from 15 colleges 58 Remove Enchantment Enchantment Perm. 100# varies Enchant 11 Enchantment 113 Remove Reflection Regular/R-Will Lt-Dk 1 min. 2/1 1 sec. Remove Shadow 2 110 Remove Shadow Regular/R-Will Lt-Dk 1 min. 2/1 1 sec. Light 1 118 Repair Regular Mk-Brk Perm. 2/5 lbs.# 1 sec./lb. M2, Rejoin 9 147 Repel Regular Movement 1 min. 1/2 ST/S 5 sec. M2, 4 Movement spells inc. 4 Levitation 31 Repel Animal Area/R-HT Animal 1 hour Varies 10 sec. 1 Control spell# 2 31 Repel Hybrids* Area/R-HT Animal 1 hour 6/3 10 sec. Hybrid Control 4 158 Repel Spirits Area/R-Will Necro. 1 hr. 4/H 10 sec. Banish, Turn Spirit 14 117 Reshape Regular Mk-Brk 1 min. 6/3 10 sec. M1, Weaken, Shape Earth or 8 Shape Plant 190 Resist Acid Regular Water/Protection 1 min. 2/H# 1 sec. Create Acid 8 74 Resist Cold Regular Fire 1 min. 2/1 1 sec. Heat 4 90 Resist Disease Regular Healing/ 1 hour 4/3 10 sec. Remove Contagion or Vigor 3 Protection 58 Resist Enchantment Enchantment Enchantment Perm. Varies - any Limiting Enchantment 12 74 Resist Fire Regular Fire 1 min. 2/1# 1 sec. Fireproof 3 196 Resist Lightning Regular Weather/ 1 min. 2/1 1 sec. 6 Air spells 6 Air/Protection 38 Resist Pain Regular Body 1 min. 4/2 1 sec. M2, Pain 3 91 Resist Poison Regular Healing/ 1 hr. 4/3 10 sec. Vigor 3 Protection 169 Resist Pressure Regular Protection 1 min. Varies 1 sec. Weather Dome 9 182 Resist Radiation Regular Tech/Protection 1 min. Varies# 1 sec. 3 Radiation spells 7 173 Resist Sound Regular Sound/ 1 min. 2/1 1 sec. 4 Sound spells 4 Protection 186 Resist Water Regular Water/Protection 1 min. 2/1 1 sec. Umbrella, or 2 Shape Water and Destroy Water 93 Restoration* Regular Healing Perm. 15 1 min.# Major Healing, or any 2 of 4 Relieve Paralysis and the Restore spells 116 Restore Regular Mk-Brk 10 min. 2/1 3 sec. Find Weakness or Simple Illusion 1 92 Restore Hearing Regular Healing 1 hr. Varies 5 sec. Minor Healing, Keen Hearing or 4 Strike Deaf 127 Restore Mana* Area Meta-Spell Perm. 10 1 hr. Dispel Magic, Suspend Mana 14 92 Restore Memory Regular Healing Perm. 3 10 sec. Awaken, IQ 11+ 3 92 Restore Sight Regular Healing 1 hr. Varies 5 sec. Minor Healing, Keen Vision or 4 Strike Blind 93 Restore Speech Regular Healing 1 hr. 5/3 5 sec. Minor Healing, Great Voice or 6 Strike Dumb 94 Resurrection* Regular Heal./Necro. Perm. 300 2 hrs. Instant Regeneration, 9 Summon Spirit 38 Retch Regular/R-HT Body Instant 3 4 sec. Nauseate, Spasm 7 47 Retrogression Regular/R-Will Comm. 1 sec. 5 10 sec. Mind-Search, Mind-Sending 6 168 Return Missile Blocking Protection Instant 2 1 sec. Catch Missile 3 176 Reveal Function/TL Information/R-spell Tech Instant 8 10 min. Seek Machine 1 168 Reverse Missiles Regular Protection 1 min. 7/3 1 sec. Missile Shield or Force Dome 2 31 Rider Regular Animal 5 min. 2/1 1 sec. 1 Control spell# 2 31 Rider Within Regular Animal 1 min. 4/1 3 sec. 2 Control spells# 3 117 Rive* Regular Mk-Brk Instant 1 per die 1 sec. M2, Shatter 7 36 Rooted Feet Regular/R-ST Body 1 min.# 3 1 sec. Hinder 2 154 Rotting Death* Regular/R-HT Necro. 1 sec. 3/2 3 sec. M2, Sickness, Pestilence 9 36 Roundabout Regular/R-HT Body Instant 3 1 sec. Tanglefoot 4 118 Ruin Regular Mk-Brk 1 min.# 2 per lb./S 5 sec./lb. M1, Weaken, Decay 8 86 Sanctuary* Special Gate 1 hr. 5/S 10 sec. Hide Object 21 52 Sand Jet Regular Earth 1 sec. 1 to 3/S 1 sec. Create Earth 4 27 Sandstorm Area Air/Earth 1 minute# 3/H Instant# Windstorm, Create Earth 8 107 Scents of the Past Regular Knowledge/Food 1 min. 1/1# 10 sec. M2, History, Odor 8 177 Schematic/TL Information Tech/Knowledge 1 min. 5/H# 5 sec. Reveal Function, History 7 174 Scribe Regular Sound 1 min. 3/1 1 sec. Voices, Dancing Object, 4 1 Accented language 57 Scroll Enchantment Enchantment Varies Special days=cost M1, 1 Accented language 0 85 Scry Gate Regular Gate 1 min. 4/4 10 sec. Seek Gate 11

APPENDIX: SPELL TABLE 233 Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 123 Scryfool Regular/R-Spec Meta-Spell 10 hrs. 4/2 10 sec. M2, Sense Observation, 3 Simple Illusion 121 Scryguard Regular Meta-Spell 10 hrs. 3/1 5 sec. M1 0 122 Scrywall Area Meta-Spell 10 hrs. 3/2 sec.=cost Scryguard 1 77 Season Regular Food Perm. 2/meal 10 sec. Test Food 1 113 See Invisible Regular Lt-Dk 1 min. 4/2 1 sec. Invisibility, or Dark Vision and 3 Infravision 181 See Radiation Regular Tech 1 min. 3/2 1 sec. - 0 107 See Secrets Regular Knowledge 1 min. 5/2 5 sec. Seeker, Aura 4 23 Seek Air Information Air Instant 1 1 sec. - 0 184 Seek Coastline Information Water Instant 3 10 sec. Seek Water 1 50 Seek Earth Information Earth Instant 3 10 sec. - 0 72 Seek Fire Information Fire Instant 1 1 sec. - 0 77 Seek Food Information Food Instant 2 1 sec. - 0 179 Seek Fuel/TL Information Tech Instant 3 10 sec. - 0 85 Seek Gate Information Gate Instant 3 10 sec. M2, Seek Magic, 10 1 spell each from 10 colleges 175 Seek Machine/TL Information Tech Instant 3 10 sec. - 0 102 Seek Magic Information Knowledge/ Instant 6 10 sec. Detect Magic 1 Meta-Spell 51 Seek Pass Information Earth Instant 3 10 sec. Seek Earth 1 161 Seek Plant Information Plant Instant 2 1 sec. - 0 182 Seek Plastic Information Tech Instant 3 10 sec. - 0 179 Seek Power/TL Information Tech Instant 3 10 sec. - 0 181 Seek Radiation Regular Tech Instant 3 10 sec. See Radiation 1 184 Seek Water Information Water Instant 2 1 sec. - 0 105 Seeker Information Knowledge Instant 3 1 sec. M1, IQ 12+, 2 Seek spells 2 166 Sense Danger Information Protection Instant 3 1 sec. Sense Foes or Danger Sense 0 45 Sense Emotion Regular Comm. Instant 2 1 sec. Sense Foes 1 44 Sense Foes Inform./Area Comm. Instant 2# 1 sec. - 0 45 Sense Life Inform./Area Comm. Instant 1# 1 sec. - 0 101 Sense Mana Information Knowledge Instant 3 5 sec. Detect Magic 1 167 Sense Observation Area Protection 1 hr. 1/H# 5 sec. Sense Danger or Scryguard 1 149 Sense Spirit Inform./Area Necro. Instant 1# 1 sec. Death Vision, or Sense Life and M1 1 39 Sensitize Regular/R-HT Body 1 min. 3/2 1 sec. M1, Stun 4 169 Shade Regular Protection 1 hr. 1/H 10 sec. Continual Light or Shield 1 24 Shape Air Regular Air 1 min. 1 to 10# 1 sec. Create Air 2 113 Shape Darkness Area Lt-Dk 1 min. 2/S# 1 sec. Darkness 3 50 Shape Earth Regular Earth 1 min. 1/25 cu. ft./h 1 sec. Seek Earth 1 72 Shape Fire Area Fire 1 min. 2/H 1 sec. Ignite Fire 1 111 Shape Light Regular Lt-Dk 1 min. 2/2 1 sec. Light 1 182 Shape Metal Regular Tech 1 min. 6/H# 1 sec. M1, Shape Earth or 6 Tech spells 2 161 Shape Plant Regular Plant 1 min. 3/1# 10 sec. Identify Plant 2 183 Shape Plastic Regular Tech 1 min. 6/3 1 sec. M1, Shape Plant or 6 Tech spells 3 185 Shape Water Regular Water 1 min. 1/1# 2 sec. Create Water 3 33 Shapeshift Others* Special/R-Will Animal 1 hour Varies 30 sec. M2, Shapeshifting for that form 7 32 Shapeshifting* Special Animal 1 hour Varies 3 sec. M1, 6 other spells 6 89 Share Energy Regular Healing Special Varies 1 sec. Lend Energy 1 90 Share Vitality Regular Healing Perm. 0# 1 sec./HP Lend Vitality 2 118 Sharpen Regular Mk-Brk 1 min. Varies 4 sec. Repair 10 116 Shatter* Regular Mk-Brk Instant 1 to 3 1 sec. M1, Weaken 6 118 Shatterproof Regular Mk-Brk 1 hr. 3/3 1 sec. Repair, Shatter 10 167 Shield Regular Protection 1 min. Varies 1 sec. M2 0 196 Shocking Touch Melee Weather/Air Instant 1 to 3 1 sec. Lightning 7 42 Shrink* Regular Body 1 hr. 2/-1 SM/S 5 sec. M2, Alter Body 11 120 Shrink Object* Regular Mk-Brk 1 hour Varies 3 sec. Contract Object 15 42 Shrink Other* Regular/R-HT Body 1 hr. 2/-1 SM/S 10 sec. M3, Shrink 12 138 Sickness Regular/R-HT Mind/Body 1 min. 3/3 4 sec. Drunkenness or Pestilence 5 171 Silence Area Sound 1 min. 2/1 1 sec. Sound 1 174 Silver Tongue Regular Sound 1 min. 3/2 1 sec. Voices, Emotion Control 6 95 Simple Illusion Area Illusion 1 min. 1/H 1 sec. not blind, IQ 11+ 0 61 Simulacrum* Enchantment Enchantment Perm.# 2¥golem - M3, Golem, Perfect Illusion, 18 Illusion Disguise 151 Skull-Spirit Regular Necro. 24 hrs. 20 1 sec. 4 other Necromantic spells 4 135 Sleep Regular/R-HT Mind Instant 4 3 sec. Daze 2 145 Slide Regular/R-Will Movement 1 min. 2/2 1 sec. Apportation, Grease 3

234 APPENDIX: SPELL TABLE Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 145 Slow Regular/R-HT Movement 10 sec. 5/4 3 sec. M1, Haste, Hinder 2 144 Slow Fall Regular Movement 1 min. 1 per 50 lbs./H 1 sec. Apportation 1 73 Slow Fire Regular Fire 1 min. Varies 1 sec. Extinguish Fire 2 153 Slow Healing Regular/R-HT Necro. 1 day 1 to 5/S 10 sec. M1, Frailty, Steal Vitality 6 86 Slow Time* Area/R-Spec. Gate 1 min. Varies 2 sec. M2, IQ 13+, 20 2 spells each from 10 colleges 111 Small Vision Regular Lt-Dk/ 1 min. 4/2# 2 sec. Keen Vision or 5 Light spells; 1 Knowledge no Blindness or Bad Sight 73 Smoke Area Fire 5 min.# 1/H 1 sec. Shape Fire, Extinguish Fire 3 195 Snow Area Weather/Air/Water 1 hr. 1/15# 1 sec. Clouds, Frost 6 189 Snow Jet Regular Water 1 sec. 1 to 3 1 sec. Water Jet, Freeze 6 186 Snow Shoes Regular Water 1 min. 2/1 2 sec. Shape Water 4 116 Soilproof Regular Mk-Brk 10 min. 2/1 2 sec. Clean 3 151 Solidify Special Necro. 1 min. 50/10 1 sec. Materialize 3 154 Soul Jar* Regular Necro. Perm. 8 1 min. M1, 6 Necro. spells inc. 9 Steal Vitality 49 Soul Rider Regular/R-Will Comm. 1 min. 5/2 3 sec. Mind-Reading 4 71 Soul Stone* Enchantment Enchantment Perm. 500 - M3, Enchant, Soul Jar 19 171 Sound Regular Sound Varies Varies 1 sec.- 0 173 Sound Jet Regular Sound 1 sec. 1 to 4/S 1 sec. Great Voice 4 171 Sound Vision Regular Sound 1 min. 5/2 1 sec. Keen Hearing or Acute Hearing 0 196 Spark Cloud Area Weather/Air 10 sec. 1 to 5/S 1 to 5 sec. Shape Air, Lightning 7 197 Spark Storm Area Weather/Air 1 min.# 2, 4, or 6/H Instant# Windstorm, Lightning 7 35 Spasm Regular/R-HT Body Instant 2 1 sec. Itch 1 181 Spectrum Vision* Regular Tech 1 min. 4/4 1 sec. Infravision 2 57 Speed Enchantment Enchantment Perm. Varies – Enchant, Haste 11 66 Speed Spell Arrow Enchantment Enchantment Perm. Varies - Speed, Spell Arrow 18 65 Spell Arrow Enchantment Enchantment Perm. 30¥spell cost - Spell Stone 17 124 Spell Shield Area Meta-Spell 1 min. 3/2 1 sec. M2, Scryguard, Magic Resistance 8 60 Spell Stone Enchantment Enchantment Varies 20¥spell cost – Enchant, Delay 16 124 Spell Wall Regular/R-spell Meta-Spell 1 min. 2/2# 1 sec. Spell Shield 9 127 Spellguard* Regular/R-Spec Meta-Spell 10 hrs. 1 to 3/S# Varies Dispel Magic 14 32 Spider Silk Missile Animal 1 min. 1/5 yds.# 1 sec. M1, 2 Animal spells 2 192 Spit Acid* Regular Water 1 sec. 1 to 4 2 sec. M3, Acid Jet, Resist Acid 12 70 Staff Enchantment Enchantment Perm. 30 – Enchant 11 158 Steal Attribute* Regular/R-Spec Necro. 1 day Varies 1 min. Varies Varies 159 Steal Beauty* Regular Necro. 24 hrs. Varies 30 sec. M3, Alter Visage, Steal Vitality 15 150 Steal Energy Regular Necro. Perm. none# 1 min/3 FP-# Minor Healing 3 180 Steal Power/TL* Regular Tech 1 min. 0# 1 sec. M2, Minor Healing, 5 Conduct Power 158 Steal Skill* Regular/R-Will Necro. 24 hrs. Varies 1 min. M3, Borrow Skill, Daze 9 127 Steal Spell* Regular/R-spec Meta-Spell Perm. Varies 5 sec. Lend Spell, Great Ward 13 150 Steal Vitality Regular Necro. Perm. none# 1 min./3 HP-# Steal Energy 4 158 Steal Youth* Regular/R-HT Necro. Perm. 10 to 30 1 hr. Youth, Age, Steal Vitality 13 191 Steam Jet Regular Water 1 sec. 1 to 3 1 sec. Water Jet, Boil Water 10 54 Steelwraith Regular/R-HT Earth 1 min. 7/4 2 sec. M2, Walk Through Earth 5 24 Stench Area Air 5 min. 1 1 sec. Purify Air 1 117 Stiffen Regular/R-Spec. Mk-Brk 10 min. 1 per lb./H# 2 sec./lb. Rejoin 9 52 Stone Missile Missile Earth Instant 1 to Magery 1 to 3 sec. Create Earth 4 51 Stone to Earth Regular Earth Perm. 6/25 cu. ft. 1 sec. Earth to Stone or 3 any 4 Earth spells 53 Stone to Flesh Regular Earth Instant 10 5 sec. M2, Stone to Earth, Flesh to Stone 5 91 Stop Bleeding Regular Healing Perm. 1 or 10 1 sec. Lend Vitality 2 153 Stop Healing Regular Necro. Indef.# 10 10 sec. Slow Healing 7 93 Stop Paralysis Regular Healing Perm. 1 or 2 1 sec. Major Healing, or Minor Healing 4 and Paralyze Limb 179 Stop Power Area Tech 1 min. 3/H 3 sec. M1, Seek Power 1 35 Stop Spasm Regular Body/Healing Instant 1 1 sec. Spasm or Lend Vitality 2 195 Storm Area Weather/1 hour 1/50/S 1 min. Rain, Hail 10 Air/Water 136 Strengthen Will Regular Mind 1 min. 1/pt/H 1 sec. M1, 6 Mind spells 6 41 Strike Barren Regular/R-HT Body/Necro. Perm. 5 30 sec. M1, Steal Vitality, Decay 7 38 Strike Blind Regular/R-HT Body 10 sec. 4/2 1 sec. 2 Light spells, Spasm 4 38 Strike Deaf Regular/R-HT Body 10 sec. 3/1 1 sec. 2 Sound spells, Spasm 4 38 Strike Dumb Regular/R-HT Body 10 sec. 3/1 1 sec. Spasm 2 40 Strike Numb Regular/R-HT Body 10 sec. 3/1 1 sec. Resist Pain 4

APPENDIX: SPELL TABLE 235 Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 37 Stun Regular/R-HT Body Instant 2 1 sec. Pain 3 140 Suggestion Regular/R-Will Mind 10 min. 4/3 10 sec. Emotion Control, Forgetfulness 5 155 Summon Demon Special Necro. 1 hr.# 20# 5 min. M1, 1 spell each from 10 colleges 10 27 Summon Elemental Special 4 Diff. 1 hr. 4# 30 sec. M1, # 8 102 Summon Shade* Inform./R-Will Knowledge 1 min. 50/20 10 min. Summon Spirit or Divination 2 150 Summon Spirit Inform./R-Will Necro. 1 min. 20/10# 5 min. Death Vision, M2 1 114 Sunbolt Missile Lt-Dk Instant 1 to Magery# 1 to 3 sec. 6 Light spells inc. Sunlight 6 114 Sunlight Area Lt-Dk 1 min. 2/1 1 sec. M1, Glow, Colors 4 125 Suspend Curse Regular/R-spell Meta-Spell 10 min. 10/10 1 min. M1, 1 spell each from 12 colleges 12 58 Suspend Enchantment Enchantment 1 hr. 25# 1 sec.Enchant 11 Enchantment 130 Suspend Magery* Regular/R-Will+M Meta-Spell 1 hr. 12/12# 10 sec. M2, 2 spells each 20 from 10 colleges# 123 Suspend Magic Area/R-spell Meta-Spell 1 min. 3/2 sec.=cost Suspend Spell, 8 other spells 9 125 Suspend Mana* Area Meta-Spell Varies 5 10 min. Suspend Magic, 11 1 spell each from 10 colleges 121 Suspend Spell Regular/R-spell Meta-Spell 1 min. Varies 1 sec. M1 0 86 Suspend Time* Area/R-Spec. Gate 1 day 5/5 5 min. M3, Slow Time 21 94 Suspended Animation Regular/R-HT Healing Indef.# 6 30 sec. Sleep, 4 Healing spells 7 147 Swim Regular Water/Move 1 min. 6/3 3 sec. Shape Water, Levitation 6 58 Talisman Enchantment Enchantment Perm. Varies – Enchant, spell to be opposed Varies 162 Tangle Growth Area Plant 1 min. 1 or 2#/H 2 sec. Plant Growth 4 36 Tanglefoot Regular/R-DX Body Instant 2 1 sec. Clumsiness 3 128 Telecast* Special Meta-Spell 1 min. Varies 1 min. M3, Teleport, Wizard Eye, 14 1 spell each from 10 colleges 47 Telepathy* Regular Comm. 1 min. 4/4# 4 sec. Mind-Sending 5 147 Teleport* Special Movement/Gate Instant Varies 1 sec. Hawk Flight or IQ 13+ and 4 1 spell each from 10 colleges 147 Teleport Other* Regular/R-Will+1 Movement/Gate Instant Varies 1 sec. M3, Teleport 5 170 Teleport Shield Area Protection/Gate 1 hr. 1/S# 10 sec. Watchdog, either Spell Shield or 7 Teleport 101 Tell Position Information Knowledge Instant 1 1 sec. Measurement 1 100 Tell Time Information Knowledge Instant 1 1 sec. - 0 56 Temporary Enchantment Enchantment Indef.# Varies - Enchant 11 Enchantment 134 Terror Area/R-Will Mind Instant 4 1 sec. Fear 1 77 Test Food Information Food Instant 1 to 3# 1 sec. - 0 179 Test Fuel/TL Information Tech Instant Varies 1 sec. - 0 101 Test Load Area/Inform. Knowledge Instant 2# 1 sec. Measurement 1 38 Thirst Regular/R-HT Body/Food Instant 5 10 sec. M1, Debility, Destroy Water 5 128 Throw Spell* Missile/Special Meta-Spell Indef.# 3 1 sec. Delay, Catch Spell 16 171 Thunderclap Regular Sound Instant 2 1 sec. Sound 1 36 Tickle Regular/R-Will Body 1 min. 5/5 1 sec. Spasm 2 194 Tide Special; Area Weather/Water 1 hr. 1/30 1 min. 8 Water spells 8 87 Time Out* Area Gate Instant# 5 5 min. M3, Accelerate Time 21 81 Timeport* Special Gate Instant Varies 1 sec. M3, Teleport 5 81 Timeport Other* Regular/R-Will+1 Gate Instant Varies 1 sec. Timeport 6 81 Timeslip Blocking Gate Instant 1/sec.# 1 sec. Timeport 6 81 Timeslip Other* Blocking Gate Instant 1/sec.# 1 sec. Timeslip 7 40 Total Paralysis Melee/R-HT Body 1 min. 5 1 sec. Paralyze Limb 6 35 Touch Regular Body Instant 1 1 sec. - 0 119 Toughen Regular Mk-Brk 1 hr. Varies 5 sec. Shatterproof 11 106 Trace Regular Knowledge 1 hr. 3/1 1 min. Seeker 3 84 Trace Teleport Information/ Gate/Movement Instant 3 1 sec. Teleport, Timeport, or Plane Shift 5 R-spell 43 Transform Body Special Body 1 hr. Varies 1 min. 3 forms of Shapeshifting, 13 Alter Body 120 Transform Object* Regular/R-Spec Mk-Brk 1 hour Varies Varies M2, Reshape, 4 Create spells 13 43 Transform Other Special/R-Will Body 1 hr. Varies 2 min. Shapeshift Others, 15 Transform Body#

236 APPENDIX: SPELL TABLE Page Spell Name Class College Duration Energy Time to cast Prerequisites Prerequisite Count 43 Transmogrification Regular/R-Will Body 1 hr. 20/20 2 min. M3, Transform Other, 30 Transform Object, Flesh to Stone 119 Transparency Regular Mk-Brk 1 min. 4/2 10 sec. Dye, Stone to Earth 9 45 Truthsayer Inform./R-Will Comm. Instant 2 1 sec. Sense Emotion 2 167 Turn Blade Blocking/R-DX Protection Instant 1 1 sec. Apportation or Spasm 1 151 Turn Spirit Regular/R-Will Necro. 10 sec. 4/2# 1 sec. Fear, Sense Spirit 3 152 Turn Zombie Area Necro. 1 day 2 4 sec. Zombie# 5 185 Umbrella Regular Water 10 min. 1/1 2 sec. Shape Water or Shield 1 145 Undo Regular/R-Spec. Movement Instant 3 or 6# 1 sec. Locksmith 2 170 Utter Dome Area Protection 1 min. 6/4 1 sec. M2, Force Dome, Spell Shield 14 170 Utter Wall Regular Protection 1 min. 4/yd./S 1 sec. Utter Dome, Spell Wall 16 45 Vexation Regular/R-Will Comm. 1 min. 2¥penalty# 1 sec. Sense Emotion 2 138 Vigil* Regular Mind 1 night 8 1 sec. M2, Sleep, Lend Energy 4 37 Vigor Regular Body 1 min. 2 per HT+/S# 1 sec. Lend Vitality or Frailty 2 172 Voices Regular Sound 1 min. 3/2 1 sec. Sound 1 54 Volcano Regular Earth 1 day 15/10 1 hr.# Earthquake, 6 Fire spells 13 25 Walk on Air Regular Air 1 min. 3/2 1 sec. Shape Air 3 186 Walk on Water Regular Water 1 min. 3/2 4 sec. Shape Water 4 52 Walk Through Earth Regular Earth 10 sec. 3/3# 1 sec. 4 Earth spells 4 163 Walk Through Plants Regular Plant 1 min. 3/1 1 sec. Hide Path, Shape Plant 5 188 Walk Through Water Regular Water 1 sec. 4/3 3 sec. M1, Shape Water 4 164 Walk Through Wood Regular Plant 1 sec. 3/2 1 sec. Walk Through Plants 6 113 Wall of Light Area Lt-Dk 1 min. 1 to 3/S 1 sec. Continual Light 2 197 Wall of Lightning Regular Weather/Air 1 min. 2 to 6/S 1 sec. Lightning 7 172 Wall of Silence Area Sound 1 min. 2/1 1 sec. Silence 2 25 Wall of Wind Area Air 1 min. 2/H Instant# Shape Air 3 144 Wallwalker Regular Movement 1 min. 1 per 50 lbs./H# 1 sec. Apportation 1 122 Ward Block/R-spell Meta-Spell Instant 2 or 3# none M1 0 195 Warm Area Weather/Air 1 hour 1/10/S 1 min.# Heat, 4 Air spells 8 74 Warmth Regular Fire/Protection 1 hour 2/1 10 sec. Heat 4 167 Watchdog Area Protection 10 hrs. 1/1 10 sec. Sense Danger 1 187 Water Jet Regular Water 1 sec. 1 to 3 1 sec. Shape Water 4 79 Water to Wine Regular Food Perm. 4 per gal.# 10 sec. Purify Water, Mature 5 187 Water Vision Information Water 30 sec. 1/1# 1 sec. Shape Water 4 194 Waves Special; Area Weather/Water 1 hr. 1/60 1 min. Shape Water 4 116 Weaken Regular Mk-Brk Perm. 2 to 6 5 sec. Find Weakness 5 40 Weaken Blood Regular/R-HT Body/Necro. 1 day 9/5 1 sec. Sickness or Steal Vitality 5 136 Weaken Will Regular/R-Will Mind 1 min. 2/pt/H 1 sec. M1, Foolishness 1 119 Weapon Self* Regular/R-HT# Mk-Brk 1 min. 8/4 5 sec. M2, Apportation, 12 \ 6 Mk-Brk spells inc. Reshape 64 Weapon Spirit* Enchantment Enchantment Perm. Varies - Enchant, Summon Spirit 12 169 Weather Dome Area Protection/ 6 hrs. 3/2 1 sec. 2 spells each from 4 elements 8 Weather 187 Whirlpool Area Water 1 min.# 2/H Varies Shape Water 4 138 Will Lock Area/R-(ST+Will)/2 Mind 1 day 3 Varies Emotion Control 4 195 Wind Special; Area Weather/Air 1 hour 1/50/S 1 min. Windstorm 4 25 Windstorm Area Air 1 min.# 2/H Instant# Shape Air 3 145 Winged Knife Missile Movement Instant 1 per lb.# 1 sec. Poltergeist 2 135 Wisdom Regular Mind 1 min. 4 per IQ+/S 1 sec. 6 other Mind Control spells 6 61 Wish* Enchantment Enchantment Special 250 – Lesser Wish, 1 spell each 17 from 15 colleges 40 Wither Limb Melee/R-HT Body Perm. 5 1 sec. M2, Paralyze Limb 6 163 Wither Plant Area/R-HT Plant Perm. 2 10 sec. Blight 5 174 Wizard Ear Regular Sound 1 min. 4/3 2 sec. Apportation, Far-Hearing, 6 Sound Vision 104 Wizard Eye Regular Knowledge 1 min. 4/2 2 sec. Apportation, Keen Vision 2 104 Wizard Hand Regular Knowledge/ 1 min. Varies 3 sec. Manipulate, Far-Feeling 4 Movement 104 Wizard Mouth Regular Knowledge/ 1 min. 4/2 2 sec. Apportation, Far-Tasting, 6 Food/Sound Great Voice 104 Wizard Nose Regular Knowledge/Food 1 min. 3/2 2 sec. Apportation, Far-Tasting 3 160 Wraith* Enchantment/ Necro./Ench. Perm. 250 or 500# Varies M3, IQ 13+, Enchant, 24 R-HT Halt Aging, Soul Jar 94 Youth* Regular Healing Special 100 1 sec. M3, Halt Aging 9 151 Zombie Regular Necro. Perm. 8 1 min. Summon Spirit, Lend Vitality 4 153 Zombie Summoning Special Necro. 1 min. 5/2# 4 sec. Zombie 5

APPENDIX: SPELL TABLE 237 SPELL PREREQUISITE CHART – FOOD COLLEGE

INDEX Advantage-based magic, 201. Alternative magic systems, 199. Awakening elixir, 217. Casting spells, 7; Aging elixir, 214. “Always on” items, 19. Bane spell, 18. symbol magic, 206; Air spells, 23. Amulets, 220. Battle elixir, 214. syntactic spells, 203. Alchemical Antidote elixir, 217. Analysis of alchemical Beast-Speech elixir, 213. Ceremonial magic, 12, 16. Alchemical charms, 220; charms, 220. Bird Control elixir, 213. Changing maintained spells, 10. items, 210; items, using, 212; Analysis of elixirs, 212. Bless spell, 200. Charisma elixir, 218. laboratories, 211; talismans, 220. Animal Control elixirs, 213. Blocking spells, 8, 12. Charms, alchemical, 220. Alchemists, 18. Animal spells, 29. Body control spells, 35. Chemistry, 212. Alchemy skill, 210. Area spells, 11; Brokers, 21. Classes, spell, 11. Alchemy, 210. on a battle map, 13. Buying magic items, 20. Clerical Investment Alkahest, 220. Artist (Calligraphy) skill, 207. Canceling spells, 10. advantage, 199. Alternate magic rituals, 9. Attractiveness elixir, 216. Cantrips, 203. Clerical magic, 199. Alternate prerequisites, 200. Availability, of elixirs, 213. Caster, 7. Colleges of magic, 11. Combat Abilities elixirs, 214.

238 INDEX Communication and Gambling elixir, 216. Making and Breaking spells, 115. Sleep elixir, 218. Empathy spells, 44. Gate spells, 80. Mana, 5, 6. Slow and sure enchantment, 18, Concentration and Gizmo advantage, 211. Master enchanters, 21. 20, 22. maintenance, 10. Glossary, 5. Mature spell, 211. Solvent, universal, 220. Controlling magic items, 19. GMing syntactic magic, 204. Medical elixirs, 217. Sound spells, 171. Controlling PC enchantment, 17. Grimoire, 6. Melee spells, 11. Speed elixir, 214. Cost, of elixirs, 213. Gullibility elixir, 219. Memory elixir, 219. Spell classes, 11. Craftsmanship elixir, 219. Hardheartedness elixir, 218. Mental Abilities elixirs, 218. Spell defaults, 202. Critical failure, 7. Hatred elixir, 215. Mental Control elixirs, 219. Spell descriptions, 22. Critical spell failure table, 7. Healing elixir, 217. Meta-spells, 121. Spell results of Death elixir, 215. Healing spells, 88. Mind Control spells, 133. syntactic spells, 204. Designing wizard characters, 15. Health elixir, 217. Minerals, magically potent, 222. Spell table, 223. Detecting elixirs, 212. Hearing elixir, 219. Missile spells, 12. Spells, 5; area, 11; blocking, 8, 12; Detection of alchemical Herb Lore skill, 211. Monk’s Banquet spell, 200. canceling, 10; casting, 7; clerical, 199; dissipating, 14; duration of, charms, 220. High skill and Movement spells, 142. 9; enchantment, 10, 14; Devotional Enchantment cost to maintain, 10. Multiple words, 203. spell, 199. information, 13; instantaneous, “Holy” spells, 200. Multiply enchanted items, 18. Discipline of Faith 10; inventing, 14; lasting, 10; Homunculus, 221. Music elixir, 219. disadvantage, 199. maintaining, 9; melee, 11; Horsemanship elixir, 214. Necromantic spells, 149. missile, 12; one try, 10; Dispel Possession spell, 200. Hostile elixirs, 214. Nouns, 202, 206. permanent, 10; player-created, 15; Dissipating spells, 14. Hybridization elixir, 217. Odium elixir, 215. regular, 11; resisted, 13; secret, 9; Distill spell, 211. Identifying magic items, 19, 212. Ogham alphabet, 209. temporary, 10. Distraction, 7. Ideogram symbols, 206. Ointment, 213. Staffs, magic, 13. Dragonslaying elixir, 213. Illusion and Creation spells, 95. One try spells, 10. Stealth elixir, 214. Drunkenness elixir, 219. Improvisational magic, 201. Other ritual idioms, 200. Strength elixir, 214. Duration of spells, 9; Information spells, 13. Subject, 7. of syntactic spells, 203. Pain Resistance elixir, 216. Ingredients, magic, 8. Success rolls for enchanting, 17. Duration types, 10. Parchment symbol casting, 207. Injury, 7, Success, 7. Earth spells, 50. Pastille, 213. Innate Attack skill, 12. Symbol Drawing skill, 205, 208. Economics and enchantment, 21. Perception, 212. Instantaneous spells, 10. Symbol magic, 205. Elixirs, 212. Permanent spells, 10. Interruptions, 18. Symbol tokens, 208. Emergencies Only limitation, 201. Philosopher’s Stone, 221. Inventing new elixirs, 212. Symbolic inscriptions, 207. Enchanters, 21. Plant spells, 161. Inventing new spells, 14, 202. Player-created spells, 15. Syntactic magic, 202; GMing, Enchanting, 16; success rolls, 17. 204; linking, 204. Invisibility elixir, 216. Potion, 213. Enchantment spells, 10, 14, 56. Teacher, 6. Invulnerability elixir, 214. Powder, 213. Enchantment, economics and, 21; Technological spells, 175. Items, alchemical, 210; magic, 16; Power Investiture advantage, 200. quick and dirty, 17, 22; Temporary spells, 10. slow and sure, 18, 22; multiply enchanted, 18. Power of a magic item, 17. Thaumatology skill, 15, 200. without items, 18; Jealousy elixir, 215. Powerstone costs, 20. Time and cost to make alchemical without spells, 18; Journeyman enchanters, 21. Prerequisite chains, charms, 220. second-hand, 21. Keen Sight elixir, 219. shortening, 201. Time to cast spells, 7; Endurance elixir, 214. Knowledge spells, 100. Prerequisite count, 200. syntactic spells, 203. Energy cost, 8; Laboratories, alchemical, 211. Prerequisites, 6. Tranquility elixir, 218. of syntactic spells, 203. Lasting spells, 10. Principles of magic, 5. Transform, 204. Essential Acid spell, 211. Leadership elixir, 214. Protection and Transformation elixir, 216. Essential Earth spell, 211. Learning magic, 6. Warning spells, 166. True Sight elixir, 216. Eternal Rest elixir, 217. Lecherousness elixir, 215. Quick and dirty Truth elixir, 219. Exotic preparations, 220. Lichdom elixir, 217. enchantment, 17, 20, 22. Turn Zombie spell, 200. Failure, 7. Light and Darkness spells, 110. Reanimation elixir, 217. Universal Antidote elixir, 218. Fear elixir, 215. Lightning spell, 12. Regeneration elixir, 218. Universal solvent, 220. Fertility elixir, 217. Limits on effect, 9. Regular spells, 11. Unluckiness elixir, 215. Fetching and Carrying elixir, 214. Linking syntactic spells, 204. Religious Rank advantage, 199. Used enchantments, 21. Final Rest spell, 200. Long Slumber elixir, 217. Renaming spells, 201. Using a symbol-enchanted Finding a teacher, 6. Long-distance modifiers, 14. Resisting spells, 13; item, 208. Finger tracing, 208. Love elixir, 219. of syntactic spells, 204. Using alchemical charms, 220. Fire Resistance elixir, 216. Luck elixir, 216. Resurrection elixir, 218. Using alchemical items, 212. Fire spells, 72. Madness elixir, 215. Retention enhancement, 201. Using magic items, 19. Fireball spell, 12. Magery, 5. Ritual idioms, 200. Variations, 199. Magic ingredients, 8. Ritual magic, 200. Verbs, 202, 206. Magic items, 16; buying, 20; Rituals, magic, 8. Vigil spell, 200. identifying, 19, 212; selling, 21; Sanctity, 199, 200. using, 19. Scrolls, 207. Water Breathing elixir, 216. Magic Resistance elixir, 216. Second-hand enchantments, 21. Water spells, 184. Magic resistance, to elixirs, 213. Secret spells, 9. Water-Walking elixir, 216. Flight elixir, 216. Magic rituals, 8. Secrets, alchemical, 211. Weakness elixir, 215. Food spells, 77. Magic staffs, 13. Self-Love elixir, 215. Weather spells, 193. Foolishness elixir, 215. Magic, advantage-based, 201; Whole-language symbol Foresight elixir, 218. ceremonial, 12, 16; clerical, 199; magic, 206. Forgetfulness elixir, 219. colleges of, 11; improvisational, Wild talents, 201. Formulary, 211. 201; learning, 6; principles of, 5; Wildcard magic, 202. Formulas, alchemical, 211. ritual, 200; symbol, 205; Wisdom elixir, 219. Friendship elixir, 219. syntactic, 202; wildcard, 202. Selling magic items, 21. Wizard alchemists, 211. Frustration elixir, 215. Magical Abilities elixirs, 216. Sensing mana, 6. Wizard characters, 15. Futhark runes, 208, 209. Magically potent minerals, 222. Shortening prerequisite Words of power, 203. Gadgeteer advantage, 211. Maintaining spells, 9. chains, 201. Words, 202. Gadgeteer alchemists, 211. Making alchemical items, 210. Skills and Physical Abilities Youth elixir, 218, Elixirs, 219.

INDEX 239 GRIMOIRE OF ______Skill Time to Cost to Cost to Page Spell Name and Class Level Cast Duration Cast Maintain Notes No.

240 GRIMOIRE FORM STEVE MAGIC GAMES 01-0101 JACKSON the USA Printed in 2004 Jeff Rose Jeff RINTING P and ST ECEMBER ,1 D 01-0101 Eric Wilkerson DITION E BN 1-55634-733-2 and UBLISHED RD 3 IS P 9!BMF@JA:RSVRRVoYjZhZ_ZdZ` SJG03495 Daniel U. Thibault Andrew Hackard Andrew and Steve Jackson . fantasy game. John Zeleznik Edited by Fourth Edition. , any and S. John Ross , Fourth Edition Rogério Vilela, GURPS Basic Set GURPS Based on GURPS MAGIC by Abrar Ajmal, Douglas Shuler, Bob Stevlic, Abrar Ajmal, Douglas Shuler, GURPS Basic Set Abrar Ajmal, Roberto Campus, Kirk Reinert, Romas, Douglas Shuler, Abrar Ajmal, Roberto Campus, Kirk Reinert, Romas, Douglas Shuler, Michael Suileabhain-Wilson requires the and GURPS GRIMOIRE by presents an expansive, colorful Illustrated by Cover Art by Compiled by GURPS Magic The spell ideas in this book can be used with Open, and learn strange new wonders . GURPS Magic This book is completely compatible with Finally, the secrets of sorcerers are collected in a Finally, with hundreds of new spells and several alternate magic systems, including improvisational magic, symbol clerical magic, ritual and alchemy. magic system. Players can create any sort of wizard they can imagine. GMs adapt the system to fit their own campaign or set adventures in the world of their favorite fantasy The rules can be modified to fit almost author. any world or wizard. the magic rules in single volume. Magic – The Great Art brings great power to its practitioners, and offers the opportunity to do great good or evil. This book is the complete guide to magic for