TEXT:  
   
  MAGIC 
  A Tome of Mystic Secrets for Fantasy Roleplaying 
  SECOND EDITION 
   
  By Steve Jackson 
   
  Additional material by Marc Janssen, Walter Milliken, S. John Ross, Steffan O’Sullivan, W. Dow Rieder,  
  Brett Slocum and Daniel U. Thibault 
  Cover by Kirk Reinert 
  Illustrated by Dan Smith 
  Additional Illustrations by C. Bradford Gorby, Dan Panosian, George “Speed” Webber and Charlie 
  Wiedman 
   
  GURPS System Design by Steve Jackson 
  Loyd Blankenship, Managing Editor 
  Page Layout, Typography, Interior and Color Production by Jeff Koke 
  Print Buying by Andrew Hartsock 
  Dana Blankenship, Sales Manager 
   
  Additional spells suggested by Eric M. Aldrich, Nick Christenson, Lance C. Kirk, Michael Kuninobu, Mark 
  K. Reynolds, Steven Seacord, Bob Traynor and Stuart Venable Jr. 
   
  Playtesters: W.G. Armintrout, Norman Banduch, John Blaylock, Steve Brooks, Craig Brown. Mark Brown, Jeff Gaines, AI Gaspar, Ray Greer, Scott 
  Haring, Dennis Hefferman, Ben Kloepper, Sharleen and Creede Lambard. C. Mara Lee, Andy Liss, Charles Oines, John O’Reilly, Dave Searle, Bob 
  Schroeck, Bob Simpson, Gus Smedstad, Rick L. Swan. Alexander Von Thorn, Philip Yanov and the Illuminati BBS 
   
  Useful Suggestions: Norman Banduch, Philip Bardaville, Loyd Blankenship, Craig Brown, Chris Jessup, David S. Raley, Curtis Scott, Bill Seurer, Lisa A. 
  Smith, Monica Stephens, Warren Spector and Allen Varney 
   
  Special thanks to Jeff Gainer for bug-hunting in the first printing of this edition. 
   
  GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and Illuminati Online 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 by Steve Jackson Games 
  Incorporated. All rights reserved. Printed in the U.S.A. 
   
  ISBN 1-55634-286-1  
  
   
   
  - 2 - 
  CONTENTS
  INTRODUCTION ................... 3 
  About GURPS............................................ 3 
  1. PRINCIPLES OF  
   MAGIC .................................. 4 
  Learning Magic ......................................... 4 
  Magical Terms........................................... 4 
   Finding a Teacher .................................. 5 
   Prerequisites........................................... 5 
   Grimoires ............................................... 5 
   Casting Spells ........................................ 5 
  Hiring a Wizard......................................... 5 
  Mana.......................................................... 6 
   Caster and Subject ................................. 7 
   Time Required to Cast Spells ................ 7 
  Magic and Psionics ................................... 7 
  Alternate Magic Ritual Rule...................... 7 
   Distraction and Injury ............................ 8 
   Energy Cost to Cast Spells..................... 8 
  The Mage’s Touch..................................... 8 
   Duration of Spells and Maintaining 
    Spells.................................................. 9 
  Magic Ingredients...................................... 9 
   Casting Spells While Maintaining 
    Other Spells...................................... 10 
  Different Kinds of Magic. ....................... 10 
   Colleges of Magic................................ 10 
   Spell Classes ........................................ 10 
  Areas of Effect ......................................... 10 
  Long-Distance Modifiers......................... 10 
  Ranged Attack Modifiers......................... 11 
  Limits on Protection ................................ 11 
  Magic in the Basic Combat System ........ 12 
  Special Combat Rules: Invisibility 
   and Darkness ....................................... 12 
  Magic Resistance..................................... 13 
  Ceremonial and Group Magic ................. 14 
  Wand and Staff ........................................ 14 
  Inventing New Spells .............................. 15 
  Alternate Systems of Magic ..................... 15 
  GMing Magic .......................................... 16 
  Secret Spells ............................................ 16 
  2. MAGICAL ITEMS ........... 17 
  Enchanting: Creating a Magic Item......... 17 
   Power of a Magic Item......................... 17 
  Making Magical Items in a 
   Campaign............................................. 17 
   Success Rolls When Creating 
    Magic Items ..................................... 18 
  Controlling Magical Items ...................... 18 
  Using a Magic Item................................. 19 
  Controlling PC Enchantment .................. 19 
   Identifying Magical Items.................... 20 
   “Always On” Items.............................. 20 
  Cost to Make Magic Items....................... 20 
   Multiply-Enchanted Items ................... 21 
  Value of Magical Items........................... 21 
  Sample Cost Chart .................................. 21 
  Powerstone Costs.................................... 22 
  3. SPELL LIST ...................... 23 
  Animal Spells.......................................... 23 
  Body Control Spells ................................ 25 
  Communication and Empathy Spells ...... 28 
  Elemental Spells...................................... 31 
  Earth Spells ............................................. 31 
   Elemental Spirit Spells ........................ 33 
  Air Spells................................................. 34 
  Fire Spells ............................................... 36 
  Water Spells ............................................ 39 
  Enchantment Spells................................. 42 
   Weapon Enchantments ........................ 44 
   Armor Enchantments........................... 46 
   Limiting Enchantments........................ 46 
   Wizardly Tools .................................... 47 
  Food Spells.............................................. 48 
  Healing Spells ......................................... 49 
  Illusion and Creation Spells .................... 51 
  Knowledge Spells.................................... 53 
   Divination............................................ 55 
  Light and Darkness Spells....................... 57 
  Making and Breaking Spells ................... 59 
  Meta-Spells ............................................. 61 
   Linking Spells...................................... 63 
  Mind Control Spells ................................ 65 
  Movement Spells..................................... 69 
  Necromantic Spells ................................. 72 
  Plant Spells.............................................. 75 
  Protection and Warning Spells................ 76 
  Sound Spells............................................ 78 
  SPELL TABLE...................................... 80 
  4. IMPROVISED SPELLS... 85 
  The Basic Improvised Spell Formula...... 85 
   Skill for Improvised Spells .................. 85 
  An Improvised Spell: Waterproofing....... 85 
   Prerequisites......................................... 86 
   The Verbs ............................................ 86 
   The Nouns ........................................... 87 
   Casting the Spell.................................. 87 
  Improvised Spells in Combat................... 87 
   Disadvantages of Improvised 
    Spells ............................................... 88 
   Mastering Improvised Spells ............... 88 
   Special Verbs....................................... 88 
  More Improvised Spells........................... 88 
  Linking Improvised Spells....................... 89 
  GMing Improvised Spells........................ 89 
   Creating Magical Items by 
    Improvised Magic............................ 90 
  Rune Magic..............................................90 
   Rune Skills ...........................................90 
  The Futhark Runes...................................90 
   Spell-Casting ........................................91 
  Example of Rune Casting.........................91 
  Historv of Rune Magic.............................92 
  An Emergency Rune Casting....................93 
  5. ARCANE MAGICKS........94 
  Aspected Mana.........................................94 
  Clerical Magic..........................................94 
  Changes in Aspect....................................94 
  Magically-Aspected Items........................94 
  Sample Religions......................................95 
  Inherent Magic: Knacks...........................96 
  Cantrips: Poetic Magic............................97 
  6. ALCHEMY.........................98 
  Making Alchemical Items........................98 
  Using Alchemical Items...........................99 
  Types of Elixirs......................................100 
  Other Alchemical Abilities ....................102 
  7. CHARACTERS................103 
   Designing a Wizard............................103 
  Advantages.............................................103 
  Disadvantages ........................................104 
  New Skills..............................................105 
  Money and Equipment...........................106 
  Magical Jobs ..........................................106 
  Wizard Character Types.........................107 
  Non-Mage Spellcasters ..........................109 
  Magic Affinities as a 
   Limiting Factor...................................109 
  Shapeshifters (“Weres”).........................110 
  Sample Character: 
   Raphael Holyoak ................................111 
  Sample Grimoire....................................112 
  8. CREATURES OF  
   ENCHANTMENT.............113 
  Demons ..................................................113 
  Elementals..............................................114 
  Familiars ................................................115 
   Acquiring a Familiar...........................115 
   The Nature of Familiars......................115 
   Limitations on Familiars’ 
    Abilities ..........................................116 
   Examples of Familiars........................116 
  Golems...................................................116 
  Undead...................................................117 
  9. MAGICAL WORLDS.....118 
  Restrictions on Magic ............................118 
  Wizards and the Law..............................118 
  Wizards and Society...............................119 
  PREREQUISITE CHARTS................120 
  INDEX...................................126 
  CAMPAIGN PLAN .............127 
  BLANK GRIMOIRE...........128 
  
   
   
   
  - 3 - 
  INTRODUCTION
   
   
   
   
  THE very first roleplaying was fantasy roleplaying. No game system is 
  complete without a good treatment of magic. That’s why GURPS Fantasy was 
  our very first GURPS worldbook. That book presented both the magic system 
  and a brief look at the world of Yrth, a magical game background. 
   
  However, feedback from GURPS players indicated that they wanted an entire 
  book devoted to magic, with the Yrth material moved and expanded to a book of 
  its own. There were also a lot of requests that the Basic Set cover magic. 
   
  Your wish is our command. The third edition of the GURPS Basic Set 
  includes a chapter on magic, and over 100 spells... but there’s room for much 
  more. And here it is. This is the book for GMs and players who are ready for a 
  campaign with high-powered magic. 
   
  GURPS Magic contains nothing but magical source material; all the 
  worldspecific background has been removed. (The world of Yrth has its own 
  book: the second edition of GURPS Fantasy.) 
   
  This book repeats the magic rules from the Basic Set, for two reasons. First, 
  some buyers of this book will be using earlier GURPS editions, which did not 
  include magic. And second, it seemed worthwhile to keep all the material 
  together, to minimize page-flipping and make reference easier for both GMs and 
  players. So this book includes all the rules and spells already presented . . . and 
  many, many more. 
   
  That extra space has allowed us to add more than 100 new spells to the list 
  from Fantasy, for a total of about 420. It’s also given room for several additions, 
  all leading to a more creative and “generic” approach to magic. These include: 
   
  More detail on alchemy, and over twice as many alchemical elixirs. 
   
  A new college of spells: Plant Magic. 
   
  Some optional elaborations, such as mana “type,” clerical magic, and one-
  spell mages. 
   
  Advice for the creative GM of a magical campaign - and a Campaign Record 
  to make it easy to start a new campaign or game-world. All too often, fantasy 
  campaigns seem trite and predictable, trapped by their sources in Tolkien and 
  Arthurian England. But magic and magical worlds can have infinite variety. 
   
  And, best of all, we have a whole new system of spellcasting, designed by 
  Steffan O’Sullivan and Brett Slocum. This “improvisational” magic allows 
  mages to improvise any spell . . . if they know the right Words! It can be used to 
  augment the Spell List. The 25 magical Runes can be used to create magical 
  items, or to replace the spell list entirely, making all magic and enchantment 
  improvisational. 
   
  Finally, if this book isn’t enough, we’ve got a brand new book of completely 
  new spells. The book is called GURPS Grimoire, and it’s available now. It 
  includes new spells for every college in this book, and also introduces two new 
  colleges: Tech Magic and Gate Magic. 
   
  The real purpose of GURPS Magic is to let the GM create exactly the type of 
  magical campaign he prefers, within the framework of a detailed spell list and 
  other rules. 
   
  Enjoy the book; may your triumphs be many and your backfires few. 
  - Steve Jackson 
  About GURPS 
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  Page References 
   Rules and statistics in this hook .ire 
  specifically for the GURPS Basic Set (Third 
  Edition). Any page reference that begins with a 
  B refers to a page in the Basic Set - e.g., p. 
  B102 means p. 102 of the Basic Set, Third 
  Edition. A “BY” page reference means a page 
  in the GURPS Bestiary, Second Edition. 
   Because some of the material in this book 
  repeats rules in the Basic Set, some page 
  references are given to both books (for 
  instance, p. 92/B12). This is to make it easier to 
  reference between the two books. 
   Since this book was released after the Third 
  Edition, it corrects a few errata, and makes a 
  few changes (in particular, stats for missile 
  spells are slightly different. since this book 
  adds the Spell Throwing skill). Where the two 
  books differ, follow this one. 
  
   
   
  - 4 - 
  PRINCIPLES OF MAGIC
  Magical Terms 
  abort: To stop the casting of a spell before its 
  completion. 
  backfire: A critical miss when a spell is cast. 
  Same as “fumble.” 
  base skill: The level of spell skill given by 
  spending one point (the minimum) for an 
  ordinary (Mental/Hard) spell, or two points 
  for a M/VH spell. 
  basic spell: A spell with no other spells as 
  prerequisites. 
  blocking spell: A spell which can be cast as an 
  instant defense - i.e., a block to some sort of 
  attack. 
  cancel: To end your own spell before it would 
  normally be over. 
  caster: The person casting a spell. 
  effective skill: Your true skill, plus or minus 
  any bonuses or penalties (usually penalties) 
  you have for range, circumstances, etc. A 
  caster rolls against effective skill. 
  energy: The “cost” to cast a spell. Energy cost 
  may be paid in either ST points (fatigue) or 
  HT points (hits). Lost energy of either kind 
  is recovered as usual: resting for fatigue, 
  healing for hits. 
  grimoire: A book of spells. Specifically. the 
  list of spells available to a particular 
  character, and their cost. 
  mage: Anyone with the advantage of Magical 
  Aptitude. 
  magery or magical aptitude: Two words for 
  the same thing. Magery is the advantage of 
  being “in tune” with the powers of magic; 
  see p. 103/B21. 
  maintain: To continue a spell after it would 
  normally end. Costs more energy, unless the 
  caster has high skill. 
  mana: The energy of magic. Different areas (or 
  worlds) have different levels of mana. See 
  sidebar, p. 6/B147. Different types of mana 
  are possible as well - see p. 94. 
  mastered spell: A spell that is known at a high 
  enough skill to eliminate the need to 
  concentrate to cast it. 
  missile spell: A spell which is first cast, and 
  then “thrown” at the subject. Requires two 
  rolls: a skill roll to cast, a DX or Spell 
  Throwing roll to hit. 
  prerequisite: A requirement for learning a 
  spell. 
  resisted: Any spell that must overcome the 
  “power of its subject before it works. 
  subject: The person, place. or thing on which a 
  spell is cast. 
  wizard: Any user of magic, whether he is a 
  mage or not. 
   
  AGIC is a powerful and fickle force, controlled through procedures 
  called spells. Magic draws upon an energy called mana - but, though 
  we have a name for it, we do not know what it is. Even the most 
  powerful wizards do not fully understand magic... or, if they do, they haven’t told 
  us about it. 
   
  There are hundreds of different magic spells, each with a different purpose. 
  Skilled wizards can modify old spells or even invent new ones... but 
  experimental magic is dangerous, and not for the beginner. 
   
  Certain people have an inborn ability to learn and use magic. This advantage 
  is called Magical Aptitude (see p. 103/B21). Anyone with any degree of Magical 
  Aptitude is called a mage. In many game worlds, only mages can use magic. In 
  all game worlds, they are better with magic than are non-mages. 
   
  Some religions teach that magic is inherently evil, and that any magic-user is 
  endangering his immortal soul. Certainly, badly-cast spells seem to attract the 
  attention of something powerful and malicious - and occasionally a clumsy 
  spellcaster is devoured by a genuine demon! 
   
  But it is also true that many good men know and use magic - and the 
  saintliest of these seem to be immune to the worst magical “fumbles.” 
   
  No one really knows. The consensus is that magic, of itself, is neither good 
  nor evil. It is the way a spell is used - the intent behind it - that determines 
  whether magic is “white” or “black.” But there is no doubt that certain forms of 
  magic - human sacrifices, for example - are inherently evil and are despised by 
  all honest mages. 
   
  Learning Magic 
   
  Most spells can be learned by anyone (though remember: in some worlds 
  they can only be used by mages). Some spells can only be learned by mages 
  being a mage is a prerequisite for the spell. 
   
  Each magic spell is considered a skill, and is learned the same way that any 
  other skill is learned. But, as the saying goes, “one spell doth not a wizard make.” 
  Many rogues and adventurers can command a few useful spells, but a true wizard 
  will be the master of dozens. 
   
  Spells have no default level; you must be trained in a spell to use it. Spells 
  are Mental/Hard skills (except for a few, specified in the Spell List, which are 
  Mental/Very Hard). However, your level of Magical Aptitude adds to your IQ for 
  the purpose of learning spells. Thus, if you have an IQ of 12 and 3 levels of 
  Magical Aptitude, you learn spells as though you had an IQ of 15. No one may 
  have a Magical Aptitude of more than 3. 
   
  Important note: To learn a spell, you must put a minimum of one point in it - 
  even if you are brilliant and blessed with magical aptitude. Any less study, and 
  the spell simply doesn’t “take.” Also, note that Eidetic Memory is not too useful 
  for spells; it gives you rote memory, but not true understanding. First-level 
  Eidetic Memory gives a +1 to IQ for learning spells; second-level gives a +2. It 
  gives no other bonuses. 
   
  M
  
   
   
   
  - 5 - 
  PRINCIPLES OF MAGIC
  Finding a Teacher 
  In a world in which magic is common, it will probably be taught just like any 
  other trade. You may apprentice yourself to a wizard to learn his whole craft... or 
  hire a magic instructor to teach you a few spells. Of course, there is always the 
  possibility that magic will be a closely-guarded secret in your world. This can 
  lead to interesting complications! 
  In a world where magic is rare (or in which few believe in it), finding an 
  instructor will be much harder. Most wizards will shroud themselves in secrecy - 
  or belong to mysterious, far-off cults - or prove to be fakes! 
  Like any other intellectual skill, magic can be learned without a teacher. You 
  must be Literate and have access to good textbooks. Even with the best 
  textbooks, an unsupervised student learns at half speed (each spell costs twice as 
  many character points). And most spell-books - especially those found in 
  non-magical worlds - are complex and deliberately obscure! 
  In campaigns set in “normal” fantasy worlds, where magic is common, it is 
  suggested that the GM ignore the question of supervision unless and until players 
  create characters with skill levels which seem unreasonably high for the 
  campaign. At that point, the GM can require that characters either pay double 
  points for further improvement, or find someone of superior skill to teach them. 
  Such skilled teachers may be hard to find and costly to hire! 
   
  Prerequisites 
  All spells except the most basic have prerequisites - requirements that must 
  be met before the spell can be learned. 
  If the prerequisite is another spell, it must be known at skill level 12 or better 
  before the higher spell may be studied. Thus, a magic-user must learn simple 
  spells first, and proceed to advanced ones as his knowledge increases. 
  “Magery” is a prerequisite for most of the stronger spells. This means that no 
  one but a mage - a person with Magical Aptitude - can learn them. “Magery 2” 
  means that two levels of Magical Aptitude are required to learn the spell, and so 
  on. Some spells also require a minimum basic DX or IQ, or a particular 
  advantage. 
   
  Grimoires 
  When you play a character who knows a number of spells, you may wish to 
  make a “grimoire” for that character. A grimoire is a book of spells. Your 
  character’s grimoire is a list of the spells he knows, his skill with each, the 
  energy each costs to cast, and other important details about them. This will save a 
  lot of reference time in play - because, with over 420 spells, not even the most 
  dedicated player will know the details for every one! 
  A “grimoire form” is located on p. 128. You may wish to copy it onto the 
  back of each mage’s Character Sheet. This is for the players’ convenience. A 
  character has his spells memorized, and can leave his spellbooks at home. 
   
  Casting Spells 
  In order to cast a spell, you must know that spell, or possess an item that lets 
  you use the spell (see p. 19/B153). Then you must spend one or more turns in 
  concentration. At the beginning of the turn after your last turn of concentration, 
  you must make your skill roll for that spell. You may then do something else on 
  that turn (use a weapon, start concentrating again, etc.). 
  Casting a spell works just like any other use of a skill. The caster rolls three 
  dice and compares the result with his “skill level” in that spell. If his roll is less 
  than or equal to his skill level. the spell works. If his roll is greater than his skill, 
  the spell fails. 
   
  Hiring a Wizard 
   
  PCs may want to hire a wizard for a teacher. 
  Or a group of adventurers may need a 
  mercenary magician! Use the same procedure 
  and pay rules as for any other hireling (see p. 
  B194). The more common magic is in your 
  world, the easier it will be to find any sort of 
  wizard and the less you will have to pay him. 
  See p. 106 for some basic job information. 
  However, it will be harder to find a wizard 
  hireling if you want to specify the exact spells 
  he must know, especially if you choose 
  complex ones. To find a wizard with Create 
  Fire, for instance, you would need to roll at 
  only a -1, since this is a common spell. But to 
  find a wizard who knew both Lesser Geas and 
  Summon Spirit (two complex, unrelated spells) 
  you would have to roll at a -8! 
  Specifying a high level of skill will also 
  make a hireling harder to find: in general, -1 to 
  the search roll for each skill level above 15 
  which you require. 
  Setting these penalties is up to the GM 
  Any mage gets a +1 when searching for 
  another mage as hireling; connections with the 
  local wizardly guilds or power structure could 
  be good for a further +1 to +3 bonus. 
  
   
   
  - 6 - 
  PRINCIPLES OF MAGIC
  Mana 
  Mana is the energy behind magic. Magic 
  will work only if the mana of the game world 
  (or the specific area) allows it. Mana is rated as 
  follows: 
  Very high mana: Anyone can cast spells. if 
  he knows them. Energy spent by a mage is 
  fully renewed every turn! However, any slip is 
  likely to be disastrous. Even an ordinary failure 
  is treated as a “critical failure” - and critical 
  failures produce spectacular disasters. Very 
  high mana is extremely rare. 
  High mana: Anyone can cast spells, if he 
  knows them. This condition is rare in most 
  worlds, but some game worlds have High Mana 
  throughout them. 
  Normal mana: Only mages can cast spells. 
  These spells work normally, according to all 
  rules given in this section. This is the “default” 
  condition for fantasy game worlds . . . mages 
  use magic, others don’t. 
  Low mana: Only mages can cast spells, and 
  all magic use is at -5; this also affects energy 
  cost, time, and ritual required to cast a spell. 
  Power of magical items is also at -5 - so items 
  with Power below 20 will not work at all. 
  However, critical spell failures have very mild 
  effects or no effect at all. Our Earth is a 
  low-mana world. (The GM may, if he wishes, 
  add gradations of mana between low and 
  normal - e.g., areas on the boundary might 
  shade from -1 to -4.) 
  No mana: No one can use magic at all. 
  Magic items do not function (but regain their 
  powers when taken to an area with mana). 
  No-mana conditions occur in isolated spots in 
  magical worlds. Some entire game worlds may 
  have no mana, making magic use impossible. 
  Certain very powerful spells can change the 
  level of mana in an area - see p. 63. 
   
  Sensing Mana 
  A mage does not automatically know the 
  mana level of an area, but whenever he crosses 
  a boundary between mana types, he may roll to 
  detect the change, and whether it was up or 
  down. This roll is based on Magery only: 
  Magery 1 gives a roll of 8 or less, Magery 2 
  gives a roll of 11 or less, Magery 3 gives a roll 
  of 13 or less. The mage rolls at +3 if he was 
  specifically trying to “feel” the boundary. 
  Critical success will tell everything about the 
  local mana! 
  A little experimentation, or an Analyze 
  Magic spell cast for the purpose, will easily 
  determine exact mana level. 
   
  Types of Mana 
  It is also possible to have localized areas 
  where the mana is especially favorable (or 
  unfavorable) to certain types of magic. See p. 
  94. 
  Various modifiers will add to or subtract from the caster’s basic skill with the 
  spell. The modifiers depend on the class of spell - see p. 10/B149. 
  A successful roll means the spell was cast, and the spell’s energy cost (see 
  below) is marked off your ST (as fatigue) or your HT (as injury). 
  A critical success (a 3 or 4; a 5 if your effective skill was 15+; a 6 if your 
  effective skill was 16+) means the spell worked especially well. The nature of 
  this great success is left to the GM, who should be both generous and creative. 
  There is never an energy cost if you get a critical success when you cast a spell. 
  A failed roll means the spell was not cast. If a successful use of the spell 
  would have cost energy, the caster loses one energy point. If the spell would not 
  have required energy, the caster loses nothing. 
  A critical miss (any roll of 18; a 17 if your skill is under 16; or any roll 10 
  over your effective skill) means that the energy cost of the spell was spent, but 
  the spell failed badly. A table of “backfire” results is provided below. However, 
  the GM may improvise any “backfire” that he finds appropriate and amusing, as 
  long as he does not actually kill the caster. 
  If this seems arbitrary or unfair . . . it is! Again, magic is fickle. Any time 
  you cast a spell, you are using powers you do not fully understand, and exposing 
  yourself to the whim of the fates - as represented by the GM. 
   
  Critical Spell Failure Table 
  Roll 3 dice. The GM does not have to use this table; he is free to improvise 
  (though improvisations should be appropriate to the spell and the situation). If a 
  result on this table is inappropriate, or if it happens to be the result that the caster 
  actually intended, roll again. 
   
  3 - Spell fails entirely; caster takes 1 die of damage. 
  4 - Spell is cast on spellcaster. 
  5 - Spell is cast on one of the caster’s companions (roll randomly). 
  6 - Spell is cast on a nearby foe - roll randomly. 
  7 - Spell produces only a whining noise and an awful odor of brimstone. 
  8 - Spell goes at someone or something other than its intended target -friend, foe, 
  or random item. Roll randomly, or GM makes an interesting choice. 
  9 - Spell fails entirely; caster takes 1 hit of damage. 
  10 - Spell fails entirely; caster is stunned (IQ roll to recover). 
  11 - Spell produces nothing but a loud noise and a flash of colored light. 
  12 - Spell produces a weak and useless shadow of its intended effect. 
  13 - Spell produces the reverse of the intended effect. 
  14 - Spell produces the reverse of the intended effect, on the wrong target (roll 
  randomly). 
  15 - Nothing happens except caster temporarily forgets spell - make an IQ roll 
  after a week, and again each following week, until he remembers. Caster can 
  study spell during this time, but it is a waste of his time. 
  16 - Spell seems to work, but it is only a useless illusion. 
  17 - Spell fails entirely; caster’s right arm is crippled - 1 week to recover. 
  18 - Spell fails entirely. A demon (see p. 113/B154) appears and attacks the 
  caster. This will not happen if, in the GM’s opinion, the caster and spell were 
  both lily-white, pure good in intent. Instead, roll again. 
   
  
   
   
   
  - 7 - 
  PRINCIPLES OF MAGIC
  GMs are encouraged to make up their own lists of amusing special effects, 
  dooms, and backfires, with which to chastise clumsy mages. 
   
  Caster and Subject 
  The “caster” of a spell is the person who is attempting to cast it. 
  The “subject” of a spell is the person, place, or thing upon which the spell is 
  cast. If the caster is casting the spell on himself, he is both caster and subject. The 
  subject can also be another person; another being; an inanimate object; or even 
  an area on the game map. If the subject is a place, the caster can “touch” that area 
  by extending a hand into it or touching the ground, as appropriate for the spell. 
   
  Time Required to Cast Spells 
  Most spells take one turn to cast. The caster 
  uses the “Concentrate” maneuver for one second. 
  At the beginning of his next turn, he attempts his 
  skill roll. If the roll succeeds, the spell takes 
  effect instantly. The caster is then free to make 
  another maneuver, or to concentrate again. 
  Example: Wat the Wizard wants to cast 
  Create Fire. No special “Time to Cast” is shown 
  on the Spell List, so it is a one-second spell. On 
  Turn 1, Wat says “I’m concentrating.” (He must 
  tell the GM what spell he is casting.) He can do 
  nothing else that turn. At the beginning of his 
  second turn, Wat rolls. He makes his roll; fire is 
  created. Now Wat may move, ready a weapon, or 
  take any other maneuver... or announce another 
  spell and Concentrate again. 
  Some complex spells take more than one turn 
  to cast. All this time must be spent in the 
  “Concentrate” maneuver. Example: If a spell 
  takes 3 seconds to cast, the wizard must spend three turns doing nothing but 
  concentrating. The spell is cast at the beginning of the caster’s fourth turn. The 
  caster may “abort” the unfinished spell before then, at no penalty. 
  With high enough skill (see below) a spell can be cast instantly. Such a spell 
  may take effect at any time during the caster’s turn, but only one such spell may 
  be cast per turn! 
  A few special blocking spells can be cast in effectively no time, during a 
  foe’s turn, to defend against an attack. See Blocking Spells, p. 12. 
   
  Magic Rituals 
  The higher your basic skill with a spell, the easier it is to cast. This applies 
  both to the energy cost (see p. 8) and the “ritual” required. If you can’t perform 
  the ritual, you can’t cast the spell! For instance, if the ritual requires speech, you 
  can’t cast the spell while gagged or under a spell of silence. If you do not know a 
  spell at all, you cannot cast it unless you have a magical item. 
  Skill 11 or below: The wizard must have both hands and both feet free for 
  elaborate ritual movements, and speak certain words of power in a firm voice. 
  The spell takes twice the listed time to cast, because it is not yet fully known. 
  Skill 12-14: The wizard must speak a few quiet words and make a gesture to 
  activate the spell. At this level (and above) spells take the listed time to complete. 
   
  Magic and Psionics 
  Magic is not the same thing as psionics 
  (powers of the mind) - see p. B165.  However, 
  many magical effects can also be achieved by 
  psionics. If your foe stares at you balefully, and 
  your clothes burst into flame, you may be 
  facing a pyrokinetic - or a mage using the 
  Ignite Fire spell. 
  For the most part, it makes little difference. 
  But an anti-magic spell will not stop psionics - 
  nor will a psionic screen stop magic. However, 
  physical countermeasures are usually effective 
  against either. Neither a mage nor a psi is 
  immune to honest steel. 
   
  Alternate Magic 
  Ritual Rule 
  Here is another way to treat magic rituals. 
  This rule makes magic slightly more powerful, 
  because it gives wizards more flexibility in the 
  way they can cast their spells. 
  The standard method of casting a spell is to 
  gesture with both hands, make certain ritual 
  foot motions (like dance steps) and speak the 
  appropriate incantation in a firm, clear voice. 
  Wizards may choose to omit parts of this ritual, 
  at a penalty to their effective skill: 
  -2 for soft speech, or -4 for no speech. 
  -2 if gestures are made with only one hand, 
  or -4 if no gestures are used. 
  -2 if no foot movements are made. 
   
  Wizards who have extra time may enhance 
  the ritual. If the caster doubles the time usually 
  required to cast the spell, speaks very loudly, 
  and gestures emphatically, he get, +1 to 
  effective skill. 
   
   
   
  
   
   
  - 8 - 
  PRINCIPLES OF MAGIC
  The Mage’s Touch 
  Touching a subject negates any distance 
  penalty; a wand or staff may be used. And 
  some attack spells require that the caster touch 
  the subject. This is “the mage’s touch.” First 
  the mage casts the spell. As his next action 
  (assuming the spell roll was successful). the 
  mage tries to strike his foe with his hand, wand 
  or staff. In combat, roll this just like any other 
  attack. If a touch is scored (the mage hits, and 
  the foe’s defense fails) then the spell succeeds. 
  If the mage misses, or if the foe defends 
  successfully, the spell is lost. Note that PD 
  from armor and shield will not normally help 
  against the “mage’s touch,” and a parry with an 
  arm won’t save the subject. 
  A bare-handed or staff attack does its 
  normal physical damage (if the mage wishes), 
  in addition to whatever damage the spell does. 
  A wand touch does no damage. Note that a 
  wand is very light, and has a 1/3 chance of 
  breaking if parried by anything heavier than a 
  knife! 
   
  The Mage’s Touch in Close Combat 
  A wizard who steps into close combat with 
  a foe and attempts a touch on the same turn 
  must roll it as a normal attack; the foe may use 
  any active defense. 
  A wizard who is already in close combat at 
  the beginning of the turn may “touch” 
  automatically, unless both his hands are 
  grappled or otherwise immobilized. In that 
  case, he must Break Free, and then touch on a 
  subsequent 
  turn. 
  However, 
  since 
  it 
  is 
  impossible to concentrate while in close 
  combat, no spells can be used this way except 
  those the mage knows so well that he can cast 
  them in zero time! 
  Skill 15-17: The wizard must speak a word or two and gesture - a couple of 
  fingers are enough. He is allowed to move one hex per turn while taking the 
  Concentrate maneuver. At level 15, the spell’s energy cost is reduced by 1. 
  Skill 18-20: The wizard must speak a word or two or make a small gesture, 
  but not necessarily both. At level 20, the spell’s energy cost is reduced by 2. 
  Skill 21-24: No ritual is needed. The wizard simply seems to stare into space 
  as he concentrates. Casting time is halved (round up), and if this would reduce 
  casting time to less than a second, it takes effectively no time. The wizard can 
  cast it while taking another maneuver - fighting, talking, etc. You still may not 
  cast two spells during the same turn, unless one is a blocking spell! 
  Skill 25 or over: As above, but casting time is halved again (round up, as 
  above). At level 25, the spell’s energy cost is reduced by 3. Each further 5 levels 
  of skill will halve casting time again and reduce energy cost by 1 more. 
  Some spells always require a certain ritual or item; this is noted in the spell 
  lists, and overrides the general rules given above. Note that time to cast missile 
  spells is not reduced by skill. 
   
  Distraction and Injury 
  If the caster is hurt, knocked down, forced to use an active defense or oth-
  erwise distracted while concentrating, he must make a Will-3 roll to maintain his 
  casting. A failed roll means he must start over. If the caster is injured while 
  concentrating, his effective skill for that spell is lowered by the total number of 
  hits he suffered. 
  Example: While concentrating on a spell, Wat the Wizard is hit by an arrow 
  for 2 hits of damage. He must make a Will-3 roll to maintain concentration. Even 
  if he succeeds, he will be at -2 when he casts the spell. 
   
  Energy Cost to Cast Spells 
  Each spell has an energy cost. When you cast a spell, it costs you energy - 
  either HT or ST. The better you know a spell, the less energy is required to cast 
  it. If you know it well enough, you can cast it at no cost. 
  The mana level of the area (see sidebar, p. 6/B147) affects a wizard’s effec-
  tive skill. Low mana will also prevent his use of the Recover Strength spell (p. 
  49/B162) and therefore the frequency with which he can attempt spells. 
  If your basic skill with a spell (modified by mana level) is 15 or more, the 
  cost to cast that spell is reduced by 1. If your skill is 20 or more, the cost to cast it 
  is reduced by 2 - and so on. The energy is still going into the spell - but your skill 
  lets you draw it from the surrounding mana rather than supplying it yourself. 
  Thus (for instance) at Skill 20 you can cast a 2-die fireball (requiring 2 energy 
  points) at no energy cost. To build it into a 3-die fireball, you would have to add 
  1 point of your own energy. 
  Note that the entire cost for a spell is calculated before any subtraction for 
  high skill. A mage who can create many small fires, one after the other, at no 
  cost, might still be exhausted by creating a single multi-hex fire. 
  High skill also lowers the cost to maintain a spell - see below. 
   
  Fatigue and Rest 
  Normally, the energy cost from a spell is considered “fatigue.” Fatigue is 
  marked off against ST on your Character Sheet, just as injuries are marked off 
  against HT. When ST reaches 3, you are stumbling with fatigue, and your Move 
  and Dodge scores are halved. When ST reaches 0, you fall unconscious. Your ST 
  score cannot go negative. 
  Lost fatigue can be recovered by rest - see p. B134. A mage who knows the 
  Recover Strength spell (see p. 49/B162) regains lost ST faster than normal. 
  
   
   
   
  - 9 - 
  PRINCIPLES OF MAGIC
  Spending HT instead of ST 
  A caster may take energy from his body’s vital force instead of just his 
  Strength. He marks off some or all of the spell’s cost against HT rather than ST. 
  In other words, the spell is doing actual harm to the caster! This is dangerous, but 
  may be necessary if the caster is badly fatigued and has to throw another spell. 
  HT lost this way is treated just like any other injury. 
  A wizard’s skill is at -1 for every point of HT he used to cast that spell. 
  A wizard may “burn” HT until he falls unconscious. Should a failed HT roll 
  indicate he has died, the HT for that particular casting wasn’t actually spent, and 
  he falls unconscious instead of dying, ending the HT drain. 
   
  Duration of Spells and Maintaining Spells 
  Some spells take effect instantly and cannot be maintained - for instance, 
  Flash, Thunderclap, Sleep. Other spells last for a certain time (given in the Spell 
  List) and then wear off - unless they are maintained. 
  If a spell can be maintained, it will continue for a time equal to its original 
  duration. A spell may be maintained as often as the caster wants, as long as he 
  keeps paying the energy cost. However, the caster cannot renew a spell while he 
  is sleeping, even if there is no energy cost to maintain it!! 
  Only the caster can maintain a spell. No new skill roll is required. 
  However, further energy must be spent to maintain the spell. If a spell can be 
  maintained, the cost will be given in the Spell List. Example: Light has a (minute 
  duration, and a maintenance cost of 1. So the spell lasts for only a minute - 
  unless, at the end of that minute, the caster spends one more energy point to 
  renew it. 
  If the caster is conscious, he will know when 
  one of his spells needs to be renewed. Distance is 
  not a factor in maintaining a spell. 
  Concentration. 
  Most 
  spells 
  can 
  be 
  maintained without “concentration” on the part 
  of the caster. But any spell that requires constant 
  manipulation and change - e.g., control of a 
  living being or moving illusion - naturally 
  requires constant concentration by the caster. 
  This requires the caster to take only the 
  “Concentrate” maneuver. If something happens 
  to distract the caster, a Will-3 roll is required 
  each turn. A failed roll will not end the spell, but 
  the spell’s subject will do nothing until the caster 
  can once again concentrate on it. A critical 
  failure will break the spell. 
  Note that casting another spell will not break 
  concentration - but the caster suffers a skill 
  penalty for doing two things at once. See below. 
  Reduced Cost. If you know a spell so well 
  that its energy cost is reduced (see above), then 
  its cost to maintain is reduced by the same 
  amount. If you know a spell at level 15 or better, 
  it costs one less point of energy to maintain it. 
  This can be very important! For instance, if a 
  spell’s “cost to maintain” is only 1, and you 
  know that spell at level 15, you can maintain it 
  indefinitely at no energy cost! 
   
   
   
   
   
   
  Magic Ingredients 
  Traditionally, every wizard has a bag (or a 
  box, or a dump-truck) full of lizard tails, 
  virgin’s blood, mandrake root, Nixon buttons... 
  That’s fine. That’s the way it works. But for 
  game purposes, we have not provided a long 
  list of substances required for spells. This is left 
  to the GM as a specific, powerful tool with 
  which to balance his campaign! 
  As long as your campaign goes well, assume 
  that your wizards can get everything they need. 
  But if any spell, or group of mages, gets out of 
  hand . . . hit them with a critical shortage of 
  some needed ingredient. They will either have 
  to give up the spell with which they’re abusing 
  your world, or go on a really difficult guest to 
  replenish their stocks. 
   
  
   
   
  - 10 - 
  PRINCIPLES OF MAGIC
   
   
  Areas of Effect 
  The area of effect of an area spell is a circle. 
  The size of the circle depends on the energy put 
  into the spell. (l) above is a single “ring” of 
  hexes (i.e., 1 hex). Cost to cast the spell in this 
  area is equal to base cost. (2) is an area equal to 
  two rings of hexes - the center, and the ring 
  around it. Cost to cast here is double base cost. 
  (3) is three rings of hexes - triple base cost. (4) 
  is four rings of hexes - four times base cost. 
  And so on . . . 
  Some Area spells have a minimum cost to 
  cast - e.g., Sense Foes has a base cost of 1 but a 
  minimum cost to cast of 2 points. This means it 
  will cost 2 to cast, even if you choose to restrict 
  it to one hex. 
   
   
   
   
   
  Long-Distance 
  Modifiers 
  Use these skill modifiers for “Seek” spells, 
  and for other specified spells which work over 
  a long distance.  
  Less than 100 yards: 0  
  Up to a half-mile: -1  
  Up to a mile: -2  
  Up to 3 miles: -3  
  Up to 10 miles: -4  
  Up to 50 miles: -5  
  Up to 100 miles: -6  
  Up to 300 miles: -7  
  Up to 1,000 miles: -8  
  Another -1 for each additional 1,000 miles.  
  Also, subtract 1 from effective skill for each 
  “known” item you choose to ignore in your 
  search. For instance, you would need to ignore 
  the water in your canteen when you cast Seek 
  Water in the desert! 
  Canceling Spells. A caster may wish to have a spell end sooner than it nor-
  mally would. For instance, he might want a created fire (normally good for one 
  minute) to end after only 30 seconds. If he specifies this at the time the spell is 
  cast, it will last exactly as long as specified - there is no extra difficulty. 
  However, if a caster suddenly decides to “cancel” a spell before its time is 
  up, he may - but there is an energy cost of 1, regardless of the spell. 
   
  Casting Spells While Maintaining Other Spells 
  A character may only cast one new spell at a time. However, many spells last 
  a long time - especially if maintained. A caster may cast a new spell before older 
  ones end. This is relatively easy if the existing spells do not require concentration 
  - that is, active control. If the existing spells require control, it becomes much 
  harder to cast a new spell! These modifiers affect effective skill at all times: 
  -3 for each other spell you are concentrating on at the moment. The Spell 
  List specifies which spells require concentration. 
  -1 for each other spell you have “on” at the moment. A spell which lasts 
  permanently (e.g., Create Earth, Zombie) does not carry a penalty. 
   
  Different Kinds of Magic 
  There are many different types of magic. Spells are divided into “colleges” 
  according to subject matter, and “classes” according to the way they work. Many 
  spells have unique features, as described in the Spell List. 
   
  Colleges of Magic 
  Spells that are related by subject matter are said to belong to the same “col-
  lege.” There are 21 different colleges. Basic spells of a college will be “prereq-
  uisites” for the harder spells. Most mages choose to specialize in only a few 
  colleges (thus making it possible to learn some advanced magic), but it is possi-
  ble to learn spells from every college if you desire. 
  Some spells fit in more than one college. For instance, Earth Vision is both an 
  Earth spell and a Knowledge spell. This only becomes important when counting 
  up prerequisites. 
  Mages who specialize in a given college of magic often band together to 
  form a society, often called a “mage’s guild” - see p. 119. 
  In general, anyone is free to learn any type of magic he desires - for instance, 
  there is no reason you cannot study both Fire spells and Water spells, even 
  though the two elements are opposed. (GMs may put special restrictions on this 
  for their own campaigns - see Chapters 5 and 9.) 
   
  Spell Classes 
  Spells are divided into eight classes: Regular, Area, Missile, Blocking, 
  Information, Resisted, Enchantment, and Special. Each type follows its own rules 
  for casting. All Resisted spells also belong to another class. 
   
  Regular Spells 
  Most spells fall into this category. Follow the general rules given above. A 
  regular spell only affects one subject at a time. For a subject larger than 1 hex 
  (e.g., a 3-hex chunk of earth, or an elephant) multiply energy cost by the sub-
  ject’s size in hexes. 
  If the caster cannot touch the subject, apply a skill penalty equal to the dis-
  tance in hexes between caster and subject. If the spell takes time to cast, figure 
  distance at the moment the spell is finished and cast. 
  
   
   
   
  - 11 - 
  PRINCIPLES OF MAGIC
  If the caster cannot touch or see the subject, there is a 
  further -5 penalty. The caster does not have to see through 
  his own eyes; any spell that lets him see by magical means, 
  or see through another’s eyes, will do. There are two ways 
  to direct such a spell. 
  “The hex on the other side of this door.” You’ll get 
  whoever is in that hex. If there is nobody there, you wasted 
  the spell. 
  “The closest person in the next room.” Or, “George, 
  who I know is around here somewhere.” The GM figures 
  the actual range to the subject. (This is risky. The caster is 
  inviting failure, or even critical failure. If the subject is 
  farther away than he thinks, or not there at all, he may get a 
  backfire!) 
  Aside from this, no physical barrier affects a regular 
  spell. Unless the spell backfires, a regular spell never hits 
  the wrong target. 
   
  Area Spells 
  These are spells that can be cast over an area of several 
  hexes. If the spell affects living beings (e.g., Terror), all 
  those within the area will be affected even after they leave 
  the area. However, the area of effect cannot move! 
  Otherwise, they are just like regular spells. 
  The size of the area governs the energy cost, but not the difficulty of the roll. 
  The cost for these spells is given as Base Cost. This is the cost to affect just one 
  hex. To affect a circle with a 2-hex radius (e.g., a hex, and all adjacent hexes), 
  double the base cost. To affect a circle with a 3-hex radius, triple the cost - and so 
  on. Some spells have a very low base cost - e.g., /to of a point for Rain. You must 
  spend a minimum of one energy point to cast one of these spells. You may 
  choose to affect only a part of the area, rather than the whole circle, but the cost 
  is still the same. If the caster cannot touch some part of the affected area, the skill 
  penalty is equal to the distance from the caster to the edge of the area. Assume 
  that area spells extend 4 yards up from the ground, with two general exceptions. 
  Spells with “Dome” in their names form spheres, with only the top half extending 
  above ground. 
  The second exception is weather spells: Clouds, Rain, and so on. These spells 
  produce their effects at the normal height for weather. (But the Fog spell is 
  essentially a defensive combat spell, and only extends 4 yards up!) 
   
  Missile Spells 
  Certain long-distance attacks (Fireball, Lightning, etc.) are “missile spells.” 
  These spells require two skill rolls. The first is the regular skill roll to determine 
  whether the spell succeeds; this is made after one second of concentration, with 
  no modifier for distance. The second is a roll on the caster’s Spell Throwing skill 
  for that spell (see p. 105), made when the missile is released, to see whether it 
  hits its target! This skill defaults to Throwing skill or DX-3. Determine whether 
  the missile hits as for any other ranged attack, taking into account the size of the 
  target and its speed/range (see p. B201). A missile spell flies in a straight line. If 
  it hits a physical barrier and breaks that barrier, its remaining power continues 
  through. (Exception: A Curse Missile is stopped by a barrier.) 
  An accurately-thrown missile spell may be blocked or dodged, but not 
  parried. If the defender fails his defense roll, the spell takes effect. Armor does 
  protect against damage from missile spells, except for Curse Missile. Neither 
  passive defense nor damage resistance helps against this spell! 
   
  Ranged Attack 
  Modifiers 
  Missile spell attacks are treated as “ranged 
  weapons” (pp. B100, B114-119) for all 
  purposes. Range stats for  these spells are: 
   
  Curse Missile: SS 13, Acc +2, ½D 30, Max 80. 
  Explosive Fireball: SS 13, Acc +1, ½D 25, 
  Max 50. 
  Fireball: SS 13, Acc +1, ½D 25, Max 50. 
  Ice Dagger: SS 13, Acc +3, ½D 30, Max 60. 
  Ice Sphere: SS 13, Acc +2, ½D 40, Max 80. 
  Lightning: SS 13, Acc +3, ½D 50, Max 100. 
  Poltergeist: SS 13, Acc +1, ½D 20, Max 60. 
  Stone Missile: SS 13, Acc +2, ½D 40, Max 80. 
  Winged Knife: SS 13, Acc +1, ½D 20, Max 40. 
   
   
   
   
   
   
  Limits on Protection 
  Several spells (Hide, for instance) offer 
  variable levels of protection. In all such cases, 
  the most protection anyone can get from these 
  spells is 5 points - that is, a +5 bonus for the 
  caster or a -5 penalty to whomever the caster is 
  gaining protection from. 
  If the same protective spell is thrown more 
  than once on the same subject, only the 
  strongest one takes effect; they do not add 
  together. The same is true for hostile spells like 
  Foolishness, Fatigue and Clumsiness. 
  
   
   
  - 12 - 
  PRINCIPLES OF MAGIC
  Magic in the 
  Basic Combat System 
  These rules give very precise descriptions of 
  range and area-of-affect, on the assumption that 
  most campaigns will use some or all of the 
  advanced combat rules. 
  But if you are playing without a map, use 
  these guidelines for “range modifiers” to skill: 
  Missile spells are always thrown at the 
  caster’s basic Spell Throwing skill or the DX-3 
  default. Other combat-type spells are cast at 
  basic skill if the GM rules the subject is in 
  “striking range” of the caster. Otherwise, 
  subtract 3 from the caster’s effective skill. 
  For other spells: On the rare occasion when a 
  “mapless” GM needs a precise range or 
  distance, use those given. Otherwise, just make 
  it fun! 
   
  Special Combat Rules: 
  Invisibility and 
  Darkness 
  In a combat situation where some fighters 
  can’t see their foes, there will be certain effects 
  on attack and defense abilities: 
  Attacker cannot see anything: Attacker must 
  make a Hearing-2 roll (or use some other 
  method) to discover his foe’s location. If the 
  Hearing roll is failed, he may swing at a 
  randomly chosen hex. His attack roll will be at 
  -10 (-6 if he is accustomed to being blind), and 
  cannot be aimed at any particular body part. 
  Attacker cannot see his foe, but can see his 
  other surroundings: As above, except the attack 
  penalty is only -6. 
  Attacker cannot see his foe, but knows his 
  location for sure (e.g., defender is in a lone 
  Darkness hex): As above, but no Hearing roll is 
  required and the attack penalty is only -4. 
  Defender cannot see attacker: If the defender 
  is aware he is being attacked and makes a 
  Hearing-2 roll, he defends at -4. Otherwise he 
  gets no active defense at all! If the attacker is in 
  a hex of Darkness (see p. 58), but the defender 
  is not, he defends normally since he can see the 
  weapon coming. 
  Example: Mordecai is invisible, and fighting 
  a bandit in daylight. The bandit must make a 
  Hearing-2 roll to locate Mordecai before each 
  attack - if he succeeds he attacks at -6. 
  Mordecai 
  attacks 
  normally 
  and 
  defends 
  normally. Any defense roll the bandit makes 
  against an attack by Mordecai is at -4, and if he 
  misses his Hearing roll he gets no active 
  defense at all. 
  Note also that an unseen fighter can safely 
  try things (stand on a table, lie down, etc.) that 
  a normal fighter could never do. He may also 
  just wait in a corner until his foe is exhausted! 
   
  The strength of a missile spell depends on the energy put into it. For instance, 
  a fireball does 1 die of damage for each point of energy used in creating it. 
  Time to prepare a missile spell depends on the energy put into it; each turn 
  gives it I point of energy. After completing one turn of concentration, the caster 
  tries his spell roll at the beginning of his new turn. If he succeeds, the missile has 
  I point of energy and can be released on that turn; releasing it is a free action, and 
  the caster can immediately start another spell. Thus, he can cast a 1-point missile 
  spell every turn. 
  Or he can hold it and enlarge it! Another second of concentration (no 
  additional roll required) gives it another point of energy. A third second of 
  concentration makes it a 3-point missile. This is as big as most missiles can get. 
  Thus, a wizard could create and release a 1-point missile every turn - or a 
  2-point missile every other turn - or a 3-point missile every third turn. He may 
  not aim while he is creating the missile; if he is going to aim, he must take 
  another turn to do so after the missile is created. 
  A wizard may keep a missile spell “in hand” after it is ready to throw. He 
  may move while holding it, or use the Aim maneuver to increase his chances of 
  hitting. He does not have to release the spell until he wants to. This is the only 
  sort of spell that can be “held until ready.” A wizard cannot cast another spell 
  (except a Blocking spell) while holding a missile spell. Blocking spells are at -2 
  while a missile is in hand, and a critical failure on the Blocking spell causes the 
  missile to go off prematurely and affect its creator... 
  If a wizard is injured while he has a missile “in hand,” he must roll vs. Will. 
  If he fails the roll, he loses control of the missile. A solid missile will simply fall 
  to the floor, but fireballs, lightning and curses will immediately affect the 
  unlucky caster! 
  Blocking Spells 
  A “blocking” spell is a spell that can be cast instantly as a defense - either 
  against a physical attack or against another spell. This is the magical equivalent 
  of a block, parry, or dodge. You may only use one blocking spell each turn. A 
  critical success on an attack makes a blocking spell impossible. 
  If you try a Blocking spell, it automatically interrupts your own 
  concentration. Any spell you were preparing is lost. However, you may 
  concentrate again when your own turn comes. And if you have an 
  already-prepared missile spell in hand, it is unaffected. You cannot cast or 
  enlarge it that turn, but you may retain it for later use. 
  
   
   
   
  - 13 - 
  PRINCIPLES OF MAGIC
  Information Spells 
  An “information” spell is cast to gain knowledge. Some information spells 
  require that the subject be touched by the caster. Modifiers for each information 
  spell are given in the Spell List. 
  When an information spell is cast, the player doesn’t make the roll. The GM 
  rolls, in secret. If the spell succeeds, the GM gives the caster the desired 
  information - the better the roll, the more information. If the spell fails, the caster 
  gets no information - “You sense nothing.” On a critical failure, the GM lies to 
  the player. 
  Therefore, the caster always pays the full energy cost for each information 
  spell -because he does not know whether it succeeded or not. Most information 
  spells can only be tried once per day by each caster (or group, for a ceremonial 
  casting); if they fail, too bad! “Seek” spells are an exception to this. 
   
  Resisted Spells 
  Certain spells may be resisted. These are noted on the Spell List. When one 
  of these spells is attempted, it works automatically only on a critical success. 
  Otherwise, use a “quick contest” procedure to see whether the spell overcomes 
  the subject’s resistance. (The subject is always aware that something is 
  happening, and has a chance to resist. But he does not have to resist if he doesn’t 
  want to, even if he has Magic Resistance!) Use resistance rules only when 
  specified; for instance, a campfire, even a magic one, does not “resist” 
  magically-created water. It just goes out! 
  In a “resisted” situation, the caster first tries his skill roll. If he fails, he fails, 
  and the subject notices nothing. If he succeeds, note how much he succeeded by. 
  For example, a roll of 6, when a 13 was needed, succeeds by 7 points. If the 
  subject is a living creature, the caster rolls against a 16 if his effective skill is 
  over 16; thus, “automatic victory over resistance” is impossible. If the subject is a 
  spell, there is no limit on the caster’s effective skill. 
  The subject then tries a resistance roll. A living subject may resist with IQ, 
  ST, DX or HT, depending on the attacking spell. Strong Will always adds to 
  resistance; Weak Will always subtracts. The subject’s Magic Resistance, if any, 
  adds to his resistance. It counts double against area spells only. Thus, Magic 
  Resistance 1 adds 1 to resistance of Sleep, or 2 to Mass Sleep. 
  Resistance by Spells: If the subject is another spell, it resists using the skill 
  by which it was cast. Likewise, if the subject is protected by a spell like 
  Scryguard, that spell will resist information spells cast on the subject. Therefore, 
  the skill of the caster of any such protective spells should be recorded when they 
  are cast. See examples below. 
  If the subject makes the resistance roll by as much or more than the amount 
  by which the caster’s skill roll succeeded, the spell has no effect - but the energy 
  cost is spent! If the subject is human and conscious, he will feel a slight mental or 
  physical wrench (depending on whether he resisted by IQ, ST, DX or HT) but no 
  other effects. The caster knows if his spell was resisted. 
  If the new spell wins against an older (“defending”) spell, the effect on the 
  defending spell may vary. If the counterspell’s object was to destroy the 
  defending spell (e.g., Dispel Illusion) - that’s what happens. If the defending spell 
  was a general defense, like Utter Dome or Scryguard, then the new spell 
  penetrates the defense and the defense spell, while remaining in place, is 
  weakened. Should another attempt be made to penetrate it, it is at -1 on the 
  Contest of Skills. This is cumulative with repeated penetrations. 
  Note that sometimes the GM must make the rolls secretly - for instance, if 
  the players are not sure whether the illusion they’re trying to dispel really is an 
  illusion. Likewise, a player who casts a protective spell should not know that an 
  attempt has been made to penetrate it. However, if he specifically asks about it, 
   
  Magic Resistance 
  Magic Resistance (p. 104/B21-22) is the 
  advantage of being so “out of tune” with magic 
  that it affects you less strongly. Its effects are 
  summarized below. Note that the Magic 
  Resistance spell (p. 61) merely increases its 
  subject’s resistance where spells are concerned. 
  It does not affect his ability to use elixirs or 
  magical items. 
  Casting Spells: You cannot have magic 
  resistance and cast spells at all. 
  Magical Weapons: Magic weapons - e.g., 
  flaming weapons or those enchanted for extra 
  damage - work normally both for you and on 
  you. 
  Other Magical Devices: Devices that cast a 
  spell on the user will be resisted, as described 
  below; use the item’s Power in place of 
  “effective skill.” This holds true for all devices; 
  if you wear a Flight ring, you must roll for 
  resistance each time you try to activate it! No 
  device that lets the user cast a spell, whether it 
  is a friendly or a hostile one, will work for you. 
  In questionable cases, the GM’s ruling is final. 
  Against Spells: Your level of MR subtracts 
  directly from the caster’s effective skill (or 
  from a level of 16, whichever is less) if you are 
  the subject of a spell other than an area spell. 
  MR does not subtract from the caster’s skill 
  with area spell. because the subject is an area, 
  not the person with MR. It also does not affect 
  the caster’s skill with other spells where the 
  “target” is not actually the subject of the spell - 
  e.g., missile and Jet spells. 
  Resisted Spells: If you are the subject of a 
  spell which can be resisted, and you choose to 
  resist, your MR adds to your resistance. For 
  instance, if the spell is resisted by IQ, you resist 
  with IQ+MR. Note that you do not have to 
  resist! 
  Area Spells: If you are in an area that is 
  subjected to an area spell, and the spell is one 
  which can be resisted, your MR adds double to 
  your resistance roll if you choose to resist. If 
  the spell cannot be resisted, your MR does not 
  aid you. For instance, MR wouldn’t make it 
  harder for a mage to detect you with Sense 
  Life. 
  Missile Spells: Your MR does not aid you in 
  any way against missile spells. However, if you 
  are hit by a Curse Missile, your MR will help 
  you resist the spell carried by the missile; see 
  above. 
  Alchemical Elixirs: These are less likely to 
  work on you. You roll vs. HT+MR when dosed 
  with any elixir - even a beneficial one. If you 
  roll HT+MR exactly, the potion takes half 
  effect (the GM determines the details). If you 
  roll less than HT+MR, the potion has no effect! 
  Dealing with Magical Creatures: Foes that 
  attack by spell-casting will find you a harder 
  target, as described above. Your MR does not 
  aid against physical attacks, even those made 
  by magical creatures. 
  
   
   
  - 14 - 
  PRINCIPLES OF MAGIC
  Wand and Staff 
  Wands and staffs are magic items, made by 
  the Staff spell (p. 47/B161). Many wands are 
  enchanted so that only their owner may use 
  them; some contain other powerful spells as 
  well. Only once-living materials (wood, bone, 
  ivory, etc.) can be used to make a wand. 
  Touching an item with a wand is as good as 
  touching it with a finger, for casting purposes. 
  Likewise, a “jet” spell can be fired from a wand 
  or staff instead of a finger. Thus, the basic use 
  of a wand or staff is to increase the mage’s 
  “touching” reach. Pointing with the staff also 
  reduces range to the target by 1 hex. A wand or 
  staff can’t extend range on a missile spell 
  unless it is specifically enchanted to contain 
  that spell. 
  he must be told if it has been penetrated; a wizard can sense the weakening of his 
  spell if he thinks about it! 
  Resistance by or against Area Spells: If an old area spell can resist the spell 
  being cast, or a new area spell can be resisted by people or things in the area, roll 
  normally to see if the new spell is cast. If it is, each subject in the area rolls 
  separately to see whether he (or it) succumbs to the new spell. 
  Example: A Divination spell is cast with an adjusted skill of 17. The target is 
  in an area protected by a Scrywall (an area spell) which was cast with a skill of 
  20. The caster rolls an 8 (succeeding by 9). The GM rolls for the Scrywall, 
  getting a 14 (succeeding by 6). The Divination did better than the Scrywall, so 
  the caster can “see” his subject. The Scrywall is now weakened by 1, and thus 
  has an effective skill of 19 if it has to resist another spell. 
  Another example: Joshua throws Mass Sleep on a section of tunnel 
  containing six Ores. Mass Sleep is resisted by Health. Joshua’s effective skill is 
  15. He rolls a 12, succeeding by 3. 
  Orc 1 has HT 9. He rolls a 10. He fails automatically and sleeps. 
  Orc 2 has HT 9. He rolls a 7. He succeeded, but only by 2. He sleeps. 
  Orc 3 has HT 9. He rolls a 6. He succeeded by 3 - a tie. He resists. 
  Orc 4 has HT 9 and Magic Resistance 3 - an effective 15, because MR counts 
  double to resist an area spell. He rolls an 11, succeeding by 4. He resists. 
  Orc 5 has HT 9 and 3 points of Strong Will - an effective 12. But he rolls a 
  13, and fails. He sleeps. 
  Orc 6 rolls an 18 - a critical failure! The GM rules that Orc 6 falls into a 
  coma. 
   
  Enchantment Spells 
  These are the spells of the College of Enchantments. They are used to make 
  or unmake magical items. See Chapter 2 and p. 42 for more details. 
   
  Special Spells 
  These are spells that don’t fit into any of the other categories; follow the 
  rules given in the spell description. 
   
  Ceremonial and Group Magic 
  Ordinary magic is cast by a single wizard, and is relatively quick. 
  Ceremonial magic is much slower (since it involves complex ritual), but it allows 
  other mages to help the caster. Thus, more powerful spells can be cast, and they 
  can be maintained longer. Spells like Resurrection are almost never cast except 
  by ceremonial methods. Blocking spells cannot be cast by a ceremony. 
  Time required: When ceremonial magic is used, casting time is ten times as 
  long as shown on the Spell List. 
  Energy cost: Same as normal. All the energy required is spent at the end of 
  the casting, when the caster rolls to see if the spell succeeded. Whether it 
  succeeds or fails, all the energy is spent at this time. 
  There are two ways to cooperate in ceremonial magic: 
  Circle. Any number of mages can “link” to cast a spell, if they all know it at 
  level 15 or better. They must he physically joined in some way - e.g., holding 
  hands, touching a common center, etc. Any one of them can act as the caster and 
  make all die-rolls. 
  The energy cost may be shared among the linked mages in any way they 
  agree on. If there is a backfire, the GM may either assess one huge result, or roll 
  separately for each person in the Circle. A backfire involving a dozen mages can 
  be a chaotic event indeed! 
   
  
   
   
   
  - 15 - 
  PRINCIPLES OF MAGIC
  If the physical link is broken during the casting of the spell, the caster must 
  start over. If any one of the linked mages is wounded, the effect is as if the caster 
  himself had been wounded (see p. 8). If any linked mage is knocked out or killed, 
  all mages in the Circle are automatically stunned, and must roll vs. IQ to recover! 
  Mages who know the spell, but not at level 15, or non-mages who do know it 
  at level 15, can aid in a lesser way. They may join the Circle, as described above, 
  and suffer the same ill effects if the Circle is broken. But each may contribute 
  only 3 energy points to each spell. 
  Spectators. Unskilled observers can aid a ceremonial casting; they usually 
  chant, hold candles, etc. Each spectator contributes one and only one energy 
  point to each spell cast, up to a maximum of 100 “spectator” energy points per 
  spell. Sincere belief and desire to help is required; you cannot collect a crowd off 
  the street, pay them a fee, and use them for spectators. 
  If anyone present is opposed to the spell, each one subtracts 5 from the 
  energy (maximum 100) contributed by the mass of spectators! If this means that 
  there is insufficient energy to cast the spell, then the caster (and/or the Circle) 
  will have to contribute more energy - possibly from their HT - or abort the spell, 
  losing all the energy put into it. This is one reason that covens and temples don’t 
  hold their ceremonies in public. 
   
  Tradeoff: Energy for Skill 
  If a great deal of energy is available for ceremonial magic, the caster gets a 
  bonus on his skill roll. This can insure the success of an ordinary spell (except for 
  automatic failures). It can also make a defensive spell able to resist almost any 
  attack, except one mounted by an equal or larger circle of mages. 
  Extra energy gives a skill bonus as follows: +1 for 20% of extra energy, +2 
  for 40%, +3 for 60%, +4 for 100%, and an additional +1 for each additional 
  100% of the required energy. This method can also be used to make magical 
  items (see Chapter 2) of increased Power. 
   
  Notes on Ceremonial Magic 
  A group aids concentration. If a caster of ceremonial magic is distracted but 
  not injured, he rolls at Will, not Will-3, to continue. 
  A ceremonial casting is harder to “coordinate” than a regular spell. It fails 
  automatically on a roll of 16. 17 and 18 are always backfires, even if the caster’s 
  effective skill is 16+. If a magical ceremony fails, all the energy is still spent. 
  A Circle may be maintained for a long time, with wizards entering and 
  leaving. They may not do this during an actual casting, but if the Circle is merely 
  maintaining its spells, its composition may change. Thus, a Circle (since it never 
  sleeps) can maintain a spell indefinitely. 
  Since the spell is cast by a prescribed ritual which cannot be hurried, neither 
  the caster’s skill, nor anyone else’s, reduces the time or cost. 
  Wishes, Luck, and the Bless spell can not be used to improve a caster’s 
  chances with ceremonial magic. 
   
  Inventing New Spells 
  The GM may create and add new spells at his pleasure. The only requirement 
  is that they be “balanced” in terms of the existing spells. 
  New spells may be designated as “common knowledge” spells that any PC 
  can learn, or as “secret” spells known by only a few NPCs... or contained only in 
  a hidden book somewhere. Thus, the search for a new spell can be a quest 
  scenario. Depending on its utility, a new spell may also bring many ounces of 
  gold from a powerful mage or guild of mages. 
   
  Alternate Systems 
  of Magic 
  The system presented here is the “official” 
  GURPS magic system. However. magic is not 
  amenable to reality checks. Therefore, every 
  fantasy author treats magic a little differently. 
  This system is designed to encompass, in a 
  playable manner, the most common literary 
  concepts of magic. 
  This system treats magic in a somewhat 
  mechanistic fashion. A given spell usually 
  produces a given effect, and these effects are 
  carefully defined in game terms, for playability. 
  However, the effects of many spells are 
  complex and individualized - and spell failure 
  can produce unpredictable, and disastrous. 
  results. Anyone can learn a little bit of magic. 
  but some are born to it and gain power quickly 
  and easily. Inborn talent. intelligence and long 
  study are the most important requirements for a 
  magic-user: strength and dexterity are useful 
  but not vital. Spells fall into logical groupings, 
  but mages are not limited to a single grouping 
  in their studies. 
  This system will work as is, or with very 
  minor changes, for campaigns in most fantasy 
  “game worlds.” However, it is designed to allow 
  modification at need. 
   
  Alternate Magic Systems 
  If you want to base a campaign on the works 
  of an author whose view of magic diverges 
  widely from that presented here, you can 
  modify the system. 
  To do so, start by just changing or reversing 
  some of the features listed above! Then you can 
  add 
  new 
  features 
  “colors” 
  of 
  magic, 
  astrological influence, or whatever you like. 
  This book includes several suggestions, in 
  varying amounts of detail. for alternative magic 
  systems. 
  Chapter 4 gives an entire optional system for 
  improvising spells to add to those in the Spell 
  List. Chapter 5 discusses several different 
  “theories” of magic and optional rules, 
  including clerical magic. Chapter 9 gives 
  suggestions for system changes to limit the 
  power of magic. 
  
   
   
  - 16 - 
  PRINCIPLES OF MAGIC
   
   
  GMing Magic 
  Creativity and imagination are required for 
  the Game Master of a magical game world. It is 
  impossible for any book to define every 
  possible interaction of every spell, or even 
  every possible use of every spell. The better 
  your players are, the more often they will come 
  up with something unexpected! 
  The general rule: Preserve game balance, but 
  make it fun. You can’t allow any spell use that 
  short-circuits the whole adventure. But, as 
  much as possible, you should reward creative 
  use of spells. 
  The spell list provided here is lengthy and (in 
  the designer’s opinion) “realistic.” Some spells 
  are very useful; some are comparatively 
  worthless (though totally trivial ones have been 
  omitted). And there are many ways to do the 
  same job with different spells. How many ways 
  can your mages find to put out a campfire with 
  magic? We counted over a dozen. Extinguish 
  Fire, Create Water, Summon Water Elemental, 
  Shape Earth to bury the fire, Destroy Air to 
  smother it, Summon an elephant to step on it, 
  Charm someone to put it out, Apportation to 
  smother it in sand, Create a Brute to deal with 
  it... Yes, that’s only nine. Can you find more? 
   
   
   
  Secret Spells 
  There will be many occasions when other 
  characters won’t know what spell a wizard is 
  using - especially if he knows it well enough to 
  cast it silently! See Magic Rituals, p. 7. 
  In general, when a spell has no obvious, 
  visible effect, it can be kept a secret. Players 
  can tell the GM privately, if necessary, what 
  spells are being used. But magical battles will 
  be much more interesting if only the GM 
  knows exactly what protective spells have been 
  cast, etc. 
  Also, non-wizards have no way of telling 
  what spell a wizard is casting, even if they can 
  hear - unless it’s something obvious like a 
  fireball. So Alfonso can say he’s casting a 
  Shield spell on his buddy Bonzo, when he’s 
  really putting a Charm on the poor fellow... 
   
  Player-Created Spells 
  PC mages may research and “invent” new spells. Only a mage can invent 
  new spells. These may be brand new, or variations on existing spells; in general, 
  variations should be easier to invent! The procedure is as follows: 
  (1) The player tells the GM what sort of spell, in general, he wants. 
  (2) The GM decides whether that spell is possible. He does not reveal this to 
  the player! 
  (3) If the GM decides the spell is possible, he determines what its exact 
  powers, prerequisites, etc., will be. This is also not revealed to the player. 
  (4) The mage must now spend time in research - a number of weeks 
  determined by the GM. Each week of research requires the mage’s full attention 
  and the expenditure of 2dx $100 worth of magical ingredients. At the end of each 
  week, the GM makes a “research roll” against the mage’s (IQ + Magery), minus a 
  penalty set by the GM. This depends on the difficulty of the spell. A very simple 
  spell might be researched at only -5 for 8 to 10 weeks. A very complex spell like 
  Force Dome would be researched at -10 or worse, for years!!  
  If the mage already has all the (unknown-to-him) prerequisites for the spell, 
  and makes the weekly rolls for the required number of weeks (they don’t have to 
  be consecutive), he learns the spell. If he does not have all the prerequisites, a 
  successful series of rolls reveals which prerequisites he has, and one of the 
  missing prerequisites. Research may then resume only after the mage satisfies 
  that prerequisite, or gives his notes to someone who has that prerequisite. 
  Critical failure on a research roll can give false information, summon a 
  demon, require research to start over, and/or do 3d damage to the researcher. This 
  is also up to the GM, depending on the nature of the research, and should be 
  determined in advance. Note that if the spell being researched is actually 
  impossible, no roll can ever succeed, and an eventual critical failure is inevitable. 
  Spell Variations: Instead of a brand-new spell, a mage may try to find a 
  variation on an existing one. He must know the spell he is trying to vary! GMs 
  should note that variations in cost, effectiveness, or casting time are likely to 
  unbalance the game; a variation that is clearly better than the original spell must 
  also cost more in some way. 
  The research roll for a variation is easier than for a brand-new spell: reduce 
  the IQ penalty by a number from 1 (for a great variation, such as from 
  Restoration to Instant Restoration) to 3 (for a very trivial variation, e.g., from 
  Madness to a hypothetical spell to cause a certain type of madness). Time is still 
  at least 8 weeks. The basic roll is against the mage’s skill in the spell being 
  varied. 
  If a mage creates a new spell, he may then pay character points to study it 
  normally. He may teach it to others, or just keep it his own secret (possibly 
  writing it down; if not, it will be lost when he dies). Any other mage who sees it 
  used will have a +2 (or more, if he sees many uses) to research it himself.  
   
   
   
  
   
   
   
  - 17 - 
  MAGICAL ITEMS
   
  BJECTS may be given magic powers by use of the Enchantment spells. 
  Possession of an appropriate magical item is the only way to cast a spell 
  you don’t know. Most enchanted items can be used by anyone. Some can 
  be used only by mages. If an item has any mage-only spells in it, the entire item 
  can be used only by a mage. 
  Magic items last indefinitely. Enchantments may be removed by the Remove 
  or Suspend Enchantment spells (see p. 43/B160). Enchantment is also removed if 
  an item is broken, worn out, etc. Thus, a magic ring may last a very long time, 
  but a magic sword will remain magic only until it is broken, and a magic T-shirt 
  would only last for a hundred wearings or so. Repair of a broken 
  formerly-magical item does not renew the spell. 
  Magic items have Power reduced by 5 in low-mana areas, and don’t work at 
  all in no-mana areas. 
   
  Enchanting: Creating a Magic Item 
  Magic items must be created by ceremonial magic - usually, but not always, 
  in a group. An enchantment can be “quick and dirty” or “slow and sure” - see p. 
  18. Wishes, Luck, and the Bless spell can not be used to affect the creation of 
  magic items.  Likewise, Divination cannot be used to predict the eventual success 
  or failure of the process. The outcome of an enchantment can be neither predicted 
  nor influenced by magic. 
  Some items require a particular item or material to start with - e.g., a gem. 
  Others require a certain cash expenditure for “generic” magic supplies. Still 
  others require no special ingredients -just time and energy. Note that the GM 
  should feel free to alter the listed requirements for the form of an object if he 
  wishes; these are included for “color,” rather than game balance! 
  In order to create a magical item, the caster (and any assistants) must know 
  the Enchant spell and the spell to be put into the item - both at level 15 or better 
  (20 in a low-mana area). For instance, to create a Stone Missile staff, the Enchant 
  spell and the Stone Missile spell must both be known. 
   
  Power of a Magic Item 
  Each magic item has a “power,” determined when it is created. Normally, an 
  item’s Power equals the caster’s skill with (a) the Enchant spell or (b) the spell 
  contained in the item - whichever is lower. This should be recorded for each 
  magic item found or created (skill of found items will be known only to the GM 
  until Analyze Magic is used on the item). 
  An item may have several spells on it . . . each the result of a separate 
  enchantment (see p. 21). In this case, each spell’s Power is recorded separately. 
  An item’s Power must be 15 or above, or it will not work. Power of any item 
  brought into a low-mana area is temporarily reduced by 5. This means that items 
  with a Power less than 20 will not work at all in a low-mana area! Items with a 
  higher power will work, but they will be easier to resist. So (for instance) magic 
  armor will work just as well, because it is not resisted - but a Staff of Paralysis 
  would be less likely to work. 
  In a no-mana area, magical items will not work at all. 
   
   
   
   
   
  Making Magical Items 
  in a Campaign 
  Players will often want magic items which 
  aren’t available in the marketplace. One way to 
  get these is to have them made by PC mages. 
  “Quick and dirty” enchantments will be 
  possible for less powerful items. But for most 
  important items, the “slow and sure” method 
  will be needed. This requires 8-hour days of 
  work from all participating mages. But that 
  does not take the character out of play. He may 
  do other things while he’s not working... or 
  foes may interrupt him while he works. 
  The following rules apply to any mage who 
  is involved in making a magic item by the 
  “slow and sure” method: 
  (1) If interrupted while at work, he will be 
  somewhat fatigued; roll 1 die to determine the 
  amount of lost fatigue. 
  (2) If interrupted while at work, he must 
  keep 
  concentrating 
  on 
  his 
  enchantment. 
  Therefore, any other spell use will be at -3. Or 
  he may stop concentrating but then he loses the 
  day’s work. 
  (3) Time spent in making a magical item 
  counts 50% as study of the Enchantment spell, 
  and 50% as study of the spell being placed on 
  the item. 
  (4) A wizard who is molested while not 
  actively working on his enchantment is under 
  no disadvantage, unless he has just quit work 
  and is fatigued (the GM may decide this). 
  (5) A mage may work on only one 
  enchantment at a time. He may not “work two 
  shifts,” either on the same or different items. 
  GMs do not have to permit the creation of 
  PC mages who do nothing but build magic 
  items for the actively-played characters. On the 
  other hand, if a character has been actively 
  played for many game-years, it might be 
  reasonable to let him retire to a life of 
  contemplation, building magic widgets to pay 
  the bills... 
   
  O
  
   
   
  - 18 - 
  MAGICAL ITEMS
   
   
  Controlling 
  Magical Items 
  GMs may wish to limit the number of magic 
  items in circulation, especially if a generally 
  “rare magic” campaign is desired (see p. 119). 
  The “quick and dirty” way to limit magical 
  items 
  is 
  to 
  prohibit 
  Quick 
  and 
  Dirty 
  Enchantment! Or the time required for a Q&D 
  enchantment can be changed to a day per 100 
  energy points, instead of an hour; this 
  effectively makes such items 8 times rarer and 
  multiplies all costs by 8. 
  If this is too extreme, here are some reasons 
  a GM can use to justify making significant 
  magical items rare, even when magic itself is 
  common: 
  Disorganization. The “quick and dirty” 
  method of enchantment usually requires a 
  group of mages that know the spell, as well as a 
  stockpile of Powerstones. If the area isn’t very 
  civilized - or if mages who can cast Enchant are 
  rare enough then the groups may never get 
  organized, even though the demand is there. 
  Fragility. Valuable items are often fought 
  over (or deliberately used in battles) - and a 
  broken item loses its powers. 
  Limiting spells. Nobody wants their magic 
  weapons turned against them. Magical items 
  often have limiting spells, and won’t work for 
  PCs who capture them. 
  Harassment. It is fairly easy to disrupt a 
  Circle of mages who are trying to create a 
  magic item by the “slow and sure” method - if 
  necessary. by eliminating one of the mages. So 
  rival groups of wizards can often prevent each 
  other from finishing large projects. Circles 
  using the “quick and dirty” method are 
  vulnerable to theft of their Powerstone 
  stockpiles. This will raise the cost of magical 
  items, to pay for their makers’ guards... 
   
  Success Rolls When Creating Magic Items 
  The GM makes the success roll when PCs try to create a magic item. A 
  success means the spell works and the item becomes enchanted. 
  Results of a failed roll depend on the method being used to enchant the item - 
  see below. A roll of 16 always fails; a 17 or 18 is a critical failure. 
  On a critical success, the enchantment succeeds greatly. The Power of the 
  item created is higher; roll 2 dice for the amount of increase. A roll of 3 may also 
  enhance the object in some further way - GM’s discretion. The caster will know 
  that his spell went well, but he will have to use Analyze Magic to know how 
  well. 
  A critical failure will destroy the item and all materials used. 
   
  Quick and Dirty Enchantment 
  This method is used when a magic item is needed now. It takes one hour for 
  each 100 points of energy required (round up). At the end of that time, all the 
  energy is spent, and the roll is made. Thus, a lone caster is limited to the energy 
  provided by his own HT and ST, and one Powerstone. 
  The caster may have assistants. Each of these may also use a single 
  Powerstone - so assistants can dramatically multiply the available energy. The 
  drawback is this: His effective skill is at -1 for each assistant! The number of 
  permissible assistants is limited to the number that will reduce the caster’s 
  effective skill to 15. With more assistants, the enchantment won’t work. 
  If the caster uses HT to cast the spell, his effective skill is at -1 for each HT 
  used. The same is true for assistants, but their skill levels do not affect the item’s 
  final Power. However, they may not reduce their effective skill below 15. 
  If anyone but the caster and assistants is present (within 10 yards, or able to 
  see the caster) the spell is at a further -1. Thus, keeping guards to protect against 
  a possible backfire adds to the danger of a backfire. 
  A failed roll means that the enchantment on the item is perverted in some 
  way, or is an entirely different spell - GM’s choice. The caster will not know his 
  spell went wrong unless he uses Analyze Magic or tries the item! 
  Since most Powerstones require multiple castings of the Powerstone spell 
  (cost 20), they are usually made by this method. 
  Example: The mages Tubbs and Hawthorne decide to make some new 
  Powerstones. They already have a dozen 1-point Powerstones as “working tools.” 
  They purchase three 10-carat gems from a local jeweler. Hawthorne has a skill of 
  16 with Powerstone and Enchant, and Tubbs has 15 in both, so Hawthorne does 
  the actual casting. Each takes a charged 
  1-point Powerstone, and they begin. After 1 
  hour (the minimum), Hawthorne rolls a 12 
  against his effective skill of 15, succeeding. 
  He spends 8 fatigue and 1 point from his 
  stone, and Tubbs spends 10 fatigue and his 
  1-point stone. Hawthorne sets the 10-carat 
  gem (now a 1-point Powerstone) aside, and 
  they leans back in their easy chairs to recover. 
  Since they both have Recover Strength at 15, 
  they are fully recovered after 50 minutes. 
  After a 10-minute break 
   
   
   
  
   
   
   
  - 19 - 
  MAGICAL ITEMS
  to have some tea and exchange the working stones for “full” ones from 
  the charging rack in the basement, they are ready for another casting. 
  Each casting takes a total time (including recovery) of two hours, so 
  they do four per day, for 8 hours of work. A week later they have two 
  10-point stones (the third was unfortunately destroyed by a critical 
  failure). 
  Later, while the party is in the wilderness, Hawthorne’s Staff is 
  broken. They decide to enchant a replacement immediately. 
  Hawthorne’s skill with the Staff spell is 17. His effective skill is 15 (1 
  for Tubbs as assistant, -1 for the other adventurers, who are unwilling to 
  get out of sight of the mages in dangerous territory). He rolls a 9, 
  succeeding. He spends 8 from his ST, 8 from his 10-point Powerstone, 
  and Tubbs spends 9 and 5 from his strength and Powerstone - totaling 
  the required 30 energy. 
   
  Slow and Sure Enchantment 
  This method is used when the “quick and dirty” method can’t 
  generate enough power, or when a mage wants to be sure it’s done 
  right. 
  The process takes one mage-day for each point of energy required. 
  Thus, if an item has an energy cost of 100, it may be created by one 
  mage in 100 days, two in 50 days, three in 34 days, and so on. Again, 
  full eight-hour days of work are required. As for other types of 
  ceremonial magic, all the caster’s assistants must be present every day. 
  Spectators may not help. 
  Example: Four mages are making a Stone Missile staff (see p. 
  32/B156). This requires 400 points of energy. So the casting takes 
  400/4, or 100, days. 
  Each mage in the Circle has to be present for each day of work. If a 
  day’s work is skipped or interrupted, two days of work will be required 
  to make up for each day skipped. Loss of a mage simply ends the 
  project! The final skill roll is made on the last day. No energy 
  expenditure is required; the energy has been put in gradually as the spell 
  progressed. 
  A failed roll means the enchantment simply didn’t work. The time 
  and energy are lost, as are the materials used in the spell. (Exception: If 
  the item was already magical, it is unharmed, though extra materials are 
  lost.) Note that, as with other ceremonial magic, a roll of 16 fails auto-
  matically. 
  This method can be combined with “energy for skill” (p. 15/B151), to let a 
  mage take a very long time and increase his effective skill. 
   
  Using a Magic Item 
  Magical items follow the rules given for the spell(s) they contain - see the 
  Spell List. Most items let the user cast that spell. Some let the wearer cast the spell 
  only on himself; others let the wearer cast it on any subject. 
  If a spell can be put into a magic item, this will be detailed at the end of that 
  spell’s description. Unless specified otherwise: 
  Casting time is as described for the spell; high Power does not affect this. 
  No ritual is required unless something is specified for a particular item. In 
  general, the user just wills it to work. 
  Energy cost is the same as for a normal casting of the spell, and is not affected 
  by the item’s Power (though an item may be “self-powered” to reduce the energy 
  required to use it - see p. 43). 
   
  Controlling PC Enchantment 
  Restricting available items may cause 
  players to decide to make their own. If the GM 
  feels that a particular item is too easy to make, 
  here are some ways to make it more difficult: 
  Rare materials: The item could require rare 
  ingredients in addition to the energy and time. 
  Attempting to get the needed materials could 
  become an adventure in itself... 
  Side effects: After making an item, the PCs 
  might find that strange things happen when 
  they try to use it. The GM could rule that 
  further obscure precautions or rituals are 
  needed to make the item safe. 
  Additional expenses: The GM can rule that 
  additional common but expensive materials 
  (such as gems or rare metals) are needed to 
  make the item, raising the cost to whatever 
  level is necessary. 
   
  
   
   
  - 20 - 
  MAGICAL ITEMS
  Cost to Make Magic Items 
  The economics of magic can be as basic or 
  as detailed as you like. The GM is perfectly 
  welcome to ignore everything that follows, and 
  set magic prices to suit himself. For those who 
  enjoy economic realism, though, here are some 
  “hard” numbers. The value of an item is what it 
  will bring, as discussed on the next page. But 
  the actual cost to make an item can be 
  calculated. The calculations below assume that: 
  (1) Enchanter mages normally spend an 
  average of 10 energy (ST only) on each Quick 
  & Dirty casting. 
  (2) When Powerstones are used, the return to 
  the stone’s owner is 36% per year, so the cost 
  of one point of energy from a stone is 1/1,000 
  of the stone’s cost. 
  (3) Most enchanter mages make around $25 
  per day. Very few enchanters have a skill over 
  20, so the largest circle will be 6. 
  (4) Most items are made at Power 15. 
   
  As a consequence of (1) and (3), energy from 
  mages’ own ST costs about $1.00 per point 
  used. As a consequence of (2), energy from 
  Powerstones smaller than 5 points is cheaper 
  than using a mage. But if a Powerstone is larger 
  than 35 points, its energy costs more than $25 
  per point, which makes Slow and Sure 
  enchantment cheaper than using such a stone. 
  This means that: An item whose total energy 
  cost is 100 or less, made in a single casting, 
  will cost an average of only $1.00 per point to 
  produce, because small, cheap Powerstones can 
  provide all the needed energy. For items 
  requiring more energy, prices rise quickly, as 
  larger, less economical stones must be used. 
   
  Energy Cost 
  Cost to Make 
  105 
  $190 
  110 
  $205 
  120 
  $235 
  130 
  $320 
  140 
  $435 
  150 
  $505 
  160 
  $685 
  170 
  $915 
  180 
  $1,055 
  190 
  $1,385 
  200 
  $1,790 
  210 
  $2,065 
  220 
  $2,615 
  230 
  $3,275 
  240 
  $3,650 
  250 
  $4,510 
  260 
  $5,520 
  270 
  $6,090 
   
  Any item with an energy cost over 270 
  should be made by the Slow and Sure method. 
  This will cost a flat $25 per energy point, plus 
  costs for any materials required and the actual 
  item to be enchanted. 
  For intermediate values, use a weighted 
  average of the values above and below. 
   
  Success is determined normally, using the item’s Power as the caster’s basic 
  skill and applying normal modifiers. Power is at -5 in low-mana areas. 
  The item can be used indefinitely - it does not “wear out.” 
  All other effects are as described for normal use of the spell. 
  Only one person at a time can control a magic item. If two people are 
  touching a magic item (struggling for control of a staff, for instance) only the 
  first to touch it can use it. But if a person cannot use an item (because it is only 
  for mages, for instance) his touching it doesn’t count. 
  Resistance and Power: If a spell can be resisted when cast normally, it can be 
  resisted when cast from a magic item. Roll a contest: the item’s Power (see p. 
  17/B152) vs. the subject’s HT, IQ, etc., as specified for the particular spell. If the 
  subject has Magic Resistance, it works normally. Therefore, items of high Power 
  are harder to resist. All magic items are easier to resist in low-mana areas, where 
  their Power is reduced by 5. 
   
  Identifying Magical Items 
  The new owner of a magic item may not immediately learn its powers. 
  “Always on” items (see below) , or items with Link spells, are the easiest to 
  figure out. Other items will not work until they are willed to do so, and the user 
  must will the correct effect. Just thinking “Do something!” at a magical item will 
  not activate it. 
  Some effects (e.g., increased ST or DX) will be obvious immediately, once 
  the item is activated. Others (e.g., water-breathing, or an increase in a particular 
  skill) will not be noticed until a situation occurs where they can take effect. In 
  such a case, the GM should try not to drop inadvertent clues to the item’s true 
  nature! 
  The Analyze Magic spell (p. 55) will reveal the enchantments on an item. 
   
  “Always On” Items 
  Certain magical items are described as “always on.” They must be worn or 
  carried in order to work. These items do not let the wearer cast the spell; instead, 
  they automatically cast it on the wearer at no energy cost. Often, these are items 
  with a bad effect; in that case, a resistance roll may be made. 
  Picking an item up momentarily, to examine it, is not “wearing” it. But 
  carrying it in your hand, or putting it on, is. As a rule, a beneficial item must be 
  worn or touched in order to work, but a harmful one will affect you even if 
  carried in your pocket. 
  If an arrow or dart is enchanted with hostile magic, it may be carried without 
  harm. It only affects the person it sticks in! That person is “wearing” it until it is 
  removed by a successful Physician or First Aid roll (requires one minute) or by 
  brute force (does the same damage the arrow initially did)! 
  For all “always on” items, unless specified otherwise: 
  
   
   
   
  - 21 - 
  MAGICAL ITEMS
  Casting time is irrelevant. The item does not let the wearer cast the spell: it 
  puts the spell on him. Most items work instantly. Some are designed to take 
  effect over a period of about five minutes, so it is not immediately obvious that 
  they are doing something (the enchanter may specify this at the time any such 
  item is made; it does not affect cost or difficulty). This is often done with 
  “hostile” items intended as traps. 
  Energy cost is zero. 
  The subject may make a resistance roll, if the spell can normally be resisted. 
  The item can be used indefinitely; the effect lasts as long as the item is worn. 
  All other effects are as usual for that spell. 
   
  Multiply-Enchanted Items 
  An item may carry any number of spells; each one requires a separate 
  enchantment. The presence of a spell on an item does not affect further 
  enchantments. (Exception: The Bane spell (p. 45) limits an item’s use, but makes 
  it easier to cast further spells on it!) 
  The advantage of putting several spells on an item is that it’s easy to carry 
  and use. For instance, few wizards would want to bother with carrying several 
  staffs around! And if you want to guard your magical property with protective or 
  limiting spells, it’s easier to cast each one only once. Furthermore, dedicated 
  Powerstones (see p. 47) can be used by all the spells. 
  The disadvantage is that, with one item, you’re putting all your enchanted 
  eggs in one basket. If a multiply-enchanted item breaks, all its spells are lost! 
  [See the special rules for breaking armor and shields under Fortify (p. 46) and 
  Deflect (p. 46).] And every time a new enchantment is added, there’s that chance 
  of the critical failure that will destroy the whole thing . . . 
   
  Value of Magical Items 
  The market price of magical items varies with supply and demand (which 
  can be freely manipulated by GMs or scenario writers). If the campaign has one 
  or more rich cities in normal or high mana areas (such as Megalos on Yrth), then 
  they will probably have many small groups of mages specializing in the “quick 
  and dirty” enchantment of high-demand items. Individual mages can often be 
  found to make the higher-cost or rarer items by the “slow and sure” method. The 
  cost of an item will depend on how much the mages charge for their work, 
  materials required, distance from the place of creation, and “markup” by 
  merchants. Items of general use, like Wishes and Powerstones, will always be in 
  more demand and will be marked up more than unusual or specialized items. 
   
  Sample Cost Chart 
  Here are purchase prices for some cat the 
  less 
  powerful 
  enchantments, 
  using 
  the 
  assumptions on the previous page. Some items 
  can be made at more than one strength, by 
  repeated enchantments; cost are given for each 
  level of strength. 
  These prices include the cost of any 
  necessary materials, but do not include the cost 
  of the item to be enchanted. This cost must be 
  added to get the final value. 
   
  Accuracy or Puissance on a weapon: +1 
  $4,510, +2 $25,000 
  Accuracy or Puissance on a missile: +1, +2, +3: 
  $25/$100/$12,500 
  Air-Golem: $10,500 
  Bless: 1 pt. $100, 2 pts. $12,500 
  Blur: 1 pt. $100, 2 pts. $1,790, 3 pts. $7,500 
  Deflect: PD+1 $100, PD +2 $12,500 
  Fortify: DR +l $50, +2 $1,790, +3 $20,000 
  Haste: +1 $4,510, +2 $12,500 
  Hex: $1,790 
  Iron Arm: $15,000 
  Lesser Wish: $1,055 
  Lighten: 25% $100, 50% $12,500 
  Link: $1,790 
  Missile Shield: $10,000 
  Name, Password: $1,790 with name, $10,000 
  without 
  Power or Speed: 1 pt. $12,500, 2 pts. $25,000 
  Shatterproof: $10,000 
  Staff: $30 
  Walk on Air: $13,500 
  Wish: $4,510 
   
  It should he noted that even if the campaign 
  is using total economic realism, it is easy to 
  justify changes in the prices of some (or all) 
  items. The price of a particular item can easily 
  be halved if a local Circle has a lead enchanter 
  of extraordinary skill. Or it could double if no 
  local enchanter can make it without trading 
  time and energy for skill. 
  If the basic economic assumptions are 
  changed, the price of all magic items can 
  change drastically. For instance, it enchanters 
  often have skill over 20, more mages can be 
  used in a circle, and prices drop dramatically. 
  Or if healing magic is common, enchanters can 
  spend their HT energy freely, which almost 
  doubles the “size” of the item that can be made 
  at the $1.00/point rate. The calculations are left 
  for the GM “ho tends them interesting! 
   
   
   
  
   
   
  - 22 - 
  MAGICAL ITEMS
  Powerstone Costs 
  Powerstones (see p. 47) are a special case, 
  because a Powerstone is built up by a number 
  of small castings, each requiring 20 energy. 
  The size of a gem, in carats, gives the 
  maximum strength it can have as a Powerstone 
  - a 20-carat gem can become a ST 20 
  Powerstone, but no more. We make the 
  following assumptions: 
  Cost 
  for 
  each 
  casting 
  of 
  the 
  spell 
  Powerstone: $20. Cost for a gem that is suitable 
  for making a strength P Powerstone: $10xP^2 + 
  $40xP. Daily pay for an average enchanter 
  mage: $25. Expected rate of return for money 
  invested in Powerstones: 0.1% per day (36% 
  per year). 
  The average cost of Powerstones, especially 
  large ones, is increased by a cumulative factor 
  which represents the chance that one of the 
  castings will result in a critical failure, 
  destroying the stone. For a powerstone of ST 
  60, the chances are over 2 in 3 that the stone 
  will be destroyed before it reaches the desired 
  size! Thus, the expected cost to make a ST 60 
  Powerstone is more than three times that which 
  would be given simply by adding the cost of 
  the gem to the cost of casting the spell 60 
  times. 
  There is always a demand for good 
  Powerstones without peculiar quirks (see p. 
  47), so retail magic-sellers always mark the 
  price up. Typical retail prices are shown in the 
  second column. 
   
  Size 
  Cost to 
  make 
  Typical 
  retail 
  1 
  80 
  150 
  2 
  175 
  300 
  3 
  300 
  500 
  4 
  450 
  900 
  5 
  620 
  1,200 
  6 
  850 
  1,600 
  7 
  1,050 
  2,000 
  8 
  1,350 
  2,500 
  9 
  1,650 
  3,100 
  10 
  2,000 
  4,000 
  12 
  2,750 
  5,500 
  15 
  4,250 
  8,200 
  20 
  7,700 
  15,000 
  25 
  12,500 
  24,000 
  30 
  19,000 
  40,000 
  35 
  28,000 
  58,000 
  40 
  39,000 
  80,000 
  45 
  54,000 
  110,000 
  50 
  72,000 
  150,000 
  60 
  120,000 
  250,000 
  70 
  195,000 
  500,000 
  80 
  305,000 
  850,000 
  90 
  460,000 
  1,200,000 
  100 
  680,000 
  2,000,000 
   
  The. tables in the sidebars give typical costs for mages to create magical 
  items in “common magic” campaigns (see p. 119), based on the energy required. 
  Add to this the value of any materials required by the spell, and the intrinsic 
  value (if any) of the enchanted object. For items with multiple enchantments, just 
  total the value of all spells. 
  The formulas assume that magical items are made with a Power of 15. Items 
  made with a higher Power are better and more valuable, because they can work at 
  a greater distance, are harder to resist, and so on. Sellers of such items will base 
  their price on the energy that would be required to create them for a mage of skill 
  15 - e.g., 20% extra for Power of 16, and so on - see p. 15/B151. 
  An item of Power 20, which will work in low-mana areas, will require three 
  times “base” energy. This can increase the cost drastically. Example: Latro wants 
  a suit of armor with a +1 DR Fortify that will work in low-mana areas. The base 
  energy for a +1 Fortify is 50, which is tripled to 150. Checking the chart for an 
  item of energy 150 gives a cost of $505 - while a plain +1 Fortify cast at Power 
  15 would cost only $50 to cast. 
  If someone orders a custom-made magical item, the maker may quote a price 
  based on the above costs. Or he may offer to perform the work for a flat $25 (or 
  so) per mage per day, for all time spent, using the “slow and sure” method. The 
  buyer assumes the risk that enchantments may fail and have to be redone. 
  Finding a wizard who is willing to custom-make magical items, and who is not 
  “booked up,” is the same as finding a hireling. Likewise, finding a wizard to 
  participate in a Circle to make magical items is the same as finding a wizard 
  hireling for any other purpose. Normally, it would be difficult or impossible to 
  order an item custom-made by the “quick and dirty” method unless you already 
  know a circle of mages specializing in that particular spell. 
   
  Selling Magical Items 
  PCs who make or capture a magical item will often want to sell it. This can 
  lead to an interesting adventure in its own right! In general, large cities will be 
  the most profitable places to sell magic items (especially odd ones). On 
  secondhand items, limiting spells do not usually add to the value of an item, and 
  may subtract from it - this is a matter for haggling. 
  PCs who specialize in creating a certain item, in order to make it cheaply, may be 
  able to make a killing at first. The GM should allow them some profit for their 
  cleverness. If they get greedy, he may bring in rival mages, tax-collectors, or 
  other balancing factors. 
   
  
   
   
   
  - 23 - 
  SPELL LIST
  Each spell description includes the following information: 
   
  Name of Spell and Class(es) it belongs to. A (VH) indicates that the 
  spell is Very Hard; otherwise, it is a Hard skill. 
   
  Description of Effect and special rules. 
   
  Duration: The time the spell’s effect lasts. If the spell is maintained, it 
  lasts for a time equal to the original duration. Some spells have an 
  instantaneous effect, and therefore no duration is given. 
   
  Cost: The energy (ST or HT) expended when the spell is cast. See p. 8. 
  Note that some spells also have a cost to maintain. Others (Thunderclap 
  and Flash, for instance) have an instantaneous effect, and cannot be 
  maintained. If cost is given as “Base Cost,” it indicates the cost for each 
  one-hex radius of an “area” spell - see p. 11. 
   
  Time to Cast: This is the time required to cast the spell. It no lime is 
  given, the spell requires one second of Concentration and takes place at 
  the beginning of the caster’s next turn. 
   
  Prerequisites: Magery or IQ requirements, and other spells that must 
  be known at a skill level of 12 or better before this spell may be studied. 
   
  Item: Type of permanent magical item that can be made with the spell, 
  and special rules (if any) for that item. Energy cost to create it. and costs 
  for required materials (if any). See Chapter 2 for detail, on creating 
  magical items. It there is no Item’ listing, no magic item cant be made 
  with that spell. 
   
  ANIMAL SPELLS 
   
  These are the spells related to animal control and communication. 
  None of these spells give their subjects any special powers; animals 
  controlled will not be able to do anything they would normally be unable 
  to do, but they will follow the caster’s mental commands to the best of 
  their abilities. Likewise, the ability to talk to an animal only lets you learn 
  what the animal knows and understands. 
  These spells will not work on creatures of races which normally have 
  IQ 8 or greater. 
  All magical items of this college must depict the appropriate type of 
  animal, or contain an inset tooth from that creature. 
   
  Beast-Soother  
  Regular 
  Lets the caster calm a single animal. The beast’s reaction roll to the 
  caster is improved by twice the energy put into the spell. 
  Duration: Permanent, until something disturbs animal. 
  Cost: 1 to 3. 
  Prerequisite: Persuasion or the Animal Empathy advantage. 
  Item: Staff, wand or jewelry. Energy cost to create: 600. 
   
  Master  
  Regular or Blocking; Resisted by IQ 
  Will hold any beast motionless and quiet as long as the caster 
  maintains eye contact and concentration. Note that darkness breaks eye 
  contact! May be cast as a Blocking spell if the animal is entering the 
  caster’s hex - e.g., to attack. 
  Duration: Indefinite. 
  Cost: 2. 
  Prerequisite: Beast-Soother. 
  Item: Staff, wand or jewelry. Energy cost to create: 800. 
   
  Beast Summoning  
  Regular 
  Lets caster call one creature of a named type (anything under IQ 8). 
  Range does not matter for this spell. If the spell is successfully cast, the 
  caster will know the location of the closest creature of the type, and how 
  long it will take for that creature to come to him. It will move toward the 
  caster as fast as it can, until the spell ends or the animal can see the caster. 
  It will stay nearby, without attacking, until the spell ends. The summoned 
  animal will then have a +1 on its reaction to the caster (only). Note than if 
  the creature is attacked by the caster or someone near the caster, the spell 
  will be broken. 
  Duration: 1 minute. 
  Cost: 3 to cast; 2 to maintain. To call many animals, double the cost of 
  the spell. All creatures within a certain area (usually about a 10-mile 
  radius; more for a very successful casting) will be drawn. Of course, the 
  time they take to arrive will depend on the speed at which they can travel, 
  and if the spell ends before they arrive, they will turn and go about their 
  business. 
  Prerequisite: Beast-Soother. 
  Item: Staff, wand or jewelry. Energy cost to create: 400 for an item 
  that summons one particular species, or 800 for an item that can summon 
  any beast. 
   
  Beast Seeker  
  Information 
  As for Seeker (p. 54), but works only with animal,. May be cast for 
  any species of animal, or individual, or simply any animal. 
  Cost: 3. One try per week per species. 
  Prerequisite: Beast Summoning and at least two other Seek spells, or 
  Seeker. 
   
  Beast Link  
  Regular 
  Establishes a mental link with an animal. The animal will not stray far 
  from the caster after that (generally not more than a half-hour’s travel). It 
  will then come, once, whenever the caster wishes. at a fast but not killing 
  pace. If it is a wild beast, any reactions must be re-determined when the 
  creature arrives; previous good reactions from Beast-Soother, for instance, 
  no longer hold! This spell is similar to Beast-Summoning, but is cast in 
  advance and on a specific creature. 
  Duration: Until the beast is next called. This counts as a spell “on.” 
  Cost: 3. 
  Time to cast: 5 seconds. 
  Prerequisite: Beast-Summoning. 
  Item: Matched amulets. The gold one is worn by a human, the silver 
  one by an animal; this gives the human the power to cast the Beast Link, 
  or (if self-powered) creates the link automatically. Energy cost to create: 
  500 for the pair. 
  
   
   
  - 24 - 
  SPELL LIST
  Insect Control 
  Regular; Resisted by IQ 
  Lets the caster control the actions of one large insect (any size) or a 
  swarm of up to a thousand ordinary-sized “bugs.” Concentration is 
  required. This spell will not work on an intelligent being (IQ 8 or more). 
  Duration: 1 minute. 
  Cost: 3 to cast; 2 to maintain. 
  Prerequisite: Beast-Soother. 
  Item: Staff, wand or jewelry. Energy cost to create: 300 for an item 
  that controls one particular species, or 600 for an item that can control any 
  type of insect. 
   
  Fish Control 
  Regular; Resisted by IQ 
  Lets the caster control the actions of one large fish (any size) or a 
  school of an aggregate weight of about 100 lbs. Concentration is required. 
  This spell will not work on an intelligent being (IQ 8 or more). 
  Duration: 1 minute. 
  Cost: 3 to cast; 2 to maintain. 
  Prerequisite: Beast-Soother. 
  Item: Staff, wand or jewelry. Energy cost to create: 400 for an item 
  that controls one particular species, or 800 for an item that can control any 
  type of fish. 
   
  Mollusk Control 
  Regular; Resisted by IQ 
  Lets the caster control the actions of one large mollusk (any size), such 
  as a squid or octopus, or a school of an aggregate weight of about 100 lbs. 
  Concentration is required. This spell will not work on an intelligent being 
  (IQ 8 or more). 
  Duration: 1 minute. 
  Cost: 3 to cast; 2 to maintain. 
  Prerequisite: Beast-Soother. 
  Item: Staff, wand or jewelry. Energy cost to create: 400 for an item 
  that controls one particular species, or 700 for an item that can control any 
  type of mollusk. 
   
  Reptile Control 
  Regular; Resisted by IQ 
  Lets the caster control the actions of one large reptile (any size) or a 
  group of small ones, up to about 100 lbs. total. Concentration is required. 
  This spell will not work on an intelligent being (IQ 8 or more). 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. 
  Prerequisite: Beast-Soother. 
  Item: Staff, wand or jewelry. Energy cost to create: 400 for an item 
  that controls one particular species, or 800 for an item that can control any 
  type of reptile. 
   
  Bird Control 
  Regular; Resisted by IQ 
  Lets the caster control the actions of one large bird (any size) or a 
  flock of small ones, up to about 100 lbs. total. Concentration is required. 
  This spell will not work on an intelligent being (IQ 8 or more). 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. 
  Prerequisite: Beast-Soother. 
  Item: Staff, wand or jewelry. Energy cost to create: 400 for an item 
  that controls one particular species, or 800 for an item that can control any 
  type of bird. 
   
  Mammal Control 
  Regular; Resisted by IQ 
  Lets the caster control the actions of one large mammal (any size) or a 
  group of small ones, up to about 100 lbs. total. Concentration is required. 
  This spell will not work on an intelligent being (IQ 8 or more). 
  Duration: 1 minute. 
  Cost: 5 to cast; 3 to maintain. 
  Prerequisite: Beast-Soother or Charm. 
  Item: Staff, wand and/or jewelry. Energy cost to create: 600 for an 
  item that controls one particular species, or 1,200 for an item that can 
  control any type of mammal. 
   
  Rider  
  Regular 
  Lets the caster mount and ride the subject creature as though it were a 
  trained, loyal riding animal. The creature must be capable of carrying the 
  caster, and the caster must still make a Riding roll whenever it would 
  normally be required. No concentration is required on the caster’s part. 
  Duration: 5 minutes. 
  Cost: 2 to cast, l to maintain 
  Prerequisite: At least one of the above “control” spells. You cannot 
  use the Rider spell on a beast unless you know the appropriate Control 
  spell and cast it first. 
  Item: Staff, wand or jewelry. The spell does not affect the creature 
  until the would-be rider actually mounts it. If the rider dismounts, the 
  creature will remain docile for about a minute before fleeing or attacking 
  (whichever is its nature). Energy cost to create: 800 for an item that 
  controls one particular species, or 3,000 for an item that can control any 
  creature. 
   
  Rider Within 
  Regular 
  Works on any type of animal (but not intelligent beings). This is the 
  animal version of the Soul Rider spell. Caster becomes able to see through 
  subject’s eyes, hear through its ears, etc, as long as he concentrates. 
  (Caster also remains aware of his own body and may act normally.) Caster 
  exerts no control whatsoever over subject, and subject is unaware caster is 
  “watching.” 
  Duration: 1 minute. 
  Cost: 4 to cast, 1 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: At least two different Animal Control spells. The caster 
  must also know the Animal Control spell for the type of animal being 
  “ridden” before he can use this spell on that type of animal. 
  Item: A pair of identical pieces of jewelry - one gold, one silver. The 
  gold one must be wpm by the caster, the silver one by the subject (e.g., on 
  a collar). The spell can then be cast at any time, regardless of distance. 
  Usable only by a mage. If a Powerstone is included in the item, it is in the 
  gold one. If either item is broken, the other loses its enchantment. Energy 
  cost to create: 1,000 (for the pair). Each of the pair must contain an opal 
  worth $100. 
   
  Beast Possession 
  Regular; Resisted by IQ 
  Like Rider Within - except caster is in full control of the subject, 
  “from the inside,” and has full access to the beast’s memories and abilities. 
  While in the subject’s body, the caster may use all its skills and abilities as 
  though they were his own. He may use his own mental abilities, but not 
  his physical ones (so spells cannot be cast unless they are so well known 
  they require no speech or gesture). The caster’s own body lies unconscious 
  during the spell, and must be safeguarded. 
  Duration: 1 minute. 
  Cost: 6 to cast; 2 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisite: Rider Within or Possession. 
  Item: As for Rider Within, but more costly. Energy cost to create: 
  1,500 (for the pair). Each of the pair must include an opal worth $200. 
   
  
   
   
   
  - 25 - 
  SPELL LIST
  Beast Speech 
  Regular 
  Lets the caster communicate with any animal, in the creature’s own 
  “language.” The amount of information exchanged depends on the 
  animal’s intelligence; no creature below the level of a bird will be likely to 
  know much of interest. An ant may crawl over gold, but it knows only that 
  the material is hard and inedible . . . Each minute of the spell allows one 
  question and answer. 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. 
  Prerequisite: Beast-Summoning. 
  Item: Staff, wand or jewelry. Energy cost to create: 1,000 for an item 
  that talks to one particular species, or 4,000 for an item that can talk to any 
  creature. 
   
  Shapeshifting (VH) 
  Special 
  Lets the caster change to the form of an animal. Each animal form is a 
  different spell, to be learned separately. The caster may only learn the 
  form of an animal with which he is familiar. The following spells are 
  known: wolf, bear, boar, giant eagle, tiger, giant snake. (Others may be 
  known in some game-worlds.) The caster becomes a large member of the 
  species, as per description on p. 110. Clothing, jewelry and armor vanish 
  when the beast-form is taken, and reappear when the human form is 
  resumed (magical jewelry cannot be detected while “vanished”). 
  Backpacks, carried items, etc., simply fall to the ground. 
  The caster retains his own intelligence, but gains all the physical 
  attributes of the new form. This means that no spells may be cast unless 
  the wearer knows them so well that they can be performed without 
  gestures! Note that Fatigue is not increased for spellcasting purposes. 
  However, each hour that the spell continues, a roll against IQ must be 
  made; a failed roll means that the caster loses a point of IQ, continuing 
  until the normal IQ of that beast is reached! Should the caster’s IQ drop to 
  7, he is trapped in beast form forever unless the spell is removed by 
  Remove Curse (other spells won’t counter it). Lost IQ is regained when 
  human form is reassumed. 
  Duration: 1 hour. 
  Cost: 6 to cast, 2 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Magery, and at least 6 other spells of any type. 
  Item: (a) Jewelry. Must bear the likeness of the shape to be taken: 
  usable only by a mage, or by someone descended from a natural were! 
  Remains with caster when spell is cast - therefore, it is most convenient if 
  it is a collar or necklace. There is no cost to maintain the spell, but the 
  caster cannot change back unless he still has the item; otherwise, a 
  Remove Curse spell must be used if he is to regain normal form. Energy 
  cost to create: 1,500. (b) Skin of the shape to be taken. As above, but 
  merges into the subject and so cannot be lost! Energy cost to create: 3,000. 
   
  Shapeshift Others (VH) 
  Special; Resisted by IQ 
  As above, but usable on others. The subject can not end the spell: only 
  the caster, or a Remove Curse spell, can do that. Note that if the spell 
  continues until the subject’s IQ drops to 7, he is trapped in the beast form! 
  Rumor has it that a variant of this spell will permit a human to be turned 
  into a frog - but it is not found in current grimoires. 
  Duration: 1 hour. 
  Cost: 6 to cast, 2 to maintain. 
  Time to cast: 30 seconds. 
  Prerequisite: Magery 2, Shapeshifting for that form. 
  Item: (a) Staff or wand. Usable only by a mage; must touch the 
  subject. Energy cost to create: 3,000. (b) Skin of the shape to be taken 
  Always on. Placed on the subject, it puts the spell on him permanently 
  (soon causing IQ loss as above) until it is taken off by Remove Curse; the 
  item may then be reused. Energy cost to create: 3,000. 
   
  BODY CONTROL SPELLS 
   
  These are the spells that directly affect your body - or a foe’s. Many can 
  be used to injure or attack a foe quickly. See p. 8 for more about using 
  these spells with the “mage’s touch.” 
   
  Itch 
  Regular; Resisted by HT 
  Causes the subject to itch fiercely in a spot of the caster’s choice. The 
  subject will be at -2 DX until he takes one full turn to scratch (more, if 
  armor, etc., is in the way!). Only one Itch spell can affect any subject at a 
  time. 
  Duration: Until subject takes a turn to scratch. 
  Cost: 2. 
  Item: (a) Staff or wand; usable by mages only. Must touch victim. 
  Energy cost to create: 100. (b) Any item: always on. Wearer itches 
  constantly, and remains at -2 DX while item is worn. Energy cost to 
  create: 60. 
   
  Spasm 
  Regular; Resisted by HT 
  Can be directed against any of the subject’s muscles. Directed against 
  a hand, it causes the subject to drop whatever he is holding (usually a 
  weapon). If the subject is in the middle of a lengthy spell requiring 
  gestures, he must roll vs. DX or start over. 
  Ingenious casters will find other uses... 
  Duration: A moment. 
  Cost: 2. 
  Prerequisite: Itch. 
  Item: (a) Staff or wand; usable by mages only. Must touch victim. 
  Energy cost to create: 300. (b) Any item: always on. Wearer must roll vs. 
  HT each time he does something delicate (e.g., pick a lock, cast a spell) or 
  suffer a spasm as above. Energy cost to create: 100. 
   
  
   
   
  - 26 - 
  SPELL LIST
  Pain 
  Regular; Resisted by HT 
  The subject feels a stab of agonizing pain. He must make an IQ roll to 
  avoid crying out (if it matters). If he is in a precarious position (climbing, for 
  instance) he must make a DX roll to avoid catastrophe! His DX and all 
  DX-related skills are at -3 for the next turn onlv. If the subject is in the middle 
  of a spell requiring gestures, he must roll vs. IQ or start over. The subject’s 
  Toughness and Strong Will both add to any of the above rolls. High Pain 
  Threshold gives +3. 
  Duration: 1 second. 
  Cost: 2. 
  Time to cast: 2 seconds. 
  Prerequisite: Spasm. 
  Item: (a) Staff or wand; usable by mages only. Must touch victim. Energy 
  cost to create: 400. (b) Any item: always on. Wearer feels stabbing pain, as 
  above, but continuing until he makes a HT roll. Wearer can do nothing until 
  the roll is made! Energy cost to create: 300. 
   
  Stun 
  Regular; Resisted by HT 
  The subject is physically stunned (p. B127) and must roll vs. HT each turn 
  to recover. 
  Cost: 2. 
  Prerequisite: Pain. 
   
  Clumsiness 
  Regular; Resisted by IQ 
  Reduces the subject’s DX temporarily. Ability with all DX-based 
  skills is also reduced. 
  Duration: 1 minute. 
  Cost: 1 for every point of DX reduction to a maximum of 5; half that 
  amount per minute (round up) to maintain. 
  Prerequisite: Spasm. 
  Item: (a) Any item. Always on; reduces wearer’s DX. Energy cost to 
  create: 100 for each point of DX reduction. (b) Staff or wand. Usable by 
  mage only; must touch subject. Energy cost to create: 800. 
   
  Dexterity  
  Regular 
  Raises the subject’s DX temporarily. Speed and ability with all 
  DX-based skills are also raised. A caster can raise his own dexterity to 
  increase his chances of hitting with missile spells, etc. 
  Duration: 1 minute. 
  Cost: 2 for every point of DX increase (maximum of 5); the same cost 
  to maintain. 
  Prerequisite: Clumsiness. 
  Item: (a) Any item. Always on: wearer’s DX is raised while item is 
  worn! A very rare item. Energy cost to create: 2,000 per point of increase 
  (maximum 5). (b) Staff or wand. Usable by mage only: must touch 
  subject. Energy cost to create: 2,000. 
  Might 
  Regular 
  Raises the subject’s ST temporarily. This will affect damage, 
  encumbrance, fatigue. and possibly readying times for weapons. .A caster 
  can raise his own strength, but note that if the subject’s fatigue is higher 
  than his ST when the spell wears off he will immediately lose 
  consciousness. High skill does not reduce cost to cast this spell. 
  Duration: 1 minute. 
  Cost: 2 for every point of ST increase (maximum of 5); the same cost 
  to maintain. 
  Prerequisite: Lend Strength. 
  Item: (a) Any item. Always on; wearer’s ST is raised while item is 
  worn. Energy cost to create: 1,500 per point of increase (maximum 5). (b) 
  Staff or wand. Usable by mage only; must touch subject. Energy cost to 
  create: 1,000. 
   
  Vigor 
  Regular 
  Raises the subject’s HT temporarily. This will affect basic speed and 
  damage sustainable, but will not heal wounds or restore the use of 
  already-crippled limbs. If the subject’s wounds when the spell wears off 
  put him below -HT, he will have to make a HT roll to live if he has not 
  already done so. High skill does not reduce cost of this spell. 
  Duration: 1 minute. 
  Cost: 2 for every point of HT increase (maximum of 5); the same cost 
  to maintain. 
  Prerequisite: Lend Health. 
  Item: (a) Any item. Always on: wearer’s HT is raised while item is 
  worn. Energy cost to create: 1,500 per point of increase (maximum 5). (b) 
  Staff or wand. Usable by mage only; must touch subject. Energy cost to 
  create: 1,000. 
   
  Climbing 
  Regular 
  Gives the subject a strong, sure grip to increase his Climbing ability. 
  Duration: 1 minute. 
  Cost: 1 to 3 to cast; the same amount to maintain. The increase in the 
  subject’s Climbing ability is equal to twice the energy put into the spell. 
  Item: Shoes, gloves, clothing, or jewelry. Affects wearer only. Energy 
  cost to create: 250 times the maximum Climbing bonus (no more than 5) 
  the item can give. 
   
  Strike Blind 
  Regular; Resisted by HT 
  The subject is temporarily blinded. See p. 12 for a description of the 
  effects: the most important is that he is at -10 to attack anyone physically, 
  and cannot see targets to cast spells at. 
  Duration: 10 seconds. 
  Cost: 4 to cast; 2 to maintain. 
  Prerequisite: At least 2 Light spells and Spasm. 
  Items: (a) Any item. Always on; wearer is blinded. Energy cost to 
  create: 500. (b) Staff or wand. Usable by mage only; must touch subject. 
  Energy cost to create: 2,000. 
   
  Strike Deaf 
  Regular; Resisted by HT 
  The subject is temporarily deafened. 
  Duration: 10 seconds. 
  Cost: 3 to cast; 1 to maintain. 
  Prerequisite: At least 2 Sound spells and Spasm. 
  Items: (a) Any item. Always on; wearer is deafened. Energy cost to 
  create: 400. (b) Staff or wand. Usable by mage only: must touch subject. 
  Energy cost to create: 1,000. 
   
  Strike Dumb 
  Regular; Resisted by HT 
  The subject cannot speak. This may make it difficult to cast spells. if 
  they are not well known (see p. 7). 
  Duration: 10 seconds. 
  Cost: 3 to cast; 1 to maintain. 
  Prerequisite: Spasm. 
  
   
   
   
  - 27 - 
  SPELL LIST
  Items: (a) Any item. Always on: wearer cannot speak. Energy cost to 
  create: 500. (b) Staff or wand. Usable by mage only; must touch subject. 
  Energy cost to create: 2,500. 
   
  Curse-Missile 
  Missile 
  This spell lets the wizard take an Itch, Spasm, Pain, Clumsiness, 
  Curse, or Strike Blind/Deaf/Dumb spell and throw it, as a missile. It takes 
  three rolls to make the spell work: one on Curse-Missile spell to throw it, 
  one to hit the target, and one roll (on the underlying spell) when the target 
  resists. 
  This spell appears as a globe of greenish light, building in the caster’s 
  hands. A mage who sees a curse-missile can tell what it will do, if he 
  knows the spell within the missile. This spell has SS 13, Acc +2, ½D 30, 
  Max 80. 
  Cost: 2. If the spell succeeds, the mage pays the cost of the underlying 
  spell (Pain, etc.) as well. If the spell is one that can be maintained, the 
  mage may maintain it normally. 
  Time to cast: 1 second, plus time for underlying spell. 
  Prerequisite: Magery 2. The mage must also know the spell being 
  used in the missile. 
  Item: Staff or wand - missile is fired from end of item. Can be used 
  only by a mage. May fire only one particular type of spell, as set by 
  creator of item. Energy cost 600, plus cost for underlying spell. 
   
  Paralyze Limb 
  Regular; Resisted by HT 
  The caster must touch the subject on a limb (using appropriate DX 
  modifiers for that aimed attack). That limb is paralyzed; it is considered 
  crippled for one minute. In most combat situations, the limb may simply 
  be treated as crippled until that battle is over. Does not affect the head. 
  Duration: 1 minute. 
  Cost: 3. Cannot be maintained; must be recast. 
  Prerequisite: Magery and five Body Control spells including Pain. 
  Item: Staff or wand. Usable by mage only; must touch subject. Energy 
  cost to create: 1,000. 
   
  Total Paralysis  
  Regular; Resisted by HT 
  The caster must touch the subject on the head (-5 to caster’s attack 
  roll). The subject is totally paralyzed, and cannot move at all for one 
  minute (or, in the average game, until that battle is over). 
  Duration: 1 minute. 
  Cost: 5. Cannot be maintained; must be recast. 
  Prerequisite: Paralyze Limb. 
  Item: Staff or wand. Usable by mage only; must touch subject. Energy 
  cost to create: 2,000. 
   
  Wither Limb  
  Regular; Resisted by HT 
  Caster must touch one of the subject’s limbs. That limb withers 
  immediately; it is “crippled” for all purposes. The subject also takes 1 die 
  of damage. Does not affect the head. 
  Duration: Permanent unless healed magically. 
  Cost: 5. 
  Prerequisite: Magery 2, Paralyze Limb. 
  Item: Staff or wand. Usable by Mage only; must touch subject. Energy 
  cost to create: 2,000. 
   
  Deathtouch  
  Regular 
  Caster must touch the subject. The subject takes 1 die of damage for 
  every point of energy the caster uses in the spell. Neither passive defense 
  nor damage resistance protects against this injury! This spell does affect 
  the undead. 
  Cost: 1 to 3. 
  Prerequisite: Wither Limb. 
  Item: Staff or wand; must be colored jet black. Usable by mage only; 
  must touch subject. Energy cost to create: 2,500. 
   
  Sickness 
  Regular; Resisted by HT 
  As under Mind Control (see p. 66). 
   
  Fatigue 
  Regular; Resisted by HT 
  Reduces the subject’s ST temporarily. Note that this will affect the 
  subject’s basic damage with weapons. It also affects encumbrance, but 
  GMs are free to ignore this picky detail in the interest of playability. 
  Duration: 1 minute. 
  Cost: 1 for every point of ST reduction (maximum 5); half that amount 
  per minute (round up) to maintain. 
  Item: (a) Staff or wand. Usable by mage only; must be pointed at (but 
  not necessarily touch) subject. Energy cost to create: 900. (b) Any item. 
  Always on; reduces wearer’s ST. Energy cost to create: 100 for every 
  point of ST by which wearer’s ST is reduced. 
   
  Hinder 
  Regular; Resisted by HT 
  The subject’s Move score (and Dodge) is reduced by 1 for every point 
  of energy put into the spell. 
  Duration: 1 minute. 
  Cost: 1 to 4 points to cast; the same amount to maintain. 
  Prerequisite: Haste (p. 69) or Clumsiness. 
  Item: (a) Staff or wand. Usable by mage only; must be pointed at (but 
  not necessarily touch) subject. Energy cost to create: 600. (b) Any item. 
  Always on; reduces wearer’s Move score. Energy cost to create: 200 for 
  every 1-hex reduction in wearer’s Move. 
   
  Rooted Feet 
  Regular; Resisted by ST 
  Works on a living subject only. The subject’s feet are glued in place! 
  The subject gets another resistance roll every turn, rolling his (ST-5) 
  against the original spell skill roll, to break free. Skill with any weapon 
  except a ranged weapon is reduced by 2 while the spell continues, and the 
  subject’s Dodge score is cut in half (round down). 
  Duration: 1 minute, or until subject breaks free. 
  Cost: 3. 
  Prerequisite: Hinder. 
  Items: (a) Staff or wand. Usable by mage only: must touch subject. 
  Energy cost to create: 400. (b) Any item. Always on; wearer must make a 
  (ST-5) roll every turn in order to move. A failed roll means he cannot 
  move. Energy cost to create: 600. 
   
  Tanglefoot 
  Regular; Resisted by DX 
  The subject trips and falls down. 
  Duration: Instantaneous. 
  Cost: 2. 
  Prerequisite: Clumsiness. 
  Item: Staff or wand. Usable by mage only; must be pointed at (but not 
  necessarily touching) subject. Energy cost to create: 600. 
   
  Roundabout 
  Regular; Resisted by HT 
  Allows the mage to change the facing of the subject to any direction 
  desired. This is not a teleport-in-place, but a physical spin. On the 
  subject’s next turn, a Body Sense roll is needed to take any action. If the 
  subject moved 2 or more hexes the previous turn, he must make an IQ roll 
  to avoid continuing in the new direction. 
  Duration: Instantaneous. 
  Cost: 3. 
  Prerequisite: Tanglefoot. 
  
   
   
  - 28 - 
  SPELL LIST
  Resist Pain 
  Regular 
  The subject becomes temporarily impervious to pain. He may ignore 
  Spasm and other pain-causing spells. He cannot be stunned in combat, and 
  does not lose DX when wounded, or slow down when his HT is reduced to 
  3. However, he does not gain any actual resistance to injury - only to the 
  pain it causes. 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. 
  Prerequisite: Pain, Magery 2. 
  Item: Any item. Affects wearer only. Energy cost to create: 800. 
   
  Alter Visage 
  Regular; Resisted by HT 
  Changes the subject’s face as the caster wills. Any new organs added 
  (e.g., extra eyes) will not really function. Other than that, any change is 
  possible. If the caster is trying to duplicate an existing face, he is at -1 if he 
  does not have the model (or a good picture) available; if he is not too 
  familiar with the model, -2 or worse. 
  This spell cannot be used to injure the subject. Mages do not get an 
  automatic IQ + Magery roll to realize someone is under this spell. 
  If this spell or Alter Body (below) is used to permanently improve a 
  PC’s looks, the GM should require them to pay the appropriate character 
  points for the improvement! 
  Duration: 1 hour unless made permanent. May be removed by Alter 
  Visage, Alter Body or Remove Curse. 
  Cost: 4 to cast, 3 to maintain. May be made permanent, as an 
  enchantment, for an energy cost of 40. 
  Time to cast: 1 minute. 
  Prerequisite: 8 Body Control spells, and either Shapeshifting or 
  Perfect Illusion. 
  Item: Any, but usually clothing or jewelry. Gives wearer a new face, 
  pre-set by the caster. Energy cost to create: 1,000. 
   
  Alter Body 
  Regular; Resisted by HT 
  As for Alter Visage, except that the subject’s entire body (e.g., skin, 
  hair, limbs) may be altered. The subject’s general form cannot change: 
  humanoids stay humanoid. No extra limbs, wings, etc., may be added. 
  Simpler additions are possible (non-prehensile tails, horns, hooves), but 
  the subject will be unfamiliar with them, and may suffer penalties to DX 
  until a suitable adjustment period (GM’s decision) has passed. The 
  subject’s mass must remain the same; basic stats do not change. 
  Duration: 1 hour unless made permanent. May be removed by Alter 
  Body or Remove Curse. 
  Cost: 8 to cast, 6 to maintain. May be made permanent, as an 
  enchantment, for an energy cost of 200. 
  Time to cast: 2 minutes. 
  Prerequisite: Alter Visage. 
  Item: Any, but usually clothing or jewelry. Gives wearer a new 
  appearance. pre-set by the caster. Energy cost to create: 4,000. 
   
  COMMUNICATION AND EMPATHY SPELLS 
   
  Sense Life 
  Information; Area 
  Tells the caster if there is any life in the subject area, and gives a 
  general impression (on a good roll) of what kind. Caster can also specify 
  he is looking for a specific sort of life; plants, elves, redheaded girls, or a 
  named person who the caster knows. 
  Base Cost: ½ (minimum 1). 
  Item: Staff, wand or jewelry. Energy cost to create: 80. 
   
  Sense Foes 
  Information; Area 
  Tells the caster if the subject has hostile intent, and what the degree of 
  hostility is. Can be cast on one person, or a whole area. If cast over an 
  area, it will only detect that someone is hostile, without telling who. 
  Base Cost: 1 (minimum 2). 
  Item: Staff, wand or jewelry. Energy cost to create: 200. 
   
  Sense Emotion 
  Regular 
  Lets the caster know what emotions the subject is feeling at the 
  moment. Works on any living being, but not much use except on intel-
  ligent creatures! Will also tell how loyal the subject is to the caster (see 
  Loyalty, p. B195). 
  Cost: 2. 
  Prerequisite: Sense Foes. 
  Item: Staff, wand or jewelry. Energy cost 300. 
   
  Truthsayer 
  Information; Resisted by IQ 
  Tells whether the subject is lying or not. May be cast in two ways: (a) 
  to tell whether the subject has told any lies in the last five minutes; (b) to 
  tell whether the last thing the subject said was a lie. May also give an 
  indication of how great the lie is. If caster is not touching subject, 
  calculate range as for a regular spell. 
  Cost: 2. 
  Prerequisite: Sense Emotion. 
  Item: Crown, helmet or other headgear. Energy cost 500. 
   
  Compel Truth 
  Information; Resisted by IQ 
  The subject becomes unable to lie, though he may keep silent, or tell 
  partial truths (this must be roleplayed). The spell does not force him to 
  volunteer information; he merely cannot make any statement he believes 
  to be untrue. 
  Duration: 5 minutes. 
  Cost: 4 to cast, 2 to maintain. 
  Prerequisite: Magery 2, Truthsayer. 
  Item: Torc or heavy necklace; wearer cannot lie. Energy cost 600. 
   
  Mind-Reading 
  Regular; Resisted by IQ 
  Lets the caster read the subject’s mind. Works on any living thing, but 
  is most useful on intelligent creatures. Detects only surface thoughts (what 
  the subject is thinking at that moment). The subject is not aware his mind 
  is being read, except in case of a critical failure. Modifiers: -2 to skill if 
  caster does not know the subject’s native language; -2 if subject is of a 
  different race; -4 or more if subject is totally alien! 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Truthsayer. 
  Item: Crown, helmet or other headgear. Usable only by a mage. 
  Energy cost 1,000. 
  
   
   
   
  - 29 - 
  SPELL LIST
  Hide Thoughts 
  Regular; Resists mental attacks 
  This spell will Resist any sort of mind-reading or thought-control spell 
  used on the subject. The “attacking” spell must first overcome the 
  Resistance of this spell, and then (in a separate roll) the subject’s IQ. This 
  spell will not affect mental control that has already been established. 
  Duration: 10 minutes. 
  Cost: 3 to cast; 1 to maintain. 
  Prerequisite: Truthsayer. 
  Item: Crown, helmet or other headgear. Energy cost 400. 
   
  Soul Rider  
  Regular; Resisted by IQ 
  Caster becomes able to see through subject’s eyes, hear through his 
  ears, etc., whenever he concentrates. (Caster also remains aware of his 
  own body and may act normally). Caster exerts no control whatsoever 
  over subject, and does not know subject’s thoughts. Subject must be 
  intelligent (IQ 7 or above). Skill is at -2 if subject is of a different race; if 
  subject is totally alien, -4 or more! 
  Duration: 1 minute. 
  Cost: 5 to cast; 2 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Mind-Reading. 
  Item: A pair of identical pieces of jewelry - one gold, one silver. The 
  gold one must be worn by the caster, the silver one by the subject. The 
  spell can then be cast at any time, regardless of distance. Usable only by a 
  mage. If a powerstone is included in the item, it is in the gold one. If either 
  item is broken, the other loses its enchantment. Energy cost 1,000 (for the 
  pair). Each of the pair must contain an opal 
  worth $100. 
   
  Mind-Search (VH) 
  Regular; 
   
  Resisted by IQ 
  Lets the caster search through the subject’s 
  mind to find deep thoughts and knowledge of 
  things the subject is not thinking about at the 
  moment. In effect, the caster may ask one 
  simple question (answered by not more than 
  ten words) per minute, and get the most 
  truthful answer the subject can give. The 
  subject is not aware of the intrusion, except in 
  case of a critical failure. 
  Language is no barrier for this spell, and 
  the subject may even be asleep. Subjects of 
  different races will be harder to mind-search, 
  at the GM’s discretion. 
  Modifiers: Same as Mind-Reading, above. 
  If the subject has magically been caused to 
  forget something, this spell will not recover it. 
  Duration: 1 minute. 
  Cost: 6 to cast; 3 to maintain. 
  Time to cast: 1 minute. 
  Prerequisite: Mind-Reading. 
  Item: Cap, crown, helmet or other 
  headgear. Usable only by a mage. Energy cost 
  to create: 1,500. 
   
  Mind-Sending  
  Regular 
  One-way communication: lets the caster 
  send his thoughts to the subject. This goes at 
  only talking speed, though simple pictures 
  may also be sent (time required is equal to the 
  time it takes the subject to copy the picture on 
  paper or parchment). 
  When figuring the distance penalty, use 
  the “long-distance modifiers” given on p. 10. 
  If caster and subject don’t know each other, 
  there is an additional -4 penalty. 
  Duration: 1 minute. 
  Cost: 4 to cast; 4 to maintain. 
  Time to cast: 4 seconds. 
  Prerequisite: Mind-Reading. 
  Item: Cap, crown, helmet or other headgear. Usable only by a mage. 
  Energy cost to create: 1,500. 
   
  Telepathy (VH) 
  Regular 
  Full two-way communication, like Mind-Reading and Mind-Sending 
  combined. Subject must be willing. Both caster and subject know the 
  whole of each others’ thoughts and each knows 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 involved) is 
  required for each new person to enter. To eavesdrop on an existing 
  telepathic link without being noticed, there is a -4 skill penalty. 
  If caster and subject know each other and the subject expects the 
  “call,” there is no distance penalty. Otherwise, as for Mind-Sending above. 
  But the spell cannot work across time. dimension,, interplanetary space, 
  etc. 
  Duration: 1 minute. 
  Cost: 4 to cast; 4 to maintain. for a 3-way link. Same for each 
  additional person added. 
  Time to cast: 4 seconds. 
  Prerequisite: Mind-Sending. 
  Item: Cap, crown, helmet or other headgear. Usable only by a mage. 
  Energy cost to create: 2,000. 
   
  Persuasion 
   
  Resisted by IQ 
  Used when a reaction roll is required, this 
  spell makes the subject (one intelligent 
  creature -IQ 7 or better) more likely to react 
  favorably. 
  Duration: 1 minute. 
  Cost: Twice the bonus to be added w the 
  roll. 
  Prerequisite: Sense Emotion. 
  Item: Cap, crown, helmet or other 
  headgear. Must include a purple jewel (garnet 
  or amethyst) worth at leant $200. Usable only 
  by a mage. Energy cost to create: 1,000. 
   
  Control Person 
  Regular; 
   
  Resisted by IQ 
  Lets caster use all the victim’s senses and 
  control all victim’s physical actions (caster has 
  no access to subject’s memories, skills, spells, 
  etc.). The subject retains his memory and wits 
  and is aware of what is happening - though not 
  of the caster’s identity. The caster can only 
  “animate” one body at a time, and must 
  concentrate to control the subject’s body. 
  When he concentrates, his own body falls 
  limp; when he stops concentrating, the subject 
  regains control of his own body. But the caster 
  can move between the bodies freely while the 
  spell lasts! 
  Duration: 1 minute. 
  Cost: 6 to cast; 3 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Soul Rider or Telepathy. 
  Item: Crown, helmet or other headgear. 
  Usable only by a mage. Energy cost to create: 
  1,500. 
  
   
   
  - 30 - 
  SPELL LIST
  Possession (VH)  
  Regular; Resisted by IQ 
  Like Control Person - except the victim is unconscious throughout the 
  “possession,” and the caster has full access to the subject’s memories, 
  skills, and spells. While in the subject’s body, the caster has his own skills 
  and spells, and may use all the subject’s skills, spells, and memories as 
  though they were his own (the subject’s physical skills are at -1). The 
  casters own body lies unconscious during the spell, and must be 
  safeguarded. 
  Duration: 1 minute. 
  Cost: 10 to cast; 4 to maintain. 
  Time to cast: 1 minute. 
  Prerequisite: Magery and either Control Person or Beast Possession. 
  Item: Cap, crown, helmet or other headgear. Usable only by a mage. 
  Energy cost to create: 2,500. 
   
  Permanent Possession (VH)  
  Regular; 
   
  Resisted by IQ 
  Like Possession - but the caster remains in the body of the subject until he 
  chooses to leave, or is “exorcised” by an appropriate spell (see below). The 
  caster’s own body is in Suspended Animation (see p. 50) while the spell 
  continues. If the caster’s body dies, the spell is broken. Whenever the subject 
  body takes damage, the caster must roll on his own body’s HT, or take the 
  same damage. If the subject body dies, the caster must roll vs. HT or die 
  himself! 
  Duration: Indefinite (could be permanent). 
  Cost: 30. 
  Time to cast: 5 minutes. 
  Prerequisite: Possession and Magery 3. 
  Item: Cap, crown, helmet or other headgear. Usable only by a mage. 
  Energy cost to create: 3,000. 
   
  Exchange Bodies (VH)  
  Regular; Resisted by IQ 
  The caster permanently exchanges bodies with the subject. The subject 
  may be any living creature. The only way this spell can be reversed, once 
  it has been cast, is to cast it again; Exorcism or other anti-magic will not 
  work. The attributes of ST, DX and HT, as well as all physical advantages 
  and disadvantages, go with the body; IQ, memory, personality, and all 
  skills and spells go with the mind. 
  Note: If (for instance) an old wizard switches into a strong young 
  body, his “point value” as a character has increased, and the GM may 
  require him to pay the same number of character points as if he had 
  suddenly “upgraded” his original body that much! To help keep this under 
  control, this spell is probably one that should require some rare spell 
  materials (see p. 9). 
  Duration: Permanent. 
  Cost: 120. 
  Time to cast: 1 hour. 
  Prerequisite: Permanent Possession, Soul Jar (p. 73). 
  Exorcism 
  Regular; Resisted by spell on subject 
  Ends any Soul-Rider, Control, or Possession spell (or their animal 
  equivalents) affecting the subject. 
  Cost: 10. 
  Time to cast: 10 seconds. 
  Prerequisite: Soul Rider or Possession or (GM’s option) “holy” 
  religious status. 
  Item: Staff or wand. Usable only by a mage. Item must touch subject 
  of exorcism. Energy cost to create: 300. 
   
  Lend Language 
  Regular 
  Subject gains a language at caster’s level or subject’s IQ+4 whichever 
  is less. The caster must know the language in question. 
  Duration: 1 minute. 
  Cost: 3 to cast; 1 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Mind-Sending. 
   
  Borrow Language 
  Regular 
  Caster gains a language at subject’s level or at caster’s IQ+4 
  whichever is less. The subject must know the language in question. 
  Duration: 1 minute. 
  Cost: 3 to cast; 1 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Lend Language. 
   
  Lend Skill 
  Regular 
  Subject gains a skill at (stat)+4 or increases his existing skill by 4 
  levels - whichever is more. Subject’s skill cannot become higher than 
  caster’s skill. Caster must know the skill in question (either normally or by 
  Borrow Skill, below). Will not work on languages or spells. 
  Duration: 1 minute. 
  Cost: 3 to cast; 2 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Mind-Sending, IQ 12+. 
   
  Borrow Skill 
  Regular 
  The caster gains a skill at (stat)+4 or increases his existing skill by 4 
  levels -whichever is more. Caster’s skill cannot become higher than 
  subject’s skill. Subject must be willing, and know the skill in question. 
  Will not work on languages or spells. 
  Duration: 1 minute. 
  Cost: 4 to cast; 3 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Lend Skill. 
   
  Gift of Tongues (VH) 
  Regular 
  Lets the subject (intelligent creatures only) speak and understand any 
  language with a skill equal to his IQ. Will not provide speech or hearing to 
  one who lacks these abilities. 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. 
  Prerequisites: Borrow Language; 3 languages at skill 10+. 
  Item: Headgear or jewelry. Works on wearer only, and only for certain 
  languages. Energy cost to create: 300 per language included (must be 
  known to creator). 
   
  Gift of Letters (VH) 
  Regular 
  As above, but for written words only. The subject must already be 
  literate. 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. 
  Prerequisites: Borrow Language; 3 languages at skill 10+. 
  Item: Headgear or jewelry. Works on wearer only, and only for certain 
  languages. Energy cost to create: 300 per language included (must be 
  known to creator). 
  
   
   
   
  - 31 - 
  SPELL LIST
  ELEMENTAL SPELLS 
   
  There are four different colleges of Elemental magic: Earth, Air, Fire 
  and Water. 
   
  EARTH SPELLS 
   
  These spells concern themselves with the element Earth. Typically, 
  they are very powerful, but also very fatiguing; Earth is the hardest and 
  most obstinate of elements. In all these spells, one “hex” of earth, where it 
  matters, is assumed to be six feet deep. 
  None of these spells will affect or transform stone or metal unless the 
  description specifically says so. 
   
  Seek Earth  
  Information 
  This is the basic Earth spell. It tells the caster the direction and 
  approximate distance of the nearest significant amount of any one type of 
  earth, metal or stone. Use the long-distance modifiers (p. 10). Any known 
  sources of that material may be excluded if the caster specifically 
  mentions them before beginning. 
  Cost: 3. 
  Time to cast: 10 seconds. 
  Item: A forked stick with an ounce of the desired earth/stone/metal set 
  in the tip; each stick will find only the one kind of earth. Cost to create: 50 
  energy, and cash to buy an ounce of the material sought. 
   
  Shape Earth  
  Regular 
  Lets the caster move earth about and shape it into any form. If the 
  form is stable (e.g., a hill), it will remain permanently after shaping. An 
  unstable form (e.g., a column or wall) will last only while the spell 
  continues although no special concentration is required-and then collapse. 
  Earth moved with this spell travels at only 2 hexes per turn. It can 
  harm no one except by flowing over an immobile person and burying him. 
  If earth is moved into a person’s hex - or out of their hex, to create a hole - 
  that person may move normally on the next turn, to escape. Only if they 
  fail to do so will they be buried. 
  Anyone buried by this spell may try to claw his way out of the loose 
  earth. One roll, at ST-4, is allowed every turn. GMs may make this roll 
  harder if a character is buried under more than a hex-worth of earth! A 
  buried character can hold his breath for (HT x10) seconds, and then loses 
  1 Fatigue per turn (see p. B91). Any spell that produces air, or removes the 
  need for it, will avert this fate. 
  Duration: 1 minute. 
  Cost: 2 per hex of earth shaped; 1 per hex to maintain. 
  Prerequisite: Seek Earth. 
  Item: Staff, wand, piece of jewelry or digging tool. Cost: 200 energy. 
   
  Sand Jet  
  Regular 
  Lets the caster shoot a thin jet of sand particles from one hand. Each 
  turn, the caster rolls versus DX-4 or Magic Jet to hit. This counts as an 
  attack; it may be dodged or blocked, but not parried. If the spell strikes, it 
  causes no injury, but will temporarily blind the target unless he makes a 
  HT roll. 
  If the HT roll is failed, each energy point in the spell blinds the target 
  for one second. After the target can see again, he will be at -3 DX for 
  watery eyes for a further Id seconds. On a critical failure of the HT roll, 
  the target is blinded for Id seconds per point in the spell. On a successful 
  HT roll, the victim covers his eyes for one second, and therefore is at -3 
  DX for one turn. On a critical success, the victim is unaffected. 
  Duration: 1 second. 
  Cost: 1 to 3 points. The jet’s range in hexes is equal to the energy put 
  into it. Cost to maintain is the same. 
  Prerequisite: Create Earth. 
  Shape Stone 
  Regular 
  Lets the caster move solid stone about and shape it into any form. 11 
  the form is stable, it will remain permanently after shaping. An unstable 
  form will last only while the spell continues - though no special 
  concentration is required - and then break or collapse. A successful 
  Architecture roll may be required to create a stable arch or overhang. 
  Stone moved with this spell travels at only 1 hex per turn. It can harm 
  no one except by flowing over an immobile person and burying him. If 
  stone is moved into a person’s hex - or out of his hex, to create a hole - 
  that person may move normally on the next turn, to escape. Only if he fails 
  to do so will he be buried. Anyone buried by this spell is in big trouble, as 
  stone is much stronger than loose earth! Otherwise, results of burial are as 
  for Shape Earth. 
  Duration: 1 minute. 
  Cost: 4 per hex of stone shaped; 2 per hex to maintain. Triple cost if 
  the stone to be shaped has already been cut or worked; it is not easy to 
  make your own door into the castle! 
  Prerequisites: Shape Earth, 3 other Earth spells. 
  Item: Staff, wand, piece of jewelry or digging tool (pick). Cost: 500 
  energy. 
   
  Walk Through Earth 
  Regular 
  This spell allows the subject to pass through earth as if it were air. 
  With this spell, the subject could walk through a stone wall of a dungeon, 
  or the earthen wall of a hut. This spell does not open a passage so that 
  others can follow. It also doesn’t reveal what is on the other side . . . If the 
  caster also knows Earth to Air, he will automatically have breathing air 
  during his journey, at no energy cost. Otherwise, he must hold his breath! 
  Should the spell end before the subject regains the open air, he will be 
  buried in earth or stone, as the case may be. He will not automatically be 
  harmed, but will suffocate (see p. B91) if he cannot escape. 
  Duration: 1 second. 
  Cost: 4 to cast; 3 to maintain. Double cost to pass through stone. 
  Triple cost to pass through metal. 
  Prerequisite: Shape Stone. 
  Item: Gray-colored cloak or silver jewelry; works on wearer only. 
  Energy cost to create: 1.200. 
   
  
   
   
  - 32 - 
  SPELL LIST
  Earth to Stone 
  Regular 
  Turns an item made of earth or clay into hard stone (but not 
  gemstone). 
  Duration: Permanent. 
  Cost: 3 for an item up to 20 lbs.; 5 for a larger item up to 1 hex, plus 5 
  more for each additional hex. 
  Prerequisites: Magery, Shape Earth. 
  Item: Staff, wand or jewelry. Energy cost to create: 300. 
   
  Stone to Earth  
  Regular 
  Turns any kind of stone (including gemstone) into simple earth. Must 
  be cast on a whole stone or block, rather than a part of it. 
  Duration: Permanent. 
  Cost: Double that of Earth to Stone. 
  Prerequisite: Earth to Stone or any four Earth spells. 
  Item: Staff, wand or jewelry. Energy cost to create: 400. 
   
  Create Earth  
  Regular 
  Lets the caster create good, solid earth where none existed before. This 
  earth must be created in contact with the Earth itself - not hanging in the 
  air or floating in the sea! 
  Duration: Permanent. 
  Cost: 4 per hex to create earth from nothingness (to fill a pit, for 
  instance), or 2 per hex to solidify mud into good earth. 
  Prerequisite: Earth to Stone. 
  Item: Staff or wand. Energy cost to create: 500. 
   
  Flesh to Stone  
  Regular; Resisted by HT 
  “Petrifies” a living subject (and all his gear!) into stone. 
  Duration: Instantaneous. 
  Cost: 10 for a one-hex creature, 20 for a 2-hex creature, and so on. 
  Must affect the entire subject, not just a part of it! 
  Time to cast: 2 seconds. 
  Prerequisite: Earth to Stone. 
  Item: Staff or wand. Usable by mages only. Energy cost to create: 
  1,000. Victim must be touched by item for spell to work. 
   
  Stone to Flesh  
  Regular 
  The reverse of the above spell. Reverses the effects of Flesh to Stone 
  and brings the victim back to life (stunned). Cannot be used to animate a 
  statue that was never alive (but see the Animation and Golem spells.) 
  Duration: Permanent. 
  Cost: 10 for a one-hex creature; more in proportion to size. 
  Time to cast: 5 seconds. 
  Prerequisite: Magery 2, Stone to Earth, Flesh to Stone. 
  Item: Staff or wand. Usable by mages only. Energy cost to create: 
  1,000. Victim must be touched by item for spell to work. 
   
  Body of Stone (VH)  
  Regular; Resisted by HT 
  Subject becomes an animated stone statue; he acquires PD 2, DR 4, 
  and takes only half damage from Fire and Water combat spells. Speed 
  goes down to 3. Subject does not need to breathe while the spell lasts. 
  Clothes also become of stone, but not carried equipment. He may still 
  speak, cast spells, etc. 
  Duration: 1 minute. 
  Cost: 10 for a one-hex creature, more in proportion to size; half that to 
  maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Stone to Flesh. 
  Item: Staff, wand or jewelry. Usable only by wearer. Energy cost to 
  create: 1,500. 
   
  Stone Missile 
  Missile 
  Lets caster create a ball of stone and fire it from his hand. When it hits, 
  it does crushing damage and vanishes. This spell has SS 13, Acc +2, ½D 
  40, Max 80. 
  Cost: From 1 to 3; the missile does 1d + 1 damage for each energy 
  point. 
  Time to cast: 1 for each point of energy used. 
  Prerequisite: Create Earth. 
  Item: Staff or wand - missile is fired from end of item. Can be used 
  only by a mage. Energy cost to create: 400. 
   
  Earth to Air 
  Regular 
  This spell turns earth or stone into air; it can therefore by very valuable 
  to one trapped underground. It is also considered an Air spell. 
  Duration: Permanent. 
  Cost: 1 to transform a cubic foot of earth/stone to air, giving enough 
  air for one person to breathe for one minute - this is the equivalent of 
  about 1 ½ six-foot-deep hexes of earth or stone per hour. To transform 
  large quantities of earth or stone at once, the cost is 8 per hex. 
  Time to cast: 2 seconds. 
  Prerequisite: Create Air (p. 34), Shape Earth. 
  Item: Staff, wand or jewelry. Usable only by mages. Stone to be 
  transformed must be touched by item. Cost: 750 energy, $1,000 in jewels. 
   
  Earth Vision 
  Regular 
  This spell lets the subject see through the earth - to find caves, bodies 
  of ore, buried treasure, entombed victims, etc. Earth and uncut stone (up to 
  50 yards deep) are transparent to the subject, wherever he looks. Metal is 
  not transparent; cut stone, bricks, etc.,are also not transparent. Thus, this 
  spell won’t let you look through castle walls. 
  Duration: 30 seconds. 
  Cost: 2 per 10 yards of depth to cast; the same to maintain. 
  Prerequisite: Shape Earth. 
  Item: Any. Energy cost to create: 400. 
   
  Entombment 
  Regular; Resisted by HT 
  The subject is instantly swallowed up by the earth. He remains in 
  suspended animation (as per p. 50), in a tiny circular chamber 50 feet 
  underground, until rescued by tunneling or the reverse of this spell. A 
  mage who casts Entombment on himself may elect to stay awake, but this 
  is unwise unless he also knows Earth to Air! 
  Cost: 10; 6 to reverse an entombment. 
  Time to cast: 3 seconds. 
  Prerequisites: Magery 2, 5 Earth spells. 
  Item: Wand or staff - must be colored jet black. Usable by mages only. 
  Energy cost to create: 1,200. Victim must be touched by item for spell to 
  work. 
  
   
   
   
  - 33 - 
  SPELL LIST
  Earthquake 
  Area 
  Shakes the affected area. The caster probably won’t want the area to 
  include him. Divide the actual distance from caster to edge of affected 
  area by 20 before figuring the skill penalty. 
  The spell must be cast over a fairly large area to be useful. Shaking 
  one comer of a building will upset the occupants, but won’t wreck the 
  building. Cost depends on strength of the quake: 
  Tiny: Just a demonstration - a slight swaying. Pay base cost. 
  Mild: Slight damage to buildings. Multiply base cost by 2. DX roll 
  required, every second, for those in affected area to keep their feet. 
  Severe: Stone walls crack; towers may fall. Multiply base cost by 4. 
  DX-3 roll required, every second, for those in affected area to keep their 
  feet. 
  Duration: One minute. 
  Base Cost: 2 to cast; 2 per minute to maintain. 
  Time to cast: 30 seconds. 
  Prerequisites: Magery 2; at least 6 Earth spells, including Earth 
  Vision. 
   
  Volcano  
  Regular 
  Causes vapor and lava to spew from a chosen hex of ground. Not a 
  quick spell, but very serious! The volcano will start out small - a small 
  hole spitting stones and vapors - and increase its diameter by a couple of 
  hexes per day. This spell will also reactivate a dormant volcano. When the 
  spell is allowed to lapse, the volcano will cease to grow and will soon die 
  (a formerly dormant volcano may stay active at the GM’s discretion). 
  Duration: One day. 
  Cost: 15 to cast, and another 10 per day to maintain. 
  Time to cast: One hour until the first effects are visible. Continued 
  concentration for 8 hours each day is necessary to keep the volcano 
  growing. 
  Prerequisite: Earthquake and at least six Fire spells. 
   
  Elemental Spirit Spells 
   
  The following descriptions of Earth Elemental spells also hold true for the 
  corresponding Air, Fire, and Water spells. For descriptions of the nature 
  and abilities of the four types of elementals, see p. 114/B154. 
   
  Summon (Earth) Elemental  
  Special 
  This is a different spell for each of the four elements. It allows the 
  caster to call a nearby elemental - if one exists. Air and Water elementals 
  may travel several miles within their element to answer a summoning, but 
  Earth elementals will come only a mile, and Fire elementals will travel 
  only a hundred yards from a fiery place. In general, the GM should 
  assume that an elemental is available if the location is appropriate, unless 
  the scenario or situation requires that elementals are opportunely absent. 
  The GM determines the elemental’s attributes - by rolling 2 dice for each, 
  if the “plot” of the adventure does not require some specific sort of 
  elemental. A very successful summoning may call several elementals - on 
  a “critical success,” roll 1d+1 for number called, and roll 3 dice for ST and 
  HT. 
  The summoned elemental is not under the caster’s control, but must 
  remain for one hour unless it is dismissed - or destroys the caster. Note 
  that a dismissal does not guarantee the elemental will leave; if it is hostile, 
  or simply curious, it may choose to stay! 
  The caster may question the summoned elemental, request a service, 
  etc. A reaction roll is immediately made to see how the elemental(s) feel 
  toward the wizard. Fire elementals always react at -2. On a good reaction, 
  an elemental will cooperate for an hour - no longer - and then vanish. 
  (When summoning elementals, remember that they can be bargained with 
  - if you are wise enough to know what an elemental might desire.) 
  If the summoning spell is repeated, roll 1 die. On a 1-3, a new 
  elemental appears. On a 4 or 5, the same elemental appears. On a 6, there 
  are now no elementals available. If the same elemental is summoned again 
  within a week, it will react at a -4. 
  Duration: One hour. May not be maintained. 
  Cost: 4. 
  Time to cast: 30 seconds. GM rolls 2 dice to determine how many 
  minutes before the elemental appears. 
  Prerequisite: Magery; at least 8 other spells of the appropriate 
  element, or 4 other spells of the appropriate element and another Summon 
  Elemental spell. 
  Item: Staff, wand or jewelry decorated with appropriate elemental 
  images - a different enchantment is required for each of the four types. 
  Cost: 800 energy, $1,300 gold and platinum. 
   
  Control (Earth) Elemental 
  Regular; 
   
  Resisted by higher of ST or IQ 
  Lets the caster control all actions of a single elemental while the spell 
  continues. For direct control, the elemental must remain within the caster’s 
  view. If the elemental is simply told to leave, it will do so. If the elemental 
  is to be sent to do a task, rather than controlled directly, its IQ must be 
  sufficient (GM’s decision) to comprehend its instructions! 
  This spell can also be used as an information spell, to judge the four 
  attributes of that type of elemental (within 15 feet). A successful roll is 
  required, but there is no energy cost. 
  Duration: One minute. 
  Cost: ¼ the total of the elemental’s four attributes (round up) to start; 
  half that amount (round up) per minute thereafter. 
  Time to cast: 2 seconds. 
  Prerequisite: Summon Elemental for the appropriate element. 
  Item: Staff, wand or jewelry decorated with appropriate elemental 
  images - a different enchantment is required for each of the font types. 
  Does not let user cast spell, but gives a +2 on any attempt to use the spell. 
  Noncumulative. Cost: 1,000 energy, $1,300 gold and platinum. 
   
  Create (Earth) Elemental 
  Special 
  Lets the caster create a spirit of the appropriate element. Its maximum 
  IQ and DX are 12 each; there is no limit to ST and HT. There is no 
  minimum to any of the four attributes, though a very stupid elemental will 
  not understand complex commands. A newly created elemental will serve 
  the caster obediently for one hour. At the end of that time. roll a contest 
  between the caster’s skill with the spell, and the elemental’s combined IQ 
  and ST. If the caster wins, the elemental will serve for a further hour - and 
  then another contest will be required, and so on. When the caster loses, the 
  elemental escapes control and flees (or attacks, on a very bad reaction). 
  Cost: ¼ the total of the elemental’s 4 attributes. Double this cost it cast 
  in a place inappropriate to the element being invoked - e.g., creating a 
  water elemental near a volcano. 
  Time to cast: Seconds equal to the total attributes of the elemental 
  created. 
  Prerequisite: Magery 2, Control Elemental lot the appropriate element. 
   
   
   
  
   
   
  - 34 - 
  SPELL LIST
  AIR SPELLS 
   
  These are the spells dealing with the Air element. Anywhere a “hex” of air 
  is indicated, it may be assumed to be a volume of air 1 hex by 6 feet, 
  composed of normal breathing air at 1 atmosphere of pressure. 
   
  Purify Air  
  Area 
  This is the basic Air spell. It removes all impurities from the air in the 
  subject hex. This spell is often used to neutralize the effects of poisonous 
  gas or vapors. Note that a room full of smoke may safely be purified one 
  section at a time - but truly deadly vapors must all be removed at once, or 
  some may escape. This spell will also turn old “stale” air into fresh 
  breathable air. One hex of air, if not renewed from the outside, will last 45 
  minutes for one person at rest. This time will be less for multiple persons 
  or someone violently exercising. (GM’s discretion.) 
  Duration: Works instantly. Purification is permanent. 
  Base Cost: 1. Cannot be maintained: must be recast. 
  Item: Staff, wand or jewelry. Energy cost to create: 50. 
   
  Create Air 
  Area 
  This spell manufactures air where none exists. Cast where there is 
  already air, it will produce an outward breeze lasting for about five 
  seconds. Cast in a vacuum, it will instantly create breathable air. Cast 
  within earth, stone or other material, it will fill any empty spaces with air, 
  but will not burst the stone. Cast underwater. it makes bubbles! 
  Duration: 5 seconds. Air created is permanent. 
  Base Cost: 1 (for 1 hex of air at normal air pressure). 
  Prerequisite: Purify Air. 
  Item: Staff, wand or jewelry. Energy cost to create: 200. 
   
  Shape Air  
  Regular 
  Lets caster create movements of air over a small area. The wind starts 
  at the “subject” hex; it blows in a stream 1 hex wide, for a distance in 
  hexes equal to 5 times the energy put into it, and then dissipates. This 
  wind may cause “knockback” (see p. B106) on someone it hits; roll I die 
  for every full 2 points of energy in the spell, each turn the wind hits them. 
  8 points of “knockback” will push someone back 1 hex. 
  Duration: 1 minute. 
  Cost: From 1 to 10. 1 produces a gentle breeze; 4 a wind; 6 a heavy 
  wind: 8 or more a violent blast. Cost to maintain is the same as to cast. 
  Prerequisite: Create Air. 
  Item: Staff, wand or jewelry-. Energy cost to create: 200. 
   
  Air Jet 
  Regular 
  Lets spellcaster shoot a thin jet of air from one finger. The “damage” it 
  does will only be knockback on most creatures, but will injure vaporous 
  beings, and stun or kill members of a swarm of small creatures. Each turn, 
  the caster rolls versus DX-4 or Magic let skill to hit (this counts as an 
  attack); may be dodged or blocked, but not parried. It is also good for 
  sweeping the floor. 
  Duration: 1 second. 
  Cost: 1 to 3; ½ the amount of damage (2 to 6 dice) done. The jet’s 
  range in hexes is equal to the number of dice. Cost to maintain is the same. 
  Prerequisite: Shape Air. 
  Item: Staff, wand or jewelry. Usable only by mages: if item is a staff 
  or wand, air jet comes from its tip. Energy cost to create: 200. 
   
  No-Smell 
  Regular 
  Removes the odor of subject and makes it (or him) totally undetectable 
  by smell. Possessions are also affected. No other properties of the subject 
  are changed by the spell. 
  Duration: 1 hour. 
  Cost: 2 for a man-sized or smaller subject; 1 more per added hex of 
  size; same cost to maintain. 
  Prerequisite: Purify Air. 
  Item: Jewelry; affects wearer only. Cost: 150 energy and $300. 
   
  Body of Air 
  Regular; Resisted by HT 
  The subject’s body becomes vaporous; it can change shape, seep 
  through cracks, float in the air, etc. Clothes (up to 6 pounds) also become 
  vaporous, but lose any magic powers they might have had while in 
  vaporous form. The subject remains visible and able to speak. He can 
  carry nothing while in this form. 
  A person in vaporous form has all his normal senses. He is at -3 when 
  using spells, and may not make physical attacks except on other vaporous 
  creatures. He is immune to normal physical harm, but can be affected by 
  mental spells. 
  However, an Air Jet or similar effect can damage the vaporous body: 
  Destroy Air does 2 dice of damage! A person in vaporous form is almost 
  helpless against such attacks. A wind will move the vapor along without 
  harming it. A violent wind will do harm (GM’s discretion, depending on 
  type and source of wind). An explosion will affect vaporous bodies as 
  though they were solid, but with concussion damage only. 
  Any vaporous person venturing into the open air is likely to be hit by 
  some sort of wind. If he is blown into the air. and the spell wears off . . . 
  trouble. But sneezes. hand-held fans, etc., have no effect. 
  An attack by an Air Elemental can also be damaging. Air Elementals 
  attack vaporous creatures (and vice versa) like normal men, punching with 
  fists. Example: An Air Elemental of ST 10 would do 1d-4 damage each 
  turn. 
  Duration: 1 minute. 
  Cost: 4 to cast; 1 per minute to maintain. 
  Time to cast: 5 seconds. 
  Prerequisite: Shape Air. 
  Item: Staff, wand or jewelry. Usable only by wearer. A severe 
  drawback is that. as soon as it is activated, the item falls through the user’s 
  hand - thus, a spell cast with this item lasts only a minute. Energy cost to 
  create: 800. 
  
   
   
   
  - 35 - 
  SPELL LIST
  Predict Weather  
  Information 
  Lets the caster forecast the weather accurately for a given location 
  over a given time. This forecast does not take magical meddling into 
  account, or predict the actions of other spellcasters! 
  Cost: 2 times the length of the forecast, in days. Double the cost for a 
  location outside the general area (say, over the horizon). Quadruple the 
  cost for a place on another continent. Weather on other planets or planes 
  cannot be predicted with this spell. 
  Time to cast: 5 seconds per day forecast. 
  Prerequisite: At least 4 Air spells. 
   
  Destroy Air  
  Area 
  This spell lets the caster destroy all air within the subject area. This 
  can create a vacuum within a very strong vessel, but in open air it will just 
  cause a momentary thunderclap as the surrounding air rushes in. This 
  effect does 1d-2 damage to anyone in the subject area unless he makes his 
  HT roll. In certain situations (e.g., in an airtight room) this spell can be 
  much deadlier, leaving no air to breathe. 
  Duration: Lasts only an instant, but destroyed air stays gone. 
  Base Cost: 2. 
  Prerequisite: Create Air. 
   
  Breathe Water  
  Regular 
  Lets the subject breathe water as though it were air. Subject does not 
  lose the ability to breathe ordinary air! 
  Duration: 1 minute. 
  Cost: 4; 2 to maintain. 
  Prerequisite: Create Air; Destroy Water (p. 39). 
  Item: Clothing or jewelry. Energy cost to create: 400. 
   
  Walk on Air 
  Regular 
  Air behaves as though solid under the subject’s feet; thus, he can walk 
  (or run) across chasms, or walk up and down imaginary “stairs.” If the 
  subject falls for any reason (e.g., injury), the spell will be broken! If the 
  spell is recast immediately, the subject will fall for only 1 second (about 5 
  yards) and will then “land” on the air (taking 1 die damage) - unless, of 
  course, he hits ground before then. If you’re 10 feet over a lava pit, too 
  bad! 
  Duration: 1 minute. 
  Cost: 3 to cast, 2 to maintain. 
  Prerequisite: Shape Air. 
  Item: Staff, wand, jewelry, or shoes. Works for wearer only. Cost: 500 
  energy, $1,000. 
   
  Clouds  
  Area 
  Creates or dispels normal outdoor cloud cover, as the caster chooses. 
  Duration: 10 minutes, after which normal clouds leave/return unless 
  spell is maintained. 
  Base Cost: 1/20. Same cost to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: At least 4 Water spells and 4 Air spells. 
  Item: Staff, wand or jewelry. Energy cost to create: 300. 
  Rain 
  Area 
  Creates (or prevents) 1 inch of rain, in a normal outdoor setting. 
  Duration: 1 hour. 
  Base Cost: 1/10. Cost to maintain is the same per hour. Cost to make 
  rain doubles in a desert or other area (GM’s determination is where rain is 
  unnatural. Cost to prevent rain doubles in a naturally rainy or swampy 
  area. 
  Time to cast: 1 minute. 
  Prerequisite: Clouds. 
  Item: Staff or wand. Energy cost to create: 600. Can be used only by a 
  mage. Must be kept in water when not in use; loses powers if it stays dry 
  for more than an hour. 
   
  Earth to Air 
  Regular 
  As listed under Earth, p. 32. 
   
  Stench 
  Area 
  Produces a vile odor of sulfur and brimstone. Until it dissipates, it has 
  the effect of a dose of choking gas (1d-1 damage per turn to anyone failing 
  a HT roll). The gas is heavy and will “roll” downhill. The rate of 
  dissipation will depend on the area and presence of wind: indoors, it will 
  usually last until the spell expires, but outdoor on is windy day it may last 
  only 10 seconds or so. 
  Duration: 5 minutes, except in windy area.. 
  Base Cost: 1; cannot be maintained. 
  Prerequisite: Purify Air. 
  Item: Staff, wand or jewelry. Energy cost to create: 60. 
   
  Odor 
  Area 
  Produces any odor the caster is familiar with. The odor lingers for 
  about an hour, gradually diminishing (outdoors it spreads out and quickly 
  dissipates). Produces no other physical effects - for instance, the odor of a 
  poison is not poisonous. 
  Duration: 1 hour; cannot be maintained. 
  Base Cost: 1. 
  Prerequisite: No-smell. 
  Item: Jewelry; constantly surrounds wearer with one scent (set at time 
  of casting). Energy cost to create: 40. 
   
  Windstorm 
  Area 
  Lets the caster create a circular windstorm with an “eye” of calm inside (a 
  good place for the caster to stand). The radius of the eye can be up to half that 
  of the storm - or smaller, if the caster wishes. By concentrating, the caster can 
  move the storm any distance up to its own diameter per turn; the eye moves 
  with it. The caster may move up to 3 hexes per turn inside the eye while 
  concentrating on this spell. 
  Anyone within a full-strength Windstorm must roll vs. ST each turn to 
  avoid being knocked over by the wind. All DX-based skills are at -5, and 
  ranged attacks will succeed only on a critical hit. 
  Duration: 1 minute after reaching full strength. 
  Base Cost: 2; half to maintain. 
  Time to cast: The storm starts immediately, but the caster must concentrate 
  for a number of seconds equal to the storm’s radius in hexes to bring the storm 
  to full strength. 
  Prerequisite: Shape Air. 
   
  Whirlwind 
  Area 
  As above, but more powerful - like a tornado. A whirlwind has an “eye,” 
  just like a windstorm, and it can be moved in the same way. The caster can 
  move the storm, and turn it off at will, but he has no other control over its 
  behavior. 
  Expected effects of a whirlwind include: Loud noise; deflects missile 
  weapons when they pass through or adjacent to it; lifts and throw, objects; 
  blinds and disorients those it does not knock down. All strength rolls to remain 
  standing are at -5, and anyone within the storm cannot see out of their own 
  hex. A whirlwind can lift objects up to 30 lbs. per hex of radius. If something 
  is lifted, it will fall from 1d-1 times the diameter in yards, up to a maximum of 
  50 yards. 
  
   
   
  - 36 - 
  SPELL LIST
  Detailed GMing of the effect of a large whirlwind is difficult. In 
  general, assume it causes massive disruption over everything in its path, 
  and go from there. 
  Duration: 1 minute after reaching full strength. 
  Base Cost: 4; half to maintain. 
  Time to cast: Same as Windstorm. 
  Prerequisite: Windstorm. 
   
  Lightning 
  Missile 
  Lets spellcaster shoot a bolt of lightning from his fingertip. A good 
  missile spell (see p. 11); not as destructive as Fireball, but accurate at 
  longer ranges. It has SS 13, Acc +3, ½D 50, Max 100. Tends to short out 
  electronic equipment when used in a high-tech environment. However, a 
  lightning bolt cannot be fired through a metal grid, between bars, from 
  within a car, etc. - it will jump to the metal and be lost. Metal armor will 
  not protect well against this spell - treat any metal armor as PD 0, DR 1. 
  Lightning can have unpredictable effects. The GM may, for instance, 
  allow a wizard to shoot a lightning bolt into a metal floor. This would not 
  electrocute a whole group of people - but it could certainly shock them all, 
  injuring concentration and doing slight (perhaps 1 hit?) damage. The GM 
  may encourage creative uses of lightning until they become a nuisance . . . 
  Cost: Any amount from 1 to 3; the bolt does (1d-1 damage for each 
  energy point spent in casting it. 
  Time to cast: 1 to 3 seconds (the caster’s fingers will be seen to 
  sparkle as the spell builds up). 
  Prerequisites: At least 6 other Air spells. 
  Item: Staff or wand - bolt is fired from end of item. Cost to create: 800 
  energy, $1,200 for platinum decorations. Can be used only by a mage. 
   
  Summon Air Elemental, Control Air Elemental, 
  Create Air Elemental - see p. 33. 
   
  FIRE SPELLS 
   
  These are spells for use and control of the element Fire. Any time a 
  “hex” of fire is mentioned, it is assumed that the whole hex is filled with 
  fire (see Flame, p. B129.). If the volume of an area of flame is important, 
  assume a hex of flame shoots 6 feet high. 
  Burning Clothes: Clothes being worn are not easy to ignite. In general, 
  4 hits of fire injury at once, or “Ignite Fire” at its third level of effect, will 
  set fire to part of the victim’s clothing. This is very distracting (-2 to DX) 
  and does 1d-4 damage each turn. Anyone may put out the fire by beating it 
  with their hands (takes l turn if a DX roll is made). 
  10 hits of fire damage at once will ignite all the victim’s clothes, 
  producing a human torch and doing 1d-1 damage per turn. This can only 
  be put out if the victim rolls on the ground for 3 seconds or jumps in the 
  water. Victim can do nothing else until fire is out, unless he is protected 
  (e.g., by Resist Fire). If a wooden shield takes 10 or more fire hits in one 
  turn, the bearer is at -2 DX and 1d-5 damage per turn until he gets rid of it. 
  These guidelines assume ordinary clothing. Armor is good protection 
  against fire attacks; clothes under armor are almost impossible to ignite 
  and will not stay lit! Clothing worn over armor (e.g., a surcoat) could be 
  ignited, but the armor would protect from the burning effects as per pp. 
  B129-130. 
  On the other hand, fancy dresses or lace cuffs would ignite very easily. 
  Magic Items: All magical items involving Fire spells must include a 
  ruby; the size of the ruby depends on the spell. If an item has several spells 
  on it, it needs only one jewel, of a size sufficient for the most powerful 
  spell. 
  Ignite Fire 
  Regular 
  This is the basic Fire spell. It produces a single spot of heat, and is 
  used to set fire to a readily flammable object. It works best on paper and 
  cloth, and will not affect any item that would not bum in an ordinary fire. 
  In particular, it will not set fire to a living being! Once ignited, the fire 
  burns normally. 
  Duration: One second. 
  Cost: Depends on the amount of heat desired. Cost to maintain is the 
  same as the original cost. 
  1 - for an effect as though a match had been held to the subject: will 
  light a candle, pipe or tinder in one second. 
  2 - for an effect as though a torch had been held to the subject: will 
  ignite paper or loose cloth in one second, ordinary clothes being worn in 
  four seconds. 
  3 - for an effect as though a blowtorch had been held to the subject: 
  will ignite dry firewood or clothes being worn in one second, leather in 
  two seconds, heavy wood in six. 
  4 - for an effect as though burning magnesium or phosphorous had 
  been held to the subject: will ignite coal in one second, heavy wood in two 
  seconds. 
  Item: Staff, wand or jewelry. Energy cost to create: 100; item must 
  include a small ruby worth 550. 
   
  Create Fire 
  As for Ignite Fire, except that it lets you 
  create fire without fuel. Produces a hex or 
  more of flame (or, in midair, a sphere of 
  flame which falls). This is real fire, which 
  will eventually ignite any flammable objects 
  it touches. Cannot be cast within rock, foes, 
  etc. 
  Duration: 1 minute. 
  Base Cost: 2. Cost to maintain: Half the 
  cost to create. No maintenance required if 
  there is fuel for the fire to ignite.. 
  Prerequisite: Ignite Fire. 
  Item: Staff, wand or jewelry. Energy 
  cost to create: 300; item must include a ruby 
  worth $200. 
   
   
   
  
   
   
   
  - 37 - 
  SPELL LIST
  Shape Fire 
  Area 
  Lets caster control the shape of any flame. A natural fire will not move 
  to a place that it can’t bum, but flame made with the Create Fire spell 
  needs no fuel and can be moved about. The flame keeps its same volume. 
  Each shape-change requires a second of concentration on the part of the 
  caster, and moving a flame requires constant concentration while it 
  moves-but once shaped. the flame will keep that shape until the spell 
  expires, without concentration by the caster. Maximum speed is 5 yards 
  per second, moving on the caster’s turn. However, if the fire in one hex is 
  “shaped” to spread out across two hexes, it will only do half damage to 
  those who enter the hex. One hex spread into three hexes does only ½ 
  damage, and so on. 
  Duration: 1 minute. 
  Base Cost: 2. Cost to maintain: Half the cost to cast. 
  Prerequisite: Ignite Fire. 
  Item: Staff, wand or jewelry. Energy cost to create: 400; item must 
  include a ruby worth $300. 
   
  Extinguish Fire  
  Regular 
  Puts out a hex of fire - or a smaller area, if necessary. A larger area can 
  be affected at an increased cost in fatigue. Affects ordinary and magical 
  fires, but not molten steel, lava, etc. 
  Duration: Once out, a fire stays out. 
  Cost: 3 per hex extinguished. 
  Prerequisite: Ignite Fire. 
  Item: Staff, wand or jewelry. Energy cost to create: 400; item must 
  include a ruby worth $300 and a black onyx worth $100. 
   
  Fireproof  
  Area 
  Prevents ignition of fires within the affected area; matches won’t light, 
  flint won’t make sparks, and so on. Will not extinguish a fire brought in 
  from outside the spell’s area, although such a fire would fail to ignite 
  anything else. Useful anywhere fire is a hazard (as in a gunpowder factory, 
  for example). Any magical attempt to light a fire is at -5 to skill. Won’t 
  resist really intense heat (as from lava or battle lasers), but will stop guns 
  from working!. 
  Duration: 1 day. 
  Base Cost: 3. Doubled cost gives a -10 to magical attempts to light 
  fires, and resists all heat less than star-heat. 
  Time to cast: 5 minutes. 
  Prerequisite: Extinguish Fire. 
  Item: An area may be permanently Fireproofed; multiply the base cost 
  by 100. A small quantity of powdered ruby must be used (about $10 per 
  energy point’s worth). 
   
  Heat  
  Regular 
  This spell increases the heat of an object by any desired amount, up to 
  the amount that could be achieved by a smith’s forge. It does not 
  necessarily produce fire, though most things will burn if heated enough. 
  Very useful for cooking, etc. Note that the heat produced will be radiated 
  away normally. (GMs, use this as a guideline for playable effects - don’t 
  try to turn the spell into a physics exercise.) 
  Any wizard planning to make extensive use of this spell should 
  probably arm himself with a list of the melting points of various materials. 
  Note also that the spell can have drawbacks. If you were in jail, you might 
  melt your way through the bars... but the radiated heat would probably 
  broil you first. 
  Duration: 1 minute. 
  Cost: 1 for an object up to the size of a fist, 2 for up to a cubic foot, 3 
  for a one-hex object, 3 more for each additional hex. Continuing the spell 
  costs the same as the original casting, per minute. 
  Time to cast: 1 minute. Each minute raises the target’s temperature by 
  20 degrees. Time can be halved by doubling the energy spent, and so on, 
  but the caster cannot spend less energy per minute for a slower heating. 
  Prerequisite: Create Fire, Shape Fire. 
  Item: Staff, wand or jewelry. Energy cost to create: 400; item must 
  include a ruby worth $300. 
  Cold 
  Regular 
  The reverse of the above spell. Reduces the temperature of any object 
  to absolute zero (if maintained long enough). Many materials will shatter 
  if struck while sufficiently cold (details at GM’s discretion). 
  Duration, cost and time to cast: As for Heat. Each minute lowers the 
  target’s temperature by 20 degrees. 
  Prerequisite: Heat. 
  Item: Staff, wand or jewelry. Energy cost to create: 400; items must 
  include a $300 ruby and a $300 sapphire. 
   
  Resist Cold 
  Regular 
  The subject (person, creature, or object), and anything he carries, 
  become immune to the effects of cold and frostbite, maintaining a 
  “normal” temperature for the duration of the spell. 
  Duration: 1 minute. 
  Cost: 2 per person or 1-hex area of a larger subject; 1 per minute to 
  maintain. Cost doubles if subject must resist cold of 40 degrees below zero 
  or more; cost triples if subject must resist the cold of absolute zero. 
  Prerequisites: Create Fire, Heat. 
  Item: Staff, wand or jewelry. Affects wearer only. Cost to create: 800 
  energy, a $500 emerald and a $200 black onyx. 
   
  Resist Fire 
  Regular 
  The subject (person, creature, or object), and anything he carries, 
  become immune to the effects of heat and fire (but not electricity). 
  Duration: 1 minute. 
  Cost: 2 per person or 1-hex area; 1 per minute to maintain. Cost 
  doubles if subject must resist a blast furnace or volcano; cost triples if 
  subject must resist the heat of a star, nuclear bomb, etc. Only the first level 
  of protection is necessary against combat-type Fire spells. 
  Prerequisite: Extinguish Fire, Cold. 
  Item: Staff, wand or jewelry. Affects wearer only. Energy cost to 
  create: 800; must include a ruby worth $500 and a black onyx worth $200. 
   
  Fireball 
  Missile 
  Lets caster throw a ball of fire from his hand. When it strikes some-
  thing, it vanishes in a puff of flame which may ignite flammable objects. It 
  has SS 13, Acc +1, ½D 25, Max 50. 
  Cost: Any amount from 1 to 3; the fireball does 1 die damage for each 
  energy point spent in casting it. 
  Time to cast: 1 to 3 seconds. 
  Prerequisite: Magery, Create Fire, Shape Fire. 
  Item: Staff or wand - bolt is fired from end of item. Energy cost to 
  create: 800; must include a ruby worth $400. Usable only by a mage. 
   
  
   
   
  - 38 - 
  SPELL LIST
  Explosive Fireball 
  Missile 
  A fireball that affects both its target and things nearby. Range stats as 
  for Fireball. Can he thrown at a wall, spot of floor, etc. to catch foes in the 
  blast. 
  Cost: Any amount from 2 to 6: the fireball does I die damage for each 
  2 energy points spent in casting it. It also damages things in nearby hexes; 
  1 die less damage in adjacent hexes (or on someone standing in the target 
  hex but not hit by the fireball itself); 2 dice less in hexes 2 distant. (Yes, a 
  2-point explosive fireball is no more effective than a 1-point ordinary 
  fireball. Build it up before you throw it.) 
  Time to cast: 1 to 3 seconds. 
  Prerequisite: Fireball. 
  Item: Staff or wand - bolt is fired from end of item. Energy cost to 
  create: 1,200; must include a ruby worth $500. 
  Usable only by a mage. 
   
  Flame Jet 
  Regular 
  Lets caster shoot a jet of flame from one fist. 
  Each turn, the caster rolls versus DX-4 or Magic 
  Jet to hit, and rolls for damage if he hits. This 
  attack may be dodged or blocked, but not 
  parried. Treat it as a hand weapon - a flaming 
  sword without the sword - but it cannot parry! 
  Good for magic shows, melee combat, burning 
  through ropes, etc. A mage can cast the spell 
  twice and have two Flame Jets; the second is an 
  off-hand weapon, at -4 to skill. 
  Duration: 1 second. 
  Cost: 1-3 points. Does 1d damage for each 
  point put into it. The jet’s range in hexes is 
  equal to the number of dice. Cost to maintain is 
  the same. 
  Prerequisite: Create Fire, Shape Fire. 
  Item: Jewelry. Energy cost to create: 800; 
  must include $500 worth of gold and a $300 
  ruby. Usable only by a mage. 
   
  Breathe Fire (VH)  
  Regular 
  Similar to Flame Jet, except that each energy 
  point buys 1d+1 damage, instead of 1 die, and 
  the flame issues from the caster’s mouth and 
  cannot be maintained. Caster rolls to hit against 
  DX-2 or Magic Breath skill (see p. 105). This 
  counts as an action; the caster must be facing 
  the target. No hand gestures are required to cast 
  this spell; certain lip and tongue motions are 
  made instead. Thus, a Breathe Fire can be cast 
  “no hands” at any level of skill. 
  If the GM feels this spell is being abused, he 
  may require the caster to eat certain rare spell 
  materials (dragon blood and hot peppers?) 
  within an hour before casting. 
  Duration: 1 second. 
  Cost: 1 to 4. Cannot be maintained. 
  Time to cast: 2 seconds. 
  Prerequisites: Magery, Flame Jet. Resist Fire. 
  Item: Jewelry. Energy cost to create: 1,000; must include $500 worth 
  of gold and a $500 ruby. Usable only by a mage. 
   
  Phantom Flame 
  Area 
  Creates an area of imaginary flame. Those nearby will feel heat (and 
  pain, if they touch it); items inside will appear to burn. But the flame will 
  not spread, and will do no real damage. Even the pain it creates will 
  subside to a tingling after the first shock. Shape Fire and 
  Extinguish Fire will both affect this phantom dame; water will not 
  affect it. 
  Duration: 1 minute. 
  Base Cost: 1 to create; 1 to maintain. 
  Prerequisite: Either Shape Fire or Simple Illusion. 
  Item: Wand, staff or jewelry. Energy cost to create: 200; must include 
  a $100 ruby. 
   
  Flaming Weapon 
  Regular 
  Causes any weapon to burst into flame, which does not harm the user 
  but lets the weapon do +2 damage to foes or flammable objects (after 
  penetrating armor and figuring other bonuses). Metal weapons will not be 
  damaged; wooden ones tam to ashes as soon as the spell ends. The weapon 
  also gives off light as a torch. 
  Duration: 1 minute. 
  Cost: 4 to cast; l per minute to maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Magery 2, Heat. 
  Item: A weapon that flames whenever used. 
  al no energy cost to the user. Energy cost to 
  create: 750: a $400 ruby must be set in the 
  weapon. 
   
  Essential Flame 
  Area 
  As for Create Fire, except that the fire 
  created is the magical essence of fire. .Any 
  mage can tell the difference by looking. It 
  cannot be extinguished by ordinary water or 
  ordinary magic, but only by a similar quantity of 
  Essential Water or by a Dispel Magic spell. 
  Essential Flame does +1 damage to anyone it 
  burns, or +2 to watery creatures. 
  Duration: 1 minute. 
  Base Cost: 3; 2 per minute to maintain. This 
  flame will ignite all flammable materials, and 
  the entire blaze remains Essential as long as the 
  spell is maintained. If the spell is not 
  maintained, any materials that were ignited will 
  continue to burn with ordinary flame. 
  Time to cast: 3 seconds. 
  Prerequisite: At least 6 other Fire spells. 
  Item: Wand, staff or jewelry. Usable only 
  by mages. Energy cost to create: 800; must 
  include a $400 ruby. 
   
  Flaming Missiles 
  Regular 
  Like the Flaming Weapon, but cast on a 
  missile weapon. The weapon itself acquires a 
  shimmering, fiery appearance. Any missile it 
  fires bursts into flame, doing +2 damage as 
  above; it burns to ashes after it hits a target. or 
  after 10 seconds, whichever comes first. 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. Cost doubles 
  if the missiles to be fired are stone or metal. 
  Time to cast: 3 seconds. 
  Prerequisite: Flaming Weapon. 
  Item: A missile weapon that tires flaming missile, whenever used, at 
  no energy cost to the user. Energy cost to create: 1,000; a $500 ruby must 
  he set in the weapon. 
   
  Summon Fire Elemental, Control Fire Elemental, 
  Create Fire Elemental – see p. 33. 
   
   
  
   
   
   
  - 39 - 
  SPELL LIST
   
  WATER SPELLS 
   
  These are the spells for use and control of the element Water. Note that, 
  although the human body is almost entirely water, these spells will not 
  affect the water in a human body (or any other living creature) unless 
  specifically noted. One hex of water, one foot deep, is about 60 gallons, 
  and can put out one hex of fire. 
   
  Seek Water 
  Information 
  This is the basic Water spell. It lets the caster determine the direction, 
  distance, and general nature of the nearest significant source of water. Use 
  long-distance modifiers - p. 10. Any known sources of water may be 
  excluded if the caster specifically mentions them before beginning. 
  Requires a forked stick; -3 to skill if this is not available. 
  Cost: 2. 
  Item: A forked stick (may also be carved of bone or ivory). Cost: 40 
  energy, $300 spell materials. 
   
  Purify Water 
  Special 
  Lets the caster remove all impurities from water, by pouring it through 
  any hoop or ring (or, in a pinch, his own lingers) into a container. Only 
  one skill roll is required as long as the flow of water continues. 
  Duration: Purified water stays pure unless re-contaminated. 
  Cost: 1 per gallon purified. 
  Time to cast: Usually 5 to 10 seconds per gallon, unless a large 
  container and ring are being used. 
  Prerequisite: Seek Water. 
  Item: A hoop of bone or ivory. Energy cost to create: 50. 
   
  Create Water 
  Regular 
  Lets the caster actually create pure water out of nothing. This water 
  may appear in any of several forms. It may appear within a container, or as 
  a globe in midair (it falls immediately). Or it may appear as a dense mist 
  of droplets; in this form, one gallon of water will extinguish one hex of 
  fire. Water cannot be created (for instance) inside a foe to drown him! 
  Duration: The created water is permanent. 
  Cost: 2 per gallon created. 
  Prerequisite: Purify Water. 
  Item: Staff, wand or jewelry. Energy cost to create: 200. 
   
  Destroy Water 
  Area 
  Causes water (in any form) to vanish, leaving a vacuum and/or specks 
  of dry impurities. Good for drying things out, saving a drowning victim, 
  etc. (If more water is all around, it will of course rush in to fill the hole.) 
  Cannot be used as a “dehydrating” attack on a foe (but see the next spell). 
  Duration: Permanent. 
  Base Cost: 3. In deep water, a hex is only 2 yards deep. 
  Prerequisite: Create Water. 
  Item: Wand, staff or jewelry. Energy cost to create: 300. 
   
  Dehydrate 
  Regular; Resisted by HT 
  Removes the water from a subject’s tissues, causing damage or death. 
  Affects the whole victim if cast from a distance; if cast by Mage’s Touch, 
  damage is limited to the part touched. Armor does not protect! 
  Duration: Damage done is permanent until healed. 
  Cost: 1 per 1d-1 damage done, up to 3. 
  Time to cast: 2 seconds. 
  Prerequisite: At least 5 Water spells, including Destroy Water. 
  Item: Wand or staff. Usable only by a mage; must touch victim. Cost: 
  700 energy, 51,000 spell materials. 
   
  Breathe Air 
  Regular 
  Lets the subject breathe air as though it were water; also prevents 
  water creatures from dehydrating in air. Primarily useful for keeping fish, 
  mermen, etc., alive out of water. Subject can also still breath water 
  normally. 
  Duration: 1 minute. 
  Cost: 4; 2 to maintain. 
  Prerequisite: Create Water, Destroy Air. 
  Item: Staff, wand, jewelry or clothing. Works only for wearer. Energy 
  cost to create: 150. 
   
  Breathe Water 
  Regular 
  As listed under Air Spells, p. 34. 
   
  Shape Water 
  Regular 
  Lets the caster sculpt water (or ice or steam) into any form, and even 
  move it about. Once given a shape, the water will hold it without further 
  concentration, until the spell ends. Water moved with this spell will travel 
  at 3 hexes per turn. 
  A useful shape is a Wall of Water to stop fiery attacks. 20 gallons will 
  create a six-foot-high wall across 1 hex. This will stop fireballs and 
  ordinary fire; it will do 2 dice of damage to any fire elemental that 
  penetrates it. 20 gallons of water is about 2.5 cubic feet, or 160 lbs. 
  Duration: 1 minute. 
  Cost: 1 per 20 gallons of water shaped; 1 (for the whole shaping) to 
  maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Create Water. 
  Item: Staff, wand or jewelry. Energy cost to create: 400. 
   
  Swim 
  Regular 
  As described under Movement, p. 69. 
   
  Essential Water 
  Regular 
  In general like Create Water, except that the water created is the 
  magical essence of water. It will extinguish any type of tire whatsoever, in 
  the same proportion that ordinary water will extinguish ordinary fire. It is 
  also three times as thirst-quenching as ordinary water - in other words, 
  drinking a glass of Essential Water is as good for the body as three glasses 
  of ordinary water. 
  Duration: Permanent until used; if it is used to put out is lire. for 
  instance, the steam created is ordinary water. 
  Cost: 3 per gallon created. 
  Prerequisite: At least 6 other Water spells. 
  Item: Staff, wand or jewelry. Usable only by a mage. Energy cost to 
  create: 800. 
  
   
   
  - 40 - 
  SPELL LIST
  Walk on Water  
  Regular 
  Lets the subject walk on water as though it were land. If the water is 
  moving, the GM may assess a DX penalty for anything attempted while on 
  the water. If the water is choppy or wildly moving, a DX roll (perhaps 
  with a substantial penalty) is required each turn, or the subject will fall. 
  Only a critical failure will break the spell. 
  Duration: 1 minute. 
  Cost: 3 to cast; 2 to maintain. 
  Time to cast: 4 seconds. 
  Prerequisite: Shape Water. 
  Item: Staff, wand, jewelry or clothing. Works only for wearer. Energy 
  cost to create: 500. 
   
  Fog  
  Area 
  Creates an area of dense fog. Even one hex of fog will block vision. 
  Flaming weapons and missiles lose their extra power in fog. Entering each 
  hex of fog does 1 point of damage to Fire Elementals, and subtracts 1 
  point from the damage a Fireball will do when it hits. However, no 
  amount of fog will extinguish a fire. 
  Duration: 1 minute. 
  Base Cost: 2; half this to maintain. 
  Prerequisite: Shape Water. 
  Item: Staff, wand or jewelry. Energy cost to create: 300. 
   
  Water Vision  
  Information 
  This spell lets the subject see through water - to see sunken treasure, 
  lurking monsters, etc. 
  Duration: 30 seconds. 
  Cost: 1 per 20 yards of depth to cast (up to 200 yards); the same to 
  maintain. 
  Prerequisite: Shape Water. 
  Item: Any. Cost to create: 200 energy. 
   
  Umbrella  
  Regular 
  Lets subject walk about under rain, snow, etc., without getting wet. An 
  invisible “shield” is seen to deflect incoming raindrops. Would not work 
  on intense (or magical) hail, rains of stones or frogs, etc. 
  Duration: 10 minutes. 
  Cost: 1 to cast, 1 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Shape Water or Shield. 
  Item: Jewelry. Always on. Works for wearer only. Cost to create: 100 
  energy. 
   
  Body of Water  
  Regular; Resisted by HT 
  The subject’s body (and clothes) become liquid, able to seep through 
  cracks, etc. The subject remains visible and able to speak (though with a 
  gurgle). He can carry nothing while in this form. 
  A person in liquid form has all his normal senses. He is at -3 when 
  using spells, and may not make physical attacks except on other liquid 
  creatures. He is immune to normal physical harm (except for crushing 
  blows, which do one point of damage each), but can be affected by mental 
  spells. 
  Fire and water magic both affect him. Destroy Water does 2d damage, 
  Freeze will immobilize him (if not resisted by HT), and combat type Fire 
  spells do double damage. 
  He can merge with a lake, ocean, river, etc., to become a half-visible 
  form, still moving at his full speed, and regaining 1 HT per minute while 
  there (though strong currents may prove troublesome). He does not need 
  to breathe. If the liquid subject should attempt gravity-defying feats (like 
  flowing uphill), the GM should demand ST rolls at appropriate penalties. 
  Should the subject’s body be divided at the time the spell expires, he will 
  reappear at the location of the largest part of his body, and take damage: 1 
  hit for every 5 lbs. of his body that is missing. Ignore water blown away 
  by Fire spells, if the damage for those spells has been accounted for 
  already. 
  Duration: 1 minute. 
  Cost: 5 for a 1-hex creature, more in proportion to size: 2 per hex to 
  maintain. 
  Time to cast: 5 seconds. 
  Prerequisite: Shape Water. 
  Item: Staff, wand or jewelry. Usable only by wearer. A severe 
  drawback is that, as soon as it is activated, the item falls through the user’s 
  hand - thus a spell cast with this item lasts only a minute. Cost to create: 
  1,200 energy. 
   
  Water Jet 
  Regular 
  Lets spellcaster shoot a thin jet of water from one finger. It does 
  knockback to all targets, and damage to creatures of flame; it can kill or 
  knock down flying swarm creatures. It will extinguish 1 hex of normal 
  fire. Each turn, the caster rolls vs. DX-4 or Magic Jet to hit (this counts as 
  an attack); it may be dodged or blocked, but not parried. Anyone hit in the 
  face by a Water Jet is at -3 DX next turn for each point of ST put into the 
  jet. 
  Duration: 1 second. 
  Cost: 1 to 3. Does 1d damage for each point put into it. Range is equal 
  to the number of dice. 
  Prerequisite: Shape Water. 
  Item: Staff, wand or jewelry. Usable only by mages. If the item is a 
  wand or staff, it must have a blue tip (or a blue-jeweled tip) and the jet 
  comes from the tip. Energy cost to create: 600. 
   
  Icy Weapon 
  Regular 
  Causes any weapon to become freezing cold; this does not harm the 
  user or the weapon, but does +2 damage to most foes if it penetrates 
  armor, and +3 to creatures of flame. Add this bonus after all other damage 
  is calculated - for instance, an “impaling” icy attack is still only good for 
  +2 damage, not +4. 
  Duration: 1 minute. 
  Cost: 3 to cast; 1 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Create Water. 
  Item: A weapon that becomes freezing cold whenever wielded, at no 
  energy cost to the user. Cost to create: 750 energy, $2,000 spell materials. 
   
   
  
   
   
   
  - 41 - 
  SPELL LIST
  Ice Sphere  
  Missile 
  Lets caster throw a ball of ice from his hand. When it strikes, it does 
  crushing damage and vanishes in a gout of water. A 1-die Ice Sphere will 
  also extinguish 1 hex of fire, if accurately aimed. It has SS 13, Acc +2, 
  ½D 40, Max 80. 
  Cost: Any amount from 1 to 3; does 1 die damage for each energy 
  point spent in casting it, or double damage to creatures of fire. 
  Time to cast: 1 to 3 seconds. 
  Prerequisite: Shape Water. 
  Item: Staff or wand - ball is fired from end of item. Energy cost to 
  create: 400; must be tipped by a $500 sapphire. Usable only by a mage. 
   
  Ice Dagger  
  Missile 
  Lets caster create and hurl a razor-sharp icicle. When it strikes, it does 
  impaling damage and melts instantly. It has SS 13, Acc +3, ½D 30, Max 
  60. 
  Cost: 1 to 3. Does 1d-1 impaling damage for each point of energy put 
  into it. No extra effect on creatures of fire. 
  Time to cast: 1 to 3 seconds. 
  Prerequisite: Ice Sphere or Water Jet. 
  Item: Jewelry; must have a dagger shape or design. Energy cost to 
  create: 400. Usable only by a mage. 
   
  Rain  
  Area 
  As listed under Air, p. 34. 
   
  Frost  
  Area 
  Creates a coveting of frost on all surfaces in the area of effect. The 
  frost is real, and will last indefinitely if the temperature is below freezing. 
  In warmer conditions, the frost will quickly melt to a dew. Cast upon a 
  real or magical fire, the frost will produce a cloud of steam and cause the 
  flames to hiss for a few seconds. Only a tiny fire - a match or candle - 
  would actually be extinguished by a Frost spell. 
  A Frost spell cast upon a fire elemental or other flaming creature will 
  do one hit of damage to the creature, but is more likely to anger it than 
  drive it away. 
  Duration: The frost lasts until it melts naturally. 
  Base Cost: 1. 
  Prerequisites: Create Water or Cold. 
  Item: Staff, wand or jewelry. Cost to create: 200 energy, $350 blue 
  gem. 
   
  Ice Slick  
  Area 
  Covers the floor or ground with a 
  quarter-inch sheet of clear ice. Footing 
  on this ice slick is very precarious. All 
  close combat and melee attacks, and all 
  active defenses, are at -3 on an ice 
  slick. Other physical skills, including 
  missile and thrown weapon attacks, are 
  at -2. Even walking across an ice slick 
  is usually difficult - in general, anyone 
  attempting to walk or run across an ice 
  slick must roll against DX-2 as he 
  enters each hex. If he fails this roll, he 
  falls to the ice. He may, with another 
  DX2 roll, attempt to stand on his next 
  turn. Spiked footwear will negate all 
  penalties on ice. 
  Ice slicks are very difficult to see. 
  Anyone not actively watching the 
  ground for ice must make a roll against 
  IQ-3 to notice an ice slick before 
  stepping onto it. 
  A hex of ice will destroy a hex of 
  fire, and vice versa. 
  Duration: An ice slick lasts until it melts naturally. 
  Base Cost: 3. 
  Time to Cast: 2 seconds per 3 ST used to cast. 
  Prerequisite: Frost. 
  Items: (a) Rug or mat. Cost per hex: 100 energy, $250 spell materials. 
  (b) Wand, staff or jewelry. Cost to create: 250 energy, $500 blue gem. 
   
  Freeze 
  Regular 
  Turns water into solid ice. The ice will retain the shape of its 
  container; in open water, the affected volume freezes as a sphere or cube, 
  at the caster’s option. A Shape Water spell may be cast to form the water 
  before it is frozen, or to alter the shape of the ice after it is frozen. 
  Remember that water expands as it freezes. Cast upon water in a 
  container, this spell may cause the container to burst from the pressure of 
  the ice within. 
  Duration: The ice lasts until it melts naturally. 
  Cost: 2 for an object up to the size of a fist, 4 far- up to a cubic foot, 6 
  for a one-hex object, 3 more for each additional hex. If the temperature is 
  above freezing, the caster may maintain the spell by expending as much 
  ST as used in the original casting, once every 10 minute,. 
  Time to Cast: 10 seconds. 
  Prerequisite: Shape Water. 
  Item: Staff, wand or jewelry. Cost to create: 200 energy, $100 blue 
  gem. 
   
  Melt Ice 
  Area 
  Turns solid ice into water. 
  Duration: Permanent above freezing; 10 minutes below freezing. 
  Base Cost: 1 (minimum 2). Below freezing, the cost to maintain is the 
  same. 
  Time to cast: 10 seconds. 
  Prerequisite: Heat or Freeze. 
  Item: Staff, wand or jewelry. Cost to create: 300 energy - $100 shell 
  materials. 
   
  Ice Vision 
  Regular 
  Enables the subject to see through solid ice or piled snow - to sec 
  caves, entombed victims, the ground or water beneath the ice, etc. Snow 
  and uncut ice (up to 50 yards thick) are transparent to the subject, 
  wherever he looks. No type of earth, mineral or metal is transparent, nor is 
  cut ice. 
  Duration: 30 seconds. 
  Cost: 2 per 10 yards of depth to 
  cast; the same to maintain. 
  Prerequisite: Shape Water. 
  Item: Any. Energy cost to create 
  400. 
   
  Snow Shoes 
  Regular 
  Allows the subject to cross ice or 
  snow as though it were regular ground. 
  Snow shoes eliminate ay movement, 
  DX or skill penalties normally assessed 
  for ice or snow. The subject is still 
  subject to penalties caused by an 
  unstable surface, such as a rocking ice 
  floe or an avalanche. 
  Duration: 1 minute. 
  Cost: 2 to cast, 1 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Shape Water. 
  Item: Shoes, boots or sandal,. 
  Works for wearer only. Energy cost to 
  create: 350. 
   
  
   
   
  - 42 - 
  SPELL LIST
  Snow  
  Area 
  Creates (or prevents) 1 inch of snow, in a normal outdoor setting. To 
  work properly, this spell must be cast when the temperature is 32β or 
  lower. Cast under warmer conditions, this spell simply summons a thin 
  drizzle, dampening the ground but not leaving any significant puddles. 
  Duration: 1 hour. 
  Base Cost: 1/15. Each additional 1/15 ST increases the amount of 
  snow by 1 inch per hour. Cost to maintain is the same per hour. 
  Prerequisites: Clouds, Frost. 
  Item: Staff. Energy cost to create: 450. Must be kept cool when not in 
  use; loses its powers if it is exposed to temperatures over 90β for more 
  than two hours. Usable only by a mage. 
   
  Hail 
  Area 
  Makes hail fall. The temperature must be above freezing. The main 
  effect is to provide intense distraction to whoever is being pelted with hail; 
  wizards must make a Will roll each turn to keep their concentration. For 5 
  times the cost, the GM may allow really big hailstones, doing 1d-2 of 
  crushing damage per turn. 
  Duration: 1 minute. 
  Base Cost: 1/5; same to maintain. For damaging hailstones, base cost 
  is 1. 
  Prerequisite: Snow. 
  Item: Staff. Usable only by a mage. Energy cost to create: 500. 
   
  Frostbite 
  Regular; Resisted by HT 
  Lowers the temperatures in the body tissues of the subject, causing 
  damage or death. Affects the whole victim if cast from a distance; if cast 
  by Mage’s Touch, damage is limited to the part touched. Armor does not 
  protect. 
  Duration: Damage is permanent until healed. 
  Cost: 1 per die of damage done, up to 3. 
  Time to cast: 3 seconds. 
  Prerequisites: Frost, Freeze. 
  Item: Wand or staff. Usable only by a mage; must touch victim. Cost 
  to create: 700 energy. $500 spell materials, $500 blue gem. 
   
  Geyser (VH) 
  Area 
  This spell will cause a geyser of scalding-hot water to gush forth from 
  the ground. It creates a hole equal to its radius, as set by the caster. All 
  those within the geyser suffer 3 dice of damage. They are automatically 
  pushed out of the area of effect. and must make a DX-5 roll to stay afoot! 
  Two seconds after the geyser starts, the water will begin to fall back as 
  spray. Under normal conditions, it will affect an area double the radius of 
  the original geyser. All those within this new spray area suffer 1 die of 
  damage per second. Example: A geyser of 2-hex radius is created. All 
  those in that area suffer 3 dice of damage. Two seconds later, all those 
  within a 4-hex. but not a 2-hex area. suffer 1 die of damage. 
  If the caster is in the geyser area, he takes normal damage, but if he is 
  in the spray area, he will be unharmed. Airtight armor will protect from 
  the boiling water as if it were flame (pp. B129-130). Other armor protects 
  imperfectly: a minimum of 2 hits per turn from the direct stream, or I hit 
  per turn from spray, always gets through. 
  The geyser must always spring from the earth; it would not work on a 
  rooftop. If cast under unusual circumstances, it can produce interesting 
  effects, such as a continuing stream of scalding water flowing downhill at 
  foes, but these must be controlled by the GM. 
  Duration: 1 second. 
  Base Cost: 5 to cast; 2 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: 6 Water spells and either 4 Earth spells or -l Fire spells. 
   
  Summon Water Elemental, Control Water Elemental, 
  Create Water Elemental - see p. 33. 
   
   
  ENCHANTMENT SPELLS 
   
  These are the spells used to make and unmake permanently magical 
  items. They cannot be cast except by ceremonial magic (see p. 14). 
   
  Enchant (VH)  
  Enchantment 
  This is the basic Enchantment spell. If any spell is to be placed on an 
  item, the caster must also know the Enchant spell. This spell is also a 
  prerequisite for all other spells of the College of Enchantment except 
  Scroll. 
  When an item is enchanted, the caster’s spell roll is determined by the 
  lower of his skills with this spell and the specific spell being placed on the 
  item. If the caster has assistants, their skills with both spells must be 15 or 
  greater. but the roll is based on the caster’s skill. 
  Duration: All magic items are permanent until destroyed or the 
  enchantment is removed - see below. 
  Cost and Time: Determined by the specific spell - see p. 19. 
  Prerequisites: Magery 2, and at least one spell from each of 10 other 
  colleges. 
   
  Scroll 
  Enchantment 
  Lets the caster write a magical scroll embodying any spell of the other 
  Colleges. Read aloud by a mage who understands its language, this scroll 
  will cast the spell once. Its power is then lost and the writing vanishes. 
  Reading a scroll requires twice the normal casting time for the spell; the 
  mage reading the scroll pays the normal energy cost. No skill roll is 
  required when the spell is read. unless the spell is resisted. In that case, 
  roll using the skill level of the mage who wrote the scroll. 
  A scroll can be read silently, to see what it says. Any mage who 
  understands the language will know what spell it is supposed to be. This 
  does not cast the spell! 
  Spells may be written on any material, but parchment is usual. 
  Damage to a scroll does not affect its power as long as the scroll is legible. 
  Time to cast: The number of days needed to write a scroll is equal to 
  the energy cost required to cast the spell originally (base cost for area 
  spells), not counting any bonuses for skill. Multiply this by $25 to get the 
  normal market value of the scroll. Example: The Rear Vision spell 
  normally costs 3 energy to cast. A Rear Vision scroll would take 3 full 
  days to write, and would normally cost $75. At the end of the writing time, 
  the GM rolls against the writers skill with Scroll or the spell being written 
  - whichever is lower. A successful roll means the spell is good. A failure 
  means the scroll will not work. A critical failure means it will cast a 
  flawed spell! 
  Duration: As long as the spell would normally last. The mage who 
  read the scroll can maintain the spell, if it could normally be maintained. 
  
   
   
   
  - 43 - 
  SPELL LIST
  Prerequisite: Magery, Literacy. A mage may not write a scroll for a 
  spell he does not know. 
   
  Remove Enchantment  
  Enchantment 
  Takes one enchantment spell off the subject item. Does not affect other 
  enchantments on that same item. Exception: A failed attempt to remove a 
  “limiting” enchantment will remove all the enchantments from the item. 
  Skill modifiers: -3 if the caster does not know how to cast the 
  enchantment he is trying to remove. -3 if he does not know exactly what 
  that spell is. -3 for each other spell on the item. These are cumulative. 
  Duration: Removal is permanent. 
  Cost: 100, or 1/10 the cost to place the enchantment originally, 
  whichever is more. 
  Time to cast: as per Enchantment (p. 19). 
  Prerequisite: Enchant. 
   
  Suspend Enchantment  
  Enchantment 
  As above, but the enchantment is merely suppressed. It seems to 
  vanish, but will reappear when the Suspend Enchantment spell ends. If 
  anyone attempts to study or detect a suspended enchantment, it resists the 
  information spell at -5. 
  Skill modifiers: -3 if the caster does not know how to cast the 
  enchantment he is trying to suspend. -3 if he does not know exactly what 
  that spell is. -3 for each other spell on the item. These are cumulative. 
  Duration: One hour. 
  Cost: 25, or 1/100 of the cost to place the enchantment originally, 
  whichever is more. Half this amount to maintain. 
  Prerequisite: Enchant. 
   
  Power  
  Enchantment 
  Makes a magic item “self-powered,” partially or completely. In other 
  words, it decreases the energy required to use that item. The extra energy 
  is drawn directly from the surrounding mana, Self-powered items are in 
  great demand, because they do not fatigue their users. 
  If an item has one point of self-power, that item’s wearer spends one 
  less point of energy to cast or to maintain the spell. Example: A ring of 
  Flight has one point of self-power. It normally costs 5 to cast this spell and 
  3 per minute to maintain it. But with the self-power, it costs only 4 to cast 
  and 2 per minute to maintain! 
  This assumes the area has normal mana. In a low-many area, only half 
  as much power is produced (round down). In a high-mana or very 
  high-mana area, double the amount of power provided. A self-powered 
  item can never provide “extra” power, though. 
  If an item has enough self-power that the cost to maintain is 0, it may 
  be treated as “always on” after the cost to cast is paid - but the wearer 
  must still stay awake, etc., to maintain the spell normally. But if an item 
  has enough self-power that the cost to cast is zero, the item is “always on” 
  for all purposes, and requires no conscious maintenance of any kind! The 
  owner may still turn it off if he wishes. 
  Energy cost to create: 500 each for the 1st and 2nd points of self-
  power, 1,000 for the 3rd, and double for each additional point. May be 
  re-cast at a higher level, as per Accuracy (p. 44). 
  Prerequisite: Recover Strength. 
   
  Speed  
  Enchantment 
  This spell, when placed on an item that allows the user to cast a spell, 
  decreases the casting time. Each point of Speed cuts the casting time in 
  half -just as high skill does for a mage. If the casting time is reduced 
  below 1 second, the item can be used to cast the spell without 
  concentration. 
  Energy cost to create: 500 each for the 1st and 2nd points of speed, 
  1,000 for the 3rd, and double for each additional point. May be re-cast at a 
  higher level, as per Accuracy (p. 44). 
  Prerequisite: Haste. 
   
  Hex 
  Enchantment 
  Makes the item impossible to put down/take off/get out of/etc. In itself, 
  this effect is merely inconvenient, and can even be useful - for instance, 
  you will never drop a hexed weapon, and a hexed pair of glasses will 
  never fall off. However, if the hexed object has another malign spell on it, 
  it becomes much more dangerous. The hex effect is “always on.” 
  To escape from a hexed object, you must remove or suppress the 
  enchantment, find someone to cast a Remove Curse spell, or amputate the 
  body part involved. Attempts to break or cut off the hexed item will fail 
  (or result in amputation.) GMs: Permit this rule to have illogical results, if 
  necessary, to keep the hexed object on the victim. Hexes aren’t logical! 
  A hex may be limited by a Link or Password spell. For instance, a ring 
  could be made with a Hex, the Strike Blind spell, and the password 
  “Gesundheit.” Anyone wearing the ring would go blind - but should they 
  say the magic word, the ring would fall off! 
  Energy cost to create: 200. 
  Prerequisite: Enchant. 
   
  Lesser Wish (VH) 
  Enchantment 
  This spell, like the more powerful Wish spells (below) must be cast on 
  a ring, amulet, or jewel. The wearer of that item may then specify the 
  result of any one die-roll made in his presence, just before that roll is made 
  - except a die-roll involving magic. This is not an “action.” – It takes no 
  time, and may be done at any time. Once used. a wish is lost. 
  Only one roll or action can be affected by one wish: you could use a 
  wish on your attack roll or on the damage, but not both. Similarly, you 
  could not use a wish to change an aging roll, job skill roll, or attempt to 
  locate hirelings; these rolls cover many actions. GMs should feel free to 
  disallow any Wish use that they consider abusive or imbalancing. 
  Cost: 180. 
  Prerequisite: Enchant, and at least one spell in each of 10 different 
  colleges. 
   
  Wish (VH) 
  Enchantment 
  This spell allows the wisher to change the very recent past. It erases 
  any just-made die-roll - except a die-roll for spell casting - and replaces it 
  with the wisher’s desired roll. Restrictions on use as above. 
  Cost: 250. 
  Prerequisite: Lesser Wish, and at least one spell in each of 15 different 
  colleges. 
   
   
  
   
   
  - 44 - 
  SPELL LIST
  Great Wish (VH)  
  Enchantment 
  This spell can do just about anything. In particular: 
  (1) It can be used to cast any one spell, at no strength cost, with 
  automatic success and no chance of resistance (for spells with variable 
  cost, the maximum energy available is 1,000). The caster does not have to 
  know the spell, or even have it in a book - he just has to know the spell 
  exists. If the spell is a “continuing” one, it is up to the GM to determine 
  how long it should last. 
  (2) It can permanently improve a character’s scores. It will increase 
  any one attribute by l level, or any one skill or spell by 3 levels. It can also 
  reduce an enemy’s scores, but only if that enemy is present when the wish 
  is made. 
  (3) It will grant any one advantage worth 20 points or less, or remove 
  any one disadvantage worth 20 points or less. An enemy can likewise be 
  cursed by losing an advantage or gaining a disadvantage, but only if that 
  enemy is present when the wish is made. The enemy does not get a chance 
  to resist! 
  (4) It can do absolutely anything else that the GM feels will not 
  ridiculously unbalance the adventure or the campaign! 
  Though incredibly powerful, this spell is not often used. It can never 
  be learned at a level better than 15. Furthermore, any failed roll when 
  creating a Great Wish will cost the caster, and each helper, 1 point of IQ 
  and 6 dice of damage! Critical failures should be utter catastrophes. Great 
  Wishes are not normally found for sale. If they are, the price should be at 
  least $100,000. 
  Cost: 2,000. 
  Prerequisite: Magery 3, Wish, and a combined DX and IQ of 30+. 
   
  Golem (VH)  
  Enchantment 
  Lets the caster create and animate a permanent servant or warrior. The 
  attributes for the different sorts of Golem are given on p. 116. Golems 
  make excellent warriors; they never grow tired, and are immune to 
  stunning, pain, and the like. Likewise, there is no known spell to “steal” a 
  golem from its maker. The spell is permanent; the golem is “always on.” 
  A golem will follow verbal orders from its maker; the maker may 
  instruct it to obey others, as well. It understands only one language (must 
  be spoken by the caster). It has no initiative. It will ignore any situation for 
  which it has no orders. However, it never forgets. 
  Golems cannot heal on their own, and are destroyed if their HT 
  reaches 0. Any Healing spell except Resurrection will work on a Golem, if 
  cast by the golem’s creator. There is no other way to heal or repair a 
  Golem. The creator of a Golem must first make its body doing all the 
  work himself - and then animate it with this spell. The golem lasts until its 
  HT is reduced to zero, or until its creator (in its presence) commands it to 
  cease being. No concentration or spell maintenance is required to control a 
  golem. 
  Cost and time to cast vary: see p. 116. 
  Prerequisite: Shape Earth, Animation. Other spells may also be 
  required, depending on the type of golem; see p. 116. 
   
  Hideaway  
  Enchantment 
  Cast on an object, it makes it larger inside than it is outside. Can be 
  used on a pocket, pouch, drawer, pitcher, etc. Added size of the “inside” is 
  2 cubic feet per pound of capacity; the extra space may be hidden by a 
  false bottom, etc. Depending on the energy used to cast the spell. objects 
  within the Hideaway may or may not count as encumbrance. Contents 
  vanish forever if the object is destroyed. Time to find an object in a 
  Hideaway depends on how deep it is! 
  A large enough Hideaway could hold a person. There is no problem 
  with air unless the Hideaway is sealed off. 
  Prerequisite: Create Object, Lighten. 
  Energy Cost to Cast: 50 per pound of extra capacity if the objects 
  count as encumbrance; 100 if they do not. 
  Item: Anything that can normally hold other things. 
   
  WEAPON ENCHANTMENTS 
  Unless specified otherwise, the subject of any of these spells must be a 
  weapon, and the last person to pick the item up is its “owner.” All these 
  spells are permanent and require no energy expenditure on the user’s part. 
   
  Accuracy 
  Enchantment 
  Makes the subject weapon more likely to hit, by adding to user’s 
  effective skill. The Accuracy spell can add from +1 to +3 to skill. 
  Energy cost to cast: Depends on the bonus. +1: 250. +2: 1,000. +3: 
  5,000. Divide cost by 10 if subject is a missile - e.g., an arrow +3 to hit 
  would require only 500 energy. 
  Note: If a weapon already has this spell at a low level, a caster may 
  recast the spell at a higher level (making the weapon more accurate). The 
  cost for the new spell is the difference between the levels; the “old” spell 
  does not add to the item’s resistance to the “new” one. 
  Prerequisite: Dexterity, or 5 Air spells. 
   
  Puissance 
  Enchantment 
  Makes the subject weapon do extra damage when it hits. The spell 
  increases basic damage; enchanted weapons are more likely to penetrate 
  armor. 
  Energy, cost to cast: Depends on the bonus. +1: 250. +2: 1,000. +3: 
  5,000. Double cost if subject is a missile weapon. Divide cost by 10 if 
  subject is a missile (e.g., an arrow). Note that this spell may be recast at a 
  higher level as per Accuracy (above). 
  Prerequisite: At least 5 Earth spells. 
   
  Quick-Draw 
  Enchantment 
  Weapon will leap to the owner’s hand when he wants it, becoming 
  ready instantly (no Ready maneuver required!). Only the owner’s mental 
  command is required; no die-roll is needed. Will not work if the weapon is 
  more than a yard away, or if it is tied down, peacebonded (tied into the 
  scabbard with rope or wire), within a pack, etc. A weapon with this spell 
  will not become unready after attacking or parrying, even if it is 
  unbalanced (see p. B104). 
  Item: May be cast on any sort of tool - not just a weapon. 
  Energy cost to cast: 300 per pound of weight (minimum 1 lb.): 2,000 
  for a quiver, bag, etc., from which ordinary missiles will leap into the 
  wearer’s hand at need. 
  Prerequisite: Apportation. 
  
   
   
   
  - 45 - 
  SPELL LIST
  Dancing Weapon  
  Enchantment 
  A weapon enchanted with this spell will fight on its own at the 
  owner’s command, hanging in the air as though wielded by an invisible 
  warrior. It has a skill of 15, a Speed of 5 and a ST (for damage purposes) 
  equal to the power of the spell; it will use intelligent strategy, and follow 
  its owner’s spoken or mental commands about which enemy to attack. It 
  will continue fighting until it is dealt with (see below) or its owner dies or 
  tells it to stop. This spell will not work on a missile weapon! 
  Any attack on a dancing weapon is at a penalty: from -4 (for a 
  polearm) to -5 (a sword or axe) to -6 (a dagger or pistol). If the weapon 
  gets a critical miss, or is struck by a critical hit, it will be `stunned” and 
  out of the fight (unless it breaks, in which case it is destroyed). If its owner 
  is killed, it will fall to the floor - but if he is merely knocked unconscious, 
  it will continue to attack the closest foe. A dancing weapon can also be 
  trapped in a net or bag (same basic roll as to hit it, but the GM can give 
  bonuses or penalties depending on the cleverness of the method used). 
  The weapon can also be left with orders to attack anyone who 
  approaches within a certain distance; a Link can be used to activate it only 
  if a certain event takes place. But once activated, if its owner is not 
  around, it will attack anyone in range - closest first, unless the Link had 
  other instructions. 
  Energy cost to cast: 1,000 per pound of the weapon’s weight 
  (minimum 1 lb.). Double the cost to get a weapon with Speed of 6, or with 
  skill of 18. Multiply cost by 4 to get a weapon with both advantages. 
  Prerequisite: Air-Golem. 
   
  Loyal Sword  
  Enchantment 
  The subject weapon will seek to return to the wearer’s hand if it is 
  dropped or thrown - even if the wearer becomes unable to fight. When 
  dropped, it returns on the next turn, as though Quick-Drawn. When thrown 
  it flies until it hits something or falls to the ground, and then returns in as 
  straight a line as possible, with a Move of 12. It will avoid enemies and 
  obstacles, not strike them, when returning! If its owner dies, it will return 
  to the body - but after that, it will become loyal to the next person to pick 
  it up. 
  A loyal weapon can be trapped, captured out of the air, etc., while 
  returning, but it requires a DX-4 roll to catch it, and its constant attempts 
  to return to its owner will give anyone else a -4 to fight with it. 
  A loyal weapon can he sold or given away at any time, but the 
  transaction must be wholly voluntary; it is then loyal to the new owner. It 
  may have only one owner at a time. Limiting spells may be used to limit 
  the class of people who can use it. 
  Note that if this spell is placed on a Dancing Weapon (above) it will 
  make the Dancing Weapon spell almost worthless. The effect will be a 
  Loyal weapon that strikes at foes on its way back to its owner (but at no 
  other time). 
  Energy cost to cast: 750 per pound of the weapon (minimum 1 lb.). 
  Prerequisite: Apportation. 
  Item: May be cast on any sort of tool - not just a weapon. 
   
  Cornucopia  
  Enchantment 
  Gives a quiver, bag of pellets, or other container of ammunition an 
  “infinite” supply of one type of ammunition - but items must be taken out 
  by hand, one at a time. Each missile exists for one minute after being 
  removed from the container; then it vanishes (or, if picked up by anyone 
  but the Cornucopia’s owner, it vanishes immediately). Therefore, this spell 
  cannot be used to make a single quiver supply arrows for an army! Also, it 
  cannot be cast on a weapon. A high-tech wizard could create a pouch that 
  always contained one armor-piercing tracer shell; he could not enchant a 
  .50-caliber machine-gun to fire forever. 
  Energy cost to cast: This is tricky, because skillful players will find 
  many creative ways to pervert this item. GMs who find Cornucopia a 
  nuisance may ban it entirely. In general: Energy cost is equal to 50 times 
  the $ value, in the current game-world, of the missile provided by the 
  Cornucopia Quiver. Thus, a quiver that provided ordinary arrows ($2 
  each) would cost 100 energy to create. 
  This means that a mage in a medieval world could not make a “quiver” 
  for high-tech ammo; that ammo is priceless in his world. A Cornucopia 
  Quiver can be made to fire magic arrows, but only if the creating mage is 
  capable of making such an arrow, and the energy cost will be tremendous. 
  Prerequisite: Magery 2 and at least 2 other weapon-enchantment 
  spells. 
   
  Bane 
  Enchantment 
  This is also considered a “limiting” enchantment (see p. 46). It is used 
  to make a magical weapon with powers that work only against one type of 
  foe. Successfully cast before the use of Accuracy, Puissance, Dancing 
  Sword, and/or Flaming or Icy Weapon, it reduces the energy cost of those 
  spells. But the spells will then work only against the named foe. For 
  instance, a sword could be made that did +3 damage, but only against orcs 
  - and this would be easier to cast than a weapon that did +3 against 
  everything. Note that a Bane spell cannot be removed unless the 
  enchantments it controls are also removed. 
  The enchantments limited by the Bane must be cast by the same caster 
  who placed the Bane on the sword. The more specific the bane (GM’s 
  decision) the greater the reduction in the other spells’ cost(s). Banes like 
  “All my foes” are not allowed! Examples of legal Bane: 
  Against a specific nation, religion, or race: Divide costs by 2. 
  Against a specific type of creature, or folk of a certain city: Divide 
  costs by 3. 
  Against all members of one specific family: Divide costs by 4. 
  Against one specific foe: Divide costs by 10. 
  Energy cost to cast: 100. The caster must also possess come item or 
  relic pertaining to the person, creature, race, etc., involved. 
  Prerequisite: Enchant. 
   
  
   
   
  - 46 - 
  SPELL LIST
  ARMOR ENCHANTMENTS 
   
  These spells work only on clothing, armor, and shields. They are 
  “always on,” and are excellent protection. The drawback is that when the 
  item is badly enough damaged, the spell also vanishes. Keep track of the 
  number of times the item is penetrated by enemy blows. When it has been 
  penetrated (DRx5) times, using natural DR, it is damaged enough that the 
  enchantment leaves. If a piece of clothing has no natural DR - e.g., a 
  cotton shirt enchanted into armor - it loses its power after the 5th 
  penetration. 
  Ordinary repairs may fix the item but will not count against the 
  number of penetrations for purposes of deciding when the enchantment 
  wears off. However, the Repair spell will accomplish this. 
  If the advanced armor rules are used, armor may be enchanted and 
  bought by the piece. Costs for pieces: 40% of full for the torso (30% for 
  front only!); 10% per pair for arms, legs, hands and feet; and 20% for the 
  head. 
   
  Fortify 
  Enchantment 
  Adds to the damage resistance of the item upon which it is cast. DR 
  may be increased by up to 5 with this spell. If you are building armor part 
  by part, each item’s enchantment protects only itself, and several Fortified 
  items may be worn. If you are using “generic” armor, use Fortify on the 
  torso armor; it adds to DR wherever the wearer is hit. 
  Energy cost to cast: 50 for DR +1, 200 for DR +2, 800 for DR +3, 
  3,000 for DR +4, 8,000 for DR +5. The spell can be recast to strengthen it, 
  as per Accuracy (p. 44). 
  Prerequisite: Enchant. 
  Item: Clothing or armor (but not a shield). 
   
  Deflect 
  Enchantment 
  Adds to the passive defense of the item upon which it is cast. PD may 
  be increased by up to 5 with this spell. If you are building armor part by 
  part, each item’s enchantment protects only itself, and several items with 
  Deflect may be worn. If you are using “generic” armor, use Deflect on the 
  torso armor; it adds to PD wherever the wearer is hit. 
  Energy cost to cast: 100 for PD +1, 500 for PD +2, 2,000 for PD +3, 
  8,000 for PD +4, 20,000 for PD +5. This spell can be recast to strengthen 
  it, as per Accuracy (p. 44). 
  Prerequisite: Enchant. 
  Item: Clothing, armor, or shield. 
   
  Lighten  
  Enchantment 
  Makes armor or shield lighter and easier to carry. The subject becomes 
  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. 
   
  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 failure may be treated as “critical.” This can 
  remove all spells on the item, strengthen 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 spell determines whether it governs (or is 
  governed by) previous spells. For instance, a named sword might have +3 
  against ores for any user, but act as a Dancing Sword only for one who 
  knew its name. 
   
  Name 
  Enchantment 
  Gives a magical name to an enchanted object. The magic of the subject 
  will function only for one who knows its name. The user must speak the 
  item’s name the first time he tries to use it, to show he knows the name. 
  Energy cost to cast: 400, or 200 if the name is written on the item. It 
  must be readable (GM’s decision). It may be small, hidden or even 
  disguised, but a person examining the item must be able to see it. 
  Prerequisite: Enchant. 
   
  Password 
  Enchantment 
  The reverse of the Name enchantment. A magical item with a 
  Password will function unless the Password is spoken. If the Password is 
  spoken, the item will be inert until the next time its powers would 
  normally be invoked - or for one minute (choice of person making the 
  item). An item may have some spells that are passworded and others that 
  are not. The details, of course, depend on the spell. Examples might be (a) 
  a magic ring that gave the power of flight - but put the wearer in 
  Suspended Animation unless the password was used; (b) a Pentagram that 
  can be “turned off” with a word; (c) an Air-Golem swinging a sword, that 
  stops for one minute if the password is said. 
  Energy cost to cast: 400. Halve this cost if the password is written on 
  the item (must be readable). 
  Prerequisite: Enchant. 
   
  Limit 
  Enchantment 
  The enchanted item will work only for the user, or class of users, 
  specified by the caster when the Limit is cast. This class of users may be 
  as simple or complex as the caster wishes. A Limit spell may affect all the 
  spells on the item, or just some of them. 
  Energy cost to cast: 200. 
  Prerequisite: Enchant. 
   
  Link 
  Enchantment 
  Same as the “Item” description under Meta-Spells, p. 64. 
   
   
  
   
   
   
  - 47 - 
  SPELL LIST
  WIZARDLY TOOLS 
   
  Items enchanted with these spells can be used only by mages. All these 
  spells are always on. 
   
  Staff  
  Enchantment 
  Anything touched by a mage’s staff is considered to be touched by the 
  mage. (This also means a mage can set a Powerstone in his staff and use it 
  normally.) See p. 14. 
  Note that, though many magic items must be in the form of a wand or 
  staff, they do not necessarily have to have this Staff spell on them. The 
  Staff spell is used only when the mage needs an item to extend his own 
  touch or reach. Pointing with the staff also reduces the range to the target 
  by 1 hex. 
  Many mages use various Limiting enchantments so that others can’t 
  use their staffs - but this is not automatic. 
  Energy cost to cast: 30. 
  Prerequisite: Enchant. 
  Item: Any rod-shaped piece of organic material (wood, bone, ivory, 
  etc.) up to 6 feet long. May be decorated with other materials, like gems 
  and precious metals. A small staff is often called a “rod,” and a very short 
  and slender one, a “wand.” 
   
  Powerstone  
  Enchantment 
  A Powerstone is used to store mana until it is used by a mage. Any 
  mage touching a Powerstone can take any or all of the energy it contains, 
  using it instead of his body’s own energy to cast a spell. 
  Each Powerstone is said to have a “strength.” This is the maximum 
  amount of energy it can hold. Since a mage can only use one Powerstone 
  per turn, a large Powerstone is more useful than a handful of small ones. A 
  large Powerstone can be used to cast a large spell; a group of small ones 
  can be used one at a time to help maintain a spell, but cannot be used all at 
  once. 
  A Powerstone “recharges” itself after use, by absorbing mana from the 
  surrounding area. The rate of recharge varies with the area’s mana level: 
  No mana: No recharge 
  Low mana: 1 point/week. 
  Normal mana: 1 point/day. 
  High mana: 1 point/ 12 hrs. 
  Very high mana: 1 point/6 hrs. 
  A Powerstone will not recharge if it is 
  within six feet of a larger Powerstone. Stones 
  of the same size split the available mana and 
  recharge at slower speed. This unfortunate 
  fact means that the owner of several 
  Powerstones must let some of them out of his 
  sight to get them recharged! 
  Special rules for creating Powerstones: A 
  jewel (see below) is required. The first 
  casting of the spell turns it into an uncharged 
  Powerstone with strength 1. Each new casting 
  increases its ST by 1. Thus, 15 castings would 
  create a Powerstone with a Strength of 15. 
  But note that with this many castings, there 
  would be a cumulative chance of nearly 1 in 4 
  that a critical failure would be rolled at some 
  point, destroying the stone. For 60 successive 
  castings, the cumulative chance of critical 
  failure is 2 in 3! 
  And each ordinary failure while casting 
  will put some sort of magical “warp” on the 
  stone. Thus, it is possible for work for months 
  and end up with a ST 20 Powerstone that 
  smells like fish and can only be used on 
  Wednesdays... This makes big stones without serious flaws more valuable 
  than others of the same strength. Warps and quirks of a Powerstone are set 
  by the GM, and can be used as a tool for campaign balance. Most of them 
  will be peculiar, arbitrary limitations on how the stone can recharge (e.g., 
  only while bathed in bat blood) or how it can be used (e.g., only on Fire 
  spells; only by a green-eyed virgin; not by anyone wearing a hat). A 
  severe quirk will affect the user of the stone (e.g., renders him mute for an 
  hour). 
  The caster will know if his spell has failed, but not what quirk his 
  Powerstone now has. The Analyze Magic spell can determine what quirks 
  a Powerstone has. Two failures in a row indicate that no further growth is 
  possible for that stone. 
  A Powerstone must be made from a jewel (usually opal). Its maximum 
  strength is equal to its weight in carats. Since there are some 140 carats in 
  an ounce, this is not a significant weight limitation, but it means that a 
  strong Powerstone will be noticeable if it is worn where it can be seen. A 
  gem of over 10 carats is unusual; one of over 20 is very unusual. And 
  since large jewels cost proportionately more than small ones, this will 
  drive up the cost of very big Powerstones even more. See p. 22. 
  A Powerstone is uncharged when created (though if it already 
  contained energy, that energy is unaffected by a casting to increase its ST). 
  The energy from a Powerstone can not be used for further enchantments 
  on that stone - a Powerstone can not be used to help enchant itself! 
  Energy cost for each casting: 20. 
  Prerequisite: Enchant. 
   
  “Dedicated” Powerstones 
  If a Powerstone is attached to an item before that item is enchanted, 
  the Powerstone becomes a part of the magical item. It is then a 
  “dedicated” Powerstone. Its energy may be tapped by the item’s user - but 
  only to power the spells cast by or through that item. 
  If a dedicated Powerstone is removed from a magical item, the magical 
  item is automatically broken and loses its enchantment, but the 
  Powerstone is intact, and becomes a “normal” Powerstone again. (Of 
  course, if the Powerstone is built into the item in some way - e.g., set in a 
  magic ring - a successful Jeweler skill roll is required to remove it without 
  breaking the stone, too.) 
  The advantage of a dedicated Powerstone 
  is 
  that 
  its 
  energy, 
  being 
  specifically 
  channeled, is used twice as efficiently. A 
  (point dedicated Powerstone gives two points 
  of energy (but still recharges in one day in a 
  normal-mana area). 
   
  “Exclusive” Powerstones 
  An item can also be made with a built-in 
  Powerstone, in such a way that it can only be 
  powered by its integral Powerstone(s). This is 
  done exactly as for dedicated Powerstones, 
  but the energy of an exclusive Powerstone is 
  three times as efficient i.e., a 1-point 
  exclusive Powerstone delivers 3 points of 
  energy, but then the item is useless until the 
  stone recharges. 
   
  Crystal Ball 
  Enchantment 
  Used in the Divination spell of the same 
  name. Requires a ball of flawless crystal at 
  least 2” in diameter (value $1,000). A 3” ball 
  (value $5,000) gives +l to divinations. A 4” 
  ball (value $20,000) gives +2. Energy cost to 
  create: 1,000. 
  Prerequisite: Divination (Crystal-gazing). 
   
   
   
  
   
   
  - 48 - 
  SPELL LIST
  FOOD SPELLS 
   
  These spells are concerned with food and drink. A meal, for purposes 
  of these spells, is equal to a pound of food. None of these spells will turn 
  living beings (or the undead) directly into food; they can’t be used in 
  combat. 
   
  Test Food  
  Information 
  Lets the caster know if a substance is good to eat. The spell tells 
  nothing about taste or nutrition; it detects poisons, dangerous decay, or 
  foreign objects (razor blades in fruit). It does not check for magic on food. 
  Cost: 1 to test a single meal or a single bottle of wine; 3 per hex to 
  check all the food and drink in a 1-hex area. 
  Item: Staff, wand or jewelry. Energy cost to create: 100. 
   
  Preserve Food  
  Regular 
  Keeps any organic material from spoiling, drying out, etc. Very useful 
  for travelers! 
  Duration: 1 week. 
  Cost: 2 per pound of food, plus 1 to maintain. 
  Prerequisites: Sterilize, Test Food. 
  Item: (a) Staff, wand or jewelry. Energy cost to create: 200. (b) Chest 
  or sack; always on; contents of the chest are preserved indefinitely. Energy 
  cost to create: 20 for every pound of food to be held (round up). 
   
  Seek Food  
  Information 
  Lets the caster determine the direction, distance, and general nature of 
  the nearest significant source of food. Use the long-distance modifiers (p. 
  10). The food found will be wholesome, but not necessarily appetizing - 
  e.g., edible insects. Any known sources of food (such as those delicious 
  insects) may be excluded if the caster specifically mentions them before 
  beginning. 
  Cost: 2. 
  Item: A forked stick. Energy cost to create: 300. 
   
  Decay  
  Regular 
  Makes food rot away immediately and become worthless (it can be 
  saved if a counterspell is cast, or Purify Food is cast, within a minute). 
  Cost: 1 per meal destroyed. 
  Prerequisite: Test Food 
  Item: Staff or wand. Must touch subject food. Energy cost to create: 
  100. 
   
  Purify Food  
  Regular 
  Removes foreign objects, poisons, and decay, and renders food fit to 
  eat. Will work only on an edible or formerly-edible item - and if the whole 
  item is unwholesome, the spell will remove all the unwholesomeness and 
  leave nothing. 
  Cost: 1 per pound of material to be purified. 
  Prerequisite: Preserve Food or Decay. 
  Item: Staff, wand or jewelry. Must touch subject food. Energy cost to 
  create: 400. 
   
  Poison Food  
  Regular 
  Introduces a physical poison into food. This poison can be detected by 
  Test Food, and remains indefinitely. Anyone eating the poisoned food 
  must make a HT roll. On a successful roll, they merely feel sick and lose 2 
  HT. On a failed roll, they will be seized by painful stomach cramps and 
  lose 1d+1 HT immediately; they will be at -3 for all skills or spells until 
  the lost HT is restored. 
  Cost: 3 per meal. 
  Prerequisite: Purify Food, Decay. 
  Item: Staff or wand. Must touch subject food. Energy cost to create: 
  600. 
   
  Cook  
  Regular 
  Turns raw ingredients into a finished meal. Produces only simple fare 
  (stews, etc.) and only as wholesome as the ingredients. No cooking-fire is 
  necessary; the spell provides the heat. 
  Cost: 1 per meal. 
  Time to cast: 5 seconds. 
  Prerequisite: Test Food, Create Fire. 
  Item: A pot which will cook any food placed within it, at no energy 
  cost to the user. Requires about a minute to cook. Size of the pot does not 
  matter, but each pot can be used only a limited number of times daily. 
  Energy cost to create: 30 per meal per day (i.e., a pot which would cook 3 
  meals per day would have an energy cost of 90 to create). 
   
  Create Food  
  Regular 
  Turns any nonmetallic substance into edible food. The more edible the 
  starting substance, the better; this spell will make rocks edible, but not 
  tasty! 
  Duration: Permanent. 
  Cost: 3 per meal created if the starting substance is totally inedible, or 
  2 if the starting substance is plant material of some kind. 
  Time to cast: 30 seconds. 
  Prerequisite: Cook, Seek Food. 
  Item: (a) Wand, staff, or jewelry; usable only by a mage. Must touch 
  material to be turned into food. Energy cost to create: 600. (b) A pot, as 
  described for Cook, which will turn anything placed inside into a cooked 
  meal. Energy cost to create: 200 per meal per day. 
   
  Ferment  
  Regular 
  Causes accelerated fermentation in any matter which can be fer-
  mented. Primarily used to make beer, ale, and wine quickly, but will also 
  cause bread to rise rapidly. The fermentation process will finish in a single 
  hour (or one minute for bread). 
  Duration: 1 hour (1 minute for bread). 
  Cost: 1 per pint of liquid or loaf of bread. Cannot be maintained. 
  Time to cast: 10 seconds. 
  Prerequisites: Decay. 
  Item: A small keg which works at no energy cost to the user, but only 
  works a limited number of times per day. Energy cost to create: 50 per 
  gallon of size, for each time/day the item is usable. Example: a 10 gallon 
  keg that works twice per day costs 1,000 energy to create. 
  
   
   
   
  - 49 - 
  SPELL LIST
  Water to Wine  
  Regular 
  Turns water or other drinkable liquid into a mildly alcoholic beverage. 
  The nature of the resulting drink depends on the starting material. Water 
  or grape juice become wine, fruit juices become “coolers.” The quality of 
  the result depends on the caster’s roll and the quality of the starting liquid. 
  Duration: Permanent. 
  Time to cast: 10 seconds. 
  Cost: 4 per gallon (half cost for beer, double cost for spirits). 
  Prerequisites: Purify Water, Ferment. 
  Item: A bottle or drinking vessel which will, once per day, change the 
  contents into an alcoholic beverage. The quality of the result depends on 
  the starting material; sea water would give pretty bad beer, while newly 
  melted mountain snow would give excellent wine. Energy cost to create: 
  500 per gallon capacity of the container. Note that critical failures with 
  this spell have been known to create dangerous items, such as goblets that 
  poison the wine they create - but no one has yet found an enchantment to 
  do this deliberately! 
   
  Distill  
  Regular 
  Concentrates a liquid by removing water from it. Mostly used to make 
  strong alcoholic beverages, but also used by alchemists. Each use of the 
  spell removes half the remaining water from subject. One casting will turn 
  wine into strong “winter wine,” three will produce a potent beverage of 
  about 100 proof, four will leave little but alcohol. The volume of liquid 
  will be halved by each casting. Will not work on living creatures. 
  Duration: Permanent. 
  Cost: 1 per original quart of liquid. 
  Time to cast: 10 seconds. 
  Prerequisites: Ferment, Destroy Water. 
  Item: A large closed kettle holding up to 5 gallons. Enemy cost to 
  create: 400. Illegal anywhere that a mundane “still” is illegal! 
   
  Banquet 
  Regular 
  Makes any item seem like attractive, tasty food. The underlying nature 
  of the matter does not change, but those who eat it will find it delicious - 
  not necessarily nutritious, but delicious. Can only be cast on things that 
  can be eaten; it would work on mud, but not on stone. 
  Duration: 1 day. 
  Cost: 2 per meal. 
  Prerequisite: Magery, Cook, Foolishness. 
  Item: Wand, staff, or jewelry; usable only by a mage. Must touch 
  material to be affected. Energy cost to create: 600. 
   
  Monk’s Banquet 
  Regular 
  Lets subject go without food or water for about a day with no ill 
  effects. May be cast repeatedly, but not “maintained”. 
  Duration: 24 hours. 
  Cost: 6. 
  Prerequisite: Banquet, Resist Pain. 
  Item: Clothing or jewelry; usable only by a mage, or (at GM’s option) 
  “pure” or “holy” person. Energy cost to create: 1,000. 
   
  HEALING SPELLS 
   
  These spells are the whitest of white magic. Yet the healing spells are 
  precursors of the dark spells of necromancy... Some healers even refuse to 
  learn Resurrection, because of the “unclean” necromantic knowledge 
  required to make the spell function. 
  Anyone who tries to heal himself will have a skill penalty equal to the 
  amount of injury he has. For example, if a wizard takes 4 hits and tries to 
  heal himself, he will be at a -4 to cast any healing spell on himself. Some 
  Healing spells are marked “One Try.” If such a spell should fail, the caster 
  (and any assistants) may not try again on that wound. If it didn’t work the 
  first time, it won’t work at all for that caster(s). If “One Try” is specified 
  without a time period, the caster(s) may never try again. 
  A critical failure with a Healing spell will always have some 
  appropriate bad effect on the patient - aggravating the injury, creating a 
  new wound, or the like. 
   
  Lend Strength  
  Regular 
  Restores the subject’s lost fatigue, at an energy cost to the caster. 
  Cannot increase ST above its original level. 
  Duration: Permanent. 
  Cost: Any amount; the energy spent by the caster goes to the subject 
  as restored ST. Example: The caster spends 5 ST; the subject regains 5 lost 
  fatigue points. The cost for this spell is not reduced by high skill. 
  Prerequisite: Magery, or the advantage of Empathy. 
  Item: Wand, staff, or jewelry. Energy cost to create: 100. 
   
  Lend Health  
  Regular 
  As above, but restores the subject’s lost HT rather than fatigue. 
  However, this is a temporary “healing.” HT gained from this spell lasts 
  only an hour, and then vanishes. HT cannot be raised above its original 
  level. 
  This spell cannot be maintained; it must be recast. Therefore, it is only 
  a stopgap measure. Like Lend Strength, there is no cost reduction for high 
  skill. 
  Duration: 1 hour. 
  Cost: 1 per point of HT loaned. 
  Prerequisite: Lend Strength. 
  Item: Wand, staff, or jewelry. Energy cost to create: 250. 
   
  Recover Strength 
  Special 
  Works on the caster himself; cannot restore ST to others. Allows the 
  caster to rest and recover fatigue more quickly than “normal.” A normal 
  person recovers one point of fatigue every 10 minutes. A mage who 
  knows this spell at level 15 recovers twice as fast - one point every 5 
  minutes. A mage who knows this spell at a skill of 20 can recover a point 
  of fatigue every 2 minutes. No further improvement is possible. 
  The mage must rest quietly, but no ritual or die-roll is required. He just 
  “rests faster” by drawing strength from the mana around him. While 
  resting, he can maintain ordinary spells, but not those that require 
  concentration. 
  This spell does not function in low-or no-mana areas. 
  Cost: none. 
  Prerequisite: Magery; Lend Strength. 
  Item: Jewelry. Permits wearer to recover as though he had this spell at 
  level equal to item’s Power; always on. A very rare item! Energy cost to 
  create: 1,000; must be made of alloyed gold and platinum (minimum value 
  of a small ring $500). 
   
  Awaken 
  Area 
  Renders subject(s) awake and alert; instantly counters the effects of 
  stunning or the Suspended Animation spell. If a subject is very fatigued 
  (ST 3 or less) this spell renders him alert for only an hour and costs him 1 
  fatigue point. It won’t work on anyone with ST 0 or less. Subjects must 
  make a HT roll to awaken, with a bonus equal to the amount by which the 
  spell roll succeeded. A subject rolls at -3 if he was unconscious because of 
  injury; -6 if he was drugged. 
  Base Cost: 1. 
  Prerequisite: Lend Health. 
  Item: Wand or staff. Subject must be touched by item. Energy cost to 
  create: 300. 
  
   
   
  - 50 - 
  SPELL LIST
  Share Strength  
  Regular 
  Allows the caster to make his ST available to another mage’s spell 
  casting. The caster may only cast this spell on himself. He must specify 
  who is able to draw ST from him in the next second - nobody else may do 
  so. More than one mage may be specified, and a limit of 5 ST may be 
  drawn in a single turn. The caster may specify a lower limit! HT may not 
  be used to cast this spell. 
  If a specified mage does not draw ST before the caster’s next turn, the 
  Share ST spell expires, costing the caster one fatigue. The mage casting 
  the other spell does not have to be aware of the Share spell’s existence. As 
  he casts his spell, he will feel an outside energy attempting to aid him - he 
  may yield to that or deny it, paying the cost himself. 
  A spell can draw power from only one Share spell. If more than one 
  Share spell is cast, use the closest one; roll randomly if two are equally 
  close. 
  Duration: The ST must be used in a spell that turn. Cannot be 
  maintained. 
  Cost to Cast: Twice the amount actually used by the wizard who 
  draws the ST. The energy spent by the caster goes to power another 
  mage’s spell. ST beyond that needed by the spell is not transferred to the 
  other mage - use Lend ST to do that. The cost to cast this spell is never 
  reduced by high skill. A minimum of 1 ST is always spent when casting 
  this spell. 
  Prerequisite: Lend ST. 
   
  Minor Healing  
  Regular 
  Restores up to 3 HT to the subject. Does not eliminate disease, but will 
  cure harm already done by disease. 
  This spell is risky if used more than once per day by the same caster 
  on the same subject. If you try, your skill will be at -3 the first repetition, 
  -6 for the second, and so on. 
  If you have the Physician skill at level 15 or better, a “critical failure” 
  roll with this spell counts only as an ordinary failure - unless you are 
  trying the spell more than once per day on the same subject. 
  Duration: Instantaneous. 
  Cost: 1 to 3; the same amount is restored to the subject. 
  Prerequisite: Lend Health. 
  Item: Wand or staff, decorated in a snake pattern. Subject must be 
  touched by item. Usable only by mages. or by non-mages with Physician 
  skill 15+. Energy cost to create: 600. 
   
  Major Healing (VH)  
  Regular 
  Restores up to 8 HT to the subject. Does not eliminate disease, but will 
  cure harm already done by disease. 
  This spell is risky if used more than once per day by the same caster 
  on the same subject. If you try, your skill will be at -3 the first repetition. 
  -6 for the second, and so on. 
  If you have the Physician skill at level 15 or better, a “critical failure” 
  roll with this spell counts only as an ordinary failure - unless you are 
  trying the spell more than once per day on the same subject. However, a 
  caster can use both Major and Minor Healing on the same subject in the 
  same day, without penalty. 
  Duration: Instantaneous. 
  Cost: 1 to 4. Twice the amount spent is restored to the subject. 
  Prerequisite: Magery, Minor Healing. 
  Item: Wand or staff decorated in a snake pattern. Subject must be 
  touched by item. Usable only by mages, or by non-mages with Physician 
  skill 20+. Energy cost to create: 1,500. 
   
  Sterilize  
  Area 
  Kills all microorganisms in the subject area. Cast on a living being, it 
  will also kill some friendly microorganisms within its body; this will cure 
  all germ-caused diseases but does 3 dice damage to a man-sized creature! 
  (Damage will be proportional to size for others.) 
  Duration: Those germs stay dead, but the subject isn’t rendered 
  permanently clean or immune. 
  Cost: 2 for a fist-sized object or flat area up to 30 square inches; for 
  larger areas, base cost 3. 
  Time to cast: 2 seconds for an object; 5 minutes for a living being. 
  Prerequisite: Decay (p. 48) or Insect Control (p. 24). 
  Item: Wand or staff, decorated in a snake pattern. Subject must he 
  touched by item. Energy cost to create: 400. 
   
  Suspended Animation 
  Regular; Resisted by HT 
  Holds the subject in apparent sleep. indefinitely. The effects of severe 
  bleeding, disease, age, etc. are all halted while the spell is in effect. The 
  subject requires neither food nor air, but can still be harmed by fire, 
  weapons, and other natural hazards. 
  Duration: remains in effect until broken (the Awaken spell is one good 
  way). 
  Cost: 6. 
  Time to cast: 30 seconds. 
  Prerequisite: Sleep (p. 66) and at least 4 Healing spell. 
  Item: (a) Jewelry. arrow or clothing. Always on; puts wearer in 
  suspended animation instantly. Spell lifts immediately when item is 
  removed. Energy cost to create: 2,000. (b) Crypt. coffin, etc. Always on; 
  puts occupant in suspended animation. Energy cost to create: 2,000 per 
  human-sized space. 
   
  Cure Disease 
  Regular 
  Eliminates all disease, plague, or infection microorganisms of one 
  chosen type from the body of the subject. A successful Diagnosis roll (by 
  caster or another) should first be made; if not, spell use is at -5l Does not 
  cure any damage the illness has done to the subject - just eliminates the 
  organisms responsible. If no organism is responsible, the spell has no 
  effect! 
  Duration: The germs stay dead, but the subject isn’t immune forever... 
  Cost: 4 (for a normal human - no less for a smaller creature. but 
  proportionately more for a larger one). 
  Time to cast: 10 minutes. One try. 
  Prerequisite: Sterilize and Major Healing. 
  Item: Wand or staff, decorated in a snake pattern. Subject must be 
  touched by item. Usable only by mages. Energy cost to create: 800 to cure 
  one specific disease, or 1,500 for an item that cures any disease. 
   
  Neutralize Poison 
  Regular 
  Eliminates all traces of one chosen poison from the body of the 
  subject. A successful Poisons roll (by the caster or another character) 
  should first be made in order to identify the poison being treated; if not, 
  spell use is at -5! This spell is of no use against elixirs other than those 
  which do direct damage. Does not cure existing damage -just removes the 
  remaining poison, avoiding any further damage. 
  Duration: Permanent. 
  Cost: 5 (for a one-hex creature, more in proportion to size). 
  Time to cast: 30 seconds (beware fast-acting poisons!). One try. 
  Prerequisite: Cure Disease, or Magery 3 and Test Food. 
  Item: Staff or wand decorated in a snake pattern. Usable only by a 
  mage or a physician of skill 20+. Must touch the subject. Cost to create: 
  400 for an item that cures one specific poison. 1,500 for an item that cures 
  any poison. 
  
   
   
   
  - 51 - 
  SPELL LIST
  Restoration (VH)  
  Regular 
  Allows subject to regain the use of one crippled limb or damaged eye - 
  also restores lost hearing, smell, etc. Will not work on a lost limb or eye - 
  that requires Regeneration (below). (If a limb has been amputated and is 
  intact, you may in, Restoration within the hour, at -5 to skill, to put it back 
  on!) 
  Duration: Permanent. 
  Cost: 15. One try. 
  Time to cast: a minute to cast the spell: a month before the process of 
  restoration is complete. The part may not be used at all until the month has 
  passed; it simply won’t work, even though it may appear to be almost 
  ready. 
  Prerequisite: Major Healing. 
  Item: Wand or staff, decorated in a snake pattern. Usable only by 
  mages. Subject must be touched by item. Energy cost to create: 2,000. 
   
  Instant Restoration (VH)  
  Regular 
  As above, but works instantly. 
  Cost: 50. One try. 
  Prerequisites: Restoration, Magery 2. 
  Item: Wand or staff, decorated in a snake pattern. Usable only by 
  mages. Subject must be touched by item. Energy cost to create: 2,500. 
   
  Regeneration (VH)  
  Regular 
  Allows subject to regrow one lost limb or eye. 
  Duration: Permanent. 
  Cost: 20. One try. 
  Time to cast: a minute to cast the spell; a month before the process of 
  regeneration is complete. The regenerating part may not be used at all 
  until the month has passed. 
  Prerequisite: Restoration, Magery 2. 
  Item: Wand or staff, decorated in a snake pattern. Usable only by 
  mages. Subject must be touched by item. Energy cost to create: 3,000. 
   
  Instant Regeneration (VH)  
  Regular 
  As above, but works instantly. 
  Cost: 80. One try. 
  Prerequisite: Regeneration. Magery 3. 
  Item: Wand or stall, decorated in a snake pattern. Usable on l\ by 
  mages. Subject must be touched by item. Energy cost to create: 4,000. 
   
  Halt Aging (VH) 
  Regular 
  Stops the subject from aging for a number of days: roll 5 dice to 
  determine just how many. Cannot be cast again until the first spell wears 
  off. 
  Duration: Roll 5 dice for number of days. 
  Cost: 20. One try per week. 
  Prerequisite: At least 6 Healing spells, Magery ?. 
  Item: Jewelry. Always on; prevents aging while it is worn. Kingdoms 
  have been toppled for possession of such things . . . Energy cost to create: 
  10,000. 
   
  Youth (VH) 
  Regular 
  Removes a number of months from the subject’s age; roll 1 die to 
  determine just how many. Any attribute levels lost in that period will 
  automatically be regained. (If the spell is worked on a very young person, 
  any attribute levels gained in that period will automatically be lost when 
  the subject becomes younger!) Does not affect memories, skills, injuries, 
  etc., gained during the “lost” months. 
  Duration: Subject starts aging again immediately. 
  Cost: 100. One try per month. 
  Prerequisite: Halt Aging. Magery 3. 
   
  Resurrection (VH) 
  Regular 
  Brings the subject back to life, provided that the body, or most of it. is 
  available. This is the GM’s decision; note that a body that has reached 
  -10xHT is by definition too damaged for resurrection. The resurrected 
  subject has ST and HT 0, and must regain ST and HT in the normal 
  fashion. All his limbs will be intact, regardless of the injuries that killed 
  him. The caster’s skill is at a -1 penalty for each full day between the 
  subject’s death and the beginning of the spell. 
  Duration: Instantaneous 
  Cost: 300. One try. 
  Time to cast: 2 hours. 
  Prerequisite: Instant Regeneration and Summon Spirit 
  Item: There are persistent rumors of a magic item that will bring the 
  dead to life, but nothing specific is known. 
   
  ILLUSION AND CREATION SPELLS 
   
  These are the spells that let the wizard create what is not. An “illusion” 
  has no real substance. A “creation” does have substance, while it exists. 
  Each illusion or creation counts as a spell “on,” giving -1 to the caster’s 
  other spell rolls. 
   
  Simple Illusion  
  Area 
  Creates an insubstantial image that can have no physical effect on the 
  real world. An illusion may be a single object or a whole scene. It affects 
  no senses except vision. Any intelligent creature can dispel it by 
  “disbelieving”-concentrating for a turn and making a successful IQ roll. 
  The touch of any intelligent creature, or any attack, or any spell except 
  Control Illusion, will also dispel it. Other things will just go through it. It 
  may move beyond its starting area, or change size or shape up to its 
  maximum size, but the caster must concentrate to do this. 
  Duration: 1 minute. 
  Base Cost: 1 to cast; half that to maintain. 
  Prerequisite: caster must be able to see, and have IQ 11 or better. 
   
  Complex Illusion  
  Area 
  As above, but affects hearing as well as sight. It is not automatically 
  destroyed by a spell or touch; it has DR 0, HT 1 (about like paper). If it is 
  broken, though, it melts away instantly. 
  Duration: 1 minute. 
  Base Cost: 2 to cast: half that to maintain. 
  Prerequisite: Sound, Simple Illusion. 
   
  Perfect Illusion 
  Area 
  As above, but affects all the senses except touch; your hand will go 
  through it. It cannot be dispelled except by Dispel Magic or Dispel 
  Illusion. It has DR 0, HT 1. If it is broken, the damage heals as soon as the 
  damaging object is removed. 
  Duration: 1 minute. 
  Base Cost: 3 to cast; half that to maintain. For double cost, even the 
  sense of touch will be fooled, though you cannot “really” warm yourself 
  from an illusionary fire. 
  Prerequisite: Magery, Complex Illusion. 
   
  Illusion Shell 
  Regular 
  This is an illusion thrown on an object to make it look, sound and feel 
  different. The base object must be of the appropriate size and shape. The 
  illusion may be disbelieved, but is otherwise stable. However, it will not 
  move about unless the underlying object moves. Damage done by the 
  underlying object is unaffected. 
  Example: An illusion shell of a horse could be cast over a wooden 
  horse. It would stamp, tricker, and smell like a horse, but could not be 
  ridden! Concentration is not required to maintain the illusion. 
  Duration: 1 minute. 
  
   
   
  - 52 - 
  SPELL LIST
  Cost: 1 for an object small enough to be hand-held, or 2 per hex for 
  larger objects. Half that cost to maintain. 
  Prerequisite: Simple Illusion. 
  Item: For 200 times the base cost, the spell can be made permanent; it 
  will not be disbelieved! 
   
  Illusion Disguise  
  Regular 
  This is an illusion thrown over and around a living being to disguise it. 
  The caster must first create the illusion (using any of the four above 
  spells). The Illusion Disguise spell will then superimpose the illusion over 
  the subject, so it covers him and moves with him. The better the illusion 
  spell used, the better and more permanent the disguise; a Perfect Illusion 
  disguise will even fool the sense of touch. Concentration is not required to 
  maintain the disguise. The illusion disguise counts as only a single spell 
  “on.” 
  Duration: Until the illusion ends. 
  Cost: 3. 
  Prerequisite: Simple Illusion. 
  Item: Jewelry or clothing; casts an Illusion Disguise (specified when 
  the item is enchanted) over the wearer. Energy cost to create: 150 Simple, 
  300 Complex, 500 Perfect illusion. No energy cost to wearer! 
   
  Control Illusion 
  Regular; Resisted by subject spell 
  Lets you take control of an illusion that someone else has cast. If your 
  spell succeeds, you must pay any further energy costs to maintain the 
  illusion. If you fail, the illusion is still the other caster’s. Will not affect an 
  Illusion Disguise. If the spell is cast over something that is not an illusion, 
  the energy cost is still spent but the spell has no effect. 
  Duration: Once established, control is permanent unless someone else 
  takes control. 
  Cost: 1 per hex of size of the illusion. You may not try to control only 
  part of a large illusion; it is all or nothing. 
  Time to cast: 2 seconds. 
  Prerequisite: Perfect Illusion. 
  Item: Wand or staff. Energy cost to create: 300. Item must touch 
  illusion to be controlled. 
   
  Dispel Illusion 
  Regular; Resisted by subject spell 
  Dispels any Illusion or Illusion Disguise. Does not affect creations. 
  Cost: 1 per hex of subject size (you can’t dispel part of an illusion). 
  Prerequisite: Control Illusion. 
  Item: Wand or staff; must touch subject illusion. Energy cost to create: 
  400. 
   
  Create Object (VH)  
  Regular 
  This spell can be used to create any sort of simple artifact with which 
  the caster is familiar - e.g., a robe, a sword, a cup. It cannot create a 
  magical item or a living creature. 
  Limitations: Food created this way will seem nourishing, but in fact is 
  not. Information cannot be created; a book could not be created unless the 
  caster knew all its contents by heart. A work of art will be only as good as 
  the caster could make it by hand. A mechanical device cannot be created 
  unless the caster could build it himself. (GMs - the intent of this rule is to 
  make it almost impossible for mages to create cars, transistor radios, et 
  cetera. Be strict.) 
  Duration: The created object lasts indefinitely - as long as it is 
  touching a living, thinking being. Thus, a wizard can create a sword, and 
  use it himself or give it to a friend - but if he creates a coin to cheat a 
  merchant, it will vanish if the merchant drops it on the counter or tosses it 
  in the air! A created item does not actually have to touch flesh, but it must 
  be very close to someone. It could be held in a gloved hand, carried in a 
  pocket, etc., but not stored in a backpack. 
  Cost: 2 for every 5 lbs. the created item weighs. 
  Time to cast: Equal to cost, in seconds. 
  Prerequisite: Magery 2, Create Earth, Perfect Illusion. 
   
  Create Animal 
  Regular 
  Lets the caster create an animal (IQ 7 or less) which does his mental 
  bidding while it exists. A created living being continues to exist until the 
  caster stops maintaining the spell, or until it is killed. Then it vanishes. 
  A living creation must be identical to a “real” living being with which 
  the caster is familiar. You cannot create an imaginary being, or even a real 
  creature of which you have only heard stories. Neither can you create a 
  bear with poison fangs... but some wizards occasionally research private 
  variations on the spell to make unusual creatures. 
  Duration: 1 minute. 
  Cost: 2 per 100 lbs. of the creature’s weight, to cast (round up). Half 
  that to maintain. 
  Time to cast: Equal to cost, in seconds. 
  Prerequisite: Create Water, Create Object, IQ 13+. 
   
  Create Servant 
  Regular 
  Creates a stupid but obedient servitor (ST, DX, IQ, HT all 9) to do the 
  caster’s bidding. The caster sets the servant’s appearance. This same spell 
  can also create a Brute - a servant with ST of 16, and all other stars at 9. 
  Or it can create a servant with one non-combat physical skill at level 16. 
  Any of these servants will follow simple spoken commands, deliver verbal 
  messages, etc. It is under the GM’s control. It cannot fight or handle 
  confusing situations; it has no skills. Faced with danger, it will whimper, 
  flee, or simply vanish. If questioned, it knows only who its master is and 
  what its orders are. 
  Duration: 1 minute. 
  Cost: 3 to cast; 1 to maintain. For a skilled servitor, 4 to cast, 2 to 
  maintain. For a Brute, 6 to cast, 2 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Magery 3, IQ 13+, Create Object. 
   
  Create Warrior 
  Regular 
  Creates a warrior to fight as the caster commands. He has IQ of 10, 
  ST, DX, and HT of 12, and skill of 16 with any single weapon (or 
  unarmed combat ability) the caster desires. He has no weapons or armor 
  when created, but will use what he is given. 
  Duration: 1 minute. 
  Cost: 4 to cast; 4 to maintain. Cost to create a Brute Warrior (ST of 
  16) is 6 to cast, 6 per minute. 
  Time to cast: 4 seconds. 
  Prerequisite: Create Servant. 
   
  Control Creation 
  Regular; Resisted by subject spell 
  Lets you take control of a living Creation cast by someone else. If you 
  succeed, you pay any further energy costs to maintain the creation. If you 
  fail, it remains the original caster’s. Will not affect an Illusion. 
  Cost: 1 per hex of the creation’s size. 
  Time to cast: 2 seconds. 
  Prerequisite: Create Animal or Create Servant. 
  Item: Wand or staff, must touch subject creation. Energy cost to 
  create: 400. 
  
   
   
   
  - 53 - 
  SPELL LIST
  Dispel Creation 
  Regular; Resisted by subject spell 
  Destroys any sort of Creation. Does not affect illusions. 
  Cost: 1 per hex of size of a nonliving subject, or 3 per hex of size of a 
  living creation (you cannot dispel just part of a creation). 
  Prerequisite: Control Creation. 
  Item: Wand or staff. Energy cost to create: 500. 
   
  Know Illusion  
  Information 
  Tells whether the subject is real, or an illusion or creation, and just 
  what kind it is. Caster must be able to see subject. 
  Cost: 2. 
  Prerequisite: Simple Illusion. 
   
  Independence 
  Area 
  This spell can be used with any creation or illusion you control. It lets 
  you “program” it to move about, speak (if it can make sounds). and even 
  react in predetermined ways. All this is done with no further concentration 
  on the caster’s part; it does not count as a separate spell “on.” If faced with 
  something for which it is not “programmed,” it may do nothing or (if an 
  illusion) simply vanish, at the GM’s whim. 
  Duration: As long as the creation or illusion lasts. 
  Base Cost: 2. Does not require maintaining. 
  Time to cast: As long as it takes the casting player to describe the 
  instructions to the GM, or to read them aloud if they are in writing 
  (writing them down will save arguments!). Complex instructions will take 
  a long time to cast. Minimum 5 seconds. 
  Prerequisite: Simple Illusion. 
   
  KNOWLEDGE SPELLS 
   
  These spells provide information. Duration is “instantaneous” unless 
  noted otherwise - that is, the caster gets one flash of knowledge, but not a 
  continuing picture. 
   
  Tell Time  
  Information 
  This spell tells the caster what time it is - as well as the day and year, 
  should that be in doubt. 
  Cost: 1. 
  Item: Jewelry which lets the wearer know the exact time whenever he 
  wants. Energy cost to create: 250. 
   
  Alarm  
  Regular 
  This spell will alert the subject at a specified time in the future, 
  awakening him if necessary. It will also remind him of one thing (in 
  effect, delivering a message), provided he was told that thing at the time 
  the Alarm spell was cast. Can be set to “go off” up to a week from time of 
  casting. 
  Duration: 1 week. 
  Cost: 1. Cannot be continued. 
  Prerequisite: Tell Time. 
  Item: Jewelry. Will buzz or vibrate at exactly the same time every day, 
  as set by the original creator. Energy cost to create: 60. 
   
  Find Direction  
  Information 
  This spell tells the caster which direction is North. It can also tell 
  which way his home lies (this requires a separate casting). Note that no 
  one can have more than one true home, and a wanderer may have none! 
  Cost: 2. 
  Prerequisite: Magery. 
  Item: Enchanted compass needle which points North, or to the user’s 
  home, on command. Energy cost to create: 250. 
  Detect Magic 
  Regular 
  Lets the caster determine whether any one object is magical. If the 
  spell is successful, a second casting will tell whether the spell is temporary 
  or permanent. A critical success on either roll will fully identify the spell, 
  as per Analyze Magic. 
  Cost: 2. 
  Time to cast: 5 seconds. 
  Prerequisite: Magery. 
  Items: (a) Staff, wand, or jewelry. Usable only by mages. Energy cost 
  to create: 100. (b) Ring or necklace. Usable by anyone; always on. 
  Vibrates, alerting wearer, when any magical item is within 5 yards. A 
  Limit spell is often used to make it alert the wearer only to certain kinds of 
  magic. Energy cost to create: 300. 
   
  Aura 
  Information 
  Shows the caster a glowing halo, or “aura,” around the subject. This 
  aura gives the caster a general insight into the subject’s personality - the 
  better the skill roll, the better the insight. In particular. the aura also shows 
  whether the subject is a mage (and about how powerful); whether the 
  subject is possessed or controlled in any way: and whether the subject is in 
  the grip of any violent emotion. All living beings have auras; inanimate 
  things do not. A zombie is detectable by his faint, death-haunted aura. A 
  vampire retains the aura he had in life. 
  Illusions and created beings have no auras, so a successful casting of 
  this spell will also distinguish them from real persons. A critical success 
  will detect secret magical traits like lycanthropy, vampirism. unnatural 
  longevity, and the like. 
  Cost: 3 (for any size subject). 
  Prerequisite: Detect Magic. 
  Item: Staff, wand. or jewelry. Usable only by mages. Energy cost to 
  create: 100. 
   
  
   
   
  - 54 - 
  SPELL LIST
  Measurement  
  Area; Information 
  Tells the caster any one of the following things about the subject: (a) 
  its weight; (b) its measurements in all dimensions: (c) its precise color 
  (mostly important to jewelers and painters); (d) its volume. 
  Base Cost: 1. 
  Item: Performs only one of the above functions: an enchanted ruler for 
  measurement, scales for weight, lens for color, onyx cube for volume. 
  Must touch subject. Energy cost to create: 50. 
   
  Seeker  
  Information 
  Attunes caster to one individual, or one manmade object, he is looking 
  for. Useful for finding lost items. A successful roll will give the caster a 
  vision of the item’s whereabouts, or lead him to it if it is within a mile. 
  Skill modifiers: Standard long-distance modifiers (see p. 10). Something 
  associated with the item sought (e.g., an item of a lost person’s clothing) 
  should be available at the time of casting; roll at -5 if it is not. +1 if the 
  caster has held the item sought or is otherwise already familiar with it. 
  Cost: 3. One try per week. 
  Prerequisite: Magery, IQ 12+, and at least two “Seek” spells (e.g.. 
  Seek Earth, Seek Water.) 
  Item: A forked stick (wood, bone, or ivory) or compass-needle (carved 
  out of ivory) which will always point to one particular subject, chosen 
  when the item is created. Something pertaining to the subject must be used 
  in making the item, and incorporated into it. Energy cost to create: 500. 
   
  Trace  
  Regular 
  May be cast on any person, animal or object. As long as the spell is 
  maintained, the caster will know where the subject is if he concentrates for 
  a second. Either the subject must be with the caster when the spell is first 
  cast, or “Seeker” must first be successfully cast. Standard long-distance 
  modifiers if subject is not in caster’s presence. 
  Duration: 1 hour. One try per day. 
  Cost: 3 to cast; 1 to maintain. 
  Time to cast: 1 minute. 
  Prerequisite: Seeker. 
   
  Pathfinder 
  Information 
  Tells the caster the direction to a certain place, or the proper way to go 
  now to get to that place - his choice. Use long-distance modifiers. GM 
  should apply penalties if the caster has never been to the place, and severe 
  penalties if the caster isn’t sure that the place really exists or what it is 
  like. This spell does not find people or things. A city, mountain pass, or 
  public building can be a place. A certain person’s home or office isn’t a 
  “place” for this spell unless the caster has been there. 
  Cost: 4. One try per day. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery, IQ 12+, and at least two “Seek” spells. 
  Item: A forked stick or compass needle which will point, once per day, 
  toward the goal the user names. It will continue pointing for 10 minutes 
  for each point by which the spell roll is made, based on the item’s Power. 
  Energy cost to create: 1,000. 
   
  History 
  Information 
  Cast on any inanimate object (or 1-hex section of a large object), lets 
  caster determine the recent past of that object, user’s personality, etc. - but 
  no names! 
  Cost: 3 for 1 day’s history; 5 for a week; 10 for a month. 
  Time to cast: 1 second for each energy point spent. 
  Prerequisite: Trace. 
   
  Ancient History 
  Information 
  As above, but gives a general impression of an item’s history over a 
  much greater time. 
  Cost: 5 for ten years’ history; 8 for 100 years; 10 for 1,000 years. 
  Time to cast: 1 minute for each energy point spent. 
  Prerequisite: History. 
   
  Divination 
  See p. 55 
   
  See Secrets 
  Regular 
  Causes hidden items, doors, traps, etc., to stand out clearly in the 
  subject’s vision. This spell works only on things that were deliberately 
  hidden - not lost. 
  Duration: 1 minute. 
  Cost: 5 to cast, 2 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisite: Seeker, Aura. 
  Item: Staff, wand, or jewelry. Must be carved with a picture of an eye. 
  Energy cost to create: 400. 
   
  Wizard Eye 
  Regular 
  Creates a physical eye - a 2” ball - through which the caster can see. 
  The Eye can fly through the air, vertically and/or horizontally, with a 
  Move of 10 -i.e., 10 yards per second; it moves on the caster’s turn. 
  Concentration is necessary to move the eye, but not to see through it. Any 
  vision-enhancing spells affecting the caster will also be usable through the 
  Eye. Because the Eye is small, any attacks against it are at -7 - but if hit by 
  a physical attack, or any spell which would reasonably incapacitate it, it is 
  destroyed. 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Magery, Apportation (p. 69), Keen Eyes (p. 69). 
  Item: An eyeball carved of ivory and inset with jewels. Usable only by 
  a mage. At its holder’s command, it will turn into a Wizard Eye; on 
  returning to his hand it will revert to the jeweled form. Cost to create: 
  1,100 energy; $1,000 for skilled ivory carving, and $600 for emeralds. 
   
  Invisible Wizard Eye 
  Regular 
  Creates a Wizard’s Eye that cannot be seen without the See Invisible 
  spell. Anyone who guesses what hex it is in may still attack -but they can 
  hit only on a critical hit! 
  Duration: 1 minute. 
  Cost: 5 to cast; 3 to maintain. 
  Time to cast: 4 seconds. 
  Prerequisite: Wizard Eye. Invisibility (p. 58). 
  Item: As above, but more costly. Cost to create: 1,600 energy: $1,000 
  for skilled ivory carving, and $900 for emeralds and opals. 
   
  Mage Sight 
  Regular 
  Lets caster detect all magical items in his field of vision. Each such 
  item will have a glow or “aura,” similar to the aura of a living being. Items 
  hidden under clothes, armor, or up to ½” of solid material will still show a 
  glow. 
  The aura of a permanently enchanted item will be stronger than that of 
  something under a temporary spell. Enchanted (or magical) beings also 
  glow, though mages themselves do not unless they actually have spells on 
  them at the moment. The aura may also give a clue to an item’s nature. On 
  
   
   
   
  - 55 - 
  SPELL LIST
  a good roll, for instance, fire spells will have a distinctive red glow, and 
  evil items will somehow seem to have a “black glow” in their auras. 
  A critical success with this spell will let the caster fully identify every 
  magic item he sees. Note that any mage has an “inherent” ability similar to 
  this spell, as described on p. B21. 
  Duration: 1 minute. 
  Cost: 3 to cast; 2 to maintain. 
  Prerequisite: Detect Magic. 
  Item: Staff, wand, or jewelry. Energy cost to create: 800. 
   
  Mage Sense  
  Information 
  Tells the caster whether some unseen magical item or creature is 
  nearby. The caster may specify that he is looking for any unseen item, or 
  he may specify a certain object. Skill modifier: the distance in hexes to the 
  object sought. Use the closest distance if the caster moves around during 
  the spell’s duration, and roll at the end of that time. At the GM’s option, 
  some very powerful magic items may be easier to sense. 
  Duration: 1 minute. 
  Cost: 3 to cast; 2 to maintain. 
  Prerequisite: Detect Magic. 
  Item: Staff, wand, or jewelry. Energy cost to create: 1,200. 
   
  Identify Spell  
  Information 
  Lets the caster know what spell or spells have just been cast (within 
  the last five seconds), or are being cast at the moment, on or by the 
  subject. Does not identify the spells on a permanently-enchanted item. 
  One casting of this spell will identify all spells cast on or by the subject. 
  However, if any of these spells are totally unknown to the caster - not just 
  spells he doesn’t know, but spells he has never heard ofthe GM should 
  provide only a general, vague description - e.g., “Some kind of physical 
  protection.” As a general rule, wizards will have heard of every spell in 
  this list, unless the GM rules that some of these spells are secrets. But 
  wizards will not have heard of new spells created by the GM or players. 
  Cost: 2. 
  Prerequisite: Detect Magic. 
  Item: Staff, wand, or jewelry. Energy cost to crate: 1,100. 
   
  Analyze Magic  
  Information; 
   
  Resisted by spells to conceal magic 
  Lets the caster know exactly what spell(s) are on the subject. If the 
  subject has more than one spell on it, Analyze Magic will identify the one 
  that took the least energy, and tell the caster “there are more spells.” It can 
  then be cast again to determine the next spell, and so on. If the item has a 
  Name (see p. 46), a separate casting of this spell is required to learn the 
  name. The Name spell automatically resists, at +5, and each caster gets 
  only one try forever! The same rule is true of a Password spell. 
  Like Identify Spell, above, it will give limited results when faced with 
  a spell the caster has never heard of. 
  Cost: 8. 
  Time to cast. 1 hour. 
  Prerequisite: Identify Spell. 
  Item: Staff, wand, or jewelry. Energy cost to create: 1,200. 
   
  Earth Vision, Water Vision, Ice Vision  
  Regular 
  As listed under appropriate colleges. 
   
  Glass Wall  
  Regular 
  Lets the caster 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. 
  Prerequisite: 5 other Knowledge spells, or Earth Vision. 
  Item: Staff, wand, or jewelry. Energy cost to create: 600. 
   
  Far-Hearing  
  Regular 
  As listed under Sound, p. 79. 
   
  DIVINATION 
   
  The special nature of divinatory magic. and its possible roles in <t 
  magical campaign, warrant a second look. Unlike other sorts of fantasy 
  magic, which have direct and quantifiable effects on the game 
  environment (blasting dragons and healing heroes, making stone bridge. 
  appear across canyons, etc.), Divinations and other Information spells deal 
  only in PC knowledge, and thus require special consideration. To properly 
  deal with magic of a divinatory nature, we must ask again the questions 
  we pose ourselves about magic in the first place: Is divination common? Is 
  it available to player characters? Is it regulated by law? If it is available to 
  PCs, will it be treated differently than other magic? 
  Consider carefully the possible consequences of these things in your 
  campaign. If divination is common, then things like marriages, crime and 
  war would be affected. Knowing what opposing armies are going to do a 
  day in advance can be more useful than a line of fireballs! The “Blessed” 
  advantage (p. 96) suggests that important religious figures will have 
  divination available. Would they marry a couple that the star, say is 
  doomed? Possible uses in a courtroom are equally important... and can 
  send a campaign in unexpected directions. 
  Furthermore, divination, even more than other forms of magic. 
  requires considerable flexibility on the part of the GM, as well as a good 
  idea of where the story is going. It is unfair to be deliberately evasive or 
  untruthful to PCs who have spent valuable character point, to be diviners. 
  But often, GMs simply don’t have the answers, or don’t want to let players 
  use a single spell to bypass a carefully structured mystery plot. In general, 
  the GM should offer as much information a, possible . . . unless the 
  structure of the adventure is threatened’ Fortunately, standard GURPS 
  mechanics offer ways around problem, of this sort; there are added 
  penalties for continued questioning on the same subject, cryptic visions 
  can be used for anything but yes or no answers. The GM can also use a 
  divinatory vision to develop an entertaining story, or as a gimmick to 
  begin one! 
  Not every sort of divination will work in every game-world. This is 
  purely a question of aesthetics in most cases, but every bit of color and 
  definition for a setting helps. Creating new methods, and the explanations 
  behind them, can be great fun. 
   
  Is Magery Required? 
  Although divination is certainly a form of magic, some GMs might 
  prefer to alter the official requirements for magery in their GURPS 
  campaigns. One way to do this is to establish a secondary mana level. 
  specific to the divination spells. To discourage divining. lower the level; to 
  make it available to non-mages, boost it to high or even very high mana! 
  Another option is including an additional advantage which could replace 
  magery for those who simply want diviners. The “Divination Talent” 
  advantage is described on p. 105. 
   
  Divination 
  Information 
  Gives the caster a vision relevant to his question, or the answer to one 
  yes-or-no question. There are many sorts of divination; each is a separate 
  spell, and requires the appropriate materials (see below). Each has its own 
  strengths and weaknesses. Those methods which are linked to a particular 
  element or elements will give more detailed answers if the answer has 
  something to do with that element - e.g.. molybdomancy would work 
  better than haruspication for a question about the sea. 
  Skill modifiers: Standard long-distance modifiers. If repeated 
  questions are asked on the same subject within a day, the “vibes” are 
  muddled; -4 skill for the second question, -8 for the third, and so on. 
  Questions about past or future are also harder; use the standard 
  longdistance modifiers again, substituting “days” for “miles”! 
  Cost: 10. 
  Time to cast: 1 hour unless specified otherwise. 
  Prerequisite: History, and element spells as specified for the particular 
  method of divination. 
  
   
   
  - 56 - 
  SPELL LIST
  Standard Divinations 
  Astrology is divination through examination of the heavens, including 
  weather. Observation of the sky is necessary; the caster must be outside, 
  and is at a -5 unless it is a clear night, away from city lights. Without a 
  reference library (cost $2,000; weight 200 lbs.), all rolls are at a -5. If the 
  divination involves an individual, his birthplace and birthdate must be 
  known. or all rolls are at a -5. These penalties do add! Prerequisite: 10 Air 
  Spells, 
  Cartomancy is divination through the Tarot, giving yes-and-no 
  answers, and sometimes hints about the motivations and physical 
  appearance of those important to the subject’s future. The only equipment 
  required is a Tarot deck (hand-painted and worth $1,000 at TL3 and 
  below, but mass-produced inexpensively at higher tech levels). 
  Cartomancy is highly personal. If it is used any way except to divine for a 
  single willing person (or couple) in their presence, it is at a -5. 
  Prerequisite: 3 spells from each of the four elements. 
  Crystal-gazing is use of a crystal ball (see p. 47). If it works, the GM 
  will describe a scene; it is up to the player to interpret it! Caster can also 
  use clear water, tea leaves, etc., but at a -10 (!!) to skill. Prerequisite: 5 
  each Earth and Water spells. 
  Dactylomancy is divination by movement of a pointer around a board 
  with all the letters of the alphabet, plus Yes and No. Except on a critical 
  success, answers to complex questions will be cryptic, seemingly 
  gibberish. Prerequisite: 3 spells of each of the four elements. 
  Haruspication is divination by examining the entrails of a slaughtered 
  animal (must be at least 20 lbs. - no pigeons!). It is illegal in many areas. 
  Only one question can be asked per animal. Prerequisite: 10 Earth spells. 
  Molybdomancy is divination by examining the shape taken by molten 
  metal when poured into cold water. Requires a hot fire (e.g., from a forge) 
  to melt the metal. Prerequisite: 5 each Fire and Water spells. 
  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 will dream at all! The GM tells 
  the caster what he dreamed; the player must interpret it. Energy cost is 
  paid on awakening. Prerequisite: 5 each Air and Water spells. 
  Pyromancy is divination by staring into fire. It may produce a vision, 
  or the caster may hear a voice in the flames. Small amounts of certain rare 
  herbs (value $100 per attempt) must be burned. Questions are at a -4 
  unless something pertaining to the question (e.g., hair of the subject of the 
  divination) is also burned. Prerequisite: 10 Fire spells. 
  Rune-casting is divination by means of runestones (see p. 90). The 
  caster must have a bag of runestones; a complete set is 25 stones, and he is 
  at -1 for each stone missing. Mock runestones work perfectly well, but a 
  full set of true stones gives +2 to skill. Takes 30 minutes for a detailed 
  divination. Or the caster may simply reach into the rune-bag and pull out 
  one or more stones. Energy cost is only 1. The GM will tell the caster 
  which rune or runes he drew; it is up to the caster to interpret this, and the 
  runes drawn on a failed roll will be misleading. 
  Prerequisite: Magery, and Rune-Lore skill at 15+. 
   
  Personal Divinations 
  Like Cartomancy, all of these methods are personal in nature, and 
  designed to give information about individuals or couples. Any other use 
  of these methods, including divining information for or about unwilling 
  and/or non-present persons, is at -5. 
  Arithmancy, or numerology, is divination 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. 
  Prerequisites: 8 Air spells, or Mathematical Ability. 
  Chiromancy is divination by reading the lines on a person’s left palm. 
  If for some reason the left palm is unavailable, it may be done with the 
  right at a -8 penalty. If the person to be read has no palms, specific 
  knowledge of alien biology may allow an attempt, at the GM’s discretion. 
  (“Allow me to read your future, my son! Give me your pseudopod...”) 
  Prerequisites: 4 spells of each of the four elements. 
  Graphology is reading the handwriting of someone to gain information 
  about them. At least 30 words are required for a proper reading, and the 
  signature must be among them. The signature alone may be read at -5. 
  Prerequisites: 6 each Air and Earth spells. 
  Lunomancy is divination by the shadows created by moonlight on the 
  individual’s face. Each casting requires at least $20 worth of silver dust to 
  be spread on the caster’s hands, and then on the subject’s face. A reading 
  takes 30 minutes. Prerequisites: 5 Air spells and 2 Earth spells. 
  Pedomancy is divination by examining the footprint of the person to 
  be studied. The footprint should be in clay; special clays, or special 
  materials mixed with the clay, may be required, or may offer bonuses. 
  Footprints not in clay are read at -5. Prerequisites: 4 Earth and 2 Water 
  spells. 
   
  Elemental Divinations 
  All of the methods listed below have the same prerequisite as 
  Pyromancy: 10 spells of the appropriate elemental college (Earth for 
  Geomancy, Water for Hydromancy, etc.). 
  Geomancy is divination by examining the earth. This may only be 
  practiced on the bare ground - you may not be in a building, spaceship, 
  etc. It requires an area of open soil (no vegetation) at least 1 hex in size. 
  Divination is by examining the reaction of the soil to symbols traced 
  within it. Casting requires a silver rod to properly trace the symbols 
  ($250); an attempt without such a rod is at -10. Casting in particularly dry 
  or wet earth is at a penalty of -1 (for earth after a fog or brief dry spell) to 
  -8 (for mud or sand). 
  Aeromancy is divination by air. It is performed in solitude and, like 
  Geomancy, requires that the diviner not be indoors, although he need not 
  be on the ground. In fact, being on top of a large building might be an 
  advantage! If the Aeromancer is 50 yards from the ground, add +1 to skill; 
  each time height doubles, add a further +1, to a maximum of +6. He must 
  maintain this height for the entire casting, however! In addition, note that 
  the hard vacuum of space is no place to divine. Air, obviously, must be 
  present. The information gained is in the form of visions or voices. 
   
   
  
   
   
   
  - 57 - 
  SPELL LIST
  Hydromancy is divination by water, or more specifically, the motion of 
  water. This is not the same as using water as a substitute for a crystal ball! 
  Normally, a brook or river is observed, but underground lakes and the like 
  work with no skill penalty. If a tub or basin is used, precious stones (at 
  least $800 worth of blue or clear ones) must be dropped into the water to 
  cause the motion to occur. Unlike the herbs needed for pyromancy, 
  however, the stones may be used repeatedly. Hydromancy may be used in 
  any setting, and does not require solitude. 
   
  Miscellaneous Methods 
  Astragyromancy is divination through reading dice marked with 
  various symbols, numbers and letters. A special set of dice is required, 
  costing $25. A reading takes 20 minutes. Prerequisites: 6 of each of the 
  four elements. 
  Belomancy is divination by tossing a handful of arrows and examining 
  the pattern they form as they fall. A casting requires at least a dozen 
  arrows. Prerequisite: Aeromancy. 
  Botanomancy requires the burning of the branches and leaves of a tree, 
  about 2 pounds worth, and the observation of the burning and of the ashes. 
  Prerequisite: Four Fire spells and four Plant spells. 
  Gastromancy requires a willing subject. The subject is first placed in a 
  trance, after which he will utter things of a prophetic and cryptic nature. 
  After the spell is cast, the subject loses 5 fatigue in addition to the caster’s 
  loss, whether or not the spell was successful. Prerequisites: Hypnotism at 
  15 or higher, and 3 spells from each of the four elements. 
  Lithomancy is divination by the examination of cast gemstones on 
  black cloth. The cloth and stones required for this spell cost a total of 
  $1,500, but colored glass can be substituted at a -3 penalty. Prerequisites: 
  2 Water spells and 5 Earth spells. 
  Libranomancy is divination through examination of smoke from 
  incense. It requires incense worth not less than $5 at TL4 or lower, and $1 
  thereafter, for each casting. The air in the area must be still while the 
  casting takes place.. Prerequisites: 5 each of the four elements, or 7 each 
  of Fire and Air. 
   
  LIGHT AND DARKNESS SPELLS 
   
  Light 
  Regular 
  Produces a small light like a candle-flame. It stays still unless the 
  caster concentrates on moving it; then it can move at a speed of 5. 
  Duration: 1 minute. 
  Cost: 1 to cast; 1 to maintain. 
  Item: Wand, staff, or jewelry. Energy cost to create: 100. 
   
  Continual Light  
  Regular 
  Cast on a small object (up to fist-sized or 1 pound) or a small part of a 
  larger object, makes that object glow with white light. 
  Duration: Variable. Roll 2 dice for number of days. 
  Cost: 2 for a dim glow, 4 for the brightness of a fire, 6 for a glare so 
  bright as to be painful at close range. 
  Prerequisite: Light. 
  Item: Any item can be made to glow permanently, for 100 times the 
  above energy cost (e.g., 200 for a dim glow, etc.). 
   
  Light Jet  
  Regular 
  Caster’s finger gives off a beam of bright light, which can be used as a 
  flashlight. It will give good illumination for 10 yards in the direction it is 
  pointed, and some vision will be possible up to 30 yards away. It can be 
  used as a signal for up to a mile if visibility is good. 
  Can be used in combat to blind foes within 10 yards, but only in 
  relative darkness (e.g., when the combat penalty is at least -5). It can be 
  dodged or blocked, but not parried. Use Magic Jet skill or DX-4 and aim 
  for the face (-5 to hit). Any foe so hit will be at -4 DX on the next turn, 
  and -1 DX for the rest of the combat (not cumulative!). Foes with Night 
  Vision double these penalties. 
  Duration: 1 minute. 
  Cost: 2 to cast, 1 to maintain. 
  Prerequisite: Continual Light. 
  Item: Glove or ring; lets wearer cast spell. Energy cost to create: 200. 
   
  Colors  
  Regular 
  Lets the caster change the color of any light. The spell must be cast on 
  the source of the light. If the caster concentrates, multiple color-changes 
  are possible with the same spell. 
  Duration: 1 minute. 
  Cost: 2 to cast; 1 to maintain (but changes it permanently on a 
  Continual Light spell). 
  Prerequisite: Light. 
   
  Flash 
  Regular 
  Creates a brilliant flash of light. This will totally blind some who see 
  it, and reduce the DX of others by 3 (which reduces all DX-based skills). 
  It may affect anyone who is facing the flash and has his eyes open (GM’s 
  decision, if miniatures are not being used). The caster himself is not 
  affected if he closes his eyes as he casts the spell. Each other creature in 
  range must make a HT roll to avoid the worst effects: 
   
  Distance 
  If HT roll is made 
  If HT roll is not made 
  Within 10 hexes 
  1 minute at -3 DX  
  3 sec. blind, 
  1 min. at -3 DX 
  11 to 25 hexes 
  10 sec. at -3 DX 
  1 minute at -3 DX 
  26 or more hexes 
  no effect  
  3 seconds at -3 DX. 
   
  Cost: 4. 
  Time to cast: 2 seconds. 
  Prerequisite: Continual Light. 
  
   
   
  - 58 - 
  SPELL LIST
  Darkness 
  Area 
  Covers one or more hexes in pitch darkness. A person in a dark hex 
  can see out of the hex normally, but can see nothing else in his own hex or 
  other dark ones. Those outside a dark hex can see nothing inside it but 
  darkness. Thus, attacks out of darkness suffer no penalty, but attacks into 
  darkness are at a penalty (see p. 12). The Dark Vision spell allows one to 
  see through dark hexes. Infravision does not. 
  Duration: 1 minute. 
  Base Cost: 2 to cast; 1 to maintain. 
  Prerequisite: Continual Light. 
  Item: Floor, ground, or a rug can be enchanted so that the area above 
  (about 6 feet) is in permanent darkness. Energy cost to create: 120 per hex. 
   
  Shape Darkness 
  Area 
  This spell allows the caster to shape and move (5 yds./sec.) three-
  dimensional darkness created with the Darkness spell. It also allows the 
  caster to shape existing two-dimensional shadows into other shadowy 
  shapes, still only two-dimensional. Shadow sizes can be reduced easily, 
  but enlarging the shadows makes them slightly transparent. The average 
  casual observer won’t notice, but anyone looking intently at the shadow 
  gets an IQ roll to notice that it doesn’t have the “substance” it should. 
  Shadows do not have to remain attached to the objects that cast them. 
  Duration: 1 minute. 
  Base Cost: 2; the same to maintain. For two-dimensional shadows, the 
  base cost is 1. 
  Prerequisite: Darkness. 
  Item: Staff, wand or jewelry. Energy cost to create: 200. 
   
  Blur 
  Regular 
  Makes the subject harder to see, and therefore harder to hit with any 
  physical attack or ranged spell. Each point of energy subtracts I from the 
  effective skill of any attack on the subject - with a maximum of 5. 
  Duration: 1 minute. 
  Cost: 1 to 5 to cast; the same amount to maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Darkness. 
  Item: Staff, wand, or jewelry; affects wearer/holder only. Energy cost 
  to create: 100 per point of subtraction. 
   
  Hide 
  Regular 
  Makes the subject harder to find. If the subject is in plain sight, anyone 
  will need to make a Vision roll to see him or it. Alertness helps; other keen 
  senses don’t. 
  If the subject is already hidden in some way, each point of energy 
  gives a penalty of 1 to the Sense rolls of any searchers trying to see, hear, 
  or smell the subject - maximum 5. A living subject must remain perfectly 
  still; the spell does not protect him while he is moving (though it will take 
  effect again when he stands still). 
  Duration: 1 hour. 
  Cost: 1 to 5 to cast; the same amount to maintain. 
  Time to cast: 5 seconds. 
  Prerequisite: Blur or Forgetfulness (p. 66). 
  Items: (a) Jewelry, wand, or staff; affects only the wearer. Energy cost 
  to create: 1,000. (b) Any item can be enchanted to make it permanently 
  “hidden,” at an energy cost of 200 per point of “hidden-ness” per hex of 
  the item’s size. 
   
  Invisibility 
  Regular 
  The subject cannot be seen, will not show up in photos or mirrors, etc. 
  He still makes sounds, leaves footprints, and the like. Anything he picks 
  up also becomes invisible for as long as he carries it, unless he wills it to 
  stay visible. Infravision will not detect him, but See Invisible will. 
  Invisible characters have a great advantage in combat: see p. 12. 
  Duration: 1 minute. 
  Cost: 5 to cast; 3 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: 6 Light spells, including Blur. 
  Items: (a) Jewelry, wand, or staff; affects only the wearer. Energy cost 
  to create: 1,200. (b) An item can be made permanently invisible at an 
  energy cost of 500 per hex of size or 50 pounds of weight, whichever is 
  greater. 
   
  Infravision 
  Regular 
  Lets the subject see “infrared” or heat rays in addition to normal light. 
  Thus, in the dark, hot things will glow brightly; warm things will seem 
  dim red. Warm-blooded creatures (or places they have recently been) will 
  also glow. A heat-source like a campfire will produce “light” which 
  reflects off surrounding objects. This spell does not let invisible objects be 
  seen. 
  Duration: 1 minute. 
  Cost: 3 to cast; 1 to maintain. 
  Prerequisite: Keen Eyes (p. 69) or 5 Light spells. 
  Item: Staff, wand, or jewelry; affects only the wearer. Energy cost to 
  create: 100. 
   
  Night Vision 
  Regular 
  Lets the subject see clearly as long as there is any light at all (this spell 
  is the magical equivalent of the “Night Vision” advantage). In utter 
  darkness, the subject is still blind. 
  Duration: 1 minute. 
  Cost: 3 to cast; 1 to maintain. 
  Prerequisite: Keen Eyes (p. 69) or 5 Light spells. 
  Item: Staff, wand, or jewelry; affects only the wearer. Energy cost to 
  create: 200. 
   
  Dark Vision 
  Regular 
  The subject can see even in pitch darkness! He can also ignore the 
  effects of the Darkness spell. 
  Duration: 1 minute. 
  Cost: 5 to cast; 2 to maintain. 
  Prerequisite: Night Vision or Infravision. 
  Item: Staff, wand, or jewelry; affects only the wearer. Energy cost to 
  create: 400. 
   
  Hawk Vision 
  Regular 
  Lets caster see distant objects as though they were much closer. While 
  spell is on, caster is farsighted. Objects closer than 10 yards do not appear 
  closer; they are blurred and are attacked at -2 skill. Objects at a greater 
  distance are seen (and may be fired on) as though they were 100 times 
  closer (minimum 10 yards), although ½D and Max ranges are unchanged. 
  Duration: 1 minute. 
  Base Cost: 4 to cast; 2 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Keen Eyes or 5 Light spells. Subject must not suffer 
  from Blindness or Bad Sight disadvantages. 
  Item: Clothing or jewelry, including a picture of a hawk. Works for 
  the wearer only. Energy cost to create: 400. 
   
  See Invisible 
  Regular 
  Subject can see anything concealed by the Invisibility spell or by 
  “natural” invisibility. These things will be slightly translucent; thus, you 
  can see through them and tell that they appear invisible to others. 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. 
  Prerequisite: Invisibility, or both Dark Vision and Infravision. 
  Item: Staff, wand, or jewelry; affects only the wearer. Energy cost to 
  create: 400. 
  
   
   
   
  - 59 - 
  SPELL LIST
  MAKING AND BREAKING SPELLS 
   
  Find Weakness 
  Information 
  Lets the caster sense the weakest part of the subject. Can be cast on 
  any part of a large object; you would not have to cast it on a whole city 
  wall, for instance, but could check one hex of wall at a time. Of course, 
  many subjects will have no special weakness. 
  Cost: 1, or 1 per hex for a large object. Double this cost if the subject 
  is alive. 
  Time to cast: 2 seconds. 
  Prerequisite: One spell for each of the four elements. 
  Item: Jewelry. Works for wearer only. Energy cost to create: 100. 
   
  Weaken 
  Regular 
  Does 1 die of damage to the weakest part of the subject (works only on 
  inanimate items). See p. B125 for strengths of various items. No caster 
  may use this spell on the same subject more than once per hour. Subjects’s 
  DR does not protect it. 
  Duration: Permanent. 
  Cost: 2. 
  Time to cast: 5 seconds. 
  Prerequisite: Find Weakness. 
  Item: Wand. staff, or glove. Works for wearer only; must be used to 
  strike subject. Energy cost to create: 200. 
   
  Reshape 
  Regular 
  Allows the subject to mold any inanimate substance he touches as 
  though it were clay. Does not convey any additional artistic ability 
  to the subject, however! Any inanimate object the subject picks up 
  while under this spell will soften slightly 6 this can be 
  troublesome. For instance, if he tries to wield a sword or staff, it 
  will do only half damage! A gun fired while “soft” will be ruined. 
  Any material molded will become hard again, in its new form, as 
  soon as the subject removes his hands from it. 
  Inconvenient doors and walls can be removed, at a 
  double-handful of material per second. This spell can even be used 
  to tunnel through rock, but since in effect the subject is digging 
  through soft earth with his hands, it is slow and tiring - see p. B90. 
  Duration: 1 minute. 
  Cost: 6 to cast, 3 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Magery, Weaken, Shape Earth or Shape Plant. 
  Item: Gloves. Energy cost to create: 500. 
   
  Shatter (VH) 
  Regular 
  Similar to Weaken, but quicker - can be cast in a single turn, 
  and may be cast repeatedly. Can do up to 3 dice damage. But if the 
  spell does not do enough damage to actually break the subject, the 
  subject takes no harm. Inanimate objects only. 
  Cost: 1 to 3; does 1 die damage for each point of energy put 
  into it. 
  Prerequisite: Magery, Weaken. 
  Item: Wand, staff, or glove. Works for wearer only; must be 
  used to strike subject. Energy cost to create: 500. 
   
  Ruin 
  Regular 
  This spell accelerates the natural process of decay on unliving 
  materials. It rusts iron and steel, but has little effect on other 
  metals unless maintained for a very long time. It causes organic 
  material - leather, fur, wood, plastics, etc. - to decay to 
  uselessness. Ceramics will be unaffected by Ruin. 
  Duration: 1 minute. Each 1-minute casting has the general 
  effect of aging the subject 5 years. It will remove 1 DR, HT and (if 
  applicable) 1 PD from most subjects. Weapons simply lose one 
  grade of quality per casting, except for Very Pine weapons, which are 
  unaffected! 
  Cost: 2 per pound of materia1 mined; the same to maintain. 
  Time to Cast: 5 seconds per pound of material ruined. 
  Prerequisites: Magery, Weaken, Decay. 
   
  Disintegrate (VH) 
  Regular 
  Similar to Shatter, but leaves only dust (cannot be repaired!). Can do 
  up to 4 dice of damage. If damage rolled doesn’t destroy the subject, it is 
  unaffected. This spell affects inanimate objects only and cannot affect 
  parts of objects. 
  Duration: Permanent. 
  Cast: 1 to 4; does 1 die damage for each point of energy put into it. 
  Prerequisites: Magery 2, Shatter, Ruin, Earth to Air, Destroy Air, 
  Destroy Water. 
  Item: As for Shatter. Energy cost to create: 1,500. 
   
  Restore 
  Regular 
  Temporarily makes a broken inanimate object look us good as new. 
  Other senses will not be fooled, nor will Mage Sight. 
  Duration: 10 minutes. 
  Cost: 2 per hex of the subject to cast; half that to maintain. Very small 
  subjects still cost 2. 
  Time to cast: 3 seconds. 
  Prerequisite: Either Weaken or Simple Illusion. 
   
  
   
   
  - 60 - 
  SPELL LIST
  Dye 
  Regular 
  Changes the color of any unliving material as desired by the caster (but 
  note that hair is unliving, as is a thin outer layer of skin!). The color will 
  fade in 2d days, but is unaffected by ordinary washing or application of 
  solvents. Transparent colors may always be produced. Only a single, 
  uniform, color can be produced - no patterns, although only part of the 
  subject may be affected if desired by the caster. 
  Duration: 2d days. 
  Cost: 1 for a small (up to palm-sized) object, 2 to change a person’s 
  hair color or an object about a square foot in size, 5 for a whole person or 
  1-hex object. 
  Time to cast: 3 seconds. 
  Prerequisites: Restore, Colors. 
   
  Clean 
  Area 
  Cleans the subject area or being (i.e., removes dirt and stains, and 
  polishes up surfaces which can hold a polish). Will not remove lingering 
  odors (use Purify Air for that). 
  Duration: Permanent. 
  Base Cost: 2. 
  Prerequisite: Restore. 
  Item: Staff, wand or cleaning instrument (broom, feather duster, etc.). 
  Area must be touched. Energy cost to create: 100. 
   
  Rejoin 
  Regular 
  Temporarily fixes a broken inanimate object. If some small parts are 
  missing, skill is at -3, but if the spell succeeds the object will hold together 
  without the missing parts. 
  Duration: 10 minutes. 
  Cost: 1 per 10 pounds of subject’s weight (minimum 2) to cast; half 
  that cost (rounded up) to maintain. 
  Time to cast: 4 seconds per 10 lbs. of subject’s weight. 
  Prerequisite: Weaken and Restore. 
   
  Stiffen 
  Regular; Special Resistance 
  Temporarily stiffens a limp object; will turn a rope into a pole, for 
  example, or a thread into a lockpick. Will not work on living beings. Can 
  be used to make improvised weapons; GM is the judge of their 
  effectiveness. 
  This spell may also be used to stiffen a foe’s clothes. In this case, the 
  foe resists the spell with his HT+2. If it works, he is at -1 DX for each 
  pound of clothing that was stiffened, and this DX change does affect his 
  Move. 
  Duration: 10 minutes. 
  Cost: 1 per pound of subject’s weight - minimum 2; half cost to 
  maintain. 
  Time to cast: 2 seconds per pound of weight. 
  Prerequisite: Rejoin. 
   
  Repair 
  Regular 
  Permanently repairs a broken inanimate object. If some small parts are 
  missing, skill is at -5, and the appropriate materials to make the missing 
  parts must be provided - e.g. a lump of gold to make gold filigree-work. If 
  the spell succeeds, the missing parts will reappear. Broken once-magical 
  items will not regain their magic when repaired (although this spell will 
  restore a weakened magic item to full durability). 
  Duration: Permanent. 
  Cost: 3 per 10 pounds of subject’s weight (minimum 6) to cast. 
  Time to cast: 1 second per lb. (minimum 10). 
  Prerequisite: Magery 2, Rejoin. 
  Repair Arrow 
  Regular 
  Similar to Repair, but specialized for arrows, up to 4 oz. maximum. At 
  least 80% of the arrow must be available, including the head. The spell 
  will produce a totally straight shaft, properly feathered, with a sharp head - 
  as good as new, or slightly better. 
  Duration: Permanent. 
  Cost: 2 per arrow. 
  Time to cast: 4 seconds per arrow. 
  Prerequisite: Rejoin. 
   
  Shatterproof 
  Regular 
  Makes a small object (like a weapon) resistant to breakage. A cheap or 
  regular metal weapon is treated as a “fine” quality weapon while the spell 
  lasts, and a “fine” weapon as “very fine.” Other items have their hit points 
  doubled, and will never break due to accidental dropping. etc. It will 
  double the DR and HT of a shield if the shield-breaking rules are used (see 
  p. B120). This spell does not increase resistance to “penetration,” so it’s 
  no good for walls, armor, ere. (but see Protection and Warning Spells, p. 
  76). 
  Duration: 1 hour. 
  Cost: 3 to cast; 3 to maintain. 
  Prerequisite: Repair, Shatter. 
  Item: Any item can be made permanently shatterproof; if the item 
  does break, the pieces are no longer enchanted. Energy cost to create: 400. 
   
  Copy 
  Regular 
  Makes one or more copies of a single page of writing. Paper or 
  parchment must be supplied for the copies to be made on. Copies of 
  magical scrolls, rune parchments and so on will not have magic power. 
  Duration: Permanent. 
  Cost: 2 plus 1 for each copy made. 
  Time to cast: 5 seconds. 
  Prerequisites: Literacy and Dye. 
   
  Sharpen 
  Regular 
  Temporarily produces an extraordinary sharpness on cutting and 
  impaling weapons - +1 or more to basic damage. 
  Duration: 1 minute. 
  Cost: The formula is 1 ST for every 6” of edge. Typical costs (use 
  these unless the circumstances are very special): 1 to cast on an arrow: 2 
  for a knife, spear or axe; 3 for a one-handed sword; 5 for a two-handed 
  sword. Double these for +2 bonus, or triple for +3. Half cost (round up) to 
  maintain. 
  Time to cast: 4 seconds. 
  Prerequisite: Repair. 
  Item: See Puissance under Enchantment. If a weapon has the 
  Puissance spell already on it, the spells don’t add; only the stronger one 
  works. 
   
  Knots 
  Regular 
  Will tie a knot that cannot be untied without magic (though the rope 
  can be cut, of course). The knot will untie when someone says the 
  password (specified at casting) while touching the rope at any point along 
  its length. Thus, a rope tied at the top of a cliff will come loose when 
  someone at the bottom of the cliff says the password, if he can touch the 
  rope. Will also work for string, chastity belts, etc. 
  The Undo spell will also untie a Knot spell, but the Knot spell gets a 
  resistance roll. 
  Duration: Until the password is said, or the rope is cut or broken! 
  Cost: 2. Cannot be maintained - must be recast if the rope is untied. 
  Time to cast: 3 seconds. 
  Prerequisite: Stiffen. 
  Item: Rope permanently enchanted with this spell, including a 
  password (“Untie” is commonly used). Enchantment is broken if the rope 
  is cut. Energy cost to cast: 20 per foot of rope. 
  
   
   
   
  - 61 - 
  SPELL LIST
  META-SPELLS 
   
  These spells have to do with the structure of magic itself; they are 
  spells about spells, or spells that affect other spells. 
   
  Activate Runes (VH)  
  Regular 
  See p. 92. 
   
  Conceal Magic  
  Regular 
  Cast on a single person or item, this spell interferes with any 
  information spell cast on the subject. Twice the energy put into the spell 
  (up to 5 points) is subtracted from any skill roll made to learn about the 
  item, find it, etc. Example: 4 points of energy are put into a Conceal 
  Magic spell on a ring. Until the spell expires, any Detect Magic spell will 
  be at -8 to work on that ring; Identify Magic will be at -8 to find any spells 
  on the ring; Mage Sight will not see the ring unless the mage made his roll 
  by at least 8 (though he may still see other things) - and so on. 
  Note that this spell has similar effects in some ways to Scryguard - 
  below - but they’re not the same! 
  Duration: 10 hours. 
  Cost: 1 through 5 to cast; the same amount to maintain. Double cost 
  for a 2-hex item, and so on. 
  Time to cast: 3 seconds. 
  Prerequisite: Detect Magic. 
  Item: This spell may be cast permanently on any item to make it 
  harder to sense or identify with magic. Energy cost to cast: 100 times the 
  cost above - e.g., 200 to give a -4 on all attempts to detect or identify. 
   
  Scryguard 
  Regular; Resists any information spells 
  Makes the subject harder to find by any sort of information spell. The 
  information spell must win a Contest of Spells to “see” the Scryguard’s 
  subject. For example, if you are protected by Scryguard, someone using 
  the Seeker spell or a Crystal Ball would have to overcome the Scryguard’s 
  resistance in order to see you. This spell does not affect an attempt to use 
  Identify Magic. 
  Duration: 10 hours. 
  Cost: 3 to cast; 1 to maintain. Double cost for a 2-hex item, etc. 
  Time to cast: 5 seconds. 
  Prerequisite: Magery. 
  Item: This spell may be cast permanently on any item to make it resist 
  any attempt to sense it with magic. Energy cost to cast: 500 per hex of the 
  item. 
   
  Scrywall 
  Area; Resists any information spells 
  As above, 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 energy cost. 
  Prerequisite: Scryguard. 
  Item: (a) Any container. It, and everything inside, is protected by the 
  Scrywall spell. Energy cost to cast: 200 per cubic foot (minimum cost 
  500). (b) Any rug or area of floor; protects people and things standing atop 
  it. Energy cost to cast: 300 per hex. 
   
  Magic Resistance 
  Regular; Resisted by IQ+Magery 
  For each point of energy put into the spell (up to 5), the subject’s 
  magic resistance goes up by 2 if he is willing, or by I if he tried to resist. 
  This MR works like normal magic resistance (p. 13) when spells are cast 
  on the subject. The subject can still cast spells, but at a penalty equal to the 
  MR. Spells already affecting the subject (or already cast by him) continue 
  unchanged. He can use potions and magical items normally. 
  Duration: 1 minute. 
  Cost: 1 to 5 to cast; the same to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Magery, and one or more spells from each of seven 
  different Colleges. 
  Items: (a) Wand, staff, weapon, or jewelry. Affects wearer only. 
  Usable by anyone, but double fatigue cost for non-mages. Energy cost to 
  create: 300 per maximum point of magic resistance it can offer. (b) Any 
  item. The item’s own magic resistance is increased by 1 through 10; the 
  user’s magic resistance is unaffected. Energy cost to create: 200 per point 
  of added magic resistance. Does not affect spell-casting ability of its user. 
   
  Spell Shield 
  Area; Resists all spells cast through it 
  This spell will resist any spell cast from outside it at a subject inside it. 
  It also acts as a Scrywall (above). Exception: It does not affect missile 
  spells at all, including Curse Missile. Note that if the attacking spell wins 
  the contest, it gets through - but the Spell Shield is reduced by 1, not 
  destroyed. 
  Duration: 1 minute. 
  Base Cost: 3 to cast, 2 to maintain. 
  Prerequisite: Magery 2, Scryguard, Magic Resistance. 
  Item: (a) Any container. It, and everything 
  inside is protected by the Spell Shield. Energy cost 
  to cast: 250 per cubic foot (minimum cost 500). (b) 
  Any rug or area of floor; protects people and things 
  standing atop it. Energy cost to cast: 400 per hex. 
   
  Counterspell 
  Regular; 
   
  Resisted by 
   
  subject spell 
  This spell will nullify any one ongoing spell. 
  “Counterspell” is a single spell - but to counter any 
  specific spell, you must also know that spell. In 
  other words, you can never counter a spell you do 
  not know. The “subject” of a counterspell may be 
  the subject of the spell to be countered, or the 
  person who cast that spell. Will not affect magic 
  items, but can counter a spell that has been cast 
  through the use of a magic item. Example: If you 
  have a Ring of Continual Light, counterspells will 
  not affect it. But if you have a ring that lets you 
  cast Light, a counterspell can nullify that Light 
  once cast. 
  
   
   
  - 62 - 
  SPELL LIST
  This spell is cast at the lower of the user’s Counterspell skill or his 
  skill with the spell being countered. It will not “counter” a spell that makes 
  a permanent change in the world - e.g., Sleep, Extinguish Fire, Create 
  Earth, Drain Mana. It only affects ongoing spells. You can cast multiple 
  small Counterspells to eliminate an area spell piece by piece. 
  Cost: Half that of the spell countered, not counting bonuses the other 
  caster got for high skill. Countering a big spell can be draining! If for 
  some reason the precise cost is not convenient to determine, the GM’s 
  estimate is final. 
  Time to cast: 5 seconds. 
  Prerequisite: Magery. 
   
  Dispel Magic  
  Area; Resisted by subject spells 
  This spell, if successful, negates other spells within the area. It has no 
  effect on enchanted items -just on spells. Certain powerful spells are also 
  unaffected - specifically those spells which can only be removed by 
  Remove Curse. 
  Each spell resists separately. Dispel Magic is not selective! The caster 
  need not know the spell(s) being dispelled. To nullify a specific spell 
  without affecting others, use Counterspell, above. 
  Duration: Dispelled magic is permanently gone. 
  Base Cost: 3. 
  Time to cast: 1 second for each energy point spent. 
  Prerequisite: Counterspell and at least 12 other spells (any type). 
   
  Ward  
  Blocking; Resisted by subject spell 
  Cast immediately after a spell is thrown at its subject, this spell can 
  prevent the opposed spell from working. It works against only a single 
  magical attack. If an attacking spell affects several people, each Ward can 
  only save one subject. It does not protect against missile spells. 
  The caster may only Ward against a spell that he knows at skill 12 or 
  higher; a caster who knows (for instance) Sleep may also ward a single 
  subject against Mass Sleep. The caster rolls at the lower of his Ward skill 
  or his skill in the spell being warded. The caster must announce he is using 
  Ward before the opposed spell’s subject tries a resistance roll. If it turns 
  out the spell being cast is not one the defending mage can ward against, 
  the ward is wasted. 
  Cost: 2 to cast it on yourself, or 3 to cast on anyone you can see. You 
  cannot Ward someone you cannot see. 
  Prerequisite: Magery. 
   
  Reflect  
  Blocking; Resisted by subject spell 
  This spell is an improved version of Ward, and works like it. The 
  difference is that it will reflect the opposed spell instead of negating it. 
  Thus, if the Reflect succeeds, the opposed spell now attacks its original 
  caster as if it had been cast on him to begin with. If the attacking spell is 
  an area spell, a successful Reflect protects its subject and affects the caster 
  as though he were in the area being attacked, but otherwise the area is still 
  attacked normally. 
  Cost: 4 to cast it on yourself, 6 to cast it on someone you can see; you 
  cannot protect someone you cannot see. 
  Prerequisite: Ward. 
   
  Great Ward  
  Blocking; Resisted by subject spell 
  As Ward, but - if it works - protects any number of those that would 
  have been affected by the attacking spell. 
  Cost: 1 per subject protected (minimum cost 4). 
  Prerequisite: Magery 2, Ward. 
   
  Pentagram  
  Special; Resists attempts to cross it 
  Produces a magical barrier which blocks hostile spells and magical 
  creatures from passing in either direction. It is a star-shaped figure drawn 
  on the floor or ground. Any hex that is even partially within the pentagram 
  is “protected.” Magical creatures (demons, golems, creations, zombies, 
  elementals, and the like) cannot cross the border of a pentagram; neither 
  may they cast spells, or move any physical object, across the border. 
  Non-magical creatures - including mages - can freely cross a pentagram, 
  though they cannot cast spells across its border. Spells of transport (e.g., 
  Flight, Teleport) cannot be used to enter a pentagram for hostile purposes. 
  Certain very hostile creatures may be summoned within a pentagram: 
  the caster stands outside and summons the creature to a spot inside the 
  pentagram. The caster will open the pentagram only when he is sure he 
  can control the summoned creature. 
  If part of the pentagram is cut or erased, its power will be lost until the 
  caster can rejoin the pentagram - all this requires is a piece of chalk and 
  time (usually just a second) to draw the line. No magic spell can injure the 
  pentagram, but physical attacks - like walking up and scuffing out a line 
  with your shoe - can succeed if they are made by non-magical beings. A 
  demon or creation could not do it; an ordinary person could. Likewise, an 
  ordinary person could throw a rock into a pentagram, but a demon or 
  golem could not. 
  A magical creature may try to force its way through a pentagram. Roll 
  a contest between the creature’s (ST+IQ)/2 and the skill with which the 
  pentagram was cast. If the creature wins, it destroys the pentagram! No 
  one creature can thus “test” a pentagram more than once per day. 
  Duration: Permanent unless broken. 
  Cost: 10 per hex protected. More energy can make a better pentagram 
  - see p. 15. 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: A minimum of 5 seconds per hex protected. This time is 
  spent in tracing the line, and is necessary no matter how well the spell is 
  known or how much power is available. 
  Prerequisite: Spell Shield. 
  Item: Mages’ Guilds may have permanent 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 pentagram - 
  any pentagram is “permanent” until erased or broken. (If a hostile creature 
  breaks through a Pentagram spell, it destroys the enchantment but does not 
  affect the physical design.) 
   
  Bless 
  Regular 
  A general spell of aid and protection. Must be cast on another; you 
  cannot bless yourself. In some game-worlds, this spell can be cast only by 
  holy men or “good” wizards; this decision is the GM’s to make. 
  The effect of a blessing is as follows: All the subject’s die-rolls are 
  modified favorably by one point (or more, for a more powerful blessing). 
  The modification will not affect critical successes and failures. This lasts 
  indefinitely . . . until the subject fails some die-roll (or a foe makes a good 
  die-roll) and the subject is in some serious danger. Then the blessing 
  miraculously averts or reduces the danger - and ends. It is up to the GM to 
  decide when the blessing has its final effect, and what form the protection 
  takes. If an arrow is aimed at your heart, a 1 point blessing might move it 
  to your arm, while a 2-point one would send it through your hat, and a 
  3-point one would let it slay a foe behind you. 
  Duration: As above. 
  Cost: 10 for a 1-point blessing, 50 for a 2-point blessing, 500 for a 
  3-point blessing. Blessings may not be “stacked” - a stronger blessing 
  dispels a weaker one. 
  Time to cast: 1 minute for every point of energy in the spell. 
  Prerequisite: Magery 2, and at least 2 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 
  danger, the item loses its enchantment. Energy cost to cast: 10 times the 
  cost to cast on a person. 
  
   
   
   
  - 63 - 
  SPELL LIST
  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. 
  Prerequisite: As for Bless, except that both very good and very evil 
  characters can curse. 
  Item: Any. The curse is cast on the item rather than a person, and 
  affects the wearer of the item. GMs should make rolls in secret, and 
  otherwise do whatever they can, to keep players from realizing they have 
  encountered a cursed item! When the Curse delivers its final “zap;’ the 
  enchantment vanishes. Energy cost to cast: 10 times the cost to cast on a 
  person. 
   
  Remove Curse 
  Regular; Resisted by subject spell 
  Nullifies any one of the following spells: Curse, Geas (either type), 
  Hex, Possession (any type), Alter Visage, Alter Body, Shapeshift or 
  Shapeshift Others. Will also negate 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. 
  Prerequisite: Magery 2, and 1 spell from each of 15 different colleges. 
   
  Drain Mana (VH) 
  Area 
  This spell removes all mana from an area, leaving it permanently 
  “dead” to magic. Spells will not work there, and magic will not sense 
  anyone or anything in a no-mana zone. All magic spells and magical items 
  will cease to work until removed from the area: then they will become 
  active once more. Some magical creatures (e.g., elementals) will be 
  destroyed. 
  This spell is used to create areas in which mages, magical creatures, 
  and magical objects can safely be confined or hidden. A no-mana zone 
  stays stable with respect to the earth, but not to objects. Thus, if you make 
  the inside of a box mana-dead, when you move the box, the dead space 
  will stay where it was, rather than moving with the box. 
  A critical failure with this spell will cost the caster one level of 
  Magery! 
  Duration: Permanent. 
  Base Cost: 10. 
  Time to cast: 1 hour. 
  Prerequisite: Dispel Magic and one spell from at least 10 different 
  colleges. 
   
  Restore Mana (VH)  
  Area 
  The reverse of the above spell; restores mana to a dead zone. The area 
  gains a mana equal to the “average” mana level of the surrounding area, 
  regardless of what it might have been before. Cost, time, and prerequisites 
  are the same as for Drain Mana, but there is no risk of losing Magery. 
   
  LINKING SPELLS 
   
  These three spells are related. Delay, a Regular spell, is used for quick 
  coupling of spells, while Link, an Area spell, is more useful for long-term 
  linkings. Reflex is a Special spell cast on another spell to convert it to a 
  one-shot Blocking spell - see p. 12 for rules governing Blocking spells. 
  With any of these spells, the “linking spell” is Delay, Link, or Reflex. 
  A “linked spell” is another spell controlled by the linking spell. Linked 
  spells must be cast by the same person who cast the linking spell, and 
  must be cast immediately after the linking spell is cast - starting within 
  one minute. 
  If any questions arise on the interpretation of a spell’s ability to detect 
  a particular event, or whether a particular spell may be linked, the GM’s 
  word is final. GMs wishing to restrict any of these spells may allow only a 
  small list of spells to be linked, or exclude certain spells. 
  Any item with a spell linked to it will be visible as such to Mage Sight 
  but not to a mage’s IQ+Magery roll. Only Analyze Magic will tell the 
  nature of the linked spell, though. 
   
  Delay  
  Regular 
  This spell is cast on another spell to delay its activation until a certain 
  thing happens in the linked spell’s presence - that is, in the presence of the 
  item or area on which the linked spell was cast. This triggering event may 
  be as simple or complex as the caster desires; if complex, it should be put 
  in writing. The triggering event must be something that could reasonably 
  be determined by a normal person at the Delay site; the GM’s decision is 
  final. If the Delay is to be triggered by a more esoteric event, an 
  appropriate spell such as Mage Sight may be cast on the Delay. The Delay 
  may also be triggered by the activation of another spell, such as Watchdog 
  or another Delay. A Delay can activate only one other spell. 
  The spells are cast one after the other, with no delays between spells. 
  The Delay must be cast first, and counts as a spell “on” when determining 
  the skill level of the linked spell - see p. 9. Full cost for the linked spell 
  and for the Delay must be paid at the time of casting. If the caster specifies 
  a spell to affect a human-sized subject, and a larger victim (requiring more 
  energy - see p. 10) actually triggers the Delay, there is either no effect or 
  reduced effect, depending on the spell. The GM’s ruling on this is final. 
  Delay may be cast two ways: to activate the linked spell on a specific 
  subject, or as a trap, to activate the linked spell against any subject that 
  meets the triggering conditions. In the latter case, the Delay and the linked 
  spell are both cast on a “trap item,” and range is figured from the trap item 
  at the moment the spell is triggered. Magic Resistance penalties also apply 
  to the linked spell at the time of triggering. 
  The caster rolls for Delay when it is first cast: the roll for the linked 
  spell is not made until the triggering event occurs. If the intended subject 
  of a linked spell is not present at the time of casting, there is an additional 
  -5 penalty for the linked spell (but not for the Link) for not being able to 
  touch or see the subject - see p. 10. So, for instance, the dreaded 
  “deathtouch doorknob,” set to “attack” the first person to touch it, would 
  activate at a -5 penalty. 
  When a Delay is triggered, the linked spell begins to activate, taking 
  effect the next turn. Thus, a Delay cannot be used as a Blocking spell. It 
  can be used as a trap; the victim may be taken by surprise. An unsus-
  pecting victim must make an IQ roll to respond before the linked spell is 
  fully activated - Combat Reflexes gives +6 to this roll. 
  Both the Delay and the linked spell count as on for spellcasting pur-
  poses; if an information spell has been added, it is also on. The linked 
  spell does not need to be maintained, though the Delay or its information 
  spell may need to be. Once the Delay is triggered, it vanishes, and no 
  longer counts as on. The linked spell continues to count as on as long it is 
  active. It may be maintained normally. 
  
   
   
  - 64 - 
  SPELL LIST
  A Delay may also be set to “turn off” an ongoing spell when a 
  triggering event occurs. In that case, the linked spell will last only while 
  the caster maintains it, but the Link itself requires no maintenance.. 
  Blocking and missile spells cannot be Delayed - other spells can. An 
  “instantaneous” spell like Thunderclap will happen once, when activated; 
  then the spell will be gone. A continuing spell like Voices will start when 
  activated, and then operate until it expires. 
  Duration: 2 hours. 
  Time to cast: 10 seconds. 
  Cost: 3, same to maintain. 
  Prerequisites: any 15 spells, Magery 3. 
   
  Link 
  Area 
  This spell postpones the activation of one or more linked spells cast in 
  its area of effect, until a certain thing happens in the Link’s presence. This 
  triggering event may be as simple or complex as the caster desires, and is 
  governed as for Delay (above). The Link may also be 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 fatigue costs and makes the skill rolls for the Link 
  spell and all linked spells at the time of casting. If the intended subject of a 
  linked spell is not present at the time of casting, there is an additional -5 
  penalty for the linked spell (but not for the Link) for not being able to 
  touch or see the subject - see p. 10. 
  The size of the area of the Link spell is determined at the time of 
  casting. Any linked spells may go off anywhere within the Linked area; 
  for instance, if a one-hex Create Fire and one-hex Glue spell were linked 
  to a 20-hex Link to catch intruders, the first intruder to enter any one of 
  those hexes would find himself in a flaming glue hex, but subsequent 
  intruders would be safe (from that Link, anyway). The size of the linked 
  spells must be set at the time of casting. If the subject is larger than the 
  estimated target, the spell either has no effect, or a weaker effect, 
  depending on the spell. The GM’s ruling on this is final. 
  Only subjects within the Linked area are affected, unless the spell 
  results in an effect which would not be bound to that area - summoning a 
  demon, for example! The triggering event may occur outside of the area, 
  however. 
  The time to cast the linked spells is spent when initially set up. There 
  is no delay when the Link is triggered - all linked spells are activated 
  instantly. 
  The linked spells do not count as a spell “on” for any purpose. Every 
  three Link spells on count as one spell on, rounding down. A Link cannot 
  be detected by a mage simply looking at it. The Mage Sight spell or the 
  Detect Magic spell will reveal the Link, however. 
  If the mage knows the Conceal Magic spell, the Link may be made 
  harder to detect by magical means. This is done by simply adding the 
  Conceal Magic costs to the Base Cost of the Link spell. The mage must 
  know Conceal Magic to use this option. 
  If the subject of a linked spell is not present at the casting, and has 
  Magic Resistance, refer to the original die roll to determine the results. If 
  the original die roll of the linked spell is not recorded, re-roll the spell for 
  this purpose only. 
  Blocking and missile spells cannot be Linked - other spells can. An 
  “instantaneous” spell like Thunderclap will happen once, when activated; 
  then the spell will be gone. A continuing spell like Voices will start when 
  activated, and then operate until it expires. A single Link can be made to 
  activate a spell when the area is entered, and deactivate the spell when the 
  area is left. This may continue until the linked spell expires. As an 
  example, a mage may cast Link on Continual Light. If he then rolls seven 
  days for the duration of the Continual Light spell (168 hours), he can have 
  the Link set up to turn the Light on when he enters the room, and turn it 
  off when he leaves. When 168 hours of light have been used, both spells 
  expire. For instantaneous spells, the Link vanishes after activating the 
  other spells. 
  No maintenance of a Link is required, either for the Link itself, the 
  linked spells, or any information spells cast on the Link to tell it when to 
  trigger. 
  Link may also be set in reverse, to stop one or more spells when a 
  triggering event occurs. In that case, the linked spell will last only while 
  the caster maintains it, but the Link itself requires no maintenance. 
  Duration: Until triggered, and its linked spells expire. 
  Base Cost: 8; linked spells cannot be maintained. 
  Time to cast: 4 hours - there is no reduction in time to cast, no matter 
  how well Link is learned. 
  Prerequisite: Delay. 
  Item: This spell may be cast permanently on any enchanted item, to 
  determine the circumstances under which it works. The Limit spell would 
  be used to determine the class of users that could use the item, but Link 
  might be used, for instance, to make it work only at night. Energy cost to 
  cast: 200. Any information spells required to tell it when to trigger (e.g., 
  Detect Magic) must be cast as separate enchantments on the item. For 
  instance, a sword might be Linked with a Light spell and a Sense Life 
  spell, so that it would glow in the presence of ores. 
  A reversed Link may be cast permanently on any enchanted item, to 
  deactivate it under set circumstances. It is often used to keep magic items 
  from falling into the wrong hands. Energy cost to cast: 200. 
   
  Reflex 
  Special 
  This spell is cast on another spell. It converts that spell to function as a 
  Blocking spell for one time only, then disappear. Unlike Delay or Link, a 
  Reflexed spell is triggered by the will of the caster, not by an external 
  event. This means that while Reverse Missiles may be Reflexed to activate 
  if the caster sees someone shoot at him, it will not be triggered by a shot in 
  the back. It is treated as an active defense, similar to Parry or Block for all 
  practical purposes (except retreating does not add 3 to the roll). Casting a 
  Reflexed spell will interrupt any spell the caster is concentrating on, and is 
  handled like any other Blocking spell - see p. 12. 
   
   
   
  
   
   
   
  - 65 - 
  SPELL LIST
  When Reflex is cast, the linked spell must be cast immediately after 
  Reflex, by the same caster. Each casting of Reflex will only work on one 
  spell - it is not possible to have multiple spells operate as one Blocking 
  spell. The skill roll for Reflex is rolled at the time of casting, but the roll 
  for the linked spell is not made until it is cast as a Blocking spell. The 
  fatigue cost for Reflex is paid at the time of casting Reflex, but the fatigue 
  for the Reflexed spell is not paid until it is cast, whether as an active 
  defense or otherwise. The time to cast a Reflexed spell is spent 
  immediately after the Reflex is cast, but the success roll and fatigue are 
  handled later. 
  A Reflexed spell counts as one spell “on” for spell casting purposes - 
  see p. 9. A Reflexed spell does not count as “on” when making the roll to 
  cast itself. Thus, if a mage has four Reflexed spells on, any other spell he 
  casts is at -4, but when he casts one of the Reflexed spells, it is only at -3 
  for the other three Reflexed spells on. 
  A Reflexed spell may be cast only once. It then disappears, and no 
  longer counts as a spell on. The effects are immediate, and the duration is 
  instantaneous, not the duration listed for the original spell. This means 
  that it is extravagant or even useless to cast certain spells as Reflexed! A 
  Force Dome, for example, would stop one physical attack, then disappear - 
  a fatiguing, but effective, defense! A Created Animal will appear, then 
  disappear before it can make any action. (It might stop a missile during its 
  brief existence, however. The GM may rule such an animal must be nearly 
  equal in size to the target it is shielding.) Exceptions to this 
  instantaneous-result rule are spells with permanent results, such as Major 
  Healing - their effects will indeed be permanent. 
  Any number of Reflexes may be carried by any person. However, only 
  one spell may be cast in any one turn. Remember also, that if a Reflexed 
  spell is used as an active defense, no other active defense may be used 
  against that attack, unless All-Out Defense is chosen. See p. B108. 
  A Reflexed spell may be cast as a regular action - it does not have to 
  be cast as a defense. It takes one second to cast, regardless of the time it 
  would normally require to cast. 
  All normal modifiers for distance and Magic Resistance are used when 
  casting the Reflexed spell, if the subject of the Reflexed spell is distant 
  from the person or object the Reflex itself is cast on. 
  Note that a mage may cast a Reflex on another person. The caster (not 
  the subject) may activate it at any time, using long-distance modifiers. If 
  the linked spell is cast on a subject other than the subject of the Reflex 
  itself, the regular modifier for the distance to that subject is added to the 
  long-distance modifier for the caster. 
  Example: Felix the Mage gives Beast-Soother as a Reflexed spell to 
  his friend Ranger Rudolph. Felix then activates a Wizard Eye to keep tabs 
  on Rudolph as he goes hunting. Rudolph meets a short-tempered wild 
  boar, which Felix observes through the Wizard Eye. Rudolph cannot 
  activate the spell. Fortunately, he does not have to! Felix activates 
  Beast-Soother as Rudolph tries an Animal Handling roll to calm the boar. 
  Rudolph has gone about two miles into the woods, so Felix is at -3 for 
  long distance. The boar is yards away from Rudolph, so Felix is at another 
  -3 for the range to the subject of the Reflexed spell. He is also at -1 for 
  having Wizard Eye on. Thus, Felix casts Beast-Soother at -7, and pays the 
  fatigue for the spell at that time. Fortunately he has it at level 21, so he 
  casts it for the maximum effect. The boar is indeed calmed, and Rudolph 
  goes on his way while Felix rests. The Reflexed Beast-Soother spell no 
  longer exists. If Rudolph meets another animal, he’s on his own, though 
  Felix may still be observing any action with his Wizard Eye. 
  Blocking spells and Missile spells cannot he Reflexed; other spells can 
  be. 
  Duration: 1 hour. 
  Time to Cast: 10 seconds. 
  Cost: Equal to the coat to cast the subject spell - minimum of 1. Cost 
  to maintain is the same. Note that skill with the Reflex spell does not 
  affect cost to cast it. 
  Prerequisites: Delay, Ward. 
   
  MIND CONTROL SPELLS 
   
  These are spells having to deal with the mind - either the caster’s own 
  mind, or others. These spells can impair the faculties, strengthen them . . . 
  or turn a subject into the slave of the caster. 
  Note that none of these spells can improve a faculty that does not exist. 
  For instance, none of the sight-related spells will restore sight to the blind, 
  even temporarily. 
   
  Fear  
  Area; Resisted by IQ 
  The subject(s) feel fright. A subject who fails to resist must make a 
  reaction check at -3 OR +3; the GM decides whether that particular 
  subject will have a “better” or “worse” reaction because he is frightened. 
  A foe might surrender, or attack madly; a merchant might be intimidated, 
  or order you away. Thus, this spell is chancy! A subject who does resist 
  will be angered. 
  PCs subjected to this spell may be required to make a Fright Check, at 
  -3, instead of a reaction roll. 
  Duration: 10 minutes unless countered by Bravery. 
  Base Cost: 1. Cannot be maintained. 
  Prerequisite: Sense Emotion. 
  Items: (a) Any item. Always on; causes wearer to feel fear. Energy 
  cost to create: 200. (b) Staff or wand. Usable by mage only; must touch 
  subject. Energy cost to create: 300. 
   
  Panic  
  Area; Resisted by IQ 
  Those in the affected area flee in mindless fear away from the caster 
  for the duration of the spell. A subject who cannot escape can turn and 
  take the All-Out Defense maneuver, if attacked. 
  Duration: 1 minute. 
  Base Cost: 4 to cast; 2 to maintain 
  Prerequisite: Fear. 
   
  Terror 
  Area; Resisted by IQ 
  Anyone in the area who fails to resist must make an immediate Fright 
  Check at -5. 
  Base Cost: 1. 
  Prerequisite: Fear. 
   
  Bravery 
  Area; Resisted by IQ-1 
  Makes the subject(s) fearless. Anyone under this .poll must make an 
  IQ roll to avoid being brave, should caution be called for. 
  Duration: 1 hour unless countered by Fear. 
  Base Cost: 2. Cannot be maintained. 
  Prerequisite: Fear. 
  Items: (a) Any item. Always on; keeps Bravery spell on Nearer 
  Energy cost to create: 500. (b) Staff or wand. Usable by mage only: must 
  touch subject. Energy cost to create: 500. 
   
  Berserker 
  Regular; Resisted by IQ 
  Causes the subject to fight as a berserker (see Berserk disadvantage, p. 
  B31). If known foes are in sight (or even in earshot), they will be attacked 
  first. 
  Duration: 10 minutes, or less if the fight ends and the subject comes 
  out of the berserk rage as per p. B131. 
  Time to cast: 4 seconds. 
  Cost: 3; 2 to maintain. 
  Prerequisite: Bravery. 
  
   
   
  - 66 - 
  SPELL LIST
  Items: (a) Stall or wand, usable only by a mage. Must includc a 
  representation of a bear, or a bear’s tooth. Energy cost to create: 750. (b) 
  Bearskin cloak which casts the spell on its wearer at no energy cost 
  (normal resistance roll is possible). Serves as PD 1, DR 2 armor against 
  attacks from the rear. If the cloak stops 20 hits, it is destroyed and the spell 
  ends immediately. Energy cost to create: 500. 
   
  Foolishness 
  Regular; Resisted by IQ 
  Reduces the subject’s IQ temporarily. Ability with all IQ-based skills, 
  and all spells, is also reduced. The GM may also require an IQ roll to 
  remember other complex things while under the influence of this spell. 
  Duration: 1 minute. 
  Cost: 1 for every point of IQ reduction (maximum 5); half that amount 
  (round up) to maintain. 
  Prerequisite: IQ 12+. 
  Items: (a) Any item. Always on; reduces wearer’s IQ. Energy cost to 
  create: 100 for each point of IQ reduction. (b) Staff or wand. Usable by 
  mage only; must touch subject. Energy cost W create: 800. 
   
  Drunkenness 
  Regular; Resisted by IQ 
  Makes the victim temporarily intoxicated: he is loud, cheerful. and 
  badly coordinated. Both IQ and DX are reduced by the amount of energy 
  put into the spell. If the victim is a PC, he should be told he feels drunk, 
  and encouraged to roleplay it! When the spell ends, it does so instantly (no 
  hangover). 
  Duration: 1 minute. 
  Cost: 1 for each point of IQ and DX lost (maximum 5); half that to 
  maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Foolishness and Clumsiness (p. 26). 
  Items: (a) Any item. Always on; causes effects of Drunkenness spell. 
  Energy cost to create: 200 per point of reduction. (b) Staff or wand. usable 
  by mage only; must touch subject. Energy cost to create: 800. 
   
  Sickness 
  Regular; Resisted by HT 
  Makes the subject feel sick and nauseated (dizzy, vomiting, etc.). He 
  may run if necessary (at half speed) but may do nothing else except 
  maintain existing spells and give very simple answers. When the spell 
  wears off, the sickness vanishes instantly. 
  Duration: 1 minute. 
  Cost: 3 to cast: 3 to maintain. 
  Time to cast: 4 seconds. 
  Prerequisite: Drunkenness or Pestilence (p. 74). 
  Items: (a) Any item. Always on: causes effects of Sickness spell. 
  Energy cost to create: 300. (b) Staff or wand. Usable by mage only; must 
  touch subject. Energy cost to create: 1,500. 
  Forgetfulness 
  Regular; Resisted by IQ or skill 
  Causes the subject to forget one fact, skill, or spell, temporarily. The 
  skill or spell cannot be used while the spell is in effect. If (for instance) the 
  spell is a prerequisite for other spells. the other spells , can still be used, 
  at-2 skill. 
  Duration: 1 hour. 
  Cost: 3 to cast; 3 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Magery, Foolishness and IQ 12+. 
  Item: Any item. Always on; causes the wearer to forget one thing 
  specified when item is created. Wearer will remember again an hour after 
  item is removed. Energy cost to create: 500. 
   
  Permanent Forgetfulness (VH) 
  Regular; 
   
  Resisted by IQ or skill 
  As above, but permanent. The subject also forgets he ever knew that 
  thing or that he was enchanted. Another mage with this spell call restore 
  forgotten things by recasting the spell and winning a Contest of Spells 
  with the original Permanent Forgetfulness spell. 
  Duration: Permanent. 
  Cost: 15. 
  Time to cast: 1 hour. 
  Prerequisite: Magery 2. Forgetfulness and IQ 13+ 
  Item: Any item. Same effect as for Forgetfulness item. but if it is worn 
  for a full day, the thing is forgotten forever unless the spell is removed by 
  Remove Curse or an opposed Permanent Forgetfulness spell. Energy cost 
  to create: 1,000. 
   
  Daze 
  Regular; Resisted by HT 
  Subject looks and acts normal. but simply will not notice what is going 
  on around him, or remember it later. A dazed guard will stand quietly 
  while a thief walks past! Any physical injury, or successful resistance to a 
  spell, causes the subject to snap out of the daze and return to full, alert 
  status. 
  Duration: 1 minute. 
  Cost: 3 to cast; 2 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Foolishness. 
  Item: (a) Any item. Always on: causes effects of Daze spell. Energy 
  cost to create: 400. (b) Staff or wand. Usable by mage only; must touch 
  subject. Energy cost to create: 1,000. 
   
  Mass Daze 
  Area; Resisted by HT 
  As above, over a large area. 
  Base Cost: 2 to cast; 1 to maintain. Minimum radius 2 hexes. 
  Time to cast: 1 second for each energy point spent. 
  Prerequisite: Daze, IQ 13+. 
   
  Mental Stun 
  Regular; Resisted by IQ 
  The subject is mentally stunned until he can make an IQ roll to recover. 
  Cost: 2. 
  Prerequisite: Daze or Stun. 
   
  Sleep 
  Regular; Resisted by HT 
  Subject falls asleep. If standing. he tolls to the ground; the fall doe, not 
  wake him up. He can be awakened by a blow, loud noise, etc., but will be 
  mentally “stunned” (see p. B127) and must make an IQ roll to become fully 
  awake. The Awaken spell will arouse him instantly. If not awakened, he will 
  sleep for around 8 hours and awaken normally. 
  Cost: 4. 
  Time to cast: 3 seconds. 
  Prerequisite: Daze. 
  Items: (a) Any item. Always on: puts wearer to sleep until it is 
  removed. When the item is created. the caster can specify whether its 
  effects are gradual or immediate. Energy cost to create: 600. (b) Staff or 
  wand. Usable by mage only; must touch subject. Energy cost to create: 
  1,200. 
  
   
   
   
  - 67 - 
  SPELL LIST
  Mass Sleep  
  Area; Resisted by HT 
  As above, but can be cast over an area. 
  Base Cost: 3. Minimum radius 2 hexes (costs 6). 
  Time to cast: 1 second for each energy point spent. 
  Prerequisite: Sleep, IQ 13+. 
   
  Peaceful Sleep  
  Regular; Special Resistance 
  The subject gets an undisturbed night’s sleep. This spell cures 
  insomnia, allows sleep in noisy, disruptive environments and protects 
  against nightmares and the Nightmare spell. This period counts double in 
  terms of ST and HT recovery. The caster can awaken the subject with a 
  word. Otherwise, subject cannot be awakened, except by injury or with the 
  Awaken spell. 
  This spell will only work on a willing subject; otherwise, resistance is 
  automatic. 
  Duration: 8 hours. 
  Cost: 4. 
  Time to cast: 30 seconds. 
  Prerequisites: Sleep and Silence. 
  Items: (a) Wand or staff which gives the power to cast this spell. 
  Energy cost to create: 900. (b) Any item. If the wearer is willing to sleep, 
  the item puts him to sleep as per the spell; he awakens in 8 hours, or if the 
  item is removed. Energy cost to create: 800. 
   
  Madness  
  Regular; Resisted by IQ-2 
  Subject is driven temporarily insane. If the subject is a PC, he should 
  roleplay his madness. Roll one die per subject to determine the nature of 
  the madness: 
  1 - Berserk: Violent attacks against the nearest people. See p. B31. 
  2 - Catatonic: Stares into space and does nothing useful. If the subject 
  is a wizard, he will not maintain his spells as they expire. 
  3 - Phobic: Subject is violently afraid of something in the immediate 
  environment. The GM may accept the first good suggestion from 
  spectators. 
  4 - Hebephrenic: Subject is “nuts,” laughing, joking, and giggling. If 
  confronted with danger, there is a 50% chance that his reaction will be 
  useful, and a 50% chance it will be random and silly. 
  5 - Subject chooses one of the four types of madness. 
  6 - Caster chooses one of the four types of madness. 
  Duration: 1 minute. 
  Cost: 4 to cast; 2 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Forgetfulness or Drunkenness. 
  Items: (a) Any item. Always on; causes effects of Madness spell. 
  When the item is created, the caster can specify whether its effects are 
  gradual or immediate, and (if desired) a specific type of madness. Energy 
  cost to create: 500. (b) Staff or wand. Usable by mage only; Energy cost to 
  create: 1,000. 
   
  Permanent Madness (VH) 
  Regular; 
   
  Resisted by IQ-2 
  As for Madness, but permanent. 
  Duration: Permanent. 
  Cost: 20. 
  Time to cast: 10 minutes. 
  Prerequisites: Magery 2, Madness and IQ 13+. 
   
  Mindlessness (VH)  
  Regular; Resisted by IQ 
  Reduces the subject’s IQ to 1 (babbling idiot) temporarily. The subject 
  cannot cast or maintain spells, use skills, talk, or other actions determined 
  by the GM. The subject can walk, laugh, cry, drool, eat with hands, react 
  to heat and cold, etc. He will have a very short attention span and notice 
  only colors, pretty things, movement, and other things that a baby would 
  be curious about. If the subject is a PC, the player should roleplay this 
  state. 
  Duration: 1 minute. 
  Cost: 8 to cast; 4 to maintain. 
  Time to cast: 5 seconds. 
  Prerequisites: Magery 2, Forgetfulness. 
  Item: Any item. Puts spell on wearer. Energy cost to create: 800. 
   
  False Memory 
  Regular; Resisted by IQ 
  Allows caster to insert a single, simple false memory into the subject’s 
  mind. This spell is often used to avoid paying bills, and is considered 
  highly illegal in many areas. 
  If the implanted memory conflicts with a real memory, the subject’s 
  brain will usually fit the new one in anyway, leaving him slightly confused 
  but convinced. In case of extreme direct conflict - “You remember killing 
  the duke,” (when the subject saw the caster kill the duke!) - the subject 
  should be allowed a bonus on his resistance roll; the example above would 
  be a +5 for a loyal subject, but probably only +1 for somebody who 
  wanted to kill the duke. 
  Duration: Variable (see below). When the spell ends, the subject gets 
  a second resistance roll, at -1 for each day the spell lasted. If this roll is 
  failed, the subject will believe the false memory indefinitely, but is likely 
  to remember the truth at some unpredictable time, perhaps as a result of a 
  shock. 
  Cost: 3 for a duration of an hour, or 8 for a whole day. Cost to 
  maintain is 3 per hour if cast for an hour, or 4 per day if cast for a day. 
  Time to cast: 5 seconds. 
  Prerequisites: Forgetfulness and 6 other Mind Control spells. 
   
  Nightmare 
  Regular; Resisted by IQ 
  When cast on a sleeping subject, this spell causes a nightmare of the 
  caster’s choice. Knowledge of the subject’s fears and phobias gives a +2 
  to effective skill. The subject gets an IQ-4 roll to realize the nightmare was 
  caused by a hostile magic. If the spell succeeds, the subject gets no rest 
  from the night’s sleep, and instead loses 2 fatigue. Dispel Magic will stop 
  the nightmare while it is occurring, preventing ST lost. This spell is also 
  countered by the Peaceful Sleep spell. 
  If the spell is recast the next night, the effects are cumulative. If the 
  subject’s ST falls to zero due to this spell, he falls into a coma, and will 
  lose 1d HT each day until dying, unless Dispel Magic is cast. 
  Duration: 1 hour. 
  Cost: 6. 
  Time to cast: 1 minute. 
  Prerequisites: Death Vision, Fear, Sleep and Magery 2. 
  Items: (a) Wand or staff which gives the power to cast this spell. 
  Energy cost to create: 800. (b) Any item. If worn for more than 8 hours a 
  day, causes a nightmare as per spell, even if taken off at night! Energy cost 
  to create: 500. 
   
  Avoid 
  Area 
  Makes the subject area unattractive to all creatures except the caster. 
  Gazes will be averted, and approaching characters will feel an intense 
  unease, an urge to be somewhere else. The spell resists attempts to look at 
  it or to approach it (roll caster’s skill vs. searcher’s Will). Victims won’t 
  be aware of the repulsion if it can act in a subtle way (e.g., you just felt 
  like sitting in front rather than in the middle . . .). This is a subtle spell, and 
  GMs should roll in secret to see if it works. If it does, the victims should 
  not be told “You can’t look in that closet,” but just “you see nothing.” The 
  spell made them think they had checked the closet, or made each searcher 
  think that another one had checked it... and so on. 
  If both Hide and Avoid are used by a single caster, the GM should not 
  check for the results of the Hide spell unless a searcher penetrates the 
  Avoid spell and looks in the caster’s direction. 
  Duration: 1 hour. 
  Base Cost: 3 to cast; 3 to maintain. 
  Time to cast: 1 minute. 
  Prerequisites: Hide, Fear, Forgetfulness. 
  Item: An area can be made permanently “avoided” at an energy cost of 
  100 times normal. 
  
   
   
  - 68 - 
  SPELL LIST
  Loyalty  
  Regular; Resisted by IQ 
  Makes the subject loyal to the caster. The subject will follow any 
  direct order the caster gives; in the absence of direct orders, he will act in 
  the caster’s best interest as he understands it. The spell is immediately 
  broken if the caster attack the subject. If the subject is told to do 
  something very hazardous or against his normal code of behavior (GM’s 
  decision), he gets an IQ roll to break the spell. 
  Duration: 1 hour. 
  Cost: 2 to cast; 2 to maintain. Double this cost if the subject does not 
  know the caster, or triple if the subject is a foe of the caster. 
  Time to cast: 2 seconds. 
  Prerequisites: Bravery and 4 other Mind Control spells. 
  Items: (a) Any item. Always on; wearer becomes loyal to the original 
  creator of the item (when that person dies, the item loses its power). 
  Energy cost to create: 500. Double this cost for an item that makes the 
  wearer loyal to some specific third person. (b) Staff or wand. Usable by 
  mage only; must touch subject. Energy cost to create: 2,000. 
   
  Charm  
  Regular; Resisted by IQ 
  Subject becomes caster’s faithful slave until the spell expires, fol-
  lowing any orders, no matter how dangerous. There is no mental link - the 
  caster must give his orders to the subject verbally or in writing. However, 
  the subject will protect the caster without orders. In all other respects the 
  subject will be mentally normal and alert. He will be unable to explain 
  (and unwilling to discuss or even think about) his loyalty to the caster. 
  Duration: 1 minute. 
  Cost: 6 to cast; 3 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Magery, Loyalty and 7 other Mind Control spells. 
  Items: (a) Any item. Always on; wearer becomes loyal to the original 
  creator of the item (when that person dies, the item loses its power). 
  Energy cost to create: 1,000. Double this cost for an item that makes the 
  wearer loyal to some specific third person. (b) Staff or wand. Usable by 
  mage only; must touch subject. Energy cost to create: 3,000. 
   
  Enslave (VH)  
  Regular; Resisted by IQ 
  Like the Charm spell, but permanent. Subject will follow caster’s 
  orders until the spell ends or is removed. At any time the caster con-
  centrates, he can form a mental link with the subject to see through the 
  subject’s eyes, hear through his ears, and give orders. 
  Cost: 30. 
  Prerequisite: Charm and Telepathy. 
   
  Wisdom  
  Regular 
  Raises the subject’s IQ temporarily. This raises subject’s ability with 
  skills, but not with spells! Subject’s IQ cannot become higher than casters. 
  Duration: 1 minute. 
  Cost: 2 for every point of IQ increase (maximum of 5); the same to 
  maintain. 
  Prerequisite: At least 6 other Mind Control spells. 
  Items: (a) Any item. Always on; wearer’s IQ is raised while item is 
  worn! A very rare and prized item. Energy cost to create: 2,000 per point 
  of increase (maximum 5). (b) Staff or wand. Usable by mage only; must 
  touch subject. Energy cost to create: 2,000. 
   
  Emotion Control  
  Area; Resisted by IQ 
  Instills the subject(s) with any one emotion the caster chooses. No 
  “game system” effect unless the GM feels it necessary, but subjects should 
  roleplay it! Some sample emotions: love, hate, lust, anger, greed, jealousy, 
  hunger, fear, sadness, joy. peace, unrest, depression, patriotism, boredom. 
  Duration: 1 hour. 
  Base Cost: 2. Cannot be maintained; spell must be recast. 
  Prerequisite: Loyalty. 
  Items: (a) Any item. Always on; wearer is affected by the emotion 
  instilled in the item when it was created. Energy cost to create: 300. (b) 
  Staff or wand. Usable by mage only; must touch subject. Energy cost to 
  create: 1,000 for an item that can instill only one emotion, or 2,200 for one 
  that instills any desired emotion. 
   
  Suggestion 
  Regular; Resisted by IQ 
  Instills a suggestion in the subject’s mind. It must be one simple idea; 
  language is no barrier unless the subject’s language cannot encompass the 
  idea. If the suggestion goes against the subject’s personal safety, it is 
  resisted at +5; if it goes against his beliefs, convictions or knowledge, it is 
  resisted at +3. The subject will try to accomplish the suggestion or 
  otherwise act as if the idea was his own. 
  Duration: 10 minutes. 
  Cost: 4 to cast, 3 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisites: Emotion Control, Forgetfulness. 
  Items: Any. Always on. 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 by a mage only. Must touch subject. Cost to create: 500 energy. 
   
  Mass Suggestion 
  Area; Resisted by IQ 
  As above, 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 hexes). 
  Time to cast: 1 second per energy point. 
  Prerequisite: Suggestion. 
  Item: Musical instrument. User must be skilled in it (use lowest of 
  spell and musical skills)! Cost to create: 1.500 energy. 
   
  Lesser Geas (VH) 
  Regular; Resisted by IQ 
  Lets the caster give the subject one command, which the subject must 
  obey. This must be a command to do one specific thing. It must be 
  reasonably possible in the GM’s opinion. “Destroy every tree on this 
  continent” is not a legal geas (at least in a low-tech world). Until the geas 
  is fulfilled or removed (only Remove Curse will do this), the subject must 
  make it his first priority. 
  Duration: Permanent until fulfilled. 
  Cost: 12. 
  Time to cast: 30 seconds. 
  Prerequisite: Magery 2; at least 10 Mind Control spells. 
  Item: Any item. Always on; places a lesser geas (specified at time of 
  its creation) on wearer. Wearer may not voluntarily remove the item; if it 
  is removed anyway, the geas will persist for a month unless removed by 
  Remove Curse. Energy cost to create: 2,000. 
   
  Great Geas (VH) 
  Regular; Resisted by IQ 
  Lets the caster give the subject one continuing command, such as 
  “Never touch weapons” or “Slay all orcs.” A greater geas does not have to 
  be reasonably possible; it can occupy the subject for the rest of his life 
  unless removed. Only Remove Curse will negate a Geas. A critical failure 
  on a Greater Geas will cost the caster an IQ point. 
  Duration: Permanent. 
  Cost: 30. 
  Time to cast: 1 minute. 
  Prerequisite: Magery 3; at least 15 Mind Control spells, including 
  Lesser Geas. 
  Item: Any item. Always on; places a great geas (specified at time of its 
  creation) on wearer. Wearer may not voluntarily remove the item; if he 
  does, the geas will persist for a year unless removed by Remove Curse. 
  Energy cost to create: 4,000. 
  
   
   
   
  - 69 - 
  SPELL LIST
  Keen Eyes 
  Regular 
  Increases all subject’s IQ rolls to see anything. 
  Duration: 30 minutes. 
  Cost: 1 for each point of increase (maximum 5); half that amount 
  (round up) to maintain. 
  Item: Clothing or jewelry. Energy cost to create: 150 per point of 
  improvement. 
   
  Keen Ears 
  Regular 
  Increases all subject’s IQ rolls to hear anything. 
  Duration: 30 minutes. 
  Cost: 1 for each point of increase (maximum 5); half that amount 
  (round up) to maintain. 
  Item: Clothing or jewelry. Energy cost to create: 150 per point of 
  improvement. 
   
  Keen Nose 
  Regular 
  Increases all subject’s IQ rolls to smell anything. 
  Duration: 30 minutes. 
  Cost: 1 for each point of increase (maximum 5); half that amount 
  (round up) to maintain. 
  Item: Clothing or jewelry. Energy cost to create: 100 per point of 
  improvement. 
   
  Alertness (VH) 
  Regular 
  Increases all subject’s IQ rolls to sense anything by any means. 
  Duration: 10 minutes. 
  Cost: 2 per point of increase (maximum 5); half that to maintain. 
  Prerequisites: Any 2 of the Keen Eyes/Ears/Nose spells. 
  Item: Clothing or jewelry. Energy cost to create: 300 per point of 
  improvement. 
   
  Rear Vision 
  Regular 
  Subject can see all around himself. In combat. all his adjacent hexes 
  are treated as front hexes. 
  Duration: 1 minute. 
  Cost: 3 to cast, 1 to maintain. 
  Prerequisite: Alertness. 
  Item: Weapon, clothing or jewelry. Energy cost to create 1,000. 
   
  MOVEMENT SPELLS 
   
  Haste  
  Regular 
  Lets the subject move faster (increases his Move and Dodge scores) by 
  up to 3 hexes per turn. 
  Duration: 1 minute. 
  Cost: 2 to cast, and 1 to maintain, for every point added to the 
  subject’s Move score. Double cost for 2-hex subjects, and so on. 
  Time to cast: 2 seconds. 
  Item: Shoes or jewelry. Works for wearer only. Energy cost to create: 
  250 for every point added to Move score - e.g., 500 for an item that will 
  let wearer move at 1 or 2 faster, and so on. 
   
  Quick March  
  Regular 
  This spell doubles the subject’s long-distance travel rate (see p. B187). 
  The subject will lose 10 fatigue at the end of the day and must sleep. This 
  spell does not affect the combat Move rate. 
  Duration: 1 day’s march. 
  Cost: 4 to cast; the same to maintain. 
  Time to cast: 1 minute. 
  Prerequisites: Magery, Haste. 
   
  Great Haste (VH) 
  Regular 
  Speeds the subject up a lot. The game effect is that 
  the subject gets two turns per game-turn - once at his 
  regular place in the sequence, and once again at the end 
  of the sequence! 
  Duration: 10 seconds. 
  Cost: 5 to cast; cannot be maintained. At the spell’s 
  end, the subject also loses 5 Fatigue (unless the caster 
  was the subject). 
  Time to cast: 3 seconds. 
  Prerequisite: Magery, Haste, IQ 12+. 
  Item: Shoes or jewelry. Works for wearer only. 
  Energy cost to create: 2,000. Costs wearer 5 fatigue for 
  each 10 seconds. 
   
  Glue 
  Area 
  Makes a surface extremely sticky. Effect on anyone 
  stepping onto the surface is as for a Rooted Feet spell. 
  Once the victim successfully resists, he is free to act 
  within that hex: as soon as he steps into another sticky 
  hex (even one from which he had already escaped), he 
  suffers Rooted Feet again. 
  Duration: 10 minutes. 
  Base Cost: 3 to cast, 3 to maintain. 
  Prerequisite: Haste. 
  Items: (a) Wand, staff or jewelry. Cost to create: 9()0 energy. (b) An 
  area may be made permanently sticky for 100 times the normal casting 
  cost. 
   
  Apportation 
  Regular; Resisted by IQ 
  Lets caster move the subject without touching it. This is not an 
  instantaneous Teleport, but visible motion. This spell moves its subject at 
  1 yard per second, not fast enough to do damage with it (but see 
  Poltergeist, below). 
  Duration: 1 minute. 
  Cost: 1 for a subject up to a pound in weight; 2 for a subject up to 10 
  pounds; 3 for a subject up to 50 pounds; 4 for a subject up to 200 pounds; 
  and 4 for each additional 100 pounds. Cost to maintain is the same. 
  Prerequisite: Magery. 
  Item: Staff or wand; usable by mage, only. Item must touch or point at 
  subject. Energy cost to create: 900. 
   
  Lighten Burden 
  Regular 
  This spell reduces the weight of any equipment the 
  subject is carrying. 
  Duration: 10 minutes. 
  Cost: 3 for 25% reduction, 5 for 50% reduction: half 
  to maintain. 
  Time m cast: 3 seconds. 
  Prerequisite: Apportation. 
   
  Slow Fall 
  Regular 
  Slows the velocity of a falling subject to 3 feet per 
  second. No damage will be suffered on landing on a 
  normal surface (spikes, etc. would still do half damage). 
  Can be cast before the subject becomes airborne. If the 
  subject is already falling, he/it will fall another 10 feet 
  (assuming standard gravity of 1G) in the second 
  normally required to cast this spell. 
  Duration: 1 minute. 
  Cost: 1 per 50 pounds of weight; ½ this to maintain. 
  Prerequisites: Apportation. 
  Item: Clothing or jewelry. Energy cost to create: 
  1,000.
  
   
   
  - 70 - 
  SPELL LIST
  Wallwalker 
  Regular 
  Allows the subject to walk on walls or ceilings as if they were level 
  ground. At least one hand or foot must stay in contact with any surface - 
  horizontal, vertical or other. Otherwise, the spell is broken. Combat is at -2 
  for attacker and foe because of weird angles. 
  Duration: 1 minute. 
  Cost: 1 per 50 lbs. minimum of 2 points; half cost to maintain. 
  Prerequisite: Apportation. 
  Item: Jewelry or shoes. Must bear a picture of a spider, fly or lizard. 
  Works for wearer only. Cost to create: 1,000 energy. 
   
  Poltergeist 
  Missile; Resisted by HT 
  Hurls the subject at caster’s chosen target. The effect is as if the 
  subject had been hurled by a man with ST 15 (see Throwing Things, p. 
  B90). When it strikes something, it does crushing damage. A DX-4 or 
  Spell Throwing skill roll is necessary to hit the target, who may dodge or 
  block normally. Note that only the subject of the spell - not the target - can 
  resist! SS 13, Acc +1, ½D 20, Max 60. Figure distance to the target from 
  either the caster or the thing being thrown, whichever starts out farther 
  away. 
  Cost: 1 point for an item up to 10 lbs. (1 die damage); 2 points for 
  something up to 50 lbs. (1d+1 damage). 
  Prerequisite: Apportation. 
  Item: Staff or wand; usable by mages only. Item must touch or point at 
  subject, and then at target. Energy cost to create: 1,000. 
   
  Locksmith 
  Regular 
  Allows fine manipulation of small parts - e.g., the inside of a lock. 
  Adds 5 to the subject’s Lockpicking skill by letting him move tumblers, 
  etc., without touching them, if he has normal tools available. Or lets a 
  wizard with no tools at all attempt to open a lock at his normal 
  Lockpicking skill. Gives a similar bonus for Mechanic and other skills 
  where a “third hand” is useful. 
  Duration: 1 minute. (One minute allows one attempt at the average 
  lock.) Once open, a lock stays open until closed. 
  Cost: 2 to cast; 2 to maintain. 
  Prerequisite: Apportation. 
  Item: A golden key, or a golden amulet in the shape of a key. Intrinsic 
  value must be at least $300. Energy cost to create: 1,000. 
   
  Lockmaster  
  Regular; Resisted by Magelock 
  Opens locks magically. A Magelock spell will get a roll to resist 
  Lockmaster. 
  Skill modifiers: For difficulty of lock, as per Lockpicking skill. 
  Duration: Once opened, a lock stays open until closed. 
  Cost: 3 to cast. Cannot be maintained. 
  Time to cast: 10 seconds. 
  Prerequisite: Locksmith or Apportation and Magery 2. 
  Item: A platinum key, or a platinum amulet in the shape of a key. 
  Intrinsic value must be at least $800. Energy cost to create: 2,000. 
   
  Manipulate  
  Regular 
  Allows manipulation of items larger than allowed by the Locksmith 
  spell. Ropes may be untied, doorknobs turned, knives sharpened, handmill 
  cranks turned, etc. The caster need not touch the subject. Any activity 
  complex enough to require a DX roll at a minus to perform, requires the 
  same minus to this spell. 
  Duration: 1 minute. (This allows untying the average knot.) 
  Cost: 4 to cast, 3 to maintain for each 10 pounds of the item 
  manipulated. 
  Tine to Cast: 3 seconds. 
  Prerequisite: Locksmith. 
   
  Undo  
  Regular; Special Resistance 
  Unties knots and fastenings of any kind that could normally be undone 
  by hand (but not locks). A critical success would even undo chain mail 
  into its component links! Useful to surreptitiously rob someone of 
  earrings, necklaces, etc. Will unstring bows, unbutton shirts, unlace 
  bodices, unbuckle belts... 
  Cost: 3 for a single fastening, one more for each extra target in the 
  hex; 6 will undo everything in a single hex, but if there is a person in that 
  hex, they resist with their IQ. 
  Heavier items may be undone at a proportional cost. For instance, if a 
  mage is chained, he might want to Undo a link of the chain, bending it 
  open. The GM rules that it would take ST 20 (twice normal strength) to 
  open a link by hand. So the cost to Undo that link is twice normal, or 6. 
  Prerequisite: Locksmith. 
  Items: (a) Wand, staff or glove. Works for wearer only. Must touch 
  subject. Energy cost to create: 400. (b) Amulet granting immunity from 
  the Undo spell. Energy cost to create: 40. 
   
  Air-Golem 
  Regular 
  This spell gives the effect of an invisible man (ST 15) holding one 
  object and doing repetitive work. It could be used, for instance, to lift 
  buckets of water out of a stream and pour them into a barrel; to make a 
  broom sweep out one building, all day long, and then start over; to cock a 
  crossbow; or to beat a gong. The “golem” cannot respond to events, and 
  its program cannot be changed . . . it just does its work, mindlessly. A 
  Link or Spellbreak can make an Air-Golem respond to events around it. 
  (Actually, there is not really a golem there at all; the enchantment is on the 
  moving item. It’s just a convenient way for the mage to look at it. since 
  the spell does just what one person could do.) 
  Duration: 1 hour. 
  Cost: 4 to cast; 2 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Magery 2, Apportation. 
  Item: This spell can be made permanent on any object. Cost to create: 
  400 energy, $500 magical ingredients. The object must be “walked 
  through” its program once per day while the enchantment is going on. 
   
  Levitation 
  Regular; Resisted by IQ 
  Subject must be a living being. The subject floats through the air, 
  moving as the caster wills. Maximum Move while levitating is 3 
  (maximum vertical movement 3 yards per turn). If the caster is levitating 
  himself, he can fight normally while levitating; if someone else is the 
  subject, any DX-based skill is at -3. 
  Duration: 1 minute. 
  Cost: 1 per 80 pounds (minimum 2) to cast; half cost (round up) each 
  minute to maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Apportation. 
  Item: (a) Staff, wand. or jewelry. Works for wearer only. Energy cost 
  to create: 800. (b) Flying carpet, under mental control of the first person to 
  sit on it. Flying Carpet skill defaults to IQ-4 or any piloting-4. Will carry 
  250 lbs. per hex of size. Cost to create: A finely made carpet (value $1,000 
  per hex), and 700 energy per hex. 
   
  Swim 
  Regular 
  Lets the subject move through water at his normal Move (reduced 
  normally for encumbrance). The subject is in full control of his own 
  movement, and can act and fight without the normal penalties for 
  underwater combat. This spell does not provide for the subject’s breathing 
  needs! However, the subject automatically makes all Swimming rolls, 
  regardless of fatigue or encumbrance, unless he is actually dragged totally 
  under the water. 
  Duration: 1 minute. 
  Cost: 6 to cast, 3 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisites: Shape Water, Levitation. 
  Item: Staff, wand, jewelry or cape. Must bear a picture of a sleek fish. 
  Usable by wearer only. Cost to create: 1,000 energy. 
  
   
   
   
  - 71 - 
  SPELL LIST
  Flight (VH) 
  Regular 
  Lets the subject fly through the air without wings. The subject is in full 
  control of his own flight (unless, of course, the skill roll was botched) and 
  has a Move of 10, reduced normally by encumbrance. (This is a speed of 
  20 mph, if you can sustain it!) A Flying character can move and fight 
  normally, and has a combat advantage if above his foes (see B123). 
  Duration: 1 minute. 
  Cost: 5 to cast, 3 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisite: Magery 2, Levitation. 
  Item: Staff, wand, or jewelry. Usable only by a mage; works for 
  wearer only. Energy cost to create: 2,500. 
   
  Hawk Flight (VH) 
  Regular 
  A very fast Flight spell. The subject has a Move of 40 (80 mph) 
  without encumbrance; encumbrance counts x4 against this speed! 
  (Example: Light encumbrance, normally -1, reduces Hawk Flight speed by 
  4.) The subject can move and fight normally, and has a combat advantage 
  if above his foes (see p. B123). 
  Duration: 1 minute. 
  Cost: 8 to cast, 4 to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Flight. 
  Item: Staff, wand, or jewelry. Usable only by a mage; works for 
  wearer only. Energy cost to create: 3,000. 
   
  Teleport (VH) 
  Special 
  Instantly moves the caster to another place. However, the farther away 
  the target spot is, the more energy is required, and the greater is the skill 
  penalty, as follows: 
   
  Within 10 hexes 
  Cost 3 
  Skill penalty 0 
  11-20 hexes 
  Cost 4 
  Skill penalty -1 
  20-100 hexes 
  Cost 5 
  Skill penalty -2 
  101-500 hexes 
  Cost 6 
  Skill penalty -3 
  501 hexes to 1.99 miles 
  Cost 7 
  Skill penalty -4 
  2 to 9.99 miles 
  Cost 8 
  Skill penalty -5 
  10 to 99.99 miles 
  Cost 9 
  Skill penalty -6 
  100 to 999.99 miles 
  Cost 10  
  Skill penalty -7 
   
  And so on, at +1 cost and –1 skill for each 10x increase in distance. 
  Normally, you may only teleport to a place you looking at or one you 
  arc familiar with. Penalties: -2 for a place you have “seen” only through 
  the mind or memories of another, or via television; -2 for a place you have 
  not seen within a month (except, perhaps, your own home!); and -1 to -3 
  for a place seen only briefly. 
  This spell is dangerous, too. If you fail your roll by 1, you take 1 die of 
  damage and arrive at your destination physically stunned (HT roll to 
  recover). If you miss your roll by more than 1, you suffer no physical 
  injury - but you go somewhere else. The location is up to the GM! A 
  critical failure with this spell can send the caster anywhere the GM likes - 
  make it interesting - just don’t kill the caster outright. 
  Even when the destination is reached, teleporting can be confusing. A 
  wizard must roll vs. his Body Sense skill (see p. 105) in order to act on the 
  same turn in which he teleports. A failed roll means disorientation - no 
  actions except defense are possible on that turn. A critical failure means he 
  falls down, physically stunned. A teleporter arrives in the same position he 
  started in. He may be facing a different direction, but this makes it more 
  likely that he will be disoriented on arrival: -2 to change facing, -5 to go 
  from vertical to horizontal or vice versa! 
  Anything carried on your person, up to “heavy” encumbrance, will go 
  with you. You can also take one person with you by holding hands, if the 
  added weight does not exceed your “heavy” encumbrance limit. A failed 
  roll means they go with you and suffer the same effects you do. 
  Prerequisites: Either IQ 15+ and at least one spell from 10 different 
  colleges, or Hawk Flight. 
  Item: Staff or wand; usable by mages only. Energy cost to create: 
  3,000. An item that will only take the user to one, predetermined plaice 
  costs 2,000 to create; the caster must be very familiar with that place 
   
  Blink 
  Blocking 
  Allows caster to avoid an attack by teleporting instantly out of its way 
  and into an open hex nearby. A hex is not open if someone is standing in 
  it; any lesser obstruction is “open” for the purpose of this spell. 
  If the spell succeeds, roll randomly for direction, discarding any result 
  that takes the caster closer to the attacker. Against missile attacks, 
  movement directly toward or away from the attacker is not allowed. The 
  “blink” will move the caster to the closest open hex in the chosen direction 
  - up to 3 hexes if necessary. The caster’s facing remains unchanged. The 
  caster must roll against his Body Sense skill to act on his next turn (see p. 
  105). If there is no place open within 3 hexes in the chosen direction, the 
  spell will fall. 
  For combat purposes, the “blink” is treated as a dodge that succeed 
  automatically if the spell roll is made. 
  A critical failure on this spell is treated like a Teleport critical failure, 
  except that the caster rarely goes more than a mile. 
  Cost: 2. 
  Prerequisite: Teleport. 
  Item: Clothing or jewelry. Energy cost to create: 800. 
   
  Teleport Other (VH) 
  Regular; Resisted by IQ+1 
  Same as Teleport, except that the caster does not move, and the subject 
  can be anything or anyone. A part of an object may not be teleported 
  away; neither may a solid object be teleported into another solid object. 
  Separating two connected objects will carry a penalty set by the GM; 
  taking the stopper from a jar might be at -1, while teleporting a locked 
  door from its frame might be a -5. Jewelry or clothing being worn, or an 
  object held tightly by another person, will be at -5 to teleport away, and 
  the holder may attempt a resistance roll. 
  Cost: Costs and skill penalties are as for Teleport, with the following 
  multipliers: Under 10 lbs: x½ 10-49 lbs: x1; 50-99 lbs: x2; 100-200 lbs: 
  x3; one additional multiple for each 100 lbs. thereafter. The consequences 
  of a missed roll are similar, but inanimate objects are less likely to suffer 
  physical damage. If an intelligent subject resists the roll, the caster suffers 
  no ill effects other than the expenditure of energy. 
  Prerequisites: Magery 3; Teleport. 
  Item: Staff or wand; usable only by a mage. The user must point it 
  first al the subject and then towards the desired destination: this takes a 
  turn and cannot be hurried. Energy cost to create: 3,000. 
   
  
   
   
  - 72 - 
  SPELL LIST
  Winged Knife 
  Missile 
  Lets caster magically throw any thrusting weapon, point forward. The 
  weapon is the “subject” for distance purposes when determining whether 
  the spell succeeds. SS 13, Acc +1, ½D 20, Max 40. If it hits, it does the 
  damage it would do if hurled by a man of ST 15. Basic thrusting damage 
  for that ST is 1d+1; an arrow or bolt thrown by this spell will do 1d+1 
  impaling. 
  Cost: 1 per pound of weapon’s weight (minimum 2). Double cost for a 
  weapon that is not normally thrown (such as a broadsword). 
  Prerequisite: Poltergeist. 
  Item: Any impaling weapon. At holder’s command, the weapon will 
  leap from his hand, or from its scabbard, to fly at a target. This is 
  considered an attack maneuver, carried out with DX equal to the item’s 
  power. Energy cost to create: 300 per pound of weapon’s weight minimum 
  cost 300. 
   
  Ethereal Body (VH)  
  Regular 
  The subject becomes ethereal and can move through solid objects and 
  creatures as if they were not there. His clothes become ethereal along with 
  his body, but not his equipment. He has no need to breathe, eat or drink 
  while ethereal, but cannot wield weapons or move things about. He has, in 
  most respects, become a ghost. He can be seen, though he has a 
  translucent appearance, and can be heard if he speaks. 
  No physical attacks will affect an ethereal individual; neither will most 
  magic. However, any spell of the Colleges of Communication and 
  Empathy or Mind Control has normal effect on an ethereal person, and is 
  resisted at -2!. Likewise, those Necromantic spells affecting the mind or 
  soul will have normal effect and be resisted at -2. 
  Ethereal individuals can use magic, but at a -5 to skill; the ethereal 
  plane appears to be a low-mana area! Ethereal bodies can interpenetrate, 
  and cannot harm each other except with spells, as above. 
  Duration: 10 seconds. 
  Cost: 8 to cast, 4 to maintain 
  Time to cast: 30 seconds. 
  Prerequisites: Magery 3 and Body of Air, or 6 other Movement spells. 
  Items: (a) Staff, wand, jewelry or cape. Usable by wearer only. A 
  severe drawback is that, with the exception of the cape, the item falls 
  through the caster as soon as the spell is cast! Cost to create: 3,000 energy 
  (8,000 for the cape). (b) Gem which glows and vibrates when any ethereal 
  being is within 50 yards. Cost to create: A gem worth $500, and 100 
  energy. 
   
  NECROMANTIC SPELLS 
   
  This is the body of knowledge having to do with death and the dead, 
  and with the soul. It is closely related to the healing spells, but most 
  healers will have nothing to do with necromancy. 
  Any magical item carrying a spell of necromancy must carry a painted 
  or engraved skull. 
   
  Death Vision  
  Regular 
  Subject sees a vivid presentiment of his own death. This is sometimes 
  a vision of the future, and sometimes a false vision (from another possible 
  future). But it is always chilling. The subject is “stunned” mentally until 
  he can make his IQ roll to shake off the evil effects of the spell. On the 
  other hand, this spell can also be useful to the subject, by pointing out a 
  possible deadly hazard. 
  Duration: 7 second. 
  Cost: 2. 
  Time to cast: 3 seconds. 
  Prerequisite: Magery. 
  Item: Staff or wand. Usable only by mages. Must touch subject. 
  Energy cost to create: 600. 
   
  Sense Spirit  
  Information; Area 
  Tells the caster if there are any ghosts, spirits, undead, or other 
  supernatural creatures within the area of effect, and - on a good roll gives 
  a general impression of what kind. Caster may, at the time of casting, limit 
  the spell to a specific type of spirit or exclude a given type. 
  Base Cost: ½ 
  Prerequisite: Death Vision, or Sense Life and Magery. 
  Item: (a) Staff, wand or jewelry. Energy cost to create: 100. (b) Gem 
  that glows or vibrates when spirits are within its detection radius. Cost to 
  create: 100 for a 1-hex detection radius, 200 for a 2-hex radius, and so on. 
   
  Summon Spirit  
  Information; 
   
  Resisted by spirit’s IQ 
  Lets caster talk to the spirit of someone who has died. The subject will 
  resist at -5 if he was a friend of the caster. If the spell succeeds, the subject 
  will answer one question, to the best of his knowledge (as of the time he 
  died), and one more for every minute he remains. 
  Skill modifiers: -5 if you don’t know the subject’s full name. -1 if it 
  has been more than a week since the subject’s death, -2 if it has been more 
  than a month; -3 if more than a year; -4 if more than 10 years; -5 if more 
  than 50 years; -6 if more than 500 years. 
  If the spell fails, that caster (and helpers) may not summon that spirit 
  again for a year. A critical failure means the caster summoned a malign 
  spirit, who lies deliberately. 
  Duration: 1 minute. 
  Cost: 20 to cast; 10 to maintain. Halve these costs if the spell is cast at 
  the site of death. 
  Time to cast: 5 minutes. 
  Prerequisite: Death Vision, Magery 2. 
  Item: Staff, wand, or jewelry. Usable only by a mage; Does not give 
  ability to cast the spell, but gives +2 to skill. Energy cost: 1,000. 
   
  Summon Shade (VH) 
  Information; Resisted by IQ 
  This spell summons a “shade” of the subject from a possible future, to 
  answer the caster’s questions. The shade will not lie (except on a critical 
  failure) but it will be disoriented; therefore its answers may be unclear and 
  imprecise. One question may be asked per minute the spell is maintained. 
  Since the shade only comes from the most likely future, this spell may be 
  an unsatisfactory augury. 
  Example: One might summon a shade of Zantar from two months 
  ahead, and ask if his attack on the dragon succeeded - and then persuade 
  him not to try if the answer was “no.” The shade simply came from a 
  different future. Of course, the shade might also reply “no - it was called 
  off.” 
  At the time from which the shade is drawn, the subject will have a 
  vivid dream in which he will see his questioner(s) and remember all that is 
  said - if the predicted event came true. 
  Skill modifiers: -1 for each year in the future that the shade is drawn; 
  -5 if the subject is not present or -10 if nothing pertaining to the subject 
  (clothing, hair clippings, etc.) is present. -10 if the subjects full name is 
  not known. 
  This spell may not be attempted more than once per year on the same 
  person. This is a very powerful spell, and GMs may wish to restrict access 
  to this spell, or require expensive materials. 
  Duration: 1 minute. 
  Cost: 50; 20 to maintain. 
  Time to cast: 10 minutes. One try per year. 
  Prerequisite: Summon Spirit. 
  Item: Staff, wand, or jewelry. Usable only by a mage. Does not give 
  ability to cast the spell, but gives +2 skill to one who knows the spell. 
  Energy cost to create: 800. 
  
   
   
   
  - 73 - 
  SPELL LIST
  Zombie 
  Regular 
  The subject of this spell must be a relatively complete dead body. The 
  type of body determines the result: a fresh body produces a Zombie, a 
  skeleton produces a Skeleton, a very old, dry body produces a Mummy. 
  The animated corpse becomes an undead servant of the caster. 
  Its attributes are based on those of the original body, as are its physical 
  skills. It does not have the “soul,” mental skills, or memories of the living 
  person. Zombies, Mummies, and Skeletons are described on p. 117. 
  Duration: The Zombie remains animated until destroyed. 
  Cost: 8 for a human-sized or smaller corpse; more in proportion for 
  creatures of larger size. 
  Time to cast: 1 minute. 
  Prerequisite: Summon Spirit, Lend Health. 
   
  Control Zombie 
  Regular; Resisted by Zombie spell 
  Lets you take control of another caster’s Zombie. The Zombie spell 
  resists yours at a +2 if its caster is within 100 yards, or a -2 if he is dead. 
  Duration: Permanent. 
  Cost: 3. 
  Prerequisite: Zombie. 
  Item: Staff, wand or jewelry. Usable only by a mage. Does not give 
  ability to cast the spell, but gives +2 skill to one who knows the spell. 
  Energy cost to create: 500. 
   
  Turn Zombie 
  Area 
  Does 1 die damage to all Zombies, Skeletons, and Mummies in the 
  affected area. In addition, roll 1 die for each Zombie (etc.). On a I, the 
  Zombie turns and flees from the caster. 
  Duration: Successfully turned Zombies will avoid the caster for one 
  day. 
  Base Cost: 2. Cannot be maintained. 
  Time to cast: 4 seconds. 
  Prerequisite: Zombie, or (GM’s option) “holy” status. 
  Item: Staff, wand, or jewelry. At GM’s option, this item may work 
  only for a person who is holy/good/pure of heart. Energy cost to create: 
  600. 
   
  Resurrection (VH) 
  Regular 
  As listed under Healing. 
   
  Animation (VH) 
  Regular 
  Lets caster summon a spirit (IQ 9) to animate an existing statue, 
  painting, or other item. The object that is animated must be human (or 
  animal) shaped. Its abilities and attributes will depend on its body; this is 
  entirely up to the GM, but (for instance) a painting could talk, but not 
  move around; a statue could leave its base and move freely. Within its 
  limitations, the animated object will follow the caster’s verbal orders. 
  Duration: 1 minute. 
  Cost: 3 to animate a man-sized or smaller object; more in proportion to 
  the object’s size (GM’s decision); half the initial cost to maintain. Double 
  cost to animate stone; triple to animate metal. 
  Time to cast: 5 seconds. 
  Prerequisite: Summon Spirit. 
  Item: The figure may be permanently animated for 100 times the 
  energy cost required to animate it initially. 
   
  Skull-Spirit  
  Regular 
  Summons a ghostly assassin to do the caster’s bidding. Requires the 
  skull of an intelligent creature (each skull can be used once; it is then 
  destroyed). See p. 117. 
  Duration: The spirit lasts for 24 hours unless destroyed first. 
  Cost: 20. 
  Prerequisite: 4 other Necromantic spells. 
  Item: The skull of an intelligent creature. Any user can invoke the 
  skull-spirit by saying a password (chosen by caster when skull is 
  enchanted). The skull then dissolves, and the spirit appears as above. 
  Energy cost to create: 40. 
   
  Soul Jar (VH) 
  Regular 
  Lets the caster trap the subject’s soul in some object (which must he 
  right there). If the subject is not the caster, then he must be present, and 
  either willing or unconscious. 
  If your soul is in a “jar,” you are unaffected until either your body dies, 
  or the jar is destroyed. The death of your body will not kill you. Your 
  consciousness shifts to the “jar,” where you are able to see, hear, and even 
  cast any spell that you know at skill 21 or above (i.e., usable without 
  speech or gesturing). You may communicate at a distance via 
  telepathy-type spells, if you know any - or by direct mental contact, 
  without a spell, with anyone who handles the jar. Your ST, for fatigue 
  purposes, remains the same as when you had a body. You may not spend 
  HT, but you may use any Powerstone currently in contact with your jar. 
  If a new body comes within range of the jar, you may try to take it by a 
  Possession, Permanent Possession, or Exchange Bodies spell if you know 
  such a spell. In that case, the soul of that body goes into the jar. But if your 
  soul is in a jar, anything that destroys the jar will kill you permanently - 
  beyond hope of resurrection - even if your body is unharmed. 
  The spell may be cast again to switch the soul to a different ‘jar.” 
  Duration: Permanent. 
  Cost: 8. 
  Time to cast: 1 minute. 
  Prerequisite: Magery, 6 Necromantic spells, including Steal HT 
   
  Steal Strength 
  Regular 
  Lets the caster take ST from the subject to restore his own lost fatigue 
  (does not actually raise the caster’s ST attribute). The subject must either 
  be willing or totally helpless (e.g., bound or unconscious). The caster must 
  touch the subject. This works on living, intelligent subjects only! The spell 
  stops when the caster’s ST is fully restored, when the caster decides to 
  stop, or when the subject’s ST reaches 0 and the subject falls unconscious. 
  Duration: Permanent. 
  Cost: None to the caster! For every 3 points of ST taken front the 
  subject, the caster regains 1 point of ST. 
  Time to cast: 1 minute for every 3 ST drained from the subject. 
  Prerequisite: Minor Healing. 
  Item: Staff, wand, or jewelry. Wearer and item must both touch the 
  victim. Energy cost to create: 800. 
   
   
  
   
   
  - 74 - 
  SPELL LIST
  Steal Health 
  Regular 
  Lets the caster take HT from the subject to heal his own injuries (does 
  not actually raise the caster’s HT attribute). The subject must either be 
  willing or totally helpless; the caster must touch the subject. Works on 
  Intelligent subjects only! The spell stops when the caster’s HT is fully 
  restored, when the caster decides to stop, or when the subject’s HT reaches 
  -1 (which automatically kills the subject). 
  Duration: Permanent. 
  Cost: None to the caster! For every 3 full points of HT taken from the 
  subject, the caster regains 1 point of HT. 
  Time to cast: 1 minute for every 3 HT drained from the subject. 
  Prerequisite: Steal Strength. 
  Item: (a) Staff, wand, or jewelry. Wearer and item must both touch the 
  victim. Usable only by a mage. Energy cost to create: 1,500. (b) Any item. 
  Lowers wearer’s HT by 1 to 5 while it is worn. Wearer regains lost HT 
  when item is removed. Energy cost to create: 200 per lost point of HT. 
   
  Age (VH)  
  Regular; Resisted by HT 
  Makes the subject older! The subject ages 1 month for every 5 points 
  of energy put into the spell. 
  Duration: Permanent. 
  Cost: 5 to 50 points. 
  Time to cast: 1 minute. 
  Prerequisite: 6 other Necromantic spells or Youth. 
  Items: (a) Any item. Always on. Worn (not just touched), it will age 
  the wearer by 1 year for every day it is worn (so two hours’ wearing 
  would age you by a month). Energy cost to create: 500. (b) Staff or wand. 
  Usable by mage only; must touch subject. Energy cost to create: 2,000. 
   
  Steal Youth (VH)  
  Regular; Resisted by HT 
  Lets the caster take another’s youth. For every 10 points of energy put 
  into this spell, the caster grows one year younger and the subject (who 
  must be of the same race) grows 2 years older. The subject must either be 
  willing or totally helpless; the caster must touch the subject. A critical 
  failure of this spell will cost the caster 1 point of IQ and age him by 20 
  years instantly. 
  Duration: Permanent. 
  Cost: 10 to 30. 
  Time to cast: 1 hour. 
  Prerequisite: Youth, Age, Steal Health. 
  Item: Staff, wand, or jewelry. Wearer and item must both touch the 
  victim. Usable by mages only. This item can only be used once a year, and 
  only to steal one year at a time - so one item will keep one mage young, 
  but no more. Energy cost to create: 8,000. 
   
  Pestilence  
  Regular 
  Infects the subject with a loathsome plague (caster’s choice, though 
  the GM can veto an inappropriate selection). No immediate effects, but the 
  disease will take its normal course. 
  Duration: Permanent until cured. 
  Cost: 6. 
  Time to cast: 30 seconds. 
  Prerequisite: Magery, Steal Health, Decay. 
  Item: Staff or wand. Usable by mage only; must touch subject. Plague 
  transmitted by the item is set by item’s creator when it is made. Energy 
  cost to create: 1,000. 
   
  Summon Demon 
  Special 
  Calls an evil magical creature; demons are described on p. 113. The 
  caster must immediately try to control the summoned demon, by a Contest 
  of Wills. This is rolled as a contest of the caster’s spell skill + Will, versus 
  the demon’s ST + IQ. If the caster wins, he can give the demon a single 
  command, which it will carry out literally. (If the demon can pervert the 
  “literal” meaning to the caster’s disfavor, it will!) The demon will then 
  vanish. It may work incidental mischief unless the caster carefully 
  instructed it not to. 
  If the caster loses the contest, the demon will immediately attack 
  unless the caster is protected by a pentagram. If it cannot break the 
  pentagram, it will vanish (if it is in the pentagram) or escape and wreak 
  havoc (if it is outside and the caster is inside). 
  If the caster knows the name of a specific demon, that specific demon 
  may be summoned and the caster has a +4 to control it. A ran-
  domly-summoned demon may be forced to tell its name. This does not 
  count as its “one task,” but does require the caster to win a separate 
  Contest of Wills, as described above. That demon may then be summoned 
  again by name. The names of demons are also sometimes found in old 
  grimoires. 
  If no name is used during the summoning, the demon is rolled up from 
  the charts on p. 113. The caster may attempt to control the type of demon 
  summoned. A separate roll vs. skill with the spell is required to control 
  each of the 7 die-rolls on the table. The caster does not have to try to 
  control all 7 rolls - he may let some or all of them remain random. A 
  critical failure on any of these rolls, or on the original spell roll, means the 
  demon is automatically uncontrolled. 
  Considering its destructive potential, this is actually a fairly easy spell. 
  The reason is apparently that demons want to be summoned, especially by 
  those too weak or inexperienced to control them! This spell is universally 
  considered “evil,” and is against the law even in places that are friendly to 
  magic. 
  Duration: Until the demon’s task is done, or one hour, whichever is 
  less. 
  Cost: 20. 
  Time to cast: 5 minutes. 
  Prerequisite: Magery, and at least one spell from each of ten different 
  colleges. 
  Item: Certain artifacts are known to make summoning (or summoning 
  a particular demon) easier. Such items are prized by those who deal with 
  demons, but (fortunately!) the technique for making them is not 
  commonly known. 
   
  Planar Summons 
  Special 
  Similar to above, but used to call beings from “other planes.” Some of 
  these creatures are evil; others are good or indifferent. Some are highly 
  magical; others have no magic at all, but may have other useful or 
  dangerous abilities. There is a different spell for each plane, and some 
  exceptionally potent creatures may not be summoned without using their 
  own individual spell. GMs may create such spells and creatures at will. 
  A fumble on an attempt to call a demon, or a “summon demon” result 
  on a backfire by a good and holy mage, may summon such an extra-
  dimensional creature instead. (Remember that a wizard using a 
  summoning spell will probably expect a magical creature of pure evil, and 
  react accordingly, even if he actually summons an innocent citizen of 
  some otherworldly dimension.) 
  Duration: Varies according to the plane and the creature; only the GM 
  knows. Many extra-planar creatures can stay indefinitely once summoned. 
  Cost: Generally 20, but varies widely. 
  Time to cast: 5 minutes. 
  Prerequisite: Magery, and at least one spell from each of ten different 
  colleges. 
  Item: Many are rumored but not known! One common story is of an 
  amulet to be worn by an extra-planar visitor to help it resist banishment 
  (see below). 
  
   
   
   
  - 75 - 
  SPELL LIST
  Banish  
  Special; Resisted by ST + IQ 
  Will send any demon back to its origin. To succeed, the caster must 
  win a contest of the caster’s spell skill + Will, versus the demon’s ST + 
  IQ. If the caster knows the name of a specific demon, he has a +4 to 
  banish it. If the demon loses, it immediately vanishes and may not return 
  for a month. A demonic familiar will not reappear at all. Anything it 
  brought with it when it appeared will vanish with it (e.g., weapons). Other 
  things it may be carrying (e.g., screaming victims) stay behind. 
  This spell may also be attempted against non-demonic creatures from 
  other dimensions or planes of existence. It is attempted at a base 6 if the 
  caster thinks he is trying to banish a real demon, -5 if he knows the 
  intruders aren’t demons but knows nothing more. The more the caster 
  knows about such intruders. the smaller the penalty should be. Some very 
  powerful creatures have extra resistance to banishment! 
  This spell can only be cast if the caster is in his own home dimension. 
  In an alien plane, you could not “banish” yourself back home, but a native 
  of that plane could banish you. This spell will obviously not work on a 
  creature which is already in its howme dimension. 
  This is the one Necromantic spell that is often learned by holy men 
  and white mages. 
  Cost: The cost is equal to the subject’s ST + IQ, divided by 2. Often, a 
  caster will not know how much ST the spell will require, and may fall 
  unconscious or even wound himself in casting the Banish. 
  Time to cast: 5 seconds. 
  Prerequisite: Magery, and at least one spell from each of ten different 
  colleges. 
  Items: Some “holy” artifacts are of aid in banishing actual demons. 
  and items from the home planes of extradimensional creatures may help in 
  understanding and banishing them. 
   
  PLANT SPELLS 
   
  These are the spells that detect, modify, control and communicate with 
  plants. Unless noted otherwise, the subject plants gain no special powers. 
  All magic items of this college must be made primarily of plant material. 
   
  Seek Plant  
  Information 
  This spell gives the direction and approximate distance of the nearest 
  growth of plants, or of one specific plant type. Use the long distance 
  modifiers (p. 10). Any known plants may be excluded if the caster 
  mentions them before casting. 
  Cost: 2. 
  Item: A carved wooden wand, staff, or figurine. Energy cost to create: 
  50. 
   
  Identify Plant  
  Information 
  Determines the type and species of any one plant. It will also give 
  basic information about it (edible, poisonous, etc). A successful casting of 
  this spell will give a +3 to Naturalist or Physician skill for determining 
  medicinal or other special properties of the plant. 
  Cost: 2. 
  Prerequisite: Seek Plant. 
  Item: Wand or staff. Energy cost to create: 200. 
   
  Heal Plant 
  Area 
  Heals plants within the area of disease, parasites, and damage. The 
  plants must still be alive for the spell to work. 
  Duration: Permanent. 
  Base Cost: 3. Trees larger than saplings will require a radius of 3+. 
  Time to Cast: 1 minute. 
  Prerequisite: Identify Plant. 
  Item: Staff. Energy cost to create: 400. Must touch plant. 
  Shape Plant 
  Regular 
  Lets the subject shape and mold plants and plant material will) his 
  hands. Gives a +2 to Carpentry and Woodworking, or lets caster work 
  without any tools at -l to skill. Useful for building houses and furniture. 
  repairing shields and equipment, and removing wooden obstacles. Can be 
  used on a foe’s weapon in combat; treat as a normal weapon attack doing 
  2 dice damage to wooden weapons. 
  Duration: 1 minute. 
  Cost: 3; 1 to maintain. Double cost if the material is no longer living 
  Time to Cast: 10 seconds. 
  Prerequisite: Identify Plant. 
  Item: Gloves of plant material. Energy cost to create: 500. 
   
  Plant Growth 
  Area 
  This spell causes the equivalent of one month’s growth in one minute. 
  Trees will change only slightly, while weeds will grow tremendously. 
  Useful for gardening (alter removing all the weeds!). and starting seeds. 
  Duration: 1 minute. 
  Base Cost: 3; 2 to maintain. 
  Time to Cast: 10 seconds. 
  Prerequisite: Heal Plant. 
  Item: Staff or wand. Energy cost to create. 300. 
   
  Bless Plants 
  Area 
  Causes the plants within the area of effect to grow faster and stronger 
  for the rest of their growing season. The crop yield within the area of 
  effect is doubled. 
  Duration: One crop or growing season. 
  Base Cost: 1. To be affected, the plants must be entirely within the 
  area of effect. 
  Time to cast: 5 minutes. 
  Prerequisite: Heal Plant. 
  Item: Staff. Usable only by a mage. Cost to create: 500 energy . 
   
  Create Plant 
  Area 
  Lets the caster bring forth vegetation where nothing grew before. 
  Whether this vegetation will survive depends on the area. 
  Duration: Permanent. 
  Base Cost: 4 per hex for grasses; 8 for bushes: 15 for trees. 
  Time to cast: 1 second per energy point. 
  Prerequisites: Plant Growth, Magery. 
  Item: Staff. Usable only by a mage. Must touch area where the plants 
  are to be created. Cost to create: 1,000 energy. 
   
  
   
   
  - 76 - 
  SPELL LIST
  Wither Plant  
  Area; Resisted by HT 
  Causes plants within the area to wither and die. Caster can choose to 
  affect only one type of plant, or everything but one type of plant, if he 
  wishes. Any large plants or animated vegetable foes should be assigned a 
  HT score with which to resist this spell - see Animate Plant. 
  Duration: Permanent. 
  Base Cost: 2. 
  Time to Cast: 10 seconds. 
  Prerequisite: Plant Growth. 
  Item: Staff or wand of dead wood. Energy cost to create: 200. 
   
  Forest Warning  
  Area 
  As Nightingale (p. 77), but will only work on areas with plants. 
  Duration: 10 hours. 
  Base Cost: ½ (Minimum 2); same to maintain. 
  Prerequisites: Sense Danger or 4 plant spells. 
   
  Tangle Growth  
  Area 
  Causes grass or other ground plants within the area to grow and 
  become obstacles (movement cut to h speed, -2 to dodge), or bushes and 
  low trees to grow into barriers that must be removed to pass. Treat it as a 
  3” wooden slab (DR 6, HT 30; see p. B125) per hex of width. Anyone in 
  the area when the spell is cast may move normally on the next turn, only if 
  they fail to leave will they be caught. 
  Duration: 1 minute 
  Base Cost: 1 for grass, 2 for bushes and trees; half cost to maintain.  
  Prerequisite: Plant Growth. 
  Time to Cast: 2 seconds. 
  Item: An area may be made permanently “tangled” at a cost of 20 per 
  hex of grass, or 30 per hex of trees and bushes. 
   
  Hide Path  
  Regular 
  This spell enables the caster and up to 5 other man-sized creatures, or 
  one caster on horseback, to pass through grass, undergrowth or jungle 
  without leaving any sign. Any tracking attempt made on this hidden path 
  is at -8! 
  Duration: 1 minute. 
  Cost: 2; 1 to maintain. 
  Prerequisite: Heal Plant. 
  Item: Cloak of plant material. Energy cost to create: 300. 
   
  Plant Sense  
  Regular; Resisted by Hide Path 
  This spell allows the subject to see and hear minute details of the 
  plants around him - such as disturbances caused by passing or hiding 
  creatures. This gives a +4 bonus to Tracking, a +2 bonus to all Sense rolls, 
  and the ability to detect the presence of invisible or magically hidden 
  creatures with a normal Sense roll. Works only in areas with thick plant 
  growth (jungles, forests, etc.); may work at half effect (with no chance to 
  sense invisible or magically hidden creatures) in sparser terrain. 
  Duration: 1 minute. 
  Cost: 3; 2 to maintain. 
  Prerequisites: Forest Warning, Hide Path. 
  Item: Staff or figurine. Energy cost to create: 500. 
   
  Animate Plant 
  Regular 
  As Animation (p. 73), except only one living plant may be animated. 
  An animated plant gains a HT score equal to twice the energy put into the 
  spell. Note that woody plants often have a high DR and make frightening 
  foes. 
  Duration: 1 minute. 
  Cost: 3 for a man-sized plant; more in proportion to size. A large tree 
  would require 12 or more points to animate. Half cost to maintain. Double 
  cost if the plant is to pull itself up and walk (maximum speed 4) on its 
  roots! 
  Time to Cast: 5 seconds. 
  Prerequisite: 7 Plant spells. 
  Item: Any plant may be permanently animated for 50 times the normal 
  cost. The spell will be broken if the plant dies. 
   
  Plant Form 
  Special 
  This spell allows the caster to assume the form of any natural plant or 
  tree between 1/2 and 5 times his own size. Clothing vanishes, to reappear 
  when the caster regains his form; large possessions fall to the ground, 
  while small ones (up to bracelet or wand size) may remain imbedded in 
  the plant. 
  The caster cannot move about, attack, etc., unless a plant with those 
  abilities exists in the game world and he takes that form, or unless 
  Animate Plant is cast on his plant form. A wizard in plant shape may cast 
  no spells unless he knows them so well that he can cast them without 
  speech or gesture! He may hear normally but may not see except to sense 
  light and darkness. He may not speak. 
  Injuries taken in plant form carry over proportionately. This means, for 
  instance, that an arrow wound to a tree is a pinprick to a man; some GM 
  flexibility is required here! Time spent in plant form automatically counts 
  as “rest” unless the plant is under attack. However, he must roll against IQ 
  every hour that he stays in plant form. A failed roll temporarily reduces his 
  IQ by 1. If IQ drops to 7, he is trapped in plant form, with a plant’s IQ, 
  until someone else frees him with Remove Curse. 
  Duration: 1 hour. 
  Cost: 5; 2 to maintain. 
  Prerequisites: Magery, 6 Plant spells. 
  Item: Staff or wand. Energy cost to create: 1,200. 
   
  PROTECTION AND WARNING SPELLS 
   
  Shield  
  Regular 
  Adds to the passive defense of the subject. PD from this spell is treated 
  for all purposes like PD from armor. 
  Duration: 1 minute. 
  Cost: Twice the PD given to the subject, up to a maximum PD bonus 
  of 5 (energy cost 10); half that to maintain. 
  Prerequisite: Magery 2. 
  Item: None with this spell - but the armor enchantment called Deflect 
  (p. 46) can increase the passive defense of your armor by 1 to 5 points. 
   
  Armor  
  Regular 
  Adds to the damage resistance of a living subject. DR from this spell is 
  treated for all purposes like DR from armor. 
  Duration: 1 minute. 
  Cost: Twice the DR given to the subject, up to a maximum DR bonus 
  of 5 (energy cost 10); half that to maintain. 
  Prerequisites: Repair; Magery 2. 
  Item: None with this spell - but the armor enchantment called Fortify 
  (p. 46) can increase the damage resistance of your armor by 1 to 5 points. 
   
  Sense Danger 
  Information 
  Tells the caster if any immediate danger is nearby; will also detect a 
  faraway danger if that danger is about to come close and strike! Gives the 
  nature of any danger that is only a minute or so away; if there is a danger 
  within five minutes, the spell produces a foreboding but no details (except 
  possibly on a critical success roll). 
  Duration: Instantaneous. 
  Cost: 3. 
  Prerequisite: Sense Foes, or the advantage of Danger Sense. 
  Item: Wand, staff, or jewelry. Energy cost to create: 400. 
  
   
   
   
  - 77 - 
  SPELL LIST
  Watchdog  
  Area 
  Cast around an area (following the hex boundaries), this spell will 
  warn the caster of anyone or anything crossing with hostile intent. If caster 
  is asleep, he will wake instantly without being stunned. The spell is not 
  destroyed if triggered; it lasts until its natural expiration. 
  Duration: 10 hours. 
  Base Cost: 1 to cast; 1 to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Sense Danger. 
  Item: Can be cast on an area of floor or ground, or a rug. Energy cost 
  to create: 200 per hex of radius. 
   
  Nightingale  
  Area 
  Cast on a door or a single hex of floor, makes the subject “noisy.” A 
  door will squeak loudly when opened; a patch of ground will become full 
  of snapping sticks when someone walks over it; a floor will squeak, etc. 
  This will automatically alert or awaken the caster if he is within hearing 
  range, and will probably alert others nearby, as well (make an IQ roll if 
  there is other noise around). 
  Duration: 10 hours. 
  Cost: 2 to cast; 2 to maintain. 
  Prerequisite: Sense Danger. 
  Item: Can be cast on an area of floor or ground, or a rug. Energy cost 
  to create: 100 per hex. 
   
  Mystic Mist  
  Area 
  This spell produces a dense, opalescent fog which will confuse anyone 
  entering it; figures more than 2 hexes away cannot be seen except by 
  Mage Sight. Those who were within it when it was cast are immune to its 
  effects; they can sense it as a dim shimmering, but it does not affect their 
  vision or confuse them. Others must roll vs. IQ (+ Magic Resistance) 
  every turn, or use Mage Sight, to avoid losing their way and walking in 
  randomly-chosen directions every turn, unless they have a guide. Absolute 
  Direction avoids this problem. 
  A Fright Check is also required of intruders first entering the mist, and 
  again every 5 minutes. Anyone failing the first Fright Check will be very 
  reluctant to enter! Dangerous animals will simply avoid the mist, but will 
  suffer normal effects if for some reason they must enter it. 
  Those “native” to the mist have a +1 to their defense when attacked by 
  interlopers, and interlopers have a -1 to their own defense against 
  “natives.” 
  This spell is an excellent defense for a party camping in dangerous 
  territory. The caster must cast Mystic Mist in an area centered on his own 
  hex. The wider an area he can cover, the better! 
  Duration: 10 hours. 
  Base Cost: 1. Cost to maintain is the same. 
  Time to cast: 5 minutes. 
  Prerequisites: Magery 1 and either Watchdog or Shield. 
  Item: (a) Amulet which keeps wearer immune to the effects of Mystic 
  Mist. Energy cost to create: 400. (b) It is rumored that there is an object 
  which creates a permanent Mystic Mist, controllable in some way, but 
  nothing more is known at present. 
   
  Missile Shield 
  Regular 
  Turns any missiles harmlessly aside by the tiniest fraction needed to 
  insure they miss the subject; the game effect is that the missile continues 
  in a straight line past the subject. Works on all kinds of missiles - arrows, 
  bullets, falling rocks, missile spells, shrapnel, cream pies everything. The 
  GM should conceal the existence of the spell from the caster’s foes as long 
  as possible, saying they just missed! 
  Duration: 1 minute. 
  Cost: 5 to cast, 2 to maintain. 
  Prerequisite: Apportation (p. 69) or Shield. 
  Item: Wand, staff, weapon, or armor. Energy cost to create: 400. 
   
  Reverse Missiles 
  Regular 
  Turns any ranged attack (including spells) back upon the attacker. If 
  the attacker’s “to hit” roll is successful, he hits himself - if not, he sees the 
  missile fly back toward him and miss. The game effect is as though the 
  missile had bounced straight back from the spell’s subject to the attacker. 
  Duration: 1 minute. 
  Cost: 7 to cast, 3 to maintain. 
  Prerequisite: Missile Shield or Force Dome (below). 
  Item: Wand, staff, weapon, or armor. Energy cost to create: 600. 
   
  Iron Arm 
  Blocking 
  Lets caster stop a blow with only his 
  arm. If the spell succeeds, the arm will 
  become harder than iron, momentarily and 
  automatically parry the attacking weapon 
  without harm to the caster. If the spell fails, 
  the wizard is simply parrying with his arm! 
  This spell will parry no attack that a sword 
  could not parry, and is considered a parry 
  for purposes of combat. 
  Cost: 1. 
  Prerequisite: Resist Pain (p. 28) and 
  DX 12+. 
  Item: A bracelet or other item worn on 
  the arm. Energy cost to create: 600. 
   
  Magelock 
  Regular; Resists  
   
  Lockmaster spell 
  Locks a door magically. The door will 
  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. 
  Prerequisite: Magery. 
  Item: A golden key; must be touched to 
  the subject door. Energy cost to create: 200. 
  
   
   
  - 78 - 
  SPELL LIST
  Teleport Shield  
  Area 
  Any attempt to Teleport (or Blink) into or out of the area of effect is at 
  a -5 to skill. Failed attempts to teleport in have the normal effects. Failed 
  attempts to teleport out leave the caster where he started, physically 
  stunned and having spent all the energy for the attempt! Doubling the 
  energy cost increases the penalty to -10; tripling it increases the penalty to 
  -15! 
  Duration: 1 hour. 
  Base Cost: ⅓ to cast (minimum 3-hex radius); same to maintain. 
  Time to cast: 10 seconds. 
  Prerequisite: Watchdog, and either Spell Shield or Teleport. 
  Item: Can be cost on an area of floor or ground, or a rug or similar 
  item. Energy cost to create: 50 per hex. 
   
  Weather Dome  
  Area 
  Creates a shimmering dome which repels bad weather of all types (up 
  to and including Windstorm spells, volcanic ash, and rains of frogs). 
  Floods, landslides, and similar catastrophes will destroy the dome. Inside 
  the dome, the air remains fresh and the temperature remains comfortable 
  for the caster. Flying insects are also excluded! 
  Duration: 6 hours. 
  Base Cost: 3 to cast; 2 to maintain. 
  Prerequisites: At least 2 spells from each of the four elements. 
   
  Force Dome 
  Area 
  As above, but the Force Dome will repel any physical force or missile 
  spell. Nothing can enter except light, and only enough light to see by (the 
  interior is always in twilight). Likewise, nothing can leave the Force 
  Dome except light - and not even that, if the caster wills it. However, 
  magic, and magical creatures and items, will pass through the Force Dome 
  as though it did not exist. 
  Duration: 10 minutes. 
  Base Cost: 3 to cast; 2 to maintain. 
  Prerequisite: Magery, Weather Dome and Apportation (p. 69). 
   
  Utter Dome 
  Area 
  Protects against physical and magical attack; has the effect of a 
  combination Force Dome and Pentagram (see p. 62). However, creatures 
  cannot be summoned within it, and there is no marking to erase. Can only 
  be removed by Dispel Magic or Counterspell. Resists any attempt to look 
  through with magic. 
  Duration: 1 minute. 
  Base Cost: 6 to cast; 4 to maintain. 
  Prerequisite: Magery 2, Force Dome, Spell Shield. 
   
  Umbrella 
  Regular 
  As described under Water spells, p. 40. 
   
  SOUND SPELLS 
   
  For any spell that produces sound, the “subject” is the spot from which 
  the sound comes. 
   
  Sound  
  Regular 
  Produces any sort of meaningless sound the caster wishes - the drone 
  of an insect, the distant babble of voices, the clatter of something falling, 
  or anything similar. Will not produce loud noise. Requires no 
  concentration once the spell is cast. 
  Duration and Cost: 1 to create 5 seconds’ worth 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 oft). Energy cost to create: 50. 
   
  Voices  
  Regular 
  Produces a meaningful sound - voices, music, etc. - of normal 
  speaking volume. Requires constant concentration on the part of the 
  caster. 
  Duration: 1 minute. 
  Cost: 3 to cast; 2 to maintain. 
  Prerequisite: Sound. 
  Item: Any. Repeats a single saying over and over (unless limited with 
  Link). Energy cost to create: 20 per word. 
   
  Thunderclap  
  Regular 
  Produces a single loud sound like an explosion or crash of thunder. 
  The “subject” is the hex the caster chooses as the spell’s center. Outdoors, 
  anyone within 3 hexes of this place must make a HT roll or be deafened; 
  anyone deafened may roll vs. HT every hour to recover. In an enclosed 
  area - less than 10 hexes in any dimension - increase this distance to 6 
  hexes! The caster makes his own roll at HT+2. 
  Cost: 2. 
  Prerequisite: Sound. 
   
  Great Voice  
  Regular 
  The subject can be heard clearly and distinctly by everyone he can see, 
  even at a great distance. The subject can choose to be heard by only a few 
  chosen targets if he specifies before speaking (those within ordinary 
  earshot will hear him whether he wants it or not, of course). Note that, for 
  instance, one could not cut off the subject’s voice by ducking behind a 
  rock. Widely used by ship captains, military commanders, and public 
  speakers. The sound may become irritatingly loud if the original voice is 
  loud, but will not deafen or cause harm. 
  Duration: 1 minute. 
  Cost: 3 to cast, 1 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Voices, Thunderclap. 
  Item: Staff, wand, helm or jewelry. Works for wearer only. Energy 
  cost to create: 200. 
   
  Sound Jet 
  Regular 
  Lets caster shoot a thin beam of very shrill sound from a fingertip. A 
  Magic Jet skill roll is needed to hit the target. Does no damage, but affects 
  the target like a high-tech stunner (see sidebar, B119), except that the 
  target rolls at HT minus the number of points of energy in the spell. May 
  be dodged but not blocked or parried. The target’s PD doesn’t affect the 
  Dodge roll against this spell, and armor only gives a +1 to the target’s 
  effective HT for every five points of DR. 
  Duration: 1 second. 
  Cost: 1 to 4 to cast; the same to maintain. Range in hexes is equal to 
  energy cost. 
  Prerequisites: Great Voice. 
  Item: Staff, wand, or jewelry. Usable only by a mage. Energy cost to 
  create: 400. 
   
  Silence 
  Area 
  Creates an area of quiet. No one within this area can hear anything, 
  and nothing that happens in this area makes any sound. It is the area that is 
  affected and not the people in it; anyone moving out will be able to speak. 
  Note that an area of silence will prevent spoken spells from working! 
  Duration: 1 minute. 
  Base Cost: 2 to cast; 1 to maintain. 
  Prerequisite: Sound. 
  Item: An area can be permanently silenced; the spell is on the floor or 
  ground, and is broken if that area is torn up. Or a large rug can be 
  enchanted for a portable silent area. Energy cost to create: 80 per hex, but 
  only one spell is required for the whole area. 
  
   
   
   
  - 79 - 
  SPELL LIST
  Wall of Silence  
  Area 
  Surrounds the affected area with a wall which sounds will not pass. 
  Those within it cannot hear outside sounds, or be heard by those outside. 
  Casting of spoken spells is unaffected. 
  Duration: 1 minute. 
  Base Cost: 2 to cast; 1 to maintain. 
  Prerequisite: Silence. 
  Item: As for Silence, but the cost is 100 per hex. 
   
  Noise 
  Area 
  Creates an area fill with a meaningless, continuous, very loud noise. 
  No one within this area can have a conversation or hear other sounds. Use 
  of any IQ-based skill is either distracted (spells, for example), or at -3 (or 
  both! GM’s choice). The affected area is surround by a Wall of Silence. 
  Will resist (or be resisted by) Silence. 
  Duration: 5 seconds. 
  Base Cost: 4 to cast; 2 to maintain. 
  Prerequisite: Wall of Silence. 
  Item: An area can be permanently made noisy; the spell is on the floor 
  or ground, and is broken if the area is torn up. Or a large rug could be 
  enchanted for a portable noisy area (whatever for?). Cost to create: 100 
  per hex, but only one spell is required for the whole area. 
   
  Hush  
  Regular; Resisted by IQ 
  The subject (an object or living being) can make no’ sounds, either 
  accidentally or on purpose. Add 3 to 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. Works for wearer only. Energy cost to 
  create: 200. 
   
  Mage-Stealth  
  Regular 
  The subject is able to 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. Works for wearer only. Energy cost to 
  create: 500. 
   
  Far-Hearing  
  Information 
  The caster can hear any conversation that he can see, even at a great 
  distance, or hear through solid objects totaling no more than six feet of 
  thickness. He automatically makes all Hearing rolls. 
  Duration: 1 minute. 
  Cost: 4 to cast, 2 per minute to maintain. 
  Time to cast: 3 seconds. 
  Prerequisite: Magery; No Deafness or Hard-of-Hearing disadvantage; 
  4 other Sound spells. 
  Item: Clothing or jewelry. Works for wearer only. Energy cost to 
  create: 400. 
   
  Keen Ears  
  Regular 
  As listed under Mind Control, p. 69. 
   
  Sound Vision 
  Regular 
  Allows the subject to see by sound, like a bat or dolphin. The subject 
  can see in complete darkness (like the Dark Vision spell) and will be able 
  to see invisible objects. However, the image will be very fuzzy in such 
  cases, so attacks against invisible objects are still at -2. 
  Most objects will appear very different than they do to normal sight, 
  and writing, colors, and the like will be totally imperceptible. Sound vision 
  cannot distinguish between individuals of the same size, for instance, 
  unless they are very well known! 
  The Silence and Wall of Silence spells are equivalent to Darkness to 
  the subject, while someone using Hush or Mage-Stealth will be effectively 
  invisible to Sound Vision. The subject may still see with his normal 
  vision, if he wants to and there is light to do so. 
  Duration: 1 minute. 
  Cost: 5 to cast, 2 to maintain. 
  Prerequisite: Keen Ears or the Acute Hearing advantage. 
  Item: Staff, wand, or jewelry; affects only the wearer. Energy cost to 
  create: 400. 
   
  Scribe 
  Regular 
  Animates a pen, which will write down whatever the caster dictates for 
  the duration of the spell. If the caster fails by only 1 or 2 points, the pen 
  will still be animated, but the transcription will not be perfectly accurate! 
  Therefore, the caster should always double-check his work. 
  Duration: 1 minute. 
  Cost: 3 to cast, 1 to maintain. 
  Prerequisites: Voices, Literacy, Air-Golem. 
  Item: A pen may be permanently animated at an energy cost of 250. 
  For an additional 100 points of energy (which may be a separate 
  enchantment) the caster may attune it to someone else’s words. 
   
  Wizard Ear 
  Regular 
  Creates a replica of the caster’s physical ear, through which he can 
  hear. The ear may move about without bumping into things (as if it had 
  Sound Vision), though it cannot “see” more than the general size and 
  shape of halls and rooms. This spell may be cast on an already existing 
  Wizard Eye (regular or invisible); this does not change its shape, but 
  allows it to hear conversation and other sounds. 
  Duration: 1 minute. 
  Cost: 4 to cast, 3 to maintain. 
  Time to cast: 2 seconds. 
  Prerequisites: Apportation, Far-Hearing, Sound Vision. 
  Item: Any painting or sculpture depicting a human ear may be turned 
  into an immobile Wizard Ear, through which the holder of an ear-shaped 
  amulet, enchanted at the same time, may hear regardless of distance. Each 
  such Ear links only to one amulet, and vice versa. Energy cost to cast: 450. 
   
  Invisible Wizard Ear 
  Regular 
  Creates a Wizard Ear that cannot be seen without the See Invisible 
  spell. Anyone who guesses what hex it is in may still attack - but they can 
  hit only on a critical hit! 
  Duration: 1 minute. 
  Cost: 5 to cast, 3 to maintain. 
  Time to cast: 4 seconds. 
  Prerequisite: Wizard Ear, Invisibility. 
   
  Delayed Message 
  Area 
  Creates an oral message which can be delayed to go off until a certain 
  person, specified at casting, arrives in the area. The recipient will hear it 
  clearly, regardless of other noise, but nobody else will hear it. A Detect 
  Magic spell cast in the area will reveal that it contains a delayed message, 
  but only a critical success will reveal more. A critical success will reveal 
  one of the following (roll randomly): the sender, the intended recipient, or 
  the words (not any hidden meanings) of the message. 
  This does not count as a “continuing spell” - the mage casts it and 
  forgets about it. 
  Duration: Until the specified person arrives. 
  Cost: 3 per simple sentence - one idea per sentence. Cannot be 
  maintained. 
  Time to cast: 4 seconds. 
  Prerequisites: Magery, Voices, Sense Life. 
  
   
   
  - 80 - 
  SPELL TABLE 
  This section can be copied and used for reference, especially when creating characters. 
  The “grimoire” form on p. 128 may also be photocopied for your own use; it is especially handy 
  to copy it onto the back of a wizard’s Character sheet. 
   
   
  Notes: An asterisk (*) after a spell name indicates that it is Mental/Very Hard. All other 
  spells are Mental/Hard. 
   
   
  A - indicates that the column does not apply. 
   
  Under prerequisites, Magery is abbreviated M. Magery 2 is M2, and so on. 
   
  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 of 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 immediately. 
   
  “Special” just means that the description is too complex to fit on a table - see appropriate 
  page number (also shown on the table). 
   
  A “#” sign means that there are exceptions to the amount given-see the appropriate page 
  number. 
   
  Page Spell Name 
  Class 
  College 
  Time to cast 
  Duration 
  Energy 
  Prerequisite 
  44 
  Accuracy 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Dexterity 
  61 
  Activate Runes* 
  Regular 
  Metaspell 
  1 sec. 
  Instant 
  none 
  M, Rune-Lore 12+ 
  74 
  Age* 
  Reg./R-HT 
  Necro. 
  1 min. 
  Perm. 
  5 to 50 
  Youth or 6 other Necromantic spells 
  70 
  Air-Golem 
  Regular 
  Movement 
  10 sec. 
  1 hr. 
  4/2 
  M2, Apportation 
  34 
  Air Jet 
  Regular 
  Air 
  1 sec. 
  1 sec. 
  1 to 3# 
  Shape Air 
  53 
  Alarm 
  Regular 
  Knowledge 
  1 sec. 
  1 week 
  1# 
  Tell Time 
  69 
  Alertness* 
  Regular 
  Mind 
  1 sec. 
  10 min. 
  varies# 
  Any 2 of Keen Eyes/Ears/Nose spells 
  28 
  Alter Body 
  Reg./R-HT 
  Body 
  2 min. 
  1 hr.# 
  8/6# 
  Alter Visage 
  28 
  Alter Visage 
  Reg./R-HT 
  Body 
  1 min. 
  1 hr.# 
  4/3# 
  Shapeshifting or Perfect Illusion# 
  55 
  Analyze Magic 
  Inform./R-spell 
  Knowledge 
  1 hr. 
  Instant 
  8 
  Identify Spell 
  54 
  Ancient History 
  Information 
  Knowledge 
  min.=cost 
  Instant 
  varies# 
  History 
  76 
  Animate Plant 
  Regular 
  Plant 
  5 sec. 
  1 min. 
  varies# 
  7 Plant spells 
  73 
  Animation* 
  Regular 
  Necro. 
  5 sec. 
  1 min. 
  varies# 
  Summon Spirit 
  69 
  Apportation 
  Reg./R-IQ 
  Movement 
  1 sec. 
  1 min. 
  varies# 
  M 
  76 
  Armor 
  Regular 
  Protection 
  1 sec. 
  1 min. 
  varies# 
  Repair 
  53 
  Aura 
  Information 
  Knowledge 
  1 sec. 
  Instant 
  3 
  Detect Magic 
  67 
  Avoid 
  Area 
  Mind 
  1 min. 
  1 hr. 
  3/3 
  Hide, Fear, Forgetfulness 
  49 
  Awaken 
  Area 
  Healing 
  1 sec. 
  Instant 
  1 
  Lend Health 
  45 
  Bane 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  100# 
  Enchant 
  75 
  Banish 
  Spec./R-ST+IQ 
  Necro. 
  5 sec. 
  Instant 
  Special 
  M, 1 spell ea. from 10 colleges 
  49 
  Banquet 
  Regular 
  Food 
  1 sec. 
  1 day 
  2 per meal 
  M, Cook, Foolishness 
  23 
  Beast Link 
  Regular 
  Animal 
  5 sec. 
  Special 
  3 
  Beast Summoning 
  24 
  Beast Possession 
  Reg./R-IQ 
  Animal 
  5 sec. 
  1 min. 
  6/2 
  Rider Within or Possession 
  23 
  Beast Seeker 
  Information 
  Animal 
  1 sec. 
  Instant 
  3# 
  Beast Summoning, 2 Seek spells or Seeker 
  23 
  Beast-Soother 
  Regular 
  Animal 
  1 sec. 
  Perm.# 
  1 to 3 
  Persuasion or Animal Empathy advantage 
  25 
  Beast Speech 
  Regular 
  Animal 
  1 sec. 
  1 min. 
  4/2 
  Beast Summoning 
  23 
  Beast Summoning 
  Regular 
  Animal 
  1 sec. 
  1 min. 
  3/2# 
  Beast-Soother 
  65 
  Berserker 
  Reg./R-IQ 
  Mind 
  4 sec. 
  10 min.# 
  3/2 
  Bravery 
  24 
  Bird Control 
  Reg./R-IQ 
  Animal 
  1 sec. 
  1 min. 
  4/2 
  Beast-Soother 
  62 
  Bless 
  Regular 
  Metaspell 
  min.=cost 
  Special 
  Special 
  M2, 2 spells ea. from 10 colleges# 
  75 
  Bless Plants 
  Area 
  Plant 
  5 min. 
  1 crop/season
  1# 
  Heal Plant 
  71 
  Blink 
  Blocking 
  Movement 
  1 sec. 
  Instant 
  2 
  Teleport 
  58 
  Blur 
  Regular 
  Lt-Dk 
  2 sec. 
  1 min. 
  1 to 5/s 
  Darkness 
  34 
  Body of Air 
  Reg./R-HT 
  Air 
  5 sec. 
  1 min. 
  4/1 
  Shape Air 
  32 
  Body of Stone* 
  Reg./R-HT 
  Earth 
  5 sec. 
  1 min. 
  10/hex# 
  Stone to Flesh 
  40 
  Body of Water 
  Reg./R-HT 
  Water 
  5 sec. 
  1 min. 
  5/hex# 
  Shape Water 
  30 
  Borrow Language 
  Regular 
  Comm. 
  3 sec. 
  1 min. 
  3/1 
  Lend Language 
  30 
  Borrow Skill 
  Regular 
  Comm. 
  3 sec. 
  1 min. 
  4/3 
  Lend Skill 
  65 
  Bravery 
  Area/R-IQ-1 
  Mind 
  1 sec. 
  7 hr.# 
  2# 
  Fear 
  39 
  Breathe Air 
  Regular 
  Water 
  1 sec. 
  1 min. 
  4/2 
  Create Water, Destroy Air 
  38 
  Breathe Fire* 
  Regular 
  Fire 
  2 sec. 
  1 sec. 
  1 to 4 
  M, Flame Jet, Resist Fire 
  35 
  Breathe Water 
  Regular 
  Air/Water 
  1 sec. 
  1 min. 
  4/2 
  Create Air, Destroy Water 
  68 
  Charm 
  Reg./R-IQ 
  Mind 
  3 sec. 
  1 min. 
  6/3 
  M, Loyalty, 7 Mind Control spells 
  60 
  Clean 
  Area 
  Mk-Brk 
  1 sec. 
  Perm. 
  2 
  Restore 
  36 
  Climbing 
  Regular 
  Body 
  1 sec. 
  1 min. 
  1 to 3/s 
  none 
  37 
  Clouds 
  Area 
  Air 
  10 sec. 
  10 min. 
  1/20/s 
  4 Water spells, 4 Air spells 
  26 
  Clumsiness 
  Reg./R-IQ 
  Body 
  1 sec. 
  1 min. 
  varies# 
  Spasm 
  37 
  Cold 
  Regular 
  Fire 
  1 min. 
  1 min. 
  3/hex# 
  Heat 
  57 
  Colors 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  2/1# 
  Light 
  28 
  Compel Truth 
  Inform./R-IQ 
  Comm. 
  1 sec. 
  5 min. 
  4/2 
  M2, Truthsayer 
  51 
  Complex Illusion 
  Area 
  Illusion 
  1 sec. 
  l min. 
  2/1 
  Sound, Simple Illusion 
  61 
  Conceal Magic 
  Regular 
  Metaspell 
  3 sec. 
  10 hrs. 
  1 to 5/s# 
  Detect Magic 
  57 
  Continual Light 
  Regular 
  Lt-Dk 
  1 sec. 
  varies# 
  varies# 
  Light 
  52 
  Control Creation 
  Reg./R-spell 
  Illusion 
  2 sec. 
  Instant 
  1 per hex# 
  Create Animal or Create Servant 
  43 
  Control Elemental 
  Special 
  4 diff. 
  2 sec. 
  l min. 
  Special 
  Summon Elemental# 
  52 
  Control Illusion 
  Reg./R-spell 
  Illusion 
  2 sec. 
  Perm. 
  1/hex# 
  Perfect Illusion 
  29 
  Control Person 
  Reg./R-IQ 
  Comm. 
  10 sec. 
  1 min. 
  6/3 
  Soul Rider or Telepathy 
  73 
  Control Zombie 
  Reg./R-spell 
  Necro. 
  1 sec. 
  Perm. 
  3 
  Zombie 
  48 
  Cook 
  Regular 
  Food 
  5 sec. 
  Instant 
  1 per meal 
  Test Food, Create Fire 
  60 
  Copy 
  Regular 
  Mk-Brk 
  5 sec. 
  Perm. 
  2 plus 1/copy 
  Literacy, Dye 
  45 
  Cornucopia 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  50x$ value# 
  M2, 2 Weapon Enchantment spells 
  61 
  Counterspell 
  Reg./R-spell 
  Metaspell 
  5 sec. 
  Instant 
  varies# 
  M 
  34 
  Create Air 
  Area 
  Air 
  1 sec. 
  5 sec.# 
  1 
  Purify Air 
  52 
  Create Animal 
  Regular 
  Illusion 
  sec.=cost 
  l min. 
  varies# 
  Create Water, Create Object, IQ 13+ 
  32 
  Create Earth 
  Regular 
  Earth 
  1 sec. 
  Perm. 
  4/hex# 
  Earth to Stone 
  33 
  Create Elemental 
  Special 
  4 Diff. 
  Special 
  Perm. 
  Special 
  M2, Control Elemental 
  36 
  Create Fire 
  Area 
  Fire 
  1 sec. 
  1 min. 
  2/1 
  Ignite Fire 
  48 
  Create Food 
  Regular 
  Food 
  30 sec. 
  Perm. 
  3/meal# 
  Cook, Seek Food 
  52 
  Create Object* 
  Regular 
  Illusion 
  sec.=cost 
  Indef.# 
  2/5 lbs. 
  M2, Create Earth, Perfect Illusion 
  75 
  Create Plant 
  Area 
  Plant 
  sec.=cost 
  Perm. 
  varies# 
  M, Plant Growth 
  52 
  Create Servant 
  Regular 
  Illusion 
  3 sec. 
  1 min. 
  3/1# 
  M3, IQ 13+, Create Object 
  52 
  Create Warrior 
  Regular 
  Illusion 
  4 sec. 
  1 min. 
  4/4# 
  Create Servant 
  
   
   
   
  - 81 - 
  IMPROVISED SPELLS
   
  Page Spell Name 
  Class 
  College 
  Time to cast 
  Duration 
  Energy 
  Prerequisites 
  39 
  Create Water 
  Regular 
  Water 
  1 sec. 
  Perm. 
  2/gal. 
  Purify Water 
  47 
  Crystal Ball 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  1,000 
  Divination (Crystal-gazing) 
  50 
  Cure Disease 
  Regular 
  Healing 
  10 min.# 
  Instant 
  4# 
  Sterilize, Major Healing 
  63 
  Curse 
  Regular 
  Metaspell 
  varies# 
  Special 
  varies# 
  M2, 2 spells ea. from 10 colleges# 
  27 
  Curse-Missile 
  Missile 
  Body 
  1 sec.+other spell# 
  varies# 
  2 
  M2 + other spell 
  45 
  Dancing Weapon 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  1,000/lb.# 
  Air-Golem 
  58 
  Darkness 
  Area 
  Lt-Dk 
  1 sec. 
  1 min. 
  2/1 
  Continual Light 
  58 
  Dark Vision 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  5/2 
  Night Vision or Infravision 
  66 
  Daze 
  Reg./R-HT 
  Mind 
  2 sec. 
  1 min. 
  3/2 
  Foolishness 
  27 
  Deathtouch 
  Regular 
  Body 
  1 sec. 
  Instant 
  1 to 3 
  Wither Limb 
  72 
  Death Vision 
  Regular 
  Necro 
  3 sec. 
  1 sec. 
  2 
  M 
  48 
  Decay 
  Regular 
  Food 
  1 sec. 
  Perm. 
  1/meal 
  Test Food 
  46 
  Deflect 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Enchant 
  39 
  Dehydrate 
  Reg./R-HT 
  Water 
  2 sec. 
  Perm. 
  1 to 3# 
  5 Water spells inc. Destroy Water 
  63 
  Delay 
  Regular 
  Metaspell 
  10 sec. 
  2 hrs. 
  3/3 
  M3, 15 spells 
  79 
  Delayed Message 
  Area 
  Sound 
  4 sec. 
  Indef.# 
  3# 
  M, Voices, Sense Life 
  35 
  Destroy Air 
  Area 
  Air 
  1 sec. 
  Instant 
  2 
  Create Air 
  39 
  Destroy Water 
  Area 
  Water 
  1 sec. 
  Perm. 
  3 
  Create Water 
  53 
  Detect Magic 
  Regular 
  Knowledge 
  5 sec. 
  Instant 
  2 
  M 
  26 
  Dexterity 
  Regular 
  Body 
  1 sec. 
  1 min. 
  2 per DX+/s 
  Clumsiness 
  59 
  Disintegrate* 
  Regular 
  Mk-Brk 
  1 sec. 
  Perm. 
  1 to 4# 
  M2, Shatter, Ruin# 
  53 
  Dispel Creation 
  Reg./R-spell 
  Illusion 
  1 sec. 
  Instant 
  1 per hex# 
  Control Creation 
  52 
  Dispel Illusion 
  Reg./R-spell 
  Illusion 
  1 sec. 
  Instant 
  1/hex 
  Control Illusion 
  62 
  Dispel Magic 
  Area/R-spell 
  Metaspell 
  sec.=cost 
  Perm. 
  3 
  Counterspell and 12 other spells 
  49 
  Distill 
  Regular 
  Food 
  10 sec. 
  Perm. 
  1/quart 
  Ferment, Destroy Water 
  55 
  Divination 
  Information 
  Knowledge 
  1 hr.# 
  Instant 
  10 
  History, element spells# 
  63 
  Drain Mana* 
  Area 
  Metaspell 
  1 hr. 
  Perm. 
  10 
  Dispel Magic, 1 spell ea. from 10 colleges 
  66 
  Drunkenness 
  Reg./R-IQ 
  Mind 
  2 sec. 
  1 min. 
  varies# 
  Foolishness, Clumsiness 
  60 
  Dye 
  Regular 
  Mk-Brk 
  3 sec. 
  2d days 
  varies# 
  Restore, Colors 
  33 
  Earthquake 
  Area 
  Earth 
  30 sec. 
  1 min. 
  2/2 
  M2, 6 Earth spells inc. Earth Vision 
  32 
  Earth to Air 
  Regular 
  Earth/Air 
  2 sec. 
  Perm. 
  8/hex# 
  Create Air, Shape Earth 
  32 
  Earth to Stone 
  Regular 
  Earth 
  1 sec. 
  Perm. 
  5/hex# 
  M, Shape Earth 
  32 
  Earth Vision 
  Regular 
  Earth/Know. 
  1 sec. 
  30 sec. 
  2/10 yds.# 
  Shape Earth 
  68 
  Emotion Control 
  Area/R-IQ 
  Mind 
  1 sec. 
  1 hr. 
  2# 
  Loyalty 
  42 
  Enchant* 
  Enchantment 
  Enchantment 
  varies# 
  Perm. 
  varies# 
  M2, 1 spell ea. from 10 colleges 
  68 
  Enslave* 
  Reg./R-IQ 
  Mind 
  1 sec. 
  Perm. 
  30 
  Charm, Telepathy 
  32 
  Entombment 
  Reg./R-HT 
  Earth 
  3 sec. 
  Perm. 
  10# 
  M2, 5 Earth spells 
  38 
  Essential Flame 
  Area 
  Fire 
  3 sec. 
  1 min. 
  3/2# 
  6 Fire spells 
  39 
  Essential Water 
  Regular 
  Water 
  1 sec. 
  Perm. 
  3/gal. 
  6 Water spells 
  72 
  Ethereal Body* 
  Regular 
  Movement 
  30 sec. 
  10 sec. 
  8/4 
  6 Movement spells or M3 and Body of Air 
  30 
  Exchange Bodies* 
  Reg./R-IQ 
  Comm. 
  1 hr. 
  Perm. 
  120 
  Permanent Possession, Soul Jar 
  30 
  Exorcism 
  Reg./R-spell 
  Comm. 
  10 sec. 
  Instant 
  10 
  Soul Rider or Possession# 
  38 
  Explosive Fireball 
  Missile 
  Fire 
  1 to 3 sec. 
  Instant 
  2 to 6# 
  Fireball 
  37 
  Extinguish Fire 
  Regular 
  Fire 
  1 sec. 
  Perm. 
  3/hex 
  Ignite Fire 
  67 
  False Memory 
  Reg./R-IQ 
  Mind 
  5 sec. 
  varies# 
  varies# 
  Forgetfulness, 6 other Mind Control spells 
  79 
  Far-Hearing 
  Information 
  Sound/Know. 
  3 sec. 
  1 min. 
  4/2 
  M, not deaf, 4 other Sound spells# 
  27 
  Fatigue 
  Reg./R-HT 
  Body 
  1 sec. 
  1 min. 
  1 per ST-/h 
  none 
  65 
  Fear 
  Area/R-IQ 
  Mind 
  1 sec. 
  10 min.# 
  1# 
  Sense Emotion 
  48 
  Ferment 
  Regular 
  Food 
  10 sec. 
  1 hr. 
  1 per pint or loaf 
  Decay 
  53 
  Find Direction 
  Information 
  Knowledge 
  1 sec. 
  Instant 
  2 
  M 
  59 
  Find Weakness 
  Information 
  Mk-Brk 
  2 sec. 
  Instant 
  1# 
  1 spell of ea. four elements 
  37 
  Fireball 
  Missile 
  Fire 
  1 to 3 sec. 
  Instant 
  1 to 3# 
  M, Create Fire, Shape Fire 
  37 
  Fireproof 
  Area 
  Fire 
  5 min. 
  1 day 
  3# 
  Extinguish Fire 
  24 
  Fish Control 
  Reg./R-IQ 
  Animal 
  1 sec. 
  1 min. 
  3/2 
  Beast-Soother 
  38 
  Flame Jet 
  Regular 
  Fire 
  1 sec. 
  1 sec. 
  1-3/s# 
  Create Fire, Shape Fire 
  38 
  Flaming Missiles 
  Regular 
  Fire 
  3 sec. 
  1 min. 
  4/2# 
  Flaming Weapon 
  38 
  Flaming Weapon 
  Regular 
  Fire 
  2 sec. 
  1 min. 
  4/1 
  M2, Heat 
  57 
  Flash 
  Regular 
  Lt-Dk 
  2 sec. 
  Instant 
  4 
  Continual Light 
  32 
  Flesh to Stone 
  Reg./R-HT 
  Earth 
  2 sec. 
  Perm. 
  10/hex# 
  Earth to Stone 
  71 
  Flight* 
  Regular 
  Movement 
  2 sec. 
  1 min. 
  5/3 
  M2, Levitation 
  40 
  Fog 
  Area 
  Water 
  1 sec. 
  1 min. 
  2/l 
  Shape Water 
  66 
  Foolishness 
  Reg./R-IQ 
  Mind 
  1 sec. 
  1 min. 
  1 per IQ-/h 
  IQ 12+ 
  78 
  Force Dome 
  Area 
  Protection 
  1 sec. 
  10 min. 
  3/2 
  M, Weather Dome, Apportation 
  76 
  Forest Warning 
  Area 
  Plant 
  1 sec. 
  10 hrs. 
  1/2#/s 
  4 Plant spells 
  66 
  Forgetfulness 
  Reg./R-IQ or skill 
  Mind 
  10 sec. 
  1 hr. 
  3/3 
  M, Foolishness, IQ 12+ 
  46 
  Fortify 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Enchant 
  41 
  Freeze 
  Regular 
  Water 
  10 sec. 
  varies# 
  6/hex# 
  Shape Water 
  41 
  Frost 
  Area 
  Water 
  1 sec. 
  varies# 
  1 
  Create Water or Cold 
  42 
  Frostbite 
  Reg./R-HT 
  Water 
  3 sec. 
  Perm. 
  1 to 3# 
  5 other Water spells inc. Freeze, Frost 
  42 
  Geyser* 
  Area 
  Water 
  5 sec. 
  1 sec. 
  5/2 
  6 Water spells and either 4 Earth or Fire spells 
  30 
  Gift of Letters* 
  Regular 
  Comm. 
  1 sec. 
  1 min. 
  4/2 
  Borrow Language, 3 languages at 10+ 
  30 
  Gift of Tongues* 
  Regular 
  Comm. 
  1 sec. 
  1 min. 
  4/2 
  Borrow Language, 3 languages at 10+ 
  55 
  Glass Wall 
  Regular 
  Knowledge 
  1 sec. 
  1 min. 
  4/2 
  5 Knowledge spells or Earth Vision 
  69 
  Glue 
  Area 
  Movement 
  1 sec. 
  10 min. 
  3/3 
  Haste 
  44 
  Golem* 
  Enchantment 
  Enchantment 
  varies# 
  Perm. 
  varies# 
  Shape Earth, Animation# 
  68 
  Great Geas* 
  Reg./R-IQ 
  Mind 
  1 min. 
  Perm. 
  30 
  M3, 15 Mind Control spells inc. Lesser Geas 
  69 
  Great Haste* 
  Regular 
  Movement 
  3 sec. 
  10 sec. 
  5# 
  M, Haste, IQ 12+ 
  78 
  Great Voice 
  Regular 
  Sound 
  2 sec. 
  1 min. 
  3/1 
  Voices, Thunderclap 
  62 
  Great Ward 
  Block/R-spell 
  Metaspell 
  none 
  Instant 
  1 per subject# 
  M2, Ward 
  44 
  Great Wish* 
  Enchantment 
  Enchantment 
  - 
  - 
  2,000 
  M3, Wish, (DX+IQ):30+ 
  42 
  Hail 
  Area 
  Water 
  1 sec. 
  1 min. 
  1/5/s# 
  Snow 
  51 
  Halt Aging* 
  Regular 
  Healing 
  1 sec. 
  5d days 
  20# 
  M2, 6 Healing spells 
  69 
  Haste 
  Regular 
  Movement 
  2 sec. 
  1 min. 
  2/1# 
  none 
  71 
  Hawk Flight* 
  Regular 
  Movement 
  3 sec. 
  1 min. 
  8/4 
  Flight 
  58 
  Hawk Vision 
  Regular 
  Lt-Dk 
  2 sec. 
  1 min. 
  4/2 
  Keen Eyes or 5 Light spells# 
  75 
  Heal Plant 
  Area 
  Plant 
  1 min. 
  Perm. 
  3# 
  Identify Plant 
   
  
   
   
  - 82 - 
  SPELL TABLE 
  Page Spell Name 
  Class 
  College 
  Time to cast 
  Duration 
  Energy 
  Prerequisites 
  37 
  Heat 
  Regular 
  Fire 
  1 min. 
  1 min. 
  3/hex# 
  Create Fire, Shape Fire 
  43 
  Hex 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  200 
  Enchant 
  58 
  Hide 
  Regular 
  Lt-Dk 
  5 sec. 
  1 hr. 
  1 to 5/s 
  Blur or Forgetfulness 
  76 
  Hide Path 
  Regular 
  Plant 
  1 sec. 
  1 min. 
  2/1 
  Heal Plant 
  29 
  Hide Thoughts 
  Regular 
  Comm. 
  1 sec. 
  10 min. 
  3/1 
  Truthsayer 
  44 
  Hideaway 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  50# 
  Create Object, Lighten 
  27 
  Hinder 
  Reg./R-HT 
  Body 
  1 sec. 
  1 min. 
  1 to 4/s 
  Haste or Clumsiness 
  54 
  History 
  Information 
  Knowledge 
  sec.=cost 
  Instant 
  varies# 
  Trace 
  79 
  Hush 
  Reg./R-IQ 
  Sound 
  2 sec. 
  10 sec.# 
  2/1 
  Silence 
  41 
  Ice Dagger 
  Missile 
  Water 
  1 to 3 sec. 
  Instant 
  1 to 3# 
  Ice Sphere or Water Jot 
  41 
  Ice Slick 
  Area 
  Water 
  2 sec.# 
  varies# 
  3 
  Frost 
  41 
  Ice Sphere 
  Missile 
  Water 
  1 to 3 sec. 
  Instant 
  1 to 3# 
  Shape Water 
  41 
  Ice Vision 
  Regular 
  Water 
  1 sec. 
  30 sec. 
  2/10 yds.# 
  Shape Water 
  40 
  Icy Weapon 
  Regular 
  Water 
  3 sec. 
  1 min. 
  3/1 
  Create Water 
  75 
  Identify Plant 
  Information 
  Plant 
  1 sec. 
  Instant 
  2 
  Seek Plant 
  55 
  Identify Spell 
  Information 
  Knowledge 
  1 sec. 
  Instant 
  2 
  Detect Magic 
  36 
  Ignite Fire 
  Regular 
  Fire 
  1 sec. 
  1 sec. 
  1 to 4# 
  none 
  52 
  Illusion Disguise 
  Regular 
  Illusion 
  1 sec. 
  varies# 
  3 
  Simple Illusion 
  51 
  Illusion Shell 
  Regular 
  Illusion 
  1 sec. 
  1 min. 
  2/hex# 
  Simple Illusion 
  53 
  Independence 
  Area 
  Illusion 
  varies# 
  varies# 
  2 
  Simple Illusion 
  58 
  Infravision 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  3/1 
  Keen Eye, to 5 Light spells 
  24 
  Insect Control 
  Reg./R-IQ 
  Animal 
  1 sec. 
  1 min. 
  3/2 
  Beast-Soother 
  51 
  Instant Regeneration* 
  Regular 
  Healing 
  Special 
  Perm. 
  80# 
  M3, Regeneration 
  51 
  Instant Restoration* 
  Regular 
  Healing 
  Special 
  Perm. 
  50# 
  M2, Restoration 
  79 
  Invisible Wizard Eat 
  Regular 
  Sound 
  4 sec. 
  1 min. 
  5/3 
  Wizard Eye, Invisibility 
  54 
  Invisible Wizard Eye 
  Regular 
  Knowledge 
  4 sec. 
  1 min. 
  5/3 
  Wizard Eye, Invisibility 
  58 
  Invisibility 
  Regular 
  Lt-Dk 
  3 sec. 
  1 min. 
  5/3 
  6 Light spells inc. Blur 
  77 
  Iron Arm 
  Blocking 
  Protection 
  1 sec. 
  Instant 
  1 
  Resist Pain, DX 12+ 
  25 
  Itch 
  Reg./R-HT 
  Body 
  1 sec. 
  Scratch# 
  2 
  none 
  69 
  Keen Ears 
  Regular 
  Mind/Sound 
  1 sec. 
  30 min. 
  1 per +/h# 
  none 
  69 
  Keen Eyes 
  Regular 
  Mind 
  1 sec. 
  30 min. 
  1 per +/h# 
  none 
  69 
  Keen Nose 
  Regular 
  Mind 
  1 sec. 
  30 min. 
  1 per +/h# 
  none 
  60 
  Knots 
  Regular 
  Mk-Brk 
  3 sec. 
  Indef.# 
  2# 
  Stiffen 
  53 
  Know Illusion 
  Information 
  Illusion 
  1 sec. 
  Instant 
  - 
  Simple Illusion 
  49 
  Lend Health 
  Regular 
  Healing 
  1 sec. 
  1 hr. 
  1 per HT loaned 
  Lend Strength 
  30 
  Lend Language 
  Regular 
  Comm. 
  3 sec. 
  1 min. 
  3/1 
  Mind-Sending 
  30 
  Lend Skill 
  Regular 
  Comm. 
  3 sec. 
  1 min. 
  3/2 
  Mind-Sending, IQ 12+ 
  49 
  Lend Strength 
  Regular 
  Healing 
  1 sec. 
  Perm. 
  varies# 
  M or Empathy advantage 
  68 
  Lesser Geas* 
  Reg./R-IQ 
  Mind 
  30 sec. 
  Perm. 
  12 
  M2, 10 Mind Control spells 
  43 
  Lesser Wish* 
  Enchantment 
  Enchantment 
  - 
  - 
  180 
  M, 1 spell ea. froth 10 colleges 
  70 
  Levitation 
  Reg./R-IQ 
  Movement 
  2 sec. 
  1 min. 
  1 per 80 lbs./h# 
  Apportation 
  57 
  Light 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  1/1 
  none 
  57 
  Light Jet 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  2/1 
  Continual Light 
  46 
  Lighten 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Enchant 
  69 
  Lighten Burden 
  Regular 
  Movement 
  3 sec. 
  10 min. 
  3 or 5/h# 
  Apportation 
  36 
  Lightning 
  Missile 
  Air 
  1 to 3 sec. 
  Instant 
  1 to 3# 
  6 Air spells 
  46 
  Limit 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  200 
  Enchant 
  64 
  Link 
  Area 
  Link./Meta. 
  4 hrs. 
  Indef.# 
  8 
  Delay 
  70 
  Lockmaster 
  Reg./R-Magelock 
  Movement 
  10 sec. 
  Perm. 
  3# 
  Locksmith or Apportation and M2 
  70 
  Locksmith 
  Regular 
  Movement 
  1 sec. 
  1 min.# 
  2/2 
  Apportation 
  45 
  Loyal Sword 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  750 per lb.# 
  Apportation 
  68 
  Loyalty 
  Reg./R-IQ 
  Mind 
  2 sec. 
  1 hr. 
  2/2# 
  Bravery, 4 other Mind Control spells 
  67 
  Madness 
  Reg./R-IQ-2 
  Mind 
  2 sec. 
  1 min. 
  4/2 
  Forgetfulness or Drunkenness 
  77 
  Magelock 
  Regular 
  Protection 
  4 sec. 
  6 hrs. 
  3/2 
  M 
  55 
  Mage Sense 
  Information 
  Knowledge 
  1 sec. 
  1 min. 
  3/2 
  Detect Magic 
  54 
  Mage Sight 
  Regular 
  Knowledge 
  1 sec. 
  1 min. 
  3/2 
  Detect Magic 
  79 
  Mage-Stealth 
  Regular 
  Sound 
  3 sec. 
  1 min. 
  3/2 
  Hush 
  61 
  Magic Resistance 
  Regular /R-IQ+M 
  Metaspell 
  3 sec. 
  1 min. 
  1 to 5/s 
  M, 1 spell ea. from 7 colleges 
  50 
  Major Healing* 
  Regular 
  Healing 
  1 sec. 
  Perm. 
  1 to 4# 
  M, Minor Healing 
  24 
  Mammal  Control 
  Reg./R-IQ 
  Animal 
  1 sec. 
  1 min. 
  5/3 
  Beast-Soother or Churn 
  70 
  Manipulate 
  Regular 
  Movement 
  3 sec. 
  1 min. 
  4/3# 
  Locksmith 
  66 
  Mass Daze 
  Area/R-HT 
  Mind 
  sec.=cost 
  Instant 
  2/1# 
  Daze, IQ 13+ 
  67 
  Mass Sleep 
  Area/R-HT 
  Mind 
  sec.=cost 
  Instant 
  3# 
  Sleep, IQ 13+ 
  68 
  Mass Suggestion 
  Area/R-IQ 
  Mind 
  sec.=cost 
  10 min. 
  4/2# 
  Suggestion 
  23 
  Master 
  Reg./Block./R-IQ 
  Animal 
  1 sec. 
  Indef. 
  2 
  Beast-Soother 
  54 
  Measurement 
  Area/Inform. 
  Knowledge 
  1 sec. 
  Instant 
  1# 
  none 
  41 
  Melt Ice 
  Area 
  Water 
  10 sec. 
  Perm.# 
  1# 
  Heat or Freeze 
  66 
  Mental Stun 
  Reg./R-IQ 
  Mind 
  1 sec. 
  Instant 
  2 
  Daze Or Stun 
  26 
  Might 
  Regular 
  Body 
  1 sec. 
  1 min. 
  2 per ST+/s 
  Lend Strength 
  67 
  Mindlessness* 
  Reg./R-IQ 
  Mind 
  5 sec. 
  1 min. 
  8/4 
  M2, Forgetfulness 
  28 
  Mind-Reading 
  Reg./R-IQ 
  Comm. 
  10 sec. 
  1 min. 
  4/2 
  Truthsayer 
  29 
  Mind-Search* 
  Reg./R-IQ 
  Comm. 
  1 min. 
  1 min. 
  6/3 
  Mind-Reading 
  29 
  Mind-Sending 
  Regular 
  Comm. 
  4 sec. 
  1 min. 
  4/4 
  Mind-Reading 
  50 
  Minor Healing 
  Regular 
  Healing 
  1 sec. 
  Perm. 
  1 to 3# 
  Lend Health 
  77 
  Missile Shield 
  Regular 
  Protection 
  1 sec. 
  1 min. 
  5/2 
  Apportation or Shield 
  24 
  Mollusk Control 
  Reg./R-IQ 
  Animal 
  1 sec. 
  1 min. 
  3/2 
  Beast-Soother 
  49 
  Monk’s Banquet 
  Regular 
  Food 
  1 sec. 
  24 hrs. 
  6 
  Banquet, Resist Pain 
  77 
  Mystic Mist 
  Area 
  Protection 
  5 min. 
  10 hrs. 
  1/1 
  M and Watchdog of Shield 
  46 
  Name 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  200 or 400# 
  Enchant 
  50 
  Neutralize Poison 
  Regular 
  Healing 
  30 sec. 
  Perm. 
  5# 
  Cure Disease or M3 and Test Food 
  77 
  Nightingale 
  Area 
  Protection 
  1 sec. 
  10 hrs. 
  1/2/s# 
  Sense Danger 
  58 
  Night Vision 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  3/1 
  Keen Eyes or 5 Light spells 
  67 
  Nightmare 
  Reg./R-IQ 
  Mind 
  1 min. 
  1 hr. 
  6 
  M2, Death Vision, Fear, Sleep 
  79 
  Noise 
  Area 
  Sound 
  1 sec. 
  5 sec. 
  4/2 
  Wall of Silence 
  34 
  No-Smell 
  Regular 
  Air 
  1 sec. 
  1 hr. 
  2# 
  Purify Air 
  
   
   
   
  - 83 - 
  IMPROVISED SPELLS
   
  Page Spell Name 
  Class 
  College 
  Time to cast 
  Duration 
  Energy 
  Prerequisites 
  35 
  Odor 
  Area 
  Air 
  1 sec. 
  1 hr.# 
  1 
  No-smell 
  26 
  Pain 
  Reg./R-HT 
  Body 
  2 sec. 
  1 sec. 
  2 
  Spasm 
  65 
  Panic 
  Area/R-IQ 
  Mind 
  1 sec. 
  1 min. 
  4/2 
  Fear 
  27 
  Paralyze Limb 
  Reg./R-HT 
  Body 
  1 sec. 
  1 min. 
  3# 
  M, 5 Body Control spells inc. Pain 
  46 
  Password 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  400# 
  Enchant 
  54 
  Pathfinder 
  Information 
  Knowledge 
  10 sec. 
  Instant 
  4# 
  M, IQ 12+, 2 Seek spells 
  67 
  Peaceful Sleep 
  Reg./R-Spec. 
  Mind 
  30 sec. 
  8 hrs. 
  4 
  Sleep, Silence 
  62 
  Pentagram 
  Special 
  Metaspell 
  5 sec./hex# 
  Perm. 
  10/hex# 
  Spell Shield 
  51 
  Perfect Illusion 
  Area 
  Illusion 
  1 sec. 
  1 min. 
  3/h# 
  M, Complex Illusion 
  66 
  Perm. Forgetfulness* 
  Reg./R-IQ or kill 
  Mind 
  1 hr. 
  Perm. 
  15 
  M2, Forgetfulness, IQ 13+ 
  67 
  Perm. Madness* 
  Reg./R-IQ-2 
  Mind 
  10 min. 
  Perm. 
  20 
  M2, Madness, IQ 13+ 
  30 
  Perm. Possession* 
  Reg./R-IQ 
  Comm. 
  5 min. 
  Indef. 
  30 
  M3, Possession 
  29 
  Persuasion 
  Reg./R-IQ 
  Comm. 
  1 sec. 
  1 min. 
  2x bonus# 
  Sense Emotion 
  74 
  Pestilence 
  Regular 
  Necro. 
  30 sec. 
  Perm. 
  6 
  M, Steal Health, Decay 
  38 
  Phantom Flame 
  Area 
  Fire 
  1 sec. 
  1 min. 
  1/l 
  Shape Fire or Simple Illusion 
  74 
  Planar Summons 
  Special 
  Necro. 
  5 min. 
  varies# 
  20# 
  Ml spell ea. from 10 colleges 
  76 
  Plant Form 
  Special 
  Plant 
  1 sec. 
  1 hr. 
  5/2 
  M, 6 Plant spells 
  75 
  Plant Growth 
  Area 
  Plant 
  10 sec. 
  1 min. 
  3/2 
  Heal Plant 
  76 
  Plant Sense 
  Reg./R-Hide Path 
  Plant 
  1 sec. 
  1 min. 
  3/2 
  Forest Warning, Hide Path 
  48 
  Poison Food 
  Regular 
  Food 
  1 sec. 
  Perm. 
  3 per meal 
  Purify Food, Decay 
  70 
  Poltergeist 
  Missile/R-HT 
  Movement 
  1 sec. 
  Instant 
  1 or 2# 
  Apportation 
  30 
  Possession* 
  Reg./R-IQ 
  Comm. 
  1 min. 
  1 min. 
  10/4 
  M and Control Person or Beast Possession 
  43 
  Power 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  Recover Strength 
  47 
  Powerstone 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  20 per casting 
  Enchant 
  35 
  Predict Weather 
  Information 
  Air 
  5 sec. 
  Instant 
  varies# 
  4 Air spells 
  48 
  Preserve Food 
  Regular 
  Food 
  1 sec. 
  1 week 
  Special 
  Sterilize, Test Food 
  44 
  Puissance 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  varies# 
  5 Earth spells 
  34 
  Purify Air 
  Area 
  Air 
  1 sec. 
  Instant 
  1 
  none 
  48 
  Purify Food 
  Regular 
  Food 
  1 sec. 
  Perm. 
  1 per lb. 
  Preserve Food or Decay 
  39 
  Purify Water 
  Special 
  Water 
  5-10 sec./gal.# 
  Perm. 
  1/gal. 
  Seek Water 
  44 
  Quick Draw 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  300/lb.# 
  Apportation 
  69 
  Quick March 
  Regular 
  Movement 
  1 min. 
  1 day’s march 
  4# 
  M, Haste 
  35 
  Rain 
  Area 
  Air/Water 
  1 min. 
  1 hr. 
  1/10/s 
  Clouds 
  69 
  Rear Vision 
  Regular 
  Mind 
  1 sec. 
  1 min. 
  3/1 
  Alertness 
  49 
  Recover Strength 
  Special 
  Healing 
  Special 
  Special 
  none 
  M, Lend Strength 
  62 
  Reflect 
  Block/R-spell 
  Metaspell 
  none 
  Instant 
  4 or 6# 
  Ward 
  64 
  Reflex 
  Special 
  Metaspell 
  10 sec. 
  l hr. 
  varies# 
  Delay, Ward 
  51 
  Regeneration* 
  Regular 
  Healing 
  Special# 
  Perm. 
  20# 
  M2, Restoration 
  60 
  Rejoin 
  Regular 
  Mk-Brk 
  4 sec./ 10 lbs. 
  10 min. 
  l per 10 lbs./h 
  Weaken, Restore 
  63 
  Remove Curse 
  Reg./R-spell 
  Metaspell 
  1 hr. 
  Instant 
  20 
  M2, 1 spell ea. from 15 colleges 
  45 
  Remove Enchantment 
  Enchantment 
  Enchantment 
  varies 
  Perm. 
  100# 
  Enchant 
  60 
  Repair 
  Regular 
  Mk-Brk 
  1 sec./lb. 
  Perm. 
  3/10 lbs. 
  M2, Rejoin 
  60 
  Repair Arrow 
  Regular 
  Mk-Brk 
  4 sec./arrow 
  Perm. 
  2 per arrow 
  Rejoin 
  24 
  Reptile Control 
  Reg /R-IQ 
  Animal 
  1 sec. 
  1 min. 
  4/2 
  Beast-Soother 
  54 
  Reshape 
  Regular 
  Mk-Brk 
  10 sec. 
  1 min. 
  6/3 
  M, Weaken, Shape Earth or Shape Plant 
  37 
  Resist Cold 
  Regular 
  Fire 
  1 sec. 
  1 min. 
  2/hex# 
  Create Fire, Heat 
  37 
  Resist Fire 
  Regular 
  Fire 
  1 sec. 
  1 min. 
  2/hex# 
  Extinguish Fire, Cold 
  28 
  Resist Pain 
  Regular 
  Body 
  1 sec. 
  1 min. 
  4/2 
  M2, Pain 
  51 
  Restoration* 
  Regular 
  Healing 
  1 min.# 
  Perm. 
  15# 
  Major Healing 
  59 
  Restore 
  Regular 
  Mk-Brk 
  3 sec. 
  10 min. 
  2 per hex/h 
  Weaken or Simple Illusion 
  63 
  Restore Mana* 
  Area 
  Metaspell 
  1 hr. 
  Perm. 
  10 
  Dispel Magic, 1 spell ea. from 10 colleges 
  51 
  Resurrection* 
  Regular 
  Heal./Necro. 
  2 hrs. 
  Perm. 
  300# 
  Instant Regeneration, Summon Spirit 
  77 
  Reverse Missiles 
  Regular 
  Protection 
  1 sec. 
  1 min. 
  7/3 
  Missile Shield or Force Dome 
  24 
  Rider 
  Regular 
  Animal 
  1 sec. 
  5 min. 
  2/1 
  1 Control spell# 
  24 
  Rider Within 
  Regular 
  Animal 
  3 sec. 
  1 min. 
  4/1 
  2 Animal Control spells# 
  27 
  Rooted Feet 
  Reg./R-ST 
  Body 
  1 sec. 
  l min.# 
  3 
  Hinder 
  27 
  Roundabout 
  Reg./R-HT 
  Body 
  1 sec. 
  Instant 
  3 
  Tanglefoot 
  59 
  Ruin 
  Regular 
  Mk-Brk 
  5 sec./lb. 
  1 min.# 
  2 per lb./s 
  M, Weaken, Decay 
  31 
  Sand Jet 
  Regular 
  Earth 
  1 sec. 
  1 sec. 
  1 to 3/s 
  Create Earth, Shape Earth 
  79 
  Scribe 
  Regular 
  Sound 
  1 sec. 
  1 min. 
  3/1 
  Voices, Literacy, Air-Golem 
  42 
  Scroll 
  Enchantment 
  Enchantment 
  days=cost 
  varies# 
  Special 
  M, Literacy advantage 
  61 
  Scryguard 
  Regular 
  Metaspell 
  5 sec. 
  10 hrs. 
  3/1# 
  M 
  61 
  Scrywall 
  Area 
  Metaspell 
  sec.=cost 
  10 hrs. 
  3/2 
  Scryguard 
  58 
  See Invisible 
  Regular 
  Lt-Dk 
  1 sec. 
  1 min. 
  4/2 
  Invisibility or Dark Vision and Infravision 
  54 
  See Secrets 
  Regular 
  Knowledge 
  5 sec. 
  1 min. 
  5/2 
  Seeker, Aura 
  31 
  Seek Earth 
  Information 
  Earth 
  10 sec. 
  Instant 
  3 
  none 
  48 
  Seek Food 
  Information 
  Food 
  1 sec. 
  Instant 
  2 
  none 
  75 
  Seek Plant 
  Information 
  Plant 
  1 sec. 
  Instant 
  2 
  none 
  39 
  Seek Water 
  Information 
  Water 
  1 sec. 
  Instant 
  2 
  none 
  54 
  Seeker 
  Information 
  Knowledge 
  1 sec. 
  Instant 
  3# 
  M, IQ 12+, 2 Seek spells 
  76 
  Sense Danger 
  Information 
  Protection 
  1 sec. 
  Instant 
  3 
  Sense Foes or Danger Sense advantage 
  28 
  Sense Emotion 
  Regular 
  Comm. 
  1 sec. 
  Instant 
  2 
  Sense Foes 
  28 
  Sense Foes 
  Inform./Area 
  Comm. 
  1 sec. 
  Instant 
  1 (min. 2)# 
  none 
  28 
  Sense Life 
  Inform./Area 
  Comm. 
  1 sec. 
  Instant 
  ½ (min. 1)# 
  none 
  72 
  Sense Spirit 
  Inform./Area 
  Necro. 
  1 sec. 
  Instant 
  ½ 
  Death Vision or Sense Life and M 
  34 
  Shape Air 
  Regular 
  Air 
  1 sec. 
  1 min. 
  1 to 10# 
  Create Air 
  58 
  Shape Darkness 
  Area 
  Lt-Dk 
  1 sec. 
  1 min. 
  2/2# 
  Darkness 
  31 
  Shape Earth 
  Regular 
  Earth 
  1 sec. 
  1 min. 
  2/hex/1/hex 
  Seek Earth 
  37 
  Shape Fire 
  Area 
  Fire 
  1 sec. 
  1 min. 
  2/1 
  Ignite Fire 
  75 
  Shape Plant 
  Regular 
  Plant 
  10 sec. 
  1 min. 
  3/1# 
  Identify Plant 
  31 
  Shape Stone 
  Regular 
  Earth 
  1 sec. 
  1 min. 
  4/hex/ 2/hex# 
  Shape Earth, 3 other Earth spell 
  39 
  Shape Water 
  Regular 
  Water 
  2 sec. 
  1 min. 
  1/1# 
  Create Water 
  25 
  Shapeshifting* 
  Special 
  Animal 
  3 sec. 
  1 hour 
  6/2 
  M, 6 other spells 
  25 
  Shapeshift Others* 
  Special/R-IQ 
  Animal 
  30 sec. 
  1 hour 
  6/2 
  M2, Shapeshifting for that form 
  50 
  Share Strength 
  Regular 
  Healing 
  1 sec. 
  Special 
  varies# 
  Lend ST 
   
   
  
   
   
  - 84 - 
  SPELL TABLE 
  Page Spell Name 
  Class 
  College 
  Time to cast 
  Duration 
  Energy 
  Prerequisites 
  60 
  Sharpen 
  Regular 
  Mk-Brk 
  4 sec. 
  1 min. 
  Special 
  Repair 
  59 
  Shatter* 
  Regular 
  Mk-Brk 
  1 sec. 
  Instant 
  1 to 3# 
  M, Weaken 
  60 
  Shatterproof 
  Regular 
  Mk-Brk 
  1 sec. 
  1 hr. 
  3/3 
  Repair, Shatter 
  76 
  Shield 
  Regular 
  Protection 
  1 sec. 
  1 min. 
  varies# 
  M2 
  66 
  Sickness 
  Reg./R-HT 
  Mind/Body 
  4 sec. 
  1 min. 
  3/3 
  Drunkenness or Pestilence 
  78 
  Silence 
  Area 
  Sound 
  1 sec. 
  1 min. 
  2/1 
  Sound 
  51 
  Simple Illusion 
  Area 
  Illusion 
  1 sec. 
  1 min. 
  1/h 
  not blind, IQ 11+ 
  73 
  Skull-Spirit 
  Regular 
  Necro. 
  1 sec. 
  24 hrs. 
  20 
  4 other Necromantic spells 
  66 
  Sleep 
  Reg./R-HT 
  Mind 
  3 sec. 
  Instant 
  4 
  Daze 
  69 
  Slow Fall 
  Regular 
  Movement 
  1 sec. 
  1 min. 
  1 per 50 lbs./h 
  Apportation 
  42 
  Snow 
  Area 
  Water 
  1 sec. 
  1 hr. 
  1/15# 
  Clouds, Frost 
  41 
  Snow Shoes 
  Regular 
  Water 
  2 sec. 
  1 min. 
  2/1 
  Shape Water 
  73 
  Soul Jar* 
  Regular 
  Necro. 
  1 min. 
  Perm. 
  8 
  M, 6 Necro. spells inc. Steal HT 
  29 
  Soul Rider 
  Reg./R-IQ 
  Comm. 
  3 sec. 
  1 min. 
  5/2 
  Mind-Reading 
  78 
  Sound 
  Regular 
  Sound 
  1 sec. 
  varies# 
  varies# 
  none 
  78 
  Sound Jet 
  Regular 
  Sound 
  1 sec. 
  1 sec. 
  1 to 4#/s 
  Great Voice 
  79 
  Sound Vision 
  Regular 
  Sound 
  1 sec. 
  1 min. 
  5/2 
  Acute Hearing 
  25 
  Spasm 
  Reg./R-HT 
  Body 
  1 sec. 
  A moment 
  2 
  Itch 
  61 
  Spell Shield 
  Area 
  Metaspell 
  1 sec. 
  1 min. 
  3/2 
  M2, Scryguard, Magic Resistance 
  43 
  Speed 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  500# 
  Haste 
  47 
  Staff 
  Enchantment 
  Enchantment 
  - 
  Perm. 
  30 
  Enchant 
  74 
  Steal Health 
  Regular 
  Necro. 
  1 min./3 HT-# 
  Perm. 
  none# 
  Steal Strength 
  73 
  Steal Strength 
  Regular 
  Necro. 
  1 min./3 ST-# 
  Perm. 
  none# 
  Minor Healing 
  74 
  Steal Youth* 
  Reg./R-HT 
  Necro. 
  1 hr. 
  Perm. 
  10 to 30 
  Youth, Age, Steal Health 
  35 
  Stench 
  Area 
  Air 
  1 sec. 
  5 min 
  1# 
  Purify Air 
  50 
  Sterilize 
  Area 
  Healing 
  varies# 
  Instant 
  3/hex# 
  Decay or Insect Control 
  60 
  Stiffen 
  Reg./R-Spec. 
  Mk-Brk 
  2 sec./lb. 
  10 min. 
  1 per lb./h# 
  Rejoin 
  32 
  Stone Missile 
  Missile 
  Earth 
  1/energy pt. 
  Instant 
  1 to 3# 
  Create Earth 
  32 
  Stone to Earth 
  Regular 
  Earth 
  1 sec. 
  Perm. 
  10/hex# 
  Earth to Stone or any 4 Earth shell. 
  32 
  Stone to Flesh 
  Regular 
  Earth 
  5 sec. 
  Perm. 
  10/hex# 
  M2, Stone to Earth, Flesh to Stone 
  26 
  Strike Blind 
  Reg./R-HT 
  Body 
  1 sec. 
  10 sec. 
  4/2 
  2 Light spells. Spasm 
  26 
  Strike Deaf 
  Reg./R-HT 
  Body 
  1 sec. 
  10 sec. 
  3/I 
  2 Sound spells, Spasm 
  26 
  Strike Dumb 
  Reg./R-HT 
  Body 
  1 sec. 
  10 sec. 
  3/1 
  Spasm 
  26 
  Stun 
  Reg./R-HT 
  Body 
  1 sec. 
  Instant 
  2 
  Pain 
  68 
  Suggestion 
  Reg./R-IQ 
  Mind 
  10 sec. 
  10 min. 
  4/3 
  Emotion Control, Forgetfulness 
  74 
  Summon Demon 
  Special 
  Necro. 
  5 min. 
  1 hr.# 
  20 
  M, 1 spell ea. from 10 colleges 
  33 
  Summon Elemental 
  Special 
  4 Diff. 
  30 sec. 
  1 hr.# 
  4 
  M, # 
  72 
  Summon Shade* 
  Inform./R-IQ 
  Necro. 
  10 min.# 
  1 min. 
  50/20 
  Summon Spirit 
  72 
  Summon Spirit 
  Inform./R-IQ 
  Necro. 
  5 min. 
  1 min. 
  20/10# 
  Death Vision, M2 
  43 
  Suspend Enchantment 
  Enchantment 
  Enchantment 
  1 sec. 
  1 hr. 
  25# 
  Enchant 
  50 
  Suspended Animation 
  Reg./R-HT 
  Healing 
  30 sec. 
  Indef.# 
  6 
  Sleep, 4 Healing spells 
  70 
  Swim 
  Regular 
  Water/Move 
  3 sec. 
  1 min. 
  6/3 
  Shape Water, Levitation 
  76 
  Tangle Growth 
  Area 
  Plant 
  2 sec. 
  1 min. 
  1 or 2#/h 
  Plant Growth 
  27 
  Tanglefoot 
  Reg./R-DX 
  Body 
  1 sec. 
  Instant 
  2 
  Clumsiness 
  29 
  Telepathy* 
  Regular 
  Comm. 
  4 sec. 
  1 min. 
  4/4# 
  Mind-Sending 
  71 
  Teleport* 
  Special 
  Movement 
  1 sec. 
  Instant 
  varies# 
  Hawk Flight or IQ 15+# 
  71 
  Teleport Other* 
  Reg./R-IQ+1 
  Movement 
  1 sec. 
  Instant 
  varies# 
  M3, Teleport 
  78 
  Teleport Shield 
  Area 
  Protection 
  10 sec. 
  1 hr. 
  l/3#/s 
  Watchdog, either Spell Shield or Teleport 
  53 
  Tell Time 
  Information 
  Knowledge 
  1 sec. 
  Instant 
  1 
  none 
  65 
  Terror 
  Area/R-IQ 
  Mind 
  1 sec. 
  Instant 
  4 
  Fear 
  48 
  Test Food 
  Information 
  Food 
  1 sec. 
  Instant 
  1 to 3# 
  none 
  78 
  Thunderclap 
  Regular 
  Sound 
  1 sec. 
  Instant 
  2 
  Sound 
  27 
  Total Paralysis 
  Rep./R-HT 
  Body 
  1 sec. 
  1 min. 
  5# 
  Paralyze Limb 
  54 
  Trace 
  Regular 
  Knowledge 
  1 min. 
  1 hr.# 
  3/1 
  Seeker 
  28 
  Truthsayer 
  Inform./R-IQ 
  Comm. 
  1 sec. 
  Instant 
  2 
  Sense Emotion 
  73 
  Turn Zombie 
  Area 
  Necro. 
  2 sec. 
  1 day 
  2# 
  Zombie# 
  40 
  Umbrella 
  Regular 
  Water 
  2 sec. 
  10 min. 
  1/1 
  Shape Water or Shield 
  70 
  Undo 
  Reg./R-Spec. 
  Movement 
  1 sec. 
  Instant 
  3 or 6# 
  Locksmith 
  78 
  Utter Dome 
  Area 
  Protection 
  1 sec. 
  1 min. 
  6/4 
  M2, Force Dome, Spell Shield 
  26 
  Vigor 
  Regular 
  Body 
  1 sec. 
  1 min. 
  2 per HT +/s# 
  Lend Health 
  78 
  Voices 
  Regular 
  Sound 
  1 sec. 
  1 min. 
  3/2 
  Sound 
  33 
  Volcano 
  Regular 
  Earth 
  1 hr.# 
  1 day 
  15/10 
  Earthquake, 6 Fire spells 
  35 
  Walk on Air 
  Regular 
  Air 
  1 sec. 
  1 min. 
  3/2 
  Shape Air 
  40 
  Walk on Water 
  Regular 
  Water 
  4 sec. 
  1 min. 
  3/2 
  Shape Water 
  31 
  Walk Through Earth 
  Regular 
  Earth 
  1 sec. 
  1 sec. 
  4/3# 
  Shape Stone 
  79 
  Wall of Silence 
  Area 
  Sound 
  1 sec. 
  1 min. 
  2/1 
  Silence 
  70 
  Wallwalker 
  Regular 
  Movement 
  1 sec. 
  1 min. 
  1 per 50 lbs./h# 
  Apportation 
  62 
  Ward 
  Block/R-spell 
  Metaspell 
  none 
  Instant 
  2 or 3# 
  M 
  77 
  Watchdog 
  Area 
  Protection 
  10 sec. 
  10 hrs. 
  1/1 
  Sense Danger 
  40 
  Water Jet 
  Regular 
  Water 
  1 sec. 
  1 sec. 
  1 to 3# 
  Shape Water 
  49 
  Water to Wine 
  Regular 
  Food 
  10 sec. 
  Perm. 
  4 per gal.# 
  Purify Water, Ferment 
  40 
  Water Vision 
  Information 
  Water 
  1 sec. 
  30 sec. 
  1/1# 
  Shape Water 
  59 
  Weaken 
  Regular 
  Mk-Brk 
  5 sec. 
  Perm. 
  2 
  Find Weakness 
  78 
  Weather Dome 
  Area 
  protection 
  1 sec. 
  10 hrs. 
  3/2 
  2 spells ea. from 4 elements 
  35 
  Whirlwind 
  Area 
  Air 
  Instant# 
  1 min.# 
  4/2 
  Windstorm 
  35 
  Windstorm 
  Area 
  Air 
  Instant# 
  1 min.# 
  2/1 
  Shape Air 
  72 
  Winged Knife 
  Missile 
  Movement 
  1 sec. 
  Instant 
  1 per lb.# 
  Poltergeist 
  68 
  Wisdom 
  Regular 
  Mind 
  1 sec. 
  1 min. 
  varies# 
  6 other Mind Control spells 
  43 
  Wish* 
  Enchantment 
  Enchantment 
  - 
  - 
  250 
  M2, Lesser Wish, 1 spell ea. from 15 colleges 
  27 
  Wither Limb 
  Reg./R-HT 
  Body 
  1 sec. 
  Perm. 
  5 
  M2, Paralyze Limb 
  76 
  Wither Plant 
  Area/R HT 
  Plant 
  10 sec. 
  Perm. 
  2 
  Plant Growth 
  79 
  Wizard Far 
  Regular 
  Sound 
  2 sec. 
  1 min. 
  4/3 
  Apportation, Far-Hearing, Sound Vision 
  54 
  Wizard Eye 
  Regular 
  Knowledge 
  2 sec. 
  1 min. 
  4/2 
  M, Apportation, Keen Eyes 
  51 
  Youth* 
  Regular 
  Healing 
  1 sec. 
  Special 
  100# 
  M3, Halt Aging 
  73 
  Zombie 
  Regular 
  Necro. 
  1 min. 
  Perm. 
  8 
  Summon Spirit, Lend Health 
   
  
   
   
   
  - 85 - 
  IMPROVISED SPELLS
   
  A word of warning: This section is only for games where the GM enjoys lots of 
  quick improvisation, and the players are willing to accept GM judgments. If that 
  doesn’t describe your group, skip these optional rules! 
   
  HEN something unexpected occurs in daily life, you improvise. This 
  is also part of roleplaying - players improvise when the GM throws 
  unexpected situations at them. Improvisation can also be introduced 
  into a magic system. However, it shouldn’t be mandatory - not only are some 
  GMs unhappy with the idea, but some players are uncomfortable if they don’t 
  know exactly what their characters are capable of. For those who enjoy making 
  things up on the spot, though, this section will prove very interesting. 
  Improvisational magic allows a mage to attempt a spell that he does not 
  know. Better yet, it allows him to create new spells at need - or at least to attempt 
  them. 
  Improvisational spell casting is not for the novice mage. One needs to be 
  very familiar with a given college before trying to improvise a spell in it, and 
  even then it will be more difficult than casting a spell which has been 
  memorized. Consequently, there are prerequisites and skill penalties for 
  improvisers. Nevertheless, there are also limitless possibilities . . . Note that if 
  these rules are used, they replace the Inventing New Spells section on p. 15, and 
  allow a mage to attempt to cast existing spells without knowing them! 
   
  The Basic Improvised Spell Formula 
  An improvised spell consists of two elements. One is the action that is being 
  performed, such as Creating, Moving, Healing, and so on; this is a verb. The 
  other element is the subject of the spell: what is being moved, healed, summoned, 
  etc. This is a noun. Sometimes this is the caster himself, other times it is another 
  person or an object or even mana itself. 
  In GURPS Magic, the choices of verbs and nouns are limited to actions and 
  things represented by the spell colleges themselves. The GM may prohibit 
  improvisational casting in any particular college as he sees fit. 
   
  Skill for Improvised Spells 
  Only a mage may improvise spells. In order to improvise a spell on any 
  subject, the mage must already know some spells of the appropriate college (see 
  below). The more spells he knows, and the better he knows them, the higher his 
  skill will be for that college. (Skills that fall into two colleges count for both!) 
  Skill in a college cannot be studied directly; it is gained and improved by 
  knowing the spells of that college. To determine a mage’s skill in a given college, 
  allow 0 points for spells known below level 12, 1 for spells known at levels 
  12-15, 1½ for spells known at levels 16-19, and 2 for those known at 20 or better. 
  The maximum skill a mage can have in any college is 20, or (IQ+Magery), 
  whichever is less. 
   
   
   
   
  An Improvised Spell: 
  Waterproofing 
   
  Morris the Mage and his friend, arc about to 
  swim across a river. Morris himself knows how 
  to cross without getting wet, but it’s too 
  fatiguing to cast spells on the whole party to get 
  them across dry-shod. However, they are 
  carrying some valuable books that Morris 
  doesn’t want to get wet. So he puts all of the 
  books in a large pile and tries to improvise a 
  Waterproofing spell that will affect the whole 
  hex-worth of material. 
  The GM and Morris’s player talk it over 
  and decide that there are a number of ways to 
  improvise this spell. Protect-Plant is one 
  possibility, since books are made from trees. 
  Weaken-Water is another, as is Control-Water. 
  The GM decides that this would be as costly as 
  the existing Destroy Water spell, though it’s 
  not an area spell. He rules that a whole hex of 
  smaller objects can indeed be protected as 
  cheaply as a one-hex size object. The cost 
  would normally be 3 per hex, one second to 
  cast. The GM rules that it will last for an hour, 
  and can be maintained for full cost. Fie also 
  rules that this spell will only work or inanimate 
  objects, in case a situation arises in the future 
  where the PC claims this spell will keep him 
  from drowning. 
  Morris decides his best chance is to try 
  Weaken-Water. The GM decides the Destroy 
  Water spell is a prerequisite, but Morris knows 
  it. His skill in the Making & Breaking college 
  is 14; his Water skill is 15. Since the GM has 
  determined that the base cost for this spell 
  would be 3 fatigue if it were a “normal” spell, 
  this will cost Morris 5 fatigue. It will also take 
  him 3 seconds to cast, though this is hardly a 
  problem in a non-combat situation. 
   
  Continued on next page . . . 
   
   
   
  W 
  
   
   
  - 86 - 
  IMPROVISED SPELLS 
   
   
  Improvised 
  Waterproofing 
  (Continued) 
   
  Morris first rolls against 14 for the verb, 
  Weaken. He makes his roll, and then rolls 
  against 15 for the noun, Water. He will pay the 
  whole fatigue unless both rolls fail entirely, or 
  one or both are critical successes. 
  If the spell succeeds, Morris will know, and 
  the books are waterproofed for the next hour, at 
  least. If one roll succeeds but the other one 
  fails, something else will happen. Morris might 
  not know exactly what, but he will know that it 
  didn’t go exactly as planned - he can choose to 
  try his luck with the river or not, as he sees fit. 
  The GM must rule what happens if one of 
  the rolls should fail, but only in the case of a 
  critical failure should he be malicious. If the 
  second roll is failed, for example, the spell 
  might only work against oil, not water (which 
  wouldn’t do Morris any good), or only for one 
  minute, not one hour, or will protect from dust 
  instead of water, etc. On a critical failure, the 
  ink might start running before the books even 
  get to the water. On a double critical failure, the 
  books might be entirely dehydrated and fall to 
  dust! 
  Assuming Morris succeeds at this spell, he 
  can then practice it over the next month. When 
  a month has passed, if he’s been consistent at 
  casting the spell. he can put a character point 
  into it when he has one to spend. The spell is 
  then considered a memorized spell for all 
  purposes - one point gets it at IQ+Magery-2, it 
  can be improved in the normal manner, it takes 
  only one second and 3 fatigue to cast, etc. 
   
  Example: A mage knows three Air spells at skill 11, four at skill 14, three at 
  skill 19 and one at skill 20. His skill in the College of Air is 10. The spells at skill 
  11 don’t count. Those known at 14 count 1 each. Those known at 19 count 1 ½ 
  each. The one at skill 20 counts 2. The total is 10 ½, rounded down to 10. 
  A mage’s skill in each college should be recorded on his grimoire form, and 
  updated when he learns or improves spells in that college. 
   
  Modifiers 
  All normal modifiers for range, touching, concentration and so on apply to 
  improvised spells. 
   
  Prerequisites 
  Whenever a player announces that he will attempt to improvise a spell, the 
  GM may require any other prerequisites he finds appropriate. In particular, he 
  may require Magery 2 or even 3 as a prerequisite for any very powerful spell. 
  At any time, the GM may rule that a particular spell is specifically required as a 
  prerequisite, not just general knowledge of the college. This may also be the case 
  where the mage is attempting to improvise a spell that already exists in Magic 
  but is not known by the PC. If the proper spell prerequisites are not known, there 
  is an additional -5 penalty. 
   
  The Verbs 
  The caster is manipulating mana when casting a spell. The mana is 
  performing some action, represented by a verb. There are 11 verbs that may be 
  used in improvising a spell, though very few mages will know all of them at 
  useful levels. Eight of these verbs are learned by knowing the spells in a 
  particular college, as described above. 
  These magical verbs are: 
  Verb 
  College 
  Communicate 
  Communication & Empathy 
  Heal 
  Healing 
  Sense 
  Knowledge 
  Weaken 
  Making & Breaking 
  Strengthen/Repair 
  Making & Breaking 
  Move 
  Movement 
  Protect 
  Protection & Warning 
  Warn 
  Protection & Warning 
  Create 
  See p. 88 
  Control 
  See p. 89 
  Transform 
  See p. 89 
   
  Note that the Illusion & Creation college does not allow use of the verb Create as 
  the other colleges allow usage of their respective verbs. Warning can be handled 
  either by the verb “Sense” or the Protection & Warning college. 
  
   
   
   
  - 87 - 
  IMPROVISED SPELLS
  The Nouns 
  14 of the spell colleges can be used as nouns: 
   
  Air 
  Fire 
  Animal 
  Body Control (Man, Body) 
  Food  
  Light & Darkness 
  Mind Control 
  Sound 
  Earth (affects metals and jewels at -3) 
  Water (affects non-watery liquids at -2 or worse) 
  Necromancy (for corpses, spirits, undead, and demons) 
  Plant (also affects dead wood and plant fiber, at a -2) 
  Illusion & Creation (for images) 
  Meta-Spells (for mana, enchantment, magical creatures, and magic itself) 
   
  Spells cast directly on the mage himself will usually be either Body Control 
  or Mind Control spells. Body Control and Mind Control refer to sentient 
  creatures - use the Animal college to affect animals in similar ways. 
   
  Casting the Spell 
  A spell is created by taking a magical verb and a magical noun, and willing 
  them to have a specific result. This allows for unlimited invention of new spells. 
  Two skill rolls are required: one for the verb, one for the noun. The roll for 
  each is made at the caster’s skill in that College. 
  If a spell seems to involve two nouns or two verbs, the GM may require the 
  caster to roll against the lesser-known of the two. For instance, a spell that has 
  something to do with moving food would be “Move Food.” But if the intent of 
  the spell is to act as a laxative, the spell is actually “Move Food through Body.” 
  Body Control would also be required, and the mage would roll against Move, and 
  then against Body Control or Food, whichever skill was less. 
  Or, if the mage had a better Healing skill than Body Control, he would 
  phrase it as “Heal by Moving Food.” In that case, he would roll against Healing 
  or Movement (whichever was worse) and then against Food. 
  In general, any attack spell involving the body directly will require Body 
  Control. “Weaken Bone” would require Body Control. “Weaken Rock,” even if 
  used to create an avalanche to kill foes, would not. 
  A roll of 16 always fails for an improvised spell, though not critically. A roll 
  of 17 or 18 is always a critical failure. 
   
  Spell Results 
  The result of an attempt to cast an improvised spell depends on what rolls 
  were made or failed. If both skill rolls (verb and noun) were made, the spell 
  works. Energy cost is paid normally. If there was a critical success, halve energy 
  cost; if both rolls were critical successes there is no energy cost. 
  If one word is successful but the other is not, there will be a magical result, 
  but it will not be the result the caster has in mind. The GM need not be especially 
  mischievous in this - an attempt at a spell to make someone sneeze might flare 
  their nostrils, for example, or temporarily improve their sense of smell, or simply 
  make them smile. Energy cost is paid as for the spell that was attempted. 
  A critical failure on either spell roll has disastrous effects, of course. And 
  critical failure on both should be spectacular! 
   
   
   
  Improvised Spells 
  In Combat 
   
  A troll is giving Morris and his friends 
  some problems, and Morris doesn’t know any 
  Fire spells. The troll has a thick club, and 
  Morris decides that commanding the club to 
  attack the troll would be a useful maneuver. 
  The GM and the player agree that the spell 
  could be either Control-Plant or Move-Plant. 
  Morris will try Move-Plant, as he doesn’t want 
  the steeper Control cost and penalty, and he’s a 
  bit of a specialist in Movement. There are nn 
  prerequisites. His skill in the Movement college 
  is 17, and in Plant 15 (13 in his, case, because 
  of the -2 penalty for working on unliving 
  wood). The GM rules that this is a serious spell 
  - similar to both the existing Dancing Weapon 
  and Animate Plant. He announces a normal 
  cost to cast of 3 and time to cast of 2 seconds. 
  Duration is one attack: it can be maintained for 
  full cost with concentration. The club does 
  damage as if wielded by a person of ST equal 
  to the spell skill level -the lower of the two in 
  this case. The GM also decides that the spell is 
  resisted by ST - and this is a very large troll! 
  Morris opts not to try - he feels that it’s too 
  expensive, too time consuming, not powerful 
  enough, and probably won’t even overcome the 
  troll’s resistance. The GM rules that Morris 
  spent his turn thinking of the spell and rejecting 
  it, and has no further action that second. 
  On his next turn, Morris proposes a spell 
  that will destroy the air in the troll’s lungs. 
  They agree that this is a Weaken-Air spell, with 
  Body Control involved - if Morris knows the 
  Body Control college less well than he knows 
  the Air college, that will be his roll for the 
  noun. The GM uses the (fairly standard) 
  GURPS formula for damage spells: one 
  Fatigue and one second per die of damage 
  done, cannot he maintained, Regular spell 
  range modifiers. Morris decides to try it for 2 
  dice of damage. He must concentrate for 4 
  seconds and it will cost him 4 Fatigue. His roll 
  for Weaken is 14, as before. His roll for Air is 
  at 11. Morris is learning the hard way that 
  improvising spells is usually too slow, 
  expensive and uncertain to be used in combat! 
   
   
   
  
   
   
  - 88 - 
  IMPROVISED SPELLS 
   
   
   
   
   
  More Improvised Spells 
  Morris survives the combat, thanks largely 
  to his comrades, and goes on to further 
  adventures. During this time, he improvises 
  other spells, such as Transform Rope to Bronze 
  Wire 
  (Transform: 
  Plant-Earth), 
  Sense 
  Movement within one mile (Sense-Body), 
  Gullibility (Weaken-Mind), Diagnosis (Sense 
  and Heal-Body - the GM rules that two verbs 
  are required), See through Smoke (Sense-Air), 
  Create 
  Water 
  in 
  Lungs 
  (Create 
  Water 
  modification - the GM rules that Body Control 
  is also involved), a spell to Harm a Water 
  Elemental (Weaken-Water and Magic - the GM 
  rules that Meta-College is also a noun, since 
  Elementals are magical creatures), and many 
  more. Morris enjoys making up spells, 
  sometimes to the frustration of his comrades, 
  but usually to their benefit! 
   
  If both rolls are ordinary failures, nothing happens, and no energy cost is paid 
  - the caster didn’t get close enough to “real magic” to expend Fatigue. 
  The mage will always know if his spell has succeeded or failed. If it has 
  failed, he may not know exactly what the result is, but he will know it’s not going 
  to be the result he was hoping for. 
   
  Resistance to Improvised Spells 
  An improvised Resisted spell uses the worse of the two rolls to determine if 
  the subject resists. The GM determines whether a spell should be resisted; almost 
  any Body or Mind Control spell should be, while spells that do direct physical 
  damage generally aren’t resisted. 
   
  Disadvantages of Improvised Spells 
  Improvised magic is totally flexible; the mage can at least attempt anything 
  he can imagine! However, such improvisation is more difficult than casting a 
  memorized spell. There are three disadvantages to casting a spell impromptu: 
  1. An improvised spell takes twice as long to cast as it would if it were 
  memorized (minimum 3 seconds). 
  2. An improvised spell requires a flat rate of 2 more Fatigue than it would if 
  it were memorized. (Control and Transform spells: 3 more Fatigue.) This Fatigue 
  is not reduced for high skill. For an Area spell, it is added to the Base Cost. (It is 
  best to learn new spells on a small scale!). This increased cost also applies to 
  maintaining spells. 
  3. An improvised spell will automatically fail on a roll of 16 (for Control and 
  Transform spells, 15 fails and 16 is a critical failure). 
   
  Mastering Improvised Spells 
  When an improvised spell has been cast repeatedly over a month’s time 
  (practicing at least five days a week), the GM may allow the user to put a 
  character point into it, making it a memorized spell. It is learned at the normal 
  IQ+Magery base, and may be improved thereafter as for any other spell. 
  In such a case, the player and the GM need to agree on a precise written 
  definition of the spell: its exact powers, cost, time to cast, etc. The GM’s word is 
  final. The spell is now treated like any other spell from the spell list; it is no 
  longer an improvised spell. The creator can teach it to others. 
   
  Special Verbs 
  The three verbs Create, Control and Transform are special cases. 
   
  Create 
  To create objects, animals or temporary humans, use the appropriate Create 
  spell in the Illusion & Creation college. These spells already are improvised 
  spells, in that the caster determines exactly what he is creating. 
  If a mage wants to improvise a Create spell of another type, the GM must use 
  his discretion. In colleges that have their own Create spell - such as the elements 
  and Food - a special use of Create can be considered a variant of the appropriate 
  Create spell. In those cases, the proper Create spell must be known. The caster 
  simply rolls once on his skill with that spell, while concentrating on the result he 
  actually wants. The GM assigns a penalty, depending on how different the 
  creation is from the original spell. A minimum of -3 is recommended - more for a 
  great difference. All other rules for improvising spells apply. 
  Create cannot be used in colleges that do not already have some sort of 
  Create spell. Most uses that can be thought of can usually be handled with
  
   
   
   
  - 89 - 
  IMPROVISED SPELLS
  Control or Transform, below. For example, a Force Dome might be thought of as 
  creating an energy field, but a better explanation is either reorganizing existing 
  energy (mana) or solidifying air. Arguments could be made that such a spell 
  might be either a Protect-Body spell, a Control-Mana spell (governed by the 
  Meta-Spell college), or a Control-Air spell. Of course, since this is an existing 
  spell, the prerequisites in Magic must be met to have any hope of casting it 
  without severe penalties! 
   
  Control 
  In a sense, all spells are control spells. The more a mage works with a given 
  college, the better his control over that field. If a proposed spell does not seem to 
  fall under any of the other verbs, it is probably a Control spell. 
  In order to control a substance, the mage must be very familiar with the 
  college representing the noun in question. 
  Since only one college is involved, the spell is resolved by a single roll 
  against the college in question, at a -5 to skill. In addition, a roll of 15 is an 
  automatic failure for a control spell, and a 16 is an automatic critical failure. 
  The cost to cast and maintain a Control spell is high: add 3 to the normal 
  cost instead of 2. 
  Example: Morris wants to try the Waterproof spell in the sidebar as a 
  Control-Water spell. He rolls once against a skill of 10 (instead of once at 14 and 
  once at 15). It also costs him one more Fatigue. The automatic failure at level 15 
  doesn’t bother him, since a 15 fails for him anyway. 
   
  Transform 
  This verb is used when altering the nature of material. The greater the 
  change, the more difficult and fatiguing the spell will be. The GM should use 
  existing spells (e.g., Flesh to Stone, Shapeshift, Shapeshift Other) as a guideline 
  for difficulty. In general, transformations should take a minimum of 5 seconds. 
  There are three types of change: 
  Shape Change: The easiest. Man to Goblin would be relatively easy, Man to 
  Dog harder, Man to Rosebush harder yet. 
  Size Change: Somewhat harder; matter must be created or destroyed. Normal 
  energy cost would be 1 per 50 lbs. of material. 
  Material Change: the hardest. Flesh to stone; water to metal. 
  Transformations between living forms are not ‘material.’ 
  Any transformation requiring more than one type of change will combine the 
  difficulty. Turning a man into a doll’s-house chair is possible, but very difficult! 
  Permanent changes should require extra time and energy. Transformations of 
  living subjects may be resisted by the subject’s HT. 
   
   
   
   
  Linking Improvised 
  Spells 
  Improvised spells may be linked, using any 
  of the three linking spells (Reflex, Link and 
  Delay, p. 63-64). Costs and times are as usual 
  for the improvised spell. Keep in mind that if 
  the linking spell works, but the improvised 
  spell fails partially, that something strange will 
  happen when the triggering event occurs. 
  If all spells in your game world are 
  improvised, then linking spells must be 
  improvised as well. A workable link will 
  require the Magic word or rune (because it is a 
  spell cast on a spell), and one or more words or 
  runes related to the triggering event. The more 
  runes are used for the trigger, the more accurate 
  it will be - if it works at all. 
   
   
   
   
  GMing Improvised 
  Spells 
  GURPS Magic should he used as a 
  reference guide to determine cost and tune to 
  cast 
  for 
  a 
  proposed 
  spell. 
  Obviously, 
  Sense-Undead should not be allowed to 
  circumvent an adventure in a zombie-laden 
  campaign - use Sense Foes as a guideline. The 
  GM does not have to allow any spell more 
  potent than existing spells in Magic - or any 
  other spell he’s not happy with, for that matter. 
  In particular, clever use of Sense spells can 
  circumvent an adventure if the GM is not 
  careful! For some spells, the GM may require 
  that the mage touch the subject, or see him, or 
  have reduction to skill for range as in Magic, 
  etc. There are many ways to limit spells; be 
  creative - variety is the spice of life! Use all 
  GURPS Magic rules for the actual mechanics 
  of play. 
  The GM may need to say “NO!” quite a bit, 
  at least at first. This is all right, as long as 
  everyone is having fun, anyway. A more 
  creative way of saying no is to say something 
  like, “Sure, you can do that. Let’s see, about 15 
  minutes to cast and 200 Fatigue should be 
  about right for that result. Now if you’d settle 
  for less than totally destroying the castle, I 
  think we can work something out.” And so on. 
  Try to encourage players’ creativity without 
  ruining your games - that’s what it’s all about. 
  And remember to enjoy it when they come up 
  with a particularly clever idea! 
   
   
   
  
   
   
  - 90 - 
  IMPROVISED SPELLS 
  The Futhark Runes 
   
  These are the 25 runes of the Futhark (Viking) 
  rune-language, each with its appropriate meaning 
  for the GURPS system. Alternate translations or 
  meanings of the Futhark runes are shown as well. 
  Note that the rune which we use here for 
  Magic (Futhark 25, called “Unknowable,” or 
  “Destiny,”) is always represented as an empty 
  space! However, tracing or carving it takes as 
  long as for any other Hard rune. 
   
  Communication/Separation 
   
  Healing/Fertility 
   
  Knowledge/Naming 
   
  Break/Weaken/Harm 
   
  Strengthen/Repair 
   
  Move/Travel 
   
  Protect/Guard 
   
  Warn 
   
  Create 
   
  Control/Bind 
   
  Transform/Gateway 
   
  Earth 
   
  Air 
   
  Fire 
   
  Water 
   
  Animal/Property 
   
  Body/Man/Human 
   
  Food/Offering 
   
  Light (& Darkness) 
   
  Mind 
   
  Sound/Signals 
   
  Necromancy/Soul 
   
  Plant 
   
  Illusion/Mystery 
   
  Magic/Destiny 
   
   
  Source: The Book of Runes, by Ralph Blum. 
  Two rolls are required: one for the college governing the beginning material, 
  and the other for the college governing the final material. Both rolls are made at 
  -2 if they are in the same college, -3 otherwise. Improvising this type of spell 
  costs three more fatigue than casting a memorized version, and a 15 or 16 always 
  fails. Thus, shapeshifting from human to animal can be considered a Transform: 
  Body-Animal spell. The two rolls would be made against Body Control and 
  Animal colleges. 
  As long as a transformed object remains undamaged, it can (with a new spell 
  or Remove Curse) be restored to its original form, unharmed. If it is damaged, an 
  appropriate amount of damage will manifest if its original form is recovered. 
  Dealing with transformed objects requires many judgment calls on the part of 
  the GM. In general, a transformed object behaves in all ways like a natural one, 
  except that transformations cannot be used to gain any significant increase in 
  intelligence or knowledge. (A servant made from a dog will be faithful, but not 
  much smarter than he was before.) 
   
  Creating Magical Items by Improvised Magic 
  Creation of magical objects (improvised enchantment) is also possible. The 
  GM sets appropriate time and cost for the desired item, by analogy with the 
  enchanted items given in the Spell List. If the caster has assistants, he does the 
  improvising and casts the spell; they just provide the energy. Improvised 
  enchantments take no extra time but require a roll against the noun Magic 
  (Meta-Spell college), made at -2, in addition to the rolls for the spell itself. 
  A more formal method is given under “Rune Magic.” 
   
  Rune Magic 
  A rune is a symbol representing a word, sound or concept. Rune-magic is a 
  method of producing “improvised” scrolls and enchanted items using these 
  symbols. It may only be learned by a mage. A rune-mage is free to learn other 
  forms of magic, if they are available. 
  It is also possible for rune-magic to be the only form of magic in the world. 
  In that case, the Spell List is used only as a general guideline to the type of spells 
  that can be cast. All spells must be improvised using runes, as described below. 
   
  Rune Skills 
  Rune-Lore (Mental/Very Hard)  
  No default 
  This skill provides general knowledge of a single rune language (e.g., 
  Futhark Rune-Lore). Each rune language must be learned individually. Though 
  there are only a few runes to learn, each one requires deep understanding of its 
  true meaning, variant forms, relationships with the other runes and the world 
  around it, and so on; thus, the skill is not a trivial one. 
   
  The Runes 
  In addition to the general rune-lore, a mage must learn each rune individually 
  before he can use it. There is a rune for each of the verbs and nouns of 
  improvised spellcasting - see pp. 86-87. Each rune is a separate skill with no 
  default. Rune-Lore is a prerequisite for study of the individual runes, and no rune 
  can be known at a higher level than the mage’s Rune-Lore skill for that language. 
  Magery does not help in study of runes. 
  A mage who has Rune-Lore for more than one language must learn the runes 
  separately for each language! Knowledge of the Futhark Man-rune does not help 
  at all when dealing with an Indian Man-rune, for instance. 
  
   
   
   
  - 91 - 
  IMPROVISED SPELLS
  Most runes are common knowledge, learnable by anyone. The GM may 
  make some runes hidden or secret, requiring a quest or extensive research to find; 
  this makes a good campaign objective or sub-plot. Someone who has Rune-Lore 
  skill gets a skill roll to recognize an unfamiliar symbol as a new rune of that 
  language, even if he has never seen it before. At that point, he still does not 
  “know” the rune, but having seen it, he may start to learn it normally. 
  To read a runic inscription and determine just what spell it is intended to cast, 
  roll separately at skill-3 for each rune in the inscription. 
  Verbs: Create, Control, Heal, Transform and Sense are all Mental/Hard 
  runes. Communicate, Weaken, Strengthen, Move, Protect and Warn are 
  Mental/Average. 
  Nouns: Earth, Animal, Magic, Body (Man), Mind and Undead are 
  Mental/Hard runes. Air, Fire, Water, Plant, Illusion, and Light/Dark are 
  Mental/Average. Food and Sound are Mental/Easy. 
  These words are the most common meanings; related words may be used in 
  their place in a spell. For instance, the verb Weaken might also be used as 
  Reduce, Damage, Harm, Undo, Rot or Break. 
   
  Spell-Casting 
  A rune spell usually consists of a verb and a noun. The duration, time to cast 
  and fatigue cost of various combinations will depend on the runes used, the 
  method of spell casting chosen, and the discretion of the GM, as described for 
  improvised spell-casting. Rune spells are always improvised; you cannot 
  memorize a rune spell, and casting a rune spell does not count as practice toward 
  memorizing an improvised spell. The style of magic is different. 
  Note that though the results of rune-cast spells are determined as for regular 
  improvised spellcasting, the calculation of success is entirely different. Regular 
  improvised spellcasting is based on the mage’s knowledge of the colleges, as 
  shown by the regular spells he knows. Rune-tracing is based on the mage ‘s 
  understanding of the runes, which must be studied separately. 
  It is possible to make more complex or detailed spells by using more than 
  two runes. This will always take longer and be more difficult, if only because the 
  mage is rolling against more skills. If players want a very powerful effect, the 
  GM may require them to use more than two runes. And if players voluntarily use 
  a multi-rune spell and succeed, the GM should make it more effective. 
  Runes from different languages cannot be used together. 
  Runes can be used to cast spells in several ways, including writing on 
  parchment, tracing in the air, inscribing on an object, or using individual 
  runestones. The mage rolls against his skill with each rune to see if it is drawn 
  successfully. Doubling the drawing time always gives a +1 bonus to skill. Or 
  time may be halved, at a -2 to skill. 
   
  Example of Rune 
  Casting 
   
  Thorfinn the rune-mage wants to make a sword 
  that will destroy fire elementals. Discussing the 
  question, he and his mentor (i.e., the player and 
  the GM) determine that the appropriate runes are 
  Break (or Harm), Fire and Magic. He also wishes 
  to name the weapon, so the Naming (that is, 
  Knowledge) rune is required. 
  Thorfinn is a skilled smith; any rune-mage 
  wishing to create enchanted items must also be a 
  craftsman - a mage who wishes to enchant an 
  item must make it himself. His Blacksmith skill 
  is 15. His skill in the appropriate runes is 14 with 
  Weaken, 15 with Fire, and 16 with Magic and 
  Name. 
  This means that when he sets the runes into the 
  metal, he rolls against a 14 for the Break rune 
  (the lower of the skills Break-Rune and Smith); 
  rolls against a 15 for the Fire rune, his Fire-Rune 
  and Blacksmith skills are both 15; and rolls 
  against a 15 for the Magic and Name runes. 
  All these attempts are successful. Thorfinn 
  now possesses a runic sword. The time required 
  is determined by the nature of the desired 
  enchantment. In this case, the effect is of a sword 
  with a Name which must be spoken by the user 
  (Name enchantment, energy cost 200, because 
  the name is written on the item). It does +2 
  damage (+2 Puissance - energy cost 1,000), and 
  has +2 to hit (+2 Accuracy energy cost 1,000). 
  The latter two enchantments are both limited by a 
  Bane spell (fire elementals only). This divides 
  their cost by 3, but it costs 100 itself. The total 
  energy cost is 966, so it would usually take 966 
  days to carve. This is halved because the item 
  will require Activate Runes, so Thorfinn will 
  need about 16 months to finish. 
  This does not consider the time required to 
  make the sword! There are no general rules for 
  the time required to manufacture items; if it 
  matters greatly, the player may have to do some 
  research. In this case, the GM rules that a month 
  of steady work is required to make a sword, from 
  iron bar to polished steel sword. But making and 
  rune-carving are simultaneous; since the sword 
  does not take longer to make than the runes, no 
  time is added. 
   
  Using the Sword 
  When Thorfinn wishes to use the sword 
  Flame-Cleaver, he must cast the Activate Runes 
  spell. This, in itself, requires no energy. His skill 
  at Activate Runes is 16. However, one of the 
  runes on Flame-Cleaver is Break, which he 
  knows only at level 14, so his effective skill to 
  activate the runes is a 14. 
  There is no energy cost to use the sword 
  because none of the spells in it require energy. 
  Many magical items require the user to spend 
  energy. This is treated normally. Self-powered 
  items can be made with rune-magic; the Magic 
  rune must be added to let them draw mana. 
   
   
  
   
   
  - 92 - 
  IMPROVISED SPELLS 
  History of Rune Magic 
   
  Runic magic is one of the most ancient kinds. 
  The Viking Futhark runes (see sidebar, p. 90) 
  were said to have been given to Odin as he hung 
  crucified on the Worldtree. He learned how to 
  use them for divination and magic, and gave the 
  knowledge to his priests. The Hebrew Kaballa is 
  a magical system that places ten letters of the 
  Hebrew alphabet in a mystic pattern. The 
  relationships between letters achieve spiritual 
  growth and magic effects. 
  Runic and pictorial languages include Hebrew, 
  Chinese, Sanskrit, Egyptian hieroglyphics, the 
  Nordic Futhark, Tolkien’s Elvish and Dwarvish 
  (basically Futhark), and some American Indian 
  languages. In many of these (e.g. Chinese, 
  hieroglyphics), each symbol represents one idea 
  or word. In others (e.g. Hebrew, Futhark), each 
  symbol represents a vowel or consonant sound 
  (e.g. TH, U), but each character also has a 
  meaning. These types of languages are the basis 
  of magic with runes. Other examples exist, as 
  well. 
   
   
  After the runes are created, they must be activated by use of the Activate 
  Runes spell. 
   
  Activate Runes (VH) 
  Regular 
  When this spell is successfully cast on a combination of runes, the effect 
  presented in the chosen runes is manifested. This spell works with any rune 
  language known to the caster. A critical failure produces normal backfire effects. 
  Other failures have no effect at all. Note that if the runes themselves were flawed, 
  due to a failure on the part of the mage who created them, a successful Activate 
  Runes roll will activate the runes, flaws and all! 
  Note that whenever this spell is cast, its effective level is the lowest of the 
  mage’s skill level in Activate Runes, itself, or any of the runes being activated. A 
  mage cannot activate an inscription if it contains a rune he doesn’t know. 
  Duration: Instantaneous. The duration of the desired effect - the runespell - is 
  determined as per Improvised Magic, above. 
  Cost: None. The cost of the runes’ effect depends on the effect and the runes 
  used, as per Improvised Magic, above. 
  Time to cast: 1 second for each rune in the spell. 
  Prerequisites: Magery 1, Rune-Lore skill 12+. 
   
  Parchment Rune Casting 
  Runes can be written on parchment or paper for a temporary spell. These are 
  faster to make than scrolls (p. 42), but harder to use. Drawing the runes correctly 
  is important, so a successful skill roll against the lower of the mage’s Calligraphy 
  skill level (default if necessary) or the desired rune’s skill level is needed. The 
  time needed to draw each rune depends on its complexity: Easy runes take 1 
  hour, Average runes take 3 hours, and Hard runes take 6 hours. 
  The mage who draws the parchment chooses the desired effect. 
  A rune-parchment can be carried and used later. Any damage to the paper 
  will make the runes useless. To cast the spell, the mage looks at the paper and 
  casts the Activate Runes spell. He then pays the fatigue cost. The parchment turns 
  to ashes when used. A mage is at -4 to his Activate Runes skill if trying to 
  activate a parchment that he did not draw himself. 
  A mage can also trace runes in earth or sand, at -2 to skill. Times are as for 
  parchment. The runes can be activated repeatedly while they last (GM’s 
  decision), but of course are not portable! 
   
  Runic Inscriptions 
  When two or more runes are inscribed in a permanent fashion, a magical 
  item is created. Each time the Activate Runes spell is cast, the spell is activated. 
  This method is good for swords, staves, doors, etc. Two successful rolls are 
  needed to inscribe each rune. One is against his skill level with the rune. The 
  other is against his skill in working the material: Jeweler (for precious metal), 
  Blacksmith (for a weapon); Sculpting (for stone), Pottery, and so on, for different 
  sorts of items. 
  
   
   
   
  - 93 - 
  IMPROVISED SPELLS
  The time required depends on the desired effect. The mage is essentially 
  improvising a magic item. The GM decides exactly what effect the item will 
  have, by reference to the Spells Table. Carving the runes will take half the time 
  that enchanting it by “normal” means would cost if the Activate Runes spell is 
  required to use it, or normal time if it can be used without the spell. The mage’s 
  exact intent for the item, and his understanding of the runes, guides the exact way 
  he will carve them, decorate and interlace them, and so on. See the sidebar, p. 93, 
  for an example. 
   
  Using A Rune-Enchanted Item 
  To use most items, the mage casts the Activate Runes spell over the runes 
  and pays the appropriate energy cost for the desired effect. If the item works, the 
  effect will be that chosen by the original maker; the user cannot alter it. If the 
  user does not know exactly what the item does, he must accept that risk! 
  When a permanently-inscribed item is used, a critical failure on an activation 
  roll will do 5 dice of damage to the item. This may or may not destroy it. 
  Some rune-carved items can be used by anyone. These are governed by the 
  rules for normal enchanted items, and take as long to make as normal enchanted 
  items. 
   
  Runestones 
  Permanently enchanted runestones can be made as magic items. Each rune is 
  inscribed on a small stone, gem, or piece of wood. Lay out the required com-
  bination of runes, cast Activate Runes, and the spell is cast. This is much faster 
  than drawing the runes on paper, more reliable than finger tracing, and more 
  flexible than inscriptions. Treat each runestone as a magic item with a creation 
  cost of 100 for an Easy rune, 300 for Average, 600 for Hard. 
  When making runestones, it is advantageous to use gemstones. A runestone 
  with an intrinsic value of $1,000 gives the user a +1 to effective skill. A rune-
  stone with an intrinsic value of $5,000 gives an effective +2. The drawback here, 
  of course, is that if the enchantment roll is failed, the gem will shatter. 
  Properly made runestones will work for anyone who knows the Activate 
  Runes spell and the appropriate runes. 
  When casting a spell by runestones, figure Fatigue costs as for other impro-
  vised spellcasting. If the stones must be readied quickly, the time depends on 
  what method the mage uses to find them. GMs may impose a reality check on 
  this! Few mages will have a complete set of 25, but the more stones in the bag, 
  the harder it will be to find the right one. Mages in a hurry may grab randomly. 
  In this case, the GM chooses the runes in any manner desired. Many unusual and 
  humorous spells might be tried in an extreme situation. 
  Or a mage can use “common” runestones (as opposed to true stones). 
  Common runestones are marked with runes but have no enchantment except the 
  rune’s intrinsic power. Time to make these is 2 hours for an Easy rune, 6 for an 
  Average one, 12 for a Hard one. If any common stones are used, triple the time 
  required to cast Activate Runes. There is also a -2 penalty to the Activate Runes 
  roll for each common stone used. 
  Runestones can also be used as a method of divination (see p. 55). 
   
  Finger Tracing 
  In an emergency, a rune-mage can trace the runes in the air with a finger. 
  This does not create a magic item; it simply casts the desired spell. Results are 
  figured exactly as for regular Improvised Spellcasting, p. 87. A successful skill 
  roll for each particular rune is needed, at a -3 penalty. The mage needs 2 seconds 
  to trace an Easy rune, 6 seconds for an Average rune, and 12 seconds for a Hard 
  rune. The Activate Runes spell is cast when the rune tracing is finished. 
  An Emergency 
  Rune-Casting 
  Thorfinn also possesses seven true runestones: 
  Weaken, Create, Move, Animal, Fire, Water and 
  Earth. While exploring a deserted holding, he is 
  suddenly confronted by a party of hostile 
  Skraelings (savages). As his companions begin to 
  fight, Thorfinn draws a runestone at random from 
  his belt pouch; this takes his first action. GM 
  ruling: he gets the Move-rune. 
  For his second action, he draws another stone. 
  The GM assigns each of the remaining stones a 
  number from 1 to 6, and lets the player roll. He 
  draws the Fire-rune. 
  He then concentrates on a spell to move the 
  fire from a comrade’s torch into the chief 
  savage’s face. The GM decide this is simply the 
  Shape Fire spell, and uses the description of that 
  spell. Because runes are being used, no spell 
  prerequisites 
  are 
  necessary. 
  And 
  because 
  Thorfinn is working with true runestones, the 
  time he must concentrate to cast the spell is only 
  one second per rune, or a total of 2 seconds, even 
  though the spell is “improvised.” 
  Thorfinn rolls once against the lowest of his 
  Activate Runes, Move-rune and Fire-rune skill. 
  The roll is a success, and flame jumps from a 
  torch into the chief’, face, burning and terrifying 
  him. It clings to his face until he flees (Thorfinn 
  continues to concentrate) and then moves toward 
  another Skraeling. At this point, the GM makes a 
  reaction roll for the savages, and they flee. 
  Thorfinn’s fatigue cost is also calculated 
  exactly as per Improvised Spells on p. 88. It is 2 
  more than the “standard” cost for the spell, or a 
  total of 4 (the spell did not last more than the 
  initial 1-minute period). A relatively low cost to 
  pay for deciding a battle. 
   
  
   
   
  - 94 - 
  ARCANE MAGICKS 
   
  Changes in Aspect 
  Places may take on, or change, a magical 
  aspect through the law of “contagion.” Simply 
  put, this states that like seeks like and that like 
  encourages like. So, for instance, an area of 
  volcanoes might become fire-aspected. For that 
  matter, if a fire were kept burning in a castle 
  fireplace continually for many years, especially if 
  magic (and especially fire magic) were used 
  nearby, 
  that 
  small 
  spot 
  might 
  become 
  fire-aspected. 
  A 
  battlefield 
  could 
  become 
  strongly death-aspected in a single day. And so 
  on. 
  PCs may attempt to use this process to alter the 
  aspect of an area. It is easier to make an area 
  more aspected than it is to give an aspectless area 
  some magical “character.” Hardest of all is to 
  reverse an existing aspect. Details are up to the 
  GM, and the GM should feel no compulsion to 
  share these deep secrets of magic with his 
  players. 
   
   
  Magically-Aspected 
  Items 
  It is possible for certain items to be (or to 
  become) magically aspected. An altar, a chalice, 
  a robe - any might become aspected by 
  “contagion,” as described above. Details are up to 
  the GM; it is possible that mages will know how 
  an item becomes aspected. Aspect of an item can 
  be determined by Analyze Magic. 
  The user or wearer of such an item casts spells 
  as though he were in an aspected area. 
   
   
  HIS section will discuss several optional rules that GMs can include (or 
  use as inspirations) when customizing their own magic systems or game 
  worlds. 
   
  Aspected Mana 
  In certain areas, the mana is “aspected,” making it peculiarly favorable to 
  some kinds of magic and hostile toward others. The size of aspected-mana areas 
  is set by the GM, but it is most interesting to make them small. For instance, a 
  half-acre of Life-aspected mana might become the site for a temple of healing. 
  Aspected areas may be of any mana level, though they are usually of the 
  same level as the surrounding area. An aspected area affects spellcasting within 
  it. The strength of the aspect may vary from 1 to 5; this is a bonus to favored 
  types of magic and a penalty to unfavored types. Some areas have the same 
  strength throughout; others vary from weak at the edges to strong at the center. 
  Life-aspected: Adds to effective skill of all College of Healing spells; 
  subtracts from effective skill of all Necromantic spells and all spells that do 
  direct harm. (Thus, Deathtouch or Spasm would be penalized, but Fireball would 
  not be, because fireballs can be used for purposes other than harm.) 
  Death-aspected: Exactly the reverse of the above. 
  Elemental aspects: Adds to effective skill of all spells of the aspected college 
  except attempts to destroy that element or to control its elementals. Subtracts 
  from attempts to destroy the element or control its elementals, and from all spells 
  of the opposed college (Earth vs. Air, Fire vs. Water). A mage who is aspected to 
  that element (see p. 105) gets a 50% increase to the bonus (round down). A mage 
  opposed to that element suffers double the normal penalty! 
  Other aspects can be developed by the GM. It is even possible to introduce 
  one-of-a-kind aspected areas - places where the magic behaves in a unique 
  fashion. It is not necessary that every aspected area both benefit one type of 
  magic and hinder another, but it is more interesting that way. 
   
  Detecting Aspected Areas 
  A mage gets a Magery-based roll, as per the sidebar on p. 6, to notice that he has 
  crossed the boundary of an aspected area. On a critical success he will know the 
  nature of the new area; otherwise Analyze Magic may be cast. Elementally 
  aspected mages will always know when they enter an area to which they are 
  aspected or opposed, though they won’t know its level. 
   
  Clerical Magic 
  In some worlds, holy men and women - clerics - have magical abilities granted 
  by the powers that they serve. GMs wishing religion to be magically effective 
  may adapt real beliefs, or invent their own religions for their own worlds. 
   
   
   
   
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  To define a religion in game terms, the GM should consider its relationship 
  to society, the demands it places on its servants, and the magical advantages, if 
  any, that accrue to faithful clerics. The Clerical Investment advantage becomes 
  more expensive when it includes magic ability. Cost of magic-enabling Clerical 
  Investment varies according to several factors: 
   
  Advantages 
  A simple clerical advantage is to allow non-mage clerics to use spells of one 
  (or a few) colleges as though they were mages. So, even in normal and low-mana 
  areas, a cleric of (for instance) a healing-oriented power can cast Healing spells. 
  Any cleric with magical abilities can also learn Recover ST. Appropriate cost is 
  10 points for one college, 12 for two, 15 for three. Spells of other colleges can be 
  learned, and used as prerequisites, but not cast except in high-mana areas. 
  The GM may also “customize” a spell list for a religion, as he deems fitting 
  for the Power served, removing inappropriate spells from the college(s) and 
  adding appropriate ones from other colleges. He may even create spells that are 
  available only to certain clerics. The cost should be based on the number and 
  power of spells available; 40 spells, for 15 points, is about the maximum. 
  A Power may grant its clerics a bonus to effective spell skill. Increase the 
  cost of the advantage by 5 points for each +1 bonus, up to a maximum of +3. 
  Bonuses for healing skills cost 2 points for each +1, up to a maximum of +3. 
  Other sorts of bonus may be allowed. 
  Other special clerical abilities, as defined by the GM, will add an appropriate 
  cost for Clerical Investment of that religion. For instance, an automatic ability to 
  recognize devout followers of one’s own faith might be worth 5 points. 
  If a religion is especially respected or liked, this is a separate Status or 
  Reputation advantage which must be taken by any servant of that power. A reli-
  gion may also be a Patron to its clerics, but this is a separate cost. 
  Miraculous aid, or “divine intervention,” should never be routine or expect-
  ed. It should be granted only rarely, as a sign of extraordinary grace, to a devout 
  cleric in great need. Therefore, there is no point cost for its availability! 
   
   
  Sample Religions 
   
  Here are two imaginary and very “generic” 
  religions - one good, one evil. They may be used 
  as is, but are intended primarily as simple rules 
  examples. GMs can embellish them, or come up 
  with more interesting and creative religions! 
   
  The Lady Mellara 
  Mellara is a goddess of peace and healing, 
  served by both sexes equally. Her clerics may 
  learn and use any spells of the College of Healing 
  and the benign spells of College of Plant Control. 
  Clerics of Mellara are very well liked (+3 on 
  all reactions from everyone). This is a 15-point 
  Reputation. The cost is balanced by the 
  requirement that they fight in self-defense only 
  (Pacifism, -15 points). Anyone breaking this rule 
  loses all clerical powers instantly, and regains 
  them only after a month of silent penitence. 
  Cost to be a cleric of Mellara is 12 points (for 
  two colleges) minus 2 points (broken vow costs 
  total loss of powers but penance is mild), for a 
  net Clerical Investment cost of 10 points. The 
  cleric must also take the appropriate Reputation 
  and the Pacifism disadvantage. 
   
  Continued on next page . . . 
   
  
   
   
  - 96 - 
  ARCANE MAGICKS 
  Sample Religions 
  (Continued) 
   
  Karth the Bloodletter 
  Karth is believed by some to be an actual 
  demon. Whether or not this is true, his servants 
  are cruel and power-hungry, committing many 
  atrocities in his name. Servants of Karth may 
  learn and use all Necromantic spells, and get a +3 
  with them! Many followers of Karth are also 
  mages, and also get the Magery bonus when they 
  learn spells; those that are mages, of course, can 
  learn non-Necromantic spells. 
  Clerics of Karth are universally feared, but 
  wear masks during ceremonies, hiding their 
  identity. This is treated as a -3 reaction which 
  only counts if the character reveals himself as a 
  Karthite (no point cost). However, since the 
  religion is wholly illegal, most Karthites have an 
  Enemy (local law enforcement or militant “good” 
  clerics). This is a 20-point enemy, appearing 
  rarely (on 6 or less - so it is half cost, just 10 
  points). A cleric may elect not to take this Enemy 
  in an area where Karth is either very strong or 
  wholly unknown. 
  To keep his powers, a Karthite must take an 
  innocent life yearly. This is a Great Vow (-15 
  points). Should it be broken, the Karthite loses all 
  magical powers until he fulfills a quest set by his 
  superior in the cult; this is usually hazardous and 
  bloody. 
  Cost to be a cleric of Karth is 10 points (for 
  one college), plus 15 points (for +3 spell ability) 
  minus 5 points (broken vow costs total loss of 
  powers, heavy penance), for a net Clerical 
  Investment cost of 20 points. The cleric must also 
  take the Great Vow, and may take the 10-point 
  Enemy disadvantage. 
   
  Disadvantages 
  There may also be continuing requirements associated with a religion. For 
  instance, some Christian orders follow strict vows of “poverty, chastity and 
  obedience.” In a world where clerics gain magical powers, a priest who breaks 
  his vows will lose some or all of his powers - perhaps permanently, perhaps only 
  until he has made proper penance. Treat this as a Vow (p. B37), which gives the 
  normal disadvantage points. It also reduces the cost of the Clerical Investment by 
  an amount determined by the GM. Usually this will be 2 to 5 points, depending 
  on whether breaking the Vow erases or merely reduces the cleric’s abilities, and 
  how serious the required penance might be. See the examples in the sidebar. 
  Permanent and total loss of powers should be reserved as a punishment only for 
  the truly apostate cleric (or poor role-player). 
  Likewise, Pacifism (p. B35) may be required by some religions, and many 
  creeds try to instill Sense of Duty (p. B39), Honesty (p. B33) and Truthfulness (p. 
  B37) in their followers. If a religion’s clerics are especially hated or feared, this 
  is a separate Reputation disadvantage. In a campaign which stays in a small area, 
  a cleric could have a serious Duty (p. B39) to his temple. A far-ranging campaign 
  would tend to require itinerant clerics with little or no specific Duty. 
  Disadvantages required by a religion count normally against the 40-point 
  limit unless all PCs in the campaign are members of that religion! 
   
  Prerequisites 
  There may be certain special requirements to be met before an individual can 
  be accepted as a servant of a particular Power. Some powers can be served only 
  by men, others only by women, others only by eunuchs or virgins or mages or 
  dwarves. Such requirements do not, in general, affect the cost of the advantage, 
  but they add interest. Should a special requirement (such as virginity) be lost by 
  the cleric, his or her clerical powers may be lost or reduced. This depends on the 
  way the GM has defined the particular religion and its controlling Power. If 
  powers are lost, the point value of the character is reduced appropriately. 
   
  The “Blessed” Advantage 
  A Blessed individual is especially favored by the power he or she serves. 
  This advantage costs 10 points, or 20 for Very Blessed. The person must behave 
  in a manner appropriate to the power he serves, or lose the benefits of this 
  advantage. A Blessed individual automatically has one type of standard 
  Divination ability at IQ level (+5 for Very Blessed), which can be used according 
  to the description on p. 55. He or she occasionally receives the aid of the Power 
  in other ways. One may be Blessed without taking Clerical Investment! 
  Anyone known to be Blessed gets an automatic +1 Reputation among fol-
  lowers of his own (or allied) powers. Religious Fanaticism is an appropriate 
  disadvantage for a Blessed character. 
   
  Inherent Magic: Knacks 
  It is possible to create a world in which some (or all) magic is inherent rather 
  than learned. Each spell is treated as a separate advantage purchased when the 
  character is created. To find the cost of such a magical advantage, or “knack,” 
  choose the exact effect desired, referring to the Spell List. Then determine the 
  energy cost of a magic item that would give the user the power to cast that spell. 
  (For spells for which no item is listed, the GM may either disallow the knack, or 
  assign a cost based on comparable spells.) 
  The cost of that spell, as a knack, is 2% of the energy cost for the item. In 
  other words, if the magic item would cost 1,000 energy points to create, the
  
   
   
   
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  ARCANE MAGICKS
  cost of the inherent ability is 20. The GM may vary this percentage up or down, 
  to create a world where magic is more or less common. If the “standard” magic 
  item for a spell works for mages only, double the cost. If it must touch the 
  subject, the user of the knack must touch his subject, or pay double for it! 
  The GM does not have to allow any knack, and may modify the cost of a 
  desired knack to suit campaign balance. Lend ST, Shapeshifting, and 
  Enchantment spells (except for Power and Speed, as adjuncts to another spell) 
  may not be taken as knacks. Knacks produced by this 2% system will not 
  necessarily cost the same as equivalent psionic or “super” abilities, but they will 
  be fairly well balanced against most such powers, and they will be balanced 
  against other knacks. 
  Example: Sarella has the knack of Flight! Normal energy cost for this spell is 
  5 to cast, 3 to maintain. But Sarella can take off at a cost of 2, and keep flying 
  indefinitely at no fatigue cost. This is equivalent to a Flight item (energy cost 
  2,500) with 3 points of self-power (adds 2,000 energy cost). So the cost of this 
  knack is 2% of 4,500, or 90 points, doubled (the Flight magic item is mages 
  only), for a final cost of 180 points! 
   
  Using Knacks 
  A knack works automatically if the user is the subject, or touches the subject. 
  Otherwise, treat it as cast with a skill of 15. Rituals are not required. Time and 
  energy to cast are as described for the spell, (no “reduction for skill”) though 
  Speed and Power may be bought as described above. Resisted spells are resisted 
  normally if bought as knacks. 
   
  If Knacks Are The Only Magic . . . 
  This system totally ignores prerequisites of all kinds. If all magic is inherent, 
  the Magery advantage becomes meaningless and (in all probability) magical 
  items don’t exist. 
  In such a world, people are likely to find jobs where their knacks are useful. 
  The social structure may even be based on the perceived value of various 
  abilities. Alternatively, knacks may be seen as witchcraft! In that case, their 
  possessors may have a low Status or a bad Reputation. If someone tries to keep a 
  knack secret and is found out, he acquires the appropriate Status or Reputation 
  disadvantage, which lowers the character’s point value. 
  Cantrips: Poetic Magic 
  Another alternate magic system is one that 
  requires poetry in spellcasting. Each spell is the 
  product of an original poem created by the 
  player. Not everyone can use these magical 
  poems, or “cantrips”; the Magery advantage is 
  required. 
  Cantrips may not be repeated. They may be 
  invented on the spot, or thought out in advance. It 
  is up to the GM whether he allows players to 
  write down these preplanned cantrips, or whether 
  they must be memorized! Either way, the player 
  must come up with an appropriate poem when he 
  needs it - no stopping time for ten minutes to 
  remember or write something. 
  The result of the cantrip is determined by the 
  GM. He should judge the poem on originality, 
  effectiveness, quality of rhyme and meter, and 
  the player’s performance! Long poems have 
  more power than short ones, but they take longer 
  to compose and longer to perform, so they’re not 
  too good in emergencies. But a full-scale sonnet 
  would be far more effective than a couplet or 
  limerick. 
  It is up to the GM whether he wants to add a 
  die roll to help determine spell effectiveness. If a 
  die-roll is made, it should be against Poetry skill, 
  defaulting to IQ-5, with up to +3 or -3 for the 
  GM’s assessment of the player’s poem. Under no 
  circumstances may a player just say “My 
  character’s saying a poem to kill the orcs!” 
  This sort of campaign will be enjoyed most by 
  players who enjoy thinking on their feet, and 
  who, perhaps, don’t insist on taking the game 
  totally seriously. Likewise, the GM must be able 
  to improvise spell results that will be both fair 
  and entertaining. This can get quite out of hand. 
  An example, from actual play (very late at night): 
  GM: “This section of the cavern is very dark. 
  Do any of you have torches left? No? Too bad.” 
  Player: “I’ll cast a cantrip to get light. Let me 
  think . . .” 
  GM: “You hear something coming toward you 
  in the dark. Think fast.” 
  Player (resorting to doggerel in desperation, 
  and throwing in some Latin to impress the GM): 
  “Rabbits, chickens, cows and ducks! Turn the 
  lights on! Fiat lux!” 
  GM: (giggling hysterically): “All right. You 
  get light. You also get a tunnel full of assorted 
  farm animals. You also get a red metal thing with 
  wheels, which blocks the tunnel behind you. It 
  looks like a small wagon, but there’s no place to 
  hook the horses. On one end is a big white 
  bottle.” 
  Puzzling this out, the players eventually 
  recognized the foreign car and the well-known 
  brand of dish soap which the Latin scholar had 
  summoned . . . 
  Improvised cantrips don’t necessarily lead to a 
  silly campaign, but they certainly can tend that 
  way! 
   
   
   
  
   
   
  - 98 - 
  ALCHEMY 
   
  LCHEMY is the science of magical transformations and 
  transmutations. It is a mechanical process, using the mana 
  inherent in certain things. Therefore, it can be studied and 
  used by those without Magical Aptitude! Indeed, magical aptitude 
  confers no benefit on those studying alchemy. It is treated like any 
  other science - it just happens that its subject is magical. 
  The chief effort of most alchemists is the manufacture of 
  substances having magical effects. The general name for such 
  substances is “elixirs.” 
  Alchemy works normally in areas of normal and high mana. In 
  low-mana areas, elixirs take twice as long to make, and work for 
  only half as long, though those with permanent effect work 
  normally. In areas of very high mana, elixirs take only half as long 
  to make, but any failure is critical. And in no-mana areas, elixirs 
  cannot be made or used. 
   
  The Alchemy Skill 
  Alchemy is a Mental/Very Hard skill; there is no default. Like 
  magical spells, alchemy can be learned at only half-speed without 
  a teacher. It cannot be learned in a no-mana area! Much of the skill 
  has to do with experience in watching, hearing, and feeling the 
  magical reactions proceed. A lone student can do this by 
  experimentation -but only in an area where alchemy works! 
   
   
  Making Alchemical Items 
  An alchemist can make any elixir from the list on pp. 100102. 
  Each alchemist is expert in the creation of a number of elixirs 
  equal to his Alchemy skill; any other elixir requires use of 
  reference books and is created at a -2 to skill. The player of a PC 
  alchemist should make a list of the elixirs his character is expert 
  with; none of the elixirs have prerequisites other than Alchemy 
  skill itself. When an alchemist increases his skill level, he may 
  select one more elixir to “know,” choosing from those for which he 
  has access to the formula. 
  Creation of each elixir requires expenditure of a certain 
  amount of money for materials (see sidebar, p. 9), and a certain 
  amount of time. The elixir must “cook” 24 hours a day during this 
  time, with an alchemist in attendance for at least 8 hours daily. It 
  does not have to be the same alchemist every day - but if more than 
  one share the tasks, the roll is made by the one of lowest skill. The 
  attending alchemist must pay full attention to his task; he cannot 
  monitor two different batches at once! 
  Success and Failure: At the end of the required time, the 
  alchemist tries one Alchemy skill roll. There is a skill penalty for 
  some elixirs! 
  There is no particular “critical success” when making 
  alchemical items; the process works, or it doesn’t. Likewise, 
  critical failures are less dangerous. An ordinary failure means the 
  materials must be thrown out. On a critical failure, roll again at -1 
  for each dose of elixir in the batch (so the second roll is at a 
  minimum -1 penalty)! If the alchemist makes this second skill roll, 
  he has averted disaster. If he fails, make a third roll to see what 
  happens: 
  3-5: Everyone within one hundred yards suffers the effect of 
  the elixir, or its reverse effect; 50% chance of each. 
  6-9: Everyone within ten yards suffers the effect of the elixir, 
  or its reverse, as above. 
  10-12: Explosion destroys lab; alchemist has time to flee. 
  13-15: Explosion destroys lab; alchemist takes 3d damage. 
  16-18: Explosion destroys lab; alchemist takes 6d damage! 
  Quantity Made: The costs given are for one dose of the elixir. 
  An alchemist can make a “batch” of several doses at once, just by 
  using more materials. but his final skill roll is at -1 for every dose 
  after the first, because large batches are harder to control. 
   
  Alchemical Laboratories 
  An alchemist’s effective skill depends on the equipment he 
  has to work with, as follows: 
  Improvised equipment, which must include, at a minimum, 
  some way of making fire, and a supply of clean containers: -1 to 
  Alchemy skill (worse at GM’s discretion). 
  Home workshop: A table, $1,000 worth of equipment. No 
  modifier to skill. 
   
  A
  
   
   
   
  - 99 - 
  ALCHEMY
  Professional lab: 10’x10’ room, $5,000 worth of equipment 
  (much of it quite bulky and fragile). +1 to skill. 
  High-tech lab: 10’ x 20’ room, $20,000 worth of equipment of 
  at least TL6, including precise chronometers, refrigerator, 
  chemists’ glassware and measuring equipment. +2 to skill. 
   
  Alchemical Formulas and Secrets 
  If an alchemist is expert with an elixir, he needs no book or 
  other instructions. Otherwise, he must have a copy of the formula 
  to refer to as he works. A reference book of alchemical instructions 
  is called a formulary. 
  Availability and cost of formularies depend on the place 
  alchemy has in the game-world. In some worlds, alchemy is a trade 
  like any other, and formularies are no more expensive than any 
  other books or scrolls. In others, alchemy is a highly secret 
  business, and all formularies are closely guarded! In a world like 
  this, alchemist hirelings or teachers will be very expensive. 
  The “generic” middle ground has some formulas as secrets. 
  Assume that any elixir with a general retail cost of more than 
  $1,000 per dose will be a secret formula, known only to Masters in 
  the Alchemists’ Guild. PC alchemists may not start off knowing 
  any such formulas unless they have Guildmaster rank (Social 
  Status 2). Formulas with a retail cost of over $10,000 per dose are 
  known only by Grand Masters (Social Status 3). 
  Of course, PC alchemists can create these elixirs anyway. . . if 
  they can come into possession of a copy of the formula. But this 
  may have repercussions. 
   
  Inventing New Elixirs 
  New elixirs can be researched in the same way as new spells 
  (p. 15). Even the most trivial would take four weeks to research, 
  and require a roll at Alchemy-5. More potent elixirs would take 
  longer for each attempt, and the skill penalty would be greater. The 
  GM will probably be the source of most new elixirs. 
  A critical failure on a research roll sends the alchemist 
  immediately to the failure table above. If research is successfully 
  completed, he has created one dose of the elixir; he can reproduce 
  it at will and teach the formula to others. He is not automatically an 
  “expert” with it, but may choose to become one, skill allowing. 
   
  Form of Elixir 
  There are four physical forms of elixir, each with different 
  properties: 
  Potion: Liquid form, taken by drinking. One dose of potion 
  affects one man-sized creature instantly. Potions lose their power 
  in a day if left open or mixed with other things. 
  Powder: Solid form. Powder must be eaten in food, or 
  dissolved in drink, to be effective; takes effect in 2d minutes. 
  Powders can last a long time; there is only a 50% chance, each 
  year, that a given powder will lose its power while exposed to air. 
  Powders mixed with food or drink will last a month. 
  Pastille: A thumbnail-sized tablet; should be kept in a sealed 
  vial. It is used by burning; it flashes to flame instantly when lit. 
  The smoke from a pastille will fill its hex and the 6 adjacent hexes 
  to a height of 8 feet and linger for 10 seconds indoors (much less 
  outdoors - possibly only a second). Anyone in this area suffers the 
  effects in 2d seconds. To avoid being affected, hold your breath; 
  you must not breathe any of the smoke. This requires a roll vs. HT 
  if you expected the pastille, or a HT-3 roll if you were caught by 
  surprise. An unburnt pastille lasts a month if exposed to air, but is 
  destroyed instantly if it gets wet. 
  Elixirs made in Pastille form take twice the specified time to 
  create, and cost double the amount given for other forms. 
  Unguent: A cream or jelly. If touched, it sinks into the skin, 
  taking immediate effect - so a dose of unguent on a weapon or 
  doorknob will only affect the first person to touch it. Lasts a week 
  if exposed to air; neutralized by water. 
   
  Using Alchemical Items 
  All elixirs should be kept in sealed containers. They lose their 
  power after varying times when mixed with other substances or 
  exposed to air. Containers can be opened briefly and then closed 
  again (for analysis, etc.) with no ill effects on the contents. 
  The method of use of an elixir depends on its form (see 
  above). Anyone may use any number of different elixirs at once, 
  but multiple doses of the same item will be wasted except on very 
  large creatures, which may (GM’s decision) require extra doses. A 
  new dose can be taken after the previous one wears off. 
  GMs wishing to restrict heavy use of potions may want to 
  make it dangerous to take more than one potion at a time, or the 
  same potion more than once per day. When an elixir lasts for a 
  variable amount of time, the subject won’t know in advance how 
  long it will last - the GM rolls secretly. The subject will know it is 
  wearing off 5 minutes before it ends. The exception is Odysseus 
  (the Elixir of Invisihility), which wears off without warning. 
   
  Magical Resistance 
  Anyone with the Magical Resistance advantage gets a 
  resistance roll of HT+MR when dosed with any elixir- even a 
  beneficial one. If he rolls HT+MR exactly, the potion takes half 
  effect (the GM determines the details). If he rolls less than 
  HT+MR, the potion has no effect! 
   
  Detection and Analysis 
  An alchemist gets a roll against his Alchemy skill to recognize 
  an elixir when he sees it, or smells food/drink containing it - not by 
  type, but just to know it’s an elixir. Likewise, a mage gets an 
  automatic roll of (IQ + Magery) to recognize an elixir as magical 
  when he first sees it. And, being magical in nature, elixirs can be 
  detected by any spell that detects magic. However, spells to 
  analyze magic do not work on elixirs. Only an alchemist can 
  analyze them. 
  To analyze an elixir, an Alchemist must make his Alchemy 
  roll. Analysis takes 4 hours, with critical failure results as above. 
  He can reduce this time to 10 seconds if he tastes the elixir - but if 
  he does, any failed roll means it affects him as though he had taken 
  it all, if the effect is a bad one. The going rate for analysis is $20 
  for a slow analysis, $200 for a fast one. 
  
   
   
  - 100 - 
  ALCHEMY 
  Cost and Availability of Elixirs 
  Elixirs generally cost about $25 for each day they took to 
  make, plus the cost of the materials. (For a “rare” magic campaign, 
  double the cost of time.) Some very common types are cheaper 
  because they are made in batches. 
  Each description is followed by a suggested cost for “common 
  magic” campaigns, and a second, higher cost for “rare” magic 
  campaigns (see p. 118). This is retail cost, assuming PCs are 
  buying. Pastilles take twice as long to make and therefore cost 
  twice as much. PC alchemists (or PCs who come into possession of 
  potions) may not always be able to sell their goods for as much as 
  they would like. Very rare potions like Hebe and Persephone, of 
  course, are always salable, but may attract unwelcome attention 
  from those who would rather take them without paying! 
  But, like magic items, elixirs are not always easy to find, 
  especially in small towns. Make an IQ roll as though searching for 
  a hireling (p. B194), to see if any elixirs are for sale that week. The 
  GM may then determine their type and form as he sees fit. 
  Alchemists are very rare; you are at -2 to your roll when 
  searching for a hireling alchemist, or more if you specify great 
  expertise. Many cities prohibit the practice of alchemy within 100 
  yards of a public place! 
   
  Types of Elixirs 
  The first alchemists gave their creations names out of Greek 
  myth. The custom has continued, though other mythologies have 
  been used by later generations. This section describes the 52 
  commonly known elixirs, and gives information about their 
  manufacture and use. They are divided into categories according to 
  their general purpose. 
   
  Animal Control 
  Cadmus (Elixir of Dragonslaying): Pastille only. The smoke 
  from this elixir does 5d damage to any reptile. It can also affect dragons - 
  but only if it is ignited by a dragon’s breath. $100 in materials, plus one 
  drop of a dragon-heart’s blood, which costs at least $500, when it is 
  commonly available at all! 4 weeks. Cost: $1,300/$2,000. 
  Ibycus (Elixir of Bird Control): Subject may control birds, as per 
  the Bird Control spell (p. 24) but with no energy cost or skill roll required, 
  for 3dx5 minutes. Any form except pastille. $200 in materials; 2 weeks. 
  Cost: $550/$900. 
  Melampus (Elixir of Beast-Speech): Subject can speak to 
  animals, as per the Beast Speech spell, for 2d minutes. Unguent only. $300 
  in materials; 3 weeks. Cost: $850/$1,350. 
   
  Combat Abilities 
  Achilles (Elixir of Invulnerability): Gives subject the 
  equivalent of DR 3 armor over his entire body for 1d+1 hours. This 
  adds to real armor, Toughness, and so on. Note that this elixir is 
  quite illegal in gladiatorial contests, legal duels and so on! Powder 
  only. $1,000 in materials; 6 weeks; -3 to skill. Cost: $2,100/$3,100. 
  Antaeus (Elixir of Endurance): Subject feels no fatigue for Id 
  hours, except for fatigue caused by his own spellcasting, which is 
  subtracted normally. At the end of that time, his ST is reduced to 0 
  and he falls unconscious. $300 in materials; 6 weeks. Cost: 
  $1,400/$2,400. 
  Ares (Elixir of the Warrior). Subject’s DX is increased by 1d 
  points for 1 hour. Subject also becomes Brave, as per Bravery spell 
  (p. 65) for that time. Potion or powder. $150 in materials; 2 weeks; 
  -1 to skill. Cost: $350/$700. 
  Atalanta (Elixir of Speed): Subject’s Basic Speed and Move 
  are both increased by 1 for 3dx4 minutes. Up to three doses of this 
  elixir may be taken at once, for increased effect, but roll separately 
  for the time each dose lasts. Any form except pastille. $200 in 
  materials; 3 weeks. $550/$850. 
  Heracles (Elixir of Strength): Subject’s ST is increased by 1d 
  points for 1 hour. This increases encumbrance, weapon damage, 
  etc., appropriately, but does not give extra fatigue points. Powder 
  or potion. $100 in materials; 2 weeks; -1 to skill. Cost: $250/$500. 
  Hermes (Elixir of Stealth): Subject’s Stealth and Climbing 
  abilities are each raised by Id points (roll separately) for 1 hour. 
  Unguent only. $300 in materials; 3 weeks; -1 to skill. Cost: 
  $500/$2,000. Illegal in many cities! 
  Orion (Elixir of the Huntsman): Subject’s encumbrance levels 
  are multiplied by 4 for 1d+1 hours - so, if his extraheavy 
  encumbrance is normally 200, it becomes 800! Encumbrance 
  effects having to do with spells (e.g., Teleport) are not affected. 
  Potion only. This elixir is sometimes carried by hunters, trappers 
  and miners so that if they find something heavy but valuable, they 
  can bring it out themselves. It also works on animals, and can be 
  used to let a load-beast carry more. $200 in materials, 1 week. 
  Cost: $300/$400. 
  Theseus (Elixir of Leadership): Subject has +4 to Leadership 
  skill for the next Id hours, and +2 to Strategy and Tactics skills. 
  Potion only. $400 in materials; 7 weeks. Cost: $1,650/$2,850. 
   
  Hostile Elixirs 
  Bellerophon (Elixir of Odiousness): Subject is perceived as 
  untrustworthy and unattractive; everyone reacts to him at -4 for the 
  next 1d+2 hours. Any form. $300 in materials; 4 weeks. Cost: 
  $1,000/$1,700. 
  Eris (Elixir of Madness): Subject suffers effects of Madness 
  spell (p. 67) lasting 1d hours. The maker may attempt to specify 
  the precise form of madness the elixir will cause, but must make 
  his Alchemy roll by 2 or better to produce the results he wants; on 
  a success by less than 2, the madness is rolled randomly. Any 
  form. $100 in materials; 1 week. Cost: $200/$400. 
  Juno (Elixir of Jealousy): Makes the subject violently jealous 
  of anyone of equal or superior intelligence, wealth, beauty, and so 
  on - whatever attainments the subject most prizes - for 1d hours. Any 
  form. $50 in materials; 2 weeks. Cost: $400/$750. 
  
   
   
   
  - 101 - 
  ALCHEMY
  Narcissus (Elixir of Self-Love): Subject will care nothing for 
  the opinions or well-being of any but himself for 1d+1 hours. He 
  will be very happy and self-satisfied during this time. The chief 
  legitimate use of this elixir is to treat depression! Any form except 
  potion. $20 in materials; 4 weeks. Cost: $750/$1,450. 
  Nemesis (Elixir of Hatred): Subject hates all that he normally 
  loves for 1 hour. Any form. $125 in materials; 1 week. Cost: 
  $300/$500. 
  Phobos (Elixir of Fear): Subject is affected as per the Fear 
  spell (p. 65), including resistance roll against the alchemist’s skill. 
  May be made in pastille form (normal effect) or potion (subject 
  resists at -4). $50 in materials; 1 week. Cost: $225/$400. 
  Philoctetes (Elixir of Weakness): Subject’s ST is reduced by 3 
  for every dose taken (up to four can have effect), for 1d hours. Any 
  form, but pastille effect only lasts 1d minutes. $50 in materials; 2 
  weeks. Cost: $400/$750. 
  Priapus (Elixer of Lecherousness): Subject suffers the 
  disadvantage of Lecherousness (p. B34) for 1d hours. Any form. 
  $200 in materials; 10 days. Cost: $500/$700. 
  Sisyphus (Elixir of Frustration): Subject has -2 to all die rolls 
  for one day. Any number of doses can affect a person 
  simultaneously! Any form. $100 in materials; 3 weeks. 
  $650/$1,150. 
  Tantalus (Elixir of Foolishness): Subject’s IQ is reduced by 3 
  for every dose taken (up to four can have effect), for 1d hours. Any 
  form, but pastille effect only lasts 1d minutes. $150 in materials; 2 
  weeks. Cost: $500/$850. 
  Thanatos (Elixir of Death): A poison, doing 4d damage; a 
  successful HT roll reduces this to 2d damage. Symptoms include 
  numbness and paralysis. A second dose will not be effective until 
  an hour after the first. Any form. $100 in materials; 2 weeks. Cost: 
  $500/$800. Illegal almost everywhere! 
  Tithonus (Elixir of Aging): Subject becomes a year older, 
  permanently. Appropriate aging rolls must be made immediately. 
  Antidote must be given within 6 hours to be effective! Any form. 
  $300 in materials; 3 weeks. Cost: $825/$1,350. 
   
  Magical Abilities 
  Agni (Elixir of Fire Resistance): Subject is fireproof, as per 
  the lowest level of the Resist Fire spell (p. 37) for 1d hours. Potion 
  only. $300 in materials; 1 week. Cost: $500/$700. 
  Circe (Elixir of Transformation): Subject turns into an animal, 
  as per Shapeshifting spell (p. 25), for 2d hours. Note that it is 
  possible for the subject to be trapped in beast-form; if this happens, 
  either Janus elixir or a Remove Curse spell will restore his natural 
  shape. If the subject takes the elixir knowingly, he may transform 
  into any creature within the limits of twice his body weight to 1/10 
  his body weight. If the subject takes it unknowingly, he is 
  transformed into the creature most appropriate to his personality 
  (GM’s decision). Potion or powder only. $800 materials; 12 weeks. 
  Cost: $3,000/$5,000. 
  Daedalus (Elixir of Flight): Gives power of flight, as per 
  Flight spell (p. 71), for 1 hour. Potion or powder. $500 in 
  materials; 10 weeks; -2 to skill. Cost: $3,000/$4,700. 
  Delphi (Elixir of True Sight): Give subject the power to see 
  auras, as per the Aura spell (p. 53), for 1d minutes. Unguent only; 
  must be applied to eyes. $200 in materials; 4 weeks; -1 to skill. 
  Cost: $550/$1,300. 
  Ephialtes (Elixir of Water-Walking): Gives subject the ability 
  to walk on water as though it were dry land for 3dx4 minutes. If 
  the subject falls, he will not get wet. Subject may not dive or swim 
  while under this potion’s influence, any more than he could dive 
  into the earth! Potion and powder only. $150 in materials; 3 weeks. 
  Cost: $700/$1,200. 
  Odysseus (Elixir of Invisibility): Subject is invisible for 1dx10 
  minutes. Potion only. $1,000 in materials; 16 weeks; -3 to skill. 
  Cost: $3,000/$6,000. Illegal in many places! 
  Poseidon (Elixir of Water-Breathing): Subject may breathe 
  water, as per Breathe Water spell (p. 35), for 1d hours. Potion only. 
  $50 in materials; 5 weeks; -1 to skill. Cost: $600/$1,100. 
  Tyche (Elixir of Luck): Subject has the Luck advantage (p. 
  B21) for 2d game-hours. Any form except potion. $200 in 
  materials; 6 weeks: -2 to skill. Cost: $1,300/$2,300. 
   
  Medical Elixirs 
  Aesculapius (Elixir of Health): Cures any and all diseases 
  of subject, and restores 2 points of HT. Only one dose per day 
  will be effective. Potion only. $200 in materials; 4 weeks; -1 to 
  skill. Cost: $750/$1,200. 
  Ceres (Elixir of Fertility): Subject will be fertile/potent for 
  1 hour. Except for eunuchs or similar unfortunates, offspring 
  will come of any natural union made during this period. 
  Unusual combinations (e.g., elf and dwarf) will not necessarily 
  result in offspring even with the potion, but the possibility is 
  there... Potion only. This potion has a distinct, unmistakable 
  ruby-red glow. $1,500 in materials; 20 weeks; -4 to skill. Cost: 
  $6,000/$11,000. 
  Chiron (Elixir of Healing): Restores 1d points of lost HT - 
  or, if HT is normal, restores 2d of lost fatigue. Repeated doses 
  have full effect. Potion or unguent. $50 in materials; 1 week. 
  Cost: $120/$250. 
  Epimenides (Elixir of Long Slumber): Subject falls into a 
  deep sleep lasting indefinitely. Roll vs. HT yearly; on a critical 
  success, subject wakens. Otherwise, he can only be revived by 
  the Janus elixir. He requires no food, and is unaffected by age 
  or disease, though physical attacks do normal damage. Wounds 
  neither heal nor worsen, though bleeding must be staunched or 
  he will bleed to death. In essence, this is “suspended 
  animation.” $4,500 in materials; 25 weeks. $9,000/$14,000. 
  Hebe (Elixir of Youth): Subject becomes a year younger, 
  permanently. Potion only. $6,000 in materials; 50 weeks; -8 to 
  skill. Cost: $25,000/$60,000+. 
  Hydra (Elixir of Regeneration): The subject must rub the 
  elixir (unguent only) into his own skin at the site of an injury. 
  Will restore a single arm or leg (completely) or a single hand, 
  foot, finger, etc., or a single eye or ear. $300 in materials; 20 
  weeks; -3 to skill. Cost: $5,000/$11,000. 
  Janus (Antidote Elixir): Counteracts the effect of any other 
  alchemical products. A dose of Janus will instantly undo the 
  effect of any or all other elixirs, except healing elixirs, on the 
  subject. It also gives “immunity” to further doses of elixir of 
  any type, but only for 1d minutes after the Janus is taken! 
  Potion, powder or unguent. $250 in materials; 2 weeks; -2 to 
  skill. Cost: $400/$1,000. 
  
   
   
  - 102 - 
  ALCHEMY 
  Morpheus (Elixir of Sleep ): Subject must roll vs. HT-4 or fall 
  instantly asleep. He may not be awakened, except by magic, for 
  (16-HT) hours. After that, the sleep is normal; he will sleep a total 
  of eight hours if not awakened earlier. Any form. $50 in materials; 
  1 week. Cost: $120/$250. 
  Persephone (Elixir of Resurrection): Restores 2d hits to a 
  newly-dead (within 1 hour) subject, and brings him to life with 
  ST1! On a live subject, it restores 5d hits and all fatigue. No 
  missing parts are restored. Will not work if the head has been 
  destroyed, or if the body has been burned or taken more than 
  HTx10 hits. Potion only; must be poured in the corpse’s mouth. 
  $12,000 in materials; 50 weeks; -5 to skill. Cost: $25,000/$40,000. 
  Pluto (Elixir of Reanimation): When this elixir (unguent form 
  only) is brushed onto the lips of a corpse, it will answer the next 
  question put to it, to the limit of the knowledge it had in life. The 
  brain must be intact; if the person has been dead for more than 2 
  days, roll to see if the potion works. Use a “base skill” of 16, and 
  subtract the number of days since death. A frozen or otherwise 
  preserved corpse might be responsive for longer, of course. 
  Should this unguent touch a living person, he will immediately 
  suffer the effect of the Death Vision spell (p. 72), and the unguent 
  will be lost. $2,000 in materials (some of which are illegal in many 
  places); 12 weeks; -2 to skill. Cost: $4,100/ $6,200. 
   
  Mental Abilities 
  Apollo (Elixir of Foreknowledge): The subject sees a vision 
  about the next important crisis or turning point in his life. This is 
  entirely up to the GM; however, if there is danger ahead or an 
  important choice about to be made, it is reasonable for the vision to 
  help with it. Powder only. $200 in materials; 10 weeks. 
  $2,000/$3,700. 
  Epimetheus (Elixir of Memory): Subject has first-level Eidetic 
  Memory (p. B20) for one hour. This grants only the IQ roll to 
  remember small details. Potion or powder. $400 in materials; 6 
  weeks. Cost: $1,500/$2,500. 
  Orpheus (Elixir of Charisma): Subject becomes charismatic 
  for 1d hours. Roll 1 extra die on any reaction roll. Unguent or 
  powder. $100 in materials; 3 weeks; -1 to skill. Cost: $350/$550. 
  Prometheus (Elixir of Wisdom): Increases IQ by 1d points for 
  1 hour. The increased IQ benefits skill and language use, but not 
  spellcasting. Potion or powder. $600 in materials; 5 weeks; -1 to 
  skill. Cost: $1,500/$2,400. 
   
  Mental Control 
  Eros (Elixir of Love, or “love potion”): Subject falls in love 
  with the next-seen member of the opposite sex. Effect is permanent 
  unless counteracted by a dose of Janus (p. 101), another dose of 
  Eros (which will cause the subject to love someone else), or the 
  Remove Curse spell. Any form. $600 in materials; 3 weeks; -2 to 
  skill. Cost: $900/$2,000. 
  Pan (Elixir of Drunkenness): Subject is drunken, as per 
  Drunkenness spell (p. 66); -3 each to DX and IQ, for 1d hours. He 
  is a happy, charismatic drunk (others react at +1) and recovers 
  without a hangover. Powder only; must be taken in wine. $100 in 
  materials; 3 days. Cost: $130/$300. 
  Philemon (Elixir of Friendship): Subject has +3 reaction to all 
  others for 1d hours. Any form, but pastille effect lasts only 3d 
  minutes. $300 in materials; 2 weeks. Cost: $550/$1,000. 
   
  Skills and Physical Abilities 
  Argus (Elixir of Vision): Gives a +6 to subject’s Vision for 
  3dx5 minutes. Unguent only; must be applied directly to the eyes. 
  If two doses are given, the subject’s vision becomes no keener but 
  he can also see invisible objects as per the See Invisible spell. $250 
  in materials; 10 days. Cost: $400/$700. 
  Marsyas (Elixir of Music): Subject has +4 to any music skill, 
  or +3 to any reaction to his music (his choice) for 1d hours. Most 
  bards consider this to be a cheat! Any form, but pastille lasts only 
  2d minutes. $150 in materials; 4 days. $300/$400. 
  Syrinx (Elixir of Hearing): Gives a +6 to subject’s Hearing for 
  3dx5 minutes. Unguent only; must be applied directly to the ears. 
  $125 in materials; 1 week. Cost: $300/$500. 
  Vulcan (Elixir of Craftsmanship): Gives subject a bonus of 
  1d+1 on all craft skills for Id hours; roll separately for each skill 
  attempted. $400 in materials; 4 weeks; -1 to skill. Cost: 
  $1,100/$1,800. 
   
  Other Alchemist Abilities 
  Identifying Magic Items 
  An alchemist cannot identify magic with the same precision 
  that a mage can. But by taking an hour and making a roll at 
  Alchemy-2, an alchemist can tell if an object is enchanted. A 
  critical success gives a hint as to the nature of the enchantment. 
  The process requires $50 worth of materials. It does not affect the 
  item being tested - but, on a critical failure, that item may be 
  splashed with acid or flame. The result depends on the item. 
   
  Turning Lead to Gold 
  In the popular mind, this is the chief goal of alchemy. 
  Actually, few alchemists bother trying. However, there are always 
  those who seek to find or create the “Philosopher’s Stone,” a 
  fabled item or substance by which base metals can be turned to 
  gold . . . and there are always rumors of lost libraries containing 
  formularies that point the way. Whether these rumors are true is 
  entirely up to the GM. 
   
  Simple Chemistry 
  Chemistry skill defaults to Alchemy-3; an alchemist is a 
  chemist, of a very specialized variety! This default should be used 
  only for general knowledge; an alchemist could not perform a 
  complex chemical analysis, but might (for instance) be able to 
  recognize chemicals by their appearance, smell, et cetera. 
  Medieval alchemists did much of their analysis by taste, a practice 
  now recognized as unwise. . . 
   
   
   
  
   
   
   
  - 103 - 
  CHARACTERS
   
  HERE are many kinds of magic-using characters, and 
  different ways to design each type. All wizards have some 
  things in common, be they quiet scholar and divination 
  expert, or teleporting berserker with flaming halberd... But 
  nonhuman characters (such as elves) and more-than-human 
  creatures like shapeshifters are also possible. 
   
  Base Skill 
  One of the most important “stats” of a wizard is his base skill, 
  which is equal to IQ + Magery + Eidetic Memory bonus (if any), 
  minus 2. This is his skill with any normal spell on which he spends 
  1 point (the minimum). Since a wizard with many spells is unlikely 
  to be able to afford to put more than 1 point in each, most of his 
  spells will be at this level. Most wizards will want a base skill of at 
  least 12, so that only 1 point needs to be spent for each 
  prerequisite. 
  Examples: Voss the mage has an IQ of 15, and 3 levels of 
  Magery. His base skill is 16. Cornelius has an IQ of 13. 2 levels of 
  Magery, and first level Eidetic Memory. His base skill is 14. 
   
  Designing a Wizard 
  Besides the normal considerations for a new character 
  (background, disadvantages, character story, how he likes his eggs, 
  etc.), the creator of a spell-caster must decide the kind, number and 
  skill of his spells. This will help to determine the character’s 
  attributes and advantages. 
  On the other hand, a player can also determine all the details 
  of his character except spells, Magery and IQ, then buy those with 
  whatever points are remaining. A wizard who does little besides 
  spell-casting can often afford to have lower ST, DX, and HT than a 
  more rounded character. There are many trade-offs between spells 
  and other abilities, and a good character conception can help a 
  player decide what is most appropriate. 
  Example: A player decides he wants a classic storybook 
  wizard: Bearded. middle-aged, perhaps impulsive or bad-tempered, 
  and with little familiarity with physical skills. He selects 40 points 
  of disadvantages, 5 quirks, and chooses his physical attributes: ST 
  9, DX 10, HT 10. He reserves 10 points for other skills, leaving 
  145 points for magic. He buys Magery 3, Literacy. and an IQ of 16 
  for 125 points, giving him a base skill (see above) of 17. 
  The 20 points remaining for spells could give him 20 spells al 
  skill 17; one at skill 21 and 12 at 17; or some other combination. 
  Although he is not well suited for a brawl or combat, his keen 
  intellect and Magery let him master spells quickly, and he will also 
  be talented with mental skills. 
   
  Advantages 
   
  Several advantages are of particular importance to wizards. 
  Note also that being a member of a nonhuman or magical race can 
  be an advantage, because of inherent abilities. 
   
  Clerical Investment 
  Variable (see p. 94, B19) 
  In some game worlds, clerics have unique magical powers. 
  See p. B19 for the non-magical description of the advantage. It is 
  up to the GM to determine whether clerics have any special 
  abilities in his world (see p. 94). If so, the cost of Clerical 
  Investment must be adjusted accordingly. 
   
  Inherent Magic 
  Variable; see p. 96 
   
  Literacy 
  Variable; see p. B21 
  In a world with a medieval culture, Literacy costs 10 points. 
  Nevertheless, in almost all cases, it is most “cost-effective” to 
  make a wizard literate. An illiterate wizard cannot learn spells 
  without a teacher. Any spell so complex that it requires Magery 
  2+, or IQ 13+, as a prerequisite, will still take twice as long to 
  learn - that is, twice as many character points (with a minimum of 
  2). Other spells are learned normally. Note that some spells have 
  two possible chains of prerequisites. If a spell’s prerequisite 
  requires Magery 2+ or IQ 13+, then it, too, costs twice as much 
  time to learn. But if there is any way to learn the spell without 
  Magery 2+ or IQ 13+, it takes only the normal time to learn. 
  Example: Missile Shield requires either Apportation or Shield as a 
  prerequisite. Shield needs Magery 2, but Apportation does not. 
  Therefore, Missile Shield does not require Magery 2. 
   
  Magical Aptitude (Magery) 
  15 points 
   
  for first level 
   
  10 points/level for 2nd and 3rd levels 
  A person with Magical Aptitude is called a mage. As a mage, 
  you have a bonus to learn any magic spell. Many spells can only be 
  learned by a mage. In a world of normal mana, only mages can 
  cast spells, though in a high-mina world anyone can use spells. 
  In a magical world, those who can detect your aura (p. 
  53/B162) will recognize you as a mage. and will know your level 
  of magery. Of course, if you are from a non-magical culture you 
  will not start with any spells, but you can still learn them more 
  easily if you ever find an opportunity. 
   
   
   
  T
  
   
   
  - 104 - 
  CHARACTERS 
  When you learn any spell, you learn it as though your IQ were 
  equal to (IQ + aptitude). Example: You have an IQ of 14 and a 
  Magical Aptitude of 3. You learn spells as though your IQ were 
  17! 
  In addition, the GM will roll vs. your (IQ + aptitude) when 
  you first see any magic object, and again when you first touch it. If 
  the roll succeeds, you will know intuitively that it is magical. A 
  roll of 3 or 4 will also tell you whether the magic is helpful or 
  dangerous, and about how strong it is. Example: If you have IQ 13 
  and 3 levels of Magery, you will recognize a magic item on a 16 or 
  less. If the GM misses the roll, he will simply say nothing. 
  Note that use of this advantage becomes tricky for a character 
  from a non-magical background, like 20th-century Earth. Such a 
  character will still have the ability to sense magic, though until he 
  gains experience with magic the GM should not say “That idol is 
  magical,” but rather, “That idol looks very strange to you, very 
  sinister. You sense that there is something special about it.” 
  Characters without Magical Aptitude don’t get any roll to sense 
  magical objects. 
  Cost: 15 points for the first level of Magery; 10 points for each 
  subsequent level, up to a maximum of 3 levels. Note that if a 
  limitation (see below) is taken, this cost will be lower. 
   
  Magic Resistance 
  2 points/level (see p. 13) 
  You are less likely to be affected by most kinds of magic. 
  Note that this advantage cannot be combined with Magery. You 
  cannot be both magically apt and magic resistant. Indeed, if you 
  are magically resistant, you cannot cast spells at all (though you 
  can still use magic weapons). Also, you are not able to “turn it off’ 
  to let friendly spells be cast on you. 
  Magic resistance subtracts directly from the caster’s skill for 
  any spell with you as the subject, except area and missile spells. It 
  also adds to your resistance rolls when you choose to resist a spell. 
  Magic Resistance, and its exact level, can be recognized by 
  any mage who looks at your aura. It is also revealed to anyone who 
  casts a spell on you (after the spell is cast). 
  It does not protect you against (a) missile spells; (b) area spells 
  which can’t be resisted; (c) attacks by magic weapons; (d) 
  information spells in which the spell is not thrown on you directly 
  (e.g., Crystal Ball). 
   
  Social Status 
  see p. B18 
  If magic is common, most wizards will simply be honest 
  tradesman, of no unusual status. However, in a rare-magic world, it 
  is quite possible that Magery is a certain road to fame. In that case, 
  the GM should require wizard PCs to buy appropriate status, or 
  have a character story explaining why they aren’t important 
  citizens. 
   
  Unusual Background 
  see p. B23 
  To be a wizard in a world where magic is not generally known 
  would be remarkable - generally, a 20-point Very Unusual 
  Background advantage. Access to unusual spells, or freedom from 
  limitations that other mages have, might be appropriate 10-point 
  Unusual Backgrounds in a magical world. 
   
  Wealth 
  see p. B16 
  Few “established” wizards will be of merely ordinary wealth! 
  Keep this in mind when creating a character. Of course, a 
  mercenary wizard might not have unusual wealth, and an ordinary 
  apprentice would be Struggling at best. 
   
  Disadvantages 
   
  Any of the disadvantages listed in the Basic Set can help build 
  an interesting wizard character, with the possible exception of 
  manaphobia (fear of magic!) In some worlds, all wizards have poor 
  Reputation or other “automatic” disadvantages. These do not count 
  against their 40-point disadvantage limit. 
  Wizards can also select any of several limitations on their 
  Magery advantage. These disadvantages are only available to 
  wizards. They act to reduce the cost of the wizard’s Magery; for 
  instance, a solitary mage pays only 10 points for one level of 
  Magery, and 6 points for each added level. No wizard can take 
  more than one of these limitations. 
  GMs can create more limitations for magery, keeping the costs 
  in line with those given. “Will not work on living things” would be 
  a far more serious limitation than “Will not work on females,” for 
  instance. It is suggested that no limitation, no matter how great, 
  reduce the cost of magery below 5 points for the first level and 3 
  for added levels. 
   
  One College Only  
  10 points for first level 
   
  6 points/level for 2nd and 3rd levels 
  The mage’s Magery advantage works only for spells of a 
  single college and for Recover Strength. He can learn other spells, 
  but he learns them as though he were a non-mage (and can only 
  cast them in high-mana areas). He can use such spells as 
  prerequisites for spells in his own college, even if he can’t cast 
  them. 
  He cannot detect magic items unless they contain at least one 
  spell of his college. In that case, he rolls normally for detection on 
  first sight and first touch. 
  If the college is an Elemental one, the mage is said to be 
  “aspected” to that college and “opposed” to its opposite: Fire 
  opposes Water, Earth opposes Air. If you are aspected to an 
  element, you must roleplay a strong dislike for the opposed 
  element, or lose points for bad roleplaying - e.g., fire-mages won’t 
  swim unless they must, and air-mages detest tunnel-crawling. You 
  also get +1 reaction from elementals of that element, and -3 
  reaction from opposed elementals. 
   
  Solitary Magery 
  10 points for first level 
   
  6 points/level for 2nd and 3rd levels 
  Your magical abilities are at -3 for every person (or other 
  intelligent being) within 5 yards of you, and -6 for anyone touching 
  you. It is believed that this actually represents a degree of magical 
  sensitivity so great that it is disturbed by the mana “ripples” caused 
  by living beings. 
  As partial compensation, a mage with this disadvantage gets a 
  roll vs. IQ to notice any time an intelligent creature enters or leaves 
  the 5-yard area around him - but this only works on a single 
  person. If there is already someone standing next to the mage, he 
  won’t notice if someone else approaches. 
  
   
   
   
  - 105 - 
  CHARACTERS
  Sun-Aspected Magery  
  8 points for first level 
   
  5 points/level for 2nd and 3rd levels 
  A sun-aspected mage can use his powers only when the sun is 
  in the sky -normally, from 6 a.m. to 6 p.m. During solar eclipses, 
  sun mages have no powers! The effect of other astronomical events 
  (e.g, planets with two suns) is up to the GM. When the sun is 
  down, the sun-mage has none of his magical abilities, though a 
  look at his aura will still reveal that he is a sun-mage. 
  This type of mage is not affected by being in buildings, 
  underground, and so on. Only the sun’s position matters. He will 
  know automatically (if he is awake) when it is one minute to sunup 
  and one minute to sundown! 
   
  Star-Aspected Magery 
  8 points for first level 
   
  5 points/level for 2nd and 3rd levels 
  A star-mage (or “darkmage” works just like a sun-mage, but 
  has powers at exactly the opposite time - normally from 6 p.m. to 6 
  a.m. and during eclipses. 
   
  Moon-Aspected Magery 
  8 points for first level 
   
  5 points/level for 2nd and 3rd levels 
  A moon-mage has power only when the moon is in the sky; 
  this changes every day, but averages to half the time. A simple 
  solution: to assume the moon rises and sets one hour earlier each 
  day. During solar eclipses, moon-mages have +5 power! 
  Otherwise, their powers are like those of sun and star-mages. 
  Or, for more realism, the GM can keep track of the phase of 
  the moon. Moon-mages’ powers then wax and wane with the 
  moon. All their Magery and spell rolls are at +3 at full moon; +2 
  for two days before and after; +1 for two days before and after 
  that. They have no power at all for the night of the new moon, or 
  the five days before and after. Their power is normal the rest of the 
  time (they still get the +5 during solar eclipses). 
   
  New Advantage 
   
  Divination Talent 
  5 points 
  Characters with this advantage are able to learn a single divination 
  spell as if they were mages. This advantage does not add to 
  effective IQ for any purpose, nor does it replace prerequisites, 
  which must still be learned (but may not be cast unless the diviner 
  is in a high-mana area or is a mage). This advantage may be 
  purchased more than once, allowing the character to be proficient 
  with several methods of divination. 
   
   
  New Skills 
   
  Each of these skills is associated with a particular spell, but 
  the spell and the skill are bought separately. You can learn a skill 
  for a spell you do not know, as long as you have some way to 
  throw it (e.g., a magic item). 
   
  Body Sense (Physical/Hard) 
  Defaults to DX-6 
   
  or Acrobatics-3 
  This is the ability to adjust quickly after blinking or 
  teleporting; roll at -2 if you are changing facing, -5(!!) if you are 
  going from vertical to horizontal or vice versa! Note that you 
  cannot change position in a teleport. 
  A successful roll allows you to act normally on your next turn. 
  A failed roll means disorientation - no actions except defense 
  possible for 1 turn. A critical failure means you fall down, 
  physically stunned. Modifiers: +3 for Absolute Direction. 
   
  Magic Breath (Physical/Easy) 
  Defaults to DX-2 
  This is the ability to hit a target with the Breathe Fire spell or 
  any other spell that works as a breath weapon. You must be facing 
  your target. This is treated as a normal melee attack (or feint), 
  rather than a ranged attack; it can be blocked or dodged, but not 
  parried. A separate roll is required each turn. 
   
  Magic Jet (Physical/Easy) 
  Defaults to DX-4 
  This is the ability to hit a target with any jet spell (e.g., Flame 
  Jet, Water Jet, Air Jet). Rear attacks are possible as with melee 
  weapons; otherwise, it is like Magic Breath, above. 
   
  Spell Throwing (Physical/Easy) 
  Defaults 
   
  to DX-3, Throwing, or 
   
  Spell Throwing (other spell)-2 
  This is the skill used to hit a target with a missile spell after it 
  has been created (see p. 11). All normal ranged weapon rules and 
  modifiers apply. Each missile spell uses a different skill, except for 
  Fireball/Explosive Fireball, which are both thrown with the 
  Fireball Throwing skill, and Stone Missile/Ice Sphere, which are 
  the same. Note that “throwing” is not an entirely accurate name for 
  this skill. The missile spells fly under their own power when 
  released, regardless of the caster’s ST; the Spell Throwing skill 
  helps the caster direct the missile. 
  
   
   
  - 106 - 
  CHARACTERS 
  Money and Equipment 
   
  When designing a character for a world that includes magic, it 
  is definitely worthwhile to think about the magic system, even if 
  you aren’t designing a wizard. The presence of magic and 
  enchanted items can affect what sort of equipment is necessary or 
  desirable, as well as what sort of jobs are available. 
  The GM should prepare a list of common magic items and 
  equipment. This will help speed character design. The costs on the 
  list should reflect the general availability of magic items 
  (“common” or “rare”), as well as transportation, markup, etc. from 
  the costs in the magic item tables. 
   
  Equipping a Wizard 
  Weapons. It’s handy to be able to whip out a sword when your 
  spells aren’t doing the job. But proper use of a melee weapon 
  requires a lot of training. If you put a lot of points into weapon 
  talents, you’ll have less to spend on magic. In a higher-tech world, 
  a gun can be a very useful thing for a wizard to carry... and it may 
  be the last thing that magical foes expect! 
  Staff. A quarterstaff or other weapon enchanted with the Staff 
  spell (see p. 47) can be very useful. It can be used as a weapon, for 
  the “mage’s touch,” and to reduce range penalties by extending 
  your reach. 
  Armor. A wizard can wear armor... but unless he is fairly 
  strong, it will slow him down drastically. A ST9 wizard has Heavy 
  encumbrance even in half-plate, and Extra-Heavy in heavy plate. 
  Between the movement penalty for encumbrance, and the extra 
  fatigue cost after a battle, it’s no wonder that many wizards wear, 
  at most, heavy leather armor. 
  As a variant rule, the GM may forbid mages from wearing 
  armor or carrying other equipment containing iron - the “cold iron” 
  theory of magic. This is an interesting optional rule, but isn’t really 
  necessary for balance. 
  Shield. In a low-tech combat situation, a shield can greatly 
  help your defense rolls. You should not take one if you need your 
  left hand free to cast spells (see p. 7). Much of this depends on 
  character conception: will your mage fight in the front rank, throw 
  spells from the rear, or stay miles away from the battle? 
  Powerstones. Having a source of energy other than your body 
  can be very handy. Even a 2-or 3-point stone can help in a pinch, 
  and a medium-sized stone is often necessary to throw spells such 
  as Regeneration without knocking yourself out. 
  Magic Items. If enchanted items are commonly available, 
  starting characters may buy them. Otherwise, wizards may begin 
  with only those magical items which they know how to make. The 
  cost for such items is equal to the material cost, plus the wizard’s 
  cost of living for the time that was required to make them. GMs 
  must approve any magic item a player wants his character to start 
  with! 
  Other Equipment. Anyone (not just a wizard) should have a 
  pouch or bag for loot, the “personal basics” for travel, and a dagger 
  for emergencies. Everything else is optional, depending on your 
  particular skills and situation. 
   
  Equipping a Non-Wizard 
  If your character will be a warrior, think about what sort of 
  magic weapons and armor are available. Merchants may want 
  magical protection, or they may want to deal in magical goods. 
  Thieves will find many enchanted items useful, though few 
  beginning characters will be able to afford them! 
  Whatever type of character you design, there are enough 
  useful items available to warrant skimming through the spell and 
  potion descriptions! 
   
  Magical Jobs 
   
  In most worlds, a skilled wizard can earn a good living. See p. 
  B192 for general job rules. Any wizardly job may be “freelance” 
  except that of apprentice. 
  The average town wizard earns $15 to $20 a day - as much as 
  any other artisan. An enchanter or alchemist earns around $25 per 
  day. This assumes that magic is common in the world. If magic is 
  rare, all jobs go up by a level of wealth. If magic is very rare but 
  socially acceptable, all jobs go up by two wealth levels, and jobs 
  above Wealthy earn double pay. 
  Magic can also be used to help in “mundane” jobs, and can 
  sometimes substitute for skill prerequisites. The GM decides what 
  a wizard can do in such situations, and how much he earns. 
  A wizard who knows how to make magical items should 
  specify what he is making, and roleplay his attempt to sell his 
  creations! Needless to say, no one can both adventure and create 
  enchanted items at the same time. The formulas for price in 
  Chapter 2 assume enchanters earn about $25/day; if wizards earn 
  more money, costs of magic items will go up accordingly. 
   
   
   
  
   
   
   
  - 107 - 
  CHARACTERS
  Job (Prerequisite), Monthly Income 
  Success Roll 
  Critical Failure 
  Struggling Jobs 
   
   
  Apprentice (Magery 1+ or IQ 12+); $100 plus living expenses. 
  IQ 
  LJ/4d 
  Village “hedge-wizard” (Useful spell levels totaling at least 80); $400 
  IQ-1 
  3d/LJ, 5d 
  Wizardly Thief (none); $400. 
  Best thief spell 
  (GM’s decision) -2 
  3d. jailed/6d, jailed 
  Average Jobs 
   
   
  Guard or soldier (Combat spell levels totaling at least 100); $600. 
  Best combat spell-2 
  3d/LJ, 5d 
  Town wizard (Useful spell levels totaling at least 100); $500. 
  IQ 
  -2i/-1i, 4d, LJ 
   
   
   
  Comfortable Jobs 
   
   
  Enchanter (Enchant 15+; at least 100 levels in other useful spells); $50x Enchant skill 
  level. 
  Enchant-1 
  -3i, 3d/-4i, 5d, LJ 
  Alchemist (Alchemy 14+); $50x Alchemy skill level. 
  Alchemy-1 
  -2i, 3d/-3i. 5d. LJ 
  Court Wizard (Spell levels totaling at least 200; Status 1+; Diplomacy, Politics or 
  Savoir-Faire at 15+); $20x total of above three skill levels. 
  Best PR  
  -2i, 3d/-3i, 5d, LJ 
   
   
   
  Wealthy Jobs 
   
   
  Master Enchanter (Enchant 20+; at least 200 levels in other useful spells); $75x 
  Enchant skill level. 
  Enchant-2 
  -4i, 3d/-5i, 5d, 1d 
  Guildmaster or High Court Wizard (Spell levels totaling at least 400; Status 2+; 
  Diplomacy, Politics or Savoir-Faire at 15+); $30x total of above three skill levels. 
  Best PR-2 
  -3i, 3d/-4i, 6d, LJ 
   
  Wizard Character Types 
   
  When you decide what spells to take, one of the most 
  important things to decide is whether you want to be able to hold 
  your own in combat. Taking a Concentrate maneuver while 
  someone is swinging a sword at you is a good way to get killed. If 
  you intend to use magic in battle, you should be good at it. 
  But not all adventures are combat adventures, and not all 
  wizards have to fight! There are many other interesting wizard 
  character types . . . Several suggestions are given below. Note that 
  many of these are stereotypes, and very interesting characters can 
  be created by reversing parts of the descriptions. What about an 
  apprentice who is old?? What about a scholar-mage who is given 
  to carousing? What about a non-combat Johnny One-Spell? Be 
  creative! 
   
  Apprentice 
  The apprentice is a wizard’s student, exchanging services for 
  teaching. Traditionally, the apprentice’s most notable features are 
  inexperience, youth, intelligence and enthusiasm. In most cases his 
  teacher/wizard will be a Patron. GMs: If your group contains one 
  new player, it can be very appropriate to let that player create an 
  apprentice character. Or, if a fighter is desired, the new player can 
  be squire to an experienced knight. 
   
  Combat Wizard 
  This is the battle specialist. His basic stats should be well 
  balanced: ST for fatigue, HT to bear wounds, DX to aim missile 
  spells, IQ to learn spells! The College of Fire contains an 
  especially good selection of battle spells, but there are many 
  others. 
  Blocking spells, such as Iron Arm and Blink, can help 
  defensively - but you can only throw one per turn, so multiple 
  opponents are dangerous. 20 to 30 points in combat spells should 
  give you sufficient melee ability, as long as your armor and 
  physical defenses are adequate. 
  The College of Body Control provides many offensive spells, 
  and Resist Pain should not be neglected! 
  Helping your own party rather than hurting the enemy is also 
  an option. Invisibility, Blur, Armor, Shield and Missile Shield are 
  all useful defensively. Haste, Great Haste, Dexterity, Might and 
  Vigor can aid your companions in a fight. Perhaps the most useful 
  spells for the rest of the group are the Healing spells, so that one 
  blow doesn’t knock someone out for a week. 
   
  Johnny One-Spell 
  This is a special type of combat wizard - the character who has 
  a single effective combat spell, at a very high level, so that no 
  concentration is required. Thus, the spell can be cast instantly. This 
  will also make the cost low, or even zero handy in a long fight. 
  Flame Jet-21, Dehydrate-25, and Deathtouch-21 are all good 
  choices for causing damage directly. Tanglefoot-21, Teleport-21, 
  Daze-25, and many others are useful for disrupting foes in a fight. 
  Missile spells can also be used, although the time required is 
  usually longer. 
  Some GMs consider this type of character abusive. The GM 
  may simply forbid spell skills above 20 if they become a problem. 
  However, there are other, perhaps more realistic, ways to deal with 
  this. In reality, if magic were possible at all, some people would 
  master only a single spell. But these people would soon become 
  known. The fire-wizard will find himself facing a fireproof foe, for 
  instance! And if Johnny One-Spell neglects his defenses, his attack 
  may do him little good. On the whole, a one-sided character like 
  this can succeed (and be a lot of fun) in dungeon-crawls, but is less 
  viable in a true roleplaying campaign - he may have trouble 
  earning a living! 
  Finally, remember that an unsupervised student learns at half 
  speed. Once a character is the best Flame Jet artist in town. for 
  instance, his improvement will slow down because there’s no one 
  of superior skill to teach him! GMs can use this to control 
  characters they consider abusive - see p. 5. 
  
   
   
  - 108 - 
  CHARACTERS 
  Bodyguard 
  This is another specialist battle-wizard. His spells are chosen 
  with an eye toward protecting a client and counterattacking against 
  the foe. The College of Protection and Warning, from first spell to 
  last, is valuable here! 
   
  Dabbler 
  This magician is a jack-of-all-trades. He doesn’t stay with any 
  college of magic long enough to learn the advanced spells . . . but 
  he knows a few spells from many, many colleges! He may even be 
  a dabbler in more than magic, with a few character points in each 
  of dozens of skills. 
   
  Entertainer 
  This character combines skill as a Bard or musician with 
  showy spells such as Creation and Illusion spells; Voices; possibly 
  some Elemental spells; possibly Apportation or Levitation. He may 
  make his living as a court jester, or as a traveling performer. (In the 
  latter case, his performances might be a cover for theft or 
  espionage!) 
   
  Healer 
  This character should not only have spells of the College of 
  Healing, but probably “mundane” medical knowledge as well. 
  Spells of body and mind control can also be appropriate and useful, 
  depending on the healer’s chosen specialty. 
  He (or she!) may also be a cleric (Clerical Investment advan-
  tage). The GM should require a skilled healer to take either 
  Reputation or Social Status; healers are universally respected. 
  The healer and the necromancer are natural foes . . . but their 
  knowledge is closely related! 
   
  Hedge-Wizard 
  This is the rather derisory term applied by combat-mages and 
  researchers to their country brethren. A small-town wizard can be 
  very skilled, but his spells will be those of use to his neighbors: 
  Animal Control, Plant Control, Food, simple Healing and perhaps 
  Elemental spells, and of course Making and Breaking. If he has a 
  combat spell for self-defense, it will probably be as rusty as the 
  sword that hangs over his cousin’s mantelpiece. 
   
  Merchant 
  Magery can give a merchant a tremendous advantage. Various 
  illusions (to make goods seem better) are all too common. Rejoin 
  is used by dishonest mages, and Repair by honest ones. Truthsayer 
  and Persuasion give an edge in negotiation; Detect/Analyze Magic 
  and History help determine an item’s value. Some wizardly 
  merchants specialize in magical goods. Others prefer to deal in 
  mundane items, in the hopes that their customers will be less used 
  to magic and more easily gulled . . . 
   
  Necromancer 
  A necromancer is a wizard who works with the forces of death 
  and the dead. A commoner expects all necromancers to be tall and 
  thin, draped in black robes, served by rotting zombies. Therefore, it 
  is appropriate for a necromancer to take a bad Reputation. In 
  reality, most necromancers seek knowledge rather than power. 
  Nevertheless, a skilled necromancer is a dangerous foe, because 
  after he kills you, his revenge is just beginning . . . 
  Scholar 
  The traditional scholar-mage is a bearded recluse. His powers 
  have extended his life hugely, but he uses the added years only in 
  further study. He may be a researcher, trying to perfect a new spell 
  or rediscover a lost one. He might be a martial ascetic, slowly 
  improving his skill with deadly magics. Or he may simply be a 
  Dabbler who has lived so long that his knowledge is as deep as it is 
  wide. 
  This sort of character won’t do as a starting PC - his point 
  value is too high. But he can be a patron to an apprentice PC, or an 
  employer who sends the party in search of cockatrice egg (“And 
  mind you, purple cockatrice, none of your common red ones!”) Or 
  he might be the object of a quest, the one person who has the 
  information the party needs. 
   
  Spy 
  There are many ways to create a spy-type wizard character. 
  Useful spells include Illusion spells of all kinds; spells of telepathy 
  and control; information spells, especially Aura, Mage Sight and 
  Earth Vision; and anything that would benefit a thief (see below). 
  A wizardly spy is tricky and frightening. A bad Reputation is 
  an appropriate disadvantage; even his friends and employers will 
  be a bit afraid of anyone who uses his powers this way. An even 
  more frightening character is the wizardly assassin. 
   
  Sybarite 
  This is a wizard who uses his powers just to gratify his senses! 
  He will probably be rich, or noble, or both; at any rate, he doesn’t 
  have to bother with “practical” uses for his magic. He will 
  probably play with “entertaining” spells like Creations and 
  Illusions, possibly Food spells, and perhaps even Soul Rider or 
  Rider Within! 
  Roleplaying this wizard would be interesting. First, you would 
  have to explain why he would bother joining an adventuring party 
  at all! He is likely to look down on those who use magic for honest 
  work, and will in turn get bad reactions from mages who think he’s 
  prostituting his talent. 
   
  Thief 
  A sorcerous thief would probably start with a few spells such 
  as Apportation and Lockmaster. He might also have a good 
  selection of concealment spells like Hush, Hide, MageStealth and 
  Darkness. Climbing, Body of Air, Walk on Air, Teleport, 
  Levitation and Breathe Water can all be invaluable for making an 
  unofficial entry or speedy exit. Several spells of the College of 
  Light and Darkness let the user see in the dark. See Secrets is 
  almost a must! 
  Combat spells might be useful in case of discovery, but many 
  thieves will prefer a discreet Sleep or Stake Dumb spell! 
   
  Traditional Mage 
  The standard wizard from your favorite fantasy novel - 
  probably middle-aged, gruff and bearded. Most of his spells are 
  intended to help him earn a living (he may also be an Alchemist) 
  or to impress the mundanes. But he’ll have a couple of potent 
  combat spells to help him deal with enemies. The traditional mage 
  almost always has an apprentice, and is usually a bachelor. 
  
   
   
   
  - 109 - 
  CHARACTERS
  Non-Mage Spellcasters 
   
  Any character who is going to learn very many spells should 
  start with Magery; the more spells, the more likely it is that it will 
  be “cost-effective” to go all the way to Magery 3. But if the world 
  is a high-mana one, where anybody can cast spells, you may find it 
  interesting to create a non-mage character with one or two spells. 
  In terms of effective point use, if a character is to have only one 
  spell, it’s better to increase his IQ by one point than to buy 
  Magery. But this isn’t just point-juggling. It can lead to some very 
  interesting character conceptions. 
  For instance, a ninja, thief or spy, equipped with a variety of 
  appropriate mundane skills, might get a great deal of good from 
  one or two fairly basic spells, such as Sense Foes and Haste. 
  A knight or cavalryman could make very good use of 
  Beast-Soother. 
  A ranger could use Seek Food, Test Food and Ignite Fire. 
  A prospector or treasure-hunter could make his fortune with 
  Seek Earth. 
   
  Magic Affinities as a Limiting Factor 
   
  The GM may use this system to restrict mages to a narrow 
  range of spells, in order to limit the power of wizards in his world. 
  The basic theory is that a mage will have an aptitude for 
  certain types of magic, and a corresponding ineptitude with other 
  types of magic. The GM may modify the details as he sees fit - the 
  system presented here is based on medieval metaphysics. 
   
  Affinities 
  In this system, magery works a little differently... Magical 
  Aptitude itself is limited. Any mage has an affinity for certain 
  types of magic, and a corresponding problem with other types of 
  magic. The magic colleges fall into four groups, called families, for 
  affinity purposes. The families are named for the Elemental college 
  that heads each list, and are the Air Family, the Fire Family, the 
  Water Family and the Earth Family. Colleges marked with a † can 
  be found in GURPS Grimoire. They are organized as follows: 
   
  Air Family: 
  Air, Communication & Empathy, Mind Control, Knowledge, 
  Protection & Warning, Sound, Meta-Spells, Gate†. 
   
  Earth Family: 
  Earth, Making and Breaking, Enchantment, Necromancy, 
  Body Control, Meta-Spells, Technology†. 
   
  Fire Family: 
  Fire, Illusion & Creation, Light & Darkness, Movement, 
  Meta-Spells, Gate†. 
   
  Water Family: 
  Water, Healing, Animal, Plant, Food, Meta-Spells. 
   
  When a character is created, the player must choose one 
  family of spells as his specialty. He may learn spells in the colleges 
  in that family at no penalties or restrictions. 
  Note that Meta-Spells are common to all of the groups. In 
  addition, each mage may learn Lend ST and Recover ST at no 
  penalty, and not counting towards any limit. 
   
  Relationships 
  Each family has a friendly family, a neutral family, and a 
  hostile family, as shown below. 
   
   
   
   
  Family 
   
   
  Relationship 
  Air 
  Fire 
  Water 
  Earth 
  Friendly 
  Fire 
  Air 
  Earth 
  Water 
  Neutral 
  Water 
  Earth 
  Air 
  Fire 
  Hostile 
  Earth 
  Water 
  Fire 
  Air 
   
  Spells in a Friendly family may be learned at no penalties, but 
  are limited in number: they may never total more than ¼ the spells 
  known by the mage. 
  Spells in a Neutral family are learned at -1, and, together with 
  spells in the Hostile affinity, may never total more than ¼  the 
  spells known by the mage. 
  Spells in the Hostile family are learned at -2, and together with 
  spells in the Neutral affinity, may never total more than ¼ the 
  spells known by the mage. 
  These penalties and limits apply to all spells outside of the 
  mage’s chosen affinity, even prerequisites. 
  The GM may raise the price of Air and Fire affinity magic 
  items accordingly, since such items are inherently harder to make 
  than those of Earth or Water affinities. 
  The GM may allow a player to violate the above limits 
  (though not skill penalties) by taking the Unusual Background 
  advantage. A 10-point Unusual Background, and a good story, 
  should be required for each limit ignored. 
   
  Social Aspects 
  Mages of one affinity are not necessarily the foes of those of 
  other affinities, even those of “hostile” families. Such rivalry may 
  occur, but is not automatic, and need not bother mages in the same 
  party. On the other hand, the GM may create a society where the 
  affinities are violently hostile to each other, even to the point of 
  open warfare. In that case, a mage may need to take the Enemy 
  disadvantage! Such a situation will result in mages feeling disgust 
  towards certain affinities, so much so that they will rarely cast 
  Hostile spells that they have been forced to learn as prerequisites to 
  master a given spell. Such prerequisites should not be known 
  above the minimum level to learn the advanced spell. 
  Guilds will probably be set up around these groups, though 
  sub-guilds may very well exist. A whole society can be built 
  around the ritual aspects of affinities, using this “elemental” 
  scheme or any other. Thus, a tool for game balance can become an 
  important part of campaign flavor. 
  
   
   
  - 110 - 
  CHARACTERS 
  Shapeshifters (“Weres”) 
   
  Shapeshifters, or “weres,” are humanoids with the ability to 
  shapechange into a single animal form. This form is 
  indistinguishable from the natural creature, except for its special 
  powers. Weres are themselves neither good nor evil; some 
  individuals are very evil, while some are powerful fighters for 
  good. Most simply hide their abilities to avoid persecution. Were-
  powers are unaffected by mana level. 
  Weres will automatically change into their beast form one 
  night a month, on the full moon. A “good” person will simply run 
  around and bay at the moon. An “evil” one must make an IQ-5 roll 
  to avoid committing atrocities, and may be penalized for bad 
  roleplaying if he tries to be good. The GM is the final arbiter, 
  based on actual behavior, of who is good and evil! 
  Some weres can deliberately change at other times (an 
  additional 5-point Advantage), others cannot. The change from 
  human to beast form, or vice versa, takes 2d seconds. During this 
  time, the were can do nothing and take no active defense. 
  Legend has it that natural weredom is contagious - if you are 
  bitten by a were you will become a were yourself! It is completely 
  up to the GM whether this legend is true or not; the players 
  shouldn’t know. If it is true, a roll on HT is necessary to avoid 
  becoming were after a bite. If you become were, you will change 
  shape at the next full moon. To be cured, you must find powerful 
  magical help. Since being a were is considered an advantage 
  overall, a PC who wants to remain a were must immediately take 
  extra disadvantages, or commit unearned character points to pay 
  for the change. 
  Advantages and Disadvantages: Weres have a special 
  advantage: Regeneration. An injured shapeshifter, regardless of his 
  form, regains HT lost to injury at the rate of 1 extra hit per 12 
  hours, in addition to any “normal” healing or medical aid. Crippled 
  limbs regenerate; lost limbs do not. 
  However, weres are very vulnerable to silver. They can handle 
  silver objects without physical damage, but the presence of silver 
  negates their Regeneration ability, and they will take double 
  damage from silver or silver-coated weapons. Contrary to myth, 
  though, other weapons will affect a shapeshifter. For those wishing 
  to buy silver weapons: hand weapons (swords, etc.) cost 5 times 
  the price of ordinary steel ones, but break as though they were 
  “cheap.” Silver-headed arrows also cost 5 times normal price. If 
  guns exist, silver bullets cost 10 times normal price. None of these 
  can be bought in ordinary shops, unless the area has suffered a 
  plague of weres! 
  Weres have normal stats when in human form. However, they 
  have special ST, DX, and HT stats, as well as extra DR and 
  possibly PD, when in beast form. The exact amount is determined 
  by the type of beast they change into. Anyone with a 14 or greater 
  DX gets a +1 to the listed DX in were form. If their DX is 9 or 
  less, they get a -1. IQ is unaffected by the change. A were in beast 
  form can use its DX only for fighting and other animal functions - 
  not to open locks, write letters, play badminton, etc. It can 
  understand human speech, but can’t talk. 
  All wounds taken in beast form carry over into human form 
  after the change back. If your human HT is much lower than your 
  beast HT, you could transform from a somewhat wounded beast to 
  a badly wounded, or even dying, person! A dead or unconscious 
  were reverts back to human form. 
  Described below are the six main types of weres. Legends of 
  were-creatures include all sorts of beast shapes - usually that most 
  frightening to the person telling the tale (Polynesians told stories 
  about weresharks). GMs may create other types as their campaign 
  requires. 
  GMs 
  who 
  want 
  much 
  more 
  flexibility in creating 
  werecreatures should consult GURPS Bestiary, Second Edition, 
  which contains 40 pages of were design rules. The weres below are 
  generic and designed to be used in fantasy campaigns. 
   
  Werewolf 
  15 points 
  The most common type of were. A werewolf has his natural 
  ST, DX 14, HT +2, PD 1, DR 3. Speed becomes 9. He attacks by 
  biting (close combat) for cutting damage (p. B140). Weight does 
  not change. This is a true beast form, not the twolegged, 
  hairy-faced, humanoid “wolf-man.” 
   
  Werebear 
  15 points 
  A werebear has double normal ST, DX 13, HT +2, PD 1. and 
  DR 4. Speed becomes 8. He attacks by biting (close combat) for 
  cutting damage as per p. B14, or strikes with claws (reach 1 hex) 
  for crushing damage based on his ST. His weight is quadrupled! 
  Size: 2 hexes normally, 1 when he stands to fight. 
  A werebear automatically has the Berserk disadvantage (see p. 
  B31) and gets no bonus points for it: it’s the reason this powerful 
  form is so cheap. A werebear who berserks will immediately 
  change to bear-form. 
   
  Wereboar 
  25 points 
  Wereboar: A wereboar has double normal ST, DX 14, HT +2, 
  PD 1, DR 3. Speed becomes 8. He attacks by slashing with tusks 
  (cutting damage based on ST) or trampling (1d-1 crushing 
  damage). His weight triples! Size: 2 hexes. 
   
  Weretiger 
  40 points 
  A weretiger has triple his normal ST, DX 14, HT +2, PD 1. 
  DR 3. Speed becomes 10. He attacks in close combat, by biting (as 
  per p. B140) or clawing (cutting damaged based on ST) Weight is 
  quadrupled! Size: 2 hexes. 
   
  Were-eagle 
  15 points 
  A very large eagle - wingspan of 12 feet. He has normal ST, 
  DX 13, normal HT, DR 3. Speed becomes 20! He attacks by 
  slashing with his talons in close combat, doing impaling damage 
  based on his ST. Weight is halved. Size: 1 hex. 
   
  Were-snake 
  10 points 
  A giant, nonpoisonous python. ST doubles, DX 13, HT 
  doubles, DR 3. Speed becomes 4. He attacks by crushing (p. 
  B143). Weight remains unchanged. Size: 4 hexes (12 feet). 
  
   
   
   
  - 111 - 
  CHARACTERS
  
   
   
  - 112 - 
  CHARACTERS 
  Grimoire Of: Raphael Holyoak 
  spell name and class
  skil
  l
  leve
  l
  time to
  cast
  duration
  cost to
  cast
  cost to
  maintain
  notes
  Page
  no.
  Sense Life (Info/Area) 
  15 
  1 sec. 
  Wt. 
  1/2 
  - 
  min. cost 1** 
  28 
  Sense Foes (Info/Area) 
  15 
  1 sec. 
  Inst. 
  1 
  - 
  min. cost 2** 
  28 
  Seek Earth (Info) 
  15 
  10 sec. 
  Inst. 
  2 
  - 
   
  31 
  Sense Danger (Info) 
  15 
  1 sec. 
  Inst. 
  2 
  - 
   
  76 
  Shield (Reg) 
  15 
  1 sec. 
  1 min. 
  2 x PD 
  added 
  1 1/2 cost 
  to cast 
  Due to skill, first point of PD costs 
  1 to cast and is free to maintain. 
  76 
  Missile Shield (Reg) 
  15 
  1 sec. 
  1 min. 
  4 
  1 
   
  77 
  Purify Air (Area) 
  15 
  1 sec. 
  Inst. 
  1 
  - 
  1/2 
  34 
  Lend ST (Reg) 
  15 
  1 sec. 
  Perm. 
  Any 
  - 
  No cost reduction for skill. 
  49 
  Lend HT (Reg) 
  15 
  1 sec. 
  1 hr. 
  Any 
  - 
  No cost reduction for skill. 
  49 
  Recover ST (Special) 
  15 
  - 
  - 
  - 
  - 
  Recover 1 ST per 5 min. 
  49 
  Minor Healing (Reg) 
  15 
  1 sec. 
  Perm. 
  0 to 2 
  - 
  First point healed free. 
  50 
  Major Healing (VH) (Reg) 
  15 
  1 sec. 
  Perm. 
  0 to 3 
  - 
  First point healed free. 
  50 
  Sterilize (Area) 
  15 
  varies 
  Inst. 
  varies 
  - 
  1/2 1 for fist-sized item. 
  50 
  Restoration (VH) (Reg) 
  14 
  1 min. 
  Perm. 
  15 
  - 
  * 
  51 
  Cure Disease (Reg) 
  15 
  10 min. 
  Perm. 
  3 
  - 
   
  50 
  Beast-Soother (Reg) 
  15 
  1 sec. 
  Perm. 
  0 to 2 
  - 
  First +2 reaction free. 
  23 
  Beast Summoning (Reg) 
  15 
  1 sec. 
  1 min. 
  2 
  1 
   
  23 
  Beast Speech (Reg) 
  15 
  1 sec. 
  1 min. 
  3 
  1 
   
  25 
  Bird Control (Reg/R-IQ) 
  15 
  1 sec. 
  I min. 
  3 
  1 
   
  24 
  Mammal Control (Reg/R-IQ) 
  15 
  1 sec. 
  1 min. 
  4 
  2 
   
  24 
  Insect Control (Reg/R-IQ) 
  15 
  1 sec. 
  1 min. 
  2 
  1 
   
  24 
  Rider (Reg) 
  15 
  1 sec. 
  5 min. 
  1 
  0 
   
  24 
  Shapeshifting (Bear) (VH) 
  (Special) 
  14 
  3 sec. 
  1 hr. 
  6 
  2 
  * Bear form has ST 18, DX 13, IQ 14, 
  HT 12. 
  25 
  Ignite Fire (Reg) 
  15 
  1 sec. 
  Inst. 
  1-3 
  1-3 
  First point is free. 
  36 
  Test Food (Info) 
  15 
  1 sec. 
  Inst. 
  See note
  - 
  0 to test a meal; 2 for a 1-hex area. 
  48 
  Preserve Food (Reg) 
  15 
  1 sec. 
  1 week 
  2/lb. 
  1/lb. 
  First point is free. 
  48 
  Purify Food (Reg) 
  15 
  1 sec. 
  Perm. 
  1/lb. 
  - 
  First point is free. 
  48 
  Seek Water (Info) 
  15 
  1 sec. 
  lust. 
  1 
  - 
   
  39 
  Purify Water (Special) 
  15 
  5-10 sec.
  Perm. 
  l/gal. 
  - 
  One gallon is free. 
  39 
  Find Direction (Info) 
  15 
  1 sec. 
  Inst. 
  1 
  - 
   
  53 
  Seeker (Info) 
  15 
  1 sec. 
  Inst. 
  2 
  - 
   
  54 
  Trace (Reg) 
  15 
  1 min. 
  1 hr. 
  2 
  0 
   
  54 
  Find Weakness (Info) 
  15 
  2 sec. 
  Inst. 
  l /hex 
  - 
  Cost varies by item. First point is free. 
  59 
  Weaken (Reg) 
  15 
  5 sec. 
  Perm. 
  1 
  - 
   
  59 
  Shatter (VH) (Reg) 
  18 
  1 sec. 
  lust. 
  0 to 2 
  - 
   
  59 
   
  * All Holyoak’s spells EXCEPT these are known at a level which allows him to cast them with a word or two and a small gesture. He may move one hex 
  per turn and concentrate on the spell at the same time. 
  ** All Holyoak’s Area spells are known at skill 15, so subtract 1 from the final cost of each casting. 
  
   
   
   
  - 113 - 
  CREATURES OF ENCHANTMENT
  Demons 
   
  EMONS are malign magical creatures, summoned from 
  another plane by spells. Some people cite their existence 
  as proof that magic is inherently evil. 
  Demons may be intentionally summoned by a mage (see p. 
  74). Such summoning is fundamentally evil; a demon will never do 
  good (except that, since demons are hostile to their summoners, 
  they sometimes do good by confounding evil mages). They can 
  also appear as a result of magical backfires. 
  When a demon appears, it will take about five seconds to fully 
  materialize. It starts with a foul smell, which becomes visible as a 
  vapor and then coalesces into a solid body. The demon will then 
  attack the caster of the spell (or anyone else it can reach) unless 
  confined by a pentagram. Backfire demons don’t appear in 
  pentagrams unless the caster is in the pentagram. Accidentally 
  summoned demons remain until destroyed. 
  Demons speak all tongues, and know many things. However, 
  this does little good, because they lie whenever it suits them. They 
  automatically resist any spell normally resisted by IQ. 
  Wounded demons heal normally. When its HT reaches 0, a 
  demon dissolves into disgusting goo which then vaporizes. 
  Demons vary widely in abilities. Use the tables below (rolling 
  once for each column), or pick slats at will. As for their appearance 
  . . . anything goes! Most are vaguely manlike: 1-hex creatures with 
  Speed of 5 to 7. Some are different. When creating demons, the 
  GM should not be bound by believability or common sense. 
   
  Roll 
  ST 
  DX 
  IQ 
  HT 
  PD/DR Attacks 
   
   
   
   
   
   
   
  3 
  5 
  9 
  7 
  10 
  0/0 
  ST crush 
  4 
  5 
  10 
  7 
  12 
  0/0 
  ST crush 
  5 
  6 
  10 
  8 
  14 
  0/1 
  ST crush 
  6 
  8 
  10 
  8 
  15/16 
  1/2 
  ST+1 crush 
  7 
  10 
  11 
  8 
  15/18 
  1/2 
  ST cut 
  8 
  12 
  11 
  9 
  15/20 
  1/3 
  ST cut 
  9 
  14 
  12 
  10 
  15/22 
  1/3 
  ST+1 cut 
  10 
  16 
  12 
  10 
  15/24 
  2/4 
  ST+1 cut 
  11 
  18 
  13 
  10 
  15/26 
  2/5 
  ST+2 cut 
  12 
  20 
  13 
  11 
  15/28 
  3/6 
  ST crush/weapon 
  13 
  22 
  13 
  12 
  15/30 
  3/6 
  ST crush/weapon 
  14 
  24 
  13 
  12 
  15/35 
  3/7 
  ST cut/weapon 
  15 
  26 
  14 
  13 
  15/40 
  4/8 
  ST cut/weapons 
  16 
  30 
  14 
  13 
  15/45 
  4/9 
  ST cut/weapons 
  17 
  35 
  15 
  14 
  15/50 
  5/10 
  ST cut/weapons 
  18 
  40 
  15 
  15 
  15/50 
  6/12 
  ST cut/weapons 
   
  For attack damage, ST indicates basic thrusting damage for 
  that ST; weapon indicates the demon has (and knows how to use) a 
  weapon at skill equal to DX; weapons indicates several different 
  types - usually including some sort of ranged weapon. 
   
   
   
  Roll 
  Special Ability 
  3 
  Beautiful, unearthly human shape. 
  4 
  Regenerates 1 HT per turn. 
  5 
  Blob; Speed 3, unaffected by weapons. 
  6 
  Skill 21 with all Fire spells. 
  7 
  1d-3 added arms (at least 1); each has a weapon - and all 
  can attack each turn at skill 16. 
  8 
  Invisible (see sidebar, p. 12). 
  9 
  Wings (flight Speed 16); roll again. 
  10 
  Wings (flight Speed 8); roll again. 
  11 
  Roll twice more. 
  12 
  Magic Resistance 4; roll again. 
  13 
  Madness spell, skill 25. 
  14 
  Anyone who sees it must make a Fright Check at -5! 
  15 
  Teleports (as spell, skill 21). 
  16 
  Magic Resistance 10. 
  17 
  Deathtouch spell, skill 21. 
  18 
  Invulnerable to physical attacks. 
   
   
   
   
  Demons 
  cannot 
  harm a truly good or 
  innocent 
  person. 
  Embarrass 
  him, 
  slaughter his friends, 
  destroy his property . . . 
  but not harm him. It is 
  entirely up to the GM 
  what 
  constitutes 
  “good,” 
  but 
  it 
  is 
  suggested 
  that 
  the 
  definition be strict, and 
  allow for no hypocrisy. 
  At 
  the 
  GM’s 
  option, truly holy folk 
  (see pp. 94 and 103) 
  may dispel a demon 
  simply by a command, 
  or by making an IQ roll. 
   
   
  D
  
   
   
  - 114 - 
  CREATURES OF ENCHANTMENT 
  Elementals 
   
  Elementals are spirits embodying an element- Earth, Air, Fire 
  or Water. Each sort of elemental has a different “personality” and 
  behavior, as described below. An elemental is the size of an 
  average human of the same ST (a monstrous ST 40 elemental 
  would be an 8-foot giant). If its IQ is 7 or more, it can understand 
  any language, but will not speak except to its summoner (nor will 
  it serve as a universal translator). 
  There are three types of special spell - Summon, Control and 
  Create - for dealing with elementals. See p. 33 for spell 
  descriptions. Any elemental can also be completely destroyed by 
  any spell which destroys its element (e.g., Extinguish Fire) or 
  transforms it (e.g., Earth to Air). The spell is cast on the 
  elemental’s hex. The elemental gets a resistance roll against any 
  such attempt to destroy it, at double its ST. 
  Elementals can feel emotions, but not pain; they are never 
  crippled or stunned. They have variable body shapes and are 
  composed entirely of the element. There is no bonus for cutting or 
  impaling attacks, or for hitting “brain,” “eyes,” or “vitals.” Earth 
  elementals can lose the use of a limb if it takes enough damage, but 
  for other types, all hits are simply treated as “general” damage. 
  In nature, elementals are found in places appropriate to their 
  element. Adventurers may also encounter them as servants (or 
  slaves) of powerful mages. 
   
  Earth Elemental 
  Earth elementals have a stubborn and enduring nature. An 
  earth elemental has a +2 to any roll to resist control. They are 
  native to deep woods and natural caves. 
  Reactions: -1 to people in general; +1 to farmers, Druids and 
  other folk connected with the earth. Mages with more than three 
  Earth or Plant spells will get this bonus unless they attempt control. 
  They react at -2 to miners, loggers and others who “despoil the 
  earth” in their limited opinion. 
  Statistics: DX and IQ no greater than 12, with unlimited ST 
  and HT. They average 7-10 in any score; some have ST and HT of 
  40 or more! Move 3. 
  Combat: Attacks with its hands, for thrust/crush damage based 
  on its ST, as though it were human. It has a DR of 2. It is affected 
  by all spells and weapons, but takes only half damage from Fire 
  and Water combat spells, and none from Air spells other than 
  Lightning. 
   
  Air Elemental 
  The air elemental, or sylph, has a +1 to any roll to resist 
  control. They may be found anywhere, but usually outdoors, and 
  the higher up the better. 
  Reactions: Neutral to almost everything. Air elementals don’t 
  really care about anything a medieval society can do, though they 
  would avoid cities because of the stink! In a world where magic 
  coexists with high technology, air elementals will have a -3 or 
  worse reaction to anything which pollutes the air. 
  Statistics: DX and IQ no greater than 12, with unlimited ST 
  and HT. They average 7-10 in all scores; those over ST 15 rarely 
  come near the ground. Move 12. 
  Combat: Unaffected by material weapons! Attacks by using an 
  Air Jet spell (see p. 34) for knockback and nuisance. No roll is 
  required to cast the spell: usual skill to hit is 16. 
   
  Fire Elemental 
  A fire elemental, or salamander, is the most capricious and 
  destructive of the elementals. Native to volcanoes, fire pits, etc. 
  Reactions: -2 to people in general; -4 to any proposal to put 
  out the fires in its “home”; -4 to any water elementals; +2 to any 
  proposal to burn. 
  Statistics: DX and IQ no greater than 12, with unlimited ST 
  and HT. They average about 5 in each score; those with stats over 
  20 are monsters, and uncommon. Move 6. 
  Combat: Attacks with its hands (does thrust-2 fire damage 
  based on its ST). Can also throw Flame Jet automatically (no skill 
  roll to cast, skill 16 to hit), at normal cost. It has no DR, and 
  anyone within its hex is considered to be in a “fire hex.” It is 
  immune to Fire spells and heat or fire attacks of all kinds; a 
  Fireball will strengthen it by 1 point per die (roll for ST or HT). 
  Takes double damage from Water spells (other than Dehydrate, to 
  which it is immune). 
   
  Water Elemental 
  A water elemental is called an undine. In the water, it is 
  merely a half-visible flowing; out of water, it takes the shape of a 
  watery body - often a beautiful woman. May be found in any large 
  body of water. 
  Reactions: Neutral in general; -4 to fire elementals or 
  proposals to set fires; -3 or worse to anything that pollutes water. 
  Statistics: DX and IQ not over 12, with unlimited ST and HT. 
  They average about 5 in each score; those with stats over 20 are 
  uncommon. Move 4 out of water, 10 in water. 
  Combat: Attacks by striking with hands, as a normal human. 
  Can also use the Water Jet spell - no roll to cast, usual skill 16 to 
  hit, with normal cost. Immune to Water combat spells, but takes 
  double damage from Fire spells. Can merge instantly with any 
  ocean or large lake, becoming invisible; there it regains 1 HT per 
  minute. Freezing it solid will immobilize it but do it no harm. 
   
  
   
   
   
  - 115 - 
  CREATURES OF ENCHANTMENT
  Familiars 
   
  Familiars are small animals or spirits which attend and serve a 
  mage. Cats, toads, bats, lizards, crows, flies, hares, snakes, owls 
  and dogs have all been seen as familiars; the GM may allow any 
  small creature to be a familiar. Otherworldly - or even “custom-
  designed” - creatures may be used at the GM’s discretion. Unless 
  extra intelligence is specified (see below), the familiar has normal 
  stats for its type of animal. 
  The familiar is an NPC, controlled by the GM. Most familiars 
  will be obedient, but the GM should roleplay the animal’s type; 
  cats, in particular, may be aloof or stubborn, and monkeys are 
  likely to be jokers! A familiar can develop an interesting 
  personality and its own set of quirks. 
  A mage may (for instance) have a wolf familiar and sic it on 
  his foes. But familiars who are routinely used in combat are likely 
  to get killed, which is bad for the mage - especially if the GM 
  requires the mage to feel his familiar’s wounds! 
   
  Acquiring a Familiar 
  A magical familiar is an advantage, available only to those 
  who have Magery 2 or 3. A mage can start with a familiar, or 
  acquire one during play, by spending the appropriate number of 
  character points. A mage may have only one familiar at a time. 
  To gain a familiar, the mage calls on a spirit from whatever 
  plane the GM chooses. This spirit takes animal form to become the 
  familiar. This summoning does not require a particular spell, but 
  takes a continuous week during which nothing else may be done. 
  At the end of this time, the GM rolls secretly vs. the mage’s IQ-6. 
  A successful roll immediately gains the desired familiar (more or 
  less - the GM should never grant a familiar that he doesn’t want in 
  the campaign). On a critical success, the familiar has +1 IQ 
  compared to a “normal” animal of its type, or IQ 5, whichever is 
  more; there is no extra point cost for this. 
  If the roll fails, the mage gets a familiar, but it does not have 
  exactly the shape or powers he wanted. 
  On a critical failure, a familiar appears, but it’s actually a 
  demon - see below. The mage pays the character point cost for the 
  familiar he wanted. The GM does not tell him that he is now 
  sheltering a demon . . . in time, the mage will figure it out! 
  If a familiar dies, the mage earns no experience points for that 
  game session; if it is stolen, he must immediately try to recover it. 
  In this way, familiars are like Dependents. A mage may summon a 
  replacement for a lost familiar. If the new familiar is more 
  powerful than the old one, the mage pays the point difference; if 
  the new one is weaker, the mage doesn’t get a “refund.” 
   
  The Nature of Familiars 
  Non-mages repeat dozens of legends about familiars. Mages 
  know the truth, though perhaps not the whole truth. The GM 
  determines which of the following sections are true. Mages know 
  which advantages and limitations are possible in their world, but 
  other PCs don’t have to be told! 
  The point cost of a familiar depends on its abilities. If several 
  abilities are possible, the familiar does not have to have them all. 
  There are disadvantages and limitations which can reduce the point 
  cost of a familiar, but a cost below 0 is treated as 0. 
   
  They’re Just Trained Animals 
  If this is true, everything else is this section is false -just 
  rumors spread by wizards to frighten the mundane. Mages don’t 
  have to go through any special summoning process, and the pets 
  they call “familiars” are just trained animals. 
   
  Mages Can Draw Strength From Familiars 
  A mage can take ST (but not HT) from his familiar anal use it 
  to power his spells. The familiar must be in physical contact with 
  the mage. The familiar’s ST can be drained to 1 without ill effect. 
  If it is drained to 0, the bond is broken and the familiar is lost, even 
  if it doesn’t die. The mage will always be aware of the current ST 
  of his familiar when he touches it. 
  The point cost of the familiar depends on the ST of both the 
  animal and the mage; it is h the cost of increasing the mage’s ST 
  by the familiar’s ST, rounded down. A mage with ST 10, with a ST 
  10 dog for a familiar, pays 58 points (175/3) for this advantage. A 
  ST 8 mage, using a ST 3 cat, pays only 8 points (25/3). This is why 
  small familiars are much more common! 
   
  The Mage Sees Through the Familiar’s Eyes 
  The mage can perceive the world through the familiar’s 
  senses. Treat this as the Rider Within spell (p. 24), but usable only 
  with the familiar. It requires 3 seconds to cast, and works 
  automatically; its energy cost is 2 to cast, and none to maintain. 
  Concentration is required to maintain contact with the familiar. 
  Unless a limitation is specifically taken (see below), this works at 
  any distance. This ability adds 5 points to the familiar’s cost. If the 
  familiar loses consciousness, the link is broken. 
   
  The Familiar Gives the Mage Special Abilities 
  The mage gains one or more special abilities; often, these are 
  abilities possessed by the animal, at the animal’s skill level. If 
  there is an appropriate advantage available to humans (e.g.. Night 
  Vision for a cat familiar), then the effect and cost is the same as if 
  that advantage had been bought normally. If there is no such 
  advantage for humans (e.g., Flight for a bird familiar). use the 
  effects of the appropriate spell normally. But the mage need not 
  worry about prerequisites! 
  If the familiar dies, the extra abilities are lost instantly. 
   
  The Mage Can Take His Familiar’s Shape 
  Treat this as a modified version of the Shapeshifting spell. 
  Cost is 6 to cast, 1 to maintain. Cost is assessed by the GM; from 5 
  to 20, depending on the size and abilities of the familiar. If the 
  familiar dies, the mage instantly returns to normal shape. 
   
  The Familiar Is Intelligent 
  The familiar is smarter than any natural animal, and 
  understands human speech. Cost: 5 points for IQ 7; 10 more points 
  per level of IQ over 7. Thus, a familiar with IQ 10 (whatever its 
  type) would cost 35 points. 
   
  The Familiar Can Speak 
  This may be either mental communication (5 points), actual 
  speech (10 points, and the familiar must also have IQ 7 or
  
   
   
  - 116 - 
  CREATURES OF ENCHANTMENT 
  more), or both (15 points). Mental communication is treated as a 
  modified Telepathy spell, usable between mage and familiar only. 
  Cost to cast is 1 each for mage and familiar; there is no cost to 
  maintain, as long as both concentrate. 
   
  The Mage Suffers His Familiar’s Wounds 
  If the familiar is wounded, the mage suffers the same number 
  of hits. If the familiar is stunned or knocked unconscious, the mage 
  must roll vs. HT or suffer the same effect. If the familiar dies, the 
  mage is reduced immediately to -1 HT! This reduces the cost of 
  the familiar by 15 points. 
   
  Familiars Are Really Demons! 
  The familiar is actually a demonic spirit - a creature of evil. It 
  is working toward its own ends, and not the mage’s. Whenever it is 
  assigned a task, the GM rolls against its IQ. On a successful roll, it 
  has found a way to pervert the mage’s command. This often takes 
  the form of misinformation; demons are notorious liars. The 
  familiar may also pervert any spell that is helps to cast. Roll a 
  quick Contest of IQ between mage and familiar; if the familiar 
  wins, the GM makes the spell go wrong! 
  The familiar may not cause direct harm to its master. Its aim is 
  to sow disharmony and cultivate evil. If the mage is himself evil, 
  the familiar will rarely if ever interfere with him! On the other 
  hand, a truly “holy” person may not have a demonic familiar, and a 
  person who successfully cultivates saintly virtue may eventually 
  drive an evil familiar away (whether it belongs to him or someone 
  close to him). A sufficiently holy person could banish a familiar 
  like any other demon! 
  The cost depends of the demon’s IQ: -5 for IQ 7, -15 for IQ 8, 
  -25 for IQ 9, -35 for IQ 10, instead of the usual point cost for 
  Enhanced IQ. 
   
  Limitations on Familiars’ Abilities 
  When a familiar is designed, it may be given certain 
  limitations which affect the point cost of its advantages (round 
  fractional point costs up). All a familiar’s advantages must take the 
  same limitation, except for Demonic Familiar and Enhanced 
  Intelligence, which cannot be limited, and ST Source, which 
  cannot take the “Limited Range” limitation. 
   
  Limited Range 
  The familiar must be within 100 yards of the mage before its 
  ability works. Halve the familiar’s cost. This limitation cannot 
  apply to the ST Source advantage, which requires touch. 
   
  Limited Time 
  The familiar’s powers work only part of the time. Reduce its 
  cost by the portion of the day in which its powers work. For 
  in-stance, if the familiar’s powers work only during the day 
  (appropriate for a sun-mage!), halve their cost. 
   
  Erratic Powers 
  The familiar’s powers come and go. Any time the mage tries 
  to use one of these powers, the GM rolls 3 dice to determine if the 
  effect occurs. If the power fails, the mage must wait at least one 
  minute before trying again. If the power works Occasionally (8 or 
  less): f cost. Half the Time (10 or less): ½ cost. Quite Often (12 or 
  less): ¼ cost. 
   
  Combined Limitations 
  If the familiar has more than one limitation, multiply the cost 
  reductions. For instance, if it has powers in the Daytime Only (½ 
  cost) and Erratically/Quite Often (¾ cost), this would work out to 
  ⅜ cost. However, final cost modifier may never be less than ¼. 
   
  Examples of Familiars 
  A mage with ST 10 wants a demonic familiar with ST 5, IQ 7, 
  and the following abilities: ST Source, Enhanced Communication 
  (Telepathy), Rider Within, and the special ability to grant the mage 
  Invisibility at level 15. He chooses no limitations. The costs are: 
  +20 for ST (60/3); +5 for Telepathy; +5 for Rider Within; +4 for 
  Invisibility (the cost the mage would pay to learn the spell at 15); 
  -5 for an IQ 7 demon. The final cost is 29 character points. 
  Eventually the demonic familiar is lost. The mage now knows 
  better than to deal with demons. He chooses a nondemonic cat 
  familiar with ST 3 and (enhanced) IQ 7. It has the powers Rider 
  Within (5 points) and Telepathy (5 points). This totals to 10; he 
  takes the limitation Within 100 Yards on these powers, to halve the 
  cost to 5. He takes the disadvantage of Mage Suffers Wounds 
  (-15). He then adds 5 points for Enhanced Intelligence, and 10 
  points for ST Source (the ST difference works out to 30 points; 
  30/3=10), which cannot be covered by the distance limitation 
  because it’s already limited. The final cost for this familiar is 5 
  points. 
   
  Golems 
   
  Golems are created by the Golem spell (see p. 44). All golems 
  are reliably obedient to their creator; they have intelligence but no 
  will, and cannot be subverted. 
   
  Clay Golem 
  A clay golem has ST 15, DX 11, HT 13/20, IQ 8. It has a 
  Speed of 6, and no PD or DR. 
  Abilities: Strikes with fist for 1d+1; damage. Uses weapons at 
  default skill only. 
  To build the body requires 1 week of work, a man-sized lump 
  of clay, and a successful Shape Earth roll. 
  Energy to activate: 250. 
   
  Flesh Golem 
  A flesh golem has ST 18, DX 12, HT 13/20, IQ 8. It has a 
  Speed of 6, and no PD or DR. 
  Abilities: Strikes with fist for 1d+2 damage. One weapon skill 
  (maker’s choice) of 12. 
  To build the body requires 2 weeks of work, 200 pounds of 
  meat (any kind), and a successful Restoration roll. 
  Energy to activate: 300. 
   
  
   
   
   
  - 117 - 
  CREATURES OF ENCHANTMENT
  Stone Golem 
  A stone golem has ST 20, DX 11, HT 14/30, IQ 8. It has a 
  Speed of 6, PD 2, and DR 4. 
  Abilities: Strikes with fist for 2d- I damage. One weapon skill 
  (maker’s choice) of 11. 
  To build the body requires 3 weeks of work, 200 pounds of 
  stone, and a successful Shape Earth roll. 
  Energy to activate: 400. 
   
  Bronze Golem 
  A bronze golem has ST 25, DX 13, HT 15/30, IQ 9. It has a 
  Speed of 7, PD 3, and DR 6. 
  Abilities: Strikes with list for 2d+2 damage. One weapon skill 
  (maker’s choice) of 13. 
  To build the body requires 5 weeks of work, $1,000 worth of 
  bronze, and a successful Shape Earth roll. 
  Energy cost to activate: 600. 
   
  Iron Golem 
  An iron golem has ST 30, DX 12, HT 15/40, IQ 9. It has a 
  Speed of 6, PD 3, and DR 6. 
  Abilities: Strikes with fist for 4d damage. One weapon skill 
  (maker’s choice) of 13. 
  To build the body requires 5 weeks of work. $1,000 worth of 
  iron, and a successful Shape Earth roll. 
  Energy cost to activate: 800. 
   
  Crystal Golem 
  A crystal golem has ST 20, DX 15, HT 13/20, IQ 9. It has a 
  speed of 7, PD 3, and DR 2. 
  Abilities: Strikes with fist for 2d-1 damage. One weapon skill 
  (maker’s choice) of 15. 
  To build the body requires 6 weeks of work, $3,000 worth of 
  salt and other crystals, and a successful Alchemy skill roll. 
  Energy cost to activate: 800. 
   
  Undead 
   
  “Undead” monsters are magical creatures, created from 
  once-living beings. The undead described here are all mindless; 
  any one encountered will be the slave of some wizard. 
   
  Zombies 
  These are magically animated corpses, created by the Zombie 
  spell (p. 73). They have a +5 HT, +l ST, -2 IQ. DX and weapon 
  skills are as in life - usually 14 to 16, but more if the wizard had 
  good raw material. A zombie follows the verbal orders of its 
  creator, or those its master says to obey. It will always obey its 
  master, rather than another, if a conflict arises. 
  Zombies feel no pain. They are never stunned, and never 
  suffer any skill penalty because of wounds. Should a zombie be 
  crippled, or even lose a limb, it will continue to fight. A zombie 
  with a missing foot moves at 4 (or 1 less than its normal move, 
  whichever is worse). With a missing leg, it hops along at 2; legless 
  but with at least one arm, it drags itself along at 1. When its HT 
  reaches 0, the spell is broken and the zombie “dies.” 
  Minor and Major Healing spells will work on a zombie, but no 
  other healing spells will have an effect. Once a zombie is “killed,” 
  the spell will not work on that body again. 
  The Zombie spell will work on the body of any living being. 
  Stats given here assume that the zombie was formerly human, but 
  the GM can “zombify” any living being by extrapolation. 
  Once cast, the Zombie spell lasts until the zombie is killed. 
  Often they outlast their creator. After a couple of years, their flesh 
  falls entirely off. Their HT drops by 5 (to normal human level) and 
  ST drops by 2, but their DX goes up by 2 and they become . . . 
   
  Skeletons 
  Actual human skeletons, activated by the Zombie spell. They 
  have -2 on IQ, -1 ST, +2 DX, normal HT. A skeleton has a +1 
  basic Move; with no flesh on its bones, it is much more lightly 
  encumbered! 
  A missile, beam or impaling attack does -2 damage, and no 
  bonus damage, to a skeleton. But a crushing blow that gets through 
  the armor does double damage to those dry bones. Otherwise, 
  skeletons are just like zombies. 
  Mummies 
  Like zombies, but with normal human IQ (the preservation 
  process keeps the brain in better working order). They tend to go 
  up in flame if ignited - more than 4 hits of fire damage does it 
  automatically - but some have been magically fireproofed! They 
  do not become skeletons. They are rare, because the mage must 
  start with an actual prepared mummy . . . which is free if you rob 
  tombs, but $1,000 or more at the magic shop (if not illegal). 
   
   
  Skull-Spirits 
  Evil spirits, each created from the life-force of a human skull 
  (see p. 73). A skull-spirit has a ghostly, vaporous form with ST 0, 
  DX 14, IQ 10, HT 20, Move 6 and Speed 6. It uses no weapons, 
  but strikes with a chilling touch that cannot be blocked or parried - 
  it must be dodged. This touch does 2 hit, of damage; armor is no 
  protection. The skull-spirit can sometimes be confused, but it will 
  never listen to pleas or negotiation. 
  To fight a skull-spirit, use Fire spells or Air Jet; other combat 
  spells are ineffective. Magic weapons do normal damage. Swords, 
  axes, and other large metal weapons do 2 hits of damage, 
  regardless of their exact size. Wooden weapons, arrows, bullets, 
  etc., do 1 hit of damage. Beam weapons do no damage at all. 
   
   
   
  
   
   
  - 118 - 
  MAGICAL WORLDS 
   
   
  Wizards and the Law 
  In most places, wizards are bound by the same 
  laws as other citizens. The exceptions are those 
  very 
  powerful 
  mages 
  who 
  have 
  placed 
  themselves outside the law - by becoming part of 
  the local power structure, or just by being so 
  deadly that only heroes dare to challenge them. 
  Thus, there may not be a specific law against 
  fireballs or curses. But a wizard who harms 
  someone with magic will be legally liable, just as 
  if he had injured persons or property by ordinary 
  means. 
  Of course, certain spells will be regulated. 
  Many lands forbid wizards to control or possess 
  their fellow citizens! Summoning of demons is 
  universally illegal. Some pagan lands permit 
  animal sacrifice - but rarely human sacrifice! 
  Spells may be regulated for other reasons. In 
  many lands, for instance, it is illegal to create 
  zombies (or at least to send them into public 
  places). This is not out of any concern for human 
  life - slavery is legal in many such lands. It’s just 
  that zombies are disgusting! GMs may be as 
  elaborate as they choose with local legal codes. 
  It is even possible that the law will name every 
  single spell and define how legal it is. A sample 
  set of classifications: 
  Beneficial. May be cast by anyone. 
  Regulated. May be cast only by those licensed 
  as wizards. Licensing is a fairly routine matter. 
  Reserved. May be cast only by certain wizards 
  - usually employees or representatives of the 
  rulers. 
  Proscribed. Entirely forbidden! One may 
  always apply for special permission to cast such a 
  spell. Money talks. 
   
  Alchemy 
  Certain alchemical elixirs are likely to be 
  illegal, or allowed only to the rulers. These 
  include all poisons and other “hostile” elixirs, and 
  all elixirs (especially Odysseus, the elixir of 
  invisibility) which would be of use mainly to 
  thieves and assassins. 
   
  When a GM creates a world, the effects of magic on daily life, politics, 
  economics, religion and so on should be taken into account. On p. 127 is a GM’s 
  planning sheet for fantasy campaigns. The GM should provide this information 
  before play begins, so players can design their characters intelligently and get a 
  “feel” for the world. These are things that any native of the world would know. 
  Mana: Is it low, normal, or high, or does it vary? If it varies, how large are 
  typical areas? Are there any “aspected mana” areas (see p. 94)? 
  Mages: How common are they? How many have Magery 2 or 3? Are they 
  more common in some places? How do they fit into society? 
  Magic Items: How easily can they be made? How many wizards make items 
  for a living? Which items are most commonly made? Where? What items are 
  commonly used by non-adventurers? 
  Deities and Clerical Magic: Do gods, demons, or other Higher Powers take 
  active part in worldly affairs? Are there any benefits (see p. 94) for being a cler-
  ic-mage? Are any spells limited (or forbidden) to clerics of certain religions? 
  Medicine: Healing spells, especially Resurrection, can have a dramatic effect 
  on the social order. The poor may sicken and die, but the privileged need not fear 
  plague, injury and possibly even death. If the GM doesn’t want this effect, he 
  should explain why the rich don’t live forever. 
  Politics: How does the use of magic affect politics and economics? What 
  major events have been influenced by magic? With teleportation (or long-range 
  telepathy), communication is easier and empires can grow larger. 
  Enchanted Creatures (demons, elementals, etc.): How common are they Are 
  there special restrictions on creation or summoning? 
  Tech Level: Not all magical worlds are medieval! What is the general tech 
  level? How do magic and technology interact? 
  Daily Life: What areas of life other than adventuring are affected by magic? 
   
  Restrictions on Magic 
  The basic rules in GURPS Magic give a world where magic is common and 
  powerful, serving many of the functions that technology does in the modern 
  world. GMs may vary this with any of a number of restrictions on magic, either 
  to maintain campaign balance or to fit the flavor of a specific game world. 
   
  Low Mana 
  This is the standard way to reduce the power of magic. It reduces mages’ 
  base skill by 5 and prevents use of the Recover Strength spell. Magic becomes 
  fickle; average wizards often fail their spell rolls. 
  Advantages: Characters with abusively high skill levels will be rare. Magic 
  items will be almost unknown. Powerstones will recharge so slowly that they will 
  be used only in life-or-death situations. 
  Disadvantages: Mage PCs will have to specialize to be effective; mages with 
  dozens of spells will be rare. Players who like flexible wizard characters may 
  find this restriction stifling. 
   
  
   
   
   
  - 119 - 
  MAGICAL WORLDS
  Rare Magic 
  Magic is generally unknown in this game world. Wizards are rare and hidden; 
  perhaps most people don’t believe in magic. Mages must take the Unusual Background 
  advantage, at a level set by the GM. The number of spells available to a beginning PC 
  may be very low, unless he takes a mage or guild as an (expensive) Patron. Public use of 
  magic will draw lots of attention. 
  Advantages: The GM controls which spells are learned and used. Rumors of other 
  mages, or of grimoires with new spells, make good “plot hooks.” 
  Disadvantages: If few spells are known, PCs may put so many points into each spell 
  that they reach abusive levels. And if magic is unknown, most people won’t defend 
  against magic, and wizard PCs may meet fewer challenges. 
   
  Ceremony Required 
  “Normal” spellcasting doesn’t work in this world. All magic requires ceremony (p. 
  13). Spells are slow and obvious. Magic items become precious. 
  Advantages: Abuse of spells in combat becomes almost impossible. 
  Disadvantages: Players who enjoy magical combat may be very unhappy. 
   
  Ritual Required 
  Spellcasting always requires a ritual like. that described for skill levels 12-14 on p. 7. 
  Energy and time reductions for high skill may still apply, but it always requires at least a 
  second to cast a spell. Thus, spellcasting is always obvious. 
  Advantages: Abuse of “no-concentration” spells becomes impossible. Roleplaying of 
  the ritual may be amusing. 
  Disadvantages: Players who like playing stealthy mages may be frustrated. 
   
  Limited Energy Reduction for Skill 
  The energy cost to cast or maintain a spell can never be reduced below 1. 
  Advantages: Abuse of zero-maintenance spells is eliminated. 
  Disadvantages: Magic can never be effortless; this eliminates some interesting 
  characters and makes mages weaker in combat. 
   
  Limited Time Reduction for Skill 
  The time required to cast a spell (except for a blocking spell) cannot be reduced 
  below one second. “No-concentration” casting is eliminated. 
  Advantages: Abuse of high skill levels, especially in combat, becomes rare. 
  Disadvantages: High skill levels becomes less beneficial. Mages become much less 
  formidable in combat. 
   
  Maximum Skill Levels 
  The GM sets a skill limit (20 is appropriate) on all spells. 
  Advantages: As above. Mages are encouraged to generalize. 
  Disadvantages: As above. 
   
  Time, Energy and Cost Tradeoffs (Hurried or Careful spellcasting) 
  Skill does not automatically reduce energy cost and time required to cast spells. 
  Instead, a mage may choose to reduce energy cost, at a -3 skill penalty for each -1 to cost. 
  Or he may reduce casting time, at a -3 skill penalty for each halving of time (minimum of 
  one second). 
  Or the mage can take extra time. For each doubling of uninterrupted casting time, the 
  caster either gets +1 to effective skill or -1 to energy cost. 
  Advantages: Players have more flexibility to meet different situations. 
  Disadvantages: Low-skill wizards can produce powerful effects, given a great deal 
  of time. 
   
  Social limits on Spell Learning 
  The most powerful spells are taught to no one below a GM-defined level of status or 
  experience. This may tie in with legal ratings mentioned on p. 118. 
  Advantages: GMs may limit powerful spells without forbidding them. 
  Disadvantages: None, if the GM is fair about which spells are limited. 
   
  Wizards and Society 
   
  Preparedness 
  Citizens of a magic-using society will not be 
  taken by surprise when magic is used against 
  them! There will be mage; guardsmen and 
  detectives, and appropriate precautions will be 
  taken against magicusers. For instance, castle 
  guardposts will be laid out in such a way that a 
  simple Mass Sleep spell can’t get all the guards. 
  Rich people will own, and use, magical 
  protection. Large jails or dungeons (and the 
  chapter-houses of most wizardly guilds) will have 
  at least one cell that has been subjected to the 
  Drain Mana spell to make it a no-mana area! 
   
  Guilds 
  In many societies, wizards and alchemists will 
  organize into guilds. These may be purely 
  voluntary organizations --  or they may be means 
  of protection against a hostile society. The most 
  common form of guild, though, is a “closed 
  shop,” designed to regulate magic for the good of 
  the magicians! Guild dues are high -10% to 30% 
  of the member’s income, increasing as his rank 
  increases. 
  The guild will use its influence to have actual 
  laws passed enforcing its monopoly, so the 
  wizards themselves don’t get their hands dirty by 
  closing down the competition. Magical training 
  will be available only through the guild, and 
  nobody will be able to sell magic items or 
  practice magic without guild membership or 
  approval. Even so, there will probably be 
  non-guild hedge-wizards in the countryside, 
  unregistered thief-mages in the slums, and 
  wizardly secret agents at court. 
   
  Illegal Magic 
  An interesting possibility, which places a very 
  strong restriction on magic, is simply to make 
  spellcasting illegal! In this world, mages are 
  universally feared or hated. Wizards must take a 
  Reputation disadvantage, set by the GM. Anyone 
  who even looks like a mage, let alone casts a 
  spell, will set off a reaction roll from onlookers, 
  at a large penalty. The legal penalties for spell 
  use may be heavy. Even possession of Magery 
  might be illegal. with government (slave?) 
  wizards checking auras to make sure no 
  unregistered mages slip by. 
  This can make for an exciting, and very 
  different, campaign. Mage PCs will constantly be 
  challenged as they try to improve their powers 
  while keeping them secret. 
  On the other hand, lack of subtlety, or just bad 
  luck, can quickly kill mage PCs. Some players 
  will be upset by persecution, even in the context 
  of a game. GMs should be careful not to make 
  the campaign more realistic than the players can 
  deal with! 
  
   
   
  - 120 - 
  INDEX 
  This Index does not include specific spells. 
  The Spell Table (p. 80-84) lists spells 
  alphabetically. 
   
  Advantages, 102-103; Blessed, 96; Clerical 
  Investment, 95, 103. 
  Aiming, missile spells, 11; see also Range. 
  Affinities, 109. 
  Alchemy, 98-102; see also Elixirs. 
  Area spells, 11-12; area of effect, 10; 
  resistance, 13. 
  Armor magic, 32, 46, 76, 77; multiple 
  enchantment, 21; costs, 21. 
  Aspect, disadvantages, 105; spells, 94. 
  Backfire, 4; alchemy, 97; ceremonial magic, 14; 
  regular spells, 10; runes, 92; spectators, 18. 
  Base, cost, 10; spell skill, 103. 
  Blessed advantage, 96. 
  Blocking spells, 12; ceremonial, 13; missile 
  spells, 11; time, 7. 
  Body Sense skill, 105. 
  Cantrips, 97; see Spells. 
  Ceremonial Magic, 13-14; harassment, 18; 
  magical items, 16, 19. 
  Clerical Investment advantage, 103. 
  Clerics, 94-96; Clerical Investment advantage, 
  103; see also Religion. 
  Criticals, alchemy, 97; elixir, 97; failure table, 
  6; healing spells, 49; improvised spells, 88; 
  magical items, 17; mana level, 6; research, 
  15; runes, 92; side effects, 17; spells, 6; see 
  also Backfire. 
  Curse Missile spell, 27; and barriers, 11. 
  Darkness, combat, 12; spells, 58. 
  Defenses, while spell casting, 8. 
  Demons, 113; as Critical Failures, 6; as 
  familiars, 116; spells, 62, 74. 
  Disadvantages, 104; religious, 95. 
  Distractions, 8; enchantment, 17. 
  Divination spells, 55; example, 13; runestones, 
  93; see also Information spells. 
  Effective Skill, and injury, 8; spending HT, 8; 
  see also Mana, Range, Skills. 
  Eidetic Memory, 4. 
  Elixirs, 98-102; legality, 118; resistance, 13. 
  Elementals, 114; spells, 33. 
  Enchantment, 17-19, 42-47; costs, 18, 20; 
  disruptions, 17; in campaigns, 16; methods, 
  16, 17, 18; quick and dirty enchantment, 16, 
  17, 19; runes, 92, 93; staff, 14; see Magical 
  Items, Powerstone. 
  Energy, ceremonial magic, 13-14; improvised 
  spells, 87; quick and dirty enchantment, 18; 
  recovery, 8; reduced spell cost, 9; runes, 93; 
  skill modifiers, 7-8; spells, 89; spending HT, 
  8; trading for skill, 15; see also Mana. 
  Failure, see Critical. 
  Familiars, 115-116. 
  Fatigue, see Energy. 
  Fire magic, 36-38, Create Fire example, 7; and 
  regular armor, 36. 
  Golems, 116. 
  Grimoire, 5; form, 128; formulary, 99. 
  Guilds, 4, 119. 
  Hiring, see Jobs; see also Skills. 
  Identify, Analyze Magic spell, 55; elixirs, 99; 
  magic item, 20. 
  Improvised Spells, 85-93. 
  Information spells, 13, 53-57; see also 
  Divination. 
  Injury, while spell casting, 8. 
  Inventing new spells, 15. 
  Invisibility, in combat, 12; spell, 58. 
  Jobs, 106; alchemists, 99; hiring wizards, 5; 
  magical items, 20. 
  Knacks, 96. 
  Limits, as control, 18; enchantment, 46; value 
  of magic item, 21. 
  Links, 63-65; Beast Link, 23; ceremonial 
  magic, 14; improvised spells, 89. 
  Literacy, 103; textbooks, 5. 
  Mage’s Touch, see Touch. 
  Magic affinities, 109. 
  Magic Breath skill, 105; see Spells. 
  Magic Jet skill, 105; see Spells. 
  Magical Aptitude, 4, 103-104; and familiars, 
  115; and runes, 90; as prerequisite, 5. 
  Magical creatures, 113-117; dealing with, 13; 
  resistance, 
  13; 
  see 
  also 
  Knacks, 
  Shapeshifters. 
  Magical ingredients, as control, 9, 18; research, 
  16. 
  Magical items, 17-21, 105; alchemical, 98-102; 
  ceremonial magic, 15, 17, 21; costs, 21; 
  identify, 20, 102; improvised, 90; mana level, 
  6, 17; power, 17, 21; resistance, 14; rune 
  sword example, 92; runes, 90-93; scrolls, 42, 
  92; study. 17; wand and staff, 14, 18, 47; see 
  also Elixirs, Enchantment. 
  Magic Resistance, 13, 88, 104; elixirs, 99; 
  magical items, 17, 19, 20. 
  Maintaining spells, 9. 
  Mana, 6; alchemy, 98; aspected, 94; magical 
  item, 17, 21; spells, 63; types, 6, 94. 
  Missile spells, 4, 11-12; basic combat, 12; 
  resistance, 13; Spell throwing skill, 12, 105. 
  Mummies, 117. 
  Pastilles, 99; see also Elixirs. 
  Potions, 99; see also Elixirs. 
  Powders, 99; see also Elixirs. 
  Powerstones, 47, 104; costs, 20, 21; example of 
  quick and dirty enchantment, 18. 
  Prerequisites, 5; charts, 120-125; clerical, 96; 
  improvised spells, 87; magical research, 5. 
  Protection, limits, 11; resistance, 14. 
  Psionics, 7. 
  Range, attack modifiers, 11; darkness, 12; 
  invisibility, 12; long distance modifier, 10; 
  Teleport, 71; wand & .staff, 14; see also 
  Touch. 
  Regular spells, 10. 
  Religion, Clerical Investment, 103; clerical 
  magic, 94-96; morality of magic, 4; samples, 
  95. 
  Resistance, see Magic Resistance. 
  Resisted spells, 13-14; improvised. 88. 
  Rituals, magic, 7-8; secret spells, 16; see also 
  Ceremonial Magic. 
  Rune Magic, 90-93. 
  Scrolls, 42; runic, 91. 
  Sensing (mana), 6. 
  Shapeshifting, knocks. 97; Shapeshifters, 110; 
  spells, 25; transform verb, 90. 
  Skeletons, 117. 
  Skill Level, hiring, 5; mana, 6; spell casting 
  time, 7-8. 
  Skill rolls, improvised transform magic, 89; 
  missile spells, 11, 12; see also Criticals. 
  Skills, 105; alchemy, 101; base skill, 103; 
  hiring, 5; improvised spells, 89; learning, 16; 
  magical items, 20; minimum points, 4; 
  researched spells, 16; runes, 90; spells, 78; 
  teachers, 5; trading energy for .skill, 15; See 
  also Effective Skill. Missile Spells, Skill Rolls. 
  Skull-Spirits, 117. 
  Sleep, Mass Sleep example, 13; spells, 66-67. 
  Special Spells, 13. 
  Spectators, ceremonial magic, 14; methods, 17; 
  backfires, 17. 
  Spells, 5-13, 22-79, 85-91; alternate systems, 
  15, 85-95; aspect, 94, 105; books, 5; cantrips, 
  97; casting, 5-9; ceremonial, clerical, 13-15, 
  106; default levels, 4; duration, 9; eidetic 
  memory, 4; elixirs, 98-102; improvised, 
  85-93; inventing new spells, 16; knacks, 96; 
  maintaining, 9; mana, 6; maximum college 
  level, 85; minimum points, 4; player-created, 
  16; prerequisites, 5; research, 16; runes, 
  90-93; secret spells, 16; scrolls, 42; skills, 12, 
  105; study time, 17; time to cast, 7-8, 14; 
  variations, 16; weakening, 13; see also Area, 
  Blocking, Criticals, Enchantment. Energy, 
  Information 
  Spells, 
  Magic 
  Resistance. 
  Missile Spells, Resisted Spells, Special Spells, 
  Touch. 
  Spell Throwing skill, 105; Missile spells, 12. 
  Staff, 14; spell, 47. 
  Success, see Critical. 
  Touch, mages, 8, 10, 103; Magical Aptitude, 
  103; wand and staff, 8, 15, 47. 
  Undead, 117; Necromantic spells, 72-75; see 
  also Clerics, Religion. 
  Unguent, 99; see also Elixirs. 
  Viking Runes, 90. 
  Wand, 14; spell, 47. 
  Weapon magic, 44-45; always on, 20; Flaming 
  Weapons spells, 38; Icy Weapon, spells, 40; 
  rune sword example, 91; Staff spell, 47; see 
  also Armor magic, Enchantment, Magical 
  Item, Touch. 
  Were-creatures, 110. 
  Will Rolls, ceremonial magic, 15. 
  Zombies, 117. 
   
   
  
SOURCE: textdata/thevault/GURPS Classic/SETTING/GURPS - magic.pdf