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  Kielan Yarrow
  &
  Danny Fitt
  Cover design:
  Andy Hopp
  
  Hexicon RPG © Kielan Yarrow & Danny Fitt 2004
  Hexicon (cover illustration) © Kielan Yarrow
  & Danny Fitt (2004).
  More details available at: http://www.hexicon.co.uk
  Published by Hexicon Press LLP, 70 Saint Phillips Rd.,
  Norwich NR2 3BW, Norfolk, UK.
  ISBN: 0-9548222-0-X
  All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any
  form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the written prior permis-
  sion of the copyright holders.
  
  �
  Contents
  Wizard Spells .............................................................................................................. 4
  1000 EPs ............................................................................................................................................................................. 4
  2000 EPs ............................................................................................................................................................................. 5
  4000 EPs ............................................................................................................................................................................. 8
  8000 EPs ........................................................................................................................................................................... 10
  16000 EPs ......................................................................................................................................................................... 12
  32000 EPs ......................................................................................................................................................................... 15
  64000 EPs ......................................................................................................................................................................... 16
  128000 EPs ....................................................................................................................................................................... 18
  256000 EPs ....................................................................................................................................................................... 20
  512000 EPs ....................................................................................................................................................................... 21
  Psionic Spells ............................................................................................................. 23
  1000 EPs ........................................................................................................................................................................... 23
  2000 EPs ........................................................................................................................................................................... 24
  4000 EPs ........................................................................................................................................................................... 25
  8000 EPs ........................................................................................................................................................................... 26
  16000 EPs ......................................................................................................................................................................... 28
  32000 EPs ......................................................................................................................................................................... 29
  64000 EPs ......................................................................................................................................................................... 29
  128000 EPs ....................................................................................................................................................................... 30
  Priest Spells ............................................................................................................... 32
  1000 EPs ........................................................................................................................................................................... 32
  2000 EPs ........................................................................................................................................................................... 34
  4000 EPs ........................................................................................................................................................................... 36
  8000 EPs ........................................................................................................................................................................... 38
  16000 EPs ......................................................................................................................................................................... 40
  32000 EPs ......................................................................................................................................................................... 42
  64000 EPs ......................................................................................................................................................................... 43
  128000 EPs ....................................................................................................................................................................... 44
  Druid Powers............................................................................................................. 46
  Shaman Spells ........................................................................................................... 47
  Summoner Spells ...................................................................................................... 50
  Alchemist Spells ........................................................................................................ 53
  Illusionist Spells ........................................................................................................ 56
  Warrior Monk Powers ............................................................................................. 60
  Elven Bard Powers ................................................................................................... 61
  Sverian Magi Powers................................................................................................ 62
  Pixi Chief Trickster Spells ....................................................................................... 63
  
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  Description: The caster creates a stunning flash of light
  in the air above them. All within 10 feet who see the flash
  must make a standard save vs. magic or be stunned for 1
  count per SS  (SS 9 would mean a target was stunned for 9
  tenths of a second). Stunned characters are vulnerable to
  free attacks.  If attacking themselves, their attack drive is
  considered over.  If spell casting, the currently attempted
  spell is lost.  If aiming a missile weapon, any accumulated
  aim time is lost. If the caster shouts a warning then all
  those who understand the warning may add their initiative
  mod to their saving throw. This spell can be cast using a
  free action.
  Effect in runes: Permanence causes a blinding glare that
  causes a -(SSx2) to all in range on all physical actions.
  Range: 10'
  Area of effect: 10' radius about caster
  Duration: N/A
  Casting time: 20-(SS/2)
  Binding components: Wormwood Leaf, Flint
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  Description: The caster creates a cloud of thick black
  smoke centred on a specific point determined by the caster
  within a range of 100 feet. The cloud is created instantly
  and covers the dimensions specified below in ‘area of ef-
  fect.’ The caster does not control the movement of the cloud
  after it is created; it will drift with the wind according to
  local conditions. Any caught in the cloud suffer asphyxia-
  tion damage as per ‘thick smoke’ (see the rulebook sec-
  tion 4.1.7) and are at a -(SSx2) to all actions.
  Effect in runes: Permanence creates an eternal cloud of
  smoke around the target item in accordance with the spell
  description.
  Range: 100'
  Area of effect: 30' by 30' by10'
  Duration: 100 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Mugwort, Coal
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  Description: Using this spell the caster is able to decipher
  magical languages, wards and runes of any type, no matter
  their origin (although the GM may rule differently). The
  caster can deduce the name of the spell contained within
  the rune if it is a wizard spell (i.e. brown magic). Other-
  wise an idea of the nature of the spell can be ascertained.
  The power of the spell is also deduced in terms of its SS.
  Effect in runes: Permanence (in a lens for example) has a
  constant effect while the item is in use.
  Range: 5'
  Area of effect: 4' by 4'
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: None.
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  Description: A small fiery dart launches from the caster’s
  finger toward a specified target within 100 feet. The caster
  must roll to hit and do damage with a + 2 to hit per SS and
  a 0.1 damage modifier per SS (e.g. +20 and damage of 1
  for a SS 10 spell). The range mod for the spell is 0.5; it
  attacks as a bow and does thrust damage.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the caster’s spell
  points.
  Range: 100'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 20-(SS/2)
  Binding components: Pin, Sulphur
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  Description: The spell causes the mass of a target item to
  be increased. Any material may be targeted providing that
  it initially weighs less than the spell’s SS in pounds. If the
  item is worn or carried by an individual then the carrier/
  wearer’s save vs. brown magic is used to protect against
  the spell. If the item is not carried then it does not receive
  a save unless enchanted or made of a magical material.
  Magical items receive a save equal to the maximum number
  of spell points that their material can absorb (e.g. +18 for
  gold); see the magical materials table, alchemy section of
  the rulebook, section 5.7. If the target object is affected
  then its mass is temporarily increased by a factor of 2 for
  every 5 points of SS (e.g. a SS 10 casting would multiply
  an object’s weight by 4). GMs should determine appropri-
  ate penalties if the object is to be manipulated/wielded.
  Effect in runes: Permanence increases the mass of the
  item in accordance with the spell description.
  Range: 100'
  Area of effect: SS lbs or less
  Duration: 30 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Lead
  
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  Description: For the duration of the spell the caster gains
  heat sensitive vision; warm locations and living creatures
  give off a warm glow against a black background. Objects
  at room temperature (e.g. furniture) cannot be seen and
  therefore the caster is at at -15 to all physical actions when
  using infravision.
  Effect in runes: Permanence (in a lens for example) has a
  constant effect while the item is in use.
  Range: S
  Area of effect: Sight
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Laurel, Candle
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  Description: The caster becomes attuned to the forces of
  magic and is able to sense their effects on items. Magical
  items within range will seem to glow to the caster, the
  brighter the radiance the more potent the enchantment (this
  is expressed in terms of SS). As a rough guideline, a SS10
  enchantment will give off the same amount of radiance as
  a standard lantern (to the caster’s eyes only).
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: 25'
  Area of effect: 25' radius about caster
  Duration: 10 counts per SS
  Casting time: 30-(SS/2)
  Binding components: None
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  Description: The spell will force a target to speak only
  the truth (i.e. tell no lies) if they fail a save against magic.
  The target may choose not to speak at all if they are aware
  that a spell has been cast. If a target reveals something that
  they would usually keep hidden or lie about then they re-
  ceive an additional save; if passed they realise they are
  under the effects of a spell and may choose not to speak.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple). This is something of a curse; the bearer must make a
  save every time he/she tries to lie or else accidentally speak
  the truth.
  Range: 10'
  Area of effect: 1 T
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: St. Johns Wort, Silver
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  Description: When the spell is cast the mage chooses the
  language to be comprehended. This language can then be
  written, read, spoken and understood for the duration of
  the spell. This spell does not function with languages con-
  sidered magical, for example demonic languages and
  Dragontongue.
  Effect in runes: Permanence confers constant spell ef-
  fects to the bearer of the enchanted item and they will al-
  ways understand the specified form of non-magical com-
  munication.
  Range: S
  Area of effect: S
  Duration: 1 MIN per SS
  Casting time: 50-SS
  Binding components: Valerian, St. Johns Wort
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  Description: This spell gives the caster the ability to walk
  on any liquid surface as if it was solid ground. The open
  sea can be hazardous because of waves. Waves should be
  given a strength value of 1-100 to represent the severity of
  the swell. Each 50' traversed requires a balance roll of
  (wave strength -(SSx2)) or greater to remain standing.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: T
  Area of effect: 1 T per 5 SS
  Duration: 1 MIN per SS
  Casting time: 50-SS
  Binding components: Yarrow, Salt Water
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  Description: This spell allows the wizard to breathe nor-
  mally and function without penalty in any atmosphere, e.g.
  smoke, gas, water. The usual environment penalties apply
  with regard to visibility and movement.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: 10'
  Area of effect: 1 T per 5 SS
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Ash, Dried Fish
  
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  Description: The caster of this spell will suddenly begin
  to assume a personable and agreeable character. All those
  who come into contact with the wizard will react posi-
  tively towards them providing the caster does nothing to
  dissuade their audience that they are the likeable, loveable
  person that they seem to be. The wizard has no controlling
  effect over others, however, and while a target is more open
  to logical persuasion they will not perform actions that
  they would not normally undertake.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: 10'
  Area of effect: 10' radius about caster
  Duration: 1 MIN per SS
  Casting time: 50-SS
  Binding components: St. John’s Wort, Gold
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  Description: Once cast the spell stays in effect around the
  caster until a blow or missile attack is aimed at them. The
  spell then activates, reducing the strike roll of the incom-
  ing attack by 4 points per SS. Multiple deflect blow spells
  may be in effect, but they will all activate at the first in-
  coming attack, not against sequential ones. In addition,
  they will yield decreasing advantages.  The first spell is at
  full effect, the second at half power, the third at a third
  power, the fourth at a quarter power and so on. Hence a SS
  10 spell yields a –40 against the first attack launched against
  a wizard. If recast before such an attack occurs, it will yield
  an additional –20 for a total of –60.  A third casting yields
  a further –13 for a total of –73 and so forth. This spell can
  be cast using a free action.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: S
  Area of effect: S
  Duration: See description
  Casting time: 10-(SS/3)
  Binding components: None
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  Description: The spell allows the wizard and/or those he
  is within ten feet of to float gently down a fall of any dis-
  tance, its magical effect lasting until the ground is safely
  reached. If the total mass being supported is more than 40
  lbs per SS then the spell will not function at all until the
  amount of weight is reduced below this limit. This spell
  can be cast using a free action.
  Effect in runes: Permanence in an item confers one of
  two effects (chosen when the item is created). The first is a
  SS x 4% chance of activation whenever a fall happens,
  e.g. when the bearer falls off a cliff. The second is to allow
  casting at will using the bearer’s spell points with a ran-
  dom SS up to the original.
  Range: 10'
  Area of effect: 40 lbs per SS
  Duration: Until landing
  Casting time: 10-(SS/3)
  Binding components: Elder, Feather
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  Description: The caster summons a small white bird from
  the ether and whispers a spoken message of any length to
  it. The bird then delivers the message to a person the caster
  knows the ‘true name’ of no matter where they are. The
  bird flies at 10 km per hour per SS.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: N/A
  Duration: Until delivered
  Casting time: 100-(SS/2)
  Binding components: Mugwort, Arrow
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  Description: This useful spell allows the mage to multi-
  ply a given amount of food by a number of times equal to
  the SS. The item of food to be multiplied must be touched
  by the caster and cannot have an initial mass of greater
  than 1 lb per 5 SS or, for liquids, a volume of greater than
  one pint per 5 SS. In the case of solids the item will be
  ‘replicated’ rather than increased in size, e.g. when multi-
  plying a loaf of bread the caster will be left with several
  loaves of bread rather than one huge one. Liquids must be
  multiplied within a suitable container, i.e. there must be
  room within the liquid’s present container to hold the new
  liquid.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: See description
  Duration: P
  Casting time: 50-SS
  Binding components: None
  
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  Description: The caster generates a yellowish bolt of en-
  ergy that he/she directs toward a chosen target. The bolt
  strikes at +5 per SS (attacking as a crossbow) and does no
  damage, therefore ignoring any armour worn by the tar-
  get. If the target fails a save vs. magic then they may not
  perform any physical actions for the spell’s duration.
  Effect in runes: Permanence on weapons means that the
  spell will affect anyone the weapon inflicts damage upon
  at a random SS up to the spell’s original one. For other
  items, it allows casting with a random SS up to the spell’s
  original using the bearer’s spell points.
  Range: 100'
  Area of effect: I T
  Duration: 1 SEC per SS
  Casting time: 30-(SS/2)
  Binding components: Ash, Spider
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  Description: While the duration of the spell lasts the caster
  is able to see invisible objects or people. Invisible objects
  and people are defined as those people or objects enchanted
  with the wizard spell ‘invisibility’.
  Effect in runes: Permanence (in a lens for example) has a
  constant effect while the item is in use.
  Range: 100'
  Area of effect: Sight
  Duration: 1 MIN per SS
  Casting time: 50-SS
  Binding components: Frankincense, Ink
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  Description: The spell imbues its targets with increased
  speed of movement, increasing the target’s movement rate
  to (SS/3) x normal rate. For example a warrior who nor-
  mally sprints at 2 feet per count would, when enchanted
  with a SS 15 spell, run at 10 feet per count. The spell does
  not affect attack time but adds +(SSx2) to dodge.
  Effect in runes: Allows casting with a random SS up to
  the spell’s original using the bearer’s spell points.
  Range: 10'
  Area of effect: 1 T per 5 SS
  Duration: 10 SEC per SS
  Casting time: 30-(SS/2)
  Binding components: Ash, Muscle
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  Description: The spell creates a floating sphere of light
  above the head of the caster that will move with him or
  her. The light given off at SS 8 is the equivalent of a nor-
  mal lantern.
  Effect in runes: Permanence creates a permanent sphere
  of daylight around the enchanted item, its brightness re-
  flecting the spell’s original SS.
  Range: 10'
  Area of effect: 1' radius per SS (clearly)
  Duration: 10 MIN per SS
  Casting time: 50-SS
  Binding components: Laurel, Flint, Ash
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  Description: The caster stops all wind within a 2000' by
  2000' area with a point designated by the wizard as its
  centre no matter the strength of the wind. The affected
  area becomes entirely windless, even the fiercest of gales
  or magical winds stopping at the spell’s perimeter.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 2000' by 2000' (by 2000')
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Elder, Stone
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  Description: The spell creates a blast of wind beginning
  at the caster and spreading out in a cone stretching 10' per
  SS. The width of the cone at the furthest point is 10' per
  SS. The wind has a strength of 1 per SS. All affected must
  make an initial knockdown roll of 1d6 per 3 SS.  If this
  value exceeds their STR statistic they are knocked down
  (considered to be prone; see the rulebook section 3.7.6)
  and pinned for the duration. If it exceeds double their STR,
  they are pushed over and will roll backwards at a rate of
  10’ (about 3 metres) per second until the wind ceases. Those
  not knocked over have 10% normal movement per point
  of STR over the wind strength; if their STR is lower they
  can only stand, and make no significant movements.  Spell
  casting is possible as usual unless prone, but physical ac-
  tions like parrying are at –5 for each point the wind’s
  (strength x 2) exceeds the victim’s STR. Anyone entering
  the rush is affected by it.  Similarly, missiles fired into the
  rush are strongly affected, giving a –5 per wind strength to
  strike. Any unbalancing action (such as dodging) necessi-
  tates a new knockdown roll. Targets can choose to give in
  and let the wind blow them backwards should they wish.
  Blown targets will suffer damage as per section 4.1.1 of
  the rulebook if they strike a solid object, can make no de-
  
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  fence, but are tough to hit if blown past a potential strik-
  er’s path (-30 special mod). The spell will cease immedi-
  ately if the caster stops concentrating upon it. As an exam-
  ple, a target with a STR of 15 is struck by a SS 10 wind
  rush spell. Having succeeded against the initial 3d6 STR
  check to stay upright he then only has 10% physical mo-
  bility for each point of STR above the spells’ SS, i.e. 5.
  Therefore movement is reduced to 50%. He will be at –25
  to physical actions (wind’s strength of 10 x 2 = 20, -15 =
  5, x 5 = 25) until the spell ceases.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 10' per SS
  Area of effect: 10’ wide per SS at furthest point
  Duration: 10 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Elder, Feather
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  Description: The caster draws his or her hand through a
  30 degree arc and affects all creatures within the arc and
  within the spell’s range. All those failing a save vs. magic
  are instantly put into a deep sleep. The affected creatures
  can be woken up normally and should be allowed hearing
  rolls to hear and be woken by loud noise around them every
  SSx4 counts. The GM needs to assign a value for the level
  of noise and this should be subtracted from a 2d20 roll. If
  the result is below the sleeping target’s HEA then they
  wake. The sounds of a nearby battle would allow a -10
  modifier to the HEA check for example.
  Effect in runes: Allows casting with a random SS up to
  the spell’s original using the bearer’s spell points.
  Range: 100'
  Area of effect: 30 degree arc
  Duration: N/A
  Casting time: 50-SS
  Binding components: Valerian, Alcohol
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  Description: The spell generates either a bolt of fire or a
  bolt of ice, decided by the mage when learning the spell.
  The bolt is aimed at a potential target and has a +4 to strike
  per SS, striking as a crossbow attack and doing impact
  damage at 0.2 per SS. The Range Mod is 0.4. The spell
  can be cast slightly in advance, with firing delayed for up
  to SSx4 counts as required.
  Effect in runes: Permanence on a weapon causes extra
  damage (either cold or heat damage - see description) ran-
  domly up to the original SS, e.g. a sword with a SS 10 bolt
  of heat enchantment will cause an additional d10 points of
  base damage when a blow is struck (so 3d10 are rolled
  instead of 2d10). Permanence on non-weapon items al-
  lows casting with a random SS up to the spell’s original.
  Range: 200'
  Area of effect: 1T
  Duration: N/A
  Casting time: 30-(SS/2)
  Binding components: Woodruff, Clay
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  Description: The charm spell allows the caster to put a
  glamour over a victim. If the target fails a save vs. magic
  then they will perform the caster’s wishes for the duration.
  An extra save is allowed if the act is contrary to alignment
  or particularly dangerous. The victim will not perform any
  act that they believe will end in their certain death.
  Effect in runes: Allows casting with a random SS up to
  the spell’s original using the bearer’s spell points.
  Range: 10'
  Area of effect: 1T
  Duration: 3 MIN per SS
  Casting time: 50-SS
  Binding components: St. Johns Wort, Gold
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  Description: The caster rots the target wood to an ex-
  tremely fragile state so that a single blow would easily
  break it. Crafted items (e.g. weapons) receive a save at -10
  and will break when used for parrying or attacking. En-
  chanted items receive a save at the level of the alchemist
  who enchanted them.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 lb per SS
  Duration: N/A
  Casting time: 30-(SS/2)
  Binding components: Ash, Water
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  Description: Affected metal becomes very fragile allow-
  ing it to be broken easily. Crafted items (e.g. weapons)
  save at -10 and those affected have their break increased
  by (SSx2). The spell does not affect adamantine or mythryl.
  Enchanted items receive a save at the level of the alche-
  mist who enchanted them.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  
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  Range: 100'
  Area of effect: 1 lb per SS
  Duration: N/A
  Casting time: 30-(SS/2)
  Binding components: Ash, Water
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  Description: The affected stone crumbles to small peb-
  bles. Crafted stone (e.g. structures) saves at -10.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 5 lbs per SS
  Duration: N/A
  Casting time: 30-(SS/2)
  Binding components: Sage, Plant Root
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  Description: The caster summons an invisible globe at a
  desired point. No sound leaves the area at all although
  sound from outside the globe can be heard within it. The
  globe of silence moves at the caster’s will as long as it is
  concentrated upon.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: 100'
  Area of effect: 5' radius
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Tongue
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  Description: The caster creates a semi-transparent, shim-
  mering golden bridge. The bridge is 10 feet wide, stretches
  for a distance of 5 feet per SS and will support 100 lbs per
  SS. The bridge does not have to be horizontal; it will stretch
  between any two points (e.g. the ground and a roof).
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 10' wide by 5' per SS long
  Duration: 1 MIN per SS
  Casting time: 50-SS
  Binding components: Iron, Stone
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  Description: The spell allows the spell’s target and all of
  his or her personal belongings (including objects carried
  in the hands and about the person) up to 2 lbs per SS to
  become completely invisible for the spell’s duration. Any
  aggressive action against another individual or creature
  dispels the invisibility.
  Effect in runes: The bearer of the item is rendered perma-
  nently invisible, blinking into existence for 10 seconds then
  slowly fading again when an aggressive act is undertaken.
  Range: 10'
  Area of effect: 1T per 5 SS
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Wormwood, Glass
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  Description: This spell allows the caster to float effort-
  lessly above the ground. The spell allows free vertical
  movement but horizontal movement can only be achieved
  by the wizard dragging himself along a surface or taking
  some similar action. The speed of ascent or descent is 10'
  per second and the spell will allow each target to carry
  SSx5 lbs of equipment. If they bear more than this limit
  then the spell will not function.
  Effect in runes: Allows casting with a random SS up to
  the spell’s original using the bearer’s spell points.
  Range: 10'
  Area of effect: 1T per 5 SS
  Duration: 50 counts per SS
  Casting time: 50-SS
  Binding components: Elder, Feather
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  Description: Once this spell is cast the magician and their
  equipment blends into the surrounding scenery with a cha-
  meleon-like ability. This spell will not necessarily allow
  the caster to avoid a close-up inspection but will confer a
  +100 to hide and a +50 to stealth for the duration.
  Effect in runes: Permanence allows the spell to function
  continuously, but at half power (i.e. + 50 to hide, + 25 to
  stealth) and only in a particular environment (e.g. wood-
  land, urban etc.).
  Range: 10'
  Area of effect: 1 T per 5 SS
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Laurel, Earth
  
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  Description: This spell creates a cluster of mesmerising
  lights with hypnotic qualities. Any person viewing the
  lights must make a save vs. magic or become mesmerised
  by them for the duration of the spell. If a mesmerised vic-
  tim is aroused (by being attacked or shaken for example)
  they receive another save against the spell with a cumula-
  tive +10 for each such ‘distraction’.
  Effect in runes: Permanence creates a permanent array of
  lights around the enchanted object acting as per the spell
  description.
  Range: 50'
  Area of effect: All viewers
  Duration: 10 SEC per SS
  Casting time: 50-SS
  Binding components: Valerian, Eyes
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  Description: This spell distorts the caster’s visual image
  to such a degree that they become hard to follow and, es-
  pecially, to hit. The spell confers a bonus to the caster’s
  strike level of +4 per SS, up to a maximum of 119. This
  spell does not affect those viewing the caster by other means
  than by normal sight (e.g. infravision).
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: S
  Area of effect: S
  Duration: 30 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Crystal
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  Description: A thin beam of off-yellow light darts from
  the caster’s finger to a specified target, automatically hit-
  ting and ignoring armour. If the victim fails a save vs. magic
  then they lose 1d10 exhaustion points per SS (see the op-
  tional rules on exhaustion, section 3.7.8 of the rulebook).
  Effect in runes: Permanence in a weapon causes the spell
  to take effect when the weapon draws blood (or otherwise
  causes damage). Permanence on any other type of item
  causes a permanent exhausting effect upon the item’s bearer
  as per the spell description (they role for losses when
  putting the item on, and cannot regain those exhaustion
  points, even through rest, until the item is removed).
  Range: 100'
  Area of effect: 1T
  Duration: Until target is rested
  Casting time: 30-(SS/2)
  Binding components: Ash, Spider
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  Description: When this spell is cast an area of 50 feet
  cubed centring on a point specified by the caster is flooded
  with magical darkness; no light will enter this region, nor
  can any within it see out. Normal darkness modifiers ap-
  ply to those within (see the rulebook, section 3.7.18).
  Effect in runes: Permanence creates a durationless area
  of darkness centred on the enchanted object.
  Range: 100'
  Area of effect: 50' by 50' by 50'
  Duration: 30 counts per SS
  Casting time: 50-SS
  Binding components: Wormwood, Oil
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  Description: This spell allows the caster to obscure his
  tracks to a high degree even in conditions such as snow or
  mud. Any person attempting a track roll to follow the caster
  suffers a minus to their track roll equal to -7 per SS of the
  spell.
  Effect in runes: Permanence on an item (a pair of boots
  for example) confers the benefits at all times to the item’s
  bearer.
  Range: 10'
  Area of effect: 1T per 5 SS
  Duration: 3 MIN per SS
  Casting time: 50-SS
  Binding components: Celandine, Glass
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  Description: This spell allows the caster to hurl a ball of
  fire at his or her enemies, affecting all those within a 10’
  radius. The fireball automatically explodes in the vicinity
  of its targets who receive a dodge against the fireball’s
  attack. If a target’s dodge roll is greater than the fireball’s
  SSx5 then the target only takes half damage, if the dodge
  roll is greater than SSx8 then the target avoids all damage.
  A dodge of 120 is always a success. Damage is 0.2 x SS
  and ignores armour, being non-locational.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 200'
  Area of effect: 10' radius
  Duration: N/A
  Casting time: 30-(SS/2)
  
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  Binding components: Wormwood, Sulphur
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  Description: The caster creates a writhing mass of foul
  smelling, cold, clammy fog. Any caught in or entering the
  fog must make a save vs. brown magic or suffer the effects
  of magical fear (see the rulebook section 4.1.5 for details).
  The fog’s dimensions are 20' x 20' x 10' and it will drift
  with the wind. Note that wherever the fog is, it is the caster
  who will be the object of his victim’s fear.
  Effect in runes: Permanence on an item will create a per-
  manent Fog around the item as per the spell description.
  Range: 100'
  Area of effect: 20' by 20' by 10'
  Duration: 30 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Frankincense, Blood (any)
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  Description: This powerful spell may be cast on an item,
  usually a weapon or projectile. The enchanted item has
  the ability to ignore inorganic armour and materials.
  Wooden shields would still be effective for example but a
  sword parry or metal armour would not be.
  Effect in runes: Permanence is most suitable on weap-
  ons.  The enchanted item will ignore inorganic materials
  any time the bearer rolls under the original spell’s (SS x
  3).
  Range: T
  Area of effect: 1 item
  Duration: 20 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Sage, Iron
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  Description: When this spell is cast 1 identical image of
  the caster per 3 SS appears. These images may be posi-
  tioned as the caster wishes within a radius of 30' and will
  follow the caster’s movements and actions exactly. It will
  be unclear, even to those watching the wizard closely, which
  one of the images is really him. The images are essentially
  complex illusions and may be individually ‘disbelieved’
  in the normal way; they will also disappear when struck.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 30'
  Area of effect: 1 image per 3 SS
  Duration: 1 MIN per SS
  Casting time: 50-SS
  Binding components: Wormwood, Hair (own)
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  Description: The mage conjures a glimmering web of un-
  earthly origin that launches itself at a spot designated by
  the caster within a range of 100 feet. All living creatures
  within 20' of the target point must make a dodge against
  the SSx8; for every 3 feet the target is distant from the
  centre point the difficulty of the dodge roll is reduced by 5
  points. If the dodge is failed the target suffers from dou-
  bled effects of full ‘entanglement’ (see the rulebook sec-
  tion 3.7.11) until they are free. The net cannot be cut by
  non-magical weapons.
  Effect in runes: Allows casting with a random SS up to
  the spell’s original using the bearer’s spell points.
  Range: 100'
  Area of effect: 20' radius
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Silk Thread
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  Description: With this spell the wizard conjures an invis-
  ible bar of energy to parry all incoming attacks, whether
  from behind, in front or to the side of the mage. The bar
  defends as a quarterstaff at +5 per SS and with a defensive
  AT of 4. All parries are conducted automatically and the
  weapon is subject to all normal combat rules e.g. AT modi-
  fiers for multiple opponents etc.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: S
  Area of effect: S
  Duration: 50 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Pennyroyal, Iron
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  Description: The mage uses this spell to affect the joints
  and muscles of all creatures in a 30-degree arc in front of
  the caster and up to 50 feet away. Those targets failing to
  save find it difficult to move, having their movement rate
  halved, and suffer a -40 to all physical actions for the spell’s
  duration.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 50'
  Area of effect: 30' arc
  Duration: 10 counts per SS
  
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  Casting time: 30-(SS/2)
  Binding components: Celandine, Hashish
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  Description: The spell store allows the mage to delay the
  casting of another spell in his repertoire until required. The
  mage would firstly cast spell store and then must success-
  fully cast the spell to be stored. The stored spell may then
  be activated as and when the mage requires and has a cast-
  ing time of the mage’s AT / 2 (it can also be activated
  using a free action). There is no limit to how long the spell
  may be stored for but only 1 spell may be stored at a time.
  Effect in runes: Permanence allows the enchanted object
  to act as a temporary store for spells. Any single spell can
  be cast into the object, then released later using a single
  action.
  Range: S
  Area of effect: S
  Duration: Until cast
  Casting time: 50-S
  Binding components: Frankincense, Silver
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  Description: The wizard creates a searing beam of intense,
  burning heat that bursts from their hand to a designated
  target and locks at that point. The beam may be maintained
  for the spell’s duration and is therefore useful both as an
  offensive weapon and for melting through solid materials.
  The initial strike is at +4 per SS (as a crossbow attack) and
  does thrusting damage with a damage modifier of 0.25 per
  SS (range mod 0.4). If the beam is concentrated on a sur-
  face it will burn through wood at half an inch per SS per
  second and metal at 1/10th of an inch per SS per second,
  creating a hole 2 inches in diameter. If the beam is to be
  kept focused on a living target that is still capable of move-
  ment they receive a further dodge (or parry if using a shield)
  against the spell’s original attack every 10 counts. Success
  indicates that they have lost the beam; failure means they
  will take further damage (as per the original) against the
  same bodily location. The beam immediately dissipates if
  it looses its target (i.e. is dodged or parried) regardless of
  remaining duration.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 2 inch diameter
  Duration: 5 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Woodruff, Ash, Oil
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  Description: The wizard may turn the solid matter of 1
  person per 5 points of SS to a chill mist-form. The person/
  persons and all of their possessions are affected (a per-
  son’s belongings being termed as all objects carried or
  worn, but not horses etc.). While in mist form the affected
  creatures cannot cast spells or interact with physical ob-
  jects (e.g. attack them) but in turn cannot be harmed by
  normal means - although some spells may still affect them
  at the GM’s discretion. The person’s mist form can be con-
  trolled accurately in order to allow them to seep through
  the keyhole of a door or a crack in a window pane etc.
  Effect in runes: Permanence allows the bearer of the item
  to maintain permanent mist form until willingly dispelled
  (by re-uttering the power word). Mist form can then be
  reassumed at any time.
  Range: T
  Area of effect: 1 T per 5 SS
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Ash, Coal, Water
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  Description: The age spell affects a target’s physical make-
  up, decaying the matter that forms them and thereby ac-
  celerating the aging process dramatically. If the target fails
  a save vs. magic they are aged instantly by 2 years per SS.
  Consult the rulebook section 4.1.11 for information on
  aging and stat deterioration.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T
  Duration: P
  Casting time: 30-(SS/2)
  Binding components: Blood (human)
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  Description: The conjuror forms a sphere centred on them-
  selves and stretching out in a radius of 100' per SS in which
  all water surfaces are calm and peaceful. The circle of calm
  moves with the caster. Wind and weather conditions are
  not affected - strong wind and rain will still be present
  within the circle but the waters will be calm and still.
  Effect in runes: The item radiates the calm waters en-
  chantment and affects all water within a radius of 50 feet
  per SS. Useful on a ship’s figurehead for example.
  Range: 100'
  
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  Area of effect: 100' radius per SS
  Duration: 5 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Yarrow, Crystal
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  Description: This clever spell has a double effect, both
  rendering the caster truly invisible and also projecting a
  likeness of the caster nearby (the distance determined by
  the power of the spell) which mimics the caster’s actions
  perfectly. The result is such that the caster appears to be
  where he is not, meaning that all incoming attacks have a
  SS x 4% chance of missing entirely (maximum 90%) and
  the caster’s strike level is increased by 3 points per SS (up
  to a maximum of 119).
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: 1 T per 10 SS
  Duration: 20 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Celandine, Glass
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  Description: This is a more rare and powerful version of
  the slow others spell in that the targets receive no save vs.
  magic (the magic avoids affecting the targets directly, in-
  stead “thickening” the air around them to resist their move-
  ments). For every point of STR a target has above the SS
  of the holding spell they receive 10% of their movement
  and physical skill abilities. For example, say a target has a
  +44 to strike and a STR of 14. When affected by a SS 10
  holding spell they only receive 40% of their normal strike
  roll, i.e. +18.  If the SS exceeds a target’s STR, they are
  immobilised but able to talk and make small gestures.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T per 5 SS
  Duration: 20 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Celandine, 1 ring (any type)
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  Description: A more powerful version of the common
  flamedart spell which conjures multiple, wickedly hot darts
  which stream from the palm of the caster’s hands to strike
  one or more targets. One dart is created per 2 points of SS
  and these may be distributed among targets within range
  (also in line-of-sight) as the caster sees fit. The darts strike
  as bow attacks at +2 per SS and do thrust damage with a
  damage modifier of 0.1 per SS. The darts’ range modifier
  is 0.5. If more than one dart targets a single opponent, only
  a single dodge roll need be made and compared to each
  attack. A large shield can be used to parry any number of
  darts with a single roll; other weapons can parry only a
  single dart.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T per 2 SS
  Duration: N/A
  Casting time: 50-SS
  Binding components: Pin, Sulphur
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  Description: The caster affects the air around the target’s
  body so that if forms a hard, protective and invisible cov-
  ering around them. The magical armour protects all loca-
  tions and all four aspects (cut, chop, thrust, and impact) at
  2 per SS. Hence a SS 10 spell offers protection at 20 (15),
  20 (15), 20 (15), 20 (15). It is effectively weightless and
  compliments any armour already worn by the target.
  Effect in runes: Grants permanent mystic armour to the
  item’s bearer at a SS rolled randomly up to the original,
  affecting a single body region (e.g. the head for a tiara).
  Range: 10'
  Area of effect: 1 T per 10 SS
  Duration: 50 counts per SS
  Casting time: 40-(SS/2)
  Binding components: Hawthorn, Iron
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  Description: The caster creates a protective magical field
  around themselves that attempts to reach out and block the
  magical force of the next spell directed at the caster
  (whether directly or indirectly). The spell can be of any
  type and class. The attacking spell is assigned a strike
  modifier of +3 per SS and the parry spell is assigned a
  parry modifier of +5 per SS. Strike and parry rolls are made
  as per a normal attack with no further modifiers to deter-
  mine whether the incoming spell gets through. The parry
  spell will affect the next incoming spell selected by the
  caster. It cannot be cast cumulatively (only one parry spell
  may be active at a time).
  Effect in runes: Permanence offers the bearer of the en-
  chanted object constant protection against all incoming
  spells, with SS rolled randomly up to the original value
  each time the rune is activated.
  Range: S
  Area of effect: S
  
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  Duration: Until activated
  Casting time: 10-(SS/3)
  Binding components: Glass (mirrored)
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  Description: The designated target is struck blind perma-
  nently. The target receives NO save vs. magic. Power word
  spells are extremely rare and can only be found in the
  grimoires of the most powerful mages or in the most well
  guarded locations. There are great risks involved in the
  learning of a power word - see the rules section 5.1. A
  starting player character may not choose a power word for
  their repertoire unless the GM allows it.
  Effect in runes: Permanence is only applicable for en-
  chanted weapons; the effect is activated when the weapon
  draws blood rendering the victim instantly blind (no save
  vs. magic). When used in this way the effect is temporary
  and the victim will have their sight returned after 1 day
  per SS of the original enchantment.
  Range: 100'
  Area of effect: 1T
  Duration: P
  Casting time: 10-(SS/3)
  Binding components: None
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  Description: The caster refines the practices of the slow
  other and holding spells to affect the air surrounding indi-
  vidual weapons, making them difficult to wield. The af-
  fected weapon will inflict less damage, - 1 per SS to the
  initial 2d10 Damage Roll. Magical weapons receive a save
  equal to that of the alchemist who enchanted them.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 weapon per 5 SS
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Celandine, Elder
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  Description: The spell allows the caster to teleport them-
  selves and others (depending on the SS) great distances
  instantaneously. All other teleportees must be touching the
  caster; the caster need not be teleported himself. If the in-
  tended targets are unaware of the teleportation or do not
  wish to be teleported then they must make a save vs. magic
  to prevent the spell having an effect.  The caster’s cast
  chance may be lessened by 1 - 100% at the GM’s discre-
  tion depending on how familiar the caster is with the in-
  tended destination. If it is the caster’s bedchamber then
  there should be no modifier while a place they have vis-
  ited only once may incur a 30% negative modifier.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 5 KM per SS
  Area of effect: 1 T per 5 SS
  Duration: N/A
  Casting time: 50-SS
  Binding components: Celandine, Crystal, Blood (any)
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  Description: The mage creates a powerful, flaming wall
  that appears at a point within 100 feet and in the caster’s
  line of sight. The wall has dimensions of up to 5 feet in
  width by 3 feet in depth by 5 feet in height per SS. The
  wall will automatically take on its maximum dimensions
  unless deliberately controlled by the caster and is not con-
  strained by physical boundaries such as walls or doors.
  For example, if a wall is created inside a small dwelling
  which has a width smaller than the wall of flame then the
  wall will extend outside of the house, igniting the walls of
  the house if possible and anything outside of it. The wall
  does not create smoke and the magical flames cause a x1
  damage modifier, non-locational injury to anyone attempt-
  ing to pass through it or caught in it. Injuries are rolled /
  caused per foot of wall traversed. It cannot be cast on top
  of living creatures.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 5' by 3' by 5' per SS
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Laurel, Flint, Oil
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  Description: The spell creates a wall of thick granite that
  springs instantly from a point specified by the mage within
  100 feet and in view. The wall of stone has dimensions of
  5' in length, 1' in depth and 3' in height per SS. The wall of
  stone differs from the wall of flame in that it ‘grows’ from
  the point of the ground the caster specifies until it either
  reaches its maximum dimensions or comes into contact
  with solid matter, thereby making it possible to block cor-
  ridors etc. The wall of stone is permanent and may be
  treated as a normal stone wall thereafter.  Those wishing
  to destroy it using the rules presented in the rulebook sec-
  tion 4.1.9 will face a resistance value of 50 per SS.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  
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  Range: 100'
  Area of effect: 5' by 1' by 3' per SS
  Duration: P
  Casting time: 30-(SS/2)
  Binding components: Laurel, Stone
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  Description: The caster conjures a pebble sized, floating
  bubble of powerful acid that is sent off in a set direction at
  the rate of 30 feet per second. The bubble can be com-
  manded to explode as the caster desires or will automati-
  cally explode when it reaches a point 100 feet distant from
  the wizard. The compacted acid then explodes to hit all
  targets within 25 feet of the explosion. All of those in range
  must make a dodge roll. If the dodge beats the SS x 5 then
  the target takes half damage, if the dodge beats SS x 8 then
  the target avoids all damage. A 120 dodge is always a suc-
  cess. It is possible that the target is not aware of the bubble
  (it is very small and moves quickly); if this is the case then
  they are at a -25 to their dodge roll. The damage is non-
  locational and ignores armour, doing damage at 0.35 per
  SS. The damage modifier is reduced by 0.1 per foot dis-
  tant from the epicentre.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spells original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 25' radius
  Duration: N/A
  Casting time: 50-SS
  Binding components: Acid
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  Description: When this spell is cast a circle of fierce flame
  is created in a 15 foot radius circle centred on the caster.
  The circle of flames moves with the caster for the spell’s
  duration and all those caught in the flames suffer a non-
  locational injury with a damage modifier of 0.4 per SS
  upon being contacted. If they remain in contact, they will
  suffer the same amount of damage every subsequent 10
  counts.
  Effect in runes: Permanence either creates a permanent
  circle of flames around an object that cannot be dispelled
  or allows casting using bearer’s spell points with a ran-
  dom SS up to the original.
  Range: S
  Area of effect: 15' radius about caster
  Duration: 50 counts per SS
  Casting time: 50-SS
  Binding components: Laurel, Oil, Onyx
  �������������������
  Description: The mage casting this cruel spell emits a
  sickly green bar of light from his or her index finger, which
  automatically strikes a designated target within the spell’s
  range. If the target fails a save vs. magic then they lose 1
  point of a randomly determined physical statistic per SS.
  The loss is permanent. Physical statistics are STR, DEX,
  CON, AGI and APP. Use a d6 to determine which of the
  five is affected and re-roll on a 6.  If a stat is reduced to
  zero, the victim dies instantly.
  Effect in runes: For permanence, if on a weapon, when
  the weapon draws blood (or otherwise causes damage) the
  spell is activated except that the effect is temporary. Lost
  stats are recovered at the rate of 1 per day. On other items,
  the bearer may cast the spell at will with a random SS up
  to the original using his or her spell points.
  Range: 50'
  Area of effect: 1 T
  Duration: P
  Casting time: 30-(SS/2)
  Binding components: Blood (human), Snake
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  Description: This well crafted spell affects both the physi-
  cal agility of its targets and the air around them, making it
  slightly thinner, thereby enabling the targets to move much
  more quickly than normal. In game terms, each target has
  a -3 modifier to their attack time and gains a +40 to all
  initiative rolls for the duration of the spell. If a target is not
  aware of the spell being cast or does not wish to be af-
  fected by it then they will have to make a save vs. magic.
  Effect in runes: For permanence, the bearer of the en-
  chanted item permanently receives a +25 to initiative rolls
  and -2 modifier to attack time
  Range: 25'
  Area of effect: 1 T per 5 SS
  Duration: 20 counts per SS
  Casting time: 30-(SS/2)
  Binding components: Celandine, Feather (Hummingbird)
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  Description: This spell is used to undo the effects of pre-
  vious enchantments. Simply, if the SS of the negate magic
  spell is greater than the SS of the previous spell then the
  negation is successful. Currently active spells are appro-
  priate targets for the negate magic spell (e.g. darkness, fog
  of fear). Permanent physical changes caused by magic (such
  as erode stats, rot wood or wall of stone for example) can-
  not be negated as these are no longer part of an active en-
  chantment. Runes and the like can be unmade providing
  the negate magic spell is of sufficient strength.
  Effect in runes: Permanence allows casting with a ran-
  
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  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 10'
  Area of effect: One enchantment
  Duration: N/A
  Casting time: 50-SS
  Binding components: St. Johns Wort, Emerald
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  Description: The designated target is paralysed from the
  neck down and receives NO save vs. magic. Power word
  spells are extremely rare and can only be found in the
  grimoires of the most powerful mages or in the most well
  guarded locations. There are great risks involved in the
  learning of a power word - see the rulebook section 5.1. A
  starting player character may not choose a power word for
  their repertoire unless the GM allows it.
  Effect in runes: Permanence is only applicable for en-
  chanted weapons; the effect is activated when the weapon
  draws blood (no save vs. magic), rendering the victim in-
  stantly paralysed.
  Range: 100'
  Area of effect: 1 T
  Duration: 40 counts per SS
  Casting time: 10-(SS/3)
  Binding components: None
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  Description: This enchantment renders the target/s im-
  pervious to normal extremes of temperature enabling them
  to walk naked through a blizzard or over hot coals. Dam-
  age caused by magically induced temperature extremes
  (e.g. circle of flames) is halved.
  Effect in runes: Permanence on an item allows the item’s
  bearer to permanently resist heat and cold as per the spell
  description.
  Range: 10'
  Area of effect: 1 T per 5 SS
  Duration: 1 hour per SS
  Casting time: 30-(SS/2)
  Binding components: Laurel, Ash, Water, Coal
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  Description: This spell forever closes a target door (or
  other portal) by rendering its form within reality unchange-
  able and thereby allowing no alteration to its state. No bat-
  tering ram or fire will open it or destroy it leaving no choice
  but to go around it or through the wall by its side. The
  sorcerous seal can be removed by a sufficiently powerful
  negate magic spell.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: 1 portal
  Duration: P
  Casting time: 50-SS
  Binding components: Hawthorn, Beeswax
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  Description: This is a curious enchantment affecting spe-
  cifically swords/knives and no other weapons. If the wielder
  of the target sword fails a save vs. magic, his or her blade
  will instantly turn into a ferocious cobra that turns on the
  unfortunate swordsman.  Both the wielder and the snake
  must make an initiative roll (the snakes have an initiative
  modifier of +40). If the wielder wins the snake can be
  dropped, otherwise the snake will attack the victim (see
  the bestiary for poisonous snake stats, except that these
  snakes cannot be killed!) Once dropped and/or retreated
  from, the snakes will only attack anyone trying to pick
  them up. The snakes revert back to swords once the spell’s
  duration has ended. This also affects magical swords al-
  though they are entitled to a further save vs. magic equal
  to the save of the alchemist who enchanted them.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 sword per SS
  Duration: 10 counts per SS
  Casting time: 50-SS
  Binding components: 2 Snakes, Amethyst
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  Description: This spell allows the mage to store some of
  the power used in this incantation and utilise it in the next.
  Boost spell has no effect other than adding the boost spell’s
  SS / 2 to the SS of the spell cast next by the mage. Only
  one boost spell can be active at any given time.
  Effect in runes: With permanence, boosts every spell cast
  by the item’s bearer by the SS of the original spell / 3
  Range: S
  Area of effect: N/A
  Duration: Until next spell
  Casting time: 50-SS
  Binding components: St. Johns Wort, Crystal, Lapis
  Lazuli
  
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  Description: This spell makes real the dream of flight al-
  lowing the mage to soar into the air and cover vast dis-
  tances quickly and relatively safely. The mage and those
  flying with him travel at 6 km per hour per SS, e.g. at SS
  10 the rate of flight is 60 km per hour. Note that 1 km per
  hour is approximately equal to 1 foot per second (actually
  closer to 0.9 feet per sec), or 0.1 feet per count.  Hence 60
  km per hour equals approximately 6 feet per count (in pace
  terms). Once this spell is cast for the first time the caster
  (and anyone else affected) should add the fly skill to their
  character sheet and calculate the modifiers (without the
  usual -25 penalty for novices). For flight in combat, see
  section 3.7.12 of the rulebook.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 10'
  Area of effect: 1 T per 5 SS
  Duration: 5 MIN per SS
  Casting time: 50-SS
  Binding components: Celandine, Feather (Eagle), Crys-
  tal
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  Description: Using this spell the wizard draws down light-
  ning from the sky above and channels it through them-
  selves and then out with shuddering force to the unfortu-
  nate target. Needless to say this spell must be cast out of
  doors and there must be some cloud cover (very light cover
  will suffice). The lightning bolt strikes at +6 per SS (as a
  crossbow), ignores armour and causes non-locational dam-
  age at 0.5 per SS. The bolt’s range modifier is 0.6.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 300'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 100-(SS/2)
  Binding components: Elder, Mugwort, Amber, Sunstone,
  Gold
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  Description: The caster chooses a point in sight and within
  the range of the spell to become the spell’s focus. The cho-
  sen point begins to emit a magnetically attractive force
  affecting all metallic items within a 50 foot radius circle
  centring on the chosen point. The strength of the attrac-
  tion is 3 per SS; this value is compared to the weight in
  pounds of any metallic object within range. Metallic items
  are drawn toward the designated point at the rate of 1 me-
  tre per second per 2 points of magnetic strength over the
  weight in pounds of the object. For example a SS 10 spell
  will attract a 5 pound sword towards its centre at the rate
  of 12.5 metres per second (SS10 = magnetic strength of
  30, which is 25 points above the sword’s mass of 5 lbs).
  When dealing with armour the total mass of armour worn
  needs to be added to the mass of the wearer when calculat-
  ing how fast (and if at all) a person may be dragged to-
  ward the point. Although this makes it unlikely that they
  will be attracted, they will be hampered by the pulling force;
  significant amounts of metal armour will cause a –2 per
  SS to all physical actions and a –2% per SS to pace values.
  Weapons may be dragged from hands if the magnetic
  strength is greater than the STR of the weapon’s bearer. If
  the target point is designated as a person or living creature
  then they are entitled to a save vs. magic to avoid the ef-
  fects of the spell. Any weapons or objects will strike them
  using their own damage mod (use 0.2 for miscellaneous
  objects) multiplied by the magnetic strength/10.  Hence a
  longsword (damage 1) would strike a random location with
  a damage of 1 x 30/10 = 3 (for a SS 10 spell).
  Effect in runes: With permanence, the magnetism is per-
  manent operating according to the spell description.
  Range: 100'
  Area of effect: 50' radius
  Duration: 5 SEC per SS
  Casting time: 50-SS
  Binding components: Ash, Lodestone
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  Description: Using this enchantment the wizard bends his
  physical form to take on the shape of an animal of his or
  her choice. Once in the new form the mage takes on the
  physical attributes of the creature but retains his or her
  own mental characteristics. In game terms the wizard takes
  on all of the attributes listed for the particular animal in
  the bestiary section but retains INT, SST, WIL and all their
  saves. Casting spells or speech are both impossible once
  in beast form. This spell must be learnt for each animal
  type that the caster wishes to transform into, e.g. meta-
  morphosis bear or metamorphosis hawk. The spell will not
  transform the caster into any magical creatures.
  Effect in runes: Permanence on a wearable item will mean
  that the wearer takes on the shape of the animal when the
  item is put on, and remains in this form until willingly
  dispelled (the item must be removed immediately upon
  returning to humanoid form or the transformation will be-
  gin again). On a non-wearable item it allows casting at
  will using the caster’s own spell points with a random SS
  up to the original.
  Range: 10'
  Area of effect: 1 T per 10 SS
  Duration: 2 MIN per SS
  Casting time: 50-SS
  Binding components: Sage, Bones (Changeling)
  
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  Description: This spell allows the caster to draw on
  otherworldly powers to create a thick, clammy, writhing
  mass of evil smoke that attacks the spirit of any coming
  into contact with it. The caster chooses a point within the
  spell’s range and in sight at which the mists begins to form.
  It rapidly begins to spread out from this point at the rate of
  3 feet per second until it fills an area equivalent to a circle
  with a 150' radius. If the point chosen is at ground level
  then the mist forms a dome, while a point 150 feet up in
  the air will form a full globe. Once the mist has spread to
  its full size (50 seconds) the caster may direct it as he or
  she wishes, its entire cloud moving at 3 feet per second.
  Any living creature that comes into contact with the mist
  must make a save vs. magic or face a 1d6 per SS death
  roll. Hence a SS 12 spell would cause a 12d6 death roll. If
  successful (in either saving or for the death roll) the victim
  is immune to the mist for its duration. The mist will vanish
  instantly at the end of the spell’s duration. The caster is
  not immune to the effects of the mist.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 500'
  Area of effect: 150' radius circle within sight
  Duration: 20 SEC per SS
  Casting time: 100-(SS/2)
  Binding components: Nightshade, Blood (Human), Heart
  (Demon)
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  Description: The designated target suffers a 1d6 per SS
  death roll and receives NO save vs. magic. Power word
  spells are extremely rare and can only be found in the
  grimoires of the most powerful mages or in the most well
  guarded locations. There are great risks involved in the
  learning of a power word - see the rulebook section 5.1. A
  starting player character may not choose a power word for
  their repertoire unless the GM allows it.
  Effect in runes: Permanence is only applicable for en-
  chanted weapons; the effect is activated when the weapon
  draws blood (no save vs. magic). The victim receives a
  1d6 per 2 SS death roll.
  Range: 100'
  Area of effect: 1T
  Duration: N/A
  Casting time: 10-(SS/3)
  Binding components: None
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  Description: A yellowish mist extends at great speed from
  the mage’s lips and touches the forehead of the spell’s un-
  fortunate victim. If the target fails a save vs. magic they
  are permanently relieved of 1 point of a random primary
  statistic for every point of SS. Determine which of the tar-
  get’s primary statistics is reduced by rolling a d10 and re-
  rolling on a result of 8, 9 or 10. The stolen points are added
  to the caster’s own equivalent statistic (thereby altering
  their skill modifiers temporarily) and lost at the rate of 1
  point per minute.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 50'
  Area of effect: 1T
  Duration: N/A
  Casting time: 50-SS
  Binding components: Eyes (Cat), Blood (Human), Snake,
  Garnet
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  Description: This spell removes the target/s body matter
  from the physical plane and replaces it with a ghostly,
  wraith-like form. While in wraith-form the individuals
  cannot interact in any way with the physical plane and
  cannot speak or cast further spells, nor may they be at-
  tacked except by magical weapons and certain spells.
  Those in wraith-form are not inhibited by any physical
  barrier and can effortlessly glide through any wall or ob-
  stacle. The caster does not need to wait until the duration
  of the spell ends but may return to solid form at any given
  moment; others enchanted by the spell do not have the
  same option and return to normal when the caster dispels
  the magic or the duration ends. Unwilling or unknowing
  targets of the spell must make a save vs. magic.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: 1 T per 3 SS
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
  Binding components: Celandine, Frankincense, Moon-
  stone
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  Description: With this spell the caster enhances a chosen
  attribute of the chosen target. Any primary or secondary
  statistic except SIZ may be chosen; the affected statistic is
  increased by 1 point per 2 points of SS. The increases van-
  ish at the end of the spell’s duration.
  Effect in runes: Permanence in a wearable item confers a
  permanent boosted stat as per the spell description. On a
  non-wearable item the spell is castable at will using the
  
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  caster’s own spell points.
  Range: T
  Area of effect: 1T
  Duration: 5 MIN per SS
  Casting time: 50-SS
  Binding components: Muscle (caster’s own race), Blood
  (caster’s own race), Bones (caster’s own race), Heart (cast-
  er’s own race), Bloodstone
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  Description: This spell is a much more powerful version
  of the standard teleport spell requiring a much greater de-
  gree of control and level of power from the caster. Instead
  of moving location within the physical plane the caster
  and other targets actually shift dimensions to an alternate
  plane of the mage’s choice. The position arrived at within
  the new dimension cannot be chosen and in effect the
  travelers do not actually ‘move,’ emerging into the same
  point in physical terms.
  Effect in runes: Permanence creates a portkey, an object
  that when touched will instantly transport the toucher to a
  specific alternate dimension. The object itself is left be-
  hind, so another portkey is required to return.
  Range: 10'
  Area of effect: 1T per 10 SS
  Duration: N/A
  Casting time: 200-(SS/4)
  Binding components: Frankincense, Eyes (Demon)
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  Description: The caster causes a small, magical eruption
  in the very bones of the earth, which reverberate rapidly
  and cause massive disruptions in the land and sea around.
  The caster picks a spot in sight and within the spell’s range
  to form the epicentre of the earthquake, which affects a
  circle with a radius of up to 300 feet per SS. The affected
  ground heaves violently and great chasms are ripped in
  the earth. Buildings within the area of effect have a per-
  centage chance of being destroyed equal to 5% per SS (the
  GM may modify this percentage based on the quality of
  the structure). All buildings within range will sustain dam-
  age however.  The GM is free to exercise considerable
  dramatic and narrative license regarding the exact effects
  of this spell.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 6000'
  Area of effect: 300' radius per SS
  Duration: 10 counts per SS
  Casting time: 100-(SS/2)
  Binding components: Ash, Earth, Diamond, Muscle (El-
  emental)
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  Description: This spell allows a mage to draw magical
  energy (in the form of spell points) from willing donors
  and use them as their own for a limited time. There is no
  limit to the amount of spell points that a mage may draw
  upon except the number available to him from his or her
  donors. Physical contact is required but this can be achieved
  by the donors actually touching the caster. Spell points are
  drawn at the rate of 1 per minute from each donor, e.g. if
  there are three donors then three spell points are drawn per
  minute. If the spell points are not used within 1 hour per
  SS then the held points vanish.
  Effect in runes: Permanence creates a permanent spell
  point store within the enchanted item. Donated spell points
  remain in the item until used and do not dissipate with
  time. A number of spell points equal to the original en-
  chantment’s SS can be held in the item. These are usable
  by any mage of any type.
  Range: T
  Area of effect: S
  Duration: 1 hour per SS
  Casting time: 100-(SS/2)
  Binding components: None
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  Description: The designated target is instantly turned to
  stone and receives NO save vs. magic. Power word spells
  are extremely rare and can only be found in the grimoires
  of the most powerful mages or in the most well guarded
  locations. This is the most powerful of all, and consequently
  the most rare. There are great risks involved in the learn-
  ing of a power word - see the rulebook section 5.1. A start-
  ing player character may not choose a power word for their
  repertoire unless the GM allows it.
  Effect in runes: Permanence is only applicable for en-
  chanted weapons; the effect is activated when the weapon
  draws blood (no save vs. magic). The victim is instantly
  turned to stone.
  Range: 100'
  Area of effect: P
  Duration: N/A
  Casting time: 10-(SS/3)
  Binding components: None
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  Description: This spell works in a more powerful way
  than the parry spell spell in that it is possible to reflect the
  spell back at its caster.  Once the spell is cast it lies dor-
  mant until a spell is aimed at the mage (either directly or
  indirectly) at which point a shimmering shield appears and
  
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  attempts to intercept the attacking magic. The attacking
  spell is assigned a strike modifier equal to its SS x 3 and
  the reflect spell is assigned a parry modifier of SS x 4.
  Attack and parry rolls are made using these modifiers. If
  the parry roll is lower the attacking spell gets past the de-
  fence and affects the defending mage. If the parry roll is
  higher the attacking spell is reflected directly back at its
  caster or point of origin having its usual effects. Only one
  reflect spell can be active at any given time. Note that un-
  like parry spell, the spell activates against the first incom-
  ing spell no matter its nature; a healing spell will also trig-
  ger the defence. The caster can willingly discharge it at
  any time without effect.
  Effect in runes: Permanence on an item affords the bearer
  an automatic defence against all incoming spells at a
  slightly lessened effect, the reflect spell being activated at
  a random SS (up to its original).
  Range: S
  Area of effect: Next incoming spell
  Duration: N/A
  Casting time: 30-(SS/2)
  Binding components: Ash, Diamond, Glass (mirrored)
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  Description: The mage who casts this spell may create a
  magical scroll just like an alchemist but without a risk of
  permanent spell  point loss (see section 5.7 or the rule-
  book).
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: 1 Scroll
  Duration: P
  Casting time: 1-6 hours
  Binding components: Valerian, Mythryl
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  Description: The magus uses the power of this incanta-
  tion to control and influence the weather for miles around
  a given point. The centre point of the weather effect must
  be within the spell’s range but does not need to be in line
  of sight. The caster may specify the nature of the weather
  conditions within the spell’s area (e.g. clear, cloudy, stormy
  etc.). Note however that the impossible cannot be achieved
  - bright sunshine cannot be conjured at night for example.
  The spell primarily deals with air and water, affecting wind,
  cloud and rain.  Lightning cannot be controlled but may
  be caused by chance if the caster summons a storm. The
  GM is entitled to exercise dramatic and narrative control
  when this spell is used.
  Effect in runes: Permanence either causes a constant mani-
  festation of a specific weather type around the enchanted
  object or allows the bearer to cast the spell at will using
  his or her own spell points.
  Range: 5 KM per SS
  Area of effect: 1KM radius per SS
  Duration: 1 hour per SS
  Casting time: 200-(SS/4)
  Binding components: Angelica, Ash, Sage, Yarrow, Dia-
  mond, Ruby, Sapphire, Onyx
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  Description: This spell allows the caster to create a sin-
  gle, very powerful spell consisting of a number of other
  spells equal to the batch spell’s SS divided by 5.  The caster
  must declare in advance which spells will form the batch;
  this declaration cannot be changed during the batch’s crea-
  tion. A roll to cast must be made at the time of the batch’s
  creation for the batch spell and the other spells that form
  the batch. If all are successful the batch is created as de-
  sired. If the batch roll is failed (it is made first) then the
  caster does not need to make rolls for the other spells (what
  would be the point?) and would begin again with the batch
  spell. If a roll for a spell that would form part of the batch
  is failed then that spell is not included in the batch. All
  spell points are expended at the time of the batch’s crea-
  tion rather than at the time of use. The batch remains in
  existence for the batch spell’s duration (1 hour per SS) and
  may be used at any time. Casting takes as long as the long-
  est casting time of all the spells within the batch.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: S
  Area of effect: S
  Duration: 1 hour per SS
  Casting time: 100-(SS/2)
  Binding components: None
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  Description: The archmage casting this spell temporarily
  grants himself the ability to change the outcome and result
  of their own and other’s actions for a limited amount of
  time. For example a sword blow aimed at the mage can be
  made to miss or cause less damage, the mage’s attempt to
  leap a chasm or dodge a blow can be made to succeed
  where normally it would fail. In game terms this ability is
  expressed in terms of luck points. The caster temporarily
  gains 5 luck points per SS. Unless these are used they are
  lost at the rate of 1 per second.
  Effect in runes: Permanence on an item provides the item’s
  bearer with a permanent store of luck. In game terms the
  bearer receives 3d10 luck points every 24 hours. These
  luck points must be used within that same period or they
  
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  are lost at its end to be replaced with a fresh 3d10.
  Range: T
  Area of effect: S
  Duration: See description
  Casting time: 20-(SS/2)
  Binding components: Heart (Faery)
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  Description: This enchantment allows the mage and com-
  panions to travel the streams of time to visit the future or
  past as desired. The mage may travel 100 years per SS into
  the past or 1 year per SS into the future (it is possible to
  cast the spell again from the new temporal location and
  move further in either direction however). The caster ex-
  presses his or her destination in terms of years and moves
  backwards or forwards in time by that amount. The physi-
  cal location of the caster and companions does not change
  however and they will emerge (safely) at that time in their
  current location. Because the distance travelled is expressed
  in terms of years and not days (or any smaller increment)
  it is important to note that time spent in the future or past
  is also time elapsed in the ‘present’. If a mage travels 10
  years into the past and spends 8 days there before return-
  ing to the ‘present’, i.e. 10 years into the future, the ‘present’
  has moved 8 days forward as well. Tampering with time is
  potentially incredibly dangerous; a seemingly inconsequen-
  tial action in the past can have far reaching effects years
  into the future. The GM is advised to refer to contempo-
  rary tomes such as Terminator 2.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100 or 1 year per SS
  Area of effect: 1 T per 10 SS
  Duration: N/A
  Casting time: 200-(SS/4)
  Binding components: Diamond (powdered)
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  Description: Chain lightning is the most devastating spell
  in the wizard’s repertoire. The archmage capable of cast-
  ing and indeed controlling this spell deserves the highest
  levels of respect and should inspire awe in lesser mages.
  Only one mortal mage in the history of Korin-Thar,
  Dakireth Deathsire, has been capable of conjurations of
  this magnitude. Other than that particular individual the
  spell is the property of the most powerful dragon and de-
  mon lords. While uttering the lengthy incantation for this
  spell the skies above the point chosen by the caster (within
  1 km per SS and in line of sight) begin to churn with dark
  thunderous clouds that form out of even the clearest skies
  (this spell cannot be cast indoors!) When the spell’s cast-
  ing is complete lightning begins to arc from the black
  clouds, striking the ground with enormous destructive
  power around the point chosen by the mage. 1 bolt is called
  per SS and each strikes 1 second after the previous until
  all bolts have been called. The lightning strikes around a
  circle with a radius of 10 feet per SS. The GM should di-
  vide the circle into 12 segments and randomly determine
  with a d12 where in this circle the lightning strikes. If the
  circle is sufficiently large (60 feet or greater) then the cir-
  cle should be split into 2 circles, inner and outer. The ran-
  dom bolt’s strike location can then be determined by roll-
  ing a d2 (or percentile dice) to determine if it lands in the
  inner or outer circle and a d12 to determine which seg-
  ment it strikes. At the point hit (10' in radius) the bolt strikes
  at +1 per SS and has a damage modifier of 1 per SS. The
  damage modifier decreases by 0.03 per SS for every foot
  distant a target is from the epicentre of the strike. Dodge
  rolls can be attempted against the bolt’s strike roll, the
  dodge roll receiving a +2 modifier for every foot distant
  from the 10' radius epicentre. Successful dodges within 20
  feet of the strike receive 0.75 damage, those within 20 to
  40 feet receive 0.5 damage and those beyond that receive
  0.25 damage (up to the limit of the bolt’s area of effect).
  Note that these bolts regularly have the power to level cas-
  tles and hiding in a tower is in no way a sure method of
  avoiding the spell. Once all the bolts have been emitted
  from the clouds the sky once again returns to its original
  state.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 1 KM per SS
  Area of effect: 1 bolt per SS
  Duration: N/A
  Casting time: 200-(SS/4)
  Binding components: Bone (Dragon), Muscle (Air El-
  emental)
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  Description: The archmage uses this perverse enchant-
  ment to create a doppelganger mirror that creates exact
  copies of all creatures reflected in it, which have extremely
  hostile intents towards their originals. The caster creates a
  mirror of dimensions 10 feet wide by 10 feet high per SS
  in front of him or her self. All creatures reflected and within
  50 feet of the mirror are affected and an exact replica im-
  mediately steps from the mirror and attacks their other self.
  The replica is identical in every way from statistics to equip-
  ment (magical weapons are even recreated). The replica
  exists only to destroy its original and once this is achieved
  will vanish from the current plane. If the original destroys
  the replica the slain creature crumbles to dust, itself and
  all equipment carried being permanently destroyed.
  Effect in runes: Permanence in a mirror has the effects of
  the spell. Anyone stepping within 25' of the mirror is af-
  fected. The limitation here is that the mirror will not repli-
  cate runes, therefore the replicas will not carry magical
  weapons even if the original does. On any other item the
  
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  rune enables the item’s bearer to cast the spell at will using
  their own spell points with a random SS up to the original.
  Range: 50'
  Area of effect: 10' by 10' per SS
  Duration: 1 MIN per SS
  Casting time: 50-SS
  Binding components: Heart (Demon Lord)
  
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  Description: This simple spell reveals other psionics (and
  magical items possessing a personality) to the caster. Char-
  acters with psionic powers will appear to glow with a gen-
  tle inner light, their radiance being proportional to their
  degree of psionic power (hence a psionic archmage will
  appear to glow extremely brightly in response to this spell).
  This spell can be cast in place of a free action.
  Effect in runes: Permanence (in a lens for example) has a
  constant effect while the item is in use.
  Range: 25'
  Area of effect: 60 degree arc
  Duration: 1 SEC per SS
  Casting time: 10 - (SS/3)
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  Description: All living creatures within 25' of the caster
  and within his/her line of sight appear swathed in an aura
  of white light.  This spell will reveal invisible creatures,
  for example, and overcome problems with bad lighting. It
  also penetrates physical barriers, allowing the psionic to
  sense presences through up to 1'' per SS of stone or metal
  or 2'' per ss of wood (e.g. in an adjacent room). This spell
  can be cast in place of a free action.
  Effect in runes: Permanence (in a lens for example) has a
  constant effect while the item is in use.
  Range: 25'
  Area of effect: line of sight
  Duration: 1 MIN per SS
  Casting time: 10 - (SS/3)
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  Description: This spell causes any items that are magical
  (carved with runes by an alchemist) to appear to glow with
  a gentle inner light, their radiance reflecting their degree
  of potency (e.g. a wand with only a few remaining charges
  will glow dimly, a powerful ancient runesword will glow
  brightly). This spell can be cast in place of a free action.
  Effect in runes: Permanence (in a lens for example) has a
  constant effect while the item is in use.
  Range: 25'
  Area of effect: 60 degree arc
  Duration: 1  SEC per SS
  Casting time: 10 - (SS/3)
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  Description: The caster gains information about a selected
  intelligent living target, becoming immediately aware of
  their approximate alignment (good, neutral or evil) and
  their degree of attainment within their profession (their
  experience level). The experience value given is only ap-
  proximate; GMs should roll 1d100, add 50, divide this
  value by 100 and multiply by the target’s actual E.P. level
  when giving this value (e.g. a roll of 70 would yield a
  multiplier of (70+50)/100 = 1.2, so an NPC who actually
  had 20 000 E.P.s would be reported to have 24 000 E.P.s).
  This spell can be cast in place of a free action.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 25'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 10 - (SS/3)
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  Description: The caster or this enchantment will feel no
  discomfort as a result of extremes of cold.  In addition to
  their mental resilience, their body is imbued with a degree
  of protection. Direct damage from cold-based attacks is
  reduced by SS x 2.5 % (e.g. by 25% for a SS 10 spell,
  implying an additional damage mod of 0.75) while the
  caster receives a +2 per SS to saves against cold-related
  effects (e.g. frostbite, sudden death by hypothermia etc.).
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple) at a random SS up to the spell’s original (roll for each
  attack).
  Range: S
  Area of effect: S
  Duration: 1 hour per SS
  Casting time: 30 - (SS/2)
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  Description: The psionic under the influence of this spell
  suffers no discomfort from extremes of heat, although some
  physical damage is still likely to result from exposure to
  red hot metal etc. Direct damage from heat-based attacks
  is reduced by SS x 2.5 % (e.g. by 25% for a SS 10 spell,
  implying an additional damage mod of 0.75); flames and
  fire still inflict full damage however.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple) at a random SS up to the spell’s original (roll for each
  attack).
  
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  Range: S
  Area of effect: S
  Duration: 1 hour per SS
  Casting time: 30 - (SS/2)
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  Description: Whilst protected by this enchantment, the
  psionic suffers none of the debilitating effects of dehydra-
  tion (see the Hexicon rulebook section 4.1.12). However,
  they will still drop dead following extreme water depriva-
  tion; they simply suffer no penalties or discomfort until
  this time.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: S
  Area of effect: S
  Duration: 3 hours per SS
  Casting time: 30 - (SS/2)
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  Description: This spell protects the caster from feelings
  of fatigue or physical exhaustion. In game terms, for those
  using the optional exhaustion point rules (section 3.7.8)
  the caster suffers no negative modifiers when their exhaus-
  tion points fall below zero, and will not collapse until they
  drop to their (CON x -5) or -25, whichever is the more
  negative.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: S
  Area of effect: S
  Duration: 1 hour per SS
  Casting time: 30 - (SS/2)
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  Description: Through an effort of concentration the cast-
  er’s body is instantly physically rejuvenated. This spell
  reduces their heaviest wound by SS injury points, with an
  equivalent proportional recovery in index. For example, a
  psionic with a single wound of 20 injury points and index
  4 who new this spell at strength 10 would, after success-
  fully casting, have a wound with an index of 20 - 10 = 10.
  Their wound would therefore have healed to 10/20 = 0.5
  times its original extent, so its index would fall propor-
  tionally to 0.5 x 4 = 2.
  Effect in runes: Permanence on a worn object means that
  the spell will fire with a random SS up to the spell’s origi-
  nal each time the wearer is injured.
  Range: S
  Area of effect: S
  Duration: N/A
  Casting time: 30 - (SS/2)
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  Description: This unusual incantation is cast upon any
  deliberately manufactured object (e.g. chair, crown, sword)
  upon which the caster has laid his hands. The psionic will
  become instantly aware of that object’s history and func-
  tion. In particular, key events such as where/when it was
  made, who has owned it, what magical powers it possesses
  and where it has been kept will become known. Note that
  this knowledge is from the object’s perspective; if it has
  been kept in a chest, it will not know if that chest has
  traveled the four seas!
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: 1 object
  Duration: N/A
  Casting time: 50 - SS
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  Description: The caster of this spell is able both to re-
  ceive and transmit feelings and emotions. When receiv-
  ing, the caster becomes aware of any strong emotional re-
  actions a target may be having (e.g. fear, hunger, lust).
  When transmitting, the chosen target receives a save, which
  if failed will leave them actually experiencing an emotion
  of the caster’s choice. Note that these emotions are experi-
  enced as normal, not magical, so the spell cannot be used
  to produce magical fear for example. If the strength of the
  spell exceeds the target’s WIL stat, it is likely that they
  will act upon the emotion (and/or visibly display it) inter-
  preting it in light of the current situation (e.g. if made to
  feel angry, the target might assume he was angry at the
  person in the vicinity he/she most resented or disliked).
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T per 5 SS
  Duration: 5 SEC per SS
  Casting time: 30 - (SS/2)
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  Description: Having uttered the words of this spell the
  caster at once falls into a deep trance, appearing utterly
  dead to even the most thorough investigation (no pulse,
  breathing, body heat etc.). They will remain in this state
  until a prespecified time within the spell’s duration, at
  which point they will awaken. Alternatively, a single trig-
  ger event can be specified (e.g. the utterance of their name
  within earshot) to free them from the trance. Whilst in the
  
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  trance, the caster is completely unaware of the things go-
  ing on around him and can perform no action whatsoever.
  Additionally, his body will cease to age. This spell can be
  cast in place of a free action.
  Effect in runes: Permanence on an object causes the spell
  to take effect on the object’s user when it is put on/used
  etc. A trigger event may be specified in advance (e.g. a
  runed needle that affects any who prick their fingers and
  can be undone with a kiss…)
  Range: S
  Area of effect: S
  Duration: 1 year per SS
  Casting time: 10 - (SS/3)
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  Description: Once cast, this spell protects the psionic from
  all manner of mental probes and attacks.  If the strength of
  the mind block exceeds the strength of an attacking or prob-
  ing spell, the caster is utterly protected from it. The pre-
  cise spells against which mind block will be effective are
  left to the GM’s discretion, but the following are suggested:
  detect psionics, see aura, empathy, telepathy, hypnotise,
  cause despair, mind strike, cause pain, cause insanity, re-
  move memory, insert memory, shock system, mental pos-
  session, induce nightmares, personal illusion, mind wipe,
  induce coma, speak the truth (wizard), charm (wizard).
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a tiara for exam-
  ple) at a random SS up to the spell’s original (roll for each
  attack).
  Range: S
  Area of effect: S
  Duration: 10 SEC per SS
  Casting time: 30 - (SS/2)
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  Description: The caster wil suffer no ill effects or dis-
  comfort as a result of food deprivation (see the Hexicon
  rulebook section 4.1.12). They will still die of malnutri-
  tion, however, if no food is obtained for very long periods;
  they simply suffer no penalty until this time.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: S
  Area of effect: S
  Duration: 1 day per SS
  Casting time: 30 - (SS/2)
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  Description: The psionic under the influence of this spell
  suffers no discomfort from flames and the like, although
  some physical damage is still likely to result. Direct dam-
  age from fire and/or explosions is reduced by SS x 2.5 %
  (e.g. by 25% for a SS 10 spell, implying an additional dam-
  age mod of 0.75)
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple) at a random SS up to the spell’s original (roll for each
  attack).
  Range: S
  Area of effect: S
  Duration: 1 hour per SS
  Casting time: 30 - (SS/2)
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  Description: Having cast this spell, the psionic is utterly
  immune to pain, although they will still take damage in
  the standard manner. They will suffer no knockout rolls
  for the duration of this spell even if severely injured, but
  can be killed outright by death rolls in the standard man-
  ner. This spell can be cast in place of a free action.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: S
  Area of effect: S
  Duration: 1 MIN per SS
  Casting time: 10 - (SS/3)
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  Description: This spell causes a tiny point of intense heat
  to develop over a specified target, igniting any flammable
  material (e.g. straw, tinder, dry wool, oil etc.) in a natural
  seeming manner. Note that while the spell’s effects are in-
  stant, the fire will still begin as a small smoldering flame
  and only develop with its typical timecourse. The spell
  cannot be used as a direct physical attack.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 50'
  Area of effect: 1 target point
  Duration: N/A
  Casting time: 30 - (SS/2)
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  Description: When cast upon a fire within the spell’s area
  of effect, that fire will suddenly leap and expand to grow
  by a factor of SS/3. Any combustibles within its new area
  will immediately catch light; if there are no such flamma-
  ble items, the fire will rapidly recede to its original size.
  Being caught in the flames of a typical fire causes a x 1
  non-locational damage attack, plus an additional attack for
  
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  each 10 counts the victim is in/on fire. Clothes can be put
  out following 1d6 actions of rolling on the floor or being
  smothered (or immediately with immersion in water). Note
  that the fire expands equally in all directions, not at the
  caster’s behest.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 3' by 3' area of flaming ground per SS
  Duration: N/A
  Casting time: 30 - (SS/2)
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  Description: The caster’s iron will confuses and deflects
  the intentions of those seeking to do them harm. Any physi-
  cal attack (including spells with physical effects like power
  bolt) aimed at the caster by a sentient being is at - 3 per SS
  on its attack roll.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: S
  Area of effect: S
  Duration: 20 counts per SS
  Casting time: 30 - (SS/2)
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  Description: This powerful magic allows the caster to com-
  municate through thought with others, and to receive those
  thoughts that are deliberately directed back at them. In
  addition, the psionic can actively read the minds of those
  targets who fail to save, gleaning their intentions before
  they act upon them.
  Effect in runes: Permanence upon two items produced at
  the same time allows the bearer of each to communicate
  with the other telepathically at all times the items are borne.
  Range: 5' per SS
  Area of effect: 1T per 5 SS
  Duration: 5 SEC per SS
  Casting time: 30 - (SS/2)
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  Description: Should the target of this manipulative spell
  fail to save, they will find themselves utterly under the
  control of the psionic for its duration. They will believe
  whatever they are told and do whatever is requested of
  them, however out of character or dangerous. Note that
  they must hear the incantation to become hypnotised, so
  the caster may have to shout their spell under noisy condi-
  tions. When the spell wears off, the victim will be fully
  aware of what has happened, and will no longer respond
  to suggestions made or beliefs instilled (for this, insert
  memory or the like must be used). Creatures without minds
  cannot be hypnotised.
  Effect in runes: With permanence on an item with intelli-
  gence, that item will attempt to gain control of its bearer
  each time its other powers are used, maintaining control
  for the duration of the hypnotism spell (random SS up to
  the spell’s original).
  Range: 10'
  Area of effect: 1 T
  Duration: 5 SEC per SS
  Casting time: 50 - SS
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  Description: The target of this cruel enchantment will,
  should they fail to save, collapse immediately into the deep-
  est despair, not recovering until the spell’s duration has
  past. During this time they will perform no useful action,
  simply lying or sitting on the floor, weeping, wringing their
  hands and so forth, although they will defend themselves
  if attacked. They must have originally been capable of
  experiencing despair to be affected by this spell.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T per 5 SS
  Duration: 10 SEC per SS
  Casting time: 30 - (SS/2)
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  Description: The caster sends out a targeted assault of psy-
  chic energy, impacting upon the mind of another sentient
  being to sap their capacity for directed action. The target
  of the enchantment must roll to save, with failure resulting
  in a loss of 1d10 x (SS/5)  points of WIL (e.g. 1d10 x 1.2
  for a strength 6 spell). If WIL falls to zero, the target dies.
  Otherwise, their WIL will recover at a rate of one point
  per minute.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30 - (SS/2)
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  Description: The victim of this unpleasant spell must save
  against magic or begin at once to experience burning pain
  throughout their bodies. The pain will then increase in in-
  tensity over time, for as long as the caster maintains con-
  
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  centration. Initially, the target is at -20 to all actions. This
  penalty will increase by 5 points per second thereafter (e.g.
  -25 after a second, -30 after 2 seconds etc.), with complete
  incapacitation at -100. Additionally, the target is likely to
  pass out with the pain; after 5 seconds, a 3d6 knockout roll
  must be made; after 10 seconds, a 6d6 roll; after 15 sec-
  onds, a 9d6 roll and so forth. The psionic can choose to
  stop increasing the pain and maintain it at its current level
  (minus to actions and d6 knockout) at any point (should
  they wish to keep their victim conscious, for example).
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T
  Duration: As long as the caster concentrates
  Casting time: 30 - (SS/2)
  ������������������
  Description: A powerful and versatile spell, telekinesis
  allows the caster to control physical (solid) objects using
  only the power of his mind. The caster can control any
  number of objects up to SS pounds in total weight (e.g. a
  psionic with the spell at strength 10 could simultaneously
  control a longsword (3.5 pounds) and 6.5 pounds of gravel
  in a floating cloud). Objects can be hurled at opponents,
  acting like thrown missile attacks. In this case, the attack
  is treated as a throwing knife, with a strike mod of + ((cast-
  er’s WIL - 5) x 4). The damage mod will equal (SS/10) x
  the damage mod of the thrown item. Weapons have their
  own damage mod (see the equipment booklet); for other
  items, use a mod of 0.1 per pound in weight, doing impact
  damage. Hence a SS 10 spell cast by a psionic with a WIL
  of 12 would attack at + ((12-5)x4) = + 28, doing damage
  of 10/10 = 1 x 0.5 = 0.5 for a 5 pound chair. The caster can
  also use items to parry attacks against him (parry at + ((cast-
  er’s WIL-5) x 6), e.g. +30 for WIL stat of 10, replace
  strength with SS when calculating weapon strength). Fur-
  thermore, the caster can drag items out of the grip of oth-
  ers if their SS exceeds the target’s STR stat. However, tar-
  gets get a save to protect the items they are touching from
  being affected in this way. Should they fail, even if their
  STR exceeds the spell’s and they are able to hold onto an
  item they may be at a minus when attempting to use it
  (they are struggling against the psionic’s efforts to control
  it). If their STR exceeds the spell’s strength by 10 points,
  they suffer no negative mod. Otherwise, the difference be-
  tween their STR and the SS should be calculated. This
  value should be subtracted from 10, with the result multi-
  plied by 5 and applied as a negative mod (e.g. for a charac-
  ter with a STR of 12 against a SS 8 spell, the difference (4)
  is subtracted from 10 (10 - 4 = 6) and multiplied by 5 to
  yield a - 30 mod).
  Effect in runes: Objects can be animated using perma-
  nence, causing them to float in space forever, staying in
  whatever position they are moved to. When combined with
  independent intelligence, they become sentient, making
  effective guardians. Golems are made by animating their
  various body segments and combining them together.
  Range: 10' per SS
  Area of effect: 1 lb per SS
  Duration: 3 SEC per SS
  Casting time: 30 - (SS/2)
  ���������������������
  Description: The unfortunate target of this spell must make
  a save or gain an insanity. The caster specifies a point on
  the random insanity table (rulebook section 4.1.6) at which
  he is “aiming.” 4d10 are then rolled, 22 points subtracted,
  and the total added to this aimed at value to determine the
  insanity that is actually inflicted. For example, the psionic
  might choose to aim at the value 23 (the middle of the
  range yielding manic depression). 4d10 are rolled, for a
  total of 13. 13-22 = -9, so the resultant value is 23 (aimed)
  -9 = 14. Reading from the random insanity section, the
  target gains the insanity “psychopathy.”
  Effect in runes: Permanence will cause the bearer of the
  item to slowly develop the specified insanity over a period
  of days, weeks or years (GM’s discretion); there is no save,
  but the rapidity of onset may be determined by the bear-
  er’s WIL statistic (e.g. slow onset for high WIL).
  Range: 25'
  Area of effect: 1 T
  Duration: P (until cured)
  Casting time: 30 - (SS/2)
  ��������������������
  Description: The benevolent partner of “cause insanity”,
  this spell cures the target of a single insanity. Roll ran-
  domly if more than one insanity is being suffered.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 10'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 50 - SS
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  Description: The caster specifies a single memory epi-
  sode (e.g. a particular event, or memories about a particu-
  lar person or object) and, if a save is failed, the target looses
  those memories completely.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 10'
  Area of effect: 1 T
  Duration: P
  Casting time: 50 - SS
  
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  Description: The caster specifies a single memory epi-
  sode (e.g. a particular event, or memories about a particu-
  lar person or object) and, if a save is failed, the target gains
  those memories. While they will feel completely natural,
  any massive discontinuities or departures from other memo-
  ries will be apparent to the target.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 10'
  Area of effect: 1 T
  Duration: P
  Casting time: 50 - SS
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  Description: The target’s entire nervous system is lashed
  with a powerful, focussed attack of psychic energy. A fail-
  ure to save results in a SS d6 death roll (e.g. 10d6 for a SS
  10 attack). Should the target survive, they are entirely un-
  harmed.
  Effect in runes: On a bladed weapon, permanence will
  cause the spell to take effect any time the weapon draws
  blood.
  Range: 50'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30 - (SS/2)
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  Description: This dark magic allows the caster to transfer
  their own mind into the body of a target, suppressing their
  will and taking control. Should the target fail to save, the
  psionic is in complete control of them, gaining all the tar-
  get’s skills and physical abilities but retaining their own
  INT and WIL. The psionic cannot use their own skills and
  magic, only those of the creature they have possessed. The
  caster’s own body will slump, becoming limp and lifeless
  until the psionic returns to it, handing back control to their
  target. The target will remember the whole experience as a
  hazy, dream-like memory. Should the caster’s own body
  be killed while they are away, they will have no host to
  return to and will die when the spell’s duration is up. Simi-
  larly, should the body they have possessed be killed while
  they are controlling it, their mind will die with that host
  and their own body will waste away.
  Effect in runes: With permanence on both of a pair of
  items (e.g. rings), the bearer of one (the master item) will
  be able to possess the bearer of the other at will.
  Range: 100'
  Area of effect: 1 T
  Duration: 1 hour per SS
  Casting time: 50 - SS
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  Description: This fiendish spell causes the victim to ex-
  perience horrific recurring nightmares on a theme speci-
  fied by the caster. Their quality of sleep will be much re-
  duced (-10 to all actions due to fatigue) and they will regu-
  larly wake up sweating and fearful.
  Effect in runes: Permanence on an object will affect all
  those sleeping within the spell’s range.
  Range: 100'
  Area of effect: 1 T
  Duration: 1 night per SS
  Casting time: 30 - (SS/2)
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  Description: If a save is failed, the target of this magic
  will experience an intense hallucination affecting all their
  senses and controlled by the caster. While powerful stimuli
  which impinge upon the target in real life are still likely to
  be felt and experienced (e.g. the sudden appearance of a
  threatening creature or the smell of thick smoke) the ma-
  jority of the target’s sensation is under the direct con-
  trol of the psionic, appearing vivid but slightly surreal.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 50'
  Area of effect: 1 T
  Duration: As long as the caster concentrates
  Casting time: 30 - (SS/2)
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  Description: The caster of this prognostication will re-
  ceive a series of visions relating to likely events in the
  near future (all from within the next SS weeks). The vi-
  sions are likely to be confused but suggestive, and will not
  necessarily actually occur, merely reflecting future
  likelihoods. They will typically relate to the caster and their
  goals, but may not actually involve him/her.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: S
  Area of effect: S
  Duration: Variable
  Casting time: 30 - (SS/2)
  
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  Description: Another psychic attack spell, mind wipe sim-
  ply snuffs out the victim’s mind. Those who fail to save
  are left brain dead automatons, maintaining their other
  bodily functions only as long as they are fed and watered.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T
  Duration: P
  Casting time: 30 - (SS/2)
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  Description: If the caster knows the true name of another
  person or creature (the name they were given by their par-
  ents in their own language) then, upon casting this spell
  and closing their own eyes, they are able to see through
  their target’s eyes no matter how far away they might be.
  Usually, the target will attempt to resist (make a save);
  there is a telltale sensation, like a throbbing at the back of
  the brain, that will alert someone that they are being used
  in this way. A target who is aware of what is happening
  may, however, choose to allow the psionic to share their
  vision, making no save. Other senses are not available to
  the caster.
  Effect in runes: For permanence to be effective, the true
  name of an individual must be carved on the item. The
  bearer can then see through that person’s eyes at will, with-
  out spell point expenditure.
  Range: Unlimited
  Area of effect: 1 T
  Duration: 1 MIN per SS
  Casting time: 50 - SS
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  Description: The target who fails to save against this spell
  will fall at once into a coma, waking up after the duration
  of the spell. However, each day they are in the coma they
  may have to make a save vs. coma/sudden death or die (as
  per section 3.3.7.9 of the rulebook); these attacks are made
  at the caster’s discretion. The caster can release them from
  the coma at an earlier time should they wish to do so.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T
  Duration: 1 day per SS
  Casting time: 30 - (SS/2)
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  Description: When protected by this spell, the caster will
  be completely invulnerable to fire and fire-based attacks,
  feeling no discomfort and taking no damage from extremes
  of heat and/or flames (e.g. climbing over a bonfire).
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a shield for ex-
  ample).
  Range: S
  Area of effect: S
  Duration: 1 MIN per SS
  Casting time: 30 - (SS/2)
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  Description: When protected by this spell, the caster will
  be entirely unaffected by cold and cold-based attacks, tak-
  ing no damage and feeling no physical ill-effects (e.g.
  swimming in the arctic ocean).
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a shield for ex-
  ample).
  Range: S
  Area of effect: S
  Duration: 1 MIN per SS
  Casting time: 30 - (SS/2)
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  Description: Under the protection of this enchantment,
  the caster will suffer no pain or damage as a result of elec-
  tricity and electricity-based attacks (e.g. standing atop a
  tree in a thunderstorm and cursing the Gods).
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a shield for ex-
  ample).
  Range: S
  Area of effect: S
  Duration: 1 MIN per SS
  Casting time: 30 - (SS/2)
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  Description: This spell is similar to telekinesis, except that
  the psionic is able to manipulate fluids rather than solid
  objects. Up to 50 litres per SS can be controlled to create
  spouts etc. or surround an opponent’s head to drown them
  (see section 4.1.7 of the rulebook; requires around 150 li-
  tres for an average humanoid head, given that some slack
  is required to prevent them escaping the water bubble with
  sudden movements). High-pressure torrents attack as a
  javelin, but can only be dodged or blocked with a shield,
  not parried using other weapons. They are treated as a stand-
  
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  ard attack in melee combat, but cause only non-locational
  damage to the victim (ignoring armour), at 0.2 per SS (for
  a spout containing all the water the psionic can muster, ie
  50 litres per SS).  They are also likely to knock their tar-
  gets from their feet; consider base damage to be multi-
  plied by 5 for the purposes of calculating knock back  (see
  the chapter on combat and movement, section 3.7.6). The
  spell cannot be used to affect fluid within another creature
  or plant.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 50 litres per SS
  Duration: 1 MIN per SS
  Casting time: 30 - (SS/2)
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  Description: The caster is able to control the flow of gases
  within the spell’s range (excluding those gases contained
  within other living things). Wind can be stopped or ma-
  nipulated (see the wizard spell “wind rush” for maximum
  potential effects), smoke directed, sections of one gas forced
  through unlikely mediums (e.g. bubbles of air through wa-
  ter to provide breathable areas) and so forth. While a
  vacuum cannot be created, air can be thinned to a point
  where breathing is extremely laboured. Also, the makeup
  of air can be redistributed, for example to create a high
  oxygen zone for burning (with a complementary oxygen
  depleted area nearby).
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 10' by 10' by 10' per SS
  Duration: 1 MIN per SS
  Casting time: 30 - (SS/2)
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  Description: Through an effort of intense mental concen-
  tration the caster is able to magnify their own senses, add-
  ing 1 point per SS to each of them for the duration of the
  spell.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item. SS is rolled ini-
  tially, random up to the spell’s original / 2.
  Range: S
  Area of effect: S
  Duration: 1 MIN per SS
  Casting time: 30 - (SS/2)
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  Description: The caster targets up to 1 pound of metal per
  SS, causing it to rapidly increase in temperature for as long
  as he/she continues to concentrate. The metal will increase
  in temperature by 100 degrees C every second, melting
  when the appropriate temperature is reached. Magical metal
  items receive a save to resist the spell’s effects. Very hot
  metal will cause damage to any bare skin against which it
  is exposed, causing a x1 damage roll each second to the
  location it is in contact with (note that leather and padding
  will protect armour wearers from this type of damage if
  worn underneath metal plates etc.).
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 lb per SS
  Duration: As long as the caster concentrates
  Casting time: 30 - (SS/2)
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  Description: Another spell allowing the psionic to exert
  influence over the physical world using the power of their
  will, this powerful magic allows flames to be manipulated
  within range. Burning fires can be precisely directed so as
  to move at a rate of up to 1' per second per SS (note that
  they will continue to burn for only a matter of a few sec-
  onds if removed from a source of fuel; see the 4000 E.P.
  spell fuel flame for details of damage from contact with
  fire). Fire can be formed into whips for the purpose of
  reaching out to nearby combustibles very rapidly (move at
  5' per count per SS), or into balls to hurl at opponents (one
  ball can be formed and hurled every other second, attack-
  ing at + ((caster’s WIL - 5) x 5) and doing non-locational
  damage of 0.2 per SS, with a (SS x 2)% chance of igniting
  clothing and hair). Even magical fire can be made to part
  or die, allowing access to burning buildings and the like.
  Control fire can be used to deflect but not capture the fire
  based attacks of monsters and other magic users; an attack
  “deflected” by the psionic wielding this spell will suffer a
  - ((caster’s WIL - 5) x 6) to strike (or the targets of the
  fiery attack will gain this modifier as a plus to dodge, de-
  pending on which is appropriate).
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 3' by 3' by 3' per SS
  Duration: 1 MIN per SS
  Casting time: 30 - (SS/2)
  
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  Description: This powerful spell allows the caster to ma-
  nipulate electrical or related (e.g. magnetic) energy within
  range. Its most obvious use is to redirect lightning, which
  if controlled in this manner will strike at + ((caster’s WIL-
  5) x 10) and inflict damage of 1d10 (ie. 2d10 x 1d10 base
  damage). The spell can also be used to redirect electrical
  based attacks launched by other magic users; in this case
  the psionic simply declares a new target and the spell is
  resolved against the new victim.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: Whole area within range
  Duration: 1 MIN per SS
  Casting time: 30 - (SS/2)
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  Description: Given some fragment of a person or object
  (e.g. a hair, a chip from a blade, a vial of blood) the caster
  of this spell at once becomes aware of that object or per-
  son’s location relative to themselves. They will have a
  rough idea of the object or person’s immediate surround-
  ings (e.g. in an inn or being carried by a thief), physical
  location (e.g. in a village in the northern half of Karivda
  named Blown Vale) and dimension (e.g. Korin-Thar) wher-
  ever that object or person may be. This awareness will be
  maintained for the duration of the spell.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: Infinite
  Area of effect: 1 person or object
  Duration: 1 MIN per SS
  Casting time: 50 - SS
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  Description: This strange magic causes the target to re-
  experience their entire life in a kind of rapid dreamlike
  image show taking around an hour. Any memory, how-
  ever long ago or well suppressed, can be obtained in this
  way, even minute details (such as the design on an indi-
  vidual’s bracelet) as long as those details were initially
  perceived. Whilst in this trance, the target is unaware of
  their actual surroundings and cannot be awakened by any
  means.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: 1 T
  Duration: 1 hour
  Casting time: 50 - SS
  
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  Priest colour: Base
  Description: When a priest touches an injured person and
  casts this healing magic their patient experiences a feeling
  of intense heat around the region of the affected wound,
  which will magically heal up before their eyes. This spell
  affects a single injury of up to 20 injury points, healing it
  completely (including any associated bleeding damage).
  It is effective against melee damage, cuts, bruises, broken
  bones and the like, but will not work for extensive skin
  damage caused by burns or frostbite, nor regenerate lost
  limbs or organs. Wounds of a value greater than 20 injury
  points cannot be healed with this spell; they are left en-
  tirely unaffected by it.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: T
  Area of effect: One wound on one person
  Duration: N/A
  Casting time: 30-(SS/2)
  �������������������������������
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  Priest colour: Base
  Description: Uttering this potent protective magic makes
  a priest unusually difficult to strike, with attacks seeming
  to bend away from their target under some unseen influ-
  ence. In game terms, all incoming attacks are at -2 per SS
  for the spell’s duration.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a shield for ex-
  ample). SS should be rolled randomly (up to the spell’s
  original) at the time of the rune’s creation.
  Range: S
  Area of effect: S
  Duration: 10 counts per SS
  Casting time: 20-(SS/2)
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  Priest colour: Blue
  Description: Should the target of this spell fail to save,
  any utterance they make which contains a lie will sound to
  the caster as if it has a clear echo. Hence the priest will be
  aware of any such untruths. The priest cannot be certain,
  however, that the affected person has not saved against the
  spell (if they hear no echoes they will not know if their
  target is speaking truthfully or has simply resisted the
  magic).
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (an earpiece for
  example), with random SS (up to the spell’s original) rolled
  at the time of the rune’s creation. Anyone talking to the
  bearer must save once every (duration of spell) or have
  their lies revealed.
  Range: 10'
  Area of effect: 1 T
  Duration: 1 MIN per SS
  Casting time: 30-(SS/2)
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  Priest colour: Blue
  Description: This spell can be cast upon any isolated body
  of water, causing it to become fresh, clean and above all
  safe to drink regardless of its previous state. Should the
  body of water’s volume exceed the spell’s area of effect
  the spell will have no effect.
  Effect in runes: Permanence on a drinking vessel or simi-
  lar item will cause the spell to take effect on any water
  placed therein.
  Range: T
  Area of effect: 20 pints per SS
  Duration: P
  Casting time: 30-(SS/2)
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  Priest colour: Black
  Description: Upon uttering this protective magic the caster
  will have their magical aura enhanced such that they are
  better able to resist magical attacks. In game terms, they
  will gain a +2 per SS to saves against magic or magical
  fear for the duration of the spell.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple). SS should be rolled randomly (up to the spell’s origi-
  nal) at the time of the rune’s creation.
  Range: S
  Area of effect: S
  Duration: 10 counts per SS
  Casting time: 20-(SS/2)
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  Priest colour: Black
  Description: To use this spell a dark priest pushes his hands
  together in a gesture of prayer but points them at a target,
  
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  unleashing a whiplash of invisible negative energy. The
  victim of the spell must make a save, with failure meaning
  that they are paralysed and unable to take any action for
  the duration of the spell.
  Effect in runes: Permanence on a weapon causes the spell
  to take effect whenever the weapon damages a foe.
  Range: 50'
  Area of effect: 1 T
  Duration: 10 counts per SS
  Casting time: 30-(SS/2)
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  Priest colour: White
  Description: This is a subtle magic which causes its tar-
  get (should they fail a save) to experience a feeling of trust
  towards the caster. While they are likely to believe what
  the caster says, and that the caster has their best interests
  at heart, the spell does not offer any direct control over the
  target. Similarly, it is quite possible for the caster to un-
  dermine this sense of trust by acting in a manner which is
  obviously untrustworthy.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: 10'
  Area of effect: 1 T
  Duration: P
  Casting time: 30-(SS/2)
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  ������
  Priest colour: White
  Description: Upon uttering this protective magic the caster
  will have their magical aura enhanced such that they are
  better able to resist magical attacks. In game terms, they
  will gain a +2 per SS to saves against magic or magical
  fear for the duration of the spell.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple). SS should be rolled randomly (up to the spell’s origi-
  nal) at the time of the rune’s creation.
  Range: S
  Area of effect: S
  Duration: 10 counts per SS
  Casting time: 20-(SS/2)
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  Priest colour: Red
  Description: When this spell is cast cruel black razor-sharp
  claws will suddenly sprout forth from the priest’s fingers.
  They can be used to inflict blows with the unarmed com-
  bat skill, offering a damage mod of 0.75 and having an AT
  mod of 0.
  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple).
  Range: S
  Area of effect: S
  Duration: 20 counts per SS
  Casting time: 20-(SS/2)
  �����������������������������
  Priest colour: Red
  Description: This spell causes a tiny point of intense heat
  to develop over a specified target, igniting any flammable
  material (e.g. straw, tinder, dry wool, oil) in a natural-seem-
  ing manner. Note that while the spell’s effects are instant,
  the fire will still begin as a small smouldering flame and
  only develop with its typical timecourse. The spell cannot
  be used as a direct physical attack.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 25'
  Area of effect: 1 target point
  Duration: N/A
  Casting time: 30-(SS/2)
  �����������������
  Priest colour: Grey
  Description: Using this unusual enchantment, the caster
  can create a large volume of clean fresh air. Once sum-
  moned forth, the air is not under the caster’s control and
  will behave normally (e.g. slowly dissipating in an open
  space, or rising as a bubble underwater).
  Effect in runes: Permanence in a helmet or similar item
  will allow the bearer to breath from a special unending air
  supply regardless of their environment.
  Range: S
  Area of effect: 2' by 2' by 2' per SS
  Duration: P
  Casting time: 10-(SS/3)
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  Priest colour: Grey
  Description: Upon uttering this protective magic the caster
  will have their magical aura enhanced such that they are
  better able to resist magical attacks. In game terms, they
  will gain a +2 per SS to saves against magic or magical
  fear for the duration of the spell.
  
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  Effect in runes: Permanence confers constant spell ef-
  fects on the bearer of the enchanted item (a ring for exam-
  ple). SS should be rolled randomly (up to the spell’s origi-
  nal) at the time of the rune’s creation.
  Range: S
  Area of effect: S
  Duration: 10 counts per SS
  Casting time: 20-(SS/2)
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  Priest colour: Base
  Description: When this spell is cast the recipient will feel
  as though their lungs were filling with fresh air, lifting
  them upwards. However physically tired they may have
  been they will feel utterly refreshed; in game terms they
  will recover 3 exhaustion points per SS. This spell is not a
  sleep substitute, but rather a cure for physical exhaustion.
  Effect in runes: Permanence in an item means that the
  bearer will never suffer physical fatigue, being able to carry
  on indefinitely with exercise.
  Range: T
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30-(SS/2)
  ����������������
  Priest colour: Base
  Description: Another subtle priestly magic, the caster of
  this spell offers a prayer for guidance to their deity, and
  receives an intuitive feeling about their situation. For ex-
  ample, the spell might be cast at a crossroads to see which
  way is better to take (less dangerous or more appropriate
  for the priest’s immediate aims). Alternatively, some feel-
  ing might be gained regarding the wisdom of a particular
  plan of action. The intuitive feeling is vague (e.g. a posi-
  tive feeling about a person’s suggestion) and doesn’t re-
  veal anything specific about the future.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: S
  Area of effect: S
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: Blue
  Description: This curative magic allows the caster to at-
  tempt to purge their patient’s system of a poison in a dra-
  matic fever-inducing process. Twice the spell’s SS should
  be compared to the poison’s strength, and a statistical bat-
  tle conducted using these values (see the Hexicon rule-
  book section 4.1.8). Each round of this battle will take 5
  seconds. Any losses to the poison’s strength are perma-
  nent, and if it is reduced to zero it is completely purged.
  Otherwise, the standard poison effect rules should con-
  tinue to be applied using the poison’s adjusted strength.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: Blue
  Description: Any undead creatures affected by this spell
  must save against it or be “turned,” retreating away from
  the caster until they are out of sight and at a distance that
  they cannot affect the caster in any way (e.g. with magical
  fear). They must continue to retreat before the caster in
  this way for the duration of the spell (should the caster
  follow on, for example) but will most likely return after
  this time is up. Turned undead are not permitted to make
  any ranged attacks against the caster or their companions.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 25'
  Area of effect: 1 T per 3 SS
  Duration: 1 hour per SS
  Casting time: 10-(SS/3)
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  Priest colour: Black
  Description: When this dark magic is cast, up to one hu-
  manoid corpse per SS within the spell’s range will instantly
  rise up as a zombie (stats in Hexicon rulebook section 6.2.1)
  and perform the caster’s bidding. Animated dead are slow
  but relentless, following simple instructions without ques-
  tion until they are killed a second time or their task is com-
  plete.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: 25' radius about caster
  Area of effect: 1 T per SS
  Duration: 1 MIN per SS
  Casting time: 50-SS
  
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  Priest colour: Black
  Description: When this spell is cast a sphere 10' in radius
  centering on a point specified by the caster is flooded with
  magical darkness; no light will enter this region, nor can
  any within it see out. Normal darkness modifiers apply to
  those within (see the Hexicon rulebook, section 3.7.18).
  Effect in runes: Permanence creates a durationless area
  of darkness centered on the enchanted object.
  Range: 100'
  Area of effect: 10' radius
  Duration: 10 counts per SS
  Casting time: 30-(SS/2)
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  Priest colour: White
  Description: This healing spell allows the caster to at-
  tempt to drive out a disease from their patient’s body, in-
  ducing a convulsive fit. Twice the spell’s SS should be
  compared to the disease’s strength, and a statistical battle
  conducted using these values (see the Hexicon rulebook
  section 4.1.8). Each round of this battle will take 5 sec-
  onds. Any losses to the disease’s strength are permanent,
  and if it is reduced to zero it is completely cured. Other-
  wise, the standard disease effect rules should continue to
  be applied using the disease’s adjusted strength.
  Effect in runes: Permanence on an item takes effect im-
  mediately that a disease save is initially failed by the bearer
  (once per disease attack). The spell has a random SS up to
  the spell’s original.
  Range: T
  Area of effect: 1 T
  Duration: P
  Casting time: 30-(SS/2)
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  Priest colour: White
  Description: Any undead creatures affected by this spell
  must save against it or be “turned,” retreating away from
  the caster until they are out of sight and at a distance that
  they cannot affect the caster in any way (e.g. with magical
  fear). They must continue to retreat before the caster in
  this way for the duration of the spell (should the caster
  follow on, for example) but will most likely return after
  this time is up. Turned undead are not permitted to make
  any ranged attacks against the caster or their companions.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 25'
  Area of effect: 1 T per 3 SS
  Duration: 1 hour per SS
  Casting time: 10-(SS/3)
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  Priest colour: Red
  Description: This dangerous magic sends the priest into
  an insane berserk rage, offering powerful combat advan-
  tages (x1.5 damage, +20 to strike, +10 initiative, ignore
  knockout rolls) but numerous potential risks (-10 to parry/
  dodge, difficulty telling friend from foe). The berserk spell
  brings on a rage that is identical to that described in the
  Hexicon rulebook section 3.7.14, which should be con-
  sulted for details of ending a rage and the chances of at-
  tacking friends.
  Effect in runes: Permanence on a weapon means that
  whenever it is drawn the bearer must save against the spell
  (random SS up to original) or become berserk.
  Range: S
  Area of effect: S
  Duration: Max 10 counts per SS
  Casting time: 20-(SS/2)
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  Priest colour: Red
  Description: A potent weapon against the undead, this
  spell will affect up to one undead creature per 5 points of
  SS. Should the undead targets fail to save they are instantly
  destroyed, incinerated from the inside out to leave nothing
  but ashes.
  Effect in runes: Permanence on a weapon will cause the
  spell to take effect whenever a wound is inflicted upon an
  undead creature.
  Range: 25'
  Area of effect: 1 T per 5 SS
  Duration: N/A
  Casting time: 10-(SS/3)
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  Priest colour: Grey
  Description: This healing spell allows the caster to at-
  tempt to drive out a disease from their patient’s body, in-
  ducing a convulsive fit. Twice the spell’s SS should be
  compared to the disease’s strength, and a statistical battle
  conducted using these values (see the Hexicon rulebook
  section 4.1.8). Each round of this battle will take 5 sec-
  onds. Any losses to the disease’s strength are permanent,
  and if it is reduced to zero it is completely cured. Other-
  wise, the standard disease effect rules should continue to
  be applied using the disease’s adjusted strength.
  Effect in runes: Permanence on an item takes effect im-
  
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  mediately that a disease save is initially failed by the bearer
  (once per disease attack). The spell has a random SS up to
  the spell’s original.
  Range: T
  Area of effect: 1 T
  Duration: P
  Casting time: 30-(SS/2)
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  Priest colour: Grey
  Description: Any animal (GM’s discretion, but not intelli-
  gent humanoids or magical creatures) affected by this spell
  must save against it or be repelled, retreating away from
  the caster until they are out of sight and at a distance that
  they cannot affect the caster in any way. They must con-
  tinue to retreat before the caster in this way for the dura-
  tion of the spell (should the caster follow on, for example)
  but may return after this time is up. Repelled animals are
  not permitted to make any ranged attacks against the caster
  or their companions.
  Effect in runes: Permanence is effective at all times, such
  that no animal that fails may approach the object.
  Range: 25'
  Area of effect: 1 T per 3 SS
  Duration: 1 hour per SS
  Casting time: 10-(SS/2)
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  Priest colour: Base
  Description: The spell generates a bolt of coloured en-
  ergy, its colour dependent on the affiliation of the priest.
  The bolt is aimed at a potential target and has a +4 to strike
  per SS, striking as a crossbow attack and doing impact
  damage at 0.2 per SS. The range mod is 0.4. The spell can
  be cast but firing delayed for up to SSx4 counts as required.
  Effect in runes: Permanence on a weapon causes extra
  damage (of a nature appropriate for the spell’s colour) ran-
  domly up to the original SS, e.g. a sword with a SS 10 bolt
  of power enchantment will cause an additional d10 points
  of base damage when a blow is struck (so 3d10 are rolled
  instead of 2d10). Permanence on non-weapon items al-
  lows casting with a random SS up to the spell’s original.
  Range: 200'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: Base
  Description: When a priest touches an injured person and
  casts this healing magic their patient experiences a feeling
  of intense heat around the region of the affected wound,
  which will magically heal up before their eyes. This spell
  affects a single injury of up to 50 injury points, healing it
  completely (including any associated bleeding damage).
  It is effective against melee damage, cuts, bruises, broken
  bones and the like, but will not work for extensive skin
  damage caused by burns or frostbite, nor regenerate lost
  limbs or organs. Wounds of a value greater than 50 injury
  points cannot be healed with this spell; they are left en-
  tirely unaffected by it.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: T
  Area of effect: 1 wound
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: Blue
  Description: This defensive spell affects a circular region
  of space within range. The circle can be moved around by
  the caster (pace 3) but this requires concentration; if ig-
  nored, it will simply remain stationary for the duration of
  the spell. Those within the circle who the caster considers
  friendly will be touched by the hand of the priest’s deity,
  feeling strong and gaining a +1 per SS to any physical
  defensive action (e.g. parrying, dodging).
  Effect in runes: Permanence on an object means that the
  effects are constant for the region surrounding it; the cir-
  cle will move with the object. SS is rolled randomly (up to
  original) upon creation.
  Range: 100'
  Area of effect: 2' radius per SS
  Duration: 20 counts per SS
  Casting time: 30-(SS/2)
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  Priest colour: Blue
  Description: This useful healing spell allows the casting
  priest to heal any wound caused by burns (including acid)
  or fire-based attacks (those that do not have as their major
  effect concussive impact, such as explosions). Regardless
  of the wound’s injury points, it will be healed completely,
  giving an experience of soothing cooling. Additionally,
  any scarring or other skin damage resulting from the wound
  will be healed, although permanent nerve damage (e.g.
  blindness) cannot be cured.
  
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  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: T
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: Black
  Description: Undead creatures who fail to save against
  this spell will fall under the control of the priest for its
  duration, obeying any command that does not entail cer-
  tain destruction (e.g. committing suicide; attacking a su-
  perior foe does not entail certain destruction so is accept-
  able). When the spell’s duration expires the undead are
  likely to return to their previous tasks or lifestyles, and
  will have full memory of their subjugation.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: 25'
  Area of effect: 1 T per 5 SS
  Duration: 1 MIN per SS
  Casting time: 10-(SS/3)
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  Priest colour: Black
  Description: The dark priest who utters a curse condemns
  their victim (should they fail to save) to a lifetime with
  some cruel affliction. The curses available depend upon
  the SS of the spell, with the following becoming available
  one after another: SS 1, insect attraction - the target is con-
  stantly swarmed by flies or some other irritating but not
  painful insect; SS 3, ill luck - a subtle curse, which will
  have its effects when GM random rolls (e.g. who will get
  attacked) are made; SS 4, sterility - the target cannot fa-
  ther or mother children, with men being impotent as well;
  SS 6, glowing eyes - target’s pupils glow red, making them
  likely candidates for witch hunts; SS 8, nightvision - the
  target sees as if it where daylight during the night, but as if
  it were a moonless night during the day; SS 10, mumbling
  - the target’s attempts at speech come out as meaningless
  mumbles; SS 11, ulcers - the target can only eat dairy pro-
  duce and the like, with rich or acidic food leading to inca-
  pacitating stomach cramps (-30 to all actions) for 3d6 hours;
  SS 12, ugliness - the target becomes ugly to the point where
  those gazing on them must make a save against the curse’s
  SS or wretch (equivalent to APP of 0); SS 14, friendslayer
  - in combat, there is only a 0.7 probability that the target
  will succeed in attacking a foe, with a 0.3 probability of
  going for a friend for the entire attack drive; SS 18, run-
  ning death - the target will continue to run until they die of
  exhaustion unless they are physically restrained.
  Effect in runes: Permanence causes the curse to affect the
  owner of the item until such time as it passes to another.
  Range: 3' per SS
  Area of effect: 1 T
  Duration: P
  Casting time: 30-(SS/2)
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  Priest colour: White
  Description: Using this protective magic a priest can cast
  out a field of beneficial energy that will help protect those
  within a 20’ radius who are aligned to the caster (share the
  same current motivations or are sympathetic to the cast-
  er’s goals). Dim white mist-like light will emanate from
  all those affected, giving an odd ghostly blurring effect
  that will make them difficult to strike. In game terms, all
  incoming attacks are at –1 per SS to strike affected indi-
  viduals.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: S
  Area of effect: 20' radius
  Duration: 20 counts per SS
  Casting time: 30-(SS/2)
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  Priest colour: White
  Description: By casting this spell a priest gains a subtle
  insight into the personality of their target (should a save
  be failed). The spell does not provide a detailed analysis,
  but rather gives a general feeling of the target’s alignment
  (good, neutral, evil) and primary immediate motivations
  (greed, reciprocation, vengeance, hatred, altruism, friend-
  liness etc.).
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: 10'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: Red
  Description: This incantation affects the next physical at-
  tack made by the caster, however long it may be before
  such a blow is made and regardless of whether it is suc-
  cessfully parried. The blow becomes far more solid; in
  game terms, it is multiplied by an additional damage mod
  of x (1 + (SS/8)). Hence a SS 12 great blow would offer a
  x (1 + (12/8)) = x (1 + 1.5) = x2.5. It is recommended that
  GMs use the advanced combat rules for penetrating dam-
  age (section 3.7.2) in conjunction with this spell.
  Effect in runes: Permanence allows casting with a ran-
  
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  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: S
  Area of effect: S
  Duration: Next physical attack
  Casting time: 10-(SS/3)
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  Priest colour: Red
  Description: The targets of this chilling spell will suffer
  the effects of magical fear (described in the Hexicon rule-
  book section 4.1.5) at the spell’s SS. The caster themselves
  will be the focus of the magical fear; note that the range is
  as specified for the spell, not that suggested in section 4.1.5.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 3' per SS
  Area of effect: 1 T per SS
  Duration: N/A
  Casting time: 50-SS
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  Priest colour: Grey
  Description: This defensive spell affects a circular region
  of space within range. The circle can be moved around by
  the caster (pace 3) but this requires concentration; if ig-
  nored, it will simply remain stationary for the duration of
  the spell. Those within the circle who the caster considers
  friendly will be touched by the hand of the priest’s deity,
  feeling strong and gaining a +1 per SS to any physical
  defensive action (e.g. parrying, dodging).
  Effect in runes: Permanence on an object means that the
  effects are constant for the region surrounding it; the cir-
  cle will move with the object. SS is rolled randomly (up to
  original) upon creation.
  Range: 100'
  Area of effect: 2' radius per SS
  Duration: 20 counts per SS
  Casting time: 30-(SS/2)
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  Priest colour: Grey
  Description: Undead creatures who fail to save against
  this spell will fall under the control of the priest for its
  duration, obeying any command that does not entail cer-
  tain destruction (e.g. committing suicide; attacking a su-
  perior foe does not entail certain destruction so is accept-
  able). When the spell’s duration expires the undead are
  likely to return to their previous tasks or lifestyles, and
  will have full memory of their subjugation.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: 25'
  Area of effect: 1 T per 5 SS
  Duration: 1 MIN per SS
  Casting time: 10-(SS/3)
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  Priest colour: Base
  Description: Having cast this spell, the priest will fall into
  a deep trance, experiencing a dream-like vision from their
  God. While the spell may be cast with a particular ques-
  tion in mind, the information relayed by the resultant vi-
  sion will not necessarily answer it; it is what the god deems
  important that is communicated. The vision is rarely di-
  rect, usually involving symbolism rather than language,
  but will often contain useful hints about events, dangers
  and challenges that are to come. The GM may consider it
  appropriate to offer clear hints if this spell is cast whilst
  the priest faces a difficult and significant problem. How-
  ever, it should be remembered that the immediate goals of
  a priest’s God may not be those of the priest himself or the
  party he travels with. Gods are wont to use communions
  as an opportunity to remind their servants of their real du-
  ties.
  Effect in runes: Permanence on an object (a mirror for
  example) means that whenever someone looks upon /
  touches that object they receive communion.
  Range: S
  Area of effect: S
  Duration: 1 MIN per SS
  Casting time: 50-SS
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  Priest colour: Base
  Description: When a priest touches an injured person and
  casts this healing magic their patient experiences a feeling
  of intense heat around the region of the affected wound,
  which will magically heal up before their eyes. This spell
  affects a single injury of any degree, healing it completely
  (including any associated bleeding damage). It is effective
  against melee damage, cuts, bruises, broken bones and the
  like, but will not work for extensive skin damage caused
  by burns or frostbite, nor regenerate lost limbs or organs.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: T
  Area of effect: 1 wound
  Duration: N/A
  Casting time: 30-(SS/2)
  
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  Priest colour: Blue
  Description: The charm spell allows the caster to put a
  glamour over a victim. If the target fails a save vs. magic
  then they will perform the caster’s wishes for the duration.
  An extra save is allowed if the act is contrary to alignment
  or particularly dangerous. The victim will not perform any
  act that they believe will end in their certain death.
  Effect in runes: Allows casting with a random SS up to
  the spell’s original using the bearer’s spell points.
  Range: 10'
  Area of effect: 1 T
  Duration: 1 MIN per SS
  Casting time: 50-SS
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  Priest colour: Blue
  Description: Before casting this spell the priest must se-
  lect a particular culture. It can be general (e.g. Elven) or
  specific (e.g. a particular city or region), with a more spe-
  cific choice giving more specific insight to match. The
  priest will then gain complete fluency within that culture
  for the duration of the spell. They will be able to talk in the
  appropriate language (even the appropriate dialect/accent)
  and will understand all the niceties of social conduct. While
  they will not gain any deep historical or local geographi-
  cal knowledge, they will have a good understanding of
  power relations, which will make it unlikely that they make
  any conversational blunders.
  Effect in runes: Permanence will offer the spell’s benefit
  as long as the item is touched. The culture is chosen at the
  time of creation.
  Range: S
  Area of effect: S
  Duration: 10 MIN per SS
  Casting time: 30-(SS/2)
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  Priest colour: Black
  Description: The target of this cruel magic must save or
  be inflicted with an infectious disease. The time course
  and effects of disease are described in the Hexicon rule-
  book section 4.1.3; diseases usually involve saving throws
  made over the course of a few days, with the disease wors-
  ening or being slowly defeated. The disease has an onset
  time of 1 day and is highly contagious; anyone who inter-
  acts with the infected target to any significant extent has a
  SS % chance of being exposed, prompting them to make a
  save at the spell’s SS or become infected too.
  Effect in runes: Permanence means that anyone touching
  the object must save or become infected.
  Range: 3' per SS
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: Black
  Description: Upon casting this spell a thick swarm of black
  locusts will pour from the caster’s mouth. From here, the
  swarm will move as directed by the caster within the spell’s
  range, attempting to eat whatever they come into contact
  with. They can move at a pace of up to 2.5, and will effort-
  lessly destroy crops and food. They are also a real menace
  to the flesh of many animals and humanoids; every 5 sec-
  onds they spend in contact with a victim will cause 2d10 x
  1 non-locational damage. This value should be multiplied
  by the proportion of skin that is exposed (not covered up
  by leather or similarly thick armour or garments). Hence a
  warrior who is armoured except for his thighs, knees, hands
  and face (total 25% from the armour rules section) would
  have a x 0.25 modifier to this damage roll. Cloth bags and
  similar items, even of canvas, will be destroyed by the lo-
  custs, who will leave their victims covered in bloody welts
  that are prone to infection (GM’s discretion). The swarm
  cannot be separated but must be moved as a unit.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: 100'
  Area of effect: 10'x10'x10' area
  Duration: 50 seconds per SS
  Casting time: 50-SS
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  Priest colour: White
  Description: This helpful spell allows the caster to attempt
  to overcome a curse that is affecting their target. The spell’s
  SS should be compared to the curse’s original SS; if it
  exceeds it, the curse is removed. Otherwise, the curse will
  remain in place until a more powerful remove curse spell
  can be cast.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: T
  Area of effect: 1 T
  Duration: N/A
  Casting time: 50-SS
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  Priest colour: White
  Description: This spell is unusual in that it is ritualistic,
  not instant, taking a number of hours of chanting, bless-
  ing, dousing with holy water and related activities to com-
  
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  plete. The enchantment is cast upon an area of ground such
  as a temple, offering potent protection against those who
  are not aligned to the faith. Anyone who enters that area
  and attempts to take actions that are harmful to the caster
  or those who share the caster’s motivations or outlook must
  make a save, with failure meaning that they are at –3 per
  SS to all physical and spell-casting actions. Upon leaving
  the blessed ground they will once again be at full strength.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: N/A
  Area of effect: 10' radius per SS
  Duration: 1 day per SS
  Casting time: 1-6 hours
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  Priest colour: Red
  Description: When this spell is cast the priest’s skin will
  become extremely tough, providing powerful resistance
  against physical attacks. In game terms, the caster gains 1
  point of armour (AV) against all attack types per SS (e.g.
  SS 12 gives 12/9, 12/9, 12/9, 12/9 armour).
  Effect in runes: Permanence, on a bracelet for example,
  gives constant spell effects on the area of skin near to the
  object (e.g. hand and forearm), with SS random up to origi-
  nal (rolled at the time of creation).
  Range: S
  Area of effect: S
  Duration: 50 counts per SS
  Casting time: 30-(SS/2)
  ������������
  Priest colour: Red
  Description: The target of this spell is affected as if they
  had just been poisoned (see the Hexicon rulebook section
  4.1.3) with the exception that their saves should be against
  red magic, not poison/disease. The poison attacks initially
  at the spell’s SS, and has an onset time of 50 - SS seconds.
  The “antidote” can be provided by the priest at any time,
  instantly stopping the magical venom’s spread (curing the
  target).
  Effect in runes: Permanence on a weapon will cause the
  spell to take effect whenever a wound is inflicted.
  Range: 50'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: Grey
  Description: This spell makes real the dream of flight al-
  lowing the caster to soar into the air and cover vast dis-
  tances quickly and relatively safely. The priest travels at 3
  km per hour per SS, e.g. at SS 10 the rate of flight is 30 km
  per hour. Note that 1 km per hour is approximately equal
  to 1 foot per second (actually closer to 0.9 feet per sec), or
  0.1 feet per count.  Hence 30 km per hour equals approxi-
  mately 3 feet per count (in pace terms). Once this spell is
  cast for the first time the caster (and anyone else affected)
  should add the Fly skill to their Character Sheet and calcu-
  late the modifiers (without the usual -25 penalty for nov-
  ices). For flight in combat, see section 3.7.12 of the rule-
  book.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: S
  Area of effect: S
  Duration: 1 MIN per SS
  Casting time: 50-SS
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  Priest colour: Grey
  Description: Should the targets of this spell fail to make a
  save, their wrists will suddenly draw together and become
  tightly bonded. The GM should determine exactly what
  actions may be undertaken in this state, but in general any
  action involving fine manipulation or gesturing (e.g. spell
  casting) should be at a hefty minus (e.g. –50). Dodging is
  unaffected, but attacking using the hands or a weapon,
  blocking, parrying and related activities will be at –20 to –
  40 (GM’s discretion).
  Effect in runes: Permanence (on a set of bracelets, for
  example) will bond the wearer’s wrists together as per the
  spell, making them rather difficult to remove…
  Range: 50'
  Area of effect: 1 T per 3 SS
  Duration: 10 SEC per SS
  Casting time: 30-(SS/2)
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  Priest colour: Base
  Description: Using this potent illusory magic, a priest is
  able to take on the appearance of a being of great power, a
  suitable servant of their deity. While no actual additional
  powers are gained, a striking show of apparent power is
  likely to awe and cower onlookers. The appearance that is
  taken on is in part under the control of the priest, but should
  
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  be consonant with the God they serve. Hence a priest of
  Backnar, the Iron Ring Empire’s God of honour and war
  might take on the appearance of a giant knight in shining
  armour bearing a flaming sword. Observers gain no save
  against this magic, but their actions may not be influenced
  by mere appearances.
  Effect in runes: Permanence means that the spell will take
  effect whenever the item is worn/touched. The appearance
  of the illusion is determined upon creation, not each time
  used.
  Range: S
  Area of effect: S
  Duration: 20 counts per SS
  Casting time: 40-SS
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  Priest colour: Blue
  Description: Any creatures of fire affected by this spell
  must save against it or be repelled, retreating away from
  the caster until they are out of sight and at a distance that
  they cannot affect the caster in any way (e.g. with magical
  fear or attacks). Creatures of fire are determined at the GM’s
  discretion but might include dragons, balrogs, fenry, fire
  elementals etc. They must continue to retreat before the
  caster in this way for the duration of the spell (should the
  caster follow on, for example) but will most likely return
  after this time is up. Banished creatures are not permitted
  to make any ranged attacks against the caster or their com-
  panions.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 15'
  Area of effect: 1 T per 5 SS
  Duration: 1 MIN per SS
  Casting time: 10-(SS/3)
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  Priest colour: Black
  Description: Having cast this spell, a priest’s touch will
  suddenly become deadly. Should the priest touch a tar-
  get’s exposed flesh, the target must save or face a 1d6 death
  roll per 2 points of SS (e.g. 6d6 death roll for a SS 12
  spell). A save protects the target for the entire duration of
  the spell. The spell’s effects also partially extend to any
  weapon used by the priest, with the proviso that the weapon
  must actually draw blood for the spell to take effect.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: N/A
  Duration: 20 counts per SS
  Casting time: 30-(SS/2)
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  Priest colour: White
  Description: Any demons affected by this spell must save
  against it or be repelled, retreating away from the caster
  until they are out of sight and at a distance that they cannot
  affect the caster in any way (e.g. with magical fear or at-
  tacks). They must continue to retreat before the caster in
  this way for the duration of the spell (should the caster
  follow on, for example) but will most likely return after
  this time is up. Banished demons are not permitted to make
  any ranged attacks against the caster or their companions.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 15'
  Area of effect: 1 T per 5 SS
  Duration: 1 MIN per SS
  Casting time: 10-(SS/3)
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  Priest colour: Red
  Description: When this spell is cast a circle of fierce flame
  is created centred on the caster in a 15 foot radius circle.
  The circle of flames moves with the caster for the spell’s
  duration and all those caught in the flames suffer a non-
  locational injury with a damage modifier of 0.2 per SS
  upon being contacted. If they remain in contact, they will
  suffer the same amount of damage every subsequent 10
  counts.
  Effect in runes: Permanence either creates a permanent
  circle of flames around an object that cannot be dispelled
  or allows casting using the bearer’s spell points with a ran-
  dom SS up to the original.
  Range: S
  Area of effect: 15' radius
  Duration: 20 counts per SS
  Casting time: 50-SS
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  Priest colour: Grey
  Description: Should the target of this manipulative spell
  fail to save, they will find themselves utterly under the
  control of the priest for its duration. They will believe
  whatever they are told and do whatever is requested of
  them, however out of character or dangerous. When the
  spell wears off, the victim will be fully aware of what has
  happened, and will no longer respond to suggestions made
  or beliefs instilled.
  
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  Effect in runes: With permanence on an item with intelli-
  gence, that item will attempt to gain control of its bearer
  each time its other powers are used, maintaining control
  for the duration of the spell (random SS up to the spell’s
  original).
  Range: 10'
  Area of effect: 1 T
  Duration: 1 hour per SS
  Casting time: 50-SS
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  Priest colour: Base
  Description: Enhance combat. Casting this spell will in-
  fuse the priest with the power of their God, filling their
  body with other-worldly strength and speed. In game terms,
  the priest gains a +2 to strike, parry and dodge per SS, and
  a +0.1 to damage for every 2 points of SS.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: S
  Area of effect: S
  Duration: 15 counts per SS
  Casting time: 10-(SS/3)
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  Priest colour: Blue
  Description: This helpful spell allows the caster to attempt
  to overcome a curse that is affecting their target. The spell’s
  SS should be compared to the curse’s original SS; if it
  exceeds it, the curse is removed. Otherwise, the curse will
  remain in place until a more powerful remove curse spell
  can be cast.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: T
  Area of effect: 1 T
  Duration: N/A
  Casting time: 50-SS
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  Priest colour: Black
  Description: Locking their arm and aiming their clenched
  fist at a target, the priest using this dark spell attempts to
  banish a spirit from its body forever. Should the target fail
  to save, their soul will perish utterly; they will die instantly,
  and no resurrection can restore them.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: White
  Description: This potent magic will inspire all those within
  range who share the priest’s motivations or outlook, lift-
  ing their spirits and filling them with a feeling of divine
  purpose and self-belief. For the duration of the spell they
  will be immune to the effects of normal and magical fear
  (recovering at once if afflicted) and will be at +1 per SS to
  all physical actions and saves.
  Effect in runes: Permanence gives constant spell effects
  in the region of the item. SS random up to original, rolled
  at time of creation.
  Range: S
  Area of effect: 50' radius
  Duration: 100 counts per SS
  Casting time: 50-SS
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  Priest colour: Red
  Description: The target of this spell must save or become
  infected with rabies (initially at the spell’s SS). The spell
  has an onset time of 1 day and will affect the target ac-
  cording to the rules on infection (section 4.1.3), poten-
  tially killing them. In addition to the standard effects de-
  scribed, however, when the disease’s strength exceeds the
  target’s CON it will cause them to foam at the mouth and
  become paranoid and extremely aggressive, regularly strik-
  ing out at anyone around them. Should they inflict a wound
  (even via a weapon) their target must save against the origi-
  nal spell’s SS or become infected too.
  Effect in runes: Permanence on a weapon will cause the
  spell to take effect whenever blood is drawn.
  Range: 25'
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30 - (SS/2)
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  Priest colour: Grey
  Description: This subtle manipulative magic allows the
  priest to indirectly influence a large number of targets. If
  the words he utters after casting the spell are eloquently
  phrased (so as to sound reasonable) then any who hear
  them and fail to save will be utterly convinced of the truth
  
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  of them. While this spell does not offer instant control, it
  does give a powerful way to influence the actions of oth-
  ers in the medium to long term.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: 100'
  Area of effect: 1 T per SS
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: Base
  Description: The most potent of the miraculous healing
  magics available to a true priest, the resurrection spell will
  return life to the dead. A corpse need simply be touched
  and it will return to life with little or no memory of the
  experience of death and what lies beyond. There are, how-
  ever, a number of provisos. Firstly, the corpse must be in a
  condition that will allow it to survive once resurrected.
  Resurrection will not restore missing limbs or organs, so
  the absence of a body part that is required (e.g. a head)
  prevents it. Secondly, the decomposition process sets lim-
  its on the effectiveness of the spell. Every day following
  resurrection the Use% value of the spell drops by 10%, so
  that even the most powerful spell (SS 30) is ineffective by
  thirty days after death. Thirdly, resurrection has a number
  of serious physical and psychological effects upon the in-
  dividual who has returned from the dead. Full details are
  given in section 4.1.4 of the Hexicon rulebook.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: T
  Area of effect: 1 T
  Duration: N/A
  Casting time: 30-(SS/2)
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  Priest colour: Blue
  Description: This powerful manipulative magic allows the
  priest to influence a whole group of targets. A simple com-
  mand of a few words must be uttered in a loud voice (“run
  that way” or “kill him” for example). All those targets who
  fail to save will then obey that command until such time as
  it has been fulfilled or the duration of the spell is up. If a
  command is directly contrary to the values and beliefs of a
  target they receive a further save. If it entails certain death
  (e.g. jumping off a cliff) they will not obey the command,
  but will take no other actions apart from defending them-
  selves for the duration of the spell (note that attacking a
  superior opponent does not entail certain death). Affected
  individuals will remember responding to the priest’s com-
  mands and the actions they took but may be uncertain as
  to why they did so (they may mistake the magical com-
  mand for their own desire if the two are easily reconcil-
  able).
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: 100'
  Area of effect: 1 T per SS
  Duration: 1 MIN per SS
  Casting time: 50-SS
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  Priest colour: Black
  Description: Using this black art the priest is able to cre-
  ate an undead creature from a corpse. The magic is cer-
  emonial, taking a number of hours to complete; the undead
  will rise up at midnight the following evening, and will
  not be under the command of its creator, rather having its
  own desires and motives. The power of the undead de-
  pends upon the SS of the spell and the nature of the corpse
  according to the following guidelines: SS1 - any corpse
  can be used to create a zombie/animated dead (bestiary
  section 6.2.1); SS 8 - the corpse of a warrior can be used to
  create a minor skeleton (section 6.2.4); SS 10 - the corpse
  of a woman can be used to create a banshee (section 6.2.2);
  SS 15 - the corpse of a champion (a great warrior) can be
  used to create a major skeleton; SS 20 - the corpse of a
  true sinner (one who has sinned without guilt or repent-
  ance) can be used to create a major vampire; SS 25 - the
  corpse of a powerful evil mage or king can be used to cre-
  ate a wraith lord.
  Effect in runes: Permanence creates an object which, when
  placed and left upon a corpse, has a SS% chance of creat-
  ing an appropriate undead creature.
  Range: T
  Area of effect: 1 T
  Duration: P
  Casting time: Ritual (4-8 hours)
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  Priest colour: White
  Description: This stunning healing enchantment will af-
  fect numerous targets, instantly healing any wounds of a
  standard nature (e.g. weapon damage, bruising, cuts, bro-
  ken bones etc.) whatever their level of severity (injury
  points). Those restored will feel warmed from within and
  touched by the hand of the relevant God.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: S
  Area of effect: 50' radius
  Duration: N/A
  
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  Casting time: 100-(2 x SS)
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  Priest colour: Red
  Description: When this spell is cast, any target who fails
  to save (or chooses not to) will fall into an enraged berserk
  state, attacking their enemies (and sometimes their com-
  rades) with enormous violence. While berserk, they will
  gain a + 2 to initiative and strike per SS, a + 0.1 to damage
  per 2 SS, and will ignore knockout rolls, although they are
  at -10 to parry and dodge. Once attacks are launched against
  a foe, they will be unable to stop attacking until their tar-
  get is unconscious or dead. They may also fail to recog-
  nise comrades as friends and attack them; actions should
  be guided according to the rules presented in section 3.7.14
  of the Hexicon rulebook.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: 100'
  Area of effect: 1 T per SS
  Duration: N/A
  Casting time: 50-SS
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  Priest colour: Grey
  Description: The spell creates a mighty wind over a large
  area. The wind has a strength of 2 per SS. All affected
  must make an initial knockdown roll of 1d6 per 3 SS.  If
  this value exceeds their STR statistic they are knocked
  down (considered to be prone; see the rulebook section
  3.7.6) and pinned for the duration. If it exceeds double
  their STR, they are pushed over and will roll backwards at
  a rate of 10’ (about 3 metres) per second until the wind
  ceases. Those not knocked over have 10% normal move-
  ment per point of STR over the wind strength; if their STR
  is lower they can only stand, and make no significant move-
  ments.  Spell casting is possible as usual unless prone, but
  physical actions like parrying are at –5 for each point the
  wind’s (strength x 2) exceeds the victim’s STR. Anyone
  entering the gale is affected by it.  Similarly, missiles fired
  into the area are strongly affected, giving a –5 per wind
  strength to strike. Any unbalancing action (such as dodg-
  ing) necessitates a new knockdown roll. Targets can choose
  to give in and let the wind blow them backwards should
  they wish. Blown targets will suffer damage as per section
  4.1.1 of the rulebook if they strike a solid object, can make
  no defense, but are tough to hit if blown past a potential
  striker’s path (-30 special mod). The spell will cease im-
  mediately if the caster stops concentrating upon it.
  Effect in runes: Permanence allows casting at any time
  using the bearer’s spell points.
  Range: 1000'
  Area of effect: 100' by 100' per SS
  Duration: 20 counts per SS
  Casting time: 50-SS
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  Priest colour: Base
  Description: The most dangerous and powerful spell a
  priest can cast, this enchantment allows a deity to act di-
  rectly through the body of their servant. The caster will be
  filled with pure Godly energy, which will spill forth from
  their eyes and mouth, appearing as bright light of the ap-
  propriate colour. Any creature that is bathed in this light
  (looked at) and is not a servant of the priest’s God will
  suffer the intense and searing pain of revelation. Physi-
  cally, they will suffer a 0.3 x SS non-locational damage
  roll every 5 counts that the priest focuses on them. There
  is no way to avoid this damage. Mentally, a failure to save
  will cost them a point of WIL (permanent loss) every 5
  counts; they will also gain one random insanity every 10
  counts. For the duration of the spell the priest will be vir-
  tually invulnerable; any physical attacks will flounder
  against the halo of light that surrounds them, equivalent to
  4 points of armour per SS on each location against all at-
  tack types. They will also gain a +5 per SS on all saves.
  However, there is a considerable risk in using this magic.
  A mortal body is not designed to contain these sorts of
  energies, and there is a chance that their skin will rip around
  their eyes and mouth (rolled initially: 15 – SS %, mini-
  mum 3%). In this case the breaks will spread rapidly until
  their body is ripped asunder. The energies within will cause
  an explosion, causing non-locational damage of 1 per SS
  to everyone within 30’, - 0.1 per SS for each additional 10'
  (such that the explosion will extend out to 130’). The
  priest’s own body will be utterly consumed.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: S
  Area of effect: S
  Duration: 10 counts per SS
  Casting time: 100-(2 x SS)
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  Priest colour: Blue
  Description: Using this powerful spell the caster is able
  to instantly summon forth one water elemental (Hexicon
  rulebook section 6.4.4) per five points of SS. The
  elementals will do the caster’s bidding, following their
  mental commands until they or the caster are killed or the
  duration of the spell is up. At this point they will vanish
  back to their own dimension, leaving no trace.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  
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  Range: N/A
  Area of effect: N/A
  Duration: 30 counts per SS
  Casting time: 50-SS
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  Priest colour: Black
  Description: Using this powerful spell the caster is able
  to instantly summon forth one commander demonic min-
  ion (Hexicon rulebook section 6.3.4) per five points of SS.
  The demons will do the caster’s bidding, following their
  mental commands until they or the caster are killed or the
  duration of the spell is up. At this point they will vanish
  back to their own dimension, leaving no trace.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: N/A
  Area of effect: N/A
  Duration: 30 counts per SS
  Casting time: 50-SS
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  Priest colour: White
  Description: Using this powerful spell the caster is able
  to instantly summon forth one angel (Hexicon rulebook
  section 6.4.5) per five points of SS. The angels will do the
  caster’s bidding, following their mental commands until
  they or the caster are killed or the duration of the spell is
  up. At this point they will vanish back to their own dimen-
  sion, leaving no trace.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: N/A
  Area of effect: N/A
  Duration: 30 counts per SS
  Casting time: 50-SS
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  Priest colour: Red
  Description: Using this powerful spell the caster is able
  to instantly summon forth one fire elemental (Hexicon
  rulebook section 6.4.3) per five points of SS. The
  elementals will do the caster’s bidding, following their
  mental commands until they or the caster are killed or the
  duration of the spell is up. At this point they will vanish
  back to their own dimension, leaving no trace.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: N/A
  Area of effect: N/A
  Duration: 30 counts per SS
  Casting time: 50-SS
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  Priest colour: Grey
  Description: Using this powerful spell the caster is able
  to instantly summon forth one air elemental (Hexicon rule-
  book section 6.4.1) per five points of SS. The elementals
  will do the caster’s bidding, following their mental com-
  mands until they or the caster are killed or the duration of
  the spell is up. At this point they will vanish back to their
  own dimension, leaving no trace.
  Effect in runes: Permanence allows casting with a ran-
  dom SS up to the spell’s original using the bearer’s spell
  points.
  Range: N/A
  Area of effect: N/A
  Duration: 30 counts per SS
  Casting time: 50-SS
  
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  For more details, see section 5.4 of the Hexicon rule-
  book.
  Druids begin with a single affinity. Additional affinities
  cost 10,000 E.P.s. For each affinity, the druid gains the
  following powers:
  Familiar. Begins level 1, costs 1000 E.P.s per level to in-
  crease. Totemic stat mods (see above) are reversed with
  the death of a familiar to become a –1.
  Level 1: familiar obeys verbal commands (as long as it can
  hear them).
  Level 2: familiar obeys mental commands, which can be
  heard up to 1 km away. NB. This is not the same as a tel-
  epathic link; the communication is one way.
  Level 3: the druid gains the familiar’s senses at will, up to
  a range of 1 km.  Their own senses are lost at this time.
  Level 4: above powers now have a range of 10 km.
  Level 5: above powers now have a range of 100 km.
  Talk to animals.  Can communicate with affiliated ani-
  mals. Baseline value as Learn% for spell learning (INT
  primary, WIL secondary). For every 200 E.P.s spent, gain
  a +3, or increases the skill by this baseline value divided
  by three (whichever is greater).  Costs 2 spell points to
  use. This power cannot be raised above 100%.
  Summon animals.  Can attempt to summon affiliated ani-
  mals (called from the surrounding area). Baseline value as
  Learn% for spell learning (INT primary, WIL secondary).
  For every 300 E.P.s spent, gain a +3, or increases the skill
  by this baseline value divided by three (whichever is
  greater).  Costs 3 spell points to use. This power cannot be
  raised above 100%. Summoned animals will disperse af-
  ter 2d6 minutes.
  Metamorphosis.  Can take on the form/abilities of an af-
  filiated animal. Get to retain own “E.P. mod” for skills.
  Takes 2 actions. Baseline value as Learn% for spell learn-
  ing (INT primary, WIL secondary). For every 400 E.P.s
  spent, gain a +3, or increases the skill by this baseline value
  divided by three (whichever is greater).  Costs 4 spell points
  to use. Failure, plus a roll of 6 on 1d6 leads to temporary
  reversion to animal intelligence. This power cannot be
  raised above 100%. Duration up to 6 hours.
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  Description: An organic host describes any object origi-
  nally made from material that was once alive (classic ex-
  amples being wood and leather). The shaman must pre-
  pare such items before a spirit can be summoned into them,
  making a separate preparation for each spirit the object is
  to host. The object will remain capable of receiving a spirit
  for the duration of the spell; after this time the spell must
  be recast. When a spirit is summoned into the object, it
  will be locked there until the spell’s duration expires, at
  which point it will be released, attempting to possess the
  nearest living creature (for animal, rage and disease spir-
  its) or manifesting in physical form (for elemental spirits).
  However, if the shaman also imbues the object with a
  RELEASE word or condition, the spirit can be released at
  an earlier point (when the condition is met or the word
  uttered).
  Duration: 2 hours per SS
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  Description: This elemental spirit must be summoned into
  a prepared organic or inorganic host (a living host is not
  suitable). When released (upon expiry of the PREPARE
  spell’s duration, or according to a RELEASE spell’s speci-
  fication) the object will begin to weep fresh clean water,
  producing a total of 2 litres per SS before running dry.
  Duration: Releases at a rate of 1 litre per 10 seconds
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  Description: The shaman can specify a particular word
  which, when uttered by someone who is touching an or-
  ganic or inorganic host object that contains a spirit, will
  cause that spirit to be released. It takes one action to re-
  lease a spirit in this manner. Elemental spirits will imme-
  diately manifest upon release (see individual spell descrip-
  tions) while animal, rage and disease spirits will attempt
  to possess the nearest living creature.
  Duration: N/A
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  Description: This elemental spirit must be summoned into
  a prepared organic or inorganic host (a living host is not
  suitable). When released (upon expiry of the PREPARE
  spell’s duration, or according to a RELEASE spell’s speci-
  fication) a typical object will release the spirit as a power-
  ful rush of wind (in the direction in which the object is
  “pointed”). This has an effect identical to the wizard spell
  WIND RUSH (2000 E.P.s). Alternatively, in missile weap-
  ons, air spirits can be released by an appropriate condition
  (e.g. “when thrown”) and, rather than releasing a rush of
  wind, will act to better direct the missile, giving a +3 to
  strike per SS. This use must be specified in advance.
  Duration: For the wind rush, 10 counts per SS
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  Description: An inorganic host describes any object origi-
  nally made from material that never lived (classic exam-
  ples being stone and metal). The shaman must prepare such
  items before a spirit can be summoned into them, making
  a separate preparation for each spirit the object is to host.
  The object will remain capable of receiving a spirit for the
  duration of the spell; after this time the spell must be re-
  cast. When a spirit is summoned into the object, it will be
  locked there until the spell’s duration expires, at which
  point it will be released, attempting to possess the nearest
  living creature (for animal, rage and disease spirits) or
  manifesting in physical form (for elemental spirits). How-
  ever, if the shaman also imbues the object with a RELEASE
  word or condition, the spirit can be released at an earlier
  point (when the condition is met or the word uttered).
  Duration: 2 hours per SS
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  Description: Using this spell, the shaman is able to con-
  tact human spirits for the purposes of asking them specific
  questions. In some cases, spirits will have access to wider
  ranging information than mortals (by virtue of ranging far-
  ther afield), although this is not necessarily the case. If a
  corpse is used, then the spirit will belong to that person
  (and therefore reflect their knowledge and interests, albeit
  somewhat magnified); if no corpse is used, a random wan-
  dering spirit is contacted (at the GM’s discretion). Spirits
  are not all knowing by any means, but should usually be
  able to offer some useful advice. However, they are in no
  sense bound to answer questions, and can refuse to do so.
  A single quite specific question can be asked per SS for
  this spell; GMs may judge that broader questions use up
  two or three specific questions.
  Duration: Until 1 question per SS has been asked.
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  Description: A living host describes any living creature
  (most typically a colleague of the shaman). The shaman
  usually prepares people before summoning a spirit into
  them, or before summoning spirits into an organic or inor-
  ganic host for the purposes of letting someone release it
  into themselves at a later time. A separate preparation must
  
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  be carried out for each spirit the person is to host. The
  subject will remain capable of receiving a spirit for the
  duration of the spell; after this time the spell must be re-
  cast. Only animal spirits and rage spirits are suitable for
  summoning into prepared living hosts. When these spirits
  are released near the living host (from an object) or sum-
  moned directly into that person (by the shaman) a battle of
  wills commences. A prepared host gets to add half the SS
  of the PREPARE INORGANIC HOST spell to their WIL
  for this contest. If they are successful, they will master the
  spirit, gaining benefits described in the appropriate SUM-
  MON spell that last until the duration of this spell expires,
  at which point the spirit harmlessly returns to the spirit
  world. If the spirit wins, it will possess the living host for
  the shorter duration of its own SUMMON spell (usually
  one minute per point of WIL). The GM should make the
  host act in an appropriate manner. Living hosts cannot be
  prepared to accept elemental spirits (which cannot be con-
  tained within a still-living form) or disease spirits (which
  cannot be mastered; they simply cause disease if someone
  fails to defeat them).
  Duration: 2 hours per SS
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  Description: An animal spirit can be summoned directly
  into a prepared living host, or can be placed into an or-
  ganic or inorganic host for release at a later date. In the
  latter case, it will attempt to enter the nearest living being
  when it is released. The animal’s spirit can have a WIL up
  to the SS of the SUMMON spell, at the shaman’s discre-
  tion (they may select a lower WIL if they feel the hosts
  they have prepared cannot master a powerful spirit). When
  the spirit enters a living host, a battle of wills is conducted.
  If the host wins, they gain special benefits for the duration
  of the PREPARE spell, dependent upon the WIL of the
  spirit. If the spirit wins, it will take control of the living
  host (possess them) for one minute per point of WIL. The
  types of animal spirits a shaman can summon depend upon
  their proficiency with this spell (and having access to the
  animal in question to sacrifice in the casting ceremony).
  Rodents can be summoned at any SS; birds of prey require
  SS 5; pack dogs/big cats require SS 10; finally, bears re-
  quire SS 15 or above. For rodents, mastery provides the
  following benefits: + 1 AGI and +1 TOU for every three
  points of spirit WIL. With embodiment (see the EMBODY
  SPIRIT spell later), the benefit is +2 AGI and TOU for
  every point of spirit WIL. For birds of prey, mastery pro-
  vides + 1 to DEX and +1 to SIG for every three points of
  WIL (+2 DEX and SIG for every point of WIL with em-
  bodiment, plus the ability to glide). For pack dogs or
  big cats, hosts gain +1 to STR and SML for every 3 points
  of WIL (+2 per point of WIL with embodiment, plus a
  special +40 to the track skill). Finally, for bears, every 3
  points of spirit WIL gain the host a +1 to CON and HEA,
  with a +2 per point of WIL when embodied.
  Duration: 1 minute per point of WIL
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  Description: The shaman can specify a particular condi-
  tion which, when met for a host object that contains a spirit,
  will cause that spirit to be released instantly (for example
  when a weapon makes contact with a foe or when a door is
  opened). Elemental spirits will immediately manifest upon
  release (see individual spell descriptions) while animal,
  rage and disease spirits will attempt to possess the nearest
  living creature.
  Duration: N/A
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  Description: This elemental spirit must be summoned into
  a prepared organic or inorganic host (a living host is not
  suitable). When released (upon expiry of the PREPARE
  spell’s duration, or according to a RELEASE spell’s speci-
  fication) a typical object will release the spirit as a burst of
  fire (in the direction the object is “pointing”). The fiery
  tongue attacks at +3 per SS (as a bow) but cannot be par-
  ried except with a large shield. It has a maximum range of
  3 feet per SS (range mod 0.5) and does non locational dam-
  age of 0.2 per SS. Alternatively, the spirit can be placed in
  a weapon with a release condition such as “when a foe is
  struck.” At this point, the fire spirit will erupt in a local-
  ised fireflash, adding 0.2 per SS to the weapon’s damage
  mod.
  Duration: Instant release
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  Description: This powerful magic allows the shaman to
  temporarily separate his spirit from his body, taking flight
  in the spirit world. The shaman’s body is left limp and
  lifeless, vulnerable to being killed in his absence. Whilst
  in flight, the shaman cannot interact with mortals in any
  way. He is invisible and capable of traversing most physi-
  cal barriers, moving at speeds of up to 100 km per hour.
  He can see and hear, but has no other senses available.
  Duration: 20 minutes per SS
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  Description: A disease spirit must be summoned from a
  diseased person or animal (it will be a specific disease,
  such as cholera). If the SS of the spell exceeds the dis-
  ease’s strength, the spirit is successfully summoned and
  can be placed into a prepared organic or inorganic host,
  with a WIL equal to its strength. The formerly diseased
  creature is cured. If the SS of the spell does not exceed the
  disease’s strength, the disease’s strength is reduced by SS
  points, but summoning is not successful. Another attempt
  can be made the following evening at the new strength.
  When a disease spirit is released, it will immediately at-
  tempt to enter the nearest living creature, initiating a bat-
  tle of wills. If beaten, it dissipates to the spirit world. If it
  
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  wins, it will have infected a new victim (see the Hexicon
  rulebook section 4.1.3 for rules on resolving disease at-
  tacks).
  Duration: Instant release; following infection, typical on-
  set time of 1 day per SS
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  Description: A rage spirit can only be summoned on the
  night of a full moon. It can be summoned into an organic
  or inorganic host for later release (attempting to enter the
  closest living creature at that point) or can be summoned
  directly into a prepared living host. Its WIL can be up to
  the SS of the SUMMON spell, at the shaman’s discretion.
  Following a battle of wills, either the spirit will control the
  living host for a duration equal to 1 minute per point of
  spirit WIL, or the host will control the spirit for the dura-
  tion of the PREPARE spell. Whatever the case, during the
  time affected the host ignores knockout rolls, gains a +2 to
  strike and initiative per SS, and a plus 0.1 to their damage
  mod per 2 points of SS. They will be at -10 to parry and
  dodge. If the spirit is in control, the host will mindlessly
  attack every creature it comes into contact with until that
  creature is unconscious or dead, at which point they will
  actively seek another target. If the host is in control, they
  will be edgy and extremely quick to anger, and having
  initiated an attack will be unable to stop until their target
  is dead or unconscious, but can decide what to attack in
  the first place (i.e. not their comrades).
  Duration: 1 MIN per point of SS
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  Description: Using this dark magic, a shaman is able to
  allow an animal spirit to physically alter its host to create
  a powerful hybrid creature, a kind of were-beast. Once a
  prepared living host has mastered an animal spirit, the sha-
  man may go on to cast this spell. The host then undergoes
  a painful metamorphosis, wracked with convulsions, as
  their body transforms, taking on many of the physical char-
  acteristics the animal spirit once possessed but maintain-
  ing its current size. They will now gain impressive statis-
  tical benefits, detailed is the SUMMON ANIMAL SPIRIT
  spell for mastering with embodiment. However, there is a
  great potential cost for this procedure. At the end of the
  PREPARE LIVING HOST spell’s duration, the transfor-
  mation reverses, returning the host to their usual form in
  another damaging convulsive fit. At this point they must
  make a save against red magic, using a spell strength equal
  to the WIL of the summoned animal spirit that they mas-
  tered, for each of their primary statistics (i.e. seven saves
  in total). Failure results in a permanent loss of 1d10 from
  that statistic, with death if any statistic falls to zero. Alter-
  natively, the transformed individual may decide not to
  transform back, remaining in their altered form. In this
  case, they will remain a hybrid, but lose 1 point of CON
  per day until their CON falls to zero and they die.
  Duration: As the PREPARE LIVING HOST spell
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  Description: This elemental spirit must be summoned into
  a prepared organic or inorganic host (not a living host)
  that already contains another spirit (hence it must be pre-
  pared twice, once for each spirit). Rather than being re-
  leased on some condition itself, an earth spirit acts to bind
  other spirits to hosts in a far more permanent manner. In
  this way, spirits can be bound into hosts and left for days,
  years, or even centuries, making them effective for long
  trips, or as traps against would-be invaders of tribal terri-
  tories. In the unlikely event that the duration of the SUM-
  MON EARTH SPIRIT spell does expire before a suitable
  RELEASE condition has been met, all spirits contained in
  the object are released, with the earth spirit making no
  physical manifestation.
  Duration: One century per SS
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  Description: Using this powerful incantation, a shaman is
  able to summon a particularly strong spirit from far afield.
  In game terms, they may add the SS of this spell to the SS
  of any other SUMMON spell when determining the WIL
  of the spirit they are summoning. Hence very powerful
  elemental spirits can be bound within objects, or mighty
  animal spirits can be bound to living hosts (although their
   must still be overcome if the host is to master them). The
  spell is particularly useful for capturing virulent disease
  spirits from dying creatures.
  Duration: N/A
  
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  Description: This summoning circle allows relatively
  small animals (up to the size of a small dog, SIZ 5 in game
  terms) to be summoned and engaged in a battle of wills.
  The circle must be learned for each animal individually,
  and includes the following entries from the bestiary: bat;
  bird, small; cat, domesticated; fish, medium; fox; hawk;
  mouse, field; rat, brown; snake, poisonous.
  Components: Chalk, 1 pint of blood from the animal to
  be summoned, 7 candles of black wax.
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  Description: If a non-magical animal species has had its
  blood used in the preparation of this circle, any animal of
  that species will be at -4 per SS when making an aggres-
  sive physical action (e.g. attacking) within it. Animals are
  not affected when making non-aggressive actions (e.g.
  dodging).
  Components: Half a pint of blood from each animal spe-
  cies the circle protects against.
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  Description: When activated, this useful circle takes on
  the appearance of a slightly misty window or screen. Look-
  ing through this window conveys the sight of the circle’s
  target (the person whose true name was carved during the
  circle’s creation); it is as if those looking at the circle were
  seeing through that person’s eyes, wherever they might
  be. The target receives a save (each time the circle is acti-
  vated) but is unaware that they are being used in this way.
  Components: Chalk, 1 crystal, 7 eyeballs (same race as
  target), true name of the target.
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  Description: This summoning circle permits less potent
  undead creatures to be summoned and engaged in a battle
  of wills. The circle must be learned for each type of undead
  creature separately, and covers the following entries from
  the bestiary: animated dead (zombie), banshee, minor skel-
  eton.
  Components: Ground human bone (2 lbs), 1 recently de-
  ceased human corpse,  7 candles of black wax.
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  Description: Any undead creature within the area of this
  circle will suffer a -4 per SS when making any aggressive
  physical action (e.g. attacking) within it. Non aggressive
  actions are unaffected.
  Components: 7 silver candlesticks and candles of white
  wax, 7 cloves of garlic, chalk, 7 wooden stakes.
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  Description: This potent circle will cause any living crea-
  ture that enters it and fails a save to fall immediately into a
  deep sleep. They will not awaken until removed from the
  circle, but will age at a much reduced rate while asleep (1
  year every 10 years). Only the person who activated the
  circle is immune to its effects.
  Components: 7 crystal vials of alcohol, chalk, 1 lb of sil-
  ver dust.
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  Description: This summoning circle allows large animals
  (up to the size of a horse, SIZ 22 in game terms) to be
  summoned and engaged in a battle of wills. The circle must
  be learned for each animal individually, and includes the
  following entries from the bestiary (in addition to those
  covered by summon small animal): bear, brown; boar, wild;
  bull, domesticated; crocodile; dog, hunting; eagle; horse,
  riding; horse, war; leopard; lion; mule; shark, medium;
  snake, constricting; stag; wolf, common.
  Components: Chalk, 1 pint of blood from the animal to
  be summoned, 7 candles of black wax.
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  Description: Any elemental (except demons, technically
  death elementals) within the area of this circle will suffer a
  -4 per SS when making any aggressive physical action (e.g.
  attacking) within it. Non aggressive actions are unaffected.
  Components: 1 lb crushed volcanic rock, 1 lb crushed
  crystalline rock, 7 iron rods, 4 oz sulfur.
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  Description: This circle enchants anything placed within
  its area, whatever substance it is made of, causing it to
  become invisible. As soon as a person or item leaves the
  circle, they/it will become visible again. There is no save
  against the effect of this circle.
  Components: Chalk, 7 glass bottles containing mist cap-
  tured upon the ocean, 1 large (4 carat or greater) diamond.
  
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  Description: This summoning circle allows less powerful
  denizens of hell to be summoned and engaged in a battle
  of wills. The circle must be learned for each type of de-
  mon individually, and covers the following entries from
  the bestiary: demonic minion, lesser; demonic minion,
  higher; gargoyle; hellhound (fenry).
  Components: Red paint, 7 candles of red wax, 1 live hu-
  manoid sacrifice.
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  Description: Any demon within the area of this circle will
  suffer a -4 per SS when making any aggressive physical
  action (e.g. attacking) within it. Non aggressive actions
  are unaffected.
  Components: Chalk, 7 candles of white wax, 1 pint of
  demon’s blood.
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  Description: This is a dark and powerful circle often em-
  ployed over old battlefields or graveyards. When activated,
  all the corpses within the circle’s area will rise up as ani-
  mated dead (zombies; see the bestiary). The circle activa-
  tor will be able to command up to one zombie per SS of
  the circle up until such time as the circle is deactivated.
  The zombies can be commanded to leave the circle’s pe-
  rimeter, but will lose 1 point of resistance value for each
  mile they travel from it.
  Components: Chalk, 7 fingers from the hands of one or
  more true priests.
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  Description: This summoning circle allows most types of
  intelligent humanoids to be summoned and engaged in a
  battle of wills. The circle must be learned for each human-
  oid species (e.g. Dwarfs) individually, and includes the
  following races: Human, Elf (High, Wood, Dark, Half),
  Orc (all), Dwarf, Hobbit, Gnome, Ogre, Wolfen. The true
  name of the individual that is to be summoned must be
  uttered when activating the circle.
  Components: Chalk, 7 oz quicksilver, 7 lanterns burning
  fat from the species to be summoned, true name of target.
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  Description: Any evil creature (GM’s discretion) within
  the area of this circle will suffer a -2 per SS when making
  any aggressive physical action (e.g. attacking) within it.
  This effect is cumulative with that of other protection cir-
  cles. Non aggressive actions are unaffected.
  Components: Chalk, 7 candles of white wax, 1/2 lb of
  gold dust.
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  Description: This cruel circle affects any being within its
  radius, causing them to lose 1 point per second from each
  physical stat should they fail to save. These losses are per-
  manent; only the circle’s activator is immune from its ef-
  fects.
  Components: Chalk, 7 smashed hourglasses, the blood of
  seven murdered (violently killed, not is self defense) hu-
  manoids.
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  Description: This summoning circle allows elementals
  (fire, earth, water, air, life (angel)) to be summoned and
  engaged in a battle of wills. The circle must be learned for
  each type of elemental individually.
  Components: Chalk, 1 oz sulfur, 3 carat diamond, 1 vial
  of hydrogen, 1 vial of pure water, 7 gold dishes.
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  Description: Any good creature (GM’s discretion) within
  the area of this circle will suffer a -2 per SS when making
  any aggressive physical action (e.g. attacking) within it.
  This effect is cumulative with that of other protection cir-
  cles. Non aggressive actions are unaffected.
  Components: Chalk, 7 candles of black wax, 1 pint of
  water blessed by a true priest (black, grey or red).
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  Description: A subtle but powerful magic, this circle af-
  fects anyone within its radius apart from the activator, in-
  stantly draining a number of magic points equal to the cir-
  cles SS multiplied by 2 unless a save is made. However,
  those affected will be unaware of the enchantment until
  they attempt to take some magical action, at which point
  their loss of energy will become apparent. Spell points
  cannot be reduced below zero by this circle.
  Components: Chalk, 1 large gold pot emptied of air and
  stopped with the hearts of seven men.
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  Description: This summoning circle permits greater
  undead creatures to be summoned and engaged in a battle
  of wills. The circle must be learned for each type of undead
  creature separately, and covers the following entries from
  the bestiary (in addition to those covered by summon lesser
  undead): major skeleton; minor vampire; major vampire;
  wraith minion; wraith lord.
  
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  Components: Chalk, 1 lb of ground human bone, the
  corpse of a true priest, 7 golden candlesticks and black
  wax candles.
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  Description: Anyone within the area of this circle receives
  a +3 per SS to all saves against magic.
  Components: A quarter ounce (about 40 carat) of ground
  ruby, chalk, 7 candles of different shaded wax.
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  Description: Unlike most circles, this circle cannot be
  maintained once activated; its effect is instant, costing the
  requisite spell points, and then it is inactive once more
  (ready to be used again). Upon activation, any person/s or
  object/s within the circle are instantly teleported to a loca-
  tion specified at the time the circle was drawn (must be
  within 200 km per SS).
  Components: 7 pixi corpses, 7 small platinum candlesticks
  and bees’ wax candles.
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  Description: This summoning circle allows powerful de-
  mons to be summoned and engaged in a battle of wills.
  The circle must be learned for each type of demon indi-
  vidually, and covers the following entries from the bestiary
  (in addition to those covered by summon lesser undead):
  demonic minion, commander; balrog; demon lord;
  shapeshifter; succubus/incubus.
  Components: Red paint mixed with a crushed ruby (at
  least 10 carat), 7 red candles, 1 humanoid sacrifice.
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  Description: The activator of this circle gains +2 per SS
  to any defensive action (e.g. dodge, parry, save etc.) taken
  whilst within its perimeter.
  Components: A quarter ounce (about 40 carat) of ground
  diamond, chalk, 7 candles of white wax.
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  Description: A powerful tool for striking down enemies,
  this circle is not maintained, but rather acts instantly upon
  activation at the requisite spell point cost, being at once
  ready for reuse. It will affect any creature for whom the
  true name is known within a range of 50 km per SS, caus-
  ing them to suffer a 1d6 per SS death roll unless they save.
  A given circle can only make a single attack against a given
  individual; if they save, a new circle must be drawn to
  attack them again.
  Components: Target’s true name, chalk, one personal item
  (e.g. piece of clothing the target has worn), 7 lbs of gold
  dust.
  
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  Description: This spell readies an item so that the first
  rune can subsequently be written upon it (using one of the
  spell rune spells). Further runes written upon the same item
  require the higher forge rune spells.
  Ingredients: No ingredients are consumed, but the alche-
  mist requires a set of mythryl cutting tools.
  Permanent spell point cost: 1 spell point.
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  Description: An item that has been prepared (using an
  appropriate forge rune spell) can be written with a rune
  that will receive a spell of up to the 2000 E.P. level. An
  appropriate mage must still be found to actually cast the
  spell into the rune, where it will instantly bind.
  Ingredients: 1 oz of silver
  Permanent spell point cost: Roll 1d6. On a roll of 5 or 6
  one spell point is lost.
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  Description: A spell rune can be charged, such that the
  enchantment it holds can be cast upon utterance of a speci-
  fied command word. Each time the enchantment is used,
  one charge is lost, until it has no remaining charges and
  cannot be used. However, even with no charges the rune
  remains, and can be recharged using this spell. Each time
  this spell is cast the item gains SS charges.
  Ingredients: 1 oz of gold
  Permanent spell point cost: 1 spell point.
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  Description: This spell readies an item that has already
  received one rune so that a second rune can subsequently
  be written upon it (using one of the spell rune spells). Fur-
  ther runes written upon the same item require the higher
  forge rune spells.
  Ingredients: No ingredients are consumed, but the alche-
  mist requires a set of mythryl cutting tools.
  Permanent spell point cost: 1d2 spell points.
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  Description: An item that has been prepared (using an
  appropriate forge rune spell) can be written with a rune
  that will receive a spell of up to the 8000 E.P. level. An
  appropriate mage must still be found to actually cast the
  spell into the rune, where it will instantly bind.
  Ingredients: 1 oz of silver
  Permanent spell point cost: Roll 1d6. On a roll of 3, 4, 5
  or 6 one spell point is lost.
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  Description: This spell imbues a runed item with a mind
  of its own, although only through the use of appropriate
  runes (e.g. telekinesis, telepathy) will the item actually be
  able to communicate or act independently. The item will
  have effective INT and WIL stats equal to the SS of this
  spell. Its personality will reflect that planned by its crea-
  tor, but it is likely to absorb energies in the general area
  too such that it may not turn out exacly as desired.
  Ingredients: 1 oz of humanoid brain, fresh
  Permanent spell point cost: 1 spell point.
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  Description: This spell readies an item that has already
  received two runes so that a third rune can subsequently
  be written upon it (using one of the spell rune spells). Fur-
  ther runes written upon the same item require the higher
  forge rune spells.
  Ingredients: No ingredients are consumed, but the alche-
  mist requires a set of mythryl cutting tools.
  Permanent spell point cost: 1d3 spell points.
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  Description: This spell charges a spell rune such that it
  can be cast once per week (upon utterance of the specified
  power word). The rune cannot be used again within a given
  week, but can be used every week thereafter without ever
  running out of charge. Repeated castings allow a spell to
  be cast more than once per week (i.e. two castings = twice
  per week).
  Ingredients: 1 oz of platinum
  Permanent spell point cost: 1 spell point.
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  Description: Unlike most alchemy, this spell does not re-
  quire the creation of runes prior to being cast, only a sealed
  bottle of water mixed with powdered silver. The spell pre-
  
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  pares the solution to receive a suitable spell (defined at the
  GM’s discretion), becoming a potion which will affect its
  drinker with the magic it contains. The potion can be used
  only a single time, requiring a single action to consume.
  Ingredients: 1 oz of silver dust, one small glass bottle
  filled with water.
  Permanent spell point cost: Roll 1d6. On a roll of 6 one
  spell point is lost.
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  Description: This spell readies an item that has already
  received three runes so that a fourth rune can subsequently
  be written upon it (using one of the spell rune spells). Fur-
  ther runes written upon the same item require the higher
  forge rune spells.
  Ingredients: No ingredients are consumed, but the alche-
  mist requires a set of mythryl cutting tools.
  Permanent spell point cost: 1d4 spell points.
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  Description: An item that has been prepared (using an
  appropriate forge rune spell) can be written with a rune
  that will receive a spell of up to the 32000 E.P. level. An
  appropriate mage must still be found to actually cast the
  spell into the rune, where it will instantly bind.
  Ingredients: 1 oz of silver
  Permanent spell point cost: 1d2 spell points.
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  Description: Using this spell a single use ward is created,
  a kind of temporary rune that can receive one spell of any
  level. The ward can be painted on to any solid surface and
  is created with a release condition, such that when that
  condition is achieved (e.g. the ward is stepped upon, or a
  given word is uttered) the spell will go off. Having been
  triggered, the ward will fade away.
  Ingredients: 1 oz gold dust, 1 oz glue.
  Permanent spell point cost: Roll 1d6. On a roll of 6 one
  spell point is lost.
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  Description: This spell charges a spell rune such that it
  can be cast once per day (upon utterance of the specified
  power word). The rune cannot be used again within a given
  day, but can be used every day thereafter without ever run-
  ning out of charge. Repeated castings allow a spell to be
  cast more than once per day (i.e. two castings = twice per
  day).
  Ingredients: Six 10 carat rubies.
  Permanent spell point cost: 1d2 spell points.
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  Description: Like ward creation, this spell creates a sin-
  gle use rune, this time one that is effectively portable, hav-
  ing been written upon a piece of parchment. A spell of any
  level is cast onto a scroll prepared in this way, and can
  then be recast by reading the scroll out loud (2 actions).
  The scroll will then fade to become a harmless piece of
  parchment once more.
  Ingredients: Parchment, ink.
  Permanent spell point cost: Roll 1d6. On a roll of 6 one
  spell point is lost.
  ��������������������
  Description: This spell readies an item that has already
  received four runes so that a fifth rune can subsequently
  be written upon it (using one of the spell rune spells). Fur-
  ther runes written upon the same item require the higher
  forge rune spells.
  Ingredients: No ingredients are consumed, but the alche-
  mist requires a set of mythryl cutting tools.
  Permanent spell point cost: 1d4 + 1 spell points.
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  Description: Certain materials are impossible to work
  (shape and carve runes upon) without the prior use of this
  spell. This magic makes them temporarilly maleable and
  prepares them to accept magical energies. In the case of
  gem stones, it also allows them to be combined into larger
  masses. Each material requires this spell at a particular SS
  to become workable (see section 5.7 of the Hexicon rule-
  book). Additionally, for eog, this spell is required at SS 10
  or above to work that material into a spell point multiplier
  (x SS/10 to spell points); again, see section 5.7 for more
  details.
  Ingredients: 1 oz of sulphur.
  Permanent spell point cost: 1 spell point.
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  Description: An item that has been prepared (using an
  appropriate forge rune spell) can be written with a rune
  that will receive a spell of up to the 128000 E.P. level. An
  
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  appropriate mage must still be found to actually cast the
  spell into the rune, where it will instantly bind.
  Ingredients: 1 oz of silver
  Permanent spell point cost: 1d3 spell points.
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  Description: This spell readies an item that has already
  received five runes so that a sixth rune can subsequently
  be written upon it (using one of the spell rune spells). Fur-
  ther runes written upon the same item require the higher
  forge rune spells.
  Ingredients: No ingredients are consumed, but the alche-
  mist requires a set of mythryl cutting tools.
  Permanent spell point cost: 1d4 + 2 spell points.
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  Description: This spell is used to charge a spell rune such
  that its effects are constant. The precise effects of charg-
  ing a rune in this way vary; the section “effects in runes”
  of the relevant spell description should be consulted as a
  guideline. Generally, the spell will operate all the time (of-
  ten at a slightly reduced level) or be usable at any time, but
  drawing on the user’s spell points. It is also often the case
  that the SS of the spell will be random up to the original
  SS of the spell when cast into the rune (e.g. for a SS 13
  spell made permanent, 1d10 + 1d3 might be rolled to gen-
  erate its actual SS). GMs should exercise their discretion
  in determining outcomes with this spell.
  Ingredients: 1 oz dragon bone
  Permanent spell point cost: 1d4 + 2 spell points.
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  Description: An item that has been prepared (using an
  appropriate forge rune spell) can be written with a rune
  that will receive a spell of up to the 512000 E.P. level. An
  appropriate mage must still be found to actually cast the
  spell into the rune, where it will instantly bind.
  Ingredients: 1 oz of silver
  Permanent spell point cost: 1d4 spell points.
  
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  Description: An illusory template can be created using
  this spell for an illusion that will occupy a single place. At
  this point the illusion has no sensory qualities, being in-
  substantial and invisible. It can, however, be given such
  qualities using the create (sense) illusion spells. The illu-
  sion will remain in existence for as long as the illusionist
  concentrates upon it (requiring a line of sight); this dura-
  tion can be extended using the durational illusion and per-
  manent illusion spells.
  Casting time: 50 - SS
  Ingredients: One ounce of glue.
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  Description: This spell cannot be cast until an illusory
  template has been created using the create immobile illu-
  sion or create mobile illusion spells. Once such a template
  is ready, this spell operates on a small model or represen-
  tation of an object or creature, distilling its essence into
  the illusory template such that it possesses exactly the visual
  qualities envisioned by the caster. Hence a model of a lion
  can be used to turn a mobile illusory template into a small
  copy of a real lion that can be seen, but not smelt, tasted,
  heard or felt (e.g. feels insubstantial like a ghost) unless
  the other relevant create (sense) illusion spells are also cast.
  Casting time: 50 - SS
  Ingredients: A small clay model of the object or creature
  (only needs to be rough).
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  Description: Before this spell can be cast, the illusionist
  must have created an illusory template and bestowed it
  with at least one sensory quality. At this point the illusion
  will be very tiny (the size of the model or representation
  used to create it). This spell increases the illusion’s size,
  up to a maximum of 1 cubic metre per 3 points of spell
  strength. Hence a tiny illusory lion could be expanded to
  become a lifelike size (occupying a space roughly 3 me-
  tres long by 1 metre wide by 1 metre high) if this spell
  were known at at least SS 8 (8/3 = 2.66 = 3 cubic metres to
  play with).
  Casting time: 50 - SS
  Ingredients: A single seed.
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  Description: This spell cannot be cast until an illusory
  template has been created using the create immobile illu-
  sion or create mobile illusion spells. Once such a template
  is ready, this spell operates on a small model or represen-
  tation of a sound, object or creature, distilling its essence
  into the illusory template such that it possesses exactly the
  auditory qualities imagined by the caster. Hence a repre-
  sentation of a sound (e.g. words or symbols scrawled on a
  plank) can be used to turn an immobile illusory template
  into a small area that repetitively plays back the desired
  noises (e.g. the whispered words “leave this place”), but
  has no smell, taste, appearance or substance unless the other
  relevant create (sense) illusion spells are also cast. The
  illusion could then be expanded (using the increase illu-
  sion size or giant illusion spells) to fill a room or similar.
  Casting time: 50 - SS
  Ingredients: A small wooden model or representation of
  the noise, object or creature (only needs to be rough).
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  Description: An illusory template can be created using
  this spell for an illusion that can be moved around by the
  caster in a realistic manner. At this point the illusion has
  no sensory qualities, being insubstantial and invisible. It
  can, however, be given such qualities using the create
  (sense) illusion spells. The illusion will remain in exist-
  ence for as long as the illusionist concentrates upon it (re-
  quiring a line of sight); this duration can be extended us-
  ing the durational illusion and permanent illusion spells. It
  will only move when the caster wills it to do so, unless it is
  controlled using the program illusion spell. An illusionist
  can only move a single illusion at a time unless they are
  created using the multiple illusion control spell.
  Casting time: 50 - SS
  Ingredients: One ounce of animal flesh.
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  Description: An illusion created using this spell will re-
  main in existence for one day per SS regardless of whether
  the illusionist concentrates on it. However, for mobile il-
  lusions the caster must still concentrate on the illusion if
  they wish it to move; otherwise, it will simply remain static
  in the final posture it was left in.
  Casting time: 50 - SS
  Ingredients: One hourglass.
  
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  Description: This spell cannot be cast until an illusory
  template has been created using the create immobile illu-
  sion or create mobile illusion spells. Once such a template
  is ready, this spell operates on a small model or represen-
  tation of a smell, object or creature, distilling its essence
  into the illusory template such that it possesses exactly the
  scent qualities imagined by the caster. Hence a representa-
  tion of a scent (e.g. a lead model of a rose) can be used to
  turn an immobile illusory template into a small area that
  smells strongly of the desired scent (e.g. the perfume of a
  rose), but has no noise, taste, appearance or substance un-
  less the other relevant create (sense) illusion spells are also
  cast. The illusion could then be expanded (using the in-
  crease illusion size or giant illusion spells) to fill a room
  or similar.
  Casting time: 50 - SS
  Ingredients: A small lead model or representation of the
  smell, object or creature (only needs to be rough).
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  Description: If an illusionist has created a number of mo-
  bile illusions (a group of guardsmen for example) casting
  this spell allows him/her to control their movements si-
  multaneously, rather than having to concentrate on and
  move them one at a time. This method of control is imper-
  fect however, as all the illusions controlled in this manner
  will tend to respond to the same commands, such that their
  movements appear regimented (linked) rather than indi-
  vidual.
  Casting time: 50 - SS
  Ingredients: Five 1 oz iron balls.
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  Description: With this spell the illusionist can take an il-
  lusion that was made previously and combine it with a
  new illusion, perhaps adding a new sensory quality that
  was originally missing. This can be particularly useful when
  the number of spell points that the caster has available
  means that they cannot complete an illusion in a single
  day. In this case, a durational illusion is created, then re-
  turned to at some later date to be supplemented.
  Casting time: 50 - SS
  Ingredients: Two chain links.
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  Description: This spell is not directly related to the crea-
  tion or control of illusions, but reflects the illusionist’s af-
  finity with the ethereal world of spirit. Using this enchant-
  ment an illusionist is able to contact a human spirit in the
  area for the purposes of asking a single question. The spirit
  will then speak an answer via the illusionist’s mouth. The
  GM should determine the type of spirit found and its de-
  gree of knowledge; it will attempt to answer the question
  truthfully (unless particularly malicious) but may not have
  the required information.
  Casting time: 100 - SS
  Ingredients: None
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  Description: This spell is a more powerful version of the
  increase illusion size spell. Before it can be cast, the illu-
  sionist must have created an illusory template and bestowed
  it with at least one sensory quality. At this point the illu-
  sion will be very tiny (the size of the model or representa-
  tion used to create it). This spell increases the illusion’s
  size, up to a maximum of 3 cubic metres per point of spell
  strength. Hence a tiny illusory hut could be expanded to
  become a lifelike size (occupying a space roughly 2.5
  metres high by 4 metres wide by 4 metres deep = 40 cubic
  metres) if this spell were known at at least SS 14 (14 x 3  =
  42 cubic metres to play with).
  Casting time: 50 - SS
  Ingredients: The seed of a large tree.
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  Description: This spell cannot be cast until an illusory
  template has been created using the create immobile illu-
  sion or create mobile illusion spells. Once such a template
  is ready, this spell operates on a small model or represen-
  tation of a taste, object or creature, distilling its essence
  into the illusory template such that it possesses exactly the
  taste qualities envisioned by the caster. Hence a model of
  an apple can be used to turn a mobile illusory template
  into a small area containing the taste of a real apple. If
  combined with other create (sense) illusion spells, an ap-
  ple that could be seen, touched and tasted might be cre-
  ated; without them, the taste of apples simply inhabits an
  apple-shaped region of space.
  Casting time: 50 - SS
  Ingredients: A small bread model or representation of the
  taste, object or creature (only needs to be rough).
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  Description: This spell cannot be cast until an illusory
  template has been created using the create immobile illu-
  sion or create mobile illusion spells. Once such a template
  is ready, this spell operates on a small model or represen-
  tation of a skin sensation, object or creature, distilling its
  essence into the illusory template such that it possesses
  exactly the tactile qualities envisioned by the caster. Hence
  
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  a model of a lion can be used to turn a mobile illusory
  template into a small area with the ability to interact with
  skin as a real lion would. In this example, the lion would
  only be useful if combined with other create (sense) illu-
  sion spells, such that it could at least be both seen and
  touched. Under these circumstances the illusion is capable
  of interacting with the physical world as a real creature or
  object would, such that the resultant lion could actually
  inflict wounds (which remain even following successful
  disbelieving of the illusion). Other examples might be use-
  ful with just the tactile sensory quality, however (e.g. the
  feeling of a gentle draft).
  Casting time: 50 - SS
  Ingredients: A small iron model or representation of the
  tactile sensation, object or creature (only needs to be rough).
  ����������������������
  Description: Another spell that reflects the illusionist’s
  affinity with the world of spirit, this enchantment allows
  the caster to use a mirror or pool to view the surrounding
  area as a spirit in flight (rather like a bird’s eye view of the
  ground beneath). The viewer has a range of 10 km per SS,
  and lasts for 10 seconds per SS.
  Casting time: 100 - SS
  Ingredients: None
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  Description: Having created an illusion, this powerful spell
  can be used to create a large number of identical illusions
  (one per SS) without the spell point expenditure associ-
  ated with creating each one individually. This spell can
  only be cast once upon a given illusion. It does not in itself
  allow the illusionist to control all the illusions created; for
  this, the multiple illusion control spell is required.
  Casting time: 50 - SS
  Ingredients: A small clay model or representation of the
  illusion (must be finely crafted) and an iron hammer.
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  Description: An illusion created using this spell will re-
  main in existence indefinitely regardless of whether the
  illusionist concentrates on it (although it will still act ap-
  propriately for the expectations of those perceiving it, e.g.
  dying if slain). However, for mobile illusions the caster
  must still concentrate on the illusion if they wish it to move;
  otherwise, it will simply remain static in the final posture
  it was left in.
  Casting time: 50 - SS
  Ingredients: An hourglass that has been blocked with a 2
  carat diamond.
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  Description: Using this spell the illusionist can imbue the
  illusion of a suitable creature (e.g. a demon or undead)
  with magical fear of a strength equal to that of the spell.
  The fear will affect those perceiving the illusion as per
  section 4.1.5 of the Hexicon rulebook.
  Casting time: 50 - SS
  Ingredients: One ounce of demon bone.
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  Description: When cast upon an illusion this spell allows
  the illusionist to specify who will or will not experience
  the illusion. The description can be as vague or specific as
  desired (e.g. “only Elves can see it”, “only those of goodly
  intent can hear it”, “only those with the true name Gerond
  can touch it” etc.). However, the illusionist requires some
  item linked to those who can experience the illusions (e.g.
  some Elven hair, the tooth of a just knight etc.) as a spell
  ingredient.
  Casting time: 50 - SS
  Ingredients: An object related to the group that are able
  to perceive the illusion.
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  Description: With this useful spell an illusionist is able to
  perceive things (see them, touch them etc.) as if he were
  one of his illusions; it is as if his mind were travelling
  within the illusion. His own body will remain in the posi-
  tion he left it until returned to, unable to communicate and
  with a glazed expression; it is consequently rather vulner-
  able. Should the illusion be “killed”, the caster’s mind at
  once returns to his own body, but the experience is stress-
  ful, giving rise to a SS 2d10 insanity attack (see the Hexicon
  rulebook, section 4.1.6). The illusion through which the
  caster is perceiving things is obviously considered to be
  concentrated upon, and no direct line of sight from the
  caster’s actual body is required for him to continue to con-
  trol the illusion. The caster can return to his own body at
  any time.
  Casting time: 50 - SS
  Ingredients: The head of a humanoid.
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  Description: This spell allows the illusionist to give a
  mobile illusion a set of instructions which (assuming it
  has a duration beyond the caster’s period of concentra-
  tion) it will continue to carry out for as long as it is in
  existence. Hence an illusory monster might be instructed
  
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  to prowl about a given area, attacking trespassers; an illu-
  sory soldier might be instructed to question those passing
  about their business and so forth. The instructions given
  can be quite detailed, but the illusion is likely to give itself
  away (appear stupid) in circumstances for which the caster
  has not made proper provision (given the right sort of in-
  structions).
  Casting time: 50 - SS
  Ingredients: One ounce of brain from a creature with an
  INT stat of 15 or greater.
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  Description: Using this spell in combination with the view
  as astral enchantment the illusionist is able to maintain
  direct control of one or more illusions without having them
  in his line of sight, simply by viewing them through the
  medium of a mirror or pool. This allows the caster to have
  illusions act in a realistic manner without putting them-
  selves in potential danger. The spell lasts as long as the
  corresponding view as astral spell.
  Casting time: 50 - SS
  Ingredients: One finely made puppet on solid gold threads.
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  Description: Used in combination with the multiple illu-
  sion control spell, this magic allows the illusionist to con-
  trol a large number of illusions as if they were autono-
  mous and individual. In effect, it overcomes the limitation
  of the multiple illusion control spell (in which the actions
  of the illusions are regimented), allowing them to follow
  the caster’s commands but in such a way that each appears
  to be acting in a realistic and individual manner.
  Casting time: 100 - SS
  Ingredients: One ounce of brain from a creature with an
  INT stat of 18 or greater.
  
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  For more details, see section 5.9 of the Hexicon rule-
  book.
  Warrior Monks have access to the following six powers.
  They must declare that they will use a specific power, then
  make a ki skill role with a success level of 25 + (5 times
  the number of spell points used). Failure results in the loss
  of half the spell points invested (round down).
  Focussed strike. The ki roll must be made after a bare-
  fisted/bare-footed unarmed attack roll has been made (be-
  fore the parry roll). The blow’s damage is multiplied by
  three times the number of spell points invested.
  Skin of iron. The ki roll must be made after a blow has
  landed but before damage is rolled. Armour equivalent to
  AV (spell points invested x 5) is momentarily gained at
  the location struck, with a (spell points invested x 4 x weap-
  on’s break value) percent chance of a weapon break.
  Still mind. The ki roll must be made before a skill roll is
  made. Success yields a +15 per spell point invested to the
  subsequent skill roll.
  World awareness. The warrior monk gains a +3 per SS to
  a specific sense statistic for a period of one hour.
  Rest of the wakeful. Following the expenditure of a single
  spell point, the warrior monk enters a sleep that is fully
  recuperative (as normal sleep) but is able to hear as if awake
  and alert.
  Healing blood. A healing trance can be entered in which
  the monk’s healing rate is multiplied by twice the number
  of spell points invested. Being in the trance is equivalent
  to being unconscious; healing rate returns to normal when
  the trance is abandoned.
  
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  For more details, see section 5.10 of the Hexicon rule-
  book.
  Bards have access to the following four powers. They must
  declare that they will use a specific power, then make a
  sing skill role with a success level of 25 + (5 times the
  number of spell points used). Failure results in the loss of
  half the spell points invested (round down).
  Mesmerising tale. An audience will become fascinated by
  the bard’s song. All of their sense stats are considered low-
  ered by three points for every two spell points the bard
  invests, making them less likely to notice other events going
  on around them. Allow a save against white magic (SS =
  two per spell point invested) if external events are likely
  to physically endanger them.
  Dance of inspiration. All who listen are magically en-
  thused. Their next skill roll will be at +5 for each spell
  point invested, assuming it is made within one hour of the
  bard’s performance.
  Emotional yarn. An emotional state can be elicited in those
  who listen, depending on how the number of spell points
  invested relate to their INT stat:
  Less than listener’s INT/5: slight shifting of emotional
  mood, but no major impact.
  Listener’s INT/5 – listener’s INT/2: mood noticeably af-
  fected, shown in mannerisms, speech etc.
  Listener’s INT/2 –listener’s INT: powerful mood effect,
  likely to act upon their induced mood in some manner.
  Listener’s INT or greater: completely caught up in emo-
  tion to the point of losing normal self-restraint etc.
  Ballad of suggestion. Subtle suggestions can be placed
  into the minds of those who are listening to the bard’s song.
  These are not commands, and must be to some extent con-
  sistent with currently held beliefs. Their effects will de-
  pend upon how the number of spell points invested relate
  to the listeners’ WIL stats:
  Listener’s WIL/5 – listener’s WIL/2: suggestion feels like
  it was expressed by a friend.
  Listener’s WIL/2 –listener’s WIL: suggestion feels like it
  was confided by a wise, trusted source.
  Listener’s WIL or greater: suggestion feels like it was for-
  mulated by the listener themselves.
  
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  For more details, see section 5.11 of the Hexicon rule-
  book.
  The Sverian Magi gains the following powers:
  Flamelance. A flaming spear can be conjured into the hand
  and cast at opponents (2 actions). Baseline value as Learn%
  for spell learning (INT primary, WIL secondary). For every
  300 E.P.s spent, gain a +3, or increases the skill by this
  baseline value divided by three (whichever is greater). This
  power cannot be raised above 180%. The spear attacks
  with the caster’s throwing spear mod, and an additional
  +1 to strike for every percentage point above 100%. It has
  a max range of 200 feet, a range mod of 0.4 and a damage
  mod of 0.75 x the number of spell points used in the cast-
  ing. A failed casting results in the loss of all spell points
  invested.
  Transmutation. The power to change one material into
  another in a single action. Baseline value as Learn% for
  spell learning (INT primary, WIL secondary). For every
  300 E.P.s spent, gain a +3, or increases the skill by this
  baseline value divided by three (whichever is greater). The
  power has a range of 20 feet and cannot be raised above
  100%. Up to one pound of material can be affected per
  spell point invested (doubled for a significant change of
  state, e.g. liquid to solid). Insufficient investment means
  that there is no effect at all. A roll of 99 or 100 always fails
  and causes an equal amount of the magi’s body to turn to
  the desired material.
  Rejuvination. Allows healing of wounds (own or others)
  in a single action. Baseline value as Learn% for spell learn-
  ing (INT primary, WIL secondary). For every 300 E.P.s
  spent, gain a +3, or increases the skill by this baseline value
  divided by three (whichever is greater). Up to 10 I.P.s can
  be healed for each spell point invested (double cost for
  healing others); the wound is either entirely healed (if its
  I.P.s are exceeded) or totally unaffected.
  
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  Description: Anyone who consumes this tasty gravy will
  begin to feel eroticised, as if they had consumed an aphro-
  disiac. In addition, their behaviour will change, becoming
  lewd and risqué, flirting openly and cracking double
  entendres at every opportunity.
  Range: Food must be eaten
  Area of effect: Enough sauce to supplement four meals
  Duration: 1 hour per SS
  Casting time: NA
  Herbalist roll required: 60
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  Description: Having cast this spell, the trickster will make
  absolutely no noise for its duration, regardless of what
  actions they undertake. For out-of-sight stealth rolls, they
  gain a + 50.
  Range: T
  Area of effect: S
  Duration: 1 MIN per SS
  Casting time: 30 - (SS/2)
  Herbalist roll required: NA
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  Description: Those unfortunate enough to eat this tasty
  looking sea food will develop an irritating and itchy rash
  anywhere they have body hair, beginning around 20 min-
  utes after they have finished eating. They will be at -5 to
  all activities that require concentration. The irritation will
  be particularly noticeable in the presence of attractive mem-
  bers of the opposite sex, when it will be almost impossible
  not to scratch incessantly (not doing so requires a success-
  ful statistical battle, using the victim’s WIL against the
  attractive person’s APP stat; see the rulebook, section
  4.1.8). The irritation will last until the victim successfully
  beds someone.
  Range: Food must be eaten
  Area of effect: 1 large crab (part of a meal for around four)
  Duration: See description
  Casting time: NA
  Herbalist roll required: 70
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  Description: Using this mischievous magic the trickster
  is able to throw their voice such that it appears to originate
  from any point of their choosing within range. They can
  also alter it to some extent, deepening it for example; al-
  though the spell does not allow for precise mimicry, it can
  be used in combination with the acting skill to better pro-
  duce such an effect.
  Range: 3' per SS
  Area of effect: S
  Duration: 5 Seconds per SS
  Casting time: 20 - (SS/3)
  Herbalist roll required: NA
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  Description: Eating this tempting looking fruit spells dis-
  aster for the victim. Within a couple of minutes they will
  begin to produce the most disgusting smelling farts, the
  stench of which will hang around them even out in the
  open. Worse perhaps, the farts are extremely noisy, emerg-
  ing every couple of minutes for the duration of the spell
  and alerting all those in the vicinity to the cause of the
  obnoxious stink.
  Range: Food must be eaten
  Area of effect: 1 lb of fruit is created, enough for four peo-
  ple
  Duration: 1 day per SS
  Casting time: NA
  Herbalist roll required: 90
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  Description: The trickster and all of his or her personal
  belongings (including objects carried in hands and about
  the person up to 2 lbs per SS) become completely invis-
  ible for the spell’s duration. Any aggressive action against
  another individual or creature dispels the Invisibility.
  Range: T
  Area of effect: S
  Duration: 1 MIN per SS
  Casting time: 30 - (SS/2)
  Herbalist roll required: NA
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  Description: Any who drink this tasty alcoholic beverage
  will, shortly afterwards, begin to find everything around
  them annoying, as if all the world were there purely to
  irritate and confound them. Worse perhaps, they will feel
  moved to express how awful things are in a near continu-
  ous tirade of moaning and whinging, a display that is likely
  
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  to further aggravate any companions also suffering the ef-
  fects of this pixi potion. Violence is a likely outcome.
  Range: Wine must be consumed
  Area of effect: 1 bottle of wine, enough for four people
  Duration: 1 hour per SS
  Casting time: NA
  Herbalist roll required: 100
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  Description: This subtle magic allows the trickster to whis-
  per a suggestion into a victim’s ear, which the victim will
  then experience as a thought they had all on their own.
  The spell will not work if the victim is aware of the trick-
  ster’s presence, or if the thought that is suggested is too
  bizarre or against their usual mode of thinking. It can how-
  ever be extremely silly as long as it plays up to people’s
  natural egotism (e.g. “that princess has been flirting with
  me all night...”)
  Range: 3 inches
  Area of effect: 1 T
  Duration: P
  Casting time: 10 - (SS/3)
  Herbalist roll required: NA
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  Description: Having consumed this dish, the victim will
  at once find themselves unable to say anything that is not
  ridiculous to the point of farce. Any opinion they offer
  will be totally uninformed and demonstrably wrong. To
  add to the frustration, they will be thinking as normal, but
  somewhere between thinking and speaking (or writing,
  drawing, miming or any other form of communication)
  their utterances will become complete nonsense.
  Range: Food must be eaten
  Area of effect: 1 lb of intestines, enough for 4 people
  Duration: 1 day per SS
  Casting time: NA
  Herbalist roll required: 80
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  Description: The trickster is able to affect a variety of
  naturally occurring noises within the spell’s area of effect,
  causing them to seem somehow more scary, intimidating
  or supernatural. Creaking floorboards, for example, will
  be interpreted as creatures outside, and the howl of the
  wind will become a banshee’s wail, such that those hear-
  ing them are unlikely to be able to sleep and may become
  very paranoid.
  Range: 10' per SS
  Area of effect: 5' radius per SS
  Duration: 1 hour per SS
  Casting time: 30 - (SS/2)
  Herbalist roll required: NA
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  Description: Eating these vegetables will instill the vic-
  tims with an overpowering lust for all things shiny and
  pretty. Like the magpie they will be drawn to baubles of
  all kinds, desiring to own and hoard them and being will-
  ing to cheat, lie and steal to obtain them. Most worryingly,
  their good sense is likely to be affected, causing them to
  act rashly when the opportunity for a new prize offers it-
  self.
  Range: Food must be eaten
  Area of effect: 4 carrots are produced.
  Duration: 1 day per SS
  Casting time: NA
  Herbalist roll required: 85
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  Description: The targets of this powerful enchantment will
  suddenly be filled with an urge to dance, so much so that
  they will forget all other matters however pressing and
  simply dance in circles for the lesser of the spell’s dura-
  tion of the period of time that the trickster continues to
  concentrate on them. The dance is very vigorous, costing
  three exhaustion points per minute; victims will fall un-
  conscious (and therefore stop dancing) as per the optional
  exhaustion rules, section 3.7.8 of the Hexicon rulebook.
  Dancers are at -2 per SS to strike, parry, and any other
  activities the GM deems to be affected by their vigorous
  rhythmic activity.
  Range: 50'
  Area of effect: 1 T per 5 SS
  Duration: 3 MIN per SS
  Casting time: 50 - SS
  Herbalist roll required: NA
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  Description: Those who fall for these tempting nibbles
  will regret it. A failure to save results in them gaining one
  random insanity (see the Hexicon rulebook section 4.1.6)
  per 5 points of spell strength.
  Range: Food must be eaten
  Area of effect: 1 lb of nuts are created, enough for 4 people
  Duration: P
  Casting time: NA
  Herbalist roll required: 105
  
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  Description: The victims of this spell will find themselves
  laughing at the slightest provocation (anything even slightly
  amusing that occurs within the duration of the spell). Once
  started, they will find it very difficult to stop, suffering an
  intense giggling fit that will increase in intensity. Every
  10 seconds they must make an additional save, with fail-
  ure resulting in progression to the next laughter level and
  success reducing their discomfort by one level. At level
  one they will laugh raucously but suffer no other negative
  mods. At level two they will be hugging themselves, rock-
  ing back and forth, at -20 to all actions. At level three they
  will be rolling on the floor, laughing and crying hysteri-
  cally, at -40 to all actions. At level four they will be as-
  phyxiating with potentially fatal results (see the Hexicon
  rulebook section 4.1.7). Recovering to level zero will stem
  the laughter, but it might be triggered again at any time.
  Range: 50'
  Area of effect: 1 T per 5 SS
  Duration: 1 day per SS
  Casting time: 50 - SS
  Herbalist roll required: NA
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  Description: The powerful magic laid upon these simple
  fruit will yield a strange result indeed. The following night,
  a double of the victim will “grow” out of them, a fully-
  formed identical twin with the exception that they will be
  of opposite alignment and personality. The double will
  make off at once, taking what equipment they can with
  them, and will proceed to impersonate the victim at every
  opportunity whilst acting in a totally contrary manner. They
  will try to avoid meeting the victim again, but should a
  confrontation be forced will fight with the victim’s skills
  and abilities.
  Range: Food must be eaten
  Area of effect: 1 pear, enough for a single victim
  Duration: 1 day per SS
  Casting time: NA
  Herbalist roll required: 115
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  Description: All those who fail to save against this pow-
  erful enchantment will suffer a convincing auditory illu-
  sion for the spell’s duration. When engaged in conversa-
  tion, they will hear the opposite of what is actually said.
  The illusion affects each utterance’s basic intent, rather
  than necessarily producing exactly the opposite meaning.
  Hence “good morning” might be misheard as “I’m sorry
  to see you’re still living here.” The GM should decide upon
  an approximate opposite interpretation to cause maximum
  offence and/or comedy effect. The spell is particularly en-
  tertaining when both parties in a conversation are hearing
  the opposite of what is being said...
  Range: 100'
  Area of effect: 1 T per SS
  Duration: 1 MIN per SS
  Casting time: 100 - (SSx2)
  Herbalist roll required: NA
  
SOURCE: textdata/thevault/Hexicon/Hexicon Magic Booklet.pdf