TEXT: Spell List 
  Basic Spell List ---- 1
  META-COLLEGE..................................................................................................................................... 10 
  IDENTIFY MAGIC – [1] .............................................................................................................................. 10 
  MAGE’S CANDLE – [1].............................................................................................................................. 10 
  MAGI’S GOLD – [1]................................................................................................................................... 10 
  MINOR CHANNELING– [1]......................................................................................................................... 10 
  SPELL SHIELD – [1]................................................................................................................................... 10 
  TRACER – [1] ............................................................................................................................................ 10 
  WIZARD EYES– [1] ................................................................................................................................... 11 
  WIZARD SCRIPT – [1]................................................................................................................................ 11 
  ARCANE BOLT – [2] META COLLEGE....................................................................................................... 11 
  AURA OF POWER – [2]............................................................................................................................... 11 
  DISCERN– [2]............................................................................................................................................ 11 
  MAGE’S ARMOR – [2] ............................................................................................................................... 11 
  MAGE’S DEFENSE – [2]............................................................................................................................. 11 
  MAGE’S GRASP – [2]................................................................................................................................. 12 
  MAGIC SHIELD – [2] ................................................................................................................................. 12 
  MAGE’S VITALITY – [2]............................................................................................................................ 12 
  SHARE – [2] .............................................................................................................................................. 12 
  FLIGHT – [4].............................................................................................................................................. 12 
  MAGE’S LIFE FORCE – [4]......................................................................................................................... 12 
  MAJOR CHANNELING – [4]........................................................................................................................ 13 
  POWER POOL – [4] .................................................................................................................................... 13 
  TELEPORT – [8]......................................................................................................................................... 13 
  POWERPORT – [8]...................................................................................................................................... 13 
  SCRY – [8]................................................................................................................................................. 14 
  IMPERIAL COLLEGE............................................................................................................................. 15 
  EYES OF THE MAGI – [SIGNATURE SPELL: 4]........................................................................................... 15 
  ASTRAL BOMB – [1].................................................................................................................................. 15 
  BLAST SPHERE – [1].................................................................................................................................. 16 
  CYAN AURA – [1] ..................................................................................................................................... 16 
  LESSER STAR BOLT – [1] .......................................................................................................................... 16 
  MAGE’S VOICE – [1]................................................................................................................................. 16 
  SPARKLING CURTAIN – [1]........................................................................................................................ 16 
  STAR FIRE – [1]......................................................................................................................................... 16 
  TELEKINETIC TENTACLE – [1]................................................................................................................... 16 
  AMBER BANDS– [2] .................................................................................................................................. 16 
  BLAZING AURA – [2] ................................................................................................................................ 17 
  DRAIN STRENGTH – [2]............................................................................................................................. 17 
  EMERALD SPEAR – [2] .............................................................................................................................. 17 
  LEVITATE – [2] ......................................................................................................................................... 17 
  MAGE WALL – [2]..................................................................................................................................... 17 
  MYSTIC BOLT – [2]................................................................................................................................... 17 
  RANGED SPELL SHIELD – [2] .................................................................................................................... 17 
  SPECTRAL STAFF – [2] .............................................................................................................................. 18 
  SPELL SEEKER – [2] .................................................................................................................................. 18 
  STAR BOLT – [2] ....................................................................................................................................... 18 
  YELLOW PENTAGRAM – [2] ...................................................................................................................... 18 
  CLONE ATTACK SPELL – [4] ..................................................................................................................... 18 
  CRIMSON PORTAL – [4]............................................................................................................................. 18 
  GLOBE OF CONTAINMENT – [4]................................................................................................................. 18 
   
  1
  
  GREATER STAR BOLT – [4] ....................................................................................................................... 19 
  IMPERIAL ARMOR – [4]   
  IMPERIAL COLLEGE....................................................................................... 19 
  MELT WEAPONS – [4]............................................................................................................................... 19 
  REFLECT SPELL – [4] ................................................................................................................................ 19 
  SLEEP OF YOUTH – [4] .............................................................................................................................. 19 
  SPHERE OF DESTRUCTION – [4]................................................................................................................. 19 
  ABSORB MANA – [8]................................................................................................................................. 20 
  RAZE – [8] ................................................................................................................................................ 20 
  STAR HAMMER – [8]................................................................................................................................. 20 
  THE ELDER SCHOOL............................................................................................................................. 21 
  MUTATE – [SIGNATURE SPELL: 2,4,8] .................................................................................................... 21 
  COMPELLING VOICE – [1] ......................................................................................................................... 23 
  EBON EYES – [1]....................................................................................................................................... 23 
  ELDRITCH FLAME – [1] ............................................................................................................................. 23 
  FLESH MARK – [1] .................................................................................................................................... 23 
  FLOCK OF EYES – [1] ................................................................................................................................ 23 
  JESTER’S LAUGH – [1]............................................................................................................................... 23 
  SHADOW VISAGE – [1].............................................................................................................................. 23 
  SPIDER CRAWL – [1] ................................................................................................................................. 24 
  STEAL MOUTH – [1].................................................................................................................................. 24 
  WHISPERING SPHERE – [1]........................................................................................................................ 24 
  DEATH CLOUD – [2].................................................................................................................................. 24 
  ELDRITCH FIRE – [2]................................................................................................................................. 24 
  EVIL BLACK LAUGHING SPHERE – [2] ...................................................................................................... 24 
  HORRIBLE CREEPING DOOM – [2]............................................................................................................. 25 
  HORRIFY – [2]........................................................................................................................................... 25 
  JOKER’S SMILE – [2] ................................................................................................................................. 25 
  SOUL LASH – [2]....................................................................................................................................... 25 
  SOUL VISION – [2] .................................................................................................................................... 25 
  STRANGULATE  – [2]................................................................................................................................. 25 
  STRIKE UGLY– [2] .................................................................................................................................... 25 
  ATTACK SHADOW – [4]............................................................................................................................. 26 
  BELL JAR – [4].......................................................................................................................................... 26 
  BLACK COBWEBS – [4] ............................................................................................................................. 26 
  DEMONIC TRANSFORMATION  – [4]........................................................................................................... 26 
  ELDRITCH INFERNO – [4] .......................................................................................................................... 27 
  EYES OF FLESH – [4]................................................................................................................................. 27 
  FOG OF WAR – [4]..................................................................................................................................... 27 
  GREEN MIST OF TRANSPORT – [4] ............................................................................................................ 27 
  MIND SERPENTS – [4] ............................................................................................................................... 27 
  SLAY – [4]................................................................................................................................................. 28 
  STEAL YOUTH – [4]................................................................................................................................... 28 
  TURN WEAPONS TO SNAKES – [4]............................................................................................................. 28 
  TWISTED CONTRACT – [4] ........................................................................................................................ 28 
  VISCERAL PYRAMID – [4].......................................................................................................................... 28 
  WHIRLWIND OF BLADES – [4]................................................................................................................... 29 
  WRITHING ARMOR – [4]............................................................................................................................ 29 
  FINGER OF WITHERING – [8]..................................................................................................................... 29 
  FIRE ELEMENTAL COLLEGE ............................................................................................................. 30 
  FIRE BALL – [SIGNATURE SPELL: 4]........................................................................................................ 30 
  BURNING EYES– [1].................................................................................................................................. 30 
  FIRE FRIEND– [1]...................................................................................................................................... 30 
  HAND OF FIRE – [1]................................................................................................................................... 30 
  SNUFF – [1]............................................................................................................................................... 30 
   
  2
  
  VOICE OF THE FURNACE– [1].................................................................................................................... 31 
  BLAZING SHIELD – [2] .............................................................................................................................. 31 
  BURN – [2]................................................................................................................................................ 31 
  BURNING BANDS – [2] .............................................................................................................................. 31 
  BURNING BLADES – [2]............................................................................................................................. 31 
  CIRCLE OF FIRE– [2] ................................................................................................................................. 31 
  CONE OF FIRE – [2] ................................................................................................................................... 31 
  FIRE WALL – [2] ....................................................................................................................................... 31 
  FLAMING BODY – [2]................................................................................................................................ 32 
  FLAME HAIL – [2] ..................................................................................................................................... 32 
  PYROMANCY – [2]..................................................................................................................................... 32 
  FIRE BOLT – [4] ........................................................................................................................................ 32 
  FIRE LASH– [4] ......................................................................................................................................... 32 
  PILLAR OF FIRE – [8]................................................................................................................................. 32 
  EARTH ELEMENTAL COLLEGE......................................................................................................... 34 
  SUMMON EARTH ELEMENTAL – [SIGNATURE SPELL: 4].......................................................................... 34 
  CLOUD OF PEST REMOVAL– [1]................................................................................................................ 34 
  FLOWER– [1]............................................................................................................................................. 34 
  FOOLS FIRE POTION– [1]........................................................................................................................... 34 
  FOREST WAY – [1].................................................................................................................................... 35 
  HIDDEN TRAIL– [1]................................................................................................................................... 35 
  OIL OF CLEANSING– [1]............................................................................................................................ 35 
  TALLOW OF HEALTH– [1] ......................................................................................................................... 35 
  WILD WOOD – [1]..................................................................................................................................... 35 
  GROW GOLDEN VIPER FLOWER – [2]........................................................................................................ 36 
  HARVEST MOON– [2]................................................................................................................................ 36 
  MYSTICAL MEDICINE– [2] ........................................................................................................................ 36 
  SHATTER– [2] ........................................................................................................................................... 36 
  THORN BARRIER– [2]................................................................................................................................ 36 
  CREATE SLEEP POTION– [4]...................................................................................................................... 36 
  EARTH SPIRIT – [4] ................................................................................................................................... 37 
  SHOCKWAVE– [4] ..................................................................................................................................... 37 
  WOOD SKIN– [4]....................................................................................................................................... 37 
  AIR ELEMENTAL COLLEGE................................................................................................................ 38 
  WHIRLWIND  – [SIGNATURE SPELL: 4] .................................................................................................... 38 
  AEROMANCY – [1] .................................................................................................................................... 38 
  HOWLING BOLT – [1]................................................................................................................................ 38 
  WHISPERING WIND – [1]........................................................................................................................... 38 
  WHIRLWIND BLAST – [1] .......................................................................................................................... 38 
  WIND LEAP – [1]....................................................................................................................................... 39 
  WIND STORM – [1].................................................................................................................................... 39 
  ZAP – [1]................................................................................................................................................... 39 
  ZEPHYR’S EMBRACE – [1]......................................................................................................................... 39 
  CALL RAIN  – [2]....................................................................................................................................... 39 
  CALL WINDS – [2]..................................................................................................................................... 39 
  ELECTROCUTE – [2] .................................................................................................................................. 39 
  ICY WIND – [2] ......................................................................................................................................... 40 
  LESSER ARC – [2] ..................................................................................................................................... 40 
  THUNDERBOLT – [2] ................................................................................................................................. 40 
  UPDRAFT – [2] .......................................................................................................................................... 40 
  AIR SHIELD – [4]....................................................................................................................................... 40 
  BLIZZARD – [4]......................................................................................................................................... 40 
  CALL LIGHTNING – [4].............................................................................................................................. 41 
  LIGHTNING ORB – [4] ............................................................................................................................... 41 
   
  3
  
  TORNADO – [8] ......................................................................................................................................... 41 
  WATER ELEMENTAL COLLEGE........................................................................................................ 42 
  MANIPULATE WATER – [SIGNATURE SPELL: 4]....................................................................................... 42 
  CREATE WATER – [1]................................................................................................................................ 42 
  DRY – [1].................................................................................................................................................. 42 
  EXTINGUISH – [1]...................................................................................................................................... 42 
  FIRE WATER – [1] ..................................................................................................................................... 42 
  PRESSURIZE – [1] ...................................................................................................................................... 43 
  SING TO FISH – [1] .................................................................................................................................... 43 
  SONAR – [1] .............................................................................................................................................. 43 
  AIRY BUBBLE – [2] ................................................................................................................................... 43 
  BREATHE UNDERWATER – [2]................................................................................................................... 43 
  MAGICIAN’S TENTACLES – [2].................................................................................................................. 43 
  PURIFY – [2].............................................................................................................................................. 43 
  AQUATIC – [4] .......................................................................................................................................... 43 
  WATER CANNON – [4] .............................................................................................................................. 43 
  VOID ELEMENTAL COLLEGE ............................................................................................................ 45 
  DISINTEGRATE– [SIGNATURE SPELL: 4].................................................................................................. 45 
  STRIP – [1] ................................................................................................................................................ 45 
  BOLT OF VOID – [2] .................................................................................................................................. 45 
  IGNORE – [2]............................................................................................................................................. 45 
  POOL OF VOID – [2] .................................................................................................................................. 45 
  TROLLING THE VOID – [2]......................................................................................................................... 46 
  VOID POCKET – [2] ................................................................................................................................... 46 
  WISDOM OF THE VOID – [2] ...................................................................................................................... 46 
  SPHERE OF VOID – [4]............................................................................................................................... 47 
  TENTACLES OF THE VOID – [4].................................................................................................................. 47 
  VOID WALKER – [4].................................................................................................................................. 47 
  SUMMONING............................................................................................................................................ 48 
  MAGE’S GUARDIAN – [SIGNATURE SPELL: 4] ......................................................................................... 48 
  CLOUD OF INSECTS – [1]........................................................................................................................... 49 
  HOUSE KEEPER – [1]................................................................................................................................. 49 
  ORGANIZER – [2] ...................................................................................................................................... 49 
  SUMMON IMP – [2].................................................................................................................................... 49 
  SUMMON MINOR BATTLE BEAST – [2]...................................................................................................... 51 
  TABLE A 
         TABLE B ............................................................................................................................ 51 
  SUMMON NAMED MINOR DAEMON – [2] .................................................................................................. 52 
  ARCANE STEED – [4]................................................................................................................................. 53 
  ASTRAL WATCHDOG – [4] ........................................................................................................................ 53 
  BOOKKEEPER – [4].................................................................................................................................... 53 
  BUZZ BOMB – [4]...................................................................................................................................... 54 
  DAEMON PRIME – [4]................................................................................................................................ 54 
  MYSTIC SENTRY – [4]............................................................................................................................... 54 
  SUMMON NAMED MAJOR DAEMON – [4].................................................................................................. 54 
  WHISPER WYRM – [4]............................................................................................................................... 55 
  ILLUSIONS AND PHANTASMS............................................................................................................. 56 
  GREATER PHANTASM – [SIGNATURE SPELL: 4]....................................................................................... 56 
  GLITTER – [1]............................................................................................................................................ 56 
  ILLUSORY OBJECT – [1] ............................................................................................................................ 56 
  LIGHT SONG – [1] ..................................................................................................................................... 57 
  MYSTIC RAINMENT – [1]........................................................................................................................... 57 
   
  4
  
  PHANTASMAL BAUBLE – [1] ..................................................................................................................... 57 
  PHANTASMAL GAME PIECES – [1]............................................................................................................. 57 
  PHANTASMAL OBJECT – [1 OR 2] ............................................................................................................. 57 
  REMOVE SHADOW – [1] ............................................................................................................................ 58 
  SHINE OF VALUE – [1]............................................................................................................................... 58 
  THROW MIRROR IMAGE – [1].................................................................................................................... 58 
  BLIND SPOT – [2]...................................................................................................................................... 58 
  CAMOUFLAGE – [2]................................................................................................................................... 58 
  DAZZLE – [2] ............................................................................................................................................ 58 
  ILLUSIONARY MAN  – [2].......................................................................................................................... 58 
  ILLUSORY MESSENGER – [2]..................................................................................................................... 59 
  IMAGINARY WALL – [2]............................................................................................................................ 59 
  PHANTASMAL WEAPON – [2].................................................................................................................... 59 
  PHANTOM MISSILE – [2] ........................................................................................................................... 59 
  SHIFT  – [2] ............................................................................................................................................... 59 
  ASSUME APPEARANCE – [4]...................................................................................................................... 59 
  BEAUTIFY – [4]......................................................................................................................................... 60 
  MULTIPLE IMAGES – [4]............................................................................................................................ 60 
  PHANTASMAL ARMOR – [4] 
  ILLUSIONIST.............................................................................................. 60 
  PHANTASMAL CHARIOT – [4].................................................................................................................... 60 
  TRIAD PHANTASM – [4] ............................................................................................................................ 61 
  TRANSCENDENTAL SORCERY........................................................................................................... 62 
  MYSTIC INFLUENCE – [SIGNATURE SPELL: 4] ......................................................................................... 62 
  DISTRACT – [1] ......................................................................................................................................... 62 
  IMPENETRABLE SKIN – [1] ........................................................................................................................ 62 
  PURIFY BODY – [1] ................................................................................................................................... 62 
  SHARPEN MIND – [1] ................................................................................................................................ 63 
  SKIN OF IRON – [1].................................................................................................................................... 63 
  SORCEROUS ENCHANTMENT – [1]............................................................................................................. 63 
  BODILY NEED – [2]................................................................................................................................... 63 
  DRAW LIFE FORCE – [2]............................................................................................................................ 63 
  DRAW ENERGY – [2]................................................................................................................................. 63 
  IRON FIST – [2].......................................................................................................................................... 63 
  JUMP – [2]................................................................................................................................................. 64 
  LEVITATE – [2] ......................................................................................................................................... 64 
  MIND OVER BODY – [2]............................................................................................................................ 64 
  MIND SPEECH – [2]................................................................................................................................... 64 
  NERVE LIGHTNING – [2] ........................................................................................................................... 64 
  OBJECT EMPATHY – [2] ............................................................................................................................ 64 
  ONEIROMANCY – [2]................................................................................................................................. 64 
  PARALYZING THOUGHT – [2].................................................................................................................... 65 
  REPEL – [2]............................................................................................................................................... 65 
  SPEED – [2] ............................................................................................................................................... 65 
  SUGGESTION – [2]..................................................................................................................................... 65 
  TERRIFYING THOUGHT – [2] ..................................................................................................................... 65 
  DETECT MIND – [4]................................................................................................................................... 65 
  FASCINATE – [4] ....................................................................................................................................... 65 
  MIND OVER MATTER – [4]........................................................................................................................ 66 
  REPELLING BLOCK – [4] ........................................................................................................................... 66 
  BODY OF MIND – [8]................................................................................................................................. 66 
  ASTROLOGY ............................................................................................................................................ 67 
  CAST FORTUNE – [SIGNATURE SPELL: 4] ................................................................................................ 67 
  CELESTIAL FAVOR – [1]............................................................................................................................ 67 
  STARRY EYES– [1].................................................................................................................................... 67 
   
  5
  
  CREATE CHART – [2] ................................................................................................................................ 68 
  DETECT DANGER – [2].............................................................................................................................. 68 
  ENCHANT BIRTHSTONE– [2] ..................................................................................................................... 68 
  SEEK OMEN – [2] ...................................................................................................................................... 68 
  SEND SIGN – [2]........................................................................................................................................ 68 
  ASTROLOGER’S WARD– [4] ...................................................................................................................... 68 
  NECROMANCY ........................................................................................................................................ 70 
  MONSTER – [SIGNATURE SPELL: 4]......................................................................................................... 70 
  ANIMATE SKELETON – [2] ........................................................................................................................ 70 
  AURA OF LIFE – [2]................................................................................................................................... 71 
  AURA OF DEATH – [2]............................................................................................................................... 71 
  COLD HAND– [2] ...................................................................................................................................... 71 
  NECROMANTIC WOOD – [2]...................................................................................................................... 71 
  SKULL WATCHER– [2] .............................................................................................................................. 71 
  STASIS – [2] .............................................................................................................................................. 71 
  STRENGTH OF THE DEAD – [2] .................................................................................................................. 71 
  TORMENT LOST SOULS / SPEAK WITH RECENTLY DEAD – [2] .................................................................. 72 
  TRANSFUSION – [2]................................................................................................................................... 72 
  VACCINE – [2]........................................................................................................................................... 72 
  WEAR BODY – [2]..................................................................................................................................... 72 
  CONJURE SPIRIT– [4] ................................................................................................................................ 72 
  GOOSEFLESH – [4] .................................................................................................................................... 73 
  STEAL STRENGTH– [4].............................................................................................................................. 73 
  TRANSPLANT – [4] .................................................................................................................................... 73 
  UNLIFE – [4] ............................................................................................................................................. 73 
  VAMPIRE’S TOUCH– [4]............................................................................................................................ 74 
  WRAITH’S TOUCH– [4] ............................................................................................................................. 74 
  FOG OF DEATH– [8] .................................................................................................................................. 74 
  ARMY OF DARKNESS – [8] ........................................................................................................................ 74 
  THAUMATURGY ..................................................................................................................................... 75 
  CIRCLE OF POWER– [SIGNATURE SPELL: 4]............................................................................................. 75 
  GLYPH OF DESTRUCTION – [1].................................................................................................................. 75 
  GLYPH OF FIRE – [1] ................................................................................................................................. 75 
  GLYPH OF SEALING – [1] .......................................................................................................................... 75 
  RUNE OF ALARM – [1] .............................................................................................................................. 75 
  RUNE OF LIGHT – [1] ................................................................................................................................ 76 
  RUNE OF OWNERSHIP– [1] ........................................................................................................................ 76 
  RUNE OF STRENGTH – [1] ......................................................................................................................... 76 
  SYMBOL OF UNWELCOMENESS – [1]......................................................................................................... 76 
  TRIANGLE OF PROTECTION– [1]................................................................................................................ 76 
  PENTAGON OF CONTAINMENT – [2] .......................................................................................................... 76 
  PENTAGRAM OF SUMMONING – [2]........................................................................................................... 77 
  RUNE OF POWER – [2]............................................................................................................................... 77 
  RUNE OF WARDING – [2] .......................................................................................................................... 77 
  CIRCLE OF PROTECTION – [4].................................................................................................................... 77 
  CIRCLE OF SEEING – [4] ............................................................................................................................ 77 
  CIRCLE OF TRANSPORT – [4]..................................................................................................................... 77 
  LINE OF DEVASTATION – [4]..................................................................................................................... 78 
  RUNE OF LOCKING – [4]............................................................................................................................ 78 
  SQUARE OF FORCE– [4]............................................................................................................................. 78 
  WORDS OF BINDING – [4].......................................................................................................................... 78 
  WITCHCRAFT.......................................................................................................................................... 79 
  FAMILIAR – [SIGNATURE SPELL: 4]......................................................................................................... 79 
   
  6
  
  ARUSPICY – [1/2/4] .................................................................................................................................. 79 
  BANE – [1] ................................................................................................................................................ 80 
  BLESS– [1]................................................................................................................................................ 80 
  BREW OF HEALTH– [1] ............................................................................................................................. 80 
  CURSE – [1]............................................................................................................................................... 80 
  CURSED/BLESSED WAX – [1].................................................................................................................... 80 
  DETECT UNSEEMLY AURA – [1]................................................................................................................ 80 
  GLAMOUR– [1] ......................................................................................................................................... 81 
  MENDING BALM– [1]................................................................................................................................ 81 
  PATCH – [1 OR 2]...................................................................................................................................... 81 
  REFRESHING DRINK– [1]........................................................................................................................... 81 
  RIP HAIR – [1]........................................................................................................................................... 81 
  SHADOW CLOAK – [1]............................................................................................................................... 81 
  WAKING DREAMS – [1]............................................................................................................................. 81 
  ANALGESIC – [2]....................................................................................................................................... 82 
  CANDLE MAGIC – [2/1]............................................................................................................................. 82 
  CAULDRON OF GOSSIP – [2]...................................................................................................................... 82 
  CHARM – [2] ............................................................................................................................................. 82 
  CURSE OF MICE – [2] ................................................................................................................................ 82 
  CURSE OF SPIDERS – [2]............................................................................................................................ 83 
  DROUGHT OF ANIMOSITY – [2] ................................................................................................................. 83 
  DROUGHT OF ENCHANTMENT – [2]........................................................................................................... 83 
  DROUGHT OF SLEEP – [2].......................................................................................................................... 83 
  DRAUGHT OF TRUTH – [2] ........................................................................................................................ 83 
  ENCHANTING VOICE – [2]......................................................................................................................... 84 
  EVIL EYE – [2] .......................................................................................................................................... 84 
  FOLLOWING CHARM – [2]......................................................................................................................... 84 
  GLITCH – [2]............................................................................................................................................. 84 
  HAUNT – [2].............................................................................................................................................. 84 
  HEXBREAKER – [2] ................................................................................................................................... 84 
  HOLD FAST– [2]........................................................................................................................................ 85 
  HOLD TONGUE – [2].................................................................................................................................. 85 
  JINX – [2].................................................................................................................................................. 85 
  LASH – [2]................................................................................................................................................. 85 
  LISTENING MARK – [2] ............................................................................................................................. 85 
  MURDER OF CROWS – [2].......................................................................................................................... 85 
  NIGHTMARE CURSE – [2] .......................................................................................................................... 85 
  PREVENT BIRTH – [2]................................................................................................................................ 86 
  SNEAK – [2] .............................................................................................................................................. 86 
  STEAL HARVEST – [2]............................................................................................................................... 86 
  STEAL UNBORN CHILD – [2] ..................................................................................................................... 86 
  STRIKE MUTE – [2] ................................................................................................................................... 86 
  WITCHBOLT – [2]...................................................................................................................................... 86 
  WITCH’S CANDLES – [2] ........................................................................................................................... 87 
  WITCH’S DOOR – [2]................................................................................................................................. 87 
  YOUTHFUL APPEARANCE – [2] ................................................................................................................. 87 
  ETERNAL YOUTH – [4].............................................................................................................................. 87 
  EYE FOR AN EYE – [4]............................................................................................................................... 87 
  SLAVE – [4]............................................................................................................................................... 87 
  SYMPATHY– [4] ........................................................................................................................................ 88 
  REJUVENATE – [8] .................................................................................................................................... 88 
  SPIRIT......................................................................................................................................................... 89 
  ARMOR OF LIGHT – [SIGNATURE SPELL: 4]............................................................................................. 89 
  BLESS – [1] ............................................................................................................................................... 89 
  EYES OF LIGHT – [1] ................................................................................................................................. 89 
   
  7
  
  LEND STRENGTH – [1]............................................................................................................................... 89 
  QUIETING TOUCH – [1] ............................................................................................................................. 89 
  SHEPHERD’S’ VOICE – [1]......................................................................................................................... 90 
  SHINING ARMOR – [1]............................................................................................................................... 90 
  TAKE DISEASE – [1].................................................................................................................................. 90 
  TAKE PAIN– [1]......................................................................................................................................... 90 
  UNDEAD’S BANE – [1] .............................................................................................................................. 90 
  BANDS OF LIGHT – [2] .............................................................................................................................. 90 
  BLINDING LIGHT – [2]............................................................................................................................... 90 
  BRILLIANT ARMOR – [2]........................................................................................................................... 91 
  CURE DISEASE – [2].................................................................................................................................. 91 
  FIST OF POWER – [2] ................................................................................................................................. 91 
  HEXBREAKER – [2] ................................................................................................................................... 91 
  MINOR HEAL – [2] .................................................................................................................................... 91 
  PENITENT STARE – [2] .............................................................................................................................. 91 
  PLAGUE IMMUNITY – [2]........................................................................................................................... 91 
  READ AURA – [2]...................................................................................................................................... 92 
  TAKE HURT – [2] ...................................................................................................................................... 92 
  UNDEAD’S TERROR – [2] .......................................................................................................................... 92 
  VATICINATION – [2].................................................................................................................................. 92 
  HEAL – [4] ................................................................................................................................................ 92 
  MAJOR HEAL – [4].................................................................................................................................... 92 
  SAVE FROM DEATH’S DOOR – [4]............................................................................................................. 93 
  SHIELD OF LIGHT – [4].............................................................................................................................. 93 
  SOOTHESAY – [4]...................................................................................................................................... 93 
  TAKE WOUND – [4]................................................................................................................................... 93 
  THE GIVER OF SLEEP (FOR THOSE WHO CANNOT) - [8]............................................................................ 93 
  ALCHEMY................................................................................................................................................. 94 
  LEAD TO GOLD – [SIGNATURE SPELL: 2,4,8].......................................................................................... 94 
  COMPASS – [1].......................................................................................................................................... 94 
  CLOUD OF SMOKE – [1]............................................................................................................................. 95 
  OIL OF BINDING  – [1]............................................................................................................................... 95 
  OIL OF CLEANLINESS  – [1] ....................................................................................................................... 95 
  OIL OF ILLUMINATING – [1] ...................................................................................................................... 95 
  POTION OF MANA – [1] ............................................................................................................................. 95 
  POTION OF REPLENISHING POWER – [1].................................................................................................... 95 
  SHOCK WAND – [1]................................................................................................................................... 95 
  ANTIDOTE – [2]......................................................................................................................................... 95 
  ELIXIR OF STRENGTH– [2]......................................................................................................................... 96 
  FIRE BOLT WAND – [2]............................................................................................................................. 96 
  GOLEM – [2,4,8]....................................................................................................................................... 96 
  HEALING POTION – [2].............................................................................................................................. 96 
  OIL OF FORTITUDE– [2]............................................................................................................................. 97 
  OIL OF SLICKNESS – [2] ............................................................................................................................ 97 
  OIL OF STRENGTH– [2].............................................................................................................................. 97 
  PHOENIX BLOOD POTION – [2].................................................................................................................. 97 
  SWORD STONE +1 BLOODLETTER – [2] .................................................................................................... 97 
  SWORD STONE +1 DAMAGE – [2] ............................................................................................................. 97 
  SWORD STONE +1 DEFENDER – [2]........................................................................................................... 97 
  SWORD STONE +1 STRIKER – [2] .............................................................................................................. 97 
  SWORD STONE +3 PENETRATION – [2]...................................................................................................... 98 
  WATER TO ACID – [2] ............................................................................................................................... 98 
  ALCHEMICAL CANNON – [4]..................................................................................................................... 98 
  ALCHEMICAL ENGINE – [4]....................................................................................................................... 98 
  ELIXIR OF IMMUNITY TO WEAPONS – [4].................................................................................................. 98 
   
  8
  
  SPECIAL PURPOSE TOXIN – [4].................................................................................................................. 98 
  BARDIC MAGIC..................................................................................................................................... 100 
  SILVER TONGUE– [SIGNATURE SPELL: 4].............................................................................................. 100 
  AMPLIFIER– [1]....................................................................................................................................... 100 
  LEGERDEMAIN LYRICS – [1] ................................................................................................................... 100 
  LIGHT SHOW – [1]................................................................................................................................... 101 
  MELODIOUS VOICE – [1]......................................................................................................................... 101 
  TRAVELLING DITTY– [1]......................................................................................................................... 101 
  SOOTHE BEAST– [1]................................................................................................................................ 101 
  SOTTO VOCE – [1]................................................................................................................................... 101 
  BATTLE HYMN– [2] ................................................................................................................................ 101 
  CACOPHONY – [2]................................................................................................................................... 101 
  DIRGE OF DOOM– [2].............................................................................................................................. 101 
  DISCORDANT NOTES– [2] ....................................................................................................................... 102 
  DRINKING SONG– [2].............................................................................................................................. 102 
  HARMONY– [2] ....................................................................................................................................... 102 
  HAUNTING MELODY– [2]........................................................................................................................ 102 
  IMPROVISATION ON A THEME– [2].......................................................................................................... 102 
  LOVE SONG (MATCHMAKER)– [2] .......................................................................................................... 102 
  LULLABYE– [2]....................................................................................................................................... 103 
  OMINOUS CRESCENDO – [2].................................................................................................................... 103 
  RESTFUL MELODY– [2]........................................................................................................................... 103 
  RIDICULE– [2]......................................................................................................................................... 103 
  SONG OF THE STONES– [2]...................................................................................................................... 103 
  THE LAST WORD (POWER PUN)– [2] ...................................................................................................... 104 
  WAR BALLAD– [2].................................................................................................................................. 104 
  CAST SONG UPON THE WIND (WIND SONG) – [4 OR 2].......................................................................... 104 
  DISCHORD – [4]....................................................................................................................................... 105 
  IRRESISTIBLE JIG– [4] ............................................................................................................................. 105 
  SYMPHONY OF DESTRUCTION (BRINGING DOWN THE HOUSE) – [4]....................................................... 105 
  SYMPHONY OF DECIMATION – [8]........................................................................................................... 105 
   
  9
  
  Meta-College 
  Description: There is no “Meta-College” skill.  These are spells that are common to all colleges.  
  Any mage of any school may learn them so long as they are of sufficient ability (e.g. a 2 point 
  Meta-College spell requires that the mage have at least a Level 2 skill in an art).   
   
  Identify Magic – [1] 
  This spell allows a basic form of item identification.  Casting it will tell the mage what triggers an item and 
  something about what the item does.  The player makes a skill roll and, if the GM deems that the item in 
  question is not extremely exotic, deliberately obfuscated, or otherwise hard to identify the caster will know in 
  general terms what triggers it and what it does.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Instant  
   
   
  Normal  
  None  
  Mage’s Candle – [1] 
  The mage creates a “will-o-the-wisp” which follows the caster shedding light as a lantern while the spell 
  lasts.  The radius is about 10 yards of good illumination and a cumulative –1 perception roll for each 4 yards 
  thereafter.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Continuing 
   
   
  Walking  
  None 
  Magi’s Gold – [1] 
  The preferred form by which mages pay: a sum of coins are taken and laid on a surface and the spell is 
  cast.  In the place is a spinning coin with an ank in the center.  The metal of the coin is not certain.  When a 
  certain act comes to pass the coin (which, when placed on its side will begin to spin) will return to its original 
  state).  The spell knows if the even comes to pass through a form of precognition and ESP—the person to 
  be paid need not perform the event . . . and the coin does not guarantee that the proceeds will be spread 
  fairly.  Other than performing the agreed upon event, there is no way to tell how much money is in the coin 
  and there is no way to get the money out.  Identify spells can tell what event will trigger a coin.  Note: While 
  the caster need not be present to trigger the coin, the event must be one which the caster could, at the time 
  of casting, verify (possibly with the addition of some physical proof).  The intent of this rule is to prevent the 
  spell from being used as an augury.  The GM must decide if the coin’s condition is being misused (i.e. it 
  can’t tell “if the right fork in the path will lead us to home” but could key on “the death of the King” since the 
  caster would presumably know quickly about the death of the monarch. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Transmutation 
   
   
  Normal  
  None 
  Minor Channeling– [1] 
  The mage can lend his mana to another caster.  The Minor Channeling spell has a range like that of a 
  normal ranged attack.  The caster must roll to hit a willing target (if out of combat, this roll need not be made 
  if the caster is within 10 yards of the target).  Each turn the Channeling is in progress, the caster must spend 
  8 REA.  Each turn, the caster may spend 6 Long Term mana to give the target +4 (if the sending mage has 
  only a fraction of that left, it may all be sent).  A mage may only receive power from one version of this spell 
  at once. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 + 6 
   
   
  Continuing 
   
   
  Sprinting  
  None 
  Spell Shield – [1] 
  With a 0 REA Short action and the expenditure of mana, the mage conjures an invisible hemisphere of force 
  that lasts for one turn.  While Spell Shield is up, the mage may block attacks (magical or otherwise) with a 3 
  REA Short action.  It acts as a small, medium, or large shield based on the mana spent on it (-1, +0, or +1 to 
  the roll respectively).  If the character wants to upgrade his shield, he pays the difference whenever he 
  wishes (even as he blocks).   The character’s block roll is based on his Magical Combat Skill.  The Spell 
  Shield may be raised with the 3 REA block. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  2, 5, 9 
    
   
  Defensive 
   
   
  Normal  
  None 
  Tracer – [1] 
  The spell is casts on an item or person (through touch) and lasts 24 hours.  While the spell lasts the caster 
  will be aware of the item’s location and general condition.  The tracer may be removed by anti-magic and is 
   
  10
  
  visible to anyone with magic sight.  Certain magics may block the tracer and a normal person who has been 
  traced gets a WIL roll at –2 to feel watched (Intuition gets +4 to detect it).  The range of the Tracer is WIL / 2 
  (round up) miles.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 
   
   
  Continuing 
   
   
  None 
   
  None 
  Wizard Eyes– [1] 
  When cast, so long as any light is available, the mage can see in the dark as well as if she were in daylight.  
  The mage can see in color.  While this spell runs, the user’s eyes radiate power and, depending on the 
  character’s primary college, the mage’s eyes may take on unusual attributes suggestive of their school (so a 
  witch’s eyes may become cat’s eyes, an astrologer’s eyes may go sparkly like the night sky, and a water 
  mage’s might glow with a soft blue light).  If there is absolutely no light at all, the mage cannot see with this 
  spell.  This power may Intimidate those not accustomed to magic if they see the mage’s eyes.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 
   
   
  Continuing  
   
   
  Walking  
  None 
  Wizard Script – [1] 
  When the spell is cast on a letter, the writing becomes unintelligible, shifting glyphs.  The key is one of these 
  things: a proper name (a person with that name may read it—a legally changed name may or may not work 
  depending on the GM’s discretion), a spoken password, an official title, or a certain event passing (after 
  which anyone may read the note). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Transmutation 
   
   
  Normal  
  None 
  Arcane Bolt – [2] Meta College 
  When cast, the mage hurls a prismatic shaft of light that lances the unfortunate target for 8 PEN damage.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Ranged Attack  
   
   
  Normal  
  None 
   
  Aura of Power – [2] 
  This simple but potent spell cloaks the caster in an aura of mystery and power.  It is most effective against 
  provincial types who are not familiar with it or mages. While the spell continues the caster gains +4 points of 
  Presence.  Characters familiar with mages get an RES roll to ignore the effects (even if they are otherwise 
  affected by psychology rolls).  Also called Magi’s Raiment, it is still a common way for mages to travel. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 
   
   
  Continuing 
   
   
  Walking  
  +4 Presence 
  Discern– [2] 
  When the mage casts this spell, his senses sharpen to an amazing degree.  For every 2 mana spent, the 
  character “buys “ 1 Character Point of Keen Senses.  Therefore, a mage who spends 8 mana on Discern 
  can “buy” 4 points worth of Keen Senses in whatever configuration he wishes.  To maintain the heightened 
  senses costs [½ the mana it required to initially cast the spell] mana per turn.  So, if a mage’s Discern 
  cost 16 points to initially cast, it would cost 8 mana each turn to keep it going.  If the mage wishes to change 
  the levels or configuration of his enhanced senses, he must cast the spell anew. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Varies 
   
   
  Continuing  
   
   
  Walking  
  None 
  Mage’s Armor – [2]  
  When this spell is cast, the mage in protected by an invisible force that provides 2 / 6 armor.  Casting this 
  spell is a 5 REA Short action and will be obvious to any mage who sees it happen.  This does not stack with 
  any other armor or (whether from spells or otherwise) but; if the mage has better protection, it is used 
  instead of Mage’s Armor.  It will stack with non-armor Protection type spells. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  9 
    
   
  Protection 
   
   
  Walking  
  5 REA Short 
  Mage’s Defense – [2] 
   
  The caster is protected by an invisible aura.  The aura absorbs up to 8 points of damage total from incoming 
  magical attacks (no effect vs. physical attacks).  Each point the armor absorbs reduces its power by one 
  point.  This effect occurs outside any worn armor or other Protection-type spells that isn’t ablative (it the 
   
  11
  
  character is protected by an ablative Protection-type spell, the character decides from which spell armor is 
  removed first).  In the case of Penetrating attacks, if the remaining defense of the aura is greater than half 
  the Base Damage of the incoming attack, the attack automatically fails to penetrate.  If the remaining 
  defense of the aura is half or less than the Base Damage of the attack, then the attack rolls to penetrate 
  normally, ignoring the aura for penetration purposes (it still reduces damage, though).  Casting this spell is a 
  5 REA Short action.  When running, the caster can reduce the Effect of PWR. vs. STAT attacks by 1 point of 
  effect per spell point spent (up to a maximum of 4 points of effect). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  9 
    
   
  Protection 
   
   
  Walking  
  5 REA Short 
   
   
  Mage’s Grasp – [2] 
  The mage can grab and manipulate small items at range.  The mage can lift up to WIL / 4 lbs. in weight at 
  up to WIL yards distance.  Only one object can be held at a time.  The mage can hold double his allowed 
  weight by spending 3 extra mana (6 total) and expending Running endurance.  He can hold triple the weight 
  by burning 9 extra mana (12 total) and using Sprinting endurance. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  3 
   
   
  Continuing 
   
   
  Walking  
  None 
  Magic Shield – [2] 
  When a caster’s defenses are raised, he has 3 / 6 armor only vs. Magical attack.  Casting this spell is a 5 
  REA short action and will be obvious to any mage who sees it happen.  This does not stack with any other 
  armor or armor spells.  If the mage has better protection, it is used instead of Magic Shield. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
    
   
  Blocking  
   
   
  Walking  
  5 REA Short 
  Mage’s Vitality – [2] 
  While running, the mage gets +4 DP.  These Damage Points modify the mage’s wound rolls while the spell 
  is active.  If the mage suffers damage, they are taken first. When the spell stops, if the character’s Condition 
  Level gets worse, he suffers the appropriate wound. Only one spell that increases Damage Points may be 
  run at a time.  This spell may only be cast once per day. It may not normally be cast on another, but if 
  shared it does not heal but simply adds damage points while in effect (the wound remains).  It will change 
  condition level for the better, though, if the points add up right. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Transformation 
   
   
  Normal  
  None 
  Share – [2] 
  This spell allows the mage to let any Meta-College spell that would normally affect only the caster himself to  
  benefit others as well.  The mana cost is 5 for each additional person beyond the mage himself (spent the 
  turn the magician chooses to Share); the endurance cost is 1 point extra for each additional person the 
  mage Shares with.  Therefore a mage who extends Wizard Eyes (4 mana, Walking endurance) with two 
  compatriots would spend a total of 14 mana and expend 3 endurance points every 15 minutes).  Although 
  the mage does not have to spend the extra mana to Share on the same turn, and thus save Long Term 
  mana, he may have to (you can’t Share a Teleport the turn after you’ve gone). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  5+ 
   
   
  Varies 
   
   
   
  Varies 
   
  None 
  Flight – [4] 
  The mage can fly at 16 / Mass yards per second at Running endurance.  If desired, a mage can fly at 32 / 
  Mass yards per second at Sprinting endurance if he spends an additional 18 mana the turn he wants to 
  speed up (thus a ground-bound mage who wants to start flying at top speed in one turn pays 36 mana for 
  the privilege). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Continuing  
   
   
  Varies 
   
  None 
  Mage’s Life Force – [4] 
  While running, the mage gets +8 DP.  These Damage Points modify the mage’s wound rolls while the spell 
  is active.  If the mage suffers damage, they are taken first. When the spell stops, if the character’s Condition 
  Level gets worse, he suffers the appropriate wound. Only one spell that increases Damage Points may be 
   
  12
  
  run at a time.  This spell may only be cast once per day. It may not normally be cast on another, but if 
  shared it does not heal but simply adds damage points while in effect (the wound remains).  It will change 
  condition level for the better, though, if the points add up right. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Transformation 
   
   
  Normal  
  None 
  Major Channeling – [4] 
  Like Minor Channeling, except that this spell may be sent over a vast distance. The caster may send the 
  target mana in lots of up to 24 points for a cost of 36 (or a fraction thereof).  To target, the caster must know 
  the exact location of the target in reference to him.  This means the caster must be in communication, have 
  a tracer, etc. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 + 36  
   
  Continuing 
   
   
  Sprinting  
  None 
  Power Pool – [4] 
  When leading a ceremony, a mage may attempt to collect a pool of power with this spell.  A Power Pool only 
  has the power that is Channeled to it.  The caster sets up the pool, playing Walking Endurance for each 
  second the pool lasts.  The Pool stores the energy sent to it.  When the caster is ready to cast his spell, he 
  may tap into the pool and cast the spell normally.  He may not, however, use any of his own mana to cast a 
  spell with the pool unless he channeled him there himself.  Multiple casters can contribute to a pool. The 
  drawback is that pools above a certain level become dangerous.  If the pool is used to store more power 
  than the controller’s Long Term Spell point maximum (natural—gear doesn’t count) then it becomes 
  unstable rapidly.  Each point of power that is put into the pool forces a WIL roll at –1.  If the roll is made, the 
  pool is stable that second, and may be cast from.  If the roll is missed by 0 – 4, the pool drops to half power, 
  and will collapse totally that turn.  This causes an electrical discharge. If missed by 5 – 9, the pool will 
  collapse instantly in a flash of light and thunder.  The controller will suffer an energy attack based on ½ the 
  Power in the pool, with a 14- to-hit roll.  Everyone within a 10 yard radius will suffer the same attack based 
  on ¼ of the power in the pool.  If failed by 10+, the effects are as above except with 1x power damage to the 
  caster and ½ power damage to everyone in 10 yards (14- to hit). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Continuing 
   
   
  Walking  
  None 
  Teleport – [8] 
  An arcane spell known only to a few sorcerers, this spell allows for the instant transportation of the mage.  
  The maximum amount of distance the mage can teleport is WILx2 miles and the endurance cost is equal to 
  the number of miles traveled (minimum of 1).  There is a risk in teleporting though: if the character is 
  unfamiliar with the area he wishes to transport to, he may not by accurate (or safe) on arrival.  Unless the 
  place in question is very familiar to the mage (somewhere he has lived for at least a month), he must make a 
  RES roll with the following modifiers: 
  • 
  Line of sight: +3; this means the character can see exactly where he will appear (a mage transporting to 
  a glen he sees across the river receives this modifier, a mage wishing to teleport into a room whose 
  darkened window he sees from 100 feet below does not) 
  • 
  Somewhat familiar: no modifier; the character must make a MEM roll at –3 to be able to consider an 
  area where he has been a few times “somewhat familiar” 
  • 
  Unfamiliar: -3; if the character fails his MEM roll or wishes to teleport somewhere he has only been to 
  once or twice, it is considered “unfamiliar”. 
  • 
  Blind: -5; this means that the character has never been to the place he wishes to appear 
  If the caster fails the roll, the character appears [(1/10th of the total distance teleported) x (the amount 
  the roll was failed by)] away in a random direction.  The spell will not allow a mage to teleport into an 
  occupied space (the spell will cause the mage to occupy the nearest available space up to its maximum 
  range or it will fail).  
  Casting Cost  
  Type 
   
   
   
  Endurance 
  Notes  
   
   
   
  40 
   
   
  Instant  
   
   
  Varies 
   
  None  
  Powerport – [8] 
  An even more esoteric version of Teleport, this spell allows mages to teleport up to WIL2 miles distance.  
  The endurance cost is 1/8 per mile traveled (round up, minimum of 1) and if the teleportation site is within 1 
  mile, the mana cost is only 20, otherwise it’s 40.  In all other ways, this spell is just like Teleport.  To learn 
  Powerport, the mage must first learn Teleport.  Only a handful of mages know this spell and finding one who 
  will teach it to the character is sure to be a difficult (and expensive) task. 
   
  13
  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Scry – [8] 
  A spell usually found only among Archons and above (but not always), this spell allows the mage to see 
  events that have happened, will happen, or are happening.  The spell requires a shiny, reflective surface 
  (like a mirror, a pool of water, or a crystal ball). The information comes as a diorama of events visible 
  through the reflective surface.  The spell acts as Extra Sensory Perception or Far Precognition at [WIL+5] 
  PWR and skill.  Far Precognition can also be used to learn things about the past as it does the future.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
   
  30 
   
   
  Divination 
   
   
  WIL 
   
  None 
  20 or 40  
   
  Instant  
   
   
  Varies 
   
  None 
   
  14
  
  Imperial College  
  Description:  The mages of the Imperial College defined magic in terms of mathematics.  Their 
  spells are constructed to give their disciples efficient (and powerful) abilities.  Although an 
  Imperial College practitioner needn’t have the Mathematics skill to learn this branch of magecraft, 
  knowing math makes it easier to learn.  With Level 2 Mathematics (and at least a 12- roll), the 
  mage may buy Imperial College magic skill at RES+1.  At Level 3, he can buy skill at RES+2.  At 
  Level, he purchases the skill at RES+4. 
  Level 1: Imperial Student.  The character is adept in the skill of Mathemagics—the mathematical 
  science of magic.  The character does not understand higher math in the way implied by the 
  Mathematics skill but rather, something closer to “symbolic logic.”  Proper study and work on a 
  spell can improve a caster’s understanding of it.  If an apprentice makes 6 rolls in a row, each roll 
  taking 1 hour, a spell can be learned at the end of the study.  Normally learning a spell takes 
  considerably longer (about 1 week per point of spell cost).  This work can be saved and, if a 
  character with the skill gets access to a library of Mathemagics research, a single Level 2 
  Mathemagics roll can be made to learn a spell in 6 hours (again, if the character has the 
  character points). Magical colleges will usually have legions of apprentices working on spells for 
  their research libraries. 
  Level 2: Imperial Scholar.  The character can use the notes of others to learn a spell quickly as 
  described above by understanding the mathematical application of the magic.  Additionally, at 
  Level 2, the mage can make a roll with several hours of study to learn what triggers a magical 
  item.  This doesn’t tell what the item does (although a well-made roll may yield some insight) but 
  will reveal conditions under which the magic might manifest, command words, and other such 
  data.  Application of this requires magical meditation, and a lab for testing (without a lab the roll is 
  at –3). 
  Level 3: Imperial Mage.  The character has an expert grasp of the codified system of 
  mathematical magics.  The character can use Advanced Mathemagics to simplify the casting of 
  spell.  A spell can have its casting cost reduced by 2pts if the casting character makes a Level 3 
  skill roll while reading from a book of Mathimagical formulas.  Creating these formulas takes 5 
  successful skill rolls, each taking 20 hours of work. Using the formulas in practice requires the 
  caster have the book open near-by to the appropriate page and that the character take a 3 REA 
  short action to read the appropriate page and make a successful skill roll.  Books of this nature 
  (each page of math is for a specific spell) are very rare and valuable. 
  Level 4: Master Mathemagician. 
   
  Eyes of the Magi – [Signature Spell: 4] 
  The caster’s eyes glow with an eerie light while the spell is in effect.  The character sees magical auras as 
  distinct lines of force, cause and effect, and stored energy.  A skill roll can determine the nature of any 
  magical effect.  The roll is at –2 for each point of spell purchase cost above 2 (so a 4 point spell is at –4 and 
  an 8 point spell is at –12 to decipher).  Because the mage sees the spell so clearly he may negate its effects 
  more easily: for 4 REA and 4 mana,  the caster may use his modified skill roll as a block. 
  Casting Cost 
   
  Type 
   
  Endurance 
  Notes 
   
   
   
   
  4 
   
   
  Continuing 
  Running  
  4 REA block
  Astral Bomb – [1] 
  The bomb appears as a glowing blue ball of light with small white twinkles in it (it is difficult to see in bright 
  light for a –2 perception roll).  When cast it has a timer: 1 second, 3 seconds, or when triggered.  It may be 
  cast at up to 12 yards range.  If set with a trigger it has a 14- perception roll for some physical event (it 
  cannot distinguish between different people).  It explodes for 12 damage with a +4 Damage Modifier.  
  Furthermore, any being in the area will suffer a L2 Psionic Blast at [WIL-3] PWR.    This is [WIL] PWR 
  against characters who are Psionic, sensitive, magical, or otherwise attuned.  It is [WIL+2] PWR against Out 
  of Phase characters or those with Astral Bodies. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Trigger  
   
   
  Normal  
  None 
   
   
   
   
  15
  
  Blast Sphere – [1] 
   
  The caster throws a green light that expands suddenly into a sphere of green, turbulent magical energy (the 
  explosion makes the sound of a single musical chord).  Everything within a 2 yard Radius takes 4 points of 
  damage from the blast with a flat +4 Damage Modifier.  For simplification purposes, a roll to hit may be made 
  against the ‘area’ so there are no AGI modifiers in play. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
    
   
  Ranged Attack 
   
   
  Normal  
  4 DMG 
  Cyan Aura – [1] 
  The caster is surrounded by a faint blue aura.  While the spell continues the character gets a –2 DM against 
  any physical attack.  This is applied before checking for doubling from penetration damage.  If the character 
  has any other form of damage reduction this will give only an additional –1 DM instead of –2. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  9 
   
   
  Continuing 
   
   
  Running  
  -2 DM 
  Lesser Star Bolt – [1] 
  The magician fires a bolt of white glowing power that strikes for 8 points of energy damage. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
    
   
  Ranged Attack 
   
   
  Normal  
  None 
  Mage’s Voice – [1] 
  The character’s spoken command acts like the Influence ability with Power equal to the character’s WIL.  
  There is no roll to hit. If this ever achieves a failure result against the target, the target will be aware the 
  voice is being used against him (making immediate use virtually impossible). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Instant  
   
   
  Normal  
  PWR is WIL 
  Sparkling Curtain – [1] 
  The spell creates a bluish-white sparking curtain of light in a doorway.  The maximum area is 4 yards by 4 
  yards.  This curtain emits small chime sounds and glows.  From the caster’s side, one can see and hear 
  through it normally. From the other side it is opaque and no sound will pass.  If anything passes through it 
  (spell, ranged attack, someone walking through) from the caster’s side, it will collapse.  Things may pass the 
  other way without disrupting it.  It may be used to have a private conversation or to observe from an obvious, 
  but impressive vantage point (note, it may be cast between two poles, trees, or other support. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 
   
   
  Continuing 
   
   
  Walking  
  None 
  Star Fire – [1]  
  Mystical light bursts chaotically from the caster’s hands. This is an extremely short-ranged ranged attack 
  spell.  It has a maximum distance of 3 yards (Long reach) and gets a +2 Large Weapon Bonus (the plus to 
  hit does not apply to damage mods).  It strikes for 6 points of damage. Because of the chaotic nature of the 
  spell, it cannot be aimed with. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  9 
    
   
  Ranged Attack 
   
   
  Normal  
  6 DMG 
  Telekinetic Tentacle – [1] 
  The spell creates additional, invisible limbs.  Each “tentacle” is 3 yards long and can lift 30 pounds of weight.  
  Each tentacle created cost an additional endurance point (so three tentacles costs the caster 3 endurance 
  each 15 minutes).  The primary purpose of the tentacles to aid the caster in alchemical endeavors—books, 
  potions, and other implements may swirl around the caster as he works.  It also allows an impressive game 
  of chess (no one touches the pieces).  In grappling combat having 4 or more gives +1 Grapple Score. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  1 
   
   
  Continuing—Multicast (+0)  
  Walking  
  3 yard TK 
  Amber Bands– [2] 
  A target hit by the spell is wrapped in glowing amber bans.  The bands have 3pts of armor, 15 DP, and an 
  Offensive Grapple of 8.  Character’s in the grab will be at –4 damage modifiers to break the bonds.  
  Advanced Note: purists can give the bonds an STC roll of 15-. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   12 
   
   
  Ranged Attack 
   
   
  Normal  
  Tangle attack 
   
  16
  
   
  Blazing Aura – [2] 
  The caster blazes with a red-yellow corona.  This shield may be erected as a 3 REA Short action, or cast 
  normally and maintained for Running Endurance.  While active, the caster takes –4 DM vs. non-magical 
  ranged attack and –2 DM vs. non-magical HTH attack.  If combined with a similar but more powerful 
  protective spell (or other defense) it adds 1 to the protective damage modifiers.  The spell costs 16 mana 
  when cast and the user must maintain it with 4 mana each turn. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 then 4 
   
  Blocking  
   
   
  Running  
  -4 DM 
  Drain Strength – [2] 
  The caster fires a yellow ray from his hand that will weaken a living target.  This is a PWR vs. STAT attack 
  with a PWR of WIL.  It works against CON and is at –1 PWER for each 5 DP the target has above 10.  The 
  Minor Effect is a loss of –1 STR and –1 REA for 1 turn.  The Standard Effect is a loss of –2 STR and –1 
  REA for 1 turn.  The Major Effect is the loss of –2 STR and –2 REA for two turns.  The Critical Effect is the 
  loss of –2 STR and –5 REA for two turns.  The Catastrophic Effect is the loss of –3 STR and –8 REA for 
  three turns.  A target whose STR falls below 7 will fall.  A target whose STR is reduced to 8 must make a 
  STR roll at +1 (9 or less) or fall. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Ranged Attack 
   
   
  Normal  
  WIL 
  Emerald Spear – [2] 
  The mage throws a spear of green light.  It strikes for 12 points of penetrating damage.  The spell takes two 
  medium actions: one to cast (and create) and one to throw.  The spear cannot be held (the two actions must 
  be over one or two turns). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Levitate – [2] 
  The mage can float at a rate of 8 / Mass yards per second in any direction.  This counts as a Move action. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Continuing 
   
   
  Walking  
  None 
  Mage Wall – [2] 
  A glowing purple wall of [WIL] square yards appears in the air.  It must be anchored on one side (it doesn’t 
  float) and it has 2 points of Armor and 20 DP.  Once the DP are destroyed, the wall will collapse (it takes no 
  penetrating damage and has no STC).  Casting magic through the wall won’t work, but every Spell Point 
  spent on the spell will reduce the DP by 1, if the spell costs more DP than the wall has, the spell goes 
  through but the GM should reduce the power of the spell somehow (usually by ¼).  If the spell does 
  damage, the wall is reduced by the mana and the damage done. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
    
   
  Create Wall 
   
   
  Normal  
  None 
  Mystic Bolt – [2] 
  The caster throws a purple bolt which does energy damage.  The Mystic Bolt ignores all negative damage 
  modifiers due to immunity to magic.  The bolt does 3 points of damage.  Since it may be Multicast, a mage 
  can throw more than one: all hit with the same to-hit and damage modifier roll and the wound type is 
  determined by the total damage done (the target only makes one CON roll). Each additional Bolt fired at 
  once costs one point more than the last (second bolt cost 3 points, the third costs 4 points). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  2 
   
   
  Ranged Attack—Multicast (+1) 
  Normal  
  3 Damage 
  Ranged Spell Shield – [2] 
  The caster can use the Spell Shield effect against spells not targeted at him.  In this case, the block cost +1 
  REA but otherwise functions normally.  Note that it also cost +1 Spell Point. Blocking an attack at a target 
  greater than 5 yards in distance is at –1 for each 5 yards (standard Ranged Attack modifier). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  3, 7, 12   
   
  Blocking  
   
   
  Normal  
  Blocking spell 
   
  17
  
  Spectral Staff – [2] 
  The mage creates a glowing green staff of energy.  It acts as a HTH weapon and can be used with either 
  Sword or Staff skill.  The staff’s strike does 9 points of Impact damage, costs 5 REA to swing, and may be 
  used with a Full Strike.   It lasts so long as the endurance to keep it going is paid (note that a turn of fighting 
  with it costs 1 Endurance in addition to the Running Endurance it costs to maintain). 
  Casting Cost 
   
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
   
  Continuing 
   
   
  Running  
  9 damage 
  Spell Seeker – [2] 
  The Spell Seeker is a counterstrike that travels back along the path of a ranged attack spell towards the 
  caster.  It only targets spell effects that originate from a caster (if the spell effect causes the damage to come 
  from another source the Seeker will seek that source).  The Seeker is a slow missile that looks like a glowing 
  blue ball of lighting.  When the caster declares a block he may also declare the casting of a Seeker spell.  If 
  the block is successful, the spell seeker is immediately launched.  The blocking mage pays 5 REA (in 
  addition to the block) and makes a to-hit roll.  The target of the seeker may block it normally. The seeker hits 
  for 8 points of damage.  If the block is not successful, the mana are paid anyway. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Ranged Attack 
   
   
  Normal  
  8 damage 
  Star Bolt – [2] 
  The magician fires a bolt of blue-white glowing power that strikes for 12 points of energy damage. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
    
   
  Ranged Attack 
   
   
  Normal  
  None 
  Yellow Pentagram – [2] 
  A glowing yellow pentagram appears in the air before the caster.  The pentagram, while in existence, will act 
  as a block vs. ranged spells.  Any spell cast at the caster from the other side of the pentagram (but from any 
  angle) automatically has a block of a 13- applied against it.  This costs the caster no additional REA but, if 
  the pentagram is used, the caster cannot also take another defense other than a dodge.  Each turn the 
  pentagram is in effect it costs 2 additional Long Term mana 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  10 +2 LT  
   
  Continuing 
   
   
  Walking  
  13- block 
  Clone Attack Spell – [4] 
  The caster can take advantage of another’s spell—even one that is being thrown at him and “clone” it for his 
  own use.  The spell functions as a block, and the caster may then, if the block is successful the caster has a 
  chance to cast the spell immediately himself. Use the rules for Ranged Spell Shield (+1 REA) if the spell is 
  fired at another target with the exception that the point of spell-travel closest to the character may be 
  targeted. The caster must pay the REA for the spell immediately (or, if he is all out of REA, he may promise 
  to pay at the beginning of next turn).  The mana for the clone of the spell are then paid and the caster rolls to 
  hit with the spell.  Even though the REA to clone the spell and the mana are paid as soon as the block is 
  successful, the spell does not go off until the caster gets to act.  Unless the spell was targeted at the caster, 
  the spell is not actually blocked.  If the caster knows Ranged Spell Shield, these can be combined (the 
  caster pays +1 Spell point). The caster need not know the spell he is cloning—he has an example right 
  there. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  3, 6, 9 + Cloned Spell cost Blocking  
   
  Normal  
  Blocking spell 
  Crimson Portal – [4] 
  The mage creates a red rectangle the size of a doorway in a wall.  If the wall is less than 6 inches thick, the 
  caster, and anyone else may travel through the wall.  The doorway will not create if there is an observer on 
  the other side of the barrier.  Additionally, the doorway hums weirdly while in existence. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Continuing 
   
   
  Sprinting  
  None 
  Globe of Containment – [4] 
  The mage creates a glowing force dome over an area.  This is targeted at a specific point and has a 4 yard 
  radius.  It will conform to whatever material is in the area.  The dome (a globe if cast in air—but it won’t float) 
  has 3 points of armor and 90 DP.  It does not take penetrating damage, but blows against it are not at any 
  plus to hit (they won’t miss, though, if a swing misses, give it a +0 damage modifier). The dome has no STC, 
   
  18
  
  it won’t go away until it is destroyed.  You cannot cast magic through the Globe of Containment.  If you try, 
  the dome either takes the damage dealt (normally) or, if the spell does no direct damage, the dome loses 1 
  DP for each spell point spent trying to cast through it.  The dome, once created, will last 1 day per point a 
  WIL roll is made by.  If the roll is made by 5+, the dome lasts forever.  If the mage blows his WIL roll, it 
  evaporates after 1 hour (unless otherwise destroyed).  It can support 2 tons of weight. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  35 
    
   
  Ranged Attack 
   
   
  Normal  
  None 
  Greater Star Bolt – [4] 
  The magician fires a bolt of red-white glowing power that strikes for 18 points of energy damage. When it 
  strikes, it throws off smaller, twisting bolts of light.  Any target within 4 yards of the area hit, will be targeted 
  by a 12- to-hit roll.  These bolts strike for 8 points of energy damage.  There is a maximum of 12 of these off 
  of one bolt. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
    
   
  Ranged Attack 
   
   
  Normal  
  None 
   
  Imperial Armor – [4]   Imperial College 
  When the mage casts this spell, his garments acquire an almost metallic sheen.  The armor provides 3 / 9 
  protection.  It is a 5 REA Short action to activate this spell. This does not stack with any other armor or 
  Protection-type spells; if the mage has better protection, it is used instead of Imperial Armor. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Protection 
   
   
  Walking  
  None 
  Melt Weapons – [4] 
  Beams of gray energy stream from the caster’s hands, terminating in globes of gray light around the target’s 
  metal weapons. This spell may be multi-cast, attacking multiple weapons with one casting.  Each attack hits 
  as a separate ranged attack.  When a target is struck, any held weapon may be effected (if the target has 
  more than one, the caster decides which). Each weapon makes an STA roll at –5 or melts.  This will not 
  effect the following weapons: wooden weapons, weapons the GM determines are very well made, or 
  magical weapons.  The weapons don’t actually get hot—the metal just falls apart. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  35+ 4 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Reflect Spell – [4] 
  This spell functions like a Spell Shield, but if the block is made the caster may reflect the spell back at the 
  target. If you cast the spell at the listed Spell Point cost, and make your block roll by 4+, you may 
  immediately pay 5 REA to fire the spell back at the target. A caster may pay an additional 3 Mana when 
  casting.  If this is done, and the spell is blocked, the caster may make a WIL roll vs. the attacking mage.  If 
  this roll is successful, the spell is reflected as above, even if the block was not made by 4. Because of the 
  deflective nature of this spell, if the mage blocks a spell but does not “successfully reflect it,” the GM may 
  rule that the damage still goes somewhere (causing collateral damage).  This can be worked out randomly, 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4, 8, 12   
   
  Blocking  
   
   
  Normal  
  Blocking spell 
  Sleep of Youth – [4] 
  The caster falls into a deep sleep (wherein he needs no food or water for weeks on end).  When he 
  awakens, his apparent age will be lowered.  A mage can lose 1 year per week he sleeps (the body grows 
  younger—the mind doesn’t change).  This requires a good deal of preparation (and a safe place to sleep).  
  The mage must spend $2000 on herbs and candles and other things for the ritual. A drink is prepared and 
  drunk, but the mage spend the points—if this isn’t done, a roll at –6 (if level 3: -3, if Level 4 no negative).  If 
  the roll is failed, the caster sleeps for +10% his original time for each point of a random dice roll (a roll of a 
  20 would indicate losing 200% of the intended years).  When the caster awakens, he will be at 0 mana and 
  Endurance. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  60 
   
   
  Reduce Age 
   
   
  None 
   
  None 
  Sphere of Destruction – [4] 
  The caster creates and hurls a glowing red-white sphere of light (about 12” across).  It travels as a very-slow 
  missile moving only 9 yards a second.  When it hits something or, when the caster detonates it (a 3 REA 
   
  19
  
  short action) it suddenly expands to a 4 yard radius.  Everything within the radius takes 12 points of damage 
  (unblockable).  The radius also has a Grab with a 15 STR (Grapple Score of 5).  Roll for successful Grab 
  against each person within range.  The damage will continue each turn until the spell ends or the target 
  breaks out and leaves.  The “explosive” effect has a random damage roll with a +2 DM per Mass of target.  
  While “continuing” the damage the caster must spend 8 REA each turn (it lasts one second otherwise) paid 
  at the beginning of the turn (it strikes when the caster gets to act).  The caster must also pay 12 mana at the 
  start of each turn.  The sphere travels at the beginning of the Caster’s turn each round.  If a target gets to go 
  between when the sphere is thrown and when it is within range, he may simply run from it. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 then 12 
   
  Ranged Attack -- Continuing 
  Sprinting  
  12 Dmg 
  Absorb Mana – [8] 
   
  By using this spell, not only may the mage block a magical attack, he can absorb mana from it to power his 
  own spells.  The spell works like Spell Shield, however, for every point that the mage blocks by, he absorbs 
  20% of the mana used to power the attacking spell for his own use (round up; max absorption is 100%, 
  minimum is 1 mana if blocked by 0).  The caster may only absorb spells cast directly at him (he cannot 
  absorb an explosive effect if he wasn’t the primary target). This absorbed mana may be used immediately.  
  Mana acquired in this manner fades away at the rate of 1 mana per turn at the end of the turn beginning with 
  the turn after which it was first absorbed. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4, 7, 11  
   
  Defensive 
   
   
  Normal  
  None 
  Raze – [8] 
  Called the final word in magical combat, raze creates a massive explosion which rises in a brilliant, phoenix-
  shaped mushroom cloud over the target of choice.  Raze takes 10 seconds to cast, during which time a 
  white crackling light starts to form at the target location (maximum distance [WIL x 10] yards). Anyone in the 
  area will know it’s about to explode.  When the 10 seconds is reached, the explosion has a value of 200 
  points of damage.  For each Short Term spell point the caster burns for a day, this value is increased by 50 
  points. Burning a Short Term spell point in this fashion also costs 2 DP, and the caster takes an appropriate 
  wound when the spell is cast.  Increasing the spell in this fashion takes 1 second per SP put in.  The RAD of 
  the explosion is an incredible WIL yards (the magical forces unleashed aren’t a mere explosion but are more 
  like the burning body of an angry god).  This means that if the max damage is 500 points, targets within WIL 
  yards take 250, targets within 2x WIL yards take 125, targets within 3x WIL yards take 55, targets within 4x 
  WIL yards take 31, etc.  Structures must make STC rolls at –1 per 50 points of damage (critical failures 
  destroy, major failures collapse large portions). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  120 
    
   
  Ranged  
   
   
  Normal 
  Star Hammer – [8]  
  The caster creates a glowing bolt of magical fire as a 5 REA Medium action and hurls it for a second 5 REA 
  Medium action.  It strikes with incredible physical force.  The Hammer hits for 36 points of damage and has 
  a ‘phantom Mass’ of 7.  If the target struck has a Mass 14 or higher (i.e. a structure, a very large animal, or a 
  smaller object whose velocity x Mass is higher than 14) the damage is 3x as much for 108 points.  Note that 
  a person or person-like object, even if ‘sunk in the ground up to his knees’ or tied or held, won’t qualify 
  unless the binding agency has a STR of higher than 24.  Mostly this effect useful against portals or walls.  
  An additional use of this spell is the generation of light.  If fired straight up, it will create a 200 yard radius 
  area of daylight for [WIL x 5] minutes. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  60 
    
   
  Ranged  
   
   
  Normal  
  Collision damage 
   
   
   
   
  20
  
  The Elder School  
  Description:  Dedicated to power through Fear, the mages of the Elder School (colloquially known 
  as the Shadow School or, among its more haughty practitioners, the Great School) have spells 
  deliberately designed to make magic appear unnatural, mysterious, and powerful. 
  Level 1: Occultist.  The character knows the mystic rites associated with casting Elder School 
  spells.  These deal with the deep emotional resonance of magic; the apprentice learns to 
  meditate on the chaotic emotions of fear.  This meditative state gives the caster a +1 WIL roll to 
  resist the effects of fear (slipping into the trance state is a 3 REA Short action, as is maintaining 
  it). 
  Level 2: Shadow Mage.  The character so greatly understands the Emotional Resonance of Fear 
  found at the basis of Great School spells (as well as the chaotic nature of the mystical energies 
  they control) that the mage gains a +2 WIL vs. Fear while in the trance state.  Furthermore, the 
  character can use the skill as sort of an occult meter to tell if a particular story is true.  The bodies 
  of anecdotal and superstitious knowledge that Shadow School study imparts lets the character 
  make educated guesses about the nature of magic in areas he may not be directly familiar with.  
  This skill functions a bit like occult and, when used in conjunction with occult, a roll (at difficulty 
  level assigned by the GM) will separate likely truths from lies. 
  Level 3: Elder Mage.  The character can get +3 to resist Fear while in the Trance State (still a 3 
  REA Short action to maintain).  The character can use his innate understanding of chaos and 
  magic to project his aura.  Projecting one’s aura gives +3 to Intimidation rolls with an 8 REA Long 
  action.  It will identify the character as a mage—or at least unnatural.  This will not work against 
  other mages. 
  Level 4: Great Mage. 
   
  Mutate – [Signature Spell: 2,4,8] 
  Mutate causes horrible changes in the target.  It acts as a PWR vs. STAT attack with a PWR equal to [WIL, 
  WIL+2, or WIL+4].  The roll is against CON or WIL (whichever is higher).  Effects are as follows: 
   
  • 
  Minor Effect: Target grows some minor mutation (small tentacles sprout from the face, another 
  set of eyes open in the forehead, hands become covered with lumpy growths, etc.). Effects last 
  1 minute per point the PWR roll was made by. 
  • 
  Standard Effect: The turn after the target is hit, the mutation blossoms into full form.  The target 
  will be fine for the turn in which he was hit, but Dazed on the next turn.  Mutations may be even 
  more major: a two-foot tentacle snakes out from the face, a rat’s tail comes from the rear, an 
  extra spinal column snakes under the skin, running down the arms, etc. The character will be 
  at one of the following: -2 to perception rolls, -1 to combat rolls, -2 yards to movement, or –4 to 
  Coordination rolls for fine work.  These effects last for 20 minutes per point the PWR roll was 
  made by. 
  • 
  Major Effect: The target is seriously warped.  The target suffers a Minor Wound (taking the 
  necessary damage points).  He is treated as Dazed for three seconds (begin rolling for 
  recovery after that) while he mutates.  Extra limbs (uncontrolled) may be grown, the character 
  may become obese, vestigial wings may form, etc.  These effects last 1 hour per point the 
  PWR roll was made by. 
  • 
  Critical Effect: The character suffers as above, however, 8 hours later (or so) the mutation will 
  strike again at +2 PWR.  If the roll is won by more than the first time, the mutation gets worse 
  and the procedure continues until either the character dies (the Minor Wounds add up) or the 
  character achieves a No Effect score.  The PWR increases by +1 each time.  The effects last 1 
  day per point the initial roll was made by: start counting when the target gets a No Effect score. 
  • 
  Catastrophic Effect: The target suffers a Major Wound and the effects are permanent until the 
  curse is removed. Treat as above except that the recurring curse is at +4 to the roll. The 
  additional rolls don’t cause wounds, though—the target is a living mutation. 
   
  NOTE: These Mutations can be a case for a person to buy some weird enhancements.  If a character has 
  extra experience points and gets a mutation he likes, he can put points in.  The character is almost 
  automatically ugly. 
   
  Random Mutation Table 
  Minor – Standard 
  0-4:  
  Claws, teeth, spines.  Damage is +3 Penetrating (2 points) 
   
  21
  
  5-8:  
  Pincer: +3 Grapple, +3 impact crush damage  (2 points) 
  9-10:  
  Hideous skin condition. 
  11:     
  Extra Facial feature on head. 
  12: 
  Bizarre Growth (roughly 6 inches in diameter and 8 inches long) 
  13: 
  Flesh Cave in: 1 foot radius caves in 4 – 8 inches 
  14-16:  Large mutant ear or ears: +2 hearing perception (1 point) 
  17-18: 
  Tusks: +3 Pen attack in Close Combat, +2 DP (3 points) 
  19-20:  Reptile scales: +3 DP, resistance to desert heat (7 points) 
   
  Major Effect 
  0-4: 
  Extra Limb (1-4 Arm, 5-6 Leg): Either +2 Grapple or your pants don’t fit  (2pts) 
  5-6: 
  Hideous Tentacles (+6 Grapple Score or +30% whichever is better). (12 pts)  Arms or legs turn into  
  tentacles on an 11- roll, 12 and above you grow them. 
  7-8 : 
  Partially formed head. On a 1-3 it comes from the shoulders.  On a 4-5 it comes from somewhere  
  else (back), on a 6 it comes from somewhere really inconvenient. 
  9: 
  Demonic Features (horns, tail, red skin).  This is usually ugly but in very rare cases may be  
  attractive (if the person had L3+ appearance the GM should consider it). 
  10:  
  Aggressive cancers.  The character sprouts all kinds of boils and growths, gaining +2 BLD.  These 
  will, at times, crawl around and grab and absorb small items. 
  11: 
  4 foot tongue—prehensile.  +3 Grapple, does not fit in mouth (RES rolls at –3 to understand 
  character) (2pts) 
  12: 
   Elephantine Leg: 4/8 armor on leg, +8 BLD, +4 DP, +3 damage with kick.  Ground movement is a 
  2 yard/second shuffle (6 yards sprinting).  The character only ever gets one of these—it just gets 
  bigger and bigger if rolled again. (12 pts) 
  13: 
  Exposed Innards: -2 CON (really gross), leaves trails of slime. 
  14-15: 
  Consuming Flesh: Character triples in BLD and DP and becomes sessile. His flesh will attempt to 
  eat things nearby (grapples if touched with an 8 Grapple and then, if a Major Success is gained, 
  sucks in 4 DP).  The character will continue to grow as he eats. 
  16-17: 
  Parasites.  The character’s internal organs turn into fleshy “insects” that live in open caves in his 
  body. 
  18-19:  Mass of Boils: The character’s skin bubbles up forming [random d6 roll] basketball sized globes 
  under the flesh.  Each globe weighs 15 lbs (1BLD).  This gets +4 DP per ball, but loses 1 point of 
  AGI. If AGI drops below 7, character can’t move. 
  20: 
  Chiton: character gains roach-like exoskeleton.  Character looks and smells hideous.  Gains 4/8 
  armor (12pts). 
   
  Critical - Catastrophic Effect 
  0-4: 
  Wings.  Character gains Winged Flight (15 points). 
  5-6: 
  Minotaur: Character gains +20 BLD and +20 DP and +5 STR.  Character loses 2 points of REF  
  (40pts) 
  7-8: 
  Character becomes mass of writhing flesh. Treat as unconscious. 
  9-10: 
  Bone Spikes: The character’s skeleton explodes in a mass of bony spikes. Some of these spikes  
  are as long as 12 feet.  They will have a symmetry—but the character will likely be unable to move  
  since the spikes may grow into the ground as well. 
  11: 
  Roots and leaves: Character is photosynthetic and has 8 foot long roots (alternate form may be like  
  a mushroom) 
  12: 
  No limbs: limbs melt into flesh. 
  13: 
  Massive head: +6 BLD, +6 DP (1pt).  Character has head the size of his torso.  He may gain the  
  delusion of being super intelligent too.  The character will lose 2 points of AGI due to his imbalance.  
  14: 
  Face moves to different part of body (1-4 torso, 5 legs, 6 right where you don’t want it).   
  15-16: 
  Animalism: GM picks some animal and gain features (??pts—might include poison). 
  17-18: 
  Fountains of Puss: Character has holes in body that spew puss constantly.  The character will 
  mysteriously produce his body mass in puss each day.  The fountains will jet the puss up to BLD 
  yards at various intervals.  If the character covers the fountains with anything designed to keep the 
  puss in, he will drowned. 
  19: 
  Fountains of Acid: like puss but the acid burns for 18 damage. 
  20: 
  Monster Womb.  The character gives birth to monsters—constantly (once per month).  Baby 
  monsters may be the size of a foal. They come out ready for combat. 
   
  This is only a small list of possibilities.  Invent your own.  The GM can always choose to allow the PC not to 
  pay points to keep something.  Also, research on this spell may produce different but controllable strains of 
   
  22
  
  mutations (so the wizard may try to breed monsters and create half-breeds and the like with versions of this 
  spell). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24, 32, 48 
   
  Curse 
   
   
   
  Normal  
  PWR Varies 
  Compelling Voice – [1] 
  The character’s spoken command acts like the Influence ability with Power equal to the character’s WIL.  
  There is no roll to hit. If this ever achieves a failure result against the target, the target will be aware the 
  voice is being used against him (making immediate re-use virtually impossible). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Instant  
   
   
  Normal  
  PWR is WIL 
  Ebon Eyes – [1] 
  When cast, the mages eyes become jet black and he is able to see in the dark even if there is no light 
  whatsoever.  The mage can only see in black and white however.  While this spell is active, the mage is at 
  +2 to Intimidate those susceptible to Intimidation. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 
   
   
  Continuing  
   
   
  Walking  
  None 
  Eldritch Flame – [1] 
  When this spell is cast, the target is hit by a bolt that burns him with black flame.  The target takes 6 points 
  of damage immediately and will take 3 more points of damage at the beginning of the next turn (use the 
  same Damage Modification roll).  The target can avoid this secondary “burn” damage by spending 3 REA 
  (Short action) to make a WIL roll.  If successful, the target does not take the additional damage. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Ranged Attack  
   
   
  Normal  
  None 
  Flesh Mark – [1] 
  The wizard’s touch (with 8 REA Long action) places a mark—like a tattoo—on the target’s skin.  For a 3 
  REA short action the wizard can choose to detonate the mark, causing 16 points of fire damage to the target 
  and 4 points to those within 4 yards (the fire is mainly internal).  The mark lasts so long as the caster 
  maintains the spell (some versions of the spell may last longer).  The mark is quite visible.  The Damage 
  Mod for the spell is +2, +4 if placed on the target’s face. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Continuing 
   
   
  Walking  
  None 
  Flock of Eyes – [1] 
  Around the caster appear 6 floating eyes (of varying description). Each is about 4 inches across.  The caster 
  is aware of, but not distracted by, anything they see.  This gives the caster coverage behind him and can 
  allow him to sleep with a normal perception roll to awaken.  The eyes will last 4 hours.  Their radius can be 
  expanded or contracted but they can’t get more than 4 yards from the caster. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Continuing (4 hours) 
   
  Normal  
  None 
  Jester’s Laugh – [1] 
  The magician emits a shrill, insane laugh and casts the spell. While he continues to laugh, the sound and 
  the spell will act as a bat’s sonar to allow him to see in total darkness or smoke.  Since the laugh gives him 
  away, this may not be the best way to use darkness for cover for attack.  Additionally, the sound will fill all 
  corners of a room or chamber.  This gives the mage a basic perception roll to find secret doors, trip-wires, 
  covered pits, and other unusual features.  It will let the character see around corners (one corner) and will 
  allow a normal perception roll to find anything of note within a WIL x 2 yard radius.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Normal  
   
   
  Sprinting  
  None 
  Shadow Visage – [1] 
  The character becomes cloaked in shadows.  This acts like a PWR 2 visual cloak with the added effect that 
  the mage will become impossible to identify.  Witnesses will see shifting features and unnatural patters of 
  light and dark that obscures the caster’s identity.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   6 
   
   
  Continuing 
   
   
  Walking  
  None 
   
  23
  
   
  Spider Crawl – [1] 
  The mage can scuttle up walls and across ceilings like an insect.  The mage must have at least three limbs 
  touching the surface in question to move (only two to merely adhere).  The character leaves behind an 
  glistening, mucous-like residue in his wake. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  9 
   
   
  Continuing 
   
   
  Sprinting  
  None 
  Steal Mouth – [1] 
  The attack is a  PWR vs. STAT (vs. WIL) attack that covers the target’s mouth with twisted flesh and lets the 
  mage speak with the target’s voice. The effects are as follows: Minor Effect: nothing happens. Standard 
  Effects: Lasts 30 seconds.  Major Effects Lasts 3 minutes.  Critical Effect: lasts 3 hours.  Catastrophic Effect: 
  3 days, another roll of a 15+ makes it permanent.  The PWR of the attack is equal to the caster’s  WIL. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Ranged Attack PWR vs. STAT 
  Normal  
  PWR 13 
  Whispering Sphere – [1] 
  The character throws a black sphere covered with ghost-like wispy white mist that forms the shape of faces.  
  The sphere whispers in a strange and unsettling tongue as it flies.  It strikes as a POWER [WIL – 2] Terror 
  attack.  It may be casts once per day for only 6 mana.  Where it gets its whispers is unknown but anyone 
  who listens carefully to it (curious characters must make a WIL roll not to listen) roll at –5 to their WIL. If they 
  make their WIL roll they may learn something (GM determines some random bit of disturbing knowledge 
  about the future, past, their friends, etc.  It may not be true).  NOTE: normally only the character who is hit is 
  affected by terror—but anyone can choose to “listen.” 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 (6) 
   
   
  Ranged Attack 
   
   
  Normal  
  WIL –2 PWR Terror
  Death Cloud – [2]  
  The caster creates an evil black cloud of gas at range.  This has a radius of [WIL/4] yards (round down).  
  Everything within that cloud is hit for a [WIL +1] poison attack that has a Base Damage of 8.  This cloud will 
  hang for 5 seconds (roll each second at the end of the turn.  If a person suffers more than one effect, only 
  apply the worst).  After that, the cloud will fall and will sink into the ground.  The gas lasts [WIL x 10] 
  seconds. The cloud is a –4 Perception modifier. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
    
   
  Ranged Attack 
   
   
  Normal 
  Eldritch Fire – [2] 
  When this spell is cast, the target is enveloped in a sheath of black flame.  The target takes 9 points of 
  damage immediately and will take 6 more points of damage at the beginning of the next turn (use the same 
  Damage Modification roll).  The target can avoid this secondary “burn” damage by spending 3 REA (Short 
  action) to make a WIL roll.  If successful, the target does not take the additional damage. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Evil Black Laughing Sphere – [2] 
  The sphere appears as a baseball sized globe (-3 to be hit) that floats about the caster.  It can be heard to 
  giggle, titter, or otherwise laugh.  People and animals will sense an almost palpable malevolence emanating 
  from it.  It floats at a maximum of 9 yards per second but will never leave the caster.  A caster may only have 
  one such sphere at a time.  This is a dangerous spell and a spell roll is required to cast it.  If it is failed, the 
  sphere will attack the caster.  Summoning the sphere takes 4 minutes. 
   
  STR 10 BLD 1  CON 12 / 12 DP 
   
  REF 12  
  INT -- 
  The sphere has a 16- Intimidate roll.  If the caster is attacked the sphere will suddenly grow to 1 
  yard in diameter (-1 to be hit) and howl with laughter.  It strikes twice per turn with invisible rays that 
  hit on a 14- and do 8 points of penetrating damage.  It feels exactly like being bit by a large 
  predator. 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Summon 
   
   
  None 
   
  None 
   
  24
  
  Horrible Creeping Doom – [2] 
  The Doom is a luminous green fungi that attacks anything it contacts and expands from the targeted point.  
  When the doom is cast, the target, and anything within a 1-yard radius will suffer a PWR vs. STAT attack 
  using the Poison rules with a base damage of 16.  The POWER is [WIL + 1].  The damage will be suffered 
  each second the person is in contact with the doom.  Inanimate objects suffer 13 points of damage per 
  second, and this damage ignores 4 points of armor.  The radius expands 1 yard each second up to an 8 
  yard radius. The doom expands and does damage at the end of each turn. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Ranged Attack 
   
   
  Normal  
  WIL +1 
  Horrify – [2] 
  Standard PWR vs. STAT attack: [WIL] PWR Terror attack. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  10 
   
   
  Ranged Attack 
   
   
  Normal  
  WIL PWR Terror 
  Joker’s Smile – [2] 
  The mage gets a warped, twisted grin that is too large for his face (the skin, muscles and teeth actually warp 
  under the spell).  While the spell is in effect, the caster will get +3 to rolls to resist PWR vs. STAT attacks of 
  any type.  Additionally, the character will get +2 to Intimidation rolls.  The character’s bite will do +2 
  penetrating damage (sharp teeth). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  13 
   
   
  Transformation 
   
   
  Walking  
  None 
  Soul Lash – [2] 
  Using this spell, the Elder School mage can channel his anger and other negative emotions into a 
  formidable weapon. The spell appears as a negative-image whip that lashes the target.  For every 1 point of 
  mana the mage spends, he can do one point of base Impact damage with the lash.  For every 1½ points of 
  mana the mage spends (round up), he can do one point of base Penetrating damage.  However, for every 
  point of damage the mage deals after modification with Soul Lash, he pays that much in endurance (so a 
  great damage roll can result in an unconscious mage).  The maximum base damage of this attack is 12 
  points (Impact or Penetrating). The lash has a maximum reach of 8 yards. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Varies 
   
   
  Ranged Attack 
   
   
  Varies 
   
  None 
  Soul Vision – [2] 
  The caster’s eyes dance with images of the target’s mental state. This spell has the effect of a [WIL] PWR 
  Telepathy Surface Scan and Surface Probe on the target.  While the spell is running the caster will receive 
  the information.  The target and spectators will be aware of this.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
  Ranged Attack 
   
   
  Running  
  None 
  Strangulate  – [2] 
  The mage reaches out towards his target and makes a gripping motion.  The spell hits as a ranged attack, 
  striking initially for 3 Base Damage which ignores all worn armor.  After the mage has hit a target, the target 
  is held with a [WIL-6] Grapple (no physical component, strength may be used to wrench the character 
  free—but blows are useless), and can be “squeezed” for 5 REA using the same to-hit modifier of the original 
  attack.  If the target breaks the grapple, he is free of the spell.  The caster’s body glows with wisps of black 
  fire.  Keeping the spell running, even if the caster chooses not to squeeze costs Running endurance. It costs 
  20 mana to cast the first time and then 8 mana each turn. While holding a target in the grip, the caster 
  cannot move at more than walking rate, and loses his AGI modifier.  The maximum range is 12 yards.  The 
  gripping mage must be in line of sight.  The target may still act normally in the grip, but may not move. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20, then 8 
   
  Ranged Attack 
   
   
  Normal  
  None 
  Strike Ugly– [2] 
  A target hit with the spell must make a WIL roll vs. a PWR equal to the mage’s WIL+1. Use the PWR vs. 
  STAT attack table: Minor Effect: -1 to Entrance, Persuade, and Leadership rolls.  Standard Effects: -2 to 
  such rolls. Major Effect: -4 to such rolls.  +1 to Intimidation.  Critical Effect: character gets –8 to such rolls 
  and inspires fear and pitty in all who look at him.  Catastrophic Effect: as above but even more twisted (-10 
   
  25
  
  to rolls).  The effects of a Catastrophic effect are permanent. Other effects last 1 hour per point of the 
  caster’s WIL.  Any result of Major or above will result in a Daze effect.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  17 
   
   
  Ranged Attack PWR vs. STAT 
  Normal  
  PWR 14 
  Attack Shadow – [4] 
  When cast, the caster’s own shadow becomes an animate force and attacks on its own.  The shadow fights 
  as an ally of the caster.  Even if the shadow was extremely long, or the caster wasn’t throwing one (in the 
  dark) this spell will work.  The Attack Shadow looks sort of like the caster (but more demonic) and cannot 
  leave the caster’s side.  It can cover his back perfectly, though.  It acts as an automaton. 
   
  STR 16 BLD 1  STC 12 / 48 DP 
   
  REF 12  
  INT -- 
  Shadow Claw: 4 points of Penetrating damage, ignore all armor. 
  Shadow Grasp: 9 Offensive Grapple, 7 Defensive Grapple 
  Shadow Form: -4 Damage modifier, 2 points of armor 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Summon 
   
   
  Running  
  None 
  Bell Jar – [4] 
  A target must be bound without hope of escape—then the spell may be cast.  A subject “in the bell jar” 
  experiences reality as though through a glass bubble of no sound and no mobility.  Time seems to pass at 
  10x the normal rate so one day in the bell jar feels like 10 days.  Subjects must make two WIL rolls 
  immediately and make 1 additional WIL roll each day.  Each roll that is failed reduces the WIL by 1 for 
  purposes of further rolls.  If a roll is failed by 5 the target acquires a 1 point mental defect.  If the roll is failed 
  by 6-9 the target acquires a 2 – 5 point mental defect.  If failed by 10 the target becomes completely insane.  
  This can be cured but takes time.  Killing the wizard has a 14- chance of releasing the victim otherwise, anti-
  magic must be sought.  A plus side to this is that some forms of purely cerebral study can be done quickly.  
  A Level 3 Math or Physics skill gives +2 to WIL rolls (L4 characters are immune to the negative effects). 
  Philosophy skill gives +2 to WIL rolls at L2 and +4 at L3.  Work on magical spells is sped up by 2x but the 
  character risks insanity.  Putting yourself in the bell jar is possible but if your WIL drops below 7, you must 
  make a roll each day to get out. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Curse 
   
   
   
  None 
   
  None 
  Black Cobwebs – [4] 
  The caster fires thick, ropy black spider webs from his hands.  These webs are crawling with tiny, bright red, 
  poisonous spiders.  The web creates a cone from the caster to a distance of 4 yards.  At the widest part, it is 
  3 yards across.  When fired at a target, it gets a +3 large weapon bonus to hit.  Anyone along the path will 
  be hit on a 12- roll.  It acts as a tangle attack: it grips with a Grapple score of 10.  Each turn, the caster rolls 
  for the web.  If it ever achieves a Major Success, the victim is stuck until someone frees him or he cuts 
  through (no more grapple rolls to break out).  The Web has 3 points of armor and 20 DP (it has no STC—it 
  must all be destroyed).  While someone is caught, there is a 9- chance they will be bitten by a spider.  The 
  spider can’t penetrate any natural armor and worn armor reduces the chance by 1 point per point of defense 
  above 2 (so Plate Mail means a person will be bitten on a 5-).  Their bite is a 4 DMG 15 PWR toxin.  A 
  person will only be bit once by the spiders.  They will not leave the web.  The Web will decay naturally after 
  8 hours.  When cast the caster will be free of the web, but may choose to grab it as a rope (say, to catch 
  himself if falling).  In this case, the caster is immune to the web and the spiders). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Continuing 
   
   
  Sprinting  
  None 
  Demonic Transformation  – [4] 
  The character transforms into a unique looking form that still somehow appears as his normal self.  This 
  form gains the following abilities: INT is exchanged with PHY in reverse order (WIL becomes STR, MEM 
  becomes BLD, RES becomes CON., and vice versa), 2/4 Armor, +4 Damage Points, and a +3 penetrating 
  damage or +5 Impact damage bio-weapon.  This form causes fear (+6 Presence) and witnessing the 
  transformation is an automatic attempt to Intimidate.  For each 20 minutes the caster spends in this form he 
  must make a WIL roll at a cumulative –1 or gain a craving for human blood.  This craving will not go away, 
  even if the caster changes back, and can only be sated by drinking 20 DP worth of blood (assume a bite and 
  a long action drinks the bite’s worth of damage).  The GM should give the character a chance to do 
  something about it—and then, if the player ignores the craving, run the caster as an NPC (note: the caster 
   
  26
  
  doesn’t have to kill the target or even drink all the blood from the same person).  Additionally, the 
  transformation won’t work if the caster is wearing any armor (leather armor may be stripped off).  The spell 
  may only be casts once each 24 hours and lasts 1 hour if the caster doesn’t pay the casting cost each hour. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
  Continuing 
   
   
  None 
   
  None 
  Eldritch Inferno – [4] 
  When this spell is cast, the target explodes in a conflagration of black fire.  The target takes 12 points of 
  damage immediately and will take 9 more points of damage at the beginning of the next turn (use the same 
  Damage Modification roll).  Furthermore, anyone within 4 yards of the target will take 6 points of damage the 
  first turn and 3 the following turn (just like Eldritch Flame).  All victims can avoid the secondary “burn” 
  damage by spending 3 REA (Short action) to make a WIL roll.  If successful, they do not take the additional 
  damage. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Eyes of Flesh – [4] 
  The target’s eyes are covered over with hideous warped flesh.  This causes pain and blindness.  The length 
  of time that it lasts depends on its success as a PWR vs. STAT attack.  Minor Effect: The character loses 2 
  levels of attractiveness and fights at –1 for 4 minutes.  Standard Effect: the character is Ugly and blind for 4 
  minutes.  Major Effect: The character is horribly blinded for 4 days.  Critical Effect: The character is blinded 
  for 4 weeks.  Catastrophic Effect: the effects are permanent.  The PWR is equal to the mage’s WIL+1. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Ranged Attack 
   
   
  Normal  
  14 PWR 
  Fog of War – [4] 
  The caster throws a blackish fog across a battlefield that has unnerving effects on those in it.  The fog may 
  begin at any point targeted and forms a cloud that is WIL x 2 yards in radius.  Each yard of this fog causes a 
  –1 perception modifier (so troops in HTH combat range simply take a –1 perception modifier for fighting in it, 
  troops shooting through it take a –1 perception modifier per yard up to a maximum of –6 after it is opaque).  
  Furthermore, the spell is dark and scary.  The fog forms ominous shapes and makes odd noises.  Any 
  troops venturing within it who are at odds with the spell caster suffer an Intimidation attack at the caster’s 
  [WIL] PWR.  The effects of this will be rolled once when the group enters and, if the lesser results are 
  applied, they will take effect when the persons enter combat (if the result is that the troops run in terror that 
  will happen immediately).  This cloud may be modified in shape, somewhat (made into a rectangle or such) 
  but not drastically.  It hovers at ground level and is about 8 feet high.  If a creature is so tall its head is not in 
  the fog, it is not effected.  Night vision and other vision spells will not penetrate the fog.  The smallest this fog 
  may be is 4 yards in radius.  The Fog lasts about 20 minutes, less in high winds. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Continuing 
   
   
  Normal  
  None 
  Green Mist of Transport – [4] 
  The caster and possessions dissolve into a Green mist that can move rapidly places where a ground bound, 
  corporeal being might not be able to go. The mist can slip through areas that are large enough for a rat to 
  get through and the caster can reform by dropping the spell.  The mist moves at 12 yards / second.  In mist 
  form, the character is immune to physical attack, but cannot cast magic or take any other action beyond 
  moving.  If the caster runs out of endurance, he transforms back.  If he re-forms in a place that is too small, 
  he will suffer a Critical Wound and the associated damage and appear outside it (if the exit is within 4 yards) 
  or simply die.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Transformation 
   
   
  Sprinting  
  None 
  Mind Serpents – [4] 
  One or more yellowish, translucent forms resembling hooded cobras unfold from the caster’s mind.  They 
  strike as ranged attacks.  Each snake created in the initial casting may strike each turn for 3 REA.  Once the 
  snake hits, it is destroyed.  Each snake acts as a Level 2 Telepathy Mind Bolt at [WIL] PWR.  While each 
  snake exists, the caster must spend 3 REA to strike with it and feed it 5 mana (in addition to other 
  expenditures).  If the snake does not strike a target in 3 seconds, the caster must make a WIL roll each turn 
  at a cumulative –2 or the snake will strike him.  The snakes hit with COR as a ranged attack but may be 
  blocked at a –2 by anything that could block a HTH strike (so they’re sort of like very long-range flails).  
   
  27
  
  When the spell is cast, all the snakes that are going to be created must be.  After that, no additional 
  endurance or mana is paid. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  9 per snake 
   
  Continuing-Multicast 
   
  Normal  
  PWR is WIL 
  Slay – [4] 
  With this spell, the mage can kill a man outright.  The spell acts as a [WIL-1] PWR Death Ray vs. STAT 
  attack (vs. WIL). The visible effect of the spell is nothing more than a nasty look. As this spell is a curse, a 
  Hexbreaker spell cast within 24 hours can reverse the effect with a Major Effect or better (if the Hexbreaker 
  reverses the spell for a time with a Minor or Standard Effect, the GM may gruesomely allow the target an 
  hour or day before the effects set in).  This spell is often illegal.  A character who is known to possess it may 
  be hunted by “Mage Hunters” or local authorities due to a long history of mages using this to slay knights. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  50 
   
   
  Curse 
   
   
   
  Normal  
  None 
  Steal Youth – [4] 
  The mage reaches into a target and literally steals years of his life force.  The caster must touch the target 
  and then, using the caster’s [WIL] against the target’s [CON] the caster must score a Major Success on the 
  Grapple chart (if the target is not bound, the caster must also maintain a physical grip on the target.  Each 
  time a Major Success is scored, the target loses 1 point of CON and the caster gains 1 point of CON.  The 
  target seems to age or wither (and loses a year from his life).  The caster will seem to become healthier and 
  loses 1 year of aging.  The most CON that can be taken this way is [target’s CON – 7] points.  Once this 
  CON is taken, the target will fall into a death-like trance and may actually die. Make CON rolls at reduced 
  CON once a day.  If the CON roll is failed, the target’s CON is reduced by 1, if the roll is made, the CON is 
  increased by 1 when the target makes a roll by 5+, he awakens and recovers.  Each point of WIL above 10 
  the target has adds 1 to this roll. The CON gained is lost at 1 point per hour (but the years of youth restored 
  are not). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  HTH Attack 
   
   
  Sprinting  
  None 
  Turn Weapons to Snakes – [4] 
  This spell works like Melt Weapons (Imperial College) but instead of melting the weapons, they are turned 
  into poisonous snakes.  The turn after the spell hits, the snakes will strike (roll for initiative).  If the holding 
  character goes before then, he can drop the snake as a 0 REA Medium action.  The snake will probably 
  attack the holder (definitely if its still held) but may just try to hide, escape, be driven towards the casting 
  mage, etc.  The snake has the following statistics: 
   
  STR 4 BLD 1  CON 12 / 3 DP 
   
  REF 12  
  INT 2 
  Hits on a 14-, Fangs have a penetration factor of 4 and if successfully hit, and the target fails an 
  armor save, he will be poisoned.  The poison has a Base Damage of 8 and a PWR of 16. 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  55+ 4 
   
   
  Ranged Attack 
   
   
  Normal  
  Multi-Cast 
  Twisted Contract – [4] 
  The caster and the target both agree to a deal: this cannot be forced but a certain amount of duress is 
  allowed.  Once cast, both the caster and the target are under a spell.  If either violates the terms of the 
  contract he will be subject to a  [WIL] PWR Horrible Death (vs. CON) which takes random and viscous 
  effects (being torn apart by invisible demons, being sucked into the floor by black hands, unstoppable 
  bleeding, etc.) This can be removed like a curse but is very difficult and the other party will immediately 
  know.  Interpretation of the contract can be argued by anyone who holds a legal Law degree and an 
  unbiased magistrate may rule.  Usually the person who doesn’t write the contract gets the benefit of the 
  doubt in gray areas or unclear clauses. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Curse 
   
   
   
  None 
   
  None 
  Visceral Pyramid – [4] 
  The Visceral Pyramid is a summoning spell that calls forth a 1.3 yard high pyramid of internal viscera with 
  tentacles and embedded teeth.  Gross and deadly, the pyramid is summoned and assigned a target.  If it 
   
  28
  
  reaches its target within 5 seconds it will fight the target to the death.  Otherwise it will turn and seek the 
  caster.  The pyramid will last 4 minutes before turning into inedible, inanimate, disgusting flesh.  
   
  STR 12  BLD 8  CON 11 / 12 DP 
  REF 12  
  INT 6 
  Armor: 2 / 4 
   
  Takes –4 Damage Modifiers from non-magical weapons 
  Moves 9 yards per second. 
  Attacks: 
  Tentacle Strike: 14- to hit, long reach, acts as a grab (6 / 4 Grapple), does 6 points of “acid” 
  damage per turn. Costs 4 REA. –2 to be blocked 
  Bite: If a person was grabbed last turn, it may bite for 8 REA.  This does 9 penetrating damage and 
  hits on a 14- (and the person has no AGI bonus). 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Summon 
   
   
  None 
   
  None 
  Whirlwind of Blades – [4] 
  This terrifying spell creates small, magical tornado out of which sword blades flash.  Anyone caught in the 
  tornado will be held as though in a [WIL-4] PWR Tornado.  They will also be struck once per turn (when the 
  caster gets to go) by a 6 damage Penetration attack which hits on a 13- (a person held in the tornado gets 
  no AGI bonus and is at –3 to block).  The spell costs 40 mana to cast and must be controlled as an 8 REA 
  action each second.  It may be created within 4 yards of the caster. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Continuing 
   
   
  Sprinting  
  None 
  Writhing Armor – [4] 
   
  When the mage casts this spell, his person is covered by a mass of writhing shadows that absorbs damage 
  that the mage would otherwise take.  The armor absorbs 9 points of damage total before crumbling apart. 
  Any Penetrating attack that strikes the armor will automatically fail to penetrate if the remaining power of the 
  armor is greater than half the Base Damage of the attack.  If the remaining power of the armor is less than 
  or equal to half the Base Damage of the attack, while it will still reduce damage, the Armor Save roll will be 
  conducted as though the Writhing Armor did not exist.  It is a 5 REA Short action to activate this spell.  The 
  mage may wear armor or have Protection-type spells going, however, Writhing Armor is always on the 
  outside (subtract Writhing Armor first, then apply other defenses). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Protection 
   
   
  Walking  
  None 
  Finger of Withering – [8]  
  The caster points at his target(s) and they are struck by instant, and usually fatal disease that causes the 
  skin to collapse inward and the afflicted to die horribly.  This acts as a PWR vs. STAT attack at [WIL +4] vs. 
  the target’s CON or WIL, whichever is higher.  This is PWR score is at –1 for each 5 DP the target has 
  above 20. The caster may spread the effects over a small group: the target area is 4 yards in diameter, if the 
  caster wishes to effect all within that radius, the PWR for each target is reduced by 2. 
  • 
  Minor Effect: Target suffers a Major Wound.  The target’s PHY and REF are at –1 for the next 3 hours.  
  The target’s skin is cratered and mottled but restores to healthy appearance when the wounds are 
  healed. 
  • 
  Standard Effect: Target suffers a Major Wound and is, at a minimum, incapacitated for 5 turns.  For the 
  next 2 days, the target’s PHY and REF are at –1. The Target’s appearance is ‘ugly’ for 2 weeks. 
  • 
  Major Effect: Target suffers a Critical Wound and is, at a minimum incapacitated for 10 turns.  For the 
  next 4 days, the target’s PHY and REF are at –2.  Target’s appearance is ‘hideous’ for the rest of the 
  month until healing is complete. 
  • 
  Critical Effect: The target is incapacitated immediately and dies gruesomely in 10 seconds unless the 
  target is healed for a Major Wound amount of damage (in which case the target is in a comma for 10 
  days, followed by a WIL roll at –4 to recover each day).  After being healed, PHY and REF are at –2 
  until powerful magical healing is found. 
  • 
  Catastrophic Effect: The target is incapacitated immediately and dies gruesomely 3 seconds later 
  unless healed for a Major Wound amount of damage (in which case the target is in a comma for 10 
  days, followed by a WIL roll at –4 to recover each day).  After being healed, PHY and REF are at –4 
  until powerful magical healing is found. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   75 
    
   
  PWR vs. STAT 
   
   
  Normal  
  WIL +4 PWR 
   
  29
  
  Fire Elemental College 
  Description: The character has studied the forces of elemental fire. It is an extremely well 
  rounded attack college and Fire Elementalists are feared combatants.  All damage, unless 
  otherwise specified, is fire damage and may set targets aflame. 
  Level 1: Pyre Seer.  The character understands the elemental nature of Flame.  This skill adds 
  +2 to Survival rolls and lets the character start fires with a bare-minimum of material since the 
  character knows how to extract the “fire nature” from within the object. 
  Level 2: Flame Magus.  The character can, with a laboratory, change the level of “fire-nature” in 
  an object.  This will make it either more or less likely to burn.  A treated object can either gain a 
  +3 on it’s resistance roll vs. burning or a –3.  This takes 12 hours for a robe, cloak, or suit of 
  armor. 
  Level 3: Pyromancer.  The character’s command of fire in objects is even greater than at Level 2.  
  The mage can give a piece of gear 4 points of armor vs. heat and fire or can give it +8 damage 
  when burning (up to 2x what the GM rules it would burn for).  If a torch burns for 2 points of 
  damage, a specially treated torch will burn for 4 (but will not burn out faster).  This is not the same 
  as treating the item with oils, but rather simply changing the nature of the material it is made from.   
  Level 4: Fire Elementalist. 
   
  Fire Ball – [Signature Spell: 4] 
  The mage can throw a battlefield-grade fire attack.  Military commanders will often seek out mages who 
  know this spell.  It strikes for 24 points of damage, exploding (12 within 4 yards, 6 within 8 yards, 2 within 12 
  yards).  The spell costs 8 REA to conjure and throw. It has a range modifier of –1 per 15 yards. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  32 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Burning Eyes– [1] 
  The mage’s eyes glow fiery red and so long as the spell is going, the mage needs no light whatsoever to 
  see.  The mage can only see in black and white; however, he can also see into the infrared spectrum. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 
   
   
  Continuing  
   
   
  Walking  
  None 
  Fire Friend– [1] 
  While running, the character has 4 points of armor vs. fire attacks, and may hold a fire without it burning him 
  (if it does less than 4 damage each turn and without it going out).  Thus, a mage may lift a cooking fire and 
  carry it around.  If the spell goes out while the mage is holding a small flame (one that is not damaging him) 
  it will be extinguished. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  6 
   
   
  Continuing  
   
   
  Walking  
  None 
  Hand of Fire – [1] 
  The caster’s hand burns with flame.  His strikes do 9 points of fire damage wile the spell is running.  Keeping 
  it running requires 5 mana per turn. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Continuing 
   
   
  Running  
  9 Damage 
  Snuff – [1] 
  The caster can extinguish flames.  The spell will reduce the damage done by a fire by 4 points per casting. If 
  cast one-after-another, at least twice a second, the effects will be cumulative.  This can be cast as a 
  blocking spell using the caster’s Spell attack skill –1 as the block (against fire attacks only, of course). A 
  successful block will reduce the damage done by the fire attack by 4 points. It blocks ranged attacks at no 
  negative.  Example fires: Candle 1pt, torch 2pts, camp fire 4-6pts, bonfire 8 – 12 points, burning building 12 
  points per 2 cubic yards. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  2 
   
   
   
  Ranged Attack / Block 
  Normal  
  Blocking 
   
  30
  
  Voice of the Furnace– [1] 
  Within WIL2 miles, two mages, aware of each other, and casting the spell, can speak to each other through 
  a large bonfire.  The fire must be real, burning wood, and the spell takes 4 minutes to cast.  Once cast, the 
  sound of the fire will become perceptible human speech. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
  Continuing 
   
   
  Walking  
  None 
  Blazing Shield – [2] 
  The caster uses a blazing, fiery shield to parry with.  The spell functions as Spell Shield but, against a HTH 
  attack, a blocked attacker will suffer 4 points of damage with a +4 Damage Modifier (no roll to hit).  If the 
  attacker is using a medium range weapon this is 2 points.  If the caster is striking from Long range the 
  damage is 1 point.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4, 7, 11  
   
  Blocking Spell 
   
   
  Normal  
  4 damage, block 
  Burn – [2] 
  The target of the spell must make a fire resistance roll at –6 or begin to burn for 12 points of damage (when 
  the spell hits first) and some fraction of that thereafter. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Ranged Attack 
   
   
  Normal  
  12 Damage 
  Burning Bands – [2]  
  A target hit by the spell is wrapped in flaming bands.  The restraints do no damage, but for 5 REA, the caster 
  can cause the bands to flare for 1 DMG (+4 DM) and ignore all non-magical armor.  The mage can only flare 
  the bands once per turn.  The bands have 3 armor, 15 DP, and an Offensive Grapple of 7 or [WIL – 6] 
  (whichever is greater).  Characters in the grab will be at –4 damage modifiers to break the bonds.  Advanced 
  Note: purists can give the bonds an STC roll of 15-. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
    
   
  Ranged  
   
   
  Normal 
  Burning Blades – [2]  
  A blade (or other weapon) the caster wields bursts into flame.  While the spell is running, any target hit will 
  suffer an additional attack (applied separately against armor) for the base damage of the weapon (i.e. a 
  Broad Sword has an additional attack for 6 points of fire damage.  No bonus is given for magical weapons).  
  This attack uses the same damage modifier as the original strike.  Each time the caster hits with the weapon 
  this strike costs 2 Endurance points.  Having the weapon burning normally costs Walking endurance and 5 
  SP per turn. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 (+5) 
    
   
  HTH Attack 
   
   
  Walking   
  Circle of Fire– [2] 
  The caster causes a flame to appear on the ground and the expand, growing into a circle or wall of fire.  The 
  fire burns for 12 points of damage should anyone cross it.  When cast (5 REA) the flame will appear and 
  then flare up as a long action (so people nearby may react by stepping to either side). The line of flame may 
  be 3x WIL yards long or WIL/4 yards in diameter.  It must either be straight or form a geometric shape.  The 
  flames are 2 yards high. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Continuing  
   
   
  Running  
  None 
  Cone of Fire – [2] 
  The caster fires a jet of flame that will burn a target for 9 points of fire damage. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  10 
   
   
  Ranged Attack 
   
   
  Normal  
  9 Damage 
  Fire Wall – [2]  
  When cast on a normal wall or door or line across the floor, it creates a natural barrier to fire.  This can be 
  used to create fireproof chambers, protect workshops, etc.  The effect lasts so long as Endurance is paid, 
  but with double the casting cost, it will last 2 months (and can be made permanent with several hours of 
  work).  Casting a fire spell across a Fire Wall reduces its damage by 4 points (base).  Normal fires won’t 
   
  31
  
  spread across the wall and anything that is normally burning at normal temperature will be extinguished if it 
  crosses it on a 12-.  A Fire Wall may be [WIL x Level2] yards in length. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
    
   
  Protection 
   
   
  Walking  
  Flaming Body – [2] 
  The caster seems to combust. While the spell is active the character will have an 12 point body of flame.  A 
  barehanded Striker takes 3 damage (even if blocked), if a target is grabbed the damage is 6, and if 
  grappling, the damage is 12.  The damage has a +4 Damage Modifier. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  16 (+4 Short term pts per turn) 
  Continuing 
   
  Sprinting  
  12 Damage 
  Flame Hail – [2]   
  The caster fires a ‘shotgun’ style blast of flaming particles. The damage is Impact but is determined as per a 
  scattergun. The range is 4 yards, the base damage for each particle is 2 (fire damage), and the total number 
  of particles is 12. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Ranged Attack 
   
   
  Normal  
  4 DMG 
  Pyromancy – [2] 
  The character can start a fire and peer into it to see the future.  Pyromancy acts like [WIL] PWR Far 
  Precognition for the purposes of seeing the future of military or militant endeavors and [WIL-4] PWR for 
  others. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Instant  
   
   
  Normal  
  None 
  Fire Bolt – [4] 
  The caster throws a small fireball.  It is explosive and hits its target for 12 points of damage (within 4 yards 
  all targets take 6 points of fire damage).  Fire Bolts can be multicast for 12 additional points per bolt 
  (different to-hit rolls are required, different targets are allowed). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 / 12  
   
  Ranged Attack 
   
   
  Normal  
  None 
  Fire Lash– [4] 
  Flames leap up near the caster’s feet and then lines of fire race along the ground towards their targets. This 
  spell may be multicast and each additional “lash” may be targeted at a different person.  The flames burn for 
  8 damage and move at 8 yards per second.  If they “miss” (they hit on a 13-, and because they “explode” in 
  a 1 yard diameter burst when they reach the target, they can’t be blocked—only dodged or run from) they 
  turn around and try again.  Each lash costs the caster 1 Endurance per second that it is in play (it goes away 
  when it hits).  Only one lash may be targeted on one person at a time.  While the spell is running, the caster 
  must pay 5 REA per turn to concentrate on them.  When created, they will hit targets within 4 yards instantly, 
  but otherwise, they will begin moving at full rate next turn when the caster gets to go. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 for 1 lash, +4 per lash Continuing  
   
   
  1 per lash 
  None 
  Pillar of Fire – [8]  
  The caster creates a massive burning tornado that can be used to sweep a battlefield.  The pillar is 10 yards 
  in diameter, lasts for WIL seconds, and does 100 points of energy damage to everything within it each turn.  
  Characters within 4 yards of the tornado will suffer 50 damage (from the ambient heat), characters within 8 
  yards of the tornado will suffer 25, and within 12 yards will suffer 10pts.  When the spell is cast, the 
  character picks a target location within [WIL x10] yards and fires the spell off.  For the next 4 turns, the 
  caster remains motionless as the tornado forms (first doing 10pts, then doing 25pts, then doing 50pts, and 
  finally 100pts).  Once formed, it may be moved. It’s center moves at 20 yards/sec on the caster’s turn as a 
  long action.  Moving the pillar costs the caster 8 REA and 1 endurance pt. Targets near the outer edge of its 
  sweep may try emergency dodges to get out of the way, but it pretty much cuts a line of pure destruction.  If 
  the caster is killed or suffers a major wound during the maintenance, the spell is destroyed.  Structures take 
  damage from all sides and are particularly vulnerable: the tornado will burn through 5 cubic yards of stone a 
  second (so it will eat through a 20’ thick stone barricade in 4 seconds). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   120 
    
   
  Ranged  
   
   
  1 / second 
  100 damage 
   
  32
  
   
   
  33
  
  Earth Elemental College 
  Description: The character has studied the forces of elemental earth. This includes many other 
  facets of nature, such as rock and plant.  Earth Elementalists learn how to mix natural items and 
  activate the magic inherent within them to produce beneficial effects. 
  Level 1: Land Mage.  The character understands the nature of Earth and the attendant force of 
  Wild Life that is associated with it.  A successful skill roll adds +2 to Survival rolls. 
  Level 2: Terra Magus.  The character can increase the “quantity of elemental earth” in an object 
  or plant.  This requires 8 hours of work and will give a plant +2 to CON rolls vs. disease, cold, 
  damage, etc. (if the GM is dealing with mobile plant races, this only works if the character is 
  planted in the earth). An object can have its weight increased without adding to its size or 
  changing its composition.  This process takes 1 hour per point of BLD and adds +20% to the 
  mass of the object.  This process will give the material +10% DP and, if the mass is doubled, +2 
  Armor. Earth treated doors and such may be in high demand. 
  Level 3: Geomancer.  The character can add +3 to CON rolls as above and can increase the 
  mass of objects in half the time.  Additionally, an area that the character tends for a year will have 
  the exact topology and landscaping (within reason) the character desires in a natural fashion.  
  These enclaves come at a price: the forces of earth will expand around the character’s area like a 
  hurricane around the eye.  The maximum size is WIL2 yards on a size.  The area beyond that will 
  become Wild Wood (see the spell) but will not confuse the creator. 
  Level 4: Earth Elementalist. 
   
  Summon Earth Elemental – [Signature Spell: 4] 
  The caster can call forth an animate force of the ground to do his bidding. It appears as an 8 foot tall being 
  of moving rock and stone.  Small fragments of earth fall off it and appear within it.  It’s eyes glow red. If the 
  Earth Elemental is killed, the mage loses 2 experience points (i.e. may not cast the spell again until the 
  points are paid). It will do the caster’s bidding.  They use neither armor nor weapons (if dressed with armor, 
  their skin will lose it’s magical protection).  Only one may be summoned at a time.  This is a safe creature. It 
  will last until dismissed.  The Elemental is an automaton using STC instead of CON.  Use the rules in the 
  Paranormal Abilities book. 
  When called, it will remain for 1 hour and then reform with the earth.  Each call of it again per day 
  costs +4 Mana. It must come from the ground or from a large block of stone. 
   
  STR 20  BLD 60  STA 15 / DP 75  REF 10  
  INT 8 
  Strike:  20 points of damage; hits on a 13- (block of 11-) 
  Armor 4pts (coverage 4) 2pts otherwise  
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  32 
   
   
  Summon 
   
   
  None 
   
  None 
   
  Cloud of Pest Removal– [1] 
  Approximately 15$ worth of herbs and commonly found plants are placed in a sealed vial and mixed.  When 
  the spell is cast, the mixture turns into brown smoke.  When the vial is opened, a 4 yard radius area will be 
  filled with smoke that is instant death to small insects and effects larger ones as [WIL] PWR Nerve Toxin.  
  The area will remain free of pests for several hours after being treated. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  28 
   
   
  Potion 
   
   
   
  Normal  
  None 
  Flower– [1] 
  A target bud is made to flower (in nearly perfect form).  This can be useful for impressing the ladies or simply 
  selling flowers.  Before letting a mage get rich on this, consider those guys on the side of the road—they 
  aren’t getting rich! 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  2 
   
   
   
  Ranged  
   
  Normal  
  None 
  Fools Fire Potion– [1] 
  Given 10$ worth of herbs and commonly found plants (and this spell) the caster creates a small vial of 
  greenish paste.  When struck, the paste will burst into hot flame and burn for a time.  A singe dose burns for 
   
  34
  
  3 seconds for 2 points of damage.  The most heat that can be generated by multiple doses is 4 points 
  (double dose).  This can be used to coat weapons (a character wielding a weapon burning for 4 points of 
  damage fights at –2 unless fireproof). It’s far more common use is domestic: a tiny dab for the starting of 
  fires. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  28 
   
   
  Potion 
   
   
   
  Normal  
  None 
  Forest Way – [1] 
  The caster can commune with the earth and it’s children (plants) to find a path through the woods.  When 
  cast, the mage makes an RES roll to speak to the ground (this takes the form of soft chanting).  If the roll is 
  made by 0 – 5, the caster will know a clear path from his location to the compass point direction he chooses 
  (i.e. north). On a 6 - 9 roll the character will know the fastest path (this may be some secret path or simply a 
  very clear route).  On a roll made by 10+, the earth will inform the caster of something of interest along the 
  way (especially if the local plant life is being disturbed).  The nature of this information is up to the GM.  The 
  spell takes 10 minutes to cast. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  11 
   
   
   
  Normal  
   
  Normal  
  None 
  Hidden Trail– [1] 
  When running, the mage may walk through the forest and create a “hidden trail.”  This trail requires a 
  perception roll at –6 (or a Tracking roll at –4) to be noticed.  It seems to be nasty undergrowth but can be 
  moved along at no movement penalty.  Someone seeing the mage head into the trail will see him seem to 
  dive into thick brush.  IF the pursuers don’t’ make a Perception roll at –1, he will attempt to enter the trail and 
  actually get stuck.  Note: This does not make difficult terrain easy to pass—it simply makes easy terrain look 
  difficult (or difficult terrain look impossible). 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
   
  Create Wall 
   
  Normal  
  None 
  Oil of Cleansing– [1] 
  The mage crushes rocks and mixes in oils (and casts this spell) and gets an oil that will clean almost 
  anything.  A single dose of the oil can be used to rub down an entire suit of armor or 4 weapons (what else it 
  will clean is up to the GM).  It is so good at removing stains, scars, and other such damage that it actually 
  restores DP to the object cleaned.  Usually a cleansing will restore up to 2 STC points worth.  The cost for 
  the oil materials is 30$. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  28 
   
   
  Potion 
   
   
   
  Normal  
  None 
  Tallow of Health– [1] 
  By mixing herbs and spices and casting the spell, the mage can make a candle that will aid in curing and 
  preventing the spread of disease.  The pleasant form of this gives everyone who spends an hour around the 
  candle +1 to CON rolls to prevent catching diseases (+2 vs. specifically airborne ones). The medicinal form 
  of this gives a stricken person +2 to CON rolls against disease and gives everyone in the area +2 to CON 
  rolls vs. catching it (+4 vs. airborne sickness).  The medicinal form smells extremely nasty but may be used 
  when necessary.  The pleasant form smells like flowers.  The cost for materials for either is $25 for a day’s 
  supply. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  28 
   
   
  Potion 
   
   
   
  Normal  
  None 
  Wild Wood – [1] 
  When Wild Wood is cast, the forest seems to become denser and more tangled. This has a WIL / 10 mile 
  radius.  The physical effect deals with shifting plants and tangling vines and weeds growing more quickly.  
  Trees will actually become “bushier.”  The casting mage can find his way through Wild Wood normally but 
  everyone else has trouble.  Tracking rolls are at –3 in the Wood and animals must make WIL rolls at –3 to 
  enter (average hunting dog has a 12 WIL).  In this wood, perception rolls are at –3 and people will be more 
  likely to become turned around (or otherwise lost).  People entering an area of Wild Wood suffer an 
  Intimidation roll equal to [WIL] if they are superstitious of magic.  The antidote to Wild Wood is to cast the 
  spell yourself (one Wild Wood cancels another for purposes of the defensive caster and his party).  
  Monsters and “creatures of chaos” or people or animals who live in the area are not effected much (-1 
  Perception rolls).  On the roll of a 3-, an area can become permanently afflict.  Such areas are sources of 
  monsters and much trouble for the nearby inhabitance. 
   
  35
  
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  2 
   
   
   
  Ranged Attack / Block 
  Normal  
  Blocking 
  Grow Golden Viper Flower – [2] 
  This spell (which the GM must allow) grows the extremely rare Golden Viper flower from a spot of prepared 
  earth.  The Golden Viper flower’s nectar is a potent poison.  Each flower yields 4 does of 4 point Base 
  Damage toxin.  These can be combined to make up to 1 16 point dose. This poison will work if ingested 
  (Perception roll to notice the strange smell) but it can also be used to coat weapons It is very good for that: 
  the poison is instantly absorbed by metal and released on contact with blood (target fails an armor save and 
  takes damage).  The PWR of the toxin is 13.  The plant is almost impossible to grow naturally and the 
  preparation of the ground costs $20 (for special, but common, alchemical salts), and takes 1 hour.  A 
  weapon can only absorb up to 16 points of base damage of toxin (so a multi-hour campaign to create super 
  weapons won’t work). 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
   
  Summon 
   
  Normal  
  None 
  Harvest Moon– [2] 
  The spell will cause all plants in a WIL acre area to come to harvest 50% faster (so if a harvest happens 
  twice a season, it will happen 3 times).  This is powerful magic, however, and gets the attention of the 
  elemental forces of Earth.  An area, which is under the effects of Harvest Moon, will have a 3- chance of 
  growing a “monster” each harvest.  The exact statistics of this monster are up to the GM and should be 
  along the lines of the Earth Spirit (although the monster will be biological in nature and will probably be crafty 
  and hungry).  Additionally, the harvest itself will be strangely made (colors may be slightly wrong, vegetables 
  may be oversized).  There is a 2- chance per season that some truly monstrous (2+ ton) plant may appear, 
  creating problems for the farmer.  Finally, a person passing through an area under Harvest Moon at night 
  will see the moon appear almost full, and amber colored with an eerie halo around it.  The person will feel 
  “watched” by the crops.  This does not endear the mage to his neighbors.  
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
   
  Normal  
   
  None 
   
  None 
  Mystical Medicine– [2] 
  If the mage gets the right plants, a slave can be made that adds +2 to First Aid rolls and gives +1 to CON 
  rolls to heal.  This takes 30 minutes of preparation (or a trip to a good herbalist) and the casting of the spell.  
  The dose costs $10.  The salve goes bad after 48 hours. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  28 
   
   
   
  Summon 
   
  Normal  
  None 
  Shatter– [2] 
  The mage hurls a shockwave bolt that can knock a wall down (if lucky).  The bolt is a Vibratory Blast of 
  [WIL-5] POWER.  This blast does double damage to inanimate rigid objects (structures) and causes any 
  STC roll (if required) to be made at –1. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  7 
   
   
   
  Ranged Attack 
   
  Normal  
  None 
  Thorn Barrier– [2] 
  The Mage causes a wall of tough thorny vines to spring up along an area defined. The wall can be WIL2 
  yards in area in any configuration chose (minimum height of 1 yard (it’s about 4 inches thick) and it requires 
  20 points of damage to chop through it (it doesn’t take penetrating damage).  When cast, it will appear as an 
  8 REA long action.  If someone is along the line of the wall, they can take a step action to go to either side.  
  The wall lasts about a week or so (the GM may determine it lasts longer).  Weapons fired through it are at –
  4 (vision modifier) and must make a successful penetration roll against a penetration defense of 4 (even if 
  they do, they have their damage reduced by 2 points). 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
   
  Create Wall 
   
  Normal  
  None 
  Create Sleep Potion– [4] 
  The Mage must gather some common plants (takes about 45 minutes) and create a potion and then cast 
  this spell over it.  The resulting mixture is a dose of sleep potion.  If mixed with food, it acts as the Sleep 
  effect (PWR equal to WIL+1).  Otherwise, if taken, it guarantees a restful night of sleep and will give the 
  taker an additional healing roll at +2.  The average cost of this potion is about $80 but the mage must be 
   
  36
  
  well trusted, for a cheaper version of this spell exists that does not give the healing and, besides being mildly 
  addictive, actually gives the sleeper –2 to healing rolls. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
   
  Summon 
   
  Normal  
  None 
  Earth Spirit – [4] 
  The Earth Spirit is a lesser Earth Elemental that can be called into being by the caster. It is strong and 
  dumb.  It appears as a small, broad, dwarf like humanoid with no facial features.  It is made of earth.  When 
  summoned, it will appear next turn, coming into being as an 8 REA Long Action.  It will obey the caster’s 
  wishes. 
   
  STR 15  BLD 35  STA 12 / 60 DP 
  REF 10  
  INT 8 
  Strike: 10 Damage; hits on a 13- 
  Armor 2pts. 
   
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
   
  Summon 
   
  None 
   
  None 
  Shockwave– [4] 
  The mage creates a localized tremor (Shockwave effect).  This effect has a PWR of 10.  This makes 
  everyone within 4 yards make a STR vs. [WIL-3] PWR roll or be knocked back 10 / Mass yards.  Movement 
  towards the caster is reduced by 10 / Mass yards if the movement is occurring when the blast hits, 
  structures take 80 points of damage. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
   
  Normal  
   
  Normal  
  None 
  Wood Skin– [4] 
  The mage’s skin becomes hard and appears like wood or tree bark.  While in operation the mage will get 
  +50% damage points and will have 2/6 of armor. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
   
  Normal  
   
  Running  
  None 
   
   
  37
  
  Air Elemental College 
  Description: The character has studied the forces of elemental air.  Through his study, the Air 
  Elementalist also understands the fundamentals of weather and its application. 
  Level 1: Wind Worker.  The character can predict the weather for the next WIL hours with a roll. 
  Level 2: Atmosphereist.  The character can predict the weather for the next 2x WIL hours with a 
  roll.  Additionally, the character can increase the Elemental influence of Air in an object with a roll. 
  This will make the object highly resistant to age.  Treated objects (not people) age at 1/10 the 
  normal rate.  This takes 12 hours and two successful rolls per BLD point of the object (although it 
  is mainly useful for books and the like). 
  Level 3: Aeromancer.  The character can actually change the weather with windmill like devices.  
  The character can build Air Towers that are simple mechanical devices (if the character doesn’t 
  have L2 mechanics, he can commission them).  These devices, when mounted high enough (30 
  feet or higher) can calm or enhance the winds in an area.  This is a subtle effect but proper 
  placement can give an area (1 mile radius per tower) [WIL-9] PWR Weather Control vs. weather 
  changes.  This acts as a –3 to rolls to make it rain (if the towers are configured to produce dry or 
  it can cause a 10% increase in rain over a year in the specified area).  Constructing a “Weather 
  Vain” takes 1 week and costs about $200 in materials (plus the tower).  The character can 
  otherwise make predictions about wind and weather (predictions are good for 4x WIL hours in 
  advance). 
  Level 4: Air Elementalist. 
   
  Whirlwind  – [Signature Spell: 4] 
  The caster is surrounded by a [WIL-1] POWER Tornado.  Air spells may be cast from within it with no 
  negative modifiers.  It moves with the caster but may not be created at range.  While active the character 
  may move at no more than 4 yards per second (or suffer the effects of the whirlwind himself). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Aeromancy – [1] 
  The caster knows what the weather will be for the next 24 hours within a 30 mile radius. This spell will detect 
  any weather manipulation.  The duration of the spell is 24 hours so if cast in the morning, the caster will be 
  aware of weather manipulation all day long.  The GM should require a perception roll to get data about 
  weather manipulation (a roll made by 5+ will pinpoint the weather manipulating mage). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Howling Bolt – [1] 
  The caster throws a howling bolt of wind.  It strikes for 6 points of Impact damage and acts like a 6 POWER 
  wind jet, knocking the target back 6 / Mass yards if it hits by 4 or more. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Whispering Wind – [1] 
  Two or more mages with this spell running can communicate with each other within a range of WIL2 miles 
  (use the lowest of the WIL’s.  Each will hear the speaker’s voice seeming to whisper along the wind. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Whirlwind Blast – [1]  
  The character throws a spell that creates a small, violent tornado.  Everything within a 2 yard radius of the 
  target point is hit for 8 points of blunt damage (+4 DM) and thrown outward [Mass / 2] yards.  If the target’s 
  Mass is 2, he must make an AGI roll (or Acrobatics roll) or fall down.  If the target’s Mass is higher than 2, 
  this has no effect.  This damage is not decreased explosively. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
  6 
   
   
  Continuing 
   
   
  Walking  
  None 
  15 
   
   
  Ranged Attack 
   
   
  Normal  
  6 Damage 
  4 
   
   
  Continuing 
   
   
  None 
   
  None 
  14 
   
   
  Continuing 
   
   
  Running  
  None 
   
  38
  
   
   
  20 
    
   
  Ranged AOE Attack 
   
  Normal   
   
   
  Wind Leap – [1]  
  The caster performs a ‘wind assisted leap’ (8 REA Long action) moving [WIL / Mass] yards straight up or 2x 
  that distance as a long jump.  Keeping the spell going cost Walking Endurance.  Jumping still costs it’s 
  normal 1 Endurance. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
    
   
  Movement 
   
   
  Normal  
  None 
   
   
  Wind Storm – [1] 
  The caster is surrounded by ambient high winds.  Casting this may add +1 or +2 to Intimidation attacks at 
  the GM’s discretion. More importantly, projectile attacks that are physical (but not pure magical attacks) are 
  at –3 to hit due to weather modifiers.  Other wind spells are not effected. The radius is 4 yards and the 
  effects are centered on the caster. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Zap – [1] 
  The caster throws a small bolt of lightning for 9 damage.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Zephyr’s Embrace – [1]  
  The caster floats to the ground from some height.  While the spell is running, the caster, and up to +2 Mass 
  will fall at 1 yard / sec.  This cannot be used to go up or even hover but it will break a fall.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Call Rain  – [2] 
  The caster can try to summon rain.  This is not guaranteed to work.  For each hour the caster spends 
  casting the spell, he makes a WIL roll vs. the GM assigned “dryness” of the area.  For most areas, this is 10.  
  For deserts, it can be as high as 20. When the caster is ready (the GM may wish to keep the success of 
  each hour secret) the player rolls.  For each point the roll is made by, a more powerful storm comes within 
  24 hours.  A roll made by 0-4 will be a nice rain.  A roll made by 5-9 will be a powerful deluge.  A roll made 
  by 10+ is a catastrophe and will result in flooding (a roll made by 9 will result in flooding too—but not high 
  winds).  Dispelling the storm is done by casting the spell and rolling against the original success.  While the 
  caster is concentrating, he cannot eat or sleep. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Call Winds – [2] 
  The caster summonses strong winds (usually for a sea voyage).  On a battlefield level, this can give a –1 to 
  all missile combat.  To make the roll the caster uses the same procedure outlined in Call Rain.  If successful, 
  the winds will come.  The roll determines the time they last: 4 hours, 12 hours, or 24 hours.  The GM should 
  assign a danger factor if the roll is made by 8+ (crew may be blown overboard, the ship might run aground, 
  etc.) 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Electrocute – [2]  
  The caster transmits massive electric shock through his touch.  The caster must grab a target and then cast 
  the spell.  Once cast, the character may repeat the shock with the same to-hit damage modifier and another 
  Damage Modifier roll for a 5 REA Medium action.  The Electrocute does 16 points of electrical damage for 
  each shock.  If the character spends a turn without shocking or his grip is broken, the spell ends. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
  9 
    
   
  Movement 
   
   
  Walking  
  20 
   
   
  Summon 
   
   
  None 
   
  None 
  20 
   
   
  Summon 
   
   
  None 
   
  None 
  14 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  4 
   
   
  Continuing 
   
   
  Running  
  -3 to hit 
   
  39
  
   
   
  20 
    
   
  HTH Attack 
   
   
  Normal   
  Icy Wind – [2] 
  A blast of freezing air and ice comes from the caster’s hands.  Targets will be “flash frozen” by the blast.  A 
  target that is hit takes 8 damage, but, if the damage is completely stopped by natural armor, the target will 
  still suffer ¼ final damage because of the extreme cold. If the target is wearing metal armor, it may seize up: 
  if the final damage roll (roll plus to-hit modifier) is 20+ the target will be held immobile until a Break Grab 
  move is made.  The strength of the grab is 11 plus 1 per point of defense of worn metal armor above 4 (so 
  chain mail is a 12 STR grab and normal plate mail is a 13 STR grab. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  13 
   
   
  Ranged Attack 
   
   
  Normal  
  8 Damage 
  Lesser Arc – [2]   
  The caster unleashes a blast of chain lightning, which arcs between potential targets in a given area.  When 
  thrown, if it hits its target (or misses by up to –2), it has a 12- chance to hit any other person (or large object) 
  within 4 yards of the original.  The lightning does 4 points of Lightning damage (metal armor is halved, -1 to 
  CON rolls).  At the end of the rolls, the character checks for ‘continue.’  Make a Spell Roll at a cumulative –2.  
  If rolled, at the end of the turn, it does another round of strikes. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
    
   
  Ranged Attack 
   
   
  Normal  
  4 DMG 
  Thunderbolt – [2] 
  The mage hurls a powerful lightning bolt at the target.  It strikes for 18 points of electrical damage  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Updraft – [2] 
  The spell creates an invisible column of air that will lift the caster.  It acts as temporary Wind Flight, 
  propelling the caster directly upwards at 12 / Mass yards per second (acceleration).  The updraft is 4 yards 
  in diameter and, when the spell is cast it takes 1 second to appear (anyone in the area will feel the wind 
  starting).  Anyone caught in the updraft must make an AGI roll at –3 (or a Air Elemental College skill roll at 
  no negative) to maneuver. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  32 
   
   
  Continuing 
   
   
  Sprinting  
  None 
  Air Shield – [4] 
  From the caster’s hands come a powerful, roaring, blast of air.  While running, the character has a block as 
  per Spell Shield each turn.  Additionally, anyone who is blocked by 4 or more than the caster required 
  suffers a 6 point Wind Blast (knocked back 6 / Mass yards).  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 (+8 ST per turn) 
  Blocking Attack 
   
   
  Sprinting  
  6 PWR Wind Blast 
  Blizzard – [4] 
  The magician calls a destructive ice storm on a given location.  When the spell is cast, the caster makes a 
  WIL roll against the GM assigned “hotness” of the area.  For each hour the caster concentrates, and 
  successfully makes a WIL roll against the area, the final roll is at +1.  When the final roll is made, the caster 
  picks a target within WIL miles and the storm will form on that area (the GM may call for a WIL roll to land it 
  on target—for each point the roll is missed by, the storm lands one mile out and moves at 5 miles an hour 
  towards the target).  The radius of the storm is ¼ mile for each point the roll was made by.   
  • 
  0-3: Light effects (mild snow, freezing rain, temporary freezing temperatures).  Duration is 1 hour per 
  point the roll was made by. 
  • 
  4-6: Medium Effects.  Snow, Hail, ice.  Traffic will be disrupted.  Exposure may be dangerous. Duration 
  is 2 hours per point roll was made by.  Winds will damage lightly made structures. 
  • 
  7-9: Heavy effects: Streets are blocked, exposure will kill.  The winds will damage moderately heavy 
  structures. 
  • 
  10+ Catastrophic: Even heavy structures may be destroyed. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Summon 
   
   
  None 
   
  None 
   
  40
  
  Call Lightning – [4] 
  The mage directs a lightning bolt (actually several) from the sky.  When cast, the mage makes a WIL roll and 
  the bolt will appear Roll – 20 yards later.  This spell will call lightning out of a clear sky (the charge comes 
  from clouds in the elemental plane of air).  The range modifier for the attack is –1 per 50 yards but the bolt is 
  inaccurate.  Anything smaller than a house is at –5 to be hit, if it’s still in the same place when the bolt 
  comes down.  On the positive side, the bolt hits for 400 points of electrical damage.  Because the bolt is 
  actually several bolts, targets within a 10-yard radius of the strike of the main bolt will take 200 points of 
  damage each.  Targets within 20 yards will have a 9- chance of being hit by a bolt for 30 points of electrical 
  damage.  These bolts cannot be blocked within the 10-yard radius. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  60 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Lightning Orb – [4] 
  The lightning orb is a crackling ball of electricity.  It is unleashed as a ranged attack and moves at 40 yards / 
  second (striking most targets instantly).  It hits for 20 points of electrical damage.  Along the path of its travel 
  and at the point it strikes, it will lash out with smaller lightning bolts which have a 12- to hit any target (14- if 
  the target wears metal armor) and hit for 12 points of lightning damage.  The radius of these smaller bolts is 
  3 yards to either side. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Tornado – [8] 
  The caster creates a massive tornado that can be used to wreak havoc.  The tornado has a radius of 20 
  yards, travels at 20 miles an hour, and has a 200 STR.  When summoned, the caster must remain 
  motionless while directing the tornado—he must also direct it within line of sight (so he cannot be completely 
  enclosed and is better off high up).  The tornado takes 20 minutes to form (and its formation will be 
  apparent).  After formation, it lasts so long as maintained.  It moves on the caster’s turn as an 8 REA Long 
  action. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  60 
   
   
  Continuing 
   
   
  Running  
  None 
   
  41
  
  Water Elemental College 
  Description: The character has studied the forces of elemental water.  The mage can manipulate 
  the essence of water wherever it may exist.  The Water Elementalist is often more at home in the 
  seas than he is on land. 
  Level 1: Water Wizard.  The character can locate water with a RES +1 roll. This gives +3 to 
  survival rolls if the GM rules that finding water is a major hardship. 
  Level 2: Mere Magus.  The character can extract water from objects and the air.  With 1 hour, the 
  character can preserve meats, desiccate plants for storage, and extract drinkable water from the 
  air (this is at –3 or worse in a desert). 
  Level 3: Hydromancer.  The character has a special relationship with the sea.  A roll will predict 
  the weather (WILx3 hours ahead) at sea and will allow navigation rolls to be made at +2 if the 
  character makes his roll.  A roll will also allow the character to identify and locate (or avoid) sea 
  creatures. 
  Level 4: Water Elementalist. 
   
  Manipulate Water – [Signature Spell: 4] 
  The mage can control masses of water with his will.  After paying the basic cost, for each spell point the 
  mage puts into the spell, it acts as 1 POWER of Water Control (up to a maximum PWR equal to the mage’s 
  WIL+2).  The endurance cost for this is Walking if the character uses 1/3 or less of his Long Term mana, or 
  Running if the character uses more than 1/3 of his Long Term mana. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 + PWR 
   
  Control  
   
   
  Varies 
   
  None 
  Create Water – [1] 
  The mage can create enough water for one person to survive on for one day. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Create  
   
   
  Normal  
  None 
  Dry – [1] 
  The caster can make a target dry.  This will not desiccate a target—the water simply evaporates—but it will 
  dry off a person completely and thoroughly.  If cast quickly, it will save drenched electronics. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  6 
   
   
  Transform 
   
   
  Normal  
  None 
  Extinguish – [1] 
  The caster can extinguish flames.  The spell will reduce the damage done by a fire by 8 points per casting. If 
  cast one-after-another, at least twice a second, the effects will be cumulative.  This can be cast as a 
  blocking spell using the caster’s Spell attack skill –1 as the block (against fire attacks only). A successful 
  block will reduce the damage done by the fire attack by 8 points. It blocks ranged attacks at no negative.  
  Example fires: Candle 1pt, torch 2pts, campfire 4-6pts, bonfire 8-12 points, burning building 12 points per 2 
  cubic yards. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  2 
   
   
   
  Ranged Attack / Block 
  Normal  
  Blocking 
  Fire Water – [1] 
  The mage can bring the forces of Elemental Water into conflict with the natural process of evaporation such 
  that water seems to burn.  Burning water gives off an eerie blue glow (deeper and stronger than alcohol) and 
  produces heat and light as a normal flame.  It will set other objects on fire (the heat is real) but objects in the 
  water itself, will be warmed, not burnt.  A pot of water produces the heat of a campfire. Each gallon of water 
  will burn for 4 points of damage (heat) so long as the spell last.  The basic spell point cost will ignite 1 gallon, 
  more water can be ignited for +1 spell point per gallon. The damage will not stack, the most a large quantity 
  of burning water will do is [WIL –3] damage. A gallon of water will burn out in an hour, evaporating.  More 
  water can be added to keep it going.  Throwing dirt on Fire Water will quench it.  Boiling the water with fire 
  will evaporate it faster. A “vial of fire water” can be prepared so that the mage casts it and then throws the 
  bottle.  This will do 4 points of “heat” damage and the bottle must be roughly 1 quart’s worth. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  5 + 1 per gallon 
   
  Transform 
   
   
  None 
   
  None 
   
  42
  
  Pressurize – [1] 
  The mage can survive “crushing depths.”  This takes time to pressurize (but none to decompress).  If the 
  mage is Aquatic, then the spell is permanent.  Otherwise, it has Walking endurance cost. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16  
   
   
  Transform 
   
   
  Walking  
  None 
  Sing to Fish – [1] 
  The character can increase the output of fishing by 100% per hour that this spell is active.  If this is done at 
  sea, however, the caster may attract a large hostile sea creature on a roll of a 17+ (GM rolls secretly each 
  hour). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  14 
   
   
  Attract Fish 
   
   
  None 
   
  None 
  Sonar – [1] 
  The mage uses “magical sonar” to sense things underwater.  In the air, it will allow the character to see in 
  occluded areas (smoke and fog) at a –3 perception roll.  Underwater, it acts as dark vision with the added 
  bonus that more than one mage using this can communicate over hundreds of yards with quick “chirping” 
  sentences only spell users understand.  If a mage knowing this spell is spoken to in this fashion, he will 
  understand—to speak back, he must cast the spell. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 +  
   
   
  Transform 
   
   
  Walking  
  None 
  Airy Bubble – [2] 
  The caster creates a bubbly sphere of breathable water.  People and animals within the sphere may breathe 
  whichever atmosphere they normally do. The size of the bubble is 4 yards, +1 yard radius per 4 points paid 
  at casting time. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 +  
   
   
  Transform 
   
   
  Walking  
  None 
  Breathe Underwater – [2] 
  The caster can breathe underwater.  So long as the spell lasts, the character can move in water at his 
  normal land speed and breathe normally. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
  Transform 
   
   
  Walking  
  None 
  Magician’s Tentacles – [2] 
  While running, the mage, if submerged or within 5 yards of a sufficiently large body of water (GM’s call), can 
  control water to act as tentacles. The tentacles are 8 yards in length and are almost invisible underwater.  
  They act as [WIL+1] STR TK.  Their Offensive Grapple is [WIL-5]. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24  
   
   
  Create Tentacle  
   
  Walking  
  None 
  Purify – [2] 
  The mage can purify 1 gallon of water per casting, +1 gallon per spell point. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8+ 1 per gallon 
   
  Transform 
   
   
  Normal  
  None 
  Aquatic – [4] 
  When the spell is cast, the mage, essentially, becomes aquatic.  Casting the spell takes 1 hour.  Until the 
  spell is uncast, also taking an hour, the character breathes water (as per Breathe Underwater) but will 
  suffocate on land.  The character moves normally underwater—but cannot  see in pitch black or survive 
  crushing depths.  On the other hand, the character will not suffer hypothermia.  If the character wishes to act 
  normally on land, he may cast Breathe Underwater and, while the spell runs, breathe air. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Transform 
   
   
  None 
   
  None 
  Water Cannon – [4] 
  The mage fires a blast of water that acts as a [WIL-5] PWR Water Cannon. This may be continued as a 
  streaming attack for 12 mana each turn after the first turn.  Underwater, the PWR is mage’s WIL+3. 
   
  43
  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Ranged Attack 
   
   
  Sprinting  
  None 
   
   
   
   
  44
  
  Void Elemental College 
  Description: The fifth of the Elemental Colleges, the Void Elemental College is the “essence” of 
  non-being.  A mage cannot know all 5 colleges and in order to know any Void spells at all must 
  know three other Elemental Colleges. 
  Level 1: Zed.  Study of the void gives the character intuitive knowledge.  On a WIL-10 roll, the 
  character spontaneously learns small but useful information when confronted with an intractable 
  problem. 
  Level 2: Null Magus.  The character can enter a trance (3 REA Short action to start and to 
  maintain each turn) which gives him +1 to his WIL rolls.  He may take no action whatsoever while 
  in the trance. 
  Level 3: Nihlologist.  The caster can blank his mind. While in the trance state(3 REA Short action 
  to start and maintain), he gets +2 to all WIL rolls but can take no action whatsoever.  
  Level 4:  
       . 
   
  Disintegrate– [Signature Spell: 4] 
  The caster fires a ray of gray nothingness from his hand.  This hits as a [WIL-4] PWR Disintegration beam 
  (Penetrating damage attack that automatically penetrates bio-armor and halves worn armor. It disintegrates 
  inanimate objects as per the ability).  This costs 4 Endurance to fire.  Targets killed or “destroyed” are not 
  turned to dust, but instead are taken into the void. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
   
  Ranged Attack 
   
  Normal  
  None 
  Strip – [1] 
  The character passes his hand over an object or sheet of paper.  The spell will “cleanse” objects (sucking 
  small particles into the void).  This will strip paint, dust furniture, remove glue from stickers, erase ink off of 
  paper, take tape body outlines off of sliding glass door before you leave your apartment for good (and your 
  roommate warned you about it), etc. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
   
  Clean objects 
   
  Walking  
  None 
  Bolt of Void – [2] 
  The caster fires a bolt of almost transparent churning want of being.  It strikes as a [WIL-9] PWR 
  Disintegration beam (automatically penetrates bio-armor, halves worn armor).  This costs 2 Endurance to 
  fire. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
   
  Ranged Attack 
   
  2 
   
  None 
  Ignore – [2] 
  The caster simply wills an attack into non-being.  This is only used to block ranged attacks and it functions 
  as a Large Spell Shield.  It may cast for 0 REA since the caster simply “ignores” the attack. The caster 
  makes a blocking roll at no positive modifier against the attack.  Even explosive attacks will cease to exist. 
  Objects larger than 1 pound may not be blocked this way. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
   
  Block 
   
   
  Normal  
  Blocking 
  Pool of Void – [2] 
  The caster opens a semi-permanent rift of void in the ground (or other container—like a well).  The void may 
  appear as churning blackness, rolling, liquid blind spot, thick gray fluid, billowing “mist of nothingness,” etc.  
  When created (taking 8 hours of meditation) it makes other Void spells easier to cast, producing 5 Long-
  Term mana per hour, useable within a 4 yard radius.  It has its hazards: anyone drawing from it must make a 
  WIL roll.  If the roll is failed by 3 or more, a void tentacle will erupt from the pool and try to grab them.  Other 
  strange effects may occur over time as objects or things may “wash up” on the shore.  The structure around 
  the void pool will require about $50 of upkeep per month or it will decay and the pool may spread.  Stepping 
  into the pool will unleash a void tentacle against the person touching or entering it.  The major use for this is 
  as a “garbage disposal” (especially for troublesome artifacts and dead bodies) than as a power source or 
  combat spell. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   30 
   
   
   
  Create Void Pool  
  Normal  
  None 
   
  45
  
   
  Trolling the Void – [2] 
  Everything that is consumed by the void may still exist—somewhere.  The caster can “fish” for items others 
  have condemned to the void (most will be angry living combatants, but hey, you can’t be choosy.  When the 
  spell is cast, the caster makes a WIL roll and meditates for 1 hour per point the roll is made by.  When the 
  time is over, the caster will lose 2 points of endurance per hour meditated.  This endurance can only be 
  regained by 8 hours of sleep.  Each hour, the caster has 1 2- chance of getting something from the void.  
  The GM determines what it is.  Mostly these will be random objects—but they can come from anywhere, any 
  time. This is one of the “void study” spells magicians cast when doing magical research on the void.  It 
  should not be misconstrued as a treasure hunt.  Luck and other magical enhancers don’t work for this, and 
  usually the items returned will be under 1 Mass and won’t be valuable.  Try the below table for some 
  attempts: 
   
  0-4: Valuable piece of technology or magic from another time or a far removed alternate reality. 
  5-8 : Semi-valuable piece of tech or magic from a “similar” alternate reality. 
  9-10: Random “normal” object. 
  11-12: Random “normal object with some minor difference about it (dollar bill with Adams on it). 
  13-14: Personal artifact (diary, etc.) 
  15-16: Dangerous object or being (radioactive bullets from gulf-war, cloud of mustard gas, etc.) 
  17-18: Very dangerous object or being (assault robot, minor daemon, 5 void tentacles). 
  19-20: Caster goes into the void!  Something that looks like the caster, has his memories, and has 
  the stats of a Major Daemon replaces him.  This Voidling will assume his identity for WIL days after 
  which he might be returned at Serious condition or . . . might not. . .  
   
  Anything is possible. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  35 
   
   
   
  Ranged Attack 
   
  Special  
  None 
  Void Pocket – [2] 
  The caster maintains a “pocket” of stable void nearby him.  This “Extra Dimensional Space” is a sphere of 
  WIL inches radius.  When the spell ceases to function, whatever is inside falls out into reality.  Opening and 
  closing the pocket is an 8 REA Long action.  Objects inside are cold, the area is dark, but they will not be 
  molested. The pocket appears as a gray sphere into which objects may be dropped or the caster may reach 
  in to retrieve them. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
   
  Create Pocket 
   
  Walking  
  None 
  Wisdom of the Void – [2] 
  The void exists between all places and all times and the caster can project himself into it (mentally) in a 
  search for knowledge.  This is hazardous and often pointless (the caster returns exhausted and half-mad 
  with a recipe for blackbird pie involving some materials that don’t exist in his world). If the character has the 
  points to learn a skill (trivial skills count) he may attempt a void journey.  This takes 1 week of preparation 
  and either a WIL roll made by 5 (mediation helps) or $300 worth of herbs and drugs.  When the caster goes 
  in, he gambles a certain amount of points and rolls on the table below: 
   
  0-5: Caster gets Hard Skill from another time (1-2)/ dimension(3-4)/ or both(5-6). 
  6-9: Caster gets Normal Skill from another time/dimension/both  
  10-11: Caster gets Normal Skill from this time/dimension 
  12-13: Caster gets Hard Skill from this time/dimension 
  14-15: Caster gets Trivial Skill from this time/dimension 
  16-18: Caster gets Trivial Skill from another time/dimension/both 
  19-20: Caster learns random fact from another time/dimension/both (and loses the  
  points!) 
   
   
  Hard Skill Type: 1-2 Combat Skill, 4-6 Non-combat (science) 
   
  Normal Skill: 1-Magical, 2-3 Area of Study/social, 4-Military, 5-Street Skill, 6-Professional 
   
  Alternate Reality: 1-4 Near (close to this reality), 5-Far (very different), 6-Very, very far  
  (totally different: 1 PWR to madness roll). 
   
  Alternate Time: 1-Lower Technology, 2-4 about the same technology, 5 greater  
  technology, 6 much, much greater technology (+1 PWR to madness roll). 
   
   
  46
  
  When the caster returns he will have spent WIL-4 endurance and this will only be recovered by 8 hours rest.  
  Furthermore, he suffers a Madness attack at PWR 10 +1 point per point gambled (maximum of PWR 16).  If 
  he acquires a defect it will be in the manic use of the skill.  Note: while a medieval caster may acquire 
  technical skills, he won’t have the rest of the background necessary to implement them.  He may know all 
  kinds of things about electronics but won’t have a blue-print on how to advance the technology.  This rule 
  may be waived if the caster gambles a Level 4 skill. The minimum gamble is .5 points (resulting in a Level 1 
  skill).  If the caster studies the skill later, more points may be put in but this should happen slowly.  The GM 
  is free to rule that nothing useful comes out of this if he wishes (hopefully he will return the points) as mage 
  might do this for decades without learning something that even could change the world. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  45 
   
   
   
  Acquire Skill 
   
  Special  
  None 
  Sphere of Void – [4] 
  The target is encased in an egg-shaped area of void—it then vanishes.  This acts as a Banish attack at 
  [WIL] PWR.  Casting this costs 2 endurance. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  32 
   
   
   
  PWR vs. STAT 
   
  2 
   
  PWR is WIL 
  Tentacles of the Void – [4] 
  The caster opens a “blind-spot” in the air and angry-tentacles of non-being come out. The caster gets 2 
  tentacles, +1 per 8 Mana (Multi-Cast).  The tentacles will last until they either grab something and return it to 
  the void or the mage discontinues the spell.  The tentacles are 4 yards long and have grapple scores of 9.  
  Once a person is grappled, the tentacle will then attempt to win a Major Success to pull the hapless victim 
  back into the void (gone . . . forever?).  The tentacles take no damage from physical attacks, roll to hit on a 
  13-, and will target only animate beings (if they miss or don’t detect anything, though, they will grab random 
  items and pull them in).  This is a terrifying spell—and very noisy as the void-hole howls and sucks in air too.  
  They will grab the caster if he is within range! 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  45 +8 per tentacle 
   
  Ranged Attack 
   
  Sprinting  
  None 
  Void Walker – [4] 
  The character vanishes into the void that exists around and within everything.  While he pays endurance he 
  may choose not to reappear and “move” anywhere within walking distance.  He cannot see the “real world” 
  but may make MEM rolls to remember to move to exact locations.  When the spell is dropped, he reappears.  
  Coming and going is an 8 REA Long action. This is sort of similar to Teleport except that the caster moves 
  at walking speed and has “hang-time.”  The most a caster can take is +1 Mass above his own.  Appearing in 
  a solid object acts like teleporting into it, but the caster will know if this is about to happen (so walking 
  through a massive cave wall won’t work, but if the caster chooses to reappear in a room, even a cluttered 
  one, it won’t be a problem).  It is also important to note that the caster cannot see the landing area prior to 
  touch-down. 
  Casting Cost 
   
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
   
  Movement 
   
  Sprinting  
  None 
   
  47
  
  Summoning 
  Description: The mage can summon creatures from the ether.  These beings spring forth from 
  apparent nothingness and can perform various services or tasks for the summoner.  Not all 
  summoned beings are necessarily safe or inclined to serve the caster though . . .  
  Level 1: Invoker.  The character is familiar with the theoretical basis of summoning.  These rules 
  assume that there are “pocket universes” that co-exist with the one the players are in.  Things live 
  in these universes and can be called forth.  Humans cannot go there except via magical means 
  and usually cannot escape once there. These universes are strange beyond comprehension to 
  our universe and are not pleasant places to be. 
  Level 2: Conjurer.  The character knows the “First Echelon” hierarchy of names in the 
  summoning realm.   This means that the character recognizes names of the beings that have can 
  either be summoned or have the greatest impact on their universe (the most common beings). 
  Level 3: Summoner.  The character understands something about the motivations of creatures 
  from the other universes (and can better bargain with them).  This takes the form of knowing what 
  weird or unusual trinkets the summoned beings might want (the tooth from a seventh son of a 
  seventh son) and may allow unusual bargains.  Also, the character knows “Second Echelon” 
  names and secret names of the truly powerful beings (or the very rare beings) from these other 
  universes. 
  Level 4: Evocator. 
   
  Named Daemons: If the character has a Summon Named Daemon spell, he must also purchase 
  a Trivial skill for each Daemon he means to summon.  These skills are learned from ancient 
  tomes, forbidden books and other exotic sources.  They have the following effects: 
   
  Summon Named Daemon (Major or Minor) 
  Trivial, MEM 
  Description: The character knows the name and ritual of a Minor or Major named Daemon.  This skill, in 
  conjunction with the spell Summon, will allow the character to call it forth. 
  Level 1: The character knows the common name of the Daemon and something about its basic, common 
  appearance.  This is the minimum necessary to summon the Daemon. 
  Level 2: The character knows the secret name of the Daemon.  A successful skill roll at the time of 
  summoning will negate 1 point of Indomitable the Daemon has. 
  Level 3: The character is an expert in the Daemon.  A skill roll at summoning time will negate 2 points of 
  Indomitable and will give the caster words to say to get the being’s attention.  This is often crucial to talking 
  to a Daemon since, while it will not prevent the being from attacking if free, it will allow the caster to open 
  more diplomatic communication if the being is contained.  This skill also gives clues about what the specific 
  being might favor. 
  Level 4: The character knows some of the True Name of the Daemon.  Rolls to control the Daemon are at 
  +2 and this ignores up to 4 points of Indomitable the Daemon may have.  The character knows very well 
  what sorts of exotic items or knowledge may entice the Daemon to do favors. At any rate, in combat, once, 
  the character can speak the piece of the True Name he knows, and Daze the Daemon.  This works once per 
  summoning and is a 5 REA Medium action, requiring a successful skill roll. 
   
   
  Mage’s Guardian – [Signature Spell: 4] 
  The Mage’s Guardian appears as a darkly handsome 4 armed man or woman.  Their eyes glow with a red 
  or white light.  If a guardian is killed, the mage loses 2 experience points (i.e. may not cast the spell again 
  until the points are paid). It will do the caster’s bidding.  They use neither armor nor weapons (if dressed with 
  armor, their skin will lose it’s magical protection).  Only one may be summoned at a time.  This is a safe 
  creature. It will last until dismissed. 
   
  STR 13  BLD 10  CON 12 / 21 DP REF 12  
  INT 11 
  Strike: 7 Penetrating Damage, Grapple score 9/7 
  Armor 4 / 8 
  Dark Vision, Heal caster 6 points once per day. 
  Etiquette L2 13-, Street Fighting L2 14-, Stealth L2 13-  
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   24 
   
   
  Summon 
   
   
  None 
   
  None 
   
  48
  
   
  Cloud of Insects – [1] 
  The mage can summon a cloud of insects.  These must be harmless, but may be annoying (flies, roaches, 
  etc.)  It is a simple spell, but one that exist in hundreds of variations.  Each variation is a separate spell.  The 
  cloud can include about 30 – 100 insects (depending on size) and will give anyone in the cloud a –1 visual 
  perception modifier (it will quickly disperse).  Usually, the cloud is created within reach of the caster, and 
  moves away from him. The insects are sterile and cannot be valuable. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Summon 
   
   
  None 
   
  None 
  House Keeper – [1] 
  The House Keeper looks like a ½ yard diameter fuzzy black ball of hair that has two black over-sized 
  chicken feet extending from the bottom.  When summoned, the House Keeper will clean an area roughly the 
  size of a house.  It is sort of shy in that it will hide in dark corners, under stairs, etc.  If cornered, it will flee 
  but it has an unsettling history of attacking children.  It cleans by using it’s fur to “suck up” dirt (not by 
  magically cleaning things).  It will remain in an area until dismissed or until sundown (but there are legends 
  that House Keepers get stuck and may remain in a place forever—sometimes becoming dangerous). 
   
  STR 8  BLD 5  CON 11 / 6 DP 
   
  REF 10  
  INT 8 
  Claw attack for 2 Pen Damage on 11- 
    
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Summon 
   
   
  None 
   
  None 
  Organizer – [2] 
  The Organizer is a small bronze colored imp-like being (9” tall) that is dedicated to keeping an area neat. It 
  cannot speak (it spouts quiet gibberish sometimes) but it can read and can alphabetize books, stack pencils, 
  clean up spills, etc.  Its area is approximately 8 yards on a side.  It will stay out of the way and it does not 
  need to be fed or otherwise occupied.  The danger with the organizer is that something will go wrong and 
  the area will get too dirty.  If a bookshelf falls over, some pitcher of juice spills over several books, or 
  something just really messes up the area (a sword fight) the Organizer may go berserk.  It has the stats of 
  the Imp in berserk form. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Summon 
   
   
  None 
   
  None 
  Summon Imp – [2] 
  An Imp is a mischievous being that can be summoned to do a caster’s bidding.  When called forth, the 
  caster holds a small degree of power over the Imp: if the Imp is dismissed and the caster is angry, the Imp 
  will suffer (at the hands of its extra dimensional masters).  This does not terrify the Imp but makes it more 
  likely to obey.  Furthermore, the Imp can be dismissed instantly as a 5 REA medium action.  The GM can 
  make a roll and if the roll is a 19 or 20, the dismissal will fail.  The odds are low so the Imp is unlikely to 
  attack the caster since he can just get rid of it.  Imps appear as small red sexless humanoids with tails and 
  black eyes and wings.  They cannot turn invisible but have good senses and a high Stealth roll.  Imps are 
  cowardly, will try to harm the caster in some non-obvious manner, and cannot be trusted very far . . . but 
  they make decent spies. 
   
  Imps are not Daemons, but there is a Trivial skill associated with their summoning.  Because Imps 
  vary greatly, and have a wide range of skills and abilities, the more a caster knows about the nature of Imps, 
  the more successful he will be in getting the Imp he wants.  Below is the Random Imp Generation Table, 
  and the trivial skill. 
   
   
   
  Basic Imp 
  STR 12 BLD 5  CON 12 / 12 DP 
   
  REF 12  
  INT 10 
  Winged Flight 8 yards / second 
  Claws +1 Penetrating damage (3 points) hit on a 13- 
   
  Perception Roll +3 (and perfect night vision) 
   
  Stealth L3 15-, Shadowing L2 13-, Lock Pick L2 13-, Sleight of Hand L2 13-, Traps L2 13- 
   
   
   
   
   
   
  49
  
   
  Random Imp Table 
  Body Type 
  0 – 9  
  Ectomorph (tall, skinny Imp) +2 Stealth, -2 STR 
  10 – 12  Mesomorph (basic Imp, muscular) normal stats 
  13 – 20  Endomorph (short, obese imp) +4 BLD, -2 Stealth –1 REA, +1 STR 
   
  Imp Skills 
   
   
   
   
  Skill Level 
  0 – 4  
  Hard Science Skill at RES +1 
   
  0 – 4   
  Level 3 
  5 – 9  
  Craft Skill at RES +2 
   
   
  6 – 15 
  Level 2 
  10 – 11  Street Skill at RES +2 
   
   
  16 – 20 Level 1 and roll another skill 
  12 
  Area of Knowledge at RES +2 
  13 – 14  Social Skill at RES +2 
  15 – 16 Military Skill at RES +2 
  17 – 19 Combat Skill at AGI or COR +1 
  20 
  Exotic Skill (L3 Combat Skill, Science skill, etc.) at RES +2    
   
   
  Unusual Imp Physiology 
  0 – 3  
  Fire Breathing Imp! 9 damage, once every 2 turns, hits with COR 
  4 – 6 
  Spiky Tail Imp 5 damage, -1 to be blocked, hits 13- 
  7 – 14 
  Nothing Special 
  15 
  Armored Imp 2/4 Armor 
  16 –17 Phosphorescent Imp: glows in the dark, gives off light like a good lamp. 
  18 –19 Third Eye Imp: can see magic and invisible things. 
  20   
  Combat Imp: puffs up to +2 STR, +5 BLD, hits on a 15-, makes 1 attack per turn for 4 REA, has 3/6  
  armor.  May attack caster if insulted!  (Looks normal to begin with).  Expanding is a 5 REA Medium  
  action. 
   
  Unusual Imp Coloration and Caste 
  0 – 4  
  Purple “Noble” Imp: Imp is a Level 1 Apprentice with Fire or Air magic!  They argue or battle with  
  Royal Imps on sight. 
  5 – 7 
  Yellow “Scribe/Bard” Imp: Imp has +2 Memory and L2 Writing.  It will compose insulting songs and  
  limericks about the caster.  It will also know assorted dirty jokes.  Showmanship L2 13-. 
  8 – 14 
  Red “Common Imp”: No change 
  15 – 16 Green “Worker” Imp: The Imp has +1 STR and is well suited to physical labor (can perform simple 
  handy-man duties.) 
  17 – 19 Dark Blue “Royal” Imp: Imp is a Level 1 Apprentice Mage with Imperial College or Elder School 
  spells.  They argue or battle with Noble Imps on sight. 
  20    
  Gray “Tinker” Imp: The Imp has an innate understanding of common technology.  It has L3 
  Mechanics and will tinker with any device, assemble strange machines, etc.  Even the Imp can’t 
  say what they do, but they are often troublesome.  In high-tech games, this will be considered a 
  “Hacker” Imp. 
   
  Imp Skill 
  Trivial, MEM 
  Description: The caster knows how to summon the Imp he wants. At the higher levels, the caster can modify 
  all lower level table rolls. 
  Level 1: The caster can, with a successful roll, modify the Body Type by 2 in any direction. 
  Level 2: The caster can, with a successful roll, modify the Imp Skill roll by 2 in any direction. 
  Level 3: The caster can, with a successful roll, modify the Unusual Imp Physiology roll by 2 in any direction. 
  Level 4: The caster can, with a successful roll, modify the Unusual Imp Coloration Table by 2 in any  
  direction. 
   
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Summon 
   
   
  None 
   
  None 
   
  50
  
  Summon Minor Battle Beast – [2] 
  The mage may summon a minor battle beast.  When created, the beast must be given a target and it will 
  appear within 4 yards of the caster.  It will then attack under its own power.  Each creature the character 
  knows how to summon is a different spell.  These are not intelligent creatures, they will not otherwise obey 
  the caster—but they are fairly fearless.  As a 5 REA Medium action, the caster can dismiss any such 
  summoned beast.  As these are different, the player may decide exactly what kind of creature he 
  summonses and pick the basic body from table A and  the listed number of abilities from table B.  The GM is 
  invited to make his own variations.  They strike at REF +1 in HTH combat for 5 REA. They dodge at REF +1 
  for 5 REA. 
   
  Table A  
   
   
   
   
   
   
  Table B 
  Basic Body – small dog size (3 abilities) 
   
   
   
  Flight 8 yards/sec 
  STR 8  BLD 4  CON 12 / 9 REF 13 INT 6 (12 WIL) 
   
   
     -3 DP 
   
  Basic Body – large dog size (2 abilities) 
   
   
   
  Poison Sting: 8 Base Dmg, 
  STR 11  BLD 7  CON 12 / 12 
  REF 12  INT 6 (12 WIL) 
   
   
  12, 14, or 16 PWR  
   
   
   
   
   
   
   
   
   
  Each increase counts 
  Basic Body – huge dog size (1 ability) 
   
   
   
   
  as 1 ability. Sting is 1 
  STR 12  BLD 12  CON 12 / 15  REF 11 
  INT 6 (12 WIL) 
   
   
  damage, 5 Penetration 
  value. 
   
   
   
   
   
   
   
   
   
  Strong Bite: STR – 2 OFF Grapple. 
   
   
   
   
   
   
   
   
   
  6 Penetrating damage bite 
    
   
   
   
   
   
   
   
   
  (5 REA). Counts as  
    
   
   
   
   
   
   
   
   
  2 abilities. 
   
    
   
   
   
   
   
   
   
  Bite: STR–4 OFF Grapple.  
    
   
   
   
   
   
   
   
   
  4 points penetrating  
  damage per 5-REA bite. 
    
   
   
   
   
   
   
   
  Tentacles: +4 Grapple at  
    
   
   
   
   
   
   
   
   
  Long reach range.  
    
   
   
   
   
   
   
   
   
  Can squeeze for Base  
    
   
   
   
   
   
   
   
   
  Damage +1. 
   
    
   
   
   
   
   
   
   
  Armored Shell: 4 / 8 Armor.   
    
   
   
   
   
   
   
   
   
  Counts as 2 abilities.  
   
         
   
   
   
   
   
   
   
  Armored Scales: 2 / 4 Armor. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Special Senses: Perception roll  
    
   
   
   
   
   
   
   
   
  of 15- to find invisible  
    
   
   
   
   
   
   
   
   
  targets. Can see  
    
   
   
   
   
   
   
   
   
  normally in the dark. 
   
   
   
   
   
   
   
   
   
  Tusks: Strike for basic damage  
    
   
   
   
   
   
   
   
   
  +2 penetrating.   
    
   
   
   
   
   
   
   
   
  Medium reach. 
   
   
   
   
   
   
   
   
   
  Lashing Tail: Strike at Long  
    
   
   
   
   
   
   
   
   
  Reach.  Strike is Base  
    
   
   
   
   
   
   
   
   
  Damage +1 (min of 3 
    
   
   
   
   
   
   
   
   
   points)  Penetrating. 
   
   
   
   
   
   
   
   
   
  Pincer: Grab attack at medium  
    
   
   
   
   
   
   
   
   
  reach with a STR – 6  
    
   
   
   
   
   
   
   
   
  Grapple.  Strike does 5  
    
   
   
   
   
   
   
   
   
  points penetrating  
    
   
   
   
   
   
   
   
   
  damage.  Once hit, the  
    
   
   
   
   
   
   
   
   
  beast can squeeze for 5  
    
   
   
   
   
   
   
   
   
  REA using the same to- 
    
   
   
   
   
   
   
   
   
  hit roll (as with a bite). 
  Example 1 
   
  Killer Spider 
  Small Body, Climbing, Level 2 Venom 
   
  Snapping Lizard 
   
   Small Body, strong bite, armored scales. 
   
  Land Octopus 
   
  Large Body, Tentacles. 
   
  Huge Deadly Wasp 
   
  Medium Body, Flight, L1 Venom 
   
  “Assault Mollusk” 
   
  Medium Body, Armored “scales”, pincer 
   
  Vicious Wolf 
   
  Medium body.  Running body, bite. 
   
  Miniature Dragon 
   
  Small body, flight, scales, bite 
   
  Giant Scorpion 
   
  Small Body. L2 Venom, Lashing Tail 
   
  “King Cobra” 
   
  Small body, L3 Venom. 
   
  Giant Scary “Bug” 
   
  Medium body. Flying.  Tentacles. 
   
  Small “Air Shark” 
   
  Small Body, Flight (no wings), Strong Bite. 
   
   
  51
  
   
   
   
   
   
   
   
   
  Climbing: (not available to  
    
   
   
   
   
   
   
   
   
  largest size).  Moves up  
    
   
   
   
   
   
   
   
   
  walls at normal speed. 
   
   
   
   
   
   
   
   
   
  Running Body: double ground  
    
   
   
   
   
   
   
   
   
  move speed. 
   
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Summon 
   
   
  None 
   
  None 
  Summon Named Minor Daemon – [2] 
  Like the Named Major Daemon, this spell summonses a malevolent creature from an alternate reality. Each 
  one is a separate creature (and the caster has to know the spell that includes the name). These beings 
  cannot be threatened by physical force, if physically destroyed, they just go away.  They are dangerous, 
  and, when summoned, will try to take the caster back to their home reality (win a major success in a 
  Grapple).  Once summoned, they cannot choose to return for 24 hours unless they have the caster. 
  Most of these beings have two functions: the first is that if the summoner can control it 
  (Thaumaturgy) it can be a power ally.  The second, is that they can teach spells.  Their larger brethren can 
  teach spells costing 4 points and above—but they are extremely expensive and risky.  These somewhat 
  lesser beings can teach spells costing 2 points and below.  A given being will know 3 colleges (the character 
  can determine his choice of being based on what it knows). 
  All Minor Daemons have 2 points of the Indomitable trait that give +2 to WIL rolls vs. being 
  controlled.  This can be directly countered by a caster with a high Trivial knowledge skill of the being to be 
  summoned. 
  Learning a spell this way is dangerous: if the protection fails, the Daemon will attempt to take the 
  caster back to its home reality (this is what they most want when summoned).  The second problem is that 
  learning spells this way takes several days ([spell cost x 2] minus 1 per point a RES roll is made by 
  (minimum of 1)—the beast must be summoned each day). When the time is over, the caster makes a WIL 
  roll against a Madness attack at PWR 12 + 2x the character point cost of the spell.  The daemon can teach 
  the college skill as well, taking 2 days per character point invested.  These beings are magicians—but they 
  can’t cast spells in our dimensions.  We can’t cast spells in theirs—so they say (no one has ever gone and 
  come back). 
   
  All their stats are unique.  Here are a couple of suggestions: 
   
   
  Laglaos The Three-Tongued 
  STR 14  BLD 18  CON 12 / 27 DP REF 11  
  INT 11, 12 WIL 
  Colleges: Fire Elemental, Imperial College, Elder School 
  Armor 5 / 10 (red, rocky skin) 
  Bite for 11 Penetrating damage, medium reach (big “lizard head”).  Grapple Score of 12  
  Hits on a 13- 
  Claw for 8 Penetrating damage.  Hits on a 14- 
  Winged Flight 6 yards / second 
  Tongue Attack: Grapple score of 16, Long Reach, Armor of 4, DP of 15. Tangle Attack.   
  Can attack 3 characters at once this way (no other actions that turn). 
   
   
   
  Gavaros of the Sword 
   
  STR 18  BLD 13  CON 13 / 24 
   
  REF 13  
  INT 12, 13 WIL 
   
  Colleges: Necromancy, Air Elemental, Elder School.  Can teach Sword skill, Strategy,  
  and Tactics as well. 
  “Night Black Body”: Armor 5 / 16, -4 DM vs. Non-magical attacks 
  +2 Arms (+4 Grapple) 
  Daemonic Great Sword (goes with him): L3, 15-.  Ignores 2pts of armor. 
  Night vision (glowing red eyes). 
  Lightning Vision: 12 points of lightning damage on a 14- every other turn. 
   
   
  Vlash-Nara 
   
  STR 16  BLD 9  CON 13 / 30 
   
  REF 12 (15 REA) 
  INT 12, 13 WIL 
   
  Colleges: Earth Elemental, Witchcraft, Astrology 
   
  Winged Flight: 8 yards / second 
   
  Enchant 16- (18- vs. males) 
   
  52
  
   
  Armor 2 / 8, -8 DM vs. non-magical weapons.  –4 DM vs. magical attack 
   
  Vampiric bite: Bite damage is 8 points, DP are drained to Vlash-Nara. Character killed  
  this way becomes undead slave to Vlash-Nara. 
   
  Teleport 30 yards. 
   
  Turn Invisible (cannot attack while invisible) 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Summon 
   
   
  None 
   
  None 
  Arcane Steed – [4] 
  The Arcane Steed appears as a black horse—it’s body composed of shadow rather than flesh.  Its eyes are 
  fire and it breathes frost.  It can run across air (but it cannot increase its elevation).  It runs at the speed of a 
  fast horse and will not tire for 8 hours (after which it vanishes).  It can fight, but is not well trained (it is not 
  afraid—it simply doesn’t really understand mortal combat).  If struck, it will strike back.  It will not ram 
  barricades or go anywhere without the rider.  If summoned and misused, it will simply vanish.  A mage 
  cannot summon more than one per day. 
   
  STR 28 BLD 70  CON 12 / 70 DP 
   
  REF 12  
  INT 6 
  Run at 9 yards per second 
   
  Kick for 12 damage.  Bite for 9 points fire damage (hit 13-) 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Summon 
   
   
  None 
   
  None 
  Astral Watchdog – [4] 
  Mystically armed thieves are a danger to society.  The Astral Watchdog is part of the answer.  It is a spirit 
  presence that hovers “outside reality” asleep until a spell is cast within its realm.  The watchdog, like a real 
  dog, is attached to a dwelling (or other building) and lives within its walls.  If a spell is cast within 45 yards of 
  the dog and within the dwelling, the dog comes awake.  It can materialize as an 8 REA Long action and will 
  attempt to devour the caster unless the caster with the building’s owner.  It can also vanish as an 8 REA 
  action and appear anywhere else in the dwelling.  It looks like a massive bulldog (head is fully 1.5 feet 
  across) with giant clawed paws.  Its lower body is serpent like, spiraling into a “hole in the air.”  It only 
  attacks mages. 
   
  STR 14 BLD 15 CON 13 / 24 DP 
   
  REF 12  
  INT 10 
  Hover at 8 yards / second 
  Bite for 7 damage with a 14- to hit.  Acts as a grab of Grapple score of 8. 
  Claws 9 damage, hit on a 13-, 15- in Close Combat 
   
  Armor: 3 / 6 
   
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  50 
   
   
  Summon 
   
   
  None 
   
  None 
  Bookkeeper – [4] 
  The Bookkeeper appears as a 7-foot tall, winged thing that has a long neck, bat-like wings, three-fingered 
  clawed hands, boiling red eyes, and a head like a hammerhead shark.  It is gifted with an eerie knowledge of 
  history and books.  It is dangerous and, when summoned will attempt to grab the caster and return to its 
  own dimension (Major Success or better on the Grappling table).  If it can render the caster unconscious it 
  will return to its home plane with him (for which it gets something it wants).  If controlled, it will answer 
  questions for 100 coins (in whatever denomination).  These answers can be simple or detailed depending on 
  the nature of the question and the current disposition of the Bookkeeper (an entire book report is easy, 
  detailed instructions on taking over the world are not likely to be forthcoming).  It cannot be threatened.  Its 
  answers will be truthful (if it knows the answer, but can be a bit cryptic).  Once the Bookkeeper has said all it 
  wishes to about a topic, it will say no more (and re-summoning it won’t help).  It wishes only to return to its 
  home plane with the caster (others are of no interest to it).  For thousands of coin it may be convinced to 
  fight. 
   
  STR 23  BLD 40  CON 13 / 45 DP REF 12  
  INT 15 
  Strike:15 Penetrating damage. 13- to hit.  5 REA 
  Armor: 4 / 8, -4 DM vs. non-magical weapons.   
  History L3 18-, Literature L3 18-, Theology/Philosophy L3 18-, Occult L4 20- 
   
  53
  
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  32 
   
   
  Summon 
   
   
  None 
   
  None 
  Buzz Bomb – [4] 
  The Buzz Bomb is a weird insectoid creature that will home in on a target and when it reaches the target it 
  will explode.  The bomb flies at 24 yards per second and makes a HTH to-hit roll.  If successful the target is 
  hit for 36 points of damage. Otherwise the bomb explodes nearby for 18 points (use explosive rules).  The 
  damage has a +4 Damage Modifier.  If the bomb is dazed it will also explode.  If the bomb loses sight of the 
  target it will continue to seek it (12- perception roll) but if the target is not found after 10 seconds the bomb 
  becomes unstable.  It may lay dormant and attack a nearby person, it may turn back on the caster (8- roll), 
  or it may randomly choose another target. 
   
  STR 6 BLD 3  CON 9 / 12 DP 
  REF 14   16 REA 
  INT 2 
  To-Hit roll is a 15- 
  Armor 2 / 3  
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  48 
   
   
  Summon 
   
   
  None 
   
  None 
  Daemon Prime – [4] 
  The Daemon Prime is a favorite battle beast of summoners, powerful, frightening, and relatively safe, the 
  Daemon Prime appears as a 5’9” tall extremely muscular blue humanoid.  The creature’s flesh has a weird 
  metallic sheen and it’s eyes glow dark red.  From its fingers come sharp black claws.  The spell is slightly 
  dangerous.  On a failed roll the creature will vanish.  If the roll is failed by 5+ it will attack the caster.  The 
  Daemon Prime may be multi-cast (more than one can be summoned at once).  When summoned they will 
  do one of two things: defend the caster or attack a given target.  If a target evades them or is slain, if the 
  caster is still in battle they will randomly assault the caster’s enemies (if this is tricky to determine, use INT 
  rolls).   
   
  STR 13  BLD 16  CON 12 / 15 DP REF 12  
  INT 9 
  Strike: 6 penetrating damage 13- (5 REA) 
  Armor 4 / 8  -2 Damage Modifier from non-magical weapons 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 + 8 per Daemon 
  Summon 
   
   
  None 
   
  None 
  Mystic Sentry – [4] 
  The sentry appears as a 6’ tall metallic humanoid (various models are possible).  It will guard a specific item 
  until destroyed.  It has a perception roll of 19- for determining if someone is messing with the item.  It is an 
  automaton. This spell is dangerous.  If the roll is failed the caster gets a random, malevolent creature. 
   
  STR 14  BLD 30  STA 15 / 60 DP 
  REF 13  
  INT -- 
  Strike: 8 blunt damage 14- (5 REA) 
  Armor 6 pts (takes no penetrating damage)  
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Summon 
   
   
  None 
   
  None 
  Summon Named Major Daemon – [4] 
  The Named Demon represents one of several large malevolent creatures from alternate realities. Each one 
  is a separate creature (and the caster has to know the spell that includes the name). These beings cannot 
  be threatened by physical force; if physically destroyed, they just go away.  They are dangerous, and, when 
  summoned, will try to take the caster back to their home reality (win a major success in a Grapple).  Once 
  summoned, they cannot choose to return for 24 hours unless they have the caster. 
  The Daemons, however, follow rules.  They will keep their word as given (but this is rare).  More 
  likely they will have to be cajoled into helping.  They cherish things like “the innocent,” large amounts of 
  gemstones, promises of servitude at a later time (which they have diabolical ways of collecting on), and 
  Golden Age comic books.  Knowing what unusual artifacts a daemon likes is half the battle of summoning 
  one.  If a daemon is “freed” (summoned and not controlled) it will likely wreak havoc and run amuck for 24 
  hours before vanishing with someone it likes.  
   
  54
  
   
  All their stats are unique.  Here are a couple of suggestions: 
   
   
  Gor-Ma-Gog 
  STR 26  BLD 40  CON 13 / 45 DP REF 12  
  INT 11, 12 WIL 
  Claw 15 points of penetrating damage. 13- to hit.  5 REA 
  Punch for 22 points of Impact Damage 
  Armor: 4 / 8, -4 DM vs. non-magical weapons.   
  POWERS 
  Breath Fire Ball for 18 points of damage (explosive) once every three turns 14- 
  Immunity to Fire 
  Winged Flight 15 yards / second 
  Tail that can grab at long range with a 12 Grapple 
   
   
  Cthaagos 
   
  STR 18  BLD 30  CON 13 / 45 
   
  REF 13  
  INT 12, 13 WIL 
   
  3 Tentacles: Squeeze for 14 damage, Grapple of 28 
   
  Winged Flight 10 yards / second 
   
  Armor 6  / 9 -2 DM vs. non-magical weapons 
   
  POWER: Grant Mana.  It can choose to give up to your mana+30 Long Term  
  Mana that last until used.  The extra ones are used first. 
  Invisibility (not in combat) 
  Terror when first seen on a 13- 
   
  Kossogoth 
   
  STR 16  BLD 60  CON 13 / 60 
   
  REF 11 (15 REA) 
  INT 9, 14 WIL 
   
  Stretching up to 20 yards. Grapple of 30 
   
  No armor, -5 DM from non-magical weapons.   
   
  Pseudopodia hit for 13 points of “burning acid damage” with long reach.  If they hit, the  
  grab with an 8 Offensive Grab.  Each turn it holds someone it can burn them with  
  the same  to-hit roll for 5 REA. 
   
  Darkness field: -3 perception modifiers for 8 yards around it 
   
  Body of “Acid” (Body of Fire) 18 damage. 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Summon 
   
   
  None 
   
  None 
  Whisper Wyrm – [4] 
  The Whisper Wyrm is a small, hand-sized dragon. They are intelligent and speak the language of the caster 
  and 100 other languages (the GM determines if the Wyrm the caster can summon speaks a given 
  language).  They can be used as translators but also have an uncanny knack for detecting lies.  To work 
  properly, the Wyrm must be near the caster (usually perched on the caster’s shoulder) and must be able to 
  see and be seen by the speaker.  If these conditions are met, the Wyrm can detect lies on a 13- roll against 
  the speaker’s RES (the GM can give +1 to +4 to the speaker for a well told or almost true statement).  
  Whisper Wyrms usually require payment for their services (taking the coins with them when they are 
  dismissed).  The price is usually $60 an hour (the GM can adjust for a specific campaign). 
   
  STR 1 BLD 0  CON 10 / 2 DP 
  REF 14   14 REA 
  INT 13 
  Winged Flight 8 yards / second 
   
  Perception Roll +1 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   28 
   
   
  Summon 
   
   
  None 
   
  None 
   
  55
  
  Illusions and Phantasms 
  Description: The mage can create creatures and objects from “shadow-stuff.”  These creations 
  have all the appearance but virtually none of the substance.  The college also teaches spells 
  concerning the manipulation of light and perception. 
  Level 1: Phantom Caster.  Illusions are “shadows” of being and are called forth from a murky 
  “primordial curtain of non-existence.” A character with Level 1 Illusions skill can spend 100 hours 
  of research (and a successful roll) to modify an illusion spell. They can also use the skill as a 
  perception roll to spot illusions that are generated by spells that cost 1 or 2 points to learn. 
  Level 2: Image Maker.  The character can modify a spell with 50 hours of research (and a 
  successful roll).  The character is familiar with the “wave interactions of sound and light 
  diffraction” and can assist with prisms and such in the creation of lenses and optical effects. 
  Level 3: Illusionist.  The character can modify a spell with 25 hours of research and a successful 
  roll.  Such a character may have any number of specialized illusion spells. 
  Level 4: Lord of Illusions. 
   
  NOTE: Illusion and Phantasm spells have slots that determine what the character can create.  
  The number of slots for a spell is listed in the description (under Notes, usually). Slots can be 
  changed so a spell that creates Phantasmal weapons (1 slot) can be changed to produce a 
  different weapon over time.  The time necessary to change a slot is the hours of research 
  necessary to modify an Illusion spell (see Level 1) divided by the number of slots in the spell. 
  If the character has a trivial skill pertaining to a slot, the time can be quartered if a roll is 
  made at –3 (-0 at Level 3, +3 at Level 4). 
  The character can double the listed number of slots by spending ½ the amount of the 
  spell’s cost (so, to double the slots of a 1 point spell costs .5 points, 1 point for a 2 point spell, and 
  2 points for a 4 point spell).  This will not affect the time necessary to modify a slotted spell. 
   
  Greater Phantasm – [Signature Spell: 4] 
  The Greater Phantasm appears as a 9’ tall Minotaur with a powerful tail that forks into two grasping 
  tentacles, a third arm from the right shoulder, and weirdly curved golden horns.  Its body is covered with 
  playing card motif tattoos and its feet are massive horse’s hooves.  The creature is an illusory extension of 
  the caster.  When summoned the caster uses his RES for the creature’s REA and must stand still.  If the 
  caster wishes to move during a turn, the phantasm must stand motionless (then use REA).  The caster 
  suffers all the effects of damage to the phantasm but takes no actual damage.  The phantasm lasts until 
  dispelled but will return at whatever condition it was dismissed in. They do not bleed and will recover 
  normally from any result short of dying or dead.  The caster can only cast defensive spells while operating 
  the phantasm. 
   
  STR 17  BLD 5  CON 13 / 18 
  REF 12 (REA = caster’s WIL) 
  INT = caster’s 
  To-Hit roll is a 14-, strike does 6 damage 
  Armor  0, -4 DM vs. Non-magical weapons. 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  42 
   
   
  Summon 
   
   
  Normal  
  None 
  Glitter – [1] 
  Glitter, cast on a person, gives them a +1 to Entrance rolls to people who are not superstitious of magic: it 
  makes the person actually sparkle and shine and cast of small rays of light.  It immediately identifies the 
  person as a magician.  However, it need not be cast on the spell-caster himself.  Often, amongst locals, it is 
  used to make the populace think that one person is a magician while another really is.  This deception will 
  not pass with people familiar with magic. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Ranged Attack 
   
   
  Walking  
  None 
  Illusory Object – [1] 
  The spell creates an image of an illusory object.  The Object type is determined by the specific spell.  Illusory 
  objects have no physical form and the spell will collapse if touched with intent to inspect. The size of the 
  object must be smaller than 2 cubic yards (the size of a man).  The cost is +1 cubic yard per +1 mana (this is 
  determined when the spell is bought—not cast).  The object can emit sound and otherwise seem to cast light 
   
  56
  
  but it will not create heat and it will not cast a shadow. The object can be “placed stationary” in which case it 
  will not move or can be “fixed” to some other object so that it will seem to move with the fixed piece (like a 
  sword worn on a belt).  From within the object it will seem to be translucent but a body passing through it will 
  end the spell. Sample objects are: work of art, coins (but they can’t be given so they’d have to appear to be 
  “placed on the table” by the caster), sword or other weapon, jewelry. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  13 +1 / yard 
   
  Illusion  
   
   
  Walking  
  4 slots 
  Light Song – [1] 
  When cast, any noise the caster makes will be converted into colored light.  This can provide illumination 
  similar to a torch by humming.  It also can be manipulated with a musical instrument to produce light-show 
  concerts.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  3 
   
   
  Continuing 
   
   
  Walking  
  None 
  Mystic Rainment – [1] 
  The target’s clothes appear however the caster wishes.  The garb must still be normal clothes and it cannot 
  cover the character where he is not covered with cloth.  The GM must insure that this is not used to make 
  the character appear to be wearing armor or something that doesn’t fall into the category of clothes (“I’m 
  wearing a long cape with a army following me and standing on it.”).  If touched by a person suspecting a 
  trick, the spell collapses.  Casting the spell takes 1 minute of meditation.  It lasts until dispelled (by the caster 
  or another) or until the clothes are taken off.  The caster must be within WIL yards of the target for the spell 
  to work. Note: this won’t do gear and doesn’t generally do a good job of mimicking detailed (police) uniforms 
  (it won’t do armor either).  The GM may give onlookers a RES roll at –1 to see through it if the character tries 
  to assume an appearance the GM feels is too complicated. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Illusion  
   
   
  Normal  
  10 Slots 
  Phantasmal Bauble – [1] 
  Given any collection of string, colored sticks, springs, and other such materials, the caster can construct a 
  Phantasmal Bauble.  The nature of the Bauble varies depending on the object made but it is fascinating to 
  anyone with the curious defect or anyone who’s WIL or RES is lower than 9.  Those people must make WIL 
  rolls at –2 or want it badly (this also applies to children or anyone else who likes toys—but is unaware of the 
  basic nature of the bauble).  While the spell is in effect the bauble really seems to be some kind of 
  fascinating gadget (wind-up toy, singing jewel case, etc.) It is probably not obviously magical in nature.  
  When the spell ends, it becomes junk.  These can be used to amuse children or can be sold to credulous 
  townies for a short time. Touching the bauble with specific intent to determine its real nature will collapse the 
  spell. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 
   
   
  Illusion  
   
   
  Walking  
  None 
  Phantasmal Game Pieces – [1] 
  This spell creates a “small army” of animate, phantasmal game pieces.  Each piece is between 1 inch and 4 
  inches in.  The character learning the spell must pick a genre for the pieces (usually chess or a fantasy 
  army). These pieces can be moved about within the caster’s line of sight.  They are quite weak but could be 
  used to retrieve, perhaps, a key from a small tight area.  They can’t climb walls or otherwise perform unusual 
  maneuvers.  Often this is used to train apprentices  . . . or to impress the locals by playing chess with 
  animate pieces.  The spell is easily modifiable and any caster can have pieces of his own design. Because 
  the pieces are phantasmal, they look, sound, and feel real but touching one with intent to dispel it will 
  collapse the spell. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  3 
   
   
  Illusion  
   
   
  Walking  
  6 slots (armies) 
  Phantasmal Object – [1 or 2] 
  The caster creates a physical illusion of an object. It must be an object the spell creator has studied and it 
  must be roughly tool sized.  If touched with intense disbelief, the spell will collapse, otherwise it will function 
  just like the tool. Phantasms of valuable items may be created but observers will get a RES roll to notice 
  something wrong (Instinct will instantly spot them).  Complicated objects like money and electronics usually 
  can’t be faked. Simple objects (basic tools) are 1 point phantasms.  Complicated objects (Swiss army 
  knives) are 2 point phantasms). Objects created with this spell can do real damage (like a combat 
   
  57
  
  phantasm) but cutting something, driving a nail, or otherwise having a real physical effect costs 1 point of 
  Endurance per second. 
  Casting Cost 
   
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
   
  Phantasm 
   
   
  None 
   
  2 slots 
  Remove Shadow – [1] 
  The spell will remove a specific shadow from one person or thing.  The shadow must be no greater than 200 
  square yards (so a small tower’s shadow could be removed but not a mountain’s). If used by a thief, any 
  given application of Stealth has a 50% chance of getting +1.  If used to “brighten an area” it will remove –2 
  points of perception modifier per casting. Against superstitious folk, a person with no shadow gets +2 
  intimidation. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  2 
   
   
  Ranged Attack 
   
   
  Walking  
  None 
  Shine of Value – [1] 
  When cast on an object, the object almost seems to sparkle.  It will seem to be worth 25% more while the 
  spell is running.  This spell has a really bad reputation at the bazaar.  To see through it, a perception or WIL 
  roll must be made by 2. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 
   
   
  Ranged Attack 
   
   
  Walking  
  None 
  Throw Mirror Image – [1] 
  The caster selects a target and cast the spell (ranged to-hit roll if the target is dodging). The effect creates a 
  perfect—but reversed image of the target within 40 yards.  The image will do whatever the target does and 
  is not effected by physical obstacles (it will walk over pits, through walls, etc.) The caster can choose to 
  target himself. Normally, the image must be human sized, but for +8 mana it can be larger (automobile 
  sized).  The GM may apply huge additional costs if the caster wants to mirror image a building or something 
  like that. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  14 
   
   
  Continuing 
   
   
  Walking  
  None 
  Blind Spot – [2] 
  The spell hits like a ranged attack and causes the target to make a perception roll at –5 against some 
  stationary object (or person) or fail to see it. If the target is already aware of the area to be blinded, this roll is 
  at –2.  If the roll is missed, the object will be invisible to the target for the duration of the spell or until 
  touched.  The maximum size of the target is 1.5 cubic yards. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  6 
   
   
  Continuing 
   
   
  Walking  
  None 
  Camouflage – [2] 
  The mage’s appearance shifts.  He is at –3 to be seen if standing still.  If making a full move, his speed is 
  doubled for purposes of negatives to be hit unless he is within 4 yards of a target.  If the character has Level 
  3 Stealth, it only gives the character an additional –1 to be seen but allows the character to “instantly’ 
  camouflage himself (no need to cut branches, wear special suits, apply paint, etc.) Minimum of –2 to be hit 
  at range. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Illusion  
   
   
  Running  
  None 
  Dazzle – [2] 
  A splash and spray of colors, twinkles, and rainbows blinds or dazzles the target.  This acts as a POWER 
  vs. STAT attack and is like a [WIL-2] PWR Flash.  But, if the target fails a WIL roll, the PWR goes up to 
  [WIL].  If the mage can convince the target to look closely around the area of the magician’s hand, the PWR 
  goes up to [WIL+1] ([WIL+2] if the WIL roll is missed). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Illusionary Man  – [2] 
  When cast, a man (or woman) of a specific race appears in a pre-determined mode of dress.  There are 
  hundreds of different versions of this spell, each creating a different illusion.  While running, the caster must 
  remain motionless as in the casting of a Phantasm. The man appears and sounds normal but it has no 
   
  58
  
  physical presence.  If touched (other than accidentally), the spell will collapse. The man must remain within 
  line of sight with the caster.  Creating a specific version of this spell takes 8 months of research so it is 
  unlikely that a caster will have himself unless the GM wishes to allow it.  Some common men are: Wealthy 
  Merchant, Man at Arms, Shady Rogue, Dancing Woman, Messenger (who can seem to give the caster a 
  message), Escort, Powerful Wizard, etc. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  13 
   
   
  Illusion  
   
   
  Walking  
  1 Slot 
  Illusory Messenger – [2] 
  The caster targets an area with the spell and can then broadcast to it from a distance.  The appearance of 
  the effect will usually be that of a face made of the substance of the area hit.  It may look like the caster or 
  be neutral.  The spell remains in effect for 24 hours after casting.  The caster can see and hear any events 
  within 4 yards of the target point normally but cannot see or hear beyond that (perception rolls at –6 with an 
  additional –1 per yard beyond 4 yards range). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  14 
    
   
  Illusion  
   
   
  Normal  
  Imaginary Wall – [2] 
  The spell creates an illusion of a wall.  It must be a logical extension of an existing wall.  This can be used to 
  conceal entrances or exits.  The wall is translucent from the other side.  If touched, the wall will vanish. The 
  maximum size of the wall is WIL yards in length.  It must connect two structures. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Ranged Attack 
   
   
  Walking  
  None 
  Phantasmal Weapon – [2] 
  The caster creates a phantasmal weapon (type determined when the spell is bought) that looks and feels 
  real.  It inflicts phantasmal damage, however (see Phantasmal Bolt) and ignores armor.  The weapon lasts 
  so long as the spell is running.  This does not hit with Magical Combat skill (use the weapon skill).  If the 
  weapon is HTH, there is a spell point cost to cast but none to keep running (just pay the Endurance). Note 
  that Phantasmal HTH weapons have the same statistics as their real counterparts and have the same STR 
  minimums and Swing and Back Swing costs. If the weapon is ranged (it can be a gun in a technical world) 
  then the casting cost is as listed but the cost to fire is an additional 2 mana per point of base damage each 
  time it is fired.  If the gun is automatic, pay full for the first bullet and 1/3 mana cost for each bullet fired in a 
  burst. The wounds look real when created but will vanish shortly after (caster’s WIL in seconds).  
  Casting Cost 
   
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 + shots 
   
   
  Phantasm 
   
   
  Walking  
  1 slot 
  Phantom Missile – [2] 
  The phantom missile appears as a ghostly jet of blue fire.  When a target is struck, armor is ignored and 
  damage is worked out normally but only to determine if there is to be a wound roll.  The damage is not 
  actually suffered, only the wounding effects will be.  If an effect worse than Unconsciousness results, the 
  target may make a WIL roll to reduce the effect to unconscious.  The damage of the spell is 12 points. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  14 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Shift  – [2] 
  When cast the mage seems to shift in some direction.  This is a blocking spell that can be used like a dodge. 
  When cast against a specific attack, it allows a Magic Combat skill block roll to dodge the attack for 3 REA.  
  If cast for 5 REA (the casting also involves an actual dodge) the character may apply a –3 Perception 
  modifier against all attackers for that turn.  This must be declared before the attacker rolls to hit (the attacker 
  makes a Perception roll at –3 or takes a –3 to hit modifier for that attack). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Blocking spell 
   
   
  Normal  
  Blocking 
  Assume Appearance – [4] 
  The illusionist can copy the appearance of a target while the spell lasts.  If the mage has only a picture to 
  work from, a Perception roll at –1 to –5 (depending on the quality of the picture) will detect that something is 
  wrong.  If the caster has only his memory, a MEM roll must be made.  If made by 5 the likeness is perfect, 
  for each point less than 5 the roll is made by, the viewer is at –1 to detect the forgery (so a roll at by 2 will 
  make viewers at –2 to see through it).  Touching the caster with intent to dispel the illusion will collapse the 
   
  59
  
  spell.  Oddly, the user gets, at most, +1 to Psychology attempts while using someone else’s form.  This spell 
  also approximates voice, but this cannot be gleaned from a picture. In games where magic is not well 
  known, this spell costs 8 points (since the amount of havoc it can wreak is much greater if no one suspects it 
  can be done). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Illusion  
   
   
  Walking  
  2 slots 
  Beautify – [4] 
  The mage may make himself or another more beautiful.  This spell is very subtle and a person under its 
  effects will not easy be determined to be under a spell (an Imperial college mage casting Eyes of the Magi 
  can determine it with a roll at –2 vs. the caster’s skill). This acts as an extra 2 levels of appearance of the 
  caster’s choice.  The spell creates a spider-web thin network of phantasms over the entire body, just under 
  the skin.  When it is cast, it is, in effect, permanent.  But it decays.  Unless the caster puts 4 mana into it 
  each day, it loses 1 character point worth of appearance.  Every 4 days the target’s appearance will 
  noticeably drop.  To reinforce it, the caster must make a skill roll.  There is no negative—but if the roll is 
  missed, the caster rolls thereafter to reinforce it at a cumulative –1.  If it should ever decay all the way, the 
  target will start becoming ugly.  This too, is nearly permanent (a Hexbreaker spell at –4 or a Dispel Magick at 
  no negative can remove the effects if the caster takes 1 week to study the victim).  If the target has this cast 
  on him no more than once per week, the caster can simply “dispel” it within 24 hours with a skill roll.  Each 
  time in a week the spell is cast, or for each additional day it remains, the spell the roll to remove it is at –1. 
  Casting Cost 
   
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 for +1 appearance 32 for +2 
  Illusion  
   
   
  Normal  
  None 
  Multiple Images – [4] 
  The mage casts this spell as he makes a dodge (it counts as a Blocking spell but only works with a dodge).  
  As the caster moves, images of the caster appear and move in other directions making it hard to tell which is 
  the actual caster.  The multiple images will move in unison with the caster and in the same direction, but 
  their actions will be slightly modified so they may seem to attack the same target, or move down a corridor in 
  an intelligent fashion.  An attacker must make a perception roll at –5 to detect the true caster when the spell 
  is cast.  If the caster is noted, he may be attacked normally.  Otherwise, the attacker picks a target and 
  swings.  All targets are within 1 yard of each other and none may be more than 3 yards from the caster.  At 
  the start of the spell, the caster and his images must be within one yard of a common point.  The images 
  have no physical form and each will disintegrate if struck. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20, +4 per image  
  Illusion  
   
   
  Running  
  None 
  Phantasmal Armor – [4] Illusionist  
  The caster wears glinting ornate plate mail (in a variety of colors).  When struck with an attack, the armor will 
  reduce the damage by 4 points, with a Penetration Resistance of 12.  If the total damage done from a single 
  attack exceeds 8 points, the armor will “pop” and vanish (after reducing the damage for that blow). The 
  phantasmal armor makes no noise when moving. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Protection 
   
   
  Walking  
  None 
  Phantasmal Chariot – [4] 
  The caster creates a phantasmal Chariot (or motorcycle or automobile or other land transport).  The size of 
  the vehicle varies depending on spell point cost and travels at a “normal” rate.  The “Chariot” feels real, 
  looks solid (albeit very strange—it cannot be inspected by a mechanic) and can sustain 8 points of damage 
  before collapsing (points that don’t destroy it don’t count against it). If destroyed while in motion it will last 
  long enough to give the driver 1 turn of deceleration  (usually enough to half speed).  Due to the phantasmal 
  nature of the vehicle it will have some unusual properties: it doesn’t look right, it doesn’t really get dirty (or 
  stay dirty for long), if the vehicle comes equipped with lights, it can cast light but otherwise can’t, it can 
  handle terrain modifiers well: negative modifiers due to terrain (as opposed to difficult driving maneuvers) 
  are reduced by 3.  The vehicle has a weight of 75 lbs. plus passengers. 
   
   
  Passengers:  
  1 – 2 normal 
   
  18 mana 
   
   
   
  1 – 2 fast/special  
  22 mana 
   
   
   
  3 – 4 normal 
   
  22 mana 
   
   
   
  3 – 4 fast/special  
  26  
   
   
   
  5 – 9 normal 
   
  30 
   
   
   
  5 – 9 fast/special  
  36 
   
  60
  
   
  Sample Vehicles: Motorcycle (120 Mph), Car (100 Mph), Chariot (horses don’t look remotely real, 24 Mph), 
  Wagon (15 mph).  All vehicles must be appropriate.  If the GM allows aircraft or watercraft they are 
  considered a separate spell and may or may not be allowed. 
   
  Casting Cost 
   
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Varies 
   
   
   
  Phantasm 
   
   
  Walking  
  2 slots 
  Triad Phantasm – [4] 
  When cast, the ghostly form of a battle phantasm erupts from the caster.  When cast, the mage may 
  immediately attempt to hit with it as a ranged bite attack (14-, 8 Grapple). It is not summoned and then sent 
  to the target—it leaps there instantly. There are actually three different forms of this spell and each is a 
  separate beast.  The GM must decide which forms fit his world but the classic three are: Eagle, Serpent, and 
  Dragon (Crocodile).  Each Phantasm may attack normally as described and all have the same statistics in 
  battle.  The key is that, A) once per day a given Triad phantasm may be cast for less mana and B) each 
  Phantasm may be cast as an automatically successful blocking spell against one other (using the Paper, 
  Rock, Scissors method: Eagle beats Serpent, Serpent Beats Dragon, Dragon beats Eagle). If the trump 
  Triad is cast, both Triads are dispelled.  If like triads are cast, the blocking character may make a Magic 
  Combat skill roll to block the other Phantasm’s attack (and both are dispelled). When cast as a block the 
  spell point cost is 15 points. When the spell is cast, a target mage will know the Triad Phantasm is being 
  cast—but will not know which one it is.  If the caster knows more than one version of the spell, each may be 
  cast cheaply once per day. 
   
   
  STR 14  BLD 5  CON 12 / 15 
  REF 12 (REA = caster’s WIL) 
  INT = caster’s 
  To-Hit roll is a 14-, strike does 4 penetrating damage. 
  Bite attack has an 8 Grapple score. Dodge costs 5 REA and is on a 13-. 
  Armor  0, -4 DM vs. Non-magical weapons. 
   
  Note that like other phantasms, the caster suffers damage effects (but not actual points taken). If destroyed, 
  the caster may instantly re-summon it if able.  The Triad Phantasm can only be used to attack a target—it 
  will not open doors, retrieve treasure, etc. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 (18 once per day) 
  Summon 
   
   
  Walking  
  None 
   
  61
  
  Transcendental Sorcery 
  Description: Transcendental Sorcery deals with the control and the power of the mind.  The 
  practitioners of this school are often ascetic mystics who strive to strengthen their intellect 
  through study, exercise, self-denial, and meditation. 
  Level 1: Mentalist.  The character is trained in the opening of the closed doors of the mind.  With 
  a WIL roll and an 8 REA Long action, he can detect a mind at WIL feet if he concentrates at the 
  area scanned (it will give no indicator what level of intelligence or intent the mind has, it only 
  indicates that a mind exists). 
  Level 2: Mystic.  The character’s inner eye begins to open at this level of study.  With a 5 REA 
  Short action, the character can slip into a trance that grants him +1 to WIL rolls (5 REA Short 
  action to maintain).  He also gains 1 Endurance for every 2 points of skill above 10 the mage has. 
  Level 3: Mind Mage.  The character’s mind is a blooming flower that has opened itself to higher 
  realms of knowledge.  With a 5 REA Short action, the character can slip into a trance that adds 
  +2 to his WIL rolls (5 REA Short action to maintain).  Furthermore, if this trance is entered before 
  combat, the mage’s Hurt condition score is increased by 1 for every 2 full points above 10 that the 
  mage has in skill. 
  Level 4: Psychic Sorcerer. 
   
  Mystic Influence – [Signature Spell: 4] 
  The attack causes the PWR vs. STAT attack on the Control Table.  The PWR is [WIL +1].  This is a 
  powerful spell and must be controlled.  Additionally, it only works on members of the caster’s race; against 
  other targets, the PWR is at –2 or worse depending on the difference (GM’s discretion). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Distract – [1] 
  The spell is invisible and the target, unless able to detect magic, will be unaware of it unless he sees the 
  caster throw the spell.  When hit, the target will detect a noise, presence, or other such distraction from a 
  direction chosen by the caster.  A Perception roll at –3 will inform the target that “even if something 
  happened over there, it wasn’t important” but a missed roll will probably be investigated.  For 2x the mana, 
  this can be made Area Of Effect with a 4 yard radius. If cast on a target that is not a guard, the target will be 
  curious about the disturbance (this can be used by thieves to lure people to dark alleys).  In this case, 
  curious characters make WIL rolls at –4 to avoid investigation.  Everyone else merely “thinks they heard 
  someone call their name” or some other draw. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Impenetrable Skin – [1] 
  With this spell, the mage can make his skin very resistant to being cut or torn.  While the spell runs, the 
  mage has an effective Penetration Resistance of 10 (or adds +1 to existing Penetration Resistance, 
  whichever is better).  This spell provides no armor at all (it reduces no damage).  It is a 5 REA Short action 
  to activate this spell. The mage may use Skin of Iron in conjunction with this spell. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Purify Body – [1] 
  The caster uses his magic to burn poison or disease from his body.  The spell may be cast with or without a 
  trance (if a trance is used, it takes 1 hour and adds +2 to the roll).  When cast, the caster may make a WIL 
  roll instead of a CON roll against poison, disease, or any other PWR vs. STAT attack of a non-magical 
  nature.  It may be cast as a 3 REA Short Blocking action and allow the roll instead of the CON roll.  It may 
  be cast as a 5 REA Medium action up to 3 turns after afflicted (or within a day for normal disease) allowing a 
  re-roll of an initial effect. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
    
   
  Transformation 
   
   
  Normal 
  3 
   
   
  Armor 
   
   
   
  Normal  
  None 
  4 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  24 
   
   
  Continuing 
   
   
  Running  
  None 
   
  62
  
   
   
  Sharpen Mind – [1] 
   
  With this spell, the mage can focus his mind so that memories become as clear as a picture.  For every 10 
  mana spent, the mage adds +1 to any one MEM roll.  This spell will not assist MEM-based skill rolls.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  10+ 
   
   
  Instant  
   
   
  Normal  
  None 
  Skin of Iron – [1] 
  With this spell, the mage can make himself resistant to damage.  While this spell runs, the mage has 3 
  armor (or subtracts one extra point of damage, whichever is better).  The spell provides no Penetration 
  Resistance whatsoever.  It is a 5 REA Short action to activate this spell.  The mage may use Impenetrable 
  Skin in conjunction with this spell. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  3 
   
   
  Armor 
   
   
   
  Normal  
  None 
  Sorcerous Enchantment – [1] 
  This spell allows the mage to captivate the weak mind.  The casting is invisible unless the target is able to 
  detect magic.  The spell has no effect on people with an 11 or higher WIL but, on a single target, it will add 
  +4 to any attempt to Enchant.  The problem is that the endurance cost is fairly high, and when it wears off 
  (when the caster stops maintain the spell) the target will become aware of the strange hold the caster has 
  had.  This will often lead to violence, charges of witchcraft, etc. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Ranged Attack 
   
   
  Running  
  None 
  Bodily Need – [2] 
  The spell is invisible and the target, unless able to detect magic, will be unaware unless he sees the caster 
  throw the spell (gesturing with his hands). When struck (hits as a ranged attack) the target must make a WIL 
  roll at –3 or suffer a physical need.  These can be: hunger, thirst, tiredness, an itch, a need to relieve 
  oneself, etc.  The severity of this is not catastrophic—but it can be distracting.  In a fight, the WIL roll is at +2 
  (adrenaline) and the effect is –1 to all rolls for one turn. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Curse 
   
   
   
  Normal  
  None 
  Draw Life Force – [2] 
  The caster can actually draw life-force from the ether. When the spell is cast, each 4 Long Term mana the 
  caster burns will gain him 1 DP.  This may be done as a blocking action or immediately after a blow is taken 
  as a 3 REA short action.  Using it in such a manner will negate the effects of an Internal Damage or Dying 
  result if the caster spends 16 or more Long Term mana (and must be awake if used after).  This has an 
  addictive effect similar to Draw Energy but the WIL roll is at +2 (and it is much more rarely used). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4-16 long term mana 
  Transform  
   
   
  None 
   
  None 
  Draw Energy – [2] 
  The spell allows the caster to draw personal energy from his mana.  When the spell is cast, each Long Term 
  spell point used can be turned into a point of Endurance.  The maximum that any one casting of Draw 
  Energy can convert is 4 points.  Each time in a minute this is done after the first time, the caster must make 
  a WIL roll (cumulative –1).  If the roll is failed, the caster acquires a 1 point addiction to the Draw Energy 
  spell and must make WIL rolls not to use it four times a day (during “smoke break times.”)  Casting the spell, 
  itself, does not cost any Endurance. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  1-4 long term mana 
  Transform  
   
   
  None 
   
  None 
  Iron Fist – [2] 
  The mage can hit with a punch like iron.  For every 3 mana the mage spends, he may add +1 to his base 
  punch damage (up to a maximum of +5 for 15 mana).  This modifier can only be added to punch damage. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   3+ 
   
   
  HTH  
   
   
   
  Normal  
  None 
   
  63
  
   
  Jump – [2] 
  The caster can perform a “great leap.”  He may jump (8 REA Long action) for [WIL / Mass] yards straight up 
  or 2x that distance as a long jump.  Keeping the spell running costs Walking endurance.  Jumping costs 1 
  Endurance (as would a normal jump). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
  Movement 
   
   
  Walking  
  [WIL / Mass] yards 
  Levitate – [2] 
  The mage can float at a rate of 8 / Mass yards per second in any direction.  This counts as a Move action. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Continuing 
   
   
  Walking  
  None 
  Mind Over Body – [2] 
  The caster can ignore wounds that would normally fell him.  While this spell is running, Condition effects are 
  reduced by one.  Therefore, Hurt condition is ignored, Injured is treated like Hurt, and Serious is treated like 
  Injured.  The character’s Minor Wound score is temporarily increased by 1 for every 3 points above 10 the 
  mage has in skill while the spell endures.  Furthermore, the mage may avoid making a wound roll by 
  spending Long-Term mana equal to the wound score (so a mage wishing to avoid making a Serious Wound 
  roll pays Long-Term mana equal to his Serious Wound score).  The mage of course takes damage, he just 
  may not have to make a CON roll when damage calls for it.  When the spell ends, the mage reverts to his 
  current condition level and makes a wound roll based on his current condition (Minor at Hurt, Serious at 
  Injured, Critical at Serious). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 to start 
   
  Ignore   
   
   
  Running  
  None 
  Mind Speech – [2] 
  The caster can talk to another’s mind.  While running, the spell acts as Telepathy with a range of WIL2 
  yards. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Telepathy  
   
   
  Walking  
  None 
  Nerve Lightning – [2]  
  The character’s barehanded strike sets off clusters of nerves in the subject.  For this to work, the caster 
  must strike bare skin (armor normally has a 5 coverage).  The blow does normal damage but also does 
  [WIL] points of phantom damage (adding to the real damage done only for the purposes of forcing a CON 
  roll).  This damage ignores bio-armor but has no effect on the non-living. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
    
   
  HTH Attack 
   
   
  Normal 
  Object Empathy – [2] 
  The caster can read the psychic residue off an object and determine facts about it and people and events 
  the object may have been “witness” to.  A skill roll is made and information is gleaned by the amount the roll 
  was made by: 
  • 
  0-3: object’s use; some fact about the owner (name, face, etc.), if object was used to kill 
  • 
  4-6: owner’s temperament, object’s history dating back a year (high points only), most 
  traumatic/important event object has been in the vicinity of 
  • 
  7-9: multiple facts about owner (location), details of object’s use, many details about events the object 
  has been in the vicinity of 
  • 
  10+: all pertinent data the object can give 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Divination 
   
   
  Normal  
  None 
  Oneiromancy – [2] 
  Dream divinaiton.  Details to follow. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Telepathy  
   
   
  Walking  
  None 
   
  64
  
  Paralyzing Thought – [2] 
  The mage can freeze an opponent’s mind, and thereby his body.  It is a Paralysis PWR vs. STAT attack (vs. 
  the opponent’s WIL).  The PWR of the attack is equal to the caster’s WIL. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Ranged Attack  
   
   
  Normal  
  None 
  Repel – [2] 
  The mage can push away and pin antagonists that threaten his person with his mind alone.  The mage 
  generates a streaming attack of [WIL/2] PWR.  If the mage achieves a Pin result or better with this attack, it 
  costs him 15 mana per turn to maintain it. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 / 15  
   
  Ranged Attack 
   
   
  Normal  
  None 
  Speed – [2] 
  While the spell is active, the caster gains +3 REA.  This spell has a high physical toll, while in use, the caster 
  pays Sprinting Endurance and when the caster drops the spell, he will lose half that endurance until he 
  sleeps for 8 hours.  Alternatively, a DP may be lost instead of an Endurance point.  The caster must roll for 
  any wounds suffered in this manner. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  21 
   
   
  Gain Speed 
   
   
  Normal  
  +3 REA 
  Suggestion – [2] 
  The caster can implant a minor suggestion into the target’s mind.  The target must make a WIL roll vs. the 
  PWR of the spell (14).  If the roll is failed, the target will believe something happened that didn’t.  Examples 
  are “I paid for my beer,” “I didn’t just make that lewd remark,” or “I told you my name was Jack instead of 
  Larry.”  If the memory contradicts something that happened and had a major psychological impact (“I didn’t 
  just shoot at you”) it won’t work.  If the target just found out from the caster’s driver’s license that he is the 
  fugitive that the target is seeking it won’t work.  If a police officer checks your license and you make the 
  Suggestion to change your name before he calls it in and realizes you’re the fugitive—it’ll probably work.  
  Large amounts of money can’t be gained using this spell, and people who control things like gambling 
  houses and the like are probably too observant to be fooled.  Still, a character can get himself thrown out of 
  every bar in the city with this spell and a few successes.  Whether the memory resurfaces later is up to the 
  GM.  The player should get no guarantees. This is not as effective if attempted again and again on the same 
  target.  Targets unable to detect magic won’t be aware of its casting, but they get +2 WIL roll to resist for 
  each successive attempt against a given caster on a given day. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Curse 
   
   
   
  Normal  
  No roll to hit 
  Terrifying Thought – [2] 
  Standard PWR vs. STAT attack: Terror PWR = Mage’s WIL. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  10 
   
   
  Ranged Attack 
   
   
  Normal  
  [WIL] PWR Terror 
  Detect Mind – [4] 
  The caster can detect minds as though he had Telepathy PWR equal to WIL. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Telepathy  
   
   
  Running  
  None 
  Fascinate – [4] 
  The caster can cause a target to become fixated for several seconds.  When cast, the attack is a PWR vs. 
  STAT (PWR equal to mage’s WIL+1) attack that targets WIL. Minor Effect: Target is transfixed for 1 second.  
  If attacked the character may respond normally but will not give chase or otherwise take initiative.  Standard 
  Effect: target is transfixed for 3 seconds as above.  Major Effect: as above but for 1 minute. Critical Effect: 
  Target is motionless for 1 second (vulnerable to attack) and transfixed for 3 minutes.  Catastrophic Effect: 
  Target is motionless until an outside party snaps him out.  This will work on animals and monsters but if the 
  GM rules that they are “enraged” the PWR is reduced to mage’s WIL-1. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Ranged Attack 
   
   
  Normal  
  14 PWR 
   
  65
  
  Mind Over Matter – [4] 
  The caster has Telekinesis at WIL Strength so long as the spell is running.  The caster can spend +4 mana 
  for +1 STR at the start of the casting.  This may be done for up to +4 STR. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
  Telepathy  
   
   
  Running  
  None 
  Repelling Block – [4] 
  This spell works just like Spell Shield but if the caster blocks a HTH attack by 4 or more, the attacker is 
  knocked back [WIL/2] / Mass yards.  Ranged weapons blocked by 4 or more with this spell have a base 10- 
  chance of striking the person who launched it. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 / 7 / 11  
   
  Ranged Attack 
   
   
  Normal  
  None 
  Body of Mind – [8]  
  The caster’s body becomes infused with a soft colored light (dependant on the personality of the caster).  
  This effect lasts [WIL – 10] minutes.  During this time the caster is immune to bodily damage from either 
  physical or magical sources.  The caster must spend 20 Short Term Spell points each second to keep this 
  form maintained and, when the spell is finished, the caster will suffer the loss of half of his endurance. 
  Weapons may cleave into the caster, but they will have no effect and there will be no blood.  It will be quite 
  obvious to those who see this that he is resistant to any physical damage. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  80 
    
   
  Transformation 
   
   
  Normal  
  20 ST per second 
   
   
   
   
  66
  
  Astrology 
  Description: The character has studied the magical science of astronomy.  Astrologers must have 
  Astronomy skill at no less than one level lower than his Astrology (no Astronomy necessary for 
  Level 1 Astrology); an astrologer needn’t buy Physics and Mathematics for Level 3 Astronomy to 
  have it work for Astrology. 
  Level 1: Stargazer.  The character understands the basic nature of astrology. The character can 
  prepare a basic chart.  This chart takes 4 hours of work after 4 hours of stargazing.  If the roll is 
  made, it will give some general advice to the person it is prepared for.  Apprentice Astrologers 
  can work for 4 hours to add +1 to an Adept’s Astrology roll by helping with the charts. 
  Level 2: Horoscopist.  The astrologer can prepare a person’s birth chart, thereby learning 
  something about the person in question.  The more data the astrologer can learn about the time 
  of a person’s birth, the better the roll. When a chart is prepared, the astrologer will learn 
  information about the character’s past, present, or future.  The GM can make a roll (1 dice) 1-2 
  past, 3-4 present, 5-6 future.  The degree of data is determined by the amount the roll is made by. 
  If made by 0-3 the astrologer gets 1 or 2 vague generalities. If made by 4-6 the astrologer gets 2 
  specific facts and 2 generalities.  If made by 7-9 the character gets a strong prophecy or detailed 
  data about important facts of the past or present.  If made by 10+ the astrologer learns a secret 
  about the target and gets lots of data about the time.  Kings, queens, and princes will know the 
  exact time of their birth.  Characters born to wise women will know the minute.  Most other 
  characters will know the day.  This data is, for some, kept secret, even from them to prevent 
  astrologers from learning too much about them. Making the chart takes 8 hours and can only be 
  done once with a given level of information.  If the character knows the year, the roll is at –9, the 
  month: -6, the day: -3, the hour –1, the minute +1, the second +3. 
  Level 3: Astrologer.  The character may ignore up to –3 points of modifier when casting a chart if 
  he gets to meet and talk to the person.  The interview takes 1 hour and involves several 
  questions about likes and dislikes.  When it is through the astrologer makes a better chart. 
  Level 4: Celestial Sorcerer. 
   
  Cast Fortune – [Signature Spell: 4] 
  Once a month per person, the mage can cast a fortune.  This is a spell that actually alters the forces of the 
  planets to adjust the person’s fortune.  For one event that is likely to occur, the mage can give one of the 
  following: 
  • 
  +3 to any roll (chosen by the person) 
  • 
  -3 to a roll of the mage’s choice 
  • 
  -3 to any other person’s roll of the spell’s target’s choice (an attacker) 
  • 
  +/- 4 to any random, non-combat roll (in or against the favor of the persons) 
  Casting a fortune requires the participation of the target or a kinsman and some blood (about a quarter of a 
  cup).  It takes 1 night of constant work. If the fortune is bad, the mage determines that secretly (if the person 
  gets to choose the roll, he chooses but the adverse effects are applied!) 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Celestial Favor – [1] 
  This spell is cast at night, and the Astrologer examines the sky to find which powers favor him, and he casts 
  the spell as a tribute to them. This has the effect of giving him the Luck ability at 3 PWR for the next day 
  (random rolls get +3 in his favor).  This can be abused: a common use is gambling, but if this angers the 
  Powers as a trivial use of their gift, the ability may reverse itself.  The GM determines when the character is 
  getting too greedy and should allow a WIL roll as a warning. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Starry Eyes– [1]  
  The mage’s eyes sparkle like the night sky.  So long as the spell is going, the mage needs no light 
  whatsoever to see.  Furthermore, while the spell runs, the astrologer can see the stars even in daylight 
  (permitting daytime navigation).  Outdoors, the mage can see in color; indoors and away from the night sky, 
  he can see only in black and white.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
  25 
   
   
  Fortune  
   
   
  Normal  
  None 
  30 
   
   
  Fortune  
   
   
  Normal  
  None 
   
  67
  
   
   
  4 
   
   
  Continuing  
   
   
  Normal  
  None 
   
  Create Chart – [2] 
  Given the birth-date and some basic information about a person (exact time of birth is necessary but a good 
  guess can be made by determining physical characteristics) the mage can tell what the person is like.  This 
  can be useful in negotiations since the chart will tell if the person is inclined to be treacherous, if the person 
  is in a time of power or weakness, etc. Creating a chart takes 2 hours and requires a skill roll at –2.  If the 
  roll is missed, the data will somehow be wrong.  If made, the astrologer should know things like defects and 
  enhancements, degree of truthfulness the character is likely to exhibit, etc. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Fortune  
   
   
  Normal  
  None 
  Detect Danger – [2] 
  This spell is cast at night and lasts the entire next day.  The caster gets a skill roll at –2 when he announces 
  to the GM that he wishes to Detect Danger.  While this spell is running the caster is down 1 short term spell 
  point. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Fortune  
   
   
  Normal  
  None 
  Enchant Birthstone– [2] 
  Every person has a semi-precious stone associated with their birth-sign.  The astronomer may enchant a 
  stone (this takes 4 hours, 2 rolls, and the cost of the stone and materials is about $150).  When the stone is 
  possessed by a person of the right sign, it confers +1 Luck and, once, at the GM’s discretion, will give +2 to 
  any roll made (or –2 if that would help the character).  Usually these will be granted only on “lucky days” or 
  when the character’s sign is “in ascension.”  If the player wants to know if a given day is “one of those days,” 
  make a roll and determine that it is on an 8-.  If the player petitions the GM for the application of the luck-
  stone, the GM should determine if it is one of those days and then make a secret roll: on an 11- the stone 
  will use its power. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Create Stone 
   
   
  Normal  
  None 
  Seek Omen – [2] 
  The mage prepares a chart using this magic that tells him when the next significant symbol of the target’s 
  future will appear (“seek the omen at 12:00 Noon when the crow calls”).  The GM must decide if there are 
  “omens” and when the next one will occur (in this case, even seemingly normal events can be omens).  This 
  is often done in reference to some question (“how will my sea voyage go?”) and the GM can take 
  opportunities to be clever (“Seek the omen at the hour of 12 noon!”—the omen is the waitress spilling a 
  pitcher of water on the character).  This spell requires a RES roll on the part of the caster.  If failed, the 
  knowledge of the next omen is not gained.  Often, mages under pressure may lie (or even stage some 
  event). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Fortune  
   
   
  Normal  
  None 
  Send Sign – [2] 
  The caster can use this spell to send a message to another Astrologer.  The mechanism for this is very 
  complicated (don’t think about it too much) but a detailed study of the heavens and heavenly events can 
  actually convey a message from one person to another, anywhere in the world.  Sending the message takes 
  6 hours of casting (at night) and allows the transmission of a single sentence, no more than 10 words.  
  Receiving it takes 6 hours at night and requires a skill roll at –2.  For each point the roll is missed by, the GM 
  should remove a random word or change the message. The character receiving the sign will know the 
  astrological sign and date of birth of the sender.  The messages stay sent forever and can be retrieved by 
  the person for whom they are intended at any time in the future.  There is a science for obtaining other 
  people’s messages but that is a secret and very difficult spell. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Fortune  
   
   
  Normal  
  None 
  Astrologer’s Ward– [4] 
  Astrologer’s Ward is performed over an entire day—and it must be a special day astrologically (usually there 
  is one every 1 or 2 months—a Solstice, though, is preferred).  The astrologer links himself to another.  If the 
   
  68
  
  person is an infant, the ceremony is sort of like a christening.  If the person is of the opposite gender and 
  adult, it is more like a marriage.  Whatever the case, the astrologer casts the spell and gains the ability to 
  detect when the person is imperiled. If the person is in direct peril (i.e. being attacked, the astrologer will get 
  a RES roll to know it.  If the RES roll is made by 5+ the astrologer will know direction and distance to the 
  person.  If the ward is in a more subtle form of danger, the caster still gets a roll to detect it (RES at –1 to –
  10 depending on the distance and subtly of the danger) and if the roll is made by 5+, the astrologer will know 
  something about the type and the time-table. An astrologer may only have this spell active on one person at 
  a time.  It may not be himself. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  35 
   
   
  “Curse”  
   
   
  Normal  
  None 
   
  Genethliacs \Ge*neth"li*acs\, n. The science of calculating nativities, or predicting the future 
  events of life from the stars which preside at birth 
   
  69
  
  Necromancy  
  Description: The Necromancy College deals with the study of death and of the dead.  Due to the 
  unsavory nature of their work, necromancers tend to be misunderstood and shunned by townsfolk 
  at best or feared and reviled at worst.  Necromancers must have Medical skill at no less than 1 
  level lower than his Necromancy and at a minimum roll of 9- (Level 1 Necromancers must have at 
  least Level 1 Medical skill but at any roll).  If a necromancer possesses Level 2 Medical skill at at 
  least a 12- roll, he may purchase Necromancy at RES + 1.  With Level 3 Medical skill, he buys 
  skill at RES +2.  At Level 4 Medical skill, he buys at RES + 4. 
  Level 1: Mortician.  The caster knows basic anatomy and can preserve a body with certain herbs 
  and potions and procedures, keeping it “fresh and useable” for 1 day per point the roll is made by.  
  This takes 8 hours, and is nasty work.  This is not quite “mummification” which is possible at 
  Level 2 (one week per point the roll is made by . . . or “forever” if the roll is made by 10). 
  Level 2: Thanatologist.  The character is familiar with the mystical effects of death.  12 hours of 
  work and 3 rolls will create a “mystically mummified” body that is suitable for transformation into a 
  powerful undead.  Additionally, the character can study the bodies and learn their secrets.  The 
  animate force (life) has certain “anchor points” within a body.  Even when dead, some life may be 
  left behind.  Rolls at –6 allow the character to find and bottle the fluids that contain this life. This is 
  the basic stuff of Necromancy Research.  It is required to make powerful undead (like the 
  Monster) and is also necessary for several Necromatic potions and other such effects.  This Life 
  Essence Fluid is very mysterious stuff and the GM can come up with ways to use it for specific 
  purposes.  Normally four recently dead (48 hours) bodies are needed.  Bodies killed “naturally” 
  rather than by violence are preferable (violently killed bodies are at an additional –3 to be 
  extracted).  If a person dies in the care of a necromancer, 1 “dose” of Life Essence can be 
  extracted for each 4 points of WIL the corpse had. 
  Level 3: Necromancer.  The character extracts Life Essence at –3 instead of –6. 
  Level 4: Death Mage. 
   
  Monster – [Signature Spell: 4] 
  The necromancer must spend 3 months building this beast, casting the spell, and then bringing it to life with 
  some kind of meteorological phenomena (exact type is up to the GM . . . a hard rain . . . a strong gust of 
  wind . . . no . . . that doesn’t seem right).  The Monster will be a loyal follower to the necromancer but will be 
  obvious to others what it is (and since necromancers are misunderstood and hated by the townsfolk . . .). 
   
  STR 16  BLD 20  CON 14 / 33  
  REF 10  
  INT 8 
  Strike:  8 Damage, hits on a 12-.  
  Armor: None, but penetrating attacks only double on a hit by 6 or better against the monster.  
  Grip: The monster has an extremely strong grip and gets +3 to its Grapple Scores (15/12) and hits 
  with Grappling combat on a 14-.  In Close Combat it gets +1 Damage modifier for strikes.  It can 
  squeeze with a grab for 4 Base Damage. 
   
  You can try to build more than one Monster.  They are fiercely loyal however and will be resentful.  They 
  may even fight with each other.  You can also build your monster a bride if he’s lonely, but that never works 
  either . . .  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  32 
   
   
  Summon 
   
   
  None 
   
  None 
  Animate Skeleton – [2] 
  The necromancer must animate a few skeletons before building a monster.  Rather than being re-animate 
  flesh and blood, these are pure magical machines.  A skeleton can obey simple commands from the creator 
  and has infinite patience.  They will “wear out” over time if told to do repetitive tasks (turning a generator 
  crank, for instance).  Making a skeleton can be done quickly (long casting action on a dead body) or “the 
  long way” which produces a better skeleton and takes a week. 
   
  STR 11  BLD 5  STC 14 / 28 DP (14 for quick ones)  REF 12  
  INT -- 
  Strike:  Weapon skill L2 13-, Shield Skill L2 13- 
  Armor: None unless worn.  Takes no Penetrating damage  
  Skeletons can’t see but have excellent hearing (12- perception roll . . . just like sight). 
   
   
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  A necromancer wishing a host of skeletons can attempt to produce it, but . . . skeletons have a bad habit of 
  going rogue and either shutting down, becoming “psychotic,” and otherwise going off and doing strange 
  things or attacking the caster.  Each skeleton after the second has a 7- chance of going psycho each night.  
  For purposes of skeletal guards, this need not apply (the spell works so that so long as the skeletons are 
  kept in the same place, doing the same things all the time they are stable). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
  Summons 
   
   
  Normal  
  None 
  Aura of Life – [2] 
  A necromancer can create a glyph (or just cast the spell) that sets up a magical frequency antithetical to the 
  Undead.  Any undead within WIL yards of the Glyph (or the caster if the spell is running) takes 8 damage per 
  second (end of each turn) through all armor.  Casting the spell costs the listed mana and works normally.  
  Creating the Glyph takes 3 hours of work and materials that cost $500. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Ranged Attack 
   
   
  Running  
  None 
  Aura of Death – [2] 
  Nothing intimidates like a necromancer.  Using this spell creates the chill of death around the caster.  This 
  acts as [WIL-1] PWR Terror while the spell lasts.  While the spell is running, the caster must pay a constant 
  12 Mana. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  PWR vs. STAT Attack 
   
  Running  
  None 
  Cold Hand– [2] 
  The necromancer’s touch carries the chill of death and does damage in HTH combat.  The touch does 8 
  points of Penetrating damage and ignores 2 points of armor. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
  HTH Attack 
   
   
  Normal  
  None 
  Necromantic Wood – [2]  
  The caster places the spell on any wooden item.  Working the magic takes 4 hours and the roll must be 
  made by –4 to be successful.  The wood becomes “alive.”  It will regenerate like a plant (a tree).  It won’t 
  grow but it will never decay.  If cut, it will bleed something that seems to be human blood (but isn’t).  Such 
  items are worth 4x their normal value if one can get past some unsettling facts of their manufacture. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
    
   
  Transform 
   
   
  Normal   
  Skull Watcher– [2] 
  The necromancer enchants a skull to become a watcher for him.  When he touches the skull, he can see 
  what it has seen in the last 24 hours.  Creating the skull takes 10 days and costs $500.  The skull can hear a 
  little (hearing perception roll of 8-). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  35 
   
   
  HTH Attack 
   
   
  Normal  
  None 
  Stasis – [2] 
  A person who has suffered an Internal Damage, Dying, or Death result can be placed in stasis if the caster 
  can touch them and cast this spell.  They will remain unchanged for WIL hours per 4 points put into the spell 
  when it is cast (after the initial cost).  It will only effect willing persons or unconscious people.  If the person 
  has suffered anything short of a Death result, they can be revived by healing magic.  If the person is Dead, 
  they may still be savable: if the caster makes a WIL roll at –1 per second before he reaches the person, they 
  can be saved as though the result was only Dying.  A person in stasis appears to be dead to all examination, 
  with the exception that they have a body full of “sluggish blood” that does not bleed.  If the person is hacked 
  to pieces, they will, of course, still be dead.  When cast (especially if cast on self) the caster can set a “wake-
  up” time to the minute.  Another potential “wake-up” condition is “when sunlight falls on the target.” 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 + 4 per hour 
   
  Transformation 
   
   
  Normal  
  None 
  Strength of the Dead – [2] 
  The caster can call on the forces of the dead to enhance his STR (much the way that vampires and other 
  undead tend to be stronger than the living).  The spell boosts STR by 3 points, but it reduces the character’s 
   
  71
  
  WIL by 3 points after the spell wears off.  During this time, the caster will also drop to ½ Endurance, and will 
  suffer strange cravings.  The typical craving is for opium or other drug, but the GM may be creative.  This 
  period of weakness lasts 8 hours and the caster must make a WIL roll to simply sleep through it. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Transformation 
   
   
  Walking  
  None 
  Torment Lost Souls / Speak with Recently Dead – [2] 
  The caster can call someone recently dead (under 20 minutes) from the beyond.  This often doesn’t work 
  (GM call in each case) but if it does the effects can be horrifying: the necromancer can make a WIL roll 
  against the target’s WIL (WIL when alive) to cause pain. The visual effect of this is the soul writhing (this is 
  basically the intimidation stunt that got all necromancers forever hated).  More conventionally it can be used 
  to get information (nicely . . . or with the duress).  Most apprentice necromancers take a vow that they will 
  never use the dark side of the spell (and will probably be hunted down if they do).  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Summons 
   
   
  None 
   
  None 
  Transfusion – [2] 
  The caster can leach his life to another.  The caster must bind hands with a cut on each hand (so blood can 
  flow) or use a higher-technology transfusion system.  For each 2 DP the caster takes in damage, the target 
  will recover 1 DP.  More importantly, the target recovers a Minor Wound worth of points this way, he will stop 
  bleeding, Dying, or suffering from Internal Damage.  For each point of damage the caster takes, he suffers 
  the loss of 2 points of Endurance which are only recovered after 24 hours. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Healing  
   
  Running + 
  None
  Vaccine – [2] 
  If the caster can vivisect the body of someone who died from a disease, he can create a vaccine with a skill 
  roll (sometimes at a negative based on the severity of the disease—Black Plague would be at –6).  A given 
  body produces CON doses of the vaccine.  Each person who takes it, will get +8 PWR for 1 year against 
  that specific disease.  A double dose can be taken for +12 vs. the disease.  If a character has the disease, 
  the potion will give him +4 to CON rolls to fight it. It takes 4 days to make a vaccine. The body must be 
  recently (24 hours) dead or otherwise preserved. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Create Potion 
   
   
  Normal  
  None 
  Wear Body – [2] 
  This spell is distasteful but possibly useful.  If a target is dead, the necromancer can take 30 minutes to 
  prepare the body and then . . . magically “wear it.”  The mage will look and sound like the person whose 
  body is worn.  The body must not be so badly damaged that it is unusable (if it took more than 10 hits, say . . 
  . or fire damage).  The effect lasts until the spell stops at which time the body starts decaying.  The spell 
  costs no Endurance for the first 24 hours and, with 3 hours a day of special maintenance (costing $40) the 
  body can be preserved longer without paying Endurance . . . this also works if it’s very cold). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  None 
   
   
   
  Walking  
  Don’t pay endurance
  Conjure Spirit– [4] 
  The caster knows how to summon some kind of spirit.  There are several different spirits and each is a 
  separate spell.  Each Conjure Spirit spell, after the first, costs only 2 points. 
   
  Wraith – an angry spirit: very dangerous.  Wraiths are bound to a location and can only stray about 
  50 yards from it.  They can choose to “vanish” as an 8 REA long action.  Then they are still “aware” 
  but can’t be hurt or seen (certain magics can hurt them, though).  Reappearing is also an 8 REA 
  Long action. 
   
  STR 0  BLD 0  CON 12 / 24 DP 
   
  REF 12  
  INT 7 (12 WIL) 
  Wraith’s Touch: 14-, cannot be blocked by non-magic.  Does 6 Damage + damage modifier from 
  cold.  No armor applies. 
  Limited Immunity to Physical Blows: -6 Damage Modifier from non-magical attacks. 3 Points of 
  armor.   
  Night Vision, Intimidation Roll of 17-, can pass through walls and doors slowly. 
   
  72
  
  The Wraith will instantly try to attack anyone in the area.  If wounded it may flee. It leaves when it 
  feels like it (returning to the realm of the dead). 
   
  Intellect – the mind of someone dead.  The person will have most of the knowledge he had when 
  alive.  This can be used for historical research (you don’t get to pick the person you bring back, so 
  it’s pot luck). Mostly the spirits aren’t very talkative and interviewing them is tedious.  However, if 
  life essence can be drained from a body, that person’s spirit can be summoned with this spell!  The 
  Intellect has no physical form and can’t interact physically at all.  It leaves when the spell runs out. 
   
  Ghost – A spirit that has suffered trauma.  Ghosts are very scary to look at and can be quite 
  dangerous. Fortunately, they are easy to deal with: clear tones of a bell, a view of its face in the 
  mirror, a holy symbol, all of them will frighten a ghost (the GM decides exactly what works).  Like a 
  wraith, a ghost will inhabit a single area (usually a dwelling).  However, a ghost, like a pet, can be 
  trained not to attack the people who live there.  Living with (or near) a ghost can be very unnerving.  
  They can also move and hide small objects . . . and do other random forms of small mischief. 
   
  PHY 00 (only hurt by magic) 
  REF 11  
  INT – (12 WIL) 
  Psionic Blast L1 13- 
  They can vanish and appear as a Wraith can. They are very vulnerable to magic (any dismiss spell 
  will banish a ghost).   
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  35 
   
   
  HTH Attack 
   
   
  Normal  
  None 
  Gooseflesh – [4] 
  This spell changes the nature of the caster’s skin.  This spell requires a dead body whose flesh is intact.  
  When used, the necromancer will gain +8 DP while the spell is in effect but will seem to rot. The visual 
  effects of this are gross and horrifying but often worth it for the protection. A body will last 2 days before 
  decaying completely.  While in this mode the necromancer gets +2 to Intimidation rolls but is considered 
  horrifyingly ugly.  Additionally the caster will require a hit by 6 or better to suffer Penetrating damage. If a 
  body is being worn, it can be converted to Gooseflesh (the caster loses the appearance but gains the 
  protection). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Extra DP 
   
   
  None 
   
  None 
  Steal Strength– [4] 
  The caster must grab the target and win a grapple roll.  Then, the spell may be cast.  For each second, the 
  caster holds the target, he makes a WIL roll against the target’s CON.  If he succeeds, he steals 1 point of 
  STR and Endurance from the target.  When a target hits 7 STR, the target falls unconscious (if a WIL roll is 
  failed) or is simply unable to stand (if the roll is made).  This stolen strength goes away at the rate of 1 point 
  per 10 minutes, and the caster will lose 2 points of Endurance for a full day after the STR is gone. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  HTH Attack 
   
   
  Sprinting  
  None 
  Transplant – [4] 
  This spell is last-resort healing spell (“grave measures are called for”).  The necromancer takes a freshly 
  dead body (or one that has been preserved) and transplants “reanimated” organs to the wounded party.  
  This requires a roll (the skill roll must be Level 3) and takes a full day.  If successful, the target will heal a 
  Major Wound worth of damage and can have limbs replaced (and eyes, etc.)  The new parts will not look 
  just like the old parts unless a perfect match was found. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  45 
   
   
  Healing  
   
   
  Normal  
  None 
  Unlife – [4] 
  The caster actually transforms himself into something close to a “living” undead, trading some of his life for 
  “Unlife.”  Such a character gets –4 to Persuasion and Enchantment (unless the target is turned on by a 
  sense of danger, decay, and unwholesomeness) but gets +4 to Intimidate.  The character no longer bleeds 
  and will treat Internal Damage as Unconscious and Dying as Internal Damage.  A character with Unlife who 
  suffers a Dead result makes a WIL roll to shift it to Internal Damage.  The character becomes nocturnal, 
  taking –2 perception modifiers in sunlight.  He ignores –2 perception modifiers in the darkness.  The 
  character’s body temperature drops and he will not suffer from hypothermia (but will be “uncomfortably cold” 
   
  73
  
  in warm rooms).   This spell requires 30 days of work (fasting and the like) and $1000 worth of chemicals.  
  The character sleeps for 1 week and then awakens in the Unlife state.  Such characters do not age 
  normally: if they drink 12 of fresh human blood in one setting, they do not age that year. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Transformation 
   
   
  Running + 
  None 
  Vampire’s Touch– [4] 
  The necromancer can actually steal DP with this spell.  It hits as an HTH attack (touch) and the caster takes 
  8 DP, modified by a to-hit roll (impact damage), from the target.  The target suffers whatever wound this 
  would normally be. Damage Points must be taken from a member of the same race (or other similar race at 
  the GM’s option, not from animals). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  HTH Attack 
   
   
  Normal  
  None 
  Wraith’s Touch– [4] 
  The caster’s touch damages the very life force of his target.  A clawing blow, or 5 REA squeeze attack (if the 
  target is grabbed) does a base of 6 Penetrating damage that ignores all non-magical armor.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  HTH Attack 
   
   
  Sprinting  
  None 
  Fog of Death– [8] 
  The caster unleashes a cloud of black fog from his hands.  The fog will fill a 4-yard radius around the caster.  
  Anyone within the fog will suffer a single Death Ray attack at [WIL–1] PWR.  Anyone killed this way will 
  eventually become an undead. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  35 
   
   
  PWR vs. STAT 
   
   
  Normal  
  PWR is WIL-1 
  Army of Darkness – [8]  
  The caster throws a [WIL x 2] yard radius dark fog (-2 perception modifiers per yard).  The fog starts around 
  the caster and rolls in the direction of choice at 20 yards/second.  When the cloud stops (the caster moves it 
  each turn as an 8 REA Long action) the dead beneath it reanimate.  The dead become an army of skeletons 
  (flesh is retained, use the stats for ‘high quality’ skeletons) who fight for the caster for thirty minutes before 
  ceasing to function.  They will have the same weapons and armor they died with.  There are potential 
  drawbacks to this spell.  The first is that all the dead on the battleground have chances of reanimating later 
  as uncontrolled undead (such tainted battlefields will be avoided for decades to come). The second is that 
  when the dead cease to function, they may not simply collapse: the GM can make a roll and on a 15+, the 
  undead simply continue to fight as a berserk unit until destroyed. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  60 
    
   
  Transformation 
   
   
  Normal  
  last ½ hour 
   
   
   
   
   
  74
  
  Thaumaturgy 
  Description: The character knows the science of mystic geometry.  Using this art, the mage 
  learns to call and capture vast amounts of magical energy within lines, designs, and symbols and 
  with the proper application, sequence, and manipulation of same, can create a wide variety of 
  effects.  The amount of power the thaumaturgist can store and produce within his glyphs, runes, 
  and “magic circles” can be quite staggering. 
  Level 1: Rune Scribe.  Character knows basic magical geometry.  The character can work on 
  “proofs” for circles, glyphs, and runes.  Making a proof takes 10 hours per point the spell costs to 
  learn and requires 3 successful rolls.  A proof may be learned as a Trivial skill (after it is written); 
  when the skill roll is made, the character gets +2 to any rolls to inscribe the spell.  A character 
  must be Level 2 to learn a proof. The character can “read” magic circles at a –3 roll. 
  Level 2: Glyph Calligrapher.  The character may learn proofs and may make them in half the 
  time.  The character can make a “rigorous” circle (any spell defined as a “circle” which includes 
  triangles and the like) which takes double the time and gives the caster +1 to WIL rolls against 
  creatures in the circle.  The character can read magic circles at a basic roll. 
  Level 3: Thaumaturgist.  The character can make proofs in ¼ the time.  A rigorous circle gives +2 
  to WIL rolls.  An “advanced proof” takes 1000 hours per point the spell costs to learn and, if the 
  Trivial skill roll is made when it is cast, the spell requires ¼ less mana.  The rolls for these proofs 
  are at –6 to make (-3 for the Level 3 practitioner).  They are very valuable and very rare. 
  Level 4: Thaumaturge. 
   
  NOTE: All Thaumaturgy must be inscribed on a solid surface (no scrolls of magic circles).  At the 
  GM’s discretion, a heavy rug may suffice. 
   
  Circle of Power– [Signature Spell: 4] 
  The Circle of Power takes 10 hours and 10 skill rolls to inscribe.  It generates 6 Short Term mana per 
  second for the caster while inside. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  50 
   
   
  Circle  
   
   
   
  Normal  
  None 
  Glyph of Destruction – [1] 
  When the Glyph is struck, and while it is maintained, a word from the caster can detonate it.  It acts like a 
  [WIL] PWR Disintegration spell against the object the glyph is struck on (no animate matter).  This can be 
  used to blow doors, knock down small walls, destroy items, etc.  Each time this is repeatedly used on a 
  structure or object within 24 hours, the casting cost goes up by 12 points. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Glyph  
   
   
   
  Running  
  None 
  Glyph of Fire – [1] 
  The casting of this glyph is the laying of a bomb that will detonate shortly.  When cast the caster may specify 
  a number of seconds that will pass before the glyph explodes.  It explodes for 24 points of damage with a 4-
  yard radius.  The Glyph cannot be cast on animate matter (the ground zero of the glyph takes full damage, 
  everything else in 4 yards takes half that).  If the skill roll is missed, the glyph appears but there is an 11- 
  chance the spell will go off each second. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Glyph  
   
   
   
  Normal  
  None 
  Glyph of Sealing – [1] 
  The caster strikes a surface and cast the spell and the glyph appears.  It must be cast on a closed portal or 
  chest or other such solid door.  The door will be sealed with a Grapple score equal to the caster’s WIL-6.  To 
  force the door, attackers must gain a Success result. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  5 
   
   
  Glyph  
   
   
   
  Normal  
  None 
  Rune of Alarm – [1] 
  The mage creates a rune taking 20 minutes and one roll.  When a person steps on the rune—or moves 
  within 4 yards of it and it makes its 12- “visual perception roll” (stealth will negatively effect a rune of alarm) 
   
  75
  
  the caster will know.  This can be used to guard doors, campsites, etc.  The alarm will rouse the caster from 
  deep sleep.  Each 2 points put into the rune will cause it to last 1 hour.  With 4 additional rolls, and 3 hours, 
  the rune can be bound to someone else (the person must be present to “sign” the rune.  For 30 mana, the 
  rune can be made permanent. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 + time  
   
  Rune 
   
   
   
  Normal  
  None 
  Rune of Light – [1] 
  A Rune of Light takes 3 hours and 3 rolls to inscribe.  It is 1.5 yards on a side and must be placed on a flat 
  surface. Once inscribed it emits light enough to see or read by.  The effect lasts for 12 days per point the roll 
  was made by unless the roll was made by 5+ in which case the rune is permanent. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Rune  
   
   
   
  Normal  
  None 
  Rune of Ownership– [1] 
  When this rune is inscribed on an item (taking 10 minutes and 1 roll) the caster will become aware of the 
  history of that item when the rune is inspected.  This can be placed on personal belongings or even 
  temporary lodgings.  The caster will know if the item has been tampered with and will know when it 
  happened and a general description of who did it. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  8 
   
   
  Rune  
   
   
   
  Normal  
  None 
  Rune of Strength – [1] 
  The rune takes 8 hours and 4 rolls to inscribe.  A structure marked with the rune gets +2 to STC rolls until it 
  suffers a Major Failure (fail by 5).  The maximum size of a structure this can apply to is WIL3 cubic yards.  A 
  larger object may be marked with more than one Rune of Strength. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Rune  
   
   
   
  Normal  
  None 
  Symbol of Unwelcomeness – [1] 
  The character can inscribe a symbol that is extremely distasteful to one kind of magical creature (common 
  examples are werewolves and vampires . . . “dragon’s bane” symbols are probably a little rare). This 
  requires 3 hours and 3 rolls.  Each day, a roll is made against the caster’s skill to see if the charm degrades. 
  At full power, the type of creature must make a WIL roll at –4 to approach the symbol.  Each time it 
  degrades this drops by 1.  A symbol can be carried around but moving it around causes degradation rolls 
  each hour and WIL rolls to approach are at –3.  If a symbol is broken, the affected creature may move in 
  freely.  Each creature so made unwelcome is a separate Symbol to learn (1 point each). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Glyph 
   
   
   
  Normal  
  None 
  Triangle of Protection– [1] 
  The magical Triangle takes 1 hour to inscribe and 1 skill roll. Undead cannot cross its boundary or attack 
  across the boundary.  Summoned creatures intending to attack across the boundary must win a WIL roll 
  against the caster’s WIL.  They get 3 attempts to do so after which that creature can no longer attempt to get 
  at the caster. If a creature is summoned within it, the Triangle has caster’s WIL-1.  The triangles cannot be 
  “stacked” (being inside 10 Triangles is the same as being within 1). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Circle  
   
   
   
  Normal  
  None 
  Pentagon of Containment – [2] 
  The pentagon of containment is designed to hold a powerful Daemon.  Any being summoned within it, gets 
  one roll to beat the Pentagon’s WIL of [WIL + 3]. If this is done, then the being must win a contest of wills 
  against the caster’s [WIL + 1] by 3, making one roll each turn. If the summoned being is attacked in any way 
  while inside the pentagon (from outside it), it automatically breaks free.  Before summoning, the caster may 
  take a 4 hour ritual of preparation (burning candles, lighting incense, etc.) this gives a +1 to the initial roll. A 
  Pentagon will hold a summoned creature for [WIL] hours after which it may leave.  Remember that 
  summoned creatures are under no obligation to do what is asked of them and will drive a hard bargain. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Glyph 
   
   
   
  Normal  
  None 
   
  76
  
  Pentagram of Summoning – [2] 
  This Circle takes 5 hours to inscribe and 5 skill rolls.  Summoning a creature within it takes 30% less mana 
  than normal (round up).  The downside of this is that summoned creatures can return at odd times to the 
  Pentagram making them dangerous.  This is best combined with other summoning defenses. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Circle  
   
   
   
  Normal  
  None 
  Rune of Power – [2] 
  The rune takes 4 hours to inscribe and 4 rolls.  When created, it can hold 4 mana for later use.  Once used, 
  the rune dissolves.  A caster can only use one Rune of Power per casting. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   20 
   
   
  Glyph  
   
   
   
  Running  
  None 
   
  Rune of Warding – [2] 
  This rune (1 hour to inscribe and 1 skill roll per point cost of the spell bound to it) binds another spell (an 
  attack spell) to an object.  When an action takes place and the rune detects it (automatic if it deals directly 
  with the object the rune is on—otherwise the Rune has an 11- Perception roll or can be set up with a 4 yard 
  long “mystical trip-wire”) the spell goes off.  The spell has an REA of 14 and a to-hit roll of 15-.  The bound 
  spell must be cast immediately after but can be cast by another mage. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   18 
   
   
  Rune  
   
   
   
  Normal  
  None 
   
  Circle of Protection – [4] 
  The circle takes 4 hours and 4 rolls to inscribe.  Inside it, the character is protected from all Curse-type 
  magic and any Divination-type magic concerning him is at –4 to the roll.  Any PWR vs. STAT attack that 
  targets through the circle (from within or without) is at –4 PWR.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   30 
   
   
  Circle 
   
   
   
  Normal  
  None 
   
  Circle of Seeing – [4] 
  The mage draws a circle on a wall or door and the interior of the circle becomes a one-way magical window 
  into the other side.  Light will not pass through this window so if the side is dark, the character is out of luck 
  (similarly, if on the other side is a hung painting, a curtain, etc. the spell will not penetrate that).  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   30 
   
   
  Glyph 
   
   
   
  Running  
  None 
   
  Circle of Transport – [4] 
  The mage draws a circle that takes 40 hours and 8 rolls.  When complete, the caster has one part of a 
  “teleport” circle.  If another identical circle is drawn somewhere else within WIL2 miles (more if 4 of the rolls 
  are made by 10 or more—the GM determines how far this can reach) a character in once circle can instantly 
  move to the other.  This does not require a spell but may be protected by a command word (which must be 
  written in special script in the circle—a Thaumaturgy roll can decipher it). Each circle has hundreds of 
  identifying marks, so either two circles must be made by extremely painstaking measures or the original 
  caster must make both.  Circles can link to more than one other circle.  In that case, a person in the circle 
  must walk in a given direction (and say the word if any) to teleport.  Protecting a circle with a word costs 24 
  extra mana.  Even if a circle is destroyed, the gateway remains, visible to all those who can detect magic, for 
  24 hours.  In most worlds, the “kinks” have not been worked out of the spell (the GM can decide if the 
  creators have solved all the problems).  In this case (standard) each person who travels through the circle 
  without paying 24 Mana (so the traveler must be a mage) causes an increasing chance of the circle opening 
  quietly to extra-dimensional space and allowing daemons to show up.  This chance is a 0- for the first 
  person and increases by a cumulative +1 for each roll above a 12 made for each 2 Mass worth of goods or 
  people that move through a portal (roll for chance of increase for each person, then roll to see if the circle 
  corrupts). Additionally, creating such a circle (if the spell hasn’t been “modernized”) costs $500 or more 
  depending on how far it goes and how many circles it links to (GM decides).  For an “industrial strength 
  circle” the cost may be staggering—literally breaking the economies of nations to keep running (traffic can 
  degrade them, mages may be brought in to repair suspected corruption, etc.) 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   30 
   
   
  Circle 
   
   
   
  Normal  
  None 
   
   
  77
  
  Line of Devastation – [4] 
  The mage draws a line (with chalk) across the ground.  This is an 8 REA Long action (the chalk must be in 
  hand) and can extend up to 4 yards (in hand) or 6 yards if the chalk is on a stick.  When complete (or it may 
  be extended if it is done each turn in succession—the magic points are only paid once, but drawing the line 
  is Sprinting Endurance) it creates a deadly barrier.  Anyone crossing the line will suffer an blow for the 
  mage’s WIL +2 damage (Impact) which ignores armor and is of energy nature (similar to fire).   The Line of 
  Devastation lasts forever—but normal weather will erode it in 2 hours.  Anyone approaching it will feel the 
  danger with a WIL roll at +2. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Glyph 
   
   
   
  Normal  
  None 
  Rune of Locking – [4] 
  The Rune of Locking is a complicated spell of protection.  When inscribed on a door, it acts as a magical 
  lock.  To open it, one must trace the rune in a proscribed fashion, determined at casting time.  A 
  Thaumaturgy roll at –3 per level of difference of the caster will “pick” the rune.  Inscribing the rune takes 6 
  rolls and 12 hours (picking it also takes six rolls and 12 hours).  Because of the obvious nature of opening 
  the door, the Rune of Locking is not suited for public entrances.  A rubbing of the rune (or copy . . . or 
  Memory roll at –6) will be good enough to transfer the rune to a Thaumaturgy mage for study. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  45 
   
   
  Rune  
   
   
   
  Normal  
  None 
  Square of Force– [4] 
  The Square of Force takes 8 hours to inscribe and 8 skill rolls.  It gives the caster a 12 PWR, 20 STA Force 
  Field against magical attacks and blows from summoned creatures or undead.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Circle  
   
   
   
  Normal  
  None 
  Words of Binding – [4] 
  These words (magical script, legible only by mages), when inscribed around a Circle set conditions on what 
  a creature summoned within may do.  This is not automatic: the caster must win a battle of WILs with the 
  creature summoned (if the creature is an automaton and has no WIL it is not bound).  The caster gets a +2 
  to his WIL. To play out the battle, have both parties roll once a turn against each other.  Keep track of what 
  each force wins or loses by.  When one side wins by 5+, the battle is over.  Common words are: 
  • 
  You may not attack me and I may not attack you: 20 Mana to inscribe.  3 hours, 3 rolls. 
  • 
  You must keep your word in a deal: 30 Mana to inscribe.  3 hours, 3 rolls. 
  • 
  You must do what I say. 80 Mana.  8 hours, 8 rolls. 
  • 
  You may not leave the circle, nor attack beyond it save by my command. 20 Mana to inscribe. 3 hours, 
  3 rolls. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Circle  
   
   
   
  Normal  
  None 
   
   
   
   
   
   
  78
  
  Witchcraft 
  Description: Witchcraft is magic that has its origins outside of our reality.  It is usually taught to its 
  practitioners by “lesser powers” or obscure Extra Dimensional Beings (EDB’s) that have human 
  agents working towards their ends.  In some cases, these creatures are malevolent.  In most, 
  their final goals take decades or centuries to achieve and have no bearing on earthly life. As is 
  the case with necromancers though, a few witches have managed to ruin it for everyone.  Thus, 
  witchcraft has the unfair reputation of being nothing but curses and “sneak attack” spells. The 
  reality is that witches, as agents of EDB’s (hated and misunderstood) are taught spells that will 
  make them effective “secret agents” in the world of magic.  The majority of witches are women 
  but men comprise a sizable minority. 
  Level 1: Daughter.  Level 1 spells are spells that often “non-witches” know from the categorical 
  study of witches.  A character knowing these spells need not be in league with any EDB (in fact, 
  the mere fact of the skill requires no EDB—but it often comes from there).  The primary level 1 
  spell is Detect Unseemely Aura that detects the “footprints” of an EDB. At Level 1, the character 
  can make rolls at –6 to know things about the nature of EDB influence in the world.  If the roll is 
  missed by –1 to –3, the character knows something—but the GM decides if the character merely 
  knows popular superstition. 
  Level 2: Wise Woman.  At Level 2, the character either knows a little (rolls at –3) about the broad 
  influence of EDBs in the world or knows a lot (standard roll) about one EDB’s mode of operation.  
  If the character is in contact with an EDB, this skill allows the character to know a non-magical 
  ritual to contact it.  This may require a dozen true believers and a sacrificial lamb or other such 
  things—but it is often the way that apprentices become Adepts—summoning an EDB and getting 
  it to agree to teach them.   
  Level 3: Witch.  At this level, the witch is almost certainly in contact with an EDB.  If so, the 
  character receives the Familiar spell for free (in exchange for being obligated to serve the EDB as 
  the GM sees fit).  Otherwise, a witch may buy the Familiar spell normally (4 points).  Regardless, 
  she knows quite a bit about EDB’s in general (roll at +3). 
  Level 4: Witch Mother. 
   
  Familiar – [Signature Spell: 4] 
  The character is sent a “possessed” animal from his EDB.  This animal has an INT of about 10 – 12 and can 
  communicate via telepathy with the character.  With a Long action (and continual meditation) the mage can 
  see through the Familiar’s eyes until concentration is broken.  The maximum distance that the link and 
  communication can be sustained for is WIL2 yards. The link between the character and the familiar is strong: 
  if the familiar is killed, the character suffers a Critical Wound instantly (the Damage Points and the roll are 
  suffered). 
   
  Standard Land Familiar (fox, cat, rat, etc.) 
  STR 5 BLD 1 CON 12 /12 DP 
   
  REF 12  
  INT 11 
  Stealth L3 14-, Claw/Bite attack 2 Pen Damage 14-, Dodge (3 REA) 14-. 
  Small size (-2 to be hit at range, 1- in HTH).  Climbing L2 13-, Shadowing L2 13- 
  Night Vision 
  Standard Flying Familiar (owl, falcon, bat, etc.) 
  STR 8 BLD 1 CON 12 /6 DP 
   
  REF 12  
  INT 11 
  Stealth L3 14-, Claw/Bite attack 2 Pen Damage 14-, Dodge (3 REA) 14-. 
  Small size (-2 to be hit at range, 1- in HTH).  Climbing L2 13-, Shadowing L2 13- 
   
  Flight 12 yards / sec 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  45 
   
   
  Summon 
    
   
  Normal  
  None 
  Aruspicy – [1/2/4] 
  The witch can divine information by sacrificing an animal and reading its entrails.  The spell requires an 
  elaborate ritual that takes 1 hour and uses 30$ worth of material at the end of which an animal is killed. With 
  a ritual that requires 3 hours and 50$ worth of material, the witch may use a dead animal (allowing modern-
  day city witches to find their futures in the frozen meats department).  There are three uses of this spell.  
  Each form must be purchased separately to use. 
   
  79
  
  • 
  Omen [1 point] –The witch can determine when the next significant symbol of the target’s future will 
  appear (“seek the omen at midday when the crow trills thrice”).  The GM must decide if there are 
  “omens” and when the next one will occur (in this case, even seemingly normal events can be omens).  
  This is often done in reference to some question (“how will my voyage go?”) and the GM can take 
  opportunities to be clever (“Seek the omen at noon!”—the omen being a waitress spilling a pitcher of 
  water on the character).  This spell requires a RES roll on the part of the caster.  If failed, the knowledge 
  of the next omen is not gained.  Witches under pressure may lie (or even stage some event). 
  • 
  Far Seeing [2 points] – The character can see the future as if she possessed Far Precognition (at WIL 
  PWR). 
  • 
  Knowledge [4 points] – The witch can divine information as if she possessed Extra Sensory Perception 
  at Level 4 and at [WIL] PWR. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  25 
   
   
  Fortune   
   
   
  Normal  
  None 
  Bane – [1] 
  The character can make a charm that is extremely distasteful to some kind of magical creature (common 
  examples are werewolves and vampires . . . “dragon’s bane” charms are probably a little rare). This costs 
  $30 for the raw materials and requires 4 hours and a roll.  Each day, a roll is made against the caster’s skill 
  to see if the charm degrades. At full power, the type of creature must make a WIL roll at –4 to approach the 
  charm.  Each time it degrades this drops by 1.  The Bane is best hung in a doorway—moving it around, or 
  traveling with it, causes it to degrade each hour and it rolls at –3. If a bane is destroyed, the affected 
  creature may move in freely.  Each creature so made unwelcome is a separate Bane to learn (1 point each). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Create charm 
   
   
  Normal  
  None 
  Bless– [1] 
  When this spell is cast upon someone, Fortune smiles upon him.  Three rolls that day will be modified by 1 
  in the Blessed character’s favor (random rolls, GM’s discretion).  A character may have only one Bless on 
  him at a time. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Blessing  
   
   
  Normal  
  None 
  Brew of Health– [1] 
  A minor healing potion, this brew is quaffed before going to sleep.  If the drinker gets a full night’s sleep (6 
  hours), he heals 4 points of damage.  If not, he only heals 1 point. The potion requires 2 hours and 50$ in 
  materials to make. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Potion   
   
   
  Normal  
  None 
  Curse – [1] 
  When this spell is cast upon someone, Fortune frowns upon him.  Three rolls that day will be modified by 1  
  against the Cursed character’s favor (random rolls, GM’s discretion).  A character may have only one Curse 
  on him at a time. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Curse   
   
   
  Normal  
  None 
  Cursed/Blessed Wax – [1] 
  The witch can enchant a normal (if not normal-looking) candle so that when someone lights it, he is affected 
  by a curse or blessing.  The witch must already know a Curse or Blessing-type spell to learn this spell and 
  must spend 1point for each individual Cursed/Blessed Wax she wishes to learn.  The effects of Draught of 
  Truth may also be used for Cursed/Blessed Wax. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Enchant Item  
   
   
  Normal  
  None 
  Detect Unseemly Aura – [1] 
  When an EDB exerts its influence in the world, it leaves a psychic “stain.”  This spell can detect this.  Areas 
  where such beings have manifested (usually due to a ritual) or where their influence is strong will have such 
  an aura.  When cast, the user makes a Witchcraft Skill roll.  If the roll is made by 0-5, the caster will detect 
  the aura.  If the roll is made by 6-9, the caster will know something about the being (and perhaps the ritual).  
  If made by 10+, the caster will know a great deal about the being and its modus operandi.  The GM should 
   
  80
  
  only allow this spell to be cast once per hour in the same location and it will detect such auras within a WIL2 
  yards radius. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Detection 
   
   
  Normal  
  None 
  Glamour– [1] 
  With 3 hours and 25$ of material, the witch makes a cream that, when applied to the face and skin, 
  temporarily grants the user +1 Level of Attractive (up to Level 2).  The effects last for one full day.  If the 
  Glamour using character already has Attractive or Exotic at Level 2 or better, the cream has no effect 
  (although it is a fantastic emollient and moisturizer). The GM may choose to rule that some unsavory 
  ingredient goes into this . . . 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Potion   
   
   
  Normal  
  None 
  Mending Balm– [1] 
  With 3 hours and 15$ of material, the witch can create a salve that, when applied, allows Sub-Minor 
  Penetrating wounds heal as though they were non-Penetrating.  The balm must be applied within 1 minute 
  and must be allowed to heal for 5 minutes.  The balm is enough for 7 applications. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Potion   
   
   
  Normal  
  None 
  Patch – [1 or 2] 
  With 30 minutes and 5$ worth of materials, the witch can make a small, black patch that, when applied to a 
  broken or torn item, will mend it without trace of damage.  The item in question must not weigh more than 
  1/8 pound.  The patch is applied and then removed 5 minutes later.  If the item is seriously jarred during this 
  time, the spell will fail.  If the witch spends an extra point (total of 2 points) on Patch, she can mend items by 
  simply passing her hand slowly over the area to be fixed and spending twice the amount of mana.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  10 / 20  
   
  Potion / Instant   
   
  Normal  
  None 
  Refreshing Drink– [1] 
  A popular item among commoners and adventurers alike, this potion will return 10 Endurance to the drinker.  
  It requires 2 hours and 30$ to make. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Potion   
   
   
  Normal  
  None 
  Rip Hair – [1] 
  This terrorizes the subject: once cursed, the witch can mime pulling his/her own hair out.  The target will 
  actually suffer the pain and hair-loss.  The curse hits as a Curse (invisible ranged attack).  It lasts 72 hours.  
  In combat, taking a 5 REA medium action to pull hair causes the target to make a WIL roll or fight at –1 for 
  that turn.  Often, this can be used to cohere a properly selected person to do things for the witch. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Curse 
   
   
   
  Normal  
  None 
  Shadow Cloak – [1] 
  The character becomes cloaked in shadows.  This acts like a PWR 2 visual cloak with the added effect that 
  the witch will become impossible to identify – witnesses will see shifting features and unnatural patterns of 
  light and dark that obscures the caster’s identity.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  6 
   
   
  Continuing 
   
   
  Walking  
  None 
  Waking Dreams – [1] 
  The witch can divine information from visions but it extracts a heavy toll on the caster.  By spending 15 
  minutes and 20$ worth of material on a ritual, the witch slips into a trance-like state in which she can access 
  information from the ether.  At the end of the trance, she possesses the information in question.  The spell 
  duplicates the powers of Aruspicy and the witch does not have to pay for each individual form . . . but the 
  information comes at great cost. 
  • 
  Omen – The trance lasts one hour, the witch takes WIL Endurance, and she must make a successful 
  skill roll or else suffer a Minor Wound. 
   
  81
  
  • 
  Far Seeing – The trance lasts three hours, the witch takes WILx2 Endurance, and she must make a 
  successful skill roll or suffer a Major Wound. 
  • 
  Knowledge – The trance lasts six hours, the witch takes WILx3 Endurance, and she must make a 
  successful skill roll or suffer a Critical Wound. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Divination  
   
   
  Varies 
   
  None 
  Analgesic – [2] 
  The witch can brew a potion that greatly reduces pain.  Whomever drinks the brew can ignore one level of 
  condition effects (Hurt condition is ignored, Injured is treated as Hurt, and Serious is treated as Injured).  The 
  effects last for 6 hours.  It requires 2 hours and 25$ worth of material to make.  Although this potion is highly 
  sought after by adventurers, it is especially prized by expectant mothers who wish to alleviate labor pains.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Potion   
   
   
  Normal  
  None 
  Candle Magic – [2/1] 
  The witch may make candles that, when burned, produce certain effects.  Each candle (and effect) must be 
  purchased separately, the first costing 2 points and each additional one costing 1.  A candle requires 1 hour 
  and 20$ worth of materials to make.  Unless stated otherwise, candles burn for 3 hours. Burning more than 
  one of the same type of candle will not produce cumulative effects.  Candles may look as normal or exotic 
  as the witch wishes.  Common candles include: 
  • 
  Health – like Tallow of Health (Earth College); 24 hrs 
  • 
  Healing – the stricken person gets +2 to his CON roll to heal and his healing rate is doubled; 24 hrs 
  • 
  Anesthesia – when left on the bedside of a character, pain is lessened (ignore Hurt condition); 12 hrs 
  • 
  Drowsiness – the candle will cause anyone willing to sleep to fall into deep slumber 
  • 
  Meditation – the character who lights the candle receives +1 to his effective INT while it burns 
  • 
  Romance – the witch receives +2 to Entrance whomever she is with in the room where the candle burns 
  • 
  Scrying – while the candle is burning, the witch can hear whatever is going on within a 10 ft. radius of it 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Potion   
   
   
  Normal  
  None 
  Cauldron of Gossip – [2] 
  The witch mixes various unusual substances into a “soup” in an iron cauldron and stirs it.  While it burbles, 
  the witch can listen to it and hear the voices of gossips in the community (WIL mile radius).  The GM 
  determines what counts as gossip but a Witchcraft Skill roll is made: 0–5: Common Gossip (the kind of thing 
  one could find hanging out around the local well).  6–9: Elite Gossip (the stories the help in the rich peoples 
  houses are telling).  10+ Whispered Secrets: the witch may hear any secret that is told out of confidence.  
  This spell takes gossip from the last 24 hours.  The witch will hear a variety of voices and must make 
  perception rolls to pick out specific chains of conversation. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Detection 
   
   
  Running  
  None 
  Charm – [2] 
  The witch can enchant an item that then brings good luck to the bearer.  The witch creates a small totem or 
  enchants a piece of jewelry or a prized possession of the character.  For every 75$ invested in the totem or 
  that the jewelry is worth or for every year the character has owned the item, the Charm will modify a random 
  roll in the character’s favor by one once per day up to a maximum of three such modifications (so a totem or 
  jewelry worth 150$ will modify two rolls by 1 in the character’s favor as would an enchanted personal item 
  owned for two years).  Multiple charms will not work.  A Bless spell cast upon someone with a charm will 
  grant a total of 4 modifications in the course of the day.  Anyone holding the item will receive the benefits of 
  the charm. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  45 
   
   
  Enchant Item  
   
   
  Normal  
  None 
  Curse of Mice – [2] 
  When cast on a kitchen, the kitchen becomes magically infested with mice.  Normal extermination 
  techniques will not work and the kitchen will be almost unusable.  The curse lasts WIL / 4 days (round up).  
  To cast it, the mage must either touch the primary user of the kitchen, come within sight of the kitchen and 
   
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  make a sign in the air, or have a small charm with the spell cast on it delivered to, and placed in the kitchen 
  (removing the charm will break the spell). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Curse of Spiders – [2] 
  This nasty spell may be cast on a person either by having a lock of their hair, a drop of their blood (1 DP 
  worth), a piece of clothing, by touch, or by a ranged attack (the target sees the caster make a mark in the 
  air).  When the spell activates (0 – 10 hours, caster’s choice) the target will become infested with spiders. 
  Any clothes worn will have a 9- chance of generating a spider each 3 minutes.  These spiders will never be 
  seen to appear but will crawl out of pockets, folds, etc.  Only the simplest of clothes—a small loin cloth—will 
  not be affected.  The curse lasts WIL hours. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Drought of Animosity – [2] 
  This spell must be casts on two drinks at once.  When they are drunk, each person will suffer a PWR vs. 
  STAT attack (vs. WIL, PWR is equal to caster’s WIL+2).  This effect will be to make them feel an irrational 
  dislike for each other.   
  • 
  Minor Effect: Distaste – targets will avoid each other and are at –3 to interact 
  • 
  Standard Effect: Argumentative – if given sufficient reason (GM’s call), the targets will start to argue 
  • 
  Major Effect: Active Dislike – targets will actively find faults to start an argument; fights may break out 
  • 
  Critical Effect: Boiling Anger – targets will start fighting using non-lethal means (fisticuffs) 
  • 
  Catastrophic Effect: Murderous Hatred – targets will actively try to kill each other 
  The GM must determine the effects of each stage and the two will use the lower of the two effects (if one 
  person suffers a Critical effect and the other suffers a Minor effect the effects for both are Minor). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Drought of Enchantment – [2] 
  The “Love Potion” most people ask for.  The spell is cast over a drink and it is delivered to the target.  
  Whoever the target sees after drinking the spell will “make an Enchant attack with a [WIL+5] PWR” against 
  the drinker. For this to work the drinker must not be suspicious, or otherwise highly alert (if the GM rules the 
  drinker is “cautious” then the PWR may be reduced to [WIL+1]).  The drawback is that, if the effect is strong, 
  the person may become manic concerning the target. Casting the spell takes 3 hours of preparation over a 
  sealed bottle of the drink.  Selling these is usually quite illegal. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Drought of Sleep – [2] 
  This drink acts as a sleep potion.  It is a Sleep PWR vs. STAT attack (WIL) of [WIL+3] PWR.  This takes 3 
  hours to make. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Draught of Truth – [2] 
  This spell is cast over an alcoholic drink.  When imbibed, the drinker will become “intoxicated” and will be 
  much more likely to tell the truth than normal—and will have only vague memories of having done so when 
  the spell wears off.  This is not a “truth serum” and the person may tell the witch all kinds of things other than 
  the secrets the witch wants—but careful prying or the right leading questions can open up most people.  The 
  target gets a WIL roll vs. the PWR of the spell (equal to [WIL+1]).  This acts as a PWR vs. STAT attack (vs. 
  WIL).   
  • 
  Minor Effect: Target’s guard is weakened; the witch can ask leading questions and the target won’t get 
  upset or extremely suspicious if they’re phrased okay; he may not answer.   
  • 
  Standard Effect: Target speaks his mind; this is not going to reveal national secrets but will certainly 
  dredge up some good interpersonal stuff.   
  • 
  Major Effect: Target is suggestible; the target will reveal “classified” but not “secret” data.   
  • 
  Critical Effect: The target will reveal secret data to the caster.   
  • 
  Catastrophic Effect: the target will reveal “top secret” data to the caster. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
  24 
   
   
  Curse 
   
   
   
  Normal  
  None 
  24 
   
   
  Curse 
   
   
   
  Normal  
  None 
  24 
   
   
  Create Enchanted Drink 
   
  Normal  
  None 
  24 
   
   
  Curse 
   
   
   
  None 
   
  None 
  24 
   
   
  Curse 
   
   
   
  None 
   
  None 
   
  83
  
   
   
  24 
   
   
  Create Enchanted Drink 
   
  Normal  
  None 
  Enchanting Voice – [2] 
  The character’s spoken command acts like the Influence ability with PWR equal to the character’s WIL+1.  
  There is no roll to hit. If this ever achieves a failure result against the target, the target will be aware the 
  voice is being used against him; however, the witch can still use the voice on the target but at double mana 
  (it is virtually impossible otherwise). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Instant  
   
   
  Normal  
  PWR is WIL+1 
  Evil Eye – [2] 
  A target is hit with an invisible (unless the target can see cast magic) attack. He may feel a cold chill and 
  notice a foul look from the witch.  For the remainder of the day, the witch will enjoy +3 Luck while the target 
  suffers –3 Unluck. This can only be cast once per day (it doesn’t stack and neither does the unluck). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Curse 
   
   
   
  Normal  
  None 
  Following Charm – [2] 
  The witch creates a small charm that can be given to a person (it can also be placed on a person without 
  their knowledge by sleight of hand at a –2 roll). When placed, for as long as the spell lasts (the charm can 
  be made at any time—it is activated by paying the mana) the witch will see things as though he was 
  following the person with the charm.  The person, for his part, can make perception or WIL rolls to detect a 
  feeling of being followed. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Create Charm 
   
   
  Walking  
  None 
  Glitch – [2] 
  The spell causes the malfunction of a machine.  When cast it can be activated any time within a hour of 
  casting.  The machine must make an STC roll vs. the caster’s WIL +2 (most machines have an STC of 14-).  
  This acts a PWR vs. STAT attack.  The Minor Effect: minor functions of the machine will malfunction as 
  though possessed (car radios will switch to ominous songs, gear systems will creak and work at only 80% 
  efficiency, etc.)  Standard Effect is more so (machine operates at 50% efficiency—pushing it will break it).  
  Major effect will break the machine.  Critical Effect: the machine fails in a diabolical fashion designed to 
  hinder, but not directly kill the owner.  Catastrophic Effect: Christine.  The machine simply goes bad and will, 
  in its way, lash out at everyone near by.  Cars may drive around at night and kill people, computers will call 
  Date and Time in Tibet, send insulting email to Stephen Segal, and alter the character’s homework to get 
  him expelled, soft drink machines will dispense New Coke, etc. The effects last about 1 week except for the 
  last two, which are more or less permanent. Throwing Glitch on a Cyborg causes it to make a Major Wound 
  roll (just the roll—no damage is taken). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Curse   
   
   
  Normal  
  None 
  Haunt – [2] 
  A simple defensive spell, Haunt creates “ghost lights” that dance in an area when someone comes close.  
  They are usually meant to scare off intruders (the lights have an eerie presence and an Intimidation of 
  [WIL+1] vs. those not familiar with magic).  The spell lasts 1 week.  When someone approaches within 4 
  yards, the lights will vanish.  On a roll of a 0 to 3, however, the presence of the magic will call a real haunt of 
  the GM’s choice.  It will not appear immediately and it may, at the GM’s discretion, not bother the witches.  It 
  will, however, definitely bother the local community. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Illusion  
   
   
  Normal  
  None 
  Hexbreaker – [2] 
  The witch can dispel a Curse-type spell laid upon someone.  The hexbreaking witch rolls her WIL against 
  that of the mage who originally cast the curse using the following modifiers: 
  • 
  +/- 1 for each point of difference in skill 
  • 
  +/- 3 for each level of difference (a Level 3 witch’s curse is harder to break than a Level 2 witch’s and 
  vice versa) 
  • 
  -2 to break 4 point Curse-type spells 
  • 
  +1 for each hour or 50$ the witch spends on ritual up to a maximum of +3 
   
  84
  
  Minor Effect: Curse lifted for one hour.  Standard Effect: Curse lifted for one day.  Major Effect: Curse 
  broken.  Critical Effect: Curse broken and cursing mage must make a WIL roll or suffer the effects of the 
  curse.  Catastrophic Effect: Curse broken and the cursing mage must make a WIL roll at –3 or else suffer a 
  Minor Wound and the effects of the curse. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Blessing  
   
   
  Walking  
  None 
  Hold Fast– [2] 
  The target appears to be standing calmly, but is actually held by the invisible spell.  While a “curse” in that 
  the casting is invisible, observers will see the caster seem to “throw” the spell. The spell is a tangle attack. 
  The spell has 2pts of armor, 12 DP, and an Offensive Grapple of 7.  Characters in the grab will be at –4 
  damage modifiers to break the spell.  Advanced Note: purists can give the bonds an STC roll of 15-. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
  Ranged Attack 
   
   
  Normal  
  Tangle attack 
  Hold Tongue – [2] 
  This spell forces the target to keep a secret about some subject.  It acts as a PWR vs. STAT attack and the 
  subject must be chosen and told to the subject when the spell is cast.  When the target tries to tell others, he 
  will find that he can’t speak it, write it, or otherwise convey it.  If directly questioned, he will simply remain 
  mute on all questions concerning it.  Minor Effect: lasts for 1 hour.  Standard Effect: Lasts for 1 day.  Major 
  Effect: Lasts for 1 month.  Critical Effect: Lasts for 1 year. Catastrophic Effect: Lasts forever. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Curse 
   
   
   
  Normal  
  None 
  Jinx – [2] 
  Similar to Glitch, but for people. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Curse   
   
   
  Normal  
  None 
  Lash – [2] 
  One of the terrorize spells, Lash creates an “allergic reaction” in the cursed target that causes welts to 
  appear in a stripe as though the target was “lashed.”  Each “lashing” does 2 IMP damage and gives the 
  target a WIL roll (cumulative +1) vs. the caster’s spell roll to break the curse.  When a target is hit (as a 
  ranged attack), for the next 72 hours, the witch can lash as a 5 REA Medium action.  Lashing requires no to-
  hit roll. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Curse 
   
   
   
  Normal  
  None 
  Listening Mark – [2] 
  The witch draws the mark on the wall in a black, naturally made paint (takes $2 and 1 hour to make).  This 
  weird mark may almost seem to be some natural splatter of paint or a natural smear (it also smells funky).  
  The mark acts like an ear for the mage when the mage concentrates and the spell is running.  When the 
  mark is drawn, it may be activated by paying the mana at any time within 24 hours. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Create Mark 
   
   
  Walking  
  None 
  Murder of Crows – [2] 
  One of the many witchcraft “revenge” curses, Murder of Crows is rarely fatal but can be extremely 
  frightening.  When cast, (like other curses, it’s invisible), the target will experience nothing unusual from the 
  spell for up to an hour (delay determined by caster).  When the hour is up, though, all common birds that see 
  the target will want to kill him.  The average bird attacks once every 1-3 seconds and hits on a 13- for 1 to 2 
  points of Penetrating damage.  In a normal city or town, approximately 20 birds can be expected to show up.  
  This curse lasts for an hour and will at least result in the bird-plagued person being driven in doors. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Curse 
   
   
   
  Normal  
  None 
  Nightmare Curse – [2] 
  A witch can channel his/her negative energy to another. This has the effect of giving the target nightmares 
  while improving the quality of the witch’s calm.  It hits as an undetectable ranged attack (again, the target 
  gets a perception roll to notice an unpleasant feeling from the witch—but nothing obvious).  For a day where 
   
  85
  
  this is done, the target makes WIL rolls at –2 and suffers horrible nightmares.  The witch gets an effective +1 
  WIL for purposes of casting spells and making WIL rolls (this does not get the witch more mana). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Prevent Birth – [2] 
  Cast in any of the normal ways a curse can be, the spell can be used to deny a person an offspring or, more 
  commonly, as simple birth control (although going to a witch for this is considered very risky). It must be cast 
  on a woman once per month and lasts the entire month.  When cast, if the target is “resistant” (unaware) she 
  gets a CON or WIL roll vs. the caster’s roll.  If the caster wins a roll by 10, the woman is permanently barren 
  until the curse is lifted.  This curse may also be cast against men, however, the casting cost  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Sneak – [2] 
  Witches must meet often and secretly.  The Sneak spell is used by them—but is also coveted by thieves and 
  assassins.  While it does not provide Stealth (you have to have that yourself) it does provide a preternatural 
  sense of someone watching you—or being nearby where they can see you.  While Sneak is running, the 
  mage will know if someone is watching her.  She will also get a WIL “perception” roll to know if someone is 
  “nearby” and “about to see her.”  If a character is about to step around a corner and Sneak is running, the 
  mage will know. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Steal Harvest – [2] 
  When cast on a plot of farmland (up to WIL acres) it will multiply the production of that land by as much as 
  30% (the exact number is determined by the GM).  The price, however, is that 2x that number of acres of 
  neighboring farmland has its harvest decreased by that amount.  Detect Unseemly Aura will detect this 
  meddling, but detect magic will not.  This spell can be cast multiple times—if the land is adjacent, it will not 
  be degraded (so large farms can be covered by multiple castings).  To do this, all the castings must be done 
  in a single day. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Steal Unborn Child – [2] 
  One of those spells that ruins everything for everyone.  The rational for this is that being an active witch 
  takes a lot of resources (sacrificial animals).  Most witches are people of little means (EDB’s can usually only 
  offer training and some weird advice—not very useful to the rich).  This spell is used to steal unborn calves 
  from neighbors cows to the witches cow to insure new calf when needed.  This can also be used, even more 
  despicably, to steal a human child.  To work, the witch must get a lock of hair, 1 DP worth of blood, or some 
  other substantial piece of the person to be targeted (often a cow’s ear is taken).  Then the spell is cast on 
  the recipient.  It takes 5 hours to cast and the target will suffer extreme distress.  The range of the 
  “teleportation” is WIL miles.  This spell has a flaw: the mother will know her own child on sight. It’s up to the 
  GM to determine if her word is admissible in court. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Strike Mute – [2] 
  Good for sentry removal (and a number of other clandestine uses . . . also in court) the spell makes a target 
  voiceless for a time.  It is a PWR vs. STAT attack (PWR 14 vs. WIL).  Minor Effect: the target is silent for 2 
  seconds.  Standard Effect: the target is silent for 30 seconds.  Major Effect: the target is silent for 3 hours.  
  Critical Effect: the target is silent for 3 days.  Catastrophic Effect: the target is silent forever (until the curse is 
  removed . . . also, make a WIL roll once per week at a cumulative –2 to recover voice). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Witchbolt – [2] 
  One of the Witchcraft’s few offensive spells, Witchbolt, is fairly rare.  This spell fires a black-green blast that 
  hits as a ranged attack and ignores armor. It does 11 points of damage. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
  24 
   
   
  Curse 
   
   
   
  None 
   
  None 
  24 
   
   
  Ranged Attack 
   
   
  Normal  
  PWR 14 
  24 
   
   
  Detection 
   
   
  Walking  
  None 
  22 
   
   
  Curse 
   
   
   
  Normal  
  None 
  30 
   
   
  Curse 
   
   
   
  Normal  
  None 
  22 
   
   
  Curse 
   
   
   
  Normal  
  None 
   
  86
  
   
   
  30 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Witch’s Candles – [2] 
  Witch’s Candles are handcrafted deformed candles made of human fat (usually requires robbing a morgue!). 
  Each candle costs about $5 in materials . . . plus the fat (charge for that!).  When burnt, the candle “gives 
  off” 5 mana to aid in the casting of a spell.  Only one candle can be used per spell.  Making a candle takes 4 
  hours (they can sell to other mages for $25 to $100 . . . more if the sale of fat is illegal!) 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Create candle 
   
   
  Normal  
  None 
  Witch’s Door – [2] 
  This spell is cast when a door is constructed (or on one that has been out of use for 72 hours).  It makes the 
  door seem to vanish.  Only people who know the door is there, see it open, or cast this spell (it can be used 
  to detect these doors).  The primary use of this is to protect meeting areas (a room can be sealed off with 
  this).  If a person inspects the wall, they get a perception roll at –3 to detect the door (and then they’ll 
  wonder how they ever missed it).  The nature of this spell is tricky.  If a person is in the company of one who 
  sees the door, he will tend to see it too (Perception roll just to notice it—automatic if it is pointed out). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Create “Invisible” door 
   
  Normal  
  None 
  Youthful Appearance – [2] 
  A popular lotion among commoners and nobility, this balm, when applied on the skin, will give the 
  appearance that the user is 5 or 10 years younger.  The salve requires either 85$ and 4 hours of work (5 
  years) or 175$ and 8 hours of work (10 years) and the fat of a baby animal (traditionally calf or lamb).  The 
  effects last 24 hours.  Multiple application will not work.  The de-aging is only skin deep; although the skin, 
  hair, and nails will youthen, the body is still its actual age. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Potion   
   
   
  Normal  
  None 
  Eternal Youth – [4] 
  An incredibly rare spell that nevertheless has truly ruined it for witches everywhere.  Using this spell once a 
  year means that its recipient will never age.  The witch mixes 200$ worth of material into a potion. The 
  potion is then mixed with the fat of a child no more than one year old and one day dead (which is then 
  applied to the skin) or poured into a tub filled with the warm blood of a young maiden (which the recipient 
  then bathes in).  Either application takes one hour of time.  The mana is spent in preparing the potion.  
  Although many unethical witches use this spell for their own benefit, even more unscrupulous rulers coerce 
  witches to use it for theirs. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Potion   
   
   
  Normal  
  None 
  Eye for an Eye – [4] 
  Eye for an Eye is a vengeance spell that can be cast within 1 week after a witch has suffered a wound at 
  someone’s hand.  The Eye for an Eye spell takes three hours to cast and the victim will get three WIL rolls at 
  a successive +1 to feel something bad coming.  At the end of the time, the spell is cast and the target suffers 
  the same wound (damage and damage type) he dealt the witch.  For +15 mana and a personal artifact of 
  the target, the witch can exact vengeance for someone else’s wound.  For this to work, the wounded person 
  must be with the witch for the entire casting of the spell. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  35 
   
   
  Curse 
   
   
   
  Normal  
  None 
  Slave – [4] 
  A powerful curse, Slave allows a witch to turn a person into a mindless servant.  The spell requires three 
  drops of the victim’s blood, 50 mana 150$ worth of material, and a night’s work.  A skill roll is made at –5 
  and if failed, the witch takes a Serious Wound and the spell fails completely.  If successful, the witch creates 
  a handful of powder that resembles common dust that when it contacts the intended victim’s skin, causes 
  him to fall sick within 24 hours.  After three days, the victim falls into a coma that will be mistaken for death 
  unless a Medical Skill roll is made at –6 (-3 at Level 3).  A Witchcraft roll at –3 can also detect life (and thus 
  the use of this curse).  The coma can last up to a year and the victim requires no food or water and the 
  barest minimum of air.  Any time during the coma, the witch can touch the victim and, by spending 30 mana, 
  takes him under her control (Control Power at automatic Catastrophic Effect at WIL Power).  The witch need 
   
  87
  
  only spend an extra 30 mana per month to keep the slave in such condition (otherwise, the effective Effect 
  drops by one per month).  The witch traditionally waits until the victim is buried and then digs him up before 
  enslaving him.  The witch can also use Sympathy to affect her intended victim and to enslave and control 
  him.  This curse can only be broken by the Hexbreaker spell or by another witch with Slave to cast a 
  counterspell (50 mana, 150$ worth of material). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  50 / 30  
   
  Curse   
   
   
  Normal  
  None 
  Sympathy– [4] 
  Using this spell, the witch can affect a target using an effigy.  The witch fashions a doll using 30$ worth of 
  material.  She then must acquire from the target a drop of blood, a lock of hair or nail clipping, and a 
  personal possession (owned for at least 6 months).  She must then perform a ritual that lasts all night that 
  uses 150$ worth of material and 50 mana after which a skill roll is made at –5.  If failed, the witch takes a 
  Major Wound and the spell totally fails.  If successful, then the witch can use the effigy to cast any Witchcraft 
  spell that can affect a person (Potion, Curse, etc.) at WILx3 miles range at the person represented by the 
  doll.  These spells cost their normal mana +10, drain 5 Endurance from the witch, and requires all the 
  attendant times and material costs associated with the spell.  The doll need not be re-enchanted – the witch 
  can cast as many spells through the doll as she is willing and able.  If the doll is destroyed, the represented 
  character receives a Minor Wound and takes damage in the manner in which the figurine is destroyed (i.e.: if 
  thrown into a fire, the character will be burned).  If the character himself reacquires his possession, or if 
  Bless is cast upon the doll, the spell is broken.  Otherwise, it requires Hexbreaker or another witch with 
  Sympathy to cast a counterspell (50 mana, 150$ in material) to break the hex. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  50 / 10+  
   
  Enchant Item 
   
   
  Normal  
  None 
  Rejuvenate – [8] 
  A spell that only a handful of practitioners know, this spell actually restores youth to the witch.  The spell 
  requires the fat and blood of a baby animal (usually a lamb or calf).  That, along with 250$ worth of material 
  is brewed together into a potion which is then drunk.  The effects are immediate.  The brew subtracts 5 
  years of age plus an additional 1 for every point of mana spent in addition to the initial 40.  The same brew 
  can work on someone else besides the witch but the age removed is halved.  A person can only benefit from 
  one Rejuvenate per year.  As an added bonus, if the witch also knows Eternal Youth, instead of baby fat or 
  maidens’ blood, she can use either the fat of a baby animal or the blood of an adolescent beast.  These 
  substitute ingredients will only work for the witch herself however. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40+ 
   
   
  Potion   
   
   
  Normal  
  None 
   
   
   
   
  88
  
  Spirit 
  Description: This branch of magecraft is dedicated to the study and practice of beneficent magic 
  and teaches powers of healing and defense. This magic involves the channeling of greater forces 
  of the spirit rather than the simple manipulation of energy.  As such, there is a price to pay for 
  using it: The character must buy a psychological defect that reflects his beliefs. For instance, if a 
  character serves the forces of good, he might take a vow of pacifism only to fight in the service of 
  “good.”  If the character serves the forces of darkness, however, then some form of fanaticism or 
  other GM determined “sense of purpose” exists for the character.  A Level 1 Spirit mage needn’t 
  buy the defect but must buy one upon reaching Level 2. 
  Level 1: Mage of Light.  The character understands the basic mysteries of the School of Spirit.  
  For every two points of skill above 10 the character has, he gains an extra point of endurance. 
  Level 2: Defender.  The character begins to learn the deeper intricacies of the Web of Life.  The 
  mage can automatically detect life within one foot of his person with a skill roll at –3 (no negative 
  at Level 3). 
  Level 3: Healer.  The character knows the basic secrets of life and spirit. For every point of skill 
  above 10 that the mage has, he gains an extra point of endurance.  He also receives one free DP 
  for every three full points he has in skill above 10. 
  Level 4: Theurgist. 
   
  Armor of Light – [Signature Spell: 4] 
  When a Spirit mage casts this spell, a suit of radiant, weightless armor composed of light covers his body.  
  The armor provides 7/21 protection and adds +3 to the mage’s roll to resist PWR vs. STAT attacks.  All 
  attempts to strike the mage are at –1 to hit.  The armor sheds light in a 10-yard radius.  Undead who see a 
  mage wearing the Armor of Light must roll against their WIL as per Undead’s Terror (PWR is the mage’s 
  WIL+1).  Any Healing-type spell cast while the mage is wearing the armor heals an additional 5 points of 
  damage. Attempts to Recruit or Intimidate are at +3.  It is a 5 REA Short action to activate this spell.  This 
  spell costs no endurance, however, the mage must spend 3 REA each turn after the first on a Short action to 
  maintain the armor or else it will fade away at the end of the following turn. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Armor   
   
   
  None 
   
  None 
  Bless – [1] 
  When this spell is cast upon someone, Fortune smiles upon him.  Three rolls that day will be modified by 1 
  in the Blessed character’s favor (random rolls, GM’s discretion).  A character may have only one Bless on 
  him at a time. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Blessing  
   
   
  Normal  
  None 
  Eyes of Light – [1] 
  With this spell, the mage needs no light whatsoever to see in the dark.  While this spell is running, the 
  caster’s eyes glow with an inner light that gives him +1 to his visual perception rolls.  The mage can only see 
  in black and white however. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  4 
   
   
  Continuing  
   
   
  Walking  
  None 
  Lend Strength – [1] 
  With this spell, the mage can transfer his endurance to another character.  The mage must touch the 
  character to do this.  The mana cost is 1 mana for each point of endurance so transferred. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Varies 
   
   
  Rejuvenation  
   
   
  Varies 
   
  None 
  Quieting Touch – [1] 
  With a touch, the caster can cause someone to fall asleep.  It is a Sleep PWR vs. STAT attack (vs. 
  opponent’s WIL).  The PWR of the attack is equal to the caster’s WIL.  This spell has been the godsend of 
  mothers with rowdy children everywhere. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  10 
   
   
  HTH  
   
   
   
  Normal  
  None 
   
  89
  
  Shepherd’s’ Voice – [1] 
  The character’s spoken command acts like the Influence ability with Power equal to the character’s WIL.  
  There is no roll to hit. If this ever achieves a failure result against the target, the target will be aware the 
  voice is being used against him (making immediate re-use virtually impossible). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Instant  
   
   
  Normal  
  PWR is WIL 
  Shining Armor – [1] 
  When a Spirit mage casts this spell, a suit of shining, weightless armor composed of light covers his body.  
  The armor provides either 2/4 or +1/+1 protection (whichever is better).  The armor sheds light in a 3-yard 
  radius.  It is a 5 REA Short action to activate this spell.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  5 
   
   
  Armor   
   
   
  Normal  
  None 
  Take Disease – [1] 
  With this spell, the mage can cure diseases by taking them into himself.  Any such taken disease, no matter 
  what the disease, will become non-communicable.  The mage makes a roll using his WIL+2 vs. the PWR of 
  the disease.  Minor Success: The mage takes the disease is at +2 to CON rolls to fight it off.  Standard 
  Effect: The mage takes the disease and is at +4 CON to fight it off.  Major Effect: The mage takes the 
  disease and is at +8 CON to fight it off.  Critical Effect: The mage takes the disease and immediately burns it 
  out.  Catastrophic Effect: The mage not only takes the disease and instantly burns it out, he is forever 
  immune to that particular disease.  This spell can only be used once per person per day.  The mage must 
  touch the character for this spell to work. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  5 
   
   
  Healing   
   
   
  Normal  
  None 
  Take Pain– [1] 
  With this spell, the mage can take away the small injuries of others and make them his.  The mage can heal 
  up to [the mage’s Minor Wound score –1] in damage.  The mage then takes this damage himself as 
  Impact Damage (even if the original wound was Penetrating).  This spell can only be used once per person 
  per day.  The mage must touch the character for this spell to work. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  3 
   
   
  Healing   
   
   
  Normal  
  None 
  Undead’s Bane – [1] 
  The caster radiates life energy, causing all undead in the area to roll [mage’s WIL+2] vs. their WIL or suffer 
  the appropriate Intimidation effects.  If a particular undead has no listed WIL, use this general guideline: 
  • 
  mindless undead (skeletons and zombies):  6-8 WIL 
  • 
  semi-aware undead (some zombies, lesser ghosts):  8-10 WIL 
  • 
  sentient undead (lesser vampires, mummies):  10-12 WIL 
  • 
  powerful undead (greater vampires, liches, undead warriors):  13-15 WIL 
  This guideline may be used with other spells that attack the WIL of the undead. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  5 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  Bands of Light – [2] 
  A target hit by the spell is wrapped in glowing bands of light.  The bands have 3pts of armor, 15 DP, and an 
  Offensive Grapple of 9.  Characters in the grab will be at –4 damage modifiers to break the bonds.  
  Advanced Note: purists can give the bonds an STC roll of 15-. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Ranged Attack 
   
   
  Normal  
  Tangle attack 
  Blinding Light – [2] 
  The mage can blind his opponent with a burst of power.  It works like a Flash PWR vs. STAT attack (vs. the 
  opponent’s WIL).  The PWR of the attack is equal to the caster’s WIL.  This attack can affect the undead. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   20 
  Ranged Attack 
   
   
  Normal  
  None 
   
  90
  
   
  Brilliant Armor – [2] 
  When a Spirit mage casts this spell, a suit of brilliant, weightless armor composed of light covers his body.  
  The armor provides either 4/8 or +1/+1 protection (whichever is better).  The armor sheds light in a 5-yard 
  radius. It is a 5 REA Short action to activate this spell.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Armor 
   
   
   
  Normal  
  None 
  Cure Disease – [2] 
  With this spell, the mage can cure diseases.  The mage makes a roll using his WIL vs. the PWR of the 
  disease.  Minor Success: The victim is at +4 to CON rolls to fight it off.  Standard Effect: The victim is at +8 
  CON to fight it off.  Major Effect: The victim is cured.  Critical Effect: The victim is cured and is at +2 to resist 
  that particular disease from then on.  Catastrophic Effect: The victim is cured and is forever immune to that 
  particular disease.  This spell can only be used once per person per day.  The mage must touch the 
  character for this spell to work.  The endurance cost is equal to the PWR of the disease cured. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Healing  
   
   
  PWR of Disease None 
  Fist of Power – [2] 
  The mage can hit with a surprisingly powerful unarmed strike.  The mage spends 7 mana to start the spell 
  and 5 mana to keep it going round to round. When cast, the mage gets +1 to his base punch damage; 
  however, may spend +2 mana to add an additional +1 to his base punch damage (thus a mage who spends 
  an additional +6 mana gets a total of +4 to his base punch damage).  While the spell is running, the 
  character’s hand glows with a soft light that explodes into a bright flash when it connects.  Any undead hit by 
  a Fist of Power takes the damage as if it were Penetrating. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  7 then 5+ per turn  
  HTH  
   
   
   
  Running  
  None 
  Hexbreaker – [2] 
  The mage can dispel a Curse-type spell laid upon someone.  The hexbreaking mage rolls his WIL against 
  that of the mage who originally cast the curse using the following modifiers: 
  • 
  +/- 1 for each point of difference in skill 
  • 
  +/- 3 for each level of difference (a Level 3 mage’s curse is harder to break than a Level 2 mage’s and 
  vice versa) 
  • 
  -2 to break 4 point Curse-type spells 
  • 
  +1 for each hour or 50$ the mage spends on ritual up to a maximum of +3 
  Minor Effect: Curse lifted for one hour.  Standard Effect: Curse lifted for one day.  Major Effect: Curse 
  broken.  Critical Effect: Curse broken and cursing mage must make a WIL roll or suffer the effects of the 
  curse.  Catastrophic Effect: Curse broken and the cursing mage must make a WIL roll at –3 or else suffer a 
  Minor Wound and the effects of the curse. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Blessing  
   
   
  Walking  
  None 
  Minor Heal – [2] 
  The mage can heal up to a person’s Minor Wound score in damage once per person per day.  Endurance 
  cost is 1 for every two points of damage healed.  The mage must touch the person in question. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  10 
   
   
  Healing   
   
   
  Varies 
   
  None 
  Penitent Stare – [2] 
  The mage’s intense gaze can stop attackers dead in their tracks.  It is a Paralysis PWR vs. STAT attack (vs. 
  the opponent’s WIL).  The PWR of the attack is equal to the caster’s WIL. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Ranged Attack  
   
   
  Normal  
  None 
  Plague Immunity – [2] 
  The mage casts this spell and helps people become more resilient to illness.  By spending 30 mana he can 
  grant a person +2 to his CON rolls vs. disease.  By spending 40 mana, the bonus is +4 to CON rolls.  By 
  spending 50 mana, the bonus is +8 to CON.  Plague Immunity lasts one month.  The spell can only be cast 
   
  91
  
  once per day per person.  It must be cast on a healthy, disease-free individual.  The caster must touch the 
  target for this spell to work. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 / 40 / 50 
   
  Prevention 
   
   
  Normal  
  None 
  Read Aura – [2] 
  The mage can read the aura of an individual and determine what kind of person he is.  The spell acts like a 
  Deep Scan at WIL PWR.  A skill roll at –3 vs. the opponent’s WIL is made to see if the target realizes he has 
  been read (no negative at Level 3). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Take Hurt – [2] 
  With this spell, the mage can take away the injuries of others and make them his.  The mage can heal up to 
  [the mage’s Major Wound score –1] in damage.  The mage then takes this damage himself as Impact 
  Damage (even if the original wound was Penetrating).  This spell can only be used once per person per day.  
  The mage must touch the character for this spell to work. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Undead’s Terror – [2] 
  The caster radiates life energy, causing an undead opponent to roll [mage’s WIL+1] vs. their WIL or suffer 
  the following effects: 
  • 
  Minor Effect: Undead is at –2 to initiative against the character until it makes a WIL roll (made at the 
  beginning of each turn). 
  • 
  Standard Effect: Undead opponent is –2 initiative and at –4 to hit the mage until it makes a WIL roll by 4 
  (roll made at the beginning of each turn). 
  • 
  Major Effect: The undead creature must make a WIL roll each turn or run away from the character as 
  fast as possible.  If forced to fight, it is at –4 initiative and –4 to hit the mage.  At the beginning of each 
  turn, the creature must make a WIL roll.  If it is made by 4, it throws off the effects; if made by 1-3 , it 
  can choose not to flee but still suffers the combat negatives.  The undead opponent will be frozen in 
  panic for its next turn after the attack hits. 
  • 
  Critical Effect: Unless it makes a WIL roll by 4, the undead opponent will cringe in panic (treat as 
  unconscious, WIL rolls to recover).  If it recovers, treat as a Major Effect, except that rolls to throw off 
  the effect can only be made once every 30 seconds.  Regardless, the undead creature will be frozen in 
  terror for its next two turns after the attack hits. 
  • 
  Catastrophic Effect: The undead creature must make a WIL roll or be destroyed.  Otherwise, treat as 
  Critical Effect. 
  The mage may affect more that one undead creature with this attack but each additional opponent affected 
  costs an additional 5 mana and the PWR of the attack drops by one (a mage using this power against 3 
  undead spends a total of 25 mana and the PWR of the attack against each drops by 2). 
  Casting Cost 
   
  Type 
   
   
  Endurance 
  Notes 
   
   
   
   
  Vaticination – [2] 
  Prophecy spell.  Details to follow. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Heal – [4] 
  The mage can heal up to a person’s Major Wound score in damage once per person per day.  Endurance 
  cost is 1 for every two points of damage healed.  The mage must touch the person in question. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Major Heal – [4] 
  To learn this spell, the mage must already know Heal.  The mage can heal up to a person’s Critical Wound 
  score in damage once per person per day.  Endurance cost is 1 for every two points of damage healed.  The 
  mage must touch the person in question. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
  20 
   
   
  Healing   
   
   
  Varies 
   
  None 
  5 
   
   
  Healing   
   
   
  Normal  
  None 
  15 
   
   
  Ranged Attack 
   
  Normal  
  None
  20 
   
   
  Healing   
   
   
  Varies 
   
  None 
  20 
   
   
  Divination 
   
   
  Normal  
  None 
   
  92
  
   
   
  40 
   
   
  Healing   
   
   
  Varies 
   
  None 
  Save From Death’s Door – [4] 
  This powerful spell can prevent the spirit of someone who has just died from leaving, thereby granting time 
  to save him.  When this spell is cast on a character who has suffered a “Dying” or “Dead” result, the mage 
  shrouds him in a cocoon of light that prevents the character from actually dying.  The mage then has 24 
  hours to heal or otherwise save the character.  The caster must touch the dying character within 5 turns of 
  the mortal wound being struck; if not, the mana cost increases by a cumulative +2 per turn and the mage 
  must expend double the extra mana in endurance to bring the dying character back from the other side (so a 
  caster who wanted to save someone 6 turns dead would have to spend +2 mana and 4 endurance, and the 
  mage who wanted to save someone 10 turns dead would pay +10 mana and 20 endurance). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Shield of Light – [4] 
  This spell works just like Spell Shield, however, even if the block fails, the character takes –3 DM. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Soothesay – [4] 
  Truth detection spell.  Details to follow. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Take Wound – [4] 
  With this spell, the mage can take away the grievous injuries of others and make them his.  The mage can 
  heal up to [the mage’s Critical Wound score –1] in damage.  The mage then takes this damage himself as 
  Impact Damage (even if the original wound was Penetrating).  This spell can only be used once per person 
  per day.  The mage must touch the character for this spell to work. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  The Giver of Sleep (For Those Who Cannot) - [8] 
  This spell destroys undead.  It acts like a [WIL] PWR Death Ray vs. STAT attack (vs. WIL) against the 
  undead with the following effects: 
  • 
  Minor Effect: The undead target is Dazed for 2 turns and then makes a WIL roll.  If it is failed, the 
  creature deactivates (treat as unconsciousness, WIL rolls to recover). 
  • 
  Standard Effect: Undead target is deactivated as above.  If a WIL roll is failed by 3 or more, the creature 
  takes Internal Damage (or makes STC rolls at a successive –1 to the roll every 10 seconds). 
  • 
  Major Effect: Creature must make a WIL roll or take a Dying result (or makes STC rolls at a successive 
  –1 to the roll every second).  Otherwise, treat as a Standard Effect. 
  • 
  Critical Effect: Undead opponent must make a WIL roll or be slain.  Otherwise, treat as Major Effect. 
  • 
  Catastrophic Effect: Any undead who suffers this effect will be slain outright.  
  The mage may affect more that one undead creature with this attack but each additional opponent affected 
  costs an additional 5 mana and the PWR of the attack drops by one (thus, a Spirit mage using this power 
  against 3 undead creatures spends a total of 40 mana and the PWR of the attack against each drops by 2).  
  Any undead slain with this can no longer be reanimated as undead . . . they have achieved their final rest. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
   
  5 
   
   
  Healing   
   
   
  Normal  
  None 
  10 
   
   
  Healing   
   
   
  Normal  
  None 
  30 
   
   
  Ranged Attack 
   
   
  Normal  
  None 
  3 / 6 / 10  
   
  Blocking  
   
   
  Normal  
  None 
  30 
   
   
  Prevention  
   
   
  Normal  
  None 
   
  93
  
  Alchemy 
  Description: The caster can bind elemental magicks to create magical items.  The skill of 
  Enchantment is not detailed here, but Alchemy is similar.  An alchemist must usually have a lab 
  or at least some special chemicals and gear to work with. Many of the spells require Potions of 
  Essence.  A mage can know Alchemy without knowing other Elemental Colleges—but he will 
  have to purchase Potions of Essence from other alchemists. There are 4 different types of 
  Essence potions (Earth, Air, Fire, and Water).  For a mage to know how to make them all (a 
  complete Alchemist) he must have all four skills at Level 2 on a 15-. An Essence Potion costs 
  $50. 
  Level 1: Create Potions of Essence.  The alchemist can create an Essence potion used in all 
  other alchemical work (Essence of Air, Essence of Water, etc.).  These magical chemicals are 
  then used to perform other alchemical spells.  An Alchemist can only prepare potions of Essence 
  for those elements he has a Level 2 skill in at 15-.  If the alchemist does not have that skill to 
  create a potion of essence he needs for a spell, he must buy the potion to complete the spell. 
  Level 2: Alchemical Analysis.  Alchemy assumes that all objects are formed of combinations of 
  fire, earth, air, and water.  Alchemical study can determine the ratios of an object and then 
  alchemical predictions can be made concerning that object.  For instance, an explosive might be 
  determined to have an extremly high Fire Element and some unusual mix of Air.  A toxin might 
  have a slight amount of earth and an unhealthy amount of water.  The GM can be more specific. 
  Level 3: Secrets of Alchemy.  More advanced alchemy uses planetary bodies and the specific 
  characters of each (actual) element in the periodic table.  A character with this skill can determine 
  things like the exact nature of a material (or even something about the nature of a person or 
  animal given its blood).  
   
  NOTE: Alchemical items are very expensive.  Possibly too expensive. The intent behind high 
  pricing is to make sure that cheap alchemical science doesn’t change the world.  Alchemists in 
  employ of nobles will make most of the alchemical items in a “standard world”.  Thus, they will 
  charge the minimum cost and get only room and board.  For the 100% mark up necessary to 
  make real profits, the alchemist will have to land an enviable practice.  The GM is invited to play 
  with these prices to see how they change the world (a game where everyone caries six-shooters 
  of Fire Ball wands isn’t typical fantasy but will happen if they’re too cheap). 
   
  NOTE: Some spells require a lab (almost any spell will require some work area).  Labs come in 
  three sizes: small—a handbag full of stuff, medium, a large room with some gear ($3000), and 
  large (a multi-room tower) costing $15,000 plus the tower cost. 
   
  Lead to Gold – [Signature Spell: 2,4,8] 
  The alchemist knows the secret of turning base metals to precious ones (not necessarily lead to gold—it 
  could be tin to copper or something similar).  Disappointingly, this is not the road to riches.  Rather, it is an 
  honest day’s work for an honest day’s pay—the catch being that one need not have an employer.  
  Performing the magic takes all day (6 hours of work) and pays, weekly, the equivalent of a comfortable 
  wage.  For 4 points, the mage gets 4 points of wealth if he works at the job, for 8 points, the spell gets 8 
  points of wealth.  There is a chance of the jackpot, though, each week the alchemist works, he makes a skill 
  roll at –3 (-0 at Level 3, +3 at level 4).  If this roll is made by 10 or the mage rolls a 0 or 1, he gets half his 
  yearly fee in that week.  If he misses the roll by 5, the lab explodes (random dice roll for base damage of the 
  explosion plus the amount the mage missed it by).  This requires a medium lab.  A large lab adds +2 to the 
  roll. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Transmute 
   
   
  Normal  
  None 
  Compass – [1] 
  The caster takes a small glass vial and mixes 1 Earth and 1 Water essence potion.  The vial, when shaken 
  vigorously, becomes a compass (pointing north).  For an extra $200 and +1 potion of earth, it can point to 
  the place it was made or to some other nearby landmark (some dust from the landmark in question must be 
  obtained). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   22 
   
   
  Enchant  
   
   
  4 
   
  None 
   
  94
  
  Cloud of Smoke – [1] 
  The mage can create a fine gray powder, made of ashes.  In small quantities it may be used to produce 
  small fireworks (puffs of smoke from the hands, etc.) In larger quantities it may produce smoke bombs.  A 
  typical smoke bomb takes 4 charges and, when detonated by a hard rap, produces a 1/2 yard radius of –4 
  perception smoke and 1 yard radius beyond that of –2 perception smoke.  This is accompanied by a loud 
  bang.  Producing each dose requires a small lab and $20.  It takes 20 minutes. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Transmute 
   
   
  Normal  
  None 
  Oil of Binding  – [1] 
  An essence of Earth and $20 worth of materials creates a strong, clear, fast binding glue.  It is viscous and 
  hard to spread.  It dries quickly.  If someone manages to step in a puddle of it (hard to arrange since it 
  doesn’t flow well and it dries quite fast) will be held by a 9 Grapple hold and after three seconds, will be held 
  fast (2 armor, 6 DP).  Think of it like super glue.  The Oil of Binding is not suitable for building houses, 
  binding ships or other such things, but it can be very handy for minor repairs. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Oil of Cleanliness  – [1] 
  An oil costing $25 and one Air Essence (total cost $75) is made.  When a single item of clothes (or several 
  small items such as socks, gloves, etc.) is treated, they will shed dirt and grime and remain fragrant and 
  clean for 24 hours. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Oil of Illuminating – [1] 
  Requiring two air essences and $200 worth gear (including lamp oil) Oil of Light will, when poured into a 
  normal lamp, and the wick lit, produce constant, steady, heat free (the fire goes out quickly) light for 1 week.  
  This light is quite bright and pleasant.  The substance is totally safe (useful in libraries). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4pts 
   
  None 
  Potion of Mana – [1] 
  If the alchemist gets his hands on the internal organs of a mystical beast, he can create a Potion of Mana.  
  When drunk, the potion will give the caster 5 Long Term mana.  A caster may draw from only one potion at 
  once (drinking two potions will give the caster two “pockets” of Long-Term points, but he can’t use both to 
  cast a given spell.  This requires a medium lab and $100 for each potion, in addition to the rare organs.  
  How many doses a given animal gives is up to the GM (usually 1 to 3). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
  Create Potion 
   
   
  Normal  
  None 
  Potion of Replenishing Power – [1] 
  The mage creates a potion, requiring a Medium lab, $5000 worth of ingredients, and organs from a mystical 
  beast (GM determines what organs and what beast—but they shouldn’t be extremely rare).  When drunk, it 
  will instantly restore a mage to full mana points.  Creating the potion takes 8 hours. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Create Potion 
   
   
  Normal  
  None 
  Shock Wand – [1] 
  The caster takes a length of carved wood and performs alchemy with it.  When finished, for each $100 that 
  is put into the ceremony, plus two Air and 1 Earth essence, there is one shock charge.  When used in HTH 
  combat (knife or club skill . . . or just an AGI roll to hit) the shock wand delivers a 4 damage electrical shock. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Antidote – [2] 
  The alchemist can prepare an antidote to most poisons.  Creating a dose of antidote costs $50 in materials 
  and requires a small lab.  When taken (drunk) the character gets +2 to CON rolls against the toxin and gets 
  another CON roll against it immediately, which can produce, at worst, the former result (i.e. taking the 
  antidote can’t make it worse). 
   
  95
  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  16 
   
   
  Enchant  
   
   
  Normal  
  None 
  Elixir of Strength– [2] 
  The mage mixes 1 Essence of Earth and 2 Essence of Water with $300 worth of other materials.  When 
  drunk, it adds +2 to the drinker’s STR and +8 to their Endurance.  The effects last 1 hour.  During this time 
  the person will feel giddy and high-strung (as in caffeine freak).  There is a strong addictive effect to this: 
  each time it is done, make a WIL roll at +2 if missed, the drinker will crave more.  The craving lasts 24 hours 
  and the person is at –2 to all rolls to think (and irritable).  If the WIL roll is failed by 5+ or an 18 or above is 
  rolled, the addiction lasts much longer (GM determines effects).  Lesser drugs will help satisfy the cravings 
  but the effects should be quite detrimental. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Fire Bolt Wand – [2] 
  The mage takes a wand and use $200 per charge, +1 Fire, +1 Earth.  Each charge is a Fire Bold (12 
  damage explosive).  Using the wand is a ranged weapon skill similar to Firearms but a COR roll, with 3+ 
  REA of aim will land the bolts on target.  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Golem – [2,4,8] 
  The mage can create a magically animated statue by imbuing it with an elemental force.  Creating the golem 
  costs $200 for a small one (a novelty), $2000 for a medium one (a guardian), and $40000 for a large one.  
  Huge Golems, called “siege golems” may be created having thousands and thousands of DP—but their 
  scope is beyond definition in this spell (nations might afford one or two).  Golems take orders from those 
  who a) know their names (written in encoded alchemical code somewhere on the golem) and b) have a 
  token of control (a coin, stick, or other such device marked when the golem is made).  This control has no 
  range limitations, although the Golem is stupid and may act on unclear orders in a chaotic manner. 
   
  Small Golem 
  The Small Golem is about the size of a toy-soldier.  It doesn’t really do damage, but for each 
  additional $100 put into it, it might have some mechanical specialty (sing like a music box, play a 
  fairly poor game of chess, do an artistic dance, etc.)  Requires Medium Lab 
  Medium Golem 
  STR 14  BLD 20 (SIZ is 8)  DP 48/ 12 STC 
   
  REF 12  
  INT – 
  Runs at 12 yards/second 
  Bite 13- for 6 Penetrating damage, 10/8 Grapple score 
  Claws: 14- for 4 Penetrating damage 
  Armor 4 points; takes no Penetrating damage 
  Requires Medium lab 
  Large Golem 
  STR 34  BLD 120  STA 15 / DP 150  
  REF 10  
  INT -- 
  Strike:  48 points of damage, 11- to hit 
  Armor 6 points of armor  
  Requires Large Lab 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Create Golem 
   
   
  Normal  
  None 
  Healing Potion – [2] 
  The mage uses 4 Essence of Water and $100 points of materials to make a potion that, when drunk, will 
  restore 4 DP in the target.  For each additional $100, the dose can heal +2 DP. For $800, a potion can be 
  made that heals a Minor Wound, whatever the total DP.  This can also be created as a salve that takes 4 
  seconds to apply (but will automatically close bleeding wounds and may be useful if a target is not 
  conscious). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Create Potion 
   
   
  Normal  
  None 
   
  96
  
   
  Oil of Fortitude– [2] 
  The mage takes $2500 and 10 Essence of earth and creates an oil.  When worked into metal armor (chain 
  or plate mail), it adds +3 to the armor’s penetration defense.  This can only be done once and only adds +1 
  to the penetration defense if other magic is in play. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Oil of Slickness – [2] 
  The mage creates a dose of oil that, when first rubbed on, or otherwise exposed to air will stick to the 
  substance and then, two seconds later, become very slick.  It gives a PWR 3 Slickness to whatever it is 
  applied to.  This requires a small lab and costs $150 per dose.  It takes 1 Essence of Water as well. Its 
  effects last 2 hours.  One dose is enough to cover most of one person.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Create Oil 
   
   
  Normal  
  None 
  Oil of Strength– [2] 
  The mage takes $8500 and 100 Essence of earth and creates an oil.  When worked into metal armor (chain 
  or plate mail), it adds +2 / 4 to the armor’s defenses (so chain mail becomes 7 / 14).  This can only be done 
  once and only adds +1/+1 to the penetration defense if other magic is in play. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Phoenix Blood Potion – [2] 
  Phoenix Blood potions are wax-sealed vials with a bright red liquid (2 Essence of Fire, 1 Essence of Air, 1 
  Essence of Water, $100 worth of other ingredients).  When thrown like a grenade, they explode for 18 base 
  damage (Fire).  Phoenix Blood is volatile and if dropped or bumped there is a 4- chance of an explosion 
  (small but nothing to risk).  If struck hard, or burnt, it will automatically go off (the GM can impose a failure 
  rate: 15- chance of explosion).  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Sword Stone +1 BloodLetter – [2] 
  The mage takes a $2500 stone, 2 Essence of Fire, 1 Essence of Earth and creates a stone that, when 
  worked into a blade’s hilt gives it +1 to Damage Modifier before checking for doubling.  A given blade may 
  normally only have one sword stone in it.  They are not easily removable. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Sword Stone +1 Damage – [2] 
  The mage takes a $2500 stone, 2 Essence of Fire, 1 Essence of Earth and creates a stone that, when 
  worked into a blade’s hilt does +1 damage.  A given blade may normally only have one sword stone in it.  
  They are not easily removable. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Sword Stone +1 Defender – [2] 
  The mage takes a $3500 stone, 2 Essence of Water, 1 Essence of Earth and creates a stone that, when 
  worked into a blade’s hilt gives it +1 to all attempts to block.  A given blade may normally only have one 
  sword stone in it.  They are not easily removable. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Sword Stone +1 Striker – [2] 
  The mage takes a $5500 stone, 2 Essence of Fire, 4 Essence of Earth and creates a stone that, when 
  worked into a blade’s hilt gives it +1 to all attempts to hit (including damage modifier).  A given blade may 
  normally only have one sword stone in it.  They are not easily removable. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   22 
   
   
  Enchant  
   
   
  4 
   
  None 
   
  97
  
   
  Sword Stone +3 Penetration – [2] 
  The mage takes a $2000 stone, 2 Essence of Air, 1 Essence of Earth and creates a stone that, when 
  worked into a blade’s hilt gives it +3 penetration.  A given blade may normally only have one sword stone in 
  it.  They are not easily removable. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Water to Acid – [2] 
  The mage can transmute a small amount of water to acid.  The acid will burn for 4 seconds, doing 4 points 
  of damage each second.  It will reduce the armor of metal by half, allowing it to eat through most materials 
  (albeit slowly).  The acid will not effect glass. This requires no laboratory. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  15 
   
   
  Transmute 
   
   
  Normal  
  None 
  Alchemical Cannon – [4] 
  Alchemists can create siege weapons.  The Alchemical Cannon is one of them.  Each charge requires 4 
  Essence of Fire potions. The cannon itself requires a large lab, $30,000 worth of materials, and 6 months to 
  build. It fires a “Fire Ball” that explodes for 160 points of damage on impact (damage decreases in 4 yard 
  intervals).   Building the cannon is hard and requires 8 Alchemy rolls.  The Cannon will be fine for whatever 
  the least successful roll is made by, firing attempts.  After that, each time it is fired, it makes a 13- STC roll.  
  If the roll is missed, the STC drops by 1.  If the roll is missed by 5, it drops by 3.  If the roll is missed by 10 
  the cannon explodes when fired.  Alchemical Cannons fire once every 8 seconds, require a 4 man crew, 
  weigh 1200 pounds, and have a range of –1 to hit (Heavy Weapons skill) per 300 yards. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  40 
   
   
  Enchant  
   
   
  Normal  
  None 
  Alchemical Engine – [4] 
  The mage creates a “steam engine” that runs on alchemical principles.  The GM must be careful with this: 
  firstly, the technology used to make it doesn’t necessarily give the creator any other advances (the mage 
  harnesses elemental to provide power).  Secondly, these are very expensive ($10,000 and up).  Thirdly, 
  they don’t’ run forever.  The are very efficient but they require constant tuning and repair or they may stop or 
  worse, explode.  An Alchemical Engine could be used to draw a Duke’s carriage, turn a mill where no water 
  runs, run fountains and dumbwaiters in castle, and other such uses.  They are loud, unnerving, and have 
  wicked personalities (venting steam when the servants are sent to polish them).  Creation of an Alchemical 
  Engine requires a medium or large lab. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  Normal  
  None 
  Elixir of Immunity to Weapons – [4] 
  The mage mixes $1000 worth of materials and 2 Essence of Water and 1 Essence of Earth.  The potion 
  causes swung metal weapons to have a resistance to the character—they push away as though repulsed by 
  magnetism (this effect only applies to swung metal weapons).  Blows aimed at the character are at –3 to hit 
  in addition to any other negative modifiers.  This effect lasts for 10 seconds. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  22 
   
   
  Enchant  
   
   
  4 
   
  None 
  Special Purpose Toxin – [4] 
  The mage can create a variety of toxins with special effects.  Any PWR vs. STAT attack (with the exception 
  of the Psionic ones) can be created as a toxin.  The cost is as follows: 
   
  16 mana for a 50   point base PWR vs. STAT attack base cost: $200 
  32 mana for a 100 point base PWR vs. STAT attack base cost: $800 
  64 mana for a 150 point base PWR vs. STAT attack base cost: $2000 
   
  PWR is usually WIL, but this may be increased by +1 PWR for each $200.  This costs doubles with each 
  application. 
   
  If the potion must be drunk, the PWR is at +2. 
  If the potion can be placed on a blade, the PWR is at –1 
   
  98
  
  If the potion can be splashed on the target (allowing “toxin grenades”) the PWR is at –2 
  If the effect is a smoke bomb (PWR in 1 yard radius, PWR –2 in 2 yard radius, PWR –4 in 4 yard radius) the  
  total cost is doubled. 
   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  Varies 
   
   
  Enchant  
   
   
  Normal  
  None 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  99
  
  Bardic Magic 
  Description: This school of magic revolves around song.  The mage must play an instrument, 
  sing, or (at higher levels) hum.  Most of this magic is subtle but some of it is very useful so bards 
  (both magical and not) may be highly sought (or feared). The mage must have a Musical 
  Instrument skill at no less than 1 level lower than his Bardic Magic (Level 1 bards must have at 
  least Level 1 Musical Instrument at 9- roll and Level 2 bards at a 12- roll). Bards also know Cantio 
  (“the language of song”), a semi-secret tongue known only by bards.  This bardic tongue is 
  notable because it can encode vast amounts of data with a small amount of writing (shorthand). 
  Level 1: Skald.  Caster must give a full performance.  This means that the bard must be 
  unencumbered and cannot be in combat while the spell is being cast. If the bard is hit with an 
  attack, he must make a roll at –4 or lose the spell!  Songs at Level 1 are loud.  People within 
  hearing distance get a +2 perception roll to hear the music.  The character can converse simply in 
  Cantio. 
  Level 2: Music Mage.  The character may perform the song without an instrument or cast the 
  spell through his instrument without singing (but the skill roll is at +1 if the bard uses both).  
  Songs may be quieter: perception rolls are at no positive modifier.  The character can converse 
  and can read and write Cantio normally. 
  Level 3: Spell Singer.  The bard may hum or whistle the songs.  They are at –3 to be heard if the 
  bard is being quiet.  A full performance using both voice and instrument add +2 to the Bardic 
  Magic skill roll.  At this level, the bard can hide Cantio within a musical composition or song and 
  can make it hidden to bards of lower level in this manner if he so chooses. 
  Level 4: Master Bard. 
   
  Silver Tongue– [Signature Spell: 4] 
  The bard’s song acts as points in a personality trait.  The spell song works two ways: sung or spoken.  The 
  mage pays the listed mana (if sung) to add +2 to a given Psychology action (Enchant, Persuade, Recruit, 
  Intimidate) per level.  The mage need not sing to use Silver Tongue, but may simply speak instead.  
  However, if so, the listed mana cost is doubled. 
   
   
  Psychology +2 to one type: 8 mana 
   
  Psychology +4 to one type: 16 mana  
   
  Psychology +6 to one type: 24 mana 
   
  Psychology +8 to one type: 32 mana 
   
  If the caster already has enhancements like Attractive or Presence that give him Psychology bonuses or is 
  using Interaction-enhancing magic, he uses either these modifiers plus ½ the added Silver Tongue bonus or 
  only the given Silver Tongue modifiers (whichever is better).  Maintaining the spell costs half the original cost 
  each turn, with a maximum cost of 16 mana (even if spoken).  Persons with Instinct (who make the roll) and 
  those able to see magic will realizing the mage is using magic to be manipulative. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   Varies 
   
   
  Song 
   
   
   
  Walking  
  None 
  Amplifier– [1] 
  The caster sounds as though he is hooked to an electric amplifier while the spell is running.  Normally this 
  increases the effective range of a song to about 50 yards.  This cannot be combined with magic songs. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   16 
   
   
  Song 
   
   
   
  Walking  
  None 
  Legerdemain Lyrics – [1] 
  A somewhat discordant but jaunty tune, Legerdemain Lyrics makes those who hear it make perception rolls 
  at –3.  The song has a high endurance cost so it may only be maintained for a relatively short period of time, 
  but it is often used to distract from illegal activities of others (usually pickpocketing or sleight of hand trickery 
  but occasionally much worse).  
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   8 
   
   
  Song 
   
   
   
  Running  
  None 
   
  100
  
  Light Show – [1] 
  When cast, any noise the bard makes will be converted into colored light.  This can provide illumination 
  similar to a torch by humming.  It also can be manipulated with a musical instrument to produce a 
  multicolored light-show concert.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  3 
   
   
  Continuing 
   
   
  Walking  
  None 
  Melodious Voice – [1] 
  The bard’s spoken suggestion acts like the Influence ability with Power equal to the bard’s WIL.  There is no 
  roll to hit. If this ever achieves a failure result against the target, the target will be aware the voice is being 
  used against him (making immediate re-use virtually impossible).  If the bard actually sings the suggestion, 
  the PWR is equal to the bard’s WIL+2. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  12 
   
   
  Instant  
   
   
  Normal  
  PWR is WIL 
  Travelling Ditty– [1] 
  The bard’s song aids travelers.  While he plays, walkers or riders will make 1.25x time for the same 
  endurance and fatigue.  Note: The bard pays walking endurance while playing. This means that to extend 
  the life of the song, the bard must either ride or be carried.  If the bard does walk, time gained is 1.15x 
  normal speed.  This song can be maintained over a day of travel. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   8 
   
   
  Song 
   
   
   
  Walking  
  None 
  Soothe Beast– [1] 
  The caster can sing a song that calms natural animals.   Any animal who hears it must make a WIL roll at –4 
  to attack the caster, and if deciding to attack the caster, suffers the effects of an Intimidate effect at the 
  caster’s Music Skill roll.  This only works so long as the animal is not being actively attacked (but it may be 
  corralled). At the caster’s discretion it may or may not apply to the caster’s allies.  Casting the spell is an 8 
  REA Long action.  When the spell stops, if the animal was enraged before, it may well be instantly enraged 
  again (GM’s discretion). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   12 
   
   
  Song 
   
   
   
  Walking  
  None 
  Sotto Voce – [1] 
  While this spell is running, the bard generates an invisible bubble 3 yards in radius centered on him.  
  Anyone outside this bubble will not hear any sound made within it (including the singing of the spell itself).  
  Those inside the bubble can hear sounds within and without the bubble normally.  No Bardic spell can be 
  cast outside the bubble; any target to be affected with Bardic Magic must be inside the bubble where he can 
  hear it.  It costs 20 mana to start Sotto Voce and 5 each turn to maintain it. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   20 then 5 per round 
  Song 
   
   
   
  Running  
  None 
  Battle Hymn– [2] 
  The Battle Hymn is rousing music to fight to.  Those who hear it get +2 to any rolls made to keep morale and 
  they pay ½ the listed endurance for combat actions (running and striking only—not magical actions). Troops 
  led by a battle hymn tend to be more disciplined.  Tactics rolls to command them are at +2. Their blocks or 
  strikes are at +1 depending on the song sung (the bard decides). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  20 
   
   
  Song 
   
   
   
  Normal  
  None 
  Cacophony – [2] 
  Those who hear the song become belligerent.  This song gives the bard a Music Roll as a Recruitment roll 
  to incite a crowd who is already at all disposed to be angry or violent.  All those who hear it will be affected. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Song 
   
   
   
  Walking  
  None 
  Dirge of Doom– [2] 
  The Dirge of Doom is a grim war song that will demoralize the opponents who hear it.  As such, although it 
  may be led by a bard, any Level 2 musician on the bard’s side who hears it can accompany it, allowing it’s 
  sound to be spread far.  Troops on the opposing side who hear it must make WIL rolls (Fearless helps, as 
  does Leader bonuses for the character leading them) against the Bard’s Music Skill roll.   If they fail it by 0 – 
   
  101
  
  4 they will fight at –2 Initiative and –1 to strike.  If they fail by 5 – 9 the fight at –3 initiative and –2 to strike.  If 
  they fail by 10 or more they will flee.  Make the roll once when they actually clash in combat. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   20 
   
   
  Song 
   
   
   
  Normal  
  None 
   
   
  Discordant Notes– [2] 
  This spell is cast on two persons within the bard’s line of sight and acts like a PWR vs. STAT attack (vs. 
  WIL).  If sung as an 8 REA Long action it has [WIL – 1] PWR; if sung for a full minute it has [WIL+ 1] PWR.  
  The two victims will feel an irrational dislike for each other.   
  • 
  Minor Effect: Distaste – targets will avoid each other and are at –3 to interact 
  • 
  Standard Effect: Argumentative – if given sufficient reason (GM’s call), the targets will start to argue 
  • 
  Major Effect: Active Dislike – targets will actively find faults to start an argument; fights may break out 
  • 
  Critical Effect: Boiling Anger – targets will start fighting using non-lethal means (fisticuffs) 
  • 
  Catastrophic Effect: Murderous Hatred – targets will actively try to kill each other 
  Each victim makes a roll and the lower result among the two affects them (so if one person suffers a 
  Catastrophic Effect and the other suffers a Standard one, both will act as per Standard Effect).  The effects 
  fade away after 24 hours.  Mischievous bards have been known to cast this spell to liven up things or to 
  provide sufficient distraction to make a quick getaway.  However, there is a warning: If the roll is failed by 4 
  or more, the victims will feel an irrational dislike (make rolls) but not at each other, but rather directed at the 
  bard himself! 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   24 
   
   
  Song 
   
   
   
  Normal  
  None 
  Drinking Song– [2] 
  Those who hear the song, over a period of 12 minutes (different songs may be employed) suffer a PWR vs. 
  STAT attack whose PWR is equal to the caster’s Music Skill roll.  The effects of this song are as though the 
  persons had been drinking alcohol (see Revelry for the effects of various levels of intoxication).  This song is 
  often banned at taverns. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   20 
   
   
  Song 
   
   
   
  Walking  
  None 
  Harmony– [2] 
  Those who hear the song become peaceful.   This song gives the bard a Music Roll as a Recruitment roll to 
  calm a crowd. All those who hear it will be affected.   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  18 
   
   
  Song 
   
   
   
  Walking  
  None 
  Haunting Melody– [2] 
  This spell acts as a PWR vs. STAT spell against WIL using the Terror effect. It may be sung as an 8 REA 
  Long action working at [WIL – 2] PWR.  If sung as a 2 minute melody, it works at [WIL + 1] PWR.  If sung 
  for 8 minutes it acts at [WIL + 4] PWR.  Only those who hear it are affected, or those within 4 yards if it is 
  sung “quietly.”   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   18 
   
   
  Song 
   
   
   
  Walking  
  None 
  Improvisation on a Theme– [2] 
  The caster improvs a song about the future.  This acts as Far Precognition of [WIL-1] PWR when sung.  It is 
  taxing: it takes 8 Endurance and requires the bard sleep for 8 hours to recover it. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Song 
   
   
   
  8 
   
  None 
  Love Song (Matchmaker)– [2] 
  When sung, the bard targets two people who he wishes to fall in love (must be of compatible gender and 
  species).  Then the spell works as a PWR vs. STAT attack against both of them, using the lowest of the two 
  results for both parties.  The PWR is [WIL + 1] and the roll is against WIL.  Both parties must be within 
  earshot and able to hear the song and it must be sung for 4 minutes.  The two parties must be in a social 
  situation and should not already hate each other. If a target is devoted to another, they get +1 to +4 against 
  the spell depending on the level of devotion.  If animosity exists, the GM should likewise assign +1 to +4 WIL 
  against the spell due to the bad feelings. 
   
  102
  
  • 
  Minor Effect: Fondness – Parties like each other.  Each will overlook a flaw in the other (not a major 
  flaw—but something relatively minor). 
  • 
  Standard Effect: Enamored – Parties are temporarily enchanted with each other.  Each will perceive the 
  other as having good qualities or heightened qualities they desire.  
  • 
  Major Effect: Enraptured – For that night, the parties will fall inexplicably in love. 
  • 
  Critical Effect: Ardor– For 1 week, the affected parties will fall inexplicably in love.  For that night, their 
  passion will be unbridled. 
  • 
  Catastrophic Effect: Endless Love – Each party will love the other (in his/her own way).  This is irrational 
  and powerful. It lasts until an outside party intervenes with magic. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  24 
   
   
  Song 
   
   
   
  Walking  
  None 
  Lullabye– [2] 
  The Lullabye acts as a PWR vs. STAT spell against WIL using the Sleep effect. This may be sung as a Long 
  action for 8 REA, working at [WIL – 2] PWR.  If sung as a 2 minute melody, it works at [WIL + 1] PWR. If 
  sung for 8 minutes it acts at [WIL + 4] PWR.  Those hearing it will get a RES roll against the singer’s Music 
  Skill roll to realize the song is soothing them.  Whether they act on it or not depends on the situation.  Only 
  those who hear it are affected, or those within 4 yards if it is sung “quietly.”   
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   18 
   
   
  Song 
   
   
   
  Walking  
  None 
  Ominous Crescendo – [2] 
  While sung, the bard is aware of any movement within a WIL x 4 yard radius (even if he cannot see it) if it is 
  not blocked by a wall or solid structure.  The bard also gets his normal perception roll at +2 (no other 
  magical perceptions apply).  This song is naturally soft. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   18 
   
   
  Song 
   
   
   
  Walking  
  None 
  Restful Melody– [2] 
  This song allows those who hear it to heal at +2 CON, and double the normal rate of DP recovery.  It must 
  be sung all night long while the injured parties sleep (singing the song is, in this case, no harder than simply 
  staying up—which costs endurance . . . the spell doesn’t, though). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   24 
   
   
  Song 
   
   
   
  None 
   
  None 
  Ridicule– [2] 
  This Bardic curse must be sung in the presence of the target, but it is short (30 seconds of mildly insulting or 
  ribald lyrics).  When the curse lands, targets will suffer a –3 modifier to all Psychology rolls.  While in effect, 
  those who meet and don’t know personally know the character will react as though they heard embarrassing 
  things about the target (they won’t quite know what they’ve heard, but they will tend to believe they recently 
  heard something bad).  Often it will take the target a while to figure out what exactly is going on. Minor 
  Effect: 4 hours.  Standard Effect: ½ Day.  Major Effect: 1 day, Critical Effect: 1 week.  Catastrophic Effect: 
  forever (until removed). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   18 
   
   
  Curse 
   
   
   
  Normal  
  None 
  Song of the Stones– [2] 
  The bard draws out the “song” of a place.  This must apply to a specific, limited area. Examples are: a small 
  town, a house or room, an alley, etc.  Singing the song of the place takes 8 minutes of concentration and 
  tells the bard something about it.  This information is based on a Bardic Magic skill roll.  This is at –3 at Lvl 1, 
  -0 at Lvl 2, +3 at Lvl 3, and +6 at Lvl 4.  The GM should prevent this from being commonly cast—usually 
  using it more than once a week gives a cumulative –2.  It can’t be used more than once on a given place . . . 
  etc.  Players should be prevented from constantly trolling for data with the song. 
  0-3: Basic Vibrations.  The bard knows if the place is good or bad, generally safe or dangerous, sad or  
  happy. 
  4-6: Telltale Rock.  The bard knows a general tale of the place.  This is very unlikely to be the “story  
  of the murder that was committed in this room” or some such general piece of knowledge, but will 
  more likely be a simple tale that defines the place for its entire history.  In any event, the tale will 
  almost never name names. Examples might be:  a bard learns that a new town is under the rule of 
  a cruel mayor; that an upper room of a house was used as a prison for a young woman for many 
   
  103
  
  years; that a man’s parents were gunned down before him as a child, in the very alley in which he 
  stands. 
  7-9: Stone’s Story.  The bard learns of the nature of some secret of the place (if any) or gets a better story. 
   
  The bard will not know the details of the secret of the secret itself but may get some clue.  In the 
   
  case of the story, the Bard may learn the nature of behind the scenes information as to why a  
   
  place is the way it is.  This is more likely to be feelings rather than facts (the people are bitter—and 
   
  especially hate the color yellow, but the bard won’t know why . . . he will know, though, that a high 
   
  person in the government has plans for the negative feelings . . .).  Examples include:  the mayor is 
   
  cruel because of some personal tragedy; the woman is merely young-looking and was somehow 
   
  important to her captor’s success; that, after seeing his parents killed, the boy swore vengeance, 
   
  trained his mind and body to their utmost limits, donned a mask and then . . . the song ends. 
  10+: Secrets of the Stone.  The bard learns either more exacting details about the story (that the subjects 
   
  themselves may not know) or one or two specific things about the story (such as a name or place). 
   
  Example:  that the mayor believed he had killed his son in a blind rage and still carries the guilt;  
   
  that the woman in question was a millennia-old jinn and her air force pilot master had used her 
   
  powers to assist his career; that the boy in the above story is millionaire Luce Vaine—Ratman!. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   24 
   
   
  Song 
   
   
   
  None 
   
  None 
  The Last Word (Power Pun)– [2] 
  This Bardic curse requires the Showmanship skill.  When cast, this curse acts as a PWR vs. STAT attack 
  where the PWR is equal to the bard’s Showmanship skill roll.  If the skill is Level 3, the mage may either 
  target two persons or get +2 to the PWR.  If Level 4, 4 opponents or +4 to the roll.  If the player comes up 
  with a good pun or insult, the GM should award +1 PWR.   
  • 
  Minor Effect: Extreme Annoyance – No effect.   
  • 
  Standard Effect: Stunned Silent – Target is actually Stunned by the effect of the insult.   
  • 
  Major Effect: Shocked Beyond Words – Target is almost speechless and is treated as Dazed for 1 turn 
  only.  He will act at –2 Initiative on the next turn.  
  • 
  Critical Effect: Mortally Insulted – Target is Dazed for 1 turn per point the mage made his Showmanship 
  roll by (he snaps out instantly if attacked, but is at –2 Initiative for that turn and the next).   
  • 
  Catastrophic Effect: Apoplectic Mortification – Target is treated as Unconscious for 1 hour per point the 
  Showmanship roll was made by.  He gets a WIL roll at –3 to snap out of this if attacked (but suffers the 
  effects as per a Major Effect if even if he does come to).   
  The target must be intelligent (at least an INT of 7) and understand the language in which the insult is given 
  (GM’s, at their discretion, may allow translated Power Puns at lower PWR). This can only be cast on a given 
  target once per day (unless the GM rules that the player comes up with a much better insult than the first 
  time). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   24 
   
   
  Curse 
   
   
   
  Normal  
  None 
  War Ballad– [2] 
  The War Ballad is a loud, powerful battle song that drives its listeners into a fury.  Those that are on the side 
  designated by the Mage who hear the song fight in frenzy.  They get +1 to hit, -2 to block, must make a WIL 
  roll each turn not to Full Strike, and make CON rolls at +1 against a Minor Wound. If a person on the given 
  side doesn’t wish to fight that way, they must make a WIL roll against the Mage’s WIL.  Targets get +3 
  Fearless while fighting under a War Ballad but are at –3 to be commanded to do anything other than attack 
  (this applies to Tactics rolls and Leadership rolls). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   20 
   
   
  Song 
   
   
   
  Normal  
  None 
  Cast Song Upon the Wind (Wind Song) – [4 or 2] 
  The caster plays a song and a named target within WIL x 4 miles will hear it.  This may be increased by WIL 
  miles for each hour of meditation taken before playing up to WIL x 8 miles.  The song can contain 20 words 
  of information.  Another bard using this ability gets a skill roll, and if made by more than the caster made his 
  roll by, he will intercept the song.  He may choose to let the message continue.  The GM may rule that 
  common weather conditions (sun spots?) reduce the range of this spell or make it less reliable. A two point 
  version of this spell exists that can only be cast from bard to bard (and they must also be playing the song at 
  the time). 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   32 
   
   
  Song 
   
   
   
  Normal  
  None 
   
  104
  
  Dischord – [4] 
  With an 8 REA Long action, the bard can unleash a devastating attack.  The spell begins as a low, pulsing, 
  deep-bass reverb and erupts into a wave of sound that does  [WIL + 1] PWR Impact damage.  The blast 
  does double damage to rigid inanimate objects (walls and such) and causes any non-living object required 
  to make an STC roll to make it at –4 (in the case of buildings, this only applies to the surface struck, not the 
  whole thing).  Additionally, the object’s armor is halved against the blast. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   25 
   
   
  Song 
   
   
   
  Normal  
  None 
  Irresistible Jig– [4] 
  This spell forces the target to dance. A dancing target is usually helpless for purposes of combat (although 
  he does get his AGI modifier, and may dodge).  The attack is a PWR vs. STAT attack where the PWR is the 
  caster’s WIL and it works against the target’s WIL.   
  • 
  Minor Effect: Target is considered Stunned (quick dance step).  
  • 
  Standard Effect: Target is considered Dazed (no negatives to dodge) for one turn.   
  • 
  Major Effect: Target is considered helpless (dancing) for the caster’s WIL in seconds.   
  • 
  Critical Effect: Target is considered helpless for the caster’s WIL in minutes.   
  • 
  Catastrophic Effect: Target is helpless for the caster’s WIL in days.   
  The spell effects stop immediately if the caster can no longer hear the singer unless a Catastrophic Effect is 
  rolled in which case the target will dance to death unless restrained.  This spell can be multicast and affects 
  an additional target for +4 mana. Casting the spell is an 8 REA Long action.  It “hits” on a successful Bardic 
  skill roll.  Targets must hear the song. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   30 + 4 per target  
  Song 
   
   
   
  Normal  
  None 
  Symphony of Destruction (Bringing Down the House) – [4] 
  One of the deadliest songs a bard can know.  The Symphony of Destruction is sung about a person or thing.  
  The bard must be within 20 yards of the target.  For every 20 seconds the bard sings, the song grows in 
  PWR by 1 point.  When the song finishes (minimum time of 4 minutes, maximum time of WIL minutes) the 
  target takes 4 points of damage per point of PWR with a damage modifier based on the Bardic Magic skill 
  roll.  Casting this spell reduces the Bard’s WIL and CON by 2 points for the remainder of the day (and has 
  been rumored to take a grave toll on mages who use it too much). The maximum damage is WIL x 12 
  (Impact).  Structures hit by this must make an STC roll at –8 if they are the size of a house, -4 if they are the 
  size of a tower, and –2 if they are the size of a castle.  The effects of the STC roll will be seen through the 
  entire structure.  This song is quite loud and there is no question what is happening when the song starts. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  30 
   
   
  Song 
   
   
   
  α PWR of Spell 
  None 
  Symphony of Decimation – [8] 
  The bard must know Symphony of Destruction to learn this spell.  It works just like that spell except that the 
  target takes 12 points of damage per point of PWR and the STC roll modifiers are at –12, -6, and –3 
  respectively.  Casting this spell reduces the Bard’s WIL and CON by 3 points for the remainder of the day. 
  Casting Cost 
   
  Type 
   
   
   
  Endurance 
  Notes 
   
   
   
   
  60 
   
   
  Song 
   
   
   
  ½ PWR of Spell None 
   
  105
  
    
   
   
  106
  
SOURCE: textdata/thevault/Jags/JAGS Spell Lists.pdf