TEXT: 1
  ADDENDUM: NPC SPELL LISTS
  1
  POWERS OF LIGHT & DARKNESS
  POWERS OF LIGHT & DARKNESS™
  ADDENDUM
  SPELL LISTS
  Copyright © 2003 by Aurigas Aldebaron LLC. All rights reserved. No reproductions without permission.
  Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street,
  Charlottesville, Virginia 22902 • www.ironcrown.com • Stock #6402, ISBN 1-55806-597-0
  CREATED BY:
  TERRY KEVIN AMTHOR
  
  2
  ADDENDUM: NPC SPELL LISTS
  POWERS OF LIGHT & DARKNESS
  PRIEST ARNAK SPELL LISTS
  Unlife Channels
  1)
  2)
  Power Dimming
  3)
  Life Dimming
  4)
  5)
  Power Draining
  6)
  7)
  Life Destruction
  8)
  Dark Absorption*
  9)
  Power Taking
  10)
  Unlife Touch
  11)
  Dark Reflection*
  12)
  Soul Crucible
  13)
  Unlife Breath
  14)
  Dark Absorption True*
  15)
  Life Taking
  20) Life Destruction True
  25)
  Power Taking True
  30) Dark Reflections True*
  40) Life Taking True
  50) Unlife
  2) Power Dimming: (F) D: until rest R: 100´ Target’s
  available Power Points (including benefits from mul-
  tipliers and adders) are halved until target can get full
  rest.
  3) Life Dimming: (F) D: until rest R: 100´ Target’s avail-
  able hits are reduced by 50%; this is a temporary effect
  and all hits taken in this way are restored after a full
  rest—unless the target goes over max hits, in which
  case they are treated as normal hits and will need to be
  healed.
  5) Power Draining: (F) D: until rest R: 100´ Target’s avail-
  able Power Points (including benefits from multipli-
  ers and adders) are halved until target can get full rest.
  Target can still cast from Staves with intrinsic spells
  and such; and runes. Points lost are transferred to caster
  (regardless of realm) but must be used before caster
  rests or they are lost.
  7) Life Destruction: (F) D: until rest R: 100´ Target goes
  to max hits –1 and operates at –90%; these hits need
  to be healed in the normal manner.
  8) Dark Absorption: (F) D:— R: S Caster can absorb
  the effects of any visible, directed spell (e.g., Firebolt)
  directed at him if he makes a successful RR vs the spell’s
  level. Power points used to cast the spell are absorbed
  by the Priest  (regardless of realm) but must be used
  before caster rests or they are lost. Priest must make a
  successful Perception roll (difficulty determined by the
  GM) to realize that a spell is being directed at him.
  9) Power Taking: As Power Draining, except all target’s
  currently available PPs (including those from Multi-
  pliers or Adders) are transferred to the Caster (regard-
  less of realm) but must be used before caster rests or
  they are lost.
  10) Unlife Touch: (F) D: 1 day/10 failure R: T RR:–20
  Target falls into a coma and his soul goes into limbo;
  the body is unharmed. He can only be restored early
  through Lifegiving or by the caster.
  11) Dark Reflection: (F) D:— R: 100´ As Dark Absorp-
  tion, except  Caster can reflect any visible, directed spell
  (e.g., Firebolt) directed at him back at the spell’s origi-
  nal caster—if he makes a successful RR vs the spell’s
  level. Spell takes on a dark halo as it comes back, and
  has same bonus as when originally cast.
  12) Soul Crucible: (F) D: P R: T Caster imbues a small
  container with the ability to hold a soul. Container
  must fulfill the following requirements: hollow, no
  larger that one foot in diameter, no heavier than five
  pounds, must be fragile enough that it would shatter if
  dropped from a height of three feet (once it becomes a
  crucible, the object is that fragile by default). A cru-
  cible is required before a Life Taking spell can be uti-
  lized. When it is holding a soul, the Crucible glows with
  a pulsating white light and has a Presence (Mind Typ-
  ing spells can also trace the soul). The purpose of the
  Crucibles is to store souls in order to feed the Unlife as
  part of unspeakable rituals—at which time the soul is
  destroyed.
  13) Unlife Breath: (F) D: 1 day/10 failure R: 10´ RR:–20
  Target falls into a coma and his soul goes into limbo;
  the body is unharmed. He can only be restored early
  through Lifegiving or by the caster.
  14) Dark Absorption True: (F) D: 1 min/lvl R: S As Dark
  Absorption except effect is automatic against all El-
  emental spells and applicable directed spells (e.g., Ab-
  solution) at GM’s discretion.
  15) Life Taking: (F) D: V R: 10´ Target’s soul is taken
  from his body and immediately placed in a Soul Cru-
  cible (see above) which must also be within 10´. The
  body falls into a coma and will die in 3 days if not
  Lifekept or otherwise maintained.  If the Crucible is
  shattered within 10´ of the body within that time and
  Lifegiving administered, the target is restored. Lifegiving
  alone cannot release the soul trapped within the cru-
  cible, and if the crucible is broken without a Lifegiving
  immediately cast, the soul departs (Lifegiving could be
  theoretically cast at a later time).
  20) Life Destruction True: (F) D: perm. R: 100´ RR:–20
  Target is vaporized; soul is destroyed.
  25) Power Taking True: As Power Taking, except target’s
  PPs are gone permanently and cannot be regained until
  caster cancels the spell or dies. Target cannot use Mul-
  tipliers but may use Adders, Staves and such, and runes.
  Caster only absorbs the Target’s current day’s supply
  of PP’s, however.
  30) Dark Reflections True: (F) D: 1 min/lvl R: 100´ As
  Dark Reflection except effect is automatic against all
  Elemental spells and applicable directed spells (e.g.,
  Absolution) at GM’s discretion.
  40) Life Taking True: (F) D: V R: 100´ As Life Taking
  except for range, and soul can either be sent to a cru-
  cible up to 100´ away or immediately offered to the
  Unlife (it is destroyed).
  50) Unlife: (F) D: perm. R: S  Caster calls upon the Un-
  life and  all life within a 100´ radius must resist or be
  slain—its life energy taken by the Unlife.
  
  3
  ADDENDUM: NPC SPELL LISTS
  3
  POWERS OF LIGHT & DARKNESS
  The Iron Wind
  An assortment of Evil Channeling Spells learned by all
  priests of the Iron Wind  (those who are not by nature of
  Channeling can still learn them; they essentially become
  hybrids, channeling from the Unlife for these spells). The
  uninformed might have thought that the ‘Iron Wind’ was
  more euphemism than fact, but indeed the dark Priests’
  tie to the base metal is more than rumor.
  1)
  Iron Analysis
  2)
  3)
  Iron Seize
  4)
  5)
  Hard Wind
  6)
  Iron Door
  7)
  Un-iron
  8)
  Iron Wall
  10)
  Iron Wind
  11)
  Iron Bonds
  12)
  Un-iron True
  13)
  Iron Wall True
  14)
  Iron Skin
  15)
  Iron Gate
  20) Iron Heart
  25)
  Iron Winds
  30) Iron Body
  40) Iron Storm
  50) The Iron Wind
  1) Iron Analysis (I) D:— R: 10´ Gives nature and origin
  of iron or alloy including iron; when, how (in general
  terms) and where worked.
  3) Iron Seize (F) D: 1 hr/lvl R: 50´ Caster can cause any
  simple mechanical device with iron moving parts (e.g.,
  lock, crossbow, portcullis mechanism) he can see
  within 100´ to seize up. GM may wish to give large de-
  vices or complex machines a RR.
  5) Hard Wind (F) D:— R: 100´ A bolt of energy like a
  blast of air, The Hard Wind strikes using the Ice Bolt
  elemental attack table, but delivers an Impact critical
  and an additional secondary Shock critical of one less
  severity level.
  6) Iron Door  (F) D:— R: S Allows caster to pass through
  an iron (or mostly iron) surface and emerge through
  another such surface up to 100´ away. Surface must be
  at least 5´ high and 2´ wide, and at least 50% iron sur-
  face (e.g., an iron door or and iron-plated door, but
  not a wood door with a few iron straps. Surface must
  also be fixed or mounted securely (not a thin sheet of
  iron that could be carried around).
  7) Un-iron (F) D: P R: 100´ Disintegrates one cubic foot
  of iron or alloy containing mainly iron (e.g., steel).
  Target must be one object, or objects fastened securely
  together. Obects held or worn get wearer’s RR.
  8) Iron Wall (E) D: 5 min/lvl R: 50´ Creates a wall of
  iron up to 10´ x 10´ x 1˝ thick; it must rest on a solid
  surface, and against a solid surface on at least one side
  or be easily knocked down.  It can be torn through in
  500 man-rounds  (1´ diameter hole) with +10 or bet-
  ter weapons/tools)
  10) Iron Wind (F) D:— R: 100´ Caster sweeps his arm
  out, causing a blast of force to fan outward, expanding
  to a width of 50´ at the full range. All within the cone
  suffer an attack on the Cold Ball table, but with an Im-
  pact critical and an additional secondary Shock critical
  of one less severity level.
  11) Iron Bonds (F) D:1 min/lvl R: 100´ Targets hands or
  feet are bound together in magical iron shackels. They
  have no lock and can only be removed by the caster or
  a Dispell Channelling. They cannot be broken by nor-
  mal means, and they shrink to fit the wrists.
  12) Un-iron True (F) D: P R: 100´ Disintegrates one cu-
  bic foot per level of iron or alloy containing mainly
  iron (e.g., steel). Target must be one object, or objects
  fastened securely together.
  13) Iron Wall True (E) As Iron Wall, except duration is
  permanent.
  14) Iron Skin  (D*) D: 1 min/lvl R: S Covers the caster
  in overlapping plates of magical iron armor, the equiva-
  lent of AT 20 (including helm and greaves), but does
  not encumber.
  15) Iron Gate  (F) D:— R: S As Iron Door except range is
  up to 500´ or 1 mile/lvl for panels the caster has previ-
  ously used as an Iron Door or Iron Gate portal.
  20) Iron Heart  (F) D: P R: 50´ RR Mod: -20 target’s
  heart turns to iron. He dies. Lifegiving can only be ef-
  fective with an Organ Regeneration.
  25) Iron Winds (F) D:— R: 300´ As Iron Wind except
  for range (outside base remains 50´, but caster may
  reduce range to a minimum of 100´ to increase the
  swath), and Caster may create two Iron Winds (one
  from each hand). Winds must be within 120° of each
  other.
  30) Iron Body  (F) D: P R: 50´ RR Mod: -20  Target be-
  comes a solid iron sculpture. No chance of Livegiving.
  40) Iron Storm (F) D:— R: 300´ As Iron Wind except for
  range (and outside base is 100´), and Caster may cre-
  ate two Iron Winds (one from each hand). Winds must
  be within 120° of each other.
  50) The Iron Wind  (F) D:— R: 666´ As Iron Wind ex-
  cept for range, and instead of a cone with fixed base, it
  fills a 60° arc. All flora and fauna in the area is bat-
  tered.
  
  4
  ADDENDUM: NPC SPELL LISTS
  POWERS OF LIGHT & DARKNESS
  STEEL RAIN SPELL LISTS
  The Steel Rain
  1)
  2)
  Part Rain
  3)
  4)
  Steel Cloud
  5)
  Steel Web
  6)
  7)
  Steel Strike
  8)
  Steel Wall
  9)
  10)
  Steel Rain
  11)
  Steel Spray
  12)
  Steel Strikes
  13)
  14)
  15)
  Ring of Steel Rain
  20) Steel Storm
  25)
  Hand of the Steel Rain
  30) Waiting Steel Rain
  50) Steel Rains True
  2)
  Part Rain  (F) D: 1 min/lvl R: 1´/lvl R  Caster cre-
  ates  an umbrella above himself that deflects natural
  rain (or snow or hail). Spell does not protect against
  anything but normal precipitation.
  4)
  Steel Cloud (E) D: 6 rnds R: 100´. Creates a 20´ R,
  10´ high cloud of glittering metallic motes. All within
  take an “A” Slash critical each round in the radius. Mist
  takes a full round to form, so anyone in the radius may
  make a Very Hard maneuver to determine what is hap-
  pening and try to escape before it forms. The Mist trav-
  els 10´ per round in a random direction and reduces
  visibility (-30 to visual Perception) for those inside and
  trying to see in.
  5)
  Steel Web (E) D: 1 min/lvl R: 50´ Caster creates a
  flat, web-like net of steel cables up to 20´ in diameter;
  must be cast across an opening such as a doorway or
  window or in a tunnel or corridor (enclosed on the
  perimeter by at least 270° ). Steel web is very strong
  but obviously porous:  can be seen through and fired
  through with missile weapons. It can be torn through
  in 50 man-rounds (hole large enough for a man to pass)
  with +10 or better weapons/tools)
  7)
  Steel Strike (E) D:— R: 100´ A tight cluster of steely
  needles shoots from the palm of the caster (much like
  a flechette). Use Water Bolt attack table, Slash Criticals
  and 2x hits.
  8)
  Steel Wall (E) D: 5 min/lvl R: 50´ Creates a wall of
  steel up to 10´ x 10´ x 1/2˝ thick; it must rest on a solid
  surface, and against a solid surface on at least one side
  or be easily knocked down.  It can be torn through in
  500 man-rounds  (1´ diameter hole) with +10 or bet-
  ter weapons/tools)
  10) Steel Rain (E) D: 12 rnds R: 100´. As Steel Mist ex-
  cept creates a 50´ R, 20´ high rain of glittering needles.
  All within take a “B” Slash Critical every round in the
  radius. The Rain travels 10´ per round in a random
  direction, or the caster may direct it as long as she con-
  centrates.
  11) Steel Spray (E) D:— R: 100´ A fan of steely needles
  shoots from the palm of the caster (much like a
  flechette) spreading out from a single point to 40´ wide
  at the full range. Use Fire Ball attack table, Slash Criti-
  cals and 1x hits.
  12) Steel Strikes (E) D:— R: 300´ As Steel Strike, except
  caster  fires a volley of three steely slivers at up to three
  separate targets (all must be within a 120° arc). If cast-
  ing against multiple targets, OB is halved for all. Alter-
  nately, caster can fire all three at a single target with
  full bonus, or one blast at +30 and 3x hits.
  14) Steel Web True (E) D: 1 day/lvl R: 100´ As Steel Web
  except for duration, range, and caster may create webs
  as large as 50´ in diameter.
  13) Steel Wall True (E) D: P  As Steel Wall, except dura-
  tion is permanent.
  15) Ring of Steel Rain  (E) D: 1 rnd/lvl R: 100´ As Steel
  Rain, except  the Rain is all around caster in a ring up
  to 100´ in radius, with an ‘eye’  where the Rain does not
  fall in the center as small as 3´ or up to 10´ radius. All
  in the rain area take 1 “B” Slash Critical every round,
  and take an additional “C” slash emerging from the
  rain.
  20) Waiting Steel Rain (E) D:— R: 100´ As Steel Rain
  except effect can be delayed for up to 25 hours. It can
  be triggered by one of the following (decided by caster):
  time period, sound, touch or movement.
  25) Hand of the Steel Rain (E) D:— R: 100´
  30) Steel Storm (E) D:— R: 300´ As Steel Rain except
  creates a 100´ R, 50´ high rain of dagger-like slivers. All
  within take 1D2 “C” Slash Critical every round in the
  radius. The Storm travels 20´ per round in a random
  direction, or the caster may direct it as long as she con-
  centrates. Caster may be inside Storm but is immune
  50) Steel Rains True (E) D:1 min/lvl R: 500´ Caster may
  summon up to 5 Steel Rains or 3 Steel Storms and con-
  trol them at will. (Overlapping multiple Rains or Storms
  will not increase their effect.)
  
  5
  ADDENDUM: NPC SPELL LISTS
  5
  POWERS OF LIGHT & DARKNESS
  8)
  The Steel Breath  (M) D: V R: 10´ Caster exhales a
  barely visible white mist. Target is rendered uncon-
  scious and—if caster desires—forgets what happened
  to him for up to the last hour. Note: A successful RR
  means target managed to not inhale the mist; the
  player cannot specify this outside the RR process, but
  if he does immediately say he holds his breath, the
  GM may wish to give him a +20 to RR.
  10) The Steel Kiss (M)  D: 10 min/lvl  R: T RR Mod: -
  50 to males (or those of compatible sexual orienta-
  tion). Target must obey caster for duration as in Steel
  Caress. Note: may be ‘cast’ after a Steel Bonding is used
  to gain the target’s trust.
  11) Steel Binding True (M)  D: Until dispelled  R: 50´
  RR Mod: -20 to males (or those of compatible sexual
  orientation). As Steel Binding except for duration, and
  target cannot harm or allow harm to come to caster.
  Caster can have a number of targets equal to her level
  simultaneously Steel Bound True.
  13) Steel Breath III  (F) D: V R: 10´ As Steel Breath
  except  may affect up to three targets if all in range
  and within a 120° arc of each other. Amnesia, if used,
  must be the same for all three.
  15) The Steel Kiss Afar (M)  D: 10 min/lvl  R: 100´ RR
  Mod: -50 to males (or those of compatible sexual ori-
  entation). As Steel Kiss except for range. The spell is
  cast like a blown kiss.
  20) Steel Bondage (M)  D: 10 min/lvl R: 50´ RR Mod:
  -20 to males (or those of compatible sexual orienta-
  tion). As Steel Caress except target must obey caster
  in all things for duration, including commands that
  may involve harming himself or others.
  25) Mass Steel Breath  (M) D: V R: 30´ As Steel Breath
  except  may affect all targets within a cone of 30 feet
  in length and 30 feet wide at the range limit. Amne-
  sia, if used, must be the same for all targets.
  50) Steel Mistress (M)  D: Until dispelled R: 50´ RR
  Mod: -20 to males (or those of compatible sexual ori-
  entation). As Steel Bondage except permanent. Caster
  can be the Steel Mistress of a number of targets equal
  to her level simultaneously.
  The Steel Kiss
  1)
  2)
  Steel Bonding
  3)
  Touch of Steel
  4)
  5)
  Steel Caress
  6)
  Steel Binding
  7)  
  8)
  The Steel Breath
  9)
  10)
  The Steel Kiss
  11)
  Steel Binding True
  12)
  13)
  Steel Breath III
  14)
  15)
  The Steel Kiss Afar
  20) Steel Bondage
  25)
  Mass Steel Breath
  30)
  50) Steel Mistress
  2)
  Steel Bonding (M)  D: 10 min/lvl  R: 50´ RR Mod: -
  20 to males (or those of compatible sexual orientation).
  Humanoid target believes caster is a good and trusted
  friend.
  3)
  Touch of Steel  (M)  D: —  R: T RR Mod: -20 to
  males (or those of compatible sexual orientation) Tar-
  get must anser one single-concept question truthfully.
  And if the caster desires, he will forget having been
  asked the question.
  5)
  Steel Caress  (M)  D: V  R: T RR Mod: -20 to males
  (or those of compatible sexual orientation) Target has
  a brief feeling of euphoria, and will follow a single
  simple suggestion made by the caster. Suggestion must
  not involve target causing obvious harm to or trouble
  for himself or another he cares about.
  6)
  Steel Binding (M)  D: 1 day/lvl  R: 50´ RR Mod: -20
  to males (or those of compatible sexual orientation).
  As Steel Bonding except for duration; and target may
  be any sentient creature.
  
  6
  ADDENDUM: NPC SPELL LISTS
  POWERS OF LIGHT & DARKNESS
  Hand of Zanar
  Spells used by Priests and Inquisitors of the Church of
  Zanar.
  1)
  2)
  Pain of Zanar
  3)
  4)
  Firenerves
  5)
  Burning Hand
  6)
  7)
  Anger of Zanar
  8)   Excommunication
  9)
  Burning Blood
  10)
  Touch of Zanar
  11)
  Bloodfreeze
  12)
  Mass Firenerves
  13)
  Rage of Zanar
  14)
  15)
  Blood Boil
  20) Excommunication True
  25)
  Hand of Zanar
  30) Mass Excommunication
  50) Wrath of Zanar
  2) Pain of Zanar (F) D: V R: 50´ Target takes an “A” Heat
  Critical.
  4) Firenerves (F) D: C R: 50´ Target takes an “A” Heat
  Critical and feels like he is ‘burning up;’ he is stunned
  no parry as long as the caster concentrates.  Critical
  damage duration is until cured. Spell manifests as red
  fiery glow around caster’s hand and faint red pulsat-
  ing fire around target.
  5) Burning Hand (F) D: 1 minute/10 failure R: 50´
  Target’s hand (whichever caster chooses) feels like it is
  on fire (in fact flames appear to flicker over the hand);
  he takes 1D10 hits and drops anything that he is hold-
  ing. The hand is useless for duration.
  7) Anger of Zanar  (F) D: V R: 50´ Target takes a “C”
  Heat Critical.
  8) Excommunication (F) D: 1 day/10 failure R: 50´ Tar-
  get loses all Channeling power points; thus he cannot
  cast any Channeling spells (even through bonus items).
  A hybrid spell users of Channeling (e.g., Sorcerer or
  Astrologer) would lose half his PPs and be unable to
  cast spells from the Channeling realm.
  9) Burning Blood  (F) D: 1 rnd/10 failure R: 100´ As
  Firenerves except target takes a “C” Heat Critical and is
  stunned no parry for duration of spell.
  10) Touch of Zanar  (F) D: V R: T Target immolates
  (bursts into flame). Target’s body is burned beyond
  repair after 3D6 rounds of terrible writhing agony, at
  which time his soul is torn from his charred body and
  absorbed by the caster’s scepter (to be sacrificed to the
  dark Crystal of the Ahrenreth in a ritual later). If caster
  is killed or knocked unconscious or fire is extinguished
  before beyond repair,
  11) Bloodfreeze (F) D: V R: 100´ Target feels cold; loses
  5% of activity per round and takes (approximately)
  5% of hits. After 20 rounds target is over hits, uncon-
  scious and blue. After an additional 10 rounds target is
  dead, body frozen beyond repair; caster must be killed
  or spell otherwise dispelled before this time to save tar-
  get.
  12) Mass Firenerves (F) D: C R: 50´ As Firenerves except
  caster may affect number of targets equal to his level.
  13) Rage of Zanar (F) D: V R: 100´ Target takes an “E”
  Heat Critical.
  15) Blood Boil  (F) D: 1 rnd/10 failure R: 100´ As
  Firenerves except target takes a “C” Heat Critical every
  round for duration of spell or is dead. GM should in-
  terpret criticals to reflect the fact that target’s blood is
  actually starting to boil in areas.
  20) Excommunication True (F) As Excommunication
  except effect is permanent until removed or caster is
  killed.
  25) Hand of Zanar (F) D: V R: 50´ RR Mod: -20 As Touch
  of Zanar except for range, RR Mod, and target’s body
  explodes in flame and is utterly destroyed. Soul is taken
  by the scepter.
  30) Mass Excommunication (F) RR Mod: +20 As Ex-
  communication except all within a 50´ radius are af-
  fected, though target(s) do get a bonus to their RR, as
  noted.
  50) Wrath of Zanar (F) D: V R: 200´ Caster may employ
  any of the Zanar spells on this list at the rate of 1 per
  round up to his level in rounds. If casting on a target
  who has already resisted one of these spells within the
  last 24 hours, add +20 to target’s RR each additional
  time they make an attempt.
  
SOURCE: textdata/thevault/Shadow World/Shadow World Addendum Spell Lists.pdf