TEXT: 1
  Spell
  law
  II
  
  2
  CredItS
  Interior Art: Toren “MacBin” Atkinson, Peter Bergting, Joel Biske, 
  John Dollar, Jesper Ejsing, Craig Henderson, Jeff Laubenstein, 
  Jennifer Meyer, Jeremy Dylan Mohler, Christophe Swal, 
  Carisa Swenson, Colin Throm;
  Project Specific Contributions:
  Author & Designer: Tim Dugger
  Editor: Tim Dugger, Heike Kubasch;
  Pagemaking: Sherry Robinson;
  Proofreading: Tim Dugger, Heike Kubasch;
  ICE Staff:
  President: Heike A. Kubasch;
  CEO: Bruce Neidlinger;
  Editing, Development, & Production Staff: Heike A. 
  Kubasch, Bruce Neidlinger, Tim Dugger:
  Web Master: Tim Dugger;
  Corporate Mascots: Gandalf T. Cat, Rajah T. Cat, Phoebe T. 
  Cat, Matsi T. Cat, Ember T. Cat;
  ICE Cheering section & Moral Support: To be filled in later: 
  Thanks for keeping the faith!
  Original Character & Campaign Law Design: Coleman Charlton 
  and Pete Fenlon
  Original Character & Campaign Law Playtesting & Special 
  Contributions: Mike Allen, Terry K. Amthor Deane 
  Begiebing, James Blevins, Brian Bouton, Steven Bouton, 
  Richard H. Britton, Chris “The Culpeper Kid” Christensen 
  Leonard “Swamp” Cook, Bill Covert, Bill Downs Kurt H. 
  Fischer, Charles P. Goforth Jr., Joy Hatchette, Judy Hnat, 
  Howard “Hotline” Huggins, , Sam “Manwe” Irvin, Roger 
  Jarrett, Olivia H. Johnston, Heike Kubasch, Mike Lazar, 
  Robert Lawson, Chuck “Is it live or is it Memorex?” Moran, 
  Bruce R. Neidlinger, Jessica Ney, Ted Pfaltz, Carl Pitt, Sheldon 
  Price, Terry Pryde, Kurt Rasmussen, John David Ruemmler, 
  Bruce “Cool Guy” Shelley, Larry “Rogue” Simms, Ruth 
  Sochard, Brenda G. Speilman, Gary Stipe, Mark &Polly 
  Strovink, David Wagner Mitch Walker, James D. Walter, 
  Tommy “Honest, I Won’t Work Today” Williams, The Design 
  Group, THE, and last but not least those two little “beasts” 
  Tory and Swink.
  Original Rolemaster Companion I material: R. Mark Colborn
  Rolemaster Copyright © 2010 by Aurigas Aldebaron LLC. All rights reserved. No reproductions without permission. Produced and 
  distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman St, Charlottesville, Virginia, 22902.                                      Stock 
  #6508      ISBN xxxxxxxxxxxxxx          
  
  3
  table of ContentS
  Introduction .........................................................................................4
  Professions ............................................................................................5
   Archmage...........................................................................................5
   Beastmaster .......................................................................................5
   Dabbler  .............................................................................................6
   Druid .................................................................................................6
   Mage  ..................................................................................................6
   Magent ...............................................................................................7
   Mentat ...............................................................................................7
   Paladin  ..............................................................................................7
   Pathfinder ..........................................................................................8
   Priest ..................................................................................................8
   Ranger Revised ..................................................................................8
   Runemage ..........................................................................................9
   Warrior Mage ....................................................................................9
  Spell Lists  ...........................................................................................12
   Channeling Spell Lists.....................................................................13
    Animal Law ..................................................................................13
    Communion .................................................................................14
    Druid’s Peace ................................................................................15
    Druidstaff .....................................................................................16
    Exorcisms .....................................................................................17
    Holy Arms ....................................................................................18
    Holy Healing ................................................................................19
    Holy Shields .................................................................................20
    Holy Symbol .................................................................................21
    Inspiring Ways ..............................................................................22
    Major Healing ..............................................................................23
    Nature’s Forms .............................................................................24
    Stone Mastery ...............................................................................25
    Tree Mastery .................................................................................26
   Essence Spell Lists ...........................................................................27
    Air Law .........................................................................................27
    Combat Illusions ..........................................................................28
    Combat Ways ...............................................................................29
    Commanding Will .......................................................................30
    Concealment Mastery ..................................................................31
    Dark Law ......................................................................................32
    Earth Ways ....................................................................................33
    Glyphs ...........................................................................................34
    Influences .....................................................................................35
    Inscriptions ..................................................................................36
    Magestaff ......................................................................................37
    Magic Defense ..............................................................................38
    Mechanisms..................................................................................39
    Mirages .........................................................................................40
    Movement Mastery ......................................................................41
    Nomenclature Mastery ................................................................42
    Physical Manipulations ...............................................................43
    Senses ............................................................................................44
    Symbolism ....................................................................................45
    Thieving Law ................................................................................46
    Warding Mastery ..........................................................................47
    Warrior’s Enhancements .............................................................48
    Warrior’s Weapon ........................................................................49
    Will of the Warrior .......................................................................50
   Mentalism Spell Lists ......................................................................51
    Air Mastery ...................................................................................51
    Animal Ways .................................................................................52
    Assassination Mastery ..................................................................53
    Beastmastery ................................................................................54
    Combat .........................................................................................55
    Crystal Ways .................................................................................56
    Disguise Mastery ..........................................................................57
    Escapes ..........................................................................................58
    Gathering Secrets .........................................................................59
    Healing .........................................................................................60
    Misdirections................................................................................61
    Movement Enhancement ............................................................62
    Path Finding .................................................................................63
    Pathfinder’s Arms .........................................................................64
    Pathfinder’s Movement ................................................................65
    Poison Mastery .............................................................................66
    Sensing ..........................................................................................67
    Survival Mastery ..........................................................................68
   Arcane Spell Lists ............................................................................69
    Bladerunes ....................................................................................69
    Earthblood’s Ways ........................................................................71
    Entity Mastery ..............................................................................73
    Ethereal Mastery ..........................................................................75
  Optional Rules ....................................................................................77
   Alternate Realms .............................................................................77
   Alternate Planes ..............................................................................77
    Inner Planes ..................................................................................77
    Outer Planes .................................................................................78
    The Ethereal Plane .......................................................................78
    Encounters ...................................................................................79
   Arcane Magic...................................................................................79
   Arcane Spell Lists ............................................................................80
   Casting Arcane Spells ......................................................................80
   Casting Level ...................................................................................80
   Cleric Spell Selection ......................................................................80
   Earthnodes ......................................................................................81
   Extended Semi Base Lists ................................................................82
   Fast Power Point Recovery..............................................................82
   Folios ...............................................................................................83
    Creating A Folio ...........................................................................83
    Magical Guilds .............................................................................83
    Evil Folios .....................................................................................84
   Incremental Casting Times .............................................................84
   Irregular Casting Times ..................................................................85
   Level Bonuses ..................................................................................85
   Lifegiving & Healing .......................................................................85
   Limited Overcasting ........................................................................86
   Realm Lists ......................................................................................86
   Religious Orders ..............................................................................86
    Creating Orders ............................................................................87
    Order Name .................................................................................87
    Sample Religious Order ...............................................................89
     Lightbringers Of Belarus ..........................................................89
   Semi Spell Pick Expansion..............................................................89
  
  4
  IntroduCtIon
  Welcome to RMC’s Spell Law II. Since the release of RMC and 
  RMX, we have published a number of PDF only products known 
  as Express Additions (EAs). Many of these PDFs contained new 
  rules and options and spell lists that expand and supplement both 
  RMC and RMX.
  We have collected everything magic-related that cannot be 
  found in the core RMC rules and compiled it here along with 
  some new material so that you can have it all in one place.
  Within these pages, you will find the official rules for Arcane 
  magic, as well as the Archmage, the only spell user who can learn 
  Arcane spell lists as Base Lists. We have also included an official 
  Druid profession. There are 13 professions in total, including 
  conversions of many the semi-spell using professions from 
  RMFRP, and a revised version of the classic Ranger.
  Next is a collection of spell lists. Most of the spell lists belong 
  to the various professions contained in this product. Some are 
  included as part of the options from later in the book.
  The final section of this product is the Chapter on options. 
  This section includes many options that can enhance your gaming 
  experience. However, as always, when dealing with options, 
  caution is needed because certain combinations can disrupt the 
  balance of the game completely. These options include some of 
  the alternative level bonus options for these professions, realm 
  based spell lists, options for casting times, for creating priestly 
  orders and for creating spell folios for the Mage and Mentat 
  professions, and lots, lots more.
  To use this book, you will need to own the RMC Spell Law. 
  Additionally, the RMC Combat Companion will be helpful for 
  using the Revised Ranger and for the optional spell list selection 
  available to the Paladin, but it isn’t required.
  Enjoy!
  
  5
  profeSSIonS
  beaStmaSter (bStmStr)
  The Beastmaster is a semi-spell user of the realm of Mentalism 
  who uses his affinity for animals to bind them to his service. 
  Between them and his own combat abilities, the Beastmaster is 
  a formidable opponent. The Beastmaster has no compunctions 
  about using his animals in combat to ensure victory. 
  The Beastmaster has 5 Base spell lists:
  Animal Ways: Allows the caster to deal with animals; 
  summoning, healing, and talking to them
  Beastmastery: Spells that allow the caster to bond with and 
  arChmage (amage)
  The Archmage is a practitioner of Arcane Magic (see p. 79 for 
  more details on handling Arcane Magic), this essentially makes 
  him the equivalent of being a hybrid spell user in all three realms. 
  Unlike other spell users, the Archmage has no set Base Spell Lists. 
  Instead he is allowed to select 6 Base Lists from the Base Lists of 
  any realm and from the Arcane Spell Lists. Once selected, these 6 
  Base Lists may not be changed.
  Prime Stats: Empathy, Intuition, and Presence
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  6
  make friends with animals.
  Combat: This is an offensive spell list, used to enhance the 
  combat capabilities of the Beastmaster.
  Movement Enhancement: This list contains spells that enhance 
  the character’s movement capabilities.
  Sensing:  This list contains spells that enhance the character’s 
  sensing capabilities.
  Prime Stats: Strength and Presence
  dabbler 
  Dabblers are semi spell users who combine the realms of 
  Essence and Arms. Their base spells deal with stealth, detection, 
  perception, movement and manipulating locks and traps.
  The Dabbler has 6 base lists. However, unless the GM is using 
  the Extended Semi Base Lists option (p. 82) that allows for a Semi 
  spell user to have 6 base lists, the Dabbler may only select 5 of the 
  given spell lists as his Base Spell Lists. The remaining spell list is 
  treated as if it were an Open Spell List.
  Concealment Mastery: Hiding things and making things 
  harder to find.
  Influences: Affecting targets & their 
  thought processes.
  Mechanisms: Manipulating 
  locks, traps, and other devices.
  Movement Mastery: Enhancing 
  the caster’s movement.
  Senses: Enhancing the caster’s 
  sensory capabilities.
  Thieving Law: Enhancing the 
  caster’s ability to operate as 
  a thief.
  Prime Stats: Agility and 
  Empathy
  druId
  The Druid is a pure Channeling spell user with a more militant 
  outlook towards protecting nature than that of the Animist.  He puts 
  a heavy reliance on his home-made staff as he works as a defender, 
  protector, and healer of nature, and as an emissary of peace.
  The Druid has 10 Base Lists. He may select his lists from the 
  6 lists given below, from the Animist’s Base Lists, and from the 
  Open and Closed Channeling Base Lists.
  Animal Law: Spells for controlling, and healing animals.
  Druid’s Peace: This list allows the Druid to turn potentially 
  dangerous situations towards a more peaceful resolution.
  Druidstaff: This list is what allows the Druid to create his most 
  potent and versatile weapon, his Druidstaff.
  Nature’s Forms: This list allows the caster to take the forms of 
  plants and animals.
  Stone Mastery: This list allows the caster to have mastery over 
  stone and to use it as a weapon.
  Tree Mastery: This list allows the caster to speed the growth of 
  trees and to interact with sentient trees.
  Prime Stats: Memory and Intuition
  mage
  The Mage is a pure Essence spell user. Unlike other professions, 
  the Mage does not have a fixed set of Base Lists to select from. 
  Additionally, the Mage does not get 10 Base Spell Lists like other pure 
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  7
  spell users. Instead, the GM, using the Folio option (page 83), creates 
  a specific Folio of 15 spell lists from which the Mage selects his 8 Base 
  Spell Lists. Folios for this specific profession are usually based upon 
  the culture that the character is from and the organization.
  Prime Requisites: Empathy and Reasoning
  magent
  Magents are Semi spell users who combine the realms of 
  Mentalism and Arms. Their base spells deal with information 
  gathering, subterfuge, and performing stealthy missions.
  The Magent has 6 base lists. However, unless the GM is using 
  the Extended Semi Base Lists option (page 82) that allows for a 
  Semi spell user to have 6 base lists, the Magent may only select 5 
  of the given spell lists as his Base Spell Lists. The remaining spell 
  list is treated as an Open Spell List. 
  Assassination Mastery: Enhancing the caster’s ability to 
  perform missions.
  Disguise Mastery: Changing the caster’s appearance.
  Escapes: Allowing the caster to get free from various types of bonds.
  Gathering Secrets: Gathering information in various forms.
  Misdirections: Redirecting target(s) senses to cause confusion 
  and misconceptions.
  Poison Mastery: Working with and resisting poisons.
  Prime Stats: Reasoning and Presence
  mentat
  The Mentat is a Pure Mentalism spell user. Unlike other 
  professions, the Mentat does not have a fixed set of Base Lists to 
  select from. Additionally, the Mentat does not get 10 Base Spell 
  Lists like other pure spell users. Instead, the GM, using the Folio 
  option (page 83), creates a specific Folio of 15 spell lists from 
  which the Mentat selects his 8 Base Spell Lists. Folios for this 
  specific profession are usually based upon the culture that the 
  character is from and the organization that it is associated with.
  Prime Requisites: Presence and Self Discipline
  paladIn 
  Paladins are semi spell users who combine the realm of Arms 
  with the realm of Channeling. Their base spells primarily deal with 
  combat and protection. An example of a Paladin (from literature) 
  might be Lancelot or Percival (from King Arthur’s knights).
  The Paladin has six base lists. However, unless the GM is using 
  the Extended Semi Base Lists option (page 82) that allows for a 
  Semi spell user to have six base lists, the Paladin may only select 
  five of the given spell lists as his Base Spell Lists. The remaining 
  spell list is treated as an Open Spell List for the Paladin. 
  Note: A GM may, if they wish, allow the Paladin to select 
  his Base Lists from these lists and those given for the 
  Champion in the Combat Companion.  If this is allowed, 
  any of the following lists that are not selected as Base Lists 
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  8
  Communion: Gathering information and canceling (including 
  dispelling) magic.
  Exorcism: Repelling undead and banishing demons.
  Holy Arms: Increasing offensive combat ability.
  Holy Healing: Healing a variety of types of damage.
  Holy Shields: Increasing defensive combat ability.
  Inspiring Ways: Influencing others in a variety of ways.
  Prime Stats: Self Discipline and Intuition
  pathfInder  (path)
  The Pathfinder is a semi-spell user of the realm of Mentalism. 
  The Pathfinder focuses on spells that aid him in traversing the 
  wilderness and surviving long periods away from civilization. 
  The Pathfinder has 6 base lists. However, unless the GM is using 
  the Extended Semi Base Lists option (page 82) that allows for a 
  Semi spell user to have six base lists, the Pathfinder may only select 
  five of the given spell lists as his Base Spell Lists. The remaining 
  spell list is treated as an Open Spell List for the Pathfinder. 
  Healing: Allows the caster to repair damage to his body.
  Pathfinding: Discovering and gathering information about 
  paths and creating new paths.
  Pathfinder’s Arms: Allows the caster to make weapons using what 
  nature provides as well as enhances his combat capabilities.
  Pathfinder’s Movement: Moving in the wilderness, crossing 
  barriers and moving 
  with stealth.
  Sensing: Enhances the caster’s 
  sensing capabilities.
  Survival Mastery: Finding 
  food, water, and shelter in 
  the wilderness.
  Prime Requisites: Presence 
  and Self Discipline
  prIeSt
  A Priest is a pure Channeling spell user who has concentrated 
  on spells that require the direct power from deities. Priests must 
  belong to a specific Religious Order (created using the option 
  on page 86) and their spell lists are directly related to Spheres 
  of Influence associated with his deity. Priests get to select 8 Base 
  Lists. These Base lists may come from the lists provided by their 
  specific religious order, and/or from the Open and Closed spell 
  lists from the realm of Channeling.
  Prime Requisites: Intuition and Memory
  ranger revISed (rangerr)
  The Ranger is at a disadvantage in both RMC and RMX. He is 
  supposed to be a master of the outdoors; someone who is at home 
  in the wilderness, yet he is the weakest of the semi-spell using 
  professions. His skill costs are too high for the areas in which he is 
  supposed to be a specialist. 
  In addition to being short-changed in his skill costs, the Ranger 
  is also short-changed in regards to his spell lists. The Bard has 
  spells that are useful in combat, as does the Monk. However, the 
  Ranger is not so blessed. He has a very few defensive spells, but 
  nothing that would aid him in combat.
  In addition to the skill cost changes listed the tables for the Ranger 
  (Revised), we have also made some changes to his spell list selection. 
  Instead of giving an alternate collection of lists for the Ranger 
  (Revised), we are presenting a group of Spell Lists and the player 
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  9
  should select 5 of those lists (6 if using the Extended Semi Base List 
  option from page 82) to become his Base Lists. Any lists not selected 
  are treated normally (i.e. as an Open, Closed, or Base list belonging to 
  another profession), as if they were never part of the selectable list.
  Animal Mastery (Animist Base)
  Combat* (Venturer Base**)
  Combat Ways (Warrior Mage Base)
  Creations (Closed Channeling)
  Faith’s Shield* (Champion Base**)
  Faith’s Weapon* (Champion Base**)
  Inner Walls (Ranger Base)
  Locating Ways (Closed Channeling)
  Lore (Closed Channeling)
  Moving Ways (Ranger Base)
  Nature’s Guises (Ranger Base)
  Nature’s Protection’s (Animist Base)
  Nature’s Way (Ranger Base)
  Path Mastery (Ranger Base)
  Pathfinding (Pathfinder Base)
  Pathfinder’s Arms (Pathfinder Base)
  Pathfinder’s Movement (Pathfinder Base)
  Succor (Champion Base**)
  Survival Mastery (Pathfinder Base)
  Prime Requisites: Intuition and Constitution
  * = If the player selects either of the “Combat” lists, he is not 
  allowed to select Faith’s Shield or Faith’s Weapon. If he selects 
  either of the “Faith” lists, then he is not allowed to select the 
  either of the “Combat” lists. Additionally, a given character 
  may not have both Combat and Combat Ways either.
  ** = These lists are from the Combat Companion and 
  selection of one of these lists requires the use of that product.
  runemage (rmage)
  Runemages are pure spell users of the Essence who concentrate 
  on the power that written and spoken language have over the 
  reality. Runemages use their power of language to create variable 
  enchantments such as wards, symbols, and runes, while using 
  their knowledge of the Primal Tongue to manipulate the physical 
  world and the creatures within it.
  The Runemage has 10 Base Lists.  He is allowed to select his 10 
  Base Lists from the 7 lists we give below and from the Open and 
  Closed Essence spell lists. 
  Commanding Will: Spells that bend a target to the will of the 
  caster (enhanced if a true name is known).
  Glyphs: The imbedding of spells on air or liquids.
  Inscriptions: Imbeds spells into temporary signs or runes.
  Nomenclature Mastery: Discovering languages and true names 
  of people and items.
  Physical Manipulations: Spells that manipulate the physical 
  world (enhanced if a true name is known).
  Symbolism: Creating symbols of power that can be imbedded 
  with other spells.
  Warding Mastery: Creating ward signs of power that can 
  protect small areas.
  Prime Stats: Empathy and Self Discipline
  warrIor mage (wmage)
  Warrior Mages are Semi spell users who combine the realm of Arms 
  and Essence. Their base spells primarily deal with the adaptation of 
  Essence spell casting to combat and survival in hostile environments. 
  The Warrior Mage is viewed by many as an elite type of fighter, 
  specialized in attacking enemy spell casters on their own terms.
  The Warrior Mage has six base lists given below. However, 
  unless the GM is using the Extended Semi Base Lists option 
  (page 82) that allows for a Semi spell user to have six base lists, 
  the Warrior Mage may only select five of the given spell lists as 
  his Base Spell Lists. The remaining spell list is treated as an Open 
  Spell List for the Warrior Mage.  
  Combat Illusions: Methods of causing confusion among the 
  enemy. Please note that unlike regular illusions, many of the 
  spells from this list also invoke RRs from caster’s foe/target.
  Combat Ways: Gives the Warrior Mage a greater variety of 
  options in melee combat.
  Spell Defense: Gives the Warrior Mage the edge he needs 
  against more powerful spell casters.
  Warrior’s Enhancements: Allows the Warrior Mage to combat 
  enemies in various hostile environments.
  Warrior’s Weapon: Dedicates a weapon to the Warrior Mage 
  and allows special spells to be cast upon it.
  Will of the Warrior: Allows the Warrior Mage to drive himself 
  beyond normal endurance.
  Prime Stats: Empathy and Constitution 
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  11
  SSSSSEEEEECCCCCOOOOON
  NNNND
  DDDDAAAAARRRRRYYYYY SSSSSKKKKKIIIIILLLLLLLLLL D
  DDDDEEEEEVVVVVEEEEELLLLLOOOOOPPPPPM
  M
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  MEEEEEN
  NNNNTTTTT CCCCCOOOOOSSSSSTTTTT TTTTTAAAAABBBBBLLLLLEEEEE
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  3
  
  12
  Spell lIStS 
  This section contains all of the spell lists from the listed 
  professions that are not already in the RMC Spell Law.
  Under normal circumstances, we would separate the lists out 
  by professions, but with the inclusion of the Priest, Mage, and 
  Mentat, as well as the lists marked as Realm Lists (by the option 
  on page 86) we felt that it would be better to just put the lists in 
  alphabetical order, separated by realm.
  CHANNELING BASE LISTS
  ESSENCE BASE LISTS
  MENTALISM BASE LISTS
  ARCANE LISTS
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  13
  12. Animal Lifegiving I — Caster can “raise” 1 dead animal by 
  restoring the animal’s lost soul; the animal’s soul must still 
  exist and they must have died within the last year. In order 
  to be successfully “raised”, the animal must roll below their 
  Constitution stat; +2 is added to the result for every day the 
  target has been dead (e.g., if the animal has been dead for 
  3 days, +6 will be added to the roll; thus a roll of 54 would 
  become a 60 and a target with a CO of 60 or less would not be 
  “raised”). Animal will be incapacitated (-100 to all activity) for 
  a period = 20x the time “dead” (e.g., if the animal was dead for 
  2 days, the recovery period would be 40 days).
  13. Animal Summons III — As Animal Summons I, except caster 
  can summon and control 3 animals.
  14. Animal Call — Caster can “call” any 1 known, specific animal; 
  if it is physically possible, the animal will come to them.
  15. Animal Mastery V — As Animal Mastery I, except caster can 
  control 5 animals.
  16. Large Animal Restoration — As Small Animal Restoration 
  except an animal of 3000 lbs or less may be healed, or animals 
  150 lbs or less may have fatal damage(s) healed (does not 
  restore soul).
  17. Animal Summons V — As Animal Summons I, except caster 
  can summon and control 5 animals.
  18. Animal Lifegiving II — As Animal Lifegiving I, except only 
  (+0.5x days dead) will be added to the dice roll when the animal 
  attempts to roll below their CO and there is no recovery period.
  19. Greater Animal Restoration — As Small Animal Restoration, 
  except an animal of 30,000 lbs or less may be healed, or animals 
  3,000 lbs or less may have even fatal damage(s) healed (does 
  not restore soul).
  20. Animal Summons X — As Animal Summons, except caster 
  can summon and control 10 animals.
  25. Animal Restoration True — As Small Animal Restoration, 
  except an animal of any mass may be healed, or animals 30,000 
  lbs or less may have even fatal damage(s) healed (does not 
  restore soul).
  30. Animal Lifegiving True — As Animal Lifegiving I, except that 
  animal is automatically raised from the dead and there is no 
  recovery period.
  50. Animal Summons True — As Animal Summons I, except 
  caster can summon and control a number of animals equal to 
  their level (e.g., a 50th lvl caster could summon and control 50 
  sheep).
  ChannelIng Spell lIStS
  anImal law
  1. Animal Sleep I — Puts any animal (i.e., non-humanoid) to sleep; 
  will not affect enchanted creatures or “intelligent” animals.
  2. Small Animal Restoration — Caster may heal any non-fatal 
  damage(s) in any animal 10 pounds or less. Healing takes 1-100 
  minutes depending on severity.
  3. Animal Tongues — Allows caster to understand and “speak” 
  the language of any 1 animal species.
  4. Animal Sleep III — As Animal Sleep I, except can put up to 3 
  animals to sleep.
  5. Animal Mastery I — Allows caster to control the actions of any 
  1 animal.
  6. Animal Location — Caster can locate members of any 1 species 
  of animal within the area of effect or they can find out what 
  species are in the area.
  7. Befriending — All animals within 10’ will act friendly toward 
  caster; does not control the animals.
  8. Medium Animal Restoration — As Small Animal Restoration, 
  except an animal of 150 lbs or less may be healed, or animals 10 lbs 
  or less may have fatal damage(s) healed (does not restore soul).
  9. Animal Empathy — Caster can understand and/or visualize the 
  thoughts and emotions of any 1 animal.
  10. Animal Summons I — Caster can summon any 1 animal 
  within radius; as long as they concentrate, caster controls the 
  animal; animal is random representative of specified species.
  11. Animal Mastery III — As Animal Mastery I, except caster can 
  control 3 animals.
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  14
  CommunIon
  1. Detect Enemies I — Detects the total number of “enemies” 
  (giving approximate direction and distance). This spell also 
  reveals the most heavily represented type of enemy (by total 
  levels). Caster can concentrate on a different 50’R each round.
  2. Cancel Channeling — When the caster of this spell is a target 
  of a spell from the realm of Channeling, the “incoming” spell 
  must first make an RR. For RR purposes, each spell uses a level 
  equal to its caster’s level. If the “incoming” spell passes the RR, 
  it may target the caster normally; otherwise the incoming spell 
  has no effect on this target.
  3. Cancel Essence — As Cancel Channeling, except affects spells 
  from the realm of Essence.
  4. Cancel Mentalism — As Cancel Channeling, except affects 
  spells from the realm of Mentalism.
  5. Dream I — Caster has a dream relating to a topic decided upon 
  just before retiring. The caster must sleep for a normal sleep 
  cycle (minimum of 4 hours) for this spell to work. 
  6. Enemy Speech — For the duration of this spell, the caster can 
  read and speak one “enemy” language with skill rank 8.
  7. Dispel Channeling — Any active spell from the realm of 
  Channeling that is on the target must make an RR (use the 
  level of that spell’s caster as the spell’s level). If the spell fails it 
  RR, it is dispelled.
  8. Dispel Essence — As Dispel Channeling, except affects spells 
  from the realm of Essence.
  9. Dispel Mentalism — As Dispel Channeling, except affects 
  spells from the realm of Mentalism.
  10. Detect Enemies II — As Detect Enemies I, except for range 
  and area of effect.
  11. Dreams III — As Dream I, except limit is 3 dreams per night 
  on different topics.
  12. Death’s Tale — Caster gets a vision of the events surrounding 
  the death of any 1 dead target through the eyes of the deceased. 
  He also gets a view of the killer (if any). The caster must be 
  within 10’ of the corpse. Corpse must have died within a 
  number of years equal to caster’s level.
  13. Channel Opening I — Caster can make contact with any 1 
  known target he his acquainted with. This spell will enable 
  the caster to learn the specific location (direction and distance 
  only) of the other being. This spell is often used with a 
  Channels spell (see Cleric Base List).
  14. Dispel Channeling Sphere I — As Dispel Channeling, except 
  for the area of effect (centered on the caster). If the radius 
  encounters an already existing spell, the spell must make an 
  RR (with a +30 modifier) or be cancelled (not dispelled) for as 
  long as the active spell is inside the radius.
  15. Dispel Essence Sphere I — As Dispel Channeling Sphere I, 
  except affects spells from the realm of Essence.
  16. Dispel Mentalism Sphere I — As Dispel Channeling Sphere I, 
  except affects spells from the realm of Mentalism.
  17. Commune I — Caster receives (usually from his patron deity) 
  a “yes” or a “no” answer to a question on a single topic. This 
  spell may be used a maximum of once per day. 
  19. Death’s Tale True — Caster gets a vision of the events 
  surrounding the death of any 1 dead target within 10 feet. 
  Caster gets an understanding of the reason(s) the deceased 
  died, exactly who the killer was (if any), and who was 
  ultimately responsible (if anyone). Corpse may be of any age.
  20. Detect Enemies True — As Detect Enemies I, except for range 
  and area of effect.
  25. Commune True — As Commune I, except caster can receive 
  a more detailed answer (e.g., a name or short phrase) to a 
  question involving only 1 concept.
  30. Channel Opening True — As Channel Opening I, except 
  caster can open a channel to anyone he chooses, regardless of 
  whether or not he is acquainted with the being The caster must 
  specify the type of being he is seeking (e.g., a priest of a specific 
  deity, a warrior with blue eyes, etc.).
  50. High Prayer — Caster receives detailed information from his 
  deity on a single topic question.
  Note 1: The GM defines “enemy” as appropriate to his 
  world. For most worlds, the term enemy will mean those 
  that are actively opposed to the religion or deity.
  Note 2: The “Death Tale” spells show the caster visions 
  based how the participants looked at the time of the 
  target’s death. Disguises, hooded cloaks or spells may 
  obscure the true appearance.
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  druId’S peaCe
  1. Calm I — Target will take no aggressive/offensive action, and 
  will fight only if attacked.
  2. Question — Target must answer one single concept question
  3. Calm II — As Calm I, except 2 targets may be affected.
  4. Hold Kind — Humanoid target is held to 25% of normal action.
  5. Calm III — As Calm I, except 3 targets may be affected.
  6. Befriend — Target believes caster is a good friend.
  7. Calm V — As Calm l, except 5 targets may be affected.
  8. Mass Animal Calming I — Caster can calm a number of 
  animals equal to their level.
  9. True Hold — As Hold Kind, except it will affect any target.
  10. Calm X — As Calm I, except that 10 targets may be affected.
  12. Persuasion — Target is convinced of a single fact expressed by 
  the caster (unless irrefutable counter evidence is given).
  13. Calm XV — [RR Mod: -20] Allows Caster to calm up to 15 
  targets.
  14. Shout Of Calming — All targets in radius must resist or they 
  are calmed.
  15. Mass Animal Calming II — As Mass Animal Calm I, except 
  RRs are modified by -20 and the range is 10’/lvl.
  16. Earth Calm — Within the radius, caster may “calm” a natural 
  phenomena (quakes, storms, winds, etc).
  17. Lord Calm — [RR Mod: -20] Allows Caster to calm up to 
  20 targets.
  18. Lord Persuasion — As Persuasion, except that caster may 
  persuade up to 20 targets.
  19. Long Calm — [RR Mod: -20] Caster can calm any 1 target.
  20. Mass Calm — Caster can calm a number of targets equal to 
  their level.
  25. Calm True — Caster can calm any 1 target.
  30. Earth Calm True — As Earth Calm, except for the radius and the 
  caster also may cancel a magically created natural phenomena.
  50. Battle Calm — Caster calms everyone within the radius.
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  16
  druIdStaff
  1. Minor Druidstaff — Allows the caster to take a suitable piece 
  of wood and form a Druidstaff with these characteristics: +1 
  spell adder, +5 quarterstaff, and it can be thrown as a spear 
  (treat all criticals as Krush critical).
  2. Organic Weapons I — With proper materials the caster may create 
  1 short bow, 1/2 long bow, 1/3 composite bow or cross-bow, 1 
  spear or javelin, 2 arrows or bolts, 1/3 of a shield, 1 weapon haft, 
  etc. The process takes 1 hour. The weapon’s basic OB bonus is -5 
  (non-magical). The spell may be cast additional times to either 
  finish a partially completed item and/or to increase the weapon’s 
  OB bonus by + 5 per casting (to a maximum of +5). Remember: 
  the weapon’s OB bonus is not magical.
  3. Warp Wood — Destroys the straightness, strength, and form of 
  a piece of wood up to 1 lb/lvl.
  4. Lesser Druidstaff — As Minor Druidstaff, except that it turns 
  the Druid’s Minor Druidstaff into a +10 quarterstaff that is a 
  +2 spell adder. It can be thrown as a spear (use Krush criticals) 
  using the range and range modifications of a javelin.
  5. Hammerstaff — Doubles concussion hits given with the 
  Druidstaff in melee.
  6. Organic Weapons II — As Organic Weapons I, except that the 
  basic OB bonus is 0 and it may be increased to a max of +10.
  7. Druid Symbol — Caster may store one spell on his Druidstaff to cast 
  later with no preparation (only one such stored spell at a time).
  8. Greater Druidstaff — As Lesser Druidstaff, except that it turns 
  the Druid’s Lesser Druidstaff into a +15 quarterstaff that is 
  a +3 spell adder or a x2 multiplier (caster chooses when it is 
  created). It can be thrown as a spear using the range and range 
  modifications of a javelin, but attacks are resolved using the 
  attack table for a War Mattock.
  9. Recall Staff — Will return the caster’s Druidstaff to his 
  outstretched hand at a rate of 1,000’/rnd.
  10. Animal Staff — Transforms caster’s Druidstaff into an animal 
  no larger than 200% of the caster’s mass that is treated as a 
  familiar. Animal cannot be a flying creature.
  11. Bridge — When the caster’s Druidstaff is placed on the ground 
  (usually at the edge of a chasm), this spell will cause it to expand 
  and change into a 2’ wide wooden bridge (length of no more 
  than 5’/lvl) with no railings. It will only bear 1000 lb/lvl. Caster 
  may return the Druidstaff to normal and pick it up at either end.
  12. Lesser Holy Symbol — When cast on a Druidstaff, this 
  spell works as a Protections Sphere I (on Cleric Base list: 
  Protections) except that it is mobile and the bonus is +10.
  13. Organic Weapons III — As Organic Weapons I, except that the 
  basic OB bonus is +5 and it may be increased to a max of +15.
  14. Silver Druidstaff — As Lesser Druidstaff except that it turns 
  the Druid’s Greater Druidstaff into a +20 quarterstaff that is 
  a +4 spell adder or a x3 multiplier (caster chooses when it is 
  created). It can be thrown as a spear using the range and range 
  modifications of a sling, but attacks are resolved using the 
  attack table for a War Mattock.
  15. Bird Staff — As Animal Staff except that the Druidstaff may be 
  transformed into a flying animal of up to 50% of the caster’s mass.
  16. Greater Holy Symbol — As Lesser Holy Symbol except that 
  the bonus is +15.
  17. Thunderstaff — Caster’s Druidstaff delivers an electrical 
  critical of equal severity in addition to any normal critical 
  delivered by the Druidstaff.
  18. Great Hammerstaff — As Hammerstaff except that 
  concussion hits are tripled.
  19. Beast Staff — As Animal Staff or Bird Staff except that the 
  creature may be an animal or a legendary creature of animal 
  intelligence (no magical abilities except perhaps flight). The 
  creature mass may not exceed 50%/lvl of the caster’s mass.
  20. Golden Druidstaff — As Lesser Druidstaff except that it turns 
  the Druid’s Silver Druidstaff into a +25 quarterstaff that is 
  a +5 spell adder or a x3 multiplier (caster chooses when it is 
  created). It can be thrown as a spear using the range and range 
  modifications of a short bow, but attacks are resolved using the 
  attack table for a War Mattock.
  25. Organic Weapons IV — As Organic Weapons I, except that the 
  basic OB bonus is +10 and it may be increased to a max of +20.
  30. Lord Druidstaff — As Lesser Druidstaff except that it turns 
  the Druid’s Golden Druidstaff into a + 30 quarterstaff that is 
  a + 6 spell adder or a x4 multiplier (caster chooses when it is 
  created). It can be thrown as a spear using the range and range 
  modifications of a composite bow, but attacks are resolved 
  using the attack table for a War Mattock.
  50. Druidstaff True — As Lesser Druidstaff above except that it 
  turns the Druid’s Lord Druidstaff into a +40 quarterstaff that 
  is a +7 spell adder or a x5 multiplier (caster chooses when it is 
  created). It can be thrown as a spear using the range and range 
  modifications of a long bow, but attacks are resolved using the 
  attack table for a War Mattock.
  Note: Spells referring to a “Druidstaff’ may be applied 
  to any of the various Druidstaff spells: Minor, Lesser, 
  Greater, Silver, Golden, Lord, or True. However, each 
  Druid may only have one “Druidstaff” in existence at a 
  time and his spells may only affect his own Druidstaff.
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  17
  exorCISmS
  1. Repel Undead I — Causes Undead to flee or disintegrate. All 
  Undead have a class assigned to them. This spell will affect 
  1 point of Undead (Class I Undead count as 1 point, Class 
  II Undead count as 2 points, etc.). Animated Dead (see the 
  Evil Channeling List, Necromancy) are treated as Class I 
  Undead and are not entitled to an RR (i.e., they automatically 
  disintegrate if the spell does not fail). Creatures & Monsters 
  provides complete descriptions of the different types of 
  Undead. Each target is entitled to an RR. If the target fails 
  the RR by 50 or less, it will flee (if the target cannot flee, it 
  will remain motionless). If the target fails by more than 50, it 
  disintegrates. One Base Attack Roll is applied to all targets. For 
  the purposes of RRs, if no class is given for an Undead, use the 
  following table to determine its class.
  Level  
  Class  
  Level  
  Class
  1-2  
  I  
  9-12  
  IV
  3-5  
  II  
  13-15  V
  6-8  
  III  
  16+  
  VI
  The RR of any single Undead can be modified by 
  concentrating the effects of the spell on that target. For each 
  additional point of the spell allocated to a target (beyond those 
  normally needed to affect it), that target’s RR is modified by -5. 
  Thus, Repel Undead V could affect five Class I Undead with no 
  RR modifier or one Class I Undead with an RR modifier of -20 
  to each or one Class II Undead with an RR modifier of -5 and 
  two Class I Undead with no RR modifier or any combination 
  of targets providing no more than 5 points were allocated.
  2. Detect Undead — Detects the presence of Undead in the area 
  of affect. Caster can move the area of effect 5’ each round.
  3. Repel Undead III — As Repel Undead I, except affects 3 points 
  of Undead.
  4. Repel Demon I — For as long as the caster concentrates, Type I 
  Demons that are in the area of effect may not leave, and Type I 
  Demons that are outside the area of effect may not enter.
  5. Repel Undead V — As Repel Undead I, except affects 5 points 
  of Undead.
  6. Repel Demon II — As Repel Demon I, except affects up to Type 
  II Demons.
  7. Banish Demon I — Banishes the target Type I Demon from 
  this plane of existence for the duration of the spell.
  8. Neutralize Curse — [RR Mod: —20] Nullifies a curse for the 
  duration of this spell. The curse is not dispelled and takes effect 
  after the duration of this spell.
  9. Repel Demon III — As Repel Demon I, except affects up to 
  Type III Demons.
  10. Repel Undead X — As Repel Undead I, except affects 10 
  points of Undead.
  11. Banish Demon II — As Banish Demon I, except affects up to a 
  Type II Demon.
  12. Repel Undead XII — As Repel Undead I, except affects 12 
  points of Undead.
  13. Repel Demon IV — As Repel Demon I, except affects up to 
  Type IV Demons.
  14. Neutralize Curse II — As Neutralize Curse I, except for duration.
  15. Repel Undead XV — As Repel Undead I, except affects 15 
  points of Undead.
  16. Repel Demon V — As Repel Demon I, except affects up to 
  Type V Demons.
  17. Banish Demon III — As Banish Demon I, except affects up to 
  a Type III Demon.
  18. Neutralize Curse III — As Neutralize Curse I, except for duration.
  19. Repel Demon VI — As Repel Demon I, except affects up to 
  Type VI Demons.
  20. Repel Undead True — As Repel Undead I, except one Undead of 
  type V or less is disintegrated. Type VI Undead are sent fleeing.
  25. Repel Demon True — As Repel Demon VI, except for area 
  of effect.
  30. Uncurse True — [RR Mod: -50] Dispels a curse if the curse 
  fails an RR. The curse’s level is the level of the caster of the 
  original curse. If the curse is not dispelled, the caster cannot try 
  again until he has gone up another level of experience.
  50. Banish Demon True — As Banish Demon I, except affects up 
  to a Type IV Demon.
  Note 1: For all spells that affect Undead, GMs may want 
  to give modifications to certain very powerful undead.
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  18
  holy armS
  1. Holy Attack I — Adds +15 to the caster’s melee or missile 
  attack for the current round.
  2. Righteous Blow I — After casting this spell, there is a chance 
  that the caster’s next attack (melee or missile) will be treated 
  as “Magic” for the purposes of resolving criticals (usually 
  only applicable against Large and Super Large creatures). The 
  chance is equal to 10% plus 5% for each round that the caster 
  concentrates (i.e., prays) immediately prior to preparing and 
  casting this spell. The attack affected by this spell must occur 
  within 1 minute per level after this spell was cast.
  3. Holy Strength I — Caster gains a +5 to his strength stat bonus 
  for the purposes of one maneuver. In combat, this results in a 
  +10 to melee attacks and +5 to missile attacks.
  4. Holy Attack II — As Holy Attack I, except bonus is +20.
  5. Righteous Blow II — As Righteous Blow I, except attack is 
  treated as “Mithril.”
  6. Holy Focus — As Righteous Blow I, except the criti cal is 
  treated as “Holy” and the chance is equal to 20% plus 2% for 
  every extra Power Point used to cast this spell. A maximum 
  number of PPs equal to the caster’s level may be used to cast 
  this spell. For example, a 6th level Paladin has a maximum 
  chance of 20%; a 10th level Paladin could attain a 28% chance 
  (by investing 10 PPs in the casting of the spell).
  7. Holy Attack III — As Holy Attack I, except bonus is +25.
  8. Righteous Blow III — As Righteous Blow I, except attack is 
  treated as “Holy.”
  9. Holy Aura I — A bright, shimmering aura surrounds the caster. 
  All creatures “of darkness” who are in the area of effect must make 
  an RR each round or receive an ‘A’ severity critical (type to be 
  determined by the GM; based upon the nature of the creature).
  10. Holy Attack IV — As Holy Attack I, except bonus is +30.
  11. Righteous Blow IV — As Righteous Blow I, except attack 
  is treated as “Slaying” (creature type must be chosen when 
  spell is cast).
  12. Holy Strength II — As Holy Strength I, except strength stat 
  bonus is +10 for a maneuver (+20 to melee attacks; +10 to 
  missile attacks).
  13. Holy Attack V — As Holy Attack I, except bonus is +35.
  15. Holy Aura II — As Holy Aura I, except delivers a ‘B’ critical.
  16. Holy Attack VI — As Holy Attack I, except bonus is +40.
  17. Holy Strength III — As Holy Strength I, except strength stat 
  bonus is +15 for a maneuver (+30 to melee attacks; +15 to 
  missile attacks).
  19. Holy Attack VII — As Holy Attack I, except bonus is +45.
  20. Holy Aura True — As Holy Aura I, except delivers a ‘C’ critical.
  25. Holy Attack True — As Holy Attack I, except bonus is +50.
  30. Holy Focus True — As Holy Focus, except attack is 
  automatically Holy.
  50. Holy Martyr — The caster exposes all within the area of effect 
  to the raw power of his deity. All in the area of effect suffer a 
  +100 Fireball attack (centered on the caster). All concussion 
  damage is doubled and an extra Slaying Critical (on the Large 
  Creature Critical Strike Table) is delivered. The caster acts as 
  the center-point for the blast and is not immune to any of the 
  damage. For the caster, no objects, spells, etc. will protect him 
  from the blast.
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  19
  holy healIng
  1. Healing I — Target is healed of d10 concussion hits.
  2. Flowstop I — Allows caster to stop bleeding on a wound that is 
  bleeding 1 hit per round. Target may not be moved, or bleeding 
  will resume at prior rate.
  3. Frost/Burn Relief I — Target is healed of one area of mild 
  frostbite or first degree burn.
  4. Minor Fracture Repair — Allows caster to mend one simple 
  fracture (not compound fractures, shatters, joint damage, etc.). 
  Recovery time is one day.
  5. Healing III — As Healing I, except heals 3d10 concussion hits.
  6. Stun Relief I — Target is relieved of one round’s worth of 
  accumulated stun. 
  7. Major Fracture Repair — As Minor Fracture Repair, except 
  that the caster can also repair compound fractures. Recovery 
  time is one day.
  8. Disease Resistance I — For the duration of this spell, the target 
  gets an additional RR versus any disease(s).
  9. Poison Resistance I — For the duration of this spell, the target 
  gets an additional RR versus any poison(s).
  10. Minor Vessel Repair — Allows caster to completely mend a 
  damaged minor blood vessel (a vessel that bleeds at up to 2 hits 
  per round, not major arteries or veins).
  11. Healing V — As Healing I, except heals 5d10 concussion hits.
  12. Muscle/Tendon Repair I — Allows caster to repair (not replace) 
  one damaged muscle or tendon. Recovery time is 1 hour.
  13. Frost/Burn Relief III — As Frost/Burn Relief I, except caster 
  can heal 3 areas of mild damage or 1 area of severe damage 
  (e.g., third degree burns) or a combination of 1 mild and 1 
  moderate area of damage.
  14. Stun Relief II — As Stun Relief I, except relieves 2 rounds 
  of stun.
  15. Unparalysis — Caster can cure any one paralysis problem.
  16. Healing X — As Healing I, except heals 10d10 concussion hits.
  17. Frost/Burn Relief IV — As Frost/Burn Relief I, except caster 
  can heal 4 mild or 2 moderate or 1 mild and 1 severe or 2 mild 
  and 1 moderate areas of damage.
  18. Undisease — Caster can remove any one disease from the target.
  19. Unpoison — Caster can remove any one poison from the target.
  20. Stun Relief True — As Stun Relief I, except relieves all rounds 
  of stun.
  25. Healing XV — As Healing I, except heals 15d10 concussion hits.
  30. Healing True — As Healing I, except heals all concussion damage.
  50. Laying on Hands True — Caster can use any lower level spell 
  on this list once per round.
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  20
  holy ShIeldS
  1. Protection Prayer I— Everyone in the area of effect who is 
  aligned with the caster (GM’s discretion) subtracts 5 from all 
  elemental attacks against them. They may also add 5 to all RRs 
  versus spells. These bonuses are not conferred to the caster.
  2. Aura — Creates a bright aura about the caster, making him 
  appear more powerful and subtracting 10 from all attacks 
  against him.
  3. Shield — Creates an invisible force shield in front of the 
  caster. This functions as a normal shield (subtracting 25 from 
  appropriate attacks, etc.), except it does not occupy a hand. 
  This spell cannot be combined with a “real” shield.
  4. Blur — Causes target to appear blurred to attackers. This 
  subtracts 10 from all attacks.
  5. Unpain I — Caster is able to sustain an additional 25% of his 
  total concussion hits before passing out. Hits are still taken and 
  remain when the spell lapses.
  6. Protection Prayer II — As Protection Prayer I, except 
  bonuses are 10.
  7. Deflections I — Caster can deflect any one missile that passes 
  within 100’ of him (caster must be able to see the missile). This 
  cause 100 to be subtracted from the missile’s attack. 
  8. True Aura — As Aura, except it makes the caster appear very 
  powerful; subtracting 15 from all attacks against him.
  9. Bladeturn I — Caster can deflect any one melee attack that he 
  can see (and is within range). This causes 100 to be subtracted 
  from the attack.
  10. Unpain II — As Unpain I, except an additional 50% can 
  be sustained.
  11. Protection Prayer III — As Protection Prayer I, except 
  bonuses are 15.
  12. Deflections II — As Deflections I, except will deflect up to 
  two missiles.
  13. Aim Untrue I — Caster can deflect any one missile that passes 
  within 100’ of him (caster must be able to see the missile). This 
  causes the missile to automatically miss.
  14. Bladeturn II — As Bladeturn I, except affects 2 attacks.
  15. Unpain III — As Unpain I, except an additional 75% can 
  be sustained.
  16. Protection Prayer IV — As Protection Prayer I, except 
  bonuses are 20.
  17. Deflections III — As Deflections I, except will deflect up to 
  three missiles.
  18. Aim Untrue III — As Aim Untrue I, except affects up to 
  three missiles.
  19. Bladeturn III — As Bladeturn I, except affects 3 attacks.
  20. Unpain IV — As Unpain I, except an additional 100% can 
  be sustained.
  25. Protection Prayer True — As Protection Prayer I, except 
  bonuses are 25.
  30. Mass Deflections — As Deflections I, except will deflect one 
  missile per level of the caster.
  50. Holy Shields True — Caster may use any lower level spell on 
  this list once per round
  Note 1: The Aura and True Aura spells are not 
  cumulative with each other or with the Blur spell.
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  21
  holy Symbol
  1. Minor Holy Symbol — This enchants one suitable Holy 
  Symbol to become his personal Holy Symbol, and usable with 
  other spells on this list. This symbol is only usable by the caster 
  and he may only have one in existence at a time.
  2. Symbol Store — Caster may store one spell on his Holy Symbol. 
  The spell to be stored must be cast within 1 minute of this spell, 
  and afterwards may be cast as an instantaneous spell. The caster 
  may not cast any other spells while he has a spell stored.
  3. Symbol Focus — The caster gains +5 to all spell casting for 
  the duration.
  4. Symbol Repulsion — The caster holds forth his Holy Symbol 
  and all supernatural enemies of his faith (undead, demons, 
  angels, etc.) must make a RR or be repulsed from the sight of the 
  symbol. They will be unable to enter the radius for the duration.
  6. Lesser Holy Symbol — The caster enchants his Holy Symbol 
  to be either a +1 Spell Adder or a +1 PP Adder. As a PP Adder, 
  it supplies 1 of the PP for any spells cast, although the caster 
  must always supply 1 PP to any spell cast.
  7. Symbol Blast — Caster’s Holy Symbol fires a beam of light that 
  strikes the target. Target must make a RR or receive a Holy critical.
  8. Sever Symbol Link — This spell breaks the bond between 
  the caster and his Holy Symbol, allowing him to create a 
  new Holy Symbol.
  9. Symbol Repulsion II — As Symbol Repulsion, except that the 
  targets must flee from the caster for the duration of the spell.
  10. Symbol Focus II — The caster gains a +10 all casting rolls for 
  the duration. 
  11. Minor Holy Symbol — As Lesser Holy Symbol, except that it 
  increases the enchantment, turning the Holy Symbol into either 
  a +2 Spell Adder or a +2 PP Adder. This spell would also allow 
  the caster to change his Holy Symbol from a Spell Adder to a 
  PP Adder or the reverse if he likes.
  12. Symbol Store True — As Symbol Store, except that the 
  caster is able to cast other spells while he has a spell stored 
  in his Holy Symbol.
  13. Symbol Repulsion III — As Symbol Repulsion II, except that 
  the targets also receive a Holy critical if they fail their RRs.
  14. Symbol Focus III — The caster gains a +15 to all spell casting 
  for the duration.
  15. Greater Holy Symbol — As Minor Holy Symbol, except that it 
  enchants the Holy Symbol to be either a +3 Spell Adder, or a +1 
  Spell Adder and a +2 PP Adder.
  16. Greater Symbol Blast — As Symbol Blast, except that if the 
  target fails his RR, he receives a +50 Holy critical.
  18. Symbol Repulsion True — As Symbol Repulsion III, except 
  that if a target fails his RR he is destroyed. If the target succeeds 
  in his RR, he is still unable to enter the radius for the duration.
  19. Symbol Focus IV — The caster gains a +20 to all spell casting 
  for the duration.
  20. Holy Symbol True — As Greater Holy Symbol, except that it 
  enchants the Holy Symbol to be a +4 Spell Adder or a +2 Spell 
  Adder and a +2 PP Adder.
  25. Symbol Blast True — As Symbol Blast, except that if the 
  target fails his RR, he receives a +100 Holy critical.
  30. Symbol Focus True — The caster gains a +25 to all spell 
  casting for the duration.
  50. Avatar — The character is infused with the power and spirit 
  of his deity for the duration of the spell. He gains a +100 to any 
  actions that further the goals of his deity, including his OB and 
  DB. The GM determines which actions receive this bonus. The 
  character also undergoes minor physical changes that make 
  him more resemble his deity for the duration of the spell.
  Note 1: The Holy Symbol is created specifically for the 
  caster and will not work for anybody else. It will lose all 
  power upon the death of the caster.
  Note 2: Any Holy Symbol that has had its link with its 
  caster severed can never again be used or enchanted as a 
  Holy Symbol for the original caster.
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  22
  InSpIrIng wayS
  1. Courage — For the duration of this spell, all within the area of 
  effect (including the caster) may make a second RR versus any 
  fear or panic effect. This second RR is made with an additional 
  +10 modifier.
  2. Inspirations I — Caster inspires all allies who are within the 
  area of effect (they must be aware of the caster). All allies gain 
  +5 to melee attacks and moving maneuvers for the duration 
  of the spell. This spell will only work during combat or highly 
  religious moments (e.g., an oratory presentation prior to a 
  large battle). These bonuses do not apply to the caster.
  3. Voice of Friendship — For as long as they speak together, the 
  target of this spell will believe that the caster is a good friend 
  and is acting in the target’s best interest.
  4. Inspirations II — As Inspirations I, except bonuses are +10.
  5. Voice of Reason — For as long as the caster speaks, the 
  target will believe that the reasoning and ideas that the caster 
  expresses are correct and valid.
  6. Inspirations III — As Inspirations I, except bonuses are +15.
  7. Voice of Caution — For as long as the caster speaks, the target 
  will become more cautious (less rash) and will tend to obey the 
  caster’s warnings without hesitation or doubt.
  8. Command I — Target must obey the caster. However, he will 
  not perform any act that is completely alien to him (e.g., no 
  suicide suggestions, no blinding himself suggestions, etc.).
  9. Inspirations IV — As Inspirations I, except bonuses are +20.
  10. Words of Friendship — As Voice of Friendship, except will 
  affect all who can hear the caster.
  11. Inspirations V — As Inspirations I, except bonuses are +25.
  13. Command II — As Command I, except affects two targets.
  14. Words of Reason — As Voice of Reason, except will affect all 
  who can hear the caster.
  15. Inspirations VI — As Inspirations I, except bonuses are +30.
  16. Courage True — As Courage, except the second RR 
  automatically succeeds.
  17. Inspirations VII — As Inspirations I, except bonuses are +35.
  18. Words of Cautions — As Voice of Caution, except will affect 
  all who can hear the caster.
  19. Inspirations VIII — As Inspirations I, except bonuses are +40.
  20. Voice of Conviction — [RR Mod: -50] After casting this spell, 
  the caster must tell the truth (as he knows it). All targets who fail 
  their RR will believe the caster is speaking the absolute truth.
  25. Inspirations True — As Inspirations I, except bonuses are +50.
  30. Words of Conviction — As Voice of Conviction, except will 
  affect all who can hear the caster.
  50. Inspirations Mastery — Caster can use any lower level spell 
  from this list once per round.
  Note 1: Voice and Words spells will only work on 
  non-enemies (i.e., those that are not actively hostile 
  to the caster).
  Note 2: Voice and Words spells increase favorable 
  reactions. This effect lasts 1 hour per level of the caster 
  after the caster stops speaking. After this duration, the 
  target’s natural tendencies and reactions will take over. 
  Note that most targets will continue to believe the caster 
  even after the spell has lapsed.
  Note 3: Any target who resists a Voice or Words spell 
  by more than 50 will realize that the caster was using 
  magical influence.
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  23
  major healIng
  1. Healing I — Target heals 1-10 hits.
  2. Clotting I — Bleeding is reduced by 1 hit per round. The target 
  may not move for an hour or the wound will reopen.
  3. Minor Frost/Burn Relief — Will heal any one area of frostbite 
  or a 2nd degree burn.
  4. Minor Fracture Repair — Will heal one simple fracture over 
  the course of 24 hours.
  5. Healing III — Target heals 3-30 hits.
  6. Stun Relief I — Target is relieved of 1 round of stun (of any type).
  7. Cut Repair I — Bleeding is instantly and permanently reduced 
  by 1 hit per round.
  8. Major Fracture Repair — As Minor Fracture Repair, except 
  simple fractures are repaired in 1-10 hours, compound fractures 
  are healed in 1 day, and shatters are healed in 2-11 days.
  9. Poison Resistance I — Target gets a second RR versus any poisons.
  10. Minor Vessel Repair — As Cut Repair I, except that Bleeding 
  is reduced by 2 hits per round.
  11. Healing V — Target heals 5-50 hits.
  12. Minor Muscle/Tendon Repair — One damaged muscle or 
  tendon is healed over the course of 1 hour.
  13. Major Frost/Burn Relief — As Minor Frost/Burn Relief, 
  except that any frostbite or burns are healed in the area.
  14. Stun Relief II — As Stun Relief I, except that 2 rounds of stun 
  are relieved.
  16. Healing X — Target heals 10-100 hits.
  17. Major Vessel Repair — As Minor Vessel Repair, except it stops 
  up to 5 points of Bleeding.
  18. Major Muscle/Tendon Repair — As Minor Muscle/
  Tendon Repair, except that damaged muscles and tendons 
  are healed instantly and those that are destroyed will be 
  regenerated in an hour.
  19. Unpoison — One poison is completely removed from the 
  target. Any existing effects of the poison remain and must be 
  healed separately, but no further damage will occur.
  20. Stun Relief True — As Stun Relief I, except that all stuns 
  are removed.
  25. Vessel Repair True — As Major Vessel Repair, except that it 
  heals all Bleeding.
  30. Healing True — Heals all hits instantly. This spell may also be 
  used to rejoin a limb. A limb that is rejoined by this spell will 
  be fully usable in 1 day.
  50. Succor True — Caster may freely cast one lower level spell per 
  round for the duration.
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  24
  nature’S formS
  1. Hues — Allows caster to take on the physical coloration of 
  any 1 organic object; caster must be in contact with object. In 
  many situations this will give a 10-50 bonus (GM discretion) to 
  Hiding attempts (and perhaps to some Stalking attempts).
  2. Resist Elements — Protects caster from natural heat up to 200°F 
  and natural cold down to -20°F; +10 to caster’s RRs vs. heat and 
  cold spells; -10 to all elemental spell attacks against caster.
  3. Plant Facade — Allows caster to appear as any 1 type of plant; 
  caster retains their size and will not smell or feel like the plant; 
  it is purely a visual illusion.
  4. Silent Moves — Caster can move silently, so long as they do 
  not create a sound originating more than 1’ from their body. In 
  many situations this will give a 10-50 bonus (GM discretion) to 
  Stalking/ Hiding attempts.
  5. Underwater Breathing — Caster can breathe under normal water.
  6. Animal Facade — As Plant Facade, except caster will appear as 
  any 1 type of animal.
  7. Chameleon — Caster blends into surrounding terrain; 
  gives a 75 bonus to Hiding attempts; caster may not move 
  (appreciably) without destroying effect.
  8. Study Form — Caster studies and memorizes the form and 
  structure of one type of animal or plant for later use with the 
  spells on this list.
  9. Shadow — Caster and objects on their person appear to be a 
  shadow; and thus are almost invisible in dark areas (e.g., in 
  many situations this could be handled with a Stalking/Hiding 
  bonus between 25 and 75).
  10. Plant Form — As Plant Facade, except that the caster can 
  take the form of any plant that he has Studied (he will look and 
  feel like the plant). He can vary his mass from 75% of normal 
  to 200% of normal.
  11. Protection From Elements — As Resist Elements, except it 
  protects caster from any natural temperature extremes; +25 to 
  caster’s RRs vs. heat and cold spells; -25 to all elemental spell 
  attacks against caster.
  12. Blank Thoughts — As long as caster does not move, their 
  mental patterns will appear to be those of any specified animal 
  that he has Studied.
  13. Animal Form — As Animal Facade, except that the caster can 
  take the form of any animal that he has Studied (he will look and 
  feel like the animal). He can vary his mass from 75% of normal to 
  200% of normal. He doesn’t get the physical abilities of the animal.
  15. Animal Thoughts — As Blank Thoughts, except that the caster 
  can move while the spell is active.
  16. Animal Way — As Animal Form, except that the caster 
  also gains the movement abilities of a chosen animal that he 
  has Studied. Caster may vary his mass from 50% of normal 
  (minimum) to 400% of normal (maximum).
  17. Plant Change True — As Plant Form, except that the caster 
  may also assume the scent and physical characteristics of a 
  chosen plant that he has Studied. Caster may vary his mass 
  from 50% (minimum) to 400% (maximum).
  18. Animal Change — As Animal Way, except that the caster may 
  also gain the physical attack capabilities of the form and may 
  vary his mass from l/20th to 40x normal.
  19. Beast Form — As Animal Form, but caster may take on the 
  appearance and feel of any beast (usually a legendary monster) 
  that he has Studied.
  20. Animal Change True — As Animal Change but caster gains 
  all physical attributes of the form: movement, attack abilities, 
  sight, hearing, smell, etc. Caster may vary his mass from l/40th 
  to 400x his own mass. If the spell fails the caster takes on the 
  form but his mind is submerged in a mind equivalent to the 
  creature’s and spell duration is increased 100x.
  25. Beast Change — As Beast Form, but caster also gains the 
  movement and physical attack capabilities of the form and may 
  vary his mass from 1/40th to 400x his actual mass. Spell failure 
  is handled as in Animal Change True.
  30. Beast Change True — As Beast Change, but caster gains some 
  (GM discretion) of the special abilities of the beast (dragon 
  breath, etc). The basic possibility of a spell failure is raised 
  to 15%. A spell failure is handled as in Animal Change True 
  except that the spell duration is increased 500x.
  50. Shapechanger — Caster may use any of the lower spells on 
  this list up to 1/rnd.
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  Stone maStery
  1. Stone Throw I — Stones (at least 1 pound’s worth) within a 
  10’R of the caster are hurled at the target. Results are rolled on 
  the Shock Bolt attack table. All criticals are Impact criticals. 
  The Directed Spell skill is required for this attack.
  2. Stoneheal — Caster may repair damage, cracks, or breaks in a 
  stone object or a mass of stone (up to 10 cu’/lvl).
  3. Summon Stones — Caster summons a pile of small stones, 
  rocks, and pebbles. The total amount summoned is equal to 1 
  lb per level of the caster. At the end of the duration, the stones 
  return to where they came from.
  4. Stone Throw II — As Stone Throw I, except that the attack is 
  rolled on the Water Bolt table.
  5. Magic Stone I — Caster prepares 1 small rock (approx. 1/2 lb). 
  Preparation lasts either 10 min/lvl or until the stone strikes 
  something (e.g., it is thrown, fired, dropped, etc.). If the stone 
  “hits someone” (i.e., delivers hits when dropped, thrown, or 
  used in a sling); there is a small explosion. Roll an additional 
  attack on the Shock Bolt attack table (no modifications) on 
  anyone within a 2’R of the explosion point. The only person 
  usually affected is the person who was “hit” (unless you drop 
  the stone on your foot or fall on a bag of Magic Stones).
  6. Stone Wall — Summons a wall of rough-cut stones up to 
  10’x10’x1’. The wall must rest on a solid surface.
  7. Stone Throw III — As Stone Throw I, except that the attack is 
  rolled on the Fire Bolt table.
  8. Animate Rock — Caster animates an amount of rock. This 
  could be a pile of rocks, a large stone, or even a statue. It will 
  move as the caster directs as long as he is concentrating. If the 
  caster stops concentrating, the rock will stand immobile, until 
  the caster resumes concentration, until the end of the duration. 
  This animated rock may be used to make attacks. Treat it as 
  being similar to a Small Earth Elemental for its stats. 
  9. Magic Stone II — As Magic Stone I, except that the spell lasts 
  1 hr/lvl and the explosion has a 5’ radius (i.e., multiple targets 
  can be affected).
  10. Corridor — Creates a 3’x6’ corridor that is l’/lvl long through 
  any nonmetal, inorganic material. The corridor can be opened 
  at a rate of 1’ (length) per rnd as the caster concentrates.
  11. Stone Wall True — As Stonewall except duration is 
  permanent.
  12. Stone Throw True — As Stone Throw I, except that the attack 
  is rolled on the Lightning Bolt table.
  13. Spike Stones — Creates an area of very sharp spiked stones 
  from rock occurring naturally in the effected radius. Any 
  creature moving through part of area containing spikes must 
  make a moving maneuver (at least “extremely hard”) for every 
  5’ moved through. If a fall occurs, the creature receives (1-5) 
  +100 dagger attacks (only armor DB’s modify this).
  14. Stone Meld — Fuses two stone surfaces together: a seam can 
  be up to 20’ long or a section of stone blocks can be fused (up 
  to 100 cu’.)
  15. Stone Molding — For as long as he concentrates, caster may 
  mold 1 cu’ of stone with his hands as if it were putty; then the 
  stone will harden.
  16. Curve Wall — As Stone Wall True, except that the wall may be 
  curved up to a semi-circle.
  17. Petrify — The target’s bones will gradually (takes 1 hour) 
  petrify for 1 day/lvl of the caster. The bones will eventually 
  become very heavy (-90 to all activity) and will cease blood 
  production (2 hits/hour).
  18. Greater Stoneheal — As Stoneheal, except caster may repair 
  up to lvl x lvl cu’ and the range is 10’/lvl.
  19. Earth Elemental — Summons and controls a weak earth 
  elemental. If concentration is interrupted then the elemental goes 
  on a mindless rampage until concentration is resumed. Caster can 
  dismiss the elemental before the duration is over by concentrating. 
  The elemental disappears when the duration is over.
  20. Earthbones Empathy — Allows caster (he must be in contact 
  with the ground) to visualize and sense activity of those in 
  contact with the ground and in a specified 50’R/lvl area (within 
  the range). Alternately, the caster may sense the direction and 
  distance (within the range) to a significant target with which he 
  is familiar (a particular individual, an army, etc).
  25. Greater Earth Elemental — As Earth Elemental, except that 
  the caster may summon and control a strong earth elemental.
  30. Petrification True — As Petrify, except that the target’s entire 
  body is petrified and the process only takes 6 rounds (treat as 
  if the target is in suspended animation). This spell lasts until it 
  canceled by the caster or it is dispelled or until someone casts 
  this spell or Petrify on the target to undo the effect.
  50. Tremors — Caster can cause a small earthquake, with the 
  spot he touches as the epicenter. The start of the quake can 
  be delayed up to 1 rnd/lvl. The severity of the quake on the 
  Richter scale is determined by a roll: (01-20) = 5.5, (21-45) = 
  6, (46-65) = 6.5, (66-80) = 7.0, (81-90) = 7.5, (91-95) = 8.0, 
  (96-98) = 8.5, (99-100) = 9.0. The GM should read up on 
  Earthquakes before this spell is used.
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  26
  tree maStery
  1. Speed Growth I — Allows caster to increase speed of growth 
  for any 1 species of plant within the radius by 10x.
  2. Plant Restore — Caster may remove damage from any 1 plant 
  (not a tree). Damage gets a RR based on severity/extent.
  3. Plant Tongues — Allows caster to understand and “speak” the 
  language of any 1 sentient plant species.
  4. Speed Growth II — As Speed Growth I, except growth rate is 
  100x normal and the radius is 10’R.
  5. Plant Growth II — Allows caster to double the size of any 1 
  plant; requires 1 days growth; when fully mature the plant will 
  achieve twice its normal size.
  6. Plantskin — Makes caster’s skin as tough as bark (treat as AT 4).
  7. Path Control — Allows caster to open or close a path through 
  flora. Caster may do both (i.e. opening a path in front of him 
  and closing it behind him).
  8. Plant Growth III — As Plant Growth II, except size increase is 3x
  9. Speed Growth III — As Speed Growth I, except growth rate is 
  10x normal and the radius is 100’R.
  10. Tree Restore — As Plant Restore, except that the caster may 
  remove damage from a tree.
  11. Plant Growth V — As Plant Growth II, except size increase is 5x.
  12. Animate Tree — Caster may animate and control the actions 
  of a tree. OB/Hits/etc. are based on the size and type of tree 
  (e.g., a large oak is equivalent to an Awakened Tree, see C&T).
  13. Wall of Thorns — Summons a wall of very tough pliable 
  thorns up to 10’xl0’x5’. Anyone moving through the wall 
  receives 1-10 Tiny attacks (OB: +50) per foot of wall moved 
  through. The wall must rest on a solid surface.
  14. Seek Sentient Tree — Caster learns direction and distance to 
  the nearest Sentient Tree (C&T) within range.
  15. Tangleweed — This spell animates an area of foliage. The 
  foliage will attack either a particular type of creature or all who 
  enter the area (caster’s option when spell is cast). All affected 
  creatures in the area are subject to 1-5 attacks per round: +50 
  Envelope attacks with the maximum result determined by the 
  size and density of the foliage. When the spell is cast, the caster 
  may specify that the attacks will only attempt to capture; in 
  which case, the foliage will stop attacking a target if the target 
  ceases all movement (i.e., is captured).
  16. Firestop — All non-magic fire in the radius is instantly 
  extinguished; magic fire must make a RR or it is extinguished.
  17. Rouse Slowroot — Caster may rouse a Slowroot (see C&T).
  18. Plant Growth X — As Plant Growth II, except size 
  increase is 10x.
  19. Seek Sentient Trees — Caster learns the location of every 
  Sentient Tree within the radius.
  20. Tree Door — Allows caster to enter one tree and then exit 
  from another tree up to 100’/lvl away.
  25. Restore Sentient Tree — As Plant Restore except that the 
  caster may remove damage from a Sentient Tree.
  30. Speed Growth True — As Speed Growth I, except that the 
  caster can increase rate of growth by x10/lvl in a 10’R/lvl,
  50. Waken Slowroots — Caster wakens all dormant Slowroots 
  within range.
  Note: The Sentient Trees: Treeherds, Slowroots, and 
  Awakened Trees mentioned in some of these spells 
  are described in C&T. If the concept of such trees and 
  guardians of trees doesn’t fit into the GM’s world, he 
  should eliminate or replace those spells.
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  27
  eSSenCe Spell lIStS
  10. Air Blast — As Air Bolt, except that the Lightning Bolt attack 
  table is used. Primary criticals are Impact and secondary 
  criticals are Unbalancing.
  11. Solid Air Shield — Creates a shimmering shield of solidified 
  air 1’ around the caster. This provides a bonus of 100 to the 
  character’s DB against all physical and elemental attacks as long 
  as he is concentrating. When not concentrating, the modifier to 
  DB is only 20.
  12. Solid Air Dome — Creates a shimmering dome of solidified 
  air. The dome has a 10’ radius and completely encloses the area. 
  Treat the effects the same as the Solid Air Wall.
  13. Air Bolt V — As Air Bolt, except for range.
  14. Crushing Bands — As Holding Bands, except that the bands 
  deliver an “A” Krush critical each round.
  15. Solid Air Wall II — As Solid Air Wall, except for the duration.
  16. Air Blast III — As Air Blast, except for the range.
  17. Dust Devil V — As Dust Devil II, except that it does an “E” critical.
  18. Solid Air Wall True — As Solid Air Wall, except for the duration.
  19. Crushing Bands II — As Crushing Bands, except that the 
  bands deliver an “C” Krush critical each round.
  20. Air Blast V — As Air Blast, except for the range.
  25. Crushing Bands True — As Crushing Bands, except that the 
  bands deliver an “E” Krush critical each round.
  30. Air Blast True — As Air Blast, except that the attack may 
  make as many turns as possible, even going through openings 
  as small as 6” in radius in order to reach its target. The caster’s 
  OB is halved when using this spell. And the target gains no 
  benefits (i.e. no DB) from cover, position, shield or other things 
  that do not provide all around coverage.
  50. Air Mastery — Caster may freely use any lower level spell 
  from this list each round.
  aIr law
  1. Focused Wind — If the target fails his RR, he is buffeted by 
  strong winds as long as the character concentrates. This gives 
  the target a -20 modifier to all actions.
  2. Air Bolt — Caster shoots bolt of compressed air from the palm 
  of his hand. The results are determined on the Shock Bolt table, 
  using Impact criticals.
  3. Holding Bands — Caster envelopes the target with shimmering 
  bands of compressed air that immobilize him. Target may 
  make a Very Hard Strength maneuver each round. Success 
  means that he may act normally. Failure means that he is 
  restricted to only 20% of his normal activity.
  4. Dust Devil II — The caster creates a small dust devil (i.e. 
  cyclone) that races out and strikes a target, delivering a “B” 
  Unbalancing critical to a target who does not resist it.
  5. Solid Air Wall — Caster creates a shimmering, transparent 
  wall of highly compressed air. All attacks (against DB) through 
  the wall are at -100. Spell attacks are at -50.  Attempts to move 
  through the wall require a Very Hard Strength based maneuver 
  and take 1 round to complete. Light based attacks are totally 
  immune to this, and not affected at all by the wall.
  6. Cyclonic Blast — Caster shoots forth a ball of compressed air 
  that bursts upon reaching its target, attacking everybody within 
  a 20’ radius. Results are determined on the Cold Ball attack 
  table and all criticals are Impact criticals.
  7. Walk on Air — Target can walk on air as if on solid ground, 
  he may not move any faster than a walk. This only allows for 
  horizontal movement, vertical movement must be achieved 
  through other means.
  8. Air Bolt III — As Air Bolt, except for range.
  9. Solid Air Bridge — Caster creates 20’ long by 5’ wide 
  shimmering plane of solidified air. The bridge is immobile 
  and can only support 1000 lbs. Only one end of the bridge is 
  required to be resting on a solid surface.
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  28
  Combat IlluSIonS
  1. Blur — Causes caster to appear blurred to attackers, subtracting 
  10 from all attacks.
  2. Shadow — Target and objects on his person appear to be a 
  shadow; and are thus almost invisible in dark areas (e.g., in 
  many situations this could be handled with a special bonus to 
  Stalking and Hiding maneuvers between 25 and 75).
  3. Unseen I — A single object is made invisible (1 garment, 1 
  naked body, etc.); until 24 hours pass or the object is struck 
  by a violent blow (being hit by a weapon, falling, etc.) or the 
  object makes a violent move (i.e., an attack).
  4. Wall of Dark — Creates a wall of darkness up to 20’x20’x1”. 
  Anything except light can pass through this wall. All attacks 
  made against targets obscured by this wall suffer a special 
  penalty of -70.
  5. Silence — Any sounds originating within 1’ of the caster 
  are completely muffled. This results in a +25 bonus to all 
  Stalking maneuvers.
  6. Invisibility I — As Unseen I, except that everything within 1’ of 
  the target is invisible as long as it is within the 1’R and none of 
  the Unseen termination conditions occur.
  7. Mirror Image I — Creates an image that looks exactly like 
  the caster, but be offset by approximately three feet from the 
  caster. This image will precisely duplicate any actions the caster 
  performs. There is a 50% chance that anyone in combat with 
  the caster will strike the image instead of the caster on the 
  first round of combat. If the attacker strikes the image, he will 
  automatically attack the caster on his next attack. However, he 
  must check again on the subsequent round (and each round 
  after successfully striking the caster). Beings with less rational 
  minds (i.e. animals, the insane, etc.) may have to make this roll 
  more often. Creatures that do not depend primarily upon sight 
  to select a target are not affected by this spell.
  8. Attack Illusion — Makes it appear that the caster is attacking 
  from a direction he is not. If the target fails an RR, his DB is 
  lowered by 20 (this can result in a negative DB!).
  9. Displacement III — Caster appears to be offset from where he 
  actually is. All attacks have no effect 30% of the time. Each time a 
  foe misses, the chance of that foe missing again goes down 5%.
  10. Parry Illusion — Makes it appear that the caster is executing 
  a dazzling series of parries, causing any foes in melee combat 
  with caster when this spell is cast to make an RR or only be able 
  to use half their OB against him this round.
  11. Weapon Illusion — Causes the target weapon to appear to be 
  another type of weapon specified by the caster. If the weapon 
  is used in combat, it will attack on its normal table, but suffer 
  a special modification of -25 and its fumble range is increased 
  by 5 (i.e., a weapon that normally fumbles on a 01 or 02, will 
  fumble on a 01 through 07 result).
  12. Mirror Image II — As Mirror Image I, except two duplicates 
  are created and the chance of attacking the image first 65%. 
  This chance lowers to 35% on the second attack.
  13. Beacon — A ray of light (any color) springs from the caster’s 
  palm. This ray can be up to 1 mile long.
  14. Greater Attack Illusion — As Attack Illusion, except an 
  opponent who fails his RR must lower his DB by 40.
  15. Displacement V — As Displacement III, except chance of 
  missing is 50%.
  16. Greater Parry Illusion — As Parry Illusion, except opponents 
  who fail their RR can only use one-quarter of their OB to 
  attack this round.
  18. Mirror Image III — As Mirror Image I, except three 
  duplicates are created and the chance of attacking a false image 
  is 75%. This lowers to 50% on the second attack. and 25% on 
  the third attack.
  20. Invisibility V — As Invisibility I, except that 5 targets may be 
  made invisible.
  25. Attack Illusion True — As Attack Illusion, except an opponent 
  who fails his RR must lower his DB by 60.
  30. Parry Illusion True — As Parry Illusion, except opponents 
  who fail their RR may not attack the caster this round.
  50. Mirror Image V — As Mirror Image I, except five duplicates 
  are created and the chance of striking an image starts at 80% 
  (and lowers by 20% each round).
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  29
  Combat wayS
  1. Snap Attack — This spell allows the caster to make a special 
  attack that uses only 60% of the character’s activity, but with 
  the character’s full OB. 
  2. Split Parry II — Caster may divide his parry between up to two 
  melee attackers with no penalty.
  3. Moving Strike I — Caster may move up to 30% normal 
  movement and attack without suffering a penalty to his OB.
  4. Tumble Evasion I — Caster may attack and parry as normal 
  and then perform a diving roll to a location up to 20’ away 
  from his starting point. This maneuver is part of the attack and 
  requires no extra percentage activity (or declared action).
  5. Hammer Strike I — Casters next attack delivers 1.5x 
  concussion hits.
  6. Survival Instinct I — Caster may parry with 125% of his OB; 
  however, the caster may not attack while using 
  this parry.
  7. Bleeding Strike I — If the casters next attack 
  inflicts a critical, it will cause 1 hit per round of 
  bleeding in addition to all other critical results. 
  This spell will have no effect on creatures that are 
  normally immune to bleeding wounds (golems, 
  constructs, undead, etc.).
  8. Split Parry III — As Split Parry II, except 
  caster may divide his parry between up to three 
  attackers.
  9. Shatter Strike I — If the target of the casters next 
  melee attack parries with a weapon or shield, 
  it must immediately make a breakage check 
  modified by -20.
  10. Split Attack II — Caster can divide his melee 
  OB in any proportion he desires and attack two 
  separate targets with no penalty as long as both 
  are within normal melee range and neither of the 
  targets is positioned to the caster’s rear.
  11. Stunning Strike — If the casters next attack inflicts a critical, 
  it will cause 1 round of stun in addition to all other critical 
  results. This spell has no effect on creatures that are normally 
  immune to stun.
  12. Tumble Evasion II — As Tumble Evasion I, except caster may 
  end up in a location 50’ away.
  13. Moving Strike II — As Moving Strike I, except caster may 
  move up to 70% normal movement.
  14. Hammer Strike II — As Hammer Strike I, except delivers 
  double concussion hits.
  15. Survival Instinct II — As Survival Instinct I, except caster 
  may parry with 150% of his normal OB.
  16. Bleeding Strike II — As Bleeding Strike I, except 2 hits/rnd 
  are caused in addition to all other critical results.
  17. Riposte — If the caster parries a melee attack using his full 
  OB, and the melee attack does not inflict any damage, he may 
  attack back in the same round with 50% of his normal OB 
  immediately following the opponent’s attack. 
  18. Shatter Strike II — As Shatter Strike I, except the weapon or 
  shield must make the breakage check modified by -50.
  20. Split Parry IV — As Split Parry II, except caster may divide 
  his parry between up to four attackers.
  30. Split Attack III — As Split Attack II, except caster can attack 
  up to three separate targets as long as all three are within 
  normal melee range and none of the foes is to the caster’s rear.
  50. Warrior True — Caster may utilize any one of the lower level 
  spells on this list once per round.
  Note 1: Almost every spell on this list is instantaneous. 
  Depending upon the options used regarding 
  instantaneous spells, the attacks/actions allowed by the 
  spells could occur in either the same round or in the 
  round after the spell is cast. If they are allowed to happen 
  in the same round, there is no “recovery time” once the 
  spell is cast, the spell’s actions takes its place.
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  30
  CommandIng wIll
  1. Calm — Target will take no aggressive/offensive action, and will 
  fight only if attacked. If the caster casts this spell at an already 
  Calmed target, the target will fall asleep. 
  2. Truth — Target must answer the next question the caster asks 
  truthfully. This spell requires that the target understand the 
  language in which the question was asked. He will respond 
  using the same language.
  3. Confusion — Target is incapable of making decisions or 
  initiating action; he may continue to fight current foes or in 
  self defense. 
  4. Fascinate — Target believes that the caster is of the same 
  alignment or outlook as himself, is influential, and is superior 
  to himself in rank, power and/or efficiency. Target will usually 
  seek to ingratiate himself to the caster.
  5. Command — Target will obey a command of up to 5 words in 
  length from the caster. Command cannot be completely alien 
  to the target (e.g., suicide, blinding himself, etc) and the caster 
  must speak a language the target can understand.
  6. Forget — Target permanently forgets up to 1 min/lvl of specified 
  memories as selected by caster. Memories older than 1 day give 
  a special modification of +20 to the target’s RR and memories 
  older than 1 week get a special +40 RR modification. Memories 
  older than 1 month may not be forgotten through this spell.
  7. Call of the Wild — Target domesticated animal reverts to a 
  wild state for the duration of this spell.
  8. Emote — Caster causes the target to experience any one 
  specified emotion. Caster cannot dictate the direction or 
  manner in which the target will choose to express this emotion. 
  For example, caster can specify the emotion of love, but he 
  cannot choose a person for the target to fall in love with, the 
  target will just be very loving in general.
  9. Inclination — The target likes or dislikes a person, place, or 
  thing as specified by the caster. If the target has very strong 
  feelings about the subject previously, the GM may indicate that 
  the target receives a bonus or penalty to his resistance rolls.
  10. Fear — Target flees in total fear from the caster (or a specified 
  location) for 1 min per 5% failure. The target will not desire to 
  return to the location or wish to face the caster for 1 day/5% failure.
  11. Doubt — Target develops a very serious and troublesome 
  doubt concerning a previously accepted fact, action, or idea.
  12. Love/Hate — As Inclination, except the target experiences 
  either devoted love or repulsive hatred towards a subject 
  designated by caster (must be present at time of casting). For 
  the duration the intensity of the emotion will be such that 
  the target will have a difficult time focusing on anything else 
  other than his love or hate. At the end of the duration, the 
  target must make an additional resistance roll with a +20 RR 
  modification or the effect will become permanent (to a lesser 
  degree of intensity).
  13. Vengeance — Target will seek to enact some vengeance against 
  a person, place, or thing as specified by the caster. There must 
  be in the target’s mind some concept of the subject having 
  wronged the target for the spell to be effective. The exact form 
  of the vengeance sought depends on the character of the target, 
  and the severity of his RR failure.
  14. Invoke — The caster may summon any extra planar creature 
  (e.g., demon, elemental, etc) whose True name he knows 
  (through use of the Creature Name spell). Each round there is a 
  35% chance the specified creature hears his name and appears 
  to the caster. This spell does not command the entity, though 
  the caster may control the entity through the use of other spells 
  on this list or through various influential skills.
  15. Quarrels — All targets within the area of effect will become 
  hostile and seek to attack the nearest opponent
  16. Dismiss/Banish — Target extra planar creature (e.g. demon, 
  elemental, etc) whose True name the caster knows (through the 
  use of the Creature Name spell) is dismissed from the caster’s 
  plane back to his home plane. Alternatively, the caster can 
  attempt to banish the target from the caster’s plane for a period 
  of 100 years/10% failure. The target receives a special +20 RR 
  modification to any banish attempt and if the spell fails, the 
  target will either attack the caster or flee. The attempt to banish 
  the demon cancels any of the caster’s control spells of which 
  the target is under the influence.
  17. Shout of Panic — Targets flee in total panic from the caster.
  18. Peace — Target is eased from the effects of mind disease, grief, 
  lycanthropy, hate, etc for the duration of this spell.
  19. Shout of Confusion — As Confusion, except affects all targets 
  in radius.
  20. Shout of Command — As Command, except affects all targets 
  in radius.
  25. Slumber — Target sleeps in a deep, unwakeable sleep without 
  aging or deterioration until dispelled, a set condition is met 
  (i.e. being kissed by a prince) or the duration ends.
  30. Insanity — Target develops a permanent mental disorder. The 
  caster can dictate the general type of disorder but the exact 
  effects are up to the GM. For example, a caster can specify a 
  manic/depressive disorder, while the GM determines whether 
  the target is bi-polar, manic, depressive, etc.
  50. Slave — Target becomes the caster’s unquestioning slave for 
  the duration of this spell. The target may attempt a new RR at 
  the end of each week to break the effect. The target will seek to 
  ingratiate himself to his master and do all things in a manner 
  to please his master and forward his master’s goals.
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  31
  ConCealment maStery
  1. Shadow — Target and objects on his person appear to be a 
  shadow; and thus are almost invisible in dark areas (e.g., in 
  many situations this could be handled with a Stalking/Hiding 
  bonus between 25 and 75).
  2. Unseen III — Up to three objects (e.g., 1 garment, 1 naked 
  body, and 1 weapon) are made invisible. The object(s) will 
  remain invisible until 24 hours pass, or the object is struck by a 
  violent blow (being hit by a weapon, falling, etc), or the object 
  makes a violent move (i.e., an attack).
  3. Conceal I — Target inanimate object takes on the visual 
  appearance of a similar object. For example, a small red 
  key may appear as a small blue spoon. The object cannot 
  vary in dimensions by more than 100% of actual size in 
  any given dimension. This is strictly a visual illusion (and 
  can be detected as such).
  4. Locate Object — This spell allows the caster to find any 
  inanimate object. The caster must be able to uniquely describe 
  the object.
  5. Darkness — Creates an area of darkness up to 2’R/lvl about 
  the point touched. The darkness is equal to the darkest night. If 
  the point is on a mobile object or being, it will move with the 
  object/ being. 
  6. Secret I — Target inanimate object takes on the visual and 
  tactile appearance of another object. For example, a crystal 
  goblet might look and feel like a wooden mug. The object 
  cannot vary in dimensions by more than 100% of actual 
  size in any given dimension. This is an illusion (and can be 
  detected as such).
  7. Unseen V — As Unseen III, except affects up to five objects.
  8. Displacement I — Target appears to be offset from where he 
  actually is. All attacks have no effect 10% of the time. Each 
  time a foe misses him, the chance of that foe missing again goes 
  down by 5%.
  9. Conceal III — As Conceal I, except affects up to three objects.
  10. Unseen X — As Unseen III, except affects up to ten objects.
  11. Displacement II — As Displacement I, except chance of 
  missing is 20%.
  12. Secret III — As Secret I, except affects up to three objects.
  13. Unseen XV — As Unseen III, except affects up to fifteen objects.
  15. Conceal V — As Conceal I, except affects up to five objects.
  16. Lord Unseen — As Unseen III, except affects up to twenty objects.
  17. Secret V — As Secret I, except affects up to five objects.
  18. Displacement III — As Displacement I, except chance of 
  missing is 30%.
  20. Conceal X — As Conceal I, except affects up to ten objects.
  25. Unseen True — As Unseen III, except affects up to one object 
  for every level of the caster.
  30. Secret X — As Secret I, except affects up to ten objects.
  50. Concealment Mastery — As Conceal I, except affects a 
  number of objects equal to the caster’s level.
  Note 1: When using the Locate Object spell, the caster 
  must provide an unambiguous description of the object 
  being sought. This includes a minimum of: the item’s 
  dimensions (within 10% of actual size) and at least two 
  other identifying attributes (e.g., color weight, shape, 
  texture, etc.). Often, it will take more than two other 
  attributes to make the description “unique” (i.e., no other 
  item within range can possibly match the description).
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  32
  dark law
  1. Shade — Shadows deepen around the target, granting a 
  +25 to Stalking and Hiding in areas where moderate to 
  heavy shadows are present.
  2. Darkness — Creates a 10’ radius area of darkness around the 
  point touched. If the point is mobile, then so is the darkness. 
  This is as dark as the deepest night. If cast upon a target, the 
  target gets a RR, if the RR is successful, the darkness is centered 
  upon the point where the target is and will not move with him. 
  If the RR fails, then the darkness is on the target and will follow 
  them until it is dispelled or the duration ends.
  3. Dark Bolt — Caster shoots bolt of concentrated from the palm 
  of his hand. The results are determined on the Shock Bolt table, 
  using Cold criticals.
  4. Darkvision — The target is able to see in all darks (even 
  magical) as if in broad daylight out to a range of 50’. 
  5. Shadow Forms — Caster can create either the visual illusion of 
  shadow figures, or real shadows (up to 1 per level); the shadow 
  figures will move when the caster concentrates. The shadows 
  cannot interact with the environment. When the caster is not 
  concentrating, the shadow remains motionless.
  6. Dark Cloud — Creates a 5’ radius of billowing darkness that 
  will deliver a “C” Cold critical on the first and second rounds, a 
  “B” critical on the third and fourth rounds, and an “A” critical 
  on the fifth and sixth rounds. It drifts with the wind and will 
  affect all within its radius (no RR). It takes one round for 
  the cloud to form, so anybody within the radius may make 
  a maneuver to get out before taking a critical, however, once 
  formed, anybody within the radius will take the critical as 
  indicated (but no more than one critical per round).
  7. Dark Construct — Caster creates a simple object (i.e. a sword 
  is okay, a bow or crossbow is not) or objects out of solidified 
  darkness. This object will perform as would the normal object 
  for the duration. The object(s) may not be more than 6 cubic 
  inches per level of the caster and there may not be more than 1 
  object for every 5 levels that the caster has.
  8. Dark Bolt III — As Dark Bolt, except for range.
  9. Darkness X — As Darkness, except for radius.
  10. Darkfire Bolt — As Dark Bolt, except that the Lightning 
  Bolt Table is used for resolution. Primary critical is Cold, and 
  secondary critical is Electrical.
  11. Darkvision True — As Darkvision, except that the character 
  can see out to a range of 100’.
  12. Abyssal Cloud — As Dark Cloud, except that it delivers 
  an “E” critical on the first and second rounds, a “D” critical 
  on the third and fourth rounds, and a “C” critical on the 
  fifth and sixth rounds.
  13. Dark Cloud II — As Dark Cloud, except for radius.
  14. Dark Forms — As Shadow Forms, except that the caster does 
  not need to concentrate to make it move. The shadow will 
  continue its last action(s) until given another. It takes only a 
  moment’s concentration (20% activity per shadow) to change 
  what a specific shadow is doing.
  15. Dark Bolt V — As Dark Bolt, except for range.
  16. Utterdark — As Darkness, except that it has a radius of 100’ 
  and it extinguishes all magical light within the radius, and no 
  magical light may be created for the duration (Utterlight can 
  dispel this spell if it fails a RR).
  17. Darkfire Bolt III — As Darkfire Bolt, except for range.
  18. Abyssal Cloud II — As Abyssal Cloud, except for radius.
  19. Dark Cloud True — As Dark Cloud, except for radius and range.
  20. Darkfire Bolt V — As Darkfire Bolt, except for range.
  25. Dark Forms True — As Dark Forms, except for duration and 
  that it only requires 10% activity per shadow to redirect its actions.
  30. Darkfire Bolt True — As Darkfire Bolt, except that the attack 
  may make as many turns as possible, even going through 
  openings as small as 6” in radius in order to reach its target. 
  The caster’s OB is halved when using this spell. And the target 
  gains no benefits (i.e. no DB) from cover, position, shield or 
  other things that do not provide all around coverage.
  50. Dark Mastery — Caster may freely use any lower level spell 
  from this list each round.
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  33
  earth wayS
  1. Stone Lore — Gives details of where, when, and how the 
  examined stone was worked.
  2. Earth Fingers — Tentacles of earth and stone shoot up from 
  the ground to make a +0 Large Grapple attack against all foes 
  within the radius.
  3. Stone Bolt — Caster shoots forth a shard of stone from the 
  palm of his hand. It is resolved on the Shock Bolt attack table, 
  with Puncture criticals.
  4. Earth Skin — Caster’s skin become tougher and more resilient. 
  It is the equivalent of Soft Leather (AT 6) for the duration. 
  5. Corridor — Caster creates a passage that is 3’ x 6’ x 1’ per level 
  of the caster.
  6. Stone/Earth (R) — Allows the caster to transform 100 cu’ of 
  stone to packed earth or packed earth to stone.
  7. Stone Bolt II — As Stone Bolt, except that it uses the Water 
  Bolt table.
  8. Earth Fingers II — As Earth Fingers, except that the caster’s 
  Grapple attack has +5 OB for each level that they caster has.
  9. Stone Skin — As Earth Skin, except that the caster is protected 
  as if his skin were Reinforced Leather (AT 8).
  10. Rock Swarm — Caster creates a small cluster of rocks and 
  stones that shoot forth from his hands, exploding when it 
  reaches the target. Results are determined on the Fire Ball table, 
  using Impact criticals.
  11. Stone Bolt III — As Stone Bolt, except that it uses the Ice 
  Bolt table.
  12. Earth/Mud (R) — Allows the caster to transform 100 cu’ of 
  packed earth to soft mud or soft mud to packed earth.
  13. Unearth — Disintegrates 100 cu’ of earth.
  14. Metal Skin — As Earth Skin, except that the caster is protected 
  as if his skin were Chain (AT 15).
  15. Stone Bolt IV — As Stone Bolt, except that it uses the Fire 
  Bolt table.
  16. Stone/Mud (R) — Allows the caster to transform 100 cu’ of 
  stone to soft mud or soft mud to stone.
  17. Tunnel — As Corridor, except for the duration and the height 
  and width dimensions may be any size up to 1’ per level of the 
  caster, and the length may be up to 10’ per level of the caster.
  18. Unstone — Disintegrates 100 cu’ of stone.
  19. Metal Skin True — As Earth Skin, except that the caster is 
  protected as if his skin were Chain (AT 20).
  20. Stone Bolt V — As Stone Bolt, except that it uses the 
  Lightning Bolt table.
  25. Tunnel True — As Tunnel, except that the duration is 
  permanent and the length is up to 50’ per level of the caster.
  30. Stone Bolt True — As Stone Bolt V, except that the attack may 
  make as many turns as possible, even going through openings 
  as small as 6” in radius in order to reach its target. The caster’s 
  OB is halved when using this spell. And the target gains no 
  benefits (i.e. no DB) from cover, position, shield or other things 
  that do not provide all around coverage.
  50. Earth Mastery — Caster may freely use any lower level spell 
  from this list each round.
  Note: “R” means that the spell is reversible and may be 
  used to transform material in either direction.
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  34
  glyphS
  1. Research Glyph — Allows caster to know the origins and 
  parameters of a glyph. This is the only way for the caster to 
  learn any special glyphs.
  2. Glyph I — Allows caster to ‘trace’ a glowing visible glyph on an 
  in-flux medium that can be triggered by one of the following 
  (decided by the caster at the time of casting): a) specified time has 
  passed, b) specified movements within 20’, c) specified sounds 
  within 20’, or d) touch. Power Points for both spell and glyph must 
  be expended, but only casting time for the glyph is used. A glyph 
  can be a first level spell or a special glyph that has been researched.
  3. Decipher Glyph — Allows caster to decipher a glyph (it takes 1 
  round per level of the glyph) and know exactly what it does without 
  setting it off (presuming it hasn’t already been set off). It takes 
  one round per level of the glyph to decipher the glyph. Nothing is 
  learned if this spell expires prior to completion of deciphering.
  4. Glyph II — As Glyph I, except a second level glyph 
  can be traced.
  5. Waiting Glyph II — Extends the duration of a Glyph I 
  or Glyph II.
  6. Glyph III — As Glyph I, except a 3rd level glyph can 
  be traced.
  7. Unglyph III — Allows caster to erase a glyph of up to 
  third level. This will not set off the glyph in question 
  (unless the specified activation for the glyph were when 
  the glyph is erased).
  8. Glyph IV — As Glyph I, except a fourth level glyph 
  can be traced.
  9. Waiting Glyph IV — As Waiting Glyph II, except it 
  applies to glyphs up to fourth level.
  10. Glyph V — As Glyph I, except a fifth level glyph can 
  be traced.
  11. Multi-Glyph II — Allows caster to place two spells 
  into the same glyph. The glyph spell only needs to be 
  cast once (but it must be cast within one minute of 
  the completion of this spell).
  12. Glyph VI — As Glyph I, except a sixth level glyph can be traced.
  13. Unglyph VI — As Unglyph III, except that up to sixth level 
  glyphs can be affected.
  14. Glyph VII — As Glyph I, except a seventh level glyph can be traced.
  15. Waiting Glyph VII — As Waiting Glyph II, except that up to a 
  seventh level glyph has its duration extended.
  16. Glyph VIII — As Glyph I, except an eighth level glyph can 
  be traced.
  17. Multi-Glyph III — As Multi-Glyph II, except that three spells 
  may be placed in the same glyph.
  18. Glyph IX — As Glyph I, except a ninth level glyph can be traced.
  19. Glyph X — As Glyph I, except a tenth level glyph can be traced.
  20. Waiting Glyph X — As Waiting Glyph II, except that up to a 
  tenth level glyph can be delayed.
  25. Unglyph X — As Unglyph III, except that up to tenth level 
  glyphs can be affected.
  30. Lord Glyph — As Glyph I, except that up to a twentieth level 
  glyph can be traced.
  50. Lord Unglyph — As Unglyph III, except that up to twentieth 
  level glyphs can be erased without discharging them.
  Note 1: Glyphs are “runes” that are ‘traced’ on an in-flux 
  background (air, water, etc.) instead of rune paper. First the 
  glyph spell must be cast and then the spell to be ‘traced’ must 
  be cast. At this point the glyph is set, and its effects start when 
  it is triggered (see the specific glyph spells). If the glyph is not 
  triggered before the duration of the glyph spell expires, the 
  glyph fades without activating. Glyphs can be either normal 
  spells or specially researched glyphs.
  Note 2:  The caster must have a number or ranks in the 
  Lore: Magical (Glyphs) equal to the level of the spell he 
  wishes to cast from this list.
  Note 3:  Special Glyphs - See the small table of “special 
  glyphs”. These are not automatically learned when a 
  character learns the Glyph Law list. They must be sought 
  out from other sources (libraries, universities, mentors, 
  etc.). The GM should decide whether or not these are 
  appropriate for his campaign. He should feel free to alter, 
  replace, add, or delete glyphs from this list.
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  35
  InfluenCeS
  1. Sleep III — Causes target(s) to fall into a natural sleep. 
  This spell can affect a number of targets whose levels total 
  up to 3. The caster must be able to see all targets. At the 
  time of casting, the caster should designate target priority 
  (i.e., affect target A; if levels are left, affect target B; etc.). 
  The first 2 rounds of sleep is magical (the target cannot be 
  awakened through normal means).
  2. Charm Animals — Target animal(s) will believe the caster is a 
  good friend.
  3. Charm Kind — Target humanoid believes the caster is a good friend.
  4. Sleep V — As Sleep III, except affects a total of 5 levels.
  5. Suggestion — Target will follow a single suggested act that is 
  not completely alien to him (e.g., no suicide suggestions, no 
  blinding himself suggestions, etc.).
  6. Telepathy I — Caster can read the surface thoughts of the target.
  7. Sleep VII — As Sleep III, except affects a total of 7 levels.
  8. Hold Kind — Target humanoid is held to 25% activity.
  9. Greater Charm Kind — As Charm Kind, except will affect one 
  target for every five levels (or fraction thereof) of the caster.
  10. Sleep X — As Sleep III, except affects a total of 10 levels.
  11. Greater Suggestion — As Suggestion, except will affect one 
  target for every five levels (or fraction thereof) of the caster.
  12. Master of Kind — Target humanoid must obey caster. 
  However, he will not perform any act that is completely alien to 
  him (e.g., no suicide orders, no blinding orders, etc.).
  13. Sleep XII — As Sleep III, except affects a total of 12 levels.
  14. Greater Hold Kind — As Hold Kind, except will affect one 
  target for every five levels (or fraction thereof) of the caster.
  15. Telepathy II — As Telepathy I, except for range.
  16. Sleep XV — As Sleep III, except affects a total of 15 levels.
  18. Greater Master of Kind — As Master of Kind, except will 
  affect one target for every five levels (or fraction thereof) 
  of the caster.
  19. Quest — Target is given one task. Failure results in a penalty 
  determined by the GM (task must be within the capabilities 
  of the target). If the target ignores the quest, he will suffer the 
  same effects as for failure.
  20. Lord Sleep — As Sleep III, except affects a total of 20 levels.
  25. Sleep True — As Sleep III, except affects a total number of 
  levels equal to the caster’s level.
  30. Telepathy True — As Telepathy I, except for range.
  50. Quest True — As Quest, except failure is punished by the target 
  suffering five ‘E’ criticals (choose which critical types randomly).
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  36
  InSCrIptIonS
  1. Observation Sign — Caster inscribes an Observation Sign. The 
  sign is a point of reference and perception for the Signwatch 
  and Transport Sign spells on this list. The caster may never 
  have more than one half of his level (round up) in Observation 
  Signs at any one time. The caster may cancel any previously 
  inscribed Observation Sign by concentrating for a round and 
  touching the sign.
  2. Rune II — This spell inscribes a spell on a specially prepared 
  piece of paper. The rune can then be used to cast the inscribed 
  spell once. The spell to be inscribed must be cast within one 
  minute after this spell is cast. Rune II can inscribe 1st or 2nd 
  level spells. The rune can be set to affect the reader.
  3. Sign of Pain — [RR Mod: -20] A Sign can be inscribed on any 
  “non-mobile” surface and affects the triggering being. A Sign 
  can be triggered by one of the following (decided by caster at 
  the time of casting): a) specified time has passed, b) specified 
  movements within 20’, c) specified sounds within 20’, d) touch, 
  or e) reading. The Sign is cancelled when a target fails a RR 
  against it. Sign of Pain causes the target to take 25% of his 
  remaining concussion hits. The duration of this effect is 10 
  minutes per 5 RR failure. These lost hits will be regained when 
  the duration of this spell expires.
  4. Rune III — As Rune II, except caster may inscribe up to 3rd 
  level spells.
  5. Sign of Weakness — [RR Mod: -20] As Sign of Pain, except 
  target feels weak and drained. This results in a special 
  modification of -20 to all maneuvers and attacks for 10 
  minutes per 5 RR failure.
  6. Inscription Analysis — The caster may determine what spell is 
  inscribed within a rune or sign. This spell has a 1% chance per 
  level of the inscribed spell of setting off the inscribed spell. The 
  caster also learns if the rune or sign is set to affect a reader or not.
  7. Rune V — As Rune II, except caster may inscribe up to 5th 
  level spells.
  8. Sign of Shock — [RR Mod: -20] As Sign of Pain except target is in 
  a state of shock for 10 minutes per 5% failure (treat shock victims 
  as if they are stunned except they never pass out due to this shock).
  9. Rune VI — As Rune II, except caster may inscribe up to 6th 
  level spells.
  10. Sign of Fear — [RR Mod: -20] As Sign of Pain except target 
  will flee the place of the sign. The target may not return for 10 
  minutes per 5 RR failure.
  11. Rune VII — As Rune II, except caster may inscribe up to 7th 
  level spells.
  12. Sign of Transport — As Sign of Pain except target is 
  teleported to one of the caster’s designated Observation Signs. 
  The designated Observation Sign may not be more than 1 mile 
  per level of the caster (at the time of inscribing this spell) away 
  from the Sign of Transport or else the attempt to inscribe this 
  Sign automatically fails.
  13. Rune VIII — As Rune II, except caster may inscribe up to 8th 
  level spells.
  14. Signwatch — Caster’s may see and hear as if he were at any 
  one of his Observation Signs within range of this spell. The 
  caster’s vision may rotate around the point of the Observation 
  Sign (except that he will not be able to see through the surface 
  the Sign is inscribed on if it is opaque).
  15. Rune X — As Rune II, except caster may inscribe up to 10th 
  level spells.
  16. Sign of Torment — [RR Mod: -20] As Sign of Pain except 
  target takes 90% of his remaining hits.
  17. Inscription Analysis True — Caster may examine any one 
  sign or rune. If the caster has ever analyzed a rune by the 
  creator of this rune or sign, he will recognize the creator and 
  the age of the rune or symbol. If the caster has not analyzed the 
  creator’s work, he will learn the profession of the creator, the 
  creator’s level, and the age of the rune or symbol. This spell has 
  a 1% chance per level of the inscribed spell of setting off the 
  inscribed spell.
  18. Rune XV — As Rune II, except caster may inscribe up to 15th 
  level spells.
  19. Sign of Blinding — [RR Mod: -20] As Sign of Pain except 
  target is blinded for 1 hour per 5% RR failure.
  20. Lord Rune—As Rune II, except caster may inscribe up to 20th 
  level spells.
  25. Signwatch True — As Signwatch, except for the range.
  30. Sign True — Caster may inscribe any lower level Sign on this 
  list. If the inscribed Sign is 10th level or below, the Sign will be 
  permanent and can be set off once a round. If the Sign is of a 
  higher level, it can affect a number of targets equal to the level 
  of the caster before being cancelled.
  50. Rune of Power — Caster may store a number of Power Points 
  within a sheet of rune paper equal to the level of this spell. The 
  Power Points stored are considered to be of the same realm as 
  the caster and they may not be multiplied in any way when the 
  rune is eventually activated. 
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  37
  mageStaff
  1. Minor Magestaff — Caster creates a staff from suitable 
  material. This staff grants a +5 to OB when using to OB and 
  to all spell casting. This bonus to spell casting does not apply 
  when casting other magestaff spells that increase the power of 
  the magestaff.
  2. Magelight — Tip of the staff glows, illuminating a maximum 
  radius of up to 50’. The caster may adjust the brightness of the 
  light from full to none with a round of concentration.
  3. Magebolt — Caster fires a bolt of luminescent force from the 
  tip of the staff. This is treated as a Shock Bolt to determine what 
  table to use, and it does Impact criticals. The caster may learn a 
  Directed Spell skill for use with the Magebolt spells on this list.
  4. Magestaff Alarm — The caster may attune his staff to a simple 
  set of conditions, and if those conditions occur, the staff will 
  make sounds alerting the caster. The sounds will increase in 
  volume until the caster grasps the staff. 
  5. Froststaff — For the duration of this spell, the staff will do 
  Cold criticals of one less severity than normal for any attacks 
  made with the staff (melee or magebolt).
  6. Lesser Magestaff — Increases the enchantment of a Minor 
  Magestaff to +10 to OB and spell casting.
  7. Magebolt II — As Magebolt, except that it uses the Water Bolt 
  table when making attacks.
  8. Resize Staff — This spell allows the caster to alter the size of the 
  magestaff to that of a rod or wand. The staff will remain this 
  size until this spell is canceled, which requires concentration 
  using 100% activity for 1 round. While the staff is at the 
  smaller size, it will retain its inherent powers (+x to OB and 
  spell casting), but no spells involving the staff may be cast (i.e. 
  no Magebolt spells).
  9. Flamestaff — As Froststaff, except the magestaff delivers Heat 
  criticals instead of Cold criticals.
  10. Hammerstaff — For the duration, the staff delivers double the 
  indicated hits (hits from criticals not affected).
  11. Greater Magestaff — As Lesser Magestaff, except the bonus is 
  increased to +15.
  12. Magebolt III — As Magebolt, except that it uses the Ice Bolt 
  attack table.
  13. Resize Staff II — As Resize Staff, except that the caster may 
  cast spells of up to 10th level when the staff is in its smaller 
  forms, and it only requires 50% activity to cancel the spell.
  14. Thunderstaff — As Froststaff, except the magestaff delivers 
  Electricity criticals instead of Cold criticals.
  15. Guardian Magestaff  — When cast, this spell causes the staff 
  to float and dance about, using the caster’s melee OB with the 
  staff to parry incoming attacks, protecting the caster.
  16. Major Magestaff — As Lesser Magestaff, except the bonus is 
  increased to +20.
  17. Magebolt IV — As Magebolt, except that it uses the Fire Bolt 
  attack table.
  18. Greater Hammerstaff — As Hammerstaff, except that it does 
  3x the number of hits.
  19. Resize Staff True — As Resize Staff, except that the caster 
  may use any spell on this list on the staff when it is at a reduced 
  size, and the caster may cancel the spell by spending 10% of his 
  activity in concentration.
  20. Magebolt True — As Magebolt, except that it uses the 
  Lightning Bolt attack table.
  25. Lord Magestaff — As Lesser Magestaff, except the bonus is 
  increased to +25.
  30. Lord Elemental Staff — For the duration of this spell, the 
  caster may replace the normal critical that the staff delivers (via 
  melee or magestaff) with an elemental critical (Cold, Heat, or 
  Electricity) of equal severity. The caster may use a 10% activity 
  action to change what elemental critical is being inflicted. The 
  critical type may be changed no more than once per round, but 
  it may be changed every round.
  50. Magestaff True — As Lesser Magestaff, except the bonus is 
  increased to +30.
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  38
  magIC defenSe
  1. Detect Essence — Detects any active spell or item from the 
  Essence realm. Caster can concentrate on a 5’R area each round.
  2. Protection I — Subtracts 5 from elemental attack rolls against 
  the target and adds 5 to all of the targets RRs versus spells.
  3. Detect Mentalism — As Detect Essence, except realm is Mentalism.
  4. Essence Protection — When the caster of this spell is a target 
  of a spell from the ream of Essence, the “incoming” spell 
  must first make an RR before the caster makes an RR. For RR 
  purposes, each spell uses a level equal to its caster’s level. If the 
  “incoming” spell passes the RR, it may target the caster of this 
  spell normally; otherwise the incoming spell has no effect on 
  this target. Essence Protection remains in effect until it’s caster 
  has been the target of any 1 Essence spell. This spell has no 
  affect against other spells that the caster casts upon himself.
  5. Detect Channeling — As Detect Essence, except realm is 
  Channeling.
  6. Mentalism Protection — As Essence Protection, except affects 
  spells from the realm of Mentalism.
  7. Detect Invisible — As Detect Essence, except detects 
  invisible things. All attacks against something so detected 
  are modified by -50.
  8. Channeling Protection — As Essence Protection, except affects 
  spells from the realm of Channeling.
  9. Protection Sphere II — As Protection I, except bonuses are 10 
  and all beings within 10’R of target get the benefits.
  10. Spell Detection I — Caster becomes aware moments before 
  anyone within 10’ casts a non-instantaneous spell. This should 
  allow enough time to cast any instantaneous spell. The caster 
  is not informed who is casting the spell, only that somebody 
  within the radius is casting.
  11. Elemental Parry — Caster can use up to half of his 
  normal OB with the weapon he has in his hands to parry an 
  elemental bolt spell.
  12. Detect Intangible — As Detect Invisible, except also detects 
  things that are Astral, Ethereal, out of phase, etc.
  13. Protection III — As Protection I, except bonuses are 15.
  14. Detect Power — As Detect Essence, except detects active 
  spells, magic items, or spell users of any realm.
  15. Protection Sphere III — As Protection III, except has a 10’R 
  as in Protection Sphere II.
  16. Spell Detection II — As Spell Detection I, except it 
  detects spells cast within a 20’R and the caster learns who 
  is casting the spell.
  17. Protection IV — As Protection I, except bonuses are 20.
  18. Spell Parry — Caster can add up to half of his normal OB 
  (with the weapon he has in his hands) to his RR versus any 
  spell that targets him and of which he is aware.
  19. Realm Protection Sphere — As Essence Protection, except 
  that spells of any realm are affected and it has a 10’R.
  20. Protection Sphere IV — As Protection IV, except has a 10’R as 
  in Protection Sphere II.
  25. Spell Detection III — As Spell Detection II, except it 
  detects spells cast within a 30’R and the caster learns what 
  realm they are casting.
  30. Spell Detection IV — As Spell Detection III, except it 
  detects spells cast within 50’R and the caster learns the 
  exact spell they are casting.
  50. Spell Bane — Caster may utilize any one of the lower level 
  spells on this list each round.
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  39
  meChanISmS
  1. Machine Lore — This spell analyzes one “machine,” giving the 
  caster an idea of its purpose and operating procedures. This 
  gives the caster a +20 when operating this particular machine. 
  Anyone to whom he describes the analysis to can get a +10 
  when operating the machine.
  2. Tune — When this spell is cast upon a machine, the machine’s 
  efficiency will return to its original level. For example, if cast 
  upon a rusty lock, the lock will return to its original non-rusty 
  operational level.
  3. Jam I — This spell has a 50% chance of jamming the target 
  mechanism (e.g., trap, lock, machine, etc.). If the target 
  mechanism is jammed, there is only a 5% chance that the 
  target mechanism operates normally when used/triggered 
  normally (check separately each time the mechanism is 
  used). For example, if this spell is cast upon a pressure plate 
  in the floor (that will drop a portcullis when someone steps 
  upon it), there is a 5% chance the mechanism will trigger 
  each time someone walks over it.
  4. Unlock I — This spell has a 30% chance of opening any non-
  magical lock. If the lock is not unlocked, there is a 10% chance 
  that any traps associated with it are set off. Rolls are open-
  ended and the sophistication of the lock may modify the roll.
  5. Untrap I — As Unlock I, except its chances concern 
  disarming traps.
  6. Operate I — As Unlock I, except this spell has a 30% chance of 
  operating any non-magical machine in its normal capacity for 
  the duration of the spell. After the duration, the machine will 
  operate normally. For example, if this spell were used to turn a 
  wheel, the wheel would spin for the duration of the spell, then 
  slowly spin to a stop.
  7. Detect Active Power — For the duration of this spell, the caster 
  will be aware when any active magic is in the area of effect. The 
  caster will not know what the magic is or where it is; only that 
  it is in the area of effect. For example, a Dabbler with this spell 
  active can move down a passageway. The moment he gets near 
  magical symbols on a door, he will be warned of active magic 
  in the area (and perhaps the spell casters in the party can set 
  out to find the source).
  8. Jam II — As Jam I, except has a 70% chance of jamming the 
  trap (and only a 4% chance of setting it off).
  9. Unlock II — As Unlock I, except has a 50% chance of opening 
  the lock (and only an 8% chance of setting off associated traps).
  10. Untrap II — As Untrap I, except has a 50% chance of disarming 
  the trap (and only an 8% chance of setting off the trap).
  11. Operate II — As Operate I, except has a 50% chance of 
  operating the machine.
  12. Jam III — As Jam I, except has a 90% chance of jamming the 
  trap (and only a 3% chance of setting it off).
  13. Unlock III — As Unlock I, except has a 70% chance of 
  opening the lock (and only a 6% chance of setting off 
  associated traps).
  14. Untrap III — As Untrap I, except has a 70% chance of 
  disarming the trap (and a 6% chance of setting off the trap).
  15. Operate III — As Operate I, except has a 70% chance of 
  operating the machine.
  16. Jam III — As Jam I, except has a 100% chance of jamming the 
  trap (and only a 2% chance of setting it off).
  17. Unlock IV — As Unlock I, except has a 90% chance of opening 
  the lock (and only (and a 4% chance of setting off the trap).
  18. Untrap IV — As Untrap I, except has a 70% chance of 
  disarming the trap (and a 4% chance of setting it off).
  19. Operate IV — As Operate I, except has a 90% chance of 
  operating the machine.
  20. Jam True — As Jam III, except affects all traps in the area of affect.
  25. Unlock True — As Unlock III, except affects all locks in the 
  area of effect.
  30. Untrap True — As Untrap III, except affects all traps in the 
  area of effects.
  50. Operate True — As Operate III, except affects all machines in 
  the area of effects.
  Note 1: For the purposes of spells on this list, a machine is 
  any man-made device built to perform a specific function.
  Note 2: All percentage chances given with spells on 
  this list are modified by the sophistication of the 
  trap, lock, or machine. 
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  40
  mIrageS
  1. Light Mirage — Creates any simple immobile image or scene 
  up to an area of 10’ R. The visual aspects of the scene are 
  really created (no RR) and detecting that it is an illusion can 
  normally be accomplished only through spells or the use of a 
  sense other than sight.
  2. Sound Mirage — Creates any simple immobile set of sounds in 
  up to an area of 10’ R.
  3. Strike I — Target is struck with the equivalent of a bare fist 
  attack. This attack is invisible unless combined with the visual 
  sense in an Illusion or Phantasm. The Directed Spell skill is 
  used to develop skill in this attack. It does a Small attack on the 
  Martial Arts Strikes attack table, and does Strikes criticals.
  4. Smell/Taste Mirage — Fills the area with a set of immobile 
  smells or with a set of tastes (i.e. anything eaten within the area 
  has that taste). The sense aspects are really created (no RR) and 
  detecting that it is an illusion can normally be accomplished 
  only through spells or the use of the other senses. The caster 
  has to decide which mirage to set when the spell is cast.
  5. Feel Mirage — As Light Mirage, except that all the objects and 
  surfaces in a 10’ R area can be made to feel differently than they 
  really are. Striking an object or surface will cancel one “feel 
  aspect” for that object or surface. This spell allows surfaces and 
  objects to be struck 1 time for every 3 levels that the caster has.
  6. Presence Mirage — Creates a false presence, for the purposes 
  of magical detections, in the area of effect.
  7. Light Glamour — One object (up to 10 lbs per level) has its 
  visual appearance altered for the duration of the spell. Note 
  that no other aspect of the object changes.
  8. Sound Glamour — As Light Glamour, except that the spell 
  changes the sound of an object is altered.
  9.  Strike III — As Strike I, except for the range.
  10. Feel/Taste/Smell Glamour — As Light Glamour, except that 
  the caster can change the feel, smells, or taste of an object. The 
  caster has to decide which to change at the time of casting.
  11. Unpresence I — Target appears to have no presence to 
  magical or mental detections.
  12. Terrain Mirage I — The caster is able to change one aspect of 
  the terrain within the area of effect in one way. The caster gets to 
  designate in what manner the terrain is different. He could make 
  smooth ground feel rocky, rocky ground feel smooth, make an 
  open field look thickly forested, or make an open field sound like 
  a rustling forest, he could make a forest smell like an ocean, etc.  
  13. Mirage True — This spell combines the effects of a Light 
  Mirage, a Sound Mirage, a Smell/Taste Mirage and a Feel 
  Mirage into a single spell.
  14. Strike V — As Strike I, except for the range.
  15. Feel Mirage True — As Feel Mirage, except that it may be 
  struck once for each level that the character has.
  16. Terrain Mirage II — As Terrain Mirage, except that the caster 
  may change one aspect of the terrain for every 5 levels that he 
  has. Thus, if the caster is 16th level, he can change 3 aspects, if 
  he were 20th level, he could change 4 aspects, etc.
  17. Misfeel — For the purposes of magical or mental detections, 
  the target appears to be of any race and profession of the caster’s 
  choosing. The caster is also able to make the target appear to be 
  up to 10 levels more or less powerful than they actually are.
  18. Unpresence V — As Unpresence I, except for the number 
  of targets.
  19. Mass Glamour — As Light Glamour, Sound Glamour, or 
  Feel/Taste/Smell Glamour, except for the number of targets. 
  The caster must select which type of glamour he is using when 
  this spell is cast.
  20. Glamour — As Light Glamour, Sound Glamour, or Feel/
  Taste/Smell Glamour, except that all three spell effects are 
  applied at once.
  25. Unpresence True — As Unpresence I, except for the number 
  of targets.
  30. Misfeel True — As Misfeel, except for the duration.
  50. Glamour True — As Glamour, except for the duration.
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  41
  movement maStery
  1. Run — Allows caster to move at two time normal walking pace 
  (i.e. Run pace). He only expends exhaustion points as if he 
  were walking. Once he stops or performs some other action, 
  the spell is canceled.
  2. Longjump — The caster may jump (from any pace) up to 10’ 
  plus 5’ per level of the caster horizontally, or 5’ plus 2’ per level 
  of the caster vertically. This spell will allow the caster to always 
  land safely from jumps of this distance or less.
  3. Landing — Allows the caster to land safely in a fall up to 20’ 
  per level of the caster; and the caster can take that distance off 
  the severity of any longer fall.
  4. Shadow Steps — Allows the caster to cloak all of his 
  movements in complete silence, so long as he moves no faster 
  than a walking pace.
  5. Underwater Movement — The caster may move underwater as 
  if he were on land.
  6. Balance I — With this spell, the caster gets a +50 bonus to any 
  movement maneuvers performed at a walking pace.
  7. Spider’s Step — The caster can move (at half walking 
  pace) along any solid surface angled up to 90°; so long as 
  he keeps at least a 3-point contact with the surface (e.g., 
  both feet and one hand).
  8. Long Dive — Caster can safely dive through the air up to 
  50’ per level if water deep enough is present (at least 2’ of 
  water per 50’ dived).
  9. Traceless Passing — Caster can move at a walking pace without 
  leaving tracks or other visible signs of his passing.
  10. Spider’s Step True — As Spider’s Step, except caster can move 
  along any surface (including ceilings).
  11. Float — This spell allows the caster to float upon the air. 
  While floating, the caster is at the mercy of the prevailing winds 
  and cannot control any aspect of his flight without access to 
  some other motive force (i.e., pulling along a rope or wall, 
  being towed, etc.).
  12. Spider’s Walk — As Spider’s Step, except caster may move at 
  a normal walking pace and he needs only to maintain a 2-point 
  contact with the wall.
  13. Balance II — As Balance I, except caster may move at two 
  times normal walking pace (i.e., Run pace).
  14. Shadow Landing — Caster will safely fall from any distance 
  99% of the time and will land without making a sound.
  15. Spider’s Run — As Spider’s Walk, except caster can move at 
  two times normal walking pace (i.e., Run pace).
  16. Glide I — Caster can glide like a bird. The product of caster’s 
  altitude and horizontal speed cannot exceed 100’ per round. 
  For example, a caster can glide along at a rate of 5’ per round if 
  he were 20’ off the ground; or he could glide at the rate of 50’ 
  per round is he were 2’ off of the ground. Note that the product 
  must equal 100’ (i.e., the caster cannot choose to have a total 
  less than or more than 100’).
  18. Balance III — As Balance I, except caster can move at three 
  times normal walking pace (i.e., Sprint pace).
  20. Spider’s Walk True — As Spider’s Walk, except caster can 
  move along any surface (including ceilings).
  25. Windwalking — Allows the caster to walk on calm air; 
  movement must be at a constant height (the caster may move 
  vertically, but must do so under his own power - the spell 
  provides no vertical movement capability).
  30. Balance True — As Balance I, except caster can move at any pace.
  50. Movement Mastery — Caster may use any lower level spell 
  from this list once per round.
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  42
  nomenClature maStery
  1. Memorize I — Allows the caster to retain anything he reads or 
  learns as if he had a photographic memory with total recall for 
  the duration.
  2. Text Analysis III — Caster can read text written in an unknown 
  language. The caster reads as though he has rank 3 written 
  in the language. This spell does not convey the sounds of the 
  language, only knowledge of the content of the text.
  3. Learn Language II — This spell cuts study time in half and 
  allows a caster to develop one rank higher in a language than 
  his teacher or book would normally allow.
  4. Vocalize III — Causes any written text to be vocalized aloud 
  in the language in which it is written. It will be heard in the 
  caster’s voice. This spell will only read up to a rank 3 linguistic 
  level. If the text is of a higher rank, any concepts beyond rank 3 
  will be skipped, stuttered over, or incomprehensible. 
  5. Organic Name — Caster learns the “True” name of target non-
  living organic item. This organic item is at -25 to all RRs versus 
  any spell this caster casts on it in the future. The caster can only 
  have one True name per level known (this includes all True 
  names, not just names gained from this spell).
  6. Memorize II — As Memorize I, except for the duration.
  7. Text Analysis V — As Text Analysis III, except a text can be 
  read to Rank 5 of complexity.
  8. Vocalize V — As Vocalize III, except the writing will be read at 
  Rank 5 of complexity.
  9. History — Caster learns the area of origin of target item, the race 
  of the being who made it, and when it was made (within 100 
  years). Also, determines if the item has any cultural or historical 
  significance, but not exactly what those significances are.
  10. Animal Name — As Organic Name, except caster learns the 
  “True” name of target animal.
  11. Learn Language III — As Learn Language II, except caster 
  requires one third the time to learn a language and can learn 
  up to two ranks higher in a language than his teacher or source 
  book would normally allow.
  12. Text Analysis VII — As Text Analysis III, except a text can be 
  read to Rank 7 of complexity.
  13. Vocalize VII — As Vocalize III, except the writing will be read 
  at Rank 7 of complexity.
  14. Inorganic Name — As Organic Name, except the caster learns 
  the “True” name of a non-living inorganic item.
  15. Disguise Name — Caster is able to disguise himself from any 
  attempt to decipher his True name. Any Name spell that targets 
  the caster while this spell is active must make an RR with a 
  special modification of -20 or fail to provide the True name.
  16. Text Analysis X — As Text Analysis III, except a text can be 
  read to Rank 10 of complexity.
  17. Vocalize X — As Vocalize III, except the writing will be read at 
  Rank 10 of complexity.
  18. Creature Name — As Organic Name, except caster learns the 
  “True” name of any target creature. This spell is also used to 
  determine the “True” name of a sentient being.
  19. Learn Language IV — As Learn Language II, except the time 
  required to study is one fourth normal and the caster can learn 
  three ranks higher than normally allowed.
  20. Cryptics — Caster is able to decipher any target code. The 
  caster will be able to translate the code into the original 
  language, but will not be able to decipher any meanings 
  that are not a part of the code. For example, this spell could 
  decipher the message, “The key is in Marty’s pocket,” but 
  it could not identify who Marty was or where he might be 
  located. Alternatively, the caster may cast this spell to encode 
  a message. The encoded message will be nonsense to anyone 
  other than the one target the caster designates at the casting 
  of this spell. If the caster casts this spell on a message encoded 
  with this spell, the target code may make an RR to resist 
  decoding. This spell may only be cast once per coded message 
  (until the caster gains a new rank in this spell list).
  25. Restore Text True — Will restore any text to its original 
  condition so long as at least half of it is present. This will repair 
  any damage other than lost or completely destroyed pages. Any 
  pages that are lost or destroyed will be replaced by a page that 
  is a 75% correct replication of the original page.
  30. Binding Name — Caster binds the target by its “True” name. 
  The caster must know the target’s “True” name through the 
  use of other spells on this list. The target now suffers a special 
  modification of -35 to his RRs versus spells cast by this caster 
  (this replaces the -25 from the spell that acquired the True 
  name). The target must make “Hard” maneuver (modified 
  by Self Discipline bonus) if he ever wishes to move further 
  than 100’ away from the caster or if he wishes to attempt to 
  harm the caster at any future point. If the target fails his RR, 
  the target becomes incapable of action for 1 round per 1% RR 
  failure. An “attempt to harm” is defined as any action that will 
  knowingly cause any harm to the caster.
  50. Change Name — Caster may alter his “True” name. Any such 
  attempt requires a significant life changing dedication, event, 
  or alteration to precede or coincide with the spell casting. If 
  the GM does not deem the change to be significant enough to 
  warrant a change of the caster’s “True” name, then he should 
  cause the spell to automatically fail and roll on the failure 
  chart three times, applying all three results simultaneously. If 
  the Change Name is successful, then the caster is free of any 
  Binding Names, or Name spells previously cast on him.
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  43
  phySICal manIpulatIonS
  1. Ice/Water — Caster can choose to either convert 1 cubic foot of 
  water to ice or vice versa.
  2. Warp — Target wooden object has its form, straightness, and 
  strength ruined. This results in doubling the break number 
  range (to a maximum of 1-10) and halving the original 
  strength (or reliability). The object may not be larger than 1 
  pound per level of caster.
  3. Dust Earth/Wood — Caster instantly transforms 1 cubic foot 
  of earth or wood into a fine, dry powder.
  4. Dust Stone — As Dust Earth/Wood, except affects 1 cubic foot 
  of stone.
  5. Animate Gas — Caster animates 1 cubic foot (per level of the 
  caster) of any gaseous substance within range. For as long as 
  caster concentrates, gas will move as the caster wills at a rate 
  of 1’ per level of caster per round, subject to environmental 
  conditions. If the gas moves beyond a 10’R/lvl of the caster 
  then it is no longer under the caster’s control. The caster 
  may give the gas a last command (such as follow me or move 
  towards the door). After giving a final command, the caster 
  no longer concentrates and the gas will attempt to follow the 
  final command for 1 round/level of the caster (or until the gas 
  moves out of range of the caster).
  6. Rust — All metal on the target object oxidizes at a rate of 1 
  cubic inch per round.
  7. Animate Liquid — As Animate Gas, except affects liquid.
  8. Dust to Stone — Caster is able to convert 1 cubic foot of sand, 
  dirt or dust into a solid stone form. The stone formed will have 
  the same general shape as the original substance did just prior 
  to conversion to stone.
  9. Warp Metal — As Warp Wood, except affects metal objects up 
  to 1 pound per level of the caster.
  10. Bleed — The caster may cause a target living creature to bleed 
  (if applicable). The target begins to bleed at a rate of 1 hit per 
  round per 5% RR failure. For example, if a target fails his RR 
  by 25, he will bleed 5 hits per round for 5 rounds.
  11. Mass Ice/Water — As Ice/Water, except affects up to 10 cubic feet.
  12. Animate Solid — As Animate Gas, except affects 1 cubic inch 
  of solid material per level of the caster.
  13. Shatter — Target inorganic item (up to 1 cubic foot in size) 
  is shattered explosively. All targets within 5’ take an ‘A’ Impact 
  critical and the holder of the object takes a ‘C’ Impact critical.
  14. Lesser Unstone — As Dust Stone, except affects up to 10 cubic 
  feet of stone.
  15. Wither — Target normal plant (shrub size or smaller) 
  instantly dies and withers. Magical plants, large plants, and 
  unusual plants may attempt to resist this spell (with a special 
  modifier of +20).
  16. Lesser Animation — Target Animate spell from this list has 
  its duration increased to 1 minute per level. Caster may give 
  the animated material simple commands and the animated 
  material will attempt to carry out those commands (without 
  the need for the caster to concentrate).
  17. Unmetal — As Dust Earth/Wood, except 1 cubic inch of metal 
  may be affected.
  18. Eternal Lock — Target lock is magically fused shut. The lock 
  may be broken, but it will never unlock.
  19. Shatter True — As Shatter, except object may be up to 3 cubic 
  feet (in size) and all within 10’R take a ‘B’ Impact critical, while 
  the holder takes a ‘D’ Impact critical.
  20. Rot — Target organic creature, plant or object begins to 
  rot. Each round the caster concentrates, the target receives a 
  cumulative —10 penalty to all actions and looses 10% of his 
  current hits. If the target ever leaves the range of this spell, this 
  spell is cancelled (though the damage taken is still applied).
  25. Greater Animation — As Lesser Animation, except for duration.
  30. Petrify — Caster may cause a living or organic target to 
  gradually turn to stone at the rate of 5% of the total mass of 
  the target per round. The effect may be dispelled or removed 
  with a Remove Curse spell; however, the petrified object 
  resists all dispelling attempts at with a special modifier of +20 
  (making it harder to dispel the petrification).
  50. Petrify True — As Petrify, except for duration and the 
  petrified target resists dispelling attempts at +40.
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  44
  SenSeS
  1. Sly Ears — Caster gains double normal hearing. This results in 
  +50 to Perception involving only hearing, +25 to Perception 
  involving hearing and other senses.
  2. Nightvision — Caster can see 100’ on a normal night as if it 
  were daylight. 
  3. Scent — Caster gains an extremely acute sense of smell. This 
  results in +50 to Perception involving only smell, +25 to 
  Perception involving smell and other senses.
  4. Sensory Marker — One location is “marked” so that the caster 
  can find it again later with a Far Sense spell. The marker is 
  automatically located when the caster casts a Far Sense spell if 
  the marker is within range of the Far Sense spell. A marker can 
  be placed on any inanimate object. The caster can only have as 
  many markers as he has levels.
  5. Far Sense I — Caster may designate one of his senses to be used 
  at any “marked” location within range (see Sensory Marker). 
  The caster can use any perception skill he has at the time (e.g., 
  if he is currently under the effects of Nightvision, he will have 
  Nightvision at the marked location). The remote sensory point 
  may be rotated to face any direction. While he is sensing at the 
  marked location, he must remain immobile and concentrate.
  6. Sidevision — Caster has a 300° field of vision. The flank bonus 
  for attacks against the caster is lowered to +5 and the rear 
  bonus is lowered to +15.
  7. Touch — Caster gains extreme tactile sensitivity. This results in 
  a +25 to all actions that depend on the tactile sense (e.g., pick 
  locks, disarm traps, etc.).
  8. Watervision — Caster can see 100’ in any water (including 
  murky water) as if it were daylight.
  9. Darkvision — As Nightvision, except any darkness can be seen 
  through. Also, no light is needed for this spell to work.
  10. Far Sense II — As Far Sense I, except caster may designate up 
  to two senses at the marked location.
  11. Woodsight — Caster can see through wood (up to 1”/lvl).
  12. Lightvision — Caster can see in any brightness of light 
  (including that which would be blinding or glaring). This spell 
  does not work in the absence of light. 
  14. Greater Far Sense I — As Far Sense I, except caster can move 
  (though he must continue to concentrate).
  15. Long Far Sense I — As Far Sense I, except for range.
  16. Stonesight — As Woodsight, except that caster can see 
  through stone.
  18. Greater Far Sense II — As Far Sense II, except caster can 
  move (though he must continue to concentrate).
  19. Ironsight — As Woodsight, except that caster can see through 
  iron (or steel).
  20. Long Far Sense II — As Far Sense II, except for range.
  25. Vision True — As all Vision spells on this list operating at the 
  same time.
  30. Senses True — Caster has the effects of Sly Ears, Scent, Touch, 
  and all Vision spells simultaneously.
  50. Sense Mastery — Caster may use any lower level spell on this 
  list once per round.
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  45
  SymbolISm
  1. Bypass Symbol I — This spell allows the caster to “turn off” the 
  target Symbol I for the duration of this spell. If the Symbol I 
  fails an RR, it cannot be triggered or its constant effects are not 
  active for the duration of this spell. The Symbol’s RR is based 
  on the level of the spell in the Symbol spell (the target’s level) 
  and the level of the Bypass Symbol Spell (the attack level).
  2. Unsymbol I — Caster can remove one Symbol I (an placed 1st 
  level spell). The Symbol’s RR is based on the level of the spell in 
  the Symbol spell (the target’s level) and the level of the Bypass 
  Symbol Spell (the attack level).
  3. Symbol I — Caster can emplace one 1st level spell on any 1 
  given non-mobile stone (see below). Within one minute, the 
  spell to be placed must also be cast (within 10’). The symbol is 
  usually visible, but is only required to be visible if reading is the 
  trigger (see below). 
  • The Symbol must be placed on a slab of stone (block, piece, 
  etc.) weighing at least 2,000 pounds. Only one Symbol may 
  be placed on each continuous slab. The stone may not be 
  moved without dispelling the Symbol. 
  • A Symbol can be triggered by one of the following (decided 
  by caster): time period, specified movements, specified 
  sounds, touch, reading, violent actions in the area, etc. The 
  triggering range is normally 10’ or the range of the placed 
  spell, whichever is larger. 
  • If the spell placed is an attack spell, the attack level is the 
  spell’s level (i.e., for Symbol I that attack level is always 1st 
  level, not the level of the caster). If the spell is an elemental 
  attack, the OB is normally +0. However, the attack can be 
  focused on a location (as opposed to simply the person who 
  triggers the symbol). In this case the OB is +50. 
  • Normally, if the Symbol affects a being or thing (e.g., healing, 
  attacks, etc.), it can be triggered only once per day.
  4. Symbol Extension — Allows the caster to connect one surface 
  or trigger to a symbol that is normally outside of range of 
  the symbol. For example, manipulating a door and lock 
  mechanism in one room could trigger a Light Symbol on the 
  other side of the building, bringing someone to investigate. The 
  distance between the trigger and the symbol can be up to 1 foot 
  per level. Symbol Extension must be in place before the symbol 
  to use it is inscribed or imbedded.
  5. Bypass Symbol III — As Bypass Symbol I, except affects up to 
  a Symbol III.
  6. Unsymbol III — As Unsymbol I, except affects up to a Symbol III.
  7. Symbol III — As Symbol I, except emplaces up to a 3rd level spell.
  8. Bypass Symbol V — As Bypass Symbol I, except affects up to a 
  Symbol V.
  9. Unsymbol V — As Unsymbol I, except affects up to a Symbol V.
  10. Symbol V — As Symbol I, except emplaces up to a 5th level spell.
  11. Bypass Symbol VIII — As Bypass Symbol I, except affects up 
  to a Symbol VIII.
  12. Symbol VIII — As Symbol I, except emplaces up to a 8th level spell.
  13. Unsymbol VIII — As Unsymbol I, except affects up to a 
  Symbol VIII.
  14. Bypass Symbol X — As Bypass Symbol I, except affects up to 
  a Symbol X.
  15. Symbol X — As Symbol I, except emplaces up to a 10th level spell.
  16. Unsymbol X — As Unsymbol I, except affects up to a Symbol X.
  17. Bypass Symbol XIII — As Bypass Symbol I, except affects up 
  to a Symbol XIII.
  18. Symbol XIII — As Symbol I, except emplaces up to a 13th 
  level spell.
  19. Unsymbol XIII — As Unsymbol I, except affects up to a 
  Symbol XIII.
  20. Lord Symbol — As Symbol I, except caster can emplace any 
  spell less than his level.
  25. Inscribe Sign — Allows caster to modify any imbed symbol 
  spell on this list to allow it to be imbedded on a mobile surface. 
  The resulting sign will remain potent until it is triggered. The 
  mobile surface must be non-living and must weigh at least 100 
  pounds. A given spell caster can only have one mobile sign per 
  level of experience (subsequent castings will cause the oldest 
  castings to dispel).
  30. Unsymbol True — As Unsymbol I, except caster can remove 
  any spell of a level less than his own (e.g., a 50th level Runemage 
  could remove a 49th level spell, but not a 50th level spell).
  50. Living Sign — As Inscribe Sign, except target must be a living 
  creature and must weigh at least 50 pounds. The sign will 
  remain potent until triggered. Often these signs are disguised 
  by incorporating them with existing tattoos.
  Note 1: Caster must have as many ranks of Lore: Magical 
  (Symbols) as the level of the Symbol spell he wishes to 
  cast or bypass. Caster must have at least half as many 
  ranks of Lore: Magical (Symbols) as the level spell he 
  wishes to remove.
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  46
  thIevIng law
  1. Gauge Wealth — The caster gets a feeling for how much the 
  target of this spell believes he is worth (i.e., his net worth). Note 
  that this could be drastically different than how much money the 
  target has (as wealth could include land, livestock, etc.).
  2. Weigh Pockets — The caster knows approximately how much 
  “wealth” the target has upon his person.
  3. Mark Target — The caster magically “marks” a target for use 
  with the Locate Target spell. The caster can only have one 
  target marked at a time.
  4. Find Buyer I — Locates the nearest person (within the area of 
  effect; direction and distance) who wants a specific object. The 
  caster must be touching the object at the time this spell is cast.
  5. Locate Target — The caster knows the exact location (direction 
  and distance) of a “marked” target.
  6. Jewel/Metal Assessment — Caster can assess the value of jewels 
  and metals within 10% of actual value. This spell allows him 
  to calculate different values for all the cultures he is familiar 
  with. Note that this spell evaluates the materials only (not the 
  craftsmanship or the magical properties).
  7. Item Assessment — As Jewel/ Metal Assessment, except this 
  spell will take into account the craftsmanship of the item. 
  Magical properties are not evaluated.
  8. Find Buyer II — Locates the nearest person (within the area of 
  effect; direction and distance) who wants a specific object and 
  is willing to acquire it at this time. The caster must be touching 
  the object at the time this spell is cast.
  9. Detect Power — Detects magical power in an item (but not the 
  realm or how much power is in the item).
  10. Item Analysis I — Caster has a 10% chance of determining 
  the enchanted abilities of an object (roll separately for each 
  ability). Once this spell has been cast on an item, it may not be 
  cast on the same item again until the caster has gained a level 
  of experience. 
  11. Find Owner I — The caster knows the location of the owner 
  of a specified object (the caster must be touching the object 
  at the time that this spell is cast). The owner must be within 
  the area of effect. For the purposes of this spell, the owner of 
  an object is defined as someone who has “legal” ownership 
  of the object. The GM must determine what constitutes legal 
  ownership in his world (e.g., the creator, the purchaser of the 
  created item, possessor, etc.).
  12. Find Buyer III — Locates the nearest person (within the area 
  of effect; direction and distance) who wants a specific object, is 
  willing to acquire it at this time, and is willing to acquire it in a 
  non-violent fashion. The caster must be touching the object at 
  the time this spell is cast.
  13. Assessment True — As Item Assessment, except that any item 
  can be assessed (e.g., livestock, houses, boats, etc.).
  14. Significance — Determines if the item examined has any 
  cultural or historical significance (but not exactly what the 
  significance is).
  15. Find Owner II — As Find Owner I, except for area of effect.
  16. Find Buyer IV — Locates the nearest person (within the area 
  of effect; direction and distance) who wants a specific object, is 
  willing to acquire it at this time (in a non-violent fashion), and 
  is willing to pay the best price. The caster must be touching the 
  object at the time this spell is cast.
  18. Origins — Gives the area of origin of the item, the race of the 
  being who created it, and when it was made (within 100 years).
  19. Find Owner III — As Find Owner I, except for area of effect.
  20. Owner Vision — Caster gets a visual image of the owner 
  of an item.
  25. Item Vision — Gives a vision of a significant event in the 
  item’s past.
  30. Origins True — As Origins, except it gives the exact place of 
  origin, the being who made it, and when it was made.
  50. Find Owner True — As Find Owner I, except for area of effect.
  Note 1: The GM must decide what constitutes ownership in 
  his world (perhaps different standards for various cultures).
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  Warding Mastery Note 1: All wards from this list require the 
  caster to prepare the appropriate ward sign at the center of 
  effect, or else at the either end of the line of effect. A ward sign 
  is a magical design that may be inscribed on any surface. The 
  appropriate tools to inscribe, draw, paint, etc. must be used 
  in order to create the ward sign. If a ward is cast with a single 
  ward sign, the ward has an area of effect equal to the 1’R per 
  level of the caster. A ward may be cast between two signs. If 
  created in this fashion, the ward has an effective area between 
  two signs. The distance between two signs is limited to 2’ per 
  level of the caster and it is 10’ high and 1’ thick.
  Warding Mastery Note 2:  Each ward sign is unique to 
  a specific ward and can only be used for the appropriate 
  ward. To create the ward sign, the caster must have an 
  equal number of ranks in the Lore: Magical (Wards) 
  skill as the level of the ward spell for which he wishes to 
  create a ward sign. A caster must spend an amount of 
  time in the creation of the appropriate ward sign equal 
  to 1 round per level of the ward sign.
  
  47
  wardIng maStery
  1. Research Ward — Allows the caster to research special ward spells 
  to be used with this list. In addition, the caster receives a special 
  bonus of +25 to his next Lore: Magical (Wards) maneuver. 
  2. Detect Ward — Allows the caster to detect all active wards 
  within the area of effect. The caster can move the area of 
  effect each round.
  3. Alarm Ward — When cast on a properly prepared ward this 
  spell will sound an alarm when a specified set of circumstances 
  occur within the area of effect. The alarm may be silent (only 
  the caster will be aware, at a range of 100’ per level of caster) or 
  audible (everyone will hear an alarm will sound), as dictated 
  at the time of casting. An alarm may either sound for as long 
  as the specified circumstance exists, or it can be set to sound 
  for up to 1 minute per level of the caster before returning to a 
  dormant and watchful state.
  4. Sense Ward — When cast on a properly prepared ward sign(s) 
  this spell will prevent the use of one designated sense through 
  the area of effect. The sense must be decided at the time the 
  ward sign is prepared. If the caster spends double the normal 
  number of PPs required by this spell, he may add an additional 
  sense that is blocked by this spell. For each increment of 
  normal PPs spent, another sense may be blocked. For example, 
  if 16 PPs are spent, four senses could be blocked. Note that for 
  each extra sense blocked, this spell is treated as being one level 
  higher (for the purposes of the Lore: Magical (Wards) skill).
  5. Lesser Animal Ward — When cast on a properly prepared ward 
  sign(s) this spell will attempt to prevent the passage of animals 
  into or through the area of effect. Any animal that attempts to 
  travel through this area will go elsewhere unless it makes an RR 
  (with a special modifier of -20) versus the level of the caster. An 
  animal may be forced into the area, but it will fight and struggle 
  against this as much as it is able. Any animal forces past the ward 
  will suffer a -25 to all actions while in the protected area.
  6. Lesser Undead Ward — As Lesser Animal Ward, except affects 
  lesser spirits of the dead (Class I, II, and III).
  7. Lesser Demon Ward — As Lesser Animal Ward, except affects 
  lesser demons (Type I, II, and III).
  8. Lesser Essence Ward — As Sense Ward, except prevents the 
  casting of Essence spells through the area of effect. All Essence 
  spells must first resist versus the level of the ward or else be 
  canceled. Active spells that pass through the area of effect must 
  make a RR or else be dispelled.
  9. Lesser Mentalism Ward — As Lesser Essence Ward, except 
  prevents the use of Mentalism spells.
  10. Lesser Channeling Ward — As Lesser Essence Ward, except 
  prevents the use of Channeling spells.
  11. Multiple Ward — Allows the caster to combine multiple 
  wards into one properly prepared ward sign. The caster must 
  cast all of the wards involved immediately after this spell 
  (within 2 minutes).
  12. Lesser Barrier Ward — As Sense Ward, except prevents all 
  creatures from passing into or through the area of effect. Any 
  creature that attempts to pass through the area of effect must 
  make a -20 RR or be blocked from passing through the area. This 
  spell does not have any effect on Class IV, V, and VI undead, nor 
  does it have any effect on Type IV, V, and VI demons.
  13. Greater Animal Ward — As Lesser Animal Ward, except 
  animals must make a -40 RR.
  14. Greater Undead Ward — As Greater Animal Ward, except 
  Class I, II, and III undead must make a -40 RR and Class IV, V, 
  and VI undead must make a normal RR.
  15. Conceal Ward — Allows caster to turn the ward signs of any 
  ward invisible. The ward is still detectable by a Detect Ward spell.
  16. Greater Demon Ward — As Greater Animal Ward, except 
  Type I, II, and III demons must make a -40 RR and Type IV, V, 
  and VI demons must make a normal RR.
  17. Greater Essence Ward — As Lesser Essence Ward, except for 
  duration.
  18. Greater Mentalism Ward — As Lesser Mentalism Ward, 
  except for duration.
  19. Greater Channeling Ward — As Lesser Channeling Ward, 
  except for duration.
  20. Greater Barrier Ward — As Lesser Barrier Ward, except any 
  creature attempting to pass through the area of effect must 
  make a -40 RR. Class IV, V, and VI undead and Type IV, V, and 
  VI demons resist at 10.
  25. Lord Research — See Spell Law, Section 5.4 on p. 62.
  30. Defensive Ward — Caster may enchant one ward to have 
  an additional defense versus the ward’s target creature type. 
  Whenever the designated creature attempts to pass through the 
  area of effect, in addition to the normal effects of the ward, the 
  ward delivers an ‘E’ Impact critical if it enters the area of effect 
  (regardless of the creatures resistance roll).
  50. Ward True — When this spell is cast on any lower level 
  ward, the target ward will have its duration increased to 1 
  day/level of the caster.
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  48
  warrIor’S enhanCementS
  1. Battle Awareness I — Caster may make a Perception maneuver 
  with a special modification of +25. This maneuver is granted 
  by this spell and requires no separate action to be declared.
  2. Nightvision — Caster can see 100’ on a normal night as if it 
  were daylight.
  3. Sidevision — Caster has a 300 degree field of vision. The flank 
  bonus for attacks against the caster is lowered to +5 and the 
  rear bonus is lowered to +15.
  4. Watervision — As Nightvision, except the caster can see 100’ in 
  even murky water.
  5. Battle Awareness II — As Battle Awareness I, except bonus to 
  the maneuver is +50.
  6. Waterlungs — Caster can breathe water but not air.
  7. Swimming — Target can swim without expending energy (i.e., 
  will expend no exhaustion points).
  8. Gasvision — As Nightvision, except the caster can see 100’ in 
  smoke, fog, rain, or any gas that would normally impede vision.
  9. Gaslungs — Caster can breathe any gas as normal air.
  10. Darkvision — As Nightvision, except that any darkness can be 
  seen through. Also, no light is needed for this spell to work.
  11. Resist Poison — Delays the effect of a poison on the caster. If 
  poison is not eliminated before the spell expires, the caster will 
  be affected by the poison at that time.
  12. Water Maneuvering — As Swimming, except the caster can 
  also perform any maneuvers (including melee combat) as 
  though he were on dry land.
  13. Changing Lungs — As Waterlungs, except caster can breathe 
  water, air, and/or any gas at will.
  14. Ignore Pressure — Caster can ignore the effects of high 
  pressures such as those found deep under water.
  15. Fire Maneuvering — Caster and his equipment are immune 
  to the effects of normal (non-magical) fire for the duration. He 
  may perform any movement or maneuvers as normal.
  17. Water Dwelling — Combines the effects of Watervision, 
  Waterlungs, and Water Maneuvering.
  18. Airless Lungs — Caster does not need to breathe to survive 
  for the duration.
  19. Fire Dwelling — Combines the effects of Gasvision, 
  Gaslungs, and Fire Maneuvering.
  20. Ignore Vacuum — Caster and his equipment are immune to 
  the effects of airless environments for the duration. This spell 
  gives the caster a +50 RR versus vacuum attacks. Note that this 
  spell does not confer any protection against the heat or cold of 
  the vacuum of space.
  25. Temperature Resistance — Caster and his equipment can 
  ignore the effects of any natural (non-magical) temperatures.
  30. Water Dwelling True — As Water Dwelling except for duration.
  50. Changing Environment — Caster can survive comfortably 
  and move and maneuver as normal in any of the hostile 
  environments the lower level spells on this list protect against.
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  49
  warrIor’S weapon
  1. Blade I — Caster enchants a melee weapon which is to become 
  his “Warrior’s Weapon.” This spell grants the weapon a +5 
  magic bonus. Anyone other than the caster who attempts to 
  utilize this weapon will receive a penalty to its use equal to the 
  bonus it gives the caster.
  2. Bladelight — Causes the warrior’s weapon to glow with light. 
  This light may be varied by the caster from as bright as a torch 
  to as dim as a candle.
  3. Jolting Blade — Caster’s warrior weapon is charged with 
  electrical energy for the duration of this spell. Whenever 
  the caster gets a critical result with the weapon it does an 
  additional ‘A’ Electricity critical. Alternatively, throughout 
  the duration of this spell, the caster may elect to shoot this 
  electrical energy in the form of a shock bolt with a maximum 
  range of 50’ (which immediately ends this spell). The caster 
  may develop skill in shooting this bolt.
  4. Throw — Caster may throw his weapon for the duration with a 
  maximum range equal to his strength bonus x10 in feet (with a 
  minimum of 30’). The weapon attacks on its normal table with 
  the following modifications:
  up to one tenth maximum range......................... +10
  up to quarter maximum range.............................. +0
  up to half maximum range................................... -40
  up to maximum range ......................................... -70
  5. Blade Store — Caster may store one spell on his weapon. No 
  other spell may be cast while one is stored. This spell costs the 
  same amount of PPs as the spell to be stored.
  6. Blade II — As Blade I, except warrior’s weapon becomes a +10 
  magic weapon.
  7. Rejoining — Caster is able to repair any damage to his 
  weapon. Caster is able to rejoin a broken portion of up to 
  1 linear inch per level.
  8. Flaming Blade — As Jolting Blade, except can inflict up to an 
  ‘A’ Heat Critical. The caster may elect to throw a firebolt with 
  a maximum range of 100’. The caster may develop skill in 
  shooting this bolt.
  9. Return Blade — Caster’s weapon will fly through the air to 
  return to the caster’s hand at the rate of 100’ per round. If the 
  weapon is restrained it cannot break free, but if someone is 
  holding it they must make a hard strength maneuver to not 
  lose his grip on the weapon.
  10. Missile Parry — Caster is able to use his full weapon OB as a 
  parry against missile attacks for the duration of this spell.
  11. Blade III — As Blade I, except warrior’s weapon becomes a 
  +15 magic weapon.
  12. Body Sheath — Caster “absorbs” one warrior weapon, and 
  reproduces it at need (by recasting this spell each time the weapon 
  is sheathed or unsheathed). The mass and weight of the weapon 
  are added to the caster’s mass while the weapon is sheathed.
  14. Return Blade True — As Return Blade, except weapon returns 
  to caster’s hand, via teleport, from any place, up to 1mile away 
  per level of caster.
  15. Power Strike — Caster causes his weapon to build up 
  concussive energy. If the next strike made with the weapon 
  results in a critical, an extra Impact critical of one less severity 
  is inflicted (treat an ‘A’ critical as an ‘A’ critical -25).
  16. Spell Cleaver — Caster’s next successful strike against any 
  enchanted item, weapon, etc, causes the item to make an RR 
  versus the caster’s level (with a special modification of -20) or 
  the embedded spells are dispelled.
  17. Blade IV — As Blade I, except warrior’s weapon becomes a 
  +20 magic weapon.
  18. Lightning Blade — As Jolting Blade, except can inflict up to a 
  ‘C’ Electricity critical. The caster may elect to throw a lightning 
  bolt with a maximum range of 150’. The caster may develop 
  skill in shooting this bolt.
  19. Weapon Cleaver — Causes caster’s weapon to be a “Cleaving” 
  weapon. When a foe’s weapon successfully parries its attack, the 
  defending weapon must check for breakage. The strength of the 
  caster’s weapon is subtracted from the foe’s breakage check.
  20. Shaped Strike — Caster causes his weapon’s next attack to be 
  made on the attack table of the caster’s choice.
  25. Death Strike — If caster’s next attack, which must be made 
  within 2 rounds, inflicts a critical, it does an additional ‘E’ 
  critical of the caster’s choice. The spell fades if the attack is not 
  made within the time limit.
  30. Dancing Weapon — Caster’s weapon will “dance” for the 
  duration of this spell. The caster must fight with the weapon 
  for one round prior to letting the weapon “dance.” The weapon 
  will have an OB of half the caster’s normal OB. It has an AT 
  of 20, a DB of +0, and can take 5 hits per level of the caster 
  (before this spell is dispelled). Once this spell is cast, the sword 
  will not stop attacking until it is dispelled or the duration ends.
  50. Slaying Strike — Caster may roll any criticals he inflicts with 
  his Warrior Weapon this round on the Slaying column of 
  the Large Creature Critical Strike Table. If the target is Super 
  Large, the caster rolls on the Slaying column of the Super Large 
  Critical Strike Table.
  Note 1:  A given caster can only have one weapon enchanted 
  through the spells on the list. If that weapon is ever lost or 
  destroyed, that caster will suffer a penalty of -25 to all actions 
  for two weeks (after which, he can enchant a new weapon).
  Note 2: All of the spells on this list deal directly with the 
  “Warrior’s Weapon” and will only work when used with one.
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  50
  wIll of the warrIor
  1. Concentration I — Adds +10 to any one maneuver. No other 
  action can be performed the round this maneuver is resolved.
  2. Extended Endurance I — While this spell is in effect, the caster 
  only expends two-thirds of the normal exhaustion points for 
  any actions he performs.
  3. Stun Relief I — Caster is relieved of one round’s worth of 
  accumulated stun.
  4. Unpain I — Caster is able to sustain an additional 25% of his 
  total concussion hits before passing out. Hits are still taken and 
  remain when the spell lapses.
  5. Concentration II — As Concentration I, except bonus is +20.
  6. Extended Endurance II — As Extended Endurance I, except 
  the caster only expends O of the normal exhaustion points.
  7. Stun Relief II — As Stun Relief I, except 2 rounds of stun 
  are relieved.
  8. Ignore Wound I — Cuts the maneuver penalty from any one 
  wound in half for the duration of the spell.
  9. Unpain II — As Unpain I, except 50% additional hits may be 
  sustained.
  10. Interrogation Resistance — Caster gains a +50 to RRs versus 
  interrogation and +50 to RRs versus mind reading spells the 
  caster is aware of.
  11. Concentration IV — As Concentration I, except bonus is +40.
  12. Moment of Clarity — Caster can ignore all penalties and 
  accumulated stun rounds from all wounds he has taken 
  for 1 round. He may also ignore any penalties for the total 
  concussion hits he has taken.
  13. Extended Endurance III — As Extended Endurance I, except 
  the caster only expends half of the normal exhaustion points.
  14. Unstun — Caster can ignore all stun rounds incurred from 
  any one wound.
  15. Unpain III — As Unpain I, except 75% additional hits may be 
  sustained.
  16. Ignore Elements — Caster is unaffected by natural extremes 
  of temperature. He may move about comfortably in the hottest 
  desert (200° Fahrenheit) or the coldest arctic waste (-100° 
  Fahrenheit) in only light clothing.
  17. Ignore Wound II — As Ignore Wound I, except that the 
  penalty is reduced by 75%.
  18. Concentration V — As Concentration I, except bonus is +50.
  19. Focus — Caster gains a +20 bonus to all maneuvers he 
  attempts that bring him closer to a goal he sets at the time of 
  casting. This goal must be attainable in the spells duration. 
  Once the goal is set, the caster will be reluctant to perform any 
  action that does not carry him closer to his goal.
  20. Unpain IV — As Unpain I, except 100% additional hits may 
  be sustained.
  25. Extended Endurance IV — While this spell is in effect, 
  the caster expends no exhaustion points for any actions he 
  performs.
  30. Ignore Wound III — As Ignore Wound I, except that the 
  penalty is reduced by 90%.
  50. Warriors Will True — For the duration, caster cannot be 
  stunned, takes no maneuver penalties from wounds, and 
  expends no exhaustion points. At the end of the spell, the 
  caster goes unconscious for 1 hour for every round the 
  spell was in effect.
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  51
  mentalISm Spell lIStS
  10. Cyclonic Blast — Caster shoots forth a ball of compressed air 
  that bursts upon reaching its target, attacking everybody within 
  a 20’ radius. Results are determined on the Cold Ball attack 
  table and all criticals are Impact criticals.
  11. Air Dart III — As Air Dart, except that it is resolved on 
  the Ice Bolt table.
  12. Solid Air Shield — Creates a shimmering shield of 
  solidified air 1’ around the caster. This provides a bonus 
  of 100 to the character’s DB against all physical and 
  elemental attacks as long as he is concentrating. When not 
  concentrating, the modifier to DB is only 20.
  13. Solid Air Dome — Creates a shimmering dome of solidified 
  air. The dome has a 10’ radius and completely encloses the area. 
  Treat the effects the same as the Solid Air Wall.
  14. Dust Devil IV — The caster creates a small dust devil (i.e. 
  cyclone) that races out and strikes a target, delivering a “D” 
  Unbalancing critical to a target who does not resist it.
  15. Crushing Bands — As Holding Bands, except that the bands 
  deliver an “A” Krush critical each round.
  16. Air Dart IV — As Air Dart, except that it is resolved on the 
  Fire Bolt table.
  17. Solid Air Wall True — As Solid Air Wall, except for the duration.
  18. Dust Devil V — The caster creates a small dust devil (i.e. 
  cyclone) that races out and strikes a target, delivering an “E” 
  Unbalancing critical to a target who does not resist it.
  19. Solid Air Shield True — As Solid Air Shield, except for 
  the duration.
  20. Air Dart V — As Air Dart, except that it is resolved on the 
  Lightning Bolt table.
  25. Crushing Bands True — As Crushing Bands, except that the 
  bands deliver an “E” Krush critical each round.
  30. Air Dart True — As Air Dart V, except that the attack may 
  make as many turns as possible, even going through openings 
  as small as 6” in radius in order to reach its target. The caster’s 
  OB is halved when using this spell. And the target gains no 
  benefits (i.e. no DB) from cover, position, shield or other things 
  that do not provide all around coverage.
  50. Air Mastery — Caster may freely use any lower level spell 
  from this list each round.
  Note: Any Air Darts that do a secondary critical will do 
  an Unbalancing critical as the secondary critical.
  aIr maStery
  1. Focused Wind — If the target fails his RR, he is buffeted by 
  strong winds as long as the character concentrates. This gives 
  the target a -20 modifier to all actions.
  2. Dust Devil — The caster creates a small dust devil (i.e. 
  cyclone) that races out and strikes a target, delivering an “A” 
  Unbalancing critical to a target who does not resist it.
  3. Air Dart — Caster shoots bolt of compressed air from the palm 
  of his hand. The results are determined on the Shock Bolt table, 
  using Impact criticals.
  4. Holding Bands — Caster envelopes the target with shimmering 
  bands of compressed air that immobilize him. Target may 
  make a Very Hard Strength maneuver each round. Success 
  means that he may act normally. Failure means that he is 
  restricted to only 20% of his normal activity.
  5. Dust Devil II — The caster creates a small dust devil (i.e. 
  cyclone) that races out and strikes a target, delivering a “B” 
  Unbalancing critical to a target who does not resist it.
  6. Walk on Air — Target can walk on air as if on solid ground, 
  he may not move any faster than a walk. This only allows for 
  horizontal movement, vertical movement must be achieved 
  through other means.
  7. Air Dart II — As Air Dart, except that it is resolved on the 
  Water Bolt table.
  8. Solid Air Wall — Caster creates a shimmering, transparent 
  wall of highly compressed air. All attacks (against DB) through 
  the wall are at -100. Spell attacks are at -50.  Attempts to move 
  through the wall require a Very Hard Strength based maneuver 
  and take 1 round to complete. Light based attacks are totally 
  immune to this, and not affected at all by the wall.
  9. Dust Devil III — The caster creates a small dust devil (i.e. 
  cyclone) that races out and strikes a target, delivering a “C” 
  Unbalancing critical to a target who does not resist it.
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  52
  anImal wayS
  1. Animal Sleep I — Puts any animal (i.e. non-humanoid) to sleep; 
  will not affect enchanted creatures or “intelligent” animals.
  2. Animal Healing I — Completely heals any one animal that 
  weighs 10 lbs or less of all damage
  3. Animal Tongues — Allows caster to understand and “speak” 
  the language of any 1 animal species.
  4. Animal Sleep III — As Animal Sleep I, except that it will affect 
  up to 3 animals.
  5. Animal Mastery I— Allows the caster to control the actions of 
  any one animal.
  6. Animal Healing II — As Animal Healing I, except that the 
  animal may be up to 500 lbs in weight.
  7. Animal Empathy — Caster can understand and/or visualize the 
  thoughts and emotions of any one animal.
  8. Animal Summons I — Caster can summon any 1 animal 
  within radius; as long as they concentrate, caster controls 
  the animal. The animal is random representative of the 
  specified species.
  9. Animal Sleep X — As Animal Sleep I, except that it will affect 
  up to 10 animals.
  10. Animal Mastery III — As Animal Mastery I, except that the 
  caster can control 3 animals.
  11. Animal Lifegiving — Caster restores “soul” to any one animal 
  that has been dead less than one hour per level of caster. It will 
  take the animal 20x the period that it was dead to fully recover 
  its strength and vitality. Treat the animal as if it were at —100, 
  with the penalty decreasing steadily over the recovery period.
  12. Animal Summons III — As Animal Summons I, except that 3 
  animals may be summoned. The caster may have all 3 be of the 
  same species or have each one be a different species.
  13. Animal Tongues True — Allows the caster to understand and 
  “speak” the language of all animals within a 1 mile radius.
  14. Animal Mastery V — As Animal Mastery I, except that the 
  caster can control 5 animals.
  15. Animal Healing III — As Animal Healing I, except that the 
  animal may be up to 2,000 lbs in weight.
  16. Animal Summons V — As Animal Summons III, except that 5 
  animals may be summoned. 
  17. Animal Lifegiving II — As Animal Lifegiving, except that 
  the animal may have been dead for up to 1 day per level of the 
  caster, and the recovery period is equal to the amount of time 
  the animal has been dead.
  18. Animal Healing IV — As Animal Healing I, except that the 
  animal may be up to 10,000 lbs in weight.
  19. Animal Sleep True — As Animal Sleep I, except that it will 
  affect up to 1 animal per level of the caster.
  20. Animal Summons X — As Animal Summons III, except that 
  10 animals may be summoned. 
  25. Animal Healing True — As Animal Healing I, except that the 
  animal may be of any weight.
  30. Animal Lifegiving True — As Animal Lifegiving, except 
  that the animal may have been dead for any length of time, 
  and it requires no recovery time to fully regain its strength 
  and vitality.
  50. Animal Summons True — As Animal Summons I, except that 
  the caster may summon 1 animal per his level.
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  53
  aSSaSSInatIon maStery
  1. Conceal Object I — Target object (no larger than a dagger) is 
  camouflaged to appear as part of the caster’s clothing or skin. 
  This is an illusion to all senses (including feel), and can be 
  detected as an illusion. The object will remain concealed until 
  taken from the location, or the duration expires.
  2. Study Patsy — [RR Mod: -50] When this spell is cast on a 
  person, it remains active for 24 hours. After 24 hours has 
  passed (but before another 24 hours has passed), the caster 
  must cast this spell again on the same person. During the time 
  the spell is active, it is recording information concerning the 
  activities of the person. When the spell is cast the second time, 
  the information about those activities is revealed to the caster. 
  This information is used for spells later on this list and spells 
  on other lists (see the Misdirections and Disguise Mastery spell 
  lists). The caster can only have one “patsy” studied at a time.
  3. Well-Aimed Attack I — The next attack made by the caster (within 
  one minute of casting this spell), receives a bonus of +25.
  4. Open Ambush I — If the next attack made by the caster 
  (within one minute of casting this spell) gets a “flank” or “rear” 
  bonus, he may use his Ambush skill with a bonus of +1 (even if 
  the target is aware of the caster). 
  5. Targeting I — After this spell is cast (within one minute of 
  casting this spell), the caster may fire a missile weapon at a 
  non-moving target (or at a target that is moving predictably). 
  The roll to resolve any resulting critical may be modified up or 
  down by 1 (as if using the Ambush skill).
  6. Create Evidence I — Caster may cast this spell to create one 
  piece of physical evidence (non-mobile) that implicates the 
  currently studied patsy (see Study Patsy). This could include 
  a fingerprint, a footprint, etc (but must be something that 
  cannot normally be moved from the scene of the crime). The 
  evidence should be treated as circumstantial (i.e., a good alibi 
  might get the patsy off the hook).
  7. Concealed Object II — As Concealed Object I, except will 
  affect an object up to a sword in size.
  8. Well-Aimed Attack II — As Well-Aimed Attack I, except bonus 
  is +50.
  9. Open Ambush II — As Open Ambush I, except the 
  modification is +2.
  10. Targeting II — As Targeting I, except the modification is +2.
  11. Lightning Reactions — Caster gets a bonus of +10 to his 
  initiative roll(s) this round.
  12. Create Evidence II — As Create Evidence I, except two pieces 
  of evidence are created; one piece of evidence is incriminating 
  (i.e., patsy will need more than a good alibi).
  13. Well-Aimed Attack III — As Well-Aimed Attack I, except 
  bonus is +75.
  14. Open Ambush III — As Open Ambush I, except the 
  modification is +3.
  15. Targeting III — As Targeting I, except the modification is +3.
  16. Concealed Object True — As Concealed Object I, except 
  object may be of any size (so long as the largest dimension of 
  the object is smaller than the caster).
  17. Study Victim — As Study Patsy, except the information it 
  gathers is required for use with the Slaying Attack spells later 
  on this list.
  18. Create Evidence III — As Create Evidence I, except three 
  pieces of evidence are created; two of which are incriminating.
  19. Well-Aimed Attack True — As Well-Aimed Attack I, except 
  bonus is +100.
  20. Slaying Attack — The next attack made (within one 
  minute of casting this spell) against the currently Studied 
  victim (see the 17th level spell on this list) will be resolved as 
  a slaying attack. The attack must occur before the duration 
  of this spell is up.
  25. Open Ambush True — As Open Ambush I, except the 
  modification is +5.
  30. Targeting True — As Targeting I, except the modification is +5.
  50. Slaying Attack True — As Slaying Attack, except all attacks 
  made against the victim will be resolved as slaying attacks (for 
  the duration of the spell).
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  54
  beaStmaStery
  1. Locate Animals — Allows the caster to locate the members of 
  any 1 species of animal within the radius or to find out what 
  species are within the radius, but not their location. The caster 
  chooses which to do when the spell is cast.
  2. Befriend Animal — Target animal will act friendly to the caster 
  for the duration. It cannot automatically understand him, and 
  it will not fight for him. This spell does not allow the caster to 
  control the animal either.
  3. Turn Animal — Caster causes target animal to flee the caster 
  until it is at least 1 mile away.
  4. Animal Bond I — The caster forms a strong bond with an 
  animal. It will fight for, kill for, and even die for the caster. The 
  caster can, by concentrating, mentally communicate with, and 
  even view the world through the animal’s senses so long as the 
  animal is within 50’ per level of the caster. Should the caster or 
  animal die, the other will be at -25 to all actions for two weeks. 
  The only limitation on this spell is that the target must be of 
  animal intelligence or less. This spell takes one full hour to cast.
  5. Befriending I — All animals within the radius will act friendly 
  towards the caster as long as he concentrates. This does not 
  allow the caster to control the animals.
  6. Call Bond Animal — Caster can summon any one of his 
  Bonded animals within range and it will try to come to him.
  7. Bond Extension — Using this spell, the range of the Bond is 
  extended to 100’ per level of the caster for the duration.
  8. Animal Bond II — As Animal Bond, except that 2 animals 
  may be bonded to the caster. This spell must be cast on both 
  animals, even if one of the animals is already bonded.
  9. Turn Animal V — As Turn Animal, except that it will affect up 
  to 5 animals.
  10. Unbond — Caster removes the bond between himself and 
  one animal. The animal will act as if under the spell, Befriend 
  Animal, for one day and then return to its natural state.
  11. Animal Bond III — As Animal Bond II, except that 3 animals 
  may be bonded to the caster.
  12. Befriending V — As Befriending, except for the radius.
  13. Bond Extension II — As Bond Extension, except that the 
  range is extended to 500’ per level of the caster.
  14. Turn Animal X — As Turn Animal, except that it will affect up 
  to 10 animals.
  15. Animal Bond IV — As Animal Bond II, except that 4 animals 
  may be bonded to the caster.
  16. Bond Extension III — As Bond Extension, except that the 
  range is extended to 1,000’ per level of the caster.
  17. Befriending X — As Befriending, except for the radius.
  18. Turn Animal XX — As Turn Animal, except that it will affect 
  up to 20 animals.
  19. Befriending True — As Befriending X, except for the duration.
  20. Animal Bond V — As Animal Bond II, except that 5 animals 
  may be bonded to the caster.
  25. Turn Animal True — As Turn Animal, except that it will affect 
  up to 1 animal per level of the caster.
  30. Animal Bond True — As Animal Bond II, except that the 
  caster may bond with up to 1 animal per caster’s level.
  50. Bond Extension True — As Bond Extension, except that the 
  range is extended to 1 mile per level of the caster.
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  55
  Combat
  1. Fluid Combat — Caster’s movements and actions become 
  more fluid, granting him a +5 bonus to both OB and DB.
  2. Staggering Blow — All successful attacks deal an 
  additional +10 hits of damage. A successful attack is any 
  attack that does damage.
  3. Armored Crit — Caster is treated as if he were wearing a helm 
  and greaves for the purpose of conditional damage received 
  from criticals.
  4. Savage Crit — Add +5 to all critical rolls made by the caster.
  5. Fluid Combat II — As Fluid Combat, except the bonus is +10.
  6. Deflect Ranged — Caster can deflect any one incoming 
  missile, thrown weapon, or elemental bolt. The incoming 
  attack receives a -50 modifier and must be within the 
  caster’s field of vision.
  7. Multi-Strike — The caster can make 2 attacks each round for 
  the duration. Each attack receives a -50 modifier.
  8. Improved Critical — Caster may select one aspect of critical 
  damage that is improved by 1 step on any critical containing 
  that aspect that he delivers within the duration. The caster 
  must select the aspect when the spell is cast.
  9. Fluid Combat III — As Fluid Combat, except that the 
  bonus is +15.
  10. Deflect Ranged II — As Deflect Ranged, except that a single 
  attack receives a -75 modifier or 2 incoming attacks receive a 
  -25 modifier.
  11. Staggering Blow II — As Staggering Blow, except an 
  additional +20 hits of damage is dealt.
  12. Fluid Combat IV — As Fluid Combat, except that the 
  bonus is +20.
  13. Armored Crit II — As Armored Crit, except that the caster is 
  always considered to be wearing the best possible armor against 
  conditional damage regardless of his actual armor worn. 
  14. Savage Crit II — As Savage Crit, except that +10 is added to 
  all critical rolls made by the caster.
  15. Deflect Ranged III — As Deflect Ranged II, except one attack 
  receives a -100 modifier, or 2 attacks receive a -50, or 3 attacks 
  receive a -25.
  16. Fluid Combat V — As Fluid Combat, except that the 
  bonus is +25.
  17. Multi-Strike II — Caster is able to make 3 attacks per round 
  with a -50 modifier OR make 2 attacks per round with a -25 
  modifier. Caster must decide which while casting the spell as he 
  may not change back and forth from one to the other.
  18. Improved Critical II — As Improved Critical, except that 
  two aspects may be improved by one degree or one aspect 
  may be improved by two degrees. This must be decided 
  upon at time of casting.
  19. Fluid Combat VI — As Fluid Combat, except that the 
  bonus is +30.
  20. Deflect Ranged True — As Deflect Ranged, except that all 
  non-friendly ranged attacks within the caster’s field of vision 
  receive a -50 modifier.
  25. Fluid Combat True — As Fluid Combat, except that the 
  bonus is +50.
  30. Multi-Strike True — Caster is able to make 4 attacks per 
  round with a -50 modifier, or 3 attacks per round with 
  a -25 modifier, or 2 attacks per round with no modifier. 
  Caster must select which at the time of casting and may 
  not change back and forth.
  50. Combat True — Caster may freely use any one lower level 
  spell from this list at a rate of one spell per round.
  Note 1: Conditional Damage is damage inflicted by a 
  critical that is based on the type of armor worn. 
  Note 2: Critical aspects that can be improved include 
  stun, bleeding, and maneuver penalties. Increasing 
  Stun a single step adds 1 more round of stun to that 
  delivered by the critical. Increasing Bleeding by 1 
  step adds 1 more hit per round. Increasing maneuver 
  penalties s single step means increases those 
  penalties by 5 (i.e. -25 becomes -30.
  Note 3: Only a single instance of the Improved Critical 
  spell may be active at one time. 
  Note 4: The Multi-Strike spells require 100% activity to 
  perform the strikes, regardless of how many attacks the 
  character actually makes in a round.
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  56
  CryStal wayS
  1. Create Crystal — Caster creates a small crystal that may be 
  used with other spells on this list.  At the end of the duration, 
  the crystal will turn black and crumble to dust. The created 
  crystal has a maximum size of about 3” long and about 1/2” in 
  diameter, and is pointed at both ends.
  2. Crystal Light — Causes a crystal to glow, illuminating up to a 
  50’ radius. The caster may spend one round in concentration to 
  adjust the illumination  
  3. Minor Crystal Focus — Caster enchants ones of his created 
  crystals to use as a focus for casting other spells. This grants 
  him a +5 to all spell casting for the caster, it will not work for 
  anybody else. If the crystal is one that the caster created, its 
  duration is changed to permanent. This is a personal bond to 
  the crystal, and the caster may not have more than 1 crystal 
  focus in existence at a time.
  4. Shard — The caster causes a crystal to shoot forth from his palm. 
  It attacks on the Shock Bolt table and does Puncture criticals.
  5. Crystal Ears — Caster attunes himself so that he can move 
  his point of hearing to any one crystal within the range of 
  this spell. Caster may split his hearing between both his own 
  location and that of the crystal with a -30 modifier to all 
  hearing-based perception rolls.
  6. Lesser Crystal Focus — As Minor Crystal Focus, except that 
  it increases the bonus to casting to +10 and the crystal is also a 
  +1 PP Adder; supplying 1 PP to every spell cast. No matter the 
  level of the spell, the cast must always supply at least 1 PP for 
  the spell being cast.
  7. Crystal Eyes — As Crystal Ears, except that the cast moves his 
  point of vision to a crystal within range.
  8. Shard II — As Shard, except that it uses the Water Bolt 
  attack tables. 
  9. Crystal Rune — Caster is able to imbed a spell within a crystal. 
  The spell to be imbedded must be cast within 1 minute of this 
  spell. The imbedded may be later cast as an instantaneous spell. 
  Once used, the crystal will turn black and crumble to dust. 
  Using the crystal is the same as using any normal rune. If the 
  crystal’s duration runs out and it crumbles before the rune is 
  used, the imbedded spell is lost.
  10. Sever Crystal Link — Caster severs his link to his crystal 
  focus. The crystal will then turn black and crumble to dust.
  11. Greater Crystal Focus — As Lesser Crystal Focus, except that 
  the bonus to spell casting is raised to +15.
  12. Crystal Vision — Caster’s eyes become faceted like a crystal. 
  For the duration, the caster can see invisible, see the power 
  of active spells as if they were auras, see illusions as ghostly 
  shapes, and see as well at night as he can in the day. He has a 
  270 degree field of vision, but his vision is limited to 100’.
  13. Crystal Rune II– As Crystal Rune, except that the rune may be 
  used twice before the crystal rumbles to dust.
  14. Shard III — As Shard, except that it uses the Ice Bolt 
  attack tables.
  15. Create Crystal II — As Create Crystal, except for the duration. 
  16. Major Crystal Focus — As Lesser Crystal Focus, except that 
  the bonus to spell casting is raised to +20, and the crystal is also 
  a +2 PP Adder.
  17. Shard IV — As Shard, except that it uses the Fire Bolt 
  attack tables.
  18. Crystal Vision True — As Crystal Vision, except that his 
  vision is limited to 200’.
  19. Shard True — As Shard, except that it uses the Lightning Bolt 
  attack tables.
  20. Create Crystal True — As Create Crystal, except for the duration.
  25. Crystal Rune True — As Crystal Rune, except that the crystal 
  may be used up to 5 times before it crumbles to dust.
  30. Lord Crystal Focus — As Lesser Crystal Focus, except that 
  the bonus to spell casting is raised to +25, and the crystal is also 
  a +3 PP Adder.
  50. Crystal Focus True — As Lesser Crystal Focus, except that 
  the bonus to spell casting is raised to +30, and the crystal is also 
  a +3 PP Adder.
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  57
  dISguISe maStery
  1. Study Disguise — Caster studies a person for use with disguise 
  spells later on this list. The caster can only have as many 
  disguises studied as he has levels.
  2. Light Glamour — Changes the visual appearance of one object. 
  The target of the spell must be no larger than 10 pounds per 
  level of the caster.
  3. Facade I — Caster has a limited illusion on himself that allows 
  him to look like any humanoid race within 20% of his own 
  size. The illusion moves as the caster moves.
  4. Shadow Assassin — All deeds performed (while this spell 
  is active) are “shadowed” to divination spells. For the 
  purposes of a divination spell, the information gained 
  about the caster will be shrouded in shadows. For example, 
  a Death’s Memory cast on the scene of a murder might 
  reveal a shadowy figure performing the deeds (but no 
  details about the identity of the figure).
  5. Misfeel Kind — For the purposes of mental or magical 
  detections, the caster appears to be of any race he chooses 
  (racial type must be selected at the time of casting).
  6. Facade II — As Facade I, except one extra sense is added.
  7. Disguise I — Caster physically changes to take on the form and 
  visual appearance of any one studied person. This is strictly 
  a physical change. The caster must already have cast a Study 
  Disguise on this person.
  8. Unknown Assassin — As Shadow Assassin, except absolutely 
  no information about the caster will be revealed. For example, 
  a Death’s Memory cast on the scene of a murder might show 
  the victim collapsing with a knife in his chest (but no sign of 
  the assassin).
  9. Facade III — As Facade I, except two extra senses are added.
  10. Disguise II — As Disguise I, except caster also takes on the 
  vocal characteristics (i.e., he sounds like the person).
  11. Misfeel Calling — As Misfeel Kind, except caster appears to 
  be of any profession he chooses.
  12. Mind Tongue — aster may mentally speak with one target; to 
  the target it will seem as if they are communicating normally 
  (i.e., verbally).
  13. Disguise III — As Disguise II, except caster also takes on the 
  obvious mannerisms of the person. For example, if the person 
  was left-handed, the caster is left-handed; if the person has a 
  limp, the caster will have a limp.
  14. Facade V — As Facade I, except all senses are included.
  15. Misfeel Power — As Misfeel Kind, except caster appears to 
  be of any level he chooses (ranging from first level to twice his 
  actual level).
  16. Disguise VI — As Disguise III, except caster also takes on 
  subtle mannerisms of the person. This makes him virtually 
  undetectable to all but the closest of associates.
  17. Unpresence — As Misfeel Kind, except caster appears to have 
  no presence (for presence detecting spells).
  18. False Assassin — As Shadow Assassin, except all deeds 
  performed while this spell is active will appear as if the 
  currently studied patsy is performing them (see Study Patsy on 
  Assassination Mastery).
  19. Disguise V — As Disguise IV, except even very subtle 
  mannerisms are gained.
  20. Misfeel — As all of the Misfeel spells on this list at the same time.
  25. Nondetect — Caster and objects on his person cannot be 
  detected by any Detect... spells.
  30. Misfeel True — As Misfeel, except caster need not concentrate.
  50. Disguise Mastery — Caster may use any lower level spell on 
  this list, one per round.
  Note 1: Spells marked with an “o” next to their name on 
  the table require no PP expenditure to use.
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  58
  eSCapeS
  1. Locklore — Gives the caster a special +20 bonus for picking the 
  lock analyzed. If the caster describes the information gained 
  from this spell to another person, that person will get a special 
  +10 bonus to picking the lock analyzed.
  2. Unlock I — This spell has a 30% chance of opening any non-
  magical lock. If the lock is not unlocked, there is a 10% chance 
  that any traps associated with it are set off. Rolls are open-
  ended, and the sophistication of the lock may modify the roll.
  3. Ungag — Any minor covering on the head of the caster made of 
  organic material is loosened. This includes any gags or blindfolds.
  4. Leave Item — Caster “teleports” a single, inanimate object to a 
  point up to 100’ away from its current location. There can be 
  no intervening barriers in a direct line between the target and 
  the point (for these purposes, a barrier is anything the object 
  could not physically go through). The object has a maximum 
  weight limit of 1 pound per level of the caster.
  5. Unlock II — As Unlock I, except has a 50% chance of opening 
  the lock (and an 8% chance of setting off traps).
  6. Untie — Any ropes (or similar bindings) that are binding the 
  caster are untied. Note that this spell will suffer the standard 
  penalty for the caster not having a free hand (if the caster’s 
  hands have been tied).
  7. Minor Long Door — Caster is teleported to a point up to 50’ 
  away. The caster can pass through objects by specifying the 
  exact distance and direction to be traveled. If the arrival point 
  coincides with solid or liquid material, the caster does not 
  move. Instead, he is stunned for 1-10 rounds (the PPs are still 
  spent for this spell).
  8. Unlock III — As Unlock I, except has a 70% chance of opening 
  the lock (and a 6% chance of setting off traps).
  9. Unbind — Each lock/shackle binding the caster has a 75% 
  chance of opening (modified by the sophistication of the lock).
  10. Leaving I — The caster teleports to a location up to 100’ 
  away. There can be no intervening barriers between the 
  caster and the point. A barrier is defined as anything the 
  caster could not physically go through (e.g., a closed door 
  is a barrier, a pit is not).
  11. Passing — Caster can pass through any inanimate material at 
  the rate of 5’ per minute.
  12. Long Door Item I — As Leave Item, except the object can 
  pass through barriers by specifying exact direction and 
  distance. If the arrival point coincides with solid or liquid 
  material, the object does not move (though the caster loses 
  the PPs for the spell).
  13. Unlock IV — As Unlock I, except has a 90% chance of 
  opening the lock (and a 4% chance of setting off traps).
  14. Long Door I — As Minor Long Door, except caster can 
  move100’.
  15. Unbind True — As Unbind, except will also work on fixed 
  shackles (i.e., those that have been riveted shut).
  16. Leaving II — As Leaving I, except caster can move 200’.
  18. Flattening — Caster is flattened on his side until he has only 
  two dimensions. Thus, he can slide through cracks (and cannot 
  be seen from the side).
  19. Long Door II — As Minor Long Door, except caster can 
  move 200’.
  20. Passing True — As Passing, except rate is 10’ per minute.
  25. Portal — Opens a 3’ x 6’ x 3’ portal in any solid surface. At the 
  end of the duration, the surface is returned to its previous state. 
  If anyone is in the area of effect when the spell effect ends, he is 
  forced back to his point of entry.
  30. Unlock True — As Unlock III, except affects all locks in the 
  area of effect.
  50. Teleport I — As Minor Long Door, except movement 
  range is 10 miles per level. This can be very risky 
  depending on the caster’s familiarity with the destination’s 
  locale. The following chances for failure exist: Never seen 
  the place (but has had described) = 50%; been briefly (one 
  hour or less) = 25%; Studied (been in for 24 hours) = 10%; 
  Studied carefully (7 days) = 1%; Lived in (for at least one 
  year) = 0.01%. The amount of error is then determined by 
  making a d100 (open-ended) to determine the number of 
  feet (determine the direction of error randomly).
  Note 1: Each lock and trap is rated according to the 
  difficulty in unlocking/disarming it. The standard 
  difficulty modifiers apply: Routine (+30), Easy (+20), 
  Light (+10), Medium (0), Hard (-10), Very Hard (-20), 
  Extremely Hard (-30), Sheer Folly (-50), Absurd (at 
  least -70). Some suggested difficulty modifiers are: 
  Simple Shackle Lock (Easy), Padlock (Medium to Hard), 
  Tumbler Luck (Hard to Extremely Hard), Double Key 
  Tumbler (Sheer Folly).
  Note 2: If a spell (e.g., Unlock I) is used to attempt 
  to unlock/disarm a device, the chance of the spell 
  successfully operating the lock is modified by half of the 
  modifier given above.
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  59
  gatherIng SeCretS
  1. Copy I — This spell copies a document that the caster is 
  examining. The caster merely concentrates and touches the 
  document with one hand and a blank sheet with his other 
  hand. The copy is not exact (i.e., not a forgery). Note that 
  the caster does not have to be able to read the document. 
  Alternatively, this spell can transcribe (in black and white) one 
  scene that he is viewing onto a page. The process occurs at the 
  rate of 1 minute per page or scene.
  2. Listen — The caster can pick a point up to 10’ away and he 
  will hear as if he were at that point (there can be intervening 
  barriers such as walls).
  3. Duplicate I — This spell makes a hardened clay copy of a small, 
  3-dimensional object (up to 6” x 6” x 6”). This spell requires 
  that the caster have enough clay to make the copy (at a one to 
  one scale). The clay must start off soft (the spell will harden it). 
  This process requires one minute of concentration.
  4. Sensory Marker — One location is “marked” so that the caster 
  can find it again later with a Far Sense spell. The marker is 
  automatically located when the caster casts a Far Sense spell 
  (if the marker is within the range of the Far Sense spell). A 
  marker can be placed on any inanimate object. The caster can 
  only have as many markers as he has levels.
  5. Copy II — As Copy I, except copies 1 page/scene every 4 rounds.
  6. Far Sense I — Caster may designate any one of his senses to be 
  used at a “marked” location within range (see Sensory Marker). 
  The caster can use his normal Perception skills/abilities he 
  has at the time (e.g., if he is currently under the effects of 
  Nightvision, he will have Nightvision at the marked location). 
  The remote sensory point may be rotated to face any direction. 
  While he is sensing at the marked location, the caster must 
  remain immobile and concentrate.
  7. Locate Evidence I — After casting this spell, the caster will 
  know what (if any) evidence exists within the range with would 
  implicate the currently studied patsy if found at the scene of 
  the crime (see Study Patsy on the Assassination Mastery list). 
  The evidence (if any exists) will be circumstantial, but will 
  imply that the patsy was at the scene when a crime occurred. 
  This spell provides only the direction, distance, and description 
  of the piece of evidence. It does not provide any details as to 
  why the patsy will be implicated by this evidence.
  8. Watch — As Listen, except caster sees from the fixed point 
  (it can rotate).
  9. Duplicate II — As Duplicate I, except will work on objects up 
  to 3’ x 3’ x 3’ in size.
  10. Copy III — As Copy I, except copies 1 page/scene per 2 rounds.
  11. Far Sense II — As Far Sense I, except caster may designate up 
  to two senses at the marked location.
  12. Woodsight — Caster can see though wood (up to 1” per level).
  13. Locate Evidence II — As Locate Evidence I, except two pieces 
  of evidence are located and the evidence will be incriminating 
  (i.e., not just circumstantial).
  14. Duplicate III — As Duplicate I, except will work on objects 
  up to 6’ x 6’ x 6’ in size.
  15. Copy IV — As Copy I, except copies 1 page/scene per round.
  16. Greater Far Sense I — As Far Sense I, except caster can 
  move while the spell is active (though he must maintain 
  concentration).
  17. Stonesight — As Woodsight, except caster sees through stone.
  18. Locate Evidence III — As Locate Evidence I, except three 
  pieces of evidence are located and the evidence will “prove” 
  that the patsy is guilty.
  19. Greater Far Sense II — As Far Sense II, except caster can move 
  while the spell is active (though he must maintain concentration).
  20. Ironsight — As Woodsight, except caster can see through 
  iron (or steel).
  25. Long Far Sense I — As Far Sense I, except for range. 
  30. Copy V — As Copy I, except copies 2 page/scene per round.
  50. Copy True — As Copy I, except will copy any bound 
  volume onto a equal number of pages (not necessarily 
  bound). Also, the caster need not examine the material 
  (he simply casts the spell and then he can leave the spell 
  running). The spell will copy pages at the rate of 5 pages 
  per round (and will even copy color images).
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  60
  healIng
  1. Heal — Caster heals 1d10 hits of damage. 
  2. Clotting — The caster can stop the bleeding on a wound that is 
  bleeding at a rate of 1 hit per round. The target may not move 
  for an hour or the bleeding will restart.
  3. Stun Relief — The target is relieved of one round of 
  accumulated stun.
  4. Heal III — As Heal, except that 3d10 hits are healed.
  5. Cut Repair — The caster can stop bleeding from one wound 
  that is bleeding at a rate of 1 hit per round.
  6. Lesser Fracture Repair — The caster can accelerate the healing 
  of one simple fracture (not compound fractures, shatters, joint 
  damage, etc.). Recovery time is 24 hours.
  7. Minor Motive Repair — The caster can repair (not replace 
  or regrow) one damaged muscle or tendon. Recovery time 
  is 24 hours.
  8. Cut Repair III — As Cut Repair, except that it stops 3 points of 
  bleeding.
  9. Stun Relief III — As Stun Relief, except it relieves 3 rounds 
  of stun.
  10. Heal V — As Heal, except that 5d10 hits are healed.
  11. Repair Vessel — As Cut Repair III, except that it will heal a 
  wound that is bleeding up to 5 hits per round.
  12. Lesser Nerve/Organ Repair — The caster can repair (not 
  replace or regrow) minor nerve or organ damage (except 
  brain). Recovery time is 1d10 days.
  13. Self Keeping — Upon receiving a death blow, the caster goes 
  into a state of suspended animation, until he is cured or his 
  brain is destroyed.
  14. Greater Fracture Repair — As Lesser Fracture Repair, except 
  that it can also repair compound fractures and shattered bones. 
  Recovery time is 24 hours.
  15. Major Motive Repair — As Minor Motive Repair, except 
  that it can regrow missing or destroyed muscles or tendons. 
  Recovery time is 24 hours.
  16. Stun Relief V — As Stun Relief III, except that 5 rounds of 
  stun are removed.
  17. Heal X — As Heal I, except that 10d10 hits are healed.
  18. Repair Vessel True — As Repair Vessel, except that any 
  amount of bleeding is stopped and healed.
  19. Greater Nerve/Organ Repair — As Lesser Nerve/Organ 
  Repair, except that it repairs major damage.
  20. Heal True — As Heal V, except all hit damage is healed.
  25. Regenerate Limb — Caster will regenerate missing limbs 
  over the course of 10-100 days (depending upon how much 
  of limb is actually missing). This requires the caster to spend a 
  minimum of 2 hours per day concentrating on this spell until 
  the limb is fully regrown.
  30. Nerve/Organ Regeneration — This spell works in 
  conjunction with Self Keeping to regenerate any organs or 
  nerves (except for the brain) that are completely destroyed.
  50. Regeneration True — As Nerve/Organ Regeneration, except 
  all damage (except brain) is regenerated in 10-100 days.
  Note 1: Stun Relief removes 1 or more rounds of stun 
  from the total number that is affecting the target. This 
  does not allow the character to have 1 or more rounds 
  of normal action before the stun resumes, it removes the 
  worst stuns from the overall duration and the rest still 
  apply immediately.
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  61
  mISdIreCtIonS
  1. False Credentials — [RR Mod: -20] Target will think that the 
  caster has the proper credentials for the current situation (this 
  could include passwords or documents).
  2. Unseen I — One object (e.g., 1 garment, 1 naked body, or 1 
  weapon) is made invisible. The object will remain invisible 
  until 24 hours pass, or the object is struck by a violent blow 
  (being hit by a weapon, falling, etc.), or the object makes a 
  violent move (i.e., an attack).
  3. Eyewitness III — [RR Mod: -20] Up to three targets will 
  incorrectly identify the caster as someone else (all three will 
  describe the caster in the same fashion).
  4. Cloaking III — [RR Mod: -50] The caster is invisible to the 
  targets of this spell. Others see the caster normally. If the caster 
  makes an obvious action (e.g., talking, moving an object, 
  etc.), the target may make another RR (the GM may deem it 
  appropriate to apply modifiers based upon the action the caster 
  takes). If the caster attacks the target, he may make another RR 
  with a special +50 modifier. If the caster begins to concentrate, 
  he can extend the duration of this spell indefinitely (as long as 
  he can concentrate).
  5. Misleading I — The target’s perception is skewed for the 
  duration of the spell. All maneuvers involving the Perception 
  skill receive a special modification of -10 (this applies to 
  orientation rolls as well).
  6. Unseen II — As Unseen I, except affects two objects.
  7. Cloaking V — As Cloaking III, except affects 5 targets.
  8. Eyewitness V — As Eyewitness III, except affects 5 targets.
  9. Cloaking Sphere I — [RR Mod: -50] As Cloaking III, except 
  every target in the area of effect must make a RR (one BAR per 
  round for all targets). Once a target makes a successful RR, he 
  need not make another against this spell.
  10. Misleading III — As Misleading I, except the modifier is -30.
  11. Cloaking X — As Cloaking III, except affects 10 targets.
  12. Displacement I — Caster appears to be offset from where he 
  really is. All attacks have no effect 10% of the time (no normal 
  RRs). Each time a foe misses him, the chance of “no effect” for 
  that foe goes down by 5%.
  13. Eyewitness X — As Eyewitness III, except affects 10 targets.
  14. Cloaking Sphere II — As Cloaking Sphere I, except for 
  area of effect.
  15. Misleading V — As Misleading I, except the modifier is -50.
  16. Cloaking XX — As Cloaking III, except affects 20 targets.
  18. Mass Eyewitness — As Eyewitness III, except affects 1 target 
  per level of the caster.
  19. Cloaking Sphere III — As Cloaking Sphere I, except for 
  area of effect.
  20. Misleading True — As Misleading I, except the modifier is -100.
  25. Displacement II — As Displacement I, except base chance of 
  missing is 20%.
  30. True Cloaking — As Cloaking I, except the caster can affect 
  as many targets as he has levels and the range is only limited to 
  the caster’s field of vision.
  50. Eyewitness True — [RR Mod: -50] As Eyewitness III, except 
  affects everyone who sees the caster.
  Note 1: Many of these spells affect a target(s) 
  perception of a situation. The duration for the spell is 
  how long they will incorrectly perceive the situation. 
  At the end of the duration, if the situation has ended, 
  the target will remember the situation incorrectly (as 
  that was how he perceived it).
  Note 2: If the caster has a currently studied patsy (see the 
  Study Patsy spell on the Assassination Mastery list), all 
  Eyewitness spells may cause the targets to perceive the 
  caster as the patsy (the caster can choose whether to be 
  seen as the patsy or not).
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  62
  movement enhanCement
  1. Longjump I — Allows the caster to jump, from any pace, up to 
  a distance of 50’ and/or a height of 25’. This spell also includes 
  a safe landing from the jump.
  2. Landing — Allows the caster to land safely in a fall of up to 20’/
  lvl, and to take that distance off the severity of any longer falls.
  3. Traction — Caster can run on even, unstable surfaces (i.e. sand, 
  ice, etc.. or uneven surfaces (i.e. rocky, pitted ground) as they 
  would on a hard, stable surface.
  4. Silent Movement — The caster is able to cloak all of his 
  movements in utter silence. Intentionally making a noise (i.e. 
  talking. will cancel the spell.
  5. Balance I — Allows the caster to gain a +50 to all balance-
  related maneuvers performed at a walking pace or less.
  6. Flight I — Caster is able to fly at a rate equal to half of his Base 
  Movement Rate (BMR).
  7. Longjump II — As Longjump I, except that the distances are 75’ 
  laterally and 35’ vertically.
  8. Landing True — As Landing, except that the distance is 50’/lvl 
  of the caster.
  9. Swim I — Caster is able to swim at a speed equal to his BMR. 
  Caster can also breathe both air and water for the duration. 
  10. Balance II — As Balance I, except that the caster may be 
  moving at up to 2x his normal BMR.
  11. Flight II — As Flight I, except that the caster may fly at the 
  same speed as his BMR.
  12. Swim II — As Swim I, except that the caster may swim at a 
  speed equal to 2x his BMR.
  13. Longjump III — As Longjump I, except that the distances are 
  100’ laterally and 50’ vertically.
  14. No Trace — Caster is able to move without leaving any 
  trace of his passage. No physical tracks or signs, no scent, 
  nothing that would allow anybody to know that he passed 
  that way. Deliberately leaving any sort of sign will negate 
  the effects of the spell.
  15. Swim III — As Swim I, except that the caster may swim at a 
  speed equal to 3x his BMR.
  16. Balance III — As Balance I, except that the caster may be 
  moving at up to 3x his normal BMR.
  17. Flight III — As Flight I, except that the caster may fly at 
  2x his BMR.
  18. Swim IV — As Swim I, except that the caster may swim at a 
  speed equal to 4x his BMR.
  19. Longjump IV — As Longjump I, except that the distances are 
  150’ laterally and 75’ vertically.
  20. Balance True — As Balance I, except that the caster may be 
  moving at any pace.
  25. Lord Flight — As Flight I, except that the target(s) may fly at 
  3x the caster’s BMR.
  30. Lord Balance — As Balance I, except that the target(s) may be 
  moving at any pace.
  50. Movement True — Caster may freely use any lower level spell 
  from this list each round.
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  63
  path fIndIng
  1. Compass — Caster knows which direction is magnetic north.
  2. Path Tale — Caster acquires visual image of any user(s) of 
  a given path, up to 1 hour in the past per level of caster. 
  The vision is centered on the same point of the path that 
  the caster is occupying.
  3. Clear Path — As the caster walks the path, the leading edge of 
  the radius will clear the path of minor obstructions, even if 
  overgrown. At the end of the duration, everything is returned 
  to how it was originally.
  4. Hazard Sense — Caster is able to detect any danger (e.g. trap, 
  ambush, natural danger, etc.) within the radius. Caster is not 
  aware of the nature of the danger or how far away it is, only 
  that it exists, and the general direction that it is in.
  5. Path Finding I — Caster learns the location(s) of any path(s) 
  within 1 mile. This spell reveals the nearest point on the path, 
  but not its course.
  6. Path Sight I — Caster may send his point of vision down any 
  one path within 10’. He is able to move his point of vision 
  along the path for up to 10 miles. His vision may move at a rate 
  of 50 mph (75’/rnd). He is able to stop and rotate his point of 
  vision at any spot along the path, but it cannot leave the path.
  7. Destination Sense — Caster must spend one minute 
  concentrating on a goal/destination. Afterwards, for the 
  duration of the spell, the caster will, when concentrating, know 
  in which direction that goal or destination is in and feel a pull 
  towards it. The goal or destination must be a person, place, 
  or thing that the caster is very familiar with. The following 
  chances for failing exist: Never seen goal (only described) 
  = 50%; been briefly (1 hr) = 25%; Studied (24 hr) = 10%; 
  Studied carefully (1 week) =1%; Lived in (1 yr) = .01 %. Failure 
  means that the caster either cannot find the goal or that he 
  heads in a completely wrong direction.
  8. Make Path — As the caster moves, the leading edge of the 
  radius of this spell will open a trail before him, wide enough 
  for a single person. Like the spell, Clear Path, this spell will 
  move small obstacles from the path, or go around them. At 
  the end of the duration, the path will close up, reverting to the 
  form it had prior to being touched by this spell.
  9. Path Finding V — As Path Finding I, except that the spell will 
  locate all paths within a 5 miles radius.
  10. Bridge — Caster creates a smoky crystalline bridge up to 10’ 
  wide by 50’ long over an obstacle like a river or a chasm. This 
  bridge will support up to 100 lbs of weight per level of the 
  caster. It dissolves when its duration expires.
  11. Greater Hazard Sense — As Hazard Sense, except that the 
  caster also learns distance and general nature (e.g. natural 
  danger, trap, ambush) of the danger.
  12. Greater Path Tale — As Path Tale, except that the caster also 
  hears any noises or sounds made at the same time as the visions.
  13. Path Finding X — As Path Finding I, except that it finds all 
  paths within 10 miles.
  14. Greater Make Path — As Make Path, except that the path can 
  be up to 10’ wide if the caster desires it.
  15. Path Sight II — As Path Sight, except that maximum distance 
  that a caster may send him point of vision is 100 miles, and his 
  point of vision will travel at a rate of 100 mph (150’/rnd).
  16. Destination Sense True — As Destination Sense, except that 
  the caster need not concentrate to know the direction or feel 
  the pull of his goal or destination.
  17. Path Finding XV — As Path Finding I, except that it finds all 
  paths within 15 miles.
  18. Hazard Sense True — As Greater Hazard Sense, except 
  that the caster also knows the exact nature of the danger (e.g. 
  quicksand, or an ambush by 12 orcs, etc.)
  19. Bridge True — As Bridge, except for the overall distance that 
  the bridge may span and the duration of the bridge.
  20. Path Finding True — As Path Finding I, except that it finds all 
  paths within 1 mile per level of the caster.
  25. Make Path True — As Greater Make Path, except that the 
  duration of the path is permanent.
  30. Path Sight True — As Greater Path Sight, except the 
  maximum distance for the caster to move his point of vision is 
  the end of the path being followed, and the speed at which he 
  may move his point of vision is 200 mph (300’/rnd).
  50. Path Master — Caster is able to use any one lower level spell 
  from this list each round.
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  64
  pathfInder’S armS
  1. Pathfinder’s Arms I — Allows the caster to attune to a suitable 
  piece wood and to shape it, over the course of 8 hours, into a 
  proper melee weapon. This creates a bond between the caster and 
  his weapon that hardens and strengthens the wood as long the 
  caster is holding it. This has the effect of allowing the weapon, if in 
  the form of a weapon normally made of metal, to be used without 
  any sort of material based penalty. If the weapon is one normally 
  made of wood, then it gains a +10 non-magical bonus from the 
  strengthening caused by this spell. If the weapon would normally 
  do Slash criticals, it does Crush criticals instead. The caster may 
  only have one of these weapons at a time.
  2. Hammering Blow — For the duration, any attack that delivers 
  hits will do an addition +1 per level of the caster.
  3. Organic Weapons I — With proper materials the caster may create 
  1 short bow, 1/2 long bow, 1/3 composite bow or cross—bow, 1 
  spear or javelin, 2 arrows or bolts, 1/3 of a shield, 1 weapon haft, 
  etc. The process takes 1 hour. The weapon’s basic OB modifier is 
  -5 (non-magical). The spell may be cast additional times to either 
  finish a partially completed item and/or to increase the weapon’s 
  OB modifier by +5 per casting (to a maximum of +5). Remember: 
  the weapon’s OB modifier is not magical.
  4. Armored Critical — Caster is treated as if he were wearing 
  a helm and greaves for the purpose of conditional damage 
  received from criticals.
  5. Pathfinder’s Arms II — This spell enchants the weapon, from 
  Pathfinder’s Arms I, so that it has a +5 magical bonus, but only 
  for the caster. 
  6. Savage Critical — Add +5 to all critical rolls made, within the 
  duration, by the caster.
  7. Unbalancing Strike I — For the duration, any attack that 
  delivers a critical will also deliver an Unbalancing critical of 
  one severity less than the original critical. The same roll is used 
  for both criticals.
  8. Pathfinder’s Arms III — As Pathfinder’s Arms II, except that 
  the weapon’s magical bonus is raised to +10.
  9. Organic Weapons II — As Organic Weapons I, except that 
  the basic OB modifier is 0 and it may be increased to a 
  maximum of +10.
  10. Multi-Strike — The caster can make 2 attacks each round for 
  the duration. Each attack receives a -50 modifier.
  11. Nature’s Impact I — For the duration, any attack that 
  delivers a critical will also deliver an Impact critical of one 
  severity less than the original critical. The same roll is used 
  for both criticals.
  12. Unbalancing Strike II — As Unbalancing Strike I, except that 
  the critical is of equal severity.
  13. Hammering Blow True — As Hammer Strike, except that it 
  does an additional +2 hits per level of the caster.
  14. Armored Critical II — As Armored Critical, except that 
  the caster is always considered to be wearing the best 
  possible armor against conditional damage regardless of 
  his actual armor worn.
  15. Pathfinder’s Arms IV — As Pathfinder’s Arms II, except that 
  the weapon’s magical bonus is raised to +15.
  16. Organic Weapons III — As Organic Weapons I, except 
  that the basic OB modifier is +5 and it may be increased to a 
  maximum of +15.
  17. Savage Critical II — As Savage Critical, except that +10 is 
  added to all critical rolls made by the caster.
  18. Nature’s Impact II — As Nature’s Impact I, except that the 
  critical is of equal severity.
  19. Multi-Strike II — Caster is able to make 3 attacks per round 
  with a -50 modifier OR make 2 attacks per round with a -25 
  modifier. Caster must decide which while casting the spell as he 
  may not change back and forth from one to the other.
  20. Pathfinder’s Arms V — As Pathfinder’s Arms II, except that 
  the weapon’s magical bonus is raised to +20.
  25. Organic Weapons IV — As Organic Weapons I, except that 
  the basic OB modifier is +10 and it may be increased to a 
  maximum of +20.
  30. Lord Pathfinder’s Arms — As Pathfinder’s Arms II, except 
  that the weapon’s magical bonus is raised to +25.
  50. Pathfinder’s Arms True — As Pathfinder’s Arms II, except 
  that the weapon’s magical bonus is raised to +30.
  Note 1: Conditional Damage is damage inflicted by a 
  critical that is based on the type of armor worn. 
  Note 2: The Multi-Strike spells require 100% activity 
  to perform the strikes, regardless of how many the 
  character actually makes in a round.
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  65
  pathfInder’S movement
  1. Longjump I — Allows the caster to jump, from any pace, up to 
  a distance of 50’ and/or a height of 25’. This spell also includes 
  a safe landing from the jump.
  2. Landing — Allows the caster to land safely in a fall of up to 20’/
  lvl, and to take that distance off the severity of any longer falls.
  3. Traction — Caster can run on even, unstable surfaces (i.e. sand, 
  ice, etc.) or uneven surfaces (i.e. rocky, pitted ground) as they 
  would on a hard, stable surface.
  4. Silent Movement — The caster is able to cloak all of his 
  movements in utter silence. Intentionally making a noise (i.e. 
  talking) will cancel the spell. This grants a +50 to appropriate 
  Stealth maneuvers.
  5. Merging Organic — Caster can merge into organic 
  material (live or dead). While merged the caster cannot 
  move or perceive. When the caster emerges from the 
  material, he can emerge from any side or face of it. Caster 
  cannot move “through” any material greater than his body 
  with plus 2 feet. The caster may exit before the duration 
  expires and forces him to exit.
  6. Traceless Passing — Caster can walk without leaving any tracks 
  or other visible signs of his passing.
  7. Spider Climb — Caster may move along (half BMR - walking 
  pace) any solid service angled up to 90 degrees so long as he 
  maintains at least a 3 point contact with the surface (i.e., both 
  feet and one hand or both hands and one foot). The GM may 
  require a moving maneuver roil each round with the difficulty 
  based upon the type and angle of the surface.
  8. Merging — As Merging Organic, except that the caster may 
  merge with any material.
  9. Passing I — Caster may move through up to 1’ of material per 
  level. It takes 1 round to move through 2’ of material.
  10. Cling — As Spider Climb, except that the caster can move 
  along and cling to any surface, even ceilings.
  11. Landing True — As Landing, except that the distance is 50’/lvl 
  of the caster.
  12. Greater Traction — As Traction, but the surface may be at any 
  angle less than 90 degrees.
  13. No Trace — Caster can walk without leaving tracks or other 
  visible signs of their passing.
  14. Greater Merging — As Merging, except that the caster 
  can turn within the material and see out if he is within 6” 
  of the surface.
  15. Greater Clinging — As Cling, except that the caster only 
  needs 2 points of contact and can move up to his BMR
  16. No Sense — As No Trace, except that the caster is also 
  undetectable by sight (treat as identical to Invisibility from the 
  Open Mentalism spell list, Cloaking), smell and sound and the 
  spell only lasts as long as he concentrates.
  17. Passing II — As Passing I, except that the caster may move 
  through up to 5’ per level.
  19. Traction True — As Greater Traction, but the caster may 
  also move across surfaces such surfaces as tree limbs and 
  open water.
  20. Merging True — As Greater Merging, except that the caster 
  may also cast spells upon himself while merged.
  25. Clinging True — As Cling, except that the caster only needs 
  1 point of contact and he can move up to twice his BMR 
  (running pace).
  30. Passing True — As Passing I, except that the caster may move 
  through up to 10’ per level.
  50. Movement Mastery — Caster may freely use any lower level 
  spell from this list each round.
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  66
  poISon maStery
  1. Poison Lore — The caster knows what type of poison(s) are 
  needed to achieve a particular effect. The GM may deem it 
  appropriate to give the caster a bonus of +25 to his Poison 
  Lore skill.
  2. Poison Resistance I — For the duration of the spell, the caster 
  gets an additional RR versus poison(s).
  3. Apply Poison I — This spell causes one dose of a poison to 
  adhere to an inanimate solid surface. The poison will wear 
  off normally.
  4. Work Poison V — This spell magically prepares a poison 
  (up to 5th level in potency). This spell normally requires 
  d100 minutes of concentration before completion. Note 
  that the caster must have the poison in its raw form before 
  casting this spell (i.e., the spell does not “create” the poison; 
  it merely prepares it).
  5. Poison Analysis — Caster may analyze a poison to determine 
  exact effects and what antidotes are necessary.
  6. Delay Poison — For the duration of this spell, all effects from a 
  single poison are cancelled. Note that the poison will still be in 
  the caster and take effect normally after the duration (though 
  he may cast the spell again to continue to delay the effects).
  7. Transfer Poison I — Caster can transfer a single dose of a 
  poison from any target that he is touching into himself. For 
  example, if a companion has been struck by a poison arrow, the 
  caster can touch the companion and transfer the poison into 
  himself (where he can delay the effects, or neutralize it).
  8. Apply Poison II — As Apply Poison I, except affects two doses 
  (though they can be applied to different surfaces).
  9. Neutralize Poison — If the caster concentrates, this spell has a 
  50% chance of neutralizing a poison inside himself (modified 
  by the potency of the poison). In any case, it delays the effects 
  of the poison for the duration of the spell.
  10. Work Poison X — As Work Poison V, except affects poisons 
  up to 10th level of potency.
  11. Venom — The caster can convert any poison that he is 
  touching into a venom. The poison will now be effective when 
  introduced into the victim’s blood stream (regardless of its 
  normal method of affecting the target).
  12. Apply Poison III — As Apply Poison II, except affects up to 
  three doses.
  13. Neutralize Poison True — As Neutralize Poison, except 
  chance of neutralizing is 100% (modified by the potency 
  of the poison).
  14. Transfer Poison II — Caster can transfer a single dose of a 
  poison from any target he is touching to any other target that 
  he is touching.
  15. Venom’s Touch — This spell allows the caster to coat the 
  target’s hands with a poison. The target is unaffected by 
  the poison.
  16. Work Poison True — As Work Poison V, except affects 
  any poison.
  17. Apply Poison IV — As Apply Poison II, except affects up to 
  four doses.
  18. Contact Poison — As Venom, except converts the poison into 
  a contact poison (a poison that affects its victim upon contact 
  with the victim’s skin - regardless of its normal method of 
  affecting the target).
  19. Transfer Poison III — The caster can transfer a single does 
  of a poison in any target he is touching into any other target 
  within range of the spell.
  20. Venom’s Breath — The caster can ingest a single dose of a 
  poison. For the duration of this spell, he will be unaffected by 
  the poison. Anytime before the duration expires, the caster 
  can attempt to transfer the poison to a single target. The target 
  must be no further away than 5’ and the caster’s mouth must 
  be capable of delivering the poison (either through a kiss, 
  a whisper, spitting, etc.). The target gets an RR to avoid the 
  effects of this spell (in addition to the RR for the poison).
  25. Venom’s Glare — As Venom’s Breath, except the caster can 
  transfer the poison to any single target within the range. The 
  caster must be able to cast an obvious, evil glare at the target. 
  The target gets an RR to resist the effects of this spell (in 
  addition to the RR for the poison).
  30. Venom’s Cloud — The caster can disperse a poison into a 
  misty cloud. The size of the mist is 1’ radius per dose of the 
  poison used. The poison will linger in the area normally until 
  the duration of the spell expires (i.e., the mist will be subject to 
  wind, etc.). When the duration expires, the poison disperses.
  50. Venom’s Sight — As Venom’s Glare, except for the range.
  Note 1: Any spell on this list that requires the caster to 
  touch a poison automatically gives the caster immunity 
  to the effects of the poison for the duration of the spell.
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  67
  SenSIng
  1. Presence — Caster is aware of the presence of all sentient/
  thinking being within his range, and their approximate 
  location within that range.
  2. Sidevision — Caster has a 300° field of vision.
  3. Improved Senses — Caster gains a +10 on any and all 
  perception style maneuver (i.e. Perception, Tracking, etc.).
  4. Clear Sight — Caster can clearly see up to 50’ through non-
  solid obstructions such as fog, rain, water, etc.
  5. Darkvision — Caster may clearly see up to 20’ in total, 
  non-magical darkness. He can see twice as far as normal 
  in situations where there is low or little light, and can see 
  normally in the daylight. For example, if a torch illuminates a 
  20’ radius, this spell allows the caster to see up to 40’.
  6. Improved Senses II — As Improved Senses, except that the 
  bonus is +20.
  7. Remote Sense — Caster may move the focal point of a single 
  sense (such as sight or hearing) at a rate of 5’ per round, up to 
  a maximum distance of 5’ per level away from his location. He 
  may not send his sensing focal point through barriers (a closed 
  door is a barrier, a pit or open window is not). The caster must 
  select which sense to send at the time of casting, and he loses 
  the use of that sense while this spell is in effect.
  8. Awareness — As Presence, except for the shorter range and 
  that the caster knows the general actions being taken by those 
  within the range. Caster learns things like person 20’ north of 
  you is casting a spell, but not which spell nor who it is aimed at. 
  9. Clear Sight II — As Clear Sight, except that the caster may see 
  up to 100’ clearly.
  10. Improved Senses III — As Improved Senses, except that the 
  bonus is +30.
  11. Remote Sense II — As Remote Sense, except that the caster 
  may move the focal point for his senses at a rate of 10’ per 
  round and he has a maximum range of 10’ per level.
  12. Awareness II — As Awareness, except that the caster can sense 
  presences in a larger area.
  13. Darkvision II — As Darkvision, except that the caster can 
  see up to 50’, even in magical darkness, and up to 4 times the 
  normal distance if there is some light, and he can see normally 
  in daylight.. For example, if a torch illuminates a 20’ radius, this 
  spell allows the caster to see up to 80’.
  14. Clear Sight III — As Clear Sight, except for a longer duration 
  and caster can see a maximum of 150’.
  15. Barrier Sight — Caster may see through 1” per level of non-
  magical materials.
  16. Improved Senses IV — As Improved Senses, except that the 
  bonus is +40.
  17. Remote Sense III — As Remote Sense II, except the caster may 
  move two senses together at the same time or he may move one 
  sense and still retain it at his location as well.
  18. Clear Sight IV — As Clear Sight III, except that caster can see 
  a maximum of 200’.
  19. Improved Senses V — As Improved Senses I, except that the 
  bonus is +50.
  20. Awareness True — As Awareness II, except that the caster 
  knows what the specific actions are going to be.
  25. Remote Sense True — As Remote Sense III, except that the 
  caster can move two senses together and still retain them in his 
  location as well.
  30. Barrier Sight True — As Barrier Sight, except that the caster 
  may see through up to 1” per level of any material.
  50. Sensing True — Caster may freely cast any one lower level 
  spell from this list at a rate of one spell per round.
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  68
  SurvIval maStery
  1. Internal Sustenance — Allows the caster to go without 
  food or water and not suffer any ill effects (i.e. provides 
  nutrition and water for 1 day). This spell may not be used 
  for a number of consecutive days greater than the casters 
  level. Once the caster stops using this spell, he cannot 
  use it again for a number of days equal to the number of 
  consecutive days it was used (i.e. if used for 5 days, then it 
  cannot be used again for another 5 days).
  2. Water Finding I — Caster can locate any natural source of 
  running water, exposed groundwater, etc., exceeding 1 gallon 
  within a 1 mile radius. He will know approximate size and 
  quality of source.
  3. Turn Animal I — Target animal must make a RR or flee from 
  the caster for 1 round for every 10 points that it fails the RR.
  4. Fire Starting — Allows the caster to set a fire of 1’ radius. Fire 
  will burn as long as there is fuel. A target within the radius will 
  take an “A” Heat critical during the round that the fire ignites. 
  5. Water Purification — Allows the caster to purify a number of 
  gallons of water equal to his level.
  6. Nature’s Protection — Target is protected from any natural 
  cold or heat (treat as if target were in 70°F temperature). 
  Target also receives a +20 to all RRs vs. Heat/Cold; +20 DB vs. 
  elemental cold/ice and fire/heat attacks. If the target is more 
  than 10’ from the caster at any time, the spell is cancelled.
  7. Food Finding I — Caster learns location, type, and 
  approximate quantity of edible food (e.g. dead animal matter, 
  plants, etc.) within the 1 mile radius. The food source must 
  exceed 1 pound in weight.
  8. Turn Animal V — As Turn Animal I, except that it affects up to 
  5 animals.
  9. Sustenance Purification — This spell neutralizes abnormal 
  diseases, poisons, and other similar substances from a one day’s 
  supply of food and/or water. It will not neutralize a poison or 
  similar substance that is a natural part of the food (i.e. it will 
  not neutralize the poison in poison mushrooms).
  10. Shelter Finding I —Caster learns the location, type, and 
  approximate size of any waterproof, covered space exceeding 
  125 cubic feet. The shelter must have an entry (exceeding 2’ R) 
  opening into open air.
  11. Create Shelter I — Caster is able to create a cave in the 
  surrounding terrain, shaped in any shape he wants, so long 
  as the total volume does not exceed 1,000 cubic feet. This 
  cave will be stable, and will return to its natural state at the 
  end of the spell.
  12. Water Finding II — As Water Finding I, except for it having a 
  10 mile radius.
  13. Turn Animal X — As Turn Animal I, except that it affects up 
  to 10 animals.
  14. Food Finding II — As Food Finding I, except for it having a 
  10 mile radius.
  15. Shelter Finding II — As Shelter Finding I, except for it having 
  a 10 mile radius.
  16. Sustenance Purification True — As Sustenance Purification, 
  except that it will also remove any natural poisons or similar 
  substances from foods (i.e. it will make poison mushroom be 
  edible and not poisonous).
  17. Create Shelter II — As Create Shelter I, except that the total 
  volume of the cave is 3,000 cubic feet.
  18. Water Finding True — As Water Finding I, except for it 
  having a radius equal to 1 mile per level of the caster.
  19. Food Finding True — As Food Finding I, except for it having 
  a radius equal to 1 mile per level of the caster.
  20. Shelter Finding True — As Shelter Finding I, except for it 
  having a radius equal to 1 mile per level of the caster.
  25. Turn Animal True — As Turn Animal I, except that it affects 
  up to 1 animal per level of the caster.
  30. Create Shelter True — As Create Shelter II, except that the 
  duration is permanent.
  50. Survival Mastery — Caster may freely cast any one lower level 
  spell from this list at a rate of one spell per round.
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  69
  arCane Spell lIStS
  8. Minor Death Rune — This Bladerune causes the item to act 
  as an item “of Slaying” vs. a particular race or type of creature 
  (chosen by caster when the Bladerune was created). On the first 
  hit against that type of foe that achieves a critical result, the 
  wielder is permitted an additional roll on the Slaying Table; the 
  Bladerune then fades.
  9. Cleaving Rune — If an attack with a weapon having this 
  Bladerune succeeds in causing a critical that specifies a body 
  area, any armor that the item has struck will be shattered 
  and rendered useless or bones in an unarmored area will be 
  shattered. If such an attack delivers only concussion hits or 
  a critical that does not specify a body part, roll randomly to 
  see if the target’s weapon or his shield is shattered (normally 
  30%/70%). Magic items and natural material (i.e., “bones”, 
  hide, skin, etc) receive a RR, and will not be affected if 
  successful. After one item/area is shattered the Bladerune fades 
  (even if the item/area resists).
  10. Long Flight Rune — Allows a normally unthrowable weapon 
  to be thrown with its normal melee OB and range mods as for 
  a light crossbow or allows a throwable weapon to be thrown 
  using Long Bow ranges (with penalties halved) or allows a 
  missile weapon to multiply its ranges by a factor of four. It 
  fades after one use.
  11. Resistance Rune — Causes the wielder to make all RR’s as if 
  he were ten levels higher. The Bladerune fades when it allows 
  the wielder to resist an effect (spell, poison, etc.) that would 
  have otherwise affected him.
  12. Long Return Rune — As Return Rune, but the item 
  teleports back to the wielder’s hand (may travel through 
  intervening obstacles).
  13. Weapon Rune III — As Weapon Rune I, except the weapon’s 
  OB is increased by +30.
  14. Etched Rune — When this spell is cast immediately before 
  another Bladerune spell, the second spell is “etched” into the 
  item’s aura. The effect of this is: a faded Bladerune may be re-
  charged with the Renew Rune spell or the faded Bladerune will 
  recharge itself in exactly 24 hours. Each time an Etched Rune is 
  recharged, there is a 10% chance that the Etched Rune will fade 
  permanently. The GM may wish to increase or decrease this 
  percentage to control the power of this spell.
  15. Renew Rune — Recharges any one faded Etched Rune.
  16. Defender Rune — In the round in which the wielder wills 
  this Bladerune to activate, the wielder may use his entire 
  OB to parry every melee attack directed against him. He 
  may parry even if he has suffered an “unable to parry” 
  result. However, any penalties for being stunned, etc., still 
  affect his OB normally.
  17. Spell Rune — The caster may use this Bladerune to store 
  any one spell, which may be cast at a later time when a 
  wielder “wills” it. The Power Points must be spent for both 
  the Bladerune and the stored spell. There is a limit to the 
  number of Spell Runes that may be cast on an item. The 
  total number of “levels” of spells stored may not exceed 
  three times the item’s Bladerune capacity.
  bladeruneS
  1. Prime — The caster prepares the item’s aura to receive 
  Bladerunes. This spell also determines exactly what Bladerunes 
  are already on an item (if any).
  2. Weapon Rune I — Increases the item’s OB by 10 once it has 
  been activated. This bonus will last until the wielder makes an 
  attack that does damage (i.e. if the wielder’s attack does zero 
  damage, the Bladerune remains).
  3. Empathy Rune — When this Bladerune is successfully cast, the 
  item attunes itself to one wielder as defined by the Caster. This 
  wielder must be present and also touch the item. The wielder 
  may then activate any other Bladerunes on the item without a 
  Runes skill roll being required (see Note 2 below). 
  4. Shield Rune — When cast just before a Weapon Rune spell, the 
  Weapon Rune normal OB bonus becomes a DB bonus instead. 
  Once activated, the bonus to DB remains until it is used to 
  prevent an attack (i.e. a shield used for DB, or a weapon used 
  to parry). The combination of these 2 Bladerunes counts as a 
  single Bladerune against the item’s capacity.
  5. Weapon Rune II — As Weapon Rune I, except the weapon’s OB 
  is increased by +20.
  6. Haste Rune — Wielder has 200% activity for the round after 
  this Bladerune is activated. 
  7. Return Rune — Whenever the item is thrown or fired (as 
  from a bow), the item flies back to the wielder who may 
  catch it if desired (otherwise it falls at his feet). Travel is 
  very rapid (approx. 2000’/rnd), but the item cannot pass 
  through intervening obstacles. This Bladerune will activate 
  automatically if the weapon is thrown, and then it will fade 
  after that one use.
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  70
  18. Weapon Rune IV — As Weapon Rune I, except the weapon’s 
  OB is increased by +40.
  19. Power Rune — The caster may store Power Points in the item 
  up to double the item’s Bladerune capacity. The wielder may 
  use these Power Points at any later time. However, Power Points 
  stored in this way may not be multiplied in any way (such as by 
  a Spell Bonus device).
  20. Force Rune — The wielder of the item may (before he makes 
  an attack) “will” that this Bladerune be used in that attack. If 
  the attack succeeds in causing a critical result, the attack will 
  cause an additional critical equal in severity to the original 
  (use a separate dice roll). The type of additional critical is pre-
  selected by the caster when the Bladerune is cast.
  25. Bladerune Research — This spell is used as a Lord Research 
  spell (see Spell Law), but specifically for creating new 
  Bladerune types designed by the caster.
  30. Permanency — The caster may cast this spell in conjunction 
  with any Bladerune spell. It makes that Bladerune permanent. 
  This spell, in addition to the normal chances of failing 
  when being cast, has an addition 10% of failing to make the 
  Bladerune permanent that must be checked separately. If this 
  spell is ever cast with ESF, all ESF mods are also added to this 
  base 10% chance.  If the Permanency fails, the following effects 
  take place: 1) The item’s Bladerune capacity is permanently 
  reduced by 1. 2) The caster receives a point blank Fireball (+50 
  OB). 3) The item must resist a 30th level magical attack or be 
  destroyed.  See Note 7 below.
  50. Black Rune — As Force Rune except that the additional 
  critical is rolled on the “Slaying” column of the Large Creature 
  Table (or the “Super-Large” if the target is Super Large).
  Note 1: All “runes” on this list are called Bladerunes. 
  They may only be used on non-magical items, 
  though high quality items will often hold Bladerunes 
  better. Each +5 quality/material bonus that an item 
  has reduces all failure or fading changes by 1% (see 
  Etched Runes, and Permanency).
  Note 2: Unless the item contains the Empathy 
  Rune, activating a Bladerune requires a Rune skill 
  roll to activate. This activation requires 50% of the 
  character’s activity in the round that the Rune is 
  activated. With the Empathy Rune, activation only 
  requires 10%. 
  Note 3: Bladerunes are considered to be a lesser form 
  of enchantment because they are temporary. Once 
  activated, they will normally fade from use. The Prime 
  spell prepares the aura of items to receive and hold 
  Bladerunes. If cast on an item that has already been 
  primed, it will simply reveal the rune capacity of the item.
  Note 4: Bladerunes can be affected by cancel or dispels. 
  Bladerunes resist using their spell level, not the caster’s level.
  Note 5: Only a single Bladerune of any given type may 
  be active at one time. However, multiple Bladerunes, of 
  different types, may be active at the same time. So, while 
  only one Weapon Rune may be active at a time, a character 
  may have a Weapon Rune, a Shield Rune, a Haste Rune, 
  and other Bladerunes all active at the same time.
  Note 6: Weapons have a Bladerune capacity equal 
  to 2 + 1 per each foot of length, up to a maximum 
  capacity of 10, thus a 4’ long sword will have a rune 
  capacity of 6, while a 1’ long dagger will have a rune 
  capacity of 3. Shields have rune capacities as follows: 
  Target (5),  Normal (8), Full (10), Wall (15).  Bracers, 
  gauntlets, greaves and helms all have a rune capacity 
  of 4. Breastplates and/or jackets or shirts (of armor) 
  have a rune capacity of 10. Items such as bracelets and 
  amulets have a rune capacity of 2. The GM should 
  be able to these given capacities to determine the 
  capacities of any items not listed.
  Note 7: Permanency will make the effects of most 
  Bladerunes constant. However, there are a few 
  exceptions. The Bladerunes Haste Rune, Defender Rune, 
  and Spell Rune must still be activated to be used. These 
  three runes are also only usable once every other round 
  if they are made permanent. Permanency may not be 
  used on the Empathy Rune, or Etched Rune.
  
  71
  earthblood’S wayS
  1. Detect Earthblood — Caster determines whether he is within 
  the radius of an Earthnode (see page 81). If the answer is 
  yes, he learns the direction and distance to the center of the 
  Earthnode, and the size of the Earthnode.
  2. Nodestore — Caster memorizes the location of an Earthnode if 
  he is currently within the radius of one, and attunes himself to 
  it for the purpose of throwing the various Earthgate and other 
  spells on this list. This spell takes 1 hour to perform.
  3. Earthpresence — Each round the caster may concentrate on an 
  area (up to 100’R) within the Earthnode that he is in. He will 
  be aware of the presence of all sentient/thinking beings within 
  that area. Spell has no effect outside an Earthnode.
  4. Earthcalm — The target is immune to any fear or panic type 
  effects for the duration of the spell.
  5. Nodeguide — Caster learns the direction and distance to the 
  nearest Major Earthnode.
  6. Earthsense — If this spell is active, the caster will 
  immediately become aware of any “familiar” presences 
  in the same Earthnode as the caster. “Familiar”, for this 
  spell, is defined as any intelligent being with whom the 
  caster has previously observed or communicated with for 
  at least 5 minutes. The caster will not learn the location of 
  the familiar presence(s) within the Earthnode, but he will 
  know the identity of the being(s).
  7. Earth’s Door — If the target is currently within an Earthnode, 
  the caster may teleport the target to some other location within 
  the same Earthnode. The following chances for failing exist: 
  Never seen place (only described) = 50%; been briefly (1 hr) 
  = 25%; Studied (24 hr) = 10%; Studied carefully (1 week) 
  =1%; Lived in (1 yr) = .01 %. In case of failure: first determine 
  direction of error (randomly), then determine amount of 
  error (make an open-ended roll for # of feet). If this spell 
  is imbedded into a location within an Earthnode, it may be 
  designed to teleport any being entering the location to another 
  specific location within the same Earthnode.
  8. Earthblood’s Awareness — As Earthpresence, plus a 
  general knowledge of the actions of each being within the 
  Earthnode (e.g., being is casting a spell but does not know 
  what spell is being cast).
  9. Earthblood Gather — Caster may recover used Power Points 
  by absorbing power directly from the Earthnode that he is in. 
  The caster may absorb 1 power point for every two minutes 
  that he concentrates. Note that the caster must still spend the 
  9pp for this spell. The caster may never increase Power Points 
  beyond his maximum. 
  10. Earthgate — Caster may teleport the target to any Major 
  Earthnode that he has Nodestored and which is within 10 mi/
  lvl of the caster. Possibility for teleport failure is l%.
  11. Earthmight — Target absorbs power directly from the 
  Earthnode (that the caster is in) into his body. The target 
  gains the size, strength, physical abilities and defenses (but not 
  appearance or sunlight problems) of a Troll as defined in RMC 
  Creatures & Treasures (RMC C&T - starting on p. 117), The 
  GM should determine the type of Troll based upon the primary 
  type of terrain for the Earthnode: Cave Troll (underground and 
  near caves); Forest Troll (in woods and forests); Snow Troll (on 
  glaciers and snow fields); Hill Troll (in mountains and hills); 
  and Stone Troll (almost everywhere else). The GM should only 
  allow Mountain and War Trolls in very rare instances.
  12. Earthcommune — If the Caster is within an Earthnode he 
  has Nodestored, he may ask a single question that might be 
  answered “yes” or “no” and he will know the correct answer. 
  This power may be used only once per day and only once per 
  week at a given Earthnode.
  13. Earthkeep — Upon receiving a death blow, if the caster is 
  within an Earthnode that he has Nodestored, the caster goes 
  into a state of suspended animation, until they are cured, their 
  brain is destroyed, or the maximum duration (lvl x 2 hours) 
  is exceeded. If the caster’s body cannot be revived within the 
  maximum duration, the caster will die unless his soul can be 
  kept from leaving his body by other means.
  14. Earthcloak — Caster is undetectable by sight, sound, smell, or 
  “Detects” so long as he remains in the Earthnode in which he 
  cast the spell and he does not cast any other magic, move faster 
  than a walk, make an attack, or suffer or give a violent blow.
  15. Earthgate True — As Earthgate, except that caster may 
  also teleport the target to minor Earthnodes which he has 
  Nodestored and the distance limit is now 20 mi/lvl.
  16. Earthalarm — When in an Earthnode, the caster may 
  designate that Earthnode or one area within that Earthnode. 
  If that area is entered by an unauthorized presence 
  (specified by caster when the spell is cast), an alarm will be 
  “sounded”. The alarm will alert the caster at any distance. 
  Within the disturbed area, the alarm may be silent or may 
  make a loud raucous, according to the caster’s specifications 
  when the spell was cast. The caster may never have more 
  than one of these spells active at any one time.
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  72
  17. Greater Earthmight — As Earthmight, except the 
  characteristics gained are those of a Giant (RMC C&T, p. 117) 
  and the target also gains the Giant’s inherent magical abilities 
  (this includes spells but not Power Points). The GM should 
  determine the type of Giant based upon the primary type of 
  terrain for the Earthnode: Fire Giant (in volcanoes and lava 
  fields), Forest Giant (in woods and forests), Frost Giant (on 
  glaciers and snow fields), Hill Giant (in mountains and hills), 
  Water Giant (in lakes, rivers and the sea), and Stone Giant 
  (almost everywhere else). The GM should only allow Cloud, 
  Mountain, and Storm Giants in very rare instances.
  18. Earthbeast — If the Caster is within an Earthnode he has 
  Nodestored, he creates a vicious Earthbeast from the power 
  of the Earthnode. The beast is of animal intelligence, but 
  innately knows and understands the layout of this Earthnode 
  to the extent of the caster’s knowledge, and will follow simple 
  commands from the caster (even those which will result in 
  the destruction of the Earthbeast). The Earthbeast may be 
  of the form and physical characteristics of any of the mature 
  Lesser Drakes (RMC C&T p. 56). At the end of the duration, 
  the Earthbeast disperses back into pure magical energy and is 
  reabsorbed into the Earthnode whence it was created.
  19. Earthjar — As Earthkeeping above except if the duration is 
  exceeded, the caster’s soul remains within the Earthnode rather 
  than going away into the appropriate after-life. For a period 
  following the soul’s departure of 1 day/lvl the caster is “in” the 
  Earthnode and may re-enter his own body if it is healed and 
  within the Earthnode or he may enter and possess another 
  dead body which has been made capable of life. If none of 
  these conditions are fulfilled within the 1 day/lvl duration, the 
  caster will reform into one of the “greater” or “major” undead 
  (RMC C&T p. 90), and will usually adopt its normal alignment 
  and character (GM’s option). The caster may intentionally 
  depart his own body (or any other body he has “obtained” 
  prematurely) to enter without corpus into the Earthnode as 
  outlined above. The timing of the 1 day/lvl limit begins the 
  moment the caster enters the Earthnode without a body.
  20. Mass Earthgate — As Earthgate True except that the 
  Caster may transport to any Earthnode within 30 mi/lvl 
  which he has Nodestored. The Caster may also take along 
  “passengers” and “baggage” at an additional power cost of 
  1 PP per 50-pound unit. 
  Example: The Caster is going to teleport himself, a 
  220-pound fighter, an 80-pound thief, and 3 pieces of 
  baggage weighing 110, 70, and 35 pounds. Total power 
  point cost of the trip is 33 Power Points as follows: 20 
  points for the spell (which teleports the Caster), 5 for 
  the fighter (4 complete 50 pound units plus a fraction of 
  another), 2 for the thief, 3 for the 110 pound piece, 2 for 
  the 70, and 1 for the 35.
  25. Earthblood Generation — If the caster is within an 
  Earthnode which he has Nodestored, he will heal all damage 
  (except a destroyed brain) over the course of 10-100 hours.
  30. Earth Summons — As Earthbeast above except the caster may 
  form any number and type of creatures from the Earthnode 
  whose total levels do not exceed the caster’s levels. No matter 
  what forms are chosen, the beasts normally have none of the 
  special abilities of the actual creatures and they still have only 
  animal intelligence. The GM may allow special abilities directly 
  related to the primary terrain of the Earthnode (e.g., flame-
  related abilities at a volcano, ice or cold abilities on a glacier, 
  water abilities in the sea, etc.).
  50. Earthguardian — The caster may commission a willing 
  target to be an “eternal” guardian of the Earthnode, following 
  instructions that the caster gives. So long as the being fulfills 
  the conditions of the contract he will not age and if injured 
  will automatically regenerate 1 hit/rd and gradually heal all 
  other injuries. The conditions of the contract may vary but 
  all contracts must contain the following: the being must 
  have submitted to this of his own free will, he will submit to 
  the wishes of the caster, he may not leave the radius of the 
  Earthnode, and he will defend the caster and the Earthnode. 
  If a guardian breaks the contract he will resume aging at the 
  normal rate, but will not suffer aging for all the time he has 
  been a guardian.
  
  73
  entIty maStery
  1. Familiar — The caster can attune himself to a small creature of 
  animal intelligence to serve as their familiar. The caster must 
  obtain the creature through normal means (can be no more 
  than 10% of caster’s own mass) and cast the spell on the animal 
  once/day for 1 week (concentrating for 2 hours/day). The 
  caster can then control the familiar and view the world through 
  its senses by concentrating on it (must be within 50’/level). If 
  the animal is killed the caster will have a -25 modification all 
  actions for 2 weeks.
  2. Detect Entity — Allows the caster to detect the presence 
  of artificial beings and entities from other planes. He only 
  receives a rough estimate of their direction and distance, 
  not what they are doing.
  3. Homunculus — Allows the caster to create a homunculus 
  that will function as his familiar. The caster must obtain a 
  vat or caldron with a capacity of at least two cubic feet. For 
  12 days the caster must put his own blood into the vat (5 
  points damage to himself each day), casting this spell each 
  day. On the 13th day, the caster puts twice as much of his 
  own blood into the vat, and then places his familiar into 
  the vat. The familiar is “absorbed”, but the caster does not 
  suffer the normal penalties associated with its death. Then 
  this spell is cast for the final time and the homunculus is 
  generated. During this process the caster must cast this spell 
  each day and any spell failure means that he must start over. 
  4. Minor Construct Spirit — Forms and animates a Minor 
  Construct body.
  5. Servant Spirit — Creates a “Servant” (a very minor elemental) 
  from a nearby source of the element as described in C&T.
  6. Command I — As Demon Mastery I on the Evil Magician list: 
  Dark Summons, except that any artificial being or elemental of 
  5th level or less may be “mastered” if its creator is not present 
  or “in contact” with the artificial being. This spell succeeds 
  automatically for the creator of the target (unless the spell 
  fails), but RR’s apply if anyone else casts this spell. If the spell 
  is not successful, the target will attack the caster. In addition, 
  the permanently animated artificial beings (golems, constructs, 
  and shards) may be given instructions that they will follow 
  outside of the normal command range of this spell.
  7. Minor Golem Spirit — As Minor Construct Spirit except that 
  golems of 5th level may be formed and animated.
  8. Lesser Warder Spirit — To use this spell the caster must 
  first pay the level of the warder squared in gold pieces (for 
  Alchemical solutions). Immediately the caster must instruct the 
  warder concerning its charge (see C&T for more information).
  9. Command II — As Command I, except that artificial beings of 
  10th level or less may be “mastered”.
  10. Lesser Construct Spirit — As Minor Construct Spirit except 
  that a Lesser Construct may be formed and animated.
  11. Weak Elemental — As Servant Spirit except a weak 
  elemental is formed.
  12. Lesser Golem Spirit — As Minor Golem Spirit except that 
  a greater construct or a golem of 10th level or less may be 
  formed and animated.
  13. Command III — As Command I, except that artificial beings 
  of I5th level or less may be “mastered”.
  14. Greater Warder Spirit — As Lesser Warder Spirit except that 
  each animal must be larger than 400 pounds and a greater 
  warder is created.
  15. Major Golem Spirit — As Lesser Golem Spirit except that a 
  golem of 15th level or less may be formed and animated.
  16. Command IV — As Command I, except that artificial beings 
  of 20th level or less may be “mastered”.
  17. Guardian’s Spirit — As Weak Elemental except that the 
  Guardian (see C&T) generated is permanent (until slain). 
  However, it may not move more than 5’ per the caster’s level 
  from the location it is to guard.
  18. Instability — When used against an artificial being, this 
  spell causes the target to unform. Every round that the caster 
  concentrates, the entity must attempt to make an RR. If it 
  fails, it is limited to 25% of normal movement or combat, may 
  not throw spells, is in agony, and loses a percentage of all its 
  characteristics equal to the amount by which it failed. When 
  the entity is reduced to 0%, it is destroyed and all that remains 
  is an amorphous mass of the material that made up its body. 
  Any round that the entity succeeds with its RR, the caster 
  takes damage equal to 10% of his original total hit points but 
  may continue to maintain the spell if he is not prevented by 
  some other occurrence. If the entity survives the spell, all its 
  reductions and damage done to it are restored.
  19. Greater Spirit — As Lesser Golem Spirit except that a golem 
  of 25th level or less may be formed and animated or a strong 
  elemental may be formed.
  20. Command V — As Command I, except that artificial beings of 
  25th level or less may be “mastered”.
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  74
  25. Golem Spirit True — As Lesser Golem Spirit except that any 
  golem may be formed and animated up to the level of the caster.
  30. Command VI — As Command I, except that artificial beings 
  of up to the caster’s level may be “mastered”.
  50. Shard Spirit — The caster must prepare a laboratory for 
  the growth and storage of the shards. Because of their bizarre 
  configuration and mystical dependence on each other, 5 lesser 
  shards must be created before 1 greater shard may be grown. 
  The caster must spend gold pieces equal to (Lvl x Lvl x 10) per 
  growth tank, where the Lvl refers to the shard to be created. 
  These costs are in addition to those mentioned in note A. 
  below, and they include the compounds, poisons, gems, and 
  creature parts necessary. Each vertically doored vat may only 
  grow one shard at a time. In a number of weeks equal to the 
  level of the new shard, the thing will come to life.
  Note 1:  Many of the spells on this are used to form and 
  animate artificial beings, such as golems and constructs. 
  The term “artificial beings” equally refers to elementals 
  as well. The statistics, descriptions, and all other relevant 
  information for these creatures can be found in the RMC 
  C&T, in Section 4.4, starting on p. 72. The statistics for 
  the Homunculus are found in the table on p. 99, while 
  his description is found on p. 103.
  Note 2: For each of these a “body” must be formed and 
  animated by the appropriate spell. A suggested basic cost 
  of a golem or construct body is the level of the resulting 
  creature cubed (Lvl x Lvl x Lvl) in gold pieces, plus the cost 
  of the materials required to make the body of the creature 
  (i.e. a golem made from Eog will cost more than one made 
  from steel or clay). The time required to fashion the body is a 
  number of consecutive days equal to the level of the creature 
  squared (Lvl x Lvl), and the proper spell must be cast at least 
  once a day during the creation. If the caster is unable to spend 
  the requisite number of consecutive days making the creature 
  (i.e. if he is interrupted for 1 or more days), then the total 
  time required is automatically doubled (i.e. it normally takes 
  9 days to fashion the body of a Minor Construct (3rd level), if 
  the caster missed a day for some reason, it would him a total 
  of 18 days to finish fashioning the body).
  Note 3: The Command and Instability spells may also 
  be used on Entities from Other Planes (C&T, p. 78 – i.e. 
  demons) only if the GM decides that allowing it fits in 
  with the world system of the setting.
  Note 4: Elementals, Servants, and Guardians take 
  between 2 rounds and their level in rounds to fully 
  form (roll randomly or allow the summoner to make a 
  maneuver roll with difficulty based upon how quickly he 
  is trying to make it form).
  
  75
  ethereal maStery
  1. Blur — Causes caster to appear blurred to attackers subtracting 
  10 from all attacks.
  2. Shadow — Caster and objects on his person appear to be a 
  shadow; and thus are almost invisible in dark areas (e.g., in 
  many situations this could be handled with a Stalking/Hiding 
  bonus between 25 and 75).
  3. Blink — When he concentrates, the caster is able to “blink” 
  out of the normal plane for up to a number of rounds equal to 
  his level. He will reappear whenever he ceases to concentrate. 
  While “blinked out” he has no perception of anything 
  occurring during his absence. He returns to exactly the same 
  spot with the same orientation as before.
  4. Phase Store — Caster stores inanimate material of up to 5 lbs/lvl. 
  The material is in an “ethereal storage space” and is completely 
  undetectable from the normal plane. The caster must specify a 
  storage time (up to 1 day/lvl) after which time the material will 
  reappear at the exact spot that it was “stored”. If the caster is at 
  the spot where he stored the material, he may cancel the spell 
  and retrieve the material. However, there is a 1% chance per day 
  stored that someone or something from the ethereal plane will 
  take the material and it will not return normally.
  5. Phasing — Allows caster to put himself “out of phase”. Caster is 
  invisible to those on the normal plane and he can see the normal 
  plane only on a very blurred basis (-50 to all perception rolls). 
  The caster cannot affect or be affected by anything (attacks, 
  spells, etc.) on the normal plane; except that ethereal and 
  undead creatures (also similar creatures at the GM’s discretion) 
  can perceive and may attack the caster normally (and he may 
  perceive and attack them). The caster may move at a rate of 30’/
  rnd, but at a risk of “dissembling”. Each round that the caster 
  moves, his chance of dissembling is 1%/10’ (or fraction thereof) 
  moved that round. If the caster is dissembled, his soul departs his 
  body, which then reappears on the normal plane (i.e., he’s dead).
  6. Conjuring Circle I — [RR mod: -20] Caster creates a 
  “conjuring circle”. If the caster casts the circle around himself, it 
  is a sphere of protection vs. beings from other planes (demons, 
  certain elementals, etc.). The circle must be at least equal in 
  “type” (I-VI) to any attacker (lower type circles do not effect 
  higher type creatures). If the caster casts the circle so that he is 
  not inside it, a creature from another plane will be summoned. 
  If its “type” is at most equal to the type of the circle, it will be 
  imprisoned in the sphere; otherwise, the normal reaction is to 
  attack the caster and/or nearby associates. Roll to determine 
  the type of the creature: if (1-60) the summoned creature will 
  be a demon, elemental, etc. (whichever is desired) of equal 
  type to the circle; if (61-80), it will be of lower type (if possible, 
  otherwise of the same type); if (81-90), it will be a higher type; 
  if (91 +), it will be a totally random ethereal summoning. As 
  long as the summoned being is imprisoned, the caster may 
  attempt to communicate with it and spells from Entity Mastery 
  or the Evil Magician base lists may be cast upon it. The caster 
  may send the creature away ethereally to perform one simple 
  task (kill someone, get an item, deliver this message, etc.); the 
  creature will attempt to perform the task (very literally), and 
  then will return to the circle (if not destroyed). Performing the 
  task must not take more time than the duration of this spell 
  and it must not require the creature to travel more than 1 mile/
  caster lvl from the location of the circle.
  7. Ethereal Room — Creates a 10’x10’x10’ ethereal space that 
  is undetectable from the normal plane. The inner surface of 
  the room is uneven with lots of protuberances that things 
  can be secured to. The space can be entered or exited from 
  a 4’x8’ door that appears randomly within 30’ of the caster 
  (always in a non-solid area: air or water). The door may be 
  entered or exited by anyone, but it is only visible to the caster 
  and ethereal and undead creatures. When the duration of 
  the spell is up or the caster cancels the spell, everyone and 
  everything in the room will reappear in normal space in the 
  area immediately adjacent to the door (i.e., if the door is on 
  the ground, they will appear on the ground; if the door is in 
  the air, they will appear in the air).
  8. Shift — When cast during any portion of a round, caster will 
  shift away from this plane and back again almost instantly with 
  the same orientation (facing). During the shift, he may move 
  up to 2.5’ per level from his original position. The caster may 
  specify the distance and in which direction he wishes to move, 
  but there is a 30% chance that the direction will be random. 
  The caster will never materialize in solid material but will 
  instead remain on the ethereal plane (see page 78) for 1-100 
  rounds and then reappear in an open random area within 2.5’/
  lvl of his original position. All attacks directed against him 
  in his original position will miss except for area attacks that 
  include the destination point as well as the original position. 
  However the caster always suffers at least -30 to orientation and 
  activity after a blink (for attacks/maneuvers/etc).
  9. Ethereal Vision — Caster can see invisible and ethereal objects 
  within 5’/lvl (beings, gates, “signposts”, etc.).
  10. Conjuring Circle II — As Conjuring Circle I, except that a 
  Type II Circle is created.
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  76
  11. Ethereal Door — Caster teleports with no error up to 30’/
  lvl. He must visualize his destination or specify direction and 
  distance. He will not materialize in a solid object but will 
  instead be stunned for 1 round and remain on the ethereal 
  plane for 1-100 rounds and then return to his original position. 
  The caster may fall if he materializes over empty space. 
  Reorientation always takes at least one round.
  12. Lesser Ethereal Gate — A Lesser gate is opened to the ethereal 
  plane, 7’ tall by 4’ wide. It is not visible except on the ethereal 
  plane or by ethereal vision. Only creatures “small enough” to 
  pass through may pass, though unusually powerful creatures (20 
  levels +) may rip the gate, producing a greater gate and come 
  through. It should be noted that almost an infinite number of 
  gates are visible from the ethereal plane: to many planes, times, 
  and places (see page 78). Therefore most persons will become 
  lost almost immediately after entering the ethereal plane.
  13. Conjuring Circle III — As Conjuring Circle I, except that a 
  Type III Circle is created.
  14. Voice of Summons — Caster may summon by name any 
  being on the ethereal plane or other appropriate planes (see 
  page 78). The caster must issue the summons into a gate or be 
  ethereal himself. Each round there is a 35% chance the desired 
  being will hear and a 15% chance a random being will hear. 
  This spell does not control the summoned being though the 
  being will be heavily influenced (-20 RR) to come to the caster.
  15. Traveler — Caster may move into and on the ethereal plane. 
  This spell must be cast again to move back onto the normal 
  plane (at his original position) unless the caster passes through 
  a gate/is summoned/etc.
  16. Conjuring Circle IV — As Conjuring Circle I, except that a 
  Type IV Circle is created.
  17. Signpost — Allows the caster to make some form of 
  identifying mark on the “inside” (ethereal side) of an ethereal 
  gate. The spell must be cast from the ethereal plane and serves 
  simply to identify a gate otherwise identical to the infinite 
  number of other gates. This virtually assures knowing the 
  destination of a gate marked by the caster. This spell may also 
  be used to change or erase already existing “signposts” belong 
  to the caster. This spell does allow the caster to read, change, or 
  erase “signposts” created by other casters.
  18. Contact Other Plane — Caster sends his mind to another 
  plane for advice, information, etc. from a random being. 
  Probabilities of truthfulness, willingness, knowledge, ability, 
  etc. are determined by characteristics of the being contacted. 
  There is a chance of temporary insanity (min 10 weeks) based 
  upon the nature of the plane (see page 78) contacted: another 
  prime 10%; elemental plane 20%; Unique Planes 30%; the 
  Eternal Planes 40%; a Planes of the Dead 50%; The Infernal 
  Planes 60%; etc.
  19. Conjuring Circle V — As Conjuring Circle I, except that a 
  Type V Circle is created.
  20. Greater Ethereal Gate — As Lesser Ethereal Gate except 
  that any creature may pass through with no effort. “Visible” 
  dimensions usually about 20’ high by 20’ wide.
  25. Planar Displacement — Transport target to a randomly 
  determined plane. If this spell is cast against non-magic users it 
  is possible that they may never be seen again.
  30. Conjuring Circle VI — As Conjuring Circle I, except that a 
  Type VI Circle is created.
  50. Disjunction — All magic effects and magic items in the 
  radius except those on the caster’s person must make a RR. 
  Items failing by more than 100% are disjoined (separated 
  into their separate magical components and thus usually 
  destroyed). Each item failing by 61- 100% is affected by a 
  Planar Displacement spell (see above). Each item failing by 
  01-60 is affected by a Shift spell (see above) of the caster’s level 
  (random distance and direction for each item so affected). 
  Special artifacts and very powerful items may be given special 
  RR modifiers by the GM.
  Note: § — These spells have a 1-10% chance of triggering 
  a random ethereal encounter (see page 79). The GM 
  should vary this in general or on a case-by-case basis.
  Note: It should be noted that this list contains among the 
  most dangerous spells ever researched. Therefore most 
  magical libraries are required by local authorities to make 
  these spells available only to those who have secured a permit 
  specifying permission/time/place of study or use. Many 
  authorities also require testing of the user’s mental stability 
  and national loyalties by a certified specialist. See page 78 for 
  details concerning the nature of the Ethereal plane.
  
  77
  optIonal ruleS
  alternate planeS
  The concept of other worlds, times, and planes existing next to 
  the “real” world is common to many works of fantasy, mythology, 
  and religion. Such factors are key to creating a campaign game or 
  world for fantasy role-playing.
  A plane is a single universe with its own distinctive component 
  characteristics of energy, matter, physics, and life. The total universe 
  is made up of an infinite number of planes (also called variant 
  realities). A single plane is often radically different from any others 
  in terms of its component characteristics or at least, its history. The 
  universe we are aware of is just one of the myriad planes.
  Rolemaster already contains the concept of alternate planes of 
  reality.  We have both Demons of the Pales, and Demons of the 
  Void. The Pales is the name given to a relatively small collection of 
  planes from which many types of demons, and beyond the Pales is 
  the Void, yet another plane, but a formless one, often considered 
  to be beyond all other planes.
  There are potentially an infinite number of planes of existence, 
  so a comprehensive listing with descriptions of each is entirely 
  impossible. However, the planes can be divided into several main 
  classifications. Each is described below, sometimes with one or 
  more sub-classifications.
  Inner planeS
  This classification refers to those planes closest to the main 
  or prime material plane (the plane that the characters are from). 
  Even then, there are a number of possibilities.
  When most scholars discuss the Inner Planes, they are referring 
  solely to the Astral and Ethereal Planes, and not the Alternate 
  Primes or Variant History Planes as these latter two are the 
  hardest planes to reach.
  In this section, we cover a wide variety of rules options that can 
  be used with your game. All of the options affect magic and the 
  use of magic within the game. Some options just add more flavor 
  to the game, such as Arcane magic or Alternate Planes of existence 
  and Earthnodes, while other options will change how the game 
  actually functions in some respects, such as a faster method of 
  regaining Power Points, or a new method to determine the casting 
  level of a spell, or changes to how long it takes to cast a spell.
  It is strongly recommended that the GM read all of the options 
  over very carefully before including any of them. Certain specific 
  combinations of options may be unbalanced when used together, 
  and it is possible that there are multiple options that cover the 
  same area of the rules.
  The GM should always carefully consider what options to 
  include, and how those options may interact with the rules and 
  any other options that he may be using.
  alternate realmS
  In RMC, the Monk is an Essence user and the Bard is a 
  Mentalism user. With this option, the GM can swap the realms 
  associated with these two professions to have an Essence Bard and 
  a Mentalism Monk.
  Additionally, the GM should feel free to use the Beastmaster 
  profession as either a Channeling or Essence profession in 
  addition to its normal Mentalism Realm.
  When changing the realm associated with a given profession, 
  the GM needs to change the Prime Requisite stats of the 
  profession so that its realm stat (i.e. Intuition for Channeling, 
  Empathy for Essence, and Presence for Mentalism) is the proper 
  for the new realm that the profession is moved to.
  
  78
  Astral Plane: The Astral Plane is a plane of existence that lies 
  closest to the material plane. It appears as an odd reflection 
  of the material world, except that instead of seeing the 
  normal shapes of things, a person on Astral Plane will see 
  the auras of those on the material plane. Non-living things 
  have no aura and appear in shades of grey, and the auras of 
  creatures will vary in color due to their nature. Vegetarian 
  creatures will have a brownish aura, while those who eat 
  meat will reddish-brown aura. Sentient races will often 
  have various colored auras, with the most common being 
  a yellow-gold to a white-blue color. Sentient being who 
  have killed for some reason will have bright red highlights 
  swirling through their aura, and those who are evil will have 
  black tendrils mixing with theirs.
  Alternate Primes: These support life in much the same way 
  as the plane that the characters are from. However, there 
  can be extreme differences in flora, fauna, sentient life, 
  differences in how magic works, or even a nearly complete 
  lack of magic altogether, variations in the laws of nature, 
  etc. The variations can and quite likely do range from the 
  extremely minor to the extremely major in their impact and 
  implications for those who travel the planar landscape.
  Alternate History Planes: These are similar to other planes but 
  differ from them in their history. Different battles are won 
  or lost. Different events, lives and deaths, make these planes 
  interesting and confusing to those familiar with a different 
  planar history. These places may appear similar in some ways 
  to another plane but can be very different in other ways. 
  outer planeS
  Beyond the Inner Planes, lay the Outer Planes. These are harder 
  to reach, and the beings from these realms often have unusual 
  powers and abilities. It is from these planes that many summoned 
  creatures or beings come from.
  Upper or Eternal Planes: These are the planes associated with 
  those beings and spirits of immeasurable power whose 
  intent is usually benign or at the very least neutral towards 
  the material planes. Beyond the Upper planes lays the realm 
  known as the Source, or the True Light.
  Lower or Infernal Planes: These planes are associated with 
  those beings and spirits of immense power whose intent 
  towards the material planes is inimical in nature. The 
  goals of these beings range from corruption to outright 
  destruction. These planes are home to the beings known as 
  demons as devils. What often saves the material realms from 
  their attentions is the fact that demons and devils are usually 
  at war with one another. Beyond these planes lay the Void, 
  thought to be the source of all things evil, and home to the 
  most powerful entities of evil.
  Planes of the Dead: This is a generic term referring to one of 
  many planes where the souls of the dead go for the afterlife, 
  be it for eternal paradise or eternal torment. It also includes 
  the Plane of the Undeath, the place that the souls of the 
  undead gain their abilities from. 
  Elemental Planes: Each of the Elemental Planes is devoted to 
  a single element. The plane contains regions that may be 
  habitable or at least tolerable to mortals, but there just as 
  many regions that won’t support mortal life. The planes are 
  filled with a myriad of life forms, collectively referred to as 
  elementals. Many of these creatures mirror creatures found 
  in the material realms. 
  Unique Planes: In addition to the Upper and Lower Planes, 
  there are any number of unique planes, sometimes referred 
  to as pocket dimensions. These planes are often fully self-
  contained, and it isn’t unusual for a whole pantheon of deities 
  to dwell within a unique plane, or connected series of unique 
  planes.  The Norse deities realm of Asgard or the Greek deities 
  realm of Olympus (including Hades and Tartarus, Elysian 
  Fields, etc.) are some examples of unique planes.
  the ethereal plane
  The Ethereal Plane is the plane of connection or transport. 
  It is the medium that must traversed to move from one plane 
  to another. Even very powerful gates which link varied planes 
  directly (such as those which communicate to a deity, or summon 
  a demon) must have some root in the Ethereal Plane – an 
  alteration in the Ethereal Plane which permits the new link to 
  exist – a “short cut” so to speak. A more “normal”, certainly less 
  power-consuming method, is to move through a gate (door, 
  access) from the plane you are residing in into the Ethereal Plane, 
  and then, to move from there to your destination plane. Even this 
  lesser process is fraught with its danger.
  The Ethereal Plane can be quite confusing and frustrating. It 
  appears as a great misty plain, perpetually in shadow. There is 
  sufficient light (its source is unknown – perhaps it is the diffused 
  radiance of the gates, or the charge of a magic-rich atmosphere) 
  for a common man to perceive by sight other beings or objects 
  quite clearly up to about 50’. Beyond that range, the fog seems to 
  rise up, offering only rare glimpses of what may lay beyond.
  There is also a constant layer of swirling opaque fog about 
  18 inches deep on the floor. This fog immediately conceals any 
  objects dropped within the depth of the fog, leaving anyone 
  searching for something the task of groping to find it. 
  At what often appears to be random intervals a traveler in this 
  misty realm can see gates to other locations, other planes. And 
  there seems to be an infinite number of them.
  The destination of each of these many gates is not apparent 
  from the Ethereal Plane, and the gates are appear identical except 
  for two things: the first is its size, as there are lesser and greater 
  
  79
  gates, each being different in the mass and power of the being or 
  beings which can pass through the gate. The second difference 
  is markings, as some spell casters have learned ways to mark the 
  gates so that they will be recognizable at a later date so that they 
  may be used or avoided.
  enCounterS
  There are beings that exhibit a remarkable innate talent for 
  inter-planar travel and who can be encountered when someone 
  dares to toy with the magic of the planes. The term “Ethereal 
  Encounters” refers to such creatures, or other encounters that 
  result from Ethereally related magic, travel, or even a locale that is, 
  for some reason, unusually well linked to the Ethereal or another 
  plane.
  An Ethereal encounter can be impossibly unpredictable since 
  the beings that can wander the planes are myriad both in form 
  and in outlook. Demons, angels, genii, elementals, powerful 
  undead, benevolent beings such as the ki-rin, or terrible evils such 
  as Ordainers are all known wanderers of the planes.
  A GM can use the encounter tables in Creatures & Treasures 
  if he needs to determine the nature of a random or wandering 
  Ethereal encounter. Some of the specific tables for this in C&T 
  are: Universal Monsters (p 204-205), X-over Points (p 206-207), 
  Burial Areas (p 206-207), Ruins (p 206-207), and Enchanted 
  Areas (p 206-207). 
  The GM might determine which table is to be used randomly, 
  or he might select one based on the nature of his campaign or 
  the location of the encounter (burial areas, ruins, etc). A glance 
  at these tables is all that is required to see that such an event will 
  almost always be very dramatic and significant as a great many of 
  these beings are truly awesome in power.
  arCane magIC
  There are a couple of schools of thought about the nature of 
  Arcane Magic.
  According to one school of thought, Arcane Magic is a more 
  primal method of tapping into what is believed to be the real, 
  single source (i.e. the Ethereal Plane) of magical energy, mana, 
  in order to cast spells. It is felt that this more primal method 
  of accessing mana, while more dangerous, also allows for more 
  powerful spells to be cast. 
  A second school of thought believes that Arcane Magic is 
  simply an over-powered Hybrid of the three realms, much like 
  how a Mystic combines the realms of Essence and Mentalism for 
  his spells. Coincidentally, this school of thought also considers 
  that this method is more dangerous than standard, but also 
  allowing for more powerful spells to be cast.
  There are other schools of thought on Arcane Magic as well, 
  but essentially, they all come to the same conclusion. Arcane 
  Magic is dangerous, but it allows for more powerful spells.
  What is important to understand is that when discussing Arcane 
  Magic, we are not talking about Arcane Spell Lists. A person who 
  learns an Arcane Spell List (see below for more information) does 
  not automatically use Arcane Magic, just as a Magician who learns 
  a Cleric’s Base List does not automatically use Channeling magic. In 
  both cases, the spell user uses his own realm of magic to cast spells, 
  regardless of where they originally came from.
  There is only one profession that uses Arcane Magic, and who 
  may learn Arcane Spell Lists as Base Lists and that is the Archmage 
  (see page 5).  He is unique in that he has three realm stats. 
  power poIntS
  In order to determine the number of Power Points that the 
  Archmage has, average all three of his realm stats (Intuition, 
  Empathy, and Presence) and use the resulting number for 
  determining Power Points.
  arCane CaStIng requIrementS
  Each realm of magic has its own casting requirements. Hybrid spell 
  users must meet the requirements of both of their realms. Arcane spell 
  users have their set of casting requirements as follows:
  •	
  The caster must have at least one hand free.
  •	
  The caster must be able to speak normally
  •	
  The caster may not be wearing any armor.
  •	
  The caster may not be wearing a helm.
  •	
  The caster may not have more than 20 lbs of organic 
  material upon his person.
  •	
  The caster may not have more than 5 lbs of other metal 
  upon his person.
  •	
  The spell being cast is of equal or lower level than the caster.
  arCane fumble range
  Spells cast using Arcane Magic will have an unmodified Fumble 
  Range of 01-10.
  reSIStIng arCane SpellS
  When an Archmage casts a spell that requires a Resistance Roll, 
  the target of the spell will average together all three of their RR 
  modifiers for each realm. This averaged total is then the modifier 
  used against arcane spells.
  CanCelIng/dISpellIng arCane SpellS
  There are currently no spells dedicated to canceling or 
  dispelling arcane magic, although it is almost assured that some 
  mage somewhere has researched them. However, the existing 
  Cancel and Dispel spells found in each realm will still work 
  against arcane magic, though at a reduced effectiveness.  
  If a canceling or dispelling spell targets only a single realm, 
  the arcane spell receives a bonus of +50 to any Resistance Rolls. 
  If such a spell targets 2 realms of magic, the arcane spell would 
  receive a +25 to any Resistance Rolls. If a spell targets all three 
  realms, such as Cancel True or Dispel True, then the arcane spell 
  receives no modifiers to its Resistance Rolls.
  Additionally, spell users may work together to attempt to cancel 
  or dispel an arcane spell. By having each caster cast a different 
  Cancel/Dispel versus a different realm at the same time, the arcane 
  spell, while still getting a separate RR versus each spell, would treat 
  each spell as if it affected multiple realms. Thus three spell users, 
  each casting a dispel against a different realm would require the 
  arcane spell to resist each of the three spells with no modifiers.
  
  80
  eSf modIfIerS
  If the GM is allowing the use of ESF, the Archmage, when 
  tempting ESF, would use the the highest of the ESF modifiers 
  from all three realms, but with an additional +10. For example, a 
  Magician casting a spell while wearing AT 10 would have an ESF 
  modifier of 30. For the Archmage, this modifier would be a 40.
  Arcane magic is dangerous enough on its own. Trying to use it 
  and chancing ESF at the same time is even more so.
  arCane Spell lIStS
  In addition to an arcane source of mana (i.e. Arcane Magic), 
  there are also Arcane Spell Lists.  These spell lists are sometimes 
  more powerful and more dangerous than normal spell lists.
  Spell users from any realm may learn and cast Arcane Spell 
  Lists. Thus, they are essentially omni-realm spell lists, existing in 
  all three realms, or above all three realms, depending upon how 
  magic in your setting works. 
  While learnable by all realms, these spell lists are harder to 
  learn than normal spell lists. They cost double the normal amount 
  of Development Points, under the core rules, to learn. The 
  following table shows the maximum level to which a spell user 
  may learn Arcane Lists.
  CaStIng arCane SpellS
  When any spell user, excepting the Archmage, attempts to 
  cast any spell from an Arcane Spell List, his unmodified (UM) 
  Fumble Range is 01-20 and if there is any ESF involved, there is a 
  special ESF modifier of 20 that is applied to the total (not to each 
  individual ESF mod).
  CaStIng level
  Almost every spell has one or more attributes that are 
  determined by level at which the spell was cast.  This could its 
  range, or its duration or area of effect, or even the level used 
  when making a Resistance Roll against it.  These attributes are 
  determined by the Casting Level of the spell. When using this 
  option, the Casting Level is determined by the number of Power 
  Points (PP) used in casting the spell.
  Every spell has what is known as a Base Spell Level. This is the 
  level that it appears on a given spell list, and this is also the minimum 
  number of Power Points that are required to cast the spell.
  Example: On the Open Channeling Spell List, Light’s 
  Way, the spell Light II is in the 4th level slot on the list. 
  This means that the spell requires a minimum of 4 PP to 
  cast. It can never be cast with less than 4 PP.
  However, a caster is not limited to using just the minimum 
  number of required Power Points in casting the spell. He may use 
  a number of PP equal to the number of ranks that he has in the 
  spell list. However, if the player has the caster puts in more PP 
  than the character has levels, then he chances Extraordinary Spell 
  Failure (ESF – Spell Law, page 35).
  Example: Joe the 4th level Cleric knows the Open 
  Channeling Spell List, Light’s Way to 8th level (he has 8 
  ranks in the spell list). Joe can cast the 2nd level spell, 
  Light I, which has a duration of 10 minutes per level, 
  as using the minimum required 2 PP and it will have a 
  Casting Level of 2 and a duration of 20 minutes. Or he 
  can cast it using 4 PP (his level) and it would have a 
  Casting Level of 4 and thus a duration of 40 minutes. 
  Or he could, if he wanted, cast it using anywhere from 
  5 to 8 PP, which would give the spell a Casting Level 
  of 5 to 8, depending on how many PP he actually 
  used. However, by using more PP than his level, Joe is 
  chancing ESF, so he needs to decide whether or not it 
  would really be worth it.
  To recap, the Casting Level of a spell is determined by how 
  many PP are used to cast it. The caster may use any number 
  from the minimum required by the Base Spell Level on up to a 
  number equal to the number of skill ranks that the caster has in 
  the spell list. Should the caster use a number of PP greater than 
  his character level, the caster will be chancing ESF. See page Spell 
  Law, page 35 for more information on the ESF modifiers.
  ClerIC Spell SeleCtIon
  The core rules allow Pure spell users to select 4 additional lists 
  as Base lists for their profession. This allows the character to learn 
  those lists beyond 20th level. The core rules put no restrictions on 
  this, though they do recommend that only Open and Closed lists 
  from the character’s realm be allowed to be selected.
  Under this option, all Pure users may only select their 
  additional Base lists from among the Open and Closed lists of 
  their realm unless they get special permission from the GM to 
  select one of the Base lists of another profession from the same 
  realm. However, Pure spell users should never be allowed to select 
  lists from other realms as Base lists.
  The Cleric, on the other hand, instead of being allowed 10 Base 
  lists is only allowed to have 8 Base lists. He is also allowed to select 
  any Open, Closed, or Base list from the Channeling, Essence, or 
  Mentalism realms as a Base list. The catch is that the lists selected 
  must be able to be associated to the deity that the Cleric worships, 
  and the GM must approve any list selected as a Base list. The core 
  Cleric Base lists, with the exception of Life Mastery, are always 
  acceptable as a choice for a Base list. 
  Note: Life Mastery should only be selected by a Cleric 
  who worships a deity that is associated with death, life 
  and/or rebirth.
  The player must select and/or identify which 8 lists will be Base 
  lists for his Cleric prior to character creation. He is not required 
  to learn all of the lists at once; they just need to be selected/set 
  before the character begins play. All selected Base lists are treated 
  as Channeling spells in all respects, regardless of what profession 
  they came from.
  The GM can use the Deity Specific Lists by Sphere table (see 
  the page 88) as a guideline on deciding which lists the player 
  should be allowed to select from for his Cleric.
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  81
  Example: Bob is creating a Cleric that worships Targus, 
  the God of the Sea and of Storms. For his 8 Base 
  lists he selects Channels (Cleric Base), Communal 
  Ways (Cleric Base), Protections (Cleric Base), Holy 
  Vision (Astrologer Base), Starlights (Astrologer Base), 
  Starsense (Astrologer base), Water Law (Magician 
  Base), and Wind Law (Magician Base).
  earthnodeS
  Earthnodes are areas rich in magical power. While Earthnodes 
  do increase potential magic use and scope, they also restrict the 
  increase in power to limited areas that can be controlled by the 
  GM without changing the basic magic system. 
  If a GM decides to use Earthnodes, he can specifically 
  tailor them to his world by controlling their number, size, and 
  placement. Earthnodes enable a GM to create certain areas in his 
  world where special activities (requiring magical power outside 
  of the normal scope of Spell Law) can take place; for example, 
  Earthnodes for special item creation, Earthnodes placed so as to 
  create a transportation grid based upon teleportation, Earthnodes 
  as centers of healing, etc.
  Earthnodes themselves appear in two forms, called Major and 
  Minor nodes. Major Earthnodes are those that have radii larger 
  than 100’, Minor Earthnodes have radii of less than 100’. Most 
  Earthnodes are perfectly circular. Major Nodes can be detected 
  from far away by their tremendous outlay of power by a mere 5th 
  level Arcane spell called Nodeguide (see page 71). However, Minor 
  Earthnodes are not detectable at all except from within their 
  actual radii. This makes them very difficult to find, their discovery 
  only being made by a chance detection of a passer through or 
  difficult scanning operations made by masses of highly trained 
  personnel. However, the power available in both Major and Minor 
  Earthnodes is virtually identical and can be accessed by the spells 
  on the Earthblood’s Ways list (page 71).
  effeCtS at earthnodeS
  Previously undiscovered Earthnodes s are often still found 
  by spell casters. Spells cast while within the radius of the 
  Earthnode only require 75% of normal PP’s. All fractions are 
  rounded up, so that a 4th level spell costs only 3 Power Points, 
  a 7th level spell costs 6, an 8th level spell also costs only 6, 
  while a 20th level spell only costs 15 Power Points. 
  A spell caster may also recover his Power Points more 
  quickly within an Earthnode than without: sleep time (as well 
  as Meditation time) is reduced by a third.
  This power can be directly 
  accessed by the spells on the 
  Earthblood’s Way list (p. 71), 
  as well as in any other way that 
  the GM decides is appropriate.
  plaCIng the earthnodeS
  If the GM decides to 
  include Earthnodes in his 
  world, he should note the 
  locations of the Major and 
  Minor Earthnodes on his 
  campaign map or similar 
  record-keeping device. 
  It is recommended that the 
  GM roll for the number of 
  Major and Minor Earthnodes for each 250 square mile area.
  Major Earthnodes: 2 + 1d5
  Minor Earthnodes: 5 + 1d10
  Once the GM knows how many Earthnodes are in a given area, 
  then he can place them however he wants.
  phenomena at the nodeS
  One of the most striking characteristics of the Earthnodes 
  (in particular Major Earthnodes) is the way unusual items and 
  beings often turn up within the Node. It appears that either fate 
  (personified) “focuses its attention” on Earthnode areas, or that 
  powerful beings are drawn subconsciously to the magic-rich areas. 
  The GM should randomly determine for each Major Node 
  what important occurrence exists at that node. There is only a 30% 
  chance that a Minor Node will have such an important occurrence:
  Valuable Herb: Especially rare and/or magical herbs occurring in 
  abundance or in an uncharacteristic environment. It is possible 
  that the herb is of an entirely new species, produced first by the 
  node. This herb will spontaneously generate in this node with a 
  frequency and abundance determined by the GM.
  Valuable Ore: primarily of magical materials such as laen, 
  eog, keron, ogamur, etc. In some cases, such ores will even 
  regenerate over time (i.e. several centuries). 
  Major City: Usually a leader in commerce, power, academia, 
  etc. Such cities will also often have a strong magical guild, 
  whose residence is on the node itself.
  Dungeon: A very complicated and usually subterranean 
  complex. Quite often, these are built around subterranean 
  Earthnodes, allowing the owner access to it.
  Lair: the Dwelling of a powerful monster or a lair of a large 
  number of smaller monsters. Even bad guys and monsters, 
  especially dragons, like Earthnodes.
  Castle: Usually that of a mighty fighting lord, spell caster, scholar, 
  financier, etc. As the saying goes, “Location, location, location.”
  
  82
  Shrine: a place holy to a particular deity, being, or principle. 
  Often Shrines are uninhabited, being magical places of 
  worship for the local populace or passersby. Shrines are 
  more common for Minor Earthnodes, built because the 
  discoverer thought that location was blessed by their deity.
  Temple: much like a shrine except more often employing 
  personnel and offering services appropriate to the religion 
  represented. As with shrines, often built by the discoverer, in 
  support of their deity.
  Rare Creature: Usually wild in the area, such as a Unicorn, 
  White Hart, Ki-lin, Lammasu pride, etc. Such creatures seem 
  to have an affinity for such locales.
  Supernatural Dwelling Place: Often of a powerful being, such 
  as a titan, giant, lich, angel, demon, etc. And they are not 
  very keen on trespassers.
  Lord: The Dwelling of a human-type being of great power, 
  often magical, perhaps not appearing as a lord at all. He may 
  look like a simple farmer, but beware his mighty magical 
  abilities!
  Magical Phenomenon: A magical warping of reality occurring 
  in one of myriad forms: enchanted pools, streams, rivers, 
  or fountains; enchanted or cursed forests; areas full of the 
  nature of Faerie; free flowing chaos; a gate into a far different 
  space, plane, time, or location; a personal alteration device. 
  Just about anything can happen.
  extended SemI baSe lIStS
  This option is intended to help bridge the gap between Semi 
  Spell Users in RMFRP having 6 Base Spell Lists and Semi Spell 
  Users in RMC only having 5 Base Spell Lists.
  When using this option, Semi Spell Users are allowed to select a 
  6th Base Spell List from the Closed spell lists for their realm.
  Certain of the Semi Spell Users given in the first part of this 
  book are conversions and thus have 6 Base Spell Lists. The 
  descriptions for each of those professions specifies that the 
  profession may only select 5 of those lists as Base Spell Lists unless 
  this option is being used. If this option is used, those particular 
  professions get the 6 spell lists listed as their Base Spell Lists, they 
  do not get to select a 6th Base Spell List from the Closed spell lists 
  of their realm.
  faSt power poInt reCovery
  In the core rules, a caster has to sleep or meditate for up to 
  8 hours to restore their Power Points once they have expended 
  them.  This can lead to the situation where the party gets up, has a 
  major battle within the first hour of rising and then the magician 
  has to go back to sleep to recover their Power Points (PP).
  The core rules also include magical devices that multiply the 
  number of Power Points is able to use each day.  Multipliers range 
  from giving double the normal amount of PP to giving up to 5x 
  the normal amount. Unfortunately, this can, at higher levels, be 
  extremely unbalancing. 
  The basic concept here is that the number of PP that a magic user 
  has is not a daily allotment, but representative of how much magical 
  energy the character can manipulate before that he needs to rest. 
  This means that a character with 12 Power Points can cast up 
  to 12 PP worth of spells, and a short while later be back at full 
  capacity and ready for the next encounter. 
  pp reCovery tImeS
  The rate at which a character recovers Power Points depends 
  upon his activities. The more active a character is, the slower he 
  will regain the ability to manipulate the magical energies required 
  for casting spells. 
  Complete Rest – The character is meditating, sleeping, or lying 
  down, with little to no movement or activity (physical or mental). 
  He will recover 1 Power Point for every 5 minutes of complete 
  rest. The character must spend a minimum of 5 minutes resting 
  before recovery can even begin, and then he will recover his first 
  PP only after another 5 minutes (i.e. 10 minutes to recover the 
  first PP, and 5 minutes per PP afterwards).
  Mildly Active – The character is sitting still, or not performing 
  any taxing physical activities, but still mentally active. This 
  includes things eating dinner, walking, riding (a walking 
  mount), or other tasks that require mild concentration or 
  effort. During this type of activity, the character will recover 1 
  Power Point for every 30 minutes of this type of activity. Like 
  the entry for Complete Rest, the character must spend one 
  time period at this activity level before PP recovery will begin.
  Active – This includes things like running, fighting, casting 
  spells, concentrating on spells, exploring a dungeon or 
  other strenuous activities or activities requiring strong 
  concentration. During this type of activity, the character will 
  not recover any Power Points.
  Spell devICeS
  The use of spell devices with these rules is slightly problematic, 
  and each type of device needs to be addressed separately.
  •	
  PP Multipliers: These should not be allowed with this 
  option as it will make spell users way too powerful overall.
  •	
  Spell Adders: These types of spell devices are allowed as they 
  have no affect on the number of PP that a character has.
  •	
  PP Adder (Type I): This is a spell device that grants the 
  character xx number of PP each day. These are allowed, 
  but it needs to be remembered that this is per day 
  allowance. Once those PP have been used, they will not be 
  available again until the next day. They do not regenerate 
  quickly like the caster’s own Power Points.
  •	
  PP Adder (Type II): This is a spell device that provides 1 
  or more PP each time that the character casts a spell. With 
  these devices, the character must always supply at least 1 
  PP to the casting process. These types of items are allowed, 
  but they should never give more than 2 or 3 PP at most. 
  •	
  PP Batteries: These are devices which store PP for later 
  use.  The character has to spend 10 PP just to increase 
  the number of PP within the battery by 1 PP as it puts 
  a larger strain on the body to store PP in a device than 
  it does in casting a spell. Using Power Points that are 
  already in a battery works just the same manner as a 
  Type I PP Adder described above.
  
  83
  folIoS
  Spell casting can be divided into two main components, 
  Realm and Folio. 
  A Realm consists of the caster’s source of magic along with any 
  restrictions and requirements that may affect his casting of spells. 
  Realms are described in more detail in the RMC Spell Law. Folios 
  are described in more detail below.
  what IS a folIo?
  A Folio is the collection of Base Spell Lists that every spell 
  casting profession. For most Pure spell users, this consists of 6 
  predetermined lists and then 4 additional lists that are selected from 
  all of the other spell lists within the Realm. The major benefit of 
  Base Lists is that the caster may learn those lists to 50th level. 
  For Pure spell users all other lists are restricted to 20th level. 
  Hybrids and Semi Spell Users have other, different restrictions, 
  but we won’t concern ourselves with them here since the purpose 
  of this option is about creating Folios for Mages and Mentats.
  CreatIng a folIo
  The intent of this option and the Mage and Mentat professions 
  is for the GM to create a Folio of 15 spell lists from the Master 
  Spell List table for each profession. These Folios should be tailored 
  to the setting, with different Guilds or groups of Mages/Mentats 
  having different Folios depending upon where they are from in 
  the campaign setting. This allows the GM to set up rival groups 
  who may have a few Base Spell Lists available to both groups, but 
  also have spell lists that are unique to each group.
  The Master Spell List tables contain all of the Base Spell Lists 
  from each profession of that realm, along with any “Realm 
  Lists” (see page 86) for that realm. The Master Spell List tables 
  also contain the 
  Open and Closed 
  spell lists from the 
  other realms. The 
  Open and Closed 
  Spell Lists from the 
  same realm as the 
  Mage/Mentat are not 
  included on their 
  Master Spell List 
  tables because they 
  are always allowed 
  to select from those 
  lists in addition to 
  the Folios created by 
  the GM.
  In creating a Folio, 
  the GM should decide 
  upon a basic theme 
  or concept for the Folio and then select 15 of the lists from the 
  Master Spell List table for the given profession. The selected lists 
  should all fit the concept decided upon.
  magICal guIldS
  One method of using the Mage and Mentat professions is to 
  associate them with some sort of Magical Guild in the setting, as 
  this aids in giving them a background and gives them connections 
  to others within the Guild or perhaps rivalries from other Guilds. 
  As always, the GM should work with his players to determine the 
  level of detail and interaction that they want with the Guild and 
  its other members or rivals.
  MAGE BASE LIST MASTER TABLE
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  84
  evIl folIoS
  Please note that the inclusion of any of the Evil spell lists within 
  a Folio will often mean that the character (or characters) with that 
  Folio will be considered to be evil by many societies, and they could 
  possibly be truly Evil depending upon the mechanics of the setting 
  (i.e. how Evil spell lists are powered by the Unlife in Shadow World).
  InCremental CaStIng tImeS
  The amount of activity required to cast a spell is based upon 
  the total number of Power Points (PP) in the spell. Each PP in the 
  spell requires 20% activity, with a base minimum of 60% activity. 
  Thus, 1st, 2nd, and 3rd level spells all require 60% activity to cast, 
  while a 4th level spell with require 80% activity and so forth.
  Under this option, Instantaneous Spells require 20% 
  activity to cast, regardless of their level. Any actions that may 
  be allowed (such as leaping) will require 
  55%activity to accomplish.
  Like any other action that requires more 
  than 100% activity to perform, casting a 
  spell that requires more than 100% activity 
  will require multiple rounds to complete, 
  with each full round spent casting the spell 
  subtracting 100% from the total amount of 
  activity required.
  Characters may reduce the casting time 
  of their spells, down to a minimum of 60% 
  activity, but only by risking ESF. For every 
  10% that the caster reduces his casting time, 
  he gains a +1 ESF modifier.
  MASTER MENTAT BASE LISTS
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  85
  Irregular CaStIng tImeS
  According to the core rules, a spell requires zero to two rounds of 
  preparation prior to a single round of actual casting. The actual time 
  required is determined through comparing the spell’s level to the 
  caster’s level, and how far below the caster’s level the spell actually is. 
  Using this option, the casting time is based solely the level of 
  complexity of the spell. This means that lower level spells will take 
  less time to cast, while higher level spells will, because of their 
  more complex and more powerful nature, will take longer to cast.  
  The Casting Times table shows how many rounds are required 
  to cast a spell of a given level, and the following notes help to 
  explain things a little more. Some of the following bullet points 
  are similar to other options because it is felt that they should be 
  included as part of this option.
  •	
  If a spell requires more 
  than 1 round to cast, the 
  rounds prior to the last 
  one require 90% activity 
  each round while the 
  last round requires 75% 
  activity. There are no 
  “preparation rounds” 
  and casting rounds, it is all “casting rounds”.
  •	
  Instantaneous spells require only 1 round using 75% 
  activity to cast. The first 10% activity is the actual casting, 
  and the remaining 65% is recovery. No other actions may 
  be performed or initiated during the recovery.
  •	
  Casting rolls for a spell should always be made at the end 
  of the casting time.
  •	
  A caster may spend extra time casting a spell, gaining a +5 
  for each extra round spent, up to a 
  maximum of +30 to his casting roll.
  •	
  A caster may rush in his casting 
  of a spell, taking less time than 
  normal, to a minimum of one 
  round. The caster receives a -20 
  to his casting roll for each round 
  he trims off his casting time.
  •	
  Should the GM be allowing the 
  casting of spells above the caster’s 
  level, then the casting time for 
  those spells, above the caster’s 
  level, will be increased by one 
  additional round.
  level bonuSeS
  RMC gives several options for 
  alternative level bonuses in Character 
  Law. The following tables provide 
  the level bonuses for those options. 
  The titles on the tables explain which 
  options that each goes with.
  The table with the RM2 compatible 
  level bonus option is to the right, while the 
  table with the RMFRP compatible option 
  is located on page 86.
  lIfegIvIng & healIng
  One thing that has always seemed odd, no matter the version 
  of RM being used, is how does one heal a dead body? Lifegiving 
  spells, as they currently stand, do not heal a dead body, so if the 
  damage that killed the character is not healed and somebody casts 
  Lifegiving on him, he will just turn around and immediately die.
  Spell Law is not specific about whether or not healing spells 
  may be cast on a dead body, so it can easily be ruled by a GM in 
  either direction. If the GM allows the casting of healing spells on a 
  dead body then there is no real need for this option, but if the GM 
  likes he can still use it. This option is more specifically for those 
  who believe that healing spells will not work on a dead body.
  This option works as follows:
  •	
  If caster of the Lifegiving can cast the spells needed to heal the 
  body of the death dealing damage and/or any other mortal 
  damage that would kill the newly resurrected character, then 
  the Life giving puts him into coma until such time as those 
  spells are cast. This coma will last up to 24 hours, at which 
  point the character will die again if he has not been healed. 
  •	
  If the caster of the Lifegiving is unable to cast the spells 
  required to heal the resurrected character (because he does 
  not know the proper spells), then the coma into which he is 
  placed will be a regenerative coma that will heal the death 
  dealing damage, and only that damage at 10x the normal rate.
  CASTING TIMES
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  LEVEL BONUS TABLE:
  2
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  86
  lImIted overCaStIng
  This is an option that is based on Option 10.4 found in the 
  RMC Spell Law, as well as the Spell Class descriptions found on 
  pages 29-30 of the RMC Spell Law.
  In those Spell Class descriptions, spells are classified based on 
  their level in relation to the caster. This classification determines 
  how much time is required to cast a spell.
  With this option, we add a new Spell Class that allows the 
  character to cast spells that are within a few levels of his own. This is 
  similar to Option 10.4 mentioned above, but not quite the same.
  ClaSS Iv SpellS
  Class IV spells require 4 rounds to cast; three rounds of 
  preparation, and one round for effect. Class IV spells have a level that 
  is one, two, or three levels above the level of the caster.  (i.e. 5th, 6th 
  and 7th level spells would be Class IV spells for a 4th level caster).
  Class IV spells receive a -25 modifier to their casting/attack rolls. 
  Additionally, if a character has a Directed Spell attack as a Class 
  IV spell, this allows them to learn one rank in the proper Directed 
  Spell skill each level until the spell becomes a Class III spell, at 
  which point the character may begin learning the skill normally (i.e. 
  two ranks per level if the profession’s costs for the skill allows).
  realm lIStS
  In the core rules, every Base Spell List belongs to a profession. 
  The only exceptions are the Evil spell lists, but they also have 
  special rules regarding how they can be acquired, turning a 
  regular profession into an evil version of itself, so they essentially 
  belong to a profession as well.
  However, not every Base Spell List needs to be tied to a specific 
  profession. Some can be tied to the Realm itself, and as such be 
  available for selection as a Base Spell List by any Pure spell casting 
  profession for the realm.
  The following table shows the Realm Lists that we give in 
  this product.
  relIgIouS orderS
  Religious Orders fill several roles, more than just supplying 
  Priest characters s selection of spell lists from which the Priest 
  chooses his Base Lists. Religious Orders provide players with 
  information that they can use to more closely tie their characters 
  to the setting in which they are being played. Religious Orders 
  also provide information that can be used to aid in shaping the 
  personalities of their characters as well.
  LEVEL BONUS TABLE
  P
  R
  F
  M
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  /
  S
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  (
  CONVERSION FRIENDLY OPTION)
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  REALM L IST S
  g
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  87
  CreatIng orderS
  The following example shows the layout of a Religious Order 
  and describes/defines the purpose of each section. It also includes 
  some guidelines
  order name
  The first part is the name of the Order.  This represents what 
  they are known as to others of the setting. This is sometimes, 
  but not always, followed by a short section of descriptive text 
  about the Order. Such descriptive text is often located in the same 
  position as this paragraph. This is then followed by a number 
  of sub-sections, each of which details a specific aspect of the 
  Religious Order. They are listed below.
  Focus: This section tells what deity or deities the Order 
  worships. Some deities have multiple aspects that may 
  seem to be very diverse. In such cases, this section will 
  list the name and descriptive text about the aspect that is 
  worshiped. 
  Spheres of Influence: This section lists the Spheres of Influence 
  the deity covers.
  Culture (Temple Locations): Not every deity will be worshiped in 
  every location. Some deities will want their temples or shrines 
  to be located in specific locations. This section describes where 
  temples and shrines are most likely to be located and which 
  cultures this Order can be found in.
  Membership: This section lists the races which comprises the 
  Order. It will also list any membership restrictions to such 
  things as race, culture, or sex of the worshipers.
  Benefits of Membership: This section lists any special benefits that 
  are received by being a member. The benefits could be a static 
  bonus to a few skills, a talent/gift, or some in game benefit, such 
  always having a place to sleep and free meals from worshipers.
  When the benefit is a static bonus or a 
  talent or gift, then the Priest character will 
  have to pay the DP costs for the benefit, 
  also to be listed with the benefit, before they 
  actually receive the benefit. The character 
  does not need to pay for this when they 
  join the Order (i.e. create the character), 
  they may decide to pay for and acquire the 
  benefit whenever they go up a level.
  Restrictions: This section lists any restrictions 
  that the Order imposes upon its members.  
  An example of such a restriction would be 
  that members of the Order are not allowed 
  to kill animals except for food. 
  Symbol: This section will contain a description 
  of the Order’s holy symbol. The higher in 
  the hierarchy, the more likely that a Priest’s 
  holy symbol will be made of rarer materials.
  Dress: This section describes the type of 
  clothing and vestments worn by Priests 
  belonging to the Order.
  Structure: This section describes the basic 
  hierarchal structure of the Order and may 
  include additional information such as titles 
  used by members of the Order.
  Philosophy/Purpose: This section describes the underlying 
  philosophies and principles of the Order and even some of 
  their more overt purposes and goals.
  Activities: This section describes some of the major activities 
  undertaken by the Order to achieve their goals and promote 
  their philosophies.
  Favored Skills: The Priest is a generic profession. This means 
  that sometimes the Development Point (DP) costs for the 
  Priest won’t be as favorable as they should be for some skills in 
  regards to the aspects of the deity that the Order worships.
  The GM is allowed to reduce the costs of up to 5 skills 
  related to the worshipped aspects of the deity. When a skill’s 
  DP cost is reduced, it is reduced by 1 point on both the 
  primary and secondary costs. For example, a cost of 4/* would 
  become 3/*, a cost of 3/8 would become 2/7, and a cost of 8 
  would become 7. 
  Spell Lists: This section gives a selection of spell lists from which 
  the character selects his 8 Base Lists. The table, Deity Specific 
  Lists by Sphere, on the following page, gives a list of possible 
  aspects, also known as Spheres of Influence. 
  Each Sphere also has one or more spell lists. Some Spheres 
  have spell lists that may seem at odds with each other, like 
  Death/Rebirth having both the Necromancer and Life 
  Mastery spell lists. This is because the Sphere or aspect may be 
  interpreted in different ways.
  All Priests will always have access to the spell lists from the 
  Universal Priest sphere, and the GM should select 3-5 other 
  spheres and then select what spell lists from those spheres are 
  available for selection as Base Lists. In addition to the Sphere 
  Lists, the Priest may also select Base Lists from any of the Open 
  and/or Closed Channeling spell lists.
  
  88
  DEITY SPECIFIC LISTS BY SPHERE
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  89
  This gives Priests a minimum of 25 spell lists from which to 
  select their 8 Base Lists.
  Sample relIgIouS order
  The following is a Religious Order created as an example to 
  show what a finished Religious Order should and could look like.
  lIghtbrIngerS of belaruS
  Belarus is the Sun Lord, the Bringer of Warmth, Light, & Life.  
  Belarus is also the Bearer of the Healing Light and the Scourge of 
  the Undead.  Belarus is also the Light of Knowledge.
  Focus: Belarus, the Sun Lord.
  Spheres of Influence: Universal Priest, Healing, Knowledge, Light, 
  Sun and Undead.
  Culture (Temple Locations): There are temples and shrines to 
  Belarus in every major city and town as Belarus is the premier 
  deity in the lands where he is worshipped.
  Membership: The Lightbringers of Belarus accept members of 
  either sex and from any race.
  Benefits of Membership: Some Priests of Belarus are able to invoke 
  the Aura of Belarus. This ability costs the Priest 10 DP and it 
  grants the Priest the ability to use the spell Aura (RMC Spell 
  Law, page 93) at will, without casting a spell. The Priest need 
  only expend the Power Points (3 per use) for the ability and it 
  activates automatically.
  Restrictions: The Lightbringers have no restrictions.
  Symbol: The symbol of the Lightbringers is a stylized rising 
  sun. This is often worked into an amulet or brooch and is 
  often the focus item for the Holy Symbol spell list for the 
  Lightbringers.
  Dress: Lightbringers dress in orange and yellow robes for 
  ceremonies and services, but outside of that, they have no 
  specific form of dress. However, most Priests will often wear 
  a shirt or vest of either orange or yellow, and all Priests will 
  always be wearing their Sun Symbol in a prominent and easily 
  viewable location.
  Structure: The order is ruled by a council of 9 elders, one for each 
  ray on the holy symbol, as each also represents the 9 districts 
  that the order divides the area it covers into. Each council 
  member holds his office for 9 years, and the order holds 
  elections for one district each year.
  Philosophy/Purpose: Of course the order exists to spread the 
  word of Belarus, but they also work to heal the sick and 
  injured, and to fight Undead, which they consider to be a blight 
  and sickness upon the world itself. Priests of Belarus are also 
  dedicated to recovering, preserving, and spreading knowledge.
  Activities: Most Priests spend their time in temples and shrines, 
  directing worship of followers and maintaining libraries for the 
  public to use. There is a small group of Priests, often referred 
  to as Seekers, who travel the world looking to recover lost 
  knowledge and to find and fight Undead creatures.
  Favored Skills: Lightbringers have a cost of 1/4 for Lore: Magical, 
  2/6 for Lore: Obscure, 1/5 for Lore: Technical, and 1/5 for 
  Diplomacy.
  Spell Lists: The Lightbringers select 8 Base Spell Lists from Open 
  Channeling spell lists, Closed Channeling spell lists, and the 
  following spell lists.
  Channels (Cleric Base)
  Communal Ways (Cleric Base)
  Holy Symbol (Channeling Base)
  Item Lore (Bard Base)
  Light Law (Magician Base)
  Light Molding (Illusionist Base)
  Lore (Closed Channeling)
  Major Healing (Channeling Base)
  Protections (Cleric Base)
  Repulsions (Cleric Base)
  Starlights (Astrologer Base)
  Summons (Cleric Base)
  Warrior’s Element (Elemental Warrior Base - Light - 
  Combat Companion)
  SemI Spell pICk expanSIon
  Under this option, Semi spell users will get a slightly wider 
  selection of spells overall by gaining an ‘A’ pick for Closed spells 
  of their realm. This will allow them to learn the Closed lists from 
  their realm to 5th level.
  This option grants the Semi spell users a slightly larger 
  versatility without it being a major increase in the potential power 
  level overall.
  
  90
  noteS
  
SOURCE: textdata/thevault/Rolemaster/5.0 Edition Classic/ICE 6508 - RMC Spell Law II [2010].pdf