TEXT: 1
  HARPer’s Grimoire
  Issue #1
  Issue #1
  Table of Contents
  Introduction
  Credits
  Author: Tim Dugger, Heike A. Kubasch
  Editing: Heike A. Kubasch, Tim Dugger
  Proofreading: Lori Dugger, Heike A
  Kubasch
  Pagemaking, & Layout: Tim Dugger
  Interior Art:   Joel Biske, John Dollar,
  Mike Jackson, Jeff Laubenstein, Cara
  Mitten,  Colin Throm, Keirston
  Vande Kraats,  Carisa Swenson,
  Jonathan White;
  HARPer’s Grimoire Copyright © 2006 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.
  Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
  Web: www.harphq.com and www.ironcrown.com.
  Welcome to the first installment of the HARPer’s
  Grimoire! Contained within the pages of this tome
  you shall find a diverse selection of  several dozen
  spells. Spells that have never before been seen in print
  for HARP.
  This project has gone through several different
  conceptualizations since it was first conceived. At first
  it was going to be full book, and then we eventually
  decided to change it to a pdf product about half of the
  size of the book. We later decided to change it yet
  again, to the product you now have before. A smaller
  pdf that we will eventually turn into a periodical
  release. We may do themed issues, or include
  additional material related to spells for HARP in the
  future, but for the nonce, it shall remain a tome of
  spells for you to use in expanding your game.
  Thanks for taking the time to read these small
  ramblings, and I hope you enjoy this product.
  Introduction ................................................................. 1
  Cantrips ........................................................................ 2
  Universal Spells ............................................................. 3
  New Spells .................................................................... 5
  Special Thanks!
  This product owes a special thanks to several
  people. This includes, but is not limited to Nicholas
  H. M. Caldwell, Chris Adams, and Chris Richardson.
  ICE would also like to extend a very special thank you
  to all of our fans who contributed to the Grimoire
  thread on the ICE forums, you are most certainly an
  imaginative bunch!
  ICE Staff
  CEO: Bruce Neidlinger
  President: Heike Kubasch
  Office Manager/Cust. Service: Lori
  Dugger
  Editor/Jack-of-All-Trades: Tim Dugger
  Pagemaking: Sherry Robinson
  Web Mistress: Monica L. Wilson
  ICE related Cats: Rajah, Pheobe, Matsi,
  Bandit, Coco, Rascal, & Gandalf
  HARPER’S
  G
  RIMOIRE
  February 2006
  
  2
  HARPer’s Grimoire
   Issue #1
  SPELL DESCRIPTIONS
  All of the spells in the HARPer’s Grimoire use the same
  format. They are listed in alphabetical order, according to
  their basic type (Cantrip, Universal, Spells belonging to a
  specific Sphere), and will all follow the same format
  (shown below) for their descriptions.
  ANONYMOUS SPELL*
  PP COST: This is the base Power Point cost for the spell.
  RANGE: The spell’s base range.
  DURATION: This is how long the spell lasts. If the duration
  lists “xx time/rank,” it means that the spell lasts xx
  amount of time for every skill rank the caster has in the
  spell. If the duration lists an amount of time along with
  “(C)”, this means that the caster must concentrate for the
  duration of the spell, and that it can only be kept active
  for a limited amount of time. Casters receive a -50 to all
  actions while concentrating.
  SPELL TYPE: Utility/Attack/Elemental.
  RR: This indicates whether or not a Resistance Roll (RR)
  is required by the spell, and what the RR is based on
  (Stamina, Will, or Magic).
  SPHERES: This indicates which sphere(s) the spell is
  located on.
  DESCRIPTION: This is the actual description of the effects of
  the base spell.
  SCALING OPTIONS: This section lists the various options
  available for scaling the spell, including the Power Point
  costs for each option.
  * = spell is cast instantaneously
  CANTRIPS
  COMPASS
  PP COST:  1
  RANGE:  Self
  DURATION: —
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Cantrip
  DESCRIPTION:  Caster can determine which way is north.
  
  3
  HARPer’s Grimoire
  Issue #1
  UNIVERSAL SPELLS
  AURA
  PP COST:  5
  RANGE:  Touch
  DURATION: 5 rounds/rank
  SPELL TYPE: Utility
  RR: —
  SPHERES:  Universal
  DESCRIPTION:  Creates a dim aura around the target,
  making it glow. This spell does not create enough light
  to see by, but the glow is still visible even in natural
  daylight. Caster chooses the color of the glow at the
  time of casting.
  SCALING OPTIONS:
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Duration (1 minute/rnk)
  +8 PP
  Increase Glow (Candle bright)
  +5 PP
  Increase Glow (Torch bright)
  +9 PP
  DICTATION
  PP COST:  7
  RANGE:  Touch
  DURATION:  Concentration
  SPELL TYPE:  Utility
  RR:
  SPHERES: Universal
  DESCRIPTION:  As the caster dictates, every word will be
  instantly written down on whatever media the caster
  designates, such as paper, parchment, a stone wall, etc.
  The GM will need to decide how much ink is consumed
  depending on the number of words written. The caster
  must touch the writing materials while casting the spell.
  This spell will only write words and letters of a written
  language known by the caster.  It cannot draw images or
  designs.
  SCALING OPTIONS:
  Draw Images
  +5 PP
  Cast on Another
  +4 PP
  LOCATE LANDMARK
  PP COST: 3
  RANGE:  Self
  DURATION:   —
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Universal
  Description:  The caster will know what direction and
  distance they are from a Landmark created using the
  Create Landmark spell. The caster must select which
  Landmark he is using when this spell is cast.
  The caster may use the Maintain Bearing scaling options
  to keep a constant knowledge of direction and distance
  from his landmark. This is very useful in mapping.
  When using the scaling option, Symbolic Link, the
  caster may use this spell to show his current location, in
  relation to his selected Landmark upon a map as two
  glowing dots. Both the location of the caster and the
  Landmark must be represented on the map (not the
  caster and Landmark themselves, just the location where
  they can be found), and the map must be at least
  reasonably accurate for this scaling option to work. This
  scaling option also requires that Maintain Bearing be
  used at the same time.
  The caster of this spell need not be the caster of the
  Create Landmark spell. He only needs to know of the
  existance of the magical landmark.
  Example:  Terris previously cast Locate Landmark on the
  floor while exploring a dungeon.  He walks 20 yards north
  and up some stairs to the next level (10 yards).  By casting
  Locate Landmark, he will know that he is 20 yards to the
  north and 10 yard higher than his landmark.  He will also
  know that he is approximately 22 yards from the point of
  reference in a direct line.
  SCALING OPTIONS:
  Maintain Bearing (Concentration)
  +3 PP
  Symbolic Link
  +5 PP
  LEVITATION*
  PP COST:  8
  RANGE:  10’
  DURATION:   5 rounds/rank
  RR: —
  SPHERES:  Universal
  DESCRIPTION:  Allows target to move up and down
  vertically 5’/round; the target can only move horizontally
  with some form of assistance, such as pulling himself
  along a rope, or using a vertical surface for support.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk)
  +4 PP
  Increase Duration (10 rnds/rnk)
  +6 PP
  Each Additional Target
  +4 PP
  
  4
  HARPer’s Grimoire
   Issue #1
  REPEL PESTS
  PP COST: 9
  RANGE:  10’
  DURATION:   1 hour
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Universal
  DESCRIPTION:  Repels all normal insects and vermin such
  as mice, rats, squirrels within a 10’ radius of the target
  point. The spell also works against leeches, and other
  unwholesome creepy crawlies. It does not affect
  monsters—so it would not repel giant ants or giant rats.
  SCALING OPTIONS:
  Increase Duration (1 day)
  +6 PP
  Increase Duration (1 week)
  +8 PP
  Increase Radius (per +10’ radius)
  +2 PP
  TRACTION
  PP COST: 4
  RANGE:  Self
  DURATION: 2 rounds/rank
  SPELL TYPE:  Utility
  RR:  --
  SPHERES:  Universal
  DESCRIPTION:  Caster can run on uneven, unstable surfaces
  (sand, ice, etc.) as if he or she were on normal ground.
  Use of this spell also negates the effects of the spell, Slick,
  in relation to the target of this spell.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk)
  +4 PP
  Increase Duration (10 rnds/rnk)
  +6 PP
  Change Range to Touch
  +4 PP
  Additional Targets (per target; requires Touch)
  +4 PP
  TRANSCRIPTION
  PP COST: 4
  RANGE:  Touch
  DURATION: 2 rounds/rank
  SPELL TYPE:  Utility
  RR:  —
  SPHERES:  Universal
  DESCRIPTION:  Magically and accurately transcribes text
  and images from one source to writing materials of the
  caster’s choice. The spell requires writing materials and a
  writing surface. The caster must specify the transcription
  source, which must be within sight and touch the writing
  materials and writing surface while casting the spell.
  Transcription is 100% accurate—and will transcribe
  source material as it is written—including mistakes. The
  spell will not fill in damaged text or missing words.
  This spell will transcribe one “page” worth of
  material per round for the duration of this spell. The
  caster must also be able to see the entire item to be
  transcribed at the time of casting, be it a book,
  inscriptions on an obelisk, or even a massive wall fresco.
  Items, such as books, that are on another person gain a
  Magic-based RR against this spell. The item gains the RR
  bonus of the person who has possession of the item.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk)
  +4 PP
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Transcription Rate (2 pages/round)
  +3 PP
  Increase Transcription Rate (5 pages/round)
  +6 PP
  Increase Transcription Rate (10 pages/round)
  +9 PP
  
  5
  HARPer’s Grimoire
  Issue #1
  NEW SPELLS
  ANTI-CORROSION
  PP COST:  11
  RANGE:  Touch
  DURATION: 1 week
  SPELL TYPE: Utility
  RR: —
  SPHERES:  Mage, Elementalist, Thaumaturge
  DESCRIPTION:  When cast upon a copper or bronze object of 20
  lbs or less, this spell prevents all forms of rust and corrosion
  for the duration of the spell. At higher levels, Anti-Corrosion
  can prevent rust and corrosion on iron, steel, silver, brass etc.
  SCALING OPTIONS:
  Increase Size/Mass (per 20 lbs)
  +4 PP
  Increase Duration (per week)
  +8 PP
  Protect Iron/Steel
  +5 PP
  CLIMATE CONTROL
  PP COST:  6
  RANGE:  Self
  DURATION: 5 rounds/rank
  SPELL TYPE: Utility
  RR: —
  SPHERES:  Mage, Elementalist, Vivamancer
  DESCRIPTION:  This spell allows the caster to alter the
  temperature and humidity in a 2’ radius.  The caster can
  raise or lower the temperature in the area by 10° and raise
  and lower the humidity by 5% for each rank in the spell.
  SCALING OPTIONS:
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Duration (1 minute/rnk)
  +8 PP
  Increase Radius (5’ radius)
  +2 PP
  Increase Radius (from 5’ to 10’)
  +2 PP
  Increase Radius (per additional 10’)
  +2 PP
  Change Range to Touch
  +4 PP
  CLINGING
  PP COST:  4
  RANGE:  Self
  DURATION: 2 rounds/rank
  SPELL TYPE: Utility
  RR: —
  SPHERES:  Mage, Vivamancer
  DESCRIPTION:  This spell allows the caster climb on vertical and
  inverted surfaces, as long as the caster maintains 3 contact
  points with a surface. Normal terrain and encumbrance
  penalties will still affect the caster. Movement is limited to one
  half of Base Movement Rate. When using the Scaling Options
  to reduce the number of points of contact required, this has
  the added benefit of increasing the speed at which the
  character may move. The 1 Point of Contact Scaling Option
  may only be used if the 2 Points of Contact option is also used.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk)
  +4 PP
  Increase Duration (10 rnds/rnk)
  +6 PP
  2 Points of Contact (Move = BMR)
  +4 PP
  1 Point of Contact (Move = Run)
  +4 PP
  COMBAT COORDINATION
  PP COST:  6
  RANGE:  10'
  DURATION: 2 rounds/rank (C)
  SPELL TYPE: Utility
  RR:
  SPHERES:  Mage
  DESCRIPTION:  This spell allows the caster to mentally
  coordinate the martial efforts of two allies who are within
  the range of this spell when it is cast. For the duration of
  the spell, the caster, is aware of the all of the actions of his
  allies and can communicate mentally with them.  All
  targets of this spell gain the following benefits as long as
  the caster concentrates:
  +5 Offensive Bonus to all attacks
  +5 Defensive Bonus
  +5 Bonus to Initiative
  This spell requires the caster’s total concentration. He can
  take no actions other than maintaining this spell. If the caster
  is distracted and his concentration is interrupted, then the
  spell dissipates. The caster must have a line of sight on his
  allies and the battlefield; he could not coordinate their
  actions from another room or from behind a wall. If line of
  sight is lost for more than 1 round, then the spell ends.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk (C))
  +2 PP
  Increase Duration (10 rnds/rnk (C))
  +3 PP
  Increase OB (per +5)
  +2 PP
  Increase DB (per +5)
  +2 PP
  Increase Initiative (per +5)
  +2 PP
  Additional Allies (per person)
  +2 PP
  
  6
  HARPer’s Grimoire
   Issue #1
  CREATE LANDMARK
  PP COST:  8
  RANGE:  Touch
  DURATION:  I day
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage, Thaumaturge
  DESCRIPTION:  Enables the caster create a specific
  geographical point of reference, such as a building, a
  boulder a tree, etc. that he or she can use with the Locate
  Landmark spell.  The spell can only be cast on a
  stationary surface.  If the surface is destroyed, such as an
  earthquake destroying a piece of ground, the point of
  reference is lost.  When the spell’s duration expires, the
  point of reference is lost.
  SCALING OPTIONS:
  Increase Duration (per 1 week)
  +8 PP
  Mobile Landmark
  +6 PP
  DOUBLE
  PP COST: 8
  RANGE:  10’
  DURATION:   2 rounds/rank
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage
  DESCRIPTION:  The caster creates an illusionary visual image
  of himself. This image will move and act independently
  (under the caster’s mental direction).  This image cannot
  affect the physical world, but will appear to be an exact
  duplicate of the caster.  It can appear to cast spells, use
  weapons, and move about.  The image does not make any
  sound and will disappear once the spell duration expires or
  it moves more than 10’ from the caster.
  A Very Hard Perception maneuver is required for
  anyone to tell the false image apart from the caster.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk)
  +4 PP
  Increase Duration (10 rnds/rnk)
  +6 PP
  Additional Double (per each Double)
  +6 PP
  Add Sounds (per each Double)
  +4 PP
  ELEMENTAL MISSILE
  PP COST:  4
  RANGE:  Touch
  DURATION:  2 rounds/rank
  SPELL TYPE:  Utility
  RR:
  SPHERES:  Mage, Warrior Mage, Elementalist
  DESCRIPTION:  The caster can temporarily enchant a missile
  (an arrow, a rock etc.) to deliver an elemental critical
  when it hits its target. The critical is one attack size smaller
  than the weapon attack size. The extra critical is
  determined the same way as the normal critical—no extra
  attack roll is made. This spell must be learned separately
  for each element. This spell dissipates at the end of its
  duration or once it has struck a target.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk)
  +4 PP
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Potency (critical increased by one size)
  +4 PP
  ELEMENTAL PROTECTIONS
  PP COST:  4
  RANGE:  Touch
  DURATION:  2 rounds/rank
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage, Elementalist
  DESCRIPTION: This spell reduces the damage of
  elemental criticals by -5. This spell must be learned
  separately for each element.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk)
  +4 PP
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Protection (per -5)
  +4 PP
  
  7
  HARPer’s Grimoire
  Issue #1
  FALSE GLAMOUR
  PP COST:  9
  RANGE:  Touch
  DURATION:  5 rounds/rank
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage
  DESCRIPTION:  False Glamour is used to foil and mislead
  magical detection and divination spells. When cast upon
  an object, the spell creates a set of false information about
  the object, which will register when magical detections are
  cast on the object. The false information must be
  specified when the spell is cast. The spell’s duration is
  triggered when a magical detection or divination spell is
  cast on the object.  If a detect magic is cast on an object
  with a False Glamour on it prior to the casting of magical
  detection and divination spells, the object will register
  inactive magic.
  The False Glamour spell could be used to make an
  ordinary sword appear to be highly magical, or to
  disguise a powerful magic item. The spell can also be set
  to trigger the Detect Traps spell, making an area appear to
  be trapped when it is not. Note that False Glamour will
  only work with magical detects—it does not deceive the
  senses, Perception skills or lore skills.
  With the Multiple Glamour scaling option, the caster
  may set up several different sets of false information that
  can be discovered through this spell. The False Glamour
  will rotate through these in the order that they were set,
  unless the Randomize Glamour scaling option were also
  used.
  SCALING OPTIONS:
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Duration (1 minute/rnk)
  +8 PP
  Increase Duration (10 minutes /rnk)
  +9 PP
  Increase Duration (1 hour/rnk)
  +10 PP
  Multiple Glamour (extra set of falsehoods)
  +7 PP
  Randomize Glamours (requires Multiple)
  +3 PP
  GLIDE*
  PP COST:  9
  RANGE:  50’
  DURATION:  5 rounds/rank
  SPELL TYPE:  Utility
  RR: —
  SPHERES: Mage
  DESCRIPTION:  Adjusts the speed of a falling object or target
  to 10’ per second. If the spell is still active when the target
  reaches the ground, the Glide also ensures a safe, soft landing.
  Should the spell expire before the target of the spell
  reaches the ground, the target will fall as normal from the
  height at which he was when the spell expired.
  SCALING OPTIONS:
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Duration (1 minute/rnk)
  +8 PP
  Each Additional Target
  +4 PP
  FORCE BANDS
  PP COST:  5
  RANGE:  50’
  DURATION:  2 rounds/rank
  SPELL TYPE:  Attack
  RR: Magic
  SPHERES:  Mage, Thaumaturge
  DESCRIPTION:  When cast, this spell wraps the target in
  several translucent, 6" tall bands of energy, preventing
  him from moving or performing any other actions
  should he fail his Resistance Roll. The bands to no actual
  damage to the target; only hold him in place. Starting the
  round following the one in which the target is
  immobilized, the target may attempt to make a Hard
  Strength-based Maneuver Roll to break the bands
  constricting and confining him. Using the scaling option
  to Increase Durability can make the bands even harder to
  escape from.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk)
  +4 PP
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Durability (per Difficulty)
  +5 PP
  FORCE WAVE*
  PP COST:  6
  RANGE:  Self
  DURATION:   —
  SPELL TYPE:  Attack
  RR: Magic
  SPHERES:  Mage
  DESCRIPTION:  When cast, this spell causes a wave of kinetic
  force to expand outwards from the caster.  This wave is in
  the form of a curved wall of kinetic energy that starts just
  in front of the caster, covering a 60 degree arc. It rapidly
  expands outwards to a range of 10’. All those caught by
  the arc must make a Magic-based Resistance Roll or be
  forced back to the outer range of the effect.
  SCALING OPTIONS:
  Increase Wave (per additional 60 degrees)
  +4 PP
  Increase Force (per additional 10’)
  +6 PP
  Does Tiny Impact Critical
  +4 PP
  Increase Impact Critical Size by 1
  +4 PP
  
  8
  HARPer’s Grimoire
   Issue #1
  ILLUSIONARY SPELL
  PP COST:  7
  RANGE:  Self
  DURATION:   Concentration
  SPELL TYPE:  Attack
  RR: Magic
  SPHERES:  Mage
  DESCRIPTION:  This spell allows the caster to appear as if he
  is casting a spell that he has studied using the spell, Study
  Target. While being cast, this spell will appear as the
  Studied Spell. After being cast, any visual effects of the
  Studied Spell will also be visible. All who view the spell will
  see the illusionary effects of the spell. If the target fails his
  Resistance Roll, he receives 1d10 hits that will last as long
  as the caster concentrates.
  The scaling option, Unique Effects, allows the caster
  to create his own illusionary spell effects. These may be a
  combination of spells that have been studied or a wholly
  unique visual effect that the caster has created on his. The
  caster may have 1 Unique Effects option for every 5 ranks
  that he has in the Crafts: Painting skill.
  SCALING OPTIONS:
  Increase Damage (per 1d10)
  +4 PP
  Increase Damage (per -5 modifier)
  +4 PP
  Static Duration (2 rnds/rnk)
  +3 PP
  Static Duration (5 rnds/rnk)
  +5 PP
  Unique Effects
  +5 PP
  LANDMINE
  PP COST:  9
  RANGE:  10’
  DURATION:   1 hour
  SPELL TYPE:  Attack
  RR: Magic
  SPHERES:  Mage, Thaumaturge
  DESCRIPTION:  Landmine creates a 1’ radius pressure
  sensitive area, which detonates if any weight is placed on
  it. The explosion delivers a Tiny Impact critical to
  everything within a 5’ radius of the landmine. A landmine
  can be discovered with a Detect Magic spell or a Very
  Hard Detect Locks and Traps skill roll. It can only be
  deactivated by a Dispel Magic.
  SCALING OPTIONS:
  Increase Duration (per additional hour)
  +5 PP
  Increase Damage Size (per size increase)
  +4 PP
  Increase Radius (to 10’ radius)
  +2 PP
  Increase Radius (per each additional 10’)
  +2 PP
  LONG EAR
  PP COST: 6
  RANGE:  Self
  DURATION:   5 rounds/rank
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage, Ranger, Warrior Mage
  DESCRIPTION:  Caster’s point of hearing may be moved
  independently up to 50’ way (moves at 5’ per round); if he
  is physically able to go there (i.e. he could not send his
  point of hearing through walls or closed doors. The
  caster must concentrate fully (no other actions allowed)
  to move his point of hearing, but need not concentrate to
  use the sense from its new location.
  This spell may be linked with the Long Eye spell, but
  then both spells are limited to the spell with the lowest
  rank. Even when combined, each spell is cast individually.
  SCALING OPTIONS:
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Duration (1 minute/rnk)
  +8 PP
  Increase Roving Range (per 50’)
  +2 PP
  Link with Long Eye
  +1 PP
  LONG EYE
  PP COST: 6
  RANGE:  Self
  DURATION:   5 rounds/rank
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage, Ranger, Warrior Mage
  DESCRIPTION:  Caster’s point of vision may be moved
  independently up to 50’ way (moves at 5’ per round); if he
  is physically able to go there (i.e. he could not send his
  point of hearing through walls or closed doors. The
  caster must concentrate fully (no other actions allowed)
  to move his point of sight, but need not concentrate to
  use the sense from its new location.
  This spell may be linked with the Long Eye spell, but
  then both spells are limited to the spell with the lowest
  rank. Even when combined, each spell is cast individually.
  SCALING OPTIONS:
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Duration (1 minute/rnk)
  +8 PP
  Increase Roving Range (per 50’)
  +2 PP
  Link with Long Eye
  +1 PP
  
  9
  HARPer’s Grimoire
  Issue #1
  LONG WHISPER
  PP COST: 4
  RANGE:  self
  DURATION:   Concentration
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage, Ranger, Warrior Mage
  DESCRIPTION:  Caster can whisper and be heard at any
  specific point within 50’ as desired by the caster. The
  caster can move the point of hearing from one location to
  another with one round of concentration. This
  communication is one-way only, from the caster to the
  recipient.
  SCALING OPTIONS:
  Increase Distance (per 50’)
  +1 PP
  Increase Recipients (per person)
  +4 PP
  MIND SPEECH
  PP COST: 3
  RANGE:  Self
  DURATION:   —
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage
  DESCRIPTION:  Caster can broadcast thoughts to all within
  a 10’ radius.
  Note: This spell does not translate the transferred
  thoughts; they may only be broadcast in a language that
  the caster can speak, and that he specifies.
  SCALING OPTIONS:
  Increase Radius (per +10’ radius)
  +2 PP
  Selective Recipients (1 person/rank max)
  +4 PP
  Automatic Translation (to one language only)
  +4 PP
  MIND TONGUE
  PP COST: 5
  RANGE:  50’
  DURATION:   2 rounds per rank
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage
  DESCRIPTION:  Caster can caster can mentally speak to
  any 1 thinking being within range. This communication is
  direct mind to mind communication, thus there is no
  sound exchanged unless one of the participants speaks
  while he sub-vocalizes his thoughts.
  Note: This spell does not translate the transferred
  thoughts; they may only be broadcast in a language that
  the caster can speak, and that he specifies.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk)
  +4 PP
  Increase Duration (10 rnds/rnk)
  +6 PP
  Multiple Recipients (per person)
  +4 PP
  Automatic Translation (native tongue of each)
  +6 PP
  MINOR LIGHT/SOUND ILLUSION
  PP COST: 5
  RANGE:  50’
  DURATION:   2 rounds/rank
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage
  DESCRIPTION:  Caster can create simple visual or auditory
  illusions of sounds and sights that he or she has studied
  using Study Target. These illusions can be created
  anywhere with the 5’ radius of the spell.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk)
  +4 PP
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Range (per +50’)
  +1 PP
  Complex Sounds (as in speech)
  +3 PP
  PARALYZE
  PP COST: 4
  RANGE:  50’
  DURATION:   Concentration
  SPELL TYPE:  Attack
  RR: Magic
  SPHERES:  Mage
  DESCRIPTION:  The cast can “paralyze” a single target,
  freezing the target in place. The caster must concentrate,
  and the target receives a Resistance Roll against the
  original Attack Roll to escape every round to escape the
  paralysis.
  If the caster uses this spell upon more than a single
  target, he needs to use total concentration. This means
  that he can perform no other actions while holding the
  targets paralyzed.
  SCALING OPTIONS:
  Additional Targets (per target)
  +4 PP
  
  10
  HARPer’s Grimoire
   Issue #1
  REVERSE CORROSION
  PP COST: 11
  RANGE:  Touch
  DURATION:   24 hours
  SPELL TYPE:  Utility
  RR: Magic
  SPHERES:  Mage, Elementalist, Thaumaturge
  DESCRIPTION:  Gradually and permanently reverses the
  effects of corrosion or rust, restoring an item to its
  original state. The base spell affects 20 lbs of metal that is
  lightly corroded. The duration of the spell is the amount
  of time it takes for rust and corrosion to be removed
  from the object.
  This spell can only be cast once per day on the
  target—multiple castings will not speed the process of
  reversing the corrosion. The base spell affects a metal
  object weighing up to 20 lbs or 20 lbs worth of corroded
  metal objects—such as a hoard of silver coins. Objects of
  a larger size or weight may be the target of this spell, but
  only through the use of Scaling Options. Depending on
  the amount of corrosion or the size of the object, it may
  be necessary to cast this spell several times to restore the
  object to its original condition. To calculate the number of
  times that the spell must be cast multiply the size of the
  object times the amount of the corrosion, using the table
  below as a guideline.
  Using the guidelines above the GM and players can
  determine how often the spell must be cast and how long
  the de-corrosion process will take. To restore a
  broadsword that is falling to pieces to new would take (1
  x 9) 9 castings, or 9 days.  Restoring a heavily tarnished 1
  ton silver statue would take (10 x 5) or 50 days.
  SCALING OPTIONS:
  Increase Object Size I (per +20 lb)
  +3 PP
  Increase Object Size II (per +200 lb)
  +6 PP
  Increase Object Size III (per +2,000 lb)
  +12 PP
  Portion of Object (affects part of larger object)
  +4 PP
  SLICK
  PP COST: 7
  RANGE:  10’
  DURATION:   5 rounds/rank
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage
  DESCRIPTION:  Creates a 5’ radius area of slick, slippery
  smoothness. The Slick takes 3 rounds to form, allowing
  anybody within the radius time enough to exit without
  being affected by the spell.  Any being entering the area
  must make a Very Hard Agility Maneuver (or a Hard
  Acrobatics Maneuver) to move normally or they will fall.
  Regaining footing requires an Extremely Hard Agility
  Maneuver (or a Very Hard Acrobatics Maneuver). A
  person may negate the effects of the Slick spell on himself
  by using the Traction spell.
  SCALING OPTIONS:
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Radius (to 10’ radius)
  +2 PP
  Increase Radius (per +10’ radius)
  +2 PP
  Increase Slickness (increases difficulties by 1)
  +4 PP
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  11
  HARPer’s Grimoire
  Issue #1
  SPELL TRIGGER
  PP COST: 16
  RANGE:  Touch
  DURATION:   1 hour/rank
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage, Thaumaturge
  DESCRIPTION:  Using this spell the caster may temporarily
  imbed a spell into a small movable item or on a small
  non-movable area (of up to a 6" radius) with the
  imbedded spell being set to activate upon a certain
  simple trigger. First the caster must cast this spell on the
  item or area where the spell will be imbedded. He must
  then cast the spell to imbed within 1 minute of the
  completion of this spell.
  When casting this spell, the caster must also select a
  specific Trigger to activate the imbedded spell. Area effect
  spells will be centered upon the Trigger, while targeted
  spells, such as bolts or spells that affect an individual target
  will target the one who sets off the trigger.
  The base Trigger is the Time Trigger; this and the other
  types of Triggers are described below. If the Trigger is not
  activated within the duration of this spell; the energy of
  both this and the imbedded spell will dissipate harmlessly.
  Time Trigger: the spell takes effect at a specific time
  within the duration.
  Movement Trigger: the spell takes effect when a specific
  movement occurs.
  Sound Trigger: the spell takes effect when a specific
  sound or combination of sounds, such as a
  command word, happens.
  Target Trigger: the spell takes effect when a target
  (previously studied using Study Target) gets within 5’
  of the Spell Trigger.
  Event Trigger: the spell takes effect when a specific
  event occurs, such as the opening of a door or the
  Trigger object being moved.
  Multiple Triggers: the spell takes effect when any one
  of several preset Triggers takes effect. The PP cost for
  each Trigger must also be paid.
  Complex Trigger: this allows the caster to set up a
  trigger with built-in conditional arguments allowing
  for special case exceptions to activating the Trigger.
  The PP cost of the original Trigger must still be paid
  as well.
  SCALING OPTIONS:
  Increase Duration (1 day/rnk)
  +12 PP
  Increase Duration (1 week/rnk)
  +15 PP
  Movement Trigger
  +2 PP
  Sound Trigger
  +3 PP
  Target Trigger
  +4 PP
  Event Trigger
  +5 PP
  Multiple Triggers (per each trigger)
  +1 PP
  Complex Triggers (per each special condition)
  +4 PP
  SUGGESTION
  PP COST: 6
  RANGE:  10’
  DURATION: —
  SPELL TYPE:  Utility
  RR: Will
  SPHERES:  Mage, Vivamancer
  DESCRIPTION:  Target will obey a single, simple, plausible
  suggestion that is not incompatible with his nature or
  harmful to himself or his interests. This spell has a
  specific verbal component consisting of the words of the
  suggestion being made to the target.  Since the suggestion
  cannot be something that would be incompatible with the
  nature of the target, the target will unlikely realize that a
  spell has ever been cast on him, and at most may wonder
  why they acquiesced to the suggestion/request.
  Failures in the casting of this spell have been the
  catalysts for many a barroom brawl.
  One unique aspect about this spell is that, unlike other
  spells, it is almost impossible to tell when it is being cast.
  It requires a Very Hard Sense Magic Maneuver to notice
  that this spell is being cast. This spell is listed as having no
  duration because the suggestion will either be accepted or
  not, and if it is accepted, the carrying out of the
  suggestion will happen in whatever amount of normal
  time it would take to complete.
  Note: To be effective, this spell should be used
  thoughtfully and subtly.  Suggestion is not a spell of
  command, but of persuasion. Walking up to a merchant
  and trying to use a Suggestion spell to gain a 50%
  discount will quite likely fail. Engaging the merchant in
  friendly conversation, showing serious interest in her
  wares, and then using this spell to gain a reasonable
  discount has a good chance of success.  By the same
  token this spell will fail if the caster uses it to ask an
  attacker who is winning a fight to surrender or even stop
  fighting. However, the spell is more likely to succeed if the
  attacker is losing, and the spell is phrased convincingly:
  “Surrender and no harm will come to you.” However if
  caster and his allies have a reputation for killing
  prisoners, then all bets are off.
  Targets of this spell gain a +50 to their Resistance
  Rolls if the “suggestion” is something that is incompatible
  with his nature or harmful to himself or his interests.
  SCALING OPTIONS:
  Non-subtle Suggestion
  +10 PP
  Multiple Targets (per additional person)
  +4 PP
  
  12
  HARPer’s Grimoire
   Issue #1
  TELEKINESIS
  PP COST: 4
  RANGE:  50’
  DURATION: 2 rounds/rank (C)
  SPELL TYPE:  Utility
  RR: —
  SPHERES:  Mage
  DESCRIPTION:  Caster may move an object of up to 1 lb/
  rank at a rate equal to one half of the caster’s base
  movement rate. This allows for simple movement only,
  not fine control such as turning a key in a lock. Objects
  being moved by this spell may be easily grabbed and
  pulled out of the grasp of the spell, no maneuver rolls
  required. The caster is also required to keep the item in
  sight for the duration of the spell. Should the item be out
  of his sight for more than a single consecutive round, he
  will lose control of the item.
  Using the scaling option, Increased Target Awareness,
  the caster may lose sight of the object being moved for
  longer than a single round so long as he has a good idea
  of the area in which the object is moving. The scaling
  option, Increased Grip, is used to make it harder to pull
  an object out of the spell’s grip. With this scaling option,
  the person attempting to remove the object from the grip
  of the spell must make a Strength based maneuver and
  the caster must make a Self Discipline based maneuver,
  the higher result wins the contest.
  SCALING OPTIONS:
  Increase Duration (5 rnds/rnk (C))
  +2 PP
  Increase Duration (10 rnds/rnk (C))
  +3 PP
  Increase Weight (5 lbs/rank)
  +5 PP
  Increase Weight (10 lbs/rank)
  +10 PP
  Increased Control (fine control allowed)
  +4 PP
  Increased Target Awareness
  +4 PP
  Increased Grip
  +4 PP
  THUNDERCLAP
  PP COST: 6
  RANGE:  50’
  DURATION: —
  SPELL TYPE:  Attack
  RR:  Magic
  SPHERES:  Mage, Elementalist
  DESCRIPTION:  This spell creates a loud staggering noise
  that affects all within a 5’ radius that fail their Resistance
  Rolls. Outside of the radius, only a muffled boom is
  heard, about the equivalent of somebody yelling as loud
  as they can. At higher levels of proficiency, the caster may
  add a blinding flash of light to the effects of this spell.
  Those within the radius of the spell must make a
  Cascading Resistance Roll (CRR) to resist the effects of
  this spell. The caster rolls on the RR column of the
  Maneuver Table to generate the base number that must
  be resisted against. The following table shows the
  different levels to be resisted against and how they relate
  to the Base Resistance Number (BRN).
  SCALING OPTIONS:
  Increase Radius (to 10’ radius)
  +2 PP
  Increase Radius (per +10’ radius)
  +2 PP
  Include Flash
  +6 PP
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  13
  HARPer’s Grimoire
  Issue #1
  WEB
  PP COST: 9
  RANGE:  50’
  Duration: 5 rounds/rank
  SPELL TYPE:  Directed Attack
  RR:  —
  SPHERES:  Mage
  DESCRIPTION:  Caster shoots a stream of webbing out of the
  palm of his hand. This webbing fills a 5’ radius, to a depth of
  1’, catching all within and impeding their movement. Anybody
  within the area of webbing, or who enters the area will become
  trapped unless they can succeed in making a Hard Strength
  Maneuver (roll 1d100 and add 2x Strength Bonus). A trapped
  target may make a Hard Strength Maneuver Roll each round
  that they are within the webbing, and a successful maneuver
  allows them to move up to 5’ through the webbing. A trapped
  character using a blade to cut through the webbing will reduce
  the difficulty of the maneuver from Hard to Medium. The
  webbing is flammable, and if set on fire it will all burn in a
  single round, all within the webbing when it burns take an
  Tiny Heat Critical from the flames. At the end of the duration,
  the webbing will immediately dissolve into a fine gray powder.
  By using the scaling option, Web Wall, the caster
  makes a wall of webs that covers a 10’ x 10’ x 1’ area. This
  wall must be anchored by at least three opposing points.
  SCALING OPTIONS:
  Increase Duration (10 rnds/rnk)
  +6 PP
  Increase Duration (1 minute/rnk)
  +8 PP
  Web Wall
  +3 PP
  Personal Immunity (to web stickiness)
  +3 PP
  WEB BOLT
  PP COST: 5
  RANGE:  50’
  Duration: —
  SPELL TYPE:  Directed Attack
  RR:  —
  SPHERES:  Mage
  DESCRIPTION:  Shoots a bolt of sticky webbing at a target
  that does a Tiny Grapple Critical.
  The scaling option, Web Line, turns the bolt of
  webbing into a line of webbing, with only the tip of the line
  being sticky. This line will be of a length equal to the range
  of the spell, and the caster will automatically have a hold
  on the near end as the line shoots forth. The sticky end can
  be used to grab items, if the caster’s aim is good enough, or
  to attach to something providing a makeshift rope to climb
  or swing on. The line can support 500 lbs at 50’ in length,
  with each length extension, via scaling options, reducing
  this capacity by 100 lbs. This line will dissolve to a fine gray
  powder after an amount of time equal to 2 rounds for each
  rank that the caster has in this spell.
  SCALING OPTIONS:
  Increase Critical (per size increase)
  +4 PP
  Increase Range (per +50’)
  +1 PP
  Web Line
  +3 PP
  WIZARD’S MARK
  PP COST: 10
  RANGE:  Touch
  DURATION: 24 Hours
  SPELL TYPE:  Utility
  RR:  —
  SPHERES:  Mage
  DESCRIPTION:  When cast, this spell imprints an item with a
  unique mark or signature of the caster. Any character
  attempting to attune to the item will immediately know
  that the item is the possession of the caster of this spell.
  This spell also doubles as a “Landmark” for the spell Locate
  Landmark, but only the caster of this spell may use it in this
  way.  This spell has a number of unique scaling options
  available to it. These scaling options make this spell much
  more versatile overall. Each is described below:
  Impart Mark Information: Using this scaling option, no
  attunement is required to know who the item belongs
  to. Just touching the item will automatically impart the
  name of the owner of the item to the person touching it.
  Visible Mark: This scaling option makes the Wizard’s
  Mark into a visible design that is placed somewhere
  upon the item.
  Mark for Others: This scaling option allows the caster
  to imprint an item with a Mark for somebody
  other than himself.
  Remove Mark: This scaling option allows a mage to
  remove a permanent Wizard’s Mark from an item.
  This is especially useful for when the mage is
  selling a marked item.
  SCALING OPTIONS:
  Increase Duration (1 week)
  +7 PP
  Increase Duration (1 month)
  +8 PP
  Impart Mark Information
  +2 PP
  Visible Mark
  +2 PP
  Mark for Others
  +4 PP
  Remove Mark
  +5 PP
  
SOURCE: textdata/thevault/Harp/HARPer's Grimoire/HARP HARPer's Grimoire 1.pdf