TEXT: 1 
   
  magik
  magik
  magik
  magik    
  For the Nova game engine 
  
  2 
  The power of Witchcraft for Nova
  The power of Witchcraft for Nova
  The power of Witchcraft for Nova
  The power of Witchcraft for Nova    
  Written by George Chatzipetros
  Written by George Chatzipetros
  Written by George Chatzipetros
  Written by George Chatzipetros    
  Contact me at neonblue@GameBox.net
  Contact me at neonblue@GameBox.net
  Contact me at neonblue@GameBox.net
  Contact me at neonblue@GameBox.net    
  Download new sourcebooks and updates at 
  Download new sourcebooks and updates at 
  Download new sourcebooks and updates at 
  Download new sourcebooks and updates at 
  http://members.xoom.co
  http://members.xoom.co
  http://members.xoom.co
  http://members.xoom.com/sidhe7
  m/sidhe7
  m/sidhe7
  m/sidhe7    
      
  No, this game is not Satanic
  No, this game is not Satanic
  No, this game is not Satanic
  No, this game is not Satanic    
  No, it does not promote the ritual sacrifice 
  No, it does not promote the ritual sacrifice 
  No, it does not promote the ritual sacrifice 
  No, it does not promote the ritual sacrifice 
  of siblings or fellow citizens (did I forgot
  of siblings or fellow citizens (did I forgot
  of siblings or fellow citizens (did I forgot
  of siblings or fellow citizens (did I forgot to 
   to 
   to 
   to 
  mention parents?)
  mention parents?)
  mention parents?)
  mention parents?)    
  No, you will not burn in hell if you read it
  No, you will not burn in hell if you read it
  No, you will not burn in hell if you read it
  No, you will not burn in hell if you read it    
  Yes, I do like to role
  Yes, I do like to role
  Yes, I do like to role
  Yes, I do like to role----play
  play
  play
  play    
  Rules for sorcery and 
  ma gi ca l wo r ki n g s, 
  character creation for 
  wizard s an d other 
  magic-using characters 
  and a legion of spells. 
  
  3 
  The ancient craft………..4
  The ancient craft………..4
  The ancient craft………..4
  The ancient craft………..4    
  Magick………………………..4 
  Realms………………………..4 
  Casting………………………..4 
  The toll……………………….6 
  Autonomous…………………7 
  Powered……………………...7 
  Awakening……………………7 
  Experience…………………….8 
  Gifts…………………………...8 
  Drawbacks……………………9 
  Spells…………………….10
  Spells…………………….10
  Spells…………………….10
  Spells…………………….10    
  Aeromancy…………………..11 
  Alchemy……………………...13 
  Ambience…………………….15 
  Botanomancy………………..17 
  Druidism……………………..19 
  Ethermancy………………….21 
  Fortification…………………23 
  Gaiomancy………………….25 
  Geomancy…………………..27 
  Haemomancy……………….28 
  Hydromancy………………..30 
  Magery………………………32 
  Morphing……………………34 
  Necromancy………………...36 
  Nethermancy……………….38 
  Obedience…………………..40 
  Opthalmomancy…………...42 
  Prescience…………………...44 
  Pyromancy………………….46 
  Rejuvenation………………..48 
  Theriomancy………………..50 
  Contents
  Contents
  Contents
  Contents    
  
  4 
  The Ancient Craft
  The Ancient Craft
  The Ancient Craft
  The Ancient Craft    
  M
  M
  M
  Magic 
  agic 
  agic 
  agic is a favorite theme of role-
  playing games, appearing in a great 
  variety of genres, from light fantasy 
  to far-future games. This is not 
  strange, since role-playing is a way of 
  escaping for a brief time from reality 
  and magic is one of the things our 
  reality lacks. 
            When researching literature, 
  one can see that every author of a 
  fantasy work handles magic in a dif-
  ferent way. Although there are com-
  mon points from book to book, 
  there is no universal prototype. 
  There shouldn’t be after all, as magic 
  isn’t a universal principle like gravity 
  but something completely unreal and 
  fictitious, therefore diverse. 
            because magic is so diverse 
  and different, the game mechanics 
  need also to be very flexible and ad-
  justable. They rules below may seem 
  complicated but they are made to 
  suit a wide variety of game settings. 
   
  Magick
  Magick
  Magick
  Magick    
   
  Magick 
  Magick 
  Magick 
  Magick is a new secondary attribute, 
  like Stamina or Defense, that meas-
  ures someone’s power and control 
  over magic. With greater Magick, 
  someone can use magic more effi-
  ciently or cast more powerful spells. 
            Magick is determined by a 
  character’s intelligence and wisdom. 
  It is the average of the character’s 
  Intellect and Insight dice. This 
  amount may be modified by the race 
  of the character, if you decide that 
  some races are more magically in-
  clined than others. For example, a 
  common concept in fantasy RPGs is 
  that elves are good magicians 
  whereas dwarves prefer to have little 
  or no dealings at all with magic. You 
  might award one extra point of 
  Magick to elven characters and halve 
  the Magick of dwarven characters. 
            In general, use the side table 
  to decide upon racial modifications 
  to Magick. 
            Everyone with a Magick rating 
  greater than zero can learn to cast 
  magic. This is good if everyone can 
  work magic in your game. In most 
  games however, only a special cate-
  gory of people can use magic. These 
  people are said to have their Magick 
  rating “awakened”
  “awakened”
  “awakened”
  “awakened”, ie being able to 
  use it consciously to invoke some ef-
  fect. 
            But who has his Magick rating 
  awakened? In game terms, only 
  those characters that chose some spe-
  cial gifts during character creation. 
  These gifts are described below and 
  only one may be taken by a charac-
  ter. 
  Magical knowledge (15 points): 
  Magical knowledge (15 points): 
  Magical knowledge (15 points): 
  Magical knowledge (15 points): The 
  character is a true mage with knowl-
  edge that extends to many different 
  techniques and spells. The cost of this 
  gift may be great but it doesn’t count 
  against the 10-point limit of gifts. 
  Magical talent (6 points): 
  Magical talent (6 points): 
  Magical talent (6 points): 
  Magical talent (6 points): The charac-
  ter possesses some limited magical 
  ability which spans only a few spells 
  and sorcerous techniques. 
   
  Realms
  Realms
  Realms
  Realms    
   
  Magic is a primal force. 
  Magic is a primal force. 
  Magic is a primal force. 
  Magic is a primal force. Its use to ac-
  complish something specific is called 
  a spell. There are lots of possible 
  Magick modifier
  Magick modifier
  Magick modifier
  Magick modifier    
  Description
  Description
  Description
  Description    
  +2
  +2
  +2
  +2    
  Members of this race have extraordinary magical power 
  from the moment they’re born. Magic literally flows in 
  their veins. 
  +1
  +1
  +1
  +1    
  This race is more magically inclined than others and pro-
  duces magicians of great talent.  
  ----1111    
  Members of this race have traditionally little talent in 
  magic, although individuals may break this rule. 
  x 1/2
  x 1/2
  x 1/2
  x 1/2    
  This race naturally has very little talent in magic. Magic-
  users will be rare and lesser in power than those of other 
  races. 
  x 0 (no Magick)
  x 0 (no Magick)
  x 0 (no Magick)
  x 0 (no Magick)    Members of this race are born without any natural magical 
  talent at all. They lack the power and ability to use magic 
  and can never wield such a power. 
  
  5 
  spells but if someone examines them 
  closely, he’ll discover that many 
  spells have a similar purpose or prin-
  ciple of function. Similar spells are 
  categorised in divisions called 
  Realms.
  Realms.
  Realms.
  Realms.    
            Realms are in essence group-
  ings of spells. A magician who pos-
  sesses knowledge of a realm has ac-
  cess to a broad range of spells inside 
  it. Of course, you may choose not to 
  use the realm system and decree that 
  a magician must learn each spell 
  separately, particularly if your cam-
  paign will be a low-magic one. Or 
  you could have the character know 
  say, half of a realm’s spells and re-
  search the others one by one. 
            Every realm is a skill in that it 
  has a rating of one to four. Any simi-
  larities stop there however. A realm’s 
  rating isn’t used as a skill neither is it 
  increased as a skill. During character 
  creation, the player doesn’t use skill 
  generation dice to learn realms of 
  magic. 
            During character creation, a 
  character should get 7 points to dis-
  tribute among realms of magic if he 
  has the magical knowledge gift or 2 
  points if he has the magical talent 
  one. These points aren’t used like 
  skill dice. Each of them increases the 
  realm’s rating by one. It is recom-
  mended that the GM imposes a 2-
  point increase limit during character 
  creation. Magicians can always learn 
  more magic later in the game and a 
  mage with a rating of 3 in a realm 
  would be too powerful for a starting 
  character. 
   
  Casting
  Casting
  Casting
  Casting    
   
  Forcing your magical p
  Forcing your magical p
  Forcing your magical p
  Forcing your magical power 
  ower 
  ower 
  ower to take 
  shape and have a specific effect is 
  something that requires time and 
  concentration. As with many things 
  in life, magic will not always succeed 
  even when attempted by someone 
  very proficient in its use. 
            To succeed in casting a spell, a 
  character must make a successful cast-
  ing roll. This roll uses a number of 
  dice equal to the Magick rating of 
  the character. The t#s of the roll are 
  determined by the character’s rating 
  in the particular realm, as shown in 
  the side table. All of the dice have 
  the same t#. 
            For the casting roll to be suc-
  cessful, the character must accumu-
  late a number of successes at least 
  equal to the Effort 
  Effort 
  Effort 
  Effort rating of the spell. 
  Extra successes over the Effort may 
  serve to increase the spell’s potency. 
  So, the casting successes begin at one 
  if the sorcerer equals the Effort of the 
  spell and increase for every extra suc-
  cess. This way, Effort determines the 
  difficulty of the spell. The more pow-
  erful a spell is, the greater its Effort. 
            The Effort of all spells can be 
  modified to reflect the potency of 
  magic in your campaign. Is magic an 
  all-powerful force, the might of gods 
  in your campaign. Then, you should 
  lower the Effort of all spells by one 
  point to make more powerful spells 
  accessible to more magicians. Would 
  you like a world in which magic is 
  less powerful but still present (like in 
  the works of Tolkien)? Then you 
  should increase Effort by one or two 
  points. This will make the casting of 
  spells much more difficult and can 
  also deny the magic-users of some of 
  the most powerful spells. 
            A character needs to have a 
  rating in the appropriate realm at 
  least lower by one than a spell’s Ef-
  fort to even attempt the casting roll. 
  A magician with a rating of one in a 
  realm simply can not cast spells with 
  Efforts greater than two. 
            What happens when a magi-
  cian scores a critical failure in a cast-
  ing roll? A general rule of thumb 
  would be to reduce his Magick by 
  one (to a minimum of one [or even 
  zero, this is an interesting idea which 
  can spice up your campaign with sor-
  cerers that lost their power and seek 
  a way to get it back]) until he suc-
  cessfully casts a spell having the 
  maximum Effort his realm rating can 
  handle (eg for a magician with rating 
  one this will be Effort 2). 
            Along with this rule or instead 
  of it you may want to use other bad 
  effects depending on the flavor you 
  Realm rating
  Realm rating
  Realm rating
  Realm rating    
  Target number
  Target number
  Target number
  Target number    
  1111    
  6 
  2222    
  5 
  3333    
  4 
  4444    
  3 
  
  6 
  want magic to have. Possibilities in-
  clude: 
  •
  The sorcerer is rendered un-
  conscious or even dead (pretty 
  sever) or the magical backlash 
  transforms him into an undead 
  creature. Some kind of roll 
  may be in place to avoid such 
  a fate. 
  •
  The sorcerer is unable to cast 
  this spell, the whole realm or 
  even his entire magical knowl-
  edge for a specific amount of 
  time. 
  •
  The sorcerer’s realm rating is 
  reduced by one. 
  •
  The spell work on him (this 
  should not be used in the case 
  of beneficiary spells). 
  •
  The sorcerer attracts the atten-
  tion of some powerful spirit or 
  demon. 
  The successful casting roll is one of 
  the requirements. Magic also takes 
  time. Every spell has a Time rating 
  describing the amount of time the 
  sorcerer needs to spend on casting 
  the spell. All spells included in this 
  book have their Time rating meas-
  ured in actions. If the sorcerer does-
  n’t have the required amount of ac-
  tions in the combat round to cast the 
  spell, he needs to spend actions from 
  subsequent rounds as well. The cast-
  ing roll only takes place when the 
  time requirement has been fulfilled. 
  To measure the passage of time out-
  side a combat environment, you can 
  equal one action to roughly 5 sec-
  onds (thus, one minute=12 actions, 
  one hour=720 actions). It is possible 
  for the magician to reduce the 
  amount of time needed to cast a 
  spell but it would mean sloppy 
  work, probably inflicting a penalty 
  on his casting roll. For every 4 ac-
  tions or fraction thereof he decreases 
  the Time rating of a spell, he should 
  take a +1 penalty to the casting roll. 
            The Time rating can also be 
  adjusted according to what you 
  want magic being capable of in your 
  campaign. Maybe powerful spells 
  take much longer or all spells are 
  long, complicated rituals requiring 
  large amounts of time available. 
  When adjusting Time, it’s easier to 
  let the numerical rating as is and sim-
  ply convert actions to another meas-
  uring unit, using the following order: 
  actions >rounds >minutes >hours 
  >days >weeks >months >years 
  >decades >centuries etc. Spells that 
  need casting for a long time (days or 
  more) don’t require the magician to 
  concentrate motionless for all that 
  time. He may be relaxing, meditating 
  or even studying arcane texts to 
  draw the necessary power. On the 
  other hand, if the GM wants magic 
  to be fast and deadly, he can rule 
  that all spells take only one action to 
  cast. 
            What happens if the sorcerer 
  suffers damage during casting a spell? 
  The basic rules assume that this does-
  n’t affect spellcasting. However, a 
  GM may rule otherwise (especially if 
  influenced by AD&D). You can use 
  these mechanics to resolve such 
  cases: 
  •
  Any damage during spellcast-
  ing results in the failure of the 
  spell. 
  •
  Only Constitution damage re-
  sults in the failure of the spell. 
  •
  Constitution damage results in 
  failure, but if Stamina damage 
  only is inflicted, the sorcerer 
  can keep going with a success-
  ful Determination check. 
  •
  In both cases a successful De-
  termination check can save the 
  caster’s work, but there is a +1 
  or +2 penalty for Constitution 
  damage. 
  Apart from these considerations, the 
  GM may add more requirements 
  that fit his campaign. A spell may re-
  quire valuable components, the 
  shedding of the caster’s blood, the 
  sacrifice of animals or even sentient 
  beings etc. 
   
  The toll
  The toll
  The toll
  The toll    
   
  Even if a spell 
  Even if a spell 
  Even if a spell 
  Even if a spell is successfully cast, the 
  sorcerer must still pay the cost. Magic 
  is not for free. Nova follows a simple 
  system to handle how many spells a 
  sorcerer may cast. During play, a 
  player keeps track of the spells he has 
  used. For every 3 points of total Ef-
  fort, his Magick is temporarily re-
  duced by one. His ability to perform 
  magic is therefore gradually dimin-
  ished. One point of Magick is re-
  stores every six hours the sorcerer 
  hasn’t utilised his magical ability. 
  These figures may be changed ac-
  
  7 
  cording to the power you want 
  magic to have in your campaign.  
            Cruel GMs or the ones who 
  want their players to think twice be-
  fore using their spells may use the 
  optional Drain rule. Under this rule, 
  magic can have a physical effect on 
  the magician. After casting a spell, a 
  character has to make a drain roll. 
  This is a Vitality check. After this, he 
  suffers Stamina damage equal to the 
  Effect of the spell minus the successes 
  of the drain roll. On a critical failure, 
  the GM may want to inflict Constitu-
  tion damage. 
            Apart from these general rules, 
  the GM can place some restrictions 
  on the use of the most powerful 
  spells (those with Efforts 4 and 5) by 
  increasing their toll on the caster. 
  Suggestions include: 
  •
  Powerful spells follow the 
  Drain rule but inflict Constitu-
  tion damage instead of Stam-
  ina damage. 
  •
  Such spells requires the sor-
  cerer to permanently expend a 
  Magick point or to sacrifice an 
  attribute die. 
  •
  After one day from the end of 
  such a spell the sorcerer enters 
  a magical coma and rests for 
  three months to a year. 
   
  Autonomous 
  and 
  powered 
  Autonomous 
  and 
  powered 
  Autonomous 
  and 
  powered 
  Autonomous 
  and 
  powered 
  magic
  magic
  magic
  magic    
   
  Autonomous
  Autonomous
  Autonomous
  Autonomous    magic is the type of 
  magic fueled only by the talent and 
  power of the caster. The magician 
  has complete control over his power. 
  Autonomous magic brings in mind 
  the lone sorcerer brooding over his 
  books and instruments in a dark 
  laboratory. 
            In Powered magic, part or all 
  of the magical power is derived from 
  an external source. A common con-
  cept in fantasy RPGs is that gods give 
  spells to their priests or devout fol-
  lowers. In this example, the god is 
  the source of Powered magic. Other 
  examples might be demons that offer 
  magical power after a pact is made 
  with them or sources that are not 
  sentient, like a magic well or a magic 
  staff. In Powered magic, part or all 
  of 
  the 
  necessa ry 
  power 
  is 
  “borrowed” from someone or some-
  thing. The sorcerer isn’t in complete 
  control of his magical ability and 
  could be in trouble if his source is 
  removed or destroyed in some way. 
            Powered magic is measured by 
  a Dependency
  Dependency
  Dependency
  Dependency rating of 1 to 4. It 
  measures how much the sorcerer de-
  pends on his source. At rating 1, most 
  of the power belongs to the sorcerer 
  and the source contributes little. At 
  rating 4, the sorcerer has no power 
  at all; all of his magical power is 
  given to him by the source. This rat-
  ing comes into play when the source 
  is compromised in some way: the 
  sorcerer breaks the pact with the de-
  mon, the god is angry with his priest, 
  the magical staff breaks etc. The ma-
  gician then suffers a penalty equal to 
  the Dependency rating to all casting 
  rolls. If his Dependency is 4, he can’t 
  cast spells at all.  
            The spells included here aren’t 
  divided in Autonomous or Powered 
  magic. The GM must decide which 
  realms belongs to what type. He 
  may use only Autonomous or only 
  Powered magic in his campaign. Or 
  he may use both but rule that a char-
  acter can only know one or the 
  other. The last choice is to have char-
  acters capable of knowing both types 
  of magic (a powerful sorcerer dealing 
  with a demon for some extra 
  power…). 
   
  Awakening check
  Awakening check
  Awakening check
  Awakening checkssss    
   
  If the GM 
  If the GM 
  If the GM 
  If the GM wants to, he may enable 
  other characters who don’t have a 
  magical gift selected from the charac-
  ter creation to be able to cast magic. 
  This rule enables all characters that 
  have a Magick rating, even if it’s not 
  awakened, to eventually learn some 
  magic during the campaign if they 
  want and are able to. This is done 
  through Awakening checks, 
  Awakening checks, 
  Awakening checks, 
  Awakening checks, in which 
  a non-awakened portion of the char-
  acter’s Magick becomes awakened 
  and can be used to cast magic. 
            An Awakening roll is an In-
  sight check. The check suffers a pen-
  alty equal to the difference of the 
  Magick you should have (the aver-
  age of Determination and Insight 
  dice) and the Magick you currently 
  have (the portion of your Magick 
  that is already awakened). Thus, a 
  character with Determination 3556 
  and insight 45 who only has one 
  
  8 
  point of awakened Magick, suffers a 
  +2 penalty to his Awakening roll. A 
  successful roll enables you to awaken 
  one point of Magick. As you can see, 
  awakening your Magick is slow and 
  hard, especially for beginners. 
            When is an Awakening roll 
  appropriate? The GM should be the 
  judge of that, but a general guideline 
  is that it should come as a result of a 
  great spiritual revelation. The discov-
  ery of a legendary magical artifact or 
  extensive lessons under a great wiz-
  ard might qualify for an Awakening 
  roll. Using the experience rules for 
  Magick, a character may sacrifice a 
  chance to increase one of his realm 
  for an awakening roll. 
             
  Experience
  Experience
  Experience
  Experience    
   
  From time to time, 
  From time to time, 
  From time to time, 
  From time to time, a player should 
  get the chance to improve his magi-
  cal knowledge by making an experi-
  ence check for one of his realms. 
            improving the rating of a 
  realm is handled like the improve-
  ment of a skill, except that all dice 
  must come up as 5 or greater. 
            A character should generally 
  earn an experience check when he 
  accomplishes something vital with his 
  spells. The general rule is to award 
  an experience check for a realm 
  when the player succeeds in casting a 
  ream spell with Effort equal to the 
  current realm rating and he scored 
  one success more than needed. Of 
  course, the spell must have been im-
  portant in the flow of the game: a 
  sorcerer can’t hope to increase his 
  knowledge by sitting home and cast-
  ing meaningless spells. 
            A new realm may be learnt 
  after extensive studying of arcane 
  lore. Furthermore, the character 
  needs to forfeit two chances to im-
  prove one of his already-known 
  realms. On the third chance he gets, 
  he gains a rating of one in a new 
  realm of his choice. 
   
  Gift
  Gift
  Gift
  Gifts and drawbacks
  s and drawbacks
  s and drawbacks
  s and drawbacks    
   
  The following 
  The following 
  The following 
  The following is a collection of para-
  normal gifts and drawbacks which 
  expands on the gifts and drawbacks 
  already presented in the Character 
  Character 
  Character 
  Character 
  Options 
  Options 
  Options 
  Options sourcebook. These traits are 
  not only for magicians or magic-
  using characters. Rather, they can be 
  used by anyone living in a world 
  where magic is present. 
  Animal affinity (2 points): 
  Animal affinity (2 points): 
  Animal affinity (2 points): 
  Animal affinity (2 points): You have 
  an empathic relationship with ani-
  mals. You gain –1 on any attempt to 
  befriend or train an animal. No natu-
  ral animal will attack you unless 
  magically controlled. 
  Free mind (8 points): 
  Free mind (8 points): 
  Free mind (8 points): 
  Free mind (8 points): Your mind is 
  yours and yours only. Domination, 
  possession, mind-altering magic etc 
  have no effect on you. 
  Gifted healer (2 points): 
  Gifted healer (2 points): 
  Gifted healer (2 points): 
  Gifted healer (2 points): You have 
  the gift of magical healing even 
  though you haven’t realise it. When 
  tending wounds, you restore one 
  Constitution point with a successful 
  Determination check (only one roll 
  per 24 hours for each patient). This 
  doesn’t seem magical to you. You 
  just think that your treatment abili-
  ties are superior to those of other 
  healers. 
  Guardian spirit (3 points): 
  Guardian spirit (3 points): 
  Guardian spirit (3 points): 
  Guardian spirit (3 points): A spirit 
  watches over you, usually because it 
  thinks you’re important for some 
  task or owns a debt to one of your 
  ancestors. It will help you in subtle 
  ways so that everyone will think 
  you’re just lucky. It can also sustain 
  you after you’ve dropped below 
  zero Constitution points for up to 
  one hour until medical aid is offered. 
  Normally, you’re not aware of the 
  spirit’s existence. 
  Magic grounder (10 points): 
  Magic grounder (10 points): 
  Magic grounder (10 points): 
  Magic grounder (10 points): You 
  function as a grounder that directs 
  magic to the earth. You get to roll 
  three dice with t# 4 against any spell 
  that affects you in a direct way. Even 
  if one success is rolled, the spell has 
  no effect whatsoever on you. How-
  ever, this means that you’re also un-
  able to use magic yourself. 
  Night vision (2 points): 
  Night vision (2 points): 
  Night vision (2 points): 
  Night vision (2 points): Your eyes 
  are like a cat’s and you can see per-
  fectly in the night. Ignore all penal-
  ties for darkness except from com-
  plete darkness. 
  Prophesy (4 points): 
  Prophesy (4 points): 
  Prophesy (4 points): 
  Prophesy (4 points): You’re a gifted 
  prophet. In some points of your life 
  you’ll make accurate, though subtle 
  and cryptic, predictions about certain 
  events. Your GM selects the time to 
  reveal your predictions: it’s up to 
  you to find out what exactly they 
  mean. 
  Resistant to magic (1 point): 
  Resistant to magic (1 point): 
  Resistant to magic (1 point): 
  Resistant to magic (1 point): You 
  have a –1 bonus on every Determina-
  
  9 
  tion roll made to avoid the effects of 
  a spell. 
  Sensitive to world magic (2 points): 
  Sensitive to world magic (2 points): 
  Sensitive to world magic (2 points): 
  Sensitive to world magic (2 points): 
  You have a supernatural perception 
  for magical places like stone circles, 
  ley lines etc. A Presentiment check is 
  required for you to sense such things. 
  Shapeshifter (3 poi
  Shapeshifter (3 poi
  Shapeshifter (3 poi
  Shapeshifter (3 points): 
  nts): 
  nts): 
  nts): You’ve been 
  born with the ability to shapeshift 
  and after years you’ve mastered it. 
  Now, you can shapeshift to your ani-
  mal form (a specific animal must be 
  chosen) with a successful Vitality 
  check. Successes are subtracted from 
  3 to determine the number of 
  rounds needed (zero or negative suc-
  cesses indicate instantaneous transfor-
  mation). Your attributes are modi-
  fied according to your exact animal 
  form. Your control over the transfor-
  mation isn’t complete: when you’re 
  severely wounded, you may 
  shapeshift and go berserk. To avoid 
  that you must make an Insight check 
  with a +2 penalty. This unwilling 
  transformation happens when you 
  lose any Constitution points and it 
  means that you fight till no enemy 
  remains in the area. Every two 
  rounds you may roll again to regain 
  your good sense. 
  True sight (10 points): 
  True sight (10 points): 
  True sight (10 points): 
  True sight (10 points): You’re gifted 
  with a truly divine power: the ability 
  to pierce through every layer of 
  magic and illusion to see things in 
  their true form. But as you’re not a 
  god, it doesn’t function always. 
  When you encounter such decep-
  tions, roll 8 dice, all with t# 4. If the 
  successes equal or exceed the rating 
  of the spell’s caster in the appropri-
  ate realm of magic, you can see 
  through his sorcery. 
   
   
   
  Cursed (1
  Cursed (1
  Cursed (1
  Cursed (1----7 points): 
  7 points): 
  7 points): 
  7 points): You or your an-
  cestors have been cursed for some 
  wrongdoing. The strength of the 
  curse should be determined by the 
  GM according to the cost of the 
  drawback. 
  Diabolic pact (3 points): 
  Diabolic pact (3 points): 
  Diabolic pact (3 points): 
  Diabolic pact (3 points): You’ve 
  made a pact with infernal powers to 
  provide you with something desir-
  able. You must now complete your 
  part of the pact (determined by the 
  GM) or else the powers will turn 
  upon you and consume your soul. 
  Double (2 points): 
  Double (2 points): 
  Double (2 points): 
  Double (2 points): You have a dou-
  ble in the world that knows of you 
  and hates you in a pathologic, para-
  noid way. You’re not aware of your 
  double’s existence and he’ll try to 
  take advantage of that fact. He seeks 
  to destroy your life and then you, 
  leaving him alone in the world. 
  Haunted (2 points): 
  Haunted (2 points): 
  Haunted (2 points): 
  Haunted (2 points): A ghost of 
  someone you or your family has 
  wronged haunts you. It’s not very 
  powerful and doesn’t wish to kill 
  you, but it tries to terrify you and 
  destroy your life through indirect 
  methods. The ghost is usually active 
  only through the night. When near 
  or confronting it, you have a +1 pen-
  alty to all Determination checks. 
  Hunted by cult (1
  Hunted by cult (1
  Hunted by cult (1
  Hunted by cult (1----7 points): 
  7 points): 
  7 points): 
  7 points): You’re 
  being hunted by an occult cult with 
  the purpose of eliminating you for 
  some reason. The power of the cult 
  is relevant to the drawback points. 
  Magic susceptibility (1 point): 
  Magic susceptibility (1 point): 
  Magic susceptibility (1 point): 
  Magic susceptibility (1 point): You 
  have a +1 penalty to all Determina-
  tion checks made to resist magic. 
  Partially possessed (5
  Partially possessed (5
  Partially possessed (5
  Partially possessed (5----10 points): 
  10 points): 
  10 points): 
  10 points): 
  Some evil spirit or demon tried to 
  possessed you, but it hasn’t suc-
  ceeded or failed completely. At the 
  beginning of each day, roll a Deter-
  mination check with a penalty equal 
  to the drawback’s cost minus four. If 
  you fail, the demon will possess you 
  at a random time during the day for 
  1-3 hours. During this time, the de-
  mon won’t attempt to endanger you 
  or mess with your life, as he wants to 
  keep you as a contact with the 
  world, but he can always do great 
  evils. 
  Sign of diabolism (3 points): 
  Sign of diabolism (3 points): 
  Sign of diabolism (3 points): 
  Sign of diabolism (3 points): You’ve 
  participated in diabolic pacts that 
  have permanently marked you with 
  some kind of sign. Researchers of oc-
  cult and practitioners of magic can 
  recognise this sign and know what it 
  means. You usually can’t hide it 
  without great effort. 
  Sign of witchcraft (2 points): 
  Sign of witchcraft (2 points): 
  Sign of witchcraft (2 points): 
  Sign of witchcraft (2 points): A spell 
  cast on you has left you permanently 
  marked. Even normal people can un-
  derstand that you’ve been affected 
  by magic and sometimes despise you, 
  seeking to hurt you. You must take 
  great pains to hide this mark from 
  common view. 
  Supernatural enemy (1
  Supernatural enemy (1
  Supernatural enemy (1
  Supernatural enemy (1----10 points): 
  10 points): 
  10 points): 
  10 points): 
  You have a supernatural enemy who 
  wants to see you destroyed. His 
  strength is determined by the draw-
  
  10 
  back points. With one, he might be a 
  minor faerie, at 10 a lord of demons. 
   
  Spell categories
  Spell categories
  Spell categories
  Spell categories    
   
  The Magik sourcebook 
  The Magik sourcebook 
  The Magik sourcebook 
  The Magik sourcebook contains lots 
  of spells to suit many different set-
  tings and worlds. Not all of the spells 
  are appropriate for a specific world. 
  Ultimately, it’s the GM’s job to de-
  cide which spells are suitable for his 
  game and which aren’t. The classifi-
  cation system is designed to help the 
  GM choose the appropriate spells. 
  Under this system, spells are classified 
  as: 
  •
  Fancy: 
  Fancy: 
  Fancy: 
  Fancy: Includes balls of fire, 
  flying spells and other spells 
  that have colorful, “fancy” ef-
  fects or that allow the caster 
  to perform supernatural physi-
  cal acts. Such spells are essen-
  tial for high magic, light fan-
  tasy or superhero games. 
  •
  Ambient: 
  Ambient: 
  Ambient: 
  Ambient: These spells have 
  subtle, invisible effects and 
  usually dampened power. 
  Many of them work by ma-
  nipulating elements of the en-
  vironment in a subtle way. 
  This magic is one that can’t be 
  seen but can be felt. Tolkien’s 
  works is perhaps the best ex-
  ample of a world with this 
  magic present. 
  •
  Mystical: 
  Mystical: 
  Mystical: 
  Mystical: This category in-
  cludes spells with an apocry-
  phal, esoteric nature, depend-
  ing on para-sciences like al-
  chemy, astrological calcula-
  tions, kaballistic or other oc-
  cult lore etc. Spells found in 
  Lovecraft’s works or in the 
  Nephilim game are fine exam-
  ples. Best intended for occult 
  games or any game where 
  magic is treated like a science. 
  •
  Dark: 
  Dark: 
  Dark: 
  Dark: At least part of these 
  spells can be considered “evil”. 
  The GM may reserve such 
  spells for the opposition or he 
  may use them in “dark” set-
  tings where the players are not 
  exactly nice guys. 
   
  Spells
  Spells
  Spells
  Spells    
  
  11 
  AAAAeromancy 
  eromancy 
  eromancy 
  eromancy is one of the most basic 
  realms of magic, dealing with the 
  element of air. 
   
  Summon mists 
  Summon mists 
  Summon mists 
  Summon mists (Effort 1, Time 1, Class 
  Ambient) 
  Creates a fog that obscures vision in 
  a large area (100 sq meters per cast-
  ing success). Vision is cut down to 10 
  m. The fog lasts for half a day unless 
  dispersed by a strong wind. 
   
  Lungs’ sustenance 
  Lungs’ sustenance 
  Lungs’ sustenance 
  Lungs’ sustenance (Effort 1, Time 1, 
  Class Ambient) 
  The caster or someone he touches 
  needs no air to survive. He has no 
  problem in water, poisonous va-
  pours or even while someone is 
  strangling him. The spell lasts for half 
  an hour per casting success. 
   
  Wind ladder (
  Wind ladder (
  Wind ladder (
  Wind ladder (Effort 1, Time 1, Class 
  Fancy) 
  Creates a strong torrent of air that 
  moves vertically upwards, lifting the 
  magician up to a maximum height of 
  500 m per casting success. The tor-
  rent lasts for one minute per casting 
  success. 
   
  Grasp of the cyclone 
  Grasp of the cyclone 
  Grasp of the cyclone 
  Grasp of the cyclone (Effort 2, Time 
  1, Class fancy) 
  An invisible force rushes to the tar-
  get, trying to engulf and immobilise 
  him with its great strength. To suc-
  cessfully engulf the target, the caster 
  must make a successful grappling at-
  tack. The Conditioning of the grasp 
  is considered to be 3 plus a number 
  of extra dice equal to the casting suc-
  cesses (at +1 cumulative). The grasp 
  only immobilises, not causing any 
  damage. The victim can break free 
  by winning a Conditioning contest, 
  as with a normal grapple. If this is 
  successful, the force vanishes and 
  can’t be used again. Else, the grasp 
  lasts for 5 minutes per casting success. 
   
  Smoke of sudden death 
  Smoke of sudden death 
  Smoke of sudden death 
  Smoke of sudden death (Effort 2, 
  Time 4, Class Mystical/Dark) 
  Transforms smoke into a potent poi-
  son. The source of the smoke (like a 
  candle or brazier) will produce poi-
  son-smoke of two types: either a 
  fast-acting poison with limited range 
  or a drug that acts slowly, intoxicat-
  ing unaware victims, resulting in 
  deep sleep and finally death. 
            The fast acting poison has a 
  range of 5 m from the source. It be-
  comes inefficient after one minute 
  but until then its corrosive properties 
  cause 4 damage per round of inhala-
  tion (armor obviously doesn’t pro-
  tect). 
            The intoxicating version has a 
  range of 25 m and remains active for 
  two and a half hours unless dispersed 
  by wind. Victims roll one Vitality 
  check every half hour (5 checks total) 
  with a +2 penalty. If they lose three 
  or more checks, they fall into deep 
  sleep. After 5 hours of sleep (from 
  which they can’t be awakened) they 
  must make a Vitality check with a +3 
  penalty. Failing, they die. If they suc-
  ceed, they wake up alive but dizzy 
  from the experience. 
   
  Rain of silver drops 
  Rain of silver drops 
  Rain of silver drops 
  Rain of silver drops (Effort 2, Time 
  3, Class Mystical) 
  Causes a rain to drop on a rather 
  small area. The rain is not one of wa-
  ter but of silver, heated to the point 
  of liquefaction. The superheated sil-
  ver causes minor burns and great 
  pain. Everyone inside the area of ef-
  fect (a circle of 10 m diameter per 
  casting success) takes 4-energy dam-
  age on every round and functions at 
  +1 penalty due to the pain. The rain 
  lasts for two rounds per casting suc-
  cess. 
   
  Weather mastery 
  Weather mastery 
  Weather mastery 
  Weather mastery (Effort 3, Time 15, 
  Class Ambient) 
  The sorcerer can summon clouds, 
  bring rain, sunshine, wind etc. The 
  changes in the weather can’t be great 
  and certainly non-destructive. They 
  last for half a day per casting success. 
  The area affected can be up to ten 
  square miles per casting success. 
   
  Eye of the typhoon 
  Eye of the typhoon 
  Eye of the typhoon 
  Eye of the typhoon (Effort 3, Time 3, 
  Class Fancy) 
  Causes a strong wind to rise around 
  a circle of 5-10 m in diameter, so as 
  to repel creatures approaching and 
  protect from attacks. Anyone trying 
  to enter the circle must first win a 
  Conditioning contest versus the Con-
  ditioning 3345 of the wind. Ranged 
  attacks passing through the wind bar-
  rier are modified by +2. The spell 
  lasts for half an hour per casting suc-
  cess. 
   
      
  Aeromancy 
  
  12 
  Buoyant vessel 
  Buoyant vessel 
  Buoyant vessel 
  Buoyant vessel (Effort 3, Time 25, 
  Class Mystical) 
  Causes an object up to the size of a 
  moderate ship to float in the air. 
  Provided it has the proper kinetic 
  power, it can sail through the sky. 
  The spell lasts for one day per casting 
  success. 
   
  Shift to t
  Shift to t
  Shift to t
  Shift to true air 
  rue air 
  rue air 
  rue air (Effort 4, Time 1, 
  Class Fancy) 
  The sorcerer’s body becomes pure 
  air. He can be seen as a bluish wind 
  that moves with great speed and 
  agility. Nothing can stop him except 
  from airtight obstacles and immate-
  rial magic. The caster receives two 
  extra Litheness dice (at +1 cumula-
  tive) and moves at a speed of 280 m 
  per round (100 km/hour). All the 
  items he’s carrying melds into its new 
  form but they can’t be used nor ar-
  mor protects him. He’s unable to 
  manipulate objects of the physical 
  world. The spell lasts for half an 
  hour per casting success. 
      
  Clouds of the darkest night 
  Clouds of the darkest night 
  Clouds of the darkest night 
  Clouds of the darkest night (Effort 4, 
  Time 40, Class Mystical/Dark)    
  Summons thick, impenetrable clouds 
  over a large area (10 sq km. Per cast-
  ing success) that obscure the sun and 
  condemn the area to twilight. The 
  clouds remain for 3 days. Then, at 
  the wish of the caster, they can dis-
  perse peacefully or by causing a 
  black rain that kills large portion of 
  plant life (30-40%) and damages fer-
  tility for 2-3 years. 
   
  Earthen clouds 
  Earthen clouds 
  Earthen clouds 
  Earthen clouds (Effort 5, Time 65, 
  Class Ambient/Mystical) 
  Causes a gigantic cloud to solidify 
  but still be able to float in the sky. 
  The cloud still retains its colour and 
  shape but is now as solid as rock and 
  unmovable by the wind. The spell is 
  permanent. 
   
   
  
  13 
  Alchemy 
  AAAAlchemy 
  lchemy 
  lchemy 
  lchemy is the art of transmuting, of 
  changing the substance and structure 
  of things. It is a strange magic that 
  requires patience and those dabbling 
  in it consider it a science. 
   
  Note: 
  Note: 
  Note: 
  Note: All alchemical spells work on 
  inanimate, non-living matter, except 
  as noted. No spell works on pure 
  elements (fire, air, water, plain earth) 
  but those with Effort 4+, except as 
  noted. 
   
  Aquatic transf
  Aquatic transf
  Aquatic transf
  Aquatic transformation 
  ormation 
  ormation 
  ormation (Effort 1, 
  Time 1, Class Mystical) 
  Turns any kind of liquid into water if 
  the alchemist places his hand in and 
  stirs it. The volume of the liquid 
  can’t exceed one gallon per casting 
  success. If it had any magical proper-
  ties, they’re ruined. 
   
  Rust of ages 
  Rust of ages 
  Rust of ages 
  Rust of ages (Effort 1, Time 2, Class 
  Mystical) 
  Affects a metal object the alchemist 
  touches. In the course of a few sec-
  onds, the object accumulates the rust 
  of centuries (except if it’s stainless…). 
  Its strength is reduced by 50% and 
  there’s a danger of breaking on hard 
  impacts. If it’s a melee weapon, it 
  suffers a +1 penalty to its damage 
  ratings. A firearm would be rendered 
  useless. The volume of metal affected 
  is 0.2 cubic meters per casting suc-
  cess. 
   
  Breath of foul transmutation 
  Breath of foul transmutation 
  Breath of foul transmutation 
  Breath of foul transmutation (Effort 
  1, Time 1, Class Mystical/Dark) 
  A liquid the alchemist breaths on is 
  transformed into a potent poison 
  (treat as a string neurotoxin). The 
  poison retains the color, taste and 
  smell of the original liquid and its 
  potency lasts for a day. The volume 
  which can be affected is 0.1 cubic 
  meters per casting success). 
   
  Acidic corrosion 
  Acidic corrosion 
  Acidic corrosion 
  Acidic corrosion (Effort 2, Time 2, 
  Class Mystical) 
  One object (of a volume up to one 
  cubic meter per casting success) is af-
  fected by a potent acid. To deter-
  mine the effects, treat the acid as be-
  ing strong. 
   
  Ferrous transmutation 
  Ferrous transmutation 
  Ferrous transmutation 
  Ferrous transmutation (Effort 2, Time 
  8, Class Mystical) 
  Changes the metal of the object to 
  another, lesser metal (lesser means of 
  lesser value, ie silver to copper). The 
  alchemist needs to touch the object 
  which can’t have a volume greater 
  than half a cubic meter per casting 
  success. 
   
  Disband the inner structure 
  Disband the inner structure 
  Disband the inner structure 
  Disband the inner structure (Effort 2, 
  Time 3, Class Mystical) 
  Destroys the inner structure of a ma-
  terial, thus lessening its strength to 
  1/3rd of the normal. It affects one 
  object the alchemist touches with a 
  volume up to half a cubic meter per 
  casting success. Note that if the ob-
  ject is made of various materials, 
  only one of them is affected, proba-
  bly limiting the effect of the spell. 
   
  Transmute into lesser items 
  Transmute into lesser items 
  Transmute into lesser items 
  Transmute into lesser items (Effort 3, 
  Time 12, Class Mystical) 
  Like “Ferrous Transmutation”, but 
  works on ll kinds of materials. The 
  resulting material can be anything 
  the alchemist desires, as long as it is 
  of “lesser” value (eg copper to oak 
  wood). 
   
  Liquefaction 
  Liquefaction 
  Liquefaction 
  Liquefaction (Effort 3, Time 5, Class 
  Mystical) 
  Alters the inner structure of a mate-
  rial, turning it into liquid state. The 
  alchemist must touch the object in 
  question (although only one material 
  is affected) which can’t exceed a vol-
  ume of half a cubic meter per casting 
  success. 
   
  Alter element 
  Alter element 
  Alter element 
  Alter element (Effort 3, Time 3, Class 
  Mystical) 
  Changes one element into another. 
  Water can be made from fire or 
  earth reduced to air. Only “pure” 
  elements are affected of a volume no 
  greater than one cubic meter per 
  casting success. 
   
  Latticed structure 
  Latticed structure 
  Latticed structure 
  Latticed structure (Effort 4, Time 9, 
  Class Mystical) 
  Alters the structure of an object so as 
  to resemble the latticed structure of 
  metals. The strength of the object 
  (having a volume up to one cubic 
  meter per casting success) is increased 
  by 5 times. Its Constitution is dou-
  bled. 
   
  Philosopher’s stone 
  Philosopher’s stone 
  Philosopher’s stone 
  Philosopher’s stone (Effort 4, Time 
  50, Class Mystical) 
  This legendary transmutation creates 
  a black, hard, stone-like material in 
  
  14 
  the form of a small pebble. Every 
  metal touched by the stone is turned 
  to gold. Besides lasting for only a 
  year, the potency of the stone is not 
  unlimited. It can however produce 
  unimaginable riches before it’s de-
  pleted. 
   
  Liberation of the inner sun 
  Liberation of the inner sun 
  Liberation of the inner sun 
  Liberation of the inner sun (Effort 5, 
  Time 5, Class Mystical) 
  Most people think that the philoso-
  pher’s stone is the ultimate transmu-
  tation achieved by alchemists. How-
  ever, a handful of alchemists have 
  advanced even further: they have 
  transformed matter into pure energy. 
  This spell is dangerous and chaotic, 
  because the energy created is terribly 
  strong. The spell only uses a minute 
  part of an object (so minute it can’t 
  be seen) but the energy produced is 
  vast and uncontrollable. It creates an 
  intense light described by some as a 
  second sun. The heat produced is 
  strange and has terrible effects (it’s 
  actually radiation). It burns for 
  22334455-energy damage with a 
  blast rating of 20 m. Everyone who 
  sees the light must make a Vitality 
  check or be blinded permanently. 
  People within 100 m that don’t suc-
  ceed in a Vitality check at +2 de-
  velop cancer. The area remains ra-
  dioactive for a long time. Strange 
  plants grow there and people are in 
  danger of developing cancer if they 
  spend time there. Casting this spell is 
  very dangerous, for the great 
  amount of energy unleashed always 
  affects the caster (no matter his dis-
  tance) for at least 2233-energy dam-
  age. 
   
  
  15 
  TTTThe magic that manipulates 
  he magic that manipulates 
  he magic that manipulates 
  he magic that manipulates the aura 
  of a being is called ambience. It can 
  give charisma and influence to a piti-
  ful hunchback, enslave people by 
  adoration for the sorcerer or simply 
  root someone to the spot out of 
  sheer fear for the magician. 
   
  Noble outlook 
  Noble outlook 
  Noble outlook 
  Noble outlook (Effort 1, Time 1, 
  Class Ambient) 
  The sorcerer radiates an aura making 
  him look noble and powerful. Any-
  one encountering him will tend to 
  think that he’s a powerful person 
  who commands respect. This feeling 
  lasts for one hour per casting success. 
   
  Beguiling 
  Beguiling 
  Beguiling 
  Beguiling (Effort 1, Time 1, Class Am-
  bient) 
  Attracts a member of the opposite 
  sex by exhibiting an aura of power 
  and passion. If the victim fails an In-
  sight check at +1, he is affected by 
  the aura’s emotions and views the 
  sorcerer with admiration and sexual 
  desire. The sorcerer can exploit these 
  feelings, as the victim will agree to 
  most of his wishes, except from the 
  ones endangering or violating the 
  victim’s basic beliefs. The spell lasts 
  for half a day per casting success. 
   
  Authority 
  Authority 
  Authority 
  Authority (Effort 1, Time 2, Class 
  Ambient) 
  The sorcerer inspires confidence and 
  a strange feeling of being a figure of 
  authority which everyone should re-
  spect and refer to. For example, 
  someone about to report a murder 
  to a police officer would also report 
  it to the sorcerer, believing that he 
  has some authority over the matter. 
  Anyone seeing the sorcerer gets an 
  Insight check at +1 to avoid being 
  fooled by the aura. Always remem-
  ber that no one is obliged to tell any-
  thing to the sorcerer. A thief for 
  once, wouldn’t tell the magician 
  about his activities; in fact, he might 
  avoid him. The spell ends after one 
  hour per casting success elapses. 
   
  Lure of the succubus 
  Lure of the succubus 
  Lure of the succubus 
  Lure of the succubus (Effort 2, Time 
  3, Class Ambient) 
  Enhances the charm of the sorcerer, 
  who becomes very charismatic in a 
  seducing way. The magician’s Come-
  liness is increased by one die (at +1 
  cumulative). He can use this rating to 
  seduce members of the opposite sex. 
  This is done by winning a contest 
  between his Comeliness and the vic-
  tim’s Determination (the magician 
  must hold at least a small conversa-
  tion with the victim prior to the se-
  duction attempt). If successful, the 
  victim is under the effect of a spell 
  like Beguiling. Lure lasts for two 
  hours per casting success. 
   
  Cower in fear 
  Cower in fear 
  Cower in fear 
  Cower in fear (Effort 2, Time 2, Class 
  Ambient) 
  The sorcerer appears as an extremely 
  powerful person to a single victim. If 
  the victim loses a Determination con-
  test, he becomes so frightened and 
  awed by the apparent power of the 
  magician that he kneels and trembles 
  from his fear. All he can do is take 
  defensive actions or flee if the sor-
  cerer attacks him. This feeling of 
  hopelessness lasts for five minutes 
  per casting success but ends prema-
  turely if the sorcerer leaves sight of 
  the victim. 
   
  Concealed uneasiness 
  Concealed uneasiness 
  Concealed uneasiness 
  Concealed uneasiness (Effort 2, Time 
  4, Class Ambient) 
  Develops an aura of uneasiness 
  around the victim (if he loses a De-
  termination contest). Everyone talk-
  ing with the character suffers from 
  this uneasiness. The way he talks, his 
  gestures and grimaces, his attitude 
  give the impression that he can’t be 
  trusted and is only interested in per-
  sonal gain. In effect, every Influence 
  check the character makes for one 
  hour per casting success suffers a +2 
  penalty. 
   
  Flee in
  Flee in
  Flee in
  Flee in terror 
   terror 
   terror 
   terror (Effort 3, Time 3, Class 
  Ambient) 
  Makes the sorcerer look like an un-
  stoppable menace that inspires fear 
  in the hearts of his enemies. All op-
  ponents of the sorcerer within 15 m 
  are affected by this terror if they fail 
  a Determination check at +2. The 
  dread caused by the spell forces them 
  to flee from the presence of the sor-
  cerer until they lose sight of him. 
  They’ll only fight when cornered, in 
  all other cases taking defensive ac-
  tions and trying to bypass any obsta-
  cles. The aura of fear lasts for ten 
  minutes per casting success. 
   
      
      
  Ambience 
  
  16 
  Clear the way 
  Clear the way 
  Clear the way 
  Clear the way (Effort 3, Time 1, Class 
  Ambient) 
  The powerful aura exhibited by the 
  sorcerer is able to repel anyone that 
  stands in his way. Such a person is 
  pushed out of the way by a force 
  with Conditioning equal to the De-
  termination of the sorcerer. Anyone 
  trying to approach the magician 
  closer than 3 m must overcome his 
  Determination with his Conditioning 
  in a contest. The force doesn’t cause 
  any injuries and can’t crush people 
  against walls. It lasts for 5 minutes 
  per casting success. 
   
  Awesome sight 
  Awesome sight 
  Awesome sight 
  Awesome sight (Effort 3, Time 4, 
  Class Ambient) 
  All persons within 30 m of the magi-
  cian looking at him when the spell is 
  cast are affected by it. Upon failing 
  an Insight check at +3, they stand 
  motionless, staring at the magician, 
  their minds filled with awesome, in-
  credible visions. They stand in a 
  trance, unable to take any action. 
  Only a strong shock, like pain, can 
  pull them out of the trance before 
  the spell ends (one minute per cast-
  ing success). 
   
  Slaves of pheromones 
  Slaves of pheromones 
  Slaves of pheromones 
  Slaves of pheromones (Effort 4, Time 
  8, Class Ambient) 
  The air surrounding the magician is 
  filled with strange energies having 
  similar effects to the pheromones 
  emitted by some insects during mat-
  ing periods. Someone that gets near 
  the magician must roll a Determina-
  tion check and score two successes in 
  order to be unaffected by the phero-
  mone-like energies. With only one 
  success he is partially affected and 
  feels admiration or strong attraction 
  (if of the opposite sex) to the magi-
  cian. Failing the roll, he’s fully af-
  fected by the narcotic energies and 
  becomes addicted to them. He’ll 
  want to stay with the magician as 
  long as possible in order to be im-
  bued with the energies which now 
  act as a drug. If this drug isn’t given 
  to him for a day or more, he’ll ex-
  perience severe depression and cata-
  tonia (+2 to all actions). He’ll do 
  everything possible to et his drug 
  and recover from these symptoms. 
  With the proper care, someone of 
  strong will might recover from this 
  addiction in a year, while others 
  need more time. The spell lasts for 
  half a month per casting success, but 
  the magician can choose when to 
  emit the addictive energies and when 
  not to. 
   
  Incarnation of the goddess 
  Incarnation of the goddess 
  Incarnation of the goddess 
  Incarnation of the goddess (Effort 4, 
  Time 30, Class Fancy) 
  The sorcerer radiates an aura so 
  powerful and brilliant that onlookers 
  believe he’s a god incarnated. Those 
  with Determination dice equal to or 
  lower than half of the magician’s De-
  termination dice are awed and dare 
  not stand in his way or inhibit him in 
  any action. Those with greater Deter-
  mination can challenge him only if 
  they beat him in a Determination 
  contest, else they can’t summon the 
  courage to harm him. The magician 
  can also use his aura to appear as a 
  brilliant and terrifying figure. When 
  he does that, any onlooker must 
  make a Determination check at +4 
  or avert his gaze from him. The spell 
  lasts for three days per casting suc-
  cess, but the caster can conceal his 
  aura or radiate it as he chooses. 
  
  17 
  Botanomancy 
  O
  O
  O
  One of the oldest 
  ne of the oldest 
  ne of the oldest 
  ne of the oldest forms of magic 
  practiced, Botanomancy affects plant 
  life. 
   
  Herb lore 
  Herb lore 
  Herb lore 
  Herb lore (Effort 1, Time 1, Class Am-
  bient/Mystical) 
  Informs the botanomancer about the 
  abilities of a herb in his possession. 
   
  Instant herbal effect 
  Instant herbal effect 
  Instant herbal effect 
  Instant herbal effect (Effort 1, Time 2, 
  Class Ambient/Mystical) 
  Makes the effect of a herb, applied 
  on a person the botanomancer is 
  touching, take place immediately. 
   
  Speed of growth 
  Speed of growth 
  Speed of growth 
  Speed of growth (Effort 1, Time 4, 
  Class Ambient/Mystical) 
  A tree (or several plants up to the 
  size of one) suddenly grows as if 
  three years per casting success have 
  passed. 
   
  Growth of the creeping vines 
  Growth of the creeping vines 
  Growth of the creeping vines 
  Growth of the creeping vines (Effort 
  2, Time 2, Class Fancy/Mystical) 
  Causes vines to emerge from the 
  earth and attempt to grab up to four 
  man-sized targets or two larger crea-
  tures in a 15 m radius area. Vines at-
  tack once per round with the Lithe-
  ness of the botanomancer. If they 
  grab a target, treat this as a grappling 
  attack (the vines’ Conditioning is 
  45). Each vine has 5 Constitution 
  points (they ignore Stamina damage) 
  but can be severed if two or more 
  damage points are inflicted on it by a 
  single attack. The vines remain active 
  for 3 minutes per casting success be-
  fore withering away. 
   
  Restore/corrupt plant 
  Restore/corrupt plant 
  Restore/corrupt plant 
  Restore/corrupt plant (Effort 2, Time 
  8, Class Ambient/Mystical) 
  Can be used for restoring a plant 
  with the size of a large tree (or sev-
  eral plants up to this size) to full 
  health or for causing a rotting disease 
  that kills it in a week (countered only 
  by magical means). Magical plants 
  are more difficult to corrupt (requires 
  at least three casting successes). Plants 
  with intelligence (such as plants pos-
  sessed by nature spirits) require a De-
  termination contest for the spell to 
  work. 
   
  Merge with nature 
  Merge with nature 
  Merge with nature 
  Merge with nature (Effort 2, Time 4, 
  Class Ambient/Mystical) 
  The botanomancer can “enter” a 
  tree or similar plant of his general 
  size and rest in it. While in the tree, 
  he gains the benefits of resting, but 
  he also remains aware of his sur-
  roundings. If the tree dies, the 
  botanomancer is severely wounded 
  (he loses two Constitution points). If 
  the tree is burnt to ashes, the 
  botanomancer dies with it. 
   
  Awaken the sleeping denizen 
  Awaken the sleeping denizen 
  Awaken the sleeping denizen 
  Awaken the sleeping denizen (Effort 
  3, Time 2, Class Fancy/Mystical) 
  A tree or similar plant awakens un-
  der the command of the botanoman-
  cer. It can attack by swinging its 
  branches, but it can’t move. Trees 
  are powerful allies and difficult to 
  destroy. Typical statistics for a tree of 
  moderate size are Conditioning 456, 
  Litheness 45, Vitality 4556, Reaction 
  4. Constitution 4 (they ignore Stam-
  ina damage) and armor 2/1/0 (armor 
  becomes –2 against fire and 3 against 
  blunt weapons). These statistics can 
  be modified accordingly for trees of 
  greater or lesser size. The tree re-
  mains awakened for one day per 
  casting success. 
   
  Crumbling roots 
  Crumbling roots 
  Crumbling roots 
  Crumbling roots (Effort 3, Time 6, 
  Class Fancy/magical) 
  The spell affects a seed placed inside 
  a wall (it doesn’t have to be deep 
  inside it, 4-5 mm are enough). The 
  seed must be intact and alive. The 
  spell causes it to sprout roots that 
  grow and expand within seconds, 
  destroying the wall from the inside. 
  Clay, wooden, rock and concrete 
  walls will crumble under the roots’ 
  assault. Metal walls will be greatly 
  weakened, perhaps being destroyed 
  after another application of the spell. 
  The spell affects a 5x5 m section of a 
  wall per casting success. 
   
  Enchant grove 
  Enchant grove 
  Enchant grove 
  Enchant grove (Effort 3, Time 150, 
  Class Ambient/Mystical) 
  Renders a grove, up to 50 m in ra-
  dius, magical. The grove must be in a 
  good condition and located in a re-
  mote place. It takes three months of 
  preparation for the spell to work. 
  The grove becomes protected by 
  misdirection magic: it takes a hard 
  navigation skill check to locate it if 
  you’ve visited before or a very hard 
  one if you only have information of 
  its location. Some typical examples 
  of enchanted groves follow, but the 
  botanomancer can create a unique 
  grove of his own (with the GM’s ap-
  
  18 
  proval). 
  •
  Healing grove: The healing 
  rate of those staying in the 
  grove quadruples. 
  •
  Magic enhancing grove: The 
  duration of any spell cast in 
  the grove is doubled and cast-
  ing rolls are made with a –1 
  bonus. 
  •
  Magic suppressing grove: All 
  magic in the grove fails, unless 
  cast by a sorcerer with more 
  Magick than the botanoman-
  cer. 
  •
  Sacred/unholy grove: All 
  good/evil beings receive an 
  extra die of Determination (at 
  +1 cumulative) while fighting 
  to defend the grove. All evil/
  good beings suffer a +1 pen-
  alty to attack rolls and their 
  Determination t#s. 
  •
  Prophetic grove: Persons who 
  sleep in the grove see cryptic 
  visions of things that are to 
  come. 
  •
  Beast transforming grove: ani-
  mals which frequent the grove 
  becoe much more intelligent 
  and tame, showing human 
  traits in their personality. On 
  the other hand, humans be-
  come more animalistic. They 
  acquire the Shapeshifting para-
  normal gift but their Insight 
  suffers a +1 penalty. They 
  must visit the grove at least 
  once per week to retain these 
  abilities. 
  •
  Cursed grove: Everyone who 
  visits the grove is affected by a 
  minor or major curse. 
  •
  Haunted grove: The grove 
  traps the spirits of those who 
  die in it as ghosts. 
  A grove must be tended properly 
  and frequently, else its magic wanes 
  and finally vanishes. 
   
  Plant sense 
  Plant sense 
  Plant sense 
  Plant sense (Effort 4, Time 5, Class 
  Ambient/Mystical) 
  All plants within 100 m become a 
  giant sensor for the botanomancer. 
  The plants sense any presence in the 
  area, no matter how well it is hid-
  den. Even invisible beings are sensed. 
  The botanomancer can never be sur-
  prised while using this spell that lasts 
  for ten hours per casting success. 
   
  Disturbance of the seasons 
  Disturbance of the seasons 
  Disturbance of the seasons 
  Disturbance of the seasons (Effort 4, 
  Time 50, Class Ambient/Mystical) 
  Affects an area up to 100 sq meters 
  per casting success. Imposes on the 
  plants of the area the climate of a 
  specific season regardless of the ac-
  tual 
  weather 
  conditions. The 
  weather and climate of the area will 
  not change for anyone else but the 
  plants. For example, a portion of a 
  forest could be enspelled to suffer a 
  permanent winter climate. It might 
  be summer and the weather might 
  be hot, but the plants will look weak 
  and weary, devoid of their leaves. 
   
  Heart of the wood 
  Heart of the wood 
  Heart of the wood 
  Heart of the wood (Effort 5, Time 3, 
  Class Ambient/Mystical) 
  As the “Merge with nature” spell, 
  but as the botanomancer enters a 
  tree, his life force dissolves and ex-
  pands to every corner of the wood. 
  In this way, the botanomancer can’t 
  die unless the whole wood is de-
  stroyed. He also knows whatever 
  happens in the forest, any presence 
  inside it etc. When he wants to re-
  turn to the real world, his life force 
  gathers again and he exits the tree. 
  
  19 
  DDDDruidism 
  ruidism 
  ruidism 
  ruidism is the realm of magic deal-
  ing with the natural world as an en-
  tity. 
      
  Earth’s favor 
  Earth’s favor 
  Earth’s favor 
  Earth’s favor (Effort 1, Time 1, Class 
  Ambient) 
  The druid gains the favor of the 
  natural world. Wild animals will gen-
  erally avoid him, seeking another 
  prey. Trees, bushes and foliage in a 
  dense forest will gently bent, allow-
  ing him to pass. These and other 
  minute things will prove the earth’s 
  favor for a complete day per casting 
  success. 
   
  Restore nature 
  Restore nature 
  Restore nature 
  Restore nature (Effort 1, Time 3, 
  Class Ambient) 
  Repairs damage done to the natural 
  world by external forces. The healing 
  of the damage is gradual and is com-
  pleted within a week. The spell only 
  affects a small portion of the natural 
  world. For example, a small grove of 
  trees that have been cut down by 
  loggers would appear to sprout new 
  roots and grow back to their original 
  height within a week. The magic can 
  not be used to heal damage caused 
  by natural phenomena, for example 
  fire caused by lightning, for they are 
  too parts of nature. 
   
  Faerie warding 
  Faerie warding 
  Faerie warding 
  Faerie warding (Effort 1, Time 5, 
  Class Ambient/Mystical) 
  Wards a building against the intru-
  sion of faeries. Any faerie attempting 
  to enter must first beat the druid in a 
  Determination contest (even if he’s 
  not present) or else he feels a forbid-
  ding power preventing its entrance. 
  The spell lasts for a week and can 
  ward a moderate mansion or if the 
  druid has a score of 3+ in the realm, 
  a keep. 
   
  Beth
  Beth
  Beth
  Beth----luis
  luis
  luis
  luis----nion 
  nion 
  nion 
  nion (Effort 2, Time 4, Class 
  Ambient/Mystical) 
  This name belongs to the druids’ se-
  cret language. By casting this spell, a 
  druid is able to communicate with 
  any druid he can clearly see by slight 
  gestures, body motions etc, which 
  are pretty difficult to be perceived by 
  others (requires a very hard Sight 
  check). 
   
  Manifest 
  Manifest 
  Manifest 
  Manifest (Effort 2, Time 6, Class 
  Fancy/Mystical) 
  Causes an elemental spirit (air, earth, 
  fire or water) or an animal or plant 
  one to assume a material form with-
  out a large manifestation of their na-
  ture nearby necessary. The spirit re-
  mains in its physical form for one 
  day per casting success. 
   
  Living flames 
  Living flames 
  Living flames 
  Living flames (Effort 2, Time 4, Class 
  Fancy) 
  A form of “intelligent”, almost sen-
  tient fire, living flames target only 
  humans and their constructions to 
  unleash their destructive power on. 
  They have a size equal to that of a 
  large room (or about 10x10 m) and 
  expand from the point of their sum-
  moning with a rate of 5 m per 
  round. The magical flames cause no 
  harm to plants or animals, even if 
  they pass through them. Instead, 
  they seek out humans and construc-
  tions to attack them as a “large fire”. 
  They never cause harm to their sum-
  moner and die after a minute per 
  casting success elapses (however, the 
  fire they may have sprouted remains, 
  continuing to burn people or con-
  structions). 
   
      
  Enrage nature 
  Enrage nature 
  Enrage nature 
  Enrage nature (Effort 3, Time 20, 
  Class Ambient) 
  Causes the nature to awaken and ac-
  tively expand, strangling any sign of 
  civilisation. Forests grow and cover 
  cultivated lands or even cities, bogs 
  and swamps expand to make the 
  land uninhabitable etc. This expan-
  sion is gradual but quite fast. The 
  rate of expansion is up to five miles 
  per year and the spell affects a 25-
  mile diameter natural area, causing it 
  to expand. It lasts for a year but can 
  be cast again and again. If the inhabi-
  tants of the area try to oppose the 
  expansion (by setting fire for exam-
  ple), they can at best decrease the 
  expansion to one mile per year. In 
  most cases, they will be unable to 
  stop it, unless they devote a lot of 
  resources and great effort to this end. 
   
  Awaken the sleeping guardian 
  Awaken the sleeping guardian 
  Awaken the sleeping guardian 
  Awaken the sleeping guardian (Effort 
  3, Time 10, Class Fancy/Mystical)    
  Awakens the nature spirit which 
  guards a magical source, so as to 
  guard the vicinity. The spirit assumes 
  a material form and can freely inter-
  act with the physical world If this 
  physical form is destroyed, the spell 
  Druidism 
  
  20 
  ends. It must be noted that the 
  guardian spirit is not under the con-
  trol of the druid, but retains its ide-
  als, beliefs and aims. 
   
  Revenge of the witche 
  Revenge of the witche 
  Revenge of the witche 
  Revenge of the witche (Effort 3, 
  Time 20, Class Fancy/Mystical)    
  A means of revenge against enemies 
  of the druidic order or defilers of na-
  ture, this spell is only cast by dying 
  druids who fear that their comrades 
  or the land they guard might be un-
  safe after their death. The magic be-
  hind the spell enables the druid to 
  come back from the dead if his com-
  rades or the land is threatened. The 
  druid rises from the grave as a skele-
  ton and he will not rest until the 
  threat is removed. If he is destroyed 
  the spell ends, else he can raise sev-
  eral times to deal with different 
  threats at different time periods. 
   
  Visit famine 
  Visit famine 
  Visit famine 
  Visit famine (Effort 4, Time 20, Class 
  Ambient/Mystical) 
  Affects an area of 30 mile diameter, 
  up to 100 miles away from the loca-
  tion of the druid. The fertility of the 
  land is severely decreased and most 
  of the crops fail. There is a shortage 
  of water during the spring and sum-
  mer, while the winter is harsh and 
  unforgiving. In regions which depend 
  heavily on their production and have 
  mainly agriculture-based economies, 
  there will be a major economical cri-
  sis and many people will die from 
  starvation. The famine affects the 
  area for a complete cycle of four sea-
  sons. 
   
  The balance swings 
  The balance swings 
  The balance swings 
  The balance swings (Effort 4, Time 
  20, Class Ambient/Mystical) 
  Affects the balance of nature in an 
  area of 100 miles diameter. For 
  seven years, nature will be extremely 
  friendly towards mankind: the fertil-
  ity will rise, the climate will always 
  be the perfect one for the crops etc. 
  This period unfortunately will be fol-
  lowed by seven years during which 
  nature will exact its toll on the hu-
  man population: crops will fail, the 
  weather will plague the population 
  with storms, floods or terrible heat 
  and water shortage etc. Once the 
  spell is cast, the course of events can 
  not be changed by the druid. 
   
      
  Armageddon 
  Armageddon 
  Armageddon 
  Armageddon (Effort 5, Time 50, 
  Class Fancy/Mystical) 
  Causes a major natural catastrophe. 
  The nature of the catastrophe de-
  pends on the area and it might be a 
  great flood, a volcanic eruption, an 
  earthquake etc. The catastrophe can 
  severely affect the land within 100 
  miles (and the range of the spell is 
  over 500 miles). A lot of people will 
  die, cities will be severely damaged 
  or destroyed and such an event will 
  generally have a major impact on 
  the campaign and the history of the 
  game world.  
  
  21 
  Ethermancy 
  TTTThe magic which affects 
  he magic which affects 
  he magic which affects 
  he magic which affects  the shady, 
  blurry, ethereal world, home of spir-
  its, ghosts and other semi-corporeal 
  beings. 
   
  Partial etherealisation 
  Partial etherealisation 
  Partial etherealisation 
  Partial etherealisation (Effort 1, Time 
  1, Class Ambient) 
  Transforms some of the mass of an 
  item or person, up to 5 kg per cast-
  ing success, to ether. This causes a 
  similar reduction to weight, although 
  no apparent change comes to the 
  person or item. Because part of him 
  is ether, a person under the spell 
  functions with one less Conditioning 
  die (or has a +2 to t#s if he only has 
  one die) but also gets a +1 bonus to 
  his armor ratings. 
   
  Ethereal weapon 
  Ethereal weapon 
  Ethereal weapon 
  Ethereal weapon (Effort 1, Time 4, 
  Class Ambient/Mystical) 
  Enchants a weapon so that it’ll be 
  capable of harming ethereal crea-
  tures. The weapon must be a tangi-
  ble one (ie it can’t be an explosive or 
  energy weapon) and in the case of 
  firearms only one bullet is so en-
  chanted. An enchanted weapon ig-
  nores the +3 armor rating bonus of 
  ethereal creatures and remains en-
  chanted for one hour per casting suc-
  cess. 
   
  Ethereal amputation 
  Ethereal amputation 
  Ethereal amputation 
  Ethereal amputation (Effort 1, Time 
  2, Class Fancy/Mystical) 
  Turns one of the victim’s limbs into 
  ether. The victim can no longer use 
  the limb to perform physical actions 
  or grab objects. He may resist the 
  spell by beating or equaling the sor-
  cerer in a Determination contest. 
   
  Dissolve to ether 
  Dissolve to ether 
  Dissolve to ether 
  Dissolve to ether (Effort 2, Time 1, 
  Class Mystical/Fancy) 
  The ethermancer, along with his pos-
  sessions, becomes ethereal. That 
  means he’s part of the ethereal plane 
  and creatures residing there can at-
  tack him normally. Also, he can be 
  attacked by material creatures and 
  weapons, but gets the +3 armor bo-
  nus of ethereal creatures. He can pass 
  through objects, though slowly and 
  with a little difficulty. He can’t really 
  interact with things outside the ethe-
  real plane. Duration is half an hour 
  per casting success. 
   
      
      
  Manipulate the physical 
  Manipulate the physical 
  Manipulate the physical 
  Manipulate the physical 
  world 
  world 
  world 
  world (Effort 2, Time 3, 
  Class Fancy/Mystical) 
  Turns ethereal a person 
  or an object with mass 
  up to 30 kgr per casting 
  success. 
  An 
  unwilling 
  person must lose in a 
  Determination 
  contest 
  to 
  become 
  ethereal. 
  Lasts for half an hour 
  per casting success. 
   
  Solidify 
  Solidify 
  Solidify 
  Solidify (Effort 3, Time 
  3, Class Fancy/Mystical)    
  Causes an ethereal ob-
  ject or creature to as-
  sume a material form. 
  An object can’t be big-
  ger than one cubic me-
  ter per casting success 
  and a creature must lose 
  in a Determination con-
  test. If a relatively large 
  object is solidified inside 
  a living being (or a be-
  ing is solidified inside an 
  object), the being dies. 
  The spell lasts for ten 
  minutes per casting suc-
  EEEEthereality
  thereality
  thereality
  thereality    
  Ethereality is a common concept for non-
  corporeal creatures, like ghosts and wraiths. 
  These beings exist in our material world but 
  they’re out of “phase”, being less tangible than 
  other things. Sorcerers can also become ethereal 
  through the use of proper spells. 
           Ethereal beings can pass through matter 
  with minimal resistance. It takes about three ac-
  tions to pass through 10 cm of matter, regardless 
  of the substance. This also makes them incredi-
  bly resistant to conventional weapons. Ethereal 
  creatures have an unarmored rating of 0 (like 
  humans have –2). Furthermore, they get a +3 
  armor bonus. This bonus adjusts any armor they 
  may wear, even their unarmored rating. On the 
  other hand, their non-corporeality makes them 
  unable to interact with the physical world by 
  moving or manipulating objects. 
           Because of all these, battling an ethereal 
  creature is difficult, as most weapons pass harm-
  lessly or with little effect through it. To level the 
  odds, someone must use an enchanted weapon 
  capable of harming ethereal creatures or be 
  ethereal himself. If ethereal, someone can con-
  front another ethereal creature without any ar-
  mor bonus stopping him (the unarmored rating 
  also becomes –2). However, his ethereal oppo-
  nent will also be fully capable of harming him. 
  
  22 
  cess. 
   
  Ethereal possession 
  Ethereal possession 
  Ethereal possession 
  Ethereal possession (Effort 3, Time 4, 
  Class Mystical/Dark) 
  If the ethermancer is ethereal, he can 
  enter the material body of a person 
  through his mouth or nostrils and 
  attempt to possess it. A Determina-
  tion contest determines the winner. 
  If the ethermancer wins, he takes 
  complete control of the victim’s 
  body. Nobody notices any difference 
  in his appearance and the etherman-
  cer is hidden from plain view. The 
  ethermancer is expelled back to the 
  ethereal plane when the victim’s 
  body dies. Every three days, the vic-
  tim gets a new Determination con-
  test to break free. 
   
  Curse of fading 
  Curse of fading 
  Curse of fading 
  Curse of fading (Effort 4, Time 6, 
  Class Mystical/Dark) 
  The victim slowly begins to turn 
  ethereal. Over a period of a month, 
  he needs to make a Determination 
  check with a +2 penalty every day. If 
  he fails a check, one of his limbs be-
  comes ethereal. When all limbs are 
  gone, the torso and head follow. Fi-
  nally, the victim disappears com-
  pletely for some other world. If he 
  doesn’t complete the circle (7 failed 
  checks) in a month, he begins to re-
  appear day by day. 
   
  Realm of ether 
  Realm of ether 
  Realm of ether 
  Realm of ether (Effort 5, Time 15, 
  Class Fancy/Mystical) 
  An area of one sq km per casting suc-
  cess comes under the control of the 
  ethermancer. He can turn any object 
  ethereal or material, according to his 
  wishes. Persons in the area can resist 
  with a Determination contest. The 
  spell lasts for 15 days per casting suc-
  cess.  
  
  23 
  AAAA realm of magics to protect 
   realm of magics to protect 
   realm of magics to protect 
   realm of magics to protect the sor-
  cerer from the perils of his journey 
  into arcane knowledge. 
   
  Disrupt the magical fields 
  Disrupt the magical fields 
  Disrupt the magical fields 
  Disrupt the magical fields (Effort 1, 
  Time 1, Class Any) 
  Cancels all spells that take effect 
  within a 10 m radius. The effect of 
  this spell is instantaneous. For a spell 
  to be cancelled, the magician needs 
  to win in a Determination contest 
  with the caster of the spell (whether 
  he’s present or not). 
   
  Cloak of armoring 
  Cloak of armoring 
  Cloak of armoring 
  Cloak of armoring (Effort 1, Time 2, 
  Class Any) 
  Enchants normal clothing so as to 
  protect the wearer as armor with rat-
  ing 1/1/0. Lasts for one hour per cast-
  ing success. 
   
  Elemental shield 
  Elemental shield 
  Elemental shield 
  Elemental shield (Effort 1, Time 2, 
  Class Any) 
  Protects from elements such as fire, 
  cold, water etc. Such hazards affect 
  the sorcerer as if he had armor rating 
  2 against them. Duration is one hour. 
   
      
      
  Fields of unseen force 
  Fields of unseen force 
  Fields of unseen force 
  Fields of unseen force (Effort 2, Time 
  2, Class Fancy/Mystical) 
  Creates an invisible field that pre-
  vents movement through it. The field 
  is two-dimensional, can be of any 
  shape and has a maximum size of 
  one sq meter per casting success. It 
  remains immobile after its creation. 
  Passing through the field requires a 
  character to win in a contest: his 
  Conditioning against the caster’s De-
  termination. Arrows and slow-
  moving projectiles can’t pass through 
  the field (except if they’re large, like 
  catapult boulders), but bullets have 
  sufficient kinetic energy to penetrate 
  any field created by a sorcerer with 
  fewer than 5 Determination dice. 
  Energy rays aren’t affected by the 
  field. Lasts for 5 minutes. 
   
  Buckler of deflection 
  Buckler of deflection 
  Buckler of deflection 
  Buckler of deflection (Effort 2, Time 
  3, Class Fancy) 
  Creates a small, shimmering blue 
  field in the shape of a buckler in 
  front of the sorcerer’s left hand. The 
  magician can use the buckler to de-
  flect a spell cast at him back to its 
  caster. He needs to waste his next 
  action in the round and win a Deter-
  mination contest. The field lasts for 3 
  rounds per casting success. 
   
  Zone of purification 
  Zone of purification 
  Zone of purification 
  Zone of purification (Effort 2, Time 
  5, Class Any) 
  Protects the magician from poisons, 
  gases, diseases etc. He is immune to 
  all these for 3 hours per casting suc-
  cess. 
   
  Sorcery shield 
  Sorcery shield 
  Sorcery shield 
  Sorcery shield (Effort 3, Time 4, Class 
  Any) 
  The magician rolls 2 extra dice (at +1 
  cumulative) for any Determination 
  check made to resist a spell. 
   
  Hazy armor 
  Hazy armor 
  Hazy armor 
  Hazy armor (Effort 3, Time 4, Class 
  Fancy/Mystical) 
  A bluish aura which protects the ma-
  gician as armor 2/2/1 for 30 minutes 
  per casting success. 
   
  Veil of privacy 
  Veil of privacy 
  Veil of privacy 
  Veil of privacy (Effort 3, Time 7, 
  Class Ambient/Mystical) 
  Prevents any spell that detects the 
  magician, his location, spies on him 
  and his surroundings etc, from work-
  ing. For such a spell to function nor-
  mally, its caster must beat the sor-
  cerer in a Determination contest. The 
  veil lasts for two hours per casting 
  success. 
   
  Wound absorption 
  Wound absorption 
  Wound absorption 
  Wound absorption (Effort 4, Time 4, 
  Class Ambient) 
  Minimises the shock and pain caused 
  by wounds. The sorcerer ignores any 
  Stamina damage and penalties result-
  ing from wounds are halved. Lasts 
  for half an hour per casting success. 
   
  Aura of elemental invulnerability 
  Aura of elemental invulnerability 
  Aura of elemental invulnerability 
  Aura of elemental invulnerability 
  (Effort 4, Time 6, Class Fancy) 
  The magician is completely un-
  harmed by any pure element (fire, 
  water, cold etc). This protection lasts 
  for half an hour per casting success. 
   
  Cell of securit
  Cell of securit
  Cell of securit
  Cell of security 
  y y 
  y (Effort 5, Time 2, 
  Class Fancy/Mystical) 
  Creates an invisible field with a 10 m 
  radius around the sorcerer. When 
  first created, the field expands out-
  wards, pushing everyone away from 
  the sorcerer except from up to 4 per-
  sons that can stay within it if the sor-
  cerer desires. No one or anything 
  can pass through this barrier, even 
  through a gate from another world, 
  not even a spirit or ethereal being. 
  Fortification 
  
  24 
  Nothing can also damage the barrier. 
  The only thing that can destroy it is a 
  spell that cancels magic, if it’s success-
  ful. The air inside the field is magi-
  cally replenished. The spell ends 
  when the sorcerer decides to leave 
  the field. 
  
  25 
  TTTThe realm 
  he realm 
  he realm 
  he realm of ley lines manipulation, 
  ley lines being the natural, invisible 
  conduits of magical power through 
  the earth. 
   
  Track 
  Track 
  Track 
  Track (Effort 1, Time 3, Class Any) 
  The gaiomancer can sense all ley 
  lines within 50 miles, as well as the 
  path they follow. 
      
  Extension
  Extension
  Extension
  Extension    (Effort 1, Time 3, Class 
  Any) 
  Extends the ability of the gaiomancer  
  to “use” ley lines with spells like Vi-
  sion, Casting etc. Any one such spell 
  may be immediately caste after Ex-
  tension, even if the caster is up to 50 
  miles away from a ley line. 
      
  Leech 
  Leech 
  Leech 
  Leech (Effort 1, Time 3, Class Any) 
  When cast within a mile from a ley 
  line, the caster can draw on its 
  power to fuel his magic. This spell 
  doesn’t count against the total Effort 
  used to decrease the gaiomancer’s 
  Magick. One spell cast immediately 
  after it counts only as half Effort 
  against decreasing Magick. 
      
      
  Visio
  Visio
  Visio
  Vision 
  n 
  n 
  n (Effort 2, Time 6, Class Any)    
  This spell is cast when the gaioman-
  cer is standing over a ley line. He can 
  then view remote lands, as if he was 
  standing on another point of the 
  same ley line. The duration of the 
  spell is five minutes per casting suc-
  cess. 
      
  Transmute 
  Transmute 
  Transmute 
  Transmute (Effort 2, Time 6, Class 
  Any) 
  The gaiomancer can transmute the 
  power of a ley line into a desired 
  effect. In essence, he can cast any 
  one sorcery spell that he knows im-
  mediately after Casting, if within one 
  mile of a ley line. The new spell, as 
  well as Transmute, doesn’t count 
  against decreasing his Magick. 
      
  Bend 
  Bend 
  Bend 
  Bend (Effort 12 Time 6, Class Any)    
  This spell can make a ley line decline 
  from its course. The ley line must re-
  side within 50 miles and the caster 
  may bend it towards any direction at 
  an angle no greater than 45 degrees. 
  This means that the gaiomancer can 
  intelligently use the spell to create a 
  new nexus (a point where two or 
  more ley lines meet) or destroy a 
  current one. The spell is only tempo-
  rary, as the gaiomantic power even-
  tually brings a ley line back to its 
  original position. 
      
  Casting 
  Casting 
  Casting 
  Casting (Effort 3, Time 12, Class Any) 
  This spell is cast in conjunction with 
  any other spell, when the gaioman-
  cer is standing over a ley line. The 
  gaiomancer can then make the sec-
  ond spell take effect in a remote 
  place, as if he was standing on an-
  other point o the ley line. 
      
  Drain 
  Drain 
  Drain 
  Drain (Effort 3, Time 12, Class Any)    
  This spell is cast when the gaioman-
  cer is within one mile of a ley line. 
  The gaiomancer feels a sudden rush 
  of power as he directly draws power 
  from the ley line to prepare himself 
  for casting a spell of great power. 
  Immediately after Drain, the gaio-
  mancer may cast a spell of Effort 4 or 
  5 that he knows and suffer half of 
  any effects of casting such powerful 
  spells. 
      
  Travel 
  Travel 
  Travel 
  Travel (Effort 3, Time 12, Class Any) 
  This spell must be cast when  the 
  gaiomancer is standing over a ley 
  line. His body dissolves into the ley 
  line and travels through it at the as-
  tonishing speed of one hundred 
  miles per second. The gaiomancer 
  can exit the ley line at any point. 
      
  Web 
  Web 
  Web 
  Web (Effort 4, Time 20, Class Any) 
  This spell is cast in conjunction with 
  Vision, Travel or Casting and re-
  moves one of their greatest limita-
  tions: the fact that the range of these 
  spells is limited by a single ley line. 
  By casting this spell, the range is ex-
  tended to one ley line per casting 
  success. The ley lines must be con-
  nected together. 
      
  Unravel 
  Unravel 
  Unravel 
  Unravel (Effort 4, Time 20, Class 
  Any) 
  Causes a ley line that is within a mile 
  of the gaiomancer to cease to exist. 
  The disappearance is only tempo-
  rary, as the pressure of magical en-
  ergy will eventually cause the line to 
  grow again. This is only a matter of 
  time, taking from six months to one 
  year. 
      
  Weave 
  Weave 
  Weave 
  Weave (Effort 5, Time 30, Class Any)    
  Creates a new ley line within 50 
  Gaiomancy 
  
  26 
  miles of the gaiomancer. The new 
  ley line can be up to 300 miles long 
  and must be connected to the net-
  work of ley lines across earth. The 
  line is only temporary and its life 
  span varies from three months to 
  three years, depending on the den-
  sity of ley lines in the affected region. 
  A ley line in an area with high den-
  sity will not last as long as one in a 
  region with few ley lines. 
  
  27 
  Geomancy 
  TTTThe elemental realm of 
  he elemental realm of 
  he elemental realm of 
  he elemental realm of earth. 
   
  Earth empathy 
  Earth empathy 
  Earth empathy 
  Earth empathy (Effort 1, Time 1, Class 
  Ambient) 
  The geomancer realises, through the 
  vibrations of the ground, the loca-
  tion and number of moving beings 
  up to 100 m per casting success 
  away. 
   
  Fertility control 
  Fertility control 
  Fertility control 
  Fertility control (Effort 1, Time 20, 
  Class Ambient/Mystical) 
  The geomancer can enhance or de-
  crease the fertility of a portion of the 
  land (up to one sq km per casting 
  success) by 50% for one season. 
   
  Moor snare 
  Moor snare 
  Moor snare 
  Moor snare (Effort 1, Time 2, Class 
  Fancy) 
  Causes the ground (not stone) below 
  the feet of a person to become 
  muddy and then harden again, effec-
  tively trapping him. The victim gets a 
  Reaction check at +1 penalty to 
  avoid being trapped. Only creatures 
  with more than four dice of Condi-
  tioning can free themselves without 
  having to dig. 
   
      
  Rise of the monolith 
  Rise of the monolith 
  Rise of the monolith 
  Rise of the monolith (Effort 2, Time 
  10, Class fancy/Mystical) 
  Creates a large monolith that rises 
  from the earth with tremendous 
  noise. The monolith is of granite and 
  about 6-9 m tall with a diameter of 
  2 m. 
   
  Stone of the hardest steel 
  Stone of the hardest steel 
  Stone of the hardest steel 
  Stone of the hardest steel (Effort 2, 
  Time 6, Class Ambient) 
  Makes stone (up to one cu meter per 
  casting success) 50% harder. 
   
  Eyes of the basilisk 
  Eyes of the basilisk 
  Eyes of the basilisk 
  Eyes of the basilisk (Effort 3, Time 2, 
  Class Mystical/Dark) 
  Can turn to stone a person that 
  makes eye contact with the geoman-
  cer. The geomancer must win a De-
  termination contest and if he suc-
  ceeds, the victim is automatically 
  transformed to a stone statue. 
   
  Rupture dilation 
  Rupture dilation 
  Rupture dilation 
  Rupture dilation (Effort 3, Time 4, 
  Class Ambient) 
  Causes any rupture in a stone con-
  struction to expand. This can greatly 
  weaken (up to 25% per casting suc-
  cess) sturdy constructions or demol-
  ish weaker ones. 
   
  Rupture call 
  Rupture call 
  Rupture call 
  Rupture call (Effort 3, Time 3, Class 
  Fancy) 
  Opens a rupture in the ground 
  straight forward from the geoman-
  cer’s point. The rupture is pretty 
  deep and can cause serious damage 
  or even kill someone who falls in. 
  The damage suffered is 3345-kinetic 
  or just 34-kinetic if the victim suc-
  ceeds in a Litheness check with a +1 
  penalty. To get out of the rift, the 
  victim must succeed in a hard climb 
  check. 
   
  Earth spir
  Earth spir
  Earth spir
  Earth spirits of harassment 
  its of harassment 
  its of harassment 
  its of harassment (Effort 4, 
  Time 40, Class Ambient/Mystical) 
  Inhibits the journey of a group (up 
  to the size of a small army) on 
  ground by manipulating the sur-
  rounding earth. Sturdy ground turns 
  to bogs, small hills emerge from no-
  where etc. All these changes tend to 
  happen when the group looks the 
  other way. The spell causes a 50-
  75% delay and makes the journey 
  more tiresome. 
   
  Desert of blackened earth 
  Desert of blackened earth 
  Desert of blackened earth 
  Desert of blackened earth (Effort 4, 
  Time 50, Class Dark) 
  Turns a large area (5 sq km per cast-
  ing success) to a blackened earth cov-
  ered by ash and salt. Nothing can 
  grow on this ground and all previous 
  plant life turns to ash. Any water 
  source or spring (except from large 
  rivers and lakes) is drained. 
   
  Circle of stones 
  Circle of stones 
  Circle of stones 
  Circle of stones (Effort 5, Time 80, 
  Class Ambient/Mystical)    
  Enchants a circle of properly pre-
  pared monoliths so as to protect a 
  coven of mages and enhance the 
  magic they cast. When within the 
  circle, every mage in the coven rolls 
  one extra die (at +1 cumulative) per 
  geomancer casting this spell in Deter-
  mination checks for the purpose of 
  resisting magic. Any casting roll made 
  by a coven mage inside the circle re-
  ceives a –1 bonus. The circle is per-
  manently enchanted. 
  
  28 
  Haemomancy 
  AAAA dark realm 
   dark realm 
   dark realm 
   dark realm of blood magic. 
   
  Sacrifice 
  Sacrifice 
  Sacrifice 
  Sacrifice (Effort 1, Time 1, Class Dark/
  Mystical) 
  This spell allows the haemomancer 
  to use blood in order to power his 
  spells. The blood must have been 
  extracted and placed in a container 
  near the haemomancer. The blood 
  must come from only one creature 
  and generally the extraction of the 
  amount required kills the creature. 
            When the haemomancer casts 
  Sacrifice, he enchants the blood, 
  which can then be used to cast any 
  spell within a month of its enchant-
  ment (after which, it loses its po-
  tency). 
            The blood of an animal can be 
  used to cast spells with Effort 1-2.  
            The blood of a human can be 
  used to cast spells with Effort 1-3. 
            A magical creature’s blood en-
  ables the casting of spells with Effort 
  1-4. 
            The blood of a mythical beast 
  of great power enables the casting of 
  spells with Effort 1-5. 
            The use of such enchanted 
  blood in the casting of a spell assists 
  by adding one automatic success to 
  the casting roll. The blood is good 
  for only one spell, vaporising as it is 
  being cast.  
   
  Fan of corrupted blood 
  Fan of corrupted blood 
  Fan of corrupted blood 
  Fan of corrupted blood (Effort 1, 
  Time 1, Class Dark) 
  A fan of yellowish blood sprays from 
  the hands of the haemomancer who 
  needs a successful throw check to hit 
  an opponent standing no more than 
  5 m away. The blood enters circula-
  tion through the skin pores. It is 
  toxic; it petrifies other blood, as-
  phyxiating the victim. The duration 
  of the spell is half a minute per cast-
  ing success; during this time the vic-
  tim suffocates (use the standard suf-
  focation rules). 
   
  Life
  Life
  Life
  Life----giving liquid 
  giving liquid 
  giving liquid 
  giving liquid (Effort 1, Time 2, 
  Class Dark/Mystical) 
  Transforms water in a glass to blood. 
  Someone who drinks the blood (all 
  of it) is immediately healed of one 
  Constitution and two Stamina 
  points. The blood is goof for one 
  hour. 
   
      
  SiSiSiSiphon of blood 
  phon of blood 
  phon of blood 
  phon of blood (Effort 2, Time 2, 
  Class Dark) 
  Draws blood through the skin pores 
  of a victim no more than 10 m away 
  from the haemomancer. The blood 
  travels through the air and enters the 
  body of the haemomancer through 
  his own pores. The spell requires the 
  victim to make a Vitality check. For 
  every Vitality success below the cast-
  ing successes, he loses one Constitu-
  tion point. If the haemomancer man-
  ages to draw blood, he heals one 
  Constitution and one Stamina point 
  due to it. Note that poisons and dis-
  eases can be transferred through this 
  blood. 
   
  Reflections of blood 
  Reflections of blood 
  Reflections of blood 
  Reflections of blood (Effort 2, Time 
  1, Class Dark) 
  Causes a certain wound to open and 
  bleed again, thereby causing as much 
  damage as it inflicted in the first 
  place. The wound must have been 
  causes by a weapon which draws 
  blood and in the round prior to the 
  casting of the spell. 
   
      
      
  Vampiric tentacle 
  Vampiric tentacle 
  Vampiric tentacle 
  Vampiric tentacle (Effort 2, Time 3, 
  Class Dark) 
  This spell is cast on a whip held by 
  the haemomancer. Every time the 
  whip strikes, it drains blood, causing 
  the loss of a Stamina point in addi-
  tion to any other damage. The spell 
  lasts for one hour per casting success. 
   
  Bath of blood 
  Bath of blood 
  Bath of blood 
  Bath of blood (Effort 3, Time 3, 
  Class Dark) 
  Causes massive bleeding in every 
  creature within a 30 m radius. The 
  spell inflicts one damage die per cast-
  ing success (first die at t# 5, others at 
  +1 cumulative) and ignores any ar-
  mor. For the rest of the round, any-
  one suffering damage can’t do any-
  thing but scream in pain. 
   
  Fang of the Nosferatu 
  Fang of the Nosferatu 
  Fang of the Nosferatu 
  Fang of the Nosferatu (Effort 3, Time 
  4, Class Dark) 
  The haemomancer develops the 
  fangs of a vampire. He can use them 
  to draw blood from creatures that 
  are restrained or held by physical 
  force. He drains the blood causing 
  every round the loss of one Vitality 
  die (the highest t#s are the first to 
  go), while he regains a Constitution 
  
  29 
  and Stamina point. Lost Vitality dice 
  return at the rate of one per day but 
  if they’re reduced to zero the victim 
  dies. Duration is one hour per casting 
  success. 
   
  Blood brothers 
  Blood brothers 
  Blood brothers 
  Blood brothers (Effort 3, Time 5, 
  Class Dark/Mystical) 
  Develops a mystical bond between 
  the haemomancer and a victim. The 
  haemomancer needs to touch some 
  of the victim’s blood while casting 
  the spell. Then, he needs a successful 
  Determination contest to enforce it. 
  From that moment, the victim takes 
  the same damage as the haemoman-
  cer whenever the sorcerer is hit, but 
  the victim’s Constitution and Stamina 
  can’t get worse than the haemoman-
  cer’s (ie the haemomancer can’t kill 
  the victim by injuring and then heal-
  ing himself). The spell has a perma-
  nent duration. 
   
  Life vaporisation 
  Life vaporisation 
  Life vaporisation 
  Life vaporisation (Effort 4, Time 5, 
  Class Dark) 
  Causes the blood of the victim to va-
  porise in his veins. This instantly kills 
  him, but the haemomancer must first 
  succeed in a Determination contest 
  with the victim. 
   
  Curse of the Nosferatu 
  Curse of the Nosferatu 
  Curse of the Nosferatu 
  Curse of the Nosferatu (Effort 4, 
  Time 20, Class Dark) 
  Affects an area of half a square km 
  per casting success. Everyone must 
  make a successful Vitality check or be 
  afflicted by a magical disease. A 
  failed roll means that the victim be-
  gins to slowly bleed, vomiting large 
  amounts of blood from the mouth 
  and nostrils. He loses one Vitality die 
  per day (highest t#s go first) and dies 
  when his dice are reduced to zero. 
  As this is a magical disease, it can’t be 
  cured through mundane means. 
   
  Blood moon rising 
  Blood moon rising 
  Blood moon rising 
  Blood moon rising (Effort 5, Time 
  30, Class Dark) 
  This spell affects an area of half a sq 
  km per casting success. It transforms 
  humans into raving lunatics, beasts 
  hungry for blood. They attack every-
  one in sight or one another, even 
  their best friend or family, with na-
  ked teeth and nails to draw blood. 
  Someone needs to succeed in a De-
  termination contest with the haemo-
  mancer to avoid losing his mind. The 
  spell lasts for a day, but that’s more 
  than enough for an entire commu-
  nity to eliminate itself. 
  
  30 
  Hydromancy 
  TTTThe elemental realm
  he elemental realm
  he elemental realm
  he elemental realm of water. 
   
  Converse with aquatic beings 
  Converse with aquatic beings 
  Converse with aquatic beings 
  Converse with aquatic beings (Effort 
  2, Time 1, Class Ambient) 
  The hydromancer can converse with 
  aquatic beings and gain valuable in-
  formation from them. The conversa-
  tion is limited by the being’s intelli-
  gence (eg a fish will only provide 
  very basic information) and can last 
  up to one hour per casting success. 
   
  Liquid steel 
  Liquid steel 
  Liquid steel 
  Liquid steel (Effort 1, Time 2, Class 
  Ambient) 
  Transforms water into a completely 
  transparent material (like glass) that’s 
  as hard as wood. It can be used for 
  items, weapons etc. Better still, it can 
  be in a mold when transformed. The 
  new material is completely anti-
  flammable and melts only in high 
  temperatures. Up to one sq meter of 
  water per casting success may be 
  transformed in this way. The trans-
  formation is permanent. 
   
  Transform lungs to gills 
  Transform lungs to gills 
  Transform lungs to gills 
  Transform lungs to gills (Effort 1, 
  Time 2, Class Ambient) 
  The hydromancer can breath nor-
  mally underwater but not in air. 
  Lasts for one hour per casting success. 
   
  Osmosis 
  Osmosis 
  Osmosis 
  Osmosis (Effort 2, Time 2, Class 
  Dark) 
  Causes a person’s bodily fluids to exit 
  through his kin pores. This process 
  may take a few hours until the body 
  becomes a dried husk. Every hour 
  the victim suffers damage 5 (no ar-
  mor protects against this damage) 
  and has a +1 penalty to all physical 
  actions. The spell lasts for one hour 
  per casting success but the hydro-
  mancer needs to win in a Determina-
  tion contest for the spell to work. 
   
  Dissolve 
  Dissolve 
  Dissolve 
  Dissolve (Effort 2, Time 2, Class Mys-
  tical) 
  This strange spell transforms an item 
  up to the size of a small house into a 
  semi-transparent liquid, but only 
  with respect to the hydromancer and 
  up to one other being per casting 
  success. For example, a dissolved 
  wall would certainly hold a house 
  together and appear normal to 
  onlookers, but the hydromancer 
  would be able to see and pass 
  through it. Or a dissolved sword 
  could hurt somebody but it would 
  seem to pass through the hydroman-
  cer without affecting him. Only non-
  magical solid items can be affected 
  by the spell, which lasts for one hour 
  per casting success. 
   
  Sol condensation 
  Sol condensation 
  Sol condensation 
  Sol condensation (Effort 2, Time 3, 
  Class Fancy) 
  Condenses a large amount of water, 
  so as to take a gel-like form. Ships 
  lose 400% of their speed and people 
  require swimming checks every now 
  and then to avoid sinking. The 
  amount of the water condensed is 
  enough to cover a circle of 30 m di-
  ameter per casting success (with a 
  depth of 5m per casting success). 
   
  The ship sailing the seven seas 
  The ship sailing the seven seas 
  The ship sailing the seven seas 
  The ship sailing the seven seas (Effort 
  3, Time 12, Class Ambient/Mystical) 
  The spell must be cast on the shore 
  of a lake, large river or the sea. A 
  small ship appears in the horizon, 
  capable of taking 5 passengers per 
  casting success. The ship sails by itself 
  and fears no storm or obstacle. After 
  one hour of journey through a misty 
  sea, the ship reaches its destination: a 
  coast which can be anywhere in the 
  world, according to the desires of 
  the hydromancer. 
   
  Crystal prison 
  Crystal prison 
  Crystal prison 
  Crystal prison (Effort 3, Time 5, Class 
  Fancy/Mystical) 
  Encases a person in unbreakable crys-
  tals of ice which last for one week 
  per casting success. During this time, 
  the victim is maintained in suspended 
  animation inside the ice. For the spell 
  to work, a Determination contest 
  must be won, but the victim gains 
  a –1 bonus to his roll for every 2 Vi-
  tality dice he has. 
   
  Watery grave 
  Watery grave 
  Watery grave 
  Watery grave (Effort 3, Time 6, Class 
  Fancy) 
  Opens the waters around a person 
  or object (up to the size of a small 
  ship) so as to form a hole that fits it 
  exactly and suck it in. It then closes 
  forever. Any small ship is lost imme-
  diately. A swimmer or passenger suf-
  fers 34-kinetic damage from batter-
  ing against the sides of the whirlpool 
  and must succeed in a complex 
  swimming check to get to the sur-
  face. The complex check requires a 
  total of 7 successes (one roll per ac-
  tion). During the time spent under-
  water, apply suffocation rules nor-
  
  31 
  mally. 
   
  Loch horror 
  Loch horror 
  Loch horror 
  Loch horror (Effort 4, Time 25, Class 
  Mystical) 
  Must be cast neat a lake or sea. Sum-
  mons a great water monster from 
  another world. The creature isn’t 
  friendly towards the hydromancer 
  but agrees to perform one service for 
  him. It remains in the lake thereafter, 
  free-willed. The lake monster has the 
  following statistics: Conditioning 
  23445, Litheness 5, Vitality 23345, 
  Reaction 34, Intellect 5, Insight 6, 
  Determination 445, Presentiment 
  234, Armor 2/2/1. The monster can 
  forma whirlpool (as Watery Grave) 
  if it suddenly emerges from the wa-
  ter and gets a –1 bonus to any Deter-
  mination check made to avoid a 
  spell. 
   
  Wave of destruction 
  Wave of destruction 
  Wave of destruction 
  Wave of destruction (Effort 4, Time 
  15, Class Fancy) 
  Forms a great tidal wave which can 
  destroy a coastal village or small 
  town. Anyone in the area where the 
  wave hits must make a Vitality check 
  with a +1 penalty. Failure means he 
  dies. On a success, he loses half of his 
  remaining Constitution points. Forti-
  fied structures roll a D6 to avoid 
  demolition. On a 5-6 they only suf-
  fer extensive damage. 
   
  Mists of Avalon 
  Mists of Avalon 
  Mists of Avalon 
  Mists of Avalon (Effort 5, Time 40, 
  Class Ambient/Mystical) 
  Magically hides an island in a great 
  lake or sea. The island can be of one 
  sq km per casting success. Anyone 
  that has heard rumor of the island 
  must make a navigation check at +7 
  to find it. If he has visited it before, 
  the penalty drops to +5. The hydro-
  mancer can always find the island 
  without any difficulty. 
  
  32 
  M
  M
  M
  Manipulating magic 
  anipulating magic 
  anipulating magic 
  anipulating magic itself. 
      
  Limit 
  Limit 
  Limit 
  Limit (Effort 1, Time 1, Class Any)    
  This spell is cast on an already exist-
  ing spell of Effort 3 or lower and 
  serves to limit its duration or area of 
  effect (choice of the caster). One of 
  these two parameters is halved. The 
  spell can not be affected multiple 
  times by a “Limit” spell. 
      
  Distort 
  Distort 
  Distort 
  Distort (Effort 1, Time 1, Class Any) 
  The magician is able to alter the 
  properties of an already existing spell 
  (its duration and area of effect). By 
  decreasing one, he is able to increase 
  the other. For example, he may de-
  crease the duration of a spell by 
  75% so as to boost its area of effect 
  by the same amount. The sorcerer is 
  able to impose a +/- 50% alteration 
  per casting success. 
      
  Talisman 
  Talisman 
  Talisman 
  Talisman (Effort 1, Time 1, Class Any)    
  A talisman is an object enchanted by 
  the sorcerer with a usually protective 
  spell and given to a person so that 
  the spell can affect him for a long 
  duration. To crate the talisman, the 
  magician places the spell in it and 
  then spends Magick points (these re-
  turn at the normal rate) to provide 
  duration for it. When the spell of the 
  talisman expires, the talisman recasts 
  it by using a Magick point. It can re-
  cast it again and again as long as it 
  has enough Magick. These simple 
  magical items can’t be refueled with 
  Magick; they must be created from 
  the beginning. 
   
  Faerie sorcery 
  Faerie sorcery 
  Faerie sorcery 
  Faerie sorcery (Effort 2, Time 1, Class 
  Any) 
  This spell is named after the strange 
  magic used by faeries, which seems 
  to affect mortals only for as long as 
  they remain within the faerie king-
  dom. The spell enables the sorcerer 
  to set some conditions that will end 
  a spell he has already cast. For exam-
  ple, he might cause the spell to end if 
  the recipient leaves his presence or if 
  he turns against him. The spell isn’t 
  intelligent enough to understand 
  such rules but its power lies in the 
  deal made between the caster and 
  the recipient (or in the wishes of the 
  caster if there’s no recipient) This can 
  provide a pretty flexible function of 
  the spell with few absolute rules or 
  conditions. 
      
  Dissolve into threads 
  Dissolve into threads 
  Dissolve into threads 
  Dissolve into threads (Effort 2, Time 
  1, Class Any) 
  Every spell is a combination of sim-
  ple magical forces and this particular 
  magic can cause an already existing 
  spell to dissolve into these forces ,if 
  the sorcerer beats the caster of the 
  spell in a Determination contest 
  (even if he’s not present). When a 
  spell dissolves in its ingredients, it 
  loses all functionality and ends with 
  its ingredient forces causing a variety 
  of effects depending on the nature of 
  the spell. An aeromancy spell would 
  dissolve by causing a wind to rise, 
  while a rejuvenation one could cause 
  a wound to close or instill feelings of 
  health and prosperity. The exact ef-
  fects are determined by the GM but 
  are always basic and sometimes quite 
  powerful (if the spell was of a high 
  level). 
      
  Carrier 
  Carrier 
  Carrier 
  Carrier (Effort 3, Time 1, Class Any)    
  This useful spell enables the sorcerer 
  to place a spell on an individual and 
  activate it whenever the person 
  reaches the desired area. In other 
  words, the person is transformed 
  into some kind of carrier for the spell 
  so that the sorcerer can escape unno-
  ticed. If the target doesn’t wish to 
  become a carrier, the caster must first 
  win a Determination contest to place 
  the spell. 
            The stored spell lasts for a 
  month. 
      
  Slay magic 
  Slay magic 
  Slay magic 
  Slay magic (Effort 3, Time 1, Class 
  Any) 
  Prohibits the casting of spells in an 
  area of 25 m per casting success di-
  ameter. Anyone trying to cast a spell 
  in the affected area needs to beat the 
  caster in a Determination contest 
  (even if he’s not present), else his 
  spell is lost. The spell’s duration is 
  one day per casting success. 
      
  The mirror, gate of wonders 
  The mirror, gate of wonders 
  The mirror, gate of wonders 
  The mirror, gate of wonders (Effort 
  3, Time 1, Class Any) 
  This powerful spell needs to be cast 
  on two reflective surfaces (it still 
  counts as one casting), like glass, wa-
  ter etc. It creates a special link be-
  tween the two mirrors, enabling the 
  sorcerer to cast spells at one that will 
  affect the area around the other. In 
  Magery 
  
  33 
  effect, the magician is able to cast 
  magic through the mirrors, no matter 
  the distance between them. This 
  magical connection lasts for one 
  month per casting success. 
      
  Mandrax 
  Mandrax 
  Mandrax 
  Mandrax (Effort 4, Time 1, Class 
  Fancy/Mystical)) 
  The mandrax is a condensation of 
  the magical fields given a limited 
  form of sentience and consciousness. 
  It takes the form of a white lizard 
  surrounded by a brilliant radiance. 
  This magical creation has only one 
  purpose: to slay a target chosen by 
  the caster, a target that has to be a 
  sorcerer himself. To create the man-
  drax, the caster needs to sacrifice a 
  number of Constitution points. Each 
  of the mandrax’s attributes gets a 
  number of dice equal to the sacri-
  ficed points (t#s start at 4 and climb 
  up at +1 cumulative). Being part of 
  the magical fields, the mandrax is 
  able to harmlessly absorb all magic 
  directed at him on a roll of 4 or less 
  on a D6. It can sense its target even 
  if he hides or changes his appearance 
  by “smelling” his magical power. It 
  attacks with its Bite which ignores 
  any magical protection. The man-
  drax remains until one week passes 
  or until it fulfils its task. 
      
  Transmute magic 
  Transmute magic 
  Transmute magic 
  Transmute magic (Effort 4, Time 1, 
  Class Any) 
  This wondrous spell allows the sor-
  cerer to change magical effects, trans-
  muting them to other effects. When 
  cast, it gives the ability to alter all 
  magical effects that are in work 
  within sight. A spell may be altered 
  to resemble another spell of equal or 
  lower Effort. One spell can also be 
  replaced with multiple spells, as long 
  as the combined Effort is equal or 
  lower than that of the original spell. 
  All the alterations decided by the 
  magician happen simultaneously in 
  the same action in which the spell 
  was cast. 
            The legendary spells of Effort 
  5 are especially resistant to this spell. 
  The magician needs to beat the 
  caster of the spell in a Determination 
  contest (even if he’s not present) in 
  order to alter its effects. 
      
  Transcendence 
  Transcendence 
  Transcendence 
  Transcendence (Effort 5, Time 50, 
  Class Mystical) 
  Ascends a coven of magicians into a 
  higher form of combined conscious-
  ness. The spell needs to be cast by 
  everyone present in a group of two 
  to five magicians. When it is com-
  pleted, they transcend human limita-
  tions and their spirits merge to create 
  a single being of which they are part 
  (that is why it is best if they have 
  similar beliefs and personalities or 
  else the combined consciousness may 
  prove schizophrenic). Their bodies 
  become mere earthly servants of the 
  combined consciousness, which 
  dwells in the spirit world. Destroying 
  a body won’t accomplish anything; 
  the destruction of all bodies will trap 
  the consciousness in the spirit world 
  but it will be entirely defeated if it is 
  destroyed there. 
            The combined consciousness 
  functions with the best attributes of 
  the sorcerers. It possesses all skills 
  known by the sorcerers and can use 
  any realm of magic with their skill. 
  The consciousness is entirely capable 
  of controlling all bodies simultane-
  ously. 
            The bodies controlled by the 
  consciousness deteriorate with time 
  and may naturally die or be killed. 
  However, because they are just tools 
  of the consciousness, it is possible, 
  through the use of proper spells, to 
  inhabit another body (human-like of 
  course). It is not possible however to 
  possess more bodies that the coven 
  had members at any given time. 
            Also, when the consciousness 
  casts a spell of higher magic, a part 
  of it must still fell into magical slum-
  ber. This renders the skills and sor-
  cery realms of the appropriate magi-
  cian inaccessible for a while. 
  
  34 
  Morphing 
  TTTThe magic of changing 
  he magic of changing 
  he magic of changing 
  he magic of changing one’s appear-
  ance and physical characteristics. 
   
  Note: 
  Note: 
  Note: 
  Note: Every spell used on another 
  being requires a Determination con-
  test to be won, except if noted oth-
  erwise. 
      
  Member of nature 
  Member of nature 
  Member of nature 
  Member of nature (Effort 1, Time 1, 
  Class Fancy) 
  The sorcerer transforms into any 
  kind of natural plant. While in that 
  form, he can’t use any abilities but he 
  can sense the presence of other be-
  ings within 10 m. The spell lasts for 
  one hour per casting success at most. 
   
  Form of the lesser being 
  Form of the lesser being 
  Form of the lesser being 
  Form of the lesser being (Effort 1, 
  Time 2, Class Fancy) 
  The sorcerer can assume the form of 
  any animal smaller than him. While 
  in that form, he uses the animal’s 
  physical attributes. Lasts for an hour 
  per casting success. 
   
  Limbs of the bear 
  Limbs of the bear 
  Limbs of the bear 
  Limbs of the bear (Effort 12, Time 2, 
  Class Fancy) 
  The sorcerer’s arms transform to 
  those of a brown bear. They possess 
  great strength (Conditioning 3455) 
  and moderate dexterity (Litheness 4) 
  but the sorcerer is unable to hold 
  anything or perform delicate tasks 
  with them. However, he can use the 
  clawed paws to attack (use his 
  Brawling skill). Duration is one hour 
  per casting success. 
   
  Incomplete idol 
  Incomplete idol 
  Incomplete idol 
  Incomplete idol (Effort 2, Time 4, 
  Class Ambient) 
  The sorcerer assumes the form of an-
  other, roughly humanoid creature 
  (which he must have at least seen). 
  However, the transformation is in-
  complete and there are a few errors 
  in the new visage. Anyone who 
  knows the resembled person can 
  make a Presentiment check at +2 to 
  recognise the façade. There is also 
  the problem of behavior. Someone 
  who knows the resembled person 
  fairly well can make an Intellect 
  check to realise that something is 
  amiss if he spends some time with 
  him. However, the sorcerer can use 
  his acting skill to behave more or less 
  like the resembled person, applying a 
  +1 penalty per success to any such 
  Intellect roll. 
            The duration of the spell is 
  one hour per casting success. While 
  in that form, the physical attributes 
  of the sorcerer shift to resemble 
  those of the resembled person, al-
  though they can’t gain more dice 
  than they already have (ie only tar-
  get numbers change). Comeliness al-
  ways become equal to that of the 
  resembled being. 
   
  Perverted transformation 
  Perverted transformation 
  Perverted transformation 
  Perverted transformation (Effort 2, 
  Time 3, Class Dark) 
  Transforms a being into a perversion 
  of his form. Its face becomes horribly 
  disfigured, its limbs are crooked and 
  bent, its body and bones distorted in 
  various ways. This form is horrible 
  (Comeliness 8 and Influence t#s suf-
  fer a +3 penalty) but at the same 
  time exceptionally strong. It gets two 
  extra dice to Conditioning and Vital-
  ity (at +1 cumulative) and regener-
  ates one Stamina and Constitution 
  point every 10 minutes. The spell 
  lasts for one hour per casting success. 
   
  Totemic form 
  Totemic form 
  Totemic form 
  Totemic form (Effort 2, Time 4, Class 
  Fancy) 
  The sorcerer assumes the form of any 
  natural animal. While in that form, 
  he uses the animal’s physical attrib-
  utes. He can also use any natural 
  weapons the animal has with his 
  Brawling skill. Duration is one hour 
  per casting success. 
   
  Dop
  Dop
  Dop
  Doppelganger 
  pelganger 
  pelganger 
  pelganger (Effort 3, Time 8, 
  Class Ambient) 
  As “Incomplete idol”, but there are 
  no errors in the new visage and the 
  sorcerer can only be discovered by 
  his behavior. The duration becomes 
  half a day per casting success. 
   
  Form of undeath 
  Form of undeath 
  Form of undeath 
  Form of undeath (Effort 3, Time 6, 
  Class Fancy/Dark) 
      The body of the sorcerer is altered 
  and imbued with powerful necro-
  mantic energies. It resembles the 
  body of a vampire, that is not lim-
  ited by physical needs and weak-
  nesses. The sorcerer doesn’t need sus-
  tenance, water or even air. He ac-
  quires newfound strength and endur-
  ance, gaining one die Conditioning 
  and Vitality (at +1 cumulative). He 
  feels no pain and doesn’t drop un-
  conscious at zero Stamina or Consti-
  tution points. His body heals at as-
  tonishing rates, regaining one Stam-
  
  35 
  ina and Constitution point per min-
  ute. Duration is one hour per casting 
  success. 
   
  Shed the old form 
  Shed the old form 
  Shed the old form 
  Shed the old form (Effort 3, Time 5, 
  Class Any) 
  The duration of any one morphing 
  spell cast by the sorcerer becomes 
  permanent. If this spell affects an-
  other being, the sorcerer needs to 
  win in a Determination contest. 
   
  Monolithic transformation 
  Monolithic transformation 
  Monolithic transformation 
  Monolithic transformation (Effort 4, 
  Time 6, Class Fancy) 
  Transforms the target into a stone 
  statue which retains most of its flexi-
  bility (though Litheness suffers a +1 
  penalty to all t#s) and is able to 
  move. The stone form is difficult to 
  harm. Only bludgeoning weapons, 
  explosions, energy weapons or 
  physical attacks from beings of huge 
  size can affect it. Against these at-
  tacks, it is considered to have an ar-
  mor rating of 3. Elemental attacks 
  are also decreased in efficiency. Fire, 
  regardless of the damage roll, can 
  never cause more than one Constitu-
  tion point of damage, except if it is 
  intense enough to melt stone. Cold 
  doesn’t cause any damage, although 
  extreme cold forms a layer of ice 
  above the stone that causes a +1 
  penalty to any Litheness check. The 
  spell lasts for half an hour per casting 
  success. 
   
  Alien visage 
  Alien visage 
  Alien visage 
  Alien visage (Effort 4, Time 6, Class 
  Mystical) 
  The target assumes an otherworldly 
  form that is completely alien to hu-
  mans and can drive someone to 
  madness simply by looking at it. His 
  physical attributes remain the same, 
  but everyone looking at his new 
  form must make a Determination 
  check. Failing it, he falls down 
  screaming and gibbering. With one 
  success, he drops shivering in fear 
  and unable to act for as long as the 
  thing remains in sight. With two suc-
  cesses, he has a +1 penalty to every 
  roll that tries to oppose the alien (ie 
  attacking it, casting a spell against it 
  etc). With three or more successes, 
  he’s not affected in any way by the 
  terrible sight. The duration of this 
  horrible form is 5 minutes per casting 
  success. 
   
  Form of the greater being 
  Form of the greater being 
  Form of the greater being 
  Form of the greater being (Effort 5, 
  Time 10, Class Fancy) 
  The target of the spell transforms 
  into the form of any being the sor-
  cerer has seen at least one. He ac-
  quires the physical attributes of the 
  resembled being, its Comeliness and 
  its physical attacks (using his Brawling 
  skill). The façade can only be discov-
  ered through the target’s behavior. 
  Lasts for three days per casting suc-
  cess. 
  
  36 
  Necromancy 
  N
  NN
  Necromancy 
  ecromancy 
  ecromancy 
  ecromancy deals with the works 
  and mechanisms of death. Although 
  it is considered a realm of evil 
  magics, this is not necessarily so. 
   
  Rest in peace 
  Rest in peace 
  Rest in peace 
  Rest in peace (Effort 1, Time 1, Class 
  Ambient/Mystical) 
  Sends the soul of a recently dead 
  person to rest, so that it can’t be ani-
  mated or produce a ghost. No Nec-
  romancy spell that creates undead 
  will succeed. A ghost can rise only 
  under exceptionally rare circum-
  stances. 
   
  Last sight 
  Last sight 
  Last sight 
  Last sight (Effort 1, Time 2, Class Am-
  bient/Mystical) 
  The necromancer recalls the last 
  things a dead person saw (up to 10-
  15 seconds). In order to do this, the 
  necromancer must touch the corpse’s 
  eyes and no more than a week from 
  the time of death must have elapsed. 
   
  Undead servant 
  Undead servant 
  Undead servant 
  Undead servant (Effort 1, Time 2, 
  Class Mystical) 
  The necromancer can take control of 
  an undead creature he encounters. A 
  Determination contest need be won 
  to take control of the creature. If the 
  necromancer is successful, he can 
  command the creature to do his bid-
  ding for a complete day. The necro-
  mancer can’t take control of a crea-
  ture already controlled by someone 
  else. This spell is also useless against 
  immaterial undead (like ghosts). 
   
  Re
  Re
  Re
  Re----animate 
  animate 
  animate 
  animate (Effort 2, Time 4, Class 
  Dark/Mystical) 
  Animates the body of a deceased 
  person as an undead person. No 
  more than a week from the time of 
  death must have elapsed for the spell 
  to work. The undead doesn’t possess 
  any skill and its Litheness and Reac-
  tion suffer a +2 increase to their t#s. 
  Conditioning and Vitality are in-
  creased by one die (at +1 cumula-
  tive). Only humans and humanoids 
  can be re-animated. 
   
  Necrology 
  Necrology 
  Necrology 
  Necrology (Effort 2, Time 8, Class 
  Mystical) 
  Summons the spirit of a deceased 
  person in front of the necromancer 
  so he can ask him questions. The nec-
  romancer needs to have an object 
  that the deceased person considered 
  of value. The ghost of the deceased 
  can’t attack the necromancer, but 
  neither can he, for this action imme-
  diately terminates the spell. The nec-
  romancer can ask as many questions 
  as many Determination dice he has, 
  but the ghost isn’t obliged to answer 
  these questions (though Obedience 
  or similar magic can be used by the 
  necromancer to force an answer). 
  When all questions have been asked, 
  the ghost immediately departs. 
   
  Spirit slave 
  Spirit slave 
  Spirit slave 
  Spirit slave (Effort 2, Time 3, Class 
  Dark/Mystical) 
  Compels a spirit to perform a service 
  for the necromancer. A Determina-
  tion contest must be won by the sor-
  cerer in order to successfully compel 
  the spirit. The service asked must be 
  one that requires a small or moder-
  ate amount of time (up to a week at 
  most). 
   
  Pacify 
  Pacify 
  Pacify 
  Pacify (Effort 3, Time 3, Class Ambi-
  ent/Mystical) 
  Sends the spirit of a dead person to 
  rest to whatever place it must go. 
  Destroys undead creatures, including 
  ghosts, but some ghosts (especially 
  those associated with a particularly 
  traumatic event) are extremely hard 
  to pacify and special conditions (in 
  the discretion of the GM) must be 
  met for the spell to have any success. 
  In all cases, the spell needs a Deter-
  mination contest to be won. 
   
  Haunting 
  Haunting 
  Haunting 
  Haunting (Effort 3, Time 8, Class 
  Dark/Mystical) 
  Causes the spirit of a dead person 
  associated with a traumatic death to 
  rise and haunt a certain place 
  (usually the location of his death). 
  The spell must be cast within a week 
  of the victim’s death. 
   
  Zombify 
  Zombify 
  Zombify 
  Zombify (Effort 3, Time 10, Class 
  Dark/Mystical) 
  Works like Re-animate, but any dead 
  creature is affected. 
   
  Mummify 
  Mummify 
  Mummify 
  Mummify (Effort 4, Time 50, Class 
  Dark/Mystical) 
  Takes place after a long ritual. A liv-
  ing creature dies if the necromancer 
  wins a Determination contest and in 
  the night rises as an undead servant 
  of the sorcerer, perfectly preserved. 
  The undead servant loses none of his 
  abilities, powers or attributes. The 
  
  37 
  only thing which places him apart 
  from other mortals is the continual 
  stench he carries with him. 
   
  Reincarnate 
  Reincarnate 
  Reincarnate 
  Reincarnate (Effort 4, Time 50, Class 
  Mystical) 
  Causes the spirit of a dead person to 
  reincarnate (ie be born as a baby). 
  The necromancer will know the gen-
  eral location and identity of the in-
  fant. As a child, the person will begin 
  to discover his abilities and powers 
  (and acquire a few more) and on his 
  21st birthday, he will reach his full 
  potential, but he’ll never learn of his 
  past life except from some flashbacks 
  or through history (if he discovers his 
  previous identity). So, the personal-
  ity of the newborn person may be a 
  lot different from his previous self. 
   
  Plague of the undying 
  Plague of the undying 
  Plague of the undying 
  Plague of the undying (Effort 5, Time 
  50, Class Dark) 
  Affects an area of moderate size 
  (about 10 sq kilometers per casting 
  success). First, the dead rise and seek 
  to destroy the living. For 24 hours, 
  any creature killed rises as undead 
  (use the statistics of Re-animate) and 
  haunts the place. For the next 
  month, all undead creatures created 
  will be under the commands of the 
  necromancer. After the passing of 
  this month, the undead crumble to 
  dust and bones. 
  
  38 
  Nethermancy 
  N
  NN
  Nethermancy 
  ethermancy 
  ethermancy 
  ethermancy deals with the sum-
  moning and binding of otherworldly 
  beings as well as traveling to realms 
  beyond the mortal plane. 
   
  Sense otherworldly beings 
  Sense otherworldly beings 
  Sense otherworldly beings 
  Sense otherworldly beings (Effort 1, 
  Time 1, Class Mystical) 
  The nethermancer can see demons, 
  angels and other beings not of this 
  world in whatever form they’re us-
  ing, even when possessing a mortal 
  host. To see such a being, the nether-
  mancer must win a Determination 
  contest with it. The spell lasts for one 
  hour per casting success. 
   
  Detect doors to other realms
  Detect doors to other realms
  Detect doors to other realms
  Detect doors to other realms    (Effort 
  1, Time 2, Class Mystical) 
  The nethermancer can sense magical 
  gates to other worlds as well as what 
  he must generally do to use them. 
  Lasts for one hour per casting success. 
   
  Contact outer powers 
  Contact outer powers 
  Contact outer powers 
  Contact outer powers (Effort 1, Time 
  10, Class Mystical) 
  The nethermancer converses with 
  angels, demons or other beings from 
  other worlds. He can use this spell 
  randomly or to pick up a specific in-
  dividual. 
  Demonic/Angelic possession 
  Demonic/Angelic possession 
  Demonic/Angelic possession 
  Demonic/Angelic possession (Effort 
  2, Time 2, Class Mystical) 
  A demon or angel possesses the tar-
  get of the spell. Physical attributes 
  and Comeliness are those of the vic-
  tim, while mental attributes and In-
  fluence are the demon’s. The demon 
  retains most of his magical abilities, 
  although his realm ratings are 
  halved, as the mortal body isn’t a 
  proper vessel for the power of such a 
  being. In order to possess the person, 
  the demon or angel must win in a 
  Determination contest. Every day 
  thereafter, the victim gets a new De-
  termination contest in order to free 
  himself. The spell’s maximum dura-
  tion is half a month per casting suc-
  cess. 
   
  Pact of blood 
  Pact of blood 
  Pact of blood 
  Pact of blood (Effort 2, Time 10, 
  Class Mystical) 
  An otherplanar being and the nether-
  mancer come to an agreement. Both 
  sides must be willing of this agree-
  ment. The being needn’t be present 
  but must be at least Contacted. Once 
  the pact is sealed, the spell forces 
  each side to uphold it no matter 
  what. The duration of the pact is 
  agreed between the being and the 
  nethermancer. 
   
  Contract of enforcement 
  Contract of enforcement 
  Contract of enforcement 
  Contract of enforcement (Effort 3, 
  Time 10, Class Mystical) 
  As “Pact of blood”, but it is enforced 
  on the demon or other being if it 
  fails in a Determination contest. 
  Note that this has some risks: if the 
  nethermancer fails dramatically to 
  enforce the contract (the demon 
  scores 2+ more successes than him or 
  the nethermancer scores a critical fail-
  ure), the demon can materialise for a 
  short time and attack him (short time 
  being up to 5 minutes). Also, it’s 
  more difficult for the nethermancer 
  to enforce the contract if the demon 
  isn’t present (+1 to his Determination 
  check). The nethermancer can’t cast 
  this spell is he’s under a pact of 
  blood. 
   
  Planar gate 
  Planar gate 
  Planar gate 
  Planar gate (Effort 3, Time 20, Class 
  Mystical) 
  Opens a gate to another plane for a 
  short amount of time (up to 5 min-
  utes). The gate can be traveled 
  through in both ways. Also, a specific 
  being named by the nethermancer 
  can step through the gate to meet 
  him (but such beings can’t stay for 
  long in the physical world, unless 
  they’re summoned by specialised 
  spells). 
   
  Guardi
  Guardi
  Guardi
  Guardian being 
  an being 
  an being 
  an being (Effort 3, Time 1, 
  Class Mystical) 
  The nethermancer can call on a de-
  mon or angel, with whom he has a 
  pact of protecting him, if he’s in dan-
  ger and the demon will appear (for 5 
  minutes at most) to help the sor-
  cerer. Each use of the spell counts as 
  one service of the demon. 
   
  Translocation 
  Translocation 
  Translocation 
  Translocation (Effort 3, Time 20, 
  Class Mystical) 
  The nethermancer exchanges places 
  with a demon or other being not of 
  this world. He must personally know 
  the demon and the effect is instanta-
  neous. If the demon doesn’t want 
  the translocation to happen, the 
  nethermancer must win in a Determi-
  nation contest. For the duration of 
  the spell (up to half a month per 
  casting success), the nethermancer 
  resides in another world, while the 
  demon can freely act in the physical 
  
  39 
  world. When the spell ends, both 
  beings are returned to their worlds. 
   
  Demonic plague/Angelic haven 
  Demonic plague/Angelic haven 
  Demonic plague/Angelic haven 
  Demonic plague/Angelic haven 
  (Effort 4, Time 50, Class Mystical) 
  Raises the demonic or angelic activity 
  in n area of one square km per cast-
  ing success to epic proportions: hu-
  mans begin to disappear or be mur-
  dered, the crops fail, food and water 
  becomes corrupted and a lesser de-
  mon or two can show up to spread 
  terror (in the case of Angelic haven, 
  the area is transformed into a fertile 
  land, thoughts of evil are banished 
  from the minds of its inhabitants etc). 
  Soon the area becomes barren, aban-
  doned by its inhabitants and a 
  stronghold of infernal powers (an 
  Angelic haven is an area of happi-
  ness, where angels may walk con-
  cealed among the people, aiding 
  them in various ways). Every sor-
  cerer rolls an extra casting die (at +1 
  cumulative) for Nethermancy spells. 
  The spell lasts for one month per 
  casting success. 
   
  Nether realm 
  Nether realm 
  Nether realm 
  Nether realm (Effort 5, Time 50, 
  Class Mystical) 
  Creates a land removed from the 
  mortal world. The land is composed 
  of woods, valleys, hills and small 
  mountains as the nethermancer 
  wishes and has a size equal to 5 sq 
  km per casting success. Some portals 
  exist which connect the land with the 
  mortal world, but these are well hid-
  den and work in strange ways 
  (though this can be said for any 
  magical portal). 
  
  40 
  Obedience 
  TTTThe magic that bends 
  he magic that bends 
  he magic that bends 
  he magic that bends the will of oth-
  ers to that of the sorcerer. 
   
  Word of authority 
  Word of authority 
  Word of authority 
  Word of authority (Effort 1, Time 1, 
  Class Mystical/Ambient) 
  Forces the victim to obey a single 
  word, for example “hold”, “sit” etc. 
  The command usually takes just a 
  round to complete. The victim must 
  lose in a Determination contest to 
  follow the order. 
   
  Beguile the mind 
  Beguile the mind 
  Beguile the mind 
  Beguile the mind (Effort 1, Time 1, 
  Class Mystical/Ambient)    
  The target believes the sorcerer is a 
  good friend who cares for him. The 
  spell lasts for three days per casting 
  success and takes effect as soon as the 
  victim loses a Determination contest. 
   
  Mnemonic surgery 
  Mnemonic surgery 
  Mnemonic surgery 
  Mnemonic surgery (Effort 1, Time 3, 
  Class Mystical/Ambient) 
  Removes the memory of a certain 
  event from the victim’s mind. The 
  effect is permanent if the victim isn’t 
  aided by magic to recover his mem-
  ory. A Determination contest must 
  be won by the sorcerer for the spell 
  to have any effect. Usually, the spell 
  can remove the memory of an event 
  that happened up to a month ago. If 
  a year ago is chosen by the sorcerer 
  to be affected, a +1 penalty is ap-
  plied to his Determination check. For 
  5 years, a +2 penalty is applied. Fi-
  nally, the sorcerer gets a +3 penalty 
  if he wants to erase something which 
  happened more than 5 years ago. 
   
  Hypnotise 
  Hypnotise 
  Hypnotise 
  Hypnotise (Effort 2, Time 2, Class 
  Mystical/Ambient) 
  The victim follows an order given by 
  the sorcerer to the best of his ability 
  if he loses a Determination contest. 
  The order cannot involve the vic-
  tim’s death or suicide and must be 
  one that can be completed within 
  three hours. 
   
  Altered Personality 
  Altered Personality 
  Altered Personality 
  Altered Personality (Effort 2, Time 3, 
  Class Mystical/Ambient) 
  Alters the personality traits of the 
  victim. A Determination contest is 
  made. Every success the sorcerer 
  scores above the victim gives him 
  two points for modifying the victim’s 
  personality traits. 
  The modification lasts for one week 
  per casting success. 
   
  Domination 
  Domination 
  Domination 
  Domination (Effort 3, Time 3, Class 
  Mystical/Ambient) 
  The victim follows the orders of the 
  sorcerer, except from obvious sui-
  cide, if he loses in a Determination 
  contest. Orders that cause him to 
  harm his beloved ones or destroy his 
  life might call for another Determina-
  tion contest to temporarily resist the 
  order (if successful, he can’t be or-
  dered to do the same thing twice). 
  Lasts for three days per casting suc-
  cess. 
   
  Emotion mastery 
  Emotion mastery 
  Emotion mastery 
  Emotion mastery (Effort 3, Time 3, 
  Class Mystical/Ambient) 
  The sorcerer can control the emo-
  tions of the victim and manipulate 
  them. He can cause anger, hatred, 
  fear, lust etc as he wants if the victim 
  loses in a Determination contest. The 
  spell lasts for a week. 
   
  Subversion 
  Subversion 
  Subversion 
  Subversion (Effort 3, Time 10, Class 
  Mystical/Ambient) 
  Makes spells like “Domination”, 
  “Automaton” and “Emotion Mas-
  tery” permanent. The victim must 
  spend the largest part of a week with 
  the sorcerer, while he hypnotises him 
  and enslaves his mind. If he loses in a 
  Determination contest, the spell af-
  fecting him becomes permanent. 
      
  Automaton 
  Automaton 
  Automaton 
  Automaton (Effort 4, Time 5, Class 
  Mystical/Ambient) 
  Like “Domination”, but the victim 
  obeys all orders, even if it means his 
  death. 
      
  Capture the physical shell 
  Capture the physical shell 
  Capture the physical shell 
  Capture the physical shell (Effort 4, 
  Time 5, Class Mystical/Ambient) 
  The sorcerer takes control of the vic-
  tim’s body. He has the victim’s physi-
  cal attributes and Comeliness, but all 
  the other abilities are his own. The 
  spell lasts for three days per casting 
  success. While in this state, his body 
  lies in a coma. If it’s destroyed, the 
  sorcerer dies and the spell ends. If 
  the victim’s body dies then the victim 
  dies and the sorcerer’s spirit flees 
  back to his body. 
      
  Natural Leader 
  Natural Leader 
  Natural Leader 
  Natural Leader (Effort 4, Time 10, 
  Class Ambient) 
  The spell is used for a single speech. 
  The sorcerer is granted the charisma 
  and gift of speech and encourage-
  ment of a born leader. His Influence 
  
  41 
  increases by six dice (at +1 cumula-
  tive). Note that this spell can’t be 
  used to persuade a single person of 
  anything. It must be cast to take ad-
  vantage of a large crowd. 
      
  Puppet Master 
  Puppet Master 
  Puppet Master 
  Puppet Master (Effort 5, Time 20, 
  Class Mystical/Ambient) 
  The sorcerer takes control, as in 
  Domination, of up to five hundred 
  persons per casting success that are 
  present in an area of up to 5 km di-
  ameter. Worthy individuals (which 
  means above the average citizen or 
  farmer) can draw the sorcerer in a 
  Determination contest to escape the 
  domination. The spell lasts for half a 
  year per casting success. 
  
  42 
  Opthalmomancy 
  SSSSorcery which fools 
  orcery which fools 
  orcery which fools 
  orcery which fools the eye and the 
  senses. 
   
  Note:
  Note:
  Note:
  Note: All spells that conjure imagi-
  nary objects or change the appear-
  ance of an existing object can’t affect 
  someone who is utterly convinced 
  that he’s dealing with an illusion. 
  Such a person can pass through an 
  illusion etc and generally see it for 
  what it really is. He can try to con-
  vince other onlookers that it really is 
  an illusion. If he makes a Persuade 
  check at +1, he is successful in con-
  vincing them that this is only an illu-
  sion. Anyone suffering damage from 
  an illusion believes that damage to 
  be real and gets wound penalties as 
  normal. However, he can’t really 
  die. In other terms, illusions can only 
  cause Stamina damage.  
   
  Magic lantern 
  Magic lantern 
  Magic lantern 
  Magic lantern (Effort 1, Time 1, Class 
  Fancy) 
  Creates a source of light that can 
  light an area equal to 5 sq m per 
  casting success. The light need not be 
  stationary: it can float and move 
  wherever the opthalmomancer 
  wants, as long as it remains within 
  his field of vision. The spell lasts for 
  one hour per casting success. 
   
  Ethereal sounds 
  Ethereal sounds 
  Ethereal sounds 
  Ethereal sounds (Effort 1, Time 1, 
  Class Ambient) 
  Produces sounds that seem to come 
  from wherever the opthalmomancer 
  wishes. The sounds can involve 
  speech (though not a copy of an-
  other creature’s voice) and can have 
  a volume of barely heard whisper up 
  to the roar of a dragon. The spell 
  can produce sounds for 5 minutes 
  per casting success at most. 
      
  Fantastic item 
  Fantastic item 
  Fantastic item 
  Fantastic item (Effort 1, Time 2, Class 
  Fancy) 
  Creates an imaginary object or 
  changes the appearance of an item. 
  The item can’t be larger than half a 
  cubic meter per casting success and 
  an onlooker receives a Presentiment 
  check with a +5 penalty to notice 
  the illusion. If thoroughly examined, 
  or observed by someone familiar 
  with the object, the difficulty drops 
  to +2. The item remains for half a 
  day per casting success. 
   
      
  Cloak of invisibility 
  Cloak of invisibility 
  Cloak of invisibility 
  Cloak of invisibility (Effort 2, Time 2, 
  Class Fancy) 
  Turns the opthalmomancer and his 
  possessions invisible for up to 15 
  minutes per casting success. It takes a 
  Sight roll with a +5 penalty for 
  someone to notice the opthalmo-
  mancer’s form, unless he engages in 
  violent action, where it’s only a +1 
  check. Even then, attacking the invisi-
  ble opthalmomancer suffers a +1 
  penalty. 
      
  Donning of another semblance 
  Donning of another semblance 
  Donning of another semblance 
  Donning of another semblance 
  (Effort 2, Time 5, Class Fancy) 
  Changes the appearance of the op-
  thalmomancer. The new form can be 
  that of a humanoid roughly the same 
  size of the opthalmomancer (+/- 25 
  % height and mass), though not an 
  exact copy of another individual. 
  Those that know the opthalmoman-
  cer or are searching for him, receive 
  a Presentiment roll at +5 to discover 
  the illusion. Lasts for one hour per 
  casting success. 
   
  Fantastical vision 
  Fantastical vision 
  Fantastical vision 
  Fantastical vision (Effort 2, Time 4, 
  Class Fancy)  
  As “Fantastic Item”, but affects a 
  whole area and the objects within, 
  up to ten cubic meters per casting 
  success. 
   
  Visage of the doppelganger 
  Visage of the doppelganger 
  Visage of the doppelganger 
  Visage of the doppelganger (Effort 3, 
  Time 7, Class Fancy) 
  As “Donning of another semblance”, 
  but the opthalmomancer can take 
  the appearance of another individ-
  ual. Persons that know the individual 
  receive a Presentiment roll at +4 to 
  discover the illusion if they spend 
  some time interacting with the op-
  thalmomancer. 
   
  Living nightmare 
  Living nightmare 
  Living nightmare 
  Living nightmare (Effort 3, Time 3, 
  Class Fancy/Mystical) 
  Pulls the victim’s greatest fear out of 
  his mind and creates an illusion of it. 
  If the illusion seems appropriate and 
  is cast under the right circumstances, 
  it takes a Presentient check at +5 for 
  the victim to realise it, else it’s only 
  at +2. The victim needs to roll a De-
  termination check with a +3 penalty 
  to take any actions each round. If he 
  has the Phobia flaw (which will be 
  related to the illusion), the roll is at 
  +5. After three rounds, he can roll 
  an Insight check at +3 (at +7 if he 
  
  43 
  has a Phobia) every round to halt the 
  effects. The spell ends after one min-
  ute per casting success elapses. 
   
  Donning of another form 
  Donning of another form 
  Donning of another form 
  Donning of another form (Effort 4, 
  Time 5, Class Fancy) 
  As “Visage of the Doppelganger”, 
  but the new form need not be a hu-
  manoid one. Also, the opthalmo-
  mancer can alter his size by +/- 
  300%. 
   
  Imaginary fortification 
  Imaginary fortification 
  Imaginary fortification 
  Imaginary fortification (Effort 4, 
  Time 10, Class Fancy) 
  The spell acts as “Fantastic Area”, but 
  it affects a fortification. It can create 
  an imaginary fortification where one 
  doesn’t exist. When someone fires at 
  the fortification, the things that it 
  protects take real damage (because 
  blows pass aren’t affected by the illu-
  sion), but the enemy sees that his 
  missile crashes at the fortification. 
  The illusions lasts for one day per 
  casting success. Only a Presentiment 
  check at +5 allows someone to real-
  ise the illusion. The difficulty of the 
  check can be lowered when the forti-
  fication appears to take more dam-
  age than it’s really capable of. 
  Sphere of the starless night 
  Sphere of the starless night 
  Sphere of the starless night 
  Sphere of the starless night (Effort 4, 
  Time 20, Class Fancy/Mystical) 
  Makes a whole area (up to one 
  square kilometer per casting success) 
  disappear. Those walking through it 
  only see trees and bushes unless they 
  make a Presentiment check at +7. In 
  reality, the area is still there, cloaked 
  in a night without moon or stars. Its 
  inhabitants can get out, but when 
  they return they become invisible 
  again. The spell lasts up to two 
  months per casting success. 
   
  Domain of illusions 
  Domain of illusions 
  Domain of illusions 
  Domain of illusions (Effort 5, Time 
  10, Class Fancy) 
  As “Fantastic Area”, but affects an 
  are up to 3 square kilometers per 
  casting success with a duration up to 
  two months per casting success. 
  
  44 
  Prescience 
  EEEExtends the sorcerer’s senses 
  xtends the sorcerer’s senses 
  xtends the sorcerer’s senses 
  xtends the sorcerer’s senses to su-
  pernatural levels, allowing him to 
  observe far places or divine the past 
  and the future. 
   
  Detect magical emanations 
  Detect magical emanations 
  Detect magical emanations 
  Detect magical emanations (Effort 1, 
  Time 1, Class Mystical/Ambient) 
  Detects the magical aura of any spell, 
  except from illusions or invisibility 
  that mask this aura. Naturally, the 
  sorcerer must be able to see the ob-
  ject/person/area the spell is affecting 
  to discern the aura. This spell can 
  also reveal magical object. One cast-
  ing is good for one minute of obser-
  vation per casting success. 
   
  Owl vision 
  Owl vision 
  Owl vision 
  Owl vision (Effort 1, Time 2, Class 
  Mystical/Ambient) 
  The sorcerer can see pretty well in 
  the night, negating all darkness pen-
  alties except from complete darkness. 
  The spell lasts for half an hour per 
  casting success. 
   
  Sixth sense 
  Sixth sense 
  Sixth sense 
  Sixth sense (Effort 1, Time 2, Class 
  Mystical/Ambient) 
  The sorcerer acquires a sixth sense 
  that warns him about imminent dan-
  gers. A Presentiment check is re-
  quired for him to be warned of dan-
  ger. The spell provides a –1 bonus for 
  Awareness rolls. A “danger” is con-
  sidered anything that can harm the 
  sorcerer during the next few seconds. 
  The spell simply warns about the 
  danger, not of its direction or nature. 
  The duration is 10 minutes per cast-
  ing success. 
   
  Avoid deception (
  Avoid deception (
  Avoid deception (
  Avoid deception (Effort 2, Time 2, 
  Class Mystical/Ambient) 
  Detects illusions and invisibility, if the 
  sorcerer wins a contest using his In-
  sight versus the Determination of the 
  spell’s caster (who doesn’t have to 
  be present). The spell lasts for 15 
  minutes per casting success. 
   
  Item Lore 
  Item Lore 
  Item Lore 
  Item Lore (Effort 2, Time 5, Class 
  Mystical/Ambient) 
  Provides information about the 
  magical properties of an item: what 
  it does, how to use it, its origins etc. 
  Several sessions (GM’s discretion) 
  might be needed for powerful ob-
  jects. Some items also are legendary 
  for hiding their abilities and it might 
  take a lot of research along with the 
  use of this spell to discern their abili-
  ties. 
      
  Sense Life 
  Sense Life 
  Sense Life 
  Sense Life (Effort 2, Time 3, Class 
  Mystical/Ambient) 
  Senses general signs of life and its lo-
  cation in a 25 m per casting success 
  range. The sorcerer can discern com-
  plex and powerful life forms (such as 
  humans) from simpler ones (cats, 
  dogs etc.). Duration is one minute 
  per casting success. 
   
  Second Sight 
  Second Sight 
  Second Sight 
  Second Sight (Effort 3, Time 3, Class 
  Mystical) 
  Gives the sorcerer the ability to look 
  into the ethereal and astral plane. 
  The sorcerer might also be able to 
  discern spirits and spectres possessing 
  mortal bodies if he betas them in a 
  contest with his Insight against their 
  Determination. Lasts for one minute 
  per casting success. 
   
  Psychometry 
  Psychometry 
  Psychometry 
  Psychometry (Effort 3, Time 3, Class 
  Mystical/Ambient) 
  Senses ghosts and spirits that have 
  entered the physical world. It works 
  like “Sense Life”. 
   
   
  Unlimited sight 
  Unlimited sight 
  Unlimited sight 
  Unlimited sight (Effort 3, Time 4, 
  Class Fancy) 
  The sorcerer is able to see every-
  thing. Nothing is hidden from his vi-
  sion if it is in his sight range, no mat-
  ter the obstacles (in effect, he can see 
  through walls). Duration is five min-
  utes per casting success. 
   
  Vision of past ages 
  Vision of past ages 
  Vision of past ages 
  Vision of past ages (Effort 4, Time 4, 
  Class Mystical/Ambient) 
  The sorcerer has a short vision from 
  the past concerning himself or an ob-
  ject, area or person he’s in close con-
  tact with. The vision is uncontrolled 
  by the sorcerer but generally will 
  provide him with helpful informa-
  tion, depending on his casting suc-
  cesses. 
   
  Locate being 
  Locate being 
  Locate being 
  Locate being (Effort 4, Time 8, Class 
  Mystical/Ambient) 
  Senses the exact location of an ac-
  quaintance of the sorcerer anywhere 
  on the world. The effect is instanta-
  neous. 
   
  Vision of times to come 
  Vision of times to come 
  Vision of times to come 
  Vision of times to come (Effort 5, 
  Time 10, Class Mystical/Ambient)    
  The sorcerer has a vision of what will 
  
  45 
  happen in the future regarding an 
  object, person, place etc. The vision 
  shows what will transpire if condi-
  tions remains the same. These visions 
  only present versions of the future 
  and not facts, so they can be altered 
  by taking the right course of action 
  (of course, which is the right course 
  can be highly debatable) because the 
  future is never set. The spell has 
  some limitations. The quality and 
  extensiveness of the information re-
  ceived depends on the sorcerer’s 
  casting successes. 
  
  46 
  Pyromancy 
  TTTThe elemental realm 
  he elemental realm 
  he elemental realm 
  he elemental realm of fire. 
   
  Feed fire 
  Feed fire 
  Feed fire 
  Feed fire (Effort 1, Time 1, Class Am-
  bient) 
  Feeds a fire with fuel or oxygen so 
  that it can continue burning despite 
  bad conditions. The fire is good for 
  2-3 hours of continuous burning. 
      
  Pyromantic eyes 
  Pyromantic eyes 
  Pyromantic eyes 
  Pyromantic eyes (Effort 1, Time 2, 
  Class Fancy) 
  Causes flammable materials to catch 
  fire if the pyromancer stares at them 
  for a while (at least one round). 
   
  Great shield of fire 
  Great shield of fire 
  Great shield of fire 
  Great shield of fire (Effort 1, Time 2, 
  Class Fancy) 
  A body shield made of fire maneu-
  vers itself so it can always stay be-
  tween the pyromancer and a chosen 
  target. The target can’t avoid the 
  shield to get to the pyromancer 
  unless he passes through it. Should he 
  do that, he suffers damage 445-
  energy. The shield remains for 2 min-
  utes per casting success. 
   
  Flaming wall (
  Flaming wall (
  Flaming wall (
  Flaming wall (Effort 2, Time 2, Class 
  Fancy) 
  Creates a wall of flames. The wall 
  can have any shape and a maximum 
  surface of 10 sq meters per casting 
  success. Passing through the wall 
  causes 445 damage (energy). The 
  wall lasts for 5 minutes per casting 
  success. 
   
  Prison of inescapable flames 
  Prison of inescapable flames 
  Prison of inescapable flames 
  Prison of inescapable flames (Effort 
  2, Time 3, Class Fancy) 
  A cage of flames appears around a 
  person of moderate size. It causes no 
  heat damage except if the prisoner 
  decides to escape by passing through 
  it. He then suffers 445 damage. The 
  cage remains for half an hour per 
  casting success. 
   
  Turn to flammable 
  Turn to flammable 
  Turn to flammable 
  Turn to flammable (Effort 2, Time 6, 
  Class Mystical) 
  Imbues an object with the ability to 
  burn. It can be a stone, water, nearly 
  anything. After the spell is cast, it can 
  be ignited through normal means 
  and the fire lasts for as long as an 
  equal amount of wood would last. 
   
  Self ignition (
  Self ignition (
  Self ignition (
  Self ignition (Effort 3, Time 4, Class 
  Fancy) 
  The pyromancer’s flesh ignites. This 
  makes him a human torch with the 
  ability to cause terrible burns to his 
  enemies and also greatly reduces 
  damage from fire or heat. The pyro-
  mancer inflicts an additional die of 
  damage (at +1 cumulative) with all 
  unarmed attacks.  He also acquires 
  an armor rating of 3 against fire and 
  heat. Those grappling the pyroman-
  cer suffer 45 damage each turn. The 
  flames remain for 2 minutes per cast-
  ing success. 
   
  Asbestos aura 
  Asbestos aura 
  Asbestos aura 
  Asbestos aura (Effort 3, Time 5, Class 
  Fancy) 
  Makes the pyromancer impervious 
  to any fire, except that of the hottest 
  fires of earth’s anvils (magma). The 
  spell protects for a quarter of an 
  hour per casting success. 
   
  Conflagration 
  Conflagration 
  Conflagration 
  Conflagration (Effort 3, Time 10, 
  Class Fancy) 
  Causes multiple fires to ignite in a 
  large area (one sq kilometer per cast-
  ing success). The fires spread quickly 
  and can burn a place to the ground 
  easily if care and haste isn’t shown at 
  their extinguishing. 
      
      
  Symbol from the pits of hell 
  Symbol from the pits of hell 
  Symbol from the pits of hell 
  Symbol from the pits of hell (Effort 
  4, Time 8, Class Fancy) 
  A great symbol appears in the air (a 
  green flame with a red eye in its cen-
  ter) and all who can see it (except 
  from the pyromancer) erupt with 
  flames and are burnt to cinders 
  within short time. Everyone affected 
  must roll a Determination and Vital-
  ity check. Failure to acquire three or 
  more successes total in the two 
  checks means that they’re consumed 
  by flames. Success “only” means that 
  they suffer 445 energy damage from 
  the flames. 
   
  Magma awakening 
  Magma awakening 
  Magma awakening 
  Magma awakening (Effort 4, Time 
  30, Class Ambient/Mystical)    
  Causes a volcano or magma chamber 
  to re-activate. If cast in an area with 
  seismic activity, it increases this activ-
  ity by 100%. 
   
  Hellish haven 
  Hellish haven 
  Hellish haven 
  Hellish haven (Effort 5, Time 10, 
  Class Fancy) 
  The pyromancer must concentrate 
  and remain absolutely still for some 
  time. He then sinks into the ground 
  and travels deep in the earth, where 
  the magma flows. He can remain 
  
  47 
  there for as long as he likes; the 
  magma provides him with safety and 
  sustenance. 
  
  48 
  Rejuvenation 
  TTTThe magic of healing 
  he magic of healing 
  he magic of healing 
  he magic of healing the body, the 
  mind and the soul. 
   
  Diagnosis 
  Diagnosis 
  Diagnosis 
  Diagnosis (Effort 1, Time 1, Class Am-
  bient) 
  The sorcerer touches the target and 
  immediately senses any disease and 
  its effects on the body. 
   
  Antidote 
  Antidote 
  Antidote 
  Antidote (Effort 1, Time 2, Class 
  Fancy) 
  A person the sorcerer touches is im-
  mediately purged from all poisons 
  and toxins. 
   
  Restore 
  Restore 
  Restore 
  Restore (Effort 1, Time 3, Class 
  Fancy) 
  A being touched by the sorcerer is 
  immediately healed for a number of 
  Constitution and Stamina points 
  equal to the casting successes. 
   
  Remedy 
  Remedy 
  Remedy 
  Remedy (Effort 2, Time 7, Class 
  Fancy) 
  The sorcerer can sure a disease by 
  touching the afflicted person. The 
  disease is cured if the sorcerer scores 
  casting successes at least equal to the 
  disease’s Lethality rating. Magical dis-
  eases are more difficult to cure: the 
  sorcerer must exceed the casting suc-
  cesses of the magician that originally 
  inflicted the disease. 
   
  Convalescence 
  Convalescence 
  Convalescence 
  Convalescence (Effort 2, Time 5, 
  Class Mystical) 
  Speeds the natural healing process of 
  a person touched by the sorcerer. 
  The increase is dramatic, enabling the 
  wounded person to heal one Consti-
  tution point per three hours. This 
  increase lasts for half a day per cast-
  ing success. 
   
  Exorcism 
  Exorcism 
  Exorcism 
  Exorcism (Effort 2, Time 5, Class 
  Mystical) 
  Casts out of someone’s body any 
  spirit or other being possessing it. 
  The sorcerer must touch the person 
  and beat the possessing being in a 
  Determination contest. If the being is 
  cast out, it can’t attempt to possess 
  the same person for a month. How-
  ever, a critical failure on the casting 
  roll might enable the demon or spirit 
  to leap out of the body and possess 
  the sorcerer. 
   
      
      
  Psychiatry 
  Psychiatry 
  Psychiatry 
  Psychiatry (Effort 3, Time 20, Class 
  Mystical) 
  Heals afflictions of the mind. The 
  sorcerer places his hands on the fore-
  head of the victim and makes a De-
  termination check. The difficulty is 
  determined by the GM and depends 
  on the affliction. Amnesia is an easy 
  case; acute paranoia is something 
  more difficult, though the difficulty 
  of the spell can never be above Extr. 
  Hard. Psychiatry can also free the 
  mind of the target from any external 
  influences, like spells that dominate 
  the mind. If such is the case, the sor-
  cerer needs to win a contest of De-
  termination with the caster of the 
  dominating spell (even if he’s not 
  present). 
      
  Restoration of health 
  Restoration of health 
  Restoration of health 
  Restoration of health (Effort 3, Time 
  3, Class Fancy) 
  The touched being is restored from 
  all wounds, poisons and diseases. It 
  can also grow back lost limbs or or-
  gans. The lost organs or limbs are 
  completely regenerated in one week. 
      
      
      
  Return from certain death 
  Return from certain death 
  Return from certain death 
  Return from certain death (Effort 3, 
  Time 1, Class Fancy) 
  The spell is cast on a being that has 
  been dead from the loss of Constitu-
  tion points for up to 15 minutes. 
  “Dead” means that the person is 
  down to –5 Constitution. If he has 
  lost more Constitution he’s paste and 
  the spell can’t help him. The sorcerer 
  touches the person and his internal 
  organs are healed, his veins and ves-
  sels restores. The being is restored to 
  exactly zero Constitution points. 
   
  Radical exorcism 
  Radical exorcism 
  Radical exorcism 
  Radical exorcism (Effort 4, Time 20, 
  Class Mystical) 
  As “Exorcism”, but the spell can de-
  stroy the possessing being. Two De-
  termination contests are made. The 
  first is to determine if the possessing 
  being is destroyed. If it isn’t, the sec-
  ond Determination contest deter-
  mines if it is cast out. If the being is 
  cast out but not destroyed, it has a 
  permanent +2 penalty on every roll 
  attempting to possess the same per-
  son again. 
      
      
      
  
  49 
  Regeneration 
  Regeneration 
  Regeneration 
  Regeneration (Effort 4, Time 4, Class 
  Fancy) 
  Imbues the sorcerer with an ex-
  tremely fast tissue regenerating abil-
  ity. His organs and tissues literally 
  begin to heal as soon as they’re dam-
  aged. The sorcerer rolls 6 dice every 
  minute hat passes. Each die coming 
  up as 5 or 6 restores one Constitu-
  tion and Stamina point. The spell 
  lasts for three minutes per casting 
  success. 
   
  Haven of the undying 
  Haven of the undying 
  Haven of the undying 
  Haven of the undying (Effort 5, Time 
  50, Class Fancy/Mystical) 
  Affects an area of one sq kilometer 
  per casting success. Every being in 
  that area is affected in a beneficial 
  way: No disease can harm the in-
  habitants, as any sign of  disease dis-
  appears upon entering the affected 
  area. No poison can also harm any-
  one under the protection of the 
  spell. Even wounds are not danger-
  ous, because they heal at an astonish-
  ing rate, as if the person had a 
  “Regeneration” spell cast on him. 
  But even if someone suffers massive 
  wounds that kill him instantly and 
  can’t be healed by Regeneration, 
  there is still hope because the benefi-
  cial influence of the magic acts as a 
  “Return from Certain Death” spell. 
  The magic lasts for one month per 
  casting success. 
  
  50 
  TTTTheriomancy 
  heriomancy 
  heriomancy 
  heriomancy is the realm of magic 
  affecting the creatures of the animal 
  world. 
      
  Animal Empathy 
  Animal Empathy 
  Animal Empathy 
  Animal Empathy (Effort 1, Time 1, 
  Class Ambient) 
  The theriomancer can calm any beast 
  and understand its needs, feelings 
  and situation. A Determination con-
  test is required in the case of magical 
  animals or animals trained to attack 
  or naturally aggressive. The duration 
  of the spell is one hour per casting 
  success. 
      
  Senses of the Beast 
  Senses of the Beast 
  Senses of the Beast 
  Senses of the Beast (Effort 1, Time 2, 
  Class Ambient) 
      The theriomancer acquires the 
  senses of a chosen animal. Each ani-
  mal usually has some sharp sense 
  (200-300% increase over humans) 
  and some blunt (200-300% de-
  crease) one. Some animals have spe-
  cial senses. For example, the bat pos-
  sesses a kind of sonar, but is blind. 
  The duration of the spell is one hour 
  per casting success. 
   
      
      
  Tongue of nature 
  Tongue of nature 
  Tongue of nature 
  Tongue of nature (Effort 1, Time 3, 
  Class Ambient) 
      The theriomancer can communicate 
  with a species of animals. Duration is 
  one hour per casting success. 
      
  BBBBeast servitor 
  east servitor 
  east servitor 
  east servitor (Effort 2, Time 2, Class 
  Ambient) 
  A target animal faithfully serves the 
  theriomancer, understanding his 
  commands without any language 
  problems (limited intellect can how-
  ever pose a problem). The animal 
  gets a Determination contest to 
  avoid the spell only if it’s magical or 
  very faithful to someone else. The 
  spell lasts a week per casting success. 
   
  Animal spy 
  Animal spy 
  Animal spy 
  Animal spy (Effort 2, Time 4, Class 
  Ambient) 
  The theriomancer can feel through 
  the senses of an animal and commu-
  nicate directly with it through some 
  form of empathy. While the spell 
  lasts (one hour per casting success) 
  the theriomancer can’t feel his sur-
  roundings. 
   
      
      
  Animal bond 
  Animal bond 
  Animal bond 
  Animal bond (Effort 2, Time 10, 
  Class Ambient) 
  Forms a bond between the therio-
  mancer and a certain animal. Feel-
  ings of confidence and friendship 
  must exist between the theriomancer 
  and the animal. The theriomancer 
  receives a -1 bonus to the t#s of a 
  physical attribute that is a prime 
  characteristic of the animal (eg bears 
  raise Conditioning, foxes Litheness 
  etc). Also, if the theriomancer con-
  centrates, he can feel through his 
  companion as in the “Animal Spy” 
  spell. The theriomancer enjoys con-
  tinual “Tongue of Nature” and 
  “Animal Empathy” spells with regard 
  to the animal and of limitless range. 
  Half of the damage  done to the ani-
  mal is suffered by the theriomancer 
  and vice versa. The spell is perma-
  nent. 
   
  Enchant Beast 
  Enchant Beast 
  Enchant Beast 
  Enchant Beast (Effort 3, Time 10, 
  Class Ambient) 
  Transforms a normal animal into a 
  magical one. The creature develops 
  an Intellect attribute of 6, which can 
  be raised even further if the animal is 
  by nature cunning or intelligent. 
  Also, the animal’s senses are in-
  creased by 100% and it acquires the 
  ability to speak the language of the 
  theriomancer. The animal will be 
  generally friendly towards the therio-
  mancer. 
   
  Semblance of the Beast 
  Semblance of the Beast 
  Semblance of the Beast 
  Semblance of the Beast (Effort 3, 
  Time 3, Class Ambient) 
  The theriomancer appears to be 
  some sort of animal. In reality, he 
  has none of the abilities of the ani-
  mal, but appears as one to all ob-
  servers (unless they make a Presenti-
  ment check at +5). This illusion is so 
  good as it will warp reality in the 
  eyes of the observers so as to con-
  vince them of the bestial nature of 
  the theriomancer. Lasts for one hour 
  per casting success. 
   
  Archetypal Beast (
  Archetypal Beast (
  Archetypal Beast (
  Archetypal Beast (Effort 3, Time 10, 
  Class Ambient) 
  Transforms a normal animal into an 
  archetype of its species. The animal 
  develops an Intellect of 6 and has 
  one extra die to all physical attrib-
  utes (at +1 cumulative), except from 
  its prime characteristic which is raised 
  by two dice. The animal will be gen-
  Theriomancy 
  
  51 
  erally friendly towards the therio-
  mancer. 
   
  Summon the lesser being 
  Summon the lesser being 
  Summon the lesser being 
  Summon the lesser being (Effort 4, 
  Time 5, Class Ambient) 
  Summons animals of a particular spe-
  cies to the presence of the therio-
  mancer. All animals of that species 
  within 10 miles of him will rush to 
  the spot at top speed. When they 
  arrive, they obey the words of the 
  theriomancer for up to half a day 
  per casting success. 
   
  Transform the essential essence 
  Transform the essential essence 
  Transform the essential essence 
  Transform the essential essence 
  (Effort 4, Time 20, Class Ambient) 
  By casting this spell, the therioman-
  cer can imbue an animal with true 
  intelligence and willpower and the 
  ability to speak the tongue of hu-
  mans. The animal gets one Intellect, 
  Insight and Determination die plus 
  one per casting success. Roll as in 
  character generation to determine 
  the exact rating. 
   
  Master of the hunt 
  Master of the hunt 
  Master of the hunt 
  Master of the hunt (Effort 5, Time 
  20, Class Ambient/Mystical) 
  This powerful spell causes the form-
  ing of a version of the Wild Hunt. It 
  summons all animals within 10 miles 
  of the theriomancer. Then the therio-
  mancer starts the hunt for a single 
  target. The animals tirelessly hound 
  the target if within 100 miles, stop-
  ping at nothing to kill him. The hunt 
  must be personally inspected by the 
  theriomancer. All animals gain -1 to 
  their Conditioning and Vitality 
  checks for the duration of the hunt 
  (one night). 
  
SOURCE: textdata/thevault/Nova/Nova Magik.pdf