TEXT: 65
  Optional Plugin: Magic
  Magic is handled in a separate plugin in Dark Age as it’s inclusion in your game is entirely op-
  tional.  If you intend to run a more “realistic” Dark Age game, then the people of Britain probably
  maintain a strong belief in magic, but it may only exist in the invisible world.  It can be used to
  explain natural occurrences, coincidence and other such phenomena, but does not exist in a tan-
  gible sense.  Or, you can decide that the power of the Druids, gods, and fey creatures is very real
  and, from time to time, the paths of powerful weilders of magic cross into the lives of ordinary
  folk.
  Who Uses Magic?
  Practitioners of magic include the men and women who make up the Druid classes, including poets, bards,
  and full Druids.  In addition, heros sometimes inherit magic and magical abilities through the intervention of the
  gods, Fairies or other fey creatures.  Dark Saxon cults are rumored to be headed by powerful sorcerors.  Characters
  of these backgrounds could easily be gifted with the ability and skills of magic.  A human character who wishes to
  become a spell caster of some sort needs to purchase the Magically Gifted Talent  While it is possible for a character
  to become a Druid, bard, poet, or priest without being magically gifted, this kind of characcter will never learn to
  cast magic.  Other characters might have an innate magical ability or power.
  Casting Spells
  The spells that are cast and the factors influence their casting are similar—whatever the caster’s back-
  ground.  Knowledge of spells is purchased with option points and can be increased later with experience.  All spells
  utilize ability in one to three knowledges for the actual casting.  All spells have a Level, Area in m/yds, a Range, a
  damage or Effect amount, a Duration, a Difficulty Value, an Endurance cost, and a specified amount of Time re-
  quired to cast the spell.  Casting a spell successfully has several requirements.
  First the character must spend the amount of time indicated in the spell description.  A druid, poet or bard
  may modify this by increasing the Difficulty Value by +4 for each step up the Time Table.  Likewise, each step down
  the chart lowers the Difficulty Value by -4.  Example:  Mark the Mage wishes to cast a spell which normally takes 5 minutes
  to cast in only 5 rounds (one minute).  This is one step up the Time Table, so it adds +4 to the Difficulty Value of the Spell.  Saxon
  priests using Rune Magic may not modify the Time required for the spell in any way.
  Second, the character must have all the skills listed as required by the spell.  Only by understanding the
  universe will the mage understand what to call upon and why.  This will allow the spell caster to guide the magics
  to the ends he wishes to achieve. Spells are cast using the character’s lowest required skill listed—not the level of
  knowledge in the spell itself.  Thus, if a character had a skill of 9 in Ash and a skill of 4 in Silver Fir and he was
  attempting a Healing Spell which requires both Ash and Silver Fir knowledges, the character would use the skill of
  4 when attempting the roll to cast the spell.
  Third, the character must have points in the spell.  An understanding of the task at hand is necessary for the
  successful completion of a magical spell.  The higher the level of knowledge in the spell, the more powerful a spell
  can be cast.  Most spells have a minimum level required before the spell can be cast.  These can be learned and
  improved just like skills, and at the same costs as skills, but have no associated characteristic, since rolls are never
  made against them.
  The spell caster must comply with any other strictures regarding his spell casting.  For druids, this means
  they must be able to speak their arcane poems.  Bards are very similar, and perform their magic in song.  For Saxon
  rune priests, the spells must be inscribed upon an item, and triggered (some general examples: when weapon
  strikes a foe, someone steps over or onto the rune, the rune is read, the rune-inscribed item is aimed at a foe, or the
  priest touches the rune in some way.)
  Aids to Spell Casting
  Certain situations or items may help the spell caster to cast his spells.  However, the modifiers are not
  cumulative.  The character should receive the best bonus he is entitled to.  Here is a suggested list of modifiers that
  can aid bards and druids in their spell casting:
  
  66
  •Using a  Druid’s Staff +2
  • Wearing no armor +2
  • Using an appropriate, non-required item (mistletoe for healing, holly when enchanting a weapon). +4
  • In a sacred place (oak grove, ancient forest, near sacred springs, etc.) +4
  Example:  Pwyll the Bard wishes to cast a powerful healing spell to save his dying friend.  Pwyll has his friend
  transported to a nearby oak grove (+4).  Pwyll also carries a special druid staff (+2) to aid him in his spell casting.  However,
  Pwyll can not receive both modifiers to his roll and must be satisified with the +4 to his roll for being in the oak grove.
  Endurance
  If the roll to cast the spell is successful, no further cost is incurred.  If the roll to cast the spell is failed the spell
  may still work, but the character must spend the amount of END listed in the spell requirements.  Spells which
  target versus an opponent’s DV still work, but they miss (possibly hitting something else).
  While great magics utilize the forces of nature and the gods to power them, often, the caster is called upon
  to make some sacrifice himself.  Thus, the character’s own energy is taxed.  If the character does not have enough
  END to power the spell, it is taken from his STUN.  If this, too runs out and still the amount is not met, the character
  looses Hits and recovers STUN and END at the same rate as if he was negative STUN as many points has he has
  taken hits.  It is possible for a character to actually loose his life for a powerful spell.  If the character fails the roll by 10
  or more points, it is considered a critical failure and the character must pay the END cost and the spell does not work.  In
  addition, an unpleasant side effect could occur at the GM’s dis-
  cretion.  For instance, the spell could have the inverse effect or a
  suprising effect, illustrating either the displeasure or capricious-
  ness of the gods. Likewise, if a character succeeds by 10 or more
  points, it is considered a critical success and the spell will have
  the maximum effect.  Thus a 5D6 Healing spell will heal 30
  Hits without needing to roll.
  Cooperative Spell Casting
  Some spells are extremely complex and the cost of Endurance could be so high that it could seriously
  threaten the caster’s health.  In cases where a spell caster feels she either hasn’t the skill, time or Endurance to safely
  cast a spell she might call upon comrades to aid her.  All that is required is that those who wish to participate in the
  casting have all the required skills and the Magically Gifted Talent.  They do not necessarily need to have points in
  the spell to be cast.  One of the characters is then selected as the lead caster.  When the spell is cast, the attribute of the
  lead caster will be used.  Next, total all the casting characters’ skills (leave out their Intelligence Characteristic since
  we’ll only be using the lead character’s Intelligence).  Use the skill with the lowest total number of points and add
  that to the lead character’s Intelligence.  This is the final Cooperative Total.  Roll the dice and decide success or
  failure as you would for any spell.  Any Endurace cost can then be divided amongst the casters, thereby reducing
  the odds someone will get blown to pieces casting the spell.
  Example:  Menna, a druid Priestess, wishes to cast a Eyes of the Dragon which she will use to monitor goings-on in her
  forest.  In particular, she wants to know who comes and goes within her sacred oak grove in the heart of the forest.  This powerful
  and useful spell has a Difficulty of 42 and END of 128.  Menna has an Intelligence of 7 and 6 points in both the required skills
  -- Hazel and Silver Fir in this case.  This gives her an Action Value of 13 plus 3D6 .  Obviously it would be pretty difficult to
  avoid a critical failure with this amount.  Menna’s player decides she doesn’t have months or years to prepare for the spell
  (spending extra time will give +4 per extra level of time spent on the Time Chart) and so decides to call together the other 6
  druids of the forest.  Fortunately, they all have both required skills for this spell.  The druids have the following points in the
  Hazel skill:  1 + 3 + 3 + 4 + 2 + 5 = 18 total points.  They also have 1 + 2 + 3 + 3 + 4 + 4 = 17 total points in the Silver Fir.  Adding
  Menna’s points gives a final total of 24 in Hazel and 23 in Silver Fir.  The group must use the Silver Fir skill.  They choose
  Menna as the lead caster, so the final Action Value is 23 + 7 (Menna’s Intelligence score) = 30 + 3D6.  Now they will likely
  succeed in the spell and split any END cost 7 ways!
  Further Note on Bards, Poets and Druids
  Bards, poets and druids (or druid priestesses) essentially follow the same path and therefore use the same
  skills.  Druids tend to have far greater knowledge, spells, and status than bards.  However, it is not too unusual for
  a bard to become very powerful and famous without ascending to the status of a full druid.  As a guideline, bards
  usually learn only spells which require one skill—at least starting out.  An adventuring bard can find druids and
  other bards willing to teach the adventurer new spells and skills in exchange for stories and knowledge.
  Possible Critical Failure Results:
  • Takes x2 END Cost
  • Loose the Magically Gifted Talent for 1 Day
  • STUN drops instantly to zero, if not already there.
  • Spell destroys item (for enchantments) 
  
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  Skills for Spells
  As noted above, a spell caster needs to know specialized skills in order to cast spell.  This special knowledge
  allows the spell caster the fine control he needs in order to guide the flows of magic granted to him by nature, the
  gods, or what ever other power supports him.  The skills below should be considered categories of expertise.  Thus
  they fall under the Expert macro skill and use a character’s Intelligence characteristic.
  Alder
  This skill teaches one what measures to take in
  order to protect the spirit.  Proper employment
  of this skill with a spell often protects a benificiary
  from spiritual attack.
  Apple
  This skill teaches wisdom in choices.  Although
  not often use in the casting of spells, the apple
  itself is a symbol of life and youth.
  Ash
  This powerful skill disciplines one’s mind and
  aids in unlocking hidden knowledge.
  Beech
  This skill trains the mind to understand old
  knowledge’s and writings.
  Birch
  This skill teaches the arts of cleansing and is use-
  fully employed against poisons and disease.
  Blackthorn
  A powerful and dangerous skill that is not often
  taught to novices, Blackthorn can be used to in-
  flict powerful curses and is often associated with
  magics the christians might refer to as Witchcraft
  (using the thorns to pierce waxen images).  How-
  ever, Blackthorn knowledge can also be used in
  building a shillelagh or cudgel.
  Elder
  This knowledge teaches regeneration in spirit,
  mind and body.  This spell is useful in specific
  healing spells.
  Grove
  To the druids, a grove is a sacred place.  The
  Knowledge of Grove teaches the wisdom of the
  past, present and future particularly when used
  in conjuction with the special knowledge of Oak.
  The grove is traditionally a place of law and
  judgement in the Celtic cultures.
  Hawthorne
  This skill is useful in rituals of cleansing, and
  protection from Fairie magics.
  Heather/
  This is a knowledge which combines the power-
  Mistletoe
  ful uses of Heather and Mistletoe which can be
  used in building a gateway to the Otherworld.
  Additionally, it is believed that when mistletoe
  can be found on an oak tree, druids will gather it
  as a symbol of fertile life essence and can use it
  in their most powerful healing rites.
  Hazel
  Hazel bestows powers of intiuition and divina-
  tion, especially water based divination.  Hazel is
  often the knowledged used to teach the most
  basic forms of shapeshifting.  Using the Hazel
  knowledge in conjuction with a spell enables the
  caster to triangulate and measure Ley Lines, also
  called ‘dodmen’.
  Holly
  When considering enchantment of weapons,
  Holly is best utilized.  Note that holly branches
  are often used in spear shafts.
  Honeysuckle  This is the knowledge to use when a spell is
  needed to hide something or reveal what is hid-
  den.
  Ivy
  Knowledge of ivy will allow one the potential
  power to see beyond the everyday world.  This
  is useful when trying to view the Otherworld or
  its peoples.
  Oak
  Physical protection is what oak symbolizes.  Oak
  knowledge also provides the doorway to inner
  spirituality, and possibly even the Otherworld!
  An aged oak tree is the preferred place bards and
  druids of all stripes will teach.
  Reed
  This knowledge teaches direction and purpose.
  Sea
  This ancient knowledge not only represents
  travel, but the sacred water itself.
  Silver Fir
  Long sight and clear vision are promoted by this
  knowledge.  This knowledge can be used in un-
  derstanding and forseeing the future.  It also is
  provides strengthening and healing talents.
  Spindle
  This is a specialized knowledge which trains the
  mind.  A spell in conjuction with Spindle often
  results in increased mental capacity for the re-
  cipient.
  Vine
  Grapes are usually most closely associated with
  this knowledge.  This knowledge is useful to gain
  powers of prophecy, and to open the senses.
  White Poplar  This magical skill can be used as an aid to en-
  sure reincarnation, and as a preventative against
  illness.  This tree is the traditional source for the
  shield-makers’ wood.
  Willow
  Willow teaches the power of night visions.  In
  this case, it is a female-oriented knowledge that
  teaches the learner how to use dreams to gain
  visions.  Willow is also used as an aid in female
  fertility.  Finally, the powerful knowledge of the
  Willow shows how to protect an individual from
  damp diseases (i.e. colds, flus, etc.).
  Yew
  Yew is also used in rebirth and reincarnation.
  Rebirth can be symbolic, and could represent a
  kind of initiation.  The knowledge of Yew is use-
  ful in gaining insight to the past.
  
  68
  Saxon Magic
  The priests and priestesses of the Angles, Saxons and Jutes are called Rune Priests in Dark Age to denote
  their particular brand of spell casting.  These priests and priestesses have gained the power of Rune Magic by the
  personal trials and sacrifices of their gods.  Henceforth, the term “priest” will be used to refer to both priests and
  priestesses. All Saxon spells require at least two skills, one of which is always the knowledge called Runes.  This
  knowledge provides the foundation for all Rune Priest magic.
  The Nature of Rune Magic
  This type of magic differs from the Celtic type of magic in that it’s power must first be contained within a
  rune before it’s effect can be unleashed.  This generally means that the Rune Priests must spend more time in casting
  their magic, but all their spells remain locked until needed.  Thus, a Rune Priest that has had plenty of time to
  prepare can be very dangerous, since he might have any number of rune spells at his disposal.  However, these
  spells are somewhat limited in what they can do since there must be some specific triggering effect as described in
  each spell description.  Casting rune spells can also be expensive.  These spells
  often require the expenditure of some materials each time they are cast, even
  if they are cast unsuccessfully.
  Playing Rune Priests
  Rune Priests can be extremely dangerous individuals since they can
  cast a spell and save it for later.  This is done as per the normal spell casting
  rules. For spells that target some one or some area, the spell is cast ahead of
  time as per the normal spell casting rules. The priest need only make another
  skill roll when the spell is triggered if the spell works against a target like a
  weapon.  However, if the skill roll to strike the target is badly missed or even
  amazingly well made, no Endurance is paid and no critical success or failure
  is possible since this was already checked when the spell was originally cast.
  Rune spells take up space, even if made as small as possible.  Use the
  following chart as a guide:
  Item
  # of Runes
  Wand
  5
  Staff
  15
  Scroll
  1
  Amulet
  2
  Rings
  1
  Person
  5
  Finely Made
  +1
  Uses expensive
  +1
       materials
  Uses Exotic
  +5
       materials
   
  Feoh
  This is the rune of good fortune and luck.
  Ur
  This represents strength and health.
  Thorn
  This rune represents the element of chaos and con-
  flict.
  Rad
  Rune knowledge of wisdom and secrecy, power and
  revenge.  It also teaches healing.
  Cen
  This is the rune of knowledge itself, as well as heredi-
  tary knowledge.
  Gyfu
  The wisdom of boundaries and agreement.
  Wyn
  The power of blessing and knowledge of controlling
  will.  This is also a symbol of fertility.
  Haegl
  This is drastic change and disruptive forces.
  Nyd
  This rune and knowledge teaches how to read the
  future, ensure victory, and provide defense.
  Isa
  This is the knowledge of defense to delay and bring
  things to a standstill.
  Jera
  The rune of gestation and change.  It teaches of cycles
  and time.
  Eoh
  The power of dynamic forces, hunting and evolution.
  Peorth
  The skill of making secrets and revealing them.
  Algiz
  The rune of protection and shielding.  Useful to ap-
  ply to warriors’ shields.
  Sol
  The mystic skill of healing, strength and good luck.
  Tyr
  The attributes of justice, dedication and bravery.
  Beorc
  Women’s mysteries and of birth.
  Eh
  A knowledge which empowers shapeshifting and
  telepathy.
  Man
  Of communication.
  Lagus
  A knowledge of hidden secret forces.  It is a power of
  hidden influences and motion.
  Ingus
  Knowledge of astral and fertility powers.
  Odal
  Knowledge of the power of invocation and of groups.
  Dag
  The mystic knowledges of invisibility and the
  Otherworld.  Can also be used in devising catalysts.
  
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  First Level Spells
  Bless Druid Staff
  Level: 1
  Area: 1 Staff
  Range: Touch
  Effect: Sanctify one staff
  Duration: Permanent
  DV: 14
  END: 8
  Time: 20 minutes
  Skills: Blackthorn
  This is the spell a druid or bard needs in order
  sanctify a staff so that it can be used to aid in spell cast-
  ing.  The spell consists mostly of drawing or carving sym-
  bols into the wood and otherwise personalizing the item.
  Enchanted Growth
  Level: 1+
  Area: 1 Person
  Range: Touch
  Effect: Target increases in size
  Duration: 1 minute/5 rounds
  DV: 18
  END: 4/level in the spell
  Time: 1 phase
  Skills: Oak
  This useful spell temporarily grants size and
  power to the subject targetted by the caster (the caster
  may also cast this spell on himself, like any spell).  For
  every level the caster has in this spell the target’s height
  increases by 10%.  For every 2 levels the caster has in this
  spell, the subject’s Strength is increased by +1, Hits by +5
  and his Dexterity is reduced by -1.  Note that this could
  be dangerous in that the bonus Hits disappear when the
  spell’s duration ends.
  Sense Enchantments
  Level: 1
  Area: 2 yard radius
  Range: touch
  Effect: INT + 3 roll to sense enchantments
  Duration: 1 round
  DV: 14
  END: 2
  Time: 1 phase
  Skills: Hazel
  This spell gives the caster the ability to perceive
  enchantments.  The skill is INT + 3.  The DV is 14 to de-
  tect a spell and the DV is 18 to detect the magical aura of
  a magic item.  This spell can not identify the kind of magic,
  but only distinguishes between spells and magic items
  and whether an enchantment is present or not.
  Sense Otherworld
  Level: 1
  Area: 1 Person
  Range: Touch
  Effect: Grants the ability to perceive Otherworld
  Duration: 5 rounds
  DV: 14
  END: 4
  Time: 1
  Skills: Ivy
  This spell allows the recipient to perceive crea-
  tures of the Otherworld normally invisible.  It also gives
  the recipient a chance to spot an Otherworld Gate.  Treat
  this as an Intelligence based skill at level three (INT + 3).
  The character makes a roll and adds it to his base INT +
  3 versus a DV of 18 to spot Gates and Fairies.
  Second Level Spells
  Good Luck Charm
  Level:  2
  Area: 1 charm
  Range:  Touch
  Effect:  +3 Luck, +1 DEX for Defense
  Duration:   5 days
  DV:  18
  END:  8
  Time:  20 minutes
  Skills:  Alder
  This spells requires that the caster have access
  to a coin, rabbit’s foot, feath, or some other object that
  the recipient of the spell would consider “lucky”.  This
  luck will remain with the character for five days or until
  the lucky charm is lost.
  Hawk Eyes
  Level:  2
  Area: Caster
  Range:  Line of Sight
  Effect:  +2 Perception/AV vs. Range modifiers
  Duration: 1 hour
  DV: 18
  Spell Descriptions
  Druid & Bard Spells
  
  70
  END: 16
  Time: 5 minutes
  Skills: Silver Fir
  This spell enhances the caster’s eyes to amazing
  acuity.  She can see long distances, with less penalty than
  normal.  This may help in targeting and basic percep-
  tion.
  Healing
  Level:  2+
  Area:  1 person
  Range: touch
  Effect:  3D6 + 2D6 Hits/level above 2
  Duration:  Permanent
  DV:  22
  END:  32
  Time:  1 Round
  Skills:  Silver Fir, Ash
  This spell allows the Druid to mend the body of
  the injured.  It will heal a number of hits up to the in-
  jured character’s characteristic, but no further.  Further-
  more, it can only be used once per day on each recipient.
  Magic Ward
  Level:  2+
  Area:  1 Person
  Range:  Touch
  Effect:  Suppress spells 1 level lower than level
  Duration:  1 round
  DV:  18
  END:  2
  Time:  1 phase
  Skills:  Rowan, Ash
  This spell will protect one individual from any
  new incoming spells up to one level less the the level at
  which this spell was learned.  In order for a spell to by-
  pass the Magic Ward, it must have had a casting total
  higher than the total for Magic Ward.  If the Ward is pen-
  etrated, it is immediately ended, even if the normal Du-
  ration has not expired.
  Magical Defense
  Level:  2+
  Area:  1 person
  Range:  Touch
  Effect:  Negate up to level 1 + 1 per level above 2
  Duration:  1 round
  DV:  18
  END:  8
  Time: 1 phase
  Skills:  Rowan, Alder, Oak
  This spell defends against one incoming spell
  or spell effect. Incoming spells must roll a higher skill
  total than the total generated by the caster of the Magical
  Defense spell or fail.
  Example:  Drustan the Druid, who knows this spell
  at level 5, casts magical defense and rolls a total of 21.  Thus, he
  pays no END.  In addition, any incoming spells of level 4 or
  lower must roll higher than his total of 21 to succeed.
  Protect from Spirits
  Level: 2
  Area: 1 Person
  Range: 14 yards
  Effect: Absorb 3D6 of spirit damage
  Duration: 1 round
  DV: 18
  END: 4
  Time: 1 phase
  Skills: Alder
  This spell can protect against nonphysical attacks
  of an incorporeal spirit.  Depending on the type of at-
  tack, the spell blocks three levels from the attack or 3D6,
  depending on the kind of attack the spirit is making.
  Third Level Spells
  Bestow Geas
  Level: 3-8
  Area: 1 person
  Range: 36 m/yds
  Effect: Victim gains a permanent geas
  Duration: Permanent
  DV: 26
  END: 32
  Time: 5 minutes
  Skills: Blackthorn, Grove, Vine
  Warning:  The GM should NOT award this spell to
  a Player Character--it is meant to be used only in special situ-
  ations which merit it.  This spell can deliver a geas (GESH)
  upon a character, giving him all the disadvantages and
  advantages inherent with geasa.  At level 3 the caster can
  bestow a 5 point geas, at level 4 a 10 point geas, at level 5
  a 15 point geas, and so on up to a 30 point geas at level 8.
  Blind the Mind
  Level: 3
  Area: 1 person
  Range: Touch
  Effect: Invisibility
  Duration: 6 hours
  DV: 22
  END: 16
  Time: 1 round
  Skills: Honeysuckle
  This useful spell renders the recipient tempo-
  rarily undetectable to intelligent creatures.  Interaction
  
  71
  with an intelligent creature of any sort ends the spell.
  Note that unlike the fey ability, it does not grant you any
  ability to see invisible creatures.
  Enchant Weapon
  Level:  3+
  Area:  1 item
  Range: Touch
  Effect:  (+1 to Weapon Acc., +1 DC, +2 INIT)/3 levels
  Duration:  1 day
  DV:  22
  END:  16
  Time:  5 minutes
  Skills:  Holly
  This spell allows the caster to enchant any one
  melee weapon, sling stone or arrow and greatly enhance
  its damage-inflicting capability.  For every three levels,
  the user of the weapon gains +1 on his Attack Roll, +1
  DC, and +2 on his Initiave.  Thus, a Druid knowing this
  spell at level 7 can give a spear magical enhancements of
  (+2 WA, +2 DC, +4 INIT) for a total of +1WA, 5 DC, +3
  INIT.
  Enhanced Sense Enchantments
  Level: 3
  Area: 10 yard radius
  Range: 14 yards
  Effect: Magic Perception + general info
  Duration: 1 round
  DV: 22
  END: 16
  Time: 1 phase
  Skills: Hazel
  This spell works as per the basic Sense Enchant-
  ments spell.  However, the skill is INT + 5 and the spell
  caster gets generic details.  For instance, the spell caster
  may learn that a spell that enhances senses has been cast,
  but won’t know exactly which one.
  Extinguish Fire
  Level:  3
  Area:  10m/yd radius
  Range:  14 m/yds
  Effect:  Reduce fire by 5d6
  Duration:  1 phase
  DV:  18
  END:  8
  Time:  1 phase
  Skills:  Willow
  This spell allows the caster to dampen or put
  out an area on fire up to 10m/yds in radius.  Note that if
  it does not completely put out the fire, the fire may once
  again roar out of control.
  Maleg’s Disorientation
  Level: 3
  Area: 1 Person
  Range: 36 m/yds
  Effect: Reduce Dexterity in victim
  Duration: 1 round
  DV: 18
  END: 8
  Time: 1 phase
  Skills: Blackthorn
  This spells disorients the victim.  Note that since
  this offensive spell is targeting a victim at range, the caster
  needs to roll high enough to meet or exceed the target’s
  Ranged Evade or the spell will miss.  After a hit has been
  determined, roll 5D6 and compare it with the target’s
  Resistance.  The target suffer’s -1 to his Dexterity Char-
  acteristic for every 4 points that was rolled over his Re-
  sistance Derived Characteristic for 1 round (4 phases).
  Regenerate Body
  Level: 3
  Area: 1 Person
  Range: Touch
  Effect: Regenerate limb or organ.
  Duration: 3 Days
  DV: 18
  END: 16
  Time: 5 minutes
  Skills: Elder, Heather/Mistletoe
  Regenerate Body allows the caster to cause the
  targt of the spell to actually regrow lost limbs or organs.
  The recipient gains the ability to recover his REC in Hits
  every day this spell is in effect.  This means that a lost
  arm or leg which can take up to half the character’s total
  hits will be regrown in a couple days at most.  Organs
  must be regrown completely as if regenerating from zero
  Hits.  Finally, this spell requires the caster to have an
  ample supply of rare herbs and oils to burn.  These cost
  the equivalent of 10 gold pieces (200 silver) to purchase
  the items needed.  These items are used up when the
  spell is cast.
  Fourth Level Spells
  Bear Claws
  Level:  4
  Area:  Caster only
  Range:  self
  Effect:  gains 3D6 Killing attack
  Duration:  until another spell is cast
  DV:  14
  END:  8
  Time:  1 phase
  Skills:  Holly, White Poplar
  
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  This highly effective spell reshapes the caster’s
  hands into sharp claws that can do a minimum of 3D6
  of killing damage.  Extra damage may done for every
  point of STR , up to a maximum of 6D6 (for a strength 6
  person).  The effective minimum STR for the claws is 0.
  The caster may use his Hand to Hand Combat skill to
  hit enemies with the claws.  There is only one drawback:
  the caster’s damage is less effective against armor.  The
  damage roll is divided into two sets against armored
  foes.  Roll half the damage dice and subtract for the
  defender’s armor and then roll the remaining damage
  dice and subtract for the defender’s armor again.  The
  remainder is the number of HITS the attack inflicted. To
  find the Stun, total the number on both dice and sub-
  tract the defender’s armor.  This technique is often called
  Reduced Penetration and is applied to most attacks by
  animals with claws.
  Example: Maelgwn the Druid successfully cast Bear
  Claws and attacks a warrior wearing Leather Scale armor (6
  KD).  Maelgwn has a 4 STR and so does 4D6 damage when
  he hits the warrior.    Since the warrior has armor, Maelgwn
  has to roll damage in two separate rolls.  Maelgwn rolls a total
  of 7 on 2D6 on the first roll so 1 point get past the armore.
  Maelgwn rolls 10 on the next roll of 2D6 and 4 points get past
  the warriors armor.  Maelgwn then adds the numbers together
  to find the Stun (7 + 10 = 17) and then subtracts the warrior’s
  armor (17 - 6 = 11) to find the total Stun taken.
  Ironwood Skin
  Level: 4
  Area: 1 person
  Range: Touch
  Effect: Stund Defense becomes Killing Defense
  Duration: One day
  DV: 22
  END: 16
  Time: 20 minutes
  Skills: Oak
  This useful spell gives the character a Killing
  Defense equal to the amount of Stun Defense he has.
  This allows a character to absorb lethal attacks with only
  his skin!  The spell caster uses special inks and oils to
  inscribe complex knotwork patterns over the skin, cre-
  ating a temporary tatoo effect.  Note that this does not
  add to armor, rather the character should use his best
  killing defense rating against attack.  Finally, because the
  special inks and oils are uncommon, it costs the spell
  caster 5 gold coins (100 silver) for each casting of the
  spell.
  Shapeshift to One Animal
  Level:  4
  Area:  Self
  Range:  —
  Effect:  Transform into a small animal
  Duration:  up to 1 hour
  DV:  26
  END:  32
  Time:  1 phase
  Skills:  Hazel
  This spell allows the caster to transform himself
  into on of the following animal:  deer, rabbit, salmon,
  crow.  The type of animal is selected when the spell is
  cast.  The spell lasts until the caster chooses to shift back,
  or until one hour is up, whichever comes first.  Other
  small animals may be chose with the GM’s permission.
  Fifth Level Spells
  Cure Disease/Poison
  Level: 5
  Area: 1 Person
  Range: Touch
  Effect: 9D6 against Disease or Poison
  Duration: Permanent
  DV: 22
  END: 32
  Time: 20 minutes
  Skills: Birch, Oak
  Although this spell is not powerful enough to
  typically cure the plague, it does do a lot of good against
  minor and strong poisons and illnesses.  Roll 9D6 and
  total the points.  If it is equal to or greater than the total
  damage done by the poison or disease, even if it has not
  yet applied the full damage to the victim yet, the poison
  or disease effects are negated.  This spell is all-or-noth-
  ing in that it will either cure the ailment totally or not at
  all.
  Fog
  Level:  5
  Area:  18m/yd radius
  Range: 36 m/yds
  Effect: Perception - 5 to see.
  Duration: 5 rounds
  DV:  22
  END:  64
  Time:  1 phase
  Skills:  Sea
  This spell causes a magical mist to rise from the
  ground, as if it were a body of water.  It can obscure vi-
  sion and requires a Perception roll at -5 to penetrate.  If
  the roll is failed, treat the character as if she were now
  blind until she leaves the area of effect.
  Sixth Level Spells
  
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  Otherworld Gate
  Level: 6
  Area: 4 yard x 4 yard “doorway”
  Range: 14 yards
  Effect: Creates a Gate
  Duration: 1 minute
  DV: 22
  END: 16
  Time: 1 minute
  Skills: Oak, Ivy
  The effect of the spell is simple.  The spell caster
  creates a gateway to the Otherworld.  The implications
  are not.
  Seventh Level Spells
  Eighth Level Spells
  Eyes of the Dragon
  Level: 8
  Area: 588 square yards/14 yard radius
  Range: 8 miles
  Effect: Remotely view and hear
  Duration: Up to one hour
  DV: 42
  END: 128
  Time: 5 days
  Skills: Hazel, Silver Fir
  This extremely powerful spell is usually only cast
  by a group of druids because of the high probability that
  a spell caster attempting it alone will blow himself to
  pieces.  The spell allows the caster to actually see and
  hear through the eyes and ears of various animals in an
  area within the range of the spell.  The effect of the spell
  is triggered, such that once the spell is cast, the recipient
  need not activate it until needed, however it is only ef-
  fective in wooded areas.  This spell requires 10 gold coins
  worth (200 silver) of incenses and special herbs to allow
  this attunement each time the spell it cast.
  Nineth Level Spells
  Translocation
  Level: 9
  Area: Up to 7 people in a 6 m/yd radius
  Range: Special
  Effect:  Instant change of location
  Duration: 1 phase
  DV: 26
  END: 32
  Time: 5 minutes
  Skills: Sea, Oak
  This powerful spell can be used only in sacred
  groves by male druids or at sacred wells by female dru-
  ids.  When the spell is cast, the druid enters a trance-like
  state and concentrates at being at another place.  The
  druid can cast her mind forward along the dodmen, lines
  of magical energy which connect places of power, and
  envision another location with which she is already fa-
  miliar.  When the magical connections have been made,
  the spell instantly transports the druid and up to 6 other
  companions to the other well or grove.  It has been said
  that it is possible to Translocate to other types of places
  of power across the Isles and the Continent, but it is left
  to the adventuring druid to find them.  Some may be
  difficult to reach and the GM can modify the DV as need
  be.
  Rune Magic
  First Level Spells
  Sense Magical Aptitude
  Level: 1
  Area: 1 person
  Range: Touch
  Effect: Detect the Magically Gifted Talent
  Duration: 1 phase
  DV: 14
  END: 1
  Time: 1 phase
  Skill: Runes, Hazel
  Quickly tracing a pattern in the air, the Rune
  Priest is quickly able to ascertain whether an individual
  has the aptitude to learn magic.
  Second Level Spells
  Third Level Spells
  DokAlfen Eyes
  Level: 3
  Area: 1 persons eyes
  Range: Touch
  Effect: Recipient gains ability to see heat
  Duration: 1 Hour
  DV: 18
  END: 16
  Time: 1 minute
  Skills: Runes, Lagus
  Casting this spell requires runes to actually be
  
  74
  drawn in ink upon the eyelids of the recipient.  The Rune
  Priest will require a feather quill pen, ink, and a very
  steady hand.  The effect of this spell is to grant the ability
  to actually see heat sources as if they shed normal light.
  This allows the recipient to see his surroundings in hues
  of red (warm) and blue (cool).  It is possible to be far
  enough underground or in a desert where there is no
  heat source whatsoever.  In this case, the character’s sur-
  rounding will appear as dark as it would without the
  spell.  This spell is triggered whenever the bearer of the
  runes wills it.
  Woden’s Strength
  Level: 3
  Area: 1 person
  Range: Touch
  Effect: Increase STR Stat by 3 points.
  Duration: 1 round
  DV: 14
  END: 4
  Time: 1 hour
  Skills: Runes, Sol, Rad
  When cast and written upon the skin, the recipi-
  ent may trigger it to gain a temporary boost to his Strength
  Stat of 3 points.  This affects all damage an any skills
  depending on the Strength Stat.
  Fourth Level Spells
  Bindings of Self
  Level:  4
  Area:  Cone beginning at rune to 12 yds
  Range:  12 yds
  Effect:  5D6 vs. Resistance.
  Duration: 1 phase
  DV: 22
  END: 8
  Time: 5 minutes
  Skills: Runes, Isa
  This rune is placed on an object such as a wand
  or staff.  When the spell is triggered by the priest, it af-
  fects a cone-shaped area starting at the rune and extend-
  ing 12 yards.  The affected area is 12 yards wide at the
  maximum range.  This spell effectively paralyzes foes
  caught in the area of effect.  Only an effort of will can
  eventually set a person free.  The player rolls 5D6 and
  finds the total of the dice for each victim.  If this total
  exceeds the victim’s Resistance, then the victim will be
  affected by the spell.
  Although the spell isactive only on the phase it
  was released, foes who have succumbed to the spell can
  only escape through an act of sheer willpower.  Each vic-
  tim may spend a phase to roll a number of dice equal to
  their Willpower. If this equals or exceeds the total rolled
  by the attacking priest, the character is free.  If not, record
  the total rolled.  Next phase the character may try again
  and add the result to his previous total.  Thus a character
  can not be permanently held by the Bindings.
  Blind
  Level: 4
  Area: 1 person
  Range: 2 yds
  Effect: 3D6 Hits to the Eyes.
  Duration: 1 phase
  DV: 18
  END: 1
  Time: 20 minutes
  Skills: Runes, Haegl, Thorn
  This is a very dangerous and despicable spell
  that is easily capable of permanently destroying a
  person’s eyes.  The spell requires the caster to scribe a
  rune into a piece of parchment written in special, poison
  ink.  This ink is difficult to obtain, as the poison must be
  extracted from an adder.  Each casting of the spell will
  consume 5 gold coins worth of the material.  After the
  rune is written, the paper is crumpled and placed in a
  vial with warm oil.  When needed, the priest empties the
  vial upon his hands and then must flick the droplets into
  his target’s eyes (a hand-to-hand combat maneuver at a -
  6 for targeting the head, unless the target is not resist-
  ing).  Roll 3D6 and compare it with the total Hits of the
  victim.  If this total is equal to or greater than half the
  target’s total Hits, he is blinded permanently.  Whether
  or not the spell is successful in blinding the victim, the
  character will still take 3D6 Hits of damage if the priest’s
  Hand to Hand attack was successful.
  Detect Magic
  Level: 4
  Area: 10 yd radius
  Range: none
  Effect: Rune glows soflty in the presence of magic.
  Duration: 5 minutes
  DV: 18
  END: 16
  Time: 1 hour
  Skills: Runes, Peorth
  This rune can be inscribed upon an object and
  will trigger when it comes within 10 yards of magical
  effects, spells, magic items, and creatures of the
  Otherworld.  Like most rune spells, this spell fades after
  one use.
  Fifth Level Spells
  Confuse
  
  75
  Level: 5
  Area: 14 yds radius
  Range: 66 yds
  Effect: 7D6 vs. Resistance
  Duration: 1 phase
  DV: 22
  END: 16
  Time: 6 hours
  Skills: Runes, Thorn
  The effect of this spell varies depending on how
  well the 7D6 roll turns out.  Add up the dice and com-
  pare it to the target character’s Resistance.
  > Resistance =
  Target’s action is moved to last
  10 > Resistance =
  Loose action this phase
  20> Resistance =
  Wander off battlefield for 1D6
  Phases
  30> Resistance =
  Attack random person for 1D6
  Phases.
  This spell must be cast into a non-reuseable baked
  clay rune. Releasing the spell requires breaking the clay
  form.
  Sixth Level Spells
  Seventh Level Spells
  Eighth Level Spells
  Nineth Level Spells
  Warg Curse
  Level: 9
  Area: 1 person
  Range: Touch
  Effect: Turn one human into a wolf shapeshifter
  Duration: 20 years minimum (or lifetime of victim)
  DV: 38
  END: 128
  Time: 1 month
  Skills: Runes, Ehw, Haegl
  This is a lengthy ceremony sometimes taking a
  team of priests to complete.  During the ceremony, com-
  plex runes are drawn or carved into the body of the vic-
  tim.  This ceremony is always done only with the sanc-
  tion of the king, and as such the victim is usually de-
  clared an out-law.  An out-lawed person has no rights
  and no value.  Therefore, it is legal for any person to harm,
  abuse or kill an outlaw.  An out-law also is banished from
  the kingdom which usually forces him or her into the
  forests, hills, and other places away from the cities, towns
  and villages of the kingdom.  Finally, the victim suffers
  from the full effect of the Warg Curse.  This causes an
  uncontrollable change into a horrible, monstrous form
  of a wolf when the character is excited or angered.
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Magic.pdf