3.0 PROSAEC MAG EG
In a world where magic is fairly common, not all spells or
spell lists would be the source of ground shaking effects, some
‘would just alleviate a minor difficulty. Likewise, not all spells
‘would be combative or “adventure-oriented” in nature. Prosaic
lists contain those spells which have been created to solve an
individual, specific problem. Prosaic lists contain very simple
spells of very litle power. These lists are not, however, useless.
Inmany cases these spells perform many of those same tasks as
‘would a servant (spells of convenience). Some of these spells
are so common, that many of the base folk consider this type of
‘magic an everyday occurrence, and some, in fact, might even
possess one or two of the more useful spells themselves.
Due to the very simple nature of Prosaic magic, the develop-
‘ment point cost for these types of spell lists is halved (including
the cost for Semi and even Non spell users). The one divergence
from normal list rules that Prosaic magic takes is: when spend-
ing development points towards spells, it is possible for the
character to attempt to simultaneously gain one Prosaic list per
Tevel, in addition to any other (non-Prosaic) list, provided of
‘course thatthe proper amount of development points are spent.
Only one Prosaic list may be attempted at any one time, unless
twenty picks are made in the fist list and atleast one pick in the
second, in addition to any other spell lists attempted (as per
normal list pick rules). So it might be possible for a Mentalist
character with 42 development points roundup), toattempttwo
non-Prosaic and two Prosaic lists (20 picks in one of the non-
" Prosaic and Prosaic lists) during one level gain. Fot purposes of
‘gaining the lists, treat all Prosaic lists as if they were Open list.
Of course, due to the ease of gaining Prosaic lists, power of the
spelishas been sacrificed (for example; a 10th or 20th level spell
in Essence, mightbe the equivalent of a SOth evel Prosaic spel)
While not a true “realm” unto itself, Prosaic lists do exist
within a pseudo-realm classification. The Prosaic lists are a
potpourri collection of spells, which are derived from the
‘multiple forms of spell power and spell casting (ic., Channel-
ling, Essence, etc.), Some of the individual spetis are, in fact,
‘made up of a style of casting that is of more than one realm
(similar to Hybrid base lists, only encompassing al three basic
realms rather than just 10).
Many lists already in existance can be considered Prosaic,
suchas Houschold Ways (RMCII) and Pleasures (RMCIV), just
toname a few. This, of course, is up to the GM.
‘The GM need not worry of disrupting game balance, as these
spells are capable of little except convenience and time saving
and the development point costs for Non spell users is still
very high,
Option 1: Normal Player characters may attempt Prosaic magic
at levels higher than their own by making an ESF roll with the
ESF modification divided by five, for example: a spell one
level higher than caster will have an ESF Mod of 4, a spell 10,
levels higher will have an ESF Mod of 15, and 21+ levels.
higher will have an ESF Mod of 40.
Option 2: Require half or three quarter (round up) power points
to cast Prosaic spells
Option 3: The development points necessary toleam an Prosaic
list are quartered,
Option 4: Prosaic spells may be of one specific realm rather
than all realms. For example, Music Law may have 3 or 4
versions based on the different realms.
Option 8: Limit the level to which Non spell user's and Semi
spell user's may learn Prosaic magic. Non may learn to 10th,
level. Semi may learn to 20th level.
Option 6: Require thatthe magical minutiae be strictly adhered
toby users of Prosaic magic. Because ofthe simplicity of the
Prosaic lists, the Magical Minutiae is pivotal tothe final spell
effect, Individual GMs must decide which Prosaic lists de-
‘mand minutiae and the degree of intricacy that each minutise
must display.
Sr30—Multiple Formation III (F) With this spell a caster may form
‘multiple magical and/or non-magical creatures and give them general
‘commands fr the duration ofthe spel. The creatures wll be identical
in structure tothe creatures they were made to resemble. The intel
[gence ofthe creatures may not exceed “mediocre”, The creatures will
‘possess all abilities innate tothe created creatures except spell casting.
‘The duration of ths spell begins after the creatures have been formed.
‘Afler the task is completed the creatures and proto-plasm will vanish,
‘The size of the creatures depends on the amount of proto-plasm
available for use. The caster may form half his level in cubic feet of |
proto-plasm per round. The numberof creatures created equal o.one
fweature per level of the caster or less. All creatures are formed
simultaneous of each other, and may be made to resemble different
'50—Control Il (F) This allows the casterto totally controallmagical
andior non-magical creatures he has created of has been created by
another RR vsthe levelof the creator), forasong.as the creaturesexist.
‘When the creatures and the proto-plasm vanishes this spell will no
longer remain in effect.
8.5 PROSAIC
MUSIC LAW
(PROSAIC) (8.5.1)
Note: Skil bonus increase from relevant spells) +3 pe level of pl
or level of caster — GM diseretion
Tip Syne seit
2—Tune Instrument instrument —
self Iminivl self
URAL Iminil 1070
Ltarget_— 1 minvl__10'Av1
Tmivivl 107ivi
Tminfv! 1071
Tmigivl 10701
Tmivivl 1071
Lminfv! 1071
CP self
Lminivt self
LOminivt self
Tmin/vt 107i.
Lminfvi__ 107
Tint self
8 Perfect Pitch
Amplify
10—Play Instrument
12 Read Music
13 Write Music
14Surround Sound.
15~Sing Chord
16—Ballad/Saga self
17—Orehestate targeutvl I ming) self
I&—Discord FRA! Iminivl —107v1
19—Create Instrument self self
20—Emore 1'RAvt seit
25—RecordlPlay Tmiavi self
30—Body Instrument Tmiviv self
Tminfvt self
1—Lip Syne (U) Allows caster to perfectly synchronize lip move-
ments to sung, or spoken material so as to appear to speak or sng the
‘words. This will work even on languages of lyrics the caster doesn’t
know. It doesn't convey the ability to understand what is sad
2—Tune Instrument (P) Caster causes an instrument, e.., lute,
‘mandolin, rum etc to become perfectly tuned.
3-Rhythm (U) Casterhas perfec rhythm forthe duration ofthe spel
Caster is able 10 easily use difficult rhythms. It also allows caster to
recognize very difficult or obscure rhythms and more easily find a
rhythm in seemingly random sounds ete
4—Visual Effects (F} Caster causes vivid ight display toaccompany
any sounds in the environment. Ths spell accompanies played or sung.
‘music, with colors varying to note and intensity varying to volume as
caster wishes
‘5—Ramge (F) Caster extends target's vocal range to include all four
‘yoice parts, soprano alto tenor and bass. This new vocal rage will,
include all notes any human voice can produce.
6—Harmonize (F) Caster can cause up to | target to successfully
harmonize with each other,
7—Clear Voice (F) Caster may cause target to have a clear singing
‘voice (using the actual sounds of the target's vocal cords) regardless of
the quality or condition of targets voice. Thus a target could have lost
his voce, have a sore throat, have a seriously damaged voice box ee
and still sound good.
'8—Perfect Pitch (F) Castermay cause upto I targetvltohaveperfect
pitch for the duration. Targets wll produce perfect notes with noeffor.
Useful for vocal or instrumental uses. Caster must specify
9—Amplify (F) Caster may affect volume produced by vocal of
instrumental sounds from .5x normal to 2x normal volume.
Pia10—Pray Instrument (1) Upto 1 targes loses the -286 detriment
fornotknowing an instrument, Caster must specify instrument foreach
target.
11—Memorite Music (IP) Afows castrto perfecty recall any sheet,
cor payed music to reproduce it ater. Caster must now how {0 ead
musi fuse any stored sheet music
12-—Read Masi (IP) Casters ble to rea any form of shet music
forthe duration
13—Write Music IP) Casters able to wanslate any music he has
heard nto any frm of sheet music. if sheet musi exist
14—Surround Sound (F) Creates an area of "stereo" sound, eg. the
sound is perceived ss coming fom points all around the affected area
15—Sing Chord (F) Allowstargettosinga ‘chord, Thusitispossible
tohave a one man barbershop quartet.
16—Batlad/Saga (U) Caster is able to tll ny story or tle trough
Song. This ineffct allows anything spoken toe sung with rhymeand
ince, For example, Mape, a town elder, bins t instruct his charges
Cn why they should avoid Sksie Mountain, He casts Ballad spell and
the story becomes a song that eaches the children,
17—Orehestrate (P) Allows cater to coordinate and lead a group of
singers ormusicians. This wllkeepacooperative groupin pertecttime
wrth one another
18 Discord (F) Creates discordant and distasteful sound, This music
is very arnaying (GM option to force targets to vacate an area where
this musie playing.
19—Create Instrument (1) Allows cate to produce an instrument
that will crate a desired sound. Caster must physically build the
insirument, this spell merely provides insight regarding its constc~
tion Time eguires to create an instument depends upon the smount
of diffulty involved. For example, a mage desire to create an insta
‘ment that will combine the sounds of te and at. This would
fay easy creation. The resultant instrument could be 2 woxsvind
‘sith ariou strings inside that vibrate according to notes playedon the
fae
20—Emote (M) Allows caster to alter or affect the emotions of his
audience ina small way. For example, aifitary match might have the
dudience wanting to go to war with an avowed enemy. while a drge
‘night leave most ofthe audience crying or upset.
25—Record/Play (F) Caster may record or reproduce previously
‘recorded sounds. For example, the king's councillor hear beail
tulad i a aver one night Later be aks the ard to repeat the song
and cass 3 Recor. The nextday he isn chambers with his King and
for ait of amusement Plays the song. The king is impressed and they
alllie happily ever after.
$30—Body Instrument (U) Caver may play hisentire od a various
insruments. This spell relies heavily om layer and GM invention. For
example. acharactrtapshisteethand.a xylophone sounds, he beats
‘onach and a ass dram booms, he strums the fingers of one hand and
lute srums, be elaps his hands and cymbals eras, he whistles and a
biplefromboneheumpet sounds. Tis spell i not limited to chosen
sounds for example, his stomach grow sand it sounds ike «drumroll
Sounds te
$0—Perform (F) Caster is ble to use ay and al ofthe tower level
spells for the duration. Cater could provide an excellent sound and
tight show foal within range.
10. PEEILI
ER'S COMPANIONTRADE LAW
(PROSAIC) (8.5.2)
T—Hogaie Taint self
2 Weigh ct — touch,
3—Count "1 = self
‘4 Lighting Show hv tute
s—Caleulate Lminfvt self
6 —Reorder ‘aries
7—Seal varies
'8—Detect Shoplifter P
9—Volume 1 esivtvt
10—Mark P
T1—Bribe
Tint
12—Summon Guardsmen P
12—Lackluster minds
13—Merchandise varies
14-Enhance 4 min/s
1S—Contract P
16—Guard
17—Close/Open Shop
1e—Entice varies Vhefvl
19 Advertise arget PL Viv
20—Predict _
1O'RMWvL varies I fuivt
30-—Undersiand Language
'30-—Entrepreneur
1—Haggle (U) Caster gains a+ 1/11 bonus to trading s
any bargaining, bartering, haggling activity
2—Weigh (D) Determines the weight of any one object. Object may be
bag filled with sand, sugar, ete.
3—Count (l) Determines theexactmumber of like items inanarea. For
‘example, there are fifty silver coins in that pile of various coins
‘4 Lighting Show (F) Lights up an item in a display window, lights
up a sign outside of shop etc
$—Caleulate (1) Caster becomes a human calculator. Only simple
calculations are possible including add/subtractimultiplyivide ete.
6—Reorder (I) Wars caster when stock goes below acaster-st limi
Forexample, Gog, the barkeep, places this spell on his wine kegs, and.
when one goes below quarter-ull he is notified by this spel
‘7—Seal (I) This spel is cast upon an item oF object at the time when
itissealed, Later, if the seal is broken at any time, the caster is informed,
the specific seal has been bypassed. Caster may have no more than
fone sealvl at any time. A seal may be anything which could bar
unnoticed access to the item, e-,, imprinted wax or elay. specific rope
or wire knots, glue, lock, ee
Detect Shoplifer (I) Warns caster that any chosen item(s) have
Jeftshop without his notice, Caster must specify all tems tobe covered.
by this spell Alarm may be audible or inaudible,
5Volume (F) Caster may affect volume produced by any sounds
from 5x normal tg 2x normal volume,
10—Mark (F) Caster places his chosen price upon an item. When
anyone touches the item he automatically knows the set price
(1 Caster gains +11 to his bribery sil
12—Lackluster (F) Causes affected item to appear older, di
‘more wom, ess valuable ete, Affected item is appraised at -14¢/vl less
valuable than actual. For example, Shir a 20th lvl Merchant.casts this.
spell on a longssord that Rint, his brother. brings into sel him. The
longsword is actually valued at 100 sps. Shir points out vatious bad
points on the longsword that Rit hadn’t noticed and convinces Rint
that the longsword is only worth 80 sps (100 sps-204F =80 sp). Rint
Finally agrees to sel the longssvord for 5S sps. An Assesement spell
successful evaluation skill roll will detect the actual value ofthe item,
12—Summon Guardsmen (I) As Detect Shoplifier except caster is
able to have this spell notify up to 1 other person pe level of caster
13—Merchandise (1) Causes all displayed items (up to | per level) to
appear more valuable (up to +14¢/W} to actual valuation) based upon
the perceived value in relation tothe display. For example, wooden
stakes sold in the hardware area are valued at I copper, however, that
same stake displayed with garlic and holy water in a coffin will be
‘wont | bronze piece and upwards. An assessment spel will detect the
changed value ofthe item.
14—Enhance (F) Causes affected item to appear newer, cleaner. more
sturdy, more valuable ete, Affected item is appraised at +19¢/IvI more
‘than actual. For example, Shia 20th Ivl Merchant, casts this spell on
a recently purchased longsword (worth 100 sps}. Doop, a Ist Ivt
Warrior, looksthe sword over, very carefully.and decides tsa bargain,
at 120 sps (100 sps +200 =120 sps) and buys it. An assessment spell
fr successful evaluation skill oll will detect the setual value of the
item.
1S—Contraet (F) Stores casters, targets, and witness(es) pattems (as
in Store Pattern) on a writen contrac.
16—Guard (F) A variable alarm spell that may be cast upon an area
‘to wamif certain preset conditions occur. Alarm may be silent ar aloud
land may occur a the area or away from it
17—CloselOpen Shop (F) This spel will unlock shop (or lock i
dust, open windows (or close them), set out (or take in) any outdoor
displays ete.
18—Entice (F) Caster causes business to be more appealing to
‘customers. This spell utilizes available material/environment to con
Vince customers to enter, eg, smells of food will waft into street fom
restaurant, smells of beer and sounds or merrymaking will come from
tavern, light will gleam from weapons in swordsmith's shop, ec.
19 Advertise (M) Allows caster to impress the name of his business
tupon all who perceive it. Whenever the town that the business is from
is mentioned, the name of this business will come to mind, Within the
town, if subject relating to this business comes up, the name ofthis
‘business will ome to ming.
20—Predict (I) Gives caster a bonus to predicting trends in bis
business, This translates 10 -IS¢/lv 1 costs and +1‘é/ll to prices.
25—Assess (I) Provides caster with approximate value of any object
regarding its non-magical valuation. For example, a mage casts an
Evaluation on a +20 magical High Steel broadsword and determines
that the non-magical valuation is approximately 3000 sp (2400 sp for
the High Stee! blade + 600 sp forthe extra crafismanship of the Great
Dwarven Smith: Grit StoneRankle).
30—Understand Language (I) Caster is able to understand any
spoken language forthe duration, Caster may not speak the language,
‘S0—Entrepreneur (I) Caster gains + vl to these skills Basic Math
fematis, Administration, Advertising, Trading, Trading Lore.
SPELL USER'S COMPANION — 105FORGING MASTERY
(PROSAIC) (8.5.3)
Trea ot
Duration Range
1 htt
hit
soe ti
[soon =e
Soe Temper Tei oa
sean wd ae ath
a eS vases tach
re fee es
THe Tbr TT
nena Teer That
ete es
erat eS
ieee erie
Soba we ett st
ae a
Tiotenper Mew "
oe ee =
ees ea
eee “
1s heer
Staaten
a Lb
Tibivt
1—Agnite (F) Caster may ignite any one combustible material, such 2s
log, lump of coal, paper ec
2-Bellows (F) Caster halves the time necessary to reach forging
temperature
3Exhaust (F) Causes any smoke, soot, fumes ete, in area to be
‘Sispersed,
4 Type Technique (I) Allows caster to determine the forging tech-
‘igue used in the creation ofan item, For example, amithtl sword (that
does an extra electricity critical has this spel cast upon it. The spell
informs caster thatthe sword was forged ata temperature of 4000" F,
isanalloy of ithri, steel, aluminum and has a breakage factor of 300,
‘S—Purity (F) Prevents buildup of soot, carbon, ash from affecting
forged material. Ths will keep stel inviolate forthe duration
‘6—Quench (F) Removesall extra heat from forged material. This will
allow a ted-hot sword to become room temperature, as fast or slow as
‘ished (from instantly to as slow as desired.
‘7—Resist Temperature F) Allows casterto resist any normal forging
temperature variations withnoilletfects, This will allow casterto work
with very ho(cold) tools tongs, hammer, crucible, ete) and withstand
temperature variations near a ho forge (several thousand” Fahrenhe'
‘or acold forge (near absolute zero).
8 Carve Mold (F) Causes a desired shape to be duplicated in
receptive material (clay, plaster brick, ec.) Shape is inverted (hol-
lowed out),
9—Shape (F) Allows caster to duplicate desired shape in forged
material. A casterhas a Flamberge asa model for this spel, and is able
tw exactly duplicate the form of the Flamberge in his forged materia
10—Fuel (F) Allows caster to “burn PPs asa fuel. For every 10 PP
spent fuel the fire will continue to burn for an adlitional hour.
104 SPELL USER'S COMI
ite
11—Hammer (F) Creates a hammer of force" that caster may wield
with his mind as he would use a normal hammer.
12—Tongs (F) Creates ‘tongs of force’ that caster may wield with his
mind as he would use normal tongs.
13—Crucible (F) Creates a “crucible of fore’ that caster may wield
with his mind as he would use anormal erucible, Crucible may hold up
tol eubic footw.
14—Anvil (F) Creates an “anvil of force’ that caster may use 3s he
would anormal anvil. Anvil may be any desired shape or size, upto
‘cube FootIv, Caster may move anvil with ease or anchor iif desired,
18—Draw Wire (F) This spel allows caster to draw a length of wire
from any normal piece of metal. The length of wire caster may drat
isequal to I” per level ofthe easter per round, The diameter of the wire
‘may be adjusted up or down from a starting diameter of 1". The
‘adjustment i based upon the level ofthe caster (double diameter up or
down per level of the caster). To produce desired amount of wire, 8
sufficient amount of used metal must be present
15—Make Steel (F) Combines requisite components (already present)
into steel. The created steel may then be Forged normally.
16—Forge (F) Creates a forge of force” that caster may use as
normal forge. Forge may contain up to | cubic foovvl within it
17—Temper Metal (F) Caster may alter the heat of forged material as
necessary to create desited temper. This spell may not be used to heat
‘metal for forging purposes
18—Increase Heat (F) Allows caster to increase heat from forge by up
to +100" Fahreneit/vt, Fuel in forge is consumed at an additional
+10Fé/additional 100", e.g, Aville, a 40th level Smith, increases the
temperature of his forgeby +3000" Fahrenheit forhis work with molten
iron. The fuel consumption rate of his forge goes to 4x (normal +
300%=400¢). Ths wil keep his apprentices plenty busy foras long as
ine maintains this temperature
19—Fich (F) Allows casterto etch any thing desired into the surface
cof any metal (magical metal receives a RR vs, level of caster). Etching
is only as good as easter would be normally
20—Make Alloy (F) Combines requisite components (already present)
ino alloy. The created alloy may then be forged normally. Percentage
clemenis must be measured exactly for alloy type.
2$—Metallurgical Separation (F) Allows caster to separate any
‘normal metal into its component parts. For example, iron may be
Separated from ore, Titanium steel may be separated into steel (or if
desired pull ron out of the sted), titanium, and aluminum,
30—Make Magic Alloy (F) Combines requisite components (already
present) into magic alloy, The created magic alloy may’then be forged
‘normally. Percentage elements must be measured exactly For magic
alloy type
S0—Cold Forge (F) Causes any fire 10 "bum cold’, The fuel is
consumed normally, but produces extreme cold rather than heat
Temperature may drop by up to -10'/Iv but can never drop below
absolute zero (-459.72 P,LIBRARY MASTERY
(PROSAIC) (8.5.4)
1—Comprehend System
10minivt
10 minivl
P
1 object
8 Dry Manuscript 1 object,
3 Book Lore loyet
10—Stdy self 10min
Ti-=Make Rune Paper page
P
object P
P
P
12—Sphere of Silence URAL 10min
13—Check Grammar Vobject 10min
14—Memorize self
15-Preserve Book 1 object
15—Author object
16 Speed Reading
17—Locate Library
18—Copy Page
19--Read/Write Language
20—-Revitalize Manuscript
30—Read Book Tobject Touch
1—Comprehend System (I) Allows caster knowledge of organiza
tional structure of given library. Aids in finding materials in library,
€., books, tomes, srolls, tablets, codices etc.
2—Magnity (F) Magnifies visual image upto x/level.Forexarmple,
Galileo the Sth level Archmage casts this spell and peers closely a the
bietop. The image he sees may be varied from xl to x5.
‘3Find Page (F*) Instantly tums to the chosen page, Page number
‘must be thought of or spoken. Seroll will unroll othe chosen aa,
4 Make Paper/Parchment (F) Once the proper materials are as-
sembled, spel causes up 106.5 f2/level to form from te siock. Sheets
‘may be created in any desired size.
‘S—Produce Ink (F) Once the proper materials ae assembled, spell
causes upto I ounce/level to form from the stock. Ink is nonsoluabe,
permanent and may be any desired color. One color per spel.
‘6—Repair Tear (F) Repairs any one continuous tear in & sheet of
paper/parchment to normal,
7—Bind Book (F) Once the proper materials are assembled, spell
causes manuscripttobe bound. Spell may also repairdamagedbinding
Binding quality and style depends upon material assembled,
8—Dry Manuscript (F) Allows caster to dry any moisture contained
in one book, text, scroll, ec.
9—Book Lore (I) Caster gains information regarding one ext includ.
ing: typeof paper type of binding, type of ink, date of printing, date of
binding, magical or normal, etc. However, the spell will not provide
any information on the actual content ofthe tex.
10—Study (U) Causes caster's mind to clear of distractions. Gives
caster +1/ivl to any roll regarding studying, meditation, etc. This spell
Hist costs no PPS to.cast.
UII UIST NOU g rs11—Make Rune Paper (F) Creates one sheet of rune paper from a
sheet of normal paper.
12—Sphere of Silence (F) Creates a sphere of absolute silence thats
especially conducive to studying.
13 Check Grammar (1) Allows astertoedit manuscriptashe reads,
through it. This spell doesn't convey the ability 10 read.
14 Memorize (U*) Allows the caster to retain anything he reads oF
Teams as if he had a photographic memory with total recall
15—Preserve Book (F) Protects any one book from normal wear and.
tear, weathering, aging, et
18—Author (I) Informs caster of the name ofthe author(s) ofa tent.
Caster must touch the text to gain this information,
16—Speed Reading (U) Allows caster (0 read at W/10 x normal
speed. For example, Valin, a 31st level Sage, reads at 3.1x normal
17—Locate Library (I) Provides caster with directional sense leading
to desired library.
18—Copy Page (F) Copies 1 non-magical page of material onto
appropriate size paper. This spell duplicates in color. For example
Plaar, the Mentalist placed a blank 3°x 4 sheet of parchment over the
Known world map and cast a Copy Page spell which perfectly dupli-
cated the Seroll
19—Read/Write Language (IU) Allows caster to read/write any
language of which be has an example. The example may be from 3
book, speaker ete.
20—Revitalize Manuscript (F) Completely rejuvenates any book,
‘manuscript, ome, etc. of which the caster has a major portion. Thus,
parially bumed texts, ancient tomes, waterlogged and faded books,
Fipped:-torn-cracked codices could all be repaited to new condition.
This spel does not protect from further damage.
28—Locate Document (I) Provides caster with directional sense
leading o desired texydocument/ablet et:
30—Book Signature (I) Provides caster with any and all of the
following types of information; Race/elaysfapproximate levelfage of
possessor of the ext throughout its life, lengths of possession, number
fof times each page was tured, ete.
$0 —Read Book (I*) Caster merely needs touch book, cast spell and
the entize contents of book are made known to im, This goes beyond,
language. Any magical effects e.g, runes, that act upon the reader of
the text affects the caster (he does get a RR),
106 SPELL USER'S COM
ire
SAILING LAW
(PROSAIC) (8.5.5)
Area ot
Effect Duration _ Range
T—Compas
2-Sextant
3Tie
4 Read Tide
S—Read Depth
7 —Preserver Tha t07tvt
B-Repair Sail — 107
9—Climb Rigging Imintvl self
10—Spyglass| Lminivl self
1—Signal Tinh
12—Bilge 1 hourfiv
13—Baten P ORM
13—Serape Ket
14Steer | mina
17—Read Weather a
18— Anchor c
19—Ballast,
20—Ram
25—Gale
| mew
10 minfvt
10 minlvd
1—Compass (F) Allows easter 1 determine direction based 00 the
planet's magnetic field.
2—Sextant (F) Allows caster to determine location on the planet. 10
‘within Tew mites,
3—Tie Knot (F) Allows caster to instantly fasten a rope to anything it
‘ould normally be fastened to, by the use of the appropriate (and most
effective) knot
4—Read Tide (1) Allows caster to determine the height ofthe tide,
\whetheritiscoming inor going ovt,and the maximum beieht(or depth)
and tine it will reach apogoe (or perigee.
‘5—Read Depth (I) Allows caster to deteamine the depth ofthe water
‘within ange. Thisinformation wll include maximum depth, minimums
depth und average depth
6—Coit Rope (F) Allows casterto instantly col (and untangle, but not
tunknot) any piece of rope. cord, oF twine
7—Preserver (F) This spell will allow 1 petson per level ofthe caster
to remain afloat forthe duration inany typeof sea. This spell will allow
8 person 10 remain afloat, but will not protect them from wave action
‘oF elements, thus itis stil possible to drown while using this spell
‘8 Repair Sal (F) Allows casterto repairone tearinacloth orcanvas
‘up o I foowevel in length. Salis repaired to pre-tear condition.
9—Climb Rigging (F) Allows caster to climb rigging if he were
climbing a et of stairs, Casters hands are freed for other purposes in
II but the heaviest seas (when he'll have to use one hand). If caster
applies both hands toclimbing, itis impossible to knock him ut of the
rigging (within reason),
10—Spyplass (F) Allows caster 1 view horizon as if objects viewed
were 1Otimes closer than actual, Adds +50to distance perception rolls,(F) Pumps bilge water out ofthe lower decks. Caster may
up 10 I gallorlevelround t9 be removed from the ship.
ten (F) Allows casero instantly close upto | openingyleve
gare closed and fastened as normal fan opening has.a cover
fastening (or itisbroken)thencastermay close one opening with
with no possibilty ofitopening without caster canceling spel
cover being destroyed.
Bierape Kiel (F)Cicans bottom of ship. Removesbamacles, mud,
his spellisused on aregularbasis (weekly tomonthly depending
hip and environmental conditions), the ship will gain + 10% to
F) Allows caster to contol the direction ofthe ship from
onthe ship as if he Were a the wheel.
) Farls (or unfuis) up to 1 sailfevel of caster,
's Nest (F) Caster may perceive his surroundings as if he
0 107evel higher in elevation. Ths spell doesn't confer any
to perception. However, this spell may used in conjunction
|e Sprelass spel
Weather (1) Allows caster to read weather signs, e.8,
winds, smells, barometric pressure, animal actions, ware
et, Tis will allow caster fo predict probable weather condi
fr upto I hour/leve in advance with 30% aecuracy,
(F) Allows caster 10 anchor a ship of up to 1 ton
avlevel against movement. Heavy weather may require
‘casting ofthis spell to hold ship in place. If conditions ore
enough, ship may stil break up,
st(F) Aliowscastertovary ballastby upto200 pouridsitevel
eo lightert0aid inthe sailing and control of his hap. This wil
maximum speed and maneuverability fora ship of its ize load,
() Allows caster to prevent damage to his ship when
in ramming maneuvers by creating structural reinforcement
cs either the fore or aft section of his ship.
AF) Allowscastertosummona wind upto | knovlevelthat
tow optimaly for the duration. The summoned wind will only
fom one direction. IFcaster needs the wind to change direction
recast the spel.
Im (F) Allows caster to
ill decreased forthe duration. The banished wind mustonly blow
direction, If caster wishes 1o lessen a wind blowing from an
iecton he must recast the spel,
30—somar (1) Allows caster to perceive the bottom and any objects
sirecly beneath ship. asf they were shadows or outlines Carreras
to perceive to depths of up 10 50 feevievel
‘50—Propel(F) Allows caster to move ship asi it were beng towed
inthe proper direction. Caster may move shipat speeds of up | know
'Otevels.Caster'scontrot ofthe shipis very precise, and the slower the
speed the greater the control.WARRIOR LAW
(PROSAIC) (8.5.6)
Note: Any ofthe spells concerning the upkeeplrepair ofweapons-items
may he used on their Magical counterparts. If the Magical weapon
item fails i's RR the spe takes effec.
Area of
Effect Duration Range
Ty Weapon
2-War Stine
301 Weapon
4 Remove Rust
Sharpen We
Repel Blood caf
Rep Lester 4 object
t Repair Crack 1 objet
SoRepair Nick {objet
TO Repair Warp 1 objet
Ti—Sheld “ef
Blur Sl Amines
TEoSynchronize Movements elf Yomi Self
14 Know armor vob ein
13Know Weapon Topeet 10d
16 Protect Weapon Tindint touch
17—Sitence Amer Si mint “ein
I¥—Balance Weapon objet Lewd
I3—Nighvsion Si 0m ‘sett
20-—Fegn Deuh smn St
25—Memorize Atak a
SO—Awake rarer
50 Remave Fagus
Trini self
object
self Tmdiivi self
Dry Weapon (F) Completely removes surface liquid from one
weapon,
2—Wax String (F) Creates a coating of wax on a bowstring. Fisttwo
(2) arrows shot from a freshly waxed string are at +5. Bonus not
‘cumulative with Magical bonuses,
3Oil Weapon (F) Creates alight coating of il on desired portion of
‘any weapon
4 Remove Rust (F) Removes al rust from one weapon. Does not
repair any previous rust damage.
‘Sharpen Weapon (F) Hones edge(s) of any one weapon todesired
level of sharpness, Weapon is +5 tothe frst five (attacks made using
it. Bonus not cumulative with Magical bonuses
6—Repel Blood (F) Causes blood andor grime tobe shedby weapons/
armor(clothing. Spell only affects normal bloodand snot proof against,
the eaustie aetion of Dragon blood etc
7—Repair Leather (F) Restores condition ofall but destroyed leather
items to like-new, This spell completely repairs dry-roted leather
armor, torn leather breeches, shredded leather backpacks ete
B-Repair Crack (F) Repairs and restores wooden items to useful
condition, lem repaired may be badly cracked and split, but not oally
severed, If spel iscast regularly (daily) on an item, it's breakage factor
Aajusts upwards by +80
9—-Repair Nick (F) Removes blade nicks ands in keeping weapon
serviceable, This spell primarily to prevent weapon Breakage and
when usec regularly (ily) on an item, i's breakage factor adjusts
‘upwards by +8
10—Repair Warp (F) Straightens and repairs any wooden item
including staff, score arrows, wooden door, Bows
Shield (F*) Creates an invisible force shield font ofthe caster,
itsubtracts25 from melee and missile attacks and functions anormal
shield
12—Blur (F*) Causesccasterto appearblurredto attacke
10 from all atacks.
13—Synchronize Movements (L})Casterisable to perform repetitive
‘hythmie movements without thought or concentration, Frees cater’s
‘mind to attend to other things. For example. a soldier marching and
calling cadence could think of other things while he marched without
missing step,
14—Know Armor (1) Casterknows value (within +/-5%), AT. protec-
tive value,and materials used in armor's constuction. Spell extend to
all pieces of armor including helmet, greaves, bracers, gauntles etc.
15—Know Weapon (1) Caster knows value (within +/-S8), attack
potential (for example exotic broadsword attacks on the two-handed
{able at-20), and materials used in weapon's construction.
16—Protect Weapon (F) Weapon ensorcelled with this spell is
prevented ftom nicking, losingit'sedge, and breakage forthe duration.
However if weapon is dropped intoan active volcano al the Prosaic
protection spells nthe world arent going to help. Protected weapons
Unaffected by material of any hardness, but is subject to normal
breakage by magic.
17—Silence Armor (F) Caste’s armor and weapon hamess are
«quieted completely, thus it possible to be stealthy as a thief while
‘wearing plate armor,
18-—Balunce Weapon (F*) Caster may balance anything to increase
its suitability for becoming a thrown weapon. For example, caster
‘could throw a two handed sword, chai, ot an empty crossbow as well
‘as anormal dagger (no minusestohit). A "Balanced’ weapon's normal
Fighting balance isin no way affected.
19-—Nightvision (U) Caster can sce 100! on a clear night asi it were
day
20—Feign Death (U*) Caster goes into trance and will appear dead
to any normal detection methods (no pulse. breath. body beat et.)
Caster may setthe time towakening at upto I ings Only magic wll
awaken easter before spell duration ends
28—Memorize Attack (I) Allows caster to memorize the method of
altack with an unfamiliar weapon (caster must observe someone
Fighting or practicing withthe weapon). Casting time fortis version
ofthe spel is I round. After the weapon is stored, caster may ecast the
spell (Remember Attack") and fight with the same type of weapon
without the -25% non-proficiency penalty for duration.
30—Awake (S*) This spell will awaken caster from sleep the round
Following casting (caster can preset conditions under which the spell
will activate),
50—Remove Fatigue (U*) For the duration ofthis spel caster spends
hho exhaustion points regardless what his actions or his. physical
condition (he was previously exhausted),
subtractingPACK LAW.
(PROSAIC) (8.5.7)
“Area of
Effect
TWrap Varies =
2—Stack varies I maftvt
3—Create Sack varies a
Duration
Range
1 object
lock
1 pack =
varies Thi
varies Tbr/ivh
varies hrs
13—Protect Package varies Thr/vl
14—Wagon varies hr/vl
varies 1 afi
varies 10 minfvi
varies 1 maf
varies mdf
19—Diminish Weight varies 10 min/vi
20—Caravan varies __1 day/lvt
beast 10 mint
30— Stasis Pack ‘varies I day/lvl__touch
[50—Dimensional Pack varies__Ehr/ivl touch,
Wrap (F) Caster is able to wrap, bind, or otherwise package an
object or objects using normal materials at hand (string. twine, paper.
bores.) Packages tobe wrapped may not be more than I cubic foot
per level in size, Effect takes place immediately
2-Stack (F) Allowscasterto stack objects (must be stackable objects,
10 ball-bearings), Objects stacked are still subject to the laws of
physics, e.g. no stacks of copper pieces 16 feet high. Stacked objects
‘may be stacked at up to 100 abjects per round. The caster may only
stack items weighing up to I ounce per level ofthe caster.
‘3Create Sack (F) Caster is able to create up to 1 normal sack per
level of experience from appropriate materials, e.., cloth. paper.
leather, string, twine, etc. These sacks may be any size desired (Limited
only by the size of available materials). fect takes place immediatly.
‘Create Crate (F) Casters able to create up to L normal erate per
level of experience from appropriate materials. e.g, wood slats, fasten
cessetc. These crates may be any size desired (limited only by the size
of available materials). Effect takes place immediately
Create Barrel (F) Caster is able to create up to {normal barrel per
level of experience from appropriate materials, e.g, 00d, ron Figs,
pitch, etc. These barrels may be any size desired (limited only by the
tie of available materials). Erfect takes place immediately. These
‘nuts are wateright if desired
(Create Chest (F) Caster is able to create upto | normal chest per
level of experience from appropriate materials, .g., wood, fitings
hinges, clasps, bindings), fasteners (nails, wedges), These chests may
be any size desired (limited only by the size of available materials),
Bilect akes place immediatly.
11—Pack Typing (I) Casters informed of what is in a package. Ifthe
mckage isin the possession of another person, then that person is
lowed a RR before this spell will succeed. This spell is not effective
oa package tha is protested from magic detection, or serying
8 Lock/Unlock (F) Caster is able to lock (or unlock) any normal
lock:
‘9—Adjust(F) Casteris abl to shiftitems ina package around reach
something stored on oF near the bottom of that package without