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Pixaud's Practical Grimoire

Robert Maxwell Stephen Crane, Cathleen Hunter


-Magician of the Four Towns Graphics
Paul BalP1I\O David Dorman
-Magician of the Thru Towns Cover Dlustration
Mike Fortner, Chris Weeks [Kevin Curoll, Rebecca
Hall, Phillnkpen, Shri Smith! Elizabeth T. Danforth, Valerie Valusek
Interior Dlustration
-Magicians land Journeymen} of the Two Towns
Ed Sta.rk
-Mllgicilln of the Six Towers Published by
Eric Aldrich, Jeff Brown, Tim Brown, Garry Corbin,
Mike Lansdaal, Lou Prosperi [Lawrence J. Trained,
John White ~"JNfT
-Magicians land Journeyman} of the Seven Towers
Design
t.JCiAMES'"
RD3 Box2345
Greg F.J.rShtey, Greg Gorden Honesdale, PA 18431
Additional Arcane Lore
Greg Gorden, Bill Smith, Ed Stuk First Printing: April, 1991
Development and Editing AlIptUthonan.Ay*.Bm.d<~CoreEmh.eo-.CwmW'lW,C~.-r,
Or Mollo", G.unl Man. GooIpof;. HNrt 01 ttw~, HJ&h I..ord. lnfini_,
Kenipat, Zelephest ~W~. living land. Mioetstrom.. MiodstroIn 8rid~. NiIe~. Orronh. Pd1a
Annotation and Advice Aniin;oy,PIx.roud, pg.,1Jihty Ramn. f'oeoI;ibWtySUul. "-ibility W.." Rav~
Slonnn's, Storm KJug!ts. Tors. and ttw Tor-s 1080 an! tradmvorb 01 Wet End
Game..,:no and C 1991 West End em-. AU Rightl~.

Publisher. Daniel ScoU Palter. Associate Publisher. Richard Hawnn • Associate Editor: Greg Gorden
Editor: Greg Farshtey • Assistant Editors: Bill Smith, Ed Stark. Art Director: Stephen Crane
Graphic Artists: Cathleen Hunter, Allen Nunis • Sales Manager. Fitzroy BonterTe • Sales Assistant: Maria Kammeier
Special Projects Manager: Ron Seiden· Warehouse Manager: Ed Hill • Treasurer: Janet Riccio

.., TM and Cll991 West End Garnes. All Rights Reserved.

••
3
Roleplaying the Possibility Wars ~

Pixaud's Practical Grimoire


Arcane Knowledge from the Realm of Aysle'"

TABLE OF CONTENTS
Introduction 4
Chapter One: The Essences 10
Chapter Two: The Principles 22
Chapter Three: The Mixed Forces 38
Chapter Four: The Kindred 50
Chapter Five: The Elements 72
Chapter Six: Spell Design 88
Index 92

This Volume of Arcane Lore is Dedicated to the Memory of Pixaud,


Second Dean of the Academy of the Four Towers.

•• 2
Torg: Pixaud's Practical Grimoire

Introduction
elcome to Pixaud's Prac- gerous as it involves wizards. we suggest the following procedure:
tical Grimoire, a collection The masters allow only students of
the Arcane Academy of the Four Tow- • Increase the skill number by five
of the finest spells to points. The Pixaud's grimoire version
emerge from the magic ers, or other accredited. magicians, to of plant shackles is an alteration/plant 15
• academies of Aysle. leamspellsfrom this grimoire.lngame spell. A common version might be an
Within its pages are the most potent terms, an accredited. magician is one alteration/ plant 20 spell.
spells yet designed. by Ayslish mages. who has learned. 14 or more arcane
Some are ancient, others are recent knowled.ges, at least MO of which must ·You may choose to increase a com-
additions. All represent the best de- be essence knowledges. Then he must mon spell's skill numberby fewer than
signed. spells of their type. Accom- find the Arcane Academy of the Four five points.Uyou do, worsen the spell's
plished. mages spent six months to a Towers. Its masters have kept the values by eight points for each point of
year designing each spell. Some spells academy hidden for generations. skill value increase ignored. You could
took as long as ten years to design. Knowledge in this grimoire is not increase the skill spell level by two
There is only one copy aT the completely off limits to your players. points, and worsen the spell values by
grimoire, and it resides in the Arcane The grimoire has been around forcen- 24 points. You could raise the spell
Academy of the Four Towers. The turies. Many of the spells Pixaud's skill level by five points and leave the
spells in this grimoirecome from many Practical Grimoire contains are written spell values as written in Pixaud's
sources, many other grimoires. Once in other grimoires, such as the Practical Grimoire. Foreach point a spell
the masters of the Four Towers judge grimoires of the mages who first de- worsens, do one of the following:
a spell worthy for inclusion, they scribe veloped these spells. Acharactercould - Subtract one from the effect value
the spell into its appropriate spot. A discoveroneoftheseancientgrimoires. - Subtract one from the range value
master then annotates it, and magi- Another magician might let the char- -Subtract one from the duration value
cally moves the other spells within the acter study from the grimoire in ex- - Add one to the backlash
grimoire. A mage who has a spell in- change for similar knowledge, a ser- - Add one to the difficulty
cluded. in the grimoire is considered. a vice in exchange, or a valuable item - Add one to the cast time
master by other magicians at theacad- otherwise unobtainable to him. Example: A common grimoire ver-
emies. Spell design competition is No starting mage would know sion of plant shackles could look like
sometimes fierce, which can be dan- spells from this grimoire, other than the following. The casting procedure
those normally taught to an apprentice, of plant shackles would be the same for
such as ann of air. If a magician Storm each version. Compare it to the spell
Knight wants a spell in this grimoire,
he is going to have to obtain it through on page 83.
L..:I:....J mportant Note adventure or interaction with game-
master characters, rather than simply Plant Shackles
Aside from certain props, the
contents of this supplement are buying them with Possibilities. Axiom Level: 8
for the gamemaster only. If any- Skill: alteration/plant 18
one who is going to be a player in
this adventure reads this book, Common Grimoire Backlash: 20
he will be ruining the fun for Difficulty: 13
himself and everyone else in the Spells Effect value: 14
group. Pixaud's Practical Grimoire is not the Bonus Number to: effect
The gamemaster should read only grimoire in Aysle. Many such
the book completely before at- grimoires contain watered-down ver- Range: 7 (25 meters)
tempting to run the adventure. sions of these spells. The spells in the Duration: 14 00 minutes)
This allows the gamemaster to Torg Rulebook are an example of com· Cast Time: 9 (one minute)
familiarize herself with the vari- mon grimoire spells. Those spells are Manipulation: control
ouseventsand encounters in this examples of Ayslish magic where the
supplement and prepare herself mages spend perhaps five to 10 weeks
for any unexpected. behavior on on the design of the spell. Common More on Magic
the part of of the players. grimoire spells are not as carefully
crafted, but they are widely available. Here are a few additions and clari-
If you want to create common grimoire
fications to the theory of magic pre-
versions of the spells in this grimoire, sented. in the Aysle Sourcebook. We
appreciate the players and authors

•• 4
Introduction

who brought these points to OUT atten- the aspects of a spell. Divination co.m-
ponents trigger wards. Spells whIch
Apportation
tion. We also appreciate those whose
questions resulted in some of these are active may have their effect turned Nature concedes the apportation of
points. on, off, or diminished by a divination physical mass. Achairmoved bymagic
component. The divination compo-- remains moved even after the spell
nent works in the same way on active expires, unless another force moves it.
The Limit of Spells spells as it does for wards (page 74 of Air apported out of a volume would
The Aysle Sourcebook). The other as- remain outside the volume, but air
The Rule: One spell produces one pects of a spell that may be controlled would rush to fill a vacuum no longer
effect. Ayslish magicians have worked through a divination component are maintained by magic. Attributes
hard to bend the rule. The masters change target, form, apportation, and moved by apportation magic return to
have achieved very limited success in duration. No other aspects may be their original object or kindred once
special cases, but the rule still holds. controlled through a divination com- the spell duration ends. Other intan-
The effect may be spread over several ponent. Such a divination component gible properties return if they cannot
attributes. The effect may affect more works as a trigger. If the spell detects naturally be gained or lost in a short
than one target. A spell has only one the trigger condition, then it instantly period oftime. Climbing, ~g, ~nd
basic effect. If your players are trying sets the aspects of the spell are to their skill values are examples of mtangIble
to design spells with "freebie" sec- final values. properties which return to the object
ondary effects that enhance the spell, If a secondary effect cannot be pro- or kindred once the spell duration
you should disallow the secondary duced by controlling an aspect of the ends. Properties which can be gained
effects. spell, or having a divination trigger and lost qUickly, such as shock points
Example: A Storm Knight wants to which controls aspects of a spell, the and spells, do not return at the end of
design a spell designed to summon a secondaryeffect requires a second spell. the spell.
demon from another dimension and
bind it to the will of the caster. Sum-
moning the demon from another di- Divination Alteration
mension is one effect. Binding its will
to the caster is another effect, requir- The pattern and result knowledges Modification describes a type of
ing another spell. ofaspelllimitsdivination magic. When alteration spell that changes a target
used to gather or discover informa- by degree. The spell can amplify or
Some players will try to twist the tion, the patten knowledge is the type decrease an attribute or quality of the
phrasing of the effect to link secondary of information you are discovering; target. Modifications may use any
effects to the basic effect. Players may the result knowledge describes the knowledge as a mechanism and pro-
try saying "I am designing a spell to target of inquiry. Detect folk evil is a ducea real (as opposed to an illusory)
summon a charmed demon" or, "I am divination/darkness spell, with a result effect.
designing a spell to create a demon of folk. The spell looks for a pattern of But these changes have bounds.
loyal to me." It can be tough to reason darkness within folk. When used as a Ayslishsorcerers soon discovered that
through glib spell descriptions. Ask communication spell, the pattern is moctificalions can onlyaffect attributes
yourself if all of the spell's effects are the source or medium of the informa- of a target that are variable from one
necessary consequences of the basic tion conveyed, while the result target to another target of the same
effect. Can you summon a demon who knowledge represents the recipient of type. If the quality does not exist in the
is not enamored of the caster? Well, the information. target type, a modification spell can-
yes you can. Loyalty must be a sec- When used as a spell's divination not produce that quality in the target.
ondary effect. component, the spell trips the trigger
What if the magician uses Theorem Example: Human beings vary in
condition when it detects the pattern
of Exclusion to summon only demons knowledge. Because a divination
Strength from one another, also in size
friendly to the caster? Page 61 of The component is not a full spell, divina- and weight. Modification spells can
Aysle Sourcebook states that the increase or decrease these qualities.
tion components cannot detect the full
emotional state of folk is beyond the No human being is naturally trans-
range of information that divination
bounds of the theorem of exclusion. parent, so a spell making a woman
spells can. For instance, detect angry
We assume this applies to the emo- transparent cannot be considered a
dwarf is a possible variant of the detect
tional state of other kindred as welL folk evil spell. A divination component modification spell.
The basic effect of a spell may be could be set up to detect anger (with Ayslish mages also discovered the
apported. Such apportation is not con- darkness as a pattern) or a dwarf (with practical limit to modifications. The
sidered a secondary ability, but part of folk as a pattern), but the trigger could cosm limit values cap the natural range
the magic process. You may control the not be set for only angry dwarves. A ofvariation in kindred. Attributes may
other aspects of a spell, as listed on divination component lacks the full be temporarily boosted by use of the
pages 73 and 74 of The Aysle Sourcebook. state path, and the trigger can only be Speed Push or Power Push tables.
Divination magic can be used to set for information wholly covered by Modification spells cannot boost a
detect a condition that then changes its pattern knowledge. kindred attribute past the larger of

I.
5
Tors: Pix.ud', Pr",ctkalCrimoire

these two values (which vary from All conjurations are transforma- fed value of the spell is the mn-i-
character to character): tions, involving the creation of some- mum skill or game mechanic total
-The Ayslish cosm limit for that at- thing out ofnothing. Conjurations with that can be generated when using the
tribute, real effects must have an essence spell, The version of away sight in the
knowledge as the spell pattern or Torg Rulebook has an effect value of O.
-The attribute plus the maximum gain mechanism (both of which may be An effect value of 0 can only support
possible from the Speed Push (+2) or essences). Any other conjuration is il- simple actions, and simple actions do
the standard Power Push table (+6), lusory (page 63 of The Aysle Source- not require generating a total. Only
whichever is appropriate. book, under "Essences"). things obvious through casual obser-
For instance, Aysle's cosm limit for vation are visible to users of this spell.
Strength is 15. A character with a
3. Does the spell createan effect that
Strength 13 could be boosted to a 19; a How Do I Build cannot (or you feel should not) be
character of Strength 7 could go toa 15
through modification. The limits on This Spell? covered by one of the above cases?
Then you have to interpret the effects
modifications do not apply to
knowledges other than kindred. Thereis often more than one way to of the spell. We like to use the General
build a spell. particularly the state path. Success Table, interpreting the levels
Transformation is a term to de- This can be confusing when you are of success for the spell.
scribe a type of alteration spell, one looking for the way to build a spell;
which changes the target into a dif· stop trying so hard. If you and your
ferent kind of element, kindred or players can agree that a spell should Controlling Aspects
knowledge. A transformation is also work the way you have designed it,
necessary if a spell would increase, or there you go. Some ways may seem Magicians get many of the varied
decrease, attributes of kind red beyond more appropriate (or easier) than oth- spell effects by controlling the aspects
the range of a modification. ers. Let the feel you want for the spell of a spell:
Changing a man into a frog or a shape your choices as much as the Change Target
beam of light is obviously a transfor- numbers and definitions. DivinationComponent(wardsand
mation. SO is changing a man into a other triggered spells)
dwarf; a dwarf may be kindred. but Example: A summon demon spell Effect
most dwarves would forcefully dis- seems to have at least two state paths. Fonn
agree with you if you said they were It could be a conjuration/true knowl- Apportation
human beings. edge, with a mechanism of magic and a Duration
Ayslish sorcerers have long taught result of entity. It also could be a con- Accuracy
their apprentices the rule of thumb juration/entity with life as the mecha- Multi-Attribute Effect
that if two types of objects are differ- nism and entity as the result. The de-
ent enough to have different names, scriptions of true knowledge on page The descriptions on pages 73-74 of
then they are different in kind. This is 65 of The Aysle Sourcebook states con- 'I'M Aysle Sourabook are a good start.
a consequence of the Law of Obser- juration/trwknowledge is the necessary Here are additional examples and
vation: "A difference named is a dif- pattern to create an opening to another some new material to help you see
ference observed, and therefore wholly dimension. The roles support the first how control of aspects affects spells.
real." choice as the more appropriate. The Change target could be part of a
Transformations must have an es- second state path works fine for cre- "mutual love potion", which firstcause
sence knowledge as the spell mecha- ating a demon. Character A to fall in love with 5, and
nism to produce real effects. Trans- then switches targets to cause 5 to fall
formations without an essence When translating the effects of a in love with A.
knowledge as a mechanism are illu- spell into game mechanics, use the A divination component can be
sions. The final result points of a following procedures. Start with the used produce some sophisticated
transformation spell must equal or first procedure and work your way secondary effects. A message spell can
exceed the greatest attributedifference down the list. be built to "hold the sound" of spoken
between the original and the trans- 1. Is there a game mechanic mim- words. The effect could be apported
form. It is easier to transform a dwarf icked by the spell? If so, define the along a pre--detennined path. A divi-
into a human than into a giant. resistance value to the spell's effect nation/folk component could stop the
value and use the appropriate chart or spell and release the message (tum off
table. the effect, releasing the sound) when it
Conjurations 2. Is the spell an "enabler"? Is the first detected folk.
effect of the spell to allow the use of A light spell with controlled effect
A conjuration creates or destroys a could be used to send coded signals. An
pattern. It can create a pattern from skills, or other game mechanics, in
situations where these could not nor- illnessspellrould becreated that makes
nothing. or reduce a pattern into the target feel varying degreesof illness;
nothing. mally be applied? In this case the ef-
just the thing for charlatan priests.

•• 6
lntroduction

Form can be used for more than (as opposed to illUSOry) transfonna- Impressed spells placed into objects
esthetic reasons, such as putting ar- tions are difficult without pre-buying Asdiscussed on page73 of The Aysle
row slits in a magical wall. a result modifier. Sourabook, a spell that may be im-
Apportation can apport the area and Example: Linfir's Little Frog spell pressed into an object so that it may be
volume dimensions of an effect away (page 77 ofThe Aysle SourcelxK>k) has cast later requires an extended state
from thecenteroftheeffect.lfyou apport a result modifier of nine. It tJ"affiforms path. The state path is extended from
the area dimension out to the end of the the target into a frog with Dexterity, the pattern knowledge to include liv·
range, the affected area is a rectangle. Strength and Toughness of one. Its ef- ing forces (for impressing the spell),
This rectangle is larger than the circle of fect value is fixed, so it affects charac· then to folk (assuming folk are the
effect would normally be. Apporting ters whose greatest physical attribute casting race) and then to the element
the area and volume creates a rectan· is 14. To affect an attribute of 14, the knowledge that best represents the
gular volume, one larger than thesphere spell must generate 13 final result material of the object. In abstract the
normallycreated. Apporting the volume points. The effect value of 24 against state path looks like this:
alone creates a cylinder. A cone is most an attribute of 14 yields a difference of Pattern Knowledge
efficiently made by controlling the fonn 10. On the Power Push table this is (up from the pattern knowledge
of a cylinder. Apporting area, volume, worth a "+4." The result modifier is to living forces
and effect each count as one aspect nine, and 9+4=13, thefinal result points to folk
controlled. Leaving the effect asa circle for the spell. to element knowledge)
or sphere is the cheapest possible for a Mechanism Knowledge
spell. One way to write up spells with a Result Knowledge
result modifier is the following. The (+ impressed)
result modifier effect becomes the base
Result Modifiers effect of the spell. Any additional re- The state path starts with the pattern
suit pointsobtained through the Power knowledge, then goes through the
The rules for result modifiers have mechanism and result knowledges for
confused a number of our players Push table is described as the variable
portion of the result. the first part of the path. The second
(page 71 of The Aysle Sourcebook). Re-
part of the path goes from the pattern
suit modifiers are useful when a spell Example: A strength spell with a
knowledge to the living forces-folk-
does not have magic as its mechanism. result modifier of five could be de-
element knowledge, to create the en-
All other mechanisms must generate scribed in this way. The effect value of
chantment holding the spell within
their result points through the Power the spell must equal or exceed the
the object.
Push table. target's Strength. Increase the target's
Result modifiers are "pre-bought" Strength is then by five, plus the result
Wards
result points that greatly increase the points of the spell as read on the Power
A ward is a spell impressed into an
effectiveness of the spell. Add these Push Table.
object, with the state path given above.
result points to any result points gen· Example: If Linfir's Little Frog had In addition the mage pays for an extra
erated when the spell is actually cast. the bonus number added to effect, control cost of eight (which gives the
Example: A shocking grasp spell rather than duration, the variableeffect ward a detection value equal to the
might have a pattern of alteration! folk, could be described as follows. The magician's divination magic value)
a mechanism and result of living forces. effect value of the spell must equal or plus an amount equal to the adds in
A mage casts the spell and gets an exceed the target's largest physical the knowledge to be detected. Record
effect total of 17 against a target's attribute. The spell can transform a this coston the aspects line of thespell
Toughnessofl0. Theseven result points character whose greatest attribute is laboratory sheet.
are read through the power push table 10, plus the result points of the spell as
to yield three result points of damage. read on the Power Push Table. If the Permanent Magic
If the spell had a result modifier of Power Push result is "+4" the spell Any magical process or pattern can
three, the damage would be increased will transform a character whose be made permanent. If the process is
to six result ~ints. greatest physical attribute is a 14. permanent, the spell effect is perma-
Apply result modifiers only if the nent until dispelled. If the pattern is
spell itselfgenerates result points. This Spell Types and State Paths permanent, anyone with the correct
happens anytime the effect value of magic skill (alteration, apportation,
the spell equals or exceeds the target's A normal spell may becast in oneof conjuration or divination) may cast
resisting value. three ways: cast directly, focused or the spell. A pattern may not be dis·
Transformation spells commonly impressed. In each case the state path pelled, but the effect of a casting from
use result modifiers. The rule on page can be abstracted to look like: the pattern may be dispelled.
70 of The Aysle Sourcebook says a Pattern Knowledge Creating permanent magic inAysle
transformation is successful when the Mechanism Knowledge requires the caster to cast the spell
result points equal or exceed the great· Result Knowledge with a negative bonus modifier of -15.
est attribute difference between the (+cast cost) When creating permanent magic,
target and resulting transform. Real

7
••
Tors: Piuud', Practica.I Crimoire

compare the backlash of the spell to nent effect allowing spells of the ap- Permanent Impressed Spells
the skill total, never the Mind of the propriate knowledge to be impressed. A spell designed to be impressed
caster. This makes permanent magic The state path of such a spell is: into an object may be cast as perma-
dangerous tocreate:Permanent magic Pattern Knowledge (material of nent magic. This requires two perma-
is a form of spell creation, and so the object) nent castings, the first to make the
same rules for generating totals apply: Mechanism (Life) pattern permanent the second to make
Possibilities maybe spent, but no cards to living forces the process a permanent part of the
may be added to the roll. to folk (to allow folk to cast pattern. The resulting spell recasts it-
the spe:U) self over the cast time of the spell,
Enchanting Permanent M.J.gic Items Result Knowledge (the pattern sitting suspended until triggered by
There are three basic cases: knowledge of spells to be the user of the item. Wards can be
1.Castinga permanent focusedspell impressed) made permanent in this way. See page
into an item, which is done by casting 80 of The Aysle Sourcebook.
the spell as permanent magic and de- The final result points, including
claring the process permanent. any result modifier built into the speir,
2. Placing the permanent pattern of are the maximum number of spells
that may be impressed into the object
The Knowledge
a spell into an item, so that any user of
the spell provides only the skill. To at anyone time. Preparing an object in
this way allows spells of the appro-
Interaction Chart
create a permanent pattern the mage
cast the speD as permanent magic and priate knowledge to be impressed di- We changed the chart below to re-
declares the pattern as pennanenl. rectly into the object. This spell makes flect the comments from players and
3. Creating an item that holds per- permanent the portion of a state path authors, and our greater understand-
manently impressed spells to be re- necessary to place an impressed speD ing of Ayslish spell design.
leased by the caster. This first requires into an object. See page 80 of The Aysle
the item to be prepared with a penna· Sourcebook.

Knowledge Interaction Chart


Pattern Knowledge Acceptable Mechanisms Acceptable Results

Essences any Knowledge except a different any Knowledge except a different Essence
Essence (Divination magic can use any (Divination magic can use any Knowledge)
Knowledge)

Darkness Death, True Knowledge, Living Forces, Death, True Knowledge, Kindred, Mixed
Magic, Darkness Forces, Elements, Darkness

Light Life, True Knowledge, Magic, Mixed Life, True Knowledge, Elements, Kindred,
______Fo;,.;c;,es;". Mixed Forces, Light

Magic any Knowledge except Kindred, any Knowledge


Elements

Mixed Forces any Knowledge except other M'","·- edO;---':;Kindred, Element, Mixed Forces Principles, -
Force (Living/Inanimate) Essences (Time andTrue Knowledge can only be
used by Inanimate Forces and only for
Divination; Death and Life can only be used by
_ _ _ _~ ~ U..·v.;;.niig;,F.o.,c.es and only for Divination)

Kindred any Knowledge except Kindred and Kindred, Elements, Light, Darkness, Mixed
Elements Forces <Essences for Divination only)

Elements any Knowledge except Kindred and


Elements

•• 8
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f, :
Chapter One

The Essences
Death emerge from the ground. Each war-
rior is clad in the ruined remains of
Effect Value: 15
Bonus Number to: effect
annor, and carries a weapon of the
Grave Assistance caster's choice. They will always re- Range: 10 (100 meters)
main within six meters of the caster, Duration: 29 (1 week)
Axiom Level: 13 (1 n protecting the caster from hann to the Cast Time: 5 ( 10 seconds)
Skill: alteration/death 26 best of their abilities. Manipulation: control, duration,
They are intelligent, and use some state
Backlash: 20 tactics to protect their summoner.
Difficulty: 14 Thereareenough to surround the mage Rot of the Grave is a focused spell.
Effect Value: 13 to protect her. There will always be at When a mage invokes this pattern, she
Bonus Number to: duration least one, normally two, left to guard causes a living body to corrupt and rot
the mage if a distraction occurs. They as if it were in the grave. To cast this
Range: 5 00 meters) know that their existence, and the spell, the mage must have soil from a
Duntion: 29 (l week) chance for this second '1ife" depends grave and the ash of a burned body.
c.ut Time: 18 (1 hour) on the mage's survival. Darkness forms around the hands of
Manipulation: cast time, duration the mage as she casts; darkness that
Skeletal Body Guard then shoots toward the intended tar-
This impressed spell transforms an DEXTERITY 13 get. The path of this bolt can be con-
aspect of death intoa group of skeletal Dodge 18, melee weapons 18, mis- trolled by the mage by pantomiming
warriors to act as body guards for the sile weapons 18, unanned combat the path with a bone wand.
duration of the spell. The mage must 18 The spell will hit the target if the
stand within a grave yard during the STRENGTH 13 caster's conjuration magic total equal
night to prepare this spell. The mage TOUGHNESS 13 (18) or exceeds the Derterityor dodge value
then creates the pattern of this spell PERCEPTION 13 of the target. If the spell hits, the effect
while holding and staring at a human Find 18 value becomes the damage value of
bone. During the process, a darkness MIND 13 the spell. Compare the effect value of
wiD be seen fanning around the bone. CHARISMA 13 the spell to the target's Toughness, and
The darkness seems to come from SPIRIT 13 then to his Charisma, on the Power Push
nearby graves, a dark wisp coming Intimidate 18 table. The spell's result modifier in-
from each grave within a six meter Possibility Potential: Some (SO) creases any result points by six. The
radius (this is usually about eight NaturalTools:annorCTOU+5/18), result points determine two things;
graves). The number of skeletal war- weapon (SfR+5/damage value 18) the first is thedamage the spell does to
riorscreated is equal to the Rumberol the target. The second is the number of
bodies buried within the radius of ef· This is a very useful spell, but it deals
with death and necroITumcy. it can warp points subtracted from the target's
feet. At end of this ritual, the bone has CharismJl. No one likes dealing with a
figures etched onto its surface repre- and""rken the spirit ofthe rtUlge that uses
it. If you deal with it. you will d~ by it. corpse.
senting each grave within the spelJ's This spell has an extended dura-
radius. - Kenipat
tion. The rotting caused by the pattern
When the mage wishes to release of death will remain with the target
the spell, she throws the bone onto the Rot of the Grave until the spell is broken or ends.
ground and says "come forth my war- Therefore, the target of this spell can-
riors of the night, to serve and protect Axiom Level: 13
Skill: conjurtltionldeuth 26 not heal normally until the spell ends.
me. By the power of bone and night, I Not even miraculous healing can cure
command thee arise." The ground this damage caused by Rot of the Grave
rumbles as the skeletal warriors Backlash: 22
Difficulty. 18 the spell ends.

.._.-----------------+
10
Talking Dead dead can have a slightly warping effect on sleeps. The effect of the spell is con-
a person. lance knew a mage who was trolled. Unless the damage from the
Axiom Level: 8 continually asked to speak to the dead current attack exceeds the damage
Skill: divination/death 14 relative of one family or another. After a level the target currently suffers from,
couple of weeks of this, his mind began to the spell does no damage.
Backlash: 21 snap. He started thinking that he was From the first night on, the target of
Difficulty. 12 dead, that only the dead could hear, under- the spell dreams of his death, and each
Effect Value: 15 stand, or care for him. It took nearly ayear dream depicts a different version of
Bonus Number to: effect to reverse the effects ofthis, and to this day his death. The target will begin to ap-
he still feels more comfortable in a cem- pear sad and melancholy. He will al-
Range: 5 00 meters) etery than anywhere else. ways seem depressed and becomes
Owatian: 18 (1 hour) -Zelephest very pessimistic about everything.
Casting Time: 18 (1 hour) While the spell has the result of
Manipulation: duration Visions of Death death, the limited effect make it pos-
sible to recover from the wounds ...
With this spell, the mage uses the Axiom Level: 13 except for one wound, which once
strength of her spirit to contact a spirit Skill: conjuration/death 26 inflicted shall not heal fortheduration
of the dead in hopes of gaining infor- of the spell. The purpose of the spell is
mation from them. The mage must Backlash: 20 to cause the victim a lingerinSt night-
have something that belonged to the Difficulty: 18 mare-ridden death.
person that she wishes to question. Effed Value: 24 A spell that could only be cast by a
This object must have had some sig- Bonus Number to: effect person with no goodness left in her soul.
nificance to the person in life. Likely
This spell was created by Mixilia the nec-
items would include a wedding ring, a Range: 10 00 meters) romancer. She used this spell to depose he
pendant, a favored sword or other Duration: 32 (1 month) cousin, Dukt Alein from his throne. She
weapon, or even a book. Throughout Casting time: 18 (1 day) also used this to prevent others from tak-
the casting.. and then the questioning, Manipulation: duration, range ing her from the throne. Her death, when
the mage must maintain physical con·
if finally came, was liS slow and painful as
tact with the item while maintaining The caster of this focused spell must that she had chosen for her victims.
strict control over her mind. If her gain something of his target; a bit of Her spell has the potential to corrupt
concentration ever fails, then the spirit hair. clothing, or any other object will even the most pure ofheart. Once a mage
will find a way to break free from the do. From this object, the mage manu- travels down the path of darkness, and
mage and return to it's eternal rest. factures a focus that directs the ener- begins to use such destructive spells, her
After the castinSt which includes gies of this spell to the target. During soul is forfeit. References to this spell, and
meditation and chanting, the mage the formation of the focus, the mage other spells 1tWde by this mad woman,
generates her spell total. Compare the intones the spell, binding an element should naJer be presen ted to young mages,
effect total to the Spirit of the spirit of death into the focus, and therefore for they will have no defense against the
summoned (usually ina range of from onto the person. The focus usually
10 to 15), and read the comparison on
corrupting pcrwer of her spells.
resembles an object the target keeps - Kenipat
the Power Push chart. The spell has a with him, such as a belt buckle, a rinSt
result point modifier of six. Read the a bracelet, etc.. After the castinSt the
result points on the Interrogate col-
umn to find the spirit's reaction to the
mage must place this object into the
bedroom of the intended victim, or
Life
summoning mage. The mage must still give it to them before the next dawn.
coax the information out of the spirit When the target first sleeps within 100 Conjure the Bouncing
that she summoned. meters of the focus, generate the spell Hordes of Doom
This is a very useful way to gain infor- total. Compare the effect value with
mation,and it has been used in the past by the target's Spirit and read the result Axiom Level: 13 (17)
the nobility to discover the true culprit of off the Power Push chart. The spell has Skill: conjurationllife 21
acrime. The dead know many secrets, and a result modifier of five, which reflects
with this spell a mage am learn some of the power that death has over the liv- Bacldash: 20
them. One thing that must be remembered ing. Read the result points on the com- Difficulty: 11
is that they are dead, and do deserve some bat results table to find spiritual Effect Value: 14
basic respect. damage. The spell generates a bonus Bonus Number to: duration
Another thing is that talking to the for damage once each time the victim

11
I.
Range: 10000 meters) Hordelingsareso hard to hit because The power only grants life to the
Duration: 14 (10 minutes) they are extrememly fast when b0unc- creature, so the mage must provide
Casting Time: 18 (1 hour) ing, and can mstanUy change_n it's substance, and with thissubstance,
Manipulation: range, duration on every bounce. 1bese creatures are it's purpose. The mage must gain in·
intelligent and will gang uponsorneone gredients for his homunculus, used by
The magecasts this impressed spell who poses a threat to them. They come the spell to mold the basic form of the
to bring to life a group of enchanted fromallsides,oftengainingtheblindside new being. Thus, the ingredients will
warriors to fight for him. First the mage attack advantage. influence what the homoculus will look
takes the gum/sap from a tree, then he As a favorite tactic, one of them like. If the mage wants it to have tiger
heats the sap while reciting an incan- hits their victim from the front, an· fur, he has to use the skin of a tiger.lf he
tation. The mixture must then be other hits from behind right after, wants it to have scales, dragon scales
cooled, and from this rubbery mass causing the target to fall over. Some- would do nicely. The mage must add
the mage forms a ball. As the mage times three hordelings time their at· items that will affect it's personality,
fonns the ball, he impresses the pat- tack, causing the target to spin. such as the heart of a lion for bravery,
tern of the spell within the ball. The It is reported that the great mage the heart of a dog for loyalty or the
ritual prepares the ball to become the Allanbrok formed this spell after the ter- wing of a dove for compassion. The
caster's warriors. ribleaccident with oneofhis students that mage also can implant abilities into
When the mage wishes to release left him slightly off balance mentally. He the homunculus, using ingredients
his warriors, he says "I now release tells in his journals that he looked into that are contagion for the ability.
thee," and then throws the ball. While another world and saw creatures of great Example: If the mage wanted his
in the air, the ball will expand and then physically prowess and incredible powers creation to have the ability of flight,
divide into six purple-black balls, giv· of muvement. From here the informJltion then he would have toindudea pairof
ing the mage six warriors. The balls becomes sketchy. Some SQY that this vision wings. Remember, the homunculus
begin to bounce toward their intended was a halluci1Ultion from medici~ that will have wings that look like the ones
targets, targets chosen by the mage. hewas taking, whilestiIJ others swear that used. If you use insect wings, it will
The caster controls targeting until the it was an attempt toamtad theSUretlfures, have insect wings. If the mage wanted
spell ends, or the mage is killed (which but whatever theCllSe, it is oUuious that the to give the homunculus the ability to
dispels the pattern). spell was influenad by his state of mind. breathe underwater, then he would
When a ball approaches its target, it He was unstable, and so are thl! CTl!Qtures have to use the gills of a fish.
unfurls into a goblin-like creature with his spell CTeotes.
huge talons, toothy grin, and glowing The homunculus can be given the
-Kenipat ability to learn and use magic, but this
green eyes. The hardeling shoots past
its target, ripping and tearing as it goes requires the heart and mind of a mage
past. Afterit has past, it will rurl up into
Create Homunculus in the mix. Normally the creation is
a ball again to keep moving. Thesecrea· sterile, unable to reproduce. The ma-
Axiom Level: 13
tares are swift and efficient. Their rub- gician can provide the homunculus
Skill: conjuration/life 22
bery skin makes them very hard to hit. with abilities beyond the normal at-
tributes.
Bacld~sh: 16
Bouncing Hordeling A normal homunculus with no ex-
Difficulty: 14 tra abilities will have a gestation pe-
DEXTERITY 14 Effect Value: 15
Dodge 19, maneuver 19, unarmed riod of ten months. After the gestation
Bonus Number To: duration
combat 19 periord it is a real entity, and magic is
STRENGTH 14 no longer needed to keep it alive. Ev-
Range: 10 (100 meters)
TOUGHNESS 14 (19) ery extra ability placed into the cre-
Duration: 38 (1 year)
PERCEPTION 14 ation adds one month to the gestation
C~st Time: 32 (1 month)
Trick 19 period. Eachextra ability also requires
Manipul~tion:control, duration
MIND 14 an additional conjuration total against
CHARISMA 14 the difficulty of the spell during the
The mage forms this focused spell month the homunculus gains this
Intimidate 19 by first focusing the power and pat-
SPlRIT 14 ability. The magician spends one hour
tern of thisspell into a caldron made of
Possibility Potentiitl: Some (SO) to generate this additional total, and
iron. The mage places the ingredients
N~tu.ral Tools: speed value 14, at- he may generate it anytime in the
of the spell into the caldron, seal the lid month during which the ability is de-
mor(+5/ 19, versus non-magical wea~ with wax, and letting it brew over a
onsonly) veloping. The homunculus gains ex·
flame forat least 10months. The mage
tra abilities after the initial ten months.
unseals the cauldron and a new life, All extra abilities the homunculus
formed by the mage's power. emerges. gains must be added to the mix during

•• 12
T
the casting of the spell; none may be Duringtheeleventhmonthheagain must touch the ground upon which he
added (or removed) after the magi- uses conjuration magic to imbue the stands. Thisburst of life energy causes
cian casts the spell. A maximum of 18 creature with unarmed combat abil- all plants in the area to grow at accel-
additional abilities may be added. ity. In the twelfth monthheadds flight. erated rates. Within a few seconds fast
The last thing the mage must add to He adds armor in the thirteenth, and growing plants, such as vines and
the mixture is a drop of his own blood. poison in the fourteenth and final grasses, grow to fill the area of effect.
This is to both give the creature the month. Assuming Mirrar is successful This growth though can be controlled
spark of life, and possibly imbue the with the four additional conjurations, by the mage if he concentrates on the
creature with loyalty. The mage gains the homunculus forms this way: pattemofgrowth. Themagecancause
a +3 bonus modifier to any charm at· the plants to overgrow a road, or even
tempts because of the bond of blood. Homunculus build a beautiful garden with this spell.
After sealing the cauldron, the mage DEXTERITY 15 The mage can retard movement
must keep a fire under it for the entire Flight 21, unarmed combat 21 through the area. Within seconds, no
time the homunculus is forming. The STRENGTH 15 movement is possible without cutting
flame brews the creature, and symbol- TOUGHNESS 15 (21) andhackingthroughtheundergrowth.
izes the spark of life the mage is instill· PERCEPTION 15 The plants under the effect of the spell
ing into his creation. MIND 15 willhavea Toughness equal to the spell
The homunculus dies if it has not CHARISMA 15 effect total. It is not easy to exit an area
fully grown before the spell is up. If SPIRIT 15 of enchanted growth.
the spell ends before it has fully grown, Possibility Potential: Some (If all The Dexterity/dodge value of the
only a stinking mass of protoplasm parts are from possibility rated plants is zero, each wound scored al-
will remain in the cauldron. Upon creatures, 7. If at least one part is lows a person to move one meter. Use
sealing the cauldron the mage gener· from possibility rated creature, 25. the ords damage chart to find the
ates his conjuration total. The effect none otherwise.) damage done to the plants.
value of the spell becomes the homun- Natural Tools: speed value 21, ar- The area of growth refills any area
culus' attribute values. The additional mor (+6/ 21), poison (damage value cut within five rounds. A person who
abilities are derived effects rated at the 21) does not move quickly will find him-
Power Push of the effect value. The crMtion of life is better left to the self trapped again.
Example: Mirrar has decided to gods. l'Vhen wizards try it, something Since this spell only alters the rate of
createa companion toaccompany him unexpected often results. Giving Q new growth, the change in the plant life will
on his missions. He wants a creature crMtureawillofitsown allows it to leave, be permanent when the spell ends. The
that is strong, brave, and fast. He col- or turn upon, its crMtor. The blood of the change in the Toughnessof theplantsends
lects his ingredients: the blood of a mage does not give him much control over when the spell ends. Anyone still
brave warrior, the hide of a leopard hiscrMtion. How do you think manticores trapped in the area of effect will still be
(for unarmed combat ability), the claws were created? trapped when the duration ends but
of a bear (for strength), the wings of a -Kenipat getting out is much less of a problem.
hawk (for flight), the brain of a dog
(for loyalty and a mind), the scales of a Enchanting Growth Hibernation
dragon (for protection), and the venom
of a snake (for poison). To this he adds Axiom Level: 9 Axiom Level: 8
various other things such as bones Skill: alteration/life 18 Skill: alteration/life 20
and muscle. The wizard places all in-
gredients in a nutrient broth. The final Backlash: 19 Backlash: 19
step is to add a drop of blood his own Difficulty: 13 Difficulty: 13
blood before sealing the vat to give the Effect Value: 10 Effect Value: 24
creature the spark of life. Bonus Number to: effect Bonus Number to: duration
The homunculus has the following
additional abilities: unarmed combat, Range: 8 (40 meters) Range: touch
flight,armor,and poison. Thespellmust Dwation: 18 0 hour) Dwation: 29 (1 week)
last14monthstocreatethehomunculus. Cast Time: 5 00 seconds) Cast Time: 9 (1 minute)
MirraT generates his conjuration total, Manipulation: control Manipulation: duration, state
getting a bonus of three. The spell has a
duration of 41 (two and a half years), The mage casts this focused spell to Hibernation is a focused spell. A
more than enough time for the imbue the vegetation in a 40 meter touch from the mage's hand sends the
homunculus to form. radius (up to a height of 10 meters) target into a deep sleep in which all his
with an infusion of life energy. He metabolic processes slow. The target's

••
13
Datmty, Strtngth and Toughne;s must Touch of Healing amount of food, and sleep a fot. This is a
all be 13 or less for the spell to take bad spell to cast on sorrJa)nt' in t~ middle
effect. The spell completely suspends Axiom Level: 8 of a battle.
the target's bodily functions for the Skill: alterationflift 19 -KmipGt
duration of the spell. The target does
not have to drink, eat, or even breathe. Backlash: 17
This spell stops the progression of Difficul'Y' 10
Effect Value: 21
Time
poisons, disease or damage in a per.
son. The mage can touch the target Bonus Number To: effect
again and end the spell. Cwse of Infinite Shapes
Range: touch
Duration: 25 (1 day) Axiom Level: 10
Sense Life Skill: alteration/time 20
Cast Time: 9 (1 minute)
Axiom Level: 7 Manipulation: control
Skill: divination/life 17 Backlash: 21
Touch of Heilling is a focused spell. Difficulty: 15
Backlash: 15 A mage touches his target to acceler· Effect Value: 2B
Difficulty: 11 ate the natural process of healing Bonus Number to: effect
Effect Value: 17 within a person, gesturing for the
Bonus Number To: effect wounds to dose as he does so. A sue-- Range: 10000 meters)
Dwation: 18(1 how)
cessful spell quickly brings the target
Range: 9 (60 meters) back to health. Compare the effect Cast Time: 19(100 minutes)
Dwation: 14 (10 minutes) value to the Toughness of the target, Manipulation: duration, control
Cast Time: 9 ( one minute) reading the results from the Combat
Mm..ipulation: duration, state Result table for Possibility-rated char- Curse of Infinite Shapes is an im·
acters. This is how much the acceler- pressed and focused spell. When a
The mage can use this spell to feel the ated healing heals. mage casts this spell, she causes an
The spell accelerates healing so that element of change to be bound onto a
presenre of life around him- The spell
affects all creatures with a willpowu less a character recovers a wound every 40 target of her choice. Compare the ef-
than or equal to the effect value for this minutes. If the spell ends for any rea- feet value of the spell to the target's
spell. The caster knows where these son after healing a wound, the wound largest physical attribute. If the result
creatures are, and can discern the type does not reappear. points are greater than or equal to that
and number of creatures present.
same attribute, the spell is successful.
Example: Kate was wounded in When this occurs, the victim of this
The spell indirectly finds undead, battle and suffered 2Wnd KO. Minar
and other entities that are not truly spell begins to change, assuming the
cast the touch of healing, generating an form of another living being (as de-
alive, The caster senses any undead effect value of 22. Kate's Toughness is a
with a Willpower less than or equal to fined by the seven kindreds). As a
12, thus the spell can accelerate her transformation, the attributes of the
the effect value of this spell as a dark healing up to "Wnd K 4:' The spell
hungry presence. The caster knows it new creature must not differ from the
immediately heals the "K" and four target's original attributes by more
is there, but cannot tell what type of shock; in forty minutes Kate recovers
undead, how many, or even its exact than the result points of the spell.
a wound. Every minute after the beginning
location. The mage just knows there
are things that feed on We near him. This spell also heals damage taken of the spell, the victim changes again,
later. If the target is wounded again taking 10 seconds to transform. The
Sensing life can bt a rnvarding erpni- during the duration of the spell, the spell transforms only the victim'sbody.
rnce, for mJlny mJlges ~ bern inspirtd spell begins to heal the target's new The initial transformation discards any
to do grmt dwls once tltLy 1uror felt a pure wounds. clothing or equipment the character
sou ret! oflift, but bt careful where you cast has on his person. The victim can use
this spell. Thuewas oncea 11Ulge who cast Tinkering with t~ forCLS of lift can bt
the natural and mundane abilities of
this spell in a cmIdtry in hopes of finding adangerous thing to dO,and t~acalerat­
the form he has assumed; this is not
alost CDmpGnion.lt isSilid OUlt the hungtr ingofliftproasses just llSstupid. Rnnem.-
btr that t~ targd's other fife proasstS
much help when you are flying as a
of t~ grtrot pn:rotd too much for Ito, and bird and then tum into a sea turtle. If
that this starttd her on t~ pGth of ntc'flr must bt acalerated to acalerate healing.
the mage can stay within range during
11Ulncy, and Ito tifeofcruelty and treason. Theperson underthe influrnceofthisspell
the dwation of the spell, she can con-
-Zel<plrest trnds to ttlt up to ten times the nonnal
trol what shape the victim will as-
sume. This control is only general; the

-_.,...,......-..--------+
14 I
mage can make the victim assume the generating an alteration magic total of etc. The caster does not gain any mys-
shape of a bird, but she cannot control =
19. 31~19 12. 12 on the Power Push tical abilities associated with a crea~
what type of bird. table is +5. The result modifier of 10 ture, such as a faeries' magic or a
brings to total to 15. The fireball's effect demon's power. A mage cannot use
Flowers of Frustration valueisreduced by 15. Thecasterwould this spell to take theshapeof a specific
cast the fireball and watch it approach person or creature.
Axiom Level: 130 n its target streaming flowers, to finally While under the effects of the spell,
Skill: conjuration/time 28 "ptft" ineffectua1ly upon impact. the mage can change form at will. To
If a spell does not have an effect change form, the mage must concen~
Backlash: 21 value, the reduction affects the volume trate, and visualize the new form to be
Difficulty: 17 taken. It takes the body 10 seconds to
and area of the spell. For every two final
Effect Value: 27 complete the transformation.
result points, the volume is reduced by
Bonus Number to: effect
one. If the spell only has area, each final The great stage mnge Znlendef used
result point reduces the area by one this spell, as well as a fw illusions, to do
Range: 9 (60 meters)
point. If the above spell had beena mage his one man version of the classic play,
Duration: 18 (one hour)
light spell, which has a volume of 10 Three Mages and a Changeling. It was
Cast Time: 18 (one hour)
meters (value five), the volume would ahit for nearly two years, until that fateful
Manipulation: state, range, speed have been reduced by seven, shrinking day when one of the audience members
it to a small glowing sphere. thought he was a real dragon. Poor old
This is an impressed and focused Zillendef was never the same again.
spell. To cast the spell the magician
Flowing Shapes -Zelephest
requiresatleastadozen flowers. Dried
flowers will do, but live flowers give a Axiom Level: 10
+3 bonus modifier. The magesits with Freeze Time
Skill: alteration/time 20
the flowers in his lap, envisioning the
pattern of the spell, then imagining Backlash: 18 Axiom Level: 12 (7)
the pattern into a shape similar to the Difficulty: 15 Skill: alteration/time 22
flowers in his lap. Out loud, he quietly Effect Value: 32
and firmly describes the pattern of Bonus Number to: duration Backlash: 19
flowers, finishing the casting as he Difficulty: 13
finishes the description. Oncecast, the Range: self Effect Value: 30
spell is impressed. Duration: 18 0 hour) Bonus Number to: range
To release the spell, the caster must Cast Time: 9 0 minute)
generate a conjuration magic total Manipulation: duration, cast time Range: 10 000 meters)
greater than or equal the defender's Duration: 15 OS minutes)
Dexterity or dodge. The spell is focused. The mage conjures an element of Cast Time: 18 (one hour)
on the target, but as long as the target change by casting this spell. Thecaster Manipulation: control, duration,
is within range, the spell's duration then binds this pattern of change into state
and effect continue to be controlled by his body. This spell allows a mage to
the caster. Whenever the target casts a assume the form of any living crea- Freezetimeisan impressed spell. The
spell,comparetheeffectvalueofflawers ture. If the mage's greatest physical mage must spend an hour sitting per-
offrustration to the casting total of the attribute is 14 or less, this pattern can fectly still- any voluntary movement
target spell. Read the result points on be successfully placed onto the mage. shatters the spell, and the caster must
the Power Push table. A result mod.i~ Once the caster has successfully cast begin again.
fierof10isadded to these result points. this spell, he can physically change his Freeze time forms a 15 meter radius
Subtract the final result points from body to resemble that of any other sphere, freeZing time within the
the effect value of the target spell. The living thing. As a transformation, the sphere. For the entire duration of the
energywhichhasbeendrawnofffrom attributes of the new creature must spell those trapped inside experience
the target spell is converted into flow~ not differ from the target's original only one second of time. All of those
ers that shower down from the spelL attributes by more than the result inside of it, save the caster, are trapped
Example: Flowers offrustration is cast points of the spell. in between moments. While the beings
with an effect value of 31. Subse- The caster gains the mundane ben~ are trapped m the sphere, they benefit
quently, the caster successfully tar~ efits associated with the new body, from some protection. Tuneistheessence
gets a mage. The target character then such as wings for flight, gills for of change, so cIwacters cannot be dam-
attempts to cast an altered fireball spell, breathing water, fur for keeping warm, aged or otherwise changed while fro-

••
15
~ ' ..,

zen in time. Movement is possible, item fractures and turns to dust. This spell has aclever design, affecting
so theft or rearrangement of items As a general rule, armor has two "attributes" of the target spell, the
is possible. Toughness equal the Power Push of its spell itselfand the time in which it existed,
Anyone entering the sphere may maximum value, plus theweight value a step possible only with time as its pat-
also fall victim to the time-Iock.lfmore of the armor: leather armor has a tern. This insight led its creator to a more
than 10 beings are ever within the Toughness of 12, while full plate has a effective spell than any previously de-
sphere, the mage loses his ability to Toughness of 17. Melee weapons have signed. However in his hurry to provide
control the effect; all characters in- Toughness equal to the Power Push of proof to his fellaw wizards, he spent a
duding the caster are frozen in time their maximum damage value, plus sCimt 15 weeks on this spell's erention.
for the rest of the spell. The mage can their weight value: a dagger has a Some ambitious mage shall someday de-
end the spell any time she wishes, as Toughness of six, while a two handed sign a better "Spell Lock."
long as she is not frozen in the spell. sword has a Toughness of 12. Firearms -Zelephest
A rite that tampers with the flow of have a Toughness equal to the Power
time itself, freeze time is not to be used Push their damage value plus their Visions of the Past
lightly. Although nothing has ever been weight value: a .38 revolver has a
proven, there have always been members Toughness of six, while a browning.50 Axiom Level: 8
of the sorcerous community who oppose caliber has a Toughness of 16. Skill: divination/time 24
all essence spells, and particularly this Do you need to devastate the fighting
one, claiming that damage may be done to capability of a group of warriors? This Backlash: 19
one of the prime forces of the cosm by spell will do it. Ulugh as you see their Difficulty: 12
repeated use. annor and weapons rust beforeyou. Many Effect Value: 38
-Kenipat mages have used this spell to great effects, Bonus Number To: duration
from getting rid of the garbage, to gaining
access to a castle dUring a siege. Range: touch
Ravages of Time Duration: 18 0 hour)
-Zelephest
Axiom Level: 12 Cast Time: 9 (l minute)
Skill: alteration/time 21 Manipulation: duration
Spell Lock
Backlash: 20 Axiom Level: 12 In casting this spell, the mage can
Difficulty: 13 Skill: alteration/time 21 gain information about one object that
Effect Value: 29 he touches. The mage receives visionsof
Bonus Number to: effect Backlash: 20 events that occurred around the object
Difficulty: 16 in the past. The mage can see events
Range: 10 000 meters) Effect Value: 31 which occurred within a sphere of 10
Duration: 500 seconds) Bonus Number to: effect meters radius centered on the object.
Cast Time: 5 00 seconds) The object must fit completely within
Manipulation: duration, cast time Range: 10000 meters) thesphere.1hemage,andonlythemage,
Duration: 9 0 minute) can view a scene from any point in past
With this spell, a mage can subject a Cast Time: 0 (one second) less than or equal to the effect value of
volume of 10 meters radius to the rapid Manipulation: control the spell. The wizard observes the scene
passage of time. All inanimate sub- in real time. After selecting the initial
stances (as defined by thearcane knowl· Spell Lock is a focused spell. This past-point, the magician may scan
edge) within the sphere of effect age at a spell alters the flow of time around a through images either futureward or
greatly accelerated rate. Items within spell just cast, slowing the spell pro- pastward of the initial past-point,
the area of effect begin to show signs of cess to a halt. The mage shouts the searching for interesting scenes. He
age. Metal items start to rust or become words "spell lock" while casting the scans images at a rate of one week of
brittle, stone cracks, liquids evaporate, spell, making certain to stop speaking images per minute of spell.
plants rot, fires die down, and air will just before finishing the phrase. The
seem stale and stagnant. effect value must be greater than the
Compare the effect value of the spell skill total generated by thetargetspell. True Knowledge
to the Toughness of the target. Reduce A bubble of temporal stasis appears,
the target's Toughness by the result freezing the spell in one place, holding Banishment
points of the spell. This reduction is the process in check. The spell lock
permanent (at least until reversed. by holds the target spell for one minute, Axiom Level: 15
another spell). If the spell reduces the or until the caster of the releases the Skill: conjuration/true knawledge 22
target's Toughness to zero or less, the spell to continue on its path.

•• 16
Backlash: 17 blink walk. U the caster hasany attribute elemental spells at his disposal.
Difficulty. 14 greater than 25, this spell fails. The
Effect Value 35 caster must see, or otherwise sense, Typical Earth Elemental
Bonus Number To: effect the location to which he will move. He DEXTERITY 9
must know the location of both the Unarmed combat 12
Range: 10 000 meters) starting point and the destination. A STRENGTH 20
Duration: 5 00 seconds) mage could blink walk beyond his field TOUGHNESS 20 (28)
Cast Time: 5 00 seconds) of vision if he knew the location, per- PERCEPTION 7
Manipulation: range, control haps through a divination, and the Find 12. Trick (10)
location was in range. MIND]]
The mage casts this spell to force a The mage travels from the start Willpower 15
creature from other dimensions back point to the destination at a rate of250 CHAR1SMA9
whence it came. The mage speaks the metersperround. No matter how large SPIRIT 9
incantations while pantomiming the bonus number generated, the lntimidate 12
pushing something through a portal, maximum effective range is l.soo Possibility Potential: Some (SO)
and then closing it up. A portal to the meters. More than that and the dura- Natural Tools: thick rock hide
home dimension of the entity appean; tion expires before the mage arrives at (TOU+8/28)
in front of the entity to be dispelled. his destination, randomly depositing
Compare the effect value of this the mage at (or into) a point near his
spell to the entity's greatest physical line of travel. Element Shaping
attribute. If the result points are equal
loor greater than theentity'sSpirit, the Call Forth Spirits of Earth Axiom Level: 9 (7)
caster forces theentityback to it's home Skill: alteration/true knowledge 22
dimension. Axiom Level: 15
This spell cannot be used to bridge Skill: conjuration/true knowledge 19 Backlash: 17
the gap between cosms. U the entity is Difficulty. 2
not in its native rosm, a physical path Backlash: 17 Effect Value: 28
must exist to connect the entity's loca- Difficulty, 10 Bonus Number To: effect
tion with its cosmo Maelstrom bridges Effect Value: 35
do just fine as connections. Bonus Number to: effect Range: 8 (40 meters)
Duration: 18 (one hour)
Blink Walk Range: 0 Cast Time: 18 (one hour)
Duration: 5 00 seconds) Manipulation: control, duration,
Axiom Level: 10 Casting Time: 18 0 hour) state
Skill: alteration/true knowledge 19 Manipulation: control, duration,
range Element Shaping is an impressed
Backlash: 18 speU. The mage influences the shape
Difficulty: 14 This is a focused spell. The mage of any element by altering the true,
Effect Value: 25 must first mold an image, made from essential knowledge of the element.
Bonus Number to: range some aspect of theelementearth (such The mage can use this speU to induce
as day, stone, or crystal). The image a permanent change in the shape of an
Range: 10 000 meters) must be formed underground while element, as long as the Toughness of the
Duration: 9 (one minute) the mage intones the spell. Compare element does not exceed the effect
Cast time: 5(10 seconds) the effect value of the spell with the value of the spell.
Manipulation: control, duration, greatest physical attribute of the earth The mage can control a volume of
range spirit. If the result points equal or ex- material in a sphere of 10 meters ra-
ceed the target's Spirit, the caster suc- dius. While the caster concentrates, he
A mage calls forth the pattern of cessfully summons the spirit. An can move the effect to another part of
this spell to move himself from one extradimensional rift opens, the spirit the element, or even switch to another
location to another, travelling the dis- is summoned, and then the rift closes. elemental force. U the mageeverceases
lance through an extradimensional The elemental emerges from the to concentrate, the spell falters and
"tunnel". The caster disappears upon image as a glowing form that then stops. A mage cannot change one ele-
casting the spell, reappearing at the coalesces into a physical form resem- ment to another with this spell.
destination a short time later. bling the image. The elemental is not This is a very useful spell for any milge
Only the caster can benefit from necessarily under the control of the to posstSS. &side t~ obvious benqits of
mage, who had best have some charm building lJOUr horne, as Master Titimus

I.
17
did with his trre Iwuse, it also givesa mage This bizArre spell required over nine nal dimension. Acrob:ltics:, jumping or
a grt1Jt way to escope from potentiDlly yeors of research to develop. Noone knows running totals of 15are necessary to leap
dangerous situations. Mnleric once told wlwdeveloped it,for the mngewlwdid so through and cl.... of the gate on the
me thllt he used this spell to stop aband of ctl5t this spell upon himself, leaving only return nip. If the character generates a
brigands ClItching him by turning their this spell as the remnDnt required by the total of from eight to 14, the character
long straight swords into metal pretzels. spell. Ingenious, if perverse. mnsor jumps part way. Next round a
-Zelephest -Kenipat climbing total of six gets him outof the
gate. Ona jumping or running total of
Erase from Mortal Memory Extradimensional Gate seven or less the character falls back
through the gate, and must try again.
Axiom Level: 13 (17) Axiom Level: 15 The effect value is the 'maximum
Skill: alteration/true knowledge 42 Skill: conjuration/true knowledge 22 weight (400 kilos) that can be moved
through the gate in one round. The
Backlash: 20 Backlash: 14 mage can control the form, duration,
Difficulty: 25 Difficulty: 10 and effect of this spell. This spell does
Effect Value: 40 Effect Value: 13 not open a gate to another cosmo
Bonus Number To: effect Bonus Number to: duration
Free Spirit
Range: 37 (25,<XXJ kilometers) Range: 5 (to meters)
Duration: 15 ( 15 minutes) Duration: 18 (one hour) Axiom Level: 10
Cast Time: 29 (one week) Cast Time: 15 (15 minutes) Skill: altuation/true knowledge 22
Manipulation: control. range, state Manipulation: cast time, control,
duration Backlash: 19
The mage casts this impressed spell Difficulty: 12
by touching her target. Thecaster must This focused spell opens a gate to Effect Value: 34
hold an item from that person, such as another dimension within the same Bonus Number to: range
a lock of hair, a piece of cloth, or jew- cosm as the caster. The mage draws an
elry. If the spell succeeds, then the image of the gate onto theground.lnto Range: 25 (100 kilometers)
mage has removed the memory of the this image he then inscribes images of Duration: 18 (I hour)
person touched from the minds, and what he believes the extradimensiona1 Cast time: 18 (t hour)
records, of every person who has met location to look like. A depiction con- Manipulation: control, duration,
or ever heard of the target character.ln taining gross inaccuracies requires a ""'ge
effect, the mage removes the knowl- spectacular success to open the gate. A
edge of the target from the universe. rendering that is basically correct, but A mage casts this spell to detach a
However, this spell must leave some lacks detail, opens the gate on a supe- part of her spirit, so that it can roam
remnant of memory of the character. rior success. An accurate, detailed free and gain information. Only the
Completely obliterating the memory rendering opens the gate on a good mage may benefit from this spell, since
requires death as the result, which is success, while an image that contains she becomes partof the pattern woven
not possible with true knowledge as an item or substance drawn from the into the spell. While her spirit roams
the pattern knowledge. pictured location succeeds on a mini- free, the mage must maintain the link
Compare the effect total to the mal or average success. between her body and herspirit form.lf
target's Chilrisma value. Read the re- The gate remains in the ground as the mage's concentration is ever bro-
sult points on the combat results table. the focus of the spell. The ground (or ken, the spirit fonn dissipates, and re-
If the spell scores seven wounds or gravity field) on the other side of the turns to the bod y. This spell may be cast
more, it obliterates the memory of the gate is perpendicular to the ground of by a mage witha Spirit 17or less. Mages
target. No one will remember the tar- the caster's dimension. A character with a higher Spirit cannot completely
get. There will be no record of her "'jumps down" into the gate to enter detach their spirits with this spell.
anywhere. It will be as if she never the other dimension. Falling into the During the hour required to cast
existed, save for the one remnant. gate is disorienting, as the character this spell, the mage must bealone, and
A person who knew the target who goes from the gravity field of his di- remainundisturbed.Shecomposesher
findstheremnantofthetarget'smemory mension to that of the other dimen- mind and relaxes her body sothespirit
may try to recreate the memory of the sion. Acharacter isstymied for one round may roam free. During the spell, the
target character. The character gener- unless he generates an acrobatics total of mage may direct her spirit form at the
ates a Mind total; if the Mind total ex- 15 or more. When returning it is neces- rate of a kilometer per round, to any
ceeds the effect total of the spell, he sary to run through the gate, as the point within the range of the spell.
successfully recreates the memory. characters are exiting "up" in the origi- Places protected against entities, !iv-

•• 18
ing forces, or true knowledge bar the someone is trying to soy into the area, recipient or object with the figurine.
spirit form from entering. the spell alteYS the kx:ation so that the Compare the effect value to the
The spirit form can move through person sees only the altered location. recipient's Toughnesson the PowerPush
ordinary walls, over water, through Any searchers who generate a find table. To these result points add nine. U
fire, any normal physical barrier. (or other searching skill) total equal to thefinalresullpointsequalorexceedsthe
Through the link, the mage can use all or greater than the effect value of hid- target's Toughness, then he is rendered
information gathering skills based on den tracks know that the information is completely transparent to light Any
Peraption, Mind, ClUlrismJI, or Spirit. somehow wrong. They still have no charncte< trying to spot an ;,,,,Sible chaJ..
The spirit cannot cast spells; doing so due of the target's actual location. ~generateaPetuptD1tota1.atlmst
would break the concentration on the Characters' apparentselvescan take equaltotheefrectvalueofthespellinonl...
free spirit spell, snapping the spirit back shock and KO damage, but no physi- tosee him. Notethathearing,orol:tewise
to its host. Only beings that can detect cal wounds as their physical selves are smsing the character, might be easier
magic can sense the spirit; it is unde- elsewhere. than seeing him. Invisible characters
tectable to all other senses. The spirit Hidden tracks is a spell of great theo- who have not been perceived increase
cannot interact with any being that retical imporlance, with less practical value their defense against visually targeted
cannot sense magic. thall might be first supposed. The mage attacks by +10. Even after he is per-
alters the true knowledge so that the ap- ceived, an invisible character still has
Hidden Tracks parent location and the true physical loca- his defense increased by +S against all
tion of the target separate. The key phrase visually targeted attacks.
Axiom Level: 10 is the "apparent" location. This applies to
Skill: alteration/true knowledge 22 the target's oum perceptions, as well as Mirror of Other Worlds
those of any pursuers. If your apparent
Backlash: 18 Axiom Level: 14
location is 60 meters to your left, you will
Difficulty: 14 5«, hear, and otherwise sense everything
Skill: divinJJtion/true knowledge 17
Effect Value: 25
Bonus Number To: effect
from 60 mdersatl.1tlY. You will ~your Backlash: 16
physical selfat the apparent location; this
mJlkes movement utremely difficult. On Difficul'Y' 13
Range: 15 (l kilometer) the other hand your apparent self am Effect Value: 27
Duration: 18 (1 hour> aptriena pain, but cannot take any UJst- Bonus Number to: duration
Cut Time: 9 (l minute)
ing physiad damJIge./t just f«Js that way.
Manipulation: cast time, control, Range: 10 (100 meters)
-z"l<ph£st
duration Duration: 14 (10 minutes)
Casting Time: 9 (one minute)
The mage cast the spell to confuse Invisibility Manipulation: control, duration,
attempts to track, scry, or detect any- Axiom Level: 12 (t 7) state
thing within 10 meters of her. To cast Skill: alteration/tnle knowledge 23
the spell, the mage must hold a load- The mage stands before a large (6 feet)
stone in her hand and then use the Backlash: 17 mUror and intones the spell focusing her
other hand to mimic motion away from Difficulty: 12 power through the mUror. As the final
the stone. She must concentrate for the Effect Value: 24 phrases fall from her lips, the mim>r fogs
duration of the spell. Bonus Number to: effect and then quiddy c:Jero..lnstead of a ref1ec-
The effect value of the spell must tion, the mirror shows a scene from a
exceed the highest Spirit of anyone (or differentdimensionwithinthe~
Range: touch
thing) within the 10 meter radius of Duration: 25 (ten hours> By focusing her will and roncen""ting,
effect. Anyone watching (with magi- Cast Time: 18 (one hour) the mage am control what location is
calor mundane devices) anything Manipulation: control, duration, seen in the mirror.
within the volume of effect mislocates state The mage may choose to change
it, for the spell alters the knowledge of her point ofview in any direction up to
the protected areas. Theobject:sorchar- Themage must havea small figurine 100 meters from the initial point of
acters of the search appear to be in a of gJass to perlann this nnp.-....d spell. view. The point of view travels at the
different location.. somewhere within He begins w;th the figurine dirty. He rateof250metersperround. The mage
the kilometer range of the spell This cleans the figurine throughout the can use any searching skills or visual
spell alters the bue knowledge of the casting of the spell, checking its trans- information gathering skills, but the
location.. a very real effect. U someone is parency several times during the cast- skill effect totals are capped at 27, the
tracking the object in question, they fol- ing. The speU is impressed upon cast· effect value of this spell.
low the false trail set up by the spell. U ing. The spell is released by touching the Anyone can look into the" mirror

19
I.
and see the scene, but only the casting If the mage concentrates, she can Summon Scholar
mage knows where the location of manipulate the spell to see the scene
world shown. This gives her informa- from a different view, or a new scene Axiom Level: 13
tion on how to open a gate there. Some can be located. The viewpoint may be Skill: conjuration/true knowledge 19
enchanted creatures (or entities) can moved at a rate of a kilometer each
sense thescrying.lf they have thedivi- round. Sensitive people may feel that Backlash: 14
nation magic and true knowledge, they they are being watched (on a Perception Difficulty: 9
can see the caster of this spell, using total of 25 or more), and detect mJlgic Effect Value: 13
the link the spell has created. Themage reveals this method. of scrying. Bonus Number To: effect
though can tum offthe spell whenever
she wishes, giving herself a little pro- Spatial Feelings Range: 5 00 meters)
tection. Dwation: 18 (one hour)
Axiom Level: 8 (17) Cast Time: 9 (one minute)
The mJlge Vourer created this spell to
view things in other dimensions. His jour- Skill: divilUltion/true knowledge 19 Manipulation: control, duration,
state
lUlls arefull ofdescn·ptions ofother worlds
and the creatures t1wt in1wbit them. A Backlash: 20
Difficulty: 12 In casting this spell, the mage sum-
crucial thing we don't know about this
Effect Value: 15 mons a spirit sage to answer ques-
great mage is the code t1wt he used in some tions. The mage must hold a book in
of his entries. Whoever breaks this code Bonus Number To: effeet
his hands and voice aloud the type of
s1w1l gain a wealth of knowledge.
Range: 15 (one kilometer) knowledge, such as technicaI.. magi-
-Zelephest cal, business, tactics, history, or reli-
Duration: 18 (one hour)
Cast Time: 18 (one hour) gious knowledge. He also must state
Scrying Eyes Manipulation: control, duration, how powerful a spirit he is trying to
Axiom Level: 9 range summon, what its Spirit shall be. The
Skill: divination/true knowledge 19 mage summons the spirit if the effect
When the mage speaks the words total of the spell equals or exceeds the
Backlash: 18 of this impressed spell, she gains the scholar's Spirit.
Difficulty: 10 ability to feel her environment. Every- The appearing spirit has scholar
Effect Value: 25 thing within a 100 meter radius sphere skills pertinent to the questions the
Bonus Number to: range of the magician's chosen center of ef- mage wishes to ask. The spirit has
feet can be sensed by the caster. The mental and spiritual attributes equal
Range: 25 (100 kilometers) circle of effect may be moved any- to (or possibly less than) its Spirit.itcan
Duration: 18 (I hour) where in range within one round. have up to two scholar skills, with
Cast Time: 14 ( 10 minutes) If the effect value of the spell is scholar adds equal to the Power Push
Manipulation: cast time, control, greater than the Spirit of the target, the value of its Spin"t.
duration mage knows the target's exact loca- The spirit speaks the truth, for it is
tion. This spell may find some targets, the purpose of spirit sages to impart
The mage must possess a device for while failing to find others with higher knowledge to mortals. They may be
scrying. Thisdevicecould bea mirror, Spirits. Compare each target's Spirit irritated, and refuse to answer ques·
a crystal ball, or even a calm pool. The individually. Whilethisspell pinpoints tions without persuasion, but they al-
device must produce a clear reflec- location with ease, it limitsotherinfor- ways answer truthfully. Spirit sages
tion. When the mage casts the spell the mation. Read the result points on the are very reluctant to answer questions
device shimmers and then displays General Success chart. On a minimal or about specific individuals, and they
the scene the mage wishes to see. Any- average success the spell can only dif- know nothing of darkness devices, or
one else looking into the device also ferentiate between the liVing and eternity shards, or knowledge from
sees the scene it reveals. Scrying eyes unliving. On a good success, the spell beyond the cosm of Aysle.
revelas the arcane knowledge that best This spell maintains the opening to
produces visual information only. The
mage can only see what is obvious. represents the target. On a superior the spirit's dimension for the duration
Others observing the mirror may use success, the spell indentifies the type of the spell. By controlling the appor-
find or other skills to analyze visual of being or object (assuming the caster is tation of the effect, the mage can return
information. Their skill totals are familiar with suchbeingsorobjects). On the spirit just before the spell expires.
capped at 25, which is theeffeet value a spectacular success, the caster also Spirit sages are agreat source of infor-
of the spell. identifies any objects a being is carrying, mation.lfyou am keep one around it will
again assuming the caster is familiar teach you most anything you ever wanted
with such objects. to know. One problem is t1wt they are

•• 20
normally very arrogant, and very intoler- MIND 13 True Light
ant of ignorance. They also pontificate at Control wind (apportation/air) 18,
times. You will often spend time getting willpower 16 Axiom Level: 15
the spirit to stay on track, or not to go into CHARISMA 13 Skill: conjuration/true knowledge 22
so much ddail, but they are still the great- Charm 17
est source of infomwtion around. SPIRIT 13 Backlash: 17
-Zelephest Intimidate 15 Difficulty: 7
Possibility Potential: Some (SO) Effect Value: 13
Sylph Can Natural Tools: SWirling, windy Bonus Number to: effect
form (TOU+1125 versus physical
Axiom Level: 13 weapons only); speed value 12. Range: 5 00 meters)
Skill: conjuration/true knowledge 20 Dwation: 18 (one hour)
The sylph uses control winds tobring Cast time: 5 (10 seconds)
Backlash: 18 forth whirlwinds to attack her victims. Manipulation: control, duration,
Difficulty: 17 The control winds total is the to--hit to-- state
Effect Value: 32 tal. Sylph whirlwinds have a damage
Bonus Number to: effect value of 20, and affect everyone within True light conjures a glowing,
four meters of the target. She can touch streaming mass of true light, one of the
Range: 5 00 meters} a person with her bare hands, which three Principles of nature. The mage
Duration: 18 (one hour) freezes their blocx:l; this attack also has casts the spell by imagining all he be-
Cast Time: 9 (one minute) a damage value of 20. lieves true to be coalescing before him,
Manipulation: duration, range, The sylph can use her winds to lift and he shapes theses beliefs into the
state objects and transport them to another light. The light illuminates anything
location. She can lift any object that within 10meters. Truelightdrivesaway
This is a focused spell. A mage may weigh less than or equal to her than darkness, whether phYSical, mental or
call a sylph to serve him by blowing on her Strength, lifting all objects in a circle spiritual.
a clear blue crystal while concentrat- of radius four meters. She can move In addition the mage may concen-
ing on the pattern of this spell. The these objects, even humans, at a rate trate upon one being within the radius
sylph will emerge in a glowing nim- equal to her speed. of the light, one being per round. The
bus from the crystal and take the form The sylph's powers can impede the mage generates an effect total for the
of an intangible female composed of movement of people or objects. She spell. Lies and evil intentions appear
clouds. From the figure issues gentle can form a spherical wall of air four as shadows about the creature if the
and refreshing breezes. She speaks in meters in radius. Her Strength equals effect total is greater than the Mind of
whispered tones. the armor value of this air wall, and the creature (if lying) or the Spirit (if
The summoning mage does not only a character who generates a harboring evil intentions).
necessarily command the sylph, but Strength total greater than her Strength
controls the apportation of the sylph can walk through it.
when in range, at least giving the mage U the summoning mage is knocked
safety while negotiating. The spell unconscious, theapportation protection
continuously maintains a small open- against the sylph vanishes. U the sylph
ing to the sylph's dimension, focused is hostile toward the mage, she may
in the blue crystal or jewel. carry the mage off to her dimension.
This spell maintains the opening to
Typical Sylph the sylph's dimension for the duration
DEXTERITY 15 of the spell. By controlling the ap-
Dodge 18, flight 20, maneuver 18, portation of the effect, the mage can
unarmed combat 20 return the spirit just before the spell
STRENGTH 20 expires. Uthe jewel is broken before the
TOUGHNESS 14 (25) duration expires, the extradimensional
PERCEPTION 15 opening is dosed.
Find 18, trick 18

I.
21
Chapter Two

Principles
Effect Value: 15
Darkness Black Bart's Deadly Darts
Bonus Number to: effect
Axiom Level: 10 (17)
Abrasion Skill: apportation/darkness 17 Range: touch
Axiom Level: 10 Dwation: 25 (one day)
Backlash: 15 Cast Time: 9 (one minute)
Skill: alteration/darkness 15 Difficulty: 13 Manipulation: duration
Effect Value: 20
Backlash: 18 Bonus Number to: effect
Difficulty: 14 This focused spell hides evil feel-
Effect Value: 15 ings and/or intentions by transfonn-
Range: 8 (40 meters) ing them into an article of clothing,
Bonus Number to: duration Duration: 8 (40 seconds) such as a hat, scarf or belt. The caster
Cast Time: 18 (one hour) touches the forehead of the target and
Range: 6 (15 meters> Manipulation: control
Duration: 10 000 seconds> mimics the donning of the article of
Cast Time: 3 (four seconds) clothing. A black colored piece of that
This impressed spell requiI'esa piece attire appears in place on the target.
Manipulation: duration of black obsidian and a dart of some Compare the spell's effect to the
sort. Themageuttersdarkarcanewords target's Spirit. Read the result points on
This focused spell causes the af- while touching the tip of the dart to the
fected target to become violently an- the Power Push Table. The spell has a
stone. Thedarknesstravelsintothedart, result modifier of +6. Add the final re-
gered alan individual who has slightly draining the stone of its pigment.
irritated. her (Le., bumped into her, sult points to the target's Spirit when
To release the spell, the caster resisting a detect folk evil, or similar de-
spilled somealeon her skirt, disagreed throws the dart at his target. The mage
with her in a discussion, etc.). tectionspell. Thearticleofclothing reads
must generate an apportation magic positive for evil detection spells. If the
Compare the spell's effect to the totaL adding + 2 bonus for the in- clothing is removed, it vanishes and the
target's Mind or willpower, reading the creased accuracy of the spell. The tar-
result points on the Power Push Table. spell is broken.
get uses Dexterity or dodge to avoid the
Add seven and read the final result attack. The target takes damage equal
points on the Interrogation column of to the effect value of the spell in the
Create Fear
the Interaction Results Table. If the round the dart hits and the next three Axiom Level: 11
result is equal to the target's attitude, rounds. The spell ends if the target Skill: conjuration/darkness 17
they fight. For the duration of the spell, moves beyond the spell's range.
reduce her base attitude toward ev- The dart can't be removed before Backlash: 16
eryone around her two steps. the spell ends other than casting dis- Difficulty: 14
Abrasion is used to start tavern pel magic, which does not heal dam- Effect Value: 26
brawls. Multiple targets are possible age already taken from the dart. A Bonus Number to: duration
with the usual one-on-many penal- poSSibility point may be used to re-
ties. To cast abrasion, the mage pricks duce the damage each round. Range: 8 (40 meters)
himself with a needle or tack in the Dwation: 15 (15 minutes)
buttocks, while pointing at his
target(s). Conceal Evil Cast Time: 5 (10 seconds)
Manipulation: control, duration
The CQ5ter should not point at the target Axiom Level: 12 state
while she is casting thespell,since the target Skill: alteration/darkness 17
may not like people pointing at her. Battered Create fear is a powerful focused
and bruised I11Jlges can attest to this. Backlash: 14 spell that should not be cast indis-
-Zelephest Difficulty: 10 criminately. The caster must possess
an item belonging to the target. The

-_.-
22
--------.+-
I
....... : - ... '

I.
23
caster mutters words of power and Detect Folk Evil Range: 12 (250 meters)
points at the target. The spell creates Duration: 32 (one month)
fear through the intimidation skill. Axiom level: 8 Cast Time: 14 00 minutes)
Compare the spell's effect to the Skill: divination/dDr1rness 15 ManipuJation: cast time, duration,
target's Spirit or intimidJltion. Read the control
result points on the Power Push Table. Backlash: 13
The spell has a result modifier of +6. Difficul'Y' 7 Thisfocusedspellofdarknesscauses
Find the final result points on the in- Effect Value: 19 an area of land. to become incapable of
timidation chart of the interaction Re- Bonus Number to: effect sustaining plant life. Oncecast, it slowly
sults Table. killsaU plant life existing inthezone and
CmJtt fmr is, of course, an illusory Range: 8 (40 meters> prevents any new vegetation from
spell. Once the duration of the spell Duration.: 14 (10 minutes) growing for the duration of the spelllt
expires, the effect will wearoff swiftly, Cast Time: 6 (15 seconds) attacks aU plants with the spell's effect
and the target is apt to be extremely Manipulation.: control valueevery round for theduration. 1he
angry. To disbelieve the spell, the tar- spell cannot IcilI animaJ life, but any
get must generate a successful Mind or The magician thinks dark thoughts small creatures living within the area of
willpowtr total of 19. about himself or others about whom effect usually die or move away &urn
he cares, and then casts the spell with lad< of food.
lluw< found this to bt. vny good sp</1
a quick scowl in the direction of the The zone is disk shaped, 500 meters
with which to introdua studDIts to t~
target character. The mage must con- in diameter with a height of 25 meters.
powu of mIlgic. Its use ~/ps prnJmt tx-
centrate for the duration of the spell. The height is divided in hall at ground
ussivr talking in class as Wi}' as doodling
The spell effect ends as soon as the level, creating one cylinder 12-1/2
in fht grimoires. Although fht tffm only
mage performs an action other than meters below the ground and one 12-
lasts fit1t minutts, tht mnnory of it can
last ytars. directing the spell. He may change the 1/2 meters above the ground.
target of the spell. Fields of death may only be cast at
-Kmipat Compare the effect value of thespell night. The mage walks the circumfer-
to the target's Spirit or faith value. ence of the area that the spell is to
Dark Cloud Minimlll or atJeragt sucress lets the deaden and then journeys to the cen-
Axiom Level: 11 caster know if the target character har- ter of the circle. There he plucks some
Skill: aJttration/dDrkntss 20 bors evil intentions which he plans to native vegetation from theground and
put into effect within the duration of crumples it. He raises his arms high
Backlash: 17 the spell. Good success allows the and then lowers them toward the
Difficulty: 14 caster to know if the target harbors ground as if to pull the night sky down
Effect Value: 20 any evil intentions toward the caster with them. Darkness falls from thesky
Bonus Number to: effect (or the character the magician thought and settles within the parameters thus
about when casting the spell). Superior set by the mage.
Range: 2 (2.5 meters) success lets the caster know if the tar- Originally created in adispu te between
Duration: 25 (one day) get character harbors evil intentions two fanners, Uthorion's forces now use
Cast Time: 9 (one minute) toward anyone and the degree of hann
this spell to change lands of light ooer to
Manipulation: duration planned. Spectacular success lets the darkntss.
caster know who the target is plan-
ning to hann, if not the caster or the
-Kenipat
This focused spell must be cast in
some source of darkness (magical or character about whom the magician
natural). The mage circles the recipi- thought dark thoughts. Guardian Script
ent (or turns in place if he is the target) Axiom Level: 15
while chanting words of power relat- Fields of Death Skill: alteration/dDrkness 19
ing tostonns. Thedarknesscondenses
Axiom Level: 10
over the recipient's head, forming a BackJash: 18
Skill: apporlation/dDrkness 21
black cloud that is barely visible when Difficulty: 15
the casting is complete. The spell re- Effect Value: 15
Backlash: 14
sists the effects of darkness spells with Bonus Number to: effect
a casting total less than the effect value Difficul'Y' 11
Effect Value: 15
of the dark cloud. The recipient con- Range: 2 (2.5 meters)
Bonus Number to: duration
trols the duration of the spell. Duration.: 11 (2.5 minutes)
Cast Time: 18 (one hour)
Manipulation: control, state

•• 24
Guardian script is a ward used to The letters unbend themselves and Master magicians use this spell to keep
punish unauthorized readers of pro- form a single dark string that leaps from their young apprentices' noses out of more
tected literature. It requires a mixture of the page. The cord tries to wrap around powerful grimoires. Unfortunately, it has
black ink and dragon blood that will be the reader's neck and strangle him. It reduced the apprentice population when the
prepared during the casting of the spell. attackswithabaseDexterity,Strengthand master fOO5 not around to cancel the spell.
The mage adds three drops of the Toughness of six plus the result point -Zelephest
blood into a jar containing the ink. He total whenfound onthe Extended. Power
then scribes up to three separate lines Push Table (The Aysle Sourcebook, p. 83). Low Spirits
into the single work to be protected. An unsuccessful attack dissipates the
The wards may be placed on different spell. Axiom Level: 11
pages, but they must be all part of a If the attack succeeds, damage is Skill: conjuration/darkness 15
single bound edition. the Strength plus the bonus number.
The ward is released when some- Characters gain armor benefit only if Backlash: 16
onereads a line written with thespell's it covers the neck. The target takes Difficulty, 6
ink. Theward'sskililevel is the caster's damage each round of the spell's du- Effect Value: 21
divination/light skill, with a difficulty ration unless the spell is turned off by Bonus Number to: effect
of eight to trigger the ward (see page the caster, dispelled, or someone
73 of The Aysle Sourcebook). A character breaks the cord (the cord uses its Range: 6 05 meters)
may try to avoid detection by rolling a Toughness). If the victim falls uncon- Duration: 5 00 seconds)
divination magic total. If the ward scious, he will take a wound each Cast Time: 4 (six seconds)
detects and thecharacter does not have round the cord remains on his neck in Manipulation: range
permission to read the volume, the addition to the normal damage.
ward will attack. The caster of low spirits creates
feelings of dread and failure in her

I.
25
target(s), causing fatigue. Compare the Range: 8 (40 meters) Range: 8 (40 meters)
effect total to the target's Spirit value. Duration: 9 (one minute) Duration: 8 (40 seconds)
Read the result points on the Power Cast Time: 18 (one how) Cast Time: 5 (10 seconds)
Push Table. The spell has a result Manipulation: range Manipulation: range
modifier of +8. Read the final result on
the maneuver column of the Interac- This impressed spell requires the The magician casting this focused
tion Results Table. To cast the spell, mage to bring into his mind all man- spell requires a black scarf or doth. As
the mage simply applies pressure to a nerofevil thoughts and corrupt deeds. he points at his target, he drops the
black heart sculpture, made specifi· He then lets out a loud bark that scarf over his hand. Compare the ef·
cally for this purpose, while pointing projects the feelings out of his body to feet value of the speU to the victim's
at her victim. hover as a cloud of darkness in frontof Mind. Read the result through the
him. The caster gets down on all fours Power Push Table. The spell has a
Mage Dark and begins to growl. The billowing result modifier of +9. Find the final
darkness takes on the form of a large result points on the General Success
Axiom Level: 12 black dog, next to the crouching mage. Table. Mini17UJ1 success results in the
Skill: conjuration/dar1c'mss 15 It slides sideways, reentering his body. victim becoming unskilled. AtJeTQge
The spell is now impressed and can be success causes him to be stymied. Good
Backlash: 18 released by a mere whistle from the success causes him to stand confused
Difficulty. 12 mage's lips. taking no action. A Superior result
Effect Value: 0 The mastiff can be direded by the mage causes the victim to attack the nearest
Bonus Number 10: dwation to sit idle or attack anyone he chooses, being in range. Spectacular success
Range: 8 (40 meters) changing tugets freely, until the spell ex- knocks the victim unconscious. R~
Duration: 15 OS minutes) p;res or something destroys the mastiff. suits last for each round that the spell
Cast Time: 5 00 seconds) Thedogismadeofpuredarknessandcan is in effect. Maungo's mind mndness is
Manipulation: control do only malicious violence. illusory and can be disbelieved by
generating a Mind or willpower total of
The focused spell is cast by blowing Maungo's Malicious Mastiff 15 or more.
a bit of soot or ash into the air and DEXTERITY 16
pointing at a target. A thick. palpable Dodge 22, unarmed combat 22 Phantom Darkness
darkness enshrouds everything within STRENGTH 16
25 meters. MQg~darkis not completely TOUGHNESS 16 Axiom Level: 12
impervious to light, but ordinary light PERCEYTlON 16 Skill: conjuration/darkness 15
appears as random sparkles, more MIND 16
common near a light source, but insuf- CHARlSMAO Backlash: 16
ficient for illumination and sight. Mage SPIRIT 0 Difficulty. 13
light combined with mage dark fills Natural Tools: armor TOU+6/22; Effect Value: 14
the overlapping areas with a suffused teeth, damage value STR+6/22 Bonus Number to: effect
glow like an illuminated fog and vi- Note tlwt while the mage need not
sion is barely possible (Perception checks Range: 3 (four meters)
concentrate on the spell to mn;ntain the Duration: 9 (one minute)
at +10 difficulty). Sunstore creates a dog's attack, he must redirect it toanother
condition similar to dusk, and true light Casl Time: 5 (10 seconds)
target if the original expires or it will Manipulation: state
destroys the 17UJge dark. The spell is an randomly attack any being save the CJJster
illusion and may be disbelieved with a (a fad Mnungo's companions will not let
Mind or willptJt«r total of 15. him forget). Plwntom darkness is a focused illu-
-Kn!ipat sion that convinces the target that a
Maungo's Malicious Mastiff mage dark spell has been cast about
her. In actuality, the illumination of
Axiom Level: 13 (17) Maungo's Mind Madness the area remains unchanged. The ef-
Skill: conjuration/darkness 17 fect value of the spell must exceed the
Axiom Level: 14
Skill: conjuration/darkness 20 target's Mind for the spell to be suc-
Backlash: 14 cessful. The disbelief difficulty is 15.
Difficulty: 8 The actions of casting plwntom dark-
Effect Value: 21 Backlash: 14
Difficulty: 11 ness are the same as mage dark, save
Bonus Number to: duration that the mage holds one hand behind
Effect Value: 24
Bonus Number to: effect his back while crossing his fingers.

. . _26 .--------------------..:L
,
It should be noted that some victims of with your victim is not advisable, as you
this spell have reacted to this illusion by mny fall prey to theeffecl ofyouroum spell. Light
casting light spells, such as su nstore. Ught -Kenipat
spells allow the victim to see under the Away Sight
same effects described under mnge dark, Withering Touch
since the victim believes that mage dark Axiom Level: 7 ,
was the origi11Qf spell. Axiom Level: 12 Skill: divination/light 18
-Zefephest Skill: conjuration/darkness 19
Backlash: 18
Backlash: 18 Difficulty: 15
Shadow Bats Effect Value: 9
Difficulty: 15
Axiom Level: 10 Effect Value: 15 Bonus Number to: range
Skill: alteration/darkness 16 Bonus Number to: effect
Range: 13 (400 meters)
Range: touch Duration: 13 (six minutes)
Backlash: 11
Duration: 9 (one minute) Cast Time: 15 OS minutes)
Difficulty: 8 Manipulation: range, speed
Cast Time: 5 00 seconds)
Effect Value: 18
Manipulation: cast time
Bonus Number to: effect Away sight forms a small, slowly
The mage casting this focused spell revolving series of translucent tubes
Range: 6 OS meters) speaks words of sickness and decay in that catch the images of everything in
Duration: 12 (four minutes) a raspy voice. A cloud of darkness a 10 meter radius. The whirling con-
Cast Time: 3 (four seconds) forms in front of the mage, into which struct travels 250 meters per round (60
Manipulation: cast time, duration he places his hand. The dark cloud mph). The caster can make Perception
vanishes and the mage has a glove of skill checks, but is limited to a maxi-
Shadow bats is focused on a target. darkness on his hand. mum effect value of 9. The mage con-
The caster throws a black silk at the The caster has six combat rounds to trols the movement of the tubes. The
target. Thesilk transforms mtoa group hit one of the opponent's appendages spell is focused through a glass lens
of dark bats that fly around and whip by generating an unarmed combat total for the duration.
into their target causing the effect of a greater than his target's dodge or Dex-
maneuver action. terity. Compare the effect value to the E{adicate Fear
Compare the effect value of the spell target's Toughness. Read theresultpoints
through the Power Push Table. The Axiom Level: 12
to the target's Dexterity or dodge. Read Skill: conjuration/light 17
the result points through the Power spell's result modifier is +7. The target's
Push Table. The result modifier is +7. appendage withers and loses the final
result points worth of Strength, Dexterity Backlash: 16
Read the final result points on the Difficulty: 16
maneuver chart of the Interaction Re- and Toughness. If any attribute is re-
duced to zero or less, the appendage is Effect Value: 18
sults Table. The shadow bats bother Bonus Number to: effect
the victim until the spell's duration useless and hangs limp.
ends, the victim makes a successful Magic, such as restore limb (see light
spells), must be used to regain lost at- Range: touch
active dodge, or the caster moves the Duration: 15 OS minutes)
bats to another target. The bats fonn a tribute points and useoftheappendage.
It is not possible to target the victim's Cast Time: 5 00 seconds)
cone around the target, five meters in Manipulation: range
diameter, and 2-1/2 meters high. The body. The victim's head can be with-
victim will take the maneuver result ered if the effect total is greater than the
target's combined Toughness and Mind. This is a focused spell. The mage
each round that the bats are annoying casting eradicate feIlr helps a folk. under
him. If moved to another target, com- Subtract the spell's final result points
from the target's Toughness and Mind the effects of a create fear or similar
pare t~e effect total to the new target's spell conquer the emotion that grips
Dextenty or dodge. The victim may value. There are no Dexterityor Strength
adjustments. A successful hit on an op- him.
disbelieve the spell by generating a After shaking and screaming at the
Mind or willpower total of 18. ponent fully discharges the spell; a spell
would only reach its full duration if the target to stand up to his fears, the
This spell is very useful to distract your mage slaps him in the face. Compare
opponent while you cast another spell or caster keeps missing his target.
the spell's effect value to the target's
make a quick getaway. Getting into melee Mind. Read the result points through
the Power Push Table. The result

27
••
modifier is +7. Add the final result spell in a magnificently orchestrated pr0- Range: 5 (10 meters)
points to the target's Mind for pur- gram that also includes a group of mages Dwation: 20 (25 hours)
poses of defeating the fear. The target casting Rinaldo's Resounding Racket Cast Time: 3 (four seconds)
maymake another roll against the fear. spells for a fantastic show of light and Manipulation: control, range
This spell is usUQlly very sucassful, sou nd. Other companies have put together
but ~ people undo" the eff«ts of ertlllt travellingshows,but 1havt:set7I none that The magician casts the spell by
fmr do not take kindly to being slapped in compare to Funtari's. quic.k1y reciting the first word she
the faa (espteiDlly when theeradiCQte/ttlr Would-be light show owners should intends to write while spelling it out
spell does not do its job). This spell is more avoid using cheap copies of this spell. I with movementsofher hand. Thespell
difficult when the target is trying fa run have been to a few shows using lesser affects a 2.5 meter radius circle. The
from his {ears. I have seen mJlny mJlges fonns of this spell, only to havt: t~ illu- caster controls the target aspect, effect,
hove Q }wrder time CDtching their compan- sions disbelieved by their audience. The duration and fonn of the spell.
ions Own CQsting the spell. performers left with very real wounds (it As the mage thinks the words in her
-Kenipat Ihey left al aI/), mind, the light within the area of effect
-Zelephest gathers tofonn theletters. Therestofthe
Funtari's area darkens as the light leaves it, mak-
Fantastic Fireworks Language Enhancer ing the letters more legible. The spell's
effect may be switched off and on.
Axiom Level: 12 Axiom Level: 9
Skill: conjuration/light 21 Skill: divi1UJtion/light 16 Mage Light
Backlash: 18 Axiom Level: 12
8,J,ckluh: 13 Difficully. 16 Skill: altuatwn/light 17
Difficulty,14 Effect Value: 20 Bac.klash: 13
Effect Value: 16 Bonus Number to: effect Difficulty. 10
Bonus Number to: effect Effect Value: 0
Range: 15 (one kilometer> R~ge:touch Bonus Number to: duration
Duration: 15 (15 minutes> Duration: 14 (10 minutes)
Cast Time: 9 (one minute) Cast Time: 5 (10 seconds) Range: touch
ManipuloJotion: control, speed M~ipulation:state Duration: 18 (one hour)
Cast Time: 5 (10 seconds)
This spell allows the mage to create l.Anguageenhancerisa focused spell Manipulation: control
an illusion of light within a sphere 500 that increases the recipient's language
meters in diameter. The illusion is lim- ability. The target must possess adds The mage needs a mirror and at
ited only by the mage's imagination in the language to be enhanced as this least a faint glimmer of light to cast
and the effect must take shape as some spell does not bestow new languages. this focused spell, catching the reflec-
form of light. Consider the illusion Compare the effect total tothelarget's tion of the light in the mirror. The
created an art form and judge its artis- Perception. Add the final result points mirror glows with a gentle brightness,
tic quality as described under the art- to the recipient's Perception. for pur- illuminating everything within a 25
ist skill (Torg Rulebook, p. 56). Use the poses of the specified language only. meter radius. Mage light has a strange,
effect total as the artist skill total. Ig- The recipient of the spell speaks aloud "thick" quality to it, and objects ap-
nore the minimum creation time on in the language to be enhanced while pear coarse and grainy, occasionally
the work quality c.hart. A Mind or the mage touches his head and repeats with a few random gray or black
willpower total of 20 or greater is re- the words spoken. speckles. Colors are muted. The spell
quired to disbelieve the spell. is not focused through the mirror, but
To cast the spell, the mage must Light Writing it is a necessary component of the spell.
imagine the illusion in her mind as she The spell ends if the magician is sepa-
mimics its movements with her anns Axiom Level: 12 rated from the mirror.
and b<xIy. She must concentrate for Skill: apportatwn/lighl15
the duration of the spell. Multiple Images
Backlash: 10
'f1u Grttlt Funtari, creator of this spell, Axiom u-vel: 12 (t 7)
Difficulty, 9
is t~ oumu of "Funtari Light Shows", a Skill: conjuration/light 19
Effect Value: 0
band of specially trained mages who travt:l Bonus Number to: duration
the world ofAysle perfonning light shows Bac.klash: 15
for special OIX1lsWns. Each mage times her Difficulty, 11

•• 28
Effed Value: 0 "extra" shock points are lost. the area designated by the """"". The
Bonus Number to: duration To cast tlUs speU, the mag<> ronjures in bridge may be up to one kilometer long,
Range: 12 (250 meters) her mind the image of a stone wall. Then with a maximum height of 60 neers.
Duration: 18 (one hour) srepoinlsathe.-Wget(s), whileshattering The bridge'.strength is theeffe::tvaJue.
Dst Time: 18 (one hour) the Unage of the wall in he.- mind. The bridge may be sma!IB" than the effe::t
Manipulation: control, duration, value ~ if the mag<> so _ The
cast time Rainbow Bracers bridgemay bedisbelieved with a Mind or
will,.,.,.".-J of 15.
This impressed spell is useful, par. Axiom Level: 11 ~ mogicUm who rtsClrched this spell
ticularly if all of a caster's impressed Skill: alteration/light 17 alsoallowed the CtlSter toroilapse the bridge
magic has failed him and he needs Ixfore the duration of the spell tnds. This
time to cast something directly. Mul- Backlash: 13 proves usqul if the CtlSter does not wish to
tiple imogts allows the caster to create DifficullJr. 15 b< followed.
unliving simulacrums of himself Effect Value: 20 -Koripat
within a 250 meter radius of the cast· Bonus Number to: effect
ing location. The images can confuse Restore Limb
and distract a foe. Range: touch
To impress the spell, the caster re- Duration: 25 (one day) Axiom Level: 13
cites the incantation in a room filled Dst Time: 9 (one minute) Skill: alteration/light 20
with mirrors. Once impressed, the Manipulation: cast time
caster stands at each spot he wishes a Backlash: 19
double to appear and mentally repeats ThisspeU must becast insomeform DifficullJr. 16
the incantation. Therearenoelaborate of light and the caster must have a Effect Value: 21
hand gestures to wam an opponent of prism or piece of glass that he touches Bonus Number to: effect
your plan. to the target's wrists. Ught swirls in
front of the prism and then flows Range: touch
Keep in mind that doubles have no through it to the recipient's wrists. A
physical moss. Bt prepared to CQst your Duration: 37 00 months)
barely visible band of rainbow col· Cast Time: 25 (one day)
next spell in a hurry. Most moges, when oreel light adorns each wrist. The spell
fr'ced with Q score of identiaJl foes, will Manipulation: control
resists the effects of light spells with a
blast all ofthem toinsurea nasty death for casting total less than the effect value
the true sorcerer. With restore limb, a focused spell, the
of the rainbow bracers. The recipient mage repairs damage to a limb that is
-Kenipat
controls the spell's duration. suffering from the effects of a withering
NewHope touch spell (see darkness spells). The
Rainbow Bridge spell will also reattach severed limbs.
Axiom Level: 11 The caster must have a white silk or
Skill: alteration/light 15 Axiom Level: 9 sheet large enough to cover the limb.
Skill: alteration/light 22 The target lies down on the floor. The
Backlash: 16 mage drapes the cloth over his out-
Difficulty: 15 Backlash: 18 stretched hands and speaks arcane
Effect Value: 15 Difficulty: 15 worosoflightandlife. Theclothglows
Bonus Number to: effect Effed Value: 15 with a brilliant white light and it is laid
Bonus Number to: effect over the limb (if severed, the limb
Range: 6 05 meters) must be placed next to the recipient).
Duration: 5 00 seconds) Range: 15 (one kilometer) The recipient must lie still for the du-
Cut Time: 4 (six seconds) Duration: 18 (one hour) ration ofthe spell while the light drains
Manipulation: cast time, control Cast Time: 12 (four minutes) from the cloth into the limb.
Manipulation: control, range With severed limbs, compare the ef-
Nt!W hope causes the targets to feel feet to the tuget'. Toughness. Read the
as if all obstacles have been removed RainlxJwbridge must be cast with some result points tIuough the Power Push
and that nothing can stop them from """""of light, sunlightbeing best. F0cus- Table. The result modifier is +8. Find the
their goals. The spell removes fatigue. ing the tight through a lens, prism '" final result pointson the General Result
Compare the effect total to the target's similar p;eee of glass, the """"" aaces the Table. Minim'" success does not
Spirit. Read the value on the Combat outlineofa rectangle in the area he wishes reconnect the limb. Atlmlgt' success, or
Results Table, subtracting the number cross. When cast, a bridge ofmu1tirolored better, reconnects the limb, but the tar·
of shock points from the target. Any light,reseni>linga&_minbow,spons get may take a number of wounds de-

29
••
pending on how successful the spell is. Range: 10 (100 meters) Voltofs Little Bird
Avtnlge success causes three wounds, Dwation: 10 (100 seconds)
good success causes two wounds, supe- Cast Time: 3 (four seconds) Axiom Level: 12 (l7)
rior success causes one wound and Manipulation: control Skill: alteration/light 18
spectacular success reconnects the limb
with no ill effects. The mage places a glass sphere in Backlash: 12
With withered limbs, compare the the sunlight so that thesunlight catches DUfkulty, 12
effect value to the target limb's re- on some part of the sphere. The mage Effect Value: 9
duced Toughness. Read the result points qUickly utters the spell and the sun· Bonus Number to: range
through the Power Push Table. The light is trapped in the sphere. The
result modifier is +8. The limb regains sphere flashes brightly and illuminates Range: 15 (one kilometer)
any lost Strength, Dexterity and a 15 meter radius sphere with near· Duration: 19 (100 minutes)
Toughness attribute points up to the blinding sunlight. Compare the effect Cast Time: 18 (one hour)
total of the final result points. value to the Dexterity or dodge of any Manipulation: cast time, control,
creature caught in the 15 meter radius range, speed
Shield of Light sphere. Read result points through the
Voltors little bird is an impressed
Power Push Table. Find the final re-
Axiom Level: 12 sult points on the General Success and focused spell that allows the
Skill: alteration/light 19 Table. With minimQl success, the crea- caster to send a message to a Specific
ture is stymied. With tWerJlgt or good person or place. The spell must becast
Backlash: 15 success, the target is setback. With in sunlight (either natural or magical).
Difficulty. 9 superior success, the target is setback The caster needs an object from the
Effect Value: 15 for two rounds. With a spectacular person or location. The mage holds
Bonus Number to: effect success, the target is setback for four the contagion in his hands and raises it
rounds. The spell is often used to flash above his head. He then concentrates
Range: touch opponents into temporary blindness, on the person or place while making
Duration: 18 (one hour) although it may be used merely for sounds like a chirping bird. The cast-
Casl Time: 9 (one minute) illumination, as with simpler versions ing consumes the contagion.
Manipulation: cast time of the spell. The effect may be turned To release the spell, the mage sim-
on and off or reduced. ply flaps his anns like a bird while
nus is a focused spell. To cast shield speaking the message aloud. The mes-
of light, the magician touches the Sweet Dreams sage may be up to one minute long
beneficiary's head with the tips of her (the spell's effect value). When the
fingers, while uttering theorems and Axiom Level: 9 message has been completed, a small
equations. Compare the effect to the Skill: apporlation/light 12 white light streaks forth from the
target's Mind or Spirit (whichever is mage's mind and takes to the sky in
greater). Read the result points through Backlash: 17 the form of a bird.
the Power Push Table. The result Difficulty: 15 The bird travels at a speed value of
modifier is +6. The recipient increases Effect Value: 14 15 (one kilometer per round). The tar-
his Mind and Spirit by the final result Bonus Number to: duration get must be within the range total
points for purposes of defense only. generated by the spell, which has a
Shield of light is illusory. It may be Range: touch maximum of value of 25 (100 kilome-
disbelieved with a Mind or wilfpor.uu Duration: 22 (six hours) ters). The bird seeks the person or
total of 19. Cast Time: 5 (10 seconds) location with a divination skill of 15.
Manipulation: duration The bird travels to the midpoint of the
Sunstore range and circles the caster at that
The mage casting this focused spell distance until it detects the target. The
Axiom Level: 10 must truly care for the target of the searched area is a vertical circle with a
Skill: alteration/light 22 spell. While humming a lullaby, the radius of 23 (40 kilometers). The
mage touches the head of the sleeping target's range· 10 is the minimum
Backlash: 18 target. The recipient will have good time to reach the target. The maxi-
Difficulty: 15 and peaceful dreams for the duration mum time is range· 7.
Effret Value: 21 of the spell. Nightmares created The bird can travel through cracks
Bonus Number to: effect through magic must have an effect and crevices to get to its destination.
total greater than that of the swed Upon arrival, the bird will whisper the
dreams spell to affect the target. message in the ear of the receiver. U a

--0-;'~----------------~
30 I
place was designated, the bird will Range: touch to the effect value. Compare the effect
continuously repeat the message aloud Duration: 9 (one minute) value is compared to the target's high-
until the end of spell's duration or Cast Time: 5 (10 seconds> est magic skill value. Read the result
somoone tells it to stop. Manipulation: speed points through the Power Push table.
If rime is of the essence, most casters The final result points is the increased.
send the bird to the left of where they The mage stands next to the recipient backlash the target character takes
believe the target to be because the spell of this focused spell and begins to rub when casting spells. The magician
circles clockwise. his feet on the floor. After building up a controls the duration of cast lasher.
-Kenipat charge of static electricity, he touches
his target. A blanket of shimmering Cleanse Area
sparks and tiny lightning bolts cascade
Zero Light around the target for the spell's dura- Axiom Level: 8
Axiom Level: 9 tion. If the individual protected. by the Skill: apportation/rtUlgic 14
Skill: apportation/light 20 conductive cover is hit by a weapon
made of metal, the wielder takes elec- Backlash: 13
Backlash: 13 trical damage equal to the effect total of Difficulty: 6
Difficulty: 13 the spell. Thisspell isanillusionandcan Effect Value: 2
Effect Value: 15 be disbelieved by generating a Mind or Bonus Number to: range
Bonus Number to: effect willpower total of 15.
Range: 4 (six meters>
Range: 10 (100 meters) Cast Lasher Duration: 16 (25 minutes)
Duration: 18 (one hour) Cast Time: 5 (10 seconds>
Cast Time: 5 (10 seconds) Axiom Level: 12(17) Manipulation: range, control
Manipulation: duration Skill: alteration/rtUlgic 20
This spell cleans an item or area.
Zero light causes all light within an Backlash: 22 The mage makes a sweeping motion.
80 meter diameter sphere to be driven Duficulty, 8 The spell moves all dirt and refuse into
away for the duration of the spell. Effect Value: 25 a pile wherever the caster dictates. The
While this does not automatically Bonus Number to: effect spell cleans a 2.5 meter radius area, up
cause darkness, any available dark- to one meter high. The caster can
ness in the area of effect will spread to Range: 9 (60 meters> change targets to clean any area.
fill the whole area. Any light spells Duration: 18 (one hour>
cast in the area will be driven away Cast Time: 18 (one hour) Destroy Magic
unless they have an effect total greater Manipulation: range
Axiom Level: 12 (17)
than that of the zero light spell.
This impressed spell increases the Skill: alteration/rtUlgic 21
To cast zero light, the mage covers
his eyes with one hand while thinking backlash of an opponent's spell cast-
ings. To cast the spell, the mage mim- Backlash: 15
of the area to be effected.. He waves a
fan with his other hand in the direc- ics the casting of another spell, one Difficulty: 10
from which he usually takes backlash. Effect Value: 20
tion of that area.
As he pantomimes the effect of the Bonus Number to: effect
backlash, the magician casts cast lasher.
Range: 10 000 meters)
Magic To be effective the magician must take
some backlash when casting the spell, Duration: 9 (one minute)
as this is the contagion. The caster Cast Time: 18 (one hour)
Carminstabolous' controls the effect of the spell. If the Manipulation: control
Conductive Cover casting total is high enough that he
would takeno backlash, the mage may Destroy magic is an impressed spell
Axiom Level: 12 reduce the casting total and the effect that seeks to void an area of magic. The
Skill: conjuration/rtUlgic 14 to a level where he takes backlash. spell affects a 60 meter radius sphere.
When released, the caster gener- The mage must conjure spell patterns in
Backlash: 14 ates an alteration rtUlgic total that must hermindandsubsequentlyshatterthem.
Difficulty: 11 exceed. the target character's Dexterity After an hour of this mentally tiring
Effect Value: 18 or dodge to hit him. As the effect value work, the spell is impressed.
Bonus Number to: effect has already been set, do not add the The caster releases the spell by
bonus number from the targeting roll swirling her finger in the air and

31
••
pointing at the center of the area of Effect Value: 17 The magician must concentrate
effect. The spell affects any spells with Bonus Number to: effect when casting this spell, envisioning
a pattern knowledge that the caster the pattern that he plans to disrupt
possesses; spells using a pattern

Range: 7 (25 meters) with this spell. The caster must know
knowledge the caster does not have Dwation.: 38 (one year) the arcane knowledge of the spell she
are unaffected. The spell works Cast Time: 18 (one hour) is dispelling. U she does not know the
through the principle of definition. Manipulation: control, state, speed pattern skill and knowledge of the
An affected spell must generate a target spell effect, the caster suffers a-
casting total greaterthan theeffect value Thedevil's pit spell isa ward used to 10 l:xmus modifier when casting this
of thedestroy mQgic spell in order to sur- protect corridors and rooms from un- spell. She must gesture to draw the
vive. The destroy mQgtc affects spells wanted intruders. To impress the spell, pattern she envisions, and then aloud
apported intothearea and spellsaffect- thecasterusesspedallycarved wooden commands the pattern to break.
ing beings who enter the sphere. Any replicas of iron spikes. She sets them on Dispel magi< wmks through the prin-
spell with an effect total higher than the floor that is to be protected and then ciple of definition. The casting mage is
destroy magic will dispel it. stands among them. Concentrating on copies the pattern of the spell effect
each in tum, she mentally causes them closely enough to invoke the principle
Detect Magic to sink into the floor, until they vanish. of definition and dispell the spell.
The ward is thus impressed into a sec- Comparetheeffectvalueofdispelmagk
Axiom Level: 5 tion of rorridoror room. to the casting total of the target caster.
Skill: divination/magic 15 The ward detects folk with a divi~ nus spell affects one target.
nation skill of 21. When triggered, the
Backlash: 18 illusion of a pit trap covers an area, Doelaran's Door of
Difficulty: 16 usually three meters by three meters,
with a depth of 10 meters. If checked
Shooting Fire
Effect Value: 18
Bonus Number to: effect for traps, a normal pit trap will be Axiom Level: 15
revealed with a difficulty of 10. Any Skill: conjuration/milgic 22
Rm.ge: 10 (100 meters) character stepping on the pit must
Duration: 8 (40 seconds) make a Dexterity roll of 12 to avoid Backlash: 16
Cut Time: 8 (40 seconds) falling in the pit. The damage value Difficulty: 10
Manipulation: range, speed equals the spell's effect. Effect Value: 17
The truly annoying partofthis ward Bonus Number to: effect
The spell requires the magician to is not revealed until someoneattempts
hold a grimoire. The mage opens the to get to the other side of the pit. A Range: 3 (four meters)
grimoire and incants the spell while second pit, constructed like the first, Duration: 5 (to seconds)
slowly turning in a circle. U magic is in lies directly next to the first, with the Cast Time: 18 (one hour)
effect within the range of the spell. the same chances for detection and the Manipulation: range, duration
pages will flutter softly. Compare the same damage sustained for falling in.
effect value to the effect of the spell The droil's pit is an illusion. It may be This ward harms those who wish to
detected. Read the result points on the disbelieved with a Mind or willpower enter places which the caster would
General Success Table. On a minimol or total of 18. rather not have them go. The caster
average success, the caster will know the must have five adds in the living forces
genernl direction of any magk. A good Dispel Magic arcane knowledge.
success, tells the caster the specific di- When casting the spelL the wizard
rection to the magic. With a superior Axiom Level: 13 paints dots of red ink in a circular pat-
success, thecasterknowsthe exact range Skill: alteration/milgic 20 tern on the door that is to be protected.
of the magic, while a spectiUUlor success He bums the pattern into the door by
will tell the caster the skill and pattern Backlash: 18 voicing words of arcane power. At the
knowledge of the magic in effect. Difficulty,'6 end of the casting. all markings of the
Effeet Value: 29 dots disappear from view.
Devil's Pit Bonus Number to: effect The spell detects kindred who touch
the door with a divination skill of 21.
Axiom Level: 15 on Range: 9 (60 meters) Jets of flame gush forth from the dots
Skill: conjuration/magic 23 Duration: 5 (10 seconds) on the door, hitting the individual
Cast Time: 3 (four seconds) standing at the door. Generate a con-
Backlash: 20 Manipulation: state, duration juration skill total greater than that
D;H;cuIty. 17 person's dexte-rity or Dodge to hit.

. . ._..,..,..-------------------..L
32 I
Damage equals the effect total of the The ward detects folk with a divi- Hide from Magic
~pell. .ooe~aran'sdoor of shooting fire nation skill of 28. The folk must touch
IS an IllUSIOn and can be disbelieved the ward to activate it. The part of the Axiom Level: 12
by generatingaMind orwillpawertotal body touching the floor will instantly Skill: alteration/magic 19
of 15. be. stuck!o the spot. Once triggered in
thIS fashIOn, the spell will remain in Backlash: 10
Enchanted Error effect for one hour. During this time, Difficulty: 9
any other folk who touch the affected Effect Value: 20
Axiom Level: 13 area will be stuck. Bonus Number to: duration
Skill: alteration/magic 15 A bound victim must generate a
Strengthtotalgrea.... thantheeffectvalue Range: touch
Backlash: 18 of the spell to free himself. He must Duration: 25 (one day)
Difficulty: 16 Cast Time: 9 (one minute)
generate a total for each limb stuck. A
Effect Value: 20 Manipulation: control, duration
character may attempt to disbelieve this
Bonus Number to: effect
illusion by generating a Mind or will-
power total of 20 or better. Most mages have access to a tracker
Range: touch or pathfinder spell, which they often use
DW'ation: 18 (one hour) Whife this spell doesn't sound particu-
larly dangerous, I might point out that I tohuntdownfoes.HidefrommagicalJows
Cast Time: 5 00 se<:onds) the caster to create a bubble of mystic
Manipulation: state have seen a mighty warrior companion
run}ull tift through a corridor protected energy around himself that concea1s his
by It. The scream of pain when roth his presence from divination spells. The
By casting this focused spell a mage cast~ is ~till be visible to the naked eye.
attempts to booby trap an item that ankles snapped in two is something I will
live with forever. ConJUl'3.tion, a1teration,and apportation-
hasa spell impressed in it. The wizard based spells still affect him.
must hold or otherwise touch the item -Kenipat
. Tocreatethesphere,themagedoses
while whispering arcane words of his eyes and mimics the sculpting of the
magic backward. Heal Object field around him, as if it were being
Any spell cast from the item must made from day. Compare the spell's
have a casting total greater than the Axiom Level: 12
e~e:ct v:uue to the casting total of any
effect value of the enchanted error spell Skill: alteration/magic 15
divmation spell seeking the caster. The
to function properly. U the enchanted hide from magic protects the caster if it
error succeeds, the item will make a Backlash: 12
Difficulty, 8 has the higher effect value.
fizzling sound and produce a small
wisp of smoke. Effect Value: 12
Bonus Number to: effect Imprisonment
Floor of Binding Axiom Level: 12
Range: 7 (25 meters)
Skill: conjuration/magic 19
Axiom Level: 12 Duration: 8 (40 seconds)
Skill: conjuration/magic 25 Cast Time: 6 (15 Seconds)
Backlash: 17
Manipulation: state Difficulty: 10
Backlash: 18 Effect Va)ue: 20
Difficulty: 11 By casting this focused spell, the
Bonus Number to: effect
Effect Value: 17 mage seeks to cause extreme heat in an
Bonus Number to: effect ?b~ either held or worn by another
Range: 7 (25 meters)
mdlvIdual. Themageholdsa Htcandle Duration: 18 (one hour)
Range: 6 (15 meters) in front of his face and gazes at the Cast Time: 9 (one minute)
Duration: 18 (one hour) target of the spell. The victim feels
Manipulation: control, duration
Cast Time: 18 (one hour) intense heat emanating from the oir
Manipulation: duration ject in question. Heat damage equals
the spell's effect value. Apply damage
. ~e rite of imprisonment traps a foe
WIthin barsmadeofmysticenergy.Tocast
. This magical ward will protect a each round that the target wears or
this, a mage must beckon with his hands
orcu1ar area 50 meters in diameter. holds the object.
as if e><i><>rtrng something to rise from the
The magician walks backward in a The object itself is unharmed, be-
ground. He then mimks the struggle to
spiral pattern, sprinkling iron filings cause the spell is illusory. The victim
e;cape from a narrow cell Hepointsat his
on the flO?r ~hile chanting arcane ~ Ydisbe~eve the spell by generating a
M,nd or Willpower total of 15 or more. target, and if the casting total of the spell
words of bmdmg. The mage points to
the center of the area of effect.

~-------_
I 33
..
is greater than the target's Datuity or Range: 8 (40 meters) This spell is normally impressed
dodgt, it effectively traps its quarry. Duration: 9 (one minute) into a small iron ball, but any small
Thespell's effect value is the Strength Cast Time: 18 (one hour) metal object should due. The mage
of the bars. The target can free himself Manipulation: cast time holds the object in his outstretched
by generating a successful Mind or hands while bombarding it with
willpower total against difficulty num- Thisisan impressed spell. Thecaster magical energy bolts. He then men-
ber equal to the spell's effect value. The mustchantmagicwordsofmotionwhile tally pulls the magic from the object,
rite confines the target to a 2.5 meter he danre;, using every part of his body impressing the spell.
radius sphere. It cannot be used on possible. Hedances ina circular pattern, Anyone rubbing the object three
creatures larger than the sphere. beginning in the center and traveling times releases the spell. Beginningone
outward. The caster must dance in this round later, the object will attract any
Magic Ladder manner for 20 such circles. spell within a 10 meter radius that has
The caster releases the spell by sim- a casting total less than the magic
Axiom Level: 12 ply waving a hand in a fan-like motion magnet spell. The spell will be sucked
Skill: conjuration/magic 15 and pointing where the center of the into the object, which will continue to
effect is to appear. Any spell cast inside attract spells until the end of the sixth
Backlash: 16 the 12 meterdiametersphere must have round. At the expiration of the spell,
Difficulty: 16 a casting total greater than the magic the glowing object fades into oblivion.
Effect Value: 14 repulsion spell or it is moved to the edge Spells which nonnally affect an area
Bonus Number to: duration of the sphere. Even a spell with a range will have the object at the center of the
of touch will be pulled away from the effect. Spells last one round regardless
lUnge: 9 (60 meters) target. Anyspellcarried beyond its r.rnge of the normal duration.
Duration.: 18 (one how) will dissipate. Maungo origimdly intended for this
Cui Time: 9 (one minute) Spells directed into the area will stop spell to be cast on items worn by his
Manipulation: speed at the edge if they do not meet: the companions as a means of magical pr0-
required effect total. Spells which have tection. Heexpected the item toabsorbany
The spellcasrer must have a small. targets outside of the sphere can becast spell cast at the target.
hand-held carving of a ladder. While normally, but the magic repulsion spell HtclJanged this thtoryafter hiscompan-
staring at thecarving, he mentally envi- does nolextend the rangeofaspell. This ions entered battte wttlring amwr protected
sions a small ladder of magical energy spell only affects spells using arcane with mDgic mDgnet spells. The amwr at·
forming from theoriginal He mentally knowledges that the caster kno\YS.. _ the opposing wUmds' fim.>l1 and
places the magic ladder in the desired This spell am be hazardous far anycntl! in lightningspells,including theiTckstructivt
kx:ale. and begins chanting in eve'" iJl. tM arm, including the CIISkr, as it mnains tfft.r:ts. The resulting blau uns said to light
creasing octaves. As his chant increases inuisiblt until a spell with visual efft.ct gds the night sky few /dIameters away.
in pitch, the ladder grows to its full within its range. I havt hmrd stories of Maungo, among others who cast this
height of 12 meters. The mage can stop wizards who forget aAdly where they put spell, naw imprtsses it into small iron
the growth at any height up to this the spell's center, only to have other spells balls that he throws or rolls at his oppo-
maximum. Theladder hasa Strength and they CtlSt literally "law back in their faces. nents. Maungo and his new companions
Toughness of 12. -Ktnipat believe this to be much more useful.
The ladder can be moved from its -alephest
original placement and in all respects is a
phys¥:al object. The mag;<: Iadd<!r may be Maungo's Magic Magnet
dispelled at anytime if the caster is within Maungo's Magic Message
Axiom Level: 10 (17)
u.. .-ange 01 u.. spell Skill: apporlationlltUlgic 18 Axiom Level: 15 (17)
Skill: conjuration/magic 15
Magic Repulsion Backlash: 18
Difficulty: 17 Backlash: 15
Axiom Level: 10 (17)
Effect Value: 15 Difficulty: 8
Skill: apportationlmogic 20 Bonus Number to: effect Effect Value: 0
Bonus Number to: duration
Backlash: 14 Range: touch
Difficulty. 8 Dwation: 9 (one minute) Range: 4 (six meters)
Effect VilIue: 20 Cast Time: 18 (one hour) Dwation: 9 (one minute)
Bonus Number to: effect Manipulation: range Cast Time: 18 (one hour)
Manipulation: state, duration,
range

•• 34
Tocastthis ward, thecastermust have used. to write the message. The mes- it surrounds him. As he finishes this
a paint brush and some fonn of ink. sage would appear only if that indi- action, he mouths the words of the
Maungo's magic message allows the vidual touches the ward. rite, and a cone of magical force forms
mage to write a message in magical around him.
lettering within an area six meters by six Mystic Shield The spell's effect value is the Strength
meters. The mage must complete the of the shield. Spells directed against
message within one hour. The area on Axiom Level: 12 the caster with an effect value less than
which themessageis to be written must Skill: conjuration/magic 19 or equal to the spell's effect value will
be some type of earth, usually a stone be absorbed. A spell that is stronger
wall or floor. The message may be any Backlash: 16 than the shield will cause it to shatter,
length as long as it fits within that Difficulty: 11 and the now vulnerable mage takes
boundary. When the casting is complete Effect Value: 25 full damage from the spell.
the message disappears. Bonus Number to: effect
The ward detects any folk touching
This rite is one of the most effective
the area with a divination skill of 22.
means ofmagicnl defense. Likeany power-
Range: touch ful spell, the mystic shield has its draw-
The message will appear in glOWing Duration: 25 (one day) backs. For example, when encased in the
letters, remaining for one minute and Cast Time: 9 (one minute) magic-absorbing barrier, a mage cnnnot
thenfadeaway.Simplywalkingpasta Manipulation: control, duration cast a spell against an enemy. To attack,
wall with a magic message on it will
not release the message; someone must
the mage must drop the shield. The shield
To cast this spell, the mage stands can only protect one individual.
touch the wall. with his hands held out before him,
Maungo's magic message may be left Cheap versions of this incantation are
and acts as if an invisible barrier stands not to be relied upon. During my youth in
for a specific folk by tying some hair before him. He pushes against the bar-
from the individual in the paintbrush
the limd Between, I once saw a mage toss
rier with his hands and discovers that

35
••
up" sh~ld in battk, only to Set it co11tl1M Thisspell allows the magician to~ to fade. This speD can only be used on
whePJ his opponn!t CtlSt " dtt«t mJJgic ate illusory sounds for the duration of human sized or smaller beings.
spell agai1t5t him. the spell Explosions '" loud banging
-Kcripat noises are common. but other sounds, Shards of Ice
even musical notes, may be conjured.
Mystic Star This spell cannot imitate noises gener· Axiom Level: 12
ated by living beings, such as groans, Skill: conjuration/magic 15
Axiom Level: 12 screams, speech, orbarking. Sounds are
Skill: conjuration/1tUl.gic 21 limited to those that come from inani· Backlash: 15
mate objects. The magician covers his Difficulty, 12
Backlash: 20 mouth with a scarf or silk and points in Effect Value: 17
Difficulty: 15 the direction the sound is to come from. Bonus Number to: effect
Effect Value: 30 The sound iscreated withina 100 meter
Bonus Number to: effect radius sphere. Range: 6 (t5 meters)
Musiccreated with this spell iscon- Duration: 5 (to seconds)
Range: 8 (40 meters) sidered an art form. Judge its artistic Cut Time: 5 (to seconds)
Duration: 5 (to seconds) quality as described in the Torg Manipulation: range, speed
Cut Time: 3 (fow seconds) Rulebook under the artist skill (page
Manipulation: cast time, state, du· 56). Use the spell's effect total as the Themagefaceshistargetandmakes
ration artist skill totaL Ignore the minimum circular motions with his hand in the
creation time on the workquality chart. air in front of him, as if cleaning a glass
Mystic star aUows the mage to cre- The speD may be disbelieved by a window. A round sheet of ice, one
ate a swirl of mystic energy with very listener by generating a Mind or will- meter in diameter, takes shape in mid-
sharp edges. The mage voices one power total of 15. air. Thecaster punches the ice, shatter-
word of power while reaching back to ing it. The shards streak toward the
throw. The star appears in her hand as Ryggin's Steel Bands target of the spell.
she hurls it toward her victim. She Generate a conjuration skill total
must generate a conjwationskill total, Axiom Level: 12 greater than the target's Dexterity or
witha+lOaccwaeymodifier.Compa..re Skill: alteration/mJJgic 12 dodge to hit. Damage equals the speU's
thecasting total to the target's Daterity effect value. Shards of ice is illusory
or dodge. Backlash: 11 and may be disbelieved by generating
Compare the effect total to the Difficult}" 10 a Mind or willpcwtr total of 15.
target's Toughness or annor value (the Effect Value: 20
speD will affect enchanted armor). Find Bonus Number 10: duration Spell Bouncer
the final result points on the Combat
Results Table. The star can be disbe- Range: 5 00 meters) Axiom Level: 10 (tn
lieved with a Mind or willpower total of Dwation: 8 (40 seconds) Skill: apportation/mJJgic 15
15. Cast Time: 5 (to seconds)
Manipulation: control Backlash: 13
Rinaldo's The caster of this speD must have a Difficulty: 11
metal baror rod. She holds the bar in one Effect Value: 20
Resounding Racket hand while creating three identical im- Bonus Number to: effect
Axiom Level: 12 ages of the bar in her mind. When the
mage points at her target, three metal Range: 10 (100 meters)
Skill: conjuration/mllgic 19
bands appear and stream toward the Dwation: 5 (to seconds)
target of the spell Generate a conjwa- Cut Time: 18 (one how)
Backlash: 15 lion skill total greater than the target's ManipulOilition: duration
Difficulty: 13 dodge or De:xtcity to hilli successfuL the
Effect Value: 15 bands wrap around the victim's body, The mage must havea small mirror
Bonus Number to: effect restraining his arms and legs. to impress this spell. She conjures a
The bound individual must gener- glOWing ball of magical energy with
Range: 15 (one kilometer) ate a Strength total of 20 or more to which she performs rigorous exercises,
Duration: 9 (one minute) break the bonds. Ryggin's steel bands manipulating the bail toward herself
Casl Time: 12 (four minutes) is an illusion and a Mind or willpower while reflecting it away with the mir-
Manipulation: control, cast time total of15 or more will cause the bands ror. When the mage finally allows the

_II "
36
. . , . . . . - - - - - - - - - . . : J : .I.
ball tosbike her, the spell is impressed. Spell Snatcher an impressed spell from the target's
Thewizard may release her spell by mind. The stolen spell immediately
putting up her hand in a stopping Axiom Level: 13 impresses itself in the mind of the
motion when an enemy mage targets Skill: apportation/magic 19 caster, but it must be cast before the
her with a spell. She must announce end of the duration of speff snntcher or
the use of the spell bouncer before she Backlash: 19 it fades away.
discovers any effects of the attacker's Difficulty: 14 Compare the effect value with the
spell. Thespelliscastnormallyifithas Effect Value: 30 target'samjurationmagicvalue(hisMind
an effect total greater than the spell Bonus Number to: effect if he does not have conjuration magic).
bouncer. If the spell bouncer has a Range: 10 000 meters) Read the result points on the General
greater effect total, the spell is reflected Duration: 9 (one minute) Results table. On a minimal, average, or
a distance equal to the result points of Cast Time: 3 (four seconds) good success the victim chooses the im·
the spell bouncer. Spells take effect Manipulation: control, range, pressed spell he loses (assuming he has
where they are reflected to. This spell speed more than one impressed). On asuperior
may be cast by one or more wizards to success the gamemaster randomly de-
bounce the same spell more than once. The magician makes a sweeping tennines the spell to be gained. A spec-
gesture from the target character to his tacularsuccessallowsthecastertochoose
This spell achieved notoriety when the head, while reciting the opening words
Westfain Triplets, Maret, Bergan and the spell he gains.
to the theory of state. The spell steals
Loogin, bounced a lightning bolt between
them 16 times before Leogin missed. Un-
fortunately, Maret and Bergan had to cel·
ebrate their achievement as the Westlain
Twins.
-Zelephest

37
I.
,
Irr

•• 38
Chapter Three

Mixed Forces
Inanimate Forces Range: touch
Duration: 32 (one month)
Cast Time: 25 (one day)
Manipulation: control, duration,
Cast Time: 25 (one day) cast time
Dispel Magic Fire Manipulation: control, duration,
cast time The enchant bow spell is based on
Axiom Level: 9 the same pattern of magic as enchant
Skill: afterationfirumimate forces 19 Thecastertakeseach piece of annor annor, and the effectiveness of the spell
to be enchanted and holds it before him. can bedeterminedin the same manner,
Backlash: 14 With his other hand he takes arrows, increasing the maximum damage
Difficulty: 8 daggers and otherweaponsand touches value and adds of the weapon.
Effect Value: 30 them to the metal; then he shatters the To cast this spell, the mage should
Bonus Number to: effect weapons, simulating the effect the take a piece of annor and heat it until it
magically toughened annor will have begins to grow soft. He then puts an
Range: 15 (1 kilometer) for the duration of the spell. arrow into the bow and fires it at the
Duration: 0 (1 second) Compare the effect total of the spell annor, which it will easily pierce. He
Cast Time: 9 (1 minute) to the annor value and read the differ- must repeat this action several times,
Manipulation: control, duration, ence on the Power Push Table. Add the while reciting the proper incantation.
state result points to the annor's maximum When he finishes the casting, the bow
value. will fire straight and true and cause
A very specific magical dispel, this great damage to the enemy.
spell can be directed only at magical A poor sorcerer using achMp version
fires. If cast successfully, the mage of this rite can find himself with a suit of Again, wizards should bewareofcopies
compares the result value of the spell annor that CIlnnot stand up toa stiffbreeze of this spell. If the stave of the bow absorbs
to the casting total generated by the off the Trade SM. I once heard a Draconis the enchantment, but the string does not,
caster of the magical fire. If the effect TeutoniCillaugh heartily when faced with it may snap at a crucial moment. In ad-
value is the higher of the two, then the a paladin wearing annor with a flawed dition, some versions of this spell increase
magical fire disappears. enchantedannorspellfocused into it. That the strength wonderfully well, but destroy
Although the duration of the spell is isa sound Ido not wish to hearagain,and the weapon's accuracy to the point where
only one second, its speed is almost the best rMson ICIln produce for why Iam even the best archer cannot hit the broad
instantaneous. However, the spill only teaching and writing texts rather than on side of a Fomarian.
affects magiall fire; not fire created by the continent of Aysle, making twice the -Kenipat
magicandmaintainedbynormalmeans. trades I do here.
-Kenipat Find Things
Though the limitations of this spell are
obvious, it is included in the Gimoire be- Axiom Level: 7
CJluseofthewide useo!fireasan elemental Enchant Bow
Skill: divinDtion/immimate forces 13
pattern. Axiom Level: 10
-Zelephest Skill: alteration/inanimate forces 17 Backlash: 16
Difficulty: 8
Enchant Armor Backlash: 19 Effect Value: 0
Difficulty: 10 Bonus Number to: range
Axiom Level: 10 Effect Value: 22
Skill: alteration/inanimate forces 17 Bonus Number to: effect Range: 7 (25 meters)
Duration: 9 (one minute)
Backlash: 14 Range: touch Cast Time: 5 (10 seconds)
Difficulty: 9 Duration: 32 (one month) Manipulation: duration
Effect Value: 25
Bonus Number to: effect

39
I.
To the casual observer, the magi- Thecastermay, if she chooses, start Effect Value: 24
cian who uses this spell appears to the disc on the opposite shore (up to Bonus Number to: duration
have an uncanny ability for locating one kilometer away and within sight)
lost or hidden objects. Casting this and have the bridge fonn backward. Range: 10 (100 meters)
spell merely requires that the magician This works nearly as well, except there Duration: 14 (10 minutes)
have an accurate description of the is a chance of fog fanning over the low Cast Time: 18 (one hour)
object he is searching for, or he must temperaturedisc and obscuring it from ManipuJation: control, duration,
have seen it once. The object may not sight. The caster may dispel the disc state, cast time
be larger than the caster. and/or the bridge at any time. Other-
Once the spell is cast, the mage will wise, it will melt naturally after the This is an impressed spell. By ma-
locate the object: if it is within range of duration expires. nipulating the inanimate forces
the spell and has not been magically knowledge, this spell makes it pas-.
hidden. Thecaster may move while the Glue sible for a sorcerer to increase the
spell is operating and he may change weight of an opponent, sending him
target or even cancel the effect. Axiom Level: 12 crashing to the ground.
This spell is quite popular among t~ Skill: conjuration/inanimllteforces 16 1be effect value of this spell is equal
"lu!dgtwizards" of Aysle, whomakea tidy to the force that is pulling the target to
sum 10000ting lost trinkets, tools, and pet Backlash: 17 the ground. To move, a creature must
collars (which art: USUllf1y attached to the Difficulty: 13 generate a Strength total greater than the
pet). A prospective buyer of their sm;ices Effect Value: 18 effect valueofthespell. A flying creature
would be wise, however, to first get an Bonus Number to: effect that fails its Strength action will plum-
exact price from the mnge in question-as met to the ground, taking a damage
Range: 5 (10 meters) value equal to the effect value of the
fm often run higher than the value (sen- Duration: 15 (16 minutes)
timental and othmoise) of the lost ob~t. spell plus thevalueofthedistance fallen.
-Kenipat Cast Time: 5 00 seconds) ThisspeD iscast by holding a pebble
Manipulation: control in the palm of your hand and then
Frost Bridge letting it dropto the ground, as if it had
This is a focused spell. The glue grown too heavy to support. In battle,
Axiom Level: 11 spell conjures the inanimate forces that the spell requires only a gesture in the
Skill: alteration/inanimate forces 16 hold objects (or people) together. The direction of the target to be released. If
spell produces a sticky film that forms the casting total is greater than the
Backlash: 14 avera 10metersurfacearea,centering Dexterity or dodge value of the target,
Difficulty: 9 on the target point of the caster's the speD will be effective.
Effect Value: 12 choosing. Anything that comes in con- Note that this spell is of limited use
Bonus umber to: effect tact with an object covered with glue against dragons, whose great Strmgth
must make a Strength roD exceeding and high Toughness render the spell a
Range: 15 (one kilometer) the effect value of the spell to break nuisance. In addition, their connections
Duration: 18 (one hour) free. For each attempt at breaking free withelemental magic may haveunfore-
Cast Time: 9 (one minute) from the spell's effect, a creature will seen effects upon the spell.
Manipulation: none suffer two shock points of fatigue. Flying cretltures have long been a pr0b-
Tocast thisspell, the magician must
lem for travelers in Aysle. Dragons,griffins,
This spell is cast by a mage who have a small amount of pine sap and a
harpies and wrious other beasts httvf! an
coin. While casting the spell, the mage
wishes to cross a body of water. 1be annoying habit of swooping down, wound-
applies the sap to the coin and then
caster makes a sweeping motion with ing, and then sooring out of muh of their
her ann over the water she wishes to presses her thumb finnly against the
prey, and doing so too quickly for the
cross. This creates a disc of extremely sticky surface. This spell is illusory, unforunate victim to accurately aim a mis-
low temperature just below the water's and a Mind or willpower total of 17 is
silewetlTxm. (Natu rally, this rite alii be used
necessary to disbelieve its effect.
surface, freezing that small area almost against IIoll-flying foes with t:qUJlI effect, but
instantly. The caster may then step on doubling the weight of a griffin and then
thediscand,controllingtheapportation Increase Weight admiring thecmter it malLs letwesonewith
of the spell, move across the water at a
Axiom Level: 9 (17) a tnte sense of aa:ompiishmmO.
rate of 40 meters per round, simulta-
Skill: alteration/inaninwte foras 19 This spell suffrrs from an undeseroedly
neously forming a bridge of water be- poor reputation, owing to theappttlrana of
hind him. Thisbridgecan hold uptothe a flawed version in the popular
Backlash: 13
effect total of the spell in kilograms.
Difficulty: 6
"Rothenfynn's Grimoire for Beginners."

•• 40
ThJJt increase weight spell hJuI atendency to command. Thewholearea,orjustselected
tKlck{ire, ctmsing the caster's arm to grow Range: 8 (40 meters) f'U'S, may be affecred immediately.
heavier while the rest of his body remained Duration: 8 (40 seconds) This spell is very popular at the Acad·
the same, usually with unplensant ccmse- Cast Time: 5 00 seconds) emy.'nstrudors,tirtd ofchalkstains (and
quenas for tM limb in question. Manipulation: control, speed, of turning their lTacks on impertinent nro-
-K.enipat ""'ge spellCtlSters) spent /I lot of time resmrch·
ing this spell. U was created so that its
Light Annor Quick, jagged motions by the mJlnipulation is above the skills of all but
caster's arms begin this spell. If sue· the most advanced journeymen. Us state
Axiom Level: 11 eessful, powerful electricity charges path is convoluted, and there art thrn
Skill: alteration/inanimate forces 16 well up within the caster (doing no controlling theorems involved in its rna·
harm other than making his hair stand nipulation. However, figuring out and
Backlash: 12 up). He may then cast a lightning bolt tampering with the mechanism of this
Difficulty, 11 for each of the next fow rounds, and spell has sadly become a "rite of passage"
Effect Value: 16 each bolt has a damage value equal to among some of the olelo students.
Bonus Number to: effect the effect value of the Original casting. -Zelephest
To hit the target. the mage must make
Range: touch an alteration total that exceeds the Major Eraser
Duration: 9 (one minute) target's Dexterity or dodge. This is a
Cast Time: 4 (six seconds) separate roll and has nothing to do Axiom Level: 9
Manipulation: dwation with the initial success roll of the spell. Skill: altuation/inanimJlte forces 22
This spell only affects the mage who Magic Marker Backlash: 20
casts it. He must cross his arms on his Difficulty. 17
chest and summon thepowerof magic Axiom Level: 9 Effret Value: 40
and transform it into light. The result Skill: alteration/inanimJlte forces 18 Bonus Number to: effect
of light gives the mage a glowing suit
of armor that covers his entire body Backlash: 12 Range: 5 00 meters)
with a Toughness equal to the effect Difficulty: 7 Duration: 5 00 seconds)
value of the spell. The mage may not Effect Value: 0 Cast Time: 3 (four seconds)
tum it off, but may shape it into any Bonus Number to: duration Manipulation: duration. range
form he wishes. It must, however,
cover his entire body. Range: 5 (10 meters) Based on the less potent (but more
Theglowof thearmorwill also make Duration: 14 (10 minutes) widely used) minor eraser spell <be-
non-deathordarknessalignedcreatures Cast Time: 3 (fow seconds) low), this spell may only be cast on
react somewhat more favorably toward Manipulation: control, duration, humans who are under the effect of
the caster (CM's discretion on how fa· cast time spells with the pattern of inanimate
vorably). forces. To cast, the mage must "brush
Though this spell is undoubtedlyoneo! This spell appears to create a colored himself off" while nodding in the di·
the most positively oriented protective marker in the air beside a flat. vertical redion of the person to be affected. If
spells CTl!ilted, thL CSlre[u' mJlge knows surface. In actuality, it converts the the result value of the spell is higher
whDJ to usedisadion in its CSlsting. After inanimate forces present in front of than the casting value of the magic
all,thearmorads as a betlcon for hungry the surface into light-light whose that is being "wiped away," then it
cmJtures in the wildaness. form and duration can be controlled will erase the prior effect. If not, then
-Zelephest by the caster. nothing happens.
Usually, the mage will create a
marker out of light that will then write Minor Eraser
Lightning words or draw diagrams "on" the flat
Axiom Level: 10 surface. The surface that can be so Axiom Level: 9
Skill: altuation/inanimJlte for~ 19 affected may not have an area greater Skill: alteration/immimJlte foras 18
than 3 meters, however, and it must be
Backbsh: 19 reasonably flat. If can be of any com· Backlash: 16
Difficulty: 11 position. Difficulty. 10
Effect Value: 20 The letters can be produced or Effect Value: 20
Bonus Number to: effect changed within seconds of the mage's Bonus Number to: duration

41
••
Effect Value: 6 This spell was, soon after its develop- Whiteboard
Bonus Number to: effect ment, often impressed in servants of the
mage guilds, making them more able to Axiom Level: 9
Range: 5 (10 meters) carry large loads of supplies and clothing Skill: aiterationlinJlnimate forces 14
Dwation: 12 (4 minutes) over short distances, or to lift the furn iture
Cast Time: 5 (10 seconds) to clam underneath. UnfortunJltely, the Backlash: 14
Manipulation: range, state servants-having the usual amount ofself Difficulty: 9
control assigned to non magic using be- Effect Value: 0
A simple apportation spell, it is ings--quicklyabused this privilege and en- Bonus Number to: duration
usually used as an alternative to the gaged in illicit tamfooleryand mischief. 'While
ann ofair. The caster need only point at UnfiroftheFourTr:rwers wasable to get this Range: 5 (10 meters)
the object, make a "lifting" motion mischief under control even.tUillly, his solu- Duration: 18 (one hour)
with her hand, and direct the fion left us with a very few servants and a Cast Time: 9 (one minute)
apportation of the inanimate object. considerable number of frogs· Manipulation: control, duration,
The maximum mass that may be -Kenipat range, state
moved at one time is equal to the effect
value of the spell. Visual Aid To cast thisspell, the mage need only
While the duration lasts, the caster use his mind to outline the area of the
may lift more than one object by sim- Axiom Level: 11 whiteboard. This area can cover a surface
ply gesturing with her free hand (this Skill: conjumticmlirumimatefr:»o!s 18 area of up to 6 meters, and it may be of
is, however, a On~n-Many action). any rectangular shape. After casting.
Once in the air, theobject(s) will hover Backlash: 17 the mage has a large, perfectly white,
if not directed by a hand motion-for Difficulty: 13 luminescent board hanging in the air.
as long as the duration lasts, or until Effect Value: 0 The board has a Toughness of zero, so it
the caster puts it(them) down. Bonus Number to: range is only really good for its intended
purpose-writingupon. Theboard may
Telekinesis Major Range: 6 (15 meters) be dispelled by the mage at any time.
Dwation: 14 (10 minutes) Of all the schoolroom spells, this is
Axiom Level: 6 (17) Cast Time: 5 00 seconds) probably the most useful. TItewhiteboard
Skill:apportationlinanimateforces 16 Manipulation: range, duration, provides a perfect backdrop for nonnal
state, control writing or iflustration-but be careful
Backlash: 18 when applying the magic marker or
Difficulty: 12 All this spell requires of the caster is eraser; one touch and the board will prob-
Effect Value: 15 a dear vision of the illusion to be pro- ably be dispelled.
Bonus Number to: effect duced. The caster can summon forth -Zelephest
and control a pattern of colored light
Range: 15 (one kilometer) with a 15 meter radius. The light can
Duration: 15 (20 minutes)
Cast Time: 18 (one how)
take on any shape or form, and may
shrink or expand (up to the maximum
Living Forces
Manipulation: control, state radius) to the caster's will. It is, how-
ever, an illusion (with a Mind or will- Awaken
This is an impressed, focused spell. power disbelief difficulty of 17).
Axiom Level: 9
Amorepowerful version ofthe telekinesis While teaching classes to younger ap-
spell, this v~ion may be impressed
Skill: conjuration/living forces 10
prentices or instructing the older students
into non-spell casters. The impressing in spell effect recognition, many instruc- Backlash: 13
of the pattern is done by having the tors filld this spell particularly handy.
target sit in the middle ofthe room while Difficulty: 8
There is nothing like a large, colorful dia- Effect Value: 12
the caster (or an assistant if the caster is gram in the front ofthe room to attract the Bonus Number to: effect
the recipient of the spell) moves objects attention of young students. Also, when
at the target's command. In all other teaching spell effect recognition-such as
aspects, telekinesis mIljor is identical to its Range: touch
that of the altered fire ball or the bath of Duration: 5 (10 seconds)
lesser counterpart. death-it is generally less messy to use Cast Time: 4 (five seconds)
this illusion rather than the real thing. Manipulation: none
-Zelephest

43
••
Range: 5 (to meters) To cast this spell, the mage must Range: 20 (to kilometers)
Duration: 5 (to seconds) hold an irregular piece ofglass in front Duration: 25 (one day)
Cast Time: 3 (four seconds) of a light source, so that the image of Cast Time: 29 (one week)
Manipulation: duration, range the light is bent as it passes through. Manipulation: control, duration,
The prism spell expands this effect so range
To casl: this spell the mage need only that it covers a 10 meter area and vol-
glance at the area to be affected and ume in the direction indicated by the Nicknamed "'Mage Kill," this im-
summon the energy. The spell createsa caster. Thespell hampers manyactions pressed spell is one of the most dan-
small eraseroflight that will move to the based on Perception and Daterity(such gerous-but effective-weather con-
caster's will for the duration. It can only as the skills find, tracking, missile com- trol spells ever produced. The spell
be used. to erase letters made by the bat, and melee}. Anyone attempting to must be prepared by a caster for an
magic marker spell. The result value of use one of these skills in or through the entire week. The mage must stand
the spell must exceed the original cast- prismatic alteration has the difficulty of outside and act as if he were within a
ing value of the magic marker. If it does, the attempt increased by the number terrible storm; swaying back and forth
then the caster can use it to wipe away of result points difference between the and "fighting" to stay erect. He must
the letters she chooses. effect total and their Perception skill. also open and c10sea jar, pretending to
This spell is nicknamed "Jurytyl's The spell will last for the full dura- "capture" the storm within.
Folly" fora very good reason. Jurytylwas tion, and the caster has no control over To release this spell, the caster takes
ajourn~an on the verge ofwashing out (or immunity from) its effects. his jar (open) out into the midst of a
of the Academy. Not bwm5eofhis lack of fierce stonn and hold it up. Then, he
skills, mind you; he was very well accom- Rockel quickly caps and seals the jar. The
plished in the mixed forces and the light storm will actually not rush into
Axiom Level: 10 the jar but, rather, be forced out of
disciplines. It was b«ause ofhis IIlziness.
Given onelfl1lr toeol'm upwitha spell tlult Skill: alteration/inanimate forces 20 the five kilometer radius at a rate
would be useful to the academicians or be of 2.5 kilometers a round. As the
Backlash: 17 storm kill is only moving the actual
removed from the Aaulemy,]urytyl sup-
posedly sptnt almost the entire fifty-two Difficultr- 12 force of the storm and not the air,
wetkson thisspcll-orsoheSQid. Thereis Effect Value: 18 however, it does not have overly
some doubt to his veracity. He did, how- Bonus Number to: duration devastating effects to the locale.
euu, produu the spell one day under the TIle storm will remain '1cilled" for
Range: 10000 meters} the duration or until the caster reopens
time limit, and it was enough to tIlrn him
Duration: 8 (40 seconds) the jar-at which time it returns at the
a second chance.
Cast Time: 5 00 seconds) same rate it 1eft. As long as the duration
]urytyl went on tobecomea ma.sterand
Manipulation: control, duration, lasts, the caster may continue to "kill"
submitted the major eraser spell as his
range and release the stonn.
Mngister's Thesis. It is because of this
spell that I doubt he really spent theyear he Whilethis is undoubtedly auseful spell,
This is a focused spell. This spell
claimed working on the minor eraser-he there has been some debate as to whether
created the major in under two months! transforms the gravitational pull on the the over five years that went into its de-
-Kenipat target object into heat. The sudden lack velopment were well spent. In addition to
of gravity causes the object to shoot being a risky spell to cast, it is one of the
skyward-expelling the heat as it goes. most hoarded works to ever come out (or
Prismatic Alteration The spell will launch the object at a not come out) of the magic industry. The
Axiom Level: 8 speed equal to itseffect value minus the Cllsting fee alone is higher tluln the lfl1lrly
Skill: alteration/inanimate forces 15 target's mass. TIle object will continue income of many small villages, and for the
to travel upwards until the duration dtvtlopers to relt!QS4! its secrets would be Q
Backlash: 17 ends or the caster wills it to stop.
major feat indeed.
Difficulty: 13 -Zelq>hest
Effect Value: 16 Storm Kill
Bonus Number to: effect Telekinesis
Axiom Level: 9 (7)
Range: 5 (to meters) Skill: apporlation/inanimateforces 22 Axiom Level: 5
Duration: 9 (one minute) Skill:apporlation/inanimateforas 11
Cast Time: 5 (to seconds) Backlash: 25
Manipulation: cast time, duration Difficulty: 17 Backlash: 16
Effect Value: 18
Difficulty: 10
Bonus Number to: effect

• I
42
This spell can awaken a sleeping or Cast Time: 5 (10 seconds) Command Obedience
unconscious target. To cast, the mage Manipulation: control, duration,
need only shake the subject lightly state Axiom Level: 10 (17)
and will her to awaken. The spell, if Skill: alteration/living forces 18
cast successfully, will automatically Thecasting of this spell begins with a
awaken the target (if the object of the smile and a gesture resembling a greet- Backlash: 18
spell is naturally unconscious). It will ing. Substitute the effect value of the Difficulty: 13
also remove aU shock points and theO spell forthecaster' schann skill (oris used Effect Value: 20
of a KOcondition if the target has been as the chann skill if the mage does not Bonus Number to: effect
asleep for more than 10 seconds and have the ability). Unlike the skill, how-
has not suffered a Mortal wound. ever, the caster may roll each round Range: 5 (10 meters)
instead of every few minutes. Chann Duration: 16 (30 minutes)
Charm Person person is limited to living beings of man Cast Time: 12 (four minutes)
size or smaller, and those that can un- Manipulation: duration
Axiom level: 11 derstand the caster's language.
SkiU: conjuration/living forces 16 Chann person isan illusory spell with This is an impressed, focused spell.
a difficulty of 12. If the spell is disbe- To work the spell, the caster must have
Backlash: 18 lieved, then it has no effect. If the spell a metal item, such as a ringorcollar, that
Difficulty: 10 duration lapses, the effect wears off can bewom by the target. Afterthespell
Effect Value: 14 rather quickly; it usually takes about is impressed in the caster's mind, the
Bonus Number to: effect an hour for intelliegent creatures or u p mage presents the contagion to his tar-
to a day for simpler ones. get, speaking the words '1 am your
Range: 2 (2.5 meters) master; wear this and serve me well,"
Duration: 9 (one minute)

•• 44
when the target puts on the item. 'The broken. The caster does not have to When the spell ;s released, the effect
spell ;s then released (focused on the attempt to discem specific race. value of the spell must be greater than
iteml, and the target must make a Mind the Wge< of the la1"gel's two attriOOtes.
'" .,;II"..,., roll grea.... than the effect Diminished Senses The target's Spirit and CJJarisma are then
value of the spell. If this resistance fails, increased by 8 plus the result points of
the liugel will obey the caster £0, the Axiom Level: 8 the spe1I on the Power Push Table.
duration.,oruntil theenchanted object is Skill: alterationlliuing form 17 Example: Giffuduhayem has a Cha-
removed from target a distance greater risma of 11 and a Spirit of 9. The spell,
than the spell's.-ange. Backlash: 22 when released, generates a +2 bonus
If the caster commands the target to Difficulty. 14 number, making the total effect value
commit a self-destructive act or an act Effect Value: 15 23-highe< than the highe< of the two
totally against its nature, the target Bonus Number to: effect attributes by 12. Giffuduhayem's CluJ·
receives additional resistance rolls. rismD and Spirit are each increased by
Range: 8 (40 meters)
the result modifier of 8 plus 5 for the
Detect Living Beings Duration: 1506 minutes) Power Push.
Cast Time: 5 (10 seconds)
Axiom Level: 7 Manipulation: control
Skill: divination/living forces 12 Facade of Normality
This nasty little curse will reduce the Axiom Level: 9(17)
Backlash: 18 Perception ofany kindred that fall victim Skill: alteration/living forces 15
Difficulty: 13 to the spell. If the spell is cast correctly
Effect Value: 16 then the effect value of the spell is Backlash: 16
Bonus Number to: duration rompared to the la1"gel's P=pHon and Difficulty. 13
the difference is read as result points on Effed Value: 18
Range: 7 (25 meters) the Power Push Table. The total result Bonus Number To: duration
Duration: 9 (one minute) points, plus a modifier of +5, are then
Cut Time: 5 (10 seconds) applied tothedifficultyofany Perc:eptic:nl- Range: touch
Manipulation: range, state based skill pe<fonned by the victim. Duration: 18 (one hour)
This modification lasts the entire dura· Cast Time: 18 (one hour)
This spell can be used to locate kin- tion of the spell Manipulation.: control
dred withinrangeofthecaster. Tothrow
the spell, the mage must have a body Enhanced Aura This is an impressed,. focused spell.
part of one of the kindred in her right As a mage releases thisspell, she weaves
hand (a lock of hair from a human, a Axiom Level: 9(t 7)
a web of illusion over the target such
scale of a lizard, a feather of a bird, etc.). Skill: alteration/living forces 16 that anyone who looks at him will see
The origin of the contagion has no in- nothing out of the ordinary. Noonewill
fluenceon the spell's effect, as long as it Backlash: 16 give the target a second glance.
comes from one of the kindred. Difficulty: 11 If the target does something unusual
The caster then bums the object (if it Effect Value: 21 (picking a lock, stealing a purse), then all
is flammable) or heats it (if not) and Bonus Number to: effect observers may roll Mind totals to over·
inhales the smoke, all the while con- come the power of the spell. Any wit-
centrating on expanding her aware- Range: 5 (to meters) ness toan incongruous act must beat the
ness. After the casting time ends, the Duration: 29 (one week)
speU'seffect value or ignore the object of
mage can then sense any kindred Cast Time: 18 (one hour)
the speU. U the target is noticed by one
within range of the spell. Manipulation: control, state, cast
!""'On, then the spell ;s broken.
Initially, the mage may only detect time Whenever the target performs an
the presence of kindred-and their extremely unusual action or one that
location within the range--but, once This is an impressed, focused spell.
affects something very large (larger
detected, she may attempt to discern This spell affects the Charisma and than he is), every bystander isallowed
what they are. If the mage decides to Spirit of any kindred. The casting re- to generate a total with an automatic
do so, she must concentrate on that quires a long ritual involving holy +4 bonus modifier.
one specific target. If the kindred has a symbols from the religions ofthecaster If the target of the spell injures an-
Mind value less than 16 (the effect and the target. The target must stand
other person or affects a really large

f"'
value), then the caster knows which of silently in a circle, surrounded by the object (over twice his size), all observ-
the kindred races it belongs to. If the holy symbols while the mage invokes ers recieve a +10bonus modifier. Any-
Mind value of the creature is equal to the power of the spell. one who is directly injured by the tar-
than 16, then the spell ;s

45
••
getautomnticallynoticesand breaks the sense is to begained must bedried and Table and added to a result modifier of
spell (unless that person is immedi· ground into a fine powder during the +6. This total then generates a bonus
ately killed or KO'ed). casting of the spell. Thecaster (and the numberthatisapplied to thecharacter's
target> cannot perform any other ac- recovery roll against the medicine skill
First Aid tions during the casting of the spell chart on page 56 of the Torg Rulebook.
and she must concentrate on assum- Example: Bargaran the Knight has
Axiom Level: 8 ing the sense desired. sustained a heDvy wound from a battle
Skill: alteration/living forces 14 After thespell has been cast, themage with the Evil Sorceress. He visits the
may use the effect value as a bonus Mad Mageof the Woods who casts the
Backlash: 10 number to any Perception roll that the hetll spell. The mage has an alteration
Difficulty: 9 target makes which directly uses this skill of 15. He rolls an 8, yielding a cast
Effect Value: 20 sense as a mechanism. roll of 13-the spell has been cast suc-
Bonus Number to: effect Example: A mage with the bonus cessfully. The -2 is then applied to the
sense of smell (from a hound) can use spell'S effect value of 15, yielding a
Range: 6 05 meters) the effect value as a bonus number for casting value of 13. The gamemaster
Dwation: 5 00 seconds) a find or tracking skill roll. The nose of consults the Power Push Table and gets
Cast Time: 5 00 seconds) a hound would obviously not help her a result of +5. Added to the +6 result
Manipulation: control, range Perception· based skill of language, modifier, this equals a total +11 to
however. Bargaran's healing check. He consults
To cast this focused spell, the mage the medicine table and makes his roll.
crosses her arms over her chest and The acndemicinns of the Two Towers
mimes the casting of a healing miracle. were correct in describing this as a versa-
tile spell. While there are other spells that This spell may only be cast on the
Then, she points at the being to be same target once per day. This is be-
aided. The effect value of the spell is can achieve similar effects, none allow the
caster as much freedom of choice and as cause the duration of the spell must be
applied to the first aid table in the Torg twenty four hours-the same time
Rulebook (pg. 55). If the effect value, much latitude with spell components.
Donnatfs Gretlt Vision spell, for ex- period that it takes to attempt wound
modified by thebonus number, equals recovery. After the duration has
or exceeds the necessary first aid roll ample, is absolutely useless unless you
happen t~ have a tail feather of a giant elapsed, the kindred's body will have
for the wound in question, then the repaired itself, making the magical
first aid succeeds. If not, then the spell eagle. ThiS spell works fine with any body
part you can liberate from its owner. healing permanent. If the duration of
fails and the caster may not try to the spell is interrupted-by a dispel
stabilize the same wound on the same -Kenipat
magic or by a living forces spell of
character that day. The caster must greater casting value than the hea/-
concentrate during the casting and the Heal then the kindred's wound will return
duration, or the spell will fail. immed iately, along with an additional
Axiom Level: 8
Skill: alteration/living forces 15 K 2 resulting from the sudden shock of
Gain Sense the returning wound.
Axiom Level: 9 Bacldash: 17
Skill: alteratiotl/living forces 18 Difficulty: 8 Improved Dexterity
Effect Value: 15
Bonus Number to: effect Axiom Level: 9
Backlash: 18 Skill: alteration/living forces 17
Difficulty: 14
Effect Value: 18 Range: touch
Duration: 25 (one day) Bacldash: 16
Bonus Number to: duration Difficulty: 12
Cast Time: 9 (one minute)
Manipulation: control, duration Effect Value: 15
Range: touch Bonus Number 10: effect
Duration: 18 (one hour)
Cast Time: 12 (four minutes) To apply this focused spell to a
woundedcreature,thecastermusttouch Range: 5 00 meters)
Manipulation: cast time Dwation: 14 00 minutes)
eachofthetarget'swounds,andexamine
thecreatureasifthemagewereadoctor. Cast Time: 4 (six seconds)
This is a focused spell. A useful and Manipulation: duration, state
versatile spell for the magician who During this time, the mage must con-
desires the vision of a hawk or the centrate on the kindred's wounds heal-
ing at an accelerated rate. This spell can be focused on any kin-
smell of a hound. The spell requires dred. To cast this spell, the mage moves
that some part of the creature whose When this spell is cast, theeffect value
of the spell is read on the Power Push her hands--slowly at first, but increasing

•• 46
mspeed kr 6.. seconds Then, sre ges- grams) will rise into the air at a speed ing value must exceed the target's
tures with both hands at the tnget. of 25 meters per round. U the target is Toughness plus a result modifier of 2
Compare the effect value of the speD living, then the caster must exceed the forthe spell to work. The result fH)ints,
to the Dexterity of the target. If the ef- dodge or Dexterity of the victim. The plus 7, are read on the Power Push
feet value is higher, then read the dif- caster then has full control of the object' s Table. The Power value equals the
ference as a Pawer Push and add the apportation, and may even change tar- number of shock points inflicted on
Power result, plus a modifier of 3, to gets of the spell or end it entirely. the target creature and transferred to a
the target's Datmty. Since the mechanism of this spell is "pool" set up by the CJlster.
Ught, the target will have a slight lumi- This pool acts as an "extra" amount
Improved Magical Strength nescence about it. U the spell is turned of shock damage the caster can sus-
off, dispeIJed, or if the magechanges the tain. Any shock (but not wound)
Axiom Level.: 9 target of the spelL theoriginal object will damage taken by the caster is first
Skill: alteration/titling ~ 18 floa.1o the ground slowly and safely. subtracted from this pool and, if there
This is a most enjoyable way to control is any remaining shock to be taken,
Backlash: 20 unruly students who believe they needn't then applied to the caster's Toughness.
Difficulty: 16 pay attention in class. Simply levitate In order for the pool to remain, the
Effect Value: 14 them to an uncomfortable and embar- caster must concentrate on keeping its
Bonus Number to: effect rassing height and let them ponder their energy around herbody. If shedoes not,
situation: either mruzin aloft and a sp«- the extra shock resiliency will dissipate
Range: 10 (tOO meters) tade for their fellow apprentias, or come immediateiy. Thecastermay, however,
Duration: 14 (to minutes) down and beJuwe. change targets for the duration of the
Cast Time: 4 (six seconds) -Kmipat spell. draining many creatures in suc-
Manipulation: control, duration cession. Each additional attack must be
resolved using the Clne<>n-Many !able.
This spell uses magic as a mec.ha·
Murgee's Energy Drain
Example: Kathrisa is being attacked
nism and can be focused on any kin· Axiom Level: 10(7) by two Viking warriors. Each has a
dred. Compare the effect value of the Skill: apportation/living forces 20 Toughness of 8. Kathrisa has sustained
spell to the target's Strength and, if the two shock points of damage from fa-
effect value is higher, then the target's Backlash: 15 tigue, but the Vikings are fresh and
attribute is increased to the effect value Difficulty. 14 ready to slay. The mage releases her
of the spell. The caster- controls the Effect Value: 18 energy drain on the nearest Viking. Since
duration of the speD and may even Bonus Number to: effect she has an apporlJlticm skill of 18, the
change its target. The maximum effect bonus of +1 (when she rollsa 13)lets her
that can be generated (using Possibili- Range: 8 (40 meters) succeedeasi1y. To see how many shock
ties, cards, and additional reUs) is 21. Duration: 18 (one hour) points she drains, she subtracts the
Cast Time: 18 (one hour) Viking's Toughness +2 (IO) from the re-
Light Levitation Manipulation: range sult points of 19, equaling 9--a +4 on the
Power Push Table. Added to the +7
Axiom Level: 7 This is an impressed spell. This is a result modifier, this means Kathrisa can
Skill: apportation{living forces 18 devious spell produced by the master "drain" the Viking for 11 shock points.
of dark forces. Murger's energy drain Because the Vikingonly has a Toughness
Backbsh: 14 gives the caster additional energy at of 8, he falls unconscious and Kathrisa
Difficulty. 8 the expense of a foe. To cast the spell,
Effect Value: 14
only gets 8 pomts for her pooL Since she
the mage must Simply concentrate on has already taken 2 points of shock
Bonus Number to: duration drawing energy from a living crea- damage, she recovers those first, giving
ture-since it is an impressed spell, her a final total of 6 points in her pool.
Range: 7 (25 meters) the caster should keep several small, The other Viking gets worried.
Duration: 13 (six minutes) inoffensive creatures handy-and she If Kathrisa decides to drain the sec-
Cast Time: 5 00 seconds) must indicate each of them with, first, ond Viking, she will have to make an-
Manipulation: duration a pointing of the right index finger other casting roll. Additionally, since
and, second, by making a "come she is affecting a third target (the first
To cast this spell, the magician must
hither" gesture with the left hand. Viking was one, Kathrisa herself was
hold a feather in her right hand. The When releasing the spell, the mage theother),herdifficultywillbeincreased
caster makes a slow, upward motion need only repeat the gesture once, in-
with both hands and the target of the by 2 points.
dicating the primary target. The cast-
spell (if its mass is less than 600 kilo-

I.
47
Persuasion This is an impressed spell. U the the spell with a dead (and preferably
magician wishes to size up another dried) bat for the entire cast time. He
Axiom Level: 11 kindred, then he may wish to use this must move it about the target and
Skill: conjuration/living forces 16 spell. To cast the spell, the mage must mimicthecryoftheanimal. The target
flip through as many texts and sowces may then release the spell at any time,
Backlash: 19 of lore (all regarding kindred) as he and he wiD have a "sixth sense" that
Difficulty. 12 can in the cast time. To release the allows him to perceive things not
Effect Value: 20 spell, all the mage needs to do is stare normally seen. When searching for
Bonus Number to: effect at the creature. something. the target can make a Per-
If the effect value of the spell is ception or find roD, based on the effect
Range: 7 (25 meters) higher than the Mind of the creature value of the speD, after his inititd at-
Duration.: 14 00 minutes) inspected, then the number of result tempt failS. He is also allowed to make
Cast Time: 5 00 seconds) points is read on the Success Column such a roll even when he is unaware there
Manipulation: control. duration. of the General PushTable. On a Mini- is anything to search for (the GM should
state mal result, the caster learns what skills do this in secret, only informing the
the target has under one ability (Vex· player on a success).
The mage casts the spell by nod- terity, for example). For an Avmlge Likewise, any creatures that comes
ding in agreement with the proposi- result, the mage would get descrip- within 100 meters of the spell's target
tion he intends to offer, and then he tions oftwo attribute skill groups. And are subject to the same automatic
speaks the proposition to finish the so on. U the caster gets a SpectaculJlr Perception roD-with no modifications
spell. It is necessary to speak the entire success, he should learn just about for stealth, cover, or even invisibility.
proposition out loud within the cast every ability the creature has-but The character can "feel their pres·
N

time of the spell, so complicated sug· there may be one or two held back by enee. lntelligent creatures use their
gestions are usually out ofthequestion. the GM anyway. Mind totals as the difficulty number,
Substitiute the effect value of the The caster may change targets as while inanimate and non intelligent
spell for the caster's persuasion skill. long as the duration lasts, and he may beings are automatically perceived.
P~uasion only works on beings who negate the spell at will. If a creature or object has been
can understand the proposition being magically "cloaked" from perception,
offered. The spell is illusory, and even Perhaps one of my favorite spefls, this
magic has saved many a wise mage's fife. however, the effect value must over-
after the proposition is accepted, a come the casting total ofthe other spell
Those spell CJlSters who travel the world
Mind or willpower total of 12 or more to work.
negates the effectof the spell. After the seeking fame, adventure, and-most im-
duration expires the character is no portantly-monetary remuneration,
would do well to remember that whife Suggestion
longer persuaded, although unless the
character has a pressing reason to re- experience may be the best teacher, it is
also the leading cause of death among Axiom Level: 10
examine his acceptance of the offer, or Skill: conjuration/living forces 14
has an attitude of hostile or enemy to- know-it-all magicians.
ward the caster, he will continue with -Kenipat
Backlash: 18
the terms of the agreement. Difficulty: 15
Sixth Sense Effect Value: 15
Sense Abilities Axiom Level: 6(17) Bonus Number to: effect
Axiom Level: 7(7) Skill: divi11Qtion/living forces 15
Range: 7 (25 meters)
Skill: divination/living forces 19 Duration: 11 (two minutes)
Backlash: 15
Difficulty: 7 Cast Time: 5 00 seconds)
Backlash: 8 Manipulation: control, range
Effect Value: 14
Difficulty: 6
Effect Value: 21 Bonus Number to: duration
This spell acts as a persuasion at-
Bonus Number to: effect tempt by the caster, using the mage's
Range: 10 (100 meters)
Dwation: 10 000 seconds) resuJt value instead of the persuasion
Range: 7 (25 meters) skill. Thecharacter must speak a "sug-
Duration: 1400 minutes) Cast Time: 18 (one how)
Manipulation: cast time, duration gestion" to the target (in a language
Cast Time: 18 (one hour) the target can understand) while cast-
M;mipubtion: control, duration ing the spell. Compare the effect value
This is an impressed, focused spell.
The caster must touch the recipient of of the spell to the target's wiflpoweror

_0_. ..Y...
48 ""T
Mind with the result read on the animals, I have always preferred hiring a This focused spell will increase the
Chann/PersuadeColumn of the In- professional driver. Toughness of any kindred. The caster
teraction Results Table. -Zefephest need only gesture at the target and flex
The suggestion spell is illusory, and his arm to cast the spell.
it can be disbelieved by the target (on Vigor The effect value is compared to the
a result of 12 or higher). After the Toughness of the target. If the effect
duration lapses, the suggestion will Axiom Level: 9 value is greater, then the difference is
stay with the creature, with disbelief Skill: alteration/living forces 15 read as result points on the Power
rolls increased by thevalueof the time Push Table. The target's Toughness is
after the spell has expired. Backlash: 15 increased by 3 plus the result points of
The spell uses darkness as a mecha- Difficulty: 11 the Push.
nism, so the creature's welfare or inter· Effect Value: 18 If a creature affected by this spell
ests do not effect the casting of the spell. Bonus Number to: duration sustains shock damage exceeding its
One must be careful in the casting of original Toughness, it will remain con-
this spell, as, while it can be effective in Range: 8 (40 meters) scious until the spell ends. If it has not
attaining help from reluctant acquaintan- Duration: 16 (30 minutes) recovered from the shock before this
ces, it does have the drawback of only Cast Time: 3 (4 seconds) time, then it will go down.
working on folk. If one needs to persuade Manipulation: control, state

.e
49
Chapter Four

Kindred
Aquatic Find Pearl caster must concentrate on the visions
the creature sends him. The spell can be
Axiom Level: 5 ended at any time. The caster sees
Detect Fish Schools Skill: divinlltio"!aqWltic 11 through the fish's eyes if the spell's ef-
fect value is greater than the fish's Per·
Axiom Level: 6 Backlash: 9 e<pIion. Any I'm>p!imH>ased skill tools
Skill: ditriPUJtKm!oqwlfic 12 Difficulty. 9 the caster generates may not exceed the
Effect Value: 2 fish's ful:<pI....
B.JIclduh: 14 Bonus Numbu to: duration
Dil/kulty. 10
T'htrt 12rt sttJtnIl mJlgics IMt let a
Effect Value: 6
I4nd-dt«lleroptnltt undnwater,ln.It it is
Range: 7 (25 meters) usually mort tffidtttt to gd ~ knowl-
Bonus Number to: effect Duntion: 15 (15 minutes) edge ofwhAI's down ,,,,,- first.
Cast Time: 5 00 seconds)
Range: 15 (one kilometer) -KnriPflt
Manipulation: duration
Duration: 21 (fow hours)
Cast Time: 17 (40 minutes) Find ptGrl is a divination spell of Fish Grab
Manipui.tion: control, duration extreme simplicity. The caster cups
Axiom Level: 9
his hands as if holding a pearl and the
Oded fish schools allows the caster nearest oyster bearing a pearl in it (up Skill: apporlatiol1/aquntic 13
to know the location of a school of fish. to a distance of 25 meters) glows softly.
To cast, mage chants over a bucket in The caster can tum the spell to the next Bac.klash: 11
which she has placed fish tails. The closest oyster, and so on. It can be cast Difficulty. 11
bucket is covered when the spell ~ while holding one's breath. Effect Value: 5
gins. As the spell progresses, thecaster Bonus Number to: effect
gradually pulls back the cover, shines Fish Eyes
a light in the bucket, and looks in. The Range: 6 OS meters)
spell will find the closest fish school Axiom Level: 5 (7) Duration: 2 (2.5 seconds)
uptaa kilometer away. Thespell yields Skill: divinalion/aquatic 11
Cast Time: 0 (one second)
knowledge about a 10 meter diameter
Manipulation: control
sphere and travels at 25 meters per Backlash: 10
round. Compare thespell'seffect value Effect Value: 4
to the difficulty number of fire. Read Bonus Number to: duration The caster must see an aquatic aea-
the results on the Power Push Table. ture less than 15 meters away to use this
The result modifier is +3. Read the Range: 13 (400 meters) spell. To cast, the caster barks a two
final result points on the General Re- Duration: 18 (one hour) word command. Uthespell'seffect value
sults Table. Cast Time: 9 (one minute) isgreater than the fish' 5 Stmrgth, the fish
A minimRl success tells the caster Manipulation: control is jerked out of the water and into his
the direction of the school. An avtrtlgt hands.
success tells the exact location of the Fish eyes allows the mage to see TM sptll is illeoelerltly Ctllled "COI1-
school. A good success yields the size through the eyes of • single aquatic jurthmch." ThissptllhasalsoCtlu~tM
of the school. A suptrior or sptdtJcular creature. ItonJyconveys information to tkcfi"t of some fishing runs. Of course, it
result yields the type of fish in the the mage and doesn't control the crea- am ~ IuuArdoll5 if a foolish mtIgt brings
school. ture. The mage must touch a living up Q fish with stinging spine; or sharp
aquatic aeature, hoki it for a geCOnd to sarlts.
make the link. and then reIeose it. The -Knriptlt

•• so
Hatchery value 17). Onceit reaches the barnacle, Effect Value: 6
!he c~ter has True Knowledge of it, Bonus Number to: effect
Axiom Level: 9 mcludmg its location. He also knows
Skill: alterationpquatic 15 if it is moving and its facing (up or Range: touch
down). His knowledge lasts one hour, Duration: 0 (one second)
Backlash: 12 less the time it takes for his awareness Cast Time: 4 (six seconds)
Difficulty: 7 to reach the rest of the barnacle. Hecan Manipulation: control
Effect Value: 5 make repeated castings for tracking.
Bonus Number: effect Yield pearl coaxes an oyster in one's
Summon Kraken hands to expel a pearl The caster
Range: 2 (2.5 meter sphere) speaks the spell aloud and the pearl
Duration: 28 (fow days) Axiom Level: 17 pops out without harming the oyster
Cast Time: 21 (fow hours) Skill: alteration/aquatic 21 or the pearl.
Manipulation: control, cast time
Backlash: 20
In hatchery, the mage constructs a
large weir, incorporating some fish
D;fficulty'19
Effect Value: 25
Avian
and fish eggs into it, while singing a Bonus Number to: range
chant. After four hours, the caster Charm Bird
lowers the weir into the water. The Range: 24 (60 kilometers)
weir attracts 10 ready-to-spawn fish Duration: 29 (one week) Axiom Level: 8 (17)
(assumed to be present in the vicinity) Cast Time: 25 (one day) Skill: alteration/avian 19
and c~arms them into spawning there. Manipulation: duration
It also mcreases the vitality ofthe spawn Backlash: 12
that they leave there, making for more Summon kraken is a wiU'd spell. It Difficulty, 7
fish from the successful spawning. allows the mage to summon a kraken Effect Value: 22
Bonus Number to: effect
Just about the first aquatic spell every. through a taunt to attack the target of
one learns is "conjure lunch" (i,e., fish the spell. The mage must spend one
Range: 2 (2.5 meters)
grab) - where a fish throws itself out of full day examining the sailing vessel
that is the target of the spell. The caster Duration: 38 (one year)
the water to you. A convenient enough Cast Time: 16 (25 minutes)
thing until the fish supply disappears. must possess a kraken figurine. Dur-
ing his examination, the magesearches Manipulation: cast time, control,
Hatchery helps counteract this problem.
the ship for its faults and strengths. range
-Kenipat
At ~e end of the day, the mage must
place his hands upon the ship, saying '1 This impressed spell allows the
Marker Barnacle challenge thee, foul beast." The mage caster to make multiple charms on a
has an hour to accomplish this portion bird within range. A charm attempt
Axiom Level: 9 may be made each round until the
Skill: divinJItionlaquatic 19 of the spell He is projecting his super·
natural image onto the ship. caster gets a satisfactory result or fails
Theward will detecta kraken within (birds are generally neutral toward a
Backlash: 9 character). The caster may persuade
Difficulty: 9 the range of the spell with a divination
skill of 15. Once a kraken is detected, the bird, attempting to get a yes or vow
Effect Value: 1 (the caster may try over each round
Bonus Number to: duration the ward broadcasts the taunt (at a
speed of 15 kilometers per round). until a satisfactory result or failure
Compare the spell's effect value to the occurs). Make Charm and persuasion
Range: 30 (1000 kilometers) rolls versus the bird's Mind or will-
Duration: 18 (one hour) taunt value of the kraken. The caster
must achieve a minimal success to power. Read result points directly on
Cast Time: 21 (four hours> the charm/persuade column of the
Manipulation: duration, cast time taunt the kraken.
Interaction Results Table.
With marker barnacle, the caster Yield Pearl
chooses a barnacle on the bottom of a
Communicate with Birds
Axiom Level: 5
smp, knocks offa small pieceand keeps Axiom Level: 7
Skill: apportation/aquatic 11
it. When the mage wants to trace the Skill: divinJItion/aviDn 18
ship, he casts thespeU. His awareness
Backlash: 10
hurtles outward to the rest of the bar· Backlash: 7
Difficulty: 6

..
nacle at a rate of 1000 km/hour (speed Difficulty: 8

~-------_
I 51
8.
52
Effect Value: 12 The avian grows to the large size and Fly
Bonus Number to: effect remains in that form for the duration
of the spell. This spell requires the Axiom Level: 8
Range: 10 (tOO meters) caster to have feathers from the par- Skill: apportationlavian 20
Duration: 18 (one hour) ticular avian he intends to transform.
Cast Time: 9 (one minute) The spell assumes the bird has a Backlash: 8
Manipulation: cast time, control, Strength of 1. Its talons do STR+3, while Difficultr- 8
state the beak does SfR+ 2. The avian retains Effect Value: 13
its mental attributes, but its physical Bonus Number to: duration
The caster of this spell requires feath- attributes change as follows:
ers from the type of bird he wishes to DEXTERITY 16 Range: touch
communicate with. The caster uses the STRENGTH 16 Duration: 18 (one how)
feathers to draw the figure of the bird in TOUGHNESS 16 Cast Time: 5 00 seconds)
the ground. The caster then imitates the Natural Tools: talons, STR + 9/25; Manipulation: control
speech of the bird as he swishes the beak, STR + 8/24
feathers across the drawing. Compare Fly is a focused spell and requires
the effect value of the spell to the diffi- the feathers, skin or other covering
culty of 12. Read the result on the Power Eagle Eye from the skin of a flying creature. The
Push Table. The result modifier is 5. Axiom Level: 7 mage flaps the component as if flying,
Add the final result points to the caster's Skill: divination/avian 16 then gives them to the recipient of the
Perception for purposes of using the spell. Thecharactercanfly as long as the
language skill only. If unskilled, the Backlash: 15 component touching the character's
caster gains the language skill for the Difficulty: 19 skin. Passing the component to another
duration of the spell. The caster may Effect Value: 20 character does not allow the other to fly.
end the spell at any time. Bonus Number to: duration The character immediately loses the
Students using this spell should re- ability to fly if the component is lost. The
member that most birds are not capable of Range: 20 (to kilometers) speed of llight is equal 10 the effect value.
carrying on long conversations or com- Duration: 18 (one hour)
plex thoughts. Cast Time: 9 (one minute) Scarecrow
- Kenipat Manipulation: cast time, control, Axiom Level: 15
state Skill: apportation/avian 18
Create Giant
Eagle eye allows the caster to see Backlash: 18
Avian Servant through the eyes of any avian type the Difficulty: 12
Axiom Level: 11 caster specifies. The caster must hold Effect Value: 21
Skill: alteration/avian 19 the avian and trace its body with Bonus Number to: effect
feathers of the same type of avian. He
Backlash: 17 then traces the feathers across his face Range: touch
Difficulty: 18 and eyes, as he releases the avian. The Duration: 37 00 months)
Effect Value: 21 caster cansee through theavian's eyes Cast Time: 23 00 hours)
Bonus Number to: duration if the spell's effect value is greater than Manipulation: control, state
the avian's Perception. Any Perception-
Range: 3 (four meters) based skill totals the caster generates Scarecrow is a focused spell used by
Duration: 17 (40 minutes) may not exceed the bird's Perception. the farmers of Aysle to keep birds and
Cast Time: 3 (four seconds) The caster must concentrate to per- other avian creatures from eating their
Manipulation: control, state ceive the images from the eyes of the crops. The caster focuses the spell into
avian. The avian's vision travels back a scarecrow and places it into the
Create giant avian servant is a fo- to the caster at 4,00J meters per round middle of the field it is to protect. The
cused spell that transforms a normal (speed value of 18). caster must walk about the field for 10
sized avian into a large sized avian of As long as the avian remains within hours touching all the plants that en-
the same type. The transformed avian the range of the spell, the caster will compass the perimeter of the field. At
is large enough to be used as a mount see through its eyes. The spell's effect the end of the cast time, the caster
by the caster. The caster simply takes stops if the avian exceeds the spell's approaches the scarecrow and sticks
hold of the avian and quickly runs his range. If the avian returns within range,
hands from head to tail of the avian. the connection resumes.

.e
53
Range: touch
three feathers into it, shouting. "Flee, Earthly Dwalion: 13 (five minutes)
flee!" At this time, the spell takes ef- Cast Time: 4 (five seconds)
fect. Once cast, the spell cannot be Manipulation: control, duration
removed, except through the use of Animal Shield
dispelling magic. Axiom Level: 8 (17) 1Oecastermusthavesomethingfrom
Read the spell's effect total on the Skill: alterationfearfh/y14 thespecificspedeso! animal with which
Power Push Table to generate result he wants to communicate (a lock from
. ts. The result modifier is +8. The Backlash: 13 the mane of a horse, the claw of a
~ result points equals the total mass Difficulty: 9 manticore). Heplaces the specificconta·
of birds that will be moved from the Effect Value: 15 gion on the ground before ~, and
field or prevented from entering. ~e Bonus Number to: duration draws a line in the ground leading from
spell affects a cylinder 100 meters In the object to himself. He draws a second
radius with a height of six meters. Range: touch line in the opposite direction- Compare
This is a utilitarian spell, lnIt it is Dwation: 23 (10 hours) theeffect value to the difficulty of 12. Add
signifiCimt tnough to be included ~n this Cast Time: 19 (90 minutes) the result points to the caster's. Perception
volume. Pity the mage who CilStS. thIS s~" Manipulation: duration for use in the language skill only. If
poorly. Thueare few lhin~as frighttnln$ unskilled, the caster gains the language
as an irate farntn who dlSCODUS tMt thIS Animal shield is an impressed and skill for the duration of the spell.
s",,11 only prottdS his field from , f<w focused spell. The adept prepares a Whethaor not lhi: animal will wish to
dOU1l crows. large, roaring bonfire and hangs a ~ag answer theCilster's questions, and its hon-
-Zelephest of coal ash above it. While chantmg esty if it does so, depends tntirely on its
and screaming, she tosses pieces of femperamtnl.
Summon Bird animal skins onto the fire. The smoke -Kenipat
from the burning skins glow red and
Axiom Level: 8 concentrates in and around the bag. Enhance Horse
Skill: apportationfavian 16 Later, the adept pours out ash from
the bag to form a circle of as~ around Axiom Level: 9
Backlash: 8 the area to be protected. While touch· Skill: alterafionfearthly 19
Difficulty. 8 ing the ash circle, the adept releases
Effect Value: 5 the spell. The circle can bE; up to 20 Backlash: 19
Bonus Number to: effect metersindiameter. The ash ISgood for Difficulty: 14
one use. Effect Value: 19
Range: 15 (one kilometer) The spell protects those within the Bonus Number to: duration
Dwation: 16 (25 minutes) circle from attacks by wild beasts. The
Cast Time: 14 no minutes) spell uses a test attack on any ea~h1y Range: touch
Manipulation: cast time, state creature attempting to enter the arcle. Dwation: 18 (one hour)
Compare the eff~t valu~ of the spell Cast Time: 16 (25 minutes)
This spell allow the caster. to sum· totheanimal'sMmd orwzllpower. Read Manipulation: control
mon a bird within a one kilometer the result points on the Power Push
radius. The caster must specify the Table. Thespel1's result modifier is +6. £n1uJnce~addstoahorse'sspeed
typeofbird to besummonedand needs Find the final result points on the test limit value,Dalerityand Toughness. To
to have feathers of that type of bird. column of the Interaction Results cast the speU, the mage needs three
The casters stands alone in the forest Table. Animals with a Mind of 60r less hairs from the target horse's mane.
and rubs the feathers on his arms and are automatically setback, preventing Whilecasting the spell, the magebraids
legs. He then makes a full circle while them from entering the circle. the hairs and ties them into a strong
imitating the sounds of the bird.1l\.e knot. Comparethespell'seffect value to
bird is summoned if effect total IS Communicate with Animals the horse's Dexterity or Toughness
greater than the bird's Strtngth. (whichever is higher). Add the result
Axiom Level: 7 points to both attributes. Read the re-
Skill: divi1UJtionfearthly 16 sult points on the Powe; P.ush Table
and add it to the speed hout.
Backlash: 14 The speU leaves the horse raven-
Difficulty: 10 ously hungry when it wears off.lf the
Effect Value: 26 horse is given sufficient food, the spell
Bonus Number 10: effect can be safely cast repeatedly.

--=··54~-------~
Horse Difficulty: 9 Pdralyzation reduces the target's
DEXTERITY 9 Effect Value: 18 Dexterity so that it is incapable of physi·
Dodge 10, running 11, unarmed Bonus Number to: duration cal action. The mage needs a small
combat 10 handful of sand. He flings several
STRENGTH 13 Range: 7 (25 meters) pinches at the targefs eyes and each of
TOUGHNESS 10 Dwation: 13 (six minutes) the major joints. Compare the spell's
PERCEPTION 6 Cast Time: 15 OS minutes) effect value to the target's Dexterity.
MIND 3 Manipulation: control Reduce the target's Dexterity by the re-
Willpower 8 sult points of the spell. If the target goes
CHARISMA 3 Mighty mouse is an impressed and beyond the range of the spell, it regaiM
SPIRIT 3 focused spell that changes a mouse normal movement and coordination,
Natural Tools: hooves, damage into a lion. The mage needs a lion's but the spell will resume if the animal
value STR+2/15; speed value, 11 tooth to cast the spell. The mage con· reenters the range of the spell.
<:eals the tooth in the palm of his hand,
Insect Repenent point down. Hebegins casting the spell Scarebeast
crouched down and speaking in a high,
Axiom Level: 8 squeaky voice. As the casting contin- Axiom Level: 10
Skill: alteration/earthly 13 ues the mage gradually exposes the Skill: alteration/earthly 14
tooth below his fist while standing up
Backlash: 10 and deepening his voice. To cast, the Backlash: 10
Difficulty: 9 magician points at the mouse hewants Difficulty: 9
Effect Value: 12 to transform and roars loudly. Effect Value: 13
Bonus Number to: duration The transformed mouse has the fol· Bonus Number to: duration
lowing statistics:
Range: touch Range: 10 (100 meters)
Duration: 25 (one day) Lion Dwation: 29 (one week)
Cast Time: 14 00 minutes) DEXTERITY 10 Cast Time: 21 (four hours)
Manipulation: duration Running 11, stealth 13, unarmed Manipulation: control, duration
combat 11
Insect repellent is a focused spell. A STRENGTH 14 Scarebeast is a magical analog to a
small willow twig must be peeled of TOUGHNESS 12 scarecrow: it keeps animals away from
bark and placed above a smouldering, Natural Tools: bite, STR+4/18; fields and granaries. It repels deer, rats,
smoky fire for 24 hours (several can be c1aws,STR+3/17 rabbits, worms, insects, and otherearthly
made at once). The adept can render Note that this spell just changes the creatures. The caster chants the spell
any folk immune from insects for a mouse'sbody;itdoesn'tchangethemouse's while assembling a display of tokens
day by rubbing the twig on the folk's representing what happens to animals
arm while incanting. The smoke twig
mind. The mouse's behavior can be unpre· that inbUde: pelts of rabbits, slcu1ls of
is good for one application only. Twigs dictable. rats, deer antlers, locusts impaled on
retain their potency until broken. The -Kenipat pins, etc. The affected. area 000 meter
spell protects an area 1.5 meters in radius circle) makes an intimidation at·
radius and volume, through a test at- Paralyzation tack againstearthly creatures. Compare
tack. Compare the spell's effect value the effect value to the animal's Spirit.
to the Mind of the insect. Find the re- Axiom Level: 8 Read the result points on the Power
sult on the Power Push Table. The Skill: alteration/earthly 16 Push Table. The result modifier is +5.
result modifier is +5. Find the final Read the final result points on the in·
result points on the test chart of the Backlash: 18 timidate column of the Interaction Re-
Interaction Results Table. Insects with Difficulty, 16 sults Table. If successful, the creatures
a Mind of 0 are automatically setback. Effect Value: 17 seek food elsewhere.
Bonus Number to: duration Fanners often use channs to protect
Mighty Mouse beDsts ot burden and watchdogs from the
Range: 6 05 meters) effects ot this spell. Alternative ways at
Axiom Level: 13 (7) Duration: 14 (10 minutes) getting the work done, usually magical in
Skill: alteration/earthly 18 Cast Time: 3 (four seconds) nature, are also popular.
Backlash: 12 Manipulation: control -Zelephest

••
55
Shear Sheep Few ptOplt even begin to rttlliu how Cast Time: 3 (four seconds)

Axiom ~vel: 8
dlffi<ult 'hL It" of fann", and shepherds
was until the advent of modern mJlgic.
Manipulation: range

Skill: alterationleJlrthly 11 HOUIf!tJeT. it is generally believed thllt crude During soothe animal, the caster
"",;"nsof spe/~ lac. shear sheep had been makes a strong brew of camomile tea.
Backlash: 10 used well before records wereever kept. Haw The caster places a leather bladder
Difficulty: 9 over the tea to capture the tea's odor,
users miJinlained control without our uni-
Effect Value: 1 which is sewn shut until needed. To
fied magic theory remains a mystery. release the spell, the caster pierces the
Bonus Number to: duration
-ZeI"Phes ' bladder and compresses it toward the
animal's head while speaking in a
Range: touch
Soothe Animal soothing voice. Yellow*green vapors
Duration: 23 00 hours) condense around the animal's nose as
Cast Time: 12 (four minutes) Axiom Level: 8 the spell takes effect.
Manipulation.: duration Skill: alterationlf'1lrlhly 11 Compare the spell's effect value to
the animal's Mind. Read the result
With slwr shrep, the.dept places he>- Backlash: 9 points on the Power Push Table. The
hands over a pairofcuttingshears. Both
Difficully. 10 spell's result modifier is + 5. Read the
thecuttingshears and the adept's hands Effect Value: 14 final result points on the General Re-
glow blue while he recites the spell. To Bonus Number to: duration sults Table. With a minimJll success the
shear a sheep, the adept makes shearing animal will stand still quietly. On an
motionsaJongthesheep'sskin. Thecaster Range: 2 (2.5 meters) averageor good success, the animal will
must concentrate to maintain the spell. Duration: 18 (one hour) relax and be calm. With a superior or

•• 56
sprctacu/Qr success, the animal will go Effect Value: 9 elemental The spell uses the same con-
to sleep. Bonus Number to: duration tagion as the conjure elemental spell.
The spell channs the elemenmJ each
Tame Horse Range: touch round until achieving a satisfactory re-
Dur;ation: 21 (four hours) sult or failing. The elemental, when
Axiom Level: 9 (I 7) Cast Time: 15 (15 minutes) conjured, has a hostile attitude. After
Skill: alteration/earthly 14 Manipulation: control the charm, the caster may persuade the
elemental once per round until acmev·
Backlash: 18 Winged horse transfonns a horse ing a vow, yes or failure result.
Difficulty, 16 physically and mentally, but not spiri- The caster substitutes the spell's
Effect Value: 15 tually, into a pegasus. The horse gains effect value for her charm and persua·
Bonus Number to: duration the ability to fly, but has the same sion skills. Compare the spell's effect
attitudes and loyalties. value to the elemental's Mind or will-
Range: 3 (four meters) 'The caster rots five hails from the power. Read the result points on the
Dur;ation: 29 (one week) mane of the target horse. He braids Extended Power Push Table. The
C;ast Time: 18 (one hour) these hairs into a circle and inserts two spell's result modifier is +10. Find the
Manipul;ation: control white feathers into the braid. He places final result points on the charm/per·
the braid on the horse's back. The braid suade column of the Interaction Re-
This spell is impressed and fo- transfonns into the wings of a pegasus. sults Table. With a vow result the el-
cused. To use tame horse, a new rope See enhllnce horse (earthly) and train emental will obey the caster for the
must be braided using hairs from the pegasus (enchanted) for statistics. duration of the spell. The results are
mane of a previously tamed horse. Enhance horse and this spell are the real for the duration of the spell.
While braiding the rope, the mage legacy of Teronia Daroor, a mage who
must softly chant the spell in a sing- specialized in spells affecting horses. She Conjure Elemental
song voice. The caster must lasso the was known for her great affection for the
wild horse and then release the spell. Axiom Level: 15
animals and for her rough, raspy voice. Skill: conjurQtion/elementQI 21
U successful, the rope will flare white, She nf!Ver included the voice theorem in
and a white corona envelops briefly herspells. ShestoppedCIIStingthewinged
around the horse. Compare the spell's horse spell Qfter Qn unfortunate lJCddent Backbsh: 14
effect value to the horse's Mind or in which she overestimated the spell's du· Difficulty, 8
willpcn.uer. Read the result points on ration. She surtlit1f!d the subsequent filII. Effect Value: 27
the Power Push Table. The spell'S re- Bonus Number 10: range
Her horse was not as lucky.
sult modifieris +6. Find the final result -Zelephest
points on the charm column of the Range: 5 (10 meters)
Interaction Results Table. A successful Duration: 5 (10 seconds)
Casl Time: 18 (one hour)
charm versusa neutral orhostileattitude
is necessary to chann the horse.
Elemental Manipulation: cast time, control.
The rope must remain on the horse duration, range, speed, state
for one week. At the end of the week,. Charm Elemental
horses generally becomeaccustomed to With this spell, the casterronjures a
their new role in life and remain tame. Axiom Level: 11 (17) physical manifestation of the chosen
Skill: conjurQtionlelemental21 element. The spell opens a portal to
Of course, who would f!Ver want to
tame a horse? This spell is useful only as a another dimension and pulls the be-
Backlash: 18 ing through. At the end of the dura-
rrsmrch vehicle to dttmnine Qprotection Difficulty, 18
from the dark spell, enslave folk, known tion, the portal collapses, trapping the
Effect Value: 27 elemental on this plane. The conjured
toluwe been peroerttd from ,he tame 00... Bonus Number 10: effect
spell. elemental is a sentient being.
-Kenipat Therontagion for this spell depends
Range: 5 (10 meters) on the type of elemental being con·
Duration: 25 (one day) jured. Fire elementals require a large
Winged Horse Cast Time: 21 (four hours) bonfire or hearth fire. Air elementals
Axiom Level: 13 Manipulation: cast time, control. require a strong wind to be blowing in
Skill: alteration/earthly 19 state the immediate vicinity. Earth el·
ementals arise from a large mound of
This impressed and focused spell earth prepared by the caster. Water
Backlash: 10
Difficulty: 10 allows the caster to charm a conjured elementals must be conjured on or

••
57
near a large body of water. Metal SPIRlT 13 Meta} Elementals
elementals require a small humanoid Possibility Potential: Some (21) DEXTERITY 12
metal figurine. Plant elementals re- Special Attacks: earthquake: earth Unarmed combat 14
quire a plant (or tree) that is at least elementals can create small but pow· STRENGTH 15
man-sized. erful earthquakes in the area immedi· TOUGHNESS 18
Compare the spell's effect value to ately surrounding them. The elemen· PERCEPTION 8
the elemental's largest physical at· tal generates a Strength total vs. a dif- Trick (10)
tribute. Read the result points on the fieultyof 18. The level of suc.cessdeter- MIND 10
Power Push Table. The spell's result mines how long the quake lasts and CHARISMA 10
modifier is +9. If the final result points how powerful it is. The earthquake Taunt 0 t)
are equal to or greater than the affects any character within a 60 meter SPIRIT 12
elemental's Spirit, it is conjured. This radius, with the value determined by Possibility Potential: Some (21)
spell automatically works for all of the the success of the quake. Special Defenses: Metal elementals
elementals below. Success DurationIVa)ue are immune to any light-based or elec·
minimal 2 rounds/IS meal attacks.
Air Elemental average 3 rounds/18
DEXTERITY 17 good 4 rounds/21 Plant Elementals
Aight 18, unarmed combat 18 superior S rounds/24 DEXTERITY 13
STRENGTH 12 spectacular 6 rounds/27 Unarmed combat 15
TOUGHNESS 15 STRENGTH 1.
PERCEPTION 12 The quake stops if the elemental is TOUGHNESS 1.
Trick (13) destroyed. All actions performed dur- PERCEPTION 16
MIND 12 ing the earthquake have their diffi- Trick (17)
CHARlSMA9 rulty numbers increased by 2 for each M1ND11
Taunt (10) level of success achieved by the el- CHARISMA 8
SPlR1T 8 emental. The earthquake does not af- Taunt (10)
Possibility Potential: Some (21) fect the elemental. SPIRIT 9
NmuaI Ability. ftigh~ speed value 17 Possibility Potential: Some (21)
Special Attacks: suffocation: an air Fire Elementals Special Attacks: entanglement:
elemental attacks a creature by creat· DEXTERITY 13 plant elementals control any natural
ing a whirlwind around it. The el· Unarmed combat 15 plant We within a radius of 60 meters.
emental generates an unarmed com- STRENGTH 10 The elemental can use the plant We to
bat total against the intended victim. If TOUGHNESS 15 attack and entangle any opponents
the attack achieves Good success or PERCEPTION 12 within that area. The elemental gener·
better, it catches the creature. The el- Trick (13) ates a Perceptio" total vs. the Dexterity
emental makes an ummned combat at- MINDS or dodgf! of the intended victim. The
tackeach round on any creaturecaught CHARISMA 7 victim takes damage equal to the result
in the whirlwind. To escape a whirl· Taunt (9) points. The victim is entangled and
wind, the creature must generate a SPIRIT 12 prevented from moving if the attack's
Stre"gth total vs. the elemental's Possibility Potential: Some (21) result point total exceeds the victim's
Strength and achieve superior success Natural Tools: unarmed combat Strength. To escape, the victim must
or better. flame SfR +8/damage value 18 generate a Strength total equal to or
Special Defenses: air elementals Special Attacks: engulf fire greater than the original attack total.
can only beaffected by magical attacks elementals are capable of engulfing Special Vulnerability: Fire-based
(enchanted weapons or spells). opponents with their b<xl.ies with an attacks on plant elementals add +3 to
Utulrmed combat grappling attack. U the damage total.
Earth Elementals successful, the opponent is trapped in
DEXTERITY 10 the flames. The elemental may take no Water Elemental
Unarmed combat 12 other actions while engulfing an op- DEXTERITY 15
STRENGTH 18 ponent. To escape, the victim must Swimming 16, unarmed combat 17
TOUGHNESS 15 generate a Strmgth total greater than STRENGTH to
PERCEYTION 9 the elemental's Sfrtngth. TOUGHNESS 16
Tric.k (10) Special Defenses: Fire elementals PERCEPTION 11
MIND 11 are only affected by magical attacks Trick (3)
CHARISMA 9 (enchanted weapons or spells) and MIND 11
Taunt (10) water-based attacks

•• 58
CHARISMA 10 spell on the enchanted creature. As the story goes, the mJ'lgewho origi4
Taunt (12) Compare the effect value of the spell nnlly constructed this spell didn't put
SPIRIT 12 tothecreature'sMind orwiflpower. Read enough range into it and was flaSh-frozen
Special Attacks: drowning: water the results on the Power Push Table. by a Draconis Teutonial. Fortunately for
elementals can engulf and drown vic· The spell's result modifier is + 3. Find us, he had the insight to record the spell
tims with an unarmed. combat grap- the final result points on the charm 001 4
before attempting it.
pling attack. When engulfing a victim, umn of the Interaction Results Table. -Zelephes!
the elemental can take no other action; Most enchanted creatures will be neu-
the victim takes full damage each tral The caster can charm each round Control Lycanthropy
round. To escape, the victim must until rolling a loyal or failure result.
generate a Strength total greater than After charming, the caster will want to Axiom Level: 11
the elemental's Strength. persuade the creature into a vow to Skill: alteration/enchanted 22
Attacks made by a water elemental watch the child. This spell is an illusion
against a fire-based creahue add +3 to and may be disbelieved with a Mind or Backlash: 16
their damage total. Attacks made willpower roll of 15. Difficulty: 10
against metal-based creatures add +2 Effect Value: 27
Findin8 a trustworthy guardian who
to the damage total. is alS<l fun for the kids is easy when used on Bonus Number to: duration
Special Vulnerability: Fire-based one of the friendlier enchanted creatures.
attacks made against a water elemental Range: 8 (40 meters)
You need to be careful with this spell,
add +3 to the damage total. Duration: 25 (one day)
because some creatures of the hiding/
Cast Time: 5 (10 seconds)
Casters of this spell should have a hoarding predisposition maycarry thechild
Manipulation: duration
charm elemental spell impressed for im- off to their lair. Bind fairy godmother is
mediate use after the summoning. Un- a popular improved version of this spell.
controlled eJementaJs Qre known to CQuse -Zelephest Control lycanthropy forces a
werewolf to revert to human form. To
great havoc in their aimless wandering,as
cast, the mage commands, ''Wolf to
the things of man matter little to them. Banish Dragon man." The spell affects the werewolfs
Fire elementals can be particularly nasty,
especially if conjured indoors. Axiom Level: 8 (17) Dexterity, Strength, Toughness, Mind
Skill: apportation/enchanted 27 and ChariSmJ'l. Compare the spell's ef·
-Kenipat
feet value to the attribute that under-
Backlash: 17 goes the greatest change between the
Enchanted Difficulty: 10
Effect Value: 38
two forms. Usually, the largest at-
tribute change is Mind. The spell suc-
Bonus Number to: duration ceeds if the result points equal or ex-
Baby-Sitler ceed the attribute difference.
Axiom Level: 9 (I 7) Range: 14 (600 meters)
Duration: 38 (one year) Speak to Enchanted
Skill: conjuration/enchanted 17
Cast Time: 25 (one day)
Axiom Level: 8
Manipulation: control, duration,
Backlash: 19 Skill: divinntion/encJulnted 17
state
Difficulty: 15
Effect Value: 22 Backlash: 15
Bonus Number to: effect
Banish dragon allows a caster to over-
come the willpower ofdragons and cre- Difficulty: 11
ate a mental aversion to the caster. A Effect Value: 20
Range: 8 (40 meters) Bonus Number to: duration
Duration: 21 (four hours) mage must impress the spell into a
dragon scale. The caster holds the scale
Cast Time: 14 00 minutes) Range: 8 (40 meters)
tohischest. Witha low growl,hethrusts
Manipulation: cast time, control Duration: 20 (2.5 hours)
thescaleawayfromhimse1f,spinningin
a circle. As the caster completes the Cast Time: 9 (one minute>
Baby-sitter is an impressed spell. Manipulation: cast time
gesture, the growl rises to a dragon's
Baby4sitter is a charm applied on the
roar. The spell affects any dragon who
enchanted creature, but the charm
attempts to approach within 60) meters
SptQk to enchanted allows the caster
makes the creature feel good about a to speak the languageofany enchanted
of the caster. Compare the spell's effect
third party <the child). The mage creature within range. The creature
value to the dragon's largest physical
spends 10 minutes singing and com 4
must speak its language and the caster
attribute.
forting the child. The mage looses the tries to mimic it while casting the spell.

S9
••
The mage touches his ears and throat
while his voice begins to sound more
Range: 3 (four meters)
Duration: 5 (10 seconds)
Entity
and more like the enchanted's. Cast Time: 18 (one hour)
Compare the spell's effect value to Manipulation: state, range Animate Golem
the language's difficulty (normally in
the 12 to 22 difficulty range, depend- Train pegasus, an impressed spell, Axiom Level: 15
ing upon the creature). Add the result enables the caster to tame a pegasus. Skill: conjuration/entity 21
points to the caster's Perception for The mage must have the knowledge
purposes of the language skill (if un- necessary to train a Pegasus. The spell Backlash: 22
skilled, the caster gains language for compresses a 15 month training rou~ Difficulty: 18
the duration of the spell). Only the tine into a few seconds. While casting Effect Value: 21
mage can understand or speak with the spell, the mage speaks in alternat- Bonus Number to: duration
any enchanted creature of that type ing commanding and soothing voices
within 40 meters. The mage must con- and acts out the steps necessary to Range: 3 (four meters)
centrate on the language during the train the animal. Duration: 32 (one month)
spell and may not confer with his This spell compresses time. The Cast Time: 18 (one hour)
companions. caster makes a training roll every Manipulation: duration, state
round. Compare the spell's effect value
Summon Pegasus to the time value of one round (5). The magician must build the golem
Read the result points on the Power he wishes to animate. The caster fo-
Axiom Level: 10 Push (16 result points). The spell's cuses the spell into the golem, bring-
Skill: apportation/enchanted 21 result modifier is +18. The final result ing it to life. During the casting time,
points (34) must equal the value of 2- the spell caster must encircle the galem
Backlash: 10 1/2 months (also value 34). with shards (or pieces) of the same
Difficulty: 10 If the caster makes a successful material as the golem to be animated.
Effect Value: 14 persuasion roll, 2-1 /2 months of train- Hemustrubapreparedointment,made
Bonus Number to: duration ing is compressed into one round. The of oils, herbs and human blood, all over
caster must get a yes or vow result. A the golem. At the end of the cast time,
Range: 18 (four kilometers) new persuasion roll is made every the caster must take a sample of the
Duration: 18 (one hour) round the spell's duration of one. Ifall golem material and burn it in a brazier.
Cast Time: 22 (four hours) six rolls are successful, the full 15- As the fire is lit, the golem is conjured.
Manipulation: cast time month training program is compressed Compare the spell's effect value to
into one minute. The spell ends as the golem's largest physical attribute
To cast summon pegasus, the mage soon as the caster fails a persuasion roll, except Toughness (contained in the
must possess an apple and two feath- although any training gained before golem statue). Read the result points
ers from the wing of a pegasus. The the failure is retained. on the Power Push Table. The spell'S
mage first draws a pentagram on the result modifier is +6. The spell sum-
ground. The mage walks the circum- Pegasus mons thegolem ifthe final result points
ferenceof the circle in measured steps, DEXTERITY 14 exceed the golem's Spirit. Golems
holding a feather in each hand while Dodge 15, flight 17, unarmed com- typically serve as guards for wizards
making flying motions. He places the bat 15 who wish to keep their work secret
apple in the center of the pentagram to STRENGTH 13 from others. There are five types of
complete the spell. The spell affects the TOUGHNESS 11 golems: Crystal, Flesh, Iron, Marble
first pegasus within range. The pegasus PERCEPTION 10 and Wood.
is summoned if the spell's effect value Tracking 12 Note: Golems suffer from a com-
exceeds the pegasus' Strength. MINDS mon drawback. For each wound level
Test (10), willpower 13 the golem suffers, the golem suffers a
Train Pegasus CHARISMA 9 -1 bonus modifier to all its totals (-1 for
Taunt (13) wound, -2 for heavy wound, etc.).
Axiom Level: 10 SPIRIT 7
Skill: alteration/enchanted 23 Intimidation (10) Crystal Golem
Possibility Potential: some (15) DEXTERITY 13
Backlash: 19 Natural Tools: hooves, STR +3/16; Unarmed combat 14
Difficulty: 17 bite, STR+l/14;wings,speed value 11 STRENGTH 12
Effect Value: 59 TOUGHNESS 13
Bonus Number to: effect PERCEPTION 11

•• 60
Trick (15) Possibility Potential: Some (35) and its head. The caster must smash the
MIND 8 Marble golems are marble (or stone) bone (and metal band) with the edge of
CHARISMA 8 statues carved either by the individual a sword, impressing the spell.
Taunt (15) who wishes to animate the golem, or
SPIRIT 10 can be a statue that serves as a decora- Skeletal Warrior
Possibility Potential: Some (35) tive piece. DEXTERITY 14
Crystal golems are usually com- Dodge 17, melee weapons 17,missiJe
posed of quartz or other unrefined Wood Golem weapons 17, unanned combat 17
crystal or glass. The caster sculpts the DEXTERITY 11 STRENGTH 13
golem from a large piece of crystal. Unarmed combat 13 TOUGHNESS 13
STRENGTH 13 PERCEPTION 11
Flesh Golem TOUGHNESS 14 Trick (14)
DEXTERITY 12 PERCEPTION 9 MIND 9
Unarmed combat 13 Trick (13) CHARISMA 9
STRENGTH IS MIND 9 Taunt (12)
TOUGHNESS 12 CHARISMA 8 SPIRIT 11
PERCEPTION 9 Taunt (12) Possibility Potential: some (45)
Trick (16) SPIRIT 11
MIND 7 Possibility Potential: Some (35) Banish Demon
CHARISMA 7 Woodgolemsarecarvedfromlarge
Taunt (12) tree trunks into the desired size and Axiom Level: 15
SPIRIT 13 shape. Skill: conjuration/entity 21
Possibility Potential: Some (35)
F1eshgolemsareusuallycomposed Studen fs experimenting with this spell Backlash: 19
of well preserved bodies of various should keep in mind that golems, despite Difficulty: 12
folk types. haVing adequnte mental capabilities, are Effect Value: 36
quite dumb. They will only do as told, and Bonus Number to: range
Iron Golem generally don't understand comnumds
DEXTERITY 10 Range: 10 (100 meters)
more complex than "Attack any who in- Dwation: 5 (10 seconds>
Melee weapons 12, unarmed com-
bat 12
trude" or "Move this over there." Cast Time: 3 (fow seconds)
STRENGTH 15 -Zelephest Manipulation: cast time, control,
TOUGHNESS IS duration, state
PERCEPTION 8 Animate Skeletal Warrior
Trick (12) The caster must make eye contact
MIND8 Axiom Level: 15 (17) with the demon, and state "I Com-
CHARISMA 8 Skill: conjuration/entity 20 mand Thee, Begone". He must smash
Taunt (13) a small crystal orb etched with the
SPIRIT 11 Backlash: 20 figure of a pentagram. Compare the
Possibility Potential: Some (35) Difficulty: 15 spell's effect value to the demon's
Iron golems are generally suits of Effect Value: 18 highest physical attribute. Read the
armor animated to serve as guards. Bonus Number to: dwation result points on the Extended Power
They often carry weapons such as Push Table. The spell's result modifier
swords and maces. Range: 3 (four meters) is +8. U the final result points exceed
Duration: 25 (one day) the demon's Spirit, the demon is re-
Marble Golem Cast Time: 18 (one hour) turned to the plane from which itcame.
DEXTERITY 9 Manipulation: control, duration
Unarmed combat 11 Bind Demon
STRENGTH 15 Animate skeletal warrior is an im-
TOUGHNESS 15 pressed spell used when the mage Axiom Level: 17
PERCEPTION 9 expects he may need some quick fight- Skill: conjuration/entity 21
Trick (14) ing power. The caster requires a bone
MIND 7 ofthe folk type of skeleton to be raised, Backlash: 17
CHARISMA 10 and must wrap a band of metal about Difficulty: 15
Taunt (14) the bone. The caster touches the bone to Effect Value: 36
SPIRIT 10 each of the skeleton's hands and feet, Bonus Number to: duration

I.
61
Range: 3 (four meters) suasion attacks. A golem's beginning Exorcise Ghost
Duration: 27 (60 hours) attitude is neutral. Compare the spell's
Cast Time: 18 (one hour) effect value to the golem's Mind or Axiom Level: 17
Manipulation: cast time, control, willpower. Read the result points on Skill: conjuration/entity 21
state the charm/persuade column of the
Interaction Results Table. The caster Backlash: 18
Bind demon is an impressed and charms each round until achieving a Difficulty: 14
focused spell, usually cast and im· satisfactory result or a failure. After Effect Value: 30
pressed before casting the summon chamUng the golem, the cas"" may p"" Bonus Number to: effect
demon spelL The caster must repeat suade once per round. The golem obeys
the name of the home dimension of the caster on a yes result. The spell is il· Range: 8 (40 meters)
the demon he intends to control. While lusory and may be disbelieved with a Duration: 16 (25 minutes)
he does this, he must trace the figure of Mind or willpower total of 20. Cast Time: 18 (one hour)
a pentagram upon a piece of parch. Manipulation: none
ment. At the end of the cast time, the Demon Soul Ring
caster sets the parchment on fire and This impressed spell destroys in·
extinguishes the flames with his bare Axiom Level: 15 corporeal creatures such as ghosts,
hands. Skill: alteration/entity 21 spirits, and banshees. The mage casts
Compare the effect value of the spell the spell before entering the dwelling
tothedemon'sMind or willpower. Read Backlash: 19 he wishes to exorcise. The caster chants
the result points on the charm column Difficulty: 10 mystic verses, and encircles a fire. Each
of the Interaction Results Table. The Effect Value: 24 time he circles the fire, he must place a
caster may attempt a charm every Bonus Number to: effect small handful of holly leaves into the
round until roUing a satisfactory re-- Range: 3 (four meters) flames. The caster must disperse the
suit or a failure. The demon's has a Duration: 5 (to seconds) smoke as quickly as possible once it
starting attitude of enemy. After the Cast Time: 3 (four seconds) rises from the fire. The effect total is
charm, the caster may attempt to per· Manipulation: control, state generated when the spell is released.
suade the demon to follow his com· Compare the spell's effect value to the
mands. U the caster gets a vow result Demon soul ring is focused intoa ring ghost's Spirit. Read the result points
the demon obeys him. and allows the caster to place the soul read on the Power Push Table. The
This spell can be used to wrest con· of a demon into that ring. The caster spell's result modifier is+11. The ghost
trol over a previously controlled de-- must learn the true nameof the demon is exorcised if the final result points
mon, but the caster's skill total must (normally only known by other de- exceed the ghost's Spirit.
exceed the original controller's total mons). The gold ring may not have
(seeSynonymousKnowledgespg.112 decorative markings. Typical Ghost
of the Torg Rulebook). The spell is ilIu· The caster must take the ring and DEXTERITY 4
sory and may be disbelieved with a place it upon the finger ofthe demon. As Stealth 20
Mind or willpower total of 20. he does this, the caster declares, "And STRENGTH 2
now ··Name of Demon-, your soul TOUGHNESS 10
Control Golem shall be mine to command!" The caster PERCEPTION 12
then places the ring on his finger. Find 15, trick 14
Axiom Level: 13 (17) The spell successfully affects de-- MIND 13
Skill: conjuration/entity 23 mons with a Spirit of 13 or less. Com· CHARISMA 14
pare the spell's effect value to the Taunt 16
Backlash: 18 demon's Spirit. Read the result points SPIRIT 15
Difficulty: 18 on the Extended Power Push Table. Intimidation 19
Effect Value: 16 The spell's result modifier is +9. If the Possibility Potential: some (35)
Bonus Number to: duration final result points equals the demon's Natural Defenses: Ghosts cannot at·
Spirit, the ring captures the demon's tack or be attacked by physical means.
Range: 5 (to meters) Charisma, Spirit, Mind and Perception Magic weapons and attacks will harm
Duration: 32 (one month) and the demon'sbody dies. Thedemon a ghost.
Cast Time: 18 (one hour) has access to all mental abilities. De-
Manipulation: state, duration
lhtweseen thisspel/ fail as often Ihave
stroying the ring releases the demon's seen it succeed. III most cases, the mage
spirit. doesn't prepare the spell properly and
Control golem is an impressed and discovers that the ghost is more powerful
focused spell that usescharm and per·

•• 62
than he had imagined. When combined Backlash: 22 Range: 10 (100 meters)
with the anger most ghosts display when Difficulty: 17 Duration: 9 (one minute)
attacked, the rtUlge who CQSts this spell Effect Value: 15 Cast Time: 5 (10 seconds)
light-heartedly is often not heard from Bonus Number to: duration Manipulation: range, speed
again.
-Kenipat Range: 2 (2.5 meters) This spell requires an item worn or
Duration: 38 (one year) used by an undeadorpartofanundead
Raise Skeleton Cast Time: 18 (one hour) entity. The mage wraps the item in a
Manipulation: cast time, control, dark doth. When casting, the magi-
Axiom Level: 15 (17) duration, range, speed, state cian stares intently at the doth, un-
Skill: conjuration/entity 19 wrapping the item and revealing it to
This impressed spell requires the his sight. The caster points in the di-
Backlash: 12 caster to have a bone with flesh on it. rection ofthe detection (she may sweep
Difficulty: 10 The spell requires a corpse with most the whole area by turning in a circle).
Effect Value: 10 of its flesh remaining. The caster The magician must concentrate for the
Bonus Number to: duration quickly traces the outline of the zom- spell's duration.
bie, and smashes the bone, animating Compare the spell's effect value to
Range: 7 (25 meters) the zombie. the lowest Spirit of any entity in range.
Duration: 38 (one year) Thecaster may dispel the zombie at Read the results on the Power Push
Cast Time: 18 (one hour) any time. Raise zombie is illusory and table. The spell's result modifier is +7.
Manipulation: cast time, control, may be disbelieved with a Mind or Read the final result points on the
duration, range, speed, state willpower of total 20. General Results table. With mininwl or
average success, the caster knows if
This impressed and focused spell Zombie undead are in the area. On a good
requires the caster to have a bone. The DEXTERITY 10 success, the caster knows direction and
spell creates skeletons when released. Dodge 11, melee weapons 11, mis- distance. With superior success, the
The caster traces the outline of the sile weapons 11, unarmed combat caster can knows activity level of the
skeleton and smashes the bone. Any 11 undead (moving or at rest). With
skeletons within a 25 meter radius will STRENGTH1S spectacular success, the caster knows
be animated. The caster focuses spell TOUGHNESS 11 the creatures' Spirit value.
on one skeleton; all others must stay PERCEPTION 8
within the 25 meter radius to remain Trick (11) Summon Demon
animated. This illusory spell may be MIND 7
disbelieved with a Mind or willpower CHARISMA 7 Axiom Level: 15
total of 15. The caster may dispell the Taunt (10) Skill: conjuration/entity 21
skeletons at any time. SPIRIT 9
Possibility Potential: None Backlash: 17
Skeleton Many stories are told of evil mages Difficulty: 15
DEXTERITY 9 Effect Value: 30
who raise the corpses offallen opponents.
Dodge 10, melee weapons 10, mis· Bonus Number to: effect
The psychological impact ofbeing attacked
sile weapons 10, unarmed combat by the corpse of a former alfy has turned
10 the tideofbattle in more Hum one instance. Range: 0 (one meter)
STRENGTH 10 Surely those who would u~ magic for Duration: 7 (15 seconds)
TOUGHNESS 10 such a purpose are of a twisted aTld de- Cast Time: 18 (one hour)
PERCEPTION 9 Manipulation: none
Trick (11)
ranged sort.
-Zelephest.
MIND 7 The caster summons a demon from
CHARISMA 7 another plane of existence. The caster
Taunt (9) Sense Undead must draw a pentagram where he
SPIRIT 9 Axiom Level: 6 wishes the demon to appear, begin-
Possibility Potential: none Skill: divination/entity 16 ning the spell's casting. The caster en-
circles the pentagram, speaking aloud
Raise Zombie Backlash: 13 the name of the demon's plane. The
Difficulty: 11 caster may summon a particular de-
Axiom Level: 15 (17) mon by speaking its name aloud.
Effect Value: 20
Skill: conjuration/entity 23 At the end of the cast time, the
Bonus Number to: range

63
••
caster stands at the apex of the penta- TOUGHNESS 14 my spirit soar free!", activating the
gram and commands, "'By the forces PERCEPTION 11 spell. Compare the spell's effect value
of magic, I summon thee!" Thedemon Trick 13 to the caster's Spirit. Read the results
is drawn through a dimensional gate MIND 9 on the Power Push Table. The spell's
and contained within the pentagram Willpower 11 result modifier is +10. The final result
forthespell'sduration.11legatecloses, CHARISMA 6 points must equal the caster's Spirit.
trapping the demon on this plane. The Intimidate 9, taunt 8 The spell works for all folk with a
demon is free to act once the spell's SPIRIT 8 Spirit of 15 or less. The caster's body
duration expires. Reality 9 remains, with only a slight pulse.
To summon the demon, compare Possibilities: 1 Thespirit fonn tra vets at a rate equal
the spell's effect value to the demon's Natural Tools: claws, damage to thecaster's Spirit.lfthespirit isaway
highest physical attribute. Read the value STR+3/18 from the body longer than the spell'S
result on the Power Push Table. The Ulanu demons are summoned by duration, the body takes a mortal
spell'S result modifier is +11. The de- mages because they tend to be more wound. It receives one shock point per
mon is summoned if the spell's final cooperative than other demon species. round until the spirit returns to the
result points is equal to the demon's body. If the shock point total equals
Spirit. Banish demon, bind demon, de- the character's Toughness, he dies.
mon soul ring and summon demon Possibilities may not be spent to pre-
Gurlth Demon weredtsigned by Horol1omous Clay, alate vent damage done to the caster's body
DEXTERITY 12 colleague of mine who enjoyed delving while in astral form. First aid and
Dodge 13, maneuver 13, unanned into thearCQtuJ ofdemol1s. While the spells medical treatment will not stop the
combat 13 are ofexcel/en t design, they should only be body from taking shock points. The
STRENGTH 14 attempted by I1UJges with extreme courage caster may return to his body simply
TOUGHNESS 15 and perlulpsa fewstrong fightm as aI/its. by willing himself back.
PERCEPTION 14 Nothing is as danguous as a demon an· A magician in asb'al form may be
Alteration magic 15, divination gertd by the audacity of a hUl1UJn I1UJge attacked onJy by magical weapons that
magic 15, trick 15 trying to control it. This is t:rJJctly how affect incorporeal beings, spells that af·
M1NDU Horonomous died. My memory of his fife feet mental attributes and astral crea·
CHARISMA 12 will live with me a fong time, but the tures. While in astral form, the magician
Taunt 13 memory of his death will never Imvt me. may only cast spells that rely on mental
SPIRlT12 -Zeltp/u!st marupulation.
Intimidation 15 Onlyonadid I hearofa I1UJge wJw was
Possibility Potenti.al: Always CQreless and forgot how long he had before
Natural Tools: claws, damage Folk he needed to return to his body. As othm
value +3/17; venomous bite, damage looked on, his body convulsed, and SOOI1
value 16 (rolled in three successive died.! mystlflulvt tried thissptll and Iulve
rounds) Astral Self
found the efftcts truly exhilarating, but
Special Ability: Disguise. Theymay Axiom Level: 16 the risk involved is ol1e tlult should 110t be
make themselves appear as a human Skill: apportationlfofk 16 takel1lightly.
(difficulty 12 to penetrate disguise). -Zetephest
The demon may switch between the Backlash: 18
chosen specific human form and its
natural form. The demon may choose
Difficulty: 11 Change to Falcon
Effed: Value: 27
a new form each time it is summoned Bonus Number to: duration Axiom Level: 13
from its home plane. The caster of the Skill: alteration/folk 22
spell will be able to penetrate the dis- Range: self
guise automatically. Dwation: 17 (40 minutes) Backlash: 14
Curlth demons are commonly Cast Time: 9 (one minute) Difficulty,S
summoned because of their magical Manipulation: cast time, control, Effect Value: 24
abilities and their special method of duration, state Bonus Number to: duration
disguise.
This focused spell allows thecaster Range: touch
Ulanu to separate his spirit from his physical Duration: 25 (one day)
DEXTERITY 13 body. The caster must sit absolutely Cast Time: 9 (one minute)
Unarmed combat 16 still while casting the spell. He closes Manipulation: control, state, cast
STRENGTH 15 his eyes and speaks the words "May time

•• 64
This simple spell is of great help arms before falling to their deaths. Are speaks the word "truth" in the target's
when hopelessly lost in the forests of such horrible results really worth the few native language as he touches the tar-
Aysle. The caster takes a lock of hu· trades you save with such volumes? get. Compare the spell's effect value
man hair and mixes it with falcon -Kenipat to the target's ChariSTfUl or intimidation.
feathers. He then touches the target, Read the result points on the interro-
who will physically transform into a Detect Truth gation column of the Interaction Re-
falcon, but retain his Perception, Mind, sults Table. If the target lies about
Charisma and Spirit attributes. Axiom Level: 6 something and the result matches the
Skill: diVination/folk 17 target's loyalty to the subject, the light
Falcon dims. The aura returns whena truth is
DEXTERITY 10 Backlash: 12 stated. The spell will not detect mis-
Dodge 11, flight 13, maneuver 11, Difficulty: 8 takes of fact or have any effect when
stealth 11, unarmed combat 12 Effect Value: 27 the target believes the falsehood.
STRENGTHS Bonus Number to: effect
TOUGHNESS 6 Disguise Self
Natural Tools: wings, speed value Range: touch
10;beak,damagevalueS1R+2/7;ciaws, Duration: 18 (one hour) Axiom Level: 7
damage value S1R+3/8 Cast Time: 12 (four minutes) Skill: alteration/folk 15
Manipulation: control
Beware of imitations of this spell, pub- Backlash: 14
lished in cheap commerdnl grimoires. I Detect truth causes a bright aura to Difficulty: 10
have seen Aylish hUTfUlns sporting feath- appear around the target for as long as Effect Value: 0
ers, I have seen tuJo.meter tall falcons the target tells the truth. The caster Bonus Number to: duration
standing on cliffs fran tiCQllyflapping their

T 65
••
Range: self value. The caster must contain his parrot the speech to the best of his
Duration: 12 (four minutes) ethereal form within a 25 meter sphere. ability. Compare the speD's effect value
Cut Time: 5 (to seconds) A magician in ethereal form can only to the caster's Ptraption. Read the re-
Manipub.tion: control, state be attacked by spells, energy attacks, sult points on the Power Push Table.
magical weapons affecting incorpo-- The spell's result modifier is +7. Add
Prior to casting this spell, the caster real beings and other ethereal forms the final result points to the caster's
must have a rendition of the kind of (such as ghosts). Spells may be cast Perception for use with the language
person or being he wishes to look like. while in ethereal fonn, but none that skill only (if unskilled, the caster re-
He must somehow attach the render· require physical manipulation of any ceives the language skill for spell's
ing to his person. The mage casts the sort. The caster controls the spell's duration). This spell can be used for
spell by "sculpting" the image with duration. any kindred languages.
his hands as he imagines his new look.
The spell weaves an illusion of this Folk Repelspell Haste
being.
Disgu~ sel/is not precise enough to Axiom Level: 10 Axiom Level: 9
copy a specific person. Disguising Skill: alteration/folk 18 Skill: altfTQtion/folk 18
oneself as a different race (such as a
human disguising himself as a dwarf) Backlash: 18 Backlash: 18
increases the diffirulty to 15. The spell Difficulty: 12 Difficulty: 15
isillusory and maybe disbelieved. with Effect Value: 25 Effect Value: 21
a Mind or willpower total of15 or better. Bonus Number to: effect Bonus Number to: effect
Anyone making contact with the caster
automatically disbelieves the spell. Range: touch Range: touch
Duration: 25 (one day) Duration: 12 (four minutes)
Ethereal Form Cast Time: 18 (one hour) Cast Time: 4 (six seconds)
Manipulation: state, duration Manipulation: control
Axiom Level: 12
Skill: alteration/folk 17 The caster repeatedly mimics the This focused spell increases the
casting of another folk spell (which he target's speed. Compare the spell's
Backlash: 19 must know) while casting the spell. At effect value to the target's Datmty.
Difficulty: 17 the end of the hour he touches the Read the result points on the Power
Effect Value: 27 recipient's head, focusing thespell into Push Table. Thespell'sresult modifier
Bonus Number to: duration that character. The character's eyes is +8. Add the final result points to
look dull while protected by this spell. the target's Dexterity for purposes
Range: self Any folk spell with an effect value less of speed only. To cast the spell, the
Duration: 17 (40 minutes) than the folk repelspell doesn't affect the target character and the caster
Cast Time: 3 (four seconds) recipient. The recipient controls the move their hands up and down with
Manipulation: cast time, control, spell's duration. increasing frenzy. The magician
duration, state touches the character, stating, "Run
Gain Language like the wind." The spell's effect may
This spell turns the caster's body be turned on and off.
into a smoky apparition. The caster Axiom Level: 7
must light a candle scented with holly, Skill: divitultion/folk 16 Houndscent
and inhale the smoke as it billows
from the flame. Thecaster's body then 8.J.ckbsh: 13 Axiom Level: 9
quickly becomes incorporeal. The Difficulty: 11 Skill: alteration/folk 15
caster's possessions are also affected. Effect Value: 18
Compare the spell's effect value to Bonus Number to: effect Backlash: 15
the caster's Toughness. Read the result Difficulty,'2
points through the Power Push Table. R.J.nge: self Effect Value: 15
The spell's result modifier is +10. The Duration: 16 (25 minutes) Bonus Number to: duration
final result points must equal the caster's Cast Time: 6 (15 seconds)
Toughness. The spell works on charac· Manipulation: duration Range: touch
tets with a Toughness of 15 or less. Duration: 21 (four hours)
While in ethereal form, the caster The mage must touch the lips of the Cast Time: 9 (one minute)
may move at his apportation skill speaker whose language he wishes to Manipulation: state
gain. At the same time he begins to

•• 66
For this focused spell, the mage The casterofthis focused spell must Range: touch
must sniff the ground in an imitation cover the bone of a folk with pitch Duration: 38 (one year)
of a hound, ending the casting by prior to casting. To cast, he waves it Cast Time: 18 (one hour)
touching the recipient's nose with his around himself (or someone else if he Manipulation: control
own. The recipient controls the spell's is to be the target of the spell). The
effect and duration. Compare the target's body flashes brightly. Acompanion spell tosunderspirit, the
spell's effect value to the recipient's Compare the spell'S effect value to latter must be used before possession can
Perception. Read the result points on the target's Dexterity. Add the result be effective. The spell requires an object
the Power Push Table. The result points to the target's Dexterity for pur- belonging to the target, over which the
modifier is +6. Add the final result poses use of the stealth skill only.lf un~ mage recites the incantation. When the
points to the recipient's Perception skilled, the character gains the stealth caster touches the target, the caster's
when using his sense of smell. skill for the spell'S duration. This spell spirit occupies that body.
only affects undead creatures. This spell is relatively simple be-
Increase Charisma cause the body to be possessed has no
Jump spirit.lf occupying a form other than
Axiom Level: 9 his own, the mage must recast before
Skill: alteration/folk 16 Axiom Level: 6 the end of theduration.lf a disembod-
Skill: apportation/folk 18 ied spirit uses this spell, it will need a
Backlash: 17 corporeal ally to obtain the object be-
Difficulty: 11 Backlash: 13 longing to the target.
Effect Value: 15 Difficulty: 10
Bonus Number to: effect Effect Value: 20 Possibility Shadows
Bonus Number 10: effect
Range: self Axiom Level: 7
Duration: 14 00 minutes) Range: 5 00 meters) Skill: divination/folk 18
Cast Time: 6 (15 seconds) Duration: 12 (four minutes)
Manipulation: control Cast Time: 5 (10 seconds) Backlash: 18
Manipulation: control Difficulty: 13
The caster needs two images: one Effect Value: 37
smiling, one frowning. He crumples This focused spell requires the hind Bonus Number to: effect
the frowning image and places the legs from an animal known for jump-
smiling image against his skin. Com- ing, such as a cricket or frog. The ma- Range: touch
pare the spell's effect value to the gician makes the sound of the animal Duration: 9 (one minute)
caster's Charisma. Read the results on while making hopping motions with Cast Time: 9 (one minute)
the Power Push Table. The result the hand holding the legs. The caster Manipulation: control
modifier is +6. Add the final result then points at the recipient.
points to the target's Charisl1Ul for the The spell affects up to six characters The spell requires that a light source
duration of the spell. within a 10 meter radius of the recipi- behind the mage and the target. The
ent. Compare the spell's effect value to magician arranges herself so her
Invisibility to Undead the target's Dexterity. Add the result shadow overlaps that of her subject,
points to the targel's Dexterity for and casts the spell while touching the
Axiom Level: 12 purposes of long jumping only. Read subject. Once cast, the shadow of the
Skill: alteration/folk 17 the result points on the Power Push mage fades and the shadow of the
Table. Add the final result points to subject begins to act out the chosen
Backlash: 13 the target's long jumping skill. near future. The surroundings are
Difficulty: 11 faint, wavering shadows. The more
Effect Value: 20 Possession likely the outcome, the more distinct
Bonus Number to: duration the shadows. Images will appear in
Axiom Level: 17 front of the characters ina two-dimen-
Range: touch Skill: alteration/folk 21 sional, two meter diameter circle.
Duration: 17 (40 minutes) The mage may choose to examine
Cast Time: 3 (four seconds) Backlash: 12 any point in the future each time she
Manipulation: cast time, control, Difficulty: 8 casts the spelL Thetimeexamined may
duration, state Effect Value: 21 begin at any time from the present
Bonus Number to: duration through to the spell's effect value, ex-
pressed as time. The caster may search

••
67
fora condition within theallowed time Ritual of Mind Preparation Silence
span (moment of greatest danger, etc).
When looking for events, the caster Axiom Level: 9 Axiom Level: 9
must determine how far into the fu· Skill: alteration/folk 15 Skill: alteration/folk 15
ture she will try to look before she
casts the spell. The effect value must Backlash: 16 Backlash: 13
be large enough to account for the Difficulty: 7 Difficulty: 9
amount of time chosen, even if the Effect Value: 18 Effect Value: 20
condition is shorter than the stated Bonus Number to: effect Bonus Number to: duration
time span.
Compare the spell's effect value to Range: self Range: 7 (25 meters)
the maximum distance chosen. Find Duration: 25 (one day) Duration: 18 (one hour)
the result points on the General Re- Cast Time: 18 (one hour) Dost Time: 5 00 seconds)
sults Table. Minimal reveals confusing Mwpulation: control, duration Manipulation: control. duration
images. Avtrage success allows one
useful fact to be gleaned from the This spell requires the mage to To cast silence, the mage speaks the
reading. Good success tells the mage memorize a poem or geometric proof. first half of the incantation aloud, then
the exact time of the occurrence. Su- Hemustsilentlyrecitetheprooforpoem, passes a hand over his mouth. At that
perior allows the mage to note details asscx:iating a hand gesture with each point. he stops speaking and finishes
of the location. Spectacular success lets part of the work. Compare the spell's the incantation in his mind.
the mage see the scene as if she were effect value tothe target'sMind. Read the The target is silenced for the spell's
present: the shadow world exists only result on the Power Push Table. The duration if the spell's effect value is
in black and white. The caster can see spell's result modifier is +7. Add the greater than the Mi"d of the target.
one minute's worth of the future. final result points to the target's Mind A spell I have been known to use on
for the duration of the spell. classes ofunruly students, which not only
Protection from Undead allows me to proceed with my lectures
Ritual of Perception uninterrupted, but leaves them with a
Axiom Level: 12 Preparation wonderful look of panic in their eyes.
Skill: alteration/folk 17 -Ktnipat
Axiom Level: 9
B;ackJash: 9 Skill: alteration/folk 15 Slow
Difficulty: 10
Effed: Value: 21 Backlash: 16 Axiom Level: 9
Bonus Number to: effect Difficulty: 7 Skill: alteration/folk 19
Effect Value: 18
Range: touch Bonus Number to: effect Backlash: 15
Duration: 17 (40 minutes) Difficulty: 12
Cast Time: 3 (four seconds) Range: self Effect Value: 18
Manipulation: cast time, control, Duration: 25 (one day) Bonus Number to: effect
duration, state Cast Time: 18 (one hour)
Manipulation: control, duration Range: 9 (60 meters)
Thecasterofthis focused spell must Duration: 18 (one hour)
sprinkle himself with three drops of Tocast this spell, the sorcererdraws Cast Time: 3 (four seconds)
holy water as he casts the spell. Once three concentric circles. The smallest Manipulation: control, range,
finished, if performed correctly, the must be large enough for him to sit in, speed
caster (or someone else chosen by the the others about a hand span farther
caster) is protected from all attacks out. He seats himself and examines To cast this focused spell, the mage
made by undead creatures. each circle in tum, seeking imperfec- points at his target in slow motion.
Compare the spell'S effect value to tions. He touches each circle in the spot Compare the spell's effect total to the
the Mind of any undead approaching where it is furthest from a true c:ircle. target's Dexterity or dodge. Read the
within one meter of the recipient. Find Compare the spell's effect value to result pointson the Power Push Table.
the result on the Power Push Table. the target's Perception. Read the re- The spell's result modifier is +7. Reduce
The result modifier is +8. Find the final sults on the Power Push Table. The the target's Dexterity for movement
result points on the test column of the spell's result modifier is +7. Add the purposes only by the result points.
Interaction Results Table. final result points to the target's Per-
ception for the duration of the spell.

•• 68
Snail Wit modifier is +8. Add the final result points S.um"!on hero tra.nsforms a willing
to the target's Dexterity for purposes of subject lOto a specific hero from the
Axiom Level: 9 the stet;'lt~ skill only (the character gains past. The spell is impressed into a
Skill: alteration/folk 16 the skill if he does not have it). weapon of the summoned hero. The
A ~stly ~sie;, version of the spell first mage must work with the weapon for
Backlash: 14 a week, getting a knowledge of the
p~blls~,ed!n Spell-Casting Made
Difficulty: 10 attributes of its owner. At the end of
Effect Value: 15
SImple, whIch was written in amonth by
two drunken wizards employed by House the week, the magespeaks the name of
Bonus Number to: effect the hero as he grasps the weapon. The
o.aleron. C,ranted: this enst will require a
~arget of the spell releases it by hold-
IJlt mor~ skil"
but It leaves you with stenlth
Range: 7 (25 meters) 109 the weapon while again speaking
Duration: 15 05 minutes)
much Ii~ that ofan elf, whereas theorigi-
lUll versIOn made one sound like a giant the name of the hero.
Cast Time: 3 (four seconds) The spell actually transforms the tar-
Manipulation: duration shod in very large boots.
- Kenipat get in~ the hero, affecting the target's
~enty,Strength, Toughness,Perception,
The mage casts the spell by saying Mmd, CharismD and Spirit. The trans-
"two plus two is, urn, uhhh...", or its Strength fonnation is real for the spell's duration.
equivalent, while pointing toward the Axiom Level: 9 Compare the spell's effect value to the
target. Compare the effect value to the Skill: alteration/folk 16 target's attribute that will change most.
target's Perception. Read the result on Read the result points on the Power
the Power Push Table. The result Backlash: 16 PushTable. Thespell'sresultmodifieris
modifi~r is +3. Decrease the target's +7. The final result points must equal
Difficulty: 12
Percept,~n for the duration of the spell the amount of change for the target to
Effect Value: 18
by the final result points. Bonus Number to: effect hero transformation.

Stealth Walk Range: touch Typical Hero


Dwation: 17 (40 minutes) DEXTERITY 13
Axiom Level: 9 Beast riding 15, dodge 17, maneu-
Cast Time: 5 00 seconds)
Skill: alteration/folk 17 ver 14, melee weapons 19
Manipulation: control
STRENGTH 15
Backlash: 16 Lifting 18
Difficulty: 9 The mage places a heavy object in
the hands of t~e recipie,nt, and helps TOUGHNESS 14
Effect Value: 21 PERCEPTION 10
Bonus Number to: effect the character hft the object, applying
more force as he finishes the spell. Find 12, tracking 13, trick 14
Compare the spell's effect value to the MIND 11
Range: touch CHARISMA 13
Duration: 20 (2.5 hours) target's Strength. Read the result on
the Power Push Table. The result Persuasion 16, taunt 15
Cast Time: 5 (10 seconds) SPIRIT 9
modifier is +7. Add the final result
Manipulation: control, duration Possibilities: 15
points to the target's Strength for the
To cast this focused spell, the mage duration of the spell. So you want tobeahero? Well,itshould
must stan~ three paces from his target be noted thllt having some ancient hero
and hold his hand out, palm up. While Summon Hero taking over your body, mind and spirit can
the caster chants the spell, the target t:e a bit disconcerting. To say the very leJlSt,
Axiom Level: 17 If enn bedangerous, parliculllrly ifthllt hero
takes three steps toward the mage and
Skill: conjuration/folk 22 turns out to be a berserker who likes to fight
places a personal possession in the
uPt:m'ed hand. The mage must hold to the denth, both yours and his.
Backlash: 19 -Kenipat
the Item for the spell's duration or it Difficulty: 16
will be ended. Stealth walk increase the
Effect Value: 18 Sunder Spirit
target'sstealth value. Thisspellcannot Bonus Number to: duration
be used on beings larger than man-
sized (a safeguard introduced. to pre- Axiom Level: 12 (17)
Range: touch Skill: alteration/folk 29
vent the creation of stealthy wyvems). Dwation: 25 (one day)
Compare the spell's effect value to Cast Time: 29 (one week)
the target's Dexterity. Read the result on Backlash: 22
Manipulation: duration Difficulty: 24
the Power Push Table. Thespell'sresult

.I . : J . . - - - - - - - -
.. 69
Effect Value:.50 Telepathy Accomplishal divinQtion mages have
Bonus Number to: effect adjusted to the illg time, and 1uroe dnJtl-
Axiom Level: 5 oped a priwte code to make the sending of
Range: touch Skill: difJinQtion/{oIk 17 messages more convenient and efficient.
Duration: 52 (500 years) ThLtast time Iusci thisspeflavera signifi-
Cast Time: 29 (five days) Backlash.: 13 amt distana, I n1anQged to "overthink'"
Manipulation: control Diffirul'r- 6 portions of the message to the point where
Effect Value: a I became confusci as to which thoughts
This impressed spell does not re- Bonus Number to: range originated with me, and which I had re-
quire the complicated actions some ceived. My confusion, of course, reflected
spells do. It is imperative, however, Range: 15 (one kilometer) in my thoughts, which were sent to my
that the mage possess an object be- Duration: 18 (one hour) comrade. This self-reinforcing loapofcon-
longing to the target (this was built Cast Time: 5 (10 seconds) fusion forced us to abandon the spell not
into the spell to prevent the indis- Manipulation: range, speed long after we had gotten past the manda-
criminate sundering of spirits). The tory pleasantries.
sorcerer speaks words of power over The magician must have a lock of -Zelephest
that object for five days, remaining in hair from the target or an item used by
seclusion and fasting. the target character for at least a year. Weakness
To release the spell, the sorcerer For the target character to send
must touch his target while carrying thoughts to the mage he must have a Axiom Level: 9
the possession on his person. Com- lock of hair or item which the caster Skill: alteration/folk 16
pare the spell's effect value to the has used for a year. The mage must
target's Spirit. Read the result points concentrate while the spell is in effect; Backlash: 19
on the Power Push Table. Read the performing any other actions breaks Difficulty: 17
final result points on the Combat Re- the concentration and ends the spell. Effect Value: 15
sults Table. If the spirit is "killed" or The mage begiM the spell by imagin- Bonus Number to: effect
"mortally wounded," thespell has tom ing he is speaking to the target while
it free from itsbOOy, leaving an empty holding the target's item. Because the Range: 5 (to meters)
shell behind. Some sorcerers will then spell has an effect value of 0, the caster Duration: 9 (one minute)
possess that form, and destroy their may only send and receive verbal Cast Time: 3 (four seconds)
own. Others will simply slay the bOOy messages. Skill rolls are not allowed to Manipulation: duration
of their foe. interpret information received.
The spirit will be barred from its The message travels at 1,000 This is a focused speU. The mage
own bOOy for the duration of thespell. meters per round (speed value 15). points at the target character and lets
Though still possessed of magic, the At a range of one kilometer it takes his arm fall limp as he finishes the
spirit will be unable to cast spells that a full round (to seconds) for a spell. Compare the spell's effect value
require physical manipulations. Its message to be received. At a range to the target's Strength. Read the result
only hope of returning to a physical of six kilometers it takes a full points on the Power Push Table. The
shell will be to sunder another's spirit minute to receive a message. The spell's result modifier + 6. Subtract the
and take their bOOy, something abhor- mage controls the spell's duration final result points from the target's
rent to most followers of the Light. and effect. Strength for the spell'S duration.

•• 70
I

I.
71
Chapter Five

Elements
Air Creale Dark Cloud VVhen journeyman mages put down
their ann of air spells and pick up this one,
Axiom Level: 8 they beli~ it is the beginning of their
Arm of Air Skill: apportation/air 14 entry into "real" spell CQsting. They feel
that this spell, when used with its afore-
Axiom Level: 5 BOilcklash: 14 mentioned companion, opens up new
Skill: apporlationlair 10 DifficullJr. 8 worlds for them. They are right. Thae is
Effect V.tlue: 0 nothing quite like having a black cloud
Backlash: 10 Bonus Number to: duration hanging over your head to give you the
Difficulty: 6 proper perspective.
Effect Value: 5 Range: 10 (100 meters) -Kenipat
Bonus Number to: duration DurOiltion: 29 (one week)
Cast Time: 25 (one day) Dark Cloud Familiar
Range: 6 (15 meters) MOilnipulOiltion: control
Duration: 9 (one minute) Axiom Level: 13
Cast Time: 5 ( 10 seconds) Create dilrk cloud is a fairly simple Skill: conjuration/air 18
Manipulation: duration, range spell often taught to mages who have
reached the journeyman level. Used Backlash: 22
The caster blows air underneath his with dark cloud familiar, it prOVides a Difficulty: 12
hand, moving each finger as he blows vessel for spell storing that is easy to Effect Value: 15
air upon it. Helhen vocally commands create and control. Bonus Number to: duration
the ann of air to perform a task. The To cast this spell, the mage must
arm has a Strength equal to the effect build a small fire. Then, as it bums, he Range: touch
value of the spell. Only simple physi- must carefully throw moist leaves and Duration: 32 (l month)
cal tasks may be performed by the other wet (but still flammable) objects Cast Time: 25 (1 day)
arm; if the task would normally re- on the fire. This causes a black, sooty Manipulation: control, duration,
quirea character to generate a Dexterity smoke to billow up. When it does, the state
total to perform the action. the action caster uses her hands to "shape" the
is beyond the capacity of theann alair. smoke into a small cloud. The fire, the This is a focused spell. This spell
The mage must concentrate upon smoke, and the shaping must continue can only be used as a companion to
this spell for the full d uraticn; the spell throughout the spell's cast time. Of· crmte dilrk cloud. The process involved
effect ends as soon as the mage per· ten, a mage will have an assistant on allows the mage to ready the darkcloud
fonns an action other than directing hand instructed to keep the fire burn- to receive impressed inanimate forces
the spell. ing and smoking. spells. The caster must touch his al-
This spell is Q common spell among When the spell is complete, the ready created cloud and will into it the
apprentices. It hJJs been designed to lulVt caster has a small (one meter radius) life force necessary to hold impressed
the minimum complexity for an appor- cloud of smoke that she can control for spells. While touching it, the mage
talion spell,giving the rnngisters a perfectly the duration of the spell. She can move concentrates on all the inanimate forces
good excuse to have the apprentices do all it around, change its shape, and even spells and knowledges he knows, and
the housework. dispel it if she pleases. The cloud may tries to imbue some of his own magical
-ill""'" not move farther away from the caster knowledge into the dark cloud.
than the range allows, and will move Thenumberofimpressedinanimate
with the caster unless otherwise in· forces spells the dark cloud may store is
structed. equal to the effect value of the spell
(15) as read on the Power Push Table
(+6) plus an additional six point result
modifier. The spells to be impressed

_.. ~--------+I
72
must be cast separately into the cloud. Fighting Whirlwind the whirlwind, which travels up to 60
They must also be inanimate forces meters each round. The magician also
spells that can becast impressed. They Axiom Level: 8 controls the duration and the form of
will remain in the cloud until the caster Skill: apportationlair 16 the spell. To target a character the
uses them, dispels the cloud, or the magician generates an Qpportation
duration of one of the two dark cloud Backlash: 14 magic total; if the total equals or ex·
spells lapses. Difficulty, 9 ceeds the target character's Dexterity
Effect Value: 21 or dodge, the whirlwind hits. Anyone
I must admit that some rruJges have Bonus Number to: effect
found many uses for the familiar. Though caught within 2.5 meters of the target
the cloud is Qlways visible, some mages character must also evade or be hit by
Range: 9 (60 meters) the full force of the whirlwind.
have extended their control over the form
Duration: 9 (one minute)
of the fami/iIlr into making it hss obvious. Cast Time: 3 (four seconds)
Some hove t'Vttl gone to the atent of Floater
Manipulation: speed, range, con·
making both spells pmnanent. In my trol
opinion, this is Qnmlhss bother. But I Qm Axiom Level: 5
confined in this dusty room pouring over Skill: apportQtionlair 17
The magician spins himself around
old tats while they are out winning re-
once while exhaling to make an ever Bac.kJash: 15
nown Qnd mllQrd-Qnd, of course, get.
loudening whooshing noise. The spell Difficulty. 12
ting mten by varWuSQnd sundrycrttlturtS.
causesa whirlwind to form,2.5 meters Effect Value: 15
-Ktnipat
tall and 2.5 meters wide at the top. The Bonus Number to: effect
magician controls the movement of

73
I.
Range: 7 (25 meters) a surface area of no greater than one carried.. A person riding the flOQt~ is
Duration: 14 (to minutes) meter). This action causes it to rise into buffeted by the hard, rolling air cur·
Cast Time: 3 (four seconds) the air and float, moving to the caster's rents that keep the disk aloft. While
Manipulation: none mental command. The disk can sup- not dangerous, these winds do occa·
port weight equal to its effect value sionally blowsmall, unsecured objects
The caster begins the spell by puff- and may move at speeds up to the off the disk. The mage controls roth
ing air under a lightweight disc (with spell's effect value minus the weight the duration and apportation of the
disc (within the range of the spell).

Frigid Air
Axiom Level: 8
Skill: alteration/air 16

Backlash: 20
Difficulty. II
Effect Value: 16
Bonus Number to: effect

Range: 8 (40 meters)


Duration: 7 ( 25 seconds)
Cast Time: 3 (four seconds)
Manipulation: state

When casting the frigid air spell, the


mage wraps his arms around his body
and rubs his hands up and down, as if
attempting to wann himself. After
inhaling deeply. the caster then blows
forth (in an exaggerated manner) a
gust of frigid, frosty air. The gust ex-
pands to a 10 by 10 meter cone, and
anything caught within the area of
effect takes damage equal to the final
effect value. The mage may change the
target of the cone by turning his body
or his face in the desired direction. The
round after the mage stops blowing,
the spell ends.
It is the wise mage who IctuTws his limi-
tations. One former acquaintance of mine
had the misfortune of bring afflicted with a
minorbrmthingdisorder. Whenheattempted
tocnst thisspell,hebrokeintoafit ofcoughing
and gagging. Unwilling to admit deftat,
iloweve>---<Sp«ially in front ofh~ employ-
ns---he amtinued to attempt the GlSting.
The spell, of course, U¥l5 ruined, lJut not
before the unlucky man had ingested a good
portion of the effrd of h~ own spell. He
would be pleased to note thilt almost no one
snickered dUring his eulogy.
-Kenipat

v v.....

•• 74
Wall of Air Weather Control This spell allows the caster to hear
news from afar. To cast it, the magi-
Axiom Level: 8(17) Axiom Level: 13 cian cocks his head upwind, cups his
Skill: alteration/air 15 Skill: alteration/air 23 ear with his hand, and asks in a clear
voice "What news from the (direction
Backlash: 19 Backlash: 20 the wind is blowing from)?" The wind, if
Difficulty: 14 Difficulty: 12 the caster is addressing the correct the
Effect Value: 30 Effect Value: 0 direction, answers. Thecaster rna y then
Bonus Number to: effect Bonus Number to: duration ask more specific questions, but the
wind only answers those questions
Range: 7 (25 meters) Range: 19 (six kilometers) concerning thedirection it comes from.
Duration: 14 (10 minutes) Duration: 38 (one year) The speed of the spell is 10 kilometers
Cast Time: 18 (one hour) Cast Time: 32 (one month) a round, so the news will be nearly "as
Manipulation: control, state Manipulation: duration it happens."
This is an impressed, focused spell. This is a focused spell. The magi- As many mages of Aysle agree, the
Thecaster mimes the shaping of a wall cian must spend a full month casting wind is a quick-tempered, impatient en-
in the air 10 meters high by 10 meters this spell. Each sunrise, the mage writes tity; but few oftheelements-save perJwps
wide (he probably will need a step symbols for that morning's weather water-are more infonned about the do-
ladder), Healsomimesthrowinghim- on the perimeter of a circle with a ings of the cretltures of the retllm. One
self and other objects at the imaginary radius of six meters. Shethenalters the must be cnreful when detlling with the
wall, stopping just short of "impact." symbols to match the changes in the wind, though,as it is quick to take offense
The caster continues this building and day's weather. After a month, she has at any affront-real or imagined.
striking process for one hour. completed constructing a diagram of -Zelephest
To release the spell, the caster need that month's weather, and the pattern
only thrust both hands outward in a is formed. This allows the mage to Zephyr of Flight
gesture of repelling. The air in that control the weather within a 6 kilome-
Axiom Level: 13 (7)
direction will coagulate into a square ter radius. She may change the air
shaped wall 10 meters high, 10 meters Skill: apportationlair 18
temperature at a rate ofsix degrees per
wide, and one meter thick. hour, and affect the humidity by six
Backlash: 11
The wall has a Toughness equal to percent per hour. The changes are suf-
Difficulty: 5
the spell's effect. Anything trying to ficient to cause/stop rain in about two
Effect Value: 19
pass through the area protected by the hours (for a moderate rainfall) and it
wall must do it damage (in one round) Bonus Number to: speed
takes about four hours to affect (or
equal to or exceeding this value. All cause) a raging storm. The magician
other damage is ignored. The caster Range: 3 (four meters)
also may alter low and high pressure
may, however, end the duration be- Duration: 18 (one hour)
areas to "shunt" unfavorable weather
Cast Time: 25 (one day)
fore the ten minutes have elapsed. patterns away from her area.
Manipulation: control, duration
Again I say, beware imitations! This
spell is impressive, and it Jws been copied Windy Ears This is an impressed spell. To cast
often-usually inadequately. The nwge this flight spell, the mage must spend
who originally designed this spell spent Axiom Level: 9
Skill: divination/air 22 the entire cast time outside in a clear
nwny months and was a master ofcontrol. (and preferably windy) area running,
Her work uws never adequately dupli- walking, jumping, and mimicking fly-
cated. Often, imitations are betrayed by Backlash: 17
Difficulty: 12 ingonany prevailing winds. Thecaster
the SWirling air effect caused by the lesser must wear robes or other clothing
spell-theoriginnl Jws nosuch effect! These Effect Value: 0
Bonus Number to: range designed specifically to catch the
fakes can be thuwrted by an apprentice wind-that have as much surface area
using an arm of air-much to the dismay as she can move around in.
of the wall's Cilster. Range: 20 00 kilometers)
Duration: 14 00 minutes) When released, the spell causes the
-Kenipat air arolUld the caster to become very
Cast Time: 9 0 minute>
Manipulation: control, state, range windy and dense, lifting her off the
ground. The mage may then control
the direction the wind takes her, the
duration of the speD, and the speed of

.e
75
the wind (up to 25 meters a tum). The Toughness of 9, while a one meter by had scooped out the dirt. A shield of
total amount of weight the zephyr may one meter by half a meter granite slab earth two meters high and one meter
carry is equal to the effect total of the would have a Toughness of 24. wide then rises out of the ground in
spell. This spell was perfected some years ago front of him. The shield has an armor
Since the caster is only controlling by a group of dwarves being held in a value of +10, maximum 25, and will
the wind around her body (an area not House Vareth slave pen-needless to say, remain standing until dispelled or it
to exceed a four meter sphere), the they were not prisoners for long after mas- takes a number of shock points equal
mage may only carry what will fit in tering this bit of arcalUl. to its effect value.
that sphere. -Kenipat
The mage's flight can be hindered or Earthly Arms
even stopped by a strong prevailing wind Dust to Water
headed in the opposite direction. Likewise, Axiom Level: 9
Axiom Level: 9 Skill: alteration/earth 20
a strong tail wind can cause her to speed
up to where she loses control. Though the Skill: alteration/earth 18
Backlash: 20
spell will operate without the caster's di-
Backlash: 14 Difficulty: 14
rect concentration, it is important she pay
Difficulty: 10 Effect Value: 21
attention.
-Zelephest Effect Value: 13 Bonus Number to: effect
Bonus Number to: duration
Range: 6 (15 meters)
Earth Range: touch Duration: 18 (one hour)
Duration: 29 (one week) Cast Time: 0 (one second)
Cast Time: 9 (one minute) Manipulation: control, range
Brittle Walls Manipulation: control, duration,
state This spell must be cast on a patch of
Axiom Level: 9 ground that is primarily earth. It causes
Skill: alteration/earth 18 a pair of large arms to rise up from the
Tocast this spell, the sorcerer needs
two one-liter jugs, one empty and one ground, grasping at anything within
Backlash: 19 range of the spell. The area of earth
Difficulty: 13 !illed wi.th earth. While repeating the
mcantatlon, he pours the earth into the affected is 15 meters long and four
Effect Value: 25 meters across. The arms themselves
Bonus Number to: duration e,:,p~ jug, allowing it to run through
hiS fingers as he does so. This trans-
may come from any point within that
forms the dust to water. area, but they may not reach more
Range: 4 (six meters) than 2.5 meters out or up.
Duration: 14 (10 minutes) On a minimal or average success, the
waterwill bedirty; on agood successor Use the Power Push Table (with a
Cast Time: 4 (sixseconds) result modifier of +8) to determine the
Manipulation: controL state above, it will look and taste clean.
Strength and Toughnessofthearms. To
grasp a foe or object, the mage's
The sorcerer places a piece of stone Earth Shield apportation roll must exceed thetarget's
on the ground and smashes a piece of Dexterity or dodge.
glass upon it. He then lifts the rock and Axiom Level: 8
crushes any remaining glass fragments Skill: apportation/earth 12
with it.
Pathfinder
After reciting the appropriate in- Backlash: 14
Difficulty: 8 Axiom Level: 7
cantation, the caster touches the stone Skill: divination/earth 14
he wishes to transmute. An area within Effect Value: 15
a four meter radius of his hand then Bonus Number to: duration
Backlash: 12
becomes brittle, its Toughness de- Difficulty: 5
creased by the effect total of the spell. Range: touch
Duration: 7 (25 minutes) Effect Value: 16
The spell has a divination compo- Bonus Number to: range
nent that allows it to separate each Cast Time: 5 (10 seconds)
component piece of rock in a wall, so Manipulation: control, duration
Range: 13 (400 meters)
the effect is applied against one piece Duration: 18 (one meter)
of the wall instead of the wall as a The mage scoops a small piece of
earth ~m the gro~nd and quickly Cast Time: 9 (one minute)
whole. A brick has a Toughness of 4, a =pulation: control, duration,
brick sized piece of granite has a molds It IOta a crude Image of a shield.
He then touches the ground where he

•• 76
Tocast this spell the sorcerer draws The caster controls the duration of before the burials could be begun---.N OlSt
a simple design in the earth over and the spell The caster may reverse the it. Helifted theground near the command-
overagain, making itdeepereach time. alteration, trapping anyone caught by ers' tents, turned it over, and buried their
At the same time, he pictures the place the quicksand in solid earth. command center. Quixal belicmf he Juuf
or object he desires to find. made his point.
When the spell is completed, the Quixal's Awful Burial UnfortunJltely, within the nat two or
design will move through the earth thr« heartbeats, the commanders were
toward the place or object specified. It Axiom Level: 8(7) badgering him for details about thL spell
will move in as direct a manner as Skill: apportationlearth 21 and trying to figure how to work it into
possible, at a speed of 10 meters per their nert campaign.
round. If the object or place sought is Backlash: 18 -Zeleph<sl
within range and connected to earth Difficulty: 10
or stone, the spell will find it. How- Effect Value: 20 Stone Tunnel
ever, if the range of the spell is greater Bonus Number to: duration
than 18, its duration will expire before Axiom Level: 8
it arrives at its destination. Range: 10 (100 meters) Skill: apportationlearth 12
Duration: 9 (one minute)
Quicksand Cast Time: 18 (one hour) Backlash: 16
Manipulation: control, range Difficulty: 9
Axiom Level: 8 Effect Value: 25
Skill: alterationleorlh 20 Quiml's awful burial is an impressed, Bonus Number to: effect
focused spell. Thecaster lifts handfuls
Backbsh: 18 of earth and casts them to the ground Range: touch
Difficulty' 13 with great force. Themage who wishes Duration: 12 (four minutes)
Effed VaJue: 15 to impress this spell must go to the Cast Time: 9 (one minute)
Bonus Number 10: effect area of earth she wishes to affect, and Manipulation: control, duration
do this motion over and over during
Range: 5 00 meters) the cast time. To release the spell, the Themage begins by takinga chipof
Duration: 18 (one hour) caster picks up one handful of the the rock to be apported and smashing
Cui Time: 6 OS seconds) earth and hurls it in the direction she it into fine pieces. Once he has done
Manipulation: control, duration wishes the spell to go. this, he may cast the spell by kneading
This spell picks up a patch of earth the stone dust into a piece of clay, then
A particularly nasty spell,quicksand 100 meters wide, 100 meters long.. and smearing the clay onto the wall. The
is cast by rubbing a small amount of 2 meters thick. The mage then raises it caster then pounds his hands on the
water into the earth with one's hands. several meters (up to the range of the stone, with increasing firmness, and at
The caster creates a very soft and ex· spell) into the air, turns the earth over, the end of the cast time the stone has
tremely wet 10 by 10 by 10 meter area and slams it down, burying anything cracks and breaks; he has moved parts
of earth immediately in front of him. underneath. Be<:ause the casting is im· of the stone outwards from the center.
This cube is soft and wet enough to pressed and the area of earth is so The effect total of the spell repre-
cause anyone stepping on it to sink specifically regulated, it is of limited sents the weight of the stone that can
rapidly, yet solid enough to look like use. be moved each round (1 cubic meter of
normal ground. The Perception total Quixal's spell was not originally de· stone equals approximately 2500 kilo--
needed to detect the trap is 13 (under signed with combat in mind. In fact, Quixal grams). The stone, of course, has to be
normal conditions). Thischeckshould was something ofa pacifist moved to what cleared away from in front of the caster
only be made if the victims are ac- he thought too's a momentous gesture. before hecan proceed, but this is simple
tively examining the ground. After a particularly wasteful battle, compared to digging through solid
The suction strength of the trap is Quixal witnessd thL mass burials with rock.
equal to the effect total of the spe1I. disgust. He was hOrrifi£d by thL seeming
Anyone within the area of effect must complacency shared by thL commanders TItrorvaJd's Tracker
make a swimming roll in excess of the as well. All thL while, they sat comfort-
trap's suction or be pulled under. A ably-upwind-in their tents, seemingly Axiom Level: 7
sul>me.ged charnct... will take three fa- oblivious to the operation. Skill: divinJltionlearth 14
tigue points a round until uncondous, Thus, in amiraculously short period of
and then one wound per round there- time, the peace·loving mage developed this Backlash: 9
after. A swimming character takes two awesome spell. After thL next battlt--but Difficulty. 6
fatigue per round until free. Effect Value: 0
Bonus Number to: range

., . L - - - - - - - - - - I O
77
Range: 13 (400 meters) The magician controls its movement Range: 5(10 meters)
Duration: 20 (2.5 hours) by mimicking its flight with the piece Duration: 5 (10 seconds)
Cast Time: 9 (one minute) he retained. He controls the detona- Cast Time: 2 (2.5 seconds)
Manipulation: control, duration, tion by slamming the piece into his Manipulation: control, range
range, speed hand when the ball arrives at its target.
The ball explodes to its full volume, a Atlack's Instant Immolation creates an
This is a focused spell. The mage sphere with a radius of four meters. It illusory pillar of fire four meters high
must bury an object belonging to does damage equal to the spell's effect with a radius of 2.5 meters. It appears
the person being tracked, and he total. incredibly hot, and any object or being
must sit beside the burial spot unfortunate enough to be within its
during the casting of the spell. At Allered Fireball (improved) area of effect is usually incinerated.
the end of the cast time, the magi- The disbelieve roU (made versus the
cian digs up the object, "discover- Axiom Level: 10 target's Mind or willpower) is 18.
ing" it, and puts it on the ground. Skill: alteration/fire 18 To cast the spell, the caster must cry
If the person who the object be· out in a loud voice, "Flame of Atlack,
longed to is within the spell's Bacldash: 17 I summon thee," while pointing at a
range, then the object begins to Difficulty: II spot on the ground within the spell's
"hop" in the direction of that per· Effect Value: 18 range. The casting total must exceed
son at a speed of 10 meters a round Bonus Number to: effect the target's Dexterity or dodge.
-a moderate walking pace. The Atlack was, long ago, a premier jour-
object continues moving in the Range: 13 (400 meters)
Duration: 9 (one minute) neyman of the Fire School begun by
most direct manner possible until Vascher Flametongue. Unlike Vascher,
either the cast time elapses or the Cast Time: 3 (four seconds)
however, Atlack specialized in the precise
person moves out of range of the Manipulation: speed, control control offire, instead of the raw power of
spell. If the range of the spell at the the element. Upon developing this spell,
start is greater than 20, then the Cast as the altered fireball above, he vanished from human knowledge before
duration will end before the object with enhancements. The burning his Magister status could be conferred-
reaches its former owner. sphere has a radius of ten meters. The or he could be questioned about the deaths
magician controls the movement and of several people.
the duration of the spell. For the dura- -Zelephest
Fire tion, he may move the ball, either be-
fore or after it explodes to its full vol-
ume. The sphere travels at 400 meters Conjured Fireball
Allered Fireball per round 000 miles per hour). Once Axiom Level: 13 (7)
Axiom Level: 10 exploded, the fireball does damage Skill: conjuration/fire 20
Skill: alteration/fire 14 each round.
Fireballs were the obsessive specialty of Backlash: 19
Backlash: 18 Vascher FIametongue. He developed the Difficulty: 6
Difficulty: 10 two above, as well as his infamous Effect Value: 18
Effect Value: 14 Vascher's Colossal Fireball. it took weeks Bonus Number to: effect
Bonus Number to: effect to cast,andhe launched it in theGorunden
Hills, where it impacted at what is 'lOW Range: 7 (25 meters)
Range: 8 (40 meters) called the Black Glass Crater, a hole better Duration: 5 00 seconds)
Duration: 5 00 seconds) than 8,DOO meters across. Cast Time: 18 (one hour)
Cast Time: 3 (four seconds) -Zelephest Manipulation: control, speed, state
Manipulation: speed, control
Atlack's Instant Immolation This is an impressed spell. The
Altered fireball requires a large conjuring must be done near an open
flammable ball as a contagion. The Axiom Level: 12 flame, although the fire may be as
traditional ball is pitch and coal, Skill: conjuration/fire 25 small as a pair of candles. The spell
weighing a third of a pound. The rna· may be released within a round, the
gician lights the ball from a source of Bacldash: 22 magician uttering a cast word of his
flame, grabbing a piece before the Difficulty: 14 choosing and mimicking the shaping
sphere is completely engulfed. The Effect Value: 30 of a ball of flame through motions of
rest of the ball flies toward its target. Bonus Number to: effect his hands. The fireball has a burst ra-
dius of 10 meters and anyone not dis-

...._."".....----------------..L
78 I
believing (witha Mind or willpower total Developed ",r'fully over Q period of the recipient, focusing the spell into
18 or higher) takes the effect value as mony months, this sptll is tM produd ofa that character. That hand now has a
damage. consortium of Ayslt sorct!rus. It is, be- barely visible flicker of flame in the
causeofits tmnaIdoustJQlutasan "infor- shape of a shield. The spell resists the
Fiery Visions mation gathering" tool,jealously guarrhd effects of all fire spells with a casting
by tilt mages who know tilt secrets of its total less than the effect value of the
Axiom Level: 9 casting. Liktwist, thtst mages and tltdr flickering shield. The spell's duration
Skill: divination/fire 19 friends have developtd mJlny ways to is controlled by the recipient.
counter jt~nd trace the source of the
Backlash: 15 sptll back to its caster. Ochial's Flaming Circle
Difficulty: 9 -Zelephesl
Effect Value: 0 Axiom Level: 9
Bonus Number to: range Flame Summons Skill: alteration/fire 18

Range: 20 (10 kilometers) Axiom Level: 12 Backlash: 15


Duration: 18 ( one hour) Skill: conjuration/fire 10 Difficulty: 8
Cast Time: 18 (one hour) Effect Value: 26
Manipulation: range Backlash: 14 Bonus Number to: effect
Difficulty: 8
A versatile divination spell, fiery Effect Value: 10 Range: 9 (60 meters)
visions requires nothing in the way of Bonus Number to: effect Dur..tion: 14 ( 10 minutes)
material from the subject(s) being Cast Time: 6 OS seconds)
seried. The caster must, however, Range: touch Manipulation: control
know who or what he wants to view. Duration: 2 (2.5 seconds)
He must either have a very vivid de- Cast Time: 9 (one minute) The casting of l/Us spell is begun by
scription of the object of the spell, or he Manipulation: control tracinga circular area no greaterthan six
himself must have seen the object. meters in diameter and filling it with
To cast and maintain the spell, the To use this simple spell, the caster oil. The caster lights the oil and invokes
mage must have a fire at least four holds some flammable inanimate ob- the power of the spell A circle of flame
meters high and four meters wide ject-a piece of dry wood or doth is a shoots up six meteJS and remains until
nearby. He then chants a description good idea. The caster concentrates on the duration of the spell ends.
of the target while concentrating on the object and wills it to burst into After the initial casting.. the con-
making the description fonn out of the flame. If the spell works, the object trolling mage may shrink the circle's
flames. If the spell is cast correctly will continue to bum until it is con- circumference down to a narrow jet of
(and the object of the vision is within sumed or the flame is extinguished. fire or, if it is not already at its maxi-
10 kilometers) the flames will take on For purposes of combat, the spell mum diameter of six meters, he may
the appearance of the object, along does damage equal to the effect total. expand it. The mage may not move the
with as much of its surroundings as circle off of its original center. The
will fit in the 4 by 4 area of the spell. Flickering Fire Shield circle expands or shrinks at a rate of 60
The vision will move with the object if meters per round (it can only dose and
it moves, as long as it does not move Axiom Level: 11 widen completely once per round,
out of range. Thevisions will besimple Skill: alteration/fire 18 however).
and not very detailed-but they will Anything attempting to pass
be complete. Backlash: 12 through the flames (whether volun·
After getting the initial vision, the Difficulty: 15 tarily or because the circle is now too
caster may change his target as long as Effect Value: 25 small tohold it) will take damage equal
the spell lasts. The targets can be com- Bonus Number to: effect to the spell's effect value.
pletely unrelated, or the caster can use At tilt time of this spell's daJelopment,
the motion of the vision to "backtrack" Range: touch
Duration: 25 (one day)
Mllgister Exemplar Ckhial WlZS a very
the location of the object -though this young man and pronL toa cmain r«kItSS
is slow going.. and there is no guarantee Cast Time: 9 (one minute)
mthusiJJsm. Constantly disciplinLd for his
that the object will not move in the Manipulation: state, control
af'P'lrmt lJlck of control, his master-lM
intervening time. venerable Yuiglmion Kli of the Four
If the caster ceases to concentrate This is a focused spell. The caster
Towus -assigned him the task of build-
on the spell, or if the fire is extin- passes his hand through a flame while ing a spelf using the control process theo-
guished, the spell ends. casting the spell, touching the hand of rem as a main component. Some short

79
••
eighteen weeks later, Ochial demonstrated this spell has been attempted as per- the hand holding the metal, then re-
this spell for her, emphIlsizing loudly haw manent magic. It is, however, an ex- leases it toward his opponent. The
easily control hIld come to him. tremely dangerous (and costly) pro- apportation mngic total of the cast must
In the many years since. Ochial hIls cess.1f a mage without financial back· equal or exceed the Dexterity or dodge
apologized, both privately and publicly, ing and great skill attempts the pro- of the target character to hit the target.
for his sarcostic response to his former cess, he could be killed. Any attempts
f1U1.ster but, to the day of her death, when at casting permanent magic are made Dagger Draw
Ochial's name is mentioned or the tale of at an increased. difficulty equal to 33
his deeds is told, Magister Yuiglenian Kli minus the axiom level the attempt is Axiom Level: 12
tilted her head, turned up her nose, and made in. Skill: conjurationjmetal14
said, "Ochial Who?" Example: The mage casting the spell
-Zelephest is in Aysle. Aysle has a magical axiom Backlash: 15
of 18. 33-18=15; the mage must gen- Difficulty: 7
erate a result of 25 00+15) or higher. If Effect Value: 2
Metal he buysannorthat hasa value equal to Bonus Number to: duration
10 times its base value (Torg value of
Armor of the 5), the difficulty is effectively decreased. Range: touch
to 20. Good luck. Duration: 14 00 minutes)
Draconis Metallica Cast Time: 0 (one second)
Axiom Level: 13 After the spell is cast, the Toughness Manipulation: duration, speed,
Skill: alterationjmetal25 value of the armor is compared to the control
effect value of the spell. If the annor
Backlash: 9 value is less, then it is increased. by the This spell conjures a throwing dag-
Difficulty: 10 Power Push of the difference, plus a ger into the open hand of the caster.
Effect Value: 30 result modifier of 11. The total weight that may be conjured
Bonus Number to: effect is equal to the Power Push of the effect
This isan impressive spell developed by value plus two. However, the dagger
a mage of great patience and ability. He may not weigh more or be larger than
Range: touch was able to make the spell permanent the
Duration: 32 (one month) a normal throWing dagger. The excess
first time he Cilst it. Since then, many effect total is ignored. The dagger is
Cast Time: 29 (one week) mages-backed financially by some of the
Manipulation: control, cast time, not illusory, or unusual in any way,
Houses-have duplicated the feat. Still but it does vanish after the duration
state more (many, many more) have killed elapses.
themselves trying. Be satisfied with the
This focused spell is cast upon a month-long effect, or be prepared for dire This is quite handy when the inquisi~
normal-but high quality-suit of results. tors are Sfllrching for murder weapons.
plate mail. Themailcould beencrusted -Zelephest The inclusion of such a spell in the Prac-
with gemstones and inlaid with silver tical Grimoire causes one to wonder just
and gold, but this is not absolutely exactly haw fara mage will go for money.
Bullet But, then, the spell itself illustrates thIlt
necessary for the spell to work. Every
multiple to the armor's base value Axiom Level: 7 distallce quite clearly.
should be read on the Torg Value Chart Skill: apportationjmetal13 -Kenipat
as a measurement, and the Value
added to the spell as a bonus number. Backlash: 16 Dagger Throw
When using this multiple, theGM has Difficulty: 10
final say on the armor's true value. Effect Value: 17 Axiom Level: 7
Just paying ten times the cost for a suit Bonus Number to: effect Skill: apportationjmeta/14
of plate mail doesn't make it worth
more. Range: 8 (40 meters) Backlash: 14
The caster must spend the entire Duration: 5 (to seconds) Difficulty: 7
week of the cast time focusing all his Cast Time: 3 (four seconds) Effect Value: 18
concentration and his powers of True Manipulation: control Bonus Number to: effect
Knowledge on the armor. He must
concentrate on imbuing it with the The bullet spell can sling a metal Range: 5 00 meters)
toughness of the creatures the armor is mass about the size of a small sling Duration: 5 00 seconds)
named for. bullet, or a quarter. The magician pan- Cast Time: 0 (one second)
While the duration is fairly long, tomimes the whirling of a sling with Manipulation: control, range

•• 80
This is a focused spell, cast on a could hemst, but it limited the amount of not easy, the caster usually spends the
throwing dagger. After it is cast, the illusory metal which could flood the mar- entire cast time mimicking this sound,
mage uses hisapportation skill, instead ket at anyone time, reducing the probabil- hoping that one noise will be accept-
of his missile combat to "throw" the ity of discovery. And all this in nine short able. While doing this vocal imper-
dagger. His skill total must exceed the 'Wtf!ks. Quite impressive. As we shall set, sonation, the caster concentrates onan
target's dodge or Dtxterity to hit. The most authorities considD" the work to he array of broken, bladed weapons-
thrown dagger does damage equal to too impressive. swords, axes, daggers and the like-
the effect total of the spell, instead of -Zeleph<sl and makes the cracking sound over
its normal damage value. each of them several times.
Stra~. Keen Blade When released, the caster consults
-Kmipat the Power Push Table and applies a
Axiom Level: 10 result modifier of +10 to the Power
Skill: alteration/metal IS Push of the effect total. H the final
Fool's Gold number is equal to or greater than the
Axiom Level: 10(1n Backlash: 15 weapon's calculated Toughness, the
S~alttTanon/metaI13
Difficultr- 11 weapon's metal blade shatters.
Effect Value: 25 This spell will only work on metal
Backlash.: 14 Bonus Number to: effect bladed weapons. As a rule of thumb,
Difficultr- 12 the weapon must have a blade at least
Effect Value: 12 Range: touch 12 centimeters in length and must be
Bonus Number to: effect Duration: 18 (one how) composed of metal.
~st Time: 9 (one minute) To figure the Toughness of the target
Range: touch Manipulation: duration, state weapon, apply its maximum damage
Duration: 23 (10 hours) value (as a Result> to the Power Push
Cast Time: 17 (40 minutes) The magician must have a bladed Table, plus its estimated weight value
Manipulation: duration weapon which he keeps extremely (assign most melee weapons a mini-
sharp. He quickly hones this blade mum weight value of 3). The final
This is a focused, impressed spell. with a whetstone while casting the value equals the weapon's Toughness.
The caster must have a sample of the speU, and the touches the ritual blade
Example: A typical Ayslish sword
precious metal he wishes to fake. He to the blade which receives the speU.
has a damage value of 21. This reads
rubs a little of the metal onto the metal Compare theeffect value of thespell
on the Power Push Table as a result of
he intends to "transform", then casts to the maximum damage value on the
8. Adding the default weight value of
the spell. The spell converts one kilo- Power Push Table, and the maximum
3 (4 kilograms), this gives the sword a
gram of metal or coins into an illusion damage value and the damage bonus
Toughness of 11.
of the precious metal used during the are each increased by the result.
spell casting. The effect value, includ- Lodestone
ing the bonus number, must be at least Kelfain's
five to convert the metal. The spell is Sword Shalter Spell Axiom Level: 10
released by tapping the metal with the Skill: alteration/metal 16
sample, and generating an alteration Axiom Level: 9
magic total of zero or greater. The Skill: alteration/metal 20 Backlash: 17
"gold" may be disbelieved on a Mind Difficulty: 10
or willpower total of 13 or better. Backlash: 18 Effect Value: 18
Difficulty: 14 Bonus Number to: effect
It is interesti'!8 to note that this spell is
Effect Value: 27
an impressive effort by a young student, Bonus Number to: effect
lovalio Consent who was studying under Range: 8 (40 meters)
Magister Ufgul of the Six Towers. His Dwation: 14 ( 10 minutes)
Range: 7 (25 meters) Cast Time: 4 (six seconds)
choice of effrct was inspired, optimizing Dwation: 5 00 seconds)
his chances ofsuccessfully overcoming the Manipulation: control
Cast Time: 18 (one how)
toughness ofgold, it greGtest attribute, for
Manipulation: state This focused speU is cast on a piece
the iIlw.sory transformotion. His useof the
theorem of exclusion to have the effrct (or pieces) of any type of metal. The
This is an impressed speU. To pre- affected area may not be greater than
work solely on a kilogram of the target pare this speU for use, the caster must
metal WQS etlWllly peraptive; not only did a two metersphere. Thecaster looksat
imitate the sound of metal shattering the target of the spell, extends both
it incre4Se the likelihood tlwt the spell
and breaking with his voice. As this is arms, and then brings her hands to-

81
••
gether with a loud slap. Range: touch sometimes register with a funny, hol-
The target is then highly magne- Duration: 15 (15 minutes) low sound.
tized. Theradiusofthefield is equal to Cast Time: 6 (15 seconds) As mentioned earlier, it seemed odd
the spell's range, and the strength of Manipulation: control, duration HUlt a young student, Jovalio Consen,
the magnetism is equal to the effect would develop a spell as effective as fool's
value. Any metal objects in the spell's To cast this simple spell, the mage gold. Things become clearer, or at least
range are then drawn towards the touches the lock with one hand and more plausible, once it is known the
spell's target, or, if they are more mas- takes a key in the other, miming the Magister Ulgul, Jovalio's instructor, de-
sive, they draw the target towards opening of the lock. After reciting the veloped the precious metal plate spell -
them. Objects that can may resist by incantation, he takes the key, places it before Jovafio's version of fool's gold ap-
making Strength rolls higher than the as near to the lock as possible, and peared. Now, what deftUlnd is there for a
spell's effect value--but they must do turns it. If the effect value of the spell remedy where there is no malady? Voila!
this every round they remain in the field. exceeds the difficulty of the lock, it Less than three months after Ulgul fin-
Example: Wellathyn themagecasts opens. ished his spell, false gold first hit Aysle in
this spell on the full plate armor of significant quantities.
Bargaran the Knight. She generates a Precious Metal Plate -Zelephest
total result of 18 for the spell's casting.
Thisgives the field a Strength of18. The Axiom Level: 6
Skill: divination/meta/18 Steel Shower
knight hasa Strength of12, and he fights
the sudden pull of his metal-armored Axiom Level: 8
Backlash: 16 Skill: apportation/metal15
limbs to his body. He rolls a 16, giving
him a bonus of +3. His Strength check Difficulty: 11
Effect Value: 32 Backlash: 13
total equals 15--not enough! The field
Bonus Number to: effect Difficulty: 8
is effectively immobilizing the unfor-
tunate warrior. Effect Value: 20
Range: touch Bonus Number to: effect
Dwation: 32 (one month)
If something metallic-or metal Cast Time: 14 (10 minutes)
clothed-tries to move through the Range: 8 (40 meters)
Manipulation: duration, range, Duration: 5 (10 seconds)
magnetic field, it must make a check speed
versus the strength of the field in the Cast Time: 3 (4 seconds)
same way. If it fails, then it is drawn Manipulation: speed, control
This is a focused spell. The mage
toward the lodestone. enchants a plate by placing dozens of To use this spell, the caster must
Example: Bargaran's loyal follow- pieces of iron pyrite or illusory gold havea half kilogram of iron filings. He
ersare behind him and, when they see (or other illusory precious metal) onto throws these filings in the direction of
Wellathyn cast a spell on their leader, its surface. Along side each fake, he a target during the casting of the spell.
they shoot a volley of arrows over his places one small real piece of each The magic gives the mage a +5 to the
head at the mage. The Strength of the precious metal the plate is to detect. accuracyoftheapportation attack. If the
field is still 18, so their shots must beat He removes the false metals one at a apportation total exceeds the Dexterity
that number before the arrows can time, until only the true precious met- or dodge of the target, she hits. The
pass over. als are left. He then casts the spell. To shower does damage equal toits effect
test the plate, he drops the pieces of total.
The target will continue to be highly metal (one at a time) to be examined
magnetic until the spell's duration onto the plate. If the spell was success-
ful, each real metal produces a distinct
Vorgal's Metal Tale
lapses, or the caster turns it off.
tone when it falls, while the fake met- Axiom Level: 8
Open Lock als are soundless. Skill: divination/metal 21
The user activates the plate by plac·
Axiom Level: 6 ing the metal onto it. The effect value Backlash: 18
Skill: apportation/metal 14 of the spell is compared to the disbe- Difficulty: 12
lief value of the metal sampled (if the Effect Value: 38
Backlash: 11 metal is illusory), or the casting total Bonus Number to: effect
Difficulty: 5 used to create any truly transformed
Effect Value: 16 metal. Precious metals to which the Range: touch
Bonus Number to: effect plate has not been attuned will still Duration: 18 (one hour)

•• 82
Cast Time: 14 00 minutes) equal to the Power Push of the effect Sun Flower
Manipulation: control total plus five.
Thisspell will only allow the storing Axiom Level: 10(7)
While casting this spell, the mage of folk spells that are cast impressed. Skill: alteration/plant 15
must touch the piece of metal to be Thespells will remainstored until cast
examined with both hands. He then or until the duration of the spell staff Backlash: 14
asks the metal questions about its pre- lapses. Difficulty: 8
vious owners or those that have This spell, and those that allow the Effect Value: 20
handled it within a time period equal storing ofother types ofmngics, is ofgreat Bonus Number to: effect
to the effect value of the spelL The popularity among the various Mage
metal will then answer-if those asked Guilds. Most mages would rather put Range: 8 (40 meters)
about are (or were) living beings. their impressed spells in staves, wands, or Duration: 14 00 minutes)
When the caster has finished with even their pet parakeets than have to rely Cast Time: 18 (one how)
one target. he may decide to question on their failing memories. Manipulation: state
another during the spell's duration. -Kenipat
He may ask as many questions as time This is an impressed spell. It is also
permits. cast focused on a specific plant: a
Plant Shackles sunflower. If the plant is still living or
While the mage's control over the spell
keeps the metal answering questions recently (within 1 day) plucked, there
truthfully, the caster should remember the Axiom Level: 8 is a +3 to the mage's casting roll. The
qUQfities of "living" metal-it tends to be Skill: alteration/plant 15 mage must hold the plant in the sun-
very strong willed and loyal to owners light with its face directed away from
who treated it well. .. and treacherous to Backlash: 15 his body and towards the sun.
those who treat it poorly. This "personnl- Difficulty: 11 When released, the spell causes a
ity" mny assist the mage in his question- Effect Value: 18 narrow beam of sunlight to shine di-
ing, but it mny also hinder. Bonus Number to: effect rectly from the sunflower's face to the
-Zelephest target. If the target creature is not
Range: 8 (40 meters) aligned with Death or Darkness, and
Duration: 18 (one hour) has some sort ofcommon ground with
Plant Cast Time: 9 (one minute) the caster, it can be affected. The effect
value of the spell, minus the creature's
Manipulation: control
Mind, is used as a bonus modifier to
Lenfrieu's Spell Staff any charm or persuasion attempts made
To put this incantation to use, the
caster takes five blades of grass (or by the caster for the duration of the
Axiom Level: 13 spell. The light effect of the spell also
Skill: conjuration/plant 22 whatever plants are nearby) and
drapes one across both wrists, both lasts for the duration.
Backlash: 16 ankles, and his neck. When he mutters It is told how the creatorofthespell, one
Difficulty: 7 the correct words and specifies the Alyssan of the Seven Towers, used its
Effect Value: 12 target with a hand gesture, the plants persUQsive effects successfully on a /Qrge
Bonus Number to: effect within range will begin to writhe and Draconis Terra. She convinced it to not
wrap themselves about the opponent. only migratefrom the region it was near to
Range: touch The casting total must exceed the shaking apart, but to join heron an adven-
Duration: 32 (one month) target's Dexterity or dodge. They will ture. Alyssan, hawever, was not the most
Cast Time: 18 (one hour) hold the target in their leafy embrace diplomatic of mages (perhaps that is what
Manipulation: control, duration, for up to one hour, with a strength prompted her to create the Sunflower),
state equal to the effect value of the spell. and forgot the limitationsofherown spell.
This spell was discovered by dwarf The story tells how the dragon grew in-
Lenfrieu's spell staffis of great use to magicians in Upper Aysle, shortly after creasinglyoffended by her demanding and
almost any mage. The spell can only the establishment of House Vareth. It has insistent manner and-in an act he felt
be cast on oaken staves that are be- proved to be of limited use to Land Be- beneficial to dragon/humnn relations in
tween the lengthsofl.5 and 2.5 meters. tween dwarves, as the plant life in that general-ate her.
After casting this spell properly on area consists largely of mushrooms and -Kenipat
a staff, thewood will receive impressed mosses, which are not effective in the con-
spells with the pattern of folk. The text of this spell.
number of spells that can be stored is -Kenipat

+
I ----------.,. 83
Thorn Staff creature(s) make a disbelieve roll of 18. The mage may change. the di·
In order to detennine how sensitive rection of the vessel by leamng over
Axiom Level: 8 the tree ward is, the caster must also the prow and sweeping her hands
Skill: alteration/plant 19 generate a divination or P~~tion ~~l to either the right or the left of the
after casting the spell. This IS the diffi- vessel. At the beginning of the next
Backlash: 18 culty a creature must achieve in order water valley, the ship will continue
Difficulty: 11 to sneak past the ward. in the new direction.
Effect Value: 24 Note: The caster may not change
Bonus Number to: effect the direction by more than ten degrees
Water each valley without flipping the boat.
Range: touch
Duration: 14 (10 minutes) Use the Speed Column on the Gen-
Cast Time: 0 (one second) Aeluin's Water Valley eral Results Table to determine the
Manipulation: cast time, state resultant speed of the vessel. The re-
Axiom Level: 10 (7) sult points equal the Power Push ?f
Skill: apportation/water 20 the difference between the boat s
Thisspellwillonlyworkonwooden
staves no longer than two meters. The original speed and the speU's effect
Backlash: 15 total. The shock points of the Push are
caster touches the staff to invoke the Difficulty: 12
pattern. This causes illusory thorns to applied as damage to the vessel (as in
Effect Value: 30 normal speed pushes, however, the
grow all over the surface of the wood Bonus Number to: duration
(except where the caster's hands are). caster may limit the effect of the Push).
The disbelief difficulty is 18. U an 0t: Range: 7 (25 meters) This spefl was first developed by an
jed is struck with the Thorn Staff, It Duration: 21 (four hours) elven mage for the Freetraders of Aysl~,
will take the staffs normal damage Cast Time: 18 (one hour) who used it primarily toescape the CorsaIr
plus the casting value of the spell. U Manipulation: speed, control and Viking pirates. It took the greater part
someone is touching the staff when oftwoyears to perfect. Useful in its present
the spell is cast, he will take damage An impressed spell, Aeluin's water for, Aeluin discovered another use for the
equal to the casting value only. The valley must be cast in advance. To do spell, however. .
caster can control where on the wood so, the mage must have water taken \-Vhen being overhauled by a pIrate
the thorns grow, but not the duration from the body she wishes to affect craft, the mage realized his damaged vessel
of thespeU. with the spell, and placed in a large would not be able to Sllfely undergo the
tub. Then, the mage must use her ha~ds stress of sudden acceleration. So, in a
Tree Ward to part the water in a gentle, sweepmg moment of inspiration, he ~t the spell off
motion, while summoning the power the starboard side of the Shlp--at the pI-
Axiom Level: 9 rate. The water impacted with such force
for the spell. The caster must concen-
Skill: alteration/plant 17 that it split the pirate ship in two!
trate on making a "valley" in the wa-
ter, centering the motion with her A warning to would-be Cilsters, how-
Backlash: 18 ever. As creator of the spell and a fl~ent
hands.
Difficulty: 11 water specialist, Aeluin got away with a
To invoke the spell, the caster leans
Effect Value: 0 trick that has yet to be repeated.. Othe;'
Bonus Number to: range over the prow of a ship a":d ag~in
makes the same parting motion With mages have succeeded in. destroyln$ pI-
her hands. A "valley" will open up in rates this way-at the pnc~ of capslz.lng
Range: 12 (250 meters) their own vessels or slamming them Into
the water two and a half meters deep,
Duration: 14 00 minutes) other ships.
ten meters wide, and extending the
Cast Time: 9 0 minute) -Kenipat
range of the spell. The water on the
Manipulation: state, range
sides of the valley and at the end of the
range will remain stationary, while Bath of Death
This is a focused, warding spell cast
the water under the ship will rush
on a tree. If, after the spell is cast, any Axiom Level: 10
forward, carrying the vessel along at
living creature enters within the spell's Skill: alteration/water 16
great speed. When the ship reaches
range the tree's leaves, branches, and
the end of the spell's initial range, the
trunk' will light up with a magicallu- Backlash: 14
water will again separat~, fanning y~t
minescence that can be seen for kilome- Difficulty: 9
another water valley. This process will
ters. The light will last for the duration Effect Value: 20
repeat itself until the duration ends, or
of the spell, unless the invading Bonus Number to: effect
the caster wills it to end.

•• 84
Range: 10 (100 meters> tempts to counter any new poisons Fog
Duration: 5 (10 seconds) that enter the body. The spell remains
Cast Time: 2 (2.5 seconds) at full potency unless defeated, in Axiom Level: 7
Manipulation: state, range which case its protection is destroyed.. Skill: alteration/water 12
The poisons it has already overcome
To use this spell, the caster must will stay inert, but any subsequent Backlash: 15
have an open container of water in her poisons will take full effect. Difficulty: 12
hands, such as a bucket or pail. The Effect Value: 0
caster throws the water at a target, Corgain's Gill Spell Bonus Number to: duration
controlling its apportation and form
(mainly keeping it together and mov- Axiom Level: 9 Range: touch
ing it in a straight line at a rate of 100 Skill: alteration/water 15 Duration: 11 (2.5 minutes)
meters a round), and invokes the Cast Time: 5 (10 seconds>
power of the spell. The water becomes Backlash: 15 Manipulation: control, duration
highly erosive and does damage to the Difficulty: 11
target equal to its final effect value. Effect Value: 5 The fog spell requires that the caster
While an extremely effective (and Bonus Number to: duration hold a liter of water in an open con·
somewhat gruesome) combat spell, some tainer. As the magician casts the spell,
spell casters have found less violent uses Range: 5 (10 meters) hepoursthewateroveronofhishands,
for the Bath of Death-from tunneling Duration: 18 (one hour) splashing the drops into the air. The
through solid rock to opening that really Cast Time: 5 (10 seconds> water turns to vapor and billows forth
tough door. Manipulation: duration into a dense fog. This fog will com-
pletely fill a 600 meter radius and rise
This focused spell requires the gills to a height of 25 meters, centering
from a fish. The mage splashes water around the vessel. The fog is dense,
Cleanse onto the gills and then breathes but evaporates quickly after the dura-
Axiom Level: 10 (17) through them, casting the spell on his tion expires.
Skill: afteration/woter 19 third breath by pointing at the target
character. Frost Hair
Backlash: 19 The effect value is the maximum
Difficulty: 7 number of kilos of water (10 kilos> Axiom Level: 11
Effect Value: 20 converted. to air when the recipient of Skill: alteration/water 18
Bonus Number to: duration the spell breathes underwater. This
represents about eight full breaths, Backlash: 16
Range: touch more than enough for a normal round. Difficulty: 11
Duration: 26 (1.5 days) A panicked or strenuously active Effect Value: 28
Cast Time: 18 (one hour) character may breathe more often than Bonus Number to: effect
Manipulation: control this, and water will bubble through to
be inhaled, causing damage. The Range: touch
This is a focused, impressed spell, gamemaster rolls a bonus number, Duration: 25 (one day>
affecting a liter of specially prepared interpreting the bonus as result points Cast Time: 9 (one minute)
water. Thewatercontainsa very small of damage. Manipulation: state, control
amount of herb tea. When a character A character on land suffers no ill
drinks the water, the spell works as a effect from this spell, and the spell will ~o use this spell, the mage Simply
countering agent to any poisons remain active for the duration. The sprinkles a few drops of water into the
present in the body. If the spell'seffect recipient controls the duration of the target's hair while casting the spell.
value is greater than the strength of spell. The water will then become frost,
the poison, then the poison has no turning the hair white and making it
effect at all. Unfortunately, the reverse slightly brittle for the duration of the
is also true. spell. The effect then serves to resist
The antidote remains in the target's any water spells with a casting result
system for the entire duration and at- less than thefrost hairs effect value. The
recipient of the spell controls the du-
ration, and the frost will not melt
naturally until the duration expires.

85
••
Ice Bolt Due to the nature of the magic, the Sweet tmter pUrifies one liter ofwater,
caster has a +5 bonus to his apportation or a solution that is primarily water,
Axiom Level: 9 attack rolL If the attack roll is higher each round of its duration. To cast the
Skill: alteration/water 16 than the target's Dexterityordodge, then spell, the magician requires two con-
he effect total equals the damage in- tainers, one of which must be immacu-
Backlash: 15 flicted. After the duration lapses, the lately clean. The magician pours the
Difficulty. 9 bolt reverts to normal, fragile ice. liquid into the less clean vessel, and
Effect Value: 15 places the clean vessel an arm's length
Bonus Number to: effect SweetWater away. He then scrubs one hand dean
and places it over the immaculate ves-
Range: 6 (I5 meters) Axiom Level: 8 sel. When casting the spell, the mage
Duration: 6 05 seconds) Skill: alteration/water 14 concentrates on moving the water from
Cast Time: 3 (four seconds) the dirty container, over his hand, and
Manipulation: range Backlash: 11 into the clean vessel. As this happens,
Difficulty: 8 the dirt coagulates on his dean hand
The caster pours a stream of water Effect Value: 0 and the water is purified. That hand
through his open fist while invoking Bonus Number to: duration then sparkles and glows, transporting
the pattern of the spell. The water the dirt to the other hand.
freezes into a long spear, which the Range: touch
mage must immediately hurl at the Duration: 19 000 minutes)
chosen target. Cast Time: 9 (one minute)
Manipulation: control, duration

•• 86
Water Bubble Themagemayalsochoosetochange The magician requires a liter of
the object of the spell from herself to water in a container that he can squeeze
Axiom Level: 9 another living creature. To do so, the to produce a spray. As she incants the
Skill: apportatiol1/water 19 creature must enter the bubble. The spell, the mage squirts the water onto
mage touches the creature and wills one hand, reflecting it in the general
Bac.klash: 18 the spell's effect to be transferred. In direction desired. The volume and
Difficulty: 11 any event the target creahue controls force behind the water spray increases
Effect Value: 24 the duration of the speD (up to the dramatically. The magician is able to
Bonus Number to: duration hour limit) and the movement or control its apportation with gestures
transfer of the bubble. by the wet hand. The spray lasts for
Range: touch two rounds of combat. The alteration
Duration: 18 (one hour) Water Spray skill roll must exceed. the dodge or
Cast Time: 2 (2.5 seconds) Dexterity of the target in order to hit,
Manipulation: control, duration, Axiom Level: 8 and the effect value of the spell is used
state Skill: alteration/water 12 to determine damage.
The water bubble spell causes the Backlash: 10
water around the mage to push out Difficulty: 10
away from her, forming a 2.5 meter Effect Value: 15
sphere of air around her body. The Bonus Number to: effect
mage must actually be in the water to
cast the spell, but all she need do is Range: 6 (15 meters)
touch it and "push it away." Once the Duration: 6 (15 seconds)
caster has activated the spell, she may Cast Time: 5 (10 seconds)
move freely underwater at a rate of 10 Manipulation: control
meters per round or bob to the surface.

87
••
Chapter Six

Spell Design
Spell Design is an enchanted creature). See pages
63-70 of The Ayste Sourcebook for more
nisms. Magic is one of the most popu-
lar mechanisms because its results are
Instructions information on pattern knowledges.
Enter the knowledge and the cost (the
notread through the Power Push Table
(all other mechanisms are).
This is an abbreviated explanation number next to the knowledge on the
of spell design. For more information, Magic State Paths diagram, The Aysle Result Knowledge: Enter the Re-
refer to the this book's Introduction Sourcebook, page n). sult Knowledge and the cost to get
and 11u! lIysJe Sourcebook. therefromtheMechanismKnowledge.
Spell design begins when the mage The next three steps require tracing Refer to pages 63-70 of The Ayslt
obsetves a supernatural pattern. The apathontheStatePathdiagram. When Sourcebook for appropriate result
mage must havea general idea of what going in the direction of the arrow, the knowledges.
he wants the spell to accomplish. The cost is the number on that line. When
mage must have all four magic skills the path goes against the arrow, the Che<:k the Knowledge Interaction
and adds in the spell's pattern arcane cost is 2. If the path has a knowledge Chart (Introduction, page 8) to see if
knowledge. circle upon itself, the direction must this pattern/mechanism/result com-
agree with the arrow. bination is allowed.
Pattern Skill: Choose the pattern Example: The Pattern Knowledge Casting Method: Choose how the
skill based on the spell's most impor- is Magic (cost 15). The mechanism and spell will be cast. A direct spell is im-
tant effect: result knowledge is light. Travelling mediately released by the caster and
ditrination-Krowledge/infonnatioo to light costs 5 (two--against the aT- has a cost of o. A focused spell has a
apporlation-Movement row-to inanimate forces, and three to cost of 2 and takes effect immediately
alteration-Change something ex- light). Using light as the result costs 3 aher the casting and is cast into an
isting (it cannot go against the arrow). object. An impressed spell has a cost
conjuration-ereate something of 3 and is memorized, retained
from nothingortumsomethinginto Additional: U impressing the spell indefinately and released by the caster
nothing intoanother kindred, tracea path from in one second. An impressed and fo-
the Pattern Knowledge to Ii vmg forces, cused spell has a cost of 5. A ward has
Pattern Knowledge: Thespell'sraw then to the kindred knowledge. a cost of 5 and is cast into an object or
material. A fireball spell uses fire as If impressing the spell into an ob- person, to be activated when a certain
the Pattern Knowledge; a dragon to ject, the path from the Pattern condition occurs (explained under
man spell uses enchanted (the dragon Knowledge must go to living forces, Aspects).
then the kindred knowledge that wUl
be able to use the spell (folk for folk,
enchanted for enchanted, etc. U the
spell can be used by all kindred, the
living forces knowledge circles on it-
selO. Thepath then goes tolheelement
knowledge which best describes the
material of the object.
Write down the path and enter the
=t.
Mechanism Knowledge: Enter the
Mechanism Knowledge and the cost
to get there from the Pattern Knowl-
edge. Refer to pages 63-70 of The Aysle
Sourcebook for appropriate mecha-

•• 88
Pattern: The sum of the Area, Vol· Aspects: Aspects are controllable
ume, Effect and Result Modifier. portions of the spell. Determine the
number of aspects chosen and enter
Multi-Attributes:Aspe11aHectsone the One-on-Many cost. Unlike Multi·
attribute for free, but additional at- Attribute, the first Aspect is not free.
tributes may be bought. All skills gov- For more information see The Aysle
erned by an attribute will be increased Sou,abook, page 74. List all Aspects.
by the spell's result points. List the cost for variable Aspects.
SpecificskillsorspedaJabilitiesmay
be affected by buying each one indi- .Change Target - The spell's Effect
vidually (called derived effects). Read canchange targets. U a spell is changed
the spell's result points on the Power to another target, the initial target is no
Push Table, and increase the derived longer affected by the spell. During
effects by the final result points. spell design, the caster chooses
Any additional attributes, skills or whether the caster or recipient can
special abilities affected must be change targets.
St.1le Tolal: Add up the Pattern bought using the One-on-Many (the • Effect - The spell's Effect can be
Knowledge, Additional, Mechanism cost is the number in the ON+I col- turned on and off if the spell is perma-
Knowledge, Result Knowledge and umn). List all Multi-Attributes. nent. Any spell's effect can be lessoned
Casting Method. Example: A spell is designed to af- through the Effect Aspect.
fect just Dexterity at no Multi-At- • Form (elements, mixed forces, prin-
Stolte: Enter the State Total. tribute cost (the first attribute is free). dples only) - The caster controls the
A spell affects DexttTity, Strength shape of the spell within the spell's
Area: This value is the radius for affect (circle or sphere).
and Toughness. TheOne-on-Manycost
the two-dimensional area the spell af- for three attributes (It Char Column) is
fects. An Area may be horizontal or 6 (I)N+If).
vertical. Unless otherwise stated, the
A spell affects Daterity, Strength,
spell's form is a circle (see Form in
Toughness and the dodge and fire com-
Aspects).
bat skills (the skills are derived effects).
Fiveaffected itemscosts8.ln addition,
Volume: This value is the radius
after the Dexterity, Strength and
for the third dimension of the spell's
effect (area must also be bought). Un-
less otherwise stated, the spell's form
roughness are increased, read the re-
sult points through the Power Push v
Table, and increase dodge and fire
will be a sphere (see Form in Aspects).
combat by the final result points.
Area and volume should be equal; if
A caster may target only some of
not, thespell'smaximum area affected
the characters within the area of effect
is the smaller value.
if she buys a multi-target and the Ef-
fect and ChangeTarget Aspects. Multi-
Effect: This is how "powerful" the
Target costs are figured separately
spell is. Effect can be used for any
from Multi-Attribute. Add the One- The caster may also manipulate area
number of things, including damage
on-Many cost for the number of char- and volume for shapes extending be-
(fireball spells), and Strength (arm of
acters chosen. When the spell is used, yond the drcle or sphere while still
air). Effect is usually compared to a
if the number of characters in the area remaining within the value of the pur·
quality of the target.
is less than or equal, the caster decides chased area and volume (essentially,
whoisaffected;ifthenumberisgreater, stretching the sphere to form a cube,
Result Modifier. A Result Modifer
the spell affects all characters in the cylinder or cone). Each item manipu-
is allowed for spells which do not use
area of affect. lated counts toward theOne-on-Many
magic as the mechanism. Find the
spell's effect value on the left column Example: A cost of 8 (How Many total:
of the Extended Power Push Table Succeed/Difficulty Increase column) Area Spells
(The Aysle Sourcebook, page 83). The allows the caster to determine who is Shape Manipulations
bonus number in the right column is affected if there are six or fewer indi- Rectangle Area
themaximumResultModifierthatcan viduals in the area of effect. U there are Cone Area, Form
be bought. See page 7 of the Introduc- seven or more individuals in the area,
tion. the spell will affect everyone.

89
I.
Area and Volume Spells short duration reduces a spell's diffi-
Shape Manipulations culty.
Cylinder Volume Generate conjuration, Pattern, divi-
Cube Area, Volume rwlion, apporlation and alteration skill
Cone Volume, Form totals by adding the skill, the adds in
the pattern knowledge and the bonus
Example: A caster just buying the number. Enter these totals where in-
Form Aspect, with a spell whose area dicated.
and volume are both 6 05 meter ra- Subtract the knowledge totals from
dius) may make the effect any shape the State, Pattern, Control, Appor-
as long as it fits entirely within the tation and Duration. Only the Dura-
sphere. tion minus Alteration total may be
By buying just volume, the caster lower than -5. Spell characteristics,
may form a cylinder up to 30 meters except Theorems, may not be altered
long and 30 meters high. By buying once the mage has begun generating
area and volume, the caster may make skill totals. Pattern knowledge adds
a cube up to 30 meters high, long and Disbelief: Transformations or con- are added to skills only during spen
wide. Both of these shapes exceed the jurations which do not use an essence creation. They are never added when
original sphere, but do not exceed the (death, life, true knowledgeor time) as casting spells.
area and volume bought with thespell. the pattern or mechanism are illusory Characters may not spend cards
-Apportation -If the mage does not and can be disbelieved. Each point when generating knowledge totals;
control the apportation of the spell, it allocated adds one to the disbelief dif- they may spend possibilities.
travels in a straight line towards the findty. Thedisbelief difficulty is based
target. If apportation is controlled, the on the Pattern Knowledge: For the Magic Skill: Enter the Pattern Skill's
spell can travel any path the caster seven kindred and the elements, the modifier:
wishes. difficulty is 8. For inanimate forces divirwtion 17
- Duration - The spell can be turned and living forces (mixed forces), the apportation ]9
off. Otherwise, the spell cannot be difficulty is 12. For the principles alteration 22
turned off. (darkness, light and magic), the diffi- conjuration 25
culty is 15.
These Aspects are variable, and are PfO(ess Maximum: Enter the high-
not part of the One-on-Many cost: Skill: A modifier determined by est total from the column above it
- Accuracy - Accuracy is a bonus to the Pattern Skill: (State, Pattern, Control, Apportation,
hit the target. The to-hit increase is the divirwtion 8 Duration).
accuracy cost (i.e., a +3 bonus to hit apportation 10
costs 3). alteration 13 Spell Sum: Enter the sum of the
-Wards - Wards use the caster's conjuration 16 entries above it. If the sum is less than
divination skill plus knowledge adds zero, enter zero.
for whatever is detected to see if they Control: The sum of Multi-At-
are activated. The ward costs 8 plus tributes, Aspects, Disbelief and Skill. Cast Time: A long cast time reduces
the knowledge adds. Speed: ThespelJ'sspeed.. Fora spell the spell's difficulty. lmpressed spells
to reach its full range by the time the
spell ends, use the following formula
for the minimum speed:
Speed = Range - Duration + 5

Range: The maximum range of the :


spell's effect. An Area/Volume may
be placed anywhere within the range,
but the spell's Effect will neverexceed
the Range.

Apportation: The sum ofSpeed. and


Range.

Duration: The spell's duration. A

•• 90
often have a long cast time because theorem totals, all characters (includ-
they can be sto!"ed in the caster's ing Ords) roll again on a 10 or 20. No
memory until they are needed, at possibilities or cards may be spent on
which time they can be instantly re- theorem rolls.
leased. Pattern Theorems
-Concentration - The mage must
Basic Complexity: The sum of concentrate on the spell while it is in
Magic Skill, Process Maximum, and effect or the spell is ended.
Spell Sum, minus Casting Time. -Contagion - The mage must have a
physical object representing the target
TheOf'em Sum: Afte!" the calculat- of the spell.
ing the Basic Complexity, the mage -Specific Contagion-Themagemust
subtracts any bonuses generated with possess something belonging to the
theorems. According to Aysle magic target. The object may also be used for
theory, the use of theorems aids the the contagion theorem.
caster in pulling the correct magical -Exclusion - The spell uses only a
pattern from the supernatural. part of the knowledge included in ei- of 17. The Skill equals the caster's pat·
Mages may apply as many or as ther the pattern or result knowledge. tern skill plus the caster's adds in the
few theorems as they want on a given -Uniqueness - The spell can only be pattern arcane knowledge. Mages who
spell. Oncea mage begins rolling theo- used on one specific individual or want to cast the spell must have pat-
rem totals, she may not add or remove object. Uniqueness automatically al- tern skill + knowledge adds equal to
any theorems. Fa!" more information, lows the use of exclusion. this number. AspeU may be designed
see pages 61 and 62 of The Aysle -Similarity- Whencasting, thecaster at less than the caster's full skill level
Sourcebook. There are two kinds of mimics the spell's actions or results. (so less experienced mages can use it.
theorems: Pattern and Process. -Touch - The spell can only be used See page 76 of The Aysle Sourabook for
Pattern theorems require compo- when touching the target. more information). The Bonus Num-
nents or actions, and must be strictly -Sell - The spell can only be used on ber To must be assigned to Effect,
adhered to when casting a spell. Char· the caster. Using sell automatically Rangeor Duration. Find Effect, Range,
acters may not have skill adds in pat· allows use of touch. Duration, and Cast Time on the Spell
tern theorems. -Voice - The caster speaks aloud Lab Sheet. Manipulation lists the Pr0-
Process theorems are portions of while casting. cess Theorems used.
the spell which help characterscontrol Process Theorems The spell's description explains how
the spell. Characters may have skill Cast Time Pattern Theorems are used, and how
adds in process theorems (see column Control the spell uses game mechanics.
on Lab Sheet). II a character has all of Duration
the process theorems of a spell he may Range Design Time: The initial observa·
manipulate it (see pages 78 and 79 of Speed tion of the spell takes one hour (deter·
The Ays/e Sourcebook). State mining the spell's cha!"acteristics and
The character roUs a bonus number generating skill rolls). The mage may
to detennine the how well the theo- Final Complexity: Subtract the try to observe in less than one hour,
rem has been applied. When rolling Theorem Sum from the Basic Com- increasing Pattern by the value of the
plexity. Spells must have a minimum time cut short.
difficulty, dependent upon their pat- If the mage dislikes the skill rolls,
tern skill: he may try to observe the supernatu-
diviruJtion 14 ral pattern again in one week, rerolling
apportation 16 all skills. This may be repeated as of-
alteration 19 ten as the mage likes, but skill rolls
conjllrah'on 22 from previous observations are lost.
Divide the Final Complexity into Observing a Theorem takes one
Difficulty and Backlash (Spell Log). week of time. Additional weeks may
be spent, adding the vaJueof the weeks
Spell Log: The Axiom Level should as a bonus (spending six weeks ob-
be determined based on the serving the contagion theorem yields
Camemaster and the Axiom Descrip- a +4 bonus). Theorem totals may be
tions (Torg Rulebook, page 93). lm- generated multiple times, but all pre-
pressedspeilshaveaminimumAxiom vious rolls are lost.

91
••
Pattern Skill:
SPELL
Pattern Knowledge
LABORATORY Spell:

Additional SHEET
Version the Second Axiom level: _
Pilth cost if impressed into object or other kindred Skill: _
Mechanism Knowledge Backlash: _
Skill and
Result Knowledge
Casting Method
pattern
knowledge
add. and
bonuses
Effect -:=========
Value:
Difficulty:
Bonus Num. to: _ Final Cornpkxily itlllphlllp I1lJfJ
I!fd.IMh •• Difficulty. TIw
State RUlge: _ F'IIIIICom~ty lIIlG1 "'~lrt
Total
=0-0'= (Statt) (ConjuNltion MiyNJt~
Duration:
Cut Time: _
_ faIlawtl lIIiJlinlll'-:
Om.tlM
.........
14
16
Result ..... -5
MUlipulation: AhtnI,... "
Area Volume C.fllfIfllIll 22
Effect Modifier

0+0 +0+0=0-10'=
I (Pflttun) (Patttrn Skill, MiyNJtbt
..... -5
Pattern Skill
Disbelief Cost

~Miny­
IAttribuleI (first is Ire-"
~Miny-
+0+9=0 - 0,=
) (Control) (Divination) Miynol bt
..... -5
<I'll ~
I>ri"" ...., II-I--'==--'1 Speed Range
MuJti.Tlrgd

0+ 0=0-0'=
~~
""""~
(ApportAtion) (Apporlation,
..... -5
Duration

0-10'= (A.lIcration)
""~
..... -5

+0 Process
+
Spell Sum
0=0
Casting Basic
Maximum (Must bE' 2:0) Time Complexity
(h;ghest lobi

~JO
8

- . - , IJ
16
""
21
25
., ..... ClI991
in this column)

w.. Ende.- ............... lovonted 10 phoIo<opy lhll~fof prnonoal_.


0-
B..'sic
Complexity
Theorem
Sum
=
Final
Complexity
Index
Page numbers alone refer to this volume; all spells which Command Obedience 44
were given in the Pixaud sampler in The Ayslt Sourcebook are Communicate with Animals 54
only listed here. TWB= Torg World Book .TRB=Torg Rulebook. Communicate with Birds 55
Conceal Evil 22
Conjure the Bouncing Hordes of Doom 11
A Conjure Elemental 57
Conjured Fireball 78, TRB 117
Abrasion 22 Control Golem 62
Aeluin's Water Valley 84 Control Lycanthropy 59
Altered Fireball 78 Corgain's Gill Spell 85
TRB 116 Create Giant Avian Servant 53
Altered Fireball (Improved.) 78 Create Dark Cloud 72
Animal Shield 54 Create Fear 22
Animate Calem 60 Create Homunculus ... 12
Animate Skeletal Warrior 61 Curse of Infinite Shapes 14
Arm of Air 72
Armor of the Draconis Metallica 80
Astral Self 64 D
Attack's Instant Immolation 78
Awaken 43 Dagger Draw 80
Away Sight 27, TRB 116 Dagger Throw 80
Dark Cloud 24
Dark Cloud Familiar 72
B Demon Soul Ring 62
Destroy Magic 31
Baby-Sitter 59 Detect Fish Schools 50
Banish Demon 61 [)etect Folk Evil 24
Banish Dragon 59 Detect Living Beings 45
Banishment 16 Detect Magic 32
Bath of Death . 84 Detect Truth 65
Bind Demon 61 Devil's Pit 32
Black Bart's Deadly Darts 22 Diminished Senses 45
Bleeding Blade TWB 30 Disguise Self 65, TRB 117
Blink Walk 17 Dispel Magic 32
Boiling Blood TWB 16 Dispel Magic Fire 39
Brittle Walls 76 Ooelaran's Door of Shooting Fire 32
Bullet................................. . 80, TRB 116 Oust to Water 76
Dvergamal (Voice of the OwarO TWB, 31

c E
Call Forth Spirits of Earth 17
Carminstalbolous' Conductive Cover 31 Eagle Eye 53
Cast Lasher 31 Earth Shield 76, TRB 117
Change to Falcon 64 Earthly Arms 76
Charm Bird 51 Element Shaping 17
Charm Elemental 57 Enchant Annor 39
Charm Person 44, TRB 116 Enchant Bow 39
Cleanse 85, TRB 116 Enchanted Error 33
Cleanse Area 31 Enchanting Growth 13

93
.-
Enhance Horse 54 Hidden Tracks 19
Enhanced Aura 45 Hide from Magic 33
Eradicate Fear 27 Houndscent 66
Erase from Mortal Memory 18
Ethereal Fonn 66
Exorcise Ghost 62 I
Extradimensional Gate 18. TRB 117
Ice Bolt 86
Imprisonment 33
F lmproved I::>exterity 46
Improved Magical Strength 47
Facade of Normality 45 Increase Charisma 67, TRB 118
Fields of Death 24 Increase Weight 40
Fiery Visions 79 Insect Repellent 55
Fighting Whirlwind 73 Invisibility 19
Find Pearl 50 Invisibility to Undead . 67
Find Things 39
First Aid 46
Fish Eyes
Fish Grab
50
50
J
Rame Summons 79 Jump 67, TRB 119
Rickering Fire Shield 79
Rooter 73, TRB 118
Roor of Binding 33 K
Rowers of Frustration 15
Rowing Shapes 15 Keen Blade 81
Fly 53, TRB 118 Kelfain's Sword Shatter Spell 81
Fog 85, TRB 118
Folk Repelspell 66
FooI's Gold 81 L
Free Spirit 18
Freeze Time 15 Language Enhancer 28
Frigid Air 74 Lenfrieu's Spell Staff 83
Frost Bridge 40 Light Amlor 41
Frost Hair 85 Light Levitation 47
Funtari's Fantastic Fireworks 28 Lightning 41, TRB 119
Light Writing 28
Lodestone 81
G Low Spirits 25

Gain Language 66, TRB 118


Gain Sense 46 M
Guardian Spirit 24
Glue 40 Madness TW"B 16
Grave Assistance 10 Mage Dark 26, TRB 11
Mage Light 28, TRB 119
Magic Ladder 34
H Magic Marker 41
Magic Repulsion 34
Haste 66, TRB 118 Major Eraser 41
Hatchery 51 Marker Barnacle 51
Heal 46 Maungo's Malidous Mastiff 26
Heat Object 33 Maungo's Magic Magnet 34
Hibernation 13 Maungo's Mind Madness 26

•• 94
Maungo's Magic Message 34 Rocket 42
Mighty Mouse 55 Rot of the Grave 10
Minor Eraser 41 Ryggin's Steel Bands 36
Mirror of Other Worlds 19
Multiple Images 28
Multiple Selves
Murgee's Energy Drain.. .
TWB 31
47
s
Mystic Shield . 35 Scarebeast 55
Mystic Star . 36 Scarecrow 53
Scrying Eyes 20
Sense Abilities xx
N Sense Life 14
Sense Undead 63
New Hope 29 Shadow Bats 27
Shards of Ice 36
Shear Sheep 56
a Shield of Light
Silence
30
68
<Jchia)'s Raming Circle 79 Sixth Sense xx
Open Lock 82, TRB 119 Slow 68, TRB 120
Snail Wit 69
Soothe Animal 56
p Spatial Feelings 20
Speak to Enchanted 59
Paralyzation . 55 Spell Bouncer 36
Pathfinder 76, TRB 119 Spell Lock 16
Persuasion 48 Spell Snatcher 37
Phantom Darkness 26 Stay Voice TWB 31
Plant Shackles 83 Stealth Walk 69, TRB 121
Possession 67 Steel Shower 82
Possibility Shadows 67, TRB 120 Stone Tunnel 77, TRB 121
Precious Metal Plate 82 Storm Kill 42
Prismatic Alteration 42 Strength 69, TRB 121
Protection from Undead 68 Suggestion 48
Summon Bird 54
Summon IJemon 63
Q Summon Hero
Summon Kraken
.. 69
51
Quicksand . .............................. 77 Summon Pegasus 60
Quixal's Awful Burial . .............................. 77 Summon Scholar 21
Sunder Spirit 69
Sun Flower 83
R Sunstore 30, TRB 12
Sweet Dreams 30
Rainbow Bracers . 29 Sweet Water 86, TRB 121
Rainbow Bridge 29 Sylph Call 21
Raise Skeleton . 63
Raise Zombie 63
Ravages of Time 16 T
Restore Limb 29
Rinaldo's Resounding Racket 36 Talking IJead 11
Ritual of Mind Preparation 68, TRB 120 Tame Horse 57
Ritual of Perception Preparation 68, TRB 120 Tame Pegasus 60

I.
95
Telekinesis 42 w
ft~E:;~~~:::::::::::::::::::::::::::::::::::::::::::::::::::::::~:*
Thorn Staff 84
Wall of Air
Water Bubble
75
87
Water Scry TWB 31
Throrvald's Tracker 71 Water Spray 87, TRB 122
Tracker TRB 121 Weakness 70, TRB 122
~~n~~~~.~.:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Weather Control
Whiteboard
75, TRB 122
43
Touch of Healing 14 Windy Ears 75
Transmute Lead to Gold TWB 16 Winged Horse 57
True Light 21, TRB 112 Withering Touch 27
Turn to Stone TWB 31

y
v
Yield Pearl 51
Vigor 49
Visions of [)eath 11
Visions of the Past
Visual Aid
16
43
z
Voltol's Little Bird 30 Zephyr of Flight 75
Vorgal's Metal Tale 82 Zero Light 31

•• 96
P1XAUD'S PRACT1CAL
GR1M01Rf
Collected and Edited by
the Academy of the Four Towers
Before Uthorion, before Ardinay, there was Pixaud ...
Pixaud's Practical Grimoire was the life's work of Pixaud, Second
Dean of the Academy of the Four Towers. Inside the Grimoire are:
• Over 150 new spell descriptions;
• Revised versions of popular spells from the Aysle Sourcebook
and the Torg Rulebook;
• An index to the spells of Aysle, including those in the Torg
RlIlebook, the Torg Worldbook, and the Aysle Sourcebook; and
• An introduction that supplements the Magic System of
Aysle and supplies tips for players and gamemasters alike.

All this, and the helpful annotations of two Master Magicians:


Probably one of the most helpful guides to modern magic lise in exist-
ence today. I recommend it for journeymen and masters alike.
-Zelephest
Buy it. Read it. ThrIYW same spells. Take backlash. Enjoy.
-Kenipot

A Supplement for

Roleplaying the Possibility Wars TM

Pwl4d's Pradialf Gnmoirr ~ pa.rt of r or.!. an eptc game


of adventure, magic iuKl IIltered reality. Thts volume
describes spells and spell design tosupplement the realm
of A)'!ile. T'hi5 book was C'S'Nted before the Pc.ibllity
RaKlt'TS camE' to Aysle ~nd contains knowll!dge tNt pre-
dates written histoTy_ Represenhng perhapl the n....t at-
tempt by the mages of the mystiall IWIlm at Unity ilnd RD3 Box 2345
centralization of knowledge. the GnMOlrt' has S1~ be- Honrsd.ue, PA 18431
come the standard by whkh all other texts.tt' JUdged,
20559
For ages 12 and up.
Fantasy/Games

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