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Date: Sat, 23 Jan 88 19:18:10 EST

From: JACOBS <mikej%[VAX 1 ACS UDEL EDU] at [vm2.cis.pittsburgh.edu]>


Subject: Re: Hazon?
To: [b--dt--d] at [unix.cis.pittsburgh.edu]

Here's the whole thing...


----
Hazon - rules

Character Creation -

To create a character, ability scores must be generated for


the character's stats. There are six stats :
Physical : Strength, Dexterity, Constitution
Mental : Intelligence, Wisdom, Will Power
Roll a percentile and add that to 360. The character has
that much score to be distributed among the stats as desired
within the limits defined by the desired race of the
character.

Races -

Humans are the standard race for stats, and if one


chooses a race other than human, the following stat
limits apply :

Race Str Dex Con Int Wis WP.


-------- --- --- --- --- --- ---
Human - - - - - -
Elf 0-90 20-120 0-90 10-110 10-110 -
Half-Elf 0-95 10-110 0-95 10-110 10-110 -
Dwarf 0-115 0-90 0-120 - - 10-110
Orc 0-110 - 10-110 0-90 - -
Halfling 0-90 20-120 - - - -
Gnomes - 10-110 10-110 10-110 10-110 -

- means 0-100

The stat limits for other races should be determined by


the game ref.

Bonuses -

Bonuses are adjustments made to performance rolls, which


determine if a character is successful in a certain activity
it is attempting, and saving rolls, to determine whether the
character is able to avoid or decrease the effect of an
attack. They are as follows :
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Hazon - rules

Score Bonus
------- -----
0 (task is impossible)
1 - 10 -15
11 - 15 -10
16 - 25 -5
26 - 74 0
75 - 84 +5
85 - 89 +10
90 - 99 +15
100-104 +20
105-109 +25
110-114 +30
115-119 +35
120-124 +40

Examples : Lifting a gate - strength bonus is added.


Pondering a magic item - intelligence and wisdom
bonuses are added.
Resisting a psionic attack - will power bonus is
added.

Hit Points -

When a character is generated, it's hit points are


determined by its constitution divided by 10, rounded up,
plus the sum of 3 d10 rolls.
If this total is less than 20, it is raised to 20. This
number is the maximum number of hit points the character can
have. (It reduces after being wounded, but cannot exceed
this number after natural or magical healing).

Training -

There are two fields in which a character can train,


physical and mental.
To train, one spends training points. Upon generation, a
character has gained experience though life and early
training. Total up the physical scores, strength, dexterity,
and constitution; this is used as training points to buy
physical skills. Total the mental scores, intelligence,
wisdom, and will power, and use them to train in mental
skills.

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Hazon - rules

How to use the Training Charts -

To learn a skill, one must first become competent in that


skill. To achieve competence, the character must spend
training points (at character creation), earn experience (by
actually attempting the activity while playing), or be
trained (by a qualified instructor). The amount of
training or experience points necessary is listed on the
training charts.
At this point, the character has 0 skill levels and
training is bought or experience is earned normally
thereafter in that skill.

If a character is unskilled (completely untrained) in a


skill, any attempt of that activity will have a penalty on
the performance roll. Any attempt while unskilled in a
certain skill, though, should be awarded experience points
toward achieving competence.

It is impossible to cast any magic spells from any field


unless the character has achieved at least the 0 skill level.

Getting Experience -

Performing a certain activity earns a character


experience in that particular skill. With that experience,
further skill levels can be bought in that particular skill.

To start a new skill, the character must try that


activity, and experience will be gained starting at zero.

The exception is that of starting a new field of magic.


To start in a new field of magic, the character must spend a
minimum of one month studying the new field either with a
mage with that field and sufficient teaching ability and
resources, after which the 0 skill level is received
(appropriate experience points automatically awarded).
Performance Rolls -

Whenever a character attempts to perform an activity that


the Ref doesn't consider automatic, then a performance roll
must be made.
The Ref decides on a score necessary to perform the
activity; the player then rolls a percentile, adjusts it for
all appropriate bonuses and penalties, and if this final
score equals or exceeds the necessary score, the character is
successful at the activity.

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Hazon - rules

Example : a character wants to jump over a large pit. The


Ref decides that a roll of 80 is necessary to jump
over it. The player rolls a 66. Since this
character has a 80 Dexterity, he add +5 to the
roll, totalling 71. The player has also trained 2
skill levels in Broad Jump, adding +10, totalling
81. Since this exceeds 80, the character is
successful jumping the pit, but just barely.

Explanations of the Training Charts -

Specific Weapon :
Skill bonuses go to attack factor.
Other forms of unarmed combat also fall under Specific
Weapon training.
Unskilled penalty : -1 point to the attack factor per 2
exp. points short of that necessary for that weapon
Specific Armor :
Each form of armor needs to be trained in to a certain
number of skill levels for the character to be able to
maneuver unimpeded in it.
For each skill level short of the necessary number, there
is a -5 penalty, wherever applicable.
Thieving Skills :
For all thieving skills, bonuses go to the performance
roll.
Acrobatic skills :
For all acrobatic skills, including all tumbling and rope
skills, bonuses go to the performance roll.
General Magic :
Bonuses go to spell understanding.
Magic in field :
Bonuses go to spell understanding.
Language :
The more skill levels in language, the better the
character is able to convey ideas in the language
training in. Bonuses go to the performance roll.
20 skill levels is considered completely fluent in that
language.
Anyone of reasonable intelligence automatically has at
least 20 in their racial tongue and at least 15 in the
common tongue.
Tracking :
Bonuses go to the performance roll.
Specific Animal Riding :
The more skill levels in animal riding, the better the
character can ride, take care of, and relate to the
animal.
Teaching :
See Instruction

UNSKILLED penalties, unless specifically stated otherwise, -1


point penalty per 1 exp. point short of competence.

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Hazon - rules

Point of note : Combat is just a glorified performance roll.

Spell Understanding is when someone wants to be able to


cast a certain spell, he must be able to understand how the
spell works, how to cast it, etc. For all people, there is a
base 100 roll necessary to understand a 0 level spell (none
actually exist) plus 10 for each level of the spell. (i.e.
first level spells need 110, 2nd need 120, 10th need 200.)
To see if a character is able to understand a particular
spell, a roll is made, add bonuses for skill levels and
bonuses for mental stats applicable. If the roll equals or
exceed the necessary roll according to the spell level, the
character understands that spell and can cast that spell.
That one roll encompasses all attempts of the character to
understand the spell for each skill level. If a new
character took 2 Skill Levels in a certain field, they get 3
tries to understand each spell (1 for making 0 level, 1 for
1st, and 1 for 2nd). From then on, no additional rolls may
be made for that spell until another skill level has been
earned, whereupon the character can try once again.

Bonuses for skills are determined by the number of Skill


Levels the character has in that ability.
If the character is UNSKILLED in a certain skill,
penalties are applied to any attempt at performing that
skill. While unskilled, the character receives experience
for that skill for every attempt, regardless of success or
failure.
There are two ways that a character can reach COMPETENCE,
by being taught, or by working one's way up. For being
taught, the instructor must have at least one Skill Level in
the skill, and have sufficient Teaching ability and
resources. To work one's way up, the character must earn
experience equal to one Skill Level. All further experience
is applied to earning the first and further Skill Levels.

The skill bonus is +5 for the first 10 Skill Levels


(SL's), +2 for the next 10 SL's, and +1 for all additional
SL's.
(i.e. 1 SL = +5, 2 SL's = +10, 10 SL's = +50, 11 SL's = +52,
20 SL's = +70, 21 SL's = +71, 22 SL's = +72, etc.)

Instruction -

In lieu of working one's way up to achieve competence in


a skill, one may receive instruction. The instructing
character (player character or NPC) must have at least one
Skill Level in the skill being taught, and sufficient Skill
Levels in Teaching. To determine what an instructor can
teach, multiply the number of Skill Levels in Teaching the
instructor has by 10. The instructor can then teach a skill
which needs that many exp. points or fewer to achieve
competence.

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Hazon - rules

Example : A character wishes to be instructed in fighting


with a long sword. His instructor must have at least 1
Skill Level in Long Sword (specific weapon) and at least 8
Skill Levels in Teaching because it takes 80 exp. point to
achieve competence in Long Sword.

Instructors are usually locatable in any town, the larger


the town or city, the more instructors of higher quality may
be found.

Magic points -

To determine how many magic points a character can wield,


sum all experience that character has in any magical spell
field including General and divide by 50. Once used up, they
can be restored by 8 hours of sleep. Any fraction of the
sleep will result in a fraction of the spell points being
restored.

Combat -

Combat is conduced in combat rounds. Each round, each


participant may initiate an attack. A attack may be physical
or magical. A spell used for attack, unless otherwise
stated, take a very small amount of time to cast and can be
used as attack that very round.
In physical attack, everyone has a base score of 50 on a
percentile to hit. To determine if one hits, the attack and
defense factors must be determined.
The attack factor is the sum of all bonuses for attacking
due to stats, skill, magic, and any other special
circumstances. The defense factor is the sum of all bonuses
for defense of the opponent due to stats, armor, magic, and
special circumstances. Then determine the net to-hit by
taking the base score and adding the defense factor. To
determine if one hit, roll a combat percentile and add the
attack factor. A combat percentile is special in that if one
rolls 96 or higher, one then rolls a d10 (when a 0 equals
10) and adds that to the roll. If the roll of the d10 was
10, roll another d10, etc. until a non-10 is rolled. Also,
if in the original percentile, 5 or lower is rolled, one
rolls a d10 and subtracts that. If the d10 was a 10, then
roll another d10 and subtract that, etc. until a non-10 is
rolled. The final roll is the combat percentile plus the
attack factor.
If the final roll is equal to or above the net to-hit, it
is an effective hit. (A effective hit is different from just
hitting in that if the roll was near the net to-hit, but not
over, the character probably just hit the armor without any
real effect.)

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Hazon - rules

Damage to the defender is determined by damage factors.


If the roll was 50 or more over the net to-hit score, then a
critical hit has occurred. If the roll was 50 or more below
the net to-hit score, a fumble has occurred.

Example : The attacker is using a long sword against an orc


in leather armor. For the attack factor, add the
stat bonuses (for long sword, Str & Dex, say +10
and +5 for both) +15, add skill bonuses (say a
skill level of 4, so +20) +20, no magic, and no
special circumstances. The attack factor would be
+35. For the defense factor of the defender, add
the stat bonuses (Dex, say +10) +10, plus armor
bonus (Leather is +10) +10, no magic, and no
special circumstances. The defense factor would be
+20. So, to hit, the final roll must be at least
70. Say a 62 was rolled for the combat roll. Add
the attack factor, 97. The attack hit, but since
the final roll is only 27 over the net to-hit,
there is no critical.

Damage Factors -

If the attack rolls is equal to the net to-hit score, the


is only one point of damage. For higher rolls, there is more
damage.
Every weapon has a damage factor, even a bare fist. The
damage factor is how much higher one must roll to do one
additional point of damage.
To determine damage, take 1, subtract the net to-hit from
the roll and divide the difference by the damage factor,
round down, and add that to the 1; that is how many hit
points damage is done.

Example : The net to-hit was 70. A score of 97 was rolled.


One point of damage. The the roll was 27 over the
net to-hit. Divide that by the long sword's damage
factor, 5, you get 5 more points of damage. The
total damage is 6 points.

Critical Hits and Fumbles -

When one rolls 50 or more over the net to-hit, it is a


critical hit. This means that the hit was especially good.
At the least, more damage is done. It is even possible to
kill the opponent with that one hit.

When one rolls 50 or more below the net to-hit, it is a


fumble. This means that the attacker more than misses, but
seriously messes up. At the least, no damage is done. One
could break their weapon, hurt themselves or even another
member of the party.

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Hazon - rules

Training Charts -

Specific Weapon ## phys (see Combat Chart)


Specific Armor 20 phys
Thieving skills
Pick Pockets 40 phys
Open Locks 45 phys
Traps (Find/Remove/Make) 50 phys
Move Silently 45 phys
Hide in Shadows 45 phys
Move without Trace 50 phys
Spying 50 phys
Acrobatic skills
Balancing 20 phys
Pole Vault 30 phys
High Jump 30 phys
Broad Jump 30 phys
Tumbling
Attack 30 phys
Evasion 30 phys
Maneuver 20 phys
Falling 20 phys
Rope
Swinging 15 phys
Climbing 15 phys
Walking 40 phys
Hand over Hand 10 phys

Applicable mental skills


General Magic 60 mental All
Magic in field 80 mental
Elemental Intelligence
Fire (Pyro-)
Water (Hydro-)
Air (Aero-)
Earth (Terro-)
Energy (Ener-)
Mental Will Power
Knowledge (Cogna-)
Psionics (Psycho-)
Illusion (Phantasma-) Will Power
Matter Intelligence
Alchemy (Alche-)
Organic (Organa-)
Mellow Magic Wisdom
Healing
Nature
Necromancy
Language 20 mental
Teaching 40 mental
Tracking 20 mental + 20 physical
Specific Animal Riding 15 mental + 15 physical

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Hazon - rules

Combat Charts -

Weapons
-------
Damage Stat Training
Weapon : Factor Bonuses Cost

Arrow, long/sht. bow 8 Dex 50


Arrow, composite bow 6 Dex 60
Axe, Battle 6 Str, Dex 60
Axe, Throwing 7 Dex 60
Bo-Stick 12 Str, Dex 35
Club 10 Str, Dex 40
Dagger, stabbing 10 Str, Dex 40
Dagger, throwing 10 Dex 50
Dart 14 Dex 40
Halberd 5 Str, Dex 80
Hand 13 Str, Dex 30
Javelin 8 Dex 50
Mace 6 Str, Dex 60
Quarrel, light X-bow 7 Dex 55
Quarrel, heavy X-bow 5 Dex 75
Scimitar 6 Str, Dex 60
Sling bullet 9 Dex 50
Sling stone 10 Dex 40
Spear 7 Dex 60
Staff, Quarter 8 Str, Dex 50
Sword, Bastard 5 Str, Dex 80
Sword, Broad 6 Str, Dex 70
Sword, Long 5 Str, Dex 80
Sword, Short 7 Str, Dex 65
Sword, Two-handed 4 Str X 2 100
Trident 5 Str, Dex 80

Armor
-----

Armor type : Defense Bonus Skill Level


Leather, Padded 10 4
Studded leather, Ring 15 6
Scale mail 20 8
Chain mail 25 10
Splint, Banded 30 12
Plate mail 40 16
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Hazon - rules

Criticals
---------

1 -
Nothing special, normal damage
2 -
Normal damage, bleeding (1 hp per round)
3 -
1.5 damage
4 -
1.5 damage, bleeding (2 hp per round)
5 -
Double damage
6 -
Double damage, bleeding (4 hp per round)
7 -
2.5 damage
8 -
2.5 damage, major bleeding (6 hp per round)
9 -
Crunch a bunch of stuff inside, bleeding heavily,
unconscious
10 - Destroyed major internal systems, dies instantly

Fumbles
-------

1 - Nothing special, nothing happens


2 - Stumble, can't attack next round
3 - Slip, can't attack next 2 rounds
4 - Drop weapon, takes 1 round to pick up
5 - Lose weapon, will take 3 round to retreive
6 - Fling weapon at party member, 3 round to retreive
7 - Fling weapon at party member, does damage
8 - Break weapon
9 - Break weapon, does damage to attacker
10 - Fall on top of weapon, breaks weapon, does damage,
possibly other nasties
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----
and the spells...
----

General Spells
--------------

General Spells are simplified versions of spells from other fields, put
in one list for convenience to characters. Learning of General Spells
gives no extra understanding to any other field of magic.

1. Detect Magic; Familiar; Magic Missle

2. Floating Disk; Write; Erase; Protection from Magic; Identify

3. Web; Hold Person; Instant Weapon

4. Knock; Wizard Lock; Dispel Magic

5. Haste; Slow; Blink

6. Short Teleport; Paralysis; Fly; Curse

7. Teleport; Polymorph

8. Long Teleport; Enchant an Item; Extension

9. Plane Shift

10. Wish

Detect Magic -
Spell caster is able to sense the use of magic or the presense of magic
that could be triggered. The spell caster, ond only he, will see
the magic glow.
Points : 1 point per 1 foot diameter sensing range from caster.

Familiar -
The spell caster can cast this on a creature of animal intelligence or
less and that has no more than one half the hit points of the spell
caster. After casting, the caster is able perceive through his familiar's
perception, gains any special skills of the familiar, and can command the
familiar telepathically.
Points : 1 point per hit point of familiar.
Magic Missile -
Causes a magical force missile to be fired at desired target. It will
automatically hit.
Points : 1 point per 2 hit points damage inflicted

Floating Disk -
Causes a 3 foot diameter disk, concave 6 inches, to appear. It will
float 3 feet from the ground and follow the caster 6 feet behind.
Caster can mentally command the disk's movement as long as it is within
6 feet of the caster. It moves slowly and cannot do any damage. The disk
can carry any weight, but if too much is piled on, it may fall off.
Points : 1 point per 1 hour's duration.

Write -
Causes anything written during the duration of the spell to be indelible.
It can be removed by a dispel magic, erase, or similar spell.
Points : 1 point per 5 minutes writing time.

Erase -
Causes any kind of markings that the caster rubs his hand over during the
duration to be completely erased. The markings are erased, not covered,
so a dispel magic will have no effect.
Points : 1 point per 5 minutes erasing time.

Protection from Magic -


Causes caster to not be effected by any form of magic cast using an
equal or fewer number of spell points used in the protection spell.
Points : 1 point per point of protection

Identify -
Allows caster to discover what form of magic a certain thing has. (pluses
in combat, digging big holes, etc.)
Points : the more points, the more precise, and accurate the
identification
1 point - "Yep, it's magic alright!"
3 points- "I think it has something to do with hitting things."
5 points- "It is very good at hitting things."
10 points-"It's about plus 200."
15 points-"Make that 220."
20 points-"Wait a sec'...217, yeah, that's right."

Web -
Causes a sticky web to appear over target. Points determine size and/or
thickness of web (by overlapping).
Points : 1 point per square foot

Hold Person -
Causes target's feet (or locomotve appendages the use the ground) to
become 'rooted' for the duration of the spell. No physical mean short of
removing the target's feet will free him.
Points : 1 point per minute

Instant Weapon -
Causes any object that can be grasped to become a magic weapon. It will
act as a +10 weapon and the points used determine the Damage Factor.
Weapon will function for 4 times it hits.
Points : damage factor = 20 divided by the magic points
Knock -
Causes any door or portal locked phyically or magically to be unlocked
and/or opened.
Points : 2 points to unlock any physically locked door
an equal number of points as the locking spell to unlock
a magically locked door
1 point to open any unlocked door

Wizard Lock -
Causes any door or portal to be locked. No physical mean can open it
short of destroying it.
Points : 1 point per 1 point necessary to magically unlock it
1 point to close any door

Dispel Magic -
Cause any form of magic active or latent to be removed and disipated.
Points : 1 point per 1 point in magic to be removed

Haste -
Causes target to function physically and mentally at double speed for the
duration. Effect can be cumulative.
Points : 1 point per 10 minutes of haste

Slow -
Causes target to function physically and mentally at half speed for the
duration. Effect can be cumulative.
Points : 1 point per 10 minutes of slow

Blink -
Short range teleport in line of sight.
Points : 2 points per 500 lbs.

Short Teleport -
Allows caster and anything he is touching to disappear and reappear at a
position invisioned in caster's mind. Distances under a mile often miss.
Points : 1 point per 500 yards *
1 point per 500 lbs.

Paralysis -
Causes target to freeze in the position he is in at the time of casting
for the duration. Gravity is also frozen so target will not fall down.
Target can still think and perceive its suroundings.
Points : 1 point per 1 minute

Fly -
Causes target to be able to fly for the duration. Target can rise off
the ground an achieve a maximum air-speed of 60 mph after proper
acceleration.
Points : 1 point per 10 minutes

Curse -
Causes a certain effect specified by the caster to continually effect the
target until spell is removed.
Points : higher points for worse effect, Ref's discression

Teleport -
Allows caster and anything he is touching to disappear and reappear at a
position invisioned in the caster's mind. Distances under 5 miles often
miss.
Points : 1 point per 5 miles distance *
1 point per 500 lbs.

Polymorph -
Allows caster to change his form to whatever he invision in his mind.
Spell remains in effect until caster wishes it to revert or caster is
unconscious or dead.
Points : higher points for more change, Ref's discression

Long Teleport -
Allows caster and anything he is touching to disappear and reappear at a
position invisioned in the caster's mind a consderable distance away.
Distances under 100 miles often miss.
Points : 1 point per 100 miles distance *
point per 500 lbs.

Enchant an Item -
After this spell is cast, any further spells cast on the item can be
recast out of the item at any later time.
Points : 10 points required set-up cost for preparartion of item
+2 points per spell storable in the item

Extension -
Causes any magic spell effect on any item or person to become permenent.
To remove the effect, the permenency must first be removed, then the
original spell.
Points : 2 points per doubling of duration
100 points for permenency

Plane Shift -
Send caster and anyone touching him to another plane of reality envisioned
in the caster's mind or randomly if none specified.
Points : 100 points regardless

Wish -
Causes anything to happen.
Points : higher point give better quantity and/or quality, Ref's
discression

Fire Spells
-----------

1. Bic; Heat; Create Flame; Exinguish Flame; Protection from Fire

2. Flaming Hands; Smoke; Fire Shield; Sustain Flame

3. Fireworks; Control Fire

4. Fireball; Slag

5. Cone of Fire; Wall of Fire

6. Delayed Blast Fireball; Fixed Fire

7. Immolate Self; Programmed Fire; Suspend Fire


8. Immolate Other

9. Pyromorph

10. Conjure Fire Elemental

* Fire Intensity Thing = measurement of flame intensity. 1 FIT will cause


1 hp damage under normal circumstances. Number of FITs does not
necessarity determine the size of the flame.

Bic -
Causes a flame to burn from the tip of the caster's thumb. Flame lasts
until snuffed by caster's hand.
Points : 1 point per FIT

Heat -
Causes a volume (air or object) to be heated up.
Points : 1 point per 2 degrees F raised *
1 point per cubic ft.

Create Flame -
Causes a flame to start burning at location desired by the caster
within range of sight. Note - flame will not continue to burn unless
it has fuel.
Points : 1 point per 2 FITs

Extinguish Flame -
Instantly puts out a quantity of flame.
Points : 1 point per 2 FITs to extinguish

Protection from Fire -


Caster or target is protected from the specified amount of FITs for the
specified amount of time. FITs over the specified protected amount do
damage.
Points : 2 points per FIT *
1 point per minute

Flaming Hands -
Causes a fan of flame to burn intensely from the caster's hands. Can be
concentated by joining hands.
Points : 1 point per 1 inch of flame

Smoke -
Causes smoke to gush out of a flame source.
Points : 1 point per 1/2 cubic foot of smoke

Fire Shield -
The caster or target cannot be harmed by fire or intense heat which are
instead absorbed by the spell.
Points : 1 point per 2 FIT of fire absorbed

Sustain Flame -
Allows a flame to continue to burn without material fuel.
Points : 1 point per 1 minute duration *
1 point per 2 FITs sustained
Fireworks -
Causes sparks and flares to shoot off in the air.
Points : more points, more fireworks
1 point, pop, whizz
20 points, serious fireworks

Control Fire -
Allows caster to control a burning flame. Caster can direct it where
to spead, to burn higher or lower, or to go out.
Points : 1 point per 2 FITs

Fireball -
Causes a ball of flame to shoot in direction cast.
Points : 1 point per 2 FITs

Slag -
Causes a sudden burst of heat on a 1 foot diameter sphere.
Points : 1 point per FIT
100 points, melts iron (point of interest)

Cone of Fire -
Causes a cone of flame to come from caster's hand.
Points : 1 point per 2 FITs

Wall of Fire -
Causes a wall of fire, 6 feet long and wide and 1 foot think to appear.
Will last for about 10 seconds and then will go out quickly if not
fueled or sustained.
Points : 1 point per 2 FITs

Delayed Blast Fireball -


Causes a fireball to fire after a specified time after casting.
Points : 1 point per 2 FITs +
1 point per 1 minute delay

Fixed Fire -
Causes a flame to burn at one place without fuel for the duration.
Points : 1 point per FIT flame *
1 point per day

Immolate Self -
Causes caster to be completely surrounded by flame close to
the caster's body without harm for the duration.
Points : 1 point per FIT flame *
1 point per 20 seconds

Programmed Fire -
Causes a flame to appear at a certain point when a certain action takes
place. Flame remains dormant until then, but is detectable by
Magic Detection spells.
Points : 1 point per FIT *
1 point per times it can be activated

Suspend Fire -
Caster has complete control over a fire.
Points : 1 point per 2 FITs

Immolate Other -
Causes a flame to suddenly engulf the target.
Points : 1 point per 2 FITs

Pyromorph -
Cause any solid or liquid to become fire.
Points : 1 point per cubic foot

Summon Fire Elemental -


Causes a Fire Elemental to appear from nearby fire source.
Points : more points, more powerful

Water Spells
------------

1. Purify Water; Find Water; Phase Change

2. Create Water; Heavy Water

3. Wave; Water Breathing; Control Water

4. Waterball; Precipitation; Waterlog

5. Water Walking; Iceball; Wall of Water

6. Steamball; Gyser; Fixed Drip; Flood; Airy Water; Wall of Ice

7. Suspend Water; Land Wave; Programmed Drip

8. Ice Storm

9. Hydromorph

10. Conjure Water Elemental

* Whenever water is mentioned, it refers to all 3 forms, water, ice, and


water vapor.

Purify Water -
Cause water within sight to become totally pure water.
Points : 1 point per cubic foot of water

Find Water -
Tells caster where and what kind of water there is within range.
Points : 1 point per 10 feet radius range

Phase Change -
Changes any form of water one phase in either direction.
Points : 1 point per cubic foot

Create Water -
Creates pure water.
Points : 1 point per 1/2 cubic foot of water

Heavy Water -
Turns a quantity of water to heavy water.
Points : 1 point per cup (fluid measure)

Wave -
Causes a wave to go through a quantity of water.
Points : more points, the stronger the wave.
1 point is a ripple, 50 is big ocean wave

Water Breathing -
Allows caster or target to breate both air and water for the duration.
Points : 1 point per 30 minutes

Control Water -
Control, but not defy gravity with, a quantity of water.
Points : 1 point per cubic foot

Waterball -
Causes a ball of water (not ice) to be launched at target. Water
source not needed.
Points : 1 point per 1 foot diameter

Waterlog -
Causes target to become totally drenched in water to the degree of
how many points in the spell.
Points : more points, the more wet
1 point is lightly moist
20 is very damp

Water Walking -
Allow caster to walk on the surface of water or water like liquids
for the duration. During the last 30 seconds, the walker starts to sink
a little.
Points : 1 point per 5 minutes duration.

Iceball -
Causes a ball of ice to be launched at the target.
Points : 1 point per foot diameter

Wall of Water -
Causes a wall of water, 6 feet high, 6 feet wide, and 1 foot thick, to
appear and remain suspended in its position.
Points : more points, the more thrashingness
1 point, practically still
20 points, boiling type motion

Steamball -
Causes a ball of steam to be launched at the target. Will burn like
half the number of points used in FITs.
Points : 1 point per foot diameter

Gyser -
Cause water to shoot up from the ground.
Points : more points, the more water and force
1 point, a drinking fountain
20 points, powerful spout 4 foot high, normal sized human
can sit on it.

Fixed Drip -
Causes water to drip continuously from some point from no source (can be
from a solid surface or from mid-air) for the duration.
Points : 1 point per day duration *
points for intensity (like gyser)

Flood -
Cause water to rush in from all surrounding areas to cover all floor
area. Not effective in open land or outdoors.
Points : 1 point per 2 inches high flood

Airy Water -
Allows caster to be able to move freely within water as they would in
air for the duration. (This does also allow caster to breate in the
water.)
Points : 1 point per 30 minutes

Wall of Ice -
Causes a wall, 6 feet high, 6 feet wide, and 1 foot thick, of ice
to appear.
Points : more points, harder the ice
1 point, thin crackly shell
20 points, hard, figid wall

Suspend Water -
Control a quantity water and defy gravity.
Points : 1 point per cubic foot

Land Wave -
Causes a wave of water to go across land to its target.
Points : more points, the more powerful the wave
1 point, small ripple, 50 is a big ocean wave

Programmed Drip -
Causes a continuous drip to start when a certain action is performed
within 10 feet of the drip position.
Points : points for intensity (like gyser) *
1 point per time it can be triggered

Ice Storm -
Causes a storm of ice and hail to fall on the target for about 5 minutes.
Points : more points, the stronger the storm
1 point, light sprinkle
20 points, nasty hail storm

Hydromorph -
Causes a solid or liquid to become water.
Points : 1 point per 1 cubic foot

Conjure Water Elemental -


Causes a Water Elemental to appear from a nearby water source.
Points : more points, the more powerful

Air Spells
----------

1. Purify Air; Control Air


2. Featherfall; Fog; Gust of Wind

3. Stinking Cloud

4. Dense Air; Airball

5. Concentrated Wind; Air Wall

6. Vaccuum; Whirlwind; Fixed Wind

7. Programmed Wind; Air Bubble

8. Cloudkill; Sustained Vaccuum

9. Aeromorph

10. Conjure Air Elemental

* feet cubed are not cubic feet. 2 feet cubed equal a cube 2x2x2 or 8
cubic feet, 3 feet cubed equal a 3x3x3 cube or 27 cubic feet, etc.
Standard dungeon ceiling height is 10 feet.

Purify Air -
Converts any gas into pure, breathable air.
Points : 1 point per 3 feet cubed

Control Air -
Allows caster to create, control, and stop breezes up to 15 mph (electric
fan velocity)
Points : 2 points per minute

Feather Fall -
Causes caster or target to fall at a rate of 2 feet per second until its
downward movement is impeded.
Points : 2 points per target

Fog -
Create a thick fog.
Points : 1 point per 3 feet cubed

Gust of Wind -
Allows caster to create, control, and stop winds up to 40 mph (can knock
a heavy human of its feet).
Points : 4 points per minutes

Stinking Cloud -
Causes an opaque cloud of nausous fumes to appear and be controlled by
the caster. Breathers who fail a save will be nausiated for 2-5 minutes.
Those who save will only be nausiated while within the cloud and for a
minute afterwards.
Points : 1 point per 3 feet cubed for creation +
2 points per minute controled

Dense Air -
Causes target to behave as if it were moving underwater.
Points : 1 point per 5 minutes
Airball -
Cause a ball of compressed air to be launched at target.
Points : 1 point per 2 hp damage force ball

Concentrated Wind -
Allows caster to create, control, and stop winds up to 65 mph (enough to
knock over a dragon or carry away a human).
Points : 8 points per minute

Wall of Air -
Causes a wall, 6 feet by 6 feet by 1 foot, of dense churning air to
appear.
Points : more points, the more churning
1 point, light breeze
20 points, gale force winds

Vaccuum -
Destroy all the air within the target area. Surrounding air will rush
in at great speed (causing great pain).
Points : 1 point per foot cubed

Whirlwind -
Creates a tornado and allows caster to control it.
Points : more points, stronger the whirlwiind
1 point, light swirl
50 points, a real tornado

Fixed Wind -
Causes a wind to constantly blow across a certain area for the duration.
Points : 1 point per day duration *
points for force (like Wall of Wind)

Programmed Wind -
Causes a continuous wind to blow when a certain action is performed
within 10 feet of the wind position.
Points : points for intensity (like Wall of Wind) *
1 point per times it can be activated

Air Bubble -
Causes a bubble of air to surround the caster or target in its
shape for the duration.
Points : 1 point per target *
1 point per 30 minutes duration

Cloudkill -
Causes a cloud of lethal fumes to appear and be controlled by the caster.
Breathers take damage according to the cloud.
Points : 1 point per 2 hp damage done when breathed for creation +
4 points per minute for control

Sustained Vaccuum -
Destroys all air in target area and keeps the surrounding air from
rushing in.
Points : points for vaccuum creation (like Vaccuum spell) +
4 points per minute sustained

Aeromorph -
Cause any solid or liquid to turn to air.
Points : 1 point per cubic foot (not foot cubed)

Summon Air Elemental -


Causes an air elemental to appear (from a nearby air source if, say,
underwater).
Points : more points, more powerful

Earth Spells
------------

1. Loosen Earth; Fertile Earth

2. Dig; Separate Earth

3. Cracks; Create Earth

4. Upgrade Earth; Dirtball

5. Mudball; Dirt Wall

6. Rockball; Mud Wall

7. Rock Wall

8. Stone Shape

9. Terromorph

10. Earthquake; Conjure Earth Elemental

Loosen Earth -
Breaks up the earth. (e.g. hard packed earth to have the consistancy of
plowed soil).
Points : 1 point per cubic foot

Fertile Earth -
Causes a quantity of earth to become fertile.
Points : 1 point per cubic foot

Dig -
Cause a quantity of earth to be displaced. Caster can specify where it
goes; if none specified, it disappears.
Points : 1 point per cubic foot

Seperate Earth -
Causes one component of earth to be seperated out, e.g. gold, iron, etc.
Unless the dirt involved is extordinary only a miniscule amount will be
obtained.
Points : 1 point per 2 cubic feet

Cracks -
Causes cracks to form and/or expand greatly in the target earth.
Points : 1 point per 2 cubic feet
Create Earth -
Creates plain earth.
Points : 1 point per 1/2 cubic foot

Upgrade Earth -
Solidifies and hardens target earth.
Points : 1 point per 2 cubic feet

Dirtball -
Causes a ball of dirt to be launched at target. Source of dirt not needed.
Points : 1 point per 1 foot diameter

Mudball -
Causes a ball of mud to be launched at target. Sources of earth and
water not needed.
Points : 1 point per 1 foot diameter

Dirt Wall -
Causes a wall, 6 feet high, 6 feet wide, and 1 foot thick, of dirt
to appear.
Points : more points, harder packed the earth
1 point, soft loam
20 points, hard packed clay

Rockball -
Causes a ball of rock to be launched at target. Sources of earth and
water not needed.
Points : 1 point per 1 foot diameter

Mud Wall -
Causes a wall, 6 feet high, 6 feet wide, and 1 foot thick, of mud
to appear and remain suspended in its position.
Points : more points, thicker the mud
1 point, very watery
20 points, thick and sticky

Rock Wall -
Causes a wall, 6 feet high, 6 feet wide, and 1 foot thick, of rock
to appear.
Points : more points, harder the ice
1 point, thin soft rock (talc)
20 points, hard, solid wall (granite)

Stone Shape -
Reshape target rock into desired form.
Points : 1 point per 1 cubic foot

Terromorph -
Causes a solid or liquid to become earth or stone.
Points : 1 point per 1 cubic foot

Earthquake -
Cause severe opening in earth's surface.
Points : 20 points per point on Rictor scale

Conjure Earth Elemental -


Causes an Earth Elemental to appear from a nearby source of earth.
Points : more points, the more powerful
Energy Spells
-------------

1. Light; Spark; Insulate Self

2. Shocking Grasp; Darkness; Ground Other

3. Sudden Flash

4. Lightning Bolt

5. Invisibility

6. Chain Lightning

7. Programmed Light; Programmed Electricity; Store Electricity

8. Laser

9. Enermorph

10. Conjure Energy Elemental

* Light Intensity Thing = measurement of brightness intensity. 1 LIT is


the brightness of a candle, 2 LITs is a torch, 20 LITs is a Spotlight

* Electrical Intensity Thing = measurement of electrical energy. 1 EIT will


1 hp damage under normal circumstances.

Light -
Cause a light to eminate from the target spot.
Points : 1 point per LIT *
1 point per day

Spark -
Causes a brief discharge of energy on the target (touch is not
necessary.)
Points : 1 point per EIT

Insulate Self -
Caster or target is protected from the specified amount of EITs for the
specified amount of time. EITs over the specified protected amount do
damage.
Points : 2 points per EIT *
1 point per minute

Shocking Grasp -
Causes a discharge of energy on the target when caster touches the target
with its hands.
Points : 1 point per 2 EITs

Darkness -
Cause the target area to become completely dark. No light will shine
within the area.
Points : 1 point per foot radius *
1 point per 10 minutes

Ground Other -
Causes target to attract energy. All electrical damage will do double.
Points : 1 point per 10 minutes

Sudden Flash -
Causes a flash of light at target.
Points : 1 point per 2 LITs

Lightning Bolt -
Causes a discharge of energy on the target (touch is not necessary).
Points : 1 point per 2 EITs

Invisibility -
Causes caster or target to become invisible to all forms of vision.
Points : 1 point per 10 minutes

Chain Lightning -
Causes a discharge of energy on the target, then will jump to the next
nearest target (possibly the caster) to damage less 5 EITs, jump to the
next nearest target, doing 5 EITs less damage, etc., until it runs out.
Points : 1 point per EIT

Programmed Light -
Causes a light to shine from a certain point when a certain action
takes place. Light will remain dormant until then, but is detectable by
Magic Detection spells.
Points : 1 point per LIT *
1 point per times it can be activiated

Programmed Electricity -
Causes energy to discharge at a certain point when a certain action
takes place. Energy will remain dormant until then, but is detectable by
Magic Detection spells.
Points : 1 point per 2 EITs *
1 point per times it can be activiated

Store Electricity -
Allows the caster to absorb all electrical energy and fire it again
like a Lightning Bolt for the duration. At the end of the spell, the
caster must discharge all stored energy (or recast this spell) or
electrical damage will effect the caster.
Points : 8 points per 1 minute

Laser -
Will fire a short burst laser at the target. It will do 1 hp damage per
LIT used and will disintergrate anything it hits (burning a hole along
its path).
Points : 1 point per 2 LITs

Enermorph -
Cause any solid, liquid, or gas to become energy.
Points : 1 point per cubic foot

Summon Energy Elmental -


Causes an Energy elemental to appear.
Points : more points, more powerful

Knowledge
---------

1. Detect Magic; Detect Life

2. Identify; Detect Antaganism

3. Comprehend Languages; Detect Invisibility; Augury

4. Locate Object; Clairaudience; Clairvoyance

5. ESP; Wizard Eye; Precognition; Postcognition

6. Find the Path; True Seeing; Object Reading

7. Know (Yes/No)

8. Interrogation

9.

10. Know (Answer)

Detect Magic -
Allows caster to see a glow around anything on which there is a spell,
active or passive, proportional to the number of pounts used for the
detected spells. If a magically effected object is concealed, the
caster will 'know' that there is something magical there, and how much
it glows, but not what the actual object is.
Points : 1 point per 5 foot radius to detect

Detect Life -
Allows caster to know the number and locations of all living creatures
within the spell radius.
Points : 1 point per 5 foot radius

Identify -
Allows caster to discover what form of magic a certain thing has. (pluses
in combat, digging big holes, etc.)
Points : the more points, the more precise, and accurate the
identification
1 point - "I think it has something to do with hitting things."
3 points- "It is very good at hitting things."
5 points- "It's about plus 200."
10 points-"Make that 220."
15 points-"Wait a sec'...217, yeah, that's right."

Detect Antaganism -
Allows caster to sense anyone or anything which would do harm to the
caster.
Points : 1 point per 5 foot radius
Comprehend Languages -
Allows caster to understand any language verbally and written.
Points : 1 point per 5 minutes

Detect Invisibility -
Allows caster to know the number and locations of anything invisible.
Points : 1 point per 5 foot radius

Augury -
Allows caster to know wether the decision he is about make will be
beneficial, harmful, or irrelevent to the himself and the party within
the casted time.
Points : 1 point per 10 minutes in the future

Locate Object -
Allows caster to know where a specifically specified object is if it
within the casted radius.
Points : 1 point per 10 foot radius

Clairaudience -
Allows caster to be able to hear as if he were at a specified locale.
Points : 1 point per 30 seconds

Clairvoyance -
Allows caster to be able to see as if he were at a specified locale.
Points : 1 point per 30 seconds

ESP -
Allows caster to read the outermost thought of the subject's mind.
Points : 1 point per 5 seconds

Wizard's Eye -
Allows caster to see at a specified location and be able to move his
magical 'eye' around for the duration.
Points : 1 point per 30 seconds

Precognition -
Allows caster to see the range of most probable events and their
probabilities within the casted time.
Points : more points, more details revealed

Postcognition -
Allows caster to replay a specific event in the past of a specified
location.
Points : 1 point per 2 minutes of replay

Find the Path -


Allows caster to know the shortest path that he can follow to a specified
locale.
Points : 1 point per 10 feet of path

True Seeing -
Allows caster to see through illusions and other obscuring spells.
Points : 5 points per illusion no longer seen

Object Reading -
Allows caster to know the general history of an object, person, or place.
Points : more points, more clarity
Know (Yes/No/Maybe/I'll let you know by Tuesday) -
Gives caster the answer to a yes or no question about present circumstances.
Points : 7 points per question answered

Interrogation -
Causes target to spill its guts.
Points : 5 points per 5 minute unit

Know (Answer) -
Gives caster the answer to a question about present circumstances.
Points : 15 points per question answered

Psionics
--------

1. Command; Detect Minds

2. Sleep; Charm

3. ESP; Levitate; Telepathy; Fear

4. Forget; Suggestion; Telekenesis

5. Confusion; Mind Blank

6.

7. Phantasmal Force

8. Possession

9.

10. Mind Wipe; Mind Copy

Command -
Cause target to obey a simple command, as long as it does not concern
harming itself.
Points : 2 points per command

Detect Minds -
Allows caster to detect the presense of people by their minds.
Points : 1 point per 1 foot diameter sensing range from caster.

Sleep -
Cause target to fall soundly asleep.
Points : 1 point per 5 minutes asleep

Charm -
Cause targets to stop all action and remain where they are.
Points : 2 points per 5 minutes charmed
ESP -
Allows caster to read the outermost thought of the subject's mind.
Points : 1 point per 5 seconds

Levitate -
Causes caster to float above the ground.
Points : 1 point per minute

Telepathy -
Allows caster to send its thoughts in the form of words, pictures, symbols,
etc. to a target and allow the target to respond in the same way.
Note : Thought transmission is much faster than speech and more data
can be sent.
Points : 1 point per 10 seconds of broadcast

Fear -
Causes target to become mortally scared of the caster, reacting according
to the amount of points used.
Points : more points, more reaction
1 point - hesitate for a brief period
5 points - seriously doubt to attacking caster
10 points- avoid caster
15 points- get away from caster with care
20 points- forget everything and get the hell away

Forget -
Gives the target temporary amnesia. Target will still recall necessary
details for survival and speech, but will lose all sense of identity,
where they are, etc.
Points : 2 points per minute

Suggestion -
Cause target to obey a moderately complex command, as long as it does not
concern harming itself.
Points : 4 points per suggestion

Telekinesis -
Cause target (person or object) to be moved as desired by the caster.
Points : 1 point per minute
1 point per 100 lbs.

Confusion -
Cause target to completely confused. Its only actions will be
attempting to regain orientation.
Points : 3 points per minute

Mind Blank -
Causes the caster's mind to be undetectable by mental detection spells.
Points : 1 point per 10 minutes

Phantasmal Force -
Projects a full sensory illusion to the mind of the target. Only the
target will be able to see it and, as far as the target is concerned,
it is totally real. (Any damage taken by the target will only seem
to be real to the target. It will not be there when the spell is over.
If the target believes himself killed in the phantasm, he will only
be unconscious until the spell is over.)
Points : 4 points per minute
Possession -
Allows the caster to take over the body of the target. The target will
be as if he's asleep. While possessing the target, the caster's body
cannot be controlled, but will just remain motionless. (It can be
moved by others, but the caster will be aware its body being moved.)
Points : 4 points per minute

Mind Wipe -
Causes the target's mind to be erased permently.
Points : enough points to fight target's mind
to be determined by ref when spell is cast

Mind Copy -
Allows the caster to copy its mind onto a blank mind.
Points : caster's Int + Wis + WP

Illusion
--------

1. Illusionary Sight/Smell/Hear; Detect Illusion; Color Spray; Sound Spray

2. Dispel Illusion; Fog Cloud; Detect Invisibility

3. Blur; Wall of Fog; Visible

4. Invisibility

5. Permanent Illusion; Hallucinary Terrain

6. Programmed Illusion

7. Phantasmal Force

8.

9. Intelligent Illusion

10. Almost Real

Illusionary Sight/Smell/Hear -
Cause specified images/odors/sound for the duration. Once cast, illusion
will continue until points run out or dispelled. Different sensory illusions
can be piled up to make both sight and sound.
Points : 1 point per minute

Detect Illusion -
Allows caster to know the number and locations of all living creatures
within the spell radius.
Points : 1 point per 5 foot radius

Color Spray -
Causes target to be temporarily blinded.
Points : 1 point per 10 seconds blind
Sound Spray -
Causes target to be temporarily deaf.
Points : 1 point per 10 seconds deaf

Dispell Illusion -
Cause an illusion to no longer be active.
Points : as many points left until illusion runs out or can be overcome

Fog Cloud -
Cause an opaque illusionary fog cloud to appear and be controlled by the
caster.
Points : 1 point per 5 foot squared *
1 point per 30 seconds

Detect Invisibility -
Allows caster to know the number and locations of anything invisible.
Points : 1 point per 5 foot radius

Blur -
Causes caster's image to be blurred and harder to see or hit.
Points : 2 point per minute

Wall of Fog -
Causes an opaque wall of fog, 6 feet long and wide and 1 foot think to
appear.
Points : 2 points per minute

Visible -
Dispells and invisibility spell.
Points : as many points left until invisibility runs out or can be overcome

Invisible -
Cause target (or caster) top become invisible to all forms of vision & smell.
The target's movement can still be heard and it can be felt if encountered.
It is not detectable as an illusion nor can it be dispelled by a Dispel
Illusion, but requires a Visible spell.
Points : 2 points per minute

Permanent Illusion -
Create a single-sense (sight/smell/sound) illusion (can be combined
by multiple casting) which will remain at its location until dispelled.
Points : any, dispelled by using same number of points in dispel
illusion/magic spell

Hallucinary Terrain -
Cause the target to see, hear, and smell a specified terrain all around it.
Points : 2 points per minute

Programmed Illusion -
Cause a single-sense (sight/smell/sound) illusion (can be combined
by multiple casting) which will follow specified actions until
the spell runs out.
Points : 3 points per minute

Phantasmal Force -
Projects a full-sensory illusion to the mind of the target. Only the
target will be able to see it and, as far as the target is concerned,
it is totally real. (Any damage taken by the target will only seem
to be real to the target. It will not be there when the spell is over.
If the target believes himself killed in the phantasm, he will only
be unconscious until the spell is over.)
Points : 4 points per minute

Intelligent Illusion -
Cause a single-sense (sight/smell/sound) illusion (can be combined
by multiple casting) which, after cast, will be able to react to
stimuli other then those specified by the caster. The caster can
specify a way to react (violent, relaxed, etc.) but the illusion
and take it from there.
Points : 5 points per minute

Almost Real -
Create a full-sensory illusion that is real in every way, except that
it has a time limit.
Points : 6 points per minute

Alchemy
-------

1. Heat Metal; Shatter

2. Mending; Fool's Gold

3. Transmute Metal to Wood

4. Glassteel; Purify Metal

5. Transmute Metal to Baser Metal; Wall of Iron; Glassee

6. Disintegrate; Polymorph Object

7. Transmute Metal to Better Metal

8. Metal Shape

9.

10.

Organic
-------

1. Sleep

2. Enlarge; Strength

3. Spider Climb; Infravision

4. Ray of Enfeeblement; Water Breathing; Plant Growth

5. Slow; Haste; Animal Growth


6. Polymorph; Flesh to Stone

7. Stone to Flesh

8. Clone

9. Stasis

10.

Healing
-------

1. Heal; Purify Food & Drink; Detect Poison/Disease

2. Remove Fear; Slow Poison

3. Create Food & Drink; Remove Paralysis

4. Cure Blindness; Cure Disease; Wipe the Slime; Neutralize Poison

5. Remove Curse; Cure Lycanthropy; Cure Insanity

6. Exorcise; Total Heal

7. Regnerate; Clone

8. Reincarnation; Restoration

9. Longevity

10. Resurrection

Heal -
Restore hit points of the target.
Points : 1 point per hp healed

Purify Food & Drink -


Cause a quantity of food and drink to become edible and drinkable.
Points : 1 point per 1lb of food or cubic foot of drink

Detect Poison/Disease -
Detect any life forms that carry poison or disease or that have been
poisoned or diseased.
Points : 1 point per 10 foot radius

Remove Fear -
Cause target to ignore any fear and carry out the indended action
unimpeded.
Points : 1 point per minute without fear

Slow Poison -
Postpone the deadly or damaging effects of a poison in the target.
Points : 1 point per 20 minutes delayed
Create Food & Drink -
Create edible food and drinkable drink.
Points : 2 points per lb of food or cubic foot of drink

Remove Paralysis -
Remove the effect of paraylsis from the target, wether the cause is
physical or magical.
Points : 2 points per 1lbs of target

Nature
------

1. Animal Friendship; Invisibility to Animals; Locate Plants/Animals;


Plant Identification
2. Speak with Animals; Predict Weather; Warp Wood; Hold Animal

3. Summon Animal; Summon Insects; Plant Growth; Tree; Entangle; Barkskin

4. Hallucinary Forest; Control Plants

5. Adjust Weather; Fog

6. Insect Plague; Wall of Thorns

7. Creeping Doom; Plant Door; Bats Wings

8. Animate Rock; Tempest

9. Commune with Nature

10. Summon Nature Spirit

Necromancy
----------

1. Grave; Turn Undead

2. Zombie; Damn Undead

3. Speak with Dead

4. Animate Dead

5. Raise Dead

6. Finger of Death

7. Unkill

8. Reincarnation
9. Ressurection

10. Prepare Lich

Grave -
Does not allow target corpse to be turned into undead.
Points : 5 points per body

Turn Undead -
Make one undead create within sight to go away

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