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Contents
Foreword 3
An introduction to Magic 5
How Magic works 11
Magical Locations on Earth 31
Aria Spells 39
Biomancic Spells 42
Caligramancy Spells 50
3
Cartomancy Spells 58
Chaotic Spells 61
Chronomancic Spells 67
Combatic Spells 72
Common Spells 85
D’arque Spells 92
Diabolical Spells 97
Divine Spells 109
Dragon Spells 122
Dreamspeak Spells 162
Elemental Air Spells 170
Elemental Earth Spells 178
Elemental Fire Spells 184
Elemental Void Spells 191
Elemental Water Spells 195
Faerie Spells 206
Geomantic Spells 226
Geometric Spells 230
Illusion Spells 233
Libris Spells 241
Mirror Spells 247
Necromantic Spells 252
Protective Spells 264
Psionic Spells 271
Runic Spells 279
Summoning Spells 284
Tantric Spells 292
Tarot Spells 298
Tattoo Spells 310
Technomancic Spells 316
Translocative Spells 325
Transmutanic Spells 336
Urbana Spells 347
Voodoo Spells 358
Foreword
The Beyond Heroes Unlimited Universe series represents a new series of pdfs converting
the D20 Beyond Heroes setting to Palladium mechanics in general, and Heroes Unlimited
specifically.
Magic is ever-changing. The extent of a character’s magic use differs greatly from tale to
tale and from author to author. While there exists a pattern and definition for mutants and
so forth, there is very little about magic that is “carved in stone”. Indeed, as time goes by,
we discover more and more about the magical creatures that inhabit the various
dimensions surrounding Earth.
4
Sometimes called "Sorcery", Magic is a term used to describe the mystical ability of
some characters to use their ethereal abilities to cast spells, conjure magics and create a
large number of other abilities from it. It differs from the supernatural because these
characters have an inherit use of their abilities which, in most cases, extend from
themselves. To cast a spell, the magic user draws "magic energy" or "PPE" from thin air;
the dimension of the Earth was once full of these energies. But with scientific
advancement, these energies became less abundant today. Some places though remained
strong in PPE, such as Stonehenge, a Parliament of Nature grove, Atlantis, Ayers Rock,
and magical dimensions.
Following the Shattered Realms invasion of our world, earth’s mana levels have spiked to
unprecedented levels. Anyone can now cast spells if they have the knowledge, while
those who were already using magic have now become very dangerous.
Each day a spell casting character has a magic threshold, a limited amount of PPE. The
spell is never removed from the spell casters memory, and the same spell could be used
over and over as long as there is PPE in the character’s PPE pool. To recover PPE a
character must rest. Assuming that a full 10 hours of rest can recover 100% of a
character’s PPE, then for each hour of rest a character would recover 10% of their total
PPE.
Some classes like Deacons receive all their spells from their patron, and can access any
spell their patron knows. They are still limited though by how much PPE they have.
Additionally their patron may decide to cut off their spells (usually as part of a much
larger storyline in a campaign). Anyone can cast spells but not everyone knows how to or
has enough PPE to cast even the simplest cantrip.
5
universal reality stabilized, powerful godly power freely walked the Earth and
elemental energies began to stake out the Faerie races consorted openly with
territory in the magical spheres. Leftover men in a virtual paradise on Earth. They
Chaosplasm and creative matter found all sang praises to Gaea, the primal
themselves locked in a deadly struggle goddess and spirit of the Earth. During
for dominance. Some of these evolved this time, men and women walked the
into the powerful beings known as the land as equals and loved freely and
Lords of the Infernal and the Lords of courageously, without restriction or fear.
Light. The Lords of Light fought for the
continuance of life and matter, and the The dualistic nature of humankind was
Lords of the Infernal fought to degrade not feared and the union of male and
and destroy it. female was celebrated as a high
expression of magical oneness. Ancient
Slowly the Earth cooled and life mages revered the intuitive, creative side
appeared in abundance. The first life of the feminine principle, and the
forms to gain sentience were the plants. logical, analytical side of the male
Yggdrasil, the world-tree, was the first principle. Most importantly, the Golden
of Earth’s children blessed with slow, Age was a time when man understood
green thoughts. A group of sentient trees the exalted nature of his being and
grew into a sacred grove, using organic reveled in the powerful miracle of his
magic. They created the race of plant existence. The greatest magical kingdom
elementals and other plant lifeforms. of the Golden Age was Atlantis. All of
The great Lizard Kings were among the man’s most noble aspirations culminated
first native Earth race to study and in this shining city of wonders, and it
codify the art of magic. They built endured for thousands of years. Built for
civilizations in forms beyond our enchantment, sustained by wizardry, and
comprehension and lived lives of deeply grounded in the purity of magic,
mystery and wonder in the primordial Atlantis stood as a beacon of hope to all
golden age. But their civilization fell, people, a radiant symbol of all that man
and they died to the world in the first could attain. Atlantis was magic, and
terrestrial armageddon. Over the magic was Atlantis. Then one day,
subsequent ages, humankind arose as a Atlantis was no more, destroyed during a
power. Humans were the third great race last ditch attack by the Lizardmen and
to have mastery over the Earth. Since then swallowed by the Ice Age and
they had only faint knowledge of the enveloped by the floodwaters of its
Predead and the Lizard Kings, they retreat.
believed themselves to be the first. Men
built and toppled many kingdoms during As Atlantis sank beneath the waves, it
this time. submerged beneath the tides of memory,
leaving no trace of its existence. The
During this Golden Age, Mage Lords waters that washed it away took more
probed the secrets and mysteries of the than the city and much of its magic, they
universe and delved into the inner took the dream. Out of the sunken rubble
recesses of their souls. It was a time of of the broken world came new life. Man
adventure, of unbridled passion, of was literally washed back to the Stone
wonder and enchantment. Beings of Age in the flood, and it took him tens of
8
thousands of years to rise from the healthier civilizations than their sexist
wreckage. With the passing of Atlantis, cousins.
man was left without a visible
connection to his mystical guides and As visible magic faded after the deluge,
had only a dim, crude memory of the the divine forces that had sprung from
magic. Life became a constant struggle that magic faded as well. Primordial
for survival as man wandered the cold, gods and beings of power arose to take
dark, frightening world, lost and alone. their place, evolving along with Stone
Age man. They were primeval,
In anger and pain over his half- elemental forces, as crude and unformed
remembered fall from the paradise of as the early humans who feared and
Atlantis, man became cruel, selfish and worshipped them. Primitive man racked
territorial. He feared everything that was his brain to express the powerful ideas
different. Primitive man hated the race that were hidden just below the waterline
and gender variations so prized by the of his own subconscious.
Atlanteans and used them as an excuse
enough for intolerance and savage In frenzied dances, starkly beautiful cave
brutality. Tribes hated and feared one paintings, evocative chants, interactive
another; one village or race considered storytelling sessions, and savage rituals,
people from another village or race to be he tenaciously grappled with hidden
evil simply because they were different. truth as fiercely as he grappled with the
This was the start of racial and national beasts that preyed on him. The
divisions that would plague humankind enchantments that aboriginal man
and keep humans from experiencing developed were harsh, painful, and
oneness with their fellow men. In deeply personal. Violent lives bred
addition to fearing strangers, male violent rituals, and in the darkness
tribesmen greatly feared the females of punctured only by treacherous fires,
their own tribes because of the women's primordial shamans rekindled the spark
seemingly miraculous powers of of magic. New empires spread like
conception and childbirth. wildfire, fed by man’s enthusiasm for
growth and adventure, and fanned by
Women were often singled out as targets magic.
of male frustration and anger. These
harsh, unreasoned fears stayed with In Africa and Asia, civilizations rose as
humankind for millennia and echoed man grew and explored his world.
through the ages in the persecution of Mythical creatures took form and sprang
the Amazons, the burning of witches. to life as man struggled to remember and
and the minimization of women's re-create the magic that lay deep within
roles in governing society. Not all him. Monsters, dragons and gods
cultures feared their females. Some emerged from the streams of magic as
revered the procreative powers of early man interacted with the eternal
women and honoured the sexes as equal. forces. As man evolved, these magical
These cultures worshipped the life- beings took more elaborate form,
giving energy of the world as Gaea, the developing from raw, elemental beings
All-Mother and produced into sophisticated powers. The pacts they
made with their followers reflected this
9
In ancient Mesopotamia and Egypt, wise Early in the first millennium of the
men and women probed esoteric Gregorian calendar, the old religion and
mysteries, constructed intricate rituals, the new met in a unique flowering of
and created a complex symbolism to civilization. A great kingdom arose in
utter the inexpressible. Languages and Britain, unifying the knowledge of the
naming systems were developed to old religion with the truths of the new.
encode these mysteries for future The wizard Merlin Ambrosius and the
generations. Great strongholds like the boy king Arthur Pendragon created a
Library at Alexandria were built for the haven where wisdom could flourish and
10
fortune and cold rationality. Experienced include life, love, imagination, dreams,
students of the mystic arts can often honour, and despair. In dreams, of
chart their own PPE cycles, allowing course, all things are real and magic is
them to forecast periods of peak powerful. The Dreamtime is the largest
performance and to gauge their luck. storehouse of magical energies in the
cosmos. Within the Realm, a great deal
Just as the intensity of the PPE flow of stray PPE is stored in the form of
through a living being is subject to eldritch stories which makes its way into
periodic fluctuations, so too is the the Earth dimension through the dreams
intensity of the general PPE stream that of its inhabitants.
flows across an entire geographic region
or even across an entire dimension. Tapping the PPE Stream
Thousands of years ago, PPE flowed Characters with magical powers or
across the entire Earth dimension with a abilities can somehow tap into the PPE
much greater intensity than it enjoys stream and redirect its energies for their
today. During this earlier age, known to own purposes. In order to fire an
modern students of the occult as the explosive energy ray or to teleport
Reign of Wild Magic, sorcerers were himself to another dimension, for
relatively common on Earth. The example Dimitrios taps into the PPE
legendary Merlin of Camelot, and many stream and transforms its power into the
others all benefited from the PPE glut. energies necessary to accomplish his
aims. Without ambient PPE energy he
But later, roughly 1,000 years ago, the would be powerless, just as a television
entire Earth dimension began slipping or a toaster will not function without a
down into broad PPE valley that has yet source of electricity. This is one of the
to reach its nadir. In fact, it was this reasons why many of the most powerful
sudden drop-off in PPE energy that sorcerers (such as the Lords of Order)
prompted the wizard kings of ancient tend to avoid the Earth dimension. Such
Earth to leave for the PPE-rich beings prefer dimensions in which more
dimension of Gemscape. It is also no ambient magical energy is available,
accident that the era of greatest decline allowing them to exercise the full
in the ambient PPE levels on Earth breadth of their mystical powers. There
coincides with the European are two basic methods of accessing the
Renaissance and the subsequent rise of PPE stream in order to perform some
the scientific paradigm. At present, the sort of magical feat: sorcery and ritual.
available magical energy on Earth is
once again on the rise. Sorcerers are formidable beings with the
power to channel the ambient PPE
Sources of PPE Energy energy. Because of the sorcerer’s direct
In most dimensions, PPE springs from contact with the PPE stream, his
the well of available possibilities. PPE is accomplishments are generally limited
formed when this proto-magic only by his imagination and power level.
(sometimes known as “yin forces”) A good sorcerer, for example, can
intermingles with other, more effortlessly discharge amazing quantities
mysterious energies (known to occultists of lethal energy, teleport across the
as “yang forces"). Known yang forces globe, summon extra-dimensional
14
creatures to his side, or transmute lead implies. In spite of the fact that the
into gold. Whenever there is a mystical human affinity for magic often spreads
crisis, waves of PPE emanate from the itself from parent to offspring, most
crisis point and travel outward in modem occultists tend to agree that the
complex patterns. capacity for sorcery is neither genetic
nor biological in nature.
Since mystical crises remain relatively
rare, whenever large reserves of PPE are More common than true sorcery is the
available, magic-wielders of all types invocation of occult ritual magic. The
experience a sudden, frightening secrets of ritual magic rest in the twin
increase in potency. Another interesting disciplines of communication and
property is that in these times of crisis control. Although most ritual mages
any travel along its geographical flow cannot channel the PPE stream
(such as Ley Lines) is inexplicably themselves, they can reach out across the
expedited. Veteran spellcasters often PPE stream and make contact with
develop the ability to feel when a crisis potent otherworldly and extra-
is beginning, allowing them to take dimensional entities. If the ritualist
advantage of such travel opportunities. knows the appropriate entity to contact
and can exert a controlling influence
Of course, not all sorcerers can channel over that entity, he can often convince
PPE energy with equal proficiency. Two the entity to use its own mystical powers
factors combine to determine a to divert the energies of the PPE stream
sorcerer’s potency: the strength of the in the desired fashion.
sorcerer’s bond with the PPE stream and
his skill and experience in channeling Thus, when a magic user grasps a photo
the PPE energy. An unusually PPE- of a missing child in his hand, chants
sensitive magic wielder has a much over a map of London, and finally finds
greater store of energy to draw upon himself pointing at the child’s exact
than most of his colleagues and location, what he is really doing is
consequently can perform more contacting an appropriate extra-
astounding feats. At the same time, dimensional spirit, persuading the spirit
skilled or experienced mages can make to use its own arcane energies to locate
the most efficient use of whatever the child, and entreating the spirit to
energies are at their disposal. Obviously, guide his hand over the map.
the most potent sorcerers are both PPE-
sensitive and experienced, although this Eldritch Stories
particular combination is rare indeed. Much of the PPE energy found in the
Dream Dimension rests in the form of
Often true sorcerers are of alien or extra- eldritch stories, for easy stowage. These
dimensional origin. In fact, relatively stories are sometimes known as fairy
few humans even have the potential to tales, parables, archetypes, fables, genre
wield such powerful magic. Although blueprints, or even cliches. So much PPE
they are commonly known as homo energy passes through human dreams
magi, it is doubtful that these uncommon and into the Earth dimension in the form
individuals actually comprise a separate of the eldritch stories
and superior human race, as that term
15
that a special bond has formed between since such beings generally lack the
these extraordinary tales and the human belief in the absurd necessary to
imagination. Throughout the course of manipulate the mysterious magical
human history, poets and playwrights energies. The most difficult stage in a
have repeated many of the eldritch spellwelder's apprenticeship is
stories on countless occasions. Consider, learning to overcome his own
for example, the oldest of the eldritch skepticism.
stories: the story of magic.
Throughout history, numerous wizards
Science and magic and the price of claim to have bridged the gap between
magic science and magic, but all such theses
Magic is much more than a simple set of remain dubious at best. The “rational”
rules and procedures for organizing and magic discovered by the vast majority of
manipulating mysterious energies. It is these wizards was little more than a
also a point of view, an enigma, a quasi- misunderstood branch of science known
intelligent entity, a self-modifying as chaos theory, which mimics a few of
abstract concept, and a philosophy. In the properties of magic. But a few
short, magic is anything its practitioners investigators have penetrated much
make of it. Even the most intimate further, forging dangerous pacts with
familiarity with the PPE stream is powerful occult entities who have begun
useless to a potential mage lacking the an invasion of science themselves:
requisite appreciation of the art’s more beings so steeped in magic that they are
amorphous qualities. By their very able to grasp and master the absurd
nature, such qualities defy description; paradox inherent in a union between the
their power stems from the mysteries rational and the possible.
and secrets that enshroud them.
Although there are a few common Many of the phenomena puzzling
principles accepted by all, magic is modem scientists, such as quantum
everything that each of its practitioners theory, meta-genealogy, and anti-life
believes it to be, and then just a little bit science, are little more than the first
more. tentative assaults launched by these
mysterious invaders. In any case, science
One thing magic is not, is science, or and magic remain largely incompatible.
more specifically, rationality. The power One of those amorphous truisms
of magic is the power of absurdity. surrounding the arcane arts is the fact
Those who worship the scientific that magic always exacts a toll from
methodology and make any sort of those who practice it. This does not
organized attempt to understand magic imply that the mage never comes out
inevitably fail. Again, the power of ahead in the deal. Sometimes, the price
magic rests within its mystery and is worth paying, but there is always a
improbability. For this reason, the PPE price nonetheless.
flow in and around areas steeped in the
scientific paradigm is warped and Most spell casters are fully aware of this
choked off. At the same time, individual provision but expend a great deal of
beings owing their allegiance to science mental effort attempting to persuade
are rarely capable of wielding magic themselves of its irrelevance. Magic,
16
(earning her wrath and resulting in her Good, Neutral and Evil
transformation into a spider, from Many is the time a demon has attempted
whence we get the term arachnid) or to conquer the Earth dimension, and
Agamemnon from boasting that he was a many are the entities that are
better shot than Artemis, which caused successfully entreated to provide energy
that Goddess to demand the sacrifice of for spells to fight these would-be
his daughter in atonement. conquerors. A few entities are
completely neutral, but those are rare.
These examples should help the Games Because mankind can sometimes be as
Master reckon up the degree of offense greedy, petty, or megalomaniacal as
that the Greek deities take from mortal these demons, it is often easy for a
boasts. Killing a follower of a deity does demon to recruit new Earthly followers
not gain you the deity’s disfavour unless and believers to his cause. Cults spring
the person you killed was favoured (or up constantly, dedicated to this entity or
worse, beloved) of the deity. So, if you that, and sworn to the takeover of the
killed an ordinary worshiper of Apophis, Earth dimension by that being. It is up to
the serpent God would take no notice but the mages and sorcerers of Earth to help
if you killed a worshiper who Apophis keep the balance of the cosmos by
favoured, you would risk his disfavour. opposing these chaotic cults, magicians,
No matter which deity you follow, there and entities in whatever way they can,
are always times when you should pay whenever they can.
another deity their due. Those who are
disfavoured may find their spells and All entities can be considered
abilities working intermittently as a malevolent, benevolent or neutral. Of
lesson in humility to the character. course, their attitude depends on whether
a character is good or evil himself
Despised Status (Tyrannus might seem quite
Those who perform deeds that benevolent to his worshipers, while
repeatedly offend a deity or that grossly everyone else would see him as a
violate a deity’s code (such as malevolent demon). But no matter
desecrating of the deity’s temple or whether the entity is chaotic or not, he
slaughtering a person who the deity can usually be entreated by a magician
loves) may find themselves despised by of any belief and will answer. Entities do
that deity. At this point the deity will no not take the time to peruse every
longer aid the character, remove any single entreaty. They sow their favours
bestowed abilities and block the like seeds, and hope that they take root
character from using any spells granted in soil of their liking. If an entreaty is
by him. Really upset the entity and the stated for a specific purpose that is
character may find himself on the obviously opposed to the entity’s
list of enemies to eliminate. desires, he will usually just ignore it,
though he may choose, at other times, to
punish the entreating party for offending
him.
help him in an enchantment, only to later magic often invoke her name in their
find that entity is opposed to everything spells).
he believes in. Once recognized as an
enemy, it is very unwise to contact an Long after the departure of the elder
entity again. Some entreaties are actually demons, a second type of demons arose.
methods for focusing the desire or These demons posses vast mystical
purpose of a mage. By calling upon his power and dwell in (and sometimes rule)
dead master or his personal belief in a extradimensional realms. To this day,
god to help him, a sorcerer reminds these demons use human beings as
himself of what he stands for and what pawns or subjects. In dealing with
he must do to stop an opponent. Usually, humanity, these demons some-times
though, entities are extradimensional falsely claim to be the incarnation of
existences. The word “demon” is used to absolute evil, in order to exploit
refer to evil beings of mystical origin. humanity ’s belief in such a being. All
Demons have greater mystical powers such claims are only elaborate
than normal human beings, and usually deceptions.
dwell upon extradimensional worlds.
While most demons are born as demons, There exists a sub-class of messenger
it is possible for a god to physically and servant demons who serve the rulers
degenerate into a life-preying demon . of the demonic realms. These beings
derive from the same origin as their
Demons usually sustain themselves by masters, but are of lesser power. The
preying upon lesser creatures (generally third type of demons are also of
astral forms or life essences). Demons extradimensional origin, but are
often attempt to prey upon the life nonhumanoid in form and alien in
essences of humans, and also use motivation. Some of these demons have
humans as pawns in schemes to increase appeared on Earth at some point in their
their own power. There appear to be existences; others remain in their own
three major types of demons. The first realms and seldom deal with humanity.
type appeared on Earth before the dawn
of humanity. These demons, sometimes There are also a number of
called the Infernal Gods, were at one extradimensional mystical beings of an
time closely associated with the Earth evil nature whose origins are so
itself. shrouded that they cannot be classified
as true demons of any of the
The Infernal Gods, most of whom were previous three types. Some are rulers of
not humanoid in form, later degenerated their own dimensions, and may be evil
into preying upon their own kind (since gods, others are simply extra-
humankind had not yet been born). dimensional monsters, or mortals with
Those who declared themselves the enormous power. All of the major
Gods of Order destroyed most of the demons and sorcerers discussed above
elder demons although a few of the most can grant dimensional energy for spells
powerful escaped to other dimensions. and all of them are linked with evil and
Gaea infused her essence into all living diabolical magic. Invoking one of the
things and became the goddess known as evil entities is extremely dangerous,
Mother Earth (The Faerie schools of
21
Entities of Balance
Pop
22
energies are usually gained by the from friendly sources, but some entities
recitation of spells, either ritualized ones are neutral (not tending toward order or
found in various mystical texts or by chaos), meaning that they can be
original spells invoking extra- called on at any time by any magic
dimensional assistance. If calling upon wielding character, despite his tendency
an extradimensional being it is important towards order or chaos.
to remember that the magic-wielder
makes himself known to the being he is Sorcerers often call upon extra-
calling, and often to other magicwielding dimensional beings, dimensions, and
beings powerful enough to monitor the sources of power to tap the energy
use of dimensional energy. needed to cast dimensional spells. Such
entreaties are so common that
1a. Personal Spells extra-dimensional beings seldom
Personal energy spells, because they investigate the identities and motives of
primarily affect the user, are usually the magic wielders who call upon them.
“quiet” spells and enchantments, that is, However, the possibility of such
no chanting or special gestures are investigation always exists if a magic
required. wielder is calling upon a being not
associated with his school of magic or if
1b. Universal Spells he is abusing the power of an otherwise
These spells, because they can affect friendly being.
others, sometimes allow for a save roll
by the target to reduce or ignore the When an extra-dimensional being does
affect of the spell. Universal energy take special notice of a sorcerer, it will
spells draw on the ambient energy found almost always do so in order to put a
in this universe, and a brief chant or presumptuous sorcerer in his place. If a
gestures are sometimes used by the magic wielder flagrantly abuses
caster. dimensional entreaties (by calling upon
the same neutral or hostile being more
1c. Dimensional Spells than once per day, or more than five
These spells are unique. They all draw times in one week) the GM can rule that
the energy needed for the spell from the being’s reaction is automatically
another dimension. hostile. The same procedure can be used
if a character abuses entreaties to a being
1d. Entreaty Spells usually friendly (such as a “good”
These spells request an extra- sorcerer using entreaties to a good being
dimensional being, artifact, or entity to to achieve evil goals.
allow its energy to be used by the caster
for completion of his spell. These Residual Magical Energy
require the caster to call out the name of Spellcasting has a tendency to cause
the being entreated, usually in some small amounts of magic energy to
prosaic chant. If an entreaty roll is fragment and 'coat' an area. This stray
successful, the magic wielder has magical energy can build up and create a
successfully tapped the dimensional variety of strange mystical effects if not
energy. Usually, sorcerers will get best periodically cleaned or reclaimed. It can
results by using dimensional energy also attract supernatural entities and
25
Duration Save
Once you’ve determined who is affected Most harmful spells allow an affected
and how, you need to know for how creature to make a saving throw to avoid
long. A spell’s Duration line tells you some or all of the effect. The Save line
how long the magical energy of the spell in a spell description defines which type
lasts. of saving throw the spell allows and
Timed Durations: Many durations are describes how saving throws against the
measured in rounds, minutes, hours, or spell work.
some other increment. When the time is Standard: This term means that the
up, the magic goes away and the spell spell has no effect on an affected
ends. If a spell’s duration is variable, the creature that makes
GM rolls it secretly. a successful saving throw.
Instantaneous: The spell energy comes Partial: The spell causes an effect on a
and goes the instant the spell is cast, subject. A successful saving throw
though the consequences of the spell means that
may be long-lasting. some lesser effect occurs.
Permanent: The energy remains as long Half: The spell deals damage, and a
as the effect does. The means the spell is successful saving throw halves the
vulnerable to being dispelled. damage taken (round down).
Concentration: The spell lasts as long None: No saving throw is allowed.
as you concentrate on it. Concentrating
to maintain a spell is a partial action that PPE
doesn’t provoke attacks of opportunity. The PPE line indicates how much PPE is
Anything that could break your required to cast the spell. In some cases
concentration when casting a spell can additional PPE is required to boost the
also break your concentration while spell or activate other properties.
you’re maintaining one, causing the spell
to end. You can’t cast a spell while Distractions
concentrating on another one. If conditions surrounding a spellcaster
Sometimes a spell lasts for a short time are extremely distracting, he must make
after you cease concentrating. In these an IQ roll to get his spell off in one
cases, the spell keeps going for the stated round. If he fails the roll, the spell will
length of time after you stop take two rounds to cast. Distracting
concentrating. Otherwise you must conditions may include:
concentrate to maintain the spell, but *Caster has been affected by an
you can’t maintain it for more than a opponent’s spell or attack this round.
stated duration. Also, certain spellcasters *Caster’s friend or loved one is in
can learn to “tie off” concentration danger of immediate death.
spells, maintaining them without *An innocent bystander is in danger of
thinking about it. immediate death (evil spellcasters are
Trigger: Some spells don’t need to be generally not distracted by this).
discharged immediately. In this case you
can hold the discharge of the spell (hold
29
Voluntary Reductions in Spell use any spell which requires sight such
Effects as targeted attacks, and so on.
A character usually casts spells at full
power. However, a magic wielder can Mystic Gestalt
attempt to “pull his punch”, that is, On more than one occasion, the
reduce the effect of a spell he casts. If a members of Earth’s mystical community
magic wielder wants to reduce the effect have demonstrated the ability to enter
of an attack or other spell, the player into a sort of Mystical Gestalt, enabling
must first make an IQ roll for success. If the magic welders to combine their
successful, any or all of the effects energies to aid someone. This tactic was
associated with the spell (duration of instrumental in the defeat of the chaos
effect, area of effect, damage) can be being who attacked Heaven and Hell.
reduced. A caster can reduce some of the Forming a Mystic Gestalt requires no
associated effects, while leaving others less than four Characters, all of whom
at maximum. must possess an IQ of at least 17. To
create the Gestalt, the mages join hands,
Restraints and each member must spend at least 25
The more powerful a magical spell is, PPE. In order to form a Gestalt to aid a
the more gesturing and chanting must be target, the mages must have some
done to achieve the results. If the magic method of actually perceiving that target.
wielder is prevented from completing his A Gestalt cannot benefit a target in
gestures or chants, it may stop the spell another dimension, for example, unless
from being completed. If a magic the Occultists can somehow see and hear
wielder is somehow blinded, certain the target.
spells may not be used as the target
cannot be seen. If a magic wielding
character is bound (hands tied securely
behind his back), he may not use any
universal spells. If a magic wielding
character is bound and gagged
(prevented from speaking
clearly), he cannot use any dimensional
spells.
in what is now northern Guatemala. year, most notably when it glows red at
Situated in the department of El Petén, dawn and sunset.
the site is part of Guatemala's Tikal
National Park and in 1979 it was Ys
declared a UNESCO World Heritage Undersea city inhabited by Sahuagins,
Site. Tikal was the capital of a conquest Carapaces, and Tako.
state that became one of the most
powerful kingdoms of the ancient
Maya. Though monumental architecture
at the site dates back as far as the 4th
century BC, Tikal reached its apogee
during the Classic Period, ca. 200 to 900
AD. Tikal is the best understood of any
of the large lowland Maya cities, with a
long dynastic ruler list, the discovery of
the tombs of many of the rulers on this
list and the investigation of their
monuments, temples and palaces.
Tritonis
Undersea city inhabited by Mers,
Dargons, Delfins, Sea Sprites, and
Shalarin.
Uluru
Uluru, also known as Ayers Rock is a
large sandstone rock formation in the
southern part of the Northern Territory
in central Australia. It lies 335 kms south
west of the nearest large town, Alice
Springs, 450 kms by road. Uluru is one
of Australia's most recognizable
natural landmarks. The sandstone
formation stands 348 mtrs high, rising
863 mtrs above sea level with most of its
bulk lying underground, and has a total
circumference of 9.4 kms. Both Uluru
and the nearby Kata Tjuta formation
have great cultural significance for
the Aṉangu people, the traditional
inhabitants of the area, who lead walking
tours to inform visitors about the local
flora and fauna, bush foods and the
Aboriginal dreamtime stories of the area.
Uluru is notable for appearing to change
colour at different times of the day and
39
PPE: 20
2. Aria Magicana Victims will believe anything the mage
A song mage uses the power of his voice says regardless of any doubts they may
to summon and shape spell energy. The have.
school of song relies on the caster‘s skill
at weaving melody, lyrics, and rhythm to Song of Binding
create enchantments of great power. Save: Standard
Song magic functions differently than PPE: 20
other spells, under a principle called The bard can paralyze one person per 20
"earshot". Earshot is defined as: "within PPE spent. The victims must be inside
the same room as the caster, within 12 the range of the song and must listen to
metres in a corridor in either direction, the song for at least one round in order
or within a 9 metre radius outdoors." to be affected.
Bards have devoted part of their lives to
the magical arts. Range is equal to Song Of Calamities
earshot and how far the Bard can shout. Save: None
Duration is equal to how long the Bard PPE: 20
can sing for. This song causes all enemies in earshot
to double over in pain and become -3 in
Song of Accuracy all combat rolls.
Save: None
PPE: 15 Song Of Confusion
This song allows the bard to temporarily Save: None
enchant one missile weapon (although PPE: 30
multiple missiles may be enchanted so This song will confuse and disorient any
long as there is sufficient PPE). The enemy who hears it. Those affected are
missile gains an extra +1 to hit (+1 per unable to move or perform any action
additional PPE point), as well as the including attacking or defending until
ability to injure creatures that would the enchantment is broken.
normally be immune to non-silvered or
non-magical attacks. Song of Conveyance
Save: None
Song of the Banshee PPE: 5
Save: Standard for half damage This spell allows the caster to memorize
PPE: 40 a speech of up to 10 words per ME (+10
This spell deals 6D6 damage to all words per PPE), then convey the entire
enemies. speech to a targeted person or creature in
a single melodic shout lasting a second
Song of Battle or two.
Save: None
PPE: 20 Song of Discreetness
This song instills courage to all allies in Save: None
earshot. All affected get +3 on all PPE: 5
combat rolls and +2 attacks. This song allows the bard to speak to
anyone within sight regardless of the
Song of Belief distance. He may speak it as a whisper
Save: Standard
40
Song of Shattering
Save: Standard
PPE: 20
This song will shatter any glass or
crystal objects including glasses, bottles
and pottery.
Song of Singing
Save: Standard
PPE: 10
This bestows on others or oneself the
ability to sing pleasantly.
Song Of Slumber
Save: Standard
PPE: 20
42
This spell creates bacteria that can undone through a wish. This spell cannot
transform any metal into an exceedingly be used against internal organs, and the
strong, light, and razor sharp edge that changes it can perform are largely
never needs to be sharpened. confined to superficial ones. Each
Unfortunately this spell takes 4 weeks casting of this spell can affect only one
before the effects are finally finished (-1 part of the body; a caster cannot shift the
day per ME). The metal object is placed spell's focus to another body part. The
into the barrel with water filled with the length of time required to perform a
bacteria and sealed. When the object is given mutation is up to the GM, though
finally pulled out it will permanently complicated tasks should take more
have its weight cut down to 1/8th. If it is time.
a weapon it gains + 4 to overcome AR,
and +1 damage per 2 ME. Armour gains Bacteria of Plant Shaping
a natural AR of + 1 per 2 ME of the Level: 1
mage, and +2 SDC per ME. The objects Duration: Instant
also gains a crystalline appearance. Save: None
PPE: 5
Bacteria of Morphine This spell can reshape a tree or a plant.
Level: 4 He can alter its position and even twist
Duration: 1 hour per ME the trunk and branches.
Save: Standard
PPE: 20 Bacteria of Purification
This spell creates bacteria that when Level: 1
added to a beverage acts as a 100% Duration: Instant
effective pain killer. Save: None
PPE: 5
Bacteria of Mutation This spell creates some phages which
Level: 10 cleanses any liquid making it drinkable.
Duration: Instant It will remove the salt from ocean water.
Save: Standard
PPE: 50 Bacteria of Putrification
This spell enables the caster to mold Level: 1
living tissues in any way he wishes, such Duration: Instant
as stretching limbs, thickening flesh until Save: None
it becomes hard and leathery, or PPE: 5
hollowing bones. All the caster needs to This spell creates some phages which
do is touch the area to be mutated, and makes any liquid undrinkable.
recite the spell. As long as the spell is in
effect, the caster may manipulate the Bacteria of Reduction
body part in question, though once the Level: 7
spell's duration ends, the body part "sets" Duration: 1 minute per ME
in its current shape; subsequent shapings Save: Standard
must be accomplished through further PPE: 40
castings of this spell. The form in which This bacteria causes the instant reduction
the mutated body part finds itself is of a creature or object, decreasing both
permanent unless mutated further, or size and weight. It shrinks by up to 10%
47
minute. In other ways, this spell works has 4 SDC per ME and 1 AR per 2 ME.
in an identical manner to transplant spell Spikes and thorns may also be added
I - the caster touches the brain, which which do D4.
then neatly detaches itself from the
spinal column. The sustained brain may Bacteria of Virility
then be implanted into its new body, Level: 3
though the caster may have to mutate Duration: Instant
some parts of the recipient body to Save: None
ensure that the brain will fit, and that it PPE: 15
will be connected properly. The brain This spell turns a cup of any beverage
will not be rejected by the new body, into a cure for impotence or sterility.
and the only true limit on the spell's
effectiveness is the lifespan of the Bacteria of Vocal Mail
patient afterwards. It should be noted Level: 3
that, for the purposes of determining Duration: 1 day per ME
insanity, this constitutes a major Save: None
alteration. PPE: 20
This bacteria imbues the chosen object
Bacteria of Trippin' with an enchanted mouth that suddenly
Level: 6 appears and speaks its message when a
Duration: 1 hour per ME specified event occurs. The message,
Save: None which can be up to 5 words per ME, can
PPE: 30 be in any language known by the caster.
This spell turns a small bottle of wine The mouth cannot speak magical spells.
into a powerful hallucinogen similar to
LSD, a single cup putting the recipient Bacteria of Vocality
into a hallucinogenic haze. Level: 3
Duration: 1 hour per ME
Bacteria of Unlocking Save: None
Level: 3 PPE: 20
Duration: Instant This spell creates bacteria that aids the
Save: None vocal cords. All vocal skills get a bonus
PPE: 15 of +20%. As a side effect it also cures
The bacteria opens stuck, barred, or laryngitis and any other throat infections.
locked doors. It opens secret doors, as
well as locked or trick-opening boxes or Bacteria of Water Breathing
chests. It also loosens welds, shackles, or Level: 1
chains. Duration: 1 hour per ME
Save: None
Bacteria of Vegetative Protection PPE: 10
Level: This bacteria allows the recipient to
Duration: Permanent breathe water freely for the duration of
Save: None the spell. The caster can touch more than
PPE: 30 one creature with a single casting; in this
This bacteria converts parts of trees and case the duration is divided by the
bushes into a set of armour. The armour number of creatures touched.
50
Bacteria of Welding
Level: 4 4. Caligramancy
Duration: Instant
Save: None Magicana
PPE: 20 Potent magical forces can be locked in
The bacteria welds an object shut designs, symbols, and diagrams of
including locking mechanisms. mystical significance. Caligramancy is
the study of magic through the creation
Bacteria of Wild Growth of intricate patterns. There are two types
Level: 5 of spells involved with Caligramancy;
Duration: Instant Circles and Wards.
Save: None
PPE: 25 Circles -
This bacteria causes normal vegetation A magic circle is circle or sphere of
to grow, entwine, and entangle to form a space marked out either to contain
thicket or jungle. It affects a radius of 1 energy and form a sacred space, or as a
square metre per ME. The area must form of magical protection or both.
contain brush and trees for this spell to There are many published techniques for
work. Briars, bushes, creepers, lianas, casting a circle and many groups and
roots, saplings, thistles, thorn, trees, individuals have their own unique
vines, and weeds become thick and methods. The common feature of these
overgrown so as to form a barrier. The practices is that a boundary is traced
spell's effects persist in the area until it is around the working area. Some
cleared by labour, fire, or magical witchcraft traditions say that one must
means. trace around the circle three times. There
is variation over which direction one
should start in. In Wicca a circle is
typically nine feet in diameter though the
size can vary depending on the purpose
of the circle and the preference of the
caster. Circles can also be used as
barriers for non-magical work such as
meditation.
Wards -
What is commonly called a ward is
actually a ward phrase made up of one or
more mystic symbols. Each symbol is
inscribed in order in an appropriate
substance and activated by incanting the
symbol's power words. Wards are tricky
to use. Once empowered anything
appropriate to the action or effect will
cause the ward to activate. Wards
(except for those modified with area-of-
effect) only affect one target.
51
Range: All within circle This grants all within it the power of
Duration: 1 day per ME clairvoyance on any area or person that
Save: Standard they know.
PPE: 25
Anything placed within the circle will be Circle of Floating
reduced in size by 10% per ME of the Level: 3
caster +10% per level. Range: All within circle
Duration: 4 rounds per 5 ME
Circle of Enlargement Save: None
Level: 5 PPE: 15
Range: All within circle This allows any who step within the
Duration: 1 day per ME circle to float up at a rate of 1 metre per
Save: Standard minute. They will continue to move
PPE: 25 upwards so long as they remain within
Anything placed within the circle will be the boundaries of the circle. Once they
increased in size by 10% per ME of the leave it their full weight will be restored.
caster +10% per level.
Circle of Healing
Circle of Exorcism Level: 6
Level: 7 Range: All within circle
Range: All within circle Duration: Instant
Duration: Instant Save: None
Save: None PPE: 30 + see below
PPE: 35 Any placed within the circle are healed
This allows the caster to free anyone up to 1 SDC per ME of caster +1 per
within the circle from any form of PPE spent.
possession.
Circle of Holding
Circle of Farhearing Level: 4
Level: 1 Range: All within circle
Range: All within circle Duration: 4 rounds per 5 ME
Duration: 4 rounds per 5 ME Save: Standard
Save: None PPE: 20
PPE: 5 Anyone caught in the circle when it is
This grants all within it the power of activated will be completely paralyzed.
clairaudience on any area or person that
they know. Circle of Identification
Level: 1
Circle of Farseeing Range: All within circle
Level: 1 Duration: Instant
Range: All within circle Save: None
Duration: 4 rounds per 5 ME PPE: 5
Save: None Any standing within the circle will have
PPE: 5 any item they are carrying identified if
they so wish.
53
Ward of Jaunting
Level: 9
Range: 2 metre radius per ME
Duration: 1 day per ME
Save: Standard
PPE: 40
Once placed on an enclosed area this
will prevent Teleport, Jaunt, Dimension
Door or any other form of Transport
from passing through.
Ward of Light
Level: 1
Range: 1 metre radius
Duration: 1 day per ME
Save: Standard
PPE: 5
This is the most minor of wards giving
off a light glow. It is mainly used for
lighting small rooms or tunnels.
58
Duration: Instant
5. Cartomancy Save: None
PPE: 5
magicana This spell allows the caster to copy a
Cartomancy draws the energy of fate single page of information by placing a
itself when casting, bringing pure card on top of it. The cared can then be
destiny into being with sweeps of their placed on another blank piece of paper
hands. However, Fate is a fickle to copy the information on to it.
mistress, and even the most skilled
casters occasionally err. Still, a trained Black Trump
caster is capable of amazing magical Level: 6
feats, some that others are entirely Range: Touch
incapable of. All spells require some Duration: Until it hits something
form of western playing card (the type Save: None
which includes hearts, clubs, diamonds PPE: 30
and spades) as a focus to activate. The caster can magically charge a card
which will explode when it hits
Aces High something. It does D6 damage per ME,
Level: 8 +D6 per level of experience. He can
Range: Self charge as many cards as he can hold at
Duration: 1 rounds per ME once.
Save: None
PPE: 40 Bluff
This spell does the following for the Level: 6
duration; Range: Line of sight
1) Doubles the hand to hand damage Duration: 1 minute per ME
done by the recipient. Save: Standard
2) Doubles the recipient's SDC. PPE: 30
3) Doubles all attacks and combat Convinces all those in the effect radius
bonuses. who fail to save that whatever the caster
is saying is true.
Ace in the Hole
Level: 3 Call
Range: Touch Level: 3
Duration: 1 day per ME Range: Touch
Save: None Duration: 1 hour per ME
PPE: 15 Save: None
One card being held by the caster can be PPE: 15
used to store or force objects/organisms Grants the caster the ability to see and
in a "pocket dimension" inside of the hear through two magically connected
card and cause them to re-materialize at cards. The spell is placed on both cards
will. The card can hold up to 10kgs per with one being kept by the caster while
ME inside it. the other is placed wherever he wishes to
spy on.
Blackjack
Level: 1
Range: Touch
59
Babble
Level: 3
Range: Line of Sight
Duration: 1 hour per ME
Save: Standard
PPE: 15
63
This spell causes the target's mind to be other than attempts to get free, and loses
warped so that when he tries to speak or 1 point of CON per round in attempting
make any other meaningful noise, it to get free.
comes out as gibberish. The target will
not be aware that he is speaking Delay Damage
gibberish, even if it is pointed out to him Level: 2
- he believes he is speaking normally. Range: Line of Sight
The target can hear and understand the Duration: Until spell activates
speech of other people normally. Two Save: Standard
people under the effects of this spell will PPE: 10
speak entirely different gibberish, being This spell causes any damage suffered to
incomprehensible to each other as well not surface for D6 rounds. It can be cast
as everyone else. on oneself or anyone within line of sight.
completely intoxicated and barely able This spell doubles the duration of the
to stand. Upon arrival the person must next spell cast. It can be cast on oneself
make a PE roll or vomit and fall asleep. or anyone within line of sight.
The spell caster is able to teleport a
maximum weight of 10 kilograms per Extend SDC
ME. Level: 3
Range: Line of Sight
Extend Attributes Duration: 4 rounds per 5 ME
Level: 3 Save: None
Range: Line of Sight PPE: 15
Duration: 4 rounds per 5 ME This spell doubles the recipient's SDC. It
Save: None can be cast on oneself or anyone within
PPE: 15 line of sight.
This spell adds +D6 to one attribute of
choice which may include SPD. It can be Extend Range
cast on oneself or anyone within line of Level: 2
sight. Range: Line of Sight
Duration: Until spell it is linked to is cast
Extend Combat Ability Save: None
Level: 3 PPE: 10
Range: Line of Sight This spell doubles the range of the next
Duration: 1 round per ME spell cast. It can be cast on oneself or
Save: None anyone within line of sight.
PPE: 15
This spell adds +D6 to all combat rolls. Fall Apart
It can be cast on oneself or anyone Level: 3
within line of sight. Range: Touch
Duration: Instant
Extend Damage Save: None
Level: 3 PPE: 15
Range: Line of Sight This spell will disassemble any object
Duration: Until spell it is linked to is cast within seconds, up to 5 kgs per ME. eg.
Save: None touching a wagon will cause the wheels
PPE: 15 to come off and the wagon to collapse
This spell doubles the amount of damage into its original pieces.
caused by the next spell cast. It can be
cast on oneself or anyone within line of Invert
sight. Level: 5
Range: Line of Sight
Extend Duration Duration: Instant
Level: 2 Save: None
Range: Line of Sight PPE: 25
Duration: Until spell it is linked to is cast When cast upon another spell, this will
Save: None create a mirror effect upon the spell
PPE: 10 energies and cause them to have the
opposite effect from what they would
65
never happened. All rolls and action for ME, +20cms per level. When the
the present remain the same but container is closed the spell is cast. The
obviously the actions and rolls for a magic creates an energy field that takes
deceased person are discarded. Any the container and everything inside it out
person who died in the present because of the normal time continuum. As long
of someone in the past are naturally alive as the container remains unopened, the
and able to take action as if nothing magic remains in effect. The instant it is
happened to them (which of course opened the time capsule spell ends.
nothing did). Only the wizard who cast
the spell knows what truly happened. Time Retrieval
The caster must specify the distance and Level: 10
direction of the fireball as well as the Range: Up to 10 years per ME +10 per
time frame. level
Duration: Instant
Time Cage Save: None
Level: 6 PPE: 50
Range: 2 metres per ME, +3 metres per This spell allows the character to find
level almost any desired item in an alternate
Duration: 1 hour per ME, +1 hour per timeline, and "retrieve" it across the eras.
level It does not let the character visit an
Save: Standard alternate time in person.
PPE: 30
The character is able to create mesh style To grab an item the character must
cages out of temporal energy and entrap concentrate, undisturbed, for at least one
opponents within them. The cage is (1 round. He must clearly visualize the item
centimetre per ME thick, +1 centimetre he wants. He should have at least one
per level) x (15 centimetres per ME hand free, the hand will be seen to make
radius size for each of the 6 walls, +5 reaching motions. He then rolls vs. IQ. A
centimetres per level) anywhere within 2 successful roll means that the desired
metres per ME, +3 metres per level. Any item is in his hand or sitting within arm's
within the cage find time has stopped reach as he prefers. A failure means that
inside. To an outside observer, the nothing was obtained. A roll of 1 means
victims inside will appear to be standing the wrong item was grabbed. This item
still, while they are actually moving, will not be immediately dangerous
very slowly. The cage will last 1 hour unless he was trying for something
per ME, +1 hour per level. dangerous. In theory the character can
get anything, in practice some things are
Time Capsule so hard to find that it is little use trying
Level: 8 for them.
Range: Touch
Duration: Until opened In general the character has a good
Save: None chance of getting any item that exists in
PPE: 40 his own world, or any reasonably similar
Everything placed in the time capsule is item, any item that ever existed in his
preserved and doesn't age. The capsule own world's past history, or any
can be up to 20 centimetres diametre per reasonably similar item. If the desired
71
item is rumoured to exist or have existed over a time span of 10 years per ME,
but has never been proven then the GM +10 per level. The character can affect
applies an IQ penalty to each attempt of him self or a victim and 100kgs per ME.
-4 or worse. However the character As the hero rematerializes, gases and
cannot get an item that works by natural liquids move aside before he solidifies.
laws wholly different from those in his Normal safeguards prevent the hero
own world. For example if the from consciously phasing into a solid
character's world has no magic and he mass. Extremely dense materials like
wants a magical item. Whatever he Neutronium or black holes are not
obtains will no longer function on his impassable to this character. Naturally
world. The character can retrieve up to 1 the character is able to survive the
kg per IQ +1 kg per level. ravages of crossing time, and as a side
effect is also immune to the pressure less
Time Shift environment of outer space and any high
Level: 9 pressure areas. Finally the hero instantly
Range: Up to 10 years per ME, +10 per knows what year he is in and how to get
level home. He can perceive any chronal
Duration: Instant wormholes, gates, planar portals, etc and
Save: Standard where they go.
PPE: 50
This spell allows the caster to jump a Time Vision
short distance ahead in time. During the Level: 2
time of a character’s temporal jump the Range: 1 year per ME + an equal
character is not affected by anything that additional amount per level
happens in the normal time line. When Duration: 1 round per ME
the character comes back in the next Save: None
round to the timeline, he/she will notice PPE: 10
the after effects that happened during the This allows the character to see into
previous round. This can also be used on different time zones both the future and
others with the subject reappearing in the past. He can look into different years
exactly the same orientation and one at a time sequentially, but he can
condition as before. For the subject, no only see into the area identical to where
time has passed at all. If the space from he is standing. He can see up to 1 year
which the subject departed is occupied, per ME + an equal additional amount per
upon its return to the time stream, it level.
appears in the closest unoccupied space,
still in the original orientation Winds of time
(determine the closest space randomly if Level: 6
necessary). Finally this can be used to Range: Line of sight
send bullets, etc one round of time ahead Duration: 4 rounds per 5 ME
or into the past. Save: None
PPE: 30
If the location is not known then the Cupping the glittering sand in his hand,
character simply transports over to the the Wizard blows it towards a comrade,
same geographical location in the other engulfing him in a whirling sandstorm.
time frame. The character can travel The target of this spell becomes
72
Acid Storm
Level: 10
Range: 2 metre radius per ME
Duration: 4 rounds per 5 ME
Save: Standard for half damage
PPE: 50
This spell which functions only out of
doors causes thin streams of hissing acid
to fall within its area of effect. The spell
inflicts D4 per ME of the caster. All
exposed items in the area are also
affected.
Acid Stream
Level: 8
Range: 1 metre per ME
Duration: 4 rounds per 5 ME
Save: Standard for half damage
PPE: 40
The spell causes a thin stream of hissing
acid to shoot forth from the caster's
outstretched hand, out to the maximum
range of the spell. This acid causes D6
damage per ME of the caster.
73
nearest cursed individual where there is Victims must save vs Spell or be totally
any doubt. Missiles which have intimidated by you (-2 on all combat
insufficient range to reach their new rolls). They must then make a further
target will fall short and cause no save or panic and flee.
damage. Missiles fired by a cursed
character turn around in mid flight and Battering Ram
strike them. Level: 6
Range: Line of sight
Arrow of Return Duration: Instant
Level: 2 Save: None
Range: Touch PPE: 30
Duration: Until fired This spell temporarily draws on the PS
Save: None of everyone who the caster touches, and
PPE: 10 who touch him. The caster can then
This spell can be cast on any arrow. throw a telekinetic battering ram at
After this once it is fired from a bow, it anything he can see. It will do the
magically returns to the arrow’s quiver, combined physical damage of everyone
whether or not it hits the target. If it hits the spell drew on.
the target it does full damage before
disappearing and reappearing Blade Break
undamaged in the owner's quiver. Level: 2
Range: Line of sight
Arrow Storm Duration: 4 rounds per 5 ME
Level: 1 Save: None
Range: Self PPE: 10
Duration: 4 rounds per 5 ME This spell lets a mage cut through
Save: None another man's sword in battle like a knife
PPE: 5 through butter, only magical blades can
By touching a quiver of arrows, the survive this.
caster can enchant them so that an arrow
magically springs to hand as soon as the Blade Storm
previous arrow is loosed, thus enabling Level: 8
the archer to fire at twice the normal Range: 5 metre radius per ME
rate. Duration: 4 rounds per 5 ME
Save: Standard for half damage
Bad Ass PPE: 40
Level: 6 Winds swirl about the spellcaster and a
Range: Smell white glow emanates from his hands. A
Duration: 4 rounds per 5 ME shower of twisting mystical blades fly
Save: Standard out, doing D4 per ME shredding
PPE: 30 damage.
Tired of beating punks the street up and
down, only because they had not Break Shield
realized that YOU are king of the bad Level: 4
asses? Everyone who smells you knows Range: Touch
better than to mess with you, or else... Duration: Instant
75
created which seals any small openings This spell covers a patch of ground (or
in the shelter. other surface) with a slippery substance
similar to oil or slime. It covers a radius
The spell creates a comfortable of 1 metre per ME. Characters
environment with controlled humidity attempting to move over, or in combat
and inside the shelter, the temperature within, the affected area must make a PP
will be around 21 degrees Celsius. It will roll each round or fall down. Those who
also protect from temperatures from -18 fall may do nothing but parry or spend a
degrees Celsius and 38 degrees Celsius round regaining their feet.
with an increase of two degrees Celsius
per level of experience. If temperature The Sword of Judgment
exceeds the limits of the spell, increase Level: 3
or decrease (as appropriate) temperature Range: Self
by one degree for every two degree of Duration: 1 combat
outside temperature above or below the Save: Standard for half damage
limits of the spell. The spell keeps the PPE: 15
shelter completely water proof and dry Holding his hands together, the Wizard
in even downpour conditions as well as begins to chant and soon the misty
protecting against snow. The shelter will outline of a sword can be seen
not protect against most extra-ordinary coalescing in his closed fists. Soon the
weather conditions such as mud slides, lithe and graceful shape of a steel great
avalanches, and earthquakes as well as sword, the Sword of Judgment itself,
not protecting against most powerful becomes clear to sight, its razor-like
warlock spells. It will also protect blade cutting through foes as the Wizard
against powerful winds of 90 kph with handles it with deadly accuracy. This
an additional 5 kph per level of spell lasts for the duration of the combat
experience. in which it is cast, or until the Wizard
chooses to end its effects. While
Signal brandishing the Sword of Judgment, the
Level: 1 Wizard gains a bonus of +3 to strike, and
Range: 1 metre per ME causes 4D6 damage. The Sword counts
Duration: 4 rounds per 5 ME as a magical sword affecting all
Save: None supernatural enemies.
PPE: 2
This spell shoots a signal flare into the Targeting
sky. It may only be used outside, and Level: 2
straight up into the air. When it Range: Line of sight
explodes, it is visible for up to ten miles Duration: 4 rounds per 5 ME
on a clear night. Save: None
PPE: 10
Slippery Ground This spell takes away any negatives that
Level: 10 might be involved in hitting an object.
Range: Line of sight
Duration: Permanent Veil of Fog
Save: None Level: 6
PPE: 50 Range: Line of sight
84
sting and leaves a temporary red mark immediately, thereby making any
on their face. tracking from the heat of the camp fire
impossible.
Bond
Range: Touch Can Trip
Duration: 4 rounds per 5 ME Range: Line of sight
Save: None Duration: Instant
Temporarily binds solid objects together. Save: Standard
Living substances cannot be bonded. This spell telekinetically pushes a
Undead may be affected by Bond. A victim's legs, tripping them.
door or lid temporarily sealed shut with
this ritual is as durable as the material Carry Voice
surrounding the magical bond. Typical Range: Self
uses for magical glue include emergency Duration: 1 minute per ME
repairs, fastening ropes to sheer surfaces, Save: None
improvising tools, setting time-delayed This spell simply allows sound to carry
booby-traps, and so forth. over any background noise. It is very
useful for public speakers and
Bright Light entertainers who wish to be able to carry
Range: Touch on speech over a crowd without the use
Duration: 4 rounds per 5 ME of artificial augmentation such as a
Save: None megaphone. Some would consider the
This spell can be cast onto any object to spell a form of artificial augmentation
create a luminous flame, as if cast by a but it works quite differently. No matter
bright torch or lamp. The flame will how loud any background sound is, the
move with the object. The flame cannot people within the area of effect will hear
be doused by normal means, and gives clearly what the spell caster speaks. The
off no heat, as it is a purely magical fire. speech can be anywhere from a whisper
Therefore it will deal no damage. or a yell and will still be heard.
the illusion will not disappear but the Save: Standard, roll for each object
viewer will be able to see it as an Any 1 victim in sight has all their
illusion though imperfections and possessions blown off them including
possibly a slightly ghostlike property. their clothes.
like the skill, but with automatic success lubrication in extremely high-
in any circumstances. temperature environments.
D'arque Armour
Level: 3
Range: Line of sight
Duration: 1 round per ME
Save: None
PPE: 15
This spell creates an armour of
d'arqueness which instead of taking
damage absorbs it and sends it into the
Shadowscape. It can take 1 damage per
ME + an equal amount per level, +
however much PPE the caster invests
into it in a 1 for 1 ratio.
D'arque Betrayal
Level: 5
Range: Touch or line of sight
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Summon Elemental
Level: 9
Range: Line of Sight
Duration: 10 rounds per 5 ME
Save: None
PPE: 40
97
This spell ignites the oxygen in a The victim suddenly clutches his throat
persons blood and literally causes them and has great trouble breathing. Dark
to burn within. It does D20 internal wisps of smoke begin to seep from his
damage per round. mouth and nostrils as his lungs fill with
noxious fumes. Select a single target
Bounce Back within the caster's line of sight. The
Level: 8 target may only stagger 3 metres per
Range: Line of Sight round. Unless the caster has been killed
Duration: Instant in the meantime, the victim dies from
Save: None asphyxiation at the end of the third turn.
PPE: 40 Undead and demons cannot be the target
This enables the caster to reflect any of this spell.
spell back at the caster. The victim then
suffers the effect of the spell that was Cloud of Chaos
intended for the caster. Level: 6
Range: Line of Sight
Burning Wind Duration: 4 rounds per 5 ME
Level: 4 Save: Standard
Range: Line of Sight PPE: 30
Duration: Instant This spell paralyses all enemies within a
Save: Standard 36 metre radius.
PPE: 20 +1 per D4 damage
Burning wind causes a wind of hot air to Condemn Living to Undeath
appear in the area. It causes D4 damage Level: 10
per PPE added to it by the caster to all Range: Touch
creatures affected by it. Duration: 1 hour per ME
Save: Standard
Cardiac Arrest PPE: 50
Level: 5 This spell is one of the most feared and
Range: Line of Sight despised of curses. If this person fails to
Duration: Instant save their soul has been compromised,
Save: Standard although the victim is usually unaware
PPE: 30 of the curse except for a general sense of
The victim of the spell suddenly suffers uneasiness. If the victim dies during the
from pains in their chest that will disrupt duration of the curse, they will become a
their concentration, causing them to Spectre haunting either the area they
loose their initiative, half their attacks, died in or the place of burial. There are
and be at -6 on all rolls. After D4 rounds several ways to avoid this curse. One is
it becomes an actual heart attack. to get the caster to dispel it. Other ways
include receiving a divine blessing. If
Choke the character dies in a holy or sacred
Level: 7 area their soul is safe as well although
Range: Line of Sight they are of course dead.
Duration: 3 rounds
Save: Standard Cracks Call
PPE: 40 Level: 4
100
Range: Line of Sight loses all his bonuses. Spells and potions
Duration: Permanent are cut in half. This spell may be
Save: None countered only with a sacred artifact or a
PPE: 20 Blessing.
The caster draws a massive surge of
grim energy into his fist and then strikes The Curse of Years
the ground creating a large crack in the Level: 10
earth. This crack travels from the caster Range: Line of Sight
in a straight line until it hits a wall Duration: 4 rounds per 5 ME
breaking it open and creating a 1 metre Save: Standard
per 5 ME deep rift. PPE: 50
The caster ends the incantation and
Create Drought targets one victim. The target loses 1 PE
Level: 9 per round. If the victim's PE reaches
Range: 10 metre radius per ME zero, he dies and can never be raised.
Duration: 1 day per ME After the caster is slain all PE are
Save: None automatically restored.
PPE: 50
This spell is designed to hurt or control Dance of Despair
people by killing crops and damaging Level: 8
food reserves. A drought is the absence Range: Line of Sight
of moisture, i.e. rain or snowfall. Duration: 4 rounds per 5 ME
Without sufficient water even in mild Save: Standard
temperatures. the growth of vegetation is PPE: 40
stunted, fruits and crops arc smaller, and One victim in sight can be made to
plants begin 10 wither and die after more dance insanely. Each round the victim
than four days without any water. breaks 1 random 1 limb until on the fifth
Furthermore humans and wildlife are round his spine snaps.
endangered from the lack of water. The
water table continues to drop and may Danse
dry up. Wildlife will leave the area in Level: 4
search of new watering holes and Range: Line of Sight
vegetation becomes dry, leading to an Duration: 4 rounds per 5 ME
increased likelihood of brush fires (40% Save: None
chance per day). PPE: 20
The caster enables the horde of undead
Curse of the Horned One with a surge of energy. The spell allows
Level: 7 the caster to double their attacks per
Range: Line of Sight melee and give them +2 to hit.
Duration: 4 rounds per 5 ME
Save: Standard The Dark
PPE: 40 Level: 5
This spell is very destructive, but does Range: Self
not cause any immediate damage. When Duration: 4 rounds per 5 ME
attacking, dodging, or performing any Save: None
other combat roll a cursed character PPE: 25
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serve the caster for the duration of the a bite attack which deals D3 points of
ritual effect, and may be commanded to piercing damage on a successful attack.
perform tasks at the caster's request. Each rat has 5 hit points and a AR 8 and
are easily killed alone, but as a horde
Transfusion Heal they can deal a lot of damage to an
Level: 5 enemy before being defeated.
Range: 1 metre radius per ME
Duration: Instant Visions of Horror
Save: Standard Level: 5
PPE: 25 Range: Line of Sight
This spell causes the victim to heal the Duration: 4 rounds per 5 ME
caster by giving him his hit points. The Save: Standard
victim takes an equal amount of damage. PPE: 30
The caster sends signals out into the
Undead Armour brain of the victim that distort his vision.
Level: 2 The victim will see everyone as horrors
Range: 1 metre radius per ME and beasts from hell. This experience is
Duration: 4 rounds per 5 ME so terrifying that the Victim is rendered
Save: None helpless. The victim can only lay on the
PPE: 10 ground shaking and crying watching
This disgusting spell strips the flesh and visions of death explode into his mind.
bones from a nearby corpse and
magically adheres the flesh to the caster Wall of Darkness
to provide them more cushioning against Level: 6
blows and cuts when in melee combat Range: Line of Sight
with an enemy. The armour is AR 10, +1 Duration: 4 rounds per 5 ME
per 2 ME of caster. Save: None
PPE: 30
Unholy Summoning As he finishes the incantation, the caster
Level: 6 holds the scrap of cloth in the air, and it
Range: Touch appears to expand and darken, making a
Duration: Instant wall of darkness up to 36 metres wide, 6
Save: Standard metres deep and 9 metres high. The wall
PPE: 30 of darkness block line of sight, and
The victim's abdomen appears to bloat to ranged attacks and spells may not be
an enormous size during the casting of done across it. All enemies must make a
the spell. At the end of the spell the successful test against Sanity to enter the
caster must cut open the victim's darkness.
abdomen, allowing the blood and bile
soaked vermin within to escape from
their body to attack all those directed so
by the caster. The exploding chest
wound kills the victim of course. The
number of rats that are given birth by the
caster equal 10 x the caster's ME and
they all spread out to attack. Each rat has
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Atonement Benediction
Level: 3 Level: 2
Range: Line of sight Range: Line of sight
Duration: Instant Duration: 3 rounds per 5 ME
Save: None Save: None
PPE: 15 PPE: 10
This spell is used by the caster to remove When raising up a Benediction the
the burden of unwilling or unknown recipient (who must be specified
deeds from the person who is the subject beforehand and may not be yourself) is
of the atonement. The spell removes the
110
blessed and gains double their normal not even if they are very hungry. It also
attacks per melee. This Prayer may also prevents magical food from spoiling.
be used to counteract a Curse.
Blinding Light
Bless/ Curse Level: 4
Level: 3 Range: Line of sight
Range: 1 metre per ME radius Duration: 3 rounds per 5 ME
Duration: 1 day per ME or until air runs Save: None
out PPE: 20
Save: Standard Holding the candle with both hands, the
PPE: 15 Wizard starts to chant. Magically a pure
Upon uttering the bless spell, the caster white flame starts burning with growing
raises the morale of friendly creatures by intensity, until the light becomes so
+1 per 3 ME. Furthermore, it raises their strong that the candle cannot be watched
strike rolls by +1 per 5 ME. This spell directly. This blinding light is an
can be reversed to curse an enemy which incredible distraction to all enemies , but
lowers morale -1 per 3 ME and strike by allies seem not to be bothered at all by it.
-1 per 5 ME. The Blinding Light affects all enemies
within the line of sight of the Wizard,
Bless Grave who suffer a –5 penalty to all strikes
Level: 6 (both for close combat and ranged
Range: Touch attacks). Moreover the Wizard may not
Duration: Instant be the target of any missile fire as it is
Save: None impossible to aim in his direction.
PPE: 30
This spell renders the contents of a grave Cleanse
useless to necromancers. A dead body in Level: 2
a blessed grave is rendered unusable; it Range: Line of sight
is just the same as dirt. If some undead Duration: Instant
resides within a grave hit with this spell, Save: None
it will be dispelled (destroyed, killed, PPE: 10
banished from the world). This spell will This spell immediately cleans anything it
not affect an undead not in a grave. is cast on as if the person had just had a
long soak in a bath. It also removes any
Bless Meal leeches or other infestations on the skin.
Level: 3
Range: Touch Combine
Duration: +1 day per ME Level: 2
Save: None Range: Touch
PPE: 15 Duration: 1 round per ME
This spell prevents the spoilage of food Save: None
and drink due to time. As well it changes PPE: 10
the aspect of the material so that pests Using this spell, three to five casters
like rats and other vermin will not combine their abilities so that one of
consume or even gnaw on the material them casts spells and turns undead at an
enhanced level. The highest level caster
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(or one of them, if two or more are tied This spell causes the caster's attributes to
for highest) stands alone, while the temporarily increase and match that of
others join hands in a surrounding circle. any one opponent (unless they are
The central mage casts the combine already higher). This affects PS, PP, PE,
spell. He temporarily gains one level for SPD, AR and SDC.
each mage in the circle as well as all the
PPE from each mage. The level increase Create Food and Water
affects turning undead and spell details Level: 7
that vary with the caster's level. Note Range: All within circle
that the central caster gains no additional Duration: 4 rounds per 5 ME
spells and that the group is limited to his Save: Standard
current spell knowledge. The encircling PPE: 35
mages must concentrate on maintaining When this spell is cast, the user causes
the combine effect. If any of them has food and/or water to appear. The food
his concentration broken, the combine created is highly nourishing, and he can
spell ends immediately. If the combine create up to 1 square metre per 4 ME.
spell is broken while the central mage is
in the act of casting a spell, that spell is Cure/ Cause Blindness
ruined just as if the caster was disturbed. Level: 8
Spells cast in combination have the full Range: All within circle
enhanced effect, even if the combine is Duration: 1 day per ME
broken before the duration of the Save: Standard
enhanced spell ends. PPE: 40
By touching the creature afflicted, the
Conscience caster employing the spell can
Level: 5 permanently cure most forms of
Range: Line of sight blindness. Its reverse, cause blindness,
Duration: 1 round per ME requires a successful touch upon the
Save: Standard victim, and if the victim then makes the
PPE: 25 saving throw, the effect is negated.
The victim of this spell is struck by
pangs of conscience and remorse. He Cure/ Cause Critical Wounds
will relive all of his worst sins and break Level: 5
down, start crying and beg for mercy Range: All within circle
until the spell expires. Even if the victim Duration: 1 day per ME
does save he will be -3 on all rolls for Save: None
the next round. From third level on the PPE: 25
attack also causes the victim to vomit The cure critical wounds spell is a very
until the attack ceases. potent version of the cure light wounds
spell. The caster lays his hand upon a
Conviction creature and heals 2 hit points of damage
Level: 6 from wounds or other damage per ME.
Range: Line of sight The spell does not affect creatures
Duration: 1 round per ME excluded in the cure light wounds spell
Save: None explanation. Its reverse, cause serious
PPE: 30 wounds, operates in the same fashion as
112
other cause wounds spells. Caused manner; and if a person is avoiding this
wounds heal as do wounds of other sorts. touch, a melee combat "to hit" die is
rolled to determine if the cleric's hand
Cure/ Cause Disease strikes the opponent and causes such a
Level: 8 wound. Note that cured wounds are
Range: Touch permanent only insofar as the creature
Duration: Instant does not sustain further damage, and that
Save: None caused wounds will heal -or can be
PPE: 40 cured -just as any normal injury will.
The caster cures most diseases including
those of a parasitic, bacterial, or viral Cure/ Cause Serious Wounds
nature by placing his or her hand upon Level: 5
the diseased creature. The affliction Range: All within circle
rapidly disappears thereafter, making the Duration: 4 rounds per 5 ME
cured creature whole and well in from 1 Save: None
turn to 1 week, depending on the kind of PPE: 30
disease and the state of its advancement Upon laying his or her hand upon a
when the cure took place. The reverse of creature, the caster causes 1 hit points of
the cure disease spell is cause disease. wound or other injury damage per ME to
To be effective, the caster must touch the be healed. This healing will affect only
intended victim, and the victim must fail those creatures listed in the cure light
the saving throw. The disease caused wounds spell explanation. Cause serious
will begin to affect the victim in 1-6 wounds, the reverse of the spell, operates
turns, causing the afflicted creature to similarly to the cause light wounds spell,
lose 1 hit point per turn, and 1 point of the victim having to be touched first.
strength per hour, until the creature is at
10% of original hit points and strength, Cure Undeath
at which time the afflicted is weak and Level: 10
virtually helpless. Range: Touch
Duration: Instant
Cure/ Cause Light Wounds Save: Standard
Level: 3 PPE: 50
Range: All within circle This spell restores back to full humanity
Duration: 4 rounds per 5 ME anyone who had been magically or
Save: None supernaturally altered into a Vampire,
PPE: 15 Werewolf, Wraith, Zombie, etc.
Upon laying his or her hand upon a
creature, the caster causes 1 hit points of Danger Sense
wound or other injury damage per 2 ME Level: 2
to the creature's body to be healed. This Range: Self
healing will not affect creatures without Duration: 4 rounds per 5 ME
corporeal bodies, nor will it cure wounds Save: None
of creatures not living or those which PPE: 10
can be harmed only by iron, silver, and The Wizard intones an invocation of
for magical weapons. Its reverse, cause warning and protection and his eyes
light wounds, operates in the same become surrounded with a gentle pale
113
but within a 3 metre per 5 ME radius receive benefits from this spell recipients
instead suffer 5D6 damage. This spell must be adjacent). All within the group
may also be cast on a slain comrade, or are fully healed.
on any corpse, making it impossible to
raise it as an Undead creature. Heal Scar
Level: 1
Flagellance Range: Touch
Level: 5 Duration: Instant
Range: Self Save: None
Duration: 1 round per ME PPE: 5
Save: None This instantly removes any scars and
PPE: 30 restores any PB which was lost as a
For every 1 damage inflicted on the result of it.
caster he temporarily gains +1 SDC. eg.
12 damage would equal +12 SDC. Heal/Harm
Level: 8
Goodberry Range: N/a
Level: 4 Duration: Instant
Range: Touch Save: None
Duration: Until consumed PPE: 40
Save: None The very potent heal spell enables the
PPE: 20 user to wipe away disease and injury in
Casting a goodberry spell upon a handful the creature who receives the benefits of
of freshly picked berries makes all of the spell. It will completely cure any and
them magical. The caster (as well as any all diseases and/or blindness of the
other caster of the same faith) can recipient and heal all hit points of
immediately discern which berries are damage suffered due to wounds or
affected. A detect magic spell discovers injury. It dispels the feeblemind spell.
this also. Berries with the magic either Naturally, the effects can be negated by
enable a hungry creature of later wounds, injuries, and diseases. The
approximately man-size to eat one and reverse, harm, infects the victim with a
be as wellnourished as if a full normal disease and causes loss of all hit points,
meal were eaten, or else cure D6 SDC of as damage, leaving only 1%, if a
physical damage from wounds or other successful touch is inflicted.
similar causes. The spell will affect as
many berries as the caster can hold in his Heal Sprain
hands. Level: 1
Range: Touch
Group Heal Duration: Instant
Level: 9 Save: None
Range: Line of sight PPE: 5
Duration: Instant This spell heals sprains, torn ligaments,
Save: Standard for half damage and other minor injuries to tendons,
PPE: 50 muscles, and ligaments and immediately
Huddling in a group the caster utters the cancels their crippling effects.
incantation of this powerful spell (to
116
the duration of the spell. Inflammable capture or attack unless they roll
creatures receive an additional D6 successful saving throws vs. spell. Its
damage while flammable creatures effects last for 3D4 turns.
receive +3D6 damage. Flammable Pain - Creatures affected suffer -5
objects struck will be set aflame. The penalties to their attack rolls and -3
sword of cleansing flame has great penalties to their PP ability scores due to
power against Daemons and supernatural wracking pains. The effects last for
beings causing +4D6 damage. Also 2D10 turns.
Daemons and elementals hit by the Persuasion - Creatures seeing the symbol
cleansing flame must save or be become friendly to the caster who
banished instantly. scribed the symbol for D20 turns unless
a saving throw vs. spell is successful.
Holy Rain
Level: 8 Holy Water
Range: Line of sight Level: 2
Duration: 4 rounds per 5 ME Range: Touch
Save: Standard for half damage Duration: 1 week per ME
PPE: 40 Save: None
When this spell is cast a rain of holy PPE: 10
water comes down over the area This transmutation imbues 1 litre of
designated by the caster. Any evil water per ME with positive energy,
creatures in the area of effect take 1 turning it into holy water which can
damage per 2 ME of the caster straight harm evil supernatural creatures.
to SDC. For undead and evil entities the
damage is 1 per ME. Creatures wounded Holy Word
by the spell cannot regenerate the Level: 10
damage suffered. Range: Line of sight
Duration: Instant
Holy Symbol Save: Standard
Level: 8 PPE: 50
Range: Line of sight Uttering a holy word spell creates magic
Duration: 1 round per ME of tremendous power. It drives off evil
Save: Standard for half damage creatures from other planes, forcing
PPE: 40 them to return to their own planes of
The priest casting this spell inscribes a existence, provided they are not already
glowing symbol in the air or upon any there. Creatures so banished cannot
surface, according to his desire. Any return for at least 1 day per ME. The
creature looking at the completed spell further does D6 damage per ME to
symbol must roll a successful saving any undead (physical or spirit) and evil
throw vs. spell or suffer the effect. The entities.
particular symbol used is selected by the
caster at the time of casting. The caster Hydrate
will not be affected by his own symbol. Level: 3
It has the following effects: Range: Touch
Hopelessness - Creatures seeing it must Duration: Instant
turn back in dejection or surrender to Save: Standard
118
those of the caster's enemies suffer -1 conjured by spells or similar magic are
per 3 ME penalties. likewise hedged from the character.
few moments the eyelids flicker and remains asleep permanently until woken.
open. The recently-dead ally is restored A sleeping creature can be woken by any
to life at 1 SDC. comrade next to him, but the waker must
spend a full turn shaking the sleeper into
Righteous Anger wakefulness and cannot do anything else
Level: 4 at the same time. A sleeping creature can
Range: Line of sight be struck with a +6 bonus to strike, and
Duration: 3 rounds per 5 ME the striker adds 2D6. The blow(s) then
Save: None wake the sleeper, if the creature is still
PPE: 20 alive.
The recipient is filled with a Divine
wrath and gains +5 to hit and +2 to do a The Spear of Light
critical. Level: 9
Range: Line of sight
Sanctuary Duration: Instant
Level: 10 Save: Standard for half damage
Range: 3 metre radius PPE: 50
Duration: 3 rounds per 5 ME The Wizard flings the dust in the air and
Save: None his continuous chanting causes it to
PPE: 50 coalesce into a spear forged of pure,
A sanctuary is then created that extends shimmering light. He then points his
for a 3 metre radius of the clergyman. finger towards a single enemy, hurling
No ally in this sanctuary is subject to the spear at it. The Spear of Light may
attack or an enemy spell. Allies are target any enemy in direct line of sight,
unaffected, and may attack and cast regardless of the range. It automatically
spells as usual. Enemies starting within hits and causes 5D6 against it as normal.
the sanctuary are hurled out to the If the target is an Undead creature or
nearest available space and take D6 Daemon 10D6 are rolled instead as the
damage. forces of light tear them apart.
By touching the creature afflicted, the turns, causing the afflicted creature to
caster employing the spell can lose 1 hit point per turn, and 1 point of
permanently cure most forms of strength per hour, until the creature is at
blindness. Its reverse, cause blindness, 10% of original hit points and strength,
requires a successful touch upon the at which time the afflicted is weak and
victim, and if the victim then makes the virtually helpless.
saving throw, the effect is negated.
Cure/ Cause Light Wounds
Cure/ Cause Critical Wounds Level: 3
Level: 5 Range: All within circle
Range: All within circle Duration: 4 rounds per 5 ME
Duration: 1 day per ME Save: None
Save: None PPE: 15
PPE: 25 Upon laying his or her hand upon a
The cure critical wounds spell is a very creature, the caster causes 1 hit points of
potent version of the cure light wounds wound or other injury damage per 2 ME
spell. The caster lays his hand upon a to the creature's body to be healed. This
creature and heals 2 hit points of damage healing will not affect creatures without
from wounds or other damage per ME. corporeal bodies, nor will it cure wounds
The spell does not affect creatures of creatures not living or those which
excluded in the cure light wounds spell can be harmed only by iron, silver, and
explanation. Its reverse, cause serious for magical weapons. Its reverse, cause
wounds, operates in the same fashion as light wounds, operates in the same
other cause wounds spells. Caused manner; and if a person is avoiding this
wounds heal as do wounds of other sorts. touch, a melee combat "to hit" die is
rolled to determine if the cleric's hand
Cure/ Cause Disease strikes the opponent and causes such a
Level: 7 wound. Note that cured wounds are
Range: Touch permanent only insofar as the creature
Duration: Instant does not sustain further damage, and that
Save: None caused wounds will heal -or can be
PPE: 40 cured -just as any normal injury will.
The caster cures most diseases including
those of a parasitic, bacterial, or viral Cure/ Cause Serious Wounds
nature by placing his or her hand upon Level: 6
the diseased creature. The affliction Range: All within circle
rapidly disappears thereafter, making the Duration: 4 rounds per 5 ME
cured creature whole and well in from 1 Save: None
turn to 1 week, depending on the kind of PPE: 30
disease and the state of its advancement Upon laying his or her hand upon a
when the cure took place. The reverse of creature, the caster causes 1 hit points of
the cure disease spell is cause disease. wound or other injury damage per ME to
To be effective, the caster must touch the be healed. This healing will affect only
intended victim, and the victim must fail those creatures listed in the cure light
the saving throw. The disease caused wounds spell explanation. Cause serious
will begin to affect the victim in 1-6 wounds, the reverse of the spell, operates
130
similarly to the cause light wounds spell, wall of fire can bum it away in a single
the victim having to be touched first. round.
Deafness Deeppockets
Level: 8 Level: 3
Range: 1 metre per 2 ME radius Range: Self
Duration: 1 day per ME Duration: 1 round per ME
Save: Standard Save: Standard
PPE: 40 PPE: 15
The deafness spell causes the recipient to This spell enables the caster to specially
become totally deaf and unable to hear prepare a garment so as to hold far more
any sounds. The victim is allowed a than it normally could. A finely sewn
saving throw vs. spell. An affected gown or robe of high quality material is
creature has a -1 penalty to its surprise fashioned so as to contain numerous
rolls unless its other senses are unusually hand sized pockets; 1 per ME. The
keen. deeppockets spell then enables these
pockets to hold a total of 100 pounds
Death Fog (five cubic feet in volume) as if it were
Level: 10 only 10 pounds of weight. Furthermore
Range: 1 metre per 2 ME radius there are no discernible bulges where the
Duration: 1 round per ME special pockets are. Each special pocket
Save: Standard is actually an extradimensional holding
PPE: 50 space. If the spell duration expires while
The casting of a death fog spell creates there is material within the enchanted
an area of solid fog that has the pockets, or if a successful dispel magic
additional property of being highly is cast upon the enchanted garment, all
acidic. The vapours are deadly to living the material suddenly appears around the
things, so that vegetation exposed to wearer and immediately falls to the
them will die-grass and similar small ground. The caster can also cause all the
plants in two rounds, bushes and shrubs pockets to empty with a single
in four, small trees in eight, and large command.
trees in 16 rounds. Animal life not
immune to acid suffers damage Detect Charm
according to the length of time it is Level: 1
exposed to the vapours of a death fog, as Range: 1 metre per ME radius
follows: 1st round: D4, 2nd round: 2D4, Duration: 1 round per ME
3rd round: 3D4, 4th and each succeeding Save: None
round: 4D4. The death fog otherwise PPE: 5
resembles the 2nd-level fog cloud: When used by a caster this spell will
rolling, billowing vapours that can be detect whether or not a person or
moved only by a very strong wind. Any monster is under the influence of a
creature attempting to move through the charm spell.
death fog progresses at a rate of but one
foot per unit of normal movement rate Detect/ Undetectable Lie
per round. A gust of wind spell cannot Level: 1
affect it. A fireball, flame strike, or a Range: Self
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normal basis. He can turn and become possible, considering its nature, i.e.
invisible, move in this state, and appear crafted of the highest quality material
again next round and cast a spell, and with the finest workmanship. The
disappearing on the following round. item to be prepared must be touched
Note that when turned the caster cannot manually by the spell caster. This
be affected by any form of attack. touching must be constant and continual
during the casting time which is a base
Earthquake 16 hours plus an additional 8-64 hours
Level: 8 (as the user may never work over 8
Range: 10 metres per 2 ME radius hours per day, and haste or an other
Duration: 1 round per ME spells will not alter time required in any
Save: None way, this effectively means that casting
PPE: 40 time for this spell is 2 days + 1-8 days).
When this spell is cast a local tremor of
fairly high strength rips the ground. The All work must be uninterrupted, and
shock is over in one melee round. The during rest periods the item being
earthquake affects all terrain, vegetation, enchanted must never be more than 1’
structures, and creatures in its locale. distant from the spell caster, for if it is,
Effects are as follows: the whole spell is spoiled and must be
Cove or cavern collapses roof begun again. (Note that during rest
Cliffs crumble causing landslide periods absolutely no other form of
Ground cracks open, causing creatures to magic may be performed, and the user
fall in and be killed as follows: must remain quiet and in isolation.) At
Marsh drains water off to form muddy, the end of the spell, the caster will
rough ground “know” that the item is ready for the
Tunnel caves in final test. He will then pronounce the
Vegetation wither, trees are uprooted final magical syllable, and if the item
and fall makes a saving throw (which is exactly
All structures -Sustain from 6D10 points the same as that of the magic-user who
of structural damage; those taking full magicked it) versus magic, the spell is
damage are thrown down in rubble completed. (Note that the spell caster’s
saving throw bonuses also apply to the
Enchant Item item, up to but not exceeding +3.)
Level: 10
Range: 1 metre per 2 ME radius A result of 1 on the D20 always results
Duration: 1 round per ME in failure, regardless of modifications.
Save: Standard Once the spell is finished, the user may
PPE: 50 begin to place the desired dweomer upon
This is a spell which must be used by a the item, and the spell he plans to place
caster planning to create a magic item. on or within the item must be cast within
The enchant an item spell prepares the 24 hours or the preparatory spell fades,
object to accept the magic to be placed and the item must again be enchanted.
upon or within it. The item to be Each spell subsequently cast upon an
magicked must meet the following tests: object bearing an enchant an item spell
1) it must be in sound and undamaged requires 4 hours + 4-8 additional hours
condition; 2) the item must be the finest per spell level of the magic being cast.
134
Again, during casting the item must be spell duration lasts until the time limit
touched by the magic- user, and during based on the level of experience of the
rest periods it must always be within 1’ user casting it expires, i.e. 40 rounds (4
of his or her person. turns) in the case of an 8th level magic-
user.
This procedure holds true for any
additional spells placed upon the item, Energy Sword
and each successive dweomer must be Level: 8
begun within 24 hours of the last, even if Range: 1 metre per 2 ME radius
any prior spell failed. No magic placed Duration: 1 round per ME
on or into an item is permanent unless a Save: Standard
permanency spell is used as a finishing PPE: 40
touch, and this always runs a risk of Upon casting this spell, the user brings
draining a point of constitution from the into being a shimmering sword-like
magic-user casting the spell. It is also plane of force. The spell caster is able to
necessary to point out that while it is mentally wield this weapon (to the
possible to tell when the basic (enchant exclusion of activities other than
an item) spell succeeds, it is not possible movement), causing it to move and
to tell if successive castings actually strike as if it were being used by a
take, for each must make the same sort fighter. The basic chance for the Sword
of saving throw as the item itself made. to hit is the same as the caster's. The
naturally items that are charged -rods, sword has no magical strike bonuses, but
staves, wands, javelins of lightning, ring it can hit any sort of opponent, even
of wishes, etc. -can never be made those normally struck only by +3
permanent. Scrolls or magic devices can weapons or astral, ethereal or out of
never be used to enchant an item or cast phase; and it will penetrate any armour
magic upon an object so prepared. rating on a roll of 17-20. It inflicts D6
per 2 ME hit points on opponents of
Enchanted Weapon man-size or smaller, and 5-30 on
Level: 7 opponents larger than man-sized. It can
Range: Touch be used to subdue. It lasts until the spell
Duration: 1 round per ME duration expires, a dispel magic is used
Save: None successfully upon it or its caster no
PPE: 40 longer desires it.
This spell turns an ordinary weapon into
a magical one which will do injury to the Enlarge/ Reduce
supernatural, including any ethereal. Level: 6
Thus arrows, axes, bolts, bows, daggers, Range: 1 metre per ME radius
hammers, maces, spears, swords, etc. Duration: 1 round per ME
can be made into enchanted weapons. Save: Standard
Two small (arrows, bolts, daggers, etc.) PPE: 30 +10 per each +10% of growth
or one large (axe, bow, hammer, mace, or shrink
etc.) weapon can be affected by the This spell causes instant growth of a
spell. Note that successful hits by creature or object in both size and
enchanted missile weapons cause the weight. It can be cast upon only a single
spell to be broken, but that otherwise the creature or object. The effect of the
135
enlargement spell is to increase the size thus holding them fast for the duration of
of a living creature (or a symbiotic or the spell. If any creature in the area of
community entity) by 1% per ME. The effect makes its saving throw, the effect
maximum volume of living material of the spell is to slow its movement by
which can be initially affected is 10 50% for the spell duration.
cubic feet for non-living matter, 5 cubic
feet per ME of the user. While magical Erase
properties are not increased by this spell Level: 1
a huge +1 sword is still only +1, a staff- Range: Touch
sized wand is still only capable of its Duration: Permanent
normal functions, a giant-sized potion Save: None
merely requires a greater fluid intake to PPE: 5
make its magical effects operate, etc. The erase spell removes writings of
weight, mass and strength are. either magical or mundane nature from a
scroll or one or two pages or sheets of
Thus a table blocking a door would be paper, parchment or similar surfaces. It
heavier and more effective; a hurled will not remove explosive runes or a
stone would have more mass (and be symbol (see these spells hereafter),
more hurtful providing enlargement took however.
place just prior to impact); chains would
be more massive; doors thicker; a thin Exorcise
line turned to o sizable, longer rope; and Level: 4
so on. Likewise, a person 12' tall would Range: 1 metre per ME radius
be as an ogre, while an 18' tall person Duration: Instant
would actually be a giant for the Save: None
duration of the spell. The reverse spell, PPE: 20
reduce, will negate the effects or actually The spell of exorcism will negate
make creatures or objects smaller in the possession of a
same ratios as the regular spell creature or an object by any outside or
application functions. Unwilling victims supernatural force. This includes control
of the spell, or its reverse, are entitled to of a creature by some force in an object,
a saving throw, which, if successful, possession by magic jar spell, demonic
indicates the magic does not function, possession, curse, and even charm, for
and the spell is wasted. the exorcise spell is similar to a dispel
magic spell. Furthermore, it will affect a
Entangle magical item if such is the object of the
Level: 1 exorcism. Thus a soul object of any sort
Range: 1 metre per ME radius which comes under successful exorcism
Duration: 1 round per ME will make the life force of the creature
Save: None concerned wholly inhabit its nearest
PPE: 5 material body, wholly and completely.
By means of this spell the user is able to The exorcise spell, once begun, cannot
cause plants in the area of effect to be interrupted, or else it is spoiled and
entangle creatures within the area. The useless.
grosses, weeds, bushes, and even trees
wrap, twist, and entwine about creatures,
136
By use of this spell, the user is enabled PPE: 20 +10 for each additional D6
to find the shortest, most direct route that damage
he is seeking, be it the way to or from or A fireball is an explosive burst of flame
out of a locale. The locale can be which detonates with a low roar and
outdoors or underground, a trap or even delivers D6 damage per ME of the caster
a maze spell. The spell will enable the plus and additional D6 per 10 PPE spent.
user to select the correct direction which Besides causing damage to creatures, the
will eventually lead him or her to egress, fireball ignites all combustible materials
the exact path to follow (or actions to within its burst radius, and the heat of
take), and this knowledge will persist as the fireball will melt soft metals such as
long as the spell lasts. gold, copper, silver, etc. Items exposed
to the spell's effects must be rolled for to
Find Traps determine if they are affected. Those
Level: 1 who make saving throws manage to
Range: 1 metre per ME radius dodge, fall flat or roll aside, taking half
Duration: 1 round per ME damage each and every one within the
Save: None blast area.
PPE: 5
When a user casts a find traps spell, all Fire Shield
traps concealed normally or magically of Level: 5
magical or mechanical nature become Range: Self
visible to him or her. Duration: 1 round per ME
Save: None
Fire Seeds PPE: 25
Level: 6 By casting this spell the user appears to
Range: Touch immolate himself or herself, but the
Duration: Until thrown flames are thin and wispy, shedding light
Save: None equal only to half that of a normal torch
PPE: 30 (15’ radius of dim light). Any creature
This spell can be cast to transform up to striking the spell caster with body or
1 acorn per ME into special grenade like hand-held weapons will inflict normal
missiles that can be hurled. An attack damage upon the user, but the attacker
roll is required to strike the target, and will take double the amount of damage
proficiency penalties are added. Each so inflicted. The flames are hot, and any
acorn burn upon striking any hard cold-based attacks will be saved against
surface, causing D6 damage per 3 ME at -2 on the dice, and either half normal
and ignite any combustible materials damage or no damage will be sustained.
within a 1 metre diameter of the point of
impact. Firestorm/ Firequench
Level: 8
Fireball Range: 1 metre per ME radius
Level: 4 Duration: Instant
Range: Line of sight Save: Standard
Duration: Instant PPE: 40
Save: Standard When a fire storm spell is cast, the
whole area is shot through with sheets of
139
roaring flame that equal a wall of fire inflict normal damage +1 per ME of fire
spell in effect. Creatures within the area damage.
of fire and 10 feet or less from the edge
of the affected area receive D8 per ME Flame Strike
damage. Creatures that roll successful Level: 5
saving throws vs. spell suffer only one- Range: 1 metre per ME radius
half damage. The reverse spell, fire Duration: 1 round per ME
quench, smothers twice the area of effect Save: Standard
of a fire storm with respect to normal PPE: 25
fires, and the normal area of effect with When the user calls down a flame strike
respect to magical fires. spell, a column of fire roars downward
in the exact location called for by the
Fire Trap caster. If any creature is within the area
Level: 6Range: 1 metre per 2 ME radius of effect of a flame strike, it must make a
Duration: 1 round per ME saving throw. Failure to make the save
Save: Standard means the creature has sustained D8 per
PPE: 30 ME of damage; otherwise it takes half
Any closable item (book, box, bottle, damage.
chest, coffer, coffin, door, drawer, and
so forth) is affected by a fire trap spell, Flight
but the item so trapped cannot have a Level: 1
second spell such as hold portal or Range: Self
wizard lock placed upon it. A knock Duration: 1 minute per ME
spell will not affect a fire trap in any Save: None
way as soon as the offending party PPE: 5
enters/touches, the trap will discharge. This spell enables the user to bestow the
The caster can use the trapped object power of magical flight. The creature
without discharging it. When the trap is affected is able to move vertically and/or
discharged there will be an explosion horizontally at a rate of SPD 1 per ME
and all creatures within this area must (half that if ascending, twice that if
make saving throws versus magic. descending in a dive).
Damage is D4 per 2 ME.
Floating Disc
Flame Arrow Level: 2
Level: 2 Range: 1 metre per 2 ME radius
Range: Touch Duration: 1 round per ME
Duration: 1 round per ME Save: None
Save: None PPE: 10
PPE: 10 With this spell, the caster creates the
Once the user has cast this spell, he is circular plane of null-gravity which is
able to touch one arrow or crossbow bolt concave, 3' in diameter, and holds 1,000
(quarrel) per segment for the duration of gold coin weight per ME of the user
the flame arrow. Each such missile so casting the spell. The disc floats at
touched becomes magic, although it approximately 3' above the ground at all
gains no bonuses "to hit". Fiery missiles times and remains level likewise. It
maintains a constant interval of 6'
140
it or until he, she or it attacks any portcullis). The spell will perform two
creature. Thus, the spell caster or functions, but if a door is locked, barred,
recipient could open doors, talk, eat, and held, opening it will require two
climb stairs, etc., but if any form of knock spells.
attack is made, the invisible creature
immediately becomes visible, although Levitate
this will allow the first attack by the Level: 3
creature because of the former Range: 1 metre per 2 ME radius
invisibility. Even the allies of the spell Duration: 1 round per ME
recipient cannot see the invisible Save: Standard
creature, or his, her or its gear, unless PPE: 15
these allies can normally see invisible When a levitate spell is cast, the user can
things or employ magic to do so. place it upon his or her person, or upon
some other creature, subject to a
Jump maximum weight limit of 1,000 gold
Level: 1 pieces equivalence per ME. If the spell is
Range: 1 metre per 2 ME radius cast upon the person of the he can move
Duration: 1 round per ME vertically at a rate of 20' per round. If
Save: None cast upon another creature, the magic-
PPE: 5 user can levitate it at a maximum
When this spell is cast, the individual is vertical movement of 10'per round.
empowered to leap up to 1 metre per ME Horizontal movement is not empowered
forward or 1 metre per 2 ME straight by this spell, but the recipient could push
upward. along the face of a cliff, for example, to
move laterally. The spell caster can
Knock cancel the spell as desired. If the
Level: 1 recipient of the spell is unwilling, that
Range: 1 metre per 2 ME radius creature is entitled to a saving throw to
Duration: 1 round per ME determine if the levitate spell affects it.
Save: None
PPE: 5 Light/Dark
The knock spell will open stuck or held Level: 1
or wizardlocked doors. It will also open Range: Line of sight
barred or otherwise locked doors. It Duration: 1 round per ME
causes secret doors to open. The knock Save: None
spell will also open locked or trick- PPE: 5
opening boxes or chests. It will loose This spell causes excitation of molecules
shackles or chains as well. If it is used to so as to make them brightly luminous.
open a wizard-locked door, the knock The light thus caused is equal to torch
does not remove the former spell, but it light in brightness. The light spell is
simply suspends its functioning for 1 reversible, causing darkness in the same
turn. In all other cases the knock will area and under the same conditions,
permanently open locks or welds except the blackness persists for only
although the former could be closed and one-half the duration that light would
locked again thereafter. It will not raise last.
bars or similar impediments (such as a
147
occurrence of a specified event. The the creature pointed at. The message
magic mouth can speak any message of must fit spell duration, and if there is
2 words per ME or less in a language time remaining, the creature who
known by the spell caster, over a 1 turn received the message can whisper a
period from start to finish. It cannot reply and be heard by the spell caster.
speak magic spells. The mouth moves to Note that there must be an open and
the words articulated, so if it is placed unobstructed path between the spell
upon a statue, for example, the mouth of caster and the recipient of the spell.
the statue would actually move and
appear to speak. Of course, the magic Meteor Swarm
mouth can be placed upon a tree, rock, Level: 9
door or any other object excluding Range: 1 metre per ME
intelligent members of the animal or Duration: 1 round per ME
vegetable kingdoms. The spell will Save: Standard
function upon specific occurrence PPE: 50
according to the command of the spell A meteor swarm is a very powerful and
caster. spectacular spell which is similar to a
fireball in many aspects. When it is cast,
Mending 1 sphere per 2 ME spring from the
Level: 3 outstretched hand of the user and streak
Range: 1 metre per 2 ME radius in a straight line up to the distance
Duration: Permanent demanded by the spell caster, up to the
Save: None maximum range. Any creature in the
PPE: 15 straight line path of these missiles will
This spell repairs small breaks in receive the full effect of the missile, or
objects. It will weld a broken ring, chain missiles, without benefit of a saving
link, medallion or slender dagger, throw. The "meteor" missiles leave a
providing but one break exists. Ceramic fiery trail of sparks, and each bursts as a
or wooden objects with multiple breaks fireball. The spheres each do D4 per 3
can be invisibly rejoined to be as strong ME bursting in a diamond or box
as new. A hole in a leather sack or pattern. Each has a half a metre per ME
wineskin is completely healed over by a diameter area of effect. A saving throw
mending spell. This spell will not repair for each area of effect will indicate
magic items of any kind. whether full hit points of damage, or half
the indicated amount of damage, will be
Message sustained by creatures within each area.
Level: 1
Range: Line of sight Mind Blank
Duration: Instant Level: 8
Save: None Range: Self or touch
PPE: 5 Duration: 1 round per ME
When this spell is cast the user can Save: Standard
whisper a message and secretly, or PPE: 40
openly, point his or her finger while so When the very powerful mind blank
doing, and the whispered message will spell is cast, the recipient is totally
travel in a straight line and be audible to protected from all devices and/or spells
149
The recipient of the spell will remain in strength of the new form must be
the new plane until sent forth by some sufficient to allow normal movement.
like means. If several persons link hands The spell caster can change his or her
in a circle, up to 1 person per ME can be form as often as desired, the change
affected by the plane shift at the same requiring only 5 segments.
time. An unwilling victim must be
touched in order to be sent thusly; and in Protection from Missiles
addition, the creature also is allowed a Level: 9
saving throw, and if the latter is Range: Self or touch
successful the effect of the spell is Duration: 1 round per ME
negated. Save: None
PPE: 50
Polymorph Other By means of this spell the user bestows
Level: 9 total invulnerability to hurled and
Range: Touch projected missiles such as arrows, axes,
Duration: 1 round per ME bolts, javelins, small stones and spears.
Save: Standard Furthermore it causes a reduction of 1
PPE: 50 from each die of damage inflicted by
The polymorph other spell is a powerful large and/or magical missiles such as
magic which completely alters the form ballista missiles, catapult stones, and
and ability, and possibly the personality magical arrows, bolts, javelins, etc. Note
and mentality, of the recipient. It then however that this spell does not convey
acquires all of the form and abilities of any protection from such magical attacks
the creature it has been polymorphed as fireballs, lightning bolts, or magic
into. missiles.
recourse to the use of the read magic curse, and it should be similar in power
spell. The reverse of the spell, to those shown.
unreadable magic, makes such writing
completely unreadable to any creature, Remove/Cause Fear
even with the aid of a read magic, until Level: 8
the spell wears off or the magic is Range: Touch
dispelled. Duration: Instant
Save: None
Regenerate PPE: 40
Level: 10 By touch the user instills courage in the
Range: Touch spell recipient removing any magically
Duration: Instant or otherwise induced fear. The reverse of
Save: None the spell, cause fear, causes the victim to
PPE: 50 flee in panic at maximum movement
When a regenerate spell is cast, body speed away from the caster for 1 round
members (fingers, toes, hands, feet, per ME of the caster causing such fear.
arms, legs, tails, or even the heads of Of course, cause fear can be countered
multi-headed creatures), bones, or by remove fear and vice versa.
organs will grow back. The process of
regeneration requires but 1 round if the Resist Cold
member(s) severed is (are) present and Level: 6
touching the creature, D8 turns Range: Self or touch
otherwise. Duration: 1 round per ME
Save: None
Remove/Cause Curse PPE: 30
Level: 10 When this spell is placed on a creature
Range: Touch it’s body is inured to cold. The recipient
Duration: Permanent can stand zero degrees Celsius without
Save: Standard discomfort, even totally nude. Any
PPE: 50 damage sustained is one-quarter of
Upon casting this spell the user is damage normal from that attack form.
usually able to remove a curse whether it
be on an object, a person, or in the form Resist Fire
of some undesired sending or evil Level: 6
presence. Note that the remove curse Range: Self or touch
spell will not affect a cursed shield, Duration: 4 rounds per 5 ME
weapon or suit of armour, for example, Save: None
although the spell will typically enable PPE: 30
the person afflicted with any such cursed When this spell is placed upon a creature
item to be rid of it. The reverse of the it's body is toughened to withstand heat,
spell bestow curse lowers one ability of and boiling temperature is comfortable.
the victim to 3 (your GM will determine The recipient of the resist fire spell can
which by random selection); reduce the even stand in the midst of very hot or
victim’s “to hit” and saving throw by -4; magical fires such as those produced by
make the victim to drop whatever he is red-hot charcoal, a large amount of
holding. It is possible to devise his own burning oil, flaming swords, fire storms,
153
creatures during the spell duration, but The caster brings into existence a field
he must speak separately to each type. of force which is shaped vaguely like a
hammer. This area of farce is hammer-
Speak with Plants sized, and as long as the user who
Level: 1 invoked it concentrates upon the
Range: Self or touch hammer, it will strike at any opponent
Duration: 1 minute per ME within its range as desired. The force
Save: None area strikes as a magical weapon equal
PPE: 5 to one plus per 3 levels of experience of
When cast a speak with plants spell the spell caster for purposes of being
enables the user to converse, in very able to strike creatures, although it has
rudimentary terms, with all sorts of no magical plusses whatsoever "to hit",
living vegetables. He can question plants and the damage it causes when it scares
as to whether or not creatures have a hit is D6 per 3 ME.
passed through them, cause thickets to
part to enable easy passage, require Sticks to Snakes/ Snakes to Sticks
vines to entangle pursuers, and similar Level: 4
things. Range: 1 metre radius per ME
Duration: 1 round per 2 ME
Spider Climb Save: None
Level: 1 PPE: 20
Range: Self or touch By means of this spell the user is able to
Duration: 1 round per ME change 1 stick to a snake for each ME.
Save: None These snakes will attack as commanded
PPE: 5 by the user. There must, of course, be
A spider climb spell enables the sticks or similar pieces of wood (such as
recipient to climb and travel upon torches, spears, etc.) to turn into snakes.
vertical surfaces just as a giant spider is Note that magical items such as staves
able to do, i.e. at 3" movement rote, or and spears which are enchanted are not
even hang upside down from ceilings. affected by the spell. Only sticks within
Note that the affected creature must have the area of effect will be changed. The
bare hands and feet in order to climb in reverse changes snakes to sticks for the
this manner. During the course of the duration appropriate, or it negates the
spell the recipient cannot handle objects sticks to snakes spell.
which weigh less than 50 g.p., for such
objects will stick to the creature's Stinking Cloud
hands/feet, so a caster will find it Level: 4
virtually impossible to cast spells if Range: 1 metre per 3 ME radius
under a spider climb dweomer. Duration: 1 round per ME
Save: Standard
Spiritual Hammer PPE: 20
Level: 5 When a stinking cloud is cast, the user
Range: Line of sight causes a billowing mass of nauseous
Duration: 1 round per ME vapours to come into being anywhere
Save: Standard for half damage within line of sight of his position. Any
PPE: 25 creature caught within the cloud must
156
suggestion, i.e., it must be spoken in a within the sunray’s area of effect receive
language which the spell recipient D6 points of damage per ME. In
understands. The suggestion must be addition, the ultraviolet light generated
worded in such a manner as to make the by the spell inflicts damage on fungoid
action sound reasonable; a request creatures and subterranean fungi just as
asking the creature to stab itself, throw if they were undead.
itself onto a spear, immolate itself, or do
some other obviously harmful act will Telekinesis
automatically negate the effect of the Level: 8
spell. However, a suggestion that a pool Range: 1 metre per ME radius
of acid was actually pure water, and a Duration: 1 round per ME
quick dip would be refreshing, is another Save: Standard
matter; or the urging that a cessation of PPE: 40
attack upon the user‘s party would By means of this spell the user is able to
benefit a red dragon, for the group could move objects by force of will, moving
loot a rich treasure elsewhere through them mentally. The telekinesis spell
co-operative action, is likewise a causes the desired object to move
reasonable use of the spell’s power. If vertically or horizontally. Movement is
the recipient creature makes its saving 2" the first round, 4" the second, 8' the
throw, the spell has no effect. Note that a third, 16" the fourth, and so on, doubling
very reasonable suggestion will cause each round until a maximum telekinetic
the saving throw to be made at a penalty movement of 1,024" per round is
(such as -1, -2, etc.) at the discretion of reached. Note that telekinesis can be
your GM. Undead are not subject to used to move opponents who fall within
suggestion. the weight capacity of the spell, but if
they are able to employ as simple a
Sunray counter-measure as an enlarge spell, for
Level: 5 example (thus making the body weight
Range: 1 metre per ME radius go over the maximum spell limit), it is
Duration: 1 round per ME easily countered. Likewise, ambulation
Save: Standard or some other form of motive power if
PPE: 25 the recipient of the spell is not able to
With this spell the caster can evoke a ambulate, counters the effect of
dazzling beam of light each round in telekinesis, provided the velocity has not
which no action other than movement is reached 16" per round.
performed. The sunray is like a ray of
natural (plus special) sunlight. All Teleport
creatures in the area of effect must roll Level: 9
successful saving throws vs. spell or be Range: Known area or line of sight
blinded for D4 rounds, those using Duration: Instant
infravision at the time for 2D8 rounds. Save: None
Creatures to whom sunlight is harmful or PPE: 50
unnatural suffer permanent blindness if When this spell is used the user instantly
the saving throw is failed, and are transports himself along with a certain
blinded for 2D6 rounds if the saving amount of additional weight (which is
throw is successful. Undead caught upon or being touched by the caster) to a
158
This spell enables the user to make it By casting this spell, the user creates a
sound as if his voice or someone's voice billowing wall of misty vapours in any
or similar sound is issuing from area within the spell range. The wall of
someplace else, such as from another fog obscures all sight, normal and
creature, a statue, from behind a door, infravision, beyond two feet. The caster
down a passage, etc. The caster is able to may create less vapour if he wishes. The
make his voice sound as if a different wall must be a roughly cubic or
creature were speaking or making the rectangular mass, at least ten feet wide in
noise; of course, in a language known by its smallest dimension. The duration can
him or her, or a sound which the caster be halved by a moderate wind, and they
can normally make. With respect to such can be blown away by a strong wind.
voices and sounds, there is a 10% chance
per point of intelligence above 12 of the Wall of Force
hearer that the ruse will be recognized. Level: 6
Range: 1 metre per ME radius
Wall of Fire Duration: 1 round per ME
Level: 8 Save: Standard
Range: 1 metre per ME radius PPE: 30
Duration: 1 round per ME A wall of force spell creates an invisible
Save: Standard barrier in the locale desired by the caster,
PPE: 40 up to 30 centimetres high x 1 metre per
The wall of fire spell brings forth a ME long. The wall of force cannot move
blazing curtain of magical fire. The wall and is totally unaffected by most spells,
of fire inflicts D4 damage per ME upon including dispel magic. But a
any creature passing through it. disintegrate spell will immediately
Creatures within 1 metre of the wall take destroy it, as will a rod of cancellation or
10% damage. Creatures especially a sphere of annihilation. Likewise, the
subject to fire may take additional wall of force is not affected by blows,
damage, and undead always take twice missiles, cold, heat, electricity, etc.
normal damage. Only the side of the Spells and breath weapons cannot pass
wall away from the spell caster will through it in either direction, although
inflict damage. The spell creates a sheet dimension door, teleport, and similar
of flame up to 2 metres square per ME, effects can bypass the barrier. The caster
or as a ring with a radius of up to 1 can if desired form the wall into a
metre per ME, and a height of 30 spherical shape with a radius up to 30
centimetres per ME. The former is centimetres per ME.
stationary, while the latter moves as the
user moves. Wall of Ice
Level: 4
Wall of Fog Range: 1 metre per ME radius
Level: 1 Duration: Until melts
Range: 1 metre per ME radius Save: None
Duration: 1 round per ME PPE: 20
Save: Standard When this spell is cast, a sheet of strong,
PPE: 5 flexible ice is created. The wall is
primarily defensive, stopping pursuers
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and the like. The wall is one inch thick Duration: 1 round per ME
per ME of the user, and covers a 1" Save: None
square area per ME. Any creature PPE: 20
breaking through the ice will suffer 2 hit The wall of thorns spell creates a barrier
points of damage per inch of thickness of very tough, pliable green tangled
of the wall, fire-using creatures will brush bearing needle-sharp thorns as
suffer 3 hit points, cold-using creatures long as a person's finger. Any creature
only 1 hit point when breaking through. breaking through (or merely impacting
If this spell is cast to form a horizontal upon) the wall of thorns takes 8 hit
sheet to fall upon opponents, it has the points of damage plus an additional
same effect as an ice storm's hail stones amount of hit points equal to the caster's
in the area over which it falls. Magical ME. The wall will be 30 centimetres per
fires such as fireballs and fiery dragon ME high x 1 metre per ME long. If the
breath will melt a wall of ice in 1 round, wall of thorns is chopped at, it will take
though they will cause a great cloud of at least 4 turns to cut a path through a 1"
steamy fog which will last 1 turn, but thickness. Normal fire will not harm the
normal fires or lesser magical ones will barrier, but magical fires will burn away
not hasten its melting. the barrier in 2 turns with the effect of
creating a wall of fire while doing so.
Wall of Iron
Level: 6 Water/Air Breathing
Range: 1 metre per 2 ME radius Level: 1
Duration: Instant Range: Self or touch
Save: None Duration: 1 round per ME
PPE: 30 Save: None
When this spell is cast, user causes a PPE: 5
vertical iron wall to spring into being. The recipient of a water breathing spell
Typically, this wall is used to seal off a is able to freely breathe underwater for
passage or close a breach, for the wall the duration of the spell. The reverse, air
inserts itself into any surrounding breathing, allows water breathing
material if its area is sufficient to do so. creatures to comfortably survive in the
The wall of iron is one quarter of an inch atmosphere for an equal duration.
thick per ME of the spell caster. The
user is able to evoke an area of iron wall Web
15 square feet for each ME. If the wall is Level: 4
created in a location where it is not Range: 1 metre per 2 ME radius
supported, it will fall and crush any Duration: 1 round per ME
creature beneath it. The wall is Save: Standard
permanent, unless attacked by a dispel PPE: 20
magic spell, but subject to all forces a A web spell creates a many layered mass
normal iron wall is subject to, i.e. rust, of strong, sticky strands similar to spider
perforation, etc. webs, but far larger and tougher. These
masses must be anchored to two or more
Wall of Thorns points; floor and ceiling, opposite walls,
Level: 4 etc. diametrically opposed. The web
Range: 1 metre per ME radius spell covers a maximum area of 8 cubic
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inches, and the webs must be at least 1" sends visual information to him or her.
thick, so a mass 4" high, 2" wide, and 1" The wizard eye travels at 3" per round,
deep may be cast. Creatures caught viewing an area ahead as a human would
within webs, or simply touching them, or 1" per round examining the ceiling
become stuck amongst the gluey fibres. and walls as well as the floor ahead and
Creatures with less than 13 strength must casually viewing the walls ahead. The
remain fast until freed by another or wizard eye can "see" with infravision at
until the spell wears off. Creatures with up to 60' distant in brightly lit areas. The
strength between 13 and 17 can break wizard eye can travel in any direction as
through 1' of webs per turn. Creatures long as the spell lasts.
with 18 or greater strength break through
1' of webs per round. (N.B. Sufficient Wizard Lock
mass equates to great strength in this Level: 6
case, and great mass will hardly notice Range: Touch
webs.) Strong and huge creatures will Duration: 1 day per ME
break through 1' of webs per segment. It Save: Standard
is important to note that the strands of a PPE: 30 +5 per additional day
web spell are flammable. Any fire; torch, When a wizard lock spell is cast upon a
flaming oil, flaming sword, etc. will set door, chest or portal, it magically locks
them alight and burn them away in a it. The wizard-locked door or object can
single round. be opened only by breaking, a dispel
magic, or a knock spell.
Wind Walk
Level: 2 Word of Recall
Range: Self or touch Level: 7
Duration: 1 hour per ME Range: N/a
Save: Standard Duration: Instant
PPE: 10 Save: None
This spell enables the caster and possibly PPE: 35
one or two other persons, to alter the The word of recall spell takes the caster
substance of his or her body to cloud- instantly back to his sanctuary when the
like vapours. A magical wind then wafts word is uttered. The sanctuary must be
the user along at a speed of up to 60" per specifically designated in advance by the
turn, or as slow as 6" per turn, as the caster. It must be a well known place,
spell caster wills. Persons wind 'walking but it can be any distance from him,
are not invisible but appear misty and above or below ground. The user is able
are transparent. to transport in addition to himself 250
gold pieces weight cumulative per ME.
Wizard Eye
Level: 1 Wraith Form
Range: 1 metre per ME radius Level: 4
Duration: 1 round per ME Range: Self or touch
Save: None Duration: 1 round per ME
PPE: 5 Save: Standard
When this spell is employed the caster PPE: 20
creates an invisible sensory organ which
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Burnout
Level: 10
Range: Line of sight
Duration: Instant
Save: Standard
PPE: 50
This spell forces every spell in the
target's arsenal to be cast all at once,
using up their entire PPE and essentially
frying the person's mind. While none of
the spells work properly the light show
is pretty.
Courage
Level: 3
Range: See below
Duration: 4 rounds per 5 ME
Save: Standard for half damage
PPE: 15
Gathering all his fellow companions
around him the Wizard waves an
enchantment of fury and courage, filling
their hearts with unreasoning rage so that
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they will never back off, even when distinct resonance can be felt if someone
confronted with the most terrifying of comes near the area of effect. If someone
creatures. All will be totally immune to attempts to scry through the Interference
the effects of fearsome monsters, as well the caster only feels an unpleasant
as all pacifying spells (such as Sleep, overwhelming interference created by
Tranquillity, Peace, etc). the spell. The Interference spell can be
destroyed only by a successful dispel
Deep Fear magic.
Level: 3
Range: Line of sight Dream Armour
Duration: 4 rounds per 5 ME Level: 2
Save: Standard Range: Line of sight
PPE: 20 Duration: 4 rounds per 5 ME
This spell calls up a memory or image of Save: None
the target's most terrifying dream. He PPE: 10
will be unable to do anything until the This spell may only be cast in the
dream elapses. dreamscape and gives the caster armour
while there. The armour has a SDC
Disillusion value equal to the caster's ME x10.
Level: 4
Range: See below Dream Monster
Duration: 4 rounds per 5 ME Level: 4
Save: Standard for half damage Range: Line of sight
PPE: 20 Duration: 4 rounds per 5 ME
The Wizard may use this spell to spread Save: None
doubt and uncertainty among his PPE: 20
opponents. He bellows the incantation of This spell permits the caster to create a
power this spell requires, and the monster in the dreamscape. It will obey
moment he finishes, his enemies begin its creator completely.
to doubt their cause, and are thoroughly
disheartened. They become aware of Dream Story
their own mortality and are resigned to Level: 6
the fact they will be killed. All enemies Range: Line of sight
are -4 on all combat rolls and saves. Duration: 2 rounds per ME
Save: Standard
Divination Interference PPE: 30
Level: 6 This spell requires the caster to
Range: 3 metres radius per ME construct, in his mind, a dream. Once the
Duration: 1 round per ME dream is constructed it may be targeted
Save: None as a spell or bound into other dream
PPE: 30 spells. The caster then enters into the
This spell creates massive interferences mind of the subject and implants that
that disturb and block all attempts to use dream sequence within the subject's
divination in or through the area that is imagination. If the subject is asleep
protected by the spell. The Interference during the spell effect, the subject has
cannot be detected through magic but a the dream immediately. If the subject is
164
awake, the subject has the dream the first night and an additional -1 each
next time he falls asleep. The subject night of no sleep after that, cumulative.
may unconsciously attempt to resist the As the ME continues to drop the
dream sending. A successful test means character will become irritable, unable to
the subject remains asleep and dreaming, concentrate, unstable and eventually
but is aware that he's having a dream. psychotic.
The subject may then choose to wake up
and interrupt the dream, or continue to Dreamscape Levitation
observe the dream in a conscious Level: 1
manner. Range: Self
Duration: 4 rounds per 5 ME
A failed test means the subject Save: None
remembers the dream after he awakes, PPE: 5
and is convinced that the dream is his This spell allows the caster to fly in the
own, and that it has some deep dreamscape.
significance. The caster maintains a
telepathic link with the dreamer for the Dreamscape Teleportation
duration of the dream, seeing everything Level: 5
he experiences. This can be useful into Range: Unlimited
tricking information out of someone. It Duration: Instant
can also be used to send a series of Save: None
bogus divine visions. The subject may or PPE: 25
may not be convinced that these divine This spell allows the caster to instantly
visions are genuine, but if he does not teleport to anywhere in the dreamscape
believe them genuine, he may suspect that desire. If separated from friends can
some malign force within himself teleport straight to them.
producing the visions. It can also be used
to send a series of dreams featuring Dreamscape World
horrible atrocities performed by midgets Level: 10
for example. This could eventually lead Range: Inapplicable
to a phobia or even hatred for midgets. Duration: 1 day per ME
Save: None
Dreamless PPE: 50
Level: 5 This spell permits the caster to imagine
Range: Line of sight and then create his own realm within the
Duration: Instant dreamscape. The caster must fit this
Save: Standard dreamworld into the dreamscape by
PPE: 25 making entrances and exits that do not
This spell causes its target to skip disrupt the geometry of the dreamscape
dreaming during his next sleep. If a too much. The caster might, for
character does not dream in a number of example, add a door in a wall that opens
days exceeding one third of his ME he onto their dream realm, or make a road
must save versus insanity or lose a point fork and lead off the map into their
of ME for one day. The victim will addition to the dreamscape. The size of
continue losing ME until he starts the dreamworld is limited only by the
dreaming again. The save is -1 after the caster's imagination. The caster may
165
ignoring all pain, ready to face his foes reversed by dream healing if it is done
with renewed energy as his soul is filled before the character awakens.
with vigour and enthusiasm. By means
of this spell the Wizard way heal all Hypnopedia
SDC. Level: 4
Range: Line of sight
Guardian Duration: Instant
Level: 9 Save: None
Range: Line of sight PPE: 20
Duration: 1 hour per ME This spell requires the caster to
Save: None construct, in his mind, a dream that
PPE: 50 demonstrates and teaches a skill he has.
The caster must pick and visualize a Once the dream is constructed, for a
particular equipment set and attitude for given skill it may be targeted as a spell
person on whom the spell is cast. The or bound into other dream spells. The
spell creates a copy of the target, as targeted individual will experience the
visualized, that exists in the targets dream the next several times they sleep.
dreams. It use the target's stats and may No more than the initial percentage of
have dream images of any equipment the skill may be learned in this manner.
long used by and familiar to the target.
The guardian attacks anything hostile Journey in Dreams
that invades the target's dreams and may Level: 6
move into the dreamscape near the Range: Inapplicable
target's dreams to attack things Duration: Special
influencing dreams, e.g. the guardian can Save: None
go after a mage throwing an Eavesdream PPE: 30
spell. The caster may, with agreement of This spell shifts the caster, bodily, into
two people and ability to reach the the dreamscape. The caster may wake up
dreamscape, take a guardian from one and renter the waking world at any time
person's dream to another (both must be but his body appears at the real world
dreaming), effectively transferring the location corresponding to his current
guardian. position in the dreamscape. The spell is
considered to end when the caster re-
Heal Dreams enters the waking world.
Level: 3
Range: Line of sight Mass Dream
Duration: Instant Level: 2
Save: None Range: 1 metre radius per ME
PPE: 15 Duration: Until awaken normally
This spell causes a dream self of a Save: None
material creature or a dream monster to PPE: 20
heal any damage taken. This spell only This spell causes the target to share their
works in the dreamscape and only heals next dream with everyone who is asleep
damage done on the dreamscape; the within the area of effect. This spell may
exception is that damage done to the be cast with a spell that causes or
body by a Real Dream spell may modifies dreams to cause the mass
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dream to be the dream caused by the mirror realm a gate opens into the
other spell. process is sufficiently weird to appear
random. Gates opened in one part of the
Mass Sleep dreamscape do open repeatedly into the
Level: 5 same place in the mirror realm.
Range: 1 metre per ME
Duration: Special Nightmare
Save: Standard Level: 4
PPE: 25 Range: Line of sight
This spell causes all within the area of Duration: Until awaken
effect that can sleep to go to sleep. If Save: Standard
they have a reason not to fall asleep then PPE: 20
they get a save vs spell, at +3 if in This spell causes its target to have a
combat or other high adrenaline type nightmare the next time they dream.
situations. The sleep lasts as long as it This spell may be cast with other spells
would normally or 10 minutes that create or cause dreams to make
(whichever is longer), unless the subject those dreams a nightmare. A nightmare
is vigorously awakened. A character that is different from other dreams in that is
takes damage will wake up immediately. terrifies the dreamer, to some degree
independent of its content. This
Mind Control nightmare will awaken the dreamer or
Level: 7 completely disrupt their sleep. The
Range: Line of sight dreamers PE goes down by 10% during
Duration: 4 rounds per 5 ME the 12 hours after a nightmare. If the
Save: Standard person in question has a nightmare the
PPE: 35 next time they sleep then the PE goes
The caster can control 1 enemy for the down again by 10% of the maximum. A
duration. good nights sleep restores a 10% block.
A fluffy cloud takes on the shape of a and missile fire suffers a penalty of one
chariot or wagon and hardens, allowing half. Sailing becomes difficult as well.
it to be pulled by animals. It can hold up
to one person per ME. A cloud must be Gale Force (49-80 kph): At this level
present for this to work. flying becomes impossible by any
natural means or by man-sized creatures.
Cloud Weapon Missile fire is impossible. Small ships
Level: 2 may be capsized. Small creatures are
Range: Line of sight pinned down. Creatures weighing less
Duration: 1 round per ME than 50 pounds caught in the path of the
Save: None cyclone must make Agility feet rolls or
PPE: 10 be caught up in the cyclone. If successful
A fluffy cloud descends into the caster's they are instead throw out of the path in
hand. It then takes on the shape of a a random direction suffering 2D8 points
weapon and hardens able to do 1 point of of damage.
damage per ME. A cloud must be
present for this to work. Storm (81-112 kph): Winds of this speed
impede flying for all sizes of creatures.
Cyclone Trees of small size are uprooted, and
Level: 10 roofs are torn from houses. Man-sized
Range: Line of sight and smaller creatures caught in the path
Duration: 4 rounds per 5 ME of the cyclone, must make successful
Save: None Agility Feat Rolls against the Skill rank
PPE: 50 of the caster or be caught up into the
Casting this spell creates a tornado-like cyclone. If the are successful they are
structure of wind that can be controlled thrown free in a random direction and
by the caster. The structure will suffer 3D8 points of damage.
automatically be twice as tall as it is
wide. It will have a 1 metre radius per Hurricane: (113-288 kph): Winds of this
ME +2 metres per level anywhere in line speed are devastating. All creatures
of sight with a rotational speed of 10kph smaller than the cyclone caught in the
per ME +5kph per level. path of the cyclone must make
Breeze (1-16 kph): This speed is hardly successful PP rolls or be caught up into
noticeable, but will sweep away any the cyclone. If the are successful they are
gases of any sort. thrown free in a random direction and
suffer 4D8 points of damage. All
Strong Wind (17-32 kph): Winds of this creatures who are caught up into the
speed are more noticeable and may cyclone will remain their until the
affect missile fire. Vision may be duration of the spell. When the spell
impaired as well from dust storms, ends they will suffer falling damage
depending on the terrain. according to the height of the cyclone,
unless they may fly free. Also, anyone
Violent Wind (18-48 kph): This wind caught in the path of the cyclone as
speed drives any small flying creatures strong as gale force or more must make
(birds of eagle size or less) from the sky, successful PS rolls or lose any items in
their hands.
174
This spell affects all within your line of Hold Air Elemental
sight, including yourself. All affected Level: 8
have their SPD doubled. Range: Line of Sight
Duration: 1 round per ME
Harden Air Save: None
Level: 6 PPE: 40
Range: Line of sight This spell permits the caster to paralyze
Duration: 4 rounds per 5 ME an air elemental.
Save: None
PPE: 30 Lethal Vapours
This spell turns air into a substance with Level: 4
the strength of sandstone. It adds +10 Range: Line of sight
SDC per ME. The air still looks like air. Duration: 4 rounds per 5 ME
The shape hardened must be relatively Save: Standard for half damage
simple unless the caster takes a long PPE: 20
time visualizing said shape first. The air This spell summons up a cloud of awful,
will not become more massive as a result poisonous vapours. They do 1 damage
of this spell. Objects encased in this hard per ME per round of poison damage.
air may still breathe.
Lightning Aura
Heal Air Elemental Level: 6
Level: 2 Range: Self or touch
Range: Line of Sight Duration: 4 rounds per 5 ME
Duration: Instant Save: Standard for half damage
Save: None PPE: 30
PPE: 10 +1 per SDC This spell surrounds the caster in a
This spell fully heals an air elemental. lightning aura. Any touching him take
D6 per 2 ME.
Hermes
Level: 10 Lightning Bolt
Range: Self Level: 8
Duration: 1 round per ME Range: Line of sight
Save: None Duration: Instant
PPE: 50 Save: Standard for half damage
This spell transforms the caster into an PPE: 40
air elemental for the duration. He is not With a clap of thunder a bolt of searing
susceptible to the various control and lightning leaps from the Wizard’s
summoning spells and need not eat or outstretched palms, incinerating all those
breathe. If the caster is hit with a dismiss unfortunate enough to find themselves in
air elemental spell this will end the its path. This spell may be cast in a
Hermes spell rather than banishing the horizontal, vertical, or diagonal
caster to the plane of air. The caster has direction. The bolt will travel in a
any wind damage he takes halved. He straight line until it strikes a wall or
has all the standard powers of an air closed door. It will inflict 5D6 damage
elemental. on all that stand in its path.
176
This spell transforms the caster into an reduced to one quarter (round down). All
earth elemental for the duration. He is combat rolls are modified by -4.
not susceptible to the various control and
summoning spells and need not eat or Earth Rise
breathe. If the caster is hit with a dismiss Level: 3
earth elemental spell this will end the Range: Normal throwing distance
Demeter spell rather than banishing the Duration: Until strikes something
caster to the plane of earth. The caster Save: None but can dodge by rolling
has any physical damage he takes over 12
halved. He has all the standard powers of PPE: 15
an earth elemental. This spell infuses one pebble with a
massive amount of Earth Magic. This
The Dwellers Below pebble can then be thrown at any one
Level: 3 character you can "see". In mid-flight,
Range: Line of sight this pebble will transform into a boulder
Duration: 4 rounds per 5 ME without changing velocity. This boulder
Save: Standard, use to dodge tentacles will do 4D6 damage to whatever is
PPE: 15 struck.
Deadly, slimy tentacles emerge suddenly
from the ground under the target. They Earth Sight
grab any enemy within a 36mtr radius of Level: 1
the caster. Victims may not move and Range: Line of Sight
are -6 in combat. Duration: 1 round per ME
Save: None
Earth Fist PPE: 5
Level: 8 This spell allows the caster to see 1 inch
Range: Self through stone or earth per ME.
Duration: 4 rounds per 5 ME
Save: None Earth Sink
PPE: 40 Level: 1
By drawing on the primal powers of Range: Line of sight
Earth, the caster causes his or her fist to Duration: Instant
turn into extremely dense rock. When Save: None
attacking with an Earth Fist, the PPE: 5 per square metre
character does 9D6 damage. Treat as a This spell is the opposite of Earth Rise,
blunt weapon. and can be used to rob one pile of rocks
of its vital essence. This pile will then
Earthquake shrink in size until it is no more than a
Level: 3 pile of pebbles.
Range: 36 metre radius
Duration: 2 rounds per 5 ME Earth Wall
Save: None Level: 4
PPE: 15 Range: Line of sight
The earthshaking scatters objects and Duration: See below
forces everyone to make PP rolls to Save: None
remain standing. All movement is PPE: 20
181
Armour of Embers
Level: 6
Range: Self or touch
Duration: 1 rounds per ME or until
depleted
Save: None
PPE: 30
185
+D4 per 3 ME. This however can be This spell allows the caster to send
regulated by the caster. So if he could messages via fire.
normally do +4D4 then he can choose to For the spell to work the caster must
do anywhere between +D4 to +4D4. prepare a fire at least the size of a small
campfire and he must know the general
Extended Fireball location of the fire to which he wishes to
Level: 5 send his message. Anyone within sight
Range: Line of Sight of the target fire can see a fiery image of
Duration: Instant the written message. But if nobody is
Save: Standard for half damage near the fire then the spell fails.
PPE: 25 + 5 per round held
This spell is identical to Fireball but for Fire Shield
every round that the caster holds onto Level: 2
the fireball its damage increases by +D6. Range: Line of Sight
Can hold onto the fireball for maximum Duration: 4 rounds per 5 ME
of 1 round per 3 ME. Save: Standard for half damage
PPE: 10
Fireball This spell may be cast on any character,
Level: 5 including yourself. It forms a protective
Range: Line of Sight barrier of fire around that character. Any
Duration: Instant other character who steps within it
Save: Standard for half damage suffers D6 damage per 4 ME of caster.
PPE: 25
This spell affects a 9 metre radius area. Fire Sight
Any character in this area suffers 4D6 Level: 1
damage. Range: Line of Sight
Duration: 4 rounds per 5 ME
Fire Hearing Save: None
Level: 1 PPE: 5
Range: Line of Sight This spell allows the caster to use any
Duration: 4 rounds per 5 ME fire source as an extension of his sight.
Save: None For any fire source that is locked on to,
PPE: 5 he can see all that is within a 1 metre per
This spell allows the caster to use any ME radius of the fire.
fire source as an extension of his
hearing. For any fire source that is Fire Stream
locked on to, he can hear all that is Level: 6
within a 1 metre per ME radius of the Range: Line of Sight
fire. Duration: 1 round of damage per 5 ME
Save: Standard for half damage
Fire Message PPE: 30
Level: 1 A stream of liquid fire erupts from the
Range: Line of Sight caster's fingertips. This spell may be cast
Duration: 4 rounds per 5 ME on any one target the caster can see.
Save: None Damage is affected by distance:
PPE: 5 1 metre = 6D6
188
Wall of Fire
Level: 5
Range: Line of Sight
Duration: Until dispelled or extinguished
Save: Standard for half damage
PPE: 25
The caster builds up a sizzling wall of
fire of (1 metre per ME length x1 metre
per 2 ME of height x 1 metre per 4 ME
of depth). The wall does 4D6 to any
stepping through it. The wall of fire
blocks line of sight.
Weld
Level: 5
Range: Touch
Duration: Instant
Save: None
PPE: 25
191
Condemned Shelter
17. elemental void Level: 4
Range: Touch, 1 metre per 5 ME area
magicana Duration: Permanent
The void is the element that is in Save: None
opposition to all others. It is virtually PPE: 20 +1 per damage point inflicted
unknown because it is so hard to This spell transforms the wall, beams
manipulate and often kills researchers. and roof in the affected area making
The Void, as the elemental plane of them old, rusting and about to collapse.
vacuum is called, is virtually empty.
There are creatures in it but they are Disintegration Shield
memories or potentials until they Level: 4
encounter matter or energy at which Range: Self
point they become active and regain Duration: 1 round per ME
their material existence, voraciously Save: None
consuming that matter. PPE: 20 +1 per damage point inflicted
This spell transforms the recipient's PPE
Anti PPE into ablative armour against
Level: 10 disintegration or energy damage (but not
Range: Line of sight fire). The number of points of protection
Duration: Instant is equal to how much damage is
Save: Standard for half damage inflicted. Each time damage is done an
PPE: 50 equal amount of PPE is drained from the
This spell causes PPE within a living caster, until he no longer has enough.
creature to transform into void doing 1
point of damage per PPE in the target. Gravity Crush
Level: 6
Breathe in Vacuum Range: Line of sight
Level: 2 Duration: 1 round per ME +1 per level
Range: Self Save: Standard
Duration: 5 minutes per ME PPE: 30
Save: None This spell causes every one in a 1 square
PPE: 10 metre radius per ME to feel their
This spell allows the mage to breath personal gravity increase 6 fold.
clean air even in a void or hostile
environment. Hades
Level: 10
Calm of the Void Range: Self
Level: 1 Duration: 1 round per ME
Range: Special Save: None
Duration: 1 hour per ME PPE: 50
Save: None This spell transforms the caster into a
PPE: 5 void elemental for the duration. He is not
This spell calms the caster and creates a susceptible to the various control and
sense of inner peace. Useful when trying summoning spells and need not eat or
to remain calm in a highly stressful breathe while in contact with the void. If
situation.
192
Void Portal
Level: 10
Range: Line of sight
Duration: 1 round per ME
Save: Standard
PPE: 50
This spell opens a portal into the void
through which the caster may throw
enemies to a horrible fate. The pull is
equal in PS to the caster's ME.
Void Shield
Level: 10
Range: Self
Duration: Instant
Save: None
PPE: 50
This spell summons up a force shield of
void energy shaped to the caster's whim.
It does D6 of disintegration damage per
ME to anything touching it, including
projectiles and energy attacks.
Wall of Nothing
Level: 7
Range: Line of sight
Duration: 4 rounds per 5 ME
Save: Standard
PPE: 40
This spell allows the caster to summon
up a wall of nothingness shaped to his
whim. It can be up to (1 metre per ME
length x1 metre per 2 ME of height x 1
metre per 4 ME of depth). Spells and
magic items will not work while within
195
Blizzard Chill
Level: 3 Level: 1
Range: Line of Sight Range: Touch
Duration: Instant Duration: Instant
Save: Standard for half damage Save: None
PPE: 15 PPE: 2
This spell may be cast on any one This spell causes D6 of SDC damage to
character, pelting him with icicle blades. anyone adjacent to the spellcaster.
It will inflict 3D6 of damage.
Cloud of Healing
Breathe under Water Level: 8
Level: 1 Range: Line of Sight
Range: Line of Sight Duration: Instant
Duration:1 round per ME Save: None
Save: None PPE: 40
PPE: 5 This spell will create a cloud of healing
This spell allows the recipient to draw vapours which will totally heal all the
oxygen from the water as fish do. SDC of everyone within 3 metres per 5
ME radius.
Buoyancy
Level: 2
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Frostbite Hydroblast
Level: 4 Level: 2
Range: Line of Sight Range: Line of Sight
Duration: Instant Duration: Instant
Save: Standard Save: None
PPE: 20 PPE: 10
This spell causes the victim's hands and This spell may be cast on anyone in your
feet to get frostbitten, as if from line of sight, blasting it with a vortex of
exposure to extreme cold. The victim water. The victim takes 3D6 in damage.
gets a save against this effect, but it must
be made at -2. When affected by Ice Armour
Frostbite the victim will fight with -4 Level: 3
and -40% on all rolls. These effects Range: Line of Sight
persist until the victim's extremities are Duration:1 round per ME
defrosted either by magical healing or Save: None
heat. Note that any extremity in a PPE: 15
frostbitten state for more than 3 hours This spell may be cast on any one
could potentially become gangrenous. character who is wearing armour. That
characters armour's SDC is doubled, and
Glowing Longitude absorbs the effects of fire spells.
Level: 1
Range: Line of Sight Ice Arrow
Duration:1 round per ME Level: 3
Save: None Range: Line of Sight
PPE: 5 Duration: Until used
This spell creates writing in any body of Save: Standard for half damage
water that tells the caster what his exact PPE: 15
latitude and longitude is. The caster can create an arrow of ice
from any water source he touches. He
Heal Water Elemental then picks a target within sight and the
Level: 2 arrow flies towards it. The arrow does
Range: Line of Sight D4 per 3 ME +1 point per level.
Duration: Instant
Save: None Ice Phasing
PPE: 10 +1 per SDC Level: 3
This spell fully heals a water elemental. Range: Line of Sight
Duration:1 round per ME
Hold Water Elemental Save: None
Level: 8 PPE: 15
Range: Line of Sight
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surrounded by a bubble of air. This This spell can turn anything in a body of
bubble will rise to the surface unless the water invisible. In the case of a ship,
caster concentrates on staying at the everything aboard would become
same depth. Under no circumstances can invisible for the duration. The displaced
the caster direct the bubble to descend, water will also be hidden by this spell.
nor can it hold more than the caster.
Silent Waters
Repair Breach Level: 1
Level: 1 Range: 1 metre per 2 ME radius
Range: Line of Sight Duration: 1 minute per ME
Duration: 1 hour per ME Save: Standard
Save: None PPE: 5
PPE: 5 This spell, provides the caster and/or a
The caster can temporarily repair any number of others with a personal aura of
one hole in the ship’s hull. The hole can silence which extends 1 metre per 2 ME
be up to 1 square inch per ME, +1 per radius from the recipient’s body. The
level. aura absorbs sound, and renders the
recipient invisible to sonar. Spellcasters
Sailor's Blessing are unable to use their powers under the
Level: 4 effects of this spell, although already-
Range: Touch cast spell will function normally. A
Duration: 1 hour per ME saving throw is permitted for unwilling
Save: None recipients of this spell. Silent Waters can
PPE: 20 be used offensively, silencing enemy
This spell alters the molecular spellcasters, if desired.
configuration of a boat or similar vessel,
and keeps it upright in any weather. The Sleep
boat will not sink or capsize despite the Level: 1
wildest storms, and only magic can Range: Line of Sight
dictate otherwise. Duration: Until save
Save: Standard
Sea Blade PPE: 5
Level: 3 This spell puts a victim into a deep
Range: Touch sleep. The spell can be broken at once or
Duration: 1 minute per ME on a future turn by a save. May not be
Save: None used against the undead.
PPE: 15
This spell turns a pile of water into a Slick
sword which does D6 damage per 4 ME. Level: 1
Range: Line of Sight
Sea Cloak Duration: Until evaporates
Level: 8 Save: None
Range: Line of Sight PPE: 2
Duration:1 round per ME The caster selects a 3-18mtr radius he
Save: None can see; this section is covered with a
PPE: 40 slick of water and is very slippery. Any
203
Veil of Mist
Level: 3
Range: Line of Sight
Duration: 1 round per ME
Save: None
PPE: 15
This spell may be cast on anyone hero.
On the recipient's next move, they are
covered by a veil of mist and may move
unseen.
Water Transport
Level: 10
Range: Special
Duration: Instant
Save: None
PPE: 50
This spell lets the caster enter the water
at one point and leave it at a distant point
of his choosing, so long as the water is
of sufficient body to contain him. The
destination must either be within line of
sight, a place well known to the person
or a location which have an image of. If
the caster is hazy as per his destination,
his arrival point will be likewise hazy.
Water Whip
Level: 3
Range: Touch
Duration: 1 round per ME
Save: Standard
PPE: 15
With this spell, the caster causes a
crystal clear blue whip to form in his
hand - the weapon is made entirely of
206
Save: None
19. faerie PPE: 20
This spell covers each magic user in the
magicana spell caster's party with an aura which
Druids and Rangers embrace a vitalistic will double the effect of the next spell
vision of nature in which the whole cast.
world contains an amount of magical
fluid that gives life and fertility to Age Plant
everything, and that is present in large Level: 3
amount in the element of water. In fact Range: Line of sight
the Earth is seen as a living being, where Duration: Instant
the rivers and streams act as the means Save: None
by which this life-force flows to feed all PPE: 15
creatures and plants. They believe that This spell enables the caster to affect the
violence is the entity that most interferes aging of any plant, seed or tree. The
with the serenity of life, and for this process can operate either forward or
reason have an unsurpassed arsenal of backward, causing flowers to blossom,
calming and pacifying spells. Everything seeds to sprout and grow, and trees to
must be free to manifest to the full its bear fruit; or fruit to turn to blossoms,
wish to live, from plants and animals to trees to become saplings, and new shoots
molds and fungus. Druids construct to turn to seeds. The change in age,
circles of stone monoliths in the either forward or backward, is chosen by
countryside to channel their magic in the mage at the time of casting. The
yearly rituals they perform to bring changes associated with normal or
fertility to the soil. In fact Faerie magic reversed growth occur instantaneously.
is tightly linked to the flow of the Plants can be altered in age up to 5 years
seasons, as its energy flows freely in per ME of the caster.
spring, only to hide in the deepest
recesses of trees during the winter. Alter Plant
Level: 1
Absorb Range: Self
Level: 5 Duration: 1 round per ME
Range: Line of sight Save: None
Duration: 1 day per 5 ME PPE: 5
Save: None The caster can change any plant of one
PPE: 25 type into any other type with which he is
This spell is cast on any one item familiar (includes fruits and vegetables).
containing silver. This item will then
function temporarily as a "Spell Ring", Ambush
being able to absorb the effects of one Level: 1
spell cast upon or around the character Range: Self
holding the item. Duration: 1 round per ME
Save: None
After Clap PPE: 5
Level: 4
Range: Line of sight
Duration: See below
207
The caster blends into the shadows and or shrubbery. Other man-made features
may attack as if invisible next turn. May are converted as the GM (and the mage)
not be cast on others. sees fit. The newly created vegetation
will be identical to the natural vegetation
Animate Plant found in the area with some discretion
Level: 3 on the part of the mage. Living things
Range: Line of sight or a radius of 10 inside the area of effect are not affected.
metres per ME, +10 per level
Duration: 1 round per ME Ball of Thorns
Save: None Level: 4
PPE: 15 Range: Throwing range
Plants will obey simple telepathic Duration: Instant
commands and perform actions they are Save: None
normally not capable of. He can PPE: 20
manipulate all plants causing any vines, This spell allows the caster to create and
weeds, shrubs, or trees to trap and throw a smooth, dark sphere of wood
ensnare or cover a victim. The plants which will burst into hundreds of sharp
cannot move from the soil which they thorns when it hits something solid.
are rooted into. Tree limbs may be When the ball hits a solid surface it will
capable of knocking someone out. burst doing D6 points of shrapnel
damage per ME to anyone in the area.
Anti Vermin Barrier Anyone who is in contact with the
Level: 1 sphere when it bursts takes double
Range: Line of sight damage. Even if the ball doesn't hit
Duration: 1 round per ME anything solid, it will burst D6 rounds
Save: None after being thrown, as specified by the
PPE: 5 caster when the spell is cast. This feature
With this spell, the caster creates an can be used to make the ball burst in air
invisible force field that repels or detonate after a certain amount of
nonmagical insects, rodents, spiders, time. If the caster fumbles his throwing
snakes, worms, and similar vermin of roll, he might well drop the ball, causing
normal sizes. The area affected is 1 it to explode next to him.
metre radius per ME. The barrier affects
summoned creatures. The Biting Maelstrom
Level: 4
Back to Nature Range: Line of sight
Level: 5 Duration: 1 round per ME
Range: Touch, 1 metre radius per ME Save: Standard for half damage
Duration: Instant PPE: 20
Save: None Throwing the fangs and thorns into the
PPE: 25 air, the Wizard bellows a complicated
This spell turns man-made objects into incantation. In a matter of seconds they
their nearest natural equivalent - start whirling furiously, spinning around
buildings turn into rock formations or in ever-increasing circles as more and
groves of trees, roads turn into meadows, more biting shards are magically being
and man-made items turn to small rocks created. Soon enough a maelstrom of
208
fangs, talons, claws and thorns hurtles Even the most delicate of vines or tree
menacingly towards the chosen limbs will support the subject's weight,
opponent, biting and cutting through it in allowing him to climb even the most
a savage surge of violence. This fragile trees or walk from tree to tree
powerful spell distributes 10 points of through (or on) the canopy of a forest.
damage or more (in the case of critical
wounds) in the following way. The first Burnished Gauntlet
target must be in direct line of sight. It Level: 1
will suffer 10D6. This process continues, Range: Line of sight
hitting one enemy after the other over a Duration: Instant
36 metre radius. Save: Standard
PPE: 2
Blade Dance A burnished gauntlet appears in thin air
Level: 3 and may be sent to strike one character
Range: Line of sight the caster can "see". When struck, the
Duration: 4 rounds per 4 ME victim is knocked out.
Save: None
PPE: 15 + 5 The Cape of Thorns
This spell, when cast on a weapon, will Level: 5
allow that weapon to attack on it's own. Range: Self
The spell requires at least 15 PPE Points Duration: 1 round per ME
to cast, and may be used indefinitely, Save: None
provided the caster expends another 5 PPE: 25
PPE Points for each additional set of With a sweeping movement of the arm
rounds he wants the spell to continue. the Wizard envelopes a cape of wickedly
The blade will attack any one target the barbed thorns around himself. While
caster can "see", or the strongest monster giving additional protection, the Cape of
in the room, at the caster's discretion. Thorns also threatens to injure enemies
foolish enough to attack the Wizard in
Blind Faith close combat. Only the Wizard may be
Level: 2 affected by this spell, and the effects last
Range: Line of sight until the end of the next exploration turn.
Duration: 1 round per 4 ME The Cape of Thorns increases the
Save: None Wizard’s SDC by ten. Moreover for
PPE: 10 every hand to hand hit against the wizard
The focus of this chant receives a the attacker automatically suffers D6
strange sense of calm and focus. The damage per 5 ME as well. Enemies
recipient then gets their bonus to strike using long weapons aren't affected.
and attacks doubled.
Cat Claws
Branch Walking Level: 5
Level: 1 Range: Self or touch
Range: Self Duration: 1 round per ME
Duration: 1 round per ME Save: None
Save: None PPE: 25
PPE: 5
209
type apparatus, also constructed of this evoke a conference in which any person
glowing energy. Typically, the line is in the initial casting can commune with
cast into waters where one suspects any other person subject to the same
interesting or valuable objects might be casting via telepathy. However, no
found. The caster then patiently waits for person my be farther away than 100 kms
a "bite". Every turn spent fishing gives per ME.
the caster a number of "bites" equal to
his level. Roll D10 for each bite. If a 6- Faerie Dust
10 comes up, it is something along the Level: 5
vague lines of what the caster was Range: Self
seeking, based on what the GM decides Duration: 1 round per ME
is actually underwater. Note that the line Save: None
does not have to be particularly near the PPE: 25
object (thus the conjuration element), The caster releases a handful of
and that the line can lift objects as if it sparkling magical sand that causes him
had an 18 Strength, regardless of the to become invisible to all creatures.
wizard's prowess. In especially treasure-
thick water, there may be bonuses to the Faerie Food
roll, left to the discretion of the GM. Level: 5
Objects sought for must actually exist Range: Touch
and lie within a hundred metres of the Duration: Until eaten
casting site. An alternate use of the Rod Save: None
is for actual fishing, with no bait needed PPE: 25
for this use of the spell. Sometimes hunting for meals several
times a day can become quite tedious.
Expel Parasites To remedy this nuisance, the recipe for
Level: 1 Faerie Food was developed. A few bites
Range: Touch of these tasty concoctions are enough to
Duration: Instant sustain a person for one day per ME.
Save: None One preparation of Faerie Food will
PPE: 5 serve up to 8 people.
This spell kills or drives out parasites in
the recipient and permits the recipient to Fangs
return to normal health by healing up. Level: 2
These parasites may be anything from Range: Self or touch
malaria to fleas. Duration: 1 round per ME
Save: None
Faerie Conference PPE: 10
Level: 6 This spell gives the recipient 2 fangs on
Range: Line of sight his lower and upper jaw for a total of 4,
Duration: 1 round per ME which do D4 damage each.
Save: None
PPE: 30 Feet to Hands
This is a very useful spell for a group of Level: 2
adventurers that could end up being Range: Self or touch
divided. It allows the initial caster to Duration: 1 round per ME
214
Glimmer PPE: 20
Level: 2 Dark tendrils of humid green mist
Range: Self congeal in the target area as the Wizard
Duration: Instant for cancelling magic, 1 mutters and chants. All creatures
round per ME for illumination enveloped in this enchanted vapour will
Save: None feel their energies quickly waning,
PPE: 10 drained away and consumed by the
The caster summons a shimmering light green fog. This highly versatile spell
that surrounds his/her body, illuminating may be used to cover larger or smaller
a radius of 6 metres, and cancels the areas, causing considerably less damage
effect of any darkness magic cast in the the more the vapour is dispersed. Both
vicinity of the caster. friend and foe are affected by this spell if
they are within the vapour covered area.
Glimmer Bridge This must be in the line of sight of the
Level: 1 Wizard and may cover a 3 metre radii
Range: Line of sight (causing 5D6), a 6X6 area (causing
Duration: 1 round per ME 3D6), or a 9X9 area (causing 2D6). The
Save: None Green Vapour remains in the area where
PPE: 2 it was cast until the combat is over, so it
This spell creates a magical bridge may provoke damage multiple times, or
which will suspend no farther than 6 be used as an obstacle to enemy
metres. It can be used to freely cross pit movement (the caster may disperse the
traps, etc. The bridge will eventually vapour whenever he wishes). Moreover
disintegrate, and anyone standing on the concerning ranged attacks the Green
bridge will fall. The bridge can be used Vapour partially blocks line of sight to
by anyone. those in it or behind it.
This spell requires sap from any sap- The Hunting Spear
bearing tree, either fresh or preserved. Level: 6
The caster must smear the sap on the Range: Line of sight
wounded area before casting the spell (if Duration: See below
the sap is preserved, it will need to be Save: Standard for half damage
softened by heating it over a fire before PPE: 30
it can be used). The spell heals 5 points Calling loudly upon the most savage and
of damage per ME, +5 per level of the wild forces of nature, the Wizard plucks
caster. If the recipient has suffered no a glowing barbed spear out of the air and
obvious wound, the sap must be ingested hurls it at an enemy. The Hunting Spear
to be useful. streaks towards its target with deadly
accuracy and strikes with the fury of a
Healing Sleep wild beast. The Wizard selects an enemy
Level: 6 model that must be in clear line of sight
Range: Touch or self and within 36 metres. The target will
Duration: 1 hour per ME or until healed suffer 6D6. Whether the victim is killed
Save: None or not the spear will continue in its path
PPE: 30 (a perfectly straight line) striking friend
This spell sends the caster or another or foe, and causing 5D6. The process
into a deep sleep in which they regain continues, causing one less D6 damage
hitpoints as if they had their full health, for each target hit, until there are no
at a rate of 1 SDC per ME per hour. The more potential targets for the Spear, or
problem is that the person must sleep once the Spear has hit 6 victims and its
until fully healed. Nothing can awaken strength has waned.
the caster from this sleep, unless a dispel
magic removes the spell first, it is Increase Yield
possible to hack the caster to bits Level: 2
without awakening him. Range: 1 metre radius per ME
Duration: Instant
Hedge Save: None
Level: 3 PPE: 10
Range: Line of sight This spell increases the yield of crop,
Duration: Until destroyed vegetable or fruit plants by 10% per ME.
Save: None
PPE: 15 Instant Water
This spell causes a magical hedge to Level: 4
grow from the floor to the ceiling. The Range: Line of sight
hedge can be used to block or surround. Duration: Instant
The hedge will fill up D10 x3 metre Save: None
radius and each section is alive. If a PPE: 20
character stands adjacent to the hedge, it This spell is used to supply large groups
will attack throwing thorns doing 2D6. with sufficient amounts of fresh water
Each section of hedge has 20 SDC. A especially during long travels. The caster
character may not see or pass through a can summon up to 1 litre of water per
section with a hedge on it until is it ME.
destroyed.
217
destroyed. This spell requires adjacent The Wizard’s hands take on a pale green
jungle or forest. hue and as he bellows an arcane
incantation he points at a single
Peace opponent. The victim is wrecked with a
Level: 6 wasting rot, as flesh decays and lumps of
Range: Line of sight peeling skin fall to the ground. Molds
Duration: See below and rot quickly feeding on its body, soon
Save: Standard nothing can be seen of the target but a
PPE: 30 festering pile of flesh and bones. The
Whispering a gentle incantation, the Wizard chooses a victim within direct
Wizard bestows a feeling of calm and line of sight. The victim must
serenity on a single opponent, causing it immediately make a save. If successful
to become soporific and languid. The he suffers 6d6 damage. If the save fails
now harmless enemy will be unable to he dies instantly and is reduced to a pile
attack during its turn, though it may of moldy flesh. With this spell, the caster
move, drink potions, or perform any accelerates the process of aging and
non-aggressive action. Creatures subject decay on one target within his line of
to the rules for berserkers simply stop sight.
being berserkers if this Peace is cast on
them (they might not be peaceful, but are Regeneration
certainly much calmer). The effects of Level: 10
this spell last until all the other monsters Range: Line of sight
are slain, or until the calmed monster is Duration: 1 round per ME
wounded somehow. Save: None
PPE: 50
Plague of Locusts This spell may be cast on anyone
Level: 4 including yourself. The recipient of this
Range: Line of sight spell will continue regenerating 2D6
Duration: 10 minutes per ME SDC until the spell expires. This spell
Save: Standard will not give a recipient more than
PPE: 20 his/her starting number.
This horrible spell transforms all of the
insects in an area into locusts, which will Restore Life
swarm and destroy nearby crops. If time Level: 10
allows the locusts will spread to nearby Range: Touch
farms and devour the crops their as well. Duration: Instant
When the spell's duration expires, the Save: None
insects revert to their original form. PPE: 50
The Wizard lays his hands on the body
Quickrot of a fallen comrade, and in a desperate
Level: 9 attempt to bring him back to life he
Range: Line of sight decides to infuse some of his life force
Duration: Instant into the still corpse. Weakening and
Save: Standard apparently aging quickly the Wizard’s
PPE: 50 hands become enveloped in a green mist
that sinks into the chest of the lost
220
companion. This spell may only be cast humid mist. Wooden objects nearby start
within 1 round per ME of the victim to decompose until they turn into a
being killed. The Wizard must forfeit an useless mass of putrid rot. This spell
amount of SDC of his choice that will be may affect wooden items near the
transmitted to the slain hero. Wizard. These are chests, doors,
furniture, clubs, arrows, bows, staffs,
Restore Mind and handles of axes and warhammers,
Level: 9 just use common sense in other cases.
Range: Line of sight
Duration: Instant Ruse
Save: None Level: 1
PPE: 50 Range: Line of sight
This spell may be cast on any character, Duration: 1 round per ME
including yourself. It's magical power Save: None
will immediately cure any insanities. PPE: 5 per image
This spell causes multiple images of the
River Torch spellcaster to appear.
Level: 1
Range: Line of sight See Clearly
Duration: 1 round per ME Level: 2
Save: None Range: Self
PPE: 5 Duration: 1 round per ME
This variation on the standard Light spell Save: None
can be cast on anything flammable. The PPE: 10
object affected bursts into ghostly green This spell allows the caster to see
flames. These flames do not consume it, through smoke, fog, rain, and airborne
nor can they be used to ignite other dust as clearly as day, without problem.
matter. The River-Torch casts light to It can also allow the person to see
the same range as the standard Light underwater without distortion, as if the
spell, and may be carried by anyone (or water were clear as air.
placed in one location) once it is cast.
The River-Torch cannot be extinguished Seer's Eye
by wind or water; only a Dispel Magic Level: 1
spell, or the will of the caster, can cause Range: Line of sight
the spell to end before its duration Duration: 4 rounds per 4 ME
expires. Save: None
PPE: 5
Rot Wood This produces an undetectable, floating,
Level: 7 invisible eye which is remotely
Range: Line of sight controlled by the spellcaster. The eye
Duration: Instant moves at an SPD equal to the caster's x4.
Save: None
PPE: 35 Serpent Arrow
A decaying stench of rot and mold Level: 7
surrounds the Wizard as he bathes the Range: Line of sight
surrounding area in a damp, wet and Duration: Until used
221
hidden door in the tree which opens on to go up walls and his full running
to a ladder which runs up the inside of movement to move laterally across a
the tree. Once the ladder reaches the ceiling or along a wall. The caster grips
canopy of the tree, the ladder ends and the wall with his own strength.
the "floor" of the treehouse begins. The
floor and walls of the treehouse are
made from the trunk and limbs of the
tree and tightly woven limbs. The roof is
made of limbs and leaves.
Tree Sight
Level: 1
Range: 1 metre per ME
Duration: 1 minute per ME
Save: None
PPE: 5
The spell caster can magically "see"
from the vantage point of any plant or
tree. For instance, a character needing to
see past a jungle's heavy canopy could
use this spell to magically move his
eyesight to the top of the tree. The caster
has to specify the angle and direction he
will be looking.
Wall Walk
Level: 2
Range: Self
Duration: 1 minute per ME
Save: None
PPE: 10
This spell permits the caster to stick to
walls at his whim. This permits the
caster to use half his running movement
226
This spell causes a radius of 1-18 metres when needed. The object can hold up to
of area the caster can see to explode 2 PPE per ME, any more and it
forth with razor sharp crystals. Any explodes.
caught in it suffer 3D6 damage.
Pass Through Minerals
Handful of Gems Level: 3
Level: 5 Range: Line of sight
Range: Self Duration: 4 rounds per 5 ME
Duration: 4 rounds per 5 ME Save: None
Save: None PPE: 15 per person
PPE: 25 +5 per 1 PS This spell may be cast on anyone
This spell surrounds the caster's hands including yourself The recipient shivers
and forearms with solid gemstones. This when he touches the wall. He becomes
gives the caster's arms and hands +1 PS one with the stones. He can move this
per 5 PPE invested into the spell, and are turn right through stone but if he isn't out
immune to fire, cold, and electricity of it by the time the spell expires his
damage. The caster can use his hands to flesh stays stone and he will die a
parry missiles, parry blows, and smother horrible death. This wont work if there
small fires. are no minerals at all in the rock.
Storm of Gems
Level: 6
Range: Line of sight
Duration: 4 rounds per 5 ME
Save: None
PPE: 30
This spell creates a raging circular storm
of sharp bits of gem which surrounds the
caster. By concentrating the caster can
move the storm any distance up to its
own diameter per turn, moving the eye
with it. The shards do D6 per turn to
anyone caught in the storm. In addition
all within must continually protect their
eyes from random loose shards.
230
Disorientate Drums
Level: 3 Level: 1
Range: Line of sight Range: 5 metre radius per ME
Duration: 4 rounds per 5 ME Duration: 1 round per ME
Save: Standard Save: Standard
PPE: 15 PPE: 5
This spell allows the caster to totally This spell will create the sound of
disorientate a victim. The victim will drums. The bell of the drums is deep and
become lost, even in familiar ominous and seems to be coming from
surroundings. All sense of direction is every direction. They sound as if they
lost, even to the extreme that he may are nearby but can never be located if
think he is travelling in a straight line sought. The effect is a sensation of
impending doom and being watched. All
236
who hear the drums must save or This spell gives the illusion of feeling
become distracted, nervous and jumpy. - pain. It can vary from mild to agonizing
4 on initiative and -1 to on all other rolls. but regardless will totally fade once the
spell expires.
Duplicate Sound
Level: 4 False Scent
Range: Self or line of sight Level: 4
Duration: 4 rounds per 5 ME Range: Line of sight
Save: Standard Duration: 4 rounds per 5 ME
PPE: 20 Save: Standard
This spell allows the caster or another in PPE: 20
range to do sounds of any complexity he This spell allows the caster to give
can imagine, including voices and objects or the area included in the
accurate mimicry. In order to duplicate illusion a scent. He may also falsify his
someone's voice he must have heard it own scent but if wishes to duplicate that
before. of another person he must have smelt
him before.
Emotive
Level: 6 False Terrain
Range: Line of sight Level: 6
Duration: 4 rounds per 5 ME Range: Line of sight
Save: Standard Duration: 4 rounds per 5 ME
PPE: 30 Save: Standard
This spell allows the caster to force PPE: 30
those within an existing illusion to feel a By means of this spell, the wizard causes
particular emotion. This spell is cast on an illusion that hides the actual terrain
top of another illusion spell. within the area of effect. Thus, open
fields or a road can be made to look like
False Flavour a swamp, hill, crevasse, or some other
Level: 4 difficult or impassable terrain. A pond
Range: Line of sight can be made to look like a grassy
Duration: 4 rounds per 5 ME meadow, a precipice like a gentle slope,
Save: Standard or a rock-strewn gully like a wide and
PPE: 20 smooth road. The hallucinatory terrain
This spell allows the caster to give persists until a dispel magic spell is cast
objects within an illusion flavour or the upon the area or until the duration
ability to make people within an illusion expires.
taste something. He may duplicate any
flavour but must have tasted it before. False Wall
Level: 4
False Pain Range: Line of sight
Level: 6 Duration: 4 rounds per 5 ME
Range: Line of sight Save: Standard
Duration: 4 rounds per 5 ME PPE: 20
Save: Standard This spell creates the illusion of a wall,
PPE: 30 floor, ceiling, or similar surface which
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Book Preservation
23. libris Level: 3
Range: Touch
magicana Duration: 1 day per ME
To write something down gives it power. Save: None
To write something down with intention PPE: 15
and fold it into an object, decorate it This spell protects a book from decay,
with intricate patterns and designs and growing brittle, water damage, and are
breathe life into it is a greater power proofed against bookworm and fire.
indeed. All origami creations take
double damage from fire and water. Comprehend Written Languages
Level: 1
Alter Script Range: Self
Level: 4 Duration: 1 round per ME
Range: Touch Save: Standard
Duration: Instant PPE: 5
Save: None When this spell is cast, the user is able to
PPE: 20 read an otherwise incomprehensible
This spell may be used to; written message (such as writing in
1)Removes script of either magical or another language). In either case, he
mundane nature from a scroll or from must touch the creature or the writing.
one to two pages of paper, parchment, or Note that the ability to read does not
similar surfaces. It removes explosive necessarily impart understanding of the
runes, wards, sigils, and symbol, but not material, nor does the spell enable the
remove illusory script. caster to speak or write an unknown
2)Alter the aforementioned to script to language. Written material can be read at
read differently and even add his own the rate of one page or equivalent per
material. round. Magical writing cannot be read,
other than to know it is magical, but the
Blank spell is often useful when deciphering
Level: 3 treasure maps. This spell can be foiled
Range: Sight or touch by certain warding magics and it does
Duration: 4 rounds per 5 ME not reveal messages concealed in
Save: None otherwise normal text.
PPE: 15
This spell covers the print on the pages Copy
of a book and replaces it with the Level: 1
illusion of blank pages. For the blank Range: Touch
pages to be convincing, the pages in the Duration: Instant
book must be seen by the caster during Save: None
the casting, otherwise the blank pages PPE: 5
might not match up with the real ones. This spell enables the caster to make a
Individual pages may be blanked. The perfect copy of a map, letter, or any
caster concentrates on blankness while other written or drawn document. The
passing his hand over the book and caster must have a blank parchment or a
muttering the proper words. book with blank pages of sufficient size
242
This spell changes a fold a square of capsized. Small creatures are pinned
paper into a key. When the fold is down. Creatures weighing less than 50
completed and the spell cast the key may pounds caught in the path of the cyclone
open any lock. must make Agility feet rolls or be caught
up in the cyclone. If successful they are
Origami Lantern instead throw out of the path in a random
Level: 1 direction suffering 2D8 points of
Range: Touch damage.
Duration: 1 hour per ME
Save: None Origami Wall
PPE: 2 Level: 5
This spell changes a square of paper into Range: Touch
a small paper lantern. When the fold is Duration: 1 hour per ME
completed and the spell cast the lantern Save: None
emits light, clearly illuminating a 1 PPE: 25
metre radius and dimly illuminating This spell changes a square of paper into
another 5 metre radius. a paper wall up to (1 metre per ME
length x1 metre per 2 ME of height x 1
Origami Pavilion metre per 4 ME of depth) with 10 SDC
Level: 4 per ME.
Range: Touch
Duration: 1 hour per ME Origami Warrior
Save: None Level: 5
PPE: 20 Range: Touch
This spell changes a square of paper into Duration: 1 hour per ME
a model of a pavilion. When the fold is Save: None
completed and the spell cast the pavilion PPE: 25
grows to full size, capable of serving as This spell changes a square of paper into
shelter for one person per 2 ME. The a paper warrior. When the spell is cast
pavilion becomes magically waterproof and the warrior is folded it grows to the
and anchors itself against up to size of a man or woman. The warrior
moderately high winds. will have PS, PP, PE, SPD, SDC and
strike equal to the caster.
Origami Pinwheel
Level: 5 Origami Weapon
Range: Touch Level: 2
Duration: 1 minute per ME Range: Touch
Save: None Duration: 1 minute per ME
PPE: 25 Save: None
This spell changes a square of paper into PPE: 10
a pinwheel. When triggered, the wheel This spell changes a square of paper into
spins around causing gale force winds to a bladed weapon of the caster's choice.
anything in front of it. Flying becomes The weapon will do D6 per 5 ME.
impossible by any natural means or by
man-sized creatures. Missile fire is Paper Cut
impossible. Small ships may be Level: 3
245
quietly for the duration of the writing a small harmful ward on it, causing the
and simply dictate what is to be written. person touching it with burglarious
The quill writes in a handwriting intent to be burnt for D4 damage. At 30
vaguely like the caster's in any language the caster can make it teleport back to its
the mage knows how to read. shelf unless a dispel magic is cast. At 40
it can put a mild fear spell on it to drive
Scroll Weapon away thieves and at 50 the caster's books
Level: 10 cause anyone reading them to become
Range: Touch temporarily insane.
Duration: Until cast from weapon
Save: None Text
PPE: 50 Level: 2
This spell permits the character to merge Range: Touch
any magical scroll with any weapon Duration: 1 day per ME
type. Whatever spell (or spells) was on Save: None
the scroll will now be imprinted on the PPE: 10+
weapon and can be cast from the weapon This spell allows the mage to enchant
at any time as if it were a scroll. Once two books to act as a permanent
cast the spell is gone, although the communications conduit. Anything
weapon can be imprinted again. spoken aloud to one open book, or
written/drawn in one (can be done with
Skim an erasable medium such as pencil) will
Level: 1 magically appear as text or an
Range: Self illustration on a page in the other. The
Duration: 1 round per ME maximum range between books is 1
Save: None kilometre per ME, +1 kilometre per
PPE: 5 additional PPE spent.
This spell gives the ability to read and
comprehend written text extremely
quickly. The person can read up to 1
page per ME per turn. The caster will
retain the information as he would
normally.
Spellbook Ward
Level: 2
Range: Touch
Duration: 1 day per ME
Save: Standard
PPE: 10+
This spell protects the caster's spellbooks
from theft and damage. the effects
depend upon the amount of PPE used. At
10 PPE the caster can only have a mild
illusion cast on his book to make it look
plain, cheap and boring. At 20 he can put
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one attribute of the target, reflected in long as the time limit is observed. For an
the mirror with it. If not stopped then additional 5 PPE, the mage can hear
this spell will quite quickly drain the anything said.
target's attribute until it reaches 1. The
caster chooses which one attribute will Mirror Link
be affected when casting the spell. Level: 10
Range: Touch
Mirror Guilt Duration: 1 hour per ME
Level: 6 Save: None
Range: Line of sight PPE: 50
Duration: 1 round per ME With a sample of the target (for example
Save: Standard a lock of hair, some blood or whatever)
PPE: 30 this spell creates a link between a mirror
For the duration of the spell, whoever and the target. This causes an image of
the mirror is placed in front of will have the target to appear in the mirror's
their worst sins displayed in the mirror. reflection. Once the link is set up
Things like theft, murder, etc. whatever is done to the image in the
mirror then affects the target in a
Mirror Heal Voodoo-doll-like manner, subject only
Level: 9 to the limitation that too much damage
Range: Touch will break the mirror and sever the link
Duration: Instant (though of course supernaturally tough
Save: None mirrors can be created). The mirror can
PPE: 50 also be used to initiate mental contact
This spell is a form of healing magic with the target.
which requires a real physical mirror.
The target stands before the mirror and Mirror Magnification
this spell transfers their injuries into the Level: 1
mirror and entirely onto their reflection, Range: Touch
leaving them unharmed. Depending on Duration: ME x1 round
the degree of injury this may cause the Save: None
mirror to break as it is, to some extent, PPE: 5
taking on the injuries of the target. This allows the caster to to look at tiny
objects at a greatly magnified level by
Mirror History placing a mirror over it. Magnification is
Level: 1 two times at first level, increases to four
Range: Touch times at third level, eight times at sixth
Duration: 1 minute per ME level, and sixteen times at twelfth level.
Save: None The caster can vary their magnification
PPE: 5 as needed up to their maximum ability.
This allows the mage to cast the spell
and then view whatever has been Mirror Message
reflected in the surface for the last 1 hour Level: 4
per ME, +1 hour per level. Great for Range: Touch
security and surveillance as well as Duration: ME x1 day
seeing something a 2nd or 3rd time, as Save: None
249
Mirror Viewer
Level: 3
Range: Touch
Duration: 4 rounds per 5 ME
Save: None
PPE: 15
This allows a mirror to display the
dreams of the closest sleeping person
that is within 3 metres or so, acting as a
visual portal into the dreamscape.
Mirror Vision
Level: 3
Range: Touch
Duration: 4 rounds per 5 ME
Save: None
PPE: 15
The mirror will show in reflection the
true image of any person or object
regardless of any form of concealment,
disguise, illusion or invisibility. This
also includes the ability to detect
252
Analyze Genes
25. necromantic Level: 2
Range: Touch
magicana Duration: Instant
Necromancy is often both feared and Save: Standard
disliked by those who cling to this PPE: 10
mortal coil. However this school does This spell allows the caster to instantly
not deserve the reputation bestowed. determine a person's complete gene
After all, it is no mystery that we all die sequence. Very useful if you want to
eventually. In fact Necromancy provides recreate specific abilities in others (eg.
many healing and antiundead spells Captain America's super soldier serum).
which can be used to maintain and
protect a community. Annihilate Undead
Level: 4
Amputate Range: 100 metre radius
Level: 3 Duration: Instant
Range: Touch Save: Standard
Duration: Instant PPE: 20
Save: Standard This spell effects all Undead (including
PPE: 15 Ethereal Undead). Any such creatures
This spell allows a limb to be cleanly must make a save or be destroyed.
amputated. The limb is bloodlessly
removed, and proper suturing and Autopsy
bandaging magically appear on the Level: 1
stump. This also avoids infection or Range: Touch
other post-surgical complications from Duration: Instant
an amputation. Save: None
PPE: 5
Anesthetize This spell allows you to determine the
Level: 3 exact cause of death of a corpse. He can
Range: Touch also see whatever the recipient corpse
Duration: 1 hour per ME saw at the very instant of death, with the
Save: Standard intent of learning the identity of the
PPE: 15 murderer, or at least the location of
This spell allows the caster to perform death.
surgery and/or treat wounds without
causing the patient pain. The spell will, Bestow Power
over the course of the casting time put Level: 5
the patient to sleep and function as a Range: Touch
hold person spell, as surgery will often Duration: 1 hour per ME or until
cause involuntary motion, despite triggered
unconsciousness. It will also not allow Save: None
the patient to feel pain for an hour after PPE: 25
the effects of the magic wear off, which The necromancer may use this to cast a
will happen very slowly. spell into an undead to be released again
later. The undead may release the spell
253
under trigger conditions specified by the causes weakness, and loss of 1 hit point
caster. Multiple embedded spells may be and CON per pint.
released in any order.
Boil Blood
Blind Level: 2
Level: 4 Range: Line of sight
Range: Line of sight Duration: 1 melee per 5 ME
Duration: Permanent Save: Standard
Save: Standard PPE: 10
PPE: 20 This spell allows the caster to make a
This spell creates cataracts in the eyes of creature's blood boil. On the first round
the target, inducing permanent blindness. of the spell, the blood becomes warm
The spell is somewhat unreliable in and the creature feels uncomfortable and
practice as the target can resist the feverish. During the second through
effects with a save roll, and it is fourth rounds, the blood increases
relatively easy to cure the condition by temperature until it is burning internal
using suitable magic. Obviously this organs. Note this is treated as fire for
spell has no effect if the target is already resistance and regeneration purposes.
completely blind.
Bone Armour
Blood Sacrifice Level: 2
Level: 4 Range: Self
Range: Touch Duration: Until SDC depleted or
Duration: 1 round per 2 ME dispelled
Save: Standard Save: N/a
PPE: 20 PPE: 10
The caster may bleed a humanoid This spell summons a barrier created
victim, extracting 1 PPE for every 10 from the bones of any nearby corpses.
SDC taken from the victim until the The armour revolves around the
victim is drained to 0 HP. Animals may Necromancer protecting against all
also be bled, extracting 1 PPE for every attacks. It gives SDC of 5 per ME.
20 SDC drained down to 0 HP. Monsters
and supernatural races and beings give 1 Bone Club
PPE for every 5 SDC. Level: 2
Range: Self
Blood Transfusion Duration: 1 melee per 5 ME
Level: 4 Save: Standard
Range: Touch PPE: 10 per D6 of damage
Duration: 1 round per ME Grasping the hilt of a lengthy bone the
Save: Standard Necromancer can empower the item
PPE: 20 with the purified spirit of death,
The spell magically drains up to a pint of increasing the lethality of the weapon
blood per 4 ME from the subject, and whenever it strikes a living being. This
transfers it into another being or death spirit will penetrate most armour,
container the caster is holding. This sending an icy cold chill through the
target.
254
Cadaverous appearance, noisome stench, This spell can be used to graft the limb
etc. Spell lasts until dispelled or caster from one creature onto another. This
wishes. limb can be from any living organism
that is on the same scale of the target
Fertility creature. The recipient of the graft will
Level: 3 still require some time to learn how to
Range: Touch use the new limb. It may also be used to
Duration: Instant reattach a severed limb.
Save: None
PPE: 15 Graft Sense Organ
This spell cures any infertility in either Level: 4
gender. Range: Touch
Duration: Permanent
Food Poisoning Save: N/a
Level: 2 PPE: 20
Range: Line of sight A most useful spell under certain
Duration: 1 hour per ME circumstances, this allows the
Save: N/a Necromancer to attach a live visual
PPE: 10 organ to the target creature. The subject
This curse will cause a meal or drink to must already possess sight in order to
become infested with toxic bacteria. The use the new organ, but the additional eye
victim will become horribly sick for does bestow a wider field of view.
several days and in need of bed rest. The
odours from this spell are well hidden, Hemorrhage
so the victim is unlikely to believe he is Level: 6
eating bad food unless a careful Range: Line of sight
examination is made. Duration: 1 melee per ME
Save: Standard
Gene Splicing PPE: 30
Level: 10 Upon completing this spell, the
Range: Touch Necromancer can inflict bleeding
Duration: 4 rounds per 5 ME wounds deep inside the body of the
Save: Standard target creature. While not immediately
PPE: 50 fatal these hemorrhages can continue to
This spell allows the caster to alter a bleed unchecked and may ultimately
victim's gene sequence. The caster must render the victim unconscious or worse.
already know what he alterations he
wants to make such as if he used the Heal Sprain
Analyze Genes spell. Level: 1
Range: Touch
Graft Limb Duration: Instant
Level: 4 Save: None
Range: Touch PPE: 5
Duration: Permanent This spell heals sprains, torn ligaments,
Save: N/a and other minor injuries to tendons,
PPE: 20
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Transplant Organ
Level: 4 26. protective
Range: Touch
Duration: Permanent magicana
Save: N/a This school is focused on protective
PPE: 20 spells, creating physical or magical
When the internal organs of a barriers, as well as spells which cancel
Necromancer or another eventually or interfere with other spells, magical
begin to fail due to age, he can use the effects or supernatural abilities, or even
following spell to transfer a fresh new banish the subject of the spell to another
organ from a donor to his own body. Of plane of existence.
course this transplant will most likely
prove fatal to the donor. Acid Immunity
Level: 4
Wail of the Banshee Range: Self
Level: 6 Duration: 4 rounds per 5 ME
Range: Hearing range Save: None
Duration: Until first accident or remove PPE: 20
curse This spell grants the subject complete
Save: None immunity to acid, and also protects his
PPE: 30 equipment.
With this spell, the wailing of the
Necromancer calls forth the ancient Anchoring
curse of the Banshee upon the target of Level: 10
the spell. Within a few days, the subject Range: All within circle
will suffer a life threatening accident. Duration: 4 rounds per 5 ME
Save: None
Wraith Form PPE: 50
Level: 6 This prevents all within the circle from
Range: Self being forcibly moved via teleport,
Duration: 1 melee per ME banishment or gate. Those protected
Save: N/a cannot be sent to another dimension or
PPE: 30 time.
The Necromancer can use this spell to
assume for a short time the intangible Aura of Protection
form of a Wraith. In this state he is still Level: 4
vulnerable to attacks by silvered Range: Self or line of sight
weapons and all manner of magic. Duration: 3 rounds per 5 ME
Save: None
PPE: 20
Placing the clerical oilcloth on his head,
the Wizard pronounces the mystic
incantation, and the cloth expands to
cover him from head to toe with a
shimmering white aura. This spell adds
+5 to save, dodge and parry against
attacks from Undead creatures and
265
Daemons, and +1 to against all other Counters a spell being cast or already in
attacks. effect. Dispel may be cast at any time,
even if the dispeller has already
Banish Elemental performed an action. The caster must
Level: 9 spend 10 PPE plus a PPE amount equal
Range: Line of sight to what was spent on the spell being
Duration: Instant dispelled.
Save: Standard
PPE: 50 Forbiddance
The caster attempts to dispel an Level: 8
elemental. If successful, the elemental's Range: 1 metre per ME radius
manifestation collapses, and the being is Duration: 1 round per ME
temporarily unable to manifest in our Save: Standard
dimension for an extended period. PPE: 40
This spell can be used to secure a
Clothes to Armour consecrated area. The spell seals the area
Level: 2 from teleportation, plane shifting, and
Range: Touch ethereal penetration. At the option of the
Duration: 1 round per ME caster, the ward can be locked by a
Save: None password, in which case it can be
PPE: 10+ entered only by those speaking the
The magic of the spell transforms proper words. Otherwise, the effect on
regular clothes into armour. The AR those entering the enchanted area is
rises to 10, +1 per 5 additional PPE. based on their alignment, relative to the
caster's. The most severe penalty is used.
Disease Immunity Alignment identical: No effect. If
Level: 5 password locked, cannot enter area
Range: Self or line of sight unless password is known (no saving
Duration: 4 rounds per ME throw).
Save: None
PPE: 25 Alignment different with respect to law
This spell may be cast either on the and chaos: Save vs. spell to enter the
caster or anyone else. It gives the bearer area; if failed, suffer D6 points of
complete immunity to disease and damage per 5 ME. If password locked,
infected wounds for the duration. Note cannot enter unless password is known.
that this spell does not cure any diseases Alignment different with respect to good
that the recipient may already possess, and evil: Save vs. spell to enter this area;
though it may alleviate the symptoms for if failed, suffer D6 points of damage per
the duration of the spell. 4 ME. If word locked, cannot enter
unless password is known. The attempt
Dispel does cause damage if the save is failed.
Level: 2 Once a saving throw is failed, an
Range: Line of sight intruder cannot enter the forbidden area
Duration: Instant until the spell ceases. The ward cannot
Save: None be dispelled by a caster of lesser level
PPE: 10+ than the one who established it. Intruders
266
This creates a wall of whirling razor be halved by a moderate wind, and they
sharp blades around the caster. The can be blown away by a strong wind.
blades do D6 damage per 2 ME of the
caster to anyone attempting to pass Wall of Force
through them. Level: 8
Range: 1 metre per ME radius
Wall of Fire Duration: 1 round per ME
Level: 8 Save: Standard
Range: 1 metre per ME radius PPE: 30
Duration: 1 round per ME A wall of force spell creates an invisible
Save: Standard barrier in the locale desired by the caster,
PPE: 40 up to 30 centimetres high x 1 metre per
The wall of fire spell brings forth a ME long. The wall of force cannot move
blazing curtain of magical fire. The wall and is totally unaffected by most spells,
of fire inflicts D4 damage per ME upon including dispel magic. But a
any creature passing through it. disintegrate spell will immediately
Creatures within 1 metre of the wall take destroy it, as will a rod of cancellation or
10% damage. Creatures especially a sphere of annihilation. Likewise, the
subject to fire may take additional wall of force is not affected by blows,
damage, and undead always take twice missiles, cold, heat, electricity, etc.
normal damage. Only the side of the Spells and breath weapons cannot pass
wall away from the spell caster will through it in either direction, although
inflict damage. The spell creates a sheet dimension door, teleport, and similar
of flame up to 2 metres square per ME, effects can bypass the barrier. The caster
or as a ring with a radius of up to 1 can if desired form the wall into a
metre per ME, and a height of 30 spherical shape with a radius up to 30
centimetres per ME. The former is centimetres per ME.
stationary, while the latter moves as the
user moves. Wall of Ice
Level: 8
Wall of Fog Range: 1 metre per ME radius
Level: 1 Duration: Until melts
Range: 1 metre per ME radius Save: None
Duration: 1 round per ME PPE: 20
Save: Standard When this spell is cast, a sheet of strong,
PPE: 5 flexible ice is created. The wall is
By casting this spell, the user creates a primarily defensive, stopping pursuers
billowing wall of misty vapours in any and the like. The wall is one inch thick
area within the spell range. The wall of per ME of the user, and covers a 1"
fog obscures all sight, normal and square area per ME. Any creature
infravision, beyond two feet. The caster breaking through the ice will suffer 2 hit
may create less vapour if he wishes. The points of damage per inch of thickness
wall must be a roughly cubic or of the wall, fire-using creatures will
rectangular mass, at least ten feet wide in suffer 3 hit points, cold-using creatures
its smallest dimension. The duration can only 1 hit point when breaking through.
If this spell is cast to form a horizontal
270
sheet to fall upon opponents, it has the points of damage plus an additional
same effect as an ice storm's hail stones amount of hit points equal to the caster's
in the area over which it falls. Magical ME. The wall will be 30 centimetres per
fires such as fireballs and fiery dragon ME high x 1 metre per ME long. If the
breath will melt a wall of ice in 1 round, wall of thorns is chopped at, it will take
though they will cause a great cloud of at least 4 turns to cut a path through a 1"
steamy fog which will last 1 turn, but thickness. Normal fire will not harm the
normal fires or lesser magical ones will barrier, but magical fires will burn away
not hasten its melting. the barrier in 2 turns with the effect of
creating a wall of fire while doing so.
Wall of Iron
Level: 6
Range: 1 metre per 2 ME radius
Duration: Instant
Save: None
PPE: 30
When this spell is cast, user causes a
vertical iron wall to spring into being.
Typically, this wall is used to seal off a
passage or close a breach, for the wall
inserts itself into any surrounding
material if its area is sufficient to do so.
The wall of iron is one quarter of an inch
thick per ME of the spell caster. The
user is able to evoke an area of iron wall
15 square feet for each ME. If the wall is
created in a location where it is not
supported, it will fall and crush any
creature beneath it. The wall is
permanent, unless attacked by a dispel
magic spell, but subject to all forces a
normal iron wall is subject to, i.e. rust,
perforation, etc.
Wall of Thorns
Level: 4
Range: 1 metre per ME radius
Duration: 1 round per ME
Save: None
PPE: 20
The wall of thorns spell creates a barrier
of very tough, pliable green tangled
brush bearing needle-sharp thorns as
long as a person's finger. Any creature
breaking through (or merely impacting
upon) the wall of thorns takes 8 hit
271
he perceives the caster’s words and This spell allows the caster to anticipate
actions in the most favourable way. A what his opponent. As a result he gains a
charmed person never obeys suicidal or +1 bonus on all rolls while fighting him.
obviously harmful orders. Any act by the
caster or apparent allies that threatens Commune
the charmed person breaks the spell. Level: 1
Range: Self
Clairaudience Duration: 1 round per ME
Level: 1 Save: None
Range: Self PPE: 5
Duration: 1 round per ME This powers allows a character to talk to
Save: None the dead. How they react and how honest
PPE: 5 they are is left up to the GM.
This allows the caster to hear sounds
from a distant area. He picks a location Emotion Manipulation
he knows then listens to everything he Level: 4
would be able to hear normally if he Range: Line of sight
were standing in that spot. Duration: 4 rounds per 5 ME
Save: None
Clairvoyance PPE: 20
Level: 1 The hero can transmit either his own
Range: Self emotional state to another or manipulate
Duration: 1 round per ME their emotions to what he desires. They
Save: None must be within his line of sight or 20
PPE: 5 metre radius (+5 metres per level). The
This allows the caster to see images power functions for as long as the hero
from a distant location. The user picks a concentrates on using it.
spot he knows then looks at everything
he would be able to see if he were Empath
standing in that spot. The user’s field of Level: 1
vision is the same as normal and turning Range: Line of sight
his head allows him to scan the area. Duration: 1 round per ME
Clairvoyance doesn’t replace normal Save: None
vision. The user still sees what’s around PPE: 5
his physical location with the distant The caster can detect the surface
scene superimposed. Closing one’s eyes emotions of any creature he or she can
blocks the double vision and leaves only see that is in range. The character can
the distant scene. sense basic needs, drives, and emotions.
This spell gives the ability to read and and the victim so that some of the
comprehend written text extremely caster's wounds are transferred to the
quickly. The person can read up to 1 victim. The caster takes only half
page per ME per round. The caster will damage from all wounds and attacks.
retain the information as he would The victim takes the rest of the damage.
normally. Highly technical texts
(including mystic texts) will reduce Synaptic Misfire
speed ready by half. Level: 8
Range: Line of sight
Sleep Duration: 4 rounds per 5 ME
Level: 5 Save: Standard
Range: Line of sight PPE: 40
Duration: 1 round per ME The caster sends a telepathic bolt into
Save: Standard the victim causing a synaptic error in the
PPE: 25 victim's autonomic processes. This
The victim of this spell will fall into a causes the target's brain not to register
deep sleep upon failing the save throw. heart beats, breathing or other
The only way to rouse the victim is to involuntary processes and thus the
attack him, pinch him (enough to leave a victim will began to suffer from oxygen
small bruise), or give him some sort of and blood deprivation. If not stopped
stimulant like methamphetamine or this will soon kill the victim.
adrenaline.
Telekinesis
Stutter Level: 5
Level: 1 Range: Line of sight
Range: Touch Duration: 4 rounds per 5 ME
Duration: 4 rounds per 5 ME Save: None
Save: Standard PPE: 25
PPE: 5 This spell allows the user to move
This spells sends a mental suggestion objects without touching them. He can
into the mind of its victim causing them move up to 20kgs (+1 per level) per ME.
to stutter when they attempt to speak. The user rolls his base strike score to hit.
The stuttering is intense that it Telekinesis can also be used to perform
completely negates any spell requiring a very fine work, such as writing or
verbal component. The effects also sewing but the caster must be capable of
prohibit the victim from communicating performing the work himself. If the
in any coherent manner. player wants to use the power to pull an
item away from an opponent, it comes
Sympathetic down to the character's IQ vs the victim's
Level: 7 PS.
Range: Line of sight
Duration: 4 rounds per 5 ME Telekinetic Punch
Save: None Level: 4
PPE: 35 Range: Line of sight
Not what you think. This creates a Duration: Instant
psionic connection between the caster Save: None
278
Rune of Advantage
Level: 1
Range: Wearer
Duration: 1 round per ME
Save: None
PPE: 1 per round
Whenever an enemy misses you with an
attack, you gain a +1 bonus to damage
rolls against that enemy until the end of
your next turn.
Rune of Benediction
Level: 4
Range: Wearer
280
nearby to cover their ears. It can be Inflicts terrible pain as if every muscle is
heard from a long way away. on fire but leaves no visible marks. No
damage is taken but the victim loses all
Rune of Smashing attacks as he writhes in pain.
Level: 5
Range: Wearer Rune of Translation
Duration: 1 day per ME Level: 1
Save: None Range: Wearer
PPE: 25 Duration: 1 round per ME
Adds +1 damage to the weapon it is Save: None
attached to. PPE: 5 per 4 rounds
The user holds this over an unintelligible
Rune of Speed script and can instantly read it until the
Level: 7 rune expires.
Range: Wearer
Duration: 1 round per ME Rune of Turning
Save: None Level: 6
PPE: 25 Range: 10 metre radius
This doubles the SPD of the user. Duration: 1 round per ME
Save: None
Rune of Striking PPE: 30
Level: 5 Undead cannot enter its radius being
Range: Wearer repelled by it. Further any undead that it
Duration: 1 round per ME touches is destroyed by it. This process
Save: None also causes the rune to expire instantly.
PPE: 25
Adds +1 strike to the weapon it is Rune of Unreasoning Anger
attached to. Level: 5
Range: 10 metre radius
Rune of Stunning Duration: 1 round per ME
Level: 7 Save: Standard
Range: Sight PPE: 25
Duration: 1 round per ME All affected by it go into berserker mode
Save: Standard attacking everyone in sight.
PPE: 25
This paralyzes all in the same room. A Rune of Warning
paralyzed victim cannot move, attack, or Level: 1
defend. Does not effect undead. Range: 10 metre radius
Duration: 1 day per ME
Rune of Torture Save: None
Level: 4 PPE: 5
Range: 10 metre radius This rune silently alerts the caster when
Duration: 1 round per ME someone crosses in front of it.
Save: Standard
PPE: 20 Rune of Whisper
Level: 1
284
Range: Touch
Duration: 1 day per ME 29. summoning
Save: None
PPE: 5 +1 per day magicana
When inscribing this rune, the mage Summoning magic is defined as the act
concentrates upon a brief message (up to of calling forth the spirit of a creature or
one sentence per ME, no spells) in his the creature itself to serve the caster.
mind and which is bound into the rune. Summoning does not create life, nor
Any being touching the rune hears the does it evoke something out of nothing.
caster's message in their mind. The The summoned creature always had a
message is received as if spoken by the life of its own before the caster
inscriber, so intonation, emphasis, and interfered with it and barring some
inflection can be conveyed. The rune is impediment will want to return to that
usually employed to warn away life when the mage is done with the
trespassers or intruders, or to alert summoned creature.
travellers to impending danger.
The more intelligent a summoned
creature or spirit the more angry the
summoned creature or spirit is likely to
be with its summoner and more likely to
attempt to exact revenge. Virtually any
demon summoned for instance will work
to their utmost to break free of the
caster's control, and will attempt to
either kill the summoner or carry him or
her back to their infernal realm.
powerful magics, but also the most the demon is subdued, and the mage can
dangerous. begin the ritual of binding. This takes 1
round per ME of the demon, during this
Bind Animal time the mage cannot rest or be
Level: 3 interrupted. If he is, the binding ritual
Range: 20 metres per ME immediately fails and he must
Duration: 1 month per ME immediately roll another contest of will
Save: Standard against the demon in order to keep
PPE: 15 control. If the mage loses the initial (or
This spell attempts to bind an animal subsequent) contest the demon
that he has not summoned to indefinite immediately proceeds to attack the mage
servitude under him. In order to cast this recognizing the danger from him or
spell, the animal must be present nearby. otherwise cause as much mayhem as
Then, the mage must win a contest of possible. Once the demon is fully bound,
wills. Mage (IQ + ME) +1 per additional it will obey the caster. However, the
10 PPE spent vs Animal (IQ + ME). If demon does not serve willingly. It will
the mage wins the contest, the animal is attempt to pervert and corrupt it's
subdued, and the mage can begin the master's orders.
ritual of binding. This takes 1 round per
ME of the animal, during this time the Bind Elemental
mage cannot rest or be interrupted. If he Level: 10
is, the binding ritual immediately fails Range: 10 metres per ME
and he must immediately roll another Duration: 1 month per ME
contest of will against the animal in Save: Standard
order to keep control. Once the animal is PPE: 50
fully bound, it will obey the caster. He This spell attempts to bind an elemental
can take control of up to 1 animal per that he has not summoned to indefinite
ME, they need not be the same type. servitude under him. In order to cast this
This spell applies to Aquatics, Avians, spell, there must be an elemental present
Canines, Felines, Hoofed, Mustelids, nearby. Then, the mage must win a
Primates, Reptiles and Ursine. contest of wills. Mage (IQ + ME) +1 per
additional 10 PPE spent vs Elemental
Bind Demon (IQ + ME). If the mage wins the contest,
Level: 10 the Elemental is subdued, and the mage
Range: 10 metres per ME can begin the ritual of binding. This
Duration: 1 month per ME takes 1 round per ME of the Elemental,
Save: Standard during this time the mage cannot rest or
PPE: 50 be interrupted. If he is, the binding ritual
This spell attempts to bind a demon or immediately fails and he must
succubi that he has not summoned to immediately roll another contest of will
indefinite servitude under him. In order against the Elemental in order to keep
to cast this spell, there must be a demon control. If the mage loses the initial (or
present nearby. Then, the mage must win subsequent) contest the Elemental
a contest of wills. Mage (IQ + ME) +1 immediately proceeds to attack the mage
per additional 10 PPE spent vs Demon recognizing the danger from him or
(IQ + ME). If the mage wins the contest, otherwise cause as much mayhem as
286
possible. Once the Elemental is fully control. Once the Monster is fully
bound, it will obey the caster. However, bound, it will obey the caster. This spell
the Elemental does not serve willingly. It applies to Monsters of up to 10 SDC per
will attempt to pervert and corrupt it's ME of the caster.
master's orders.
Bind Undead Greater
Bind Insects Level: 8
Level: 3 Range: 20 metres per ME
Range: 20 metres per ME Duration: 1 month per ME
Duration: 1 month per ME Save: Standard
Save: Standard PPE: 40
PPE: 15 This spell attempts to bind an Undead
This spell attempts to control any insects that he has not summoned to indefinite
that he has not summoned to indefinite servitude under him. In order to cast this
servitude under him. In order to cast this spell, the Undead must be present
spell, the insects must be present nearby. nearby. Then, the mage must win a
A contest of wills is not necessary for contest of wills. Mage (IQ + ME) +1 per
insects and control only requires 1 additional 10 PPE spent vs Undead (IQ
round. This spell applies to Insects and + ME). If the mage wins the contest, the
Spiders. He can take control of up to 10 Undead is subdued, and the mage can
insects per ME, they need not be the begin the ritual of binding. This takes 1
same type. Once they are fully bound, round per ME of the Undead, during this
they will obey the caster. time the mage cannot rest or be
interrupted. If he is, the binding ritual
Bind Monster immediately fails and he must
Level: 6 immediately roll another contest of will
Range: 20 metres per ME against the Undead in order to keep
Duration: 1 month per ME control. Once the Undead is fully bound,
Save: Standard it will obey the caster. This spell applies
PPE: 30 to greater undead such as ghasts,
This spell attempts to bind a monster mummies, wights, shadows, wraiths and
that he has not summoned to indefinite spectres of up to 15 SDC (or ME) per
servitude under him. In order to cast this ME of the caster.
spell, the Monster must be present
nearby. Then, the mage must win a Bind Undead Lesser
contest of wills. Mage (IQ + ME) +1 per Level: 6
additional 10 PPE spent vs Monster (IQ Range: 20 metres per ME
+ ME). If the mage wins the contest, the Duration: 1 month per ME
Monster is subdued, and the mage can Save: Standard
begin the ritual of binding. This takes 1 PPE: 30
round per ME of the Monster, during This spell attempts to bind an Undead
this time the mage cannot rest or be that he has not summoned to indefinite
interrupted. If he is, the binding ritual servitude under him. In order to cast this
immediately fails and he must spell, the Undead must be present
immediately roll another contest of will nearby. Then, the mage must win a
against the Monster in order to keep contest of wills. Mage (IQ + ME) +1 per
287
additional 10 PPE spent vs Undead (IQ the Vampire does not serve willingly. It
+ ME). If the mage wins the contest, the will attempt to pervert and corrupt it's
Undead is subdued, and the mage can master's orders.
begin the ritual of binding. This takes 1
round per ME of the Undead, during this Summon Aquatic
time the mage cannot rest or be Level: 3
interrupted. If he is, the binding ritual Range: 10 metres per ME
immediately fails and he must Duration: 4 rounds per 5 ME
immediately roll another contest of will Save: None
against the Undead in order to keep PPE: 15
control. Once the Undead is fully bound, This spell allows the caster to summon
it will obey the caster. This spell applies and control aquatics such as fish, manta
to lesser undead such as skeletons, rays, piranha, seals, turtles, sharks, eels,
zombies, ghosts and ghouls of up to 10 dolphins, whales, kraken, octopi, squids,
SDC (or ME) per ME of the caster. etc. The type depends on what is
available in the area.
Bind Vampire
Level: 10 Summon Avian
Range: 10 metres per ME Level: 3
Duration: 1 month per ME Range: 10 metres per ME
Save: Standard Duration: 4 rounds per 5 ME
PPE: 50 Save: None
This spell attempts to bind a Vampire (of PPE: 15
up to 10 SDC per ME of the caster) that This spell allows the caster to summon
he has not summoned to indefinite and control avians such as chickens,
servitude under him. In order to cast this condors, crows, ducks, eagles, falcons,
spell, there must be a Vampire present geese, hawks, hummingbirds, ostriches,
nearby. Then, the mage must win a emus, owls, parrots, peacocks, pelicans,
contest of wills. Mage (IQ + ME) +1 per penguins, ravens, roadrunners, swans,
additional 10 PPE spent vs Vampire (IQ turkeys, woodpeckers, etc. The type
+ ME). If the mage wins the contest, the depends on what is available in the area.
Vampire is subdued, and the mage can
begin the ritual of binding. This takes 1 Summon Canine
round per ME of the Vampire, during Level: 3
this time the mage cannot rest or be Range: 10 metres per ME
interrupted. If he is, the binding ritual Duration: 4 rounds per 5 ME
immediately fails and he must Save: None
immediately roll another contest of will PPE: 15
against the Vampire in order to keep This spell allows the caster to summon
control. If the mage loses the initial (or and control canines such as coyotes,
subsequent) contest the Vampire dingoes, domestic dogs, foxes, hyenas,
immediately proceeds to attack the mage wolves, etc. The type depends on what is
recognizing the danger from him or available in the area.
otherwise cause as much mayhem as
possible. Once the Vampire is fully Summon Demon, Lesser
bound, it will obey the caster. However, Level: 9
288
spell, or can no longer see the elemental. already exist somewhere nearby, he
The elemental has attributes and SDC cannot just create it.
identical to the caster along with the
abilities and bonuses from the Water Summon Hoofed
Elemental. Range doesn't apply with this Level: 2
spell as the elemental is being Range: 10 metres per ME
summoned from another plane. Duration: 4 rounds per 5 ME
Save: None
Summon Familiar PPE: 15
Level: 4 This spell allows the caster to summon
Range: 10 metres per ME and control hoofed such as buffalos,
Duration: 4 rounds per 5 ME camels, cows, bulls, deer, donkeys,
Save: None elephants, giraffes, goats, hippopotami,
PPE: 20 horses, moose, pigs, boars, rhinos,
The caster may summon and sheep, zebras, etc. The type depends on
permanently psionically link a familiar what is available in the area.
with a person of the caster's choice. At
any point the recipient may see through Summon Insects and Spiders
the familiar's eyes, smell through its Level: 3
nose, hear with its ears, taste with its Range: 10 metres per ME
mouth or link with any of its other Duration: 4 rounds per 5 ME
senses (including supernatural ones). Save: None
The two are always in constant PPE: 15
telepathic contact. This spell allows the caster to summon
and control insects such as ants, bees,
Summon Feline scorpions, spiders, etc. The type depends
Level: 2 on what is available in the area.
Range: 10 metres per ME
Duration:4 rounds per 5 ME Summon Monster
Save: None Level: 8
PPE: 15 Range: 10 metres per ME
This spell allows the caster to summon Duration: 4 rounds per 5 ME
and control felines such as domestic Save: Standard
cats, cheetahs, cougars, pumas, jaguars, PPE: 40
leopards, lions, lynxes, tigers, etc. The This spell allows the caster to summon
type depends on what is available in the and control monsters of up to 10 SDC
area. per ME of the caster. This may include
dragons, basilisks, yeti, etc. The type
Summon Fog depends on what is available in the area
Level: 1 and the caster's ME. Intelligent monsters
Range: 10 metres per ME may be summoned but may not be so
Duration:4 rounds per 5 ME easy to control.
Save: None
PPE: 5 Summon Mustelid
This spell allows the caster to summon Level: 3
any nearby fog. Note the fog must Range: 10 metres per ME
290
This spell allows the caster to summon a kodiak, polar, etc. The type depends on
Succubi or Incubi, who will arrive on what is available in the area.
this plane favourably disposed towards
the caster for having summoned them. Summon Vampire
Succubi arrive on this plane with only Level: 10
one goal: the seduction of and copulation Range: 10 metres per ME
with humans. Any deed the caster Duration: 4 rounds per 5 ME
desires of them which will further their Save: Standard
goal will be approved of and encouraged PPE: 50
by the Succubi. Range doesn't apply This spell allows the caster to summon
with this spell as the elemental is being and control a Vampire of up to 10 SDC
summoned from another plane. per ME of the caster. Sooner or later a
summoner will probably lose control of
Summon Undead Greater one of his or her summoned creatures.
Level: 7 What happens next will depend on the
Range: 10 metres per ME summoner's luck, the preparations he or
Duration: 4 rounds per 5 ME she took in advance, the strength of the
Save: Standard summoned creature, and the summoned
PPE: 30 creature's intelligence and demeanour.
This spell allows the caster to summon The consequences can range from the
and control greater undead such as relatively minor to the devastating.
ghasts, mummies, wights, shadows,
wraiths and spectres of up to 15 SDC (or Once released from control, there are
ME) per ME of the caster. The type four possibilities of actions for a
depends on what is available in the area. summoned creature:
1 - the creature could return to its home
Summon Undead Lesser environment;
Level: 4 2 - the creature could rampage meaning
Range: 10 metres per ME that it will go berserk, wreaking what
Duration: 4 rounds per 5 ME havoc it can before it is banished or
Save: None destroyed;
PPE: 20 3 - the creature could seek revenge on its
This spell allows the caster to summon summoner either through the
and control lesser undead such as summoner's death or capture; or,
skeletons, zombies, ghosts and ghouls. 4 - the creature could feign that control
The type depends on what is available in of it continues in order for it to take an
the area. even more devastating revenge at a later
time.
Summon Ursine Less intelligent summoned creatures will
Level: 3 have a tendency to either return to their
Range: 10 metres per ME home environment or rampage. More
Duration: 4 rounds per 5 ME intelligent, more malign summoned
Save: None creatures will definitely seek revenge.
PPE: 15 Many summoning spells are enhanced
This spell allows the caster to summon with additional wards to protect against
and control ursines such as grizzly, rampages. The basic form of most
292
Arousal
Level: 1
Range: Touch
Duration: 4 rounds per 5 ME
Save: Standard
PPE: 5
This spell creates a state of extreme
horniness in the affected creature. This
can be reversed to completely snuffs out
any lust the recipient might be feeling.
Aroused Hound
Level: 1
Range: Touch
Duration: 4 rounds per 5 ME
Save: Standard
PPE: 5
This spell causes the affected canine to
latch on to the nearest humanoid leg and
start banging.
Belch
Level: 1
Range: Line of sight
Duration: Instant
Save: Standard
PPE: 5
293
be. Needless to say the victim will be The cloud is also highly flammable so
completely naked after. no lit matches!
This spell tells the caster the complete prank.. it leaves the victim very
lineage of whoever he touches going uncomfortable..
back 1 generation per ME, and where to
find them. Useful for finding someone Insane Jealousy
youve lost contact with or has been Level: 4
kidnapped. Range: Line of sight
Duration: 4 rounds per 5 ME
Giggle Save: Standard
Level: 1 PPE: 20
Range: Line of sight This spell causes the recipient to become
Duration: 4 rounds per 5 ME violently jealous of her partner or
Save: Standard sibling. The victim will at first verbally
PPE: 5 abuse the source of their jealousy
One victim in sight giggles involuntarily. building up to assaulting them.
Loudness and strength are determined by
save. Intoxicate
Level: 6
Hung Well Range: Touch
Level: 8 Duration: 4 rounds per 5 ME
Range: Line of sight or self Save: Standard
Duration: 4 rounds per 5 ME PPE: 30
Save: Standard This spell makes a target feel drunk with
PPE: 15 all the full effects of inebriation. The
Your penis size increases to epic reverse of this completely negates the
proportions, by 1 extra inch per 1 PPE. effects of any drug or alcohol in a
person's system.
Impotent
Level: 2 Kick to the Cajones
Range: Line of sight Level: 6
Duration: 1 day per ME Range: Line of sight
Save: Standard Duration: Instant
PPE: 10 Save: Standard
Male victims cannot attain an erection PPE: 30
and females lose any interest in sex. This spell makes a target feel like their
manhood has just received an invisible
Induce Orgasm kick. being crushed by some unseen
Level: 1 force. He will then collapse on the
Range: Line of sight ground and lie there for 10 minutes, -1
Duration: Instant minute per 3 PE.
Save: Standard
PPE: 5 Love will find a way
This spell causes the recipient to orgasm Level: 10
instantly. If used during combat any Range: Touch
initiative will be lost along with one Duration: 4 rounds per 5 ME
attack, not to mention it totally distracts Save: Standard
your opponent for 1 round. If used as a PPE: 50
296
Privacy Scratch
Level: 8 Level: 1
Range: Self or line of sight and 1 metre Range: Line of sight
radius per ME Duration: 4 rounds per 5 ME
Duration: 1 round per ME Save: Standard
Save: None PPE: 5
PPE: 40 Causes one victim in sight to itch
This spell prevents any form of scrying, uncontrollably.
detection, eavesdropping, clairaudience,
clairvoyance and mind reading to all Semen Expulsion
within the radius. Level: 9
Range: Line of sight
Prophylactic Duration: Instant
Level: 9 Save: Standard
Range: Line of sight PPE: 10
Duration: rounds per ME This spell unleashes a blast of disgusting
Save: Standard off-white slime that coats everything in
PPE: 5 the area of effect. The slime turns cloth
This spell prevents the recipient from crusty, but affects everything else like
becoming pregnant or catching any grease, making it slippery. Flesh in
sexual diseases for the duration of the contact with this slime is slightly sticky
spell. and SPD is half. Going any faster
requires PP checks to prevent the person
297
Wet Pants
Level: 1 31. tarot
Range: Line of sight
Duration: Instant magicana
Save: Standard The tarot (/ˈtæroʊ/; first known as trionfi
PPE: 5 and later as tarocchi or tarock) is a pack
This spell puts pressure on the victim's of playing cards, used from the mid-15th
bladder causing him to wet himself century in various parts of Europe to
uncontrollably, soaking his trousers with play games such as Italian tarocchini,
pungent urine. -4 to MA until cleaned French tarot and Austrian Königrufen.
up. Many of these tarot card games are still
played today. In the late 18th century,
Yawn some Tarot packs began to be used in
Level: 1 parallel for divination in the form of
Range: Line of sight tarotology and cartomancy and, later,
Duration: 4 rounds per 5 ME specialist packs were developed for such
Save: Standard occult purposes.
PPE: 5
One victim in sight yawns very loudly Like common playing cards, the tarot
and rudely unless save. has four suits; Clubs, Cups, Swords, and
Coins. Each suit has 14 cards, ten pip
cards numbering from one (or Ace) to
ten and four face cards (King, Queen,
Knight, and Jack/Knave). In addition,
the tarot has a separate 21-card trump
suit and a single card known as the Fool.
Depending on the game, the Fool may
act as the top trump or may be played to
avoid following suit. These tarot cards,
without occult symbology, are still used
throughout much of Europe to play card
games.
Page of Clubs
Level: 3
Range: Line of sight
Duration: 1 round per ME
Save: None
PPE: 15
+1 to all skill rolls
Knight of Clubs
Level: 4
Range: Line of sight
Duration: 1 round per ME
Save: None
PPE: 20
+1 to any combat rolls
Queen of Clubs
Level: 4
Range: Line of sight
Duration: 1 round per ME
Save: None
PPE: 20
This allows the recipient to see what
choice he should make in his current
situation, see all the variables, predict
the outcomes, illuminating possible
courses of action. He can then foresee
the best tactic, and accelerate himself
along that path.
King of Clubs
Level: 4
301
Ten of Cups
Level: 3
Range: Line of sight
Duration: Instant
Save: Standard
PPE: 15
+1 save vs insanity.
Page of Cups
Level: 3
Range: Line of sight
Duration: 1 round per ME
Save: None
PPE: 15
+1 on any rolls to decipher or understand
something
Knight of Cups
Level: 4
Range: Line of sight
Duration: 1 round per ME
Save: None
PPE: 20
+1 IQ
Queen of Cups
Level: 4
Range: Line of sight
Duration: 1 round per ME
Save: None
PPE: 20
The recipients gain +1 on loyalty rolls.
King of Cups
Level: 4
Range: Line of sight
303
The victim has his arms and legs bound Queen of Swords
tight by magical energy preventing any Level: 4
movement. Range: Line of sight
Duration: 1 round per ME
Nine of Swords Save: Standard
Level: 3 PPE: 20
Range: Touch The victim must speak the truth to any
Duration: 1 round per ME question.
Save: Standard
PPE: 15 King of Swords
By touch the user instills fear, causing Level: 4
the victim to flee in panic at maximum Range: Line of sight
movement speed away from the caster Duration: Instant
for 1 round per ME of the caster causing Save: None
such fear. PPE: 20
Remove any forms of confusion, doubt
Ten of Swords and control, even magical.
Level: 3
Range: Line of sight
Duration: Instant
Save: Standard for half damage
PPE: 15 +10 per additional dagger
Use of this spell creates one magical
dagger which darts forth from the
caster's fingertip and unerringly strikes
its target. Each dagger does D6 of
damage per 2 ME. +1 dagger per
additional 10 PPE spent.
Page of Swords
Level: 3
Range: Line of sight
Duration: 1 round per ME
Save: Standard
PPE: 15
This causes the victim to panic and flee
as if routed.
Knight of Swords
Level: 4
Range: Line of sight
Duration: 1 round per ME
Save: None
PPE: 20
Immune to magical attacks which cause
fear or panic.
305
(interconnecting iron bars of a large cell instance if an ally has been killed, using
or cage, a large pool of liquid, etc.), or it to avoid the deadly blow.
until there are no more objects or
creatures to strike. Direction is not a Judgement
consideration when plotting chain Level: 10
lightning arcs. Range: Line of sight
Duration: Instant
The Star Save: None
Level: 9 PPE: 50
Range: Line of sight This spell may be cast at any time once
Duration: Instant an ally has been slain, up to 1 year per
Save: None ME. Any wounds and damage caused at
PPE: 45 the time of death are healed and the
This spell allows the caster to suddenly recipient is restored to life at 1 HP.
realize or work something out. The GM
should tell you something that you've The World
missed figuring out, such as which Level: 10
option to investigate. Range: Line of sight
Duration: 1 round per ME
The Moon Save: None
Level: 9 PPE: 50
Range: Line of sight This spell seems to make time cease to
Duration: 4 rounds per 5 ME flow for everyone but the recipient. In
Save: None fact, he speeds up so greatly that all
PPE: 45 other creatures seem frozen, though they
This spell prevents detection and are actually still moving at their normal
location spells from working to detect or speeds. He can perform all his normal
locate the objects affected. Thus, a actions but without any interference
sequester spell can mask a secret door, a from others until the spell expires.
treasure vault, the caster, etc. Of course,
the spell does not prevent the subject
from being discovered through tactile
means or through the use of devices
(such as a robe of eyes or a gem of
seeing).
The Sun
Level: 10
Range: Line of sight
Duration: Instant
Save: None
PPE: 50
This spell is used to prevent unexpected
difficulties, and may be cast to
immediately change an event, for
310
Transfer Tattoo
32. tattoo Level: 10
Range: Wearer
magicana Save: Standard
Tattoo magic involves the use of magical PPE: 50
tattoos which provide their bearer with Duration: Instant
access to different supernatural powers. This transfers an existing magic tattoo
The character does not have to perform from a source to a target. Both the
any special ritual to activate his tattoos; source and target have to be some sort of
he must simply will them to activate, skin. If the target of the spell saves vs
expends his PPE and they do. the magic, the spell fails completely with
nothing transferred.
Copy Tattoo
Level: 8 Tattoo of Absorption
Range: Wearer Level: 9
Save: None Range: Self
PPE: 40 Save: None
Duration: Permanent PPE: 50
This spell allows the caster to copy an Duration: 1 round per ME
existing magic tattoo from a source to a This tattoo prevents any damage from
target. Both the source and target have to one type according to the colour used to
be some sort of skin. make it.
Green Acid
Tattoo Primer Blue Cold
Range: Wearer Red Fire
Save: None Yellow Lightning
PPE: 10 Violet Poison/venom
Duration: Permanent Silver Mind attack
This spell allows the creation of Orange Poison gas
enchanted tattoos. The exact nature of
the tattoo is determined by the symbol Tattoo of Accuracy
inscribed. This is cast as a normal spell Level: 6
with the desired tattoo then cast on top Range: Wearer
of it. Save: None
PPE: 30
Tattoo Remover Duration: 1 round per ME
Range: Wearer This doubles the wearer's normal strike
Save: None ability.
PPE: 10
Duration: Instant Tattoo of Action
This spell can be used to remove Level: 6
enchanted tattoos. Why? To upgrade to Range: Wearer
better more powerful tattoos or just a Save: None
change in class type. The amount of PPE PPE: 30
involved includes the 10 for this spell + Duration: 1 round per ME
the casting amount of PPE for the tattoo
being removed.
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Black Ice
Level: 3
Range: Touch
Duration: Instant
Save: None
PPE: 15
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The recipient cannot be photographed. This spell can recharge any piece of
He simply does not appear on any equipment requiring one PPE per 10
photograph, still or video (making him volts.
invisible to surveillance cameras, for
example). If the recipient is carrying Control Device
gear, the gear doesn't show up either. Level: 6
Items dropped or put down become Range: Line of sight
visible to photography. Items picked up Duration: 4 rounds per 5 ME
disappear if tucked into clothing or a bag Save: None
carried by the recipient. Any part of an PPE: 30 per square metre in size total
item that the subject carries but that This spell allows you to take control
extends more than 10 feet from it over any machine and electrical device
becomes visible, such as a trailing rope. in sight. It will obey any commands.
The subject is invisible to photography
in only the visible spectrum. It can be Convert Energy
photographed by other means (such as a Level: 4
camera that photographs thermal Range: Self
images) or detected by sound, the step of Duration: Until used
a foot in a puddle or other traces. Save: None
PPE: 20
Change Channel The caster may absorb energy like
Level: 1 electricity, lasers, microwave energy, etc
Range: Line of sight and can convert it into PPE. Without the
Duration: Instant use of this spell though he will take
Save: None damage from doing it. Every 10 volts
PPE: 2 equals one PPE.
A spell that allows you to flip television
or radio channels at a glance. Data Compression
Level: 5
Change Light Range: Touch
Level: 1 Duration: 1 hour per ME
Range: Line of sight Save: None
Duration: Instant PPE: 25
Save: None This spell allows the mage to fit twice as
PPE: 5 much information onto a "normal" piece
This allows the caster to change a street of recording media than is normal. The
light to any colour desired (within the mage determines which "file" he wishes
range of green, amber or red). to pull up when he inserts the recorded
media into the recording or reading
Charge Equipment device. In order for this spell to work the
Level: 1 mage must have a blank recording media
Range: Touch (i.e., CD, cassette, blank record) and he
Duration: Until used must either record the information using
Save: None mundane or magical means after the
PPE: 5+ Data Compression spell has been cast.
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At the end of the spell's duration, all the encryption code however you can read
information on the media vanishes. encrypted data normally with this spell.
Transfer Data
Level: 2
Range: Line of sight
Duration: 1 minute per ME
Save: None
PPE: 10
This spells sets up a magical connection
between two technological items
allowing them to transfer data. Speed of
data transfer is very fast, assume one
gigabyte of data per second per ME can
be copied.
Water to Fuel
Level: 2
Range: Line of sight
Duration: Permanent
Save: None
PPE: 10
This spells converts any liquid into
petroleum fuel, up to 1 litre per ME.
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person. He can teleport loved ones and entrance, and use it to go anywhere in
friends to safety, rescuing them. Or the world as long there is a door which
teleport himself to a hated enemy. He they can use to exit. He can turn these
can simultaneously teleport one person off and on. Once opened, anyone can
per level. enter the portal, not just the user so he
does not have control who can enter or
Fly not. He may become trapped on the
Level: 6 other side if the used door is destroyed.
Range: Self or line of sight Further he cannot create a door himself
Duration: 4 rounds per 5 ME unless he is a carpenter who is trained in
Save: None doing so. The door can lead to any
PPE: 30 location that he knows well, can see or
The caster can fly unaided at ME have a detailed picture of. The caster
x10kph, +10kph per level with a forms two parallel space warps at the
maximum ceiling height of 100 metres desired point of detachment, then shifts
per ME. The character can carry his the location of the outer warp.
normal weight carrying capacity without
it affecting his speed. After that he loses Happy Hour
1kph for every 10 additional kilograms. Level: 1
He can affect himself or any one person Range: Line of sight
within his line of sight. Duration: Instant
Save: Standard
Gate PPE: 5
Level: 6 When cast on any body of water or
Range: Line of sight container holding a liquid it teleports a
Duration: 4 rounds per 5 ME mouthful of the liquid into the caster's or
Save: None another's mouth. Useful if you're bound
PPE: 30 and want to drink that strength potion
The caster can create a vertical gateway you've got so you can break loose.
of up to 1 metre x1 metre for every 4
ME, anywhere within 2 metres per ME Hydroport
(+2 per level). This gate can lead to any Level: 4
location that he knows well, can see or Range: Self
have a detailed picture of. It must Duration: Instant
however be within the same dimension. Save: Standard
PPE: 20
Gate II A variation on Transport. The character
Level: 6 can transport himself between water
Range: Touch surfaces by manipulating the one in front
Duration: 4 rounds per 5 ME of him to link with another one. Once he
Save: None has a location in sight he can then walk
PPE: 30 through the water to the destination on
The character can use any door as a the other side. Can also bring other
portal to go anywhere. He can use any people and objects through by holding
preexisting doors, gates, or any other them. For example using an ocean to
structure used to open and close off an teleport to a lake in England. No water
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sources renders power unusable. The around he can immediately face what is
body of water he links to must be within behind him.
line of sight, a place well known to the 3) He can teleport any object he is
person or a location which he has an carrying straight into his hands or back
image of. Otherwise unless he has some into his pockets.
kind of extra sensory power linked to
this the location will be purely random. Loose Objects
Level: 2
Identify Range: Line of sight
Level: 3 Duration: 1 round per ME
Range: Line of sight Save: Standard
Duration: 4 rounds per 5 ME PPE: 10
Save: None The caster can direct one object per 3
PPE: 15 ME to fly through the air under his
This spells allows the caster to determine control. Maximum weight of 1 kg per
what is on the other side of a gate, portal ME and SPD of 1 per ME, the object can
or wormhole within a 1 metre per ME turn and stop on a dime and respond
diametre of it. It includes lifeforms, instantly to the caster's mental
atmosphere and weather conditions. commands. He can attempt to wrest an
object from an enemy but the victim can
Isoport hold onto the object by making a
Level: 2 successful save.
Range: Self
Duration: Instant Map
Save: Standard Level: 1
PPE: 10 Range: Touch
A variation on Transport. This character Duration: 1 minute per ME
has a limited ability to instantly transport Save: None
himself to another location as well as PPE: 5
manipulate his immediate area. Provides a map of the terrain within 1
1) By touching an object the character kilometre per ME diametre. Highly
can teleport himself to the other side of useful for avoiding getting lost. It will
it. The object can be no larger than 1 not reveal magically hidden locations.
metre per ME. The character can move
himself or anyone he touches plus 30kgs Map, Enhanced
per ME, +20kgs per level. As the hero Level: 4
rematerializes, gases and liquids move Range: Touch
aside before he solidifies. Normal Duration: 1 minute per ME
safeguards prevent the hero from Save: None
consciously Teleporting into a solid PPE: 20
mass. eg. the character is trapped in a A superior version of the normal Map
dead end. He touches the wall which is spell, with labels for terrain features,
less than a metre thick and teleports to lairs of monsters noted, and anything
the other side of it. magically hidden revealed. Provides a
2) He can change his own facing map of the terrain within 1 kilometre per
instantly. So rather than having to turn ME diametre.
331
Alchemy
Level: 3
Range: Line of sight
Duration: Instant
Save: None
PPE: 15
Holding the block of lead with both
hands, the Wizard focuses all his
attention on it and starts to chant. Soon
enough the shimmering glint of gold can
be seen breaking through the surface of
the lead, and starts to expand until the
whole block has been turned into solid
gold. This spell may not be cast during a
combat and takes an entire turn to
complete (even if it only uses up one
component). Alchemy effectively
transmutes the component (a block of
lead) into gold in the following way: roll
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Wizard's ME x10 hit points and lasts (2) Sleeping potion. Roll a D12. The
until it is destroyed. drinker is KO for that many turns.
(3) Healing. All the drinker's lost SDC
Fortress are restored.
Level: 10
Range: 10 square metres per ME The Gilded Cage
Duration: 1 hour per ME Level: 5
Save: None Range: Line of sight
PPE: 50 Duration: 1 minute per 5 ME
This spell is designed to protect a single, Save: None
closed (roofed and floored with wall to PPE: 20
every side) room. After the casting, the One opened room in line of sight of the
protected room cannot be entered by caster becomes a magically sealed
teleportation, gating and all other means prison. Only magic can free any trapped
of transportation. Intangible beings and in it.
other spells that change a creature's body
also don't allow entry, as all small Glue
openings are closed tight. The air Level: 4
however remains fresh and clean inside. Range: Line of sight
All windows to the room are locked by Duration: 1 minute per 5 ME
force barriers with the same properties as Save: None
a wall of force spell; remember that this PPE: 20
cannot be dispelled. All doors are This spell covers a 1 square metre per 2
magically strengthened, and their ME area with a powerful glue. Victims
resistance increases dramatically. As a who move through the area must roll vs.
result, they pass all saves automatically, PS for each glue hex that they enter or
cannot be forced open or lockpicked. be glued fast to the surface. Glued
This spell does not block any scrying. victims must roll vs. PS at -2 to break
Only creatures the caster specifies free. Victims who are stuck in a glue hex
during casting may enter the area of can't move the affected limbs. The GM
effect or leave it. must determine the effects if a character
is Glued to an item or area in an unusual
Fountain of Youth position.
Level: 5
Range: Line of sight Golem
Duration: See below Level: 9
Save: None Range: Line of sight
PPE: 25 Duration: Until destroyed
The area in front of the caster becomes a Save: None
small pool. The spell can only be cast PPE: 50
outside of combat. The magic pool The lead and gold become the
vanishes once D4 people per 5 ME of consistency of putty in the Wizard’s
caster have drunk from it. The caster hands, and he craftily gives shape to a
then chooses what type of pool it is; sturdy humanoid statuette. The Wizard
(1) Deadly well. Whoever drinks from it then places his creation on the ground
must use a healing potion or die. and causes it to grow in size and start to
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his own memories, powers and This spell allows the wizard to teleport
attributes. his lab from one location to another. The
caster must first cast this on his lab to
Non Conductive Weave prime it. At any point later he can then
Level: 9 find, or make a flat location to where the
Range: Touch lab will be teleported to. After the spell
Duration: Permanent has been cast the second time, the
Save: None building and all of its contents are
PPE: 50 transported to the new location.
This spell permanently enchants cloth to
be immune to electricity. Can affect 1 Quackery
pound per ME, +1 per level. Level: 7
Range: Touch
One Size Fits All Duration: Until drunk
Level: 6 Save: None
Range: Touch PPE: 35
Duration: Instant The caster tries to make a magic potion.
Save: None Make an IQ roll. If unsuccessful, the
PPE: 30 potion becomes rat poison. If successful,
This spell allows any clothing or armour then roll a D12. An even number and the
to be mystically re-sized to fit a recipient flask becomes a strength potion (+10 PS
without any loss of structural integrity or for 14 rounds), an odd number and it
function. becomes a healing potion (heals all SDC
instantly).
Path of Glue
Level: 6 Recharge
Range: Line of sight, 1 metre radius per Level: 7
ME Range: Touch
Duration: 1 round per ME Duration: Instant
Save: None Save: None
PPE: 30 PPE: 40
By means of this spell, the caster creates This spell may target any magical item
a 1 metre diameter per ME patch of very that uses charges but an IQ test is
sticky glue. Anything which comes into required in its casting. If the test is
contact with the patch will be stuck fast, successful then it is fully charged,
and be unable to move whatever is in the otherwise it is only half charged. An
glue. This causes a -4 to AR and -1 to item may not be recharged more than
initiative. The stickiness is equal to 1 PS once per day (the magical surge of
per ME of the caster, +1 per level. power would risk to tear it apart).
It’s unavoidable. If one opens a bottle or Any non living object may be re shaped
barrel of a particularly fine alcohol, it in any way desired. Can affect up to 1
may have already spoiled. This spell will pound per ME.
make it as new again.
Smaller
Reintegration Level: 8
Level: 5 Range: Line of sight
Range: Line of sight Duration: 4 rounds per 5 ME
Duration: Instant Save: Standard
Save: None PPE: 40
PPE: 25 Decreases the size and weight of a
This spell reverses disintegrated objects person or object by 100% each time. Can
back to their state just before they have affect 1 square metre per 2 ME.
been reduced to molecular ashes. To
make the spell work the caster must Special Weapon Enchantment
collect some of the ash-like substance Level: 6
that is left behind. Then he must close Range: Touch
his hands and start the transformation. Duration: Permanent
Within a few minutes the object starts to Save: None
slowly manifest out of thin air before the PPE: 30
eyes of the caster. Objects must make a This spell enchants the weapon allowing
successful object saving throw to be a hole in the weapon's bladed area to
reintegrated. If these checks fail they can have special magical jewels placed there.
never be reintegrated again. Living The jewels imbue the weapon with a
creatures can only be restored via a special ability, with each jewel imbues a
Resurrection spell. different ability. The jewels must be
made separately from the weapon. Each
Restore Book jewel must be created as any other
Level: 1 magical item is made. When jewels have
Range: Touch been made for the weapon they are
Duration: Permanent placed in the hole one at a time. To take
Save: None out a jewel another one must push the
PPE: 5 original one out of the hole and thus slip
This spell, applied to damaged or into the hole.
decaying books, restores them to pristine
condition, cleans them up, de-fades and Spin Wire
deyellows the printing, magically Level: 1
rebinds them, and makes them good as Range: Touch
new. Duration: Permanent
Save: None
Shape PPE: 5
Level: 8 This will spin wire of any gauge from an
Range: Line of sight ingot of metal. 1 kg per ME can be
Duration: Permanent drawn in such a way up to a length of 50
Save: None metres per kilo. Only solid wire can be
PPE: 40 drawn in this way, not hollow (pipe) or
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photograph, still or video (making him This spell allows a mage to merge with a
invisible to surveillance cameras, for wall and hide in a state of suspended
example). If the recipient is carrying animation until it expires.
gear, the gear doesn't show up either.
Items dropped or put down become Colour Code
visible to photography. Items picked up Level: 1
disappear if tucked into clothing or a bag Range: Line of sight
carried by the recipient. Any part of an Duration: 4 rounds per 5 ME
item that the subject carries but that Save: Standard for living, no save on
extends more than 10 feet from it objects
becomes visible, such as a trailing rope. PPE: 5
The subject is invisible to photography With this spell the caster can alter the
in only the visible spectrum. It can be colour of any surface. The caster can
photographed by other means (such as a affect one square metre per level.
camera that photographs thermal
images) or detected by sound, the step of Commune with City
a foot in a puddle or other traces. Level: 4
Range: Entire city which are residing in
Change Channel Duration: 1 minute per ME
Level: 1 Save: None
Range: Line of sight PPE: 20
Duration: Instant This spell allows the caster to become
Save: None one with the city. In this state he is
PPE: 2 aware of any activity within the city and
A spell that allows you to flip television may locate a specific individual with
or radio channels at a glance. ease. He also gains blueprint like
knowledge of the entire city, both above
Change Light ground and the sewers below, including
Level: 1 terrain, buildings and bodies of water.
Range: Line of sight
Duration: Instant Compass
Save: None Level: 2
PPE: 5 Range: Line of sight
This allows the caster to change a street Duration: 4 rounds per 5 ME
light to any colour desired (within the Save: Standard
range of green, amber or red). PPE: 10
This spell conjures a glowing arrow
City Merge (caster's choice of colour) that appears
Level: 7 floating over his hand and points north.
Range: Line of sight
Duration: 1 hour per 5 ME +1 hour per Conceal
level Level: 3
Save: None Range: Line of sight
PPE: 40 Duration: 4 rounds per 5 ME
Save: None
PPE: 15
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1 object (up to 30 square metres) within area, like grains of sand or pieces of
sight can be made invisible. However it silver.
doesn't mask sound or smell.
Creatures of Urbania
Connoisseur Level: 4
Level: 1 Range: Line of sight
Range: Touch Duration: 4 rounds per 5 ME
Duration: 4 rounds per 5 ME Save: None
Save: None PPE: 20
PPE: 5 This spell makes the victim a target of
This spell allows the caster to tell what every bird within 100 metres per level.
quality of wine or champagne he is
drinking. This spell will let the caster Data Read
know by quickly flashing a colour, on Level: 5
the surface of the drink, corresponding Range: Touch
to the level of quality. It will also warn Duration: 4 rounds per 5 ME
of spoilage or poison. The colour black Save: Standard
means poor or bad quality. Blue means PPE: 25
good or average quality. A light blue With this spell you can run your finger
means very good and white means over any machine readable data source
excellent. If the flash is black and red, (a barcode, a computer disk, a CD,
the wine is spoilt. magnetic tape, or any similar record) and
understand the content of the data. You
Cool Shades experience the data as it would normally
Level: 1 be experienced through an appropriate
Range: Touch machine. For example if reading a music
Duration: 4 rounds per 5 ME CD you hear the music in your head. If
Save: None reading a word processor file you
PPE: 5 visualize and read an image of the page.
Creates a cool looking pair of shades for If reading a barcode you see the serial
the caster. With these sunglasses the number, pricing information or other
caster is immune to any light or blinding barcoded data. The amount of time
attacks. It also raises MA by +1 while required to experience the data is the
worn. same as that required to read it by
conventional means. You can normally
Count read 2 pages of documents in one
Level: 2 minute. This spell does not decode
Range: Line of sight encrypted data. If you know the
Duration: Instant encryption code however you can read
Save: None encrypted data normally with this spell.
PPE: 10
This allows the caster to count how Degauss
many items of his or her choice are Level: 3
within a particular area (1 square metre Range: Touch
per level). The spell verbally announces Duration: Instant
the number of objects in the specified Save: None
350
This spell replicates the exact kind of messages in the brew. The message is
alcohol that the caster touches. The transmitted when someone takes a sip.
largest quantity it can create per casting
is usually around 1 litre per ME. The Mind Map
caster needs to be holding a beer mug or Level: 1
some other kind of container to put the Range: Self
alcohol into. Duration: 1 hour per 5 ME +1 hour per
level
Incite Riot Save: None
Level: 7 PPE: 5
Range: Line of sight This spell allows a mage to know a city
Duration: 4 rounds per 5 ME like a native.
Save: Standard
PPE: 40 Moon Walk
This causes 1 person per ME within Level: 7
sight to become enraged and develop Range: Self
into a mob. Duration: 4 rounds per 5 ME
Save: None
Maintain machine PPE: 35
Level: 3 This spell allows the mage to completely
Range: Touch defy gravity. He can glide at a speed of
Duration: 10 minutes per 5 ME 1kph per 1 ME. He can also use it for
Save: None jumping from rooftop to rooftop.
PPE: 15
This keeps a machine going despite its No Debt
horrible condition. After the duration Level: 7
ends the machine will break down. Range: Line of sight
Duration: Instant
Mask Metal Save: Standard
Level: 3 PPE: 40
Range: Touch A memory altering spell, this makes one
Duration: 4 rounds per 5 ME person that the mage owes money to
Save: None think he's been paid.
PPE: 15
This spell makes a metal object Open/Close
undetectable to metal detectors. Level: 3
Range: Line of sight
Message in a Bottle Duration: Instant
Level: 2 Save: None
Range: Line of sight PPE: 15
Duration: 1 hour per 5 PPE This spell can cause door handles to turn
Save: None and open slowly or doors to close. It can
PPE: 10 +1 per word, +5 per hour also be used to open simple locks such
This spell when cast on a bottle of booze as those found on everyday doors. This
allows the caster to leave a telepathic spell will not lift bolted doors or those
with superior locks made by locksmiths.
353
Washer
Level: 1 36. voodoo
Range: Line of sight
Duration: Instant magicana
Save: None Voodoo is another name for sympathetic
PPE: 5 magic, the doctrine that like affects like.
This spell instantly cleans 1 kilos of The voodoo priest knows that damage
clothing per ME +5 kilos per level. inflicted upon a doll fashioned in the
image of an enemy is also inflicted upon
Wirewalk the enemy himself.
Level: 10
Range: Touch The magical powers of Voodoo are not
Duration: Instant the typical fantasy spells and
Save: None incantations of sword-and-sorcery game
PPE: 50 worlds, where mages throw fireballs and
This spell allows you to teleport to the raise the dead with a few gestures.
location of a telephone you call. The Instead, magic is a subtle, complicated
telephone must be answered, the spell process. But in some ways, it is far more
only works over an open line. You arrive powerful than what any fantasy
adjacent to the device (within 15 metres magician can do. The magic described
of it). For example you might use a cell below depends on rituals designed to
phone to call your home. As soon as produce effective results.
anyone answers the phone (including an
answering machine) you could use the The more advanced Initiates can
spell to teleport home. You can travel eliminate some or most steps from a
any distance, bringing along objects and ceremony and still make it effective, but
willing creatures totalling up to 5kgs per most magicians who take such shortcuts
ME +5 per level. risk having the ritual fail or backfire.
Different schools of magic change the
elements or the exact order of each step,
but for the most part they are always
present. Repetition is an important
element of most ceremonies. The same
phrases, songs or actions are repeated
over and over throughout the steps of the
ritual. The constant repetition helps the
magician reach a state of trance in which
he is aware of nothing but the ritual
itself. Free of distractions, the mind of
the magician is able to tap into the spirit
world and draw the power necessary to
affect the world.
to a mother in labour and birth. He can see potential influences (mild emotions,
produce a numbing of the lower back hidden diseases and curses, etc.) In-
and pelvis to reduce stress on the mother Betweeners can benefit from this ritual,
during labour. He can also assist a but spirits can not.
mother in pushing the child out, cutting
the time of labour by half. And finally he Breeze
can position the child correctly during Level: 1
labour for proper birth and prevent any Range: 1 metre radius per ME, +1 metre
internal bleeding in the mother. per level
Duration: Instant
Audio Illusion Save: None
Level: 1 PPE: 5
Range: Line of sight The character calls upon the loa Badè to
Duration: 1 minute per 4 ME create a breeze — anything from a
Save: Standard cooling draft of air to a heavy wind.
PPE: 5 While it’s possible to use this spell
By calling on the power of the loa Gran maliciously (for example, by blowing
Boa, a character can mentally generate down a flimsy shack or disarranging the
any form of noise, from breaking glass papers on someone’s desk), it’s usually
to a car engine. He can centre the sound put to beneficial uses such as moving a
anywhere within range, but it can be sailboat a little quicker, cooling down an
heard for a distance equal to the real area, or keeping flying pests away.
sound. Voices can be duplicated.
Bump of Direction
Aura Sight Level: 1
Level: 1 Range: Touch or self
Range: Line of sight Duration: 1 hour per ME
Duration: Instant Save: Standard
Save: Standard PPE: 5
PPE: 5 The subject always knows the direction
This enables the subject to perceive to go to reach a specific destination. The
auras. For the duration of the effect the special effect can manifest as anything
subject can perceive a living creature's from a warm feeling when travelling the
aura by concentrating on that creature. right direction to an actual guide - often
The insights that can be achieved are a small distant light - which may or may
dependent on the subject's degree of not be visible to others.
initiation. Non-initiates get a sense of
whether there's something supernatural Centre of Attention
about the target. First degree initiates Level: 5
will see the actual aura and get very Range: Line of sight
basic perceptions (is the target affected Duration: 1 hour per ME
by a ritual, possessed, nonhuman, Save: Standard
influenced by strong emotion, etc.) Third PPE: 25
or higher degree initiates will be able to This ritual draws attention to the object
tell the specific type of influence. Fifth or person that is the subject of the ritual,
or higher degree initiates will be able to
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superficially) and must contain at least remain in existence and can be used to
two of the following from him: hair; cast the spell repeatedly.
skin; nail clippings; blood; saliva; a
scrap of cloth from an article of clothing Dream Sanctum
worn for at least one day; a tiny personal Level: 7
possession. A doll, once constructed, Range: Line of sight
only works against that specific person; Duration: 1 hour per ME
the GM should keep a list of the dolls Save: Standard
possessed by a bokor who knows this PPE: 35
spell. To use the spell, the bokor need A dream sanctum is usually created
only harm the doll in some way. around an object or area in the material
Typically this means poking it with a world to resist intrusions or attacks from
silver pin to inflict intense agony (and the dream world. If the subject moves
various forms of impairment), but the away from the protected space by a
bokor could also hold the doll over a Dream ritual, his dream self is
flame, crush it under something, or the vulnerable to attack in the dream world.
like.
Dream Shackles
Other people, including the victim, can Level: 6
harm or destroy the doll without hurting Range: Line of sight
the victim at all. Most of the attacks a Duration: 1 hour per ME
bokor can make with a Voodoo Doll Save: Standard
don’t require him to be near the victim, PPE: 30
and ignore intervening barriers. This powerful ritual will imprison the
However, if he’s in the victim’s soul of the subject in the dream world
presence, he can use the doll defensively for an extended period of time. The
— he can hold up the doll as a “shield,” target will find himself unable to wake,
and any Ranged attack that strikes it and will wander in the dream world
hurts the victim instead! Alternately, while his body remains in a deep sleep.
instead of harming the doll, the bokor The ritual will take effect the next time
can use it to take control of the victim. the target falls asleep, or immediately if
He must be within the bokor’s line of the hour-long ritual is conducted while
sight for this to work. he is asleep. During that time, other
Dream rituals can affect the victim, and
A control doll is most effective when he will not be able to wake up. Also, his
used from a long way away, targeting body will be helpless against physical
the attacks using the doll’s magic link to attacks — if his room were set on fire,
the victim. In such a case, Voodoo he would burn or suffocate to death
sorcerers can concentrate and take all the without being able to awaken.
time they want to make the attack, and
the victim doesn’t see it coming. Up Dream Visitor
close, victims seldom sit still long Level: 3
enough. The doll can still be used, but if Range: Line of sight
the victim’s nearby there’s a chance he Duration: 1 hour per ME
can take the doll away. Unless the bokor Save: Standard
destroys it, the doll and its contents PPE: 15
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The magician can enter someone else’s events that affect him within the
dream. The subject must be asleep while Dreamworld. He might even die. The
this 10-minute ritual is conducted, and equivalent of the damage appears in the
resists with his Will. If the ritual is character's real body. Each Dreamworld
successful, the caster falls into a trance is unique to the specific dreamer and
and, after a brief sojourn in the dream retains no existence except during the act
world, will enter the subject’s dreams (a of dreaming. Dreamworlds exist within
side effect of this ritual is that the subject the greater Dreamscape and as such
will immediately fall into REM sleep some Dreamworlds touch each other and
after its successful completion). Once it is possible that the Dreamtraveller can
there, the caster can try to reshape enter one Dreamworld and exit one of
elements of the dream by imposing his someone else's.
will on the environment. The traveller
can send messages, deliver warnings, Endure
create pleasant images or inflict Level: 2
nightmares on the dreamer. The dreamer Range: Line of sight
will always remember the content of Duration: 1 hour per ME
these dreams. Save: Standard
PPE: 10
Dream Walking If a character finds himself in a situation
Level: 4 where he will undergo torture, he can
Range: Self cast this spell on himself to ignore the
Duration: 1 hour per ME pain. He can even cast it while tied up,
Save: Standard provided he can speak the incantation (in
PPE: 20 which, among other things, he calls upon
After conducting this hour-long ritual, Jesus to grant him the endurance Christ
the magician enters a trance. After a had on Golgotha).
period of disorientation, he will start to
dream. He can then enter into the short Enthral
lived pocket dimensions created by a Level: 10
person's dreams and nightmares within Range: Line of sight
the Dreamscape. These Dreamworlds are Duration: 1 hour per ME
outside the boundaries of normal reality Save: Standard
and exist solely as a reflection of the PPE: 50
dreamer's imagination. The Transforms the target into a willing slave
Dreamtraveller must be within line of of the caster. Only accept orders from
sight of the dreamer in order for the the caster or those he commands he
power to function. The Dreamtraveller obey. This is the most useful variant,
has no direct control over the conditions since it allows the thrall to use his skills
within the Dreamworld. He can interact and initiative in the caster's service.
with things within that world by
performing "physical" actions much as Fail
he would in the real world. If the Level: 6
character has other powers these exist in Range: Touch
equivalent forms. The Dreamtraveller Duration: 6 hours per ME
can suffer real damage as a result of Save: Standard
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be bandaged. For each hour the bandage invoked. A successful Malaise roll will
lasts the recipient heals +1 SDC per 4 infect the target with a disease of some
ME of the caster. sort. The caster cannot specify the nature
of the disease (that is up to the spirits,
Immune and the GM).
Level: 6
Range: Line of sight Mark
Duration: 1 hour per ME Level: 3
Save: None Range: Touch
PPE: 30 Duration: 1 day per ME
Commonly used on an amulet or charm, Save: Standard
this protects the subject from illness. The PPE: 15
amulet created by this 2-hour-long ritual This creates a mark on the aura of the
will protect the wearer against any subject that can be perceived by spirits
possible infection or contagion (even and anyone with truesight. It's typically
from deadly diseases such as ebola). used to identify the members of a tribe
or coven to each other. It can also be
Lightning used to identify a target for a hostile
Level: 9 spirit.
Range: Line of sight
Duration: Instant Night Terrors
Save: Standard Level: 5
PPE: 50 Range: Line of sight
One of the few powerful attack spells in Duration: 1 minuter per ME, +1 minute
the character’s repertoire, Ogou per level
Shango’s spell calls upon one of the loa Save: Standard
of lightning to blast the target with a PPE: 25
thunderbolt. A character can only cast it This ritual inflicts terrifying nightmares
during a storm or sufficiently cloudy on the victim the next time he goes to
weather; if the sky is clear, Ogou Shango sleep. He resists normally. The ritual
cannot help him against his enemies. It takes 1 hour to cast; during that time, the
does D6 per ME, + D6 per level. caster visualizes the basic elements of
the nightmare. Even if the target realizes
Malaise he is suffering a nightmare, waking up
Level: 8 before the dream is over requires a Will
Range: Line of sight roll. Failed rolls may result in
Duration: Until cured psychological or even physical damage.
Save: Standard
PPE: 40 No Burn
This ritual inflicts a disease on the Level: 4
subject. Depending on the skill and the Range: Line of sight
intent of the caster, this illness can be Duration: 1 round per ME
light, severe or life-threatening. Like Save: Standard
most of these curses, two rolls must be PPE: 20
made, the second to protect caster and This spell makes a character immune to
client from the disease spirits they have injury from fire or heat. In addition to its
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more practical uses, it’s sometimes The area is isolated from the outside.
employed to impress people by, for Sounds, odours and light sources within
example, allowing the character to pick the area will not leave it. Outside light
up a red-hot iron bar and suffer no burns. sources can illuminate things in the
circle, but even in broad daylight the
Phantasm contents appear hazy, dull and
Level: 7 background coloured - treat anything
Range: 1 metre per ME radius within as if it were camouflaged. Any
Duration: 1 hour per ME kind of electronic, metahuman,
Save: Standard supernatural or magical surveillance
PPE: 30 cannot penetrate the veil surrounding the
Produces an illusion of anything the area.
caster can clearly imagine. It looks
exactly as specified, produces Psychometry
appropriate sounds, light, heat or cold, Level: 2
radar, sonar, magnetic or any other Range: Touch
energy returns. Energy emissions Duration: Instant
(beams, flame heat etc.) will never inflict Save: None
any damage, odours or flavours are not PPE: 10
produced, and the mirage won't stand up This ritual may be used on any
to physical contact if the underlying inanimate object. The character will gain
reality is of a different shape. It can be knowledge of the object's past, user's
laid over existing items as a mass personality, events of significance and
disguise, and persists even if the items names.
move out of the original area.
Rain Dance
Plentiful Level: 6
Level: 5 Range: 1 kilometre per ME radius
Range: 10 metres per ME radius Duration: Instant
Duration: 1 week per ME Save: Standard
Save: None PPE: 30, +10 for an additional +1% per
PPE: 25 ME
Plants within the target area grow as if This ritual, and all weather rituals,
conditions were better than they actually increase the probability of a the chance
are. To determine the effects on crops, of rain by +2% per ME. The GM must
find the expected yield under the actual decide what the normal chance of rain
conditions, and increase it by 20% per was in the first place, and add the bonus.
ME. The effects of the ritual will occur in 12
hours; if the caster wants rain sooner, he
Privacy is at -1 for each hour he wants to
Level: 9 subtract from the total; when reduced to
Range: 1 metre per ME radius one hour, each minute subtracted from
Duration: 1 day per ME that hour increases the penalty by -1.
Save: Standard Having the rain occur one minute after
PPE: 40 the ritual is complete would put him at -
70%.
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Snooze Thrive
Range: 1 metre per ME Level: 1
Duration: 1 hour per ME Range: Touch
Save: Standard Duration: 1 day per ME
PPE: 35 Save: Standard
This ritual targets an area, any who fail PPE: 5
to resist drop into deep natural sleep Causes a plant to thrive unless someone
within D4 minutes. Small disturbances actively tries to harm it. The plant can be
do not wake them, though major ones considered to have proper light, water
will. and soil nutrients, and is immune to
frost, heat, pests, parasites, random
Sober Up grazers, accidental forest fires or similar
Level: 2 hazards. This will not allow an oak to
Range: Touch grow in the middle of glacier, but will
Duration: Instant allow a plant to flourish in any place it
Save: Standard might possibly grow.
PPE: 10
This ritual instantly removes the effects Translocate
of alcohol, cures hangovers, and Level: 10
deodorizes the recipient's immediate Range: Self or touch
vicinity of liquor fumes. Duration: Instant
Save: Standard
Stroke of Luck PPE: 50
Level: 6 Allows the character and anything he is
Range: Touch holding to move instantly to any familiar
Duration: 1 day per 4 ME location within his range.
Save: Standard
PPE: 30 Truth
This is a simple but broad ritual Level: 4
designed to solve a minor problem or Range: Line of sight
grant the subject a measure of good Duration: 1 minute per ME
fortune. The ritual takes about ten Save: Standard
minutes to conduct, and often involves PPE: 20
anointing the recipient’s head with Allows the caster to ask questions which
special oils to make him attractive to the target must answer truthfully and in
protective and beneficial spirits. Over reasonable detail. The traditional form is
the next few days, the subject will enjoy a jewel or other talisman placed against
one small success or lucky break each some personal part of the anatomy of a
day. Some examples: a co-worker who sleeping woman to be asked about
was previously rude or uncooperative adultery, but this reflects the interests of
apologizes and acts friendlier; he finds a compilers of such sources rather than a
$20 bill on the street; he decides not to limitation on the ritual.
order the three-alarm chili at the new
Tex-Mex restaurant, and avoids a violent Unbearable
bout of stomach trouble. Level: 5
Range: Line of sight
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Duration: Instant
Save: Standard
PPE: 25
Through this ritual the target will do
everything possible to avoid contacting a
specified person, place, or object. As
much as possible, the target will even
avoid thinking about the object of his
aversion. Whatever actions the target
takes to avoid the designated object will
be in accord with his normal personality.
Zombie
Level: 9
Range: Touch
Duration: Instant
Save: Standard
PPE: 40
One of the most-feared spells of Voodoo
is this one, by which a bokor causes a
body to rise from the grave and serve
him as a mindless zombie cadaver. It
requires a long and terrifying ritual
performed in the same room or cemetery
where the corpse is currently located.
First the bokor appeals to Baron Samedi,
who controls the passage between the
lands of life and death, to open the way
that he (the bokor) may bring the zombie
cadaver to life. Then he calls on Ghede-
Nibo, caretaker of tombs, whose
permission must be asked to use any
dead person. Finally, when all
preparations have been made and
incantations uttered, the bokor calls the
dead person’s name. If all has gone as
planned, the corpse answers the bokor’s
call and rise as the living dead. The
death of the bokor who created it frees a
zombie cadaver to return to death, as
does the completion of its total number
of tasks. Treat it as a JuJu Zombie.