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Mysteries of the Phantasms of Lyáhvi. invisible, the ethereal, and the illusory. Lyáhvian mages
are manipulators of light: reflection, refraction, and
confusion, with effects faster than the eye and difficult
to describe. They are masters of air and other gases, of
sound (which travels on the air), and they can summon
Asîri and other ethereals to their benefit.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Alter self (I) Fire of Geniorm (I)
(Author: Mikael Hegardt)
This spell allows the caster to change his appearance. This spell creates the illusion of a small fire, which
crackles, dances, illuminates and warms. The fire will
He can change his apparent height by 10% up or neither spread nor burn, and apparent fuel source
down, weight can change from 25% up or down, still must actually exist (e.g., a collection of sticks might
humanoid. Clothing can appear as anything the caster become an illusory camp fire). Viewers may test
desires. The caster cannot emulate an existing against Int x 5 to avoid being deceived. Any person
person; only create the illusion of a particular race who attempts to touch the flame automatically detects
and attire. All changes are illusionary and can be the illusion when his hand remains unscorched.
detected by touch. Swords cannot be drawn from
their scabbards, etc.
Bonus Effect
CS indicates that the spell will last SI hours.
CF allows the caster to think he achieved a CS, but ML71+ The caster does not need to touch apparent
suddenly (and usually at a very bad time) the spell fuel source. Range is SI yards.
suddenly returns the caster to his original form.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Flash (I) Flight (I)
This spell causes a bright flash of light emanating This gives the caster the ability to fly.
from the caster’s hand.
The flyer’s mobility remains the same. He can move
All creatures facing his general direction have a good horizontally or vertically equally.
chance of being blinded for one round. A CF causes no fatigue and seems to work normally,
(in fact the caster is fully confident he made a CS)
Any creature who fails a 5d6 vs. eyesight roll is but the spell will end abruptly at some point
blinded. (They have to roll on a 3d6 if they have randomly determined through the spell’s duration.
some reason to expect it, like if it was used in the
combat previously). Blind creatures have a -30 on
every ML for that round. Bonus Effects
Despite the ‘blinding’ range, a flash can be seen from ML51+ The caster can cause another person to fly
a much greater distance. It appears similar to a instead.
lightning flash.
ML76+ Mobility is increased to 200%
A CS doubles the ‘blinding range’, while a CF causes
the flash to occur directed at his own face, blinding ML96+ Flight can be cast on an object - broom,
him for 1d4 rounds. carpet, etc. (total passengers cannot exceed
SI-5)
The spell affects an area of SI square yards.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Mirror of Jassid (I) Gust of wind (I)
(Author: André Strotmann)
Puts a reflecting air layer of up to SI square foot over This spell creates a powerful wind that moves from
any everyday life object. the caster away down a path 100 yards wide, and 100
x SI yards long. Area is SI x 100 yards square.
With the basic spell, the surface of the object must be
easily reflecting (i.e. glass, polished marble, metal). The wind is about 35 miles per hour reducing the
chance that missile weapons will hit by 20%. Hearing
The characteristics of the objects occupied with the and smelling is also similarly reduced. Ships can be
spell remain as before, wood can further burn, propelled, and clouds, fogs, etc. can be dispersed. A
splinter, float, etc. CS causes winds of 45 m/h, decreasing missile
accuracy by 40%, preventing most creatures from
flying, etc.
Bonus Effects If used during an existing storm the caster can try to
calm the storm locally, or amplify its effects, making
ML51+ The caster can terminate the effect at any a storm a gale and a gale a hurricane.
time.
CF doubles normal fatigue, and has a 1 in 6 chance
ML76+ The spell can also be put on not reflecting of creating the winds in a random direction.
objects. (i.e. wood, paper, clothes).
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Illusionary object (I) Pheydore’s Deceitful Hands (I)
(Author: Blair Wettlaufer)
This spell allows the caster to create an object out of This spell allows a single small object held by the
solid air, and coats it with an illusionary film. caster, no larger than 1 lb. to not as likely be noticed
by others by making other aspects of the caster attract
The object feels solid, but feels about the weight of their attention (the sparkle in his eyes, the unique
Styrofoam and is always room temperature (metal is weave of his tunic, the brilliant colour of his hose,
not cold). The object is too light to be an effective etc.).
weapon, unless a CS is achieved. (CS does not affect
the ‘feel’ of it however) If the caster has access to the The object can only be detected by a successful 5 x
object to be created, an exact duplicate can be Eyesight roll, and the caster must not draw direct
created, otherwise the accuracy of the object varies attention to that hand, otherwise it will be
based on the caster’s familiarity with it. Any forceful automatically noticed. Note that it is not the object
impact will dispel the illusion. being enchanted, rather the individual who holds it.
Area is SI square yards. Special Bonus: Any caster with Legerdemain may
add its SI to Deceitful Hands' EML.
A CF indicates that the caster created the illusion
successfully, but only in his own mind.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Pheydore's Glamour (I) Pheydore's Mantle (I)
(Author: Blair Wettlaufer) (Author: Blair Wettlaufer)
An illusion that once laid upon an unenchanted, A basic spell of refracting light around the caster, so
translucent or transparent gem, will make the object that he or she can manipulate his or her shadow.
appear more or less valuable, at the caster's
discretion. The basic spell allows to merely increase or reduce
one's shadow by about 50%.
This will alter the assessed value of the gem by + or -
1d6 x SI% (x 2 SI% with CS). The gem must be held
during casting. Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Rhialto’s Distortion (I) Rhialto’s Obscurement (I)
(Author: Adrian Nelsen) (Author: Adrian Nelsen)
This spell confuses the appearance of the caster by A quasi-invisibility enchantment is laid upon the
bending and refracting light. caster by touch.
The caster will appear distorted and blurred as if a This spell diffuses the light around the caster making
mirage to those in his front 90° view. This will cause him seem more shadow like. The effects are as if
any Melee attacks against his person to be -05 EML looking through a distant window into an enclosed
and missile attacks to be -10 EML. dark space.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Rhialto’s Reflecting Hand (I) Scarlet Eye (I)
(Author: Adrian Nelsen) (Author: Blair Wettlaufer)
The spell creates a mirror like effect in the casters This is an all-purpose divination spell, used to allow
hand. the caster to “see” the air currents and detect changes
or patterns in air pressure, and divine the weather for
For example, this spell could be used to look around the next SI/2 watches.
a corner or reflect light etc.
Bonus Effects
Bonus Effects
ML61+ This spell also allows the caster to see any
ML51+ Both hands will act as mirrors. Asîri within the spell's range
ML61+ Caster may place spell upon one additional ML81+ The caster may see any invisible or ethereal
person by touching their hands during the creature within range.
casting.
ML101+ The caster may see any Lyáhvian Sanctums
ML71+ Caster may affect a location or object no within range.
larger than 6 inches in diameter by touch.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Zorgin’s Dye (I) Air Bolts (II)
(Author: Stephan Sundström)
This is an enchantment to temporarily change the Launches a bolt of sharp air at opponents.
apparent colour of a flexible or static object.
The bolt is treated as normal missile weapons, and
The spell creates a thin membrane around the object can be accordingly blocked against. The mastery roll
that changes the visible colour, but not the actual, for the spell is the same as an attack roll with a
(i.e. to change a tunic from red to green or similar). missile weapon, therefore a CS is treated the same
way. Air bolts have only a Piercing aspect and do the
This enchantment will function even on enchanted normal M x d6 damage.
objects, because it will not interfere with the object,
just wrap itself around it. Maximum area of effect is Range Distance Penalty
SI x SI feet. This spell is not subject to convocational Short SI x 5 feet -0
modifiers. Medium SI x 10 feet -20
Long SI x 20 feet -40
Extreme SI x 40 feet (-80
Bonus Effect
A higher ML allows for multiple bolts. These all use
ML81+ Caster may change colour during duration. the same roll to hit. Either they all get MF, or all get
CS, etc.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Archade’s Eye (II) Beam of Lillith (II)
(Author: Blair Wettlaufer)
A minor enchantment that may be placed upon an Causes a beam of blinding light to issue from the
unenchanted missile weapon. caster’s hand or focus at a specific target within
range.
The spell lies dormant until the weapon is
shot/thrown, and then activates. It causes the item to This spell is designed to replicate the appearance
glow red, and strike with greater accuracy (+SI %). (although not the effect) of repeated castings of the
Lyáhvi IV spell, Beam of Nolar. The caster must
The spell works by causing the item to move through concentrate on the spell, mimicking a re-casting each
the air more easily and with little interference. Once round until duration expires. It has limited effect,
Duration expires, or the missile is shot, the spell although if a Beam of Nolar has previously been cast
terminates. it will almost certainly distract its target. A CS beam
causes the target area to appear to smoulder and
smoke. When hit the target must make an
Bonus Effects (None) Intelligence roll, use the following table to determine
the effect.
Notes:
1) Half Intelligence multiplier if a successful Beam of
Nolar has previously been cast, except;
2) Shek-Pvâr are more aware of the mechanics of
spell casting and for this reason they ignore 1) above
(they are better able to see the difference between the
two Beams and the manner in which they were cast).
In addition Lyáhvi Shek-Pvâr add 2 to the
Intelligence multiplier, (they are much more likely to
be able to determine the type of spell actually being
cast).
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Catch Breath (II) Crimson Proxy (II)
(Author: Christine Fossing & Klaus Ole Kristiansen)
The caster causes the air around a creature to depart This spell creates a red, hazy, wraith-like image of
and become a vacuum, suffocating his victim. the caster.
This also means they cannot speak, or cast spells The image appears next to the caster and may be
aloud, all other actions are made at ML -15. The made to move up to 50 feet per round in any
target creature will pass out after Endurance/4 direction, as long as it remains within ML feet and
(rounded up) + 1d4 rounds. If the creature escapes line-of-sight of the caster. It has no substance, and is
the range of the spell, or if the caster is distracted, the not hindered by any kind of barrier. It does not need
air returns like normal. If the caster continues to a surface to support it.
focus the spell after the person passes out, after
Endurance/4 (rounded up) more rounds, the target The caster's spells may originate from the image.
dies. (If the caster continued to this point, he suffers With the basic spell, the caster must be able to see the
twice normal fatigue.) target of any spell cast through the image.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Eyesight of the Sindârin (II) Jassid's Coat (II)
(Author: André Strotmann)
This spell allows the caster to clearly see any objects The caster can compress the surrounding air and put
which are invisible, ethereal, or extra-dimensional. like a second skin around its body with this spell.
Detection is along a ML foot path along the caster's In its basic form, this consolidated air layer lowers
line of vision. With CS, the caster may detect Barási hit force by a class for impacts of (fast) led blows, as
Points, or “soft gates.” well as thrown and projectile weapons, i.e. with a
A1/G1 hit only the force damage of the weapon is
computed. Slowly led weapons (e.g. a cut from the
Bonus Effects rear to the throat) are not affected.
The air layer obstructs the caster movement as water
ML41+ This spell may be cast on another Shek-Pvâr. would, its movement is halved.
Range is touch.
Note: The spell does not work under water. If the
ML66+ This spell may be cast on any individual. caster comes into contact with fire, the fire damage is
increased accordingly to the hit force which can be
held in such a way.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Jassid's Hammer (II) Loris' Glowing Globe (II)
(Author: André Strotmann) (Author: Casey McGirt)
With this spell the caster can produce a bundled air Creates a globe of light which is under the caster's
blast, which throws back objects or beings. control, and which may be maintained up to ML feet
away.
With MS the victim can hold himself on his legs with
a successful S3 Stumble Roll, with CS the victim The caster must maintain minor concentration for the
automatically falls (and the caster has a tactical entire duration of the spell, or it will fade away. The
advantage). Fragile articles (jugs, glasses, boards) glow illuminates up to a (SI x 5) foot radius, and
can possibly be destroyed by the effect of the spell. moves at a maximum rate of 1 foot/second. The
Globe fades if the caster loses sight of the
Note: The spell does not work underwater. illumination provided by the Globe (not necessarily
the Globe itself, otherwise it would fade when it
drifts over the caster's head - see ML41+).
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Marcus' Marvellous Missiles (II) Nólomàr’s Cloak (II)
(From Randy's HârnPage)
With the basic spell, the caster fires from one to This spell creates a bright white, protective aura
(SI+1)/2 missiles from his hand at one or more around the caster, making him appear more powerful
target(s). and subtracting 5 + SI (MS) or 5 + (2 x SI) (CS) from
all attacks against him.
The missiles appear as slow moving balls of white
light (about 2 inches in diameter), and may be Creatures that usually dwell in the darkness are
dodged or blocked (use the Missile Attack Table with suffering from the doubled penalties.
the spell casting success roll replacing the attack
roll). Upon successful casting, on any M* result the
missiles will strike their intended target(s) with a Bonus Effects
Burn impact of 1d4+1. Hit location is determined as
for normal strikes. Armour provides its normal ML76+ Caster may select to start this spell by a
protection, so the basic spell is of limited use against brilliant flash that makes all creatures facing
armoured opponents. If the missile misses its the caster within SI meters suffer from
intended target, it blinks out of existence. temporal blindness. Roll 3d6 (MS) or 2d6
(CS). If the sum of the dices is less than
creature’s Eyesight, the creature is blinded
Bonus Effects for 1d6 rounds. If the caster makes spell
failure while casting this spell and using this
ML51+ Three smaller missiles may be combined option, he must also test versus his Eyesight
into a larger missile doing 2d4+2 impact. to avoid the temporal blindness. Creatures of
darkness are much more sensible versus
ML71+ Four smaller missiles may be combined into light, they roll 1d6 less.
a larger missile doing 3d4+3 impact.
ML91+ Caster may flash the Cloak every 2d10-SI
ML91+ Five smaller missiles may be combined into turns. The time between flashes is calculated
a large missile doing 4d4+4 impact. after every flash.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Pheydore's Thunderclap (II) Pheydore’s Wingbane (II)
(Author: Blair Wettlaufer) (Author: Blair Wettlaufer)
This spell creates a tremendous crash of thunder, This enchantment causes a small bubble of air
which can be heard up to SI leagues away. turbulence and disruption to attach itself to one flying
target of no more than SI strength (CS: SI x 2),
However, anyone within SI yards not taking requiring it to make a Dex x 5 check or plummet to
appropriate precautions shall be deafened for SI the ground.
minutes, and must make a morale check of Will x 5.
Astrophobiacs beware. Note that this spell only affects flying creatures
dependent upon air currents, wind, and air - it will
not affect ethereals, and such.
Bonus Effects
Please note the following chart for falling velocity.
ML41+ The spell may be cast at range, up to ML
feet away. Time Velocity Distance
1 sec. 27' 27'
ML61+ Anyone within SI yards shall take SI points 2 sec. 54' 81'
of damage from the sound (or their Hearing 3 sec. 81' 162'
score, whichever is less), and shall make a 4 sec. 108' 270'
morale check of Will x 3. 5 sec. 135' 405'
6 sec. 162' 667'
ML81+ All unprepared targets must also make a 3d6 7 sec. 162' 829'
Stumble roll. 8 sec. 162' 991'
9 sec. 162' 1153'
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Sight of Bekla (II) Talvae's Distraction (II)
(Author: Christine Fossing & Klaus Ole Kristiansen) (Author: Jeff T. Barrett/Contributor: Tim Prestero)
A spell to improve the target person's aim. This spell causes the individual designated by the
caster to see a strange and fascinating object out of
The basic spell works only upon the caster, creating a the corner of his eye.
lens-like deformation in the air covering the caster's
eyes. Sight of Bekla changes the range categories for If the target turns to look, the object will flicker from
weapons to 10, 25, 75, 225, 500, 1000, and 1200 the corner of one eye to the opposite corner of the
feet, but will not increase the maximum range of any other, as if it were circling rapidly around the back of
spell or weapon. It doubles medium range for Beam the target.
of Nolar.
The target must roll against Will x 3 (MS) or Will x 2
(CS) to avoid turning to attempt to get a better look at
Bonus Effects the illusory object. If the target fails this roll, he will
waste ten seconds looking for the object. After this
ML51+ The spell may be cast on another person. time, the target may attempt another roll at Will x 4
Range is touch. (MS) or Will x 3 (CS). Each time the target fails the
roll, he will waste another ten seconds and then reroll
ML71+ Weapon attacks may use the range modifier at one level higher. (Will x 5, Will x 6, etc.) Once the
for the next lower range category. Example: target makes a successful Will roll, the object
a spear would have −5 to 25 feet, −10 to 60 disappears from view.
feet, −15 to 150 feet, −30 to 300 feet, and
300 feet would still be the maximum range. If the target is attacked while distracted in this way,
Both short and medium range are doubled the attack is made versus an Ignore defense and the
for Beam of Nolar. illusory object immediately vanishes.
Bonus Effect
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Talvae's Silent Steps (II) Blast of Nornis (III)
(Author: Jeff T. Barrett/Contributor: Tim Prestero) (Author: A.Sandberg/Contributor: M.Lyckâ)
This spell creates a thin layer of cushioning air The spell enchants a small sphere of glass, or other
beneath the caster’s feet, thus muffling the sound of transparent or translucent object.
his or her footsteps.
The sphere is activated by an invocation word when
Listeners are unable to hear any footsteps so long as in skin contact with the person uttering the word.
the caster moves at normal walking pace. If the caster This person need not be the caster, just someone who
attempts to move more rapidly, listeners may test knows the proper invocation. The sphere will then
against Hearing x 2 (MS) or Hearing (CS) to hear the explosively shatter three seconds after skin contact is
sound. broken, throwing shrapnel SI yards in all directions.
The maximum diameter for the sphere is SI/2 inches.
The shrapnel has a Point impact of 1d6 per inch of
Bonus Effects sphere diameter.
ML71+ The caster may bestow the effect on another At higher MLs, it's usable as a booby-trap but it is
individual in addition to himself. subject of the invoker's Throwing skill in its basic
form and it can harm the caster.
ML81+ The caster may bestow the effect on SI/2
others in addition to himself.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Buoyancy of Shal (III) Clutch of Marcus (III)
(Author: Steve Bartlett) (From Randy's HârnPage)
A spell that reduces the weight of the caster so that he With this spell, the caster develops an electrical
assumes neutral buoyancy with the air surrounding him, charge to his hands.
thus allowing movement through the air as if through
water. He can then deliver an electric shock to any touched
victim. The caster must touch the victim to deliver
The basic spell does not affect the caster's possessions, the shock. Once the caster has touched a victim
and the caster remains fully visible (and damageable) (whether he intends to or not), the charge is delivered
throughout. and the spell dissipates. With CF, the shock is
delivered to the caster. The shock's basic power is
Note: the casting of this spell in windy areas is not 2d6 + SI with MS and 4d6 + (SI x 2) with CS. Treat
encouraged unless you are looking for a quick method the shock as an E2 or E4 shock roll. Add SI or SI x 2
of transportation. Similarly areas with updrafts such as in addition to the victims EI.
cliffs are to be avoided....
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Daelen’s Cloak (III) Dirchy's Hidden Sigil (III)
(Author: Blair Wettlaufer) (Author: Mikael Hegardt)
An illusionary spell that masks the sounds of the With this spell the caster may hide grooves, marks,
caster, and makes him slightly less noticeable against writing, runes, etc.
his surroundings.
Only visible information is hidden, not tactile, so
It effectively adds SI (CS: SI x 3) to the caster's markings may be felt as under normal conditions.
Stealth, or subtracts the same amount from detection The area of writing/marking which may be hidden is
rolls vs. Hearing. SI (MS) or SI x 3 (CS) square feet.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Invisibility (III) Krael's Adornment (III)
This spell makes the caster disappear from sight. The The spell changes the light in such a way that
caster remains corporal, but simply cannot be seen. "disadvantageous" body characteristics (e.g.
With the basic spell non-living items are not turned impurities of the skin) disappear for the viewer.
invisible. An invisible person cannot be attacked
unless detected in some way. Sensitivity allows the The spell thus improves the attractiveness of the
user to detect an invisible creature, as will the caster by SI points with MS and by SI x 2 points with
Medium talent. Certain spells might also achieve the CS.
same effect. Otherwise, if an observer has some
reason to believe that an invisible person is near, then
a roll versus half his Awareness is made. If the Bonus Effects
observer achieves an equal or greater success level as
the spell, then he has detected the general vicinity of ML56+ The spell can also be cast on another
the caster. This method of detection allows attack, (willing) person.
but treats any Dodge attempts by the caster as having
one higher level of success than actually achieved. ML71+ Contact no longer necessary. Range is ML
This spell is dispelled if the caster initiates any feet.
hostile actions against another creature.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Lillith's Camouflage (III) Malodorous Miasma (III)
An enchantment which refracts light around the An enchantment that creates a large area of murky
caster so that his clothing, possessions and skin green noxious smelling gas.
appear to change hue, taking on the colour(s) of the
surrounding area. The cloud is SI x 5 feet in diameter and is
hemispherical, centred on the ground.
The spell requires a seed spark or light to cast. It is
slow to react to any changes in the background, such Anyone within the cloud is partially obscured
as those caused by the movement of the caster causing a -20 penalty to hit. This affects people both
(and/or the background) after being cast. It is inside and outside of the cloud. Those within the
therefore most effective in large, open, areas and/or cloud must test: End. x 2 (CS) or End. x 4 (MS).
when anyone with the potential to see the caster is
some distance (over 50 feet) away. It is almost Test Result Effect on Victim :
useless in crowded or urban locations. In general the
caster, if stationary, will only be noticed by someone The victim is nauseous and collapses,
actively looking on an Eyesight x 2 roll (Eyesight x 3 retching to the ground. Can only crawl to
when moving). These rolls can be modified at GM’s CF the edge of the cloud for air. Once in
discretion to take account of other factors. fresh air the victim has a -20 penalty
reduced by 5 per round.
Note that this spell does not reduce the level of noise The victim is nauseous & must leave the
made by the caster. cloud as quickly as possible. Once in
MF
fresh air the victim has a -10 penalty,
reduced by 5 per round.
Bonus Effects The victim doesn’t like the smell and
must leave the cloud as quickly as
ML61+ Spark/light seed no longer required. MS
possible. The victim suffers a - 5 penalty
the round that they leave.
ML81+ The enchantment can be laid on a subject The victim is unaffected and can remain
other than the caster. CS
inside the cloud.
ML91+ Control improves, the caster is noticed only The duration given below assumes that the cloud is
on an Eyesight x 1 test when stationary and cast indoors in a fairly enclosed area. In a large hall
Eyesight x 2 when moving. or outdoors reduce duration by one. If outdoors
further reduce duration by 2 x Wind Strength level.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Marcus' Haberdashery (III) Newler's Transparency (III)
(From Randy's HârnPage) (Author: Mikael Hegardt)
The basic spell allows the caster to present the This spell makes an inanimate object (such as a wall)
illusion of a normal robe and sandals. transparent.
This spell is useful after casting Figure of Aúmos or a The transparency is equal to that of glass, so one can
similar spell. The clothing does nothing to protect the still tell that the object exists. Up to SI (MS) or SI x 5
mage from the elements or strikes, but helps to avoid (CS) cubic feet may be made transparent.
certain embarrassing social situations. With greater
proficiency, the variety of clothing that can be
created is increased. The clothing is dispelled if Bonus Effects (None)
removed.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Nólomàr’s Beacon (III) Nólomàr’s Ray (III)
(Author: Blair Wettlaufer)
This spell causes a ray of harmless, blight light of This spell creates a cone of light, SI x 5 feet in
any caster’s selected colour spring from caster's length, and SI x 5 feet in width at the terminus. This
palm. cone is very intense light, and shall do (SI/2) + 1d6
damage to all within the cone, and targets must take
The dimensions of ray are specified at the time of the damage to all locations of their body (generally
casting. The ray can be up to SI miles long and ML though, this will only affect their exposed skin. Due
centimetres wide. to the general effect of this spell, each area will only
take 1d6 injury points for a minor Burn and 2d6 for a
serious Burn.
Bonus Effects (None)
Bonus Effect
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Nornis' Distant Eye (III) Nornis' Sixth Sense (III)
(Author: A. Sandberg/Contributor: M. Lyckå) (Author: A. Sandberg)
The spell enchants a transparent or mostly The spell enchants a ball of glass (or another
transparent object, a “lens”, causing it to split in half. transparent or semi-transparent object).
Afterwards, light which enters the exposed face of The enchantment will cause the ball to point out
one of the halves will exit from the other, no matter directions to all Auras within ML yards with a small
the distance between them. With CS, sound is also beam of light (10 inches long).
transmitted.
Bonus Effect
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Pheydore’s Sheath (III) Ranan's Disguise (III)
(Author: Blair Wettlaufer) (Author: Mikael Hegardt)
This spell surrounds a single, unenchanted object in a This spell overlays a slight disguise upon a person's
thin, form-fitting shell of coherent, burning light. appearance.
This light will cause SI points of damage to anything It cannot fool someone who knows the subject well,
that touches it, burn touching surfaces (not stone or but acquaintances must test against (Intelligence
metals), and causes the object to appear as a white, + Will) x 3 to detect the illusion. People who have
glowing object. never seen the target before must test against
Intelligence + Will. The target must be willing.
Note: A handy enchantment to protect books from
being read, objects from being handled, and can be
used offensively with weapons, the caster's own body, Bonus Effects
etc.
ML61+ The caster may alter the subject's (who must
be willing) more seriously, “moulding” his
Bonus Effects appearance to whatever he wants to.
ML51+ The caster may handle any objects thus ML91+ The target no longer need be willing. The
enchanted without harm. subject must test against Aura x 5 (MS) or
Aura x 3 (CS) to notice that something
ML81+ The caster may exempt certain materials strange is happening, and if successful
from the Sheath's effects (i.e. flesh, wood, against Will x 5 (MS) or Will x 3 (CS) to
etc.) This will keep the objects from burning prevent the disguise from being placed.
through tables, allow them to be handled,
etc.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Regelds’ Voice (III) Talking Head (III)
(Author: Mikael Hegardt)
With this spell the caster can make his voice (with a The spell creates an illusion of a human-sized face.
higher ML other voice or noises) come from any
object within range. The face is able to speak a phrase or sentence spoken
by the caster at the time of casting. The image may
Under ML 61 the caster must see the object and speak at most twenty words, and it cannot sing. The
speak loud. face will appear at a designated time, within SI (MS)
or SI x 3 (CS) hours of casting, speak its phrase and
disappear.
Bonus Effects
ML61+ The caster does not have to speak loud Bonus Effects
anymore (concentration is sufficient).
ML51+ The image may be set to trigger when
ML71+ The caster can speak with the voice of a anybody comes within ML feet (line-of-
person with whom he spoke within the last sight) in a 180 deg arc in front of the image.
SI hours. Duration is Indefinite, but the spell
terminates once the phrase is spoken.
ML81+ The caster can speak with the voice of a
person he heard in the last SI hours or create ML76+ The image may be set to trigger when a
noises at will. described being enters the area (as described
above); e.g., a dwarf with one arm, carrying
ML91+ The target area does not have to be seen no a bow, etc. Duration is Indefinite, but the
more. Range is ML yards spell terminates once the phrase is spoken.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Talvae's Alteration (III) Talvae's Duplication (III)
(Author: Jeff T. Barrett/Contributor: Tim Prestero) (Author: Jeff T. Barrett/Contributor: Tim Prestero)
This spell creates the visual illusion that the caster This spell creates an illusionary duplicate of the
and all of his or her belongings are either better or caster within line of sight and up to a maximum of
worse than they actually are. ML yards away.
For individuals, this reflects factors such as The illusion looks solid but has no substance. It will
cleanliness, posture, lack or abundance of small scars duplicate the actions and movements of the caster
and marks, and overall “scruffiness/pleasantness” of exactly. This spell may be linked with Aéric’s
appearance. Whisper or a similar spell to provide conversational
ability.
For possessions, the changes reflect quality
(inferior/average/superior), cleanliness, shininess,
apparent smoothness, and related factors. With a MS, Bonus Effect
the caster may change the appearance of self and
possessions by one level (superior to average, or ML76+ The caster may use another individual as the
inferior to truly ugly, for example). With CS, a source of the duplicate. The duplicate will
change of two levels is possible. Changes in the then mimic that individual's actions and
appearance of the caster him/herself are at GM's movements.
discretion.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Talvae's Enhancement (III) Therill's Everlight (III)
(Author: Jeff .T. Barrett/Contributor: Tim Prestero) (Author: Casey McGirt)
This spell prepares the caster for ethereal contact, Creates a lasting light source.
improving the EML of the caster’s psionic ability
Medium by SI x 2 (MS) or SI x 3 (CS). This spell must be cast on an appropriate Lyáhvi
focus (transparent or translucent object), and must
It is cast immediately before Medium is used, and the have a light source as a seed. The overall brightness
duration begins once Medium itself has been of the light will be sufficient to light a 10 foot radius
prepared. Fatigue is postponed until after the Medium area.
session has been terminated.
Bonus Effects
Bonus Effects (None)
ML51+ A light source is no longer needed.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Yarils’ Glistening Sphere (III) Zedrun's Shield (III)
Vâr Hyvrák magazine N°5 http://www.edepol.de/vh/ (Author: Tim Prestero)
(Authors : M.Deuringer, O.Esper & S.Schmidt/
Translation:Bengt Krezdorn)
The spell produces an orb of dazzling light around This spell causes the air to form a wall of force as tall
the caster. The brightness of the sphere prevents the as the caster and which protects him from missile
caster from being seen or even glimpsed. The sphere weapons coming from a specified 60° arc.
is centered on the caster's Focus or other focal
material, the maximum diameter being SI feet. Living The shield protects the caster from any flung or shot
entities with a normal vision in a maximum distance solid item but offers no protection from non-solid
of SI yards may only look directly at the sphere for airborne items, such as magic fireballs, or from non-
Eye x 2 seconds until their eyes begin to water and missile attacks, such as swords and clubs. The shield
hurt. The glaring light will not cause physical reduces missile Impact by SI x 2 (MS) or SI x 3 (CS).
damage but distract and even hinder an attacker.
If the caster achieves a MS, a direct attacker up to SI
yards away receives a penalty of SI x 2 points, with Bonus Effects
CS the penalty is SI x 4. Aimed attacks aren't
possible, since the target cannot be discerned. Up to ML51+ The shield covers a 120° arc.
SI yards away the use of missile weapons isn't
possible. Furthermore, attackers up to ML yards are ML61+ The shield covers a 180° arc.
half blinded and take a penalty of SI points with MS
and SI x 2 points with CS. After turning away from ML71+ The shield covers a 240° arc.
the glistening sphere, one is still subject to half the
penalty he was subjected to for another 10 seconds. ML81+ The shield covers a 300° arc.
To attack the caster for longer than Eye x 2 seconds,
the attacker has to close his eyes and strike blindly, ML91+ The shield covers a 360° arc.
which gives a penalty of -50 for a blind attack.
The sphere will move with the object to which it is
centered. The caster inside the sphere is not entirely
spared from the effects of the spell, since he is
blinded by the light too. The light doesn't cause him
pain, however he is subject to a penalty of SI points
with MS and SI x 2 points with CS for all skills that
involve Eye.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Zorgin´s Celebration (III) Zorgin´s Footsteps (III)
(Author: Stephan Sundström) (Author: Stephan Sundström)
This spell is intended to create a magnificent party This enchantment is intended to create an audible
effect or diversion. diversion, by making a wheel of condensed air with a
number of feet's on.
The caster chooses a direction and casts the spell,
creating SI number of pyrotechnic fire-fountains, This wheel will roll away and make the intended
with the appropriate sound effects. This “fountains” noise. The wheel will start from the caster and roll
will appear at a straight line from the caster SI x 5 until duration expires, but the caster may chose the
feet away, and with 5 feet in between. speed. All choices must be made before casting the
spell. The wheel has a normal Move of 12 and may
The fountains will take random basic colours, but one be set to Stalk/Walk/Jog/Run, for normal speed
will always be red, and they look like burning modification.
brooms of fire.
The feet's of the wheel is like ordinary leather shoes
The sound effect is loud enough to make in size and texture and has a pressure against the
conversation hard closer than 10 yards, which is why ground as if it was a person with a weight of 150 lbs.
the spell has a built in safe distance to the first
“fountain”. The spell creates visible tracks in the ground and
natural sounds due to its nature of creating fake feet.
The wheel is visible with the basic spell; it looks like
Bonus Effects a hazy, foggily irregular wheel, 5 feet high.
ML61+ Caster may at his option turn the effect 90 If the wheel crashes into something the spell expires
degrees sideways, but not change any other harmlessly.
distances.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Zorgin’s Window (III) Balefires of Archade (IV)
(Author: Stephan Sundström) (Author: Blair Wettlaufer)
A spell to make a portion of almost any material This illusion spell causes the caster to take on a fell
translucent, by making it quasi-ethereal. appearance, with burning eyes, smoking tendrils
about the feet, witch fires floating about his person,
The only material that stops the spell is lead and etc.
heavier metals.
This spell should cause morale checks and a great
The spell is a one way window, not visible from the reaction. The flames of the spell do cast light,
other side of the object. The window will appear at illuminating an SI feet radius, but they do not radiate
the spot where the caster touches, and extends itself heat.
to one-foot diameter and SI inches thick.
If the spell is not able to penetrate the object material, Bonus Effect
the spell will fade away within seconds.
ML 86+ May be cast on another person, as long as
they remain in sight up to ML yards away.
Bonus Effect
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Bekla's Warrior (IV) Cloak of Bekla (IV)
(Author: Christine Fossing & Klaus Ole Kristiansen) (Author: Christine Fossing & Klaus Ole Kristiansen)
This spell creates an illusionary warrior who is tall, The spell target, and anything worn or carried when
of heavy frame, and equipped with tower shield, Cloak of Bekla is cast, cannot be seen.
estoc, plate half helm and scale habergeon.
Objects will remain invisible only as long as they are
This is a full-spectrum illusion affecting all senses kept on the target's person. Very long or bulky
but otherwise unable to affect the real world. The objects cannot be hidden by this spell.
warrior can be made to move or speak. It can only
move as a real man, that is it cannot walk through A person who has witnessed this illusion before (and
walls or fly, and it must stay within Range at all known that it was an illusion) may test against
times. With the basic spell, the warrior will stand Eyesight x 2 (MS) or Eyesight (CS) to see if he
inactive if the caster cannot see it. detects the invisible person/objects, but only if he is
actively searching for illusions. If successful, he
observes a slight distortion outlining the illusion.
Bonus Effect
ML61+ The caster can see through the eyes of the Bonus Effects
warrior, so that the warrior may act even if
out of caster's line-of-sight. With CS the ML41+ The target cannot be detected by smell,
caster may employ all of the warrior's though he may be tracked by scent.
senses, though touch will be somewhat
limited. ML71+ The spell can be cast on another creature.
33
Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Dinans’ Lens (IV) Gildrin's Image (IV)
Vâr Hyvrák magazine N°1 http://www.edepol.de/vh/ (Author: Mikael Hegardt)
(Authors : Oliver Kapp/Translation:Bengt Krezdorn )
The spell imitates the abilities of the Lens of Génin. This spell alters the appearance of an existing object
within Range, in a fashion similar to Talvae's
Looking through an object made of glass that has Alteration.
been enchanted with this spell the caster sees a
blurred image of every ethereal object within range For example, a warrior in shining armour could be
but nothing else. Even magically hidden or magical made to appear dirty and battered. Additionally,
objects are revealed to the caster. Should there be no small displacements in the target's image may be
ethereal object within range the focus of the spell effected; e.g., an open chest could be made to appear
stays completely black. The basic spell only shows closed and so forth. With the basic spell, the caster
inanimate objects. cannot affect the size of the object.
34
Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Illusionary Self (IV) Holes (IV)
(Author: Joseph Teller)
This spell creates an exact duplicate of the caster. Cast upon an area of dirt, sand or loose rock, this will
create a hole by transforming the material into
If anyone watches the spell be cast they can make a atmospheric gases for the duration.
3d6 roll against Intelligence or immediately
recognize that it is an illusion. It requires the caster to walk around in a circle to
define the area to become the hole. Depth is equal to
Once created, the caster can go about his business the dimensions of the circle, since it handles a
while the illusion remains intact. The illusion can be spheric area. It does not work on solid stone,
‘programmed’ to perform simple repetitive tasks, constructed stone (brick, mortar, cement, concrete
reading, sleeping, walking in a certain direction. It etc) or refined metals.
can also be commanded to mirror the caster’s
movements creating significant confusion in combat
situations. Bonus Effects (None)
The caster must concentrate if the illusion is to
perform complex actions. Objects pass through the
illusion revealing its true nature to the wary.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Invisibility (IV) Jassid's Cone (IV)
(Author: Joseph Teller) (Author: André Strotmann)
This turns a being in gear invisible to sight and scent. The spell creates a cone of air at a certain point in
range of vision of the caster.
It ends when the target makes a violent attack or
caster becomes unconscious. All light objects shoot/thrown at it (arrows, pin,
branches, paper etc.) steers toward that point. If an
arrow or a pin is shot at the point, then with MS of
Bonus Effect the spell there is a 10% higher probability to hit, with
CS the projectile automatically meets the point
ML51+ Touch defined by the caster.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Music (IV) Nolar’s Flames (IV)
(Author: Joseph Teller) (Author: Blair Wettlaufer)
The target of this spell gets a normal roll under Spirit This minor artifact enchantment allows an object to
to save against the effect. If successful the victim will appear as if it is burning.
notice no difference, but everyone who is within
perception range will be able to hear clearly that It does cast light appropriate to torchlight, but does
music is accompanying the actions and moods of the not radiate heat, nor burn anything put in contact
victim, making it difficult for them to disguise their with it. The smoke produced also seems to be
intent or presence in an area. somewhat diminished to the careful eye.
Bonus Effect
Bonus Effects (None)
ML96+ The sound of the flames may now be heard.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Nornis' Lightcoat (IV) Nornis' Windwall (IV)
(Author: A. Sandberg/Contributor: M. Lyckå) (Author: A. Sandberg/Contributor: M. Lyckå)
A spell which warps light around the subject and A spell which creates an immobile wall of air (or any
objects on his person and shifts light other gas present) with a strong suction on one side
emitted/reflected from within into the invisible and a strong pressure on the other.
spectrum.
The pressure side is strong enough to bar a man or
The subject is effectively invisible except for a slight animal from passing through, but not an object with a
distortion which might be seen along his outline, high ratio of speed to cross-section (e.g., a thrown
especially when he moves. Rapid motion causes spear), although it does lose speed (GM discretion).
rainbow-like phenomena. Test Eyesight on the The pressure side is elastic, and if horizontally
following table: oriented forms a comfortable sleeping surface or
landing pad, provided one spreads out before falling
on it. The wall must be “anchored” to the ground or
Active search Passive search
similar strong surface. The wall dissipates
Movement MS CS MS CS immediately after Duration or if the caster passes
Immobile Eye - - - from Line Of Sight or falls unconscious.
Crawling Eye x 2 Eye/2 - - A Windwall is one foot thick and SI x 2 square yards
Walking Eye x 3 Eye Eye - or less in area. With the basic spell, it must be flat. It
Run/fight Eye x 8 Eye x 3 Eye x 6 Eye is invisible, but the wind can be heard nearby. The
pressure-side has no friction, so it is very difficult to
A person fighting the subject suffers a Special maintain balance when trying to walk on a horizontal
Penalty of 30 - Eyesight. wall; test against Agility. Walking through a vertical
wall from the suction side will likely cause a fall; test
Some external light enters the coat, enabling the versus Agility x 2.
subject to see. Light from the invisible spectrum may
be transformed to the visible, enabling the subject to
detect other Lightcoat subjects. This chance falls Bonus Effects
geometrically with the number of coat surfaces
through which the light passes. ML61+ Caster may “colour” the wall any time
during Duration.
Bonus Effects ML71+ Caster may shape the wall and can also
enclose volumes, locking air or other object
ML51+ Dirt, blood, etc., that strikes the subject within.
during Duration is included in the
enchantment. ML81+ Caster may reshape the wall during
Duration.
ML71+ Enchanted objects dropped by the subject
remain enchanted. ML91+ Caster may move the wall, providing it
remains anchored to a strong surface, up to
ML91+ Spell may be cast on another person or SI feet per second at a Fatigue cost of 15-SI
object. per ten seconds of motion.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Talvae's Tornado (IV) Wail of Fearful Torment (IV)
(Author: Jeff T. Barrett/Contributor: Tim Prestero) (Author: Joseph Teller)
This spell creates a cylindrical whirlwind of air to This spell will produce a horrible wailing alarm-like
surround the caster at a radius of SI feet. sound that will startle animals and makes sentients
who fail to save versus Spirit to endure fear effects
The high speed of the whirlwind makes it extremely for Duration.
difficult for arrows and other missiles to penetrate
(EML penalty of SI x 7), and they are instead blown It can be put on the caster or on a touched object,
to one side (caster’s choice upon casting as to max. SI x 10 lbs in mass. It does not affect deaf
clockwise or counter-clockwise). Melee combat is characters.
affected as well, but to a much lesser degree (EML
penalty of SI x 2).
Bonus Effects (None)
Note: The choices for direction are clockwise or
counter-clockwise at all level of mastery. More
specific control is not possible with this spell.
Bonus Effects
39
Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Zorgin´s Camouflage (IV) Archade’s Vision (V)
(Author: Stephan Sundström) (Author: Blair Wettlaufer)
This enchantment is intended to hide the caster and By casting this spell, a lens of crystal or glass can be
all of his possessions in almost any surrounding, used to gain greater clarity of sight to those who use
natural or artificial. it.
This is achieved by using a thin membrane that reads Once cast upon the lens, the Duration is Indefinite. It
incoming light and emits it diametrically. has been known for two such lenses to be made, and
perched upon the nose in a frame of wire or wood,
This will render the caster almost invisible, (-SI to one for each eye. Using the lens will raise any user's
Eyesight) when he is not moving. If the caster is eyesight score to 10. As this is a major/minor power,
moving it will be easier to detect him due to any major artifact it occupies uses 3 Ego/Will.
distortions in the area (-SI/2 to Eyesight).
Bonus Effect
40
Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Forena’s Cyclone (V) Leap of Galemos (V)
(Contributor: Gary Ashburn) (Author: Janne Pankala)
This spell churns the air into a swirling area that An enchantment which transports the caster to a
deflects incoming objects, projectiles, birds, etc. designated place within Line Of Sight by turning him
away. The caster is in the eye/center of the whirlwind into a beam of light.
and is not affected.
With the basic spell, the caster is unable to carry
The size of the cyclone is equal to (SI + 2) feet along any personal possessions. If the caster is in
radius. Its height is SI feet. The eye is centered on the motion when he casts the spell, then when he
caster and extends a foot out from him. resumes his normal form after transport he will be
travelling at that speed.
Below ML51, Cyclone is stationary. At higher ML,
the cyclone can move with the caster at (ML - 50) Note: There is a possibility that CF may result in
feet/round. If the caster moves faster than that, he transportation in a random direction. If this occurs,
overruns the center and is affected by the spell. it might be of use to know that terminal velocity for a
falling human is about 200 feet/second, which is
For beings throwing/shooting missiles and the attained in about seven seconds.
equivalent into/through the cyclone, the penalties are
ML/5% on a MS and ML/3% on a CS, reduction
from their EMLs. Damage for projectiles fired from Bonus Effects
the outside through or into the Cyclone is reduced by
1 pt for every full 30% of ML on a MS or 1 pt for ML61+ Caster may carry clothing and/or other
every full 20% of ML on a CS: personal possessions totalling no more than
SI % (MS) or 3 x SI % (CS) of his body
Reduction MS CS weight.
0 pt ML30% or lower ML20% or lower
1 pt ML60% or lower ML40% or lower ML81+ Spell may be cast on another willing person.
2 pts ML90% or lower ML60% or lower Range is touch.
3 pts ML120% or lower ML80% or lower
4 pts ML150% or lower ML100% or lower
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Pheydore’s Shadow (V) Sinister Illusion (V)
(Author: Blair Wettlaufer)
This spell allows the caster to detach his shadow/ The spell creates a creature which rises out of the
reflection from himself and send it away. The basic ground, or appears in a cloud of smoke, etc.
spell allows the shadow to act independently, but it
will only follow the caster's direct orders, and then The creature’s appearance and actions are under the
return upon completion. Useful for spying. While the complete control of the caster, but as soon as the
shadow is gone, the caster shall not cast a shadow casters control is broken, the creature vanishes.
nor reflection. Also, the caster will not gain any The creature is an illusion. All creatures witnessing it
information until the shadow returns. may disbelieve the illusion if their Intelligence is
The shadow will only have 1/3 of the caster's sensory greater or equal to 5d6 (4d6 if they have faced
skills and statistics, and will only move at 1/3 the illusions before). Creatures that fail this test will
caster's Move, and may not communicate. However, believe that the creature created is real – even after
the shadow has 2 x the caster's Stealth, cannot be they see their weapons pass through, their fear will
seen at night, and moves with absolute silence. The keep their reason in check.
shadow may vanish, and return to the caster instantly Each time they strike the creature, they are given
at any moment, and automatically happens at end of another chance to disbelieve (either the 5d6 or 4d6
Duration. with a cumulative +1 to their Intelligence); otherwise
Bonus Effects the creature is unaffected. Anytime the caster has the
creature do something unbelievable, all witness can
ML61+ The caster is now aware of the shadow's make another roll. Also, the reasoning of their
observations and may direct it as he chooses comrades can give them another roll (adding the
during its absence. The shadow may now reasoner’s Oratory SI to the targets Intelligence).
speak with 1/3 the caster's Voice. The creature can attack once per round, with a ML
equal to the casters ML for the spell. If the creature
ML81+ The shadow may now take on substance hits, no injury points are scored, but all other effects
(must be decided before casting, and may are real - Fumble rolls, Shock rolls; Kill rolls are
not be changed during the enchantment). treated as Shock rolls. (No Bleeders, Kills, or
This allows the shadow 1/3 of all the caster's Amputations however.) The creature has a normal
stats, shadowy versions of any objects held attack, uses P, S, or B, depending on the illusion,
(including weapons at 1/3 damage values), with a +SI on impact. Disbelieving creatures suffer
but any damage the shadow takes is no effect, except perhaps as a distraction.
immediately transferred to the caster (as if Area: SI yards squared
the caster was struck). In combat, the CS: The creature is so disturbing that creatures must
shadow may only vanish on its own turn. All also make a 3d6 roll against their Will or spend the
FP used by the shadow are taken next combat round in panicked flight.
immediately by the caster. The shadow is CF: The caster has no control over the illusion,
impeded by 1/3 of the caster's Physical although the caster will automatically disbelieve, the
Penalty at any given time. Any object rest of his party may not.
dropped by the shadow vanishes.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Talvae’s Concealment (V) Talvae's Stairway (V)
(Author: Jeff T. Barrett) (Author: Jeff T. Barrett/Contributor: Tim Prestero)
This spell causes light to bend around the caster, This spell condenses the air beneath the caster’s feet
rendering him or her nearly invisible to Eyesight. to create a series of hazy gelatinous steps.
If the caster remains still, viewers cannot see him or The steps are created as the caster walks upward, and
her. remain behind for the Duration of the spell. The steps
can be touched and harmed by physical means, and if
If the caster decides to move, viewers may attempt a a lower step is entirely destroyed, the stairway will
1d100 roll against 2 x Eyesight (MS) or 1 x Eyesight collapse. Initially the semi-solid steps can only
(CS) to notice the slight distortion caused by the support the caster, and high winds may interfere with
spell. step formation and stability.
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Zorgin´s Mystic Smoke (V) Lightning Bolt (VI)
(Author: Stephan Sundström) (From Randy's HârnPage)
This is a completely harmless spell that can create a With this spell, the caster delivers a powerful electric
mysterious effect over a large area, centred at the shock to a single specified target within ML yards.
caster, who must remain stationary for Duration.
The target must be in a direct Line Of Sight with the
caster. The bolt is considered High Velocity for
The created effect is a sick green radiance that will
dodge/defence considerations.
attach to any stationary object within radius and
sickly green smoke drifting around, which seems to If the target dodges, the bolt will continue until it
create eyes for short moments and then drift away. contacts any solid object or magical effect, at which
point it will deliver basic shock, treat as Burn impact,
The effect will spread out from the caster during the equal to SId6.
first turn.
The bolt will disappear if it fails to contact any solid
object within Range.
The light and smoke is just an illusion and will not be
subject to weather conditions.
Bonus Effects (None)
The light emitted is sufficient to raise the level of
light one step.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Vanishing (VI) Lillith's Air Steed (VII)
This can turn any non-sentient object touched An enchantment to lift the caster into the air and
invisible. Its maximum weight is SI x 500 Lbs. lower him gently to the ground at the end of
Duration.
The object will slowly fade away from sight. It does
not affect any other senses. A keyword can be Lift is created by a powerful circulating wind. The
included in the statements that will, when spoken spell requires a substantial volume of air in order to
within 3 yards of the object, end the spell. operate effectively. The maximum height which can
be gained above a solid (or liquid) surface is SI x 10
feet.
Bonus Effects (None)
The ride is far from smooth: MS results in a special
penalty of -20 to any task attempted while riding, up
to a height of SI x 5 feet; above this height the caster
must concentrate entirely on maintaining equilibrium
and can perform no other actions.
Movement rate is SI x 2 and the Steed can lift a
maximum weight of SI x 30 lb.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Reflection of Marcus (VII) Breath of Hîrin (VIII)
(From Randy's HârnPage)
With this powerful spell, the caster creates SI/2 A powerful spell that allows the caster to exert
mirror images of himself. influence over the wind.
The basic spell only produces a visual image that The basic effect allows the caster to either increase or
“reflects” the caster. decrease the Wind Force within SI league radius by
The images appear to do the same thing as the caster. 1. This effect lasts for SI hours. Please note that this
With the basic spell, the reflections are only visual. will affect weather over a large area, and can either
No auditory/tactile or olfactory traits will be bring or send away storms, and a wise Shek-Pvâr
produced. does not tamper with the weather lightly.
Any successful combat strike or hostile spell will
dispel the image it strikes. Note that with the basic
spell, entities with sensitive noses are most able to Bonus Effects
detect the false nature of the image. The images must
all remain within ML feet of the caster. ML76+ The caster may now alter the wind direction
by up to 45 degrees
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Fly (VIII) Zorgin´s Elemental Wrath (VIII)
(Author: Stephan Sundström)
A spell that allows the caster to fly freely in the air. This spell is intended to do maximum lightning
damage to one designated target within Range.
The spell works with small but powerful wind gust
keeps the caster in the air, those wind gust are The spell caster must concentrate during Duration, to
controlled by the subconscious of the caster (i.e. if manage to keep the spell intact.
the caster wants to fly forward, then the small wind
gust is blowing him forward, he doesn't have to The spell originates at the fingertips of the caster and
concentrate on steering them) although some shots forward to engulf the target totally in a cloud of
concentration is needed, which means if the caster lightning, that releases the energy through the target,
become unconscious he will fall. making a “fire” impact of SId6 + SI.
To fly is very difficult and some practice is needed,
when the first successful Fly spell is laid a new skill Protection against this spell is half the fire armor
is opened: Physical/Fly [Aur Will Will: Hir +3] value. If the caster is interrupted during Duration the
OML2. The skill is used when the caster tries spell inflicts approximately 1d6+1/second.
something more than just fly in a straight line. The
basic duration with this spell is SI x 2 minutes. The
wind gust can be cold and temperatures at higher Bonus Effect
altitudes are very cold, this can cause frost injuries.
The mobility while flying is SI/2 x 50 feet per turn. ML81+ Caster no longer needs to control the
“cloud”.
Bonus Effects
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Tempest of Emirokil (X)
This spell draws in all surrounding moisture from the any direct strike as a 2d6 Burn impact with no
air and forces it to rise at an astonishing rate. This specific body location. Also if the item is held it will
creates a huge cumulonimbus storm cloud above the cause a F6 roll.
target area which scorches the earth below it with
lightning for an extended period of time. Eye and ears damages are frequent. (50% chance of a
MI/GI affecting Eyesight and 50% chance of total
The cloud formation is an awesome site and once loss of Hearing or ½ Hearing score.)
formed can reach up to 18km in height. At this stage
it is a full blown thunderstorm with thunder, The victim of lightning strike may have injury either
lightning, heavy precipitation, and turbulent winds. directly from the lightning strike or from being
thrown by the blast. (A Direct Strike will cause a 1-
The spell holds the effect in place and focuses any 3d6 Blunt impact to a random body location and
lightning strike into the target area for the Duration forces an S1-10 roll)
of the spell. The frequency of the lightning strikes
varies but equates to roughly 1 per round. (Note: Summary of Direct Strike Effects
Time to cast may be reduced depending on existing K3 to K6 roll
cloud cover.) Lightning has about a 50 yard search 01-25 GI (Dex, Agl, Spd, End, Int or Cml)
radius on the ground in an area that a strike occurs. It 26-50 MI (Dex, Agl, Spd, End, Int or Cml)
can strike as much as 10 miles from the rain of a 2d6 Burn impact (plus if holding metal object
thunderstorm. There is 95% chance of taking a Direct additional 1-3d6 Burn Impact and F6 roll)
Strike if the character is the tallest object in the area 01-25 Grievous Impairment to Eyesight
of affect. If not the chance is reduced to 25% of 26-50 Minor Impairment to Eyesight
taking a Direct Strike and 55% of taking an Indirect 01-25 Total Hearing loss
Strike or side flash. 26-46 Hearing halved
47-50 Minor Impairment to Hearing
There are several mechanisms of lightning injury. 1-3d6 Blunt Impact to random location
The most severe is a Direct Strike, either on the S1 to S10 roll
victim or on some object the victim is holding such
as a sword or shield. A “side flash” occurs when Summary of Indirect Strike effects
lightning hits a nearby object and jumps to the K1 to K3 roll
victim. Ground current injures the victim when 01-25 MI (Dex, Agl, Spd, End, Int or Cml)
lightning strikes the ground nearby and it spreads to S3 roll
the person.
Bonus Effects
The primary cause of death following lighting strike
is cardiopulmonary arrest. (K3-6/K1-3 for a ML51+ Lightning strike frequency is 1-2 per round.
Direct/Indirect Strike). ML61+ Lightning strike frequency is 1-3 per round.
ML71+ The storm may be moved at up to ML feet
Central nervous system injuries are common. per round.
Sequelae include amnesia, movement disorders, ML81+ The strikes may be directed at a single point
dementia, decreased reflexes, depression, anxiety, rather than an area.
memory deficits, paraplegia, etc. (50%/25% chance ML91+ The lightning strikes may be directed at
of a MI/GI. Victims will have a permanent reduction moving targets within sight with a base
of an attribute after injuries have fully healed. EML of SI x 1 (MS) SI x 3 (CS).
Attributes affected may be Dex, Agl, Spd, End, Int or
Cml. Fatigue: (15-SI) x 5.5
Time: (15-SI) minutes
Burns may occur from jewellery, clothing or other Range: Line of Sight/Area of Effect: ML yards
heated material. If the character holds or wears radius
something metal the item will cause a 1-3d6 burn
Duration: ML minutes
impact where it contacts the skin. Otherwise treat
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Tome of the Ancient and Esoteric Mysteries of the Phantasms of Lyáhvi
Break Darkness (ML) Shujoi's Transformation (ML)
(Author: Klaus Ole Kristiansen) (Author: Mikael Hegardt)
This spell dispels a magical darkness effect of up to This spell destroys any illusion of lower Complexity
one level above its own level. Level. The spell works in one of two ways:
This effect is instantaneous; the target spell is gone. (1) It removes an illusion created with a lower
The basic spell will not work on effects of Permanent success level (e.g., MS with Shujoi's
or Indefinite Duration. Transformation removes an illusion achieved
with MF)
(2) It lowers the success level of an illusion (e.g., it
Bonus Effects would lower an illusion achieved with MS to
MF). The latter option does not reduce the
ML31+ Break Darkness may suspend a spell of quality of the illusion, but just makes it easier to
lower level of Permanent or Indefinite destroy with a subsequent casting of
duration for SI minutes. Transformation.
ML41+ A spell of lower level of Indefinite Duration Thus, if a caster attempts to destroy a CS illusion, he
may be dispelled. must cast Shujoi's Transformation at least twice,
once to lower the success level and at least once to
destroy it. Shujoi's Transformation will not work on
illusions of Permanent Duration.
Bonus Effect
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