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Middle-Earth

Role Playing
Spell List Supplement
for Section 7.1 Spell Lists
of the First Edition manual, stock #8000
ISBN 0-915795-31-0
and for Appendix A-4 The Spell Lists
of the Second Edition manual, stock #2000
ISBN 1-55806-191-6
Version 1.02.00
Compiled and Edited by
Stephen St. John
Using I.C.E.'s Spell Law
Stock # 1200, Second U.S. Edition, 1989, ISBN 1-55806-092-8
Cover Art (used with permission) by
Ted Nasmith & Jenny Brozek
Cover Design by
Cirdann de Felrive
This module is the intellectual property of the authors, art creators, and designers. It is intended for private, non-profit
use. No portion of this work or material derived from it may be used for commercial purposes without the permission of
its authors, creators, and designers.
Table of Contents
Page Contents 29 Item Lore
1 Front Cover 30
2 Product Information 31 A-4.4 Open Channeling Spell
3 Table of Contents Lists
4 1.0 Introduction 32 Nature's Lore
4 2.0 A Quick Note 33 Nature's Movement
5 A-4.1 Open Essence Spell 34 Spell Defense
Lists 35 Surface Ways
6 Physical Enhancement 36 Protections
7 Essence's Ways 37 Detection Mastery
8 Unbarring Ways 38 Sound/Light Ways
9 Essence Hand 39 Calm Spirits
10 Spell Ways 40
11 Essence Perceptions 41 A-4.5 Animists Only Spell
12 Illusions Lists
13 Spirit Mastery 42 Direct Channeling
14 43 Blood Ways
15 A-4.2 Mages Only Spell Lists 44 Bone/Muscle Ways
16 Fire Law 45 Organ Ways
17 Ice Law 46 Animal Mastery
18 Earth Law 47 Plant Mastery
19 Light Law 48 Purifications
20 Wind Law 49 Creations
21 Water Law 50
22 Lofty Bridge 51 A-4.6 Rangers Only Spell
23 Living Change Lists
24 52 Path Mastery
25 A-4.3 Bards Only Spell Lists 53 Moving Ways
26 Lore 54 Nature's Guises
27 Controlling Songs 55 Nature's Ways
28 Sound Control 56 Back Cover

The blank pages are in case you would like to print this document in the form of a book. They assure
that, when printed out, the section name acts as a cover for the spell list section and the spell lists will
be paired up evenly on the pages. If you print this out single-sided, feel free to eliminate the blank
pages.
*** Please Note ***
This is a supplement. It is not a stand-alone product. You need either the first or second
edition Middle-Earth Role Playing handbooks to make use of this product. This contains
references and abbreviations which are not explained herein. If you do not know what
MERP is, this product is not for you.

1.0 Introduction it was a simple matter of copying or slightly


modifying what had already been written. There
While I love Iron Crown Enterprise's Middle- are some cases where ICE made up their own
Earth Role Playing game, the one thing that has spells to fill a gap in a list, and I had to figure out
always bothered me about MERP was that, when how it should be modified so that there was a
it comes to spell users, it was only set up for higher level version of it. A few times, though, I
levels one through ten. It explains how to advance had to make up spells of my own. I did my best to
all professions beyond the tenth level, but fails to keep all modifications and additions within the
provide the additional higher level spells that spirit of the spell list I was adding to. I believe I
dedicated spell casters would need. succeeded. Only extensive play testing will
Since the MERP system is based off of ICE's discover how well I actually did.
Rolemaster system, I supposed they wanted you I want to thank a number of people who, in a
to upgrade to Rolemaster once the higher levels way, made this product possible. First and
were attained. It has a more detailed combat foremost is Iron Crown Enterprise for making
system, as well as the higher level spells that long MERP in the first place. Next is Jonathon Tinkey
time MERP players would crave. There is just one for introducing me to the game – if it wasn't for
problem: they did not do a one to one conversion him, I would probably never have played it.
of their magic system. Along with him are Jacob and Jeff Stone, who
MERP has two realms of magic – Essence and made up the first group I played MERP with.
Channeling. Rolemaster has three – the two Next is John Morey for his enthusiasm while I
MERP has plus Mentalism. Also, for brevity I am was putting this document together. Another
sure, two Rolemaster spell lists were often important person is Cirdann de Felrive for the
combined into one list for the MERP system. This wonderful work he did on making the front and
does not make for a simple transition from one back covers look as if this is an official release.
system to the other. (Hint: It's not.) I'd also like to thank Eric
I have played the Advanced Dungeons & Simmons because he, Jonathon and I made up our
Dragons (1st edition) system. It is fun, and I still first ever RPG group during high school. Finally,
enjoy playing it. But I love the MERP system. I I'd like to thank my wife Debbie not only for all
love imagining exploring areas where the of her love and support through the crazy things I
Fellowship has been, as well as places they never do, but also because she still enjoys playing
got to; delving into areas unexplored since Fëanor MERP and has helped instill that in our children.
and Finwë's time; clearing the paths of Mirkwood (Hi Laural and Micah!)
to reopen trade routes; and eliminating the orc
hoards so that Middle-Earth may be safe for 2.0 A Quick Note
elves, humans, and dwarves.
It is my love for MERP which caused me to I followed the basic format for the second
purchase a copy of Spell Law for the Rolemaster edition handbook. If you are using the first
system and take the time to go through all the edition, the names and order are the same, just
lists, comparing them with what is in the MERP numbered differently. Also, the first edition does
handbook. From that comparison, I added spells not use Risk Factors (the letters RF followed by a
above tenth level for each MERP list, following number). Simply ignore those.
the template found in Spell Law. Most of the time On to the spells!
A-4.1

Open Essence

Spell Lists
»»» A-4.1 Open Essence Spell Lists «««
Physical Enhancement
Area of Effect Duration Range
11 Resist Poison * 1 target 1 hour/lvl touch
12 Darkvision 1 target 10 min/lvl 10'
13 Lightning Armor 1 target 1 min/lvl 10'
14 Fire Armor 1 target 1 min/lvl 10'
15 Ice Armor 1 target 1 min/lvl 10'
16 Changing Lungs 1 target 10 min/lvl 10'
17 Mass Balance 1 target/lvl varies 10'
18 Mass Nightvision 1 target/lvl 10 min/lvl 10'
19 Mass Watervision 1 target/lvl 10 min/lvl 10'
20 Vision 1 target 10 min/lvl 10'
25 Mass Waterlungs 1 target/lvl 10 min/lvl 10'
30 Mass Gaslungs 1 target/lvl 10 min/lvl 10'
40 True Armor 1 target 1 min/lvl 10'
50 Mass Vision 1 target/lvl 10 min/lvl 10'

11 – Resist Poison (U*,RF5) Delays the effect of gas at will.


a poison on a target. 17 – Mass Balance (U,RF15) As Balance, except
12 – Darkvision (U,RF5) As Nightvision, except it can affect one target per level of the caster.
any darkness can be seen through. 18 – Mass Nightvision (U,RF15) As Nightvision,
13 – Lightning Armor (U,RF15) Protects the except it can affect 1 target per level of the caster.
user from all natural light and electricity; +20 to 19 – Mass Watervision (U,RF15) As
all RRs verses light (electricity); -20 to elemental Watervision, except it can affect 1 target per level
electricity attacks; decreases all electrical of the caster.
concussion hits (e.g., from shock bolts and 20 – Vision (U,RF15) As all “vision” spells below
lightning bolts) by ½, and decreases electrical 15th level functioning at the same time.
critical strikes by one level (e.g., 'A's are ignored, 25 – Mass Waterlungs (U,RF15) As Waterlungs,
'B's become 'A's, 'C's become 'B's, etc.). except it can affect 1 target per level of the caster.
14 – Fire Armor (U,RF15) As Lightning Armor, 30 – Mass Gaslungs (U,RF15) As Gaslungs,
except heat and fire spells are affected (e.g., fire except it can affect 1 target per level of the caster.
bolts and fire balls). 40 – True Armor (U,RF25) Acts as Lightning
15 – Ice Armor (U,RF15) As Lightning Armor, Armor, Fire Armor, and Ice Armor all at the same
except cold and ice spells are affected (e.g., ice time.
bolts and cold balls). 50 – Mass Vision (U,RF25) As Vision, except it
16 – Changing Lungs (U,RF10) As Waterlungs, can affect 1 target per level of the caster.
except the target can breathe water, air, and any
»»» A-4.1 Open Essence Spell Lists «««
Essence's Ways
Area of Effect Duration Range
11 Detect Death 5' R 1 min/lvl (C) 100'
12 Location III 1 target 1 min/lvl (C) 300'
13 Text Analysis III text 1 min/lvl (C) self
14 Death Analysis 10' R or 1 body – touch
15 Detect Spell 5' R 1 min/lvl (C) 100'
16 Location V 1 target 1 min/lvl (C) 500'
17 Power Analysis 1 target – 100'
18 Perceive Power III 5' R 1 min/lvl (C) 300'
19 Death's Delving 10' R or 1 body – touch
20 Location X 1 target 1 min/lvl (C) 1 mile
25 Analysis 1 target – 10'
30 Detect True varies 1 rnd/lvl 100'
40 Power Analysis True 1 target – 100'
50 Location True 1 target 1 min/lvl (C) 1 mile/lvl

11 – Detect Death (P,RF5) As Detect Essence, or place may be examined to see if it has power,
except it detects dead bodies and whether which realm the power is from, a general idea of
anything has died in the radius in the last 24 its origin, and its basic configuration.
hours. 18 – Perceive Power III (P,RF5) As Perceive
12 – Location III (P,RF10) As Location, except Power, except the range is 300'.
the range is 300'. 19 – Death's Delving (I,RF15) As Death
13 – Text Analysis III (I,RF1) As Text Analysis Analysis, except it gives a visual image of the
II, except everything but implications is known killer, and a vague reason for the death (e.g.,
(e.g., answers to riddles are not known revenge, robbery, accident, etc.).
automatically). 20 – Location X (P,RF20) As Location, except
14 – Death Analysis (I,RF5) Gives information the range is 1 mile.
concerning a being's death (weapon, spell, time 25 – Analysis (I,RF20) Any of the lower level
since, etc.); must be cast in the place of the death spells may be used together on one item, person,
(within 24 hours) or in the presence of the body or place.
(no time limit). 30 – Detect True (P,RF20) Any of the lower level
15 – Detect Spell (P,RF5) As Detect Essence, detect spells on this list can be used 1 per round.
except it detects any spell that has been cast in the 40 – Power Analysis True (I,RF20) As Power
area examined. Analysis, except exact origin, creator, and detailed
16 – Location V (P,RF10) As Location, except purpose are given.
the range is 500'. 50 – Location True (P,RF25) As Location, except
17 – Power Analysis (I,RF10) One item, person, the range is 1 mile per level.
»»» A-4.1 Open Essence Spell Lists «««
Unbarring Ways
Area of Effect Duration Range
11 Locklore II 1 lock – touch
12 Disarm II 1 trap – touch
13 Traplore II 1 trap – touch
14 True Lock 1 door 1 hr/lvl touch
15 Undoor II 1 door P 10'
16 Weakening II 1 door P 50'
17 Undoor III 1 door P 10'
18 Weakening III 1 door P 50'
19 Undoor True 1 door P 10'
20 New Gate varies P touch
25 Lock Mastery 1 lock – touch
30 Trap Mastery 1 trap – touch
40 New Gate II varies P touch
50 Gate Cleaver varies 1 rnd/lvl varies

11 – Locklore II (I,RF1) As Locklore, except the except the strength is reduced by 90%.
caster is given a +50 bonus for picking the lock 19 – Undoor True (F,RF45) As Undoor, except
and a +25 for anyone to whom he describes the any single door is vaporized.
lock. 20 – New Gate (F,RF50) A doorway (8'x5') is
12 – Disarm II (F,RF10) As Disarm I, except the created in any wall up to 6” per level deep.
chances are 40%/90%. 25 – Lock Mastery (I,RF5) Gives the caster a
13 – Traplore II (I,RF1) As Locklore II, except it 90% chance of opening a lock. The roll is open-
applies to disarming traps. ended and the quality of the lock may modify the
14 – True Lock (F,RF10) As Magic Lock, except roll.
the door is unbreakable by normal means. 30 – Trap Mastery (I,RF5) As Lock Mastery,
15 – Undoor II (F,RF40) As Undoor, except the except its chances concern disarming traps.
door can be up to 2'x20'x20'. 40 – New Gate II (F,RF55) As New Gate, except
16 – Weakening II (F,RF10) As Weakening, the door way is 16'x10' and 12” per level deep.
except the strength is reduced by 75%. 50 – Gate Cleaver (F,RF50) Caster can utilize
17 – Undoor III (F,RF40) As Undoor, except the any one of the lower level spells on this list each
door can be up to 3'x50'x50'. round.
18 – Weakening III (F,RF15) As Weakening,
»»» A-4.1 Open Essence Spell Lists «««
Essence Hand
Area of Effect Duration Range
11 Vibrations III up to 50 lbs 1 min/lvl 100'
12 Deflections III * 3 missiles – 100'
13 Staying III up to 50 lbs 1 min/lvl 100'
14 Bladeturn III * 3 melee attacks – 100'
15 Telekinesis III up to 50 lbs 1 min/lvl (C) 100'
16 Staying IV up to 10 lbs/lvl 1 min/lvl 100'
17 Telekinesis IV up to 10 lbs/lvl 1 min/lvl (C) 100'
18 Re-aiming * 1 missile – 100'
19 Hurling 1 object – 10'
20 Lord Aim * 1 missile 1 rnd (C) touch
25 Mass Deflections * 1 missile/lvl – 100'
30 Mass Bladeturn * 1 melee attack/lvl – 100'
40 Re-aiming True * varies – 100'
50 Aim True * 1 missile 1 rnd (C) touch

11 – Vibrations III (F,RF15) As Vibrations I, Shock Bolt on the Bolt Spells Attack Table; use
except the mass limit is 50 pounds. Impact criticals; the max attack range is 300'.
12 – Deflections III (F*,RF15) As Deflections, Base the caster's OB on his directed spell skill
except 3 missiles may be affected. with this spell.
13 – Staying III (F,RF5) As Staying I, except the 20 – Lord Aim (F*,RF25) As Aiming, except the
mass limit is 50 pounds. missile attack bonus is 100.
14 – Bladeturn III (F*,RF15) As Bladeturn, 25 – Mass Deflections (F*,RF20) As Deflections,
except 3 melee attacks may be affected. except as many missiles as the caster's level may
15 – Telekinesis III (F,RF15) As Telekinesis I, be affected.
except the mass limit is 50 pounds. 30 – Mass Bladeturn (F*,RF20) As Bladeturn,
16 – Staying IV (F,RF5) As Staying I, except the except as many melee attacks as the caster's level
mass limit is 10 pounds per level. may be affected.
17 – Telekinesis IV (F,RF15) As Telekinesis I, 40 – Re-aiming True (F*,RF25) As Re-aiming,
except the mass limit is 10 pounds per level. except all missiles passing within 100' of the
18 – Re-aiming (F*,RF20) One missile passing caster are reversed.
within 100' of the caster is reversed and makes an 50 – Aim True (F*,RF30) As Aiming, except the
attack on its source (the only modification is +5, missile attack automatically does maximum
i.e., no other OB or DB applies). damage (the 'E' critical is rolled normally; if the
19 – Hurling (F,RF20) Caster may “hurl” one creature is “Large” or “Huge” the missile would
object (that starts within 10' of him) of 1 pound or be treated as slaying).
less with sufficient force to deliver an attack as a
»»» A-4.1 Open Essence Spell Lists «««
Spell Ways
Area of Effect Duration Range
11 Dispel Essence II * 50' R C self
12 Sign of Fear 1 cu' varies touch
13 Dispel Channeling II * 50' R C self
14 Rune VII 1 sheet varies touch
15 Sign of Sleep 1 cu' varies touch
16 Unessence 1 target 24 hours 100'
17 Sign of Blinding 1 cu' varies touch
18 Unchanneling 1 target 24 hours 100'
19 Sign of Paralysis 1 cu' varies touch
20 Rune X 1 sheet varies touch
25 Lord Research 1 object P self
30 Dispel True * 10' R C self
40 Lord Rune 1 sheet varies touch
50 Mass Sign 1 cu' varies touch

11 – Dispel Essence II (F*,RF10) As Dispel Lord Research spell is used to “research magic
Essence, except the range is a 50' radius. items,” with the following guidelines.
12 – Sign of Fear (F,RF1) As Sign of Stunning, First, jewels have a very high concentration of
except the target will flee the place of the sign for essence locked within them. Lord researchers,
1 minute per 5 points RR failure. with the proper equipment and care, slowly feeds
13 – Dispel Channeling II (F*,RF10) As Dispel jewels into a forge over the course of several
Channeling, except the range is a 50' radius. weeks while casting the Lord Research spell at
14 – Rune VII (F,RF1) As Rune I, except the least three times a day to release their essence into
caster can inscribe 1st - 7th level spells. other materials at hand, although they have little
15 – Sign of Sleep (F,RF1) As Sign of Stunning, control over the end result.
except the target falls into a sleep from which he After the process is entirely completed, the
cannot be awakened for 10 minutes per 10 points GM should determine randomly (including the
RR failure. realm of power) what the newly created magic
16 – Unessence (F,RF15) The target has no item actually does. Keep in mind that its power
Essence power points and thus can throw no and capabilities should be proportional to the
Essence spells for 24 hours (includes spells cast number of weeks spent in casting Lord Research
using bonus items). This can also be cast against spells and the number and value of the jewels
items which could normally cast spells. destroyed in supplying it with essence (the more
17 – Sign of Blinding (F,RF1) As Sign of essence a jewel has, the more valuable it is).
Stunning, except the target is blind for 1 hour per Starting at level 51, the caster has a 2% chance
10 points of RR failure. per level over 50 of guiding the outcome of the
18 – Unchanneling (F,RF15) As Unessence, magic item created. Thus, at level 100 the caster
except Channeling is affected. can create whatever magic item he desires.
19 – Sign of Paralysis (F,RF1) As Sign of 30 – Dispel True (F*,RF20) As Cancel Essence,
Stunning, except the target is paralyzed for 1 hour except both Essence and Channeling are affected.
per 10 points of RR failure. 40 – Lord Rune (F,RF5) As Rune I, except the
20 – Rune X (F,RF1) As Rune I, except the caster cast can inscribe 1st - 20th level spells.
can inscribe 1st - 10th level spells. 50 – Mass Sign (F,RF10) As any Sign spell
25 – Lord Research (F,RF5) Lord research can desired, except it can affect a number of targets
be performed only by Mages or Wizards. The up to the level of the caster before it is canceled.
»»» A-4.1 Open Essence Spell Lists «««
Essence Perceptions
Area of Effect Duration Range
11 Watch II varies 1 min/lvl (C) 100'
12 Long Ear II varies 1 min/lvl (C) 100'
13 Presence VI * 100' R 1 rnd/lvl (C) self
14 Listen II varies 1 min/lvl (C) 500'
15 Long Eye II varies 1 min/lvl (C) 300'
16 Presence VII * 500' R 1 rnd/lvl (C) self
17 Watch III varies 1 min/lvl (C) 500'
18 Observe II varies 1 min/lvl (C) 500'
19 Presence X * 1000' R 1 rnd/lvl (C) self
20 Listen III varies 1 min/lvl (C) 1 mi/lvl
25 Watch IV varies 1 min/lvl (C) 1 mi/lvl
30 Listen True varies 1 min/lvl (C) unlimited
40 Watch True varies 1 min/lvl (C) unlimited
50 Observe True varies 1 min/lvl (C) unlimited

11 – Watch II (I,RF5) As Watch, except the range range is 500'.


is 100'. 19 – Presence X (P*,RF10) As Presence I, except
12 – Long Ear II (I,RF5) As Long Ear, except the the range is 1000'.
range is 100'. 20 – Listen III (I,RF10) As Listen, except the
13 – Presence VI (P*,RF10) As Presence I, range is 1 mile per level.
except the range is 100'. 25 – Watch IV (I,RF10) As Watch, except the
14 – Listen II (I,RF5) As Listen, except the range range is 1 mile per level.
is 500'. 30 – Listen True (I,RF15) As Listen, except the
15 – Long Eye II (I,RF5) As Long Eye, except range is unlimited (the caster must be able to
the range is 300'. locate the desired point in terms of direction and
16 – Presence VII (P*,RF10) As Presence I, distance).
except the range is 500'. 40 – Watch True (I,RF15) As Listen True, except
17 – Watch III (I,RF5) As Watch, except the the caster sees instead of hearing.
range is 500'. 50 – Observe True (I,RF20) As both Listen True
18 – Observe II (I,RF5) As Observe, except the and Watch True.
»»» A-4.1 Open Essence Spell Lists «««
Illusions
Area of Effect Duration Range
11 Invisibility III 1' R max 24 hr 10'
12 Phantasm III varies varies (C) varies
13 Illusion V varies varies varies
14 Waiting Illusion III varies varies varies
15 Unseen X 10 targets max 24 hr 10'
16 Invisibility IV 10' R max 24 hr 10'
17 Waiting Phantasm II varies varies varies
18 Phantasm IV varies varies (C) varies
19 Illusion VII varies varies varies
20 Mass Unseen varies max 24 hr 10'
25 Illusion X varies varies varies
30 Mass Invisibility varies max 24 hr 10'
40 Phantasm X varies varies (C) varies
50 True Invisibility 1' R 24 hours self

11 – Invisibility III (E,RF15) As Invisibility I, two Phantasms may be created with two options
except two objects may be affected. or three Phantasms may be created with one
12 – Phantasm III (E,RF15) As Phantasm II, option or four Phantasms may be created.
except any two of the options may be chosen or 19 – Illusion VII (E,RF15) As Illusion II, except
two Phantasms may be created with one option or any six of the options may be chosen.
three Phantasms may be created. 20 – Mass Unseen (E,RF20) As Unseen, except
13 – Illusion V (E,RF15) As Illusion II, except as many objects as the caster's level may be
any four of the options may be chosen. affected.
14 – Waiting Illusion III (E,RF15) As Illusion II, 25 – Illusion X (E,RF20) As Illusion II, except
except it can be delayed up to 24 hours: it can be any nine of the options may be chosen.
triggered by one of the following (decided by the 30 – Mass Invisibility (E,RF20) As Invisibility I,
caster): time period, certain movements, certain except as many targets as the caster's level may be
sounds, touch, smell, taste (the triggering sense the centers of the constant 1' radii of invisibility.
must be used in the illusion). Any two of the 40 – Phantasm X (E,RF25) As Phantasm II,
options from Illusion II may be chosen. except any nine of the options may be chosen or
15 – Unseen X (E,RF15) As Unseen, except ten two Phantasms and eight options or three
objects can be affected. Phantasms and seven options or four Phantasms
16 – Invisibility IV (E,RF15) As Invisibility II, and six options or five Phantasms and five
except two objects may be affected. options or six Phantasms and four options or
17 – Waiting Phantasm II (E,RF15) As seven Phantasms and three options or eight
Phantasm II, except it can be delayed as in Phantasms and two options or nine Phantasms
Waiting Illusion III. The Phantasm will move and and one option or ten Phantasms may be created.
act as if given a simple command (e.g., attack, 50 – True Invisibility (E,RF30) As Invisibility I,
run, etc.) or it can deliver a short speech. In except the caster can vary it up to 1' and if he
addition, one of the options from Illusion II may attacks he is only visible for the 10 seconds
also be chosen. immediately following the attack. Violent blows
18 – Phantasm IV (E,RF15) As Phantasm II, do not affect this spell.
except any three of the options may be chosen or
»»» A-4.1 Open Essence Spell Lists «««
Spirit Mastery
Area of Effect Duration Range
11 Lord Sleep varies varies 100'
12 Word of Stunning * 1 target – 50'
13 Word of Pain * 1 target – 50'
14 Hold True 1 target C 100'
15 Word of Sleep * 1 target – 50'
16 Word of Discord * 1 target – 50'
17 Word of Calling * 1 target – 50'
18 Waiting Word 1 target 1 day/lvl 50'
19 Word of Death * 1 target – 50'
20 True Quest 1 target varies 10'
25 Phrase * 1 target – 50'
30 Mass Word * varies – 50'
40 Mass Sleep varies varies 100'
50 Spirit Mastery varies 1 rnd/lvl 100'

11 – Lord Sleep (F,RF15) As Sleep V, except a above can be set to go off at a specified time or
total of 20 levels may be affected. movement.
12 – Word of Stunning (F*,RF20) The target is 19 – Word of Death (F*,RF25) The target suffers
stunned for 1 round per 10 points of RR failure. the results of an 'E' critical strike on the table of
13 – Word of Pain (F*,RF20) As Word of the caster's choice.
Stunning, except the target takes 50% of his 20 – True Quest (F,RF40) As Quest, except
remaining hits upon failure. failure is punished by the target suffering an 'E'
14 – Hold True (F,RF20) As Hold Kind, except critical from each of the critical tables.
any sentient being can be affected. 25 – Phrase (F*,RF25) As Word of Stunning,
15 – Word of Sleep (F*,RF20) As Word of except any three different “Words” may be used
Stunning, except the target falls into a natural on the same round (a separate RR roll must be
sleep. made for each one).
16 – Word of Discord (F*,RF20) As Word of 30 – Mass Word (F*,RF30) As Word of Stunning,
Stunning, except the target will not cooperate or except any “Word” may be used and it will affect
agree with anyone for 1 day per 10 points of RR a number of levels equal to the level of the caster
failure. (as Sleep).
17 – Word of Calling (F*,RF20) The target is 40 – Mass Sleep (F,RF25) As Sleep V, except a
forced to come and face the caster (fighting if number of levels equal to the caster's level may be
necessary) and remain immobile for 1 round per affected.
10 points of RR failure. Caster must remain 50 – Spirit Mastery (F,RF35) Caster can use one
immobile, or the control lapses. spell of 9th level or lower per round on this list.
18 – Waiting Word (F,RF20) Any of the “Words”
A-4.2

Spell Lists for

Mages Only
»»» A-4.2 Spell Lists for Mages Only «««
Fire Law
Area of Effect Duration Range
11 Fire Bolt III 1 target – 300'
12 Call Flame II 20 cu' 1 rnd/lvl 20'
13 Waiting Flame 10 cu' 1 rnd/lvl 10'
14 Firestorm 10 cu' 1 rnd/lvl 10'
15 Metal Fires 1 lb/lvl 1 rnd/lvl 100'
16 Triad of Flame 3 targets – 100'
17 Fire Bolt V 1 target – 500'
18 Waiting Firestorm 10 cu' 1 rnd/lvl 10'
19 Call Flame V 50 cu' 1 rnd/lvl 50'
20 Corner Fires 1 target – 100'
25 Following Fires 1 target – 100'
30 Stone Fires 300 sq' 1 rnd/lvl 300'
40 Firestorm True 50 cu' 1 rnd/lvl 50'
50 Fire Mastery varies 1 rnd/lvl varies

11 – Fire Bolt III (DE,RF40) As Fire Bolt, except the range is 500'.
the range is 300'. 18 – Waiting Firestorm (E,RF30) As Waiting
12 – Call Flame II (E,RF30) As Call Flame, Flame, except a firestorm can be delayed.
except the cube is up to 20'x20'x20' in size and 19 – Call Flame V (E,RF30) As Call Flame,
the range is 20'. except the size is up to a 50' cube and the range is
13 – Waiting Flame (E,RF30) As Call Flame, 50'.
except the size is up to a 10' cube and the effect 20 – Corner Fires (DE,RF40) As Corner
can be delayed for up to 24 hours; it can be Lightning Bolt on the Mages Only list, Light Law,
triggered by one of the following (decided by the except a Fire Bolt is shot.
caster): time period, certain movements, certain 25 – Following Fires (DE,RF40) As Following
sounds, touch, violent actions in the area, etc. Lightning Bolt on the Mages Only list, Light Law,
14 – Firestorm (E,RF30) As Call Flame, except except a Fire Bolt is shot.
small balls of flame rain down in a 10' cube 30 – Stone Fires (F,RF50) As Metal Fires, except
causing a 'B' Heat critical to all passing through a 300 square foot surface is affected and a 'C'
(or in). Heat critical is given each round passing through
15 – Metal Fires (F,RF50) Causes a metal object (or in) the 3' flames.
to burst into flames, the object can be up to 1 40 – Firestorm True (E,RF50) As Firestorm,
pound per level in mass. If the object is on a except it is a 50' cube, a range of 50', and a 'E'
being, it gets a RR and if it fails the being takes a Heat critical.
Heat critical of a severity to be determined by its 50 – Fire Mastery (F,RF60) Caster can use any
location on the being's body. one lower level spell on this list each round.
16 – Triad of Flame (DE,RF40) As Triad of
Water on the Mages Only list, Water Law, except Note: All “wall” spells created by spells on this
Fire Bolts are shot. list must rest on a solid surface.
17 – Fire Bolt V (DE,RF40) As Fire Bolt, except
»»» A-4.2 Spell Lists for Mages Only «««
Ice Law
Area of Effect Duration Range
11 Ice Bolt III 1 target – 300'
12 Water/Ice 10 cu'/lvl P 100'
13 Chill Metal 1 object 1 hour (C) 10'
14 Call Cold III 30'x30'x30' 1 rnd/lvl 30'
15 Ice Bolt V 1 target – 500'
16 Triad of Ice 3 targets – 100'
17 Frigid Air 1000 cu'/lvl 1 hr (C) 100'
18 Call Cold V 50'x50'x50' 1 rnd/lvl 50'
19 Ice Wall 20'x20'x2' P 100'
20 Cold Ball III 40' R – 300'
25 Rain/Snow varies As long as it rains self
30 Cold True 1000' R/lvl 24 hours 1000'/lvl
40 Cold Ball 60' R – 500'
50 Cold Mastery varies 1 rnd/lvl varies

11 – Ice Bolt III (DE,RF40) As Ice Bolt, except 19 – Ice Wall (E,RF30) As Wall of Ice, except the
the range is 300'. size is doubled (20'x20'x(4' at the base, 2' at the
12 – Water/Ice (E,RF40) Changes 10 cubic feet top)); it will take up to 200 hits damage; and it
per level of water to ice. will take 100 man-rounds to chip through.
13 – Chill Metal (F,RF40) As Chill Solid, except 20 – Cold Ball III (BE,RF50) As Cold Ball,
it chills metal to the point that it becomes except the area of effect is 40'R and the range is
extremely brittle (1 object only). Under normal 300'.
conditions, this will reduce the breakage factor of 25 – Rain/Snow (E,RF50) Changes all rain
the object to 50% of normal; but each following within 1 mile of the caster to snow; radius
minute the breakage factor will increase by 5% of decreases 500' for every 10°F above freezing..
its normal value until it returns to normal (i.e., it 30 – Cold True (E,RF50) Causes the temperature
warms up). to drop 1°F per 10 minutes up to a number of
14 – Call Cold III (E,RF30) As Cold Call, except degrees as the caster's level (within a 1000' per
the size is up to a 30' cube and the range is 30'. level radius).
15 – Ice Bolt V (DE,RF40) As Ice Bolt, except 40 – Cold Ball V (BE,RF60) As Cold Ball, except
the range is 500'. the area of effect is a 60' radius and the range is
16 – Triad of Ice (DE,RF40) As Triad of Water 500'.
on the Mages Only list, Water Law, except Ice 50 – Cold Mastery (F,RF60) Caster can use any
Bolts are shot. one lower level spell on this list each round.
17 – Frigid Air (E,RF10) As Cool Air, except the
rate is -20°F per round (-40°F maximum). Note: All “wall” spells created by spells on this
18 – Call Cold V (E,RF30) As Call Cold, except list must rest on a solid surface.
the size up to 50 cubic feet, and the range is 50'.
»»» A-4.2 Spell Lists for Mages Only «««
Earth Law
Area of Effect Duration Range
11 Rumble 100' R/lvl 1 rnd 100'/lvl
12 Crush Stone II 2”x2”x2” – 100'
13 Stonewall True 10'x10'x1' P 100'
14 Mud/Earth 100 cu' P 100'
15 Unearth 100 cu' P 100'
16 Meld Wall 100 cu' P touch
17 Stone/Mud 100 cu' P 100'
18 Curved Wall 10'x10'x1' P 100'
19 Shake 100' R/lvl 1 rnd 100'/lvl
20 Unstone 100 cu' P 100'
25 Unmetal 1 cu' P 100'
30 Tremors 100' R/lvl 1 rnd 100'/lvl
40 Encircling Wall 15' Rx10'x1' P 100'
50 Earth Mastery varies 1 rnd/lvl varies

11 – Rumble (E,RF15) Causes a very minor 19 – Shake (E,RF25) As Rumble, except about a
tremor in the ground (about a 2.0 on the Richter 3.5 on the Richter scale; horses with riders get a
scale); creatures of low or animal intelligence will -20 to their RRs; and in the right area it can cause
flee the area; horses with riders get a RR to an avalanche.
remain in control. 20 – Unstone (E,RF25) As Unearth, except it
12 – Crush Stone II (F,RF10) As Crush Stone, affects stone.
except 10 separate 2”x2”x2” stones or sections of 25 – Unmetal (E,RF30) As Unearth, except it
stone can be affected. affects 1 cubic foot of metal.
13 – Stonewall True (E,RF30) As Stonewall, 30 – Tremors (E,RF40) As Rumble, except about
except the duration is permanent. a 5.5 on the Richter scale; could cause shoddy
14 – Mud/Earth (F,RF20) As Stone/Earth, except construction to collapse; affects animal to average
it changes mud to packed earth. intelligence; -40 to RRs for horses with riders;
15 – Unearth (E,RF25) Disintegrates 100 cubic average intelligence gets a normal RR.
feet of earth. 40 – Encircling Wall (E,RF40) As Stonewall
16 – Meld Wall (E,RF20) Fuses two touching True, except a 15' radius circular wall 10' high
walls together (the seam can be up to 20' long) or and 1' thick is created.
fuses a section of stone blocks (up to 100 cubic 50 – Earth Mastery (F,RF50) Caster can use one
feet). lower level spell on this list each round.
17 – Stone/Mud (E,RF20) As Stone/Earth, except
it changes stone to mud. Note: All “wall” spells created by spells on this
18 – Curved Wall (E,RF30) As Stonewall True, list must rest on a solid surface.
except the wall may be curved up to a semicircle.
»»» A-4.2 Spell Lists for Mages Only «««
Light Law
Area of Effect Duration Range
11 Waiting Light varies varies 100'
12 Shock Bolt V 1 target – 500'
13 Beacon V self 1 min/lvl varies
14 Static Charge 1 target varies 100'
15 Lightning Bolt 1 target – 300'
16 Call Lightning I 10'R –
17 Utterlight 100'R 10 min/lvl touch
18 Utterdark 100'R 10 min/lvl touch
19 Beacon X self 1 min/lvl varies
20 Lightning Bolt 1 target – 500'
25 Corner Lightning Bolt 1 target – 300'
30 Following Lightning Bolt 1 target – 300'
40 Call Lightning II 20'R – 500'
50 Light Mastery varies 1 rnd/lvl varies

11 – Waiting Light (F,RF10) In conjunction with whomever fails takes a 'C' Electricity and 'A'
any light or dark spell (i.e., this spell is cast and Impact critical. Only useful outdoors.
then the light/dark spell is cast) it can delay the 17 – Utterlight (E,RF20) As Light I, except the
action of that spell up to 24 hours; it can be radius is 100' and the light nullifies all magically
triggered by one of the following (decided by the created darkness..
caster): time period, certain movements, certain 18 – Utterdark (E,RF20) As Dark I, except the
sounds, touch, violent actions in the area, etc. radius is 100' and no non-magical light can exist
12 – Shock Bolt V (DE,RF30) As Shock Bolt I, inside.
except the range is 500'. 19 – Beacon X (E,RF20) As Beacon V, except it
13 – Beacon V (E,RF20) A ray of light of any can be up to 10 miles long.
color springs from the caster's palm; it can be up 20 – Lightning Bolt V (DE,RF40) As Lightning
to 5 miles long. Bolt, except the range is 500'.
14 – Static Charge (E,RF20) Creates a strong 25 – Corner Lightning Bolt (DE,RF40) As
static charge around 1 living being. When the Lightning Bolt, except the range is 300' and the
target touches anything metal, he immediately caster can make the bolt turn once up to 90°
takes a 'C' Electricity critical. There is a 25% before striking the target (caster must know the
chance the metal item will be deformed as a target's location, and his OBs are halved).
result; magic items receive an appropriate RR. 30 – Following Lightning Bolt (DE,RF45) As
The static charge lasts up to 1 minute per level of Corner Lightning Bolt, except the bolt can make
the caster; after that time it will dissipate on its as many turns as necessary and go through
own. If the target is already wearing something openings (6”R or larger) to strike the target if the
metal (e.g., metal armor), the charge will be total distance traveled is less than or equal to 300'.
immediately released. 40 – Call Lightning II (DE,RF50) As Call
15 – Lightning Bolt III (DE,RF40) As Lightning Lightning I, except the radius is 20'; the range is
Bolt, except the range is 300'. 500'; RRs are at -20; and a 'E' Electricity and 'C'
16 – Call Lightning I (DE,RF50) As long as Impact critical are received.
there is a cloud within 10 miles, the caster calls 50 – Light Mastery (F,RF50) Caster can use one
down a lightning strike in a 10' radius. Everyone lower level spell on this list each round.
within that radius (friend or foe) must make a RR;
»»» A-4.2 Spell Lists for Mages Only «««
Wind Law
Area of Effect Duration Range
11 Condensation II – Varies (C) touch
12 Vacuum II 10' R – 100'
13 Air Stop III 100' R C 100'
14 Whirlwind 10' C 100'
15 Death Cloud II 10' R 10 rounds 20'
16 Airwall II 20'x20'x6' C or 1 rnd/lvl 100'
17 Vacuum III 20' R – 100'
18 Great Vacuum 5' R – 100'
19 Greater Stun Cloud 20' R 6 rounds 100'
20 Reverse Winds 100' R/lvl C 100'/lvl
25 Hard Wind varies 1 rnd/lvl (C) 300'
30 Storm Call 1 mi R/lvl 1 hr ± 10 min self
40 Great Vacuum II 20' R – 100'
50 Wind Mastery varies 1 rnd/lvl varies

11 – Condensation II (F,RF10) As Condensation, Cloud III, except by concentrating the caster can
except the amount of water produced is 5 cubic move it 10' per round up to 100' away.
feet. 20 – Reverse Winds (F,RF10) Allows the caster
12 – Vacuum II (E,RF40) As Vacuum, except the to change the direction of the wind within the
radius is 10'; RRs are at -10. radius.
13 – Air Stop III (F,RF5) As Air Stop I, except 25 – Hard Wind (F,RF25) Caster must outstretch
the radius is 100'. his arms, and then a hard wind comes forth from
14 – Whirlwind (E,RF30) As Stun Cloud I, them, fanning out until it has a 25' radius at 300';
except a 10'R whirlwind is created; delivers an 'A' all within the cone receive a 'B' Impact critical.
Impact critical to all inside (every round); reduces 30 – Storm Call (F,RF40) Caster summons forces
movement within or through radius by 80%; of nature in a fierce thunderstorm; heavy rain, 25-
caster can move it 1' per round. 60 mph winds, lightning (random), and a blizzard
15 – Death Cloud II (E,RF30) As Death Cloud, (in the correct climate). Can be delayed up to 1
except the radius is 10'; RRs are at -10. hour per level after casting.
16 – Airwall II (E,RF35) As Airwall, except it is 40 – Great Vacuum II (E,RF50) As Great
-10 Absurd to move through; it is 20'x20'x6' is Vacuum, except the radius is 20'; RRs are at -20.
size; and all attacks made through it are at -100. 50 – Wind Mastery (F,RF50) Caster can use one
17 – Vacuum III (E,RF40) As Vacuum, except lower level spell on this list each round.
the radius is 20'; RRs are at -20.
18 – Great Vacuum (E,RF45) As Vacuum, except Note: All “wall” spells created by spells on this
it delivers a 'D' Impact critical in a 5' radius. list must rest on a solid surface.
19 – Greater Stun Cloud (E,RF35) As Stun
»»» A-4.2 Spell Lists for Mages Only «««
Water Law
Area of Effect Duration Range
11 Condensation II – Varies (C) touch
12 Dense Fog 10' R/lvl P 10'/lvl
13 Great Waterwall True 20'x20'x1' 5 min/lvl 100'
14 Dry Air 5'/lvl P 5'/lvl
15 Water Bolt V 1 target – 500'
16 Triad of Water 3 targets – 100'
17 Driving Rain 100' R/lvl 10 min/lvl 100'/lvl
18 Calm Water True 100' R/lvl 10 min/lvl 100'/lvl
19 Condensation III – Varies (C) touch
20 Whirlpool 50' C 1000'
25 Part Water varies C 100'/lvl
30 Sea Storm 1 mi R/lvl 1 hour ± 10 min 1 mi/lvl
40 Whirlpool True 50' 10 min/lvl 1000'
50 Water Mastery varies 1 rnd/lvl varies

11 – Condensation II (F,RF10) As Condensation, except the waves are cut by 50' in the center.
except the amount of water produced is 5 cubic 19 – Condensation III (F,RF10) As
feet in 5 to 50 rounds. Condensation, except the amount of water
12 – Dense Fog (E,RF10) As Fog Call, except the produced is 10 cubic feet in 10 to 100 rounds.
subtraction from missile attacks is 75. 20 – Whirlpool (F,RF20) Creates a 50' whirlpool
13 – Great Waterwall True (E,RF30) As that will draw in any unpowered object within
Waterwall True, except the size is up to 500'. It takes 2 minutes of concentration for the
20'x20'x1', and it lasts 5 minutes per level. whirlpool to start.
14 – Dry Air (E,RF10) As Unfog, except it 25 – Part Water (F,RF30) Caster can part water
removes all water from the air in the radius of up to 100' deep and 100' per level long and 10'
effect; the air becomes arid. wide at the bottom (50' at the top).
15 – Water Bolt V (DE,RF40) As Water Bolt I, 30 – Sea Storm (F,RF35) Summons forces of
except the range is 500'. nature in a fierce sea storm; waves of 20-50',
16 – Triad of Water (DE,RF40) Three bolts of heavy rain, winds of 25-60 mph. It can be delayed
water are shot from the palm of the caster, they up to 1 hour per level after being cast.
can strike up to 3 different targets within 60' of 40 – Whirlpool True (F,RF30) As Whirlpool,
each other (they must be in the field of vision of except the caster does not need to concentrate,
the caster). The caster's Directed Spell bonus can and it lasts 10 minutes per level. It takes 2
only apply to one of the attacks. minutes before the whirlpool is up to full force.
17 – Driving Rain (F,RF15) As Call Rain, except 50 – Water Mastery (F,RF50) Caster can use one
the rain is very hard. It obscures and limits all lower level spell on this list each round.
vision through it to 100'. All missile attacks made
through it are at -50. Note: All “wall” spells created by spells on this
18 – Calm Water True (F,RF5) As Calm Water, list must rest on a solid surface.
»»» A-4.2 Spell Lists for Mages Only «««
Lofty Bridge
Area of Effect Duration Range
11 Fly III 1 target 1 min/lvl 10'
12 Long Door III 1 target – 10'
13 Teleport III 3 targets – 10'
14 Portal True varies 1 rnd/lvl touch
15 Long Door V 1 target – 10'
16 Teleport V 5 targets – 10'
17 Fly IV 1 target 1 min/lvl 10'
18 Teleport X 10 targets – 10'
19 Mass Leaving 1 target/lvl – 10'
20 Lord Teleport 20 targets – 10'
25 Mass Long Door 1 target/lvl – 10'
30 Mass Teleport 1 target/lvl – 10'
40 Fly True 1 target 1 min/lvl 10'
50 Teleport True 1 target – 10'

11 – Fly III (U,RF20) As Fly I, except the rate is 19 – Mass Leaving (U,RF30) As Leaving I,
300' per round (≈20 mph). except as many targets as the caster's level may be
12 – Long Door III (U,RF35) As Long Door I, moved.
except the movement range is 300'. 20 – Lord Teleport (U,RF50) As Teleport III,
13 – Teleport III (U,RF45) As Teleport, except except up to 20 targets may be moved to the same
up to 3 targets may be moved to the same place. place.
14 – Portal True (F,RF35) As Portal, except the 25 – Mass Long Door (U,RF45) As Long Door,
portal is 3'x6' and up to 5' per level deep. except as many targets as the caster's level may be
15 – Long Door V (U,RF35) As Long Door I, moved up to 300'.
except the movement range is 500'. 30 – Mass Teleport (U,RF55) As Teleport III,
16 – Teleport V (U,RF45) As Teleport III, except except as many targets as the caster's level may be
up to 5 targets may be moved to the same place. moved.
17 – Fly IV (U,RF20) As Fly I, except the rate is 40 – Fly True (U,RF25) As Fly I, except the rate
450' per round (≈30 mph). is 900' per round (≈60 mph)..
18 – Teleport X (U,RF45) As Teleport III, except 50 – Teleport True (U,RF60) As Teleport I,
up to 10 targets may be moved to the same place. except with no movement range limit.
»»» A-4.2 Spell Lists for Mages Only «««
Living Change
Area of Effect Duration Range
11 Change 1 target 10 min/lvl 10'
12 Run III * 3 targets 10 min/lvl 10'
13 Sprint III * 3 targets 10 min/lvl 10'
14 Haste V * varies varies 10'
15 Changing self 10 min/lvl self
16 Run V * 5 targets 10 min/lvl 10'
17 Merging 1 target varies 10'
18 Sprint V * 5 targets 10 min/lvl 10'
19 Haste X * varies varies 10'
20 Passing 1 target 1 min/lvl 10'
25 Mass Run * 1 target/lvl 10 min/lvl 10'
30 Mass Change 1 target/lvl 10 min/lvl 10'
40 Mass Merging 1 target/lvl varies 10'
50 Mass Haste * varies varies 10'

11 – Change (U,RF20) As Change to Kind, activity. The caster can exit at any time up to the
except the alteration can be to any organic form duration, everyone else must emerge after a set
within ½ to 2 times the target's current mass; time (up to 1 hour per level).
target does not obtain any special abilities. 18 – Sprint V (U*,RF5) As Sprint I, except 5
12 – Run III (U*,RF5) As Run I, except 3 targets targets may be affected.
may be affected. 19 – Haste X (U*,RF15) As Haste III, except the
13 – Sprint III (U*,RF5) As Sprint I, except 3 total number of rounds and/or targets is 10.
targets may be affected. 20 – Passing (U,RF25) The target may pass
14 – Haste V (U*,RF15) As Haste III, except the through any inanimate material up to 1' per level.
total number of rounds and/or targets is 5. 25 – Mass Run (U*,RF10) As Run I, except as
15 – Changing (U,RF20) Caster can alter his many targets as the caster's level may be affected.
form into that of a specific being, and may change 30 – Mass Change (U,RF25) As Change, except
that form any time during the spell's duration by it affects up to the caster's level in targets; all
concentrating for one round per change. The targets must take the same type of form.
caster must have had time to study the being he is 40 – Mass Merging (U,RF30) As Merging,
altering into so he may take that specific form. except it affects up to the caster's level in targets;
16 – Run V (U*,RF5) As Run I, except 5 targets all targets exit after a set time or with the caster.
may be affected. 50 – Mass Haste (U*,RF25) As Haste III, except
17 – Merging (U,RF20) The target can merge the total number of rounds and/or targets is the
into any solid inanimate material (up to 1' in caster's level.
depth); he is inactive but aware of surrounding
A-4.3

Spell Lists for

Bards Only
»»» A-4.3 Spell Lists for Bards only «««
Lore
Area of Effect Duration Range
11 Interpreting Ear II 2 spkrs C self
12 Learn Language IV self C self
13 Mind's Lore V 1 target C 50'
14 Converse I 1 target 10 minutes self
15 Study V self C self
16 Interpreting Ear V 5 spkrs C self
17 Teach Language 1 person C self
18 Converse II 1 lang. 1 min/lvl self
19 Interpreting Ear True 100' R C self
20 Study True self C self
25 Learn Language V self C self
30 Mind's Lore True 1 target C 50'
40 Interpreter 100' R C self
50 Learn Language True self C self

11 – Interpreting Ear II (P) As Interpreting Ear, in 1 language for 1 minute per level.
except the caster can target 2 speakers 19 – Interpreting Ear True (P) As Interpreting
simultaneously. Ear, except the caster can understand everyone
12 – Learn Language IV (U,RF1) As Learn within 100' radius.
Language II, except the learning rate is 4x. 20 – Study True (U,RF1) As Study I, except the
13 – Mind's Lore V (F,RF10) As Mind's Lore I, caster can read as fast as he can glance at a page.
except 50% of knowledge is obtained. 25 – Learn Language V (U,RF1) As Learn
14 – Converse I (P,RF1) Caster can converse Language II, except the learning rate is 5x.
fluently (language rank 5) with 1 person for 10 30 – Mind's Lore True (F,RF10) As Mind's Lore
minutes whether he has any knowledge of the I, except all knowledge is obtained.
language or not. 40 – Interpreter (P,) Caster can understand
15 – Study V (U,RF1) As Study I, except the everyone as Interpreting Ear True, and can also
caster reads at 5 times the normal rate. fluently translate (language rank 5) to other
16 – Interpreting Ear V (P) As Interpreting Ear, languages even if the caster has no knowledge of
except the caster can target 5 speakers the language.
simultaneously. 50 – Learn Language True (U,RF10) If the
17 – Teach Language (U,RF1) As Learn caster has access to a being that knows a certain
Language II, except the caster can teach any language, he can learn the language as well as the
language he knows to 1 other person. given being knows it; he must touch the being and
18 – Converse II (P,RF1) As Converse I, except concentrate for 24 hours.
»»» A-4.3 Spell Lists for Bards only «««
Controlling Songs
Area of Effect Duration Range
11 Charm Song True 1 target C + varies 50'
12 Panic's Song 1 target C 50'
13 Song of Mastery 1 target C 50'
14 Silent Song True 1 target C + varies 50'
15 Sleep Song True 1 target C + varies 50'
16 Song of Deep Rest 20' R 4 hours self
17 Mass Holding Song 1 trgt/lvl C 50'
18 Healing Song 50' R C self
19 Song of Endurance 20' R 1 min/lvl self
20 Controlling Song True 1 target C + varies 50'
25 Song of Mastery True 1 target C + varies 50'
30 Song of Coma 1 target varies 50'
40 Song of False Memories 1 target P 50'
50 Slaying Song 1 target P 50'

11 – Charm Song True (F,RF15) As Calm Song 19 – Song of Endurance (F,RF15) This song
True, except target believes the caster is his good takes 5 minutes to play/sing. After hearing it, all
friend. those within a 20' radius (including the caster)
12 – Panic's Song (F,RF15) As Calm Song, have their endurance increased. This includes
except the target panics (routs) and flees, being able to run longer without tiring, holding
dropping or throwing away most of his equipment heavy weights longer, and combat with no penalty
to speed his departure. for having lost over half of his hits. The effects
13 – Song of Mastery (F,RF15) As Calm Song, last 1 minute for every level of the caster.
except the target must obey the caster in 20 – Controlling Song True (F,RF20) As any of
everything but suicide. the Song True spells above (caster's choice),
14 – Silent Song True (F,RF15) As Calm Song except when the caster stops playing/singing the
True, except the target cannot speak. duration of the spell is 2 times the time the caster
15 – Sleep Song True (F,RF15) As Calm Song has already played/sung (concentrated).
True, except the target falls asleep. 25 – Song of Mastery True (F,RF20) As Calm
16 – Song of Deep Rest (F,RF15) Caster Song True, except the target must obey the caster
plays/sings a soothing song for 5 minutes, and for in everything but suicide.
the next 4 hours those within a 20' radius 30 – Song of Coma (F,RF20) The target falls into
(including the caster) are able to fall asleep, a deep coma, from which he will awaken only if
gaining enough rest in 4 hours as if they had slept the caster cancels it or it is dispelled.
a full 8 hours. Those needing less rest (e.g., elves) 40 – Song of False Memories (F,RF20) As
have their rest time halved as well, though they do Forgetting Song, except the caster can implant the
not need to sleep/meditate the entire 4 hours. target with false memories which he will believe
17 – Mass Holding Song (F,RF15) As Holding are true. Only a Restoration spell can restore the
Song, except 1 target per level of the caster is proper memories.
affected. 50 – Slaying Song (F,RF30) As Song of Coma,
18 – Healing Song (F,RF15) As long as the caster except the target dies instantly if his RR failure is
is playing/singing, all healing spells cast within a more than 50; RR failure of 01-50 results in a
50' radius have their effects doubled.. coma.
»»» A-4.3 Spell Lists for Bards only «««
Sound Control
Area of Effect Duration Range
11 Silent Song * 1 song varies self
12 Song Sounding IV * 1 song varies 4x song's
13 Shatter 1 object – 10'
14 Waiting Sound touch 1 min/lvl touch
15 Song V * 5 targets varies as song
16 Great Song V * 50' R varies self
17 Sonic Law XV 10'/lvl R C self
18 Crumble * 1000' cu – 100'
19 Silence X 100' R 1 min/lvl self
20 Song Sounding V * 1 song varies 5x song's
25 Great Song X * 100' R varies self
30 Mind's Song * 50' R varies self
40 Sonic Law True 10'/lvl 1 min/lvl self
50 Song True varies 1 rnd/lvl self

11 – Silent Song (E*,RF10) When this spell is 1000 cubic feet) with cracks or flaws to crumble
cast the round before a spell off the Controlling to dust.
Songs list, no one but the target(s) will hear the 19 – Silence X (E,RF5) As Silence I, except the
song. radius is 100'.
12 – Song Sounding IV (E*,RF#) As Song 20 – Song Sounding V (E*,RF10) As Song
Sounding II, except the range is times 4. Sounding II, except the range is times 5.
13 – Shatter (E,RF10) Causes a non-metal, 25 – Great Song X (E*,RF10) As Great Song,
inanimate object to shatter (up to 1 cubic foot in except the radius is 100'.
size); all within 5' radius take an 'A' Impact 30 – Mind's Song (E*,RF15) Everyone within
critical, the holder takes a 'C.' the radius is a target, all failing are stunned due to
14 – Waiting Sound (E,RF10) A set series of ultrasonics (this includes animals). Duration is 1
sounds can be concentrated upon and then round per 10 points of RR failure.
delayed up to 24 hours or until triggered by a 40 – Sonic Law True (E,RF15) As Sonic Law I,
specified sound. except sounds can be programmed, delayed (up to
15 – Song V (E*,RF10) As Song II, except up to 5 24 hours), more than one at a time, and instantly
targets may be affected. changeable.
16 – Great Song V (E*,RF10) As Great Song, 50 – Song True (E,RF20) Any of the spells on
except the radius is 50'. this list can be cast at a rate of 1 per round for the
17 – Sonic Law XV (E,RF10) As Sonic Law I, duration of the spell; any controlling songs must
except the radius is 10' per level. be cast separately and additional power points
18 – Crumble (E*,RF10) Certain sound waves must be expended.
will cause any solid, inanimate material (up to
»»» A-4.3 Spell Lists for Bards only «««
Item Lore
Area of Effect Duration Range
11 Detect Curse II 1 object – touch
12 History V 1 object – touch
13 Significance True 1 object – touch
14 History X 1 object – touch
15 Item Analysis III 1 object – touch
16 Origins V 1 object – touch
17 Detect Curse III 1 object – touch
18 History XX 1 object – touch
19 Detect Curse True 1 object – touch
20 Item Analysis V 1 object – touch
25 Origins True 1 object – touch
30 Item Analysis VII 1 object – touch
40 History True 1 object – touch
50 Item Analysis True 1 object – touch

11 – Detect Curse II (I,RF1) As Detect Curse, 18 – History XX (I,RF1) As History, except the
and also gives a general idea of what the curse is. chance of obtaining a specific event is 20% if the
12 – History V (I,RF1) As History, except the item is over 99 years old.
chance of obtaining a specific event is 5% if the 19 – Detect Curse True (I,RF5) As Detect Curse
item is over 99 years old. III, and also gains the knowledge of how to dispel
13 – Significance True (I,RF1) As Significance, the curse.
except it determines the exact cultural and 20 – Item Analysis V (I,RF5) As Item Analysis I,
historical significance. except there is a 50% chance for each ability.
14 – History X (I,RF1) As History, except the 25 – Origins True (I,RF5) As Origins, except it
chance of obtaining a specific event is 10% if the gives the exact place of origin, the being who
item is over 99 years old. made it, and when it was made.
15 – Item Analysis III (I,RF1) As Item Analysis 30 – Item Analysis VII (I,RF5) As Item Analysis
I, except there is a 30% chance for each ability. I, except there is a 70% chance for each ability.
16 – Origins V (I,RF1) As Origins, except there 40 – History True (I,RF5) Gives the caster a
is a 50% chance to determine who made it vision of the full history of the item, including
(otherwise, just the race is determined), where it past owners and events where the item was
was made within 50 miles, and how old it is present.
within 50 years. 50 – Item Analysis True (I,RF5) As Item
17 – Detect Curse III (I,RF1) As Detect Curse II, Analysis I, except all abilities are known
except it reveals exactly what the curse(s) is. automatically.
A-4.4

Open Channeling

Spell Lists
»»» A-4.4 Open Channeling Spell Lists «««
Nature's Lore
Area of Effect Duration Range
11 Precipitation Call 10'/lvl R 1 min/lvl self
12 Waiting Awareness X 100' R 1 hour/lvl self
13 Fog Call True 50'/lvl R 1 min/lvl self
14 Nature's Eye I 100' R C 1 mi
15 Wind Mastery 50'/lvl R 1 min/lvl (C) self
16 Waiting Awareness True 500' R 1 hour/lvl self
17 Clear Skies 1 mi R 1 min/lvl (C) self
18 Rain Call 1 mi R 1 min/lvl (C) self
19 Nature's Eye II 100' R C 10 mi
20 Sky Call 1 mi R 1 min/lvl (C) self
25 Nature's Eye III 100' R C 100 mi
30 Storm Call 1 mi R 1 min/lvl (C) self
40 Channeled Eye 100' R C varies
50 Weather Mastery 1 mi R/lvl 1 min/lvl (C) self

11 – Precipitation Call (F,RF10) Caster causes of moderate intensity; the rain will obscure short
rain or snow to fall (depending on temperature). range vision by up to 25% and long range vision
The precipitation obscures vision into the radius by up to 75%, (-25/-75 to missile attacks).
by 25% and modifies all missile attacks passing 19 – Nature's Eye II (I,RF5) As Nature's Eye I,
through part of the radius by -25. except the range is 10 miles.
12 – Waiting Awareness X (I,RF5) As Waiting 20 – Sky Call (F,RF15) Caster may use any of the
Awareness, except area is 100' radius. lower level spells on this list, but with a range
13 – Fog Call True (F,RF10) As Fog Call, except (area of effect) of 1 mile radius.
the radius is 50' per level, obscures vision by 25 – Nature's Eye III (I,RF10) As Nature's Eye I,
75%, and -75 to missile attacks passing through. except the range is 100 miles.
14 – Nature's Eye I (I,RF5) Allows caster to 30 – Storm Call (F,RF20) Caster may call forth a
visualize and sense activity in a known fixed area storm of any type with maximum wind speeds
(100' radius). equal to twice his level, and an intensity
15 – Wind Mastery (F,RF15) Caster can control according to his desires: effects will vary
the velocity and direction of the wind. Caster can according to circumstance (and the GM's
increase or decrease wind speed by an amount discretion). For example, a 30th level caster could
equal to 1 mph x his level (e.g., if the wind speed summon a lightning storm with intense rain and
is normally 20 mph, a 15th level could reset the constant wind speeds of up to 60 mph: the GM
wind speed to between 5 and 35 mph). By may wish to have random rolls to determine
directing the wind against incoming missile possible lightning strikes vs. exposed targets.
attacks he can cause a -1 modification for each 40 – Channeled Eye (I,RF10) Allows caster to
mph of wind speed (e.g., he can create a brutal monitor an area of 100' radius that he has both
and changing cross-wind). Note that the caster been to and become acquainted with (i.e., spent at
can also control the direction of the flow of gases least 1 day meditating in or 30 days living in).
and/or clouds. 50 – Weather Mastery (F,RF25) Caster may
16 – Waiting Awareness True (I,RF5) As indicate the weather conditions in the area,
Waiting Awareness, except area is 500' radius. modifying wind speeds by ± 1 mph x his level,
17 – Clear Skies (F,RF15) Caster can make the and setting the level of intensity, fog, cloud cover
skies clear of haze, precipitation, clouds, etc. This etc. Caster may call for shifts in the patterns as he
spell will not affect the wind. concentrates, but the change will take at least 1
18 – Rain Call (F,RF15) Caster can summon rain minute.
»»» A-4.4 Open Channeling Spell Lists «««
Nature's Movement
Area of Effect Duration Range
11 Great Merging Organic self 1 min/lvl self
12 Limbrunning True self 1 min/lvl self
13 Stonerunning True self 1 min/lvl self
14 Windrunning self 1 min/lvl self
15 Sandrunning True self 1 min/lvl self
16 Waterrunning True self 1 min/lvl self
17 Merging True Organic self 1 min/lvl self
18 Tree Door I self – self
19 Passing Organic self 1 min/lvl self
20 Windrunning True self 1 min/lvl self
25 Tree Door III self – self
30 Tree Returning self – self
40 Word of Return * self – self
50 Rereturning * self – self

11 – Great Merging Organic (U,RF10) As level away.


Merging Organic, except caster may turn within 19 – Passing Organic (U,RF15) Allows caster to
the material and see outside if within 6” of the pass through any organic material of thickness up
surface. to 1' per level.
12 – Limbrunning True (U,RF5) As 20 – Windrunning True (U,RF15) As
Limbrunning, except the caster can run along Windrunning, except target can run up to twice
even the most fragile branches. Note that if the the normal speed on calm air without expending
caster stops running, the fragile branches will not any energy.
support his weight and he will fall. 25 – Tree Door III (U,RF15) As Tree Door I,
13 – Stonerunning True (U,RF5) As except the trees can be up to 300' per level apart.
Stonerunning, except the caster can run on stone 30 – Tree Returning (U,RF15) Allows caster to
surfaces angled up to 85° incline. “return” (i.e., teleport) to any tree within a range
14 – Windrunning (U,RF15) As Windwalking, of 1 mile per level; requires a piece of the tree.
except the caster can run. 40 – Word of Return (U*,RF15) Caster may
15 – Sandrunning True (U,RF5) As return to any point previously designated and
Sandrunning, except the caster leaves no trace. within a range of 10 miles x his level (e.g., a 40th
16 – Waterrunning True (U,RF5) As level could return to a point up to 400 miles
Waterrunning, except the caster can run over away); the caster can only have 1 point of return
semi-rough water. Any form of white-water is too at a given time.
rough. 50 – Rereturning (U*,RF20) Caster may go to
17 – Merging True Organic (U,RF10) As Great his point of return (as per Word of Return), stay up
Merging Organic, except caster may use spells on to 1 round x his level, and then return to the point
himself while merged. where he cast his spell (thus making it a round
18 – Tree Door I (U,RF15) Allows caster to enter trip).
one tree and exit from another tree up to 100' per
»»» A-4.4 Open Channeling Spell Lists «««
Spell Defense
Area of Effect Duration Range
11 Remove Curse II 1 curse P touch
12 Protection IV 1 target 1 min/lvl 10'
13 Cancel Spell II 1 spell P 10'
14 Area Protection IV 10' R 1 min/lvl (C) 10'
15 Spell Shield self C self
16 Neutralize Curse III 1 curse 1 day/lvl 10'
17 Protection V 1 target 1 min/lvl 10'
18 Remove Curse V 1 curse P touch
19 Area Protection V 10' R 1 min/lvl (C) 10'
20 Cancel Spell V 1 spell P 10'
25 Remove Curse True 1 curse P touch
30 Cancel Spell True 1 spell P 10'
40 Protection True 1 target 1 min/lvl 10'
50 Area Protection True 10' R 1 min/lvl (C) 10'

11 – Remove Curse II (F,RF10) As Remove for 1 day per level of the caster.
Curse, except the curse's RR is at -20. 17 – Protection V (U,RF5) As Protection I,
12 – Protection IV (U,RF5) As Protection I, except that the modifications are 50.
except that the modifications are 40. 18 – Remove Curse V (F,RF10) As Remove
13 – Cancel Spell II (F,RF10) As Cancel Spell, Curse, except the curse's RR is at -50.
except that the RR is modified by -20. 19 – Area Protection V (U,RF5) As Area
14 – Area Protection IV (U,RF5) As Area Protection I, except that the modifications are 50.
Protection I, except that the modifications are 40. 20 – Cancel Spell V (F,RF10) As Cancel Spell,
15 – Spell Shield (U,RF10) Creates a shimmering except that the RR is modified by -50.
shield in front of the caster; it subtracts -2 per 25 – Remove Curse True (F,RF15) As Remove
level of caster from all frontal Channeling and Curse, except the curse's RR is at -100.
Essence attack rolls on the caster (base and 30 – Cancel Spell True (F,RF15) As Cancel
elemental). If the caster performs no other actions Spell, except that the RR is modified by -100.
during a round, he can “parry” one spell attack. 40 – Protection True (class,RF15) As Protection
Parry consists of subtracting all bonuses that the I, except that the modifications are 100.
caster would normally have for his base attack 50 – Area Protection True (class,RF20) As Area
roll from the attack roll made against him. Protection I, except that the modifications are
16 – Neutralize Curse III (F,RF10) As 100.
Neutralize Curse I, except the curse is neutralized
»»» A-4.4 Open Channeling Spell Lists «««
Surface Ways
Area of Effect Duration Range
11 Auto-Regeneration I 1 target 1 min/lvl touch
12 Frost/Burn Relief V varies P touch
13 Heal 100 1 target P touch
14 Stun Relief V 1 target P touch
15 Auto-Regeneration III 1 target 1 min/lvl touch
16 Heal 150 1 target P touch
17 Regeneration V 1 target C touch
18 Awakening True 1 target 1 min/lvl touch
19 Heal 200 1 target P touch
20 Auto-Regeneration V 1 target 1 min/lvl touch
25 Heal True 1 target P touch
30 Frost/Burn Relief True 1 target P touch
40 Stun Relief True 1 target P touch
50 Mass Auto-Regeneration varies 1 min/lvl touch

11 – Auto-Regeneration I (U,RF10) As When the spell wears off, if the concussion hits
Regeneration I, except the caster does not need to are still zero or below, the target will become
concentrate. unconscious again.
12 – Frost/Burn Relief V (U,RF5) As Frost/Burn 19 – Heal 200 (U,RF5) As Heal 10, except that it
Relief I, except up to five areas of mild damage or heals 20-200 concussion hits.
three areas of mild and one area of moderate 20 – Auto-Regeneration V (U,RF10) As Auto-
damage or one area of mild and two areas of Regeneration I, except that 5 concussion hits per
moderate or two areas of mild and one area of round are healed.
severe damage or one area of moderate and one 25 – Heal True (U,RF10) As Heal 10, except that
area of severe can be healed. all concussion hits are healed.
13 – Heal 100 (U,RF5) As Heal 10, except that it 30 – Frost/Burn Relief True (U,RF10) As
heals 10-100 concussion hits. Frost/Burn Relief I, except that all burns and
14 – Stun Relief V (U,RF5) As Stun Relief I, frostbite are healed.
except that the target is relieved of up to 5 rounds 40 – Stun Relief True (U,RF10) As Stun Relief I,
of stun effects. except that all accumulated stun effects are
15 – Auto-Regeneration III (U,RF10) As Auto- relieved.
Regeneration I, except that 3 concussion hits per 50 – Mass Auto-Regeneration (U,RF20) As
round are healed. Auto-Regeneration I, except that 5 concussion
16 – Heal 150 (U,RF5) As Heal 10, except that it hits per round are healed. All those who are to be
heals 15-150 concussion hits. affected must be touching each other (e.g., in a
17 – Regeneration V (U,RF5) As Regeneration I, line holding hands). The caster touches one of
except that 5 hits per round are healed. those people while casting the spell, and it
18 – Awakening True (U,RF5) As Awakening, spreads out to all those connected. (There is a
except that it can affect even those whose hit percentage chance that someone will accidentally
points have been reduced to zero or below, as break the chain somewhere and not everyone will
long as they are not dead. The target will be weak be affected. It is up to the GM to determine the
and only able to assist in the most minor tasks as percentage and how many, considering factors
long as the spell is in effect (e.g., sitting up so such as professionalism and possible distractions.
armor can be removed, drinking a potion, For example, a battalion of veteran soldiers would
standing and walking with assistance to move to have a much lower percentage of breaking the
another nearby place like the back of a wagon). chain than a mob of besieged villagers.)
»»» A-4.4 Open Channeling Spell Lists «««
Protections
Area of Effect Duration Range
11 Temperature Sphere 1'/lvl 10 min/lvl 100'
12 Prayer III 1 target C 100'
13 Bless III 1 target C 100'
14 Resistance III 1 target C 100'
15 Plant Form self 1 min/lvl self
16 Protection from Elements 1 target 1 min/lvl 100'
17 Aim Untrue Organic * self – self
18 Animal Form self 1 min/lvl self
19 Prayer V 1 target C 100'
20 Bless V 1 target C 100'
25 Resistance V 1 target C 100'
30 Nature's Form True self 1 min/lvl self
40 Protections True 1 target 1 min/lvl 100'
50 Weapon Turning Organic True self 1 rnd/lvl self

11 – Temperature Sphere (U,RF5) Those who the bonus is 50.


are within the sphere are protected from natural 20 – Bless V (U,RF5) As Bless I, except that the
heat up to 200°F and natural cold down to -20°F; bonus is 50.
+20 to all RRs vs. heat and cold; and -20 to 25 – Resistance V (U,RF5) As Resistance I,
elemental fire/heat/ice/cold attacks. The sphere is except that the bonus is 50.
not mobile. 30 – Nature's Form True (E,RF15) As Plant
12 – Prayer III (U,RF5) As Prayer I, except that Form and Animal Form, except caster can also
the bonus is 30. take on smell and physical character of any 1
13 – Bless III (U,RF5) As Bless I, except that the plant and caster can halve or double his normal
bonus is 30. size or caster can also take on the smell of any 1
14 – Resistance III (U,RF5) As Resistance I, animal; it will not bestow any of the animal's
except that the bonus is 30. special abilities (e.g., fiery breath or anti-magic
15 – Plant Form (E,RF10) Allows the caster to qualities); it will confer basic physical abilities
take the form of any 1 plant; caster will look and (e.g., movement & physical attack capabilities);
feel like the plant, but will not change size. caster may halve or double normal size. Also,
16 – Protection from Elements (U,RF5) As caster can change his form from round to round,
Resist Elements, except it protects target from any taking on any new plant or animal form desired
natural temperature extremes; +50 to target's RRs (within limits).
vs. heat and cold spells; -50 to all elemental spell 40 – Protections True (U,RF10) Target gets a
attacks against target. 100 bonus to his RRs, maneuver rolls, and DB;
17 – Aim Untrue Organic (F*,RF15) As and 100 is subtracted from elemental attacks
Deflections Organic, except the missile against him.
automatically misses. 50 – Weapon Turning Organic True (F,RF20)
18 – Animal Form (E,RF10) As Plant Form, Each round, caster can negate (i.e., cause to miss)
except caster can take on physical character of one missile or melee attack directed at him;
any 1 animal; it will not bestow animal's physical attacking weapon must be part organic; it must be
abilities. within his field of vision.
19 – Prayer V (U,RF5) As Prayer I, except that
»»» A-4.4 Open Channeling Spell Lists «««
Detection Mastery
Area of Effect Duration Range
11 Memory's Path self 1 hr/lvl self
12 Poison Analysis 1 target 1 min/lvl 50'
13 Pathfinding I self – 1 mile
14 Finding I 1 target – 100'
15 Detect Spell 5' R 1 min/lvl 50'
16 Location X 1 target 1 min/lvl 1 mile
17 Pathfinding X self – 10 miles
18 Finding III 1 target – 300'
19 Curse Analysis 1 curse 1 min/lvl 50'
20 Lord Location 1 target 1 min/lvl 20 miles
25 Paths True self – 1 mi/lvl
30 Location True 1 target 1 min/lvl 1 mi/lvl
40 Detect True special 1 min/lvl special
50 Finding True 1 target – 100'/lvl

11 – Memory's Path (I,RF5) Caster can 16 – Location X (P,RF10) As Location I, except


remember an exact route he traveled, regardless the range is 1 mile.
of whether or not he was without 1 or more of his 17 – Pathfinding X (I,RF5) As Pathfinding I,
sensory outlets when he made his original journey except the range is 10 miles.
(e.g., a 12th level caster could remember the 18 – Finding III (P,RF10) As Finding I, except
course of 12 hours of a trip even if he had been the range is 300'.
blindfolded). To be effective, this spell must be 19 – Curse Analysis (I,RF5) As Detect
cast within 1 month per level of the journey. Channeling, except a curse may be analyzed for
12 – Poison Analysis (I,RF5) As Detect approximate level, effect and required cure.
Channeling, except it gives an analysis of any 20 – Lord Location (P,RF10) As Location I,
poisons on a single object or in a single being. except the range is 20 miles.
13 – Pathfinding I (I,RF5) Caster learns the 25 – Paths True (I,RF5) As Pathfinding I, except
location(s) of any “path(s)” within 1 mile; gives the range is 1 mile per level and exact route(s)
the nearest point on path, but not the path's within the range are ascertained.
course. 30 – Location True (P,RF15) As Location I,
14 – Finding I (P,RF10) Caster can locate any 1 except the range is 1 mile per level.
object he describes, if indeed it exists and is in 40 – Detect True (I,RF10) As Detect Channeling,
range (e.g., caster could describe a type of mace except any of the lower level spells on this list can
he had never seen or heard of). be used one per round.
15 – Detect Spell (I,RF5) As Detect Channeling, 50 – Finding True (P,RF15) As Finding I, except
except it detects any spell that has ever been cast the range is 100' per level.
in the area examined.
»»» A-4.4 Open Channeling Spell Lists «««
Sound/Light Ways
Area of Effect Duration Range
11 Quiet V 1' R 1 min/lvl 100'
12 Flare 6” R 1 rnd/lvl 20'/lvl
13 Silence V 50' R 1 min/lvl 100'
14 Light V 50' R 10 min/lvl touch
15 Speech III target C 10'
16 Light X 100' R 10 min/lvl touch
17 Sounding 1 target 1 min/lvl 10'
18 Utterlight V 50' R 1 min/lvl touch
19 Soundwalls 20'x20' 10 min/lvl 50'
20 Silence X 100' R 1 min/lvl 100'
25 Lightning Call 1 target – 100'
30 Mass Quiet 1' R 1 min/lvl 100'
40 Speech True target 1 min/lvl 10'
50 Mass Utterlight 10'/lvl 1 min/lvl touch

11 – Quiet V (F,RF5) As Quiet, except 5 targets 18 – Utterlight V (E,RF10) As Utterlight, except


can be effected. the radius is 50'.
12 – Flare (E,RF30) A 6” R ball of light is shot 19 – Soundwalls (F,RF10) Creates planes (up to
from the palm of the caster: it will travel to the 20'x20' each) through which sound will not pass.
limit of the range, explode (as a flare), burn with a 1 plane can be created for every 4 levels of the
bright light (as a flare), drift slowly to earth, and caster. Each plane must be connected to at least
go out. An area equal to the range is lit if the flare one other plane.
can raise to its full range; drops 10' per round. It 20 – Silence X (F,RF5) As Silence, except the
can be fired at a target as a Shock Bolt that radius is 100'.
delivers Heat criticals. 25 – Lightning Call (DE,RF40) Caster can cause
13 – Silence V (F,RF5) As Silence, except the a lightning bolt to strike a target within his range,
radius is 50'. results are determined on the Bolt Spells Attack
14 – Light V (E,RF10) As Light I, except the Table AT-7 (reference Spell Statistics Table CST-3
radius is 50' or five 10' radius areas can be created first). There must be a storm within 1 mile that is
or any combination in 10' increment areas severe enough to cause precipitation or lightning
totaling 50'. or very heavy winds.
15 – Speech III (U,RF5) As Speech II, except 30 – Mass Quiet (F,RF10) As Quiet, except 1
target is reasonably fluent in the language. target per level of the caster can be effected.
Target's accent is imperfect, but there is only a 40 – Speech True (U,RF10) As Speech III, except
slight chance of misinterpretation. target speaks the specified language as if he were
16 – Light X (E,RF10) As Light I, except the a native; does not need to concentrate, duration is
radius is 100' or ten 10' radius areas can be 1 min per level; equivalent to language rank 5.
created or any combination in 10' increment areas 50 – Mass Utterlight (E,RF20) As Utterlight,
totaling 100'. except total radius restriction is 10' x caster's
17 – Sounding (F,RF5) Target can speak at 5x his level.
normal loudness.
»»» A-4.4 Open Channeling Spell Lists «««
Calm Spirits
Area of Effect Duration Range
11 Mass Animal Calming I 1 animal/lvl 2 min/lvl 100'R
12 True Hold 1 target C 100'
13 Calm X 10 targets 1 min/lvl 100'
14 Senseless 1 target varies 50'
15 Shout of Calming 50' R 1 min/lvl 50'R
16 Rooted 1 target C 50'
17 Sanctuary self 1 rnd/lvl (C) self
18 Long Calm II 1 target 1 day/lvl 300'
19 Mass Animal Calming II 20 animals 1 min/lvl 10'R/lvl
20 Lord Calm 20 targets 1 min/lvl 10'/lvl
25 True Rooted 1 target C 50'
30 Sanctuary True self 1 rnd/lvl self
40 Mass Calm 1/lvl 1 min/lvl 100'R
50 Calm True 1 target P 100'

11 – Mass Animal Calming I (F,RF20) Caster attack. As long as the spell duration is in effect, he
can calm a number of animals equal to his level. can start concentrating again for protection. Note
12 – True Hold (F,RF15) As Hold Kind, except it that this does not affect ranged attacks. If hit with
will affect any target. a ranged attack, there is a 50 minus IG bonus
13 – Calm X (F,RF10) As Calm I, except that 10 percent chance of losing concentration for that
targets may be affected. round.
14 – Senseless (F,RF25) As Stunning, except 18 – Long Calm II (F,RF15) RR Mod: -20.
target is blind, deaf, and unfocused (25% chance Caster can calm any 1 target.
per round of dropping anything held in hand, and 19 – Mass Animal Calming II (F,RF25) RR
25% chance per round of falling down); effects Mod: -20. Allows caster to calm up to 20 targets.
last 10 min per 10 points of RR failure. Being 20 – Lord Calm (F,RF15) RR Mod: -20. Allows
unfocused, the target will attempt to stand back up caster to calm up to 20 targets.
should he fall. 25 – True Rooted (F,RF15) RR Mod: -20. As
15 – Shout of Calming (F,RF15) All targets in Rooted, except it will affect any target.
radius must resist or they are calmed. 30 – Sanctuary True (F,RF15) As Sanctuary,
16 – Rooted (F,RF10) As Hold Kind, except except the caster does not need to concentrate; he
target cannot take any actions as long as the caster may cast healing spells; and directed ranged
concentrates. attacks may not be aimed at the caster, though he
17 – Sanctuary (F,RF10) As long as the caster is can still be affected by area of effect attacks
concentrating, no humaniod or creature will make aimed nearby but not directly at him.
a melee attack against the caster, and he can make 40 – Mass Calm (F,RF20) Caster can calm a
no attacks himself, with either weapon or magic. number of targets equal to his level.
He can stop concentrating to make an attack or 50 – Calm True (F,RF25) Caster can calm any 1
cast a spell, but then the enemy can make a melee target.
A-4.5

Spell Lists for

Animists Only
»»» A-4.5 Animists Only Spell Lists «««
Direct Channeling
Area of Effect Duration Range
11 Preservation III 1 body 1 week/lvl 10'
12 Lifegiving I 1 body P 10'
13 Commune self C self
14 Lifegiving II 1 body P 10'
15 Lifekeeping III 1 body 1 week/lvl 10'
16 Lifegiving III 1 body P 10'
17 Death's Tale True 1 body – 10'
18 Restoration 1 target P 10'
19 Commune True self C self
20 Lifegiving IV 1 body P 10'
25 Intuitions True self – self
30 Restoration True 1 target P 10'
40 High Prayer self C self
50 Lifegiving True 1 body P 10'

11 – Preservation III (U,RF5) As Preservation I, 1 dead being within 10 feet. Caster gets an
except the duration is 1 week/lvl. understanding of the reason(s) the deceased died,
12 – Lifegiving I (U,RF25) Caster can “raise” 1 exactly who the killer was (if any), and who was
dead being by restoring the being's lost soul; the ultimately responsible (if anyone). Corpse may be
target's soul must still exist and he must have died of any age.
within the last year. In order to be successfully 18 – Restoration (U,RF15) Caster can restore
“raised,” the target must roll below his most of the target's mental capabilities (including
Constitution stat; but, +10 is added to the result experience); the percent that is unrecoverable by
for every day the target has been dead (e.g., if the the use of this spell is equal to: (1% x # days mind
target has been dead for 3 days, 30 will be added was destroyed).
to the roll; thus, a roll of 54 would become an 84 19 – Commune True (I,RF20) As Commune,
and a target with a CO of 84 or less would not be except caster can receive a more detailed answer
“raised”). Target will be incapacitated (-100 to all to a question involving only 1 concept (e.g., a
activity) for a period = 100 x the time “dead” name or short phrase may constitute the answer).
(e.g., if the target was dead for 2 days, the 20 – Lifegiving IV (U,RF30) As Lifegiving I,
recovery period would be 200 days). except only (+1 x days dead) will be added when
13 – Commune (I,RF15) Caster receives (usually target attempts to roll below his CO. Recovery
from his patron deity) a “yes” or a “no” to a period = (1 x the time dead)
question on a single topic; usable but once a day. 25 – Intuitions True (I,RF15) As Intuitions I,
14 – Lifegiving II (U,RF25) As Lifegiving I, except caster gets to gaze into the future for a
except only (+5 x days dead) is added when target number of minutes equal to his level.
attempts to roll below his CO. Recovery period = 30 – Restoration True (U,RF20) As Restoration,
(50 x the time dead). except that the target's mind is fully restored
15 – Lifekeeping III (U,RF20) As Lifekeeping I, (including experience).
except the duration is 1 week/lvl. 40 – High Prayer (I,RF25) Caster receives
16 – Lifegiving III (U,RF25) As Lifegiving I, detailed information from his deity on a single
except only (+2 x days dead) will be added when topic question.
the target attempts to roll below his CO. Recovery 50 – Lifegiving True (U,RF40) As Lifegiving I,
period = (20 x the time dead). except the target is automatically raised from the
17 – Death's Tale True (I,RF5) Caster gets a dead and there is no recovery period.
vision of the events surrounding the death of any
»»» A-4.5 Animists Only Spell Lists «««
Blood Ways
Area of Effect Duration Range
11 Unclotting 1 target P touch
12 Aura of Clotting I 10' R C self
13 Major Vessel Repair III 3 wounds P touch
14 Aura of Vessel Repair I 10' R P self
15 Joining True * 1 limb P touch
16 Aura of Clotting III 30' R C self
17 Aura of Vessel Repair III 30' R P self
18 Aura of Clotting V 50' R C self
19 Aura of Vessel Repair V 50' R P self
20 Regulations self P self
25 New Blood I self P self
30 Blood Disease Cures 1 target P touch
40 New Blood II self or 1 target P self or touch
50 Blood Repairs True special 1 rnd/lvl special

11 – Unclotting (U,RF10) Allows the caster to bleeding wounds are cured per round, and the
remove any one blood clot. The clot can be radius is 30'.
caused naturally, as from an embolism, or due to a 18 – Aura of Clotting V (U,RF20) As Aura of
curse. Clotting I, except it reduces bleeding damage 5
12 – Aura of Clotting I (U,RF10) As long as the points per round and the radius is 50'.
caster concentrates, all bleeding wounds in a 10' 19 – Aura of Vessel Repair V (U,RF20) As Aura
radius are reduced by 1. The effect is cumulative of Vessel Repair I, except 5 points of bleeding
(e.g., if someone is taking 2 points of bleeding wounds are cured per round, and the radius is 50'.
damage per round, this will reduce that number to 20 – Regulations (U,RF10) Caster can regulate
1 per round the first round this spell is cast, and his own blood flow and completely eliminate any
then down to no bleeding on subsequent rounds). blood loss without fear of harm; caster may not
This affects friend and foe alike. Once the caster move.
ceases concentrating, all bleeding resumes. The 25 – New Blood I (U,RF15) Caster can restore all
caster cannot move. of the blood lost from his body; recovery time: 1
13 – Major Vessel Repair III (U,RF10) As to 10 hours.
Major Vessel Repair I, except the caster can repair 30 – Blood Disease Cures (U,RF15) Caster can
up to 3 veins and/or arteries. eliminate any blood disease from the target's
14 – Aura of Vessel Repair I (U,RF10) As Aura body; recovery time: 1 to 10 hours.
of Clotting I, except the bleeding damage is 40 – New Blood II (U,RF20) As New Blood I,
permanently stopped and will not resume once the except the caster can restore all of the blood lost
caster stops concentrating. from the target's body or can restore all of the
15 – Joining True (U*,RF10) As Joining, except blood lost from his body, but the recovery time is
the caster must cast the Joining True spells from 1 to 10 minutes.
the other two lists (Bone/Muscle Ways and Organ 50 – Blood Repairs True (U,RF25) Caster can
Ways) and recovery is instantaneous. use any 1 of the lower spells on this list in a given
16 – Aura of Clotting III (U,RF15) As Aura of round at will.
Clotting I, except it reduces bleeding damage 3
points per round and the radius is 30'. Note: The spells on this list only cure hits lost due
17 – Aura of Vessel Repair III (U,RF15) As to bleeding, not due to concussion damage.
Aura of Vessel Repair I, except 3 points of
»»» A-4.5 Animists Only Spell Lists «««
Bone/Muscle Ways
Area of Effect Duration Range
11 Muscle Repair True 1 muscle P touch
12 Minor Fracture Repair True 1 break P touch
13 Tendon Repair True 1 tendon P touch
14 Cartilage Repair True 1 joint P touch
15 Joining True 1 limb P touch
16 Major Fracture Repair True 1 break P touch
17 Skull Repair True 1 skull P touch
18 Joint Repair True * 1 joint P touch
19 Shatter Repair 1 bone P touch
20 Cartilage Regeneration 1 joint P touch
25 Total Muscle/Tendon Regeneration 1 target P touch
30 Bone Regeneration 1 bone P touch
40 Mass Repairs True 1 target P touch
50 Skeletal Regeneration True 1 target P touch

11 – Muscle Repair True (U,RF10) As Muscle Repair, except recovery is instantaneous.


Repair, except recovery is instantaneous. 19 – Shatter Repair (U,RF10) Caster can repair
12 – Minor Fracture Repair True (U,RF10) As any one shattered or broken bone or joint;
Minor Fracture Repair, except recovery is recovery time: 1 to 10 days.
instantaneous. 20 – Cartilage Regeneration (U,RF15) Caster
13 – Tendon Repair True (U,RF10) As Tendon can regenerate any 1 area of cartilage; recovery
Repair, except recovery is instantaneous. time: 1 to 10 hours.
14 – Cartilage Repair True (U,RF10) As 25 – Total Muscle/Tendon Regeneration
Cartilage Repair, except recovery is (U,RF15) Caster can regenerate all of the muscles
instantaneous. or tendons in the target's body; recovery time: 1 to
15 – Joining True (U*,RF10) As Joining, except 10 hours.
the caster must cast the Joining True spells from 30 – Bone Regeneration (U,RF15) Caster can
the other two lists (Blood Ways and Organ Ways), regenerate any 1 bone; recovery time: 1 to 10
and recovery is instantaneous. May also be used hours. The skull cannot be regenerated.
alone to reset a dislocation and repair the damage 40 – Mass Repairs True (U,RF20) Caster can
caused by that dislocation. repair a number of damaged muscles and/or
16 – Major Fracture Repair True (U,RF10) As tendons equal to his level; recovery is
Major Fracture Repair, except recovery is instantaneous.
instantaneous. 50 – Skeletal Regeneration True (U,RF20)
17 – Skull Repair True (U,RF10) As Skull Caster can regenerate all of the lost bone and/or
Repair, except recovery is instantaneous. cartilage in the target's body; recovery is
18 – Joint Repair True (U,RF10) As Joint instantaneous.
»»» A-4.5 Animists Only Spell Lists «««
Organ Ways
Area of Effect Duration Range
11 Major Ear Repair True 1 ear P touch
12 Paralysis Cures 1 target P touch
13 Mass Nerve Regeneration 1 target P touch
14 Major Eye Repair True 1 eye P touch
15 Joining True * 1 limb P touch
16 Minor Preservations self 1 min/lvl self
17 Organ Repair True 1 organ P touch
18 Organ Preservation self 1 min/lvl self
19 Brain Preservation self 1 min/lvl self
20 Brain Repair 1 target P touch
25 Organ Regeneration 1 target P touch
30 Paralysis Cures True 1 target P touch
40 Brain Repair True 1 target P touch
50 Organ Regeneration True 1 target P touch

11 – Major Ear Repair True (U,RF10) As Preservations, except it affects all the caster's
Major Ear Repair, except recovery is nerves and organs except the brain.
instantaneous. 19 – Brain Preservation (U,RF10) As Minor
12 – Paralysis Cures (U,RF10) Caster can cure Preservations, except it only affects the brain, and
any paralysis problem; recovery time: 1 to 10 there is a (120 minus the caster's level) percent
days. chance that the caster will be at -50 for the next
13 – Mass Nerve Regeneration (U,RF10) Caster day due to the injury.
can regenerate all the nerves in target's body 20 – Brain Repair (U,RF15) Caster can repair
(outside brain area); recovery time: 1 to 10 hours brain damage (such as that caused by a skull
14 – Major Eye Repair True (U,RF10) As fracture, etc. at the discretion of the GM).
Major Eye Repair, except recovery is Experience lost by brain damage to the wounded
instantaneous. being is not restored. Should the caster have brain
15 – Joining True (U*,RF15) As Joining, except damage inflicted directly upon him (e.g., he is
the caster must cast the Joining True spells from struck in the head), he may suffer memory and/or
the other two lists (Blood Ways and Bone/Muscle experience loss; this may result in the caster's
Ways) and recovery is instantaneous. inability to cast this spell. Recovery time: 1 to 10
16 – Minor Preservations (U,RF10) This hours.
protects the caster's nerves, nose, eyes, and ears 25 – Organ Regeneration (U,RF15) Caster can
from critical damage for 1 minute per level of the regenerate any 1 organ (external or internal, but
caster. Should the caster take a critical affecting not the brain; recovery time 1 to 10 hours.
one of these, the damage is not permanent. There 30 – Paralysis Cures True (U,RF15) As
is a (100 minus the caster's level) percent chance Paralysis Cures, except recovery is instantaneous.
that the caster will be at -20 for the next hour due 40 – Brain Repair True (U,RF15) As Brain
to the injury. If the percentage roll is high enough, Repair, except experience is also restored.
the caster is unaffected. 50 – Organ Regeneration True (U,RF20) Caster
17 – Organ Repair True (U,RF10) As Organ can regenerate all of the lost nerves and/or organs
Repair, except recovery is instantaneous. in the target's body; recovery is instantaneous.
18 – Organ Preservation (U,RF10) As Minor
»»» A-4.5 Animists Only Spell Lists «««
Animal Mastery
Area of Effect Duration Range
11 Animal Mastery III 3 animals C 100'
12 Animal Call I 1 mi R/lvl – 1 mi/lvl
13 Summons VII – varies (C) 100'
14 Animal Mastery V 5 animals C 100'
15 Befriending II 100' R C self
16 Summons X – varies (C) 100'
17 Mastery I 100' R C 100'
18 Animal Call II 1 mi R/lvl – 1 mi/lvl
19 Summons XV – varies (C) 100'
20 Befriending III 200' R C self
25 Lord Summons – varies (C) 100'
30 Mastery II 10' R/lvl C 10'/lvl
40 Waiting Summons – varies 100'
50 Summons True 1 mi R/lvl 1 min/lvl C 1 mi/lvl

11 – Animal Mastery III (F,RF20) As Animal 19 – Summons XV (F,RF25) As Summons III,


Mastery, except 3 animals can be controlled. except the total cannot exceed 15.
12 – Animal Call I (F,RF15) Caster can “call” 20 – Befriending V (P,RF10) As Befriending,
any 1 known, specific animal; if it is physically except the radius is 50'.
possible, the animal will come to him. 25 – Lord Summons (F,RF30) As Summons III,
13 – Summons VII (F,RF25) As Summons III, except the total cannot exceed 20.
except the total cannot exceed 7. 30 – Mastery II (F,RF30) As Mastery I, except
14 – Animal Mastery V (F,RF20) As Animal the range is 10' per level.
Mastery, except 5 animals can be controlled. 40 – Waiting Summons (F,RF30) As Summons
15 – Befriending III (P,RF10) As Befriending, X, except it can be delayed 1 day per level of the
except the radius is 30'. caster or until triggered by one of the following
16 – Summons X (F,RF25) As Summons III, (decided by the caster): certain movements,
except the total cannot exceed 10. certain sounds, touch, violent actions in the area,
17 – Mastery I (F,RF25) As Animal Mastery I, etc.
except the caster can control all animals of a 50 – Summons True (F,RF40) As Summons I,
given species within 100'. except the caster can summon and control a
18 – Animal Call II (F,RF15) As Animal Call I, number of animals equal to his level (e.g., a 50th
except two animals can be called. level could summon and control 50 sheep).
»»» A-4.5 Animists Only Spell Lists «««
Plant Mastery
Area of Effect Duration Range
11 Herb Mastery V 1 herb P touch
12 Plant Growth III 1 plant P touch
13 Plant Control III 3 plants 1 min/lvl 100'
14 Herb Finding 1 herb 1 rnd/lvl 5 miles
15 Plant Growth V 1 plant P touch
16 Speed Growth X 100' R 1 day 100'
17 Herb Mastery X 1 herb P touch
18 Lord Herb Finding 1 herb 1 rnd/lvl 20 miles
19 Plant Control V 5 plants 1 min/lvl 100'
20 Plant Growth True varies P varies
25 Herb Mastery True 1 herb P touch
30 Plant Control True varies 1 min/lvl 100'R
40 Herb Finding True 1 herb 1 rnd/lvl 1 mi/lvl
50 Plant Animation 1 plant 1 min/lvl 100'

11 – Herb Mastery V (U,RF5) As Herb Mastery, except the caster can control any 5 plants.
except the potency is 5x. 20 – Plant Growth True (U,RF20) As Plant
12 – Plant Growth III (U,RF10) As Plant Growth, except the caster can increase the size of
Growth, except the size increase is 3x. any 1 plant by 10x or can increase the size of all
13 – Plant Control III (F,RF20) As Plant plants of 1 species within a 100' radius by 5x.
Control, except the caster can control any 3 25 – Herb Mastery True (U,RF20) As Herb
plants. Mastery, except that the potency of 1 herb can be
14 – Herb Finding (P,RF20) Allows the caster to increased by 100% times the level of the caster
locate any 1 specific variety of herb that is sought, (e.g., a 50th level caster could increase potency of
regardless of physical obstacles; gives the exact a growing herb by 5000%, i.e., 50x).
direction, distance up to 5 miles; location is 30 – Plant Control True (F,RF30) As Plant
known within a 10' radius; and quantity. Control, except the caster can control all plants
15 – Plant Growth V (U,RF10) As Plant Growth, within range (100'R).
except the size increase is 5x. 40 – Herb Finding True (P,RF40) As Herb
16 – Speed Growth X (U,RF10) As Speed Finding, except that the caster can locate any 1
Growth, except the growth rate is 100x and the herb variety within a range of 1 mile per level of
radius is 100'. the caster (e.g., 50 miles for a 50th level caster);
17 – Herb Mastery X (U,RF10) As Herb the location is known within a 100' radius.
Mastery, except the potency is 10x. 50 – Plant Animation (F,RF40) Caster can
18 – Lord Herb Finding (P,RF30) As Herb animate any 1 plant; the plant can then move
Finding, except the range is 20 miles and the slowly, carrying along any root system it may
location is known within a 100' radius. possess.
19 – Plant Control V (F,RF20) As Plant Control,
»»» A-4.5 Animists Only Spell Lists «««
Purifications
Area of Effect Duration Range
11 Disease Resistance II 1 target 1 min/lvl 10'
12 Poison Resistance II 1 target 1 min/lvl 10'
13 Disease Purification II 1 target P 10'
14 Poison Purification II 1 target P 10'
15 Disease Resistance III 1 target 1 min/lvl 10'
16 Poison Resistance III 1 target 1 min/lvl 10'
17 Disease Purification True 1 target P 10'
18 Poison Purification True 1 target P 10'
19 Mass Disease Purification True 100' R P self
20 Mass Poison Purification True 100' R P self
25 Mental Cures True 1 target P 10'
30 Greater Disease Purification 100' R P self
40 Greater Poison Purification 100' R P self
50 Purification True 100' R/lvl P self

11 – Disease Resistance II (U,RF5) As Disease Poison Purification II, except it also heals any
Resistance, except the target gets 2 extra RRs. concussion hits lost.
12 – Poison Resistance II (U,RF5) As Poison 19 – Mass Disease Purification True (U,RF10)
Resistance, except the target gets 2 extra RRs. As Disease Purification True, except the caster
13 – Disease Purification II (U,RF5) As Disease can remove any 1 disease from a number of
Purification, except it also cures any atrophy the targets equal to his level (e.g., an 19th level caster
disease may have caused; does not cure any could remove angurth from 19 targets).
concussion hits lost. 20 – Mass Poison Purification True (U,RF10)
14 – Poison Purification II (U,RF5) As Poison As Poison Purification True, except the caster can
Purification, except it also cures any atrophy the remove any 1 poison from the systems of a
poison may have caused; does not cure any number of targets equal to his level.
concussion hits lost. 25 – Mental Cures True (U,RF10) As Mental
15 – Disease Resistance III (U,RF5) As Disease Cures, except recovery is instantaneous.
Resistance, except the target gets 3 extra RRs. 30 – Greater Disease Purification (U,RF15) Any
16 – Poison Resistance III (U,RF5) As Poison disease in the area is eliminated.
Resistance, except the target gets 3 extra RRs. 40 – Greater Poison Purification (U,RF15) Any
17 – Disease Purification True (U,RF5) As poison in the area is neutralized.
Disease Purification II, except it also heals any 50 – Purification True (U,RF20) Eliminates all
concussion hits lost. poisons and/or diseases in the area.
18 – Poison Purification True (U,RF5) As
»»» A-4.5 Animists Only Spell Lists «««
Creations
Area of Effect Duration Range
11 Airwall True 10'x10'x3' C then 1 min/lvl 50'
12 Stonewall 10'x10'x2” C or 1 min/lvl 50'
13 Waterwall True 10'x10'x1' C then 1 min/lvl 50'
14 Nutrient Conjures III – P 10'
15 Woodwall True 10'x10'x2” P 50'
16 Mass Water Production – P 10'
17 Food Production True – P 10'
18 Earthwall True 10'x10'x2' P 50'
19 Icewall II 20'x20'x3' P 50'
20 Stonewall True 10'x10'x2” P 50'
25 Nutrient Conjures True – P 10'
30 Meld Walls varies P touch
40 Curved Wall varies varies 50'
50 Wall of Force 10'x20'x1” 1 rnd/lvl 100'

11 – Airwall True (E,RF30) As Airwall, except 19 – Icewall II (E,RF30) As Icewall, except the
the spell lasts as long as the caster concentrates, size is up to 20'x20'x(4' at base, 2' at top).
then it lasts 1 minute per level longer. 20 – Stonewall True (E,RF30) As Stonewall,
12 – Stonewall (E,RF30) As Woodwall, except except the duration is permanent.
the wall is up to 10'x10'x1' of stone; it can be 25 – Nutrient Conjures True (F,RF20) As
chipped through in 200 man-rounds (1' radius Nutrient Conjures, except the caster can produce
hole). loaves of waybread equal to his level.
13 – Waterwall True (E,RF30) As Waterwall, 30 – Meld Walls (E,RF30) Fuses 2 touching
except the caster need not concentrate and the walls (the seam can be up to 20' long) or fuses a
duration is 1 minute per level. section of stone blocks (up to 100 cubic feet).
14 – Nutrient Conjures III (F,RF10) As Nutrient 40 – Curved Wall (E,RF35) As any one of the
Conjures, except the caster can produce 3 loaves lower level “wall” spells on this list, except the
of waybread. wall can be curved up to a semicircle.
15 – Woodwall True (E,RF30) As Woodwall, 50 – Wall of Force (F,RF50) By directly
except the duration is permanent. Channeling the power of his patron Valar, the
16 – Mass Water Production (E,RF20) As Water caster creates a transparent wall of “force” that is
Production, except the caster can create 1 day of absolutely impassable by anyone or anything. It is
water per level (e.g., a 17th level Animist could up to 10'x20'x1”.
create 17 days of water).
17 – Food Production True (E,RF20) As Food Note: All “Wall” spells created by spells on this
Production, except the caster can produce list must rest on a solid surface. All “Wall” spells
sufficient food to feed a number of beings equal (except Wall of Force) require that at least 1
to his level. cubic foot of the material of which the wall
18 – Earthwall True (E,RF30) As Earthwall, consists be within 50' of the caster.
except the duration is permanent.
A-4.6

Spell Lists for

Rangers Only
»»» A-4.6 Spell Lists for Rangers Only «««
Path Mastery
Area of Effect Duration Range
11 Tracks Analysis – C touch
12 Plant Tongues – 1 minute/level self
13 Lord Pathfinding 20 miles R C 20 miles
14 Detect Ambush II 100' R 10 minutes/level self
15 Stonespeech – 1 minute/level self
16 Passing Lore II – – touch
17 Detect Ambush III 300' R 10 minutes/level self
18 Pathfinding True 2 miles/level R C 2 miles/level
19 Tracks Knowledge – C self
20 Detect Ambush True I 10'/level R 10 minutes/level self
25 Path True – C self
30 Tracking True – C self
40 Detect Ambush True II 10'/level R 10 minutes/level self
50 Tracks Ahead – C self

11 – Tracks Analysis (I,RF5) Caster acquires a Ambush, except the range is a 10' per level radius.
visual image of all beings or animals who left 25 – Path True (I,RF10) Allows the caster to
tracks in the area; provides a 50 bonus when later ascertain the proper path to what he seeks
tracking a particular being or animal. (includes the course along that path); e.g., he will
12 – Plant Tongues (I,RF1) Allows the caster to always know the best way to Minas Tirith.
understand and “speak” the language of any 1 30 – Tracking True (U,RF10) As Tracking,
plant species. except that it will negate any Track Hiding spell
13 – Lord Pathfinding (I,RF5) As Pathfinding I, (except for Track Hiding True), and will always
except the range is 20 miles. give the tracker a special 100 Tracking bonus.
14 – Detect Ambush II (P,RF5) As Detect 40 – Detect Ambush True II (P,RF15) As Detect
Ambush, except the range is a 100' radius. Ambush True I, except that the distance is known.
15 – Stonespeech (I,RF1) Allows the caster to 50 – Tracks Ahead (I,RF15) Allows the caster to
understand and “speak” the language of any 1 know the entire course of the tracks in question
“stone.” (i.e., exactly where and how they go); will not
16 – Passing Lore II (I,RF5) As Passing Lore, negate Track Hiding True.
except it is up to 1 day per level.
17 – Detect Ambush III (P,RF5) As Detect Note: For the purposes of these spells, a “path”
Ambush, except the range is a 300' radius. can be a road, highway, trail, or any worn track
18 – Pathfinding True (I,RF5) As Pathfinding I, caused by the passage of animals or men. It may
except the range is 2 miles per level. also be a corridor, underground passage, or
19 – Tracks Knowledge (I,RF5) As Tracks tunnel; unless specifically limited by a particular
Analysis, except the bonus is 75. spell.
20 – Detect Ambush True I (P,RF10) As Detect
»»» A-4.6 Spell Lists for Rangers Only «««
Moving Ways
Area of Effect Duration Range
11 Track Hiding II – C 50'
12 Snowrunning self 1 minute/level self
13 Track Hiding V – C 50'
14 Running True self 1 minute/level self
15 Track Hiding X – C 50'
16 Merging Organic self 1 minute/level self
17 Limbrunning True self 1 minute/level self
18 Waterrunning True self 1 minute/level self
19 Sandrunning True self 1 minute/level self
20 Great Merging Organic self 1 minute/level self
25 Lord Track Hiding – C 50'
30 Tireless Running True self 1 minute/level self
40 Merging True Organic self 1 minute/level self
50 Track Hiding True – C varies

11 – Track Hiding II (U,RF5) As Track Hiding, Waterrunning, except the caster can run over
except for 2 beings' tracks. semi-rough water. Any form of white-water is too
12 – Snowrunning (U,RF5) Caster can run on rough.
top of snow (even loose packed) as if it were solid 19 – Sandrunning True (U,RF5) As
ground. Sandrunning, except the caster leaves no trace.
13 – Track Hiding V (U,RF5) As Track Hiding, 20 – Great Merging Organic (U,RF10) As
except for 5 beings' tracks. Merging Organic, except the caster may turn
14 – Running True (U,RF5) As the Running within the material and see outside if he is within
spells above, except any one of the spells can be 6” of the surface.
used each round (e.g., the caster could run on 25 – Lord Track Hiding (U,RF10) As Track
sand, then on water, then on limbs, etc.). Hiding, except for 20 beings' tracks.
15 – Track Hiding X (U,RF5) As Track Hiding, 30 – Tireless Running True (U,RF10) As
except for 10 beings' tracks. Running True, except the caster does not grow
16 – Merging Organic (U,RF10) Allows the weary.
caster to merge (body + 1' depth) into organic 40 – Merging True Organic (U,RF15) As Great
material (live or dead); the caster cannot move Merging Organic, except the caster may use
while merged. spells on himself while merged.
17 – Limbrunning True (U,RF5) As 50 – Track Hiding True (U,RF15) As Track
Limbrunning, except the caster can run along Hiding, except the caster can either absolutely
even the most fragile branches. Note that if the hide his own tracks (preventing discovery via any
caster stops running, the fragile branches will not spell, etc.) or he can hide the tracks of a number
support his weight and he will fall. of beings equal to his level.
18 – Waterrunning True (U,RF5) As
»»» A-4.6 Spell Lists for Rangers Only «««
Nature's Guises
Area of Effect Duration Range
11 Silent Moves II self 1 minute/level self
12 Animal Facade self 1 minute/level self
13 Light II 20' R 10 minutes/level touch
14 Darkness II 20' R 10 minutes/level touch
15 Animal Thoughts self C self
16 Shadow II self 1 hour/level self
17 Silent Moves III self 1 minute/level self
18 Light III 30' R 10 minutes/level touch
19 Darkness III varies 10 minutes/level touch
20 Plant Form self 1 minute/level self
25 Animal Form self 1 minute/level self
30 Shadow Moves self 1 minute/level self
40 Plant Form True self 1 minute/level self
50 Animal Form True self 1 minute/level self

11 – Silent Moves II (E,RF5) As Silent Moves, 20 – Plant Form (E,RF15) Allows the caster to
except the radius is 5'. take the form of any 1 plant; the caster will look
12 – Animal Facade (E,RF10) As Plant Facade, and feel like the plant, but will not change size.
except the caster appears to be any 1 type of 25 – Animal Form (E,RF15) As Plant Form,
animal. except the caster can take on the physical
13 – Light II (E,RF10) As Light, except the character of 1 animal; will not bestow the animal's
radius is 20'. physical abilities.
14 – Darkness II (E,RF10) As Darkness, except 30 – Shadow Moves (E,RF20) As Silent Moves II
the radius is 20'. and Self Cloaking, except the caster can move;
15 – Animal Thoughts (U,RF1) As Blank adds 100 to Stalk/Hide maneuvers.
Thoughts, except the caster can move and act 40 – Plant Form True (E,RF20) As Plant Form,
freely with little concentration; does not allow the except the caster can also take on the smell and
casting of other spells while in effect. physical character of any 1 plant and the caster
16 – Shadow II (E,RF10) As Shadow, except can halve or double his normal size.
even in dim light. 50 – Animal Form True (E,RF20) As Animal
17 – Silent Moves III (E,RF5) As Silent Moves, Form, except the caster can also take on the smell
except the radius is 10'. of 1 animal; it will not bestow any of the animal's
18 – Light III (E,RF10) As Light, except the special abilities (e.g., fiery breath or anti-magic
radius is 30'. qualities); it will confer physical abilities (e.g.,
19 – Darkness III (E,RF10) As Darkness, except movement and physical attack capabilities); the
the radius is 30'. caster may halve or double his normal size.
»»» A-4.6 Spell Lists for Rangers Only «««
Nature's Ways
Area of Effect Duration Range
11 Water Finding II 10 mile R – self
12 Waiting Awareness I 10' R 1 hour/level self
13 Food Finding II 10 mile R – self
14 Major Traps varies P touch
15 Shelter Finding II 10 mile R – self
16 Nature's Awareness III 300' R C self
17 Temperature Sphere I * 10' R 10 minutes/level touch
18 Waiting Awareness V 50' R 1 hour/level self
19 Greater Traps varies P touch
20 Nature's Awareness V 500' R C self
25 Weather Prediction V 1 mile R – self
30 Waiting Awareness X 100' R 1 hour/level self
40 Temperature Sphere II * 20' R 10 minutes/level touch
50 Nature's Awareness X 1 mile R C self

11 – Water Finding II (I,RF1) As Water Finding, spell; the sphere is not mobile.
except the radius is 10 miles. 18 – Waiting Awareness V (I,RF5) As Waiting
12 – Waiting Awareness I (I,RF5) Allows the Awareness I, except the radius is 50'.
caster to set up a natural “alarm system;” any 19 – Greater Traps (U,RF20) As Lesser Traps,
disturbing activity will cause the caster to be except the trap can deliver an 'E' primary critical
alerted. hit and a 'C' secondary critical hit.
13 – Food Finding II (I,RF1) As Food Finding, 20 – Nature's Awareness V (I,RF10) As Nature's
except the radius is 10 miles. Awareness, except the radius is 500'.
14 – Major Traps (U,RF15) As Lesser Traps, 25 – Weather Prediction V (I,RF5) As Weather
except the trap can deliver an 'E' critical hit. Prediction, except over a 5 day period.
15 – Shelter Finding II (I,RF1) As Shelter 30 – Waiting Awareness X (I,RF10) As Waiting
Finding, except the radius is 10 miles. Awareness I, except the radius is 100'.
16 – Nature's Awareness III (I,RF5) As Nature's 40 – Temperature Sphere II (U*,RF20) As
Awareness, except the radius is 300'. Temperature Sphere I, except the radius is 20'.
17 – Temperature Sphere I (U*,RF10) All who 50 – Nature's Awareness X (I,RF15) As Nature's
are within the sphere are allowed the benefits of Awareness, except the radius is 1 mile.
either a Heat Resistance or a Cold Resistance

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