TEXT: Tekumel with RuneQuest Rules
  by Sandy Petersen
  Editing & Belkhanu Temple Spells by Loren Miller
  Rules and conversions for running a Tekumel campaign with the RuneQuest 3 Rules.
  Acknowledgments
  Tekumel and related materials are copyright M.A.R Barker and used with permission 1-1-1994.
  These rules and conversions are Copyright 1994 Sandy Petersen. All rights reserved.
  RuneQuest is the Avalon Hill Game Company's Trademark for its fantasy role-playing game.
  Sandy’s Tekumel Campaign Background
  (in brief: some information left out because it will be used in my RQ/Tekumel game for RQ Con)
  The Kotoruhu Clan
  Your character belongs to the Kotoruhu clan; his last name is hiKotoruhu.  Your clan has 12,000 members, all in
  and near Jakalla. Despite its small size, the clan is wealthy, and owns several hundred square miles of ranch and
  farmland a few days journey south of Jakalla (in hex 2715).  The clan has nine lineages, seven low and two high.
  The seven low lineages work the land as tenant farmers.  One high lineage, the Noyobi lineage, oversees the farms
  and herds, manages the daily and yearly operation of the land, and lords it over the seven low lineages.
  The other high lineage, that of the Pale Murderer (your own), is based in Jakalla, and acts as the clan's interface
  with society. The Pale Murderer lineage is composed of merchants, who sell the clan's produce; politicians, who
  seek influence for the clan; and soldiers, who command the clan sponsored Pounding Drum legion: 13th Medium
  (currently at one third strength).
  Because of the clan's agricultural background, most members worship Avanthe or Hnalla.  However, members of
  the Pale Murderer lineage commonly join all cults except Sarku and Durritlamish.  The clan has no strong
  affiliation to any priesthood, and recognizes this as a weakness.  Hence, the most promising youths are encouraged
  to join a variety of cults, hoping that some one among them will rise to prominence, and thus set the pattern for the
  rest of the clan to emulate.
  Character Generation
  Human Characteristics
                     Male       Female
  STR (Strength)     3d6        2d6+2
  CON (Constitution) 3d6        
  3d6
  SIZ (Size)         2d6+6      2d6+3
  INT (Intelligence) 2d6+6      
  2d6+6
  POW (Power)        3d6        
  3d6
  DEX (Dexterity)    3d6        
  3d6
  APP (Appearance)   3d6        
  3d6
  MAG (Magic Pot)    3d6
  -15     3d6-15
  
  RuneQuest/Tekumel Rules Sandy Petersen
  2
  Once finished, if your Magic Potential is less than 0 (the usual case), change it to 0.  Your character cannot now
  and will never learn to use sorcery.
  Note: a female player can choose to use male stats for a female PC if she desires.
  Attributes and Bonuses
  DAMAGE MODIFIER: as per RQ3
  MOVEMENT RATE: 30m per round for all humans.
  DEX SRM: Your DEX SR (Strike Rank) = your DEX/3 (round up).  We do not use the SIZ SRM or MELEE SRM
  in this game.
  MAGIC POINTS (MP): only magicians have these.  They are initially equal to your POW.  Note that if your Magic
  Bonus is 0 or less, you cannot now and will never be able to use magic, even if your Magic Potential (MAG) is 1 or
  more.
  FATIGUE POINTS (FP): equals your STR+CON-10.  Each Kg. you carry over your FP total subtracts 1 from all
  STR or DEX based skills.
  HIT POINTS (HP): equals your (CON+SIZ)/2. Round up.
  Skill Bonuses: as per RQ
  Age & Aging
  Roll 2d6+15 to determine your initial age.  You can be older, if you desire, but past age 35, your stats decrease.
  Normally, only magicians will want to age their characters significantly.  Use the RQ rules for each year over 35.
  Starting Skills & Spells
  SKILLS: In each skill category (Agility, Parry, etc.), you receive skill pts equal to your category bonus x5.  If you
  have a negative "bonus", you get 0 pts.  In addition, for each year past age 15, you get 30 skill pts to divide up
  among all your skills.
  SPELLS: if you are a magician (i.e., both your MAG stat and your INT+POW-20 are at least 1), you get 2 POW for
  every 5 years of previous experience.  Also, your MAG stat goes up 1 for every 5 years of previous experience, to a
  maximum of INT+POW-20.
  Starting Equipment
  Your clan has equipped you with cuirbouilli armor, plus a chlen-hide version of all weapons you have at least 25%
  in (if you have no weapons at 25%, you get your best weapon).  Also, each person gets 1d100*1d100 kaitars in
  silver.
  Finally, you can own any ordinary equipment you wish simply by writing it down on the back of the character
  sheet.  "Ordinary" is defined as "something you could buy in an ancient marketplace".
  
  RuneQuest/Tekumel Rules Sandy Petersen
  3
  Using Magic
  Magic is skill-based and taught through the auspices of the various religious temples of Tsolyanu.  There are five basic
  magic skills, plus a separate skill percentage for each spell.
  The initial Magic Bonus is equal to your MAG.  You can never use more MPs on a spell than your Magic Bonus. 
  If a spell's basic cost exceeds your Magic Bonus, you cannot even cast it.
  If you start out with a positive MAG, you can add +1 to it for each 5 years of previous experience.  Each time you
  succeed in a critical success when spell-casting during a stress situation (the GM must agree that it is appropriate),
  you may add 1 to your Magic Bonus, until you reach the maximum of (INT + POW - 20).
  Magic Points (MPs)
  Spells cost MPs to cast.  Each day, you produce MP equal to your POW.  If your POW is 12, you produce 1 MP per
  2 hours.  You can retain MPs equal to your POW plus your highest magic skill divided by 5.  If your POW is 12
  and your highest magic skill is 90, you can store up to 12 + (90/5) = 30 MPs.
  Spell Casting
  You must expend magic points (MPs) and simultaneously use all applicable skills when casting any spell.  Roll
  1d100 and compare the result against the lowest skill used.  If the roll is a success, the spell works properly, and
  you expend all MPs invested.  If the roll fails, the spell does not work, but you only lose 1 MP.
  If the roll is a critical success, the spell succeeds, and costs you only 1 MP, no matter how many you invested.  On a
  fumble, the spell fails and you lose all MPs invested.
  Most spells are cast on your SR, minus 1 per 5 MPs in the spell. Spells for summoning demons and the like may
  take hours of time and special equipment.
  Manipulating Spells
  You can add to the power of a spell by spending further MPs in combination with the Intensity, Duration,
  Multispell, or Range skills.
  Intensity: determines the power of the spell.  Each MP added to the spell increases intensity by 1.  See Spell
  Descriptions for details.
  Duration: normally 1 minute.  Each additional MP spent for Duration doubles this. "Instant" spells (like Doomkill)
  cannot benefit from Duration.
  Range: normally 10m.  Each additional MP spent for Range doubles the spell's range.  You must be able to see
  your target to cast the spell at him.
  Multispell: this lets you cast the spell at more than one target.  Each MP spent in Multispell lets you target one
  additional individual. Normally, all must be within range and within view of the caster.
  Duration/Cost table
  Range/Cost table
  Duration
  MP cost
  Range
  MP cost
  1 minute
  0
  10 m
  0
  2 minutes
  1
  20 m
  1
  4 minutes
  2
  40 m
  2
  8 minutes
  3
  80 m
  3
  16 minutes
  4
  160 m
  4
  
  RuneQuest/Tekumel Rules Sandy Petersen
  4
  32 minutes
  5
  320 m
  5
  64 minutes
  6
  640 m
  6
  2 hrs
  7
  1.3 km
  7
  4 hrs
  8
  2.5 km
  8
  8 hrs
  9
  5 km
  9
  16 hrs
  10
  10 km
  10
  32 hrs
  11
  20 km
  11
  3 days
  12
  40 km
  12
  6 days
  13
  80 km
  13
  12 days
  14
  160 km
  14
  24 days
  15
  320 km
  15
  48 days
  16
  640 km
  16
  3 months
  17
  1300 km
  17
  6 months
  18
  2500 km
  18
  EXAMPLE: Christeng wishes to cast Doomkill, using 6 Intensity and 4 Range.  He cannot add Duration, because
  Doomkill does not permit it. This spell will cost 10 MPs; 6 Intensity + 4 Range. Christeng's applicable skills are
  Doomkill 30, Intensity 55, and Range 20.  Since Range is the lowest skill, he need simply roll 20 or less to
  succeed.
  Magic Resistance Roll
  For an attack spell to take effect, you must "overcome" the defender.  To do this, you match your POW or MPs
  (whichever is lower) vs.  the defender's POW.  Some spells must overcome some stat other than POW.  You still use
  the lower of your POW or MPs to overcome him, unless the spell description says otherwise.
  Fertile and Barren Magic Areas
  Some parts of Tekumel have more inherent magic than others, and spellcasting is altered thereby.  Spells cast
  within "fertile" lands cost only 1/2 normal Magic Points.  Spells cannot be cast at all within "barren" lands, and
  even magico-technological devices can only function once, and then cannot be used again until returned to a more
  fertile locale.  Spells cast within "semi-barren" lands cost twice normal.
  Learning Spells
  To learn a spell, one must spend 50 hours of training multiplied by the spell's minimum point value.  In addition,
  the caster must sacrifice 1 POW per spell he learns.  The spell starts at a skill percentage equal to the learner's INT.
  Other House Rules
  use the basic RQ rules, except that no one can use magic except for the chosen few.
  Tekumel weapons come in such a bewildering variety I just use the full weapons list for RQ, and let players choose
  whatever they want. When I need stats for specialty assassin weapons like the "Whispering Death" I make them
  up.
  I consider chlen-hide to be worth 2 points less than steel. Hence, steel plate is 8-point armor, and chlen-hide plate
  is 6 pts.
  Chlen-hide weapons get the RQ stats. Steel weapons have 2 extra armor points. Thus, a Chlen-hide scimitar has 10
  aps, and a steel one has 12.
  
  RuneQuest/Tekumel Rules Sandy Petersen
  5
  Universal Spells
  Known by All Temples
  Spell Name
  Alleviation
  Ascertainment
  Clairvoyance
  Control of Self
  Demonology (8)
  Disenchantment (4)
  Domination
  Elicitation
  Execration (9)
  Favouring (6)
  Healing
  Inscription (10)
  Invisibility (8)
  Light and Darkness
  Muniments of Excellence (10)
  Nutrification (3)
  Perception of the Energies (2)
  Phantasms
  Revivication (10)
  Robustness
  Seal Upon the Powers (10)
  Soporiferousness (5)
  Sphere of Impermeable Quiescence (10)
  Terrorization (9)
  Translocation
  
  RuneQuest/Tekumel Rules Sandy Petersen
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  Transportation (9)
  Vallation (8)
  Warding
  Zoic Domination (4)
  Descriptions
  Alleviation
  instant; touch
  Each Intensity neutralizes 1d6 POT of poison, alcohol, or drugs. Most spells are considered to have POT equal to
  their Intensity. Creature's natural effects that lack POT are considered to have POT equal to their POW (or
  sometimes CON).
  Ascertainment
  If the caster overcomes the target, he can read the target's surface thoughts. The target is aware of what is
  happening. Intensity boosts the effects:
  2
  understand surface thoughts
  4
  determine basic hostility or friendliness
  6
  determine numbers, direction, and distance of targets w/o needing to actually see them. Requires
  Multispell, and only targets up to the Multispell's level are reported, nearest targets first.
  8
  allows two-way communication
  Intensities given are for humans. Detecting the thoughts of non- and semi-intelligent animals takes 2 extra
  Intensity, and they cannot participate in two-way communication. Nonhumans cost 7 extra Intensity. This spell
  cannot detect the thoughts of wholly alien entities, like robots, demons, undead, etc.
  This spell is used to form networks of telepaths throughout the Five Empires.
  Clairvoyance
  self only
  The caster can see & hear through a wall or other obstructions, but not through any type of metal. Intensity 5
  permits him to see in the dark. Each foot of intervening material costs one Range point to penetrate.
  This spell can be reversed, in which case it covers an area with a diameter equal to Range. All Clairvoyance spells
  with lower Intensity than the reversed spell automatically fail. The reversed effect does not move with the caster.
  Control of Self
  self only
  Except w/Intensity 6, the caster can not fight, but he can move normally while maintaining the spell. He cannot
  cast spells. Intensity varies the effect.
  
  RuneQuest/Tekumel Rules Sandy Petersen
  7
  1
  cuts off pain, lets caster move while incapacitated
  2
  stops all bleeding wounds
  3
  eliminates effects of fatigue
  4
  allows holding breath for the spell's duration
  6
  permits caster to fight while doing the above
  Demonology (8)
  Range, Duration, and Multispell not applicable
  Summons a demon. This is actually not one spell, but a complex of different spells. Most sorcerers only learn the
  most minor form of Demonology, which summons a very minor demon. This demon appears 2m in front of the
  caster, who has 1 minute to bargain for its services. If the bargain cannot be struck, the demon returns to its own
  plane in disgust. All payment must be made in advance -- demons are by now thoroughly aware of human
  turpitude.
  Disenchantment
  no Multispell
  Dispels magic. If the Disenchantment Intensity exceeds the target spell's Intensity, the latter is destroyed.
  Domination (5)
  duration is in rounds, not minutes
  Brings an intelligent target under the crude control of the caster, who can do nothing but control it while the spell
  is in effect. Multiple targets must all be given the same commands.
  Elicitation
  touch; instant
  Gives a vision of information, depending upon Intensity.
  1
  target: object. Shows dimly the last person to handle the target.
  2
  target: intelligent being. Shows his psychic aura (his Magic Bonus, and total number of spells
  known)
  3
  target: a homogenous substance in hand. Leads the caster to any more of the same material
  within Range.
  4
  as per Intensity 2, but also identifies his highest combat skill and its level.
  5
  as per Intensity 3, but no sample is needed. Just name the desired substance.
  7
  detects poison and drugs by looking at an object. If the target is a living creature, venom-carrying
  body parts are identified.
  8
  detect the presence (but not name) of any spell within view (invisible spells become visible)
  
  RuneQuest/Tekumel Rules Sandy Petersen
  8
  Execration (9)
  touch; permanent
  Lays a curse on an object. The category of beings who activate the curse must be specified (i.e., all devotees of
  Avanthe, all who follow Change, all Pe Choi, etc.). Once the curse is laid, if the object is touched (even with a
  pole) by one of the named category, it explodes, doing 5d6 damage to all within 3m. If it is moved by someone else,
  the curse is dispelled.
  Favouring (6)
  touch
  Acts as "pre-healing", replacing 1d20 lost Body Points as lost through physical wounds.
  Healing
  touch; instant
  Heals 1 pt of damage per Intensity.
  Inscription (10)
  touch; permanent
  Costs the caster 1 POW, plus 10 MPs. It lets him write 1 level (of Intensity, Duration, etc.) of a spell which he
  knows onto a book, scroll, amulet, etc. The inscribed spell level may then be used by anyone (at 100%). If a
  magician that knows the spell uses the object, he can add the level onto his own pts of Intensity, etc., but must use
  his own skill percentage.
  Invisibility (8)
  touch; reversed form is self only
  Makes target invisible. If he casts a spell or attacks, the spell's effects end. The spell can be reversed, causing
  invisible beings or objects to glow (to the caster's eyes) in a faint nimbus of other-planar light -- visible even in
  darkness. The reversed spell costs only 2 Intensity.
  8
  target is invisible in dim light (not daylight)
  12
  target is invisible in any light
  Light and Darkness
  no Multispell
  Creates a floating ball which lights an area with a diameter equal to Range. Intensity determines brightness.
  1
  dim candle
  3
  torch
  5
  fireplace
  7
  broad daylight
  
  RuneQuest/Tekumel Rules Sandy Petersen
  9
  The spell can be reversed, creating darkness sufficient to squelch the listed light sources. This costs 1 additional
  Intensity.
  Muniments of Excellence (10)
  touch
  A totally impervious globe, 6m in diameter (or as large as will fit in the area) appears around the caster. Nothing
  physical or magical can enter and no magic can be used within it; not even a prayer for Divine Intervention. No
  spell dispels it. It is immobile. No light penetrates, and air supply can be a problem, especially if the user has a
  torch. Those inside can step outside. The color of this shell varies with the god: Avanthe, royal blue; Belkhanu,
  golden yellow; Dlamelish, emerald green; Hnalla, dazzling white; Hru'u, rich purple; Karakan, ruby red; Ksarul,
  deep indigo; Sarku, amber brown; Thumis, pearl gray; Vimuhla, flame orange. The Muniments of the Cohorts are
  the same colors as their Gods, but lighter in hue.
  Nutrification (3)
  touch; instant
  Fills the target's system with nutrition equivalent to one full meal. Beings larger than SIZ 20 require 1 extra
  Intensity to feed per 20 additional SIZ or fraction thereof.
  Perception of the Energies (2)
  self only; instant
  Lets the caster see an object's enchantment. Duration & Range can be used at Intensity 4, for the listed effect.
  2
  tells if an object is magic or not
  3
  tells if an object's magic is malign or beneficial
  4
  tells if a spell has been cast within the spell's range during a period preceding the casting equal to
  Duration
  Phantasms
  no Multispell
  Creates an illusion with 1d6 SIZ per Intensity. If the illusion is non-moving, it can have 3d6 SIZ per Intensity.
  Tinaliya and Hlutrgu always see through illusions.
  Revivification (10)
  touch; instant
  Returns a deceased creature back to life. The priesthood of Sarku knows how to apply this spell to destroyed
  undead, but normally it is only effective on (formerly) living beings. For each full day the target has been dead
  before he is restored, his STR & CON are lowered by 1. The spell is fatiguing, and costs 20 MPs, despite its
  nominal Intensity of 10.
  
  RuneQuest/Tekumel Rules Sandy Petersen
  10
  Robustness
  touch
  Negates 50 kg of ENC for carrying purposes per Intensity.
  Seal Upon the Powers (10)
  no range
  Forms a 10m diameter globe of glowing particles, within which no spell can be cast, nor can any such spell
  penetrate. Beings activated or created via magic can penetrate without trouble. The sphere does not move with the
  caster.
  Soporiferousness (5)
  Puts a target to sleep for the Duration if its SIZ is overcome. Undead, demons, automatons, Pygmy Folk, and
  Shunned Ones are immune to this. Extra Intensity adds 5% to the chance of overcoming the target.
  Sphere of Impermeable Quiescence (10)
  no range
  Similar to the Seal Upon the Powers, except that spells can be cast inside the sphere, though they cannot penetrate
  it from either direction.
  Terrorization (9)
  Plunges the target into utter panic, unless he is immune to fear.
  Translocation
  Permits the caster to move 1 SIZ point per Intensity by mental force. The object moves at 10m per round per
  Intensity used. If the user wishes to perform a difficult feat or hit a foe, a DEX x 3 roll is needed. The caster can
  move himself using this spell.
  Transportation (9)
  touch; instant
  Teleports 50 SIZ points or less of living beings exactly 100 meters to the rear of the caster. An entire being must be
  teleported or none of him is. The being must be willing.
  Vallation C (8)
  no range; instant
  Creates a wall which moves away from the caster at 2m/sr until it has traveled 60m (when it dissipates), or until it
  encounters a major obstruction (a turn in a passage, a pit, staircase, etc.). A wall does damage for one round, then
  passes on.
  A wall is usually 3m high, 1m thick, and 6m wide, but may be made smaller. It automatically dispells
  creatures created by sorcery. It blocks all physical blows and missiles, and acts as a shield against: Doomkill,
  
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  Hands of Kra the Mighty, Missile of Metallja, Radiant gaze, Silver Halo of Soul-Stealing, Speculum of Retribution,
  and Vapor of Death.
  If two opposing walls meet, a D6 is rolled for each; the one with the highest score continues, while the loser is
  dissipated. A tie halts both in place and further rolls are made each round till one wins. Each wall normally defeats
  one other type of wall, against which it has +2 added to its D6 roll.
  Deity
  Vallation
  AVANTHE
  Water; [defeats Fire] Target takes drowning damage of 1d6 each round a CONx5 roll fails; must
  keep trying until he rolls CONx1.
  BELKHANU
  Wind; [defeats Indigo Fog] Target must resist with his STR or take 4d6 buffeting damage (armor
  does not count), and be knocked sprawling. Turns back a Vapor of Death upon its caster.
  DLAMELISH
  Writhing Serpents; [defeats Grey Mist] Target is poisoned if he fails to resist with his CON.
  Then, he needs Alleviation within CON rounds or he dies.
  HNALLA
  Calm; [defeats Wind] All living beings are calmed, and must succeed in an INTx2 roll (once per
  round) before they can take any action. Animals are permanently calmed, unless they take damage, in which case
  they instantly return to normal.
  HRU'U
  Ice; [defeats Water] Target takes 1d6 damage and is frozen (all skills halved until he rolls
  CONx1).
  KARAKAN
  Clashing swords; [defeats Serpents] Target takes 5d6 damage which can be parried, but not
  dodged. Armor is effective.
  KSARUL
  Indigo fog; [defeats Calm] Target takes 1d8 damage and 1d8 more each round a CONx5 fails;
  must keep trying till he succeeds.
  SARKU Grave Earth; [defeats Swords]  This rolling avalanche of dirt, cerements, bits of bone, and wriggling
  worms does 3d6 damage ignoring armor.
  THUMIS
  Grey mist; [defeats Grave Earth] Target loses 3d6 MPs.
  VIMUHLA
  Fire; [defeats Ice]  Target is engulfed in 3d6 fire, and all flammable objects touched are set alight.
  Armor helps vs. damage, but target may remain aflame after the wall passes, doing 1d6 damage per round ignoring
  armor till the fire is extinguished.
  Warding
  touch
  Gives the target armor equal to Intensity. Those affected by the spell can cast spells, but may not make physical
  attacks for the duration, or the spell will dissipate.
  Zoic Domination (4)
  Acts as Domination, but on non-intelligent creatures, who resist with their SIZ. Each extra Intensity adds 5% to
  the chance of overcoming. Multiple controlled animals must all be given the same commands.
  
  RuneQuest/Tekumel Rules Sandy Petersen
  12
  Common Spells
  Several deities share each of these spells.
  A # indicates the point value of a Fixed spell.
  Spell Name
  Temples
  Acceleration
  Avanthe, Belkhanu, Dlamelish, Hnalla, Karakan, Vimuhla
  Adornment
  Avanthe, Dlamelish
  Artfulness
  Avanthe, Hnalla, Ksarul, Thumis
  Benefaction (9)
  All but Karakan, Sarku, and Vimuhla
  Blade of Inexorable Disjection (4) Karakan, Vimuhla
  Blessing of the Planes
  Belkhanu, Hnalla, Ksarul, Sarku, Thumis
  Comprehension (5)
  Hnalla, Hru'u, Ksarul, Thumis
  Derangement (8)
  Belkhanu, Hnalla, Hru'u, Sarku
  Dessication
  Avanthe, Hru'u, Ksarul, Sarku
  Doomkill (6)
  Hnalla, Karakan, Vimuhla
  Empowering and Enervation
  Avanthe, Dlamelish, Karakan, Vimuhla
  Enhancement and Debilitation
  Karakan, Sarku, Vimuhla
  Excellence
  Karakan, Vimuhla
  Far-Seeing
  Karakan, Vimuhla
  Guarding (6)
  Belkhanu, Hnalla, Hru'u, Ksarul, Sarku, Thumis
  Hands of Kra the Mighty (4)
  Avanthe, Belkhanu, Dlamelish, Sarku
  Intrepidity (2)
  Karakan, Vimuhla
  Missile of Mettalja (4)
  Ksarul, Thumis
  Necromantic Domination Ksarul, Sarku, Thumis
  Pestilence (3)
  Avanthe, Dlamelish, Sarku
  Prorogation
  Avanthe, Dlamelish, Hru'u, Ksarul, Sarku, Thumis
  The Radiant Gaze
  Karakan, Vimuhla
  Reanimation (9)
  Hru'u, Sarku
  
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  13
  Sagacity
  Ksarul, Sarku, Thumis
  Silver Halo of Soul-Stealing (5)
  Belkhanu, Hru'u
  Speculum of Retribution (4)
  all but Belkhanu and Vimuhla
  Stealth
  Belkhanu, Hru'u, Ksarul, Sarku
  Tranquilization (6)
  Avanthe, Belkhanu, Hnalla
  Vapor of Death (6)
  Hru'u, Ksarul, Sarku, Vimuhla
  Visitations of Other Planes (10)
  Belkhanu, Hnalla, Hru'u, Ksarul, Sarku, Thumis
  Descriptions
  Acceleration
  touch
  (Belkhanu, Hnalla, Karakan, Vimuhla)
  Increases target's DEX by 1/Intensity. This spell can be reversed.
  Adornment
  (Avanthe, Dlamelish)
  Increases target's APP by 1/Intensity. The reverse form of this spell is indetectible to the target.
  Artfulness
  touch
  (Avanthe, Hnalla, Ksarul, Thumis)
  The target is able to recall a non-stress, non-magic skill accurately. The target's chances of success is increased by
  5/Intensity. This spell won't work in any kind of stress situation. Thus, it can't be used in combat, or to help
  someone to Swim who is drowning.
  Benefaction (9)
  touch, instant
  (All but Karakan, Sarku, and Vimuhla)
  Restores the user's MPs to maximum minus 1d6. Each time this spell is cast, an additional 1d6 is subtracted from
  the maximum, until the user goes a full day without casting it. The 9 MPs used in casting Benefaction are restored,
  too.
  Blade Of Inexorable Disjection (4)
  touch     (Karakan, Vimuhla)
  Creates a brilliant sword of ruby-hued energy which does 3d8 damage and has 15 AP for parrying (but can't be
  broken). If the target drops the blade, it dissipates.
  Blessing Of The Planes
  touch     (Belkhanu, Hnalla, Ksarul, Sarku, Thumis)
  
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  Strengthens the target's stats for magic resistance (only) by 1/Intensity.
  Comprehension (5)
  self only      (Hnalla, Hru'u, Ksarul, Thumis)
  Lets the caster understand a foreign language, written or spoken.
  Derangement (8)
  (Belkhanu, Hnalla, Hru'u, Sarku)
  The target, which must be an intelligent creature, goes insane. No effect on those under an Intensity 3+ Control of
  Self spell.
  Dessication
  touch, instant      (Avanthe, Hru'u, Ksarul, Sarku)
  Part of the target's body dries up, causing damage equal to Intensity. The victim cannot resist. This damage can
  only be cured by magic. If the victim loses a third or more of his HP in a single casting of this spell, a limb is
  withered permanently unless fully Healed within the hour.
  Doomkill (6)
  instant, no Multispell   (Hnalla, Karakan, Vimuhla)
  Produces a noisy, brilliant explosion, doing a basic 3d6 damage over a 3m diameter area. Each additional Intensity
  increases damage by 1d6 and the diameter by 1m. Thus, a 9 Intensity spell does 6d6 damage over 6m diameter.
  Affected non-living objects are normally destroyed, and buildings can suffer structural damage.
  Doomkill is unreliable. If the caster fumbles, the blast fails to leave his hand, and centers on him! If he
  receives a critical or special success, it works perfectly. Otherwise, it over- or undershoots a number of meters equal
  to the last digit on the d100 rolled (even numbers overshoot, odds undershoot). Thus, if 57 were rolled, it would
  undershoot by 7 meters.
  Empowering And Enervation
  (Avanthe, Dlamelish, Karakan, Vimuhla)
  Increases target's STR by 1/Intensity. This spell can be reversed.
  Enhancement And Debilitation
  (Karakan, Sarku, Vimuhla)
  Increases the AP of a piece of steel by 1/Intensity per 2 ENC. Thus, 13 ENC of steel mail takes 6 Intensity. Sarku's
  version of this spell works on copper, rather than steel. When the spell expires, if the item has taken more damage
  than it can now handle, it shatters.
  This spell can be reversed to damage, rather than enhance, weapons and armor.
  
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  Excellence
  touch     (Karakan, Vimuhla)
  The target's combat skills are increased by 5/Intensity.
  Far-Seeing
  no Intensity   (Karakan, Vimuhla)
  Provides the caster with a "telescope". Objects up to the spell's Range are seen as if only 1m away.
  Guarding (6)
  no range  (Belkhanu, Hnalla, Hru'u, Ksarul, Sarku, Thumis)
  Forms a 30m diameter magic-proof circle around the caster. No spell may enter or leave, but physical beings and
  missiles can cross the border. Magical creatures (demons, automatons, etc.) can't cross the boundary unless they are
  inside when the spell is cast (in which case they can leave, but not re-enter). This enchantment is stationary -- it
  does not move with the caster.
  Hands Of Kra The Mighty (4)
  instant   (Avanthe, Belkhanu, Dlamelish, Sarku)
  The Hands have a STR of 10 per Intensity.  They can be used to perform any simple but crude act of strength, or
  they can be used vs. a target, who is seized by an invisible vice, as though by great pincers. If the target fails to
  resist with his STR vs. twice the spell's Intensity, he is crushed to a pulp. In any case, he suffers damage equal to 1
  per Intensity.
  Intrepidity (2)
  (Karakan, Vimuhla)
  Makes a willing target fanatical -- he can no longer parry or dodge, but his attack is increased by half-again and he
  is immune to fear. Additional Intensity has no effect.
  The Missile Of Mettalja (4)
  instant   (Ksarul, Thumis)
  A silent, invisible bolt of psychic force is fired at the target. The caster may choose to slay or stun. If he chooses to
  slay, match the Intensity vs. the target's POW. Success kills and failure stuns for 1 round. If he chooses to stun,
  success knocks the victim unconscious for hours, while failure stuns for 1d6 rounds. If the target's POW is 10 or
  more higher than the intensity, this spell has no effect.
  Necromantic Domination
  (Ksarul, Sarku, Thumis)
  Controls undead beings. Intensity 1 is sufficient to dominate Mrur and Shedra. Intensity 4 dominates intelligent
  types of undead. The targets can be commanded to flee, remain immobile, perform simple tasks, and give guidance
  (so far as they are able). However, they cannot be ordered to commit suicide, to fight against other undead under
  
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  the caster's control (though they'll fight others not in his/her power), or emerge into daylight, brightly lit rooms, or
  even into inhabited areas by night.
  Pestilence (3)
  touch, instant      (Avanthe, Dlamelish, Sarku)
  Causes the victim to contract a deadly, contagious plague. Alleviation or Disenchantment must be cast within CON
  minutes, or death is inevitable within CON hours. There is a 90% chance of infecting any other being of the same
  species who touches the corpse or its possessions. Huge bluish welts appear as soon as the spell takes effect. Even if
  the victim recovers, his garments & possessions are contaminated and must be cleansed. Water and Ve paste are
  best for disinfection, as does fire. This plague is species-specific, and other species can safely handle a corpse.
  Prorogation
  (Avanthe, Dlamelish, Hru'u, Ksarul, Sarku, Thumis)
  Raises the target's SR by 1 per Intensity. If his SR rises above 10, he hits only every second round on his normal
  SR. For instance, a character with a SR of 6 who was hit by a Prorogation 7, would strike on 6-7 = 5 every other
  round. More intensity can reduce him further, even to hitting only every third round.
  The Radiant Gaze
  instant   (Karakan, Vimuhla)
  A visible, hissing blast of energy, scarlet for Karakan, and orange-red for Vimuhla. This flame does 2d(Intensity)
  damage. Thus, Intensity 10 does 2d10 fire damage. It sets inflammable things alight, including clothes or hair.
  Reanimation (4)
  touch, instant      (Hru'u, Sarku)
  Brings a corpse (dead less than a week) back to a semblance of life. Wounds and damage are not healed. The
  reanimated lich has a greyish skin and emits a faint odor of putrescence. He possesses all his skills, but STR, DEX,
  and APP are 1/2 normal. After a week of half-life, he begins to decay, losing 1 point off STR, DEX, and APP each
  day thereafter. When he reaches 0, he "dies" again, and can never be revivified (though he could be turned into an
  undead). The Revivify spell automatically works on a Reanimated person.
  Sagacity
  touch     (Ksarul, Sarku, Thumis)
  Raises target's INT by 1/Intensity. This spell can be reversed.
  Silver Halo Of Soul-Stealing (5)
  instant   (Belkhanu, Hru'u)
  A glittering circlet of energy spins through the air. If a struck target fails to resist, his spirit is borne away forever
  into the Unending Grey, leaving him a mindless automaton whose every action must be specifically commanded.
  Disenchantment is useless -- only Revivication or Re-embodiment can restore the soul. Physical defense or cover is
  
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  futile, but the Silver Halo is deflected by Warding, Seal Upon the Powers, Muniments of Excellence and similar
  spells. The Halo does not work on soulless beings (demons, etc.)
  For each Intensity above 5, subtract 5% from the victim's chances of resisting.
  Speculum Of Retribution (4)
  no range  (all but Belkhanu and Vimuhla)
  Creates an invisible shield around the caster. If he successfully resists a spell directed at him, the hostile spell is
  redirected back onto the enemy magician. He is permitted to resist as usual.
  This does not block physical weapons or objects.
  Stealth
  touch     (Belkhanu, Hru'u, Ksarul, Sarku)
  Each Intensity increases all the target's Stealth skills by 10.
  Tranquilization (6)
  (Avanthe, Belkhanu, Hnalla)
  Everywhere within the Range is surrounded by an area of calm. Rain, wind, and snow cannot enter; ocean waves
  are stilled; and even earthquakes cease within the spell's range. Useful aboard ships.
  Vapor Of Death (6)
  instant, no range   (Hru'u, Ksarul, Sarku, Vimuhla)
  A visible fog of noxious gas appears 1m in front of the caster and rolls directly away at a speed of 1m/sr.  The fog
  is roughly 1m in every dimension, +1m for each Intensity over the initial 6. The exact effects vary with the temple.
  Deity
  Vapor Type
  Hru 'u
  Purplish-gray nerve gas. Breathing creatures die in 2 rounds unless they resist with their CON. Control of
  Self protects. Alleviation cures the target.
  Ksarul
  Bluish-black suffocating gas; breathing creatures take 1d8 damage, and continue to "bleed" 1 pt per round
  internally until death. Control of Self protects. Healing, but not Alleviation, cures and stops all damage.
  Sarku
  Green-brown corrisive gas, causing 3d6 damage. Armor does not protect, but wet cloth reduces damage to
  1d6. Immersion in water prevents damage.
  VimuhlaReddish-brown smoke; breathing creatures die in 4 rounds from fumes. On round 1, one feels drowsy. On
  2, he falls unconscious. On 3, he goes into a coma. On 4, he dies. Alleviation, Control of Self, and rolling CONx3
  all cure and/or protect the victim.
  Visitations Of Other Planes (10)
  (Belkhanu, Hnalla, Hru'u, Ksarul, Sarku, Thumis)
  
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  The caster can see an interplanar nexus point and go through it, taking companions with him. He can see through
  the point and get an idea of what lies on the other side (i.e., whether there is breathable air or immediate harm
  awaiting).
  
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  Temple Spells
  Avanthe
  A # indicates minimum pt value.
  Spell Name
  Breath of the Goddess (shared with Dilinala)
  Climatisation (shared with Dilinala)
  Envenomisation (8)
  Fructification
  Seismism
  Well That Waters the World (6) (shared with Dilinala)
  Zoification (5)
  Breath Of The Goddess (Avanthe & Dilinala) touch
  Can be cast either as "exhalation" or "inhalation".
  "Exhalation" forms a bubble of breathable air around the caster with a 1m radius per Intensity. It can be
  used underwater, in poison gas, etc. It may repel hostile sea creatures.
  "Inhalation" creates a bubble of vacuum within the radius. Each living being within takes 1d(intensity)
  damage; no resistance allowed. The caster is always inside.
  Climatisation (Avanthe & Dilinala) self-only
  Creates a pleasant climate in a 1m per intensity globe around the caster, shielding her from temperatures from -40
  C (-40 F) to 60 C (140 F). It keeps off rain, snow, and wind (and dispells a wind Vallation). The spell moves with
  her.
  Envenomisation (Avanthe) (8) touch
  If overcome, the target (not a magic being) is infused with a poison which can be activated whenever the caster
  wishes (so long as the spell has not expired). Once activated, he dies painlessly in 2 combat rounds. Alleviation
  cures the poison (considered to have a POT equal to the caster's POW), but not Disenchantment.
  Fructification (Avanthe) instant, touch
  Increases fertility. Effect varies with intensity.
  
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  1
  An unproductive plant is made fruitful, and bears abundant fruit at its normal growing period.
  2
  One barren (unintelligent) female animal is made fertile and capable of impregnation.
  3
  As 2, but works on semi-intelligent beings.
  6
  As 2, but works on females of the caster's species.
  Seismism (Avanthe)
  Causes an earth tremor within a radius of the spell's Range. Anyone within the circle of effect must subtract the
  spell's Intensity from their DEX, then roll their remaining DEXx5 each round to remain standing; if their die roll
  is more than twice the needed roll, they take 1d6 damage and fall. Delicate objects have a 20% chance per Intensity
  of breaking if their bearer falls. If cast indoors, roofs, walls, and pillars have a 10% chance per Intensity of being
  brought down.
  Well That Waters The World (Avanthe & Dilinala) S 6
  A horizontal hole appears in the ground or other hard surface. It produces 50 liters of water per extra Intensity. The
  water is of extra-planar origin, so this spell can even be cast on the deck of a ship.
  Zoification (Avanthe) (5)
  Makes plants take on a sort of half-life for the Duration, whipping and snatching at those within a circle of effect
  1m radius per Intensity. Low growths -- bushes, shrubs, weeds, & grasses -- only impede movement; victims must
  roll STRx3 to move or stand up, and STRx5 to keep from being pulled down.
  Saplings or trees do 2d6 damage per round (armor protects) to anyone nearby, but do not impede
  movement unless there is undergrowth present (which acts as described above).
  Belkhanu
  Spell Name
  Aeriality (4)
  Avulsion of the Spirit Soul (7)
  Etherealisation (3)
  Re-embodiment (5)
  Spiritism
  Transmogrification (2)
  The Viaticum of the Yellow Robe (3)
  Aeriality (Belkhanu) (4)
  The caster can make a target float into the air. Movement rate of levitated parties is Intensity m/r. Those who do
  not wish to be affected may resist the spell caster.
  
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  4
  Control is shaky and floaters are at half skill with spells and skills. Intensity number of targets of
  no more than Intensityx10 total Size points each may be affected.
  6
  Creates an invisible, stable, circular platform with a 3-meter diameter in midair from which the
  targets can cast spells and fire ranged weapons. Will carry up to Intensity number of targets of 10xIntensity SIZ
  each.
  9
  Picks up all targets within a 6-meter diameter sphere and carries them up to 100 meters into the
  air and at an air speed of 30 meters per round until the spell expires. This variant will only pick up beings of a SIZ
  less than 10xIntensity but will pick up any number of total SIZ points of targets.
  Avulsion Of The Spirit-Soul (Belkhanu) (7)
  Removes the target's spirit and sends it off into the Unending Grey, leaving the body alive, empty and catatonic.
  Another spirit may then possess the vacant body, either the caster's or the spirit of a dead member of the
  same species (using Belkhanu's spell of Re-embodiment). STR, CON, SIZ, DEX and stats derived from them are
  those of the vacated body. INT, POW, CHA and stats derived from them are those of the possessing spirit, as are all
  skills and knowledge.
  One who casts Perception of the Energies can sense a possessing spirit, though he needs to overcome the
  possessing spirit in a magic struggle in order to do so. Spells of Ascertainment and Elicitation will not work. A
  successful spell of Disenchantment will evict the possessing spirit. If the caster's spirit possessed the target and his
  own body was well cared for in his absence then he may return to it. Otherwise the evicted spirit returns to the Isles
  of the Excellent Dead where it can never again be contacted or revivified.
  Etherealisation (Belkhanu) (3)
  This spell separates the target's spirit from its body, and allows it to explore the area from an ethereal perspective.
  When the spell expires or is dispelled with Disenchantment the spirit returns to its body. The spirit is blocked by
  spells such as The Seal Upon the Powers, The Sphere of Impermeable Quiescence, Warding, Guarding, and
  Vallation, and may not explore beyond them.
  3
  Self only
  5
  Will affect single target of the caster's own species
  8
  Will send the caster's spirit to the nearest other Plane, where it can observe but not act. This can
  be used to look through a floating nexus point, and if so used the caster must roll a d10 (1-7=may return safely, 8-
  9=emerges on another randomly selected Plane, 10=permanently lost in the Unending Grey).
  10
  Allows the caster to travel up to 1 kilometer on his own Plane, and to manifest his astral self
  physically from there (but not use other-planar energies of any sort, such as magic or eyes). If he somehow suffers
  damage to his astral body it will appear on his physical body, and if his astral body is killed his physical body is
  likewise destroyed and his spirit goes off to the Isles of the Excellent Dead.
  Re-Embodiment (Belkhanu) (5)
  The caster can place the spirit of a dead or disembodied person in the body of another member of the same species.
  5
  The person to be placed must have been dead no more than 1 hour and the body to receive
  him/her must be empty of its own spirit (usually by use of Avulsion of the Spirit-Soul).
  
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  6
  The spirit of a person dead no more than 12 hours is placed in the body of a new-born infant.
  Roll a d10 (1-7=the intruding spirit trimphs over the infant's spirit, which is sent off to the Isles of the Excellent
  Dead; 8-10=the infant's spirit triumphs and the spirit of the deceased is similarly banished, never to return). The
  re-embodied person must grow to maturity in the new body. The priesthood of Belkhanu charges heavily for this
  service, from 10,000 Kaitars for a wealthy clan to much much more for a noble clan.
  9
  This is an advanced variant of Revivification. The caster can revivify 1d3 of his own species,
  dead no more than 1 day, at once, and only needs to possess a handful of flesh from each corpse. It only works once
  on any target. After using the spell the caster cannot use any sorcery, not even Eyes, for a month, at peril of forever
  losing his magical abilities. The Temple of Belkhanu asks 20,000 to 60,000 Kaitars from followers of the Lords of
  Stability for this spell, and double or triple from devotees of the Lords of Change. If an Imperial Prince or other
  high grandee is involved, they may require political concessions instead.
  10
  As #9, above, but revivifies 1-10 who need not be of the caster's own species. The caster must
  refrain from sorcery for two entire months after casting this variant. The fee for this spell is identical to that for the
  #9 version.
  Spiritism (Belkhanu)
  This spell allows the caster to summon and communicate with the spirits of the dead, who must have died no
  longer before the casting than a period equal to the Duration, and within the Range of the spell.
  1
  Summons by name a spirit of the caster's species and allows the caster to speak with it. It is not
  required to speak the truth, and the two must share a language in order to communicate.
  3
  The target may be of any species
  5
  Caster can speak with a spirit of any intelligent species telepathically, so its name and language
  are not necessary
  7
  As with #5, but comrades within 3 meters of the caster can listen to the telepathic conversation.
  10
  If the target fails to resist, it is compelled to answer 3 of the caster's questions truthfully. The
  target must be of the caster's species, they must share a language, and its personal name must be spoken correctly
  in the incantation of the spell.
  Transmogrification (Belkhanu) (2)
  A spell that allows the caster to manipulate the fabric of the Planes.
  2
  Opens a door to a specific Plane known to the caster. The door will admit any number of beings
  of up to 10xIntensity SIZ. It can be recast from the other side in order to return, but one must stand in precisely the
  same spot and face the same direction.
  3
  Opens a pocket-dimension storage space which can hold up to 10xIntensity SIZ points of
  inanimate beings. Living beings placed in this space will die from lack of air. This storage space does not move
  with the caster, but stays where it was cast. It must be renewed every 24 hours, or anything placed in it is forever
  lost.
  5
  As with #3, but travels around with the caster.
  6
  Creates a pocket-dimension prison, which will hold up to 10xIntensity SIZ points of foes. They
  must be overcome in a magical struggle, and if the spell expires or is dispelled they are released. This spell lasts 24
  
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  hours, and may be renewed daily, but those within must be defeated in a magical struggle every day in order to
  keep them imprisoned. This prison has air, but no food or water.
  8
  Creates an inter-planar highway to a location fixed in advance. First the caster must prepare the
  destination spot by casting this spell. Then when he wishes to use it, no more than an hour after preparing it, he
  casts this spell again, spending magic points a second time, and all those within 3 meters of the caster are
  transported to the destination, which must be within Range. Targets may resist this with a successful magical
  struggle if they wish.
  10
  The caster may travel along the vast road that leads past Death to the Isles of the Excellent Dead,
  there to seek the great ancient sages of the past, a deceased loved one, or some other departed spirit who may have
  some information. The individual's language and name must be known. The GM will have to adjudicate how likely
  this is to work, with chances of success ranging from 60% for someone who has been dead a year, to perhaps 1%
  for someone who died during the Empire of Llyan of Tsamra. It is not possible to find spirits that predate the First
  Empire.
  The Viaticum Of The Yellow Robe (Belkhanu) (3)
  This spell is a powerful blessing against the undead and those who would spread this sort of half-life.
  3
  All undead within range of the spell who are overcome in a magical struggle are laid to rest
  permanently, and may never again be returned to the half-life favored by the Temple of Sarku, and related deities.
  Range may not be augmented.
  7
  Slays all undead within range of the spell, plus living minions of Sarku such as the Worms of
  Death. They do not get a spirit resistance roll. Range may not be augmented.
  9
  (Instant) Cast upon a living being of the caster's species, it ensures the target will never be made
  into one of the undead. Uncooperative targets (such as worshippers of Sarku) can resist this spell with a successful
  magical struggle. Disenchantment will not remove this spell, though a successful Divine Intervention from Sarku
  could work. The priesthood of Belkhanu charges from 1,000 to 5,000 Kaitars for this spell.
  Chegarra
  Spell Name
  The Gauntlet of Might
  The Harness of the God-King
  Higher Mastery (shared by Karakan)
  Replication of Heroes (4) (shared by Karakan)
  Swift Thrust of Death (9) (shared by Karakan)
  The Valor of the Divine Kingdom
  The Gauntlet Of Might (Chegarra) touch
  The target's hand takes on a metallic, glittering appearance. Anyone struck by the fist takes 1 extra point of
  damage per Intensity. Can smash open a door -- match double the Intensity vs. the door's armor points. Also,
  cancels Barring and Broaching (Vimuhla) if its Intensity is no more than 2 less than the defensive spell.
  
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  The Harness Of The God-King (Chegarra) (3)
  Summons the 12-pt suit of armor worn by Chegarra's legendary shield-bearer, Danuo, at the Battle of
  Dormoron Plain. It appears before the caster and anyone can then don it, taking the usual length of time. It cannot
  be dispelled by Disenchantment.
  The user must not be a worshiper of Change, and must have at least 90% in a melee attack and parry skill,
  or the armor returns to its own plane in disgust and will never again respond to a summons from the caster who
  has dishonored them.
  For 5 Intensity, the large shield Chonkotuel also appears. It has 20 armor points, which are never reduced
  due to damage.
  For 9 Intensity, the one-handed sword Arosuel comes. It has 12 armor points, which are never reduced due
  to damage, and does double damage. It also can cast The Radiant Gaze at Intensity 6, which it can cast for the user
  (using his MPs to power it).
  The shield and sword must be used by the armor-wearer.
  The Valor Of The Divine Kingdom (Chegarra) self-only
  The caster becomes recognized as leader of all friendly individuals within Range, and they will obey so long as he
  gives "brave" or "heroic" commands. The higher the Intensity, the higher their morale is raised. This spell is most
  useful in a mass combat situation.
  Chiteng
  Spell Name (Temple) (Minimum Intensity); Type
  Devitalization (see Vimuhla)
  Punition (6)
  Calcination (6)
  Fist of Fire (3)
  Infrangible Incandescent Orb (10) (see Vimuhla)
  Panoply of Iron (6) (see Vimuhla)
  Calcination (Chiteng) (6); instant
  This silent, invisible spell burns a neat, flameless hole through the target, doing 4d6 damage which he cannot
  resist. However, armor protects normally.
  The spell can be cast to burn a hole through any non-metal substance. To do this, the caster must touch the
  target, and Range in cm is the depth the hole reaches. The hole is 1/2 as wide as it is deep, or narrower if the caster
  wishes.
  
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  Fist Of Fire (Chiteng) (3); instant
  Hurls a glob of molten lava from the heart of some world in the Planes beyond. The caster's chance to hit is equal
  to his skill in any thrown missile. If the missile hits, it does 1d6 damage per Intensity (armor and shields protect
  normally), and sets inflammable belongings ablaze. Anyone within 3m of the target must roll DEXx5 or be
  splashed with some lava for half damage.
  Punition (Chiteng) (6)
  This favorite spell of the Company of the Edification of the Soul causes incredible burning agony, but leaves no
  external mark. A target that fails to resist must attempt a CON roll. If he rolls over CONx5, he is incapacitated
  and, if questioned, will confess to crimes, provide information, etc. If he rolls CONx5 or less, he retains enough
  presence of mind to move or take non-combat actions (but no spells). He can lie or equivocate if interrogated. If he
  rolls CONx2 or less, he can ignore the pain.
  Dilinala
  Spell Name
  Crown of Purity
  Encapsulation (5)
  Well That Waters the World (6) (shared with Avanthe)
  Breath of the Goddess (shared with Avanthe)
  Climatisation (shared with Avanthe)
  Girdle of the Maiden
  Crown Of Purity (Dilinala)
  An intelligent being who fails to resist must reply truthfully to one question that the caster asks. The spells
  Domination and Eradicator of Veracity (Sarku) render the target immune to this spell. Also, the Nyagga and
  Mihalli are immune to this spell.
  1
  works on members of the caster's species
  4
  works on members of friendly species
  5
  works on inimical species (Ssu, Hluss, etc.)
  7
  works on undead
  8
  works on androids, automatons, and animated statues
  Encapsulation (Dilinala) (5)
  A target who fails to resist is put out of synch with this Plane. For the Duration, he is a frozen statue, solid as steel,
  unable to move or think, and immune to any type of damage, magic or otherwise. Objects attached to the target
  (including other beings in close physical contact) are included in the stasis. Disenchantment frees the target.
  It normally works on beings up to SIZ 20. Each additional Intensity increases the SIZ affected by 5.
  
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  Girdle Of The Maiden (Dilinala) C, touch
  This spell is reversable. When cast in the "positive" mode, a faint turquoise glow surrounds the target, who must be
  female. For each Intensity, her Fatigue and Hit Points are increased by 1 for the Duration. This spell is ineffective
  on beings lacking a clearly defined female genre (hence, it won't affect Ahoggya, Pachi Lei, or the hermaphroditic
  Mihalli).
  In the "negative" mode, it may only be cast on a male of the caster's species. That male is then rendered
  incapable of attacking any female in hand-to-hand combat for the Duration. He can fire missiles or spells, and can
  attack females of other species. A female not recognizable as such (in boy's clothing, cloaked), can also be
  attacked. An affected male can parry, shout for help, etc.
  Dlamelish
  Spell Name
  Concupiscence (6)
  Emerald Paramour (5)
  Emulation
  Enthrallment
  Imbition (4) (shared by Hrihayal)
  Polychrest of the Third Octant (shared by Hrihayal)
  Potence (shared by Hrihayal)
  Rejuvenescence and Senescence
  Concupiscence (Dlamelish) (6)
  The target experiences compelling, instant, and unbearable ecstasy. If she fails to resist, she loses all sense of what
  she is doing and is incapacitated. Normally, only beings capable of joy can be affected by this spell. However, at
  Intensity 9, the spell affects undead and creatures produced by magic.
  Emerald Paramour (Dlamelish) (5)
  An incubus or succubus appears which the caster can send forth to a specified victim, who must be known to the
  caster by name and appearance, plus be within Range. When confronted by the Paramour, the target must roll
  POWx5 or fall madly in love. If in love, he'll do everything possible to remain with the creature, fighting off his
  friends, resisting to the death, etc. In any case, the target cannot bear to attack the Paramour physically or
  magically, though he could try to flee or dispell it with Disenchantment or similar spells.
  The Paramour is immune to all physical and most magical attacks. Anyone within 1m of the Paramour
  loses 1 HP every 5 minutes. One thusly slain by the Paramour cannot be Revivified, though Re-embodiment
  (Belkhanu) will restore him.
  
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  Enthrallment (Dlamelish) touch; duration in hours
  This spell is indetectible. Each Intensity adds +5 to any attempt made to impress or attract someone of one's own
  species. It is best for skills such as Dance, Sing, Play (instrument), etc.
  Can also be used to perform an outright seduction of an unwilling individual. If the spell is not resisted,
  the caster receives a 10% chance of success per Intensity. If the caster succeeds, the target will reveal secrets, give
  orders, and otherwise act according to the wishes of his erstwhile paramour for several minutes after each sexual
  encounter.
  The spell can be reversed, in which case the target is made subtly repulsive.
  Polychrest Of The Third Octant (Dlamelish & Hrihayal) touch
  Each Intensity raises the target's CON by 1. May be reversed. If a target's CON is reduced to 0, he does not die, but
  becomes incapacitated, though he remains fully conscious. In addition, if CON reaches 0, the spell's effects become
  permanent (but can be Disenchanted). This latter is employed as a punishment. The helpless victim, still able to
  understand what is being done, is placed in a featureless chamber, fed with Nutrification, and left to go mad with
  boredom and solitude.
  Emulation (Dlamelish) C; touch
  The caster is disguised as another person. She can change her apparent size by +8 or -4. Her stats don't change,
  and if a being has more limbs than she, she cannot activate any "extra" limbs. She cannot employ any special
  powers or language of the being she resembles. Disenchantment restores her natural shape. Intensity varies what
  she can imitate.
  1
  a member of the same species, sex, and approximate age. She cannot become a specific person,
  merely look different from her normal appearance.
  3
  as above, but can emulate a specific person.
  7
  a being of a different species, sex, or age, including non-intelligent or semi-intelligent animals,
  but not a specific one
  10
  as above, but can emulate a specific being.
  Imbition (Dlamelish & Hrihayal) (4); touch
  A defensive spell. If the user is attacked by an aggressive spell, and successfully resists, the offensive spell's
  Intensity is added onto the player's MPs (up to her normal maximum).
  Potence (Dlamelish & Hrihayal) touch; Duration in hours
  For the Duration, the target has the stamina to maintain his or her sexual powers, no matter how many encounters
  he or she may have. This can be reversed to cause impotence instead.
  Rejuvenescence/Senescence (Dlamelish) touch; duration in days
  The target is rejuvenated for the spell's duration. She becomes younger and has all the powers of her youth, while
  retaining the knowledge, skills, memories, etc. of her present age. For each Intensity, she becomes 1 year younger.
  This spell can be reversed, in which case each Intensity increases the target's physical age by 1d6 years, possibly
  lowering stats.
  
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  This spell can be made permanent. To do this, the caster needs no Duration, but sacrifices 1 POW. A
  small blackish nut-like kernel is created, which the target must keep within 50m. If the kernel is taken beyond this
  distance, it crumbles, and the target at once returns to her real age. This spell can be cast multiple times, creating
  several kernels.
  All forms of this spell (even the permanent one) are vulnerable to Disenchantment.
  
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  PART 5: CULT AND TEMPLE SPELLS:  Dra, Durritlamish, Gruganu, Hnalla, Hrihayal, Hru'u
  Dra
  Spell Name
  Apathy
  Risibility (4)
  Fulguration of Immanent Grandeur (see Hnalla)
  Hymnal of the Lord of Light (6)
  Metastasis (5) (see Hnalla)
  Negation of Unstability (see Hnalla)
  Enchantments
  Apathy (Dra)
  The target is suffused with deep and overwhelming ennui, with no desire to move, fight, speak, or act. Commands,
  threats, pain, and sensations are of no interest, and he is immune to Domination, Semblances, or other forms of
  mental command. This spell can be used to withdraw from unpleasant or boring conditions. Possible targets vary
  with Intensity.
  1
  Caster himself
  4
  Another intelligent being
  9
  semi-intelligent or unintelligent being
  Hymnal Of The Lord Of Light (Dra) (6); self only
  The caster's face is illumined with the beauty of the Perfect Radiance of Hnalla. No servitor of Change can look
  upon his countenance and must fight, launch missiles, or cast spells at the caster as though blind. The light
  illuminates an area 2m in diameter per Intensity, making it as bright as day. Undead suffer 1d3 damage per round
  they remain within. The spell cannot be cast if a demon of Change or creature created by sorcery (whether Change
  or Stability) is within the area, but once cast, they cannot enter the light. Semi- and non-intelligent animals are
  driven off by the light, but are not physically harmed by it.
  Risibility (Dra) (4); Range is in 1m increments
  All intelligent beings within range perceive the ludicrousness of life and, if they fail to resist become jocose and
  break out in hysterical laughter. A victim must fail his INTx5 each round he is affected to take any action other
  than laughing. Thus, more intelligent targets are worse-afflicted. Disenchantment dispels the jollity.
  
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  Durritlamish
  Spell Name
  Necrophobia (2)
  Depuration (see Sarku)
  Entombment (5)
  Eradicator of Veracity (3) (see Sarku)
  Putrefaction (8)
  Summoning of the Spectral Hosts (see Sarku)
  Entombment (Durritlamish) (5); instant
  A coffin-shaped sepulchre 3m wide, 1.5m high, and 5m long is created in an area of unworked earth or natural
  stone. The spell cannot be used if the surroundings are masonry, brick, wood, or worked substances. The tomb
  appears 2m underground at a site within Range and sight of the caster, and the target, if he fails to resist, is
  transported to it magically.
  The target can use magic, but take no other actions. Etherealization (Belkhanu), Decorporealization
  (Hru'u), Discerner of Enchantments (Thumis), or Guiding (also Thumis), or a 5 Intensity Ascertainment can find
  the victim easily. Disenchantment is futile.
  Necrophobia (Durritlamish) (2)
  A victim (any intelligent non-undead), if he fails to resist, flees in abject terror from the sight of any undead being,
  including the Worms of the Night, and other special minions of Sarku, Durritlamish, et al. The victim drops
  anything which he can easily discard. He can be freed by Disenchantment, Intrepidity, Glorious Call (Karakan),
  Devotion to the Flame (Vimuhla), or Valor of the Divine Kingdom (Chegarra).
  Perception of the Energies or Discerner of Enchantments (Thumis) identifies the spell's presence.
  Putrefaction (Durritlamish) (8); instant
  The target's body begins to rot and slough away. He dies in CON rounds unless Alleviation is cast. In any case, his
  HPs are halved until Healing is applied -- even if he is Revivified.
  Gruganu
  Spell Name
  Attainment of Enlightenment (5)
  Web of Refulgent Command (see Ksarul)
  Labyrinth of Elongated Shadows (5)
  Azure Scarab (4) (see Ksarul)
  
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  Food of the Ssu (see Ksarul)
  Invigorator of Blades
  Attainment Of Enlightenment (Gruganu) (5); self only
  The caster is temporarily gifted with the knowledge of a selected Universal spell which he does not already know.
  He can recall and cast the spell until the Duration expires. Intensity 9 permits the caster to know a selected
  Common spell from any temple.
  Invigorator Of Blades (Gruganu) touch
  One projectile point (like an arrowhead) is made to glow with bluish luminescence, and does double damage. An
  Intensity of 7 permits the spell to be cast upon a melee weapon. However, if the weapon leaves its wielder's hand,
  the spell terminates. This spell has no effect on blunt weapons.
  Labyrinth Of Elongated Shadows (Gruganu) (5)
  If the target fails to resist, he is transported to Ksarul's horrid Citadel of the Twelve Pylons of Ta'lar, a mighty
  fortress established on the Forty-Fifth Plane, ruled by the Demon Lord Qu'u. This is a place of utter darkness; no
  light can exists here. The wretched victim wanders through this tenebrous edifice for the Duration. Each minute
  spent here, he has a 10% chance of meeting one of Qu'u's hideous insectoid servitors. These servitors often won't
  harm a minion of Gruganu or Ksarul, but attack outsiders, as simulated by a 1d100 roll. The target also rolls
  1d100, adding his Special Success chance in his highest weapon or sorcery skill. High roll lives. A dead victim's
  corpse reappears on Tekumel naked and wrapped in a silky cocoon.
  Hnalla
  Spell Name
  Globe of Distant Discernment (3)
  Fulguration of Immanent Grandeur (shared by Dra)
  Inimitable Defender (2)
  Metastasis (5) (shared by Dra)
  Negation of Instability (shared by Dra)
  Peaceful Repose (5)
  Power of Ultimate Perfection (3)
  Ritual of the Purified Sphere
  Globe Of Distant Discernment (Hnalla) (3); Range in 100m increments
  The caster can send his power of vision away from himself. His "eyes" can turn corners, go up or down staircases.
  At Intensity 3, they cannot pass physical or magic barriers. Nor can they cross obstacles the caster could not
  traverse (such as rivers or chasms). The caster's body is blind while this spell is in effect. At Intensity 7, the eyes
  can pass physical barriers up to 1m thick, but not magic barriers or metal of any type. At Intensity 9, the eyes can
  fly at a height of 2m.
  
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  Fulguration Of Immanent Grandeur (Hnalla & Dra) instant
  A beam of scintillating white light hits the target, accompanied by a high ringing sound, like a hammer striking an
  anvil. A target that fails to resist takes 1d4 damage per Intensity. This spell affects living beings only, not undead,
  androids, automatons, demons, or creatures created by sorcery. Walls, floors, furnishings, etc., are not harmed.
  Inimitable Defender (Hnalla) (2); self only
  A 1m diameter dome of nacreous crystalline force surrounds the caster. No spells can penetrate from without.
  Undead, demons, and creatures created by sorcery cannot enter the sphere, though androids can. The spell moves
  with the caster, and he can fight from inside. Each Intensity either increases the dome's diameter by 1m, or
  increases its efficacy as given below:
  2
  those within cannot use sorcery, nor magico-technological devices
  6
  those within can cast spells out through the dome
  9
  as above, but only slow-moving substances can penetrate from without (such as gas, or lava).
  Blows, spells, and foes are all repelled. This form of the spell cannot move with the caster.
  The Inimitable Defender is resistant to Disenchantment -- it takes half-again the normal Intensity to
  dispel.
  Metastasis (Hnalla & Dra) (5)
  Teleports the caster with as many additional targets as Multispelled (all of whom must be within 2m) to the
  location of the caster's choice, which must be within Range. He must have visited the chosen site within the
  Duration.
  Negation Of Instability (Hnalla & Dra)
  A special Disenchantment effective only against illusions. Phantasms and phantasm-like effects which are immune
  to Disenchantment are dispelled by this. Phantasms and their ilk which can be dispelled by Disenchantment can be
  canceled by this spell at 1/2 normal Intensity. It destroys Transfusion (Hru'u), Emulation (Dlamelish), and similar
  spells. Phantasmal or illusory effects that are a natural ability rather than a spell are dispelled at an Intensity equal
  to half the target's POW. This applies to the illusory forms of Mihalli, Chashkeri, etc.
  Peaceful Repose (Hnalla) (5); touch; Duration in hours
  For each hour the target sleeps while under the effect of this spell, he regains 1 MP, in addition to whatever he
  would gain normally. In addition, he is protected against the Nightmare of Terror (Hru'u) for the Duration.
  Power Of Ultimate Perfection (Hnalla) (3)
  Any minor demon devoted to Change is sent back to its own plane, unless it resists. Greater Demons are not
  affected.
  Ritual Of The Purified Sphere (Hnalla) Range in 1m increments
  Hallows all the ground within Range, rendering it impassable to undead and demons or creatures produced by
  sorcery who are dedicated to Change. At Intensity 7, priests dedicated to gods of Change cannot enter the circle. If
  
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  a "blocked" being is within the circle when it is cast, it can freely enter and leave that particular circle thereafter.
  The circle has no effect on spells and can be canceled by Disenchantment.
  Hrihayal
  Spell Name
  Dance of the Emerald Goddess (4)
  Diminution
  Imbition (shared with Dlamelish)
  Obturation (5)
  Polychrest of the Third Octant (shared with Dlamelish)
  Potence (shared with Dlamelish)
  Dance Of The Emerald Goddess (Hrihayal) (4)
  This spell has three forms. Disenchantment releases victims of all forms of the spell.
  The Demoness Maraggu: the target is led off in a random direction for the Duration. In the Underworld,
  they are lost in the maze. Outdoors, they are lost in a forest. Those unaffected see nothing. They may accompany
  victims, but no amount of pleading dissuades a devotee from following the Demon Temptress.
  The Dancing Maiden of Temptation: the target becomes the goddess' willing slave for the Duration in
  rounds. The caster may command the victim to help her, fight, flee, or commit suicide. If he is asked to do
  something contrary to his nature (like commit suicide), he can attempt to resist the spell again, but if he fails, he
  must obey.
  The Demoness Ulela: this version is cast upon an area 6m in diameter, and the effect remains for the
  Duration. Anyone that enters the area sees the Maid of Despairing Delight. Should he fail to resist the spell's
  Intensity, he becomes a devotee of the most salacious Aspects of the Emerald Goddess. He must be restrained from
  committing obscene acts upon anyone within reach, and nothing can free him but Disenchantment.
  Diminution (Hrihayal) touch
  The target loses 1 SIZ per Intensity. Can be cast upon inanimate objects as well as living beings. A target reduced
  to SIZ 0 becomes 1mm tall. His possessions are reduced with him.
  Obturation (Hrihayal) (5)
  All the target's bodily orifices are sealed; he cannot hear, sweat, excrete, or breathe. For the first minute, the target
  can still fight, move, and cast spells. At the start of the second minute, he falls to the ground and becomes
  moribund, dying CON rounds later. This spell normally only works on beings SIZ 20 or less. For each additional
  Intensity, add 10 to the SIZ affected.
  Hru’u
  Spell Name
  
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  Amethyst Expurgation (3) (shared by Wuru)
  Confusion (shared by Wuru)
  Congelation
  Decorporealization (4)
  Nightmare of Terror (2)
  Transfusion (3)
  Vindication of Instability (shared by Wuru)
  Viscosity
  Amethyst Expurgation (Hru'u & Wuru) (3)
  Any minor demon devoted to Stability is sent back to its own plane, unless it resists. Greater Demons are not
  affected.
  Confusion (Hru'u & Wuru)
  The target's mind is befuddled and all his skill chances drop by 5 per Intensity. Disenchantment cancels the effect.
  Congelation (Hru'u) instant
  Freezes the area struck. Can be targeted at a living being or an expanse of water or mud. If cast at water or mud, it
  transforms 1 cubic meter to ice per Intensity. For double Intensity, the ice can be formed into a wall, standing above
  the ground.
  At least Intensity 5 is needed to affect a living being. The target must resist with his SIZ or is frozen. If
  frozen, he must resist his CON vs. Intensity or die. If he lives, he is numb and useless, and cannot move until he
  rolls CONx1, when he recovers.
  Decorporealization (Hru'u) (4); touch
  The target's body becomes insubstantial and translucent. He can move normally, plus levitate or descend through
  solid substances at 20m/round. If he is within a solid object when the spell ends, he dies in an explosion (3d6 to all
  within 3m). The caster's clothing, weapons, and possessions are not decorporealized with him, and he cannot fight,
  cast spells, or speak while discorporeal. Disenchantment removes this spell, plus the caster can drop it at any time.
  Nightmare Of Terror (Hru'u) (2); Duration measured in hours
  Must be cast upon a sleeping victim known personally to the caster, who must be within Range but need not be
  visible. It projects the nightmare of the caster's choice, and knowledge of the target's fears and phobias is thus
  desirable. Such knowledge adds 25 to the chance of overcoming the target's resistance. Intimate knowledge of the
  target's fears adds 50.
  Each time the target sleeps during the Duration, he loses 1 CON from fear and pain. This loss is
  cumulative. Once the Duration expires, he regains lost CON at the rate of 1/day. Disenchantment dispels it, but the
  CON loss remains till restored. If the target's CON is reduced to 0, his hair turns white, he goes into convulsions,
  and he dies in his sleep.
  
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  Transfusion (Hru'u) (3); self only
  A phantasmal being (of any form -- Ahoggya, Kuruku, Sro, etc.) is created and the caster's soul enters it. His body
  remains comatose for the Duration, and he becomes in effect the creature, possessing its STR, CON, SIZ, DEX,
  and APP, but retaining his own INT and POW. He does not gain special talents (such as the Ssu's hypnosis), and
  does not gain knowledge of the creature's language or customs. While in the phantasmal body, he can only use
  Enchantments, not Ceremonies or Summonings. The being appears sans weapons or armor, and cannot be made to
  resemble a specific individual, but is an idealized member of the species.
  For each Intensity beyond the basic 3, the caster can transform to a creature with an average SIZ up to 6
  different from his own. Thus, a SIZ 13 caster would need 2 extra Intensity to change into a Black Ssu (average SIZ
  26).
  Disenchantment won't cancel this spell, but Negation of Instability (Hnalla) dispels it and slays the caster.
  Vindication Of Instability (Hru'u & Wuru) Range in 1m increments
  This hallows all the ground within Range, rendering the area impassable to demons and creatures produced by
  sorcery dedicated to Stability. At an Intensity of 7, priests dedicated to gods of Stability cannot enter the circle
  either. If a "blocked" being is within the circle when cast, it can freely enter and leave that particular circle
  thereafter. The circle has no effect on spells and can be canceled by Disenchantment.
  Viscosity (Hru'u)
  Affects a circle 1m in diameter per Intensity, within which the surface is changed into thick, gooey mud 1.5m deep
  for the Duration. It works only on natural stone or earth. Masonry, brickwork, wood, metal, etc. are immune. A
  being standing in the mire when the spell ends or is canceled is forcibly extruded to the surface at spell's end and is
  prone.
  With at least 8 Intensity, the spell can be cast at a being in an attempt to turn his bones and flesh into a
  sticky mess. The body congeals into a spongy mass when the spell expires. This is effective against anything but
  demons. If two or more targets are deliquesced together, and their bodies have run together, this makes revivication
  difficult -- half normal chances for success, and both individuals must be restored at once.
  
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  PART 6: CULT AND TEMPLE SPELLS: Karakan, Ketengku, Ksarul, Qon
  Karakan
  Spell Name
  Glorious Call
  Higher Mastery (shared with Karakan)
  Perfected Gem of Obliteration (8)
  Replication of Heroes (4) (shared with Karakan)
  Swift Thrust of Death (9) (shared with Karakan)
  Tremulation (2)
  Weapon of the Prince of Valor (3)
  Winged Disk of the Lord of the Sun (5)
  Glorious Call (Karakan) range is measured in meters
  Everyone within Range has his or her morale raised by 1 per intensity. "Morale" is a rather nebulous thing in most
  roleplaying situations, and this spell is primarily useful for high military officers and mass battles.
  Higher Mastery (Karakan & Chegarra)     (6); touch
  The target's skill with one specified weapon type is doubled in both attack and parry for the spell's duration.
  Perfected Gem Of Obliteration (Karakan) (8); touch; duration in days
  Creates a beautiful red gem about 10mm across. When the spell is cast, a target type must be specified (priests of
  Change, all Ssu, all humans, etc.). When a member of the named group touches the gem, it explodes, doing 8d6
  damage to the toucher, and 4d6 to all others within 3m. Disenchantment destroys the gem, but if the
  Disenchantment fails, the gem explodes at once.
  Replication Of Heroes (Karakan & Chegarra) (4); touch
  The target is "cloned" for the Duration. This spell may not be used upon the caster himself, as the target must be
  wearing at least 5 kg of metal. The HP are divided evenly between the clone and the original. The clone's POW is
  1/2 that of the original, and his weapons and armor are the same. Other stats and skills are identical to the original.
  If the clone moves further than Range from the original, it vanishes.
  Swift Thrust Of Death (Karakan & Chegarra) (9)
  A flashing steel-like missile flies at the target with a shrill screaming noise. Although the missile looks like a steel
  bolt, it is blocked by spells and barriers blocking magic. If the target fails to resist, he is struck dead, with a 5 cm
  wide hole in his heart. The missile can knock a hole 5 cm across and up to 10 cm deep through even tough steel.
  
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  Tremulation (Karakan) (2)
  Creates a deep vibration which deafens all within the circle of effect and prevents orders from being given or
  understood. Affects a circle 1/10 the spell's Range (so a 10m range spell is 1m across). Intensity increases the
  effect.
  2
  as above
  4
  area is so shook up that those within it cannot fight, cast spells, or do any actions requiring
  dexterity. They can leave, though.
  6
  as above, but all items of glass, pottery, etc., are shattered
  8
  shatters bones and kills those within the circle if they cannot leave within 5 combat rounds
  Weapon Of The Prince Of Valor (Karakan) (3); touch
  Must be cast upon a steel edged weapon. The weapon glows with a scarlet light and can now penetrate Warding
  without difficulty.
  Winged Disk Of The Lord Of The Sun (Karakan) (5); no Multispell
  A flat oval plate appears 1m before the caster. It is large enough to hold the caster, plus about 50 kg. It flies at his
  telepathic direction about 5 cm above ground level. It moves at 30m per round, and provides a stable platform from
  which one can fight or cast spells. The vehicle cannot cross steep chasms or other difficult obstacles. For each 2
  additional Intensity, the disk can be made large enough to hold one additional person.
  Ketengku
  Spell Name
  Benignity (shared by Thumis)
  The Bridge of Noble Passage
  Discerner of Enchantments (shared by Thumis)
  Gate of the Gray Pentacle (2) (shared by Thumis)
  The Pearl-Gray Citadel (3)
  The Scrutiny of the Omniscient Eye
  The Bridge Of Noble Passage (Ketengku)
  Creates a hard, greyish roadway with no parapets or visible supports. Both ends must be secured upon a solid
  support (one support can be higher than the other, in which case the bridge slopes). The bridge is 1m wide and 3m
  long, and can carry up to 20 SIZ. For each additional Intensity, it can be widened by 1m, lengthened by 3m, or
  enabled to carry an additional 20 SIZ.
  
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  The Pearl-Gray Citadel (Ketengku) (3) self-only
  A rippling, opaque, iridescent cylinder of energy 2m in diameter and 3m high, appears around the caster.
  It remains where cast and cannot move with the caster. Nothing can penetrate the shield. The cylinder is open at
  the top, and objects could be lobbed into it, or a cloud of gas spread down into it. For each additional Intensity, it
  can be increased by 1m diameter or 1m of height.
  The Scrutiny Of The Omniscient Eye (Ketengku)
  The target's vision is expanded into a sphere all around himself. Additional Intensity adds additional effects:
  4
  can see through physical objects no thicker than 1m,
  seeing opaque shapes as silhouettes in shades of gray
  and black. Metal of any type blocks the spell
  6
  can see through metal.
  Ksarul
  Spell Name
  Antechamber of the Blue Room (6)
  Affable Blight of Lord Uni (10)
  Azure Scarab (4) (shared by Gruganu)
  Comprehension of Devices (2)
  Food of the Ssu (shared by Gruganu)
  Obsidian Obelisk (7)
  Replication of the Mighty (4)
  Web of Refulgent Command (shared by Gruganu)
  Antechamber Of The Blue Room (Ksarul) (6)
  A faint disturbance in the air, accompanied by a low buzzing sound, appears 1m in front of the caster, and moves
  away from him at a speed of 20m/round. This follows a victim specified by the caster, turning corners, going up or
  down stairs, until it catches him or her. A room with no open doors or windows, a Vallation or a magic barrier such
  as Seal Upon the Powers, Warding, Muniments of Excellence, Inimitable Defender, or Pearl-Gray Citadel
  dissipates this spell. The spell cannot affect anyone but the selected individual, who must be visible when the spell
  is cast. When it hits its target, he must resist or be transported to the Antechamber of the Blue Room, beyond
  which Ksarul lies in eternal, enforced sleep.
  The victim is normally killed by the Blue Room's attendants, unless he is a devotee of Ksarul or Gruganu,
  or can somehow escape, trick, or convince them otherwise. If he is killed (the normal result), his body is gone, and
  only a Divine Intervention can retrieve it to permit Revivification.
  
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  Affable Blight Of Lord Uni (Ksarul) (10); instant, but see below
  This spell infects the target and a 1m diameter circle around him with a bluish-white fungus. This appears in fuzzy
  patches upon the victim's skin at once, and he dies within CON minutes, unless Alleviation is applied first. If the
  target resists, he is not infected, but must leave the circle of effect within 1 round or he is infected anyway. Whether
  he resists or not, all his organic possessions are infected (clothing, chlen-hide, etc.), and must be stripped off
  within 2 minutes. Metal, glass, stone, and the like are unaffected.
  Although this is an instant spell, Duration can be used -- which determines the time that the fungus
  remains alive and infectious within its original target circle, unless burned out.
  Azure Scarab (Ksarul & Gruganu) (4); Duration in hours
  This spell requires several hours of preparation. When cast, it produces a small dark blue gem (5mm across). For
  each Intensity, the caster can put 1 MP into the gem, which can be used to power other spells. When the spell
  expires, the jewel evaporates, along with its unused MPs. This jewel is immune to Disenchantment.
  Comprehension Of Devices (Ksarul) (2); touch
  The caster gains an understanding of the purpose and operation of one ancient magico-technological device for the
  Duration. The spell works on nonhuman devices, but this does not guarantee an ability to use them they may
  require more than 10 fingers, or more or different senses than are possessed by humankind. Complex devices may
  require over 2 Intensity. The Lightning Bringer, for instance, takes 16 Intensity.
  For 5 Intensity, the caster can know how to repair a broken device, such as an Eye, provided that he has
  the tools, materials, parts from other broken Eyes, and testing devices. He must roll 1d6 while attempting this
  repair.
  1-2
  the device is not repairable.
  3-5
  he repairs it.
  6
  if he fails an INTx5 roll, something goes seriously wrong. The device may explode or activate on
  him, etc.
  Food Of The Ssu (Ksarul & Gruganu)
  Creates a patch of the deadly purplish vegetation that existed all over Tekumel before mankind came to the planet.
  Each Intensity gives the patch 1m diameter. Anyone caught in the middle of this
  hideous bulbous foliage  must get out quickly or take damage. Anyone still inside the stuff by the second round
  takes 1 pt of damage. The third round costs 2 pts, the fourth round 3 pts, and so forth. The corrosive secretions of
  the vegetation destroys armor at the same rate as HP, but the wearer takes 1 pt less damage each round that any
  armor still remains. Long boots shod with Hluss-hide offer complete protection. The damage rates described above
  assume that the victims are standing. Anyone falling down in the stuff suffers
  double damage.
  If this spell is cast neary a party of Ssu or Hluss, they will halt for a minute or two to feed. They will fight
  if attacked, of course.
  
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  Obsidian Obelisk (Ksarul) (3); touch; no Multispell
  A stone block appears 1m in front of the caster. It is 1m wide, 1m thick, and 1m high. It can only be formed in an
  open space, occupied by no solid substance (liquids or gases do not block it). Each additional Intensity enlarges the
  obelisk by 1m in one direction. For an additional 3 Intensity, the caster can create a small door in the block on his
  side. This can only be opened or shut by the caster himself. Thus, he can admit fleeing friends, and then shut the
  door against almost anything a foe may do.
  Replication Of The Mighty (Ksarul) (4); self only
  Creates an exact clone of the caster, 1m away. The clone's HPs and MPs are equally divided between the caster and
  his clone(s). Skills are unchanged. Disenchantment cast at the clone (but not the original) causes the replica to
  vanish. When the spell expires or the clone is dispelled, the caster adds the HPs and MPs it had left onto his own.
  The caster & clone possess no mental link, but the clone knows everything the caster knew up until casting the
  spell, so if the caster had a plan in mind before creating the clone, it could attempt to fulfill its part of the plan.
  Though this is a self-only spell, Range is used with it. If the clone ever goes beyond the designated Range,
  it is instantly dispelled.
  Web Of Refulgent Command (Ksarul & Gruganu)
  Gives the caster control over an android or a creature created by the ancient masters of the temples of Ksarul or
  Gruganu. The Intensity required is given below:
  1
  Yeleth
  5
  Biridlu, Hli'ir, Huru'u, Kayi, Nshe, Qol, Thunru'u, Tsu'uru
  7
  Ru'un
  Qon
  Spell Name
  Simulation of the Immoveable (7)
  Periplus of the Planes (3)
  Avulsion of the Spirit-Soul (7) (shared by Belkhanu)
  Expeditor of the Skein of Destiny
  Re-embodiment (5) (shared by Belkhanu)
  Viaticum of the Yellow Robe (3) (shared by Belkhanu)
  Simulation Of The Immoveable (7); self only
  The caster is changed into an inanimate object for the Duration. He cannot cast spells or perform any actions while
  transformed, and can only see in one direction, having no "head" to turn. He has no need to eat and drink and has
  all the normal characteristics of any article of its class; thus, if he is a goblet, he could be shattered and thus killed.
  He can drop the spell at any time. Intensity determines size.
  
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  6
  an object about as large as the caster; boulder, tree, statue, etc.
  8
  an object as small as 10cm on a side
  10
  very tiny object, such as grain of sand, crumb of bread, etc.
  Periplus Of The Planes (Qon) (3); no Multispell
  Guides the caster infallibly to the nearest nexus point within range. Intensity provides information on the nexus.
  3
  no information
  5
  caster can specify the type of Plane he seeks within loose limits; breathable atmosphere,
  uninhabited, etc.
  7
  identifies exactly the destination of the nexus
  9
  leads directly to a nexus leading back home, if within Range
  10
  gives detailed information about all nexus points within Range, except those inhabited by demon
  races that have established magical barriers against such probing. (These latter can still be entered, though)
  Expeditor Of The Skein Of Destiny (Qon) touch
  The target is projected forwards in time, to a limit equal to Duration. He disappears and reappears later, in the
  same place and condition. No metal objects can be transported this way, and all are left behind. An unwilling target
  can resist.
  Sarku
  Spell Name
  Bulwark of Amber
  Depuration (shared by Durritlamish)
  Eradicator of Veracity (3) (shared by Durritlamish)
  Hebetation of the Intellect (8)
  Necrofacture (3)
  Summoning of the Spectral Hosts (shared by Durritlamish)
  Vermiculation (5)
  Bulwark Of Amber (Sarku) self only
  The caster is surrounded by a sombre brownish blow. Whenever a hostile spell is aimed at him with an Intensity
  less than the Intensity of the Bulwark, he gains 1 MP per Intensity of the incoming spell. This does not operate
  against "Eyes" or non-aggressive spells.
  
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  Depuration (Sarku & Durritlamish)  touch; instant
  A piece of unenchanted steel is "purified" and turned into soft copper. This halves its armor points. Each Intensity
  permits the transformation of 1 kg at a single time.
  Eradicator Of Veracity (Sarku & Durritlamish) (3); touch; instant
  The target is normally an inanimate object. The spell can be canceled with Disenchantment, but this must be done
  before any other spell on the object can be dispelled. Effects vary with Intensity.
  3
  Allows caster to create a false history for the object (making it appear non-magical, if desired) to
  foil the Elicitation spell.
  5
  Makes the object appear to have another spell on it (caster's choice)
  7
  Target is a living or undead being, whose Magic Bonus and # of spells known can be made to
  appear anything desired. Used to fool Elicitation.
  9
  Makes an object indetectible and impenetrable by any form of Elicitation
  10
  One living or undead being is given a new identity, though he is unchanged physically.
  Elicitation or Perception of the Energies cannot reveal his true nature, nor can Domination force him to do so. He
  cannot cross any "Enchantment" barrier (Sphere of Impermeable Quiescence, Guarding, etc.). "Ceremonial"
  barriers are no obstacle.
  Hebetation Of The Intellect (Sarku) (8)
  One living or undead intelligent being is rendered mindless for the Duration. Only autonomic body functions
  continue to operate. Disenchantment dispels the effect.
  Necrofacture (Sarku) (3); touch
  Creates an undead creature from a corpse of the caster's species. For 3 extra Intensity, the creature can be of any
  intelligent species except an "inimical" one. Intensity 3 produces Mrur. Intensity 5 produces Shedra. Intensity 9
  produces Jajqi.
  Summoning Of The Spectral Hosts (Sarku & Durritlamish)
  Sends forth a hissing, mournful call that is heard by undead within Range, who must come in obedience and obey
  the caster's will for the Duration. Intensity controls.
  1
  Mrur are summoned.
  4
  Mrur and Shedra are summoned.
  8
  all undead beings are summoned.
  If an undead being is already under the control of a Priest of Sarku, it obeys the will of the sorcerer with
  the higher POW. If it is under the control of a Priest of Ksarul, it leaves him for a Priest of Sarku for this spell's
  Duration.
  
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  Vermiculation (Sarku) (5)
  An area of ground 3m across is covered with the tiny, wriggling Worms of Death for the Duration. This cannot be
  cast on a vertical surface or a creature, but must be on the substrate. Anyone standing in or walking through the
  area must roll DEX x 5 each round or a worm eats through his boot and enters his bloodstream, after which it does
  1d6-1 damage per round thereafter. Metal-shod boots prevent this. Climbing onto a piece of furniture or other
  object will also save one from the worms.
  Intensity 9 summons the Worms of the Night. These can penetrate earth, stone, and wood, but are blocked
  by metal. Two rounds enable them to climb up over shoes, clothing, etc., and enter the body. Once they enter, they
  bloat at once, causing 1d6 damage the first round, 2d6 damage the second round, and death the third round.
  Alleviation will rid the victim of either worm type, and Healing cures the damage.
  Thumis
  Spell Name
  Benignity (shared by Ketengku)
  Discerner of Enchantments (shared by Ketengku)
  Gate of the Gray Pentacle (2) (shared by Ketengku)
  Guiding
  Preserver of Wisdom
  Sagacious Acquisition
  Benignity (Thumis & Ketengku)
  One hostile being is made neutral towards the caster for the Duration. The target won't attack, nor issue commands
  to others to do so. If threatened, he'll defend himself. If constrained by outside factors, he may act to the caster's
  detriment, though still not feeling any ill will. For instance, a hangman is required by his superiors to hang his
  prisoners, and will do so. The spell is mainly for use in turning a confrontation into a neutral situation, such as
  permitting the caster passage through a hostile area. The Intensity determines who is affected.
  2
  a member of the caster's species
  5
  a member of any friendly intelligent species
  7
  a member of a "neutral" species (Mihalli, Nyagga)
  8
  a semi-intelligent or unintelligent animal
  10
  a member of an inimical intelligent species
  Discerner Of Enchantments (Thumis & Ketengku) instant
  Must be directed at a spell or magic item. The exact effects vary with Intensity.
  1
  identity, description, and strength for a Universal spell.
  
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  3
  identity, description, and strength of any Common spell.
  5
  identity, description, and strength of any Temple spell.
  6
  identity, description, and number of charges of an "Eye" or other magico-technological device.
  8
  removes the spell Eradicator of Veracity (Sarku)
  Gate Of The Gray Pentacle (Thumis & Ketengku) (2); no Range
  A whirling, iridescent, pearly nexus point appears 1m before the caster, and moves directly away at a speed of
  10m/round, vanishing at the end of its Duration. It can engulf SIZ 10 per Intensity. Instead of increasing SIZ
  affected, additional Intensity can be used to speed up the nexus at a rate of 10m/round. Any small-enough being
  touched by this interplanar gate disappears into it and can only return through Visitations of Other Planes or
  Transmogrification (Belkhanu). The destination is random (roll 1d10):
  D10
  Destination
  1-2
  an airless interstice between the planes (only Divine Intervention can restore the victim to
  existence)
  3
  a Demon Plane, uninhabited world, or planet occupied by another race
  4
  another time and place on Tekumel itself
  5-6
  another location on Tekumel, but same time period
  7-8
  same time period, but no more than 2 km distant
  9-10
  same time period, but no more than 300 km distant
  This spell can be canceled by Disenchantment, or the target
  can resist.
  Guiding (Thumis) self only
  The caster is infallibly guided back along his/her previous route without recourse to maps for the Duration. He
  cannot become lost or confused by secret doors, hidden trails, or other physical methods of deception, so long as he
  passed through them before. Interplanar nexi, teleportation, and magic barriers block this, such as the Sphere of
  Impermeable Quiescence, Guarding, the Inimitable Defender (Hnalla), the Ritual of the Purified Sphere (Hnalla),
  the Vindication of Instability (Hru'u), and similar shields. This spell does not inform the caster of the existence of
  secrets, traps, or ambushes that were not detected in coming.
  At Intensity 8, the caster is made aware of the presence of Traps along his path, but not how they work.
  "Traps" includes any mechanical or magic device made to deceive or harm the party.
  This spell is immune to Disenchantment.
  Preserver Of Wisdom (Thumis) touch; Duration in years
  The target is a book or scroll, made of any common material (paper, parchment, wooden plaques, slate, etc.). This
  spell preserves such a document for a lengthy period of time. Intensity affects the preservation value.
  
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  1
  preserved against insects, rot, and mildew
  2
  restores tensile strength to a volume that has become brittle with age
  3
  waterproof
  4
  fireproof (except against magic fire); also protected vs. molds and fungi; even magic ones, such
  as Affable Blight of Lord Uni (Ksarul)
  5
  magical "alarm" that sends a silent psychic signal up to 300m, to the person or group designated
  by the caster, if the book is touched without permission
  6
  made proof against interplanar transportation. Cannot be teleported, inserted through a nexus
  point, etc.
  Sagacious Acquisition (Thumis) Duration in hours
  Halves the time needed to learn a skill or spell. The spell must be operational throughout the entire training or
  research period. Can be used to help learning through experience, in which case the spell must be effective from
  before the skill is used (the check mark gained) and for one week thereafter. When used in this latter manner, the
  chance of the skill check failing is halved.
  Vimuhla
  Spell Name
  Devitalization (shared by Chiteng)
  Devotion to the Flame (5)
  Barring and Broaching
  Bolt of Imminent Immolation (9)
  Carpet of Conflagration (7)
  Inexpugnability (7)
  Infrangible Incandescent Orb (10) (shared by Chiteng)
  Panoply of Iron (6) (shared by Chiteng)
  Barring And Broaching (Vimuhla) touch
  This spell comes in three varieties.
  Physical Bar: Cast upon an aperture of any type, which is sealed by an opaque dull-orange barrier for the
  Duration. This spell cannot be dropped until it expires, unless canceled by the reverse version of this same spell,
  Disenchantment, or the Gauntlet of Might (Chegarra). No form of physical damage can breach the barrier. Each
  Intensity permits the spell to affect 1 square meter of aperture area.
  Magical Bar:  As per Type One, but cast on a door, gate, drawbridge, portcullis, or other physical entry
  point. This version makes the gate proof against all spells except Doomkill. No protection is provided against
  physical missiles, fire, or other non-magical breachings.
  
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  Broaching: This is the reverse spell, useful solely for breaching magically sealed openings. It cancels out
  an aperture under the Physical Bar version of this spell, Warding, or the Obsidian Obelisk. It does nothing to the
  Muniments of Excellence or the Pearl-Gray Citadel (Ketengku). The sealings of the demon Tkel also resist this
  effect.
  Bolt Of Imminent Immolation (Vimuhla) (9); instant
  A bolt of lightning strikes a random target within a 3m diameter circle, the center of which is chosen by the caster.
  If anyone in the circle carries iron, it strikes them in preference. Should the spell overcome the target's CON, he is
  electrocuted and all his non-metal possessions are incinerated. Any tree within the circle of effect must be included
  as a possible target.
  Carpet Of Conflagration (Vimuhla) (7)
  A small river of molten lava (3m wide, 6m long, 30 cm deep) appears 1m in front of the caster and flows away
  from him at a speed of 1m/round until it reaches its extreme Range (or its Duration expires), when it dissipates. It
  flows around corners and down staircases, and takes 1 round to burn through wooden barriers. Each additional
  Intensity adds 1m to width, 1m to length, and 10 cm to depth.
  It is invulnerable to Disenchantment, and cannot be dropped by the caster once created. It is frozen solid
  by Congelation (Hru'u), and by a Vallation of water, ice, or grave earth. It is also blocked by the Obsidian Obelisk
  (Ksarul), the Muniments of Excellence, the Pearl-Gray Citadel (Ketengku), or by Barring and Broaching
  (Vimuhla).
  Those engulfed in the river take 4d6 damage per round until dead or escaped.
  Devitalization (Vimuhla & Chiteng)
  Permanently drops the target's STR or POW (caster's choice) by 1d3 per Intensity. However, costs the caster 1
  POW per Intensity as well.
  Devotion To The Flame (Vimuhla) (5); touch
  The target goes berserk for the Duration. His HP are doubled, and he becomes immune to Fear and the effects of
  Deadly or Serious Wounds, and keeps fighting till his HP reach 0 (and he dies). His attack is increased by
  half-again and he cannot parry or dodge. He cannot cast any spells while berserk.
  Inexpugnability (Vimuhla) (7); touch
  The target must be a fighter carrying an edged steel weapon. The weapon takes on a faint flame-like nimbus of
  orange light. So long as the target wields this weapon, he cannot be hit with another edged melee weapon; each
  time an opponent's blow would do damage to the target, he takes no damage at all, and instead the opponent takes
  1d3 pts of damage! This offers no protection against blunt weapons, missiles, or the Weapon of the Prince of Valor
  (Karakan), nor does it protect against magic damage.
  Infrangible Incandescent Orb (Vimuhla & Chiteng) (10); self only
  The caster is surrounded by a 3m diameter globe of crackling flames. Those inside are unharmed by the heat. If the
  caster moves, the globe moves with him. Anyone outside who is touched by the orb takes 3d6 fire damage. Those
  inside cannot use melee weapons. Those outside can shoot missiles within, or use long-hafted melee weapons
  
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  (which take 1d6 damage per round from the fire). The sphere is opaque from outside, reducing outsiders' chances
  of hitting. It is translucent from within, however, and those inside can shoot missiles with 1/2 normal chances.
  By concentration, he can levitate himself and the sphere 10m per round. Disenchantment cancels out the
  sphere.
  Panoply Of Iron (Vimuhla & Chiteng) (6); touch
  The target is suffused with a steel-gray hue and surrounded by a halo of reddish light, like the glow emanating
  from a forge. This spell provides the target with 8 points of armor. He cannot wear or carry any metal. The target
  cannot cast any spells or use magico-technological devices or the spell cancels.
  Wuru
  Spell Name
  Amethyst Expurgation (3) (shared with Hru'u)
  Amorphia
  Confusion (shared with Hru'u)
  Eater of Souls (3)
  Gray Hand (7)
  Vindication of Instability (shared with Hru'u)
  Amorphia (Wuru) no Multispell
  A circular pool of rolling, sparkling, primeval chaos appears at the site designated by the caster. The site must be
  empty of any structure, individual, or object. It is 1m in diameter per Intensity. Any being entering this pit of
  other-planar energy is totally destroyed. The pool is hard to see in the dark, and if the light is dim (moonlight,
  torchlight, etc.), a Search roll is needed to spot it. Disenchantment destroys the pool.
  Eater Of Souls (Wuru) 3
  Appearing 1m before the caster is a hideous automaton, gnarled and knobbed like a stick of blackened, ancient
  wood. The caster must take 1 round to point out and name the target. The name must be known, or the spell flops;
  it is thus useless against animals, strangers, and beings who lack personal names. The Eater pursues its target to
  the limit of Range and Duration. The Eater of Souls will fight others in its way, struggle past obstacles, break
  through doors, and move mindlessly forward against any odds, trying to catch and attack the target. If the target is
  slain, the murderous being attempts to consume his organs, taking 2 minutes to do so. If it succeeds, the target
  cannot be revivified nor can his Spirit be contacted in the Isles of the Excellent Dead. The Eater can be dispelled by
  Disenchantment.
  The Eater comes armed with any weapon the caster chooses. Per Intensity, the Eater of Souls has STR
  2d6, SIZ 1d6, Attack 20, and 2 armor pts. It always has DEX 20, CON 30, and Move 50.
  
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  Gray Hand (Wuru) (7); touch; instant
  If the target fails to resist, he is reduced to a pile of gray ash. In its basic version, the spell can only penetrate 1 pt
  of armor and cannot affect a creature larger than the caster. Each additional Intensity can be used for one of the
  following:
  a.
  penetrate an additional pt of armor
  b.
  drop the target's STR & CON by 1d3 (only meaningful if Revivication is attempted)
  c.  permit the spell to affect 6 extra SIZ pts of target
  
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  Tekumel Bestiary
  The creatures of Tekumel are unlike the creatures of any standard fantasy world. Many of them are six-legged, or
  breathe poisonous gas, or hypnotize their prey. They are very enjoyable opponents for hack-n-slash gaming, which
  is the yang to the yin of political intrigue in most role-playing campaigns set on Tekumel.
  Underworld Creatures
  Aqaa (The Worm of the Catacombs)
       These huge accordion-shaped worms range from 6m to 18m long. They are covered with ragged brown bristles
  and swallow prey whole.      A victim swallowed by an aqaa can try to cut his way out if he has a short edged
  weapon in hand. He must succeed in an attack roll first, and then roll damage (the aqaa has no internal armor).
  Damage rolled times 5% gives his chance of cutting a hole big enough to crawl out. Friends can try to cut him out
  using the same procedure; except that the aqaa's armor counts vs. their attacks. If the aqaa is killed, all subsequent
  attacks automatically hit.
  characteristic           average
  STR  2d6+6 per 3m length 26-78     Move 5/3m
  CON  2d6+6 per 3m length 26-78     Armor 2+1 per d6 damage bonus
  SIZ  2d6+12 per 3m length 38-114   Hit 
  Pts 32-96
  POW  4d6                 14
  DEX  1d6                 3-4
  Weapon    SR   Attk%     Damage
  Engulf    8    90        3d6 to 11d6 (equal to damage bonus)
  Tail Lash 8    90        3d3 to 11d3 (equal to 1/2 damage bonus)
       COMBAT NOTES: Engulf does no actual damage. Instead, if the "damage" exceeds the target's SIZ, he is
  swallowed, and takes 4 pts acid damage ignoring armor, and do so each round thereafter.
       The aqaa can use both engulf & tail lash on each combat round, if the tunnel is wide enough to permit it.
  Biridlu (The Mantle)
       Ancient treasure guardians are cape-like, black, flying creatures which cling to ceilings and drop down upon
  their prey. They then suffocate their gibbering victim in their powerfully-muscled folds. They are immune to chlen-
  hide and crushing weapons (like maces).
       A trapped victim can cut himself loose in the same way as with the aqaa (see above). However, the biridlu's
  armor counts against any such attempt. A victim's friends cannot free him except by killing the biridlu.
       Biridlus fight maniacally until slain. Their bodies must be burned or dissolved in acid to prevent them returning
  to life, as they regenerate 3 pts per combat round.
  characteristic average
  STR  8d6       28        Move 20/35 flying
  CON  3d6+6     16-17     Armor 6 
  pts
  SIZ  4d6+6     20        Hit 
  Pts 19
  POW  4d6       14
  DEX  4d6       14
  Weapon    SR   Attk%     Damage
  Strangle  7    70        1d6 per round
  
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       COMBAT NOTES: the strangle attack ignores all armor protection. Biridlu are immune to chlen-hide weapons,
  and regenerate 3 HP per round.
  Chnelh (The Ape Mutant)
       These were created from some ancient Earth ape stock millennia ago. They have long sharp jaws and teeth and
  large jewel-like eyes beneath beetling brows. They'll attack groups they outnumber, but flee if outnumbered. They
  use crude clubs and spears, but cannot be tamed. They travel in large bands, sometimes numbering in the
  hundreds.
  characteristic average
  STR  2d6       7         Move 40
  CON  2d6       7         Armor 1 pt hide
  SIZ  3d6       10-11     Hit 
  Pts 9
  INT  2d6       7
  POW  1d6+6     9-10
  DEX  4d6       14
  Weapon    SR   Attk%     Damage    
  Parr%     Pts
  Club      9    55        1d8       55        6
  Spear     8    55        1d6+1     55        6
  Dlaqo (The Carrion Beetle)
       Great armored creatures with iridescent green carapaces, six legs, and powerful scissors-like mandibles. They
  attack only if they can surprise a group, or if the party is a small one (1-12). Otherwise they scuttle away. They are
  carrion-feeders, and may be found in any area containing a recently-slain being. They range in size from 2m to 6m
  long.
  characteristic           average
  STR  4d6 per 2m length   14-42     Move 20
  CON  3d6 per 2m length   10-32     Armor 8 
  pts
  SIZ  3d6+6 per 2m length 16-50     Hit 
  Pts 13-41
  POW  3d6                 10-11
  DEX  1d6                 3-4
  Weapon    SR   Attk%     Damage
  Bite      7    80        1d10 + 1d4 to 5d6
  Hli’ir (The Beast With the Unendurable Face)
       These mad creatures are so hideous to look upon that anyone who does so may go insane. When in combat,
  anyone fighting a hli'ir must roll INTx5 each round or look at the face; which entails a POW x 3 roll to keep from
  going mad. A mad victim generally attacks his friends, but effects vary.
       A hli'ir often (1/3 of the time) simply rushes through a party, without stopping to fight. They are immune to
  chlen-hide, but a mace, flail, or other crushing weapon may stun the hli'ir if it penetrates the hli'ir's armor (chances
  of success are equal to 10% times the damage done to the hli'ir).
  characteristic average
  STR  6d6       21        Move 40
  CON  4d6+12    26        Armor 6 
  pts
  SIZ  2d6+6     13        Hit 
  Pts 20
  POW  2d6+12    19        DODGE: 85
  DEX  4d6       14
  
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  Weapon    SR   Attk%     Damage
  Slash     8    80        2d8+1d6
  Hra (The Bloodsucker)
       These great, gray undead monsters fight as men do, with swords or lances. They cannot stand daylight. Their
  victims are drained of all blood and body fluids and nothing is left but a husk. They can only be slain by touching
  them with an Amulet of the Great God after they are reduced to 0 HP. Otherwise, they keep regenerating.
  characteristic average
  STR  3d6 x 3   30-33     Move 40
  CON  3d6 x 3   30-33     Armor 4
  SIZ  2d6+6     13        Hit 
  Pts 23
  INT  2d6+6     13
  POW  1d6+12    15-16
  DEX  3d6       10-11
  Weapon         SR   
  Attk%     Damage         
  Parr%     Pts
  Bastard Sword  7    75        1d10+1+2d6     75        12
  Long Spear     6    75        1d8+1+2d6      75        10
  Bite           9    75        2d6 + 1d6 STR drain      --
       COMBAT NOTES: Can attack with melee weapon followed by a bite 3  SRs later.  If the bite hits home, the hra
  drains 1d6 of the target's STR (recoverable by an hour or two of rest per pt.). They regenerate at the rate of 2 pts
  per round.
  Huru’u The Howler
       Spectral undead which wander howling. They can be heard up to 60m away, but their howl has the virtue that
  they automatically perceive any beings that can hear them. Anyone within 3m of a huru'u is completely deafened
  by the howling. This distraction lowers all skill chances by 10, in addition to its more obvious effects. Anyone
  killed by a Huru'u and then revivified loses ½ his or her CON, in addition to other penalties of revivification.
       Huru'u can be driven off by protective spells, and are vulnerable to fire.
  characteristic average
  STR  3d6       10-11     Move 30  
  CON  3d6 x 2   20-22     Armor 2 
  pts
  SIZ  2d6+6     13        Hit 
  Pts 17
  INT  2d6+6     13       
  POW  3d6       10-11
  DEX  3d6       10-11
  Weapon    SR   Attk%     Damage
  Claw      8    65        1d10
       COMBAT NOTES: chlen-hide weapons do only 1/2 damage. This is done BEFORE subtracting for the Huru'u's
  armor.
  Kayi (The Eye)
       An odd creature consisting of a large gas bag and a huge, single, bulging eye. They prefer to hang high in the
  air in dark corners or forest canopies and drop their thin, fibrous tentacle nets down upon passersby.
  
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       The web can be pulled off or cut away with a successful DEX x 3 roll. If this is done, the kayi can continue to
  fight, using other tentacles, but it cannot recreate its deadly net without several hours of time.
       They normally fight just out of reach of weapons with SRs less than 4. A flaming arrow will ignite their gas bag
  and bring them to the ground on any hit penetrating armor.
  characteristic average
  STR  2d6       7         Move 50
  CON  3d6+6     16-17     Armor 2 
  pts
  SIZ  3d6+6     16-17     Hit 
  Pts 17
  POW  3d6       10-11
  DEX  2d6+12    19
  Weapon         SR  
  Attk%     Damage
  Tentacle Net   1   95        2d6
  Tentacle       2   70        1d10
       COMBAT NOTES: anyone hit by the Tentacle Net loses 1d4 STR (permanently) each round after the first.
  Their Tentacle Net is for all intents and purposes a ranged weapon, and their regular tentacle attack has such a
  long reach it has a base SR of 0.
  Kurgha (Eaters of Carrion)
       Scuttling six-limbed furry beasts around 4' long and 3" tall. They have sharp, horny beaks and three eyes. They
  live on refuse and carrion, and only attack if they outnumber a party. Their repulsive stench warns a party of their
  presence at a distance of 15m.
  characteristic average        Weapon    SR   
  Attk%     Damage
  STR  2d6       7              Bite     9    50        1d8
  CON  3d6       10-11          Move 40
  SIZ  1d6+6     9-10           Armor 2 pt hide
  POW  2d6       7              Hit 
  Pts 10
  DEX  2d6+6     13
  Marashyalu (The Whimperer)
       Supernatural masters of illusion, appearing as children, women, wounded friends, etc., and they weep,
  imploring help. If the marashyalu succeeds in carrying off a victim, it sucks all the soft organs out of his body by
  inserting a long proboscis into the mouth or other opening. Magical defenses can hold them off.
  characteristic average
  STR  3d6       10-11     Move 40  
  CON  2d6+12    19        Armor 6 
  pts
  SIZ  2d6+6     13        Hit 
  Pts 16
  INT  2d6+6     13        Magic 
  Pts 19
  POW  2d6+12    19
  DEX  2d6+6     13        DODGE: 50
  Weapon    SR   Attk%     Damage         
  Parr%     Pts
  Spur      5    70        1d8            70        10
  Hypnotize 1    Auto      hypnotize      --        --
       COMBAT NOTES: Fights using a long bony spur (base SR 1). The  spur may look like whatever type of
  weapon the Marashyalu desires, but does damage as the spur.
       MAGIC: the hypnosis attack has a range of 10 meters, and costs the Marashyalu 1 MP to use. Anyone failing to
  resist is overcome, and can be commanded to fight against his own party.
  
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  Mrur (The Undead)
       Mindless animated corpses, usually dead warriors. They always attack and never retreat. They regenerate from
  their wounds at 1 pt/round unless destroyed by fire, acid, or similar techniques. Normally, their attack and parry
  are equal to their DEX x 5.
  characteristic average
  STR  3d6 x 1.5 15-17     Move 20
  CON  3d6 x 1.5 15-17     Armor 2 
  pts
  SIZ  2d6+6     13        Hit 
  Pts 15
  POW  3d6       10-11
  DEX  3d6       10-11
  Weapon         SR   
  Attk%     Damage         
  Parr%     Pts
  Broadsword     6    55        1d8+1+1d4      55        8
       COMBAT NOTES: can wield any type of weapon. Usually only have old deteriorated arms (hence the lower
  armor points)
  Mu’agh (The Jellyfish)
       Acid-secreting gelatinous creatures which range from 1' to 10' in diameter. They hide in dark, damp places.
  Damage done by the mu'agh is incurable -- the area destroyed is permanently out of action. The acid cannot
  penetrate chlen-hide, but eats away steel, cloth, leather, etc., with no problem. They can be slain by fire and intense
  cold. The mu'agh automatically "hits" its prey, since all it needs to do is make contact. The target can leap away by
  succeeding in a DEX x 5 roll.
  characteristic average
  STR  n/a       n/a       Move 10
  CON  3-12d6    10-42     Armor 0
  SIZ  1-10d6    3-35      Hit 
  Pts 7-39
  POW  3d6       10-11
  DEX  1d6       3-4
  Weapon    SR   Attk%     Damage
  Touch     10   Auto      6 pt acid
       COMBAT NOTES: any weapons hitting the Mu'agh take 6 pt acid damage per hit, except for chlen-hide
  weapons.
  Ngayu (The Eater of Swords)
       Flattish crustaceans with powerful claws and six legs; an artificial creature of long ago. Their main weapon is a
  secretion which they can squirt up to 6m; this liquid affects only metal, destroying it completely. The secretion has
  no effect upon organic material, including chlen-hide.
  characteristic average
  STR  4d6  14   Move 40
  CON  4d6  14   Armor 6 
  pts
  SIZ  4d6  14   Hit 
  Pts 14
  POW  4d6  14
  DEX  4d6  14
  Weapon    SR   Attk%     Damage
  
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  Claw      8    70        2d4+1d4
  Spray     2    70        Special
       COMBAT NOTES: If metal is present, there is a 50% chance it will use the spray, rather than its claws. Anyone
  hit by the spray must roll 1d6. 1 = 1/6 of his steel objects are gone; 2 = 2/6, and so forth, up to 6 = all are gone.
  Ngoro (The Whelk)
       A huge (10m across) flattened entity whose upper side looks much like rough stone, and whose underside is
  covered with millions of cilia. It is intelligent and communicate via telepathy. It sometimes lies flat upon the
  ground, waits until someone steps on it, then rolls up, crushing the prey. It may also simply hump up over its
  targets, enfolding and crushing them. Anyone trapped in this way cannot escape until the Ngoro is killed.
       They can hold miniature weapons in their cilia (including Eyes), and may fight in this manner as well.
  characteristic average
  STR  15d6      52-53     Move 20
  CON  10d6      35        Armor 3 
  pts
  SIZ  20d6      70        Hit 
  Pts 53
  INT  3d6+6     16-17
  POW  6d6       21
  DEX  3d6       10-11
  Weapon    SR   Attk%     Damage         
  Parr%     Pts
  Crush     6    Auto.     7d3/round      --        --
  Weapons   6    90        1d10 (impales) 90        8
       COMBAT NOTES: Crush does 1/2 the Ngoro's damage bonus. It can make 1 attack with Weapons per d6
  damage bonus. A typical Ngoro can attack 7 times simultaneously. It has enough weapons that it will never run
  out.
  Nshe (The Flowing One)
       Another product of ancient sorcery. These are composed entirely of viscous, watery liquid, and can flow into
  any shape they wish, pass under doors, through cracks, etc. It can rise up in a rough form (humanoid, serpent,
  etc.).
       In practice, the nshe is nearly impossible to destroy. Weapons cannot slay it, nor can most spells, though
  damage can temporarily disrupt its internal structure. Poison and disease are completely ineffective.
       A standard defense against the nshe is fire. Each round in which the nshe takes damage from fire gives a 10%
  chance that the nshe will flee, since fire is one of the few things that can harm the monster. Other techniques
  include the Amulet Against the Iniquitous Nshe (which forces the nshe to retreat automatically), and the spell of
  Calm (which forces the nshe to retreat if its resistance is overcome).
  characteristic average
  STR  2d6+12    19        Move 50
  CON  4d6+24    38        Armor 0 (but see below)
  SIZ  2d6+12    19        Hit 
  Pts 28
  INT  3d6       10-11
  POW  3d6+6     16-17
  DEX  3d6+12    22-23
  Weapon    SR   Attk%     Damage
  Strike    4    90        1d6+1d6
  Engulf    4    Auto.     1d6/round
  
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       COMBAT NOTES: The strike does normal combat damage. If the Nshe chooses to engulf its target, it pools
  around him and forces itself into his internal organs, doing 1d6 damage per round until armor is overcome, then
  all extra damage is done right to hp.
       ARMOR: The Nshe has no armor, but all attacks by all weapon types do only minimum possible damage (i.e., a
  hit by a broadsword does 2 damage, 3 if the user has a damage bonus). Once its internal structure has been
  completely disrupted (i.e., at 0 HP), it takes it at least a minute to reorganize, during which time a party could flee.
  Once it has reorganized, the Nshe is back to full HP.
       Flame attacks also do only minimum damage, but the Nshe takes time to heal, and cannot simply reorganize
  itself.
  Qol (The Serpent-Headed Ones)
       Mutants from human stock created by the priests of Ksarul. Their bodies are vaguely humanoid, with a slender
  reptilian neck and a flat rattler-like skull. They see well in darkness, and fear bright light. They fight with poison
  weapons, including arrows, and their bite is also deadly. They are not courageous, and usually Qol will not attack
  unless the Qol outnumber potential prey.
  characteristic average
  STR  1d6+6     9-10      Move 30
  CON  3d6       10-11     Armor: 6 pt horny hide + robes
  SIZ  1d6+6     9-10     Hit 
  Pts: 11
  INT  2d6+3     10
  POW  2d6       7
  DEX  3d6       10-11
  Weapon         SR   
  Attk%     Damage         
  Parr%     Pts
  Scimitar       8    50        1d6+2+poison   50        10
  Mdm Shield     9    05        1d6            50        10
  Short Bow      3/9  50        1d6+1+poison   20        5
  Bite           9    50        1d6+poison     --        --
       COMBAT NOTES: Each round, a qol can bite plus attack and parry with weapons. The bite injects venom with
  a POT equal to the qol's CON. All weapons are normally coated with the qol's own venom.
  Qumqum (The Thunderer)
       This spectral creature is invisible to humans, but not to Pe Choi. It can be heard coming, however, at a distance
  of up to 150 meters, since it makes a terrible roaring noise as it goes. It fights with a heavy polearm forged long
  ago by the Brethren of the Scarlet Nail, a sect of the Priesthood of Sarku.
       It can be driven off with an Eye of Detestation, or controlled by the Incomparable Eye of Command. Fire may
  also drive it off (10% chance per point of damage it takes)
  characteristic average
  STR  2d6+12    19        Move 40
  CON  3d6+12    22-23     Armor: 2 
  pts
  SIZ  3d6+12    22-23     Hit 
  Pts: 23
  INT  2d6+4     11
  POW  4d6       14
  DEX  3d6       10-11
  Weapon         SR   
  Attk%     Damage         
  Parr%     Pts
  Halberd        4    85+20     3d6+2d6        85        12
  
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       COMBAT NOTES: Because the qumqum is invisible, it normally gets to add +20 to its attacks, since the target
  does not know exactly where the attack is coming from.
       In addition, an enemy's chances of hitting the qumqum in melee are halved. Missiles only have 1/4 normal
  chances of hitting.
       None of these penalties apply to Pe Choi, or to others capable of seeing these creatures.
  Ru’un (The Demon of Bronze)
       Animated bronze automatons set to guard dimensional nexus points by the ancients, as well as watch over other
  treasures. There are many varieties of Ru'un, since they could be manufactured in any form. Essentially, they are
  war robots.
       Most Ru'un can see invisible planes and hear sounds inaudible even to a Pe Choi. They obey only the
  Incomparable Eye of Command and the Amulet of Ruling the Ru'un (and even these are not infallible).
       One common type is covered with a fine network of wires imparting a powerful electric shock to anyone
  touching it. This type also carries an enchanted sword at the end of one arm, and a steel-bolt thrower in the other.
  Sagun (The Fungus)
       An animated fungus standing about eight feet tall. This pallid convoluted, leafy-looking creature sways forward
  upon its mobile stalk to strike with woody claws. It also emits devastating spores.
  characteristic average
  STR  3d6+6     16-17     Move 30
  CON  3d6+12    22-23     Armor: 7 
  pts
  SIZ  3d6+18    28-29     Hit 
  Pts: 35
  POW  4d6       14
  DEX  2d6       7
  Weapon    SR   Attk%     Damage
  Claws     7    85+20     3d6+2d6
  Spores    4    Auto      poison POT
       COMBAT NOTES: each round the Sagun attacks with claws and also breathes out spores. Everyone within 3m
  of the Sagun must hold their breath each round or inhale the poison.
  Shedra (The Eater of the Dead)
       Flesh-eating undead, gray and shriveled almost beyond human form. They wander ceaselessly seeking food.
  They fight with cursed steel swords and a person killed by one of them will himself become a Shedra unless
  Alleviation is cast upon the corpse.
  characteristic average
  STR  3D6 x 2   20-22     Move 30
  CON  3d6 x 2   20-22     Armor: 2 
  pts
  SIZ  2d6+6     13        Hit 
  Pts: 18
  POW  3d6       10-11
  DEX  3d6       10-11
  Weapon    SR   Attk      Damage    
  Parr      Pts
  Scimitar  7    50        1d6+2+1d6 50        12
  
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  Sro (The Dragon)
       These reptiles can walk, swim, and fly. Like so many of Tekumel's fauna, they are six-legged with a pair of
  small arms just beneath their long, dragon-like head. They are intelligent enough to value treasure and use it in
  exchange for goods, and thus can be bought off. Typically, they range from 4m to 20m in length.
  characteristic           average
  STR  2d6 per 2m length   14-70     Move 30 land/40 swim/70 fly
  CON  2d6 per 2m length   14-70     Armor: 8
  SIZ  3d6 per 2m length   21-105    HP: 18-88
  INT  2d6                 7
  POW  1d6+12              16-17
  DEX  3d6                 10-11
  Weapon    SR   Attk      Damage              
  Parr      Pts
  Bite      6    80        1d6+1d6 to 10d6     --        --
  Sword     5    80        2d6+1d6 to 10d6     50        12
       COMBAT: each round, the sro can attack with both swords and its bite, plus it can parry with each sword.
  Thunru’u (The Eater of Eyes)
       Manlike, doughy and blubbery, with two saucer-like eyes, a grayish beak, and rolls of skin which hang about it
  like a robe. They like to kill the Kayi, but also attack men to eat the eyes, relishing these over any other type of
  food. They can often be repelled by the odor of the aphrodisiac Tsural buds.
  characteristic average
  STR  3d6+12    22-23     Move 40
  CON  2d6+12    19        Armor: 4 
  pts
  SIZ  3d6+12    22-23     Hit 
  Pts: 21
  INT  3d6       10-11
  POW  3d6+6     16-17
  DEX  2d6+6     13
  Weapon    SR   Attk      Damage
  Fist      5    70        1d3+2d6
  Grapple   5    70        1d6+2d6
       COMBAT NOTES: fight as unarmed humans (usually get two fist attacks per round or one grapple). A
  grappled human is held down while another Thunru'u has his way with the victim.
  Tsu’uru (The Illusion-Master)
       Beings related to the Marashyalu. They appear as naything they wish, using telepathy to determine what
  potential prey is likeliest to believe. The illusion is maintained until they are slain, whereupon they revert to their
  own forms -- a bundle of ropy, lump tentacles with a central brain ganglion. They can appear as a Ru'un, a friend,
  etc.
       Tsu'uru are immune to all magic, including mind-reading.
  characteristic average
  STR  4d6       14        Move 40  
  CON  3d6+12    22-23     Armor 6 
  pts
  SIZ  3d6+6     16-17     Hit 
  Pts 20
  INT  3d6+6     16-17
  POW  3d6+12    22-23
  DEX  2d6+6     13        DODGE: 50
  
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  MAG  1d4+2     4-5
  Weapon         SR   
  Attk%     Damage
  Tentacle whip  5    90        1d6+1d4
       COMBAT NOTES: Can attack with four tentacles at once (base SR of  1). Tentacles can entangle as with a flail
  weapon.
  Yeleth (The Angel of Doom)
       Androids looking like beautiful maidens or youths. They have paper-white skin and hair like polished ebony.
  characteristic average
  STR  3d6+12    22-23     Move 30  
  CON  25        25        Armor 3 
  pts
  SIZ  2d6+4     11        Hit 
  Pts 18
  INT  15        15
  POW  3d6       10-11
  DEX  19   
    19        DODGE: 90
  Weapon    SR   Attk%     Damage
  Rapier    5    90        1d6+1+1d6
  Hypnotize 1    Auto.     POW vs. POW
       MAGIC: Each round, the Yeleth matches its POW vs. the POW of everyone else it is battling (within 6m).
  Anyone who is overcome is hypnotized, and can be ordered to fight against his own friends (in which case he gets
  a chance to resist the hypnosis at the end of each full round) or simply paralyzed forever (in which case he stays
  frozen forever). Disenchantment cures the problem.
  Outdoor Monsters
  Dnelu (The Concealed Leaper)
       Hairy six-legged creatures which build underground dens covered with a thin layer of sod. From these they leap
  upon passing prey. They have slender rod-like antenna and a barbed prehensile tongue with which they carry their
  victims down into their lair to feed at their leisure. Large groups are usually immune from the Dnelu's depredations
  -- it prefers solitary prey.
  characteristic average
  STR  2d6+12    19        Move 50
  CON  3d6       10-11     Armor: 5 pt tough hide
  SIZ  2d6+9     15        Hit 
  Pts: 13
  POW  3d6       10-11
  DEX  2d6+12    19
  Weapon         SR   
  Attk
  Damage
  Antennae        4    
  50
  none, but see below
  Tongue          4    
  50
  1d6+1d6
  Bite           10    
  Auto
  3d4+1d6
       COMBAT: The tongue and antennae have a base SR of 1. Normally attacks w/both antennae and the tongue
  simultaneously. If at least two out of these three attacks hit, it can bite on that same round on SR 10. It must
  succeed again with two hits out of three on the following round to bite again.
  
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  59
  Cholokh (The Flying Octopus)
       A six-legged, brown-gray, chitinous creature with long iridescent wings hidden beneath a shell cover. Near its
  powerful frontal mandibles it has eight small tentacles with which it hurls sharp fragments of rock.
  characteristic average
  STR  1d6+6     9-10      Move 20/60 flying
  CON  3d6       10-11     Armor: 4 pt chitin
  SIZ  2d6       7         Hit 
  Pts: 9
  POW  2d6       7
  DEX  2d6+12    19
  Weapon         SR     
  Attk      Damage
  Bite           8      40        1d10
  Thrown Rock    1/5/9  40        2d4
       COMBAT: can throw stones in the same round it bites
  Dlakolel (The Steed of Sarku)
       This titanic insectoid (3-4m long) is somewhat intelligent and may be friendly. Its black mandibles are a byword
  for malign strength, and its shiny black armor gives it its nickname. It has six legs and heavy, gleaming wings.
  characteristic average
  STR  6d6+12    33        Move 20/40 flying
  CON  3d6+12    22-23     Armor: 6 pt chitin
  SIZ  6d6+12    33        Hit 
  Pts: 28
  INT  1d6+2     5-6
  POW  1d6+6     9-10
  DEX  2d6       7
  Weapon         SR   
  Attk      Damage
  Bite           7    60        2d10+3d6
  Gerednya (The Winged Worm)
       Long slender gray-green worms with thin membranous wings. They have stings in their prehensile tails. They
  can also hit with needle-sharp probosces. Their wings and skins can be shriveled by fire, so this sometimes drives
  them off. The wing cases of a Gerednya are worth around 100 kaitars to makers of Chlen-hide armor, since they
  contain a chemical used in molding the hide.
  characteristic average
  STR  3d6       16-17     Move 10/60 flying
  CON  3d6       10-11     Armor: 4 
  pts
  SIZ  3d6       10-11     Hit 
  Pts: 10-11
  POW  3d6       10-11
  DEX  2d6+6     13        Dodge: 40
  Weapon         SR   
  Attk      Damage
  Proboscis      9    40        1d10+1d4
  Sting          9    40        1d6+1d4 + poison POT = CON
       COMBAT NOTES: the sting injects a poison with a potency equal to the Gerednya's CON. Can use both
  proboscis and sting simultaneously.
  
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  Giriku (The Pterodactyl)
       Blue-green nocturnal reptiles with long beaks set with three rows of needle teeth. Their six eyes see easily in the
  dark, and they usually hunt during dark overcast or even stormy nights, when their prey are blind, or nearly so,
  thus giving the Giriku a significant advantage in combat. They emit a peculiar repellent musty odor.
  characteristic average
  STR  4d6       14        Move 20/80 flying
  CON  4d6       14        Armor: 4 
  pts
  SIZ  2d6+3     10        Hit 
  Pts: 12
  POW  3d6       10-11
  DEX  2d6+6     13        Dodge: 50
  Weapon         SR   
  Attk      Damage
  Bite           9    50        1d8
  Kheshchal (The Plumed Bird)
       Semi-intelligent bird-like beings which are covered with brilliant plumage used for feather capes, helmet crests,
  etc. Their feathers are thus highly valuable (1d20 x 100 kaitars?) They are wary, and fear humans. They can be
  captured and tamed (worth even more than a dead one's plumage).
       INT 2d4 is typical. They are quite large birds, bigger than seagulls, but not so large as turkeys.
  Kyni (The Falcon)
       Brownish avians with a limited intelligence plus the ability to speak if properly trained. They are usful as
  hunters and spies both, since they can report back to their masters on troop dispositions, terrain, etc. They can be
  trapped, lured down with Tsural buds, or shot down with blunt-headed arrows smeared with glue. Kyni are
  extremely wary.
       INT 2d6 is typical. Kyni are the size of terns or small hawks.
  Lri (Flying Stinger)
       Stilt-like insectoid creatures related to the hideous Hluss. They sting with their long, segmented tails,
  paralyzing their victims, then flying them off to the nest, where the Lri feeds the hapless victim immediately to its
  young. Several Lri normally share a single nest (as many as 20, sometimes). A paralyzed victim can be cured by an
  Alleviation spell.
  characteristic average
  STR  3d6+12    22-23     Move 20/80 flying
  CON  4d6       14        Armor: 6 pt chitin
  SIZ  4d6+12    26        Hit 
  Pts: 20
  POW  3d6       10-11
  DEX  2d6+18    25
  Weapon    SR   Attk      Damage
  Sting     5    50        1d8+2d6
       COMBAT NOTES: sting injects paralyzing venom with POT equal to the lri's CON.
  
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  Shanu’u (Flying Killer)
       Long slender winged killers which are warmblooded and covered with grayish fur. They are relatives of the
  Hlaka, and a Hlaka can match its POW vs. a Shanu'u's POW. If the Hlaka wins, the Shanu'u obeys the Hlaka until
  it can break free (by matching its POW vs. the Hlaka's each round). Once it has broken free, the Hlaka cannot
  control that Shanu'u any more.
       A Shanu'u is 6-9 meters long, including its long tufted tail. Despite their size, Shanu'u do not always attack
  humans, and sometimes evade even single humans or small parties.
  characteristic average
  STR  4d6       14        Move 50/80 flying
  CON  2d6+12    19        Armor: 5 pt fur and hide
  SIZ  6d6       21        HP: 20
  INT  1d6       3-4 
  POW  3d6       10-11
  DEX  3d6+6     16-17
  Weapon    SR   Attk      Damage
  Bite      5    50        1d6+1d6
  Claw      5    50        1d6+1d6
      
  COMBAT NOTES: a shanu'u bites and uses both claws each round,  for three simultaneous attacks.
  Teqeqmu (Flying Fungoid Creature)
       A spongy khaki-colored shapeless bag of noxious gases floats on the wind in mountainous, forested, or swampy
  regions. When it sees potential prey, it drops down and exudes poisonous gas. It can also hit with its whip-like
  central tentacle.
  STATS NOT YET DONE.
  Vorodla (The Flying Undead)
       Dingy blackish creatures which hover near tombs and ruins. They are the restructured bodies of ancient
  warriors, set originally to fight in defense of the Citadel of Ksarul. They have huge, leather wings and dwell in
  caves. They are mindlessly malign, like Mrur. A slain Vorodla regenerates 2 hit pts per round until it is alive again.
  Burning the corpse prevents this regeneration.
       Vorodla are not harmed by sunlight, but their skills are reduced by 20 percentiles.
  characteristic      average
  STR  3d6 x 2        20-22     Move 20/80 flying
  CON  3d6 x 2        20-22     Armor: 3 pt 
  cuirbouilli
  SIZ  2d6+6          13        HP: 18
  POW  3d6            10-11
  DEX  4d6            14
  Weapon    SR   Attk      Damage
  Claw      9    90        1d6+1d6 +  see below
  COMBAT NOTES: a vorodla's attack and parry is normally equal to his DEX x 5. Anyone wounded by a vorodla
  must match his POW vs. the vorodla's POW, or he permanently loses a point off his STR, CON, or POW. Different
  vorodlas attack different statistics.
  
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  Vringalu (The Flying Snake)
  Ropy blue-black feathered snake-like creatures are extremely vicious. The wings of these animals make excellent
  leather for boots and clothing. A tanner may pay 100 kaitars per wing. Vringalu poison is dangerous to touch, not
  just to inject.
  characteristic      average
  STR  3d6+12         22-23     Move 20/80 flying
  CON  1d6+12         15-16     Armor: 3 pt scales
  SIZ  3d6+12         22-23     HP: 19
  POW  3d6            10-11
  DEX  4d6            14
  Weapon         SR   
  Attk      Damage
  Bite           7    70        1d6+2d6
       COMBAT NOTES: the vringalu's teeth contains poison which produces a hideous rotting gangrene. An anti-
  disease spell or drugs must be used within the hour or the victim is doomed to die. There is no resistance roll -- if
  you are bitten, you die unless cured.
  Intelligent Creatures of Tekumel
  Ahoggya (The Knobbed Ones)
       Knobby, brownish, bristly creatures 4-5 feet high, but tremendously broad and strong. Their upper body is
  surmounted by four powerful arms, and their eyes and eating apparatus lie beneath these under a horny protective
  carapace. They have four thickly muscled legs.
       Their gruffness, rude ways, and rank smell make them unappealing to humans. They are generally fearless. The
  Shen detest the Ahoggya.
  characteristic average
  STR  4d6+12    26        Move 40
  CON  3d6+6     16-17     HP 22
  SIZ  4d6+12    26
  INT  2d6+2     9         Armor: hide 4 + half-plate 4 = 8 
  pts
  POW  3d6       10-11
  DEX  2d6       7
  APP  1d6       3-4
  MAG  3d6-17    max 1
  Weapon         SR   
  Attk%     Damage         
  Parr%     Pts
  Bastard Sword  6    25        1d10+1+2d6     25        12
  Morningstar    5    25        1d10+1+2d6     25        8
  Shield         8    05        1d6+2d6        20        16
       COMBAT NOTES: their peculiar form allows them to attack twice per round against a foe on any one side (if
  carrying enough weapons). If surrounded, they can strike on all sides (i.e., 4 blows/round). They can only parry
  once per round unless surrounded, in which case they can parry twice.
       WEAPONS: huge swords, spears, halberds, flails, and maces (all at 25). No missile weapons except occasional
  slings (10/0). Use large shields (5/20).
       MAGIC: 1 in 10 is a Magic Dampener.
  
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       ARMOR: sometimes nail convex plates of chlen hide or steel over their carapaces. Vambraces & greaves of
  chlen-hide are common. This adds up to the equivalent of half-plate
  Hlaka (The Furred Flyers)
       Flying beings with leathery wings and grayish fur. They have flattened heads, and three eyes with nictitating
  membranes, set in a bony crest. A furred ruff conceals their hearing organs. Two arms & two legs and
  supplemented by a powerful tail fitted with a poisoned rapier-like blade.   They are skittish and nervous, usually
  flying away from battles. They cannot use armor, are weak on the ground, hate walking, and abhor sea voyages.
  Their curiosity and constant chatter make them annoying companions, and downright dangerous when silence is
  needed.
  characteristic average
  STR  2d6       7         Move 20 walking, 130 flying
  CON  1d6+6     9-10      HP 10
  SIZ  3d6       10-11
  INT  2d6+6     13        Armor: None. Occasionally wear a
  POW  3d6       10-11     
  chlen-hide skullcap for 1 pt.
  DEX  3d6+6     16-17     DODGE: 35
  APP  2d6       7
  MAG  3d6-15    max 3
  Weapon    SR   
  Attk%     Damage         
  Parr%     Pts
  Dart      2/7 
  25        1d6            20        6
  Rapier    7   
  20        1d6+1          20     
     8
  Sting     10  
  25        1d6 + poison   --        --
       COMBAT NOTES: can attack with their sting at 1/2 their DEX. The sting can impale, and injects a poison
  with a POT equal to the Hlaka's CON. Successful resistance means 1d6 damage. Normally attack first with melee
  weapon, followed 3 SRs later by the sting.
       WEAPONS: darts or javelins (25), Spears (20), rapiers or smallswords (20), occasionally light crossbows
  (15/5), plus their sting (25). May drop rocks or incendiaries from the air. No two-handed weapons or bows.
  Sometimes use small round leather bucklers (5/15).
       SKILLS: if their Fatigue limit is surpassed, they cannot fly.
  Pachi Lei (The Forest Dwellers)
       Doughy eight-limbed creatures with four arms and four legs (with prehensile toes). Their huge, platter-like eyes
  give them nocturnal vision. They have a natural "sixth sense" that gives them a chance to detect ambushes, secret
  doors, etc. within 3m if they are searching. They are sociable and interested in human affairs. Despite their four
  arms, they can only attack once per round, though they can hold alternate weapons in their other limbs.
  characteristic average
  STR  3d6       10-11     Move 30
  CON  1d6+2     5-6       HP 11
  SIZ  3d6+6     16-17
  INT  2d6+6     13        Armor: none natural. Use half-armor
  POW  4d6       14        for 4 
  pts.
  DEX  3d6       10-11
  APP  1d6+6     9-10
  
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  MAG  3d6-15    max 3
  Weapon         SR   
  Attk%     Damage    
  Parr%     Pts
  Greatsword     5    25        2d8+1d4   25        12
  Mdm Crossbow   3    35        2d4+2     20        8
  Buckler        7    05        1d4+1d4   20        8
       WEAPONS: long 1H swords (20), 2H swords (25), plus long spears and polearms (15). They are expert with
  the crossbow (35). Use wicker or wood bucklers (5/20).
       SKILLS: excellent climbers; base Climb = DEX x 5. Possess Sixth Sense skill starting at 30%. This allows
  them to detect things normally undetectable, like ambushes & secret doors.
       ARMOR: they do not armor their lower bodies or legs, which would make it hard for them to move.
  Pe Choi (The Listeners)
       The Pe Choi are graceful and agile. They stand approximately seven feet tall, have six limbs, and are easily
  recognized by their fan-like ear appendages and prognathous mandible-jaw. Males are glossy black, females white.
  Their hearing is excellent.
       If wounded, their chitinous exoskeleton takes longer to heal. Double all normal costs for healing spells and time
  needed to heal. They have a double set of lungs, the lower pair of which is situated in the abdomen with its
  breathing openings between the overlapping segments of the upper tail. A Pe Choi can drown, therefore, in about
  1m of water, and can never swim. The Pe Choi do not live as long as humans, normally living only 20-30 years.
       They can strike twice a round. Their hearing is excellent. They also possess a telepathic ability which manifests
  itself in two ways; they can sense the presence of living beings within 2m of themselves, and they know whenever
  another Pe Choi dies within 5 km. They are cultured and clever, and progress well in the hierarchies of man's
  societies.
  characteristic average
  STR  2d6+6     13        Move 40
  CON  3d6       10-11     HP 14
  SIZ  3d6+6     16-17
  INT  2d6+6     13        Armor: none natural. May wear half-plate
  POW  5d6       17-18     for 4, or plate + mail for 5.
  DEX  4d6       14
  APP  2d6+6     13
  MAG  3d6-14    max 4
  Weapon         SR   
  Attk%     Damage         
  Parr%     Pts
  Javelin        3/9  20        1d10+1d4       20        8
  Rapier         6    25        1d6+1+1d4      25        8
  Target Shield  7    05        1d6+1d4        20        12
       COMBAT NOTES: can attack twice per round in melee, using their second set of limbs. If they do this, they do
  not get a damage bonus on either attack. Use bucklers or targets.
       WEAPONS: javelins (20); a variety of swords, including rapiers (25); and light crossbows (20). Use small
  rhomboid bucklers or larger targets (20).
       SKILLS: excellent hearing (always automatically successful except against special and critical successes, when
  a roll must be made). Cannot swim.
  Pygmy Folk
       Little creatures only about a meter high. They are rather rodent-like in appearance, with sharp little faces, large
  round ears, and three-fingered hands. Their glittering black eyes see easily in pitch blackness. They are great
  
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  traders and travelers and enthusiastic bargainers. Their hearing at close range is even better than a Pe Choi (they
  can hear faint sounds through a stone wall 30 cm thick). They are good burrowers, good climbers, and good
  swimmers.
       They normally fight in large groups. They are not brave when alone, but are fierce when accompanied by others
  of their own species. They have a bad reputation, despite their friendship for mankind; they are thought to be
  devious, sly, cruel, and greedy. They care little for loyalty or friendship, by human standards.
  characteristic average
  STR  2d6       7         Move 20, 40 in narrow tunnels & caves
  CON  3d6       10-11     HP 8
  SIZ  1d4+2     4-5
  INT  2d6+6     13        Armor: none natural, can wear any
  POW  3d6       10-11
  DEX  5d6       17-18
  APP  2d6       7         DODGE: 20
  MAG  3d6-15    max 3
  Weapon         SR   
  Attk%     Damage    
  Parr%     Pts
  Short Spear    7    20        1d6+1-1d4 20        10
  Blowgun        2    20        1d3       20        4
       WEAPONS: pikes or long spears (20), hatchets and axes (20), swords (15), bows (20), and blowguns (20).
  Sometimes use oval shields vs. missiles (only) (5/5).
       SKILLS: Climb 75, Swim 75
  Shen (The Demon Warriors)
       Their gleaming black scales and dragon-like appearance makes them look like huge demon-warriors in
  fantastic plate armor. They have long beak-like snouts and a glittering crest of slender spines, whch they can
  extend or keep flat along their crowns. They are bipedal, as are men, but also boast a muscular tail with a mace-
  like horny knob at the end.
       The Shen are gruff and harsh, disdaining sorcery, knowledge, and other refinements of their human neighbors.
  They are divided into different mutually-hostile "egg-groups", and their ferocity during the summer mating season
  makes them dangerous even to each other.
  characteristic average
  STR  4d6+12    26        Move 50 outside, 20 in confined quarters
  CON  3d6       10-11     HP 19
  SIZ  4d6+12    26
  INT  2d6+4     11        Armor: hide 3 + half-plate 4 = 7
  POW  3d6       10-11
  DEX  2d6       7
  APP  2d6       7
  MAG  3d6-15    max 3      MP 6
  Weapon              SR   
  Attk%     Damage         
  Parr%     Pts
  Axe-Sword           6    25        2d6+2+2d6      25        10
  Tail Club           8    4         1d6+2d6        --        --
  Pistol-Crossbow     4    20        2d4+2          05        6
  Shield              7    05        1d6+2d6        25        16
       COMBAT NOTES: can attack with the tail-club in any direction, 3 SRs after another attack. If it uses the tail-
  club, this counts as one of its two combat actions.
       WEAPONS: short heavy axe-swords (like greataxes, but 1H, SR 2, and take enormous strength to use), maces,
  halberds (all at 25), plus the tail-club (25) and pikes or long spears (20). Also a unique weapon, the pistol-crossbow
  
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  (20/5) (as mdm crossbow, but with range of lt crossbow; cannot be cocked by a human). Cannot use crossbows,
  bows, or slings. Use heavy, large shields (20).
       MAGIC: their MPs from POW are only 1/2 their POW.
  Swamp Folk
       They detest chlen-hide, and will not use weapons made of it. They are excellent sailors, but have no magic
  aptitude at all. They do not particularly hate or fear magic, they just cannot use it. Hence, human sorcerers are
  often hired by them.
  characteristic average
  STR  3d6       10-11     Move 20
  CON  4d6       14        HP 14
  SIZ  4d6       14
  INT  2d6+6     13
  POW  3d6       10-11     Armor: none natural.
  DEX  3d6       10-11
  APP  3d6       10-11
  Weapon         SR   
  Attk%     Damage         
  Parr%     Pts
  Light Mace     8    25        1d8+1d4        25        8
  Cutlass        7    25        1d4+3+1d4      25        8
  Sling          3/9  40        1d8            --        --
  Buckler        8    05        1d4+1d4        20        8
       WEAPONS: Long spears (20); cutlasses and 1H maces (25). Expert slingers (40), but indifferent archers or
  crossbowmen (5). Use small square bucklers (20).
       MAGIC: no ability at all. 1 in 50 is a magic dampener.
  Tinaliya (The Listeners)
       Tiny beings, and among the best magicians in Tekumel. They have appallingly literal minds.
  characteristic average
  STR  1d6+2     5-6       Move 25 normal, 50 in constricted areas
  CON  3d6       10-11     HP 8
  SIZ  1d6+2     5-6       Armor: none natural
  INT  1d6+12    15-16
  POW  5d6       17-18
  DEX  4d6       14
  APP  2d6+3     10        DODGE: 20
  MAG  3d6-13    max 5
  Weapon              SR   
  Attk%     Damage         
  Parr Pts
  2H Spear            7    15        1d8+1-1d4      15   10
  Pistol-Crossbow     3    15        1d6+2          05   4
  Buckler             9    05        1d4            15   8
  WEAPONS: halberds, rapiers, and short spears (15). Have a modified version of the Shen pistol-crossbow
  (15), doing damage as a light crossbow, with 1/2 range. Use small oval shields (15).
  SKILLS: excellent hearing (always automatically successful except against special and critical successes,
  when a roll must be made).
  
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  Hluss (Spawn of the Old Ones)
       Insectoid in appearance, with six limbs, chitinous armor, and a row of razor-sharp mandibles beneath their
  probosces. Their tails are equipped with paralyzing stings. They collect gems and have them set into their body-
  armor permanently. Their reputation and the horror of their appearance frightens off most would-be combatants.
       They can be detected at sea by their constant buzzing sound, and they give off a acidic sweet odor which can be
  smelled easily at up to 30-40 m. They tend to be unimaginative fighters, and do not employ ruses or strategems
  often.
  characteristic average
  STR  2d6+12    19        Move 25
  CON  3d6       10-11     HP 17
  SIZ  3d6+12    22-23
  INT  2d6+6     13        Armor: hide 3 + sometimes helmet = 4   
  POW  4d6       14
  DEX  2d6+6     13        DODGE: 20
  MAG  3d6-14    max 4     MP 14
  Weapon         SR   
  Attk%     Damage         
  Parr%     Pts
  Broadsword     5    25        1d8+1+2d6      25        12
  Claw           8    20/2      1d6+2d6        --        --
  Sting          8    35        1d6+2d6        --        --
  Heavy Crossbow 3    25        2d6+2          10        8
  Shield         6    05        1d6+2d6        25        16
       COMBAT NOTES: can rear up and strike with a central claw (this halves their attack chance with both claw
  and main weapon -- if they only attack w/claw, the claw is not halved) 3 SRs after their main attack. In addition,
  they can always attack with their sting 3 SRs after their main attack at full chances, without reducing other attacks.
  Thus, they can attack up to 3 times in a round; once w/ main weapon, then 3 SRs later with both claw and sting --
  in doing this the main weapon & claw are halved in attack %.  The sting injects a paralyzing poison with a POT
  equal to their CON.
       WEAPONS: long swords in lightning-bolt designs (25), spears & polearms (20), claws (20), and the sting (35).
  Employ all crossbows (25/10). Use kite shields, with horns and scallops (5/25).
       MAGIC: has automatic +2 Magic Skill Bonus.
  Hlutrgu (The Swamp Frogs)
       This swamp species hates all other intelligent life and attacks indiscriminately and ferociously. They are
  rubbery, four-limbed creatures with skull-like heads and wide toothy mouths. They carry darts for spearing or
  throwing, using all four limbs to do so. They have a particularly ugly reputation for torture and atrocities upon
  prisoners -- this upon Tekumel!
       They do not fight as disciplined soldiers, but as a howling mob. They are led by asexual "bosses",
  distinguishable by their grayish hide and yellow-mottled wattles.
  characteristic average
  STR  2d6+6     13        Move 30
  CON  2d6+6     13        HP 15
  SIZ  1d6+12    15-16
  INT  2d6+6     13        Armor: none natural
  POW  2d6+3     10
  DEX  2d6+6     13        DODGE: 25
  MAG  3d6-15    max 3     MP 10
  
  RuneQuest/Tekumel Rules Sandy Petersen
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  Weapon    SR   Attk%     Damage         
  Parr%      Pts
  Javelin   3 
       43        1d10+1+2d6     25        8
  1H Spear  6       43        1d6+1+1d4      25        8
       WEAPONS: javelins and throwing darts (25 thrown or melee), plus 1H maces and long spears (15). They use
  short bows and light crossbows as well (10). Do not use shields.
       ARMOR: leaders sometimes wear leather (often of human skin), but this seems to be more in the nature of a
  uniform than armor.
  Shunned Ones
       Tall ragged-looking spectral beings, with long arms and legs. They have a terrible and repellent stench which
  drives off almost every other species known in Tekumel. Humans can smell them up to 60m away, even in a mild
  contrary breeze. They are excellent sorcerers and knowledgable in the use of ancient technological devices. Most
  humans will flee rather than face this alien and merciless race.
       They cannot survive more than a week in Tekumel's present atmosphere, and are thus limited to quick forays
  and expeditions. They are only average fighters and thus depend on sorcery to defend themselves. Each group is
  accompanied by a leader, somewhat taller than the rest, who uses the most effective spells.
  characteristic average
  STR  4d6       14        Move 40
  CON  3d6       10-11     HP 15 (doubled inside their cities)
  SIZ  2d6+12    19
  INT  2d6+6     13        Armor: 3 pt wrappings
  POW  3d6+6     16-17
  DEX  3d6       10-11
  MAG  3d6-13    max 5     MP 17
  Weapon              SR   
  Attk%     Damage         
  Parr%     Pts
  Long Spear          4    30        1d10+1+1d6     30        10
  Battleaxe           5    30        1d8+2+1d6      30        8
  Javelin w/ atlatl    2    40        1d10+2d6+1d6   20        6
  Shield              6    05        1d6+1d6        30        16
       WEAPONS: long hooked spears, greatswords, mauls, polearms, shortswords, and axes (30). They use atlatls
  (40), and with their long arms, atlatl bonuses are doubled. Use oblong metal shields, cut horizontally in two spots
  to form an "S" shape (30).
  Ssu (The Enemies of Man)
       Tall, slender six-limbed beings wrapped in what look like grayish shrouds (actually loose integument which
  keeps shredding and pulling off). They smell like musty cinnamon and make a high, sweet chiming sound. They
  can see well in the dark, but prefer a dim, blue light. They are excellent sorcerers. They are good at tunneling and
  never get lost underground.
       A Ssu can choose to hypnotize an opponent rather than attack. The victim must resist or obey the Ssu's will.
  The Ahoggya, Swamp Folk, and Tinaliya are immune to this power.
       They are poor swimmers, and become waterlogged and sink if they must remain in water for more than 10
  minutes. They are hampered by a rigid command structure; male "leaders" must be present to direct a party;
  otherwise the Ssu tend to retreat and become demoralized.
  Gray Ssu                      Black 
  Ssu
  
  RuneQuest/Tekumel Rules Sandy Petersen
  69
  characteristic average        characteristic average
  STR  2d6+6     13             STR  3d6+18    28-29
  CON  3d6       10-11          CON  4d6       14
  SIZ  2d6+6     13             SIZ  3d6+18    28-29
  INT  2d6+6     13             INT  2d6+6     13
  POW  5d6       17-18          POW  2d6+3     10
  DEX  3d6       10-11          DEX  2d6       7
  MAG  3D6-12    max 6          MAG  3D6-16    
  max 2
  Move 40 normal, 50 in rough tunnels
  Hit Pts   12                  Hit 
  Pts   22
  Armor: half-plate 4 
  pts       Armor: full armor for 6 
  pts
  Weapon 
     SR   Attk%     Damage         
  Parr%     Pts
  Scimitar (U arm)    7    30        1d6+2+1d6      30        10
  Dagger (L arm)      8    30        1d4+2+1d6      30        6
  Mdm Crossbow        3    30        2d4+2          20        8
  Large Shield        8    05        1d6+1d6        30        16
       COMBAT NOTES: can hold weapons in their central limbs. The Grey Ssu must halve their attack and parry
  chances when using weapons in both limbs simultaneously. This is not the case for the Black Ssu, so they almost
  always do this.
       WEAPONS: long swords, short spears, and daggers. Typical missile weapon is the medium crossbow. Use
  shields in the form of three ovals with a point at each end. (All weapons at 30.)
  
SOURCE: textdata/thevault/Empire of the Petal Throne/Other Tékumel Games/Runequest Tékumel.pdf