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  soRccRy ANA TY)E spcLL cortpus
  Copyright ©1994 by M.A.R. Barker
  All rights reserved .
  THEATRE
  OF THE
  MIND
  All the characters in this book are fictitious, and any
  resemblance to actual persons, living or dead, is purely
  coincidental .
  This edition published in arrangement with M.A.R . Barker
  Published by : Theatre Of the Mind Enterprises, Inc .
  The Byrne Building " Lincoln & Morgan Streets
  Phoenixville, PA 19460
  Interior illustrations by'rrevor Utz and Hank Wolf (Thomas Steininger)
  Printed in the U.S.A .
  
  SORCERY
  SECTION
  EIGHT
  THE NATURE OF "MAGIC"
  Most sorcery on Tekumel is produced by the "pulling through" of energy from the
  Planes Beyond . The "Skin of Reality" is thinner on Tekumel than it is on earth. (Indeed,
  it is thinner in some parts ofTekumel than in others : see below) The basis of sorcery on
  Tekumel is thus not primarily "religious" but rather a religious framework built around
  what appear to be purely scientific principles .
  Once power is drawn through to Tekumel's Plane, the format of the spell itself moulds
  it into the desired manifestation, much as the shape of a nozzle moulds a stream of
  water. One may also think of a spell as a mental "circuit board" that takes the power fed
  into it and turns it into the material effects the programmer desires. Once learned, the
  "circuit board" of a spell canbe brought to mind almost instantly by rote memory. The
  effects of a correctly learned spell are always the same, just as the circuitry of a radio
  always emits the same range of signals.A preceptor's task is to impart each spell's
  mental Gestalt to the student, for once learned, the latter can access it at need .
  Most spells can be brought to mind, concentrated upon, and cast within the 6-second
  Combat Round, although more complex incantations require more time. Still more
  elaborate spells need more than one mage to produce, plus diagrammes, substances,
  vocables, and rituals.
  SPELL LEARNING
  The teaching of spells is primarily the province of the great temples of the Five Empires.
  One's first spells are major life-events for an adolescent student growing up in
  Tsolyanu, and the temple preceptors do not impart this arcane knowledge lightly. One
  must have the basic talents to use magic, and one must also be in good standing with
  one's temple and superiors. See part one of Adventures on Tekumel for a more detailed
  description of how students acquire spells .
  SPELL LEARNING POINTS
  Spell learning is simulated in the game by acquiring "Spell Purchase Points ." A sorcerer
  or shaman characterwho attains a new level receives 25 Spell Purchase Points . If he has
  access to his own or to a friendly foreign temple, he may use these points to learn new
  spells . If no such temple is available, he must save up his spell learning points for later,
  or else add new levels to spells he has already mastered at a lower level.
  SPELL LEARNING TIMES
  The time required to learn a new spell depends on its difficulty. Universal spells take i
  week to learn; generic spells 2 weeks; and temple spells 3 weeks. While travelling,
  characters can only learn new subskills of spells already in their repertoire at twice the
  foregoing times.
  SPELL LEARNING LIMITATIONS
  No temple will teach a mage a temple spell before he reaches level io as a sorcerer.
  Likewise no senior shaman will impart a Shaman spell to a shaman of less than level
  io . Even if a character has the purchase points to buy a temple or high-level shaman
  spell, his superiors may make him qualify by performing some task, goingon a quest,
  etc. to show his loyalty to his god. High-level spells, thus, are not just an automatic
  game acquisition.
  Temples also usually refuse to teach sorcery to students who are training to become
  warriors or soldiers . This is largely traditional, although some say that it is too difficult
  to concentrate on two strict disciplines at once. It is possible for a warrior or soldier to
  gain a few simple universal spells during his education, however (perhaps up to the
  third level or so), and temple priest/sorcerers can master a few levels of the easier
  weapons similarly. The referee must decide individual cases.
  votume 2. soxcexy
  
  SPELL TYPES
  Spells are divided into three phyla in the temples of the Five Empires. Spells available in
  every temple are called Universal. More advanced spells taught in certain temples but
  not in others, are termed Generic . Each temple also has its roster of advanced and
  recondite temple spells ; these are jealously guarded by the priesthoods, and they are
  imparted only to senior members in very good standing in the hierarchy. It is next to
  impossible to acquire spells from temples other than one's own. The penalty for doing
  so by illegal purchase or trickery is severe .
  Still another phylum of spells is that of the tribal shaman . Some of these spells
  resemble those of the Five Empires, while others are quite different. Each tribe guards
  its shamans andtheir spells carefully. A player may have a shaman character, with the
  referee's permission, and that person's spell list must be worked out. Only a few
  samples of high-level shamanistic spells canbe included below.
  Spells are also divided into psychic and ritual. The former are cast through a
  visualisation of the "circuit board" alone; the latter require delicate motions, gestures,
  vocables, etc., as well as the proper mind-set. One can cast a psychic spell while sitting
  still, but a ritual spell needs room to move one's limbs, a solid place to stand, etc.
  SPELL LEARNING COSTS
  Each spell costs a fixed number of Spell Learning Points, dependingupon its level and
  phylum . As one "buys" spells, these are noted on the character reference sheet.
  SPELL CASTING
  A mage uses psychic power points to cast spells . A mage's power points are the TOTAL
  of his Intelligence, Psychic Ability, and Psychic Reservoir, as determined in part one of
  Adventures on Tekumel. As long as his psychic powerpoints last, he can continue to
  cast spells from his repertoire : different spells or the same one repeatedly, as he wishes .
  A mage may never cast a spell that requires more psychic power points than he has
  remaining. The cost in psychic power points required to cast each spell is listed below:
  LIMITATIONS ON SPELL CASTING
  FERTILE AND BARREN MAGICAL REGIONS
  The "Skin of Reality" is thinner in some parts ofTekumel and thicker in others . Spell
  casting costs are halved in fertile areas, doubled in semi-barren areas, andno magic can
  be cast in barren areas at all . Magical devices, too, work only once in barren regions;
  thereafter they do not function until they have been taken outofthe area . An example of
  a very fertile region is the eastern third ofthe south-western nation of Livyanu.Abarren
  area is the Tsolei Isles. Occasionally, too, areasbecome temporarily fertile or barren, due
  to interplanar causes not understood by scholars . These are decided by the referee.
  VOLUME 2. soRceRV
  SPELL LEVEL
  SPELL
  UNIVERSAL
  PHYLA & COST IN SPELL
  GENERIC
  PURCHASE POINTS
  TEMPLE
  I
  2
  4
  6
  2
  4
  6
  8
  3
  6
  8
  Io
  4
  8
  IO
  12
  5
  IO
  12
  14
  6
  13
  1 5
  17
  7
  16
  18
  20
  8
  Ig
  21
  23
  g
  22
  24
  26
  IO
  25
  27
  30
  
  PHYLUM
  UI
  U2
  U3
  U4
  U5
  U6
  U7
  U8
  U9
  UIo
  G1
  G2
  G3
  G4
  G5
  G6
  G7
  G8
  G9
  Gio
  T1
  T2
  T3
  T4
  T5
  T6
  T7
  T8
  Tg
  TIo
  Non-applicable : mages of Levels i through
  g cannot have or cast Temple spells
  . A
  referee may grant a low-level sorcerer a
  Temple spell as a "game special" as part of
  the story line
  . In such a case, the Spell
  Casting Costs listed in the Gio row above
  are employed but a Dioo is rolled to
  determine the number of extra points
  added to the spell-casting cost . This
  addition is permanent for that character
  until he attains Level Io or higher.
  30/25
  20/15
  10/5
  40/35
  30/25
  20/15
  50/45
  40/35
  30/25
  6o/55
  50/45
  40/35
  7o/65
  60/55
  50/45
  80/75
  7o/65
  60/55
  go/85
  80/75
  7x/65
  100/95
  90/85
  80/75
  120/110
  100/95
  go/85
  140/130
  120/110
  100/95
  PSYCHIC DAMPENERS
  A psychic dampener is a character whose psychic
  ability is of to io . No spell can be cast within 3 feet
  of a psychic dampener. Spells cast outside this a-
  foot area will affect those within it, however.
  METAL AND SORCERY
  If a mage carries more than approximately 2 oz . Of
  metal, any spell he casts will not function. There is
  also a 50% chance the mage will die upon casting
  the spell. Mages cannot cast ritual spells while
  wearing armour, even if it is made of a non-metallic
  substance. Mages using psychic magic may wear
  Chlen-hide or leather armour, however.
  ABNORMALLY PSYCHIC SORCERERS
  A sorcerer who is "abnormally psychic" (having a
  Psychic Ability of 96+) may cast spells as if he is
  one level higher.
  VOLUODE 2. SORCERY
  3
  SPELL
  LEVEL OF SPELL AND WHETHER PSYCHIC ("P") OR RITUAL ("R")
  CASTING
  1-3
  4-6
  7-9
  10-12
  13-15
  16-up
  COSTS
  P/R
  P/R
  P/R
  P/R
  P/R
  P/R
  30/25
  20/15
  10/5
  5/3
  3/2
  2/1
  40/35
  30/25
  20/15
  10/5
  5/3
  3/2
  50/45
  40/35
  30/25
  20/15
  10/5
  5/3
  6o/55
  50/45
  40/35
  30/25
  20/15
  10/5
  70/65
  60/55
  50/45
  40/35
  30/25
  20/15
  go/8o
  7o/65
  60/55
  50/45
  40/35
  30/25
  II0/100
  go/8o
  7o/65
  60/55
  50/45
  40/35
  130/120
  110/100
  go/8o
  7o/65
  60/55
  50/45
  150/140
  130/120
  110/100
  go/8o
  7o/65
  60/55
  170/I6o
  150/140
  130/120
  110/100
  go/8o
  7o/65
  40/35
  30/25
  20/15
  10/5
  5/3
  3/2
  50/45
  40/35
  30/25
  20/15
  10/5
  5/3
  60/55
  50/45
  40/35
  30/25
  20/15
  10/5
  7o/65
  60/55
  50/45
  40/35
  30/25
  20/15
  80/75
  7o/65
  6o/55
  50/45
  40/35
  30/25
  100/90
  80/75
  7o/65
  60/55
  50/45
  40/35
  120/110
  100/90
  80/75
  7o/65
  60/55
  50/45
  140/130
  120/115
  100/90
  80/75
  7o/65
  60/55
  16o/iSo
  140/135
  120/115
  100/90
  80/75
  7o/65
  18o/I70
  16o/I55
  140/135
  120/115
  100/90
  80/75
  
  REGENERATION OF PSYCHIC POWER POINTS
  Once per day, upon the mage's rising from 4 or more hours of sleep, or 6 or more hours
  of tranquil relaxation, a Dioo roll is made to determine how many psychic power points
  he has regained. This depends upon his total starting psychic power points ; see above.
  One may never recover more points than one's original total.
  SPELL CASTING
  WHEN A SPELL MAY BE CAST
  If he chooses, a mage may cast spells during his turn . In non-combat situations, he
  declares what spell he is casting, who or what its target is, and what its effects and area
  are; see the following paragraph.
  UNOPPOSED SPELLS
  An unopposed spell is one cast upon an inanimate object or a beingwho allows the
  spell to affect him without attempting a SavingThrow. The caster makes one Dioo roll
  to cast his spell on the Unopposed Spells line on the Spell Casting Table. Whether or not
  a spell is successful, the caster subtracts the point cost of the spell (see above) from his
  current psychic powerpoint total.
  When the referee informs a mage that a spellhas been cast at him, the latter declares
  his intent to resist or to permit the spell - including a hostile one - to take effect. He
  may thus refuse to use his Magical Resistance Factor, and the spell is rolled for on the
  "Unopposed Spells" line in the chart below. The defender is not told whether the
  incoming spell is hostile or not.
  MAGIC IN COMBAT
  TARGETING
  Against a hostile and resisting target, the caster awaits his initiative turn in the Combat
  Round; cf. above in the section on Combat . He then announces his spell and its
  target(s), applies modifiers, and makes one Dioo roll on the Spell Casting table, below.
  This roll symbolises preparation, correct casting, and various other factors, such as the
  thickness of the "Skin of Reality" at that particular time and place. If this roll succeeds,
  the spell takes effect in the location stated by the caster. Each relevant target within the
  spell's "circle of effect" then makes a Saving Throw. If this SavingThrow is successful,
  the spell has no effect (or only limited effect, as stated in the spell list, on that target . If
  the target fails his Saving Throw, he suffers the full effects of the spell.
  THE MAGICAL RESISTANCE FACTOR
  Each object and beinghas a chance of avoiding the effects of a spell. This is based
  largely upon an intelligent creature's sorcerous talent plus training. For animals and
  objects without magical abilities the primary factor is size. While smallinanimate
  objects are also usually included in the "unopposed spells" line in the table, larger ones
  (e.g. a fortress wall, a heavy gate, a house, a temple, etc.) and those containing magical
  power of their own require rulings from the referee.
  voLumC 2s SORCERY
  REGENERATION OF PSYCHIC POWER POINTS
  ORIGINAL PSYCHIC POWER POINTS
  DIOo SCORE RANGES
  01-10
  11-20
  21-50
  51-8o
  81-I0o
  175-200
  150
  100
  8o
  50
  30
  201-250
  200
  150
  100
  6o
  40
  251-275
  250
  200
  150
  70
  5o
  276-up
  ALL
  250
  200
  8o
  6o
  
  Magical Resistance Factors are provided formost targets in the Spell Casting Table
  below. The referee may make modifications for "specials" or items that do not seem to
  fit any of the categories.
  SAVING THROWS
  A SavingThrow is a Dioo dice roll representing a target's chance to avoid the effects of
  a spell. The usual reason is that the spell fails to overcome his Magical Resistance
  Factor. There are also othercauses: e.g. the thickness of the Skin of reality, a mistake in
  preparation or casting, and the like. Even very skilled mages do not expect their spells
  to work every time .
  Some spells do not require saving throws because they produce actual substances and
  materials: e.g. a patch of the Food of the Ssu, an iron missile, a physical wall, etc.
  Instead of a Saving Throw, then, a "Dexterity Roll" (see the section on Adventure Dice
  Rolls, above) or some other means of escape may be needed. These features are stated
  in the spell lists below.
  MISSED SPELL TARGETS
  OPTIONAL : If a caster fails his spell casting roll by io dice pips or less, the spell takes
  effect in the immediate vicinity of the intended target, perhaps striking another target .
  A miss by r-2 pips means that the spell affects either the next target in a straight line
  behind the intended target, or manifests itself 5 or ro feet beyond the target.A miss by
  3 or 4= 5 or io feet short; a miss by 5, 6, or 7 = 5, ro, or 15 ft to the left ; a miss by 8, 9, or
  ro = 5, io, or 15 ft to the right. Any new target caught in a spell's area of effect is allowed
  only the modifiers granted by the spell's phylum. This optional rule slows down play
  but makes for more realistic castings of "Food of the Ssu" and similar "areal" spells .
  EXCEPTIONAL CREATURES
  The Spell CastingTable below includes targets up to a Magical Resistance Factor of 12
  against a mage of level 36-up. Still larger and more powerful creatures exist: demons,
  and sea monsters so huge that one spell, no matter how powerful, can only rarely
  overcome them: e.g. a terrible Demon from the Planes Beyond, an gigantic Akh6, a huge
  Zo'6ra, or other, unlisted denizens of the deeps. Such a monster may require two, three,
  or even more successful "hits" by the same spell in order to kill it, incapacitate it, stun it
  (for r-5 CR), or drive it away. The number of successful hits needed to eliminate such a
  creature are left to the referee.
  In all cases, the referee is free to modify matters in order to maintain a story line . Firing
  an unexpected spell and killing the Emperor is just not an option, even for the luckiest
  character!
  MAINTAINING A DURATIONAL SPELL
  Many spells are instantaneous : they take effect at once and have no duration . Others
  are durational : they last a stated number of combat rounds, turns, hours, etc. Once
  successfully cast, one of this latter type of spells can be maintained beyond its first
  duration without a second roll by expending the same number of power points as were
  needed to cast it originally.
  Durational spells also allow a mage to cast a second spell while holding the first one in
  force, unless specifically restricted by the spell's description . If two durational spells are
  in effect, the mage can cast no more spells until one expires, or he chooses to drop one
  or both . He can thus maintain one durational spell while castingone new
  instantaneous spell per Combat Round. If he wishes to drop a durational spell before it
  expires; he must declare this to the referee when his initiative turn comes.
  Certain durational spells create actual gases, lava, etc. These cannot be dropped but must
  either expire normally or be disenchanted. Instantaneous spells (e.g. a missile, a bolt of
  lightning) cannot be dropped; they eventuate too rapidly to be halted in mid-flight.
  VOLUME 2 : SORCERY
  
  PREPARING AND HOLDING A SPELL
  A mage can prepare a spell and hold it to cast in a following Combat Round. This
  counts as one ofthe two spells he may have simultaneously. A spell thus prepared and
  held counts as a "durational" spell, regardless of its usual status . A spell may be held for
  a number of Combat Rounds equal to the mage's Intelligence factor divided by four
  (and rounded up) . Thereafter it must be recast, with a second expenditure of psychic
  power points .
  RANGES AND CIRCLES OF EFFECT
  Ranges to which spells can be cast are stated in the spell descriptions below. Distances
  are stated from the caster to the near edge of a spell's circle of effect (NOT to its centre) .
  Some spells affect a single target only. Others affect a number of targets or else an area
  of a given diametre . The caster himself is the centre of the circle of effect of certain
  spells, and the circle of effect extends out to equal distances all around him . Unless
  miniature figures or other markers are used, a random roll may be needed to determine
  which and how many targets are within a spell's circle of effect .
  The number of individuals or relevant objects within a given circle of effect is found
  from the following table :
  LONGER SPELL PREPARATION
  If a mage takes an extra Combat Round before casting a friendly spell (e.g. Healing), he
  may arrange co-operative friendly characters so as best to affect the entire group, thus
  gaining the maximum number affected by his spell without the need of another dice
  roll. Additionally, each round a mage takes to prepare a spell (beyond the times stated
  in the descriptions) adds +5 to his chance of casting the spell successfully. He cannot
  prepare or cast other spells during such a period, however, and there is a maximum of
  +io to this extended preparation.
  "EYES" AND OTHER MAGICAL DEVICES
  Magical devices such as "Eyes," scroll-spells, etc ., roll for effect on the Spell Casting Table
  below as though they were loth level universal spells .
  MERCY TO PLAYER CHARACTERS RULE
  OPTIONAL : If the gaming group desires, individuals killed by spells can be treated as in
  the Quick Play combat system : unless the spell or circumstances compel otherwise, a
  player or a key Non-player Character (NPC) is "incapacitated," rather than killed
  outright. This method is more "player friendly" : an unlucky or overpowered party has a
  greater chance to survive .
  RADIUS OF PROTECTION RULES
  OPTIONAL : Mages are surrounded by "auras" of magical power. Magic cast into or even
  out of this sphere must contend with the mage's aura . A mage with more skill has a
  larger "aura radius" than one with less skill. For every level of sorcerous skill, the aura is
  extended by one foot farther out from the caster. Spells cast by a hostile mage or a
  magical device fired into, from, or through this area must overcome the mage's Magical
  Resistance Factor in order to take effect. Each defending mage thus has the option of
  "intercepting" a spell aimed into his aura's radius of protection . By "intercepting" a spell,
  the mage moves the centre of its circle of effect away from the original target to
  voLUmE 2 : SORCERY
  AREA (DIAMETRE)
  INDIVIDUALS TARGETED
  AREA PIAMETRE)
  INDIVIDUALS TARGETED
  I FT
  I
  5 FT
  I-2
  10 FT
  1-6
  20 FT
  2-12
  30 FT
  4-24
  
  himself. In this way, more vulnerable warriors and othernon-sorcerous characters
  receive some protection against magic.
  OPTIONAL : if plural mages occupy the same area, a hostile spell works only if the highest
  level defender's Magical Resistance Factor is overcome. If he is successfully struck by
  the spell, then the other targets in the spell's circle of effect (i.e . the other mages, non-
  magical characters, etc.) are targeted normally and must each make a SavingThrow. If
  the spell fails to work againstthe most powerful defender, it fails against all of the
  targets in the circle . Psychic powerpoints used to cast a failed spell are still deducted
  from the caster's total, of course .
  MILITARY MAGIC
  Military magic requires comment. Each legion has a score or more mages assigned to it.
  These are trained in abouthalf a dozen specific offensive or defensive spells . Such
  magic-users are usually not adept at regular sorcery but instead work at linking
  psychically with their fellows in the legion's magical contingent . Four or five trained
  battlefield mages can prevent othermagic from working for about iooo ft in any
  direction; twenty or thirty can affect an entire battlefield. Normal sorcery and magical
  devices do notwork on large bodies of troops or anywhere near these specialists, and
  very powerful "team spells" are needed to get through to attack them . Military mages
  follow orders, campaign with their legions, and due to their limited sorcerous skills and
  duties, are best left as non-player characters . Military sorcery acts as a sledgehammer
  against large bodies of troops but is too slow and cumbersome to be of much use
  adventuring. Functioning as "sorcerous artillery" is also dangerous and requires long
  training with one's fellows, butbelonging to such a fighting team is considered "noble,"
  and military sorcerers are proud of the responsibility that accompanies the privileges of
  their profession .
  voLumC 2 . SORCERY
  
  SPELL
  CASTING
  TABLES
  CASTER'S LEVEL AND MAXIMUM DI00 SCORE TO CAST A SUCCESSFUL SPELL
  I-3
  4-6
  7-9
  I0-I2
  I3-I5
  I6-I8
  Ig-2I
  22-24
  25-27
  28-35
  36-UP
  95
  95
  MODIFIERS TO THE CASTER'S CHANCES
  For each + or - modifier add or subtract the amount shown to the caster's chance of success. The
  chance to cast a successful spell cannot be modified above 95 or below oI .
  TARGET'S SPEED
  VERY QUICK
  -IO
  QUICK
  -5
  MAGE'S WOUNDS
  SERIOUS
  -IO
  MINOR
  -5
  ` PER ROUND MAXIMUM OF +IO)
  " IF OUTSIDE OF TOUCH RANGE
  8
  voLuCDC 2 . SORCERY
  UNOPPOSED SPELL
  50
  COMBAT SPELL
  35
  6o
  40
  70
  45
  75
  6o
  8o
  65
  83
  70
  85
  75
  88
  8o
  go
  85
  93
  go
  TARGET'S MRF
  TARGET'S SAVING THROWTO RESIST ("30" = I TO 30)
  O. VERY SMALL
  ANIMAL, CHILD
  30
  28
  25
  23
  20
  I8
  I5
  I3
  I0
  8
  5
  I . ANIMAL, HUMAN.
  35
  33
  30
  28
  25
  23
  20
  I8
  I5
  I3
  I0
  2. LARGE AND STRONG
  ANIMAL, MAGE LEVEL I-3
  45
  38
  35
  33
  30
  28
  25
  23
  20
  I8
  I5
  3. VERY LARGE ANIMAL,
  MAGE LEVEL 4-6
  55
  45
  40
  38
  35
  33
  30
  28
  25
  23
  20
  4. GIGANTIC ANIMAL,
  MONSTER, MAGE LEVEL 7-9
  60
  55
  50
  43
  40
  38
  35
  33
  30
  28
  25
  5. LARGE MONSTER,
  MAGE LEVEL 10-12
  65
  63
  60
  50
  45
  43
  40
  38
  35
  33
  30
  6. VERY LARGE MONSTER,
  MAGE LEVEL I3-I5
  70
  68
  65
  60
  55
  48
  45
  43
  40
  38
  35
  7. GIGANTIC MONSTER,
  MAGE LEVEL 16-18
  75
  73
  70
  68
  65
  55
  50
  48
  45
  43
  40
  8. UNDEAD AND OTHER
  MAGICAL BEINGS,
  MAGE LEVEL Ig-2I
  80
  78
  75
  73
  7o
  65
  60
  53
  50
  48
  45
  9. RU'tN ROBOT),
  MAGE LEVEL 22-24
  85
  83
  80
  78
  75
  73
  7o
  60
  55
  53
  50
  I0 . MAGE LEVEL 25-27
  g0
  88
  85
  83
  80
  78
  75
  7o
  65
  60
  55
  I I . MAGE LEVEL 28-35
  95
  93
  9o
  88
  85
  83
  80
  78
  75
  65
  6o
  I2 . MAGE LEVEL 36 AND UP
  99
  98
  95
  93
  90
  88
  85
  83
  80
  75
  70
  Note: A critically wounded mage cannot cast any spell.
  MAGE'S ACTIONS
  IN MELEE: PSYCHIC SPELLS ONLY; RITUAL SPELLS CANNOT BE CAST IN MELEE
  -5
  PREPARES SPELL FOR I EXTRA COMBAT ROUND
  +5*
  MAGE ENCUMBERED
  -5*
  TOTAL DARKNESS OR BLIND
  -25#
  CASTING FROM THE SECOND RANK/OR PAST EACH INTERVENING TARGET
  -5#
  CASTING AT TARGET(S) IN MELEE AND TRYING TO AVOIDA FRIENDLY TARGET
  -IO'
  
  MODIFIERS TO THE TARGET'S SAVING THROW:
  For each + or - modifier, add or subtract the amount shown to the target's Saving Throw
  chance (not to his Saving Throw score!) . No Saving Throw can be modified above 99 or
  below or .
  SPELL TYPE
  Universal Spell
  o
  Generic Spell
  -5
  Temple Spell
  -ro
  MISCELLANEOUS
  The following modifiers are added to the target's Saving Throw chance :
  e.g r-35 instead Of 1 -30 .
  Target carries an enchanted shield
  +5
  Target wears enchanted armour. This is a
  separate modifier from the above ; together
  the target can have a maximum of +ro.
  +5
  For every 4o subskill levels the target has in
  the skill of Priest (maximum +ro)
  +5
  VOLU(T)E 2 . SORCERY
  9
  
  SECTION
  THE SPELL CORPUS
  NINE
  10
  The following spells, listed alphabetically by phylum, level, and temple, are those
  available to the sorcerers ofTsolyanu . Although foreign temples have their own spell
  corpora, these are generally similar enough to those ofTsolyanu to allow foreign mages
  to use the Tsolyani list .
  LEARNING HIGHER VARIANTS OF A SPELL
  Not all levels of a given spell exist, but all available lower-level variants of a spell must
  be purchased in order to learn further higher-level subspells. Many spells were given in
  the Adventures on Tekumel series and are given again in modified formsbelow. Players
  must replace the spells learned in the solitaire series with spells from this book. Each
  level learned earlier is worth 25 spell purchase points . Fractional levels are dropped, and
  players should reassign points expended on these.
  PSYCHIC AND RITUAL SPELLS
  Psychic spells are cast through mental efforts alone and require no visible actions.
  Ritual spells require gestures, words, and rituals to activate . It is thus easy to discern
  that a mage is casting a ritual spell.
  SPELL LIST TERMINOLOGY
  A number of special abbreviations and symbols are used in the spell lists below.
  ABBREVIATION
  EXPLANATION
  +
  A spell that is cast into an area, rather than at a specific target ; such
  a spell has no Saving Throw; a DexterityTest may be required instead
  Ran
  Range of the spell. If no range is listed, it is "Touch Range" : about 5 ft .
  Range is measured from the caster out to the near edge of the spell's
  circle of effect.
  Dmg.
  Damage
  Prereq .
  Prerequisite : a spell or spells that must be learned before acquiring
  this variant
  T
  Aone-minute'Ihm
  CR
  Asix-second Combat Round
  Prep .
  The preparation time needed to ready a spell and "cock" it for firing
  in the next or a subsequent Combat Round
  Diam.
  The diametre of a spell's circle of effect. If no diametre is listed, it is i ft
  Dur.
  Duration of a spell . If no duration is listed, the spell is instantaneous :
  its effect occurs instantly
  *
  A durational spell that requires concentration to maintain
  voLumC 2 . SORCERY
  
  The following spells are available to sorcerers of all temples and also to shamans :
  UNIVERSAL
  SPELLS
  I .
  ALLEVIATION (R)
  U2 : Neutralises poisons and toxins ; has no effect upon alcohol or diseases .
  2 .
  ASCERTAINMENT (P)"
  3 .
  4.
  5-
  UI
  : Reads the surface thoughts of another human . Ran: 15 ft; Dur : 2 T
  U2 : As for Ui, but can detect the target's hostility or friendliness towards the
  caster. Ran : 15 ft ; Dur : 3 T
  U6: Communicates telepathically with one member of the caster's own species .
  Ran : 120 ft; Dur: 5 T
  U8 : As for U6, but also allows contact with one member of a friendly
  nonhuman race.
  CLAIRVOYANCE/CLAIRAUDIENCE (P) *
  UI : This spell sees and hears through obstacles (but not metal) . The area within its
  range must be lighted. Ran : 15 ft ; Dur : I T
  U2 : Sees into dark spaces ; hears very faint sounds . Ran : 30 ft ; Dur: 3 T
  U5 : Sees into dark spaces ; hears very faint sounds even through obstacles up to
  3 ft thick . Ran : 6o ft; Dur: 3 T
  CONTROL OF SELF (P) *
  UI : Cuts off any sensation of pain; the caster can move normally but cannot
  engage in combat, cast other spells, etc . ; usable on self only. Dur : 3 T
  U2 : As for Ui, but also halts bleeding from wounds (does not heal wounds) ; this neg-
  ates the wound modifier for spell casting purposes . Usable on self only. Dur: 2o T
  U4: As for U2, but also allows the caster to hold onto an object and not let go due
  to fatigue ; enables caster to hold his breath for duration of the spell; usable on
  self only. Dur: 3o T
  U6 : As for U4, but also allows the caster to engage in hand-to-hand combat while
  the spell is in force . Dur : 3o T
  DISENCHANTMENT (R)
  U4: The target is an unfriendly universal spell which the caster desires to remove ;
  the opposing spell has a 25% chance of resisting and remaining in effect. This
  special 25% roll is made after the disenchantment spell is successfully cast .
  This spell cannot be used on magic missiles or other combat spells . Ran : 15 ft.
  U6 : As for U4, but the target is a generic spell.
  UIo: As for U6, but the target is a temple spell.
  6 .
  DOMINATION (P) *
  U2 : Target can be commanded to flee, halt or fight against friends . Ran: 30 ft ; Dur: I T
  U5 : As for U2, but target will also open doors, provide guidance and perform
  simple tasks . Ran : 6o ft; Dur: 3 T
  UT As for U5, but with a Io-ft diametre. All affected can be given more complex
  instructions . Ran: 120 ft ; Dur: 5 T
  VotumE 2. SORCERY
  
  7-
  9 .
  ELICITATION (P)"
  UI : Provides a hazy picture of the last being to handle an inanimate object . Dur: I T
  U2 : Enables the caster to perceive an animate target's magical aura and reveals
  how magically powerful the target is . Ran: 30 ft; Dur: I T
  U3 : The caster holds a portion of some homogeneous substance and is guided to
  more of the same substance inside the circle of effect. Ran: 3o ft ; Dur: 3T
  U6 : Revealsthe contents or workings of opaque objects: e.g., the area surroundinga
  trap or the locking mechanism on a chest. It does not explain how the
  mechanism functions if the caster does not already know. Ran: 15 ft ; Dur: I T
  U7: Detects drugs or toxins within a substance and whether these materials are
  life-threatening; the spell does not reveal which specific substance(s) are
  dangerous. Ran: 15 ft; Dur: I T
  8 .
  EXECRATION (R)
  U9: This spell curses an object. The curse must refer to a general group: e.g . all
  those who worship Avanthe or all Shen . If a member of the target group
  touches the cursed object or reads the cursed inscription, it explodes doing
  damage according to table E on all within io ft of the item. Handling of the
  cursed item by any unaffected party, including the caster, removes the curse.
  Dur: 24 hours; Prep : 5 T
  FAVOURING (R)'
  U6 : Cast before a fight, this spell replaces 2-2o body damage points in advance,
  before they are lost by the target. Dur: 6o T; QUICK PLAY : Replaces up to one
  critical wound.
  IO .
  HEALING (R)
  UI : Heals I-5lost body damage points. It does not function against drugs, toxins or
  non-physical damage. QUICK PLAY : Heals one minorwound. If this spell fails to
  heal a target, any subsequent casting of any Healing spell by any mage is done
  with a -Io chance of success, cumulative . This applies to all higher variants of
  this spell as well . See also Healing in the section on combat, above.
  U2 : As for UI, but heals I-Io body damage points .
  QUICK PLAY: Heals one serious wound.
  U4 : As for U2, but heals I -2obody damage points .
  QUICK PLAY: Heals one critical wound.
  U8 : Restores and heals one lost limb, eye or other body part ; it does not act upon
  damage due to disease, drugs, deprivation, etc.
  I I .
  INSCRIPTION (R)
  UIo: The caster can inscribe a universal spell for later use. Anyone able to read the
  language employed can use the scroll . Only sorcerers of level Io and higher
  may write scrolls. After one reading the writingon the scroll disappears, and
  it becomes useless. There is also a chance the spell will misfire. DI00 are
  rolled . If this roll fails by Io points or less, the caster is unharmed . Failure by
  I I or more points does damage to the caster according to table E. Chances of
  the spell working properly are given in the following table: (see next page)
  voLumC 2 . SORCERY
  
  12 .
  INVISIBILITY (R)"
  U2 : The target is put "out of phase" with this plane and becomes a blur visible only
  in daylight. Dur: 2 T
  U6 : Targets within a Io-ft circle become completely invisible ; targets cannot move
  outside the circle without becoming visible again . This spell may be used to
  hide inanimate objects . Dur: 4 hours (240 T)
  13 .
  LIGHT AND DARKNESS (R)"
  Ui : Produces a ball of dim light on the caster's fingertips . This spell can be cast on
  oneself only. Diam : Io ft (of effect) ; Dur: 2 T
  U3 : As above, but the target is invisible in daylight as well . Dur : 3 T
  U8: The caster sees invisible objects within the spell's range . Ran : 30 ft; Dur : 5 T
  U3 : Produces a ball of bright light or pitch darkness on the casters fingertips . The
  caster can set this down or give it to another to carry. Diam: 30 ft ; Dur: 5 T
  U5 : Creates a beam of light or darkness . Ran : 6o ft, covering an area Io ft in
  diametre. The caster can move and fight normally but must use one hand to
  hold the beam . Dur : Io T
  NUTRIFICATION (R)
  U3 : Fills the target's stomach with nutriment appropriate to the species, equivalent
  of one full meal . Food created by this spell is lacking certain nutrients and thus
  cannot sustain life indefinitely. This is true for all variants . For a full descrip-
  tion of this spell's limitations, refer to spell #84.
  U6 : Creates simple, nourishing food and drink for persons of the caster's species .
  This food lasts Io T or until consumed, whichever occurs first. Diam: Io ft .
  I5 .
  PERCEPTIONS OF THE ENERGIES (R)"
  U2 : Allows caster to determine whether inanimate objects within the area of the
  spell's effect are enchanted. It does not specify what the enchantment is .
  Diam : Io ft; Dur : I T
  U3 : As for U2, but it also reveals if enchantment is hostile to caster.
  Diam : 20 ft; Dur : 2 T
  U4: The caster can ascertain whether spells were cast within the area of effect
  within the past hour. It reveals the level of such spells but not specific spell
  name . Diam : 20 ft; Dur: 3 T
  16 .
  PHANTASMS (R)*
  UI : Creates an illusion of a wall of rock, wood, etc ., in front of the caster.
  Ran : 15 ft; Dur : I T
  VOLUME 2 ; SORCERY
  INSCRIPTION SPELL SUCCESS TABLE
  SPELL LEVEL
  MAGE's LEVEL
  I0-II
  I2-I3
  I4-I5
  I6-I8
  I9-UP
  I-3
  I-70
  I-80
  I-90
  AUTOMATIC
  AUTOMATIC
  4-6
  I-60
  I-70
  I-80
  I-90
  AUTOMATIC
  7-9
  I-50
  I-60
  I-70
  I-80
  I-90
  IO
  I-40
  I-50
  I-60
  I-70
  I-80
  
  U3 : Creates apparitions of human size or smaller. These cannot move out of the
  area of effect and make no sound . They wave weapons and look ferocious. If
  touched, they vanish . Diam : io ft; Dur: 2T
  U6 : As for U3, but these beings fight as if they have a HBS of ioo. They wear
  medium armour and do damage according to table C but may not leave the
  area of effect . They have a Magical Resistance Factor equivalent to the caster,
  with 45 body damage points (Quick Play = I critical wound) . They can be
  banished by Disenchantment (see #5) . Diam : 20 ft; Dur : 2 T
  17 .
  ROBUSTNESS (R)'"
  U3 : Lightens a burden of up to 300 pounds so that it seems like 5o. This spell is
  usable by caster only. He cannot cast further ritual magic or engage in hand-to-
  hand combat while carrying enchanted objects . Dur: 5 T
  U5 : As for U3, but lightens up to 6oo pounds . Dur: io T
  UT As for U5, but may be cast on two targets (loads) as heavy as 6oo pounds
  apiece at once . Diam : Io ft ; Dur: 15 T
  I$ .
  THE SEAL UPON THE POWERS (R)"`
  Uio : A globe of glowing particles surrounds the caster and others within a 3o-ft
  circle. No ritual magic can be cast within this globe and none may enter from
  the outside . The caster can move, fight, and cast psychic spells normally, but
  the globe does not move with the caster, nor can a second one be cast while
  the first is in effect . Dur : 3 T; Prep : I T
  Ig .
  SOPORIFEROUSNESS (R)
  U2 : Causes one target to fall asleep; works only on beings no larger than a Shen or
  a Black Ssu . It does not function against Pygmy Folk, Shunned Ones, androids,
  undead, or demons . Ran : 30 ft ; Dur : 5 T
  U4: As for U2, but Diam : io ft; Ran : go ft; Dur : 6o T
  U5 : As for U4, but Diam : 20 ft. It may alternatively be used to affect I very large
  target . Ran : I 8o ft ; Dur: 6 hours (36o T)
  20 .
  THE SPHERE OF IMPERMEABLE QUIESCENCE (P)"
  Uio : This is the psychic counterpart of spell #i8 . All particulars are the same
  except that "psychic" is substituted for "ritual ."
  21 .
  TERRORISATION (P)
  U2 : Causes instant fear. The target will flee or fall down in terror. Ran : 30 ft ; Dur : I T
  U4: As for U2, but affects a io ft area . 'Ihrgets affected will flee screaming or cower
  helplessly. Ran : go ft ; Dur: 5 T
  22 .
  TRANSLOCATION (P)
  Ui : Lifts and slowly moves a small object weighing up to 2 ounces a distance of
  about 15 feet.
  U2 : As for Ui, but the object can weigh up to 4 ounces and be moved up to 30 feet.
  A target hit with such an object loses one round of combat due to distraction .
  U5 : As for U2, but the object may weigh up to I pound and move up to go feet . If
  hit by this object a target takes damage according to table C.
  VOLUME 2 . SORCERY
  
  UT As for U5, but the object mayweigh up to 2 pounds and move up to 120 feet.
  A target takes damage according to table D.
  23 .
  TRANSPORTATION (R)
  Ug : This spell transports the caster and all other human-size or smaller targets
  within a Io ft circle exactly 300 feet to a position previously occupied by the
  caster. The distance transported is measured by "dead reckoning" to a spot 300
  ft from where the mage currently stands . In some cases this will place the
  mage safely out of a maze, etc. An unwilling target is treated as a target of a
  combat spell and is allowed a SavingThrow. Only items carried (i.e. those off
  the floor and not attached to anything) by the caster or targets within his spell
  circle are transported. If other beings or large objects already occupy the
  destination, an explosion occurs, doing each one of the caster's party and the
  current occupants damage on table G, with a modifier of +Io to the scores .
  Armour does not affect this roll. Prep : I CR
  24 .
  WARDING (R)"
  U4: Creates a protective shield around the caster's body; the caster cannot be
  struck by physical blows or missiles . Magic does penetrate, as do gas, spores, or
  an enemypushing his way in slowly. The caster can move with the shield and
  use sorcery (except in melee), but cannot use melee or missile weapons while
  the spell is in force. TNo CR are needed to push through the shield. Dur: I T
  U5 : As for U4, but the caster can include one other individual within his shield .
  The protected individual must remain within 5 ft of the caster. Persons inside
  this variant can attack foes pushing in, and they can cast ritual spells . Three
  CR are required to push through. Dur: 2T
  25 .
  THE WEB OF KRIYAG, LOVER OF SPIDERS (R)+
  U5: Hurls a net of tangling webs ; if a target is affected, he loses I-2 T struggling to
  get free.A Dexterity Test at the "Harder" level is allowed once every other
  Combat Round to extricate oneself from these webs . Ran: 30 ft; Diam : Io ft
  26 .
  ZOIC DOMINATION (R)
  U2 : Gives crude control over one nonintelligent animal . Creatures larger than the
  caster are not affected, nor are undead, automatons, androids or demons . The
  animal can be made to fight, flee, or halt . Ran: 30 ft; Dur: I T
  U4: As for U2, but the caster can control two semi-intelligent animals or I very
  large animal. Ran: go ft; Diam : Io ft ; Dur: 3 T
  "Generic" spells are those available to several temples, almost invariably those with
  GENERIC
  similar orientations and interests . Not all temples have access, therefore, to a given
  SPELLS
  spell. The names of the deities whose priesthoods teach and use each spell are
  abbreviated and entered after the spell's name . Since "generic" spells are identical for a
  deity and his/her Cohort those of the latter need not be separately listed below.
  votume 2 . soizccrny
  Some Generic spells cannot be learned until their lower-level counterparts in the
  Universal phylum have been mastered . Such a prerequisite needs to be listed only once
  at the lowest level of a Generic series, since the less powerful variants of a spell must
  always be acquired before one can go on to master higher levels of the enchantment .
  DEITY AND COHORT
  ABBREVIATION
  DEITY AND COHORT
  ABBREVIATION
  Avanthe & Dilinala
  AV
  Belkhanu & Qon
  Be
  Dlamelish & Hrihayal
  Dl
  Hnalla &Dra
  Hn
  Hrii'ii andWurd
  Hr
  Karakan & Chegarra
  Ka
  Ksarul & Gruganu
  Ks
  Sarku & Durritlamish
  Sa
  Thumis & Ketengku
  Th
  Vimdhla & Chiteng
  Vi
  
  2].
  ACCELERATION (P)* BE, HN, KA, VI
  G8: Gives the target triple speed. This affects movement speed and combat actions.
  Dexterity is tripled for purposes of initiative only. Spell casting cannot be
  accelerated : only one spell can be cast per Round. Ran: 15 ft; Dur: 2T
  28 .
  ADORNMENT (R)* AV, DL
  Gi : Makes I target more handsome or beautiful ; roll a dio x 2 and add the score to
  the target's Comeliness number. Dur: 5T
  33 .
  G3 : As for GI,but Diam . 5 ft ; Dur: 2o T
  G5 : As for G3,but Diam . Io ft; Dur: 3o T
  29.
  AERIALiTY (P)* Av, BE, DL, HN, HR, Ks, TH
  G2 : Allows the caster to levitate to a height of 30 ft and move sideways up to,5 ft .
  He can lift only normal amounts of weight . The caster can use psychic spells
  while airborne, but not ritual magic. He applies a -Io to his score needed to hit
  opponents if engaged in physical combat while flying . Dur: 2 T, Prereq: Spell #22
  G4: As for G2, but the caster or I target can fly up to 45 ft per CR and may rise up
  to 6o ft ; Dur: 3 T
  G6: As for G4, but the spell has a Io-ft diametre . All passengers must be within io
  ft of caster in order to be taken into the spell. No ritual magic or missiles may
  be used by the passengers, but they may engage in melee combat or use
  psychic magic normally. Instead of passengers, the caster can raise a weight of
  up to Iooo pounds.An unwilling target is allowed a Saving Throw. Dur: 5 T,
  Speed: 6o ft perCR
  Gg: As for G6, but the speed of flight is 120 ft per CR; the diametre is 20 ft, and the
  cargo may now be up to 2000 pounds. Dur: Io T
  3o.
  ALLEVIATION (R) AV, DL, KS, TH
  G2 : The caster can cure poisons, drugs (except Zu'ur) and alcohol.
  Diam : 5 ft ; Prereq . #I .
  G4 : As forU2,but also cures paralysis. Diam : Io ft ; Ran: 15 ft
  ARTFULNESS (P)* AV, HN, KS, TH
  GI : The target gets a bonus of 5 percent on all skill-based rolls. Dur: I T
  G2 : As for GI, but allows abonus of Io percent. Dur: 2 T
  32 .
  ASCERTAINMENT (P)* BE, HN, KS, SA,TH
  G8: The caster can communicate telepathically with any member of his own
  species (if the latter desires) within the spell's circle of effect. Multiple
  individuals maybe contacted during the spell's duration . Ran: 240 ft circle ;
  Dur: 5 T Prereq. #2
  Gio: The caster can telepathically communicate with an individual with the same
  training up to Io miles away. The temples maintain a telepathic network
  across the country, and an individual who chooses this variantmay be
  "drafted" as an "operator" on very short notice! Dur: Io T
  BENEFACTION (R) AV, BE, DL, FIN, HR, Ks, TH
  Gg: Restores expended psychic power points . The target receives a DIoo x 3 points,
  but never more than his original total . Ran: 15 ft; Dur: 12 hours or until used,
  whichever comes first .
  voLucne 2. soRceRy
  
  34 .
  35-
  36 .
  COMPREHENSION (P)' HN, HR, KS, TH
  G3 : The caster can speak, read and understand one spoken human or nonhuman
  modern language (except Mihdlli) . Dur: 5 T
  37 .
  39 .
  THE BLADE OF INEXORABLE DISSECTION (R)" KA, VI
  G3 : Creates a long-sword of ruby-hued light which the caster or I target can wield .
  This weapon adds +5 to the wielder's chance to hit with this weapon in melee
  but it may be dispelled by Disenchantment. This sword counts as a magical
  weapon, and it does damage on Table E . It must be combated as a weapon;
  there is no Saving Throw against it . Dur: I T
  G4 : As for G3, but the blade is a two-handed sword and the user receives +Io to hit.
  It does damage on Table G . Dur: 2 T
  THE BLESSING OF THE PLANES (R)" BE, HN, KS, SA, TH
  GI : The caster receives a bonus of +I to his Magical Resistance Factor. Only one
  "Blessing" can be employed upon a single target at one time. Dur: I T
  G3 : As for GI, but the bonus is +2, and the spell can be applied either to the caster
  or to one other target of his choice . Ran : 15 ft ; Dur : 2 T
  Gg : As for G3, but the caster and any friendly targets within Io ft. of him receive a
  +3 bonus as long as they stay within the spell's diametre . Diam Io ft; Dur: 3 T
  G5 : As for G3, but caster is able to understand ancient languages (except those of
  the Latter Times, which are too remote to exhibit modern referents) . The caster
  is also informed in advance if a document or inscription contains a curse (cf.
  spell #8), or is otherwise magically dangerous . Ancient Mihdlli can be read with
  this variant, but modern Mihdlli remains unintelligible for unknown reasons .
  Dur : 15 T
  Gg : As for G5, the caster can comprehend modern Mihdlli. He can also read cursed
  writing without disturbing or removing the curse. Dur: 15 T
  DERANGEMENT (P) BE, HN, HR, SA
  G2 : Causes a target to become temporarily insane. The referee determines the
  actions of the victims . Ran : 6o ft; Diam: Io ft Dur: I DIoT for each victim .
  G5 : As for G2 ; Ran : go ft; Dur : I-5 days for each victim .
  G8 : As for G5, but targets become permanently insane unless disenchanted .
  Diam : 20 ft ; Ran : 120 ft
  38.
  DESICCATION (R) Av, HR, Ks, SA
  G3 : Dries up the fluids in one affected body part (roll randomly) ; hitting the head
  causes a coma for I-io (a DIo roll) days ; hitting the torso or abdomen paralyses
  the target for 2-20 (a D2o roll) days ; and a hit on a limb withers it permanently
  unless it is restored by magic (i.e . Healing, U8) . Ran: 6o ft
  G5 : As for U3, but a torso, abdomen or head hit kills the victim immediately; this
  variant affects a 5-ft . diametre circle or I very large target . Ran : go ft
  DOMINATION (P)" BE, HN, HR, KS, SA, TH
  G5 : The caster obtains full control over the victim's actions, beliefs and knowledge .
  Ran: 30 ft ; Dur: 24 hours ; Prereq : Spell #6
  GIo : As for G5, but the control is permanent unless the victim is disenchanted . The
  victim will resist this attempt to disenchant him .
  VOLUME 2 . SORCERV
  
  DOOMKILL (R) HN, KA, VI
  G8 : Creates a noisy, brilliant explosion which slays all individuals within Io ft of
  the detonation point, unless a Saving Throw is successfully made . An
  individual in this area who does make his Saving Throw still suffers table D
  damage. If this spell is cast successfully it lands on the location specified by
  the caster. If it fails by I-Io points, it undershoots by 5-50 feet; by 11-20 points,
  it overshoots the target by 5-5o feet. A failure by 2 1 or more points causes it to
  explode on top of the caster himself! If the caster rolls Ioo on his casting roll,
  this lethal failure also occurs. Ran : 360 ft; Prep: 2 CR
  GIo : As for G8, but the explosion's diametre is 20 ft. Ran : 450 ft ; Prep : 3 CR
  ELICITATION (P)" Ks, TH
  G4: The caster concentrates on a specific type of device and is guided to it, if one
  exists within the circle of effect . A magical device saves against detection as
  though it were a loth level mage . The caster can move while the spell is in
  effect, thus effectively extending the diametre of his spell. Diam : Io ft;
  Dur: 3 T, Prereq : Spell #7
  EMPOWERING (R) Av, DL, KA, VI
  Gi : This spell adds 50 points to a target's Height-Build-Strength factor. It can only
  be cast once per day on a given target . Dur: I T
  G2 : As for GI, but the increase is Ioo points . Dur : 2 T
  G6: As for G2, but all targets within a 2o-ft circle receive the benefit. Dur: 3 T
  ENHANCEMENT AND DEBILITATION (R)" KA, SA, VI
  G4: This spell enchants a steel item, adding to its combat abilities. See the
  difference between steel and enchanted steel in the combat section, above .
  Dur : 3 7P, Prep: I CR
  G7 : This variant disenchants a steel item and reduces it to the consistency of
  Chlen-hide for combat purposes . When the spell expires, roll a DIo : I-7 = the
  item returns to normal ; 8-Io = the item is permanently softened, and any
  magic it contains is lost. Dur : 3 T; Prep : I CR
  GIo : One suit of heavy armour (including a weapon and shield) are permanently
  enchanted ; the caster can perform no other magic for 3o days and will die if a
  9I-Ioo is rolled while casting the spell. Prep : I T
  EXCELLENCE (P)'" KA, VI
  GI : The target gains +5 to hit with any weapon . Dur : I T
  G3 : As for Gi, but up to 2 targets gain +Io to hit. Diam. 5 ft ; Dur : 3 T
  G7 : As for G3, but the spell's diametre is Io-ft, and targets now have a +I5 to hit.
  Dur : 3 T
  FAR-SEEING (R)" KA, VI
  GI : Provides the caster with telescopic vision : objects 300 ft away are seen as
  though only 3 ft away. Nearer items are blurred by the spell. Dur: I 'I; Prep : I CR
  G2 : As for GI, but with a distance of goo ft. Dur: 2 T; Prep : 2 CR
  volume 2 ; SORCERY
  
  46 .
  47 .
  48.
  49 .
  FAVOURING (R) BE, KA, VI
  G4 : This spell is cast in advance of melee to restore i-5o body damage points as
  they are lost (QUICK PLAY : I critical wound). It is usable on the same target only
  once per day. Dur: 6o T; Prep : 2 T, Prereq : Spell #9
  G7 : As for G4, but with a 5-ft diametre . This can be cast more than once per day on
  the same target; however, the first spell must have expired or have been vol-
  untarily dropped before the second spell can be cast. Dur: 24 hours; Prep : 5 T
  GUARDING (R)' BE, HN, HR, KS, SA, TAI
  G6: Creates a magic-proof circle around the caster: no type of magic may enter.
  Physical beings and objects may enter or leave, but not androids, undead and
  creatures created by sorcery. This circle does notmove with the caster. Diam :
  6o ft; Dur: 6 hours; Prep : 5P, Prereq : Spells #'s 18 & 20
  Gio: As for G6, but costs 3 times the usual psychic power points and requires 2
  consecutive successful castings of disenchantment to dispel it . This variant is
  often used to protect ships, buildings, etc. (This variant does not have an
  Ran: 240 ft; Dur: 24 hours; Prep : 3o T
  THE HANDS OF KRA THE MIGHTY (P) Av, BE, DL, SA
  G2: This spell seizes its targets in invisible pincers; if an opponent fails his Saving
  Throw he dies . Atarget within the spell's circle of effect who does make his
  Saving Throw suffers I-Io body damage points . (QUICK PLAY: = I minor wound)
  Ran: 6o ft; Diam : Io ft
  G4 : As for G2. Ran: 120 ft
  G6 : As for G4, but may affect very large (but not gigantic) targets. A foes within the
  spell's circle of effect who makes his Saving Throws suffers a loss of 2-2o body
  damage points (QUICK PLAY: I serious wound) . This variant can also knock
  down walls and gates as thick as 6 ft . These have the Magical Resistance Factor
  of a very large animal. Ran: 240 ft
  HEALING (R) Av, BE, DL, KA, TAI, VI
  G4 : Heals the caster's wounds as well as those of I-6 human-size targets (or 2 larger
  beings) within the spell's circle of effect. Diam Io ft ; Range: 15 ft; Prereq: Spell #Io
  G5 : As for G4, but also restores lost limbs and sanity.
  50 .
  INSCRIPTION (R) ALL
  GIo: As for spell #I I, but allows inscription of generic spells ; only devotees of the
  sects that use these spells may read or use these generic spells . A penalty of -
  5 is applied to the success roll to inscribe a generic spell . Prereq : Spell #I I
  INTREPIDITY (P)* KA, VI
  G3: Causes all friendly beings within range of the caster to become immune to
  panic. While this spell is in effect, no morale check is necessary. Diam : Io ft;
  Dur: I T
  G5: As for G3 Diametre : 20 ft ; Dur: 2T
  52 .
  LIGHT AND DARKNESS (R) HN, HR
  G2: Produces a flash ofbrilliant light or Stygian darkness that permanently blinds
  anytarget within its Io ft diametre . Only living creatures are affected . This
  blindness can be cured by a U8 or higher healing spell. Ran: 9o ft ;
  Prereq : Spell #I3
  voLumE 2: SORCERY
  
  53-
  54 .
  55 "
  57 "
  59 .
  THE MISSILE OF METALLJA (P) Ks, TH
  G4 : Hurls a silent bolt of psychic force at i target; the caster maychoose whether
  to slay or only stun the target.A stunned victim remains incapable of any
  action for 5 CR x a D2o. Ran: go ft
  G6 : As for G4, butwith a i o-foot diametre . Ran: 120 ft
  NECROMANTIC DOMINATION (R) Ks, SA, TH
  G4: Provides detailed control over the undead.Avictim who fails the SavingThrow
  will provide guidance, perform simple tasks and fight for the caster, but will
  not fight other undead or "commit suicide." Ran: go ft; Diam : io ft. ; Dur: 2T
  Gio: As for G4, but may only be used once on the same target. Dur: 24 hours
  NIMBLENESS (P)'" Av, DL, KA, VI
  GI : Gives the target a 5-point bonus on Dexterity Test rolls. Dur: i T
  G2: AS for Gi, but the bonus is io-points . Dur: 2 T
  56 .
  NUTRIFICATION (R) Av, DL
  G7: Provides a feast for 20 persons of the caster's species. If not eaten, this food
  disappears when the spell expires. Dur: 20 T, Prep: 2 T, Prereq : Spell #I4
  Gg: As for G7, but food is created for up to 50 persons of caster's species. Dur: 3o T,
  Prep : 5 T
  PERCEPTION OF THE ENERGIES (R)" BE, HN, Ks, SA, TH
  G2: The caster perceives the presence of spells cast upon beings within range
  (including undead, automatons, etc.) . The general hostility or friendliness of
  the enchantment is known, but not its exact nature. This spell includes all
  beings within its range. Diam : 30 ft; Dur: 5 T, Prereq: Spell #15
  58.
  PESTILENCE (R) Av, DL, SA
  G2: The target falls ill from a deadly plague and immediately becomes unable to
  function . He will die within 2T if not given a spell of Alleviation. There is a 50%
  chance of contagion to persons touching the victim.
  G3 : As for G2,but with a 70% chance of contagion upon contact. Diam : 5 ft; Ran: io ft
  PHANTASMS (R)" Av, BE, DL, HR, KS, TH
  G3: Causes 2 large simulacra to appear. These are the size of a AM or large animal
  and can take almost any form the caster wishes . They fight with a HBS Of 200
  and do damage according to table C. They have 5o body damage points (QUICK
  PLAY : I critical wound),and wear the equivalent of heavy armour. These
  creations must remain within range of the caster. Ran: 20 ft; Dur: 3 T,
  Prereq : Spell #16
  G7 : As for G3, but causes 2 very large creatures to appear ; these fight with a HBS of
  3oo and do damage according to table D. They wear the equivalent of steel
  armour and take 7o body damage points (QUICK PLAY : I critical wound) .
  Ran: 30 ft ; Dur: 4T
  Gio: As for G7, but this variant causes I gigantic creature to appear. It fights with a
  HBS of 4oo and does damage according to table E. The creature wears the
  equivalent of enchanted armour and is allowed 2 attacks per round. It has 8o
  body damage points (QUICK PLAY : 2 critical wounds) . Ran: 6o ft; Dur: 5 T
  voLume 2; sonceRy
  
  6o.
  PROROGATION (P) AV, DL, HR, KS, SA,TH
  GI : Causes the target to move and fight at half-speed . This spell only functions on living
  creatures. A victim may make one attack every other round and has his dexterity
  halved for initiative purposes . Ran: 30 ft; Dur: i T
  G3: As for GI, but with a Io-ft diametre . Ran: go ft; Dur: 3 T
  6r.
  RADIANT GAZE (R) KA, VI
  G3: Fires a hissing blast of flame that slays those within its area of effect. It also
  ignites all flammable materials in its area . Diam : Io ft ; Ran: 120 ft
  G7 : As for G3, butwhen this variant is cast successfully, any targets within the area
  of effect who make successful Saving Throws still take damage according to
  table B. Flammable materials within the spell's circle of effect will ignite.
  Ran: 240 ft; Diam: 20 ft
  62 .
  REANIMATION (R) HR, SA
  Gg : The Intelligence, Shadow-Selfand Psychic Reservoir of a dead person are put
  into a corpse. This must be done within a week of the victim's death. The
  reanimated person has two further weeks to be revivified or else he dies again
  permanently. A corpse cannot help but accept the implanted persona, even if it
  is an enemy. The spell is species specific . A reanimated person cannot employ
  ritual magic. He also functions at one half of his Height-Build-Strength and
  combat values . Prep : Io T
  63 .
  SAGACITY (R)" KS, SA,TH
  GI : The target receives a 5 point bonus to all Intelligence Tests for the spell's
  duration . The spell is species-specific. Ran: 15 ft; Dur: I T
  G2 :, As for GI, but Intelligence Tests are made with a io point bonus. Dur: 2 T
  64 .
  SEMBLANCES (P)" BE, DL, HN, HR, SA
  GI : Causes the target(s) to believe a limited illusion of the caster's choice . The
  illusion affects allwho see it. If the targets believe they have taken damage,
  they suffer the injury but their bodies remain unmarked. This spell affects only
  living beings . Tinaliya, Hlutrgu, magically created creatures, and demons are
  immune, as are animals and semi-intelligent beings . If the referee believes the
  illusion to be too far-fetched, he may penalise the caster by lowering the
  chance of successfully casting the spell. Diam : Io ft; Ran: 30 ft; Dur: I T
  G2 : As for GI, but the diametre of effect is 20 ft . Dur: 2T
  G4: As for G2, but the diametre of effect is 30 ft. Ran: 6o ft; Dur: 3T
  65 .
  THE SILVER HALO OF SOUL STEALING (R) BE, HR
  G6 : A glittering circle of energy strikes its targets and takes their souls away to the
  Unending Grey. A victim becomes a mindless automaton who can only be
  restored to normal by the temple spells of Revivification or Re-embodiment.
  Ran: go ft ; Diam: Io ft .; Prep: 2 CR
  66 .
  THE SPECULUM OF RETRIBUTION (R)" AV, DL, HN, HR, KA, KS, SA,TH
  G4: If the caster of the Speculum makes a successful Saving Throw, a hostile spell
  rebounds upon its caster. The latter then must make a Saving Throw against
  his own spell! The caster of the Speculum additionally adds +Io to his own
  Saving Throw chance.A Speculum works against scrolls and books but not
  against Eyes, amulets, and other magical devices. The caster can move or fight
  normally but may cast no other magic while this spell is in effect.
  Dur: 2 T; Prep : 3 CR
  votumC 2 : SORCFRV
  
  6] . STEALTH (P)" BE, HR, Ks, SA
  Gi : The caster can move in complete silence. Anyone trying to track the caster
  must test at a 5-point penalty on any roll to hear footsteps, rustling, etc.
  Dur: 3 T, Prep : i CR
  G3: As for Gi,but spell has a 5 ft diametre so as to include the caster's compatriots.
  Tests to track these persons are made with a io point penalty. Dur: 5 T, Prep : 2 CR
  G5 : As for G3,but spell has a diametre of io ft Ttacking tests are given a i5-point
  penalty. Dur: io T, Prep : i T
  68 .
  TRANQUILISATION (R)" Av, BE, HN
  G6 : The caster and all others near him are surrounded by an area of calm during a
  storm. No rain, wind, or snow can enter the zone, and ocean waves are stilled .
  Diam: 30 ft; Dur: 20 T, Prep : i T
  G9: As for G6, but the caster has a 25% chance of ending a storm completely for
  the duration of the spell, after which the referee may allow the storm to
  resume. Diam : 9o ft; Dur: 6o P, Prep: 5T
  69 .
  VALLATION (R)+ ALL
  G8: Creates a vertical wall of other-planar substance 3 ft in front of the caster. This
  wall then moves directly away from him at a rate of 6 ft per combat round
  until it reaches the spell's limit and dissipates, or until it encounters a major
  obstruction: e.g . a wall, a pit, a building, etc. This wall can fit into a smaller
  area, but its maximum size is io ft high, io ft wide and 3 ft thick. Damage done
  to targets struck by a wall varies : a Dio is rolled : 1-2 = table C; 3-5 = table E;
  6-8 = table F; 9-io = table G. Damage occurs only in the combat round in which
  the wall strikes ; it then moves on.A Saving Throw is made by each target
  within the circle of effect, but even if this is successful the victim suffers
  damage according to table B. Vallation automatically dispels creatures created
  by sorcery if it touches them. The wall blocks all physical attacks (including
  missiles) and the following spells : Doomkill, The Hands of Kra, the Missile of
  Metallja, Radiant Gaze, the Silver Halo of Soul Stealing and theVapour of
  Death. Should 2 opposing Vallation spells collide, a Dio is rolled for each with
  the highest score winning. In the event of a tie, both walls remain stationary
  for one combat round, then roll again next round.A new die roll is made, and
  the winning wall continues while the loser dissipates . Vallations vary in
  appearance according to temple : Avanthe's wall is Water; Belkhanu's is Wind ;
  Dlamelish's is Snakes ; Hnalla's is Calm ; Hrd'u's is Ice; Karakan's is Swords ;
  Ksarul's is Indigo Fog, Sarku's is Grave Soil mixed with Worms; Thiumis' is Grey
  Mist; andVimuhla's is Flame. Dur: 3T
  ]O .
  VAPOUR OF DEATH (R)+ HR, Ks, SA, VI
  G4: A visible fog of poisonous gas appears 3 ft in front of caster. This moves
  directly away from him at 3 ft per combat round. The gas fills a sphere 20 ft in
  diametre . Each temple employs a different Vapour : Hrii'ii's is a purple-grey
  nerve gas; Ksarul's is a bluish-black suffocating gas; Sarku's is a greenish-
  brown corrosive gas that bums away exposed body parts; Vimuhla's is reddish-
  brown smoke.A U4 or higher spell of Control of Self protects against all but
  Sarku's variant. Alleviation aids those struck by Hrii'ii's andVimuhla's Vapours;
  otherwise Hrii'ii's variant kills in i combat round if the target fails a Dexterity
  Test at the "harder" level. Ksarul's kills in 2 combat rounds similarly, with no
  Saving Throw. Sarku's Vapour does damage according to table G for every
  round the victim remains in the gas, Vimuhla's variant kills in 3 combat
  rounds, and the victim falls unconscious after 2 combat rounds . Non-magic
  users are advised to flee the area quickly! Dur: 3 T, Prep : 2 CR
  VOLUCOE 2: SORCERY
  
  72 .
  WARDING (R)" HN, HR, KA, VI
  G5 : As for the universal spell of the same name, but the caster may now at his
  option cast it upon others ; it takes 4 combat rounds to push through this
  variant and those within may strike physical blows (but not shoot missiles) at
  those without. Diam : Io ft .; Dur: 2 T, Prereq : Spell #24
  73 .
  VISITATIONS OF OTHER PLANES (R)" BE, HN, HR, KS, SA,TH
  G4: The caster can detect (but not open) a nexus point within the spell's area of
  effect. The caster can move and fight normally while this spell is operating,
  but he cannot cast further ritual magic. Diam : io ft; Dur: I T
  G8: As for G4,but the caster may now open a nexus point and take his party
  through, one member at a time. The destination is not known in advance; the
  caster is advised to be the last one through since the nexus point closes
  behind the caster. Diam : 20 ft; Dur: 2 T
  Gio: As for G8, but the caster gains an approximate idea of what lies on the far
  side of the nexus point; 2 persons may enter the nexus point side by side
  with this variant. Diam: 30 ft; Dur: 3 T
  GIo: This variant is cast upon buildings or other areas of stone, brick, earth, etc.; it
  is ineffective upon wood and less permanent materials. All permanent parts
  of the structure become proof against magic and ancient devices, but less
  permanent articles within, such as furniture and people are not affected . The
  purpose of this spell is to protect temples and fortresses from magical
  attacks. Diam : 1500 ft circle ; Dur: I week ; Prep: Io T (Note that this variant
  does not count as a durational spell.)
  ZOIc DOMINATION (R) AV, DL
  G4: Allows caster to control multiple semi-intelligent creatures or I very large
  creature ; does not work on androids, automatons or undead . Ran: go ft ;
  Diam: 20 ft ; Dur: 3 T; Prereq : Spell #26.
  G5 : This variant allows the caster to control all the small animals or insects within
  a 3o-ft circle and direct them to simple tasks; all creatures make a single
  Saving Throw together as one target at a Magical Resistance Factor of I . Ran: 6o
  ft; Diam : 30 ft ; Dur: 3T
  With the exception of the first four spells below, theTemple list is divided according to
  TEMPLE
  sect. All of the temples know and practice some form of the Demonology, Inscription,
  SPELLS
  Muniments of Excellence, and Revivification spells, but other spells are the property of
  one, and only one, priestly tradition. Even the spell of Inscription is programmed to
  produce scrolls and books that can be used only by colleagues within the same sect.
  The priestly academies each teach several dozenTemple spells, but not all of these are
  useful for game purposes . The temples of the Cohorts also have their own lists of spells,
  but some of these are minor modifications of the major God's corpus and need not be sep-
  arately described here . Instead, worshippers of one of the Cohorts learn spells as follows:
  I . The character can learn spells 74-77 to any level.
  2. He must choose the temple spells listed for the Cohort.
  3. He must then choose between (a) learning any Five of the associated major
  God's spells up to theT5 level or (b) learning anyThree of the associated major
  god's spells up to the maximumTIo level.
  VOLUWE 2 . SORCERY
  23
  
  The four spells known to all temples are :
  74 .
  75 .
  77 "
  DEMONOLOGY (R) ALL
  T8 : Causes one demon dedicated to the worshipper's deity to come forth from the
  Planes Beyond, appearing 5 ft in front of the caster. The caster bargains for its
  services, offering gold, gems, etc. If no bargain is struck within i T, the demon
  departs in disgust. All payment must be paid in advance . This spell can be cast
  only once per day. Each demon summoned has 3 randomly determined spells
  which are cast as ifby a I2th-level sorcerer. Demons attack with a HBS factor
  of 4oo and have Zoo body damage points (QUICK PLAY: 6 critical wounds) . They
  cause damage according to table D and wear the equivalent of heavy armour.
  These demons move 120 ft per CR and have a 1o% chance of being able to fly
  as well . They have 270 psychic power points to expend on their spells . Dur: 1o
  T, Prep : I T, Prereq: Spell #16
  T9 : As for T8, but this variant summons 2 demons. Dur : 15 T, Prep : 5 T
  TIo : As forT9, but this brings forth 5 demons ; these demons have a 50 percent
  chance of turning on the caster if no bargain is struck . Dur: 2o T; Prep : 1o T
  INSCRIPTION (R) ALL
  Tio : As for the generic spell of the same name, but this variant allows the
  inscription of temple spells . This variant is more difficult, and a -Io modifier is
  given on the inscription success chart. If it fails, damage is done according to
  table F Only a member of the caster's temple can use a scroll produced by this
  spell, but if it is cast twice (and failure risked twice), any mage can use it. If it
  is cast three times, anyone at all may use it, provided they can read the
  language of the inscription and, of course, the inscriber still lives! Only if an
  inscription is specifically keyed to a student's mind (usually at a temple) can
  the inscription be employed for teaching purposes . Prereq: Spell #50
  76 .
  THE MUNIMENTS OF EXCELLENCE (R)" ALL
  T8: This creates an impervious globe either with the caster at its centre, or at a
  distance Of 15 ft from him. The globe is the colour of the caster's deity ; it is
  impenetrable to attack: nothing physical or magical may enter it, and no magic
  may be used within it. No spell may dispel the globe ; it remains stationary and
  if those inside leave, even partially, they may not re-enter. Ran : 15 ft;
  Diam : Io ft ; Dur: 1o T; Prep: 1 T
  T1o : As forT8 Ran: 30 ft; Diam : 20 ft ; Dur : 6o T, Prep : 3 T
  REVIVIFICATION (R) ALL
  T8: The caster can bring back one target from death, provided that death occurred
  no more than a week previously. At least two-thirds of the corpse must be
  present. An unwilling target is allowed a SavingThrow to "stay dead." Once
  cast, the mage cannot use sorcery for one week afterward . A maximum of
  three attempts can be made to revive a victim, and if none of these is
  successful, the victim remains permanently deceased. The second and third
  rolls are -made at +Io and +2o, respectively, thus making revivification more
  difficult. If one of these rolls succeeds, the target rolls DIoo : 91-100 = he
  permanently loses 2o Height-Build-Strength points ; 21-90 = he loses io HBS
  points; 11-20 = he loses 5 HBS points ; I-Io = he loses no FIBS points . The
  revived person returns at the peak of health; all of his wounds are healed; his
  psychic power points are recharged (he can cast magic at once, if he is a
  sorcerer), etc . He does not have any of his clothes or possessions, unless these
  have been specifically collected and saved for him by his comrades . Depending
  on the victim's rank and station, a temple will perform this service for about
  4o,ooo Kditars .
  voLuME 2 . SORCERY
  
  79.
  TIo: As for T8, but the success roll is easier: -io is subtracted from the recovery die
  roll . The caster may not use further magic for 3 weeks. Temples usually
  charge ioo,ooo Kditars for this variant .
  TEMPLE SPELLS: THE GODS
  78.
  THE BREATH OF THE GODDESS (R)"
  AVANTHE
  Ti: Creates a bubble of breathable air around the caster. This cannot be cast
  underwater but can be used to enter and travel underwater, survive in a sealed
  chamber, or move through an area filled with poisonous gasses . The spell also
  has a 6o% chance of repelling sea creatures . Dur: io T
  T4: As forTi, but the bubble can encompass other targets besides the caster. All
  targets must remain within the spell's range. Diam: 20 ft ; Dur: 2o T
  T7 : The caster can create a bubble of vacuum . Targets who are taken into this
  bubble must roll a Dio: 1-3 = the target perishes ; 4-7 = the target escapes, but
  loses i-2o body damage points (QUICK PLAY: I minor wound) ; 8-1o = the target
  emerges from the affected area semi-conscious and can perform no actions for
  2 T Ran: 6o ft ; Diam : Io ft ; Dur:
  I CR
  T8: As forT7, butwith a 2o-ft diametre. Ran: 120 ft
  Tio: As for T4, but with a 3o-ft diametre . This form repels sea creatures 8o% of the
  time . It cannot be cast underwater. Dur: 6o T
  ACCLIMATISATION (R)'"
  Ti: Makes the caster immune to natural temperature extremes . It also shields the
  caster from rain, snow and wind . Dur: 3o T
  80.
  ENVENOMISATION (R)
  T4: Targets are infused with a subtle poison that can be activated any time the
  caster desires, up to the limit of the spell's duration. The length of the spell
  must be stated when the mage casts this spell; if no duration is stated, it is
  assumed to be of maximum duration . The target then dies painlessly within 2
  CR . Only Alleviation (Spell #30) cures this toxin . Ran: 6o ft; Diam : 5 ft ; Dur: 2o T
  T8: As for T4, but up with a Io-ft diametre. Ran: I8o ft
  81 .
  FRUCTIFICATION (R)
  T3: All plants and animals within the spell's area of effect become fertile; this does
  not include humans . Ran: 15 ft; Diam : Io ft
  T6: Allows a barren female of the caster's species to become fertile.An unwilling
  target must be successfully targeted. Ran: 15 ft
  T8: The crop yield of a field up to 6oo ft in diametre is increased; roll a Dio:
  1-3 = the yield is tripled; 4-10 the yield is doubled.
  82.
  THE HANDS OF KRA THE MIGHTY (P)
  T5: As for the generic versions, but this variant is capable of slaying huge targets:
  up through 31g hit points (QUICK PLAY : 9 critical wounds). Creatures with 320
  hit points (QUICK PLAY : io critical wounds) or more require 2 or more successful
  "hits" to kill, as the referee decides. Hitting one of these very large targets with
  less than the "killing" number of spells causes it to take damage on table G-
  which does relatively little harm to such a monster. If a target within the spell's
  diametre makes his Saving Throw he still takes damage according to table G.
  voLumC 2 . SORCERY
  25
  
  This variant only affects living creatures and automatons ; androids and other
  creatures created by sorcery, undead, demons, and also buildings and other
  structures are not affected . Ran: 300 ft ; Diam : 20 ft ; Prereq : Spell #48
  83 .
  SEISMISM (R)*+
  T4: This causes a violent earth tremor. All targets inside a Io-ft circle who fail a
  Dexterity Test at the "difficult" level fall to the ground. There is also a possibility
  of damage: a Dio is rolled : I-5 = no injuries ; 6-8 = targets suffer damage
  according to table C; g-Io = targets are damaged according to table E. At the
  end of each round that the tremor lasts, a Dexterity Test at the "harder" level
  must be made for each target still in the area of effect: if the target fails, he
  takes another round of damage . If the roll succeeds, he successfully crawls out
  of the affected area . There is a 20 percent chance of collapsing tunnels or
  buildings with this spell. Ran: go ft; Dur: I T, Prep: 3 CR
  Tg: As for T4, but this variant affects a 20-ft circle and has a 70 percent chance of
  collapsing buildings and tunnels. At the end of each round, targets must make
  a Dexterity Test at the "difficult" level to escape . Other features are as forT4.
  Dur: 3T; Prep : I T
  84.
  THE WELL THAT WATERS THE WORLD (R)"
  T3 : This creates a well 3 ft in diametre in any hard horizontal surface within touch
  range of the caster. This hole produces up to Ioo gallons ofwater by the end of
  spell's duration . As is the case with the Nutrification spell, certain minerals and
  vitamins necessary for life are lacking from this magically created water, and it
  contains minute doses of very subtle poisons. It thus sustains life for only one
  week (6 days) . Thereafter, regular, non-magical water must be found or the user
  perishes on the seventh day. One day of drinking "real" water is required for
  each day of magical "water" to restore the drinker to a healthy state. If the
  magical water of this spell is consumed again before those who drink it are
  restored to full health, one must count days to determine how long the they
  can survive. For example, a ship captain uses this sorcerous "water" to keep his
  crew alive until fresh water is found. After 5 days a small rainstorm provides
  I day of real water. On the following day the crew drinks the real water, leaving
  4 days of magically created water in their systems. Three more days of magical
  water will kill the crew, leaving a ghost ship to be found by future seafarers .
  Dur: 3 T
  T6 : As for T3, but this variant produces 6oo gallons of water and the hole is 5 ft in
  diametre . Dur: 6 T
  85.
  ZOOIFICATION (R)*+
  T5 : Vegetation as large as big trees is "brought to life" . All targets within a 20-ft
  circle must make a Dexterity Test at the "difficult" level: a successful roll allows
  the target(s) to escape from the area . A failure by I-Io points results in damage
  according to table C. Failure by I I-20 points causes damage according to table
  E, and failure by 2I+ results in death. Damage continues for the duration of the
  spell until all targets are dead or have escaped. This spell is ineffective in areas
  of little or no vegetation . Ran: 15 ft ; Dur: 5 T
  BELICiANU
  86 .
  AERIALITY (P)*
  T6:As for the generic spell, but this variant provides a stable platform for missiles
  and ritual magic. The maximum altitude is 3oo ft, and speed is 1500 ft per turn .
  Diam: 20 ft ; Dur: 20 T, Prereq : Spell #2g
  87 .
  AVULSION OF THE SPIRIT-SOUL (R)
  T7: This spell removes the target's spirit-soul, leaving the victim a mindless shell.
  The caster can then transfer either his own persona into this body or the
  26
  voLuCDC 2: SORCERY
  
  88.
  ETHEREALISATION (P)*
  T4 : The caster leaves his body in a trance-like coma and sends his_astral projection
  forth. The projection is invisible and insubstantial. It cannot fight, speak, or
  cast spells but it may travel up to Iooo ft ; Dur: 2 T; Prep : I T
  persona of a deceased individual (using spell #8g Reimbodiment) . Only spell
  #57 Perception of the Energies can reveal the transfer, and spell #5
  Disenchantment will then expel the newinhabitant and restore the original
  spirit-soul . If cast out of a possessed body in this manner, a dead spirit-soul
  can never again be contacted. If the caster is repelled in this manner, he
  returns to his original body if possible ; otherwise the caster's spirit-soul is
  destroyed. The caster's original body will perish in several days if not cared for.
  This spell is species specific .
  T5 : As above, but the caster can also employ this spell on another being of his own
  species and may travel up to 3 miles from his body. Dur: 3 T, Prep : 2T
  T8 : As above, but usable through nexus points to explore other planes . The astral
  projection can go no further than 6o ft through a nexus point, however.
  Dur: Io T; Prep: 5T
  TIo: As for T5 above, but the caster travels physically on his own plane. The mage
  can manifest himself physically at any one point of his travels and can then
  fight, speak, or handle objects. The mage may notbring objects back while
  insubstantial, and he cannot cast any other spells while employing this one. If
  killed while using this spell, the caster can never be revivified . This spell is
  blocked by magical barriers ; Dur: Io T; Prep : Io T
  89 .
  RE-EMBODIMENT (R)
  T5 : The caster can insert the spirit-soul of a person dead no more than I hour into
  an "empty" body; cf. the spell of Avulsion of the Spirit-soul (#87); Prep: 2T
  T6 : The personality of an individual dead no more than 12 hours canbe inserted
  into thebody of an infant of the same species. This spell has a 70 percent
  chance of success ; if it fails, the intruding spirit-soul is destroyed. If successful,
  the infant grows up with the knowledge, memories, skills, intelligence, psychic
  ability and psychic reservoir of the deceased, but with the physical attributes of
  the new body. Prep : 5 T
  TIo: (Prereq. #77) 2-I2 beings of any intelligent species are revivified. The caster
  can then cast no magic for 2 months (IoTsolyani weeks: 6o days); Prep : 2o T;
  Diam : 20 ft.
  g0 .
  THE SILVER HALO OF SOUL STEALING (R)
  T2 : As for the generic version but with a 3oo-ft range and a Io-ft diametre circle of
  effect. Prep : 5 CR; Prereq : Spell #65.
  T5 : As above, but this version affects all but the largest targets (i.e . those with 320+
  hit points or Io+ critical wounds in the QUICK PLAY system) within a 2o-ft
  diametre circle. This variant subtracts an additional -5 from the Saving Throw.
  Ran: 450 ft .
  SPIRITISM (P) *
  TI : The caster can communicate with a member of his own species who has been
  dead for no more than 20 minutes. The deceased may refuse to answer or may
  lie. The caster must know the target's name and speak his language . Dur: 2T
  VOLUme 2. SORCERY
  
  92 .
  TRANSMOGRIFICATION (R)
  T2 : This opens a nexus point to a specific place known to the caster through his
  studies. The doorway is big enough for a human to pass through. Dur: i T;
  Prep : i T, Prereq : Spell #7I .
  93 "
  94-
  T3: As above, but the duration is now 6T and the period after death is increased to
  24 hours.
  T7: As above, but the period of death is increased to i year. The caster does not
  need to know the deceased's name or language, since contact is telepathic.
  Dur: 8T
  Tio: As above, but if the caster overcomes the target's resistance, the latter must
  answer 3 questions truthfully. The target must have been dead less than 5
  years and must be of the caster's species. The target's name and language
  must also be known. Dur: io T
  T3 : This opens a door into a small pocket plane. This plane is stationary and
  airless . No living creature can be stored inside it. It lasts i day and the caster
  must return to the same location to renew the spell or remove any objects left
  within. If it expires before he returns, everything stored inside is lost forever.
  Prep: i T, Diam : io ft.
  T5 : As above, but this variant travels with the caster. As with the previous version,
  a second application of the spell is required to open it and retrieve items.
  T6: As above, butwith a duration of 6 days . The pocket plane contains air but no
  food or water. This variant can also be used offensively; r-6 individuals within
  a circle io-ft in diametre can be magically thrust into this "prison." Anything
  they are carrying is imprisoned with them . This spell can be dropped before its
  expiration ; all within are then released. If this spell is renewed, all within must
  be targeted anew as well, or they escape .
  T8: The caster is able to create a nexus point . He and r-6 beings within a Io-ft
  circle are transported to a predetermined location . The caster must cast the
  spell once at the exit point and then cast it again within i hour when he
  wishes to open the nexus point. Living creatures and their possessions are
  transported immediatelyback to their former location . Prep : 5 T
  THE VIATICUM OF THE YELLOW ROBE (R)
  T3: This spell permanently lays undead beings to rest. They save against it with a
  Magical Resistance Factor of 2. Only undead beings who have been specially
  protected by the Temple of Sarku are immune and save normally. Diam: Io ft.;
  Ran: 6o ft .
  T5: As above but Diam : 20 ft. ; Ran: go ft .
  CONCUPISCENCE (R)
  Ti : The target experiences a compelling, instant and unbearable ecstasy that lasts
  for 2 turns. During this time he loses all sense of what he is doing and is totally
  incapacitated . This variant affects living creatures only. Ran: 30 ft
  T4 : As above, but this variant affects r-6 beings, including the undead and
  magically created creatures. Diam : Io ft; Ran: go ft; Dur.: 3 T
  T8 : As above, but only i creature is affected . This variant kills a target who fails his
  Saving Throw instantly, transporting worshippers of the Goddess to her
  paradise and condemning her enemies to endless ennui. Ran: 300 ft
  voLumC 2 . SORCERY
  
  95-
  THE EMERALD PARAMOUR (R)"
  T5 : A handsome incubus or beautiful succubus appears. This creature is sent forth
  to temptone specific victim, who must be within 150 ft of the caster.When
  confronted by the Paramour, the target rolls a DIo: 1-4 = he recognises the
  creature and can flee or try to dispel it; 5-10 = he falls in love with the being,
  doing whatever possible to remain with the creature . The Paramour is too
  beautiful for anyone to attack. A person who succumbs to this being dies after
  I hour of pleasure . One who perishes due to a Paramour can only be revived
  with theTio variant of the Belkhanu spell of Re-embodiment (#89). The
  Paramour lasts for 8 hours, or until it has claimed a victim. Prep : io T
  96 .
  EMULATION (R)"
  Ti: The caster disguises himself as an average-looking person of the same sex.
  One who has reason to suspect this disguise makes a Saving Throw to see
  through it. Dur: Io T
  97-
  99-
  T3 : The caster assumes the appearance of a specific person of the same sexknown
  to him personally. He does not know the person's memories, habits, etc. Dur: 2o T
  T7 : As above, but the caster and one comrade can assume the appearance of
  members of a different sex or of an intelligent species of nonhuman .
  ENTHRALMENT (P)'
  T2: The caster causes a person of the opposite sex to become attracted to him; if
  this occurs there is a 6o percent chance of getting the target to reveal secrets or
  to follow seeminglyharmless suggestions . Dur: 2o T, Ran: 15 ft
  T6: As above, but the duration is increased to 12 hours. This variation gives the
  caster an 8o percent chance of ferreting out secrets, etc.
  98 .
  IMBITION (R)"
  T6: Whenever the caster is unsuccessfully targeted by a hostile spell he gains
  I-Ioo psychic power points ; these are added to his total. The most any mage
  can have at one time is 500 points. These expire after I hour. This spell can be
  maintained for a Duration of 2 T
  THE POLYCHREST OF THE THIRD OCTANT (P)"
  T3: The target can perform extremely tiring actions for 2o T with no rest needed .
  T7 : As above, but the duration is now I hour.
  100. POTENCE AND REJUVENESCENCE (R)"
  T2: TWO targets are provided with the stamina to enjoy continuous sexual
  encounters for 4hours. This spell can also make the target appear as a
  beautiful youth of either sex, as the caster wishes . Diam : 5 ft
  T8: As fortheT2 variant, but this affects 4-24 targets for8 hours.
  Diam : 30 ft; Prep I T
  IOI . THE FULGURATION OF IMMINENT GRANDEUR (R)
  T2: This spell fires a scintillating beam of white light at one or two living targets.
  This strikes with a high-pitched ringing sound, much like a hammer hitting an
  anvil. It does table E damage . Diam: 5 ft; Ran: 9o ft
  T4: As above, but all targets within the area of effect who fail their Saving Throws
  suffer Table G damage. Diam : Io ft ; Ran: 240 ft
  voLUme z: soRceRy
  
  T7 : As above, but all targets within the area of effect who fail their Saving Throws
  are killed instantly. Diam : 20 ft; Ran: 450 ft
  1102 . THE GLOBE OF DISTANT DISCERNMENT (P)"
  T3 : The caster can send his power of vision away from him up to a distance of
  ioo ft. These magical eyes cannot cross any obstacle the caster could not, and
  do not fly. During this spell the caster's body is effectively blind. Dur: 3 T
  T7 : As above, but the eyes can pass through non-metal, non-magicalbarriers up to
  3 ft thick; Dur: 5 T
  Tg : As above but the eyes can nowfly. Ran: 2000 ft; Dur: Io T, Prep : I T
  103 . THE INIMITABLE DEFENDER (R)"
  T4 : A dome of translucent crystalline force surrounds the caster and one comrade .
  No magic of any kind can affect those within the dome, nor can they cast
  spells out of it . This dome moves with the caster. No undead being, demon, or
  sorcerous creature can enter this sphere or strike those within it. This spell can
  be cast on two other persons, leaving the caster outside. The dome then
  remains immobile. Dur: 2 T, Prep : 2 CR, Diam : 5 ft; Ran: 15 ft. Prereq : Spell #47
  Tg : As above, but this variant includes targets within a circle Io-ft in diametre. All
  inside the sphere can cast spells out. No physical attack can penetrate this
  variant, but slow moving substances can enter it (e.g . gas, lava, or water) . This
  version is immobile, and those within can combat those outside with melee or
  missile weapons. Dur: 5 T; Prep : 2 T
  104. METASTASIS (R)'
  T5 : The caster is able to teleport to a location up to 6oo ft . away that he has visited
  within the past 20 minutes. Only 5o pounds of excess weight can be
  transported . Prep : I CR ; Prereq : Spell #23
  T8 : As above, but all targets in a circle 5-ft in diametre can be teleported up to
  goo ft . The destination must have been visited in the last hour. Each target can
  carry Ioo pounds in addition to his own weight . Unwilling targets are allowed
  SavingThrows . Prep : 3 CR
  T11o: As above, but all targets in a circle Io-ft in diametre can be teleported 2000 ft.
  Each target may carry an extra 150 pounds. Prep : 2 T
  105 . THE NEGATION OF INSTABILITY (R)"`
  T2 : All Phantasms created by spell #I6 are dispelled on a DIo score of I-7 .
  Ran: 6o ft; Diam : Io ft of effect .
  T4: As above, but all phantasms createdby spell #5g are dispelled . Diam: 20 ft ;
  Ran: 120 ft
  I06 . PEACEFUL REPOSE (R)
  T6 : The target is protected against Hru'ii's spell of the Nightmare of Terror (#I I2) .
  In addition, the target sleeps for8 hours dreaming of Hnalla's everlasting light.
  Prep: 2 T
  107 . THE POWER OF ULTIMATE PERFECTION (R)
  T3 : Sends a minor demon (similar to those summoned by spell #74) devoted to
  Change back to his own Plane. The creature saves as though it has a Magical
  Resistance Factor of 5; Range 30 ft
  votzamC 2 . SORCERY
  
  I08. THE RITUAL OF THE PURIFIED SPHERE (P)
  TI : A circle of ground is hallowed for 24 hours, thus rendering the area impassable
  to the undead, demons and creatures created by sorcery who serve Change .
  Diam : Io ft ; Prep : 3 T
  T3 : As above, but Diam : 20 ft ; Dur: I week; Prep: Io T
  T5 : As above, but Diam : 30 ft; Dur: I month ; Prep : I day
  T7 : As above, but also blocks the entry of priests and sorcerers who serve Change.
  Diam : 300 ft; Dur: permanent; Prep: I week
  TIo: As above but with a diametre of goo ft . This version is large enough .to cover
  an entire temple but is rarely used to in order to avoid the breaking of the
  Concordat that forbids sectarian strife and espionage. Prep : I month
  IOg. THE AMETHYST EXPURGATION (R)
  T3 and T7 : This spell is the same as The Power of Ultimate Perfection practised by
  the devotees of Hnalla (#107), except that demons serving stability are
  dispelled.
  I IO. CONGELATION (R)
  T2 : This freezes a being of human size or smaller, slaying the target unless a
  successful SavingThrow is made. Ran : go ft
  T3 : As above, but this version also affects larger nonhumans or one large animal .
  Diam : Io ft ; Ran : 120 ft
  T5 : As above, but this variant can slay I very large or gigantic animal (Srd, Serudla,
  Akh6, etc.) . Targets of 32o hit points (QUICK PLAY : Io critical wounds) and greater
  require 2 or more successful hits to kill or incapacitate. If struck by less than a
  killing number of hits, the target suffers damage on table H .
  Diam : 20 ft ; Ran : I8o ft
  T7 : The caster can change an area of mud or water up to Io-ft square and 3-ft thick
  into ice . This ice lasts for 30 turns in temperate zones . A second roll is needed
  on the temple non-combat spell chart to successfully shape anything other
  than a block. If this is unsuccessful, the ice crumbles into a heap of cubes .
  I I I . DECORPOREALISATION (R)"
  T4 : The caster's body becomes insubstantial and faintly translucent, though still
  visible. He can move normally and also levitate or descend (even through walls
  and other materials) at the rate of 6 ft per combat round. The caster cannot
  fight, speak, or cast spells while decorporealised. No magic or physical attack
  can harm a decorporealised opponent . Dur : 5 T
  T7 : As above but the caster can decorporealise another friendly target. Dur : Io T
  TIo : As above but the caster and others in a Io-ft diametre circle are affected .
  Unwilling targets are allowed Saving Throws . Dur: 2o T
  112 . THE NIGHTMARE OF TERROR (P)
  T2 : The target suffers nightmares every night for I week (6 days) . After this, the
  target dies of terror. The victim must be known to the caster, and a Saving
  Throw is allowed . If the target's phobias are not known, the victim resists as if
  his Magical Resistance Factor were 3 higher. This variant must be cast anew
  each night. Ran : 300 ft; Dur: I night.
  voLume 2; SORCFRV
  
  T6 : As above, but each night the target takes damage on Table D. Unlike the T2 ver-
  sion, this version need only be cast once on a target. Ran: 6oo ft; Dur: I week
  T8 : As above, but the target perishes after one night of terror. This variant turns
  the target's hair white . Ran : goo ft; Dur : I night
  I 13 . TRANSFUSION (R)"
  T3 : The caster creates a large phntasmal being (as big as a large animal).and
  transfers his intellect into it. The caster fights with the attributes of this
  creature (e.g., the hypnosis of the Ssu) but cannot cast other spells . The mage's
  body remains in a trance for the duration of the spell . Disenchantment is of no
  use against this spell, but Hnalla's Negation of Instability (#IO5) slays both the
  creature and the caster. If the phantasm is slain by physical means, the caster
  dies as well . Dur : 2 T, Prep : I CR; Prereq : Spells #I6 & #5g
  T5 : As above, but the caster can now use psychic spells . Dur: 5 T, Prep I T
  T7 : As above, but the caster can create a phantasm of a very large or gigantic
  creature, even of the size of the dreaded Akhd. Dur : Io T, Prep : 2 T
  Tg: As above, but the intellect of another person is transferred to a phantom of
  whatever species the caster desires . The target is allowed a Saving Throw but
  cannot cast spells . This variant can be disenchanted . This version ignores the
  marking lesser variants. Dur: 5 T; Prep : 5 T ; Ran: 15 ft
  114. THE VINDICATION OF INSTABILITY (R)
  TI,3,5,7,Io : This is the Change equivalent ofthe Ritual of the Purified Sphere (#Io8) .
  All versions ofthis spell are targeted against the followers of Stability.
  I i 5 . Vlscosrry (R)+
  T2 : A horizontal area of natural stone or earth is turned into thick gooey mud for 3
  T The depth of this mud is 6 ft, and a being who is stuck in it when the spell
  ends is entombed within . This spell can be deliberately dropped earlier in order
  to trap a target . The area of effect is a Io-ft diametre circle. The ground is
  targeted as though it had a Magical Resistance Factor of o. Individuals within
  the area of effect must make a Dexterity Test at the "easy" level to avoid
  plunging into the mud .
  T3 : As above, but a Diam : 20 ft; Dur: 5 T; a Dexterity Test at the "harder" level is
  needed .
  T4 : A living target within go ft is turned to jelly, if he fails his Saving Throw. This
  jelly oozes out ofhis clothes, and the body congeals to a spongy mass after I T
  Possessions are not harmed.
  T6 : As above, but possessions of non-magical nature are also reduced to a runny
  liquid. Diam : 20 ft; Ran : 150 ft
  T8: As above, but this variety also affects undead, androids and phantasms.
  Demons are immune, but even enchanted items are destroyed . Ran : 24o ft
  Tg : A horizontal tunnel Io ft wide, high and deep is created through unworked
  stone or earth. When the spell expires, the stone and earth return to normal.
  This spell does not work on living beings, the undead, any other creatures, or
  upon manufactured objects . Dur : Io T; Ran: 15 ft
  VOLUME 2: SORCERY
  
  I 16 . THE GLORIOUS CALL (P)
  KARAKAN
  T3: Friendly individuals within 20 ft of the caster become immune to fear for 4 T
  No morale check is needed . Prereq : Spell #5I
  T8 : Foes within the area of effect flee in panic as if they have failed a morale
  check. Ran : 6o ft; Diam : 20 ft
  Tio : One target (not the caster) is made permanently immune to fear. This spell
  may be dispelled by Disenchantment. Prep : 2 T
  117 . HIGHER MASTERY (P)
  T2 : The target adds +5 to hit with any weapon he chooses for 2 T Prereq: Spell #43
  T3 : As above, but the target adds +Io to hit.
  T5 : As above, but with a 5-ft radius . Dur: 3 T
  I 18. THE PERFECTED GEM OF OBLITERATION (R)
  T5 : A beautiful red gem is created and remains in existence for I-Io days (a DIo
  roll) . One group of targets (e.g. all Shen, all priests of Sarku) is nominated by the
  caster. If a member of this group touches the gem, it explodes, doing table G
  damage to the individual touching it. Other beings within a circle Io ft in
  diametre (centred on the gem) take Table C damage . If a spell of disenchant-
  ment is successfully cast on the gem, it disappears . If the spell fails, the gem
  explodes, as just above. Prep I T; Prereq: Spell #8
  T8: As above, but the gem lasts I-2o days and varies in colour according to the
  caster's wish .
  I 19 . THE REPLICATION OF HEROES (R)"
  T4 : One target (not the caster) of the caster's species is "cloned" . The target must
  be carrying at least io pounds of metal, and this cannot be dropped while the
  spell is in effect . The clone has all of the original's abilities, except that the
  Body Damage Points of the original are split between them (QUICK PLAY = each
  may only take I serious wound before becoming incapacitated) . The clone's
  weapons and armour never have more than the strength of Chlen-hide,
  although they glitter and have the appearance of steel, if this is what the
  original was wearing. Any magic items possessed by the original are kept by
  him. The clone's copies of these are non-magical . The clone may never be
  more than Ioo ft away from the original . If this distance is exceeded, the clone
  disappears, and the spell ends . Dur : 2 T; Prep: 2 CR; Ran : 15 ft. At the end of the
  spell the original regains his clone's BDP's .
  T7 : As above, but more targets may be replicated, and the armour quality
  permit=ted
  to the clone is that of steel . The clone can move up to 300 ft from the
  original ; Dur: 4T; Prep : 4 CR. ; Ran: 15 ft ; Diam : Io ft
  TIo: As above, but the targets are cloned twice : i.e . 2 duplicates of each person are
  created . These replicants each have the Body Damage Points of the original,
  and each can move up to 500 ft from his original. Dur: 7 T; Prep : I T
  I20 . THE SWIFT THRUST OF DEATH (R)
  TI : A flashing, steel-like missile flies at the target with a shrill screaming noise .
  Although this missile looks like a steel bolt, it is actually other-planar energy. It
  is thus halted by those magical barriers that block "ritual" spells, rather than
  those that obstruct physical blows and missiles . Heavy Armour protects the
  target. Otherwise, if the victim fails a SavingThrow, he dies with a 2-inch hole
  drilled through his heart; Ran : 6o ft
  voLi1ME 2. SORCERY
  33
  
  T3 : As above, but the bolt penetrates heavy and steel armour; Ran: 120 ft
  T4: As above, but 1-5 needles are produced. These are all fired at the same target(s),
  but each requires a successful Saving Throw to avoid. Diam : 5 ft ; Ran: 18o ft
  T5 : As above, but even if a target in the spell's area of effect is not killed, he still
  suffers damage according to table B. Diam : io ft ; Ran: 240 ft
  Tg : As above, but a target who is not killed suffers table D damage . This variant
  penetrates enchanted armour. Diam : 20 ft ; Ran: 300 ft
  121 . TREMULATION (R)*+
  T2 : This creates a deep vibration that deafens and shakes all living beings within
  the area of effect. Targets can perform no actions except to leave the affected
  area. To do this, a Dexterity Test must be made at the "harder" level. Such spells
  as Control of Self (#4) are of no use. Diam : io ft; Ran: 6o ft; Dur: I T
  T6: As above, but the quake slays anywho cannot exit it within 5 Combat Rounds .
  To do this a target must successfully make a Dexterity Test at the "difficult"
  level. Dur: i T; Ran: 120 ft
  T7 : As above, but any who cannot exit it (as just above) within 2 Combat Rounds is
  slain. Dur: 2 T; Diam: 20 ft ; Ran: 18o ft
  T8 : This variation produces a vibration so strong that a target within the zone dies
  at once unless he makes a successful Dexterity Test at the "real challenge"
  level. If he succeeds, he lies prone outside the area of effect and is stone deaf
  for 5T. This and other versions of this spell play havoc with structures and
  tunnels; one must be careful! Diam : 20 ft; Ran: 240 ft ; Dur: 3T
  122. THEWEAPON OF THE PRINCE OF VALOUR (R)
  T3 : This spell is cast upon an edged steel weapon held by a comrade, causing the
  weapon to glow with a scarlet light and enabling it to slice though the U-4
  Warding Spell (#24) without difficulty. If the weapon is dropped or handed to
  someone else, the spell expires at once. This spell does notwork on arrows or
  other missiles . Dur: I T
  T5 : As above, but multiple weapons (1-2, a random roll) can be made to penetrate
  the U-5 Warding Spell (#24). Diam : 5 ft
  T7 : As above, but enhances the weapons of all individuals within the circle of
  effect . Diam: Io ft; Dur: 3T; Prep : 3 CR
  Tio: As above; except that these weapons can also penetrate the generic warding
  spell (#72). Prep: 5 CR; Dur: 5 T
  123. THEWINGED DISC OF THE LORD OF THE SUN (R)*
  T5 :A flat, oval "plate" appears on the floor in front of the caster. This is large enough
  to hold the caster and a further loo pounds ofweight . This conveyance flies
  about 2 inches above the ground and is telepathically directed by the caster. It
  travels at loo ft per CR and is stable enough for the caster to fight or cast another
  spell. This vehicle cannot cross chasms or bodies ofwater; when these are
  encountered it comes to a gentle stop, and the spell ends . Dur: I T, Prep I T
  T7 : As above, except that the caster can include 3 passengers with their
  equipment, or 4 comrades if lightly equipped . The speed of the disc is
  increased to 150 ft per CR. Dur: 5T; Prep 2 T
  voLume 2. soRceRy
  
  T9 : As above, except that the disc is large enough to hold as many as 20 persons;
  Dur: I o T, Prep : 5T
  124. THE AFFABLE BLIGHT OF LORD UNf (R)
  Ti : Uni is one of the demons mentioned in the Book of Ebon Bindings . He is Lord
  of the 39th plane and is renowned for his fungi, moulds and horrid physical
  manifestations . This spell causes the target to become infected with patches of
  Unf's fuzzy, bluish white fungi. If a successful SavingThrow is made, the target
  must leave the area of effect (I ft in diametre) at once or be automatically
  targeted again in the next Combat Round. A target who fails to save dies within
  2 T unless a spell of Alleviation (#I) is applied. Contaminated organic posses-
  sions must be discarded within 2 Combat Round, or else they will spread the
  infection . If the area is not burned, the fungus will spread out to a circle Io ft in
  diametre at the rate of I ft per turn . The fungus remains until it dies naturally
  in I hour. Ran: 30 ft
  T3: As above, but the fungus has an initial Io-ft circle of effect . It spreads out into a
  circle 3o ft in diametre around its original centre . It dies in 3 hours; Ran: 300 ft
  T7: As above, but its diametre is 20 ft; Ran: 120 ft. The fungus lasts 4 hours, and
  targets who do not escape it die in I T
  TIo: As above, but causes instant death. This variant does not spread and dies
  naturally in 6 hours. Ran: 3oo ft.
  125. THE ANTECHAMBER OF THE BLUE ROOM (R)
  T6 : A faint disturbance in the air manifests itself in front of the caster and moves
  toward the intended target with a lowbuzzing sound. The target has 3 Combat
  Rounds to hide behind a magical or physical barrier before the spell arrives. If
  unable to do this,he must make a Saving Throw. If he fails, he is transported to
  the Antechamber of the Blue Room, beyond which mighty Ksarul lies in his
  eternal, enforced sleep. If a devotee of Ksarul, Gruganu, or one of the foreign
  Ksarul-related deities is struck by this spell (and this must be done acciden-
  tally: e.g., cast by ahostile mage who does not know the target's religious
  affiliation), he will be returned unharmed to the location and time from
  whence he came . If the caster attempts to send the same target to the Blue
  Room twice, the caster himself is slain. One who does not worship the Doomed
  Prince or one of the associated deities is killed by the attendants of the Blue
  Room unless he makes his Saving Throw with a -Io modifier applied to chance .
  Since the body is not on Tekumel, no revivification is possible . This spell affects
  only human-sized intelligent beings . Ran: 9o ft; Prep: I CR
  T8: As above, but 1-6 multiple targets are seized . These have 2 CR to avoid the
  attack ; a failed Saving Throw sends them to theAntechamber. Diam : Io ft ;
  Ran: I8o ft ; Prep : I CR
  126. THE AZURE SCARAB (R)
  T4: This spell creates a small dark blue gem 1/4 inch in diametre . The caster can
  store his psychic points in this gem and use them on the same day or the
  following day. He also regains his psychic points as usual; thus he can have
  extra points to cast while the jewel exists . This "psychic battery" lasts 48 hours
  and prep time is I hour. This spell does not count against the two durational
  spells that are the normal limit. The gem (and the points it contains) can be
  dispelled by the spell of Disenchantment . (#5) .
  T6: As above, but the gem lasts for I week and takes 12 hours to prepare; after this
  spell expires the caster can use no other magic for I week .
  voLumC 2 . SORCERY
  
  T8: As above, but the caster can store 2 days' points within the gem; preparation
  time is 48 hours, and the caster must refrain from magic for 2 weeks.
  Tio: As above, but the gem can hold as much as 3 days of psychic points .
  Preparation time is 72 hours. The mage cannot use magic for I month. This
  spell cannot be Disenchanted (#5) . It must expire naturally ; Dur: I month.
  127. THE COMPREHENSION OF DEVICES (P)"
  T2 : The caster gains an understanding of the purpose and operation of I ancient
  magico-technological device . This cannot be passed to another individual ; Dur: I T
  T4: As above, but the caster can include I comrade, who also learns how to operate
  the device . Only I mechanism can be learned for each application of the spell;
  Dur: 3 T
  T5 : The caster is able to repair an "Eye" (one of the devices of the Great Ancients),
  provided he has the tools, materials, and parts to do so. The referee rolls Dioo :
  i-6o = the Eye is successfully repaired; 61-95 = it is not repairable ; 96-ioo = the
  Eye is seriously defective . In this latter case the referee rolls a Dio, 1-3 = the
  Eye blows up, killing the mage ; 4-6 = it explodes, doingthe mage damage on
  table G; 7-8 = it functions normally, but its target is the caster himself, 9-1o = it
  appears to be completely repaired but explodes when next used, killing the
  user and doing table G damage to all within io ft. The caster also has a chance
  to learn the number of charges left in the Eye. A Dio is rolled : 1-6 = the caster
  learns the number of charges; 7-10 = he discovers nothing. A successful roll to
  repair the Eye also tells the caster what its function is .
  T8 : The caster gains the ability to deflect energy from ancient devices back into
  The Planes Beyond . He is thus immune to attacks by such mechanisms .
  Unfortunately, this spell does not work against hostile spells or in conjunction
  with the T-5 variant of this spell; Dur: 3 T
  Tio: The caster can recharge an ancientmagico-technological device powered by
  other-planar batteries.A DIoo roll is made, and 1-Ioo charges are added to the
  device up . No device can hold more than ioo charges . This spell can be used
  only once on a given device. If this is attempted a second time, roll a Dio:
  1 = successful recharge ; 2-9 = the device is permanently inert; io = the device
  blows up, hurling the caster through a nexus point into a randomly chosen
  Plane. Prep : 1o T
  128. THE FOOD OF THE SSIJ (R)+
  T1 : This spell creates a patch of the deadly purplish vegetation that existed all over
  Tekumel before man arrived . An individual within the spell's area of effect
  (except the Ssil and other original inhabitants ofTekumel) suffers damage to
  his legs according to table D (QUICK PLAY = a serious wound cripples the target's
  legs) . If the target's legs are crippled he falls into the vegetation and takes table
  F damage. Each CR after the first round a target must make a Dexterity Test at
  the "difficult" level to escape furtherdamage. Steel armour protects a target for
  2 CR before dissolving . Enchanted steel protects for4 CR. Chlen-hide dissolves
  too quickly to be of any protection .A party of Miss or Ss6 will stop and feed for
  I T unless attacked or are actively pursuing the caster. Diam : io ft ;
  Ran: 30 ft ; Dur: 2T; Height : 3 ft
  T2 : As above, butthe patch is a circle with a diametre of 20 ft, Ran: 6o ft, Dur: 3 T;
  Prep : I CR
  voLUme 2 ; SORCERY
  
  T5 : As above, but the height of the vegetation is 6 ft, blocking the line of sight .
  Damage is done according to table G ; Hluss and Ss~i will stop for 3 T,
  Ran : 120 ft ; Dur: 5 T, Prep : I T
  129. THE OBSIDIAN OBELISK (R)
  T2: A stone obelisk appears 3 ft in front of the caster. It is 6 ft wide, 6 ft tall, and 3
  ft thick . It shields the caster from physical attacks and most offensive spells .
  The mage cannot see through it or cast spells in that direction. It can be
  dispelled by Disenchantment (#5) or by Vimuhla's Barring and Broaching (#148) .
  Dur : 2 T
  T4: As above, but this version is 20 ft wide, to ft high, and 6 ft thick . It blocks all
  spells except the largest variant of Doomkill (#4o). This spell must have room in
  which to be cast, or the obelisk will explode, killing the caster and doing table F
  damage to all within 20 ft . Dur : 3 T; Prep : I CR
  T6: As above, but with the ability to fit snugly into smaller spaces without
  exploding. Dur : 5 7P, Prep : I T
  .
  T1o: As above, but with a door on the caster's side that only he can open or shut .
  This door leads to the opposite side of the obelisk and provides a means of
  escape after any foes have gone . The door cannot be physically forced open ;
  Dur: 24 hours, Prep : 5 T
  130 . REPLICATION OF THE MIGHTY (R)'
  T4 An exact clone of the caster appears within 15 ft of him and remains for the
  duration of the spell . The caster's Body Damage Point and magic points are
  exactly divided between him and his clone (QUICK PLAY = I serious wound
  apiece) . At the end of the spell the caster re-absorbs the remaining psychic
  points and Body Damage Points . Any magic items possessed by the original are
  retained by him; the clone's copies of these are non-magical. The clone must
  stay within Ioo ft of the original; otherwise it disappears, and the spell ends .
  Dur: 2 T, Prep : 2 CR
  T8 : As above, except that the duration is 5 T The caster can clone 2 individuals of
  sorcerer level io or greater. These clones must stay within Ioo ft of the caster.
  Prep : I T
  TIo: As above, but the caster creates 2 clones of himself each receives one half the
  caster's psychic points and Body Damage Points . He thus operates temporarily
  at 150% of his level. Each copy can move up to 1500 ft away from the original .
  When the caster re-absorbs his clones' psychic power points and Body Dam-
  age Points, he cannot exceed his original total for these. Dur: 7 T, Prep : I T
  13 I . THE WEB OF REFULGENT COMMAND (P)"
  T4: The caster gains control over androids or phantasms within the Io ft circle of
  effect . These creatures can be immobilised, made to flee, or to fight unless
  specifically protected by higher level Temple spells . These creatures save
  against this spell with a Magical Resistance Factor of Category 2. Ran : 120 ft ;
  Dur: 4T
  T6 : As above, but also includes such Underworld creatures as the Biridlu, Hli'ir,
  Huru'u, Kdyi, Nshe, Q61, Thunru'u, and the Tsu'uru; Ran : I8o ft; Dur: 4T
  T8 : As above, but also may include the Ru'fin (robots from the age of the Great
  Ancients) . Ran : 240 ft
  VOLUME 2 : SORCERY
  
  132 . THE BULWARK OF AMBER (R)"`
  T2 : The caster is surrounded with a sombre brownish glow. Whenever the mage
  makes a successful Saving Throw against any hostile spell, he gains 1o psychic
  powerpoints (to a maximum total of 500) . Dur: I T
  133-
  134.
  135-
  T4: As above, but he gains 20 psychic power points gain per failed hostile spell;
  Dur: 2 T
  Tg: As above, but the caster also gains 20 points when he makes a successful
  Saving Throw against "Eyes" or other ancient magico-technological devices.
  Dur: 4T
  DEPURATION (R)
  T4: One suit of steel armour is turned into soft copper. This gives it the strength of
  light Chlen-hide armour. Only I attempt canbe made to disenchant this suit;
  otherwise the change is permanent. The suit is targeted as though it had a
  Magical Resistance Factor of 2 . Ran: 15 ft.
  T8 : As above, but this variant affects i suit of enchanted armour which is targeted
  as if it had a Magical Resistance Factor of 5. Ran: 6o ft .
  Tio. Tiwo applications of this spell will enchant one suit of copper armour to the
  quality of enchanted steel armour. This suit must be disenchanted
  deliberately, not as an accidental concomitant of a disenchantment spell
  meant to remove some other spell. Ran: 6o ft.
  DOMINATION (P)'
  TI : The target forgets all the events of the past day. This version works only on an
  intelligent being who is immobilised. A spell of Disenchantment (#5) can
  restore the target's memory. Prereq: Spell #6
  T3: As above, but that target forgets all events of the past week. Avictim need not
  be immobilised for the spell to work. Ran: 6o ft
  T5: As above, but all targets in a circle 1o ft in diametre forget all events from the
  past month. Ran: 9o ft
  T6 : The target forgets his entire past . He remembers his language, but all other skills
  and experiences are gone . In 6-15 months he canbe taught most of his previous
  knowledge.A spell of Disenchantment (#5) restores his original memories and
  destroys whatever false ones were implanted . Prereq : Spells #6 & #39
  T8: A group of targets within a circle 1o ft in diametre can be sent on a mission by
  the caster. They will perform this as efficiently and rapidly as possible, with
  enthusiasm and fanaticism . Once this task is accomplished, they return to
  normal. The targets cannot be ordered to commit suicide, although they may
  be sent on a suicidal mission. This spell canbe Disenchanted (#5) . Ran: 6o ft .
  TIo: A psychic trap is placed on a dominated target . If a spell of Disenchantment(#5)
  fails to free the target, both the caster of the disenchantment spell and the
  target are slain. Dur: Permanent.
  THE ERADICATOR OF VERACITY (R)
  T3 : The caster can create a false history for an object, thus misleading another
  mage who tries to Elicit it (with # 7) . The target is I inanimate object . Prereq :
  Spells #15 & #57
  VOLUCDC 2: SORCERY
  
  136 . HEBETATION OF THE INTELLECT (P)
  T3 : The intellect of the target (i intelligent living or undead being) is reduced to
  zero for 2 T He collapses and behaves like a new-born baby for the duration of
  the spell; Ran: 6o ft.
  137 .
  T7 : The caster can make the target appear to have any amount of sorcerous
  prowess he desires, thus deceiving the spell of Elicitation (#7) . This spell must
  be dispelled before a spell of Elicitation can work. Ran: 15 ft.
  T9: This variant hides an object from detection by the spells of Elicitation (#7 & #41) .
  Ran: 15 ft.
  Tio: One living or undead target is given a completely new identity. He is not changed
  physically, butno form of Elicitation (#7 &#41) or Perception ofthe Energies (#15
  & #57) will reveal his original nature . He cannot be commanded by a spell of
  Domination (#6 &#39) to reveal this . The difficulty with this spell is that the
  target cannot cross any "psychic" barrier, e.g., spells 2o and 47 . Ran: 15 ft
  T5 : As above, but a Diam : io ft; Dur: 5 T, Ran: 120 ft.
  T8 : The intellect of one target is removed permanently. This can only be restored
  by a spell of Disenchantment (#5) ; Ran: i8o ft ; Prep : 3 CR
  Tio: The persona of a corpse is transferred into the target's body. The bodies are
  laid side by side, and the corpse's intelligence, psychic reservoir, psychic
  ability, talents, skills, memories, charisma, and dexterity enter the target and
  take it over. A spell of Disenchantment (#5) will remove the intruding intellect,
  but only the spell of Re-embodiment (#89) will restore the original intellect.
  Prep : 3T
  NECROFACTURE (R)
  T3 : The corpse of one member of the caster's species is reanimated with the half-
  life favoured by the Lord ofWorms. The corpse may have been dead up to ioo
  years, but the skeleton must be reasonably intact for the spell to function . This
  zombie fights with a HBS of loo and has a Magical Resistance Factor of 8. Such
  a being is called a Mrur. It cannot emerge into sunlight or even a brightly lit
  room . Mrur are immune to fear or fatigue and trudge along tirelessly at 75% of
  the speed of a living member of their species. These monsters look bad and
  smell worse. Once created, a disenchantment spell will not slay a Mrur. The
  torches and lanterns carried by most adventuring parties are not bright enough
  to stop a Mrur. (Prereq. #54)
  T5 : As above, but the caster creates a superior undead creature called a Shedra .
  This creature fights with a HBS of i5o, has a Magical Resistance Factor of 8, and
  moves at normal speeds . It, too, is notpleasant to look upon . Prep : 2 CR
  T6 : As for the T3 variant, but 1-6 Mrur are created . Prep: 3 T, Diam . 1o ft
  T8: As for the T5 variant, but 1-6 Shedra are created . Prep : 5 T, Diam. 1o ft
  T9: A deceased sorcerer who worshipped Sarku or a related deitywith no more
  levels of magic than the caster is turned into a Shedra . This being functions
  physically like other Shedra but maintains his previous Magical Resistance
  Factor and spell-casting abilities. The Shedra does notnecessarily obey the
  orders of the caster or others but possesses free will . Undead created by this
  variant need not answer the summoning of spell #138 . Prep : 1o T
  VOLU(OE 2 . SORCERY
  
  T1o : The caster becomes one of the undead for 12 hours. Other particulars are as
  for the T-9 variant. Other undead will never attack the mage while this spell is
  in force, and when it expires he returns to living status . Still higher levels of
  this spell exist in the darkest sanctuaries of theWorm Lord. Some of these
  can create undead who can perfectly imitate living beings, even to breathing
  and perspiration. Such high-level undead are called Jdjgi. Prep : 2o T
  138 . THE SUMMONING OF THE SPECTRAL HOSTS (R)
  T4 : The caster sends out a mournful hissing call that summons all Mrur and Shedra
  within 120 ft. They will respond quickly and aid the caster for 3T Only undead
  who are specially warded by the temples of KSarul or Sarku will ignore this
  summons.
  139.
  140 .
  T6 : As above, but with a 240-ft range and a 5 T duration. This variant is inaudible to
  all but Pe Choi and undead .
  T8 : As above, butwith a 300-ft range and a 6 T duration. This variant also
  summons the Hrd, the Huru'u, and the Vorodld, which are further powerful
  undead creatures.
  VERMICULATION (R)+
  T5 : The floor or ground is covered with tiny wriggling worms, called theWorms of
  Death, for I T Each turn a Dexterity Test is made at the "difficult" level to check
  whether an individual has managed to get out of the area and escape the
  worms. If a victim fails this test, the worms eat through the his shoes and into
  his bloodstream. Roll a DIo each round: 1-4 = the worms do no damage that
  round; 5-7 = they have entered the bloodstream and do damage according to
  table C; 8-9 = they do table F damage to the internal organs ; 1o = they reach a
  vital spot and slay the target instantly. Only a spell of Alleviation (#I) will rid a
  target's body of worms, and only a Healing(#1o) spell will repair the damage .
  Ran: 30 ft; Diam : Io ft
  T7: As above, but with Diam : 20 ft ; Dur: 3 T, Ran: 6o ft.
  T9: As above, but these are the Worms of the Night, a more dangerous species
  devoted to Lord Sarku. The DexterityTest is made at the "very difficult" level
  and on the first round of penetration, the worms do damage on table F; on
  round 2, table G; and on round 3, the target dies . Diam : Io ft; Dur: 4T; Ran: 9o ft
  TIo : This variant causes the worms of death to become dormant within a circle of
  effect io ft in diametre. The caster may then pick them up and enclose them
  in soft clay "coins" which are hardened and sold to the Assassin clans. These
  worms hatch out when exposed to body heat and attack their targets in the
  same way as theT5 variant.
  ALLEVIATION (R)
  T9 : This spell cures the radiation sickness sometimes contracted while exploring
  the ruined cities and installations constructed before theTime of Darkness .
  Ran: 15 ft . Prereq : Spells #I & #30
  TIo : This variant can sometimes cure an addiction to the lethal pleasure drug Zu'ur.
  A Dio is rolled: 1-6 = the addict is cured and spends 3 days recovering his full
  health ; 7-9 = he remains addicted . The roll is made again in exactly 6 days ;
  io = the target enters the last stages of Zu'ur addiction: a catatonic coma . In
  this last case only 1 more attempt can be made to cure him, and a D1o is
  rolled. If he does not score a 1-6 this time, he dies the following week and
  cannot be revivified . Spells of Healing, "Eyes," etc. are useless against Zu'ur.
  votuMF 2 : SORCERY
  
  141 . BENIGNITY (P)
  T3 : Hostile members of the caster's species become neutrally friendly. These persons
  will guard against an attack upon the caster and will allow him and his party to
  pass unharmed through hostile terrain . Dur: 3 T, Diam : 20 ft ; Ran : 9o ft
  142 .
  143 .
  T5 : As above, but works on "friendly" nonhuman races as well.
  T7 : As above, but works on "neutral" nonhumans as well .
  Tio : As above, but works on "hostile" nonhumans also .
  THE DISCERNER OF ENCHANTMENTS (P)"
  Ti : The caster is informed of the exact name, level, and characteristics of a spell
  cast upon an object or individual . This version works on Universal Spells only.
  The targeted spell is given a Saving Throw at the same level as its caster.
  Ran : 15 ft; Prereq: #15 & #57
  T3 : As above, but this version also works on Generic Spells
  T5 : As above, but this version also works on Temple Spells levels 1-5.
  T6: The identity of an "Eye" and the number of charges it contains are revealed
  when it is touched by the caster.
  Tg : As for the T5 variant, but also works on Temple Spells levels 6-1o.
  THE GATE OF THE GREY PENTACLE (R)'
  T2 : A whirling, iridescent, pearly-hued nexus point appears 3 ft in front of the
  caster and moves directly away from him to a distance of 15o ft. Any member
  of an intelligent race, an undead being, an android or a phantasm touched by
  this nexus point is sucked through it and vanishes instantly, unless he makes a
  SavingThrow. This spell is aimed at I person and moves at the rate of 15 ft per
  Combat Round . To determine where the target has been transported roll a DIo :
  1-2 = the target travels to an airless plane and dies at once ; 3 = the target
  materialises on one of the Demon Planes ; 4 = the destination is another time
  and place on Tekumel ; 5-6 = the target reappears at another location on
  Tekumel but in present time ; 7-8 = the target is transported I mile in a random
  direction; 9-1o = the target is transported I,ooo ft in a random direction . Only
  the spells ofVisitation of Other Planes (#71) or TYansmogrification (#92) can
  retrieve targets hurled through this nexus point . This spell can be
  Disenchanted (#5) . The diametre of the nexus point is 5 ft; Dur : I T
  T6 : As above, but multiple targets are sucked in together and are sent to the same
  location . The nexus point is Io ft in diametre . Ran: 300 ft ; Speed : 30 ft per CR;
  Prep : 2 CR; Dur: I T
  Tio: As above, but the nexus point immediately appears next to the targets and
  sucks them in, unless they make successful SavingThrows. The other-planar
  gateway then disappears, and the targets are lost until someone manages to
  find them among the Many Planes. Prep : 3 CR
  144 . GUIDING (P)"
  T3 : The caster is infallibly guided back along his previous course . This lasts for
  Io T, Prep : I T
  T4: As above . In addition, the caster has the ability to see secret doors in walls no
  more than 15 ft from him as he passes. Dur: 20 T, Prep : 2 T
  voLumC 2 . SORCERY
  
  145 .
  146 .
  147 "
  T8: As above, but the caster also perceives traps, nexus points, revolving walls, etc.
  Dur : 30T, Prep : 5T
  Tio : The referee informs the caster of the best route to reach his destination. The
  referee tells this only once to the caster. This cannot be written down but
  must be remembered .
  HEALING (R)
  T3 : This spell heals I-Io Body Damage Points (QUICK PLAY : I minor wound) .
  Alternatively, it heals I-Io points done to a nonhuman, even of a hostile
  species . Ran : 15 ft. Prereq : Spells #Io & #49
  T5 : As above, but this version heals I-2o BDP (QUICK PLAY : I serious wound) . It can
  also heal the wounds of an animal of any size up to ands including large.
  T7 : As above, but heals all of one target's wounds, restoring limbs, eyes, etc., if
  necessary. This version also heals the wounds of a gigantic animal, a demon or
  other-planar creature, and even the undead (although this is rarely desired!) .
  THE PRESERVER OF WISDOM (R)
  TI : This enchantment preserves paper, parchment, vellum, or cloth for 25 years
  against all rot, mildew, and insects . The target is one book, scroll, or document .
  T2 : A brittle book, etc ., has its strength restored, thus allowing it to be handled
  without crumbling to dust . Once restored, it will last for loo years .
  T4: This variant is proof against all natural fire, as well as water damage, moulds,
  and fungi . Other features are as above .
  T5 : One inanimate target is made proof against interplanar transportation . The
  item (not a living being) cannot be teleported or put through a nexus point.
  T7 : The target of this variant is a magical scroll . On a DIo score of 1-4 the scroll is
  usable twice . If not, the scroll fades after i use .
  T1o: As just above, but this variant works on magical books .
  SAGACIOUS ACQUISITION (P)
  T3 : The target can learn 2 levels of a I -pt skill at a cost of I pt . This spell can only
  be cast on an individual once per year and does not apply to sorcery or
  weapons skills . Prereq : Spell #63
  T6 : As above, but the target can learn 2 levels of a 2-pt skill at a cost of 2 points .
  T9 : As above, but the target can learn 2 levels of a 3-pt skill for 3 points .
  VIMUHLA
  148 . BARRING AND BROACHING (R)
  T2 : An opening or doorway up to 8 ft high and 6 ft wide can be blocked by an
  opaque, dull-orange-coloured barrier. The aperture is sealed against all physical
  force, and only the T6 variant of this spell, Disenchantment (#5), or the
  Gauntlet of Might (#155) can open it before it expires . A targeted doorway is
  given a Saving Throw at a Magical Resistance Factor of I . Dur: 2 T
  T4: As above, but there must be a physical door, gate, or other closure in the
  aperture for the spell to function . A spell of Disenchantment no longer suffices
  to open the closure, and the spell must expire by itself. Dur: 5 T, Ran : 15 ft
  42
  voLumG 2 : SORCERY
  
  T5 : As above, but the aperture can be up to 12 ft high by 20 ft wide . Dur: Io T;
  Prep : 2 CR
  T6 : This produces a flash of orange light that opens most magically sealed doors
  and apertures. It opens the side of a Warding spell (#24 & #72) and dispels the
  Obsidian Obelisk (#129), but does not work on the Muniments of Excellence
  (#76) or the Pearl Grey Citadel (#177) ; Ran: 15 ft.; Prep: I CR
  T7 : As for the T5 variant, but this also seals nexus points
  T8 : This variant creates a wall of dull flame-orange that is not penetrable from the
  outside . From the caster's side this wall is easily penetrated by persons or
  missiles . Spells, undead, demons, and creatures created by sorcery cannot pass
  through it in either direction. Diam : 20 ft; Ran: 30 ft; Dur: 5 T; Prep : 5 CR
  I4q. THE BOLT OF IMMINENT IMMOLATION (R)
  T2: A bolt of lightning strikes I target in a circle Io ft in diametre . This person is
  selected randomly from among those who may be in this circle . If any targets
  are wearing iron or steel, they are the only ones targeted. Ran: I8o ft.
  T5 : Multiple targets in a Io-ft circle are electrocuted if wearing iron or steel. Those not
  wearing these metals take Table G damage if successfully targeted . Ran: 240 ft
  T8: As above, butwith Diam : 20 ft; Ran: 450 ft .
  150. THE CARPET OF CONFLAGRATION (R)+
  T3 : A small river of molten lava (3 ft wide, Io ft long, and I inch deep) appears 3 ft
  in front of the caster and flows directly away from him at a speed of 15 ft per
  CR for I T It then dissipates . Flammable objects in its path are incinerated, and
  any being in the lava's path takes Table D damage for each round that he is
  trapped in the lava . A being caught in the lava requires a DexterityTest at the
  "harder" level to jump clear. This spell cannot be aimed at an individual but
  rather at an area . If a target's legs are destroyed (QUICK PLAY : I serious wound)
  he falls down and can no longer escape the lava unless he succeeds in making
  a Dexterity Test at the "real challenge" level. After I further CR he perishes .
  T5 : As above, but the carpet is 6 ft wide and does table F damage on the first
  round. This variant requires a Dexterity Test at the "difficult" level to jump
  clear. Dur: 5T; Prep : 5 CR
  T9 : As above, but the carpet is 20 ft wide and I ft thick. This variant cannot be dispel-
  led once created. After the spell expires, a layer of red-hot ash remains for 2-6
  days along the carpet's path. An individual caught in this lava is incinerated
  instantly. A victim can try to get clear of this carpet by making a Dexterity Test at
  the "real challenge" level . This is only possible if the individual has a place to
  escape to (e.g . a ledge or solid high object above the lava); Dur: 8 T, Prep : 5 T
  151 . DEVITALISATION (P)
  T1 : The target's HBS-factor is permanently reduced by I-io points. There is no
  external sign of this loss . Only a special variant of the spell of Healing (#45)
  developed by certain physician-priests in the temple ofTMImis can restore
  these points . Ran: 6o ft ; Prereq : Spell #42
  T4: As above, but multiple targets each lose I -2o HBS points permanently.
  Diam : 5 ft; Ran: 120 ft
  T5 : As above, but with Diam: Io ft; Ran: I 8o ft
  voLume 2 . sonccRy
  
  153 .
  T6: As above, but each target permanently loses I -5o HBS. Diam : 20 ft; Ran: go ft
  T7: The target's psychic reservoir is reduced permanently by I-2o points. If an
  individual's psychic reservoir is too depleted, he can no longer cast spells . Only
  a spell of Benefaction (#33) can restore these points . Ran: go ft ; Prep : I CR
  T8: As above, but the reduction is 1-5o points . Ran: I8o ft. ; Prep : 2 CR
  T1o : Both the psychic reservoir and the HBS of the target are reduced by I-loo
  points . The HBS can only be restored by spell #45, cast while at a temple of
  Thumis. The psychic reservoir is restorable by #33 (Benefaction) .
  152 . INEXPUGNABILITY (R)"
  TI : The target, who must be a fighter carrying a metal-edged melee weapon,
  cannot be hitby another edged melee weapon (although a club or mace can
  strike him) . Whenever the target would take damage, the opponent suffers 1-3
  points of damage instead. (QUICK PLAY : no effect) . The target's weapon glows
  with a nimbus of orange light . Dur: I T
  T3 : As above, but 1-5 points are done to the attacker. (QUICK PLAY : I light wound) ;
  Dur: 2 T
  T5 : As above, but I-Io points of damage (QUICK PLAY : I Serious wound) ; Dur: 3 T
  T7 : As above, but I -2o points of damage (QUICK PLAY : I Critical wound) ; Dur: 3 T
  THE INFRANGIBLE INCANDESCENT ORB (R)"
  T2 : The caster is surrounded by a sphere of crackling flames. He is not harmed by
  the heat, but any otherbeing with whom he moves into contact suffers
  damage on table FThe caster can shoot missile weapons out of the Orb, and
  opponents can shoot in, both with a modifier of -1o to their rolls to hit. The
  caster cannot see out, cast spells, or fire magical devices out through the
  flames, nor can those outside penetrate the Orb by magic, unless the spell used
  is of theT5 level or higher.An opponent with a long spear or pike can thrust in
  through the flames once with a modifier of -15 to hit. After one attempt his
  weapon is destroyed . No other melee weapon can reach through the flames .
  Since the caster is blind, his movements become random . Dur: 1 T
  T3: As above, but Dur: 3T
  T4: As above, but melee weapons cannot reach through, and the flames do Table G
  damage. Other spells can be cast inside the orb, but not out through it in either
  direction.A spell of level T5 or higher can penetrate this Orb, however. This
  variant can also be cast upon a comrade . Dur: 3T
  T6: As above, but a circle of flame io ft in diametre is created, allowing up to 5
  comrades to join the caster within the Orb. Ifthese people leave the circle of
  effect before the spell expires, they also take table G damage . If the caster
  moves while this spell is in effect, all comrades within must make a Dexterity
  Test at the "easy" level to avoid being forced to leave the Orb. Dur: 3 T, Prep : I CR
  TIo : As above, but this version can sink through natural stone or earth (i.e .
  unworked stone, not masonry or brick) to a depth of 30 ft or rise up to ground
  level at the same rate, as the caster wishes . This spell does not move laterally.
  The hole created is magical and fills in behind the party as it moves. If the
  spell expires leaving the party within rock or earth, an explosion occurs,
  killing the caster and his comrades and destroying an area 20 ft in diametre.
  voLumC 2 : SORCERY
  
  This spell does not allow a party to enter an area protected by magical wards.
  Dur: io T, Prep : I T
  154. THE PANOPLY OF IRON (R)'
  T2 : The target (who cannot be the caster) is suffused with a steel-grey hue and is
  surrounded by a halo of reddish light. The target's bare skin acquires an
  armour value of -4 . The target can carry no more than a few ounces of metal
  and cannot use spells, magical devices, or metal weapons. Dur: I T
  T6: As above, but the target's skin becomes as tough as -5 armour. Dur: 3 T, Prep : 2 CR
  T8 : As above, but the target's skin is now armoured to -7 . Dur: 3 T, Prep: 5 CR
  T1o: As above, but the target's skin is armoured to -g . The caster can use this
  variant on himselfbutthen must obey the strictures given above. Dur: 5 7P,
  Prep: I T
  TEMPLE SPELLS : THE COHORTS
  155. THE GAUNTLET OF MIGHT (R)"`
  CHEGARRA
  T2 : The caster's hand takes on a metallic, glittering appearance . If he scores a hit
  in weaponless combat, he does damage according to table F If the target
  makes his Saving Throw, he still takes normal damage on Table B. The caster
  can also apply this spell to a comrade. Dur: I T
  T4: The caster can send an invisible fist crashing out to a distance of 6o ft to hit a
  target . This does table D damage versus any living or undead creature, and also
  has a chance ofbashing open a magically unprotected door or gate. There is a
  6o% chance to smash open a normal door, 30% for a door with heavy bars, and
  1o% for a fortress gate. It has no effect upon other items or beings.
  T7: As fortheT2 variant, but the fist kills a normal-size unarmoured target, stuns
  an armoured target or large creature for 2T, and does table D damage ; This
  variantcan also be used like theT4 butwith a 20 percent greater chance of
  success of destroying doors and gates.
  T1o: As above, but one very strong target is slain unless he makes a Saving Throw,
  and magically unprotected doors are bashed open, even if very strong. Targets
  of 32o hit points (QUICK PLAY: Io critical wounds) and larger require two or
  more successful hits by this spell in order to be killed or incapacitated. Hitting
  such a target with less than a killing number of spells causes it to suffer
  damage on table G.
  156. THE HARNESS OF THE GOD-KING (R)
  T3 :TheArmour of Danuo, Lord Chegarra's shield bearer at the Battle of Dormoron
  Plain, is magically placed upon I target. If already armoured, this enchanted
  armour replaces the target's existing suit, destroying it utterly forever. The
  Harness has a defensive armour modifier of -Io and adds +3 to the target's
  Saving Throw chance . Only awarrior with at least 15 skill levels in a weapon
  skill may be targeted by this spell ; it has no effect if aimed at a lesser target, or
  at a nonhuman, an animal, an undead being, demon, etc. Only one Harness
  can be summoned at a time . These features also apply to the variants below.
  Dur: Io T
  T4: As above, but the Shield Chonkotuel, bome by Chegarra at Dormoron Plain, is
  summoned. This enchanted shield has a defensive modifier of -6 .
  voLume 2. soRceRy
  45
  
  157 .
  T8 : As above, but 1-6 friends within the circle of effect are also blessed with a +Io
  bonus to hit in combat . Dur : 6 T; Prep: I T
  CHITENG
  158 . CALCINATION (R)
  T2 : This silent, invisible, laser-like spell burns I target, doing damage on table E .
  Ran : 120 ft
  159-
  T6 : As above, but Chegarra's Long Sword, Arosuel is summoned . This sword gives
  the wielder a +Io% greater chance to hit in combat . It does table G damage .
  This sword speaks Llyani and gives guidance to a warrior who knows this
  language. The sword also contains a spell, the G3 variant of #61 Radiant Gaze .
  At its bearer's command, this spell can be cast 3 times per day.
  THE VALOUR OF THE DIVINE KINGDOM (P)'
  T2 : The caster becomes a hero for 3 T All friends within 20 ft will follow any brave
  or heroic orders he gives, as long as he leads them .
  T4: As above, but with a Dur : 5 T, Diam : 30 ft
  T4 : As above, but the damage is done according to table F. Diam : 5 ft; Ran : 18o ft
  T6 : As above, but this version kills a human-sized target who fails his Saving Throw.
  A target and his belongings are reduced to a grey ash . Diam : Io ft; Ran : 240 ft
  Tg : A 2 inch hole is burned 6 inches deep through any non-enchanted material .
  This variant slays any man-sized or slightly larger being who fails his Saving
  Throw. Ran : 15 ft
  Tio : As above, but a hole 3 ft in diametre is burned 6 ft deep through any material .
  This destroys any creature of less than 32o hit points (QUICK PLAY : 10 critical
  wounds) or more who fails his Saving Throw. Larger targets require two (or
  more - referee's choice) successful hits in order to be killed or incapacitated.
  Hitting such a target with less than this number causes damage on table G.
  Only spells #148 (Barring and Broaching) and #76 (Muniments of Excellence)
  are completely immune to this variant.
  THE FIST OF FIRE (R)+
  T3: This spell hurls a fist-sized gob of molten lava at the target . This is a physical
  attack: there is no no Saving Throw, but a combat roll (as for a missile) must be
  made . The caster uses his sorcerer level as his missile sub-skill level for this
  test . Armour modifiers apply. Damage is done according to table D, and there is
  a 70% chance of setting a target's flammable possessions ablaze. Ran : 6o ft .
  T5 : As above, but the lava is the size of a human head. Diam : 5 ft; Damage : Table F;
  Ran: 120 ft
  T7 : As above, but the ball of lava is 2 ft in diametre . Targets take table G damage,
  and only enchanted armour or a shield can modify the result. Diam : Io ft;
  Ran: 18o ft
  T1o: As above, but the lava is 6 ft in diametre . Targets of less than 32o hit points
  (QUICK PLAY : 1o critical wounds) or more are automatically slain, if struck, and
  their possessions incinerated. Larger targets take damage on table H if the
  spell is successful. Diam : 20 ft; Ran : 300 ft
  160. PUNITION (P)
  T3 : This causes the target to suffer incredible burning agony but leaves no external
  mark . TWO applications cause unconsciousness for I-5 T, 3 applications within
  46
  VOLUME 2. SORCERY
  
  a 5 T period cause death . If the victim (who must be immobilised) fails his
  SavingThrow, he will confess to any crime - or just about anything else.
  T5 : As above, but the target does not have to be immobilised . The pain of this
  variant stuns the target for 1-3 T All creatures except demons, phantasms,
  androids, or undead are subject to this spell. Ran : 6o ft
  T8: As above, but the targets of this variant become unconscious at once, and unless
  the caster drops the spell, they die in 5 CR. Dur: 5 CR; Diam: io ft; Ran: 240 ft
  r61 . THE CROWN OF PURITY (P)
  DILINALA
  TI : The target must truthfully answer I question posed by the caster in whatever
  detail the caster desires . Dur: I T
  T3 : As above, but the target must answer 3 questions . Dur : 2 T
  T8 : As above, but one android, undead being, or demon is forced to answer 2
  questions . Dur: 2 T
  TIo: Multiple targets of any race (except the Mihdlli) are permanently struck dumb
  and are also unable to read and write . Only a spell of Disenchantment (#5) can
  cure these targets . Diam: 20 ft; Ran : 120 ft
  162 . ENCAPSULATION (R)
  T3 : A target is put slightly "out of phase" with this Plane . He becomes a frozen
  statue, unable to move or think . Neither the target nor his possessions can be
  touched or harmed in any way until the spell expires or is disenchanted (#5) .
  This spell only works on creatures up to the size of a Black Ssu or a Shen .
  Ran: 6o ft; Dur. 2 T
  T5 : As above, but with Diam : 5 ft ; Dur: 3 T, Ran : 120 ft
  T7 : As above, but with Diam: Io ft ; Dur : Io T, Ran : 18o ft . Alternatively, I gigantic
  creature who fails its SavingThrow can be encapsulated for I T
  T1o: As above, but the spell is permanent unless disenchanted (#5) . This version
  can halt fire, a lava flow, or a gas cloud for 3 T A target of 32o hit points (QUICK
  PLAY: Io critical wounds) or more must be successfully hit twice (or more, as
  the referee decides) in order to be encapsulated . Ifhit by less, the spell has no
  effect . Diam : 20 ft; Ran : 300 ft
  163 . THE GIRDLE OF THE MAIDEN (R)
  T4: One target, who must be female, adds 1-5o to her HBS factor and 1-5 levels in
  weapon skills for 3 T A faint turquoise-blue glow surrounds her.
  T6 : As above, but Diam : Io ft ; Prep : I CR
  Tg : Males are magically prohibited from attacking any female for 3T, if attacked by
  females, male targets must parry, flee, or call for help . They cannot attack.
  Diam : Io ft ; Prep : 3 CR
  164. APATHY (P)
  Ti : The caster is suffused with a deep and overwhelming ennui. He feels no
  physical sensations and is unable to move or fight. He is immune to
  Domination (#6, 39, 134), Semblances (#64), and other similar spells of mental
  command. Dur: 3 7P, Prereq: Spell #4
  DRA
  VOLUmG 2 . SORCERY
  47
  
  T3 : As above, but with multiple targets . This variant affects all nonhuman races
  except the Tinaliya, the Mihdlli, and the Nyaggd . Diam: Io ft; Dur: IoT; Ran: 30 ft
  T7 : As above, but this variant also affects animals up to and including larger
  species . It has no effect on gigantic creatures . Ran : I8o ft
  x65 . THE HYMNAL OF THE LORD OF LIGHT (R)'+
  T3 : The caster's face becomes illuminated with the Perfect Radiance of Hnalla. No
  servitor of change can look upon his countenance and thus suffers a 20% pen-
  alty when attacking the caster, either physically or magically. This spell also
  illuminates a circle 4o ft in diametre, making it as bright as day. Undead crea-
  tures cannot enter this area and must retreat. No Saving Throw is possible
  against this spell. Dur: I T; Prereq: Spell #13
  T6 : As above, but demons, phantasms, and any hostile animal also flee before it .
  Diam : 6o ft ; Dur: 5T; Prep : 3 CR
  T8 : As above, but this variant creates an illuminated image of the caster that pre-
  cedes him by as much as 30 ft . This image cannot pass through physical or
  sorcerous barriers, nor can it cast spells or fight. It serves to light up the area in
  which it walks, and it blocks the undead and other creatures that serve
  Change . Dur : Io T, Prep : 5 CR
  TIo: As above, but the image moves through doors and walls up to I ft thick . This
  variant can travel through psychic magical barriers (but not ritual ones)
  166 . RISIBILITY (P)
  T1 : Members of the caster's species or other friendly races within a circle io ft in
  diametre are caused to perceive the ludicrousness of life . They become jocose
  and cease hostility towards an opposing party for 3 T If attacked, the targets
  return to normal and respond in kind .
  T3 : A single target of the caster's species is made aware of the futility and
  absurdity of existence . He breaks out in uncontrollable laughter for 2T He
  cannot fight, cast spells, or perform other actions . Ran : go ft
  T5 : As above, but with Diam : 1o ft ; Ran : 240 ft
  Tg : As above but the targets laugh uncontrollably for 5 CR and then collapse . They
  die in 2T unless Disenchanted (#5) . Ran : 3oo ft
  TIo: As above, but the targets laugh for 3 CR, collapse and die after I T Diam : 20 ft;
  Ran : 450 ft
  DIVRRIT-
  167 . ENTOMBMENT (R)
  LAMISH
  T3 : A coffin-shaped cavity is created in an area of unworked earth or natural
  stone . This tomb is created within 6o ft of the caster at a depth of 6 ft. The
  target is magically transported into it, where he then suffocates after 16-25
  minutes unless rescued . No ritual magic may be cast by an entombed target .
  Only the spells ofAscertainment (#2), Etherealisation (#88), Decorporealisation
  (#I I I), or The Discerner of Enchantments (#142) will locate the victim . Once
  discovered, the victim must be rescued by digging . A single person takes 12 T to
  dig out a victim ; 2 persons take 8 T; and a larger party takes 6T Once the
  victim has been found, the searchers roll a DIo : 1-3 = the buried person is alive
  and is rescued ; 4-10 = the target has not yet been found . If the target is not
  found, another roll is made at the end of each succeeding turn . This spell
  works only on living creatures no larger than a Shen or Black Ssu. Ran : 6o ft
  48
  votzamE 2. SORCERY
  
  T5: As above, but the tomb is large enough to hold 2 victims. These must be within
  5 ft of each other when targeted. Ran: go ft
  T7 : As above, but multiple targets in a io ft area are entombed . Alternatively, I
  larger creature can be entombed instead. The sepulchre holds only 15 T of air.
  Ran: 18o ft; Prep : I CR.
  Tg : As above, but with a 20-ft diametre. Alternatively, 1-3 larger creatures or I very
  large or gigantic creature can be entombed .A target with 32o hit points (QUICK
  PLAY : io critical wounds) or greater requires two or more successful hits by this
  spell in order to be entombed . If hit by less, the spell has no effect . This variant
  is 15 ft deep and holds 26-45 minutes of air. Rescuers must spend double the
  times given under theT3 variant to rescue victims. Ran: 240 ft; Prep : 3 CR
  168. NECROPHOBIA (P)
  T1 : The target drops everything he is carrying and flees in abject terror from the
  undead (who must be present). Dur: I T; Ran: 6o ft ; Prereq: Spell #21
  T4: As above, but with Diam: Io ft; Dur: 5T; Ran: 18o ft.
  T7 : As above, but this variant requires no undead to provoke the terrible fear of
  things deceased . Diam : 20 ft ; Dur: 15 T, Ran: go ft ; Prep : 3 CR
  Tio: This variant is applied to a location. Whenever devotees of deities other than
  Sarku, Durritlamish or those foreign gods who share their natures enter this
  area, they are affected by a cold, gloomy, dismal fear of death. They must
  make Saving Throws each round as long as they are in this area . If the level of
  the caster is not known, it is assumed to be level 18 for Magical Resistance
  Factor purposes . This spell must be disenchanted from the centre of the area
  of effect to dispel it. Diam: go ft; Dur: Permanent; Prep : 1o T; Ran: 30 ft
  16g. PUTREFACTION (R)
  T2: The target, who must be of the caster's species, starts to rot, and his flesh
  sloughs away. Unless Alleviated (#I) within I CR, the target dies . Thereafter, too,
  the target must also be healed with a U-8 Healing spell (#Io); otherwise I
  randomly determined limb is destroyed . A U-8 spell of Healing (#Io) must also
  be cast on a Revivified (#77) target or a limb is lost . Ran: go ft.
  T5: As above, but Diam: 1o ft; Ran: 18o ft
  T6: As above but this variant also affects other intelligent races and animals up to
  the large category. Diam : 20 ft; Ran: 240 ft
  T8 : This variant of the spell is cast upon an area of swamp or stagnant water. Any
  living creature, except for gigantic animals, who fails the Saving Throw suffers
  putrefaction of the legs .Atarget whose legs have been putrefied sinks into the
  water, and if putrefied again the victim dies. This version cannot be disenchan-
  ted (#5), and the area must be avoided for the spell's duration . Only a U-8 spell
  of Healing (#Io) can restore the target's legs . Until he is healed his legs and feet
  remain rotted, useless stumps. Diam : 20 ft; Dur: 3oT, Ran: 30 ft; Prep: 2 CR
  TIo: This variant causes instant death by Durritlamish's gruesome process of
  decay. A target who fails his Saving Throw changes into a ghastly corpse, and
  neither Healing or Alleviation spells are of any use. A target slain by this spell
  subtracts 5% from his chances to be revivified (#77) . He must still be healed
  with the U-8 variety of Healing (#Io) to repair the damage . Diam : Io ft; Ran:
  240 ft ; Prep: 2 CR
  voLumC 2 . SORCERY
  
  GRUGANU
  170 . THE ATTAINMENT OF ENLIGHTENMENT (P)
  T2 : The caster is temporarily gifted with the mastery of the first 5 levels of a Univer-
  sal spell in which he currently has no competence . The choice of this spell is
  randomly determined . He retains this knowledge for 1o T He can cast these spell
  butcannot remember them, write them down, or teach them to others . Casting
  these spells costs psychic power points as usual. Prereq: Spell#63
  T5 : As above, but for Universal spells of levels 6-1o
  T7 : As above, but for Generic spells of levels 1-5. Even spells not known to the
  caster's temple are included.
  Tg : As above, but including Generic spells of levels 6-1o
  T1o: As above, but forTemple spells of levels 1-5 . Temple spells of levels 6-1o
  cannot ever be mastered by this means.
  171 . THE INVIGORATOR OF BLADES (R)
  TI : One arrowhead or other sharp projectile point glows with a bluish light. If this
  missile scores a hit the damage done is doubled (QUICK PLAY = 2 wounds of the
  category listed for the weapon). The caster cannot fire this missile himself but
  must hand it over to a comrade . Dur: I T
  T4 : As above, butthe missile does triple damage if a I-4 is rolled on a Dio.
  T7 : As the T1 version, but this variant works on edged melee weapons. Dur: I T,
  Prep : I CR
  T8 : As theT4 variant, but for edged melee weapons. Dur: IT, Prep 5 CR
  Tg : As the T7 form, but 1-6 melee weapons do double damage ; Dur: I T, Prep : 3 T,
  Diam . Io ft
  TIo: One projectile point does triple damage . Only I such missile can be made for
  the same firer. It cannot be carried by a comrade for later use. Such a missile
  retains its power until used . These projectiles must be of hand-weapon size
  only ; ballista bolts, etc. are not included . Prep: io T
  172 . THE LABYRINTH OF ELONGATED SHADOWS (R)
  T3 : Members of the caster's species who fails their Saving Throws are transported
  to the 45th Plane ruled by the demon Qu'u . Here they wander through the utter
  darkness of Lord Ksarul's Citadel of the Twelve Pylons ofTa'lar. Light cannot be
  produced there and visitors must remain for 2T before they can return . At the
  end of each turn each target rolls a D1o. On a score of io he is attacked by an
  insectlike demon. Both parties then roll Dloo, and a +I is added to the victim's
  score for each level of sorcerer or subskill of weapon used . If the target wins,he
  is safe for that turn. If the demon wins, the target is slain and his corpse
  reappears on Tekumel naked, weaponless, and wrapped in a silky cocoon of
  spidery strands. After the two turns have passed, targets return to the same
  time and place they previously occupied . No time elapses for other party
  members who were not transported . This spell does not function at all upon
  devotees of Ksarul, Gruganu, or various related foreign deities. Targets who
  survive the trip to the 45th Plane can perform no actions for 3T after their
  return. They can only sit or lie prone and rest . Diam : io ft ; Ran: go ft
  T6: As above, butwith a greater chance of meeting a demon and a longer duration:
  a meeting occurs on a score of 7-Io . Dur: 5 T, Ran: I8o ft
  so
  voLuC E 2. SORCERY
  
  1173 .
  174.
  T8: The caster and others are transported to the Citadel itself. Although it is a
  gloomy and frightening place, full of whispers and ancient miasma, they may
  rest and tend to theirwounds in safety. Exploration is not wise . After the spell
  expires they return to the exact time and space of their departure. Only
  members of the sects of Gruganu and KSarul are admitted by this spell.
  Prep : 2 CR ; Diam : Io ft; Dur: 5T
  TIo: As for theT8 variant, butwith a duration of 24 hours. A mage can only cast
  this variant once perweek .
  THE DANCE OF THE EMERALD GODDESS (P)
  HRIHAYAL
  TI : The target perceives an illusion of a beautiful young person of the opposite
  sex. This image compels the target to become the Goddess' willing slave for I T
  The target will do whatever ordered by the caster, except commit suicide.
  Ran: 6o ft; Prereq : Spell #64
  T3 : As above, but Diam : Io ft; Dur: 3 T, Ran: 120 ft
  T6 : As above but the Demoness Maraggu appears and leads the targets off into the
  nearest wilderness area or underworld. There, she leaves them in a cell, a
  swamp, or a trap, if one exists . Dur: I I -2o T, Ran: 240 ft
  T8 : Targets are so stricken with lubricious desire that they fall unconscious for I-Io T
  There is a Io% chance of each target's losing I-io points of intelligence . Only a
  spell of Alleviation (#I) can restore this lost intelligence . Diam : 20 ft ; Ran: 300 ft
  Tq: The caster assumes the Aspect of the Dancing Maiden and leads targets wher-
  ever she chooses for 2oTThese victims cannot be commanded to perform any
  other task . Upon awakening, they have no knowledge of how they arrived at
  this location - or the way back . Diam : 3o ft; Dur: 2o T
  TIo: This variant is cast on an area or an inanimate object. Any member of the
  caster's species who enters this place meets the Demoness Ulula, the Maid of
  Despairing Delight. If his resistance is overcome, he becomes a permanent
  worshipper of the most salacious aspects of the Emerald Goddess. The target
  must be restrained from committing obscene acts upon anyone within reach
  and nothing will release him from this spell except Disenchantment (#5) . The
  spell does not affect worshippers of Dlamelish, Hrihayal, or foreign deities
  with similar tastes, nor does it work upon the Ssu, Hluss, Shunned Ones,
  Ttnaliya, or the undead. Dur: 30 T, Diam : 20 ft; Ran: 120 ft
  DIMINUTION (R)
  TI : The caster (including his HBS) is reduced to half his normal height for I T His
  possessions do not shrink with him.A skill roll to perform a task best done by
  a small, dextrous person receives a -Io modifier.
  T3 : As above, except that the caster and I other comrade (or foe!) are reduced to I
  ft in height. This reduces their HBS to 15 percent of their usual norm. These
  persons' combat damage rolls are divided in half (and are rounded down)
  unless a natural 20 is rolled . Diam : 5 ft; Dur: 5 T
  T5 : As above, but multiple targets are reduced to I inch tall . TheirHBS factors are
  reduced to 5! All intelligent species are affected . The targets' possessions are
  not reduced. Their spells and weapons can only affect very small opponents,
  unless the referee rules otherwise. Diam : 20 ft; Dur: 3o T; Prep : 2 CR ; Ran: Io ft
  Tg:An inanimate object is shrunk to a scale of 6 ft = I inch (or 25 mm). This spell
  can only be cast on I object that is notpermanently fixed or a part of some
  voLumc 2. soizceRy
  51
  
  175.
  177.
  other object . The target's size can range up to 6 cubic ft in size. Diam : lo ft;
  Dur: 2 Hours; Prep : 3 T; Ran: 3 ft
  Tio: This spell functions only upon living intelligent creatures. Targets are reduced
  to a scale of 6 ft = I inch tall . Possessions carried by them are included in the
  spell. This effect is permanent unless a spell of Disenchantment (#5) is succes
  sfully applied. Diam : io ft ; Ran: 30 ft; Prep : 5T
  OBTURATION (R)
  Ti . All of the target's bodily orifices are sealed; he cannot hear, speak, sweat,
  excrete, or breathe . If not disenchanted (#5) within 3T he dies . During the first
  turn the target may still cast psychic spells, move, and fight. Thereafter, he falls
  to the ground and slowly expires. This spell works on living creatures up to the
  size oflarge animals. Ran: 6o ft
  T5 . As above, but this version affects I very large or gigantic creature . Two (or more)
  successful hits must be made with this spell in order to slay or incapacitate a
  target of 32o hit points (QUICK PLAY : io critical wounds) or greater. If hit by fewer
  of these spells, the target suffers damage on table G. Diam : io ft ; Ran: 18o ft
  T7 . As just above, but a target dies in 2 CR. This variant seals the valves of the
  heart shut! There are no external signs, and the cause of death may remain
  unknown. Ran: 240 ft ; Prep I CR
  KETENGKU
  176. THE BRIDGE OF NOBLE PASSAGE (R)'
  T2 . A bridge 3 ft wide and Io ft long is created in front of the caster. It is made of a
  hard, greyish substance, with no handrails or visible supports . It also can fit
  into a smaller space. It can support I creature up to the size of a Shen at one
  time . There must be an anchor point at both ends of this bridge . Dur: 2T
  T4. As above, but the bridge is 30 ft long and 6 ft wide. It can support the weight of
  4 Shen ; Dur: 3 T
  T5 : A staircase 6 ft wide and 12 ft long appears 3 ft in front of the caster. This stair-
  case may be made to go up or down . Other factors are as for the T4 variant.
  Tq : Abridge or staircase is created as described in either theT4 or T5 variant. This
  structure can be made insubstantial (though still fully visible) anytime after
  the spell is cast . Dur: io T, Prep : 2T
  TIo: Aflat "pontoon" 12 ft long and q ft wide is created in front of the caster. It holds
  as many as io heavily armoured humans and their gear. As the caster reaches
  the far end it shortens behind him and extends in front of him continuously.
  This variant is cast on water, bogs, or a flat surface . It cannot be cast over air,
  magical barriers, or sorcerous or other-planar rivers . Dur: 20 T; Prep : 3 T
  THE PEARL GREY CITADEL (R)"`
  T5 : A rippling, opaque, iridescent cylinder of pearly energy appears around the
  caster. It canbe as much as 15 ft high and Io ft in diametre . Nothing can
  penetrate this citadel in either direction. Unless cast within an enclosed area,
  the citadel has no roof and is open at the top. Dur: 2T
  Tq : As above, but with a 20-ft height ; 2o-ft diametre ; and I hour duration . The
  caster can will this cylinder to have a roof. It then contains enough air to
  maintain one person for 6 hours. Prep: I T
  TIo: As above, but the diametre of this variant is 3o-ft. If enclosed, it has enough
  air to maintain I person for 18 hours. Duration : I Day; Prep : 5 R
  52
  voLuC06 2. SORCERY
  
  178 . THE SCRUTINY OF THE OMNISCIENT EYE (P)'
  T3: The caster's vision is extended in a sphere around himself. laterally, 36o
  degrees overhead, and even beneath his feet. Normal obstacles block this
  power, however, including a floor, a wall, etc. The caster cannot be surprised
  while this spell is in effect. Dur: 5 T; Prereq : Spell #3
  179 .
  T6 : The caster sees through all objects notmore than 3 ft thick, perceiving opaque
  shapes much like an x-ray device. Objects are made out as varying shades of
  black and grey. Ran: 6o ft; Dur: 3T
  T8 : As above, but in addition the caster can effect minor changes in, an object
  viewed : e.g . squeezing a creature's heart and killing it . This spell functions on
  living beings up to the size of a large animal . It can also destroy the interior of
  an object up to 12 inches in diametre, ruining internal machinery, etc.
  Ran: 120 ft; Dur: I CR ; Prep : 2 CR
  T1o: As above, but multiple targets in a 2o-ft diametre are slain, if of human size,
  2 if they are very large, or I if the target is a very large creature .A target of 320
  hit points (Quick Play: Io critical wounds) or larger requires two successful
  hits by this spell in order to slay or incapacitate it . Alternatively, this spell
  destroys the interior of objects as much as 3 ft in diametre, although there is
  no external mark. Ran: 240 ft .; Prep : 5 CR
  THE EXPEDITOR OF THE SKEIN OF DESTINY (R)"
  TI : The caster is projected I minute forward through time . He disappears and
  reappears I T later in the same place and condition . The mage is not outof
  phase with his own Plane; he simply does not exist for the intervening time .
  Metal possessions cannot be taken along. These must be left behind and
  retrieved upon his reappearance .
  T3 : As above, but 2 targets are moved forward in time 5T The caster can target
  only his own species. Diam: 5 ft .
  T5 : As above, but with Diam : 20 ft ; Ran: 15 ft. Targets are sent forward 21-3oT
  T8: As above, but 6 to 15 hours elapses. Metal objects can be transported, and the
  spell works on other intelligent species . The caster can also move the parry up
  to go ft laterally in any direction. Prep: 2T
  Tg: As above, but targets are transported I-Io days forward in time . This variant
  also includes animals up to the large variety. Prep 4 T, Diam : 20 ft
  TIo: As above, buttargets are taken I-5 months forward in time and 1-100 miles
  from their original location . These movements are randomly determined. This
  variant can also send a party backward in time . This is very difficult, and its
  chances of success are left to the referee's discretion. Diam : 30 ft; Ran: 15 ft;
  Prep : Io T
  180. THE PERIPLUS OF THE PLANES (R)'
  T3: The caster is guided to the nearest nexus point within the spell's range. He is
  told where and how far the nexus point is butnothing of its destination. He
  must use one of the prerequisite spells to open the nexus gateway. Dur: I T;
  Ran: 30 ft; Prereq : Spell #71
  T7: As above, but the caster is told where I nexus point leads. The referee should
  be fairly specific, though not exhaustive . Dur: 5T; Ran: I8o ft ; Prep : I T
  voLumC z: SORCERY
  
  Tg: As above, but this variant leads the caster directly to the nexus point that
  returns him to his own Plane and space-time co-ordinates, if such an entrance
  is available . Dur: 7 T; Ran: 30 ft; Prep 2T
  TIo: As above, butthe caster is given relatively detailed information about all
  nexus points and their destinations within range of the spell. A few Planes are
  protected from this sort of scrutiny by various demon races. These appear as
  "blank spaces" to the caster. Dur: Io T; Ran: 300 ft; Prep : 5 T
  181 . SIMULATION OF THE IMMOVABLE (P)"
  Ti : The caster and all his belongings take on the illusion of an inanimate object of
  approximately the same size . If touched, the illusion vanishes . The caster
  cannot move while maintaining this illusion .An Intelligence Test at the "easy"
  level sees through the illusion, if someone is actively searching the area.
  Dur: I T; Prereq : Spell #64
  T4: As above, but targets in a circle Io ft in diametre can be hidden . This variant is
  not dispelled when touched.An Intelligence Test at the "harder" level must be
  successfully made in order to see through it . Dur: 5 T
  T5 : As above, but Diam: 20 ft; Dur: Io T, Prep : 2 CR .A Intelligence Test at the
  "difficult" level is required to penetrate this spell.
  T7 : The caster takes on the semblance of a statue . He remains immobile and
  requires an Intelligence Test at the "very difficult" level to penetrate his
  disguise . He can also move at half speed, striking I blow or casting I spell every
  other round. The caster's armour class is that of hardened stone, giving him an
  armour modifier of -6. Dur: I hour.
  T8: The caster and his possessions are transformed into an inanimate object of a
  size smaller than himself, down to an object only 4inches on a side . He needs
  air and can only see in one direction . The illusion has all the characteristics of
  a normal object of its type . Thus, a mage maybe destroyed by a clumsy
  servant! An Intelligence Iest at the "real challenge" level must be passed in
  order to detect the falsity of this illusion . Dur: I hour; Prep : 5 T
  Tg : Multiple targets of any intelligent species within a circle Io ft in diametre are
  changed into inanimate objects as in theT8 variety of this spell. Only the
  caster or a spell of disenchantment (#5) can release them before it expires .
  Dur: I Day (24 hours) ; Prep : 7 T; Ran: 15 ft
  TIo: As above, but I target is turned into an object as small as a grain of sand for I
  week (6 days). Prep : Io T
  WURU
  182. AMORPHIA (R)+
  T2 : A circular pool of roiling, sparkling, primeval chaos appears in front of the
  caster. This is cast at a flat, open area not currently occupied by any being or
  large object. The pool is visible in daylight and brightly illuminated areas, but is
  invisible in the dark. Torches and lanterns have a 50% chance of perceiving it .
  Any being who walks into the pool must make a Dexterity Test at the "harder"
  level to avoid damage ; otherwise he falls into the pool and is destroyed .
  Diam: Io ft ; Dur: 2 T, Range 6o ft
  T3 : As above, but with Diam : 20 ft ; Dur: 3T; Ran: go ft
  T5 : This version is used as a weapon : any target who fails his SavingThrow is
  sucked into theVortex of Chaos and is lost forever. Magical items of metal are
  left behind, although all other possessions are lost . Diam : 5 ft ; Ran: 18o ft
  54
  VOLUME 2 : SORCERY
  
  T6: As above, butDiam : io ft; Ran: 24o ft. This version can slay one gigantic animal.A
  target of 32o hit points (QUICK PLAY: io critical wounds) or above requires 2 or more
  successful hits in order to be affected . Fewer hits have no effect on such a target
  T8 : A "River of Change", io ft wide and 2 ft deep appears 3 ft in front of the caster. It
  flows away from him at a speed of 15 ft per combat round. It has no physical
  length, but anything it passes over, except stone, brick, or earth, is sucked into it
  and destroyed. A Dexterity Test at the "real challenge" level is required to jump
  over it ; otherwise an individual and his belongings vanish forever. Dur: 2T
  Tio: As for the T6 version, but this destroys creatures produced by sorcery (except
  undead) . It dispels lesser demons to their own Planes, but greater demons of
  Magical Resistance Factor 12 or greater require two or more hits by this spell
  in order to be banished .
  183 . THE EATER OF SOULS (R)"+
  T3 :Ahideous little automaton appears in front of the caster. It is approximately I ft in
  height, roughly humanoid in forrn, and gnarled andknobbed like a stick ofancient,
  blackened wood. Its Magical Resistance Factor is the same as its creator.This "doll" is
  told the target's name and pointed toward him.The creature pursues its target for io T
  at go ft per CR. Ifhe catches the target, he engages him in physical combatThe crea-
  ture has aHBSof3oo and 8o BDP (QUICK PLAY = 2 critical wounds). It has an armour
  value of -4 and fights with along sword that does damage according to'Ihble E. If it
  kills its target, it eats him, taking ioT to complete this. Once eatenby this creature, the
  target cannot be revivified.The Eater of Souls will battle past anywhostand in its way.
  It will also breakdown doors between itself and its target It has a5o%chance per CR
  to do this . If unable to finish its task in IoT it disappears . Prep : I CR
  T7 : As above, but the Eater of Souls stands approximately 5 ft tall. Its HBS factor is
  4oo, and it has I2o BDP (QUICK PLAY = 3 critical wounds). Its long sword does
  damage on table F, and its armour is -5 . Dur: 15 T, Prep : i T
  TIo: As above, but this horrific Eater of Souls is g ft tall, has aHBS of factor of 500 and
  does damage on table G. It has an armour value of -6 and Zoo BDP (Quick Play = 6
  critical wounds). If this creature is defeated and dispelled by its target, it reappears
  3 ft in front of its caster and tries to slay himinstead. This variant has a duration
  of 2o T and requires a preparation time of 2T If the caster destroys this version of
  the Eater of Souls in combat, it will never reappear forhim again.
  184. THE GREY HAND (P)+
  Ti : A target who fails a Dexterity Roll at the "easy" level is turned into a pile of grey
  ash. There is no other Saving Throw. This variant does not destroy a target's
  possessions. Armoured targets are given a Io-point bonus to their Dexterity Test
  because the caster must touch the victim or his clothing (but not armour) for
  the spell to work. This variety is species-specific. All variants of this spell rake
  it io points harder to be revivified. Prereq : Spell #38
  T4: As above, but with no armour modifier. Targets test at the "difficult" level.
  T7 : As above, but the spell is no longer species specific : any living target up to the
  size of a large animal is destroyed if it fails its Dexterity Test at the "very
  difficult" level. Prep : 2 CR
  TIo: As above, but with a Io-ft range and a circle of effect 5 ft in diametre . If a
  target fails its Dexterity Test at the "real challenge" level, it and all of its
  possessions are destroyed. Two or more successful hits are needed to slay a
  target of 32o hit points (QUICK PLAY : Io critical wounds) or greater. just one hit
  does stuns the target for 1-6 combat rounds . Prep : 4 CR
  voLume 2 . soRceRy
  
  56
  THE SPELLS OF THE SHAMAN
  Although shamans differ in their languages, cultures, and practices across Tekumel,
  their spell lists are similar enough to be unified and codified as follows: a shaman gains
  25 points of spell purchasing per level as does a sorcerer. Senior shamans teach new
  spells in the same manner as do the priests of a temple . The guidelines below are
  provided for shaman characters :
  I . A shaman may select any spell from the Universal list, just like a sorcerer from
  one of the civilised areas.
  2. The following Generic spells canbe chosen:
  Alleviation #3o; Benefaction #33; Blessing of the Planes #35; Comprehension #36*;
  Derange-ment #37; Desiccation #38; Excellence #44; Far-Seeing #45; Healing #4g;
  Inscription #50**; Necromantic Domination #54; Perception of the Energies #57;
  Pestilence #58; Reanimation #62; Semblances #64; Silver Halo of Soul Stealing #65;
  Stealth #67; Ttanquilisation #68; Visitation of Other Planes #71 ; Zoic Domination #73.
  *Comprehension (#36) is restricted to spoken languages only.
  **This inscription is actually the creation of a fetish that is usable by the caster or
  another shaman of his tribe.
  3.
  4.
  A shaman can acquire spells 74-77: i.e.
  Demonology, Inscription, The Muniments of Excellence, and Revivification .
  Although 8 temple-level spells are given below for the Shaman, he has the option
  to ignore up to 3 of these. He replaces these from the urbanTemple spells below:
  Breath of the Goddess #78, Climatisation #7g; Fructification #81 ; Zooification #85;
  Etherealisation #88; Spiritism #g1; Emulation #g6; The Globe of Distant
  Discernment #102 ; Decorporealisation #I I I ; Viscosity #115 ; Hebetation #136 ;
  Alleviation #I4o; Simulation of the immovable #182; and the Eater of Souls #181 .
  SHAMAN
  185 . THE ADROITNESS OF THE CHRf-FLY (P) *
  SPELLS
  Si : The caster's hands and feet adhere to vertical surfaces, allowing him to climb
  them. He can carry only 50 pounds of gear and can carry nothing in his hands.
  Dur: I T
  S3 : As above, but with a Dur. Of 5 T
  S4 : As above, but the target may be another person.
  S5 : As above, but the caster can carry loo pounds and also transverse walls that
  slope out back above him.
  S7 : As above, but the spell targets comrades as well as the caster. Diam : Io ft
  S8 : As above, but the caster can now negotiate the underside of flat surfaces ; e.g.
  ceilings . Dur: Io T
  Sg : As above, and in addition the caster can traverse or balance on an object as
  little as Xinch wide . The caster can now carry 150 pounds of weight as well .
  186 . AMPLIATION (R)*
  S3 . The caster expands to twice his usual size. This doubles his HBS factor. He can
  use no sorcery while this spell is in effect, but he can move 50% faster. Clothing
  and belongings are notenlarged and must be removed first in order for this
  spell to function . Dur: I T
  VOLUME 2 . SORCERY
  
  S5 : As above, but the caster expands to triple size . Very large objects can be used as
  weapons, doing damage according to table E. Dur: 3 T
  S7 : As above, but the caster grows to quadruple size . He can now use huge stones,
  tree trunks, etc., doing damage according to table G. Dur: 5 T
  Sg : As above, but up to 2 targets of the caster's own species are increased to 5
  times their size . The Body Damage Points of these targets are doubled (QUICK
  PLAY = 2 critical wounds). This variant is not species specific . If the target is
  damaged while 5 times larger but not killed, any damage he has suffered is
  halved upon his reverting to normal size . Diam : 5 ft; Dur: 7 T
  187 . THE ASSIDUOUS PURSUER (P)"
  SI : The caster is led to any source of drinking water within 300 ft . Dur: Io T
  S2 : As above, but the spell now locates plants edible by the caster's species only.
  S3 : As above, but small edible animals are located.
  S4 : As above, but large game animals and also inedible predators are located. Dur: 2o T
  S5 : As above, but the caster gains a mental picture of the terrain within 300 ft. An
  enchanted location can make a SavingThrow as a level 20 sorcerer to avoid
  being detected . This version does not work indoors.
  S7 : A specific member of the caster's species is found, if within 300 ft . The
  individual may make a Saving Throw to avoid this if desired. Dur: I hour.
  Sio: Any living creature can be tracked by the shaman, if it has passed within the
  spell's Io-ft circle of effect within the last 3 days (72 hours) . If the subject fails
  his Saving Throw, his tracks appear before the caster as silvery, glittering foot
  prints . If the caster wishes to renew the spell, the target may make another
  Saving Throw. Only I failure is allowed per target; after this the target cannot
  be pursued by this spell. Dur: 24 hours.
  188 . BOTANIC METAMORPHOSIS (R)
  S3 : A length of vegetable substance up to 15 ft long and 2 inches thick is given the
  hardness of steel. This spell only works on natural vegetation, not "worked"
  substances such as rope or basketry. Dur: 5 7, Ran: 15 ft .
  S4 : A single growing plant is given the ability to speaktelepathically with the
  caster. It can tell him of any creatures that have recently passed within go ft,
  speak oflocal animal life, and describe its own characteristics . If the plant is a
  tall tree, it may also tell the caster of things visible from its top. Dur: I T;
  Prep : I CR; Ran: 15 ft.
  S5 : The caster inserts his physical and mental being (but notpossessions) into a
  plant of comparable size . He then can see in a 36o degree circle . He can cast
  psychic spells but not ritual ones, nor can he move or speak. Only a spell of
  Perception of the Energies (#I5) reveals him. Dur: 20 T, Prep: I T
  S6 : One article of Chlen-hide or steel is turned into soft, pulp-like wood. This
  crumbles into useless bits and is destroyed . A hostile wearer's or wielder's
  Magical Resistance Factor must be overcome for this spell to work. Dur: I T;
  Prep : 2 CR; Range: 30 ft
  voLUmE 2 . SORCERY
  
  S7 : As above, but the item is turned into a venomous plant. This has a 6o% chance
  of poisoning its wearer/wielder each round. If notAlleviated (#I) within 2 CR
  after being poisoned, the target dies . Dur: 2 T, Prep: 3 CR; Ran: 6o ft
  S8 : All plant life within the circle of effect is made as hard as stone, and only a
  steel weapon can chop through it. The area of effect can be expanded to go-ft
  diametre, or to an area 45 ft wide by i8o ft long. Dur: Io T; Prep : 5 CR
  S10: 1-5 large plants in an area 20 ft across are brought to sorcerous life . They will
  attack the caster's foes . Such plants must be between 6 and 15 ft tall . They
  take i CR to pull themselves out of the ground and then move 15 ft per CR
  towards their targets. They have a HBS Of 25o and take 6o BDP (QUICK PLAY =
  i critical wound) . They do damage according to table C and have an armour
  modifier of -2 . Dur: io T, Prep : i T, Range: 15 ft
  18g. FILAMENTARY EXTENSION (R)+
  S3 : A thread of a whitish substance is thrown out from the caster's hand at the
  target. This has a sticky end that enables the caster to pull the target back
  toward himself. An object of 20 pounds or less is retrievable by this means.
  Alternatively, the caster can immobilise a larger target for up to 3 T. The
  filament can only be cut with a metal knife . A target must try to avoid the
  filament by making a Dexterity Test at the "harder" level . I CR is needed to cut
  a target free . Ran: go ft; prereq/ #25
  S5 : As above, but this web can only be cut with an enchanted knife, taking 3 CR .
  Dur: 7 T; Diam: io ft ; Ran: I 8o ft.
  S7 : A faintly visible coating is left on a level floor or area of ground. Any being who
  does not notice it (by succeeding in an intelligence Test at the "very difficult"
  level) sticks to it instantly. Abeing moving across this surface at a speed faster
  than a walk must make a Dexterity Test at the "harder" level to avoid falling
  face first into the filaments . This glue lasts 3o T and cannot be removed before
  it expires. Only grease does not adhere to it. Diam : 20 ft ; Prep : 1T, Ran: 30 ft
  Sg : As above, but a passageway is filled side to side and top to bottom with sticky
  filaments . This glue lasts 1 hour ; Diam : 30 ft; Ran: 30 ft; Prep : 2 T
  Sio: As above, but all exposed surfaces within the 3o-ft circle of effect are covered.
  The caster can leave himself an open path if he wishes ; omitting whichever
  surfaces he chooses. This version cannot be Disenchanted (#15) or dropped by
  its caster before it expires. Dur: I day (24 hrs) ; Ran: 30 ft ; Prep: 5 T
  Ig0 . HARMONISATION WITH THE POWERS (P)"
  S3 : The caster attunes his body to the gravitic forces of the Plane, enabling him to
  run without falling or balance on narrow tree limbs. He can jump up to 30 ft
  horizontally or 15 feet straight up or behind himself. The caster can use other
  psychic spells while employing this spell, but not ritual ones . Dur: Io T
  S4 : As above, but with Diam : 5 ft ; Ran: 15 ft
  S5 : The caster and any comrades within 20 ft fall as lightly as feathers, taking no
  damage . This variant is also used to cause a party to leave no footprints, thus
  obviating the Assiduous Pursuer (#187) . Dur: Io T
  S7 : The caster causes anybeing except for a major demon to trip and fall heavily,
  sustaining damage according to table B. Diam 1o ft; Ran: 120 ft .
  VOLUME 2 : SORCERY
  
  Sio: Any damaged object as large as 3 ft per side can be repaired . This only applies
  to those objects with one break in them and no missing pieces : e.g. a broken
  spear or sword. An enchanted object canbe repaired, but loses its
  enchantment in the process. Prep : 5 T
  rgI . OSTEAL THAUMATURGY (R)'"
  S2. One piece of bone speaks telepathically to the caster. If the original owner was
  hostile, thebone resists by rolling a Saving Throw just as it would have in life. If
  it fails, it must give its identity and cause of death, guide the party through
  areas it knows, warn of traps with which it is familiar, etc. The deceased's facts
  are often erroneous (as in life), and ahostile spirit may dissemble and omit
  details, although it can never lie outright . Dur: 3 T; Prereq : Spell #54
  S3 : An index finger bone from a member of the caster's species functions like a
  compass and points toward i member of a living intelligent species known to
  the caster. A hostile target must fail his Saving Throw to be detected ; the
  compass is then infallible . Distance makes no difference . Dur: 5T
  S5 : The caster can turn 1-5o small bones into nuggets of gold or uncut gems . These
  are indistinguishable from genuine ones by normal means. They last for 12
  hours before reverting to bones. Prep : 5 CR
  S6 : One bone projectile point (a spearpoint, javelin-head, or arrowhead) is given
  the power of "The Seeking Bone" for i hour or until used as a missile,
  whichever is shorter. If a hit is scored with this bone, a Dio is rolled: I-3 =
  damage is done to the target on table D; 4-7 = table F; 8-io = the target is slain.
  The target cannot be larger than a Black Ssu or a Shen . The caster can prepare
  only 3 "Seeking Bones" per day.
  S7 : The targets' internal skeletons are turned into jelly. During the first round, the
  target falls down helpless; the second round he becomes unconscious; and he
  dies at the end of the third. A spell of Healing (#io) or Disenchantment (#5) can
  cure this spell if cast in the first 2 CR . Only creatures with skeletons are
  affected. This excludes Pe Choi, Hhiss, demons, automatons, or jellyfish-type
  creatures. Diam : 20 ft; Ran: 120 ft
  S8 : As many as io teeth taken from an animal are cast on the ground . 'Iiwo CR later
  they are replaced by living adult animals of the species. These will initially
  follow the caster's instructions, but once in combat they randomly attack
  anyone other than the caster. These creatures cannot move beyond 300 ft away
  from the caster. Dur: 3T; Prep : 2 T; Range: 15 ft
  Sg : A bone from an intelligent species is turned into an amulet versus the minions
  and enchantments of the Pariah Deities. Whenever one of these latter comes
  within go ft of the amulet, it glows faintly blue . Such beings cannot approach
  within 15 ft of the amulet . A spell cast by one of these monstrous being's
  servitors does not affect the holder of the amulet,but physical attacks and
  missiles are not hindered . Dur: 3o T, Prep: i T
  Sio: A piece of bone is enchanted against the Pariah Deities and cast in an area
  they are likely to frequent. Any creature animated by sorcery or other-planar
  power is slain at once, and any human servitors are blocked from penetrating
  it. Diam : io ft; Dur: io T; Ran: go ft
  192 . ZOOMORPHY (R)"
  S2 : The caster can summon all large animals within a go-ft diametre of effect.
  These fight as he directs, guide him to water, etc. Dur: 5 T, Prereq : Spell #73
  votume 2 . sonceRy
  
  S5 : The shaman undergoes a special rite lasting 12 hours. Upon completing this
  ritual, he chooses an "animal familiar" from any of the warm blooded land and
  sea animals, some birds and flying creatures, and even a few underworld
  creatures . The species selected cannot be a reptile, amphibian, fish, jellyfish or
  amoeboid species. It also cannot be a fungus or ambulatory plant, undead,
  android, demon, sorcerous construct, or one of the intelligent races . Once
  chosen, the link lasts for life.A shaman is never attacked by his "familiar"
  species, and these will aid him, should he summon them verbally. Similarly, he
  can never harm one of these creatures, and he must aid them even with his
  life, if need be . If the shaman betrays a member of his totem species, others of
  this species will hunt him down and kill him.
  S7 : A member of the familiar species can be given a message to take to a target it
  has seen before . It can also be ordered to attack a specific, known target .
  Dur: I hour ; Prep : 5T
  S8 : One of the caster's familiar species becomes his permanent companion. It
  faithfully supports the caster in all things, as long as it is well-treated . Once a
  familiar is acquired, it serves to the death. If the caster outlives his familiar, he
  must do everything possible to acquire another in the shortest feasible time .
  The familiar can speak to the caster in simple words that are inaudible to
  others . Its Magical Resistance Factor is equal to its shaman . The familiar
  develops a rudimentary intelligence (score of io) after the ritual . Prep: 6 hours
  Sq : The caster assumes the form and the abilities of his totem animal for i hour.
  This takes 3 CR, and the caster is needs 3 CR to change back when the spell
  ends. The caster retains his own intelligence and Magical Resistance Factor, but
  all other factors are as for the creature's species. The shaman cannot speak or
  cast spells while in this form . The caster must undress before the transition.
  Prep : 5 T
  SIo: As above, but the caster is able to speak while in his familiar's form . His HBS
  factor is 5 times that of the animal's, and his dexterity is twice the animal's .
  He has 3 times the Body Damage Points of the animal (QUICK PLAY = 3 x the
  creature's number of critical wounds). The shaman does i table greater
  damage than the creature's natural weapons do . He can use psychic spells
  and still has his own Magical Resistance Factor. This variant cannot be
  voluntarily dropped. Dur: 12 hours; Prep: 3oT
  SPELL DEVELOPMENT AND RESEARCH
  Once a sorcerer reaches the loth level, he may try to create his own spells . These may
  be new levels of existing enchantments or totally new spells .Aresearcher must spend a
  minimum of 2 hours per day, 3 days per week, to "discover" a new spell. He cannot do
  this while travelling, in constant danger, etc. At the end of each month of research, Dioo
  are rolled ..The chance of success is modified by -5 for a generic spell, -io for a temple
  spell, -Io if not researched in a monastery or temple, and a +5 if the researcher has an
  intelligence of q6+.A modifier of +I is applied for every4levels of the following hobby
  skills : Offensive and Defensive Sorcery, Healing Magic, or Sorcery (theoretical) . Only i of
  these hobby skills can apply to any spell researched .
  If a spell has notbeen discovered by the end of the sixth month, the spell is elusive, and
  future chances diminish . After q months the attempt must be given up and a new
  direction sought.
  Characters who develop spells (which must conform to the referee's view of the game)
  can teach others with the same restrictions normally placed on U, G, T and S spells .
  voLumG 2 . SORCERY
  
  Consult the following table for spell research chances:
  VOLUME 2 : SORCERY
  SPELL RESEARCH
  MONTH OF RESEARCH
  SPELL
  I-2
  LEVELS AND
  3-4
  SUCCESSFUL
  5-6
  DIOo DICE
  7-8
  SCORE
  9
  RANGES
  Io
  FIRST MONTH
  I - I5
  I-IO
  I-5
  I-2
  I-2
  -
  SECOND MONTH
  I-20
  I-I5
  I-IO
  I-5
  I-2
  I-2
  THIRD MONTH
  I-25
  I-20
  I - I5
  I-IO
  I-5
  I-2
  FOURTH MONTH
  I-30
  I-25
  I-20
  I - I5
  I-I0
  I-5
  FIFTH MONTH
  I -35
  I-30
  I-25
  I-20
  I-I5
  I-I5
  SIXTH MONTH
  I-40
  I-35
  I-30
  I-25
  I-20
  I-I5
  SEVENTH MONTH
  I-25
  I-20
  I - I5
  I-IO
  I-5
  I-2
  EIGHTH MONTH
  I - I5
  I-IO
  I-5
  I-2
  -
  -
  NINTH MONTH
  I-5
  I-2
  -
  -
  -
  -
  
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SOURCE: textdata/thevault/Empire of the Petal Throne (osr)/Rulesets/Gardasiyal - Deeds of Glory boxed set/Gardasiyal - Deeds of Glory - Volume 2 - Sorcery & Spells.pdf