TEXT: SpellS
  ®
  TM
  
  Resistance
  Resisted supernatural abilities use a 
  Quick Contest, subject to special rules:
  1. User must succeed to win.
  2. User must win to affect subject.
  3. If subject is living or has IQ 6+, 
  user’s effective skill is capped at greater 
  of 16 or subject’s actual resistance 
  score.
  aRea effects
  Long-Distance 
  MoDifieRs
  These modifiers are for Information 
  spells that work over long distances. 
  For larger distances, add ‑2 per addi‑
  tional factor of 10.
   
  Distance 
  Penalty
   
  200 yards 
  0
   
  1/2 mile 
  ‑1
   
  1 mile 
  ‑2
   
  3 miles 
  ‑3
   
  10 miles 
  ‑4
   
  30 miles 
  ‑5
   
  100 miles 
  ‑6
   
  300 miles 
  ‑7
   
  1,000 miles 
  ‑8
  Mana/sanctity 
  LeveLs
  Mana level affects wizardly spells 
  only. Sanctity level affects clerical 
  spells only.
  Very High Mana (Sanctity): Wizard 
  (cleric) recovers personal FP spent on 
  spells a second later. Failure counts 
  as critical failure; critical failure is 
  disastrous (a cleric temporarily loses 
  casting ability).
  High Mana (Sanctity): Wizardly (cler‑
  ical) recover Energy restores 1 FP/5 
  minutes at any skill level, 1 FP/2 
  minutes at skill 15‑19, 1 FP/minute 
  at skill 20+.
  Normal Mana (Sanctity): No special 
  effect.
  Low Mana (Sanctity): Wizardly (cler‑
  ical) spells at ‑5. Wizardly (clerical) 
  Recover Energy ineffective.
  No Mana (Sanctity): Wizardly (cleri‑
  cal) magic doesn’t work!
  natuRe’s stRength
  Modifiers to druidic spells only.
  Primeval Wilderness: +1 to +5.
  Ordinary Wilderness: No modifier.
  Nature Envelops/Visible, Not Pris-
  tine; Most Dungeons: ‑1.
  Surrounded by Artificial Structures: 
  ‑2 to ‑4, typically ‑3.
  Nature Extensively Defiled: Typically 
  ‑5, up to ‑9 for severe cases.
  Nature Supernaturally Defiled: ‑10.
  cRiticaL speLL 
  faiLuRe tabLe
  Roll 3d. Reroll if result seems inap‑
  propriate or is what the caster intended.
  3 – Spell fails entirely. Caster takes 1d 
  HP of injury.
  4 – Spell cast on caster (if harmful) or 
  random nearby foe (if beneficial).
  5-6 – Spell cast on one of caster’s com‑
  panions (if harmful) or random 
  nearby foe (if beneficial).
  7 – Spell affects someone or something 
  other than intended target – friend, 
  foe, or nearby object. Roll randomly 
  or make an interesting choice.
  8 – Spell fails entirely. Caster takes 1 
  HP of injury.
  9 – Spell fails entirely. Caster mentally 
  stunned (IQ roll to recover).
  10-11 – Spell produces nothing but 
  distracting sensory effect – flash, 
  moaning, rotten smell, etc. – that 
  advertises caster’s presence (and 
  miserable failure!).
  12 – Spell produces weak and useless 
  shadow of intended effect.
  13 – Spell produces reverse of intended 
  effect.
  14 – Spell seems to work but is only a 
  useless illusion. The GM is free to 
  lie and cheat to convince the players 
  that the spell did work!
  15-16 – Spell has reverse of intended 
  effect, on wrong target. Roll ran‑
  domly.
  17 – Spell fails entirely and caster tem‑
  porarily forgets it! Make an IQ roll 
  after a week, and again each follow‑
  ing week, until caster succeeds and 
  remembers.
  18 – Spell fails entirely. A monster 
  appropriate to the situation – a 
  demon always counts! – appears 
  and attacks caster.
  speLL 
  cLasses
  Area, pp. 12‑13
  Blocking, p. 14
  Information, p. 14
  Melee, p. 13
  Missile, pp. 13‑14
  Regular, p. 12
  Regular (Jet), p. 12
  Resisted, p. 14
  Special, p. 14
  Magic RituaLs
  Base skill level affects casting time and energy cost:
   Base Skill 
  Casting Time 
  Energy Cost
   9 or less 
  ¥2 
  Unaffected
   10‑14 
  Unaffected 
  Unaffected
   15‑19 
  Unaffected 
  ‑1
   20‑24 
  ¥1/2 (round up) 
  ‑2
   Each +5 
  Another ¥1/2 
  Another ‑1
  
  Written by SEAN PUNCH • Cover Art by BRANDON MOORE • Diagrams by JUSTIN DE WITT 
  Interior Illustrations by FELIPE GAONA and BRANDON MOORE
  Based on GURPS Magic, by Steve Jackson, S. John Ross, and Daniel U. Thibault
  ®
  Reviewer: Jason “PK” Levine
  Dungeon Fantasy, GURPS, Pyramid, Warehouse 23, the pyramid logo, and the names of all products published by  
  Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.  
  Dungeon Fantasy Spells is copyright © 2017 by Steve Jackson Games Incorporated. All rights reserved.
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please 
  purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  SpellS
  
  2	
  Con ten ts
  IntroductIon  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  But What About . . . ?  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  1 . PrIncIPles of MagIc  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Glossary of Magical Terms . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Learning New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Realms of magic  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Clerical Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Power Investiture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Sanctity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Clerical Spell List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Magical Matchups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Spell vs. Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Spell vs. Special Ability . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Magic Resistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Druidic Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Power Investiture (Druidic) . . . . . . . . . . . . . . . . . . . . . 6
  Nature’s Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Druidic Spell List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Wizardly Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  “Bardic” Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Magery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Mana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Wizardly Prerequisites . . . . . . . . . . . . . . . . . . . . . . . . . 8
  casting spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Distraction and Injury . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Critical Spell Failure Table . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Caster and Subject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Time Required . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Energy Cost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Energy Cost Reduction. . . . . . . . . . . . . . . . . . . . . . . . . 9
  Magic Staffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Energy Reserves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Power Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Burning Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Recovering Energy . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Magic Rituals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Limits on Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Talent and Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Duration of Spells and Maintaining Spells . . . . . . . . . . 11
  High Skill and Cost to Maintain . . . . . . . . . . . . . . . . 11
  Concentration and Maintenance . . . . . . . . . . . . . . . . 11
  Canceling Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Changing Maintained Spells . . . . . . . . . . . . . . . . . . . 11
  Casting Spells While Maintaining Other Spells . . . . 11
  Permanent Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  spell classes  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Regular Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Area Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Area Spells on a Battle Map . . . . . . . . . . . . . . . . . . . . . . . 12
  Melee Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Missile Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Dissipating Held Melee and Missile Spells . . . . . . . . . . . . 13
  Blocking Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Information Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Long-Distance Modifiers. . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Resisted Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Special Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  2 . the sPellbook  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .15
  Colleges of Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  aiR spells .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  animal spells .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17
  Body contRol spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  communication and empathy spells  .  .  .  .  .  .  .  .  .  .  .  . 23
  eaRth spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  fiRe spells .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  food spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  gate spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  healing spells .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
  illusion spells .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
  Knowledge spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 42
  light and daRKness spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
  maKing and BReaKing spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
  meta-spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 50
  mind contRol spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 53
  movement spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 56
  necRomantic spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 59
  plant spells .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 61
  pRotection and waRning spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 63
  sound spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 66
  wateR spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 68
  weatheR spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 71
  sPell table .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .73
  Magic Rituals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  Index .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .79
  sPell sheet  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .80
  Contents
  
  	
  In troduCtIon	
  3
  IntroduCtIon
  Can fantasy exist without magic? That’s a deep and divi-
  sive question among fantasy fans, but dungeon fantasy fans 
  already know the answer: No!
  Dungeons are full of monsters that breathe flame or shoot 
  death rays from their eyes, Evil Runes that blow up if you 
  stray too near, weird portals that offer all-expenses-paid trips 
  to Hell, and (if you survive all that!) treasures with astounding 
  capabilities. Town is home to extraordinary enterprises rang-
  ing from hawkers of holy healing to sellers of shimmering 
  swords. All that stuff is magic.
  In Dungeon Fantasy, the laws of the universe encompass 
  magic, and “casting spells” isn’t necessary to see magic in 
  action. It’s intrinsic to countless beings and materials, explain-
  ing how a dragon can fly, or why an orichalcum sword won’t 
  shatter if Ed the Barbarian uses it as a giant nail. Exploiting 
  such magic often requires a deliberate effort – harvesting 
  peculiar plants, brewing potions, or designing temples to 
  curry divine favor – but that’s the face of agriculture, chemis-
  try, or architecture in a fantastic world, not the exclusive prov-
  ince of professional magic-workers.
  Even among the pros, not every 
  feat of mumbo-jumbo is “casting 
  spells.” The innate powers of bards, 
  clerics, and druids work differ-
  ently from the formulaic rituals in 
  their books . . . and martial artists 
  achieve the amazing without for-
  mulas or books. Monsters aren’t the 
  only ones with intrinsic magic!
  Still, intellectuals of the ineffa-
  ble and academicians of the arcane 
  do study words of power and mys-
  tical gestures that set fires, blow 
  up enemies, heal injuries, bestow 
  super-strength, and all the rest. 
  Such prayers and incantations are 
  a definitive feature of hack ‘n’ slash 
  fantasy! That is the stuff of Spells.
  Spells answers questions about 
  the “one ritual, one effect” vari-
  ety of magic taught to bards, cler-
  ics, druids, and wizards by their 
  masters, guilds, and temples. It 
  offers many examples, categorizes 
  them, explains how they’re learned 
  and cast, and points out their 
  limitations.
  Players of spellcasters need this 
  lore to do their jobs. The GM does, 
  too, as many an NPC foe – from the 
  most pathetic goblin shaman to the scariest lich-lord – casts 
  spells. Even better, the effects described herein can be repur-
  posed for monster abilities, traps, curses, strange afflictions, 
  and artifacts enough for any number of perilous quests.
  Get ready for your magic lesson . . .
  But	What	aBout	.	.	.	?
  Spells for summoning and creating monsters, reanimat-
  ing corpses, and turning people into beasts are dungeon fan-
  tasy traditions – and NPCs might command secret rituals 
  for conjuring reinforcements, raising undead, shapeshifting, 
  and turning enemies into frogs. In the PCs’ hands, however, 
  such magic is unbalancing unless the character-point totals 
  of the resulting beings are controlled. The Dungeon Fantasy 
  Roleplaying Game doesn’t give monsters point values – but 
  GURPS does! If you want heroes summoning pets and chang-
  ing shape, add the GURPS Basic Set (to calculate point totals) 
  and GURPS Magic (for the spells).
  
  4	
  PrI nCI Ples	 of	MagIC
  Spells are rituals for manipulating supernatural forces. In 
  theory, this is a precise art: Each spell produces a specific, 
  predictable effect.
  Spells fall into three realms: clerical, druidic, and wiz-
  ardly. Those of each realm require a special advantage – a 
  spellcasting talent – to learn and cast, and are affected by the 
  ambient level of a particular supernatural energy. The table 
  below sums up the details.
   Realm 
  Spellcasting Talent 
  Supernatural Energy
   Clerical (pp. 5-6) 
  Power Investiture (Adventurers, p. 20) 
  Sanctity
   Druidic (pp. 6-7) 
  Power Investiture (Druidic) (Adventurers, p. 23) 
  Nature’s Strength 
   Wizardly (pp. 7-8) 
  Magery (Adventurers, p. 41) or Bardic Talent (Adventurers, p. 17) 
  Mana 
  Each spell is its own IQ/Hard or IQ/Very Hard skill, bought 
  with character points like any other skill (Adventurers, 
  pp. 69-70). Most spells have prerequisites: advantages or 
  other spells you must possess in order to spend points on that 
  spell. When you buy a spell, add a permanent bonus equal to 
  your level with the associated spellcasting talent; e.g., if you 
  have IQ 14 and Power Investiture 3, one point in an IQ/H cler-
  ical spell buys skill 15.
  ChaPter	one
  PrInCIPles	of	
  MagIC
  glossary	of	MagICal	terMs
  backfire: Critical failure when casting a spell.
  bard: Someone with the Bardic Talent advantage, capable 
  of casting wizardly spells through song.
  base skill: Your unmodified skill with a spell. May affect 
  casting time and energy cost.
  cancel: To end a spell before it would normally expire.
  caster: The person casting a spell.
  class: A group of spells that use the same special rules: 
  Area, Regular, Missile, etc.
  cleric: Someone with the Power Investiture advantage, 
  capable of casting clerical spells.
  college: A group of spells that deal with the same sub-
  ject – fire, healing, etc.
  druid: Someone with the Power Investiture (Druidic) 
  advantage, capable of casting druidic spells.
  effective skill: Your base skill with a spell, adjusted for 
  any modifiers. Roll against effective skill to cast a spell.
  energy: The “cost” to cast a spell, usually paid out of 
  Fatigue Points, an Energy Reserve, or a power item.
  mage: Someone with the Magery advantage – a wizard.
  maintain: To continue a spell after it would normally end. 
  This costs more energy, unless you have high base 
  skill.
  mana: The ambient supernatural energy manipulated by 
  wizardly spells.
  Nature’s strength: The ambient supernatural energy 
  manipulated by druidic spells.
  prerequisite: A requirement for learning a spell.
  realm: A group of spells that use the same supernatural 
  energy: clerical spells, druidic spells, or wizardly spells.
  sanctity: The ambient supernatural energy manipulated 
  by clerical spells.
  spell: A skill that produces a specific magical effect when 
  used successfully.
  spellcasting talent: Bardic Talent, Magery, or any type of 
  Power Investiture.
  subject: The person, place, or thing on which a spell is 
  cast.
  wizard: Someone with the Magery advantage, capable of 
  casting wizardly spells.
  
  	
  PrI nCI Ples	 of	MagIC	
  5
  Learning New Spells
  You can start the game with whatever spells you have 
  the prerequisites and character points for. In play, though, 
  learning magic isn’t a free-for-all! To learn a spell, you must 
  possess all of its prerequisites and do one of the following:
  • Visit town and pray at the temple, study with the Wiz-
  ards’ Guild, or similar. The GM may enforce Training Expenses 
  (Exploits, p. 93) and/or limit learning to one spell per week  
  of downtime.
  • Study a spellbook containing the spell; see Spellbooks 
  (Exploits, p. 76). The GM may still require a week per spell, 
  but you won’t have to visit town or spend money.
  • Successfully expend a scroll containing the spell to 
  impress it on your brain instead of casting it. As Scrolls as 
  Treasure (Exploits, p. 77) warns, this depletes the scroll and 
  can fail! But it lets you learn a spell in the time needed to read 
  a scroll: twice the spell’s casting time.
  After meeting these conditions, you may invest one unspent 
  character point in the new spell.
  realMs	of	MagIC
  The three realms of magic are similar in several respects 
  outlined already: Their spells are IQ-based skills which 
  demand a spellcasting talent to learn and use, get a bonus 
  from that talent, and are sensitive to supernatural energies. 
  In addition, spells of all realms are subject to the rules in 
  Learning New Spells (above), Magical Matchups (p. 6), Casting 
  Spells (pp. 8-12), and Spell Classes (pp. 12-14).
  Yet the realms differ a great deal as well! This biggest dif-
  ferences are the spellcasting talent each realm requires, the 
  supernatural energies involved, and the broad theme of its 
  spells. And although two or all three realms may offer a spell 
  with the same name and effects, each version is a separate 
  skill with distinct prerequisites – someone capable of casting 
  spells from multiple realms would learn such a spell as its 
  own skill for each, and couldn’t use one realm’s version to 
  meet another realm’s prerequisites.
  ClerICal	sPells
  Few gods are truly omnipresent, but most govern a suffi-
  ciently large facet of Creation that their presence pervades all 
  but the most cursed of places. Gifted mortals can exploit this 
  to channel a deity’s power – sanctity – to produce miracles. 
  The rituals for doing so are clerical spells.
  Power Investiture
  see Adventurers, p. 20
  This advantage represents sensitivity to sanctity. Add a 
  permanent bonus equal to its level to all clerical spells. It’s the 
  only prerequisite for clerical spells – though more powerful 
  magic requires higher levels.
  A successful Perception roll with a bonus equal to level will 
  let you detect blessed or cursed items or places, and changes 
  in sanctity level (the latter at -3 unless specifically searching).
  Sanctity
  Sanctity is the ambient energy that empowers clerical 
  spells. Its levels and effects are as follows:
  Very High Sanctity: Extraordinarily rare places where a 
  god set foot in the world! The caster of a clerical spell recovers 
  any personal FP used (not other energy) a second later – that 
  is, on the cleric’s next turn. However, any failure counts as 
  critical failure, unless the casting was clearly necessary for a 
  holy quest. Genuine critical failure renders the cleric unable to 
  cast clerical spells or use Holy abilities until penance 
  is paid; see Holy Abilities (Adventurers, pp. 20-21). 
  Counts as no sanctity for the opposition.
  High Sanctity: Long-established temples and 
  monasteries. Clerical Recover Energy (p. 38) is extra- 
  effective, restoring 1 FP every 5 minutes at any skill 
  level, 1 FP every 2 minutes at skill 15-19, or 1 FP 
  every minute at skill 20 or higher. Counts as low 
  sanctity for the opposition.
  Normal Sanctity: Most places! Clerical magic 
  works normally.
  Low Sanctity: The opposition’s temples and mon-
  asteries. Clerical spells suffer -5 to skill for all purposes. 
  Blessed items are similarly affected. Clerical Recover Energy 
  does nothing. Counts as high sanctity for the opposition.
  No Sanctity: Extremely rare places of very high sanctity 
  for the opposition. Clerical magic won’t work, and ongoing 
  spells are instantly dispelled. Exception: The effects of perma-
  nent blessings and blessed items are merely suspended, and 
  resume once taken to an area with sanctity.
  The Opposition: Clerics and servitors of deities are either 
  Good (assumed for delvers, priests in town, angels, etc.) or 
  Evil (assumed for cultists, monster shamans, demons, and 
  so on). Evil is “the opposition” for Good, and vice versa. The 
  world has shades of gray; clerics don’t.
  Speaking from Experience
  The gods loan clerics direct power in limited areas. Druids per-
  sonify the divine immanent as “Nature” and tap it for a less direct 
  kind of magic. Wizardly magic is the most convoluted and least 
  direct, twisting laws that even gods can’t entirely ignore. Those delv-
  ing into hidden lore should know these differences.
  – Zephyra, Wizard
  
  6	
  PrI nCI Ples	 of	MagIC
  Clerical Spell List
  As the only prerequisite for a clerical spell is a minimum 
  Power Investiture level, and there are six possible levels  
  of Power Investiture, all clerical spells can be summed up 
  in a list:
  PI 1: Armor, Aura, Bravery, Cleansing, Coolness, Detect 
  Magic, Detect Poison, Final Rest, Lend Energy, Lend 
  Vitality, Light, Might, Minor Healing, Purify Air, Purify 
  Water, Recover Energy, Sense Evil, Sense Life, Sense 
  Spirit, Share Energy, Share Vitality, Shield, Silence, 
  Stop Bleeding, Test Food, Thunderclap, Umbrella, Vigor, 
  Warmth, and Watchdog.
  PI 2: Awaken, Command, Compel Truth, Continual Light, 
  Create Water, Glow, Great Voice, Healing Slumber, Hide 
  Thoughts, Light Jet, Major Healing, Persuasion, Protec-
  tion from Evil, Purify Food, Relieve Sickness, Resist Acid, 
  Resist Cold, Resist Disease, Resist Fire, Resist Lightning, 
  Resist Pain, Resist Poison, Restore Hearing, Restore Mem-
  ory, Restore Sight, Restore Speech, Seeker, Stop Spasm, 
  Summon Spirit, Truthsayer, Turn Spirit, and Turn Zombie.
  PI 3: Affect Spirits, Astral Vision, Breathe Water, Command 
  Spirit, Create Food, Cure Disease, Dispel Possession, Flam-
  ing Weapon, Great Healing, Magic Resistance, Neutralize 
  Poison, Relieve Paralysis, Repel Spirits, Restoration, See 
  Secrets, Silver Tongue, Stone to Flesh, Stop Paralysis, 
  Strengthen Will, Sunbolt, Sunlight, Suspended Animation, 
  and Wisdom.
  PI 4: Astral Block, Banish, Dispel Magic, Essential Food, 
  Gift of Letters, Gift of Tongues, Instant Neutralize Poison, 
  Monk’s Banquet, Regeneration, and Vigil.
  PI 5: Bless, Curse, Earthquake, Entrap Spirit, Pentagram, and 
  Remove Curse.
  PI 6: Sanctuary.
  druIdIC	sPells
  Clerics looking at Creation see the Sun God hanging 
  over the realm of the Sea God, where the Shark God swims. 
  Druids stand back and view the shapes and brushstrokes as 
  a panorama: Nature. Their spells channel the omnipresent 
  “life force” that emanates from all living things – Nature’s 
  strength – to affect those things and their environment.
  Power Investiture (Druidic)
  see Adventurers, p. 23
  This advantage rates attunement to Nature’s strength. Add 
  a permanent bonus equal to its level to all druidic spells. It’s 
  the sole prerequisite for druidic spells, each level giving access 
  to progressively more powerful magic.
  A successful Perception roll with a bonus equal to 
  level will let you detect druidic magic items, or know 
  the exact level of Nature’s strength at your location.
  Nature’s Strength
  Nature’s strength is the ambient energy behind 
  druidic magic. Its main effect is to give a modifier 
  when casting druidic spells:
  Primeval wilderness. +1 to +5, chosen by the GM for 
  the adventure. Examples: Faerie forests. Wild places 
  never before visited by dwarves, humans, orcs, or 
  other destructive races.
  Ordinary wilderness. No modifier. Examples: Any 
  place free of artificial development more advanced 
  than mud huts and hiking trails. Not necessarily green; 
  deserts and caves are part of Nature, too.
  Nature envelops druid or remains visible, but 
  isn’t pristine. -1. Examples: Dungeons and mines, 
  with immeasurable tons of soil and burrowing 
  things above, below, and to all sides. Tilled fields and 
  clearings cut in the forest, which are still home to 
  growing things.
  Druid wholly surrounded by artificial structures. -3. 
  Examples: Town. Inside castles, fortresses, towers, etc. 
  In the middle of the largest dungeons, where all that’s 
  beyond the walls is yet more dungeon. The GM may 
  reduce the penalty to -2 if the druid takes pains to get 
  slightly closer to Nature by visiting a park or seeking a 
  wall with earth on the far side – or worsen it to -4 in 
  tanneries, smithies, and other industrial places.
  MagICal	MatChuPs
  What happens when spells go up against magic from other 
  realms, or oppose innate abilities? Read on . . .
  Spell vs. Spell
  Spells that affect other spells work normally on any type of 
  magic, regardless of realm. Clerics, druids, and wizards can use 
  Detect Magic and Dispel Magic on magic worked by other sorts 
  of casters. The same logic applies to wizards who know Spell 
  Shield, Ward, etc. – such things can block clerical and druidic 
  spells. (Clerics and druids can’t usually learn such tricks; they 
  borrow their magic, while wizards know how it works. They 
  can, of course, smite the wizard or feed him to bears.)
  Spell vs. Special Ability
  Spells can’t normally interfere with non-spells. Druidic and 
  Holy abilities and skills are divine power immanent, not merely 
  borrowed magic – and Chi abilities and skills are inner strength, 
  not magic at all!
  Bard-Song abilities are the exception. These are magic, and 
  subject to being detected and dispelled by spells. A bard’s abil-
  ities resist at a level equal to skill with Musical Instrument or 
  Singing, as applicable.
  Magic Resistance
  Magic Resistance works against clerical, druidic, and wiz-
  ardly spells.
  
  	
  PrI nCI Ples	 of	MagIC	
  7
  Nature extensively defiled. -5. Examples: Vast 
  open-pit mines. Places where effluence from 
  civilization has killed all but the hardiest wild-
  life. The GM can use -6 to -9, as the adventure 
  requires, for particularly bad cases.
  Nature supernaturally defiled. -10. Exam-
  ples: Anywhere waste from mad wizardry or 
  alchemy has twisted Nature. Places where 
  Elder Things have warped reality.
  Druidic Spell List
  The six possible levels of Power Investiture 
  (Druidic) act as prerequisites for druidic spells, 
  as follows:
  PI 1: Beast-Rouser, Beast-Soother, Coolness, 
  Detect Magic, Detect Poison, Extinguish 
  Fire, Find Direction, Hawk Vision, Identify 
  Plant, Master, No-Smell, Purify Air, Purify 
  Earth, Purify Water, Quick March, Recover Energy, Seek 
  Earth, Seek Food, Seek Plant, Seek Water, Sense Evil, 
  Sense Life, Share Energy, Tell Position, Thunderclap, 
  Umbrella, and Warmth.
  PI 2: Animal Control, Beast Link, Beast Seeker, Beast Speech, 
  Cure Disease, Fireproof, Fog, Hide Path, Know Location, 
  Light Tread, Mystic Mist, Neutralize Poison, Pathfinder, 
  Plant Vision, Pollen Cloud, Protection from Evil, Purify 
  Food, Repel Animal, Rider, Rider Within, Shape Air, 
  Shape Earth, Shape Plant, Shape Water, Weather Dome, 
  and Windstorm.
  PI 3: Beast Summoning, Breathe Water, Conceal, Create 
  Plant, Earth Vision, Forest Warning, Freeze, Hybrid Con-
  trol, Instant Neutralize Poison, Plant Control, Plant Sense, 
  Plant Speech, Protect Animal, Remember Path, Repel 
  Hybrids, Resist Cold, Resist Lightning, Sunlight, Swim, 
  Tangle Growth, Walk Through Plants, Walk Through 
  Wood, and Water Vision.
  PI 4: Beast Possession, Create Animal, Dispel Magic, Frost-
  bite, Hail, Lightning, Sandstorm, and Wither Plant.
  PI 5: Arboreal Immurement, Entombment, and Spark Storm.
  PI 6: Earthquake and Geyser.
  WIzardly	sPells
  Wizardly spells are mnemonics used by the gifted to 
  manipulate mana. Some people believe mana is a muted 
  echo of the reality-warping forces with which the gods forged 
  Creation. Others think it’s higher-dimensional leakage. Either 
  way, it doesn’t just enable spells – it also sustains demons, ele-
  mentals, undead, and other supernatural beings.
  Magery
  see Adventurers, p. 41
  This is the ability to sense and manipulate mana. Add a 
  permanent bonus equal to its level to all wizardly spells. While 
  advanced spells sometimes call for high Magery levels, they’re 
  just as likely to require extensive magical learning in the form 
  of other spells.
  A successful Perception roll with a bonus equal to level will 
  let you detect enchanted items, as well as changes in mana 
  level (the latter at -3 unless specifically searching).
  Mana
  Mana is the ambient energy that underlies wizardly spells. 
  Its levels and effects are as follows:
  Very High Mana: Rare and unstable places where mana is 
  pushing into the world. A wizard who casts a wizardly spell 
  recovers any personal FP used (not other energy) a second 
  later – on the caster’s next turn, in combat. However, all fail-
  ures are treated as critical failures – and actual critical failures 
  produce spectacular disasters of the GM’s choosing!
  High Mana: Not uncommon and seemingly random sites 
  where magical power pools. Wizardly Recover Energy (p. 38) 
  works especially well, restoring 1 FP every 5 minutes at any 
  skill level, 1 FP every 2 minutes at skill 15-19, or 1 FP every 
  minute at skill 20 or higher.
  “BardIC”	sPells
  Bards cast wizardly spells. For the most part, these work normally:
  • Prerequisite spells are unchanged.
  • Energy Reserve (Magical) can be tapped for energy.
  • Mana is required to cast, and has its usual effects.
  There are a few differences, though:
  • Bardic Talent (Adventurers, p. 17) replaces Magery. The same 
  level is needed as a prerequisite, and it gives a permanent bonus to 
  spells, but it can’t sense magic items or mana levels.
  • Bards are limited to the Communication and Empathy, Knowl-
  edge, Mind Control, and Sound colleges.
  • Bards must sing to cast, even from scrolls.
  In battle, bards are easily detected and disabled – listen for music and silence it.  
  To frustrate druids, steer clear of plants and beasts. But the surest anti-caster tactic  
  is to press and attack any foe who’s hanging back instead of engaging!
  – Grükuk Kzaash, Knight
  
  8	
  PrI nCI Ples	 of	MagIC
  Normal Mana: The usual assumption when the GM 
  hasn’t specifically adjusted the mana level. Wizardly magic 
  works normally.
  Low Mana: Places where magic is weak – which, like 
  high-mana areas, seem to be random and not especially 
  rare. Wizardly spells have -5 to skill for all purposes. Magic 
  items are similarly affected. Wizardly Recover Energy  
  does nothing.
  No Mana: Extremely uncommon locales where mana is 
  utterly absent. Wizardly magic won’t work, and ongoing spells 
  are instantly dispelled. Exception: The effects of permanent 
  spells and magic items are merely suspended, and resume 
  once taken to an area with mana.
  Mana is normal on average, but low- and high-mana spots 
  are far more common than low- or high-sanctity ones. In some 
  places, mana level fluctuates over time! Very high and no 
  mana are plot devices best used sparingly by the GM.
  Wizardly Prerequisites
  Magery 0 is a prerequisite for all wizardly spells! Some 
  spells require more – Magery 1, 2, or even 3.
  In addition, all but the most basic spells require other spells. 
  You must have at least one point in each prerequisite spell 
  before you can study the advanced one. Prerequisites might 
  themselves have prerequisites, and so on, which can lead to 
  long chains of spells.
  CastIng	sPells
  To cast a spell, tell the GM what you’re casting and then 
  take Concentrate maneuvers for the requisite number of turns 
  (Time Required, p. 9). At the end of the last second of con-
  centration, make a standard success roll (Exploits, pp. 5-7) 
  for the spell. That is, roll 3d and compare it to effective skill, 
  which is your base skill with the spell adjusted by any appli-
  cable modifiers: for sanctity, Nature’s strength, or mana; from 
  Spell Classes (pp. 12-14); or in the spell’s description. If the 
  spell would reveal information, the GM will roll for you in 
  secret; see GM Rolls (Exploits, p. 5).
  Success: If your roll is less than or equal to effective skill, 
  the spell works! Mark off its energy cost (pp. 9-10). Its effects 
  take place immediately. Critical success means the spell works 
  especially well – it has no energy cost, and the GM is encour-
  aged to be generous and creative with other benefits.
  Failure: If your roll is greater than effective skill, the spell 
  fails. If success would have cost energy, you lose one energy 
  point; otherwise, you lose nothing. (Exception: You must pay 
  the full energy cost for an Information spell, even on a fail-
  ure.) Critical failure means you must spend the full energy 
  cost and the spell fails badly! The GM may roll secretly on 
  the Critical Spell Failure Table (below) or improvise an amus-
  ing “backfire.”
  dIstraCtIon	and	Injury
  If your spell requires more than a second of concentration, 
  Bad Things can happen to you during the turns before the last 
  one (when you roll to cast it). Even if it requires just one sec-
  ond, a foe may interrupt you using a Wait maneuver!
  CrItICal	sPell	faIlure	taBle
  Roll 3d. If the result seems inappropriate or is what 
  the caster intended, reroll. The GM is encouraged to 
  improvise instead of using the table, but shouldn’t kill 
  the caster outright.
  3 – Spell fails entirely. Caster takes 1d HP of injury.
  4 – Spell cast on caster (if harmful) or random nearby foe 
  (if beneficial).
  5-6 – Spell cast on one of caster’s companions (if harmful) 
  or random nearby foe (if beneficial).
  7 – Spell affects someone or something other than its 
  intended target – friend, foe, or nearby object. Roll ran-
  domly or make an interesting choice.
  8 – Spell fails entirely. Caster takes 1 HP 
  of injury.
  9 – Spell fails entirely. Caster is men-
  tally stunned (IQ roll to recover).
  10-11 – Spell produces nothing but a distracting sensory 
  effect – flash, moaning, rotten smell, etc. – that adver-
  tises caster’s presence (and miserable failure!).
  12 – Spell produces a weak and useless shadow of the 
  intended effect.
  13 – Spell produces the reverse of the intended effect.
  14 – Spell seems to work but is only a useless illusion. The 
  GM is free to lie and cheat to convince the players that 
  the spell did work!
  15-16 – Spell has the reverse of the intended effect, on the 
  wrong target. Roll randomly.
  17 – Spell fails entirely and caster temporarily forgets 
  it! Make an IQ roll after a week, and again each fol-
  lowing week, until caster succeeds and remembers.
  18 – Spell fails entirely. A monster appropriate to the 
  situation – a demon always counts! – appears and 
  attacks the caster.
  
  	
  PrI nCI Ples	 of	MagIC	
  9
  If you use an active defense or make a resistance roll, or 
  are knocked back, knocked down, injured, grappled, or oth-
  erwise distracted while concentrating, make a Will roll at -3. 
  Success lets you continue casting. Failure spoils your spell.
  If you’re stunned, your spell is automatically spoiled.
  If you’re injured but not stunned, and succeed at the Will 
  roll to avoid distraction, you may cast your spell. However, 
  the shock penalty for your injury will reduce your effective 
  skill; see Shock (Exploits, p. 60).
  A spell spoiled by distraction or stunning isn’t cast and thus 
  has no energy cost. A spell that is cast but fails due to a shock 
  penalty has the usual cost for a failure or critical failure.
  Caster	and	suBjeCt
  A spell’s caster is the person who’s attempting 
  to cast it.
  A spell’s subject is the person, place, or thing 
  upon which it’s cast. If casting a spell on your-
  self, you’re both caster and subject. The subject 
  can also be another being, an inanimate object, 
  or a patch of ground. If the subject is a place, the 
  caster can “touch” it by extending a hand over it or 
  touching the ground, as suits the spell.
  tIMe	requIred
  Most spells require one second to cast. Take the 
  Concentrate maneuver on your turn and attempt 
  your skill roll at the end of that turn. Success 
  means the spell takes effect instantly. Succeed or 
  fail, your turn ends as soon as you roll the dice. 
  Only someone with an unused Wait maneuver can 
  interrupt a one-second spell.
  Example: Patrick wants to cast Create Fire, a 
  one-second spell. On his turn, Patrick says, “I’m 
  concentrating on Create Fire.” This uses his entire 
  turn. He then rolls the dice for his spell. If he suc-
  ceeds, he creates fire – but either way, Patrick’s 
  turn ends. Aidan, standing next to him, cannot 
  try to disrupt the spell unless he took the Wait 
  maneuver before Patrick’s turn began.
  Some spells take more than one second to cast. 
  They require multiple, consecutive Concentrate maneuvers in 
  combat. Make the skill roll at the end of the final turn of con-
  centration. You may abort an unfinished spell before it’s cast, 
  at no penalty, but you must start over if you wish to try again.
  Blocking spells (p. 14) may be cast without concentrating, 
  during a foe’s turn, to defend against an attack.
  energy	Cost
  Each spell has an energy cost to cast, normally paid in 
  Fatigue Points. If you prefer, you may mark this off against 
  your Energy Reserve, power item, or Hit Points. You can use 
  whatever combination of these resources you like.
  Energy Cost Reduction
  The higher your base skill with a spell, the less energy it 
  requires to cast. If you know it well enough, you can cast 
  it at no cost! Exception: Blocking spells (p. 14) always have 
  full cost.
  Calculate the entire cost to cast a spell – for instance, by 
  multiplying cost for the size of the subject or area affected – 
  before applying energy cost reductions for high skill.
  If your base skill with a spell is 15 or more – adjusted only 
  by modifiers for sanctity, Nature’s strength, or mana, as appli-
  cable – reduce the spell’s casting cost by 1. If you have skill 20 
  or more, reduce cost by 2. Cost continues to decrease by 1 per 
  full five skill levels beyond skill 20. Apply the same reduction 
  to the cost to maintain a spell.
  Energy Reserves
  You can pay some or all of a spell’s cost to cast or main-
  tain out of an Energy Reserve (Adventurers, pp. 48-49). The 
  Energy Reserve must be associated with the same realm as 
  the spell: Energy Reserve (Holy) if clerical, Energy Reserve 
  (Druidic) if druidic, or Energy Reserve (Magical) if wizardly.
  Power Items
  You can pay any fraction of a spell’s energy cost from a 
  power item (Adventurers, p. 115). This is associated with the 
  caster, not a realm, and can energize any kind of spell.
  MagIC	staffs
  A magic staff is a rod-shaped piece of once-living matter (e.g., 
  wood, bone, ivory, or coral) imbued with the power to extend a 
  caster’s reach for spellcasting. Any stick – baton, club, staff, etc. – of 
  up to two yards in length can be given this property with respect 
  to clerical, druidic, or wizardly magic, at the cost of $30 per realm. 
  See p. 118 of Adventurers for two wizardly examples.
  A magic staff gives three benefits:
  • Touching a subject with your staff lets you cast spells on that 
  subject at no distance penalty.
  • Pointing with a staff reduces the range to a distant subject 
  by the length of the staff. This is valuable for Regular and Area 
  spells: A one-yard version (e.g., baton) shaves -1 off distance penal-
  ties, while a two-yard one (e.g., quarterstaff) eliminates -2. You can 
  point at the subject as part of a spell’s ritual – just tell the GM you’re 
  doing so when you start concentrating. This might warn an enemy!
  • A staff can be charged with Melee spells (p. 13).
  Old-school magic-workers favor magic staffs as power items 
  (Adventurers, p. 115). They generally buy the underlying weapon 
  as fine (+2 CF) and add as much value as they can afford in the 
  form of carvings, fetishes, gems, precious metal inlay, etc. The $30 
  to make a staff magical doesn’t count for this purpose.
  
  10	
  PrI nCI Ples	 of	MagIC
  Burning Hit Points
  In a pinch, you may even expend life energy to power a 
  spell – mark off some or all of the energy cost against HP!  
  If paying a cost to cast (rather than maintain), you’re at -1 on 
  your spell roll per HP used. This is instead of the usual shock 
  penalty for injury, and High Pain Threshold has no effect.
  You may “burn” HP until you fall unconscious. Should 
  a failed HT roll indicate that you’ve died, you don’t actually 
  spend the HP. Instead, you fall unconscious.
  Recovering Energy
  You recover lost Fatigue Points by resting; see Recovering 
  from Fatigue (Exploits, pp. 64-65). The Recover Energy spell 
  (p. 38) can accelerate this.
  Your Energy Reserve regenerates at one point per 10 min-
  utes, resting or not. Recover Energy can accelerate this, too, 
  but only if it and the Energy Reserve belong to the same realm; 
  e.g., wizardly Recover Energy for Energy Reserve (Magical).
  To replenish a power item, visit town and pay $5 per energy 
  point.
  Treat burned Hit Points like any injury: Get healing!
  MagIC	rItuals
  To cast a spell, you must usually perform a ritual involving 
  gestures and speech (song, for a bard). If you can’t perform 
  the ritual, you can’t cast the spell! For instance, you cannot 
  cast a spell that requires you to speak if you’re gagged or mag-
  ically silenced.
  As your skill with a spell increases, the spell’s ritual, time, 
  and energy requirements diminish, as indicated below. In all 
  cases, “skill” refers to base skill – not effective skill. The only 
  modifiers that matter here are those for sanctity, Nature’s 
  strength, or mana, as applicable.
  Skill 9 or less – Ritual: You must have both hands and both 
  feet free for elaborate ritual movements, and must speak 
  words of power in a firm voice. Time: Doubled. Cost: As 
  listed.
  Skill 10-14 – Ritual: You must speak a few quiet words and 
  make a gesture. Time: As listed. Cost: As listed.
  Skill 15-19 – Ritual: You must speak a word or two or make 
  a small gesture (a couple of fingers are enough). You may 
  step while taking the Concentrate maneuver. Time: As 
  listed. Cost: Reduced by 1.
  Skill 20-24 – Ritual: None! You stare into space as you con-
  centrate. Time: Halved (round fractions up to the next sec-
  ond). Minimum casting time is one second. Cost: Reduced 
  by 2.
  Skill 25 or more – As above, but for every five levels of skill 
  beyond skill 20 – that is, at levels 25, 30, 35, and so on – 
  halve casting time again (always rounding up, with a 
  minimum of one second) and reduce energy cost by one 
  more point.
  Certain spells have requirements that override these rules. 
  Notably, bards must always sing, and high skill never reduces 
  the time to cast Missile spells (pp. 13-14) or the cost to cast 
  Blocking spells (p. 14).
  lIMIts	on	effeCt
  The effects of many spells vary with energy spent. For 
  instance, a healing spell may heal 1 HP per energy point, or a 
  combat spell might inflict 1d damage per point.
  
  	
  PrI nCI Ples	 of	MagIC	
  11
  If the spell description sets no upper limit, you may spend 
  as much energy as you can afford! The more you spend, the 
  greater the effect.
  If the spell specifies a finite range of effects and associated 
  energy costs, though, you cannot exceed the upper limit with-
  out a high level of spellcasting talent (see below).
  If either type of variable spell is cast on the same subject 
  more than once, only the spell with the most powerful effects 
  counts – multiple instances of a given spell do not “stack” or 
  add in any way. Spells that heal, damage, or otherwise perma-
  nently affect the subject are an exception: you may cast such 
  spells repeatedly, healing or damaging the subject by the full 
  amount each time.
  Talent and Effect
  Highly gifted casters may exceed the usual limits for 
  spells that allow a finite number of “levels of effect” (dice of 
  damage, bonuses to skill, etc.). The upper limit is the higher 
  of the standard number of levels or the caster’s level with 
  the relevant spellcasting talent: Bardic Talent, Magery, or 
  Power Investiture.
  Example: Major Healing (p. 37) allows you to spend 1, 
  2, 3, or 4 energy points to heal 2, 4, 6, or 8 HP. It has 
  four levels of effect. Power Investiture 6 would let a cleric 
  exceed this for six levels of effect, spending 1-6 energy 
  points to heal 2-12 HP!
  duratIon	of	sPells		
  and	MaIntaInIng	sPells
  Some spells produce an instantaneous effect when cast 
  and then end immediately. Others last for a fixed duration 
  (see the spell description), after which they wear off – unless 
  you maintain them.
  If you can maintain a spell, the energy cost to do so appears 
  alongside the cost to cast. When the spell reaches the end of 
  its duration, you may continue the spell by paying its main-
  tenance cost. If you do, the spell endures for another interval 
  equal to its duration. This takes no time and requires no skill 
  roll. Distance isn’t a factor.
  Example: The Light spell (p. 47) notes “Duration: 1 min-
  ute.” and “Cost: 1 to cast. 1 to maintain.” It ends after a minute 
  unless, at the end of that minute, you spend one more energy 
  point to maintain it. If you do, it lasts another minute.
  You may repeat this process for as long as you wish, if 
  you can supply the required energy. As long as you’re con-
  scious, you’ll know when one of your spells needs renewal.  
  You cannot maintain spells while you sleep, however, or 
  “hand off” spells for others to maintain for you.
  High Skill and Cost to Maintain
  Energy cost reduction for high skill (see p. 10) also applies 
  to the cost to maintain a spell. This can reduce maintenance 
  cost to 0. For instance, if you know a spell at skill 15-19, you 
  may reduce maintenance cost by 1; if this cost is 1 to begin 
  with, you can maintain the spell indefinitely at no energy cost!
  Concentration and Maintenance
  You can maintain a spell without concentration unless it 
  requires constant manipulation and change; e.g., to maneu-
  ver a levitating object. Spells like that require you to take 
  the Concentrate maneuver only. If you’re distracted, injured, 
  or stunned, you must make a Will roll at -3. If you fail, the 
  spell doesn’t end, but it remains in precisely the state it had  
  when you were distracted, and doesn’t respond to change until 
  you can concentrate on it again. Critical failure means the  
  spell ends.
  A spell that requires concentration doesn’t prevent you 
  from casting other spells but does make that harder; see 
  Casting Spells While Maintaining Other Spells (below).
  Changing Maintained Spells
  A spell with a variable area of effect cannot be expanded 
  after it has been cast. However, you may choose to maintain 
  just part of a spell’s area, paying the maintenance cost for only 
  a portion of the original area affected.
  Casting Spells While  
  Maintaining Other Spells
  You can cast only one spell at a time. However, you can 
  cast new spells before older ones end. Apply the following 
  modifiers whenever you cast any spell while you have other 
  spells active:
  -3 per spell you’re concentrating on at the moment. Spells that 
  require concentration say so in their write-up.
  -1 per other spell you have “on” at the moment. Practically all 
  spells that specify a finite duration (in seconds, minutes, 
  hours, days, etc.) count as “on.” A few kinds of magic never 
  count as “on” and give no penalty:
  • Persistent effects left behind by spells with “instan-
  taneous” duration; e.g., injury healed by a healing spell or 
  inflicted by a damaging one.
  • Spells with “permanent” duration (Permanent Spells, 
  below).
  Canceling Spells
  It’s possible to end a spell before its full duration is 
  up. If you specify a shorter duration when you cast it, 
  the spell lasts exactly the time desired. If you suddenly 
  decide to cancel a spell before its time is up, though, you 
  must pay one energy point (from any source you could 
  use to cast that spell) to do so, regardless of the spell or 
  your skill level.
  
  12	
  PrI nCI Ples	 of	MagIC
  • Spells that explicitly state they don’t count as “on,” 
  despite specifying a finite duration; e.g., Continual Light 
  (p. 46).
  Permanent Spells
  If a spell’s duration is given as “permanent,” it has magical 
  (as opposed to merely physical) effects that last indefinitely 
  without maintenance. Such spells never give a penalty to cast 
  new spells.
  Canceling Spells (p. 11) isn’t an option for a permanent 
  spell. An area without mana (if wizardly) or sanctity (if cleri-
  cal) won’t end it, either – that merely suspends it until the sub-
  ject leaves the zone. Ending or reversing such magic usually 
  requires another specific spell.
  sPell	Classes
  Each spell falls into one or more classes that define how 
  it works in play.
  Regular Spells
  A Regular spell affects only one subject. Its energy cost 
  assumes a subject with Size Modifier 0. For a subject with 
  a positive SM, multiply cost by (1 + SM): ¥2 energy for SM 
  +1, ¥3 for SM +2, ¥4 for SM +3, and so on. There’s no cost 
  reduction for a subject with a negative SM. A few Regular 
  spells have special cost schemes that override this one.
  Regular spells work best if you can touch or see the subject 
  (if you are the subject, you’re casting by touch!). You don’t 
  have to see through your own eyes – any spell, ability, or item 
  that lets you see will do.
  If you cannot touch the subject, apply a skill penalty equal 
  to your distance in yards from the subject; e.g., -5 at five yards. 
  Figure distance at the moment you roll to cast the spell.
  If you cannot touch or see the subject, there’s an addi-
  tional -5. There are two ways to direct such a spell:
  • Name a target location. For instance, if you specify 
  “One yard beyond the far side of this door,” you’ll get who-
  ever is standing on the other side of the door. If nobody is 
  there, you wasted the spell.
  • Name a subject; e.g., “The closest person in the next 
  room,” or, “Ed the Barbarian.” The GM determines the 
  actual range to the subject. This is risky. If the subject is 
  farther away than you think – or simply absent – you’re 
  inviting failure or even critical failure!
  No physical barrier affects a Regular spell. And unless 
  the spell backfires, it never hits the wrong target.
  Jet Spells
  Jet spells (Air Jet, Flame Jet, etc.) are Regular spells 
  that must have the caster as their subject. They let the 
  caster project a narrow beam from one hand or the end 
  of a magic staff (p. 9). While maintained, treat this jet as 
  a melee weapon wielded using the Innate Attack (Beam) 
  skill, with reach and damage as specified by the spell. 
  Targets can dodge or block. A jet cannot parry or be par-
  ried by anything other than the same variety of jet (e.g., 
  Flame Jet by Flame Jet); then Parry is 3 + half Innate 
  Attack skill, rounded down. You may cast one jet spell 
  per hand; Using Both Hands (Exploits, p. 36) applies 
  normally.
  Area Spells
  These spells affect an area, not an individual. They’re 
  cast on the ground or floor, and their effects extend four 
  yards up from that surface. A few Area spells work differ-
  ently; read the individual spell description.
  area	sPells	on	a	Battle	MaP
  The area of effect of a spell cast over a one-yard radius 
  is a single hex on a battle map. That of a spell cast over a 
  two-yard radius is a central hex and all adjacent hexes. That 
  of a spell cast over a three-yard radius is a central two-yard 
  area of effect plus the ring of hexes adjacent to that. And so 
  on, building up larger areas by annexing successive rings 
  of hexes.
  
  	
  PrI nCI Ples	 of	MagIC	
  13
  The area’s size – not the SM of any individual subject – 
  governs the spell’s energy cost. The cost listed for an Area 
  spell is always its base cost. The actual cost to cast the spell 
  is equal to base cost multiplied by the radius of the area of 
  effect in yards (minimum one yard): base cost ¥1 for a one-
  yard radius, ¥2 for a two-yard radius, ¥3 for a three-yard 
  radius, and so on.
  A few Area spells specify a minimum cost 
  which you must always pay, even if it’s larger 
  than the base cost multiplied by the desired 
  radius. Area spells with a fractional base 
  cost, such as 1/2, always cost a minimum of 
  one energy point.
  If an Area spell affects living beings, it 
  affects everyone in its area. You may choose 
  to affect only a part of the area instead of the 
  whole circle, but the cost is still the same – 
  i.e., you may create an area of effect with 
  “holes” in it, but must still spend energy as if 
  you had filled the entire radius.
  If you cannot touch any part of the 
  affected area, apply a skill penalty equal to 
  your distance in yards from the area’s near-
  est edge.
  Otherwise, Area spells work like Regular 
  spells.
  Melee Spells
  Melee spells “charge” your hand or magic staff (p. 9) with 
  harmful energies that affect the first target you strike. These 
  spells require two skill rolls: one to cast the spell and one for 
  a later melee attack (to hit the target with your hand or staff).
  Cast a Melee spell exactly as though you were casting 
  a Regular spell on yourself – no distance modifier applies. 
  Success energizes your hand or staff with the spell’s magic. 
  On your next turn, you must either hold your spell or attack 
  with it.
  If you hold your spell, your hand or staff remains “charged.” 
  This requires no energy or skill roll. You cannot cast another 
  spell while holding a Melee spell, but you can take any com-
  bat maneuver. An attack with the energized hand or staff dis-
  charges the spell, but a parry with it does not – a genuine 
  attack is an essential part of the ritual.
  A Melee spell held on a staff persists for as long as you 
  wield the staff. If you lose hold of your staff – even for an 
  instant – the spell drains away harmlessly. If someone grabs 
  your staff, and you’re both holding it on your turn, your 
  attempt to wrench it free counts as an attack and your oppo-
  nent instantly suffers the spell’s effects!
  To attack, make a standard melee attack with your hand 
  or staff. Your target may try any active defense. If the defense 
  succeeds, your spell isn’t triggered; you may try again next 
  turn. If the defense fails, your melee attack does its usual 
  damage and your spell affects the victim immediately.
  Armor protects against some Melee spells but not others – 
  read the spell description. If the spell ignores armor, neither 
  an unarmed parry (even with an armored limb) nor a block 
  can protect the target from it. Even if such a defense wards off 
  the blow, the spell arcs through the defender’s armor or shield 
  and takes effect!
  Some Melee spells are Resisted (p. 14). These spells 
  require a second roll against spell skill, when the spell actu-
  ally takes effect, to overcome the target’s resistance.
  Missile Spells
  Missile spells are destructive long-distance projectiles or 
  bolts; e.g., Fireball (p. 30). Such spells require two skill rolls: 
  one to cast the spell, and then a ranged attack with the Innate 
  Attack skill (Adventurers, p. 79).
  To cast a Missile spell, take a Concentrate maneuver. At 
  the end of your turn, roll against your skill with the spell, 
  with no distance modifier – you’re creating a magical missile 
  in your hand. Success lets you invest one or more energy 
  points in the spell, usually to a maximum of a number  
  of points equal to your level of spellcasting talent. The mis-
  sile appears in your hand, “charged” to the desired level.
  On your next turn, you have three options with your mis-
  sile: make a ranged attack, hold it, or enlarge it. If you opt 
  to enlarge, take another Concentrate maneuver. At the end 
  of your turn, you may invest more energy in the spell – any-
  thing from one energy point to points equal to your level of 
  spellcasting talent, unless specified otherwise. No skill roll 
  is required.
  The turn after that, you have the same options: attack, 
  hold, or enlarge. On your fourth turn, you may only attack 
  or hold. You cannot spend more than three seconds build-
  ing up a Missile spell, and high skill never reduces the time 
  necessary to do so.
  Once you stop enlarging a Missile spell, you may hold it in 
  hand, ready to attack. You don’t have to launch it until you 
  want to. While holding the missile, you may choose any com-
  bat maneuver that doesn’t require the use of the hand holding 
  it, and you can move and defend normally. You cannot cast 
  another spell, however.
  dIssIPatIng	held		
  Melee	and	MIssIle	sPells
  You can dispel a held Melee or Missile spell without taking a turn 
  to make an attack (probably so you can concentrate on another spell!). 
  This is a free action at any point during your turn. Simply state that 
  you’re dissipating the spell. It “evaporates” harmlessly.
  You can also get rid of a Missile spell (not a Melee spell) by “dropping” 
  it at your feet. This, too, is a free action. This doesn’t damage you, unless 
  the missile is explosive, but it does damage whatever you’re standing on. 
  Missiles that inflict burning damage are liable to set fires!
  
  14	
  PrI nCI Ples	 of	MagIC
  There’s one drawback: If you’re injured while holding 
  a Missile spell in hand, you must make a Will roll. Failure 
  means the missile immediately affects you!
  When you’re ready to attack, roll against Innate Attack 
  (Projectile) skill to hit. This is a standard ranged attack, sub-
  ject to the usual combat modifiers. Once launched, the missile 
  flies in a straight line to the target. Physical barriers affect it 
  just as they would affect any missile weapon.
  Your target may block or dodge, but cannot parry. (Excep-
  tion: A martial artist can use Parry Missile Weapons to 
  parry, deflecting magic with chi.) A failed defense means the 
  spell affects your victim. The strength of the effect depends 
  on the energy invested. Most Missile spells inflict 1d of dam-
  age per energy point. Damage Resistance protects normally 
  against damaging Missile spells.
  Blocking Spells
  A Blocking spell is cast instantly as a defense against a 
  physical attack or another spell. It’s the magical equivalent 
  of a block, parry, or dodge (and often counts as one of these 
  defenses; see the spell description). You may cast only one 
  Blocking spell per turn, no matter how skilled you are. You 
  cannot attempt a Blocking spell against a critical hit.
  If you try a Blocking spell, it automatically interrupts 
  your concentration. You lose any spell you were preparing, 
  exactly as if you had failed a Will roll to resist distraction.  
  If you’re holding (not casting) a Melee spell, it’s unaffected. If  
  you’re holding a Missile spell, you cannot enlarge it further but 
  may retain it for later use.
  Blocking spells don’t get an energy cost reduction for high 
  skill.
  Information Spells
  Information spells are cast to gain knowledge. Some 
  require you to touch the subject; others function at a distance, 
  with the range penalties in Long-Distance Modifiers (below). 
  Spells intended to find things are at -1 per “known” item you 
  choose to ignore in your search. Most Information spells have 
  additional special modifiers – read the spell description.
  When you cast an Information spell, the GM rolls for you 
  in secret. On a success, the GM will give you the desired infor-
  mation – the better the roll, the better the information. On  
  a failure, the GM will say, “You sense nothing.” On a critical 
  failure, the GM will lie! Regardless of the outcome, you must 
  always pay the spell’s energy cost – you have no way of know-
  ing whether it succeeded.
  Information spells generally allow only one attempt per 
  day by each caster. “Seek” spells are an exception to this.
  Except where specifically noted, Information spells have 
  no duration. They grant a momentary glimpse of insight and 
  end immediately; thus, you cannot maintain them.
  Resisted Spells
  A spell of any type can also be Resisted. A spell like this 
  works automatically only on a critical success. On a regular 
  success, it must defeat the subject’s resistance to work.
  The subject always has a chance to resist, even if uncon-
  scious. A conscious subject who’s aware that something is 
  happening may choose not to resist. Unconscious individuals 
  always try to resist.
  To resolve a Resisted spell, you must first attempt your skill 
  roll. If the spell has a single subject (that is, it isn’t an Area 
  spell), you have a penalty equal to the subject’s Magic Resis-
  tance, if any – even if the subject is willing! Failure means the 
  spell fails and the subject notices nothing. On a success, note 
  your margin of success; e.g., if you rolled a 6 against effec-
  tive skill 13, you succeeded by 7. If the subject is living or has 
  IQ 6+, the Rule of 16 applies (Exploits, p. 8). There’s no such 
  limit if the subject is another spell.
  The subject then attempts a resistance roll. A character 
  resists using the attribute or other trait indicated in the spell 
  description – usually HT or Will. The subject’s Magic Resis-
  tance, if any, also adds to resistance. A spell resists using the 
  effective skill with which the caster cast that spell.
  Then compare the subject’s resistance roll to your skill 
  roll in a Quick Contest. If you win, your spell affects the sub-
  ject. If you lose or tie, the spell has no effect – but you must 
  still pay its energy cost! A conscious subject who successfully 
  resists feels a slight mental or physical wrench (depending on 
  the attribute used to resist), but no other effect. You know 
  whether or not the subject resisted your spell.
  Resisted Area Spells
  When casting an Area spell that is Resisted, make the 
  usual success roll for the spell and record your margin of 
  success if you succeed. Everyone in the area gets a resis-
  tance roll, and those with Magic Resistance get double the 
  usual benefit. Your spell affects those who make their roll by 
  less than you did.
  Special Spells
  These spells follow special rules given in the spell 
  description.
  long-dIstanCe	ModIfIers
  Use these modifiers for Information spells that work 
  over long distances.
  Distance
  Penalty
  Distance
  Penalty
  200 yards
  0
  30 miles
  -5
  1/2 mile
  -1
  100 miles
  -6
  1 mile
  -2
  300 miles
  -7
  3 miles
  -3
  1,000 miles
  -8
  10 miles
  -4
  10,000 miles
  -10
  Add another -2 per additional factor of 10.
  
  	
  th e	s PellBook	
  15
  What follows are descriptions for many spells, each with 
  the following information:
  Name of Spell and the Class(es) it belongs to. A “(VH)” indi-
  cates an IQ/Very Hard spell; otherwise, it’s IQ/Hard.
  Description: The spell’s effects and special rules.
  Duration: The time the spell’s effects last. If you main-
  tain the spell, it lasts for this long again. Spells that don’t 
  list duration have instantaneous effects, with the excep-
  tion of Missile spells (pp. 13-14), which follow their own  
  special rules.
  Cost: The energy spent when you cast the spell. If 
  given as Base cost, this is the cost per yard of radius 
  of an Area spell. Maintainable spells also give a cost to 
  maintain. You cannot maintain spells that have instan-
  taneous effects.
  Time to cast: If no time is given, the spell requires 
  one second of concentration and you roll at the end of 
  your turn.
  Prerequisites: Listed for each realm that includes the 
  spell. For clerical or druidic versions, this is the mini-
  mum level of Power Investiture needed. For a wizardly 
  one, it’s the other spells you must know (at least one character 
  point in the spell) – plus any other requirements – before you 
  may study this spell.
  Item: A few spells propose permanent magic items asso-
  ciated with them. Such items come with notes on how they 
  work and $ costs for delvers interested in trading them. The 
  GM is free to invent different items, or items for spells without 
  this listing!
  aIr	sPells
  These spells deal with the traditional magical “element” 
  of air. Except as noted, “air” is normal breathing air at one 
  atmosphere of pressure, and these spells cannot affect the air 
  inside a being.
  Numerous Weather spells (pp. 71-72) also count as Air 
  spells: Explosive Lightning, Lightning, Lightning Missiles, 
  Lightning Weapon, Resist Lightning, Shocking Touch, Spark 
  Cloud, Spark Storm, and Wall of Lightning.
  Air Jet
  Regular
  Shoots a thin jet of air from one finger; see Jet Spells 
  (p. 12). A hit does 2d damage for knockback purposes only 
  (Exploits, p. 53) – not actual injury – per energy point in the 
  spell. Treat this as actual crushing damage to swarms or 
  vaporous beings, however! Range in yards equals the number 
  of dice in the attack.
  Duration: 1 second.
  Cost: 1 to 3. Same cost to maintain.
  Prerequisites: Wizardly: Shape Air.
  Breathe Water
  see p. 68
  Concussion
  Missile
  Creates a ball of highly pressurized air in your hand. This 
  missile has Acc 1, 1/2D 20, Max 40. Roll against Innate Attack 
  (Projectile) to hit.
  The missile explodes when it strikes its target, inflicting 
  crushing damage. As well, anyone within 10 yards must roll 
  vs. HT at -3 to avoid physical stun. Those stunned may roll 
  against HT at -3 every second to recover. Hearing protection 
  gives its bonus to this roll; earplugs and the like give +1 per -1 
  to Hearing rolls, to a maximum of +5.
  Also a Sound spell.
  ChaPter	tWo
  the	sPellBook
  Colleges of Magic
  Spells related by subject matter – e.g., fire, healing, or 
  mind control – belong to the same college. College is most 
  important when counting prerequisites, but you may also 
  encounter effects or artifacts that modify effective skill or 
  provide energy points for specific colleges. Spells can belong 
  to more than one college for these purposes. You’re welcome 
  to learn spells from as many colleges as you like, provided 
  that you can meet the prerequisites!
  
  16	
  th e	s PellBook
  Cost: Any amount up to twice your level of spellcasting tal-
  ent per second, for three seconds. For every two energy points 
  in the spell, the missile does 1d crushing explosive damage. 
  See Explosions (Exploits, p. 46) for rules for explosive damage.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Wizardly: Shape Air and Thunderclap.
  Create Air
  Area
  Manufactures air where none exists. Must be cast in an 
  empty space (or underwater, where it makes bubbles). 
  Cannot be cast inside objects or beings in order to harm 
  them! Each hex in the area will last a single person at rest 
  about three hours.
  Duration: Instantaneous. Air created is permanent.
  Base cost: 1. Cannot be maintained.
  Prerequisites: Wizardly: Purify Air.
  Destroy Air
  Area
  Destroys all air in the area of effect. In an unsealed 
  area, surrounding air rushes in and causes a momentary 
  shockwave: 1d-2 crushing damage to anyone in the area. 
  In a sealed area, those who breathe begin to suffocate 
  (Exploits, p. 70). Either way, beings made of air (e.g., air 
  elementals) suffer 2d HP of injury per casting!
  Duration: Instantaneous. Destroyed air stays gone.
  Base cost: 2. Cannot be maintained.
  Prerequisites: Wizardly: Create Air.
  Earth to Air
  Regular
  Turns earth or stone into air. The amount transformed 
  increases with energy spent, but the spell is limited to regular 
  shapes with the largest dimension no more than four times 
  the smallest one.
  Also an Earth spell.
  Duration: Instantaneous. Transformation is permanent.
  Cost: 1 to transform one cubic foot of earth/stone to air, 
  giving enough air for one person to breathe for one minute. 
  For larger quantities, cost is 5 per cubic yard. Metal can be 
  affected at triple cost. Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Create Air and Shape Earth.
  No-Smell
  Regular
  Makes the subject and any possessions totally undetectable 
  by smell.
  Duration: 1 hour.
  Cost: 2 to cast. 2 to maintain.
  Prerequisites: Druidic: PI 1. Wizardly: Purify Air.
  Purify Air
  Area
  Removes all impurities from the air in the area of effect, 
  neutralizing poisonous gas or vapors, eliminating smoke, and 
  turning “stale” air into fresh, breathable air.
  Duration: Instantaneous. Purifica tion is permanent until 
  the air is fouled again.
  Base cost: 1. Cannot be maintained.
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wizardly: Mag-
  ery 0.
  Sandstorm
  Area
  Creates a Windstorm (p. 17) with the addition of flying 
  sand! The spell creates the sand – the area needn’t be sandy.
  In addition to the effects of Windstorm, Sandstorm 
  obscures vision (-2 to Vision per intervening yard, exclud-
  ing the “eye” of the storm). Each second, every being within 
  it must shut its eyes or roll vs. HT. Failure means being 
  blinded for one turn, while critical failure causes 1d seconds 
  of blindness. Once the target can see again, blurry vision 
  gives -3 to all combat skills and Vision rolls for a further  
  1d seconds.
  Also an Earth spell.
  Duration: 1 minute after reaching full strength.
  Base cost: 3. Half that to maintain (round up). Double-cost 
  version works identically to double-cost Windstorm and dou-
  bles the duration of blindness (to two or 2d seconds) and 
  blurry vision (to 2d seconds).
  Time to cast: The storm starts immediately, but you must 
  concentrate for a number of seconds equal to the storm’s 
  radius in yards to bring the storm to full strength.
  Prerequisites: Druidic: PI 4. Wizardly: Create Earth and 
  Windstorm.
  Speaking from Experience
  Air magic often seems unattractive to those who study 
  magic – invisible and seemingly intangible, air lacks the 
  suffocating weight of earth and water, and is not as obvi-
  ously destructive as fire. Yet air is vital for life, and the caster 
  who can conjure or purify it can thwart countless traps and 
  hazards found in deep places, while the magic-worker who 
  can destroy or pollute it can suffocate and kill as surely as 
  any master of earth or water spells. Air is also the element 
  of Nature’s wrath – lightning and whirlwinds can slay and 
  obliterate as effectively as fire! And the way most people take 
  air for granted lends its magic a surprise value that flying 
  stones, blazing flames, and crashing waves lack. While I 
  favor earth, air’s fluidity and omnipresence make it a con-
  tender for the title “King of the Elements.”
  – Ælin Rock-Talker, Druid
  
  	
  th e	s PellBook	
  17
  Shape Air
  Regular
  Creates a stream of moving air. Choose a starting point 
  (count distance penalties from that point). Wind starts there 
  and blows in a one-yard-wide stream, for a distance of five 
  yards times the energy put into the spell. Each second, roll 1d 
  per full two energy points in the spell and treat this as damage 
  for knockback purposes only on anyone in this path – the spell 
  does not cause injury. See Knockback (Exploits, p. 53).
  Duration: 1 minute.
  Cost: 1 to 10. Same cost to maintain.
  Prerequisites: Druidic: PI 2. Wizardly: Create Air.
  Stench
  Area
  Produces a cloud of stinking yellowish gas that affects any-
  thing that breathes. Those in the area may hold their breath 
  (Exploits, p. 21) – but once their breath runs out, they start to 
  suffocate (Exploits, p. 70) and must roll vs. HT every minute 
  to avoid 1d HP of injury.
  Duration: 5 minutes indoors, far less outdoors (GM’s judg-
  ment, but as little as 10 seconds if there’s wind).
  Base cost: 1. Cannot be maintained.
  Prerequisites: Wizardly: Purify Air.
  Walk on Air
  Regular
  If air, smoke, or other gases are present, they behave like 
  solid ground beneath the subject’s feet, making it possible to 
  walk up and down “invisible stairs” at ground Move. The spell 
  is broken if the subject is knocked down or slips, resulting in 
  a fall; see Falling (Exploits, pp. 67-68). If the spell is recast 
  immediately, the subject falls for one second and “lands” on 
  the air for 1d crushing damage. This fall covers five yards – so 
  if the ground is closer, too bad!
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Wizardly: Shape Air.
  Windstorm
  Area
  Creates a circular windstorm with an “eye” of calm inside. 
  The radius of the eye can be up to half that of the storm, spec-
  ified when you cast the spell. By concentrating, you can move 
  the storm any distance up to its own diameter per second; the 
  eye moves with it. You may move up to half your normal Move 
  inside the eye while concentrating on this spell.
  Anyone within a full-strength Windstorm must roll vs. ST 
  once per second to avoid being knocked over. All DX-based 
  skills are at -5. Ranged attacks are at -10 per yard of storm 
  they pass through.
  Duration: 1 minute after reaching full strength.
  Base cost: 2. Half that to maintain. For double cost, ST rolls 
  to remain standing are at -5, ranged attacks through the storm 
  are impossible, visibility inside it is one yard, and inanimate 
  objects up to 30 lbs. per yard of radius are physically lifted 
  and tossed around!
  Time to cast: The storm starts immediately, but you must 
  concentrate for a number of seconds equal to the storm’s 
  radius in yards to bring it to full strength.
  Prerequisites: Druidic: PI 2. Wizardly: Shape Air.
  anIMal	sPells
  This is druidic magic for controlling and communicating 
  with animals – non-druids can skip this section!
  Animal spells are strictly limited to creatures that are 
  classed as “animals” (regular, giant, or dire) and that have IQ 
  5 or less. They fail automatically on any being with IQ 6 or 
  more. To produce similar effects on smarter subjects, use the 
  closest Body Control, Communication and Empathy, or Mind 
  Control spell.
  Control spells don’t empower beasts to do anything they 
  couldn’t normally do. The affected creatures simply follow 
  the caster’s mental commands to the best of their abilities. 
  Likewise, communication spells let the druid learn only what 
  animals know and understand.
  Some Animal spells are limited to specific types of crea-
  tures. Dungeon Fantasy sorts animals into five practical cate-
  gories: Vermin (includes worms, insects, arachnids, and other 
  creepy-crawlers), Fish (includes molluscs), Reptiles (includes 
  amphibians), Birds, and Mammals. A monster that combines 
  traits from different animals within one of these categories is 
  affected normally by spells for that category. One with body 
  parts from two or more categories (e.g., a gryphon, which is 
  part eagle, part lion) belongs to a special class which has its 
  own, harder spells: Hybrids.
  (Animal) Control
  Regular; Resisted by Will
  Controls the actions of one large animal (any size) or a 
  single swarm. Concentration is required! Remember that sub-
  jects larger than Size Modifier 0 increase casting cost. There’s 
  a separate Control spell for each category of animal.
  Duration: 1 minute.
  Cost: Vermin Control: 1 to cast; 1 to maintain. Fish Control: 
  2 to cast; 1 to maintain. Reptile Control: 2 to cast; 1 to main-
  tain. Bird Control: 3 to cast; 2 to maintain. Mammal Control: 5 
  to cast; 3 to maintain.
  Prerequisites: Druidic: PI 2.
  
  18	
  th e	s PellBook
  Beast Link
  Regular
  Establishes a mental link with an animal. The subject will 
  not stray more than a half-hour’s travel from you after that.  
  It will come, once, whenever you wish, at a fast but not 
  killing pace. If it’s a wild beast, reroll its reaction when it 
  arrives – previous good reactions (e.g., from Beast-Soother) 
  no longer hold!
  Duration: Until the beast is next called. Counts as a spell 
  “on.”
  Cost: 3. Cannot be maintained.
  Time to cast: 5 seconds.
  Prerequisites: Druidic: PI 2.
  Beast Possession
  Regular; Resisted by Will
  Puts you in complete control of a beast “from the inside,” 
  with unfettered access to its memories and capabilities. While 
  in the animal’s body, you may use its skills, senses, and abil-
  ities as though they were your own. You may use your own 
  mental abilities, but not your physical ones; thus, you can cast 
  a spell only if you know it so well that it requires no ritual 
  (skill 20+). Your body lies unconscious during the spell – keep 
  it safe!
  Duration: 1 minute.
  Cost: 6 to cast. 2 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Druidic: PI 4.
  Beast-Rouser
  Regular
  Excites a single animal. Worsens the beast’s reaction roll 
  (to anyone) by twice the energy put into the spell.
  Duration: Until a reaction roll is called for or an hour 
  passes.
  Cost: 1 to 3. Cannot be maintained.
  Prerequisites: Druidic: PI 1.
  Beast Seeker
  Information
  Similar to Seeker (p. 45), but works only on ani-
  mals. May be cast for any species of animal, an indi-
  vidual, or simply any animal.
  Duration: Instantaneous.
  Cost: 3. One try per week per species. Cannot be 
  maintained.
  Prerequisites: Druidic: PI 2.
  Beast-Soother
  Regular
  Calms a single animal. Improves the beast’s reac-
  tion roll toward you by twice the energy put into  
  the spell.
  Duration: Until something disturbs the animal.
  Cost: 1 to 3. Cannot be maintained.
  Prerequisites: Druidic: PI 1.
  Beast Speech
  Regular
  Lets you communicate with any animal in its own 
  “language.” How useful this is depends on the beast’s 
  intelligence – no creature below the level of a bird is 
  likely to know much of interest. An ant may crawl over 
  gold, but knows only that the material is hard and ined-
  ible. Each minute allows one question and answer.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Druidic: PI 2.
  Beast Summoning
  Regular
  Calls one animal of a specific, named type. Range doesn’t 
  matter for this spell! If the spell succeeds, you’ll know the loca-
  tion of the closest creature of that type, and how long the ani-
  mal needs to reach you. The creature will move toward you as 
  fast as it can, until it can see you or the spell ends (in which 
  case it turns and goes about its business).
  
  	
  th e	s PellBook	
  19
  Once the animal arrives, it stays nearby – without attack-
  ing – until the spell ends. It has +1 on its reaction to you (only). 
  If you or anyone near you attacks the creature, the spell  
  is broken.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain. Double cost to call all crea-
  tures of a named type within a 10-mile radius; beasts at differ-
  ent distances will arrive at different times, of course.
  Prerequisites: Druidic: PI 3.
  Create Animal
  Regular
  Creates a natural animal – not a giant, dire, or hybrid one – 
  of IQ 5 or less. This beast does your mental bidding while it 
  exists. It continues to exist until you stop maintaining the spell 
  or it’s killed, at which point it vanishes without trace.
  You cannot create a monster, an imaginary being, or even 
  a real creature you’ve never seen in play (but the GM should 
  always allow beasts everybody has seen, like dogs and horses). 
  You also cannot modify animals, such as by creating a bear 
  with venomous fangs.
  Duration: 1 minute.
  Cost: 2, multiplied by (1 + SM) for animals larger than SM 
  0; e.g., 4 for an SM +1 grizzly bear or tiger. Treat a one-hex 
  swarm of tiny creatures as SM 0 (cost 2). Half that to maintain.
  Time to cast: Equal to cost, in seconds.
  Prerequisites: Druidic: PI 4.
  Hybrid Control (VH)
  Regular; Resisted by Will
  Works identically to (Animal) Control (p. 17), but on 
  hybrids. To control a particular hybrid, you must also know 
  all of the (Animal) Control spells relevant to it. Your skill is the 
  lowest among those spells and Hybrid Control. For instance, 
  you would need Bird Control and Mammal Control to con-
  trol a gryphon, and would do so using the lowest of those two 
  spells and Hybrid Control.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Prerequisites: Druidic: PI 3.
  Master
  Regular or Blocking; Resisted by Will
  Holds any beast motionless and quiet for as long as you 
  maintain eye contact and concentration. Darkness breaks eye 
  contact! Normally takes one second to cast, but may be cast 
  as a Blocking spell as an animal enters close combat with you; 
  e.g., to attack.
  Duration: Indefinite, but any hostile action against the ani-
  mal breaks the spell.
  Cost: 2.
  Prerequisites: Druidic: PI 1.
  Protect Animal
  Area
  This spell protects all animals of a certain kind within its 
  borders. Attempts to harm them are warded off as if by invisi-
  ble defenders. Protected animals gain DB 3 and DR 5.
  Also a Protection and Warning spell.
  Duration: 1 minute.
  Base cost: 1. Same cost to maintain.
  Time to cast: 1 minute.
  Prerequisites: Druidic: PI 3.
  Repel (Animal)
  Area
  Repels animals from an area. You may exclude specific 
  creatures (e.g., your pets) from the spell’s effect at the time 
  of casting. Once cast, the spell resists attempts by animals 
  to enter it or stay in it. Every second, roll a Quick Contest 
  between your effective skill and the beast’s ST; if you win, that 
  animal must avoid the area.
  As for all Area spells, the affected area extends four yards 
  upward – an important detail for flying animals! You may 
  increase height by spending proportionately more energy; 
  e.g., double base cost for an area eight yards high.
  Like (Animal) Control (p. 17), this is a different spell for 
  each category of animal.
  Duration: 1 hour.
  Base cost: Equal to the cost to cast and maintain (Animal) 
  Control for the affected animal type.
  Time to cast: 10 seconds.
  Prerequisites: Druidic: PI 2.
  Repel Hybrids (VH)
  Area
  Works identically to Repel (Animal) (above), but on 
  hybrids. To repel a particular hybrid, you must also 
  know all of the Repel (Animal) spells relevant to it. Your 
  skill while doing so is the lowest among those spells and  
  Repel Hybrids.
  Duration: 1 hour.
  Base cost: 6. Half that to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Druidic: PI 3.
  Rider
  Regular
  Lets you mount and ride the subject creature as though 
  it were a trained, loyal riding animal. It must be capable of 
  carrying you, and you still have to make any Riding rolls 
  that would normally be required, but no concentration  
  is needed.
  Rider will work on a beast only if you know the appropriate 
  Control spell and successfully cast it first.
  
  20	
  Th e	S pellbook
  Duration: 5 minutes.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Druidic: PI 2.
  Rider Within
  Regular
  Lets you see through a creature’s eyes, hear through its 
  ears, and so on as long as you concentrate. You also remain 
  aware of your own body, and may act normally. You exert no 
  control whatsoever over the subject, and the beast isn’t aware 
  that you’re “watching.”
  Rider Within will work on a beast only if you know the 
  appropriate Control spell.
  Duration: 1 minute.
  Cost: 4 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Druidic: PI 2.
  body	ConTrol	SpellS
  These spells directly affect the body. Except as noted, they 
  affect only living beings. They simply fail if they involve body 
  parts or functions the subject lacks (e.g., a being that doesn’t 
  eat yet somehow lives would be immune to Retch!).
  Agonize
  Regular; Resisted by HT
  Subject is rendered helpless with agony; see Incapacitating 
  Conditions (Exploits, p. 66). High/Low Pain Threshold has its 
  usual effect.
  Duration: 1 minute.
  Cost: 8 to cast. 6 to maintain.
  Prerequisites: Wizardly: Magery 2 and Sensitize.
  Ambidexterity
  Regular
  Subject temporarily gains Ambidexterity (Adventurers, 
  p. 47). No effect on those who already have the advantage. 
  Affects a single pair of limbs; beings with more than two limbs 
  require multiple castings.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Wizardly: Grace.
  Item: Any kind of item might grant Ambidexterity while 
  worn. $30,000.
  Balance
  Regular
  Subject temporarily gains Perfect Balance (Adventurers, 
  p. 52). No effect on those who already possess the advantage.
  Duration: 1 minute.
  Cost: 5 to cast. 3 to maintain.
  Prerequisites: Wizardly: Grace.
  Item: Any kind of item might grant Perfect Balance while 
  worn. $15,000.
  Climbing
  Regular
  Increases the subject’s Climbing skill by twice the energy 
  points in the spell (+2 to +6).
  Duration: 1 minute.
  Cost: 1 to 3 to cast. Same cost to maintain.
  Prerequisites: Wizardly: Magery 0.
  Clumsiness
  Regular; Resisted by HT
  Subject suffers ‑1 to DX and DX‑based 
  skills for every energy point in the spell.
  Duration: 1 minute.
  Cost: 1 to 5. Half that to maintain (round 
  up).
  Prerequisites: Wizardly: Spasm.
  Deathtouch
  Melee
  You can strike the subject anywhere to trigger this spell – 
  hit location is irrelevant. The target suffers 1d HP of injury 
  per energy point in the spell. Armor doesn’t protect. This spell 
  does affect the undead!
  Duration: Instantaneous. Injury lasts until healed, of 
  course!
  Cost: 1 to 3. Cannot be maintained.
  Prerequisites: Wizardly: Wither Limb.
  Debility
  Regular; Resisted by HT
  Temporarily reduces the subject’s ST, affecting damage 
  output. Also affects Basic Lift and hence encumbrance, but 
  the GM may ignore this in the interest of playability. No effect 
  on Hit Points.
  Fireballs can be ducked. Well-chosen curses are 
  less escapable and often more decisive.
  – Zephyra, Wizard
  
  	
  th e	s PellBook	
  21
  Duration: 1 minute.
  Cost: 1 per level of ST reduction (maximum -5 to ST). Half 
  that to maintain (round up).
  Prerequisites: Wizardly: Magery 0.
  Frailty
  Regular; Resisted by HT
  Temporarily lowers the subject’s HT. Affects all consid-
  erations that depend on HT: Basic Speed, HT-based skills, 
  poison and spell resistance, unconsciousness, death, etc. No 
  effect on Fatigue Points.
  Duration: 1 minute.
  Cost: 2 per level of HT decrease (maximum -5 to HT). Same 
  cost to maintain.
  Prerequisites: Wizardly: Lend Energy.
  Grace
  Regular
  Temporarily raises subject’s DX, affecting Basic Speed as 
  well as DX rolls and DX-based skills.
  Duration: 1 minute.
  Cost: 4 for every +1 to DX (maximum +5). Same cost to 
  maintain.
  Prerequisites: Wizardly: Clumsiness.
  Item: Any kind of item might raise the wearer’s DX while 
  worn. $60,000 per +1 to DX, maximum +5.
  Hinder
  Regular; Resisted by HT
  Subject’s Move and Dodge scores are at -1 for every energy 
  point in the spell. Also a Movement spell.
  Duration: 1 minute.
  Cost: 1 to 4 to cast. Same cost to maintain.
  Prerequisites: Wizardly: Clumsiness or Haste.
  Hold Breath
  Regular
  Can be cast only on yourself. Temporarily eliminates your 
  need for air, letting you remain underwater, in poison gas, etc. 
  without trouble. Doesn’t supply air – just delays suffocation. 
  Also doesn’t protect against vacuum, crushing ocean depths, 
  or similar pressure extremes.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Wizardly: Magery 1 and Vigor.
  Itch
  Regular; Resisted by HT
  Causes subject to itch fiercely in a spot of your choice. Your 
  victim is at -2 DX until he takes one full second to scratch – 
  longer, if armor is in the way!
  Duration: Instantaneous. Itch lasts until subject takes a 
  turn to scratch. Only one Itch spell can affect a given subject 
  at a time.
  Cost: 2. Cannot be maintained.
  Prerequisites: Wizardly: Magery 0.
  Might
  Regular
  Temporarily raises subject’s ST, increasing damage, Basic 
  Lift, and Hit Points. Doesn’t heal wounds! When the spell 
  ends, an injured subject is missing the same number of HP, 
  and must roll vs. HT to avoid unconsciousness or death if only 
  the temporary HP from Might were preventing that.
  Duration: 1 minute.
  Cost: 2 for every +1 to ST (maximum +5). Same cost to 
  maintain. High skill does not reduce this spell’s cost!
  Prerequisites: Clerical: PI 1. Wizardly: Lend Energy.
  Item: Any kind of item might raise the wearer’s ST while 
  worn. $30,000 per +1 to ST, maximum +5.
  Nauseate
  Regular; Resisted by HT
  Subject suffers from nausea; see Irritating Conditions 
  (Exploits, pp. 65-66).
  Duration: 10 seconds.
  Cost: 2. Same cost to maintain.
  Prerequisites: Wizardly: At least five Body Control spells.
  Pain
  Regular; Resisted by HT
  Subject feels a stab of agonizing pain, and must make a 
  Will roll to avoid crying out – and if in a precarious position 
  (e.g., climbing), a DX roll to avoid catastrophe! The victim’s 
  DX and DX-based skills are at -3 for the next second. A subject 
  in the middle of a spell requiring gestures must roll vs. Will or 
  start over.
  High Pain Threshold gives +3 to the Will and DX rolls 
  above. Low Pain Threshold gives -4.
  Duration: 1 second.
  Cost: 2. Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Spasm.
  Paralyze Limb
  Melee; Resisted by HT
  You must strike the subject on a limb or extremity; hits 
  elsewhere have no effect. Armor doesn’t protect. Resolve 
  resistance on contact. If the subject fails to resist, the tar-
  get body part is paralyzed and considered crippled for  
  one minute.
  Duration: 1 minute.
  Cost: 3. Cannot be maintained.
  
  22	
  th e	s PellBook
  Prerequisites: Wizardly: Magery 1 and at least five Body 
  Control spells, including Clumsiness.
  Reflexes
  Regular
  Subject temporarily gains Combat Reflexes (Adventurers, 
  p. 48). No effect on those who already have the advantage.
  Duration: 1 minute.
  Cost: 5 to cast. 3 to maintain.
  Prerequisites: Wizardly: Grace and Haste.
  Item: Any kind of item might grant Combat Reflexes while 
  worn. $40,000.
  Resist Pain
  Regular
  Bestows temporary immunity to pain. The subject may 
  ignore pain-causing spells (notably Agonize, Pain, Sensitize, 
  and Spasm), cannot be physically stunned, suffers no shock 
  penalty when wounded, and doesn’t halve Move and Dodge 
  at less than 1/3 of HP. Grants no resistance to injury – only to 
  the pain it causes.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Clerical: PI 2. Wizardly: Magery 2 and Pain.
  Retch
  Regular; Resisted by HT
  Subject retches for (25 - HT) seconds; see Incapacitating 
  Conditions (Exploits, p. 66).
  Duration: Instantaneous. Retching lasts until subject 
  recovers.
  Cost: 3. Cannot be maintained.
  Time to cast: 4 seconds.
  Prerequisites: Wizardly: Nauseate and Spasm.
  Rooted Feet
  Regular; Resisted by ST
  Subject’s feet are glued in place! The victim may attempt to 
  break free every turn – treat this as another resistance roll at -5 
  against the spell’s original skill roll. While the spell continues, 
  the subject cannot move or change facing, and has -2 to melee 
  combat skills and half Dodge (round down).
  Duration: 1 minute, or until subject breaks free.
  Cost: 3. Cannot be maintained.
  Prerequisites: Wizardly: Hinder.
  Roundabout
  Regular; Resisted by HT
  Physically spins the subject to face any direction desired. 
  On the subject’s next turn, a roll vs. Body Sense (defaults to 
  DX-6) is needed to take any action. If the subject moved two 
  or more yards the previous turn, an IQ roll is required to avoid 
  continuing in the new direction.
  Duration: Instantaneous.
  Cost: 3. Cannot be maintained.
  Prerequisites: Wizardly: Tanglefoot.
  Sensitize
  Regular; Resisted by HT
  Subject temporarily suffers the Low Pain Threshold disad-
  vantage (Adventurers, p. 63). No effect on those who already 
  have the disadvantage.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Wizardly: Magery 1 and Stun.
  Sickness
  see p. 55
  Spasm
  Regular; Resisted by HT
  Can be directed against any of the subject’s voluntary mus-
  cles. Directed against a hand, it causes the subject to drop 
  whatever that hand is holding (usually a weapon). A subject 
  in the middle of a lengthy spell requiring gestures must make 
  a DX roll or start over.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Wizardly: Itch.
  Stop Paralysis
  see p. 40
  Stop Spasm
  see p. 40
  Strike Blind
  Regular; Resisted by HT
  Subject temporarily suffers the Blindness disadvantage 
  (Adventurers, p. 57). The most important effects are that the 
  victim has -10 to attack and -4 to defend (and must make a 
  Hearing roll at -2 to block or parry at all), and cannot see to 
  target spells.
  Duration: 10 seconds.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Wizardly: Spasm and at least two Light and 
  Darkness spells.
  Strike Deaf
  Regular; Resisted by HT
  Subject is temporarily deafened.
  
  	
  th e	s PellBook	
  23
  Duration: 10 seconds.
  Cost: 3 to cast. 1 to maintain.
  Prerequisites: Wizardly: Spasm and at least two Sound 
  spells.
  Strike Dumb
  Regular; Resisted by HT
  Subject cannot speak, making it impossible to cast spells 
  that require speech or song (including any bardic casting!).
  Duration: 10 seconds.
  Cost: 3 to cast. 1 to maintain.
  Prerequisites: Wizardly: Spasm.
  Stun
  Regular; Resisted by HT
  Subject is physically stunned (Exploits, p. 60) and must 
  roll vs. HT each second to recover.
  Duration: Instantaneous. Stun lasts until subject recovers.
  Cost: 2. Cannot be maintained.
  Prerequisites: Wizardly: Pain.
  Tanglefoot
  Regular; Resisted by DX
  Subject trips and falls down.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Wizardly: Clumsiness.
  Tickle
  Regular; Resisted by Will
  Unrelenting, unbearable tickling incapacitates the subject. 
  Treat this as a seizure; see Incapacitating Conditions (Exploits, 
  p. 66). To avoid uncontrollable laughter and remain silent, the 
  subject must roll vs. Will, at +5 if Unfazeable. High/Low Pain 
  Threshold has no effect.
  This spell requires concentration.
  Duration: 1 minute.
  Cost: 5 to cast. 5 to maintain.
  Prerequisites: Wizardly: Spasm.
  Total Paralysis
  Melee; Resisted by HT
  You must touch the subject on the head (face or skull); 
  hits elsewhere have no effect. Armor doesn’t protect. Resolve 
  resistance on contact. Failure to resist means the subject suf-
  fers paralysis; see Incapacitating Conditions (Exploits, p. 66).
  Duration: 1 minute.
  Cost: 5. Cannot be maintained.
  Prerequisites: Wizardly: Paralyze Limb.
  Vigor
  Regular
  Temporarily raises subject’s HT, affecting Basic Speed 
  and Fatigue Points as well as HT rolls and HT-based skills. 
  When the spell ends, a fatigued subject is missing the same 
  number of FP, with the usual ill effects if only the temporary 
  FP from Vigor were preventing them.
  Duration: 1 minute.
  Cost: 2 for every +1 to HT (maximum +5). Same cost to 
  maintain. High skill does not reduce this spell’s cost!
  Prerequisites: Clerical: PI 1. Wizardly: Frailty or Might.
  Item: Any kind of item might raise the wearer’s HT while 
  worn. $30,000 per +1 to HT, maximum +5.
  Wither Limb
  Melee; Resisted by HT
  You must strike the subject on a limb or extremity; hits 
  elsewhere have no effect. Armor doesn’t protect. Resolve 
  resistance on contact. If the subject fails to resist, the tar-
  get body part instantly withers, causing permanent crip-
  pling; see Crippling (Exploits, p. 61). This also inflicts 1d HP  
  of injury.
  Duration: Instantaneous. Crippling is permanent unless 
  healed by magic.
  Cost: 5. Cannot be maintained.
  Prerequisites: Wizardly: Magery 2 and Paralyze Limb.
  CoMMunICatIon	and	eMPathy	sPells
  These spells deal primarily with discerning (or concealing) 
  thought and intent. Bards must sing to cast them, after which 
  spells that normally transfer information silently do so as 
  usual. However, when working magic that reads thoughts or 
  emotions, a bard may specify that a subject who fails to resist 
  will divulge secrets through visible reactions to the music – or 
  even by singing along!
  Speaking from Experience
  “Shamans” of lesser races are rarely capable casters. 
  Most rely on spoken rituals. Magic can thwart them by con-
  juring silence, garbling speech, or simply removing their 
  ability to speak.
  – Jag Fairchild, Bard
  
  24	
  th e	s PellBook
  Borrow Language
  Regular
  You temporarily gain any one language your subject 
  knows. See Language, Please! (Adventurers, p. 9).
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Lend Language.
  Borrow Skill
  Regular
  Cast on a willing subject who knows a skill, you tempo-
  rarily gain that skill at (controlling attribute)+4 or increase 
  your existing skill by four levels – whichever is better. Your 
  skill cannot become higher than subject’s. Doesn’t work  
  on spells.
  Duration: 1 minute.
  Cost: 4 to cast. 3 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Lend Skill.
  Compel Truth
  Information; Resisted by Will
  Subject becomes unable to lie, but may keep silent or tell 
  partial truths (this must be roleplayed!). Compel Truth doesn’t 
  force the subject to volunteer information – it just renders that 
  person unable to say anything he or she believes to be untrue.
  Duration: 5 minutes.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Clerical: PI 2. Wizardly: Magery 2 or Bardic 
  Talent 2, and Truthsayer.
  Control Person
  Regular; Resisted by Will
  You can use all the subject’s senses and control all your 
  victim’s physical actions. You have no access to that person’s 
  memories, skills, spells, etc. The subject is aware of what’s 
  happening – though not of your identity – and retains both 
  memory and wits.
  You can control only one body at a time, and must con-
  centrate to do so. When you concentrate, your own body falls 
  limp; when you stop concentrating, the subject regains control 
  of his or her body. You can move freely between the bodies 
  while the spell lasts.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Soul Rider or Telepathy.
  Dispel Possession
  Regular; Resisted by possession abilities
  Ends any Control Person, Possession, or Soul Rider spell, 
  their animal equivalents, or any similar supernatural abil-
  ity affecting the subject. Roll a Quick Contest against each  
  such effect.
  Duration: Instantaneous.
  Cost: 10. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 3.
  Gift of Letters (VH)
  Regular
  Subject (who must have IQ 6+) can read and write any 
  language!
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Prerequisites: Clerical: PI 4. Wizardly: Borrow Lan-
  guage and written comprehension of three languages (see 
  Language, Please!, Adventurers, p. 9).
  Gift of Tongues (VH)
  Regular
  Subject (who must have IQ 6+) can speak and understand 
  any language! Doesn’t provide speech or hearing to one who 
  lacks those abilities.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Prerequisites: Clerical: PI 4. Wizardly: Borrow Language 
  and spoken comprehension of three languages (see Language, 
  Please!, Adventurers, p. 9).
  Hide Emotion
  Regular; Resists emotion readings
  Gives the subject the outward appearance of deep calm. 
  Resists Aura, Sense Emotion, and (at the GM’s option) Sense 
  Foes, as well as any attempt to gauge the subject’s emotional 
  state by other means: Detect Lies skill, Empathy advantage, 
  etc. Can grant up to +4 to any skill where masked emotions are 
  valuable (GM’s judgment).
  Duration: 1 hour.
  Cost: 2 to cast. 2 to maintain.
  Prerequisites: Wizardly: Sense Emotion.
  Speaking from Experience
  Though thought-magic is often deemed the realm 
  of deceivers, the righteous cleric uses it to shield and 
  free the mind, to expose lies and Evil, and to facilitate 
  communication.
  – Francesco Zombani, Cleric
  
  	
  th e	s PellBook	
  25
  Hide Thoughts
  Regular
  Resists all attempts to read or control the subject’s mind, 
  by any means. The attacking ability must win a Quick Contest 
  against this spell to affect the subject. If Hide Thoughts loses, 
  the subject still receives a normal resistance roll – roll sepa-
  rately. Has no affect on previously established mental control.
  Duration: 10 minutes.
  Cost: 3 to cast. 1 to maintain.
  Prerequisites: Clerical: PI 2. Wizardly: Truthsayer or Hide 
  Emotion.
  Lend Language
  Regular
  Subject (who must have IQ 6+) temporarily gains any one 
  language you know. See Language, Please! (Adventurers, p. 9).
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: At least three Communication and 
  Empathy spells.
  Lend Skill
  Regular
  Subject temporarily gains a skill at (controlling attribute)+4 
  or increases an existing skill by four levels – whichever is bet-
  ter. You must know the skill in question, and the subject’s skill 
  cannot become higher than yours. Doesn’t work on spells.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Mind-Sending and IQ 11+.
  Message
  see p. 67
  Mind-Reading
  Regular; Resisted by Will
  Reads a living subject’s mind. Detects only surface 
  thoughts – that is, what the subject is thinking right now. 
  Won’t work on sleeping or unconscious subjects.
  This spell is obvious to the subject only on a critical failure.
  Modifiers: -2 if you don’t know subject’s native language. 
  On a subject of a different race, -2 if that race is similar to 
  yours (dwarves, elves, humans, orcs, etc. are “similar”), or -4 
  or worse otherwise (most monsters!).
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Truthsayer or Borrow Language.
  Mind-Search (VH)
  Regular; Resisted by Will
  Searches a living subject’s mind for deep thoughts and 
  knowledge the subject isn’t thinking about at the moment; 
  the subject may even be asleep. In effect, you may ask one 
  simple question (answered by no more than 10 words) per 
  minute, and get the most truthful answer the subject can 
  give. Cannot recover memories the subject has been magi-
  cally caused to forget!
  This spell is obvious to the subject only on a critical failure.
  Modifiers: As for Mind-Reading, above.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 1 minute.
  Prerequisites: Wizardly: Mind-Reading.
  Mind-Sending
  Regular
  Sends your thoughts to a subject as one-way communi-
  cation. Trans mission proceeds at talking speed, though you 
  may also send simple pictures in the time it would take you 
  to sketch them.
  Modifiers: Long-Distance Modifiers (p. 14). -4 if you and 
  your subject don’t know each other.
  Duration: 1 minute.
  Cost: 4 to cast. 4 to maintain.
  Time to cast: 4 seconds.
  Prerequisites: Wizardly: Mind-Reading.
  Persuasion
  Regular; Resisted by Will
  Causes subject to react to others at from +1 to +5. Works 
  only on sapient beings (IQ 6+); less-intelligent ones call for 
  Beast-Soother (p. 18).
  Duration: 1 minute.
  Cost: Twice the reaction bonus (maximum bonus +5). 
  Same cost to maintain.
  Prerequisites: Clerical: PI 2. Wizardly: Sense Emotion.
  Possession (VH)
  Regular; Resisted by Will
  Like Control Person (p. 24), but the victim is unconscious 
  throughout the possession, and you have full access to the 
  subject’s memories, skills, and spells. While in the subject’s 
  body, you have your own skills and spells, and may use all the 
  subject’s skills and spells as though they were your own (the 
  subject’s physical skills are at -1). Your body lies unconscious 
  during the spell – keep it safe!
  Duration: 1 minute.
  Cost: 10 to cast. 4 to maintain.
  Time to cast: 1 minute.
  
  26	
  th e	s PellBook
  Prerequisites: Wizardly: Magery 1 or Bardic Talent 1, and 
  Control Person.
  Sense Emotion
  Regular
  Know what emotions the subject is feeling at the moment. 
  Works on any living being. Can determine hireling loyalty: On 
  a successful casting, the GM will reveal that NPC’s Loyalty 
  rating; see Hirelings (Exploits, p. 90).
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Wizardly: Sense Foes.
  Sense Evil
  Information; Area
  Works exactly like Sense Foes (below), but detects 
  beings and items imbued with true Evil. Critical success 
  gives details: demonic origins, possession, etc.
  Also a Meta-Spell.
  Duration: Instantaneous.
  Base Cost: 1 (minimum 2). Cannot be maintained.
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wizardly: Mag-
  ery 2 or Bardic Talent 2.
  Sense Foes
  Information; Area
  Tells you if the subject has hostile intent, and the degree of 
  hostility. Can be cast on one person or an area. Cast over an 
  area, the spell will detect only that someone is hostile, without 
  telling who.
  Duration: Instantaneous.
  Base cost: 1 (minimum 2). Cannot be maintained.
  Prerequisites: Wizardly: Magery 0 or Bardic Talent.
  Sense Life
  Information; Area
  Tells you if there’s any life in the subject area. A good roll 
  also provides a general impression of what kind. You can 
  limit the casting to a specific sort of life: plants, elves, red-
  headed girls, or a named person you know.
  Duration: Instantaneous.
  Base cost: 1/2 (minimum 1). Cannot be maintained.
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wizardly: Mag-
  ery 0 or Bardic Talent.
  Soul Rider
  Regular; Resisted by Will
  You can share all of the subject’s senses whenever you 
  concentrate. You also remain aware of your own body, and 
  may act normally. You exert no control whatsoever over the 
  subject, and don’t know that person’s thoughts. Works only 
  on sapient beings (IQ 6+); less-intelligent ones call for Rider 
  Within (p. 20).
  Modifiers: On a subject of a different race, -2 if that race is 
  similar to yours (dwarves, elves, humans, orcs, etc. are “simi-
  lar”), or -4 or worse otherwise (most monsters!).
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Mind-Reading.
  Telepathy (VH)
  Regular
  Full two-way communication, like Mind-Reading (p. 25) and 
  Mind-Sending (p. 25) combined. The subject must be willing. 
  You and your subject know the whole of each others’ thoughts 
  and what the other is experiencing – you communicate at the 
  speed of thought.
  Other people can “enter the link.” Another casting of the 
  spell (by anyone involved) is required for each new person. To 
  eavesdrop unnoticed on an existing link, roll at -4.
  If you and your subject know each other and your sub-
  ject expects the “call,” there’s no distance penalty. Otherwise, 
  assess penalties as for Mind-Sending. This spell cannot reach 
  into other planes of existence.
  Duration: 1 minute.
  Cost: 4 to cast. 4 to maintain. That’s for a two-way link; 
  same cost per extra person added.
  Time to cast: 4 seconds.
  Prerequisites: Wizardly: Mind-Sending.
  Truthsayer
  Information; Resisted by Will
  Reveals whether the subject is lying. May be cast in two 
  ways:
  1. To tell whether the subject has told any lies in the past 
  five minutes.
  2. To tell whether the last thing the subject said was a lie.
  May also give an indication of how great the lie is. If you 
  aren’t touching the subject, apply distance penalties as for a 
  Regular spell.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Clerical: PI 2. Wizardly: Sense Emotion.
  Evil’s cunning cannot hide it from  
  the enlightened mind. Sensing it  
  is the simplest of magic.
  – Sister Miriam Suntemple, Cleric
  
  	
  th e	s PellBook	
  27
  earth	sPells
  These spells deal with the traditional magical “element” of 
  earth. Except as noted, they don’t affect stone or metal.
  Create Earth
  Regular
  Creates earth where none existed. You must create earth 
  in contact with the ground – not hanging in the air or floating 
  in the sea!
  Duration: Instantaneous. Created earth lasts one day unless 
  irreversibly consumed sooner.
  Cost: 2 per cubic yard to create earth from nothingness 
  (minimum 2 energy); 1 per cubic yard to solidify mud into 
  good earth (minimum 1 energy). Cannot be maintained.
  Prerequisites: Wizardly: Earth to Stone.
  Earth to Air
  see p. 16
  Earth to Stone
  Regular
  Turns an item of earth or 
  clay into hard stone (but not 
  gemstone!), or turns a stone 
  item into simple metal (like 
  bronze or iron). For double 
  energy cost, turns an item of 
  earth or clay into metal.
  Duration: 
  Instantaneous. 
  Transformation lasts one day.
  Cost: 3 per cubic yard 
  (minimum 3 energy). Cannot be maintained.
  Prerequisites: Wizardly: Magery 1 and Shape Earth.
  Earth Vision
  Regular
  Renders earth and uncut stone up to 50 yards deep trans-
  parent to the subject’s vision, allowing the viewer to find caves, 
  buried treasure, entombed victims, and so on. Does not make 
  it possible to see through brick, cut stone, metal, etc.
  Also a Knowledge spell.
  Duration: 30 seconds.
  Cost: 2 per 10 yards of depth to cast. Same cost to maintain.
  Prerequisites: Druidic: PI 3. Wizardly: Shape Earth.
  Earthquake
  Area
  Shakes the affected area. Divide the distance to the edge 
  of the affected area by 20 before figuring your skill penalty. 
  You must cast Earthquake over a fairly large area to destroy 
  things; shaking one corner of a building might upset the occu-
  pants, but it won’t wreck the building.
  Cost depends on the quake’s strength:
  Tiny: Just a demonstration! Pay base cost. If you’re obvi-
  ously the caster, your next Intimidation (Adventurers, p. 79) 
  attempt against those in the area is at +4.
  Mild: Slight damage to buildings. Double base cost. As 
  above, plus anyone in the affected area must roll vs. DX every 
  second or fall down.
  Severe: Stone walls crack; towers may fall. Quadruple base 
  cost. As above, but DX rolls are at -3. Underground rooms 
  and tunnels in the area must resist with HT (usually 12, but 
  higher or lower for good or poor engineering) or cave in, 
  causing anyone caught there 3d+3 crushing damage. Cave-in 
  victims can roll vs. ST at -4 every second to 
  move one yard toward safety; Suffocation 
  (Exploits, p. 70) is likely if they’re far from 
  open air!
  Duration: 1 minute.
  Base cost: 2. Same cost to maintain.
  Time to cast: 30 seconds.
  Prerequisites: Clerical: PI 5. Druidic: PI 6.
  Entombment
  Regular; Resisted by HT
  The earth instantly swallows the subject. 
  The victim remains in Suspended Animation 
  (p. 40), in a tiny spherical chamber 50 feet 
  underground, until rescued by tunneling or the 
  reverse of this spell. If you cast Entombment 
  on yourself, you may opt to stay awake – unwise unless you 
  have some means of breathing while entombed!
  Duration: Permanent unless the victim is rescued.
  Cost: 10 (but only 6 to reverse an entombment). Cannot be 
  maintained.
  Time to cast: 3 seconds.
  Prerequisites: Druidic: PI 5. Wizardly: Magery 2 and at 
  least five Earth spells.
  Flesh to Stone
  Regular; Resisted by HT
  Turns a living subject and all carried gear to stone; see 
  Petrifaction (Exploits, p. 66). Must affect the entire subject.
  Duration: Instantaneous. Petrifaction is permanent unless 
  reversed by Remove Curse or Stone to Flesh; Dispel Magic 
  won’t work.
  Cost: 10. Double cost to turn subject into a metallic statue. 
  Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Earth to Stone.
  
  28	
  th e	s PellBook
  Purify Earth
  Area
  Removes foreign objects and harmful substances from 
  soil, and remedies deficiencies in its composition, rendering 
  it fit to support plant life. Small foreign objects (coins, nails) 
  underground are destroyed; medium ones (swords, chests) 
  “float” to the surface. Large objects (coffins, walls) cause the 
  spell to fail, but you’ll get a general idea of the reason.
  Also a Plant spell.
  Duration: Instantaneous. Earth remains purified until 
  re-contaminated.
  Base cost: 2. Double cost in rocky flats, sandy desert, and 
  other poor soil. Cannot be maintained.
  Time to cast: 30 seconds.
  Prerequisites: Druidic: PI 1. Wizardly: At least six Earth 
  spells, including Create Earth.
  Sandstorm
  see p. 16
  Seek Earth
  Information
  Reveals the direction and approximate distance of the near-
  est significant amount of any one type of earth, metal, or 
  stone. Apply Long-Distance Modifiers (p. 14). You may spec-
  ify that you’re excluding any known sources of that material 
  before you start casting.
  Duration: Instantaneous.
  Cost: 3. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Druidic: PI 1. Wizardly: Magery 0.
  Shape Earth
  Regular
  Moves earth about and shapes it into any form. A stable 
  shape (e.g., a hill) will remain permanently after shaping. 
  An unstable one (e.g., a column or wall) lasts for as long 
  as the spell continues – no concentration is required – but 
  collapses afterward.
  Earth moved with this spell travels at Move 2; stone, at 
  Move 1. It can do harm only by flowing over and burying an 
  immobile person, or by disappearing from beneath someone 
  to create a hole. Either way, would-be victims may move nor-
  mally on their next turn to escape; only those who fail to do 
  so are trapped.
  Anyone buried in loose earth gets a ST roll at -4 each sec-
  ond to claw their way out. They can hold their breath (Holding 
  Your Breath, Exploits, p. 21), but eventually risk Suffocation 
  (Exploits, p. 70). Victims buried in stone may hold their 
  breath, too – but those with no means of digging through solid 
  stone cannot escape!
  Duration: 1 minute.
  Cost: 1 per cubic yard of earth shaped (minimum 2 energy). 
  Half that to maintain (round up). Double cost to shape natural 
  stone; six times cost to shape cut or worked stone, like a wall.
  Prerequisites: Druidic: PI 2. Wizardly: Seek Earth.
  Steelwraith
  Regular; Resisted by HT
  Renders the subject intangible to metal! The subject can-
  not be harmed by metal weapons, but also cannot hold 
  or carry metal gear – all metallic equipment (including 
  armor) falls to the ground.
  This does let the subject pass through metallic bar-
  riers: bars, vault doors, etc. Use the rules for Walk 
  Through Earth (p. 29), with all gear but clothing drop-
  ping to the ground upon stepping into an obstacle, and 
  breathing becoming a potential problem.
  Duration: 1 minute.
  Cost: 7 to cast. 4 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Magery 2 and Walk Through 
  Earth.
  Item: Any metallic item may be enchanted so that someone 
  under this spell can wield it and carry it through obstacles. If 
  it’s a weapon, it can also harm Steelwraith subjects! $5,000 per 
  pound of weight (minimum 1 lb.).
  Stone Missile
  Missile
  Creates a ball of stone in one hand. This missile has Acc 2, 
  1/2D 40, Max 80. Roll against Innate Attack (Projectile) to hit.
  Cost: Any amount up to your level of spellcasting talent 
  per second, for three seconds. The missile does 1d+1 crushing 
  damage per energy point.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Wizardly: Create Earth.
  Stone to Earth
  Regular
  Turns any stone (including gemstone) into simple earth. 
  Must be cast on a whole stone or block – not just part of it. Can 
  also transmute metal into stone at normal cost, or metal into 
  earth at double cost.
  Speaking from Experience
  If you cannot see through stone and soil, remove it from your 
  path, and reveal its treasures, why in Nature’s name would you 
  wander deep underground? The adventuring party that explores 
  caverns and tunnels without knowledge of earth magic is court-
  ing disaster. To be blunt: They are idiots.
  – Ælin Rock-Talker, Druid
  
  	
  th e	s PellBook	
  29
  Duration: Instantaneous. Transformation is permanent.
  Cost: 6 per cubic yard (minimum 6 energy). Cannot be 
  maintained.
  Prerequisites: Wizardly: Earth to Stone or any four Earth 
  spells.
  Stone to Flesh
  Regular
  Reverses any form of petrifaction – e.g., the Flesh to Stone 
  spell – restoring the victim (who’s physically stunned!) and 
  any gear. No effect on a statue that was never alive.
  Duration: Instantaneous. Cure is permanent.
  Cost: 10. Double cost to restore someone turned to metal.
  Time to cast: 5 seconds.
  Prerequisites: Clerical: PI 3. Wizardly: Magery 2, Flesh to 
  Stone, and Stone to Earth.
  Walk Through Earth
  Regular
  Lets subject pass through earth as though it were air. 
  Doesn’t open a passage so others can follow – and doesn’t 
  reveal what’s on the other side. Everything the subject is car-
  rying save for DR 0 clothing (maximum 6 lbs.) drops to the 
  ground on the near side of an obstacle entered this way.
  If you cast this on yourself and also know Earth to Air 
  (p. 16), you’ll have breathing air during the journey, at no 
  energy cost. Otherwise . . . hold your breath!
  A subject who fails to regain open air before the spell ends 
  will be buried, and will soon experience Suffocation (Exploits, 
  p. 70) if not rescued or able to escape.
  Duration: 10 seconds.
  Cost: 3 to cast. 3 to maintain. Double cost to pass through 
  stone. Triple cost to pass through metal.
  Prerequisites: Wizardly: At least four Earth spells.
  fIre	sPells
  These spells deal with the traditional magical “element” of 
  fire – including heat and its opposite, cold. Should it matter, 
  flames created or controlled by Fire spells shoot six feet high. 
  See Flame (Exploits, p. 68) for important rules.
  Burning Touch
  Melee
  Your hand or magic staff burns the first target it strikes! Hit 
  location is irrelevant. The recipient suffers 1d burning damage 
  per energy point in the spell. Armor DR doesn’t protect; natu-
  ral DR does.
  Duration: Instantaneous. Injury lasts until healed, of course!
  Cost: 1 to 3. Cannot be maintained.
  Prerequisites: Wizardly: Magery 2 and at least six Fire 
  spells, including Heat.
  Cold
  Regular
  The reverse of Heat (p. 31). It can reduce the temperature 
  of any object to absolute zero (-459.67°F), if maintained for 
  long enough.
  Duration, Cost, and Time to cast: Exactly as for Heat, 
  except that the spell lowers the target’s temperature instead 
  of raising it.
  Prerequisites: Wizardly: Heat.
  Create Fire
  Area
  Fills an area with fire that requires no fuel. (Cast in mid-
  air, it produces a sphere of flame, which falls to the ground.) 
  This is real fire that will eventually ignite flammable objects it 
  touches. Cannot be cast within rock, foes, water, etc.
  Duration: 1 minute.
  Base cost: 2. Half that to maintain. Ordinary fires set by this 
  spell don’t require maintenance.
  Prerequisites: Wizardly: Ignite Fire or Seek Fire.
  Deflect Energy
  Blocking
  Deflects one energy attack about to hit the subject, includ-
  ing a Fireball or Lightning spell. Counts as a parry for combat 
  purposes. If you aren’t the subject, apply distance modifiers as 
  for a Regular spell. A deflected attack may still strike a target 
  beyond the subject.
  Duration: Instantaneous.
  Cost: 1. Cannot be maintained.
  Prerequisites: Wizardly: Magery 1 and Shape Fire.
  Explosive Fireball
  Missile
  Creates a fireball that explodes on impact. This has Acc 1, 
  1/2D 25, Max 50. Roll against Innate Attack (Projectile) to hit. 
  Can be thrown at a wall, floor, etc. (+4 to hit) to catch foes in 
  the blast – see Attacking an Area (Exploits, p. 45).
  Cost: Any amount up to twice your level of spellcasting tal-
  ent per second, for three seconds. For every two energy points 
  in the spell, the fireball does 1d burning explosive damage. See 
  Explosions (Exploits, p. 46) for rules for explosive damage.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Wizardly: Fireball.
  
  30	
  th e	s PellBook
  Extinguish Fire
  Area
  Puts out all ordinary and magical fires in its area of effect. 
  Has no effect on materials that are intrinsically superheated 
  (e.g., lava and molten metal) or on creatures of fire.
  Duration: Instantaneous. Once out, a fire stays out.
  Base cost: 3. Cannot be maintained.
  Prerequisites: Druidic: PI 1. Wizardly: 
  Ignite Fire.
  Fire Cloud
  Area
  Creates a swirling cloud of flames and 
  fiery embers. Doesn’t block vision, but inflicts 
  burning damage on all within it. Creatures in 
  the cloud take damage on their turn; halve 
  this (round down) for those who spend less 
  than an entire turn there. This is considered 
  Large-Area Injury (Exploits, p. 53). Paper, 
  tinder, alchemist’s fire, and similar highly 
  flammable materials may catch fire.
  Duration: 10 seconds.
  Base cost: 1 to 5; the cloud inflicts 1 point 
  of burning damage per second per energy 
  point of base cost. Same cost to maintain.
  Time to cast: Seconds equal to base cost.
  Prerequisites: Wizardly: Fireball and 
  Shape Air.
  Fireball
  Missile
  Creates a ball of fire in one hand. This missile has Acc 1, 
  1/2D 25, Max 50. Roll against Innate Attack (Projectile) to hit. 
  When it strikes something, it vanishes in a puff of flame. This 
  spell is likely to ignite flammable targets!
  Cost: Any amount up to your level of spellcasting talent per 
  second, for three seconds. The fireball does 1d burning dam-
  age per energy point.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Wizardly: Magery 1, Create Fire, and Shape 
  Fire.
  Fireproof
  Area
  Prevents ignition of fires within its area: alchemist’s 
  matches won’t light, flint won’t spark, and so on. Doesn’t 
  extinguish fire brought in from outside the area, though 
  such flame would fail to ignite anything else. Magical 
  attempts to light fires are at -5 to skill. Fireproof cannot 
  resist really intense heat, as from lava or molten metal, but 
  does prevent alchemist’s fire, nageteppo, and similar incen-
  diaries from working!
  Duration: 24 hours.
  Base cost: 3. Double cost for resistance to all nonmagical 
  heat and -10 to magical attempts to light fires. Same cost to 
  maintain.
  Time to cast: 5 minutes.
  Prerequisites: Druidic: PI 2. Wizardly: Extinguish Fire.
  Item: Any flammable gear – cloak, wooden shield, etc. – 
  may be immunized against fire. Protects the item, not its user! 
  $3,000 per pound of weight (minimum 1 lb.).
  Flame Jet
  Regular
  Shoots a jet of fire from one fist; see Jet Spells (p. 12). A hit 
  does 1d burning damage per energy point in the spell. Range 
  in yards equals the number of dice in the attack.
  Duration: 1 second.
  Cost: 1 to 3. Same cost to maintain.
  Prerequisites: Wizardly: Create Fire and Shape Fire.
  Flaming Missiles
  Regular
  Empowers a missile weapon to shoot flaming projectiles. 
  It acquires a shimmering, fiery appearance, and its missiles 
  burst into flame, inflicting an extra 2 points of injury on the 
  target if they penetrate DR; see Follow-Ups (Exploits, p. 56). 
  Projectiles burn to ash on hitting a target or after 10 seconds, 
  whichever comes first.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain. Double cost if the projectiles 
  to be fired are stone or metal.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Flaming Weapon.
  
  	
  th e	s PellBook	
  31
  Flaming Weapon
  Regular
  Causes a melee weapon to burst into flame. Doesn’t harm 
  the user, but the weapon inflicts an extra 2 points of injury 
  on the target if it penetrates DR; see Follow-Ups (Exploits, 
  p. 56). Metal weapons aren’t damaged; wooden ones turn  
  to ash the instant the spell ends. The weapon also gives off 
  light as a torch.
  Duration: 1 minute.
  Cost: 4 to cast. 1 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Clerical: PI 3. Wizardly: Magery 2 and Heat.
  Heat
  Regular
  Raises an object’s temperature by 20°F per minute the 
  spell endures, to a maximum of 2,800°F. Doesn’t necessarily 
  produce fire (although most things burn if heated enough), 
  but is handy for melting things. Most bronze melts at 1,675°F; 
  silver, at 1,764°F; gold, at 1,948°F; copper, at 1,985°F; worked 
  iron or steel, at 2,800°F.
  Heat radiates away normally. Beware of this! You might 
  escape a cell by melting the bars, but the radiated heat would 
  probably broil you.
  These are guidelines for playable effects. Don’t turn the 
  game into a physics exercise!
  This spell works too slowly for combat. Out of combat, 
  someone would notice things heating up and shed hot gear or 
  move away from a hot object before suffering damage. That 
  could be useful . . . A helpless victim might cook to death – yet 
  another way to die if you’re helpless.
  Duration: 1 minute.
  Cost: 1 for an object up to the size of a fist, 2 for an object 
  up to one cubic yard, and 2 per cubic yard for anything larger. 
  Temperature change can be doubled to 40° per minute for 
  double cost, tripled to 60° per minute for triple cost, and so 
  on. Slower heating costs no less. Same cost to maintain.
  Time to cast: 1 minute.
  Prerequisites: Wizardly: Create Fire and Shape Fire.
  Ignite Fire
  Regular
  Produces a single spot of heat. Used to set fire to a readily 
  flammable object. Has no affect on an item that wouldn’t burn 
  in an ordinary fire, and attempts to cast it on living beings 
  simply fail. Once ignited, the fire burns normally.
  Duration: 1 second.
  Cost: Depends on the amount of heat desired:
  1 – As though a match had been held to the subject. Lights 
  a candle, pipe, or tinder in one second.
  2 – As though a torch had been held to the subject. Ignites 
  paper or loose cloth in one second, ordinary clothes being 
  worn in four seconds.
  3 – As though a high-tech blowtorch had been held to the 
  subject. Ignites dry firewood or clothes being worn in one sec-
  ond, leather in two seconds, heavy wood in six seconds.
  4 – As though a high-tech incendiary had been held to 
  the subject. Ignites coal in one second, heavy wood in two 
  seconds.
  Same cost to maintain.
  Prerequisites: Wizardly: Magery 0.
  Resist Cold
  Regular
  Subject (person, creature, or object) and anything carried 
  become immune to the effects of cold (but not falling ice, mag-
  ical ice spears, etc.).
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain. Double cost to resist cold of 
  -40°F or more; triple it to resist the cold of absolute zero.
  Prerequisites: Clerical: PI 2. Druidic: PI 3. Wizardly: Heat.
  Resist Fire
  Regular
  Subject (person, creature, or object) and anything car-
  ried become immune to the effects of heat and fire (but not 
  electricity).
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain. This suffices against monster 
  attacks and combat Fire spells – but double cost to resist mol-
  ten metal, lava, etc., or triple it to resist any and all heat.
  Prerequisites: Clerical: PI 2. Wizardly: Fireproof.
  Seek Fire
  Information
  Reveals the direction and approximate distance of the near-
  est significant fire or intense heat source. Apply Long-Distance 
  Modifiers (p. 14). You may specify that you’re excluding any 
  known fires or heat sources before you start casting, and also 
  that you’re seeking a specific type of fire: wood fire, coal fire, 
  alchemist’s fire, dragon’s breath, etc.
  Duration: Instantaneous.
  Cost: 1. Cannot be maintained.
  Prerequisites: Wizardly: Magery 0.
  Shape Fire
  Area
  Controls the shape of any flame and moves it about. Each 
  shape change requires one second of concentration. Once 
  shaped, the flame keeps that shape without concentration 
  until the spell expires.
  Moving a flame requires constant concentration. The flame 
  travels at Move 5, on your turn. A natural fire cannot move to 
  a place where it can’t burn – but flame made with the Create 
  Fire spell needs no fuel and can move almost anywhere!
  
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  Flame shaped with this spell normally retains its volume. 
  If “spread out” across twice its original area, it does half dam-
  age; across three times its original area, 1/3 damage; and so 
  on. Round down in all cases.
  Duration: 1 minute.
  Base cost: 2. Half that to maintain.
  Prerequisites: Wizardly: Ignite Fire.
  Smoke
  Area
  Creates an area of dense smoke. Even a yard’s thickness 
  blocks vision. Each second, every being within it must shut its 
  eyes or roll vs. HT. Failure means being blinded.
  Anyone in the area who breathes must also roll vs. HT each 
  turn to avoid coughing; see Irritating Conditions (Exploits, 
  pp. 65-66). They can hold their breath (Exploits, p. 21) – but 
  they’ll start to suffocate (Exploits, p. 70) once their breath 
  runs out.
  Blindness and coughing victims suffer until the spell 
  dissipates or they leave the area, and then for one second 
  afterward – or for 1d seconds afterward, on a critically failed 
  HT roll. Once blindness ends, blurry vision gives -3 to combat 
  skills and Vision rolls for another 1d seconds.
  Duration: 5 minutes indoors, far less outdoors (GM’s judg-
  ment, but as little as 10 seconds if there’s wind).
  Base cost: 1. Half that to maintain (round up).
  Prerequisites: Wizardly: Shape Fire and Extinguish Fire.
  Warmth
  Regular
  Subject remains comfortably warm in cold weather: +3 
  to all HT rolls to avoid the ill effects of cold. See Temperature 
  (Exploits, p. 70). Offers no protection against magical  
  cold attacks.
  Also a Protection and Warning spell.
  Duration: 1 hour.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wizardly: Heat.
  food	sPells
  These spells deal with food and drink. None can turn 
  living beings (or the undead!) directly into food, and they 
  certainly can’t be used in combat. For the purposes of Food 
  spells, a “meal” is one pound of fresh food or half a pound of 
  dried rations.
  Cook
  Regular
  Turns raw ingredients into a finished meal. Produces sim-
  ple fare (stews, etc.), which is only as wholesome as the ingre-
  dients. No cooking-fire is necessary; the spell provides the heat.
  Duration: Instantaneous. Food remains prepared until 
  eaten or it spoils.
  Cost: 1 per meal. Cannot be maintained.
  Time to cast: 5 seconds.
  Prerequisites: Wizardly: Test Food and Create Fire.
  Create Food
  Regular
  Produces edible food. Costs less energy when used to con-
  vert existing material into food – and the closer the starting 
  material is to food, the tastier the end result.
  Duration: Instantaneous. Food lasts one day or until eaten, 
  whichever comes first.
  Cost: 2 per meal to change organic material into food; 3 to 
  change inorganic material into food; 4 to conjure food from 
  thin air. Cannot be maintained.
  Time to cast: 30 seconds.
  Prerequisites: Clerical: PI 3. Wizardly: Cook and Seek 
  Food.
  Item: Any vessel can be enchanted to create food from 
  nothing. $8,000 per meal per day (a $24,000 version lets one 
  person avoid the need to forage or carry rations!).
  Decay
  Regular
  Makes food rot away and become worthless. The food can 
  be saved if Counterspell (p. 51) or Purify Food (p. 33) is cast 
  within one minute.
  Duration: 
  Instantaneous. 
  Destroyed 
  food 
  remains 
  destroyed.
  Cost: 1 per meal destroyed. Cannot be maintained.
  Prerequisites: Wizardly: Test Food.
  Essential Food (VH)
  Regular
  Makes ordinary food unbelievably filling and nutritious. 
  You must start with actual food. Each meal transformed 
  counts as three meals, allowing it to last a traveler all day or 
  feed three people.
  Duration: Instantaneous. Transformation lasts one day or 
  until food is eaten, whichever comes first.
  Cost: 6 per meal transformed. Cannot be maintained.
  Time to cast: 30 seconds.
  Prerequisites: Clerical: PI 4. Wizardly: At least six Food 
  spells, including Create Food.
  
  	
  Th e	S pellbook	
  33
  Far-Tasting
  Regular
  Lets the subject taste and smell anything he or she can 
  see (even at a great distance), or through up to two yards 
  of solid objects. The recipient automatically succeeds at all  
  Taste/Smell rolls, though odorless or tasteless substances 
  remain undetected. The subject isn’t affected by noxious 
  stuff (e.g., poison) sensed this way!
  Also a Knowledge spell.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Magery 1 and Seek Food.
  Monk’s Banquet
  Regular
  Lets subject go without food or water for one day with no 
  ill effects.
  Duration: 24 hours.
  Cost: 6. Cannot be maintained.
  Prerequisites: Clerical: PI 4.
  Poison Food
  Regular
  Introduces a physical poison into food. This remains 
  indefinitely, but can be detected by Test Food. Anyone eating 
  the poisoned food must roll vs. HT. Success indicates they 
  merely feel sick: 2 HP of injury. Failure means they suffer 
  painful stomach cramps: 1d+1 HP of injury, plus severe pain 
  until all of these HP are restored; see Irritating Conditions 
  (Exploits, pp. 65-66).
  Duration: Instantaneous. Poison remains indefinitely.
  Cost: 3 per meal. Cannot be maintained.
  Prerequisites: Wizardly: Purify Food.
  Prepare Game
  Regular
  Separates and cleans all parts of a slain creature in such 
  a way as to best prepare them for use, destroying nothing. 
  Despite its name, delvers mostly use this spell to take care of 
  all the tasks under Dead Monster Bits (Exploits, p. 24) in one 
  quick casting.
  Duration: Instantaneous. Separation of various bits is per-
  manent.
  Cost: 2. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Purify Food.
  Purify Food
  Regular
  Removes foreign objects, poisons, and decay from food, 
  rendering it fit to eat. Works only on an edible or formerly edi-
  ble item – and if the whole thing is unwholesome, the magic 
  removes all the unwholesomeness and leaves nothing!
  Duration: Instantaneous. Purifica tion is permanent until 
  the food is fouled again.
  Cost: 1 per pound of food or drink purified. 
  Cannot be maintained.
  Prerequisites: Clerical: PI 2. Druidic: PI 2. Wiz-
  ardly: Decay.
  Seek Food
  Information
  Determines the direction, distance, and gen-
  eral nature of the nearest significant food source. 
  Apply Long-Distance Modifiers (p. 14). The food 
  found will be wholesome but not necessarily appe-
  tizing; e.g., edible insects. You may specify that 
  you’re excluding any known sources of food (such 
  as those delicious insects) before you start casting.
  Seek Food can replace mundane skills for the 
  purpose of Foraging (Exploits, p. 18).
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Druidic: PI 1. Wizardly: Magery 0.
  Test Food
  Information
  Identifies whether a substance is good to eat. Detects poi-
  sons, dangerous decay, or foreign objects, but not magical 
  dangers – and reveals nothing about taste or nutrition.
  Duration: Instantaneous.
  Cost: 1 to test a meal of food, or a bottle, canteen, or wine-
  skin of drink; 3 to check all food and drink in a one-yard 
  radius. Cannot be maintained.
  Prerequisites: Clerical: PI 1. Wizardly: Magery 0.
  Speaking from Experience
  My experience has been that magic-users other than druids are 
  liabilities on the trail. I’ll escort them for a fee, but I have no illu-
  sions about getting assistance from someone who fills his backpack 
  with heavy books and chooses campsites on the basis of portents 
  rather than avoiding exposure. This includes many of my fellow elves, 
  who too often waste their time on the mystical at the expense of the 
  practical. I make an exception for experts in the magic of victuals, 
  though – I can think of few better uses for magic than feeding trek-
  kers. ‘Tis a pity that most spell-slingers are too highfalutin to realize 
  that food has more value than all the world’s indiscriminate fireballs 
  and obscure magic for fighting other magic.
  – Llandor the Gray, Scout
  
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  gate	sPells
  These spells deal with gates – weird portals to other places 
  or planes of existence – and related phenomena such as tele-
  portation, warped space, and uncanny dimensions. This stuff 
  is rare! Consider studying Gate magic only if rumor suggests 
  you’ll need it. As for why you might need it . . .
  A gate is a hole in reality. It might always stand open, or 
  it may be closed except at specific times or in response to 
  a ritual or password. While the portal is open, anyone or 
  anything entering it will be transported without warning 
  or resistance roll. Just poking your head through to take a 
  look means taking a trip, unless the hole’s size prevents this – 
  gates are of finite width, and a two-yard object can’t squeeze 
  through a one-yard opening!
  A gate has no “front” or “back”; moving into it from any 
  direction transports you, though some portals lead to differ-
  ent places depending on how you enter. Lacking Gate magic, 
  there’s no way to guess a gate’s destination(s) without going 
  through. Before you do, realize that many portals are one-way 
  or temporary, and that even permanent, two-way ones can 
  close behind you – a return trip isn’t guaranteed!
  Gates can look like anything – or nothing. Some shimmer 
  or are impossibly black, others are framed like doorways, and 
  far too many are undetectable to ordinary senses. If you sud-
  denly find yourself elsewhere (e.g., a distant corridor, another 
  country, or Hell), you just walked through a gate.
  Even if you’re aware of a gate, there’s little you can do about 
  it. It isn’t physical and can’t be attacked. You can’t cast magic 
  other than Gate spells on it. You can cast spells other than 
  Information spells through it, but at the penalty for casting 
  blind (usually -5), plus another -5 if the portal leads to another 
  dimension. Area spells won’t “spill through.”
  These complexities make Gate spells worthwhile. They 
  can reveal where gates lead, choose between multiple des-
  tinations, open closed gates, help you get home after a one-
  way trip, warn of hidden gates, and facilitate casting spells 
  across gates.
  Blink
  see p. 56
  Blink Other (VH)
  see p. 56
  Control Gate
  Regular; Resisted by the gate
  Lets you open or close a gate, or choose the destination of 
  a gate with more than one. Closing a permanent gate doesn’t 
  destroy it; closing a temporary one does.
  The gate resists this spell with an effective skill level – at 
  least 15, maybe higher. This corresponds to the magical ability 
  used to create it, which might be high indeed if it’s the Will of 
  a god or The Devil! If several Control Gate spells are active at 
  once on the portal, control goes to the spell with the largest 
  margin of victory.
  Once control is relinquished, the gate reverts to its “pro-
  grammed” state.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Magery 3 and Seek Gate.
  Divert Teleport (VH)
  Blocking; Resisted by subject ability
  Cast when someone or something tries to teleport out, this 
  spell blocks the departure. The subject’s teleportation ability 
  resists Divert Teleport. You roll at -1 per yard between you 
  and the subject, as for a Regular spell. Your subject resists 
  using the listed skill level for the travel ability; if that’s unspec-
  ified, assume the higher of IQ or Will, plus Magery or Power 
  Investiture if magic is involved.
  If you win, the subject stays put and cannot try to leave that 
  way again for minutes equal to your margin of victory!
  Also a Movement spell.
  Duration: Instantaneous.
  Cost: 8 to block teleportation across space. Double cost to 
  block time or dimension travel. Be wary if you’re unsure of 
  what you’re blocking – the spell won’t warn you, and you must 
  pay whether you win or lose! Cannot be maintained.
  Prerequisites: Wizardly: Magery 3 and Trace Teleport.
  Phase
  Blocking
  Lets you avoid any one attack (even an area effect!) by phas-
  ing out of this plane of existence for an instant. You become 
  ethereal for just long enough that the attack passes through 
  you. You neither disappear nor lose track of your surround-
  ings – no Body Sense roll is required.
  Duration: Instantaneous.
  Cost: 3. Cannot be maintained.
  Prerequisites: Wizardly: Magery 3 and Ethereal Body.
  Phase Other (VH)
  Blocking
  As Phase, but usable on others.
  Duration: Instantaneous.
  Cost: 3. Cannot be maintained.
  Prerequisites: Wizardly: Phase.
  
  	
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  35
  Sanctuary (VH)
  Special
  Opens a door-sized gate to a pocket dimension. The portal 
  closes immediately after you pass through it, though others 
  may enter first. The space beyond is a dimly lit cube of any size 
  up to your skill level in yards on a side, with blank walls and 
  no visible exits. When you wish to leave, simply concentrate 
  and an exit will appear on one of the walls, leading back to the 
  original point of departure.
  The real world completely loses touch with the occupants 
  of the pocket dimension. Seeker (p. 45) won’t find them, Trace 
  (p. 45) will lose them for the duration (but will pick them up 
  as soon as they step out) and so on. The reverse is also true.
  Long-term visits to the pocket dimension will require cre-
  ation of air, food, and water, disposal of wastes, and (for com-
  fort’s sake) decent lighting. This is complicated by the fact 
  that this dimension has low mana and sanctity, and Nature’s 
  strength is at -5; thus, spellcasting is at -5, and clerical and 
  wizardly Recover Energy don’t work.
  Should the spell expire or you lose consciousness, all the 
  room’s contents reappear at the point of departure. Each 
  occupant takes 1d HP of injury and must make a Body Sense 
  roll or be physically stunned. This also happens to anyone 
  foolish enough not to exit before you do!
  Duration: 1 hour.
  Cost: 5 to cast. 5 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 6.
  Scry Gate
  Regular
  Cast on an open gate, this spell allows images, sounds, and 
  smells to come through from the other side, as if you were 
  peering through an open window. This lets you guess where 
  the portal leads, and eliminates the penalty for casting blind 
  through it. No corresponding “window” opens at the gate’s 
  other end.
  Countermeasures that sense or block Information spells 
  affect this spell exactly as if it were such a spell.
  Duration: 1 minute.
  Cost: 4 to cast. 4 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Seek Gate.
  Seek Gate
  Information
  Reveals the direction and approximate distance of the near-
  est gate. You may specify that you’re excluding any known 
  gates before you start casting.
  Modifiers: Long-Distance Modifiers (p. 14); -2 if the gate is 
  currently closed; -5 if seeking a gate’s arrival point; -10 if seek-
  ing a gate leading to a specific destination.
  Duration: Instantaneous.
  Cost: 3. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Magery 2, Seek Magic, and at least 
  one spell from each of 10 colleges.
  Teleport Shield
  see p. 65
  Trace Teleport
  Information; Resisted by subject ability
  Cast soon after someone or something teleports in or out, 
  this spell gives a vision of the place, time, and/or dimension 
  the subject arrived from or vanished to. If the subject doesn’t 
  want you to know this, the teleportation ability resists this 
  spell; except as noted, the traveler uses the higher of IQ or Will 
  to resist, adding Magery or Power Investiture if the travel is 
  magical. They greater your margin of victory, the more details 
  the GM will share.
  Modifiers: -1 per full minute elapsed between the teleport 
  and the casting. An extra -5 if you didn’t witness the teleport.
  Also a Movement spell.
  Duration: Instantaneous.
  Cost: 3. Cannot be maintained.
  Prerequisites: Wizardly: Magery 2, IQ 13+, and at least one 
  spell from each of 10 colleges.
  healIng	sPells
  These spells treat injury and affliction. Most are the pre-
  serve of clerics. Important exceptions are spells for managing 
  magical energy – especially Recover Energy, which most cast-
  ers consider essential!
  Healing spells are subject to some special rules:
  Critical Condition: Critical failure with a Healing spell 
  always has some bad effect on the patient. The GM may skip 
  the Critical Spell Failure Table (p. 8) and worsen the subject’s 
  condition or inflict further injury. If you have the Esoteric 
  Medicine skill at 15 or higher, though, critical failure counts 
  as normal failure except when casting Minor or Major Healing 
  more than once per day on the same subject.
  One Shot, One Heal: Some Healing spells note “One try” 
  with their cost. If such a spell fails, you can never recast it 
  on that subject to cure the specific condition you were trying 
  to treat; another caster is welcome to try. “One try per day” 
  means you must wait a full 24 hours between castings, suc-
  cessful or not.
  
  36	
  th e	s PellBook
  Physician, Heal Thyself! When casting on yourself to restore 
  HP (implying Great Healing, Healing Slumber, Minor Heal-
  ing, Major Healing, or Stop Bleeding), you have a skill penalty 
  equal to your total injury; e.g., missing 4 HP gives you -4 to 
  heal yourself.
  Awaken
  Area
  Renders the subject(s) awake and alert. Instantly counters 
  stunning. A subject with less than 1/3 of basic FP remaining 
  may ignore the ill effects of fatigue for an hour but loses 1 FP 
  at the end of that time; one with 0 or fewer FP is unaffected. 
  Sleeping or unconscious subjects get a HT roll to awaken; 
  apply a bonus equal to your margin of success, but also -3 if 
  unconscious due to injury or -6 if drugged.
  Duration: Instantaneous.
  Base cost: 1. Cannot be maintained.
  Prerequisites: Clerical: PI 2.
  Cleansing
  Regular
  Cleanses the subject’s flesh of harmful foreign objects – 
  e.g., barbed or burrowing missiles, flesh-eating grubs, or mon-
  ster spines – without the risk of a Surgery roll. You must touch 
  the subject to cast Cleansing.
  Duration: Instantaneous. Foreign objects stay gone.
  Cost: 2 to cleanse an extremity, 4 for the torso or a limb, or 
  6 for the entire body. Cannot be maintained.
  Time to cast: 3 seconds.
  Prerequisites: Clerical: PI 1.
  Cure Disease
  Regular
  Eliminates one disease from the subject’s body per casting. 
  Doesn’t heal fatigue or injury the illness has inflicted – just 
  eliminates the underlying sickness.
  A successful Diagnosis roll (by you or someone else) should 
  precede the casting. If not, the spell is at -5!
  Duration: Instantaneous. The illness is gone, but the sub-
  ject isn’t immune forever.
  Cost: 4. One try. Cannot be maintained.
  Time to cast: 10 minutes.
  Prerequisites: Clerical: PI 3. Druidic: PI 2.
  Detect Poison
  Area; Information
  Reveals the presence of toxins, and gives you +2 on any 
  subsequent Poisons roll to identify them. You may specify 
  that you’re excluding any types of poisons you wish before you 
  start casting.
  Also a Protection and Warning spell.
  Duration: Instantaneous.
  Base cost: 2. Cannot be main-
  tained.
  Time to cast: 2 seconds.
  Prerequisites: Clerical: PI 1. Dru-
  idic: PI 1.
  Final Rest
  Regular
  Cast on a corpse, this prevents 
  reanimation or resurrection of the 
  body (don’t cast it on anyone you 
  hope to restore to life!), and keeps 
  the spirit of the deceased from 
  being summoned or returning as a 
  ghost. No effect on living, undead, 
  or inanimate subjects.
  Modifiers: -1 per month subject 
  has been dead, to a maximum of -10.
  Also a Necromantic spell.
  Duration: Permanent.
  Cost: 20. Cannot be maintained.
  Time to cast: 10 minutes.
  Prerequisites: Clerical: PI 1.
  
  	
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  37
  Great Healing (VH)
  Regular
  Restores all of the subject’s missing HP! Won’t eliminate 
  disease or poison, or repair crippled or missing body parts, 
  but can heal HP lost to any of these things. Will stabilize a 
  mortal wound (Exploits, p. 60), in addition to healing.
  A given subject can benefit from Great Healing once per 
  day, no matter how many casters try.
  Duration: Instantaneous. Restored HP remain until rein-
  jured.
  Cost: 20. One try per day. Cannot be maintained.
  Time to cast: 1 minute.
  Prerequisites: Clerical: PI 3.
  Healing Slumber
  Regular
  Causes a willing subject to fall into a deep, restorative sleep, 
  healing 1 HP per hour and recovering FP at double the normal 
  rate. The subject wakes once fully healed or after eight hours. 
  Any fatigue from missed sleep is also completely recovered 
  after that time.
  The subject can be awakened prematurely only by a word 
  from you, an injury, or countermagic (e.g., Awaken, Counter-
  spell, or Dispel Magic).
  Healing Slumber fails automatically on an unwilling subject.
  Duration: Up to eight hours (maximum recovery of 8 HP).
  Cost: 6. For a cost of 10, recovery speed is doubled but max-
  imum recovery is unchanged. Cannot be maintained.
  Time to cast: 30 seconds.
  Prerequisites: Clerical: PI 2.
  Instant Neutralize Poison (VH)
  Regular
  As Neutralize Poison (below), but faster to cast and not at 
  -5 without a Poisons roll!
  Duration: Instantaneous. The poison is gone for good – this 
  time!
  Cost: 8. One try per day. Cannot be maintained.
  Prerequisites: Clerical: PI 4. Druidic: PI 3.
  Lend Energy
  Regular
  Heals the subject’s missing FP. Cannot increase sub-
  ject’s FP above their normal maximum, or recharge Energy 
  Reserves or power items.
  Also a Meta-Spell.
  Duration: Instantaneous. Restored FP remain until 
  depleted again.
  Cost: Any amount! The energy you spend goes to the sub-
  ject as restored FP (e.g., if you spend 5 energy, the subject 
  regains 5 FP). High skill does not reduce this spell’s cost! Can-
  not be maintained.
  Prerequisites: Clerical: PI 1. Wizardly: Magery 1.
  Lend Vitality
  Regular
  Temporarily heals the subject’s lost HP. Cannot increase 
  subject’s HP above their normal maximum. Restored HP van-
  ish after an hour and the spell cannot be maintained, so Lend 
  Vitality is only a stopgap measure!
  Duration: 1 hour.
  Cost: Any amount! The energy you spend goes to the sub-
  ject as restored HP (e.g., if you spend 5 energy, the subject 
  regains 5 HP). High skill does not reduce this spell’s cost! Can-
  not be maintained.
  Prerequisites: Clerical: PI 1.
  Major Healing (VH)
  Regular
  Restores up to 8 HP to the subject. Won’t eliminate disease 
  or poison, but will cure injury caused by them.
  Risky if used more than once per day (full 24 hours) by the 
  same caster on the same subject. If you try, roll at -3 for the first 
  repetition, -6 for the second, and so on.
  Duration: Instantaneous. Restored HP remain until rein-
  jured.
  Cost: 1 to 4. Each energy point restores 2 HP to the subject. 
  Cannot be maintained.
  Prerequisites: Clerical: PI 2.
  Minor Healing
  Regular
  Restores up to 3 HP to the subject. Otherwise, works exactly 
  like Major Healing (above), including the -3 per casting on 
  the same subject in one day. Penalties for repeated castings 
  accrue separately for Minor and Major Healing, though – you 
  could cast both on the same subject at no penalty.
  Duration: Instantaneous. Restored HP remain until rein-
  jured.
  Cost: 1 to 3. Each energy point restores 1 HP to the subject. 
  Cannot be maintained.
  Prerequisites: Clerical: PI 1.
  Neutralize Poison
  Regular
  Eliminates all traces of one chosen poison from the sub-
  ject’s body. Doesn’t heal any fatigue or injury already suf-
  fered – just removes the remaining poison, avoiding further 
  harm. Of no use against magic potions other than those that 
  do direct damage.
  A successful Poisons roll (by you or someone else) should 
  precede the casting. If not, the spell is at -5!
  Duration: Instantaneous. The poison is gone for good –  
  this time!
  
  38	
  th e	s PellBook
  Cost: 5. One try. Cannot be maintained.
  Time to cast: 30 seconds (beware fast-acting poisons!).
  Prerequisites: Clerical: PI 3. Druidic: PI 2.
  Recover Energy
  Special
  Lets you (and only you!) quickly recover FP. At skill 15 or 
  higher, you regain 1 FP every 5 minutes instead of every 10 
  minutes; at skill 20 or higher, you get 1 FP every 2 minutes. 
  You must rest quietly to benefit. While resting, you can main-
  tain most spells but not those that require concentration.
  If you have an Energy Reserve of the same realm as this 
  spell, it recovers at the same rate. Energy Reserves regenerate 
  even without rest!
  No ritual or dice roll is required for Recover Energy. It does 
  nothing in areas with low or no sanctity (clerical) or mana 
  (wizardly), but is especially effective in high sanctity or mana. 
  See Sanctity (p. 5) and Mana (pp. 7-8).
  Also a Meta-Spell.
  Duration: Works constantly but isn’t considered a spell 
  “on.”
  Cost: None!
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wizardly: Mag-
  ery 1 and Lend Energy.
  Regeneration (VH)
  Regular
  Regrows one lost limb, extremity, or eye.
  Duration: Regeneration starts when the spell is cast and 
  takes one month; this doesn’t count as a spell “on.” The body 
  part won’t work until a month has passed. After that, the 
  replacement part is permanent – unless the subject loses  
  it again!
  Cost: 20. One try. Cannot be maintained.
  Time to cast: 1 minute.
  Prerequisites: Clerical: PI 4.
  Relieve Paralysis
  Regular
  Temporarily restores subject’s use of a paralyzed or crip-
  pled extremity or limb. The body part must not be completely 
  missing (that requires Regeneration).
  Duration: 1 minute.
  Cost: 3 for an extremity or 5 for a limb. Same cost to main-
  tain.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 3.
  Relieve Sickness
  Regular; Resisted by subject spell
  Temporarily relieves subject of any sickness symptoms: 
  fever, dizziness, rash, cough, etc. If these are magical in 
  nature, the spell responsible gets to resist. Cures symptoms, 
  not the underlying curse, disease, or poison.
  Duration: 10 minutes.
  Cost: 2. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 2.
  Resist Disease
  Regular
  Subject is completely immune to disease for the duration. 
  Also a Protection and Warning spell.
  Duration: 1 hour.
  Cost: 4 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 2.
  Resist Poison
  Regular
  Subject becomes immune to all poisons for the duration. 
  If the spell ends before a persistent poison would run its full 
  course, the poison has its remaining duration. For instance, if 
  a poison requires hourly HT rolls for three hours and Resist 
  Poison is maintained for just two hours, the subject will have 
  to make a HT roll after an hour.
  Also a Protection and Warning spell.
  Duration: 1 hour.
  Cost: 4 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 2.
  Restoration (VH)
  Regular
  Restores the use of one crippled limb, extremity, or eye. 
  Can also restore hearing, smell, speech, etc. Won’t replace lost 
  body parts (that requires Regeneration) – but you can recon-
  nect an intact part amputated within the hour by rolling at -5 
  to skill!
  Speaking from Experience
  Professional adventurers debate endlessly which 
  magic matters most: That for winning battles? For seek-
  ing and identifying treasures? Such magic has its place 
  and its merits – even while cloistered, I realized the bat-
  tle against Evil had a price in blood and gold. But my 
  humble suggestion is that healing magic is the one kind 
  heroes truly cannot do without. With it, all other deeds 
  remain possible; without it, Death will surely end even 
  the noblest of quests.
  – Francesco Zombani, Cleric
  
  	
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  Duration: Repairs start when the spell is cast and take one 
  month; this doesn’t count as a spell “on.” The body part or 
  sense won’t work until a month has passed. After that, the cure 
  is permanent – but the subject can always be reinjured.
  Cost: 15. One try. Cannot be maintained.
  Time to cast: 1 minute.
  Prerequisites: Clerical: PI 3.
  Restore Hearing
  Regular; Resisted by subject spell
  Temporarily restores subject’s hearing, regardless of what 
  caused the loss – but if the loss is magical in nature, the spell 
  responsible gets to resist.
  Duration: 1 hour.
  Cost: 5 to cast. 3 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Clerical: PI 2.
  Restore Memory
  Regular; Resisted by subject spell
  Cures the subject of memory loss, regardless of its cause – 
  but if the loss is magical in nature, the spell responsible gets 
  to resist. Restores one forgotten fact or skill per casting, and 
  doesn’t permit the subject to recall something that was never 
  memorized in the first place!
  Duration: Instantaneous. Memory is recovered perma-
  nently.
  Cost: 3. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 2.
  Restore Sight
  Regular; Resisted by subject spell
  Temporarily restores subject’s sight, regardless of what 
  caused the loss – but if the loss is magical in nature, the spell 
  responsible gets to resist. The eyes must not be completely 
  missing (that requires Regeneration).
  Duration: 1 hour.
  Cost: 5 to cast. 3 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Clerical: PI 2.
  Restore Speech
  Regular; Resisted by subject spell
  Temporarily restores subject’s speech, regardless of what 
  caused the loss – but if the loss is magical in nature, the spell 
  responsible gets to resist. The tongue or vocal cords cannot be 
  completely missing (that requires Regeneration).
  Duration: 1 hour.
  Cost: 5 to cast. 3 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Clerical: PI 2.
  Share Energy
  Regular
  Makes your FP available for others’ spells (not to restore 
  their FP – use Lend Energy for that). You may cast this only on 
  yourself. You must specify one or more people who can draw 
  FP for castings started in the next second (nobody else may do 
  so), and set a limit on how many FP they can draw in total, to 
  a maximum of 5 FP. A spellcaster who has access to several 
  Share Energy spells must choose just one to draw on.
  Also a Meta-Spell.
  Duration: 1 second.
  Cost: If a spellcaster draws FP (up to 5 FP), cost is twice the 
  amount drawn (up to 10 FP). Otherwise, cost is 1. High skill 
  does not reduce this spell’s cost, and only personal FP may be 
  used to cast it! Cannot be maintained.
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wizardly: Lend 
  Energy.
  Share Vitality
  Regular
  Heals another’s injuries by transferring them to you, cost-
  ing you as many HP as the subject heals. You do not suffer a 
  skill penalty for spending HP to cast this spell. Your HP loss is 
  normal injury; you can heal it in all the usual ways.
  If the subject has a crippled body part, it will remain so. 
  This spell heals only the HP loss. The injury you receive won’t 
  cripple you, either – but unconsciousness or death is possible 
  if you’re too generous!
  Duration: Instantaneous. Your wounds and the subject’s 
  healing are as “permanent” as any other injury or healing.
  Cost: 1 per HP healed. Only personal HP may be used to 
  pay this cost, and high skill does not reduce it! Cannot be 
  maintained.
  Time to cast: 1 second per HP transferred. High skill affects 
  this as usual.
  Prerequisites: Clerical: PI 1.
  Stop Bleeding
  Regular
  Acts as bandaging, restoring 1d-3 HP (minimum 1 HP) 
  and halting ongoing HP losses described as “bleeding”; see 
  Patching Up (Exploits, p. 63). Can be cast only once per newly 
  wounded subject, and isn’t cumulative with mundane bandag-
  ing – counts as the one bandaging attempt allowed. Is cumu-
  lative with other Healing spells!
  At 10 times normal cost, Stop Bleeding can also stabilize a 
  mortal wound (Exploits, p. 60).
  Duration: Instantaneous. Restored HP remain until rein-
  jured.
  Cost: 1 for bandaging or 10 to stabilize a mortal wound. 
  One try. Cannot be maintained.
  Prerequisites: Clerical: PI 1.
  
  40	
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  Stop Paralysis
  Regular; Resisted by subject spell
  Counters temporary paralysis, regardless of its cause – but 
  if the paralysis is magical in nature, the spell responsible gets 
  to resist.
  Also a Body Control spell.
  Duration: Instantaneous. Cure is permanent but doesn’t 
  prevent future paralysis.
  Cost: 1 for a single limb or 2 for the whole body. Cannot be 
  maintained.
  Prerequisites: Clerical: PI 3.
  Stop Spasm
  Regular; Resisted by subject spell
  Stops any seizure, regardless of its cause – but if the seizure 
  is magical in nature, the spell responsible gets to resist. Works 
  against epilepsy, vomiting fits, etc.
  Also a Body Control spell.
  Duration: Instantaneous. Cure is permanent until a new 
  seizure occurs.
  Cost: 1. Cannot be maintained.
  Prerequisites: Clerical: PI 2.
  Suspended Animation
  Regular; Resisted by HT
  Holds the subject in apparent sleep indefinitely. This pauses 
  all progressive physical conditions, including disease, poison, 
  the periodic HT rolls to avoid death under Mortal Wounds 
  (Exploits, p. 60) and Recovering from Unconsciousness 
  (Exploits, p. 62), and the countdown to death after a heart 
  attack (Exploits, p. 66) or Suffocation (Exploits, p. 70). 
  Subject requires no food, water, or air, but can still be dam-
  aged by attacks, spells, etc.
  Duration: Permanent until broken by Awaken or Remove 
  Curse; Dispel Magic won’t work.
  Cost: 6. Cannot be maintained.
  Time to cast: 30 seconds.
  Prerequisites: Clerical: PI 3.
  IllusIon	sPells
  These spells involve magical energy constructs, not men-
  tal hallucinations; anybody with the right senses can per-
  ceive them. Each illusion you have active counts as a spell 
  “on,” but spells that modify illusions don’t count separately – 
  read the description!
  Complex Illusion
  Area
  As Simple Illusion (p. 42), but affects hearing as well as 
  sight. Such an illusion isn’t automatically dispelled by a spell 
  or touch, but any amount of actual damage will dispel it.
  Duration: 1 minute.
  Base cost: 2. Half that to maintain.
  Prerequisites: Wizardly: Simple Illusion and Sound.
  Control Illusion
  Regular; Resisted by subject spell
  Takes control of an illusion someone else has cast. That 
  spell resists this one. If you win, the illusion is yours (and 
  counts as a spell “on”). To maintain it, you must pay any fur-
  ther energy costs.
  If the subject spell resists, the illusion still belongs to its 
  original caster. Control Illusion has no effect if cast over 
  something that isn’t an illusion. It also cannot steal an Illusion 
  Disguise, failing if you try. In all of these cases, you still pay 
  this spell’s energy cost!
  Duration: Instantaneous. Control is permanent until the 
  illusion ends or someone else takes control.
  Cost: 1. Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Perfect Illusion.
  Dispel Illusion
  Regular; Resisted by subject spell
  Dispels any Simple, Complex, or Perfect Illusion, Illusion 
  Disguise, Illusion Shell, or Phantom.
  Duration: Instantaneous. Dispelled illusions are gone per-
  manently.
  Cost: 1. Cannot be maintained.
  Prerequisites: Wizardly: Control Illusion.
  Illusion Disguise
  Regular
  Disguises a living being. You must first create an illusion 
  using Simple, Complex, or Perfect Illusion. Then cast Illusion 
  Disguise to superimpose this in such a way that it covers and 
  moves with the subject. The better the underlying illusion, the 
  better and more permanent the disguise; a Perfect Illusion 
  Disguise fools even the sense of touch.
  This counts as only a single spell “on.” Concentration is not 
  required.
  Duration: Until the illusion ends.
  Cost: 3. Cannot be maintained.
  Prerequisites: Wizardly: Simple Illusion.
  
  	
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  Illusion Shell
  Regular
  Creates an illusion that disguises an inanimate object as 
  something else of roughly the same size and shape. The illu-
  sion won’t move about unless the underlying object moves. 
  Damage done by the object is unaffected.
  The senses affected depend on what other Illusion spells 
  you know. You must know Simple Illusion (p. 42) to fool 
  vision, Complex Illusion (p. 40) to add hearing, or Perfect 
  Illusion (below) to deceive all senses. Roll against the lower 
  of Illusion Shell and the best Illusion spell capable of the 
  desired effects.
  Example: You could cast an illusion of a horse over a 
  wooden horse but not a wooden elephant. To make it stamp, 
  nicker, smell, and feel like a horse, you would roll against 
  the lower of Perfect Illusion and Illusion Shell. The resulting 
  “horse” wouldn’t walk around, and couldn’t be ridden!
  Illusion Shell may be disbelieved as described for Simple 
  Illusion. It cannot otherwise be dispelled except by Dispel 
  Magic or Dispel Illusion. Concentration is not required.
  Duration: 1 minute.
  Cost: 1 for an object small enough to be handheld, or 2 for 
  larger objects (affected by SM as usual). Half cost to maintain.
  Prerequisites: Wizardly: Simple Illusion.
  Independence
  Area
  Adding this spell to any illusion you control lets you “pro-
  gram” the illusion to move about, speak (if it can make sounds), 
  and even react in predetermined ways. All this happens with 
  no further concentration on your part, and Independence does 
  not count as a separate spell “on.” Faced with something for 
  which it isn’t programmed, the illusion may do nothing or 
  simply vanish, at the GM’s whim.
  Duration: Until the illusion ends.
  Base cost: 2. Cannot be maintained.
  Time to cast: As long as it takes you, the player, to describe 
  the “programming” to the GM, or to read the instructions 
  aloud if they’re in writing (writing them down will avoid argu-
  ments!). Minimum 5 seconds.
  Prerequisites: Wizardly: Simple Illusion.
  Initiative
  Area
  Casting this spell on any illusion you control gives it a sem-
  blance of intelligence, allowing it to act on its own initiative. 
  The subject is totally loyal to you, and obeys you (or anyone 
  you order it to heed) to the best of its ability.
  The base cost of Initiative depends on the capabilities you 
  grant the subject. Illusions and Phantoms start with IQ 0 and 
  DX 8. You may raise DX and IQ as high as your own. The 
  subject can use these attributes to figure default skills, but you 
  may also give the subject your nonmagical skills; every skill 
  granted is known at the same relative level as you (e.g., a skill 
  you have at your DX+3 functions at its DX+3).
  Once Initiative is cast, the subject acts on its own until the 
  underlying illusion expires. If it encounters a situation that 
  confuses it, it will attempt to return to you for clarification. 
  Like Independence (above), Initiative doesn’t count as a spell 
  “on,” and doesn’t require separate maintenance.
  Duration: Until the illusion ends.
  Base cost: 1/3 per level of DX or IQ increase (round up), 
  plus 1 per skill; minimum base cost of 3. Cannot be main-
  tained.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Independence and Wisdom.
  Know Illusion
  Information
  Tells whether the subject is an illusion, and if so, what kind 
  it is. You must be able to see the subject.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Wizardly: Simple Illusion.
  Perfect Illusion
  Area
  As Complex Illusion (p. 40), but affects all the senses except 
  touch – your hand will go through it. Cannot be dispelled 
  except by Dispel Magic or Dispel Illusion. However, any dam-
  age temporarily disturbs the illusion, revealing it for what it is 
  without dispelling it.
  Duration: 1 minute.
  Base cost: 3. Half that to maintain (round up). For double 
  cost, it will even fool the sense of touch, though you cannot 
  “really” warm yourself from an illusionary fire.
  Prerequisites: Wizardly: Magery 1 and Complex Illusion.
  Phantom (VH)
  Area
  Like Perfect Illusion (above), but capable of impeding 
  movement and inflicting real damage. The first time any living 
  creature physically contacts a Phantom, roll a Quick Contest 
  between your effective skill with this spell and the being’s IQ; 
  The Rule of 16 (Exploits, p. 8) applies. If you lose or tie, treat 
  the Phantom as a Perfect Illusion for all purposes with respect 
  to that character.
  If you win, the Phantom has substance and may proceed to 
  strike, grapple, shove, and so on as if it were real. It may have 
  any ST and DX up to your skill with this spell for the purposes 
  of Contests, damage inflicted, and so on.
  When the spell is first cast, note its margin of success. A 
  single attack on the Phantom that inflicts at least this much 
  basic damage dispels it instantly. Spells that work on illusions 
  (Control Illusion, Dispel Illusion, Independence, etc.) also 
  affect Phantoms.
  
  42	
  th e	s PellBook
  Duration: 1 minute.
  Base cost: 5. For a base cost of 9, the phantom can have 
  twice the normal ST (DX is unchanged). Half that to maintain 
  (round up).
  Prerequisites: Wizardly: Magery 2, Apportation, Hinder, 
  and Perfect Illusion.
  Simple Illusion
  Area
  Creates a purely visual image, visible to anyone who can 
  see the area it occupies. It may portray a single object or an 
  entire scene. By concentrating, you can move it to a differ-
  ent area (Move 5), or change its size or shape up to its maxi-
  mum area.
  Any IQ 6+ being can dispel a Simple Illusion by “disbe-
  lieving”: taking a Concentrate maneuver and making a suc-
  cessful Will roll. An attack, a hostile spell other than Control 
  Illusion, or the touch of any IQ 6+ creature dispels the illu-
  sion automatically.
  Duration: 1 minute.
  Base cost: 1. Half that to maintain (round up).
  Prerequisites: Wizardly: Magery 0, IQ 11+, and no Blind-
  ness.
  knoWledge	sPells
  These spells provide information. A Knowledge spell with a 
  duration of “instantaneous” delivers a flash of knowledge, not 
  a continuing picture – it cannot be maintained, and never lists 
  a cost to do so.
  Meteoric iron blocks Knowledge spells. Far-Feeling, Far-
  Hearing, Far-Tasting, Glass Wall, Mage Sight, etc., can’t 
  penetrate it. Seeker and similar spells can’t locate anything 
  encased in or made of it. Casters fully enclosed by it cannot 
  look beyond the walls.
  Analyze Magic
  Information
  Cast on a permanent magic item, identifies one magical 
  property per casting. The first casting reveals the enchantment 
  with the lowest cost (in $), the second casting identifies the 
  next-cheapest capability, and so forth. Each casting also tells 
  you whether any unidentified properties remain.
  Analyze Magic provides complete details for standard 
  enchantments – those found in Magic Items (Adventurers, 
  pp. 116-118) or Enchanted Items (Exploits, pp. 77-79), or 
  derived from spells in this book. For other properties, it’s 
  more vague; e.g., “Something related to dragon-slaying.” One-
  of-a-kind artifacts often have this wrinkle!
  Duration: Instantaneous. 
  Cost: 8 (for any size subject).
  Time to cast: 1 hour.
  Prerequisites: Wizardly: Identify Spell.
  Astral Vision (VH)
  Regular
  Lets subject see insubstantial 
  entities – notably spirits, but also 
  anyone using Ethereal Body, Projec-
  tion, or similar magic. Also a Necro-
  mantic spell.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Clerical: PI 3. Wiz-
  ardly: Sense Spirit and See Invisible.
  Aura
  Information
  Lets you see a glowing halo that 
  reveals whether the subject has 
  Magic Resistance or a spellcasting 
  talent, and at what level; is super-
  naturally possessed or controlled; 
  or is in the grip of violent emotions. 
  Critical success detects “secret” traits 
  like lycanthropy and vampirism.
  
  	
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  All living beings have auras. Most undead have obviously 
  death-haunted ones – but vampires keep the auras they had 
  in life. Inanimate objects, and constructs like golems, have 
  no aura. Neither do illusions, which makes Aura useful for 
  spotting them.
  Duration: Instantaneous. 
  Cost: 3 (for any size subject).
  Prerequisites: Clerical: PI 1. Wizardly: Detect Magic.
  Detect Magic
  Regular
  Determines whether any one object is magical. If the spell 
  succeeds, a second casting will tell whether the magic is tem-
  porary or permanent. Critical success on either roll provides 
  full identification equivalent to Analyze Magic or Identify 
  Spell, as applicable.
  This isn’t the same as the ability to detect permanent magic 
  items that comes with spellcasting talents. Detect Magic senses 
  items, spells, magical creatures, and ongoing magical effects.
  Duration: Instantaneous. 
  Cost: 2 (for any size subject).
  Time to cast: 5 seconds.
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wizardly: Mag-
  ery 1 or Bardic Talent 1.
  Earth Vision
  see p. 27
  Far-Feeling
  Regular
  Lets the subject feel by touch anything he or she can see 
  (even at a great distance), or through up to two yards of solid 
  objects. No actual contact occurs – you cannot use Far-Feeling 
  to deliver spells or abilities that require a touch, nor will dan-
  gers that work by touch affect you!
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Magery 1 or Bardic Talent 1.
  Far-Hearing
  see p. 66
  Far-Tasting
  see p. 33
  Find Direction
  Information
  Tells you which direction is north.
  Duration: Instantaneous. 
  Cost: 2.
  Prerequisites: Druidic: PI 1. Wizardly: Magery 1 or Bardic 
  Talent 1.
  Glass Wall
  Regular
  Lets subject see through a single wall, floor, ceiling, or 
  other barrier up to four feet thick (material doesn’t matter).
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Wizardly: Either five other Knowledge spells 
  or Earth Vision.
  History
  Information
  Cast on any inanimate object, this reveals its recent past, 
  user’s personality, and so on – but no names! Useful for get-
  ting a sense of the general kind and number of monsters 
  who’ve passed through a door, for instance.
  Duration: Instantaneous. 
  Cost: 3 for one day’s history, 5 for a week, 8 for a month, or 
  10 for a year (for any size subject).
  Time to cast: 1 second per energy point spent.
  Prerequisites: Wizardly: Trace.
  Identify Spell
  Information
  Identifies what spells have been cast within the last five 
  seconds, or are being cast at the moment, on or by the sub-
  ject. One casting identifies all such spells and their realms.  
  Cannot analyze permanent magic items – that requires 
  Analyze Magic (p. 42).
  Identify Spell provides names for all identified spells found 
  in this book, allowing you – the player – to look up details. If 
  the GM invents a new spell, though, you’ll get only a vague 
  description; e.g., “Some kind of physical protection.”
  Duration: Instantaneous. 
  Cost: 2 (for any size subject).
  Prerequisites: Wizardly: Detect Magic.
  Know Location
  Information
  Reveals your geographical location to within a couple of 
  miles, expressed in terms of the nearest places and landmarks 
  you know about; e.g., “You’re in the Sinking Swamp, roughly 
  30 miles north of Hangman’s Tree.” Recasting this spell gives 
  the same answer (right or wrong) as last time until you move 
  at least one mile.
  Duration: Instantaneous. 
  Cost: 2.
  Time to cast: 10 seconds.
  Prerequisites: Druidic: PI 2. Wizardly: Magery 1 or Bardic 
  Talent 1, and Tell Position.
  
  44	
  th e	s PellBook
  Mage Sight
  Regular
  Reveals which items and beings in your field of vision are 
  magical. Each has a “glow” similar to a living being’s aura. 
  Permanent magic items and innately magical beings glow 
  more brightly than objects and people with temporary spells 
  on them. Spellcasters aren’t “innately magical,” and stand out 
  only if they have spells cast on them. Critical success also lets 
  you fully identify every magic item you see!
  This glow is visible through clothing, armor, or up to 1/2” 
  of solid material. Thus, Mage Sight is valuable for spotting 
  hidden magical traps and treasures.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Wizardly: Detect Magic.
  Measurement
  Area; Information
  Provides any one of the following details about the subject: 
  (a) its weight; (b) its measurements in all dimensions; (c) its 
  area; (d) its volume. Precision equals that of the best measuring 
  tools. Excellent for quick weight-based treasure assessment!
  Duration: Instantaneous. 
  Base cost: 1.
  Prerequisites: Wizardly: Magery 0 or Bardic Talent.
  Pathfinder
  Information
  Reveals the direction to a certain place or the proper 
  way to go to get there – your choice. Apply Long-Distance 
  Modifiers (p. 14). The GM will add further penalties if you’ve 
  never visited the place (severe ones if you aren’t even sure the 
  place exists!).
  A town, mountain pass, or public building counts as a 
  “place” for this spell. A certain person’s home or workplace 
  doesn’t, unless you’ve been there. Pathfinder cannot find peo-
  ple or things at all.
  Duration: Instantaneous. 
  Cost: 4. One try per day.
  Time to cast: 10 seconds.
  Prerequisites: Druidic: PI 2. Wizardly: Magery 1 or Bardic 
  Talent 1, plus IQ 12+ and at least two “Seek” spells.
  Plant Vision
  see p. 62
  Projection
  Regular
  Projects your awareness away from your body to peruse 
  your surroundings from a different viewpoint. This may be 
  any spot within line of sight; Long-Distance Modifiers (p. 14) 
  apply. Your body is catatonic and unable to act for the dura-
  tion; any attack on it breaks the spell.
  Your projected self cannot move – it can only turn to 
  look in different directions. It’s insubstantial and can only 
  see, hear, feel, smell, and taste. Its presence is imperceptible 
  except to Astral Vision, Sense Spirit, or similar magic. It can-
  not cross an Astral Block or Pentagram, and Repel Spirits 
  resists its intrusion.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Sense Spirit and at least four 
  Knowledge spells.
  Remember Path
  Regular
  While this spell is active, the subject will perfectly remem-
  ber any path walked. This memory allows the subject to draw 
  an accurate map of those travels or to retrace those steps with-
  out error – even in pitch darkness or through distractions such 
  as combat. Of course, later alterations of previously traveled 
  terrain (e.g., a cave-in after the subject leaves a dungeon) will 
  be unknown!
  Once the spell ends, the memory begins to fade. The sub-
  ject must make hourly IQ rolls, at a cumulative -1 per hour. 
  Success means the memory remains; critical success, that it’s 
  permanent. Failure indicates the memory fades to the level the 
  subject would have without magical aid – but critical failure 
  leaves a false memory!
  Duration: 1 hour.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Druidic: PI 3.
  See Secrets
  Regular
  Inanimate objects purposely concealed via mundane 
  means – hidden items, doors, traps, etc. – stand out clearly 
  in the subject’s vision. Vision rolls are still needed where 
  the GM would normally require them, modified as usual for 
  distance, darkness, and size. However, the spell eliminates 
  all penalties for deliberate obscuration, and turns Quick 
  Contests against concealment skills (e.g., Camouflage) into 
  uncontested Vision rolls.
  This spell finds things, not people – and only if they’re 
  hidden, not lost. It has no special ability to penetrate magi-
  cal concealment.
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Clerical: PI 3. Wizardly: Seeker and Aura.
  
  	
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  45
  Seek Magic
  Information
  Determines the direction and approximate distance of the 
  nearest significant magic item, active spell, or magical being 
  (construct, demon, divine servitor, elemental, faerie, spirit, 
  or undead – not a mundane spellcaster). Apply Long-Distance 
  Modifiers (p. 14). You may specify that you’re excluding any 
  known magic before you start casting.
  Also a Meta-Spell.
  Duration: Instantaneous. 
  Cost: 6.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Detect Magic.
  Seeker
  Information
  Attunes you to one person or manmade object you’re looking 
  for. Success provides a vision of the subject’s whereabouts – or 
  leads you to it, if it’s within a mile.
  To seek a person, you must either know the subject’s real 
  name or have met that individual. For instance, you cannot 
  use this spell to solve a murder by seeking “the murderer” 
  if you don’t know who that is – but if you do, Seeker will  
  find him.
  Modifiers: Long-Distance Modifiers (p. 14); -5 if nothing 
  closely associated with the subject (e.g., an article of a lost per-
  son’s clothing) is available at the time of casting; +1 if you’ve 
  held or are otherwise familiar with the subject.
  Duration: Instantaneous. 
  Cost: 3. One try per week.
  Prerequisites: Clerical: PI 2. Wizardly: Magery 1 or Bardic 
  Talent 1, plus IQ 12+ and at least two “Seek” spells.
  Tell Position
  Information
  Tells you the subject’s exact distance, azimuth, and altitude 
  relative you. You must be able to see the subject.
  Duration: Instantaneous. 
  Cost: 1.
  Prerequisites: Druidic: PI 1. Wizardly: Measurement.
  Test Load
  Area; Information
  Reveals how much weight the subject can support before 
  breaking. Delvers use this to detect dangerous bridges, climb-
  ing ropes, etc. – especially those rigged as traps.
  Duration: Instantaneous. 
  Base cost: 1 (minimum 2).
  Prerequisites: Wizardly: Measurement.
  Trace
  Regular
  May be cast on any object or living being that’s in your 
  presence or the subject of a successful Seeker spell. In the lat-
  ter case, apply Long-Distance Modifiers (p. 14). For as long as 
  you maintain Trace, you’ll know where the subject is if you 
  concentrate for a second.
  Duration: 1 hour.
  Cost: 3 to cast. 1 to maintain. One try per day.
  Time to cast: 1 minute.
  Prerequisites: Wizardly: Seeker.
  Water Vision
  see p. 71
  Wizard Eye
  Regular
  Creates a physical eye – a 2” ball – through which you 
  can see. This can fly with Air Move 10, moving on your turn 
  in combat. You must concentrate to move it but not to see 
  through it. Any vision-enhancing spells affecting you also 
  work through the Wizard Eye.
  The Wizard Eye is hard to hit (SM -7), but if struck by any 
  physical attack – or a spell that would reasonably incapacitate 
  it – it’s destroyed.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Apportation and Keen Vision.
  lIght	and	darkness	sPells
  These spells affect visible light and the infrared light 
  many monsters see by. Those that provide illumination for 
  or block ordinary vision do the same for creatures that see 
  in the infrared.
  Several Light and Darkness spells can produce varying 
  light levels. When such magic is the sole source of illumina-
  tion, these levels give the following Vision modifiers.
   Level 
  Vision Modifier
   Starlight 
  -7
   Candlelight or moonlight 
  -5
   Torchlight 
  -3
   Daylight 
  0
  
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  Finally, the Bright Vision, Dark Vision, Hawk Vision, 
  Infravision, Night Vision, and See Invisible spells enhance 
  vision. Such magic is of value only to subjects who can see! 
  Those with Blindness gain no benefit.
  Blackout
  Area
  Shrouds the affected area in impenetrable blackness. No 
  one can see into the area of effect, and no one within that area 
  can see anything. See Visibility (Exploits, p. 36) and Visibility 
  and Defense (Exploits, p. 47) for combat rules.
  Dark Vision lets you see through a Blackout spell. Night 
  Vision and Infravision do not.
  Duration: 1 minute.
  Base cost: 2. 1 to maintain.
  Prerequisites: Wizardly: Darkness.
  Blur
  Regular
  Makes the subject harder to see and thus hit with attacks. 
  Each energy point gives -1 to the effective skill of any attack on 
  the subject, to a maximum of -5.
  Duration: 1 minute.
  Cost: 1 to 5 to cast. Same cost to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Darkness.
  Bright Vision
  Regular
  Grants the subject immunity to blindness, DX penalties, 
  stunning, etc. caused by bright light.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Wizardly: Keen Vision or at least five Light 
  and Darkness spells.
  Colors
  Regular
  Changes the color of any light. Must be cast on the source. 
  Multiple color-changes are possible with the same spell; each 
  requires a Concentrate maneuver.
  Can permanently change the color of Continual Light. This 
  doesn’t count as a separate spell “on” or require maintenance.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Wizardly: Light.
  Continual Light
  Regular
  Cast on a small object (up to fist-sized or 1 lb.) or a small 
  part of a larger one, makes that object glow with white light.
  Duration: Variable. Roll 2d for number of days. Does not 
  count as a spell “on.”
  Cost: 2 if the glow is equivalent to moonlight, 4 if torch-
  light, or 6 if daylight. Cannot be maintained.
  Prerequisites: Clerical: PI 2. Wizardly: Light.
  Item: Any piece of gear might glow permanently. $4,000 
  (moonlight), $8,000 (torchlight – favored by dungeon explor-
  ers!), or $12,000 (daylight).
  Dark Vision
  Regular
  Bestows the ability to see in any level of darkness, even 
  total darkness, and ignore the effects of Blackout and Dark-
  ness. The only limitation is that the subject can’t see colors 
  in the dark.
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Prerequisites: Wizardly: Infravision or Night Vision.
  Darkness
  Area
  Cloaks the affected area in pitch darkness. Those inside 
  the area can see out normally but can see nothing else within 
  the area. Those outside can see only darkness within. Thus, 
  attacks out of darkness suffer no penalty, but attacks into 
  darkness are at a penalty; for complete rules, see Visibility 
  (Exploits, p. 36) and Visibility and Defense (Exploits, p. 47).
  Dark Vision lets you see through a Darkness spell. Night 
  Vision and Infravision do not.
  Duration: 1 minute.
  Base cost: 2. 1 to maintain.
  Prerequisites: Wizardly: Continual Light.
  Glow
  Area
  Suffuses an area with a uniform glow. Extremely useful for 
  lighting up a battlefield!
  Duration: Variable. Roll 2d for number of days. Does not 
  count as a spell “on.”
  Base cost: 1/2 for starlight, 1 for moonlight, 3/2 for torch-
  light, or 2 for daylight. Minimum radius 2 yards. Cannot be 
  maintained.
  Time to cast: 1 second per half-point of base cost
  Prerequisites: Clerical: PI 2. Wizardly: Continual Light.
  Lighting the darkness is a simple, 
  effective way for any magic-worker 
  to aid in the battle against Evil.
  – Samar Alqatil, Holy Warrior
  
  	
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  Hawk Vision
  Regular
  Grants the subject the ability to “zoom in” on distant 
  objects, providing the equivalent of one or more levels of the 
  Telescopic Vision advantage (Adventurers, p. 35).
  Duration: 1 minute.
  Cost: 2 per level of Telescopic Vision. Half that to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Druidic: PI 1. Wizardly: Keen Vision or at 
  least five Light and Darkness spells.
  Hide
  Regular
  Makes the subject harder to find. A Vision roll is necessary 
  to see a subject in plain sight; Sense rolls to detect a subject 
  already hidden are at -1 per energy point, to a maximum of -5. 
  When backstabbing (Exploits, pp. 57-58), this removes -1 to -5 
  in Stealth penalties. These effects apply only while the subject 
  remains still, but resume when the subject stops moving.
  Duration: 1 hour.
  Cost: 1 to 5 to cast. Same cost to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Wizardly: Blur or Forgetfulness.
  Infravision
  Regular
  Lets the subject see in the infrared, ignoring darkness 
  penalties – even in total darkness! Anything that’s a differ-
  ent temperature from the surroundings (living beings, crea-
  tures of heat or cold, warm or cool objects, etc.) is visible. 
  Things that are the same temperature are visible only if “lit” 
  by being within two yards of something warm (including the 
  subject’s body).
  Infravision doesn’t let the viewer see colors or distinguish 
  fine details (such as faces, or text in order to read). It also 
  doesn’t reveal the invisible.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Prerequisites: Wizardly: Keen Vision or at least five Light 
  and Darkness spells.
  Invisibility
  Regular
  Subject cannot be seen (but still makes sounds, and can 
  be tracked by scent or footprints). Extends to carried gear 
  and anything picked up, unless subject wills it to stay visi-
  ble. Infravision cannot detect an invisible person, but See 
  Invisible can.
  In combat, Invisibility is a great way to avoid being hit 
  (Visibility, Exploits, p. 36) – but the spell ends instantly if 
  the subject attacks, casts a combat spell, or does anything 
  else more violent than moving, spying, or stealing. Thus, it 
  can grant a single surprise attack but not an ongoing offen-
  sive edge.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: At least six Light and Darkness 
  spells, including Blur.
  Item: Any item may be permanently invisible. An invisible 
  full-face helmet won’t block the wearer’s view of side hexes 
  and needn’t have eye-slits (same cost), preventing attacks 
  on the eyes through chinks in armor. $10,000 per 50 lbs. of 
  weight or fraction thereof.
  Light
  Regular
  Produces a small light like a candle-flame. Stays still unless 
  you concentrate, which lets you move it at Move 5.
  Duration: 1 minute.
  Cost: 1 to cast. 1 to maintain.
  Prerequisites: Clerical: PI 1. Wizardly: Magery 0.
  Light Jet
  Regular
  Emits a beam of bright light from one finger. This elimi-
  nates darkness penalties out to 10 yards, in a path one yard 
  wide. Pointing it is a free action on your turn.
  Can be used to blind an enemy within 10 yards, but only 
  in relative darkness (darkness penalty of -5 or worse) and 
  only if you attack the face (-5 to hit). Jet Spells (p. 12) applies. 
  Those hit suffer -4 to combat skills on their next turn and 
  fight at -1 for the remainder of the battle; foes with Night 
  Vision double these penalties. Repeated hits don’t produce 
  cumulative effects.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Clerical: PI 2. Wizardly: Continual Light.
  Mirror
  Regular
  Creates a reflective surface. Can be cast on an object (like a 
  shield) or be freestanding (in which case it’s two-sided). Handy 
  when fighting monsters with gaze attacks you can reflect, or 
  that you need a mirror to view safely!
  Duration: 1 minute.
  Cost: 2, multiplied by (1 + SM) for objects or freestanding 
  mirrors larger than SM 0. Same cost to maintain.
  Prerequisites: Wizardly: Colors.
  Night Vision
  Regular
  Temporarily grants the subject Night Vision 9 (Adventurers, 
  p. 51). In total darkness, the subject is still blind.
  
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  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Prerequisites: Wizardly: Keen Vision or at least five Light 
  and Darkness spells.
  See Invisible
  Regular
  Subject can see anything concealed by any kind of invisi-
  bility. These things will be slightly translucent, making it pos-
  sible to see through them and tell they’re invisible to others.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Wizardly: Either Dark Vision and Infravi-
  sion, or Invisibility.
  Sunbolt
  Missile
  Shoots a bolt of concentrated sunlight from one finger-
  tip. This missile has Acc 2, 1/2D 75, Max 150. Roll against 
  Innate Attack (Projectile) to hit. The Sunbolt spell must win 
  a Quick Contest against Darkness or Blackout to cross such 
  a spell’s area.
  Increase a mirrored shield’s DB against Sunbolt by 50% 
  (round down). A successful block with such a shield – or with 
  a mirror – allows an immediate Shield roll to redirect the bolt 
  at anyone within its remaining range. Standard ranged com-
  bat penalties apply.
  Sunbolt does burning damage, may ignite flammable tar-
  gets, and counts as sunlight against creatures susceptible to 
  such. Anyone struck in the face must roll vs. HT, even if no 
  damage penetrates armor; those hit in the eyes must roll at 
  a penalty equal to any injury caused. Failure means being 
  blinded, which counts as a crippling injury; see Duration of 
  Crippling (Exploits, p. 61).
  Cost: Any amount up to your level of spellcasting talent per 
  second, for three seconds. The bolt does 1d burning damage 
  per energy point.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Clerical: PI 3. Wizardly: At least six other 
  Light and Darkness spells, including Sunlight.
  Sunlight
  Area
  Illuminates the area in full daylight. The area extends sky-
  ward, stopping only when it hits some sort of ceiling. Under-
  ground, the area is a huge shaft of light extending upward to 
  the rock. On an overcast day outdoors, sunlight appears to 
  break through the clouds above. At night, the light seems to 
  come from an overhead star which brightens to sun level for 
  those inside the area.
  This counts as natural sunlight for all purposes. Most 
  important to delvers, monsters that suffer ill effects from sun-
  light experience those while in the area!
  Duration: 1 minute.
  Base cost: 2. 1 to maintain.
  Prerequisites: Clerical: PI 3. Druidic: PI 3. Wizardly: Mag-
  ery 1, Colors, and Glow.
  MakIng	and	BreakIng	sPells
  Most of these spells are for breaking things – a favor-
  ite delver pastime! – but the list also includes some basic 
  “making” spells valuable on adventures. Advanced spells for  
  manufacturing goods are the bailiwick of magically tal-
  ented craftspeople.
  For general rules for equipment breakage – and repair 
  costs in town – see Damage to Objects (Exploits, pp. 55-56). 
  Consult Entrances (Exploits, pp. 82-83) for the DR and 
  HP of doors and locks, and use the Object Hit Points Table 
  (Exploits, p. 102) to find HP for other items. Destructive 
  spells in this college sometimes ignore DR and reduce HP, 
  so read carefully.
  None of these spells can heal or harm animate beings. For 
  that, learn Healing or Body Control magic.
  Copy
  Regular
  Makes copies of a single page of writing. You must provide 
  paper for these! Copies of magical writings (e.g., scrolls) do 
  not have magic power.
  Duration: Permanent.
  Cost: 2, plus 1 per copy made. The text copied may be 10 
  times longer per doubling of energy cost: double cost for a 
  10-page document, quadruple cost for a 100-page book, and so 
  on. Cannot be maintained.
  Time to cast: 5 seconds.
  Prerequisites: Wizardly: At least five Making and Break-
  ing spells, including Restore, and literacy in at least one  
  language.
  Fasten
  Regular; Special Resistance
  Binds the subject from afar. This spell creates nothing; it 
  animates an existing length of rope or chain that’s within five 
  yards of the subject and free to move. Determine range penal-
  ties using the distance to the subject or the animated object, 
  whichever is greater. An unwilling subject resists with DX. 
  The bond is a normal knot, but may be turned into a Knot 
  spell (p. 49) by spending extra energy.
  
  	
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  49
  Duration: Instantaneous. Subject stays bound until freed.
  Cost: 3 to cast (1 extra to have a Knot in it). Cannot be 
  maintained.
  Prerequisites: Wizardly: Knot.
  Find Weakness
  Information
  Senses the weakest part – if any – of an inanimate object. 
  The GM will tell you, the player, the DR and HP of the subject’s 
  major components (like a door, its lock, and its hinges), so 
  you can choose where to strike. Can be cast on part of a large 
  object; e.g., to check a lengthy wall one yard at a time.
  Duration: Instantaneous.
  Cost: 1, or 1 per yard radius for a large object. Cannot be 
  maintained.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: One spell each from the Air, Earth, 
  Fire, and Water colleges.
  Knot
  Regular
  Ties a knot in a rope, string, ribbon, etc. This cannot be 
  untied without magic, though it can still be cut. It unties when 
  someone says the password (specified at casting) while touch‑
  ing any part of the rope; e.g., a rope tied at the top of a cliff 
  will come loose when someone touching it at the bottom of 
  the cliff says the password.
  The Undo spell (p. 59) also unties a Knot spell, but the 
  Knot spell gets to resist.
  Duration: Permanent until the password is spoken – or the 
  rope is cut or broken!
  Cost: 2. Cannot be maintained.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Stiffen.
  Mapmaker
  Special
  Cast on a scroll or other writing surface (including a pre‑
  viously unfinished map), this spell creates a map of what the 
  scroll’s holder perceives. You must declare the scale of the 
  map, which way is north, the spot on the scroll where map‑
  ping begins, and which features are to appear on the map. The 
  map created is of the same quality as one drawn by someone 
  whose Cartography skill equals the lower of your effective skill 
  with this spell and your actual Cartography skill – the benefits 
  of Mapmaker are that the map occupies one hand, not two, 
  and mapping is possible even while on the run!
  Duration: 1 hour. The spell doesn’t expire if the scroll’s 
  user moves off the edge of the map – it just fails to inscribe 
  anything until that person moves back on. The inscriptions 
  themselves are permanent.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Copy and Measurement.
  Rejoin
  Regular
  Fixes a broken inanimate object temporarily. If some small 
  parts are missing, skill is at ‑3, but if the spell succeeds the 
  object holds together without the missing parts.
  Duration: 10 minutes.
  Cost: 1 per 10 lbs. of subject’s weight (minimum 2 energy) 
  to cast. Half that to maintain (round up).
  Time to cast: 4 seconds per 10 lbs. of subject’s weight.
  Prerequisites: Wizardly: Weaken and Restore.
  Repair
  Regular
  Repairs a broken inanimate object permanently. If some 
  small parts are missing, skill is at ‑5 and you must provide 
  appropriate materials to make the missing parts. If the spell 
  succeeds, those parts reappear. Formerly magical items do 
  not regain their magic when repaired – although Repair will 
  restore weakened magic items to full durability.
  Duration: Instantaneous. Repairs last until object is dam‑
  aged again.
  Cost: 2 per 5 lbs. of subject’s weight. Minimum cost 6 for 
  objects with moving parts.
  Time to cast: 1 second per pound (minimum 10 seconds).
  Prerequisites: Wizardly: Magery 2 and Rejoin.
  Restore
  Regular
  Temporarily makes a broken inanimate object look as good 
  as new. Other senses won’t be fooled, nor will Mage Sight.
  Duration: 10 minutes.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Find Weakness or Simple Illusion.
  Rive (VH)
  Regular
  Pokes holes in inanimate objects, walls, etc. This is a huge 
  piercing attack that must overcome DR normally. It punches a 
  two‑foot‑diameter hole – or smaller, at your discretion.
  Speaking from Experience
  Some inside advice: Repair fees are a scam. Magic 
  for fixing broken gear and sharpening blades can save 
  you money – one more step toward getting rich!
  – Puddin’ Noddington, Thief
  
  50	
  th e	s PellBook
  Duration: Instantaneous. Injury lasts until repaired.
  Cost: 1 per 1d huge piercing damage.
  Prerequisites: Wizardly: Magery 2 and Shatter.
  Sharpen
  Regular
  Temporarily grants cutting and impaling weapons extraor-
  dinary sharpness, giving +1 or more to basic damage. If a 
  weapon is enchanted with Puissance, the spells don’t add – 
  only the larger bonus applies.
  Duration: 1 minute.
  Cost: 1 on an arrow; 2 on a knife, spear, axe, or polearm; 3 
  on a one-handed sword; 5 on a two-handed sword. Double cost 
  for +2 damage; triple for +3. Half that to maintain (round up).
  Time to cast: 4 seconds.
  Prerequisites: Wizardly: Repair.
  Shatter (VH)
  Regular
  Similar to Weaken (below), but quicker and may be cast 
  repeatedly. If Shatter doesn’t inflict enough injury to break the 
  subject, however, the subject suffers no harm.
  Duration: Instantaneous. Broken objects stay broken.
  Cost: 1 to 3; does 1d HP of injury per energy point. Cannot 
  be maintained.
  Prerequisites: Wizardly: Magery 1 and Weaken.
  Shatterproof
  Regular
  Makes a small object – like a weapon or anything else a 
  normal human could hold in one hand – resistant to break-
  age. Treat most metal weapons as fine quality for breakage 
  purposes, and fine ones as very fine. Other items have their 
  HP doubled, and will never break due to being dropped or 
  other accidents (rather than deliberate attacks). Shatterproof 
  doesn’t increase resistance to penetration, so it’s no good for 
  walls or armor.
  Duration: 1 hour.
  Cost: 3 to cast. 3 to maintain.
  Prerequisites: Wizardly: Repair and Shatter.
  Stiffen
  Regular; Special Resistance
  Temporarily stiffens a limp object; e.g., turns a rope into a 
  pole, or a thread into a lockpick. You can use Stiffen to make 
  improvised weapons; the GM judges their effectiveness.
  This spell can also stiffen an enemy’s clothes. The foe 
  resists such a casting with ST, at +2. If it works, the victim 
  has -1 DX per pound of clothing stiffened, and -1 Move per 
  -4 DX.
  Duration: 10 minutes.
  Cost: 1 per pound of subject’s weight (minimum 2 energy). 
  Half that to maintain (round up).
  Time to cast: 2 seconds per pound of weight.
  Prerequisites: Wizardly: Rejoin.
  Weaken
  Regular
  Inflicts injury on the weakest (lowest-HP) part of an inan-
  imate object. Subject’s DR doesn’t protect! No caster may 
  use this spell on the same subject more than once per hour.
  Duration: Instantaneous. Injury lasts until repaired.
  Cost: 2 to 6; does 1d HP of injury per two energy points. 
  Cannot be maintained.
  Time to cast: 5 seconds.
  Prerequisites: Wizardly: Find Weakness.
  Meta-sPells
  These spells have to do with the structure of magic itself. 
  They directly manipulate magical forces and other spells.
  Bless
  Regular
  A general spell of aid and protection. Must be cast on 
  another – you cannot bless yourself. All of the subject’s dice 
  rolls (except rolls on tables) are modified favorably by +1 or 
  +2. This lasts until the first time the subject faces peril due to a 
  bad roll. Then Bless averts the danger as follows:
  • If the subject rolls and gets a failure or critical failure that 
  means injury or loss (as for an active defense roll, resistance 
  roll, Climbing roll, or roll for weapon breakage), this is turned 
  into success by 0.
  • If the GM rolls and the outcome means injury or loss with 
  no roll to avoid it, that outcome is negated; e.g., an NPC’s crit-
  ical hit, or any hit from behind, becomes a miss, while a ran-
  dom roll that means falling into a pit is ignored.
  This immediately ends the spell! The GM should be fair 
  but firm – Bless’ great power is balanced by its temporari-
  ness. When in doubt, game out events as though Bless wasn’t 
  there. If the result is serious harm (reduction to 0 or fewer 
  HP, unconsciousness, crippling, death), being put in imme-
  diate danger (stunned, knocked down, disarmed, grappled, 
  etc.) by a dangerous foe, a permanent disadvantage, or losing 
  $500 or more of money or gear, it didn’t happen after all and 
  the Bless expires.
  Duration: As above. Counts as a spell “on” – your gods hold 
  you responsible for each blessing!
  
  	
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  51
  Cost: 10 for +1 or 50 for +2. May not be “stacked,” and +2 
  dispels +1. Cannot be maintained.
  Time to cast: 1 minute per energy point spent.
  Prerequisites: Clerical: PI 5.
  Item: Any item can work as above while worn, losing its 
  power upon averting danger. Expensive because it can be 
  loaned out as needed and kept safe between uses: $3,300 for 
  +1 or $16,500 for +2.
  Counterspell
  Regular; Resisted by subject spell
  Nullifies one ongoing spell. Cannot counter spells that 
  make permanent changes in the world (e.g., Extinguish Fire 
  or Flesh to Stone), and cannot affect enchanted items, but can 
  counter spells cast using magic items. Counterspell’s subject 
  may be either the subject of the spell to be countered or the 
  person who cast that spell.
  Counterspell is a single spell – but to counter a given spell, 
  you must also know that spell. Roll against the lower of your 
  Counterspell skill or your skill with the spell being countered. 
  You must win a Quick Contest with the target spell to cancel 
  it. You can cast multiple Counterspells to negate an Area spell 
  piece by piece.
  Duration: Instantaneous. Negated spell is eliminated per-
  manently.
  Cost: Half that of the spell countered, not counting reduc-
  tions its caster got for high skill. Cannot be maintained.
  Time to cast: 5 seconds.
  Prerequisites: Wizardly: Magery 1.
  Curse
  Regular
  Exactly the opposite of Bless (pp. 50-51). All the subject’s 
  rolls are modified unfavorably, lasting until some notable suc-
  cess is rolled – GM’s decision as to what this is, but any critical 
  success usually suffices. Then the success turns to failure and 
  the Curse ends.
  Duration: As above or until erased by Remove Curse; Dispel 
  Magic won’t work. Does not count as a spell “on.”
  Cost: 3 for -1 to subject’s rolls, 10 for -2, or 20 for -3. May 
  not be “stacked,” and a more severe penalty dispels a lesser 
  one. Cannot be maintained.
  Time to cast: 2 seconds per -1 to subject’s rolls.
  Prerequisites: Clerical: PI 5.
  Dispel Magic
  Area; Resisted by subject spells
  Negates other spells within the area. Has no effect on 
  enchanted items, permanent changes in the world made 
  by temporary magic, powerful curses that aren’t spells, or 
  spells that specify another countermeasure such as Remove 
  Curse or Stone to Flesh. You needn’t know the spell(s) being 
  dispelled. Each spell resists separately – Dispel Magic is not 
  selective! To nullify only one specific spell, use Counter- 
  spell (above).
  Duration: Instantaneous. Negated spells are eliminated 
  permanently.
  Base cost: 3. Cannot be maintained.
  Time to cast: 1 second per energy point spent.
  Prerequisites: Clerical: PI 4. Druidic: PI4. Wizardly: Coun-
  terspell and at least 12 other spells of any type.
  Great Ward
  Blocking; Resisted by subject spell
  As Ward (p. 53), but if it works, protects any number of 
  people the attacking spell would have affected.
  Duration: Instantaneous.
  Cost: 1 per subject protected (minimum cost 4). Cannot be 
  maintained.
  Prerequisites: Wizardly: Magery 2 and Ward.
  Lend Energy
  see p. 37
  Magic Resistance
  Regular; Resisted by Will + spellcasting talent
  For each energy point in the spell (up to 5), the subject’s 
  Magic Resistance (Adventurers, p. 51) increases by two levels 
  if that person is willing, or by one level if the subject tried to 
  resist. This works exactly like innate Magic Resistance. The 
  subject can still cast spells, but at a penalty equal to Magic 
  Resistance. Spells already affecting or cast by the subject con-
  tinue unchanged.
  Duration: 1 minute.
  Cost: 1 to 5 to cast. Same cost to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Clerical: PI 3. Wizardly: Magery 1 and one 
  or more spells from each of seven different colleges.
  Pentagram
  Special; Resists attempts to cross it
  Produces a magical barrier which blocks hostile spells and 
  magical creatures from passing in either direction. This is a 
  star-shaped figure drawn on the ground. The magic is in the 
  border, not in the area enclosed.
  “Magical creatures” include constructs, demons, elemen-
  tals, spirits, enslaved undead (e.g., zombies), and beings con-
  jured by spells. These cannot cross the Pentagram’s border 
  in either direction, or cast spells or move physical objects 
  across it; e.g., a golem couldn’t throw a rock into or out of 
  the Pentagram. Such an entity may attempt to force its way 
  through the Pentagram: Roll a Quick Contest of its (ST + 
  Will)/2 against your effective Pentagram skill. If the crea-
  ture wins, it destroys the Pentagram! Otherwise, it cannot 
  try again for 24 hours.
  
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  th e	s PellBook
  Everyone else – including mundane spellcasters, crea-
  tures merely twisted by magic, free-willed undead, and Elder 
  Things – can cross and move objects across the Pentagram 
  unhindered. They still cannot cast spells across its border in 
  either direction, or use spells of transport (e.g., Flight) to cross 
  the Pentagram for hostile purposes.
  If part of the Pentagram is cut or erased, its power is lost 
  until you rejoin it – all this requires is a piece of chalk and 
  time (usually just a second) to redraw the line. No magic spell 
  can injure the Pentagram, but physical attacks – like walk-
  ing up and scuffing out a line with your shoe – can suc-
  ceed if made by nonmagical beings. A demon couldn’t 
  do this; an ordinary person could.
  Duration: Permanent until broken.
  Cost: 1 per square foot protected (minimum 10 
  energy). Cannot be maintained.
  Time to cast: One second per square foot. This time 
  is spent tracing the line, and is necessary no matter 
  how well you know the spell.
  Prerequisites: Clerical: PI 5. Wizardly: Spell Shield.
  Protection from Evil
  see p. 64
  Recover Energy
  see p. 38
  Reflect
  Blocking; Resisted by subject spell
  This is an improved version of Ward (p. 53), and works 
  like that spell. The difference is that it reflects rather than 
  negates another spell. If Reflect succeeds, the opposed spell 
  targets its original caster as if it had been cast on him to 
  begin with! If that spell is an Area spell, a successful Reflect 
  protects its subject and affects the enemy caster as though 
  that caster were in the area being attacked; otherwise, the 
  area is still attacked normally.
  Duration: Instantaneous.
  Cost: 4 to defend yourself, 6 to defend someone you can 
  see. You cannot protect someone you cannot see. Cannot be 
  maintained.
  Prerequisites: Wizardly: Ward.
  Remove Curse
  Regular; Resisted by subject curse
  Ends any curse (Curses 101, Exploits, pp. 23-24), curse-like 
  disease (Disease, Exploits, pp. 66-67), or possession caused by 
  supernatural forces that transcend spells. Also undoes spells 
  that specifically require it rather than Dispel Magic; e.g., 
  Curse, Flesh to Stone, and Suspended Animation. This is the 
  only spell that can undo the work of demigods and ancient 
  artifacts that permanently turn people into frogs, place them 
  in stasis, and so on!
  The hostile effect resists with its effective skill level. This 
  is spell level, where known – but use Will for a malevolent 
  entity, or whatever number the GM assigns for a random 
  dungeon curse.
  Duration: Instantaneous. Removed curses are negated per-
  manently.
  Cost: 20. Cannot be maintained.
  Time to cast: 1 hour.
  Prerequisites: Clerical: PI 5.
  Scryguard
  Regular; Resists any Information spells
  Any Information spell cast on the subject must win a Quick 
  Contest with Scryguard to “see” that person. Identify Spell still 
  detects that Scryguard is present.
  Wizardly bad guys use this spell to keep delvers from find-
  ing them – but adventurers going up against such foes also 
  find it useful.
  Duration: 10 hours.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Wizardly: Magery 1.
  Seek Magic
  see p. 45
  Sense Evil
  see p. 26
  Share Energy
  see p. 39
  Spell Shield
  Area; Resists all spells cast through it
  Resists any spell cast through it, using your effective 
  Spell Shield skill level at the time of casting. This includes 
  Information spells – everyone and everything inside the area is 
  effectively protected by Scryguard (above). Exception: Doesn’t 
  affect Missile spells at all!
  Speaking from Experience
  When exploring magical places, bring people who can sense 
  magic, defend against it, and dispel it. In my experience, it is 
  wisest to share the load – say, by having one person specialize in 
  preventive measures, another in canceling spells, and a third in 
  removing serious curses. I find it hard to trust a caster who is 
  completely clueless about all this.
  – Uncle Seamus, Wizard
  
  	
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  53
  If Spell Shield fails to resist an opposed spell, letting it 
  through, the Spell Shield isn’t destroyed. Its effective skill level 
  is simply reduced by 1. When effective skill reaches 0, it dissi-
  pates and cannot be maintained.
  Duration: 1 minute.
  Base cost: 3. 2 to maintain.
  Prerequisites: Wizardly: Magery 2, Magic Resistance, and 
  Scryguard.
  Ward
  Blocking; Resisted by subject spell
  Cast immediately after a spell is cast on its subject, Ward 
  can prevent that spell from working. Each Ward works against 
  only a single spell – and if that spell affects several people, 
  each Ward can save only one subject. Doesn’t protect against 
  Missile spells.
  You may only Ward against a spell you know at skill 12 or 
  higher – but if you know (for instance) Sleep, you may also 
  defend one subject against Mass Sleep. Roll against the lower 
  of your Ward skill or your skill in the spell being warded. You 
  must announce you’re using Ward before the opposed spell’s 
  subject tries a resistance roll. If it turns out the spell being cast 
  isn’t one you can Ward against, your casting is wasted.
  Duration: Instantaneous.
  Cost: 2 to defend yourself, or 3 to defend someone you can 
  see. You cannot protect someone you cannot see. Cannot be 
  maintained.
  Prerequisites: Wizardly: Magery 1.
  MInd	Control	sPells
  Mind Control spells affect only subjects with IQ 6+ and free 
  will. That excludes most animals and plants, and supernatural 
  servitors (e.g., constructs, and lesser undead such as zombies). 
  Some other beings – notably many demons! – are explicitly 
  immune to mind control.
  Area spells in this college affect subjects in the area at the 
  moment of casting. They don’t create persistent effects on the 
  ground. They run for the listed duration on affected subjects 
  who leave the area instead of affecting people who enter the 
  area during that time.
  For Loyalty and Charm, bards must sing only to cast the 
  spell, but may opt to conceal later instructions in song. To 
  understand these, eavesdroppers must win a Quick Contest: 
  IQ or Musical Composition vs. the bard’s Singing.
  Alertness (VH)
  Regular
  Gives +1 to all the subject’s Sense rolls for every two energy 
  points spent.
  Duration: 10 minutes.
  Cost: 2 per +1 to Sense rolls (maximum +5). Half that to 
  maintain.
  Prerequisites: Wizardly: Any two Keen (Sense) spells.
  Bravery
  Area; Resisted by Will-1
  Makes its subjects fearless! They’re Unfazeable (Adventur-
  ers, p. 53) and therefore immune to Fright Checks (including 
  Terror), but must roll vs. IQ to avoid being brave, should cau-
  tion be called for.
  Bravery resists later Fear and Panic spells on the subject. 
  Fear and Panic resist a later Bravery spell. The newer spell 
  must win to take effect – and if it does, the older spell is dis-
  pelled on that subject.
  Duration: 1 hour.
  Base cost: 2. Cannot be maintained.
  Prerequisites: Clerical: PI 1. Wizardly: Fear.
  Charm
  Regular; Resisted by Will
  Subject becomes your faithful slave until the spell expires, 
  following any orders, however dangerous. There’s no mental 
  link; you must issue commands verbally or in writing. How-
  ever, the subject will protect you without orders.
  In all other respects, the subject is mentally normal and 
  alert. The subject is unable to explain – and unwilling to dis-
  cuss or even think about – his or her loyalty to you!
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Magery 1 or Bardic Talent 1, Loy-
  alty, and seven other Mind Control spells.
  Command
  Blocking; Resisted by Will
  Gives the subject one immediate command – a word and a 
  gesture, or at most two words – which must be obeyed. If the 
  subject cannot fulfill the command immediately or on his or 
  her next turn, the spell has no effect.
  Examples:
  “Drop it!” – subject drops whatever is in hand.
  “Look!” – subject looks in the direction you indicate.
  “Wait!” – subject takes the Wait maneuver next turn.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Clerical: PI 2. Wizardly: Magery 2 or Bardic 
  Talent 2, and Forgetfulness.
  
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  Daze
  Regular; Resisted by HT
  Subject looks and acts normal, but doesn’t notice what’s 
  going on nearby or remember it later. A dazed guard stands 
  quietly while a thief walks past! Any injury, or successful resis-
  tance to a spell, causes the subject to snap out of the daze and 
  return to full alert status.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Foolishness.
  Drunkenness
  Regular; Resisted by Will
  Subject is temporarily intoxicated: loud, cheerful, and 
  badly coordinated. Both IQ and DX are at -1 per energy point 
  spent. When the spell ends, it does so instantly – no hangover!
  Duration: 1 minute.
  Cost: 1 to 5. Half that to maintain (round up).
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Foolishness and Clumsiness.
  Dull (Sense)
  Regular; Resisted by HT
  This is several different spells: Dull Hearing, Dull Taste 
  and Smell, Dull Touch, and Dull Vision. Each gives the sub-
  ject -2 to Sense rolls of the appropriate type for every energy 
  point spent.
  Duration: 30 minutes.
  Cost: 1 per -2 to Sense rolls (maximum -6). Half that to 
  maintain (round up).
  Prerequisites: Wizardly: Magery 0 or Bardic Talent.
  Dullness (VH)
  Regular; Resisted by HT
  Gives -1 to all the subject’s Sense rolls for every two energy 
  points spent.
  Duration: 10 minutes.
  Cost: 2 per -1 to Sense rolls (maximum -5). Half that to 
  maintain.
  Prerequisites: Wizardly: Any two Dull (Sense) spells.
  Fascinate
  Regular or Blocking; Resisted by Will
  Holds subject motionless and unaware of the passage of 
  time as long you maintain eye contact and concentration. 
  Darkness breaks eye contact! Normally takes one second to 
  cast, but may be cast as a Blocking spell as someone enters 
  close combat with you.
  If you know Fascinate at level 15 or higher, you may step 
  while concentrating on the subject. Each yard moved away 
  from the subject allows another resistance roll to break the 
  spell. Any physical or magical attack on the subject also 
  breaks the spell.
  Duration: Indefinite.
  Cost: 4.
  Prerequisites: Wizardly: Daze.
  Fear
  Area; Resisted by Will
  Those in the area feel fright. You get +3 to reaction and 
  Influence rolls in situations where threats would be effec-
  tive (notably, anywhere Intimidation would work!), but -3 
  on such rolls if the GM feels that terrorizing NPCs would be 
  counterproductive.
  Duration: 10 minutes.
  Base cost: 1. Cannot be maintained.
  Prerequisites: Wizardly: Sense Emotion.
  Foolishness
  Regular; Resisted by Will
  Subject suffers -1 to IQ and IQ-based skills (including 
  spells) for every energy point in the spell. Does not lower 
  Will or Per; see Weaken Will (p. 56) and Dullness (above)  
  for that.
  Duration: 1 minute.
  Cost: 1 to 5. Half that to maintain (round up).
  Prerequisites: Wizardly: Magery 0 or Bardic Talent, and  
  IQ 12+.
  Forgetfulness
  Regular; Resisted by Will or skill
  Causes subject to forget one fact, skill, or spell temporarily. 
  For a skill or spell, the subject resists with the better of Will 
  or that ability – but failure to resist means the skill or spell 
  cannot be used until Forgetfulness ends. If a forgotten spell 
  is a prerequisite for other spells, the other spells can be used, 
  but at -2.
  Duration: 1 hour.
  Cost: 3 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Magery 1 or Bardic Talent 1, and 
  Foolishness.
  Keen (Sense)
  Regular
  This is several different spells: Keen Hearing, Keen Taste and 
  Smell, Keen Touch, and Keen Vision. Each gives the subject +1 
  to Sense rolls of the appropriate type for every energy point 
  spent. Cannot improve a faculty that doesn’t exist; e.g., Keen 
  Vision won’t restore sight to the blind, even temporarily.
  Keen Hearing is also a Sound spell.
  
  	
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  55
  Duration: 30 minutes.
  Cost: 1 per +1 to Sense rolls (maximum +5). Half that to 
  maintain (round up).
  Prerequisites: Wizardly: Magery 0 or Bardic Talent.
  Loyalty
  Regular; Resisted by Will
  Makes the subject loyal to you. The subject follows any 
  direct order you give – or, in the absence of orders, acts in 
  your interests as that person understands them. The spell is 
  immediately broken if you attack the subject. Orders that are 
  very hazardous or against the subject’s normal code of behav-
  ior (GM’s decision) grant the subject an uncontested IQ roll to 
  break the spell.
  Duration: 1 hour.
  Cost: 2 to cast. 2 to maintain. Double cost if subject doesn’t 
  know you, or triple if subject is your foe!
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Bravery and two other Mind Con-
  trol spells.
  Mass Daze
  Area; Resisted by HT
  As Daze (p. 54), but cast over an area.
  Duration: 1 minute.
  Base cost: 2. 1 to maintain. Minimum radius 2 yards.
  Time to cast: 1 second per energy point spent.
  Prerequisites: Wizardly: Daze and IQ 13+.
  Mass Sleep
  Area; Resisted by HT
  As Sleep (below), but cast over an area.
  Duration: Instantaneous. Sleep lasts eight hours if not 
  interrupted.
  Base cost: 3. Minimum radius 2 yards. Cannot be main-
  tained.
  Time to cast: 1 second per energy point spent.
  Prerequisites: Wizardly: Sleep and IQ 13+.
  Panic
  Area; Resisted by Will
  Those in the area flee from you in mindless fear for the 
  spell’s duration! A subject who cannot escape can turn and 
  take the All-Out Defense maneuver.
  Duration: 1 minute.
  Base cost: 4. 2 to maintain.
  Prerequisites: Wizardly: Fear.
  Sickness
  Regular; Resisted by HT
  Subject feel sick and nauseated 
  (dizzy, vomiting, etc.). Victim may run 
  if necessary, at half Move, but can do 
  nothing else except maintain existing 
  spells and give very simple answers. 
  When the spell wears off, the sickness 
  vanishes instantly.
  Also a Body Control spell.
  Duration: 1 minute.
  Cost: 3 to cast. 3 to maintain.
  Time to cast: 4 seconds.
  Prerequisites: Wizardly: Drunkenness.
  Sleep
  Regular; Resisted by HT
  Subject falls asleep. A standing subject collapses but does 
  not wake up as a result. A blow, loud noise, etc., can awaken 
  the subject, who will be mentally stunned (Exploits, p. 27). 
  The Awaken spell (p. 36) will rouse the subject instantly with-
  out mental stun. If not awakened, the subject will sleep for 
  eight hours and wake normally.
  Duration: Instantaneous. Sleep is nonmagical and endures 
  as explained above.
  Cost: 4. Cannot be maintained.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Daze.
  Strengthen Will
  Regular
  Temporarily increases subject’s Will.
  Duration: 1 minute.
  Cost: 1 per +1 to Will (maximum +5). Half that to maintain 
  (round up).
  Prerequisites: Clerical: PI 3. Wizardly: Magery 1 or Bardic 
  Talent 1, and at least six Mind Control spells.
  Item: Any kind of item might raise the wearer’s Will while 
  worn. $20,000 per +1 to Will, maximum +5.
  Terror
  Area; Resisted by Will
  Those in the area must make an immediate Fright Check 
  at -3.
  Duration: Instantaneous. Fright Check results endure as 
  usual.
  Base cost: 4. Cannot be maintained.
  Prerequisites: Wizardly: Fear.
  Some expert advice: Cast Hide Thoughts or 
  Strengthen Will on your, um, less-bright allies before 
  going anywhere near an enemy who can control minds.
  – Jag Fairchild, Bard
  
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  th e	s PellBook
  Vigil (VH)
  Regular
  Lets subject skip a night’s sleep without ill effects. Each 
  successive night’s casting on the same subject is at a cumula-
  tive -3 to skill.
  Duration: 1 night.
  Cost: 8. Cannot be maintained.
  Prerequisites: Clerical: PI 4.
  Weaken Will
  Regular; Resisted by Will
  Gives -1 to subject’s Will for every two energy points spent. 
  This does affect resistance rolls against later spells!
  Duration: 1 minute.
  Cost: 2 per -1 to Will (maximum -5). Half that to maintain.
  Prerequisites: Wizardly: Magery 1 or Bardic Talent 1, and 
  Foolishness.
  Wisdom
  Regular
  Temporarily raises subject’s IQ, affecting Will and Per as 
  well as IQ rolls and IQ-based skills – but not spells! Subject’s 
  IQ cannot become higher than yours.
  Duration: 1 minute.
  Cost: 4 for every +1 to IQ (maximum +5). Same cost to 
  maintain.
  Prerequisites: Clerical: PI 3. Wizardly: At least six other 
  Mind Control spells.
  Item: Any kind of item might raise the wearer’s IQ for all 
  purposes while worn. $60,000 per +1 to IQ, maximum +5.
  MoveMent	sPells
  These spells physically manipulate the subject or affect 
  movement abilities. Several (Apportation, Levitation, and 
  Flight) allow a fighter to hover or fly above the battlefield – 
  overhead clearance permitting! This gives a combat advan-
  tage over ground-bound foes; see Combat at Different Levels 
  (Exploits, p. 47) and Elevation (Exploits, p. 43).
  Apportation
  Regular; Resisted by ST or Will
  Moves physical objects or beings without touching them. 
  Living subjects may resist with ST or Will.
  The subject floats horizontally or vertically at Move 1 – too 
  slow to cause damage. Movement is under your control, and 
  requires concentration unless you’re also the subject; leaving 
  the subject suspended in midair requires no concentration. 
  You can use DX-based skills normally while levitating; other 
  subjects are at -3.
  Duration: 1 minute.
  Cost: 1 for an object that weighs less than 1 lb., 2 for up 
  to 10 lbs., 3 for up to 50 lbs., 4 for up to 200 lbs., and +4 per 
  additional 100 lbs. Same cost to maintain.
  Prerequisites: Wizardly: Magery 1.
  Blink
  Blocking
  Lets you avoid an attack by teleporting instantly out of 
  its way. You may Blink to any open spot within three yards, 
  in any direction. A hex isn’t “open” if someone is standing in 
  it or it’s filled with an obstruction that would block move-
  ment. If there are no open spots within three yards, the  
  spell fails.
  For combat purposes, Blink is a dodge that succeeds auto-
  matically if the spell works. Your facing remains unchanged. 
  Roll against Body Sense (Adventurers, p. 73) to act next turn.
  Also a Gate spell.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Wizardly: Magery 3, IQ 13+, and at least one 
  spell from each of 10 colleges.
  Blink Other (VH)
  Blocking
  As Blink (above), but usable on others. Also a Gate spell.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Wizardly: Blink.
  Deflect Missile
  Blocking
  Deflects one missile – including any Missile spell – about 
  to hit the subject. Counts as a parry for combat purposes. If 
  you aren’t the subject, apply distance modifiers as for a Reg-
  ular spell. A deflected attack may still strike a target beyond 
  the subject.
  Also a Protection and Warning spell.
  Duration: Instantaneous.
  Cost: 1. Cannot be maintained.
  Prerequisites: Wizardly: Apportation.
  Divert Teleport (VH)
  see p. 34
  
  	
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  57
  Ethereal Body (VH)
  Regular
  Renders the subject ethereal, able to move through solid 
  objects and creatures as if they weren’t there. Everything car-
  ried save for DR 0 clothing (maximum 6 lbs.) drops to the 
  ground. While ethereal, the subject can be seen (but appears 
  translucent), and can be heard when speaking, but cannot 
  wield weapons or move things about, and doesn’t need to 
  breathe, eat, or drink.
  Physical attacks and most magic cannot affect the subject. 
  However, Communication and Empathy and Mind Control 
  spells – and Necromantic spells that affect the mind or soul – 
  work normally on an ethereal person, and are resisted at -2!
  Ethereal individuals can use magic, but at -5. Ethereal 
  bodies can interpenetrate, and cannot harm each other except 
  with spells, as above.
  Duration: 10 seconds.
  Cost: 8 to cast. 4 to maintain.
  Time to cast: 30 seconds.
  Prerequisites: Wizardly: Magery 3 and six Movement spells.
  Flight (VH)
  Regular
  Lets subject fly at Air Move 10, reduced normally by encum-
  brance. The subject controls this movement and thus has no 
  penalty to combat skills.
  Duration: 1 minute.
  Cost: 5 to cast. 3 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Magery 2 and Levi tation.
  Glue
  Area; Resisted by ST
  Makes a surface extremely sticky. Anyone standing in or 
  walking into the area must resist with ST or be trapped exactly 
  as if by Rooted Feet (p. 22). Successfully resisting or breaking 
  free means being able to act normally – but entering another 
  Glue hex requires a new resistance roll, and so on until the 
  victim leaves the area.
  Duration: 10 minutes.
  Base cost: 3. Same cost to maintain.
  Prerequisites: Wizardly: Haste.
  Grease
  Area
  Makes a surface extremely slippery. This cannot be seen by 
  normal means!
  On a horizontal surface, the area is bad footing (Exploits, 
  p. 35): -2 to attacks and DX-based skill rolls, and -1 to active 
  defenses. Walking across it – even a step – requires a DX or 
  DX-based Skiing roll, at -2. Success allows movement at a cost 
  of +1 movement point per hex. Failure means falling down; 
  roll against DX at -4 to stand up, but not for other posture 
  changes. Critical failure adds 1d-3 HP of injury to a random 
  limb. Hobnails, crampons, etc. are ineffectual against this.
  On a vertical surface, Grease makes climbing impossible.
  Grease and Glue resist each other. The newer spell must 
  win to take effect – and if it does, the older spell is dispelled.
  Duration: 10 minutes.
  Base cost: 3. Same cost to maintain.
  Prerequisites: Wizardly: Haste.
  Great Haste (VH)
  Regular
  Speeds up the subject a lot. On each turn in combat, the 
  subject may perform two maneuvers, one immediately after 
  the other. The second maneuver determines active defenses 
  allowed between turns.
  Duration: 10 seconds.
  Cost: 5. Cannot be maintained. At the spell’s end, the sub-
  ject also loses 5 FP (unless you were the subject).
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Magery 1, IQ 12+, and Haste.
  Haste
  Regular
  Temporarily increases subject’s Move and Dodge scores.
  Duration: 1 minute.
  Cost: 2 for every +1 to Move and Dodge (maximum +3). 
  Half that to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Magery 0.
  Hinder
  see p. 21
  Levitation
  Regular; Resisted by ST or Will
  As Apportation (p. 56), but more energy-efficient, works 
  only on living subjects, and gives Move 3 instead of Move 1.
  Duration: 1 minute.
  Cost: 1 per 80 pounds (minimum 2 energy) to cast. Half 
  that to maintain (round up).
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Apportation.
  Light Tread
  Regular
  Subject can walk lightly over any surface that would bear 
  the weight – even barely. Enemy Tracking attempts are at -8 if 
  there’s vegetation on the surface, or impossible if there isn’t. 
  Also prevents subject from triggering pressure-plate traps and 
  the like.
  
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  Duration: 10 minutes.
  Cost: 4 to cast. 1 to maintain. If you also know Hide Path 
  (p. 62), an extra energy point to cast and maintain will make 
  Tracking impossible even over vegetation.
  Prerequisites: Druidic: PI 2. Wizardly: Apportation and 
  Shape Earth.
  Lighten Burden
  Regular
  Reduces the weight of any equipment the subject is 
  carrying.
  Duration: 10 minutes.
  Cost: 3 for 25% reduction; 5 for 50% reduction. Half that to 
  maintain (round up).
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Apportation.
  Lockmaster
  Regular; Resisted by Magelock
  Opens a lock magically. If the lock’s difficulty would penal-
  ize Lockpicking skill, the same penalty applies to this spell. 
  The Magelock spell (p. 64) resists Lockmaster.
  Duration: Instantaneous. Once opened, a lock stays open 
  until closed.
  Cost: 3. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Either Magery 2 and Apportation, 
  or Locksmith.
  Locksmith
  Regular
  Allows subject to manipulate small parts (e.g., the inside of 
  a lock) without touching them. If normal tools are available, 
  this gives +5 to Lockpicking skill. A subject without tools may 
  attempt to open a lock without the usual penalty for lack of 
  equipment. The GM may allow similar benefits to other skills, 
  such as Traps, when tiny parts are involved.
  Duration: 1 minute.
  Cost: 2 to cast. 2 to maintain.
  Prerequisites: Wizardly: Apportation.
  Manipulate
  Regular
  Lets you manipulate objects larger 
  than the Locksmith spell allows. You 
  can untie knots, turn doorknobs, pull 
  levers, etc. without having to touch the 
  subject. If the activity would require 
  a penalized DX roll, the same penalty 
  applies to this spell.
  Duration: 1 minute. (This allows unty-
  ing the average knot.)
  Cost: 4 to cast and 3 to maintain per 
  10 lbs. manipulated.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Locksmith.
  Quick March
  Regular
  Doubles subject’s long-distance travel speed on foot, allow-
  ing one day’s march to count as two; see Getting There Quickly 
  (Exploits, p. 17). If enemies interrupt travel, double the miss-
  ing FP assessed under Travel (Exploits, p. 64). No effect on 
  Move in combat.
  Duration: 1 day’s march.
  Cost: 4. Cannot be maintained.
  Time to cast: 1 minute.
  Prerequisites: Druidic: PI 1. Wizardly: Magery 1 and Haste.
  Slow
  Regular; Resisted by HT
  Subject gets a turn only every two seconds in combat. Sub-
  ject’s last maneuver is considered to be in effect when attacked 
  between turns.
  Duration: 10 seconds.
  Cost: 5 to cast. 4 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Magery 1, Haste, and Hinder.
  Slow Fall
  Regular
  Limits subject’s falling speed to one yard per second. Sub-
  ject suffers no damage upon landing on a normal surface. 
  Spikes inflict half damage for a one-yard fall; see Falling 
  (Exploits, pp. 67-68).
  
  	
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  Normally a precautionary spell, but can be cast on a falling 
  subject if there’s a second to cast it (GM’s decision). Falls of 
  further than five yards take longer than a second, so you could 
  cast at -5 for distance a second after a friend falls, or at no 
  penalty just before someone falling from above you goes splat.
  Duration: 1 minute.
  Cost: 1 per 50 lbs. of weight. Half that to maintain (round 
  up).
  Prerequisites: Wizardly: Apportation.
  Swim
  see p. 70
  Trace Teleport
  see p. 35
  Undo
  Regular; Special Resistance
  Unties knots or fasteners (not locks) of any kind that could 
  normally be undone by hand. Will unstring bows, unbuckle 
  sword belts, etc. Critical success would even reduce mail 
  armor to its component links!
  Duration: Instantaneous. Once untied, a fastener stays that 
  way until refastened.
  Cost: 3 for one fastener, +1 per added fastener within a yard; 
  6 undoes everything in a one-yard radius, but people in that 
  area resist with Will. This assumes something a ST 10 person 
  could undo. If a higher minimum ST is required, multiply cost 
  accordingly; e.g., double cost for ST 20. Cannot be maintained.
  Prerequisites: Wizardly: Locksmith.
  Wallwalker
  Regular
  Lets subject walk on walls or ceilings exactly as if they had 
  the martial artist’s Spider Climb ability (Adventurers, p. 31). 
  Subject must keep at least one hand or foot in contact with the 
  surface, or the spell is broken.
  Duration: 1 minute.
  Cost: 1 per 50 lbs. of weight (minimum 2 energy). Half that 
  to maintain (round up).
  Prerequisites: Wizardly: Apportation.
  neCroMantIC	sPells
  These spells deal with death and spirits. Those that target 
  spirits affect all intangible spirits – and those that interact with 
  dead or undead bodies work on all formerly living beings – 
  unless a race or monster’s description states otherwise.
  Rituals for creating or becoming undead exist, but no repu-
  table temple or guild teaches them.
  Affect Spirits
  Regular
  Allows a tangible subject to interact with incorporeal 
  spirits as if they were solid. Effects depend on the subject. A 
  person can punch, grapple, and otherwise physically attack 
  spirits, but does so as if unequipped – gear isn’t affected. A 
  weapon becomes capable of harming spirits. Armor provides 
  its DR against ghostly attacks that would otherwise bypass it.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Clerical: PI 3.
  Astral Block
  Area
  No spirit or incorporeal being may cross the spell’s bound-
  aries for the duration. In addition, insubstantial creatures in 
  the area cannot become substantial, or vice versa. Thus, a 
  spellcaster couldn’t cast Ethereal Body there, while a ghost 
  with the power to solidify couldn’t use it – or become insub-
  stantial if already tangible!
  Duration: 10 minutes.
  Base cost: 4. Half that to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Clerical: PI 4. Wizardly: Repel Spirits and 
  Summon Spirit.
  Astral Vision (VH)
  see p. 42
  Banish
  Regular; Resisted by Will
  Sends an extradimensional visitor – demon, elemental, 
  etc., but not an Elder Thing – back to its plane of origin. Only 
  works if you are in your home dimension and the subject isn’t. 
  You cannot banish yourself home from another plane (though 
  a native could banish you!) or banish a creature that’s already 
  in its home dimension.
  Modifiers: +4 if you know the entity’s “true name”; -5 if you 
  don’t know its plane of origin – and an extra -1 if you believe 
  you know but are wrong!
  A subject that fails to resist cannot return for one month. 
  Anything it brought with it when it appeared (e.g., weapons) 
  vanishes with it. Other things it may be carrying (e.g., scream-
  ing victims) stay behind.
  
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  Certain powerful creatures are resistant or immune to 
  Banish.
  Duration: Instantaneous. Creature is banished for one 
  month.
  Cost: Minimum 10, but 20 or more for a “boss” monster; 
  see Balancing Encounters (Exploits, pp. 85-86). You will not 
  know in advance how much energy you need, and may go to 
  negative FP, falling unconscious and injuring yourself, in the 
  casting. Cannot be maintained.
  Time to cast: 5 seconds.
  Prerequisites: Clerical: PI 4. Wizardly: Magery 1 and at 
  least one spell from each of 10 colleges.
  Command (Spirit)
  Regular; Resisted by Will
  A separate spell for each class of spirits the GM includes 
  in the game; e.g., Command Flaming Skulls or Command 
  Ghosts. Ask before learning this spell! No version exists for 
  demons, elementals, or Elder Things.
  Command (Spirit) functions like Charm (p. 53) on entities 
  of that class. However, a spirit may pervert your orders, act-
  ing on their letter while doing its best to twist the spirit – and 
  causing any incidental harm it can, unless you specifically tell 
  it not to.
  Duration: 1 minute.
  Cost: 5 for any spirit the GM considers “fodder,” 10 for 
  a “worthy” monster, or 20 or more for a “boss”; see Balanc-
  ing Encounters (Exploits, pp. 85-86). Half that to maintain 
  (round up).
  Time to cast: 2 seconds.
  Prerequisites: Clerical: PI 3. Wizardly: Summon Spirit and 
  Turn Spirit.
  Death Vision
  Regular
  Causes a living subject to see a vivid apparition of his or her 
  death! This comes from one possible future, and may reveal 
  potentially deadly hazards; the GM decides what information 
  to share. The vision is always chilling, however – the subject is 
  mentally stunned (Exploits, p. 27), and must make the usual 
  IQ rolls to shake this off.
  Duration: 1 second. Stun lasts until subject recovers.
  Cost: 2. Cannot be maintained.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Magery 1.
  Entrap Spirit
  Special
  Seals a spirit within a container or chamber for the dura-
  tion. This prison can be any size – from a bottle to a dungeon – 
  but it must be fully, tightly closed (watertight is good enough), 
  and you must touch it during the casting.
  The spirit cannot resist, but casting cost is directly propor-
  tional to its power. There’s also the question of getting the 
  spirit into the trap in the first place! This usually requires 
  Command Spirit (p. 60), but trickery may work.
  A trapped spirit cannot leave or use its powers to help it 
  escape in any way. Likewise, it cannot damage the container 
  or affect anything outside of it. It can communicate in the nor-
  mal fashion with anyone within a yard of its prison.
  Duration: 5 minutes.
  Cost: Spirit’s (ST + IQ) divided by 5, rounded up. Half cost 
  to maintain (round up). If multiple spirits are in the con-
  tainer, add half the others’ ST and IQ to the full ST and IQ of 
  the most powerful spirit before calculating cost. You’ll learn 
  the casting cost just before you roll the dice, and if you can-
  not meet it, the spell fails – but you may opt to pay half cost 
  (round up) to imprison the spirit for one second, which may 
  be better than nothing.
  Prerequisites: Clerical: PI 5. Wizardly: Magery 1, and seven 
  Necromantic spells, including Turn Spirit.
  Final Rest
  see p. 36
  Repel Spirits
  Area
  Repels spirits from an area. Resists attempts by spirits – 
  as well as other insubstantial beings, such as someone using 
  Ethereal Body – to enter it or stay in it. Each spirit may try 
  to enter the area once per hour, rolling a Regular Contest 
  between its Will and your effective skill (each Contest lasts a 
  second). Once inside, the invader resists normally with Will, 
  and is expelled from the area on its first failure.
  Duration: 1 hour.
  Base cost: 4. Half that to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 3. Wizardly: Banish and Turn 
  Spirit.
  Sense Spirit
  Information; Area
  Finds any demons, spirits, or undead in the area. A good 
  roll also gives a general impression of the kinds of beings pres-
  ent. You may limit the spell to a specific type of entity, or spec-
  ify that you’re excluding a given type, before you start casting.
  Duration: Instantaneous.
  Base cost: 1/2 (minimum 1). Cannot be maintained.
  Prerequisites: Clerical: PI 1. Wizardly: Either Magery 1 
  and Sense Life, or Death Vision.
  Summon Spirit
  Information; Resisted by spirit’s Will
  Lets you talk with the spirit of a dead person. A friend’s 
  spirit resists at -5. If the spell works, the spirit will answer one 
  question – to the best of the subject’s knowledge as of the time 
  of death – per minute the spell endures.
  
  	
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  If the spell fails, you may not summon that spirit again for 
  one year. Critical failure summons a malign spirit that lies 
  deliberately – or worse, at the GM’s whim!
  Modifiers: -5 if you don’t know the subject’s full name. -1 if 
  more than a week has passed since subject’s death, -2 if more 
  than a month, -3 if more than a year, -4 if more than 10 years, 
  -5 if more than 50 years, or -6 if more than 500 years.
  Duration: 1 minute.
  Cost: 20 to cast. 10 to maintain. Halve costs if casting at the 
  death site or over the corpse of the person being contacted; 
  quarter costs (round up) if both conditions are met.
  Time to cast: 5 minutes.
  Prerequisites: Clerical: PI 2. Wizardly: Magery 2 and Death 
  Vision.
  Turn Spirit
  Regular; Resisted by Will
  Causes a single subject in spirit form to retreat from you. 
  You must be able to see the subject. The subject moves away 
  from you at its current maximum Move until the spell ends 
  or you lose sight of it, and cannot attack you in any way 
  during this time (this includes the use of special powers  
  and spells).
  If the spirit possesses a living entity, Turn Spirit won’t force 
  the spirit out of its host – the spirit will simply flee using the 
  host’s body!
  Duration: 10 seconds.
  Cost: 4 to cast. 2 to maintain. Every extra point of casting 
  energy gives -1 to the spirit’s resistance.
  Prerequisites: Clerical: PI 2. Wizardly: Fear and Sense 
  Spirit.
  Turn Zombie
  Area
  Inflicts 1d HP of injury on any zombie, skeleton, or similar 
  reanimated undead servitor in the area; DR doesn’t protect. 
  Also roll 1d for each being affected. On a 1, it turns and flees 
  from you.
  Duration: Instantaneous. Undead that flee will avoid you 
  for one day.
  Base cost: 2. Cannot be maintained.
  Time to cast: 4 seconds.
  Prerequisites: Clerical: PI 2.
  Plant	sPells
  These druidic spells detect, modify, control, and commu-
  nicate with plants. Unless noted otherwise, the subject plants 
  gain no special powers.
  Arboreal Immurement
  Regular; Resisted by HT
  The nearest tree of suitable size instantly swallows the sub-
  ject. The victim remains in Suspended Animation (p. 40), in 
  a tiny cylindrical chamber inside the tree, until rescued by 
  chopping through the tree or the reverse of this spell. If you 
  cast this spell on yourself, you may opt to stay awake – unwise 
  unless you have some means of breathing!
  Modifiers: Apply Long-Distance Modifiers (p. 14) for the dis-
  tance from the subject to the nearest tree large enough to hold 
  that person.
  Duration: Permanent unless the victim is rescued.
  Cost: 8 (but only 5 to reverse an immurement). Cannot be 
  maintained.
  Time to cast: 3 seconds.
  Prerequisites: Druidic: PI 5.
  Conceal
  Area
  Causes existing vegetation to grow quickly over objects in 
  the area. Small objects are screened from sight; large ones are 
  camouflaged as grass- or moss-covered hills. Anyone looking 
  into the area must win a Quick Contest of Vision vs. your 
  effective skill to notice what’s concealed there.
  Duration: 1 hour.
  Base cost: 1 in jungle, swampland, or woodlands; 2 in 
  plains; or 3 in sparser terrain. Same cost to maintain.
  Time to cast: 4 seconds.
  Prerequisites: Druidic: PI 3.
  Create Plant
  Area
  Brings forth vegetation where nothing grew before, let-
  ting you use other Plant spells that work only in areas with 
  plant life. Slow and costly, but useful when making camp in 
  the dungeon!
  Duration: Instantaneous. Created plants are nonmagical 
  and as permanent as the area can sustain.
  Base cost: 4 for grasses, 8 for bushes, or 15 for trees. Cannot 
  be maintained.
  Time to cast: 1 second per energy point.
  Prerequisites: Druidic: PI 3.
  Forest Warning
  Area
  As Nightingale (p. 64), but works only in areas with plants.
  
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  Duration: 10 hours.
  Base cost: 1/2 (minimum 2). Same cost to maintain.
  Prerequisites: Druidic: PI 3.
  Hide Path
  Regular
  Lets you and either your mount or up to five man-sized 
  companions pass through or over vegetation without leaving 
  any sign. Enemy Tracking attempts are at -8!
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Druidic: PI 2.
  Identify Plant
  Information
  Determines the type of any one plant. Gives you +3 on any 
  Esoteric Medicine, Herb Lore, Naturalist, Pharmacy, or Poi-
  sons roll to assess whether that plant is edible, toxic, etc., or to 
  determine its medicinal or supernatural properties.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Druidic: PI 1.
  Plant Control
  Regular; Resisted by Will
  Controls the actions of one large plant (any size) or a group 
  of smaller ones (up to 100 lbs.). Concentration is required! 
  Remember that subjects larger than Size Modifier 0 increase 
  casting cost.
  A key spell for “green druids” – knowing it lets you use Beast 
  Possession, Rider, Rider Within, and similar Animal spells on 
  plant-class monsters! However, Plant Control won’t work on 
  IQ 6+ plants; they require Body Control, Communication and 
  Empathy, or Mind Control spells.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Druidic: PI 3.
  Plant Sense
  Regular; Resisted by Hide Path
  Subject sees and hears minute details known by the sur-
  rounding plants – particularly disturbances caused by pass-
  ing or hiding creatures. In thick growth (jungle, woodlands, 
  etc.), this gives +4 to Tracking, +2 to all Sense rolls, and the 
  ability to detect invisible or magically concealed creatures on 
  an unmodified Perception roll. In sparser growth, halve the 
  bonuses and remove the ability to sense invisible or magically 
  hidden beings. If there are no plants, the spell does nothing.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Druidic: PI 3.
  Plant Speech
  Regular
  Lets you communicate with plants – you speak aloud, 
  they reply telepathically. Each minute allows one question 
  and answer. The older the plant, the more useful this is. 
  Grass could tell only that it had been stepped on recently 
  (about a day), while an ancient oak could recall details of 
  mounts, dress, aroma . . . An IQ 6+ plant could discuss 
  nearly anything.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Druidic: PI 3.
  Plant Vision
  Regular
  Subject can see through vegetation to spot overgrown 
  buildings, lurking enemies, etc. Natural plant growth is trans-
  parent to Plant Vision. Magical plant growth, dead wood, and 
  wooden constructions aren’t.
  Also a Knowledge spell.
  Duration: 30 seconds.
  Cost: 1 per 10 yards of range to cast (100 yards maximum). 
  Same cost to maintain.
  Prerequisites: Druidic: PI 2.
  Pollen Cloud
  Area; Resisted by HT
  Conjures a cloud of unnaturally allergenic pollen. This 
  is a contact agent – breathing isn’t required to be affected! 
  Living beings within the area must resist with HT each turn 
  or suffer itching and weeping: -2 to DX and Vision until the 
  spell dissipates or they leave the area, and then for 3d sec-
  onds afterward.
  Duration: 5 minutes indoors, far less outdoors (GM’s judg-
  ment, but as little as 10 seconds if there’s wind).
  Base cost: 1. Cannot be maintained.
  Prerequisites: Druidic: PI 2.
  Purify Earth
  see p. 28
  Seek Plant
  Information
  Reveals the direction and approximate distance of the 
  nearest growth of plants, or of one specific plant type.  
  Apply Long-Distance Modifiers (p. 14). You may specify that 
  you’re excluding any known plants before you start casting.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Druidic: PI 1.
  
  	
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  Shape Plant
  Regular
  Lets subject shape plant matter using bare hands. Wooden 
  obstacles can be removed at 2d HP per second. Enemies’ 
  wooden weapons lose 2d HP per successful barehanded 
  strike. Consult Damage to Objects (Exploits, pp. 55-56), 
  Entrances (Exploits, pp. 82-83), and the Object Hit Points 
  Table (Exploits, p. 102) for typical item HP.
  Duration: 1 minute.
  Cost: 6 to cast. 2 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Druidic: PI 2.
  Tangle Growth
  Area
  Ground plants (e.g., grass) in the area grow into bad foot-
  ing (Exploits, p. 35): -2 to attack rolls, -1 to defense rolls, 
  and +1 movement point cost per hex. Bushes and low trees 
  become obstacles that must be hacked through to pass; each 
  hex has DR 3, HP 33. Anyone in the area when the spell is cast 
  may move normally on their next turn; they’ll be caught only 
  if they fail to leave.
  Duration: 1 minute.
  Base cost: 1 for grass, or 2 for bushes and trees. Half that 
  to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Druidic: PI 3.
  Walk Through Plants
  Regular
  Subject can pass through any vegetation – however heavy – 
  unhindered (at normal Move), traveling as if the terrain were 
  open. Plants move aside to let the subject pass, and then 
  resume their previous positions! Against Tangle Growth, roll 
  a Quick Contest every second; Walk Through Plants must win 
  to work.
  This spell penalizes enemy Tracking if there’s any plant life 
  at all: -8 in jungle, swampland, or woodlands; -4 in plains; or 
  -2 in sparser terrain.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Prerequisites: Druidic: PI 3.
  Walk Through Wood
  Regular
  Works similarly to Walk Through Earth (p. 29), but lets 
  the subject pass through solid wood (dead or alive) instead 
  of mineral matter. However, knowing Earth to Air won’t let 
  you breathe!
  Duration: 1 second.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Druidic: PI 3.
  Wither Plant
  Area; Resisted by HT
  Causes plants in the area to wither and die. You can choose 
  to affect only one type of plant, or everything but one type, if 
  you wish. Effectively a death spell on plant-class monsters, 
  which resist with HT.
  Duration: Instantaneous. Withering is permanent.
  Base cost: 2 on natural plants. On a plant-class monster, 
  treat as a Regular spell with cost 6. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Druidic: PI 4.
  ProteCtIon	and	WarnIng	sPells
  Some of these spells protect one subject against danger – 
  but successful delvers won’t overlook those useful for fortify-
  ing an entire camp!
  Armor
  Regular
  Increases a living subject’s Damage Resistance. This DR is 
  treated like armor DR for all purposes, and cumulative with 
  that from actual armor.
  Duration: 1 minute.
  Cost: Twice the DR given to the subject, to a maximum DR 
  of 5 (cost 10). Half that to maintain.
  Prerequisites: Clerical: PI 1. Wizardly: Shield.
  Bladeturning
  Regular
  Turns cutting weapons attacking the subject. For each 
  bladed attack, roll a Quick Contest between the attacker’s DX 
  and your effective Bladeturning skill. Unless the 
  attacker wins, the weapon does only crushing dam-
  age and becomes unready! No effect on non-cutting 
  weapons or natural weaponry (claws, teeth, etc.).
  Duration: 1 minute.
  Cost: 2. Same cost to maintain.
  Prerequisites: Wizardly: Shield.
  Defensive magic in a world of magical 
  foes? No warrior would object. Buff me up!
  –Masha Deathfoot, Martial Artist
  
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  Coolness
  see p. 68
  Deflect Missile
  see p. 56
  Detect Poison
  see p. 36
  Iron Arm
  Blocking
  Stops a blow – anything a sword could parry – with only 
  an arm. Success parries the attack without any risk to you. 
  Failure means you’re parrying unarmed; see What Am I 
  Parrying With? (Exploits, pp. 48-49). Counts as a parry for 
  combat purposes.
  Duration: Instantaneous.
  Cost: 1. Cannot be maintained.
  Prerequisites: Wizardly: Resist Pain and DX 11+.
  Magelock
  Regular; Resists Lockmaster spell
  Locks a door magically. The door won’t open unless the 
  spell is removed (Counterspell and Lockmaster will both 
  counter it) or the door itself is destroyed.
  Duration: 6 hours.
  Cost: 3 to cast. 2 to maintain.
  Time to cast: 4 seconds.
  Prerequisites: Wizardly: Magery 1.
  Missile Shield
  Regular
  Turns physical projectiles and all Missile spells harm-
  lessly aside by the tiniest fraction needed to ensure they miss 
  the subject. On the battle map, they continue in a straight 
  line past the subject. Works on missile weapons, thrown 
  weapons, falling rocks, and Missile spells, but has no effect 
  on diffuse streams (like jet spells and dragon’s breath), or 
  on ranged attacks targeting the ground or area rather than 
  the subject.
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Prerequisites: Wizardly: Apportation or Shield.
  Mystic Mist
  Area
  Produces a dense, opalescent fog that confuses anyone 
  entering it. Figures more than two yards away cannot be seen 
  except using Mage Sight (p. 44). Interlopers must roll vs. (IQ + 
  Magic Resistance) every second – or use Mage Sight – to avoid 
  losing their way and walking in randomly chosen directions, 
  unless they have a guide or possess Absolute Direction.
  Intruders must make a Fright Check on first entering the 
  mist, and every five minutes thereafter. Anyone failing the first 
  Fright Check will be very reluctant to enter! Dangerous ani-
  mals simply avoid the mist, but suffer normal effects if for 
  some reason they must enter it.
  Those within the Mystic Mist when it’s cast can sense it 
  as a dim shimmering but are immune to the above effects. 
  Moreover, these “natives” have +1 to their defense rolls when 
  attacked by interlopers, while interlopers have -1 to defenses 
  against them.
  Mystic Mist is an excellent defense for a party camping 
  in dangerous territory. You must cast it in an area centered  
  on yourself.
  Duration: 10 hours.
  Base cost: 1. 1 to maintain.
  Time to cast: 5 minutes.
  Prerequisites: Druidic: PI 2. Wizardly: Magery 1, and 
  Watchdog or Shield.
  Nightingale
  Area
  Makes a door or horizontal surface “noisy.” A door squeaks 
  loudly when opened, while a patch of ground becomes full 
  of snapping sticks – or a floor creaks – when someone walks 
  over it. This automatically alerts or wakes you if you’re within 
  hearing range, and probably alerts others nearby (make an IQ 
  roll if there’s other noise around).
  Duration: 10 hours.
  Base cost: 2. 2 to maintain.
  Prerequisites: Wizardly: Sense Danger.
  Protect Animal
  see p. 19
  Protection from Evil
  Regular
  Protects as Armor (p. 63) and Magic Resistance (p. 51), 
  but only against direct attacks and spells from creatures of 
  pure Evil: demons, undead-by-choice (never zombie slaves or 
  ghosts cursed to haunt, however hostile), and anything else 
  the GM agrees qualifies. Indirect nastiness – e.g., the traps, 
  golems, and mindless monsters in a lich’s lair – never counts, 
  even if it’s The Devil’s work. Each energy point (up to 5) grants 
  +1 DR and +2 Magic Resistance. Subject must be willing or 
  the spell simply fails.
  Bards have special dispensation to learn this spell, despite 
  it falling outside the usual colleges.
  Also a Meta-Spell.
  Duration: 1 minute.
  Cost: 1 to 5 to cast. Half that to maintain (round up).
  Prerequisites: Clerical: PI 2. Druidic: PI 2. Wizardly: Mag-
  ery 3 or Bardic Talent 3, and Sense Evil.
  
  	
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  Reflect Gaze (VH)
  Blocking; Resists gaze attacks
  Resists one gaze attack – including a Fascinate spell or a 
  power that requires eye contact – about to affect the subject. 
  Victory averts the attack from the subject; victory by 10+, or a 
  critical success, reflects it back at the attacker! Otherwise, the 
  gaze affects the subject normally. Counts as a parry for com-
  bat purposes. If you aren’t the subject, apply distance modifi-
  ers as for a Regular spell.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Wizardly: Mirror.
  Resist Acid
  see p. 70
  Resist Disease
  see p. 38
  Resist Lightning
  see p. 72
  Resist Poison
  see p. 38
  Resist Sound
  see p. 67
  Resist Water
  see p. 70
  Sense Danger
  Information
  Warns if danger is nearby, or about to come close and 
  strike. Gives the general nature of danger that’s no more than 
  a minute away: “trap,” “monster,” etc. Danger within five min-
  utes produces a sense of foreboding, but no details except on a 
  critical success. Even less immediate danger is undetectable.
  Duration: Instantaneous.
  Cost: 3. Cannot be maintained.
  Prerequisites: Wizardly: Sense Foes.
  Shield
  Regular
  Conjures an invisible shield of magical force that moves to 
  protect the subject from frontal attacks. This grants a Defense 
  Bonus that’s cumulative with that from an actual shield. Does 
  not allow a subject without a shield to block.
  Duration: 1 minute.
  Cost: Twice the DB given to the subject, to a maximum DB 
  of 4 (cost 8). Half that to maintain.
  Prerequisites: Clerical: PI 1. Wizardly: Magery 2.
  Teleport Shield
  Area
  Gives -5 to any attempt to use teleportation – or time or 
  dimensional travel – to enter or leave the area. This usually 
  means monsters’ innate abilities, but the Blink and Blink 
  Other spells are also affected. Failed attempts to teleport in 
  have their normal effects. Failed attempts to teleport out leave 
  the would-be traveler in place, physically stunned, and having 
  spent any energy cost for the attempt!
  Also a Gate spell.
  Duration: 1 hour.
  Base cost: 1/3. Minimum radius 3 yards. Same cost to 
  maintain. Double cost to make the penalty -10; triple for -15!
  Time to cast: 10 seconds.
  Prerequisites: Wizardly: Spell Shield and Watchdog.
  Umbrella
  see p. 70
  Warmth
  see p. 32
  Watchdog
  Area
  Cast around an area, this spell warns you of anyone or any-
  thing crossing with hostile intent. If you’re asleep, you wake 
  instantly without being stunned. The spell does not end if trig-
  gered – it lasts until its natural expiration.
  Duration: 10 hours.
  Base cost: 1. 1 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 1. Wizardly: Sense Danger.
  Weather Dome
  Area
  Creates a shimmering dome that repels bad weather of all 
  types – up to and including Windstorm spells, volcanic ash, 
  and rains of frogs – as well as flying insects! Floods, landslides, 
  and similar catastrophes destroy the dome. Inside the dome, 
  the air remains fresh and you never have to worry about 
  Temperature (Exploits, p. 70).
  Also a Weather spell.
  Duration: 6 hours.
  Base cost: 3. 2 to maintain.
  Prerequisites: Druidic: PI 2.
  
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  sound	sPells
  For spells that produce sound, the “subject” is the spot from 
  which the sound comes. A bard may play a musical instru-
  ment instead of singing when casting such a spell; if so, the 
  effect emanates from the instrument and must be cast on the 
  bard (Concussion and Sound Jet count, as they’re normally 
  cast on the bard’s hand!) or centered on the bard’s hex.
  Concussion
  see p. 15
  Delayed Message
  Area
  Creates an oral message that can be delayed to go off until 
  a certain person, specified at casting, arrives in the area. The 
  recipient hears it clearly, regardless of other noise; nobody 
  else does. Detect Magic cast in the area reveals that it con-
  tains a Delayed Message, but only critical success learns more. 
  Critical success reveals one of the following (roll randomly): 
  the sender, the intended recipient, or the words (not any hid-
  den meanings) of the message.
  Duration: Until the specified person arrives. Does not count 
  as a spell “on.”
  Base cost: 3 per simple sentence – one idea per sentence. 
  Cannot be maintained.
  Time to cast: 4 seconds.
  Prerequisites: Wizardly: Magery 1 or Bardic Talent 1, and 
  Sense Life and Voices.
  Far-Hearing
  Regular
  Lets the subject hear anyone or anything he or she can see 
  (even at a great distance), or through up to two yards of solid 
  objects. This includes conversations! The recipient automati-
  cally makes all Hearing rolls. Doesn’t work on deaf subjects or 
  those with the Hard of Hearing disadvantage.
  Also a Knowledge spell.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Magery 1 or Bardic Talent 1, and 
  at least four other Sound spells.
  Garble
  Regular; Resisted by Will
  Renders a living being incapable of making meaningful 
  sounds – any attempt comes out completely garbled. The 
  subject cannot cast spells that require speech or song (this 
  includes any bardic casting!).
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Wizardly: Voices.
  Great Voice
  Regular
  Subject can be heard clearly and distinctly by everyone he 
  or she can see, even at a great distance – or by only a few cho-
  sen targets, if that’s specified before speaking (those within 
  ordinary earshot will hear regardless, of course!). Makes 
  the Leadership and Tactics rolls under “Onward to Victory!” 
  (Exploits, p. 57) possible even for distant allies or over battle-
  field racket, the Noise spell, etc. The sound may be irritatingly 
  loud, but won’t deafen or cause harm.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Clerical: PI 2. Wizardly: Thunderclap and 
  Voices.
  Hush
  Regular; Resisted by Will
  Subject (object or living being) can make no sounds, acci-
  dentally or on purpose. Gives +3 to subject’s Stealth skill or 
  -5 to the Hearing roll of anyone listening for the subject, and 
  makes it impossible to cast spells that require speech or song 
  (including any bardic casting!).
  Duration: 10 seconds if subject attempted to resist, 1 min-
  ute otherwise.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Silence.
  Keen Hearing
  see p. 54
  Mage-Stealth
  Regular
  Subject can move quietly, breathe without sound, etc., but 
  can still talk (and cast spells) when necessary. Other benefits 
  are as for Hush (above).
  Hold the center! HOLD THE 
  CENTER! . . . Ye gods, that was loud.
  – Sir Yvor Gryffyn, Knight
  
  	
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  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Hush.
  Message
  Regular; Resisted by spells that block sound
  Sends subject a spoken message, which travels at 50 
  mph (Move 25). The recipient hears the message clearly 
  and distinctly over any normal noise; nobody else does. 
  Noise, Silence, and Wall of Silence will resist the incom-
  ing message.
  Modifiers: Long-Distance Modifiers (p. 14); -2 if you don’t 
  know the subject; -5 if you don’t know the subject’s where-
  abouts (a successful Seeker spell will eliminate this); +5 with 
  a successful Trace spell.
  Also a Communication and Empathy spell.
  Duration: Time for message to reach subject.
  Cost: 1 per 15 seconds of message duration. Double this to 
  double speed of sending to 100 mph (Move 50).
  Time to cast: Equal to time needed to speak message.
  Prerequisites: Wizardly: Great Voice and Seeker.
  Noise
  Area
  Fills an area with meaningless, continuous, very loud 
  noise. No one within the area can have a conversation or 
  hear other sounds. Use of any IQ-based skill is distracted 
  (e.g., spells), at -3, or both – GM’s choice. A Wall of Silence 
  (p. 68) surrounds the affected area. Resists and is resisted 
  by Silence; if the newer spell wins, it takes effect and dispels 
  the older one.
  Duration: 5 seconds.
  Base cost: 4. 2 to maintain.
  Prerequisites: Wizardly: Wall of Silence.
  Resist Sound
  Regular
  Subject (person, creature, or object) and anything car-
  ried become immune to the effects of sound: Sound Jet and 
  Thunderclap have no effect, loud noises won’t stun or deafen, 
  and so on. Noise may still distract, however.
  Also a Protection and Warning spell.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Wizardly: At least four Sound spells.
  Silence
  Area
  Creates an area of quiet. No one within this area can hear 
  anything, and nothing that happens there makes any sound. 
  Prevents spoken spells – and all bardic magic – from working! 
  The area is affected, not those in it; anyone moving out will be 
  able to speak.
  Duration: 1 minute.
  Base cost: 2. 1 to maintain.
  Prerequisites: Clerical: PI 1. Wizardly: Sound.
  Silver Tongue
  Regular
  Grants subject the Voice advantage (Adventurers, p. 54). 
  No effect on beings that already have the advantage.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Clerical: PI 3. Wizardly: Voices and at least 
  five Mind Control spells.
  Sound
  Regular
  Produces any sort of meaningless sound you like – the 
  drone of an insect, the distant babble of voices, the clatter of 
  something falling, or anything similar. Cannot produce loud 
  noise. Requires no concentration once the spell is cast.
  Duration and cost: 1 energy point to create 5 seconds of 
  sound – or 2 energy points to create a sound that lasts for a full 
  minute, and 1 per minute to maintain.
  Prerequisites: Wizardly: Magery 0 or Bardic Talent.
  Sound Jet
  Regular
  Shoots a thin beam of shrill sound from a fingertip; see 
  Jet Spells (p. 12). A hit does no damage, but the victim must 
  roll vs. HT – at -1 per energy point in the spell, but +1 per five 
  full points of DR – to avoid physical stun (Exploits, p. 60). 
  Those stunned may make a HT roll each turn to recover, also 
  at -1 per energy point. Range in yards equals energy points 
  in the spell.
  Duration: 1 second.
  Cost: 1 to 4. Same cost to maintain.
  Prerequisites: Wizardly: Great Voice.
  Thunderclap
  Regular
  Produces a single loud sound, like a crash of thunder. 
  The “subject” is the spot you choose as the spell’s center.  
  Outdoors, anyone within three yards of this place must make 
  a HT roll or be deafened; those deafened may roll vs. HT every 
  hour to recover. In an enclosed area – less than 10 yards in 
  any dimension – increase this distance to six yards! You roll 
  at +2 to HT.
  Duration: Instantaneous. Deafness lasts until victims 
  recover.
  
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  Cost: 2. Cannot be maintained.
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wizardly: 
  Sound.
  Voices
  Regular
  Produces a meaningful sound – voices, music, etc. – of nor-
  mal speaking volume. Requires constant concentration.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Wizardly: Sound.
  Wall of Silence
  Area
  Surrounds an area with a wall through which sound cannot 
  pass. Those inside cannot hear outside sounds, or be heard by 
  those outside – useful when you must do something noisy and 
  want to avoid attracting monsters! Spellcasting is unaffected, 
  but the commands some Mind Control spells require can’t 
  cross the boundary.
  Duration: 1 minute.
  Base cost: 2. 1 to maintain.
  Prerequisites: Wizardly: Silence.
  Water	sPells
  These spells deal with the traditional magical “element” 
  of water. For this college’s purposes, liquid water weighs 8.3 
  lbs. per gallon, ice weighs 7.5 lbs. per gallon, and there are 8 
  gallons to the cubic foot. Except as noted, these spells cannot 
  affect the water in a living or animate subject’s body.
  Breathe Water
  Regular
  Subject can breathe water as though it were air, and doesn’t 
  lose the ability to breathe ordinary air. Also an Air spell.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Clerical: PI 3. Druidic: PI 3. Wizardly: Cre-
  ate Air and Destroy Water.
  Coolness
  Regular
  Subject remains comfortably cool in warm weather: +3 
  to all HT rolls to avoid the ill effects of heat or dehydra-
  tion. See Temperature (Exploits, p. 70). Offers no protection 
  against fire attacks.
  Also a Protection and Warning spell.
  Duration: 1 hour.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wizardly:  
  Cold.
  Create Water
  Regular
  Creates pure water out of nothing. This may appear within 
  a container, as a globe in midair (it falls immediately), or as 
  a dense mist of droplets (each gallon will extinguish all fire in 
  one hex). Water cannot be created inside a foe!
  Duration: Instantaneous. Water lasts one day or until con-
  sumed, whichever comes first.
  Cost: 2 per gallon. Cannot be maintained.
  Prerequisites: Clerical: PI 2. Wizardly: Purify Water.
  Dehydrate
  Regular; Resisted by HT
  Removes water from the subject’s body, causing injury to 
  living beings and creatures of water. Cast from a distance, it 
  affects the whole victim; cast by touch, harm is limited to the 
  part touched. Armor doesn’t protect!
  Duration: Instantaneous. Injury is permanent until healed.
  Cost: 1 per 1d-1 HP injury inflicted, up to 3d-3.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: At least five Water spells, including 
  Destroy Water.
  Destroy Water
  Area
  Causes water (in any form) to vanish. If more water is all 
  around, it will rush in to fill the hole. Good for drying things 
  out, saving a drowning victim, etc. Cannot be used as a “dehy-
  drating” attack!
  Duration: Instantaneous. Destroyed water stays gone.
  Base cost: 3. In deep water, the area is only two yards in 
  height/depth. Cannot be maintained.
  Prerequisites: Wizardly: Create Water.
  Fog
  see p. 71
  Freeze
  Regular
  Turns water into solid ice. The ice retains the shape of 
  its container; in open water, the affected volume freezes as 
  a sphere or cube (your choice). You may cast Shape Water 
  to form the water before it’s frozen, or to alter the ice’s  
  shape afterward.
  
  	
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  Duration: Instantaneous. Ice lasts until it melts naturally.
  Cost: 2 for an object up to the size of a fist, 4 for up to a 
  cubic foot, 6 for a cubic yard, +3 per additional cubic yard. 
  Cannot normally be maintained – but in temperatures above 
  freezing, you may maintain Freeze by paying the same cost 
  every 10 minutes, in which case it counts as a spell “on.”
  Time to cast: 10 seconds.
  Prerequisites: Druidic: PI 3. Wizardly: Shape Water.
  Frostbite
  Regular; Resisted by HT
  Lowers the temperature of the subject’s body, causing 
  injury to living beings and any entity that can freeze (e.g., 
  water elementals) or needs warmth (creatures of fire qualify). 
  Cast from a distance, it affects the whole victim; cast by touch, 
  harm is limited to the part touched. Armor doesn’t protect!
  Duration: Instantaneous. Injury is permanent until healed.
  Cost: 1 per 1d HP of injury inflicted, up to 3d.
  Time to cast: 3 seconds.
  Prerequisites: Druidic: PI 4. Wizardly: Cold and Freeze.
  Geyser (VH)
  Area
  Causes a geyser of scalding-hot water to gush forth from 
  the ground within the area of effect. The geyser must always 
  spring from the earth – the spell wouldn’t work on a rooftop.
  All those within the area suffer 3d burning damage as Large-
  Area Injury (Exploits, p. 53). They’re automatically pushed out 
  of the area, and must make a DX roll at -5 or fall down!
  Two seconds after the geyser starts, the water begins to fall 
  back as spray. It affects an area with twice the radius of the 
  original geyser. Anyone within the added area suffers 1d burn-
  ing damage per second.
  Example: A two-yard-radius geyser causes 3d burn to every-
  one within its radius. Two seconds later, all those within four 
  yards – but not within two yards – suffer 1d burn.
  If you’re in the area of your own geyser, you take damage as 
  well. If you’re in the spray area, you’re unharmed.
  Duration: 1 second.
  Base cost: 5. 2 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Druidic: PI 6.
  Hail
  see p. 71
  Ice Dagger
  Missile
  Creates a razor-sharp icicle. This missile has Acc 3, 1/2D 
  30, Max 60. Roll against Innate Attack (Projectile) to hit. Won’t 
  extinguish fires and has no extra effect on creatures of flame.
  Cost: Any amount up to your level of spellcasting talent 
  per second, for three seconds. The dagger does 1d-1 impaling 
  damage per energy point.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Wizardly: Ice Sphere or Water Jet.
  Ice Sphere
  Missile
  Creates a ball of ice in one hand. This missile has Acc 2, 
  1/2D 40, Max 80. Roll against Innate Attack (Projectile) to hit. 
  When it strikes something, it vanishes in a gout of water. Even 
  a 1d sphere will extinguish fire in a one-yard radius around its 
  point of impact.
  Cost: Any amount up to your level of spellcasting talent 
  per second, for three seconds. The sphere does 1d crushing 
  damage per energy point.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Wizardly: Shape Water.
  Icy Missiles
  Regular
  Allows a missile weapon to shoot icy projectiles. It 
  becomes cold to the touch but won’t harm the wielder, and 
  its missiles inflict an extra 2 points of injury on the tar-
  get if they penetrate DR; see Follow-Ups (Exploits, p. 56). 
  Projectiles shatter on hitting a target or after 10 seconds, 
  whichever comes first.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Icy Weapon.
  Icy Weapon
  Regular
  Causes a melee weapon to become freezing cold. Doesn’t 
  harm the user or weapon, but the weapon inflicts an extra 2 
  points of injury on the target if it penetrates DR; see Follow-
  Ups (Exploits, p. 56).
  Speaking from Experience
  Speaking as an expert on, um, urban operations, a 
  word on fire: It attracts attention, spreads everywhere, 
  and burns up loot. Yet none of this stops wizards from 
  being freakin’ pyromaniacs. I don’t know why more of 
  those guys don’t use ice magic: It kills quietly, leaves no 
  evidence but a little water, and doesn’t turn everything 
  into worthless freakin’ ashes.
  – Hap Badapple, Thief
  
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  th e	s PellBook
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Create Water.
  Purify Water
  Special
  Removes all impurities from water. You must pour the 
  water through a hoop or ring (or, in a pinch, your own fin-
  gers) into a container. Only one skill roll is required, as long 
  as the flow continues.
  Duration: Instantaneous. Water remains purified until 
  re-contaminated.
  Cost: 1 per gallon. Cannot be maintained.
  Time to cast: 5 to 10 seconds per gallon, unless a 
  large container and ring are used.
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wiz-
  ardly: Seek Water.
  Resist Acid
  Regular
  Subject (person, creature, or object) and anything 
  carried become immune to the effects of acid. Also a 
  Protection and Warning spell.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain. Triple cost if subject 
  must resist alkahest.
  Prerequisites: Clerical: PI 2.
  Resist Water
  Regular
  Subject (person, creature, or object) and anything carried 
  become immune to the effects of dampness due to water and 
  water-like substances, remaining dry even when completely 
  submerged. Does not protect against damage caused by scald-
  ing or freezing water, or by the impact of ice – just against the 
  moisture – but does give DR 2 against acid.
  Also a Protection and Warning spell.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Wizardly: Either Shape Water and Destroy 
  Water, or Umbrella.
  Seek Water
  Information
  Reveals the direction, distance, and general nature of the 
  nearest significant source of water. Apply Long-Distance 
  Modifiers (p. 14). You may specify that you’re excluding any 
  known water sources before you start casting.
  Duration: Instantaneous.
  Cost: 2. Cannot be maintained.
  Prerequisites: Druidic: PI 1. Wizardly: Magery 0.
  Shape Water
  Regular
  Sculpts water (including ice or steam) into any form and 
  moves it about. Once given a shape, the water holds it without 
  further concentration until the spell ends. A useful shape is a 
  wall of water to stop fiery attacks; 20 gallons make a wall two 
  yards high by one yard wide, which will stop Fireball spells 
  and ordinary fire.
  Duration: 1 minute.
  Cost: 1 per 20 gallons shaped. Same cost to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Druidic: PI 2. Wizardly: Create Water.
  Swim
  Regular
  Lets subject move through water at normal Move, reduced 
  as usual by encumbrance. The subject controls this move-
  ment, and can act and fight without penalties for being under-
  water. Subject automatically succeeds at all Swimming rolls, 
  too, unless dragged totally under the water. This spell does not 
  provide for the subject’s breathing needs!
  Also a Movement spell.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Druidic: PI 3. Wizardly: Levitation and 
  Shape Water.
  Umbrella
  Regular
  Protects subject and anything carried from ordinary pre-
  cipitation: rain, snow, etc. Doesn’t work against water attacks, 
  or rains of anything but water (frogs, stones, etc.). Also a Pro-
  tection and Warning spell.
  Duration: 10 minutes.
  Cost: 1. Same cost to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Clerical: PI 1. Druidic: PI 1. Wizardly: 
  Shape Water or Shield.
  Speaking from Experience
  Everybody saying barbarians hate magic don’t get it. Barbar-
  ians don’t hate all magic, just magic for cheating in fight. Bar-
  barians love magic for outdoors fun. Argua come from steamy 
  hot jungle full of fever swamps, so Argua like spells to keep cool, 
  an’ find safe water, an’ swim real good, an’ not get soggy from rain. 
  Argua just love druids who can do all that stuff – she give ‘em big 
  hug and kiss!
  – Argua the Barbarian
  
  	
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  Walk on Water
  Regular
  Lets subject walk on the surface of any liquid at normal 
  ground Move, just as if on solid ground. Doesn’t protect 
  against damage caused by contact with the liquid, though – 
  someone traversing lava or boiling acid will still take damage!
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Time to cast: 4 seconds.
  Prerequisites: Wizardly: Shape Water.
  Water Jet
  Regular
  Shoots a thin jet of water from one finger; see Jet Spells 
  (p. 12). Against most foes, a hit does 1d damage for knockback 
  purposes only (Exploits, p. 53) – not actual injury – per energy 
  point in the spell, and a hit to the face means next turn, com-
  bat skills are at -3 per energy point. On swarms and creatures 
  of flame, the jet inflicts actual crushing damage. Even a 1d jet 
  can extinguish one hex of normal fire per second. Range in 
  yards equals the number of dice in the attack.
  Duration: 1 second.
  Cost: 1 to 3. Same cost to maintain.
  Prerequisites: Wizardly: Shape Water.
  Water Vision
  Information
  Lets subject see through up to 200 yards of water, snow, 
  and ice to find sunken treasure, lurking monsters, etc. Also a 
  Knowledge spell.
  Duration: 30 seconds.
  Cost: 1 per 20 yards of depth to cast. Same cost to maintain.
  Prerequisites: Druidic: PI 3. Wizardly: Shape Water.
  Weather	sPells
  This is magic that interacts with the weather or emulates 
  its effects, notably lightning. Spells that control large-scale 
  phenomena – clouds, rain, winds, etc. – also exist but are of 
  little value to delvers.
  Explosive Lightning
  Missile
  Creates a lightning bolt that explodes on impact. This has 
  Acc 3, 1/2D 50, Max 100. Roll against Innate Attack (Projectile) 
  to hit. Can be thrown at a wall, floor, etc. (+4 to hit) to catch 
  foes in the blast – see Attacking an Area (Exploits, p. 45). Dam-
  age treats metal armor as DR 1, and injury stuns as explained 
  for Lightning (below).
  Also an Air spell.
  Cost: Any amount up to twice your level of spellcasting 
  talent per second, for three seconds. For every two energy 
  points in the spell, the bolt does 1d-1 burning explosive dam-
  age. See Explosions (Exploits, p. 46) for rules for rules for 
  explosive damage.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Wizardly: Lightning.
  Fog
  Area
  Creates an area of dense fog. Even one yard of fog blocks 
  vision. Flaming weapons and missiles lose their extra power 
  in fog. A Fireball loses 1 point of damage per yard of fog it tra-
  verses (e.g., a 3d Fireball that crosses five yards of fog inflicts 
  3d-5 damage), while victims of an Explosive Fireball count 
  each yard of fog as two yards of distance from the blast. No 
  amount of fog will extinguish a fire, however.
  Also a Water spell.
  Duration: 1 minute.
  Base cost: 2. Half that to maintain.
  Prerequisites: Druidic: PI 2.
  Hail
  Area
  Pelts the area with huge, damaging hail. This counts as a 
  distraction for anyone taking a Concentrate maneuver (e.g., to 
  cast a spell), and inflicts 1d-2 crushing damage per second as 
  Large-Area Injury (Exploits, p. 53).
  Also a Water spell.
  Duration: 1 minute.
  Base cost: 1. Same cost to maintain.
  Prerequisites: Druidic: PI 4.
  Lightning
  Missile
  Creates a lightning bolt in one hand. This missile has Acc 3, 
  1/2D 50, Max 100. Roll against Innate Attack (Projectile) to hit.
  Treat any metal armor as DR 1 against this spell! A target 
  who takes any injury at all must make a HT roll, at -1 per 2 HP 
  suffered, or be physically stunned. The victim may attempt a 
  HT roll each turn thereafter to recover.
  Also an Air spell.
  Cost: Any amount up to your level of spellcasting talent per 
  second, for three seconds. The bolt does 1d-1 burning damage 
  per energy point.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Druidic: PI 4. Wizardly: Magery 1 and at 
  least six other Air spells.
  
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  Lightning Missiles
  Regular
  Empowers a missile weapon to shoot electrified projectiles. 
  It acquires a crackling halo, and its missiles become charged 
  with lightning, inflicting an extra 2 points of injury on the 
  target if they penetrate DR; see Follow-Ups (Exploits, p. 56). 
  The projectiles’ wooden parts turn to ash on hitting a target or 
  after 10 seconds, whichever comes first.
  Also an Air spell.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain. Double cost if projectiles to be 
  fired are nonmetallic.
  Time to cast: 3 seconds.
  Prerequisites: Wizardly: Lightning Weapon.
  Lightning Weapon
  Regular
  Charges a melee weapon – which must be at least partly 
  metallic – with spitting, sparking lightning. Doesn’t harm the 
  user, but the weapon inflicts an extra 2 points of injury on 
  the target if it penetrates DR; see Follow-Ups (Exploits, p. 56). 
  Against metallic armor, it always inflicts at least 1 point of 
  injury on a hit.
  Also an Air spell.
  Duration: 1 minute.
  Cost: 4 to cast. 1 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Wizardly: Magery 2 and Lightning.
  Resist Lightning
  Regular
  Subject (person, creature, or object) and anything carried 
  become immune to the effects of lightning and electricity. 
  Also an Air spell and a Protection and Warning spell.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Clerical: PI 2. Druidic: PI 3. Wizardly: At 
  least six Air spells.
  Shocking Touch
  Melee
  Your hand or magic staff zaps the first target it strikes! Hit 
  location is irrelevant. The recipient suffers 1d+1 burning dam-
  age per energy point in the spell. Armor DR doesn’t protect; 
  natural DR does.
  Also an Air spell.
  Duration: Instantaneous. Injury lasts until healed, of 
  course!
  Cost: 1 to 3. Cannot be maintained.
  Prerequisites: Wizardly: Lightning.
  Spark Cloud
  Area
  Creates a ground-level cloud of electrical sparks. Doesn’t 
  block vision, but inflicts burning damage on all within it. 
  Creatures in the cloud take damage on their turn; halve this 
  (round down) for those who spend less than an entire turn 
  there. This is considered Large-Area Injury (Exploits, p. 53), 
  treating any metal armor as DR 1.
  Also an Air spell.
  Duration: 10 seconds.
  Base cost: 1 to 5; the cloud inflicts 1 point of burning dam-
  age per second for every energy point of base cost. Same cost 
  to maintain.
  Time to cast: Seconds equal to base cost.
  Prerequisites: Wizardly: Lightning and Shape Air.
  Spark Storm
  Area
  Creates a Windstorm (p. 17), with a dangerous addition: 
  Every turn, Lightning (p. 71) strikes one random victim in the 
  area! Resolve the bolt’s attack by rolling against your effective 
  Spark Storm skill, ignoring ranged combat modifiers. The vic-
  tim gets an active defense, as usual.
  Also an Air spell.
  Duration: 1 minute after reaching full strength.
  Base cost: 2 (1d-1 Lightning), 4 (2d-2 Lightning), or 6 (3d-3 
  Lightning). Half that to maintain.
  Time to cast: The storm starts immediately, but you must 
  concentrate for a number of seconds equal to the storm’s 
  radius in yards to bring the storm to full strength.
  Prerequisites: Druidic: PI 5. Wizardly: Lightning and 
  Windstorm.
  Wall of Lightning
  Area
  Creates a crackling curtain of lightning around an area. 
  Every turn, anyone crossing or touching the wall suffers 
  burning damage. As well, Vision and Hearing rolls across 
  it are at -1.
  As for all Area spells, the affected area extends four yards 
  upward. You may increase height by spending proportion-
  ately more energy; e.g., double base cost for an area eight 
  yards high.
  Also an Air spell.
  Duration: 1 minute.
  Base cost: 2 to 6; the wall inflicts 1d-1 burning damage per 
  second for every two energy points of base cost. Same cost to 
  maintain.
  Prerequisites: Wizardly: Lightning.
  Weather Dome
  see p. 65
  
  	
  s Pell	taBle	
  73
  Spell: Spell’s name. A dagger (†) means this is several 
  spells – choose a specialty. Most spells are IQ/Hard skills; 
  those marked “VH” are IQ/Very Hard.
  College(s): College(s) to which the spell belongs, which can 
  matter for prerequisites. Abbreviations:
  Body: Body Control
  C&E: Communication and Empathy
  Know.: Knowledge
  L&D: Light and Darkness
  M&B: Making and Breaking
  Meta: Meta-Spells
  Mind: Mind Control
  Move.: Movement
  Necro.: Necromantic
  P&W: Protection and Warning
  Prerequisites: Spells and other abilities required to learn the 
  spell. Abbreviations:
  C: Clerical.
  D: Druidic.
  W: Wizardly. An asterisk (*) indicates the spell is available 
  to bards who can meet its prerequisites. Spells in col-
  leges allowed to bards sometimes have prerequisites that 
  fall outside such colleges; these are still marked because 
  elven and half-elven bards with Magery 0 could learn those 
  prerequisites!
  BT: Bardic Talent, with level.
  M: Magery, with level.
  PI: Power Investiture or Power Investiture (Druidic), as the 
  case may be, with level.
  Page: Where to find the spell in this book.
  Spell
  College(s)
  Prerequisites
  Page
  Affect Spirits
  Necro.
  C: PI3
  59
  Agonize
  Body
  W: M2, Sensitize
  20
  Air Jet
  Air
  W: Shape Air
  15
  Alertness (VH)
  Mind
  W*: 2 Keen Sense 
  spells
  53
  Ambidexterity
  Body
  W: Grace
  20
  Analyze Magic
  Know.
  W*: Identify Spell
  42
  Animal Control†
  Animal
  D: PI2
  17
  Apportation
  Move.
  W: M1
  56
  Arboreal 
  Immurement
  Plant
  D: PI5
  61
  Armor
  P&W
  C: PI1 • W: Shield
  63
  Astral Block
  Necro.
  C: PI4 • W: Repel 
  Spirits, Summon 
  Spirit
  59
  Spell
  College(s)
  Prerequisites
  Page
  Astral Vision (VH)
  Know./
  Necro.
  C: PI3 • W*: Sense 
  Spirit, See 
  Invisible
  42
  Aura
  Know.
  C: PI1 • W*: Detect 
  Magic
  42
  Awaken
  Healing
  C: PI2
  36
  Balance
  Body
  W: Grace
  20
  Banish
  Necro.
  C: PI4 • W: M1,  
  1 spell from  
  10 colleges
  59
  Beast Link
  Animal
  D: PI2
  18
  Beast Possession
  Animal
  D: PI4
  18
  Beast-Rouser
  Animal
  D: PI1
  18
  Beast Seeker
  Animal
  D: PI2
  18
  Beast-Soother
  Animal
  D: PI1
  18
  Beast Speech
  Animal
  D: PI2
  18
  Beast Summoning
  Animal
  D: PI3
  18
  Blackout
  L&D
  W: Darkness
  46
  Bladeturning
  P&W
  W: Shield
  63
  Bless
  Meta
  C: PI5
  50
  Blink
  Gate/Move.
  W: M3, IQ 13+,  
  1 spell from  
  10 colleges
  56
  Blink Other (VH)
  Gate/Move.
  W: Blink
  56
  Blur
  L&D
  W: Darkness
  46
  Borrow Language
  C&E
  W*: Lend Language
  24
  Borrow Skill
  C&E
  W*: Lend Skill
  24
  Bravery
  Mind
  C: PI1 • W*: Fear
  53
  Breathe Water
  Air/Water
  C: PI3 • D: PI3 
  • W: Create Air, 
  Destroy Water
  68
  Bright Vision
  L&D
  W: Keen Vision or  
  5 L&D spells
  46
  Burning Touch
  Fire
  W: M2, 6 Fire spells 
  including Heat
  29
  Charm
  Mind
  W*: M1/BT1, 
  Loyalty, 7 other 
  Mind Control 
  spells
  53
  Cleansing
  Healing
  C: PI1
  36
  Climbing
  Body
  W: M0
  20
  Clumsiness
  Body
  W: Spasm
  20
  Cold
  Fire
  W: Heat
  29
  Colors
  L&D
  W: Light
  46
  Command
  Mind
  C: PI2 • W*: M2/
  BT2, Forget-
  fulness
  53
  sPell	taBle
  
  74	
  s Pell	taBle
  Spell
  College(s)
  Prerequisites
  Page
  Command Spirit†
  Necro.
  C: PI3 • W: Summon 
  Spirit, Turn Spirit
  60
  Compel Truth
  C&E
  C: PI2 • W*: M2/
  BT2, Truthsayer
  24
  Complex Illusion
  Illusion
  W: Simple Illusion, 
  Sound
  40
  Conceal
  Plant
  D: PI3
  61
  Concussion
  Air/Sound
  W*: Shape Air, 
  Thunderclap
  15
  Continual Light
  L&D
  C: PI2 • W: Light
  46
  Control Gate
  Gate
  W: M3, Seek Gate
  34
  Control Illusion
  Illusion
  W: Perfect Illusion
  40
  Control Person
  C&E
  W*: Soul Rider or 
  Telepathy
  24
  Cook
  Food
  W: Test Food, Create 
  Fire
  32
  Coolness
  P&W/
  Water
  C: PI1 • D: PI1  
  • W: Cold
  68
  Copy
  M&B
  W: 5 M&B spells 
  including 
  Restore, no 
  Illiteracy
  48
  Counterspell
  Meta
  W: M1
  51
  Create Air
  Air
  W: Purify Air
  16
  Create Animal
  Animal
  D: PI4
  19
  Create Earth
  Earth
  W: Earth to Stone
  27
  Create Fire
  Fire
  W: Ignite Fire or 
  Seek Fire
  29
  Create Food
  Food
  C: PI3 • W: Cook, 
  Seek Food
  32
  Create Plant
  Plant
  D: PI3
  61
  Create Water
  Water
  C: PI2 • W: Purify 
  Water
  68
  Cure Disease
  Healing
  C: PI3 • D: PI2
  36
  Curse
  Meta
  C: PI5
  51
  Dark Vision
  L&D
  W: Infravision or 
  Night Vision
  46
  Darkness
  L&D
  W: Continual Light
  46
  Daze
  Mind
  W*: Foolishness
  54
  Death Vision
  Necro.
  W: M1
  60
  Deathtouch
  Body
  W: Wither Limb
  20
  Debility
  Body
  W: M0
  20
  Decay
  Food
  W: Test Food
  32
  Deflect Energy
  Fire
  W: M1, Shape Fire
  29
  Deflect Missile
  Move./P&W W: Apportation
  56
  Dehydrate
  Water
  W: 5 Water spells 
  including Destroy 
  Water
  68
  Delayed Message
  Sound
  W*: M1/BT1, Sense 
  Life, Voices
  66
  Destroy Air
  Air
  W: Create Air
  16
  Destroy Water
  Water
  W: Create Water
  68
  Spell
  College(s)
  Prerequisites
  Page
  Detect Magic
  Know.
  C: PI1 • D: PI1  
  • W*: M1/BT1
  43
  Detect Poison
  Healing/ 
  P&W
  C: PI1 • D: PI1
  36
  Dispel Illusion
  Illusion
  W: Control Illusion
  40
  Dispel Magic
  Meta
  C: PI4 • D: PI4  
  • W: Counter-
  spell, any 12 
  other spells
  51
  Dispel Possession
  C&E
  C: PI3
  24
  Divert Teleport 
  (VH)
  Gate/Move.
  W: M3, Trace 
  Teleport
  34
  Drunkenness
  Mind
  W*: Foolishness, 
  Clumsiness
  54
  Dull Sense†
  Mind
  W*: M0/BT1
  54
  Dullness (VH)
  Mind
  W*: 2 Dull Sense 
  spells
  54
  Earth to Air
  Air/Earth
  W: Create Air, Shape 
  Earth
  16
  Earth to Stone
  Earth
  W: M1, Shape Earth
  27
  Earth Vision
  Earth/
  Know.
  D: PI3 • W*: Shape 
  Earth
  27
  Earthquake
  Earth
  C: PI5 • D: PI6
  27
  Entombment
  Earth
  D: PI5 • W: M2,  
  5 Earth spells
  27
  Entrap Spirit
  Necro.
  C: PI5 • W: M1,  
  7 Necromantic 
  spells including 
  Turn Spirit
  60
  Essential Food 
  (VH)
  Food
  C: PI4 • W: 6 Food 
  spells including 
  Create Food
  32
  Ethereal Body 
  (VH)
  Move.
  W: M3, 6 Movement 
  spells
  57
  Explosive Fireball
  Fire
  W: Fireball
  29
  Explosive 
  Lightning
  Air/
  Weather
  W: Lightning
  71
  Extinguish Fire
  Fire
  D: PI1 • W: Ignite 
  Fire
  30
  Far-Feeling
  Know.
  W*: M1/BT1
  43
  Far-Hearing
  Know./
  Sound
  W*: M1/BT1,  
  4 Sound spells
  66
  Far-Tasting
  Food/
  Know.
  W*: M1, Seek Food
  33
  Fascinate
  Mind
  W*: Daze
  54
  Fasten
  M&B
  W: Knot
  48
  Fear
  Mind
  W*: Sense Emotion
  54
  Final Rest
  Healing/
  Necro.
  C: PI1
  36
  Find Direction
  Know.
  D: PI1  
  • W*: M1/BT1
  43
  Find Weakness
  M&B
  W: 1 Air, 1 Earth, 
  1 Fire, 1 Water 
  spell
  49
  
  	
  s Pell	taBle	
  75
  Spell
  College(s)
  Prerequisites
  Page
  Fire Cloud
  Fire
  W: Fireball, Shape 
  Air
  30
  Fireball
  Fire
  W: M1, Create Fire, 
  Shape Fire
  30
  Fireproof
  Fire
  D: PI2 • W: Extin-
  guish Fire
  30
  Flame Jet
  Fire
  W: Create Fire, 
  Shape Fire
  30
  Flaming Missiles
  Fire
  W: Flaming Weapon
  30
  Flaming Weapon
  Fire
  C: PI3 • W: M2, Heat
  31
  Flesh to Stone
  Earth
  W: Earth to Stone
  27
  Flight (VH)
  Move.
  W: M2, Levi tation
  57
  Fog
  Water/
  Weather
  D: PI2
  71
  Foolishness
  Mind
  W*: M0/BT1, IQ 12+
  54
  Forest Warning
  Plant
  D: PI3
  61
  Forgetfulness
  Mind
  W*: M1/BT1, 
  Foolishness
  54
  Frailty
  Body
  W: Lend Energy
  21
  Freeze
  Water
  D: PI3 • W: Shape 
  Water
  68
  Frostbite
  Water
  D: PI4 • W: Cold, 
  Freeze
  69
  Garble
  Sound
  W*: Voices
  66
  Geyser (VH)
  Water
  D: PI6
  69
  Gift of Letters 
  (VH)
  C&E
  C: PI4 • W*: Borrow 
  Language, 3 
  written languages
  24
  Gift of Tongues 
  (VH)
  C&E
  C: PI4 • W*: Borrow 
  Language, 3 
  spoken languages
  24
  Glass Wall
  Know.
  W*: 5 Knowledge 
  spells or Earth 
  Vision
  43
  Glow
  L&D
  C: PI2 
  • W: Continual 
  Light
  46
  Glue
  Move.
  W: Haste
  57
  Grace
  Body
  W: Clumsiness
  21
  Grease
  Move.
  W: Haste
  57
  Great Haste (VH)
  Move.
  W: M1, IQ 12+, 
  Haste
  57
  Great Healing 
  (VH)
  Healing
  C: PI3
  37
  Great Voice
  Sound
  C: PI2  
  • W*: Thunder-
  clap, Voices
  66
  Great Ward
  Meta
  W: M2, Ward
  51
  Hail
  Water/
  Weather
  D: PI4
  71
  Haste
  Move.
  W: M0
  57
  Hawk Vision
  L&D
  D: PI1 • W: Keen 
  Vision or 5 L&D 
  spells
  47
  Spell
  College(s)
  Prerequisites
  Page
  Healing Slumber
  Healing
  C: PI2
  37
  Heat
  Fire
  W: Create Fire, 
  Shape Fire
  31
  Hide
  L&D
  W: Blur or 
  Forgetfulness
  47
  Hide Emotion
  C&E
  W*: Sense Emotion
  24
  Hide Path
  Plant
  D: PI2
  62
  Hide Thoughts
  C&E
  C: PI2 • W*: Truth-
  sayer or Hide 
  Emotion
  25
  Hinder
  Body/
  Move.
  W: Clumsiness or 
  Haste
  21
  History
  Know.
  W*: Trace
  43
  Hold Breath
  Body
  W: M1, Vigor
  21
  Hush
  Sound
  W*: Silence
  66
  Hybrid Control 
  (VH)
  Animal
  D: PI3
  19
  Ice Dagger
  Water
  W: Ice Sphere or 
  Water Jet
  69
  Ice Sphere
  Water
  W: Shape Water
  69
  Icy Missiles
  Water
  W: Icy Weapon
  69
  Icy Weapon
  Water
  W: Create Water
  69
  Identify Plant
  Plant
  D: PI1
  62
  Identify Spell
  Know.
  W*: Detect Magic
  43
  Ignite Fire
  Fire
  W: M0
  31
  Illusion Disguise
  Illusion
  W: Simple Illusion
  40
  Illusion Shell
  Illusion
  W: Simple Illusion
  41
  Independence
  Illusion
  W: Simple Illusion
  41
  Infravision
  L&D
  W: Keen Vision or  
  5 L&D spells
  47
  Initiative
  Illusion
  W: Independence, 
  Wisdom
  41
  Instant Neutralize 
  Poison (VH)
  Healing
  C: PI4 • D: PI3
  37
  Invisibility
  L&D
  W: 6 L&D spells 
  including Blur
  47
  Iron Arm
  P&W
  W: Resist Pain,  
  DX 11+
  64
  Itch
  Body
  W: M0
  21
  Keen Hearing
  Sound
  W*: M0/BT1
  54
  MagIC	rItuals
  Base skill level affects casting time and energy cost:
   Base Skill 
  Casting Time 
  Energy Cost
   9 or less 
  ¥2 
  Unaffected
   10-14 
  Unaffected 
  Unaffected
   15-19 
  Unaffected 
  -1
   20-24 
  ¥1/2 (round up) 
  -2
   Each +5 
  Another ¥1/2 
  Another -1
  
  Spell
  College(s)
  Prerequisites
  Page
  Keen Sense†
  Mind
  W*: M0/BT1
  54
  Knot
  M&B
  W: Stiffen
  49
  Know Illusion
  Illusion
  W: Simple Illusion
  41
  Know Location
  Know.
  D: PI2 • W*: M1/
  BT1, Tell Position
  43
  Lend Energy
  Healing/
  Meta
  C: PI1 • W: M1
  37
  Lend Language
  C&E
  W*: 3 C&E spells
  25
  Lend Skill
  C&E
  W*: Mind-Sending, 
  IQ 11+
  25
  Lend Vitality
  Healing
  C: PI1
  37
  Levitation
  Move.
  W: Apportation
  57
  Light
  L&D
  C: PI1 • W: M0
  47
  Light Jet
  L&D
  C: PI2 • W: Contin-
  ual Light
  47
  Light Tread
  Move.
  D: PI2 • W: Apporta-
  tion, Shape Earth
  57
  Lighten Burden
  Move.
  W: Apportation
  58
  Lightning
  Air/
  Weather
  D: PI4 • W: M1, 6 Air 
  spells
  71
  Lightning Missiles
  Air/
  Weather
  W: Lightning 
  Weapon
  72
  Lightning Weapon
  Air/
  Weather
  W: M2, Lightning
  72
  Lockmaster
  Move.
  W: Either M2, 
  Apportation or 
  Locksmith
  58
  Locksmith
  Move.
  W: Apportation
  58
  Loyalty
  Mind
  W*: Bravery, 2 Mind 
  Control spells
  55
  Mage Sight
  Know.
  W*: Detect Magic
  44
  Mage-Stealth
  Sound
  W*: Hush
  66
  Magelock
  P&W
  W: M1
  64
  Magic Resistance
  Meta
  C: PI3 • W: M1,  
  1 spell from  
  7 different 
  colleges
  51
  Major Healing 
  (VH)
  Healing
  C: PI2
  37
  Manipulate
  Move.
  W: Locksmith
  58
  Mapmaker
  M&B
  W: Copy, 
  Measurement
  49
  Mass Daze
  Mind
  W*: Daze, IQ 13+
  55
  Mass Sleep
  Mind
  W*: Sleep, IQ 13+
  55
  Master
  Animal
  D: PI1
  19
  Measurement
  Know.
  W*: M0/BT1
  44
  Message
  C&E/
  Sound
  W*: Great Voice, 
  Seeker
  67
  Might
  Body
  C: PI1 • W: Lend 
  Energy
  21
  Mind-Reading
  C&E
  W*: Truthsayer or 
  Borrow Language
  25
  Mind-Search (VH)
  C&E
  W*: Mind-Reading
  25
  Spell
  College(s)
  Prerequisites
  Page
  Mind-Sending
  C&E
  W*: Mind-Reading
  25
  Minor Healing
  Healing
  C: PI1
  37
  Mirror
  L&D
  W: Colors
  47
  Missile Shield
  P&W
  W: Apportation or 
  Shield
  64
  Monk’s Banquet
  Food
  C: PI4
  33
  Mystic Mist
  P&W
  D: PI2 • W: M1, 
  Watchdog or 
  Shield
  64
  Nauseate
  Body
  W: 5 Body Control 
  spells
  21
  Neutralize Poison
  Healing
  C: PI3 • D: PI2
  37
  Night Vision
  L&D
  W: Keen Vision or  
  5 L&D spells
  47
  Nightingale
  P&W
  W: Sense Danger
  64
  No-Smell
  Air
  D: PI1 • W: Purify 
  Air
  16
  Noise
  Sound
  W*: Wall of Silence
  67
  Pain
  Body
  W: Spasm
  21
  Panic
  Mind
  W*: Fear
  55
  Paralyze Limb
  Body
  W: M1, 5 Body 
  Control spells 
  including 
  Clumsiness
  21
  Pathfinder
  Know.
  D: PI2 • W*: M1/
  BT1, IQ 12+,  
  2 “Seek” spells
  44
  Pentagram
  Meta
  C: PI5 • W: Spell 
  Shield
  51
  Perfect Illusion
  Illusion
  W: M1, Complex 
  Illusion
  41
  Persuasion
  C&E
  C: PI2 • W*: Sense 
  Emotion
  25
  Phantom (VH)
  Illusion
  W: M2, Apportation, 
  Hinder, Perfect 
  Illusion
  41
  Phase
  Gate
  W: M3, Ethereal 
  Body
  34
  Phase Other (VH)
  Gate
  W: Phase
  34
  Plant Control
  Plant
  D: PI3
  62
  Plant Sense
  Plant
  D: PI3
  62
  Plant Speech
  Plant
  D: PI3
  62
  Plant Vision
  Know./
  Plant
  D: PI2
  62
  Poison Food
  Food
  W: Purify Food
  33
  Pollen Cloud
  Plant
  D: PI2
  62
  Possession (VH)
  C&E
  W*: M1/BT1, 
  Control Person
  25
  Prepare Game
  Food
  W: Purify Food
  33
  Projection
  Know.
  W*: Sense Spirit, 4 
  Knowledge spells
  44
  Protect Animal
  Animal/
  P&W
  D: PI3
  19
  76	
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  s Pell	taBle	
  77
  Spell
  College(s)
  Prerequisites
  Page
  Protection from 
  Evil
  Meta/P&W
  C: PI2 • D: PI2  
  • W*: M3/BT3, 
  Sense Evil
  64
  Purify Air
  Air
  C: PI1 • D: PI1  
  • W: M0
  16
  Purify Earth
  Earth/Plant D: PI1 • W: 6 Earth 
  spells including 
  Create Earth
  28
  Purify Food
  Food
  C: PI2 • D: PI2  
  • W: Decay
  33
  Purify Water
  Water
  C: PI1 • D: PI1  
  • W: Seek Water
  70
  Quick March
  Move.
  D: PI1 • W: M1, 
  Haste
  58
  Recover Energy
  Healing/
  Meta
  C: PI1 • D: PI1  
  • W: M1, Lend 
  Energy
  38
  Reflect
  Meta
  W: Ward
  52
  Reflect Gaze (VH)
  P&W
  W: Mirror
  65
  Reflexes
  Body
  W: Grace, Haste
  22
  Regeneration 
  (VH)
  Healing
  C: PI4
  38
  Rejoin
  M&B
  W: Weaken, Restore
  49
  Relieve Paralysis
  Healing
  C: PI3
  38
  Relieve Sickness
  Healing
  C: PI2
  38
  Remember Path
  Know.
  D: PI3
  44
  Remove Curse
  Meta
  C: PI5
  52
  Repair
  M&B
  W: M2, Rejoin
  49
  Repel Animal†
  Animal
  D: PI2
  19
  Repel Hybrids 
  (VH)
  Animal
  D: PI3
  19
  Repel Spirits
  Necro.
  C: PI3 • W: Banish, 
  Turn Spirit
  60
  Resist Acid
  P&W/
  Water
  C: PI2
  70
  Resist Cold
  Fire
  C: PI2 • D: PI3 
  • W: Heat
  31
  Resist Disease
  P&W/
  Healing
  C: PI2
  38
  Resist Fire
  Fire
  C: PI2 • W: Fireproof
  31
  Resist Lightning
  Air/P&W/
  Weather
  C: PI2 • D: PI3 
  • W: 6 Air spells
  72
  Resist Pain
  Body
  C: PI2 • W: M2, Pain
  22
  Spell
  College(s)
  Prerequisites
  Page
  Resist Poison
  Healing/
  P&W
  C: PI2
  38
  Resist Sound
  P&W/
  Sound
  W*: 4 Sound spells
  67
  Resist Water
  P&W/
  Water
  W: Umbrella, or 
  Shape Water, 
  Destroy Water
  70
  Restoration (VH)
  Healing
  C: PI3
  38
  Restore
  M&B
  W: Find Weakness or 
  Simple Illusion
  49
  Restore Hearing
  Healing
  C: PI2
  39
  Restore Memory
  Healing
  C: PI2
  39
  Restore Sight
  Healing
  C: PI2
  39
  Restore Speech
  Healing
  C: PI2
  39
  Retch
  Body
  W: Nauseate, Spasm
  22
  Rider
  Animal
  D: PI2
  19
  Rider Within
  Animal
  D: PI2
  20
  Rive (VH)
  M&B
  W: M2, Shatter
  49
  Rooted Feet
  Body
  W: Hinder
  22
  Roundabout
  Body
  W: Tanglefoot
  22
  Sanctuary (VH)
  Gate
  C: PI6
  35
  Sandstorm
  Air/Earth
  D: PI4 • W: Create 
  Earth, 
  Windstorm
  16
  Scry Gate
  Gate
  W: Seek Gate
  35
  Scryguard
  Meta
  W: M1
  52
  See Invisible
  L&D
  W: Invisibility, or 
  Dark Vision, 
  Infravision
  48
  See Secrets
  Know.
  C: PI3 • W*: Seeker, 
  Aura
  44
  Seek Earth
  Earth
  D: PI1 • W: M0
  28
  Seek Fire
  Fire
  W: M0
  31
  Seek Food
  Food
  D: PI1 • W: M0
  33
  Seek Gate
  Gate
  W: M2, Seek Magic, 
  1 spell from 10 
  colleges
  35
  Seek Magic
  Know./
  Meta
  W*: Detect Magic
  45
  Seek Plant
  Plant
  D: PI1
  62
  Seek Water
  Water
  D: PI1 • W: M0
  70
  Seeker
  Know.
  C: PI2 • W*: M1/
  BT1, IQ 12+, 2 
  “Seek” spells
  45
  Sense Danger
  P&W
  W: Sense Foes
  65
  Sense Emotion
  C&E
  W*: Sense Foes
  26
  Sense Evil
  C&E/Meta
  C: PI1 • D: PI1 
  • W*: M2/BT2
  26
  Sense Foes
  C&E
  W*: M0/BT1
  26
  Sense Life
  C&E
  C: PI1 • D: PI1 
  • W*: M0/BT1
  26
  Sense Spirit
  Necro.
  C: PI1 • W: Death 
  Vision, or M1, 
  Sense Life
  60
  Speaking from Experience
  Some philosophers say that effect, not cause, defines 
  a magical act – that the ends justify the means. I dis-
  agree. When I shield someone from Evil or flames,  
  I know I am calling upon Good, not invoking Hellish 
  powers used for self-defense in demonic infighting. Wiz-
  ards cannot make that claim.
  – Sister Miriam Suntemple, Cleric
  
  Spell
  College(s)
  Prerequisites
  Page
  Sensitize
  Body
  W: M1, Stun
  22
  Shape Air
  Air
  D: PI2 • W: Create 
  Air
  17
  Shape Earth
  Earth
  D: PI2 • W: Seek 
  Earth
  28
  Shape Fire
  Fire
  W: Ignite Fire
  31
  Shape Plant
  Plant
  D: PI2
  63
  Shape Water
  Water
  D: PI2 • W: Create 
  Water
  70
  Share Energy
  Healing/
  Meta
  C: PI1 • D: PI1 
  • W: Lend Energy
  39
  Share Vitality
  Healing
  C: PI1
  39
  Sharpen
  M&B
  W: Repair
  50
  Shatter (VH)
  M&B
  W: M1, Weaken
  50
  Shatterproof
  M&B
  W: Repair, Shatter
  50
  Shield
  P&W
  C: PI1 • W: M2
  65
  Shocking Touch
  Air/
  Weather
  W: Lightning
  72
  Sickness
  Body/Mind
  W*: Drunkenness
  55
  Silence
  Sound
  C: PI1 • W*: Sound
  67
  Silver Tongue
  Sound
  C: PI3 • W*: Voices, 
  5 Mind Control 
  spells
  67
  Simple Illusion
  Illusion
  W: M0, IQ 11+,  
  no Blindness
  42
  Sleep
  Mind
  W*: Daze
  55
  Slow
  Move.
  W: M1, Haste, 
  Hinder
  58
  Slow Fall
  Move.
  W: Apportation
  58
  Smoke
  Fire
  W: Shape Fire, 
  Extinguish Fire
  32
  Soul Rider
  C&E
  W*: Mind-Reading
  26
  Sound
  Sound
  W*: M0/BT1
  67
  Sound Jet
  Sound
  W*: Great Voice
  67
  Spark Cloud
  Air/
  Weather
  W: Lightning, Shape 
  Air
  72
  Spark Storm
  Air/
  Weather
  D: PI5 
  • W: Lightning, 
  Windstorm
  72
  Spasm
  Body
  W: Itch
  22
  Spell Shield
  Meta
  W: M2, Magic 
  Resistance, 
  Scryguard
  52
  Steelwraith
  Earth
  W: M2, Walk 
  Through Earth
  28
  Stench
  Air
  W: Purify Air
  17
  Stiffen
  M&B
  W: Rejoin
  50
  Stone Missile
  Earth
  W: Create Earth
  28
  Stone to Earth
  Earth
  W: Earth to Stone or 
  4 Earth spells
  28
  Stone to Flesh
  Earth
  C: PI3 • W: M2, 
  Flesh to Stone, 
  Stone to Earth
  29
  Spell
  College(s)
  Prerequisites
  Page
  Stop Bleeding
  Healing
  C: PI1
  39
  Stop Paralysis
  Body/
  Healing
  C: PI3
  40
  Stop Spasm
  Body/
  Healing
  C: PI2
  40
  Strengthen Will
  Mind
  C: PI3 • W*: M1/
  BT1, 6 Mind 
  Control spells
  55
  Strike Blind
  Body
  W: Spasm, 2 L&D 
  spells
  22
  Strike Deaf
  Body
  W: Spasm, 2 Sound 
  spells
  22
  Strike Dumb
  Body
  W: Spasm
  23
  Stun
  Body
  W: Pain
  23
  Summon Spirit
  Necro.
  C: PI2 • W: M2, 
  Death Vision
  60
  Sunbolt
  L&D
  C: PI3 • W: 6 L&D 
  spells including 
  Sunlight
  48
  Sunlight
  L&D
  C: PI3 • D: PI3 
  • W: M1, Colors, 
  Glow
  48
  Suspended 
  Animation
  Healing
  C: PI3
  40
  Swim
  Move./
  Water
  D: PI3 • W: Levita-
  tion, Shape Water
  70
  Tangle Growth
  Plant
  D: PI3
  63
  Tanglefoot
  Body
  W: Clumsiness
  23
  Telepathy (VH)
  C&E
  W*: Mind-Sending
  26
  Teleport Shield
  Gate/P&W
  W: Spell Shield, 
  Watchdog
  65
  Tell Position
  Know.
  D: PI1 • W*: Mea-
  surement
  45
  Terror
  Mind
  W*: Fear
  55
  Test Food
  Food
  C: PI1 • W: M0
  33
  Test Load
  Know.
  W*: Measurement
  45
  Thunderclap
  Sound
  C: PI1 • D: PI1 
  • W*: Sound
  67
  Tickle
  Body
  W: Spasm
  23
  Total Paralysis
  Body
  W: Paralyze Limb
  23
  Trace
  Know.
  W*: Seeker
  45
  Trace Teleport
  Gate/Move.
  W: M2, IQ 13+,  
  1 spell from  
  10 colleges
  35
  Truthsayer
  C&E
  C: PI2 • W*: Sense 
  Emotion
  26
  Turn Spirit
  Necro.
  C: PI2 • W: Fear, 
  Sense Spirit
  61
  Turn Zombie
  Necro.
  C: PI2
  61
  Umbrella
  P&W/
  Water
  C: PI1 • D: PI1 
  • W: Shape Water 
  or Shield
  70
  Undo
  Move.
  W: Locksmith
  59
  78	
  s Pell	taBle
  
  	
  s Pell	taBle	
  79
  Spell
  College(s)
  Prerequisites
  Page
  Vigil (VH)
  Mind
  C: PI4
  56
  Vigor
  Body
  C: PI1 • W: Frailty or 
  Might
  23
  Voices
  Sound
  W*: Sound
  68
  Walk on Air
  Air
  W: Shape Air
  17
  Walk on Water
  Water
  W: Shape Water
  71
  Walk Through 
  Earth
  Earth
  W: 4 Earth spells
  29
  Walk Through 
  Plants
  Plant
  D: PI3
  63
  Walk Through 
  Wood
  Plant
  D: PI3
  63
  Wall of Lightning
  Air/
  Weather
  W: Lightning
  72
  Wall of Silence
  Sound
  W*: Silence
  68
  Wallwalker
  Move.
  W: Apportation
  59
  Ward
  Meta
  W: M1
  53
  Warmth
  Fire/P&W
  C: PI1 • D: PI1 
  • W: Heat
  32
  Spell
  College(s)
  Prerequisites
  Page
  Watchdog
  P&W
  C: PI1 • W: Sense 
  Danger
  65
  Water Jet
  Water
  W: Shape Water
  71
  Water Vision
  Know./
  Water
  D: PI3 • W*: Shape 
  Water
  71
  Weaken
  M&B
  W: Find Weakness
  50
  Weaken Will
  Mind
  W*: M1/BT1, 
  Foolishness
  56
  Weather Dome
  P&W/
  Weather
  D: PI2
  65
  Windstorm
  Air
  D: PI2 • W: Shape 
  Air
  17
  Wisdom
  Mind
  C: PI3 • W*: 6 Mind 
  Control spells
  56
  Wither Limb
  Body
  W: M2, Paralyze 
  Limb
  23
  Wither Plant
  Plant
  D: PI4
  63
  Wizard Eye
  Know.
  W*: Apportation, 
  Keen Vision
  45
  Index
  For an alphabetical list of spells 
  in this book, see pp. 73-79.
  Advantages, effect limit and, 11; 
  required, 5-7; table, 4.
  Air college, 15-17.
  Animal college, 17-20.
  Area spells, 12-13; Resisted, 14.
  Backfire, 4, 8.
  Bardic Talent advantage, 4, 7; effect 
  limit and, 11.
  Bards, 4, 7.
  Blocking (combat option), 12-14.
  Blocking spells, 14.
  Body Control college, 20-23.
  Clerical spell list, 6.
  Colleges, definition, 4, 15; list, 73.
  Communication and Empathy 
  college, 23-26.
  Defense options, 12-14; Blocking 
  spells, 14.
  Dodging, 12-14.
  Druids, 4, 6-7; spell list, 7.
  Earth college, 27-29.
  Energy Reserve advantage, 9, 10.
  Energy, 4; advantage, 9, 10; 
  canceling spells, 11; cost to cast, 
  9-10, 15 cost to maintain, 11; 
  effect limit and, 10-11; failure 
  and cost, 8; recovering, 10, 38; 
  skill and, 10, 75; to power spells, 
  9-10.
  Fire college, 29-32.
  Food college, 32-33.
  Gate college, 34-35.
  Glossary, 4.
  Healing college, 35-40; special rules, 
  35-36.
  Hit Points, to power spells, 10.
  Illusion college, 40-42.
  Information spells, 14.
  Knowledge college, 42-45.
  Light and Darkness college, 45-48.
  Long-distance modifiers, 14.
  Magery advantage, 4, 7, 8; effect 
  limit and, 11.
  Magic Resistance advantage, 6.
  Magic items, spells as, 15.
  Making and Breaking college, 
  48-50.
  Mana, 4, 7-8; permanent spells and, 
  12.
  Maps, Area spells, 12.
  Melee spells, 13; Blocking vs., 14; 
  dissipating held, 13.
  Meta-Spells college, 50-53.
  Mind Control college, 53-56.
  Missile spells, 13-14; Blocking vs, 
  14; dissipating held, 13.
  Movement college, 56-59.
  Nature’s strength, 4, 6-7.
  Necromantic college, 59-61.
  Parrying, 12-14.
  Plant college, 61-63.
  Power Investiture advantage, 4, 5; 
  effect limit and, 11.
  Power Investiture (Druidic) 
  advantage, 4, 6; effect limit 
  and, 11.
  Power items, 9; replenishing, 10; 
  staffs as, 9.
  Protection and Warning college, 
  63-65.
  Realms, 5-8; overview, 4.
  Regular spells, 12.
  Resisted spells, 14.
  Sanctity, 4, 5; permanent spells 
  and, 12.
  Scrolls, 5.
  Skills, base, 4, 8, 9, 75; casting time 
  and, 10, 75; cost to maintain 
  and, 11; effective, 4, 8; energy 
  cost and, 10, 75.
  Sound college, 66-68.
  Special spells, 14.
  Speaking from Experience, 5, 16, 
  23, 24, 28, 33, 38, 49, 52, 69, 
  70, 77.
  Spellcasting talent, 4; see also 
  Advantages, Mana, Nature’s 
  Strength, Sanctity.
  Spellbooks, 5.
  Spells, as magic items, 15; bardic, 
  7; battle map and, 12; Blocking, 
  14; canceling, 4, 11; caster, 4, 9; 
  casting, 8-12; casting time, 9, 
  15; casting time and skill, 10, 
  75; casting while maintaining, 
  11-12; changing maintained, 11; 
  classes, 4, 12-14; clerical, 5-6; 
  concentration and maintenance, 
  11; critical failure, 4, 8; 
  definition, 4; dissipating held, 13; 
  distraction and, 8-9; druidic, 6-7; 
  duration, 11-12, 15; duration 
  of Missile, 13-14; failure, 8; for 
  NPCs, 3; Information, 14; injury 
  and, 8-9; jet, 12; learning new, 5; 
  limits on effect, 10; maintaining, 
  4, 11-12; permanent, 12; 
  prerequisite overview, 4, 15; 
  prerequisite table, 73-79; Regular, 
  12; Resisted, 14; ritual needed, 
  10; Special, 14; special ability 
  vs., 6; spell vs., 6; subject, 4, 9; 
  success, 8; table, 73-79; wizardly, 
  7-8; see also Advantages, Area 
  Spells, Colleges, Defense Options, 
  Energy, Mana, Melee Spells, 
  Missile Spells, Nature’s Strength, 
  Realms, Sanctity, Skills.
  Staffs, 9.
  Supernatural energy, 4; see also 
  Mana, Nature’s Strength, 
  Sanctity.
  Tables, critical spell failure, 8; 
  long-distance modifiers, 14; 
  prerequisite, 73-79; spell list, 
  73-79.
  Water college, 68-71.
  Weather college, 71-72.
  Wizards, 4, 7-8; prerequisites, 8.
  
  Spell Name and Class
  Skill 
  Level
  Time 
  to 
  Cast
  Duration
  Cost 
  to 
  Cast
  Cost to 
  Maintain
  Notes
  Page
  80	
  s Pell	s h eet
  You may copy or print this form for personal use only. Copyright © 2017 by Steve Jackson Games Incorporated. All rights reserved.
  Name                                   Player                                     
  Notes                                                                                                                    
                                                                                                                                
  
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