TEXT: Fyvrianism is the magic of the earth, of green and growing, of pale and
  dying things, of the cycles of growth and decay that underlie the natural
  world.  The base of Fyvria is fertile earth, where life swarms in its endless
  struggle to survive and prosper.
  Fyvrian mages employ life symbols as foci: wooden staves and wands, bags
  of earth, even living familiars.  A Fyvrian mage has a respect for life, and a
  profound understanding of the great, ineffable forces of life.
  This spell tomb was put together with the unwitting help of Patrick Nilsson’s
  Empty spell packs, and numerous Hârnicas who contributed spells to the
  HârnList. All spells marked with an * before the name are additions to those
  provided by Columbia Games.
  NOTE: When a mage of any convocation tries to use a Fyvrian spell to
  enchant a non-Fyvrian elemental object, his EML is penalized.
  -10
  Secondary (Jmorvi/Odivshe) Object
  -15
  Neutral Elements (GM discretion)
  -20
  Tertiary (Peleahn/Savorya) Object
  -30
  Diametric (Lyahvi) Object
  
  INDEX
  BALM OF GRESAN (I) 3
  *DISGUISE OF THE PUTRID AROMA (I) 3
  *DOLAN’S AURA OF IMMUNITY (I) 4
  *DOLAN’S INSIGHT (I) 4
  FIGURE OF AESTRAS (I) 5
  PUTRID HAND (I) 5
  VERDANT HAND  (I) 6
  *AESTASI'S DART(II) 6
  *ALLEVIATE THE SERPENT’S BITE (II) 7
  *MAZAEL’S GIRDING OF LACERATIONS (II)
  11
  *BONE STING (II) 7
  *CHABAR’S BINDING (II) 8
  EYE OF PERFECTION  (II) 8
  *FOREA’S INFERTILITY (II) 9
  *FOREAS’S TRACELESS PASSAGE (II) 9
  HAND OF ILIAM  (II) 10
  *HARDEN WOOD (II) 10
  *SYNCOPE OF SHALOR (II) 11
  *TAKARA'S CURSE (II) 12
  BALM OF HERL  (III) 12
  *BENHART'S EXTINCTION (III) 13
  *BIND FAMILIAR (III) 13
  *BONEDART (III) 14
  *BREATH OF AKLASH (III) 14
  *CHARM AGAINST PUTREFICATION (III) 15
  *DOLAN’S GREATER INSIGHT (III) 15
  FAVRIN'S BAR (III) 16
  *GROWTH OF CREEPING THINGS (III) 16
  *NOURISHMENT OF AVAR (III) 17
  KYNOR'S EXTINCTION (III) 17
  *MAUGRIM'S IMPROVEMENTS (III) 18
  NURTURE OF ISLA  (III) 18
  POWER OF SHARADORN (III) 19
  *ADRENALIN SURGE (IV) 19
  *DREAM OF GALEGA (IV) 20
  *THE IMMACUALTE BEAST (IV) 20
  MAKOR’S CURSE (IV) 21
  REGENESIS (IV) 21
  *SPELL OF ENTANGLEMENT (IV) 22
  *WEAVER’S TRAP OF WEBS (IV) 22
  VINE OF ALGUINAS (IV) 23
  ANIMUS OF NITHRI (V) 23
  *AGONY OF THE BEAST (V) 24
  *BENHART'S ANIMUS (V) 24
  *CLOAK OF FEATHERS (V) 25
  *DOLAN’S ENHANCEMENT (V) 26
  *FOREAS’S ARABILITY (V) 26
  *FOREAS’S PURIFICATION (V) 27
  *HUNTER’S SENSES (V) 27
  *KYNOR'S WARD (V) 28
  *MAUGRIM'S ANIMUS (V) 28
  REGROWTH OF EVALA  (V) 29
  SLIME'S WARD  (V) 29
  *SUCCOR OF  BLEZIL (V) 30
  *TOUCH OF FOREAS (V) 30
  *BEAST OF OUTLANDISH SIZE (VI) 31
  *FIEND OF FOREAS (VI) 31
  *HEALER’S RING (VI) 32
  *PHEYDORE’S RECALCITRANCE (VI) 32
  PASSAGE OF CHABAR  (VI) 33
  *PHEYDORE’S BINDING (VI) 33
  VESSEL OF GALANDA (VI) 34
  ESSENCE OF SINAD  (VII) 34
  *PALITHIAN PLAGUE (VII) 35
  *POLYMORPH FOREAS (VII) 35
  TOUCH OF PTARIS (VII) 36
  * denotes a chantry specific spell. These spells may not
  be in common circulation. The name of the owning
  wizard is listed with the spell.
  
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  BALM OF GRESAN (I)
  Allows a single patient touched by the caster to make one
  additional Healing roll for a caster-designated
  injury/ailment/etc.  The caster must be aware of the
  nature of the object injury aliment. The basic spell cannot
  restore blood loss, and will not work on infected wounds.
   The spell does not remove fatigue.
  Bonus Effects
  ML66+  The spell works on infected wounds.
  ML76+  Caster requires no knowledge of the object
  injury/ailment.  If cast without declaring an
  object injury/ailment, the spell works on a
  randomly chosen injury/ailment.
  ML81+  The caster can restore (one point of) blood loss.
  ML91+  Touch no longer required.  Range is SI yards.
   Fatigue:  (15-SI) x 0.5
      Time:  (15-SI) x 4 seconds
     Range:  Touch/ML91+ SI yards
  Duration:  N/A
  *DISGUISE OF THE PUTRID AROMA (I)
  This incantation causes the target area to have a
  displeasing odor to a particular type of creature
  (natural, and specified before the casting.) The creature
  must make a test of 2xSM/T (MS) or 1xSM/T(CS) or
  avoid the area of range.
  The caster can not specify such broad categories as: all
  mammals, birds, reptiles, insects, etc. He must be more
  specific (cats, hawks, crocodiles, snakes, spiders...).
  Should the creature succeed in its SM/T check, the
  creature must then make a 2xWill(MS) or 3xWill (CS)
  or sneeze once per round inside the area. The creature
  will be at a constant -2 to EYE and MS?T due to the
  residue of the spell for duration. No other creature will
  notice anything wrong.
  Magical creatures (including familiars and creatures
  that have an aura greater than 11,) are not totally
  immune to this spell. If they fall under the category
  specified (i.e.: cats, dogs, hawks, etc...) they test at
  2x(SM/T+AURA) (MS) 3x(SM/T+AURA) (CS). If
  they fail, they suffer the same effects as a non-magical
  creature.
  Bonus Effects
  ML71+  Area of Effect now covers SI feet.
  ML84+ Magical animals test the same as non-
  magical/natural ones.
  ML91+ Caster may make up to SI/2 animals immune to
  the effect by touch.
   Fatigue:  (15-SI) x 1.0
      Time:  (15-SI) x 1.0 seconds
     Range:  SI inches/ML91+ SI yards
  Duration: MS SI minutes/CS 3xSI minutes
  
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  *DOLAN’S AURA OF IMMUNITY (I)
  (Greg ? c/o Blair Wettlaufer)
  This enchantment reduces the chance of a person
  contracting a disease.  It bolsters the immune system,
  and increases the target’s endurance (for contagion
  purposes only) by 1d3 (CS add 1d6).
  Bonus Effects
  ML 81+
  Target may consider his increased endurance
  for fighting current diseases already contracted.
  ML91+ Touch is no longer required. Range is now SI
  yards.
   Fatigue:  (15-SI) x 0.5
      Time:  (15-SI) x 4 seconds
     Range:  Touch/ML91+ SI yards
  Duration:  N/A
  *DOLAN’S INSIGHT (I)
  (Greg ? c/o Blair Wettlaufer)
  This spell allows the caster to diagnose a single target,
  and discover any effects left by improperly healed
  wounds, wasting diseases long gone, etc, birth defects,
  etc.
  The caster must touch the ailing body and concentrate.
  He will sense a wrongness beneath his moving hands
  whenever they pass over a lingering effect from a
  previous ailment or wound.
  Bonus Effects (None)
   Fatigue:  (15-SI) x 0.5
      Time:  (15-SI) second
     Range:  Touch
  Duration:  N/A
  
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  FIGURE OF AESTRAS (I)
  An enchantment which causes a single object plant to
  grow in a particular configuration.  The spell could, for
  example, be used to shape a tree to look like a person, or
  with multiple castings to make a row of bushes weave
  themselves into a tight hedge/wall.
  The spell does not speed growth, just direct it.  At lower
  ML, the effect tends to be limited, but with greater
  mastery fine detailing is possible.  The spell only works
  on an individual that is growing (or regenerating). 
  Multiple castings are necessary for any species that takes
  longer to mature than Duration.  For the results to be
  exactly as planned, the caster must cast sufficient spells
  for the object to be enchanted as long as it is growing.
  Bonus Effects
  ML61+  Spell can be laid on an animal.  It can only
  work, however, when the animal is growing. 
  Since few animals will amateur within
  Duration, multiple castings are nearly always
  necessary to achieve noticeable results.
   Fatigue:  (15-SI) x 1.5
      Time:  (15-SI) hours
     Range:  Touch
  Duration:  MS:ML days, CS MLx3 days
  PUTRID HAND (I)
  Speeds the decay of rotting organic matter touched by the
  caster.  The spell affects up to a pound of dead material. 
  The rate  of decay is multiplied by 300 with a Critical
  Success and by 100 with a Marginal Success, until the
  process is complete or the spell is removed.
  Under reasonably typical circumstances, meat rots in 2-4
  days, MS with Putrid Hand might reduce this period to
  10-30 minutes.
  Bonus Effect
  ML51+ May affect up to 1 pound of living organic
  material such as flesh, to induce form of
  gangrene.  It will not spread, affect bone nor
  vital organs, nor kill the victim.  It is treated as
  an infection whose healing rate is [H4] with
  MS, or [H2] with CS.
  ML71+ Touch is no longer required.  Range is SI feet.
   Fatigue:  (15-SI) x 1.0
      Time:  (15-SI) x 2 seconds
     Range:  Touch/ML71+ SI feet
  Duration:  Indefinite
  
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  VERDANT HAND  (I)
  Accelerates the natural growth of a living thing touched
  by the caster.  The rate of increase depends on success:
  MS = 100 times normal; CS = 300 times normal.  The
  basic spell does not induce growth in things which are
  not already growing (e.g. adults).  Removing the
  enchantment stops growth, but does not return the object
  to its original size.
  Bonus Effects
  ML41+  Touch is no longer required.  Range is SI feet.
  ML71+ May induce growth in living things which are
  not already growing (i.e. adults).  The
  maximum growth possible in this case is 1% of
  original mass, although  the enchantment may
  be laid more than once on the same subject.
   Fatigue:  (15-SI) x 1.0
      Time:  (15-SI) x 2 seconds
     Range:  Touch/ML41+ SI feet
  Duration:  MS:SI days, CS:SIx3days
  *AESTASI'S DART(II)
  This spell causes any previously enchanted object made
  entirely of bone to act as a thrown taburi. The missile
  may weigh no more than one pound. With the basic spell,
  the mage must hold the missile during casting of the spell
  and physically throw it towards the
  victim as the spell is completed. Two rolls are made
  against casting EML: the first to determine success, the
  second to target the missile. The missile will perform as a
  taburi (Range and Impact modifiers), and may strike the
  target even if the spell fails. The caster must commit to
  casting the spell before determining the accuracy of the
  throw. The impact of the missile is increased by half SI
  (MS) or SI (CS).
  Bonus Effects
  ML41+ Caster need not physically throw the missile or
  touch it during casting. Range is ML feet.
  ML91+ The spell may be cast upon any un-enchanted
  bone object of weight no greater than one
  pound.
     Fatigue:  (15-Si)*2.0
        Time:  15-Si Seconds
      Range:  Touch  Ml41+, Ml Feet
  Duration:  N/A
  
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  *ALLEVIATE THE SERPENT’S BITE (II)
  This spell makes one dose of animal toxin harmless. If
  cast on a toxin already in someone’s body, it improves
  the healing rate by one (MS) or two (CS) levels. CF
  deteriorates the healing rate by two. The victim suffers
  an additional 3d6 fatigue points with the spell on top of
  any effect the poison may have.
  The caster must lay on hands and the effect is
  instantaneous. It takes 2d6 days for the actual toxin to
  be flushed from the system. Should the spell be
  dispelled during that time the poison will take full
  effect.
  A dose is determined to be the amount of toxin
  delivered by one bite/sting (whatever.) If the toxin is
  some form of administered poison, then a dose is
  considered to be 1 oz of the raw substance (this
  calculation does not include whatever was ingested
  with it (i.e. wine, foods, etc).)
  Bonus Effects
  ML71+ May effect herbal toxins.
  ML81+ May effect mineral toxins.
     Fatigue:  (15-SI)x1.5
  Time:  (15-SI) x 3 seconds
      Range:  Touch
  Duration:  Indefinite
  *BONE STING (II)
  (Author/Contributor: R.B. Schmunk)
  (variant of Iron Sting)
  A
  spell to enchant a (maximum one-pound)
  wholly bone object (projectile). The enchantment lies
  dormant until the projectile is thrown at a target
  (invocation) or until Duration expires, whichever
  comes first. The success roll is made as the
  enchantment is invoked (thrown). If the spell fails or a
  person other than the caster throws the projectile, the
  enchantment is lost and the projectile performs as an
  un-enchanted mundane object; it may strike the target
  even if the spell fails.
  If the caster throws the projectile and the spell
  succeeds, a second test of Bone Sting ML is made to
  determine missile accuracy, instead of testing Throw
  skill. The projectile has the range modifiers of a taburi.
  The Aspect of the missile is determined randomly, if
  there is a choice. Upon striking the target, the
  projectile's Impact is increased by SI/2 (MS) or SI (CS).
  Bone Sting cannot be combined with any other
  enchantment
  Bonus Effects
  ML61+   Caster can select strike aspect.
  ML91+   Caster can lay the enchantment in "open
  mode". Such a projectile can be cast by a person
  other than the caster. In such cases, the enchantment
  is invoked by throwing and the accuracy is
  determined by testing the thrower's Throwing ML.
     Fatigue:  (15-SI)x1.5
  Time:  15-SI seconds
      Range:  Touch
  Duration:  MS:ML minutes/CS:MLx3 minutes
  
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  *CHABAR’S BINDING (II)
  (Carl ? c/o Blair Wettlaufer)
  A spell that binds and enhances the fibres of wood,
  rendering them less likely to break.  In game terms, this
  lends 1 additional point of WQ to a completely or
  mostly wooden object (+2 with CS).
  Bonus Effects
  ML 61+
  Enchanted wood that is a door or chest now
  gains 1d6 in DF (CS: 2d6) for duration.
     Fatigue:  (15-Si)*1.5
        Time:  (15-SI) * 3 hours
      Range:  Touch 
  Duration:  SI Days (CS*3)
  EYE OF PERFECTION  (II)
  A spell to analyze the health of a single living creature. 
  The basic spell determines either the number of physical
  injuries/ailments, or the nature of the worst
  injury/ailment.  The caster declares which analysis he is
  attempting before casting.  The caster much touch the
  patient.
  Bonus Effects
  ML61+ Touch no longer required.  Range is ML feet.
  ML81+ Caster can exclude known injuries/ailments from
  his inquiry and learn the nature of the worst
  ailment/injury he does not already know about.
  ML91+  Spell can be used on dead creatures to
  determine the cause of death.  Subtract the
  number of days dead from the EML.
    Fatigue:  (15-SI) x 1.0
        Time:  (15-SI) x 4 seconds
      Range:  Touch/ML61+ ML feet
  Duration:  None
  
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  *FOREA’S INFERTILITY (II)
  With the casting of this spell, the target being (human
  or animal) becomes infertile. The target must be
  touched by the caster and willing for the spell to
  succeed.
  Success table:
  CS
  The target is infertile for one full fertility cycle.
  MS
  The target is infertile for SI hours.
  MF
  No effect.
  CF
  The target is fertile for SI hours regardless of its
  fertility cycle.
  Unwilling subjects test against Willx5 (MS) or Willx3
  (CS).
  There is neither a visible effect to this spell nor can the
  target “feel” when they are fertile (if they are human.)
  Animals often display signs of being in heat. Such signs
  will remain, regardless of the success of the spell, but if
  the spell was successful the animal will not be able to
  produce young.
  It is wise for the caster to be aware of the target’s
  fertility cycle and hedge their bets.
  Bonus Effects
    Fatigue:  (15-SI) x 2.5
        Time:  (15-SI) hours
      Range:  Touch
  Duration:  N/A
  *FOREAS’S TRACELESS PASSAGE (II)
  This spell will reduce the natural body odor from a
  living target. This will effect the ability of a potential
  “smeller’s” SM/T by SI(MS) or SI x2(CS.) If a tracking
  spell is used, reduce it by SI x10 (MS) or SI x20 (CS.)
  This spell does not remove any physical trace of a
  passage (i.e. foot prints, broken branches and grasses.)
  Nor does it remove the smells caused by a physical
  passage (broken branches smell of sap, grasses smell
  sweeter when trampled, ...)
  Bonus Effects (None)
   Fatigue:  (15-SI) x 1.0
      Time:  (15-SI) x 3 seconds
     Range:  Touch
  Duration:  MS: ML mins., CS: MLx3 mins.
  
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  HAND OF ILIAM  (II)
  An enchantment which prevents a caster-designated
  disease, wound or ailment from worsening.  The caster
  must be aware of the nature and extent of the object
  ailment/etc., and must touch it for the Time to Cast.  The
  spell does not heal in any way, it only prevents the object
  ailment from getting worse (e.g. from getting infected). 
  The basic spell cannot halt blood loss.
  Hand of Iliam is generally used to stabilize a patient
  when proper care is likely to be delayed.
  Bonus Effects
  ML61+  Spell can be used to reduce the blood loss from
  a bleeding wound by one.  After Duration, the
  bleeding resumes at its previous level.
  ML81+  Spell can be used to protect a single entity from
  becoming (more) infected.
   Fatigue:  (15-SI) x 1.0
      Time:  (15-SI) x 2 seconds
     Range:  Touch
  Duration:  MS: MLx5 secs., CS: MLx15 secs.
  *HARDEN WOOD (II)
  This spell increases the hardness of a piece of wood to
  that of the next most dense material.
  Softwood obtains the density of hardwood.
  Hardwood obtains the density of ironwood.
  Ironwood obtains the density of steel.
  The object must be equal to, or less than SI pounds of
  wood material.
  The effect, when cast on the wooden shaft of a weapon
  is an increase in WQ by 1 (MS) / 2 (CS.) A CF shatters
  the wood. The spell makes any bent-wood weapon
  (bows and crossbows for example) useless.
  Wooden shields gain a +1 (MS)/ +2 (CS) to their
  overall armorments protection. A CF will shatter the
  shield making it useless.
  This spell may be cast multiple times upon any weapon
  with cumulative results, but a CF will always destroy
  the item. Each success must be recorded individually to
  determine when the point bonus will wear off.
  Bonus Effects (None)
   Fatigue:  (15-SI) x 1.5
      Time:  (15-SI) seconds
     Range:  Touch
  Duration:  MS: SI Hours/CS: Indefinite
  
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  *MAZAEL’S GIRDING OF
  LACERATIONS (II)
  (was BIND WOUND)
  The spell is used to clean and clot a wound without
  burning the flesh. This stops all bleeders immediately.
  The caster must lay on hands and touch, specifically,
  the area to be cleaned and clotted. Once Bound, the
  would can not become infected again unless it is ripped
  open through strenuous action.
  The spell was designed for battlefield tending of the
  wounded. It is very quick and simple, requiring no
  physical or verbal effects. The bleeding area, once
  stopped bust still be immobilized and treated for its
  current amount of IP’s. This spell does no actual
  healing, merely stops the increase of Injury Points for
  the bleeder.
  Bonus Effects (None)
     Fatigue:  (15-SI)x1.5
        Time:  (15-SI) seconds
      Range:  Touch
  Duration:  Instantaneous
  *SYNCOPE OF SHALOR (II)
  Causes a single animal/person touched by the caster  to
  grow drowsy or fall asleep.  The victim may test his Will
  to determine if he succumbs.  With Marginal Success (on
  Syncope) test 4 x Will; with Critical Success, test 2 x
  Will.  The effect on the victim is determined by his
  success as follows:
    CS  Victim is unaffected.
    MS  Victim accrues 3d6 fatigue points.
    MF  Victim sleeps for 1 minute x SI.
    CF  Victim sleeps for 3 minutes X SI.
  Bonus Effects
  ML21+  Touch is no longer required: Range is SI yards.
  ML71+ Effect may (at caster's opinion) be over a zone
  whose radius from the caster is SI yards.  All
  creatures (except the aster) within the zone are
  affected.
  ML86+ Specified creatures(s) may be excluded from the
  effect of the spell when it is cast as a zone.
   Fatigue:  (15-SI) x 2.0
      Time:  (15-SI) x 2 seconds
     Range:  Touch/ML21+Si yards
  Duration:  see above
  
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  *TAKARA'S CURSE (II)
  Causes a single open wound, touched by the caster to
  become infected.  The basic spell will work only on open
  (non-bleeding) wounds of 6+ Injury Points or burns of
  16+ IP’s, and is infected on wounds more than a day old.
  Bonus Effects
  ML71+  Spell will work on any open wounds.
  ML81+  Touch no longer required.  Range is ML feet.
  ML91+  Spell can be used (at GM discretion) to cause
  minor internal infections (mouth, stomach, etc.)
  in the absence of a wound.
   Fatigue:  (15-SI) x 1.5
      Time:  (15-SI) minutes
     Range:  Touch/ML81+ML feet
  Duration:  N/A
  BALM OF HERL  (III)
  A spell to transfer a disease, infection or other natural
  ailment (not a wound) from one living creature (object)
  to another living creature (target).  The spell may be
  used, for example, to move a disease from a human heat
  into the heart of an animal, leaving the patient from
  whom the ailment is removed in good (or better) health. 
  The caster must touch both object and target while
  casting.
  Bonus Effect
  ML76+  With CS, Ailments may be transferred into or
  out of organic, inanimate artifacts.
  Fatigue:  (15-SI) x 2.0
      Time:  (15-SI) x 4 minutes
     Range:  Touch (object and target)
  Duration:  N/A
  
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  *BENHART'S EXTINCTION (III)
  (Author/Contributor: R.B. Schmunk)
  (variant of Kynor's Extinction)
  A major/minor artifact power which protects a wholly
  bone object from fire. Reduce any fire damage suffered
  by SIx0.5 (MS) or SI (CS).
  If installed as a major artifact power, Benhart's
  Extinction "occupies" two points of Ego/Will. If
  installed as a minor power, it cannot be combined with
  any other enchantment. If installed as the artifact is
  being made, Benhart's Extinction has permanent
  Duration; otherwise, it is indefinite.
  Bonus Effects
  ML71+
  May be cast on an artifact which is mostly
  bone.
  ML81+
  Protection increases to SI (MS) or SIx2
  (CS).
     Fatigue:  (15-SI)x2
         Time:  15-SI hours
       Range:  Touch
  Duration:  See above
  *BIND FAMILIAR (III)
  This spell creates a bond between the caster and a target
  animal for an indefinite amount of time. While
  successful and active, the spell acts like a indefinite
  (MS)/.permanent (CS) attunement to the animal.
  Essentially the animal becomes a focus for the caster
  and suffers no will tests to have spells cast upon it.
  The caster can easily call to the animal and have it
  approach (if it so wishes) as if it has known the caster
  for years. The animal is friendly to the caster unless the
  caster mistreats the animal. This spell is best if only
  cast on one animal in its lifetime.
  Bonus Effects (None)
     Fatigue:  (15-SI)x2.0
         Time:  15-SI hours
       Range:  SI yards
  Duration:  MS: Indefinite / CS: Permanent
  
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  *BONEDART (III)
  (Author/Contributor: R.B. Schmunk)
  (variant of Steeldart and Bone Sting)
  This spell causes a wholly bone object, weighing no
  more than one pound, to jump into the air and perform
  like a thrown taburi. The caster need not physically
  throw the object (see instead Bone Sting), but with the
  basic spell he must touch it at the culmination of
  casting. If the spell is successful, the bone object will
  leap toward the designate
  d
  target as if thrown by a person with the
  caster's Strength. A second test against Bonedart (not
  Throwing) EML is then made for successful targeting,
  with Range and Impact modifiers of a taburi. The caster
  must commit to casting the spell before determining the
  accuracy of the throw. If the initial enchantment enjoys
  CS, the impact of the missile  is increased by half SI.
  Bonus Effects
  ML51+ The spell may be cast upon a mostly bone
  object.
  ML71+ Caster need not touch the bone object to
  enchant it. Range is ML feet.
  ML81+ Caster may select strike aspect.
    Fatigue:  (15-SI)x2
        Time:  15-SI seconds
      Range:  Touch/     ML71+, ML feet
  Duration:  N/A
  *BREATH OF AKLASH (III)
   (Author/Contributor: Tim Prestero)
  (revised)
  This spell creates a greenish cloud of reeking vapors
  which irritate the eyes and cause extreme nausea to
  those trapped within. The cloud occupies a volume of
  800 cubic feet (a sphere approximately 11.5 feet across)
  and deforms to fit in the surroundings, an important
  consideration when casting it indoors or underground.
  The caster specifies the center of the volume.
  Persons trapped by the cloud suffer a penalty to all
  EMLs equal to SMTx3 (MS) or SMTx4 (CS). Some
  sort of facial covering halves the physical penalty, and
  as long as a person in the area of effect can hold his
  breath and keep his mouth closed, he suffers no
  penalty.  Those suffering the penalty do so as long as
  they remain in the cloud, and for (1d6)x10 seconds
  afterwards. The caster is vulnerable to the effects of his
  own spell.
  The victim must also roll against Willx4 (MS) or
  Willx3 (CS) to avoid uncontrollable vomiting. A victim
  failing his Will roll falls to the ground, vomiting for as
  long as he remains in the cloud. Should he manage to
  escape the cloud, or when Duration has expired, he may
  check against Will every ten seconds, each time rolling
  against a multiple increased by one, to see if he regains
  control of his stomach.
  The vapors are rather heavy and dissipate slowly even
  if Breath of Aklash is cast in a drafty location. Duration
  is ML (MS) or MLx5 (CS) seconds, divided by wind
  Force (treat Force 0 as Force 1).
  Bonus Effects (None)
   Fatigue:  (15-SI)x2.5
       Time:  15-SI seconds
     Range:  30 yards
  Duration:  See above
  
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  *CHARM AGAINST PUTREFICATION
  (III)
  This spell prevents decay of a human corpse. The
  corpse must be touched frequently while casting and
  will only halt the decay. It will not repair any damage
  from decay (or otherwise) currently suffered by the
  corpse.
  Bonus Effects
  ML64+ The corpse may be that of another race
  (Sindarin, Khuzdul, Gargun)
  ML72+ The corpse may be that of any other mammal.
  ML 81+ The corpse may be that of any avian.
  ML 91+ The corpse may be that of any reptile or
  insect.
   Fatigue:  (15-SI)x3.0
       Time:  (15-SI) x2 minutes
     Range:  Touch
  Duration:  MS: SI weeks / CS: SI months
  *DOLAN’S GREATER INSIGHT (III)
  (Greg? c/o Blair Wettlaufer)
  This enchantment allows the target of the caster the
  ability to heal an improperly healed/treated injury.  The
  target is permitted a End x5 roll, and if they succeed,
  the injury will be properly healed.  The caster must be
  aware of the impairment, either by spell-casting or a
  successful diagnosis with the Physician skill.
  The age of the wound, however, does make the healing
  more difficult.  For every year that the impairment has
  existed, subtract 5 from the target’s End roll.  Also, the
  “repair” of the wound remains as an indefinite
  enchantment, and can be dispelled.
  Bonus Effects
  ML 61+
  The age of the wound no longer affects the
  End roll.
  ML 81+
  The target no longer has to make an End roll.
  The impairment is automatically removed.
  ML 96+
  The spell is now Permanent regardless.
  ML 101+ The caster may lessen the effect of a birth
  defect.  However, unless CS is achieved, the effect
  will remain somewhat present.  The healing of the
  birth defect will take some time (15-End  months).
   Fatigue:  (15-SI)x2.5
       Time:  (15-SI) x2 hours
     Range:  Touch
  Duration:  Indefinite (CS: Permanent)
  
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  FAVRIN'S BAR (III)
  An enchantment which causes wood to temporarily
  expand, primarily across its grain.  The effect is most
  dramatic with green or living wood.  The amount of the
  expansion is expressed as a percentage of overall volume
  and depends on the success level achieved by the caster
  and his Sill Index for the Spell..  With the basic spell, the
  amount of expansion is randomly determined within the
  range given.  Higher ML brings more control
  Age of Wood
  MS
  CS
  Living Wood
  SIx2%
  SIx4%
  Green Wood
  SI%
  SIx3%
  Seasoned Wood
  SI/3%
  SI%
  Expansion of confined wood (a closed door for example)
  can cause considerable stress.  The spell is often used to
  seal or to open doors.  A small expansion jams a door
  solidly, and a large one can destroy either the door or its
  frame.  When the wood returns to its normal size, it has
  usually been weakened.
  Bonus Effects
  ML56+ Touch no longer required; range is SI yards.
  ML66+  The caster may declare a maximum expansion
  which will not be exceeded as long as the spell is
  successful.
  ML76+ Caster can declare the amount of expansion.
   Fatigue:  (15-SI) x 1.5
      Time:  (15-SI) x 2 seconds
     Range:  Touch/ML56+SI yards
  Duration:  MS:SI/CS:SIx3 minutes
  *GROWTH OF CREEPING THINGS (III)
  This spell causes an insect, mouse, toad or other small
  creature 9Defined as being anything smaller than 1/10
  man-sized) to magically grow to SI/2 times its normal
  size.
  The creature will have the same instincts, reactions and
  attacks as it did when small. So a giant mouse may still
  run away once first hurt.
  Assume all armorment is superior plate on the creature
  if it is larger than an insect. Assume superior scale if it
  is an insect. Damage is increase by SI% per attack.
  The creature will be confused for the first turn, then
  either flee or try to continue whatever it was doing
  prior to the casting.
  Removing the enchantment, or allowing it to expire
  will return the creature to its original size without harm.
  A CF will always kill the creature.
  This spell in no way changes the creature’s instincts nor
  directs its behavior. This spell may only be cast on a
  creature once per duration. A second attempt at casting
  will kill the creature.
  Bonus Effects
  ML61+ Touch is no longer required. Range is now SI
  feet.
   Fatigue:  (15-SI) x 2,0
      Time:  (15-SI) x 2 seconds
     Range:  Touch/ML61+SI yards
  Duration:  MS:SI hours/CS:SIx3 hours
  
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  *NOURISHMENT OF AVAR (III)
  (Author/Contributor: Klaus Ole Kristiansen)
  This spell makes two lbs. of solid or liquid organic
  material safe to eat by removing the poisons and
  reverses spoilage.  The food upon which nourishment
  of avar is cast no longer will have any foul smell, nor
  coloration from bacterial growth - but if the organic
  material normally smelled or tasted foul, this spell will
  not hide its original state.
  It will not remove poisons (such as nightshade, arsenic
  ...) that were added at the time of cooking/preparation,
  nor will it make normally poisonous foods safe to eat
  (such as nightshade bulbs, feces or urine).  Nor will the
  spell remove any predators or symbiotic/parasitic
  creatures residing in the organic material - so it is
  recommended the caster cook the food well.
  Bonus Effects
  ML41+ The treated material will become more
  nourishing.  Two lbs.  of any food so treated will
  sustain a character for one day of intense activity.
  ML56+ Any dead, organic material will become
  digestible. A character may live on grass etc. It is
  possible to live on wood, etc., by chopping it to
  chips and swallowing it. With CS the spell will
  improve the taste of the treated material. ML71+
  The texture of the treated material will change,
  making hard or tough foods chewy. A character can
  thus eat wood, leather, etc.
     Fatigue:  (15-SI)x2.5
         Time:  (15-SI)x2 minutes
       Range:  Touch
  Duration:  Instantaneous
  KYNOR'S EXTINCTION (III)
  This spell must be cast at the same time as Ward of
  Arkana (Common III - HM). It serves to protect any
  'dead' focus like material from fire by reducing the fire
  damage to the item by half SI (ms) or SI (cs). The
  casting time is the same as for Ward of Arkana, as is
  duration. No extra protection is given to the wearer of
  such an enchanted item from the use of this spell.
  Bonus Effects
  ML66+  Effect may be placed on non enchanted items,
  though only for limited duration - see below
  ML81+    Protection is SI (ms) or twice SI (cs)
  Fatigue:  (15 - SI)
  Time:  Ward of Arkana  / 25 - SI seconds
  Range:  touch
  Duration:  Ward of Arkana/MS:SI min/CS:3xSI min
  
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  *MAUGRIM'S IMPROVEMENTS (III)
  A major artifact power.  This spell improves the
  physical statistics of an object animated through
  Maugrim's Animus.  The caster can only improve one
  statistic per casting, and each statistic may only be
  improved once in this way.  The spell requires two
  points of EGO/Will per casting.
  The target statistic is improved by SI/2 (MS) or SI
  (CS).  If cast while the object is being grown/made, the
  duration is permanent.  Otherwise, the duration is
  Indefinite.
  Bonus Effects
  ML76+   Spell may be cast as a temporary
  enchantment, with a Time of (15-SI) x 4 seconds,
  and a Duration of SI minutes.  It cannot, however,
  improve statistics already improved by any
  version of the spell.  The Range is still touch.
  ML91+   The short-term version of the spell may be
  cast at a Range of ML feet,  provided the target is
  within line of sight.
     Fatigue:  (15-SI)x2.5
         Time:  (15-SI)x0.5 hours
       Range:  Touch/ML91+ ML feet*
  Duration:  Indefinite/Permanent/see ML76+
  NURTURE OF ISLA  (III)
  A spell to increase the healing rate of a single ailment
  suffered by a living creature (e.g. From H3 to H4).  With
  CS the healing rate is increased by 2.  The basic spell will
  not work on a target wound still bleeding or infected, or
  if the patient is in shock.  The spell causes the patient to
  enter a deep comatose state for 4d6 minutes per casting. 
  See Combat (29).  If the spell increases healing rate to
  more than H5 (only possible after ML81+) any infection
  id defeated.
  Bonus Effects
  ML41+  May be used to stop/reduce a bleeding wound's
  rate of blood loss by one (MS) or two (CS).
  ML76+  May be used to eliminate shock, on a patient
  who is in shock.
  ML81+  May be used on infected wounds.
   Fatigue:  (15-SI) x 2.0
      Time:  50-index seconds
     Range:  Touch
  Duration:  Permanent (see above)
  
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  POWER OF SHARADORN (III)
  An enchantment to temporarily increase one of the
  caster's physical attributes (Strength, Endurance, etc.) by
  1d2(MS) or 1d3(CS).  The enchantment cannot be
  combined with any attribute-enhancing spell (even itself).
  The MLs of skills based on the object attribute are also
  raised by five. If the skill and the attribute in its SB twice,
  its ML is increased by ten times the attribute increases. 
  E.g., if a 1 point enchantment is laid on Agility, Climbing
  is increased by 5 and Acrobatics is raised 10.  CS doubles
  the increases.  On CF the subject rolls 1d10 for
  aftereffects (which are treated as III level Fyvrian
  enchantments for the purpose of dispelling/etc.).
  1
  Reduce object attribute by 1 indefinitely
  2-7
  Reduce object attribute by 1d2 for 1d20
  hours.
  8-10
  Reduce object attribute by 1 for 1d3 hours
  Bonus Effects
  ML51+  Enchantment can be laid on a person/animal
  other than the caster.  Touch is required.
  ML61+ Touch no longer required.  Range is ML feet.
  ML81+ Spell can be cast cumulatively with itself, but
  still cannot be combined with other spells.
   Fatigue:  (15-SI) x 2.5
      Time:  (15-SI) x 4 seconds
     Range:  Self/Touch ML61+ ML feet
  Duration:  MS:SI x 20 secs.,CS:SI mins.
  *ADRENALIN SURGE (IV)
  This spell instantly causes a temporary rush of energy
  within the caster.  The spell removes up to 3d6 (5d6
  with CS) Fatigue Points.  At the end of Duration,
  however, double the fatigue is accrued.  Also for the
  duration, Strength is increased by 1d3 (CS: 1d6).
  Bonus Effects
  ML 51+
  Only the original fatigue is penalized at the
  end of duration.
  ML 71+
  The spell may be cast on others.
  ML 91+
  No fatigue is penalized at the end of
  duration.
   Fatigue:  (15-SI) x 2
      Time:  (15-SI) seconds
     Range:  Self/Touch
  Duration:  SI Minutes (CS: x3).
  
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  *DREAM OF GALEGA (IV)
  Causes a  single corporeal entity touched by the caster to
  fall into a deep slumber.  An unwilling subject (victim)
  tests 5xWill to avoid the effect.  If the caster achieves CS,
  the victim reduces his success level by one (e.g. from MS
  to MF):
  Victim
  Effect on Victim
  CS:
  Victim is unaffected
  MS:
  Victim becomes drowsy for 10-30
  seconds (causes a 20 point special penalty
  in  combat/critical situations).
  MF:
  Victim falls asleep for ML/Will minutes
  (caster ML/Victim Will).
  CF:
  Victim sleeps for ML minutes.
  A willing patient chooses MF or CF.  While asleep, the
  target entity (or victim) makes one bonus healing roll for
  each ailment/disease/injury (as applicable) per thirty
  minutes or fraction thereof.  If a second attempt is made
  on the same victim or patient in a 24 hour period, the
  spell fails critically.
  Bonus Effects
  ML61+ Unwilling victim tests 4 x Will.
  ML71+ Unwilling victim tests 3 x Will.
  ML81+ Unwilling victim tests 2 x Will.
  ML91+ Unwilling victim tests 1 x Will.
  ML96+ Touch no longer required.  Range is 30 feet.
   Fatigue:  (15-SI) x 2.5
      Time:  (15-SI) x 2 seconds
     Range:  Touch/ML96+ 30 feet
  Duration:  See table above.
  *THE IMMACUALTE BEAST (IV)
  This spell transforms an animal into a flawless
  specimen of its type. It enhances its outstanding
  features and giving it a +SI on rolls rated to its
  strongest feature.
  E.G.: It improves a hawk’s vision, a racehorse’s speed,
  or a draft horse’s strength.
  The caster must touch the best several times during
  casting and announce the quality he wishes to improve.
  The spell has the additional ability to automatically
  improve the beast’s physical appearance to others of its
  kind by +SI(MS)/+SI x2 (CS)
  Bonus Effects (none)
   Fatigue:  (15-SI) x 2.5
      Time:  (15-SI) x 4 minutes
     Range:  Touch
  Duration: MS: SI/2 hours / CS:SI hours
  
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  MAKOR’S CURSE (IV)
  A spell to induce a unique wasting disease in a single
  creature touched by the caster. The victim immediately
  accrues 2d6 fatigue points and experiences a feeling of
  exhaustion. A secret 1d100 roll is then made to
  determine how severely he succumbs to the effect. The
  1d100 roll is made against the victim’s
  (WILL+END)x2;
  CS
  No additional effects.
  MS
  Victim’s fatigue recover rate is reduced to
  one. Overnight resting will only recover
  half fatigue.
  MF
  Victim cannot recover fatigue lost to this
  spell for duration.
  CF
  No recovery from fatigue lost to this spell
  and no healing rolls for any additional
  damage done for duration.
  Bonus Effects (None)
   Fatigue:  (15-SI) x 3.0
      Time:  (15-SI) x 4 seconds
     Range:  Touch
  Duration:  MS: 3d6 days / CS: Indefinite
  REGENESIS (IV)
  Accelerates the natural regeneration of living things.  The
  rate of increase depends on the success level (MS=10
  times normal, CS=30 times normal).  The basic spell will
  not, however, induce regeneration of things which do not
  normally regenerate (e.g. nerve cells, human limbs). 
  Beyond this, specific effects are left to GM discretion.
  Regeneration is usually a slow process.  It can also be
  very traumatic and fatiguing, often inducing coma or
  other psycho-physical shock,  The ages and or inform
  may not survive the process.
  Bonus Effects
  ML71+ May induce regeneration of things which do not
  normally regenerate (e.g. a severed limb).  This
  is generally a slow process; the time required to
  regenerate a hand would be at least fifteen days.
  ML91+  May induce regeneration of dead organic
  material.  This is always a slow process, and
  does not restore the object material to life.
   Fatigue:  (15-SI) x 2.0
      Time:  (15-SI) x 5 minutes
     Range:  Touch
  Duration:  Permanent
  
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  *SPELL OF ENTANGLEMENT (IV)
  Caster may cast a spell on some flexible, organic object
  and it will entangle a target. The object can be
  “thrown” up to ML/2 feet away from the caster.
  The entanglement works best when cast upon clothing
  (not being currently worn,) rugs, table cloths and so
  forth. The item so enchanted will rap itself around the
  target (roll to-hit on the general body table.)
  The results of the entanglement are as follows on a CS -
  on a MS all penalties are halved (round up.) On a CF
  the target is destroyed.
  Location hit
  Penalty to Stats/Skills
  Head
  -10 EYE/HEAR/SM/T
  Body
  -5 DEX/AGL
  -SI x10 VS all movement skills
  -10 SPD/AGL
  Limb
  Total lack of use, penalties as
  deemed appropriate by GM
  discretion
  Bonus Effects
  ML61+ Item may run/move up to ML feet away and
  need to be thrown (e.g.: Sick’em Fido!)
   Fatigue:  (15-SI) x 2.5
      Time:  (15-SI)  seconds
     Range:  Touch/ML91+SI yards
  Duration:  MS: SI rounds / CS:SIx3 rounds
  *WEAVER’S TRAP OF WEBS (IV)
  In casting this spell, the magus flings a piece of silk or
  spider web at a desired spot. From this initial location a
  huge net of spider webs grows, filling an area SI yards
  by SI yards by SI feet (Height x Width x Depth.) With
  supports, the webs can hang vertically, forming a wall.
  Otherwise they act as a net. When the webs are
  throughly grown, after a few seconds, they are as thick
  as string and as strong as hemp rope (silk rope if the
  silk is thrown.)
  Everyone caught in the area of the webs is
  immobilized. Breaking free requires a strength test of 5
  x STR (MS) / 3x STR (CS.) Someone who is not
  trapped using an edge weapon or fire may free a victim
  in three rounds.
  Bonus Effects (None)
   Fatigue:  (15-SI) x 2.5
      Time:  (15-SI) 4.0 seconds
     Range:  SI x 5 feet
  Duration:  MS SI Hours / CS Indefinite
  
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  VINE OF ALGUINAS (IV)
  Causes extremely rapid, temporary, growth in succulent
  vines. A small plant (perhaps a pound weight including
  roots) can grow to a volume of approximately 1000
  cubic feet of tough, tangles vines in approximately ten
  seconds.
  Basic casting requires at lest a kilogram of earth and
  several liters of water.
  The vines begin to rot rapidly as soon as the growth is
  complete (time); after duration there is nothing left but
  rotten vegetable matter and mud.
  In general a plant cannot be made to behave in a
  manner alien to its nature - trees cannot be made to act
  like vines, nor vines like trees.
  Touch is required to start the spell.
  Bonus Effects
  ML41+ Can be cast on any thorny/non-succulent
  plants.
  ML61+ Touch is not required. Range is SI yards.
  ML71+ Spell may be cast on up to SI plants (MS) / SI
  x3 plants (CS) simultaneously.
  ML91+ Plant(s) may be made to root, sink tendrils into
  cracks, writhe and tangle on command, but they still
  cannot be made to act in a manner contrary to their
  natures (except faster.)
  ML96+ Spell may be cast on isolated plant matter. That
  is, no earth or water are required. However the
  subject plant must be clearly visible to the caster (no
  micro-organisms.)
   Fatigue:  (15-SI) x 3.0
      Time:  (15-SI) x 2 seconds
     Range:  Touch/ML41+ SI yards
  Duration:  MS SI minutes / CS SI x 3 minutes
  ANIMUS OF NITHRI (V)
  Restores a small portion of a dead creature's animus,
  which can to a limited degree be controlled by the caster.
   This is a kind of necromancy to produce a zombie.  The
  basic spell activates the metabolism to a small degree
  (perhaps the vocal chord and memory of a dead man) but
  it is not possible to make the cadaver move under its own
  power.  With the example given, the corpse could be
  asked questions and made to talk about its past life or
  events in its 'view" (corpses are not bright, and will not
  volunteer information.  The effects depend on the
  condition of the corpse (the more recently dead the
  better).  Of course, it might be possible to regenerate the
  subject first.
  Bonus Effects
  ML41+  The zombie can be ordered to use its muscles
  (assuming it has any) but control is verbal,
  literal, and very difficult.
  ML81+ Control is by instinct (or pseudo telepathy) and
  considerably improved.  The caster is better able
  to exact the zombie's knowledge.
  ML91+  Control is as fine as possible (depending on the
  condition of the zombie - no quality of control
  can make a skeleton use muscles it does not
  have.).   As a just slain body may be made to
  fight etc.  This kind of effect requires extreme
  concentration on the part of the caster and
  cannot be attempted out of his view.
   Fatigue:  (15-SI) x 3.5
      Time:  (15-SI) minutes
     Range:  Touch/ML56+Si yards
  Duration:  SI minutes
  
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  *AGONY OF THE BEAST (V)
  This spell causes great pain in a human or animal
  touched by the Magus. The target suffers the temporary
  (or possibly permanent) effect of a life force distortion.
  With MS SI d6 points of damage are caused, of which
  ¼ are IP and the rest are FP. With CS, SI d10 points of
  damage are caused, of which ½ are IP and the rest are
  FP.
  If the damage inflicted exceeds 5 xEND, then the
  difference between the damage and the endurance roll
  is the % chance of the target being killed.  A second
  END check (at 5xEND) is then called for.
  Bonus Effects
  ML91+ Touch no longer required, range is now SI
  yards.
   Fatigue:  (15-SI) x 3.5
      Time:  (15-SI) minutes
     Range:  Touch/ML56+Si yards
  Duration:  SI minutes
  *BENHART'S ANIMUS (V)
  Restores a small portion of animus to a single skeleton,
  which can to a limited degree be controlled by the
  caster.  The basic spell only permits the restructuring of
  a skeleton provided that the mage has touched one of
  its component bones during casting (and that the bones
  are not scattered or buried deeply). Assembly occurs
  during casting, and the skeleton will remain intact for
  Duration.
  In order to control and manipulate the skeleton, the
  mage must keep his attention upon it continuously. If
  he is distracted, the animus will depart and the skeleton
  disassemble. The skeleton must also remain within line
  of sight or it will disassemble.
  As the caster's proficiency with Benhart's Animus
  increases, he will be able to cause the skeleton to stand
  up, walk, and perhaps fight. However, since the
  original spirit has long departed from the body from
  which the skeleton was once a part, all activities of the
  skeleton will be based on those of mage who has
  animated it. Consequently, a skeleton animated by
  Benhart's Animus may find it difficult to use a weapon
  and would resort to unarmed combat.
  Control of the skeleton is maintained through a
  "control-bone", typically the skull, though it may be
  any bone touched during casting. This bone may be
  identified by a small (two-inch diameter) black glowing
  sphere which will be attached to it. Any bone to which
  a direct link cannot be traced from the control-bone will
  not join in when the skeleton assembles.   For instance,
  if the humorous (upper arm) were missing, the radius
  and ulna (lower arm), wrist and hand bones would all
  remain unconnected. Similarly, if any component bone
  of the skeleton were smashed during Duration, all
  bones which trace linkage to the control-bone through
  the destroyed bone would all immediately fall from the
  skeleton. (Obviously, the easiest to destroy an animated
  skeleton is to smash the control-bone.) Effects may also
  be reduced (GM discretion) if the skeleton is in poor
  condition.
  Bonus Effects
  ML41+ The skeleton can be ordered to stand up and
  move (provided leg bones are present and intact).
  Control is verbal, literal and very difficult; all
  
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  skeletal actions are at 10% of the caster's
  appropriate skill ML.
  ML51+ Caster no longer need touch the skeleton in
  order to command it. The skull of a skeleton
  animated without touch will serve as the control-
  bone.
  ML61+ Control is improved; all skeletal actions are at
  25% of caster's skill ML.
  ML81+ Control is by instinct (or pseudo-telepathy) and
  much improved; all skeletal actions are at 50% of
  caster's skill ML.
  ML91+ Control is as fine as possible; all skeletal
  actions are at caster's full skill ML. If caster is
  distracted, skeleton will not immediately
  disassemble but will pause in its actions until he
  returns his attentions to directing it, provided that
  Duration has not expired.
     Fatigue:  (15-SI)*3.5
         Time:  (15-SI)*30 Seconds
       Range:  Touch/ML51+, SI Yards
  Duration:  MS, SI Minutes/CS, ML Minutes
  *CLOAK OF FEATHERS (V)
  This spell will transform the caster into a crow. The
  transformation is complete in as much as it is a physical
  transformation. The caster retains his/her intelligence,
  willpower, aura, psionics and spells (assuming they
  have no vocal components.)
  The effect is disgusting to watch, with the form melting
  and shifting down into the body of a large, black crow.
  The caster does not automatically gain the ability to
  control his flight. Flight, like all skills - requires
  practice.
  The caster may return to his form at will, or at the end
  of duration.
  Bonus Effects
  ML85+ The transformation is hidden by a flash of light
  and the time is instantaneous.
     Fatigue:  (15-SI)*3.5
         Time:  (15-SI)*3 seconds/ML85+Instantaneous
       Range:  Self
  Duration:  MS: SI x 30 minutes / CS: SI hours
  
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  *DOLAN’S ENHANCEMENT (V)
  (Greg? c/o Blair Wettlaufer)
  This spell allows the caster to augment one of his
  physical characteristics (STR, End, DEX, AGL, SPD). 
  The effect allows the characteristic to be increased by 1
  (CS: by 1d3).  This also increases any skill using this
  skill base by 5 per point increased.  The basic spell can
  only be cast (without an automatic CF) once at a time.
  Bonus Effects
  ML 41+
  The spell may now be cast upon others, by
  Touch.
  ML 81+
  The caster may now choose to increase one
  characteristic indefinitely by 1.  This is subject to
  dispelling, and can only be cast, again, once per
  target, regardless of the characteristic increased.
  ML 101+ The spell may now be case cumulatively in
  the basic form (not indefinitely).
     Fatigue:  (15-SI)*3.5
         Time:  (15-SI)*3 Minutes
       Range:  Self/Touch
  Duration:  SI Hours,ML81+Indefinite
  *FOREAS’S ARABILITY (V)
  This spell increases the arability of an area for one
  season. Area is SI acres square. The spell must be cast
  in winter before spring planting and then again on the
  seeds that will be planted.
  The caster much touch both the seeds and the land
  several times during the casting. The spell will be
  centered on the area the caster touches (radius
  outwards.)
  As a side effect, however, the land must be left fallow
  in the following year else there is a 50% chance that the
  land quality will go down by as much as it went up.
  MS: Land quality x 1.1
  CS: Land Quality x 1.25
  Bonus Effects (None)
     Fatigue:  (15-SI)x4.5
         Time:  (15-SI) x2 hours
       Range:  Touch
  Duration:  1 crop yielding cycle
  
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  *FOREAS’S PURIFICATION (V)
  This spell will cleanse a body of impurities; leaving
  only a clean form behind. This spell will remove
  hangovers as a result of toxins, as well as poisons from
  food, drink or animal/insect bites or stings.
  Patients will go into a deep sleep for a serious problem
  and sleep for up to 15-SI days on a MS and (15-SI)/2
  days on a CS. The spell may only be cast once per
  person per duration of their sleep. The recipient will
  receive fatigue equal to that of the caster.
  Once duration is over, the victim must make a
  successful WILL x3 test to awaken. If they fail, they
  will have to try again tomorrow.
  Bonus Effects (None)
     Fatigue:  (15-SI)x3.0
         Time:  (15-SI) x30 seconds
       Range:  Touch
  Duration:  N/A
  *HUNTER’S SENSES (V)
  This spell requires that the caster have a piece of the
  animal whose senses he wishes to have.  This may be a
  lock of fur (feather, scales, ... as is appropriate) or a
  severed limb (part of the hide, bone, ....) At low ML the
  item must be attuned to the caster before it is of use.
  Note: The object used for this spell has no link to the
  animal (living or dead) and can not be used to see
  through the animal’s senses.
  Upon success the caster gains the same bonus to his
  sense as the animal (as a race.) For example:
  Object is from
  Bonus to 1 Stat
  Dog
  +SI to SM/T
  Cat
  +SI to AGL
  Hawk
  +SI to EYE
  Horse
  +SI to END
  The bonus remains in effect until the caster cancels the
  spell, or duration, whatever comes first.
  Bonus Effects
  ML62+ Item need not be attuned to the caster for the
  spell to function.
  ML81+ Hunter’s Senses may be cast on other people.
  Range is now touch.
     Fatigue:  (15-SI)x3.0
         Time:  (15-SI) x 2 mins
       Range:  Self/ML81+ Touch
  Duration:  MS: SI mins; CS ML mins.
  
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  *KYNOR'S WARD (V)
  A spell to enchant wholly natural armor such as cloths,
  kurbol, quilt and leather.  The enchantment of armor is
  expressed in terms of Enchantment Levels, each of
  which reduces the impact of any strike upon it by one
  (see Armor protection under Combat).  Levels of
  enchantment which are successfully placed on armor
  must be carefully noted.  Kynor's Ward cannot be
  combined with any other enchantment and can be cast
  only once on a single piece of armor.
  The number of enchantment levels added to the armor
  depends on the success level achieved and the SI of the
  caster:
  SI
   Marginal Success
  Critical Success
  0-5
  Enchantment +1
  Enchantment +1
  6-8
  Enchantment +1
  Enchantment +2
   9
  Enchantment +2
  Enchantment +3
  10
  Enchantment +2
  Enchantment +4
  11
  Enchantment +3
  Enchantment +5
  12
  Enchantment +3
  Enchantment +6
  If the caster rolls MF with Kynor's Ward, no
  enchantment is gained.  If CF is rolled the armor is
  destroyed.  Duration is Indefinite if laid on an existing
  piece of armor, Permanent if laid as the armor is being
  made.
  Bonus Effects
  ML76+  Can be used on mostly natural armor. Such as
  studded leather, or scale.
   Fatigue:  (15-SI) x 3.5
      Time:  (15-SI) x 2 hours
     Range:  Touch
  Duration:  Indefinite/Permanent
  *MAUGRIM'S ANIMUS (V)
  (Robert Schmunk and Tim Prestero)
  A major artifact power.  This enchantment endows
  artificial and resident personalities with the ability to
  move themselves.  The object can only move where it
  has joints, and it must have some rational means for
  moving itself around. Animating a vase, for example,
  will have somewhat less than spectacular results, as the
  vase has no moving parts. 
  The ability to sense its environment must be supplied
  through some other means.  Animus requires four
  points of EGO/Will. 
  If cast while the object is being  made/grown, the
  duration is Permanent. Otherwise, the duration is
  Indefinite. The spell grants a Strength of 1d6+SI, as
  well as a Dexterity, Agility, and Speed of 1d6+SI
  where applicable.  On a CS, one of those statistics is
  raised to 2d6+SI, at the mage's choice.  Due to the
  nature of the animation, the Endurance statistic is not
  applicable, as such entities will not get tired, and do not
  feel injuries. 
  For purposes of initiative, etc, animated objects are
  treated as having an END of 18.  In the case of "real
  spirits", for example those captured or created  with
  Soul Steal (or some variant), skill MLs are reduced,
  first, as per ML Decline (Enriched Magic - Shek Pvar
  28), depending upon the amount of time since the spirit
  last had a body, and secondly, that new ML is reduced
  an additional 10%, due to the spirit's unfamiliarity with
  the new body.  False Souls open skills at OML,
  depending upon appropriate training.
  The caster can animate up to SIxSIx10 pounds.  With
  regards to objects consisting of multiple pieces, say for
  example, a skeleton, the caster must choose a "control
  piece", in which the personality is said to reside.  If any
  of the component bones of the example skeleton are
  smashed during Duration, all bones which trace linkage
  to the control piece through the broken bone will
  immediately fall from the skeleton.
  Bonus Effects  (none)
     Fatigue:  (15-SI)x3.5
         Time:  (15-SI) hours
       Range:  Touch
  Duration:  Indefinite/Permanent
  
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  REGROWTH OF EVALA  (V)
  An enchantment that grows a complete organism (plant
  or animal) from a part thereof.  The spell requires
  copious quantities of earth and clean water, and the
  investment of a good deal of time.  The spell requires that
  the caster have most of the original organisms in his
  possession (seed).  The basic required seed is expressed
  as a percentage of the whole organism less the casters
  ML.  Hence at ML70, the required seed is 30% and at
  ML25 the required seed is 75% of the original organism.
   The minimum required seed is 1%.  Seed material in
  poor condition, decomposed, damaged, etc., is of less
  value (GM discretion).
  If the spell is attempted with less than the required seed,
  ML is reduced by the shortfall.  E.g.  If the required seed
  is 45% and only 32% of the original organism is
  available, the caster suffers a 32-45=13 point ML
  penalty.
  The ML bonus for having more than the required seed
  available is equal to half the surplus (rounded down). 
  Hence if the required seed is 74% and the caster has 89%
  available, he enjoys an (89-74)/2=7.5 (rounded to 7) ML
  bonus.
  The spell does not restore a dead organism to life.  Once
  a dead organism is regrown, it stays "fresh" only for 2-4
  days.  (the spell produces a perfect "clone", but if the
  seed is damaged, that part of the finished product is also
  damaged.)
  Bonus Effects (none)
   Fatigue:  (15-SI) x 3.5
      Time:  (15-SI) x 3 days
     Range:  Touch
  Duration:  N/A
  SLIME'S WARD  (V)
  An enchantment placed on a living plant or creature to
  alert the caster when a living entity intrudes within the
  subject's perceptive sphere (for most plants this is about
  three yards).  Slime's Ward is a life detector.
  The caster must be within Aura x 5 yards(or Sensitivity
  Talent ML x 10 yards) to "hear" the alarm.  With the
  basic spell, the intruding life form will not be identified,
  but the caster will know that it is there for as long as it is
  there, and identification improves as the spell is better
  mastered.
  Only intruding life forms anomalous to the subject's
  environment will cause the subject to alert the caster - a
  plant will not, for example, notice insects or birds, unless
  they behave in an unusual manner.
  Bonus Effects
  ML76+ Caster is  altered in general terms, as to the size
  and/or nature of the intruding life form (e.g.
  large humanoid, all quadruped, medium-sized
  serpent, huge avian, etc.)
  ML86+  Caster is more specifically alerted as to the
  nature and numbers of intruding life form(s),
  but the information is limited buy the sensory
  abilities of the subject life form.
  ML96+  Caster may limit the alarm to a specific
  species/class(es) of intruder (e.g. humans, bears,
  etc.).  This reduces the number of false alarms.
   Fatigue:  (15-SI) x 2.5
      Time:  (15-SI) x 5 minutes
     Range:  Touch
  Duration:  MS:SIx1hour/CS: Indefinite
  
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  *SUCCOR OF  BLEZIL (V)
  A spell which causes dramatic healing of virtually any
  injury or physical ailment.  The spell may be cast in
  either of two ways:
  (1) On a specific disease of injury, in which case the
  object disease or injury is completely cured.
  (2) Generally on all diseases and injuries, in which case
  each injury/disease is "halved" (GM discretion).
  The effect is immediate and total and leaves little or no
  residue(s).  The spell cannot regenerate lost body parts. 
  This effects are limited to normal (albeit fast) healing.
  The patient accrues 1d3 fatigue points per Injury Point
  removed, but will  not enter shock as a result.  Fatigue
  accrued from disease curing is a GM discretion.
  If the spell is cast on the same person more than once in a
  24 hour period, it fails critically.  CF usually gives the
  patient a serious (randomly generated) physical disorder.
   A disease similar to Mankor's Curse (Fyvria IV) is
  common.
  Bonus Effects
  ML71+  Patient suffers only 1d2 Fatigue Points per
  Injury Point removed.
  ML81+  Patient accrues only a 2-11 Fatigue Points per
  Injury Point removed.
   Fatigue:  (15-SI) x 3.0
      Time:  MS:(15-SI)x30secs./CS:(15-SI)x10secs
     Range:  Touch
  Duration:  N/A
  *TOUCH OF FOREAS (V)
  Turns a chosen limb of a target into wood, temporarily.
  The victim is alive so long as up to 30% of the body
  mass remains unaffected. For every 5% below 30%, the
  victim must make a successful ENDx3 test Vs Killing
  attack.
  The wood is green and does not burn easily and tends
  to tear rather than break. Otherwise it has the
  armorment of wood (superior leather) and the mobility
  of a tree. The roots will elongate until they find soil to
  sink into.
  The victim can be restored by either being removed by
  the caster, or dispelled by other means. If not
  removed/dispelled, the victim will revert to normal
  flesh and blood in SI days. His state of being (alive or
  dead) depends upon the success or failure of the test Vs
  killing.
  If made permanent,. The victim slowly looses his
  intelligence and willpower - but not his aura at the rate
  of 1 point per day. The tree (same height and mass as
  the victim) will always appear magical and for the first
  five years it will slightly resemble the victim. Each
  successive year there after the tree will grow wider and
  taller and loose its man-like shape over time. Assume it
  is allowed to grow to will blossom and procreate
  growing yearly as do all normal trees.
  Bonus Effects
  ML76+ 2 body parts may be affected (must be
  adjoining) at caster’s discretion.
  ML81+ 3 body parts may be affected (must be
  adjoining) at caster’s discretion.
  ML91+ 4 body parts may be affected (must be
  adjoining) at caster’s discretion.
  ML96+ The entire body may be affected at Caster’s
  discretion.
  ML99+ Spell may be made indefinite (MS) or
  Permanent (CS.)
   Fatigue:  (15-SI) x 3.0
      Time:  (15-SI) Seconds
     Range:  SI yards
  Duration:  SI days/ML99+ MS: Indefinite /
                    CS : Permanent
  
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  *BEAST OF OUTLANDISH SIZE (VI)
  This spell causes any land animal to grow to SI/2 times
  its normal size. This causes all physical attributes to be
  raised by SI/2
  E.G:  if the strength of a cat was 12, after the casting of
  Beasts of Outlandish Size, his strength would be 12 x
  (SI/2). If the caster had a skill of 56 that would be 12 x
  (5/2) = 54!
  The creature will have the same instincts, reactions and
  attacks as it did when smaller. Assume all armorment is
  SI rankings above its current (usually leather or
  kurbol.)
  The creature will be confused for the first turn then
  either flee or try to continue whatever it was doing
  prior to the casting - which may include hunting the
  caster.
  This spell does nothing to effect the current mind set of
  the best. If it was hungry before, or angry, or whatever,
  it retains that same mind set. The spell in no way
  attunes the beast to the caster.
  Removing the enchantment will return the creature to
  its original size without harm.
  On a CF the beast is killed. This spell may only be cast
  once per duration on the beast.
  Bonus Effects (None)
   Fatigue:  (15-SI) x 3.0
      Time:  (15-SI) 15 minutes
     Range:  Touch
  Duration:  MS: SI hours / CS : SI x3 Hours
  *FIEND OF FOREAS (VI)
  This spell will animate any single plant. The size may
  vary from a small shrub to as large as the largest tree.
  The living tree in unintelligent and follows the
  telepathic instruction of the caster (caster must
  concentrate.) The caster must remain in line of sight
  and within ML feet. If the caster ceases concentration
  then the spell is terminated. The tree can combat using
  the following stats below:
  Tree
  Size
  str
  end
  spd
  mov
  agl
  dge
  Strike
  <5’
  7
  10
  12
  60
  12
  60
  95/4b
  5-10’
  12
  20
  9
  45
  9
  45
  85/8b
  10-20’
  16
  30
  7
  35
  7
  35
  75/12b
  20-50’
  21
  40
  5
  25
  5
  25
  65/16b
  50’+
  25
  50
  3
  15
  3
  15
  55/20b
  Injuries to the fiend are treated differently than human
  wounds. The tree does not suffer fatigue or penalties
  due to damage. Assume all hits to torso. Once points
  exceed endurance the spell is broken.
  Bonus Effects (None)
   Fatigue:  (15-SI) x 4.5
      Time:  (15-SI) seconds
     Range:  Touch
  Duration:  SI minutes
  
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  *HEALER’S RING (VI)
  This spell creates a ring SI yards across centered
  around the caster. Every round, everyone in the ring
  makes a healing roll for their wounds. The ring lasts as
  long as the caster concentrates. The caster suffers
  fatigue at the listed rate below per round.
  The caster is excluded from the benefit. The ring has a
  slight green glow to it and is visible to the naked it (and
  blinding to those who have the psionic “Sensitivity.”) If
  the ring is cast on grass, the grass will grow ¼ of a inch
  every round. Stone will cover with lichens and mosses,
  etc. This spell will benefit any life force it comes into
  contact with - healing it up to its maximum IP’s.
  Bonus Effects (None)
   Fatigue:  (15-SI) x 3.0 per round
      Time:  (15-SI) x 5 minutes
     Range:  SI yards
  Duration:  See above
  *PHEYDORE’S RECALCITRANCE (VI)
  (Blair Wettlaufer)
  This spell slows aging.  A successful casting allows one
  year of aging over the next five.  CS actually stops
  aging for five years.  The spell remains as an
  enchantment on the caster, and may be dispelled, thus
  removing its effects.  The caster may only cast this
  upon himself.
  Bonus Effects (None)
   Fatigue:  (15-SI) x 3.0
      Time:  (15-SI) Seconds
     Range:  SI yards
  Duration:  SI days/
  ML99+ MS: Indefinite / CS : Permanent
  
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  PASSAGE OF CHABAR  (VI)
  A self-enchantment which allows the caster to
  transmogrify his physical form to melt through stone,
  earth, or wood, but not forged metal, enchanted objects
  of any type, or living material.  With the basic spell, only
  the caster's (naked) body is affected.
  Speed of penetration varies according to the substance,
  and is expressed as a percentage of Walk rate: Earth
  25%; Wood 15%, Stone 10%.  Being in the middle of a
  solid wall when the spell wears off is fatal.  Entities
  undergoing Passage of Chabar are often unnerved by the
  experience.
  Bonus Effects
  ML46+  Enchantment can be extended to include
  organic (elemental) materials (clothes) within
  Aura inches of the caster's skin.
  ML61+  Enchantment can be extended to up to SI living
  beings in skin contact with the caster.
  ML71+  Enchantment can be laid on a person other than
  the caster.
   Fatigue:  (15-SI) x 4.0
      Time:  (15-SI) minutes
     Range:  Self/Touch
  Duration:  MS:ML secs./CS:MLx3 secs.
  *PHEYDORE’S BINDING (VI)
  (Blair Wettlaufer)
  This enchantment ties the caster’s animus more tightly
  to his physical form.  This allows the caster to reduce
  Shock (and Shock Recovery) and Killing Rolls by 1d6.
   This spell is indefinite and is subject to dispelling.  If
  this spell is cast more than once, it is subject to CF.
  Bonus Effects (None)
   Fatigue:  (15-SI) x 4
      Time:  (15-SI) x 3 hours
     Range:  Self
  Duration:  Indefinite
  
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  VESSEL OF GALANDA (VI)
  A spell to grow a body from an unliving embryo or fetus.
   In general the spell will only work on mammals.  The
  fetus must have been dead for no less than six hours and
  no more than 24 hours.  The body will grow normally,
  but very rapidly, and will have no ethereal essence, no
  Aura, and no soul.  The usual purpose of the spell is to
  recreate a new host body for a disembodied spirit.  The
  sorcerer must spend about ten hours in the initial casting,
  and at least four hours per day in attendance.  The body
  must be kept fully submerged in a vat containing water
  and finely sifted earth.  The spell consumes
  approximately 50 gallons of water daily.
  At the conclusion of the spell.  The sorcerer must "breath
  the breath of life" into the subject, this is exhausting (E5
  shock roll).  The culmination takes about 15-IS hours.
  If the body is not occupied within a few hours of
  culmination it will "die".  A spirit which occupies the
  body may be considered "native" after about a month and
  will continue aging normally.
  Bonus Effects (None)
   Fatigue:  (15-IS) x 4
      Time:  (15-IS)
     Range:  Frequent Touch
  Duration:  See above.
  ESSENCE OF SINAD  (VII)
  A spell to halt biological aging.  The spell involves a
  transfusion of (1 liter) of blood from a Sindarin or
  similarly immortal species.  It also requires a secure
  source of fresh flowing water (usually a stream or small
  river) for purification purposes.
  With MS the subject stops aging for 1d3 years, and life
  expectancy is increased by the same period.  With CS, 
  aging is halted for 2d6 years.
  The spell leaves a slight residue of enchantment which
  interacts dangerously with this or other rejuvenation
  spells.  It, therefore, should not be cast on the same
  subject more than once.  Ignoring this can cause reversal
  of effect, heart damage and/or death - the same
  consequences may accrue if the spell is combined with
  any other rejuvenation spell.  Dispelling the enchantment
  removes the residue.
  Bonus Effects
  ML66+ If the caster achieves CS, he can cast the spell a
  second  time on the same subject without undue
  risk to the subject.
  ML86+   Instead of halting the aging process, the caster
  may, if he so desires, reverse it.  The subject's
  biological ages is reduced by 1d2/2d2 years
  (MS/CS).
  ML91+ No dangerous residue is left, even with MS -
  thus the enchantment may be combined safely
  with the same or other rejuvenation magic.
   Fatigue:  (15-IS) x 4.5
      Time:  (15-IS) x 1 hour
     Range:  Frequent Touch
  Duration:  MS: Indefinite/CS: Permanent
  
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  *PALITHIAN PLAGUE (VII)
  This spell starts on a specific target and spreads a
  plague to the first human that touches/comes in contact
  with the target. The plague has an incubation period of
  d10-SI hours. The victim will remain contagious for
  SI/2 (MS) or SI (CS) days. The plague’s effects strike
  quickly.
  The effects follow:
  The victim must roll Vs 5xEND (MS)/4xEND (CS) to
  see how quickly he succumbs. CS starts the plague at
  H5, MS H4, MF H3 and CF H2. The effect starts in
  d10-SI days (MS) /d10-SI hours (CS.)
  H6/H5 - victim is -SI/4 to all stats and -ML/4 to all
  skills.
  H5/H4 victim is -SI/3 to all stats and -ML/3 to all
  skills.
  H3/H2 victim is -SI/2 to all stats and -ML/2 to all
  skills.
  H3/H2 victim is -SI to all stats and -ML to all skills.
  If the victim reaches EE he has beat the plague and will
  recover in SI days. If he reaches H0, he dies. Either
  way the victim remains contagious for duration.
   Fatigue:  (15-IS) x 5.0
      Time:  (15-IS) hours
     Range:  Line of Sight or 1 mile
  Duration:  MS: SI days/CS: SI x2 days
  *POLYMORPH FOREAS (VII)
  This incantation will turn the caster into a creature of
  his choice.
  NOTE: All clothing worn will fall uselessly to the
  ground and when the caster returns to his normal form
  he will have nothing with him.
  During the duration of this incantation the caster will
  have all the normal physical abilities of this creature
  (except special unduplicatable abilities i.e.: poison,
  color shifting, psionics, etc.) The caster may duplicate
  any mundane animal (including mammals, avian and
  reptiles, but not insects nor micro-organisms.) from as
  small as a mouse to as large as an elephant.
  The caster must have seen the creature in the past to
  assume its form (pictures or drawings are not sufficient)
  - roll 3xINT for success.
  Due to the enormous physical strain involved the caster
  will suffer 4d6 fatigue and make a E3 shock roll when
  returning to his normal form.
  Bonus Effects (None)
   Fatigue:  (15-SI) x 4.5
      Time:  (15-SI) minutes
     Range:  Self
  Duration:  MS:SI x 30 mins.,/ CS:SI hours
  
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  TOUCH OF PTARIS (VII)
  An enchantment which turns an organic (elemental)
  object (e.g. a person) touched  by the caster to stone
  (petrifaction).  A victim tests 3xWill to avoid the effect. 
  While the victim is enchanted (petrified) his bodily and
  mental functions slow to a negligible rate, but he is
  otherwise unharmed.  If/when the enchantment is
  dispelled the victim is in the same psycho-physical
  condition as he was when enchanted.  The enchanted
  victim is not immune to physical harm.  A hammer and
  chisel has the same effect on him as on ordinary stone. 
  Such damage is translated into ordinary injuries at GM
  discretion when the enchantment expires or is removed. 
  Significant damage to the altered form is often fatal.
  Bonus Effects
  ML61+  The spell can be used to turn its object to earth
  or wood.  Earth tends to crumble immediately
  so this is usually fatal.  A wooden victim can be
  burned or carved like ordinary hardwood.
  ML71+  Victim tests 2XWill to avoid effect.
  ML81+ Victim tests 1XWill to avoid effect.
  ML91+ Victim cannot test Will to avoid effect.
  ML96+ Touch no longer required.  Range is 100 feet.
   Fatigue:  (15-SI) x 4.5
      Time:  (15-SI) seconds
     Range:  Touch/ML96+ 100 feet
  Duration:  MS:SI days/CS: Indefinite
  
SOURCE: textdata/thevault/Harn/HarnWorld/HarnWorld - Fyvria {CG 4505}.pdf