TEXT: MAGIC
  01-0101
  Finally, the secrets of the sorcerers are collected in a 
  single volume. Magic – The Great Art – brings great
  power to its practitioners, and offers the opportunity
  to do great good or great evil. This book is the 
  complete guide to magic for GURPS Fourth Edition.
  GURPS Magic presents an expansive, colorful
  magic system. Players can create any sort of 
  wizard they can imagine. GMs can adapt the 
  system to fit their own campaign or set 
  adventures in the world of their favorite fantasy
  author. The rules can be modified to fit almost
  any world or wizard.
  This book is completely compatible with
  the magic rules in the GURPS Basic Set,
  with hundreds of new spells and several
  alternate magic systems, including
  improvisational magic, symbol magic,
  clerical magic, ritual magic, and 
  alchemy.
  Open, and learn strange new wonders . . .
  GURPS Magic requires the GURPS Basic Set, Fourth Edition. 
  The spell ideas in this book can be used with any fantasy game.
  STEVE
  JACKSON
  GAMES
  Based on GURPS MAGIC by Steve Jackson
  and GURPS GRIMOIRE by S. John Ross and Daniel U. Thibault
  Compiled by Michael Suileabhain-Wilson
  Edited by Andrew Hackard and Jeff Rose
  Cover Art by Abrar Ajmal, Roberto Campus, Kirk Reinert, Romas, Douglas Shuler, 
  Rogério Vilela, and John Zeleznik
  Illustrated by Abrar Ajmal, Douglas Shuler, Bob Stevlic, and Eric Wilkerson
  ISBN 1-55634-733-2
  SJG03495 01-0101
  Printed in 
  the USA
  9!BMF@JA:RSVRRVoYjZhZ_ZdZ`
  3RD EDITION, 1ST PRINTING
  PUBLISHED DECEMBER 2004
  
  STEVE JACKSON GAMES
  Based on GURPS Magic by STEVE JACKSON
  and GURPS Grimoire by S. JOHN ROSS and DANIEL U. THIBAULT
  Compiled by MICHAEL SUILEABHAIN-WILSON
  Edited by ANDREW HACKARD and JEFF ROSE
  Cover Art by ABRAR AJMAL, ROBERTO CAMPUS, KIRK REINERT, ROMAS,
  DOUGLAS SHULER, ROGÉRIO VILELA, and JOHN ZELEZNIK
  Illustrated by ABRAR AJMAL, DOUGLAS SHULER, BOB STEVLIC, and ERIC WILKERSON
  Spell Prerequisite Charts by MICHELLE BARRETT
  ISBN 1-55634-733-2
  1 2 3 4 5 6 7 8 9 10
  TM
  
  2
  CONTENTS
  CONTENTS
  INTRODUCTION . . . . . . . . . . 4
  1. PRINCIPLES OF MAGIC . . . 5
  Glossary of Magical Terms . . . . . . 5
  LEARNING MAGIC . . . . . . . . . . . . . . . . 6
  Finding a Teacher . . . . . . . . . . . . 6
  Prerequisites . . . . . . . . . . . . . . . . . 6
  Mana . . . . . . . . . . . . . . . . . . . . . . . 6
  CASTING SPELLS . . . . . . . . . . . . . . . . . 7
  CRITICAL SPELL FAILURE TABLE . 7
  Distraction and Injury . . . . . . . . . 7
  Caster and Subject . . . . . . . . . . . . 7
  Time Required . . . . . . . . . . . . . . . 7
  Energy Cost . . . . . . . . . . . . . . . . . 8
  Magic Rituals . . . . . . . . . . . . . . . . 8
  Optional Rule: 
  Magic Ingredients . . . . . . . . . . . 8
  Limits on Effect . . . . . . . . . . . . . . 9
  Duration of Spells and
  Maintaining Spells . . . . . . . . . 9
  Optional Rule: 
  Alternate Magic Rituals . . . . . . 9
  Secret Spells . . . . . . . . . . . . . . . . . . 9
  Canceling Spells . . . . . . . . . . . . . 10
  Casting Spells While 
  Maintaining Other Spells . . . 10
  DIFFERENT KINDS OF MAGIC . . . . . 11
  Colleges of Magic . . . . . . . . . . . . 11
  Spell Classes . . . . . . . . . . . . . . . . 11
  Ceremonial Magic . . . . . . . . . . . . 12
  Area Spells on a Battle Map . . . . 13
  Magic Staffs . . . . . . . . . . . . . . . . . 13
  Dissipating Held Melee 
  and Missile Spells . . . . . . . . . . 14
  Long-Distance Modifiers . . . . . . 14
  INVENTING NEW SPELLS . . . . . . . . . 14
  Player-Created Spells . . . . . . . . . 15
  Designing Wizard Characters . . . 15
  2. MAGIC ITEMS . . . . . . . . 16
  Enchanting . . . . . . . . . . . . . . . . . 16
  Controlling PC Enchantment . . . 17
  Multiply Enchanted Items . . . . 18
  Enchantments 
  Without Items . . . . . . . . . . . . 18
  Enchantments 
  Without Spells . . . . . . . . . . . . 18
  Interruptions . . . . . . . . . . . . . . . . 18
  USING MAGIC ITEMS . . . . . . . . . . . . 19
  Controlling Magic Items . . . . . . . 19
  BUYING MAGIC ITEMS . . . . . . . . . . . 20
  Powerstone Costs . . . . . . . . . . . . 20
  Selling Magic Items . . . . . . . . . . 21
  ECONOMICS AND ENCHANTMENT . . 21
  Spell Descriptions . . . . . . . . . . . . 22
  3. AIR SPELLS . . . . . . . . . . 23
  ELEMENTAL SPIRIT SPELLS . . . . . . . 27
  Small Air Elemental . . . . . . . . . . 28
  4. ANIMAL SPELLS . . . . . . . 29
  Hybrids . . . . . . . . . . . . . . . . . . . . 29
  5. BODY CONTROL SPELLS . 35
  6. COMMUNICATION AND
  EMPATHY SPELLS . . . . . . 44
  7. EARTH SPELLS . . . . . . . . 50
  Small Earth Elemental . . . . . . . . 55
  8. ENCHANTMENT SPELLS . . 56
  Clay Golem . . . . . . . . . . . . . . . . . 59
  WEAPON ENCHANTMENTS . . . . . . . . 62
  ARMOR ENCHANTMENTS . . . . . . . . . 66
  PIECE-BY-PIECE
  ARMOR PRICES
  . . . . . . . . . . 66
  LIMITING ENCHANTMENTS . . . . . . . . 68
  WIZARDLY TOOLS . . . . . . . . . . . . . . . 69
  Devotional Enchantment . . . . . . 71
  9. FIRE SPELLS . . . . . . . . . . 72
  Small Fire Elemental . . . . . . . . . 76
  10. FOOD SPELLS . . . . . . . . 77
  11. GATE SPELLS . . . . . . . . 80
  12. HEALING SPELLS . . . . . 88
  13. ILLUSION AND
  CREATION SPELLS . . . . . . 95
  Scary Illusions . . . . . . . . . . . . . . 95
  14. KNOWLEDGE SPELLS . . 100
  DIVINATION . . . . . . . . . . . . . . . . . . . 108
  Standard Divinations . . . . . . . 108
  15. LIGHT AND
  DARKNESS SPELLS . . . . . 110
  16. MAKING AND
  BREAKING SPELLS . . . . . 115
  17. META-SPELLS . . . . . . . 121
  LINKING SPELLS . . . . . . . . . . . . . . . 130
  18. MIND CONTROL
  SPELLS . . . . . . . . . . . . . 133
  19. MOVEMENT SPELLS . . 142
  GURPS System Design ❚ STEVE JACKSON
  Managing Editor ❚ ANDREW HACKARD
  GURPS Line Editor ❚ SEAN PUNCH
  Production Manager ❚ MONIQUE CHAPMAN
  Page Design ❚ PHILIP REED
  Production Artist ❚ JUSTIN DE WITT
  Prepress Checker ❚ MONICA STEPHENS
  Print Buyer ❚ MONICA STEPHENS
  Marketing Director ❚ PAUL CHAPMAN
  Sales Manager ❚ ROSS JEPSON
  Errata Coordinator ❚ ANDY VETROMILE
  GURPS FAQ Maintainer ❚ STÉPHANE THÉRIAULT
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names 
  of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, 
  or used under license. GURPS Magic is copyright © 1989, 1990, 1994, 1998, 2000, 2004
  by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA.
  The scanning, uploading, and distribution of this book 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.
  Additional Material by Drew Bittner, Graeme Davis, Lee Gold, Ken Hite, Marc Janssen, Hunter Johnson, Steve Kenson, Chris McCubbin, Walter Milliken,
  Steffan O’Sullivan, W. Dow Rieder, Sean Punch, Brett Slocum, William H. Stoddard, and Jonathan Woodward.
  Playtesters: Jim Cambias, Peter Dell’Orto, Devin Ganger, Roberto Hoyle, Steve Kenson, Phil Masters, 
  Elizabeth McCoy, Kenneth Peters, William H. Stoddard, and Chad Underkoffler.
  
  CONTENTS
  3
  20. NECROMANTIC SPELLS 149
  Skull-Spirits . . . . . . . . . . . . . . . 150
  Undead Templates . . . . . . . . . . . 152
  Demon . . . . . . . . . . . . . . . . . . . . 155
  Demonic Contracts . . . . . . . . . . 156
  Black Magic . . . . . . . . . . . . . . . . 156
  BLACK CRITICAL TABLE . . . . . . . 157
  Lich . . . . . . . . . . . . . . . . . . . . . . 160
  Wraith . . . . . . . . . . . . . . . . . . . . 160
  21. PLANT SPELLS . . . . . . 161
  Plant Meta-Traits . . . . . . . . . . . 165
  22. PROTECTION AND
  WARNING SPELLS . . . . . 166
  23. SOUND SPELLS . . . . . . 171
  24. TECHNOLOGICAL
  SPELLS . . . . . . . . . . . . . 175
  MACHINE SPELLS . . . . . . . . . . . . . . 175
  ENERGY SPELLS . . . . . . . . . . . . . . . 178
  RADIATION SPELLS . . . . . . . . . . . . . 181
  METAL AND PLASTIC SPELLS . . . . . 182
  New Meta-Trait: 
  Body of Plastic . . . . . . . . . . . 183
  25. WATER SPELLS . . . . . . 184
  Small Water Elemental . . . . . . . 191
  26. WEATHER SPELLS . . . . 193
  THE BEAUFORT SCALE . . . . . . . . 194
  New Meta-Trait: 
  Body of Lightning . . . . . . . . 198
  27. VARIATIONS . . . . . . . . 199
  ALTERNATIVE MAGIC
  SYSTEMS . . . . . . . . . . . . 199
  Clerical Magic . . . . . . . 199
  “Holy” Spells . . . . . . . . . 200
  Ritual Magic . . . . . . . . 200
  Other Ritual Idioms . . . 200
  Alternate Prerequisites . . . . . . 200
  Renaming Spells . . . . . . . . . . . . 201
  IMPROVISATIONAL MAGIC . . . . . . . . 201
  Magery and 
  Improvised Magic . . . . . . . . 201
  Wild Talents . . . . . . . . . . . . . . . 201
  Wildcard Magic . . . . . . . . . . . . 202
  Spell Defaults . . . . . . . . . . . . . . 202
  SYNTACTIC MAGIC . . . . . . . . . . . . . 202
  Spell Parameters . . . . . . . . . . . 202
  Word Parameters . . . . . . . . . . . 203
  Casting the Spell . . . . . . . . . . . 203
  Scaling . . . . . . . . . . . . . . . . . . . . 203
  Transform . . . . . . . . . . . . . . . . . 204
  Linking Syntactic Spells . . . . . 204
  GMing Syntactic Magic . . . . . 204
  A Syntactic Spell: 
  Waterproofing . . . . . . . . . . . . 205
  SYMBOL MAGIC . . . . . . . . . . . . . . . 205
  Symbols . . . . . . . . . . . . . . . . . . 205
  Casting the Spell . . . . . . . . . . . 206
  Alternatives . . . . . . . . . . . . . . . . 206
  Example of Symbol Casting . . . 206
  An Emergency 
  Symbol-Casting . . . . . . . . . . 207
  The Futhark Runes . . . . . . . . . 209
  The Ogham Alphabet . . . . . . . 209
  28. ALCHEMY . . . . . . . . . 210
  THE ALCHEMY SKILL . . . . . . . . . . . 210
  Making Alchemical Items . . . . 210
  The Herb Lore Skill . . . . . . . . . . 211
  Other Alchemist Abilities . . . . 211
  Inventing New Elixirs . . . . . . . 212
  USING ALCHEMICAL ITEMS . . . . . . 212
  Forms of Elixir . . . . . . . . . . . . . 213
  Magic Resistance . . . . . . . . . . . 213
  Cost and Availability . . . . . . . . 213
  TYPES OF ELIXIRS . . . . . . . . . . . . . 213
  Animal Control . . . . . . . . . . . . . 213
  Combat Abilities . . . . . . . . . . . 214
  Hostile Elixirs . . . . . . . . . . . . . . 214
  Magical Abilities . . . . . . . . . . . 216
  Medical Elixirs . . . . . . . . . . . . . 217
  Popular Elixirs . . . . . . . . . . . . . 218
  Mental Abilities . . . . . . . . . . . . 218
  Mental Control . . . . . . . . . . . . . 219
  Skills and 
  Physical Abilities . . . . . . . . . 219
  ALCHEMICAL CHARMS . . . . . . . . . . 220
  Time and Cost to Make . . . . . . 220
  Detection and Analysis . . . . . . 220
  Using Charms . . . . . . . . . . . . . . 220
  EXOTIC PREPARATIONS . . . . . . . . . . 220
  Alkahest . . . . . . . . . . . . . . . . . . 220
  Homunculus . . . . . . . . . . . . . . . 221
  Philosophers’ Stone . . . . . . . . . 221
  MAGICALLY POTENT MATERIALS . . 222
  APPENDIX: SPELL TABLE . . 223
  SAMPLE SPELL
  PREREQUISITE CHART . . 238
  INDEX . . . . . . . . . . . . . . . 238
  GRIMOIRE FORM . . . . . . . 240
  About GURPS
  Steve Jackson Games is committed to full support of the GURPS sys-
  tem. Our address is SJ Games, Box 18957, Austin, TX 78760. Please
  include a self-addressed, stamped envelope (SASE) any time you write
  us! We can also be reached by e-mail: info@sjgames.com. Resources
  include:
  Pyramid (www.sjgames.com/pyramid/). Our online magazine
  includes new GURPS rules and articles. It also covers the d20 system,
  Ars Magica, BESM, Call of Cthulhu, and many more top games – and
  other Steve Jackson Games releases like Illuminati, Car Wars,
  Transhuman Space, and more. Pyramid subscribers also get opportuni-
  ties to playtest new GURPS books!
  New supplements and adventures. GURPS continues to grow, and
  we’ll be happy to let you know what’s new. For a current catalog, send us
  a legal-sized or 9”¥12” SASE – please use two stamps! – or just visit
  www.warehouse23.com.
  e23. Our e-publishing division offers GURPS adventures, play aids,
  and support not available anywhere else! Just head over to
  www.sjgames.com/e23/.
  Errata. Everyone makes mistakes, including us – but we do our best
  to fix our errors. Up-to-date errata sheets for all GURPS releases, 
  including this book, are available on our website – see below.
  Internet. Visit us on the World Wide Web at www.sjgames.com for
  errata, updates, Q&A, free webforums, and much more. The GURPS
  Magic web page is www.sjgames.com/gurps/books/magic/.
  Bibliographies. Many of our books have extensive bibliographies, and
  we’re putting them online – with links to let you buy the books that inter-
  est you! Go to the book’s web page and look for the “Bibliography” link.
  GURPSnet. This e-mail list hosts much of the online discussion of
  GURPS. To join, point your web browser to www.sjgames.com/
  mailman/listinfo/gurpsnet-l/.
  Rules and statistics in this book are specifically for the GURPS Basic
  Set, Fourth Edition. Page references that begin with B refer to that book,
  not this one.
  
  Any sufficiently advanced technology
  is indistinguishable from magic.
  – Clarke’s Law
  Any sufficiently advanced magic is
  indistinguishable from technology.
  – Murphy’s reformulation of 
  Clarke’s Law
  The very first roleplaying was fan-
  tasy roleplaying, and fantasy is still the
  most popular type of RPG. Magic
  brings power and wonder to the gam-
  ing table. Yet all too often, fantasy
  campaigns seem trite and predictable,
  trapped by their sources in Tolkien
  and Arthurian England.
  It needn’t be that way. Magic and
  magical worlds can have infinite vari-
  ety, and so can magical heroes. A wiz-
  ard might be the stereotypical gray-
  beard with a pointed hat . . . but he
  also might be a palace cook with a
  couple of minor but useful food spells,
  a plane-hopping mage who roams the
  timelines looking for people in trou-
  ble, or a battle-hardened soldier
  whose mastery of magic has brought
  empires to their knees. With GURPS
  Magic, you can play these spellcasters
  and many others.
  The meat of this book comprises
  24 spell colleges with hundreds of
  spells . . . but there’s much more!
  Within these pages you’ll also find
  expanded rules for magic use and
  enchantment, alternate magic sys-
  tems, and a full treatment of alchemy,
  ready to drop into your game.
  PUBLICATION
  HISTORY
  This is the third edition of GURPS
  Magic; it has been revised to the
  GURPS Fourth Edition rules. We hope
  that’s not overly confusing. The oldest
  material here dates back to the first
  edition of GURPS Fantasy (which
  covered magic as well as fantasy
  world-building). The second edition of
  Magic added more spells and the
  Improvisational Magic system created
  by 
  Brett 
  Slocum 
  and 
  Steffan
  O’Sullivan. This edition adds the
  entire contents of GURPS Grimoire,
  by S. John Ross and Daniel U.
  Thibault, plus the Black Magic system
  created by S. John Ross. Many others
  created material or suggested spells
  for one or another of these volumes;
  see the credits on p. 2. And Michael
  Suileabhain-Wilson converted the
  entire collection to Fourth Edition
  standards.
  ABOUT THE
  AUTHORS
  Steve Jackson played his first RPG
  when there was only one title on the
  market. It was fantasy. His first pro-
  fessional job was developing a fantasy
  RPG (Monsters! Monsters!). His sec-
  ond game design was a tactical game
  intended to be used with fantasy RPGs
  (Melee). His first big design was a fan-
  tasy RPG (The Fantasy Trip). He
  wrote the first editions of GURPS
  Fantasy and GURPS Magic. One
  might conclude that he likes fantasy
  RPGs. He doesn’t get to play them as
  much as he likes, though, since being
  president and editor-in-chief of Steve
  Jackson Games continues to demand
  huge chunks of time. Anyone feel like
  GMing a GURPS campaign in Austin? 
  S. John Ross wrote the Black Magic
  rules (p. 156) and co-wrote GURPS
  Grimoire (1994), the collection of
  spells which is incorporated into this
  book. He is one of gaming’s first com-
  mercial electronic publishers, the
  founder of Cumberland Games &
  Diversions. His home on the Web is
  also the home of Risus: The Anything
  RPG, the HexPaper font, and Sparks
  paper miniatures. His home in the
  physical world is Austin, Texas, where
  he games weekly and snuggles daily
  with his wife, Sandra. In addition to
  his GURPS and other work for Steve
  Jackson Games, he’s written, edited,
  mapped, and cartooned his way
  across the gaming industry, including
  work for Wizards of the Coast, White
  Wolf, TSR, Guardians of Order, Last
  Unicorn Games, and Flying Buffalo.
  Daniel U. Thibault was a graduate
  student in computer science when he
  submitted spells for the first edition of
  GURPS Fantasy. He then proceeded
  to ransack books, movies, bulletin
  boards and his imagination to pro-
  duce GURPS Grimoire. He also col-
  laborated on several other GURPS
  books. Meanwhile, he became a scien-
  tist with Defence R&D Canada, got a
  spouse, cats, dogs, and a child, and
  moved multiple times. All this has put
  severe limitations on his roleplaying
  time, but things are getting better.
  4
  INTRODUCTION
  INTRODUCTION
  
  Bid me discourse, I will enchant
  thine ear.
  – William Shakespeare,
  “Venus and Adonis”
  The table groaned under the
  weight of strange and wonderful
  things – cups and belts and boxes and
  other things that Patrick didn’t recog-
  nize. He looked up nervously at the
  big man in the brown robes.
  “Go on now, boy,” the man said
  gently. “Pick out something special.”
  Patrick turned back to the table
  and chewed his thumb. There were so
  many things, and they were all so nice.
  He petted a soft fur hat, thinking
  about the coming winter.
  He kept looking back at a set of
  knucklebones, like the men used down
  at the public house. He reached out
  and picked them up. They seemed
  almost alive in his hand – warm and
  trembling, like a mouse.
  He stepped back from the table
  and turned. “These,” he said, holding
  out the knucklebones.
  The big man raised an eyebrow as
  he took them. He looked to the back of
  the room, where Patrick’s parents
  waited with the mayor, and nodded.
  Patrick’s mother made a small noise.
  Squatting in front of Patrick, the
  big man offered his hand. Patrick took
  it; it was huge, but strangely soft. The
  man clasped his hand firmly.
  “Welcome to the vocation, Magus.”
  Magic is a powerful force that can
  be manipulated with skills called
  spells. By casting spells, a wizard can
  direct magical energy – known as
  mana – to produce almost any effect.
  This is a mysterious art in some set-
  tings, a precise science in others.
  Although hundreds of spells exist,
  each has a unique effect. Finding the
  right spell for a given task can be a
  painstaking process. Very experienced
  wizards can strike out into new terri-
  tory, creating new spells for new tasks,
  but magical experimentation is not for
  the novice or the faint of heart.
  The best wizards have an inborn
  ability to learn and use magic, called
  Magery. Anyone with any degree of
  Magery is called a mage. In many
  game worlds, only mages can use
  magic. In all worlds, they are 
  better with magic than nonmages.
  PRINCIPLES OF MAGIC
  5
  CHAPTER ONE
  PRINCIPLES OF
  MAGIC
  Glossary of Magical Terms
  abort: To stop the casting of a spell before its completion.
  backfire: A critical failure when casting a spell.
  base skill: Your unmodified skill with a spell; compare with effective skill.
  basic spell: A spell with no other spells as prerequisites.
  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. Two examples
  appear in this glossary: melee spells, Missile spells and Resisted spells.
  college: A group of spells that deal with the same subject – fire, healing,
  etc.
  effective skill: Your base skill, plus any modifiers (usually penalties) for
  range, circumstances, etc. A caster rolls against effective skill.
  enchantment spell: A spell for creating permanent magic items. See
  Chapter 2.
  energy: The “cost” to cast a spell. You may pay this in either FP or HP.
  Some game worlds offer alternative energy sources.
  grimoire: The list of spells you know (more generally, any book of spells).
  mage: Anyone with the Magery advantage.
  Magery: The advantage of being “in tune” with magic; see pp. B66-67.
  maintain: To continue a spell after it would normally end. This costs
  more energy, unless you have high skill.
  mana: The ambient magical energy manipulated by spells. Different
  areas (or worlds) have different levels of mana; see Mana (p. 6).
  melee spell: A spell that “charges” your hand or a magic staff with 
  harmful energies that affect the first target you strike.
  missile spell: A spell that summons a magical projectile that you must
  “throw” at the subject.
  prerequisite: A requirement for learning a spell.
  Resisted spell: Any spell that must overcome the “power” of its subject
  before it works.
  sapient: Racial IQ 6 or higher.
  spell: A skill that produces a specific magical effect when used 
  successfully.
  subject: The person, place, or thing on which a spell is cast.
  wizard: Any user of magic, whether he is a mage or not.
  
  6
  PRINCIPLES OF MAGIC
  LEARNING MAGIC
  Anyone can learn most spells –
  although in some worlds, you must be a
  mage to use the spells you know. Some
  spells specify a particular level of
  Magery as a prerequisite: if you lack the
  required Magery level, you cannot learn
  the spell.
  Each magic spell is a separate skill,
  learned just like any other skill. Most
  spells are IQ/Hard skills, but a few
  potent spells are IQ/Very Hard. Spells
  have no default – you can only cast
  spells you know.
  Add your Magery to IQ when you
  learn spells. For instance, if you have IQ
  12 and Magery 3, you learn spells as if
  you had IQ 15. In addition, reduce the
  time required to learn spells (but not
  the point cost) by 10% per Magery level,
  to a minimum of 60% the usual time at
  Magery 4; e.g., Magery 3 would let you
  learn spells in 70% the usual time.
  The maximum level of Magery avail-
  able in your world is up to the GM.
  Most GMs will want to limit PCs to
  Magery 3 or 4.
  If you know more than a few spells,
  you may wish to make a “grimoire.”
  This is a list of the spells you know and
  your skill with each, along with the
  energy cost, time to cast, duration, etc.
  for each spell. This will save a lot of ref-
  erence time in play! A form is included
  on p. 240.
  FINDING A
  TEACHER
  The difficulty of learning magic
  depends largely on the role of magic in
  a setting – and especially on its preva-
  lence. In a world where magic is com-
  mon, wizardry is likely a trade like any
  other, learned through apprenticeships
  or in schools. If magic is rare, on the
  other hand, prospective teachers may
  be cloistered in far-off monasteries or
  isolated towers. If magic is illegal, those
  mentors will be in hiding.
  Once the would-be wizard finds a
  teacher, he must convince the teacher
  to take him on as a student. Some
  teachers give lessons for a fee; others
  demand service in exchange for train-
  ing. Still others ask for nothing in
  advance, but expect their students to
  know their duty when the need arises.
  If no instructor is available, an aspir-
  ing wizard may study magic without a
  teacher, like any other intellectual skill.
  However, lone study demands that the
  wizard has access to good texts on
  magic, in a language he can read. Even
  then, his progress is only half as fast as
  it would be with a mentor, taking 400
  hours for every character point of
  progress (though Magery will offset
  some of this; see Magery, pp. B66-67).
  What’s more, finding those texts may be
  just as hard as finding a teacher.
  In a world with improvised magic
  (p. 201), there may be no magic 
  teachers at all; wizards might learn by
  experimentation and lots of hard
  knocks.
  PREREQUISITES
  All but the most basic spells have
  one or more prerequisites: require-
  ments you must meet in order to learn
  the spell. If the prerequisite is another
  spell, you must have at least one point
  in the prerequisite spell before you
  can study the advanced spell. Not all
  prerequisites are spells. Some spells
  require a minimum Magery level; for
  instance, “Magery 2” means you must
  have Magery 2 or more to learn the
  spell. A few spells require a minimum
  basic attribute score, an advantage, or
  even a mundane skill.
  Mana
  Mana is the ambient energy that empowers magic. Magic will work
  only if the mana level of the game world or specific area allows it, as 
  follows:
  Very High Mana: Anyone who knows spells can cast them. A mage who
  spends FP to cast a spell on his turn gets those FP back at the start of his
  next turn. However, all failures are treated as critical failures – and actual
  critical failures produce spectacular disasters! Very high mana is extreme-
  ly rare in most settings.
  High Mana: Anyone who knows spells can cast them. This mana level
  is rare in most worlds, but some game worlds have high mana throughout.
  Normal Mana: Only mages can cast spells. These spells work normally,
  according to all rules given in this chapter. This is the default mana level
  in most fantasy settings: mages use magic, others don’t.
  Low Mana: Only mages can cast spells, and all spells perform at -5 to
  skill, for all purposes. (Magic items are similarly affected; see Power of a
  Magic Item, p. 17.) However, critical failures have mild effects or no effect
  at all.
  No Mana: No one can use magic at all. Enchantments and permanent
  magic effects are suspended and do not function while within a no-mana
  zone, but resume when taken to an area with mana. Temporary and last-
  ing spells (p. 10) are dispelled when they enter a no-mana zone. This
  mana level occurs in isolated spots in magical worlds. Some entire game
  worlds can lack mana, making magic use impossible.
  In most regions, mana is uniform and static. However, in some loca-
  tions mana may favor certain types of magic, or fluctuate over time. Some
  powerful spells can even change the mana level of an area (p. 127). GURPS
  Fantasy discusses more possibilities for the magical properties of a world.
  Sensing Mana
  Mages cannot automatically sense the mana level of an area, but they
  may sense the change when they cross a boundary between levels. When
  a mage crosses such a boundary, roll vs. Perception + Magery-3. Add 3 to
  the roll if the mage was explicitly searching for the boundary.
  
  PRINCIPLES OF MAGIC
  7
  CASTING SPELLS
  You must know a spell in order to
  cast it, unless you possess a magic
  item that lets you cast it (see Chapter
  2). Tell the GM what spell you are cast-
  ing, then take Concentrate maneuvers
  for the requisite number of turns (see
  Time Required, below). At the end of
  the last second of concentration, make
  a success roll for the spell.
  Casting a spell works like any other
  use of a skill: roll 3d and compare the
  total to your effective skill (your base
  skill with the spell adjusted by any
  applicable 
  modifiers). 
  Modifiers
  depend on the class of spell (see Spell
  Classes, p. 11). If your roll is less than
  or equal to your effective skill, the
  spell works. If it is greater than your
  effective skill, the spell fails.
  On a success, mark off the spell’s
  energy cost against your FP or HP (see
  Energy Cost, p. 8). Its effects take place
  immediately. On a critical success, the
  spell works especially well. Details are
  up to the GM, who should be both
  generous and creative. Whatever else
  occurs, there is never an energy cost if
  you get a critical success when you
  cast a spell.
  On a failure, the spell does not
  work. If success would have cost ener-
  gy, you lose one energy point; other-
  wise, you lose nothing. (Exception:
  You must pay the full energy cost for
  an Information spell even on a failure;
  see Information Spells, p. 13.) On a
  critical failure, you must spend the full
  energy cost and the spell fails badly!
  The GM may use the Critical Spell
  Failure Table or improvise some other
  “backfire” he finds amusing.
  CRITICAL SPELL
  FAILURE TABLE
  Roll 3d on the table below. If the
  result is inappropriate – or if it is the
  result that the caster intended – roll
  again. The GM is free to improvise
  instead 
  of 
  using 
  the 
  table.
  Improvisations should be appropriate
  to the spell and the situation, and
  should never kill the caster outright.
  3 – Spell fails entirely. Caster takes 1d
  of injury.
  4 – Spell is cast on caster (if harmful)
  or on a random nearby foe (if ben-
  eficial).
  5-6 – Spell is cast on one of the caster’s
  companions (if harmful) or on a
  random nearby foe (if beneficial).
  7 – Spell affects someone or something
  other than its intended target –
  friend, foe, or random object. Roll
  randomly or make an interesting
  choice.
  8 – Spell fails entirely. Caster takes 1
  point of injury.
  9 – Spell fails entirely. Caster is
  stunned (IQ roll to recover).
  10-11 – Spell produces nothing but a
  loud noise, bright flash of light,
  awful odor, etc.
  12 – Spell produces a weak and use-
  less shadow of the intended effect.
  13 – Spell produces the reverse of the
  intended effect.
  14 – Spell seems to work, but it is only
  a useless illusion. The GM should
  do his best to convince the wizard
  and his companions that the spell
  did work!
  15-16 – Spell has the reverse of the
  intended effect, on the wrong tar-
  get. Roll randomly.
  17 – Spell fails entirely. Caster tem-
  porarily forgets the spell. Make an
  IQ roll after a week, and again each
  following week, until he remem-
  bers.
  18 – Spell fails entirely. A demon or
  other malign entity appropriate to
  the setting appears and attacks the
  caster. (The GM may waive this
  result if, in his opinion, caster and
  spell were both lily-white, pure
  good in intent.)
  DISTRACTION
  AND INJURY
  If you use an active defense against
  an attack, or are knocked back,
  knocked down, injured, grappled, or
  otherwise distracted while concentrat-
  ing, make a Will roll at -3 to continue
  casting your spell. On a failure, your
  spell is spoiled and you must start
  over.
  If you are stunned while concen-
  trating, your spell is automatically
  spoiled.
  If you are injured but not stunned
  while concentrating, and succeed on
  the roll to avoid distraction, you may
  cast your spell. However, the shock
  penalty for your injury will reduce
  your effective skill. See
  Shock
  (p. B419) for details on shock.
  CASTER AND
  SUBJECT
  The “caster” of a spell is the person
  who is attempting to cast it.
  The “subject” of a spell is the per-
  son, place, or thing upon which the
  spell is cast. If you are casting a spell
  on yourself, you are both caster and
  subject. The subject can also be anoth-
  er being, an inanimate object, or even
  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 appropriate for the
  spell.
  TIME REQUIRED
  Most spells take one second to cast.
  Take the Concentrate maneuver for
  one turn and attempt your skill roll at
  the end of your turn. If you succeed,
  the spell takes effect instantly.
  Whether you succeed or fail, your turn
  ends as soon as you roll the dice. No
  one can interrupt a one-second spell
  unless he took the Wait maneuver on
  his own turn before the caster began
  concentrating.
  Improvisations should be appropriate to the
  spell and the situation, and should never kill the
  caster outright.
  
  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 succeeds, 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. This requires multiple,
  consecutive Concentrate maneuvers in
  combat. Make the skill roll at the end
  of the last turn of concentration. You
  may “abort” an unfinished spell before
  it is cast, at no penalty, but you must
  start over if you wish to try again.
  Example: If a spell takes three sec-
  onds to cast, you must spend three
  turns doing nothing but concentrat-
  ing. You roll the dice at the end of your
  third turn.
  Blocking spells may be cast without
  concentrating, during a foe’s turn, to
  defend against an attack. See Blocking
  Spells (pp. 12-13).
  ENERGY COST
  Each spell has an energy cost.
  When you cast the spell, you must pay
  this cost in either FP or HP. The better
  you know the spell, the less energy you
  need to cast it. If you know it well
  enough, you can cast it at no cost.
  Exception: Never reduce the cost of a
  Blocking spell; see Blocking Spells
  (pp. 12-13).
  If your base skill with a spell – mod-
  ified only by the -5 for low mana, if
  applicable – is 15 or more, reduce the
  cost to cast the spell 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. Calculate the entire cost for a
  spell (for instance, by multiplying cost
  for the size of the subject or the area
  affected) before applying energy cost
  reductions for high skill. Energy is still
  going into the spell, but your skill lets
  you draw it from the surrounding
  mana instead of supplying it yourself!
  You normally pay the energy cost
  of a spell in FP. You can recover lost
  FP by resting. A mage with the
  Recover Energy spell (p. 89) recovers
  FP faster than normal.
  Burning HP
  You may also expend life energy to
  pay the cost of a spell. Mark off some
  or all of the cost against HP instead of
  FP – the spell is actually harming you!
  You are 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.
  Using HP to power spells is dan-
  gerous, but it may be necessary if you
  are badly fatigued and must cast
  another spell. You may “burn” HP
  until you fall unconscious. Should a
  failed HT roll indicate that you have
  died, you do not actually spend the
  HP. Instead, you fall unconscious.
  Treat HP lost this way just like any
  other injury.
  MAGIC RITUALS
  To cast a spell, you must usually
  perform a ritual that involves gestures
  and speech. If you can’t perform the
  ritual, you can’t cast the spell! For
  instance, if the ritual for a spell
  requires you to speak, you cannot cast
  the spell if you are gagged or under a
  spell of silence.
  The higher your skill with a spell,
  the easier it is to cast. It takes less time,
  requires less energy, and has less strin-
  gent ritual requirements. See the list
  below for details. In all cases, “skill”
  refers to base skill, not effective skill.
  The only modifier that matters here is
  the -5 for low mana, if applicable.
  Skill 9 or less – Ritual: You must have
  both hands and both feet free for
  elaborate ritual movements, and
  you must speak certain 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 ges-
  ture. Time: As listed. Cost: As listed.
  Skill 15-19 – Ritual: You must speak a
  word or two or make a small ges-
  ture (a couple of fingers are
  enough), but not necessarily both.
  You are allowed to move one yard
  per second while taking the
  Concentrate maneuver. Time: As
  listed. Cost: Reduced by 1.
  Skill 20-24 – Ritual: None! You simply
  stare into space as you concentrate.
  8
  PRINCIPLES OF MAGIC
  Optional Rule: 
  Magic Ingredients
  Traditionally, spells have often required the use of exotic ingredients:
  dragon scale, virgin’s blood, eye of newt, mandrake root, Nixon campaign
  buttons, or what have you. This book, however, does not specify what
  ingredients are required for spells, aside from some materials required for
  enchantments. It would be nearly impossible to produce a list of ingredi-
  ents that would make sense across a variety of settings, to say nothing of
  the space such a list would take up.
  Instead, spell ingredients should be regarded as a powerful tool for
  GMs to use for fine-tuning the feel of magic in their games. Spells you
  wish to constrain may require expensive and rare ingredients. If a partic-
  ular spell is getting out of hand, maybe the mandrake crop will fail this
  year. Spell ingredients can also serve as a useful cash sink, if the amount
  of money in PC hands is getting excessive.
  Exotic ingredients can be extremely useful for moderating the use of
  magic. Ordinarily, wizards have little incentive not to use up all their
  energy at every encounter; as long as the party has some time to rest
  afterwards, they’ll be back up to scratch in no time. If there’s only so
  much eye of newt to last until the next visit to town, however, wizards
  may start trying to use their magic to best effect, and to find alternate
  ways to be useful in a pinch.
  For some possible ingredients and their typical uses, see Magically
  Potent Materials, p. 222.
  
  Time: Halved (round fractions up
  to the next second). Minimum cast-
  ing time is still one second. Cost:
  Reduced by 2.
  Skill 25-29 – Ritual: None. Time:
  Divided by 4 (round up). Cost:
  Reduced by 3.
  Skill 30 or more – As above, but for
  every five levels of skill beyond skill
  25 (that is, at levels 30, 35, 40, etc.),
  halve casting time again (always
  rounding up) and reduce energy
  cost by one more point.
  Certain spells always require a spe-
  cific ritual. Such requirements over-
  ride the rules above. For instance,
  high skill has no effect on the cost to
  cast Blocking spells (pp. 12-13) or the
  time to cast Missile spells (p. 12).
  LIMITS ON
  EFFECT
  The effects of many spells vary
  with the energy spent. For instance, a
  healing spell might heal 1 HP per
  energy point, or a combat spell might
  inflict 1d damage per point.
  If the spell description sets no
  upper limit, then 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 without a high level of Magery
  (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 oth-
  erwise permanently affect the subject
  are an exception: you may cast such
  spells repeatedly, healing or damaging
  the subject by the full amount each
  time.
  Magery and Effect
  Talented mages 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 stan-
  dard number of levels or the caster’s
  Magery level.
  Example: Major Healing (p. 91)
  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. Magery 10 would
  let you revise this limit to 10 levels of
  effect – you could spend 1-10 energy
  points to heal 2-20 HP!
  The GM is free not to use this rule
  if he thinks it would be unbalanced. Of
  course, if he puts a limit on the high-
  est level of Magery available, this will
  not be a problem!
  DURATION OF
  SPELLS AND
  MAINTAINING
  SPELLS
  Some spells produce an instanta-
  neous effect when cast and then end
  immediately. Other spells last for a
  fixed “duration” (given for the particu-
  lar spell, but most often one minute)
  and then 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 reach-
  es 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 is not a
  factor.
  Example: The Light spell (p. 110)
  notes “Duration: 1 minute” 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, provided you can
  supply the required energy. As long as
  you are conscious, you will know
  when one of your spells needs to be
  renewed. However, you cannot main-
  tain a spell while you sleep, and you
  cannot “hand off” a spell to someone
  else so he can maintain it for you.
  PRINCIPLES OF MAGIC
  9
  Optional Rule: Alternate Magic Rituals
  Here is an alternative way to handle the rituals required for spells. It
  gives wizards more flexibility in the way they cast their spells, but denies
  powerful wizards the ability to forget about ritual entirely.
  By default, all spells require two-handed gestures, subtle foot motions
  like dance steps, and a clearly spoken incantation. However, any wizard
  may choose to omit parts of the ritual by accepting a penalty to skill.
  Omitting the foot movements requires a -2 penalty. Gestures with only
  one hand require a -2 penalty, while casting with no hand gestures at all
  requires a -4 penalty. Softly spoken incantations demand a -2 penalty, and
  no incantation requires a -4 penalty.
  If, on the other hand, a wizard has time to be especially precise with
  his movements and speaks the incantation loudly and articulately, 
  doubling the casting time, he gets +1 to his effective skill.
  Secret Spells
  It is rarely clear what spell a wizard is casting while he’s casting it –
  especially if he knows it well enough to cast it silently! In general, if a spell
  has no obvious visible effect (unlike Fireball), it can be kept a secret. This
  can make magical battles much more interesting, when only the GM
  knows exactly what spells are in effect and on whom.
  Even if the spell is audible, observers may have to make a
  Thaumatology roll to recognize a spell they do not themselves know.
  Observers without Thaumatology are completely out of luck!
  
  High Skill and Cost to
  Maintain
  Energy cost reduction for high skill
  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 its
  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 the spell requires
  constant manipulation and change;
  e.g., to maneuver a levitating object.
  Spells like this require you to take the
  Concentrate maneuver only. If you are
  distracted, injured, or stunned, you
  must make a Will roll at -3. If you fail,
  the spell does not end, but it remains
  in precisely the state it had when you
  were distracted, and does not respond
  to change until you can concentrate
  on it again. On a critical failure, the
  spell ends.
  Casting another spell does not
  break concentration, but you suffer a
  skill penalty for doing two things at
  once (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, a wizard may choose to
  maintain only part of a spell’s area,
  paying the maintenance cost for only
  a portion of the original area affected.
  Duration Types
  There are five classes of duration
  for spells: instantaneous, temporary,
  lasting, permanent, and enchantment.
  Instantaneous spells produce an
  instant effect when cast and then end
  immediately. Note that some instanta-
  neous spells appear to last longer
  because they leave behind a persistent
  but nonmagical effect – Flesh to
  Stone, for example, instantly turns a
  living being to stone and ends, leaving
  behind a stone statue.
  Temporary spells are spells that
  require the continuing expenditure of
  energy to maintain. If it has a cost to
  maintain, it is most likely a temporary
  spell. Only temporary spells count as
  spells “on” (see below).
  Lasting spells do not require main-
  tenance, but have a limited effective
  duration. Typically, they last until
  some event ends the spell. Bless is a
  good example; the spell lasts until the
  blessing is used.
  Permanent spells create a magical
  effect that lasts indefinitely. Zombie is
  a good example: the magic force that
  animates the body persists until the
  body has been physically destroyed. A
  permanent spell, unlike temporary
  and lasting spells, does not end in a
  no-mana zone, but it is suspended
  until the subject leaves the zone. At
  that point the spell resumes.
  Enchantments produce a still more
  enduring magical effect – usually one
  that generates other magical effects in
  turn. Enchantments are not dispelled
  by spells like Dispel Magic or Remove
  Curse. 
  Like 
  permanent 
  spells,
  enchantments are suspended, not 
  dispelled, by no-mana zones.
  Spell Endurance
  Spells usually resist other spells or
  attacks with the effective skill of the
  wizard who cast them. Some tempo-
  rary and lasting spells, however, can
  be whittled away by repeated assaults.
  Such 
  spells 
  are 
  said 
  to 
  have
  Endurance. Like an enchantment’s
  Power, a spell’s Endurance at casting
  time is equal to its caster’s effective
  skill. However, it may be reduced by
  later events. A spell’s description
  always discusses whether the spell has
  Endurance and at what Endurance
  the spell fails and dissipates.
  One Try
  Some spells only provide a wizard
  with one chance. These spells note
  “One Try” in their descriptions. If such
  a spell fails, the caster (and any assis-
  tants) may not try that spell again on
  the same subject. Some spells permit
  only a single try within a given time
  period – “one try per week,” for exam-
  ple. In this case, the caster(s) may try
  again after the appropriate time has
  passed. If no time period is specified,
  the caster(s) may never try again.
  CASTING SPELLS
  WHILE
  MAINTAINING
  OTHER SPELLS
  You can only cast one new spell at a
  time. However, you can cast new spells
  before older ones end. Apply the follow-
  ing modifiers whenever you cast spells
  while you have other spells active:
  -3 per spell you are concentrating
  on at the moment. See the individual
  spell descriptions to learn which spells
  require concentration.
  -1 per other spell you have “on” at
  the moment. Only temporary spells
  carry this penalty.
  10
  PRINCIPLES OF MAGIC
  Canceling Spells
  Sometimes, you may want to end a spell before its full duration is up.
  If you specify a shorter duration when you cast the spell, 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 FP or HP) to
  do so, regardless of the spell or your skill level.
  
  PRINCIPLES OF MAGIC
  11
  DIFFERENT KINDS OF MAGIC
  Many types of magic exist. Spells
  fall into “colleges” according to their
  subject matter, and “classes” according
  to the way they work.
  COLLEGES OF
  MAGIC
  Spells related by subject matter –
  e.g., fire, healing, or mind control –
  belong to the same college. The basic
  spells of a college are prerequisites for
  the more advanced ones. Some spells
  fall into more than one college. For
  instance, Earth to Air (p. 25) is both an
  Earth and an Air spell. This is only
  important when counting prerequisites.
  Most wizards specialize in only a
  few colleges. This is the most efficient
  way to learn advanced magic.
  However, you may learn spells from as
  many colleges as you wish.
  SPELL CLASSES
  Each spell falls into one or more
  classes that define how it works in
  play. These classes are not mutually
  exclusive, except as explicitly noted in
  the rules below.
  Regular Spells
  Most spells fall into this class. A
  Regular spell affects only one subject.
  Its energy cost assumes a human-sized
  subject – that is, one with Size modifier
  0. For a subject with a positive SM, mul-
  tiply cost by 1 + SM: ¥2 energy for SM
  +1, ¥3 for SM +2, ¥4 for SM +3, and so
  on. There is no cost reduction for a sub-
  ject with a negative SM. A few Regular
  spells have special cost schemes that
  override these rules.
  Regular spells work best if you can
  touch or see the subject. You do not
  have to see through your own eyes; any
  spell that lets you see by magical means
  will do.
  If you cannot touch the subject,
  apply a skill penalty equal to your dis-
  tance in yards from the subject; e.g., -5
  at five yards. Figure distance at the
  moment you roll the dice for the spell.
  If you cannot touch or see the sub-
  ject, there is a further -5 penalty. There
  are two ways to direct such a spell:
  • Name a target location. For
  instance, if you specify “One yard
  beyond the other side of this door,”
  you’ll get whoever is standing on the
  other side of the door. If there is nobody
  there, you wasted the spell.
  • Name a subject; e.g., “The closest
  person in the next room,” or, “George,
  who I know is around here some-
  where.” 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 are inviting 
  failure or even critical failure!
  No physical barrier affects a
  Regular spell. Unless it backfires, the
  spell never hits the wrong target.
  Area Spells
  These spells affect an area instead of
  an individual. They are cast on a sur-
  face – floor, ground, etc. – and their
  effects extend four yards (12 feet) up
  from that surface. A few Area spells
  work differently; see the individual spell
  descriptions for details.
  The area’s size governs the energy
  cost, but not the difficulty of the roll.
  The cost listed for an Area spell is
  always its “base cost.” The actual cost to
  cast the spell is equal to its 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.
  Area spells with a fractional base
  cost, such as 1/2 or 1/10, cost a mini-
  mum of one energy point. A few Area
  spells specify a minimum cost, which
  you must always pay, even if it is larger
  than the base cost multiplied by the
  desired radius.
  If an Area spell affects living beings,
  it affects everyone in the area of effect.
  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 of the spell.
  If you cannot touch any part of the
  affected area, apply a skill penalty equal
  to your distance in yards from the
  nearest edge of the area.
  Otherwise, Area spells work like
  Regular spells.
  Melee Spells
  Melee spells “charge” your hand or
  magic staff (see box) with harmful ener-
  gies that affect the first target you
  strike. These spells require two skill
  rolls: a roll against spell skill to cast the
  spell, and a normal melee attack roll to
  hit the target with your hand or staff.
  To cast a Melee spell, concentrate
  for the required time, roll against spell
  skill at the end of the final turn of con-
  centration, and pay the energy cost. No
  distance modifier applies because you
  are casting the spell on yourself! On a
  success, you energize 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 costs no
  energy and requires no skill roll. You
  cannot cast another spell while holding
  a Melee spell. You can take any other
  combat maneuver (but an attack with
  the energized hand or staff discharges
  the spell). A parry with the hand or staff
  does not discharge the spell; only an
  attack in combat is a 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 harmless-
  ly. If someone grabs your staff, and you
  are both holding it on your turn, your
  attempt to wrench it free counts as an
  attack, and your opponent instantly 
  suffers the spell’s effects!
  To attack, roll against DX or an
  unarmed combat skill to hit with a
  hand, or the appropriate Melee Weapon
  skill to hit with a staff. This is a stan-
  dard melee attack. Your target may
  attempt any active defense. If he suc-
  ceeds, your spell is not triggered; you
  may try again next turn. If he fails, your
  melee attack does its usual damage and
  your spell affects him immediately.
  Armor protects normally against
  some Melee spells, not at all against
  others. If the spell is one that ignores
  armor, neither an unarmed parry
  (even with an armored limb) nor a
  block can protect the target from the
  spell. Even if such a defense wards off
  the melee attack, the spell arcs
  through the target’s armor or shield
  and affects him.
  
  Some Melee spells are Resisted
  (pp. 13-14). These spells require a sec-
  ond roll against spell skill, when the
  spell actually takes effect, to overcome
  the target’s resistance.
  Missile Spells
  This class of spells encompasses
  long-distance “projectile” or “bolt”
  attacks, such as Fireball (p. 74) and
  Lightning (p.
  196). Missile spells
  require two skill rolls: a roll against
  spell skill to cast the spell, and a roll
  against Innate Attack skill (p. B201) to
  hit the target.
  To cast a Missile spell, you must con-
  centrate for one second. At the end of
  your turn, roll against your skill with
  the spell. There is no modifier for dis-
  tance – you are creating a magical mis-
  sile in your hand. On a success, you
  may invest one or more points of ener-
  gy in the spell, to a maximum of a num-
  ber of energy points equal to your
  Magery level. The missile then appears
  in your hand, “charged” to the desired
  level.
  On your next turn, you have three
  options with your missile: make a
  ranged attack with it, hold it, or enlarge
  it. If you opt to enlarge your missile,
  you must concentrate for another sec-
  ond. At the end of your turn, you may
  invest more energy in the spell – any-
  thing from one point to points equal to
  your Magery level. This does not
  require a skill roll.
  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 building up a
  Missile spell.
  Once you stop enlarging a Missile
  spell, you may “hold” it in hand, ready
  to attack. You do not have to launch the
  missile until you want to. While holding
  a Missile spell, you may move up to
  your full Move, take a Wait or Aim
  maneuver, or even attack using the
  hand that isn’t “holding” the missile.
  You may defend normally. However,
  you cannot cast another spell.
  There is one drawback: if you are
  injured while you have a missile “in
  hand,” you must make a Will roll. If you
  fail, the missile immediately affects you!
  When you are ready to attack, roll
  against your Innate Attack skill to hit.
  This is a standard ranged attack, sub-
  ject to the usual modifiers for target
  size, speed, and range. 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 (Parry Missile Weapons
  skill may work on some Missile spells,
  at the GM’s discretion). If he fails, the
  spell affects him. The strength of the
  effect depends on the energy invested.
  Most Missile spells inflict 1d of damage
  per point of energy. Damage Resistance
  – natural or from armor – protects nor-
  mally against damaging Missile spells.
  Blocking Spells
  A Blocking spell is cast instantly as
  a defense against either a physical
  attack or another spell. It is the 
  12
  PRINCIPLES OF MAGIC
  If you know a spell at skill 15 or higher and have a
  group of willing assistants, you may opt to cast the spell
  by leading your assistants in an elaborate ritual that
  maximizes the spell’s power. Such “ceremonial magic”
  is time-consuming, but lets you cast more powerful
  spells than you could cast on your own.
  When you work ceremonial magic, multiply casting
  time by 10. Energy cost does not change, but your assis-
  tants can supplement your energy input as follows:
  Each mage who knows the spell at level 15+: as much
  energy as he wishes to contribute.
  Each nonmage who knows the spell at level 15+: up to
  3 points.
  Each mage who knows the spell at level 14 or lower: up
  to 3 points.
  Each unskilled spectator who supports the casting (by
  chanting, holding candles, etc.): 1 point, to a maximum
  of 100 points from all spectators.
  Each spectator who opposes the casting: -5 points, to
  a maximum penalty of -100 points from all spectators!
  The sum of the energy from all sources represents
  the total energy available. If this exceeds the cost to cast
  the spell, you receive a skill bonus: +1 for 20% extra
  energy, +2 for 40%, +3 for 60%, +4 for 100%, and 
  another +1 per additional 100% of the required energy.
  At the end of the ritual, make a skill roll to cast the
  spell. Apply all standard modifiers for magic use and
  any bonus for extra energy. Regardless of the outcome
  of the die roll, all contributed energy is spent when you
  roll the dice.
  Notes on Ceremonial Magic
  • You must have assistants to perform ceremonial
  magic.
  • High skill does not reduce casting time, energy
  cost, or the ritual actions required.
  • A group aids concentration. If you are distracted
  during the ritual, roll at Will as opposed to Will-3 to
  avoid distraction.
  • Ceremonial magic is hard to coordinate. A roll of
  16 is always a failure, and a roll of 17-18 is always a crit-
  ical failure – even if effective skill is 16+.
  • Once the spell is cast, the participants can contin-
  ue to provide energy to maintain the spell. The compo-
  sition of the group may change, as long as the ritual
  continues uninterrupted. Thus, ceremonial magic lets
  you maintain a spell indefinitely.
  • Ceremonial magic may not be assisted with
  Wishes, Luck, or Bless spells. In general, magic cannot
  affect or predict the outcome of a ceremonial ritual.
  •A spectator must support the ceremony of his own
  free will. A mind-controlled subject cannot focus 
  sufficient will to contribute energy.
  Ceremonial Magic
  
  magical equivalent of a block, parry,
  or dodge (and often counts as one of
  these defenses; see the spell descrip-
  tion for details). 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 auto-
  matically interrupts your concentra-
  tion. You lose any spell you were
  preparing, exactly as if you had failed
  the Will roll to resist a distraction. If
  you are holding (not casting) a Melee
  spell, it is unaffected. If you are hold-
  ing a Missile spell, you cannot enlarge
  it further but may retain it for later
  use.
  Blocking spells do not get an energy
  cost reduction for high skill.
  Information Spells
  Information spells are cast to gain
  knowledge. Some require you to touch
  the subject, while others function at a
  distance; see Long-Distance Modifiers
  (box) for range penalties. Spells intend-
  ed to find things are at -1 per “known”
  item you choose to ignore in your
  search; it takes some concentration to
  bypass your canteen when casting Seek
  Water in the desert. Most Information
  spells have additional special modifiers,
  so read the spell description carefully.
  When you cast an Information spell,
  the GM rolls for you in secret. If the spell
  succeeds, the GM gives you the desired
  information – the better the roll, the
  better the information. If the spell fails,
  the GM will say, “You sense nothing.”
  On a critical failure, the GM lies to
  you! Regardless of the outcome,
  you must always pay the full ener-
  gy cost for the spell – you have no
  way to know if it succeeded or
  not.
  Information spells generally
  allow only one attempt per day by
  each 
  caster 
  (or 
  ceremonial
  group). “Seek” spells are an
  exception to this.
  Except 
  where 
  specifically
  noted, Information spells have no
  duration. They grant a momen-
  tary glimpse of insight and end
  immediately; therefore, you can-
  not 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, your
  spell must defeat the subject’s 
  resistance to work.
  PRINCIPLES OF MAGIC
  13
  Area Spells on a Battle Map
  Represent Area spells on
  a battle map as follows.
  The area of effect of a
  spell cast over a one-yard
  radius is a single hex. The
  area of effect of a spell
  cast over a two-yard
  radius is a central hex
  and all adjacent hexes.
  The area of effect 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.
  Magic Staffs
  A “magic staff” is any wand or staff imbued with the power to extend
  your reach for the purpose of casting spells (see Staff, p. 70). It gives three
  main benefits:
  •Touching a subject with your staff lets you cast spells on that subject
  at no distance penalty. This is useful in situations where you must cast a
  spell on a subject you cannot touch with your hand (e.g., a healing spell
  on someone trapped under rubble). This also allows a wizard to tap a
  Powerstone set into his staff.
  • Pointing with a staff reduces the range to a distant subject by the
  length of the staff. This is valuable for Regular spells, as a one-yard wand
  shaves -1 off distance penalties, while a two-yard quarterstaff eliminates
  -2! You can point as part of the ritual to cast a spell. Tell the GM you are
  pointing at the subject when you start concentrating. (This might warn
  an unwilling subject!)
  • A staff can carry Melee spells. This gives them more reach, letting
  you strike and parry without putting your hand in harm’s way.
  A magic staff can be any length up to two yards. A wand is Reach C,
  too light to do damage, and uses Knife or Main-Gauche skill. A long wand
  or short staff is Reach 1, functions as a baton in combat, and uses
  Shortsword or Smallsword skill. A full-length staff is Reach 2, counts as
  a quarterstaff in combat, and uses Staff or Two-Handed Sword skill. In
  most game worlds, a suitable ordinary item can be enchanted as a magic
  staff for $30, but it must be made from once-living materials (wood,
  bone, ivory, coral, etc.).
  In some settings, magic staffs are more than mere aids, but the fun-
  damental tool of magecraft! In these worlds, mages buy some or all of
  their Magery with gadget limitations (p. B116) – usually Breakable or Can
  Be Stolen. A mage who loses his staff may be nearly crippled.
  
  The subject always has a chance to
  resist, even if he is unconscious. A con-
  scious subject who is aware that some-
  thing is happening may choose not to
  resist. Individuals who are uncon-
  scious, unfamiliar with magic, or wary
  of hostile magic 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
  Resistance, if any – even if he is will-
  ing! On a failure, the spell fails and the
  subject notices nothing. On a success,
  note your margin of success; e.g., if
  you rolled a 6 against an effective skill
  of 13, you succeeded by 7. If the sub-
  ject is living or sapient, the Rule of 16
  applies (see The Rule of 16, p. B349).
  There is no such limit if the subject is
  another spell.
  The subject then attempts a resist-
  ance roll. A character resists using the
  attribute or other trait indicated in the
  spell description – usually HT or Will.
  The subject’s Magic Resistance, if any,
  adds to his resistance. A spell resists
  using the caster’s effective skill when
  he cast the spell.
  Compare the subject’s resistance
  roll to your skill roll in a Quick
  Contest. If you win, your spell affects
  the subject. If you lose or tie, the spell
  has no effect – but you must still pay
  the full energy cost! A conscious 
  subject feels a slight mental or physical
  wrench (depending on which attribute
  he Resisted with), 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
  resistance roll, and those with Magic
  Resistance get double the usual bene-
  fit. Your spell affects those who make
  their roll by less than you did.
  Enchantment Spells
  Enchantment spells are used to
  make or unmake magical items. They
  are fully detailed in Chapter 2.
  Special Spells
  These spells follow special rules
  given in the spell description.
  14
  PRINCIPLES OF MAGIC
  Long-Distance Modifiers
  Use these modifiers for Information spells that work over long 
  distances, such as “Seek” spells.
  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
  Add another -2 per additional factor of 10.
  INVENTING NEW SPELLS
  Innovative GMs may create new
  spells at their pleasure. These new
  spells generally need balance compared
  to existing spells. Balancing spells in
  this fashion is never an exact science,
  but the following guidelines should
  help. The costs given are appropriate
  for the cost to cast for a Regular spell or
  the base cost for an Area spell. Cost to
  maintain for most spells is equal to half
  the cost to cast, rounding up.
  These guidelines are guidelines only!
  The GM should never feel compelled to
  use the cost recommended for a spell
  under these guidelines if it seems inap-
  propriate.
  Combat Spells: In general, one point
  of energy buys 1d damage, 2d knock-
  back, 1 point of fatigue damage, or one
  second of blindness.
  Irritating 
  and 
  Incapacitating
  Conditions: Spells that cause irritating
  conditions (p. B428) cost about 2 points
  of energy; spells which cause incapaci-
  tating conditions (pp. B428-429) cost
  about 5 points of energy.
  Ability Enhancements: One point of
  energy buys two skill levels or one point
  of a secondary characteristic; two
  points of energy buys a point of an
  attribute.
  Hazards and Obstructions:
  One
  point of energy creates an area which
  people must leave or take damage – poi-
  son gas clouds, radiation fields, etc. Two
  points of energy creates an obstruction
  that cannot easily be passed across or
  through – walls, pits, and so on. Three
  points of energy enables a subject to
  Dissipating Held Melee and Missile Spells
  You will sometimes need to dispel a held Melee or Missile spell quick-
  ly, without taking a full turn to make an attack – for instance, so you can
  concentrate on another spell. You can do this as a free action at any point
  during your turn; simply state that you are dissipating the spell and 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 does not damage you, unless
  the missile is explosive, but it damages whatever you are standing on.
  Missiles that inflict burning damage are liable to set fires!
  
  ignore a certain type of obstruction and
  pass through it freely. Four points of
  energy renders a subject immune to a
  certain type of hazard.
  Advantages 
  and 
  Disadvantages:
  Spells that grant a subject an advantage
  or disadvantage cost one point of ener-
  gy for every three CP of the advantage
  or disadvantage.
  Information: Most informational
  spells cost about two points of energy;
  spells that reveal secrets cost four
  points of energy or more.
  Special Effects: Spells that have nei-
  ther a significant effect on game
  mechanics nor a long-lasting effect
  should cost one point of energy.
  Missile spells have a default Max
  range of 80 yards, though the GM
  should feel free to adjust range up or
  down if a spell’s concept demands a dif-
  ferent range or if the spell’s effectiveness
  needs to be adjusted.
  Spells that change or control living,
  aware beings should usually be
  Resisted.
  Powerful spells should usually have
  a long list of prerequisites, be Very Hard
  spells, or both.
  New spells may be commonly avail-
  able to any PC who wants to learn
  them, or may be esoteric mysteries
  known only to a handful of NPCs or
  contained only in a hidden book of
  secret lore. The latter case can lead to
  interesting new quests; beside the per-
  sonal advantages of discovering new
  spells, powerful wizards back in civi-
  lized lands may pay handsomely for
  such precious knowledge.
  PLAYER-CREATED
  SPELLS
  On the other hand, the PCs may
  decide that forgotten libraries in lost
  cities are boring, and try to research
  their own new spells. Only a mage can
  invent new spells.
  Use the New Inventions rules on
  p. B473 to devise a new spell. The
  required skill for designing new spells
  is Thaumatology (p. B225). Most spells
  do not have TL modifiers, but
  Technological spells may. Spells also
  do not have Complexity ratings. There
  is no final “product” for a spell, so
  there is no production stage for the
  development of spells.
  The process begins when the
  researcher describes the spell he wish-
  es to develop. The GM then writes the
  spell up in the standard format, includ-
  ing class, college, energy cost, casting
  time, duration, and prerequisites. He
  may decide that the intended spell has
  prerequisites, which must be learned
  or invented before research on the
  intended spell can even begin.
  The Concept roll is made against
  Thaumatology, instead of a Complexity
  modifier; subtract the prerequisite
  count for the new spell (p. 6). Apply a -5
  penalty for any spell in a college in
  which the researcher knows no spells.
  Apply a -5 penalty in a low-mana zone.
  Once the Concept phase has pro-
  duced a viable incantation, the
  researcher (or an assistant) must invest
  a character point in learning the new
  spell. At that point, a prototype may be
  developed. A magical workshop is
  required, with accoutrements that cost
  $(prerequisite count +1)¥(400 ener-
  gy)¥(the setting’s prevailing price per
  energy 
  point 
  (pp.
  21-22)). 
  The
  researcher and his assistants may
  choose to offset up to 90% of this invest-
  ment by enchanting the supplies them-
  selves; 10% of the cost is consumable
  supplies which must be purchased.
  Once built, a magical workshop may
  also be used for future research – the
  nonconsumable portion of the work-
  shop’s cost may be reused indefinitely
  (though critical failures may damage or
  destroy some of that equipment).
  The Prototype roll is a roll against
  the new spell itself, cast ceremonially
  (this can be done alone; the process is
  similar to enchantment). The normal
  Prototype bonuses for qualified assis-
  tants apply, though the ceremonial
  magic penalties for assistants typically
  offset them. Apply any modifiers from
  the Concept stage that apply. A critical
  failure on the Prototype roll is like any
  other critical failure on a spell; roll on
  the Critical Spell Failure table (p. 7).
  Each attempt takes a full day.
  A successful Prototype spell may
  have bugs, but they are rarely tested. A
  major bug is indistinguishable from a
  normal critical failure, so bugs are typ-
  ically left to surface at some later date.
  Established spells have had any bugs
  worked out by generations of wizards,
  but new spells may be unexpected
  trouble waiting to happen.
  The process used to enchant a new
  spell into an item is a separate inven-
  tion from the spell itself. An enchant-
  ment process is actually even harder
  than the original spell, because the
  enchantment 
  also 
  has 
  Enchant 
  as a prerequisite, increasing its effective
  prerequisite count by 13! Experimental
  enchanters are a dogged bunch.
  The 
  GM 
  may 
  allow 
  mage
  Gadgeteers to apply Gadgeteering to
  spell invention. However, such a combi-
  nation is likely to lead to a number of
  wild thaumaturgical innovations that
  not every GM will be happy to handle.
  PRINCIPLES OF MAGIC
  15
  Designing Wizard Characters
  Most wizards are designed with high IQ and some level of Magery.
  Fatigue Points are also essential; some wizards buy high HT, while some
  simply buy FP directly. Fatigue Points may be bought with the limitation
  “Usable only for spellcasting,” worth -10%.
  There are also several useful advantages for wizards that may not be
  immediately obvious. Compartmentalized Mind, if available, allows a
  wizard to concentrate on multiple spells at once, which can be incredibly
  valuable. A wizard with Doesn’t Sleep can potentially maintain a spell
  indefinitely. Mana Enhancer has obvious advantages for wizards in low-
  and normal-mana worlds (though it can be positively dangerous in high-
  mana worlds). Visualization is extremely useful for enchanters, or any
  wizard performing ceremonial magic; the ritual nature of these spells
  lends itself to visualization. A wizard with Visualization and a high IQ has
  a powerful advantage with ceremonial magic.
  In most settings, wizards also acquire skills that represent the breadth
  of their occult learning. This virtually always includes Thaumatology, but
  wizards may also want to learn such skills as Alchemy, Esoteric Medicine,
  Hidden Lore, Mental Strength, and Occultism.
  
  Neville Hawthorne, Free and
  Accepted Thaumaturge, glared at the
  low ceiling of his garret.
  “Is this what you expected to do
  with your patent of mastery, Tubbs?
  Spending your days lighting candles
  and getting covered in chalk, churning
  out trinkets to fill the Old Man’s pock-
  ets, only to get a lecture on the privi-
  lege of teamwork, a bowl of stew, and
  a lumpy mattress?”
  His roommate sighed from the
  next cot. “I didn’t think it would be
  easy, at least starting out. But I expect-
  ed to be doing more interesting proj-
  ects, like we did at the academy – like
  that bow of flames we did third year.
  The Old Man is right, though: the
  money these days is in the quick jobs.”
  Hawthorne snorted. “As if we’d
  know.” A silence descended.
  Suddenly, he sat bolt upright. “Let’s
  find out.”
  “What?”
  “Let’s go independent.”
  “Are you insane? I don’t like this
  job any more than you do, but we’re
  nowhere near the Old Man’s level. We
  won’t be that skilled for years.”
  “We don’t have to be. Look, we’re
  not apprentices. We know our jobs, we
  work well together, and between the
  two of us we’re more than capable of
  making simple enchantments. We’ll
  sell staffs and Powerstones to the
  academy, and maybe some magic
  arrows on the side. It’ll be rough for a
  while, but at least we’ll be working for
  ourselves.”
  Tubbs stared at him for a few
  moments. “We’ll need money.”
  “Then from now on, we put one
  guilder aside out of every week’s pay.
  By this time next year, we’ll be on our
  own. Then you’ll see what an
  enchanter can really do.”
  Enchantment spells allow wizards
  to imbue objects with magic powers.
  Some magic items permit the user to
  cast spells that he does not know; oth-
  ers have a spell-like effect placed upon
  them permanently; still others do var-
  ious kinds of strange and wonderful
  things.
  Most magic items are usable by
  anyone, but a few may only be used by
  a mage. The power of a magic item
  endures until it is removed magically,
  or until the physical item breaks or
  wears out, at which point the magic
  dissolves permanently.
  ENCHANTING
  “Enchanting” is the process of
  creating a magic item using spells
  from 
  the 
  Enchantment 
  college.
  Enchantments must be performed
  using Ceremonial Magic (p. 12).
  Unlike most Ceremonial spells, how-
  ever, enchantments can be performed
  alone (though most enchanters take
  advantage of the benefits of assis-
  tants). Lone enchanters cannot gain a
  skill bonus for using extra energy. To
  perform enchantments, the caster and
  any assistants must know both the
  Enchant spell and the specific spell
  being put on the item at an effective
  skill of 15 or better. Unskilled specta-
  tors cannot contribute energy to an
  enchantment.
  Enchanting always requires time
  and energy. A particular enchantment
  might also require a specific item or
  material (e.g., a gem), or the expendi-
  ture of cash for “generic” magic 
  supplies.
  A given magic item may carry any
  number of spells. Each one requires a
  separate enchantment. The presence
  of an enchantment has no effect on
  later enchantments.
  16
  MAGIC ITEMS
  CHAPTER TWO
  MAGIC ITEMS
  
  Power of a Magic Item
  Each magic item has a “Power,”
  which is set upon creation. An item’s
  Power equals the caster’s effective skill
  with either the Enchant spell or the
  spell contained in the item – whichev-
  er is lower. The skill penalty for low
  mana does not apply when determin-
  ing an item’s Power. Since enchanting
  is ceremonial magic, the caster can
  spend extra energy to raise his effec-
  tive skill, and hence the Power of the
  item.
  Record Power for each magic item
  created or found (to learn the Power
  of a found item, the PCs must use
  Analyze Magic). If an item has several
  spells on it, each spell has its own
  Power. Whenever it would be impor-
  tant to know the skill level of a spell
  cast by a magic item, use the item’s
  Power.
  An item’s Power must be 15 or
  more for the item to work. Apply a
  temporary -5 to Power in a low-mana
  area; thus, an item with less than
  Power 20 will not work at all in a low-
  mana zone. No magic item works in a
  no-mana region!
  Success Rolls for
  Enchanting
  The GM makes all rolls to enchant
  magic items. As with other ceremonial
  magic, a roll of 16 fails automatically
  and a roll of 17-18 is a critical failure.
  On a success, the item is enchant-
  ed. On a critical success, increase the
  Power of the item by 2d – and if the
  success roll was a natural 3, the item
  might have some further enhance-
  ment (GM’s discretion). The caster
  will know that his spell went well, but
  he will have to use Analyze Magic to
  know how well.
  On a failure, the results depend on
  the method used to enchant the item –
  see below. A critical failure always
  destroys the item and all materials
  used.
  Quick and Dirty
  Enchantment
  This method creates a magic item
  quickly. It takes one hour per 100
  points of energy required (round up).
  Make the success roll at the end of that
  time. Succeed or fail, all the energy is
  spent when the GM rolls the dice.
  A lone caster is limited to the ener-
  gy provided by his FP, HP, and one
  Powerstone. But assistants can con-
  tribute their own FP and HP as
  described for ceremonial magic.
  Assistants 
  may 
  also 
  use 
  one
  Powerstone each. The caster is at -1 to
  skill for each assistant; therefore, the
  number of assistants allowed is the
  number that would reduce the caster’s
  effective skill to 15. With more assis-
  tants, the enchantment won’t work.
  If the caster uses HP to cast the
  spell, his effective skill is at -1 for
  every HP used. The same is true for
  assistants, but their skill does not
  affect the item’s power, as long as
  their effective skill is at least 15.
  If anyone but the caster and his
  assistants is within 10 yards, the spell
  is at a further -1.
  On a failure, the enchantment per-
  verts in some way. It might acquire
  unpleasant side effects (see the
  Random Side Effects Table, p. B479),
  become an entirely different spell, or
  anything else the GM likes. The caster
  won’t know his spell went wrong
  unless he uses Analyze Magic or tries
  the item!
  Example: Tubbs and Hawthorne
  decide to make some Powerstones as
  their first independent project, having
  secured 
  three 
  suitable 
  gems.
  Hawthorne has skill 16 in Powerstone
  and Enchant, while Tubbs has 15 in
  both, so Hawthorne does the actual
  casting. After the minimum hour of
  casting, Hawthorne rolls 12 against
  his effective skill of 15 – success! Each
  enchanter spends 10 FP. Hawthorne
  sets aside the newly enchanted 1-point
  Powerstone, and they lean back in
  their easy chairs to recover. Since they
  both have Recover Energy-15, they
  recover fully in 50 minutes.
  In an eight-hour workday, they can
  repeat this process four times – five if
  they stay an hour late. A week later,
  they have successfully created two 10-
  point Powerstones (the third gem was
  shattered in a critical failure, but
  Tubbs promises he’ll keep the cat out
  of the workshop from now on).
  The following week, a mage comes
  in needing an emergency replacement
  staff. Hawthorne selects a good length
  of wood, and they start enchanting.
  Hawthorne’s skill with the Staff spell is
  17. His effective skill is 15 (-1 for
  Tubbs, -1 for the customer, who refus-
  es to leave them be while they work).
  He rolls a 9, succeeding. He spends 8
  FP and 8 points from his new
  Powerstone, while Tubbs spends 9 FP
  and 5 points from his Powerstone, for
  a total of the required 30 points.
  MAGIC ITEMS
  17
  Controlling PC
  Enchantment
  When wizards become frustrated with the availability of magic items
  in their world, they will likely look into producing their own. If the GM
  feels that a particular item is too easy to make, or might imbalance the
  campaign, many approaches can make the item’s creation more difficult.
  Rare Materials: Many items demand specific materials for their
  enchantment. The GM could change these to rarer and more precious
  ingredients. In addition to making it more difficult and costly to enchant
  the item, the search for rare ingredients can become an adventure unto
  itself.
  Side Effects: Enchantments are unpredictable. After making an item,
  the PCs might discover that odd things happen whenever they use their
  new toy. Further obscure rituals or precautions might be necessary to
  make the item safe.
  Additional Expenses: The GM may simply raise the cost of making
  magic items, demanding that more expensive materials be consumed in
  the item’s manufacture. This is not the same as demanding rare ingredi-
  ents – the additional material is readily available, but expensive. Perhaps
  a workshop similar to the type required for spell research (p. 15) is
  required for enchantment.
  
  Slow and Sure
  Enchantment
  Use 
  this 
  method 
  when 
  the
  enchanter wants to be sure it’s done
  right. It takes one “mage-day” per
  point of energy required. A mage-day
  represents a full eight-hour workday
  for one mage. For instance, an item
  that requires 100 energy points would
  take one mage 100 days, two mages 50
  days, and so on. A mage may work on
  only one enchantment at a time; he
  may not “work two shifts,” either on
  the same or different items.
  All of the caster’s assistants must be
  present every day. If a day’s work is
  skipped or interrupted, it takes two
  days to make it up. Loss of a mage
  ends the project!
  Make the success roll at the end of
  the last day. There is no FP or HP cost
  to the enchanters – they invested the
  energy 
  gradually 
  as 
  the 
  spell 
  progressed.
  On a failure, the enchantment 
  didn’t work. The time was wasted, and
  any materials used in the spell are lost.
  (Exception: If the mage was adding a
  spell to an already-enchanted item, it
  is unharmed, though extra materials
  are lost.)
  Time spent enchanting with the
  Slow and Sure method counts as on-
  the-job training (p.
  B293); the
  enchanter must split these hours
  between the Enchant spell and what-
  ever spell is being enchanted into an
  item.
  MULTIPLY
  ENCHANTED
  ITEMS
  An item may carry any number of
  spells; each one requires a separate
  enchantment. The presence of a spell
  on an item does not affect further
  enchantments. Exception: The Bane
  spell (p. 62) limits an item’s use, but
  makes it easier to enchant it further.
  Placing multiple spells on a single
  item has advantages and disadvan-
  tages. A multiply enchanted item is
  easy to carry and use; dedicated
  Powerstones (p. 69) can be used by all
  the spells in the item. On the other
  hand, that single item is vulnerable. If
  it breaks, all the enchantments are lost
  . . . and a critical failure while adding
  a new enchantment destroys the item
  and all previous enchantments.
  ENCHANTMENTS
  WITHOUT ITEMS
  Some spells have “item” options
  that do not create an item. Typically,
  this entails making the spell perma-
  nent with the expenditure of substan-
  tially more energy – usually 10 or 100
  times the usual casting cost. Generally,
  spells with this option take an area or
  person as their subject and thus can-
  not be enchanted into an item.
  Nevertheless, the resulting effect is a
  true enchantment, and can only be
  removed with Remove Enchantment.
  ENCHANTMENTS
  WITHOUT SPELLS
  Some magical items are not creat-
  ed by enchanters. Alchemists can cre-
  ate a variety of enduring objects with
  magical power – alchemical amulets
  and talismans, homunculi, and the
  philosopher’s stone, to name a few
  (see pp. 220-221 for details). Other
  items become magical spontaneously;
  very-high-mana zones sometimes gen-
  erate magic items with weird and
  potent abilities.
  Remove 
  Enchantment 
  and
  Suspend Enchantment will still 
  work on these items, but at a -2 
  unfamiliarity penalty.
  18
  MAGIC ITEMS
  Interruptions
  If a mage is interrupted while enchanting using the Slow and Sure
  method, note the following:
  •He will be fatigued. Assume he will be missing 1d FP.
  • He must keep concentrating on his enchantment; therefore, any
  other spell use is at -3. (If he stops concentrating, he loses the day’s work.)
  A wizard who is bothered while not actively working on his 
  enchantment is at no disadvantage!
  
  MAGIC ITEMS
  19
  USING MAGIC ITEMS
  Magic items follow the rules for the
  spell(s) they contain. Many give the
  user the power to cast the spell – per-
  haps only on himself, possibly on any
  subject. Some are usable only by
  mages; that is, they only work for
  users who possess Magery. If an item
  has any “mage only” effects on it, only
  a mage may use the item’s powers.
  A spell’s description will explain if
  it can be placed into a magic item.
  Unless specified otherwise:
  • There is no ritual. The user just
  wills the item to work.
  •Casting time is as described for the
  spell. High Power doesn’t affect this.
  • Energy cost is the same as for a
  normal casting of the spell. High Power
  does not affect this (but the Power
  spell does – see p. 57).
  • Determine success normally. Use
  the item’s Power as the caster’s base
  skill and apply all the usual modifiers
  for the kind of spell being cast. Power
  is at -5 in low-mana areas. A Resisted
  spell allows a normal resistance roll;
  use the item’s modified Power as the
  caster’s skill in the Quick Contest.
  •Only one person at a time can use
  the item. If two people attempt to use
  it, only the first to touch it can use it.
  If one can’t use it – for instance, the
  item is usable only by mages and he
  lacks Magery – his touch doesn’t
  count.
  • All other effects are as usual for
  that spell.
  Identifying Magical
  Items
  The new owner of a magic item
  may not immediately learn its powers.
  “Always on” items (see below) or items
  with Link spells are the easiest to fig-
  ure out. Other items will not work until
  they are willed to do so, and the user
  must will the correct effect. Thinking
  “Do something!” at a magical item will
  not activate it.
  Some effects (increased attributes,
  for example) are obvious once the
  item is activated. Others (water
  breathing, skill augmentation) will not
  be apparent until a situation occurs
  where they can take effect. In these
  cases, the GM should try not to drop
  too many hints about the item’s
  nature.
  The Analyze Magic spell (p. 102)
  reveals any enchantments on an item.
  “Always On” Items
  Certain magic items are “always
  on.” For the item to work, the user
  must wear or carry it in the usual
  manner (a ring on a finger, a sword in
  a hand, and so on). These items don’t
  let the wearer cast the spell – they
  automatically cast the spell on the
  wearer at no energy cost.
  If an arrow or dart is enchanted
  with hostile magic, it may be carried
  without harm; in this case, only a per-
  son stuck with the projectile qualified
  as “wearing” it. The effects continue
  until the item is removed by a suc-
  cessful Physician or First Aid roll
  (requires one minute) or is ripped out
  (doing the same damage that it did
  going in).
  For all “always on” items, unless
  specified otherwise:
  • Ritual, casting time, and energy
  cost are all irrelevant. The item does not
  let the wearer cast the spell – it puts the
  spell on him, at no cost, as soon as he
  wears or wields the item. An “always
  on” item can be designed to phase in
  its effects over a few minutes, so that
  the source of the effect is not obvious;
  this does not affect cost or difficulty,
  and is often used on hostile items
  intended as traps.
  •The effects last as long as the item
  is worn or carried.
  • All other effects are as usual for
  that spell. If the wearer desires (as in
  the case of an item with a bad effect),
  he may make a resistance roll against
  the item if the spell in question can
  normally be Resisted.
  Controlling Magic Items
  Plentiful magic items are not appropriate to every campaign, and GMs
  may wish to limit the number of magic items in circulation. The simplest
  way to do this is to restrict Quick and Dirty Enchantment – either pro-
  hibiting it outright, or changing its parameters to require a day of
  enchanting per 100 energy points, rather than an hour. This makes minor
  magic items much more tedious and costly to produce.
  Alternately, the GM can institute setting elements to restrain the avail-
  ability of magic items, such as the following:
  Disorganization: Enchantment on any large scale typically requires
  ample assistance. If enchanters are rare, or if wizards don’t often get
  along, the resources may rarely come together for an enchantment.
  Fragility: Enchantment confers no particular durability to an item,
  and owners of magic items often insist on bringing them into dangerous
  situations. Since a magic item loses its power when damaged, breakage
  inevitably reduces the quantity of magic items in circulation.
  Limiting spells: Many magic items have limiting spells cast upon them,
  and do not work for anyone but their intended user.
  Harassment: It’s not hard to disrupt an
  enchantment. A Slow and Sure Enchantment
  can be disrupted easily by organizing a dis-
  traction. Delaying one member can throw
  off a circle of Quick and Dirty enchanters.
  If enchanters’ rivals and enemies are in the
  habit of trying to disrupt enchantments,
  dealing with these disruptions drives the
  cost of magic items up and the supply down.
  
  20
  MAGIC ITEMS
  BUYING MAGIC ITEMS
  The universe is full of magical
  things, patiently waiting for our wits to
  grow sharper.
  – Eden Phillpotts
  The cash price of magic items is up
  to the GM. For a typical TL3 fantasy
  setting with plentiful wizardry and
  shops full of magic items, it should be
  possible to commission a magic item
  for about $33 per energy point. For
  instance, a sword with Accuracy +2, a
  1,000-energy item, would cost $33,000
  over and above the cost of the sword
  and any materials required for the
  enchantment.
  This price, however, assumes that
  enchanters are using the reliable Slow
  and Sure method; low-energy-cost
  items could be mass-produced using
  the Quick and Dirty method. A talent-
  ed enchanter with skill 20 and five
  assistants could pour 60 energy into
  an item easily, without the use of
  Powerstones or HP. The exact break-
  point is up to the GM, but the avail-
  ability 
  of 
  Quick 
  and 
  Dirty
  Enchantment is sure to drop the price
  of minor magic items drastically.
  Therefore, at the GM’s discretion,
  any magic item that a typical
  enchanter or circle of enchanters
  could produce with Quick and Dirty
  Enchantment (60 energy is a reason-
  able default) costs only $1 per energy
  point. Thus, an Accuracy +1 arrow
  would be $25, and a magic staff would
  be $30, but that sword with Accuracy
  +2 is still $33,000.
  In all cases, add the cost of the item
  to be enchanted and any special mate-
  rials required to the cost for the
  enchantment itself.
  These prices go upward as
  enchanters become rarer, of course.
  See Economics and Enchantment,
  pp. 21-22, for a more
  detailed treatment of
  how to figure out
  magic item prices in
  different settings.
  The 
  prospective
  buyer also has to find
  an enchanter capable
  of producing the item
  he wants – one capa-
  ble of casting both
  Enchant 
  and 
  the
  spell(s) to be placed
  on the item. Some set-
  tings 
  have 
  shops
  devoted 
  to 
  magic
  items, which are like-
  ly to have done that
  work for him; if he
  must track down a
  competent enchanter,
  it may take a good
  deal of time and effort
  over and above the
  actual price to get the
  desired item.
  Powerstone Costs
  The Powerstone is an essential tool for a wizard. Even a mana source
  with only a few points’ capacity can extend his magical efficacy
  immensely. As such, they are hotly sought after.
  A typical Powerstone for sale is quirk-free. Powerstones with a single
  noncrippling quirk are usually marked down about 10%; Powerstones
  with multiple quirks or a single crippling one are marked down at least
  50%.
  The following assumptions are incorporated into the table below.
  Materials: The cost of an object suitable to be enchanted into a
  Powerstone of capacity P in an energy-effective manner is equal to:
  $10¥P2 + $40¥P. However, 1 in 54 castings of the Powerstone spell caus-
  es a critical failure that destroys the object. Powerstone prices account
  for this risk; hence, the true materials cost is divided by 53/54 to the
  power of P.
  Labor: Assuming the default $1/point of energy cost, each casting of
  the Powerstone spell costs $20. The possibility of failure is already incor-
  porated into the $1/point figure, so labor costs are simply $20¥P.
  Capacity
  Cost
  1
  70
  2
  165
  3
  280
  4
  425
  5
  595
  6
  790
  7
  1,000
  8
  1,300
  9
  1,550
  10
  1,900
  12
  2,650
  15
  4,050
  20
  7,350
  25
  12,000
  30
  18,500
  35
  27,000
  40
  38,000
  45
  52,000
  50
  69,500
  60
  120,000
  70
  195,000
  80
  300,000
  90
  460,000
  100
  675,000
  
  In worlds where magic is unknown
  or secret, magic items have no fair
  market value. Each item is a one-of-a-
  kind treasure, and the seller can often
  name his own price!
  Second-Hand
  Enchantments
  In any world – especially one where
  magic is plentiful – $33 per point is a lot
  to pay for a magic item. Fortunately,
  most people don’t have to. In a world
  where lots of people have magic items,
  lots of people have magic items that
  they don’t want anymore. Buying them
  is usually cheaper than paying an
  enchanter to make something new.
  Several sources provide good sec-
  ond-hand magic items. In some set-
  tings, the vast majority of magic items
  are commissioned by nobles with
  more money than sense – or taste.
  Some of these foibles become family
  heirlooms, but most wind up gather-
  ing dust in some closet until the fami-
  ly falls on hard times and nonessential
  trinkets must be sold off. Worse, some
  items go out of style. To a typical scion
  of privilege, a sword with one of those
  tacky basket hilts from when his
  father was young is worthless, Quick-
  Draw enchantment notwithstanding.
  For this and other reasons, cast-offs
  from nobles form the lion’s share of
  the second-hand market.
  Another important source of used
  enchantments is the adventuring party.
  Exploring lost cities, defeating evil
  necromancers, clearing infested dun-
  geons – whatever adventurers do, they
  tend to run across some magic item or
  another. They can’t possibly use them
  all; they sell them for money to fund
  the next expedition.
  Most used magic items pass
  through the hands of enchantment
  brokers, often failed enchanters who
  couldn’t 
  make 
  it 
  as 
  working
  enchanters but still have an eye for
  quality. They offer magic items at a dis-
  count of up to 40%, dropping prices to
  about $20 per energy point. Brokers
  don’t usually handle items that can be
  enchanted with Quick and Dirty
  Enchantment; the margin of profit is
  too narrow.
  The downside to buying second-
  hand is that you can’t always buy
  exactly what you want. Some enchant-
  ments are not available used; if the
  broker doesn’t have a wand of Stench,
  you’re out of luck. You may only be
  able to find the enchantment you want
  in an inconvenient form – perhaps the
  unfashionable 
  sword 
  mentioned
  before, or maybe the broker’s Purify
  Water item is the size of a hula hoop.
  Sometimes the only item that does
  what you want has another spell on it,
  or an irksome Limiting Enchantment.
  The GM is not encouraged to go over-
  board, harassing the players with
  ridiculous items, but sometimes you
  get what you pay for when you buy
  cut-rate.
  SELLING MAGIC
  ITEMS
  Sometimes the PCs are on the other
  side of the transaction. When they are
  trying to realize a profit on items
  found on adventures, an enchantment
  broker is likely their only buyer.
  Brokers usually try to buy at double
  the discount from the new price – so
  an item that they might sell for 30%
  off, they try to buy for 60% off. PCs can
  try to sell directly, but it may be hard to
  find an interesting buyer. Even if they
  can locate someone who might want
  the item in question, they have to 
  compete on price with the brokers,
  and they lack whatever reputation the
  brokers have to rely on.
  If a PC is trying to sell items that he
  has enchanted, however, things are
  slightly different. Brokers buy new
  items, and sometimes can be persuad-
  ed to pay a higher rate than they oth-
  erwise might; the assurance of an
  item’s enchanter is worth more than
  that of some scruffy adventurer who
  dug it out of a crypt. If the PC has any
  connections (perhaps through the
  Mages’ 
  Guild), 
  an 
  established
  enchanter may be willing to sell the
  item 
  on 
  consignment. 
  Some
  enchanters carry a few minor items as
  examples of craftsmanship and
  impulse buys; for a 10% cut, they may
  agree to sell a PC’s magic item. The PC
  enchanter will get paid when the item
  sells, not before.
  MAGIC ITEMS
  21
  ECONOMICS AND ENCHANTMENT
  As mentioned above, magic items
  bought new in a TL3 abundant-magic
  setting should cost $1/energy point up
  to about 60 points, and $33/point
  above 60 points. These figures were
  not arrived at arbitrarily; instead, they
  follow from the structure of the
  enchantment system and certain
  assumptions about the role and
  capacity of a typical enchanter.
  Naturally, 
  those 
  assumptions
  might not apply in all settings. Thus,
  this section explains how to take dif-
  ferent assumptions about the role of
  magic in a particular world and arrive
  at price points that are more appro-
  priate for that world than the default.
  The Business of
  Enchantment
  Most enchantments are performed
  using ceremonial circles. A lone
  enchanter takes a long time to do any-
  thing 
  with 
  Slow 
  and 
  Sure
  Enchantment, and lacks the energy
  reserves to accomplish much with
  Quick and Dirty Enchantment.
  Thus, enchanting lends itself to
  two tiers of enchanters – master
  enchanters, highly skilled and able to
  lead large circles, and journeyman
  enchanters, who participate in a circle
  but aren’t skilled enough to lead it. To
  determine the price of magic items,
  we need to know three things: the
  average salary for a master enchanter,
  the average salary for a journeyman
  enchanter, and the average size of an
  enchanting circle. While other param-
  eters matter, those three are critical.
  For our hypothetical abundant-
  magic setting, we posit that a journey-
  man enchanter makes an Average
  salary, while a master enchanter
  makes 
  a 
  Comfortable 
  salary
  (pp. B516-517). Thus, monthly pay for
  a journeyman enchanter is $700,
  while monthly pay for a master is
  $1,400. At the same time, we posit that
  the average master enchanter has
  Enchant-20, and can therefore lead a
  circle with up to 5 assistants.
  
  Slow and Sure
  Enchantment
  In Slow and Sure Enchantment,
  each enchanter contributes one point
  of energy per day, no matter how large
  the item or the circle. Thus, the cost of
  a point of energy is equal to an
  enchanter’s daily pay.
  We assume an Average salary for
  all Slow and Sure enchanters; there is
  no real advantage to having a master
  on hand for these projects, and they
  cost more. Thus, most Slow and Sure
  projects are done by groups of two or
  three journeyman enchanters.
  Assuming a five-day workweek,
  most enchanters put in an average of
  22 workdays per month. So the cost
  per point should be equal to $700
  divided by 22.
  However, enchanters also have to
  assume responsibility for the possibil-
  ity of failure. Failed enchantments are
  rare; since enchantments must be cast
  at skill 15 or higher, they succeed at
  least 95% of the time. However, the
  cost of replacing that 5% of failed
  projects must be figured into the daily
  rate.
  Thus, the final labor cost per point
  is equal to $700 (monthly pay) divided
  by 22 (workdays/month) divided by
  .9547 (chance of success), or about
  $33.
  Quick and Dirty
  Enchantment
  Quick and Dirty Enchantment is
  where master enchanters come into
  their own; their skill determines how
  many enchanters may join a circle,
  and thus how many points of energy
  are available for any given item.
  We begin by assuming that every
  enchanter working in a Quick and
  Dirty circle contributes 10 energy to
  the enchantment. (Obviously, some
  enchanters will be able to contribute
  more or less, but 10 is a reasonable
  average.) Powerstones are essentially
  irrelevant; a professional Quick and
  Dirty enchanter, as we will see, per-
  forms several enchantments each day,
  and trying to use Powerstones is not a
  good return on investment. We also
  assume that the average enchanter
  knows Recover Energy at 15.
  So, Quick and Dirty Enchantment
  takes place in cycles of one hour
  enchanting and 50 minutes recovering
  10 FP. An eight-hour workday there-
  fore yields about 4.4 cycles (some days
  the enchanters stay late, others they
  pack it in early).
  The number of enchanters in a cir-
  cle depends on the master’s Enchant
  skill; since every member of the circle
  subtracts 1 from his skill, and his
  effective skill must remain 15 or high-
  er, the number of enchanters beside
  himself is equal to his Enchant skill
  minus 15. Therefore, our standard cir-
  cle size is six – the master plus five
  assistants (Enchant-20 minus 15).
  This determines the largest item a
  standard circle can make with Quick
  and Dirty Enchantment: 60 points, at
  six enchanters and 10 points per
  enchanter. It also determines the cir-
  cle’s total energy output per day: six
  enchanters times 10 energy per cycle
  times 4.4 cycles per day is 264 energy
  per day.
  To figure the total labor cost for a
  day’s work, we add the monthly salary
  for the master ($1,400) to the monthly
  salary for the five assistants ($700¥5,
  or $3,500), and divide by the 22-work-
  day month for a daily labor cost of
  $223.
  Finally, we divide the total daily
  labor cost ($223) by the chance of suc-
  cess (.9547), and then divide by the
  total energy produced per day (264) to
  get the average cost per point of ener-
  gy, which is about $.90. For ease of
  use, we’ll round that to $1/point.
  Conclusions
  These numbers show why there’s
  such a breakpoint in magic item
  prices. Quick and Dirty Enchantment
  is vastly
  cheaper; it’s completely
  uneconomical to make any magic
  item which can be made with Quick
  and Dirty Enchantment any other
  way. The limit, then, is the number of
  enchanters that can be packed into a
  circle. In settings where master
  enchanters have Enchant-24, the
  viable threshold for cheap magic
  items is 100 points; where they have
  Enchant-16, the threshold is 20.
  Similarly, the numbers change a lot
  if the social status of enchanters
  changes. If journeyman enchanters
  become Comfortable while master
  enchanters become Wealthy, the price
  for Slow and Sure Enchantment
  jumps to nearly $70/point, while
  Quick and Dirty leaps to $2/point.
  22
  MAGIC ITEMS
  Spell Descriptions
  The next twenty-four chapters contain descriptions for hundreds of
  spells. Each spell description includes the following information:
  Name of Spell and the Class(es) it belongs to. A “(VH)” indicates an
  IQ/Very Hard spell; otherwise, it’s IQ/Hard.
  Description: The spell’s effects, special rules, etc. If the spell requires
  particular items, assume it uses them up unless the description states
  otherwise.
  Duration: The time the spell’s effects last. If you maintain the spell, it
  lasts for another period equal to this. Spells with an instantaneous effect
  do not list duration.
  Cost: The energy (FP or HP) 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 with
  instantaneous effects.
  Time to cast: If no time is given, the spell requires one second of con-
  centration and takes place at the end of your turn.
  Prerequisites: Other spells you must know (at least one point in the
  spell) before you may study this spell, as well as any Magery, IQ, or other
  requirements.
  Item: Types of permanent magical item that can be made with the
  spell, and special rules (if any) for that item. Also includes energy cost to
  create the item(s) and costs for required materials (if any). If there is no
  “Item” listing, no magic item can be made with that spell.
  
  AIR SPELLS
  23
  “It was a clever plan, Severin.”
  Rudolph slowly advanced on the
  rogue aeromancer. “Choking the
  councilmen with dead air to make
  their deaths seem natural. A pity for
  you we could trace the remains of
  your spell – your treacherous little
  magic!”
  The tip of Rudolph’s blade was
  aimed squarely at the murderer’s
  heart, but touched nothing as
  Severin’s body dissolved into a
  whirling mass of wind. A gust picked
  Rudolph up and slammed him against
  a wall with inhuman force. He felt ribs
  crack. His vision faded as the whirl-
  wind spun away with a mocking
  laugh.
  These spells deal with the tradi-
  tional magical “element” of air. Except
  as noted, assume that “air” is normal
  breathing air at one atmosphere of
  pressure. Races who do not breathe an
  Earth-normal atmosphere may learn
  Air spells customized for their own
  atmosphere – i.e., the version of
  Create Air taught on Neptune might
  create methane!
  The College of Air has strong
  affinities with the College of Weather.
  Purify Air
  Area
  Removes all impurities from the
  air in its area of effect. It is often used
  to neutralize the effects of poisonous
  gas or vapors. Note that a room full of
  smoke may safely be purified one sec-
  tion at a time – but truly deadly vapors
  must all be removed at once, or some
  may escape.
  This spell can also turn old “stale”
  air into fresh breathable air. The air in
  a one-yard radius, if not renewed from
  the outside, lasts 45 minutes for one
  person at rest, or less for multiple per-
  sons or someone violently exercising
  (GM’s discretion).
  Duration: Works instantly. Purifica-
  tion is permanent.
  Base cost: 1. Cannot be maintained;
  must be recast.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 50.
  Seek Air
  Information
  Tells the caster the direction and
  approximate distance of the nearest
  significant amount of air. Use the
  long-distance modifiers (p. 14). In set-
  tings where air is understood as a
  combination of gases, the caster may
  also seek out a specific gas or combi-
  nation of gases, rather than ordinary
  air. Any known source of air may be
  excluded if the caster specifically 
  mentions it before beginning.
  Cost: 1.
  Item
  A forked stick (usually of bird
  bone). Cost to create: 60 energy and a
  $200 onyx.
  Create Air
  Area
  Manufactures air where none
  exists. When cast where there is
  already air, it produces an outward
  breeze lasting about five seconds.
  When cast in a vacuum, it instantly
  creates breathable air. When cast
  within earth, stone, or other material,
  it fills any empty spaces with air, but
  does not burst the stone. When cast
  underwater, it makes bubbles! When
  cast on a one-yard-radius area, the
  spell creates about 45 cubic feet of air
  every second for five seconds; each
  cubic foot of air will last a single per-
  son at rest about a minute. However,
  in some environments the air created
  will rapidly dissipate into vacuum or
  bubble away. This spell cannot be cast
  inside a living being.
  Duration: Breeze, bubbles, etc. last
  5 seconds. Air created is permanent.
  Base cost: 1. Cannot be maintained;
  must be recast.
  Prerequisite: Purify Air or Seek Air.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 200.
  CHAPTER THREE
  AIR SPELLS
  
  24
  AIR SPELLS
  No-Smell
  Regular
  Removes the subject’s odor and
  makes it (or him) totally undetectable
  by smell. Any possessions are also
  affected. This spell changes no other
  properties of the subject.
  Duration: 1 hour.
  Cost: 2 to cast. 2 to maintain.
  Prerequisite: Purify Air.
  Item
  Jewelry; only affects the wearer.
  Cost to create: 150 energy and $300.
  Stench
  Area
  Produces a cloud of vile, yellowish
  gas that reeks of brimstone. Until it
  dissipates, anyone who breathes it
  must make a HT roll or take 1d dam-
  age. Roll once per minute. Those in
  the area begin to suffocate (see
  Suffocation, p. B436). The cloud is
  heavy, and “rolls” downhill if the
  ground is not level. The rate of dissi-
  pation depends on the area and pres-
  ence of wind; indoors, it usually lasts
  until the spell expires, but outdoors on
  a windy day, it might only last 10 sec-
  onds or so. Those with Doesn’t
  Breathe or Filter Lungs are immune to
  the toxic effects of the gas.
  Duration: 5 minutes, except in
  windy areas.
  Base cost: 1. Cannot be maintained;
  must be recast.
  Prerequisite: Purify Air.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 60.
  Destroy Air
  Area
  Destroy all air within a designated
  area of effect. This can create a vacu-
  um within a very strong vessel, but in
  open air it just causes a momentary
  thunderclap as surrounding air rushes
  in. This effect does 1d-2 damage to
  anyone in the area of effect who fails a
  HT roll. Any beings with the Body of
  Air meta-trait (p. B262) take 2d dam-
  age. In certain situations (e.g., in an
  airtight room) this spell can be much
  deadlier, leaving no air to breathe.
  Duration: Lasts only an instant, but
  destroyed air stays gone.
  Base cost: 2.
  Prerequisite: Create Air.
  Odor
  Area
  Produces any odor the caster is
  familiar with. The odor lingers for
  about an hour, gradually diminishing
  (outdoors it spreads out and quickly
  dissipates). The spell produces no
  other physical effects – for instance,
  the odor of a poison is not poisonous.
  Duration: 1 hour.
  Base cost: 1. Cannot be maintained.
  Prerequisite: No-Smell.
  Item
  Jewelry that constantly surrounds
  the wearer with one scent (set at time
  of casting). Energy cost to create: 40.
  Shape Air
  Regular
  Create movements of air over a
  small area. The caster must choose a
  starting point (calculate distance
  penalties from that point). The wind
  starts there and blows in a stream one
  yard wide, for a distance in yards
  equal to 5 times the energy put into
  the spell, and then dissipates. This
  may cause knockback (see Knockback,
  p. B378) on someone it hits; each sec-
  ond, roll 1d per full 2 points of energy
  in the spell. Treat this as damage for
  knockback purposes only (this spell
  does not cause injury).
  Duration: 1 minute.
  Cost: 1 to 10. 1 produces a gentle
  breeze; 4 a wind; 6 a heavy wind; 8 or
  more a violent blast. Same cost to
  maintain.
  Prerequisite: Create Air.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 200.
  Air Jet
  Regular
  Shoot a thin jet of air from one fin-
  ger. Each turn, the caster rolls versus
  DX-4 or Innate Attack skill to hit. This
  attack may be dodged or blocked, but
  not parried. The jet does 2d knock-
  back damage for every point of energy
  put into the spell, and has a range in
  yards equal to the number of dice in
  the attack. The jet does injury damage
  to vaporous beings or swarms. It is
  also good for sweeping the floor.
  Duration: 1 second.
  Cost: 1 to 3. Same cost to maintain.
  Prerequisite: Shape Air.
  Item
  Staff, wand, or jewelry. Usable only
  by mages; if the item is a staff or
  wand, the air jet comes from its tip.
  Energy cost to create: 200.
  Air Vision
  Regular
  See clearly through smoke, fog,
  dust, sand, etc., eliminating any Vision
  penalties caused by the condition of
  the air around him.
  This is also a Knowledge spell.
  Duration: 1 minute.
  Cost: 1 per mile to cast. Half that to
  maintain.
  Prerequisite: Shape Air.
  Item
  Any. Energy cost to create: 200.
  Body of Air
  Regular; Resisted by HT
  The 
  subject’s 
  body 
  becomes
  vaporous, temporarily granting the
  subject the Body of Air meta-trait
  (p. B262). Clothes (up to 6 pounds)
  also become vaporous, but lose any
  magic powers they might have had
  while in this form.
  Duration: 1 minute.
  Cost: 4 to cast. 1 to maintain.
  Time to cast: 5 seconds.
  Prerequisite: Shape Air.
  Item
  (a) Staff, wand, or jewelry; only
  affects the wearer. Unfortunately, as
  soon as it is activated, the item falls
  through the user’s hand – thus, a spell
  cast with this item lasts only a minute.
  Energy cost to create: 800. (b) Staff,
  wand, or jewelry. Unlike the previous
  item, this item becomes vaporous
  along with the subject, allowing the
  subject to maintain the spell longer
  than 1 minute. It loses any other
  magic powers it might have while in
  vaporous form. Energy cost to create:
  1,500.
  
  AIR SPELLS
  25
  Devitalize Air
  Area
  Removes 
  the 
  life-sustaining
  essence from the air within its area of
  effect, rendering it unbreathable. Until
  the “dead” air dissipates, any being
  who needs to breathe begins to suffo-
  cate (see Suffocation, p. B436), and
  flames within the spell’s area of effect
  flicker and die. Victims may not notice
  the spell’s effect until they begin losing
  FP; roll vs. Per to notice the changed
  quality of the air. Sleeping victims
  must roll vs. HT to wake up once they
  begin suffocating.
  The spell lasts until living air dif-
  fuses back into the affected area. This
  takes 1 minute per yard of radius in an
  unventilated area, or as little as 10 sec-
  onds on a windy day outdoors. In an
  airtight room, the air stays devitalized
  indefinitely! Purify Air reverses this
  spell’s effects.
  Base cost: 2. Cannot be maintained;
  must be recast.
  Prerequisite: Destroy Air.
  Item
  Staff, wand, or jewelry. Cost to cre-
  ate: 300 energy and a $200 onyx.
  Walk on Air
  Regular
  Temporarily grants the subject the
  Walk on Air advantage (p. B97). If the
  subject falls for any reason (e.g.,
  injury), the spell will be broken! If the
  spell is recast immediately, he falls for
  only one second (about 5 yards) and
  then “lands” on the air (taking 1d
  damage) – unless he hits ground
  before then. If he’s 10 feet over a lava
  pit, too bad!
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisite: Shape Air.
  Item
  Staff, wand, jewelry, or shoes; only
  affects the wearer. Cost to create: 500
  energy and $1,000.
  Wall of Wind
  Area
  Surrounds an area with a wall of
  roiling air that impedes movement.
  The wall is one yard thick and four
  yards high, but may be made higher by
  multiplying the cost as you multiply
  the height (double for 8 yards high,
  triple for 12 yards high, and so on).
  Low-tech missiles are buffeted off
  course as they cross it, and suffer a -10
  penalty to hit for every yard of wall
  they pass through. High-tech bullets
  suffer a -2 penalty to hit for every yard
  of the wall of wind they pass through.
  Beings standing within the wall’s thick-
  ness are at -3 DX and suffer 2d of
  knockback in a random direction
  every second.
  The wall also churns up loose
  ground material, such as dust, small
  leaves, insects, and twigs. Each sec-
  ond, beings crossing the wall or stand-
  ing in it must either shut their eyes or
  roll vs. HT to avoid being blinded, as
  per a one-point Sand Jet (p. 52) (unless
  the GM rules that the area is very
  clean, with no debris to circulate).
  Duration: 1 minute.
  Base cost: 2. Half that to maintain.
  Time to cast: The wall appears as
  soon as the casting starts, initially sur-
  rounding a one-yard-radius area; the
  caster may move the perimeter out-
  ward at a rate of one yard of radius
  per second of concentration.
  Prerequisite: Shape Air.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Cost to create: 400 energy
  and a $500 onyx.
  Windstorm
  Area
  Create a circular windstorm with
  an “eye” of calm inside (a good place
  for the caster to stand). The radius of
  the eye can be up to half that of the
  storm – or smaller, if the caster wish-
  es. By concentrating, the caster can
  move the storm any distance up to its
  own diameter per second; the eye
  moves with it. The caster may move
  up to half his 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 by
  the wind. All DX-based skills are at -5,
  and ranged attacks are at a -10 penal-
  ty for every yard of the windstorm
  they pass through.
  For double energy cost, the caster
  may create a more powerful wind-
  storm, like a tornado. ST rolls to
  remain standing in such a gale are at
  -5, ranged attacks through it are
  impossible, and visibility inside it is a
  yard at best. This powerful windstorm
  physically lifts and hurls objects up to
  30 pounds per yard of radius.
  Duration: 1 minute after reaching
  full strength.
  Base cost: 2. Half that to maintain.
  Time to cast: The storm starts
  immediately, but the caster must con-
  centrate for a number of seconds
  equal to the storm’s radius in yards to
  bring the storm to full strength.
  Prerequisite: Shape Air.
  Earth to Air
  Regular
  Turns earth or stone into air, which
  can be valuable to someone who is
  trapped underground. The more ener-
  gy the caster spends, the more earth
  he can transform, but he is limited to
  regular shapes with the largest dimen-
  sion no more than four times the
  smallest one.
  This is also an Earth spell.
  Duration: Permanent.
  Cost: 1 to transform one cubic foot
  of earth/stone to air, giving enough air
  for one person to breathe for 1
  minute. To transform larger quantities
  of earth/stone at once, the cost is 5 per
  cubic yard. Metal may be turned to air
  for triple cost.
  Time to cast: 2 seconds.
  Prerequisites: Create Air and Shape
  Earth.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. The item must touch the
  stone to be transformed. Cost to create:
  750 energy and $1,000 in jewels.
  Clouds
  Area
  As listed under Weather Spells,
  p. 194.
  Predict Weather
  Information
  As listed under Weather Spells,
  p. 193.
  Wind
  Special; Area
  As listed under Weather Spells,
  p. 195.
  
  26
  AIR SPELLS
  Rain
  Area
  As listed under Weather Spells,
  p. 195.
  Snow
  Area
  As listed under Weather Spells,
  p. 195.
  Concussion
  Missile
  The caster creates a ball of highly
  pressurized air in his hand. When the
  air strikes a target, it explodes. The
  blast is extremely loud; anyone within
  10 yards must roll against HT-3 or be
  stunned. Stunned people may roll
  against HT-3 every second to recover.
  Protected Hearing gives a +5 bonus to
  this roll. Concussion has 1/2D 20, Max
  40, Acc 1; roll vs. Innate Attack skill to
  hit.
  This is also a Sound spell.
  Cost: Any amount up to twice your
  Magery level per second, for three sec-
  onds. For every 2 energy put into the
  spell, the missile does 1d crushing
  damage. See Explosions, p. B414, for a
  full treatment of explosive damage.
  Time to cast: 1 to 3 seconds.
  Prerequisites:
  Shape 
  Air 
  and
  Thunderclap (p. 171).
  Item
  Staff or wand – the missile is
  thrown from the end of the item.
  Usable only by mages. Cost to create:
  1,000 energy and a $400 onyx.
  Breathe Air
  Regular
  Breathe air as though it were
  water; the spell also prevents water
  creatures from dehydrating in air. This
  spell is primarily useful for keeping
  fish, mermen, etc., alive out of water.
  The subject can also still breathe
  water normally.
  This is also a Water spell.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Prerequisites: Create Water and
  Destroy Air.
  Item
  Staff, wand, jewelry, or clothing;
  only affects the wearer. Energy cost to
  create: 150.
  Breathe Water
  Regular
  As listed under Water Spells, p. 189.
  Essential Air
  Area
  Creates the magical essence of Air.
  Essential Air is “purer” and can be
  used (breathed or consumed) three
  times as long before becoming foul.
  Fire burns hotter (but not faster) in
  Essential Air, adding an extra point of
  damage to each die (this will even
  increase the heat of Essential Flame!).
  If the air is created in an open area, it
  disperses within 5 seconds.
  Duration: Permanent until dis-
  persed or used up.
  Base cost: 2.
  Time to cast: 3 seconds.
  Prerequisites: At least six Air spells.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Cost to create: 800 energy
  and a $400 onyx.
  Resist Lightning
  Regular
  As listed under Weather Spells,
  p. 196.
  Lightning
  Missile
  As listed under Weather Spells,
  p. 196.
  Air Vortex
  Area; Resisted by HT or DX
  Whisks all persons within the orig-
  inal area of effect to somewhere else
  inside a giant swirling Air Vortex. The
  Vortex has a Move of 10. The caster
  may exclude anyone in the area that
  he specifies during casting. Those
  within in the area resist with the 
  higher of their HT and DX scores.
  Those whisked away by the Vortex
  are rendered temporarily vaporous, as
  per the Body of Air spell (p. 24). The
  Vortex may not penetrate solid
  objects.
  This is also a Movement spell.
  Duration: 10 seconds.
  Base cost: 8 to cast. 3 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Magery 2, Body of
  Air, and Windstorm.
  Item
  Staff. Usable only by mages. Cost to
  create: 1200 energy and an $800 onyx.
  Explosive Lightning
  Missile
  As listed under Weather Spells,
  p. 196.
  Lightning Whip
  Regular
  As listed under Weather Spells,
  p. 196.
  Shocking Touch
  Melee
  As listed under Weather Spells,
  p. 196.
  Spark Cloud
  Area
  As listed under Weather Spells,
  p. 196.
  Spark Storm
  Area
  As listed under Weather Spells,
  p. 197.
  Atmosphere Dome
  Area
  As listed under Protection &
  Warning Spells, p. 169.
  Wall of Lightning
  Area
  As listed under Weather Spells,
  p. 197.
  Warm
  Area
  As listed under Weather Spells,
  p. 195.
  
  AIR SPELLS
  27
  Cool
  Area
  As listed under Weather Spells,
  p. 195.
  Ball of Lightning
  Missile
  As listed under Weather Spells,
  p. 197.
  Lightning Stare
  Regular
  As listed under Weather Spells,
  p. 198.
  Body of Lightning
  Regular; Resisted by HT
  As listed under Weather Spells,
  p. 198.
  Lightning Weapon
  Regular
  As listed under Weather Spells,
  p. 198.
  Sandstorm
  Area
  Creates a Windstorm (p. 25) with
  the addition of flying sand! The sand is
  created by the spell – it is not neces-
  sary for the area to be sandy. The
  Sandstorm obscures vision (-2 per
  intervening yard of Sandstorm,
  excluding the “eye” of the storm).
  Each second, every being within
  the area must shut its eyes or roll vs.
  HT to avoid being blinded, as per a
  one-point Sand Jet (p. 52).
  This is also an Earth spell.
  Duration: 1 minute after reaching
  full strength.
  Base cost: 3 to cast. Half that to
  maintain.
  Time to cast: The storm starts
  immediately, but the caster must con-
  centrate for a number of seconds
  equal to the storm’s radius in yards to
  bring the storm to full strength.
  Prerequisites:
  Windstorm 
  and
  Create Earth.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 1,000.
  Storm
  Area
  As listed under Weather Spells,
  p. 195.
  Lightning Missiles
  Regular
  As listed under Weather Spells,
  p. 198.
  Lightning Armor
  Regular
  As listed under Weather Spells,
  p. 198.
  Body of Wind
  Regular; Resisted by HT
  The subject’s body becomes a
  whirlwind, with a radius of 2 to 4
  yards (caster’s choice). In this form, he
  has a variant form of the Body of Air
  meta-trait (p. B262); he lacks the 
  listed Vulnerability to vacuum and
  wind-based attacks, he has No Fine
  Manipulators rather than the usual
  No Manipulators, and he has effective
  ST equal to twice his normal ST.
  Clothes (up to 6 pounds), also become
  wind, but lose any magic powers they
  might have had while in wind-form.
  Anyone within the radius of the
  subject must make a ST roll each sec-
  ond to remain standing. All DX-based
  skills are at -5, and missile attacks that
  pass through the whirlwind only hit
  on a critical success. There is no safe
  “eye.”
  Duration: 5 minutes.
  Cost: 8 to cast. 4 to maintain. Cost
  does not multiply when casting it on
  larger creatures, as with most Regular
  spells.
  Time to cast: 2 seconds; the storm
  springs into full strength immediately
  upon completion of the spell.
  Prerequisites: Magery 3; Body of Air
  and Windstorm at 16+ each; and one
  spell from each of five different col-
  leges besides Air.
  Item
  (a) Staff, wand, or jewelry; only
  affects the wearer. As soon as it is acti-
  vated, the item falls through the user’s
  hand; thus, a spell cast with this item
  lasts only a minute. Cost to create:
  1,700 energy and a $1,000 onyx. (b)
  Staff, wand, or jewelry; only affects
  the wearer. Unlike the previous item,
  this item turns to wind along with the
  wearer, allowing him to maintain the
  spell longer than a minute. While
  vaporous, it loses any magical powers
  it might have while solid. Cost to 
  create: 3,500 energy and a $2,500
  onyx.
  ELEMENTAL SPIRIT SPELLS
  These spells deal with spirits
  embodying the four classical elements
  – air, earth, fire, and water. There are
  different spells for each of the four ele-
  ments, but in general they conform to
  the spells given here for air elementals.
  Summon (Air)
  Elemental
  Special
  This is a different spell for each of
  the four elements. It allows the caster
  to call a nearby elemental – if one
  exists. In general, the GM should
  assume that an elemental is available
  if the location is appropriate, unless
  the scenario or situation requires that
  elementals are opportunely absent.
  The caster determines the elemental’s
  power level by the amount of energy
  he spends on the spell, but the GM
  determines the elemental’s precise
  capabilities.
  The summoned elemental is not
  under the caster’s control, but must
  remain for one hour unless it is dis-
  missed or destroys the caster. Note
  that a dismissal does not guarantee
  the elemental will leave. If it is hostile,
  or simply curious, it may choose to
  stay!
  
  28
  AIR SPELLS
  The caster may question the sum-
  moned elemental, request a service,
  etc. The elemental immediately makes
  a reaction roll to see how it feels about
  the wizard. On a good reaction, the
  elemental cooperates for an hour – no
  longer – and then vanishes. An ele-
  mental’s opinion may be swayed with
  appropriate enticements, assuming a
  wizard can figure out what an 
  elemental might desire.
  Duration: One hour. May not be
  maintained.
  Cost: 1 point per 10 character
  points used to build the elemental.
  Minimum energy cost is 4 (although
  this will not always summon a 40-
  point being).
  Time to cast: 30 seconds. The ele-
  mental may take up to 2d minutes to
  appear.
  Prerequisites: Magery 1 and either
  eight spells of the appropriate element
  or four spells of the appropriate
  element 
  and
  another 
  Summon
  Elemental spell.
  Item
  Staff, wand, or jewelry decorated
  with appropriate elemental images – a
  different enchantment is required for
  each of the four types. Cost to create:
  800 energy, $1,300 gold and platinum.
  Control (Air) Elemental
  Regular; Resisted by 
  higher of ST and Will
  Control all actions of a single ele-
  mental while the spell continues. For
  direct control, the elemental must
  remain within the caster’s view. If the
  elemental is simply told to leave, it
  does so. If the elemental is sent to do a
  task, rather than controlled directly,
  its IQ must be sufficient (GM’s deci-
  sion) to comprehend its instructions!
  This spell can also be used as an
  information spell, to judge the four
  attributes of that type of elemental
  (within 15 feet). A successful roll is
  required, but there is no energy cost.
  Duration: 1 minute.
  Cost: 1 point per 10 character
  points used to build the elemental.
  Half that (round up) to maintain.
  Time to cast: 2 seconds.
  Prerequisite: Summon Elemental
  for the appropriate element.
  Item
  Staff, wand, or jewelry decorated
  with appropriate elemental images – a
  different enchantment is required for
  each of the four types. This item does
  not let the user cast the spell, but gives
  a noncumulative +2 bonus to any
  attempt to use the spell. Cost to create:
  1,000 energy, $1,300 gold and platinum.
  Create (Air) Elemental
  Special
  Create a spirit of the appropriate
  element. The caster may determine the
  capabilities of the created elemental by
  increasing or decreasing the attributes
  of the basic elemental of that type; he
  may only change, add or subtract
  advantages and disadvantages with
  GM permission. There are no limits to
  the alteration of attributes, though a
  very stupid elemental will not under-
  stand complex commands. A newly
  created elemental serves the caster
  obediently for one hour. At the end of
  that time, roll a contest between the
  caster’s skill with the spell, and the ele-
  mental’s combined IQ and ST. If the
  caster wins, the elemental serves for a
  further hour, at the end of which
  another contest is required, and so on.
  When the caster loses, the elemental
  escapes control and leaves (or attacks,
  on a very bad reaction).
  Cost: 1 point per 5 character points
  used to build the elemental.
  Time to cast: Seconds equal to the
  total character points used to build the
  elemental.
  Prerequisites: Magery 2 and Control
  Elemental for the appropriate element.
  Small Air Elemental
  This basic air elemental is summoned by casting Summon Air
  Elemental at the minimum energy cost of 4. More energy put into the
  spell summons a more powerful elemental. Usually, this simply means a
  larger elemental; 1 point of energy is equal to 1 additional point of ST, 5
  HP, or 2 points of DR. However, the GM may choose to build a more exot-
  ic elemental, adding unusual traits to the following template, or working
  one up from scratch.
  Small Air Elemental
  40 points
  Attribute Modifiers: ST-4 [-40]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30].
  Secondary Characteristic Modifiers: SM -1; HP+2 [4].
  Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t
  Sleep [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to
  Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100].
  Disadvantages: No Fine Manipulators [-30]; No Legs (Aerial) [0];
  Vulnerability (Vacuum and wind-based attacks ¥2) [-20].
  
  ANIMAL SPELLS
  29
  The poacher paled as she saw the
  silver chain in her partner’s hand.
  “You idiot! Of all the bucks in the
  forest, why’d you have to take this
  one?”
  Kai wasn’t sharp, but he knew
  when he was being chewed out.
  “What’s the problem, Sylvie? I saw the
  silver on this one, so I thought it’d be
  a nice bonus.”
  “Bonus! Are you simple? Animals
  don’t just have silver amulets dangling
  off them. This thing’s magic; that buck
  was the property of one of the forest
  guardians!”
  “He was my friend, actually,” rum-
  bled a voice behind her.
  Sylvie spared one glance behind
  her, and then bolted into the forest.
  The thing at the edge of the clearing
  had the body of a man, the paws of a
  mountain lion, and the legs of a stag.
  There was no way she’d be able to out-
  run the guardian. But then, she didn’t
  have to.
  She just had to outrun Kai.
  These spells relate to animal con-
  trol and communication. None of
  these spells give their subjects any spe-
  cial powers; animals controlled cannot
  do anything they are normally unable
  to do, but they will follow the caster’s
  mental commands to the best of their
  abilities. Likewise, the ability to talk to
  an animal only lets you learn what the
  animal knows and understands.
  Some spells apply to a single type
  of creature. The default assumption
  for these rules is that the animal king-
  dom is divided into five categories:
  Vermin (including worms, insects,
  and other creepy-crawly things), Fish
  (including most mollusks), Reptiles
  (including most amphibians), Birds,
  and Mammals. These categories are
  loosely based on the “life form” cate-
  gories that cognitive anthropologists
  find 
  in 
  most 
  human 
  cultures.
  However, this pseudo-scientific taxon-
  omy may not reflect the reality of
  every game setting. In some worlds,
  the 
  animal 
  categories 
  may 
  be
  Creatures of the Land, Creatures of
  the Air, and Creatures of the Sea. In
  others, every modern biological class
  may be represented, from Arachnida
  to Scyphozoa.
  The spells of this college only work
  on nonsapient animals, which typical-
  ly means species with a racial IQ of 5
  or less. There are a few animals, such
  as the apes, with racial IQ of 6;
  whether Animal spells or Mind and
  Body spells are more appropriate to
  use on them is up to the GM.
  All magical items of this college
  must depict the appropriate type of
  animal, or contain an inset piece of
  tooth or bone from that creature.
  Beast-Soother
  Regular
  Calms a single animal. The beast’s
  reaction roll to the caster is improved
  by twice the energy put into the spell.
  Duration: Permanent, until some-
  thing disturbs the animal.
  Cost: 1 to 3.
  Prerequisite:
  Persuasion or
  the
  Animal Empathy advantage.
  CHAPTER FOUR
  ANIMAL SPELLS
  Hybrids
  Some magical monsters are neither fish nor fowl, but unnatural
  beasts that transcend the usual categories for animals. Gryphons are a
  classic example – part eagle, part lion. The hippocampus, a legendary
  beast with the forequarters of a horse and the rear of a fish, is another
  hybrid.
  Animals that combine traits from different animals within a category
  do not qualify as hybrids. A creature that has a wolf’s head on a donkey’s
  body is composed of parts from within the Mammal category, and is thus
  not a hybrid for this purpose.
  Any animal that defies classification – giant space amoebas, for 
  example – can be classified as a hybrid, at the GM’s discretion.
  
  30
  ANIMAL SPELLS
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 600.
  Beast-Rouser
  Regular
  Excites a single animal. The beast’s
  reaction roll (to anyone) is worsened
  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.
  Prerequisite:
  Vexation 
  or
  the
  Animal Empathy advantage.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 500.
  (Animal) Control
  Regular; Resisted by Will
  Controls the actions of one large
  animal (any size) or a single swarm
  (see Swarm Attacks, p.
  B461).
  Remember, however, that subjects
  larger than SM 0 increase the casting
  cost. Concentration is required. This
  spell will not work on a sapient being
  (racial IQ 6 or higher). There is a sep-
  arate Control spell for each category
  of animal.
  Duration: 1 minute.
  Cost: Variable. Cost to cast is equal
  to the racial IQ of the most intelligent
  species within the category. Half that
  to maintain.
  Prerequisite: Beast-Soother.
  Item
  (a) Staff, wand, or jewelry. Allows
  the user to control a single species of
  animal. Energy cost to create: 100 ener-
  gy per point of target species’ racial
  IQ. (b) Staff, wand, or jewelry. Allows
  the user to control any animal within
  a category. Energy cost to create: 200
  energy times the cost to cast for that
  category.
  Hybrid Control (VH)
  Regular; Resisted by Will
  Controls the actions of one large
  hybrid creature (any size) or a single
  swarm (see Swarm Attacks, p. B461).
  Remember, however, that subjects
  larger than SM 0 increase the casting
  cost. Concentration is required. The
  caster must know all the Control spells
  relevant to the hybrid (controlling a
  gryphon would require knowledge of
  both Mammal and Bird Control, for
  example); his effective skill with this
  spell is the lowest of the various spells
  involved, including Hybrid Control.
  This spell does not work on a sapient
  being (racial IQ 6 or higher).
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Prerequisites: At least two (Animal)
  Control spells.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 800 (will control only one
  particular type of hybrid).
  Beast Summoning
  Regular
  Calls one creature of a named type
  (anything under IQ 6). Range does not
  matter for this spell. If the spell is cast
  successfully, the caster knows the loca-
  tion of the closest creature of the type,
  and how long it will take for that crea-
  ture to come to him. It moves toward
  the caster as fast as it can, until the
  spell ends or the animal can see the
  caster. It stays nearby, without attack-
  ing, until the spell ends. The sum-
  moned animal then has a +1 on its
  reaction to the caster (only). If the cast-
  er or someone near the caster attacks
  the creature, the spell is broken.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain. To
  call many animals, double the cost of
  the spell. All creatures within a certain
  area (usually about a 10-mile radius;
  more for a very successful casting) are
  summoned. Of course, the time they
  take to arrive depends on the speed at
  which they can travel, and if the spell
  ends before they arrive, they will turn
  and go about their business.
  Prerequisite: Beast-Soother.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 400 for an item that sum-
  mons one particular species, or 800
  for an item that can summon any
  beast.
  Master
  Regular or Blocking; 
  Resisted by IQ
  Holds any beast motionless and
  quiet as long as the caster maintains
  eye contact and concentration. Note
  that darkness breaks eye contact! May
  be cast as a Blocking spell if the ani-
  mal is entering Close Combat range
  with the caster – e.g., to attack.
  Duration: Indefinite.
  Cost: 2.
  Prerequisite: Beast-Soother.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 800.
  Beast Link
  Regular
  Establishes a mental link with an
  animal. The animal will not stray far
  from the caster after that (generally
  not more than a half-hour’s travel). It
  will then come, once, whenever the
  caster wishes, at a fast but not killing
  pace. If it is a wild beast, any reactions
  must be re-determined when the crea-
  ture arrives; previous good reactions
  from Beast-Soother, for instance, no
  longer hold! This spell is similar to
  Beast-Summoning, but is cast in
  advance and on a specific creature.
  Duration: Until the beast is next
  called. This counts as a spell “on.”
  Cost: 3.
  Time to cast: 5 seconds.
  Prerequisite: Beast Summoning.
  Sample Animal Control Energy Costs
  Spell
  Cost
  Vermin Control
  1/1
  Fish Control
  2/1
  Reptile Control
  2/1
  Bird Control
  3/2
  Mammal Control
  5/3
  
  ANIMAL SPELLS
  31
  Item
  Matched amulets. The gold one is
  worn by the human, the silver one by
  the animal. This gives the human the
  power to cast the Beast Link, or (if
  self-powered) creates the link auto-
  matically. Energy cost to create: 500 for
  the pair.
  Beast Speech
  Regular
  Communicate with any animal in
  the creature’s own “language.” The
  amount of information exchanged
  depends on the animal’s intelligence;
  no creature below the level of a bird is
  likely to know much of interest. An ant
  may crawl over gold, but it knows only
  that the material is hard and inedible.
  Each minute of the spell allows one
  question and answer.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisite: Beast Summoning.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 1,000 for an item that talks to
  one particular species, or 4,000 for an
  item that can talk to any creature.
  Repel (Animal)
  Area
  Repels animals from an area. The
  spell resists attempts by animals to
  enter it (or stay in it) every second; roll
  a Quick Contest between the caster’s
  effective skill and the Animal’s ST.
  Like (Animal) Control, this is actu-
  ally several different spells. There is a
  Repel (Animal) spell for each category
  of animal. Like all Area spells, the
  affected area extends 4 yards upward
  (an important detail for flying animals
  such as bats or birds). Casters may
  extend the area upward by spending
  proportionately more energy; double
  base cost will create an area 8 yards
  high, and so on. Beings with Animal
  Empathy may feel uneasy and irritable
  while in the affected area.
  The caster may exclude specific
  animals from the spell’s effect at the
  time of casting; thus, a shepherd may
  drive off wolves without driving away
  his flock.
  Duration: 1 hour.
  Base cost: Equal to the cost to cast
  (Animal) Control for the affected 
  animal type.
  Time to cast: 10 seconds.
  Prerequisite: The (Animal) Control
  spell appropriate to the type of animal
  to be repelled.
  Item
  An area can be made permanently
  repellent at an energy cost of 100
  times normal.
  Repel Hybrids (VH)
  Area
  Repels hybrids from an area. The
  spell resists attempts by hybrids to
  enter it (or stay in it); every second,
  roll a Quick Contest between the cast-
  er’s effective skill and the beast’s ST.
  The caster must know all the Repel
  (Animal) spells relevant to the hybrid;
  his effective skill with this spell is the
  lowest of the various spells involved,
  including Repel Hybrids. Beings with
  Animal Empathy may feel uneasy and
  irritable while in the area.
  The caster may exclude specific
  animals from the spell’s effect at the
  time of casting.
  Duration: 1 hour.
  Base cost: 6 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisite: Hybrid Control.
  Item
  An area can be made permanently
  repellent at an energy cost of 100
  times normal.
  Rider
  Regular
  Mount and ride a subject creature
  as though it were a trained, loyal rid-
  ing animal. The creature must be
  capable of carrying the caster, and the
  caster must still make a Riding roll
  whenever it would normally be
  required. No concentration is required
  on the caster’s part.
  Duration: 5 minutes.
  Cost: 2 to cast. 1 to maintain.
  Prerequisite: At least one (Animal)
  Control spell. You cannot use the
  Rider spell on a beast unless you know
  the appropriate Control spell and cast
  it first.
  Item
  Staff, wand, or jewelry. The spell
  does not affect the creature until the
  would-be rider actually mounts it. If
  the rider dismounts, the creature will
  remain docile for about a minute
  before fleeing or attacking (whichever
  is its nature). Energy cost to create: 800
  for an item that controls one particu-
  lar species, or 3,000 for an item that
  can control any creature.
  Rider Within
  Regular
  Works on any type of animal (but
  not sapient beings). This is the animal
  version of the Soul Rider spell. The
  caster becomes able to see through the
  subject’s eyes, hear through its ears,
  etc, as long as he concentrates. (He
  also remains aware of his own body
  and may act normally.) The caster
  exerts no control whatsoever over the
  subject, and the subject is unaware the
  caster is “watching.”
  Duration: 1 minute.
  Cost: 4 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: At least two different
  (Animal) Control spells. The caster
  must also know the (Animal) Control
  spell for the type of animal being “rid-
  den” before he can use this spell on
  that type of animal.
  The animal is one with its life activity. 
  It does not distinguish the activity from itself. 
  It is its activity.
  – Karl Marx
  
  32
  ANIMAL SPELLS
  Item
  A pair of identical pieces of jewelry
  – one gold, one silver. The gold one
  must be worn by the caster, the silver
  one by the subject (e.g., on a collar).
  The spell can then be cast at any time,
  regardless of distance. Usable only by
  a mage. If a Powerstone is included in
  the item, it is in the gold one. If either
  item is broken, the other loses its
  enchantment. Energy cost to create:
  1,000 (for the pair). Each of the pair
  must contain an opal worth $100.
  Spider Silk
  Special; Missile
  The caster shoots a strand of spider
  silk, which stretches from his fingertip
  to the target. The strands appear wispy
  and weightless, but are very strong,
  and can support up to 500 pounds
  without snapping. As a missile, the
  strand has 1/2D n/a, Max equal to
  strand length, Acc 3; use the caster’s
  DX-4 or Innate Attack to hit. On a hit,
  the victim as grappled and immobi-
  lized as per the Binding advantage
  with the Sticky enhancement (see
  p. B40). A single strand has an effective
  ST of 10 and DR 3. Spider Silk takes
  triple damage from fire-based attacks.
  The caster may shoot as many
  strands as he has arms from a single
  casting of Spider Silk; however, the cost
  to cast is based on the total length of all
  strands created. Thus, a many-armed
  spider demon can throw half a dozen
  strands at once, but it won’t be cheap.
  Strands of Spider Silk may also be
  used to build a web by anchoring suc-
  cessive strands between two surfaces.
  This web creates an area that will
  grapple anyone who passes through it;
  mechanically, this is similar to a
  Binding attack with the Sticky and
  Area Effect enhancements (p. B40).
  The web has ST 10 and DR 3, plus 1
  ST for each additional strand.
  Duration: 1 minute.
  Cost: 1 to cast per 5 yards of strand
  length (maximum 100 yards). Half
  that to maintain.
  Prerequisites: Magery 1 and two
  Animal spells.
  Item
  Staff or wand. Usable only by
  mages. The item must bear a picture
  of a spider. The strand is shot from the
  item’s tip. Energy cost to create: 400.
  Beast Seeker
  Information
  This spell is similar to Seeker
  (p. 105), but it works only on animals.
  It may be cast for any species of 
  animal, an individual, or simply any
  animal.
  Cost: 3. One try per week per
  species.
  Prerequisites:
  Either 
  Beast
  Summoning and at least two other
  Seek spells, or Seeker.
  Item
  A forked stick (wood, bone, or
  ivory) or compass-needle (carved out
  of bone) that will point to a particular
  species of animal, specified when the
  item is created, or to any animal. One
  ounce of bone from the animal species
  must be used in making the item.
  Energy cost to create: 500.
  Beast Possession
  Regular; Resisted by Will
  Like Rider Within – except caster is
  in full control of the subject, “from the
  inside,” and has full access to the
  beast’s memories and abilities. While
  in the subject’s body, the caster may
  use all its skills and abilities as though
  they were his own. He may use his
  own mental abilities, but not his phys-
  ical ones (so he cannot cast spells
  unless he knows them so well that
  they require no speech or gesture).
  The caster’s own body lies uncon-
  scious during the spell, and must be
  safeguarded.
  Duration: 1 minute.
  Cost: 6 to cast. 2 to maintain.
  Time to cast: 5 seconds.
  Prerequisite:
  Rider Within or
  Possession.
  Item
  As for Rider Within, but more cost-
  ly. Energy cost to create: 1,500 (for the
  pair). Each of the pair must include an
  opal worth $200.
  Permanent Beast
  Possession (VH)
  Regular; Resisted by Will
  Like Beast Possession, but the cast-
  er’s consciousness remains in the body
  of the subject until he chooses to leave
  or is “exorcised” by a Dispel
  Possession, Counterspell, Remove
  Curse, or similar spell. Remember that
  the caster must know the appropriate
  (Animal) Control spell for the spell to
  work on the chosen subject. The cast-
  er’s body is in Suspended Animation
  (p. 94) while the spell continues. If the
  caster’s body dies, the spell is broken.
  Whenever the subject body takes dam-
  age, the caster must roll against his
  own body’s HT or take the same 
  damage. If the subject animal dies, the
  caster must roll vs. HT or die himself!
  In addition, the caster must roll
  against his IQ every day; a failed roll
  means that he loses one point of IQ.
  The caster does not need to roll once
  he reaches the beast’s normal IQ
  range. The lost IQ is regained when
  the spell is ended. Should IQ drop to 5,
  only 
  Remove 
  Curse 
  or 
  Dispel
  Possession will end the spell.
  Duration: Indefinite (could be per-
  manent).
  Cost: 20.
  Time to cast: 1 minute.
  Prerequisites: Magery 2 and Beast
  Possession.
  Item
  Cap, crown, helmet, or other head-
  gear. The item must bear a picture of
  the animal form it is usable on. Usable
  only by mages. Energy cost to create:
  2,000.
  Protect Animal
  Area
  Cast on an area, this spell protects
  all animals of a certain kind within its
  borders. Attempts to harm them are
  warded off as if by invisible defenders;
  protected animals gain DB +3 and DR
  5.
  This is also a Protection and
  Warning spell.
  Duration: 1 minute.
  Base cost: 1. Same cost to main-
  tain.
  Time to cast: 1 minute.
  Prerequisites: Armor, Watchdog,
  and any three Animal spells.
  Shapeshifting (VH)
  Special
  Change to the form of an animal.
  Each animal form is a different spell,
  
  ANIMAL SPELLS
  33
  to be learned separately. The caster
  may only learn the form of an animal
  with which he is familiar. Many
  worlds have only a limited number of
  animal forms available. Clothing, jew-
  elry, and armor vanish when the beast-
  form is taken and reappear when the
  human form is resumed (magical jew-
  elry cannot be detected while “van-
  ished”). Backpacks, carried items, etc.,
  simply fall to the ground.
  The caster retains his intelligence,
  but gains all the physical attributes of
  the new form. This means that the
  wearer cannot cast spells unless he
  knows them so well that they can be
  performed without gestures! Note that
  Fatigue Points are not increased for
  spellcasting purposes.
  Each hour that the spell continues,
  the caster must make a roll against IQ;
  failure means that the caster loses a
  point of IQ, continuing until the nor-
  mal IQ of that beast is reached.
  Should the caster’s IQ drop to 5, he is
  trapped in beast form forever unless
  the spell is removed by Remove Curse
  (other spells won’t counter it). Lost IQ
  is regained when human form is 
  reassumed.
  For most natural beast forms, an
  energy cost of 6 to cast and 2 to main-
  tain is appropriate; animals with great
  strength, for example, tend to be coun-
  terbalanced by reduced agility. If the
  GM allows supernatural creatures as
  beast forms, however, or if he is con-
  cerned about the power of a given ani-
  mal form, he may wish to change the
  cost of the spell. A reasonable guide-
  line is to calculate the point value of
  the physical characteristics of the
  beast form and charge 1/20 of the
  form’s cost to cast and 1/60 to main-
  tain, with a minimum cost of 3 to cast
  and 1 to maintain.
  Duration: 1 hour.
  Cost: Varies (see above).
  Time to cast: 3 seconds.
  Prerequisite: Magery 1, and at least
  six other spells of any type.
  Item
  (a) Jewelry. The item must bear the
  likeness of the shape to be taken; usable
  only by a mage, or by someone descend-
  ed from a natural were. It remains with
  the caster when the spell is cast – there-
  fore, a collar or necklace is most con-
  venient. There is no cost to maintain the
  spell, but the caster cannot change back
  unless he still has the item; otherwise, a
  Remove Curse spell must be used if he is
  to regain normal form. Energy cost to
  create: 1,500. (b) Skin of the shape to be
  taken. As above, but merges into the
  subject and so cannot be lost! Energy
  cost to create: 3,000.
  Shapeshift Others (VH)
  Special; Resisted by Will
  As Shapeshifting, but usable on
  others. The subject cannot end the
  spell; only the caster, or a Remove
  Curse spell, can do that. If the spell
  continues until the subject’s IQ drops
  to 5, he is trapped in the beast form!
  Duration: 1 hour.
  Cost: As Shapeshifting, but the
  minimum cost of the spell is 6 to cast
  and 2 to maintain.
  Time to cast: 30 seconds.
  Prerequisite:
  Magery 
  2 
  and
  Shapeshifting for that form.
  Item
  (a) Staff or wand. Usable only by a
  mage; the item must touch the sub-
  ject. Energy cost to create: 3,000. (b)
  Skin of the shape to be taken. Always
  on. Placed on the subject, it puts the
  spell on him permanently (soon caus-
  ing IQ loss as per Shapeshifting) until
  it is taken off by Remove Curse; the
  item may then be reused. Energy cost
  to create: 3,000.
  Permanent
  Shapeshifting (VH)
  Regular
  Like Shapeshifting, but the subject
  remains in animal form until he
  chooses to resume his normal form.
  He must roll for IQ loss daily rather
  than hourly.
  Duration: Indefinite (could be per-
  manent).
  Cost: 5 times the cost of the corre-
  sponding Shapeshifting spell.
  Time to cast: 1 minute.
  Prerequisites:
  Magery 
  3 
  and
  Shapeshifting for that form.
  Item
  (a) Jewelry. The item must bear a
  picture of the form to be taken. Usable
  only by a mage or a descendant of a
  natural were. It remains with the sub-
  ject when the spell is cast; note that
  the subject cannot end the spell if he
  loses the item while in beast form (if
  he does, only Remove Curse can turn
  him back!). Energy cost to create:
  3,000. (b) Skin of the shape to be
  taken. As above, but merges into the
  subject and cannot be lost. Energy cost
  to create: 4,500.
  
  34
  ANIMAL SPELLS
  Partial Shapeshifting
  (VH)
  Regular; Resisted by Will
  As Shapeshifting, but affects only
  one body part. The subject of the spell
  can be the caster or someone else.
  Each variation is a separate spell.
  The resulting body part preserves
  the subject’s scale: Shapeshifting a
  human’s head into a hummingbird’s
  head results in a human with a
  human-sized hummingbird head.
  Some variations bear misleading
  titles: Crocodile Jaws, for example,
  transforms the subject’s entire head,
  not just his jaws – the jaw muscles
  must be properly anchored!
  Some known variations are:
  Chameleon Eyes (3 to cast): The
  subject gains Enhanced Tracking 1
  (p.
  B53) and Peripheral Vision
  (p. B74).
  Crocodile Jaws (5 to cast): The sub-
  ject’s head becomes a crocodile’s,
  granting the subject Sharp Teeth
  (p. B91) and a ST of 20 for the pur-
  poses of biting only. Speech is slurred
  but 
  intelligible. 
  He 
  also 
  gains
  Peripheral Vision and Colorblindness
  (p. B127) as side effects.
  Elephant Trunk (3 to cast): The sub-
  ject’s nose becomes a trunk, granting
  him an Extra Arm (p. B53). He also
  gains 
  Peripheral 
  Vision 
  and
  Colorblindness as side effects.
  Feathered Arms (3 to cast): The 
  subject’s arms transform into wings,
  giving him Flight (Winged) (p. B56).
  Fish Tail (3 to cast): The subject’s
  legs fuse into a single powerful fluke,
  giving him Enhanced Move 1 (Water)
  (p. B52).
  Mountain Goat Hooves (4 to cast):
  The subject’s feet become mountain
  goat hooves, granting him Climbing-
  14 (only usable while mountaineer-
  ing) and Jumping-14.
  Saber Teeth (5 to cast): The subject’s
  canines become saber-teeth, granting
  him Fangs (p. B91) and ST 25 for the
  purposes of biting only. Speech is
  slightly slurred. The subject acquires
  Colorblindness as a side effect.
  Scorpion Tail (7 to cast): The sub-
  ject grows a scorpion’s stinger, com-
  plete with poison gland. This is an
  Impaling Striker (p. B88) with the
  Follow-Up enhancement; on a suc-
  cessful penetrating hit, a 1d+2 Innate
  Attack 
  (Toxic, 
  Melee 
  Attack,
  Resistible) takes effect. A victim may
  resist the scorpion venom by making a
  HT-6 roll.
  Serpent’s Fangs (3 to cast): The sub-
  ject’s canines become fangs, able to
  deliver a venomous bite; this is a 1d+1
  Innate Attack (Melee Attack, Contact
  Agent, Toxic, Resistible (HT-4), Cyclic
  (daily, expires after three days)).
  Skunk Tail (3 to cast): The subject
  grows a huge skunk’s tail (2 yards
  long), and gains the ability to use the
  Stench spell (p. 24) at will. The area of
  effect is two yards in radius and must
  be centered on some portion of the
  tail. This ability costs 2 FP to use.
  Spider Arms (7 to cast): The subject
  grows two Extra Arms and gains one
  Extra Attack (p. B53).
  Tiger Paws (4 to cast): The subject’s
  hands become tiger paws, granting
  him Sharp Claws and Striking ST 
  24, but he also gains No Fine
  Manipulators (p. B145).
  Toad Tongue (3 to cast): The sub-
  ject’s tongue becomes long and adhe-
  sive, serving as an Extra Arm with the
  Long and Weak enhancements and
  additional Striking ST – it attacks with
  the subject’s full strength, but lifts with
  only 1/4 of the subject’s ST. The sub-
  ject also gains Peripheral Vision as a
  side effect.
  Turtle Shell (10 to cast): The subject
  becomes encased in a turtle shell. It
  has DR 5 and weighs 4 pounds per
  point of ST of the subject.
  Duration: 1 hour.
  Cost: Varies; never less than 3. One
  third (round up) to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Magery 3, Shapeshift
  Others for the appropriate animal,
  and Alter Body.
  Item
  The item’s form depends on the
  body part affected – gloves to
  shapeshift the hands, boots for the
  feet, a mask for the face, and so on. It
  must bear a likeness of the shape to be
  taken. There is no cost to maintain;
  the spell ends when the user mimics
  pulling off the item. Energy cost to cre-
  ate: 1,000 plus 250 per point of casting
  cost.
  Great Shapeshift (VH)
  Special
  Perform multiple, fast, repeated
  changes of shape, temporarily access-
  ing the Morph ability (p. B84). The
  spell lapses, however, if at any point
  the caster returns to his natural form.
  The caster is mentally stunned when
  the spell ends.
  Clothing, jewelry, and armor van-
  ish when the spell is cast, reappearing
  when it lapses (magical jewelry cannot
  be detected while “vanished”). Items
  that the caster was carrying when the
  spell was cast (including backpacks,
  etc.) simply fall to the ground.
  At its minimum cost, Great
  Shapeshift allows the caster to change
  into any creature whose racial tem-
  plate costs 0 points or less (note that
  this is slightly different from the
  Morph ability). Each additional point
  of energy, however, adds 5 character
  points to the maximum point value of
  the allowable templates.
  A caster remains subject to the
  Magic Rituals requirements (p. 8)
  while shapeshifted; if he changes into
  a form that cannot gesture or speak,
  he cannot use any spell known at a
  skill less than 20.
  Mages who know Great Shapeshift
  can use Counterspell to hold a Great
  Shapeshifted caster in whatever form
  he currently has, for as many seconds
  as the Counterspell wins the contest by
  (or until the Great Shapeshift lapses).
  Duration: 1 minute.
  Cost: 20 to cast, plus 1 per addi-
  tional 5 character points of template
  limit. Half that to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Magery 3, Alter Body,
  four types of Shapeshifting, and at
  least 10 other spells of any kind.
  Item
  Jewelry, decorated with an abun-
  dance of animal motifs. Usable only
  by mages. The item vanishes when the
  spell is cast, to reappear when it 
  lapses. Energy cost to create: 5,000.
  
  BODY CONTROL SPELLS
  35
  The Fist of the West was the ulti-
  mate fortress. Its walls were built from
  interlocking blocks of adamant, each
  weighing 10 tons, and they towered
  hundreds of feet above the ground,
  bristling with artillery. Its moats and
  trenches were deep and wide, filled
  with noxious and deadly hazards. No
  attacker had ever forded the moats
  successfully, let alone scaled the walls.
  All the military theorists agreed that
  the Fist was unassailable, and this 
  self-proclaimed Empire would do no
  better than the many besiegers who
  preceded them.
  Thus, the Fist’s defenders were
  quite surprised when the Imperial
  archmages transformed a squad of
  legionnaires into three-hundred-foot
  titans who promptly strode across the
  moats and began pulling down the
  walls.
  These spells directly affect the
  body. Except as noted, they only affect
  living beings.
  The College of Body Control is a
  common starting point for wizards
  who want to work magic on people.
  Body Control spells are prerequisites
  to many spells in other colleges that
  affect sapient beings.
  Climbing
  Regular
  Gives the subject a strong, sure
  grip, increasing his Climbing skill.
  Duration: 1 minute.
  Cost: 1 to 3 to cast. Same cost to
  maintain. The increase in the subject’s
  Climbing skill is equal to twice the
  energy put into the spell.
  Item
  Shoes, gloves, clothing, or jewelry;
  only affects the wearer. Energy cost to
  create:
  250 times the maximum
  Climbing bonus (no more than 5) the
  item can give.
  Itch
  Regular; Resisted by HT
  Causes the subject to itch fiercely
  in a spot of the caster’s choice. The
  subject is at -2 DX until he takes one
  full second to scratch (more, if armor,
  etc. is in the way!). Only one Itch spell
  can affect a given subject at a time.
  Duration: Until subject takes a turn
  to scratch.
  Cost: 2. Cannot be maintained;
  must be recast.
  Item
  (a) Staff or wand; usable only by
  mages. The item must touch the vic-
  tim. Energy cost to create: 100. (b) Any
  item; always on. The wearer itches
  constantly, and remains at -2 DX while
  item is worn. Energy cost to create: 60.
  Touch
  Regular
  The subject feels a light touch at a
  spot of the caster’s choice. The touch is
  easily felt, even through armor, but
  has no effect other than to attract the
  subject’s attention; it cannot cause
  pain or discomfort, but it is very likely
  to distract him.
  Cost: 1.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 50.
  Perfume
  Regular; Resisted by HT
  The subject smells strongly of any
  odor that the caster desires. The sub-
  ject can detect the odor, but does not
  find it especially offensive (although
  his companions certainly might),
  regardless of its nature.
  Duration: 10 minutes.
  Cost: 2 to cast. 1 to maintain.
  Prerequisite: Odor (p. 24).
  Item
  Staff or wand. The item must
  touch the subject. Energy cost to 
  create: 200.
  Spasm
  Regular; Resisted by HT
  Can be directed against any of the
  subject’s voluntary muscles. Directed
  against a hand, it causes the subject to
  drop whatever he is holding (usually a
  weapon). If the subject is in the mid-
  dle of a lengthy spell requiring ges-
  tures, he must make a DX roll or start
  over. Ingenious casters will find other
  uses . . .
  Duration: Instant.
  Cost: 2. Cannot be maintained.
  Prerequisite: Itch.
  Item
  (a) Staff or wand; usable only by
  mages. The item must touch the vic-
  tim. Energy cost to create: 300. (b) Any
  item; always on. The wearer must roll
  vs. HT each time he does something
  delicate (e.g., pick a lock, cast a spell)
  or suffer a spasm as above. Energy cost
  to create: 100.
  Stop Spasm
  Regular
  Stops any seizure the subject is
  undergoing. This works against
  epilepsy, vomiting fits, etc.
  This is also a Healing spell.
  Cost: 1.
  Prerequisite:
  Spasm 
  or
  Lend
  Vitality.
  CHAPTER FIVE
  BODY CONTROL
  SPELLS
  
  36
  BODY CONTROL SPELLS
  Item
  (a) Staff or wand, decorated in a
  snake pattern. Usable only by a mage
  or a nonmage with Physician-15 or
  higher. Energy cost to create: 400. (b)
  Any item. Always on. The item prevents
  its wearer from suffering seizures
  (grants a bonus of +5 when resisting
  Spasm). Energy cost to create: 750.
  Tickle
  Regular; Resisted by Will
  The subject feels he is being tickled.
  If he does not resist, he is helpless with
  laughter, jerking about to try to escape
  from his invisible tormentor. This is a
  serious ticklefest; the victim is inca-
  pacitated as if by a seizure (see
  Incapacitating Conditions, p. B428).
  The subject must make a second Will
  roll if he tries to keep silent. High/Low
  Pain Threshold has no effect on the
  spell’s outcome. Unfazeable characters
  get a +5 bonus to their resistance roll.
  Duration: 1 minute.
  Cost: 5 to cast. 5 to maintain
  (requires concentration).
  Prerequisite: Spasm.
  Item
  (a) Wand, staff, or feather. Usable
  only by mages; the item must touch
  the subject. Energy cost to create: 600.
  (b) Chair, cushion, or pillow. Always
  on. Anyone sitting in it is immediately
  “attacked” by the spell. A great 
  practical 
  joke. 
  Energy 
  cost 
  to 
  create: 250.
  Pain
  Regular; Resisted by HT
  The subject feels a stab of agoniz-
  ing pain. He must make a Will roll to
  avoid crying out. If he is in a precari-
  ous position (climbing, for instance),
  he must make a DX roll to avoid catas-
  trophe! His DX and all DX-based skills
  are at -3 for the next second only. If the
  subject is in the middle of a spell
  requiring gestures, he 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.
  Prerequisite: Spasm.
  Item
  (a) Staff or wand; usable only by
  mages. The item must touch the vic-
  tim. Energy cost to create: 400. (b) Any
  item; always on. The wearer feels stab-
  bing pain, as above, continuing until
  he makes a HT roll. The wearer can do
  nothing until he succeeds at the roll!
  Energy cost to create: 300.
  Clumsiness
  Regular; Resisted by HT
  The subject suffers -1 to his DX and
  DX-based skills for every point of
  energy put into the spell.
  Duration: 1 minute.
  Cost: 1 to 5 to cast. Half that to
  maintain (round up).
  Prerequisite: Spasm.
  Item
  (a) Any item. Always on; reduces
  the wearer’s DX. Energy cost to create:
  100 for each point of DX reduction. (b)
  Staff or wand. Usable only by mages;
  the item must touch the subject.
  Energy cost to create: 800.
  Hinder
  Regular; Resisted by HT
  The subject is at -1 to his Move and
  Dodge scores for every point of energy
  put into the spell.
  This is also a Movement spell.
  Duration: 1 minute.
  Cost: 1 to 4 to cast. Same cost to
  maintain.
  Prerequisite: Clumsiness or Haste
  (p. 142).
  Item
  (a) Staff or wand. Usable only by
  mages; the item must be pointed at (but
  not necessarily touch) subject. Energy
  cost to create: 600. (b) Any item. Always
  on; reduces wearer’s Move score. Energy
  cost to create: 200 for every 1-yard
  reduction in wearer’s Move.
  Rooted Feet
  Regular; Resisted by ST
  The subject’s feet are glued in
  place! He may try another resistance
  roll at -5 every turn, against the origi-
  nal spell skill roll, to break free. While
  the spell continues, the subject’s skill
  with any weapon except a ranged
  weapon is at -2 and his Dodge score is
  cut in half (round down).
  Duration: 1 minute, or until subject
  breaks free.
  Cost: 3. Cannot be maintained;
  must be recast.
  Prerequisite: Hinder.
  Item
  (a) Staff or wand. Usable only by
  mages; the item must touch the sub-
  ject. Energy cost to create: 400. (b) Any
  item. Always on; the wearer must
  make a (ST-5) roll every turn in order
  to move. A failed roll means he cannot
  move. Energy cost to create: 600.
  Tanglefoot
  Regular; Resisted by DX
  The subject trips and falls down.
  Duration: Instantaneous.
  Cost: 2.
  Prerequisite: Clumsiness.
  Item
  Staff or wand. Usable only by
  mages; the item must be pointed at
  (but not necessarily touching) the
  subject. Energy cost to create: 600.
  Roundabout
  Regular; Resisted by HT
  Change the facing of a subject to
  any direction desired. This is not a
  teleport-in-place, but a physical spin.
  On the subject’s next turn, a roll vs.
  Body Sense or DX-6 is needed to take
  any action. If the subject moved 2 or
  more yards the previous turn, he must
  make an IQ roll to avoid continuing in
  the new direction.
  Duration: Instantaneous.
  Cost: 3.
  Prerequisite: Tanglefoot.
  Debility
  Regular; Resisted by HT
  Reduces the subject’s ST temporar-
  ily. This will affect the subject’s basic
  damage with weapons, but not HP. It
  does affect encumbrance, but GMs are
  free to ignore this detail in the interest
  of playability.
  Duration: 1 minute.
  Cost: 1 for every point of ST reduc-
  tion (maximum 5). Half that amount
  (round up) to maintain.
  
  BODY CONTROL SPELLS
  37
  Item
  (a) Staff or wand. Usable only by
  mages; the item must be pointed at
  (but not necessarily touch) subject.
  Energy cost to create: 900. (b) Any
  item. Always on; reduces wearer’s ST.
  Energy cost to create: 100 for every
  point by which wearer’s ST is reduced.
  Frailty
  Regular; Resisted by HT
  Lowers the subject’s HT temporari-
  ly. This affects all considerations that
  depend upon HT (Basic Speed, HT-
  based skills, poison and spell resist-
  ance, unconsciousness, death, etc.)
  except for those dependent upon FP,
  which is unaffected. The cost to cast is
  not reduced by high skill.
  Duration: 1 minute.
  Cost: 2 per point of HT decrease
  (maximum 5). Same cost to maintain.
  Prerequisite: Lend Energy (p. 89).
  Item
  (a) Any. Always on; the wearer’s HT
  is lowered while the item is worn.
  Energy cost to create: 200 per point of
  HT reduction. (b) Staff or wand. Usable
  only by mages; the user must touch the
  subject. Energy cost to create: 1,000.
  Might
  Regular
  Raises the subject’s ST temporarily.
  This affects damage, encumbrance,
  and hit points, but does not heal
  wounds. If, when the spell wears off,
  the subject’s wounds put him below
  -HT, he will have to make a HT roll to
  live. High skill does not reduce cost to
  cast this spell.
  Duration: 1 minute.
  Cost: 2 for every point of ST
  increase (maximum of 5). Same cost
  to maintain.
  Prerequisite: Lend Energy.
  Item
  (a) Any item. Always on; the wear-
  er’s ST is raised while item is worn.
  Energy cost to create: 1,500 per point of
  increase (maximum 5). (b) Staff or
  wand. Usable only by mages; the item
  must touch the subject. Energy cost to
  create: 1,000.
  Grace
  Regular
  Raises the subject’s DX
  temporarily. His Basic
  Speed and ability with all
  DX-based skills are also
  raised. A caster can raise
  his own DX to increase his
  chances of hitting with
  missile spells, etc.
  Duration: 1 minute.
  Cost: 4 for every point
  of DX increase (maximum
  of 5). Same cost to maintain.
  Prerequisite: Clumsiness.
  Item
  (a) Any item. Always on; the wear-
  er’s DX is raised while item is worn!
  This is a very rare item. Energy cost to
  create: 2,000 per point of increase
  (maximum 5). (b) Staff or wand.
  Usable only by mages; the item must
  touch the subject. Energy cost to 
  create: 2,000.
  Vigor
  Regular
  Raises the subject’s HT temporari-
  ly. This affects his Basic Speed, FP,
  and ability to resist trauma and dis-
  ease. A caster can raise his HT. If the
  subject’s FP when the spell wears off is
  below zero, he will immediately take 1
  point of damage for every point of
  fatigue below zero, risking uncon-
  sciousness. High skill does not reduce
  cost to cast this spell.
  Duration: 1 minute.
  Cost: 2 for every point of HT
  increase (maximum of 5). Same cost
  to maintain.
  Prerequisite: Lend Vitality or Frailty.
  Item
  (a) Any item. Always on; the wear-
  er’s HT is raised while item is worn.
  Energy cost to create: 1,500 per point of
  increase (maximum 5). (b) Staff or
  wand. Usable only by mages; the item
  must touch the subject. Energy cost to
  create: 1,000.
  Boost (Attribute)
  Regular or Blocking
  This spell has four separate vari-
  ants: Boost Dexterity, Boost Health,
  Boost 
  Intelligence, 
  and 
  Boost
  Strength. Each must be studied sepa-
  rately, but all four work identically.
  This spell raises the subject’s attrib-
  ute just long enough for a single die roll
  or short action – one Quick Contest,
  one attribute check, delivering a blow,
  readying a weapon, resisting a spell,
  throwing an object, etc. It cannot be
  used to increase a roll that represents
  several seconds of effort, such as a
  Regular Contest. The boosted attribute
  affects all secondary characteristics
  except HP and FP. High skill does not
  reduce the cost to cast this spell.
  Boost Intelligence is a Mind
  Control spell, not a Body Control spell.
  Cost: 1 for every point of attribute
  increase (maximum of 5).
  Prerequisite: Each variant has a dif-
  ferent prerequisite:
  Spell
  Prerequisite
  Boost Dexterity
  Grace
  Boost Health
  Vigor
  Boost Strength
  Might
  Boost Intelligence
  Wisdom
  Item
  Staff, wand, jewelry, or article of
  clothing. Energy cost to create: 300.
  Stun
  Regular; Resisted by HT
  The subject is physically stunned
  (p. B420) and must roll vs. HT each
  second to recover.
  Cost: 2. Cannot be maintained.
  Prerequisite: Pain.
  Item
  (a) Any item. Always on; the wear-
  er is stunned until it is removed.
  Energy cost to create: 500. (b) Staff or
  wand. Usable only by mages; the item
  must touch the subject. Energy cost to
  create: 1,100.
  
  38
  BODY CONTROL SPELLS
  Nauseate
  Regular; Resisted by HT
  The subject becomes nauseated
  (see Irritating Conditions, p. B428).
  Duration: 10 seconds.
  Cost: 2. Same cost to maintain.
  Prerequisites: Perfume and at least
  one other Body Control spell.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 100.
  Retch
  Regular; Resisted by HT
  The subject loses his lunch, retch-
  ing 
  for 
  (25-HT) 
  seconds 
  (see
  Incapacitating Conditions, p. B428).
  Cost: 3. Cannot be maintained.
  Time to cast: 4 seconds.
  Prerequisites: Nauseate and Spasm.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 100.
  Fumble
  Blocking; Resisted by DX
  The subject automatically fumbles
  the action he is taking. Regular range
  penalties apply. If the action is an
  attack or parry, roll on the Critical
  Miss Table. A fumbled dodge results in
  a fall, and a fumbled block unreadies
  the shield. If he was taking some other
  action (Move, Ready Weapon, etc), the
  GM should determine the result as he
  sees fit. “Mental” actions (concentra-
  tion, speech, and so on) are unaffect-
  ed, but a spell requiring body motions
  of some sort is affected!
  Cost: 3.
  Prerequisite: Clumsiness.
  Item
  (a) Staff or wand. Usable only by
  mages; the item must touch the sub-
  ject. Energy cost to create: 1,000. (b)
  Jewelry. Always on; only affects the
  wearer. The wearer keeps fumbling!
  Energy cost to create: 1,500.
  Strike Dumb
  Regular; Resisted by HT
  The subject cannot speak. This
  makes it impossible to cast any spell
  that requires speaking (p. 8).
  Duration: 10 seconds.
  Cost: 3 to cast. 1 to maintain.
  Prerequisite: Spasm.
  Item
  (a) Any item. Always on; the wear-
  er cannot speak. Energy cost to create:
  500. (b) Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 2,500.
  Strike Blind
  Regular; Resisted by HT
  The subject is temporarily blinded.
  See Blindness, p. B124, for a full
  description of the effects; the most
  important is that he is at -10 to attack
  anyone physically, and cannot see to
  target spells.
  Duration: 10 seconds.
  Cost: 4 to cast. 2 to maintain.
  Prerequisite: Spasm and at least
  two Light and Darkness spells.
  Item
  (a) Any item. Always on; the wear-
  er is blinded. Energy cost to create: 500.
  (b) Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 2,000.
  Strike Deaf
  Regular; Resisted by HT
  The subject is temporarily deaf-
  ened.
  Duration: 10 seconds.
  Cost: 3 to cast. 1 to maintain.
  Prerequisite: Spasm and at least
  two Sound spells.
  Item
  (a) Any item. Always on; the wear-
  er is deafened. Energy cost to create:
  400. (b) Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 1,000.
  Hunger
  Regular; Resisted by HT
  Inflicts 1 FP of starvation damage,
  equivalent to a single missed meal.
  Fatigue taken in this fashion can only
  be recovered by a day of rest and ade-
  quate nourishment (see Starvation,
  p. B426).
  This is also a Food spell.
  Cost: 2.
  Time to cast: 5 seconds.
  Prerequisites: Magery 1, Debility,
  and Decay.
  Item
  Staff, wand, or jewelry. Usable only
  by mages; the item must touch the
  subject. Energy cost to create: 2,000.
  Thirst
  Regular; Resisted by HT
  Inflicts 4 FP and 1 HP of dehydra-
  tion damage, equivalent to a full day
  without water. Dehydration fatigue
  may be recovered in full with a full
  day’s rest and plentiful water (see
  Dehydration, p. B426). HP damage
  heals normally. Repeated castings
  may render the subject nearly unable
  to speak, because his throat will be
  parched and his tongue swollen.
  This is also a Food spell.
  Cost: 5.
  Time to cast: 10 seconds.
  Prerequisites: Magery 1, Debility,
  and Destroy Water (p. 185).
  Item
  Staff, wand, or jewelry. Usable only
  by mages; the item must touch the
  subject. Energy cost to create: 2,000.
  Resist Pain
  Regular
  The subject becomes temporarily
  impervious to pain. He may ignore
  Spasm and other pain-causing spells.
  He cannot be stunned in combat, and
  does not suffer a shock penalty when
  he is wounded or slow down when his
  HT is reduced to 3. However, he does
  not gain any actual resistance to
  injury – only to the pain it causes.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisite: Magery 2 and Pain.
  Item
  Any item; only affects the wearer.
  Energy cost to create: 800.
  
  BODY CONTROL SPELLS
  39
  Hold Breath
  Regular
  Temporarily eliminates the caster’s
  need for air, as if he had Doesn’t
  Breathe (p. B49). He could thus stay
  underwater, or in a room full of poison
  gas, without trouble. This spell does not
  actually provide air; it simply delays
  suffocation while the caster seeks (or
  creates) a safer environment. This spell
  does not supply pressure support
  against vacuum or deep sea pressure.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Magery 1 and Vigor.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 900.
  Ambidexterity
  Regular
  Subject 
  gains 
  Ambidexterity
  (p. B39) for the duration of the spell.
  The spell has no effect on beings that
  already have the advantage. It also
  only affects a single pair of limbs;
  beings with more than two limbs
  require multiple castings of the spell.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisite: Grace.
  Item
  (a) Any. Always on; the wearer
  becomes ambidextrous. A rare item!
  Energy cost to create: 1,500. (b) Staff or
  wand. Usable only by mages. Energy
  cost to create: 500.
  Balance
  Regular
  The subject gains Perfect Balance
  (p. B74) for the duration of the spell. It
  has no effect on beings that already
  possess this advantage.
  Duration: 1 minute.
  Cost: 5 to cast. 3 to maintain.
  Prerequisite: Grace.
  Item
  (a) Staff or wand. Usable only by
  mages; the item must touch the sub-
  ject. Energy cost to create: 300. (b)
  Jewelry or headgear. Always on;
  affects only the wearer. Energy cost to
  create: 750.
  Reflexes
  Regular
  The subject gains Combat Reflexes
  (p. B43) for the duration of the spell.
  The spell has no effect on beings that
  already have the advantage.
  Duration: 1 minute.
  Cost: 5 to cast. 3 to maintain.
  Prerequisites: Grace and Haste.
  Item
  (a) Any item. Always on; the wear-
  er gains the Combat Reflexes advan-
  tage. Rare item! Energy cost to create:
  1,200. (b) Staff or wand. Usable only
  by mages. Energy cost to create: 800.
  Cadence
  Regular
  Doubles the rate of production of
  crafted items by both hastening the
  craftsman’s movements and making
  them 
  surer, 
  eliminating 
  wasted
  strokes. Any use of a skill that creates
  or improves a handmade object can be
  assisted by this spell; magical craft
  work (such as scroll writing or
  enchantment) cannot.
  Duration: 1 hour. The spell is bro-
  ken if the subject interrupts his work.
  Cost: 5 to cast. 3 to maintain. The
  spell costs the subject an equal
  amount of energy every hour, unless it
  is the caster himself.
  Time to cast: 10 seconds.
  Prerequisites: Grace and Haste.
  Item
  Tool. Energy cost to create: 1,000.
  Hair Growth
  Regular; Resisted by HT
  Causes the subject’s hair and nails
  to grow at a million times the usual
  rate (meaning an inch of hair every
  five seconds and an inch of nails every
  30 seconds). If left unchecked, such
  growth interferes with vision (as hair
  falls in the eyes), movement (as the
  subject trips on his beard) and han-
  dling ability (as nails get in the way).
  Some bald people appreciate this
  spell, while it lasts (baldness returns
  within about a month as the hair falls
  out naturally).
  Duration: 5 seconds.
  Cost: 1 to cast. 1 to maintain.
  Prerequisites: At least five Body
  Control spells.
  Item
  (a) Any item; always on. Hair starts
  growing an hour after the item is put
  on and grows for an hour after the
  item is taken off. Energy cost to create:
  100. (b) Staff or wand. The item must
  touch the subject. Energy cost to 
  create: 250.
  Haircut
  Regular; Resisted by HT
  Trims the subject’s hair (beard,
  mustache, fur, etc.) as the caster sees
  fit. To determine the aesthetic quality
  of the job, roll against Barber skill (a
  DX/Average Professional Skill). Can
  also be used to shear sheep, pluck
  chickens, or to trim the subject’s nails.
  The spell will not blunt the subject’s
  claws or horns (although it may give
  them a manicure).
  Duration: The trim is instanta-
  neous, the cut matter falling at the
  subject’s feet.
  Cost: 2.
  Time to cast: 2 seconds.
  Prerequisites: Hair Growth.
  Item
  (a) The effect may be made perma-
  nent (preventing hair from growing
  back) for 10 times casting cost. (b)
  Headgear. The item trims the hair of
  whoever puts it on, to the style speci-
  fied by the creator. Energy cost to cre-
  ate: 150. (c) Staff or wand. Energy cost
  to create: 300.
  Sensitize
  Regular; Resisted by HT
  The subject becomes extremely
  sensitive to pain, gaining the Low Pain
  Threshold disadvantage (p. B142).
  The spell does not affect characters
  that already have the disadvantage.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Magery 1 and Stun.
  Item
  (a) Any. Always on; only affects the
  wearer. Energy cost to create: 300. (b)
  Staff or wand. Usable only by mages;
  the item must touch the subject.
  Energy cost to create: 400.
  
  40
  BODY CONTROL SPELLS
  Agonize
  Regular; Resisted by HT
  Magnifies the subject’s sense of
  touch to painful levels: a gentle touch
  feels like a blow, someone else’s breath
  feels like a scorching flame, a cool
  breeze feels like a freezing blast. Even
  the contact of his own clothes
  becomes unbearable; the subject feels
  like his skin is being scraped raw. He
  is rendered helpless with agony (see
  Incapacitating Conditions, p. B428).
  Duration: 1 minute.
  Cost: 8 to cast. 6 to maintain.
  Prerequisites:
  Magery 
  2 
  and
  Sensitize.
  Item
  (a) Any. Always on; only affects the
  wearer. Energy cost to create: 500. (b)
  Staff or wand. Usable only by mages;
  the item must touch the subject.
  Energy cost to create: 800.
  Weaken Blood
  Regular; Resisted by HT
  The subject acquires Hemophilia
  (p. B138) for the duration of the spell.
  All wounds will cause severe bleeding.
  This is also a Necromantic spell.
  Duration: 1 day
  Cost: 9 to cast. 5 to maintain.
  Prerequisite:
  Sickness or
  Steal
  Vitality.
  Item
  Any item; always on. The wearer is
  a hemophiliac! Energy cost to create:
  200. (Usually combined with Hex.)
  Strike Numb
  Regular; Resisted by HT
  The subject temporarily loses all
  sense of touch, as per the Numb dis-
  advantage (p. B146). This includes the
  effects of the Resist Pain spell, so it is
  sometimes a blessing in disguise. The
  subject does not feel blows (beyond a
  jolt), does not feel a pickpocket going
  through his possessions, does not feel
  the heat of the stove top he is leaning
  on . . . If the caster desires, the spell
  can selectively numb the subject
  (numbing only the arms, for instance).
  Duration: 10 seconds.
  Cost: 3 to cast. 1 to maintain.
  Prerequisite: Resist Pain.
  Item
  (a) Any. Always on; only affects the
  wearer. Energy cost to create: 300. (b)
  Staff or wand. Usable only by mages;
  the item must touch the subject.
  Energy cost to create: 800.
  Choke
  Regular; Resisted by HT
  The subject becomes unable to
  breathe (or speak) and suffers the
  effects of suffocation (see Suffocation,
  p. B436). The spell cannot be main-
  tained; so constant recasting is
  required to cut off enough of the 
  victim’s air supply to do any real harm.
  Duration: 30 seconds.
  Cost: 4. Cannot be maintained.
  Prerequisites: Magery 1 and at least
  five Body Control spells, including
  Spasm.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 200.
  Control Limb
  Regular; Resisted by Will
  One of the subject’s limbs (including
  wings, tentacles, etc) is under the cast-
  er’s control! Arms can be made to swing
  weapons (use the caster’s skill); legs can
  be made to kick, twist, and so on. The
  caster must continually concentrate to
  control the limb once the spell is cast;
  failure to do so causes the limb to “go
  dead” for the duration. The victim may
  attempt to grapple himself to prevent
  his limb from acting, but he is at -3 on
  contests of ST or DX with himself!
  If a caster forces the subject to
  attack himself with his own weapon
  or fist, hit rolls are still required
  (against the subject’s skill+4), and the
  victim may Dodge at -2. He can even
  parry (also at -2) if he has an appro-
  priate weapon in his other hand! Treat
  as Close Combat for legal weapons
  and any appropriate penalties.
  Duration: 5 seconds.
  Cost: 3 to cast. 3 to maintain. If cast
  only on a hand (or analogous limb),
  the cost to cast or maintain is only 2,
  but the subject can only be forced to
  increase or release his grip, and so on.
  This can still interfere with spellcast-
  ing gestures, throwing grenades, and
  discharging firearms . . .
  Prerequisites: Magery 1 and at least
  five Body Control spells, including
  Spasm.
  Item
  Staff or wand. Usable only by
  mages; the item must be pointed at
  the subject. Energy cost to create: 800.
  Paralyze Limb
  Melee; Resisted by HT
  The caster must strike the subject
  on a limb to trigger this spell (hits else-
  where have no effect). Armor does not
  protect. Resolve resistance on contact.
  If the subject fails to resist, the sub-
  ject’s limb is paralyzed; it is considered
  crippled for one minute.
  Duration: 1 minute.
  Cost: 3. Cannot be maintained;
  must be recast.
  Prerequisites: Magery 1 and at least
  five Body Control spells, including
  Clumsiness.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 1,000.
  Total Paralysis
  Melee; Resisted by HT
  The caster must touch the subject
  on the head (-5 to caster’s attack roll).
  If the subject fails to resist, he is total-
  ly paralyzed and cannot move at all
  for one minute (in the average game,
  until that battle is over).
  Duration: 1 minute.
  Cost: 5. Cannot be maintained;
  must be recast.
  Prerequisite: Paralyze Limb.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 2,000.
  Wither Limb
  Melee; Resisted by HT
  The caster must strike the subject
  on a limb to trigger this spell (hits else-
  where have no effect). Armor does not
  protect. Resolve resistance on contact.
  If the caster wins, the subject’s limb
  withers immediately; it is crippled for
  all purposes (see Crippling Injury,
  p. B420). The subject also takes 1d
  damage.
  
  BODY CONTROL SPELLS
  41
  Duration: Permanent unless healed
  by magic or extraordinary technology.
  Cost: 5.
  Prerequisites: 
  Magery 
  2 
  and
  Paralyze Limb.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 2,000.
  Strike Barren
  Regular; Resisted by HT
  Renders infertile any subject that
  was capable of producing offspring.
  Restoration or Remove Curse will
  undo the spell. Used on a plant, this
  spell prevents it from ever bearing
  pollen, fruit, or seed.
  This is also a Necromantic spell.
  Duration: Permanent.
  Cost: 5.
  Time to cast: 30 seconds.
  Prerequisites:
  Magery 1, Steal
  Vitality, and Decay.
  Item
  (a) Staff or wand. Usable only by
  mages; the item must touch the sub-
  ject. Energy cost to create: 200. (b) Any
  item. Always on; the wearer is infer-
  tile/barren while the item is worn.
  Energy cost to create: 800.
  Sickness
  Regular; Resisted by HT
  As listed under Mind Control Spells
  p. 138.
  Deathtouch
  Melee
  The caster must strike the subject
  to trigger this spell; hit location is
  irrelevant. The subject takes 1d dam-
  age per point of energy in the spell.
  Armor does not protect. This spell
  does affect the undead.
  Cost: 1 to 3.
  Prerequisite: Wither Limb.
  Item
  Staff or wand; the item must be
  colored jet black. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 2,500.
  Alter Voice
  Regular; Resisted by HT
  Changes the subject’s voice as the
  caster wills. If the caster is trying to
  duplicate an existing voice, the
  “model” voice should be available.
  Recreating a familiar voice from
  memory is at -2 to skill, -3 or worse if
  the caster has only heard the voice a
  few times, or a long time ago. Eidetic
  Memory is helpful here (p. 51).
  The subject’s voice can also be
  altered to make it more pleasing or
  more grating, granting a bonus or
  penalty (from +2 to -2) to reaction rolls
  and skills involving vocal communica-
  tion for the duration of the spell.
  The spell cannot “give” a voice to a
  mute person. If this spell is used to
  permanently improve a PC’s voice
  (giving him the Voice advantage), the
  GM should require him to pay the
  appropriate character points!
  This is also a Sound spell.
  Duration: 1 hour.
  Cost: 2 to cast. 2 to maintain. The
  change may be made permanent, as
  an enchantment, for a cost of 200.
  Time to cast: 1 minute.
  Prerequisites: At least four Body
  Control and four Sound spells.
  Item
  Any, but usually jewelry. Gives the
  wearer a new voice, preset by the 
  caster. Energy cost to create: 1,000.
  Alter Visage
  Regular; Resisted by HT
  Changes the subject’s face as the
  caster wills. Any new organs (e.g.,
  extra eyes) do not really function.
  Other than that, any change is possi-
  ble. If the caster is trying to duplicate
  an existing face, he is at -1 if he does
  not have the model (or a good picture)
  available; if he is not too familiar with
  the model, -2 or worse.
  This spell cannot be used to injure
  the subject. Mages do not get an auto-
  matic IQ + Magery roll to realize
  someone is under this spell.
  If this spell or Alter Body (below) is
  used to permanently improve a PC’s
  looks, the GM should require him to
  pay the appropriate character points
  for the improvement!
  Duration: 1 hour unless made per-
  manent. May be removed by Alter
  Visage, Alter Body, or Remove Curse.
  Cost: 4 to cast. 3 to maintain. May
  be made permanent, as an enchant-
  ment, for an energy cost of 40.
  Time to cast: 1 minute.
  Prerequisites: Eight Body Control
  spells and either Shapeshifting or
  Perfect Illusion.
  Item
  Any, but usually clothing or jewelry.
  Gives the wearer a new face, preset by
  the caster. Energy cost to create: 1,000.
  Alter Body
  Regular; Resisted by HT
  As for Alter Visage, except that the
  subject’s entire body (e.g., skin, hair,
  limbs) may be altered. The subject’s
  general 
  form 
  cannot 
  change:
  humanoids stay humanoid. No extra
  limbs, wings, etc., may be added.
  Simpler additions are possible (non-
  prehensile tails, horns, hooves), but
  the subject will be unfamiliar with
  them, and may suffer penalties to DX
  until a suitable adjustment period
  (GM’s decision) has passed. The sub-
  ject’s mass must remain the same;
  basic stats do not change.
  Duration: 1 hour unless made per-
  manent. May be removed by Alter
  Body or Remove Curse.
  Cost: 8 to cast. 6 to maintain. May
  be made permanent, as an enchant-
  ment, for an energy cost of 200.
  Time to cast: 2 minutes.
  Prerequisite: Alter Visage.
  Item
  Any, but usually clothing or jewel-
  ry. Gives the wearer a new appear-
  ance, preset by the caster. Energy cost
  to create: 4,000.
  Lengthen Limb
  Regular
  The caster’s arm (usually – but legs,
  pseudopods and so on are also legal)
  lengthens, becoming like a very long
  snake. The limb lengthens at a rate of 1
  yard per second, with no upper limit.
  The caster retains his full sense of
  touch, and must feel his way forward
  once the end of the limb grows out of
  view, or use Wizard Eye or some similar
  spell to guide it. He must remain still;
  the actual lengthening requires concen-
  tration, but the caster may relax once
  he has achieved the desired length.
  
  42
  BODY CONTROL SPELLS
  The extended limb may make a
  tempting target for whoever happens
  on it! When the spell ends, or in an
  emergency, the limb is “reeled back in”
  at the caster’s full Basic Speed score.
  This is useful for reaching the keys
  outside the cell, or snatching the
  caliph’s prize jewel as he sleeps.
  Duration: 1 minute.
  Cost: 2 to cast. 2 to maintain.
  Time to cast: 5 seconds.
  Prerequisites:
  Magery 
  3 
  and
  Shapeshifting.
  Item
  Wand. Usable only by mages.
  Energy cost to create: 1,000.
  Decapitation
  Regular; Resisted by HT+2
  The subject’s head comes off!
  When this spell is cast, the subject’s
  head (or one of them, if the subject
  has several) comes free of its body,
  but continues to live on its own. The
  subject is not harmed, but the head
  takes falling damage if it is not care-
  fully removed or caught! The head
  can talk, see, and control the actions
  of its body normally. If the head is
  somehow blinded (put in a bag, for
  instance), then it will have trouble
  telling its body where to walk . . .
  The spell, once cast, is permanent
  until somebody puts the head back in
  the proper place and wills it to attach
  (if the head is unwilling, proceed to a
  Regular Contest of Wills). If it is cast
  on a foe, who then regains the head
  and reattaches it, the caster has no say
  in the matter, although he can 
  certainly cast the spell again . . .
  This spell, while useful in combat,
  has several other uses. A mage with a
  broken leg could leave his body
  behind and travel with the party as a
  head! Note, however, that bodies can-
  not feed themselves without mouths,
  and if the mage attempted to cast a
  spell requiring hand motions, the
  range penalties would apply from his
  body, not his head!
  Duration: As above.
  Cost: 4.
  Time to cast: 2 seconds.
  Prerequisites: Magery 2 and Alter
  Body.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 1,000.
  Shrink (VH)
  Regular
  The caster’s size decreases, reduc-
  ing his Size modifier. For every 1 point
  of SM reduction, the caster’s ST, HP,
  and Move are all multiplied by 2/3. For
  every 2 points of SM reduction, his DR
  is reduced by 1. The caster’s clothing
  shrinks with him if he wishes, but jew-
  elry, armor, weapons, carried items,
  and other substantial volumes of hard-
  er substances remain at their original
  size (though they can be reduced 
  separately with Shrink Object).
  IQ, DX, HT, FP, Basic Speed, and
  Dodge do not change with size.
  Weight decreases dramatically; every
  point of SM reduction divides the cast-
  er’s weight by 3.5. The caster is harder
  to hit, as appropriate to his new SM.
  The GM may opt to set a floor of 1
  HP and Move 1, so that shrunken wiz-
  ards may still accomplish something
  on foot. This may not be realistic, but
  it is in keeping with the traditions of
  heroic fiction.
  Duration: 1 hour.
  Cost: 2 per -1 SM. Same cost to
  maintain.
  Time to cast: 5 seconds. Shrinkage
  occurs at a rate of 1 SM per second
  after the spell is complete.
  Prerequisites: Magery 2 and Alter
  Body.
  Item
  (a) Wand. Usable only by mages.
  Energy cost to create: 2,000. (b) A size
  change can be made permanent for
  100 times casting cost (the GM may
  require that the subject’s new size be
  maintained while the enchantment
  goes on!)
  Shrink Other (VH)
  Regular; Resisted by HT
  As Shrink, but usable on other
  beings. The spell can only be coun-
  tered by the original caster or by
  Remove Curse. The GM should keep
  in mind the potential psychological
  effects of this spell on unaware or
  unwilling subjects.
  Duration: 1 hour.
  Cost: 2 per -1 SM. Same cost to
  maintain.
  Time to cast: 10 seconds.
  Prerequisites: Magery 3 and Shrink.
  Item
  (a) Wand. Usable only by mages;
  the item must touch the subject.
  Energy cost to create: 2,000. (b) A size
  change can be made permanent for
  100 times casting cost (the GM may
  require that the subject’s new size be
  maintained while the enchantment
  goes on!)
  Enlarge (VH)
  Regular
  The caster grows in size, increasing
  his Size modifier. For every 1 point of
  increased SM, the caster’s ST, HP, and
  Basic Move are all multiplied by 1.5.
  For every 2 points of increased SM,
  his DR increases by 1. The caster’s
  clothing grows with him if he wishes,
  but jewelry, armor, weapons, carried
  items, and other substantial volumes
  of harder substances remain at their
  original size (though they can be
  enlarged separately with Enlarge
  Object). See Corpulence, p. 43, for the
  effects of “bursting” out of armor.
  IQ, DX, HT, FP, Basic Speed, and
  Dodge do not change with size.
  Weight increases dramatically; every
  point of increased SM multiplies the
  caster’s weight by 3.5.
  If the caster is enclosed in a room
  or other space that is too small to
  accommodate his larger size, his
  growth stops. However, if his maxi-
  mum thrusting damage is enough to
  penetrate the enclosure’s DR, he
  bursts through in one second per
  point of DR.
  Duration: 1 hour.
  Cost: 2 per +1 SM. Same cost to
  maintain.
  Time to cast: 5 seconds.
  Prerequisites: Magery 2 and Alter
  Body.
  Item
  (a) Wand. Usable only by mages.
  Energy cost to create: 2,000. (b) A size
  change can be made permanent for
  100 times casting cost (the GM may
  require that the subject’s new size be
  maintained while the enchantment
  goes on!)
  
  BODY CONTROL SPELLS
  43
  Enlarge Other (VH)
  Regular; Resisted by HT
  As Enlarge, but usable on other
  beings. The spell can only be coun-
  tered by the original caster or by
  Remove Curse. Cast on a volunteer
  soldier, this changes him into an
  instant siege engine . . . but also makes
  him a prime target for the enemy’s
  artillery and magic.
  Duration: 1 hour.
  Cost: 2 per +1 SM. Same cost to
  maintain.
  Time to cast: 10 seconds.
  Prerequisites:
  Magery 
  3 
  and
  Enlarge.
  Item
  (a) Wand. Usable only by mages; the
  item must touch the subject. Energy
  cost to create: 2,000. (b) A size change
  can be made permanent for 100 times
  casting cost (the GM may require that
  the subject’s new size be maintained
  while the enchantment goes on!)
  Corpulence (VH)
  Regular; Resisted by HT
  The subject’s girth temporarily
  increases by one level, going from
  Skinny to Normal, from Normal to
  Overweight, from Overweight to Fat, or
  from Fat to Very Fat, as applicable (see
  Build, p. B18, for details). Beyond Very
  Fat, the subject’s weight increases by
  100% of his base weight (not counting
  Fat or Skinny modifiers from this spell
  or otherwise) per casting. Subjects
  already 
  affected 
  resist 
  repeated 
  castings at a cumulative +5 per casting.
  In addition to the normal effects of
  the increased weight, ordinary clothes
  will rip; each piece of rigid armor will
  constrict, inflicting DR/3 points of
  crushing damage (round down), and
  then suffocate (p. B436). Once the
  subject is incapable of moving, he may
  be suffocated by his own weight.
  Duration: 10 minutes.
  Cost: 6 to cast. 6 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 2, Create
  Earth, Create Water, and at least four
  Body Control spells including Alter
  Body.
  Item
  (a) Any. Wearer acquires the new
  girth specified by the creator of the
  item. Energy cost to create: 2,000. (b)
  Staff or wand. Usable only by mages;
  the item must touch the subject.
  Energy cost to create: 1,000.
  Gauntness (VH)
  Regular; Resisted by HT
  The subject is temporarily emaciat-
  ed, losing one level of weight (the
  opposite of the Corpulence spell).
  Armor and clothing hangs on the sub-
  ject, hampering him (-2 DX). Beyond
  Skinny, the subject loses 20% of his
  current weight, and loses 1d FP, per
  casting. Repeated castings on already-
  affected subjects are resisted at a
  cumulative +5 per casting.
  Duration: 10 minutes.
  Cost: 6 to cast. 6 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 2, Earth to
  Air, Destroy Water, and at least four
  Body Control spells, including Hunger.
  Item
  (a) Any. The wearer acquires the
  gauntness specified by the creator of
  the item. Energy cost to create: 2,000.
  (b) Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 1,000.
  Transform Body
  Special
  Take the form of another sapient
  race. Each race is a different spell, to
  be learned separately. The caster may
  only learn the form of a race with
  which he is familiar. Clothing, jewelry,
  and armor do not vanish when the
  transformation occurs; a caster who
  fails to shed rigid armor may be
  painfully squeezed (see Corpulence,
  above, for details).
  The caster acquires only the physi-
  cal traits of the new form, keeping his
  original mental traits. Note that
  Fatigue Points are not increased for
  spellcasting purposes.
  The energy cost of this spell
  depends on the point value of the
  assumed form’s physical traits; it costs
  1/10 of the form’s cost to cast and 1/20
  to maintain, with a minimum of 5 to
  cast and 2 to maintain.
  Duration: 1 hour.
  Cost: Varies (see above).
  Time to cast: 1 minute.
  Prerequisite: Alter Body and three
  forms of Shapeshifting.
  Item
  Jewelry. The item must bear the like-
  ness of the shape to be taken; usable
  only by mages. There is no cost to main-
  tain the spell, but the caster cannot
  change back unless he still has the item;
  otherwise, a Remove Curse spell must
  be used if he is to regain normal form.
  Energy cost to create: 1,500.
  Transform Other
  Special; Resisted by Will
  As Transform Body, but usable on
  others. The subject cannot end the
  spell; only the caster, or a Remove
  Curse spell, can do that.
  Duration: 1 hour.
  Cost: As Transform Body, but the
  minimum cost of the spell is 10 to cast
  and 4 to maintain.
  Time to cast: 2 minutes.
  Prerequisites: Shapeshift Others
  and 
  the 
  appropriate 
  form 
  of
  Transform Body.
  Item
  (a) Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 3,000.
  Transmogrification
  Regular; Resisted by Will
  Change a person into an inanimate
  object of similar weight. The object
  may be anything that the caster is
  familiar with. A living thing with IQ 0,
  such as a plant, qualifies as an inani-
  mate object for this purpose. The sub-
  ject is conscious throughout the dura-
  tion of the spell, but cannot take any
  action, including spells or psionic
  powers. He can dimly hear what goes
  on around him and feel whatever his
  transformed self is in contact with, but
  cannot see or smell anything. If the
  object is destroyed, the subject dies; if
  it is damaged, the subject will suffer a
  proportionate loss of HP upon being
  returned to his natural form.
  Duration: 1 hour.
  Cost: 20. Same cost to maintain.
  Time to cast: 2 minutes.
  Prerequisites: Magery 3, Transform
  Other, Transform Object, and Flesh to
  Stone.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 5,000.
  
  44
  COMMUNICATION AND EMPATHY SPELLS
  Rolfe squatted and peered into the
  crevice. “This is the place, then?”
  “It is, Master Rolfe,” replied the
  cadaverous man behind him. The
  Tenebrous Assembly’s factotum had
  no magical talent of his own, but he
  had served the Grand Masters for
  longer than anyone would admit to
  recalling. “A Master enters this place;
  a Grand Master leaves.”
  Rolfe said nothing, but ducked into
  the opening and walked confidently
  into the darkness. Hours passed, and if
  the factotum heard sounds from with-
  in the mountain, he did not show it.
  Finally, as the first rays of the
  morning began to creep over the hori-
  zon, Rolfe emerged from the cave, a
  bit unsteady on his feet.
  “Grand Master?” the factotum
  asked, slightly hesitant.
  “It’s Liese this time,” the Grand
  Master replied. “What name belongs
  to this body?”
  “Rolfe, Grand Master.”
  “Mm. Rolfe took good care of him-
  self. I appreciate that; this should last
  a while before I have to return to the
  vessel. I’d prefer a woman, of course.”
  “Of course.”
  “He was good, this Rolfe. He near-
  ly fought me off. If it had been
  Melchior’s turn this time, we might
  have had to let him go, let him build a
  vessel of his own.”
  “That is the rule, Grand Master; a
  Grand Master leaves this place . . . one
  way or the other.”
  These spells deal with discerning
  (or concealing) thought and intent.
  For spells that manipulate emotions
  and loyalties, see Mind Control Spells
  (p. 133).
  Most wizards eventually learn a
  few 
  basic 
  Communication 
  and
  Empathy spells; its sensing spells are
  crucial prerequisites for such diverse
  colleges as Mind Control, Healing,
  Protection 
  and 
  Warning, 
  and
  Necromancy.
  Powerful 
  Communication 
  and
  Empathy wizards often live a very long
  time – not so much because their own
  lives are extended, but because they
  can spend a great deal of time in some-
  one else’s body while their own lies
  preserved in suspended animation.
  Sense Foes
  Information; Area
  Tells the caster if the subject has
  hostile intent, and what the degree of
  hostility is. Can be cast on one person
  or a whole area. If cast over an area,
  this spell will only detect that someone
  is hostile, without telling who.
  Base cost: 1 (minimum 2).
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 200.
  CHAPTER SIX
  COMMUNICATION
  AND EMPATHY
  SPELLS
  
  COMMUNICATION AND EMPATHY SPELLS
  45
  Sense Life
  Information; Area
  Tells the caster if there is any life in
  the subject area, and gives a general
  impression (on a good roll) of what
  kind. The caster can also specify he is
  looking for a specific sort of life:
  plants, elves, redheaded girls, or a
  named person who the caster knows.
  Base cost: 1⁄2 (minimum 1).
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 80.
  Sense Emotion
  Regular
  Know what emotions the subject is
  feeling at the moment. It works on any
  living being, though it tends to be most
  useful on sapient beings. This will also
  tell how loyal the subject is to the 
  caster (see Loyalty of Hirelings,
  p. B518).
  Cost: 2.
  Prerequisite: Sense Foes.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 300.
  Hide Emotion
  Regular; Resists 
  emotion readings
  This spell gives its subject the out-
  ward appearance of deep calm. It
  resists Aura and Sense Emotion (and
  Sense Foes, at the GM’s option) as well
  as any attempt to gauge the subject’s
  emotional state by other means
  (Empathy, psionics, Body Language,
  etc). This spell is a great favorite of
  diplomats, courtiers, and poker play-
  ers. It can grant up to a +4 bonus
  (GM’s judgment) to any skill where
  masked emotions are valuable.
  Duration: 1 hour.
  Cost: 2 to cast. 2 to maintain.
  Prerequisite: Sense Emotion.
  Item
  Cap, crown, or other headgear.
  Energy cost to create: 200.
  Persuasion
  Regular; Resisted by Will
  Used when a reaction roll is
  required, this spell makes the subject
  (one sapient creature – racial IQ 6 or
  better) more likely to react favorably.
  Duration: 1 minute.
  Cost: Twice the bonus to be added
  to the roll. Same cost to maintain
  (maximum 5).
  Prerequisite: Sense Emotion.
  Item
  Cap, crown, helmet, or other head-
  gear. The item must include a purple
  jewel (garnet or amethyst) worth at
  least $200. Usable only by mages.
  Energy cost to create: 1,000.
  Vexation
  Regular; Resisted by Will
  Used when a reaction roll is
  required, this spell makes the subject
  (one sapient creature of racial IQ 6 or
  better) more likely to react unfavor-
  ably. Frequently used by spies to 
  sabotage diplomatic missions.
  Duration: 1 minute.
  Cost: Twice the penalty subtracted
  from the roll to cast. Same cost to
  maintain (maximum 5).
  Prerequisite: Sense Emotion.
  Item
  Cap, crown, or other headgear.
  Usable only by mages. Energy cost to
  create: 1,000; the item must include a
  purple jewel (garnet or amethyst)
  worth at least $200.
  Truthsayer
  Information; Resisted by Will
  Tells whether the subject is lying or
  not. May be cast in two ways:
  1. To tell whether the subject has
  told any lies in the last 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 caster is not touching
  subject, calculate range as for a
  Regular spell.
  Cost: 2.
  Prerequisite: Sense Emotion.
  Item
  Crown, helmet, or other headgear.
  Energy cost to create: 500.
  Dream Viewing
  Regular; Resisted by Will
  View a subject’s dreams; they
  appear on any smooth surface of your
  choice (such as a basin of water, mir-
  ror, gem facet, etc). Use the long-
  distance and Mind-Reading modifiers
  (p. 14 and p. 46, respectively). If the
  caster and subject don’t know each
  other, there is a further -2 penalty.
  Duration: 1 hour.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 10 seconds.
  Prerequisite: Truthsayer or Sleep.
  Item
  Mirror. Energy cost to create: 300.
  Dream Sending
  Regular; Resisted by Will
  The caster uses this spell to send a
  dream vision to the subject, who must
  be asleep at the time of the casting.
  The message is seen in dream-symbols
  by the subject, who must roll vs. IQ-5 or
  a skill such as Fortune-Telling (Dream
  Interpretation) (p. B196) to interpret it
  correctly. The margin of success of the
  roll indicates how well the message is
  understood. Use of the Dreaming skill
  by the subject could distort or obliter-
  ate the message (GM’s discretion).
  The caster tells the GM the exact
  meaning (it is a good idea to limit the
  length of the message to as many
  words as the caster has skill with the
  spell). The GM, in turn, tells the sub-
  ject what he understood (roll in secret,
  as a critical failure will lead to com-
  plete misunderstanding!). Use the
  long-distance 
  and 
  Mind-Reading
  modifiers (p. 14 and p. 46). If the cast-
  er and subject don’t know each other,
  there is a further -2 penalty. This is
  also a Mind Control spell.
  Duration: 1 hour.
  Cost: 3. One try per night. Cannot
  be maintained.
  Time to cast: 1 minute.
  Prerequisite: Dream Viewing or
  Sleep.
  Item
  Wand or staff. Energy cost to create:
  400.
  
  46
  COMMUNICATION AND EMPATHY SPELLS
  Dream Projection
  Regular
  Using this spell, the caster projects
  his presence into the subject’s dreams
  to converse with him. Roll a Quick
  Contest of the spell’s skill vs. the sub-
  ject’s Will every minute; once the sub-
  ject wins, the spell is broken and no
  further contact is possible that night.
  Use the long-distance and Mind-
  Reading modifiers (p. 14 and p. 46). If
  the caster and subject don’t know each
  other, there is a further -2 penalty. The
  subject may use his Dreaming skill
  (see p. B188) to help the process; roll
  every minute to skip the contest. This
  is also a Mind Control spell.
  Duration: 1 minute. Each minute
  allows the exchange of two sentences
  (one from the caster and one from the
  subject).
  Cost: 3 to cast. 3 to maintain. One
  try per night.
  Time to cast: 1 minute.
  Prerequisite: Dream Sending.
  Item
  Headgear. Usable only by mages.
  Energy cost to create: 800.
  Hide Thoughts
  Regular
  Resists all Mind-Reading and
  Thought-Control attempts on the sub-
  ject. The “attacking” ability must win a
  Quick Contest against this spell in
  order to affect the subject. If the
  attacking 
  ability 
  pierces 
  Hide
  Thoughts, the subject still gets his nor-
  mal resistance roll (roll separately).
  This spell does not affect previously
  established mental control.
  Duration: 10 minutes.
  Cost: 3 to cast. 1 to maintain.
  Prerequisite: Truthsayer or Hide
  Emotion.
  Item
  Crown, helmet, or other headgear.
  Energy cost to create: 1,000.
  Lend Language
  Regular
  Subject gains a language (sapient
  creatures only) at the caster’s compre-
  hension level or Accented – whichever
  is less. The caster must know the lan-
  guage in question.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Either Beast Speech
  or 
  three 
  Communication 
  and
  Empathy spells.
  Borrow Language
  Regular
  Caster gains a language at the sub-
  ject’s comprehension level or Accented
  – whichever is less. The subject must
  know the language in question.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Lend Language.
  Gift of Tongues (VH)
  Regular
  Give speech and understanding of
  any language (sapient creatures only).
  Cannot provide speech or hearing to
  one who lacks these abilities.
  Duration: 1 minute.
  Cost: 2 for Broken comprehension;
  4 for Accented comprehension; 6 for
  Native 
  comprehension. 
  Half 
  to 
  maintain.
  Prerequisites: Borrow Language
  and three languages spoken at
  Accented or better.
  Item
  Headgear or jewelry. Only affects
  the wearer, and only for certain lan-
  guages. Energy cost to create: 300 per
  language included (must be known to
  creator).
  Gift of Letters (VH)
  Regular
  Give literacy in any language (sapi-
  ent creatures only).
  Duration: 1 minute.
  Cost: 2 for Broken comprehension;
  4 for Accented comprehension; 6 for
  Native 
  comprehension. 
  Half 
  to 
  maintain.
  Prerequisites: Borrow Language
  and three languages written at
  Accented or better.
  Item
  Headgear or jewelry. Only affects
  the wearer, and only for certain lan-
  guages. Energy cost to create: 300 per
  language included (must be known to
  creator).
  Mind-Reading
  Regular; Resisted by Will
  Read a subject’s mind. Works on
  any living being, but is most useful on
  sapient creatures. Detects only surface
  thoughts (what the subject is thinking
  at that moment). This spell will not
  work on sleeping or unconscious sub-
  jects. The subject is not aware his
  mind is being read, except in the case
  of a critical failure.
  Modifiers: -2 if the caster does not
  know the subject’s native language; -2
  if the subject is of a different race – or
  -4 or more if the subject is totally
  alien!
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 10 seconds.
  Prerequisite: Truthsayer or Borrow
  Language.
  Item
  Crown, helmet, or other headgear.
  Usable only by mages. Energy cost to
  create: 1,000.
  Mind-Search (VH)
  Regular; Resisted by Will
  Search a subject’s mind to find
  deep thoughts and knowledge of
  things the subject is not thinking
  about at the moment. In effect, the
  caster may ask one simple question
  (answered by no more than 10 words)
  per minute, and get the most truthful
  answer the subject can give. The sub-
  ject is not aware of the intrusion,
  except in case of a critical failure.
  Language is no barrier for this
  spell, and the subject may even be
  asleep. Subjects of different races may
  be harder to mind-search, at the GM’s
  discretion.
  Modifiers: Same as Mind-Reading,
  above. If the subject has magically
  been caused to forget something, this
  spell cannot recover it.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 1 minute.
  Prerequisite: Mind-Reading.
  Item
  Cap, crown, helmet, or other head-
  gear. Usable only by mages. Energy
  cost to create: 1,500.
  
  COMMUNICATION AND EMPATHY SPELLS
  47
  Mind-Sending
  Regular
  Send your thoughts to a subject in
  a one-way communication. Trans-
  mission proceeds at only talking
  speed, though the caster may also
  send simple pictures (the time
  required is equal to the time it would
  take the subject to copy the picture on
  paper or parchment).
  When figuring the distance penal-
  ty, use the long-distance modifiers
  (p. 14). If caster and subject don’t
  know each other, there is an 
  additional -4 penalty.
  Duration: 1 minute.
  Cost: 4 to cast. 4 to maintain.
  Time to cast: 4 seconds.
  Prerequisite: Mind-Reading.
  Item
  Cap, crown, helmet, or other head-
  gear. Usable only by mages. Energy
  cost to create: 1,500.
  Telepathy (VH)
  Regular
  Full two-way communication, like
  Mind-Reading and Mind-Sending
  combined. The subject must be will-
  ing. Both caster and subject know the
  whole of each others’ thoughts and
  what the other is experiencing; they
  communicate at the speed of thought.
  Other people can “enter the link” – a
  new casting of the spell (by anyone
  involved) is required for each new per-
  son to enter. To eavesdrop on an exist-
  ing telepathic link without being
  noticed, there is a -4 skill penalty.
  If caster and subject know each
  other and the subject expects the
  “call,” there is no distance penalty.
  Otherwise, assess penalties as for
  Mind-Sending. The spell cannot 
  work 
  across 
  time, 
  dimensions, 
  interplanetary space, etc.
  Duration: 1 minute.
  Cost: 4 to cast. 4 to maintain, for a
  2-way link. Same cost for each 
  additional person added.
  Time to cast: 4 seconds.
  Prerequisite: Mind-Sending.
  Item
  Cap, crown, helmet, or other head-
  gear. Usable only by mages. Energy
  cost to create: 2,000.
  Retrogression
  Regular; Resisted by Will
  Causes a subject to re-experience
  an event from his past life (or lives!)
  This can be a torment or as a boon.
  Different kinds of memories have
  different effects. A terrifying memory
  requires a Fright Check at -3 or more;
  the memory of one’s violent death, for
  example (in a campaign where
  Resurrection is possible), requires a
  Fright Check at -5. The memory of a
  wound or illness requires a HT-3 roll;
  failure inflicts one point of damage. A
  memory of slavery or degradation
  reduces Will by 1 for 3d hours unless a
  Will-3 roll is made. A memory of per-
  sonal triumph and power increases
  Will by 1 for 3d hours if an IQ roll is
  made. The GM judges the effects of
  any other type of memory.
  The caster only specifies the type of
  event to be relived; he cannot use this
  spell to “rummage” through the 
  memories of the subject.
  Unless stunned, the subject must
  roll his Body Sense to act on the turn
  following a Retrogression.
  Duration: The memory takes one
  second to relive (although it may seem
  like more to the subject).
  Cost: 5. Cannot be maintained. One
  try per day.
  Time to cast: 10 seconds.
  Prerequisites: Mind-Search and
  Mind-Sending.
  Item
  (a) Headgear. Every time it is put
  on, the wearer relives his worst or best
  memory (creator’s decision, but GM’s
  judgment as to which memory that
  turns out to be). Energy cost to create:
  350. (b) Staff, wand, or jewelry. Usable
  only by mages. Energy cost to create:
  400.
  Lend Skill
  Regular
  Subject gains a skill at (controlling
  attribute)+4 or increases his existing
  skill by 4 levels – whichever is more.
  Subject’s skill cannot become higher
  than caster’s skill. Caster must know
  the skill in question (either normally
  or by Borrow Skill, below). Does not
  work on languages or spells.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Mind-Sending and IQ
  11+.
  Borrow Skill
  Regular
  The caster gains a skill at (control-
  ling attribute)+4 or increases his exist-
  ing skill by 4 levels – whichever is
  more. Caster’s skill cannot become
  higher than subject’s skill. Subject
  must be willing, and know the skill in
  question. Will not work on languages
  or spells.
  Duration: 1 minute.
  Cost: 4 to cast. 3 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Lend Skill.
  Compel Truth
  Information; Resisted by Will
  The subject becomes unable to lie,
  though he may keep silent or tell par-
  tial truths (this must be roleplayed).
  The spell does not force him to volun-
  teer information; he merely cannot
  say anything he believes to be untrue.
  Duration: 5 minutes.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites:
  Magery 
  2 
  and
  Truthsayer.
  Item
  Torc or heavy necklace; the wearer
  cannot lie. Energy cost to create: 600.
  Whoso regardeth dreams is like him that
  catcheth at a shadow, and followeth after the
  wind. 
  – Ecclesiasticus 34:2
  
  48
  COMMUNICATION AND EMPATHY SPELLS
  Compel Lie
  Regular; Resisted by Will
  As listed under Mind Control Spells,
  p. 137.
  Insignificance
  Regular; Special Resistance
  Causes all beings with whom the
  subject has social contact to ignore or
  disregard him. Only beings who have
  a reason to notice that particular per-
  son or someone in his particular situ-
  ation can resist the spell with Per – the
  subject himself does not get to resist.
  Viewers get a bonus to their resistance
  roll equal to the subject’s total
  Appearance modifier, whether positive
  or negative. Thus, viewers of an
  Attractive subject resist with Per+1,
  but viewers of an Unattractive subject
  also resist with Per+1.
  The spell’s effects are limited in
  magnitude; the subject could slip
  unnoticed through a crowd, but would
  be stopped by guards if trying to go
  where he should not. He can get some-
  one’s attention by grabbing him, but is
  then likely to get a negative reaction. If
  he steals something or commits some
  other objectionable act (removing his
  clothing, perhaps), all witnesses get a
  new resistance roll. If he attacks some-
  one, that person is automatically
  released from the spell – furthermore,
  the victim’s cries for help won’t be
  ignored!
  Insignificance and Presence resist
  each other.
  Duration: 1 hour.
  Cost: 4 to cast. 4 to maintain.
  Time to cast: 10 seconds.
  Prerequisites:
  Persuasion 
  and
  Avoid.
  Item
  (a) Cloak, jewelry, or headgear.
  Always on; the wearer is ignored!
  Energy cost to create: 700. (b) Wand or
  staff; usable only by mages. Energy
  cost to create: 450.
  Presence
  Regular; Special Resistance
  Causes all beings with whom the
  subject has social contact to pay atten-
  tion. Each being who attempts to
  ignore the subject gets to resist the
  spell with Will – but the subject himself
  does not get to resist! The spell does
  not guarantee a good reaction from
  those it affects – it doubles the positive
  or negative modifier! If he has no pos-
  itive or negative modifiers, it gives him
  a +1 modifier. Most people will
  assume, if a person stands out for no
  reason that they can put their fingers
  on, that there must be something
  worth seeing.
  Someone affected by this spell can
  easily be followed in a crowd or along
  city streets. The searcher can simply
  ask bystanders, “Did you see so-and-so
  come by here?” and quickly resume
  the pursuit.
  Presence and Insignificance resist
  each other.
  Duration: 1 hour.
  Cost: 4 to cast. 4 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Persuasion and Lure.
  Item
  (a) Cloak, jewelry, or headgear.
  Always on; the wearer attracts atten-
  tion. Energy cost to create: 700. (b)
  Wand or staff; usable only by mages.
  Energy cost to create: 450.
  Communication (VH)
  Regular
  This spell allows the caster to set
  up two-way communication with the
  subject. Each participant sees an
  image of the other, allowing “real-
  time” conversation. Use the long-
  distance modifiers (p. 14) unless the
  caster knows the subject and the sub-
  ject was expecting the “call,” in which
  case no distance modifiers apply!
  Apply an additional -4 to skill if the
  caster does not know the subject.
  The communication is audio-visual
  only. However, if the caster also knows
  Far-Tasting and Odor, he may add
  smell to the communication for an
  extra point of energy (both for casting
  and maintenance).
  Others can join the “conference” at
  any time – a new casting of the spell
  (by anyone involved) is required for
  each new person to enter.
  This communication is, obviously,
  not secure.
  Duration: 1 minute.
  Cost: 4 to cast. 4 to maintain. Same
  cost for each additional person joining
  the communication.
  Time to cast: 4 seconds.
  
  COMMUNICATION AND EMPATHY SPELLS
  49
  Prerequisites: Wizard Eye, Far-
  Hearing, Voices, and Simple Illusion.
  Item
  Headgear, bowl, mirror, or crystal
  ball. Usable only by mages. Energy
  cost to create: 800.
  Message
  Regular; Resisted by spells that
  block sound
  As listed under Sound Spells, p. 174.
  Machine Speech/TL
  Regular
  As listed under Technological Spells,
  p. 176.
  Soul Rider
  Regular; Resisted by Will
  The caster can see through the sub-
  ject’s eyes, hear through his ears, etc.,
  whenever he concentrates. (The caster
  also remains aware of his own body
  and may act normally). The caster
  exerts no control whatsoever over the
  subject, and does not know the sub-
  ject’s thoughts. The subject must be
  sapient (IQ 6 or better). Skill is at -2 if
  the subject is of a different race; if the
  subject is totally alien, -4 or more!
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Mind-Reading.
  Item
  A pair of identical pieces of jewelry
  – one gold, one silver. The gold one
  must be worn by the caster, the silver
  one by the subject. The spell can then
  be cast at any time, regardless of dis-
  tance. Usable only by mages. If a
  Powerstone is included in the item, it
  is in the gold one. If either item is bro-
  ken, the other loses its enchantment.
  Cost to create: 1,000 energy (for the
  pair), and a $100 opal for each piece.
  Control Person
  Regular; Resisted by Will
  Use all the victim’s senses and con-
  trol all the victim’s physical actions
  (the caster has no access to the sub-
  ject’s memories, skills, spells, etc.). The
  subject retains his memory and wits
  and is aware of what is happening –
  though not of the caster’s identity. The
  caster can only “animate” one body at
  a time, and must concentrate to con-
  trol the subject’s body. When he con-
  centrates, his own body falls limp;
  when he stops concentrating, the sub-
  ject regains control of his own body.
  The caster can move between the 
  bodies freely while the spell lasts.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisite:
  Soul 
  Rider 
  or
  Telepathy.
  Item
  Crown, helmet, or other headgear.
  Usable only by mages. Energy cost to
  create: 1,500.
  Possession (VH)
  Regular; Resisted by Will
  Like Control Person – except the
  victim is unconscious throughout the
  “possession,” and the caster has full
  access to the subject’s memories,
  skills, and spells. While in the subject’s
  body, the caster has his own skills and
  spells, and may use all the subject’s
  skills, spells, and memories as though
  they were his own (the subject’s phys-
  ical skills are at -1). The caster’s own
  body lies unconscious during the
  spell, and must be safeguarded.
  Duration: 1 minute.
  Cost: 10 to cast. 4 to maintain.
  Time to cast: 1 minute.
  Prerequisite: Magery 1 and either
  Control Person or Beast Possession.
  Item
  Cap, crown, helmet, or other head-
  gear. Usable only by mages. Energy
  cost to create: 2,500.
  Dispel Possession
  Regular; Resisted by spell on
  subject
  Ends any Soul Rider, Control, or
  Possession spell (or their animal
  equivalents) affecting the subject.
  Cost: 10.
  Time to cast: 10 seconds.
  Prerequisite: Soul Rider, Posses-
  sion, or (GM’s option) “holy” religious
  status.
  Item
  Staff or wand. Usable only by
  mages. The item must touch the 
  possessed subject. Energy cost to 
  create: 300.
  Permanent Possession
  (VH)
  Regular; Resisted by Will
  Like Possession – but the caster
  remains in the body of the subject until
  he chooses to leave, or is expelled by
  Dispel Possession or Remove Curse.
  The caster’s own body is in Suspended
  Animation (p. 94) while the spell con-
  tinues. If the caster’s body dies, the spell
  is broken. Whenever the subject body
  takes damage, the caster must roll vs.
  his own body’s HT, or take the same
  damage. If the subject body dies, the
  caster must roll vs. HT or die himself!
  Duration: Indefinite (could be per-
  manent).
  Cost: 30.
  Time to cast: 5 minutes.
  Prerequisites:
  Magery 
  3 
  and
  Possession.
  Item
  Cap, crown, helmet, or other head-
  gear. Usable only by mages. Energy
  cost to create: 3,000.
  Exchange Bodies (VH)
  Regular; Resisted by Will
  The caster permanently exchanges
  bodies with the subject. The subject
  may be any living creature. The only
  way this spell can be reversed, once it
  has been cast, is to cast it again; Dispel
  Possession or other anti-magic will
  not work. The attributes of ST, DX,
  and HT, as well as all physical advan-
  tages and disadvantages, go with the
  body; IQ, memory, personality, and all
  skills and spells go with the mind.
  Note: Exchange Bodies may result
  in the caster increasing his point
  value. The GM may wish to charge the
  old wizard for the difference in char-
  acter point value. See Mind Transfer
  (p. B296) for more on this. To help
  keep body-hopping wizards under
  control, the GM may wish to require
  some rare spell materials for this spell
  (p. 8).
  Duration: Permanent.
  Cost: 120.
  Time to cast: 1 hour.
  Prerequisites: Permanent Posses-
  sion and Soul Jar.
  
  Lady Ann glared at a small hillock
  at the southeast corner of the garden.
  “Bayard!” she called to her cousin.
  Reclining on a couch inside,
  Bayard sighed heavily, handed his
  book to a faceless servitor, and glided
  over to join her on the balcony.
  “Ann, darling, I’m sure that what-
  ever you’re doing is a credit to the
  Goulding name, but I’d really rather
  not be bothered.”
  “Be useful for a change, dear. That
  rise out there: too low?”
  Bayard sniffed. “At the moment,
  yes. I’m not sure what you can do,
  though; if it gets any higher you’ll be
  blocking the view of the path to the
  creek. What did you do with the pond
  that used to be on the left there?”
  “I didn’t like it there in the shade.
  Here, let me try something.”
  Her fingers flicked carefully and
  precisely, and a depression formed in
  the lawn in front of the hillock. As they
  watched, water turned the depression
  into a small pond, sparkling in the
  afternoon sun.
  “Oh, that is nice. It balances well,
  and now you don’t need to raise that
  mound. Brilliant as always.”
  “Thank you, Bayard. You can go
  back to whatever it was now.”
  Bayard 
  grinned 
  and
  skipped back into the man-
  sion. Lady Ann turned her eye
  to the garden maze; she’d had
  some 
  novel 
  ideas 
  about 
  topiary.
  These spells deal with the
  traditional magical “element”
  of earth. Except as noted,
  none of these spells affect
  stone or metal. More spells for
  affecting metal appear under
  Technological Spells (p. 182).
  The College of Earth is not
  for dabblers. Very few spells
  are available to wizards who
  have not mastered all the
  basic spells of the college, and
  few spells of any kind are
  accessible to nonmages.
  Seek Earth
  Information
  Tells the caster the direc-
  tion and approximate distance
  of the nearest significant
  amount of any one type of
  earth, metal, or stone. Use the
  long-distance 
  modifiers
  (p. 14). Any known sources of
  that material may be excluded
  if the caster specifically men-
  tions them before beginning.
  Cost: 3.
  Time to cast: 10 seconds.
  Item
  A forked stick with an ounce of the
  desired earth/stone/metal set in the tip;
  each stick will find only that one kind
  of earth. Cost to create: 50 energy, and
  cash to buy an ounce of the material
  sought.
  Shape Earth
  Regular
  Move earth about and shape it into
  any form. If the form is stable (e.g., a
  hill), it will permanently remain after
  50
  EARTH SPELLS
  CHAPTER SEVEN
  EARTH SPELLS
  
  shaping. An unstable form (e.g., a col-
  umn or wall) lasts only while the spell
  continues – no special concentration
  is required – and then collapses. An
  Architecture roll may be required to
  create a stable form.
  Earth moved with this spell travels
  at only Move 2; stone travels at Move
  1. It can harm no one except by flow-
  ing over an immobile person and
  burying him. If earth is moved onto a
  person to bury him – or from beneath
  him, to create a hole – he may move
  normally on his next turn, to escape.
  He is trapped only if he fails to do so.
  Anyone buried in loose earth by
  this spell may try to claw his way out.
  One roll, at ST-4, is allowed per sec-
  ond. GMs may make this roll harder if
  the victim is buried under more than 2
  cubic yards of earth! The victim can
  hold his breath (see Holding Your
  Breath, p. B351), but he eventually
  risks suffocation (see Suffocation,
  p. B436). A victim buried in stone may
  hold his breath, but unless he has
  some means of digging through solid
  stone, escape is unlikely.
  Duration: 1 minute.
  Cost: 1 per cubic yard of earth
  shaped (minimum 2). Half that to
  maintain (round up). Double cost to
  shape stone; sextuple cost to shape cut
  or worked stone, like a wall. It’s not
  easy to make your own door into the
  castle.
  Prerequisite: Seek Earth.
  Item
  Staff, wand, piece of jewelry, or dig-
  ging tool. Energy cost to create: 200
  (500 for an item that will shape stone).
  Seek Pass
  Information
  Tells the caster the direction and
  approximate distance of the nearest
  pass through a mountain range. Use
  the long-distance modifiers (p. 14).
  Cost: 3.
  Time to cast: 10 seconds.
  Prerequisite: Seek Earth.
  Earth Vision
  Regular
  See through the earth – to find
  caves, bodies of ore, buried treasure,
  entombed victims, etc. Earth and
  uncut stone (up to 50 yards deep) are
  transparent to the subject, wherever
  he looks. Metal is not transparent; nei-
  ther are cut stone, bricks, etc. Thus,
  this spell won’t let you look through
  castle walls.
  This is also a Knowledge spell.
  Duration: 30 seconds.
  Cost: 2 per 10 yards of depth to
  cast. Same cost to maintain.
  Prerequisite: Shape Earth.
  Item
  Any. Energy cost to create: 400.
  Earth to Stone
  Regular
  Turns an item of earth or clay into
  hard stone (but not gemstone), or
  turns an item of stone into a simple
  metal like bronze or iron. For double
  energy cost, turns an item of earth or
  clay into metal.
  Duration: Permanent.
  Cost: 3 per cubic yard (minimum
  3).
  Prerequisites: Magery 1 and Shape
  Earth.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 300.
  Create Earth
  Regular
  Create good, solid earth where
  none existed before. This earth must
  be created in contact with the ground
  – not hanging in the air or floating in
  the sea!
  Duration: Permanent.
  Cost: 2 per cubic yard to create
  earth from nothingness (minimum 2);
  1 per cubic yard to solidify mud into
  good earth (minimum 1).
  Prerequisite: Earth to Stone.
  Item
  Staff or wand. Energy cost to create:
  500.
  Earth to Air
  Regular
  As listed under Air Spells p. 25.
  Flesh to Stone
  Regular; Resisted by HT
  “Petrifies” a living subject (and all
  his gear!), turning him to stone. Must
  affect the entire subject.
  Duration: Instantaneous, unless
  reversed by Stone to Flesh.
  Cost: 10. For double cost, a subject
  may be turned into a metallic statue.
  Time to cast: 2 seconds.
  Prerequisite: Earth to Stone.
  Item
  Staff or wand. Usable only by
  mages. Energy cost to create: 1,000.
  The item must touch the victim for the
  spell to work.
  Stone to Earth
  Regular
  Turns any kind of stone (including
  gemstone) into simple earth. Must be
  cast on a whole stone or block, rather
  than a part of it. This spell also trans-
  mutes metal into stone, or transmutes
  metal into earth for double cost.
  Duration: Permanent.
  Cost: 6 per cubic yard (minimum
  6).
  Prerequisites: Earth to Stone or any
  four Earth spells.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 400.
  Predict Earth Movement
  Information
  Accurately predicts any landslides,
  earthquakes, or volcanic activity likely
  to occur within a given area over a
  given period. It gives approximate
  information regarding the nature,
  location, and severity of the impend-
  ing disaster. This spell cannot forecast
  magically created earthquakes or 
  volcanoes.
  Cost: 2 times the length of the fore-
  cast in days. Double the cost for a
  place outside the local area (beyond
  the horizon). Quadruple the cost for a
  place on another continent.
  Time to cast: 5 seconds per day of
  forecast.
  Prerequisite: Four Earth spells.
  EARTH SPELLS
  51
  
  Sand Jet
  Regular
  Shoot a thin jet of sand particles
  from one hand. Each turn, the caster
  rolls versus DX-4 or Innate Attack skill
  to hit. This attack may be dodged or
  blocked, but not parried. If the spell
  strikes the face, it causes no injury, but
  temporarily blinds the target unless he
  makes a HT roll.
  If he fails the HT roll, he is blinded
  (see Visibility, p. B394) for one second
  per energy point put into the spell.
  After the target can see again, blurry
  vision gives him a -3 penalty to all
  combat skills for a further 1d seconds.
  On a critically failed HT roll, the target
  is blinded for 1d seconds per point put
  into the spell. On a successful HT roll,
  the victim closes his eyes for the dura-
  tion of the spell, and is thus unable to
  see for one second. On a critical 
  success, the victim is unaffected.
  Duration: 1 second.
  Cost: 1 to 3. The jet’s range in yards
  is equal to the energy put into it. Cost
  to maintain is the same.
  Prerequisite: Create Earth.
  Item
  Jewelry, staff, or wand; usable only
  by mages. Energy cost to create: 600.
  Mud Jet
  Regular
  Shoot a thin jet of mud from one
  finger. Each turn, the caster rolls ver-
  sus DX-4 or Innate Attack skill to hit.
  This attack may be dodged or blocked,
  but not parried. It does knockback on
  all targets; it can kill or knock down
  flying swarm creatures. It will 
  extinguish a one-yard-radius area of
  normal fire.
  If the spell strikes the face, it tem-
  porarily blinds the target (see
  Visibility, p. B394) unless he makes a
  HT roll. If he fails the HT roll, each
  energy point in the spell blinds him for
  one second. After the target can see
  again, blurry vision gives him a -3
  penalty to all combat skills for a fur-
  ther 1d seconds. On a critical failure of
  the HT roll, the target is blinded for 1d
  seconds per point in the spell. On a
  successful HT roll, the victim covers
  his eyes and is therefore unable to see
  for one second. On a critical success,
  the victim is unaffected.
  This is also a Water spell.
  Duration: 1 second.
  Cost: 1 to 3. Does 1d of knockback
  for every point used. Range is equal to
  the number of dice. Cost to maintain
  is the same.
  Prerequisites: Water Jet and Create
  Earth, or Create Water and Sand Jet.
  Item
  Staff or wand. Usable only by
  mages. The jet issues from the item’s
  tip. Energy cost to create: 600.
  Stone Missile
  Missile
  Create a ball of stone and fire it
  from one hand, injuring anything it
  hits. This spell has 1⁄2D 40, Max 80,
  Acc 2.
  Cost: Any amount up to your
  Magery level per second, for 3 sec-
  onds. The missile does 1d + 1 crushing
  damage per energy point.
  Time to cast: 1 to 3 seconds.
  Prerequisite: Create Earth.
  Item
  Staff or wand – the missile is fired
  from the end of the item. Usable only
  by mages. Energy cost to create: 400.
  Walk Through Earth
  Regular
  Pass through earth as if it were air.
  With this spell, the subject could walk
  through the stone wall of a dungeon
  or the earthen wall of a hut. This spell
  does not open a passage so that others
  can follow. It also doesn’t reveal what
  is on the other side. If the caster also
  knows Earth to Air, he will automati-
  cally have breathing air during his
  journey, at no energy cost. Otherwise,
  he must hold his breath!
  Should the spell end before the sub-
  ject regains the open air, he is buried in
  earth or stone, as the case may be. He
  is not automatically harmed, but will
  suffocate (see Suffocation, p. B436) if
  he cannot escape.
  Duration: 10 seconds.
  Cost: 3 to cast. 3 to maintain.
  Double cost to pass through stone.
  Triple cost to pass through metal.
  Prerequisites: Four Earth spells.
  Item
  Gray cloak or silver jewelry; only
  affects the wearer. Energy cost to 
  create: 1,200.
  Earth to Water
  Regular
  Turns earth to mud (or water).
  Various uses of this spell include bog-
  ging down enemies or pursuers, mak-
  ing mud packs to treat insect stings,
  softening earth to use for clay 
  dummies or decoys, etc.
  This is also a Water spell.
  Duration: Permanent.
  Cost: 1 per cubic yard of earth
  turned into mud. Double to turn earth
  into water.
  Prerequisites: Magery 1, Create
  Water, and Shape Earth.
  Item
  Staff, wand, or jewelry. Usable only
  by mages; the item must touch the
  subject. Energy cost to create: 500.
  Partial Petrifaction
  (VH)
  Melee; Resisted by HT
  Turns part of a living subject to
  stone, usually leaving him immobile
  but still able to talk or be tortured. The
  caster must touch the subject. The
  body parts changed are at the discre-
  tion of the caster; the spell can petrify
  anything from a single finger to the
  entire body from the neck down, but
  the head can never be affected. The
  subject’s metabolism is magically
  altered to survive the experience, but
  he understandably finds the experi-
  ence intensely uncomfortable, what-
  ever else is done to him.
  Petrified body parts are immobile,
  numb, and have DR 10. Victims of this
  spell suffer a DX penalty on any phys-
  ical action they attempt: -1 or more,
  depending on details of the casting
  and the action.
  Clothes, jewelry, etc., may be
  “caught up” in the spell and included
  in the petrifaction, but magic items or
  anything carried in the hand or a
  backpack remain unchanged.
  Either Stone to Flesh or Remove
  Curse is required to negate this spell.
  Duration: Permanent (until negat-
  ed).
  Cost: 12. It costs more to petrify
  larger subjects, just as if it were a
  Regular spell (i.e., 24 energy for SM
  +1, 36 energy for SM +2, etc.)
  Time to cast: 3 seconds.
  52
  EARTH SPELLS
  
  Prerequisites: Magery 2 and Flesh
  to Stone.
  Item
  Staff, wand, or jewelry. Usable only
  by mages; the item must touch the
  subject. Energy cost to create: 1,300.
  Rain of Stones
  Area
  Stones rain from the sky onto the
  area, causing 1d-1 crushing damage
  per second to all within it. Characters
  and creatures under the rain of stones
  take damage on their own turns; if less
  than an entire second is spent in the
  affected area, damage is halved
  (round down).
  The spell can only be cast outdoors.
  Armor protects in the usual fashion. A
  shield with a DB of 2 or better can be
  held overhead to block the stones, but
  it may take damage (p. B484). This
  requires two hands and a Ready
  action, and succeeds automatically in
  protecting the character once the
  shield is readied upward, but this
  unreadies the shield from its normal
  protective functions!
  Inanimate objects, such as build-
  ings, protect with their DR.
  Duration: 1 minute.
  Base cost: 1 to cast (minimum 2).
  Same cost to maintain. For double
  base cost, the Rain of Stones does 2d-
  2 per second!
  Prerequisites: Magery 2 and Create
  Earth.
  Item
  Staff. Usable only by mages. Energy
  cost to create: 500.
  Entombment
  Regular; Resisted by HT
  The earth instantly swallows the
  subject. He remains in Suspended
  Animation (as per p. 94), in a tiny
  spherical chamber 50 feet under-
  ground, until rescued by tunneling or
  the reverse of this spell. A mage who
  casts Entombment on himself may
  elect to stay awake, but this is unwise
  unless he has some means of breathing
  while entombed!
  Duration: 
  Permanent, 
  unless
  reversed by this spell.
  Cost: 10 (but only 6 to reverse an
  entombment).
  Time to cast: 3 seconds.
  Prerequisites: Magery 2 and five
  Earth spells.
  Item
  Wand or staff – must be colored jet
  black. Usable only by mages. Energy
  cost to create: 1,200. The item must
  touch the victim for the spell to work.
  Essential Earth
  Regular
  Creates the magical essence of
  Earth. Essential Earth is three times
  as fertile: plants germinate three times
  faster and grow three times taller or
  bigger than normal. In addition, if
  Essential Earth is transformed into
  stone via the Earth to Stone spell, it
  will be three times as strong (DR and
  HP); columns or blocks cut from such
  stone would support three times as
  much weight. This Essential Stone is
  similar to the legendary material
  adamant, discussed in more detail in
  GURPS Fantasy.
  If Essential Earth is transformed
  into metal via Earth to Stone, that
  Essential Metal will also have triple
  the strength (HP, DR, and carrying
  capacity) of normal metal; this is sim-
  ilar to the legendary alloy orichalcum,
  discussed in more detail in GURPS
  Fantasy.
  Duration: Permanent.
  Cost: 8.
  Time to cast: 30 seconds.
  Prerequisites: Six Earth spells.
  Item
  Staff. Usable only by mages. Energy
  cost to create: 500.
  Stone to Flesh
  Regular
  Reverses the effects of Flesh to
  Stone and brings the victim back to
  life (stunned). Cannot be used to 
  animate a statue that was never alive.
  Duration: Instantaneous.
  Cost: 10. Double cost to restore a
  person turned to metal.
  Time to cast: 5 seconds.
  Prerequisites: Magery 2, Flesh to
  Stone, and Stone to Earth.
  EARTH SPELLS
  53
  
  Item
  Staff or wand. Usable only by
  mages. Energy cost to create: 1,000.
  The item must touch the victim for the
  spell to work.
  Body of Stone (VH)
  Regular; Resisted by HT
  Subject becomes an animated
  stone statue; he temporarily acquires
  the 
  Body 
  of 
  Stone 
  meta-trait
  (p. B262). Clothes also become stone,
  but carried equipment does not.
  Duration: 1 minute.
  Cost: 10 to cast. 5 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Stone to Flesh.
  Item
  Staff, wand, or jewelry. Only affects
  the wearer. Energy cost to create: 1,500.
  Steelwraith
  Regular; Resisted by HT
  Renders the subject intangible to
  the touch of metal. Swords pass
  through him, he cannot hold metal
  keys or to wear metal armor, he passes
  through bars and metal floors . . .
  Duration: 1 minute.
  Cost: 7 to cast. 4 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Magery 2 and Walk
  Through Earth.
  Item
  (a) Wand, staff, or jewelry. Usable
  only by mages. Energy cost to create:
  1,200. (b) A metallic weapon may be
  enchanted to counter the spell (so that
  it may be wielded by or against a
  Steelwraithed being). Energy cost to
  create: 250 per pound of weight (mini-
  mum 1 pound).
  Purify Earth
  Area
  Removes foreign objects, poisons,
  and harmful elements from soil, ren-
  dering it fit to support growing plants.
  This spell also remedies any deficien-
  cies in the soil’s composition. Small
  foreign objects (coins, nails) under-
  ground are destroyed; medium ones
  (swords, artillery shells, chests, stat-
  uettes) “float” to the surface. Large
  objects (coffins, walls, large statues)
  will cause the spell to fail, but the cast-
  er gets a general idea of the reason.
  This is also a Plant spell.
  Duration: Permanent.
  Base cost: 2. Double cost in poor
  soil such as rocky flats or sandy desert.
  Time to cast: 30 seconds.
  Prerequisites: Create Earth and
  Plant Growth.
  Item
  Staff. Energy cost to create: 400.
  Sandstorm
  Area
  As listed under Air Spells, p. 27.
  Earthquake
  Area
  Shakes the affected area. The cast-
  er probably won’t want the area to
  include him. Divide the actual dis-
  tance from caster to edge of affected
  area by 20 before figuring the skill
  penalty.
  The spell must be cast over a fairly
  large area to be useful. Shaking one 
  corner of a building will upset the 
  occupants, but won’t wreck the build-
  ing. Cost depends on strength of the
  quake:
  Tiny: Just a demonstration – a
  slight swaying. Pay base cost.
  Mild: Slight damage to buildings.
  Multiply base cost by 2. DX roll
  required, every second, for those in
  affected area to keep their feet.
  Severe: Stone walls crack; towers
  may fall. Multiply base cost by 4. DX-
  3 roll required, every second, for those
  in affected area to keep their feet.
  Duration: One minute.
  Base cost: 2 to cast. Same cost to
  maintain.
  Time to cast: 30 seconds.
  Prerequisites: Magery 2 and at least
  six Earth spells, including Earth
  Vision.
  Volcano
  Regular
  Causes vapor and lava to spew
  from a chosen spot of ground. This is
  not a quick spell, but it is very serious!
  The volcano starts out small – a small
  hole spitting stones and vapors – and
  increase its diameter by a couple of
  yards per day. This spell can also reac-
  tivate a dormant volcano. When the
  spell is allowed to lapse, the volcano
  ceases to grow and will soon die (a for-
  merly dormant volcano may stay
  active at the GM’s discretion).
  Duration: One day.
  Cost: 15 to cast. 10 to maintain.
  Time to cast: One hour until the first
  effects 
  are 
  visible. 
  Continued 
  concentration for 8 hours each day is
  necessary to keep the volcano growing.
  Prerequisites: Earthquake and at
  least six Fire spells.
  54
  EARTH SPELLS
  
  Alter Terrain (VH)
  Area
  Can be used to completely trans-
  form vast amounts of terrain. If cast
  over a large enough area, this spell can
  turn a city into a lake or sea, or an off-
  shore island into a mountain range.
  The profile of the ground (includ-
  ing sea, lake, or river beds) within the
  affected area can be raised, lowered,
  or reshaped as the caster chooses, or
  changed in texture to anything
  between soft earth and sand to hard
  granite. Stone or brick buildings and
  vegetable matter can all be trans-
  formed into “natural” stone or earth,
  but not vice-versa. Submerged areas
  raised above their natural level
  become dry land; any area lowered
  below the local water table may be
  flooded. The GM should require
  Architecture, Artist, or Engineer rolls
  if the caster tries to alter the area into
  something specific.
  Beings and loose items on the sur-
  face at the time the spell is cast are
  simply raised or lowered, with no per-
  sonal injury. If they are inside build-
  ings, they are gently expelled rather
  than entombed. Of course, if they find
  themselves under water, they may
  have problems . . .
  If the spell is countered or dis-
  pelled, the whole area returns to its
  former condition; even transformed
  buildings and trees are restored.
  Duration: 2d days.
  Base cost: 1 to cast (minimum cost
  15). Cannot be maintained. Volumes
  taller than 4 yards may be affected by
  multiplying the base cost accordingly.
  Time to cast: 10 seconds.
  Prerequisites: Magery 3 and all four
  elemental “Shape” spells.
  Item
  An area may be permanently
  altered for 100 times casting cost.
  Move Terrain (VH)
  Area; Special Resistance
  Enables an entire area of terrain,
  with all buildings, animals, plants, and
  people on or in it, to be moved over
  large distances. Once the spell is cast,
  the area to be transported vanishes
  (see below), replaced by bare earth or
  open water. The caster is now “carry-
  ing” that area in invisible, intangible
  form (this fact can be determined by
  Detect Magic or something similar).
  Beings caught in the affected area have
  a resistance roll based on the best Will
  among them, modified by -1 for every
  additional yard of radius of the subject
  area (thus, Move Terrain with a 2-yard
  radius is resisted by Will-1). Successful
  resistance negates the spell.
  Once the casting is successfully
  completed, the subject area “shrinks”
  in radius at the rate of 1 yard per sec-
  ond, moving toward the caster at the
  same rate. Victims quick enough on
  their feet should be able to jump out of
  the area as it shrinks (this has good
  dramatic potential) – make DX and IQ
  rolls! GMs may decide this warrants a
  Fright Check.
  Beings caught by the spell are
  aware of a wild, swirling sky above
  their heads and a physically impene-
  trable barrier all around them. The
  atmosphere inside remains breathable
  and comfortable (so this spell cannot
  be used to suffocate someone!). Spells
  cast out of the area automatically hit
  the Move Terrain’s holder – thus, a
  trapped mage could walk up to the
  affected area’s edge, lay his hand
  against 
  the 
  barrier, 
  and 
  cast
  Deathtouch at the holder! Captive
  mages could also cast Dispel Magic or
  Counterspell on the affected area,
  forcing the spell to end abruptly if they
  are successful.
  When the caster stops maintaining
  the spell, the terrain reappears. The
  caster’s location falls anywhere within
  it or at its edge. The subject area
  “expands” back to normal size at the
  same rate it shrank. If there is no suit-
  able space available, anything in the
  way is moved aside as if by Shape
  Earth.
  The caster may not use this spell
  again for one full day. The subject area
  or any part of it cannot be moved
  again by this spell (from any caster or
  magic item) for the same period.
  Cast over a large enough area, this
  spell can place mountains in the mid-
  dle of plains, open water (as deep as
  half the radius of effect, transported
  from lake or ocean) in the midst of a
  desert – or shift islands miles inland to
  form hills!
  Duration: 1 hour. (The effects, once
  the area is “placed,” are permanent.)
  Base cost: 10 to cast. 8 to maintain.
  Time to cast: 1 minute.
  Prerequisites: Alter Terrain and
  Hide Object.
  Item
  Staff. Usable only by mages. Energy
  cost to create: 3,000.
  Summon Earth
  Elemental, Control
  Earth Elemental, 
  Create Earth Elemental
  see pp. 27-28
  EARTH SPELLS
  55
  Small Earth Elemental
  This is the basic earth elemental summoned by casting Summon
  Earth Elemental at the minimum energy cost of 4. More energy put into
  the spell summons a more powerful elemental. Usually, this simply
  means a larger elemental; 1 point of energy is equal to 1 additional point
  of ST, 5 HP, or 2 points of DR. However, the GM may choose to build a
  more exotic elemental, adding unusual traits to the following template, or
  working one up from scratch.
  Small Earth Elemental
  40 points
  Attribute Modifiers: ST+1 [10]; DX-2 [-40]; IQ-4 [-80].
  Secondary Characteristic Modifiers: SM -1.
  Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t
  Sleep [20]; DR 2 [10]; Immunity to Metabolic Hazards [30]; Injury
  Tolerance (Homogenous) [40]; Pressure Support 3 [15]; Vacuum
  Support [5].
  
  Hawthorne reverently picked the
  last needle out of a shallow dish of
  salamander oil. He passed it a few
  times over the onyx, the opal, and the
  bar of platinum, spoke a few palate-
  twisting words, and carefully dipped
  the tip into the special ink he’d import-
  ed from across the Bight. Then, slow-
  ly, he inserted the needle into the skin
  of his client’s chest. He released the
  needle; it stayed in place. He spoke the
  final word of the incantation, and the
  needle flashed blue for a moment. The
  client grimaced.
  “We’re done,” Hawthorne said as
  he retrieved the needles and stepped
  back to take a final look at the intri-
  cate pattern he’d traced out across the
  client’s body over the better part of a
  year. “Your amulet is finished, and will
  protect you indefinitely, as long as the
  pattern remains intact.
  “Thank you again for the opportu-
  nity to work on this. My partner and I
  have been mostly making Power-
  stones since we set up shop, and to
  work on a project like this is . . . well,
  really quite wonderful.
  “If it’s not an intrusion, though . . .
  why did you choose to have this
  amulet done this way?”
  The client grinned wolfishly,
  pulling on a shirt to cover the 
  elaborate tattoo.
  “I’m off to see an old acquaintance
  who’s very particular about people
  carrying magic items in his house.
  And, well . . . blast me with lightning
  once, shame on you. Blast me with
  lightning twice, shame on me.”
  These spells allow mages to make
  and unmake permanently magical
  items. They can only be cast with cer-
  emonial magic (p. 12). A PC may only
  learn these spells with the GM’s per-
  mission; nearly all of them are only
  available to quite advanced mages.
  Enchant (VH)
  Enchantment
  A prerequisite for all other
  Enchantment spells except Scroll. To
  enchant an item, the caster must also
  know this spell. The caster rolls
  against the lower of his skill with this
  spell and the specific spell he wishes to
  place on the item. If he has assistants,
  they must have skill 15 or higher with
  both spells, but the roll is based on the
  caster’s skill.
  Duration:
  Magic 
  items 
  are 
  permanent until destroyed.
  Cost and Time: See Enchanting
  (p. 16).
  Prerequisites: Magery 2 and at least
  one spell from each of 10 other col-
  leges.
  Temporary
  Enchantment
  Enchantment
  This lets the enchanter create
  magic items that only function a few
  times before losing their enchantment,
  at a substantial savings in energy cost
  (and therefore time).
  An item can be temporarily
  enchanted at an energy cost of 15%
  the normal cost for an item of that
  type per use. An item with only a sin-
  gle use can be created for 15% of the
  normal energy, two uses would cost
  30%, four would cost 60% (very cost-
  ineffective under most circumstances)
  and the cost for an item limited to 7 or
  more uses actually exceeds the cost of
  a permanent item.
  The temporarily enchanted item
  acts, in all respects, as a normal item
  of that type until all of its uses are con-
  sumed. Once all the uses of the tem-
  porary item are gone, the item is no
  longer magical.
  The Temporary Enchantment spell
  is used in place of the Enchant spell. A
  single item may not be enchanted with
  both temporary and permanent spells
  simultaneously.
  Temporary Enchantment can only
  be used to give items a one-time abili-
  ty to cast a certain spell – not to cast
  the spell on the object. For example, a
  56
  ENCHANTMENT SPELLS
  CHAPTER EIGHT
  ENCHANTMENT
  SPELLS
  
  mage couldn’t make a one-shot set of
  invisible armor – it would never wear
  off. He could give the armor the abili-
  ty to cast the Invisibility spell on itself
  at normal energy and duration costs.
  Temporary Enchantment cannot
  be used in conjunction with any
  Enchantment college or Meta-Spell
  college spells except the following:
  Hex, Limit, Link, Name, Power, and
  Speed. 
  Temporary 
  Enchantment
  absolutely cannot be used to further
  reduce the cost of enchantments that
  already have limited uses (e.g., Skull-
  Spirit).
  Duration: Until all of the item’s
  uses have been expended.
  Cost and time: See Enchanting,
  p. 16.
  Prerequisite: Enchant.
  Scroll
  Enchantment
  Write a magical scroll charged with
  a spell from one of the other colleges.
  If a mage who understands the scroll’s
  language at Accented comprehension
  or better reads it aloud, the scroll casts
  its spell, after which its power dissi-
  pates and the writing on the scroll
  vanishes. Reading a scroll requires
  twice the normal casting time for the
  spell; the mage reading the scroll pays
  the normal energy cost. No skill roll is
  required when the spell is read unless
  it is Resisted. In that case, roll using
  the skill level of the mage who wrote
  the scroll.
  Pronunciation is important when
  reading a scroll aloud! If the mage
  reading the scroll has Accented spoken
  comprehension of the scroll’s lan-
  guage, the scroll casts its spell at a -1
  penalty; if he has Broken spoken com-
  prehension, the scroll casts at -3. If he
  has None, he cannot articulate the
  words properly and cannot cast the
  spell.
  A scroll can be read silently, to see
  what it says. Any mage who under-
  stands the language will know what
  spell it is supposed to be. This does not
  cast the spell!
  Spells may be written on any mate-
  rial, but parchment is traditional.
  Damage to a scroll does not affect its
  power as long as the scroll is legible.
  Time to cast: The number of days
  needed to write a scroll is equal to the
  energy cost required to cast the spell
  originally (base cost for area spells),
  not counting any bonuses for skill.
  Multiply this by $33 (or the setting’s
  usual per-point enchantment rate; see
  pp. 21-22) to get the normal market
  value of the scroll.
  Example: The Rear Vision spell
  normally costs 3 energy to cast. A Rear
  Vision scroll would take 3 full days to
  write, and would normally cost $100.
  At the end of the writing time, the GM
  rolls against the writer’s skill with
  Scroll or the spell being written –
  whichever is lower. A successful roll
  means the spell is good. A failure
  means the scroll will not work. A crit-
  ical failure means it will cast a flawed
  spell!
  Duration: As long as the spell
  would normally last. The mage who
  reads the scroll can maintain the spell,
  if it could normally be maintained.
  Prerequisites: Magery 1 and must
  have at least Accented written compre-
  hension in the language the scroll is to
  be written in. A mage may not write a
  scroll for a spell he does not know.
  Hex
  Enchantment
  Makes the item impossible to put
  down/take off/get out of/etc. In itself,
  this effect is merely inconvenient, and
  can even be useful – for instance, you
  will never drop a hexed weapon, and a
  hexed pair of glasses will never fall off.
  However, if the hexed object has
  another malign spell on it, it becomes
  much more dangerous. The hex effect
  is “always on.”
  To escape from a hexed object, you
  must remove or suppress the enchant-
  ment, find someone to cast a Remove
  Curse spell, or amputate the body part
  involved. Attempts to break or cut off
  the hexed item will fail (or result in
  amputation). GMs should permit this
  rule to have illogical results, if neces-
  sary, to keep the hexed object on the
  victim. Hexes aren’t logical!
  A hex may be limited by a Link or
  Password spell. For instance, a ring
  could be made with a Hex, the Strike
  Blind spell, and the password
  “Gesundheit.” Anyone wearing the
  ring would go blind – but should they
  say the magic word, the ring would
  fall off!
  Energy cost to create: 200.
  Prerequisite: Enchant.
  Power
  Enchantment
  Makes a magic item partially or
  completely “self-powered.” Each point
  of Power reduces the energy cost to
  cast or to maintain any spell on the
  item by one. Halve this bonus in a low-
  mana area (round down); double it in
  a high- or very-high-mana area. Power
  has no effect on the energy cost of the
  user’s spells!
  If Power reduces the cost to main-
  tain a spell to zero, treat the item as
  “always on” after the cost to cast is
  paid – but the wearer must stay awake
  to maintain the spell. If Power reduces
  the cost to cast to zero, the item is
  “always on” for all purposes, although
  the owner may turn it off if he wishes.
  Energy Cost: See table below.
  Power
  Cost
  1 point
  500
  2 points
  1,000
  3 points
  2,000
  4 points
  4,000
  Double the cost for each additional
  point. May be recast at a higher level,
  as per Accuracy (p. 65).
  Prerequisites: Enchant and Recover
  Energy.
  Speed
  Enchantment
  Decreases the casting time of any
  other enchantments on an item
  enchanted with Speed. Each point of
  Speed cuts the casting time in half,
  just as high skill does for a mage. If the
  casting time is reduced below 1 sec-
  ond, the item can be used to cast the
  spell without concentration.
  Energy Cost: See table below.
  Speed
  Cost
  1 point
  500
  2 points
  1,000
  3 points
  2,000
  4 points
  4,000
  Double the cost for each additional
  point. May be recast at a higher level,
  as per Accuracy (p. 65).
  Prerequisites: Enchant and Haste.
  ENCHANTMENT SPELLS
  57
  
  Remove Enchantment
  Enchantment
  Takes one enchantment spell off
  the subject item. This does not affect
  other enchantments on that same
  item. Exception: A failed attempt to
  remove a Limiting Enchantment
  removes all enchantments from the
  item.
  Skill modifiers: -3 if the caster does
  not know how to cast the enchant-
  ment he is trying to remove. -3 if he
  does not know exactly what that spell
  is. -3 for each other spell on the item.
  These are cumulative.
  Duration: Removal is permanent.
  Cost: 100 or 1/10 of the cost to
  place the enchantment originally,
  whichever is more.
  Time to cast: see Enchanting (p. 16).
  Prerequisite: Enchant.
  Suspend Enchantment
  Enchantment
  As Remove Enchantment, but the
  enchantment is merely suppressed. It
  seems to vanish, but reappears when
  the Suspend Enchantment spell ends.
  If anyone attempts to study or detect a
  suspended enchantment, it resists the
  information spell at -5.
  Skill modifiers: -3 if the caster does
  not know how to cast the enchant-
  ment he is trying to suspend. -3 if he
  does not know exactly what that spell
  is. -3 for each other spell on the item.
  These are cumulative.
  Duration: One hour.
  Cost: 25 or 1/100 of the cost to
  place the enchantment originally,
  whichever is more. Half this amount
  to maintain.
  Prerequisite: Enchant.
  Resist Enchantment
  Enchantment
  An item enchanted with this spell
  resists attempts to enchant it further,
  imposing a penalty on the enchant-
  ment skill roll. Further, this enchant-
  ment itself resists any attempt to
  remove or suspend it, imposing twice
  the regular penalty.
  It is possible for the enchanter to
  set Resist Enchantment to not resist
  specific further enchantments, but the
  enchanter himself must cast those
  spells or be present for the entire 
  casting.
  Energy Cost: See table below.
  Penalty
  Cost
  -1
  50
  -2
  100
  -3
  200
  -4
  500
  -5
  1,000
  Prerequisite:
  Any 
  Limiting
  Enchantment (see p. 68).
  Lesser Wish (VH)
  Enchantment
  This spell, like the more powerful
  Wish spells (below), must be cast on a
  ring, amulet, or jewel. The wearer of
  that item may then specify the result
  of any one die roll made in his pres-
  ence, just before that roll is made –
  except a die roll involving magic. This
  is not an “action.” It takes no time, and
  may be done at any time. Once used, a
  wish is lost.
  Only one roll or action can be
  affected by one wish; you could use a
  wish on your attack roll or on the
  damage, but not both. GMs should
  feel free to disallow any wish use that
  they consider abusive or imbalancing.
  Cost: 180.
  Prerequisite: Enchant.
  Talisman
  Enchantment
  A talisman is an item that grants
  the wearer a one-time boon when
  attacked by a specific spell or nonmag-
  ical attack or affliction. The talisman’s
  enchantment adds to the resistance
  roll, attribute check, or defense roll
  against its specific attack or affliction.
  The talisman is always “on” while
  worn by or in physical contact with its
  owner; otherwise it is inactive. It lasts
  until the thing it protects against hap-
  pens; then it loses its enchantment.
  Talismans may protect against disease,
  arrows, curses, lightning, and other
  calamities.
  Although most talismans are creat-
  ed using pieces of jewelry, any item
  may be so enchanted. It is even possi-
  ble to tattoo a talisman onto its wear-
  er! When creating a talisman against a
  spell, the enchanter uses the lower of
  his skills with Talisman and the spell
  being opposed.
  Each protection is a different spell,
  to be learned separately. Talismans
  also work against variants of the base
  spell: a talisman against Fireball also
  works against Explosive Fireball.
  Alchemists can create magical
  objects called talismans (p. 220); they
  are, however, not the same as the
  items produced by this spell.
  Energy Cost: See table below.
  Protection
  Cost
  1 point
  15
  2 points
  45
  3 points
  90
  4 points
  150
  Prerequisites: Enchant and the spell
  to be opposed by the talisman (if any).
  Amulet
  Enchantment
  An amulet is an item that grants
  the wearer magic resistance against a
  specific spell. Amulets are often
  enchanted with several Amulet spells,
  to cover a wide spectrum of effects.
  Although most amulets are pieces of
  jewelry, any item may be so enchant-
  ed. It is even possible to tattoo an
  amulet onto its wearer!
  The enchanter uses the lower of his
  skills with Amulet and the spell being
  opposed. Amulets also work against
  variants of the base spell: an amulet
  against Fireball also works against
  Explosive Fireball.
  Alchemists can create magical
  objects called amulets (p.
  220);
  although they have a similar function,
  they are not the same as the items 
  produced by this spell.
  Energy cost to cast: 50 per point of
  magic resistance the amulet grants
  (maximum of 5).
  Prerequisite:
  The 
  appropriate
  Talisman spell (that is, to learn the
  Amulet spell to protect from Panic, the
  caster must know the Talisman spell
  for Panic).
  Adjustable Clothing
  Enchantment
  Causes an item of clothing to
  adjust to fit whoever wears it, within
  limits. The adjustment occurs as the
  wearer begins to put it on, so the
  58
  ENCHANTMENT SPELLS
  
  enchantment won’t be discovered if
  someone picks up the item and imme-
  diately discards it as “obviously” the
  wrong size. When removed, the item
  returns to its original size. The change
  in size does change weight as well; an
  object that doubled in size would
  increase in weight eightfold.
  This enchantment is rare; few
  enchanters need to make “any size fits
  all” enchanted clothing. It is some-
  times found in extremely expensive
  theatrical costumes. It is also used
  when the item is intended to outlive its
  original wearer, and often commis-
  sioned for intended heirlooms.
  Energy cost to cast: The cost to
  enchant a cloth shirt or pair of pants
  that can increase or decrease in every
  dimension by 10% is 50. This cost
  varies widely depending on size, mate-
  rials, and adaptability; round fractions
  up.
  For gloves, boots, shoes, a belt, a
  hat, or similar small items, halve the
  cost. For something ring or earring-
  sized, use one-third cost. For overalls,
  or a full-length gown, double cost. For
  a pressure suit or other item that liter-
  ally covers the whole body, triple the
  cost.
  An item with a few incidental
  metal parts (zippers, buttons, etc.)
  counts as “cloth,” as does thin leather.
  Leather thick enough to have DR dou-
  bles cost. Scale armor, chainmail, or
  similar items triple the cost. Plate
  armor and other solid metal clothing
  multiply cost by five. For exceptional-
  ly light clothing (a veil or lingerie),
  halve cost.
  If the item can adjust in size by
  25%, double cost. If it can halve or
  double in size, triple cost. If it can
  decrease to 1/5 size, or grow to five
  times size, quadruple cost.
  Prerequisites: Enchant and Reshape.
  Golem (VH)
  Enchantment
  Create and animate a permanent
  servant or warrior. Golems make
  excellent warriors; they never grow
  tired, and are immune to stunning,
  pain, and the like. Likewise, there is
  no known spell to “steal” a golem from
  its maker. The spell is permanent; the
  golem is “always on.” A golem follows
  verbal orders from its maker; the
  maker may instruct it to obey others.
  It understands only one language
  (which must be spoken by the caster).
  It takes no initiative, and ignores any
  situation for which it has been given
  no orders. However, it never forgets
  anything it sees or is told.
  Golems do not heal on their own,
  and are destroyed if reduced to -HP.
  They may be repaired with Healing
  spells (except Resurrection) if cast by
  the golem’s creator. There is no other
  way to repair a golem. To create a
  golem, the creator must make its body
  – doing all the work himself – then
  animate it with this spell. Once ani-
  mated, a golem lasts until reduced to 0
  HP or until its creator commands it to
  cease functioning. No concentration
  or maintenance is required to control
  a golem.
  A basic clay golem (see box) costs
  250 energy to enchant. A more pow-
  erful golem costs an additional 2
  energy for every extra character point
  of abilities added to the golem. In
  most cases, additional abilities should
  be restricted to extra ST, HP, and DR
  (a rule of thumb: 20 points of energy
  buys 1 ST, 5 HP, or 2 DR); however,
  GMs may allow more sweeping
  changes to the basic golem if they feel
  comfortable doing so. More powerful
  golems may require more durable
  (and more costly) materials, adding to
  the cost and time required to create
  the golem’s body. (Optionally, the GM
  may allow less powerful golems;
  golems worth less than 0 points cost 2
  less energy for every character point
  below zero, to a minimum of 130
  energy.)
  Energy cost to cast: 250 or more.
  Prerequisites:
  Enchant, 
  Shape
  Earth, and Animation. Other spells
  may be necessary to work with unusu-
  al materials, such as Shape Plant for a
  wood golem or Restoration for a flesh
  golem.
  ENCHANTMENT SPELLS
  59
  Clay Golem
  Clay is the default material for golems; it is easily molded, both phys-
  ically and supernaturally. Golem enchanters often go on to work with
  more difficult materials – stone, plastic, flesh – but if a golem is needed
  in a hurry, most enchanters return to clay.
  Clay Golem
  0 points
  Attribute Modifiers: ST+5 [50]; DX+1 [20]; IQ-2 [-40]; HT+4 [40].
  Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t
  Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards
  [30]; Injury Tolerance (Homogenous, No Blood) [45]; Single-Minded
  [5]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
  Disadvantages: Automaton [-85]; Cannot Learn [-30]; Disturbing Voice
  [-10]; No Sense of Smell/Taste [-5]; Reprogrammable [-10]; Social
  Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural
  [-50]; Wealth (Dead Broke) [-25].
  Features: Neither has nor spends Fatigue Points.
  Skills: 10 points of skills appropriate to the golem’s intended function
  [10].
  Golems make excellent warriors; they never
  grow tired, and are immune to stunning, pain,
  and the like.
  
  Impression Blocker
  Enchantment
  Seeker (p. 105) and related spells
  require an object associated with the
  item or person sought in order to
  work. 
  The 
  Impression 
  Blocker
  Enchantment creates a container that
  allows people to carry items without
  them becoming “associated” with the
  carrier.
  An object in a closed blocker con-
  tainer retains the impressions it had
  when the container was shut. If
  removed, 
  handled 
  briefly, 
  and
  replaced, the object will acquire a very
  faint impression of the handler, but it
  won’t be enough for a Seeker spell
  unless the handler does so once a day
  for decades. It is possible for an object
  in a blocker container still to be useful;
  for example, a book open to an impor-
  tant page, and stored in a glass con-
  tainer, can still be read! At sufficiently
  advanced tech levels, a “waldo” or
  remote-manipulation box can be
  enchanted, allowing handling of the
  object without opening the box.
  In some settings, these containers
  can also be used to preserve evidence.
  If an object is owned for one person
  for a long time, and then transferred
  to a new owner, the original owner’s
  impressions may wear off. A blocker
  container preserves the original
  owner’s impressions. (In other set-
  tings, impressions never wear off; they
  just accumulate, so an item can be
  used to cast Seeker on any previous
  owner.)
  Energy cost to cast: 20 per pound of
  capacity, minimum 20.
  Prerequisites: Enchant, Seeker, and
  Scrywall.
  Malefice (VH)
  Enchantment
  Through this foul enchantment,
  the caster can put a victim under his
  thrall. He must fashion a doll (usually
  out of wax, but clay, straw, and other
  materials may be appropriate with the
  GM’s permission) with something per-
  sonally relevant to the target imbed-
  ded in it. Parts of the body (nail clip-
  pings, hair, blood, spittle, etc.) allow a
  casting at base skill. Other items allow
  a casting at a varying penalty; for
  example, threads from a shirt worn
  for years might be worth -2, while dirt
  from a fresh footprint might be worth
  -6.
  Malefice is a lasting spell (p. 10)
  that continues until its Endurance is
  reduced to 0. It starts with an
  Endurance equal to its caster’s 
  effective skill.
  The doll can be used by its maker
  (and no one else) to cast harmful
  spells (such as Pain) on the target, at
  normal energy cost, while ignoring dis-
  tance penalties. The caster uses the
  lower of the Malefice’s Endurance and
  his skill with the channeled spell. The
  target resists all such attacks, even if
  the spell is normally not Resisted
  (spells without normal resistance
  rules are Resisted by HT when cast
  through a Malefice doll).
  If the victim resists the very first
  spell cast upon him through the doll,
  the enchantment is immediately bro-
  ken. Otherwise, every successful
  resistance 
  simply 
  weakens 
  the
  Malefice, reducing its Endurance by 1.
  Upon reaching Endurance 0, the
  Malefice dissipates (though the doll is
  still a viable item for re-enchantment,
  and its magical association with the
  target offsets one point of casting
  penalty). A critical failure by the chan-
  neled spell or a critical success by the
  subject also breaks the enchantment,
  reducing the doll’s Endurance to zero.
  Destroying the doll breaks the
  spell, but it also inflicts on the target a
  Deathtouch (p. 41) of as many dice as
  the Malefice’s current Endurance
  divided by 5 (round down, maximum
  of 3d). This damage occurs as long as
  the Malefice has any Endurance
  remaining. Remove Curse frees the
  target from the Malefice without harm
  to him.
  Energy cost to cast: 250. The wax
  and special ingredients cost $500.
  Prerequisites: Enchant and Seeker.
  Ensorcel (VH)
  Enchantment; 
  Special Resistance
  An ensorcelment is a durable spell,
  usually malign but sometimes benefi-
  cial, cast on a single being. The
  process requires something that is
  personally relevant to the subject; use
  the modifiers listed under Malefice.
  The caster’s spell roll is determined
  by the lower of his skills with this spell
  and the specific spell being placed on
  the subject. If the caster has assistants,
  their skills with both spells must be 15
  or greater, but the roll is based on the
  caster’s skill.
  Possible ensorcelments include
  quite a few Body or Mind Control
  spells and others such as Shapeshift
  Other, Flesh to Stone, the various
  “Body of” spells, Walk on Air, the vari-
  ous “Resist” spells, Hide, Invisibility,
  the various “Vision” spells and Plant
  Form Other. In all cases, it must be a
  maintainable Regular spell.
  When the spell is cast, the subject
  gets a resistance roll if the object spell
  allows one; distance is not a factor.
  Remove Curse is effective against any
  ensorcelment.
  The cost of the enchantment can
  be reduced if the caster includes an
  “escape clause” – a particular action or
  condition that will break the spell.
  Examples include speaking a magic
  word, being kissed as a gesture of true
  love, abstaining from speech for three
  years, and so on. The value of the
  energy reduction depends on just how
  difficult the condition will be to meet
  – and the “escape clause” must be at
  least possible to be worth any reduc-
  tion. The “discount” can be anything
  from 10% (for truly difficult or unlike-
  ly conditions) to 90% (for something
  that the subject could easily and 
  automatically do, and easily discover).
  Energy cost to cast: 200 times the
  casting cost of the spell being placed
  on the subject.
  Prerequisite: Malefice.
  Spell Stone
  Enchantment
  A spell stone stores a spell until
  someone (even a nonmage) uses it.
  The stone’s user concentrates for a
  second while crushing the spell stone
  in his hand, thus casting the spell. At
  the beginning of his next turn, roll
  against the spell stone’s Power. If the
  roll is successful, the spell is cast. If it
  is failed, the stone is simply wasted. If
  the stone is crushed without the requi-
  site second of concentration, it is like-
  wise wasted.
  The spell’s energy is included in the
  enchantment; none is required of the
  user, who also may not opt to supply
  any power to maintain the spell.
  Likewise, he may not cancel the spell
  once cast, although the creator of the
  60
  ENCHANTMENT SPELLS
  
  stone may specify a shorter duration
  than ordinary and may also invest
  extra energy into the enchantment so
  that the spell will maintain itself. A
  person may use only one spell stone
  per second.
  A spell stone must be made from a
  jewel worth $10¥P2 + $40¥P, where P
  is the maximum energy of the spell
  that may be contained.
  Any spell except a Blocking or
  Enchantment spell may be stored in a
  spell stone. Limiting Enchantments
  may be put on the stone. If the spell
  stored in the stone requires that the
  caster know another spell (Counter-
  spell, for instance), that other spell
  must be specified at creation time. It is
  thus possible to create a spell stone
  that will counter one specific spell, but
  it is impossible to create a generic
  Counterspell spell stone.
  It is also possible to create spell
  stones which, when crushed, do not
  cast the spell for the user, but on him!
  Analyze Magic reveals which spell
  a spell stone contains, whether the
  spell will be cast for or on the caster,
  how much energy was invested, etc.
  (one question per casting).
  Energy cost to cast: 20 times the
  spell’s 
  casting 
  cost, 
  including 
  maintenance cost if so desired.
  Prerequisites: Enchant and Delay.
  Wish (VH)
  Enchantment
  Allows the wisher to change the
  very recent past. It erases any just-
  made die roll – except a die roll for
  spell casting – and replaces it with the
  wisher’s desired roll. The restrictions
  on use for Lesser Wish also apply to
  Wish.
  Cost: 250.
  Prerequisites: Lesser Wish and at
  least one spell in each of 15 different
  colleges.
  Hideaway
  Enchantment
  When cast on an object, Hideaway
  makes it larger inside than it is out-
  side. Can be used on a pocket, pouch,
  drawer, pitcher – anything that can
  normally hold other things. The caster
  may add any amount of pound-capac-
  ity he can afford, while increasing the
  size of the “inside” by 2 cubic feet for
  each pound; the extra space may be
  hidden by a false bottom, etc.
  Depending on the energy used to cast
  the spell, objects within the Hideaway
  may or may not count as encum-
  brance. The contents vanish forever if
  the object is destroyed. The time
  required to find an object in a
  Hideaway depends on how deep it is!
  A large enough Hideaway could
  hold a person. There is no problem
  with air unless the Hideaway is sealed
  off.
  Energy cost to cast: 50 per pound of
  extra capacity if the objects count as
  encumbrance; 100 if they do not.
  Prerequisite:
  Enchant, 
  Create
  Object, and Lighten.
  Leak
  Enchantment
  A perversion of the Cornucopia
  spell (p. 64). The bag, purse, quiver,
  backpack, 
  or 
  other 
  container
  enchanted will have an uncanny ten-
  dency to “lose” whatever is put in it
  (coins, arrows, clothes, etc.). A Leaky
  purse would lose a coin or two a day,
  a Leaky quiver would lose an arrow or
  two a day, a Leaky back-pack would
  lose a piece of equipment once in a
  while . . . The lost items may “drop”
  out of the container, be whisked away
  by thieving magpies, or magically
  vanish into thin air (as the GM’s fancy
  takes 
  him). 
  Living 
  beings 
  are 
  unaffected.
  Energy cost to cast: 100.
  Prerequisite: Hideaway.
  Simulacrum (VH)
  Enchantment
  Create a golem in the exact image
  of a particular victim. The golem must
  be prepared for a specific target; this
  requires the incorporation of some-
  thing from the original’s body (hair,
  blood, 
  etc.) 
  into 
  the 
  creation.
  Otherwise, any materials appropriate
  for golems (clay, stone, flesh, etc.) may
  be used, along with any other materi-
  als that the GM approves. An appro-
  priate Shape spell or Artist (Sculpting)
  skill roll at -10 is necessary to achieve
  a good likeness – the caster need not
  do this himself. The simulacrum, once
  enchanted, appears identical to the
  target (including such details as eye
  color and skin tone) through a sort of
  always-on Perfect Illusion Disguise.
  The simulacrum has the same
  attributes as the underlying golem.
  Golems intended as simulacra are
  often designed with higher IQ than
  ordinary golems, to improve the
  deception.
  Once the simulacrum is activated,
  it takes on the persona and knowledge
  of the target, as the caster perceives
  them. That is, the Simulacrum cannot
  know something that the target does if
  the caster didn’t. IQ rolls may be
  required of the caster as challenges
  come up (what was the name of his
  great-uncle, anyway?). Like any
  golem, the simulacrum is under the
  direct control of the caster.
  Time to build body: As for the
  underlying golem, adding a week of
  work.
  Energy cost to activate: Double that
  of the underlying golem.
  Prerequisites: Magery 3, Golem,
  Perfect Illusion, and Illusion Disguise.
  ENCHANTMENT SPELLS
  61
  Be careful what you wish for. 
  You might get it.
  
  Doppelgänger (VH)
  Enchantment
  A Doppelgänger is a duplicate of a
  person, fabricated through powerful
  magic. The Doppelgänger must be
  prepared for a specific target; both a
  sample of the target’s body (hair,
  blood, etc.) and a cherished personal
  possession of the target are required.
  A statue of the original must be sculpt-
  ed, using some pure elemental “mate-
  rial” – pure ice or snow from a moun-
  taintop, stone or fire from the bowels
  of a volcano, and so on are all appro-
  priate materials. The likeness is
  achieved with an appropriate Shape
  spell or Artist (Sculpting) skill roll at
  -10.
  The Doppelgänger has all the
  attributes, skills, and knowledge of the
  original, with the exception of magic;
  it has no Magery and cannot cast any
  spells. It gets its knowledge from the
  embedded object; anything that the
  History spell could divine, it will
  know. It acts as the original would,
  had 
  the 
  Doppelgänger’s 
  creator
  enslaved him. Suspend Curse para-
  lyzes it, and Remove Curse destroys it.
  When destroyed, all that is left is a
  mass of the original material (a puddle
  of water, a mound of earth, a sudden
  rush of flames) and the personal 
  possession.
  It is very difficult to detect the
  trickery. Whenever the GM judges an
  Information spell does not altogether
  fail to tell the copy from the original,
  he should let the Doppelgänger spell
  resist. The Aura spell and the
  Empathy 
  advantage 
  would 
  be
  Resisted, for example.
  Time to build body: 6 weeks of
  work.
  Energy cost to activate: 1,000.
  Prerequisites: Magery 3, Golem,
  History, and Enslave.
  Great Wish (VH)
  Enchantment
  This spell can do just about any-
  thing. In particular:
  (1) It can be used to cast any one
  spell, at no energy cost, with automat-
  ic success and no chance of resistance
  (for spells with variable cost, the max-
  imum energy available is 1,000). The
  caster does not have to know the spell,
  or even have it in a book – he just has
  to know the spell exists. If the spell is
  a “continuing” one, it is up to the GM
  to determine how long it should last.
  (2) It can permanently improve a
  character’s scores. It will increase any
  one attribute by 1 level, or any one
  skill or spell by 3 levels. It can also
  reduce an enemy’s scores, but only if
  that enemy is present when the wish is
  made.
  (3) It will grant any one advantage
  worth 20 points or less, or remove any
  one disadvantage worth 20 points or
  less. An enemy can likewise be cursed
  by losing an advantage or gaining a
  disadvantage, but only if that enemy is
  present when the wish is made. The
  enemy does not get a chance to resist!
  (4) It can do absolutely anything
  else that the GM feels will not ridicu-
  lously unbalance the adventure or the
  campaign!
  Though incredibly powerful, this
  spell is not used often. It can never be
  learned at a level better than 15.
  Furthermore, any failed roll when cre-
  ating a Great Wish costs the caster,
  and each helper, 1 point of IQ and 6d
  damage! Critical failures have toppled
  civilizations. Great Wishes are not
  normally found for sale. If they are,
  the price should be at least $100,000.
  Cost: 2,000.
  Prerequisites: Magery 3, Wish, and
  a combined DX and IQ of 30+.
  62
  ENCHANTMENT SPELLS
  WEAPON ENCHANTMENTS
  Unless specified otherwise, the
  subject of any of these spells must be
  a weapon, and the last person to pick
  the item up is its “owner.” All these
  spells are permanent and require no
  energy expenditure on the user’s part.
  Bane
  Enchantment
  This is also considered a Limiting
  Enchantment (p. 68). It is used to
  make a magical weapon with powers
  that work only against one type of foe.
  Successfully cast before any offensive
  weapon enchantment, it reduces the
  energy cost of those spells, but they
  will work only against the named foe.
  For instance, a sword could be made
  that did +3 damage, but only against
  orcs – and this would be easier to
  
  enchant than a weapon that did +3
  against everything. Note that a Bane
  spell cannot be removed unless the
  enchantments it controls are also
  removed.
  The same caster who placed the
  Bane on the sword must cast the
  enchantments limited by the Bane.
  The more specific the bane (GM’s
  decision) the greater the reduction in
  the other spells’ cost(s). Banes like “All
  my foes” are not allowed! Examples of
  legal Banes:
  Against a specific nation, religion, or
  race: Divide costs by 2.
  Against a specific type of creature, or
  folk of a certain city: Divide costs by 3.
  Against all members of one specific
  family: Divide costs by 4.
  Against one specific foe: Divide
  costs by 10.
  Energy cost to cast: 100. The caster
  must also possess some item or relic
  pertaining to the person, creature,
  race, etc. involved.
  Prerequisite: Enchant.
  Graceful Weapon
  Enchantment
  This enchantment is a toned-down
  version of Quick-Draw (below). The
  item does not become unready after
  attacking or parrying, even on a criti-
  cal miss. If Graceful Weapon encoun-
  ters Turn Blade or Bladeturning, it
  resists those spells with its Power.
  Energy cost to cast: 150 per pound
  of weight (minimum 1 pound).
  Prerequisites: 
  Enchant 
  and
  Apportation.
  Item
  May be cast on any sort of tool –
  not just a weapon.
  Loyal Sword
  Enchantment
  The subject weapon seeks to return
  to the wearer’s hand if it is dropped or
  thrown – even if the wearer becomes
  unable to fight. When dropped, it
  returns on the next turn, as though
  Quick-Drawn (below). When thrown,
  it flies until it hits something or falls to
  the ground, and then returns in as
  straight a line as possible, with a Move
  of 12. It avoids enemies and obstacles
  when returning! If its owner dies, it
  returns to the body – but after that, it
  becomes loyal to the next person to
  pick it up.
  A loyal weapon can be trapped,
  captured out of the air, etc., while
  returning, but it requires a DX-4 roll
  to catch it, and its constant attempts
  to return to its owner give anyone else
  a -4 to fight with it.
  A loyal weapon can be sold or given
  away at any time, but the transaction
  must be wholly voluntary; it is then
  loyal to the new owner. It may have
  only one owner at a time. Limiting
  spells may be used to limit the class of
  people who can use it.
  Note that if this spell is placed on a
  Dancing Weapon (below) it makes the
  Dancing Weapon spell almost worth-
  less. The effect will be a Loyal weapon
  that strikes at foes on its way back to
  its owner (but at no other time).
  Energy cost to cast: 750 per pound
  of the weapon (minimum 1 pound).
  Prerequisites: 
  Enchant 
  and
  Apportation.
  Item
  May be cast on any sort of tool –
  not just a weapon.
  Quick-Draw
  Enchantment
  The weapon will leap to the
  owner’s hand when he wants it,
  becoming ready instantly (no Ready
  maneuver required!). Only the owner’s
  mental command is required; no die
  roll is needed. 
  The enchantment does not work if
  the weapon is more than a yard away,
  or if it is tied down, peacebonded (tied
  into the scabbard with rope or wire),
  within a pack, etc. A weapon with this
  spell does not become unready after
  attacking or parrying (p. B382).
  Energy cost to cast: 300 per pound
  of weight (minimum 1 pound); 2,000
  for a quiver, bag, etc., from which
  ordinary missiles will leap into the
  wearer’s hand at need.
  Prerequisites: 
  Enchant 
  and
  Apportation.
  Item
  May be cast on any sort of tool –
  not just a weapon.
  Penetrating Weapon
  Enchantment
  Cutting, impaling, or piercing
  weapons with this enchantment pass
  through armor as if it were butter.
  Specifically, the spell grants the
  weapon an armor divisor (p. B268).
  Such a weapon does not do extra dam-
  age to unarmored foes. Hardened DR
  defends against the armor divisor 
  conferred by this spell as normal.
  Energy cost to cast: Depends on the
  armor divisor conferred on the
  weapon.
  Armor Divisor
  Cost
  2
  250
  3
  750
  5
  2,500
  10
  7,500
  Ignores DR
  25,000
  Double the cost if the subject is a
  missile weapon (e.g., a bow). Divide
  the cost by 10 if subject is a missile
  (e.g., an arrow). If the item falls in
  more than one class (weapon, missile
  weapon, missile), use the higher
  enchantment cost. In addition to
  weapons, any sort of cutting tool may
  be enchanted. Note that this spell may
  be recast at a higher level as per
  Accuracy.
  Prerequisites: Enchant and Find
  Weakness.
  Dancing Weapon
  Enchantment
  A weapon enchanted with this spell
  fights on its own at the owner’s com-
  mand, hanging in the air as though
  wielded by an invisible warrior. It has
  a skill of 15, a Basic Speed of 5, and a
  ST (for damage purposes) equal to its
  Power. It uses intelligent strategy and
  follows its owner’s spoken or mental
  commands about which enemy to
  attack. It continues fighting until it is
  dealt with (see below) or its owner
  dies or tells it to stop. This spell does
  not work on a missile weapon!
  Any attack on a dancing weapon is
  at a penalty: from -4 (for a polearm) to
  -5 (a sword or axe) to -6 (a dagger or
  pistol). If the weapon gets a critical
  miss, or is struck by a critical hit, it is
  “stunned” and out of the fight (unless
  it breaks, in which case it is
  destroyed). If its owner is killed, it falls
  ENCHANTMENT SPELLS
  63
  
  to the floor – but if he is merely
  knocked unconscious, it continues to
  attack the closest foe. A dancing
  weapon can also be trapped in a net or
  bag (same basic roll as to hit it, but the
  GM can give bonuses or penalties
  depending on the cleverness of the
  method used).
  The weapon can also be left with
  orders 
  to 
  attack 
  anyone 
  who
  approaches within a certain distance;
  a Link can be used to activate it only if
  a certain event takes place. Once acti-
  vated, if its owner is not around, it
  attacks anyone in range – closest first,
  unless the Link had other instructions.
  A dancing weapon cannot change
  owners while animated; grasping the
  handle of a dancing weapon is not
  enough to make it change sides.
  Energy cost to cast: 1,000 per
  pound of the weapon’s weight (mini-
  mum 1 pound). Double the cost to get
  a weapon with a Basic Speed of 6, or
  with skill of 18. Multiply cost by 4 to
  get a weapon with both advantages.
  Prerequisites: 
  Enchant 
  and
  Dancing Object.
  Defending Weapon
  Enchantment
  The subject weapon permits its
  wielder to parry more skillfully; each
  level of enchantment will give the
  wielder a +1 to Parry, up to a maxi-
  mum of +3. The spell does not protect
  the weapon from being broken
  (p. B401).
  If this enchantment is combined
  with Dancing Weapon, the weapon
  attacks opponents engaged with the
  owner and wards off blows from
  attackers when possible. It uses the
  weapon’s skill as per Dancing Weapon,
  plus this spell’s bonus. The owner can
  command it to defend a given side of
  him (much like Dancing Shield) and
  to either defend (in which case it gets
  two parries per turn) or attack (in
  which case it gets a single attack and a
  single parry each turn). If a dancing,
  defending weapon does not parry a
  blow, the owner may still use any of
  his own applicable defenses.
  This spell can only be cast on a bal-
  anced weapon that can normally
  parry.
  Energy cost to cast: 500 for +1 to
  parry, 1,000 for +2, and 2,000 for +3.
  The spell may be recast at a higher
  level as per Accuracy.
  Prerequisites:
  Enchant 
  and
  Dancing Object.
  Weapon Spirit (VH)
  Enchantment
  Transfers the personality and some
  of the intelligence of a recently
  deceased being (humanoid or not –
  dogs are popular subjects) to a
  weapon, usually a sword. The
  enchantment is at -1 for each full day
  that elapsed between the donor’s
  death and the beginning of the
  enchantment. Most of the body must
  be present at the beginning of the
  enchantment, but may disposed of
  after it commences.
  The enchanter can pass on as little
  or as much of the donor’s IQ as he
  wishes to the weapon, as well as some
  of the donor’s skills, advantages, and
  disadvantages. The weapon has no
  memory of its former existence.
  Although it has no sensory organs, it
  possesses sight and hearing (Per 10).
  Quirks (or disadvantages reduced to
  quirk level) are sometimes transferred
  from the donor to the weapon,
  whether the enchanter wants them or
  not (this is why dogs are popular; their
  personalities tend to make biddable
  but effective weapons).
  The weapon can communicate
  with its wielder through an extremely
  basic empathy. When the wielder
  takes a course of action the weapon
  approves of, he gets a “good feeling,”
  and if he takes one the weapon disap-
  proves of, he gets an equivalent “bad
  feeling.” The weapon may be enchant-
  ed with the Voices spell to give it a
  voice. Various Communication and
  Empathy enchantments may be
  added to the weapon to enhance the
  communication.
  Each time it gets a new wielder, the
  weapon must make a single reaction
  roll, which sets the tone for its rela-
  tionship with the wielder from that
  point on. On a very good reaction, the
  weapon will do literally anything for
  its wielder; on a very bad one, it refus-
  es to communicate or cooperate in
  any way. The GM should record the
  result; the weapon cannot be forced to
  roll a new reaction by being passed
  back and forth between wielders!
  The weapon’s skills cannot be
  improved, although skills such as
  History or Area Knowledge may be
  kept current through the absorption
  of new knowledge.
  Energy cost to cast: 100 per point of
  IQ transferred, plus 25 times the CP
  cost of each skill, plus 50 times the
  total CP cost of all the advantages and
  disadvantages (minimum of zero).
  Add 300 for Voices.
  Prerequisites: 
  Enchant 
  and
  Summon Spirit.
  Cornucopia
  Enchantment
  Gives a quiver, bag of pellets, or
  other container of ammunition an
  “infinite” supply of one type of ammu-
  nition – but items must be taken out
  by hand, one at a time. Each missile
  exists for one minute after being
  removed from the container; then it
  vanishes (or, if picked up by anyone
  but the Cornucopia’s owner, it vanish-
  es immediately). Therefore, this spell
  cannot be used to make a single
  quiver supply enough arrows for an
  army! It cannot be cast on a weapon.
  A high-tech wizard could create a
  pouch that always contained one
  armor-piercing tracer shell; he could
  not enchant a .50-caliber machine-
  gun to fire forever.
  Energy cost to cast: This is tricky,
  because skillful players will find many
  creative ways to pervert this item. GMs
  who find Cornucopia a nuisance may
  ban it entirely. In general: Energy cost
  is equal to 50 times the $ value, in the
  current game world, of the missile pro-
  vided by the Cornucopia quiver. Thus,
  a quiver that provided ordinary arrows
  ($2 each) would cost 100 energy to cre-
  ate.
  This means that a mage in a
  medieval world could not make a
  “quiver” for high-tech ammo; that
  ammo is priceless in his world. A
  Cornucopia quiver can be made to
  produce magic arrows, but only if the
  creating mage is capable of making
  such an arrow – and the energy cost
  will be tremendous.
  Prerequisites: Enchant and two
  other Weapon Enchantment spells.
  64
  ENCHANTMENT SPELLS
  
  Quick-Aim
  Enchantment
  The subject missile weapon (bow,
  sling, etc) gains uncanny responsive-
  ness; in game terms, an Aim action
  taken with the subject weapon has the
  effect of two turns of aiming.
  Energy cost to cast: 100. For 200
  energy, one Aim action may count for
  three turns of aiming. Halve the cost if
  subject is a missile (e.g., a javelin or
  throwing axe). The enchantment 
  doesn’t work on ammunition (like
  arrows). Note that this spell may be
  recast at a higher level as per Accuracy.
  Prerequisites: Enchant and Grace.
  Accuracy
  Enchantment
  Makes a weapon more likely to hit
  by adding to the user’s effective skill.
  Cost: See table below. Divide cost
  by 10 if the subject is a missile (e.g., an
  arrow or a bullet).
  Bonus
  Cost
  +1
  250
  +2
  1,000
  +3
  5,000
  Prerequisites: Enchant and at least
  five Air spells.
  Note: If a weapon already has this
  spell at a low level, a caster may recast
  the spell at a higher level (making the
  weapon more accurate). The cost for
  the new spell is the difference between
  the levels; the “old” spell does not add to
  the item’s resistance to the “new” one.
  Puissance
  Enchantment
  Adds to the basic damage a
  weapon does when it hits.
  Cost: See table below. Divide cost
  by 10 if the subject is a missile (e.g., an
  arrow or a bullet). Double cost if the
  subject is a missile weapon (e.g., a
  bow or a gun).
  Damage Bonus
  Cost
  +1
  250
  +2
  1,000
  +3
  5,000
  May be recast at a higher level, as
  per Accuracy (p. 65).
  Prerequisites: Enchant and at least
  five Earth spells.
  Ghost Weapon
  Enchantment
  A weapon enchanted with this spell
  affects ghosts (and other insubstantial
  beings and spirits) as if they were tan-
  gible. If the weapon itself is made
  intangible (through whatever means
  the GM deems feasible), the weapon
  still affects the physical world at the
  whim of its wielder.
  Energy cost to cast: 250 per pound
  of weight (minimum 1 pound).
  Prerequisites: Enchant and Solidify.
  Spell Arrow
  Enchantment
  Similar to a Spell Stone, a spell
  arrow stores a spell until it is fired.
  The archer need not be a mage. The
  arrow’s user must concentrate for the
  appropriate time to cast to “arm” the
  spell. This cannot be simultaneous
  with aiming the bow, and isn’t reduced
  by high skill (but see Speed Skill
  Arrow, below). An unused spell arrow
  disarms after 1 minute. The spell acti-
  vates when the arrow hits a solid
  object; roll against the effective skill of
  the arrow’s enchanter. If the roll is suc-
  cessful, the spell is cast. If it is a nor-
  mal failure, the spell is simply wasted.
  Critical failures go to the Critical Spell
  Failure Table (p. 7). If the arrow is fired
  without the required concentration,
  the spell is wasted, but the arrow still
  does normal damage.
  The spell’s energy is included in the
  enchantment. The archer need not
  (and cannot) provide any to cast the
  spell or maintain it. Similarly, the
  archer may not cancel the spell once
  cast, though the enchanter may speci-
  fy a shorter duration than normal, and
  may also invest extra energy so the
  spell will maintain itself.
  The head of a spell arrow must
  contain a jewel worth $10¥P2 + $40¥P,
  where P is the maximum energy of the
  contained spell. The gem is destroyed
  when the spell activates. (The rest of
  the arrow may be recoverable, but is
  now nonmagical.)
  Any spell that can be enchanted
  into a magic item can be placed in a
  spell arrow, except for Blocking spells,
  Enchantment spells, Melee spells, or
  spells whose magic item description
  specifies “must touch.” Note that
  some permissible spells are pointless
  (e.g., Beast-Soother), since the archer
  must hit the target with an arrow any-
  way. Enchantments may be placed on
  the arrow itself normally, including
  limiting enchantments.
  The only decision the archer can
  make is what he’s aiming at. If the
  spell requires a subject, whatever the
  arrow hits is the subject. (If it is not a
  legal subject – e.g., a wooden wall for
  Strike Blind – the spell is wasted.)
  What constitutes a “solid object” may
  require the GM’s judgment (for exam-
  ple, drops of rain are not enough to
  trigger the spell). If it is an Area spell,
  the point of impact is the center of the
  area. If it is a Missile spell, the effect is
  as if the missile hit the target, in addi-
  tion to the arrow (the missile does not
  launch itself from the point of
  impact). If the spell creates an object,
  the object appears as close as possible
  to the point of impact. If the spell
  would normally affect both a subject
  and the caster (e.g., (Animal) Control)
  the archer is treated as the caster. If
  the spell requires a human target, the
  spell still works even if the arrow hits
  clothing 
  instead 
  of 
  skin. 
  The
  enchanter specifies everything else:
  duration, area, precise effect, etc.
  Analyze Magic can reveal what
  spell a spell arrow contains, how
  much energy was invested, and so on
  (one question per casting). Arrows
  intended for the consumer market are
  usually color-coded.
  Energy cost to cast: 30 times the
  contained spell’s casting cost, includ-
  ing maintenance cost if desired, so
  long as the item is an arrow or cross-
  bow bolt.
  ENCHANTMENT SPELLS
  65
  On a very good reaction, the weapon will do
  literally anything for its wielder; on a very bad
  one, it refuses to communicate or cooperate 
  in any way.
  
  The GM may decide this spell can
  work on other kinds of missiles (e.g.,
  bullets). If so, for those missiles, mul-
  tiply the contained spell’s casting cost
  by 1/10 the missile’s Max range,
  instead of 30. If the missile should
  pass beyond the Max range (for exam-
  ple, if fired from a more powerful gun)
  the spell is wasted. (This last rules
  does not apply to actual arrows and
  bolts.) Note that the need for a jewel
  still applies to bullets!
  Prerequisite: Spell Stone.
  Blank Spell Arrow (VH)
  Enchantment
  This enchantment creates a spell
  arrow with no spell stored. Instead,
  any spellcaster may, at a later date,
  place a spell in the blank spell arrow,
  and then use it as if it were a normal
  spell arrow.
  Blank spell arrows have a capacity,
  representing the energy cost of the
  largest spell they can hold. When a
  spellcaster wishes to use the arrow, he
  casts the spell normally, but directs it
  into the arrow. If the spell is too big for
  the arrow, it is wasted. After the arrow
  has been filled, it must be used within
  one day (by the spellcaster or someone
  else), or the spell dissipates harmlessly,
  making the arrow blank again.
  All other rules for spell arrows also
  apply to blank spell arrows, with one
  exception. If the caster of the spell is
  also the archer, he can determine its
  effect at firing time, and maintain it
  normally. (He cannot put more or less
  casting energy into the spell at firing;
  casting energy must be in the arrow.)
  Energy cost to cast: 30 times the
  desired capacity. The Spell Arrow
  rules for non-arrow missiles apply to
  Blank Spell Arrow as well.
  Prerequisite: Spell Arrow.
  Speed Spell Arrow
  Enchantment
  This spell can only be cast on 
  missiles enchanted with Spell Arrow.
  Like the Speed enchantment, it
  reduces the time the archer must con-
  centrate to activate the contained
  spell. Each level of Speed Spell Arrow
  halves the concentration time. If time
  is reduced below 1 second, no 
  concentration is required.
  Cost: See table below.
  Speed
  Cost
  1
  50
  2
  100
  3
  200
  Double the cost for each additional
  point. May be recast at a higher level,
  as per Accuracy (p. 65).
  Prerequisites: Speed, Spell Arrow.
  66
  ENCHANTMENT SPELLS
  ARMOR ENCHANTMENTS
  These spells work only on clothing,
  armor, and shields. They are “always
  on” and are excellent protection. The
  drawback is that when the item is
  badly enough damaged, the spell also
  vanishes. Keep track of the number of
  times the item is penetrated by enemy
  blows. When it has been penetrated
  (DR¥5) times, using natural DR, it is
  damaged enough that the enchant-
  ment leaves. If the clothing has no nat-
  ural DR – e.g., a cotton shirt enchant-
  ed into armor – it loses its power after
  the fifth penetration.
  Ordinary repairs may fix the item
  but do not count against the number
  of penetrations for purposes of decid-
  ing when the enchantment wears off.
  However, the Repair spell restores the
  item to its original state.
  The energy costs listed are for a full
  suit of armor; individual pieces of
  armor cost a fraction of the full-suit
  price (see box).
  Fortify
  Enchantment
  Increases the DR of clothing or a
  suit of armor.
  Cost: See table below.
  DR Bonus
  Cost
  +1
  50
  +2
  200
  +3
  800
  +4
  3,000
  +5
  8,000
  The spell can be recast to strength-
  en it, as per Accuracy (p. 65).
  Prerequisite: Enchant.
  Piece-By-Piece 
  Armor Prices
  Armor Pieces
  Percentage of Listed Cost
  Full Suit
  100%
  Torso and Vitals
  50%
  Groin
  10%
  Neck
  2.5%
  Arms
  15%
  Legs
  30%
  Hands
  5%
  Feet
  7.5%
  Head (skull and face)
  10%
  Skull 
  5%
  Face
  5%
  
  Deflect
  Enchantment
  Adds a Defense Bonus to armor,
  clothing, a shield, or a weapon. This
  adds to all active defense rolls made
  by the user.
  Cost: See table below.
  DB
  Cost
  +1
  100
  +2
  500
  +3
  2,000
  +4
  8,000
  +5
  20,000
  This spell can be recast to
  strengthen it, as per Accuracy (p. 65).
  Prerequisite: Enchant.
  Lighten
  Enchantment
  Makes armor or shields lighter and
  easier to carry. The subject becomes
  lighter only when it is actually being
  worn. Armor in a backpack would still
  have its full weight.
  Energy cost to cast: 100 to cut the
  item’s weight by 25%. 500 to cut its
  weight in half.
  Prerequisite: Enchant.
  Dancing Shield
  Enchantment
  A shield enchanted with this spell
  protects its owner as if wielded by an
  invisible shield-bearer. The shield has
  Shield-16, Basic Speed 5, and ST
  equal to the Power of the enchant-
  ment (for bashing purposes). It fol-
  lows its owner’s mental or spoken
  instructions as to which side to guard.
  If the owner is knocked out, the shield
  continues protecting him to the best of
  its abilities. If the owner dies, the
  shield falls to the ground.
  The shield can Block two different
  attacks per turn, regardless of its
  owner’s actions (so the owner could
  parry any blow that got by the shield,
  for instance). The shield can be
  instructed to bash (p. B406), in which
  case its owner forfeits the shield’s pro-
  tection until the beginning of his next
  turn (the shield will travel no more
  than two yards from the owner to
  bash).
  The shield can be attacked at a
  penalty of its DB-4. The shield’s
  defense will be either a Block (using
  Shield/2) or a Dodge (using Speed); it
  does not get any DB bonus from itself.
  The shield could also be netted or
  bagged (standard to-hit roll). If the
  shield gets a critical miss or is struck
  by a critical hit, it is stunned and out
  of the fight until its owner grasps it
  and “wakes it up” (a Ready maneu-
  ver). The shield loses its magic if
  destroyed; if penetrated by an impal-
  ing or piercing weapon, it loses one
  point each of Power, Shield skill, and
  Basic Speed. As always, if Power
  drops below 15, the item ceases to
  function.
  Energy cost to cast: 250 per pound
  of the shield’s weight (minimum 1
  pound). Double the cost to enchant a
  shield with Speed 6 or Skill 18.
  Quadruple the cost to get both. This
  spell may be recast at a higher level as
  with Accuracy (p. 65), either to
  improve or repair the Shield.
  Prerequisites: 
  Enchant 
  and
  Dancing Object.
  Defending Shield
  Enchantment
  The enchanted shield allows its
  wielder to block more skillfully; each
  level of enchantment gives the wielder
  a +1 to Block, up to a maximum of +3.
  The spell may not be combined with
  Dancing Shield.
  Energy cost to cast: 500 for +1 to
  Block, 1,000 for +2, and 2,000 for +3.
  Cost: See table below.
  Block Bonus
  Cost
  +1
  500
  +2
  1000
  +3
  2,000
  The spell may be recast at a higher
  level as with Accuracy (p. 65).
  Prerequisites: Enchant and Grace.
  ENCHANTMENT SPELLS
  67
  
  All these enchantments
  limit the way that enchanted
  items work. The GM should
  make sure that he gets the
  details in writing, to avoid
  arguments about when or
  how an item can work.
  Since these spells merely
  limit the way other spells
  work, they never add an
  energy cost for the user.
  These spells are hard to
  remove. Name, Password,
  and 
  Bane 
  cannot 
  be
  removed unless the spells
  they limit are also removed.
  Limit 
  and 
  Link 
  resist
  removal at +5, and any fail-
  ure may be treated as “criti-
  cal.” This can remove all
  spells on the item, strength-
  en the limit, or have any
  other result the GM feels is
  inconvenient for the clumsy
  mage.
  If an item has multiple
  spells on it, including one or
  more limiting spells, the
  mage casting each new spell
  determines whether it gov-
  erns (or is governed by) pre-
  vious spells. For instance, a
  named sword might have +3
  against orcs for any user, but
  act as a Dancing Sword only
  for one who knew its name.
  Limit
  Enchantment
  The enchanted item works only for
  the user, or class of users, specified by
  the caster when the Limit is cast. This
  class of users may be as simple or
  complex as the caster wishes. A Limit
  spell may affect all the spells on the
  item, or just some of them.
  Energy cost to cast: 200.
  Prerequisite: Enchant.
  Name
  Enchantment
  Gives a magical name to an
  enchanted object. The magic of the
  subject functions only for someone
  who knows its name. The user must
  speak the item’s name the first time he
  tries to use it, to show he knows the
  name.
  Energy cost to cast: 400, or 200 if
  the name is written on the item. It
  must be readable (GM’s decision). It
  may be small, hidden, or even dis-
  guised, but a person examining the
  item must be able to see it. This 
  provision is a major reason for the
  popularity of dead and obscure lan-
  guages among wizards – writing your
  item’s name on it in an extinct lan-
  guage is almost as safe as not writing
  it at all, and much cheaper.
  Prerequisite: Enchant.
  Password
  Enchantment
  The reverse of the Name enchant-
  ment. A magical item with a Password
  functions unless the Password is spo-
  ken. If the Password is spoken, the
  item will be inert until the next time
  its powers would normally be invoked
  – or for one minute (choice of person
  making the item). An item may have
  some spells that are passworded and
  others that are not. The details, of
  course, depend on the spell.
  Examples: (a) a magic ring that
  gave the power of flight – but puts the
  wearer in Suspended Animation
  unless the password was used; (b) a
  68
  ENCHANTMENT SPELLS
  LIMITING ENCHANTMENTS
  
  Items enchanted with these spells
  can be used only by mages. All these
  spells are always on.
  Powerstone
  Enchantment
  Infuses mana into an object for
  later use by a wizard. Traditionally, a
  gemstone serves as the subject of this
  spell (for this reason, “Powerstone” is
  the generic word for an object con-
  taining stored mana), but any object
  can potentially be used. Any wizard
  touching a Powerstone may take any
  or all of the energy it contains, using it
  instead of his body’s own energy to
  cast a spell.
  Each Powerstone is said to have a
  “capacity.” This is the maximum
  amount of energy it can hold. Since a
  wizard can only use one Powerstone
  at a time, a large Powerstone is more
  useful than a handful of small ones. A
  large Powerstone can be used to cast a
  large spell; a group of small ones can
  be used one at a time to help maintain
  a spell, but cannot be used all at once.
  A Powerstone “recharges” itself
  after use, by absorbing mana from the
  surrounding area. The rate of
  recharge varies with the area’s mana
  level.
  Local Mana
  Recharge Rate
  None
  None
  Low
  1 point/week
  Normal
  1 point/day
  High
  1 point/12 hours
  Very High
  1 point/6 hours
  A Powerstone does not recharge if
  it is within six feet of a larger
  Powerstone. Stones of the same size
  split the available mana and recharge
  at slower speed. This unfortunate fact
  means that the owner of several
  Powerstones must let some of them
  out of his sight to get them recharged!
  A Powerstone is enchanted one step
  at a time. The first time Powerstone is
  cast on an object, it becomes an
  uncharged Powerstone with capacity
  1. Each additional casting increases its
  capacity by 1. Thus, 15 castings would
  create a Powerstone with a capacity of
  15. But note that with this many cast-
  ings, there would be a cumulative
  chance of nearly 1 in 4 that a critical
  failure would be rolled at some point,
  destroying the stone. For 60 successive
  castings, the cumulative chance of 
  critical failure is 2 in 3!
  Further, each ordinary failure
  while casting puts some sort of magi-
  cal “quirk” on the stone. Thus, it is
  possible for work for months and end
  up with a 20-energy Powerstone that
  smells like fish and can only be used
  on Wednesdays . . . This makes big
  stones without serious flaws more
  valuable than others of the same
  strength. The quirks of a Powerstone
  are set by the GM, and can be used as
  a tool for campaign balance. Most of
  them will be peculiar, arbitrary limita-
  tions on how the stone can recharge
  (e.g., only while bathed in bat blood)
  or how it can be used (e.g., only on
  Fire spells; only by a green-eyed vir-
  gin; not by anyone wearing a hat). A
  severe quirk affects the user of the
  stone (e.g., renders him mute for an
  hour).
  The caster knows if his spell has
  failed, but not what quirk his
  Powerstone now has. The Analyze
  Magic spell can determine what
  quirks a Powerstone has. Two failures
  in a row indicate that no further
  growth is possible for that stone.
  Any object may be used to produce
  a Powerstone. However, it is easier to
  enchant a Powerstone using an item
  with intrinsic value. The cost to cast
  Powerstone is quadrupled if the item
  being enchanted has a value of less
  than $10¥P2 + $40¥P, where P is the
  target capacity of the Powerstone.
  This is one reason gemstones are pop-
  ular; a valuable stone is compact and
  durable.
  ENCHANTMENT SPELLS
  69
  WIZARDLY TOOLS
  Pentagram that can be “turned off”
  with a word; (c) a Dancing Sword that
  stops swinging for one minute if the
  password is said.
  Energy cost to cast: 400. Halve this
  cost if the password is written on the
  item (must be readable).
  Prerequisite: Enchant.
  Link
  Enchantment
  Same as the “Item” description
  under Meta-Spells, pp. 131-132.
  Attune
  Enchantment
  This limiting enchantment, a deriv-
  ative of Bane, makes a magic item
  work better against a specific target. It
  works on any Resisted spell, providing
  a penalty to the target’s resistance roll.
  If enchanted into a magic item before
  the spell to be affected, the cost to
  enchant the affected spell is halved.
  The enchanter must possess some-
  thing connected to the target. The
  accuracy of the symbolic representa-
  tion determines the penalty to the
  resistance roll.
  In every case but the last, the rep-
  resentation must be incorporated into
  the magic item, though it need not
  remain intact (e.g., a video-
  tape may be crushed to pow-
  der). If the target is present,
  presumably he has either
  been misled as to the purpose
  of the enchantment, or has
  agreed to it for more complex
  reasons (for instance, he’s
  worried he might run amok in the
  future).
  The downside of this enchantment
  is that, when the item is used against
  other targets, they get a +5 to 
  their resistance roll. An Attune
  Enchantment cannot be removed
  from an item unless the enchantment
  or enchantments it controls are
  removed first.
  Energy Cost to Cast: 100.
  Prerequisite: Bane.
  Symbolic Representation
  Penalty
  Minimal (drawing)
  -2
  Small belonging/piece of clothing
  -4
  Hair or fingernail clippings
  -5
  Photographs or blood samples
  -6
  DNA sample or video
  -7
  Target is present during enchantment
  -8
  
  A Powerstone is uncharged when
  created (though if it already contained
  energy, that energy is unaffected by a
  casting to increase its capacity). The
  energy from a Powerstone cannot be
  used for further enchantments on that
  stone – a Powerstone cannot be used
  to help enchant itself!
  Energy cost for each casting: 20.
  Prerequisite: Enchant.
  “Dedicated” Powerstones
  If a Powerstone is attached to an
  item before that item is enchanted, the
  Powerstone becomes a part of the
  magical item. It is then a “dedicated”
  Powerstone. The item’s user may tap
  its energy – but only to power the
  spells cast by or through that item.
  If a dedicated Powerstone is
  removed from a magical item, the
  magical item is automatically broken
  and loses its enchantment, but the
  Powerstone is intact, and becomes a
  “normal” Powerstone again. (Of
  course, if the Powerstone is built into
  the item in some way – e.g., set in a
  magic ring – a successful skill roll may
  be required to remove it without
  breaking it.)
  The advantage of a dedicated
  Powerstone is that its energy, being
  specifically channeled, is used twice
  as efficiently. A one-point dedicated
  Powerstone gives two points of energy
  (but still recharges in one day in a
  normal-mana area).
  “Exclusive” Powerstones
  An item can also be made with a
  built-in Powerstone, in such a way that
  only its integral Powerstone(s) can
  power it. This is done exactly as for
  dedicated Powerstones, but the energy
  of an exclusive Powerstone is three
  times as efficient – i.e., a one-point
  exclusive Powerstone delivers three
  points of energy, but then the item is
  useless until the stone recharges.
  One-College Powerstones
  This is a variation that follows all
  normal Powerstone rules. A One-
  College Powerstone is enchanted in
  such a way that it can provide energy
  only for spells of a particular college.
  One-College Powerstones may not be
  Dedicated or Exclusive.
  The advantage of a One-College
  Powerstone is that each casting only
  requires 12 energy, not 20.
  Manastone (VH)
  Enchantment
  A Manastone is an unrechargeable
  Powerstone. 
  Use 
  all 
  normal
  Powerstone rules (limits by value,
  etc.), except that a Manastone does
  not recharge its power – although the
  item may be re-enchanted with multi-
  ple applications of the spell. If a
  Manastone “quirks” in enchanting, the
  quirks (naturally) must be appropriate
  to a nonrecharging object (no quirks
  about 
  recharging 
  limitations!).
  Manastones have no effect on the
  recharge rate of nearby Powerstones.
  Energy cost to cast: 5. Each casting
  charges the stone with a single point
  of energy.
  Prerequisite: Enchant.
  Staff
  Enchantment
  Enchants a magic staff – see Magic
  Staffs (p. 13) for details. Though many
  magic items must be in the form of a
  wand or staff, they do not have to have
  this spell on them. Many mages use
  various Limiting enchantments so
  that others can’t use their staffs – but
  this is not automatic.
  Energy Cost: 30.
  Prerequisite: Enchant.
  Item
  Any rod-shaped piece of organic
  material (wood, bone, ivory, etc.) up to
  6 feet long. May be decorated with
  other materials, like gems and pre-
  cious metals. A small staff is often
  called a “rod,” and a very short and
  slender one, a “wand.”
  Homunculus
  Enchantment
  Grow a miniature image from your
  flesh. This image, called a homunculus,
  has ST 1, DX 0, and no IQ or HT. It
  must be kept inside a glass bottle and
  fed at least 1 HP worth of human blood
  each day to remain alive. If the bottle is
  broken or submitted to intense heat or
  light, the homunculus dies.
  Whenever he wishes, the caster can
  move his spirit into the homunculus,
  no matter how far away it is (as per
  Possession, p. 49), at an energy cost of
  4 for the first minute and 2 for every
  minute thereafter. He may then
  observe and communicate with any-
  one in the homunculus’ presence.
  Although the caster can cast spells
  from the homunculus (using his own
  energy), he cannot perform any physi-
  cal action, since the homunculus is
  trapped inside the bottle. The caster
  may return to his original body at will.
  70
  ENCHANTMENT SPELLS
  
  If a hostile wizard gains possession
  of a live homunculus, he can cast
  Communication and Empathy spells
  at the homunculus’ creator at no
  range penalty! The creator also resists
  any such spells at -5 when cast
  through the homunculus. A homuncu-
  lus is thus a great vulnerability and is
  only entrusted to the most faithful of
  servants.
  The caster may own several
  homunculi; he can move his spirit to
  only one at a time. While thus “away,”
  the caster’s body is very vulnerable
  and should be safeguarded.
  Energy cost to cast: 800.
  Prerequisites: Magery 2 and Mind-
  Sending.
  Effigy (VH)
  Enchantment
  A mage can enchant an effigy, a life-
  size statue of himself, which attracts
  hostile magic directed at him to itself.
  Like Malefice, Effigy is a lasting spell,
  which continues until its Endurance is
  reduced to zero. Every time a spell
  attacks the effigy’s maker, the effigy
  resists with its current Endurance,
  modified for the distance separating it
  from him (use the long-distance modi-
  fiers, p. 14). If the effigy succeeds, the
  spell affects it rather than its maker,
  The GM must decide what consti-
  tutes a “hostile” spell; for instance,
  Deathtouch is, but Mind-Reading
  isn’t. Redirected spells that have no
  effect on inanimate statues (such as
  Paralyze Limb or Death Vision)
  instead “attack” the enchantment. The
  effigy then resists with its current
  Endurance. Every such successful
  attack reduces the effigy’s Endurance
  by one; when the effigy’s Endurance
  drops below 0, it ceases functioning. A
  critical failure by the effigy or a criti-
  cal success by the attacking spell also
  breaks the enchantment, as does phys-
  ical destruction. An enchanter may
  only have one effigy at any one time.
  Energy cost to cast: 1,000.
  Prerequisites: Magery 2, Enchant,
  Scryguard, and Ward.
  Soul Stone (VH)
  Enchantment
  By transferring his life force to a
  Soul Stone, a sorcerer becomes
  immortal. Although his body may still
  be hurt (burned, cut, crushed . . .), he
  may not be killed as long as the soul
  stone is safe. The caster becomes
  immune to disease, poison, and aging.
  He automatically makes all HT “death
  checks” caused by injury. He may still
  fall unconscious.
  If the soul stone is destroyed, the
  caster dies, so it is usually hidden in a
  very hard-to-reach place. Death may
  also come from some magical causes,
  such as a Planar Visit failure. Note
  that the stone need not literally be a
  piece of rock; examples from folklore
  and fiction include the caster’s own
  heart (removed once the spell is cast,
  presumably!), eggs, and more.
  Soul Stone and Soul Jar are 
  mutually exclusive.
  Cost: 500. One try; if the enchant-
  ment fails, the caster dies!
  Prerequisites: Magery 3, Enchant,
  and Soul Jar.
  Crystal Ball
  Enchantment
  Used in the Crystal-Gazing variant
  of Divination. Requires a ball of flaw-
  less crystal at least 2” in diameter
  (value $1,000). A 3” ball (value $5,000)
  gives +1 to divinations. A 4” ball (value
  $20,000) gives +2.
  Energy cost to create: 1,000.
  Prerequisite: Divination (Crystal-
  Gazing).
  Lich (VH)
  Enchantment
  As listed under Necromantic Spells,
  p. 159.
  Wraith (VH)
  Enchantment
  As listed under Necromantic Spells,
  p. 160.
  ENCHANTMENT SPELLS
  71
  Devotional Enchantment
  In some settings, enchantment is not the province of magical craftsmen,
  but an almost meditative outgrowth of the studies of holy men. Magic
  items are created as part and parcel of a life devoted to a higher principle.
  A practitioner of devotional enchantment must be Very Blessed
  (p. B40), and a corresponding Discipline of Faith for his chosen faith,
  worth at least -10 points. Not every faith has devotional enchanters.
  Devotional enchanters are not mages, and they use neither mana nor
  their own personal energies in their enchantments. Instead, they power
  their creations with character points acquired through study.
  Every 200 hours of prayer generates 1 character point that may be
  spent to create magic items, at a rate of 1 character point per every 25
  points of energy (note that this makes devotional enchantment about as
  efficient a use of time as Slow and Sure Enchantment). Hours spent in
  religious study accrue usable character points at half speed, and the
  strict conduct of a virtuous life accrues points at quarter speed. An
  important meritorious act – pilgrimages, entering a cloister, etc. – grants
  one character point that may be used for enchantments.
  The actual enchantment uses a system essentially similar to symbol
  enchantment (p. 205); devotional enchanters must learn Symbol Drawing
  or an equivalent Very Hard skill and the symbols necessary to enchant the
  desired item. The process of enchanting an item by this method is quite
  fast, usually a day or less; mage enchanters are often astounded by the
  seeming effortlessness with which devotional enchanters produce items,
  not realizing that decades of rigorous practice go into the preparations for
  such an enchantment. If the rolls for all the symbols are made, the char-
  acter points are invested in the item and the item is enchanted. On a fail-
  ure, the points are not spent, but the enchanter may not attempt that
  enchantment again until he has raised his skill in all the symbols for which
  he failed the rolls; his knowledge was inadequate to the task. On a critical
  failure, he may never try that enchantment again; divine displeasure
  attended the attempt.
  
  “Don’t give me any trouble, and no
  one gets hurt, OK?” Jack’s stiletto hov-
  ered an inch from the young woman’s
  left eye. “Keep your hands where I can
  see them. Tell me where you keep your
  wallet.”
  Her lips quivered, and she stam-
  mered something incomprehensible.
  Maybe she didn’t even speak English.
  Jack pulled his knife back a bit as
  he leaned closer. “What? Speak up.”
  The girl got herself under control,
  took a deep breath, and exhaled a jet
  of flame into Jack’s face. Jack was
  dimly aware of his own voice scream-
  ing as the pain overwhelmed him and
  he fell into blackness.
  The pyromancer pulled the collar
  of her sweater over her nose against
  the charred-bacon smell in the alley.
  “Nothing.”
  These spells deal with the tradi-
  tional magical “element” of fire.
  Should the volume of a particular fire
  matter in play, assume that the flames
  created or controlled by Fire spells
  shoot six feet high. See Flame
  (p. B433) for rules for setting things
  on fire.
  Ignite Fire
  Regular
  Produces a single spot of heat, and is
  used to set fire to a readily flammable
  object. It works best on paper and cloth,
  and will not affect any item that would
  not burn in an ordinary fire. In particu-
  lar, it will not set fire to a living being!
  Once ignited, the fire burns normally.
  Duration: One 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 blowtorch had
  been held to the subject. Ignites dry
  firewood or clothes being worn in one
  second, leather in two seconds, and
  heavy wood in six seconds.
  4 – As though burning magnesium
  or phosphorus had been held to the
  subject. Ignites coal in one second,
  heavy wood in two seconds.
  Cost to maintain is the same as the
  original cost to cast.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 100; item must include a
  small ruby worth $50.
  Seek Fire
  Information
  Tells the caster the direction and
  approximate distance of the nearest
  significant fire or source of intense
  heat. Use the long-distance modifiers
  (p. 14). Any known fires or sources of
  heat may be excluded if the caster
  specifically mentions them before
  beginning. The caster may also speci-
  fy that he is seeking a specific type of
  fire, based on the fire’s fuel (natural
  gas flame, alcohol fire, wood fire, etc.).
  Cost: 1.
  Item
  A forked stick. Cost to create: 50
  energy and a small ruby worth $100.
  Create Fire
  Area
  Fills the area of effect with fire that
  requires no fuel (if cast in midair, it
  produces a sphere of flame, which
  falls to the ground). This is real fire,
  and will eventually ignite any flamma-
  ble objects it touches. Cannot be cast
  within rock, foes, etc.
  Duration: 1 minute.
  Base cost: 2. Half that to maintain.
  Ordinary fires set by this spell do not
  require maintenance.
  Prerequisite: Ignite Fire or Seek
  Fire.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 300; item must include a
  ruby worth $200.
  Extinguish Fire
  Area
  Puts out all ordinary and magical
  fires in its area of effect. Has no effect
  on materials that are intrinsically
  superheated – molten steel, lava, 
  plasma, etc.
  Duration: Once out, a fire stays out.
  Base cost: 3.
  Prerequisite: Ignite Fire.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 400; item must include a
  ruby worth $300 and a black onyx
  worth $100.
  Shape Fire
  Area
  Control the shape of any flame.
  Each shape change requires a second of
  concentration. Once shaped, the flame
  keeps that shape until the spell expires,
  without concentration. Moving a flame
  requires constant concentration (the
  flame moves at Move 5, on the caster’s
  turn). A natural fire cannot move to a
  place that it can’t burn, but flame made
  72
  FIRE SPELLS
  CHAPTER NINE
  FIRE SPELLS
  
  with the Create Fire spell needs no fuel
  and can move almost anywhere.
  Flame shaped with this spell nor-
  mally retains its volume. If the fire is
  “spread out” across twice its original
  area, it only does half damage; if
  spread across three times its original
  area, it does 1/3 damage; and so on.
  Duration: 1 minute.
  Base cost: 2. Half that to maintain.
  Prerequisite: Ignite Fire.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 400; item must include a
  ruby worth $300.
  Phantom Flame
  Area
  Creates an area of imaginary flame.
  Those nearby feel heat (and pain, if they
  touch it); items inside appear to burn.
  However, the flame does not spread,
  and does no real damage. Even the pain
  it creates subsides to a tingling after the
  first shock. Shape Fire and Extinguish
  Fire both affect this phantom flame;
  water will not affect it.
  This is also an Illusion and
  Creation spell.
  Duration: 1 minute.
  Base cost: 1. Same cost to main-
  tain.
  Prerequisite: Shape Fire or Simple
  Illusion.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 200; must include a $100 ruby.
  Fireproof
  Area
  Prevents ignition of fires within the
  affected area: matches won’t light, flint
  won’t make sparks, and so on. Does
  not extinguish a fire brought in from
  outside the spell’s area, although such
  a fire would fail to ignite anything else.
  Useful anywhere that fire is a hazard
  (as in a gunpowder factory, for exam-
  ple). Any magical attempt to light a fire
  is at -5 to skill. This spell doesn’t resist
  really intense heat (as from lava or bat-
  tle lasers), but it does stop guns from
  working!
  Duration: 1 day.
  Base cost: 3. Doubled cost gives a
  -10 to magical attempts to light fires,
  and resists all heat less than star-heat.
  Same cost to maintain.
  Time to cast: 5 minutes.
  Prerequisite: Extinguish Fire.
  Item
  An area may be permanently
  Fireproofed; multiply the base cost by
  100. A small quantity of powdered
  ruby must be used (about $10 per
  energy point’s worth).
  Slow Fire
  Area
  Causes flames to cool down, con-
  suming their surroundings (and burn-
  ing people) at a slower rate. The dam-
  age that the flames do is reduced pro-
  portionately. This spell acts as a Slow
  spell on fire elementals and beings
  with the Body of Fire meta-trait
  (p. B262). Slow Fire resists Fast Fire.
  Duration: 1 minute.
  Base cost: 2 for a fire that burns at
  half the usual rate, 3 for a fire that
  burns at 1/3 the usual rate, and so on.
  Same cost to maintain.
  Prerequisite: Extinguish Fire.
  Item
  Staff, wand, or jewelry. Cost to cre-
  ate: 350 energy, a $500 ruby, and a
  $500 black onyx.
  Fast Fire
  Regular
  Makes flames hotter, consuming
  their surroundings (and burning peo-
  ple) at a faster rate. The damage that
  the flames do is proportionately
  increased. This spell acts as a Great
  Haste spell on fire elementals and
  beings with the Body of Fire meta-trait.
  Duration: 1 minute.
  Cost: 2 for a double-rate fire, 3 for
  a triple-rate fire, and so on. Same cost
  to maintain.
  Prerequisite: Slow Fire.
  Item
  Staff, wand, or jewelry. Cost to cre-
  ate: 375 energy and a $500 ruby.
  Deflect Energy
  Blocking
  Deflects one energy attack about to
  hit the subject – including a beam
  weapon attack or a Fireball or
  Lightning spell. Counts as a parry for
  combat purposes. If the caster is not the
  subject, apply distance modifiers as for
  a Regular spell. Deflected attacks may
  still hit a target beyond the subject.
  Cost: 1.
  Prerequisites: Magery 1 and Shape
  Fire.
  Flame Jet
  Regular
  Shoot a jet of flame from one fist.
  Each turn, the caster rolls versus DX-
  4 or Innate Attack skill to hit, and rolls
  for damage if he hits. This attack may
  be dodged or blocked, but not parried.
  Treat it as a hand weapon – a flaming
  sword without the sword – but it can-
  not parry! This is a wonderfully flashy
  spell, good for magic shows, melee
  combat, burning through ropes, etc.
  The caster may cast the spell as many
  times as he has hands and have a
  Flame Jet in each hand; a Flame Jet
  held in the caster’s “off” hand suffers
  the usual -4 penalty to hit.
  For 
  cinematic 
  mage-dueling
  action, the GM may allow a Flame Jet
  to parry another Flame Jet. This
  allows fire wizards to duel mano a
  mano, which some groups may prefer
  to the casting and dodging of a more
  typical duel of magic.
  Duration: 1 second.
  Cost: 1 to 3 points. Does 1d damage
  for each point put into the spell. The
  jet’s range in yards is equal to the
  number of dice. Same cost to main-
  tain.
  Prerequisites:
  Create Fire and
  Shape Fire.
  Item
  Jewelry. Energy cost to create: 800;
  must include $500 worth of gold and a
  $300 ruby. Usable only by mages.
  Smoke
  Area
  Creates an area of dense smoke.
  Even one yard’s thickness of such
  smoke will block vision. Until it dissi-
  pates, it has the effect of tear gas (any-
  one failing a HT roll is unable to do
  anything but cough and weep). The
  smoke is somewhat hot and rises
  slowly (about one foot per second).
  FIRE SPELLS
  73
  
  The rate of dissipation depends on the
  area and the presence of wind;
  indoors, it usually lasts until the spell
  expires, but outdoors on a windy day
  it may last only 10 seconds or so.
  Duration: 5 minutes, except in
  windy areas.
  Base cost: 1. Half that to maintain.
  Prerequisites: Shape Fire and
  Extinguish Fire.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 50.
  Heat
  Regular
  Raises the temperature of an
  object. It does not necessarily produce
  fire, though most things will burn if
  heated enough. Heat will be radiated
  away normally. (Use this as a guideline
  for playable effects – don’t try to turn
  the spell into a physics exercise!)
  Any wizard planning to make
  extensive use of this spell should arm
  himself with a list of the melting
  points of various materials. The spell
  can have drawbacks. If you were in
  jail, you might melt your way through
  the bars . . . but the radiated heat
  would probably broil you first.
  Duration: 1 minute. Each minute
  raises the target’s temperature by 20°.
  Maximum temperature possible with
  this spell is 2,800°.
  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 a larger
  object. 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:
  Create Fire and
  Shape Fire.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 400; item must include a
  ruby worth $300.
  Cold
  Regular
  The reverse of Heat (above). It can
  reduce the temperature of any object
  to absolute zero, if maintained for
  long enough.
  Duration, Cost, and Time to cast:
  Exactly as for Heat, except that each
  minute lowers the target’s temperature
  by 20°.
  Prerequisite: Heat.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 400; items must include a
  $300 ruby and a $300 sapphire.
  Rain of Fire
  Area
  Fiery droplets rain from the sky onto
  the area of effect, causing 1d-1 fire
  damage per second to all within it.
  Creatures under the Rain of Fire take
  damage on their own turns; if less than
  an entire second is spent in the affected
  area, damage is halved (round down).
  The spell can only be cast out-
  doors. Armor protects in the usual
  fashion. A shield with a DB of 2 or bet-
  ter can be held overhead to block the
  flames, but it may take damage
  (p. B484). This requires two hands
  and a Ready action, and succeeds
  automatically in protecting the char-
  acter once the shield is readied
  upwards, but this unreadies the shield
  from its normal protective functions!
  Inanimate objects such as build-
  ings protect with their DR, but some
  structures (see HP and DR of
  Structures, p. B558) may be damaged
  or catch fire.
  Duration: 1 minute.
  Base cost: 1 to cast (minimum 2).
  Same cost to maintain. For double
  base cost, the Rain of Fire does 2d-2
  per second!
  Time to cast: One minute.
  Prerequisites: Magery 2 and Create
  Fire.
  Item
  Staff. Usable only by mages. Energy
  cost to create: 600.
  Resist Fire
  Regular
  The subject (person, creature, or
  object) and anything he carries
  become immune to the effects of heat
  and fire (but not electricity).
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain. Cost
  doubles if subject must resist a blast
  furnace or volcano; cost triples if 
  subject must resist the heat of a star,
  nuclear bomb, etc. Only the first level
  of protection is necessary against
  combat-type Fire spells.
  Prerequisite: Fireproof.
  Item
  Staff, wand, or jewelry; only affects
  the wearer. Energy cost to create: 800;
  must include a ruby worth $500 and a
  black onyx worth $200.
  Resist Cold
  Regular
  The subject (person, creature, or
  object) and anything he carries
  become immune to the effects of cold
  and frostbite (but not falling ice, 
  magical ice spears, etc.).
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain. Cost
  doubles if subject must resist cold of
  -40° or more; cost triples if subject
  must resist the cold of absolute zero.
  Prerequisite: Heat.
  Item
  Staff, wand, or jewelry; only affects
  the wearer. Cost to create: 800 energy, a
  $500 emerald and a $200 black onyx.
  Warmth
  Regular
  The subject remains comfortably
  warm in cold weather, avoiding the
  risk of frostbite or hypothermia. This
  effectively increases the subject’s “local
  temperature” by 30˚F towards his opti-
  mum comfort level (p. B93). The spell
  offers no protection against magical
  cold attacks such as Frostbite. This is
  also a Protection and Warning spell.
  Duration: 1 hour.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 10 seconds.
  Prerequisite: Heat.
  Item
  Clothing, staff, jewelry, or blanket;
  only affects the wearer (holder in the
  case of the staff). Energy cost to create:
  200.
  Fireball
  Missile
  Throw a ball of fire from one hand.
  This has 1/2D 25, Max 50, Acc 1. When
  it strikes something, it vanishes in a
  74
  FIRE SPELLS
  
  puff of flame. This spell is likely to
  ignite flammable targets.
  Cost: Any amount up to your
  Magery level per second, for three sec-
  onds. The fireball does 1d burning
  damage per energy point.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Magery 1, Create
  Fire, and Shape Fire.
  Item
  Staff or wand – the bolt is fired
  from the end of the item. Energy cost
  to create: 800; must include a ruby
  worth $400. Usable only by mages.
  Explosive Fireball
  Missile
  Creates a fireball that affects both
  its target and things nearby. This has
  1/2D 25, Max 50, Acc 1. Can be thrown
  at a wall, floor, etc. (at +4 to hit) to
  catch foes in the blast. The target and
  anyone closer to the target than one
  yard takes full damage. Those further
  away divide damage by three times
  their distance in yards (round down).
  Cost: Any amount up to twice your
  Magery level per second, for three sec-
  onds. The fireball does 1d burning
  damage per full 2 points of energy.
  Time to cast: 1 to 3 seconds.
  Prerequisite: Fireball.
  Item
  Staff or wand – the bolt is fired
  from the end of the item. Energy cost
  to create: 1,200; must include a ruby
  worth $500. Usable only by mages.
  Essential Flame
  Area
  As for Create Fire, except that the
  fire created is the magical essence of
  fire. Any mage can tell the difference
  by looking. It cannot be extinguished
  by ordinary water or ordinary magic,
  but only by a similar quantity of
  Essential Water or by a Dispel Magic
  spell. Essential Flame does +1 dam-
  age to anyone it burns (+2 to watery
  creatures).
  Duration: 1 minute.
  Base cost: 3. 2 to maintain. This
  flame ignites all flammable materials,
  and the entire blaze remains Essential
  as long as the spell is maintained. If
  the spell is not maintained, any 
  materials that were ignited continue
  to burn with ordinary flame.
  Time to cast: 3 seconds.
  Prerequisites: At least six other Fire
  spells.
  Item
  Wand, staff, or jewelry. Usable only
  by mages. Energy cost to create: 800;
  must include a $400 ruby.
  Flaming Weapon
  Regular
  Causes any weapon to burst into
  flame, which does not harm the user
  but lets the weapon do +2 damage to
  foes or flammable objects (after pene-
  trating armor and figuring other
  bonuses). Metal weapons are not dam-
  aged; wooden ones turn to ashes as
  soon as 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: Magery 2 and Heat.
  Item
  A weapon that flames whenever
  used, at no energy cost to the user.
  Energy cost to create: 750; a $400 ruby
  must be set in the weapon.
  Flaming Missiles
  Regular
  Like Flaming Weapon, but cast on a
  missile weapon. The weapon itself
  acquires a shimmering, fiery appear-
  ance. Any missile it fires bursts into
  flame, doing +2 damage as per
  Flaming Weapon; it burns to ashes
  after it hits a target or after 10 seconds,
  whichever comes first.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain. Cost
  doubles if the missiles to be fired are
  stone or metal.
  Time to cast: 3 seconds.
  Prerequisite: Flaming Weapon.
  Item
  A missile weapon that fires flaming
  missiles whenever used, at no energy
  cost to the user. Energy cost to create:
  1,000; a $500 ruby must be set in the
  weapon.
  Flaming Armor
  Regular
  The subject is sheathed in flames
  without feeling any discomfort – he,
  and anything he carries, is under a
  basic Resist Fire spell. The flames pro-
  vide the usual illumination and heat to
  their surroundings. The subject’s
  melee attacks do an extra point of fire
  damage.
  Any melee attack that hits the sub-
  ject triggers a 1d Flame Jet backlash
  along the weapon at the foe. This
  attack automatically hits the hand
  holding the weapon if the weapon’s
  Reach was 1 or less. Should the sub-
  ject grapple or be grappled, the foe
  takes 3d burning damage, but the spell
  will be broken.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Prerequisites: Magery 1, Resist Fire,
  and Flame Jet.
  Item
  (a) Staff or jewelry. Usable only by
  mages. Energy cost to create: 600; must
  include $300 worth of rubies. (b) Cape
  or armor. Only affects the wearer.
  When activated, the cape seems liter-
  ally woven of flames; it will protect
  against attacks from the back and
  sides, but not from the front, unless it
  is wielded as a light cloak (see Cloak,
  p. B184). Energy cost to create: 700 for
  the cape, 1,000 for armor.
  Fire Cloud
  Area
  Creates a swirling cloud of flames
  and fiery embers. It does not block
  vision, but inflicts burning damage to
  all within it. Creatures in the cloud
  take damage on their own turns. If less
  than an entire second is spent in the
  affected area, damage is halved (round
  down). Armor protects normally. Only
  highly flammable materials may catch
  fire.
  Duration: 10 seconds.
  Base cost: 1 to 5; the cloud inflicts 1
  point of damage per second for every
  energy point put into the base cost.
  Same cost to maintain.
  Time to cast: 1 to 5 seconds,
  depending on base cost.
  Prerequisites: 
  Shape 
  Air 
  and
  Fireball.
  FIRE SPELLS
  75
  
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Cost to create: 175 energy
  and a $500 ruby.
  Breathe Fire (VH)
  Regular
  Similar to Flame Jet, except that
  the flame issues from the caster’s
  mouth, Breathe Fire cannot be main-
  tained, and each energy point buys
  1d+1 damage instead of 1d. Caster
  rolls to hit against DX-2 or Innate
  Attack skill. This counts as an action;
  the caster must be facing the target.
  No hand gestures are required to cast
  this spell; certain lip and tongue
  motions are made instead. Thus,
  Breathe Fire can be cast “no hands” at
  any level of skill.
  Duration: 1 second.
  Cost: 1 to 4. Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: Magery 1, Flame Jet,
  and Resist Fire.
  Item
  Jewelry. Usable only by mages.
  Energy cost to create: 1,000; must
  include $500 worth of gold and a $500
  ruby. 
  Burning Touch
  Melee
  Wreathes the caster’s hand in
  flames. The first target struck after the
  spell is cast suffers 1d of fire damage
  for every point of energy that the cast-
  er puts into the spell. Armor does not
  protect, but natural DR does.
  Cost: 1 to 3.
  Prerequisites: Magery 2 and at least
  six Fire spells including Heat.
  Item
  Staff, wand, or glove. The item
  must touch the subject. Energy cost to
  create: 300.
  Body of Flames (VH)
  Regular; Resisted by HT
  Subject gains the Body of Fire
  meta-trait (p. B262) for the duration
  of the spell. Clothes (up to 6 pounds)
  also become fire, but lose any magic
  powers they might have had. He can
  carry nothing while in this form.
  Duration: 1 minute. The spell
  expires if the subject loses conscious-
  ness.
  Cost: 12 to cast. 4 to maintain.
  Time to cast: 5 seconds.
  Prerequisite: Breathe Fire.
  Item
  (a) Staff, wand, or jewelry. Only
  affects the wearer. A severe drawback
  is that, as soon as it is activated, the
  item falls through the user’s hand.
  Thus, a spell cast with this item lasts
  only a minute. Energy cost to create:
  3,000. (b) Staff, wand, or jewelry. Only
  affects the wearer. Unlike the previous
  item, this item turns to fire along with
  the wearer, allowing him to maintain
  the spell longer than 1 minute. While
  in flame form, the item loses any mag-
  ical powers it might ordinarily have.
  Energy cost to create: 6,000.
  Burning Death (VH)
  Melee; Resisted by HT
  Causes the victim to burn from
  within. The caster must strike the sub-
  ject to trigger this spell; hit location is
  irrelevant. Every turn, the victim must
  roll against HT; on a failure (critical or
  not), he takes 1d-1 fire damage. On a
  success, he takes no damage that turn;
  on a critical success, the spell is 
  broken. Neither DR nor Resist Fire
  protects against this injury! For the
  duration of the spell, the victim expe-
  riences almost unbearable discomfort,
  equivalent to the effects of a Sickness
  spell (p. 138).
  If the spell is maintained long
  enough, the victim’s skin and clothes
  start to char and little flames dart out
  here and there. Once the victim dies,
  his body bursts into flame and burns
  until only a little pile of ashes remains.
  Undead beings are not affected.
  The caster must concentrate while
  maintaining this spell, but need not
  remain in physical contact.
  This is also a Necromantic spell.
  Duration: 1 second.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Magery 2, Heat, and
  Sickness.
  Item
  Staff, wand, or jewelry. Usable only
  by mages; the item must touch the
  subject. Cost to create: 700 energy and
  a $500 ruby.
  Summon Fire
  Elemental, 
  Control Fire Elemental,
  Create Fire Elemental
  see pp. 27-28
  76
  FIRE SPELLS
  Small Fire Elemental
  This is the basic fire elemental summoned by casting Summon Fire
  Elemental at the minimum energy cost of 4. More energy put into the
  spell summons a more powerful elemental. Usually, this simply means a
  larger elemental; 1 point of energy is equal to 1 additional point of ST, 5
  HP, or 2 points of DR. However, the GM may choose to build a more exot-
  ic elemental, adding unusual traits to the following template, or working
  one up from scratch.
  Small Fire Elemental
  40 points
  Attribute Modifiers: ST-2 [-20]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30].
  Secondary Characteristic Modifiers: SM -1; HP+2 [4].
  Advantages: Burning Attack 2d (Always On, -40%; Aura, +80%; Melee
  Attack, Range C, -30%) [11]; Charisma 1 [5]; Doesn’t Breathe (Oxygen
  Combustion, -50%) [10]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20];
  DR 10 (Limited: Heat/Fire, -40%) [30]; Immunity to Metabolic
  Hazards [30]; Injury Tolerance (Diffuse) [100].
  Disadvantages: No Fine Manipulators [-30]; Weakness (Water, 1d/min.)
  [-40].
  
  Christophe’s cleaver bit into bone
  and stuck. He swore volubly at the
  enchanter who’d sold him the knife
  and waved an assistant over to finish
  the carving. Turning away, he dipped a
  spoon into a soup pot, tasted,
  frowned, and muttered an incantation
  to correct the seasoning. A dash of
  salt, a sprinkling of turbinado sugar,
  and on a whim he spoke the Old
  Draconic word for tarragon.
  Across the kitchen, the main
  course was emerging from the ovens 
  . . . a roast boar stuffed with winter
  vegetables. 
  Beaming, 
  Christophe
  made his way over to his masterpiece,
  pausing along the way to reduce a pan
  sauce with a flick of three fingers and
  ripen a bowl of hard plums with a
  magic couplet. Watching the scullions
  lever the mighty roast onto a tremen-
  dous silver platter, he peered with sat-
  isfaction at the deep brown skin glis-
  tening with drippings. That dwarven
  oven had been well worth the price –
  not like that useless cleaver. He
  watched his sous-chef like a hawk as
  the garnishes went on the platter,
  watching for the slightest imperfec-
  tion. Today, however, all went well.
  Satisfied, Christophe worked an
  incantation against scrying over the
  roast, lest some prying mage at the
  table try to steal his recipes. He
  clapped his hands, and the kitchen
  stopped to look.
  “Sound the fanfare!” he bellowed.
  “Dinner is served!”
  These spells are concerned with
  food and drink. None of these spells
  can turn living beings (or the undead)
  directly into food; they can’t be used in
  combat. For the purposes of these
  spells, a “meal” is about a pound of
  normal food, or half a pound of dried
  travelers’ rations.
  The College of Food is often one of
  the least respected, but many great
  healers got their start as food-mages.
  Seek Food
  Information
  Determines the direction, distance,
  and general nature of the nearest sig-
  nificant source of food. Use the long-
  distance modifiers (p. 14). The food
  found will be wholesome, but not nec-
  essarily appetizing – e.g., edible
  insects. Any known sources of food
  (such as those delicious insects) may
  be excluded if the caster specifically
  mentions them before beginning.
  Cost: 2.
  Item
  A forked stick. Energy cost to create:
  300.
  Test Food
  Information
  Identifies whether a substance is
  good to eat. The spell tells nothing
  about taste or nutrition; it detects poi-
  sons, dangerous decay, or foreign
  objects (razor blades in fruit). It does
  not check for magic on food.
  Cost: 1 to test a single meal or a sin-
  gle bottle of wine; 3 to check all the
  food and drink within a 1-yard radius.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 100.
  Decay
  Regular
  Makes food rot away immediately
  and become worthless (it can be saved
  if a Counterspell is cast, or Purify
  Food is cast, within a minute).
  Cost: 1 per meal destroyed.
  Prerequisite: Test Food.
  Item
  Staff or wand. The item must
  touch the subject. Energy cost to 
  create: 100.
  Season
  Regular
  Spices and seasons a single con-
  tainer of food to the caster’s prefer-
  ence. The caster’s cooking skill deter-
  mines whether the food tastes any bet-
  ter for it – the spell simply adds the fla-
  vors that the caster demands.
  Duration: Permanent.
  Cost: 2 per meal.
  Time to cast: 10 seconds.
  Prerequisite: Test Food.
  Item
  A spoon which, when stirred
  through food, will spice it to the
  owner’s taste. Energy cost to create:
  150.
  Far-Tasting
  Regular
  The subject can taste and smell any
  object that he can see (even at a great
  distance) or taste/smell through solid
  objects totaling no more than two
  yards of thickness. He automatically
  makes all Taste/Smell rolls, though
  any substance that would ordinarily
  be impossible to taste or smell (an
  odorless, tasteless gas such as carbon
  monoxide, for example) will remain
  undetected. This can be especially use-
  ful for sniffing out poisons, since the
  effects of a poison do not transfer via
  their odors.
  This is also a Knowledge spell.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 1 and either
  Seek Food or Seek Air; cannot have
  No Sense of Taste/Smell disadvantage.
  Item
  Clothing or jewelry; only affects the
  wearer. Energy cost to create: 200.
  FOOD SPELLS
  77
  CHAPTER TEN
  FOOD SPELLS
  
  Mature
  Regular
  Causes any foodstuff that must age
  and mature as part of its production to
  do so more quickly. This is most often
  used with beer and wine, but it can
  also be used to accelerate cheese,
  yogurt, bread dough, or even meat.
  Aging processes that normally take
  days or weeks (beer, wine, aged
  cheese, pickles, dry-aged meats) take
  only an hour with this spell. Processes
  that normally take hours (bread
  dough, yogurt, fresh cheese) take only
  a minute. Processes which take years
  (vintage wines, thousand-year eggs)
  accelerate a year for every casting of
  the spell . . . this is a wonderful way to
  discover whether a particular vintage
  will age well.
  Duration: The process takes an
  hour (or a minute, as above), but the
  food remains mature permanently.
  Cost: 1 per pound of food. Cannot
  be maintained.
  Time to cast: 10 seconds.
  Prerequisite: Decay or Season.
  Item
  A small keg that works at no ener-
  gy cost to the user, but only works a
  limited number of times per day.
  Energy cost to create: 50 per gallon of
  size, per each time/day the item is
  usable. For example, a 10-gallon keg
  that works twice per day costs
  50¥10¥2=1,000 energy to create.
  Purify Food
  Regular
  Removes foreign objects, poisons,
  and decay, and renders food fit to eat.
  Works only on an edible or formerly
  edible item – and if the whole item is
  unwholesome, the spell removes all the
  unwholesomeness and leave nothing.
  Cost: 1 per pound of material to be
  purified.
  Prerequisite: Decay.
  Item
  Staff, wand, or jewelry. The item
  must touch the subject. Energy cost to
  create: 400.
  Cook
  Regular
  Turns raw ingredients into a 
  finished meal. Produces only simple
  fare (stews, etc.), which is only as
  wholesome as the ingredients. No
  cooking-fire is necessary; the spell
  provides the heat.
  Cost: 1 per meal.
  Time to cast: 5 seconds.
  Prerequisites: Test Food and Create
  Fire.
  Item
  A pot that cooks any food placed
  within it, at no energy cost to the user.
  Requires about a minute to cook. The
  size of the pot does not matter, but
  each pot can be used only a limited
  number of times daily. Energy cost to
  create: 30 per meal per day (e.g., a pot
  which would cook three meals per
  day would
  have 
  an
  e n e r g y
  cost of 90
  to create).
  Prepare Game
  Regular
  “Dresses out” a slain animal. If cast
  on a deer, for instance, the hide is
  removed, along with all extraneous
  body parts and innards. If cast on a
  fish, it is gutted and scaled. Nothing is
  destroyed by the spell; all of the parts
  are simply appropriately separated
  and cleaned in such a way as to best
  prepare the animal for cooking.
  Duration: Permanent.
  Cost: 2.
  Time to cast: 10 seconds.
  Prerequisite: Purify Food.
  Item
  (a) Wand, staff, jewelry, or knife.
  Energy cost to create: 300. (b) Skinning
  knife, scaling knife, vegetable peeler,
  etc. Usable only on the appropriate
  food type. Energy cost to create: 150.
  Know Recipe
  Information; 
  Special Resistance
  When cast on an item of food, this
  spell places complete knowledge of
  the components of the food (and the
  method of preparation used by the
  cook) into the mind of the caster.
  This spell may even be used on
  alchemical creations. However, such
  elixirs resist this spell with the skill of
  the alchemist that made them.
  At the GM’s discretion, this spell
  may be usable to analyze chemicals or
  drugs.
  This is also a Knowledge spell.
  Duration: The memory remains
  crystal clear in the mind of the caster
  for 1 day. After that, it fades per the
  Memorize spell (p. 105). Altered
  recipes may lead to anything from
  embarrassment (replacing sugar with
  salt in a dessert) to serious trouble
  (replacing sugar with salt in a dessert
  for the King).
  Cost: 3. Cannot be maintained.
  Time to cast: 15 seconds.
  Prerequisites: 
  Far-Tasting 
  and
  Season.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 450.
  Poison Food
  Regular
  Introduces a physical poison into
  food. This poison remains indefinitely,
  but can be detected by Test Food.
  Anyone eating the poisoned food must
  make a HT roll. On a successful roll,
  they merely feel sick and lose 2 HP. On
  a failed roll, they will be seized by
  painful stomach cramps and lose
  1d+1 HP immediately; they will be at
  -3 for all skills or spells until the lost
  HP is restored.
  Cost: 3 per meal.
  Prerequisite: Purify Food.
  Item
  Staff or wand. The item must
  touch the subject. Energy cost to 
  create: 600.
  Hunger
  Regular; Resisted by HT
  As listed under Body Control Spells,
  p. 38.
  Thirst
  Regular; Resisted by HT
  As listed under Body Control Spells,
  p. 38.
  Foul Water
  Area
  As listed under Water Spells, p. 185.
  78
  FOOD SPELLS
  
  Preserve Food
  Regular
  Keeps any organic material from
  spoiling, drying out, etc. Very useful
  for travelers!
  Duration: 1 week.
  Cost: 2 per pound of food. 1 per
  pound to maintain.
  Prerequisite: Decay.
  Item
  (a) Staff, wand, or jewelry. Energy
  cost to create: 200. (b) Chest or sack;
  always on; the contents of the chest
  are preserved indefinitely. Energy cost
  to create: 20 for every pound of food to
  be held (round up).
  Create Food
  Regular
  Produces edible food. This spell is
  easier when used to convert already
  existing material into food; the closer
  the starting material is to food, the
  tastier the end result will be.
  Duration: Permanent.
  Cost: 2 per meal to change organic
  material into food; 3 to change inor-
  ganic material into food; 4 to conjure
  food from thin air.
  Time to cast: 30 seconds.
  Prerequisites: Cook and Seek Food.
  Item
  (a) Wand, staff, or jewelry; usable
  only by mages. The item must touch
  material to be turned into food. Energy
  cost to create: 600. (b) A pot, as
  described for Cook, which will turn
  anything placed inside into a cooked
  meal. Energy cost to create: 200 per
  meal per day. (c) A vessel that will cre-
  ate food from nothing. Energy cost to
  create: 400 per meal per day.
  Essential Food
  Regular
  Transforms food, or any other
  material, into unbelievably good, fill-
  ing, and nutritious food. Essential
  Food does not spoil, and six meals of
  it weigh only a pound
  Duration: Indefinite.
  Cost: 3 per meal if the starting sub-
  stance is organic material of some
  kind; 5 per meal if the original sub-
  stance is totally inedible.
  Time to cast: 30 seconds.
  Prerequisites:
  Six Food spells, 
  including Create Food.
  Wizard Nose
  Regular
  As listed under Knowledge Spells,
  p. 104.
  Wizard Mouth
  Regular
  As listed under Knowledge Spells,
  p. 104.
  Water to Wine
  Regular
  Turns water or other drinkable liq-
  uid into a mildly alcoholic beverage.
  The nature of the resulting drink
  depends on the starting material.
  Water or grape juice becomes wine;
  fruit juices become “coolers.” The
  quality of the result depends on the
  caster’s roll and the quality of the
  starting liquid.
  Duration: Permanent.
  Time to cast: 10 seconds.
  Cost: 4 per gallon (half cost for
  beer, double cost for spirits).
  Prerequisites: Purify Water and
  Mature.
  Item
  A bottle or drinking vessel that can,
  once per day, change the contents into
  an alcoholic beverage. The quality of
  the result depends on the starting mate-
  rial; seawater would make pretty bad
  beer, while newly melted mountain
  snow would give excellent wine. Energy
  cost to create: 500 per gallon capacity of
  the container. Note that critical failures
  with this spell have been known to cre-
  ate dangerous items, such as goblets
  that poison the wine they create – but
  no one has yet found an enchantment
  to do this deliberately!
  Distill
  Regular
  Concentrates a liquid by removing
  water from it. This spell is mostly used
  to make strong alcoholic beverages,
  but alchemists also employ it for other
  purposes. Each use of the spell halves
  the volume of the liquid, doubling its
  concentration. One casting turns wine
  into fortified wine, two turns it into
  brandy, and three leaves a distillate of
  almost pure alcohol. Distill does not
  work on living subjects.
  This is also a Water spell.
  Duration: Permanent.
  Cost: 1 per original quart of liquid.
  Time to cast: 10 seconds.
  Prerequisites: Mature and Destroy
  Water.
  Item
  A large closed kettle holding up to
  5 gallons. Energy cost to create: 400.
  Illegal anywhere that a mundane
  “still” is illegal!
  Fool’s Banquet
  Regular
  Makes any item seem like attrac-
  tive, tasty food. The underlying nature
  of the matter does not change, but
  those who eat it will find it delicious –
  not necessarily nutritious, but deli-
  cious. Can only be cast on things that
  can be eaten; it would work on mud,
  but not on stones. A classic comple-
  ment to the often dull provender 
  created with Create Food.
  Duration: 1 day.
  Cost: 2 per meal. Cannot be main-
  tained.
  Prerequisites: Magery 1, Cook, and
  Foolishness.
  Item
  Wand, staff, or jewelry; usable only
  by mages. The item must touch the
  material to be affected. Energy cost to
  create: 600.
  Monk’s Banquet
  Regular
  Go without food or water for about
  a day with no ill effects.
  Duration: 24 hours.
  Cost: 6. Cannot be maintained.
  Prerequisites: Fool’s Banquet and
  Resist Pain.
  Item
  Clothing or jewelry; usable only by
  mages, or (at GM’s option) a “pure” or
  “holy” person. Energy cost to create:
  1,000.
  Scents of the Past
  Regular
  As listed under Knowledge Spells,
  p. 107.
  FOOD SPELLS
  79
  
  It stood, untroubled, on top of the
  hill, a perfect black rectangle neatly
  bisecting a red-and-white gingham
  picnic blanket. A few feet away, two
  people crouched among the weeds.
  “What is that thing? It’s on our pic-
  nic,” Jenny hissed.
  “I can see that,” whispered Sam.
  Carefully, he got to his feet and gin-
  gerly approached the thing that had
  popped into existence on top of the
  potato salad. It didn’t move. It didn’t
  speak. It simply stood, a flat lozenge of
  swirling matte black.
  “What is it?” Jenny asked behind
  him.
  “I’ve never seen anything like it,”
  Sam said wonderingly. He touched the
  thing’s surface to check its texture, and
  his hand sank through it. He jerked
  back; his hand didn’t follow.
  “Jenny, I’m stuck,” he said,
  alarmed.
  His hand was cold inside the thing.
  He wiggled his fingers; he couldn’t feel
  anything in there, but he couldn’t pull
  his hand back out.
  Suddenly, something grabbed his
  hand and pulled hard. There was no
  time to brace himself; he squawked,
  once, and then he was Somewhere
  Else.
  These spells manipulate time,
  space, and dimensions. As such, the
  Gate college has a strong affinity with
  the Movement college; most Gate
  mages begin as Movement mages.
  Gate magic is difficult, often danger-
  ous, and always rare. It may not even
  exist in some settings.
  Magical Gates and
  Portals
  Gates (or portals; the terms are
  used interchangeably) are magical
  shortcuts between points in time and
  space. If the campaign setting
  includes multiple universes or “planes
  of existence,” then gates can also 
  provide passage among these.
  A gate can take nearly any shape or
  color, but the “default” gate is a rec-
  tangle of softly shimmering energy,
  roughly the size of an ordinary mod-
  ern doorway, and without any thick-
  ness or back side. Gates can be either
  free-standing or set against a wall, into
  a floor, into a mirror, and so on. They
  are not physical in any sense – they are
  holes in reality.
  As long as the gate is large enough,
  an object or willing being need only
  step into it to be transported. If an
  unwilling (or unwitting) person sticks
  a hand into a gate, removing it can be
  difficult; 1d seconds of effort, the
  same amount of FP, and a Will roll is
  required. Only one try is permissible;
  if the Will roll fails, the victim has no
  choice but to either stay stuck in the
  gateway, or to pass through.
  If the gate isn’t large enough, it
  feels like an impenetrable wall. Gates
  are impervious to physical attacks and
  to most magic. They are also opaque
  to light and nonparticulate radiation
  in 
  general. 
  Spells 
  other 
  than
  Information spells may be cast
  through a gate, at the usual penalty for
  casting blindly (unless Scry Gate is
  used). Area spells do not “spill
  through” an open gate, but matter cre-
  ated by such a spell may. Objects,
  spells, and beings can step through a
  gate from its “back” as if it wasn’t
  there . . . because it isn’t!
  Closed gates can only be detected
  by the Seek Gate spell. Optionally, the
  GM may permit Mage Sight to detect
  them, or even a Magery roll.
  To tell where a gate leads without
  stepping through it is difficult; a suc-
  cessful Analyze Magic only reveals the
  nature of the gate: across distance,
  through time, or between universes/
  planes (or some combination of the
  three). A critical success reveals the
  gate’s destination, its opening or 
  80
  GATE SPELLS
  CHAPTER ELEVEN
  GATE SPELLS
  
  closing clauses, whether several gates
  share the same spot, etc. The Scry
  Gate spell can also be used to gain
  clues as to a portal’s “connecting
  point.”
  Gates may be the subject of many
  spells, but the GM should keep in
  mind that they are in no way physical
  objects. A free-standing illusion spell
  could disguise one, but Illusion Shell
  could not be used. Gates can be the
  subject of Invisibility.
  Teleport
  Special
  As listed under Movement Spells,
  p. 147.
  Teleport Other
  Regular; Resisted by Will+1
  As listed under Movement Spells,
  p. 147.
  Blink
  Blocking
  As listed under Movement Spells,
  p. 148.
  Blink Other
  Blocking
  As listed under Movement Spells,
  p. 148.
  Timeport (VH)
  Special
  This spell is similar to Teleport,
  except that it moves the caster to
  another time instead of another 
  place. Subjective “movement” is
  instantaneous.
  The more “distant” the target time
  is, the greater the energy cost and skill
  penalty (see Time modifiers, box).
  Unlike Teleport, there is no penalty to
  timeport to an “unfamiliar” time; the
  GM may, however, decree that any
  timeport to the future bears an extra
  penalty (-2, perhaps).
  If this spell takes the caster to the
  future, it is the most likely of many
  possible futures. If he returns from
  that future and acts on the information
  gained, there is no guarantee that the
  future he visited will actually occur.
  Similarly, a caster who returns to
  the past, changes something, and then
  returns to his starting time might
  return to an alternate timeline. The
  amount of variation between the cast-
  er’s “home” timeline and the new one
  will depend on the GMs view of how
  “tamper-resistant” the timestream is
  in his game world(s).
  This spell is dangerous – the penal-
  ties for a failed roll are the same as for
  Teleport, substituting time for space.
  Also as in Teleport, the caster can carry
  no more than Heavy encumbrance
  (objects and beings). Roll vs. Body
  Sense skill upon arrival, modifying the
  roll for changes in velocity, facing, and
  orientation.
  If the caster wishes to travel simul-
  taneously in both time and space, use
  the caster’s Teleport or Timeport skill
  (whichever is lowest), and combine
  the penalties and costs for distance
  and time.
  Cost: see box.
  Prerequisites:
  Magery 
  3 
  and
  Teleport.
  Item
  Staff, wand, or timepiece. Usable
  only by mages. Energy cost to create:
  4,000. An item that will take its user to
  one, predetermined time costs 2,000
  to create; the item’s creator must be
  very familiar with that time.
  Time Modifiers
  Cost
  Penalty
  Within 1 minute
  4
  0
  1 to 10 minutes
  6
  -1
  10 minutes to 1 hour
  8
  -2
  1 to 10 hours
  10
  -3
  10 hours to 4 days
  12
  -4
  4 to 40 days
  14
  -5
  40 days to 1 year
  16
  -6
  1 to 10 years
  18
  -7
  10 to 100 years
  20
  -8
  each further 10¥
  +2
  -1
  Timeport Other (VH)
  Special; Resisted by Will+1
  Same as Teleport Other (p. 147),
  except that the subject is Timeported
  away from (or to) the caster.
  Apply the usual penalty for Regular
  spells for the distance between caster
  and subject; the Timeport penalties
  apply for the time span over which the
  caster wants to timeport the subject.
  One important difference between
  Timeport and Timeport Other is that if
  the caster fails the spell roll or if the
  spell is successfully Resisted, the 
  subject does not timeport away!
  Cost: As Timeport; also uses the
  Teleport Other weight multipliers.
  Prerequisite: Timeport.
  Item
  Staff or wand. Usable only by
  mages. Energy cost to create: 4,000.
  Timeslip
  Blocking
  Avoid an attack by timeporting out
  of its way. The caster slips a few sec-
  onds ahead into the future, reappear-
  ing in his original location – unless
  that spot is now obstructed or occu-
  pied! A location is not clear if someone
  is standing in it. Any lesser obstruction
  is ignored by the spell.
  The caster must roll his Body
  Sense skill to act on the turn he reap-
  pears. If his original location remains
  obstructed or occupied, the caster
  stays in limbo, reappearing as soon as
  the spot becomes clear . . . even if it
  takes years! Critical failures have been
  known to produce similar disastrous
  effects.
  If the caster had any spells requir-
  ing concentration “on” when he cast
  Timeslip, they automatically lapse
  (unless they had the caster as their
  subject). Likewise, any spell whose
  maintenance comes due during the
  timeslip also lapses (but see Maintain
  Spell, p. 128).
  Cost: 1 per second of intended dis-
  placement. The spell skill roll is at a -1
  penalty for every second of intended
  displacement beyond the first one.
  Prerequisite: Timeport.
  Item
  Clothing, jewelry, or timepiece.
  Energy cost to create: 500.
  Timeslip Other
  Blocking
  As Timeslip, but usable on others.
  Cost: 1 per second of intended dis-
  placement. The spell skill roll is at a -1
  penalty for every second of intended
  displacement beyond the first one.
  Prerequisite: Timeport.
  Item
  Wand, staff, or jewelry. Usable only
  by mages. Energy cost to create: 1,000.
  GATE SPELLS
  81
  
  Rapid Journey (VH)
  Special
  Similar to Teleport and Timeport,
  except that it allows an immediate
  return journey. It works only on the
  caster. It does not work with Plane
  Shift. Anything carried on the caster’s
  person, up to Heavy encumbrance,
  goes with him on the trip.
  If the skill roll fails, the caster goes
  nowhere but otherwise suffers the nor-
  mal penalties for a failed teleport or
  timeport (possible damage, disorienta-
  tion, and stunning). Teleport Shield
  gets to resist twice; once when the cast-
  er leaves, and once when he returns.
  Once the caster arrives at his desti-
  nation, he must expend FP to remain
  there. As soon as he stops maintaining
  his presence (this includes failing a
  distraction roll), he snaps back to his
  starting place or time.
  The return trip normally cannot
  fail. However, if the caster succeeded
  in the spellcasting by a small margin
  (3 or less), the caster must make an IQ
  roll (at the distance/time penalty),
  while maintaining the spell, to return
  to his starting point. One roll may be
  attempted per minute. If he then stops
  maintaining the spell, he remains
  stranded where or when he went. He
  may also be stranded if he is knocked
  out or if he teleports to a no-mana
  zone.
  This is also a Movement spell.
  Duration: 1 minute.
  Cost: As Teleport or Timeport, plus
  one-fourth the trip’s cost to remain,
  per minute.
  Time to cast: 5 seconds.
  Prerequisites: Magery 3 and either
  Teleport (for a Rapid Journey in
  space) or Timeport (for a Rapid
  Journey in time, or in both time and
  space).
  Item
  Staff or wand. Usable only by
  mages. Energy cost to create: 5,000.
  Planar Summons
  Special
  Summons a creature, such as a
  demon or a Thing Man Was Not Meant
  To Know, from another plane of exis-
  tence. The GM determines the predis-
  position and abilities of this being.
  Each plane requires a different Planar
  Summons spell. Some exceptionally
  potent entities might require their own
  spells! If the version of Planar
  Summons used does not specify an
  individual entity, the caster has no con-
  trol over whom the spell summons.
  Planar Summons cannot be used on
  the plane for which it is intended.
  When the creature appears, the
  caster must immediately try to control
  it. Treat this as a Quick Contest
  between the caster’s Planar Summons
  skill and the entity’s Will. The caster is
  at +4 if he knows the creature’s “true
  name.”
  If the caster wins, he can give the
  creature a single command, which it
  must carry out. On completing this
  task – or after one hour in any event –
  the entity usually vanishes. However,
  some powerful entities can stay for as
  long as they wish . . .
  If the caster ties or loses, the crea-
  ture will react badly. An “evil” being
  commits violence or vandalism, while
  a “good” one is more likely to depart in
  a huff and put in a bad word with the
  caster’s gods. Wild or chaotic creatures
  are liable to engage in theft and mis-
  chief. Extremely alien entities might
  react in disturbing and unpredictable
  ways.
  Duration: Until the task is done or
  one hour, whichever is less. Usually.
  Cost: 1 point per 10 character
  points used to build the summoned
  entity. Minimum energy cost is 20
  (although this will not always sum-
  mon a 200-point being). The GM
  secretly determines the capabilities of
  all summoned creatures. Cannot be
  maintained.
  Time to cast: 5 minutes.
  Prerequisites: Magery 1 and at least
  one spell from each of 10 different
  colleges.
  Planar Visit (VH)
  Special
  The caster leaves his body behind
  and wanders freely as a spirit on
  another plane of existence. He is total-
  ly insubstantial and cannot affect any-
  thing or interact with his surround-
  ings in any way (a blessing in dis-
  guise, since this also confers total
  physical immunity to whatever envi-
  ronment he is traversing). He cannot
  even cast spells, although he can
  maintain existing ones. He is likewise
  immune to magic that does not affect
  minds or spirits (which the caster is,
  until he returns to his body). The cast-
  er is imperceptible to ordinary senses;
  only magic (Astral Vision, Sense
  Spirit, Sense Observation and similar
  spells) will detect his presence.
  There is a different spell for travel
  to each plane or dimension. Which
  spells exist, and the precise details of
  the dimensions they lead to, is up to
  the GM. The subject’s senses are
  altered to correspond to the average
  plane dweller’s; on a plane of perpetu-
  al gloom he would have Dark Vision,
  on the astral plane he would have his
  senses augmented as per Astral Vision,
  and on a dimension where all life
  forms sense only via sound he would
  have Scanning Sense (Sonar). Visiting
  very strange alternate planes can be
  hazardous to the mental health of an
  unsuspecting traveler . . .
  The most common plane visited in
  most worlds is the astral, which co-
  exists with the mundane universe and
  allows visitors to observe real-world
  places unseen (at least, unseen except
  by natives of the astral realm, if there
  are any). While traveling astrally, the
  caster moves at twice his full unen-
  cumbered Speed and may walk
  through walls, mountains, creatures
  . . . He may also walk down into the
  bowels of the earth or up into the high-
  er atmosphere. Astral Block (p. 159),
  Pentagram (p. 124) and the “Utter”
  spells (p. 170) stop him, while Repel
  Spirits (p. 158) will resist his intrusion.
  If the spell ends before his spirit
  rejoins his body or if his body is harmed
  while his spirit is away, he must roll vs.
  HT, using the long-distance modifiers
  (p. 14), to stay alive! Needless to say, his
  body is totally defenseless for the dura-
  tion of the spell, though a casual med-
  ical examination will reveal it to be
  (barely) alive.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain. Some
  planes may cost more, carry a skill
  penalty, or both.
  Time to cast: 30 seconds.
  Prerequisites: Magery 2 and either
  Projection or Planar Summons.
  Item
  (a) Staff, wand, or jewelry. Usable
  only by mages; only affects the wearer.
  Energy cost to create: 1,000. Although
  the item stays with the body while the
  spirit walks about, it may still be used
  82
  GATE SPELLS
  
  to maintain the spell. (b) Weapon.
  Usable only by mages. A spiritual ana-
  logue of this item accompanies the
  spirit of its user! Energy cost to create:
  2,000 per pound (minimum of 1
  pound).
  Plane Shift (VH)
  Special
  Bodily transports the caster – along
  with anything he is carrying (up to
  Heavy encumbrance) – to a particular
  plane of existence. Each plane
  requires its own Plane Shift spell. This
  is a one-way trip. To get back, the cast-
  er must know Plane Shift for his home
  plane or get a wizard in the other
  plane to cast Banish (p. 156) on him.
  This spell gives the caster no special
  immunity to his surroundings. To safe-
  ly visit a plane where the natural condi-
  tions are vacuum, flame, etc., you must
  learn the necessary protective spells.
  Duration: Permanent.
  Cost: 20. Some planes may cost
  more, carry a skill penalty, or both.
  Time to cast: 5 seconds.
  Prerequisite: Planar Summons for
  the same plane.
  Item
  Any item; can be used to travel to a
  single plane only. Energy cost to create:
  100 times the casting cost for the
  plane.
  Plane Shift Other (VH)
  Regular; Resisted by Will+1
  As Plane Shift, but usable on any
  being or object. A subject who doesn’t
  expect to be plane-shifted must make
  his Body Sense skill or be disoriented
  for one second.
  Duration: Permanent.
  Cost: 20. Some planes may cost
  more and/or carry a skill penalty.
  Time to cast: 5 seconds.
  Prerequisite: Plane Shift.
  Item
  Wand, staff, or jewelry. Usable only
  by mages; sends the subject to a single
  plane only. Energy cost to create: 100
  times the casting cost for the plane.
  Phase
  Blocking
  Avoid an attack by phasing out of
  this plane of existence for a moment.
  The caster actually becomes ethereal
  just long enough for the attack to pass
  through him. He neither disappears
  nor loses track of his surroundings; no
  Body Sense roll is required.
  Cost: 3.
  Prerequisites: Magery 3 and either
  Plane Shift or Ethereal Body.
  Item
  Clothing or jewelry. Energy cost to
  create: 1,000.
  Phase Other (VH)
  Blocking
  As Phase, but usable on others.
  Cost: 3.
  Prerequisite: Phase.
  Item
  Wand, staff, or jewelry. Usable only
  by mages. Energy cost to create: 2,000.
  Beacon
  Area
  “Softens up” local space-time, mak-
  ing the area of effect easy to teleport,
  timeport, or plane-shift to. The energy
  cost and skill penalties to travel to a
  beacon are halved (round down). A
  beacon may also be used to help 
  teleport a subject from its vicinity
  toward the caster.
  A beacon is not private; any caster
  magically transporting himself (or
  someone else) to the area will benefit
  from the spell (however, permanently
  enchanted areas may be Limited or
  Named; see p. 68).
  The caster must, at casting, specify
  which travel spells his beacon assists.
  There is no extra cost to create a
  multi-purpose beacon.
  This is also a Movement spell.
  Duration: 24 hours.
  Base cost: 10 to cast. Half that to
  maintain.
  Time to cast: 30 seconds.
  Prerequisite: Teleport, Timeport, or
  Plane Shift. The enchanter must know
  Teleport to create a teleport beacon,
  Timeport to create a timeport beacon
  and Plane Shift to create a plane-shift
  beacon.
  Item
  (a) Any area may be permanently
  enchanted as a teleport beacon for 100
  times the normal energy cost. (b) Any
  object can be enchanted as a portable
  beacon; any attempt to magically
  transport into the vicinity of the object
  receives the bonus. Energy cost to 
  create: 1,500.
  GATE SPELLS
  83
  
  Trace Teleport
  Information; 
  Resisted by subject spell
  When cast soon after someone or
  something teleports, timeports or
  plane-shifts in or out, this spell gives
  the caster a vision of the destination of
  the teleported subject. The caster also
  gets a good idea of the magnitude of
  the skill penalty involved to cast the
  spell. On a critical success, the actual
  destination will be known, but any
  success gives the caster enough of a
  sense of the destination to follow, if he
  does so within a minute of casting
  Trace Teleport.
  This is also a Movement spell.
  Modifiers: The spell operates at a
  cumulative -1 for each minute that
  elapses between the teleport and the
  casting. There is a further -5 penalty if
  the caster didn’t witness the teleport.
  Cost: 3.
  Prerequisite: Teleport, Timeport, or
  Plane Shift.
  Item
  Any. Energy cost to create: 100.
  Divert Teleport (VH)
  Blocking; Resisted by 
  subject spell
  When cast on the turn someone or
  something teleports, timeports, or
  plane-shifts out, this spell allows the
  caster to dictate where or when the
  subject goes.
  The caster must know the spell he
  is diverting; he uses the lower of his
  skill with Divert Teleport and the sub-
  ject spell. If the caster wants to divert
  a Teleport into a plane shift (for exam-
  ple), he must know both spells and
  uses the lowest of his three skills.
  The resistance is resolved by com-
  paring the margins of success of both
  spells – if the mage who is teleporting
  makes his roll by 5, then the mage
  attempting to divert him must make
  his roll by 6 or more to succeed.
  The Divert Teleport takes normal
  range penalties between the caster of
  Divert Teleport and the caster of
  Teleport (or Timeport, etc.), and the
  standard skill penalty for the destina-
  tion that the caster wishes to send the
  teleporter to.
  The cost to cast the spell is equal to
  the difference in cost between the tele-
  porter’s intended destination and his
  new destination. If a mage attempts to
  teleport 40 miles (9 energy), and
  another mage forces him to another
  location only 10 yards away (3 ener-
  gy), the diverting mage will have to
  pay 6 energy. The same cost would
  apply if the destinations were
  reversed. The minimum cost to cast is
  3, in any case (high skill will reduce
  this normally), and the caster pays the
  full energy cost whether or not the
  spell succeeds.
  Example: Suppose Severin knows
  Teleport at 16 and attempts to teleport
  100 yards away to his waiting carriage
  (skill penalty -2, cost 4). Two yards
  away stands Elsdon, who knows
  Divert Teleport at 18 and Teleport at
  20, and who would prefer that Severin
  end up just above a lake which hap-
  pens to be a mile away (skill penalty
  -4, cost 7).
  First, Severin makes his attempt,
  spending 4 energy and rolling a 10.
  Since he needed a 14 or less, this is
  success by 4.
  Elsdon, using a base skill of 18 (the
  lowest of his appropriate spells), takes
  a -2 for being two yards away from
  Severin, and a further -4 for his intend-
  ed diversion – his effective skill is 12.
  He must roll a 7 (succeeding by 5), to
  win the contest and divert Severin.
  Whether he does so or not, the calcu-
  lated cost is 3 energy, so Elsdon must
  pay the minimum cost of 3.
  This is also a Movement spell.
  Cost: As described above; minimum
  cost 3.
  Prerequisites: Magery 3 and Trace
  Teleport.
  Item
  Any. Usable only by mages. Energy
  cost to create: 700.
  Teleport Shield
  Area
  As listed under Protection Spells,
  p. 170.
  Create Door
  Regular
  When cast at the near side of a
  solid obstruction (wall, hedge, cliff,
  etc.), this spell creates a short-term,
  short-range gate leading to the other
  side. The intervening distance is not
  actually traversed by the door’s users –
  they are simultaneously teleported
  from the near side to the far one.
  This spell has the advantage over
  Teleport of allowing access to places
  unknown to the caster, as well as
  allowing him to transport more than
  Heavy encumbrance.
  Modifiers: The spell is at a -1 penal-
  ty per yard of obstruction thickness;
  there is no penalty if the obstruction is
  half a yard thick or less. The GM
  should not tell the player what the
  penalty is; he should simply tell him
  whether the spell failed or not.
  Duration: 10 seconds.
  Cost: 2 per 10 square feet of door
  size. 2 to maintain. For reference, a
  modern door is usually about seven
  feet high and three feet wide. A door
  created for 2 energy would have to be
  significantly smaller.
  Time to cast: 5 seconds.
  Prerequisites: Teleport and any one
  “Walk Through” spell.
  Item
  (a) Staff, wand, jewelry, or writing
  implement (the latter is used to
  “draw” the door on the obstacle).
  Energy cost to create: 500. (b) Portable
  door. It is activated (if its Power is
  above 15 after deducting the penalty
  for obstruction thickness) after lean-
  ing it against the obstruction. Energy
  cost to create: 500 per 10 square feet of
  size.
  84
  GATE SPELLS
  Gates are not physical in any sense – they
  are holes in reality.
  
  Seek Gate
  Information
  Tells the caster the direction and
  approximate distance of the nearest
  gate. Any known gates may be exclud-
  ed if the caster specifically mentions
  them before beginning.
  Modifiers: Long-distance modifiers
  (p.  14), -2 if the gate is currently
  closed, -5 if seeking a gate’s arrival
  point, -10 if seeking a gate leading to a
  specific destination. Note that the gate
  itself may be Scryguarded or under a
  Conceal Magic spell.
  Cost: 3.
  Time to cast: 10 seconds.
  Prerequisites: Magery 2, Seek
  Magic, and one spell from each of 10
  colleges.
  Item
  A forked stick. Energy cost to create:
  100.
  Scry Gate
  Regular
  When cast on an open gate, this
  spell allows images, sounds and smells
  to come through it from the other
  side, just as if one were peering
  through an open window. No corre-
  sponding “window” opens at the gate’s
  other end.
  If the gate leads into an area pro-
  tected by Scrywall, the Scrywall gets
  to resist the Scry Gate. Sense
  Observation may pick up the Scry
  Gate. Scryfool cannot fool Scry Gate,
  however.
  Duration: 1 minute.
  Cost: 4 to cast. 4 to maintain.
  Time to cast: 10 seconds.
  Prerequisite: Seek Gate.
  Item
  (a) Staff, wand, or jewelry. Energy
  cost to create: 200. (b) A gate may also
  be made to display its destination per-
  manently; this is determined when the
  gate is created, and adds 100 energy to
  the creation cost. The gate’s creator
  must know Scry Gate at a level equal
  to or greater than Create Gate.
  Control Gate
  Regular; Resisted by the Gate
  Forces an open gate to close, a
  closed gate to open, or tilts and 
  displaces the subject gate as the caster
  wishes. Closing a permanent gate does
  not destroy it; closing a temporary one
  does (to destroy a permanent gate,
  use Remove Enchantment).
  This spell moves gates
  at up to 3 yards per sec-
  ond. Control Gate can
  also 
  be 
  used 
  to
  “choose” a particular
  destination of a mul-
  tiple-destination Gate
  (see Create Gate).
  Once 
  control 
  is
  relinquished, the Gate
  reverts 
  to 
  its 
  “pro-
  grammed” state, moving back
  to its original place at top speed and
  by the shortest path.
  If several Control Gate spells are
  active at once on a single Gate, the lat-
  ter resists them with a single roll, con-
  trol going to the spell with the largest
  margin of success.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Magery 3 and Seek
  Gate.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 300.
  Create Gate (VH)
  Regular
  Creates a temporary magical portal
  leading to another place, time, or
  dimension – effectively, a hole in time
  and space from which those who enter
  will teleport, timeport, and/or plane-
  shift to a predetermined destination.
  The more “distance” between the gate
  and its destination, the greater the
  energy cost and skill penalty.
  To determine the skill penalty,
  combine the penalties for the equiva-
  lent Teleport, Timeport, or Plane Shift
  spell(s). To determine the energy cost,
  combine the energy costs from the
  same spell(s), and multiply the cost by
  10. This cost will permit the caster to
  create a gate of any size up to a 3’ ¥ 6’
  doorway (or equivalent surface area).
  Larger gates are no more difficult, but
  cost proportionately more energy.
  This spell may also be used to
  enchant a permanent gate, in which
  case a few more considerations
  become important. The caster(s) must
  specify if it will be always open,
  always closed, or open and closed
  when certain conditions are fulfilled
  (opens only on the hour of the full
  moon, opens only when some-
  one utters a password,
  etc).
  Several gates may
  share a single loca-
  tion. Only one of
  them may be open at
  any time, so it is com-
  mon to have them
  cycle in time, giving the
  net effect of a single gate
  leading to a choice of desti-
  nations. They must be created
  separately, but otherwise behave as a
  single gate. Permanent gates can be
  “anchored” to a physical gateway; they
  then resist displacement or destruc-
  tion at a bonus given by the gateway’s
  DR.
  When a gate has a Timeport com-
  ponent, the creator must specify if the
  gate merely displaces its users in time
  by a fixed amount (1 year into the past,
  for example) or if it sends its users to a
  specific, unchanging point in time
  (December 25, 1066, say). In the latter
  case, since subjects that step into the
  gate at various departure times can’t
  all arrive at the same time, the gate
  either “drifts” slowly in time so as to
  space the arrivals at least a second
  apart, or the various subjects arrive in
  different “pasts” (GM’s decision).
  Duration: 1 minute.
  Cost: 10 times the total energy cost
  for the Teleport, Timeport, and Plane
  Shift spells involved (more for larger
  gates). Same cost to maintain. Making
  the gate permanent instead costs 100
  times as much.
  Time to cast: 1 second per energy
  point.
  Prerequisites: Control Gate. The
  caster must also know Teleport to cre-
  ate a gate leading to another place,
  Timeport to create a gate leading to
  another time, or Plane Shift to create
  a gate leading to another plane of
  existence.
  Item
  (a) Staff or wand. Usable only by
  mages. Energy cost to create: 1,000. (b)
  A stylus or paintbrush. Usable only by
  a mage, who must draw an outline of
  a doorway on a solid surface. Energy
  cost to create: 900.
  GATE SPELLS
  85
  
  Slow Time (VH)
  Area; Special Resistance
  Time in the area slows down. Any
  unwilling beings within the area
  when the spell is cast resist with the
  highest of their ST and IQ; they must
  all fail for the spell to take effect.
  Objects and spells may cross the
  area’s edge without being hampered.
  Beings crossing into or out of the area
  must roll vs. IQ or be mentally
  stunned.
  Duration: 1 minute (outside time).
  Base cost: One-half normal tempo-
  ral “speed” costs 2, one-third costs 3,
  one-fourth costs 4, and so on (no
  limit, but see the Suspend Time spell,
  below). Same costs to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Magery 2, IQ 13+,
  and at least two spells from each of 10
  different colleges.
  Item
  Staff or timepiece. Usable only by
  mages. Energy cost to create: 1,000.
  Accelerate Time (VH)
  Area; Special Resistance
  The opposite of Slow Time. Time in
  the 
  affected 
  area 
  speeds 
  up.
  Otherwise, all of the rules for crossing
  the area’s edge, resistance, and so on,
  are as per Slow Time.
  Powerstones recharge at outside
  rates, so Accelerate Time does not
  speed up Powerstone recharge. Of
  course, relative rest-time can be
  increased, permitting mages to regain
  lost FP more rapidly.
  Duration: 1 minute (outside time).
  Base cost: 2 for double, 3 for triple,
  4 for quadruple, and so on (no limit,
  but see the Time Out spell, below).
  Same costs to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Magery 2, IQ 13+,
  and at least two spells from each of 10
  different colleges.
  Item
  Staff or timepiece. Usable only by
  mages. Energy cost to create: 1,000.
  Hide Object
  Regular
  The subject (which must be 
  nonliving) disappears into an other-
  dimensional space from which it can
  be recalled at will. Failure to maintain
  the spell causes the object to reappear
  in mid-air next to the caster. If the
  subject is being held by a living being,
  the holder can resist the spell with 
  his IQ.
  Seeker won’t find objects hidden
  by this method; Trace loses touch for
  the duration of the Hide Object,
  regaining it when the object reap-
  pears in this world. Teleport Shield
  will oppose this spell (the original
  margin of success of the Hide Object
  spell would need to be 5 or better for
  the object to reappear within an area
  affected by a base casting of Teleport
  Shield, for example). The object reap-
  pears in the caster’s grasp or in his
  immediate vicinity (caster’s choice).
  Duration: 1 hour.
  Cost: 1 per pound of object weight
  to cast. Same cost to maintain.
  Time to cast: 10 seconds.
  Prerequisites: 
  Hideaway 
  and
  Teleport.
  Item
  (a) Staff, wand, or jewelry. Usable
  only by mages. Energy cost to create:
  500. (b) Any object may be enchanted
  to “disappear” and “reappear” at its
  owner’s command. Energy cost to
  enchant: 100 per pound of item
  weight. This is a popular enchantment
  on illegal objects . . .
  Sanctuary (VH)
  Special
  Opens a door-sized portal to a
  pocket dimension. The portal closes
  immediately after the caster passes
  through it (others may pass through it
  first, of course). The portal leads to a
  small dimly lit room with blank walls
  and no visible exits. When the caster
  wishes to leave, he simply concen-
  trates and a portal appears on one of
  the walls, leading back to his original
  point of departure. The space can have
  a size up to that of a cube equal to the
  caster’s skill, in yards, on a side.
  The real world completely loses
  touch with the occupants of the pock-
  et dimension; Seeker won’t find them,
  Trace will lose them for the duration
  (but will pick them up as soon as they
  step back out) and so on. Of course,
  the reverse is also true.
  Long-term visits to the pocket
  dimension will require the creation of
  air, food, and water (and decent 
  lighting, for comfort’s sake), as well as
  the disposal of wastes. This is slightly
  complicated by the fact that the pock-
  et dimension is low-mana; all spell-
  casting is at -5, and the Recover
  Energy spell doesn’t work.
  Should the spell expire or the cast-
  er lose consciousness, all the room’s
  contents reappear as if teleported; its
  occupants each take 1d of damage
  and are physically stunned if they fail
  a Body Sense roll. This also happens
  to anyone who is foolish enough not
  to exit before the caster!
  If the caster wishes to return to the
  real world, but not to his point of
  departure, he may cast an appropriate
  magical transport spell from the
  pocket dimension as if he were cast-
  ing it from the departure point (if he
  is willing to take the risk of a low-
  mana casting).
  Note: This “default” description of
  the pocket universe created by this
  spell should by no means be taken as
  gospel. A less bare-bones version
  might include opulent (but magical
  and temporary) furnishings and fea-
  tures, illusionary windows, and so on.
  In some worlds, this will be deter-
  mined by the GM’s views on alternate
  dimensions. In others, the details of
  sanctuary dimensions might be con-
  scious, or unconscious, reflections of
  the mage’s personality.
  Duration: 1 hour.
  Cost: 5 to cast. 5 to maintain.
  Time to cast: 10 seconds.
  Prerequisites:
  Hideaway 
  and
  Teleport.
  Item
  Staff, wand, jewelry, or door.
  Usable only by mages. Energy cost to
  create: 2,000.
  Suspend Time (VH)
  Area; Resisted by IQ
  Time is suspended in the area; rela-
  tive to the outside world, the occu-
  pants of a time-suspended area will
  not move, breathe, age, or even think.
  As far as the affected beings are 
  concerned, no time elapses for the
  spell’s duration. One moment they
  were having tea in a pleasant spring
  86
  GATE SPELLS
  
  meadow, and the next moment winter
  has come outside the circle of grass
  they are sitting in . . .
  Any unwilling beings within the
  area when the spell is cast resist with
  IQ. They must all fail for the spell to
  take effect.
  From the outside, the area appears
  to be surrounded by a perfectly reflec-
  tive surface, which nothing (including
  magic and magical beings) can cross.
  Objects thrown at it bounce off. Any
  spell requiring concentration and
  lying outside the area immediately
  lapses if its caster is caught inside.
  Likewise, any outside spell whose
  maintenance comes due during the
  suspended time also lapses (but see
  Maintain Spell, p. 128).
  Duration: 1 day (outside time).
  Base cost: 5 to cast. 5 to maintain.
  Time to cast: 5 minutes.
  Prerequisites: Magery 3 and Slow
  Time.
  Item
  Staff or timepiece. Usable only by
  mages. Energy cost to create: 2,500.
  Time Out (VH)
  Area
  The area and all
  within it are temporar-
  ily removed from the
  time stream; the effect
  is equivalent to having
  the area’s time acceler-
  ated infinitely. Unlike
  Suspend Time, this
  spell can only be cast
  from the inside, cen-
  tered on the caster (the
  spell ends as soon as he
  touches 
  its 
  edge).
  Should the caster die
  alone in the area, the
  spell will never end!
  The caster and any
  objects caught in the
  area 
  would 
  simply
  seem to vanish from
  the time stream.
  As far as outside
  observers 
  are 
  con-
  cerned, the area “ages”
  i n s t a n t a n e o u s l y
  (which may or may
  not be perceptible).
  One 
  moment 
  five
  ogres were attacking
  the party while their wizard cast a
  spell, and the next moment the ogres
  were dead, the party magically
  healed, and everybody was in a dif-
  ferent position and drinking rum to
  celebrate.
  From the inside, the area is
  bounded by a wall (and covered by a
  ceiling) of utter blackness. Anyone or
  anything touching the edge of the
  area is immediately expelled from the
  area, back into normal time. This
  causes an automatic mental stun to
  anyone other than the caster. Missiles
  of any sort can be thrown blindly out
  of the area (see Shooting Blind,
  p. B389) but not into it. Note that,
  since all missiles fired out of the area
  will emerge at the same outside time,
  an archer could create an impressive
  burst of arrows by simply firing casu-
  ally for a few subjective hours . . .
  Spells involving the outside simply
  fail. Any spell requiring concentra-
  tion and lying inside the area lapses
  immediately if its caster is left out-
  side. Likewise, any inside spell whose
  maintenance comes due during the
  Time Out lapses unless its caster is
  also inside.
  The “flow” of mana into the Timed
  Out 
  area 
  is 
  effectively 
  nil.
  Powerstones 
  won’t 
  recharge,
  enchantment is impossible, etc.
  Mages still recover lost energy (the
  physical consequences of manipulat-
  ing mana go away regardless of the
  local mana supply), but GMs may
  decree that spells cost much more, or
  are impossible, within the time-
  stopped area (since the power must
  be drawn entirely from the caster’s
  personal life-force). This is entirely
  dependent on the GM’s view of mana
  in his setting.
  Duration:
  An instant (outside
  time). Within the area, the caster and
  any other occupants have as much
  time as they need.
  Base cost: 5.
  Time to cast: 5 minutes.
  Prerequisites:
  Magery 
  3 
  and
  Accelerate Time.
  Item
  Staff or timepiece. Usable only by
  mages. Energy cost to create: 2,500.
  GATE SPELLS
  87
  
  Ghalhan had thought his leg had
  seen an end to pain, but this withered
  old torturer had put an end to that
  notion with his probing. His bony fin-
  gers were like hot knives.
  “Enough!” he roared. “Enough
  poking at me! Can you make me a
  false leg that I can run with, or must I
  relieve the donkey’s son who sent me
  here of his nose?”
  The old man straightened. “I can
  do you one better, my good man. I can
  give you back your true leg.”
  Ghalhan’s brow lowered. “Don’t
  taunt me, old man. It’s bad for your
  health.”
  “You don’t believe me, hey?” He
  spoke a tongue-twisting phrase in an
  unfamiliar tongue and thrust a long
  finger toward Ghalhan’s face. The fin-
  ger stopped just short of the patch
  over Ghalhan’s right eye; Ghalhan’s
  knife stopped just short of the old
  man’s throat.
  The old man looked down at the
  knife, smirked slightly, and flipped
  Ghalhan’s eyepatch up with the tip of
  his finger.
  Proper vision was a shock after
  years of one eye. Ghalhan choked.
  “It won’t last, I’m afraid. It takes
  some preparation to fix a wound that
  old so that it stays fixed. But I can
  bring your eye back for good, given
  some time. And your leg, if you can
  hold back that impatience of yours.
  Are you interested, or will you be off to
  relieve that gentleman of his nose?”
  These spells are the whitest of
  white magic. Yet ironically, the healing
  spells are precursors of the dark spells
  of necromancy. Some healers even
  refuse to learn Resurrection, because
  of 
  the 
  necromantic 
  knowledge
  required to make the spell function.
  Most healers are mages; Magery 1
  is a prerequisite for even the first few
  spells of the college, and higher levels
  quickly become necessary. Some non-
  mage healers, however, make up for
  their magical deficit with an abun-
  dance of compassion. In many magi-
  cal hospitals, this leads to a division of
  labor between the sympathetic non-
  mages, who handle minor injuries and
  care, and the mages, who have the
  power to heal plagues and mortal
  wounds, but may have the bedside
  manner of a stump.
  Almost every mage at least dabbles
  in healing; the Recover Energy spell,
  which can be vital to a practicing
  mage, belongs to the College of
  Healing.
  Anyone who tries to heal himself
  has a skill penalty equal to the amount
  of injury he has. For example, a wiz-
  ard who is missing 4 HP rolls at -4 to
  heal himself.
  A critical failure with a Healing
  spell will always have some appropri-
  ate bad effect on the patient, aggravat-
  ing the injury, creating a new wound,
  or the like.
  Body-Reading
  Information; Resisted by Will
  Creates in the mind of the caster a
  visual and tactile “image” of the interi-
  or of the subject’s body. Useful for
  diagnosing pain or illness of uncertain
  origins, this spell reveals organ rup-
  tures and internal bleeding, bone frac-
  tures – even the sex of an unborn
  child. Use Regular range modifiers.
  Essentially, this is the magical equiva-
  lent of a detailed series of X-rays; what
  the caster can do with the information
  gained depends on his medical skills.
  The spell does not reveal the exact
  nature of any poisons or diseases that
  may be affecting the subject, but it
  gives a +2 to any subsequent Poisons
  or Diagnosis roll. The caster must
  touch the subject.
  Modifiers: -2 if the subject is of a dif-
  ferent species than the caster (an Elven
  wizard reading a human subject, for
  instance), -4 or worse if totally alien!
  Cost: 2.
  Time to cast: 30 seconds.
  Prerequisite: Sense Life or Awaken.
  88
  HEALING SPELLS
  CHAPTER TWELVE
  HEALING
  SPELLS
  
  Item
  Headgear or jewelry. Works only
  on wearer. Energy cost to create: 200.
  Detect Poison
  Area; Information
  As listed under Protection and
  Warning Spells, p. 166.
  Final Rest
  Regular
  When cast on a dead body, this
  spell renders the subject immune to all
  Necromantic magic. The spirit of the
  deceased cannot be summoned, nor
  can the body be animated (or
  Resurrected). It has no physical effect
  on the body. The spell may be cast at
  any time after the subject dies, but
  there is a cumulative -1 penalty for
  each month that the subject has been
  dead, to a maximum of -10. Any given
  caster may attempt the spell only once
  per subject.
  This spell has no effect on a living
  person, and will not affect the undead
  who have already risen.
  In many settings, this spell is an
  intrinsic part of funeral rites, and may
  be restricted to the clergy. GMs may
  wish to change the prerequisite from
  Magery to Power Investiture or
  Blessed. In other settings, this spell is
  unnecessary; ordinary nonmagical
  funeral rites are sufficient to safe-
  guard the dead from necromancy.
  It is usually assumed that this spell
  functions by sending the soul of the
  deceased from the mortal plane into
  the presence of their deity. Some, how-
  ever (usually members of one death-
  cult or another), believe that this spell
  works by destroying the disembodied
  spirits of the dead!
  This is also a Necromantic spell.
  Duration: Permanent.
  Cost: 20.
  Time to cast: Minimum 10 minutes.
  This spell is always cast ceremonially.
  Prerequisite: Magery 1 or Spirit
  Empathy. “Holy” persons may be able
  to cast this spell without either pre-
  requisite.
  Item
  This spell may be consecrated into
  funerary regalia. Energy cost: 1,200.
  Lend Energy
  Regular
  Restores the subject’s lost Fatigue
  Points, at an energy cost to the caster.
  Cannot increase the subject’s FP score
  above its normal maximum.
  Cost: Any amount; the energy spent
  by the caster goes to the subject as
  restored FP (e.g., if the caster spends 5
  energy, the subject regains 5 lost FP).
  Casting cost is not reduced by high
  skill.
  Prerequisite: Magery 1 or Empathy
  (p. B51).
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 100.
  Lend Vitality
  Regular
  Temporarily restores the subject’s
  lost Hit Points, at an energy cost to the
  caster. Cannot increase the subject’s
  HP score above its normal maximum.
  Since restored HP vanish after one
  hour and the spell cannot be main-
  tained, this spell is only a stopgap
  measure.
  Duration: 1 hour.
  Cost: Any amount; the energy spent
  by the caster goes to the subject as
  restored HP (e.g., if the caster spends
  5 energy, the subject regains 5 lost
  HP). Casting cost is not reduced by
  high skill. Cannot be maintained;
  must be recast.
  Prerequisite: Lend Energy.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 250.
  Share Energy
  Regular
  The caster makes his FP available
  to another wizard’s spell casting. The
  caster may only cast this spell on him-
  self. He must specify who can draw FP
  from him in the next second – nobody
  else may do so. More than one wizard
  may be specified, and a limit of 5 FP
  may be drawn in a single second. The
  caster may specify a lower limit! HP
  may not be used to cast this spell.
  If a specified wizard does not draw
  FP before the caster’s next turn, the
  Share Energy spell expires, costing the
  caster one FP. The wizard casting the
  other spell does not have to be aware
  of the Share spell’s existence. As he
  casts his spell, he will feel an outside
  energy attempting to aid him – he may
  yield to that or deny it, paying the cost
  himself.
  A spell can draw power from only
  one Share spell. If more than one
  Share spell is cast, use the closest one;
  roll randomly if two are equally close.
  Duration: The FP must be used in a
  spell that turn. Cannot be maintained.
  Cost: Twice the amount actually
  used by the wizard who draws the FP.
  The energy spent by the caster goes to
  power another wizard’s spell. FP
  beyond that needed by the spell is not
  transferred to the other wizard – use
  Lend Energy to do that. The cost to
  cast this spell is never reduced by high
  skill. A minimum of 1 FP is always
  spent when casting this spell.
  Prerequisite: Lend Energy.
  Recover Energy
  Special
  Rest and recover Fatigue Points
  more quickly than normal by drawing
  energy from the mana around him. A
  normal person recovers 1 FP every 10
  minutes. A mage who knows this spell
  at skill 15 or higher recovers 1 FP
  every 5 minutes. A mage who knows
  this spell at skill 20 or higher recovers
  1 FP every 2 minutes. No further
  improvement is possible. Note that
  this spell works on the caster himself;
  it cannot restore FP to others.
  The mage must rest quietly, but no
  ritual or die roll is required. While
  resting, he can maintain ordinary
  spells, but not those that require 
  concentration.
  This spell does not function in low-
  or no-mana areas.
  Cost: None.
  Prerequisites: Magery 1 and Lend
  Energy.
  Item
  Jewelry. Permits wearer to recover
  as though he had this spell at level
  equal to item’s Power; always on. A
  very rare item! Energy cost to create:
  1,000; must be made of alloyed gold
  and platinum (minimum value of a
  small ring $500).
  HEALING SPELLS
  89
  
  Remove Contagion
  Area
  Purifies the subject area of conta-
  gious 
  disease-causing 
  agents 
  –
  microbes, disease spirits, foul air, etc. –
  rendering it sterile and free from infec-
  tion. This spell can be used to cleanse
  and sterilize anything from a disease-
  cult temple to an operating theatre. It
  will not cure or relieve disease in living
  creatures; it serves only to cleanse and
  purify objects and surfaces.
  Infectious areas or objects treated
  with Remove Contagion cannot serve
  as a source of contagion (see
  Contagion, p. B443) until reinfected.
  Duration: Until disease-causing
  agents return to the affected area.
  Base cost: 3.
  Time to cast: 2 seconds.
  Prerequisite: Decay, Clean, or Cure
  Disease.
  Item
  Wand or staff, decorated in a snake
  pattern. Subject must be touched by
  item. Energy cost to create: 400.
  Stop Spasm
  Regular
  As listed under Body Control Spells,
  p. 35.
  Awaken
  Area
  Renders the subject(s) awake and
  alert. It instantly counters the effects of
  stunning. If the subject is very fatigued
  (less than 1/3 basic FP), this spell ren-
  ders him alert for an hour but costs
  him 1 FP at the end of that time. It has
  no effect on those with 0 or fewer FP.
  Sleeping or unconscious subjects get a
  HT roll to awaken, at a bonus equal to
  the caster’s margin of success. A sub-
  ject rolls at -3 if unconscious due to
  injury, at -6 if drugged.
  Base cost: 1.
  Prerequisite: Lend Vitality.
  Item
  Wand or staff. The item must touch
  the subject. Energy cost to create: 300.
  Relieve Sickness
  Regular; Resisted by 
  subject spell
  Temporarily relieves a subject of
  any sickness symptoms he may have
  been displaying (fever, dizziness, rash,
  cough, etc.). The spells Sickness and
  Drunkenness get to resist. Note that
  only the symptoms are cured. Relieve
  Sickness will sober a drunk for the
  duration – but for a permanent cure,
  use Neutralize Poison.
  Duration: 10 minutes.
  Cost: 2. Cannot be maintained;
  must be recast.
  Time to cast: 10 seconds.
  Prerequisite: Lend Vitality.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 250.
  Share Vitality
  Regular
  The caster heals another’s injuries
  by transferring them to himself, losing
  as many HP as the subject heals. If the
  subject had a crippled limb, it will
  remain so – only the HP loss is healed.
  Likewise, the injury applied to the
  caster will not cripple him (although it
  could certainly put him into uncon-
  sciousness or even kill him; the spell
  includes no “safety net” for overly kind
  wizards). The caster does not suffer
  the normal skill penalty for spending
  HP to cast spells, nor is he penalized
  for recasting on the same subject.
  Duration: Permanent; the caster
  can be healed of his new injuries
  through normal or magical means.
  Cost: No energy need be expended;
  high skill only affects casting time.
  Time to cast: 1 second per HP trans-
  ferred.
  Prerequisite: Lend Vitality.
  Resist Disease
  Regular
  The subject is immune to diseases
  for the duration of the spell, as per the
  Immunity to Disease advantage
  (p. B80). This is also a Protection and
  Warning spell.
  Duration: 1 hour.
  Cost: 4 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  90
  HEALING SPELLS
  
  Prerequisite: Remove Contagion or
  Vigor.
  Item
  (a) Jewelry. Always on; the wearer
  is immune to diseases. A rare and
  prized item! Energy cost to create:
  1,000 for an item that resists one spe-
  cific disease, 2,500 for one that resists
  all diseases. (b) Jewelry. Always on;
  prevents the wearer from spreading
  any disease he may have. “Lepers’
  Cords” are an example of this item.
  Energy cost to create: 250.
  Resist Poison
  Regular
  The subject becomes immune to
  poisons for the duration of the spell.
  For some very persistent poisons, this
  is only a delay of the inevitable, since
  traces of the poison may still be in the
  subject’s system when the spell ends!
  This is also a Protection and
  Warning spell.
  Duration: 1 hour.
  Cost: 4 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisite: Vigor.
  Item
  Jewelry. The item must bear a pic-
  ture of a unicorn. Always on; wearer is
  immune to poison. A rare and prized
  item! Energy cost to create: 500 for an
  item that resists one specific poison,
  4,000 for one that resists all poisons.
  Stop Bleeding
  Regular
  The subject stops bleeding immedi-
  ately, as if bandaged by someone with
  the First Aid skill (p. B195). This
  restores 1 HP, and prevents further HP
  loss from bleeding if the optional
  bleeding rules (p. B420) are in effect.
  The subject of this spell may not 
  subsequently benefit from further
  bandaging of the same wounds.
  This spell may also be used to sta-
  bilize a mortal wound (p. B423), at a
  substantially higher cost.
  Duration: Permanent, although
  later injuries will bleed normally.
  Cost: 1 to stop bleeding on a nor-
  mal wound; 10 to stabilize a mortal
  wound.
  Prerequisite: Lend Vitality.
  Item
  Any item. The item must bear a
  picture of a pelican. It prevents its
  wearer from bleeding and from suffer-
  ing mortal wounds. Energy cost to 
  create: 500.
  Minor Healing
  Regular
  Restores up to 3 HP to the subject.
  Does not eliminate disease or poison,
  but will cure damage caused by these
  things.
  This spell is risky if used more than
  once per day 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.
  If you have the Physician skill at
  level 15 or higher, a critical failure
  with this spell counts only as an ordi-
  nary failure – unless you are trying the
  spell more than once per day on the
  same subject.
  Cost: 1 to 3. The same amount is
  restored to the subject.
  Prerequisite: Lend Vitality.
  Item
  Wand or staff, decorated in a snake
  pattern. The item must touch the 
  subject. Usable only by mages, or by
  nonmages with Physician skill 15 or
  higher. Energy cost to create: 600.
  Major Healing (VH)
  Regular
  Restores up to 8 HP to the subject.
  Does not eliminate disease or poison,
  but will cure damage caused by these
  things.
  Otherwise, this spell functions just
  like Minor Healing: it is at -3 per cast-
  ing on the same subject in one day,
  and Physician skill at level 15 or high-
  er will mitigate the effects of a critical
  failure.
  The penalties for repeated casting
  accrue separately for Minor Healing
  and Major Healing. For instance, a
  caster could cast both spells on the
  same subject in the same day at no
  penalty.
  Cost: 1 to 4. Twice the amount
  spent is restored to the subject.
  Prerequisites: Magery 1 and Minor
  Healing.
  Item
  Wand or staff decorated in a snake
  pattern. The item must touch the 
  subject. Usable only by mages, or by
  nonmages with Physician skill 20 or
  higher. Energy cost to create: 1,500.
  Great Healing (VH)
  Regular
  Restores all of the subject’s missing
  HP. Does not eliminate disease or poi-
  son, nor does it restore crippled or
  missing body parts, but it can heal HP
  lost to any of these things.
  A given subject can only benefit
  from this spell once per day, whether
  cast by the same caster or by a 
  different caster each time.
  If you have the Physician skill at
  level 15 or higher, a critical failure with
  this spell counts only as an ordinary
  failure.
  Cost: 20. One try per day per sub-
  ject.
  Time to cast: 1 minute.
  Prerequisites: Magery 3 and Major
  Healing.
  Item
  Wand or staff decorated in a snake
  pattern. The item must touch the sub-
  ject. Usable only by mages, or by non-
  mages with Physician skill 25 or 
  higher. Energy cost to create: 4,000.
  Cure Disease
  Regular
  Eliminates one type of disease or
  infection from the body of the subject.
  A successful Diagnosis roll (by the
  caster or another) should precede the
  casting; if not, spell use is at -5! Does
  not cure any damage the illness has
  done to the subject; the spell just 
  eliminates the underlying sickness.
  Duration: The illness is gone, but
  the subject isn’t immune forever . . .
  Cost: 4.
  Time to cast: 10 minutes. One try.
  Prerequisites: Relieve Sickness and
  Major Healing.
  Item
  Wand or staff, decorated in a snake
  pattern. The item must touch the sub-
  ject. Usable only by mages. Energy cost
  to create: 800 to cure one specific dis-
  ease, or 1,500 for an item that cures
  any disease.
  HEALING SPELLS
  91
  
  Neutralize Poison
  Regular
  Eliminates all traces of one chosen
  poison from the body of the subject. A
  successful Poisons roll (by the caster
  or another character) should precede
  the casting in order to identify the poi-
  son being treated; if not, spell use is at
  -5! This spell is of no use against
  alchemical elixirs other than those
  that do direct damage. Does not cure
  existing damage – the spell just
  removes 
  the 
  remaining 
  poison, 
  avoiding any further damage.
  Duration: Permanent.
  Cost: 5.
  Time to cast: 30 seconds (beware
  fast-acting poisons!). One try.
  Prerequisites: Either Magery 3 and
  Test Food or Cure Disease.
  Item
  Staff or wand decorated in a snake
  pattern. Usable only by a mage or a
  nonmage with Physician-20 or higher.
  The item must touch the subject. Cost
  to create: 400 for an item that cures
  one specific poison, 1,500 for an item
  that cures any poison.
  Instant Neutralize
  Poison (VH)
  Regular
  As Neutralize Poison, but works
  instantly. A Poisons roll is not required
  for successful use of this spell!
  Cost: 8. One try per day.
  Prerequisites:
  Magery 
  2 
  and
  Neutralize Poison.
  Item
  Wand or staff, decorated in a snake
  pattern. The item must touch the sub-
  ject. Usable only by a mage or a non-
  mage with Physician-20 or higher.
  Energy cost to create: 800 for an item
  that neutralizes one specific poison,
  3,000 for an item that will neutralize
  any poison.
  Relieve Addiction
  Regular
  Partially replaces a “daily dose” of
  some drug required by the subject.
  The subject will still feel the psycho-
  logical effects of missing a dose (that
  is, a Will-modified HT roll is still
  required to count the day toward
  shaking off the addiction), but will not
  suffer any physical damage from 
  withdrawal.
  Modifiers: This spell is at a -4 penal-
  ty if the caster casts it on himself, and
  at a cumulative -4 per consecutive
  daily casting on the same subject
  (thus, it gets harder and harder for the
  spell to replace the drug). In addition,
  the withdrawal penalty inherent to the
  drug is applied to any casting!
  Duration: 1 day.
  Cost: 6. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisite: Neutralize Poison.
  Relieve Madness
  Regular
  Temporarily restores a subject’s
  sanity, relieving him from a single
  Delusion, Phobia, Compulsion, or
  spell-induced 
  Madness 
  (caster’s
  choice). The Madness and Permanent
  Madness spells get to resist.
  This is also a Mind Control spell.
  Duration: 10 minutes.
  Cost: 2. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Lend Vitality and
  Wisdom.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 850.
  Restore Sight
  Regular
  Temporarily restores the subject’s
  sight, regardless of what caused the
  loss (if the loss of sight is magical in
  nature, however, the responsible spell
  gets to resist). The eyes must not be
  completely missing (that requires
  Regeneration). For a permanent cure,
  use Restoration.
  Duration: 1 hour.
  Cost: Equal to half of the restored
  Vision score (Per + Acute Vision); half
  to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Minor Healing and
  either Keen Vision or Strike Blind.
  Item
  Jewelry or clothing. Always on.
  Energy cost to create: 1,000.
  Restore Hearing
  Regular
  Similar to Restore Sight, but for
  Hearing. The eardrums or other
  organs of hearing must not be 
  completely missing.
  Duration: 1 hour.
  Cost: Equal to half of the restored
  Hearing score (Per + Acute Hearing);
  half to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Minor Healing and
  either Keen Hearing or Strike Deaf.
  Item
  Jewelry (earrings are especially
  appropriate) or clothing. Always on.
  Energy cost to create: 1,000.
  Restore Memory
  Regular
  Used to cure the victims of memo-
  ry loss, either mundane or magical.
  The spell restores one forgotten fact or
  skill at a time. The Forgetfulness spell
  resists; 
  Permanent 
  Forgetfulness
  resists at +5. This spell will not permit
  the subject to recall something that he
  never actually memorized in the first
  place (but see the Recall spell, p. 106).
  The spell is risky if used more than
  once per day on the same subject:
  each repeat casting is at a cumulative
  -3 penalty. A critical failure is very haz-
  ardous – the memory being sought is
  destroyed forever, and the subject is
  plunged into a frightening sequence of
  buried memories lasting 2d minutes.
  This causes a Fright Check at a -6
  penalty.
  If the caster has Psychology skill at
  15 or higher, a “critical failure” on this
  spell counts as an ordinary failure –
  unless he has already tried the spell
  more than once that day on the same
  subject.
  Duration: The memory is recov-
  ered permanently.
  Time to cast: 10 seconds.
  Cost: 3.
  Prerequisites: Awaken and IQ 11 or
  higher.
  Item
  Wand or staff; the item must bear a
  picture of an elephant. The item must
  touch the subject. Energy cost to 
  create: 600.
  92
  HEALING SPELLS
  
  Restore Speech
  Regular
  Similar to Restore Sight, but for
  Speech. The tongue and vocal cords
  cannot be completely missing.
  Duration: 1 hour.
  Cost: 5 to cast. 3 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Minor Healing and
  either Great Voice or Strike Dumb.
  Item
  Jewelry or clothing. Always on.
  Energy cost to create: 1,000.
  Stop Paralysis
  Regular
  Counters temporary paralysis (due
  to spell, paralysis gun, etc.). An ongo-
  ing spell (such as Paralyze Limb or
  Total Paralysis) gets a resistance roll.
  Cost: 1 for a single limb. 2 for the
  whole body.
  Prerequisites: Either Minor Healing
  and Paralyze Limb or Major Healing.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 200.
  Relieve Paralysis
  Regular
  Temporarily restores a subject’s use
  of his paralyzed or crippled limbs. The
  limbs must not, of course, be com-
  pletely 
  missing 
  (that 
  requires
  Regeneration). Since limbs wither with
  disuse, the GM should use his judg-
  ment and assess DX and ST penalties
  to the use of such restored limbs.
  Duration: 1 minute.
  Cost: Equal to the crippling thresh-
  old for the limbs affected. Same to
  maintain.
  Time to cast: 10 seconds.
  Prerequisite: Stop Paralysis.
  Item
  Jewelry or clothing. Always on.
  Energy cost to create: 200 per point of
  crippling 
  threshold 
  effectively
  restored (should the wearer’s crippling
  threshold be higher than the capacity
  of the item, assess the difference as a
  penalty to DX and ST for that limb).
  Restoration (VH)
  Regular
  Regain the use of one crippled limb
  or damaged eye – also restores lost
  hearing, smell, etc. Will not work on a
  lost limb or eye – that requires
  Regeneration. (If a limb has been
  amputated and is intact, you may try
  Restoration within the hour, at -5 to
  skill, to put it back on!)
  Duration: Permanent.
  Cost: 15. One try.
  Time to cast: 1 minute to cast the
  spell; 1 month before the process of
  restoration is complete. The part may
  not be used at all until the month has
  passed; it simply won’t work, even
  though it may appear to be healthy.
  Prerequisites: Either Major Healing
  or any two of Relieve Paralysis and the
  various “Restore” spells.
  Item
  Wand or staff, decorated in a snake
  pattern. Usable only by mages.
  Subject must be touched by item.
  Energy cost to create: 2,000.
  Instant Restoration
  (VH)
  Regular
  As Restoration, but works instantly.
  Cost: 50. One try.
  Prerequisites:
  Magery 
  2 
  and
  Restoration.
  Item
  Wand or staff, decorated in a snake
  pattern. Usable only by mages. The
  item must touch the subject. Energy
  cost to create: 2,500.
  Regeneration (VH)
  Regular
  Regrow one lost limb or eye.
  Duration: Permanent.
  Cost: 20. One try.
  Time to cast: 1 minute to cast the
  spell; 1 month before the process of
  regeneration is complete. The regener-
  ating part may not be used at all until
  the month has passed.
  Prerequisites:
  Magery 
  2 
  and
  Restoration.
  Item
  Wand or staff, decorated in a snake
  pattern. Usable only by mages. The
  item must touch the subject. Energy
  cost to create: 3,000.
  Instant Regeneration
  (VH)
  Regular
  As 
  Regeneration, 
  but 
  works
  instantly.
  Cost: 80. One try.
  Prerequisites: 
  Magery 
  3 
  and
  Regeneration.
  Item
  Wand or staff, decorated in a snake
  pattern. Usable only by mages. The
  item must touch the subject. Energy
  cost to create: 4,000.
  Cure Radiation
  Regular
  As listed under Technological Spells,
  p. 182.
  HEALING SPELLS
  93
  
  Cleansing
  Regular; Special Resistance
  Cleanses the subject of any foreign
  matter in his tissues, including cactus
  or porcupine spines, arrowheads,
  barbs, bullets, splinters, etc. Also elim-
  inates external (but not internal) bac-
  teria and parasites. Has no effect
  against diseases, poisons or drugs.
  The subject must be willing or totally
  helpless (e.g., bound or unconscious)
  and the caster must touch him.
  “Foreign matter” that is somehow
  integral to the subject (gold teeth, steel
  plates or rods, glass eyes, cyberware,
  and so on) must be excluded by the
  caster or it may be destroyed as well!
  If the caster is careless (or malicious),
  each item resists separately with
  HT+5 of the subject.
  Cost: 2 to cleanse a hand or foot, 4
  for a torso or limb, 6 for an entire body.
  Time to cast: 3 seconds.
  Prerequisites: Minor Healing and
  Purify Earth.
  Item
  Wand or staff, decorated in a snake
  pattern. The item must touch the 
  subject. Usable only by a mage or a
  nonmage with Surgery-15 or higher.
  Energy cost to create: 250.
  Suspended Animation
  Regular; Resisted by HT
  Holds the subject in apparent
  sleep, indefinitely. The effects of severe
  bleeding, disease, age, etc. are all halt-
  ed while the spell is in effect. The sub-
  ject requires neither food nor air, but
  can still be harmed by fire, weapons,
  and other natural hazards.
  Duration: Remains in effect until
  broken (the Awaken spell works well).
  Cost: 6.
  Time to cast: 30 seconds.
  Prerequisites: Sleep and at least
  four Healing spells.
  Item
  (a) Jewelry, arrow, or clothing.
  Always on; the item puts its wearer in
  suspended animation instantly. The
  spell lifts immediately when the item is
  removed. Energy cost to create: 2,000.
  (b) Crypt, coffin, etc. Always on; puts
  the occupant in suspended animation.
  Energy cost to create: 2,000 per human-
  sized space.
  Healing Slumber
  Regular; 
  Automatic Resistance
  Subject falls into a deep restorative
  sleep, and heals 1 HP for every hour of
  rest. Fatigue is recovered at double the
  normal rate.
  The subject wakes once completely
  healed, or after 8 hours have passed;
  any fatigue from lost sleep is also com-
  pletely recovered after that time.
  Otherwise, he can only be awakened
  by a word from the caster, an injury or
  the Awaken spell (or Remove Curse,
  Counterspell, etc.). An unwilling 
  subject resists automatically.
  Duration: Up to 8 hours (maximum
  recovery of 8 HP per day).
  Cost: 6. For a cost of 10, the speed
  of recovery is doubled. Maximum
  recovery is unchanged.
  Time to cast: 30 seconds.
  Prerequisites: Magery 2, Sleep, and
  Minor Healing.
  Item
  (a) Wand or staff, decorated in a
  snake pattern. The item must touch
  the subject. Usable only by a mage or
  a nonmage with Physician-15 or high-
  er. Energy cost to create: 1,000. (b) Any
  item. If the wearer is willing to sleep
  (or faints from fatigue or injury), the
  item activates. The wearer wakes if the
  item is removed or once the spell laps-
  es (if the wearer’s HP is still negative,
  see Recovering From Unconsciousness,
  p. B423). Energy cost to create: 900.
  Halt Aging (VH)
  Regular
  Stops the subject from aging for
  one month. Cannot be cast again until
  the first spell wears off.
  Duration: One month.
  Cost: 20. One try per week.
  Prerequisites: Magery 2 and at least
  eight Healing spells.
  Item
  Jewelry. Always on; the item pre-
  vents aging while it is worn.
  Kingdoms have been toppled for pos-
  session of such things . . . Energy cost
  to create: 10,000.
  Youth (VH)
  Regular
  Removes one year from the sub-
  ject’s age. Any attribute levels lost in
  that 
  period 
  are 
  automatically
  regained. Does not affect memories,
  skills, injuries, etc., gained during the
  “lost” months.
  Duration:
  Subject starts aging
  again immediately.
  Cost: 100. One try per month.
  Prerequisites: Magery 3 and Halt
  Aging.
  Resurrection (VH)
  Regular
  Brings the subject back to life, pro-
  vided that the body, or most of it, is
  available. This is the GM’s decision;
  note that a body that has reached
  -10¥HP is by definition too damaged
  for resurrection. The resurrected sub-
  ject has FP and HP 0, and must regain
  FP and HP in the normal fashion. All
  his limbs will be intact, regardless of
  the injuries that killed him. The cast-
  er’s skill is at a -1 penalty for each full
  day between the subject’s death and
  the beginning of the spell.
  This is also a Necromantic spell.
  Duration: Permanent, until you’re
  killed again . . .
  Cost: 300. One try.
  Time to cast: 2 hours.
  Prerequisites: Instant Regeneration
  and Summon Spirit.
  Item
  There are persistent rumors of a
  magic item that will bring the dead to
  life, but nothing specific is known.
  94
  HEALING SPELLS
  Those wounds heal ill that men do give 
  themselves. 
  – William Shakespeare, 
  Troilus and Cressida
  
  Eric unlocked and opened his door,
  tossed his keys onto the counter, and
  dropped his bag by the door. With a
  miserable groan, he flopped back onto
  his decrepit couch.
  Worst. Birthday. Ever.
  His alarm clock hadn’t gone off,
  work had been the usual parade of
  jerks, and someone stole the front
  wheel off his bike. Now he couldn’t
  even find anyone to take his mind off
  the lousy day. Sheila wasn’t answering
  her phone. Jim had vaguely alluded to
  something he had to do and hung up.
  All the usual suspects were nowhere to
  be found.
  “Well,” he said to the TV, “looks like
  just you and me tonight.”
  The room shimmered.
  “SURPRISE!” people shouted from
  every corner of the room, and burst
  into laughter.
  Sheila, sitting next to him on the
  couch, kissed him on the cheek.
  “Happy birthday! You should see the
  expression on your face.”
  “Dude,” Jim said from underneath
  him, “happy birthday and all, but
  could you get off me now?”
  These spells let the wizard create
  what is not. An “illusion” has no real
  substance. A “creation” does have sub-
  stance, while it exists. Each illusion or
  creation counts as a spell “on,” giving
  -1 to the caster’s other spell rolls.
  The College of Illusion and
  Creation is challenging; not everyone
  has the wit and imagination to master
  the art of illusion. Nonetheless, the
  principles within the college are nec-
  essary to many potent spells in other
  colleges.
  Simple Illusion
  Area
  Creates a purely visual image that
  can be seen by anyone in view of the
  area it occupies. It may be a single
  object or an entire scene. It may move
  to a different area, or change size or
  shape up to its maximum area, if the
  caster concentrates. Any sapient crea-
  ture can dispel it by “disbelieving” – 
  taking a Concentrate action and mak-
  ing a successful Will roll. The illusion is
  automatically dispelled by any attack,
  any other spell except Control Illusion,
  or the touch of any sapient creature.
  Duration: 1 minute.
  Base cost: 1 to cast. Half that to
  maintain.
  Prerequisites: Caster must be able
  to see and have IQ 11 or better.
  ILLUSION AND CREATION SPELLS
  95
  CHAPTER THIRTEEN
  ILLUSION AND
  CREATION SPELLS
  Scary Illusions
  Illusions are often used to terrify. If you know your foe has a phobia
  of reptiles, a well-timed Simple Illusion of a snake can be more effective
  than a Fireball! However, knowledge of illusion magic permits a wizard
  to produce images that seem real, but not necessarily images that are
  scary. A real-looking dragon, with smoke curling from its nostrils and
  talons gleaming in the sunlight, will likely make anybody nervous – but a
  creative illusionist will contort the dragon’s expression into a nasty leer,
  place a few scraps of bloody meat between the talons, and have the beast’s
  muscles flexing menacingly beneath the scales.
  The GM may want to assess an illusion’s Fright Check penalty (if any)
  based on the player’s description. However, to link an illusion’s impact to
  character skill rather than player skill, the GM may permit an Artist
  (Illusion) roll; the higher the margin of success, the more frightening (or
  beautiful, or moving) the illusion is.
  
  Phantom Flame
  Area
  As listed under Fire Spells, p. 73.
  Complex Illusion
  Area
  As Simple Illusion, but affects
  hearing as well as sight. It is not auto-
  matically dispelled by a spell or touch;
  however, any amount of actual 
  damage will dispel the illusion.
  Duration: 1 minute.
  Base cost: 2 to cast. Half that to
  maintain.
  Prerequisites: Sound and Simple
  Illusion.
  Perfect Illusion
  Area
  As Complex Illusion, but affects all
  the senses except touch; your hand
  will go through it. It cannot be dis-
  pelled except by Dispel Magic or
  Dispel Illusion. Any damage at all will
  temporarily disturb the illusion,
  revealing it for what it is without 
  dispelling it.
  Duration: 1 minute.
  Base cost: 3 to cast. Half that to
  maintain. For double cost, even the
  sense of touch will be fooled, though
  you cannot “really” warm yourself
  from an illusionary fire.
  Prerequisites:
  Magery 
  1 
  and
  Complex Illusion.
  Illusion Shell
  Regular
  This illusion makes a chosen object
  look, sound, and feel different. The
  base object must be of the appropriate
  size and shape. The illusion may be
  disbelieved, but is otherwise stable.
  However, it will not move about unless
  the underlying object moves. Damage
  done by the underlying object is unaf-
  fected. For example, an illusion shell
  of a horse could be cast over a wood-
  en horse. It would stamp, nicker, and
  smell like a horse, but could not be
  ridden! Concentration is not required
  to maintain the illusion.
  Duration: 1 minute.
  Cost: 1 for an object small enough
  to be hand-held, or 2 for larger
  objects. Half that cost to maintain.
  Prerequisite: Simple Illusion.
  Item
  For 200 times the base cost, the
  spell can be made permanent; it will
  not be disbelieved!
  Illusion Disguise
  Regular
  This illusion disguises a living
  being. The caster must first create the
  illusion (using any basic Illusion
  spell). The Illusion Disguise spell then
  superimposes the illusion over the
  subject, so it covers him and moves
  with him. The better the Illusion spell
  used, the better and more permanent
  the disguise; a Perfect Illusion
  Disguise even fools the sense of touch.
  Concentration is not required to main-
  tain the disguise. The illusion disguise
  counts as only a single spell “on.”
  Duration: Until the illusion ends.
  Cost: 3. Cannot be maintained.
  Prerequisite: Simple Illusion.
  Item
  Jewelry or clothing; the item casts
  an Illusion Disguise (specified when
  the item is enchanted) over the wear-
  er. Energy cost to create: 150 Simple,
  300 Complex, 500 Perfect Illusion.
  There is no energy cost to the wearer!
  Independence
  Area
  This spell can be used with any
  controlled creation or illusion. It lets
  the caster “program” the creation or
  96
  ILLUSION AND CREATION SPELLS
  
  illusion to move about, speak (if it can
  make sounds), and even react in pre-
  determined ways. All this is done with
  no further concentration on the cast-
  er’s part; it does not count as a sepa-
  rate spell “on.” If faced with some-
  thing for which it is not “pro-
  grammed,” it may do nothing or (if an
  illusion) simply vanish, at the GM’s
  whim.
  Duration: As long as the creation or
  illusion lasts.
  Base cost: 2. Does not require
  maintenance.
  Time to cast: As long as it takes the
  casting player to describe the instruc-
  tions to the GM, or to read them aloud
  if they are in writing (writing them
  down will save arguments!). Complex
  instructions take a long time to cast.
  Minimum 5 seconds.
  Prerequisite: Simple Illusion.
  Know Illusion
  Information
  Tells whether the subject is either
  an illusion or creation, and if so, just
  what kind it is. The caster must be
  able to see the subject.
  Cost: 2.
  Prerequisite: Simple Illusion.
  Control Illusion
  Regular; Resisted by 
  subject spell
  Take control of an illusion that
  someone else has cast. If your spell
  succeeds, you must pay any further
  energy costs to maintain the illusion.
  If you fail, the illusion still belongs to
  the original caster. This spell does not
  affect an Illusion Disguise. If the spell
  is cast over something that is not an
  illusion, the energy cost is still spent
  but the spell has no effect.
  Duration: Once established, con-
  trol is permanent unless someone else
  takes control.
  Cost: 1.
  Time to cast: 2 seconds.
  Prerequisite: Perfect Illusion.
  Item
  Wand or staff. Energy cost to create:
  300. The item must touch the illusion
  to be controlled.
  Dispel Illusion
  Regular; Resisted by 
  subject spell
  Dispels any Illusion or Illusion
  Disguise. Does not affect creations.
  Cost: 1.
  Prerequisite: Control Illusion.
  Item
  Wand or staff; the item must touch
  the subject illusion. Energy cost to 
  create: 400.
  Inscribe
  Area; Resisted by Will
  Creates an inscription (either writ-
  ing or images) on any surface.
  Appropriate specializations of Artist
  (Calligraphy, Illumination, etc.) should
  be used to assess the aesthetics of the
  result. The image can be as stylish as
  the caster desires: letters of silver
  flame, simple block-lettering, reflected
  light on the surface of water, and so on.
  The inscription is integral to the sub-
  ject’s surface, fading only when the
  spell is canceled or expires. Any living
  things to be inscribed get to resist.
  This is also a Making and Breaking
  spell.
  Duration: 1 minute.
  Base cost: 1 to cast. Same cost to
  maintain. Minimum 2.
  Prerequisites: Simple Illusion and
  Copy.
  Item
  (a) Any inscription can be made
  permanent for 20 times the cost to
  cast the spell. (b) A stylus, brush, etc.
  that can leave inscriptions on any-
  thing, without ever needing ink or
  paint. Energy cost to create: 30.
  Phantom (VH)
  Area
  Like Perfect Illusion, but a phan-
  tom can impede movement and inflict
  real damage. The first time any living
  creature physically contacts a phan-
  tom, roll a Quick Contest between the
  caster’s effective skill and the being’s
  IQ. If the caster loses, then the phan-
  tom is treated as a Perfect Illusion for
  all purposes with regards to that 
  character.
  If the caster wins, the phantom has
  substance and may proceed to strike,
  grapple, shove, and so on as if it were
  real. A phantom may have any ST and
  DX up to the mage’s skill with the spell
  for the purposes of contests, damage
  inflicted, and so on.
  When the spell is first cast, the GM
  should note the margin of success. If
  a single attack on the phantom inflicts
  this amount (or more) of basic dam-
  age, the phantom is immediately dis-
  pelled. Any spells that work on illu-
  sions 
  (Dispel 
  Illusion, 
  Control
  Illusion, Independence, etc.) work on
  phantoms.
  Duration: 1 minute.
  Base cost: 5. Half that to maintain.
  For a base cost of 9, the phantom can
  have twice the normal ST (DX is
  unchanged).
  Prerequisites: Magery 2, Perfect
  Illusion, Hinder, and Apportation.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 300;
  half cost for an item that will create a
  single, creator-determined phantom.
  Initiative
  Area
  This spell can be cast on any cre-
  ation or illusion the caster controls,
  giving it a semblance of intelligence in
  order to act on its own initiative. The
  subject is totally loyal to the caster,
  and obeys him (or anyone else the
  caster orders it to heed) to the best of
  its ability.
  The base cost of the spell is based
  on what knowledge the caster grants
  the subject. Creations start with their
  own DX and IQ as listed in the spell
  description. For the purposes of this
  spell, Illusions and Phantoms start
  with IQ 0 and DX 8. The subject’s DX
  and IQ may be raised as high as the
  caster’s. The subject may also be given
  the caster’s skills – every skill granted
  is known at the same relative level as
  the caster. Illusions and creations with
  Initiative may use defaults on any
  skill.
  Once the spell is cast, the subject
  acts on its own until the spell expires.
  If the subject comes across a situation
  that confuses it, it attempts to return
  to the caster for clarification. Like
  Independence (p. 96), this spell does
  not count as a spell “on,” and does not
  require separate maintenance.
  ILLUSION AND CREATION SPELLS
  97
  
  Example: Lady Ann Goulding has
  created a magical servant to amuse
  her noble and decadent guests. She
  wishes it to circulate throughout the
  party, serving food, dancing with the
  noblewomen, and showing appropri-
  ate respect – without requiring con-
  stant supervision, so that she can
  enjoy herself. It begins with 9 in every
  attribute, but no skills (Lady Ann
  could have created a skilled servitor,
  but she has Create Servant-15 and can
  maintain an unskilled one indefinite-
  ly). To this base she adds 2 points of
  DX (bringing it up to her own DX of
  11), and 2 points of IQ (well below her
  own IQ of 14) to make it wittier. This
  is a total attribute increase of 4, for a
  base cost of 2.
  Lady Ann then gives it two skills –
  Dancing and Savoir-Faire. She has
  Dancing-14 (DX+3), and since the ser-
  vant has the same DX as she does, the
  servant will, too. The lady’s knowledge
  of Savoir-Faire is considerable (skill
  15, or IQ+1), but the servant is not as
  smart as she, and will only have it at
  its own IQ+1, for a net Savoir-Faire-
  13. These two skills add 2 more to the
  base cost, for a total of 4. Since the
  servant is less than 1 yard in radius, a
  casting at base cost will suffice.
  Duration: As long as the subject
  lasts.
  Base cost: 1/3 per point of DX or IQ
  increase (round up), plus 1 per skill;
  minimum base cost of 3.
  Time to cast: 10 seconds.
  Prerequisites: Independence and
  Wisdom.
  Create Object (VH)
  Regular
  Create any sort of simple artifact
  with which the caster is familiar – e.g.,
  a robe, a sword, a cup. It cannot create
  a magical item or a living creature.
  Limitations: Food created this way
  will seem nourishing, but in fact is not.
  Information cannot be created; a book
  could not be created unless the caster
  knew all its contents by heart. A work
  of art will be only as good as the caster
  could make it by hand. A mechanical
  device cannot be created unless the
  caster could build it himself. (GMs –
  the intent of this rule is to make it
  almost impossible for mages to create
  cars, transistor radios, etc. Be strict.)
  Duration: The created object lasts
  indefinitely – as long as it is touching
  a living, thinking being. Thus, a wiz-
  ard can create a sword, and use it him-
  self or give it to a friend – but if he cre-
  ates a coin to cheat a merchant, it will
  vanish if the merchant drops it on the
  counter or tosses it in the air! A creat-
  ed item does not actually have to
  touch flesh, but it must be very close
  to someone. It could be held in a
  gloved hand, carried in a pocket, etc.,
  but not stored in a backpack.
  Cost: 2 for every 5 pounds the cre-
  ated item weighs.
  Time to cast: Equal to cost, in sec-
  onds.
  Prerequisites: Magery 2, Create
  Earth, and Perfect Illusion.
  Duplicate (VH)
  Regular
  Like Create Object, but instead of
  creating an object from the caster’s
  mind, the Duplicate spell duplicates
  an actual item, which must be held or
  touched by the caster while the spell is
  cast. This permits a mage with no
  knowledge of Armoury to create a gun
  – if he has another one handy to copy.
  It also permits perfect forgeries of
  works of art, money, documents, and
  so on. The magical duplicate follows
  all normal rules for items made with
  Create Object – it must remain in con-
  tact with a living thing, for instance, or
  it will disappear.
  The mage may also attempt to alter
  the creation. For instance, he could
  copy a sword and add inscribed runes,
  or forge a passport with a different
  name or picture, etc. In this case, nor-
  mal rules for the caster’s abilities
  apply; Forgery skill rolls may be
  required. A mage with no knowledge
  of guns could gold-plate a duplicate,
  but he couldn’t modify the firing
  mechanism or ammunition capacity.
  Duration: As per Create Object
  (above)
  Cost: 3 for every 5 pounds that the
  created object weighs.
  Time to cast: Equal to the cost, in
  seconds.
  Prerequisites: Create Object and
  Copy.
  Item
  a) Staff, wand, or jewelry. Usable
  only by mages. Energy cost to create:
  650. (b) A duplicate may be made 
  permanent for 100 times casting cost.
  Create Servant
  Regular
  Creates a stupid but obedient servi-
  tor (all attributes equal to 9) to do the
  caster’s bidding. The caster deter-
  mines the servant’s appearance. This
  same spell can also create a Brute – a
  servant with ST of 16, and all other
  attributes at 9. Or it can create a ser-
  vant with attributes at 9 and one non-
  combat non-IQ-based skill at level 16.
  Any created servant follows simple
  spoken commands, delivers verbal
  messages, etc. It is under the GM’s
  control. It cannot fight or handle con-
  fusing situations; it has no skills.
  Faced with danger, it whimpers, flees,
  or simply vanishes. If questioned, it
  knows only who its master is and what
  its orders are.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain. For a
  skilled servitor, 4 to cast; 2 to 
  maintain. For a Brute, 6 to cast; 2 to
  maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 3, IQ 12 or
  higher, and Create Object.
  Create Warrior
  Regular
  Creates a warrior to fight as the
  caster commands. He has IQ 10; ST,
  DX, and HT 12; and skill 16 with any
  single weapon (or unarmed combat
  ability) the caster desires. He has no
  weapons or armor when created, but
  uses what he is given.
  Duration: 1 minute.
  Cost: 4 to cast. 4 to maintain. Cost
  to create a Brute Warrior (ST of 16) is
  6 to cast; 6 to maintain.
  Time to cast: 4 seconds.
  Prerequisite: Create Servant.
  Create Animal
  Regular
  Create an animal (IQ 5 or less) that
  does your mental bidding while it
  exists. A created living being continues
  to exist until the caster stops main-
  taining the spell, or until it is killed, at
  which point it vanishes.
  98
  ILLUSION AND CREATION SPELLS
  
  A living creation must be identical
  to a “real” living being with which the
  caster is familiar. You cannot create an
  imaginary being, or even a real crea-
  ture of which you have only heard sto-
  ries. Neither can you create a bear with
  poison fangs . . . but some wizards
  occasionally research private varia-
  tions on the spell to make unusual
  creatures.
  Create Animal may also be used to
  create a swarm of small creatures
  (p. B461). A “swarm” costs 2 energy to
  create.
  Duration: 1 minute.
  Cost: 2, multiplied by 1 + SM for
  animals larger than SM 0. Half that to
  maintain.
  Time to cast: Equal to cost, in sec-
  onds.
  Prerequisites: Create Water, Create
  Object, and IQ 12 or higher.
  Create Mount
  Regular
  Create a stupid but obedient
  mount on which to ride while it exists.
  It can also be used as a draft animal.
  The mount’s traits are equivalent to
  a pony (p. B460), but the caster sets its
  appearance at casting time; it can be a
  horse, camel, dolphin, dwarf elephant,
  huge ostrich, or anything else the GM
  agrees to (use the Create Animal
  guidelines). The mount can only
  understand very simple spoken com-
  mands, such as stop, go, left, right,
  about face, etc. It is under the GM’s
  control and cannot fight or handle
  confusing situations; it has no skills.
  Faced with danger, it will whimper,
  bolt, or simply vanish.
  The caster may also choose to cre-
  ate a Brute mount with ST 35, a
  Winged mount with Move 7/14, a
  Racing mount with Move 18, or a War-
  Trained mount that remains calm in
  dangerous situations and can be
  ordered to trample or attack.
  Duration: 1 hour.
  Cost: 8 to cast. 3 to maintain.
  Double the cost for a Brute mount, a
  Winged mount, a War-Trained mount,
  or a Racing mount. Triple the cost for
  a Winged Racing mount, etc.
  Time to cast: 3 seconds.
  Prerequisites: Magery 3 and Create
  Animal.
  Item
  (a) A mage may create a perma-
  nent mount for 100 times the casting
  cost. (b) Horn or whistle. Usable only
  by mages. Sounding the horn or whis-
  tle causes the mount to appear as if
  summoned. Energy cost to create: 200
  times the casting cost for the intended
  type of mount.
  Control Creation
  Regular; Resisted by 
  subject spell
  Takes control of a living Creation
  cast by someone else. On a success,
  further energy costs are necessary to
  maintain the creation. On a failure,
  the creation remains the original cast-
  er’s. This spell cannot affect an
  Illusion.
  Cost: 1.
  Time to cast: 2 seconds.
  Prerequisite:
  Create Animal or
  Create Servant.
  Item
  Wand or staff; the item must touch
  the subject creation. Energy cost to 
  create: 400.
  Dispel Creation
  Regular; Resisted by 
  subject spell
  Destroys any sort of Creation. Does
  not affect illusions.
  Cost: 1 to dispel a nonliving sub-
  ject, or 3 to dispel a living creation.
  Prerequisite: Control Creation.
  Item
  Wand or staff. Energy cost to 
  create: 500.
  ILLUSION AND CREATION SPELLS
  99
  
  The diviner placed the oblong
  device on the table in front of him.
  Even in the dim candlelight, Gulden
  could see that he seemed worried.
  “Where did you acquire this
  object?”
  “That is my own business. What
  can you tell me of it?”
  The diviner scowled. “You’ve been
  rooting in the Ruined City with the
  rest of the fools, then, and like them
  you have found only trouble. This
  object is old . . . perhaps three
  centuries, perhaps four. I
  can tell you nothing of its
  creator, save that he was
  a mage of great power. I
  cannot tell you its full
  capacities. They are
  too complex for me to
  determine magically
  – spells layered upon
  spells, 
  enchant-
  ments on enchant-
  ments – and I dare
  experiment with it
  no further.
  “As you told me,
  it 
  can 
  detect
  whether an item is
  magical. 
  But 
  it 
  can also determine
  whether an item is
  magical by spell or
  enchantment, and ana-
  lyze the nature of that
  magic accordingly. It can
  reveal the history of an
  item – or of its holder. It can
  remove the enchantment from
  a magical item, and it can do so of
  its own volition.
  “This abomination thinks, some-
  how. It perceives, it decides, and it
  acts. Yet it does not live. I have tested
  it with every method I know, and I
  cannot say how such a thing can be. It
  is an inert thing, and yet it thinks.
  “I urge you to destroy it, if you can.
  If it were within my power, I would
  already have done so. Now get out.”
  These spells provide information.
  Duration is “instantaneous” unless
  noted otherwise – that is, the caster
  gets one flash of knowledge, but not a
  continuing picture.
  Measurement
  Area; Information
  Tells the caster any one of
  the following things about
  the subject: (a) its weight;
  (b) its measurements in all
  dimensions; (c) its area;
  (d) its volume. This spell
  will 
  provide 
  infor-
  mation in the native
  system of the caster, be
  that pounds, grams,
  or stones about the
  size of your head. 
  The measurement is
  as precise as the cast-
  er can comprehend.
  In some settings,
  where other quanti-
  ties are commonly
  measured, other meas-
  urements 
  may 
  be
  possible. At high TLs,
  for example, the wave-
  length of a color may be
  determined, or the fre-
  quency of a sound. The
  speed of a moving object or
  the local gravity are also quan-
  tities that could be measured 
  in some settings.
  Base cost: 1.
  Item
  A different item exists for each of
  the above functions: an enchanted
  ruler for measurement, scales for
  weight, a lens for color, or an onyx
  cube for volume. The item must touch
  the subject. Energy cost to create: 50.
  Tell Time
  Information
  Tells the caster what time it is – as
  well as the day and year, should that
  be in doubt.
  Cost: 1.
  Item
  Jewelry that lets the wearer know
  the exact time whenever he wants.
  Energy cost to create: 250.
  Alarm
  Regular
  Alerts the subject at a specified
  time in the future, awakening him if
  necessary. It will also remind him of
  one thing (in effect, delivering a mes-
  sage), provided he specified that thing
  at the time the Alarm spell was cast.
  Can be set to “go off” up to a week
  from time of casting.
  Duration: 1 week.
  Cost: 1. Cannot be maintained.
  Prerequisite: Tell Time.
  Item
  Jewelry. It will buzz or vibrate at
  exactly the same time every day, as set
  by the original creator. Energy cost to
  create: 60.
  Far-Feeling
  Regular
  The subject can feel by touch any
  object that he can see (even at a great
  distance) or through solid objects
  totaling no more than 6 feet in thick-
  ness. The sensations are one-way (to
  pinch a wench, use the Manipulate
  100
  KNOWLEDGE SPELLS
  CHAPTER FOURTEEN
  KNOWLEDGE
  SPELLS
  
  spell); in particular, a mage cannot
  deliver spells by Far-Feeling!
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Magery 1.
  Item
  Gloves or jewelry. Affects only the
  wearer. Energy cost to create: 200.
  Find Direction
  Information
  Tells the caster which direction is
  North. Alternately, it can tell which
  way his home is. Note that no one can
  have more than one true home, and a
  wanderer may have none!
  Cost: 2.
  Prerequisite: Magery 1.
  Item
  Enchanted compass needle that
  points north, or to the user’s home, on
  command. Energy cost to create: 250.
  Tell Position
  Information
  Tells the caster the subject’s exact
  distance, azimuth, and altitude rela-
  tive to the caster. The caster must be
  able to see the subject.
  Cost: 1.
  Prerequisite: Measurement.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 150.
  Test Load
  Area; Information
  Tells the caster how much weight
  the subject can support before warping
  or breaking. This can reveal the 
  capacity of bridges, baskets, ropes, etc.
  Base cost: 1 (minimum 2).
  Prerequisite: Measurement.
  Item
  Staff or wand; the item must touch
  the subject. Energy cost to create: 80.
  Small Vision
  Regular
  As listed under Light and Darkness
  Spells, p. 111.
  Earth Vision
  Regular
  As listed under Earth Spells, p. 51.
  Air Vision
  Regular
  As listed under Air Spells, p. 24.
  Detect Magic
  Regular
  Determines whether any one object
  is magical. If the spell is successful, a
  second casting tells whether the magic
  is temporary or permanent. A critical
  success on either roll fully identifies
  the spell, as for Analyze Magic.
  This is not the same as the ability
  to detect magic items that comes with
  Magery 0; that ability only detects
  permanent magic items, while Detect
  Magic detects items, spells, magical
  creatures, and any other ongoing
  magical effect.
  Cost: 2.
  Time to cast: 5 seconds.
  Prerequisite: Magery 1.
  Item
  (a) Staff, wand, or jewelry. Usable
  only by mages. Energy cost to create:
  100. (b) Ring or necklace. Always on.
  It vibrates, alerting the wearer, when
  any magical item is within 5 yards. A
  Limit spell is often used to make it
  alert the wearer only to certain kinds
  of magic. Energy cost to create: 300.
  Sense Mana
  Information
  Tells the caster the mana level at
  the point where he is standing, and
  whether the local mana is aspected
  (see GURPS Fantasy) or otherwise
  unusual. If the spell is successful, a
  second casting will reveal the precise
  nature and level of any aspect or other
  peculiarity.
  Cost: 3.
  Time to cast: 5 seconds.
  Prerequisite: Detect Magic.
  Item
  (a) Staff, wand, or jewelry. Usable
  only by mages. Energy cost to create:
  200. (b) Ring or necklace. Always on.
  It vibrates whenever the wearer passes
  over a boundary between areas of dif-
  ferent mana. Energy cost to create: 500.
  Aura
  Information
  Creates a glowing halo, or “aura,”
  around the subject. This aura gives the
  caster a general insight into the sub-
  ject’s personality – the better the skill
  roll, the better the insight. The aura
  also shows whether the subject has
  Magery, Magic Resistance, or Magic
  Susceptibility 
  (and 
  what 
  level);
  whether the subject is possessed or
  controlled in any way; and whether
  the subject is in the grip of any violent
  emotion. A critical success will detect
  “secret” traits, such as lycanthropy,
  vampirism, and unnatural longevity.
  All living beings have auras; inani-
  mate things do not. A zombie is
  detectable by his faint, death-haunted
  aura, while a vampire retains the aura
  he had in life. Illusions and created
  beings have no aura, so a successful
  casting of this spell distinguishes them
  from real persons.
  Cost: 3 (for any size subject).
  Prerequisite: Detect Magic.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 100.
  KNOWLEDGE SPELLS
  101
  Of making many books there is no end;
  and much study is a weariness of the flesh.
  – Ecclesiastes 12:12
  
  Identify Spell
  Information
  Identifies what spell or spells have
  just been cast (within the last five sec-
  onds), or are being cast at the
  moment, on or by the subject. It does
  not identify the spells on a perma-
  nently enchanted item. One casting
  identifies all spells cast on or by the
  subject. However, if any of these spells
  are totally unknown to the caster – not
  just spells he doesn’t know, but spells
  he has never heard of – the GM should
  provide only a vague description; e.g.,
  “Some kind of physical protection.”
  Wizards have heard of every spell in
  this book (unless the GM rules that
  some are secret) but not new spells
  created by the GM or players.
  Cost: 2.
  Prerequisite: Detect Magic.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 1,100.
  Mage Sight
  Regular
  Detect all magical items in your
  field of vision. Each such item will
  have a glow or “aura,” similar to the
  aura of a living being. This glow is vis-
  ible through clothes, armor, or up to
  1/2” of solid material.
  The aura of a permanently enchant-
  ed item will be stronger than that of
  something under a temporary spell.
  Enchanted (or magical) beings also
  glow, though mages themselves do not
  unless they actually have spells on them
  at the moment. The aura may also give
  a clue to an item’s nature. On a good
  roll, for instance, fire spells will have a
  distinctive red glow, and evil items will
  somehow seem to have a “black glow”
  in their auras. A critical success with
  this spell lets the caster fully identify
  every magic item he sees. Note that this
  ability is essentially a more reliable ver-
  sion of the magical sense that comes
  with Magery 0 (p. B66).
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisite: Detect Magic.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 800.
  Mage Sense
  Information
  Tells the caster whether some
  unseen magical item or creature is
  nearby. The caster may specify that he
  is looking for any unseen item, or he
  may specify a certain object. 
  Skill modifier: the distance in yards
  to the object sought. Use the closest
  distance if the caster moves around
  during the spell’s duration, and roll at
  the end of that time. At the GM’s
  option, some very powerful magic
  items may be easier to sense.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisite: Detect Magic.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 1,200.
  Seek Magic
  Information
  Determines the direction and
  approximate distance of the nearest
  significant magical item, active spell,
  or magical being (magical beings
  include demons, elementals, spirits,
  etc., but not races or individuals with
  Magery). Regular range penalties
  apply. Any known examples of magic
  may be excluded if the caster specifi-
  cally mentions them before casting.
  This is also a Meta-Spell.
  Cost: 6.
  Time to cast: 10 seconds.
  Prerequisite: Detect Magic.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 1,200.
  Analyze Magic
  Information; Resisted by spells
  that conceal magic
  Identifies exactly what spells are on
  the subject. If the subject has more than
  one spell on it, Analyze Magic identifies
  the one that took the least energy, and
  tells the caster “there are more spells.”
  It can then be cast again to determine
  the next spell, and so on. Name and
  Password enchantments (p. 68) count
  as separate spells that resist at +5; any
  individual wizard may only attempt to
  Analyze a Name or Password once. Like
  Identify Spell, above, it will give limited
  results when the caster is faced with an
  unknown spell.
  Cost: 8.
  Time to cast: 1 hour.
  Prerequisite: Identify Spell.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 1,200.
  Summon Shade (VH)
  Information; Resisted by Will
  Summons a “shade” of the subject
  from a possible future, to answer the
  caster’s questions. The shade will not
  lie (except on a critical failure) but it
  will be disoriented; therefore its
  answers may be unclear and impre-
  cise. One question may be asked per
  minute the spell is maintained. Since
  the shade only comes from the most
  likely future, this spell may be an
  unsatisfactory augury.
  Example: Felix Magister might sum-
  mon a shade of his friend Rudolph
  from two months ahead, and ask if his
  attack on the dragon succeeded – and
  then, if the answer was “no,” persuade
  the real Rudolph not to try. The shade
  simply came from a different future. Of
  course, the shade might also reply “no –
  it was called off.”
  At the time from which the shade is
  drawn, the subject will have a vivid
  dream in which he will see his ques-
  tioner(s) and remember all that is said
  – if the predicted event came true.
  Skill modifiers: -1 for each year in
  the future that the shade is drawn; -5 if
  the subject is not present or -10 if noth-
  ing pertaining to the subject (clothing,
  hair clippings, etc.) is present. -10 if the
  subjects full name is not known.
  This spell may not be attempted
  more than once per year on the same
  person. This is a very powerful spell,
  and GMs may wish to restrict access
  to this spell, or require expensive
  materials.
  102
  KNOWLEDGE SPELLS
  
  Duration: 1 minute.
  Cost: 50 to cast. 20 to maintain.
  Time to cast: 10 minutes. One try
  per year.
  Prerequisite: Summon Spirit or
  Divination.
  Item
  Staff, wand, or jewelry. Usable only
  by a mage. The item does not give abil-
  ity to cast the spell, but gives +2 skill to
  one who knows the spell. Energy cost
  to create: 800.
  Glass Wall
  Regular
  See through a single wall, floor,
  ceiling, or other similar barrier up to 4
  feet thick (material doesn’t matter).
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Either five other
  Knowledge spells or Earth Vision.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 600.
  Far-Tasting
  Regular
  As listed under Food Spells, p. 77.
  Far-Hearing
  Regular
  As listed under Sound Spells,
  p. 173.
  Water Vision
  Information
  As listed under Water Spells, p. 187.
  Plant Vision
  Regular
  As listed under Plant Spells, p. 162.
  Know Location
  Information
  Gives the caster a reasonable idea
  of his geographical location (to within
  a couple of miles). This will be
  expressed in terms of the nearest
  named features that the caster has
  heard of (if in doubt as to whether or
  not the caster has heard of the feature,
  the GM should roll against the caster’s
  Area Knowledge). For example, “You
  are in the Sahara Desert, roughly 30
  miles north of Timbuktu.”
  Cost: 2.
  Time to cast: 10 seconds. On suc-
  cessive castings, the spell repeats its
  last answer (right or wrong) until the
  caster moves a mile or so from the
  location.
  Prerequisites: Magery 1 and Tell
  Position.
  Item
  Any map, globe, etc., can be
  enchanted to show the user’s location
  whenever the spell is cast. A mark
  (chosen by the item’s creator) appears
  at the appropriate spot if successful.
  No mark appears if the user is outside
  the map’s boundaries. If the casting
  fails, either no mark appears or an
  erroneous one does. Energy cost to 
  create: 225.
  KNOWLEDGE SPELLS
  103
  
  Know Recipe
  Information; 
  Special Resistance
  As listed under Food Spells, p. 78.
  Wizard Eye
  Regular
  Creates a physical eye – a 2” ball –
  through which the caster can see. The
  Eye can fly through the air, vertically
  and/or horizontally, with a Move of 
  10; it moves on the caster’s turn.
  Concentration is necessary to move
  the eye, but not to see through it. Any
  vision-enhancing spells affecting the
  caster will also be usable through the
  Eye. The Eye is small, with a SM of -7,
  so it is hard to hit – but if it is hit by a
  physical attack, or any spell that
  would reasonably incapacitate it, it is
  destroyed.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 2 seconds.
  Prerequisites:
  Apportation and
  Keen Vision.
  Item
  An eyeball carved of ivory and inset
  with jewels. Usable only by mages. At
  its holder’s command, it will turn into
  a Wizard Eye; on returning to his
  hand it will revert to the jeweled form.
  Cost to create: 1,100 energy; $1,000 for
  skilled ivory carving, and $600 for
  emeralds.
  Invisible Wizard Eye
  Regular
  Creates a Wizard Eye that cannot
  be seen without the See Invisible
  spell. Anyone who guesses where it is
  may still attack, but the -7 penalty for
  SM combined with the -6 penalty for
  invisibility makes it very hard to hit.
  Duration: 1 minute.
  Cost: 5 to cast. 3 to maintain.
  Time to cast: 4 seconds.
  Prerequisites:
  Wizard Eye and
  Invisibility.
  Item
  As Wizard Eye, but more costly.
  Cost to create: 1,600 energy; $1,000 for
  skilled ivory carving, and $900 for
  emeralds and opals.
  Wizard Mouth
  Regular
  Creates a replica – about 4” across
  – of the caster’s physical mouth and
  lips, through which he can speak as
  well as taste. The Mouth flies through
  the air with a Move of 10, on the cast-
  er’s turn, though it may not do so with-
  out bumping into things unless
  accompanied by a Wizard Eye or Ear!
  Concentration is necessary to move
  the Mouth, but not to speak or taste
  through it. Any voice or taste-enhanc-
  ing spells affecting the caster will also
  be usable through the Mouth. The
  Mouth may not cast spells! While tast-
  ing through the Mouth, the wizard’s
  own mouth is insensitive. Every turn,
  he must specify whether he is tasting
  through the Mouth or through his
  own mouth.
  The Mouth is small, with a SM of
  -6, so it is hard to hit – but if it is hit by
  a physical attack, or any spell that
  could reasonably incapacitate it, it is
  destroyed. The Mouth itself cannot
  inflict any biting damage.
  This is also a Food spell and a
  Sound spell.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 2 seconds.
  Prerequisites:
  Apportation, Far-
  Tasting, and Great Voice.
  Item
  (a) Any item depicting a human
  mouth may be turned into an immo-
  bile Wizard Mouth, through which the
  holder of a mouth-shaped amulet,
  enchanted at the same time, may
  speak regardless of distance. Each
  such Mouth links to one amulet and
  vice versa. Energy cost to create: 325.
  (b) A mouth carved of red coral and
  inset with ivory teeth. Usable only by
  mages. At its holder’s command, it
  turns into a Wizard Mouth; on return-
  ing to his hand it reverts to the object
  form. Cost to create: 650 energy, $1,000
  for skilled coral carving and $400 in
  ivory.
  Wizard Nose
  Regular
  Creates a disembodied replica –
  about 2” to 3” long – of the caster’s
  physical nose, through which he can
  smell. The Nose flies through the air
  with a Move of 10, on the caster’s turn,
  though it may not do so without
  bumping into things unless accompa-
  nied by a Wizard Ear or Eye!
  Concentration is necessary to move
  the Nose, but not to smell through it.
  Any smell-enhancing spells affecting
  the caster will also be usable through
  the Nose. While smelling through the
  Nose, the wizard’s own nose is insen-
  sitive. Every turn, he must specify
  whether he is smelling through the
  Nose or through his own nose.
  The Nose is small, with a SM of -7,
  but if it is hit by a physical attack or
  any spell that could reasonably 
  incapacitate it, it is destroyed.
  This is also a Food spell.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Apportation and Far-
  Tasting.
  Item
  (a) Any item depicting a human
  nose may be turned into an immobile
  Wizard Nose, through which the hold-
  er of a flower-shaped amulet, enchant-
  ed at the same time, may smell regard-
  less of distance. Each such Nose links
  to one amulet and vice versa. Energy
  cost to create: 475. (b) A Nose carved of
  precious stone. Usable only by mages.
  At its holder’s command, it will turn
  into a Wizard Nose; on returning to
  his hand it will revert to the object
  form. Cost to create: 500 energy and
  $500 in materials and workmanship.
  Wizard Hand
  Regular
  Creates a replica of the caster’s
  physical hand, through which he can
  grasp as well as feel. The hand flies
  through the air with a Move of 10, on
  the caster’s turn, though it may not do
  so without bumping into things unless
  accompanied by a Wizard Ear or Eye!
  Alternatively, it may grope its way
  along walls, floors, and ceilings at a
  Move of 3. Concentration is necessary
  to move the hand, but not to hold or
  feel through it. The hand may not cast
  or deliver spells! Any touch-enhancing
  spells affecting the caster will also be
  usable through the hand. While feel-
  ing through the hand, the wizard’s
  own hands are insensitive. Every turn,
  he must specify whether he is feeling
  104
  KNOWLEDGE SPELLS
  
  through the Hand or through his own
  hands.
  The Hand is small, with a SM of -5,
  but any hit with a physical attack or
  any spell that could reasonably inca-
  pacitate it will destroy it. The Hand
  itself cannot inflict any punching
  damage; it has ST 2 and the caster’s
  DX.
  This is also a Movement spell.
  Duration: 1 minute.
  Cost: 4 to cast and 3 to maintain for
  one Hand; 6 to cast and 4 to maintain
  for two Hands.
  Time to cast: 3 seconds.
  Prerequisites: Manipulate and Far-
  Feeling.
  Item
  (a) Any item depicting a human
  hand may be turned into a stationary
  Wizard Hand, through which the
  wearer of a glove, enchanted at the
  same time, may feel regardless of dis-
  tance. Each such hand links to one
  glove and vice versa. Energy cost to cre-
  ate: 300. (b) A hand carved of precious
  wood. Usable only by mages. At its
  holder’s command, it will turn into a
  Wizard Hand; on returning to his
  hand it will revert to the object form.
  Cost to create: 400 energy and $500 in
  materials and workmanship.
  Plastic Vision
  Regular
  As listed under Technological Spells,
  p. 183.
  Metal Vision
  Regular
  As listed under Technological Spells,
  p. 183.
  Astral Vision (VH)
  Regular
  See 
  insubstantial 
  entities.
  Examples include ghosts and subjects
  of Ethereal Body, Projection, or Astral
  Trip spells.
  This is also a Necromantic spell.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Sense Spirit and See
  Invisible.
  Item
  (a) Wand or staff. Usable only by
  mages. Energy cost to create: 900. (b)
  Spectacles or jewelry. Affects only the
  wearer; always on. Energy cost to 
  create: 1,400.
  Memorize
  Regular
  All that the caster perceives at the
  time of casting (and for 10 seconds
  thereafter) is implanted perfectly in his
  memory, as if he had Photographic
  Memory (p. B51). The spell can be used
  to memorize maps, faces, an event, etc.
  It cannot be used to learn a skill or to
  retain a magically borrowed one.
  This is also a Mind Control spell.
  Duration: 1 day. After that, check
  IQ every day, at a cumulative -1 per
  day. On a critical success, the memory
  becomes permanent; on an ordinary
  success, the memory is still there. On
  an ordinary failure, the memory fades
  to the level that the caster would nor-
  mally have of the event; on a critical
  failure, a false memory is created (still
  susceptible to eventual fading).
  Cost: 3 to cast. Cannot be main-
  tained.
  Time to cast: 2 seconds.
  Prerequisites: Wisdom or at least six
  Knowledge spells.
  Item
  (a) Jewelry or headgear. Energy cost
  to create: 1,000. (b) Any. Always on; the
  wearer can recall one thing specified by
  the creator. The memory fades com-
  pletely one hour after the item is
  removed. Energy cost to create: 400. (c)
  A memory can be made permanent for
  an energy cost of 50, but it must remain
  intact while the enchantment occurs.
  Pathfinder
  Information
  Tells the caster the direction to a cer-
  tain place, or the proper way to go to
  get to that place – his choice. Use long-
  distance modifiers (p. 14). The GM
  should apply penalties if the caster has
  never been to the place, and severe
  penalties if the caster isn’t sure that the
  place really exists or what it is like. This
  spell does not find people or things. A
  city, mountain pass, or public building
  can be a place. A certain person’s home
  or office isn’t a “place” for this spell
  unless the caster has been there.
  Cost: 4. One try per day.
  Time to cast: 10 seconds.
  Prerequisites: Magery 1, IQ 12 or
  higher, and at least two “Seek” spells.
  Item
  A forked stick or compass needle
  that will point, once per day, toward
  the goal the user names. It will contin-
  ue pointing for 10 minutes for each
  point by which the spell roll is made,
  based on the item’s Power. Energy cost
  to create: 1,000.
  Projection
  Regular
  The caster briefly projects his mind
  away from his body, to any spot with-
  in line of sight (use long-distance
  modifiers, p. 14), to peruse his sur-
  roundings from a different viewpoint.
  His projected self is totally insubstan-
  tial and can only see, hear, feel, smell,
  and taste. Its presence can be detected
  by Astral Vision, Sense Spirit, Sense
  Observation, or the like; it is otherwise
  imperceptible.
  The Projection cannot cross an
  Astral Block, Pentagram, or an Utter
  spell. Repel Spirits will resist its 
  intrusion.
  The Projection cannot move; it can
  only turn to look in different direc-
  tions. The body is catatonic for the
  duration of the spell; it cannot act. If
  someone attacks the body, the spell is
  broken automatically.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Sense Spirit and at
  least four Knowledge spells.
  Item
  Staff, wand, or jewelry. Usable only
  by mages; only affects the wearer.
  Energy cost to create: 500.
  Seeker
  Information
  Attunes the caster to one individual
  or manmade object he is looking for. A
  success gives the caster a vision of the
  item’s whereabouts – or leads him to
  it, if it is within a mile.
  To seek a person, the caster must
  either know his name or know him
  well enough to visualize him. For
  instance, you cannot use this spell to
  solve a murder by seeking “the mur-
  derer” if you don’t know who that is –
  but if you do, Seeker will find him.
  KNOWLEDGE SPELLS
  105
  
  Modifiers: Long-distance modifiers
  (p. 14). Something associated with the
  item sought (e.g., part of a lost person’s
  clothing) should be available at the time
  of casting; if not, roll at -5. The roll is at
  +1 if the caster has held or is otherwise
  familiar with the item sought.
  Cost: 3. One try per week.
  Prerequisites: Magery 1, IQ 12 or
  higher, and at least two “Seek” spells.
  Item
  A forked stick (wood, bone, or
  ivory) or compass needle (carved out
  of ivory) that will always point to one
  particular subject, chosen when the
  item is created. Something pertaining
  to the subject must be used in making
  the item, and incorporated into it.
  Energy cost to create: 500.
  Trace
  Regular
  May be cast on any object or living
  being. As long as the spell is main-
  tained, the caster will know where the
  subject is if he concentrates for a sec-
  ond. Either the subject must be with
  the caster when the spell is first cast,
  or the caster must first cast Seeker
  successfully. 
  Long-distance modifiers (p. 14)
  apply if the subject is not in the 
  caster’s presence.
  Duration: 1 hour.
  Cost: 3 to cast. 1 to maintain. One
  try per day.
  Time to cast: 1 minute.
  Prerequisite: Seeker.
  History
  Information
  When cast on any inanimate object
  (or a 1-yard-radius section of a large
  object), History lets the caster deter-
  mine the recent past of that object,
  user’s personality, and so on – but no
  names!
  Cost: 3 for one
  day’s history; 5
  for a week; 8 for
  a month; 10 for a
  year.
  Time to cast:
  1 
  second 
  for
  each energy point
  spent.
  Prerequisite: Trace.
  Ancient History
  Information
  As History, but gives a general
  impression of an item’s history over a
  much greater time.
  Cost: 3 for one year’s history; 5 for
  10 years’ history; 8 for 100 years; 10
  for 1,000 years.
  Time to cast: 1 minute for each
  energy point spent.
  Prerequisite: History.
  Prehistory
  Information
  This spell is similar to Ancient
  History, but it gives even less specific
  information over a period of millennia.
  The age and function of an item can
  always be determined, but unless the
  item took part in an important event,
  age and function may be the only infor-
  mation available. Fortunately, that’s
  often enough for the archaeological
  scholars who most often use Prehistory.
  Cost: 3 for 1,000 years’ history; 5
  for 10,000 years; 8 for 100,000 years;
  10 for longer periods.
  Time to cast: 1 hour for each ener-
  gy point spent.
  Prerequisite: Ancient History.
  Reconstruct Spell
  Information
  Tells the caster what spells were
  cast on, at, or by the subject at a spe-
  cific point in the past selected by the
  caster. If there were multiple spells on
  the subject at the selected point,
  Reconstruct Spell will identify the spell
  that cost the least energy and tell the
  caster “there are more spells.” The
  Time modifiers (p. 81) apply. Spells are
  identified as per Identify Spell (p. 102).
  Cost: 3. The magnitude of the Time
  modifier is added to the cost, so the
  spell costs 3 (3 + 0) for “within a
  minute,” but would cost 8 (3 + 5) for
  “4 to 40 days.”
  Time to cast: 10 seconds.
  Prerequisites: Magery 2, History,
  and Identify Spell.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 1,400.
  Know True Shape
  Information
  Tells if the subject is under any
  kind of Shapeshifting spell or similar
  magical effect, including Alter Visage,
  Alter Body, and illusions. The caster
  must be able to see the subject. The
  spell also gives a general idea of the
  subject’s true shape; on a critical suc-
  cess, it identifies the subject’s true
  nature (including a common name or
  description) and the magic used to
  disguise it. It does not reveal the
  nature of Hallucinations.
  Cost: 2.
  Prerequisites: Magery 1, any one
  shifting spell (Shapeshifting, Alter
  Visage or Body, Plant Form, Shrink,
  etc.), and either Aura or Know Illusion.
  Item
  Wand, staff, or jewelry (a favorite is
  a medallion or coin with an “Aperture
  of True Vision” in it). Usable only by
  mages. Energy cost to create: 250.
  Recall
  Regular
  The subject recalls a single forgot-
  ten or obscured fact or event as if he
  had Photographic Memory (p. B51).
  The penalties given under Time modi-
  fiers (p. 81) apply, based on the time
  since the forgotten event occurred.
  Eidetic Memory gives a +5 bonus;
  Photographic Memory gives a +10
  bonus (though individuals with
  Photographic Memory will only need
  106
  KNOWLEDGE SPELLS
  
  this spell to restore unnaturally
  removed memories). Only a critical
  success allows a magically blocked
  memory to be recalled. A critical fail-
  ure could cause a false or distorted
  memory, or eradicate the memory
  beyond hope of future recovery!
  This is also a Mind Control spell.
  Duration: 1 day. Afterwards, the
  memory fades as per the Memorize
  spell.
  Cost: 4. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Magery 2, Memorize,
  and History.
  Item
  (a) Headgear, wand, or jewelry.
  Usable only by a mage. Energy cost to
  create: 2,500. (b) A memory can be
  made permanent for an energy cost of
  50, but the memory must remain
  intact while the enchantment occurs.
  Remember Path
  Regular
  While this spell is active, its subject
  will perfectly remember any path he
  treads on. The memory would allow
  the subject to draw an accurate map of
  his travels or to retrace his steps with-
  out error, even in pitch darkness or
  through distractions such as combat.
  Of course, later alterations of previ-
  ously traveled terrain will be unknown
  to the subject (a mine cave-in after the
  subject has left it, for example).
  Duration: 1 hour. Once the spell
  lapses, the memory begins to fade as
  per the Memorize spell, with IQ checks
  being made hourly, not daily. Once
  recalled, a memory can be made per-
  manent for an energy cost of 50 (via
  enchantment), but the memory must
  remain intact while the enchantment
  occurs.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Find Direction and
  Memorize.
  Item
  (a) Jewelry or staff. Energy cost to
  create: 600. (b) A forked stick or com-
  pass needle that will point the way
  along one path specified by the creator.
  If activated from off the path, it will
  point to the nearest point along the
  path. An alternate form of this item is
  a small magical ball that will roll along
  the path just ahead of the traveler, at
  walking speed. Yet another form of
  this item is footwear that, while worn,
  guides the wearer along the path to 
  follow. Energy cost to create: 400.
  See Secrets
  Regular
  Causes hidden items, doors, traps,
  etc., to stand out clearly in the subject’s
  vision. This spell works only on things
  that were deliberately hidden – not lost.
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Seeker and Aura.
  Item
  Staff, wand, or jewelry. The item
  must be carved with a picture of an
  eye. Energy cost to create: 400.
  Schematic/TL
  Information
  As listed under Technological Spells,
  p. 177.
  Scents of the Past
  Regular
  When cast on a wall or some
  object, this spell releases whatever
  scents it may have been exposed to in
  the past. The caster specifies the
  moment from which to start the “play-
  back.” The Time modifiers (p. 81)
  apply. Each time this spell is cast for
  the same time period, there is a fur-
  ther -1 penalty to skill. A critical fail-
  ure wipes away the object’s “memory”
  of that time period.
  This is also a Food spell.
  Duration: 1 minute.
  Cost: 1 to cast. Same cost to main-
  tain. The magnitude of the Time modi-
  fier is added to the cost, so the spell
  costs 1 (1 + 0) for “within a minute,” but
  would cost 6 (1 + 5) for “4 to 40 days.”
  Time to cast: 10 seconds.
  Prerequisites: Magery 2, History,
  and Odor.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 350.
  Images of the Past
  Regular
  When cast on a mirror or reflective
  surface, this spell “plays back” 
  whatever images it may have “seen” in
  the past. The caster specifies the
  moment from which to start viewing
  (“Let us see what happened in this
  room a year ago . . . ”). The Time mod-
  ifiers (p. 81) apply. Each time this spell
  is cast for the same time period, there
  is a further -1 penalty to skill. A criti-
  cal failure will wipe away the object’s
  “memory” of that time period.
  GMs may also allow the spell to be
  cast on any floor, wall or object, the
  “playback” manifesting itself as a
  Simple Illusion.
  This is also a Light and Darkness
  spell.
  Duration: 1 minute.
  Cost: 3 to cast. 3 to maintain. The
  magnitude of the Time modifier is
  added to the cost, so the spell costs 3
  (3 + 0) for “within a minute,” but
  would cost 8 (3 + 5) for “4 to 40 days.”
  Time to cast: 10 seconds.
  Prerequisites: Magery 2, History,
  and Simple Illusion.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 700.
  Echoes of the Past
  Regular
  When cast on a wall, floor or some
  object, this spell “plays back” whatev-
  er sounds it may have “heard” in the
  past. The caster specifies the moment
  from which to start listening (“Let us
  listen to what was said in this room a
  year ago . . .”). Time modifiers (p. 81)
  apply. Each time this spell is cast for
  the same time period, there is a fur-
  ther -1 penalty to skill. A critical fail-
  ure will wipe away the object’s 
  “memory” of that time period.
  This is also a Sound spell.
  Duration: 1 minute.
  Cost: 2 to cast. 2 to maintain. The
  magnitude of the Time modifier is
  added to the cost, so the spell costs 2
  (2 + 0) for “within a minute,” but
  would cost 7 (2 + 5) for “4 to 40 days.”
  Time to cast: 10 seconds.
  Prerequisites: Magery 2, History,
  and Voices.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 500.
  KNOWLEDGE SPELLS
  107
  
  Unlike more flashy sorts of magic,
  which have direct and quantifiable
  effects on the game environment
  (blasting dragons, healing heroes, call-
  ing stone bridges into existence, and
  so 
  on), 
  divinations 
  and 
  other
  Information spells deal only with PC
  knowledge, and thus require special
  consideration.
  When PCs have access to informa-
  tion on such a wide scope, many
  problems can result. Sometimes, the
  GM doesn’t have an answer to the
  players’ questions; perhaps he didn’t
  anticipate that the continent on the
  other side of the ocean would be rele-
  vant this session. At the same time, a
  particularly insightful question at just
  the right moment can bring the GM’s
  plans for the adventure crashing
  down. Mystery adventures, in particu-
  lar, are subject to devastation at the
  hands of divinations.
  It’s hardly fair, however, to be delib-
  erately evasive or untruthful to players
  who spent valuable character points to
  play diviners. Fortunately, there are
  alternatives. Symbolic visions are
  viable answers for anything but a yes-
  or-no question, and may often be more
  interesting than a straightforward
  answer. Penalties for continued ques-
  tioning on a single subject may at least
  buy the GM some time to prepare for
  the PCs’ line of inquiry.
  The GM should always roll for the
  success of the divination, and should
  feel free to be delphic when appropri-
  ate; diviners should never be entirely
  sure that their visions are complete
  and reliable.
  The existence of divinations can
  also have radical effects on a game
  world. Most people would want to
  consult a diviner before embarking on
  major decisions – marriages, crimes,
  wars, and the like. Court procedures
  would be changed radically. Indeed,
  the law may strictly regulate the use of
  divination.
  Not every form of divination will
  exist in every game world. The GM
  should select those methods that
  match the feel and flavor of his setting.
  Divination
  Information
  Gives the caster a vision relevant to
  his question, or the answer to one yes-
  or-no question. There are many sorts
  of divination; each is a separate spell,
  and requires the appropriate materials
  (see below). Each has its own
  strengths and weaknesses. Those
  methods that are linked to a particular
  element or elements will give more
  detailed answers if the answer has
  something to do with that element –
  e.g., lecanomancy would work better
  than extispicy for a question about the
  sea.
  Skill modifiers: Standard long-dis-
  tance modifiers (p. 14). If repeated
  questions are asked on the same sub-
  ject within a day, the “vibes” are mud-
  dled; -4 skill for the second question,
  -8 for the third, and so on. Questions
  about the past or future are also 
  harder; use the Time modifiers (p. 81).
  Cost: 10.
  Time to cast: 1 hour unless speci-
  fied otherwise.
  Prerequisites: History, and other
  spells as specified for the particular
  method of divination.
  STANDARD
  DIVINATIONS
  Astrology is divination through
  examination of the heavens, including
  weather. Observation of the sky is nec-
  essary; the caster must be outside, and
  is at a -5 penalty unless it is a clear
  night, away from city lights. Without a
  reference library (cost $2,000; weight
  200 pounds), all rolls are at -5.
  Because astrology relies on the pre-
  dictable movements of the stars, it
  excels at divinations into the far past
  or future; no time modifiers apply to
  astrological divination. If the divina-
  tion involves an individual, however,
  his birthplace and birthdate must be
  known, or all rolls are at -5. All penal-
  ties do stack! Prerequisites: Predict
  Weather and Astronomy-15+.
  Augury is the study of portents or
  omens. The exact nature of the omens
  is dependent on the culture of the
  diviner; ancient Roman priests stud-
  ied the flight and behavior of birds,
  for instance. Fantasy cultures might
  find portents in anything from a feed-
  ing bear beside a stream to the move-
  ment of a breeze through a willow
  tree; the common factor is the obser-
  vation of some natural event. When
  this divination is cast, the GM must
  roll against the caster’s Vision in
  secret. On a failed roll, the roll to cast
  the divination is made at -5. Augury is
  not ideal for divining the past; time
  modifiers are doubled when using
  augury to ask questions about past
  events. Prerequisites: One spell from
  each of the four elements.
  Cartomancy is divination using the
  tarot or other fortune-telling cards.
  The cards, symbolic as they are, rarely
  give a straightforward yes-or-no
  answer. The only equipment required
  is a tarot deck (hand-painted and
  worth $1,000 at TL3 and below, but
  mass-produced inexpensively at high-
  er tech levels). Cartomancy is highly
  personal; any attempt to ask questions
  about people other than the subject is
  at -5. Prerequisites: One spell from
  each of the four elements.
  Crystal-Gazing is the use of a crys-
  tal ball (p. 71) or mirror to facilitate a
  divinatory vision. If it works, the GM
  describes a scene; it is up to the player
  to interpret it! The caster may use
  clear, still water for this divination, but
  at a -10 to skill. Prerequisite: Earth
  Vision or Water Vision.
  Dactylomancy
  is divination by
  movement of a pointer around a
  board with all the letters of the alpha-
  bet, plus Yes and No. Dactylomantic
  divinations are usually straightfor-
  ward, but extremely unsubtle; a com-
  plex question (indeed, almost any
  question that cannot be answered in
  five words or less) is likely to produce
  cryptic gibberish. Prerequisites: One
  spell from each of the four elements.
  Extispicy is divination by examin-
  ing the entrails of a slaughtered ani-
  mal (must be at least 20 pounds – no
  pigeons!). It is illegal in many areas.
  Only one question can be asked per
  animal. Extispicy is most useful in
  divining matters of life and death:
  108
  KNOWLEDGE SPELLS
  DIVINATION
  
  sickness and health, war and peace,
  victory and defeat – all are good can-
  didates for extispicy. Other matters are
  more likely to receive vague and
  unhelpful answers. Prerequisites: Four
  Animal spells.
  Gastromancy requires a willing
  subject. The subject is placed in a
  trance, during which he utters things
  of a prophetic and cryptic nature.
  When the spell is cast, the subject
  loses 5 FP in addition to the energy
  spent by the caster, whether or not the
  spell was successful. Prerequisites:
  Hypnotism at 15 or higher and three
  Mind Control spells.
  Geomancy is divination by examin-
  ing the earth. Geomancy must be
  practiced outdoors, where the geo-
  mancer can examine the lay of the
  land. Geomancy is very location-spe-
  cific; any questions that do not pertain
  to the area where the divination is
  being 
  performed 
  are 
  at 
  -10.
  Prerequisites: Four Earth spells.
  Lecanomancy
  is divination by
  observing the results of casting objects
  into water. Like augury, lecanomancy
  takes different forms in different cul-
  tures. Some diviners pour molten
  metal into water to observe the shapes
  the metal takes, while others examine
  tea leaves or simply throw stones into
  a pool and observe the ripples.
  Lecanomancy is invariably vague, and
  is always subject to a -5 penalty; on the
  other hand, all time modifiers are
  halved. Prerequisites:
  Four Water
  spells.
  Numerology, or arithmancy, is div-
  ination by the various numbers that
  define an individual, including those
  derived from name, birthday and, in
  contemporary settings, even such
  things as social security numbers. If
  the birthday of the subject is unknown,
  the caster is at a -10 to effective skill.
  Prerequisite: Mathematical Ability.
  Oneiromancy is the interpretation
  of the caster’s own dreams. It requires
  no equipment, but only one question
  can be asked per night, and there is
  only a 50% chance that the caster
  dreams at all! The use of Dreaming
  skill, or any dream spell, disrupts any
  attempt at oneiromancy. The GM tells
  the caster what he dreamed; the play-
  er must interpret it. Energy cost is
  paid on awakening. Prerequisites: Four
  Communication and Empathy spells.
  Physiognomy
  is divination by
  examining and measuring parts of a
  subject’s body. Different traditions
  usually focus on a particular body part
  – hands, feet, head, etc. Physiognomy
  is only really suited to answering ques-
  tions about the subject or his fortune;
  attempts to divine information about
  absent persons are at -5. Prerequisites:
  Four Body Control spells.
  Pyromancy is divination by staring
  into fire or smoke. It may produce a
  vision, or the caster may hear a voice
  in the flames. Small amounts of cer-
  tain rare herbs (value $100 per
  attempt) must be burned. Questions
  are at -4 unless something pertaining
  to the question (e.g., hair of the sub-
  ject of the divination) is also burned.
  Prerequisites: Four Fire spells.
  Sortilege is divination through the
  casting of lots or other objects that
  reveal information through the pattern
  in which they fall. The I Ching is a
  form of sortilege; other cultures have
  used sortilege by throwing a handful of
  arrows in the ground to interpret
  where they fall. Prerequisites: One spell
  from each of the four elements.
  Symbol-Casting is divination by
  means of symbol tokens (p. 205). The
  caster must have a complete set of
  tokens for his symbolic language, and
  is at -1 to skill for each stone missing.
  Mock symbol tokens work perfectly
  well, but a full set of true tokens gives
  +2 to skill. A detailed divination takes
  30 minutes, or the caster may simply
  reach into a bag and pull out one or
  more stones. In the latter case, energy
  cost is only 1. The GM tells the caster
  which symbol(s) he drew; it is up to
  the caster to interpret this, and the
  symbols drawn on a failed roll will 
  be misleading. Prerequisite: Symbol
  Drawing-15 or higher.
  KNOWLEDGE SPELLS
  109
  
  The night filled with the howling of
  wolves and other, less savory things. A
  dozen men cowered in a knot around
  the two torches.
  “Stay together!” one shouted.
  “They can’t come into the light! We’ll
  head for the river and the toll-gate
  – if we stay in the light, we’ll
  live!”
  Their 
  weak 
  torchlight
  reflected in dozens of pairs of
  eyes, yellow and red and fish-
  belly white. But the eyes
  receded as the group moved
  slowly toward the river, every
  man staying in the feeble cir-
  cle of safety afforded by a pair
  of torches. The screeches and
  yowls ascended as the hosts
  of darkness realized that their
  prey might escape them.
  Then, all at once, the noise
  faded 
  away. 
  The 
  men
  stopped.
  “What . . . what’s that?”
  The eyes disappeared on
  one side, and the blackness
  seemed even deeper. Then, as
  the men looked on in horror,
  the edge of the light seemed
  to bulge inward, and the dark
  of night surged toward them
  like a wave of pitch.
  The night filled with howling and
  gibbering and other, more human
  noises. But not for long.
  These spells affect not just visible
  light, but also infrared and ultraviolet
  light. Spells that provide illumination
  will allow those with Infravision and
  Ultravision to see, while spells that
  block ordinary vision will also block
  those senses.
  Many Light spells can produce
  varying levels of light. If a Light spell is
  used as the sole source of illumina-
  tion, the following Vision modifiers
  are appropriate.
  Intensity
  Vision Modifier
  Starlight
  -7
  Candlelight or moonlight
  -5
  Torchlight
  -3
  Daylight
  0
  Light
  Regular
  Produces a small light like a can-
  dleflame. It stays still unless the caster
  concentrates on moving it; then it can
  travel at Move 5.
  Duration: 1 minute.
  Cost: 1 to cast. 1 to maintain.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 100.
  Continual Light
  Regular
  When cast on a small object (up to
  fist-sized or 1 pound) or a small part
  of a larger object, makes that object
  glow with white light.
  Duration: Variable. Roll 2d
  for number of days. Does not
  count as a spell “on.”
  Cost: 2 for a dim glow like
  moonlight, 4 for the bright-
  ness of a torch, 6 for a glare as
  bright as day.
  Prerequisite: Light.
  Item
  Any item can be made to
  glow permanently, for 100
  times the above energy cost
  (e.g., 200 for a dim glow, etc.).
  Colors
  Regular
  Changes the color of any
  light. The spell must be cast
  on the source of the light. If
  the caster concentrates, multi-
  ple color-changes are possible
  with the same spell.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain
  (but the change is permanent on a
  Continual Light spell).
  Prerequisite: Light.
  Remove Shadow
  Regular; Resisted by Will
  The subject’s shadow seems to dis-
  appear. Unwilling subjects resist with
  Will. (If there is more than one light
  source, all shadows vanish!)
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisite: Light.
  110
  LIGHT AND DARKNESS SPELLS
  CHAPTER FIFTEEN
  LIGHT AND
  DARKNESS SPELLS
  
  Item
  Jewelry. Always on; only affects the
  wearer. Energy cost to create: 100; must
  include a $100 black onyx.
  Shape Light
  Regular
  With this spell, the caster may
  transform a uniform light source into
  a directional one. The caster may spec-
  ify any number of “baffles” or restrict
  the illumination to specific beams.
  Thus, the spell can change a torch 
  into a hooded lantern of sorts.
  Concentration is required to change
  the light’s shape, but not to maintain it.
  The spell can also be used to bend
  and twist light beams. The GM should
  allow any effect that isn’t already cov-
  ered by such spells as Simple Illusion,
  Small Vision, Invisibility, and so on.
  Duration: 1 minute.
  Cost: 2. Same cost to maintain.
  Prerequisite: Light.
  Item
  (a) The effects may be made perma-
  nent for 100 times casting cost (creat-
  ing a permanent light-sculpture),
  although the light itself must also
  somehow be preserved. (b) Staff, wand,
  or jewelry. Energy cost to create: 100.
  Bright Vision
  Regular
  Peer safely into intense sources of
  light (like a roaring fire or the sun)
  and protect against blinding from the
  Flash spell, Vision-based attacks, or
  similar occurrences.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Keen Vision or at
  least five Light and Darkness spells.
  Subject 
  must 
  not 
  suffer 
  from
  Blindness.
  Item
  Staff, wand, or jewelry (sunglasses
  or welding visors are certainly appro-
  priate in more modern settings). Only
  affects the wearer. Energy cost to 
  create: 200.
  Infravision
  Regular
  See “infrared” or heat rays in addi-
  tion to normal light, as with the
  Infravision advantage (p. B60). This
  spell does not let invisible objects be
  seen.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Prerequisite: Keen Vision or 5 Light
  spells.
  Item
  Staff, wand, or jewelry; affects only
  the wearer. Energy cost to create: 100.
  Night Vision
  Regular
  See clearly as long as there is any
  light at all, as with Night Vision 9. In
  utter darkness, the subject is still blind.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Prerequisite: Keen Vision or 5 Light
  spells.
  Item
  Staff, wand, or jewelry; affects only
  the wearer. Energy cost to create: 200.
  Hawk Vision
  Regular
  Grants the subject extraordinary
  clarity of vision and the ability to
  “zoom in” on distant objects, provid-
  ing the equivalent of Telescopic Vision
  (p. B92). Each level lets the subject
  ignore -1 in range penalties to Vision
  rolls at all times, or -2 in range penal-
  ties if you take an Aim maneuver to
  zoom in on a particular target. This
  ability can also function as a telescop-
  ic sight, giving up to +1 Accuracy per
  level with ranged attacks provided you
  take an Aim maneuver for seconds
  equal to the bonus. These benefits of
  this spell are not cumulative with
  those of technological aids such as
  binoculars or scopes. If you use both,
  you must opt for one or the other.
  Duration: 1 minute.
  Base cost: 2 per level of Telescopic
  Vision. Half that to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Keen Vision or 5
  Light spells. Subject must not suffer
  from Blindness or Bad Sight disadvan-
  tages.
  Item
  Clothing or jewelry, including a
  picture of a hawk. Affects only the
  wearer. Energy cost to create: 400.
  Small Vision
  Regular
  The subject can examine objects
  within his reach as if they were under
  ¥100 magnification, as per Microscopic
  Vision 2 (p. B68). While the spell is on,
  the subject is extremely nearsighted
  (see Bad Sight. p. B123): he is incapable
  of seeing objects further than a yard
  away clearly – they appear blurred and
  all melee attacks are made at -2 to skill.
  This is also a Knowledge spell.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain. Each
  doubling of casting cost increases the
  magnification ten-fold.
  Time to cast: 2 seconds.
  Prerequisites: Keen Vision or at
  least five Light and Darkness spells.
  Subject 
  must 
  not 
  suffer 
  from
  Blindness or Bad Sight.
  Item
  (a) Clothing or jewelry. The item
  must bear a life-size picture of a flea.
  Only affects the wearer. Energy cost to
  create: 400. (b) A gem that works as a
  magnifying glass. Cost to create: 400
  energy, plus the cost of the gem.
  Dark Vision
  Regular
  The subject can see even in pitch
  darkness, as if he had the Dark Vision
  advantage. He can also ignore the
  effects of the Darkness spell.
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Prerequisite:
  Night 
  Vision 
  or
  Infravision.
  Item
  Staff, wand, or jewelry; only affects
  the wearer. Energy cost to create: 400.
  Darkness
  Area
  Cloaks the area of effect in pitch
  darkness. A person inside the area can
  see out normally, but can see nothing
  else within the area. Those outside the
  area can see only darkness within.
  Thus, attacks out of darkness suffer no
  penalty, but attacks into darkness are
  at a penalty; see p. B394 for combat
  rules.
  The Dark Vision advantage lets you
  see through a Darkness spell, but
  Night Vision and Infravision do not.
  LIGHT AND DARKNESS SPELLS
  111
  
  Duration: 1 minute.
  Base cost: 2 to cast. 1 to maintain.
  Prerequisite: Continual Light.
  Item
  Floor, ground, or a rug can be
  enchanted so that the area above
  (about 6 feet) is in permanent dark-
  ness. Energy cost to create: 12 per
  square foot.
  Blackout
  Area
  Shrouds the affected area in
  impenetrable blackness. No one can
  see into the affected area, and no one
  within the affected area can see any-
  thing; see p. B394 for combat rules.
  The Dark Vision advantage lets you
  see through a Blackout spell, but
  Night Vision and Infravision do not.
  Duration: 1 minute.
  Base cost: 2 to cast. 1 to maintain.
  Prerequisite: Darkness.
  Item
  Floor, ground, or a rug can be
  enchanted so that the area above
  (about 6 feet) is in permanent black-
  out. Energy cost to create: 15 per
  square foot.
  Glow
  Area
  Suffuses an area with a uniform
  glow. Objects and beings standing in
  the area won’t project any shadows
  unless a source of light stronger than
  the ambient glow is brought in.
  Duration: Variable. The GM should
  roll 2d for the number of days.
  Base cost: 1/2 for starlight; 1 for moon-
  light; 3/2 for torchlight; 2 for daylight
  (bright, no Vision penalty). Minimum
  radius is 2 yards.
  Time to cast: 1 second per half-
  point of base cost
  Prerequisite: Continual Light.
  Item
  (a) Wand, staff, or jewelry. Energy
  cost to create: 250. (b) An area can be
  permanently illuminated for 100
  times casting cost.
  Gloom
  Area
  Plunges an area into gloom. The
  more energy is put into the base cost,
  the gloomier the ambient light
  becomes. Unlike the Darkness spell,
  sources of light still work normally
  within the area.
  Duration: Variable. The GM should
  roll 2d for the number of days.
  Base cost: 1/2 for torchlight; 1 for
  moonlight; 3/2 for starlight; 2 for total
  darkness. Minimum radius is 2 yards.
  Time to cast: 1 second per half-
  point of base cost.
  Prerequisite: Continual Light.
  Item
  (a) Wand, staff, or jewelry. Energy
  cost to create: 250. (b) An area can be
  permanently darkened for 100 times
  casting cost.
  Light Jet
  Regular
  Emit a beam of bright light from
  one finger. This beam can be used like a
  flashlight. It gives good illumination for
  10 yards in the direction it is pointed,
  and some vision will be possible up to
  30 yards away. It can be used as a signal
  for up to a mile if visibility is good.
  Can be used in combat to blind foes
  within 10 yards, but only in relative
  darkness (e.g., when the combat penal-
  ty is at least -5). Each turn, the caster
  rolls against Innate Attack skill or DX-
  4, with a -5 penalty to hit the face. This
  attack can be dodged or blocked, but
  not parried. If the target is hit, he will
  be at a -4 penalty to combat skills on
  his next turn, and at a -1 penalty for
  the remainder of the combat. This
  effect is not cumulative. Foes with
  Night Vision double these penalties.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisite: Continual Light or
  Shape Light.
  Item
  Glove or ring; the item lets the
  wearer cast the spell. Energy cost to
  create: 200.
  Mirror
  Regular
  Creates a reflective surface. It can
  be cast on an object or can be free-
  standing (in which case it is two-
  sided). The mirror surface is not nec-
  essarily flat; the caster could create
  fun-house mirrors, for example.
  In a scientific-paradigm universe,
  casters with knowledge of physics can
  use this spell to create parabolic
  reflectors. A simple curve can be suffi-
  cient to cook meat; a large and precise
  one could be used to melt lead, given
  sufficient sunlight at appropriate
  angles. Against living targets, the GM
  can assume that such a mirror would
  do 1 point of burning damage per yard
  radius of mirror every 10 seconds. To
  ignite things, use the Ignite Fire guide-
  lines (p. 72), substituting the Mirror
  size for the listed energy cost. An 8-
  yard-radius Mirror ignites heavy wood
  in about 10 seconds. Other, similar
  uses are subject to GM approval.
  Duration: 1 minute.
  Cost: 2. Same cost to maintain.
  Prerequisite: Colors.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 350; the item must include a
  tiny mirror.
  112
  LIGHT AND DARKNESS SPELLS
  Flash
  Regular
  Creates a brilliant flash of light. This will totally blind some that see it, and
  reduce the DX of others by 3 (which reduces all DX-based skills). It may affect
  anyone who is facing the flash and has his eyes open (GM’s decision, if miniatures
  are not being used). The caster himself is not affected if he closes his eyes as he
  casts the spell. Each other creature in range must make a HT roll to avoid the
  worst effects:
  Cost: 4.
  Time to cast: 2 seconds.
  Prerequisite: Continual Light.
  Distance
  If HT roll is made
  If HT roll is not made
  Within 10 yards
  1 minute at -3 DX
  3 sec. blind, 1 min. at -3 DX
  11 to 25 yards
  10 sec. at -3 DX
  1 minute at -3 DX
  26 or more yards
  no effect
  3 seconds at -3 DX
  
  Remove Reflection
  Regular; Resisted by Will
  The subject’s reflection(s) seem to
  disappear from mirrors, pools, etc. At
  higher TLs, this may make the subject
  invisible to sensors that use mirrors as
  part of their optical pathways, at the
  GM’s discretion.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisite: Remove Shadow.
  Item
  Jewelry. Always on. Only affects the
  wearer. Energy cost to create: 200; must
  include a $100 black onyx.
  Wall of Light
  Area
  Creates a curtain of light around an
  area. The wall is four yards high, but
  may be made higher; simply scale the
  cost as the height (double for 8 yards
  high, triple for 12 yards high and so on).
  The only thing it blocks is vision,
  both ways. It has no effect on spells,
  beings, sounds, etc. Bright Vision
  allows one to see through the wall.
  Duration: 1 minute.
  Base cost: 1 to 3 to cast. Same cost
  to maintain. The Wall’s glow depends
  on the energy put into its base cost, as
  per Continual Light.
  Prerequisite: Continual Light.
  Item
  (a) Staff, wand, or jewelry. Energy
  cost to create: 200. (b) A Wall of Light
  may be made permanent at an energy
  cost of 100 times normal.
  Shade
  Regular
  As listed under Protection and
  Warning Spells, p. 169.
  Blur
  Regular
  Makes the subject harder to see
  and therefore harder to hit with
  attacks. Each point of energy 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.
  Prerequisite: Darkness or Gloom.
  Item
  Staff, wand, or jewelry; only affects
  the wearer/holder. Energy cost to 
  create: 100 per point of penalty.
  Shape Darkness
  Area
  Shape and move three-dimension-
  al darkness created with the Darkness
  or Blackout spells at a Move of 5. It
  also allows the caster to shape existing
  two-dimensional shadows into other
  two-dimensional shadowy shapes.
  Shadows can be reduced in size easily,
  but enlarging the shadows makes
  them slightly transparent. The average
  casual observer won’t notice, but any-
  one looking intently at the shadow
  gets an IQ roll to notice that it doesn’t
  have the “substance” it should.
  Shadows do not have to remain
  attached to the objects that cast them.
  Duration: 1 minute.
  Base cost: 2. Same cost to main-
  tain. For two-dimensional shadows,
  the base cost is 1.
  Prerequisite: Darkness.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 200.
  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
  point of energy spent, to a maximum
  of -5. These effects only apply while
  the subject remains still, but if he
  moves and then stops moving before
  the spell expires, the effects resume.
  Duration: 1 hour.
  Cost: 1 to 5 to cast. Same cost to
  maintain.
  Time to cast: 5 seconds.
  Prerequisite: Blur or Forgetfulness.
  Item
  (a) Jewelry, wand, or staff; only
  affects the wearer. Energy cost to cre-
  ate: 1,000. (b) Any item can be
  enchanted to make it permanently
  “hidden,” at an energy cost of 200 per
  point of “hiddenness.”
  See Invisible
  Regular
  Subject can see anything concealed
  by the Invisibility spell or by “natural”
  invisibility. These things will be slight-
  ly translucent; thus, you can see
  through them and tell that they appear
  invisible to others.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites: Either Dark Vision
  and Infravision or Invisibility.
  Item
  Staff, wand, or jewelry; only affects
  the wearer. Energy cost to create: 400.
  Mage Light
  Regular
  Creates a small light. However, the
  illumination that it provides is only
  perceptible to mages, magical crea-
  tures, and those under the influence of
  Mage Sight. It moves just like Light
  does. An IQ+Magery roll is not required
  to see or use the light provided.
  Duration: 1 minute.
  Cost: 1 for a dim glow like candle-
  light, 2 for the brightness of a torch, 3
  for a glare as bright as day. Same cost
  to maintain.
  Prerequisites:
  Mage Sight and
  Light.
  Item
  Wand, staff, jewelry, or lantern.
  Usable only by mages. Energy cost to
  create: 100.
  Continual Mage Light
  Regular
  When cast on a small object (up to
  fist-sized, or 1 pound), or a small part of
  a large object, this spell makes that
  object glow with Mage Light
  Duration: Variable. The GM should
  roll 2d for the number of days.
  Cost: 2 for a dim glow like candle-
  light, 4 for the brightness of a torch, 6
  for a glare as bright as day. Same cost
  to maintain.
  Prerequisites: Mage Light and
  Continual Light.
  Item
  Any item may be made to radiate
  mage light permanently, for 100 times
  the above energy cost (e.g., 200 for a
  dim glow, etc.)
  LIGHT AND DARKNESS SPELLS
  113
  
  Sunlight
  Area
  The area is illuminated in full day-
  light – even underground! The area
  extends skyward, stopping only when
  it hits some sort of ceiling. If cast in a
  cave, the area is a huge shaft of light
  extending upward to the rock. If cast
  on a cloudy day outdoors, the light
  appears to break through the clouds
  above. If cast at night, the light
  appears to come from an overhead
  star which brightens to sun level for
  those inside the area.
  Treat the light as natural sunlight
  for all purposes – it can be used to
  grow plants, get a tan, etc. Creatures
  who are susceptible to the effects of
  sunlight (such as vampires) are fully
  affected.
  Duration: 1 minute.
  Base cost: 2 to cast. 1 to maintain.
  Prerequisites: Magery 1, Glow, and
  Colors.
  Item
  Wand, staff, or jewelry. Usable only
  by mages. Energy cost to create: 150.
  Continual Sunlight
  Area
  Illuminates an area as per the
  Sunlight spell, but lasts longer and
  cannot be maintained.
  Duration: Variable. Roll 2d for
  number of days.
  Base cost: 3.
  Prerequisite: Sunlight.
  Item
  The area may be permanently illu-
  minated for 100 times the cost to cast
  the spell.
  Invisibility
  Regular
  The subject cannot be seen and
  does not appear in reflections or pho-
  tographs. He still makes sounds and
  can be tracked by scent or footprints.
  Anything he picks up becomes invisi-
  ble, unless he wills it to stay visible.
  Infravision cannot detect him, but See
  Invisible can. Invisible characters
  have a great advantage in combat: see
  p. B394.
  Duration: 1 minute.
  Cost: 5 to cast. 3 to maintain.
  Time to cast: 3 seconds.
  Prerequisites:
  Six Light spells,
  including Blur.
  Item
  (a) Jewelry, wand, or staff; only
  affects the wearer. Energy cost to 
  create: 1,200. (b) An item can be made
  permanently invisible at an energy
  cost of 500 per hex of size or 50
  pounds of weight, whichever is
  greater.
  Body of Shadow (VH)
  Regular; Resisted by HT
  The subject’s body fades away, leav-
  ing only his shadow. The subject is
  now a two-dimensional shadow on the
  wall or floor, gaining the Shadow
  Form advantage (p. B83) for the dura-
  tion of the spell. His clothing (up to 6
  pounds) also becomes shadow, but
  while in shadow form it loses any
  magic powers it might have had. The
  rest of his equipment tumbles to the
  ground; he can carry nothing while in
  this form.
  Note that this spell does not aug-
  ment the subject’s senses to allow him
  to see in pitch darkness!
  Duration: 1 minute. The spell
  expires if the subject loses conscious-
  ness.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Magery 2, Shape
  Darkness, 
  and 
  at 
  least 
  three
  Movement spells.
  Item
  Staff, wand, jewelry, or cape. Only
  affects the wearer. A severe drawback
  of each of these items except the cape
  is that it falls through the subject as
  soon as the spell is cast! Energy cost to
  create: 2,500 (6,000 for the cape).
  Sunbolt
  Missile
  Shoot a bolt of concentrated sun-
  light from one fingertip. It has 1/2D
  75, Max 150, Acc 2; use the Innate
  Attack skill. The light burns like laser
  light and does burning damage.
  Increase a shield’s DB against this
  spell by 50%, rounding down, if it is
  highly polished.
  Whether or not damage gets
  through armor, a hit to the face blinds
  the victim unless he makes a HT roll.
  A hit to the eyes does double damage
  and blinds the victim unless he makes
  a HT roll at a penalty equal to the
  damage suffered. Treat Sunbolt-
  induced blindness as a crippling
  injury for recovery purposes (p. B420).
  Any mirror will reflect a Sunbolt; if
  the GM is uncertain of the exact angle
  of incidence/reflection (if the Sunbolt
  hits a hand-held mirror, for instance),
  determine its new direction randomly.
  Use the rules for hitting the wrong tar-
  get (p. B389) to determine if anything
  along the new path is hit. 
  Deliberately reflected shots are a
  much trickier matter; range penalties
  will be for the total range to the tar-
  get, with an additional -2 for each
  “bounce.” And unless the mirrors are
  very large and/or stable and/or delib-
  erately placed for the purpose, the
  GM may simply declare the shot
  impossible.
  Defending characters holding mir-
  rors may attempt to reflect the bolt
  back at the caster – treat this as a
  Block defense at a -2 penalty; also
  apply the normal range penalties from
  the defender to the caster. The DB of
  the mirror (if it is large enough to offer
  any; GM call) adds to this roll normal-
  ly. The caster may defend normally,
  unless totally surprised.
  Sunbolt is not affected by Missile
  Shield or Reverse Missiles. Force
  Dome and Deflect Energy do offer
  protection. Areas of magical Darkness
  or Blackout resist Sunbolt.
  Cost: Any amount up to your
  Magery level per second, for three sec-
  onds. The bolt does 1d-1 impaling
  damage per energy point.
  Time to cast: 1 to 3 seconds.
  Prerequisites: At least six other
  Light and Darkness spells, including
  Sunlight.
  Item
  Staff or wand; the bolt is fired from
  the tip of the item. Usable only by
  mages. Cost to create: 800 energy and
  a sunstone worth at least $1,000.
  Images of the Past
  Regular
  As listed under Knowledge Spells,
  p. 107.
  114
  LIGHT AND DARKNESS SPELLS
  
  Hargaz, Overlord-General of the
  Inexorable 
  Legion 
  of 
  the 
  All-
  Consuming Empire, sneered at the lit-
  tle balding man the Alliance of the
  West had sent him. He glared across
  the Ancient bridge, as if he could
  make the Western commanders feel
  his ire.
  “I agree to a duel of magicks, and
  they send you? This is an insult.”
  “Are you ready, General?” the man
  replied evenly.
  Hargaz laughed. The mouse had a
  backbone. “Why not?”
  The small man wasted no time
  before launching into his first spell,
  something Hargaz didn’t recognize.
  For his own part, Hargaz snapped his
  fingers, a spark rapidly growing into
  an expanding globe of flame.
  “Westerners. I agree to meet a
  mage of war, and they send me a quar-
  termaster. A clerk! An orderly!”
  Without comment, his opponent
  finished his spell and dropped to one
  knee, driving a faintly glowing fist into
  the massive basalt
  keystone of the mile-
  long bridge.
  In 
  an 
  instant,
  Hargaz realized his
  error, and knew that
  it was fatal. Around
  the little mage’s fist,
  cracks 
  began 
  to
  spread through the
  keystone. A chorus of
  cracks and groans
  rose from the bridge,
  as the Ancient magic
  holding it together
  faltered.
  He glanced over
  his shoulder at the
  bank from where
  he’d come, knowing
  he could never make it
  before the bridge collapsed into the
  abyss. When he turned back, his
  opponent had risen to his feet.
  “They sent you an engineer,
  General.”
  With a mighty boom, the main
  buttresses failed, and they fell.
  The College of Making and
  Breaking is most popular among wiz-
  ards whose primary vocation is non-
  magical; smiths with a touch of
  Magery often learn Making and
  Breaking.
  Inspired Creation (VH)
  Regular
  Helps a subject create one craft
  work – a weapon, suit of armor, paint-
  ing, etc. – of a quality far beyond his
  usual ability. The process is grueling,
  costing the subject 5 HP and 10 FP.
  The work is as good as if it were made
  with a critical success by an artisan of
  skill 5 levels higher than the subject’s
  actual skill; no roll is required. A
  weapon created under the effects of
  this spell is automatically of very fine
  quality. Such items are not technically
  magic items, but can be (and often
  are) enchanted further.
  At the GM’s option, this spell may be
  used on works of art other than crafts –
  books, performances, songs, etc.
  Duration: Permanent.
  Cost: 5 per day spent creating the
  object.
  Time to cast: The usual time to
  make the object.
  Awaken Craft Spirit
  Regular
  Every well-crafted object, whether
  a tool, a weapon, or a work of art, may
  contain a spirit slumbering within it.
  This spell allows the caster to awaken
  the spirit of any item created by an
  artisan with a margin of success by 5
  or more (the GM can assume this was
  the case for an artisan with skill of at
  least 15, or for any fine or very fine
  item). Any item created with Inspired
  Creation has a craft spirit. The spirit
  can answer one question per minute
  regarding its maker or any of its own-
  ers. The spirit remains awake for the
  duration of the spell; it may remain
  awake or return to sleep when the
  spell expires, according to its own
  whim.
  Not every setting has craft spirits; if
  the GM does not feel that they are
  appropriate to the setting, this spell
  does not exist.
  This is also a Necromantic spell.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Inspired Creation
  and Sense Spirit.
  MAKING AND BREAKING SPELLS
  115
  CHAPTER SIXTEEN
  MAKING AND
  BREAKING SPELLS
  
  Find Weakness
  Information
  Sense the weakest part of the sub-
  ject. Can be cast on any part of a large
  object; you would not have to cast it
  on a whole city wall, for instance, but
  could check one yard of wall at a time.
  Of course, many subjects will have no
  special weakness.
  This spell can be used to trou-
  bleshoot complex objects; a defect
  that prevents a machine from working
  usually qualifies as its weakest part.
  Cost: 1, or 1 per yard radius for a
  large object. Double this cost if the
  subject is alive.
  Time to cast: 2 seconds.
  Prerequisites: One spell from each
  of the four elements.
  Item
  Jewelry. Energy cost to create: 100.
  Weaken
  Regular
  Does 1d damage to the weakest
  part of the subject (works only on
  inanimate items) for every two points
  of energy put into the spell. See
  p. B557, for DR and HP of various
  items. No caster may use this spell on
  the same subject more than once per
  hour. Subject’s DR does not protect it.
  Duration: Permanent.
  Cost: 2 to 6.
  Time to cast: 5 seconds.
  Prerequisite: Find Weakness.
  Item
  Wand, staff, or glove. The item
  must be used to strike the subject.
  Energy cost to create: 200.
  Restore
  Regular
  Temporarily makes a broken inani-
  mate object look as good as new.
  Other senses will not be fooled, nor
  will Mage Sight.
  Duration: 10 minutes.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Find Weakness or
  Simple Illusion.
  Clean
  Area
  Cleans the subject area or being
  (i.e., removes dirt and stains, and 
  polishes surfaces which can hold a
  polish). Does not remove lingering
  odors (use Purify Air for that).
  Duration: Permanent.
  Base cost: 2.
  Prerequisite: Restore.
  Item
  Staff, wand, or cleaning instru-
  ment (broom, feather duster, etc.). The
  item must touch the affected area.
  Energy cost to create: 100.
  Soilproof
  Regular
  The subject (person, creature, or
  object) and anything he carries
  become soilproof. Clothes neither
  stain nor become dusty, hands won’t
  collect grime, and so on. The spell
  doesn’t affect stains already on the
  subject at the time of casting.
  Duration: 10 minutes.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 2 seconds.
  Prerequisite: Clean.
  Item
  (a) Wand, staff, or jewelry. Energy
  cost to create: 400. (b) For 100 times
  casting cost, any item may be perma-
  nently soilproofed. The item can be
  made to also resist Ruin (with the
  Endurance of the enchantment) at
  double cost. On an ordinary failure,
  the enchantment loses one point of
  Endurance. 
  Upon 
  dropping 
  to
  Endurance 0, the enchantment ceases
  to function. A critical failure by the
  Soilproof or a critical success by the
  Ruin also breaks the enchantment.
  Dye
  Regular
  Changes the color of any unliving
  material, as desired by the caster (note
  that hair is unliving, as is a thin outer
  layer of skin!). The color fades in 2d
  days, but is unaffected by ordinary
  washing or application of solvents.
  Only a single, uniform, color can be
  produced – patterns are not possible,
  but only part of the subject may be
  affected if the caster desires.
  Duration: 2d days.
  Cost: 1 for a small (up to palm-
  sized) object, 2 to change a person’s
  hair color or an object about a square
  foot in size, 5 for a person-sized (SM
  0) object.
  Time to cast: 3 seconds.
  Prerequisites: Restore and Colors.
  Copy
  Regular
  Makes one or more copies of a sin-
  gle page of writing. Paper or parch-
  ment must be supplied for the copies
  to be made on. Copies of magical
  scrolls, rune parchments, and so on do
  not have magic power.
  At higher TLs, this spell may be
  used on digital media; a single casting
  of this spell will copy about one kilo-
  byte of information.
  Duration: Permanent.
  Cost: 2 plus 1 for each copy made.
  The document copied may be 10 times
  longer if the caster doubles the energy
  cost; thus, 4 energy would produce
  one copy of a ten-page document,
  while 8 energy would copy a 100-page
  book.
  Time to cast: 5 seconds.
  Prerequisites: Dye and at least
  Accented written proficiency in some
  language.
  Rejoin
  Regular
  Temporarily fixes a broken inani-
  mate object. 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 pound of subject’s
  weight (minimum 2) to cast. Half that
  (rounded up) to maintain.
  Time to cast: 4 seconds per 10
  pounds of subject’s weight.
  Prerequisites: Weaken and Restore.
  Shatter (VH)
  Regular
  Similar to Weaken, but quicker – it
  can be cast in a single second, and may
  be cast repeatedly. If the spell does not
  do enough damage to actually break
  the subject, the subject takes no harm.
  116
  MAKING AND BREAKING SPELLS
  
  This spell only affects inanimate
  objects.
  Cost: 1 to 3; does 1d damage for
  each point of energy put into it.
  Prerequisites:
  Magery 
  1 
  and
  Weaken.
  Item
  Wand, staff, or glove. The item
  must be used to strike the subject.
  Energy cost to create: 500.
  Animate Object (VH)
  Regular; Special Resistance
  Animates an existing object (statue,
  sword, chair . . .). Its abilities and
  attributes depend on its body – this is
  entirely up to the GM.
  Examples: a chair could move
  about and kick people in the shins or
  a sword could snake around its wield-
  er’s arm, but a teapot could do little
  more than scuttle amusingly across a
  table . . .
  Concentration is required; the ani-
  mated object has no IQ score and is
  little 
  more 
  than 
  a 
  puppet.
  Independence and Initiative will not
  work on an animated object.
  A being holding such an object
  resists with Will.
  Duration: 1 minute.
  Cost: 1 to cast for every 5 pounds
  the object weighs. Double cost to ani-
  mate stone, triple for metal. Same cost
  to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 2 and at least
  three “Shape” spells.
  Item
  (a) Any object may be permanently
  animated for 100 times casting cost.
  (b) Wand, staff, or jewelry. Usable only 
  by mages; the item must touch the
  subject. Energy cost to create: 2,000.
  Inscribe
  Area; Resisted by Will
  As listed under
  Illusion and
  Creation Spells, p. 97.
  Stiffen
  Regular; Special Resistance
  Temporarily stiffens a limp object;
  turns a rope into a pole, for example,
  or a thread into a lockpick. Does not
  work on living beings. This spell can
  be used to make improvised weapons;
  the GM judges their effectiveness.
  This spell may also be used to stiff-
  en a foe’s clothes. In this case, the foe
  resists the spell with his ST+2. If it
  works, he is at -1 DX for each pound
  of clothing that was stiffened, and this
  DX change does affect his Move.
  Duration: 10 minutes.
  Cost: 1 per pound of subject’s
  weight – minimum 2. Half that to
  maintain.
  Time to cast: 2 seconds per pound
  of weight.
  Prerequisite: Rejoin.
  Knot
  Regular
  Ties a knot that cannot be untied
  without magic (though the rope can
  be cut, of course). The knot unties
  when someone says the password
  (specified at casting) while touching
  the rope at any point along its length.
  Thus, a rope tied at the top of a cliff
  will come loose when someone at the
  bottom of the cliff says the password,
  if he can touch the rope. Knot also
  works for string, chastity belts, etc.
  The Undo spell also unties a Knot
  spell, but the Knot spell gets a 
  resistance roll.
  Duration: Until the password is
  spoken, or the rope is cut or broken!
  Cost: 2. Cannot be maintained –
  must be recast if the rope is untied.
  Time to cast: 3 seconds.
  Prerequisite: Stiffen.
  Item
  Rope. Any knot tied with this rope
  cannot be untied without magic. A
  password is set when the rope is
  enchanted. The enchantment is bro-
  ken if the rope is cut. Energy cost to
  cast: 20 per foot of rope.
  Reshape
  Regular
  Mold any inanimate substance as
  though it were clay. Does not convey
  any additional artistic ability to the
  subject, however! Any inanimate
  object the subject picks up while
  under this spell will soften slightly –
  this can be troublesome. For instance,
  if he tries to wield a sword or staff, it
  does only half damage! A gun fired
  while “soft” will be ruined. Any mate-
  rial molded will become hard again, in
  its new form, as soon as the subject
  removes his hands from it.
  Inconvenient doors and walls can
  be removed, at a double-handful of
  material per second. This spell can
  even be used to tunnel through rock,
  but since in effect the subject is dig-
  ging through soft earth with his
  hands, it is slow and tiring.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Magery 1, Weaken,
  and either Shape Earth or Shape
  Plant.
  Item
  Gloves. Energy cost to create: 500.
  Rive (VH)
  Regular
  Pokes holes in inanimate objects,
  walls, etc. See p. B557, for the DR and
  HP of common objects. This spell
  works like a huge piercing attack,
  punching a 2-foot-diameter hole (the
  affected area may be smaller at the
  caster’s discretion).
  MAKING AND BREAKING SPELLS
  117
  A man should have a farm or a mechanical
  craft for his culture. We must have a basis for
  our higher accomplishments, our delicate 
  entertainments of poetry and philosophy, 
  in the work of our hands.
  – Ralph Waldo Emerson
  
  Cost: 1 per die of damage to be
  inflicted to the object.
  Prerequisites:
  Magery 
  2 
  and
  Shatter.
  Item
  Wand, staff, or glove. Must strike
  the object. Energy cost to create: 1,000.
  Ruin
  Regular
  Accelerates the natural process of
  decay on unliving materials. It rusts
  iron and steel, but has little effect on
  other metals unless maintained for a
  very long time. It causes organic mate-
  rial – leather, fur, wood, plastics, etc. –
  to decay to uselessness. Ceramics are
  unaffected by Ruin.
  Duration: 1 minute. Each 1-minute
  casting has the general effect of aging
  the subject 5 years. It will remove 1
  DR and 1 HP from most subjects.
  Weapons simply lose one grade of
  quality per casting, except for Very
  Fine weapons, which are unaffected!
  Cost: 2 per pound of material
  ruined. Same cost to maintain.
  Time to cast: 5 seconds per pound
  of material ruined.
  Prerequisites: Magery 1, Weaken,
  and Decay.
  Explode (VH)
  Regular
  As Shatter, but the subject, if it
  shatters, explodes violently, doing
  fragmentation damage (p. B414).
  Cost: 2 to 6; does 1d damage for
  every two points of energy put into it.
  Double cost to increase damage to
  1d+2.
  Prerequisites: Magery 2, Shatter,
  and Apportation.
  Item
  Wand, staff, or glove. The item
  must strike the subject. Energy cost to
  create: 1,000.
  Fasten
  Regular
  Ties up the subject with a length of
  rope or chain (which is not created by
  the spell, only animated). Useful 
  to wrap packages, moor boats, 
  bind prisoners, and so on. An actively
  resisting subject resists using DX. The
  bond is a normal knot (though it may
  be turned into a magical Knot by
  increasing the energy expenditure).
  Duration: Permanent.
  Cost: 3 to cast (1 extra to have a
  Knot in it).
  Prerequisite: Knot.
  Item
  A rope or chain which will wrap
  itself around the subject (which it
  must touch) when a command word is
  spoken; the enchantment is lost if it is
  cut or broken. Energy cost to create: 90
  per yard of length.
  Mapmaker
  Special
  When cast on a scroll or any other
  writing surface (including a previously
  unfinished map), this spell creates a
  map of what the scroll’s holder 
  perceives.
  The caster must declare the scale
  used for the map, which way is north,
  the spot on the scroll where mapping
  begins and which features are to
  appear on the map. The map thus cre-
  ated is of the same quality as if it had
  been drawn by someone with a
  Cartography skill equal to the lower of
  the caster’s effective skill with this
  spell and his Cartography skill. It is no
  better in content than if the holder
  had taken the time to write it himself
  – the spell is nothing more than a
  time-saver.
  Duration: 1 hour. The spell does
  not expire if the scroll’s user moves off
  the edge of the map; it just fails to
  inscribe anything until he moves back
  on. The inscriptions themselves are
  permanent.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: 
  Inscribe 
  and
  Measurement.
  Item
  (a) A scroll can be made self-map-
  ping, updating itself whenever its
  holder enters a new area (and spends
  energy to activate it). Energy cost to
  create: 100. (b) Wand or staff. Energy
  cost to create: 300.
  Repair
  Regular
  Permanently repairs a broken
  inanimate object. If some small parts
  are missing, skill is at -5, and the
  appropriate materials to make the
  missing parts must be provided – e.g.,
  a lump of gold to make gold filigree-
  work. If the spell succeeds, the miss-
  ing parts reappear. Formerly magical
  items do not regain their magic when
  repaired (although this spell will
  restore a weakened magic item to full
  durability).
  Duration: Permanent.
  Cost: 2 per 5 pounds of subject’s
  weight. Minimum cost 6 for objects
  with moving parts.
  Time to cast: 1 second per pound
  (minimum 10).
  Prerequisites: Magery 2 and Rejoin.
  Shatterproof
  Regular
  Makes a small object (like a
  weapon, or anything else that a nor-
  mal human could hold in one hand)
  resistant to breakage. A cheap or regu-
  lar metal weapon is treated as a “fine”
  quality weapon while the spell lasts,
  and a “fine” weapon as “very fine.”
  Other items have their hit points dou-
  bled, and will never break due to acci-
  dental dropping, etc. It doubles the
  DR and HP of a shield if the shield-
  breaking rules are used (p. B484). This
  spell does not increase resistance to
  “penetration,” so it’s no good for walls,
  armor, etc.
  Duration: 1 hour.
  Cost: 3 to cast. 3 to maintain.
  Prerequisites: Repair and Shatter.
  Item
  Any item can be made permanent-
  ly shatterproof; if the item does break,
  the pieces are no longer enchanted.
  Energy cost to create: 400.
  Sharpen
  Regular
  Temporarily produces an extraor-
  dinary sharpness on cutting and
  impaling weapons. +1 or more to
  basic damage.
  118
  MAKING AND BREAKING SPELLS
  
  Duration: 1 minute.
  Cost: The formula is 1 energy for
  every 6” of edge. Typical costs (use these
  unless the circumstances are very spe-
  cial): 1 to cast on an arrow; 2 for a knife,
  spear or axe; 3 for a one-handed sword;
  5 for a two-handed sword. Double these
  for +2 bonus, or triple for +3. Half that
  (round up) to maintain.
  Time to cast: 4 seconds.
  Prerequisite: Repair.
  Item
  See Puissance (p. 65). If a weapon
  already has the Puissance spell on it,
  the spells don’t add; only the stronger
  one works.
  Toughen
  Regular
  Makes an inanimate object more
  difficult to penetrate by increasing its
  DR. Has no effect on the protective
  value of armor. If the object takes basic
  damage equal to or greater than its
  (toughened) DR, the spell is broken,
  and must be recast.
  Duration: 1 hour.
  Cost: 1 to cast per point of DR
  (maximum of 8) for an object the size
  of a fist, double for an object up to a
  cubic foot, triple for an SM 0 object.
  Same cost to maintain.
  Time to cast: 5 seconds.
  Prerequisite: Shatterproof.
  Item
  See Fortify (p. 66).
  Transparency
  Regular
  Makes an object transparent. The
  object’s outlines remain visible and its
  physical 
  characteristics 
  remain
  unchanged (hardness, weight, etc.).
  The caster can choose to tint the
  object as he desires instead of making
  it colorless.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Dye and Stone to
  Earth.
  Item
  (a) Wand, staff, or jewelry. Energy
  cost to create: 850. (b) For 400 points
  (multiplied by 1+SM), any items can
  be made permanently transparent.
  Mystic Mark
  Regular
  Places an invisible mark on the
  subject. The mark is visible to the
  caster at will (simple concentration)
  and to others using Aura, See Secrets,
  Mage Sight, Detect Magic, or similar
  spells. It may be a rune, sigil, mono-
  gram, etc. (A Heraldry specialty may
  be learned to recognize the Mystic
  Marks in use in the campaign world.)
  Unwilling subjects resist with IQ.
  Should Seeker be cast regarding a
  subject bearing the caster’s Mystic
  Mark, there will be no need for “some-
  thing associated with the subject
  sought.”
  The mark can be erased with
  Remove Curse.
  Duration: Mystic Mark is a lasting
  spell that fades with time. Every
  month, roll against the Mystic Mark’s
  Endurance (p. 10). On an ordinary
  failure, the Mark’s Endurance is
  reduced by the margin of failure. On a
  critical failure or when the Mark’s
  Endurance reaches 0, the spell
  expires. Marks placed on durable
  objects are themselves more durable;
  apply the DR of the surface as a bonus
  to the “fading” roll.
  Cost: 3.
  Time to cast: 10 seconds.
  Prerequisites: Dye and Trace.
  Item
  (a) The mark may be made perma-
  nent (no need for the monthly “fading”
  roll) for 30 energy. (b) Staff, wand or
  writing instrument (including a brand-
  ing iron). Energy cost to create: 300.
  Weapon Self (VH)
  Regular; Resisted by HT 
  (or by effective skill 
  for magic weapons)
  The caster’s body magically melds
  with the melee weapon he is wielding.
  Clothes (up to 6 pounds) disappear
  along with him, but the rest of his
  equipment falls to the ground. The
  weapon now dances through the air,
  as if wielded by an invisible opponent.
  The subject keeps his weapon skill and
  attributes while assuming a minimum
  Speed of 5. Attacks on the weapon are
  at a normal penalty for size (p. B400).
  The weapon may only dodge or parry,
  but has natural DR appropriate to its
  material (p. B483). If the weapon is
  broken, the spell ends and the subject
  reappears, unharmed but physically
  stunned, holding the useless weapon
  in his hand(s).
  MAKING AND BREAKING SPELLS
  119
  
  The subject may not speak, so he
  can only cast spells he knows at skill
  20 or better. The subject’s HT resists
  Making and Breaking spells such as
  Weaken and Shatter.
  Magic weapons resist the melding
  with their Power. If the subject wishes
  to activate any of the enchantments on
  the magic weapon, he must win a
  Regular Contest of his Will against the
  weapon’s Power.
  Duration: 1 minute.
  Cost: 8 to cast. 4 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: 
  Magery 
  2,
  Apportation, and at least six Making
  and 
  Breaking 
  spells 
  including
  Reshape.
  Item
  (a) Jewelry. The item disappears
  along with its wearer when the spell is
  cast, so the caster can maintain it.
  Energy cost to create: 2,000. (b) Any
  weapon. Energy cost to create: 500 per
  pound of weapon weight (minimum 1
  pound). (c) A magical weapon may be
  enchanted not to resist the melding
  for an energy cost of 500 per pound of
  weapon weight (minimum 1 pound).
  Transform Object (VH)
  Regular; Special Resistance
  Changes an object into another
  object of the same weight. The change
  can be anything – a gun could be
  turned into a rag doll, for instance. As
  with Create Object (p. 98), anything
  the mage brings into existence must
  be something he is familiar with. To
  turn something into a functional
  object, the caster must have the appro-
  priate skill for making a similar object;
  the rag doll mentioned above will be a
  pretty poor rag doll unless the caster
  has Sewing skill, and if he wants to
  turn a rag doll into a gun, he’d better
  have Armoury skill.
  An object held or worn by someone
  resists with its owner’s Will.
  Duration: 1 hour.
  Cost: 1 to cast for every pound the
  object weighs (minimum of 1 pound).
  Double cost to change to (or from)
  stone, triple for metal. Same cost to
  maintain.
  Time to cast: Equal to cost, in sec-
  onds.
  Prerequisites: Magery 2, Reshape,
  and at least four “Create” spells.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 1,000.
  Contract Object (VH)
  Regular
  Scales an object down in one
  dimension. A rope or blade can be
  made shorter, for instance. This spell
  could easily render most clothing
  unwearable. This reduces the object’s
  Size modifier unless the object is not
  being contracted in its longest dimen-
  sion. The object’s DR is unchanged,
  but its HP usually decreases in direct
  proportion to the rescaling.
  Duration: 1 hour.
  Cost: 1 per pound of original
  weight (minimum of 1 pound) for
  every halving of the chosen dimen-
  sion. Same cost to maintain.
  Time to cast: 3 seconds.
  Prerequisites: 
  Magery 
  3 
  and
  Transform Object.
  Item
  Wand, staff, or jewelry. Usable only
  by mages; the item must touch the
  subject. Energy cost to create: 800.
  Extend Object (VH)
  Regular
  Scales an object up in one dimen-
  sion; the opposite of Contract Object
  (above).
  Duration: 1 hour.
  Cost: 1 per pound of original
  weight (minimum of 1 pound), per
  doubling of the chosen dimension.
  Same cost to maintain.
  Time to cast: 3 seconds.
  Prerequisites:
  Magery 
  3 
  and
  Transform Object.
  Item
  Wand, staff, or jewelry. Usable only
  by mages; the item must touch the
  subject. Energy cost to create: 800.
  Shrink Object (VH)
  Regular
  Scales an object down in size 
  while maintaining its proportions, 
  decreasing its Size modifier. Multiply
  weight by 1/3, and HP by 2/3, for every
  subtracted point of Size modifier; sub-
  tract 1 DR for every 2 subtracted
  points of Size modifier.
  Duration: 1 hour.
  Cost: 1 per pound of original
  weight (minimum one pound) for
  every point of SM reduction. Same
  cost to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Contract Object.
  Item
  Wand, staff, or jewelry. Usable only
  by mages; the item must touch the
  subject. Energy cost to create: 800.
  Enlarge Object (VH)
  Regular
  Scales an object up in size while
  maintaining its proportions, increas-
  ing its Size modifier. Multiply weight
  by 3.5, and HP by 1.5, for every added
  point of Size modifier; add 1 DR for
  every 2 added points of Size modifier.
  Duration: 1 hour.
  Cost: 1 per pound of original
  weight (minimum of 1 pound) for
  every additional point of SM. Same
  cost to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Extend Object.
  Item
  Wand, staff, or jewelry. Usable only
  by mages; the item must touch the
  subject. Energy cost to create: 800.
  Disintegrate (VH)
  Regular
  Similar to Shatter, but leaves only
  dust (cannot be repaired!). If damage
  rolled doesn’t destroy the subject, it is
  unaffected. This spell affects inani-
  mate objects only and cannot affect
  parts of objects.
  Duration: Permanent.
  Cost: 1 to 4; does 1d damage for
  each point of energy put into it.
  Prerequisites: Magery 2, Shatter,
  Ruin, Earth to Air, Destroy Air, and
  Destroy Water.
  Item
  As for Shatter. Energy cost to create:
  1,500.
  Rebuild/TL
  Regular
  As listed under Technological Spells,
  p. 177.
  120
  MAKING AND BREAKING SPELLS
  
  “Fascinating. Simply fascinating.”
  Lady Ann smiled. “Was it worth the
  trip, then, Doctor?”
  “And more, my dear lady. How did
  your family came into possession of
  such a singular device?” Doctor
  Bernard asked.
  “I honestly don’t know. It’s been a
  Goulding heirloom for centuries, and
  there are all sorts of rumors and leg-
  ends about it, but its origins are a mys-
  tery. No one really even knows what it
  does. When I was little, my nurse told
  me it was alive and I should never
  touch it.”
  “Well, that’s an understandable
  conclusion for a layman. Judging
  from its age and design, I suspect that
  this hails from the Archigulonian city-
  states, created for handling magical
  plunder. It’s a masterful piece of work:
  it identifies enchantments and spells,
  removes magical traps, and destroys
  items of infernal origin entirely.
  “Most interestingly, however, it
  operates itself. There must be several
  hundred enchanted pieces inside that
  oblong case, supporting hundreds of
  interlocking 
  conditional 
  spells.
  Whoever enchanted this created an
  item that can respond intelligently to
  events, after a fashion. I stand in awe
  of him.”
  “Intriguing. It’s not alive, then?”
  “Oh, no. Simply bogglingly com-
  plex.”
  “Well, that is a comfort, Doctor. I
  can’t thank you enough for coming.
  Won’t you stay to dinner?”
  These spells have to do with the
  structure of magic itself. They are
  spells about spells, or spells that affect
  other spells. Only mages can learn
  meta-spells; even the most basic meta-
  spell requires Magery 1.
  Counterspell
  Regular; Resisted by 
  subject spell
  Nullify any one ongoing spell. It
  cannot “counter” spells that make a
  permanent change in the world (e.g.,
  Extinguish Fire, Flesh to Stone, or
  Zombie), and it cannot affect perma-
  nently enchanted items, but it can
  counter spells cast using magic items.
  The “subject” of Counterspell 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 tar-
  get spell to cancel it. You can cast mul-
  tiple Counterspells to negate an Area
  spell piece by piece.
  Cost: Half that of the spell coun-
  tered, not counting bonuses the other
  caster got for high skill.
  Time to cast: 5 seconds.
  Prerequisite: Magery 1.
  Scryguard
  Regular; Resists any
  Information spells
  Any information spell cast on the
  subject must win a Quick Contest of
  Spells with the Scryguard to “see”
  him. Identify Spell still detects that the
  Scryguard is present.
  Duration: 10 hours.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 5 seconds.
  Prerequisite: Magery 1.
  Item
  This spell may be cast permanently
  on any item to make it resist any
  attempt to sense it with magic. Energy
  cost to cast: 500, multiplied by 1+SM
  for items larger than SM 0.
  Suspend Spell
  Regular; Resisted by 
  subject spell
  Temporarily nullify any one ongo-
  ing spell. The caster must know the
  spell he suspends. Suspend Spell does
  not affect magic items, but can affect
  spells cast through one. Spells that can
  only be removed by Remove Curse
  cannot be suspended; use Suspend
  Curse for those.
  Suspend Spell is cast at the lower of
  the user’s Suspend Spell skill and his
  skill with the spell being suspended.
  When the suspension expires, the sus-
  pended spell “picks up where it left off”
  and resumes operation. If the subject
  spell is maintained, its caster will auto-
  matically know it is being suspended.
  Otherwise, roll against Perception +
  Magery - 3 – distance is not a factor.
  Duration: 1 minute.
  Cost: 1/10 that of the spell suspend-
  ed to cast, not counting bonuses the
  other caster may have received for
  high skill (round up). Same cost to
  maintain.
  Prerequisites:
  Magery 
  1 
  and
  Counterspell.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 500.
  META-SPELLS
  121
  CHAPTER SEVENTEEN
  META-SPELLS
  We are all apprentices in a craft where no
  one ever becomes a master.
  – Ernest Hemingway
  
  Ward
  Blocking; Resisted by 
  subject spell
  When cast immediately after a
  spell is thrown at its subject, this spell
  can prevent the opposed spell from
  working. It works against only a single
  magical attack. If an attacking spell
  affects several people, each Ward can
  only save one subject. It does not 
  protect against missile spells.
  The caster may only Ward against
  a spell that he knows at skill 12 or
  higher; a caster who knows (for
  instance) Sleep may also ward a single
  subject against Mass Sleep. The caster
  rolls at the lower of his Ward skill or
  his skill in the spell being warded. The
  caster must announce he is using
  Ward before the opposed spell’s sub-
  ject tries a resistance roll. If it turns
  out the spell being cast is not one the
  defending mage can ward against, the
  ward is wasted.
  Cost: 2 to cast it on yourself, or 3 to
  cast on anyone you can see. You can-
  not Ward someone you cannot see.
  Prerequisite: Magery 1.
  Seek Magic
  Information
  As listed under Knowledge Spells,
  p. 102.
  Conceal Magic
  Regular
  Cast on a single person or item,
  this spell interferes with any informa-
  tional spell cast on the subject. Twice
  the energy put into the spell (up to 5
  points) is subtracted from any skill
  roll made to learn about the item, find
  it, etc.
  Example: 4 points of energy are put
  into a Conceal Magic spell on a ring.
  Until the spell expires, any Detect
  Magic spell will be at -8 to work on
  that ring; Identify Magic will be at -8
  to find any spells on the ring; Mage
  Sight will not see the ring unless the
  mage made his roll by at least 8
  (though he may still see other things)
  – and so on.
  Note that this spell has similar
  effects in some ways to Scryguard
  (p. 121), but they’re not the same!
  Duration: 10 hours.
  Cost: 1 through 5 to cast. Same cost
  to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 1 and Detect
  Magic.
  Item
  This spell may be cast permanently
  on any item to make it harder to sense
  or identify with magic. Energy cost to
  cast: 100 times the cost above – e.g.,
  200 to give a -4 on all attempts to
  detect or identify.
  Reflect
  Blocking; Resisted by 
  subject spell
  This spell is an improved version
  of Ward, and works like it. The differ-
  ence is that it will reflect the opposed
  spell instead of negating it. Thus, if
  the Reflect succeeds, the opposed
  spell now attacks its original caster as
  if it had been cast on him to begin
  with. If the attacking spell is an area
  spell, a successful Reflect protects its
  subject and affects the caster as
  though he were in the area being
  attacked, but otherwise the area is
  still attacked normally.
  Cost: 4 to cast it on yourself, 6 to cast
  it on someone you can see; you cannot
  protect someone you cannot see.
  Prerequisite: Ward.
  Scrywall
  Area; Resists any 
  Information spells
  As Scryguard, but to protect a
  whole area and everything in it.
  Duration: 10 hours.
  Base cost: 3 to cast. 2 to maintain.
  Time to cast: Seconds equal to ener-
  gy cost.
  Prerequisite: Scryguard.
  Item
  (a) Any container. It, and every-
  thing inside, is protected by the
  Scrywall spell. Energy cost to cast: 200
  per cubic foot (minimum cost 500).
  (b) Any rug or area of floor; protects
  people and things standing atop it.
  Energy cost to cast: 300 per yard
  radius.
  Great Ward
  Blocking; Resisted by 
  subject spell
  As Ward, but – if it works – protects
  any number of those who would have
  been affected by the attacking spell.
  Cost: 1 per subject protected (mini-
  mum cost 4).
  Prerequisites: Magery 2 and Ward.
  False Aura
  Regular, Area; Special
  Resistance; Resists Information
  spells
  Replaces the magical emanations
  of a being, area, or object with false
  ones; the term “aura” is only literal for
  living things. For instance, a human
  could be made to have the aura of a
  Zombie, a sword could appear to be
  enchanted with Dancing Weapon, an
  area could appear to be under linked
  Create Fire and Glue spells, etc. Roll a
  Quick Contest between the False Aura
  and any spell (Information or
  Regular) that can see or detect the
  emanations (such as Aura, Mage
  Sight, or Analyze Magic). If the False
  Aura wins, the other spell is fooled.
  False Aura also works against 
  equivalent senses some creatures may
  possess.
  Unwilling subjects resist with IQ.
  The chosen False Aura must be famil-
  iar to the caster – a mage could not put
  a False Aura of Golem on a statue
  122
  META-SPELLS
  
  unless he knew the Golem spell, for
  instance.
  Duration: 10 hours.
  Cost: 4 to cast. Half that to main-
  tain. When cast on an area, the base
  cost is 4.
  Time to cast: 10 seconds.
  Prerequisites: Conceal Magic and
  Aura.
  Item
  (a) Any. Only affects the holder.
  Energy cost to create: 300. (b) Any object
  or area may be given a permanent False
  Aura for 100 times casting cost.
  Magic Resistance
  Regular; Resisted by
  Will+Magery
  For each point of energy put into
  the spell (up to 5), the subject’s magic
  resistance goes up by 2 if he is willing,
  or by 1 if he tried to resist. This MR
  works like normal Magic Resistance
  (p. B67) when spells are cast on the
  subject. The subject can still cast
  spells, but at a penalty equal to the
  MR. Spells already affecting the sub-
  ject (or already cast by him) continue
  unchanged. He can use potions and
  magical items normally.
  Duration: 1 minute.
  Cost: 1 to 5 to cast. Same cost to
  maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 1 and one or
  more spells from each of seven 
  different colleges.
  Item
  (a) Wand, staff, weapon, or jewelry;
  only affects the wearer. Usable by any-
  one, but energy cost is doubled for
  nonmages. Energy cost to create: 300
  per maximum point of magic resist-
  ance it can offer. (b) Any item. The
  item’s own magic resistance is
  increased by 1 through 10; the user’s
  magic resistance is unaffected. Energy
  cost to create: 200 per point of added
  magic resistance. Does not affect spell-
  casting ability of its user.
  Scryfool
  Regular; Special Resistance
  Redirect Information spells targeted
  at a first subject onto a second subject,
  the “decoy.” Both subjects must be
  present at casting time; add the range
  penalties, if any. Unwilling subjects
  resist with Will.
  From then on, any Information
  spell attempting to scry the first sub-
  ject must win a Quick Contest of
  Spells with the Scryfool to scry the
  correct subject. Otherwise, it scries
  the decoy instead.
  Duration: 10 hours.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 10 seconds.
  Prerequisites:
  Magery 2, Sense
  Observation, and Simple Illusion.
  Item
  Wand, staff, or jewelry. This item
  can only be used to divert Information
  spells from the wearer. Energy cost to
  create: 300.
  Penetrating Spell
  Regular
  This spell is cast on another dam-
  age-dealing spell, granting it an armor
  divisor (p. B378). The spells are cast
  one after the other, with no delays
  between castings. Penetrating Spell is
  cast first, and counts as a spell “on” for
  determining the effective skill for the
  second spell.
  A spell fortified with Penetrating
  Spell does not do extra damage to
  unarmored 
  foes. 
  Hardened 
  DR
  defends against the armor divisor
  conferred by this spell as normal.
  Duration: Until the second spell
  expires.
  Cost: See table below.
  Armor Divisor
  Cost
  2
  2
  3
  4
  5
  6
  10
  8
  Ignores DR
  10
  Time to cast: 3 seconds.
  Prerequisites:
  Delay and Find
  Weakness.
  Catch Spell (VH)
  Blocking; Special
  When cast immediately after a
  Missile spell is thrown (not when it is
  cast), this spell allows its caster to catch
  the missile as it comes within reach of
  him. Once caught, the spell can be held
  by the caster just as if he himself had
  cast it, to be thrown later (back at its
  original caster, perhaps . . . ). The 
  caster need not know the spell he is
  catching.
  If the Catch Spell roll succeeds, its
  caster physically catches the missile
  when it comes close enough to grab. If
  the Catch Spell roll fails, its caster gets
  hit dead-on by the spell (on a critical
  failure, he takes maximum damage
  from the spell!).
  Cost: 3.
  Prerequisites: Magery 2, DX 12 or
  higher, and Return Missile.
  Item
  Glove. Usable only by mages. Such
  a glove can catch only one specific
  Missile spell. Treat variations (such as
  Fireball/Explosive Fireball) as a single
  spell for this purpose. Energy cost to
  create: 300. A glove that could catch
  any Missile spell would require 1,200
  energy.
  Suspend Magic
  Area; Resisted by 
  subject spells
  Temporarily nullify all other spells
  within the area. It has no effect on
  enchanted items. Certain powerful
  spells are also unaffected – specifical-
  ly, those which can only be removed
  by Remove Curse. Each spell resists
  separately.
  Suspend Magic is not selective; the
  caster can choose the shape of the
  area within the boundaries he pays
  energy for (as with all Area spells), but
  may not exclude objects within the
  affected area. The caster need not
  know the spell(s) being suspended. To
  suspend a specific spell without
  affecting others, use Suspend Spell.
  Duration: 1 minute.
  Base cost: 3 to cast. 2 to maintain.
  Time to cast: 1 second per energy
  point spent.
  Prerequisites: Suspend Spell and at
  least eight other spells of any type.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 1,500.
  META-SPELLS
  123
  
  Displace Spell
  Regular; Resisted by 
  subject spell
  Changes the location of an Area
  spell, permanently. Certain powerful
  spells are unaffected – specifically, those
  which can only be removed by Remove
  Curse. Each Area spell must be dis-
  placed separately, except linked spells,
  which move together. The caster need
  not know the spell being displaced.
  Once the casting is complete, the
  area moves with Move equal to the
  caster’s Magery. Each turn, the dis-
  placed spell gets a new resistance roll;
  once it successfully resists, it stops
  moving and the Displace Spell is bro-
  ken – though it may be cast anew. The
  subject spell always rolls to resist,
  even if its caster doesn’t wish it to (the
  caster’s own spells resist at -5).
  While being Displaced, the subject
  spell remains active (thus, the caster
  could trigger a Link by moving it over
  its intended target). If the subject spell
  is being maintained, its caster will auto-
  matically know it is being displaced.
  Otherwise, roll against Perception +
  Magery - 3 – distance is not a factor.
  Duration: Until the caster stops
  concentrating or the subject spell
  resists successfully.
  Cost: 1/4 that of the spell being
  moved, not counting bonuses the
  other caster may have gotten for high
  skill (round up).
  Time to cast: 5 seconds.
  Prerequisite: Suspend Magic.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 1,000.
  Spell Shield
  Area; Resists all spells 
  cast through it
  Resist any spell cast through it at
  the Spell Shield’s Endurance (p. 10). It
  also acts as a Scrywall (above).
  Exception: It does not affect missile
  spells at all, including Thrown spells.
  Note that if the attacking spell wins
  the contest, it gets through, but the
  Spell Shield is not destroyed – instead,
  its Endurance is reduced by 1. When a
  Spell Shield’s Endurance is reduced to
  0, the spell dissipates and cannot be
  maintained.
  Duration: 1 minute.
  Base cost: 3 to cast. 2 to maintain.
  Prerequisites: Magery 2, Scryguard,
  and Magic Resistance.
  Item
  (a) Any container. It, and every-
  thing inside, is protected by the Spell
  Shield. Energy cost to cast: 250 per
  cubic foot (minimum cost 500). (b)
  Any rug or area of floor; protects peo-
  ple and things standing atop it. Energy
  cost to create: 400 per yard radius.
  Spell Wall
  Regular; Resists spells 
  cast through it
  Creates a wall of anti-magic. The
  wall resists any spell cast through it
  from one side, specified by the caster
  upon casting Spell Wall. It also acts as
  a Scrywall. Exception: It does not
  affect Missile spells at all, including
  Thrown spells.
  If the Spell Wall fails to resist a
  spell cast through it, the spell breaks
  through, but the wall still stands, its
  Endurance (p. 10) weakened by 1.
  Upon reaching Endurance 0, the wall
  dissipates. Spells passing through the
  wall from the “safe” direction (usually
  the side that the caster stands on!) are
  not resisted or affected in any way.
  The wall is cast in one-yard incre-
  ments, either all at once or piece by
  piece. When adding new segments to a
  weakened Spell Wall, the new seg-
  ments assume the Endurance of the
  “weakest link.” The only way to
  “repair” a weakened Wall is to cast it
  anew.
  The Spell Wall is four yards high,
  so it is possible to cast across it from a
  high enough elevation. Higher walls
  can be created by spending propor-
  tionately more energy (double energy
  for double height, and so on).
  Duration: 1 minute.
  Cost: 2 per one-yard piece of Wall
  to cast. Same cost to maintain. The
  Spell Wall may also be cast horizon-
  tally, as a “ceiling” or “floor”; each
  point of energy will then cover two
  hexes on a battle map.
  Prerequisite: Spell Shield.
  Item
  A Spell Wall may be made perma-
  nent for 100 times casting cost. Mages
  often cover windows or skylights in
  this fashion. “Permanent” Spell Walls
  do not weaken when penetrated.
  Pentagram
  Special; Resists attempts
  to cross it
  Produces a magical barrier, which
  blocks hostile spells and magical crea-
  tures from passing in either direction.
  The barrier is a star-shaped figure
  drawn on the floor or ground. Magical
  creatures (demons, golems, creations,
  zombies, elementals, and the like) can-
  not cross the border of a pentagram;
  neither may they cast spells, or move
  any physical object, across the border.
  Nonmagical creatures – including
  mages – can freely cross a pentagram,
  though they cannot cast spells across
  its border. Spells of transport (e.g.,
  Flight, Teleport) cannot be used to
  enter a pentagram for hostile purposes.
  Certain very hostile creatures may
  be summoned within a pentagram; the
  caster stands outside and summons
  the creature to a spot inside the penta-
  gram. The caster will open the 
  pentagram only when he is sure he can
  control the summoned creature.
  124
  META-SPELLS
  Magical creatures (demons, golems, 
  creations, zombies, elementals, and the like)
  cannot cross the border of a pentagram; 
  neither may they cast spells, or move any
  physical object, across the border. 
  
  If part of the pentagram is cut or
  erased, its power will be lost until the
  caster can rejoin the pentagram – all
  this requires is a piece of chalk and
  time (usually just a second) to draw
  the line. No magic spell can injure the
  pentagram, but physical attacks – like
  walking up and scuffing out a line
  with your shoe – can succeed if they
  are made by nonmagical beings. A
  demon or creation could not do it; an
  ordinary person could. Likewise, an
  ordinary person could throw a rock
  into a pentagram, but a demon or
  golem could not.
  A magical creature may try to force
  its way through a pentagram. Roll a
  contest 
  between 
  the 
  creature’s
  (ST+Will)/2 and the skill with which
  the pentagram was cast. If the crea-
  ture wins, it destroys the pentagram!
  No one creature can thus “test” a 
  pentagram more than once per day.
  Duration: 
  Permanent 
  unless 
  broken.
  Cost: 1 per square foot protected
  (minimum 10). When the spell is cast
  ceremonially, the casters can spend
  extra energy to increase the effective
  skill of the Pentagram. A mage can
  also 
  use 
  the 
  Slow 
  and 
  Sure
  Enchantment 
  method 
  (though
  Pentagram is not technically an 
  Enchantment spell) to create a large
  pentagram by himself.
  Time to cast: One second per
  square foot. This time is spent in trac-
  ing the line, and is necessary no mat-
  ter how well the spell is known or how
  much power is available.
  Prerequisite: Spell Shield.
  Item
  Mages’ Guilds may have perma-
  nent pentagrams, inlaid with tile or
  jewels to avoid accidental scuffing,
  and cast at a very high level of skill.
  Such a design can be ritually “cut,”
  when necessary, by a chalk-mark. But
  there is no intrinsic difference
  between these and a regular penta-
  gram – any pentagram is “permanent”
  until erased or broken. (If a hostile
  creature breaks through a Pentagram
  spell, it destroys the enchantment but
  does not affect the physical design,
  which can be re-enchanted later . . . if
  its owner survives.)
  Suspend Curse
  Regular; Resisted by 
  subject spell
  Temporarily nullifies any one of the
  following spells, among others: Alter
  (any type), Curse, Enlarge Other,
  Ensorcelment (any type), Flesh to Ice,
  Geas (either type), Healing Slumber,
  Hex, Malefice, Mystic Mark, Oath,
  Partial Petrification, Plant Form (any
  type), Possession (any type), Shapeshift
  (any type), Shrink Other, Stone to
  Flesh, Stop Healing, Strike Barren,
  Suspend Magery, Suspend Time. It will
  also suspend any physical or mental
  impairment caused by an hostile Wish
  of any kind. If for any reason the skill
  level of the subject spell is unknown,
  the GM’s assessment is final.
  Duration: 10 minutes.
  Cost: 10. Same cost to maintain.
  Time to cast: 1 minute.
  Prerequisites: Magery 1 and spells
  from at least 12 different colleges.
  Suspend Mana (VH)
  Area
  The subject area is (temporarily) a
  no-mana zone, dead to the flow of
  magic. A critical failure costs the 
  caster a level of Magery for 2d days. At
  the end of that time, the caster should
  roll vs. IQ+Magery; any roll except a
  critical failure means that the lost
  Magery is regained – a critical failure
  means the loss is permanent!
  Duration: The mana is restored at a
  rate depending on the surrounding
  mana level. In a low-mana zone, the
  area affected by the spell shrinks by
  one yard in radius every three days; in
  normal mana, by one yard every hour;
  in high mana or very high mana, by
  one yard every minute!
  Base cost: 5. Cannot be maintained.
  Time to cast: 10 minutes.
  Prerequisites: Suspend Magic and
  spells from at least 10 different 
  colleges.
  META-SPELLS
  125
  Mages’ Guilds may have permanent 
  pentagrams, inlaid with tile or jewels to avoid
  accidental scuffing, and cast at a very high
  level of skill. 
  
  Dispel Magic
  Area; Resisted by 
  subject spells
  Negates other spells within the
  area if successful. It has no effect on
  enchantments, but dispels any tempo-
  rary, lasting, or permanent spell
  (p. 10), unless the spell specifies other-
  wise. Each spell resists separately.
  Dispel Magic is not selective! The cast-
  er need not know the spell(s) being
  dispelled. To nullify a specific spell
  without 
  affecting 
  others, 
  use
  Counterspell, above.
  Duration: Dispelled magic is 
  permanently gone.
  Base cost: 3.
  Time to cast: 1 second for each
  energy point spent.
  Prerequisites: Counterspell and at
  least 12 other spells of any type.
  Lend Spell
  Regular
  “Lend” an already-cast maintain-
  able spell to someone else. The recipi-
  ent acquires full control over and
  responsibility for the loaned spell, just
  as if he had cast it himself; he can
  maintain it or manipulate it at will,
  within the limits of the spell itself.
  The recipient must meet all of the
  advantage and attribute qualifications
  of the loaned spell, but need not know
  its spell prerequisites. Thus, a spell
  requiring Magery 2 could only be
  loaned to a character with Magery 2,
  but a spell requiring no Magery and
  no special advantages or attributes
  could be loaned to anybody. If the
  recipient has Magic Resistance, Lend
  Spell must overcome it.
  Lend Spell is cast at the lower of
  the caster’s skill with Lend Spell and
  the subject spell. The caster must
  touch the recipient.
  Modifiers: If the recipient does not
  know all the prerequisites of the spell
  to be loaned, the caster gets a -2 to
  skill. If the recipient knows all the pre-
  requisites, the spell is cast at par. If the
  recipient actually knows the spell, the
  caster gets a +2.
  Duration:
  Permanent; 
  once
  “loaned,” the spell no longer belongs
  to its original caster.
  Cost: Equal to the maintenance
  cost of the spell to be lent.
  Time to cast: 3 seconds.
  Prerequisites: Magery 1, Lend Skill,
  and spells from at least six different
  colleges.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. The mage loans the subject
  spell by activating the item and physi-
  cally passing the item to the recipient;
  the item must be held at all times for
  the magic to work – it may not be
  thrown. The recipient “owns” the spell
  for as long as he holds the item, and
  may pass it along to yet another recip-
  ient, whether or not either is a mage.
  Energy cost to create: 1,000.
  Remove Curse
  Regular; Resisted by 
  subject spell
  Nullifies any one of the following
  spells: Alter (any type), Curse, Enlarge
  Other, Ensorcelment (any type), Flesh
  to Ice, Geas (either type), Healing
  Slumber, Hex, Malefice, Mystic Mark,
  Oath, Partial Petrification, Plant Form
  (any type), Possession (any type),
  Shapeshift (any type), Shrink Other,
  Stone to Flesh, Stop Healing, Strike
  Barren, Suspend Magery, Suspend
  Time. It also negates any physical or
  mental impairment caused by a hostile
  Wish of any kind. If for any reason the
  skill level of the subject spell is
  unknown, the GM’s assessment is final.
  Cost: 20.
  Time to cast: 1 hour.
  Prerequisites: Magery 2 and at least
  one spell from each of 15 different 
  colleges.
  Charge Powerstone (VH)
  Regular
  Recharges a Powerstone at a high-
  er rate than the stone recharges itself.
  Every 3 energy spent by the caster
  restores 1 point of energy to the stone,
  but every point restored is counted as
  an “advance” against future “natural”
  recharging. Thus, if a 10-point
  Powerstone is recharged with this
  spell in a normal-mana area, it will
  not begin to recharge for 10 days after
  it is used. If it is used, and then
  recharged again using this spell, it
  will be 20 days until the stone begins
  126
  META-SPELLS
  
  to recharge normally, and so on. The
  presence of multiple Powerstones
  does not inhibit the casting of this
  spell.
  On any ordinary failure with this
  spell, the Powerstone gains a new
  quirk (p. 69). On a critical failure, the
  Powerstone cracks and is destroyed.
  This spell can safely recharge
  Powerstones with quirks that limit
  recharging only if the conditions
  imposed by the quirk have been met.
  Attempts to ignore those conditions
  may cause the Powerstone to shatter.
  This spell does not work on
  Manastones.
  Duration: The energy remains in
  the Powerstone until needed.
  Cost: 3 per point of energy
  recharged.
  Time to cast: 10 minutes.
  Prerequisites: Magery 3, Power-
  stone, and Lend Energy.
  Spellguard (VH)
  Regular; Resists attempts to
  tamper with its subject spell
  This spell is cast on another spell to
  protect it from tampering attempts.
  Twice the energy put into the spell (up
  to 3 points) is subtracted from the skill
  of any casting of the following Meta-
  spells against the subject spell:
  Counterspell, Displace Spell, False
  Aura, Remove Aura, Remove Curse,
  Steal Spell, Suspend Curse, and
  Suspend Spell. Twice the energy put
  into the Spellguard is added to the
  effective skill of the subject spell’s cast-
  er when resisting Dispel Magic or
  Suspend Magic. When the spell it pro-
  tects lapses or is dispelled, the
  Spellguard also lapses.
  Duration: 10 hours.
  Cost: 1 to 3 to cast. Same cost to
  maintain. Cost is not reduced for high
  skill.
  Time to cast: 1 second for each
  energy point spent.
  Prerequisite: Dispel Magic.
  Item
  (a) Staff, wand, or jewelry. Usable
  only by mages. Energy cost to create:
  500. (b) May be cast permanently on
  an enchanted item or area to make it
  harder to tamper with; it then hampers
  Suspend Enchantment and Remove
  Enchantment as well. Energy cost to
  cast: 100 times normal cost.
  Remove Aura
  Regular; Special Resistance;
  Resists Information spells
  Like False Aura, but removes the
  magical emanations of the subject
  entirely. When cast on an inanimate
  object, this spell turns it into a blank
  slate for spells such as Ancient
  History, History, See Secrets, or
  Seeker (in the latter case, the Remove
  Aura breaks the “association,” so the
  Seeker is cast at -5). To resolve this,
  any future casting of the aforemen-
  tioned spells is resisted by the Remove
  Aura – whenever the other spell fails,
  the information it tried to access was
  successfully removed. Whatever hap-
  pens to the object after its aura is
  removed can still be freely accessed by
  those spells, of course.
  When cast on a living or magical
  subject, the Remove Aura only lasts
  one day and cannot be maintained. It
  interferes with such spells as Aura,
  Detect Magic, Seek Magic, or Mage
  Sight. Unwilling subject beings resist
  with Will.
  Duration: Permanent (but see
  above).
  Cost: 5.
  Time to cast: 10 seconds.
  Prerequisites: Dispel Magic and
  Aura.
  Item
  (a) Wand, staff, or jewelry. Usable
  only by mages; the item must touch
  the subject. Energy cost to create: 250.
  (b) Jewelry or clothing. Always on;
  only affects the wearer. Energy cost to
  create: 750.
  Drain Mana (VH)
  Area
  Remove all mana from an area,
  leaving it permanently “dead” to
  magic. Spells do not work there, and
  magic cannot sense anyone or any-
  thing in a no-mana zone; magical
  spells end, and magical items do not
  function until they are removed from
  the area.
  This spell is used to create areas in
  which mages, magical creatures, and
  magical objects can safely be confined
  or hidden. A no-mana zone stays stable
  with respect to the earth, but not to
  objects. Thus, if you make the inside of 
  a box mana-dead, when you move the
  box, the dead space will stay where it
  was, rather than moving with the box.
  A critical failure with this spell
  costs the caster one level of Magery!
  Duration: Permanent.
  Base cost: 10.
  Time to cast: 1 hour.
  Prerequisites: Dispel Magic and
  Suspend Mana.
  Restore Mana (VH)
  Area
  The reverse of Drain Mana;
  restores mana to a dead zone. The
  area gains a mana equal to the “aver-
  age” mana level of the surrounding
  area, regardless of what it might have
  been before. Cost, time, and prerequi-
  sites are the same as for Drain Mana,
  but there is no risk of losing Magery.
  Steal Spell (VH)
  Regular; Resisted by 
  subject spell
  Steal control of an already-cast
  maintainable spell from its original
  caster. Note that it is cast at the other
  spell’s caster and is therefore subject to
  range modifiers. The caster must
  know precisely what he is stealing –
  Identify Spell is very useful for this
  purpose. Spells operating under
  Maintain Spell can also be stolen; the
  “caster,” for range purposes, is then
  the maintained spell’s area or subject.
  You cannot steal a spell if you do
  not have the required Magery, advan-
  tage, attribute level, or lack of disad-
  vantage (see conditions under Lend
  Spell, above). A held Missile cannot be
  stolen.
  Modifiers: -3 if the caster does not
  know the spell he is stealing; a further
  -2 if the caster doesn’t know its pre-
  requisites either.
  Duration: Permanent; once stolen,
  the spell no longer belongs to its 
  original caster.
  Cost: Equal to the maintenance
  cost of the spell to be stolen.
  Time to cast: 1 second per energy
  point spent.
  Prerequisites: Lend Spell and Great
  Ward.
  META-SPELLS
  127
  
  Telecast (VH)
  Special
  Create and teleport a Wizard Eye
  to a distant location. The caster may
  then cast spells through the Wizard
  Eye as if he was present. Missiles may
  not be telecast, but Jet spells may.
  Spells requiring touch may also be
  telecast, but the Wizard Eye must
  score a hit and the defender must fail
  his defense.
  Use the cost and casting penalties
  from the Teleport spell (p. 147). Spells
  cast from the Telecast’s “other end”
  measure range from that spot. The
  Telecast counts as a spell “on” and
  requires concentration. GMs who
  wish to further limit this powerful
  spell may apply the penalties for no
  speech, foot, or hand motions (p. 9).
  If the Telecast roll is failed by 1, the
  Wizard Eye reaches its intended desti-
  nation but the caster is mentally
  stunned. If the roll is failed by more
  than 1, the Wizard Eye winds up
  somewhere else (GM’s choice!) and
  the caster is still mentally stunned. In
  all cases, a Body Sense roll at a -2
  penalty is required before the caster
  can get his bearings and start casting
  another spell; on a critical failure, he is
  mentally stunned.
  There are persistent rumors of
  variants of this spell which Timeport
  or Plane Shift the Wizard Eye instead.
  Duration: 5 seconds.
  Cost: As Teleport to cast; same cost
  to maintain. High skill does not
  reduce the cost. The energy is spent
  whether the spell is successful or not.
  Time to cast: 1 minute.
  Prerequisites: Magery 3, Teleport,
  Wizard Eye, and spells from at least 10
  different colleges.
  Item
  An eyeball carved of ivory and inset
  with jewels. Usable only by mages. At
  its holder’s command, it teleports itself
  away; when the spell lapses, it reap-
  pears in the holder’s hand (unless it
  has been physically destroyed). Cost to
  create: 1,900 energy, $1,000 for skilled
  ivory carving, $600 for jewels.
  Hang Spell (VH)
  Special
  This spell is cast on another spell to
  delay its activation until the caster wills
  it. Blocking spells may not be hung.
  Hang Spell is cast immediately
  before its subject spell, with no delays
  between castings. The caster rolls for
  the Hang Spell when it is cast; the roll
  for the subject spell is not made until it
  is activated. Range penalties, spells
  “on,” magic resistance, mana level
  changes and the like are applied at the
  subject spell’s activation time.
  The caster must pay full energy
  and time costs for the Hang Spell and
  its subject must be paid at the time of
  casting. If the caster hangs a spell tai-
  lored to a human-sized subject and
  then activates it on a larger subject,
  there is either no effect or a reduced
  effect, as the GM sees fit.
  A hung spell counts as one spell
  “on” (p. 10) for casting purposes; it
  does not, however, count against itself
  when it is activated. Thus, if a mage
  has four hung spells, he casts other
  spells at -4, but casts any one of the
  hung spells at -3. A hung spell takes a
  Concentrate action to activate.
  Hung spells are susceptible to
  Dispel Magic and Counterspell (which
  destroys them), as well as to Suspend
  Magic and Suspend Spell (which pre-
  vents them from activating for the
  duration). They cannot be stolen or
  lent because they have not yet been
  cast.
  Duration: 1 hour.
  Cost: Same as the underlying spell’s
  cost to cast (minimum of 2); same cost
  to maintain. The hung spell may be
  maintained normally once it has taken
  effect.
  Time to cast: 10 seconds.
  Prerequisite: Delay.
  Maintain Spell (VH)
  Special
  This spell is cast on one of the cast-
  er’s ongoing spells, providing it a pool
  of energy to maintain itself. Once
  Maintain Spell has been cast, the sub-
  ject spell draws its maintenance ener-
  gy from Maintain Spell. It no longer
  belongs to its original caster; it no
  longer counts as a spell “on,” may not
  be cancelled, etc. Maintain Spell may
  be cast any time the subject spell is
  active. 
  Some 
  maintained 
  spells 
  may 
  be 
  “programmed” 
  as 
  per
  Independence (p. 96) or perhaps even
  Initiative (p. 97) (GM’s discretion).
  Control of a spell operating under
  Maintain Spell can be stolen using
  Steal Spell.
  Duration: Until the energy pool is
  drained or the underlying spell lapses.
  Cost: Equal to the normal mainte-
  nance of the subject spell for as long
  as the caster wants it to last (including
  the caster’s cost reductions for high
  skill). Thus, a spell that costs 1 per
  minute to maintain could be set to
  maintain itself for 10 minutes at a cost
  of 10 energy.
  If the caster can maintain the spell
  indefinitely for no energy cost (due to
  high skill), the cost is 1 energy for
  every five full duration periods. Thus,
  a mage with Earthquake at skill 20
  could set the spell to last 30 minutes
  for 6 energy. High skill with this spell
  likewise reduces cost normally!
  Time to cast: 2 seconds, plus 
  “programming time” if necessary.
  Prerequisite: Link.
  Throw Spell
  Missile; Special
  This spell is cast on another spell,
  transforming it into a Missile spell.
  The spells are cast one after the other,
  with no delays between castings. The
  Throw Spell is cast first and counts as
  a spell “on” when determining the skill
  level of the subject spell (p. 10).
  The caster must pay full energy
  and time costs for Throw Spell and its
  subject at the time of casting; if the
  caster throws a spell powered for a
  human-sized subject at a larger sub-
  ject, there is either no effect or a
  reduced effect, as the GM sees fit.
  The caster rolls for the Throw Spell
  when it is cast; the roll for the subject
  spell is not made until it is thrown.
  Thrown spells have 1/2D n/a, Max 80,
  Acc 1; roll against DX-4 or Innate
  Attack skill to hit.
  All thrown spells take effect at the
  moment they hit something. Thrown
  Area spells center on their point of
  impact. Jet spells take effect at the
  point of impact, in the direction they
  were going (treat them as Wild Swings,
  p. B388). Most other spells simply
  allow the caster to use spells at longer
  ranges than normally possible – a
  thrown Sense Emotion, for instance,
  or Minor Healing. This spell allows
  spells that normally require touch to
  be applied at a distance (Deathtouch,
  128
  META-SPELLS
  
  for instance). Missile spells and
  Blocking spells may not be thrown.
  Thrown spells may be blocked or
  dodged, but not parried. However,
  they can be caught using Catch Spell –
  by anyone, including enemies!
  Duration: Until thrown.
  Cost: 3. The thrown spell may be
  maintained normally once it has taken
  effect.
  Prerequisites:
  Delay and Catch
  Spell.
  Item
  Any missile weapon may be
  enchanted to throw one specific spell,
  which flies just as if the weapon had
  fired its ordinary ammunition. Energy
  cost to create: 2,500 times the casting
  cost of the subject spell. There are
  rumors of enchanted missile weapons
  that can throw any spell known to
  their wielder, but nothing more 
  specific is known about them.
  Bless
  Regular
  A general spell of aid and protec-
  tion. It must be cast on another; you
  cannot bless yourself. In some game
  worlds, only holy men or “good” wiz-
  ards can cast this spell; this decision is
  the GM’s to make.
  The effect of a blessing is as follows:
  All the subject’s die rolls are modified
  favorably by one point (or more, for a
  more powerful blessing). The modifi-
  cation will not affect critical successes
  and failures. This lasts indefinitely . . .
  until the subject fails some die roll (or
  a foe makes a good die roll) and the
  subject is in some serious danger. Then
  the blessing miraculously averts or
  reduces the danger – and ends. It is up
  to the GM to decide when the blessing
  has its final effect, and what form the
  protection takes. If an arrow is aimed
  at your heart, a 1-point blessing might
  move it to your arm, while a 2-point
  one would send it through your hat,
  and a 3-point one would let it slay a foe
  behind you.
  Duration: As above.
  Cost: 10 for a 1-point blessing, 50
  for a 2-point blessing, 500 for a 3-point
  blessing. Blessings may not be
  “stacked” – a stronger blessing dispels
  a weaker one.
  Time to cast: 1 minute for every
  point of energy in the spell.
  Prerequisites: Magery 2 and at least
  two spells from each of 10 different
  colleges. Magery 3 is required to cast a
  3-point blessing. A GM may require
  “holy” or “good” status if he wishes.
  Item
  Any. The blessing is cast on the
  item rather than a person, and affects
  the wearer of the item. When the
  blessing finally averts some great dan-
  ger, the item loses its enchantment.
  Energy cost to cast: 10 times the cost to
  cast on a person.
  Curse
  Regular
  Exactly the opposite of Bless. All
  the subject’s die rolls are modified
  unfavorably, lasting until he scores
  some notable success despite the bad
  rolls – GM’s decision as to exactly
  what this is. Then the success turns
  somehow to ashes, and the curse is
  ended.
  Cost: 3 for a 1-point Curse, 10 for a
  2-point Curse, 20 for a 3-point Curse.
  Like Blessings, Curses cannot be
  “stacked.”
  Time to cast: 2 seconds for a 1-point
  Curse, 4 for a 2-point Curse, 6 for a 3-
  point Curse.
  Prerequisites: As for Bless, except
  that both very good and very evil
  characters can curse.
  Item
  Any. The curse is cast on the item
  rather than a person, and affects the
  wearer of the item. GMs should make
  rolls in secret, and otherwise do what-
  ever they can, to keep players from
  realizing they have encountered a
  cursed item! When the Curse delivers
  its final “zap,” the enchantment van-
  ishes. Energy cost to cast: 10 times the
  cost to cast on a person.
  META-SPELLS
  129
  
  Suspend Magery (VH)
  Regular; Resisted by
  Will+Magery
  Temporarily nullifies the subject’s
  Magery. The caster must touch the
  subject throughout the casting. The
  subject retains his knowledge of
  spells, but cannot cast them – unless
  he is in a high-mana area, of course, in
  which case he simply loses the bonus.
  Even in a high-mana area, the subject
  cannot cast spells that require Magery
  of any level. Suspend Magery can only
  be removed by Remove Curse.
  A critical failure with this spell
  costs the caster a level of Magery for
  2d days. At the end of that time, the
  caster should roll vs. IQ+Magery; any
  roll except a critical failure means that
  the lost Magery is regained – a critical
  failure means the loss is permanent!
  Duration: 1 hour.
  Cost: 12 to cast. Same cost to main-
  tain. However, the subject gets to
  resist 
  every 
  time 
  the 
  spell 
  is 
  maintained.
  Time to cast: 10 seconds.
  Prerequisites: Magery 2 and two
  spells from at least 10 different 
  colleges.
  Item
  Clothing or jewelry (shackles are a
  favorite). Always on; only affects the
  wearer. Energy cost to create: 2,200.
  Drain Magery (VH)
  Regular; Resisted by
  Will+Magery
  Permanently drains one level of the
  subject’s Magery advantage. The caster
  must touch the subject throughout the
  casting.
  The subject retains his knowledge
  of spells (albeit at a lower skill level),
  but cannot cast those that require a
  higher degree of Magery than his new
  one.
  A critical failure with this spell
  costs the caster a degree of Magery
  and a point of IQ!
  Duration: Permanent.
  Cost: 30.
  Time to cast: 10 minutes.
  Prerequisites: 
  Magery 
  3 
  and
  Suspend Magery.
  Item
  There are persistent rumors of
  malevolent items that drain Magery
  from their victims, but nothing 
  specific is known.
  130
  META-SPELLS
  LINKING SPELLS
  These three spells are related.
  Delay, a Regular spell, is used for
  quick coupling of spells, while Link,
  an Area spell, is more useful for long-
  term linkings. Reflex is a Special spell
  cast on another spell to convert it to a
  one-shot Blocking spell – see pp. 12-13
  for rules governing Blocking spells.
  With any of these spells, the “link-
  ing spell” is Delay, Link, or Reflex. A
  “linked spell” is another spell con-
  trolled by the linking spell. Linked
  spells must be cast by the same person
  who cast the linking spell, and must be
  cast within one minute after the 
  linking spell is cast.
  If any questions arise on the inter-
  pretation of a spell’s ability to detect a
  particular event, or whether a particu-
  lar spell may be linked, the GM’s word
  is final. GMs wishing to restrict any of
  these spells may allow only a small list
  of spells to be linked, or exclude 
  certain spells.
  Any item with a spell linked to it is
  visible as such to Mage Sight but not
  to a mage’s IQ+Magery roll. Only
  Analyze Magic can tell the nature of
  the linked spell.
  Delay
  Regular
  This spell is cast on another spell to
  delay its activation until a certain
  thing happens in the linked spell’s
  presence – that is, in the presence of
  the item or area on which the linked
  spell was cast. This triggering event
  may be as simple or complex as the
  caster desires; if complex, it should be
  put in writing. The triggering event
  must be something that could reason-
  ably be determined by a normal per-
  son at the Delay site; the GM’s decision
  is final. If the Delay is to be triggered
  by a more esoteric event, an appropri-
  ate spell such as Mage Sight may be
  cast on the Delay. The Delay may also
  be triggered by the activation of
  another spell, such as Watchdog or
  another linked spell. A Delay can 
  activate only one other spell.
  The spells are cast one after the
  other, with no delays between spells.
  The Delay must be cast first, and
  counts as a spell “on” when determin-
  ing the skill level of the linked spell –
  see p. 10. Full cost for the linked spell
  and for the Delay must be paid at the
  time of casting. If the caster specifies a
  spell to affect a human-sized subject,
  and a larger victim (requiring more
  energy – see p. 11) actually triggers the
  Delay, there is either no effect or
  reduced effect, depending on the spell.
  The GM’s ruling on this is final.
  Delay may be cast two ways: to acti-
  vate the linked spell on a specific sub-
  ject, or as a trap, to activate the linked
  spell against any subject that meets the
  triggering conditions. In the latter case,
  the Delay and the linked spell are both
  cast on a “trap item,” and range is fig-
  ured from the trap item at the moment
  the spell is triggered. Magic Resistance
  penalties also apply to the linked spell
  at the time of triggering.
  The caster rolls for Delay when it is
  first cast; the roll for the linked spell is
  not made until the triggering event
  occurs. If the intended subject of a
  linked spell is not present at the time of
  casting, there is an additional -5 penal-
  ty for the linked spell (but not for the
  Link) for not being able to touch or see
  the subject – see p. 11. So, for instance,
  the dreaded “deathtouch doorknob,” set
  to “attack” the first person to touch it,
  would activate at a -5 penalty.
  When a Delay is triggered, the
  linked spell begins to activate, taking
  effect the next turn. Thus, a Delay can-
  not be used as a Blocking spell. It can
  be used as a trap; the victim may be
  taken by surprise. An unsuspecting
  victim must make an IQ roll to
  respond before the linked spell is fully
  activated – Combat Reflexes gives +6
  to this roll.
  
  Both the Delay and the linked spell
  count as “on” for spellcasting purpos-
  es; if an Information spell has been
  added, it is also on. The linked spell
  does not need to be maintained,
  though the Delay or its Information
  spell may need to be. Once the Delay is
  triggered, it vanishes, and no longer
  counts as on. The linked spell contin-
  ues to count as on as long as it is
  active. It may be maintained normally.
  A Delay may also be set to “turn
  off” an ongoing spell when a triggering
  event occurs. In that case, the linked
  spell lasts only while the caster main-
  tains it, but the Delay itself requires no
  maintenance.
  Blocking and Missile spells cannot
  be Delayed – all other spells can. An
  “instantaneous” spell like Thunderclap
  will happen once, when activated; then
  the spell will be gone. A continuing
  spell like Voices will start when acti-
  vated, and then operate until it expires.
  Duration: 2 hours.
  Time to cast: 10 seconds.
  Cost: 3 to cast. 3 to maintain.
  Prerequisites: Magery 3 and any 15
  spells.
  Link
  Area
  Postpones the activation of one or
  more linked spells cast in its area of
  effect, until a certain thing happens in
  the Link’s presence. This triggering
  event may be as simple or complex as
  the caster desires, and is governed like
  Delay (above). The Link may also be
  triggered by the activation of a spell
  placed on the area after the Link, such
  as Watchdog, Delay or another Link.
  The caster pays the energy costs
  and makes the skill rolls for the Link
  spell and all linked spells at the time
  of casting. Linked spells may not ben-
  efit from cost reductions for high
  skill. If the intended subject of a
  linked spell is not present at the time
  of casting, there is an additional -5
  penalty for the linked spell (but not
  for the Link) for not being able to
  touch or see the subject – see p. 11.
  The size of the area of the Link spell
  is determined at the time of casting.
  Any linked spells may go off anywhere
  within the Linked area; for instance, if a
  one-yard-radius Create Fire and one-
  yard-radius Glue spell were linked to a
  20-yard-radius Link to catch intruders,
  the first intruder to enter the Link’s area
  would find himself in a zone of flaming
  glue, but subsequent intruders would
  be safe (from that Link, anyway). The
  size of the linked spells must be set at
  the time of casting. If the subject is larg-
  er than the estimated target, the spell
  either has no effect, or a weaker effect,
  depending on the spell. The GM’s ruling
  on this is final.
  Only subjects within the Linked area
  are affected, unless the spell results in
  an effect that would not be bound to
  that area – summoning a demon, for
  example! The triggering event may
  occur outside of the area, however.
  The time to cast the linked spells is
  spent when initially set up. There is no
  delay when the Link is triggered – all
  linked spells are activated instantly.
  The linked spells do not count as a
  spell “on” for any purpose. Every three
  Link spells on count as one spell on,
  rounding down. A mage cannot detect
  a Link simply by looking at it. The
  Mage Sight spell or the Detect Magic
  spell will reveal the Link, however.
  If the mage knows the Conceal
  Magic spell, the Link may be made
  harder to detect by magical means.
  Simply adding the Conceal Magic costs
  to the base cost of the Link spell accom-
  plishes this effect. The mage must know
  Conceal Magic to use this option.
  If the subject of a linked spell is not
  present at the casting, and has Magic
  Resistance, refer to the original die roll
  to determine the results. If the original
  die roll of the linked spell is not record-
  ed, reroll the spell for this purpose only.
  Blocking and missile spells cannot
  be Linked – other spells can. An
  “instantaneous” spell like Thunder-
  clap will happen once, when activated;
  then the spell will be gone. A continu-
  ing spell like Voices will start when
  activated, and then operate until it
  expires.
  A single Link can be made to acti-
  vate a spell when the area is entered,
  and deactivate the spell when the area
  is left. This may continue until the
  linked spell expires. As an example, a
  mage may cast Link on Continual
  Light. If he then rolls seven days for
  the duration of the Continual Light
  spell (168 hours), he can have the Link
  set up to turn the Light on when he
  enters the room, and turn it off when
  he leaves. When 168 hours of light
  have been used, both spells expire. For
  instantaneous spells, the Link vanishes
  after activating the other spells.
  No maintenance of a Link is
  required, either for the Link itself, the
  linked spells, or any information spells
  cast on the Link to tell it when to 
  trigger.
  Link may also be set in reverse, to
  stop one or more spells when a trig-
  gering event occurs. In that case, the
  linked spell will last only while the
  caster maintains it, but the Link itself
  requires no maintenance.
  Link can also be used for Limiting
  Enchantments (see pp. 68-69).
  Duration: Until triggered, and its
  linked spells expire.
  Base cost: 8; linked spells cannot be
  maintained.
  Time to cast: 4 hours – there is no
  reduction in time to cast, no matter
  how well Link is learned.
  Prerequisite: Delay.
  META-SPELLS
  131
  I’ll break my staff
  Bury it certain fathoms in the earth
  And deeper than did ever plummet sound
  I’ll drown my book. 
  – William Shakespeare, 
  The Tempest
  
  Item
  This spell may be cast permanently
  on any enchanted item, to determine
  the circumstances under which it
  works. The Limit spell would be used
  to determine the class of users that
  could use the item, but Link might be
  used, for instance, to make it work
  only at night. Energy cost to cast: 200.
  Any Information spells required to tell
  it when to trigger (e.g., Detect Magic)
  must be cast as separate enchant-
  ments on the item. For instance, a
  sword might be Linked with a Light
  spell and a Sense Life spell, so that it
  would glow in the presence of orcs.
  A reversed Link may be cast per-
  manently on any enchanted item, to
  deactivate it under set circumstances.
  This is often used to keep magic items
  from falling into the wrong hands.
  Energy cost to cast: 200.
  Reflex
  Special
  This spell is cast on another spell. It
  converts that spell to function as a
  Blocking spell for one time only, then
  disappear. Unlike Delay or Link, a
  Reflexed spell is triggered by the will
  of the caster, not by an external event.
  This means that while Reverse
  Missiles may be Reflexed to activate if
  the caster sees someone shoot at him,
  it will not be triggered by a shot in the
  back. It is treated as an active defense,
  similar to Parry or Block for all practi-
  cal purposes (except retreating does
  not add 3 to the roll). Casting a
  Reflexed spell will interrupt any spell
  the caster is concentrating on, and is
  handled like any other Blocking spell –
  see pp. 12-13.
  When Reflex is cast, the linked
  spell must be cast immediately after
  Reflex, by the same caster. Each cast-
  ing of Reflex will only work on one
  spell – it is not possible to have multi-
  ple spells operate as one Blocking
  spell. The skill roll for Reflex is rolled
  at the time of casting, but the roll for
  the linked spell is not made until it is
  cast as a Blocking spell. The energy
  cost for Reflex is paid at the time of
  casting Reflex, but the energy for the
  Reflexed spell is not paid until it is
  cast, whether as an active defense or
  otherwise. The time to cast a Reflexed
  spell is spent immediately after the
  Reflex is cast, but the success roll and
  energy cost are handled later.
  A Reflexed spell counts as one spell
  “on” for spellcasting purposes – see
  p. 10. A Reflexed spell does not count
  as “on” when making the roll to cast
  itself. Thus, if a mage has four
  Reflexed spells on, any other spell he
  casts is at -4, but when he casts one of
  the Reflexed spells, it is only at -3 for
  the other three Reflexed spells on.
  A Reflexed spell may be cast only
  once. It then disappears, and no
  longer counts as a spell on. The effects
  are immediate, and the duration is
  instantaneous, not the duration listed
  for the original spell. This means that
  it is extravagant or even useless to cast
  certain spells as Reflexed! A Force
  Dome, for example, would stop one
  physical attack, then disappear – a
  fatiguing, but effective, defense! A
  Created Animal will appear, then dis-
  appear before it can make any action.
  (It might stop a missile during its brief
  existence, however. The GM may rule
  such an animal must be nearly equal
  in size to the target it is shielding.)
  Exceptions to this instantaneous-
  result rule are spells with permanent
  results, such as Major Healing – their
  effects are indeed permanent.
  Any person may carry any number
  of Reflexes. However, only one spell
  may be cast in any one turn.
  Remember also, that if a Reflexed
  spell is used as an active defense, no
  other active defense may be used
  against that attack, unless All-Out
  Defense is chosen. See p. B366.
  A Reflexed spell may be cast as a
  regular action – it does not have to be
  cast as a defense. It takes one second
  to cast, regardless of the time it would
  normally require to cast.
  All normal modifiers for distance
  and Magic Resistance are used when
  casting the Reflexed spell, if the sub-
  ject of the Reflexed spell is distant
  from the person or object the Reflex
  itself is cast on.
  Note that a mage may cast a Reflex
  on another person. The caster (not the
  subject) may activate it at any time,
  using long-distance modifiers. If the
  linked spell is cast on a subject other
  than the subject of the Reflex itself,
  the regular modifier for the distance
  to that subject is added to the long-
  distance modifier for the caster.
  Example: Felix gives Beast-Soother
  as a Reflexed spell to Rudolph. Felix
  then activates a Wizard Eye to keep
  tabs on Rudolph as he goes hunting.
  Rudolph meets a short-tempered wild
  boar, which Felix observes through
  the Wizard Eye. Rudolph cannot acti-
  vate the spell. Fortunately, he does not
  have to! Felix activates Beast-Soother
  as Rudolph tries an Animal Handling
  roll to calm the boar. Rudolph has
  gone about two miles into the woods,
  so Felix is at -3 for long distance. The
  boar is 3 yards away from Rudolph,
  so Felix is at another -3 for the range
  to the subject of the Reflexed spell. He
  is also at -1 for having Wizard Eye on.
  Thus, Felix casts Beast-Soother at -7,
  and pays the energy for the spell at
  that time. Fortunately he has it at
  level 21, so he casts it for the maxi-
  mum effect. The boar is indeed
  calmed, and Rudolph goes on his way
  while Felix rests. The Reflexed Beast-
  Soother spell no longer exists. If
  Rudolph meets another animal, he’s
  on his own, though Felix may still be
  observing any action with his Wizard
  Eye.
  Blocking spells and Missile spells
  cannot be Reflexed; other spells can
  be.
  Duration: 1 hour.
  Time to cast: 10 seconds.
  Cost: Equal to the cost to cast the
  subject spell – minimum of 1. Cost to
  maintain is the same. Note that skill
  with the Reflex spell does not affect
  cost to cast it.
  Prerequisites: Delay and Ward.
  132
  META-SPELLS
  It is extravagant or even useless to cast 
  certain spells as Reflexed!
  
  The mayor’s body sagged into his
  chair, the rictus grin of unspeakable
  pleasure fading from his face as he
  came back to himself.
  “Did you enjoy yourself, then?”
  Rolfe said from his seat across the
  table.
  The 
  mayor 
  nodded 
  dumbly.
  “Would you . . . I’d like more, please.”
  “Of course, in due time. Have
  patience. Now, I believe we were dis-
  cussing the possibility of taking one of
  your daughters as an apprentice.”
  “Yes, yes, and I believe you’re
  entirely correct, entirely. Thauma-
  turgy would be an excellent career for
  Annaliese.”
  “Annaliese? How convenient. Why
  don’t you go fetch the dear girl, your
  Excellency? We can get her settled
  here, and then perhaps you and I
  could discuss that spell you seem to
  enjoy so much.”
  “I’ll do that, Master Rolfe. I’ll be
  back in no time at all.”
  Rolfe looked at his aging hands as
  the mayor bustled out, turning them
  over.
  “I could do better for fathers, I sup-
  pose, but it’ll be worth it to get out of
  this body.”
  Mind Control spells work only on
  subjects with sapience (racial IQ 6+)
  and free will (free will is hard to define,
  but any being with the Automaton
  meta-trait (p. B263) doesn’t qualify).
  Thus, they will not work on most ani-
  mals, golems, robots, zombies, etc. As
  a rule, if there’s a specific spell for the
  purpose of controlling a creature
  (Control Zombie, Control Elemental,
  etc.) it cannot be affected by Mind
  Control spells.
  Note that none of these spells can
  improve a faculty that does not exist.
  For instance, none of the sight-related
  spells can restore sight to the blind,
  even temporarily.
  The spells of the College of Mind
  Control all require either an unusual-
  ly sharp intellect or a good grounding
  in the College of Communication and
  Empathy. They also have important
  cross-relationships with Body Control
  spells; sapient beings cannot be 
  cleanly split into body and mind.
  Keen (Sense)
  Regular
  This spell is actually several differ-
  ent spells, as with (Animal) Control or
  Boost (Attribute). The most common
  variants are Keen Vision, Keen
  Hearing, and Keen Taste and Smell,
  but variants are possible for unusual
  methods of perception as Detect,
  Scanning Sense, or Vibration Sense.
  Keen (Sense) gives a +1 bonus per
  point of energy spent to Sense rolls of
  the appropriate type.
  Kenn Hearing is also a Sound spell.
  Duration: 30 minutes.
  Cost: 1 for each
  point of increase
  (maximum 
  5).
  Half that amount
  (round 
  up) 
  to
  maintain.
  Item
  Clothing 
  or
  jewelry. 
  Energy
  cost to create: 150
  per 
  point 
  of
  improvement.
  Dull
  (Sense)
  Regular;
  Resisted by HT
  The inverse of
  Keen (Sense), this
  spell reduces all
  the subject’s Sense rolls for the appro-
  priate sense.
  Duration: 30 minutes.
  Cost: 1 to 3 to cast. Half that to
  maintain. The affected sense drops by
  2 for each point of energy put into the
  spell.
  Item
  (a) Clothing or jewelry. The wearer’s
  Sense score is reduced. Energy cost to
  create: 50 per point of Sense decrease.
  (b) Staff or wand. Usable only by
  mages. Energy cost to create: 500.
  Alertness (VH)
  Regular
  Increases all the subject’s Sense
  rolls.
  Duration: 10 minutes.
  Cost: 2 per point of increase 
  (maximum 5). Half that to maintain.
  MIND CONTROL SPELLS
  133
  CHAPTER EIGHTEEN
  MIND CONTROL
  SPELLS
  
  Prerequisites: Any two variants of
  Keen (Sense).
  Item
  Clothing or jewelry. Energy cost to
  create: 300 per point of improvement.
  Dullness (VH)
  Regular; Resisted by HT
  Reduces all of the subject’s Sense
  rolls.
  Duration: 10 minutes.
  Cost: 2 to 10 to cast. Half that to
  maintain. Senses are reduced by 1 for
  each two points of energy put into the
  spell.
  Prerequisites: Any two variants of
  Dull (Sense).
  Item
  Clothing or jewelry. The wearer’s
  Sense scores are reduced. Energy cost
  to create: 200 per point of decrease.
  Fear
  Area; Resisted by Will
  The subject(s) feel fright. The caster
  receives a +3 bonus to reaction rolls in
  potential combat situations and other
  situations where threats are effective,
  but suffers a -3 penalty on loyalty rolls
  and situations where terrorizing NPCs
  is counterproductive.
  Duration: 10 minutes unless coun-
  tered by Bravery.
  Base cost: 1. Cannot be maintained.
  Prerequisite: Sense Emotion or the
  Empathy advantage.
  Item
  (a) Any item. Always on; the item
  causes wearer to feel fear. Energy cost
  to create: 200. (b) Staff or wand. Usable
  only by mages; the item must touch
  the subject. Energy cost to create: 300.
  Panic
  Area; Resisted by Will
  Those in the affected area flee in
  mindless fear, away from the caster,
  for the duration of the spell. A subject
  who cannot escape can turn and take
  the All-Out Defense maneuver, if
  attacked.
  Duration: 1 minute.
  Base cost: 4 to cast. 2 to maintain.
  Prerequisite: Fear.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 500.
  Terror
  Area; Resisted by Will
  Anyone in the area who fails to
  resist must make an immediate Fright
  Check at -3.
  Base cost: 4.
  Prerequisite: Fear.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 600.
  Bravery
  Area; Resisted by Will-1
  Makes the subject(s) fearless.
  Anyone under this spell must make an
  IQ roll to avoid being brave, should
  caution be called for.
  Duration: 1 hour unless countered
  by Fear.
  Base cost: 2. Cannot be maintained.
  Prerequisite: Fear.
  Item
  (a) Any item. Always on; the item
  maintains a Bravery spell on its wear-
  er. Energy cost to create: 500. (b) Staff
  or wand. Usable only by mages; the
  item must touch the subject. Energy
  cost to create: 500.
  Rear Vision
  Regular
  The subject can see all around
  himself, as if he had the 360˚ Vision
  advantage (p. B34).
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Prerequisite: Alertness.
  Item
  Weapon, clothing, or jewelry.
  Energy cost to create: 1,000.
  Berserker
  Regular; Resisted by Will
  Causes the subject to fight as a
  berserker (see Berserk disadvantage,
  p. B124). If known foes are in sight (or
  even in earshot), they will be attacked
  first.
  Duration: 10 minutes, or less if the
  fight ends and the subject comes out
  of the berserk rage as per p. B124.
  Time to cast: 4 seconds.
  Cost: 3 to cast. 2 to maintain.
  Prerequisite: Bravery.
  Item
  (a) Staff or wand; usable only by
  mages. The item must include a rep-
  resentation of a bear, or a bear’s tooth.
  Energy cost to create: 750. (b) Bearskin
  cloak which casts the spell on its
  wearer at no energy cost (normal
  resistance roll is possible). It serves as
  a Heavy Cloak with DB 2, DR 2, and
  20 HP. If the cloak loses all its HP, the
  enchantment is destroyed. Energy cost
  to create: 500.
  Foolishness
  Regular; Resisted by Will
  The subject suffers -1 to his IQ and
  IQ-based skills (including spells) for
  every point of energy put into the
  spell. The GM may also require an IQ
  roll to remember complex things
  while under the influence of this spell.
  Duration: 1 minute.
  Cost: 1 to 5 to cast. Half that to
  maintain (round up).
  Prerequisite: IQ 12 or higher.
  Item
  (a) Any item. Always on; the item
  reduces wearer’s IQ. Energy cost to cre-
  ate: 100 for each point of IQ reduction.
  (b) Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 800.
  Daze
  Regular; Resisted by HT
  The subject looks and acts normal,
  but does not notice what is going on
  around him, or remember it later. A
  dazed guard stands quietly while a
  thief walks past! Any injury, or suc-
  cessful resistance 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.
  Prerequisite: Foolishness.
  Item
  (a) Any item. Always on; the item
  causes effects of Daze spell. Energy
  cost to create: 400. (b) Staff or wand.
  134
  MIND CONTROL SPELLS
  
  Usable only by mages; the item must
  touch the subject. Energy cost to 
  create: 1,000.
  Mental Stun
  Regular; Resisted by Will
  The subject is mentally stunned
  until he can make an IQ roll to recover.
  Cost: 2.
  Prerequisite: Daze or Stun.
  Item
  (a) Any item. Always on; the wear-
  er is mentally stunned until the item is
  removed. Energy cost to create: 500. (b)
  Staff or wand. Usable only by mages;
  the item must touch the subject.
  Energy cost to create: 1,100.
  Disorient
  Area; Resisted by Will
  All within the area lose their bear-
  ings. They will not immediately feel
  lost, but as soon as it becomes neces-
  sary to remember the path they’ve
  taken, or remember their position rel-
  ative to a landmark, they will draw a
  blank. Those with Absolute Direction
  resist at +5.
  Duration: The subjects can regain
  their bearings in the usual fashion
  (Navigation roll, back-tracking, com-
  paring notes, etc.).
  Time to cast: 10 seconds.
  Base cost: 1. Cannot be maintained.
  Prerequisite: Foolishness.
  Item
  Staff or wand. Usable only by
  mages. Energy cost to create: 200.
  Encrypt
  Regular
  When cast on any writing or other
  visual information medium, this spell
  makes it unreadable to any but the
  caster. Anyone can see the writing, but
  they will be convinced that it is hope-
  lessly arcane, complex, or foreign.
  Other media dependent on the senses
  (including any arcane taste- or smell-
  based “writing” that might be used by
  nonhuman races, as well as Braille in
  modern settings) may be encrypted if
  the GM permits it.
  Duration: 1 week.
  Cost: 1 for up to 1000 words of 
  plaintext; 2 for up to 10,000 words of
  plaintext; 3 for up to 100,000 words of
  plaintext; +1 for each additional
  100,000 words. Thus, a stack of six typ-
  ical GURPS Fourth Edition source-
  books, at about 175,000 words per
  book, would cost 12 energy to encrypt.
  Prerequisite: Daze.
  Item
  (a) Any writing may be perma-
  nently encrypted for 100 times the
  cost to cast the spell. (b) Staff, wand,
  or jewelry. Energy cost to create: 100.
  Fascinate
  Regular or Blocking; 
  Resisted by Will
  Holds the subject (a sapient being)
  motionless and unaware of the pas-
  sage of time as long as the caster
  maintains eye contact and concentra-
  tion. Darkness breaks eye contact!
  May be cast as a Blocking spell if the
  subject is entering Close Combat
  range. The caster may move slowly
  (Move 1) while maintaining eye con-
  tact if he knows the spell at level 15 or
  better; each yard he moves away from
  the subject allows it another resist-
  ance roll to break the spell. The spell is
  also broken by any attack (physical or
  magical) on the subject.
  Duration: Indefinite.
  Cost: 4.
  Prerequisite: Daze.
  Item
  Mirror, painting, or statuette.
  Always on. Energy cost to create: 1,000.
  This item is used as a guardian in some
  places (the spell is broken when the 
  victim falls unconscious through 
  starvation, dehydration, or exhaustion).
  Forgetfulness
  Regular; Resisted by 
  Will or skill
  Causes the subject to forget one
  fact, skill, or spell temporarily. The
  skill or spell cannot be used while
  Forgetfulness is in effect. If (for
  instance) a forgotten spell is a prereq-
  uisite for other spells, the other spells
  can still be used, at -2 to skill.
  Duration: 1 hour.
  Cost: 3 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisites:
  Magery 
  1 
  and
  Foolishness.
  Item
  Any item. Always on; the item
  causes the wearer to forget one thing
  specified when the item is created.
  The wearer will remember again an
  hour after the item is removed. Energy
  cost to create: 500.
  Sleep
  Regular; Resisted by HT
  The subject falls asleep. If standing,
  he falls – but this does not wake him.
  He can be awakened by a blow, loud
  noise, etc., but will be mentally
  stunned (see Effects of Stun, p. B420).
  The Awaken spell (p. 90) will arouse
  him instantly. If not awakened, he will
  sleep for around eight hours and
  awaken normally.
  Cost: 4.
  Time to cast: 3 seconds.
  Prerequisite: Daze.
  Item
  (a) Any item. Always on; the item
  puts wearer to sleep until it is
  removed. When the item is created,
  the caster can specify whether its
  effects are gradual or immediate.
  Energy cost to create: 600. (b) Staff or
  wand. Usable only by mages; the item
  must touch the subject. Energy cost to
  create: 1,200.
  Wisdom
  Regular
  Raises the subject’s IQ temporarily.
  This raises his ability with skills, but
  not with spells! The subject’s IQ can-
  not 
  become 
  higher 
  than 
  the 
  caster’s.
  Duration: 1 minute.
  Cost: 4 for every point of IQ
  increase (maximum of 5). Same cost
  to maintain.
  Prerequisites: At least six other
  Mind Control spells.
  Item
  (a) Any item. Always on; the wear-
  er’s IQ is raised while the item is worn!
  This is a very rare and prized item.
  Energy cost to create: 2,000 per point of
  increase (maximum 5). (b) Staff or
  wand. Usable only by mages; the item
  must touch the subject. Energy cost to
  create: 2,000.
  MIND CONTROL SPELLS
  135
  
  Boost (Attribute)
  Regular or Blocking
  As listed under Body Control Spells,
  p. 37.
  Weaken Will
  Regular; Resisted by Will
  Temporarily reduces the subject’s
  Will.
  Duration: 1 minute.
  Cost: 2 per point of Will reduction
  (maximum Will reduction of 5). Half
  that to maintain.
  Prerequisites:
  Magery 
  1 
  and
  Foolishness.
  Item
  (a) Any item. Always on; the wear-
  er has his Will weakened. Energy cost
  to create: 100 for each point of Weak
  Will. (b) Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 700.
  Strengthen Will
  Regular
  Temporarily increases the subject’s
  Will.
  Duration: 1 minute.
  Cost: 1 for every +1 to Will (maxi-
  mum Will increase of 5). Half that to
  maintain.
  Prerequisites: Magery 1 and at least
  six Mind Control spells.
  Item
  (a) Any item. Always on; the wear-
  er gains up to 5 points of Will. This is
  a rare item. Energy cost to create: 1,000
  per point of Will (maximum of 5). (b)
  Staff or wand. Usable only by mages;
  the item must touch the subject.
  Energy cost to create: 1,500.
  Memorize
  Regular
  As listed under Knowledge Spells,
  p. 105.
  Loyalty
  Regular; Resisted by Will
  Makes the subject loyal to the cast-
  er. The subject follows any direct order
  the caster gives; in the absence of
  direct orders, he acts in the caster’s
  best interest as he understands it. The
  spell is immediately broken if the cast-
  er attacks the subject. If the subject is
  told to do something very hazardous
  or against his normal code of behavior
  (GM’s decision), he gets an IQ roll to
  break the spell.
  Duration: 1 hour.
  Cost: 2 to cast. 2 to maintain.
  Double this cost if the subject does not
  know the caster, or triple if the subject
  is a foe of the caster.
  Time to cast: 2 seconds.
  Prerequisites: Bravery and two
  other Mind Control spells.
  Item
  (a) Any item. Always on; the wear-
  er becomes loyal to the original cre-
  ator of the item (when that person
  dies, the item loses its power). Energy
  cost to create: 500. Double this cost for
  an item that makes the wearer loyal to
  some specific third person. (b) Staff or
  wand. Usable only by mages; the item
  must touch the subject. Energy cost to
  create: 2,000.
  Command
  Blocking; Resisted by Will
  Give a subject one immediate com-
  mand – a word and a gesture, or at most
  two words – which the subject must
  obey. If the subject is unable to fulfill
  the command immediately or on his
  next turn, the spell has no effect.
  Examples:
  “Drop it!” – the subject drops what-
  ever he was holding.
  “Look!” – the subject looks in the
  direction the caster indicates.
  “Wait!” – the subject takes the Wait
  maneuver on his next turn.
  Cost: 2.
  Prerequisites: 
  Magery 
  2 
  and
  Forgetfulness.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 500.
  Drunkenness
  Regular; Resisted by Will
  Makes the victim temporarily
  intoxicated: he is loud, cheerful, and
  badly coordinated. Both IQ and DX
  are reduced by the amount of energy
  put into the spell. If the victim is a PC,
  he should be told he feels drunk, and
  encouraged to roleplay it! When the
  spell ends, it does so instantly (no
  hangover).
  Duration: 1 minute.
  Cost: 1 for each point of IQ and DX
  lost (maximum 5). Half that to main-
  tain.
  Time to cast: 2 seconds.
  Prerequisites:
  Foolishness 
  and
  Clumsiness.
  Item
  (a) Any item. Always on; the item
  causes the effects of the Drunkenness
  spell. Energy cost to create: 200 per point
  of reduction. (b) Staff or wand. Usable
  only by mages; the item must touch the
  subject. Energy cost to create: 800.
  Madness
  Regular; Resisted by Will-2
  The subject is driven temporarily
  insane; this should be roleplayed. The
  caster selects the severity of madness
  he wishes to inflict, and the GM
  decides which madness at that severi-
  ty is appropriate to the situation
  (rolling a die is a perfectly acceptable
  way to make this decision). On a criti-
  cal success, the caster may select the
  madness to be inflicted.
  Unless noted otherwise, each mad-
  ness is identical to the disadvantage of
  the same name. Some madnesses are
  equivalent to disadvantages that
  require self-control rolls. The subject
  always fails his self-control rolls
  against the magical madness.
  Mild: Delusion [-5], Flashbacks
  [-5], Phantom Voices [-5], Phobia [-5].
  Moderate: Bestial [-10], Confused,
  Delusion [-10], Flashbacks [-10],
  Paranoia [-10], Phantom Voices [-10].
  Severe:
  Berserk, Bestial [-15],
  Chronic Depression, Delusion [-15],
  Hallucinations (as the Hallucinating
  incapacitating condition, p. B429),
  Phantom Voices [-15].
  Extreme: Catatonia (as the Daze
  incapacitating condition (p. B428),
  but the subject cannot snap out of it
  until the spell ends), Flashbacks [-20].
  Duration: 1 minute.
  Cost: 2 for a Mild madness; 3 for
  Moderate; 4 for Severe; 6 for Extreme.
  Half that to maintain.
  Time to cast: 2 seconds.
  Prerequisite:
  Forgetfulness 
  or
  Drunkenness.
  136
  MIND CONTROL SPELLS
  
  Item
  (a) Any item. Always on; the item
  causes the effects of the Madness
  spell. When the item is created, the
  caster can specify whether its effects
  are gradual or immediate, and (if
  desired) a specific type of madness.
  Energy cost to create: 500. (b) Staff or
  wand. Usable only by mages. Energy
  cost to create: 1,000.
  Emotion Control
  Area; Resisted by Will
  Instills the subject(s) with any one
  emotion the caster chooses. There is no
  “game system” effect unless the GM
  feels it necessary, but subjects should
  roleplay it! Some sample emotions:
  love, hate, lust, anger, greed, jealousy,
  hunger, fear, sadness, joy, peace, unrest,
  depression, patriotism, boredom.
  Duration: 1 hour.
  Base cost: 2. Cannot be maintained;
  spell must be recast.
  Prerequisite: Loyalty or Mental
  Stun.
  Item
  (a) Any item. Always on; the wear-
  er is affected by the emotion instilled
  in the item when it was created.
  Energy cost to create: 300. (b) Staff or
  wand. Usable only by mages; the item
  must touch the subject. Energy cost to
  create: 1,000 for an item that can instill
  only one emotion, or 2,200 for one
  that instills any desired emotion.
  Mass Daze
  Area; Resisted by HT
  As Daze, but can be cast over an
  area.
  Duration: 1 minute.
  Base cost: 2 to cast. 1 to maintain.
  Minimum radius 2 yards.
  Time to cast: 1 second for each
  energy point spent.
  Prerequisites: Daze and IQ 13 or
  higher.
  Mindlessness (VH)
  Regular; Resisted by Will
  Reduces the subject’s IQ to 1 tem-
  porarily, reducing him to babbling
  idiocy. The subject cannot cast or
  maintain spells, use skills, talk, or
  other actions determined by the GM.
  The subject can walk, laugh, cry,
  drool, eat with his hands, react to heat
  and cold, etc. He has a very short
  attention span and notices only col-
  ors, pretty things, movement, and
  other things that a baby would be
  curious about. If the subject is a PC,
  the player should roleplay this state.
  Duration: 1 minute.
  Cost: 8 to cast. 4 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: 
  Magery 
  2 
  and
  Forgetfulness.
  Item
  Any 
  item. 
  The 
  item 
  casts
  Mindlessness on its wearer. Energy
  cost to create: 800.
  Compel Lie
  Regular; Resisted by Will
  The subject becomes unable to tell
  the truth: he cannot make any 
  statement he believes to be true, and
  in fact feels compelled to tell lies,
  although he may (if he realizes that he
  is under a spell) choose to remain
  silent.
  Compel Lie and Compel Truth
  resist each other. Aura may be required
  to find out which spell has won out!
  This is also a Communication and
  Empathy spell.
  Duration: 5 minutes.
  Cost: 4 to cast. 2 to maintain.
  Prerequisite: Emotion Control.
  Item
  Torc or heavy necklace; the wearer
  cannot tell the truth. Energy cost to
  create: 600.
  Lure
  Area; Resisted by Will
  Each being who steps within this
  spell’s area of effect feels compelled to
  approach the center of the affected
  region. The GM should roll the crea-
  ture’s resistance in secret and then tell
  the unlucky victim that he “feels curi-
  ous about the chest” or some such
  subtle hint. Once the victim has
  reached the center, he is immune to
  the spell until he leaves the affected
  area (if he returns, he will once again
  be “attacked” by the spell).
  Lure and Avoid are antagonistic
  spells and thus resist each other.
  Duration: 1 hour.
  Base cost: 1 to cast. Same cost to
  maintain.
  Time to cast: 10 seconds.
  Prerequisite: Emotion Control.
  Item
  An area may be made permanently
  attractive for 100 times normal energy
  cost.
  Mass Sleep
  Area; Resisted by HT
  As Sleep, but can be cast over an
  area.
  Base cost: 3. Minimum radius 2
  yards.
  Time to cast: 1 second for each
  energy point spent.
  Prerequisites: Sleep and IQ 13 or
  higher.
  MIND CONTROL SPELLS
  137
  
  Peaceful Sleep
  Regular; Special Resistance
  The subject gets an undisturbed
  night’s sleep. This spell cures insom-
  nia, allows sleep in noisy, disruptive
  environments, and protects against
  nightmares and the Nightmare spell.
  This period counts double in terms of
  HP and FP recovery. The caster can
  awaken the subject with a word.
  Otherwise, subject cannot be awak-
  ened, except by injury or with the
  Awaken spell.
  This spell works only on a willing
  subject; otherwise, resistance is 
  automatic.
  Duration: 8 hours.
  Cost: 4.
  Time to cast: 30 seconds.
  Prerequisites: Sleep and Silence.
  Item
  (a) Wand or staff that gives the
  power to cast this spell. Energy cost to
  create: 900. (b) Any item. If the wearer
  is willing to sleep, the item puts him to
  sleep as per the spell; he awakens in
  eight hours, or if the item is removed.
  Energy cost to create: 800.
  Sickness
  Regular; Resisted by HT
  Makes the subject feel sick and
  nauseated (dizzy, vomiting, etc.). He
  may run if necessary (at half his nor-
  mal Move) but may do nothing else
  except maintain existing spells and
  give very simple answers. When the
  spell wears off, the sickness vanishes
  instantly.
  This is also a Body Control spell.
  Duration: 1 minute.
  Cost: 3 to cast. 3 to maintain.
  Time to cast: 4 seconds.
  Prerequisite: Drunkenness or Pes-
  tilence.
  Item
  (a) Any item. Always on; the item
  causes effects of Sickness spell. Energy
  cost to create: 300. (b) Staff or wand.
  Usable only by mages; the item must
  touch the subject. Energy cost to create:
  1,500.
  Will Lock
  Area; Resisted by (ST+Will)/2
  Creates a circular zone that traps
  anyone inside at the moment of its
  creation. The barrier is purely mental,
  working on the wills of the people
  trapped. For this reason, the subjects
  must be aware they are being circled –
  if they are not, the Will Lock has no
  effect on them.
  Each being trapped inside has one
  chance to escape each day; roll a
  Regular Contest between the being’s
  (ST+Will)/2 and the Will Lock’s
  Endurance (p. 10). Each being that
  escapes weakens the Will Lock’s
  Endurance by 1. Upon reaching
  Endurance 0 or on a critical failure on
  its part, the Will Lock dissipates. A
  critical success by an escaping being
  does not break the Will Lock. The spell
  can also be broken if an outside party
  scuffs the circles away.
  The beings trapped can freely cast
  spells or throw missiles across the Will
  Lock’s boundary. An interesting
  method of escape is to be knocked
  unconscious and then thrown bodily
  outside the Will Lock!
  Duration: One day.
  Base cost: 3 to cast. Cannot be
  maintained; must be recast.
  Time to cast: As long as it takes the
  caster to circle the area three times
  widdershins (counter-clockwise).
  Prerequisite: Emotion Control.
  Oath
  Regular; Special Resistance
  Similar to Great Geas, but works
  on a willing subject only. Although the
  caster casts the spell, the subject must
  speak the oath.
  The 
  subject 
  may 
  knowingly
  attempt to break his oath (rolling vs.
  Will) no more than once per day. The
  spell resists the attempt; if the subject
  overcomes the resistance, he manages
  to break the oath just this once. A crit-
  ical success by the subject or a critical
  failure by the spell breaks the spell.
  The spell may otherwise be broken
  only by Remove Curse.
  Unknowing attempts, such as when
  the subject is tricked into breaking his
  oath, are not Resisted by the spell.
  Duration: Permanent.
  Cost: 4
  Time to cast: 1 minute.
  Prerequisites: Magery 1 and Emotion
  Control.
  Item
  Jewelry. Always on; only affects the
  wearer. Energy cost to create: 550.
  Permanent
  Forgetfulness (VH)
  Regular; Resisted by 
  Will or skill
  As Forgetfulness, but permanent.
  The subject also forgets he ever knew
  that thing or that he was enchanted.
  Another mage with this spell can
  restore forgotten things by recasting
  the spell and winning a Quick Contest
  of Spells with the original Permanent
  Forgetfulness spell.
  Duration: Permanent.
  Cost: 15.
  Time to cast: 1 hour.
  Prerequisites: Magery 2, Forget-
  fulness, and IQ 13 or higher.
  Item
  Any item. Same effect as for
  Forgetfulness item, but if it is worn for
  a full day, the thing is forgotten forev-
  er unless the spell is removed by
  Remove 
  Curse 
  or 
  an 
  opposed
  Permanent Forgetfulness spell. Energy
  cost to create: 1,000.
  Recall
  Regular
  As listed under Knowledge Spells,
  p. 106.
  Vigil (VH)
  Regular
  Skip a night’s sleep with no ill
  effects. Each successive night’s casting
  on the same subject is at a cumulative
  -3 to skill.
  Duration: 1 night.
  Cost: 8. Cannot be maintained, but
  may be recast.
  138
  MIND CONTROL SPELLS
  
  Prerequisites: Magery 2, Sleep, and
  Lend Energy. At the GM’s option,
  “holy” status may be sufficient.
  Item
  Headgear or jewelry. Usable only
  by a mage or (at the GM’s option) by
  “holy” beings. Energy cost to create:
  1,000. Rumors persist of an “always-
  on” version.
  Relieve Madness
  Regular; Resisted by Madness
  and Permanent Madness
  As listed under Healing Spells,
  p. 92.
  Charm
  Regular; Resisted by Will
  The subject becomes caster’s faith-
  ful slave until the spell expires, follow-
  ing any orders, no matter how danger-
  ous. There is no mental link – the cast-
  er must give his orders to the subject
  verbally or in writing. However, the
  subject will protect the caster without
  orders. In all other respects the subject
  will be mentally normal and alert. He
  will be unable to explain (and unwill-
  ing to discuss or even think about) his
  loyalty to the caster.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 1, Loyalty,
  and seven other Mind Control spells.
  Item
  (a) Any item. Always on; the wear-
  er becomes loyal to the original cre-
  ator of the item (when that person
  dies, the item loses its power). Energy
  cost to create: 1,000. Double this cost
  for an item that makes the wearer
  loyal to some specific third person. (b)
  Staff or wand. Usable only by mages;
  the item must touch the subject.
  Energy cost to create: 3,000.
  Ecstasy (VH)
  Regular; Resisted by Will
  The subject feels an incapacitating
  rush of pleasure; he can take no action
  for the duration, not even to move out
  of harm’s way! High/Low Pain
  Threshold is irrelevant.
  Repeated exposure can be danger-
  ous to the subject. If any character has
  been the subject of an Ecstasy spell
  three times within 10 days, he must
  make a Will+2 roll after the third time,
  and after each subsequent time until
  five days pass without exposure to the
  spell. If any of these rolls are failed,
  the subject gains an Addiction (see
  p. B122) to the spell, and will beg the
  caster (or anyone else who is known to
  have the spell) for more! Withdrawal
  from the Ecstasy spell follows the nor-
  mal rules for a psychological depend-
  ency (see Drug Withdrawal, p. B440).
  Duration: 10 seconds.
  Cost: 6 to cast. Cannot be main-
  tained.
  Time to cast: 3 seconds.
  Prerequisites: 
  Magery 
  2 
  and
  Emotion Control.
  Item
  (a) Staff or wand. Usable only by
  mages; the item must touch the sub-
  ject. Energy cost to create: 800. (b)
  Headgear. Always on. The wearer may
  not voluntarily remove the item, and
  addiction occurs within 15 minutes.
  Energy cost to create: 1,300.
  Enthrall
  Special; Resisted by Will
  The caster tells an enthralling tale.
  Anyone within earshot who knows the
  language and pays attention falls under
  the spell, resisting with Will. An hour of
  real time passes, but the victims notice
  only a minute slipping by. Anyone who
  resists will perceive the caster and his
  victims as paralyzed, although pro-
  longed examination will reveal they are
  moving, very slowly. Any subject that is
  attacked or shaken breaks free of the
  spell (in the latter case, the victim gets
  an extra resistance roll for every second
  that he’s disturbed).
  This spell may never be higher
  than the caster’s Public Speaking skill,
  or Performance if the story is mimed
  or acted out.
  Duration: 1 hour (real time).
  Cost: 3 to cast. 3 to maintain.
  Prerequisites: Forgetfulness, Daze,
  and Slow.
  Item
  Staff, comedian’s mask, or musical
  instrument. Energy cost to create: 500.
  Permanent Madness
  (VH)
  Regular; Resisted by Will-2
  As for Madness, but permanent.
  Duration: Permanent.
  Cost: 20.
  Time to cast: 10 minutes.
  Prerequisites: Magery 2, Madness,
  and IQ 13 or higher.
  Dream Sending
  Regular; Resisted by Will
  As listed under Communication
  and Empathy Spells, p. 45.
  Dream Projection
  Regular
  As listed under Communication
  and Empathy Spells, p. 46.
  False Memory
  Regular; Resisted by Will
  Insert a single, simple false memo-
  ry into a subject’s mind. This spell is
  often used to avoid paying bills, and is
  considered highly illegal in many
  areas.
  If the implanted memory conflicts
  with a real memory, the subject’s brain
  will usually fit the new one in anyway,
  leaving him slightly confused but con-
  vinced. In case of extreme direct con-
  flict – “You remember killing the
  duke” (when the subject saw the cast-
  er kill the duke!) – the subject should
  be allowed a bonus on his resistance
  roll; the example above would be a +5
  for a loyal subject, but probably only
  +1 for somebody who wanted to kill
  the duke.
  Duration: Variable (see below).
  When the spell ends, the subject gets a
  second resistance roll, at -1 for each
  day the spell lasted. If this roll is failed,
  the subject will believe the false mem-
  ory indefinitely, but is likely to remem-
  ber the truth at some unpredictable
  time, perhaps as a result of a shock.
  Cost: 3 for a duration of an hour, or
  8 for a whole day. Cost to maintain is
  3 per hour if cast for an hour, or 4 per
  day if cast for a day.
  Time to cast: 5 seconds.
  Prerequisites: Forgetfulness and six
  other Mind Control spells.
  MIND CONTROL SPELLS
  139
  
  Item
  Any item. Always on; the item
  causes the wearer to remember one
  false memory specified when the item
  is created. The wearer will forget the
  memory one hour after the item is
  removed. Energy cost to create: 500.
  Avoid
  Area
  Makes the subject area unattractive
  to all creatures except the caster. Gazes
  will be averted, and approaching char-
  acters will feel an intense unease, an
  urge to be somewhere else. The spell
  resists attempts to look at it or to
  approach it (roll caster’s skill vs.
  searcher’s Will). Victims won’t be aware
  of the repulsion if it can act in a subtle
  way (e.g., you just felt like sitting in
  front rather than in the middle . . .).
  This is a subtle spell, and GMs should
  roll in secret to see if it works. If it does,
  the victims should not be told “You
  can’t look in that closet,” but just “you
  see nothing.” The spell made them
  think they had checked the closet, or
  made each searcher think that another
  one had checked it . . . and so on.
  If a single caster uses both Hide
  and Avoid, the GM should not check
  for the results of the Hide spell unless
  a searcher penetrates the Avoid spell
  and looks in the caster’s direction.
  Duration: 1 hour.
  Base cost: 3 to cast. 3 to maintain.
  Time to cast: 1 minute.
  Prerequisites:
  Hide, Fear, and
  Forgetfulness.
  Item
  An area can be made permanently
  “avoided” at an energy cost of 100
  times normal.
  Nightmare
  Regular; Resisted by Will
  When cast on a sleeping subject,
  this spell causes a nightmare of the
  caster’s choice. Knowledge of the sub-
  ject’s fears and phobias gives a +2 to
  effective skill. The subject gets an IQ-4
  roll to realize the nightmare was
  caused by hostile magic. If the spell
  succeeds, the subject gets no rest from
  the night’s sleep, and instead loses 2
  FP. Dispel Magic will stop the night-
  mare while it is occurring, preventing
  FP loss. This spell is also countered by
  the Peaceful Sleep spell.
  If the spell is recast the next night,
  the effects are cumulative. If the sub-
  ject’s FP falls to zero due to this spell,
  he falls into a coma and will lose 1d
  HP each day until he dies, unless
  Dispel Magic is cast.
  Duration: 1 hour.
  Cost: 6.
  Time to cast: 1 minute.
  Prerequisites: Magery 2, Death
  Vision, Fear, and Sleep.
  Item
  (a) Wand or staff that gives the
  power to cast this spell. Energy cost to
  create: 800. (b) Any item. If the item is
  worn for more than eight hours a day,
  it causes a nightmare as per the spell,
  even if taken off at night! Energy cost
  to create: 500.
  Hallucination
  Regular; Resisted by Will
  The subject’s perceptions are
  addled. He is completely convinced
  that one thing that is not present is (or
  vice versa); he can see it, hear it, feel it,
  and so on. This is similar to an illusion
  in some ways, but it exists entirely in
  the mind of the subject.
  The hallucination must concern
  the presence or absence of a single
  “thing”: one person the subject knows
  or knew, one crowd of revelers, one
  pair of shackles on the subject’s wrists,
  one pride of lions . . . If it can be
  described as a single entity in English
  (without amazing gymnastics), then it
  should pass. The GM’s judgment is
  final, as usual.
  The hallucination does not require
  concentration: the subject supplies,
  unconsciously, all the “realism” neces-
  sary. By concentrating, the caster can
  “direct” the hallucination – put words
  in the mouth of the absent person,
  have the revelers head off in a certain
  direction or start singing a particular
  song, etc.
  Impossible or obviously false hallu-
  cinations (a long-dead uncle, for
  example) are Resisted at a bonus of up
  to +5.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Madness and Sug-
  gestion.
  Item
  (a) Any item. Always on; the item
  causes the effects of Hallucination
  spell. When the item is created, the
  caster must specify the nature of the
  hallucination. Energy cost to create:
  1,000. (b) Staff or wand. Usable only
  by mages. Energy cost to create: 1,200.
  Lesser Geas (VH)
  Regular; Resisted by Will
  Give a subject one command, which
  the subject must obey. This must be a
  command to do one specific thing. It
  must be reasonably possible, in the
  GM’s opinion. “Destroy every tree on
  this continent” is not a legal geas (at
  least in a low-tech world). Until the geas
  is fulfilled or removed (only Remove
  Curse will do this), the subject must
  make it his first priority.
  Duration: Permanent until fulfilled.
  Cost: 12.
  Time to cast: 30 seconds.
  Prerequisites: Magery 2 and at least
  10 Mind Control spells, including
  Command.
  Item
  Any item. Always on; the item
  places a Lesser Geas (specified at the
  time of its creation) on the wearer. The
  wearer may not voluntarily remove
  the item; if it is removed anyway, the
  geas will persist for a month unless
  removed by Remove Curse. Energy
  cost to create: 2,000.
  Suggestion
  Regular; Resisted by Will
  Instills a suggestion in the subject’s
  mind. It must be one simple idea; lan-
  guage is no barrier unless the subject’s
  language cannot encompass the idea.
  If the suggestion goes against the sub-
  ject’s personal safety, it is Resisted at
  +5; if it goes against his beliefs, con-
  victions or knowledge, it is Resisted at
  +3. The subject will try to accomplish
  the suggestion or otherwise act as if
  the idea was his own.
  Duration: 10 minutes.
  Cost: 4 to cast. 3 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Emotion Control and
  Forgetfulness.
  140
  MIND CONTROL SPELLS
  
  Item
  Any. Always on; the item causes
  wearer to have one idea, specified when
  the object was created. The suggestion
  dissipates an hour after the object is
  removed. Cost to create: 400 energy. (b)
  Wand, staff, or jewelry. Usable only by
  mages; the item must touch the subject.
  Cost to create: 500 energy.
  Mass Suggestion
  Area; Resisted by Will
  As Suggestion, but affects an area
  and all those within it with a single
  suggestion.
  Duration: 10 minutes.
  Base cost: 4 to cast. 2 to maintain
  (minimum radius is 2 yards).
  Time to cast: 1 second per energy
  point.
  Prerequisite: Suggestion.
  Item
  Musical instrument. The user must
  be skilled in it (use the lower of spell
  and musical skills). Energy cost to 
  create: 1,500 energy.
  Glib Tongue
  Regular; Resisted by Will
  The caster can mystically make
  anything he says be what the subject
  wants to hear. Whatever the caster
  says, even total gibberish, will find
  hearty agreement. However, the caster
  won’t have a clue what the target
  thinks he’s saying . . . GMs may give up
  to +3 on reaction rolls, depending on
  how cleverly the PC roleplays this.
  Duration: 5 minutes.
  Cost: 2 to cast. 1 to maintain.
  Prerequisite: Suggestion.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 650.
  Enslave (VH)
  Regular; Resisted by Will
  Like the Charm spell, but perma-
  nent. The subject will follow the cast-
  er’s orders until the spell ends or is
  removed. At any time the caster con-
  centrates, he can form a mental link
  with the subject to see through the
  subject’s eyes, hear through his ears,
  and give orders.
  Cost: 30.
  Prerequisites: Charm and Telepathy.
  Great Hallucination
  (VH)
  Regular; Resisted by Will
  Like Hallucination, but the subject’s
  entire environment can be falsified. He
  might see himself stranded on a cliff
  side, in a crowded city street, in the
  middle of a lake, etc. The only limits are
  the fiendishness of the caster’s imagina-
  tion and the judgment of the GM.
  For any significant changes to
  occur in the subject’s new surround-
  ings, concentration on the part of the
  caster 
  is 
  required, 
  as 
  per
  Hallucination. If the caster dramati-
  cally changes the subject’s percep-
  tions, the subject may be given a new
  resistance roll, at the GMs option.
  Example: the subject is “placed” on
  top of a giant pillar of stone over a lake
  of molten lava. By concentrating, the
  caster could cause the pillar to begin
  sinking or bucking beneath the sub-
  ject’s feet, or cause a flying monster to
  appear. If the caster suddenly decided
  that the lava turned into a green
  meadow, however, the subject would
  get a new Resistance roll.
  This spell can be used for positive
  effect; if the subject is required to walk
  a narrow log across a thousand-foot-
  deep chasm, he might find it easier if
  the log spans only a shallow
  streambed . . .
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 4 seconds.
  Prerequisites:
  Magery 
  2 
  and
  Hallucination.
  Item
  (a) Any item. Always on; only
  affects the wearer. When the item is
  created, the caster must specify the
  nature of the hallucination. Energy
  cost to create: 2,500. (b) Staff or wand.
  Usable only by mages. Energy cost to
  create: 900.
  Great Geas (VH)
  Regular; Resisted by Will
  Give a subject one continuing com-
  mand, such as “Never touch weapons”
  or “Slay all orcs.” A Great Geas does not
  have to be reasonably possible; it can
  occupy the subject for the rest of his life
  unless removed. Only Remove Curse
  will negate a geas. A critical failure on a
  Great Geas costs the caster an IQ point.
  Duration: Permanent.
  Cost: 30.
  Time to cast: 1 minute.
  Prerequisites: Magery 3 and at least
  15 Mind Control spells, including
  Lesser Geas.
  Item
  Any item. Always on; the item places
  a Great Geas (specified at time of its
  creation) on its wearer. The wearer may
  not voluntarily remove the item; if it is
  removed, the geas will persist for a year
  unless removed by Remove Curse.
  Energy cost to create: 4,000.
  MIND CONTROL SPELLS
  141
  
  Rudolph could think of better ways
  to leave a city. This was precarious,
  unstable, and worst of all undignified.
  An arrow sped by to the left.
  Fortunately, the city guard seemed too
  bemused by the means of their depar-
  ture to do much about stopping them.
  “Elsdon, are you sure this was the
  only way?” he asked.
  “Assuming that you wanted to
  come, yes,” the mage replied. “I could
  have flown off by myself; I still can, if
  you’d prefer.”
  “No, no, that’s fine,” Rudolph
  replied hastily. They sailed over the
  city walls, heading south.
  “Hey, Rudolph, would you mind
  pulling a sandwich out of my pocket?
  I’m going to need a snack if I’m going
  to be flying this thing over the river.”
  Rudolph inched over to the edge of
  the fabric and reached around to feel
  around the bottom of their makeshift
  magic carpet. Eventually, he found the
  lumpy mass of Elsdon’s pocket and
  managed to extract a slightly squashed
  sandwich from it. He sat back up and
  handed it to the mage sitting naked on
  the front edge of the flying robe.
  Elsdon took a big bite.
  “Mm-mm. Liver paste! That’ll
  put hair on your chest. Want
  some?”
  “No thanks,” said Rudolph.
  These 
  spells 
  physically
  manipulate the subject or
  affect his movement abilities.
  Unless stated other-
  wise, Movement spells
  have a built-in accel-
  eration of just under
  1 
  G; 
  Movement
  spells can change a
  subject’s speed by up
  to 10 yards per second.
  Movement spells under-
  lie 
  many 
  other 
  spells 
  and 
  enchantments, including the entire
  Gate college.
  Haste
  Regular
  Increases the subject’s Move and
  Dodge scores by up to 3.
  Duration: 1 minute.
  Cost: 2 to cast per point added to
  the subject’s Move and Dodge. Half
  that to maintain.
  Time to cast: 2 seconds.
  Item
  Shoes or jewelry. Only affects the
  wearer. Energy cost to create: 250 for
  every point added to Move score.
  Apportation
  Regular; Resisted by Will
  Move physical objects without
  touching them. This spell levitates its
  subject at Move 1 – not fast enough to
  do damage with it. Living subjects get
  to resist with Will.
  Duration: 1 minute.
  Cost: Varies with the weight of the
  object. Cost to maintain is the same.
  Weight
  Energy Cost
  less than 1 pound
  1
  up to 10 pounds
  2
  up to 50 pounds
  3
  up to 200 pounds
  4
  every additional 100 pounds
  +4
  Prerequisite: Magery 1.
  Item
  Staff or wand. Usable only by
  mages; the item must touch or point at
  the subject. Energy cost to create: 900.
  Glue
  Area
  Makes a surface extremely sticky,
  trapping anyone stepping onto the
  surface as if by a Rooted Feet spell
  (p. 36). If a victim successfully resists,
  he is free to act until he moves more
  than a yard from his original position,
  at which point he becomes stuck
  again if he is still in the Glue area.
  Duration: 10 minutes.
  Base cost: 3 to cast. Same cost to
  maintain.
  Prerequisite: Haste.
  Item
  (a) Wand, staff, or jewelry. Energy
  cost to create: 900 energy. (b) An area
  may be made permanently sticky for
  100 times the normal casting cost.
  Grease
  Area
  Makes a surface extremely slippery.
  Anyone stepping onto the surface
  must roll against DX-2 for every yard
  he moves within the affected area. If
  he fails the roll, he falls down. Another
  DX-2 roll is necessary to stand up (but
  not to sit or kneel). All close combat,
  142
  MOVEMENT SPELLS
  CHAPTER NINETEEN
  MOVEMENT
  SPELLS
  
  melee attacks, and active defenses are
  at -3; other physical skills, including
  missile and thrown weapon attacks,
  are at -2 for bad footing. This spell can
  also be cast on vertical surfaces to
  make climbing impossible. The GM
  will have to use his judgment with sur-
  faces of intermediate tilt.
  Unlike Ice Slick, whose effects are
  nearly identical, Grease cannot be seen
  by normal means. Also, crampon boots
  are ineffectual against a Greased sur-
  face. Grease and Glue resist each other.
  Duration: 10 minutes.
  Base cost: 3 to cast. Same cost to
  maintain.
  Prerequisite: Haste.
  Item
  (a) Wand, staff, or jewelry. Energy
  cost to create: 700. (b) An area may be
  made permanently slippery for 100
  times the normal casting cost.
  Hinder
  Regular; Resisted by HT
  As listed under Body Control Spells,
  p. 36.
  Deflect Missile
  Blocking
  Deflects one missile about to hit the
  subject – including any Missile spell.
  Counts as a parry for combat purpos-
  es. If the caster is not the subject,
  apply distance modifiers as for a
  Regular spell. Deflected attacks may
  still hit a target beyond the subject.
  This is also a Protection and
  Warning spell.
  Cost: 1.
  Prerequisite: Apportation.
  Hold Fast
  Blocking
  This spell negates knockback from
  any source.
  Cost: 1 for every yard of knockback
  nullified.
  Prerequisite: Apportation.
  Item
  Footwear or jewelry. The item must
  bear a picture of an ox or an oak tree.
  Always on. Energy cost to create: 300.
  Increase Burden
  Regular; Special Resistance
  Increases the weight of an object;
  the object’s wearer (if such is the case)
  resists using Will. Useful to slow down
  a charging knight or to keep things
  from being blown away by the wind.
  Duration: 10 minutes.
  Cost: 1 per 25 pounds original
  weight (or fraction) to double, twice
  that to triple it and twice again to
  quadruple it. Half that to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Apportation.
  Jump
  Regular
  Improves the subject’s ability to
  jump, increasing his Basic Move for
  jumping purposes only.
  Duration: 1 minute.
  Cost: 1 to 3 to cast. Cannot be
  maintained. The increase in the sub-
  ject’s Basic Move is equal to twice the
  energy put into the spell.
  Prerequisite: Apportation.
  Item
  Staff, jewelry, or footwear. The item
  must bear a picture of a grasshopper,
  rabbit, or deer. Energy cost to create:
  250 per point of Jumping bonus the
  item can give (maximum 6).
  Levitation
  Regular; Resisted by 
  ST or Will
  Subject must be a living being. The
  subject floats through the air, moving
  as the caster wills. Moving a levitating
  subject requires Concentration unless
  the caster is the subject. Leaving a sub-
  ject suspended in midair requires no
  concentration. Maximum Move for a
  levitated being is 3, horizontally or ver-
  tically. A caster who levitates uses DX-
  based skills normally; other subjects
  use them at -3.
  Duration: 1 minute.
  Cost: 1 per 80 pounds (minimum 2)
  to cast. Half (round up) to maintain.
  Time to cast: 2 seconds.
  Prerequisite: Apportation.
  Item
  (a) Staff, wand, or jewelry; only
  affects the wearer. Energy cost to 
  create: 800.
  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 (round up) to
  maintain.
  Time to cast: 3 seconds.
  Prerequisite: Apportation.
  Item
  A backpack that reduces the weight
  of equipment held in it. Energy cost to
  create: 300 for 25% reduction; 600 for
  50% reduction.
  Locksmith
  Regular
  Allows fine manipulation of small
  parts – e.g., the inside of a lock. Adds 5
  to the subject’s Lockpicking skill by
  letting him move tumblers, etc., with-
  out touching them, if he has normal
  tools available. Lets a wizard with no
  tools at all attempt to open a lock at
  his normal Lockpicking skill. Gives a
  similar bonus for Mechanic and other
  skills where a “third hand” is useful.
  Duration: 1 minute. (One minute
  allows one attempt at the average
  lock.) Once open, a lock stays open
  until closed.
  Cost: 2 to cast. 2 to maintain.
  Prerequisite: Apportation.
  Item
  A golden key, or a golden amulet in
  the shape of a key. Its intrinsic value
  must be at least $300. Energy cost to
  create: 1,000.
  Long March
  Regular; Resisted by ST
  Halves the subject’s long-distance
  travel rate (p. B351). It does not affect
  the combat Move rate or Basic Speed.
  Duration: 1 day.
  Cost: 3 to cast. Cannot be main-
  tained.
  Time to cast: 1 minute.
  Prerequisites: Magery 1 and either
  Clumsiness or Debility.
  MOVEMENT SPELLS
  143
  
  Item
  (a) Staff, wand, or jewelry. Usable
  only by mages. Energy cost to create:
  400. (b) Footwear. The item must bear
  a picture of a snail. Always on; only
  affects the wearer. Energy cost to 
  create: 300.
  Poltergeist
  Missile; Resisted by HT
  Hurls the subject at caster’s chosen
  target. The effect is as if a man with ST
  15 threw the subject (see Throwing,
  p. B355). When it strikes something, it
  does crushing damage. A DX-4 or
  Throwing skill roll is necessary to hit
  the target, who may dodge or block
  normally. Note that only the subject of
  the spell – not the target – can resist!
  1⁄2D 20, Max 60, Acc 1. Figure dis-
  tance to the target from either the
  caster or the thing being thrown,
  whichever starts out farther away.
  Cost: 1 point for an item up to 10
  pounds (1d damage); 2 points for
  something up to 25 pounds (1d+1
  damage).
  Prerequisite: Apportation.
  Item
  Staff or wand. Usable only by
  mages; the item must point at the sub-
  ject and then at the target. Energy cost
  to create: 1,000.
  Quick March
  Regular
  Doubles the subject’s long-distance
  travel speed. At the end of the day’s
  travel, the subject loses 10 FP and
  must sleep. This spell has no effect on
  Move in combat or on Basic Speed.
  Duration: 1 day’s march.
  Cost: 4. Cannot be maintained.
  Time to cast: 1 minute.
  Prerequisites: Magery 1 and Haste.
  Item
  Footwear or jewelry. Only affects
  the wearer. Energy cost to create: 400.
  Slow Fall
  Regular
  Slows the velocity of a falling sub-
  ject to 1 yard per second. No damage
  will be suffered upon landing on a
  normal surface (spikes, etc. would still
  do half damage). This spell can be cast
  before the subject becomes airborne.
  If the subject is already falling, he/it
  will fall another 10 feet (assuming
  standard gravity of 1G) in the second
  normally required to cast this spell.
  Duration: 1 minute.
  Cost: 1 per 50 pounds of weight.
  Half that to maintain.
  Prerequisite: Apportation.
  Item
  Clothing or jewelry. Energy cost to
  create: 1,000.
  Wallwalker
  Regular
  Walk on walls or ceilings as if they
  were level ground. The subject must
  keep at least one hand or foot in con-
  tact with the surface; otherwise, the
  spell is broken. Combat is at -2 for
  both the wallwalker and his foe
  because of weird angles.
  Duration: 1 minute.
  Cost: 1 per 50 pounds minimum of
  2 points. Half that to maintain.
  Prerequisite: Apportation.
  Item
  Jewelry or shoes. The item must
  bear a picture of a spider, fly, or lizard.
  Only affects the wearer. Cost to create:
  1,000 energy.
  Dancing Object
  Regular
  Animates a single object to do
  repetitive work. It can accomplish
  roughly the same sorts of tasks as a ST
  15 man: a bucket could carry water
  from a stream to a barrel, a broom
  could sweep a building over and over
  again, a crossbow could cock itself,
  etc. The object’s program cannot be
  changed or respond to events . . . it just
  does its work, mindlessly. The clever
  use of Link can make Dancing Objects
  effectively respond to situations, but
  this requires some careful thought.
  Duration: 1 hour.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: 
  Magery 
  2 
  and
  Apportation.
  Item
  This spell can be made permanent
  on any object. Cost to create: 400 
  energy, $500 magical ingredients. The
  object must be “walked through” its
  program once per day while the
  enchantment is going on.
  Distant Blow
  Regular
  Attacks a subject at a distance. The
  caster chooses a single melee weapon
  that, for the duration of the spell,
  gains infinite reach with regard to the
  subject only. The weapon must be one
  that delivers blows – brass knuckles
  are all right, but a garrote is not! As
  long as the subject is within the cast-
  er’s line of sight, the caster’s weapon
  can strike him. The subject defends
  normally (dodge, block, parry), as if
  an invisible double of the caster was
  engaging him.
  The caster’s own body (for punch-
  ing, biting, and kicking) counts as one
  weapon for purposes of this spell. If
  the subject gets inside the weapon’s
  real Reach, normal rules apply.
  The weapon does not actually
  stretch or leap from the caster’s hand;
  the force of the blow is transmitted
  magically. Apply standard ranged
  attack modifiers (p. B548) to the 
  caster’s attacks.
  Note that magical properties of the
  weapon (e.g., Flaming Weapon) or the
  caster (e.g., Melee spells) cannot be
  used through this spell!
  Duration: 5 seconds.
  Cost: 3. Same cost to maintain.
  Time to cast: 3 seconds.
  Prerequisites:
  Magery 
  2 
  and
  Apportation.
  Item
  Staff or other weapon. Energy cost
  to create: 1,000 per pound of the
  weapon’s weight (minimum 1 pound).
  Lockmaster
  Regular; Resisted by Magelock
  Opens locks magically. A Magelock
  spell gets a roll to resist Lockmaster.
  Any modifiers for the difficulty of the
  lock that would apply to Lockpicking
  skill also affect this spell.
  Duration: Once opened, a lock
  stays open until closed.
  Cost: 3. Cannot be maintained.
  Time to cast: 10 seconds.
  Prerequisites: Either Magery 2 and
  Apportation or Locksmith.
  144
  MOVEMENT SPELLS
  
  Item
  A platinum key, or a platinum
  amulet in the shape of a key. Its intrin-
  sic value must be at least $800. Energy
  cost to create: 2,000.
  Manipulate
  Regular
  Allows manipulation of items larger
  than allowed by the Locksmith spell.
  Ropes may be untied, doorknobs
  turned, knives sharpened, handmill
  cranks turned, etc. The caster need not
  touch the subject. Any activity complex
  enough to require a DX penalty gives
  the same penalty to this spell.
  Duration: 1 minute. (This allows
  untying the average knot.)
  Cost: 4 to cast and 3 to maintain for
  each 10 pounds manipulated.
  Time to cast: 3 seconds.
  Prerequisite: Locksmith.
  Item
  Wand, staff, or glove. Energy cost to
  create: 600.
  Slow
  Regular; Resisted by HT
  Slows down the subject a great
  deal; in effect, the subject has one
  level of Decreased Time Rate for the
  duration of the spell.
  Duration: 10 seconds.
  Cost: 5 to cast. 4 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 1, Haste, and
  Hinder.
  Item
  (a) Staff or wand. Usable only by
  mages. Energy cost to create: 1,000. (b)
  Footwear or jewelry. Always on.
  Energy cost to create: 500.
  Undo
  Regular; Special Resistance
  Unties knots and fastenings of any
  kind that could normally be undone
  by hand (but not locks). A critical suc-
  cess would even undo chain mail into
  its component links! Useful to surrep-
  titiously rob someone of earrings,
  necklaces, etc. Will unstring bows,
  unbutton shirts, unlace bodices,
  unbuckle belts . . .
  Cost: 3 for a single fastening, one
  more for each extra target within one
  yard; 6 will undo everything in a one-
  yard radius, but a person in that area
  resists with their Will.
  Heavier items may be undone at a
  proportional cost. For instance, if a
  mage is chained, he might want to
  Undo a link of the chain, bending it
  open. The GM rules that it would take
  ST 20 (twice normal strength) to open
  a link by hand. So the cost to Undo
  that link is twice normal, or 6.
  Prerequisite: Locksmith.
  Item
  (a) Wand, staff, or glove. Only affects
  the wearer; the item must touch the
  subject. Energy cost to create: 400. (b)
  Amulet granting immunity from the
  Undo spell. Energy cost to create: 40.
  Winged Knife
  Missile
  Magically throw any weapon. The
  weapon is the “subject” for distance
  purposes when determining whether
  the spell succeeds. 1⁄2D 20, Max 40,
  Acc 1. If it hits, it does the damage it
  would do if hurled by a man of ST 15.
  Basic thrusting damage for that ST is
  1d+1; basic swing damage is 2d+1.
  Cost: 1 per pound of weapon’s
  weight. Double cost for a weapon that
  is not normally thrown (such as a
  broadsword).
  Prerequisite: Poltergeist.
  Item
  Any weapon. At holder’s command,
  the weapon will leap from his hand, or
  from its scabbard, to fly at a target.
  This is considered an attack maneu-
  ver, carried out with DX equal to the
  item’s power. Energy cost to create: 300
  per pound of weapon’s weight – 
  minimum cost 300.
  Flight (VH)
  Regular
  Fly through the air under your own
  control, without wings, at Move 10.
  Flight speed is reduced normally by
  encumbrance. A flying character can
  move and fight normally, and has a
  combat advantage if above his foes
  (p. B402).
  Duration: 1 minute.
  Cost: 5 to cast. 3 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Magery 2 and Levi-
  tation.
  Item
  Staff, wand, or jewelry. Usable only
  by mages; only affects the wearer.
  Energy cost to create: 2,500.
  Light Tread
  Regular
  Walk on any surface (which must
  be able to bear his weight) without
  leaving any trace, making tracking
  impossible. If vegetation is present on
  the surface, some traces of the subject
  will remain, making tracking possible
  at a -8 penalty. This spell will also 
  prevent the subject from triggering
  pressure-plate traps and the like.
  Duration: 10 minutes.
  Cost: 4 to cast. 1 to maintain. If the
  caster also knows Hide Path, an extra
  point of energy to cast and maintain
  will ensure that even vegetation won’t
  bear any trace of the subject’s passage.
  Prerequisites:
  Apportation and
  Shape Earth.
  Item
  Footwear; the item must bear a
  picture of a doe. Only affects the 
  wearer. Energy cost to create: 400.
  Slide
  Regular; Resisted by Will
  Slide down a slope as if skiing. The
  subject uses the Skiing skill, at default
  if necessary; assess a -2 penalty for not
  having poles to guide oneself with.
  The spell works equally well on all
  types of surfaces (sand, grass, stone
  . . . ), but the subject still has to avoid
  any obstacles!
  Down a good slope, the subject can
  sustain a Move equal to the subject’s
  Skiing skill can be sustained relatively
  safely. Peak Move, in extremely good
  conditions, equals twice his Skiing skill.
  On level ground, the spell is a nui-
  sance; the subject is constantly affect-
  ed as if he has just entered a Greased
  area!
  Duration: 1 minute.
  Cost: 2. Same cost to maintain.
  Prerequisites: Apportation and
  Grease.
  Item
  Jewelry or footwear. The item must
  bear a picture of an otter. Only affects
  the wearer. Energy cost to create: 350.
  MOVEMENT SPELLS
  145
  
  Flying Carpet (VH)
  Regular
  Transforms a carpet (or any other
  object one could reasonably stand on
  or in – cauldron, chair, towel, broom,
  etc.) into a flying vehicle. It is under
  the command of the first person to
  step aboard it. If there are several
  beings already aboard when the spell is
  cast, roll a Quick Contest of Will to see
  who gets control; the caster (if aboard)
  gets a +5 bonus to this roll. If the pilot
  leaves the carpet, roll another quick
  contest of Will between the remaining
  passengers to see who gets control.
  The carpet’s maximum Move is
  equal to the caster’s effective skill, and
  it can handle 1 G turns without skill
  rolls being necessary (p. B466). Use
  the Piloting (Contragravity) skill
  (p. B214) to control the carpet.
  In general, a rider cannot fall from
  a flying carpet unless he jumps off
  deliberately or is knocked off by an
  obstacle (such as a tree branch) or
  attack; the carpet keeps its riders safe-
  ly on board through a combination of
  magic and deft maneuvering. A flying
  carpet does not bank sharply, fold, or
  bend; the spell specifically provides a
  stable, level platform (which makes
  flying through narrow gaps rather
  hard). Any rider engaged in strenuous
  activity such as fighting must make a
  DX roll every turn to avoid falling off
  (the GM may modify this roll depend-
  ing on the activity). In all other
  respects, treat anyone fighting from a
  flying carpet as being on the ground
  (ignore the special rules for flying
  combatants on p. B548). Characters
  aiming a missile weapon from a mov-
  ing carpet can only take the Acc
  bonus; aiming for extra turns gives no
  further bonus. Of course, someone
  fighting from a flying broom or chair
  would be subject to the usual penalties
  for being seated (p. B547)
  Generous GMs may stipulate that,
  after the caster cancels the spell, the
  conveyance remains airborne for 2d+2
  seconds, wobbling more with every
  passing moment. This sometimes
  allows a safe, if bumpy, landing.
  Duration: 10 minutes.
  Cost: 1 per square foot of surface.
  Each square foot will carry about 25
  pounds (or less, of made of flimsy
  material). Half that to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Either Magery 2 and
  Walk on Air or Flight.
  Item
  A carpet may be permanently
  enchanted for 200 times casting cost.
  Hawk Flight (VH)
  Regular
  A very fast Flight spell. The sub-
  ject has a Move of 40 (80 mph) with-
  out 
  encumbrance; 
  encumbrance
  reduces Move normally. The subject
  can move and fight normally, and has
  a combat advantage if above his foes
  (p. B402).
  Duration: 1 minute.
  Cost: 8 to cast. 4 to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Flight.
  Item
  Staff, wand, or jewelry. Usable only
  by mages; only affects the wearer.
  Energy cost to create: 3,000.
  Wizard Hand
  Regular
  As listed under Knowledge Spells,
  p. 104.
  Ethereal Body (VH)
  Regular
  The subject becomes ethereal and
  can move through solid objects and
  creatures as if they were not there.
  His clothes become ethereal, but not
  his equipment. He cannot wield
  weapons or move things about, and
  does not need to breathe, eat, or drink
  while ethereal. He has, in most
  respects, become a ghost. He can be
  seen, though he has a translucent
  appearance, and can be heard if he
  speaks.
  Physical attacks and most magic
  cannot affect someone who is ethere-
  al. However, any spell of the Colleges
  of Communication and Empathy or
  Mind Control has normal effect on an
  ethereal person, and is Resisted at -2!
  Likewise, Necromantic spells affecting
  the mind or soul will have normal
  effect and be Resisted at -2.
  Ethereal individuals can use
  magic, but at a -5 to skill; the ethereal
  plane appears to be a low-mana area.
  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: Magery 3 and either
  Body of Air or six Movement spells.
  Item
  (a) Staff, wand, jewelry, or cape;
  only affects the wearer. A severe draw-
  back is that, with the exception of the
  cape, the item falls through the caster
  as soon as the spell is cast! Energy cost
  to create: 3,000 (8,000 for the cape). (b)
  Gem that glows and vibrates when
  any ethereal being is within 50 yards.
  Cost to create: A gem worth $500, and
  100 energy.
  Great Haste (VH)
  Regular
  Speeds the subject up a lot. In
  effect, the subject has one level of
  Altered Time Rate (p. B38) for the
  duration of the spell.
  Duration: 10 seconds.
  Cost: 5. Cannot be maintained;
  must be recast. At the spell’s end, the
  subject also loses 5 FP (unless the cast-
  er was the subject).
  Time to cast: 3 seconds.
  Prerequisites: Magery 1, IQ 12 or
  higher, and Haste.
  Item
  Shoes or jewelry; only affects the
  wearer. Energy cost to create: 2,000.
  The item costs the wearer 5 FP for
  each 10 seconds of effect.
  Pull
  Regular
  When cast on a single point, this
  creates a zone of “attraction.” Objects
  (including living beings) are pulled to
  the center point at Move 1 by a force
  that increases as one gets closer to it.
  Living beings can “resist” with a Quick
  Contest of ST every second. The pull
  has a ST equal to twice the energy put
  into the spell at the center, reduced by
  1 for every yard of distance. The spell
  does not have any effect on objects
  heavier than 20 times its ST. Note that,
  to drag an ordinary human being
  (weight 150 pounds) along an ordi-
  nary floor, the spell would have to
  have a ST of at least 8.
  146
  MOVEMENT SPELLS
  
  This spell can only be cast on a
  point in space or on the ground, not on
  objects or creatures. A small pile of
  loose objects, dust, dead leaves, small
  insects, etc, usually forms at the center.
  Duration: 1 minute.
  Cost: 1 for every 2 ST of “pull.”
  Time to cast: 5 seconds.
  Prerequisites: Magery 2 and at least
  four Movement spells including
  Levitation.
  Item
  (a) Wand, staff, or jewelry. Usable
  only by mages. Energy cost to create:
  250. (b) An area may be made perma-
  nently attracting for 100 times casting
  cost.
  Repel
  Regular
  Like Pull, except that the force now
  repels objects instead of attracting
  them.
  Duration: 1 minute.
  Cost: 1 per 2 ST worth of “repul-
  sion” at the center point.
  Time to cast: 5 seconds.
  Prerequisites: Magery 2 and at least
  four Movement spells including
  Levitation.
  Item
  (a) Wand, staff, or jewelry. Usable
  only by mages. Energy cost to create:
  250. (b) An area may be made perma-
  nently repelling for 100 times casting
  cost.
  Swim
  Regular
  Move through water at normal
  Move (reduced normally for encum-
  brance). The subject is in full control
  of his own movement, and can act and
  fight without the normal penalties for
  underwater combat. This spell does
  not provide for the subject’s breathing
  needs! However, the subject automati-
  cally makes all Swimming rolls,
  regardless of fatigue or encumbrance,
  unless he is actually dragged totally
  under the water.
  This is also a Water spell.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Shape Water and
  Levitation.
  Item
  Staff, wand, jewelry, or cape. The
  item must bear a picture of a sleek
  fish. Only affects the wearer. Cost to
  create: 1,000 energy.
  Teleport (VH)
  Special
  Instantly moves the caster to
  another location. However, the farther
  away the target spot is, the more ener-
  gy is required, and the greater is the
  skill penalty, as follows:
  Normally, you may only teleport to
  a place you are looking at or one you
  are familiar with. Penalties: -2 for a
  place you have “seen” only through
  the mind or memories of another, or
  via television; -2 for a place you have
  not seen within a month (except, per-
  haps, your own home!); and -1 to -3
  for a place seen only briefly.
  This spell is dangerous, too. If you
  fail your roll by 1, you take 1d damage
  and arrive at your destination physi-
  cally stunned (HT roll to recover). If
  you miss your roll by more than 1, you
  suffer no physical injury – but you go
  somewhere else. The location is up to
  the GM! A critical failure with this
  spell can send the caster anywhere the
  GM likes – make it interesting! – and
  cause physical injury, as long as it
  doesn’t kill the caster outright.
  Even a successful teleport can be
  confusing. A wizard must roll vs. his
  Body Sense skill (p. B181) in order to
  act on the same turn in which he tele-
  ports. A failed roll means disorienta-
  tion – no actions except defense are
  possible on that turn. A critical failure
  means he falls down, physically
  stunned. A teleporter arrives in the
  same position he started in. He may
  be facing a different direction, but this
  makes it more likely that he will be 
  disoriented on arrival: -2 to change
  facing, -5 to go from vertical to 
  horizontal or vice versa!
  Anything carried on your person,
  up to “heavy” encumbrance, goes with
  you. You can also take one person with
  you by holding hands, if the added
  weight does not exceed your “heavy”
  encumbrance limit. On a failed roll,
  they suffer the same effects you do.
  This is also a Gate spell.
  Prerequisites: Either IQ 13 or better
  and at least one spell from 10 different
  colleges, or Hawk Flight.
  Item
  Staff or wand; usable only by
  mages. Energy cost to create: 3,000. An
  item that will only take the user to
  one, predetermined place costs 2,000
  to create; the caster must be very
  familiar with that place.
  Teleport Other (VH)
  Regular; Resisted by Will+1
  Same as Teleport, except that the
  caster does not move, and the subject
  can be anything or anyone. A part of
  an object may not be teleported 
  away; neither may a solid object be
  teleported into another solid object.
  Separating two connected objects car-
  ries a penalty set by the GM; taking
  the stopper from a jar might be at -1,
  while teleporting a locked door from
  its frame might be a -5. Jewelry or
  clothing being worn, or an object held
  tightly by another person, is at -5 to
  teleport away, and the holder may
  attempt a resistance roll.
  This is also a Gate spell.
  Cost: Costs and skill penalties are
  as for Teleport, with the following
  multipliers:
  Weight
  Multiplier
  less than 10 pounds
  ¥1/2
  10-49 pounds
  ¥1
  50-99 pounds
  ¥2
  100-200 pounds
  ¥3
  One additional multiple for 
  each 100 pounds thereafter.
  The consequences of a missed roll
  are similar, but inanimate objects are
  less likely to suffer physical damage. If
  a sapient subject resists the roll, the
  caster suffers no ill effects other than
  the expenditure of energy.
  Prerequisites: Magery 3 and Teleport.
  MOVEMENT SPELLS
  147
  Distance
  Cost
  Skill 
  Penalty
  Within 10 yards
  3
  0
  11-20 yards
  4
  -1
  20-100 yards
  5
  -2
  101-500 yards
  6
  -3
  501 yards to 
  1.99 miles
  7
  -4
  2 to 9.99 miles
  8
  -5
  10 to 99.99 miles
  9
  -6
  100 to 999.99 miles
  10
  -7
  ¥10 distance
  +1
  -1
  
  Item
  Staff or wand; usable only by
  mages. The user must point it first at
  the subject and then towards the
  desired destination; this takes a sec-
  ond and cannot be hurried. Energy
  cost to create: 3,000.
  Blink
  Blocking
  Avoid an attack by teleporting
  instantly out of its way and into an
  open spot nearby. A spot is not open if
  someone is standing in it; any lesser
  obstruction is “open” for the purpose
  of this spell.
  The caster may Blink to any unoc-
  cupied spot within 3 yards, in any direc-
  tion. The caster’s facing remains
  unchanged. The caster must roll against
  his Body Sense skill to act on his next
  turn (p. B181). If there are no open
  spots within 3 yards, the spell will fail.
  For combat purposes, the “blink”
  is treated as a dodge that succeeds
  automatically if the spell roll is made.
  A critical failure on this spell is
  treated like a Teleport critical failure,
  except that the caster rarely goes more
  than a mile.
  This is also a Gate spell.
  Cost: 2.
  Prerequisite: Teleport.
  Item
  Clothing or jewelry. Energy cost to
  create: 800.
  Blink Other (VH)
  Blocking
  As Blink, but usable on others.
  This is also a Gate spell.
  Cost: 2.
  Prerequisite: Blink.
  Item
  Wand, staff, or jewelry. Usable only
  by mages. Energy cost to create: 1,600.
  Beacon
  Area
  As listed under Gate Spells, p. 83.
  Trace Teleport
  Information; 
  Resisted by subject spell
  As listed under Gate Spells, p. 84.
  Rapid Journey (VH)
  Special
  As listed under Gate Spells, p. 82.
  Divert Teleport (VH)
  Blocking; Resisted by 
  subject spell
  As listed under Gate Spells, p. 84.
  Air Vortex
  Area; Resisted by HT
  As listed under Air Spells, p. 26.
  Freedom
  Regular
  Bestows a bonus on the subject’s use
  of skills or attributes to maintain or
  regain his freedom of movement.
  Typical cases include: Contests of DX or
  ST to avoid being grappled, to break
  free, or to evade; using Escape or
  Lockpicking; jumping or climbing
  restraining walls; bending bars apart or
  forcing 
  doors; 
  resisting 
  Glue,
  Levitation, or Paralysis spells, and so
  on.
  The spell does not help with
  Camouflage, Disguise, or Stealth;
  Mind Control spells; dodging missiles;
  using Lockpicking, Climbing, or
  Jumping to get inside some place, and
  so on. The GM’s judgment is final.
  This is also a Protection and
  Warning spell.
  Duration: 1 minute.
  Cost:
  2 per point of bonus 
  (maximum bonus +5). Same cost to
  maintain.
  Prerequisites: At least three spells
  from each of the Body Control,
  Movement, 
  and 
  Protection 
  and
  Warning colleges.
  Item
  Jewelry or clothing. Always on. The
  wearer becomes very hard to hold,
  keep in chains, or behind bars . . . A
  rare item! Energy cost to create: 500
  per point of bonus.
  Cloud-Walking
  Regular
  Walk on clouds (including fog
  banks) as though they were solid. If the
  subject falls for any reason (e.g., injury),
  the spell is broken! If the spell is recast 
  immediately, the subject will fall for
  only one second (about 5 yards); if he is
  still in the midst of the cloud, he’ll have
  to “dig” his way out, which will take
  about 5 seconds. If he is already
  through the cloud deck, too bad!
  This is also a Weather spell.
  Duration: 1 hour.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Walk on Air and Walk
  on Water.
  Item
  Staff, wand, jewelry, or shoes. The
  jewelry and shoes only affect their
  wearers. Energy cost to create: 500.
  Cloud-Vaulting (VH)
  Regular
  Travel great distances with a few
  movements. The subject flips into the
  sky and bounces to his destination
  using clouds like trampolines. Cloud-
  Vaulting can only be cast in open air.
  Each casting of this spell carries
  the subject up to 100 miles, plus 100
  miles per skill level above DX in
  Acrobatics. If there are no clouds at all
  in the sky (a frequent occurrence over
  deserts), the subject cannot go farther
  than 100 miles. Storms will likewise
  block the subject’s path. An Acrobatics
  roll is required every 100 miles, at a
  penalty equal to the subject’s encum-
  brance level. On a failure, the subject
  falls 3d¥3 yards (p. B431) and lands at
  a random location along the intended
  path – Slow Fall will save the subject
  from damage, but the Cloud-Vaulting
  spell is still broken.
  This is a dizzying spell; upon arriv-
  ing at his destination (or failing his
  Acrobatics roll), the subject will be
  physically stunned unless he can roll
  his Body Sense (p. B181) skill at -1 per
  100 miles covered.
  This is also a Weather spell.
  Duration: 1 second per 100 miles.
  Cost: 7 to cast. Cannot be main-
  tained.
  Prerequisites: Magery 2, Jump, and
  Walk on Air.
  Item
  (a) Footwear. The item must bear a
  cloud design. Energy cost to create:
  4,000. (b) Jewelry, wand, or staff.
  Usable only by mages. Energy cost to
  create: 3,000.
  148
  MOVEMENT SPELLS
  
  Severin chortled at his own genius
  as his zombies hauled casks out of the
  deep cavern where they were stored.
  Soon they’d see who was a true necro-
  mancer. A year ago, he’d raised a crop
  of zombies and promptly packed the
  bodies in casks filled with salt. By
  now, he should have three dozen
  mummified zombies – tough and
  leathery, not brittle or rotting. My min-
  ions will last decades, he thought. I’ll
  have an army in no time.
  He could wait no longer. Seizing a
  sword from his zombie bodyguard, he
  smashed open a cask. Salt spilled out
  across the floor, revealing . . . bones.
  The bones slowly rose to stand as
  Severin stared in horror. A skeleton?
  He smashed another cask, and anoth-
  er. A skeletal figure rose from each.
  Skeletons! Fragile, stupid, useless!
  How could this be? How could it not
  work?
  A skittering movement caught his
  eye in the salt. He bent and picked a
  small gray insect off the pile. As he
  peered at it, he trembled with rage. It
  was a corpse-tearer beetle from the
  Great Salt Flats, thousands of miles
  from its native soil. He knew only one
  man who would think of such a trick,
  and who had the wherewithal to 
  summon vermin across such distance.
  “Felix Magister,” he growled. “I will
  have your skull on my bedpost.”
  These spells deal with death, the
  dead, and spirits. They affect corpses
  and spirits of all races, unless other-
  wise noted in a racial description.
  Necromantic magic is nearly
  always forbidden, aside from the very
  basic spells that demon hunters and
  healers use. Necromancers therefore
  tend to live in secrecy.
  Death Vision
  Regular
  The subject sees a vivid apparition
  of his own death. This might be a vision
  of the future or a false vision from
  another 
  possible
  future – but it is
  always chilling.
  The subject is
  m e n t a l l y
  stunned until
  he can make
  his IQ roll to
  shake off the
  effects of the
  spell. 
  This
  spell can also
  be useful to
  the subject, by
  pointing out a
  possibly deadly
  hazard.
  Duration:
  1 second.
  Cost: 2.
  Time to cast: 3 seconds.
  Prerequisite: Magery 1.
  Item
  Staff or wand. Usable only by
  mages. The item must touch the 
  subject. Energy cost to create: 600.
  Final Rest
  Regular
  As listed under Healing Spells,
  p. 89.
  Sense Spirit
  Information; Area
  Find any ghosts, spirits, undead, or
  similar supernatural entities within
  the area of effect. On a good roll, it
  gives a general impression of what
  kind of being is present. The caster
  may, at the time of casting, limit the
  spell to a specific type of entity, or
  exclude a given type.
  Base cost: 1/2 (minimum 1).
  Prerequisites: Either Magery 1 and
  Sense Life or Death Vision.
  Item
  (a) Staff, wand, or jewelry. Energy
  cost to create: 100. (b) Gem that glows
  or vibrates when spirits are within its
  detection radius. Energy cost to create:
  100 for a 1-yard detection radius, 200
  for a 2-yard radius, and so on.
  NECROMANTIC SPELLS
  149
  CHAPTER TWENTY
  NECROMANTIC
  SPELLS
  
  Summon Spirit
  Information; 
  Resisted by spirit’s Will
  Talk to the spirit of a dead person.
  The subject resists at -5 if he was a
  friend of the caster. If the spell suc-
  ceeds, the subject will answer one
  question, to the best of his knowledge
  as of the time he died, and one more
  per minute he remains.
  If the spell fails, that caster (or cer-
  emonial group) may not summon that
  spirit again for one year. A critical fail-
  ure means the caster summoned a
  malign spirit, who lies deliberately.
  Modifiers: -5 if you don’t know the
  subject’s full name. -1 if it has been
  more than a week since the 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, and -6
  if more than 500 years.
  Duration: 1 minute.
  Cost: 20 to cast. 10 to maintain.
  Halve these costs if the spell is cast at
  the site of death or over the corpse of
  the person being contacted; quarter
  these costs if both conditions are met.
  Time to cast: 5 minutes.
  Prerequisites: Magery 2 and Death
  Vision.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. The item does not give the
  ability to cast the spell, but gives +2 to
  skill. Energy cost: 1,000.
  Animation (VH)
  Regular
  Summon a spirit (IQ 9) to animate
  an existing statue, painting, or other
  item. The object that is animated must
  depict or represent a human or ani-
  mal. Its abilities and attributes depend
  on its body. This is entirely up to the
  GM– for instance, a painting could
  talk, but not move around while a stat-
  ue might leave its base and move
  freely. Within its limitations, the ani-
  mated object will follow the caster’s
  verbal orders; it has no judgment and
  will carry out its orders precisely.
  Unlike a golem (p. 59), it cannot be
  instructed to follow another person’s
  orders.
  Duration: 1 minute.
  Cost: 3, multiplied by SM+1 for
  objects larger than human size. Half
  that to maintain. Double cost to 
  animate stone; triple to animate metal.
  Time to cast: 5 seconds.
  Prerequisite: Summon Spirit.
  Awaken Craft Spirit
  Regular
  As listed under Making and
  Breaking Spells, p. 115.
  Steal Energy
  Regular
  Take FP from the subject to restore
  your own lost fatigue. The subject must
  either be willing or totally helpless (e.g.,
  bound or unconscious). The caster
  must touch the subject. This works on
  living, sapient subjects only! The spell
  stops when the caster’s FP is fully
  restored, when the caster decides to
  stop, or when the subject’s FP reaches 0
  and the subject falls unconscious.
  Duration: Permanent.
  Cost: None to the caster! For every
  3 FP taken from the subject, the cast-
  er regains 1 FP.
  Time to cast: 1 minute for every 3
  FP drained from the subject.
  Prerequisite: Minor Healing.
  Item
  Staff, wand, or jewelry. The wearer
  and the item must both touch the 
  victim. Energy cost to create: 800.
  Steal Vitality
  Regular
  Take HP from the subject to heal
  your own injuries. The subject must
  either be willing or totally helpless; the
  caster must touch the subject. This
  works on living, sapient subjects only!
  The spell stops when the caster’s HP is
  fully restored, when the caster decides
  to stop, or when the subject’s HP
  reaches -1 (which automatically kills
  the subject).
  Duration: Permanent.
  Cost: None to the caster! For every
  3 HP taken from the subject, the cast-
  er regains 1 HP.
  Time to cast: 1 minute for every 3
  HP drained from the subject.
  Prerequisite: Steal Energy.
  Item
  (a) Staff, wand, or jewelry. The
  wearer and item must both touch the
  victim. Usable only by a mage. Energy
  cost to create: 1,500. (b) Any item. It
  lowers wearer’s HP by 1 to 5 while it is
  worn. The wearer regains lost HP
  when item is removed. Energy cost to
  create: 200 per lost HP.
  Materialize
  Special; Resisted by ST or IQ
  This spell is used by ghosts and
  other spirits who cannot ordinarily
  become visible to beings in the 
  physical world.
  The spell can also be used by a
  mage to force a spirit to materialize; in
  150
  NECROMANTIC SPELLS
  Skull-Spirits
  A skull-spirit is a ghostly, vaporous form, created from the life force
  that lingers around a sapient being’s skull. Skull-spirits obey the being
  who evoked them without question. They cannot be reasoned with, but
  can sometimes be confused.
  Skull-Spirit
  224 points
  Attribute Modifiers: ST-10 [-100]; DX+4 [80].
  Secondary Characteristic Modifiers: SM -5; HP +20 [40].
  Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t
  Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance
  (Diffuse) [100]; Toxic Attack 2 pts (Cannot parry, -5%; Irresistible
  Attack, +300%; Melee Attack, Reach C, -30%) [11]; Unaging [15].
  Features: Fixed ST.
  Skills: Innate Attack (E) DX+3 [8]-17.
  
  that case, the ghost resists with the
  better of its ST and IQ.
  Duration: 1 minute.
  Cost: 5 to cast. 5 to maintain.
  Prerequisite: Summon Spirit.
  Solidify
  Special; Resisted by ST or IQ
  This spell is used by insubstantial
  spirits to become tangible and affect
  objects and creatures in the substan-
  tial world. A tangible spirit is in all
  respects like a normal physical being.
  The spell can also be used by a
  mage to force a spirit to solidify; in
  that case, the ghost resists with the
  better of its ST and IQ.
  Duration: 1 minute.
  Cost: 50 to cast. 10 to maintain.
  Prerequisite: Materialize.
  Affect Spirits
  Regular
  When cast on a person or object,
  this spell allows the subject to interact
  with incorporeal spirits as if they were
  solid. A weapon with this spell on it
  can harm an insubstantial spirit.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 2 seconds.
  Prerequisite: Solidify.
  Item
  This spell cannot be enchanted into
  an item, but see Ghost Weapon (p. 65).
  Weaken Blood
  Regular; Resisted by HT
  As listed under Body Control Spells,
  p. 40.
  Skull-Spirit
  Regular
  Summons a ghostly assassin to do
  the caster’s bidding (see box, p. 150).
  Requires the skull of a sapient 
  creature, which is destroyed in the
  casting.
  Duration: The spirit lasts for 24
  hours unless destroyed first.
  Cost: 20.
  Prerequisites: Four other Necro-
  mantic spells.
  Item
  The skull of a sapient creature. Any
  user can invoke the skull-spirit by say-
  ing a password (chosen by the caster
  when the skull is enchanted). The skull
  then crumbles, and the spirit appears as
  above. Energy cost to create: 40.
  Turn Spirit
  Regular; Resisted by Will
  Causes a single subject in spirit
  form to retreat from the caster. The
  caster must be able to see the subject.
  The subject moves away from the cast-
  er at its current maximum Move until
  the spell ends or the caster loses sight
  of it. The subject cannot attack the
  caster in any way during this time; this
  includes the use of special powers and
  spells.
  If the spirit possesses a living enti-
  ty, Turn Spirit will not force the spirit
  out of its host. Instead, the spirit will
  flee using the host’s body.
  Duration: 10 seconds.
  Cost: 4 to cast. 2 to maintain. Every
  point of extra casting energy reduces
  the spirit’s resistance by 1.
  Prerequisites: Fear and Sense Spirit.
  Item
  Wand, staff, or jewelry. Usable only
  by mages. Energy cost to create: 350.
  Zombie
  Regular
  The subject of this spell must be a
  relatively complete dead body. The
  nature and condition of the corpse
  determines the nature of the undead
  creature produced. The animated
  corpse becomes an undead servant of
  the caster. Its attributes are based on
  those of the original body, as are its
  physical advantages and DX-based
  skills. It does not have the “soul,” men-
  tal traits, IQ-based skills, or memories
  of the living person. The GM will deter-
  mine its exact abilities, as appropriate
  to the campaign.
  Duration: The zombie remains ani-
  mated until destroyed.
  Cost: 8.
  Time to cast: 1 minute.
  Prerequisites: Summon Spirit and
  Lend Vitality.
  NECROMANTIC SPELLS
  151
  
  Control Zombie
  Regular; Resisted by Zombie
  spell
  Take control of an undead creature
  raised with the Zombie spell by some
  other wizard. If the caster wins a
  Quick Contest of Spells with the origi-
  nal Zombie spell, the undead in ques-
  tion will obey the caster as if he had
  raised it. The Zombie spell resists at
  +2 if the original caster is within 100
  yards, and at -2 if he is dead.
  Duration: Permanent.
  Cost: 3.
  Prerequisite: Zombie.
  Item
  Staff, wand, or jewelry. Usable only
  by a mage. It does not give the ability
  to cast the spell, but gives +2 skill to
  one who knows the spell. Energy cost
  to create: 500.
  Turn Zombie
  Area
  Inflicts 1d of injury on anything in
  the area that was animated using the
  Zombie spell; DR does not protect. In
  addition, roll 1d for each zombie. On a
  1, it turns and flees from the caster.
  Duration: 
  Successfully 
  turned
  undead will avoid the caster for one
  day.
  Base cost: 2. Cannot be maintained;
  must be recast.
  Time to cast: 4 seconds.
  Prerequisite: Zombie, or “holy 
  status” (GM’s discretion).
  152
  NECROMANTIC SPELLS
  Mummy
  -107 points
  Attribute Modifiers: ST+1 [10].
  Secondary Characteristic Modifiers: HP+4 [8].
  Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink
  [10]; Doesn’t Sleep [20]; High Pain Threshold [10];
  Immunity to Metabolic Hazards [30]; Immunity (All
  mind control) [30]; Indomitable [15]; Injury
  Tolerance (No Blood, No Brains, No Vitals, Unliving)
  [35]; Single-Minded [5]; Temperature Tolerance 10
  [10]; Unaging [15]; Unfazeable [15].
  Disadvantages: Appearance (Monstrous; Universal,
  +25%) [-25]; Automaton [-85]; Cannot Learn [-30];
  Dependency (Mana; common, constantly) [-50];
  Disturbing Voice [-10]; Fragile (Combustible) [-5];
  Fragile (Unnatural) [-50]; Reprogrammable [-10];
  Social Stigma (Dead) [-20]; Unhealing (Total) [-30];
  Wealth (Dead Broke) [-25].
  Features: Affected by Control Zombie, Pentagram, and
  Turn Zombie; No mental skills; Sterile.
  Skeleton
  -162 points
  Attribute Modifiers: ST-1 [-10]; DX+2 [40]; IQ-2 [-40].
  Secondary Characteristic Modifiers: Basic Speed+1
  [20].
  Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink
  [10]; Doesn’t Sleep [20]; DR 2 [10]; High Pain
  Threshold [10]; Immunity to Metabolic Hazards
  [30]; Immunity (All mind control) [30]; Indomitable
  [15]; Injury Tolerance (No Blood, No Brain, No Eyes,
  No Vitals, Unliving) [40]; Single-Minded [5];
  Temperature Tolerance 10 [10]; Unaging [15];
  Unfazeable [15]; Vacuum Support [5].
  Disadvantages: Appearance (Monstrous; Universal,
  +25%) [-25]; Automaton [-85]; Cannot Learn [-30];
  Dependency (Mana; common, constantly) [-50];
  Fragile (Brittle) [-15]; Fragile (Unnatural) [-50];
  Mute [-25]; No Sense of Smell/Taste [-5];
  Reprogrammable [-10]; Skinny [-5]; Social Stigma
  (Dead) [-20]; Unhealing (Total) [-30]; Vulnerability
  (Crushing Attacks; ¥2) [-30]; Wealth (Dead Broke)
  [-25].
  Quirks: Cannot Float; Sexless. [-2]
  Features: Affected by Control Zombie, Pentagram, and
  Turn Zombie; No mental skills; Skull has only 2 total
  DR.
  Zombie
  -168 points
  Attribute Modifiers: ST+1 [10]; IQ-2 [-40].
  Secondary Characteristic Modifiers: HP+4 [8].
  Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink
  [10]; Doesn’t Sleep [20]; High Pain Threshold [10];
  Immunity to Metabolic Hazards [30]; Immunity (All
  mind control) [30]; Indomitable [15]; Injury
  Tolerance (No Blood, Unliving) [25]; Single-Minded
  [5]; Temperature Tolerance 10 [10]; Unaging [15];
  Unfazeable [15].
  Disadvantages: Appearance (Monstrous; Universal,
  +25%) [-25]; Automaton [-85]; Bad Smell [-10];
  Cannot Learn [-30]; Dependency (Mana; common,
  constantly) [-50]; Disturbing Voice [-10]; Fragile
  (Unnatural) [-50]; No Sense of Smell/Taste [-5];
  Reprogrammable [-10]; Social Stigma (Dead) [-20];
  Unhealing (Total) [-30]; Wealth (Dead Broke) [-25].
  Quirks: Sexless. [-1]
  Features: Affected by Control Zombie, Pentagram, and
  Turn Zombie; No mental skills; Will become a
  Skeleton.
  Undead Templates
  The following templates demonstrate three possible types of undead created with the Zombie spell. A normal dead
  body produces a zombie; a corpse rotted away to bones produces a skeleton (indeed, zombies rot away to skeletons
  over time); and a desiccated cadaver, or a properly embalmed body, becomes a mummy.
  
  Item
  Staff, wand, or jewelry. At the GM’s
  option, this item may work only for a
  person with Blessed or Power
  Investiture. Energy cost to create: 600.
  Zombie Summoning
  Special
  Calls the nearest zombie to the
  caster (for the purposes of this spell, a
  zombie is any undead creature creat-
  ed with the Zombie spell). Range is
  irrelevant. Upon a successful casting,
  the caster knows the location of the
  closest zombie (any known zombies
  may be excluded if the caster men-
  tions them before casting) and how
  long it will take to reach him. The
  zombie moves toward the caster as
  fast as it can, until it can see him or
  the spell ends. If it can reach the cast-
  er, it stays nearby, without attacking
  or obeying, until the spell ends. The
  spell is broken by any attack on the
  zombie, and if the zombie fails to
  reach the caster before the spell dura-
  tion ends, it will simply turn and go
  about its business, or wander off if it
  had none.
  Zombies will not answer the sum-
  mons if it conflicts with their master’s
  orders (so you cannot Summon zom-
  bies away from whatever they were
  guarding, for instance).
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain. To
  call many zombies, double the cost. All
  zombies within a 10-mile radius
  (more for a very successful casting)
  will be summoned.
  Time to cast: 4 seconds.
  Prerequisite: Zombie.
  Mass Zombie (VH)
  Area
  Similar to Zombie, but reanimates
  all relatively complete dead bodies in
  the area of effect. As with Zombie, dif-
  ferent sorts of corporeal undead are
  made from different qualities of bod-
  ies; a mix of undead types may result
  from a single Mass Zombie. A corpse
  must be lying in its tomb or at its place
  of death to be affected by this spell;
  otherwise, it won’t be affected.
  Corpses in graves up to 4 yards deep
  will claw their way up to the surface to
  join their new master.
  Undead created by this spell
  become the loyal servants of the cast-
  er. However, they can only be com-
  manded as a group; individual mem-
  bers of the horde cannot be given sep-
  arate tasks. If this spell is cast ceremo-
  nially, the leader of the circle is the
  master. The zombies regard the other
  members of the circle as his lieu-
  tenants; their orders are obeyed, but
  the master’s orders take precedence.
  Optionally, the mages involved in the
  casting may divide the horde equally,
  each mage becoming master to his
  own segment.
  In most likely casting locations,
  this spell will raise (R¥R)/2 undead
  (round down), where R is the radius of
  the spell. It might yield fewer undead
  in an upper-class cemetery where the
  dead have lots of elbowroom in their
  crypts, or more at a mass grave.
  Undead created with this spell are
  identical to those created with the
  Zombie spell. They use the same tem-
  plates and are affected the same way
  by magic.
  Duration: Permanent.
  Base cost: 7. Minimum radius 2
  yards.
  Time to cast: A number of minutes
  equal to the radius.
  Prerequisites:
  Zombie 
  and
  Charisma 2 or better.
  Astral Vision (VH)
  Regular
  As listed under Knowledge Spells,
  p. 105.
  Slow Healing
  Regular; Resisted by HT
  Makes the subject less likely to heal
  or be healed. The spell subtracts from
  any natural recovery roll (p. B424) or
  healing skill (First Aid, Physician,
  Surgery, etc.), including Healing spells.
  Illness, FP recovery and HT-based
  resistance rolls are not affected. Only
  Remove Curse can break this spell.
  Duration: 1 day.
  Cost: 1 to 5 to cast. Same cost to
  maintain. The same amount is sub-
  tracted from any healing roll.
  Time to cast: 30 seconds.
  Prerequisites: Magery 1, Frailty, and
  Steal Vitality.
  Item
  (a) Staff, wand, or jewelry. Usable
  only by mages. Energy cost to create:
  175. (b) Any weapon. The wounds it
  inflicts are very difficult to heal; the
  penalty applies until the wound is
  completely healed or the curse is
  removed. When attempting healing,
  one must specify whether or not the
  weapon’s wounds are included; if they
  are, the penalty applies. Energy cost to
  create: 100 per point of penalty. Double
  cost if subject is a missile weapon
  (e.g., a bow). Divide cost by 10 if sub-
  ject is a missile (e.g., an arrow). If the
  weapon falls in more than one class,
  use the higher cost.
  Stop Healing
  Regular; Resists Healing
  As Slow Healing, except that this
  spell resists the natural recovery
  process and healing skills and spells.
  Every healing attempt on the subject
  must be made as a Quick Contest
  between the healer’s skill and the Stop
  Healing spell’s Endurance (p. 10).
  Every failure by the spell to stop a
  healing 
  attempt 
  weakens 
  its
  Endurance by one; upon reaching
  Endurance 0, the spell dissipates. A
  critical failure by the Stop Healing or
  a critical success by the Resisted spell,
  skill, or process also breaks the
  enchantment. Otherwise, Remove
  Curse is required to undo the spell.
  Duration: Until dissipation of the
  spell.
  Cost: 10.
  Time to cast: 10 seconds.
  Prerequisite: Slow Healing.
  Item
  Staff, jewelry, or wand. Usable only
  by mages. Energy cost to create: 500.
  Command Spirit (type)
  Regular; Resisted 
  by spirit’s Will
  Like Charm (p. 139), but only
  affects spirits. Each class of spirits
  (banshees, spectres, manitous, etc.)
  requires its own spell. No version
  exists for demons or elementals; use
  Summon 
  Demon 
  or 
  Control
  Elemental as appropriate. Unlike the
  subject of a Charm spell, the spirit may
  try to pervert the caster’s orders, like a
  demon (see Summon Demon, p. 155).
  NECROMANTIC SPELLS
  153
  
  Duration: 1 minute.
  Cost: 1 point per 10 character
  points used to build the spirit. Half
  that (round up) to maintain. (If the
  GM does not have a character sheet
  for the spirit, 5 energy is a good base-
  line for minor spirits, or 10 energy for
  a more formidable being.)
  Time to cast: 2 seconds.
  Prerequisites: Summon Spirit, Turn
  Spirit.
  Strike Barren
  Regular; Resisted by HT
  As listed under Body Control Spells,
  p. 41.
  Age (VH)
  Regular; Resisted by HT
  Makes the subject older! The sub-
  ject ages one year for every 10 points
  of energy put into the spell.
  Duration: Permanent.
  Cost: 10 to 50 points.
  Time to cast: 1 minute.
  Prerequisite: Either Youth or six
  other Necromantic spells.
  Item
  (a) Any item. Always on. If worn
  (not just touched), it will age the wear-
  er by one year for every day it is worn
  (so two hours’ wearing would age you
  by a month). Energy cost to create: 500.
  (b) Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 2,000.
  Pestilence
  Regular
  Infects the subject with a loath-
  some plague of the caster’s selection
  (though the GM may veto an inappro-
  priate selection). The disease takes its
  normal course; infection will not 
  normally be apparent for some time.
  Duration: Permanent until cured.
  Cost: 6.
  Time to cast: 30 seconds.
  Prerequisite:
  Magery 
  1, 
  Steal
  Vitality, and Decay.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the sub-
  ject. The item’s creator sets the plague
  transmitted upon creation. Energy
  cost to create: 1,000.
  Evisceration (VH)
  Melee; Resisted by HT or IQ
  Reach with one hand into a sub-
  ject’s body and withdraw a vital organ,
  leaving an open cavity.
  Extracting the brain instantly kills
  the body, but the brain itself may sur-
  vive for a few minutes! Roll vs. HT each
  second; on a success, the brain remains
  alive and conscious but loses 1 FP; on a
  failure, it dies. While it survives, it can
  cast any spells it knows well enough to
  cast without ritual. Remember that the
  brain has no senses of its own and is
  therefore casting blindly.
  Extracting the heart demands a
  HT-6 roll each turn from the victim;
  on a failure he falls unconscious and
  dies five seconds later.
  Extracting other organs requires a
  HT roll at a penalty from 0 to -5 to
  remain conscious. Most extractions
  kill within a minute; however, some
  organ losses can be survived – a lung,
  a kidney, etc. In this case, the victim
  will still bleed seriously. Restoration is
  required to replace a lost organ.
  An extracted organ dies within a
  minute.
  Cost: 10.
  Time to cast: 5 seconds.
  Prerequisites: Magery 3, Appor-
  tation, and Steal Vitality.
  Animate Shadow
  Regular; Resisted by HT
  Summons a spirit that animates the
  subject’s shadow and attacks him. The
  shadow has IQ 9, HT 10, DX equal to
  the caster’s effective skill, and ST and
  Move equal to the subject’s ST and
  Move. The shadow wields whatever
  weapon the subject had in hand at
  casting time (even if he drops it later
  on!), inflicting basic damage only
  (ignore cutting and impaling bonuses)
  as fatigue. Armor does not protect, but
  the shadow’s attacks may be parried or
  blocked if the weapon or shield used to
  defend is one that the subject had
  when the spell was cast. When the sub-
  ject’s FP reaches zero, he falls uncon-
  scious and the spell is broken. An ani-
  mated shadow may be attacked as per
  a Body of Shadow subject (see p. 114);
  if its HP reaches zero, it is “killed” and
  the subject regains his normal shadow.
  Duration: 5 seconds.
  Cost: 4. Same cost to maintain.
  Time to cast: 2 seconds.
  Prerequisites:
  Skull-Spirit 
  and
  Shape Darkness.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 450.
  Rotting Death (VH)
  Melee; Resisted by HT
  The victim, who must be touched
  by the caster, rots from within. Every
  turn, he must roll against HT; on a fail-
  ure, he takes 1d-1 damage; 6 points on
  a critical failure. A successful roll
  means he takes no damage that turn; a
  critical success breaks the spell. DR
  does not protect!
  For the duration of the spell, the
  subject feels crippling discomfort,
  equivalent to the effects of a Sickness
  spell (see p. 138).
  The victim appears to be undergo-
  ing a devastatingly rapid gangrene.
  Hit location should be rolled each
  time the spell inflicts damage; once
  crippled, a limb is considered to have
  rotted off! Once the victim is dead, its
  body quickly deliquesces, until only a
  puddle of evil-smelling goo is left.
  Undead are not affected. The caster
  must concentrate while maintaining
  this spell, but need not remain in
  physical contact.
  Duration: 1 second.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Magery 2, Sickness,
  and Pestilence.
  Item
  Staff, wand, or jewelry. Usable only
  by mages; the item must touch the
  subject. Energy cost to create: 700.
  Soul Jar (VH)
  Regular
  Traps the subject’s soul in some
  object (which must be present). If the
  subject is not the caster, then he must
  be present, and either willing or
  unconscious.
  If your soul is in a “jar,” you are
  unaffected until either your body dies,
  or the jar is destroyed. The death of
  your body does not kill you. Your con-
  sciousness shifts to the “jar,” where
  you are able to see, hear, and even cast
  any spell that you know at skill 20 or
  above (i.e., castable without speech or
  gesturing). You may communicate at
  154
  NECROMANTIC SPELLS
  
  a distance via telepathy-type spells, if
  you know any – or by direct mental
  contact, without a spell, with anyone
  who handles the jar. Your FP remain
  the same as when you had a body. You
  may not spend HP, but you may use
  any Powerstone currently in contact
  with your jar.
  If a new body comes near the jar,
  you may try to take it by a Possession,
  Permanent Possession, or Exchange
  Bodies spell if you know such a spell.
  In that case, the soul of that body goes
  into the jar. But if your soul is in a jar,
  anything that destroys the jar will kill
  you permanently – beyond hope of
  resurrection – even if your body is
  unharmed.
  The spell may be cast again to
  switch the soul to a different “jar.”
  Duration: Permanent.
  Cost: 8.
  Time to cast: 1 minute.
  Prerequisite: Magery 1 and six
  Necromantic spells, including Steal
  Vitality.
  Summon Demon
  Special
  This version of Planar Summons
  (p. 82) raises demons; see that spell
  description for details. If the caster
  fails to control the demon, it always
  attacks him! If it cannot reach the
  caster (if, for example, the caster is
  protected by a Pentagram), the demon
  will vanish (if trapped) or escape to
  wreak havoc in the outside world.
  If he manages to control the
  demon and give it a command, the
  demon will carry out the letter of its
  orders, doing its best to pervert their
  spirit to the caster’s disfavor. It will
  also work incidental mischief, unless
  specifically instructed not to.
  At the GM’s discretion, a caster
  may summon a flock of minor
  demons whose values add up to 200
  character points or less (a caster sum-
  moning minor demons may never
  spend more than 20 energy on this
  spell). In this case, the caster controls
  the entire flock at once, contesting the
  highest Will in the flock. A flock of
  minor demons is not restrained to a
  single task; they always stay for the
  entire duration of the spell.
  Duration: Until the demon’s task is
  done, or one hour, whichever is less.
  Cost: 1 point per 10 character
  points used to build the demon.
  Minimum energy cost is 20
  (although this will not always
  summon a 200-point being).
  Those tempted to summon pow-
  erful demons should bear in
  mind that such demons tend to
  have high Will, with all that
  implies for control . . .
  Time to cast: 5 minutes.
  Prerequisites: Magery 1 and at
  least one spell from each of 10
  different colleges.
  Item
  Certain artifacts are known to
  make summoning (or summon-
  ing a particular demon) easier.
  Those who deal with demons
  prize such items, but (fortunate-
  ly!) the technique for making
  them is not commonly known.
  NECROMANTIC SPELLS
  155
  Demon
  This type of demon most commonly appears on the mortal plane, a
  hulking brute with bat-like wings and razor-sharp claws and teeth.
  Demons are not especially smart, but they are strong, tough, and vicious.
  Their malicious sense of humor is legendary, and they leave a swath of
  destruction behind them no matter what task they are set to.
  Demons vary widely; these stats are merely a convenient average.
  Demon
  200 points
  Attribute Modifiers: ST+7 [70]; DX+2 [40]; HT+4 [40].
  Secondary Characteristic Modifiers: HP+8 [16].
  Advantages: Claws (Sharp Claws) [5]; DR 5 [25]; Flight (Winged, -25%; +5
  yards per second) [40]; Immune to Metabolic Hazards [30]; Immunity
  to Mind-Affecting Magic [30]; Magery 0 [5]; Night Vision 5 [5]; Striking
  ST+2 [10]; Teeth (Sharp Teeth) [1].
  Disadvantages: Appearance (Monstrous) [-20]; Bloodlust (12) [-10]; Bully
  (12) [-10]; Callous [-5]; Cannot Harm Innocents (Prevents direct harm
  of truly good or holy folks only, -50%) [-5]; Fragile (Unnatural) [-50];
  Sadism (12) [-15]; Selfish
  (12) [-5]; Social Stigma
  (Monster) [-15].
  Features: Affected by True
  Faith and Pentagram.
  Skills: Acting (A) IQ-1 [1]-9;
  Brawling (E) DX+2 [4]-
  14; Broadsword (A) DX
  [2]-12; 
  Fast-Talk 
  (E)
  IQ+2 [4]-12; Hidden Lore
  (Demon Lore) (A) IQ-1
  [1]-9; Intimidation (E)
  IQ+2 [4]-12; Stealth (A)
  DX [2]-12.
  
  Banish
  Special; Resisted by Will
  Sends an extradimensional visitor
  (e.g., a demon) back to its plane of ori-
  gin. It can only be cast by a caster in
  his home dimension. In an alien
  plane, you could not “banish” yourself
  back home, but a native of that plane
  could banish you. This spell will not
  work on a creature that is already in
  its home dimension.
  Resolve the Banish attempt as a
  Quick Contest: the caster’s Banish skill
  vs. the subject’s Will. If the caster wins,
  the subject immediately returns to its
  home plane. It cannot return for one
  month. Anything that it brought with
  it when it appeared (e.g., weapons)
  will vanish with it. Other things it may
  be carrying (e.g., screaming victims)
  stay behind.
  Note that certain powerful crea-
  tures are resistant or even immune to
  this spell.
  Modifiers: +4 if the caster knows
  the entity’s “true name”; -5 if the cast-
  er does not know the subject’s plane of
  origin . . . and an extra -1 if he believes
  he knows where the creature came
  from, but is wrong!
  156
  NECROMANTIC SPELLS
  Some would-be mages become frustrated at the time
  it takes to master advanced spells, or at the limits
  imposed on them by their own Magery (or lack thereof).
  For those wizards who cannot come to terms with their
  limitations, there is another, darker option. The aid of
  demons is ready for the asking.
  Casting a spell with demonic aid begins by summon-
  ing a demon. In most settings, it takes a relatively
  advanced mage to summon a demon; in some worlds,
  however, Summon Demon may not require Magery, or
  even prerequisites! If demons want to be summoned,
  they may have easy ways of contacting them.
  Once summoned, the caster must negotiate a con-
  tract with his chosen demonic patron, and sign it with
  his own blood (wise wizards usually prepare a contract
  ahead of time, or take one from a book; the contracts
  that demons draft are murder).
  After the contract is signed, the contracting wizard
  may draw on demonic assistance to cast spells at any
  time without summoning the demon again. Spells cast
  with demonic aid receive energy and support from dark,
  extradimensional forces; the caster may reduce the cost
  of a spell by any amount up to triple his skill in
  Occultism or Thaumatology (whichever is higher),
  before applying cost reduction for high skill.
  However, demonically assisted magic has its limita-
  tions. It can never be used to benefit others directly
  unless to do so would somehow further the demon’s
  dark ends (GM’s discretion). It can be used in service of
  the caster’s comfort, however. Any attempts to bend
  demonic energies to positive ends may cause the demon
  to suspend the contract, preventing the caster from
  using demonic energies until it is suitably appeased.
  Any failure on a demonically assisted spell is treated as
  a critical failure; any critical failure is treated as if the
  caster had rolled an 18 on the Black Critical table (see 
  p. 157).
  Demonic Contracts
  Black magic also has costs. Channeling foul energies
  leaves a taint upon the caster’s soul. At the end of any
  day on which the wizard casts a demonically assisted
  spell, he must make a Will+Magery roll at a penalty
  equal to the total energy “borrowed” that day from
  demonic helpers. On a success, nothing happens. On a
  failure, the wizard gains a level of the Black Penalty for
  every 10 points (of fraction thereof) by which he failed.
  The Black Penalty is a skill penalty to any spell cast
  without demonic assistance. Its presence is obvious to
  the Aura spell, and anyone with Magery 3 or higher may
  notice the taint when first encountering a black magi-
  cian if they make a Vision roll. Any spell cast by a wiz-
  ard suffering the Black Penalty is treated like a demonic
  spell with regards to failures and critical failures.
  A caster may only gain 10 levels of the Black Penalty.
  At that point, his soul has become completely blackened;
  any virtuous disadvantages, such as Honesty or Pacifism,
  are lost and often replaced by some dark perversion of
  the original virtue. He also gains a -10-point Addiction to
  demonic energies (demonic magic is cheap, highly
  addictive, and usually illegal). Such wizards must still
  make Will+Magery rolls at the end of any day when they
  use demonic magic, but at +10. Failure results in a loss
  of 5 character points – either as a reduction of attributes,
  loss of advantages, or acquisition of a new disadvantage
  – for every point by which he failed the roll!
  A demonologer who repents may try to cleanse his
  spirit of the Black Penalty, but the process is difficult.
  Each level requires a period of reflection and abstinence
  from all magic use and all sensual pleasures for a peri-
  od of (20-Will) days (minimum 1 day) for its removal.
  This is difficult enough for a tyro; a wizard who must
  also struggle with the Addiction has an almost impossi-
  ble task ahead of him.
  The Black Penalty is a disadvantage worth -3
  points/level. A contract with a demon is a perk (p. B100).
  Black Magic
  
  Cost: 1 point per 10 character
  points the subject is worth. Minimum
  energy cost is 10. The caster will not
  know in advance how much energy
  the spell will require, and may fall
  unconscious or even wound himself in
  casting the Banish.
  Time to cast: 5 seconds.
  Prerequisites: Magery 1 and at least
  one spell from each of 10 different 
  colleges.
  Item
  Some “holy” artifacts are of aid in
  banishing actual demons, and items
  from the home planes of extradimen-
  sional creatures may help in under-
  standing and banishing them. Some
  rumored amulets
  worn by planar 
  travelers help them
  resist banishment.
  Burning Death (VH)
  Regular; Resisted by HT
  As listed under Fire Spells, p. 76.
  Resurrection (VH)
  Regular
  As listed under Healing Spells,
  p. 94.
  Entrap Spirit
  Special
  Enables the caster to seal a contain-
  er or chamber so that a spirit within
  cannot get out for the duration of the
  spell. Getting the spirit into the trap in
  the first place is a separate question;
  usually Command Spirit is required,
  but trickery can be just as effective.
  The container can be any size,
  from a small bottle up to an entire
  building, but it must be fully, tightly
  closed (watertight is good enough),
  and the mage must touch it while
  casting the spell. The spirit cannot
  resist the spell, but the casting cost is
  directly proportional to its power. The
  total cost is equal to the spirit’s ST +
  IQ, divided by 5 to cast and by 10 to
  maintain. It takes a true effort to
  restrain a powerful spirit! The caster
  is informed of the energy cost when
  the spell takes effect and spends the
  energy then; if he cannot meet the
  cost, the spirit is unaffected. If the
  caster spends half the energy cost, the
  spirit takes one second to break out of
  the trap; this is a bad deal, but some-
  times buying even a second is a
  worthwhile thing to do. If multiple
  spirits are trapped in a single contain-
  er, add half the others’ ST and IQ to
  the full ST and IQ of the most power-
  ful spirit before calculating cost.
  The spirit cannot damage the con-
  tainer or affect anything outside of it,
  nor can it use shape-shifting powers to
  help it escape in any way. It can com-
  municate with anyone within a yard
  or so of the container in the normal
  fashion.
  Duration: 5 minutes.
  Cost: Spirit’s (ST+IQ) divided by 5
  to cast, by 10 to maintain.
  Prerequisites: Magery 1, Soul Jar,
  and Turn Spirit.
  NECROMANTIC SPELLS
  157
  Black Critical Table
  After any failure using demonically assisted magic, the GM rolls 3d on the table below. Use these results as guide-
  lines; improvise wildly to customize the awfulness and to convey the prickly uncertainty of demonic aid. A failure
  should never result in the caster’s intended effect, or even accomplish it accidentally.
  Failure Effect
  3 – Spell appears to work, but is only a useless illusion.
  4 – Spell fails entirely. Somewhere else, demonic “backblast” does something awful to something the 
  caster values; the level of awfulness varies with the power and intent of the spell.
  5 – Caster loses one level of Will.
  6 – Caster loses one level of Appearance in a manner appropriate to the spell attempted. A Create Fire 
  spell might cause unsightly burn scars, while a Madness spell might subtly unhinge the caster’s eye 
  sockets for a wild, staring effect.
  7 – Spell is cast on loved ones, friends, allies, innocent bystanders, or the caster (in that order) if malevolent, on 
  foes if benevolent.
  8 – Spell fails entirely; caster takes 2 points of injury and the wound immediately becomes infected 
  (see Infection, p. B444).
  9 – Caster must make a Fright Check at -5 as horrific visions of the hells fill his eye sockets.
  10 – Spell does nothing except drench the room in a conspicuous odor of brimstone centered on the caster.
  11 – Spell produces the reverse of the intended effect.
  12 – Spell produced the reverse of the intended effect, on a random friendly or neutral target.
  13 – Spell fails entirely; caster takes 1 point of injury as his arms erupt in boils.
  14 – Spell fails entirely; room fills with buzzing insects pouring from caster’s mouth.
  15 – Spell creates vermin (rat, giant cockroach, immense tapeworm) inside the caster (stomach, throat, etc.). 
  Depending on the nature and location of the vermin, this may do severe damage; an agitated rat in one’s 
  innards would do up to 2d damage directly to the vitals!
  16 – Spell withers caster’s hand.
  17 – Spell fails entirely; caster ages 4d years.
  18 – Spell fails entirely and summons a different demon who attempts to wreak havoc (attacking the caster if he 
  gets in the way). The mage may use black magic to fight this demon; demons will happily fight each other.
  
  Repel Spirits
  Area
  Repels spirits from an area. The
  spell resists attempts by spirits (as well
  as other insubstantial beings such as
  an Ethereal Body or Astral Trip 
  subject) 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 the cast-
  er’s effective skill (each stage of the
  Contest lasts a second). Once inside,
  the invader resists with its Will; the
  spirit is expelled from the area on its
  first failure.
  Duration: 1 hour.
  Base cost: 4 to cast. Half that to
  maintain.
  Time to cast: 10 seconds.
  Prerequisites: Banish and Turn
  Spirit.
  Item
  (a) Wand, staff, or jewelry. Usable
  only by mages. Energy cost to create:
  100. (b) Any area or container can be
  made permanently repellent at 100
  times casting cost.
  Bind Spirit (type) (VH)
  Regular; Resisted by 
  spirit’s IQ
  Similar to Enslave (p. 141), but for
  spirits. Like Enslave, it allows mental
  contact with a turn of concentration.
  There is a separate Bind Spirit spell
  for each Command Spirit spell. The
  spirit may interpret its orders 
  creatively, as per Command Spirit.
  Duration: Permanent.
  Cost: 1 per 3 character points used
  to build the spirit (minimum cost 30).
  Time to cast: 5 minutes.
  Prerequisites: Command Spirit
  (same type), and Soul Jar.
  Item
  A spirit may be bound to an item or
  place. Bound spirits will serve the
  owner of the item and will not dissipate.
  Energy cost to create: 4 times the cost
  above, halved if the spirit is willing.
  Steal (Attribute) (VH)
  Regular; Resisted by
  appropriate attribute
  This is actually four separate spells.
  Steal Might steals the subject’s ST,
  Steal Grace steals DX, Steal Wisdom
  steals IQ, and Steal Vigor steals HT.
  Each spell must be studied separately,
  but all four work identically.
  The spell transfers basic attributes
  on a level-for-level basis to the caster
  from the subject (who must be a liv-
  ing, sapient being). The caster cannot
  lower the subject’s attribute below the
  subject’s racial average (10 for a
  human). Thus, a subject must have an
  exceptional score for this spell to
  work. Secondary characteristics are
  affected by the attribute loss.
  The caster must touch the subject
  and hold on to him for the entire cast-
  ing time; neither can do anything while
  the spell is being cast. The caster
  increases his own attribute (whichever
  applies) as if he had spent the character
  points stolen from the subject.
  Example: Rolfe, with an IQ of 14,
  wishes to steal the wisdom of a victim
  with IQ 13 (this is legal; it is assumed
  that any character has knowledge and
  experiences that would expand the
  capabilities of another, even if the
  score is lower). If he drains the subject
  to IQ 10, he has stolen 3 levels of IQ,
  raising his IQ to 17.
  Duration: 1 day; at the end of that
  time, both the caster and the subject
  regain their normal attributes.
  Cost: 1 per character point stolen
  (minimum cost 10).
  Time to cast: 1 minute.
  Prerequisites:
  Magery 
  3. 
  In 
  addition, there are different spell pre-
  requisites for each version of the spell:
  Spell
  Prerequisites
  Steal Might
  Steal Vitality and
  Debility
  Steal Dexterity
  Steal Vitality and
  Clumsiness
  Steal Wisdom
  Steal Vitality and
  Foolishness
  Steal Vigor
  Steal Energy and 
  Frailty
  Steal Skill (VH)
  Regular; Resisted by Will
  Transfers one skill from the subject
  to the caster. The caster must touch the
  subject and hold on to him for the
  entire casting time; neither character
  can do anything for that duration. The
  outcome of the struggle (i.e., the resist-
  ance roll) remains unknown until the 
  casting is complete. The caster may
  abort his casting at any time; the 
  energy is still spent.
  The caster gains the skill as if he
  had himself spent the character points
  stolen from the subject. This spell can
  be used to steal spells.
  If the victim had other skills based
  on the stolen one, he retains them
  fully, but the loss of a prerequisite
  causes a -2 penalty to skill use.
  Example: Severin wishes to sell
  some ill-gotten gains, but lacks much
  in the way of business sense. To reme-
  dy this, he casts Steal Skill on the first
  bazaar merchant he passes, taking his
  Merchant skill. The merchant has IQ
  10, 
  Business 
  Acumen 
  2, 
  and
  Merchant-15, having spent 12 points
  on Merchant. Severin gains Merchant
  as if he had spent 12 points on the skill
  – with Severin’s IQ of 14, his Merchant
  skill is now 17. He does not gain the
  benefit of the merchant’s Business
  Acumen Talent.
  Duration: 24 hours.
  Cost: 1 per character point stolen
  (minimum cost of 10).
  Time to cast: 1 minute.
  Prerequisites: Magery 3, Borrow
  Skill, and Daze.
  Steal Youth (VH)
  Regular; Resisted by HT
  Take another’s youth. For every 10
  points of energy put into this spell, the
  caster grows one year younger and the
  subject (who must be of the same
  race) grows two years older. The sub-
  ject must either be willing or totally
  helpless; the caster must touch the
  subject. A critical failure of this spell
  costs the caster 1 point of IQ and ages
  him by 20 years instantly.
  Duration: Permanent.
  Cost: 10 to 30.
  Time to cast: 1 hour.
  Prerequisite: Youth, Age, and Steal
  Vitality.
  Item
  Staff, wand, or jewelry. The wearer
  and the item must both touch the vic-
  tim. Usable only by mages. This item
  can only be used once a year, and only
  to steal one year at a time – so one
  item keeps one mage young, but no
  more. Energy cost to create: 8,000.
  158
  NECROMANTIC SPELLS
  
  Steal Beauty (VH)
  Regular
  Transfers the subject’s beauty to the
  caster. The caster gains one or more
  appearance levels (p. B21) while the
  subject loses an equal number.
  Beauty can only be stolen from
  someone of better appearance than the
  caster, and the caster cannot gain better
  appearance than the subject’s initial
  appearance level. The subject must be
  of the same species and sex as the cast-
  er. In addition, the subject must either
  be willing or totally helpless and must
  be touched for the entire casting time. A
  critical failure of this spell instantly
  makes the caster Hideous.
  At the GM’s option, this spell may
  also be used to steal Charisma and the
  Voice advantage. People with stolen
  Charisma simply become less scintil-
  lating; those with stolen Voices
  become mute. Critical failure on
  either of these applications results in
  muteness for the caster!
  Duration: 24 hours; at the end of
  this time, both the caster and subject
  regain their normal appearance.
  Cost: Equal to the character point
  difference between the subject’s origi-
  nal and final appearances (or equal to
  the cost of the stolen advantage, in the
  case of Charisma or Voice).
  Time to cast: 30 seconds.
  Prerequisites:
  Magery 3, Alter
  Visage, and Steal Vitality.
  Item
  Staff, wand, or jewelry. The wearer
  and the item must both touch the vic-
  tim. Usable only by mages. Energy cost
  to create: 2,500.
  Astral Block
  Area
  No spirit or insubstantial being
  may cross an astral block’s boundaries
  for the duration of the spell. In addi-
  tion, insubstantial creatures within an
  astral block cannot become substan-
  tial, and vice versa. Thus, a sorcerer
  could not cast Ethereal Body within
  the area of a spell, while a ghost would
  be unable to use Solidify. A ghost
  already in a tangible state could not
  become insubstantial!
  Duration: 10 minutes.
  Cost: 4 to cast and 2 to maintain if
  cast as an Area spell. 15 per cubic yard
  if cast on a container, and half that to
  maintain.
  Time to cast: 2 seconds.
  Prerequisites: Summon Spirit and
  Repel Spirits.
  Item
  (a) Wand, staff, or jewelry. Usable
  only by mages. Energy cost to create:
  600. (b) Any area or container may be
  permanently enchanted for 100 times
  casting cost. (c) A container of any size
  (from a stoppered bottle to a starship)
  may be enchanted for an energy cost of
  500 per cubic yard or fraction thereof.
  The container must be at least airtight
  when fully closed. This creates a mobile
  astral block. Any spirit coaxed into the
  enclosure (or in it when the spell is
  cast) will be affected by the spell when
  it is closed. Opening the container tem-
  porarily suspends the spell.
  Lich (VH)
  Enchantment
  This spell lets the caster become a
  lich, a wizard preserved into undeath
  with powerful magic and alchemy. He
  retains his personality, knowledge, IQ,
  skills, and spells, and all his 
  mental advantages and disadvantages
  (including Magery), but gains the
  physical and supernatural traits of a
  lich, as determined by the GM. The
  more powerful that package, the 
  higher the energy cost.
  After the GM determines the lich
  template (and hence, the energy cost),
  the mage casts this spell as with any
  other enchantment, but with himself
  as the subject. At the end of the
  enchanting, he rolls against skill. Any
  failure does 6d damage to the caster. A
  success prepares the wizard’s body for
  the next step.
  NECROMANTIC SPELLS
  159
  
  To complete the transformation,
  the would-be lich must drink an
  alchemical elixir of Lichdom. The
  elixir of Lichdom is prepared like any
  other alchemical elixir (see p. 210); it
  requires $13,500 in materials and 50
  weeks of brewing. It defaults to
  Alchemy-7. Anyone not currently
  under the effects of a Lich spell who
  imbibes an elixir of Lichdom is affect-
  ed as if he had drunk an elixir of Death
  (p. 215). However, an elixir of Lichdom
  cannot be counteracted, even with an
  alchemical Antidote. The elixir of
  Lichdom is forbidden everywhere, and
  formularies for it are almost impossi-
  ble to find; most liches are compelled
  to reinvent it from scratch.
  When a wizard under the Lich spell
  drinks a potion of Lichdom, he must
  roll vs. HT. If he succeeds, he dies, ris-
  ing as a lich in 2d days. If he fails, he
  just dies. Luck, as well as the Bless and
  Wish spells, can influence this HT roll.
  This is also an Enchantment spell.
  Energy Cost to Cast: Equal to the
  lich’s point total in his undead form,
  including his personal abilities and
  those on the lich template. It costs
  more for a more powerful subject
  because there are more abilities to
  preserve. Minimum cost is 100.
  Prerequisites: Magery 3, IQ 13 or
  higher, Enchant, Soul Jar, and Zombie.
  Wraith (VH)
  Enchantment; Resisted by HT
  Enchants a ring or an amulet that
  will turn the wearer into a wraith, an
  undead guardian sustained by magic.
  It attempts to affect the wearer every
  time it is put on. The spell is Resisted
  normally by HT. If the subject ever
  fails to resist (or chooses not to), he
  “dies” and rises as a wraith 24 hours
  later.
  The GM determines the exact abil-
  ities of the wraith, but mental traits
  are preserved as per the Lich spell.
  The wraith always has a Dependency
  (p. B130) on the Wraith item (a rare
  item, required constantly, for -150
  points), and shrivels and dies if it is
  removed or destroyed. This item isn’t
  Hexed; the victim can remove it and
  die if he wishes. Only Remove
  Enchantment can reverse the Wraith
  spell without harm.
  Each Wraith item can sustain one
  wraith at a time. Once a given item
  has produced a wraith, it has no effect
  on other wearers until its wraith has
  been destroyed. The Wraith spell has
  no effect on the undead.
  At 
  double 
  energy 
  cost, 
  the
  enchanter can create an item that
  makes the wraith his undead servant.
  The 
  wraith 
  automatically 
  gains
  Reprogrammable (p. B150) with the
  enchanter as his master in addition to
  his Dependency, and cannot remove
  the Wraith item himself.
  At half cost, the enchanter can cre-
  ate an item that turns the wearer into
  an undead tomb guardian. This works
  exactly as a regular Wraith item,
  except 
  that 
  the 
  undead 
  gains
  Compulsive Behavior (Remain in
  tomb and guard it; kill abductors and
  return if forcibly removed from tomb)
  [-15].
  This is also an Enchantment spell.
  Energy Cost to Cast: 500.
  Prerequisites: Magery 3, IQ 13 or
  higher, Enchant, Halt Aging, and Soul
  Jar.
  Item
  A ring or funerary amulet, which
  need not be ornate.
  160
  NECROMANTIC SPELLS
  Wraith
  233 points
  Attribute Modifiers: ST+5 [50]; HT+5 [50].
  Secondary Characteristic Modifiers: HP+5 [10].
  Advantages: Doesn’t Breathe [20]; DR 4 [20]; Immunity to Metabolic
  Hazards [30]; Injury Tolerance (No Blood, No Brains, No Vitals,
  Unliving) [10]; Magery 1 [15]; Night Vision 9 [9]; Supernatural
  Durability (Spells, Magic Weapons) [150]; Temperature Tolerance 10
  [10]; Unaging [15]; Unfazeable [15].
  Disadvantages: Appearance (Horrific) [-24]; Bloodlust (12) [-10]; Callous
  (12) [-5]; Dependency (Wraith item; rare, constantly) [-150];
  Disturbing Voice [-10]; Social Stigma (Dead) [-20]; Supernatural
  Features (No Body Heat, Pallor) [-15]; Unhealing (Can heal with Steal
  HT) [-20].
  Quirks: Loves battle; Sexless. [-2]
  Racially Innate Spells: Deathtouch-15 [20]; Steal Health-15 [20];
  Ethereal Body-15 [20].
  Lich
  105 points
  Attribute Modifiers: ST-1 [-10]; DX+2 [40]; HT+2 [20].
  Secondary Characteristic Modifiers: Basic Speed+1 [20]; HP+3 [6];
  FP+3 [9].
  Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t
  Sleep [20]; DR 2 [10]; High Pain Threshold [10]; Immunity to
  Metabolic Hazards [30]; Injury Tolerance (No Blood, No Brain, No
  Eyes, No Vitals, Unliving) [40]; Temperature Tolerance 10 [10];
  Unaging [15]; Unfazeable [15]; Vacuum Support [5].
  Disadvantages: Appearance (Monstrous; Universal, +25%) [-25];
  Dependency (Mana; common, constantly) [-50]; Fragile (Brittle) [-15];
  Fragile (Unnatural, Mitigated by potion, monthly, -70%) [-15]; No
  Sense of Smell/Taste [-5]; Skinny [-5]; Social Stigma (Dead) [-20];
  Vulnerability (Crushing Attacks; ¥2) [-30].
  Quirks: Cannot Float; Sexless. [-2]
  Features: Affected by Pentagram; Can be turned using True Faith; Skull
  has only 2 total DR.
  Racial Skill Modifiers: +1 to Thanatology [2].
  
  Willem stared at the apricot he
  held in both hands and slowly shook
  his head. “I don’t understand you,
  Stanislav. Why waste yourself in the
  hinterlands this way, making giant
  fruit? You know you could easily have
  a seat on the Council.”
  Stanislav smiled indulgently. “I
  prefer it here, Willem, helping good
  people raise better crops. I had my fill
  of politics years ago, and I’m not inter-
  ested in building castles in the air or
  constructing a better fireball. Far bet-
  ter, I think, to spend the days I’m given
  plumbing the mysteries of a perfect
  tomato.”
  These spells detect, modify, con-
  trol, and communicate with plants.
  Unless noted otherwise, the subject
  plants gain no special powers.
  Seek Plant
  Information
  Obtains the direction and approxi-
  mate distance of the nearest growth of
  plants, or of one specific plant type.
  Use the long-distance modifiers
  (p. 14). Any known plants may be
  excluded if the caster mentions them
  before casting.
  Cost: 2.
  Item
  A carved wooden wand, staff, or
  figurine. Energy cost to create: 50.
  Identify Plant
  Information
  Determines the type and species of
  any one plant. It also gives basic infor-
  mation about it (edible, poisonous,
  etc). A successful casting of this spell
  gives +3 to Naturalist or Physician
  skill for determining medicinal or
  other special properties of the plant.
  Cost: 2.
  Prerequisite: Seek Plant.
  Item
  Wand or staff. Energy
  cost to create: 200.
  Heal Plant
  Area
  Heals plants within the
  area of disease, parasites,
  and damage. The plants
  must still be alive for the
  spell to work.
  Duration: Permanent.
  Base cost: 3. Trees larg-
  er than saplings require a
  radius of at least 3 yards.
  Time to cast: 1 minute.
  Prerequisite: 
  Identify
  Plant.
  Item
  Staff. The item must
  touch the plant. Energy
  cost to create: 400.
  Shape Plant
  Regular
  Shape and mold plants
  and plant material with
  hands. Gives +2 to Carpentry
  and Artist (Woodworking), or allows
  the caster to work without any tools at
  -1 to skill. Useful for building houses
  and furniture, repairing shields and
  equipment, and removing wooden
  obstacles. It can be used on a foe’s
  weapon in combat, doing 2d damage
  to wooden weapons; see Striking at
  Weapons (p. B400) for details on 
  damaging weapons.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Double cost if the material is no longer
  living.
  Time to cast: 10 seconds.
  Prerequisite: Identify Plant.
  Item
  Gloves of plant material. Energy
  cost to create: 500.
  Bless Plants
  Area
  Causes the plants within the area
  of effect to grow faster and stronger
  for the rest of their growing season.
  The crop yield within the area of effect
  is doubled.
  Duration: One crop or growing sea-
  son.
  Base cost: 1. To be affected, the
  plants must be entirely within the area
  of effect.
  Time to cast: 5 minutes.
  Prerequisite: Heal Plant.
  Item
  Staff. Usable only by a mage.
  Energy cost to create: 500.
  PLANT SPELLS
  161
  CHAPTER TWENTY-ONE
  PLANT SPELLS
  
  Hide Path
  Regular
  Enables the caster and up to five
  other man-sized creatures, or one
  caster on horseback, to pass through
  grass, undergrowth, or jungle without
  leaving any sign. Any tracking attempt
  made on this hidden path is at -8!
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisite: Heal Plant.
  Item
  Cloak of plant material. Energy cost
  to create: 300.
  Plant Growth
  Area
  Causes the equivalent of one
  month’s growth in one minute. Trees
  change only slightly, while weeds grow
  tremendously. Useful for gardening
  (after removing all the weeds!), and
  starting seeds.
  Duration: 1 minute.
  Base cost: 3 to cast. 2 to maintain.
  Time to cast: 10 seconds.
  Prerequisite: Heal Plant.
  Item
  Staff or wand. Energy cost to create:
  300.
  Plant Vision
  Regular
  See through vegetation to find
  overgrown buildings, lurking ene-
  mies, etc. Natural plant growth is
  transparent to the spell’s subject.
  Magical plant growth, dead wood,
  and wooden constructions are not.
  This is also a Knowledge spell.
  Duration: 30 seconds.
  Cost: 1 per 10 yards of range to cast
  (100 yards maximum). Same cost to
  maintain.
  Prerequisite: Shape Plant.
  Item
  Any. Energy cost to create: 300.
  Pollen Cloud
  Area; Resisted by HT
  A cloud of pollen fills the area;
  anyone within it begins sneezing,
  weeping, and coughing. All victims 
  suffer a -2 DX penalty for as long as
  they are in the cloud and for 3d turns
  thereafter.
  The rate of dissipation depends on
  the area and the presence of wind;
  indoors, it usually lasts until the spell
  expires, but outdoors on a windy day
  it may last only 10 seconds or so.
  Duration: 5 minutes or less.
  Base cost: 1. Cannot be maintained.
  Prerequisite: Shape Plant.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 100.
  Blight
  Area
  Causes the plants within the affect-
  ed area to grow more slowly and more
  weakly for the rest of their growing
  season. The crop yield within the area
  is halved. Immediate effects include
  loss of leaves, fruit, and blossoms; the
  affected plants recover (partially) in
  the following days.
  Duration: One crop or growing sea-
  son.
  Base cost: 1. To be affected, the
  plants must be entirely within the area
  of effect.
  Time to cast: 5 minutes.
  Prerequisite: Plant Growth.
  Item
  Staff. Usable only by mages. Energy
  cost to create: 500.
  Blossom
  Area
  Causes plants within the area of
  effect to bloom and bear fruit within
  the one-hour duration of the spell. To
  be affected, the entire plant must be
  within the area of effect. The plant
  remains in this condition for 24 hours,
  at the end of which it enters its fall
  phase – leaves of deciduous trees will
  turn color, blossoms and fruit drop off,
  etc. The spell may be limited to a sin-
  gle plant, or a single type of plant, at
  the time of casting.
  Duration: 1 hour.
  Base cost: 2. Cannot be maintained.
  Time to cast: 5 minutes.
  Prerequisite: Plant Growth.
  Conceal
  Area
  Causes the local vegetation to
  grow quickly over any objects in the
  area, concealing them from casual
  inspection. Anyone looking into the
  area must make a Quick Contest
  (their Vision vs. the caster’s skill), to
  notice objects hidden by the conceal-
  ing growth. Large objects may be
  camouflaged into “hills” by growing a
  carpet of grass or moss over them.
  Duration: 1 hour.
  Base cost: In a forest or jungle set-
  ting (or underwater), 1 to cast; in
  plains or savanna, 2; in tundra, 3.
  Same cost to maintain.
  Time to cast: 4 seconds.
  Prerequisite: Plant Growth.
  Item
  Wand or staff. Energy cost to create:
  250.
  Forest Warning
  Area
  As Nightingale (p. 167), but only
  works on areas with plants.
  Duration: 10 hours.
  Base cost: 1⁄2 (minimum 2). Same
  cost to maintain.
  Prerequisites: Sense Danger or four
  plant spells.
  Item
  Can be cast permanently on an
  area of plant growth. Energy cost to
  create: 100 per yard radius.
  Tangle Growth
  Area
  Causes grass or other ground
  plants within the area to grow and
  become obstacles (movement cut to
  1⁄2 Move, -2 to dodge), or bushes and
  low trees to grow into barriers that
  must be removed to pass. Treat such a
  barrier as a 3” wooden slab (p. B558)
  per yard of width. Anyone in the area
  when the spell is cast may move nor-
  mally on the next turn; only if they fail
  to leave will they be caught.
  Duration: 1 minute.
  Base cost: 1 for grass, 2 for bushes
  and trees. Half that to maintain.
  Time to cast: 2 seconds.
  Prerequisite: Plant Growth.
  162
  PLANT SPELLS
  
  Item
  An area may be made permanently
  “tangled” at a cost of 20 per yard
  radius for grass, or 30 per yard radius
  of trees and bushes.
  Purify Earth
  Area
  As listed under Earth Spells, p. 54.
  Create Plant
  Area
  Brings forth vegetation where noth-
  ing grew before. Whether this vegeta-
  tion survives depends on the area.
  Duration: Permanent.
  Base cost: 4 for grasses; 8 for bush-
  es; 15 for trees.
  Time to cast: 1 second per energy
  point.
  Prerequisites: Magery 1 and Plant
  Growth.
  Item
  Staff. Usable only by a mage. The
  item must touch the area where the
  plants are to be created. Energy cost to
  create: 1,000.
  False Tracks
  Regular; Resisted by Will
  The subject leaves tracks that
  appear to be those of some animal or
  other being. Unwilling subjects resist
  with Will. A Quick Contest between a
  tracker’s Tracking skill and the caster’s
  Naturalist skill (or his skill with this
  spell, whichever is lower) determines
  whether or not the tracker is fooled.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites:
  Shape Plant and
  Shape Earth.
  Item
  Footwear. The item must bear a
  picture of the animal or being whose
  tracks it leaves. Energy cost to create:
  300.
  Plant Sense
  Regular; Resisted by Hide Path
  The subject sees and hears minute
  details known by the plants around
  him – such as disturbances caused by
  passing or hiding creatures. This gives
  a +4 bonus to Tracking, a +2 bonus to
  all Sense rolls, and the ability to detect
  the presence of invisible or magically
  hidden creatures with a normal Sense
  roll. Works only in areas with thick
  plant growth (jungles, forests, etc.);
  may work at half effect (with no
  chance to sense invisible or magically
  hidden creatures) in sparser terrain.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Forest Warning and
  Hide Path.
  Item
  Staff or figurine. Energy cost to cre-
  ate: 500.
  Rejuvenate Plant
  Regular
  Causes a dead, dying, or old plant
  to undergo a sudden burst of life.
  Tables (or longbows!) sprout leaves,
  an aging fruit tree bears fruit once
  more, etc. Whether the plant can sus-
  tain this new vitality depends on its
  immediate surroundings. A rejuvenat-
  ed chair would die slowly unless its
  legs could grow roots into nourishing
  soil, for example.
  Duration: Permanent.
  Cost: 3.
  Prerequisites: Magery 1 and Plant
  Growth.
  Item
  Staff. Usable only by mages; the
  item must touch the subject. Energy
  cost to create: 700.
  Wither Plant
  Area; Resisted by HT
  Causes plants within the area to
  wither and die. The caster can choose
  to affect only one type of plant, or
  everything but one type of plant, if he
  wishes. Any large plants or animated
  vegetable foes should be assigned a
  HT score with which to resist this spell
  – see Animate Plant.
  Duration: Permanent.
  Base cost: 2.
  Time to cast: 10 seconds.
  Prerequisite: Blight.
  Item
  Staff or wand of dead wood. Energy
  cost to create: 200.
  Walk Through Plants
  Regular
  Enables the subject to pass through
  grass, undergrowth, heavy forest or
  jungle without any hindrance from the
  vegetation. He can travel as if the land
  were open (normal movement rates);
  plants move aside to let him pass and
  then resume their previous position
  behind him.
  PLANT SPELLS
  163
  
  The spell makes tracking difficult,
  giving a penalty from -1 to -8, depend-
  ing on the thickness of the local vege-
  tation. If used against Tangle Growth,
  a Quick Contest of spells must take
  place every second.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Prerequisites: Hide Path and Shape
  Plant.
  Item
  Cloak of plant material. Energy cost
  to create: 400.
  Walk Through Wood
  Regular
  Enables the subject to pass
  through solid wood (dead or alive) as
  if it were air. It does not open a pas-
  sage so that others can follow, nor
  does it reveal what is on the other side
  . . . The subject should hold his breath,
  as the spell does not supply any air!
  Should the spell end before the
  subject regains the open air, he is
  buried in wood. He is not automati-
  cally harmed, but suffocates (p. B436)
  if he cannot escape.
  Duration: 1 second.
  Cost: 3 to cast. 2 to maintain.
  Prerequisite: Walk Through Plants.
  Item
  Cloak of plant material. Energy cost
  to create: 500.
  Plant Control
  Regular; Resisted by Will
  Control the actions of one large
  vegetable (any size) or a group of
  small ones, up to about 100 pounds
  total – useful only if the plant can
  move spontaneously to start with.
  Concentration is required. This spell
  will not work on a sapient vegetable
  (IQ 6 or higher). Note that this spell
  makes possible the use of Rider, Rider
  Within, Beast Possession, and similar
  spells on vegetable creatures. Plant
  Control is Resisted by Animate Plant.
  Duration: 1 minute.
  Cost: 3 to cast. Half that to main-
  tain.
  Prerequisite: Plant Sense.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 600 (will control any type of
  vegetable).
  Essential Wood
  Regular
  Transforms any intact wood into
  the magical essence of wood. Essen-
  tial Wood is three times as strong as
  regular wood, with three times the HP
  and DR listed on p. B558, and three
  times the ability to support weight. It
  is difficult to ignite with regular
  flames (Highly Resistant, according to
  the chart on p. B433), but once lit
  burns three times as long. It also
  burns hotter, adding an extra point of
  damage to each die (this will even
  increase the heat of Essential Flame!).
  Manufactured objects made of
  wood can be turned into objects made
  of Essential Wood; living plants, how-
  ever, may not be transformed.
  Duration: Permanent.
  Cost: 8.
  Time to cast: 30 seconds.
  Prerequisites: Six Plant spells.
  Item
  Staff. Usable only by mages. Cost to
  create: 800 energy.
  Animate Plant
  Regular
  As Animation (p. 150), except only
  one living plant may be animated. An
  animated plant gains a HT score equal
  to twice the energy put into the spell.
  Note that woody plants often have a
  high DR and make frightening foes.
  A sapient (IQ 6 or higher) plant
  may not be animated.
  Duration: 1 minute.
  Cost: 3 to cast. Half that to main-
  tain. Double cost if the plant is to pull
  itself up and walk (Move 4) on its
  roots!
  Time to cast: 5 seconds.
  Prerequisites: Seven Plant spells.
  Plant Form
  Special
  Assume the form of any natural
  plant or tree between 1⁄2 and five
  times your own size. Clothing vanish-
  es, to reappear when you regain your
  form; large possessions fall to the
  ground, while small ones (up to
  bracelet or wand size) may remain
  imbedded in your plant form.
  The caster cannot move about,
  attack, etc., unless a plant with those
  abilities exists in the game world and
  he takes that form, or unless Animate
  Plant is cast on his plant form. A wiz-
  ard in plant shape may cast no spells
  unless he knows them so well that he
  can cast them without speech or ges-
  ture! He may hear normally but may
  not see except to sense light and 
  darkness. He may not speak.
  Injuries taken in plant form carry
  over proportionately. This means, for
  instance, that an arrow wound to a tree
  is a pinprick to a man; some GM flexi-
  bility is required here! Time spent in
  plant form automatically counts as
  “rest” unless the plant is under attack.
  However, he must roll against IQ every
  hour that he stays in plant form. A
  failed roll temporarily reduces his IQ by
  1. If IQ drops to 5, he is trapped in plant
  form, with a plant’s IQ, until someone
  else frees him with Remove Curse.
  Duration: 1 hour.
  Cost: 5 to cast. 2 to maintain.
  Prerequisites: Magery 1 and six
  Plant spells.
  Item
  Staff or wand. Energy cost to create:
  1,200.
  Plant Speech
  Regular
  “Converse” with plants in a very
  rudimentary fashion (semi-telepathi-
  cally; the mage must speak aloud).
  The older the plant, the more detailed
  the information that can be gained.
  For instance, grass could only tell that
  it had been stepped on recently (about
  a day), while an ancient oak could
  recall details of mounts, dress, aroma
  . . . Sapient vegetables can hold much
  better conversations.
  Duration: 1 minute. Each minute
  allows one question and answer.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Magery 1 and Plant
  Sense.
  Item
  Staff. Energy cost to create: 750 for
  an item that will talk to one particular
  species, 2,000 for one that will talk to
  any plant.
  164
  PLANT SPELLS
  
  Rain of Nuts
  Area
  Causes a rain of nuts to fall within
  the area, issuing from the nearby trees
  as if they were suddenly filled with
  crazed squirrels. The noisy torrent
  plinks on helmets, stings bare skin,
  and interferes with missile fire. Any
  characters in the area take a -1 penal-
  ty to any tasks requiring concentra-
  tion or skill, including combat and
  spellcasting. There’s an additional vis-
  ibility penalty of -1 per 8 yards dis-
  tance, applied to missile attacks and
  Vision rolls. The caster may elect to
  exclude any in the area from the
  effects of the spell, focusing the “ire”
  of the wood on enemies.
  This spell may only be cast out-
  doors, in a forest. It won’t work in the
  dead of winter, or in very sparse woods.
  Depending on the species of trees, the
  nuts may turn out to be edible.
  Human mages rarely use this spell
  (most feel it is beneath their dignity),
  but sylvan species and nature spirits
  use it to drive intruders from their
  woods.
  Duration: 1 minute.
  Base cost: 1/10 to cast. Same cost to
  maintain. For double cost, the caster
  may double the effect of the spell (-2
  skill penalties and visibility -1 per 4
  yards), if the GM agrees that the
  woods are sufficiently dense and wild.
  Prerequisites: Magery 1 and at least
  six Plant spells including Shape Plant.
  Item
  Staff or wand. Usable only by
  mages. Energy cost to create: 500.
  Arboreal Immurement
  Regular; Resisted by HT
  Similar to Entombment, except
  that a tree, instead of the earth, con-
  fines the subject. The subject is
  instantly swallowed by the nearest
  tree large enough to contain him. He
  remains in suspended animation (as
  with the spell; see p. 94) in a tiny cylin-
  drical chamber inside the tree, until
  rescued by chopping through the tree
  or the cancellation of the spell.
  A mage who casts Arboreal
  Immurement on himself may elect to
  stay awake, but this is unwise unless
  he can create air!
  Modifiers: Apply the long-distance
  modifier (p. 14) for the distance from
  the subject to the nearest tree large
  enough to hold him.
  Duration: Indefinite.
  Cost: 8 to cast. 5 to reverse an
  Arboreal Immurement.
  Time to cast: 3 seconds.
  Prerequisites: Magery 2 and Walk
  Through Wood.
  Item
  Wand or staff. The item must be
  wooden, and works only with trees of
  that wood. Usable only by mages; the
  item must touch the subject. Energy
  cost to create: 1,000.
  Plant Form Other (VH)
  Special; Resisted by Will
  As Plant Form, but usable on oth-
  ers. Only the caster or a Remove Curse
  spell can end the spell. IQ loss will
  soon transform the subject into a true
  vegetable!
  Duration: 1 hour.
  Cost: 5 to cast. 2 to maintain.
  Time to cast: 30 seconds.
  Prerequisites: Magery 2 and Plant
  Form.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 3,000.
  Body of Wood
  Regular; Resisted by HT
  Subject becomes an animated
  wooden statue, temporarily granting
  him the Body of Wood meta-trait (see
  box). Clothes (up to 6 pounds) also
  become wood, but lose any magic
  powers they might have had. He may
  still speak, cast spells, etc.
  A subject under the effects of Body
  of Wood may also merge into wooden
  objects as if he had the Permeation
  (Wood) advantage (p. B75).
  Duration: 1 minute. The spell
  expires 
  if 
  the 
  subject 
  loses 
  consciousness.
  Cost: 7 to cast. 3 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Magery 2 and Plant
  Form.
  Item
  Staff, wand, or jewelry. Only affects
  the wearer. Energy cost to create: 1,300.
  Body of Slime
  Regular; Resisted by HT
  The aquatic equivalent of Body of
  Wood. The subject becomes an ani-
  mated mass of green slime – algae,
  pond scum, and other muck you
  might find in a swamp – temporarily
  granting him the Body of Slime meta-
  trait (see box). Clothes (up to 6
  pounds) are also transformed, but lose
  any magic powers they might have
  had.
  Duration: 1 minute. The spell
  expires 
  if 
  the 
  subject 
  loses 
  consciousness.
  Cost: 6 to cast. 2 to maintain.
  Time to cast: 5 seconds.
  Prerequisites:
  Magery 2, Plant
  Form, and Shape Water.
  Item
  Staff, wand, or jewelry. Only affects
  the wearer. Energy cost to create: 1,300.
  PLANT SPELLS
  165
  Plant Meta-Traits
  Body of Wood: Your body is made of wood. Basic Speed-1 [-20]; Lifting
  ST +5 [15]; Blunt Claws [3]; DR 2 (Semi-Ablative, -20%) [8]; Doesn’t
  Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance
  (Homogenous) [40]; Numb [-20]; and Affected by Plant spells [0]. 76
  points.
  Body of Slime: Your body is made of an organic slime like algae or
  slime mold. Amphibious [10]; Doesn’t Breathe [20]; Immunity to
  Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Bad Smell
  [-10]; Disturbing Voice [-10]; Invertebrate [-20]; Affected by Plant spells
  [0]. 60 points.
  
  Patrick’s eyes snapped open in the
  dark; the tingle of his makeshift ward
  buzzed in his mind. As silently as he
  could, he rolled into the small gap he’d
  made between his bed and the wall
  and dropped to the floor. There, under
  his bed, he tried to think small and
  quiet thoughts as three pairs of feet
  tiptoed ever closer.
  “He’s not here,” Boz’s voice hissed
  softly.
  Patrick couldn’t make out the whis-
  pered conversation between the three
  older boys, and nearly cried out in sur-
  prise when they began to beat his bed
  vigorously. Maybe they wanted to
  make sure he hadn’t placed a glamour
  over himself before going to sleep. He
  curled up, listening to the drumming
  above his head and trying not to think
  about what would have happened if
  he hadn’t learned how to place a ward
  on his door before Boz decided to take
  a dislike to him.
  The College of Protection and
  Warning is a common second 
  specialty for mages. It’s a particularly
  accessible college; most of its spells
  have only a few prerequisites.
  Besides, a wise mage is a mage with a
  contingency plan.
  Sense Danger
  Information
  Tells the caster if any immediate
  danger is nearby; can also detect a far-
  away danger if it threatens to come
  close and strike! Gives the nature of
  any danger that is only a minute or so
  away; if there is a danger within five
  minutes, the spell produces forebod-
  ing but no details (except possibly on
  a critical success).
  Duration: Instantaneous.
  Cost: 3.
  Prerequisite: Sense Foes or the
  advantage of Danger Sense.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 400.
  Detect Poison
  Area; Information
  Reveals the presence of toxins and
  gives a +2 on any subsequent Poisons
  roll to identify the exact agent(s). The
  caster may exclude any types of poi-
  sons he wishes upon casting (to
  specifically search for nerve agents,
  for instance, or to exclude “benign”
  poisons like alcohol).
  This is also a Healing spell.
  Base cost: 2.
  Time to cast: 2 seconds.
  Prerequisite: Sense Danger or Test
  Food.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 250.
  Magelock
  Regular; Resists 
  Lockmaster spell
  Locks a door magically. The door
  does not 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: Magery 1.
  Item
  A golden key that must touch the
  door. Energy cost to create: 200.
  Block
  Blocking
  An instantaneous version of the
  Shield spell – adds to the subject’s DB
  for a single defense roll. This spell is
  not cumulative with the effects of
  Shield – use the highest value.
  166
  PROTECTION AND WARNING SPELLS
  CHAPTER TWENTY-TWO
  PROTECTION AND
  WARNING SPELLS
  
  Cost: 1 per point of DB (maximum
  of 5).
  Prerequisite: Magery 1.
  Hardiness
  Blocking
  An instantaneous version of the
  Armor spell – adds to the Damage
  Resistance of the subject for one
  attack. This spell is not cumulative
  with Armor – only the stronger spell
  applies. Remember that only one
  Blocking spell may be cast in a turn. A
  mage cannot follow up a failed Iron
  Arm with a Hardiness spell, for
  instance.
  Cost: 1 per point of DR (maximum
  of 5).
  Prerequisite: Block.
  Watchdog
  Area
  When cast around an area, this
  spell warns the caster of anyone or
  anything crossing with hostile intent.
  If the caster is asleep, he wakes
  instantly without being stunned. The
  spell is not destroyed if triggered; it
  lasts until its natural expiration.
  Duration: 10 hours.
  Base cost: 1 to cast. 1 to maintain.
  Time to cast: 10 seconds.
  Prerequisite: Sense Danger.
  Item
  Can be cast on an area of floor or
  ground, or on a rug. Energy cost to
  create: 200 per yard of radius.
  Protect Animal
  Area
  As listed under Animal Spells, p. 32.
  Nightingale
  Area
  Makes a door or section of floor
  “noisy.” A door squeaks loudly when
  opened; a patch of ground becomes
  full of snapping sticks when someone
  walks over it; a floor squeaks, etc. This
  automatically alerts or awakes the
  caster if he is within hearing range,
  and probably alerts others nearby as
  well (make an IQ roll if there is other
  noise around).
  Duration: 10 hours.
  Base cost: 2 to cast. 2 to maintain.
  Prerequisite: Sense Danger.
  Item
  Can be cast on an area of floor or
  ground, or on a rug. Energy cost to 
  create: 100 per yard of radius.
  Sense Observation
  Area
  Alerts the caster if someone or
  something spies or scries upon the sub-
  ject area, by means magical or other-
  wise. A Quick Contest is rolled between
  the spy’s IQ or the effective skill of the
  Information spell’s caster (Trace,
  Seeker, Crystal Ball, any of the “Sense”
  spells . . .) and the effective skill of the
  Sense Observation spell’s caster; if the
  caster wins, he becomes aware that the
  subject area is being observed. A critical
  success (on the Contest) might give the
  caster an idea of who or what is doing
  the scrying or spying.
  If the caster then tries to seek out
  the spy, the margin of success of the
  Sense Observation contest can be
  added as a bonus to the Seeker roll, up
  to a maximum of +5 (effectively neu-
  tralizing the -5 penalty for having noth-
  ing associated with the person sought).
  Another possible course of action is to
  Counterspell the scrying spell; distance
  penalties do not apply, but the -5 penal-
  ty for absent subject does.
  Sense Observation can also be cast
  on a being; in that case, the caster can
  choose to have the spell alert the subject
  instead when eavesdropping is detected.
  Duration: 1 hour.
  Base cost: 1 to cast. Half that to
  maintain. When cast on a being, the
  cost is 3.
  Time to cast: 5 seconds.
  Prerequisite: Sense Danger or
  Scryguard.
  Item
  (a) Wand, staff, or jewelry. Energy
  cost to create: 300. (b) Jewelry or 
  clothing. Always on. Only affects the
  wearer. Energy cost to create: 1,500.
  Shield
  Regular
  Conjures an invisible shield of mag-
  ical force that moves to protect the sub-
  ject from frontal attacks. The Defense
  Bonus granted by this spell is cumula-
  tive with that from an actual shield, but
  this spell does not allow a subject with-
  out a shield to block. Defense Bonus
  granted by Shield is not cumulative
  with any granted by Block (p. 166).
  Duration: 1 minute.
  Cost: Twice the Defense Bonus given
  to the subject, to a maximum DB of 4
  (cost 8). Half that to maintain.
  Prerequisite: Magery 2.
  Item
  None with this spell – but the
  armor enchantment called Deflect
  (p. 67) can increase your Defense
  Bonus by 1 to 5 points.
  Armor
  Regular
  Adds to the Damage Resistance of
  a living subject. DR from this spell is
  treated for all purposes like DR from
  armor, and is cumulative with that
  from actual armor.
  Duration: 1 minute.
  Cost: Twice the Damage Resistance
  given to the subject, to a maximum
  DR of 5 (cost 10). Half that to main-
  tain.
  Prerequisite: Shield.
  Item
  None with this spell – but the armor
  enchantment called Fortify (p. 66) can
  increase the Damage Resistance of
  your armor by 1 to 5 points.
  Turn Blade
  Blocking
  Makes an incoming blade turn in
  its wielder’s hand, inflicting only
  crushing damage instead of cutting.
  This also unreadies the weapon. Only
  good against blade attacks – it is use-
  less against a spear, club, or the teeth
  and claws of an animal. This spell
  does not count as an active defense
  itself; it may be combined with a nor-
  mal Parry, Block, or Dodge.
  If the caster is not the one being
  attacked, apply regular range modifiers
  between the caster and the attacker.
  Cost: 1.
  Prerequisite: Apportation or Spasm.
  Item
  A bracelet or other piece of arm
  apparel. Energy cost to create: 300.
  PROTECTION AND WARNING SPELLS
  167
  
  Bladeturning
  Regular
  A continual version of Turn Blade –
  all blades attacking the subject are
  turned, doing only crushing damage
  and becoming unready. For each blad-
  ed attack, roll a Quick Contest
  between the wielder’s DX and the cast-
  er’s effective skill to see which wins
  out. Useful only against blade attacks,
  as per Turn Blade.
  Note that, unlike Turn Blade, the
  spell is cast on the one being attacked,
  not on the attacker.
  Duration: 1 minute.
  Cost: 2. Same cost to maintain.
  Prerequisite: Shield or Turn Blade.
  Item
  Wand, staff, jewelry, weapon, or
  armor. Energy cost to create: 300.
  Umbrella
  Regular
  As listed under Water Spells, p. 185.
  Deflect Missile
  Blocking
  As listed under Movement Spells,
  p. 143.
  Missile Shield
  Regular
  Turns any missiles harmlessly
  aside by the tiniest fraction needed to
  ensure they miss the subject; the game
  effect is that the missile continues in a
  straight line past the subject. Works
  on all kinds of missiles – arrows, bul-
  lets, falling rocks, missile spells, shrap-
  nel, cream pies – everything. The GM
  should conceal the existence of the
  spell from the caster’s foes as long as
  possible, saying they just missed!
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Prerequisite: Apportation or Shield.
  Item
  Wand, staff, weapon, or armor.
  Energy cost to create: 400.
  Catch Missile
  Blocking
  The caster catches one missile
  about to hit him. This spell is cast with
  a modifier depending on the nature of
  the missile caught. Considered a Parry
  by the caster for combat purposes.
  The missile is unready when caught.
  To catch a missile spell, use Catch
  Spell.
  Missile Type
  Penalty
  Large thrown weapons 
  +4
  (axes, spears, etc.)
  Thrown knives
  +2
  Arrows
  0
  Blowgun darts, crossbow bolts
  -5
  Bullets, 
  Impossible
  supersonic missiles
  Cost: 2.
  Prerequisite: Deflect Missile.
  Item
  Glove. Energy cost to create: 300.
  Reverse Missiles
  Regular
  Turns any ranged attack (including
  Missile spells) back upon the attacker.
  If the attacker’s “to hit” roll is success-
  ful, he hits himself – if not, he sees the
  missile fly back toward him and miss.
  The game effect is as though the mis-
  sile had bounced straight back from
  the spell’s subject to the attacker.
  Duration: 1 minute.
  Cost: 7 to cast. 3 to maintain.
  Prerequisite:
  Missile Shield or
  Force Dome.
  Item
  Wand, staff, weapon, or armor.
  Energy cost to create: 600.
  Return Missile
  Blocking
  Causes one missile (including
  spells) about to hit the subject to turn
  back upon the attacker. If the attacker’s
  “to hit” was successful, he hits himself
  – if not, he sees the missile fly back
  toward him and miss. Considered a
  Parry (by the caster) for combat pur-
  poses. Apply Regular range modifiers
  if the caster is not the subject.
  Cost: 2.
  Prerequisite: Catch Missile.
  Item
  Jewelry, weapon, or shield. Energy
  cost to create: 400.
  Reflect Gaze (VH)
  Blocking; 
  Resists gaze attacks
  Resists one gaze attack (includes
  Lightning Stare, Fascinate, and any
  power which requires eye contact)
  about to hit the subject. If successful,
  the gaze attack is reflected away from
  the subject; a success by 10 or more, or
  a critical success, reflects the gaze back
  upon the attacker. If failed, the gaze
  attack affects the subject normally.
  Considered a parry by the caster for
  combat purposes. Apply Regular range
  modifiers if the caster is not the subject.
  Cost: 2.
  Prerequisite: Mirror.
  Item
  Jewelry. Energy cost to create: 600;
  must include a tiny mirror.
  Mystic Mist
  Area
  Produces a dense, opalescent fog
  that confuses anyone entering it; figures
  more than 2 yards away cannot be seen
  except by Mage Sight. Those who were
  within it when it was cast are immune to
  its effects; they can sense it as a dim
  shimmering, but it does not affect their
  vision or confuse them. Others must roll
  vs. (IQ + Magic Resistance) every sec-
  ond, or use Mage Sight, to avoid losing
  their way and walking in randomly cho-
  sen directions, unless they have a guide.
  Absolute Direction avoids this problem.
  A Fright Check is also required of
  intruders first entering the mist, and
  again every 5 minutes. Anyone failing
  the first Fright Check will be very
  reluctant to enter! Dangerous animals
  simply avoid the mist, but suffer nor-
  mal effects if for some reason they
  must enter it.
  Those “native” to the mist have a
  +1 to their defense rolls when attacked
  by interlopers, and interlopers have a
  -1 to their own defense rolls against
  “natives.”
  This spell is an excellent defense for
  a party camping in dangerous territory.
  The caster must cast Mystic Mist in an
  area centered on himself. The wider an
  area he can cover, the better!
  Duration: 10 hours.
  Base cost: 1. Cost to maintain is the
  same.
  168
  PROTECTION AND WARNING SPELLS
  
  Time to cast: 5 minutes.
  Prerequisites: Magery 1 and either
  Watchdog or Shield.
  Item
  (a) Amulet that keeps wearer
  immune to the effects of Mystic Mist.
  Energy cost to create: 400. (b) It is
  rumored that there is an object that
  creates a permanent Mystic Mist, con-
  trollable in some way, but nothing
  more is known at present.
  Shade
  Regular
  Provides shade for the subject. This
  prevents sunburn and provides some
  relief from heat (reducing the effective
  temperature around the subject by
  10˚F, if hot light is a significant source
  of the heat). The effect is that of an
  invisible parasol.
  This is also a Light and Darkness
  spell.
  Duration: 1 hour.
  Cost: 1 to cast. Half that to main-
  tain.
  Time to cast: 10 seconds.
  Prerequisite: Continual Light or
  Shield.
  Item
  Staff or jewelry. Only affects the
  wearer. Energy cost to create: 100.
  Resist Poison
  Regular
  As listed under Healing Spells,
  p. 91.
  Resist Disease
  Regular
  As listed under Healing Spells,
  p. 90.
  Resist Sound
  Regular
  As listed under Sound Spells,
  p. 173.
  Resist Water
  Regular
  As listed under Water Spells, p. 186.
  Resist Lightning
  Regular
  As listed under Weather Spells,
  p. 196.
  Warmth
  Regular
  As listed under Fire Spells, p. 74.
  Coolness
  Regular
  As listed under Water Spells, p. 187.
  Iron Arm
  Blocking
  Stop a blow with only
  an arm. If the spell
  succeeds, the arm
  becomes 
  harder
  than 
  iron,
  momentarily –
  and automati-
  cally parries the
  a t t a c k i n g
  weapon without
  harm to the caster.
  If the spell fails, the
  wizard is simply par-
  rying with his arm! This
  spell can parry no attack that a
  sword could not parry, and is consid-
  ered a parry for purposes of combat.
  Cost: 1.
  Prerequisites: Resist Pain and DX
  11 or higher.
  Item
  A bracelet or other item worn on
  the arm. Energy cost to create: 600.
  Weather Dome
  Area
  Creates a shimmering dome that
  repels bad weather of all types (up to
  and including Windstorm spells, vol-
  canic 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 the temperature
  remains comfortable for the caster.
  This is also a Weather spell.
  Duration: 6 hours.
  Base cost: 3 to cast. 2 to maintain.
  Prerequisites: At least two spells
  from each of the four elements.
  Atmosphere Dome
  Area
  Creates a shimmering dome that is
  selectively permeable to gases. It can
  either drive out specified gases, or
  draw them in. When the dome is cre-
  ated, the caster defines a target atmos-
  pheric composition; when the target
  level for each component gas is
  reached, the dome ceases acting on
  that gas until conditions inside the
  dome change. The composition select-
  ed by the caster specifies both propor-
  tions and total pressure; this spell can
  thus be used either to change the
  composition of the air within
  the dome or its pressure rel-
  ative to the surrounding
  area, 
  or 
  both. 
  An
  Atmosphere Dome can-
  not create gas where
  none exists; if there is
  no oxygen in a planet’s
  atmosphere, a dome
  set to accumulate oxy-
  gen remains empty.
  This is also an Air spell.
  Duration: 6 hours.
  Base cost: 4 to cast. Half that to
  maintain.
  Prerequisites: 
  Purify 
  Air 
  and
  Weather Dome.
  Resist Pressure
  Regular
  Protects the subject from the
  effects of pressures higher or lower
  than his native pressure, providing the
  equivalent 
  of 
  Pressure 
  Support 
  (p. B77) or Vacuum Support (p. B96).
  The caster must select that advantage
  the spell grants and at what level at the
  time of casting.
  This spell is most appropriate in
  scientific-paradigm settings; if the
  space between the planets is filled
  with ordinary air and the bottom of
  the ocean is much like the bottom of a
  river, there’s not much use for this
  spell.
  Resist Pressure does not enable the
  subject to breathe in the environments
  it renders survivable; Breathe Water
  or Hold Breath may be useful in these
  situations.
  PROTECTION AND WARNING SPELLS
  169
  
  Duration: 1 minute.
  Cost: Varies with the advantage
  conferred.
  Advantage
  Energy Cost
  Pressure Support 1
  2 to cast; 
  1 to maintain
  Pressure Support 2
  3 to cast; 
  2 to maintain
  Pressure Support 3
  5 to cast; 
  3 to maintain
  Vacuum Support
  3 to cast; 
  2 to maintain
  Prerequisite: Weather Dome.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 900.
  Resist Radiation
  Regular
  As listed under Technological Spells,
  p. 182.
  Resist Acid
  Regular
  As listed under Water Spells, p. 190.
  Freedom
  Regular
  As listed under Movement Spells,
  p. 148.
  Teleport Shield
  Area
  Any attempt to Teleport (or Blink)
  into or out of the area of effect is at -5
  to skill. Failed attempts to teleport in
  have the normal effects. Failed
  attempts to teleport out leave the 
  caster where he started, physically
  stunned and having spent all the ener-
  gy for the attempt! Doubling the 
  energy cost increases the penalty to
  -10; tripling it increases the penalty to
  -15!
  This spell works against Teleport,
  Timeport, Plane Shift, Timeslip, and
  all their variations.
  This is also a Gate spell.
  Duration: 1 hour.
  Base cost: 1⁄3 to cast (minimum 3-
  yard radius). Same cost to maintain.
  Time to cast: 10 seconds.
  Prerequisites: Watchdog and either
  Spell Shield or Teleport.
  Item
  Can be cost on an area of floor or
  ground, or on a rug or similar item.
  Energy cost to create: 50 per yard
  radius.
  Force Dome
  Area
  As Weather Dome, but the Force
  Dome repels any physical force or
  missile spell. Nothing can enter except
  light, and only enough light to see by
  (the interior is always in twilight).
  Likewise, nothing can leave the Force
  Dome except light – and not even that,
  if the caster wills it. However, magic,
  and magical creatures and items, pass
  through the Force Dome as though it
  did not exist.
  Once cast, a Force Dome takes a
  full second to form; anyone inside the
  Dome’s area at the time it is cast has
  one turn to leave.
  Duration: 10 minutes.
  Base cost: 3 to cast. 2 to maintain.
  Prerequisites: Magery 1, Weather
  Dome, and Apportation.
  Force Wall
  Regular
  Creates a shimmering barrier,
  which physical forces and missile
  spells cannot cross. Only light and
  non-Missile spells may pass. The
  Force Wall is four yards high. Higher
  walls are possible at a proportionate-
  ly increased energy cost (double for
  double height, etc).
  Duration: 10 minutes.
  Cost: 2 per yard length to cast.
  Same cost to maintain.
  Prerequisite: Force Dome.
  Item
  (a) Staff. Usable only by mages.
  Energy cost to create: 300. (b) A Force
  Wall may be made permanent at an
  energy cost of 100 times normal.
  Utter Dome
  Area
  Protects against physical and magi-
  cal attack; has the effect of a combina-
  tion Force Dome and Pentagram.
  However, creatures cannot be sum-
  moned within it, and there is no mark-
  ing to erase. Can only be removed by
  Dispel Magic or Counterspell. Resists
  any attempt to look through with magic.
  Like Force Dome, an Utter Dome
  takes a full second to form once cast.
  Duration: 1 minute.
  Base cost: 6 to cast. 4 to maintain.
  Prerequisites:
  Magery 2, Force
  Dome, and Spell Shield.
  Utter Wall
  Regular; 
  Resists intruding spells
  As Force Wall, but protects against
  physical and magical attack; has the
  effect of a combination Force Wall
  and Spell Wall.
  Duration: 1 minute.
  Cost: 4 per yard length to cast.
  Same cost to maintain.
  Prerequisites: Utter Dome and Spell
  Wall.
  Item
  (a) Staff. Usable only by mages.
  Energy cost to create: 1,000. (b) An
  Utter Wall may be made permanent at
  an energy cost of 100 times normal.
  170
  PROTECTION AND WARNING SPELLS
  
  Some people find their talents
  early, and a toddler in green overalls
  seemed to be bent on making the most
  of an aptitude for shrieking. His pierc-
  ing wails bored like a drill into Sheila’s
  temples.
  “One sec, OK?” she said to her
  friends, and quickly rattled off a short
  Bel Dampener. As she spoke the last
  syllable, the toddler’s scream stopped
  like a TV being turned off. His mouth
  kept working for a few seconds before
  the absence of noise startled him out
  of the tantrum.
  Sheila sighed with satisfaction and
  settled back into her seat.
  For any spell that produces sound,
  the “subject” is the spot from which
  the sound comes.
  Sound
  Regular
  Produces any sort of meaningless
  sound the caster wishes – the drone of
  an insect, the distant babble of voices,
  the clatter of something falling, or
  anything similar. The spell cannot
  produce loud noise. It requires no
  concentration once the spell is cast.
  Duration and cost: 1 to create 5 sec-
  onds of sound; 2 to create a sound that
  lasts for a full minute; 1 per minute to
  maintain.
  Item
  Any. Continually produces the
  specified sound (though Link is often
  used to turn it on and off). Energy cost
  to create: 50.
  Keen Hearing
  As listed under Mind Control Spells,
  p. 133.
  Silence
  Area
  Creates an area of quiet. No one
  within this area can hear anything,
  and nothing that happens in this area
  makes any sound. It is the area that is
  affected and not the people in it; any-
  one moving out will be able to speak.
  Note that an area of silence will 
  prevent spoken spells from working!
  Duration: 1 minute.
  Base cost: 2 to cast. 1 to maintain.
  Prerequisite: Sound.
  Item
  An area can be permanently
  silenced; the spell is on the floor or
  ground, and is broken if that area is
  torn up. Or a large rug can be enchant-
  ed for a portable silent area. Energy cost
  to create: 80 per yard radius, but only
  one spell is required for the whole area.
  Sound Vision
  Regular
  The subject sees by sound, like a bat
  or dolphin, as if he had the Scanning
  Sense (Sonar) advantage (p. B81). The
  Silence and Wall of Silence spells are
  equivalent to Darkness to the subject,
  while someone using Hush or Mage-
  Stealth will be effectively invisible to
  Sound Vision. The subject may still see
  with his normal vision, if he wants to
  and there is light to do so.
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Prerequisite: Keen Hearing or the
  Acute Hearing advantage.
  Item
  Staff, wand, or jewelry; only affects
  the wearer. Energy cost to create: 400.
  Thunderclap
  Regular
  Produces a single loud sound like
  an explosion or crash of thunder. The
  “subject” is the spot the caster chooses
  as the spell’s center. Outdoors, anyone
  within 3 yards of this place must make
  a HT roll or be deafened; anyone deaf-
  ened may roll vs. HT every hour to
  recover. In an enclosed area – less than
  10 yards in any dimension – increase
  this distance to 6 yards! The caster
  makes his roll at HT+2.
  Cost: 2.
  Prerequisite: Sound.
  Item
  Gloves, staff, wand, or jewelry.
  Energy cost to create: 300.
  SOUND SPELLS
  171
  CHAPTER TWENTY-THREE
  SOUND SPELLS
  
  Voices
  Regular
  Produces a meaningful sound –
  voices, music, etc. – of normal speak-
  ing 
  volume. 
  Requires 
  constant 
  concentration on the part of the caster.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisite: Sound.
  Item
  Any. The item repeats a single say-
  ing over and over (unless limited with
  Link). Energy cost to create: 20 per
  word.
  Garble
  Regular; Resisted by Will
  The subject (a living being) can no
  longer make meaningful sounds; it
  comes out completely garbled. This
  spell could make an opposing wizard
  powerless!
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisite: Voices.
  Item
  (a) Clothing or jewelry; only affects
  the wearer. Always on. Energy cost to
  create: 400. (b) Staff or wand. Usable
  only by mages; the item must touch the
  subject. Energy cost to create: 1,000.
  Imitate Voice
  Regular; Resisted by HT
  Alters the subject’s voice to precise-
  ly imitate that of a single other being
  known to the caster (including special
  inflections and accent). Recreating a
  familiar voice from memory is a -2
  penalty to skill, -3 or worse if the 
  caster has only heard the voice a few
  times or a long time ago (Eidetic or
  Photographic Memory is helpful here).
  To determine whether someone famil-
  iar with the imitated being’s voice is
  fooled or not, roll a Quick Contest
  between the spell and the listener’s IQ
  when he first hears it.
  Modifiers: +2 for close acquaintanc-
  es of the imitated being; -2 for listeners
  who are not expecting trickery or
  aren’t paying close attention.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Prerequisite: Voices.
  Wall of Silence
  Area
  Surrounds the affected area with a
  wall that sounds will not pass. Those
  within it cannot hear outside sounds,
  or be heard by those outside. Casting
  of spoken spells is unaffected.
  Duration: 1 minute.
  Base cost: 2 to cast. 1 to maintain.
  Prerequisite: Silence.
  Item
  As for Silence, but the cost is 100
  per yard radius.
  Hush
  Regular; Resisted by Will
  The subject (an object or living
  being) can make no sounds, either
  accidentally or on purpose. Add 3 to
  the subject’s Stealth skill whenever a
  roll is necessary, or subtract 5 from the
  Hearing roll of anyone listening for
  the subject. This spell can silence an
  opposing wizard in battle!
  Duration: 10 seconds if subject
  attempted to resist, 1 minute other-
  wise.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 2 seconds.
  Prerequisite: Silence.
  Item
  Clothing or jewelry; only affects the
  wearer. Energy cost to create: 200.
  Mage-Stealth
  Regular
  The subject can move quietly,
  breathe without sound, etc., but can
  still talk when necessary. Other 
  benefits are as for Hush.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Hush.
  Item
  Clothing or jewelry; only affects the
  wearer. Energy cost to create: 500.
  172
  SOUND SPELLS
  
  Great Voice
  Regular
  The subject can be heard clearly and
  distinctly by everyone he can see, even
  at a great distance. The subject can
  choose to be heard by only a few chosen
  targets if he specifies before speaking
  (those within ordinary earshot will hear
  him whether he wants it or not, of
  course). Note that, for instance, one
  could not cut off the subject’s voice by
  ducking behind a rock. This spell is
  widely used by ship captains, military
  commanders, and public speakers. The
  sound may become irritatingly loud if
  the original voice is loud, but will not
  deafen or cause harm.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 2 seconds.
  Prerequisites: 
  Voices 
  and
  Thunderclap.
  Item
  Staff, wand, helm, or jewelry; only
  affects the wearer. Energy cost to 
  create: 200.
  Noise
  Area
  Fills an area with meaningless,
  continuous, very loud noise. No one
  within this area can have a conversa-
  tion or hear other sounds. Use of any
  IQ-based skill is either distracted
  (spells, for example), or at -3 (or both!
  GM’s choice). A Wall of Silence sur-
  rounds the affected area. Resists (and
  is Resisted by) Silence.
  Duration: 5 seconds.
  Base cost: 4 to cast. 2 to maintain.
  Prerequisite: Wall of Silence.
  Item
  An area can be permanently made
  noisy; the spell is on the floor or
  ground, and is broken if the area is torn
  up. Or a large rug could be enchanted
  for a portable noisy area. Energy cost to
  create: 100 per yard radius, but only one
  spell is required for the whole area.
  Delayed Message
  Area
  Creates an oral message, which can
  be delayed to go off until a certain per-
  son, specified at casting, arrives in the
  area. The recipient hears it clearly,
  regardless of other noise, but nobody
  else hears it. A Detect Magic spell cast
  in the area reveals that it contains a
  delayed message, but only a critical
  success reveals more. A critical success
  reveals one of the following (roll ran-
  domly): the sender, the intended recip-
  ient, or the words (not any hidden
  meanings) of the message.
  This does not count as a “continu-
  ing spell” – the mage casts it and 
  forgets about it.
  Duration: Until the specified per-
  son arrives.
  Cost: 3 per simple sentence – one
  idea per sentence. Cannot be main-
  tained.
  Time to cast: 4 seconds.
  Prerequisites: Magery 1, Voices, and
  Sense Life.
  Resist Sound
  Regular
  The subject (person, creature or
  object), and anything he carries,
  becomes immune to the effects of
  sound: Thunderclaps won’t deafen
  him, sonic weapons won’t harm him,
  Sound Jet won’t stun him, and so on.
  Noise may still distract, however. Very
  popular at high TLs.
  This is also a Protection and
  Warning spell.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: At least four Sound
  spells.
  Item
  (a) Any. Only affects the wearer.
  Energy cost to create: 800. (b) Wand,
  staff, or jewelry. Energy cost to create:
  1,200.
  Sound Jet
  Regular
  Shoot a thin beam of very shrill
  sound from a fingertip. Each turn, the
  caster rolls versus Innate Attack or
  DX-4 to hit. This attack may be
  dodged or blocked, but not parried.
  The spell does no actual damage, but
  anyone hit by the jet must roll versus
  their HT minus the energy cost of the
  spell or be stunned (see Effects of Stun,
  p. B420). DR gives a +1 bonus to the
  target’s effective HT for every five
  points of DR. Every turn, a stunned
  person may roll vs. HT minus the
  energy cost of the spell to recover.
  Duration: 1 second.
  Cost: 1 to 4 to cast. Same cost to
  maintain. Range in yards is equal to
  energy cost.
  Prerequisite: Great Voice.
  Item
  Staff, wand, or jewelry. Usable only
  by a mage. Energy cost to create: 400.
  Concussion
  Missile
  As listed under Air Spells, p. 26.
  Converse
  Regular
  Allows the caster and his subject to
  converse quietly without fear of eaves-
  dropping, even in a noisy environment
  (such as a raucous party). Each one
  will hear the words of the other clear-
  ly regardless of the surrounding din.
  Other beings within earshot will hear
  a meaningless buzz of conversation.
  Converse resists spells that block
  sound such as Silence or Noise.
  Duration: As long as eye contact is
  maintained.
  Cost: 2.
  Prerequisites: Magery 1, Garble,
  and Silence.
  Item
  Any. Usable only by mages. Energy
  cost to create: 150.
  Far-Hearing
  Information
  The caster can hear any conversa-
  tion that he can see, even at a great
  distance, or hear through solid objects
  totaling no more than six feet of thick-
  ness. He automatically makes all
  Hearing rolls.
  This is also a Knowledge spell.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Magery 1 and four
  other Sound spells. May not have
  Deafness or Hard of Hearing;.
  Item
  Clothing or jewelry. Only affects
  the wearer. Energy cost to create: 400.
  SOUND SPELLS
  173
  
  Scribe
  Regular
  Animates a pen, which writes down
  whatever the caster dictates for the
  duration of the spell. If the caster fails
  by only 1 or 2 points, the pen is still ani-
  mated, but the transcription is not per-
  fectly accurate! Therefore, the caster
  should always double-check his work.
  At higher TLs, this spell may also be
  used with typewriters, computer key-
  boards, and other transcription devices.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Prerequisites:
  Voices, 
  Dancing
  Object, and must have Accented or
  better written comprehension in at
  least one language.
  Item
  A pen may be permanently animat-
  ed at an energy cost of 250. For an addi-
  tional 100 points of energy (which may
  be a separate enchantment) the caster
  may attune it to someone else’s words.
  Musical Scribe
  Regular
  Animates a pen, which records in
  musical notation any tune that the
  caster hums, sings, or plays on an
  instrument. The caster may also
  attune the pen to the sounds created
  by another person (or by a radio, etc.),
  instead of himself. The pen records
  only the music; if lyrics are to be
  recorded simultaneously, a second
  pen with Scribe cast on it can follow
  along and do so!
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Increase cost by 1 (both casting and
  maintenance) if the paper supplied is
  not properly ruled for musical 
  notation (the pen has to work harder
  supplying the lines as well as the
  notes!)
  Prerequisite: Scribe.
  Item
  A pen may be permanently animat-
  ed at an energy cost of 350. The caster
  can command it to change which
  source it is “attuned to” at will.
  Message
  Regular; Resisted by
  spells that block sound
  Send a spoken message to a sub-
  ject. Use the long-distance modifiers
  (p. 14). If the caster doesn’t know the
  subject, he is at -2. If he doesn’t know
  the subject’s whereabouts, he is also at
  -5 (a successful Seeker spell will elim-
  inate this). These penalties may be
  cumulative. A successful Trace gives a
  +5 bonus.
  The subject hears the message
  clearly and distinctly whatever his
  sonic surroundings, but nobody else
  hears it. Silence, Wall of Silence, and
  Noise will resist the incoming message.
  This is also a Communication and
  Empathy spell.
  Duration: The message travels to
  the subject at 50 mph. This speed dou-
  bles when the casting cost is doubled.
  Cost: 1 per 15 seconds of message
  duration.
  Time to cast: Equal to the message’s
  duration, as spoken by the caster.
  Prerequisites:
  Great Voice and
  Seeker.
  Item
  A conch one speaks into while con-
  centrating on a mental picture of the
  subject and his surroundings. Energy
  cost to create: 1,000.
  Wizard Mouth
  Regular
  As listed under Knowledge Spells,
  p. 104.
  Alter Voice
  Regular; Resisted by HT
  As listed under Body Control Spells,
  p. 41.
  Silver Tongue
  Regular
  Grants the subject the Voice advan-
  tage (p. B97). The spell has no effect on
  beings that already have the advantage.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Prerequisites: Voices and Emotion
  Control.
  Item
  (a) Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 200. (b)
  Jewelry; must bear a picture of a
  nightingale. Always on, only affects
  the wearer. Energy cost to create: 600.
  Echoes of the Past
  Regular
  As listed under Knowledge Spells,
  p. 107.
  Wizard Ear
  Regular
  Creates a replica of the caster’s
  physical ear, through which he can
  hear. The ear may move about without
  bumping into things (as if it had
  Sound Vision), though it cannot “see”
  more than the general size and shape
  of halls and rooms. This spell may be
  cast on an already existing Wizard Eye
  (regular or invisible); this does not
  change its shape, but allows it to hear
  conversation and other sounds.
  Duration: 1 minute.
  Cost: 4 to cast. 3 to maintain.
  Time to cast: 2 seconds.
  Prerequisites:
  Apportation, Far-
  Hearing, and Sound Vision.
  Item
  Any painting or sculpture depicting
  a human ear may be turned into an
  immobile Wizard Ear, through which
  the holder of an ear-shaped amulet,
  enchanted at the same time, may hear
  regardless of distance. Each such Ear
  links only to one amulet, and vice
  versa. Energy cost to cast: 450.
  Invisible Wizard Ear
  Regular
  Creates a Wizard Ear that cannot
  be seen without the See Invisible spell.
  Anyone who guesses where it is may
  still attack, but the cumulative modi-
  fiers from invisibility and its small size
  make it nigh impossible to hit.
  Duration: 1 minute.
  Cost: 5 to cast. 3 to maintain.
  Time to cast: 4 seconds.
  Prerequisites:
  Wizard Ear and
  Invisibility.
  174
  SOUND SPELLS
  
  “So what is it?”
  “My parents say it’s really old. It
  detects magic and stuff like that.”
  “My cell phone
  does that.”
  “Well, yeah, but
  this doesn’t have
  any mana chips in
  it or anything. It’s
  all spells and ana-
  log enchantments.”
  “Oh. So?”
  “I 
  dunno. 
  I
  guess that used to
  be a big deal.”
  “Whatever.”
  Traditionally,
  most 
  magical 
  settings are TL4 or
  below – pre-indus-
  trial. Introducing
  magic to a post-
  industrial setting,
  however, can create
  fascinating 
  new
  developments for play-
  ers and GMs to explore. In a setting
  where high technology and magic
  coexist, spells that manipulate and
  support the tools and features of the
  mechanized world must logically
  arise.
  Unlike other spells, many Tech
  spells are technological skills (p. B168)
  and must be learned at a particular
  TL. When a mage is expert with magic
  designed to interact with TL10 tech-
  nology, he is at a penalty when trying
  to power a TL11 blaster or trying to
  drain the energy from a TL7 flashlight
  battery.
  These penalties also affect prereq-
  uisites. To use a Tech spell as a prereq-
  uisite, you must have it at the level
  associated with spending one charac-
  ter point on the spell. Thus, a mage
  trying to learn Reveal Function/TL9
  must either know Seek Machine/TL9
  at IQ-2, Seek Machine/TL10 at IQ-1
  (to compensate for the -1 penalty), or
  Seek Machine/TL8 at IQ+3 (to 
  compensate for the -5 penalty).
  TECHNOLOGICAL SPELLS
  175
  CHAPTER TWENTY-FOUR
  TECHNOLOGICAL
  SPELLS
  MACHINE SPELLS
  For the purpose of these rules, a
  machine is a tool that in some way
  uses, stores, or transforms power in
  order to do its job. Thus, a hand drill
  doesn’t qualify, but an electric drill
  does. A spring-powered pocketwatch
  is a machine, while a sundial is not.
  The GM has final say regarding any
  gray area.
  In some cases, it may be important
  to assign an attribute to a machine for
  purposes of determining spell resist-
  ance. 
  For 
  most 
  purposes, 
  the
  machine’s HT is appropriate for this
  purpose; most machines have HT 10,
  unless specified otherwise.
  Machine spells are intended for use
  on machines without sapience or free
  will; as a rule, they should not affect
  any being that would ordinarily be
  built as a character. They should affect
  most machines with IQ 5 or less, and
  some machines with the Automaton
  meta-trait. AIs and other sapient
  machines should be controlled with
  Communication and Empathy or
  Mind Control spells (though the GM
  may wish to assess a -4 penalty for
  controlling an “alien” mind). At the
  GM’s discretion, the more physical
  Machine 
  spells, 
  like 
  Glitch 
  or
  Malfunction, may work on sapient
  machines.
  Seek Machine/TL
  Information
  Identifies the direction and approx-
  imate distance of the nearest machin-
  ery of any sort. The caster can also
  specify that he is looking for a specific
  sort of device; lasers, computers, light
  sources, etc. Any known examples of
  technology may be excluded if the
  mage specifies them before casting.
  Use long-distance modifiers (p. 14).
  Cost: 3.
  Time to cast: 10 seconds.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 100.
  
  Reveal Function/TL
  Information; Resisted by
  spells to conceal magic
  Reveals the functions of the subject
  machine. If the subject has more than
  one function, the spell reveals them in
  order of complexity (simplest first), and
  tells the caster “there are more func-
  tions.” Later castings will reveal the
  remaining functions, one per casting.
  The spell can also be used to reveal
  how to activate known functions (i.e.,
  which button to press); the caster gets
  one try, at -5! If successful, the caster
  can then use the machine with the
  appropriate skill (or IQ-6) at a penalty
  of only -1 for unfamiliarity.
  Cost: 8.
  Time to cast: 10 minutes.
  Prerequisite: Seek Machine.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 1,500.
  Machine Control/TL
  Regular
  Control the actions of one machine
  (anything under IQ 6, of any size) or a
  swarm of small ones, up to about 1,000
  machines or 100 pounds total. The cast-
  er must be aware of the machine’s func-
  tions to control it. The spell does not
  supply the skill to use the machine – the
  caster must use his own skill at Gunner,
  Computer Operation, Driving, and so
  on. Concentration is required.
  The 
  spell 
  acts 
  through 
  the
  machine’s triggers and controls,
  mechanical or electrical. A mage
  could use the spell to make a camera
  snap a picture, a robot strangle its evil
  creator, or a gun discharge all of its
  ammunition. He could not aim the
  object, or move it, unless it was self-
  aiming or self-propelled (at least with-
  out adding an Apportation spell).
  If something else has control (an AI
  in a vehicle or a human operator at the
  driver’s seat, for instance), then he/it
  may dispute control of the machine
  every second with a Quick Contest of
  the caster’s effective skill vs. the opera-
  tor’s skill (or Will+TL for cybernetic
  control).
  A mage who knows this spell may
  use the Rider or Rider Within spells on
  machines; note, however, that a
  machine’s sensory apparatus may not
  be readily intelligible to a human being!
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Prerequisites:
  Reveal Function,
  Locksmith, and Lightning.
  Item
  Staff, wand, headgear, or jewelry.
  Energy cost to create: 1,000 for an item
  that controls a specific type of
  machine, 2,000 for one that will 
  control any machine.
  Machine
  Summoning/TL
  Regular
  Call one machine of a named type
  (anything under IQ 6). Range does not
  matter for this spell. If the spell is suc-
  cessfully cast, the caster knows the
  location of the closest machine of the
  type and how long it will take for that
  machine to come to him. It moves
  towards the caster as fast as it can,
  until the spell ends or the machine
  reaches the immediate vicinity of the
  caster.
  Of course, the machine may not be
  very good at finding its way, or it may
  run out of fuel or power, etc. For
  example, a TL7 refrigerator would be
  unable to move at all. A TL7 car would
  proceed in a straight line at top speed,
  unaware of (and thus unable to avoid)
  obstacles such as pedestrians, ditches,
  lampposts . . .
  Once the machine reaches the cast-
  er, it stays nearby, without attacking,
  until the spell ends. The spell is broken
  if the caster or one of his companions
  attacks the machine.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 4 seconds.
  Prerequisite: Machine Control.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 500 for an item that sum-
  mons one particular machine type,
  1,000 for an item that can summon
  any machine.
  Machine Speech/TL
  Regular
  Communicate with any machine
  (of any IQ) in the machine’s own “lan-
  guage.” Unless the language is 
  sound-borne, the subject has to main-
  tain physical contact with the
  machine’s interface port or antenna.
  The 
  amount 
  of 
  information
  exchanged depends on the machine’s
  intelligence; no machine below IQ 3
  will be likely to know much of interest.
  Each minute of the spell allows one
  question and answer.
  This is also a Communication and
  Empathy spell.
  Duration: 1 minute.
  Cost: 5 to cast. 3 to maintain.
  Prerequisite: Machine Summoning.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 1,200 for an item that talks to
  one particular machine type, 5,000 for
  an item that can talk to any machine.
  Glitch/TL
  Regular; Resisted by HT
  The machine equivalent of Spasm
  (p. 35). This spell causes something to
  176
  TECHNOLOGICAL SPELLS
  
  go wrong for a moment with the sub-
  ject machine. It may drop whatever it
  was holding, eject a part, miss a cog in
  its drive train, or garble a data packet.
  Ingenious casters will find all sorts of
  uses. The game effects can be any-
  thing from a trivial annoyance (if cast
  on a flashlight, for instance), to poten-
  tially deadly (if cast on an automedic
  in the middle of laser surgery).
  Duration: An instant.
  Cost: 3. Cannot be maintained.
  Prerequisite: Machine Control.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 300.
  Malfunction/TL
  Melee; Resisted by HT
  The mechanical equivalent of Total
  Paralysis. The subject machine simply
  ceases to function for the duration of
  the spell (an airplane falls, a sensor is
  “blind,” and so on). The caster must
  touch the subject.
  Duration: 1 minute.
  Cost: 5. Cannot be maintained;
  must be recast.
  Prerequisites: Magery 2 and Glitch.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 2,000.
  Schematic/TL (VH)
  Information
  Creates detailed technical “blue-
  prints” of the machine subject in the
  caster’s mind. The caster can browse
  through the mental schematic at his
  leisure or the same rate that he could
  examine actual hardcopy plans for the
  machine. However, this spell grants no
  appropriate skills; to interpret, for
  instance, a schematic of a starship’s
  fusion power plant, the caster would
  need some skill in Engineering
  (Fusion). To make any use of a
  schematic of a weapon, either
  Armoury or some sort of weapons
  Engineering would be required. The
  duration is the length of time that the
  image stays with any useful clarity in
  the caster’s mind. The caster must
  touch the subject during the casting.
  The schematic can either represent
  the current state of the object (show-
  ing any internal damage, alterations,
  and wear), or the ideal state of the
  object, at the caster’s discretion. Both
  can be useful. The latter use even gives
  plans for an object based only on a
  tiny fraction of it (at least 5% of the
  machine’s total mass needs to be pres-
  ent). This could be used to form a
  complete picture from a fragmented
  Precursor device, for instance . . . In
  either case, the cost to cast the spell is
  based on the mass of the intact
  machine.
  The schematic image, even when
  maintained by the mage, does not
  count as a spell “on” for penalty 
  purposes.
  This is also a Knowledge spell.
  Duration: 1 minute.
  Cost: 5 for a one-ton or smaller
  object; add 1 energy to the cost for
  each additional ton or fraction. Half
  that to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Reveal Function and
  History.
  Item
  Blueprint or headgear. Usable only
  by mages; the item must touch the
  subject. Energy cost to create: 200.
  Rebuild/TL (VH)
  Regular
  This spell is an improved version of
  Repair. It totally rebuilds any object,
  from even a fragment. The caster must
  first successfully cast Schematic on
  the subject, and, while the schematic
  is still in mind, begin casting Rebuild.
  Schematic is unnecessary for simpler
  objects. With enough power, you
  could rebuild a starship from a scrap
  of bulkhead!
  The object re-forms at a rate of 500
  pounds of missing mass per second,
  beginning after the casting is complet-
  ed. Thus, it would take a 30-ton tank
  two minutes to completely rebuild
  itself. Exotic materials may inflict a
  skill penalty or slow the rebuilding
  process.
  On objects simpler than machines,
  ignore the TL modifiers. Magic items
  cannot be rebuilt.
  This is also a Making and Breaking
  spell.
  Duration: Permanent.
  Cost: 30 if the final mass will be
  500 pounds or less; the object’s current
  state of repair is not a factor. Add 1 to
  cost for every additional 500 pounds
  or fraction of final mass.
  Time to cast: 1 second per point of
  energy required.
  Prerequisites: Magery 3, Repair,
  Create Object, and at least three spells
  of each element. Schematic is
  required to cast the spell on machines.
  Animate Machine/TL
  (VH)
  Regular; Resisted by Will
  Summons a spirit to animate a
  machine the mage is touching.
  Characters with the Machine meta-
  trait (p. B263) can be affected by this
  spell, though intelligent machines do
  get a chance to resist.
  The summoned spirit controls the
  animated machine just as if it were
  being operated in the normal fashion.
  It also controls all the mechanical or
  electronic 
  accessories 
  (including
  weapons) built into the machine.
  The spirit has DX 10 and IQ 9 with
  the Automaton and Spirit meta-traits
  (p. B263). It obeys the orders of the
  caster or anyone the latter designates
  – but the spirit takes all orders literal-
  ly! “Drop me off” is a particularly
  unfortunate command to give to an
  animated helicopter. In such cases,
  roll against the spirit’s IQ to see if it
  uses the colloquial or literal meaning
  of the phrase.
  On a critical failure during casting,
  a demon enters the machine. It then
  attempts to kill its summoner and any-
  one else it can reach. The caster can-
  not dispel the demon animating the
  machine – it uses its own 15 FP to
  keep the spell going! In other respects,
  the demon is similar to the spirits
  ordinarily summoned.
  Duration: One minute.
  Cost: 8 for a machine of up to one
  ton in mass, 9 for two tons or less, 10
  for four tons, 11 for eight tons, 12 for
  16 tons, and so on, with each extra
  point of energy doubling the capable
  mass of the spell. Half that to
  maintain.
  Time to cast: One second per energy
  point.
  Prerequisites: Machine Control and
  either Animation or Animate Object.
  TECHNOLOGICAL SPELLS
  177
  
  Machine Possession/TL
  Regular; Resisted by Will
  Like Animate Machine, except that
  it is the caster’s own spirit which ani-
  mates the machine. The machine
  must have IQ 5 or less.
  The caster animates the subject
  just as if he was at its controls. He has
  full access to the machine’s memories
  and abilities; he may use all its skills
  and abilities as though they were his
  own. He may use his own mental abil-
  ities, but not his physical ones (so
  spells cannot be cast unless they are
  known so well that they require no
  speech or gesture).
  The spell allows the caster to keep
  his own sensory apparatus in addition
  to the machine’s; otherwise, he would
  be 
  severely 
  handicapped, 
  since
  machines of TL6 or less are basically
  blind and deaf.
  The caster’s own body lies uncon-
  scious during the spell and should be
  safeguarded.
  Duration: 1 minute.
  Cost: 6 to cast. 2 to maintain.
  Time to cast: 30 seconds.
  Prerequisites: Machine Control and
  either Rider Within or Soul Rider.
  Item
  An pair of identical pieces of jewel-
  ry, one of silver, one of gold. The caster
  wears the gold one, the machine bears
  the silver one. The spell may then be
  cast at any time, regardless of distance.
  If a Powerstone is included, it is in the
  gold one. If either item is broken, the
  other loses its enchantment. Energy
  cost to create: 1,500 (for the pair). Each
  of the pair must include a synthetic
  gemstone worth $200.
  Permanent Machine
  Possession/TL (VH)
  Regular; Resisted by Will
  Like Machine Possession – but the
  caster remains in the subject machine
  until he chooses to leave or is exor-
  cised by an appropriate spell (Dispel
  Possession, 
  Remove 
  Curse,
  Counterspell, etc). The caster’s body
  remains in suspended animation
  (p. 94) while the spell lasts. If the cast-
  er’s body dies, the spell is broken.
  Whenever the subject machine takes
  damage, the caster must roll on his
  own body’s HT or take the same dam-
  age. If the subject machine “dies,” the
  caster must roll vs. HT or die also!
  In addition, the caster must roll
  against his Will every day; a failed roll
  means that he loses one point of IQ.
  The caster does not need to roll any
  more once he reaches the machine’s
  normal IQ or Will range. The lost
  attribute is regained when the spell is
  ended. Should the caster’s IQ drop to
  5, only Remove Curse or Dispel
  Possession will end the spell.
  Duration: Indefinite (could be per-
  manent).
  Cost: 30.
  Time to cast: 5 minutes.
  Prerequisites:
  Magery 
  3 
  and
  Machine Possession.
  Awaken Computer/TL
  (VH)
  Regular
  Similar to Awaken Craft Spirit, this
  spell awakens a computer’s spirit,
  granting it awareness and sapience. If
  the computer is already inhabited by a
  sapient program, that program may
  resist this spell; if it fails to resist, it is
  rendered unconscious for the duration
  of the spell.
  The spirit awakened by the spell
  has IQ equal to the computer’s
  Complexity + 5. It has complete access
  to all its host computer’s databases
  and peripherals, though it cannot read
  encrypted information in its host’s
  databases. It can access networked
  computers like any other being using
  its host computer; it has Computer
  Operation 
  and 
  Computer 
  Pro-
  gramming at its IQ. It obeys the 
  caster’s orders faithfully, but otherwise
  has free will (also, true to its nature, a
  computer spirit can be infuriatingly
  literal-minded).
  Computer spirits often have quirky
  personalities all their own. They
  remember what happens each time
  they are awakened; the time in
  between awakenings is one of 
  slumber, not nonexistence.
  If a critical failure is rolled the first
  time a given computer is awakened, its
  spirit is malicious and evil, and seeks
  to do harm to the caster and anyone
  else it can hurt. It has Computer
  Hacking at a level equal to its host’s
  Complexity; if nothing else, it erases
  important data just because it can.
  Duration: 1 hour.
  Cost: 8 to cast. 2 to maintain.
  Time to cast: 10 seconds.
  Prerequisites: 
  Animation 
  and
  Wisdom.
  Item
  A computer may be permanently
  awakened for 100 times casting cost.
  178
  TECHNOLOGICAL SPELLS
  ENERGY SPELLS
  For the purpose of these rules,
  “power” means any energy used by a
  machine to do its job. At TL8, this gen-
  erally means electricity. Earlier TLs
  might use mechanical power from a
  waterwheel or steam engine; later TLs
  might use exotic forms of beamed
  power. “Fuel,” by contrast, means any
  substance that is consumed to provide
  power. Fuel takes many forms, from
  wood to coal to antimatter. The TL of a
  fuel or power source is determined by
  the TLs at which people use it to operate
  machines. If a fuel has more than one
  TL, use the TL most favorable to the
  caster when making calculations.
  Many of the spells below require
  conversions between standard power
  sources and GURPS spell energy. The
  default assumption is that one kilo-
  watt-hour (kWh) is equal to 10 energy;
  Any sufficiently advanced technology is 
  indistinguishable from magic.
  – Arthur C. Clarke 
  
  thus, 360 kilowatts (kW) is equal to 1
  energy/second, and 360 kilowatt-sec-
  onds (kWs) or kilojoules (kJ) is equal
  to 1 energy. Some settings may have
  different 
  assumptions, 
  however; 
  energy spells can become extremely
  powerful in settings with antimatter
  reactors, and the GM may want to
  change the conversion rate to com-
  pensate.
  Seek Power/TL
  Information
  Identifies the direction and approx-
  imate distance of the nearest signifi-
  cant source of power. Use the long-
  distance modifiers (p. 14). Any partic-
  ular types or known sources of power
  may be excluded if the caster specifi-
  cally mentions them before beginning.
  Power sources that are not current-
  ly being drawn from (a battery not
  connected to a circuit, for example)
  are harder to locate than power
  sources in use; double the long-
  distance penalty.
  Cost: 3.
  Time to cast: 10 seconds.
  Item
  A wand that will point in the direc-
  tion sought after and glow in propor-
  tion to the importance of the source
  detected. Energy cost to create: 60.
  Seek Fuel/TL
  Information
  Identifies the direction and approx-
  imate 
  distance 
  of 
  the 
  nearest 
  significant source of fuel. Use the
  long-distance modifiers (p. 14). Any
  particular types or known sources of
  fuel may be excluded if the caster
  specifically mentions them before
  beginning.
  Cost: 3.
  Time to cast: 10 seconds.
  Item
  A thin graduated metal stick, which
  will point in the direction sought after
  and give an indication of the amount
  detected. Energy cost to create: 60.
  Test Fuel/TL
  Information
  Identifies if a substance can be
  used normally as fuel for a specific
  purpose. The spell reveals nothing
  about the substance’s chemistry or
  stored energy, but it detects impuri-
  ties, decay, and foreign objects that
  might interfere with normal use. It
  does not check fuel for magic.
  Cost: 1 to test a single pound or gal-
  lon of fuel; 3 to check all the fuel in a
  1-yard radius.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 100.
  Preserve Fuel/TL
  Regular
  Prevents fuel from spoiling, decay-
  ing, or otherwise becoming unusable.
  Wood does not rot, gasoline does not
  evaporate – even the radioactive decay
  of nuclear fuels is suppressed!
  Duration: 1 week.
  Cost: 4 per pound of fuel. Half that
  to maintain.
  Prerequisite: Test Fuel.
  Item
  (a) Staff, wand, or jewelry. Energy
  cost to create: 400. (b) Chest or con-
  tainer; always on; the contents of the
  chest are preserved indefinitely.
  Energy cost to create: 40 for every
  pound of fuel to be held (round up).
  Purify Fuel/TL
  Regular
  Removes foreign objects and impu-
  rities from a fuel, rendering it fit to
  use. If the fuel has been completely
  corrupted by the impurities, the spell
  will remove them . . . leaving nothing!
  Cost: 1/2 per pound of material to
  be purified (minimum cost of 1).
  Prerequisite: Purify Water or Decay.
  Item
  Staff, wand, or jewelry. The item
  must touch the subject fuel. Energy
  cost to create: 200.
  Create Fuel/TL
  Regular
  Turns any natural substance into
  the primary solid or liquid fuel for the
  spell’s TL. At TL5, this will turn rocks
  into coal; at TL7, it would turn rocks
  into uranium.
  Other Energy spells such as Steal
  Power or Draw Power cannot tap
  magically created fuel or a machine
  using created fuel for energy.
  Duration: Permanent.
  Cost: 1 per TL per pound; a TL5 fuel,
  therefore, costs 5 energy per pound to
  create. Minimum cost 1 per pound.
  Time to cast: 30 seconds.
  Prerequisites: Seek Fuel and any
  two transmutation spells.
  Item
  (a) Wand, staff, or jewelry; usable
  only by a mage. The item must touch
  the material to be turned into fuel.
  Energy cost to create: 400. (b) A pot or
  container that will change the contents
  into solid fuel. Energy cost to create:
  100 per pound of the daily capacity of
  the container.
  Essential Fuel/TL
  Regular
  Turns any regular fuel into the
  magical essence of fuel. Essential Fuel
  burns 10 times as long as regular fuel,
  with one-third the usual pollution
  (smoke, radiation, etc.). Vehicles run-
  ning on Essential Fuel have 10 times
  the Range; in a secret-magic setting,
  this spell may give rise to urban leg-
  ends about 200-mpg carburetors.
  The increased potency of Essential
  Fuel only applies when the Fuel is
  used in a machine; hay treated with
  Essential Fuel does nothing if fed to a
  mule.
  Other Energy spells such as Steal
  Power or Draw Power cannot tap
  Essential Fuel or a machine using
  Essential Fuel for energy.
  Duration: Permanent.
  Cost: 1 per pound
  Time to cast: 10 seconds.
  Prerequisites: Any six Energy spells.
  Stop Power
  Area
  Stops the flow of power in the area,
  causing all powered devices to cease to
  function. This may or may not cause
  permanent damage to the devices,
  depending on their design. Barring
  this, any affected device works 
  normally when it leaves the area.
  Duration: 1 minute.
  Base cost: 3 to cast. Half that to
  maintain.
  TECHNOLOGICAL SPELLS
  179
  
  Time to cast: 3 seconds.
  Prerequisites: Magery 1 and Seek
  Power.
  Item
  Wand or staff, usable only by a
  mage. Energy cost to create: 800.
  Lend Power/TL
  Regular
  The caster expends energy to mag-
  ically power a device. In theory, a large
  enough circle of mages could use this
  spell to power a starship and its
  weapons.
  The spell cannot be used to directly
  charge batteries or other storage
  devices. It could, however, power a
  machine designed to recharge them . . .
  Duration: Indefinite.
  Cost: The GM will have to convert
  the device’s power requirement into
  an energy rate equivalent (see pp. 178-
  179). Minimum energy cost is one per
  hour; high skill does not reduce cost.
  Prerequisites: Magery 2 and Seek
  Power.
  Item
  (a) Staff, wand, or jewelry. Usable
  only by mages; the item must touch the
  subject. Energy cost to create: 1,000. (b)
  Any device can be enchanted so that
  any mage willing to lend it power (pos-
  sibly in addition to its normal power
  source) can do so. The mage need not
  know the spell; the enchantment sup-
  plies the magic. The enchanted device
  will also accept a Powerstone or
  Maintain Spell. Energy cost to create: 1
  per 100 pounds of device mass (round
  up); the minimum cost is 250.
  Propel/TL
  Regular
  Uses magical energy to operate any
  device that converts power or fuel into
  motion, from a lawn mower to a
  stardrive. In almost all cases, these
  devices are vehicles of some sort; see
  Vehicles, p. B462, for more details.
  Duration: 10 minutes.
  Cost: Multiply vehicle Lwt. (in
  tons) by the desired Move (up to the
  vehicle’s Top Speed), then divide by
  the caster’s skill. Minimum cost is 1 
  energy; high skill does not reduce 
  casting cost. Same cost to maintain.
  Prerequisites: Create Fuel and
  Dancing Object.
  Example: A mage with Propel/TL7-
  15 wishes to move his sports car
  (p. B464) at its top speed of Move 75
  (150 mph). The car weighs 1.8 tons. To
  move the car at Move 75 for the dura-
  tion of the spell requires (1.8¥75)/15 = 9
  energy.
  Item
  (a) Staff, wand, or jewelry. Usable
  only by mages; the item must touch
  the subject. Energy cost to create:
  1,000. (b) Any engine can be enchant-
  ed so that any mage willing to propel
  it can do so. The mage need not know
  the spell; the enchantment supplies
  the magic. The enchanted device will
  also accept a Powerstone or Maintain
  Spell. Energy cost to create: 20 per ton
  of vehicle Lwt. (round up); minimum
  cost is 200.
  Conduct Power/TL (VH)
  Special
  Turns the caster into a power con-
  duit, a link between an active power
  source and a device in need of it. The
  spell has two “subjects”: the source
  and the sink. The range penalty is
  based on the total distance from
  source to caster plus caster to sink. If
  either the source or the sink is not vis-
  ible to the caster, the roll is at -5; if
  neither is visible, the roll is at -10!
  A device may draw power through
  one mage or circle of mages at a time; if
  several mages are competing to supply
  a device, roll a Quick Contest of Skill
  between casters, adjusting for range.
  The maximum power a mage may
  safely serve as a conduit for is (HT) ¥
  (Magery squared)/4, in megawatts.
  Thus, a wizard with HT 10 and
  Magery 2 could handle a steady
  stream 
  of 
  10¥(2¥2)/4, 
  or 
  10
  megawatts, safely. If a mage’s safe level
  is exceeded, every second he must take
  1 fatigue per excess MW (or fraction
  thereof) and roll vs. HT. On a failed
  roll, he loses HP equal to the fatigue
  loss for that turn. On a critical failure,
  he suffers a heart attack (see Mortal
  Conditions, p. B429) and collapses.
  A source for this spell need not be a
  source of electricity or some other
  energetic essence; particularly in its
  low-TL versions, Conduct Power may
  tap into mechanical energy from 
  natural sources. However, a power
  source must be in a form that could be
  directly used by a machine; thus, a
  water wheel would be a viable source,
  but a waterfall would not be.
  Duration: 1 minute.
  Cost: None to cast. 1 to maintain
  (due to the strain of the power’s pas-
  sage). This maintenance cost isn’t
  reduced by high skill.
  Prerequisites: Magery 1 and Seek
  Power.
  Example: The spell could be cast on
  the fusion plant in a starship (the
  source) and a blaster pistol in the
  mage’s hand (the sink). While the spell
  is maintained, the fusion plant powers
  the pistol. If the blaster is in the mage’s
  hand and the plant is 3 yards beneath
  the catwalk he is standing on, the total
  distance is 3 yards, for a -3 range penal-
  ty. If the catwalk obscures the mage’s
  view of the power plant, he is at a fur-
  ther -5 (note that the caster need not be
  looking at the power plant while firing
  the gun – just while casting the spell!).
  Steal Power/TL (VH)
  Regular
  The caster steals power from a
  stored power source (such as a battery)
  to restore his FP.
  Cost: The caster regains energy at a
  percentage efficiency equal to his skill
  with the spell; a caster with skill 15,
  draining a battery completely, would
  himself gain 15% of the power poten-
  tial contained in the battery (or less, if
  less would completely restore the cast-
  er’s FP). The rest of the power in the
  battery is wasted.
  Time to cast: 5 seconds.
  Prerequisites: Magery 2, Minor
  Healing, and Conduct Power.
  Item
  Wand, staff, or jewelry. Usable only
  by a mage. The mage and the item
  must both touch the source. Energy
  cost to create: 1,000.
  Draw Power/TL (VH)
  Special
  Identical to Conduct Power, except
  that the subject is a spell; a wizard with
  HT 10 and Magery 2 could use a 10 MW
  fusion plant to provide him with a
  steady stream of 28 energy per second
  to power his magic! The Draw Power
  must be cast first and counts as a spell
  “on” when casting the subject spell.
  180
  TECHNOLOGICAL SPELLS
  
  Duration: 1 minute.
  Cost: None to cast. 1 to maintain
  (due to the strain of the power’s pas-
  sage). This maintenance cost is not
  reduced by high skill.
  Prerequisites: Steal Power and at
  least two spells from 10 different 
  colleges.
  Magnetic Vision
  Regular
  Reveals magnetic fields to the sub-
  ject. They are brightest where densest
  and seem to flow from one magnetic
  pole to the other. If the subject has
  Physics/TL6 or higher at a skill of 12
  or more, he can use it to estimate the
  strength of the magnetic field. If no
  magnetic object stronger than a
  kitchen magnet is within 1 yard of
  him, the subject can determine mag-
  netic north. Combined with 1,000¥
  Microscopic Vision (p. B68), the 
  subject can directly read magnetic
  data storage media (each format is a
  distinct language, which must be
  known at Native level to read in real
  time).
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Keen Vision.
  Item
  Jewelry or spectacles. The item must
  include a small magnet. Only affects the
  wearer. Energy cost to create: 150.
  Radio Hearing
  Regular
  The subject can “tune” his hearing
  to the radio and microwave portions
  of the electromagnetic spectrum, as if
  he had Telecommunication (Radio)
  (Receive Only, -50%) (p. B91).
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisite: Keen Hearing.
  Item
  Jewelry (earrings are particularly
  appropriate). Only affects the wearer. 
  Energy cost to create:
  150. Some
  enchanters create items (conchs, or
  small radios or earplugs, typically) that
  turn the radio signal into an audible
  one; the user tunes it by concentrating.
  Spectrum Vision (VH)
  Regular
  The subject can perceive any portion
  of the electromagnetic spectrum, as if
  he had Hyperspectral Vision with the
  Extended Low-Band and Extended
  High-Band enhancements (p. B60). The
  GM may require rolls against various
  scientific skills to allow the subject to
  understand what he sees.
  Duration: 1 minute.
  Cost: 4. Same cost to maintain.
  Prerequisite: Infravision.
  Item
  Jewelry or spectacles. The item
  must include a small prism. Only
  affects the wearer. Energy cost to 
  create: 750.
  TECHNOLOGICAL SPELLS
  181
  RADIATION SPELLS
  Radiation is insidious; it is odor-
  less, invisible, and silent. Fatal expo-
  sure can be reached in a few minutes,
  but death can take weeks to come – an
  ugly, agonizingly painful death. See
  p. B435 for details on the effect 
  radiation can have on a person.
  Under some circumstances (partic-
  ularly with spells such as Radiation
  Jet), a victim may have only part of his
  body irradiated. Such doses of radia-
  tion do not have the same effect as a
  dose distributed over the entire body.
  To assess the dose’s effects, one must
  convert the body part’s dose into an
  “equivalent whole-body dose”: divide a
  dose received by the head or limbs by
  15, one received by the torso by 8 and
  one received by the vitals by 4.
  See Radiation
  Regular
  Makes all radioactive items visible in
  the subject’s field of vision. Each such
  item glows in proportion to its activity.
  Items hidden under clothes, behind
  walls, etc, give off a glow depending on
  the amount of radiation getting
  through the shielding. Spells such as
  Radiation Jet also become visible.
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 400.
  Seek Radiation
  Information
  Identifies the direction and approxi-
  mate distance of the nearest significant
  source of radiation of any sort. The
  caster can also specify that he is looking
  for a specific sort of radiation (gamma,
  neutron, etc.). Any known radioactive
  sources may be excluded if the mage
  specifies them before casting. Use the
  long-distance modifiers (p. 14).
  Cost: 3.
  Time to cast: 10 seconds.
  Prerequisite: See Radiation.
  Item
  A wand or stick that will point in
  the direction sought and click or ping
  in proportion to the strength of the
  source found. Energy cost to create: 60.
  Irradiate
  Area
  Makes an area radioactive.
  Duration: 1 hour.
  Base cost: 1 per 10 rads/hour. Half
  that to maintain.
  Prerequisites: At least two Earth
  spells and two Fire spells.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 300.
  Extinguish Radiation
  (VH)
  Regular
  Removes harmful radioactivity
  from the subject.
  Duration: Permanent.
  Cost: 1 per 10 rads/hour.
  Prerequisites: Magery 2, Extinguish
  Fire, Earth to Air, and Irradiate.
  
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 1,500.
  Resist Radiation
  Regular
  The subject (person, creature or
  object) and anything he carries
  becomes resistant to radiation. This is
  expressed in terms of Protection
  Factor (see p. B436).
  This is also a Protection and
  Warning spell.
  Duration: 1 minute.
  Cost: 1 for PF 10, 2 for PF 100, 3 for
  PF 1,000. Half that (round up) to
  maintain.
  Prerequisites:
  At 
  least 
  three
  Radiation spells.
  Item
  (a) Any; only affects the wearer.
  Energy cost to create: 1,000. (b) Wand,
  staff, or jewelry. Energy cost to create:
  1,500.
  Cure Radiation (VH)
  Regular
  Heals the subject of radiation dam-
  age; this spell reduces the inherent
  radiation dose in the subject’s body,
  including the 10% “permanent”
  retained dose (the permanent dose,
  however, is the last to be healed). It 
  does not restore already-lost HP or
  other injury, which must be healed by
  other means.
  This is also a Healing spell.
  Duration:
  The dose is cured 
  permanently.
  Cost: 1 per 10 rads removed from
  the subject’s body; minimum cost 5.
  Time to cast: 30 seconds.
  Prerequisites: Resist Radiation and
  Major Healing.
  Item
  Wand or staff. The item must touch
  the subject. Usable only by a mage or a
  nonmage with Physician 20 or higher.
  Energy cost to create: 1,500.
  Radiation Jet
  Regular
  Shoot an invisible beam of radiation
  from one finger. Each turn, the caster
  rolls versus DX-4 or Innate Attack skill
  to hit. This attack may be dodged or
  blocked (though only shields which are
  impervious to radiation will be any
  use), but not parried. The jet inflicts 10
  rads per point of energy in the spell to a
  human-sized target.
  The spell can also fog photographic
  films, scramble electronics, and so on.
  Duration: 1 second.
  Cost: 1 to 3. Range in yards is equal
  to energy cost. Same cost to maintain.
  Prerequisites: Irradiate and Resist
  Radiation.
  Item
  Staff or wand. Usable only by
  mages. The jet issues from the item’s
  tip. Energy cost to create: 600.
  Breathe Radiation (VH)
  Regular
  Similar to Radiation Jet, except
  that the radiation issues from the cast-
  er’s mouth and it cannot be main-
  tained. Caster rolls to hit against DX-4
  or Innate Attack skill. This counts as
  an action; the caster must be facing
  his target. No hand gestures are
  required to cast this spell; certain lip
  and tongue motions are made instead.
  Thus Breathe Radiation can be cast
  “no hands” at any level of skill.
  Duration: 1 second.
  Cost: 1 to 4. Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: 
  Magery 
  2 
  and
  Radiation Jet.
  Item
  Jewelry. Usable only by mages.
  Energy cost to create: 1,200.
  182
  TECHNOLOGICAL SPELLS
  METAL AND PLASTIC SPELLS
  For the purposes of these spells, a
  “metal” is any conducting material. A
  “plastic,” 
  by 
  contrast, 
  is 
  any 
  artificial nonconducting unliving
  polymer material. If it isn’t (a) animal,
  (b) 
  stone/earth/ceramic/glass, 
  (c)
  water/simple liquid, (d) air/gas, (e)
  plant/wood (living or dead), or (f)
  metal, then it’s “plastic.”
  Seek Plastic
  Information
  Identifies the direction and approxi-
  mate distance of the nearest significant
  quantity of plastic. Use the long-dis-
  tance modifiers (p. 14). Any particular
  types or known quantities of plastic
  may be excluded if the caster specifical-
  ly mentions them before beginning.
  Cost: 3.
  Time to cast: 10 seconds.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 60.
  Identify Metal
  Information
  Identifies a metal’s type. The caster
  must touch the metal to be identified.
  Cost: 1.
  Prerequisite: Seek Earth.
  Identify Plastic
  Information
  Identifies a plastic’s type. The caster
  must touch the plastic to be identified.
  Useful for sorting recyclables.
  Cost: 1.
  Prerequisite: Seek Plastic.
  Shape Metal
  Regular
  Move solid and liquid metal about
  and shape it into any form. If the form
  is stable, it remains permanently after
  shaping. An unstable form lasts only
  while the spell continues – though no
  special concentration is required – and
  then breaks and collapses. A successful
  Architecture roll may be required to
  create a stable arch, overhang or other
  structure. Solid metal moved with this
  spell travels at Move 1/2; liquid metal
  flows at that speed uphill, but goes
  much faster horizontally (Move 4) or
  downhill (up to Move 10).
  
  Duration: 1 minute.
  Cost: 6 (4 for soft metals such as
  lead, gold or magnesium). Half that to
  maintain.
  Prerequisites: Magery 1 and either
  Shape Earth or at least six Tech spells.
  Shape Plastic
  Regular
  Similar to Shape Metal, but affects
  “plastic.” Material moved with this
  spell travels at Move 1/2 or faster if
  ductile or liquid.
  Duration: 1 minute.
  Cost: 6 to cast. 3 to maintain.
  Prerequisites: Magery 1 and either
  Shape Plant or at least six Tech spells.
  Metal Vision
  Regular
  See through metal to gaze upon
  whatever lies beyond – past the door,
  inside the chest, etc. Certain metals
  (lead) resist or block this spell outright.
  This is also a Knowledge spell.
  Duration: 30 seconds.
  Cost: 2 per 5 yards of depth (maxi-
  mum 50 yards) to cast. Same cost to
  maintain.
  Prerequisite: Shape Metal.
  Item
  Any. Only affects the wearer. Energy
  cost to create: 800.
  Plastic Vision
  Regular
  See through plastic.
  This is also a Knowledge spell.
  Duration: 30 seconds.
  Cost: 2 per 5 yards of depth (maxi-
  mum 50 yards) to cast. Same cost to
  maintain.
  Prerequisite: Shape Plastic.
  Item
  Any. Only affects the wearer. Energy
  cost to create: 800.
  Body of Metal (VH)
  Regular; Resisted by HT
  The subject becomes an animated
  statue of metal, temporarily granting
  him the Body of Metal meta-trait
  (p. B262). Clothes (up to 6 pounds)
  also become metallic, but lose any
  magic powers they might have had.
  Duration: 1 minute. The spell
  expires 
  if 
  the 
  subject 
  loses 
  consciousness.
  Cost: 12 to cast. 6 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Magery 2 and Shape
  Metal.
  Item
  Staff, wand, or jewelry. Only affects
  the wearer. Energy cost to create: 3,000.
  Body of Plastic (VH)
  Regular; Resisted by HT
  The subject becomes an animated
  statue of plastic, temporarily granting
  him the Body of Plastic meta-trait (see
  box). Clothes (up to 6 pounds) also
  become plastic, but lose any magic
  powers they might have had.
  Duration: 1 minute. The spell
  expires 
  if 
  the 
  subject 
  loses 
  consciousness.
  Cost: 10 to cast. 5 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Magery 2 and Shape
  Plastic.
  Item
  Staff, wand, or jewelry. Only affects
  the wearer. Energy cost to create: 2,500.
  TECHNOLOGICAL SPELLS
  183
  New Meta-Trait: Body of Plastic
  Body of Plastic: Your body is made of ordinary plastic, like the materi-
  al used to make plastic buckets or milk jugs. Doesn’t Breathe [20]; DR 1
  [5]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous,
  No Blood) [45]; Pressure Support 1 [5]; Sealed [15]; Vacuum Support [5].
  125 points.
  
  Perrek poured brine from his cap
  through his fingers into his mouth,
  greedily swallowing the clear water
  thereby purified. Smacking his lips, he
  pushed the cool cap back on his head
  and peered out at the horizon.
  Somewhere out there was land,
  according to the augury he’d cast a
  few hours ago, and his little custom-
  made current should carry his
  makeshift raft there by sundown. He
  wasn’t sure quite where he was, but he
  couldn’t be more than a few days from
  port by now.
  Then that weasel of a first mate
  would learn that there was still a trick
  or two up an old man’s sleeve.
  These spells deal with the tradi-
  tional magical “element” of water.
  Except as noted, none of these spells
  affect the water in a human body or
  any other living creature.
  Water comes in a variety of forms,
  and GMs may want details on the
  weights and densities of these forms.
  Liquid water weighs 8.3 pounds per
  gallon. Ice weighs about 7.5 pounds
  per gallon. Snow’s density varies great-
  ly, ranging from hard-packed snow,
  which is virtually ice, to new-fallen
  snow, which can be as fluffy as 100
  parts air to one part water. There are
  about 8 gallons to the cubic foot.
  Another substance that falls within
  the College of Water is acid. In nature,
  acids come in a variety of strengths;
  acid spells, however, assume a uni-
  form potency of acid. “Acid,” for mag-
  ical purposes, includes highly alkaline
  corrosive solutions. Splashing some-
  one with acid does 1d-3 points of cor-
  rosive damage; immersion in acid
  does 1d-1 points corrosive damage per
  turn. Each gallon of acid can cause 8
  points of damage before becoming
  neutralized into an inoffensive salty
  solution. Armor does protect against
  acid damage, but the acid will corrode
  away 1 point of DR for every 5 points
  of damage done in a single second.
  Objects (including armor!) are also
  attacked by contact with acid. If acid
  splashes a victim’s face, he must roll
  vs. HT to avoid blinding. On a failure,
  he takes acid damage to the eyes, and
  if more than 2 points are inflicted, the
  victim is blinded (see Crippling Injury,
  pp. B420-422). A critical failure causes
  permanent Blindness.
  Water spells affect acid normally.
  In steam form, acid does the higher of
  its scalding and burning damage, not
  both. 
  Magical 
  acid 
  attacks 
  all 
  substances but glass, most stone, and
  certain metals.
  Seek Water
  Information
  Determines the direction, distance,
  and general nature of the nearest
  significant 
  source 
  of
  water. Use the long-
  distance modifiers
  (p. 14). Any known
  sources of water
  may be excluded if
  the caster specifical-
  ly mentions them
  before 
  beginning.
  Requires a forked
  stick; roll at -3 if this
  is not available.
  Cost: 2.
  Item
  A forked stick
  (may also be carved
  of bone or ivory).
  Cost to create: 40
  energy and $300 in
  spell materials.
  Seek Coastline
  Information
  Tells a caster at sea the direction
  and approximate distance of the near-
  est coastline. Use long-distance modi-
  fiers (p. 14). Any known coastline,
  such as that of a nearby island, may
  be excluded if the caster specifically
  mentions it during casting.
  Cost: 3.
  Time to cast: 10 seconds.
  Prerequisite: Seek Water.
  Purify Water
  Special
  Remove all impurities from water
  by pouring it through any hoop or ring
  (or, in a pinch, his own fingers) into a
  container. Only one skill roll is
  required, as long as the flow continues.
  Duration: Purified water stays pure
  unless recontaminated.
  Cost: 1 per gallon purified.
  Time to cast: Usually 5 to 10 sec-
  onds per gallon, unless a large 
  container and ring are used.
  Prerequisite: Seek Water.
  Item
  A hoop of bone or ivory. Energy
  cost to create: 50.
  Create Water
  Regular
  Creates pure water out of nothing.
  This water may appear in any of 
  184
  WATER SPELLS
  CHAPTER TWENTY-FIVE
  WATER SPELLS
  
  several forms. It may appear within a
  container, or as a globe in midair (it
  falls immediately). Or it may appear as
  a dense mist of droplets; in this form,
  one gallon of water will extinguish all
  fires in a one-yard radius. Water can-
  not be created inside a foe to drown
  him!
  Duration: The created water is per-
  manent.
  Cost: 2 per gallon created.
  Prerequisite: Purify Water.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 200.
  Destroy Water
  Area
  Causes water (in any form) to van-
  ish, leaving a vacuum – or perhaps
  specks of dry impurities. 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 “dehydrating” attack on a foe.
  Duration: Permanent.
  Base cost: 3. In deep water, the area
  is only 2 yards in height (or depth).
  Same cost to maintain.
  Prerequisite: Create Water.
  Item
  Wand, staff, or jewelry. Energy cost
  to create: 300.
  Icy Weapon
  Regular
  Causes any weapon to become
  freezing cold. This does not harm the
  user or the weapon, but an attack with
  the weapon will do +2 damage to most
  foes if it penetrates DR. Multiply this
  bonus for any Vulnerability (p. B161)
  to ice or cold. Add this bonus to the
  final injury inflicted by the attack – for
  instance, an “impaling” icy attack is
  still only good for +2 damage, not +4.
  Duration: 1 minute.
  Cost: 3 to cast. 1 to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Create Water.
  Item
  A weapon that becomes freezing
  cold whenever wielded, at no energy
  cost to the user. Cost to create: 750
  energy, $2,000 spell materials.
  Shape Water
  Regular
  Sculpt water (including ice or
  steam) into any form, and even move
  it about. Once given a shape, the water
  holds it without further concentration
  until the spell ends. Water moved with
  this spell travels at Move 3.
  A useful shape is a wall of water to
  stop fiery attacks – 20 gallons make a
  wall 2 yards high ¥ 1 yard wide. This
  stops Fireball spells and ordinary fire.
  Duration: 1 minute.
  Cost: 1 per 20 gallons shaped.
  Same cost to maintain.
  Time to cast: 2 seconds.
  Prerequisite: Create Water.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 400.
  Frost
  Area
  As listed under Weather Spells,
  p. 193.
  Umbrella
  Regular
  Walk in any slight precipitation
  without getting wet. An invisible
  “shield” is seen to deflect incoming
  raindrops. Umbrella does not work
  against intense (or magical) hail, rains
  of stones or frogs, etc.
  This is also a Protection and
  Warning spell.
  Duration: 10 minutes.
  Cost: 1.
  Time to cast: 2 seconds.
  Prerequisite: Shape Water or Shield.
  Item
  Jewelry. Always on. Only affects the
  wearer. Cost to create: 100 energy.
  Body of Water
  Regular; Resisted by HT
  Temporarily grants the subject the
  Body of Water meta-trait (p. B262).
  Clothes (up to 6 pounds) become 
  liquid along with him, while other 
  possessions drop to the ground.
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Time to cast: 5 seconds.
  Prerequisite: Shape Water.
  Item
  (a) Staff, wand, or jewelry. Only
  affects the wearer. A severe drawback
  is that, as soon as it is activated, the
  item falls through the user’s hand –
  thus a spell cast with this item lasts
  only a minute. Energy cost to create:
  1,200. (b) Staff, wand, or jewelry. Only
  affects the wearer. Unlike the previous
  item, this item turns aqueous along
  with the wearer, allowing him to main-
  tain the spell for longer than a minute.
  While aqueous, the item loses any
  magical powers it might ordinarily
  have. Energy cost to create: 2,500.
  Foul Water
  Area
  Renders water undrinkable. Foul
  water is readily recognizable by its
  uninviting color and smell, whereas
  fouled beer or wine may be more dif-
  ficult to detect. Anyone foolish enough
  to drink it must make a HT roll. On a
  successful roll, he merely feels sick
  and loses 2 HP. On a failed roll, he is
  seized by painful stomach cramps,
  losing 1d+1 HP; he is at -3 for all skills
  until the lost HP are restored.
  Foul water also fails to satisfy
  thirst, and cannot support fish or
  other water-dwellers (a fish of any sort
  slowly suffocates in fouled water; a
  sea-mammal becomes ill from ingest-
  ing it). In a body of water, the foul
  water is eventually diluted to harm-
  lessness; if cast in a mountain stream,
  for instance, this spell effectively lasts
  only a second or two.
  Base cost: 3.
  Prerequisites: Purify Water and
  Decay.
  Item
  Staff or wand. The item must touch
  the subject water. Energy cost to create:
  100.
  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, at the cast-
  er’s option. A Shape Water spell may
  be cast to form the water before it is
  frozen, or to alter the shape of the ice
  after it is frozen.
  WATER SPELLS
  185
  
  Duration: The 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 more for each addi-
  tional cubic yard. If the temperature is
  above freezing, the caster may main-
  tain the spell by expending the casting
  cost once every 10 minutes.
  Time to cast: 10 seconds.
  Prerequisite: Shape Water.
  Item
  Staff, wand, or jewelry. Cost to 
  create: 200 energy, $100 blue gem.
  Fog
  Area
  As listed under Weather Spells,
  p. 193.
  Ice Slick
  Area
  Covers the floor or ground with a
  quarter-inch sheet of clear ice. Footing
  on this ice slick is very precarious. All
  close combat and melee attacks, and
  all active defenses, are at -3 on an ice
  slick. Other physical skills, including
  missile and thrown weapon attacks,
  are at -2. Even walking across an ice
  slick is usually difficult – in general,
  anyone attempting to walk or run
  across an ice slick must roll against
  DX-2 for every yard of distance he cov-
  ers. If he fails this roll, he falls to the
  ice. He may, with another DX-2 roll,
  attempt to stand on his next turn.
  Spiked footwear negates all penalties
  on ice.
  Ice slicks are very difficult to see.
  Anyone not actively watching the
  ground for ice must make a roll
  against IQ-3 to notice an ice slick
  before stepping onto it.
  An ice slick will extinguish an area
  of normal fire that it overlaps, and vice
  versa.
  Duration: An ice slick lasts until it
  melts naturally.
  Base cost: 3.
  Time to cast: 2 seconds per yard of
  radius.
  Prerequisite: Frost.
  Item
  (a) Rug or mat. Cost per 10 square
  feet: 100 energy, $250 spell materials.
  (b) Wand, staff, or jewelry. Cost to 
  create: 250 energy, $500 blue gem.
  Ice Sphere
  Missile
  Throw a ball of ice from your hand.
  When it strikes, it does crushing dam-
  age and vanishes in a gout of water. A
  1-die Ice Sphere can also extinguish
  fire in a 1-yard radius, if accurately
  aimed. It has 1⁄2D 40, Max 80, Acc 2.
  Cost: Any amount up to your
  Magery level per second, for 3 sec-
  onds. The sphere does 1d damage per
  point of energy.
  Time to cast: 1 to 3 seconds.
  Prerequisite: Shape Water.
  Item
  Staff or wand – the ball is fired
  from the end of the item. Usable only
  by a mage. Energy cost to create: 400;
  the staff or wand must be tipped by a
  $500 sapphire.
  Icy Missiles
  Regular
  Like Icy Weapon, but cast on a mis-
  sile weapon. The weapon itself
  becomes cold to the touch, but won’t
  harm the wielder. Any missile it fires
  becomes freezing cold, doing +2 dam-
  age to most foes; it shatters after it hits
  a target or after 10 seconds, whichever
  comes first.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisite: Icy Weapon.
  Item
  A missile weapon that fires icy mis-
  siles whenever used, at no energy cost
  to the user. Energy cost to create: 1,000;
  a $500 sapphire must be set in the
  weapon.
  Melt Ice
  Area
  Turns solid ice into water.
  Duration: Permanent above freez-
  ing; 10 minutes below freezing.
  Base cost: 1 (minimum 2). Below
  freezing, the cost to maintain is the
  same.
  Time to cast: 10 seconds.
  Prerequisite: Heat or Freeze.
  Item
  Staff, wand, or jewelry. Cost to cre-
  ate: 300 energy, $100 spell materials.
  Resist Water
  Regular
  The subject (person, creature, or
  object) and anything he carries
  become immune to the effects of
  dampness, remaining dry even if com-
  pletely submerged. The spell protects
  against the dampening effect of steam
  or ice, but not against the scalding or
  freezing itself! This also protects
  against water-like substances; a spilled
  drink does not stain, for instance. Its
  protection against acid is limited – the
  subject is granted 2 points of DR
  against acid spills or immersion.
  This is also a Protection and
  Warning spell.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Either Shape Water
  and Destroy Water, or Umbrella.
  Item
  (a) Staff, wand, or jewelry. Always
  on. Only affects the wearer. Cost to cre-
  ate: 200 energy and a $200 emerald.
  (b) Staff, wand, or jewelry. Cost to 
  create: 400 energy and a $200 emerald.
  Snow Shoes
  Regular
  Cross ice or snow as though it were
  regular ground. Snow Shoes elimi-
  nates any movement, DX, or skill
  penalties normally assessed for ice or
  snow. The subject is still subject to
  penalties caused by an unstable sur-
  face, such as a rocking ice floe or an
  avalanche.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 2 seconds.
  Prerequisite: Shape Water.
  Item
  Shoes, boots, or sandals. Only
  affects the wearer. Energy cost to 
  create: 350.
  Walk on Water
  Regular
  Walk on water as with the Walk on
  Liquid advantage (p. B97).
  186
  WATER SPELLS
  
  Duration: 1 minute.
  Cost: 3 to cast. 2 to maintain.
  Time to cast: 4 seconds.
  Prerequisite: Shape Water.
  Item
  Staff, wand, jewelry, or clothing.
  Only affects the wearer. Energy cost to
  create: 500.
  Waves
  Special; Area
  As listed under Weather Spells,
  p. 194.
  Water Jet
  Regular
  Shoot a thin jet of water from one
  finger. Each turn, the caster rolls vs.
  DX-4 or Innate Attack skill to hit. This
  attack may be dodged or blocked, but
  not parried. It does knockback to all
  targets, and damage to creatures of
  flame; it can kill or knock down flying
  swarm creatures. It can extinguish a 1-
  yard-radius area of normal fire.
  Anyone hit in the face by a Water Jet is
  at a -3 penalty to combat skills next
  turn for each point of energy put into
  the jet.
  Duration: 1 second.
  Cost: 1 to 3. Does 1d damage for
  each point put into it. Range is equal
  to the number of dice.
  Prerequisite: Shape Water.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. If the item is a wand or
  staff, it must have a blue tip (or a blue-
  jeweled tip); the jet comes from the
  tip. Energy cost to create: 600.
  Water Vision
  Information
  See through water, snow, and ice –
  to find sunken treasure, lurking 
  monsters, etc.
  This is also a Knowledge spell.
  Duration: 30 seconds.
  Cost: 1 per 20 yards of depth to cast
  (up to 200 yards). Same cost to main-
  tain.
  Prerequisite: Shape Water.
  Item
  Any. Energy cost to create: 200.
  Whirlpool
  Area
  Create a circular whirlpool in a
  body of water (lakes, rivers, seas, but
  also ponds and pools). By concentrat-
  ing, the caster can move the Whirlpool
  any distance up to its own diameter
  per second. The caster may move at
  half speed while concentrating.
  The whirlpool has a “funnel” in its
  center, the radius of which (at the sur-
  face) may be up to half that of the
  whirlpool. The depth of the funnel may
  be up to twice the radius of the
  whirlpool. The funnel gets progressive-
  ly narrower as one nears its bottom.
  The 
  outermost 
  yard 
  of 
  the
  whirlpool moves at Move 1, the next
  inner ring at Move 2 and so on.
  Anyone caught in the whirlpool will be
  dragged towards its bottom; a
  Swimming roll, at a penalty equal to
  the current ring’s speed, must be made
  every revolution to avoid being
  dragged into the next inner ring (in
  addition to the usual consequences for
  failure – p. B354). A success by 3 or
  more means the swimmer managed to
  move outward one ring (if he so wills).
  The whirlpool has little effect on
  beings and objects weighing more
  than 90 pounds times its radius in
  yards. While in the whirlpool, all DX-
  based skills (except aquatic ones such
  as Swimming or Scuba) are at -5,
  above and beyond any penalty for
  being in water in the first place.
  Duration: 1 minute after reaching
  full strength.
  Base cost: 2 to cast. Half that to
  maintain.
  Time to cast: The Whirlpool starts
  immediately, but the caster must con-
  centrate for a number of seconds
  equal to the Whirlpool’s radius in
  yards to bring it to full strength. The
  Whirlpool takes a like time to stop
  once the spell lapses, although no 
  concentration is required.
  Prerequisite: Shape Water.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Cost to create: 200 energy
  and a $500 emerald.
  Coolness
  Regular
  The subject remains comfortably
  cool in warm weather, avoiding the
  risk of dehydration or heat stroke –
  but not sunburn! Effectively, the sub-
  ject gains Temperature Tolerance 3
  (p. B93) toward heat for the duration
  of the spell. The spell offers no protec-
  tion against actual flame or fire-based
  attack spells.
  This is also a Protection and
  Warning spell.
  Duration: 1 hour.
  Cost: 2 to cast. 1 to maintain.
  Time to cast: 10 seconds.
  Prerequisite: Cold.
  Item
  Clothing, staff, or jewelry; only
  affects the wearer. Energy cost to 
  create: 200.
  WATER SPELLS
  187
  
  Create Ice
  Regular
  Creates a quantity of ice or snow. It
  may appear as: a solid block of any
  shape; within a container (which must
  be large enough); hanging in mid-air
  (it falls immediately); as a mass of ice
  shavings (great for cooling drinks); or
  as a cloud of snow (which settles to
  the ground). It takes 60 gallons of ice
  shavings or snow to put out a one-yard
  radius area of fire within one second.
  A gallon of snow, depending on its
  fluffiness (p. 195), will cover a one-
  yard-radius area to a depth of two to
  18 inches.
  Duration: Permanent; the ice lasts
  until it melts naturally.
  Cost: 2 per gallon of ice created.
  Prerequisite: Freeze.
  Item
  Staff, wand, or jewelry. Cost to cre-
  ate: 200 energy and a $100 sapphire.
  Dehydrate
  Regular; Resisted by HT
  Removes the water from a subject’s
  tissues, causing damage or death.
  Affects the whole victim if cast from a
  distance; if the caster touches the sub-
  ject, damage is limited to the part
  touched. Armor does not protect!
  Duration: Damage done is perma-
  nent until healed.
  Cost: 1 per 1d-1 damage done, up
  to 3.
  Time to cast: 2 seconds.
  Prerequisite:s At least five Water
  spells, including Destroy Water.
  Item
  Wand or staff. Usable only by
  mages; the item must touch the sub-
  ject. Cost to create: 700 energy and
  $1,000 in spell materials.
  Ice Dagger
  Missile
  Create and hurl a razor-sharp ici-
  cle. When it strikes, it does impaling
  damage and melts instantly. It has
  1⁄2D 30, Max 60, Acc 3.
  Cost: Any amount up to your
  Magery level per second, for 3 sec-
  onds. Does 1d-1 impaling damage for 
  each point of energy put into it. No
  extra effect on creatures of fire.
  Time to cast: 1 to 3 seconds.
  Prerequisite: Ice Sphere or Water
  Jet.
  Item
  Jewelry; the item must have a dag-
  ger shape or design. Usable only by a
  mage. Energy cost to create: 400.
  Icy Touch
  Melee
  Covers the subject with a coating of
  ice. The caster must touch the subject
  to trigger this spell; hit location is
  irrelevant. The subject is immobilized
  and may take no action until he
  breaks through the ice with a success-
  ful ST roll at a -1 penalty for every 1/4”
  of ice. The ice can be chipped off from
  the outside at a rate of 1/4” of ice for
  every point of basic damage; it has DR
  1 per 1/2” of ice. If rescuers are not
  careful, however, they may smash
  through the ice to injure the subject
  (see Overpenetration, p. B408).
  While encased in ice, the subject is
  vulnerable to thermal shock (p. B430);
  he must roll vs. HT immediately. On a
  success, he loses 1 FP; on a failure, he
  loses FP equal to the margin of failure.
  The HT roll must be repeated every
  minute that the subject remains
  encased in ice. If the situation
  becomes dire enough that the subject
  must start making death checks, a
  critical success means that the subject
  has fallen into suspended animation,
  as per the spell.
  Duration: Permanent. If the tem-
  perature is above the freezing point,
  the ice coating may be maintained by
  spending as much energy as in the
  original casting every 10 minutes.
  Cost: 2 per 1/4” of ice; must affect
  the entire subject, not just a part of it!
  Every 1/4” will inflict 1d-1 of damage
  to flame creatures.
  Time to cast: 1 second per 1/4” of
  ice.
  Prerequisites: Magery 1 and at least
  four Water spells.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the sub-
  ject. The item’s tip must be white.
  Energy cost to create: 800.
  Walk Through Water
  Regular
  Pass through water or ice as if it
  were air; the subject can walk through
  glaciers, along the bottoms of lakes,
  etc. Like the Swim spell, this negates
  combat penalties for fighting in water.
  In liquid water, the subject requires a
  surface to walk on. The spell may cost
  more if resistance to high pressures is
  necessary. The spell neither opens a
  passage so that others can follow, nor
  reveals what is on the other side . . . If
  the caster (or the subject) knows a
  spell to let him breathe, the subject
  will have no difficulty breathing dur-
  ing his journey, at no energy cost.
  Otherwise, he must hold his breath!
  Should the spell end before the
  subject regains the open air, he finds
  himself 
  submerged. 
  He 
  is 
  not 
  automatically harmed, but drowns (or
  suffocates, if in ice) if he cannot
  escape.
  Duration: 1 second.
  Cost: 4 to cast. 3 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 1 and Shape
  Water.
  Item
  Clothing or jewelry; only affects the
  wearer. Energy cost to create: 1,100.
  Dry Spring
  Regular
  Dries and blocks the waterflow
  within a spring, reducing its output.
  Duration: Permanent. Note, how-
  ever, that the local geology may even-
  tually shift, restoring the spring’s out-
  put to its previous level.
  Cost: 3 times the reduction in the
  spring’s output, in gallons per hour.
  Time to cast: 1 minute.
  Prerequisites: Destroy Water and
  Shape Earth.
  Item
  Staff. Cost to create: 450 energy and
  a $500 emerald.
  Earth to Water
  Regular
  As listed under Earth Spells, p. 52.
  188
  WATER SPELLS
  
  Essential Water
  Regular
  Like Create Water, but the water
  created is the magical essence of
  water. It extinguishes any type of fire
  in the same proportion that ordinary
  water extinguishes ordinary fire. It is
  also three times as thirst-quenching as
  ordinary water – in other words, a
  mere quart of Essential Water will
  keep someone hydrated for a full day
  of exertion in hot climates (p. B426).
  Duration: Permanent until used; if
  it is used to put out a fire, for instance,
  the steam created is ordinary water.
  Cost: 3 per gallon created.
  Prerequisite: At least 6 other Water
  spells.
  Item
  Staff, wand, or jewelry. Usable only
  by a mage. Energy cost to create: 800.
  Frostbite
  Regular; Resisted by HT
  Lowers the temperatures in the
  body tissues of the subject, causing
  damage or death. Affects the whole
  victim if cast from a distance; if cast
  by touch, damage is limited to the part
  touched. Armor does not protect.
  Duration: Damage is permanent
  until healed.
  Cost: 1 per die of damage done, up
  to 3.
  Time to cast: 3 seconds.
  Prerequisites: Frost and Freeze.
  Item
  Wand or staff. Usable only by
  mages; the item must touch the sub-
  ject. Cost to create: 700 energy, $500
  spell materials, and a $500 blue gem.
  Snow Jet
  Regular
  Shoot a thin jet of snow from one
  finger. Each turn, the caster rolls ver-
  sus DX-4 or Innate Attack skill to hit.
  This attack may be dodged or blocked,
  but not parried. It does knockback on
  all targets and damage to creatures of
  flame; it can kill or knock down flying
  swarm creatures. It can extinguish
  normal fire within an area one yard in
  radius. If the spell strikes the target’s
  face, it temporarily blinds him unless
  he makes a HT roll.
  If the HT roll is failed, each energy
  point in the spell blinds the target for
  one second. After the target can see
  again, blurry vision will put him at a -3
  penalty to combat skills for a further
  1d seconds. On a critically failed HT
  roll, the target is blinded for 1d sec-
  onds per point of energy in the spell.
  On a successful HT roll, the victim
  covers his eyes and is therefore unable
  to see for one second. On a critical
  success, the victim is unaffected.
  Duration: 1 second.
  Cost: 1 to 3. The jet does 1d of
  knockback for every point put into it.
  Its range is equal to the number of
  dice. The cost to maintain is the same.
  Prerequisites: Water Jet and Freeze.
  Item
  Staff or wand. Usable only by
  mages. The jet issues from the item’s
  tip. Energy cost to create: 600; the staff
  or wand must be tipped by a $500 
  sapphire.
  Breathe Water
  Regular
  Allows the subject to breathe water
  as though it were air, temporarily
  granting Doesn’t Breathe (Gills)
  (p. B49). The subject does not lose the
  ability to breathe ordinary air! At the
  GM’s discretion, this spell may also
  include the equivalent of Pressure
  Support 1 (p. B77), allowing the sub-
  ject to venture into deep water without
  concern.
  This is also an Air spell.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain.
  Prerequisites:
  Create 
  Air 
  and
  Destroy Water.
  Item
  Clothing or jewelry. Energy cost to
  create: 400.
  Breathe Air
  Regular
  As described under Air Spells, p. 26.
  Swim
  Regular
  As described under Movement
  Spells, p. 147.
  Body of Ice (VH)
  Regular; Resisted by HT
  Temporarily grants the subject the
  Body of Ice meta-trait (p. B262).
  Clothes (up to 6 pounds) also become
  ice, but lose any magic powers they
  might have had.
  Duration: 1 minute. Expires if the
  subject loses consciousness.
  Cost: 7 to cast. 3 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Magery 2, Body of
  Water, and Freeze.
  Item
  Staff, wand. or jewelry. Only affects
  the wearer. Energy cost to create: 1,300.
  Boil Water
  Regular
  Turns water into steam. Water
  expands considerably in going from liq-
  uid to gas; a mere pint of water makes a
  lot of steam. The scalding effect of
  steam is such that a steam hex should
  be treated exactly as a fire hex, except
  that it cannot ignite anything.
  Duration: Permanent, though the
  steam will recondense naturally (with-
  in about 10 minutes).
  Cost: 2 for a fist-sized quantity of
  water (makes about a hex of steam), 4
  for a cubic foot’s worth (makes about 40
  cubic yards of steam), 6 for a square
  yard of water to a foot’s depth (makes
  about 400 cubic yards of steam), 3 for
  each additional third of a cubic yard.
  Time to cast: 10 seconds.
  Prerequisites: Shape Water and
  Heat.
  Item
  Staff, wand, or jewelry. Cost to cre-
  ate: 200 energy and a $100 carnelian.
  Condense Steam
  Area
  Turns 
  steam 
  into 
  room-
  temperature water.
  Duration: Permanent, though the
  water may boil again.
  Base cost: 1 (minimum 2).
  Time to cast: 10 seconds.
  Prerequisite: Cold or Boil Water.
  Item
  Staff, wand, or jewelry. Cost to 
  create: 300 energy and a $100 emerald.
  WATER SPELLS
  189
  
  Create Acid
  Regular
  Creates a strong acidic solution out
  of nothing. It may appear in any of
  several forms. It may appear within a
  container (which should be of glass or
  of some special stone or metal if the
  acid is not to attack it), as a globe in
  mid-air (which falls immediately), or
  as a dense mist of droplets (which
  inflicts splashing damage).
  Duration: The created acid is per-
  manent, but is neutralized as it reacts
  with objects and beings.
  Cost: 4 per gallon created.
  Time to cast: 2 seconds.
  Prerequisites: Create Water and
  Create Earth.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 300.
  Create Spring
  Regular
  Increases a spring’s output, or 
  creates one where none exists.
  Duration: Permanent. Note, how-
  ever, that the local geology may 
  eventually shift, reducing the spring’s
  output to its previous level.
  Cost: 5 times the increase in the
  spring’s output, in gallons per hour.
  Time to cast: 1 minute.
  Prerequisites:
  Dry Spring and
  Shape Water.
  Item
  Staff. Cost to create: 675 energy and
  a $500 emerald.
  Current
  Special; Area
  As listed under Weather Spells,
  p. 194.
  Tide
  Special; Area
  As listed under Weather Spells,
  p. 194.
  Flesh to Ice (VH)
  Regular; Resisted by HT
  “Petrifies” a living subject (and all
  his gear!) into ice. Stone to Flesh can
  reverse the effects of this spell, but the
  caster is at a -4 penalty unless he also
  knows Flesh to Ice. Remove Curse can
  also break the spell.
  Duration: 
  Permanent 
  until
  reversed by another spell or substan-
  tial melting (or breakage) takes place.
  Cost: 12 to cast; must affect the
  entire subject, not just a part of it!
  Time to cast: 2 seconds.
  Prerequisites: Magery 1, Frostbite,
  and Body of Water.
  Item
  Staff or wand. Usable only by
  mages; the item must touch the 
  subject. Energy cost to create: 1,200.
  Create Steam
  Area
  Produces a cloud of steam. Until it
  dissipates, anyone standing within the
  area of effect is at risk of scalding (treat
  as if surrounded by fire, pp. B443-444,
  except that steam cannot set anything
  aflame). The steam tends to rise; the
  rate of dissipation depends on the
  area, ambient temperature and the
  presence of wind – indoors, it usually
  lasts until the spell expires, but out-
  doors on a windy or cold day it may
  last only 10 seconds or so.
  Duration: 5 minutes or less, as
  above.
  Base cost: 2 to cast. Cannot be
  maintained.
  Prerequisite: Boil Water.
  Item
  Staff, wand, or jewelry. Cost to cre-
  ate: 400 energy and a $100 carnelian.
  Distill
  Regular
  As listed under Food Spells, p. 79.
  Resist Acid
  Regular
  The subject (person, creature or
  object) and anything he carries
  become immune to the effects of acid.
  This is also a Protection and
  Warning spell.
  Duration: 1 minute.
  Cost: 2 to cast; 6 if subject must
  resist Essential Acid. Half that to
  maintain.
  Prerequisite: Create Acid.
  Item
  (a) Staff, wand, or jewelry; only
  affects the wearer. Energy cost to cre-
  ate: 800. (b) Staff, wand, or jewelry.
  Energy cost to create: 1,200.
  Summon Water
  Elemental, Control
  Water Elemental, 
  Create Water Elemental
  see pp. 27-28
  Rain
  Area
  As listed under Weather Spells,
  p. 195.
  Snow
  Area
  As listed under Weather Spells,
  p. 195.
  Hail
  Area
  As listed under Weather Spells,
  p. 195.
  Mud Jet
  Regular
  As listed under Earth Spells, p. 52.
  Geyser (VH)
  Area
  Causes a geyser of scalding-hot
  water to gush forth from the ground.
  It creates a hole equal to its radius, as
  set by the caster. All those within the
  geyser suffer 3d damage. They are
  automatically pushed out of the area
  of effect, and must make a DX-5 roll to
  stay afoot!
  Two seconds after the geyser starts,
  the water begins to fall back as spray.
  Under normal conditions, it affects an
  area double the radius of the original
  geyser. All those within this new spray
  area suffer 1d damage per second.
  Example: A geyser of 2 yards radius
  is created. All those in that area suffer
  3d damage. Two seconds later, all
  those within 4 yards, but not within 2
  yards, suffer 1d of damage.
  190
  WATER SPELLS
  
  If the caster is in the geyser area, he
  takes normal damage, but if he is in
  the spray area, he is unharmed.
  The geyser must always spring
  from the earth; it would not work on a
  rooftop. If cast under unusual circum-
  stances, it can produce interesting
  effects, such as a continuing stream of
  scalding water flowing downhill at
  foes, but these must be controlled by
  the GM.
  Duration: 1 second.
  Base cost: 5 to cast. 2 to maintain.
  Time to cast: 5 seconds.
  Prerequisites: Six Water spells,
  including Create Spring, and either
  four Earth spells or four Fire spells.
  Rain of Acid
  Area
  Droplets of acid rain from the sky
  onto the area, causing 1d-1 acid dam-
  age per second to all within it.
  Characters and creatures under the
  rain of acid take damage on their own
  turns; if less than an entire second is
  spent in the affected area, damage is
  halved (round down).
  The spell can only be cast out of
  doors. Armor protects in the usual
  fashion. A shield with a DB of 2 or bet-
  ter can be held overhead to block the
  droplets, but it may take damage
  (p. B484). This requires two hands
  and a Ready action, and succeeds
  automatically in protecting the char-
  acter once the shield is readied
  upwards, but this unreadies the shield
  from its normal protective functions!
  In addition, acid rain eats objects
  away at the rate of 1 HP every 10 sec-
  onds; the object’s DR protects it com-
  pletely for 3 seconds per DR. This
  includes buildings.
  Duration: 1 minute.
  Base cost: 3. Same cost to maintain.
  Prerequisites: Magery 2, Create
  Water, and Create Earth.
  Item
  Staff. Usable only by mages. Energy
  cost to create: 1,200.
  Steam Jet
  Regular
  Shoot a thin jet of scalding steam
  from one finger. Each turn, the caster
  rolls versus DX-4 or Innate Attack skill
  to hit. This attack may be dodged or
  blocked, but not parried. It does
  knockback on all targets in addition to
  its regular damage; it does double
  damage to creatures of flame or ice. It
  can extinguish normal fire within an
  area 1 yard in radius. If the spell
  strikes the target’s face, it temporarily
  blinds him unless he makes a HT roll.
  If the HT roll is failed, each energy
  point in the spell blinds the target for
  one second. After the target can see
  again, blurry vision will put him at a -3
  penalty to combat skills for a further 1d
  seconds. On a critically failed HT roll,
  the target is blinded for 1d seconds per
  point of energy in the spell. On a suc-
  cessful HT roll, the victim covers his
  eyes for one second and is therefore
  unable to see for one turn. On a critical
  success, the victim is unaffected.
  Duration: 1 second.
  Cost: 1 to 3. Does 1d-1 of scalding
  damage for every point put into it.
  Range is equal to the number of dice.
  Cost to maintain is the same.
  Prerequisites: Water Jet and Boil
  Water.
  Item
  Staff or wand. Usable only by
  mages. The jet issues from the item’s
  tip. Energy cost to create: 700; the staff
  or wand must be tipped by a $300 
  carnelian.
  Acid Ball
  Missile
  Throw a ball of acid from one
  hand. When it strikes something, it
  bursts, inflicting acid damage. It has
  1/2D 20, Max 40, Acc 1; use the Innate
  Attack skill.
  Cost: Any amount up to your
  Magery lever per second, for three sec-
  onds. The Acid Ball does 1d damage
  per energy point.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Magery 2 and Create
  Acid.
  Item
  Staff or wand – the missile is fired
  from the tip of the item. Usable only
  by mages. Energy cost to create: 300.
  WATER SPELLS
  191
  Small Water Elemental
  This is the basic water elemental summoned by casting Summon
  Water Elemental at the minimum energy cost of 4. More energy put into
  the spell summons a more powerful elemental. Usually, this simply means
  a larger elemental; one point of energy is equal to 1 additional point of ST,
  5 HP, or 2 points of DR. However, the GM may choose to build a more
  exotic elemental, adding unusual traits to the following template, or
  working one up from scratch.
  Small Water Elemental
  40 points
  Attribute Modifiers: ST-3 [-30]; DX-2 [-40]; IQ-3 [-60]; HT-2 [-20].
  Secondary Characteristic Modifiers: SM -1.
  Advantages: Amphibious [10]; Chameleon 1 [5]; Doesn’t Breathe [20];
  Doesn’t Sleep [20]; Immunity to
  Metabolic Hazards [30]; Injury
  Tolerance 
  (Diffuse) 
  [100];
  Pressure 
  Support 
  3 
  [15];
  Slippery 5 [10].
  Disadvantages: Invertebrate [-10];
  Vulnerability 
  (Dehydration)
  [-10].
  
  Acid Jet
  Regular
  Shoot a jet of acid from one hand.
  Each turn, the caster rolls against DX-
  4 or Innate Attack skill to hit. The jet
  may be dodged, but not parried or
  blocked. The jet does knockback as
  per Snow Jet; if the jet strikes the face,
  the acid may blind the victim as
  detailed on p. B428.
  Duration: 1 second.
  Cost: 1 to 3. Does 1d-1 of damage
  for every point used. Range is equal to
  the number of dice. Cost to maintain
  is the same.
  Prerequisites: Magery 2, Water Jet,
  and Create Acid.
  Item
  Staff or wand. Usable only by
  mages. The jet issues from the item’s
  tip. Energy cost to create: 400.
  Rain of Ice Daggers
  Area
  Ice Daggers rain from the sky onto
  the area, causing 1d-2 impaling dam-
  age per second to all within it.
  Characters and creatures under the
  Rain of Ice Daggers take damage on
  their own turns; if less than an entire
  second is spent in the affected area,
  damage is halved (round down).
  The spell can only be cast out of
  doors. Armor protects in the usual
  fashion. A shield with a DB of 2 or bet-
  ter can be held overhead to block the
  ice, but it may take damage (p. B484).
  This requires two hands and a Ready
  action, and succeeds automatically in
  protecting the character once the
  shield is readied upwards, but this
  unreadies the shield from its normal
  protective functions!
  Inanimate 
  objects 
  such 
  as 
  buildings protect with their DR.
  Duration: 1 minute.
  Base cost: 1 (minimum 2). For dou-
  ble base cost, the Rain of Ice Daggers
  does 1d per second!
  Prerequisites: Magery 2, Hail, and
  Ice Dagger.
  Item
  Staff. Usable only by mages. Cost to
  create: 800 energy and a $1,000 
  sapphire.
  Storm
  Area
  As listed under Weather Spells,
  p. 195.
  Icy Breath (VH)
  Regular
  The caster expels a deadly hail of
  ice and cold air from his mouth. The
  caster rolls to hit against DX-4 or
  Innate Attack skill. This counts as an
  attack; it can be dodged or blocked,
  but not parried. The caster must be
  facing his target. No hand gestures are
  required to cast this spell; certain lip
  and tongue motions are made instead.
  Thus, Icy Breath can be cast “no
  hands” at any level of skill.
  Duration: 1 second.
  Cost: 1 to 4. Does 1d+1 damage for
  every point of energy in the spell.
  Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: Magery 1, Snow Jet,
  and Resist Cold.
  Item
  Jewelry. Usable only by mages.
  Cost to create: 400 energy and a $500
  sapphire.
  Breathe Steam (VH)
  Regular
  Similar to Steam Jet, except that
  the steam issues from the caster’s
  mouth, Breathe Steam cannot be
  maintained, and each energy point
  buys 1d damage instead of 1d-1.
  Caster rolls to hit against DX-2 or
  Innate Attack skill. This counts as an
  attack; it may be dodged or blocked,
  but not parried. The caster must be
  facing his target. No hand gestures are
  required to cast this spell; certain lip
  and tongue motions are made instead.
  Thus, Breathe Steam can be cast “no
  hands” at any level of skill.
  Duration: 1 second.
  Cost: 1 to 4. Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: Magery 1, Steam Jet,
  and Resist Fire.
  Item
  Jewelry. Usable only by mages.
  Cost to create: 1,000 energy and a $500
  carnelian.
  Spit Acid (VH)
  Regular
  Similar to Acid Jet, except that the
  acid issues from the caster’s mouth,
  Spit Acid cannot be maintained, and
  each energy point buys 1d damage
  instead of 1d-1. Caster rolls to hit
  against DX-2 or Innate Attack skill
  (p. B201). This counts as an attack; it
  may be dodged or blocked, but not
  parried. The caster must be facing his
  target. No hand gestures are required
  to cast this spell; certain lip and
  tongue motions are made instead.
  Thus, Spit Acid can be cast “no hands”
  at any level of skill.
  Duration: 1 second.
  Cost: 1 to 4. Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: Magery 3, Acid Jet,
  and Resist Acid.
  Item
  Jewelry. Usable only by mages.
  Energy cost to create: 400.
  Essential Acid (VH)
  Regular
  Turns regular acid into the magical
  essence of acid. No substance is
  immune to its bite, and it inflicts three
  times as much damage before being
  neutralized. Essential Water or Flame,
  in like quantity, will nullify Essential
  Acid. If frozen with the Freeze spell, it
  is harmless until thawed.
  At the GM’s option, this spell may
  produce alkahest (p. 220).
  Duration: Permanent until neutral-
  ized.
  Cost: 8 per gallon.
  Prerequisites: Magery 3 and all six
  Acid spells.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Energy cost to create: 1,100.
  192
  WATER SPELLS
  
  “You did what?!” Jenkins yelped.
  “I needed some rain on the north
  forty, so I pulled some clouds in from
  the hills. What’s wrong with that?”
  “Jones brought in a northeasterly
  to pollinate his sunflowers! When it
  pushes your clouds over the ridge, it’ll
  flood the Aaronson place for sure.”
  “Well, it serves Aaronson right,”
  Dan Friedlander grumbled. “Dumping
  hail on little Susie Atkins’ birthday
  party just because his Jenny wasn’t
  invited – what kind of person does
  something like that?
  “That’s beside the point, Dan! I also
  happen to know that widow Sawyer
  needed that rain for her tomatoes, and
  you just went dumping it on Vic
  Aaronson!”
  “Well, how am I supposed to know
  that? It’s not like Emmeline Sawyer
  talks to me these days!”
  Jenkins sank his head into his
  hands. “Everybody does something
  about the weather, but no one talks
  about it.”
  GMs willing to give weather mages
  more potential may wish to have all
  Weather/Area spells cast using long-
  distance modifiers (from the caster to
  the edge of the affected area).
  Frost
  Area
  Creates a covering of frost on all
  surfaces in the area of effect. The frost
  is real, and lasts indefinitely if the tem-
  perature is below freezing. In warmer
  conditions, the frost quickly melts to a
  dew. When cast upon a real or magical
  fire, the frost produces a cloud of
  steam and causes the flames to hiss
  for a few seconds. Only a tiny fire – a
  match or candle – would actually be
  extinguished by a Frost spell.
  A Frost spell cast upon a fire ele-
  mental or other flaming creature does
  one point of damage to the creature,
  but is more likely to anger it than drive
  it away.
  This is also a Water spell.
  Duration: The frost lasts until it
  melts naturally.
  Base cost: 1.
  Prerequisite: Create Water or Cold.
  Item
  Staff, wand, or jewelry. Cost to cre-
  ate: 200 energy, $350 blue gem.
  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 must traverse
  (e.g., a 3d Fireball that crosses 5 yards
  of fog inflicts 3d-5 damage), while vic-
  tims of an Explosive Fireball may
  count each yard of fog as two yards of
  distance from the blast. However, no
  amount of fog will extinguish a fire.
  This is also a Water spell.
  Duration: 1 minute.
  Base cost: 2 to cast. Half that to
  maintain.
  Prerequisite: Shape Water.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 300.
  Predict Weather
  Information
  Forecasts the weather accurately
  for a given location over a given time.
  This forecast does not take magical
  meddling into account, or predict the
  actions of other wizards!
  This is also an Air spell.
  Cost: 2 times the length of the fore-
  cast, in days. Double the cost for a
  location outside the general area (say,
  over the horizon). Quadruple the cost
  for a place on another continent. This
  spell cannot predict weather on plan-
  ets or planes other than the one where
  the caster currently is.
  Time to cast: 5 seconds per day
  forecast.
  Prerequisites: At least four Air
  spells.
  WEATHER SPELLS
  193
  CHAPTER TWENTY-SIX
  WEATHER SPELLS
  
  Waves
  Special; Area
  Changes the surface calmness of
  any large body of water. Each applica-
  tion of the spell can increase or
  decrease the wave height by one point
  on the Beaufort scale (above); to
  achieve multiple-point changes, multi-
  ply the spell’s cost accordingly. The
  wind is unaffected. Note that the
  Beaufort scale is specific to ocean
  waves; waves produced on lake shores
  are generally much lower relative to
  wind speed (GM’s judgment).
  The spell may be cast on an area,
  affecting the waves moving across it. It
  can also be cast on an object, such as
  a ship, which it must then encompass
  in its entirety (typically, 10 to 30 yards
  in radius). The area of effect then
  moves with the object.
  This is also a Water spell.
  Duration: 1 hour.
  Base cost: 1/60 (minimum 1). Same
  cost to maintain.
  Time to cast: 1 minute.
  Prerequisite: Shape Water.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 300.
  Clouds
  Area
  Creates or dispels normal outdoor
  cloud cover, as the caster chooses.
  This is also an Air spell.
  Duration: 10 minutes, after which
  normal clouds leave or return unless
  the spell is maintained.
  Base cost: 1/20 (minimum 1). Same
  cost to maintain.
  Time to cast: 10 seconds.
  Prerequisites: At least two Water
  spells and two Air spells.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 300.
  Current
  Special; Area
  Affects the currents of any large
  body of water. Each application of the
  spell can shift the current direction by
  22.5 degrees or speed by 1 mph (or
  knot). To achieve combined direc-
  tion/speed changes, or more extreme
  changes in one or the other, increase
  cost proportionately.
  The spell may be cast on an area,
  affecting the current moving under it
  for 40 yards in depth. It can also be
  cast on an object, such as a ship,
  which it must then encompass in its
  entirety. The area of effect then moves
  with the object.
  This is also a Water spell.
  Duration: 1 hour.
  Base cost: 1/50 (minimum 1). Same
  cost to maintain.
  Time to cast: 1 minute.
  Prerequisites: At least six Water
  spells.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 300.
  Tide
  Special; Area
  Each application of this spell can
  raise or lower the water level by one
  foot; for larger changes, increase the
  spell’s cost proportionately.
  The “hill of water” thus created
  spreads naturally from the area affect-
  ed, dropping by one foot for each yard
  beyond the actual area of the spell.
  The spell may be cast on an area,
  affecting the tide in it. It can also be
  cast on an object, such as a ship,
  which it must then encompass in its
  entirety. The area of effect then moves
  with the object.
  This is also a Water spell.
  Duration: 1 hour.
  Base cost: 1/30 (minimum 1). Same
  194
  WEATHER SPELLS
  The Beaufort Scale
  Wind
  Average Wave
  Beaufort
  Speed
  Height at Sea
  Degree
  Description
  (mph)
  (feet)
  Notes
  0
  Calm
  –
  0
  1
  Light Air
  1-3
  0
  2
  Light Breeze
  4-7
  0-1
  3
  Gentle Breeze
  8-12
  1-2
  Breaking crests
  4
  Moderate Breeze
  13-18
  2-4
  Some foam
  5
  Fresh Breeze
  19-24
  4-8
  6
  Strong Breeze
  25-31
  8-13
  Some spray
  7
  Moderate Gale
  32-38
  13-20
  Some spindrift
  8
  Fresh Gale
  39-46
  13-20
  9
  Strong Gale
  47-54
  13-20
  Sea begins to roll
  10
  Whole Gale
  55-63
  20-30
  Visibility affected
  11
  Storm
  64-72
  30-45
  12
  Hurricane
  73-82
  45
  13
  Hurricane
  83-92
  14
  Hurricane
  93-103
  15
  Hurricane
  104-114
  16
  Hurricane
  115-125
  17
  Hurricane
  126+
  
  cost to maintain.
  Time to cast: 1 minute.
  Prerequisites: At least eight Water
  spells.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 225.
  Wind
  Special; Area
  Modifies the current outdoor wind
  conditions. Each application of the spell
  can shift the wind direction by 22.5
  degrees (from W to WSW, for example),
  or change wind speed by one level on
  the Beaufort Scale (see box). To achieve
  combined direction/speed changes, or
  more extreme changes in one or the
  other, increase cost proportionately.
  The spell may be cast on an area,
  affecting the wind moving over it from
  the ground to an altitude of about 300
  feet. It can also be cast on an object,
  such as a sailing ship, which it must
  then encompass in its entirety. The area
  of effect then moves with the object.
  This is also an Air spell.
  Duration: 1 hour.
  Base cost: 1/50 (minimum 1). Same
  cost to maintain.
  Time to cast: 1 minute.
  Prerequisite: Windstorm.
  Item
  Staff, wand, or jewelry. Energy cost
  to create: 300.
  Rain
  Area
  Creates (or prevents) 1 inch of rain
  in a normal outdoor setting.
  This is also an Air spell and a Water
  spell.
  Duration: 1 hour.
  Base cost: 1/10 (minimum 1). Cost
  to make rain doubles in a desert or
  other area (GM’s determination) where
  rain is unnatural. Cost to prevent rain
  doubles in a naturally rainy or swampy
  area. Same cost to maintain.
  Time to cast: 1 minute.
  Prerequisite: Clouds.
  Item
  Staff or wand. Usable only by a
  mage. The item must be kept in water
  when not in use; it loses its powers if it
  stays dry for more than an hour.
  Energy cost to create: 600.
  Snow
  Area
  Creates (or prevents) 1 inch of snow,
  in a normal outdoor setting. To work
  properly, this spell must be cast when
  the temperature is 32°F or lower. When
  cast under warmer conditions, this
  spell simply summons a thin drizzle,
  dampening the ground but not leaving
  any significant puddles.
  This is also an Air spell and a Water
  spell.
  Duration: 1 hour.
  Base cost: 1/15 (minimum 1). Each
  additional 1/15 energy per yard radius
  increases the amount of snow by 1
  inch per hour. Same cost to maintain.
  Prerequisites: Clouds and Frost.
  Item
  Staff. It must be kept cool when
  not in use; it loses its powers if it is
  exposed to temperatures over 90° for
  more than two hours. Usable only by a
  mage. Energy cost to create: 450.
  Hail
  Area
  Makes hail fall. The temperature
  must be above freezing. The main
  effect is to provide intense distraction
  to whoever is being pelted with hail;
  wizards must make a Will roll each
  second to keep their concentration.
  For 5 times the cost, the GM may
  allow really big hailstones, doing 1d-2
  crushing damage per second.
  This is also a Water spell.
  Duration: 1 minute.
  Base cost: 1/5 (minimum 1). For
  damaging hailstones, base cost is 1.
  Same cost to maintain.
  Prerequisite: Snow.
  Item
  Staff. Usable only by a mage.
  Energy cost to create: 500.
  Warm
  Area
  Raises the ambient air temperature
  of an area. This could be used to dissi-
  pate Fog, for example. The spell can-
  not raise the temperature above 100˚F.
  This is also an Air spell.
  Duration: 1 hour.
  Time to cast: 1 minute per base cost
  application.
  Base cost: 1/10 (minimum 1). Each
  base cost application raises the ambi-
  ent temperature by 10˚F. Same cost to
  maintain.
  Prerequisites: Heat and at least four
  Air spells.
  Item
  Staff. Usable only by a mage.
  Energy cost to create: 150.
  Cool
  Area
  Lowers the ambient air tempera-
  ture of an area. This may cause fog to
  appear if the conditions are right. The
  spell cannot lower the temperature
  below about -40˚F.
  This is also an Air spell.
  Duration: 1 hour.
  Time to cast: 1 minute per base cost
  application.
  Base cost: 1/10 (minimum 1). Each
  base cost application lowers the ambi-
  ent temperature by 10˚F. Same cost to
  maintain.
  Prerequisites: Cold and at least four
  Air spells.
  Item
  Staff. Usable only by a mage.
  Energy cost to create: 150.
  Storm
  Area
  Creates (or dispels) a storm.
  Depending on ambient temperature
  and humidity, it may be a simple wind-
  storm or include rain, snow or hail – the
  odd lightning bolt, too. This is particu-
  larly effective at sea. The spell is unpre-
  dictable in its effects (which is to say the
  GM decides what the storm does . . . ).
  The spell can also be used to dispel
  a storm; the effectiveness of the spell
  depends on the relative sizes of the
  affected area versus the natural
  storm’s full area.
  This is also an Air spell and a Water
  spell.
  Duration: 1 hour.
  Base cost: 1/50 (minimum 1). Same
  cost to maintain.
  Time to cast: 1 minute. An incipient
  storm will take about an hour to gath-
  er and reach full strength. Once the
  spell lapses, it may take a varying
  length of time to calm down – it may
  even keep going on its own for hours
  WEATHER SPELLS
  195
  
  yet! A dispelled storm will also take
  about an hour to calm down.
  Prerequisites: Rain and Hail.
  Item
  Staff. Usable only by a mage.
  Energy cost to create: 1,000.
  Weather Dome
  Area
  As listed under Protection and
  Warning Spells, p. 169.
  Cloud-Walking
  Regular
  As listed under Movement Spells,
  p. 148.
  Cloud-Vaulting
  Regular
  As listed under Movement Spells,
  p. 148.
  Resist Lightning
  Regular
  The subject and anything he carries
  become immune to the effects of light-
  ning and electricity. In low-tech settings,
  this is most often used to guard against
  hostile magic; in higher-tech worlds, it
  becomes a valuable professional tool.
  This is also a Protection and
  Warning spell and an Air spell.
  Duration: 1 minute.
  Cost: 2 to cast. 1 to maintain.
  Prerequisites: Any six Air spells.
  Item
  (a) Any. Only affects the wearer.
  Cost to create: 1,000 energy and $1,000
  in platinum. (b) Wand, staff, or jewel-
  ry. Cost to create: 1,500 energy and
  $1,000 in platinum.
  Lightning
  Missile
  Shoots a bolt of lightning from a
  fingertip. This bolt has 1/2D 50, Max
  100, Acc 3. Treat any metal armor as
  DR 1 against this spell! If the target is
  wounded, he must make a HT roll, at
  -1 per 2 HP suffered, or be stunned.
  He may attempt a HT roll each turn
  thereafter to recover. Against electron-
  ic equipment, treat this attack as if it
  had the Surge damage modifier (see
  p. B105).
  Lightning behaves unpredictably
  around conductors. A lightning bolt
  cannot be fired through a metal grid,
  between bars, from within a car, etc. –
  it jumps to the metal and is lost.
  However, the GM may (for instance)
  allow a wizard to shoot a lightning bolt
  into a metal floor. This would not elec-
  trocute those on it, but could shock
  them all, interrupting concentration
  and doing slight damage (no more than
  1 point, and possibly none at all). The
  GM may encourage creative use of
  lightning until it becomes a nuisance.
  This is also an Air spell.
  Cost: Any amount up to your
  Magery level per second, for three sec-
  onds. The bolt does 1d-1 burning
  damage per energy point.
  Time to cast: 1 to 3 seconds (the
  caster’s fingers sparkle as the spell
  builds).
  Prerequisites: Magery 1 and at least
  six other Air spells.
  Item
  Staff or wand – the bolt is fired
  from the end of the item. Usable only
  by mages. Cost to create: 800 energy,
  $1,200 for platinum decorations.
  Explosive Lightning
  Missile
  Creates a lightning bolt that affects
  both its target and things nearby. This
  has 1/2D 50, Max 100, Acc 3. It can be
  thrown at a wall, floor, etc. (at +4 to
  hit) to catch foes in the blast. The tar-
  get and anyone closer to the target
  than one yard takes full damage.
  Those further away divide damage
  by three times their distance in yards
  from the explosion (round down). The
  effects of lightning damage listed
  under Lightning apply.
  This is also an Air spell.
  Cost: Any amount up to twice your
  Magery level per second, for three sec-
  onds. The lightning bolt does 1d-1
  burning damage per full 2 points of
  energy.
  Time to cast: 1 to 3 seconds.
  Prerequisite: Lightning.
  Item
  Staff or wand – the bolt is fired
  from end of item. Usable only by a
  mage. Energy cost to create: 1,200;
  must include platinum decorations
  worth $500.
  Lightning Whip
  Regular
  Creates a whip of lightning in the
  caster’s hand. It is wielded like a normal
  whip (p. B404), except that it always
  takes only one second to ready, and it
  cannot be used to parry or entangle. The
  whip inflicts 1d burning damage every
  time it strikes. The effects of lightning
  damage listed under Lightning apply.
  This is also an Air spell.
  Duration: 10 seconds.
  Cost: 1 to cast per two yards of
  reach (maximum of 8 yards). Same to
  maintain.
  Time to cast: 2 seconds.
  Prerequisite: Lightning.
  Item
  Glove, whip, or jewelry. Usable only
  by mages. Energy cost to create: 350.
  Shocking Touch
  Melee
  Charges the caster’s hands or staff
  with lightning. The caster must strike
  the subject to trigger this spell; hit loca-
  tion is irrelevant. The subject takes
  1d+1 burning damage per point of ener-
  gy in the spell. Armor does not protect.
  Shocking Touch has unusual side
  effects on electronics and conductive
  materials, as per Lightning (above).
  This is also an Air spell.
  Cost: 1 to 3.
  Prerequisite: Lightning.
  Item
  Staff, wand, or glove. The item
  must touch the subject. Energy cost to
  create: 1,500.
  Spark Cloud
  Area
  Creates a ground-level cloud of
  electrical sparks. It does not block
  vision, but it inflicts burning damage
  to anyone standing in it. Armor pro-
  tects in the usual fashion (metallic
  armor provides the same minimal pro-
  tection that it does against Lightning).
  This is also an Air spell.
  Duration: 10 seconds.
  Base cost: 1 to 5; the cloud inflicts 1
  point of damage per second for every
  point of energy put into the base cost.
  Time to cast: 1 to 5 seconds, depend-
  ing on base cost. Cannot be maintained.
  Prerequisites:Shape Air and Lightning.
  196
  WEATHER SPELLS
  
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Cost to create: 150 energy,
  $500 in platinum, and a $500 opal.
  Spark Storm
  Area
  Creates a normal Windstorm, with
  a dangerous addition: every turn
  Lightning strikes one random victim
  in the area of effect. To resolve the
  bolt’s attack, roll against the caster’s
  Spark Storm skill, without any range
  adjustments. The victim gets an active
  defense, as usual.
  At the GM’s option, the lightning
  strikes may not be completely ran-
  dom: tall targets may be at more risk
  than short ones, and metal armor may
  tend to attract the lightning. Mages
  who use this spell know what the true
  rules are in their world.
  This is 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) to
  cast. Half that to maintain.
  Time to cast: The storm starts
  immediately, but the caster must con-
  centrate for a number of seconds
  equal to the storm’s radius in yards to
  bring the storm to full strength.
  Prerequisites:
  Windstorm 
  and
  Lightning.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Cost to create: 300 energy,
  $500 in platinum ,and a $500 opal.
  Wall of Lightning
  Area
  Creates a shimmering, crackling
  curtain of lightning around an area.
  The wall is four yards high, but may
  be made higher by scaling the cost as
  the height (double for 8 yards high,
  triple for 12 yards high and so on).
  Every turn, anyone crossing or
  touching the wall suffers burning
  damage. It impedes vision and hear-
  ing through it: -1 to these Sense rolls.
  This is also an Air spell.
  Duration: 1 minute.
  Base cost: 2 to 6 to cast. Same cost to
  maintain. Each turn, the Wall inflicts
  1d-1 burning damage for every two
  points of energy put into its base cost.
  Prerequisite: Lightning.
  Item
  (a) Staff, wand, or jewelry. Usable
  only by mages. Cost to create: 500
  energy and a $500 opal. (b) A Wall of
  Lightning may be made permanent at
  an energy cost of 100 times normal.
  Ball of Lightning
  Missile
  Creates a ball of lightning in the
  caster’s hand. Unlike a regular Missile
  spell, however, a Ball of Lightning
  floats away in the direction the caster
  wills it to; it cannot be hurled in the
  usual fashion. The ball is utterly silent
  and moves in a straight line at a max-
  imum speed equal to the caster’s skill
  divided by 5 (round down), regardless
  of wind and nonmetallic obstacles –
  the ball floats right through windows,
  curtains, walls, etc. It maintains its
  heading and speed unless the caster
  concentrates to change it. The ball
  explodes on the mental command of
  the caster or upon contact with a liv-
  ing being or metallic object. If the
  spell is allowed to expire, the Ball
  winks out of existence without
  exploding.
  This is also an Air spell.
  Duration: 1 minute.
  Cost: Any amount up to twice your
  Magery level per second, for three sec-
  onds; half that to maintain. The ball
  inflicts 1d-1 burning damage for every
  2 full points of energy to anyone with-
  in 1 yard of the explosion. Those fur-
  ther away divide damage by three
  times their distance in yards (round
  down).
  Time to cast: 1 to 3 seconds; the ball
  grows in the caster’s hand as the cast-
  ing progresses.
  Prerequisites:
  Apportation and
  Lightning.
  Item
  Staff, wand, or jewelry. Usable only
  by mages. Cost to create: 600 energy
  and a $500 opal.
  WEATHER SPELLS
  197
  
  Lightning Stare
  Regular
  The caster shoots lightning from
  his eyes, using DX-4 or Innate Attack
  skill to hit. The caster must be facing
  the target to use this spell. The typical
  ritual for this spell uses facial motions
  rather than hand gestures; thus,
  Lightning Stare can be cast “no
  hands” at any level of skill.
  This is also an Air spell.
  Duration: 1 second.
  Cost: 1 to 4. Cannot be maintained.
  Does 1d burning damage per point of
  energy put into the stare. Range is 2
  yards per point of energy.
  Time to cast: 2 seconds.
  Prerequisites:
  Lightning, Resist
  Lightning.
  Item
  Jewelry. Usable only by mages.
  Cost to create: 1,000 energy, $500
  worth of platinum, and a $500 opal.
  Body of Lightning
  Regular; Resisted by HT
  Subject becomes an animated
  shape of lightning, temporarily granti-
  ng him the Body of Lightning meta-
  trait (see box). Clothes (up to 6
  pounds) also become lightning, but
  lose any magic powers they might
  have had.
  Stop Power acts as Glue and Steal
  Power acts as Steal Strength on the
  subject.
  This is also an Air spell.
  Duration: 1 minute. The spell is
  broken if the subject loses conscious-
  ness.
  Cost: 12 to cast. 4 to maintain.
  Time to cast: 5 seconds.
  Prerequisites:
  Magery 
  2 
  and
  Lightning.
  Item
  (a) Staff, wand, or jewelry. Only
  affects the wearer. A severe drawback is
  that, as soon as it is activated, the item
  falls through the user’s hand – thus a
  spell cast with this item lasts only a
  minute. Energy cost to create: 3,000. (b)
  Staff, wand, or jewelry. Only affects the
  wearer. Unlike the previous item, this
  item turns to lightning along with the
  wearer. While in lightning form, it loses
  any other magical powers it might ordi-
  narily have. Energy cost to create: 6,000.
  Lightning Armor
  Regular
  The subject is sheathed in crack-
  ling lightning, without feeling any dis-
  comfort (the subject and anything he
  carries are under a Resist Lightning
  spell). The subject’s melee attacks do
  an extra point of burning damage.
  Any metallic weapon that hits the
  subject triggers a 1d-1 backlash of
  burning damage along the weapon.
  This attack automatically hits the hand
  that is holding the weapon, regardless
  of the weapon’s length, as long as its
  entire length is conducting. Should the
  subject grapple or be grappled, the foe
  takes 3d-3 burning damage, but the
  spell will be broken.
  This is also an Air spell.
  Duration: 1 minute.
  Cost: 7 to cast. 4 to maintain.
  Prerequisites: At least six Lightning
  spells including Resist Lightning.
  Item
  (a) Staff or jewelry. Usable only by
  mages. Cost to create: 1,000 energy
  and $300 worth of platinum and
  opals. (b) Cape or armor; only affects
  the wearer. When activated, the cape
  seems like a piece of sheet lightning; it
  will protect against attacks from the
  back and sides, but not from the front,
  unless it is wielded as a light cloak (see
  Cloak, p. B184). Energy cost to create:
  700 for the cape, 1,000 for armor.
  Lightning Weapon
  Regular
  The 
  subject 
  melee 
  weapon
  becomes charged with lightning, visi-
  bly spitting and sparking, without
  harming its wielder. The weapon must
  be at least partly metallic; weapons
  made entirely of wood and/or stone
  won’t hold the spell. The weapon does
  an additional 2 points of injury after
  armor penetration and wounding
  modifiers have been figured. Against
  metallic armor, the weapon inflicts at
  least 1 point of damage on any hit.
  This is also an Air spell.
  Duration: 1 minute.
  Cost: 4 to cast. 1 to maintain.
  Time to cast: 2 seconds.
  Prerequisites:
  Magery 
  2 
  and
  Lightning.
  Item
  A weapon that becomes electrified
  whenever used, at no energy cost to
  the user. Energy cost to create: 750; at
  least $300 must be spent in platinum
  and opal decorations.
  Lightning Missiles
  Regular
  Like Lightning Weapon, but cast on
  a missile weapon. The weapon itself
  becomes surrounded with an electric
  halo. Any missile it fires becomes
  charged with lightning, doing 2 addi-
  tional points of injury as per Lightning
  Weapon. The missile’s wooden parts
  turn to ash after it hits a target or after
  10 seconds, whichever comes first.
  This is also an Air spell.
  Duration: 1 minute.
  Cost: 4 to cast. 2 to maintain. Cost
  doubles if the missiles to be fired are
  nonmetallic.
  Time to cast: 3 seconds.
  Prerequisite: Lightning Weapon.
  Item
  A missile weapon that fires light-
  ning missiles whenever used, at no
  energy cost to the user. Energy cost to
  create: 1,000; at least $400 must be
  spent 
  in 
  platinum 
  and 
  opal 
  decorations.
  198
  WEATHER SPELLS
  New Meta-Trait: Body of Lightning
  Body of Lightning: Your body is made of lightning. ST 0 [-100]; HP +10
  [20]; Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack,
  Reach C, -30%) [6]; Doesn’t Breathe [20]; DR 10 (Limited: Electricity,
  -40%) [30]; Immunity to Metabolic Hazards [30]; Injury Tolerance
  (Diffuse) [100]; No Manipulators [-50]; Feature (Affected by Energy Spells
  (p. 178) [0]; and Taboo Trait (Fixed ST) [0]. 56 points.
  
  Tubbs didn’t know what kind
  of magic the burglar was trying to
  do, but whatever it was, he didn’t
  like the look of the glowing runes
  forming in the air. Quickly, he
  spat out a dispelling incantation.
  Nothing happened.
  “You Academy mages,” the
  intruder sneered. “You think you
  know everything there is to know
  about magic. Understand this:
  there’s magic outside your books,
  and powers in the world you
  don’t begin to comprehend.”
  Some crucial act completed,
  the floating glyphs coalesced into
  a shimmering ball of light
  between the intruder’s hands. He
  hurled the thing at Tubbs. Tubbs
  flung up a ward, despite a sinking
  feeling that it wouldn’t do any
  good.
  He was right.
  In folklore and fic-
  tion, magic takes many
  forms. In some set-
  tings, the logic of magic
  may be difficult to sim-
  ulate using the stan-
  dard magic system; in
  others, there may be
  multiple 
  coexisting
  types of magic. This
  chapter introduces a
  variety of ways to
  tweak and extend the
  GURPS Magic system
  to encompass a variety
  of possibilities.
  If further magical
  possibilities are of inter-
  est, GURPS Fantasy
  discusses many more
  exotic theories of magic
  and how to use them in
  GURPS.
  VARIATIONS
  199
  CHAPTER TWENTY-SEVEN
  VARIATIONS
  ALTERNATIVE MAGIC SYSTEMS
  Perhaps the simplest way to
  expand the range of magical possibili-
  ties is to adjust the parameters of the
  standard system, changing how spells
  are used or acquired. By changing the
  way people learn spells, or the circum-
  stances under which they can use
  them, a GM can achieve a different fla-
  vor of magic while retaining the utility
  of the standard spell list.
  CLERICAL MAGIC
  In some worlds, holy men and
  women receive magical abilities from
  the powers they serve. Such powers
  can be handled using the standard
  magic system, with a few minor 
  alterations.
  Clerical Spells
  Clerical spells have no prerequi-
  sites. A priest may acquire a new spell
  any time he has points to spend, 
  simply by praying for it; teachers and
  study are unnecessary (though GMs
  might permit a priest to put a point in
  a new spell after 200 hours of devout
  contemplation). However, each god’s
  priesthood is restricted to an abbrevi-
  ated list of spells that the god will
  grant, usually closely tied to the god’s
  portfolio; fire gods don’t grant
  Essential Water. Also, the patron god
  may decide to alter the effects of the
  magic he grants – or suspend a priest’s
  magical abilities altogether – for rea-
  sons as ineffable as one comes to
  expect from a deity.
  Clerical spellcasters often possess
  Clerical Investment (p. B43) and
  Religious Rank (p. B30); indeed, some
  religions require such traits before a
  priest may learn clerical spells.
  However, other faiths include individ-
  uals who wield divine powers without
  belonging to the formal church hierar-
  chy. Clerical spellcasters are often
  required to take a Discipline of Faith
  (p. B132) to maintain their powers.
  See Devotional Enchantment, p. 71,
  for a related form of magical practice.
  Sanctity
  Clerical magic does not depend
  upon mana, but upon a mechanically
  similar property called “sanctity,”
  which represents the level of influence
  a deity possesses in an area. Sanctity
  levels range from “no sanctity” to
  “very high sanctity,” much as mana
  does; however, sanctity levels are spe-
  cific to a particular god, and more
  responsive to human alteration. Most
  areas are normal sanctity; duly conse-
  crated places, however, are high-sanc-
  tity zones for the appropriate god’s
  worshippers, and low sanctity for wor-
  shippers of an enemy god.
  A fuller treatment of sanctity and
  holy places can be found in GURPS
  Fantasy.
  
  Power Investiture
  Magery is irrelevant to clerical
  magic. Instead, Magery’s role is filled by
  the Power Investiture (p. B77) advan-
  tage. Spells that normally require some
  level 
  of 
  Magery 
  require 
  Power
  Investiture when granted by a god.
  Since sanctity is mechanically
  equivalent to mana, clerical spellcast-
  ers without Power Investiture cannot
  cast clerical spells when outside an
  area with high sanctity. Priests with
  Power Investiture, however, can carry
  their patron deity’s work into the 
  larger normal-sanctity world.
  Much as mages can detect changes
  in mana level (p. 6), clerical spellcast-
  ers with Power Investiture can detect
  changes in sanctity level by rolling
  against IQ + Power Investiture.
  RITUAL MAGIC
  In some worlds, magic is not divid-
  ed into hundreds of individual proce-
  dures by which a wizard can bring the
  dead to life but know nothing of
  speaking to birds. Instead, magic is a
  single practice, dizzying in its many
  applications but essentially one.
  In such settings, magic use
  depends on a single “core skill,” typi-
  cally Ritual Magic (p. B218) or
  Thaumatology (p. B225). Each college
  of magic is an IQ/Very Hard “college
  skill” or “path” that defaults to core
  skill at -6. College skills have the core
  skill as a prerequisite and may never
  exceed the core skill.
  Ritual wizards can cast spells at
  default! Each spell is a Hard technique
  with a default to the associated college
  skill. The default is at a penalty equal
  to the spell’s prerequisite count (p. 6).
  To raise a spell past its default level,
  the wizard must have at least one
  point in the college skill, but he can
  ignore the spell’s prerequisites under
  the standard system. Spells cannot
  exceed the associated college skill.
  Magery adds to core skill, college
  skills, and spells. If standard and 
  ritual magic coexist, normal Magery
  and Ritual Magery are separate 
  advantages.
  All other rules are the same.
  ALTERNATE
  PREREQUISITES
  In most situations, the prerequisites
  given for spells in this book make sense.
  However, the cosmologies of some set-
  tings might be better supported by a dif-
  ferent structure. Perhaps the GM wants
  the Technological spells to depend upon
  a background in Making and Breaking,
  or 
  would 
  like 
  to 
  remove 
  the
  Necromantic taint associated with
  Resurrection in the normal spell list.
  Perhaps the group prefers wizards with
  a handful of powerful spells instead of a
  long list of spells of varying power.
  Changing the prerequisites of a
  spell can be difficult to do without
  unbalancing the spell; if anyone off
  the street can learn Great Wish, a lot
  of folks with big dreams and great cos-
  mic powers will start turning up.
  However, if the GM is willing to take a
  bit of time, it’s possible to tweak a
  spell’s prerequisites without wreaking
  havoc on the game world.
  The Spell Table (pp. 223-237)
  includes 
  a 
  column 
  marked
  “Prerequisite Count.” This column
  represents the shortest chain of pre-
  requisites required to learn the spell in
  question. A prerequisite count of five
  means that there are five other spells
  which a wizard must learn before he
  can learn that spell. The GM may wish
  to consider non-spell prerequisites
  (Magery, IQ, etc.) when calculating
  prerequisite count; if so, add one point
  to a spell’s prerequisite count for every
  10 full character points of required
  traits. The Spell Table does not con-
  sider non-spell prerequisites.
  To alter a spell’s prerequisite chain,
  come up with some plausible set of
  requirements that adds up to roughly
  the same prerequisite count. This isn’t
  an exact science; changing the prereq-
  uisite count of Utter Dome from 16 to
  5 might be problematic, but if the new
  prerequisite chain adds up to 14, the
  campaign is hardly going to be ruined.
  200
  VARIATIONS
  “Holy” Spells
  The regular spell system offers another alternative for priestly magic.
  Individuals who are good and pure of heart may buy certain spells with-
  out prerequisites. The relevant spells are ones that permit the caster to
  perform supernatural acts traditionally associated with the clergy. These
  spells include Bless, Dispel Possession, Final Rest, Monk’s Banquet, Turn
  Zombie, and Vigil.
  Other Ritual Idioms
  The core skill for ritual magic must be a Very Hard skill for the sake of
  game balance, but fascinating opportunities emerge when you look for
  alternative candidates. Some Very Hard skills are obvious choices, as they
  already verge in the mystic – Alchemy or Herb Lore, for example. Musical
  Influence, similarly, is a clear choice for bardic magic. Almost any Very
  Hard skill, however, can be a potential core skill for ritual magic.
  In a setting where magic is the final mystery of martial arts or monas-
  tic discipline, skills like Body Control, Blind Fighting, Invisibility Art, or
  Zen Archery can be become the first step in ritual magic.
  In a more technologically advanced setting, Computer Hacking or
  Weird Science become core skills. This is excellent for cyberpunk cam-
  paigns, “the world is an illusion” settings, or over-the-top technomagic
  shenanigans.
  Ritual magic can even be based on mundane sciences. Ritual physi-
  cists exploit subtle and counterintuitive principles of natural law to
  accomplish their magic. Paradigms based on Biology or Surgery are left
  as an exercise for the reader.
  
  Shortening 
  Prerequisite Chains
  Some worlds have fewer low-pow-
  ered spells than others, and a wizard
  can learn powerful magic without
  having mastering dozens of less
  potent incantations. One possible way
  to simulate this situation is to cut all
  prerequisite counts in half and simul-
  taneously double the points required
  for a spell to serve as a prerequisite.
  So, a wizard trying to learn Steam Jet
  might need to spend two points each
  on five different spells rather than one
  point each on 10 different spells.
  Advantage-Based Magic
  In other worlds, magic reflects
  more strongly the sort of person a
  spellcaster is, and less what he’s stud-
  ied. One way to make a prerequisite
  chain reflect this sort of world is to
  lean heavily on advantages as prereq-
  uisites. Demand that Plant wizards
  have Plant Empathy for certain spells,
  or that Communication wizards have
  some Charisma. Any number of
  Talents make good prerequisites –
  Artificer for Making and Breaking,
  Smooth Operator for Mind, and so on.
  VARIATIONS
  201
  Renaming Spells
  The names given in this book are generally descriptive and functional,
  for ease of use. There’s no reason that they also have to be the names that
  wizards use for them in the game world. There are dozens of ways to
  rename spells to help them conform to your game world’s flavor.
  Different Phrasing: Something as simple as changing a spell’s part of
  speech can make an important difference in flavor. Fireball becomes Ball
  of Fire, Seek Earth becomes Search for Earth, etc.
  Named for its Creator: In worlds
  where spell research is an ongoing 
  concern, wizards concerned with self-
  promotion will want their spells to
  enhance their reputations directly. Why
  develop Weather Dome when you can
  develop Malathrax’s Weather Dome?
  Technical Nomenclature: Sometimes
  wizards just like to keep the untrained
  guessing. The Seventeenth Chant of Air
  sounds very impressive, even if it’s just
  Odor.
  Florid Prose: Create Fire pales before
  the 
  Most 
  Excellent 
  Pyrogenitive
  Incantation. 
  In 
  an 
  appropriately
  baroque setting, every spell can be
  improved with the indiscreet use of
  Latin and a few superfluous adjectives.
  IMPROVISATIONAL MAGIC
  Improvisation is the heart of role-
  playing. Players improvise to react to
  unexpected situations that the GM
  throws to them, and the GM improvis-
  es to accommodate the . . . innovative
  . . . solutions the players devise. This
  sort of freewheeling improvisation
  can be the basis of a game’s magic sys-
  tem as well.
  Not every setting features wizards
  who spend long hours to learn and
  master individual spells with clearly
  defined effects. The systems presented
  in this section offer the opportunity for
  wizards to cast spells without years of
  study and memorization; in some
  cases, they allow wizards to invent new
  spells at their whim. These systems
  may exist alongside the regular spell
  system, or replace it, as appropriate for
  a given setting.
  A word of warning: improvisation-
  al systems are only appropriate for
  groups where the GM enjoys thinking
  on his feet, and the players are happy
  to accept GM judgments on the fly.
  Some GMs don’t enjoy being put on
  the spot, and some players prefer to
  know exactly what their characters
  are capable of doing. If that describes
  you, skip these systems.
  WILD TALENTS
  The simplest way to handle impro-
  vising wizards is the Wild Talent
  advantage (p. B99). A paradigm of
  magic in which wizards devise new
  spells extemporaneously is easily sim-
  ulated by some level of Wild Talent
  with the Focused limitation.
  In combination with the Retention
  enhancement, Wild Talent becomes a
  means by which wizards learn new
  spells; at the GM’s option, it may not
  even be possible to learn spells
  through study. Without Retention, a
  wizard’s level of Wild Talent becomes
  the limiting factor for his spellcasting.
  Adding the Emergencies Only limi-
  tation can be a great incentive for wiz-
  ards 
  to 
  go 
  adventuring; 
  with
  Emergencies Only and Retention, a
  wizard can only learn new spells by
  putting himself in new and dangerous
  situations.
  Magery and Improvised Magic
  Any system described in this section may or may not require Magery,
  depending on the world in which they exist. They may, as with spell
  magic, require Magery to use in a region with normal or lower mana.
  They may require Magery to use at all.
  
  WILDCARD
  MAGIC
  Magic can also be treated as a wild-
  card skill (p. B175) to emulate settings
  where wizards master the full spec-
  trum of magical endeavor instead of
  learning one spell at a time. Instead of
  buying spells, a wizard simply buys
  levels of Magic! With that single wild-
  card skill, he can cast any spell he
  wants, at a penalty equal to the spell’s
  prerequisite count.
  This is a cinematic option. Wizards
  using Magic! are extremely flexible
  and powerful. If the scope of Magic!
  seems too broad, it may be wise to
  treat each college as a separate wild-
  card skill. The GM may also want to
  retain Magery prerequisites for spells
  that usually require some level of
  Magery.
  SPELL DEFAULTS
  Another way to allow wizards to
  attempt spells outside their comfort
  zone is to allow spells to default to
  other spells (p. B173). In this system,
  each spell defaults to every other spell
  in the same college. An unknown spell
  defaults to any known spell at -4, with
  an additional penalty equal to its own
  prerequisite count. However, if the
  known spell is in the prerequisite
  chain of the unknown spell, add a
  bonus equal to the prerequisite count
  of the known spell. A wizard cannot
  cast a spell at default if it requires an
  advantage (usually Magery) that he
  does not possess. When defaulting to a
  spell at skill 20 or higher, treat the
  spell level as 20 for default purposes.
  Spells cast at default cost twice as
  much energy and take twice as long to
  cast.
  Example: Patrick wants to cast
  Lend Language on his friend Aidan to
  help him pass the Old Draconic
  midterm, 
  but 
  his 
  only
  Communication and Empathy spells
  are 
  Sense 
  Foes-15 
  and 
  Sense
  Emotion-15. He can cast Lend
  Language at a base penalty of -4, with
  an additional penalty of -3 for Lend
  Language’s prerequisite count. Since
  Sense Emotion is a possible prerequi-
  site for Lend Language, he can add
  Sense Emotion’s prerequisite count
  for a +1 bonus. He could also have
  defaulted from Sense Foes, but since
  Sense Foes has no prerequisites, he
  would not have gotten any bonus. His
  final effective skill for Lend Language
  will be 9, and it will cost him 6 energy
  to cast and 2 to maintain. Aidan is def-
  initely going to owe him one.
  Allowing wizards to cast spells at
  default, while not as cinematic as
  wildcard magic, substantially increas-
  es their flexibility. If the GM is not pre-
  pared for a wizard to attempt any spell
  in his college of choice, he should not
  allow casting at default.
  202
  VARIATIONS
  SYNTACTIC MAGIC
  Some wizardly traditions don’t even
  use discrete spells. To them, rote and
  formula are anathema; magic is a cre-
  ative art that responds to the needs of
  the moment. These wizards turn their
  efforts toward mastering fundamental
  principles of existence instead of learn-
  ing individual recipes. These funda-
  ments are called Words in the vernacu-
  lar of wizards. To work magic, wizards
  bring together these potent principles
  in much the same way that words are
  strung together into sentences.
  Every spell has two elements: what
  is done, and what is done to.
  Correspondingly, there are two types
  of Words. Some are described as
  verbs: Create, Move, Heal, and so on.
  Others are described as nouns: what is
  being created, moved, etc.
  Each Word is a separate IQ/Very
  Hard skill; mages add their Magery to
  IQ when learning Words.
  There are 10 verbs: Communicate,
  Heal, Sense, Weaken, Strengthen,
  Move, Protect, Create, Control, and
  Transform.
  There are 14 nouns: Air, Animal,
  Body, Death, Earth, Fire, Food, Image,
  Light, Magic, Mind, Plant, Sound, and
  Water.
  The GM may remove, add, or
  change Words as he sees fit.
  SPELL
  PARAMETERS
  Before casting a syntactic spell, the
  player describes what he wants the
  spell to do, and selects the verb and
  noun that he wants to use. The possi-
  ble effects are limited only by the play-
  er’s imagination. The GM then decides
  whether the intended effect is possi-
  ble, whether the Words chosen by the
  player are appropriate, what type of
  spell the proposed spell is, how much
  energy the improvised spell should
  cost, and what skill penalty (if any)
  should apply.
  If an improvisational wizard
  attempts to improvise a spell equiva-
  lent to an existing memorized spell,
  feel free to assess parameters similar
  to the memorized spell. If the pro-
  posed spell has no counterpart, how-
  ever, or if the players and GM prefer
  not to crack a book in the middle of
  play, use the following guidelines. The
  guidelines listed under Inventing New
  Spells (p. 14) may also be helpful.
  Appropriate Words
  The Words for some spells will be
  obvious; a flight spell, for instance, is
  clearly Move Body. Some spells, how-
  ever, could be achieved with multiple
  different combinations – a spell to fire-
  proof a wooden cart could be Weaken
  Fire, or it could be Protect Plant. GMs
  should be flexible in allowing players
  to utilize their wizards’ strengths, but
  try not to let the game get bogged
  down in arguments about the 
  optimum configuration of Words.
  As a rule, any attack spell directly
  assaulting the target uses Body – a
  spell to break bones would require
  Weaken Body, but a spell triggering a
  Improvisation is too good to leave to chance.
  – Paul Simon
  
  lethal avalanche could be simply Move
  Earth. Spells that affect the caster
  directly use either Body or Mind.
  Multiple Words
  Some spells may require more
  than one verb or one noun. A laxative
  spell, for instance, seems to be Move
  Food on the face of it, but since it
  affects the body directly, should per-
  haps be Move Food through Body.
  Alternately, the player might suggest
  that it be Heal by Moving Food.
  When using more than two Words,
  the player must roll against the lowest
  verb and noun skills used, with a -1
  penalty for every additional Word.
  However, he may choose which verb
  and which noun will determine the
  energy cost and time to cast. Some
  casters may wind up introducing their
  specialties into spells where they are
  not otherwise necessary in order to
  benefit from their specialties’ cost or
  time to cast. A Fire wizard, for exam-
  ple, might want to cast attack spells
  using Weaken Body with Fire in order
  to take advantage of Fire’s faster time
  to cast.
  Spell Class
  Most syntactic spells are Regular
  or Area spells, but some Sense-type
  spells qualify as Information spells.
  Melee and Missile spells are possible if
  the GM chooses to allow them.
  Syntactic magic is too slow for
  Blocking, and too transient for
  enchantment. For enchantment using
  the Words, see Symbol Magic (p. 205).
  Energy Cost
  Each Word has an associated ener-
  gy cost; a syntactic spell’s cost is equal
  to the cost of its verb plus the cost of
  its noun. Control spells cost an
  amount equal to the cost for Control
  plus double the cost of the noun;
  Transform spells cost an amount
  equal to the cost for Transform plus
  the cost for both nouns.
  The resulting cost is appropriate
  for a Regular spell cast on a SM 0 tar-
  get or for the base cost of an Area
  spell. Syntactic spells do not get a cost
  reduction for high skill.
  Time to Cast
  As with energy cost, each Word has
  an associated time to cast; a syntactic
  spell’s time to cast is equal to the com-
  bined time to cast for each of its con-
  stituent Words. Time to cast for
  Control and Transform spells is fig-
  ured in the same manner as energy
  cost.
  Duration
  Syntactic spells are typically
  instantaneous or temporary (see
  Duration Types, p. 10). Temporary syn-
  tactic spells take a standard duration
  of one minute, one hour, or one day,
  depending on the nature of the spell. A
  protective combat spell rarely needs to
  last longer than a minute, while a spell
  to go without sleep is pretty useless if
  it won’t even get you through the
  night. The GM may increase the ener-
  gy cost or assess skill penalties for
  spells that take a longer duration than
  usual.
  Temporary spells can usually be
  maintained at half the cost to cast.
  Skill Penalties
  Not all syntactic spells are created
  equal. Move Earth can be used to
  move a rock out of the road or to flip
  a mountain like a fried egg, and some-
  times more obstacles than prohibitive
  energy cost are called for. GMs should
  feel free to assess penalties to skill
  whenever appropriate.
  WORD
  PARAMETERS
  Time to cast and Duration are
  given in seconds.
  CASTING THE
  SPELL
  Once the parameters of the spell
  have been agreed upon, the caster
  makes two rolls: one for the verb, and
  one for the noun. He makes each roll
  against his skill in the Word used,
  minus any penalties assessed by the
  GM. All usual modifiers for range,
  touching, concentration, and so on
  apply to syntactic spells. Use the
  Alternate Magic Rituals rule on p. 9.
  Spell Results
  The result of a syntactic spell
  attempt depends on what rolls were
  made or failed. If both skill rolls (verb
  and noun) were made, the spell
  VARIATIONS
  203
  Scaling
  Syntactic magic can take different roles in the campaign depending on
  just how much power its practitioners can bring to bear. The default power
  level in this section is calibrated to be roughly equivalent to regular spell
  magic in scope, but different scales are possible.
  Cantrips
  Perhaps syntactic magic creates inconsequential spells of little power.
  In such a scheme, syntactic spells should be substantially less powerful,
  on par with low-end spells like Ignite Fire and Seek Food, but should cost
  half as much energy as usual, rounding down. Word skills should also
  become IQ/Hard in such a scheme.
  Words of Power
  Alternately, syntactic magic may derive from mastery of the great
  things of the world: each Word is a numinous mystery not to be employed
  lightly. These Words may – indeed, must – have titanic effects, twisting
  reality to their speaker’s whim. Under such circumstances, however, mul-
  tiply energy cost by 10 and buy Word skills as wildcard skills (p. B175).
  At the GM’s discretion, Words of Power may generate syntactic spells
  with lasting or permanent duration (see Duration Types, p. 10).
  
  works. Energy cost is paid normally.
  If there was a critical success, halve
  energy cost; if both rolls were critical
  successes there is no energy cost.
  If one word is successful but the
  other is not, there is a magical result,
  but it is not the result the caster has in
  mind. The GM should not be mali-
  cious in this — an attempt at a spell to
  make someone sneeze might flare
  their nostrils, for example, but proba-
  bly shouldn’t make them expel
  Concussions from their sinuses.
  Energy cost is paid as for the spell
  that was attempted.
  If both rolls are ordinary failures,
  nothing happens, and the caster must
  spend one point of energy.
  A critical failure on either spell roll
  has disastrous effects, of course. And
  critical failure on both should be 
  spectacular!
  The wizard always knows if his
  spell has succeeded or failed. If it has
  failed, he may not know exactly what
  the result is, but he knows it’s not
  going to be the result he was hoping
  for.
  Resistance to 
  Syntactic Spells
  A syntactic Resisted spell uses the
  worse of the two rolls to determine 
  if the subject resists. The GM 
  determines whether a spell should be
  Resisted; almost any Body or Mind
  spell should be, while spells that do
  direct physical damage generally
  aren’t Resisted.
  TRANSFORM
  The verb Transform is a special
  case, somewhat more complicated
  than the other verbs. Unlike every
  other syntactic spell, Transform spells
  require three rolls: one for Transform,
  one for the noun governing the begin-
  ning material, and one for the noun
  governing the final material. If the
  same Word governs both forms, the
  spell still requires separate rolls for
  each. Thus, shapeshifting from
  human to animal can be considered a
  Transform Body to Animal spell, and
  the 
  caster 
  would 
  roll 
  against
  Transform, Body, and Animal; chang-
  ing a fig to a thistle, however, would
  be Transform Plant to Plant, requiring
  one roll against Transform and two
  against Plant. Transform spells do not
  suffer the -1 penalty for using a third
  Word.
  As long as a transformed object
  remains undamaged, it can (with a
  new spell or Remove Curse) be
  restored 
  to 
  its 
  original 
  form,
  unharmed. If it is damaged, an appro-
  priate amount of damage manifests if
  its original form is recovered.
  Dealing with transformed objects
  requires many judgment calls on the
  part of the GM. In general, a trans-
  formed object behaves in all ways like
  a natural one, except that transforma-
  tions cannot be used to gain any sig-
  nificant increase in intelligence or
  knowledge. (A servant made from a
  dog will be faithful, but not much
  smarter than he was before.)
  LINKING
  SYNTACTIC
  SPELLS
  Syntactic spells may be linked, as
  with any of the linking Meta-Spells
  (pp. 130-132). If syntactic spells and
  memorized spells are two means of
  manipulating the same forces, any of
  the three linking spells may be
  attached to a syntactic spell. If syntac-
  tic magic stands alone in your game
  world, then linking spells must be
  syntactic as well. Such links require
  the Magic Word and one or more
  Words related to the triggering event.
  The more Words are used for the trig-
  ger, the more accurate – but the hard-
  er to cast – it is.
  Keep in mind that if the linking
  spell works, but the syntactic spell to
  which it is attached fails partially,
  something strange will happen when
  the triggering event occurs.
  GMING
  SYNTACTIC
  MAGIC
  Syntactic magic can be hard to
  GM. Its open-ended nature makes it
  possible for a syntactic wizard to
  wreak havoc on the campaign; it’s
  hard for a GM to anticipate what the
  players may do when they have the
  complete gamut of magical knowl-
  edge at their disposal.
  Therefore, it’s essential to set lim-
  its. Just because a player can imagine
  it doesn’t mean that their character
  ought to be able to do it. On the other
  hand, it’s no fun to play a wizard if
  your spells never work – or worse, if
  they never work right.
  204
  VARIATIONS
  Verbs
  Energy
  Time to
  Word
  Cost
  Cast
  Communicate
  1
  0
  Control
  2
  1
  Create
  2
  2
  Heal
  1
  2
  Move
  0
  0
  Protect
  1
  1
  Sense
  2
  0
  Strengthen
  1
  1
  Transform
  3
  2
  Weaken
  1
  1
  Nouns
  Energy
  Time to
  Word
  Cost
  Cast
  Air
  3
  1
  Animal
  2
  3
  Body
  3
  2
  Earth
  2
  3
  Fire
  4
  1
  Food
  1
  3
  Image
  2
  2
  Light
  2
  1
  Magic
  2
  4
  Mind
  3
  2
  Plant
  1
  5
  Sound
  2
  2
  Spirit
  2
  4
  Water 
  2
  3
  
  Striking an appropriate balance
  usually means accepting the principle
  of what a player wants to do while set-
  ting reasonable limits. The regular
  spell system can be a good touchstone
  for making these sorts of decisions. Is
  the proposed effect similar in scope to
  things that can be done with regular
  spells? What do similar spells cost?
  Could a wizard using memorized
  spells achieve a similar effect, having
  spent a similar number of character
  points on his magic?
  It is almost always more satisfying
  for a player to be told “Yes, but . . .”
  than to be told “No.” Rather than flat-
  ly refusing a proposed spell, try some-
  thing like, “Sure, you can do that.
  Let’s see, about 15 minutes to cast and
  200 energy should be about right for
  that result. Now if you’d settle for less
  than totally destroying the castle, I
  think we can work something out.”
  It may take a while for players and
  GMs to come to a mutual under-
  standing of what sorts of spells are
  appropriate – patience on all sides is
  critical. Try to encourage players’
  creativity without ruining the game –
  that’s what it’s all about. And remem-
  ber to enjoy it when they come up
  with a particularly clever idea!
  VARIATIONS
  205
  Morris the Mage and his friends are preparing to
  swim across a river. Morris himself knows how to cross
  without getting wet, but it’s too fatiguing to cast spells
  on the whole party to get them across dry-shod.
  However, they are carrying some valuable books that
  Morris doesn’t want to get wet. So he puts all of the
  books in a large pile and tries to improvise a
  Waterproofing spell that will protect the whole heap of
  material.
  The GM and Morris’s player talk it over and decide
  that there are a number of ways to construct this spell.
  Protect Plant is one possibility, since books are made
  from trees. Weaken Water is another, as is Control Water.
  Morris decides his best chance is with Protect Plant. The
  pile of books, about a yard across, has a SM of -2, so
  Morris opts for a Regular spell. The standard guidelines
  suggest that a Protect Plant spell should cost 2 energy
  and take 6 seconds to cast. The GM notes that this is
  about twice the cost of Umbrella, which seems appro-
  priate. If he had tried to use Weaken Water, it would have
  been quicker to cast, but significantly more expensive.
  The GM also rules that this spell will only work on inan-
  imate objects, in case a situation arises in the future
  where Morris claims this spell will keep him from
  drowning.
  Morris’ skill in Protect is 14 and his skill in Plant is
  15. He first rolls against 14 for the verb, Protect. He
  makes his roll, and then rolls against 15 for the noun,
  Plant. He will pay the whole energy cost unless both
  rolls fail entirely, or one or both are critical successes.
  If the spell succeeds, Morris will know, and the books
  are waterproofed for the next minute, at least. If one roll
  succeeds but the other one fails, something else will
  happen. Morris might not know exactly what, but he
  will know that it didn’t go exactly as planned – he can
  choose to try his luck with the river or not, as he sees fit.
  The GM must rule what happens if one of the rolls
  should fail, but only in the case of a critical failure
  should he be malicious. If the second roll is failed, for
  example, the spell might only work against oil, not
  water (which wouldn’t do Morris any good), or only for
  one second, not one minute, or will protect from dust
  instead of water, etc. On a critical failure, the ink might
  start running before the books even get to the water. On
  a double critical failure, the books might be entirely
  dehydrated and fall to dust!
  A Syntactic Spell: Waterproofing
  SYMBOL MAGIC
  Symbol magic is one of the most
  ancient forms of magic; many cultures
  have a magical tradition that relies
  upon a set of signs representing mysti-
  cally potent words, sounds, or con-
  cepts. The Vikings had their Futhark
  runes; Celtic druids had Ogham; the
  Hebrew Qabala places great impor-
  tance on the association of the twenty-
  two letters of the Hebrew alphabet
  with 
  mystic 
  concepts. 
  Chinese,
  Sanskrit, hieroglyphics . . . all have
  been used as symbolic languages of
  magic.
  A properly trained person can use
  these systems to work magic. This most
  commonly takes the form of scrolls and
  items enchanted with powerful glyphs,
  but the power of magical symbols can
  be used to create magical effects direct-
  ly. A symbol-caster is free to learn other
  forms of magic, if they are available.
  SYMBOLS
  To perform any symbol magic, a
  wizard must learn the Symbol Drawing
  skill, specializing in a particular 
  symbolic “language.” In addition, he
  must master each individual symbol
  before he can use it. Each symbol is a
  separate IQ-based skill with Symbol
  Drawing as a prerequisite and no
  default. Magery does not add to IQ for
  the purpose of learning symbols.
  A wizard experienced in multiple
  traditions of Symbol Drawing must
  learn the symbols separately for each
  symbolic language! Deep knowledge
  of the Futhark Body-rune avails not a
  bit when dealing with an Atlantean
  Body-sigil.
  
  In most symbolic systems, the
  most common interpretations of the
  symbols correspond to the Words of
  the syntactic magic system (see
  Syntactic Magic, p. 202). In any given
  inscription, however, a related concept
  may be a more appropriate transla-
  tion; the symbol for the verb Weaken
  might also represent concepts like
  Reduce, Damage, Harm, Undo, Rot,
  or Break.
  Some symbols are more difficult
  than others.
  IQ/Easy: Food, Sound.
  IQ/Average: Communicate, Weaken,
  Strengthen, Move, Protect, Air, Fire,
  Image, Light, Plant, Water.
  IQ/Hard: Heal, Sense, Create,
  Control, Transform, Animal, Body,
  Earth, Magic, Mind, Spirit.
  In most settings, the basic mean-
  ings of symbols are common knowl-
  edge, and anyone can study them
  freely. The GM may, however, decide
  to make certain symbols secret or for-
  bidden, requiring quests or extensive
  research to uncover. Anyone with
  Symbol Drawing skill may make a
  skill roll to recognize an unfamiliar
  symbol within his symbolic language,
  even if he has never seen it before.
  Once he has recognized it, he still has
  no skill in that symbol, but can study
  it normally.
  Interpreting a symbolic inscription
  to determine exactly what spell it is
  designed to cast requires a separate
  Symbol Drawing roll at -3 for each
  symbol in the inscription. If any of the
  rolls are failed, the full purpose of the
  inscription will remain hidden, but
  the symbols deciphered may hint at
  some part of the inscription’s intent.
  CASTING THE
  SPELL
  A symbol spell usually consists of
  two symbols: a verb and a noun. The
  energy cost of a symbol spell depends
  on the symbols used and the discre-
  tion of the GM, as described for syn-
  tactic magic. The duration of a symbol
  spell depends on the nature of the
  spell, as with syntactic magic; symbol
  spells, however, may be lasting in
  206
  VARIATIONS
  Alternatives
  Whole-Language Symbol Magic: Under the normal symbol magic rules, a
  symbol-caster must learn Symbol Drawing to represent his general famil-
  iarity with that symbolic tradition, and then learn each symbol separately to
  represent his deeper study of each individual mystery. An alternate approach
  to symbol-casting is to treat each symbol as a Hard technique that defaults
  to Symbol Drawing. Easy symbols default to skill-4, Average symbols to skill-
  6, and Hard symbols to skill-8. This makes symbol-casters substantially
  more flexible; GMs running this version of symbol magic should consider
  being conservative with the effects possible with symbols.
  Ideogram Symbols: Not all symbolic languages are short and sweet. One
  could run a setting in which symbol magic is not improvisational; instead,
  every spell in the standard spell list has its own symbol. Such a system is
  essentially equivalent to using the regular spell system with the particular
  constraints of symbol magic; spells would take much longer to cast, but
  enchantments would become trivial.
  Example of 
  Symbol Casting
  Thorfinn, a Futhark runemaster, wants to make a sword that will
  destroy fire elementals. Discussing the question, he and his mentor
  (i.e., the player and the GM) determine that the appropriate runes are
  Hagalaz (Weaken), Kenaz (Fire), and Perthro (Magic).
  Thorfinn is a skilled smith, so he plans to work the runes directly
  into the sword. Some runemasters might prefer to inscribe the runes
  onto a finished sword using Artist (Calligraphy), but Thorfinn feels
  that a runemaster who wants to enchant an item ought to make the
  item himself. Besides, he’s not that good a calligrapher.
  His Smith skill is 15. His rune skills are Hagalaz-14, Kenaz-15, and
  Perthro-16. For each rune, he must roll against his skill for the partic-
  ular rune to formulate it correctly, and then roll against his Smith skill
  to inscribe it successfully.
  All these attempts are successful, and Thorfinn now possesses a
  runic sword. The time required is determined by the nature of the
  desired enchantment. In this case, the sword does +2 damage (+2
  Puissance — energy cost 1,000), and has +2 to hit (+2 Accuracy —
  energy cost 1,000). The latter two enchantments are both limited by a
  Bane spell (fire elementals only). This divides their cost by 3, but it
  costs 100. The total energy cost is 966, so it would usually take 966
  days to complete. This is halved because the item will require Symbol
  Drawing to activate, so Thorfinn will need about 16 months to finish.
  This does not consider the time required to make the sword!
  However, item manufacturing time and rune-scribing time is concur-
  rent, and it will take Thorfinn less than 16 months to forge a sword, so
  no time is added.
  When Thorfinn wishes to use the sword Flame-Cleaver, he must use
  Symbol Drawing. This, in itself, requires no energy. His skill at Symbol
  Drawing is 16. However, one of the runes on Flame-Cleaver is Weaken,
  which he knows only at level 14, so his effective skill to activate the
  runes is a 14.
  There is no energy cost to use the sword because none of the spells
  in it require energy. Many magical items require the user to spend
  energy. This is treated normally. Self-powered items can be made with
  symbol-magic; the Magic rune must be added to let them draw mana.
  
  duration. Typically, the duration of a
  lasting symbol spell is until the sym-
  bols are destroyed. The casting time
  for the spell depends on the chosen
  casting method (see below).
  It is possible to make more com-
  plex or detailed spells by using more
  than two symbols. This always takes
  longer and is more difficult, if only
  because the wizard is rolling against
  more skills. If players want a very
  powerful effect, the GM may require
  them to use more than two symbols. If
  players voluntarily use a multi-symbol
  spell and succeed, the GM should
  make it more effective.
  Symbols from different languages
  cannot be used together.
  Symbols can be used to cast spells
  in several ways, including writing on
  parchment, 
  tracing 
  in 
  the 
  air, 
  inscribing on an object, or using indi-
  vidual symbol tokens. For each sym-
  bol used, the caster rolls against the
  lower of his Symbol Drawing skill and
  his skill with the particular symbol to
  see if it is drawn or placed successful-
  ly. Doubling the drawing time gives a
  +1 bonus to skill. Or time may be
  halved, at a -2 to skill. Using materials
  that are not traditional to the symbol-
  ic alphabet in use may entail a penalty
  of -1 or worse.
  Once symbols have been success-
  fully created or placed, they must be
  activated with a successful Symbol
  Drawing roll. Activating a set of sym-
  bols takes 1 second for every symbol
  in the inscription. The caster’s effec-
  tive skill for this roll is equal to the
  lowest of his skill in Symbol Drawing
  and any of the symbols being activat-
  ed. A critical failure on this roll has the
  usual critical spell failure results. A
  symbol-caster cannot activate an
  inscription if it includes a symbol he
  does not know. Also note that if the
  symbols themselves are flawed due to
  failures in the creation process, a suc-
  cessful activation roll will activate the
  symbols, flaws and all.
  Parchment Symbol
  Casting
  Symbols can be written on parch-
  ment or paper to create a temporary
  magic item. These are faster to make
  than scrolls (p. 57), but harder to use.
  Drawing the symbols correctly is
  important, so a successful skill roll
  against the lower of the creator’s Artist
  (Calligraphy) skill level (default if nec-
  essary) or the desired symbol’s skill
  level is needed. The time needed to
  draw each symbol depends on its
  complexity: Easy symbols take 1 hour,
  Average symbols take 3 hours, and
  Hard symbols take 6 hours.
  The person who draws the 
  parchment chooses the desired effect.
  A symbol-parchment can be car-
  ried and used later. Any damage to the
  paper will make the symbols useless.
  To cast the spell, the user looks at the
  paper and activates the symbols with
  Symbol Drawing. He then pays the
  energy cost. The parchment turns to
  ashes when used. A symbol-caster is at
  -4 to his Symbol Drawing skill if trying
  to activate a parchment that he did
  not draw himself.
  A symbol-caster can also trace
  symbols in earth or sand, at -2 to skill.
  Times are as for parchment. The sym-
  bols can be activated repeatedly while
  they last (GM’s decision), but of course
  are not portable!
  Symbolic Inscriptions
  When two or more symbols are
  inscribed in a permanent fashion, a
  magical item is created. It can be acti-
  vated with Symbol Drawing as many
  times as necessary. This method is
  good for swords, staves, doors, etc.
  Two successful rolls are needed to
  inscribe each symbol. One is against
  the caster’s skill level with the symbol
  to be used. The other is against his
  skill in working the material – usually
  Smith or a specialty of Artist.
  The time required depends on the
  desired effect. The wizard is essentially
  improvising a magic item. The GM
  decides exactly what effect the item will
  have, by reference to the item descrip-
  tions in Chapters 3 through 26. Carving
  the symbols will take as much time as it
  would normally take to enchant the
  item. If the item must be activated with
  Symbol Drawing, that time is cut in
  half. The wizard’s exact intent for the
  item, and his understanding of the sym-
  bols, guides the way he carves, 
  decorates, and interlaces them.
  VARIATIONS
  207
  An Emergency 
  Symbol-Casting
  Fergus, an Irish bard, possesses seven true symbol tokens – short
  wands carved with Straif (Weaken), Ailm (Create), Getal (Move), Eadha
  (Mind), Onn (Animal), Fearn (Fire), Ur (Earth), and Saille (Water). While
  exploring a deserted holding, he is suddenly confronted by a party of hos-
  tile Fomorians (giants). As his companions begin to fight, Fergus draws a
  wand at random from his belt pouch; this takes his first turn. The GM
  rules that he gets the Move-wand.
  For his second turn, he draws another wand. The GM assigns each of
  the remaining stones a number from 1 to 6, and lets the player roll. He
  draws the Fire-wand.
  Fergus then concentrates on a spell to move the fire from a comrade’s
  torch into the chief Fomorian’s face. The GM decides this is essentially the
  same thing as the spell Shape Fire, and uses the parameters of that spell.
  Because Fergus is working with true symbol tokens, the time to cast is
  only one second per symbol, or two seconds.
  Fergus rolls once against the lowest of his Symbol Drawing, Move-
  wand and Fire-wand skill. The roll is a success, and flame jumps from a
  torch into the chief’s face, burning and terrifying him. It clings to his face
  until he flees (Fergus continues to concentrate) and then moves toward
  another Fomorian. At this point, the GM makes a reaction roll for the
  Fomorians, and they flee.
  Fergus’s energy cost is calculated as per syntactic magic (p. 202). The
  spell costs 4 energy (the battle did not last long enough for Fergus to
  maintain the spell) – a relatively low price to pay for deciding a battle!
  
  Using a 
  Symbol-Enchanted Item
  To use most items, the user activates
  the symbols by rolling against the
  lower of Symbol Drawing and his low-
  est skill in any of the symbols inscribed
  on the item, and pays the appropriate
  energy cost for the desired effect. If the
  item works, the effect is that chosen by
  the original maker; the user cannot
  alter it. If the user does not know exact-
  ly what the item does, he must accept
  that risk! Any symbol-caster may acti-
  vate a symbol-enchanted item, but only
  if the symbols are in a symbolic 
  language with which he is familiar.
  When a permanently inscribed item
  is used, a critical failure on an activa-
  tion roll does 5d damage to the item.
  This may or may not destroy it.
  Some symbol-carved items can be
  used by anyone. These are governed
  by the rules for normal enchanted
  items, and take as long to make as
  normal enchanted items.
  Finger Tracing
  In an emergency, a symbol-caster
  can trace the symbols in the air with a
  finger. This does not create a magic
  item; it simply casts the desired spell.
  Results are figured exactly as for 
  syntactic magic (see Syntactic Magic,
  p. 202). A successful skill roll for each
  symbol used is needed, at a -3 penal-
  ty. The wizard needs two seconds to
  trace an Easy symbol, six seconds for
  an Average symbol, and 12 seconds
  for a Hard symbol. When the tracing
  is complete, the wizard must activate
  the symbols with Symbol Drawing.
  Symbol Tokens
  Permanently enchanted symbol
  tokens can be made as magic items.
  Each symbol is inscribed on a small
  object; this is usually a small stone or
  gem, but may be anything appropri-
  ate to the symbolic tradition – chips
  of wood, shards of bone, clam shells,
  etc. A symbol-caster can cast spells
  with them by laying out the required
  combination of symbols and activat-
  ing them with Symbol Drawing. This
  is much faster than drawing the sym-
  bols on paper, more reliable than fin-
  ger tracing, and more flexible than
  inscriptions. Treat each symbol token
  as a magic item with a creation cost
  of 100 for an Easy rune, 300 for
  Average, 600 for Hard.
  When making symbol tokens, it is
  advantageous to use gemstones or
  other valuable materials. A symbol
  token with an intrinsic value of $1,000
  gives the user a +1
  to effective skill. A
  symbol token with
  an intrinsic value
  of $5,000 gives 
  an effective +2.
  The drawback is
  that 
  the 
  token 
  shatters 
  if 
  the
  enchantment roll
  fails.
  Properly made
  symbol 
  tokens
  will work for any-
  one who knows
  Symbol Drawing
  for the symbolic
  alphabet used and
  the 
  appropriate
  symbols.
  When casting a
  spell by symbol
  tokens, 
  figure
  energy costs as for
  syntactic magic. If
  the stones must be
  readied 
  quickly,
  casting time depends on what method
  the wizard uses to find them. GMs may
  impose a reality check on this! Few
  wizards have a complete set, but the
  more tokens in the bag, the harder it is
  to find the right one. Wizards in a
  208
  VARIATIONS
  The Futhark Runes
  Name
  Letter
  Associated Word
  Other Meanings
  Fehu
  F
  Animal
  Property
  Uruz
  U
  Strengthen
  Repair, Make
  Thurisaz
  TH
  Transform
  Gateway, Tension
  Ansuz
  A
  Communicate
  Insight
  Raidho
  R
  Sense
  Knowledge, Name
  Kenaz
  K
  Fire
  Gebo
  G
  Food
  Offering, Gift
  Wunjo
  W
  Air
  Hagalaz
  H
  Weaken
  Break, Harm, End
  Nauthiz
  N
  Control
  Bind
  Isa
  I
  Image
  Deceit
  Jera
  J
  Plant
  Eihwaz
  EI
  Earth
  Perthro
  P
  Magic
  Mystery, Secrets
  Algiz
  Z
  Protect
  Guard
  Sowilo
  S
  Spirit
  Tiwaz
  T
  Mind
  Rulership
  Berkano
  B
  Create
  Growth
  Ehwaz
  E
  Move
  Travel, Progress
  Mannaz
  M
  Body
  Human, Self
  Laguz
  L
  Water
  Ingwaz
  NG
  Heal
  Fertility
  Dagaz
  D
  Light
  Othala
  O
  Sound
  Story
  –
  –
  Destiny
  Magic, Unknowable
  The Futhark Runes
  Note that the rune used here for
  Magic (Futhark 25, called “Un-
  knowable,” or “Destiny,”) is always
  represented as an empty space!
  However, tracing or carving it takes
  as long as for any other Hard rune.
  Communication/Separation
  Healing/Fertility
  Knowledge/Naming
  Break/Weaken/Harm
  Strengthen/Repair
  Move/Travel
  Protect/Guard
  Warn
  Create
  Control/Bind
  Transform/Gateway
  Earth
  Air
  Fire
  Water
  Animal/Property
  Body/Man/Human
  Food/Offering
  Light (& Darkness)
  Mind
  Sound/Signals
  Necromancy/Soul
  Plant
  Illusion/Mystery
  Magic/Destiny
  Source: The Book of Runes, by
  Ralph Blum.
  
  hurry may grab randomly. In this case,
  the GM chooses the symbols in any
  manner desired. Many unusual and
  humorous spells might be tried in an
  extreme situation.
  A wizard can also use “common”
  symbol tokens (as opposed to true
  stones). Common symbol tokens are
  marked with symbols but have no
  enchantment except the symbol’s
  intrinsic power. Time to make these is
  two hours for an Easy symbol, six for
  an Average one, 12 for a Hard one. If
  any common stones are used, triple the
  time required to activate the symbols
  with Symbol Drawing. There is also a
  -2 penalty to the Symbol Drawing roll
  for each common stone used.
  Symbol tokens can also be used as
  a method of divination (see Symbol-
  Casting, p. 109).
  THE FUTHARK
  RUNES
  Perhaps the most famous system of
  magical symbols is the Futhark runic
  alphabet, used in one form or another
  by most of the Germanic peoples of
  northern Europe. According to the
  legend, the god Odin discovered the
  runes when he sacrificed himself to
  himself, hanging from the branches of
  Yggdrasill the World-Tree. He learned
  to use the potent symbols for divina-
  tion and magic, passing on their
  power to his priests.
  The Futhark is a secular alphabet
  as well as a magical one; each rune
  corresponds to a sound, and ordinary
  language can be written in runic
  script. Indeed, the name “futhark”
  derives from the word spelled by the
  first six letters of the alphabet.
  THE OGHAM
  ALPHABET
  Ogham is a symbol system devel-
  oped in Ireland around the 4th or 5th
  centuries, and used throughout the
  British Isles. The 20 letters of Ogham
  are formed with a number of horizontal
  or diagonal strokes across a center line.
  All surviving inscriptions are in stone,
  but some have suggested that the alpha-
  bet was designed originally for wooden
  rods. Others believe the alphabet is
  shorthand for sign language, each letter
  indicating the number and orientation
  of the fingers held up.
  The historical uses of Ogham are
  murky; pagan Irish culture did not
  weather 
  the 
  introduction 
  of
  Christianity as well as the Norse cul-
  tures did, and most of the surviving
  Ogham inscriptions are short and
  functional – funeral monuments or
  border markers. Allusions in ancient
  texts suggest variously that Ogham
  may have been, in addition to its uses
  as a secular alphabet, a secret code
  language for bards and druids, a tool
  for divination and other magic prac-
  tices, and even a sys-
  tem of musical nota-
  tion for the harp.
  Regardless of its
  historical purpose,
  however, Ogham is
  rich with mystical
  flavor that makes 
  it excellent fodder
  for gaming. Each
  Ogham letter is asso-
  ciated with a tree
  (though the exact
  trees vary between
  sources), and these
  connections link the
  alphabet to a larger
  corpus of druidic
  tree-lore.
  An Ogham sym-
  bol-token carved of
  the wood associated
  with 
  the 
  symbol
  being carved grants a +1 bonus to
  casting that symbol.
  Because there are only 20 Ogham
  symbols, some symbols represent
  more than one Word. Even so, a single
  inscribed symbol cannot function as
  two Words. If an inscription needs
  both meanings of a symbol, the 
  symbol must be inscribed twice.
  VARIATIONS
  209
  The Ogham Alphabet
  Name
  Letter
  Associated Word
  Associated Tree
  Beth
  B
  Image
  Birch
  Luis
  L
  Air, Light
  Rowan, Elm
  Fearn
  F/V
  Fire
  Alder
  Saille
  S
  Water
  Willow
  Nuin
  N
  Transform
  Ash, Nettle
  Uath
  H
  Body
  Hawthorn
  Duir
  D
  Plant
  Oak
  Tinne
  T
  Protect
  Holly
  Coll
  C
  Sense
  Hazel
  Ceirt
  Q
  Communicate
  Apple [Holly, Aspen]
  Muin
  M
  Control, Food
  Vine, Bramble
  Gort
  G
  Strengthen
  Ivy
  Getal
  NG
  Move
  Reed
  Straif
  STR, Z
  Weaken
  Blackthorn
  Ruis
  R
  Heal
  Elder
  Ailm
  A
  Create, Sound
  Fir, Pine
  Onn
  O
  Magic, Animal
  Gorse
  Ur
  U, W
  Earth
  Heather
  Eadha
  E
  Mind
  Aspen
  Idho
  I
  Spirit
  Yew
  The Ogham Alphabet
  Beth
  B
  Luis
  L
  Fearn
  F
  Saille
  S
  Nion
  N
  Uath
  H
  Duir
  D
  Tinne
  T
  Coll
  C
  Muin
  M
  Gort
  G
  Pethboc
  P
  Ruis
  R
  Ailm
  A
  Onn
  O
  Ur
  U
  Eadha
  E
  Idho
  I
  
  Max flipped forward in his formu-
  lary a few pages, jar in hand. He
  always had trouble remembering
  whether you add the adder’s tongue
  before or after the syrup boiled.
  Apparently, it was after, which was
  good, as the brew had already start-
  ed boiling. He shook in half a penny-
  weight of adder’s tongue and moved
  over to the other retort, where a
  handful of orichalcum shavings
  melted into a pan of alchemi-
  cal mercury. A lump of
  beeswax 
  helped 
  that
  process sometimes, so
  he rummaged in a
  shelf 
  for 
  his 
  jar 
  of beeswax. There’s
  the antimony, the pow-
  dered alicorn, pickled eye
  of newt, adder’s tongue . . .
  He stopped and stared at
  the jar looking down at
  him from the shelf, then
  looked slowly down at the
  jar still in his hand. Dried
  mandrake flakes.
  Oh, 
  bother, 
  Max
  thought 
  as 
  his 
  lab
  exploded around him.
  Alchemy is the
  science of magical
  transformations
  and transmuta-
  tions. It is a
  mechanical
  p r o c e s s ,
  using 
  the
  mana inher-
  ent in certain
  things. Therefore,
  it can be studied and used by those
  without Magery – indeed, Magery con-
  fers no benefit on those studying
  alchemy! Alchemy is a science like any
  other – it just happens that its subject
  is magical.
  The chief effort of most alchemists
  is the manufacture of substances hav-
  ing magical effects. The general name
  for such substances is “elixirs.”
  Alchemy works normally in areas
  of normal and high mana. In low-
  mana areas, elixirs take twice as long
  to make and work for only half as
  long, though those with permanent
  effect work normally. In areas of very
  high mana, elixirs take only half as
  long to make, but any failure is criti-
  cal. In no-mana areas, elixirs cannot
  be made or used.
  210
  ALCHEMY
  CHAPTER TWENTY-EIGHT
  ALCHEMY
  THE ALCHEMY SKILL
  Alchemy is an IQ/Very Hard skill;
  there is no default. Like spells, alche-
  my can be learned at only half-speed
  without a teacher. It cannot be learned
  in a no-mana area! Much of the skill
  has to do with experience in watching,
  hearing, and feeling the magical reac-
  tions proceed. A lone student can do
  this by experimentation – but only in
  an area where alchemy works!
  MAKING
  ALCHEMICAL
  ITEMS
  An alchemist can make any elixir
  from the list on pp. 213-219 with
  access to adequate formularies and
  other alchemical texts. Over time, an
  alchemist may become sufficiently
  practiced with certain elixirs that ref-
  erence books are no longer necessary.
  In game terms, every elixir is a Hard
  technique; most default to Alchemy-1.
  Alchemical techniques may never
  exceed base skill.
  To create an elixir, an alchemist
  must expend a certain amount of
  money for materials and a certain
  amount of time. The elixir will be
  brewing 24 hours a day during that
  time, and must be attended by an
  alchemist at least eight hours daily.
  This need not be the same alchemist
  throughout the process, but the low-
  est-skill alchemist who worked on the
  elixir makes the final Alchemy roll. An
  alchemist cannot pay attention to two
  different processes at one time, but he
  may manufacture a multiple batch of
  an elixir, multiplying the cost for
  materials by the number of doses pro-
  duced. In this case, the final roll is at
  -1 for every extra dose of elixir 
  produced.
  At the end of the required time, the
  alchemist rolls against the technique
  for the elixir in development. There
  are no critical successes in alchemy;
  either the process works or it doesn’t.
  A failure ruins the ingredients, wast-
  ing the money spent on them. On a
  critical failure, make a second tech-
  nique roll at -1 for each dose of elixir
  in the batch. If that second roll is suc-
  cessful, disaster has been averted; if he
  fails that second roll, roll 3d to see
  what happens:
  Roll
  Result
  3-5
  Everyone within 100 yards suffers the effect of the elixir or its reverse;
  50% chance of each.
  6-9
  Everyone within 10 yards suffers the effect of the elixir or its reverse,
  as above.
  10-12
  Explosion destroys lab; alchemist has time to flee.
  13-15
  Explosion destroys lab; alchemist takes 3d damage.
  16-18
  Explosion destroys lab; alchemist takes 6d damage!
  
  Alchemical Laboratories
  An alchemist relies upon his equip-
  ment to achieve good results. At the
  very 
  least, 
  successful 
  alchemy
  demands some method for making
  fire and an ample supply of clean con-
  tainers; under such circumstances, an
  alchemist suffers a -1 penalty (or
  worse) to his effective skill. To avoid
  this penalty, a sturdy table and $1,000
  worth of equipment – athanors,
  retorts, and so forth – is required. A
  professional-grade lab, with at least
  100 square feet of space and $5,000
  worth of alchemical equipment, con-
  fers a +1 bonus to effective skill on the
  alchemist so blessed. A truly cutting-
  edge lab, sporting the best equipment
  the age has to offer, with at least 200
  square feet of space and $20,000
  worth 
  of 
  equipment, 
  gives 
  an
  alchemist working there a +TL/2
  bonus to effective skill. This highest
  level of sophistication isn’t really
  worth it until TL4, as the rise of gun-
  powder brings mundane chemistry to
  a point that it can help alchemy.
  Alchemical Formulas
  and Secrets
  If an alchemist has raised his skill
  with a given elixir to equal his Alchemy
  skill, he needs no book or other
  instructions to brew it. Otherwise, he
  must use a reference book, called a for-
  mulary, or work under a teacher who
  has mastered the elixir. Any attempt to
  brew an unmastered elixir with neither
  formulary nor supervision is at -6.
  The availability and price of formu-
  laries depends on the setting. In some
  worlds, alchemy is simply another
  trade, and formularies are priced like
  other books or scrolls. In others, alche-
  my is an esoteric discipline and formu-
  laries are jealously guarded. Most set-
  tings will probably fall somewhere in
  between, with a select few formulas
  kept secret. 
  Assume that any elixir with a retail
  cost of more than $1,000 per dose is a
  secret formula, restricted to fully initi-
  ated Masters of the Alchemist’s Guild
  (Merchant Rank 2). Only Grand
  Masters know formulas with a retail
  cost over $10,000 per dose (Merchant
  Rank 3). 
  Naturally, these restrictions need
  not prevent a PC alchemist from creat-
  ing these elixirs, if he can find a copy of
  the formulary. Such disregard for
  Guild policy, however, may have reper-
  cussions.
  Wizard Alchemists
  Wizards and mages make excellent
  alchemists; their abilities offer many
  useful shortcuts for the working
  alchemist. 
  Identifying 
  magically
  potent materials is a snap for a mage;
  spells like Distill and Mature can
  accelerate many alchemical processes;
  spells like Essential Acid or Essential
  Earth provide high-grade reagents at a
  fraction of the cost. GMs may want to
  offer a discount on preparation time
  or cost to alchemists with appropriate
  spells at their disposal.
  Gadgeteer Alchemists
  An alchemist may have either ver-
  sion of the Gadgeteer advantage.
  Standard Gadgeteering allows the
  Gadgeteer alchemist to research
  elixirs using the rules on p. 212. The
  skill penalty is the Alchemy skill mod-
  ifier for the elixir, not multiplied by 2.
  As with non-Gadgeteer elixir research,
  TL modifiers do not apply.
  Quick 
  Gadgeteering 
  lets 
  an
  alchemist produce any preparation he
  knows how to make, taking 1 minute
  for every two days that would normally
  be needed. The Alchemy skill roll is
  made at a penalty equal to the full
  default penalty for the elixir in question,
  in addition to any penalty remaining for
  an unmastered elixir, with an extra -1
  for using improvised equipment. The
  cost of ingredients doesn’t change, but
  assume that whatever the alchemist has
  on hand or can find in a quick search
  will serve. An alchemist can improve
  his ability with quick techniques in the
  usual way, but the quick techniques are
  different from the conventional tech-
  niques and must be learned separately.
  The improvised equipment penalty can
  never be removed.
  Finally, an alchemist can apply the
  Gizmo advantage to alchemical prepa-
  rations, whipping out a dose of any
  elixir that he knows at a moment’s
  notice.
  OTHER
  ALCHEMIST
  ABILITIES
  There’s more to alchemy than sim-
  ply churning out elixirs. In many set-
  tings, alchemy is the closest thing to
  physical 
  science 
  there 
  is, 
  and
  ALCHEMY
  211
  The Herb Lore Skill
  Herb Lore, like Alchemy, is an IQ/Very Hard skill without default. It
  represents the folk approach to concocting magical preparations – an
  herbalist can’t tell you why grinding blue mallow with kingscrown makes
  a good healing elixir, but he knows darn well that it does.
  Thus, while Herb Lore allows herbalists to compound “alchemical”
  elixirs, it does not allow them to use any other alchemist abilities, like
  analyzing elixirs or magic items. Further, herbalists cannot use alchemi-
  cal formularies. Books of herbs and their uses – called herbals – exist, but
  they lack the depth and detail of a proper formulary. A good herbal may
  give a bonus to Naturalist or Herb Lore, but it isn’t rigorous enough to off-
  set the penalty for working without a formulary. As a result, herbalists
  mostly learn new elixirs by instruction, not study.
  The advantage to working with Herb Lore is that herbalists work with
  . . . well, herbs. Alchemy uses exotic ingredients like dragon’s blood and
  fossilized beetles from Far Cathay, which are expensive and rare, while
  herbalists can do their work with the gleanings of a day in the woods and
  a few Naturalist rolls. Thus, herbal preparations cost 50% less than
  alchemical elixirs in materials (with a maximum discount of $100). In
  worlds where Alchemy and Herb Lore coexist, herbalists dominate the
  market for cheap potions with their brews made from local foliage. Also,
  herbs are not as volatile as alchemical reagents; a critical Herb Lore 
  failure may produce poison, but it won’t blow up the herbalist’s house!
  
  alchemists have a few more tricks up
  their sleeve that come from that spirit
  of inquisitiveness.
  Detection and Analysis
  An alchemist gets a roll against his
  Alchemy skill, based on Per, to recog-
  nize an elixir as an alchemical prepa-
  ration when he sees it, or smells food
  or drink containing it. Acute Senses
  assist this roll as appropriate.
  Similarly, a mage gets an automatic
  roll of (Per + Magery) to recognize an
  elixir as magical when he first sees it.
  Being magical in nature, elixirs can be
  detected by any spell that detects
  magic. However, spells to analyze
  magic do not work on elixirs. Only an
  alchemist can analyze them.
  An alchemist must roll against
  Alchemy to analyze an elixir. Analysis
  takes 4 hours; a critical failure causes
  effects as per the table on p. 210. He
  can reduce this time to 10 seconds if
  he tastes the elixir – but if he does, any
  failed roll means it affects him as
  though he had taken it all, if the effect
  is a bad one. On the other hand, a crit-
  ical failure while tasting an elixir does
  not require a roll on the critical failure
  table; it’s hard to blow up your lab by
  simply tasting something.
  If the elixir analyzed appears in the
  alchemist’s formularies, any success
  pinpoints the nature of the elixir; if it
  is an unfamiliar elixir, a normal suc-
  cess merely gives a vague indication of
  the elixir’s purpose, while a critical
  success reveals the precise effects of
  the elixir, though not its name. The
  going rate for analysis is $20 for a slow
  analysis, $200 for a fast one.
  Identifying Magic Items
  An alchemist cannot identify magic
  as precisely as a mage. However, an
  alchemist can determine whether an
  object is enchanted by spending an
  hour on analysis and $50 on materials,
  and making a roll against Alchemy-2.
  On a critical success, he gets some
  inkling of the enchantment’s purpose.
  On a critical failure, the item has been
  splashed with acid or knocked into a
  flame. Whether this is disastrous
  depends on the item.
  Simple Chemistry
  Chemistry 
  skill 
  defaults 
  to
  Alchemy-3; an alchemist is a chemist,
  of a very specialized variety! This
  default should be used only for gener-
  al knowledge; an alchemist could not
  perform a complex chemical analysis,
  but would be able to recognize acids
  and alkali, perform distillations, pre-
  pare dyes and scents, and recognize
  chemical reagents by their appear-
  ance, smell, etc. Medieval alchemists
  did much of their analysis by taste, a
  practice now recognized as unwise . . .
  212
  ALCHEMY
  Inventing New Elixirs
  When an alchemist runs out of formularies to study, he must head for
  the laboratory. Usually an alchemist’s experimentation is aimed at repli-
  cating an elixir for which he lacks the formulary, but some alchemists are
  bold enough to develop all-new elixirs.
  Alchemists invent new elixirs using the standard rules for inventing
  (see New Inventions, p. B473), with a few adjustments. The required skill
  for designing new elixirs is Alchemy. Elixirs have neither TL modifiers nor
  Complexity ratings.
  For the Concept roll, use a base penalty of -6 instead of the standard
  modifiers, plus an additional modifier of twice the default penalty for the
  elixir. Thus, an alchemist trying to develop an Invulnerability elixir would
  suffer a penalty of -6 + (2 ¥ -4), or -14. Apply an additional -5 penalty if the
  research takes place in a low-mana zone. All other modifiers are standard.
  Making the first dose of a newly conceived elixir follows the Prototype
  rules. Equipment modifiers are -10 for the lowest grade of laboratory, -5
  for a home laboratory, 0 for a professional-grade laboratory, and +TL/2
  for a cutting-edge lab. Time and cost are as for the complexity level with
  the next greater penalty; for example, the Invulnerability elixir takes a -14
  penalty, equivalent to a Complex invention, so the time required is 1d
  man-months and the cost is $250,000. A critical failure on the Prototype
  roll has the same effects as any other Alchemy critical failure.
  A successful Prototype roll produces a single dose of the new elixir and
  a sheaf of notes that serves as a formulary for the elixir. It may now be
  manufactured, studied, and raised like any other elixir. If the alchemist
  loses his notes before mastering the elixir, however, he must repeat the
  research process to replace the formulary.
  USING ALCHEMICAL ITEMS
  All elixirs should be kept in sealed
  containers. They lose their power after
  varying times when mixed with other
  substances 
  or 
  exposed 
  to 
  air.
  Containers can be opened briefly and
  then closed again with no harm to the
  contents.
  The method of use of an elixir
  depends on its form (see below).
  Multiple elixirs may be used at once,
  but multiple doses of the same elixir
  will be wasted except on very large
  creatures, which may require extra
  doses at the GM’s discretion. A new
  dose can be taken after the previous
  one wears off. GMs wishing to dis-
  courage heavy use of potions may
  want to make it dangerous to take
  more than one potion at a time, or the
  same potion more than once per day.
  When an elixir lasts for a variable
  amount of time, the subject doesn’t
  know in advance how long it will last
  – the GM rolls secretly. The subject
  knows it is wearing off 5 minutes
  before it ends. The exception is the
  Elixir of Invisibility, which wears off
  without warning.
  
  FORMS OF
  ELIXIR
  There are four physical forms of
  elixir, each with different properties:
  Potion: Liquid form, taken by
  drinking. One dose of potion affects
  one man-sized creature instantly.
  Potions lose their power in a day if left
  open or mixed with other things.
  Powder: Solid form. A powder
  must be eaten in food, or dissolved in
  drink, to be effective; it takes effect in
  2d minutes. Powders can last a long
  time; there is only a 50% chance per
  year that a given powder loses its
  power while exposed to air. Powders
  mixed with food or drink last a month.
  Pastille: A thumbnail-sized tablet,
  kept in a sealed vial. When lit, it
  instantly flashes into flame and begins
  to fill an area 3 yards across and 8 feet
  high with smoke. Indoors, this smoke
  lingers about a minute; outdoors, it
  disperses within about 10 seconds.
  Anyone within the affected area suf-
  fers the elixir’s effects in 2d seconds.
  To avoid the smoke’s effects, hold your
  breath (see Holding Your Breath,
  p. B351). An unburnt pastille lasts a
  month if exposed to air, but is
  destroyed instantly upon contact with
  water.
  The creation of elixirs in pastille
  form requires double the usual time
  and cost.
  Ointment: A cream or jelly. If
  touched, it sinks into the skin, taking
  immediate effect – a dose of ointment
  on a weapon or doorknob only
  affects the first person to
  touch it. Lasts a week if
  exposed to air; neutral-
  ized by water.
  MAGIC
  RESISTANCE
  Anyone with the Magic Resistance
  advantage gets a resistance roll of
  HT+MR when dosed with any elixir –
  even a beneficial one. If he rolls
  HT+MR exactly, the potion takes half
  effect (the GM determines the details).
  If he rolls less than HT+MR, the
  potion has no effect!
  COST AND
  AVAILABILITY
  Like magic items, elixirs generally
  cost about $33 for each day they took
  to make, plus the cost of the materials.
  (Of course, this varies by setting; for a
  “rare” magic campaign, double the
  cost for time.) Some very common
  types are cheaper because they are
  made in batches.
  Each description includes a sug-
  gested cost for “common magic” cam-
  paigns, and a second, higher cost for
  “rare” magic campaigns. This is retail
  cost, assuming PCs are buying.
  Pastilles take twice as long to make
  and therefore cost twice as much. PC
  alchemists (or PCs who come into
  possession of potions) may not
  always be able to sell their
  goods for as much as they
  would like. Very rare potions
  like Youth and Resurrection, of
  course, are always salable, but
  may attract unwelcome attention
  from those who would rather take
  them without paying!
  Elixirs are not always easy to find,
  especially in small towns. The GM may
  determine exactly what elixirs, in which
  forms, are available as he sees fit.
  Certain alchemical elixirs might be
  illegal, or allowed only to the ruling
  class. These include all poisons, other
  “hostile” elixirs, and all elixirs (especial-
  ly elixirs of invisibility) that would be of
  use mainly to thieves and assassins.
  A good alchemist is hard to find in
  most settings. The Alchemist’s Guild is
  selective, the pursuit of alchemy is gru-
  eling, and the work is on the dangerous
  side. Many cities prohibit the practice
  of alchemy within 100 yards of a public
  place, lest a critical failure wipe out a
  bustling marketplace . . . or worse.
  ALCHEMY
  213
  TYPES OF ELIXIRS
  The elixirs are divided here into
  rough categories based on the effects
  they have.
  Each elixir description begins with
  the generic name for the elixir and any
  alternate names by which it may be
  known in some locales. Next, it gives
  the details of the elixir’s effect. Finally,
  it gives the elixir’s duration, its retail
  price in common-magic and rare-
  magic settings, and the time, cost of
  materials, 
  and 
  default 
  penalty
  required to make the elixir.
  ANIMAL CONTROL
  Beast-Speech
  Alternative Names:
  Melampus,
  Vociferous Beast.
  The subject can speak to animals,
  as per the Beast Speech spell.
  Duration: 2d minutes.
  Form: Any but pastille.
  Cost: $850/$1350.
  Recipe: $300; 3 weeks; defaults to
  Alchemy-1.
  Bird Control
  Alternative Name: Ibycus.
  The subject may control birds, as
  per the appropriate Animal Control
  spell (p. 30), with no energy cost or
  skill roll required.
  Duration: 3d¥5 minutes.
  Form: Any but pastille.
  Cost: $550/$900.
  Recipe: $200; 2 weeks; defaults to
  Alchemy-1.
  Dragonslaying
  Alternative Names: Balsam of St.
  George, Cadmus, Fafnir.
  The smoke from this elixir does 5d
  damage to any reptile. It can also
  affect dragons – but only if it is ignited
  by a dragon’s breath.
  Duration: See Pastille above.
  Form: Pastille.
  Cost: $1,300/$2,000.
  Recipe: $100, plus one drop of
  blood from a dragon’s heart, which
  costs at least $500 if it is available at
  all; 4 weeks; defaults to Alchemy-1.
  
  Horsemanship
  Alternative Names: Bronco Buster,
  Castor.
  Grants the subject a +4 to any
  Animal Handling roll specific to hors-
  es and their relatives (mules and don-
  keys). In addition, it grants a +4 to any
  Riding, Teamster or Freight Handling
  skill roll made concerning horses in a
  noncombat situation.
  Duration: 2d hours.
  Form: Ointment.
  Cost: $250/$500.
  Recipe: $50; 2 weeks; defaults to
  Alchemy-1.
  COMBAT
  ABILITIES
  Battle
  Alternative Names: Ares, Battle-
  mead.
  Adds 1d to DX. The subject also
  becomes Brave, as per Bravery spell
  (p. 134), for the duration.
  Duration: 1 hour.
  Form: Any but pastille.
  Cost: $350/$700.
  Recipe: $150; 2 weeks; defaults to
  Alchemy-2.
  Endurance
  Alternative Name: Antaeus.
  The subject feels no fatigue for the
  duration of the elixir except for fatigue
  caused by his own spellcasting. When
  the elixir expires, his FP is reduced to
  0 and he falls unconscious.
  Duration: 1d hours.
  Form: Any.
  Cost: $1,400/$2,400.
  Recipe: $300; 6 weeks; defaults to
  Alchemy-1.
  Fetching and Carrying
  Alternative Name: Orion.
  The subject’s encumbrance levels
  are multiplied by 4 – so, if his extra-
  heavy encumbrance is normally 200,
  it becomes 800! Encumbrance effects
  having to do with spells (e.g., Teleport)
  are not affected. It works on animals,
  and can be used to let a load-beast
  carry more.
  Duration: 1d+1 hours.
  Form: Any.
  Cost: $300/$400.
  Recipe: $200; 1 week; defaults to
  Alchemy-1.
  Leadership
  Alternative Names: King’s Draught,
  Theseus.
  Adds 4 to Leadership
  skill, and 2 to Strategy
  and Tactics skills.
  Duration: 1d hours.
  Form: Any.
  Cost: $1,650/$2,850.
  Recipe: $400; 7 weeks;
  defaults to Alchemy-1.
  Invulnerability
  Alternative 
  Names:
  Achilles, 
  Infusion 
  of
  Impervious Integument,
  Ironskin.
  Hardens the skin into
  DR 3 armor. This protec-
  tion is cumulative with
  other forms of protec-
  tion. Does not protect
  eyes. Note that this elixir
  is quite illegal in gladiato-
  rial contests, legal duels
  and so on!
  Duration: 1d+1 hours.
  Form: Any but pastille.
  Cost: $2,100/$3,100.
  Recipe: $1,000; 6 weeks; defaults to
  Alchemy-4.
  Speed
  Alternative Name: Atalanta.
  Increases Basic Speed and Move
  by 1. Up to three doses of this elixir
  may be taken at once, for increased
  effect, but roll separately for the time
  each dose lasts.
  Duration: 3d¥4 minutes.
  Form: Any but pastille.
  Cost: $550/$850.
  Recipe: $200; 3 weeks; defaults to
  Alchemy-1.
  Stealth
  Alternative Names: Assassin’s Brew,
  Hermes.
  The subject’s Stealth and Climbing
  skills are each raised by 1d points (roll
  separately). Illegal in many cities!
  Duration: 1 hour.
  Form: Any.
  Cost: $500/$2,000.
  Recipe: $300; 3 weeks; defaults to
  Alchemy-2.
  Strength
  Alternative 
  Names:
  Heracles,
  Porthos.
  Adds 1d to ST. This increases
  encumbrance, weapon damage, etc.,
  appropriately, but does not give extra
  HP.
  Duration: 1 hour.
  Form: Any but pastille.
  Cost: $250/$500.
  Recipe: $100; 2 weeks; defaults to
  Alchemy-2.
  HOSTILE ELIXIRS
  Aging
  Alternative Names:
  Death’s Icy
  Finger, Tithonus.
  The subject becomes a year older.
  Appropriate aging rolls must be made 
  214
  ALCHEMY
  
  immediately. Antidote must be given
  within 6 hours to be effective!
  Duration: Permanent.
  Form: Any.
  Cost: $825/$1,350.
  Recipe: $300; 3 weeks; defaults to
  Alchemy-1.
  Death
  Alternative Names: Reaper’s Broth,
  Thanatos.
  A poison, doing 4d damage; a suc-
  cessful HT roll reduces this to 2d dam-
  age. Symptoms include numbness and
  paralysis. A second dose will not be
  effective until an hour after the first.
  Illegal almost everywhere!
  Duration: Instant.
  Form: Any.
  Cost: $500/$800.
  Recipe: $100; 2 weeks; defaults to
  Alchemy-1.
  Fear
  Alternative Name: Phobos.
  The subject is affected as per the
  Fear spell (p. 139), including a resist-
  ance roll against the alchemist’s skill.
  Duration: As Fear.
  Form: Any; subject resists at -4
  against all forms but pastille.
  Cost: $225/$400.
  Recipe: $50; 1 week; defaults to
  Alchemy-1.
  Foolishness
  Alternative Names: Stupefaction,
  Tantalus.
  Each dose taken (up to 4) reduces
  IQ by 3.
  Duration: 1d hours.
  Form: Any, but pastille effect only
  lasts 1d minutes.
  Cost: $500/$850.
  Recipe: $150; 2 weeks; defaults to
  Alchemy-1.
  Frustration
  Alternative 
  Names:
  Murphy,
  Sisyphus.
  The subject has -2 to all die rolls.
  Any number of doses can affect a 
  person simultaneously!
  Duration: One day.
  Form: Any.
  Cost: $650/$1,150.
  Recipe: $100; 3 weeks; defaults to
  Alchemy-1.
  Hatred
  Alternative 
  Names:
  Antipathy,
  Nemesis.
  The subject hates all that he 
  normally loves.
  Duration: 1 hour.
  Form: Any.
  Cost: $300/$500.
  Recipe: $125; 1 week; defaults to
  Alchemy-1.
  Jealousy
  Alternative Names:
  Green-Eyed
  Monster, Juno.
  Makes the subject violently jealous
  of anyone of equal or superior intelli-
  gence, wealth, beauty, and so on –
  whatever attainments the subject
  most prizes.
  Duration: 1d hours.
  Form: Any.
  Cost: $400/$750.
  Recipe: $50; 2 weeks; defaults to
  Alchemy-1.
  Lecherousness
  Alternative Name: Priapus.
  The subject suffers the disadvan-
  tage of Lecherousness (p. B142).
  Duration: 1d hours.
  Form: Any.
  Cost: $500/$700.
  Recipe: $200; 10 days; defaults to
  Alchemy-1.
  Madness
  Alternative Name: Eris.
  The subject suffers the effects of
  the Madness spell (p. 136). The maker
  may attempt to specify the precise
  form of madness the elixir will cause,
  but must make his Alchemy roll by 2
  or better to produce the results he
  wants; on a success by less than 2, the
  madness is determined randomly.
  Duration: 1d hours.
  Form: Any.
  Cost: $200/$400.
  Recipe: $100; 1 week; defaults to
  Alchemy-1.
  Odium
  Alternative Name: Bellerophon.
  The subject is perceived as untrust-
  worthy and unattractive; everyone
  reacts to him at -4.
  Duration: 1d+2 hours.
  Form: Any.
  Cost: $1,000/$1,700.
  Recipe: $300; 4 weeks; defaults to
  Alchemy-1.
  Self-Love
  Alternative Name: Narcissus.
  The subject cares nothing for the
  opinions or well-being of any but him-
  self. He is very happy and self-satisfied
  during this time. The chief legitimate
  use of this elixir is to treat depression.
  Duration: 1d+1 hours.
  Form: Any.
  Cost: $750/$1,450.
  Recipe: $20; 4 weeks; defaults to
  Alchemy-1.
  Unluckiness
  Alternative Name: Hecate.
  The subject has the Unluckiness
  disadvantage (p. B160), which comes
  to pass once within 24 hours and then
  expires.
  Duration: 1 day (see above).
  Form: Any but pastille.
  Cost: $1,600/$3,000.
  Recipe: $400; 6 weeks; defaults to
  Alchemy-1.
  Weakness
  Alternative Names:
  Enervation,
  Philoctetes.
  Each dose taken (up to 4) reduces
  ST by 3.
  Duration: 1d hours.
  Form: Any, but pastille effect only
  lasts 1d minutes.
  Cost: $400/$700.
  Recipe: $50; 2 weeks; defaults to
  Alchemy-1.
  ALCHEMY
  215
  
  MAGICAL
  ABILITIES
  Attractiveness
  Alternative Name: Aphrodite.
  Grants one level of Appearance
  (p. B21). The subject’s looks will
  improve one level – from Average to
  Attractive, from Beautiful to Very
  Beautiful, or from Hideous to Ugly, for
  example. Subjects who are already
  Transcendent gain Terror (p. B93) –
  sometimes too much is too much.
  Duration: 2d+1 hours.
  Form: Any but pastille.
  Cost: $600/$1,000.
  Recipe: $100; 3 weeks; defaults to
  Alchemy-1.
  Fire Resistance
  Alternative Names:
  Agni, Sala-
  mander Unguent.
  The subject is fireproof, as per the
  lowest level of the Resist Fire spell
  (p. 74).
  Duration: 1d hours.
  Form: Any but pastille.
  Cost: $500/$700.
  Recipe: $300; 1 week; defaults to
  Alchemy-1.
  Flight
  Alternative Name: Daedalus.
  Gives the power of flight, as per
  Flight spell (p. 145).
  Duration: 1 hour.
  Form: Any but pastille.
  Cost: $3,000/$4,700.
  Recipe: $500; 10 weeks; defaults to
  Alchemy-3.
  Gambling
  Alternative Names: Baby’s New
  Shoes, Kouon.
  Gives subject a +3 on all Gambling
  rolls. Use of this elixir is considered
  cheating, and it is only available on the
  black market. Penalties if caught using
  it vary from a fine to a knife in the
  back, depending on the clientele of the
  game! This potion only affects games
  of chance – it will not confer a +3 to
  win a horse race or wrestling match
  just because there is a bet placed on it!
  Duration: 1 hour.
  Form: Potion or powder.
  Cost: $900+ (whatever the market
  will bear).
  Recipe: $200; 4 weeks; defaults to
  Alchemy-2.
  Invisibility
  Alternative Name: Odysseus.
  Turns the subject invisible. This
  elixir wears off without warning. It is
  illegal in many places!
  Duration: 1d¥10 minutes.
  Form: Potion or ointment.
  Cost: $3,000/$6,000.
  Recipe: $1,000; 16 weeks; defaults
  to Alchemy-4.
  Luck
  Alternative Name: Tyche.
  The subject has the Luck advan-
  tage (p. B66).
  Duration: 2d game-hours.
  Form: Any form.
  Cost: $1,300/$2,300.
  Recipe: $200; 6 weeks; defaults to
  Alchemy-3.
  Magic Resistance
  Alternative Name: Moly.
  Grants five levels of Magic
  Resistance (p. B67) to the subject. If
  taken by a wizard, all of his spell rolls
  are at -5!
  Duration: 1 hour.
  Form: Any.
  Cost: $1,600/$3,200.
  Recipe: $500; 5 weeks; defaults to
  Alchemy-3.
  Pain Resistance
  Alternative Name: Hector.
  Grants the High Pain Threshold
  advantage (p. B59)
  Duration: 1 hour.
  Form: Any but pastille.
  Cost: $600/$1,000.
  Recipe: $200; 2 weeks; defaults to
  Alchemy-1.
  Transformation
  Alternative Name: Circe.
  The subject turns into an animal, as
  per the Shapeshifting spell (p. 32). It is
  possible to become trapped in beast-
  form; if this happens, either an alchem-
  ical antidote or a Remove Curse spell
  will restore his natural shape. If the
  subject takes the elixir knowingly, he
  may transform into any creature
  between twice his body weight and 1⁄10
  his body weight. If the subject takes it
  unknowingly, he is transformed into
  the creature most appropriate to his
  personality, at the GM’s discretion.
  Duration: 2d hours.
  Form: Any but pastille.
  Cost: $3,000/$5,000.
  Recipe: $800; 12 weeks; defaults to
  Alchemy-1.
  True Sight
  Alternative Names: Delphi, Faerie
  Ointment.
  Gives subject the power to see
  auras, as per the Aura spell (p. 101).
  Duration: 1d minutes.
  Form: Any but pastille.
  Cost: $550/$1,300.
  Recipe: $200; 4 weeks; defaults to
  Alchemy-2.
  Water Breathing
  Alternative Name: Poseidon.
  Grants the ability to breathe water.
  Duration: 1d hours.
  Form: Potion only.
  Cost: $600/$1,100.
  Recipe: $50; 5 weeks; defaults to
  Alchemy-2.
  Water-Walking
  Alternative Name: Ephialtes.
  Gives subject the ability to walk on
  water as though it were dry land. If the
  subject falls, he will not get wet.
  Subject may not dive or swim while
  under this potion’s influence, any more
  than he could dive into the earth!
  Duration: 3d¥4 minutes.
  Form: Any but pastille.
  Cost: $700/$1,200.
  Recipe: $150; 3 weeks; defaults to
  Alchemy-1.
  216
  ALCHEMY
  
  MEDICAL ELIXIRS
  Alchemical Antidote
  Alternative Name: Janus.
  Counteracts the effect of any other
  alchemical products. A dose of antidote
  instantly undoes the effect of any or all
  other elixirs, except healing elixirs. It
  also gives “immunity” to further doses
  of elixir of any type, but only for 1d
  minutes after the antidote is taken!
  Duration: Instant.
  Form: Any but pastille.
  Cost: $400/$1,000.
  Recipe: $250; 2 weeks; defaults to
  Alchemy-3.
  Awakening
  Alternative 
  Names:
  Aurora,
  Vigilance.
  Acts on the subject as the Awaken
  spell (p. 90).
  Duration: Instant.
  Form: Any.
  Cost: $500/$900.
  Recipe: $150; 3 weeks; defaults to
  Alchemy-1.
  Eternal Rest
  Alternative Name: None.
  This pale green formula smells
  faintly of pine and cherry blossoms. It
  is much favored by royal embalmers,
  who must take steps to assure the
  ruler rests in peace. If introduced into
  a dead body (the most common
  method is to pour a potion into the
  corpse’s mouth, but some rub the
  body with an ointment or inject the
  elixir into the central cavity), this elixir
  prevents the body from rising as an
  undead creature, as per the Final Rest
  spell (p. 89). Further, the body’s blood
  and flesh becomes poisonous to
  ghouls or any carrion-eating creature.
  The smell of the fluid is very obvious
  to such beings, who avoid treated bod-
  ies. It does not prevent the deceased’s
  spirit from being summoned, nor does
  it prevent Resurrection.
  This elixir is a contact poison to
  corporeal undead, doing 2d points of
  injury and reducing the undead’s DX
  by 4 for four days.
  Duration: Permanent.
  Form: Potion or ointment.
  Cost: $4,100/$6,200.
  Recipe: $2,000; 4 weeks; defaults to
  Alchemy-2.
  Fertility
  Alternative Name: Ceres.
  The subject becomes fertile and/or
  potent. Except for Sexless characters,
  offspring will result from any natural
  union made during the elixir’s dura-
  tion. Unusual combinations (e.g., elf
  and dwarf) will not necessarily result
  in offspring, even with the potion, but
  the possibility is there . . .
  Duration: 1 hour.
  Form: Any but pastille.
  Cost: $6,000/$11,000.
  Recipe: $1,500; 20 weeks; defaults
  to Alchemy-5.
  Healing
  Alternative Name: Chiron.
  Heals 1d hits of injury – or, if HP is
  normal, restores 1d lost FP. Repeated
  doses have full effect.
  Duration: Instant.
  Form: Any but pastille.
  Cost: $120/$250.
  Recipe: $50; 1 week; defaults to
  Alchemy-1.
  Health
  Alternative Name: Aesculapius.
  Cures the subject of any and all dis-
  eases, and heals 2 hits. Only one dose
  per day will be effective.
  Duration: Instant.
  Form: Potion only.
  Cost: $750/$1,200.
  Recipe: $200; 4 weeks; defaults to
  Alchemy-2.
  Hybridization
  Alternative Name: None.
  Enables two living creatures of dif-
  ferent species to produce offspring
  that are exotic or monstrous hybrids.
  Two doses must be made at the same
  time; one is given to each parent. If the
  parents are of different sizes, the off-
  spring’s size will be based on the
  mother’s. Intelligent beings may roll
  vs. Will to resist the impulse to 
  unnatural mating that results.
  Duration: 1 mating.
  Form: Powder or potion.
  Cost: $2,250/$4,000.
  Recipe: $500; 10 weeks; defaults to
  Alchemy-4.
  Lichdom
  Transforms a subject under the
  influence of the Lich spell into a lich.
  Details are available on pp. 159-160.
  Long Slumber
  Alternative Names: Epimenides,
  Van Winkle.
  The subject falls into a deep sleep
  . . . lasting indefinitely. Roll vs. HT
  yearly; on a critical success, subject
  wakens. Otherwise, an alchemical
  antidote can only revive him. He
  requires no food, and is unaffected by
  age or disease, though physical attacks
  do normal damage. Wounds neither
  heal nor worsen, though bleeding
  must be stanched or he will bleed to
  death. In essence, this is “suspended
  animation.”
  Duration: Indefinite.
  Form: Any.
  Cost: $9,000/$14,000.
  Recipe: $4,500; 25 weeks; defaults
  to Alchemy-1.
  Reanimation
  Alternative 
  Names:
  Forensic
  Ointment, Pluto.
  When this elixir is brushed onto
  the lips of a corpse, it will answer the
  next question put to it, to the limit of
  the knowledge it had in life. The brain
  must be intact; if the person has been
  dead for more than 2 days, roll vs. (16
  – days since death). A frozen or other-
  wise preserved corpse might be
  responsive longer.
  Should this ointment touch a living
  person, he immediately suffers the
  effect of the Death Vision spell
  (p. 149), and the ointment is lost.
  Duration: One question.
  Form: Ointment only.
  Cost: $4,100/$6,200.
  Recipe: $2,000; 12 weeks; defaults
  to Alchemy-3.
  ALCHEMY
  217
  
  Regeneration
  Alternative Names:
  Hydra, Re-
  growth.
  The subject must rub the elixir into
  his own skin at the site of an injury.
  Will restore a single arm or leg (com-
  pletely) or a single hand, foot, finger,
  etc., or a single eye or ear.
  Duration: Permanent.
  Form: Ointment only.
  Cost: $5,000/$11,000.
  Recipe: $300; 20 weeks; defaults to
  Alchemy-4.
  Resurrection
  Alternative Name: Persephone.
  If administered to a subject killed
  within the preceding hour, restores the
  corpse to life and heals 2d HP; further
  healing proceeds normally. When the
  subject reaches positive hit points, he
  will be able to function normally. The
  subject returns to life with 0 FP.
  Cannot restore life to a decapitated
  corpse or one that has taken enough
  damage to destroy it.
  Duration: Permanent.
  Form: Potion only.
  Cost: $25,000/$40,000.
  Recipe: $12,000; 50 weeks; defaults
  to Alchemy-6.
  Sleep
  Alternative Name: Morpheus.
  The subject must roll vs. HT-4 or
  fall instantly asleep. He sleeps for 16-
  HT hours, and may not be awakened
  by nonmagical means during that
  time. After that, he sleeps eight more
  hours, but this sleep is natural and he
  may be awakened normally.
  Duration: As above.
  Form: Any.
  Cost: $120/$250.
  Recipe: $50; 1 week; defaults to
  Alchemy-1.
  Tranquility
  Alternative Name: Athena.
  Nullifies any extreme emotion the
  subject is feeling and allows rational
  thought. Specifically, this elixir grants
  a +3 to resist any spell or skill that
  works on the emotions, enabling the
  subject to reason something through
  rather than be swayed by passions or
  sentiment. In addition, it will calm
  any hysterical or enraged person, and
  grant a +3 to the IQ roll to overcome
  the 
  Berserk 
  or 
  Bad 
  Temper 
  disadvantages. It has no effect on
  other disadvantages, however.
  Duration: 2d hours.
  Form: Any.
  Cost: $500/$900.
  Recipe: $100; 2 weeks; defaults to
  Alchemy-1.
  Universal Antidote
  Alternative Name: None
  This elixir counteracts the effects
  of any non-alchemical poison. If taken
  in advance, it grants +8 to HT to resist
  any poison; reduce this bonus by 1 per
  hour. If taken after swallowing a sus-
  pected poison, it grants an immediate
  HT roll at +8 to throw off the effects,
  but does not undo any harm that has
  already been suffered.
  Duration: 8 hours (see above).
  Form: Potion or powder.
  Cost: $750/$1,150.
  Recipe: $350; 2 weeks; defaults to
  Alchemy-2.
  Youth
  Alternative Name: Hebe.
  The subject becomes a year
  younger.
  Duration: Permanent.
  Form: Potion only.
  Cost: $25,000/$60,000+.
  Recipe: $6,000; 50 weeks; defaults
  to Alchemy-9.
  MENTAL
  ABILITIES
  Charisma
  Alternative Name: Orpheus
  The subject becomes charismatic.
  Roll 1 extra die on any reaction roll.
  Duration: 1d hours.
  Form: Any but pastille.
  Cost: $350/$550.
  Recipe: $100; 3 weeks; defaults to
  Alchemy-2.
  Foresight
  Alternative Name: Prometheus.
  The subject sees a vision about the
  next important crisis or turning point
  in his life. This is entirely up to the
  GM; however, if there is danger ahead
  or an important choice about to be
  made, it is reasonable for the vision to
  help with it.
  Duration: Instant.
  Form: Any.
  Cost: $2,000/$3,700.
  Recipe: $200; 10 weeks; defaults to
  Alchemy-1.
  Hardheartedness
  Alternative Name: Artemis.
  Protects against and cancels the
  effect of the Love elixir. This elixir will
  also give the subject a +5 to resist any
  Sex Appeal attempt, and will nullify
  any infatuation the subject has.
  Duration is 2d hours for protection
  purposes; the effects of a Love elixir
  taken within that time or earlier are
  canceled permanently. A natural infat-
  uation is nullified for 2d hours, and
  remains nullified until the subject next
  sees the object of his infatuation.
  Duration: As above.
  Form: Potion only.
  Cost: $500/$1,000.
  Recipe: $100; 3 weeks; defaults to
  Alchemy-1.
  218
  ALCHEMY
  Popular Elixirs
  Some elixirs naturally lend themselves to being made into a charm.
  The most popular elixirs for amulets include Health, Magic Resistance,
  Calm, Hardheartedness, and Antidotes. The most popular elixirs for talis-
  mans include Attractiveness, Charisma, Fertility, Gambling, Leadership,
  Luck, and Wisdom.
  
  Memory
  Alternative Name: Epimetheus.
  The subject gains Eidetic Memory
  (p. B51).
  Duration: 1 hour.
  Form: Any.
  Cost: $1,500/$2,500.
  Recipe: $400; 6 weeks; defaults to
  Alchemy-1.
  Wisdom
  Alternative Name: Apollo.
  Adds 1 to IQ. The increased IQ
  benefits skill use, but not spellcasting.
  Duration: 1 hour.
  Form: Potion or powder.
  Cost: $1,500/$2,400.
  Recipe: $600; 5 weeks; defaults to
  Alchemy-2.
  MENTAL
  CONTROL
  Drunkenness
  Alternative Names: Bacchus, Pan,
  Private Reserve.
  Subject becomes drunk, as per the
  Drunkenness spell (p. 136); -3 each to
  DX and IQ. He is a happy, charismat-
  ic drunk (others react at +1) and
  recovers without a hangover.
  Duration: 1d hours.
  Form: Powder only; must be taken
  in wine.
  Cost: $130/$300.
  Recipe: $100; 3 days; defaults to
  Alchemy-1.
  Friendship
  Alternative Name: Philemon.
  The subject has +3 reaction to all
  others.
  Duration: 1d hours.
  Form: Any, but pastille effect lasts
  only 3d minutes.
  Cost: $550/$1,000.
  Recipe: $300; 2 weeks; defaults to
  Alchemy-1.
  Forgetfulness
  Alternative Name: Pirithous.
  Produces amnesia in the subject.
  The subject’s IQ is treated as normal
  for intelligence purposes, but the sub-
  ject cannot remember his name or
  what he was doing at the time he took
  the elixir. Any quest or geas will be for-
  gotten. The subject will not remember
  his skills, though if he is persuaded he
  can accomplish a task, he will perform
  at -2. Spellcasting is impossible while
  under the influence of this potion.
  Duration: 1 hour.
  Form: Potion only.
  Cost: $700/$1,200.
  Recipe: $100; 3 weeks; defaults to
  Alchemy-4.
  Gullibility
  Alternative Names: Fool’s Broth,
  Polyphemus.
  The subject acquires the Gullibility
  disadvantage (p. B137).
  Duration: 1d hours.
  Form: Any but pastille.
  Cost: $500/$900.
  Recipe: $150; 2 weeks; defaults to
  Alchemy-1.
  Love
  Alternative Names:
  Eros, Love
  Potion.
  The subject falls in love with the
  next person of the appropriate sex he
  sees. This effect is permanent unless
  counteracted by a dose of alchemical
  antidote, another dose of love elixir
  (which will cause the subject to love
  someone else), or the Remove Curse
  spell.
  Duration: Permanent.
  Form: Any.
  Cost: $900/$2,000.
  Recipe: $600; 3 weeks; defaults to
  Alchemy-1.
  Truth
  Alternative Name: Phoebus.
  The subject cannot tell a lie, exact-
  ly as per the Compel Truth spell
  (p. 47).
  Duration: 1 hour.
  Form: Any.
  Cost: $1,100/$2,000.
  Recipe: $200; 4 weeks; defaults to
  Alchemy-1.
  SKILLS AND
  PHYSICAL
  ABILITIES
  Craftsmanship
  Alternative Name: Vulcan.
  Gives the subject 1d+1 levels of the
  Artificer and Gifted Artist talents
  (p. B90).
  Duration: 1d hours.
  Form: Any.
  Cost: $1,100/$1,800.
  Recipe: $400; 4 weeks defaults to
  Alchemy-2.
  Hearing
  Alternative Name: Syrinx.
  Gives +6 to Hearing rolls.
  Duration: 3d¥5 minutes.
  Form: Ointment only; must be
  applied directly to the ears.
  Cost: $300/$500.
  Recipe: $125; 1 week; defaults to
  Alchemy-1.
  Keen Sight
  Alternative Name: Argus.
  Gives +6 to Vision rolls. If two
  doses are given, the subject’s vision
  becomes no keener but he can also see
  invisible objects as per the See
  Invisible spell (p. 113).
  Duration: 3d¥5 minutes.
  Form: Ointment only; must be
  applied directly to the eyes.
  Cost: $400/$700.
  Recipe: $250; 10 days; defaults to
  Alchemy-1.
  Music
  Alternative Name: Marsyas.
  The subject gains 4 levels of
  Musical Ability (p. B91). Most bards
  consider this to be a cheat!
  Duration: 1d hours.
  Form: Any, but pastille effect lasts
  only 2d minutes.
  Cost: $300/$400.
  Recipe: $150; 4 days; defaults to
  Alchemy-1.
  ALCHEMY
  219
  
  In some settings, alchemists may
  turn their abilities to the manufacture
  of alchemical charms – minor magical
  items that confer the effects of an
  alchemical elixir on a more lasting
  basis. Most charms either protect or
  enhance the wearer in some fashion.
  For game purposes, a charm with pro-
  tective powers is called an amulet,
  while a charm with empowering abili-
  ties is called a talisman (not to be con-
  fused with the Amulet and Talisman
  meta-spells).
  Alchemical charms are not appro-
  priate to every campaign. If the GM is
  concerned 
  about 
  treading 
  on
  enchanters’ toes, or about alchemists
  becoming overpowered, he should not
  allow alchemists to create the items
  that follow. However, charms can add
  scope and interest to alchemy, and
  bring more depth to a setting.
  TIME AND COST
  TO MAKE
  The cost in materials to manufac-
  ture an alchemical charm is the same
  as for an elixir with the same effects.
  The time to make such an amulet or
  talisman is 10 times that listed to
  make the elixir; making a charm is
  hard work, requiring long hours and
  correct timing of the planetary influ-
  ences to capture the essences desired.
  The GM may vary time or cost to
  make charms more or less available
  in his world. At the end of the time
  period, the alchemist makes his skill
  roll, applying any penalties as per the
  equivalent elixir. A critical failure has
  the usual explosive results, while a
  normal failure merely wastes the time
  and materials.
  The knowledge of how to make
  charms is a potent and difficult skill –
  each charm is a separate Hard tech-
  nique, with its own formulary, which
  defaults to the corresponding elixir
  technique-2.
  In many settings, the secrets of
  making charms may be restricted to
  Masters or Grand Masters of the
  Alchemists’ Guild. The GM may also
  want to employ any or all of the sug-
  gested methods for limiting regular
  enchantment (p. 17).
  DETECTION AND
  ANALYSIS
  Treat an alchemical charm as if it
  were an elixir for detection purposes
  – see p. 212. In general, if an alchemist
  knows the formula for the elixir in
  question, he can recognize it with five
  minutes’ examination and a successful
  Alchemy skill roll. If it has powers that
  he does not know the formula for, the
  GM may assign a penalty to the
  Alchemy roll, ranging from -1 to -10.
  As usual, the GM rolls for the player,
  and lies on any critical failures.
  USING CHARMS
  Amulets are treated as always-on
  magic items. There is no “time to
  cast,” and they cost the user no energy.
  They protect the wearer at all times,
  whether the person knows what the
  amulet does or not.
  Alchemical talismans – empower-
  ing devices – work for only a limited
  time. When a talisman is used, its
  effects last as long as the correspon-
  ding elixir would. The talisman then
  becomes 
  dormant 
  and 
  must
  “recharge” for a number of days equal
  to the number of weeks it would take
  to brew the appropriate elixir. Thus, a
  talisman of Charisma would last 1d
  hours, and take three days to recharge
  before it can be used again. A talisman
  of Luck lasts 2d hours, then needs six
  days to recharge, and so on. Talismans
  only recharge while worn; a talisman
  stashed in a chest or backpack will lie
  dormant indefinitely.
  There is no “cost to cast” for a tal-
  isman – no energy is spent activating
  one. The wearer must will the talis-
  man to have its particular effect – sim-
  ply willing it to “Do something!” won’t
  work.
  In a normal-mana area, most talis-
  mans work automatically when willed
  to. In a low-mana area, the user must
  roll against the effective skill of the
  alchemist who originally created the
  talisman. If a roll is required, apply
  any penalties to skill that the
  alchemist needed to roll to create the
  charm, but do not apply the -5 penalty
  that enchanted items suffer in a low-
  mana area.
  220
  ALCHEMY
  EXOTIC PREPARATIONS
  Especially brilliant alchemists
  push the discipline to the very limits of
  possibility, creating strange and won-
  derful things. All these preparations
  are very rare – their formularies are
  almost never seen, and they may even
  be regarded as mere myths.
  ALKAHEST
  The “universal solvent” of medieval
  alchemy really can eat through any-
  thing: laboratory glassware, pure gold,
  or magical materials such as adamant.
  Fortunately, it can only consume 3¥ its
  own volume in solid matter. After this,
  it has been neutralized. A single dose
  weighs 0.5 pounds and takes up 1/120
  of a cubic foot.
  A dose takes 1d minutes to eat
  through the mechanism of a lock or
  other device. Used to attack a living
  creature, it inflicts 1d damage if
  splashed onto the skin, or 2d-1 per
  second if the victim is immersed in it.
  It’s not normally possible to swallow
  alkahest. If an alchemist manages to
  trick a victim into swallowing the two
  components in succession, they cause
  9d damage at the rate of 1 HP per 5
  minutes as they mix internally. An
  alchemist can attempt to treat this
  with a roll against Alchemy-5; a physi-
  cian can’t help. Treatment uses $50
  worth of alchemical supplies.
  If alkahest is splashed on some-
  one’s face, a HT roll is required to
  avoid eye damage. On a failed roll, if
  the eyes are specifically targeted, or
  the face is immersed in alkahest,
  check for crippling injury to the eyes
  ALCHEMICAL CHARMS
  
  (pp. B420-422). Blindness caused by
  alkahest is automatically permanent.
  Alkahest can’t be stored for later
  use, for obvious reasons. The penulti-
  mate ingredients for a single dose are
  carried in two vials; making them
  requires a roll against Alchemy-5. The
  final step does not need a skill roll, but
  must be performed by an alchemist.
  Once combined, the ingredients
  become active extremely quickly. Roll
  vs. DX to throw the container at a tar-
  get. On a failure, it dissolves and
  splashes in a random direction. On a
  critical failure, it hits the user.
  The materials to make alkahest cost
  $250 per dose, and takes four weeks to
  brew; the recipe defaults to Alchemy-5.
  When it is available, it costs $1,650 in
  a common-magic setting, and $3,000
  in a rare-magic setting.
  The use of alkahest in combat can
  be made more effective with an alkah-
  est siphon. The container has two
  compartments for the two penulti-
  mate ingredients and a double pump
  arrangement to squirt them both
  simultaneously at a foe. The siphon
  has Acc 0, Max equal to ST-6, and RoF
  3~. It holds four shots with a raw
  materials cost of $1,000. 12 pounds;
  $300. Of this, $50 pays for the nozzle,
  which becomes increasingly pitted
  with each use and must be replaced
  after 12 shots. Making either the
  siphon or the nozzle requires an
  Alchemy skill roll at no penalty.
  HOMUNCULUS
  The homunculus is among the
  rarest alchemical achievements: a
  duplicate of the alchemist or another
  person, shaped by nurturing some of
  his bodily fluids in an alchemical ves-
  sel. The result is a second being with
  the same essence, able to serve its cre-
  ator’s goals. Most homunculi are tiny,
  but they don’t have to be; the big ones
  just cost more.
  A homunculus is an Ally with the
  Minion enhancement. The character
  sheet for the homunculus is based on
  that of its original, but does not
  include his social traits. Instead the
  homunculus 
  has 
  Social 
  Stigma
  (Valuable Property) and is probably
  Dead Broke. If the homunculus devel-
  ops properly, it will be a perfect like-
  ness of the original’s true form. (If the
  original has lost a body part or
  function 
  through 
  injury, 
  the
  homunculus still has it.) Homunculi
  are Reprogrammable by their cre-
  ators, but do not have Slave Mentality
  (unless the original did!). They also
  have a special variant of Reawakened
  that potentially grants them all their
  creator’s skills. The creator chooses
  which latent skills to activate at cre-
  ation. Other skills will emerge as the
  Ally’s point value increases to keep
  pace with its original.
  A homunculus may have any SM
  the creator is prepared to invest in.
  Creating a homunculus takes 12
  months, plus or minus SM, down to a
  minimum of 3 months. The starting
  cost is $1,000. There is also a continu-
  ing outlay for nutrients, which
  increases as the homunculus grows
  larger – $1 the first month, $2 the sec-
  ond, and on to $5, $10, $20, $50, $100,
  etc. ST should be appropriate to the
  body size of the homunculus.
  It takes two weeks for the
  homunculus to “remember” how to
  speak. After that, activating latent
  skills takes one week per skill point.
  This is effectively intensive training
  (p. B293), but doesn’t require actual
  teaching.
  The process to create a homuncu-
  lus requires a roll against Alchemy-10.
  This is not a technique and cannot be
  bought up. On an ordinary success,
  the result is a fully formed creature.
  On an ordinary failure, the effort and
  materials are wasted. On a critical suc-
  cess, the homunculus has Passive
  Racial Memory (Original Only, -60%).
  On a critical failure, the homunculus
  is twisted during development, acquir-
  ing a physical deformity, a metabolic
  weakness, or a character flaw. The
  outcome affects the creature’s charac-
  ter point value in any case.
  Though cosmetically similar, this
  preparation is not the same as the
  Homunculus spell (p. 70), and their
  functions are very different.
  PHILOSOPHERS’
  STONE
  In legend, the philosophers’ stone
  or lapis philosopharum has many
  remarkable properties. It turns base
  metal into gold, makes human beings
  immortal, and accomplishes other
  wonders. However, it doesn’t necessar-
  ily work for just anybody; special
  training may be needed to use it. In
  some accounts, it’s an actual physical
  object. In others, it’s a symbol of the
  spiritual 
  transformation 
  of 
  the
  alchemist by the practice of his art.
  In GURPS Magic, the lapis
  philosopharum is an actual stone that
  acts as an alchemical catalyst. It gives
  +6 to any Alchemy roll in which it is
  used. Contact with it confers small
  benefits on the unskilled. A person
  who wears it as an amulet or piece of
  jewelry is at +2 to HT to resist disease
  and poison, and wearing it continu-
  ously grants the benefits of Longevity.
  If left in contact with a metal object
  for 1d days, it turns the outer surface
  to gold, to a depth of 1/16”. Such
  objects gave rise to the belief that
  alchemists are simply plating objects
  with gold as a deliberate fraud.
  The materials to manufacture a
  philosopher’s stone cost $9,000, and
  the process takes 52 weeks; the recipe
  defaults to Alchemy-8. On the very
  unusual occasion that one comes up
  for sale, they cost at least $15,000.
  ALCHEMY
  221
  
  Alchemy relies upon objects intrin-
  sically charged with occult power for
  its raw ingredients. The sort of objects
  that become impregnated with magi-
  cal energy varies between worlds. In
  some settings, herbs have mystic
  potency; others rely on mana organs
  taken from the carcasses of exotic
  beasts; still others attach magical 
  significance to various minerals.
  In most worlds, the magic poten-
  tial of an object derives from a direct
  or symbolic relationship to the desired
  subject or effect. For example: fire is
  red, and rubies are red; hence, rubies
  have a magical affinity for fire.
  More powerful elixirs may also
  demand more exotic forms of an
  ingredient. A simple Healing elixir
  might be brewed from regular apples
  and ginseng, but a Resurrection elixir
  might demand the Apples of the
  Hesperides.
  Magically charged objects have
  applications beyond alchemy; they
  may be used as ingredients for spells,
  or as components of enchanted items.
  For 
  this 
  reason, 
  wizards 
  and
  alchemists often compete over viable
  sources of these ingredients.
  In general, magically useful materi-
  als 
  fall 
  into 
  three 
  categories.
  Consumable materials, such as herbs
  and other organic materials, are con-
  sumed in any arcane application,
  whether magical or alchemical.
  Reusable materials, like metals and
  gemstones, are usually not consumed
  when used as spell ingredients, but are
  used up in the manufacture of
  alchemical goods. Objects are manu-
  factured items whose magical power
  lies in their intended use rather than
  their material. These are usually used
  in spells and enchantments rather
  than in alchemy, and are not usually
  consumed in their use.
  Some ingredients and their possi-
  ble purposes follow. The purposes list-
  ed include most of the colleges and
  several common “verb” activities, like
  seeking, controlling, and transform-
  ing. Magical and alchemical processes
  may demand several types of ingredi-
  ent, depending on the nature of the
  process.
  222
  ALCHEMY
  MAGICALLY POTENT MATERIALS
  Purpose
  Consumable Material
  Reusable Material
  Objects
  Air
  Aspen branches, eagle feathers, 
  Chalcedony, onyx, sailcloth
  Fans, horns
  white orchids
  Animal
  Blood, musk
  Bloodstone, pelts
  Collars, reins
  Body Control
  Blood, bone
  Elm, ivory
  Dolls, clothes
  Communication and Empathy
  Bay leaves, vervain
  ivory, coral
  None
  Controlling/Shaping
  None
  opal, platinum, gold, silver
  Knots, loops
  (usually associated 
  with the subject of control)
  Destruction/Resistance
  None
  Emerald, onyx
  None
  Earth
  Dirt, oak
  Granite, quartz, silver
  Anvils
  Enchantment
  Roses, walnut
  Opal
  None
  Fire
  Chile peppers, mustard, sulfur
  Carnelian, gold, ruby
  None
  Food
  Bread, grapes, salt
  None
  Cauldrons, kegs
  Gate
  Chalk, juniper, tobacco
  Alexandrite, amber
  Keys, mirrors
  Healing
  Apples, garlic, ginseng, lavender
  Jasper, jet
  Bandages, splints
  Illusion and Creation
  Bryony, eggs, pomegranate seeds
  Pyrites, zircons
  Masks
  Knowledge
  Fennel, honey, rue
  Agate, diamond
  Books, lamps
  Light and Darkness
  Cinnamon, marigold, owl feathers (darkness)
  Gold, heliotrope, sunstone
  Making and Breaking
  Clay, gunpowder, sage
  Flint
  Hammers
  Meta-Spells
  Barley, mandrake
  Green moonstone, opal
  Pyramids
  Mind Control
  Mugwort, poppy
  Amethyst, garnet
  Hats
  Movement
  Comfrey, henbane, ibis feathers
  Fulgurites, poplar
  Arrows, shoes
  Necromancy
  Acacia, cypress, yew
  Bone, ebony, onyx
  Knives
  Plant
  Cedar, holly
  Copper, green jade
  None
  Protection and Warning
  Asafoetida, raven feathers, tiger lily
  Alicorn (unicorn horn), 
  Chains, shields
  bronze, oxhide
  Seeking/Sensing
  Mistletoe
  Lodestone
  Forked sticks
  Sound
  None
  Seashells, onyx
  Musical instruments
  Technology
  Plastic
  Brass, steel
  Gears
  Transformation
  Bats, chrysalises, yucca
  Antimony, mercury
  None
  Water
  Fish, lotus, whiskey
  Emerald, pearl, sapphire (ice)
  Cups and jugs
  Weather
  Bladderwrack, mahogany, saffron
  Platinum (lightning)
  Flags, lightning rods
  A simple Healing elixir might be brewed 
  from regular apples and ginseng, but a
  Resurrection elixir might demand the 
  Apples of the Hesperides.
  
  This section can be copied and
  used for reference, especially when
  creating characters. The grimoire
  form on p. 240 may also be photo-
  copied for your own use; it is especial-
  ly handy to copy it onto the back of a
  wizard’s character sheet.
  Notes: 
  An asterisk (*) after a spell name
  indicates that it is IQ/Very Hard. All
  other spells are IQ/Hard.
  A “–” indicates that that column
  does not apply.
  Under class, an R indicates that
  the spell can be resisted. Then entry
  after the dash shows what resists the
  spell.
  Under energy, if two numbers are
  separated by a slash, the first is the
  cost to cast and the second is the cost
  to maintain. A “/H” means cost to
  maintain is half the cost to cast. A “/S”
  means cost to maintain is the same as
  cost to cast.
  Under time to cast, “Instant” means
  that the effect occurs as soon as the
  spell is finished, and is completed
  immediately. “Indef.” means that the
  effect expires when some condition
  described in the spell description
  occurs. 
  Under prerequisites, Magery 1 is
  abbreviated “M1”, Magery 2 is “M2”,
  and so on.
  ”Special”, in any column, means
  that the description is too complex to
  fit on a table – see the appropriate
  page (also shown on the table).
  A # sign means that there are excep-
  tions or special cases for the informa-
  tion given – see the appropriate page
  for full details.
  APPENDIX: SPELL TABLE
  223
  APPENDIX
  SPELL TABLE
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  86
  Accelerate Time*
  Area/R-Spec.
  Gate
  1 min.
  Varies
  2 sec.
  M2, IQ 13+, 2 spells each 
  20
  from 10 colleges
  65
  Accuracy
  Enchantment
  Enchantment
  Perm.
  Varies
  –
  Enchant and 5 Air spells
  15
  191
  Acid Ball
  Missile
  Water
  Instant 1 to Magery# 1 to 3 sec.
  M2, Create Acid
  8
  192
  Acid Jet
  Regular
  Water
  1 sec.
  1 to 3
  1 sec.
  M2, Water Jet, Create Acid
  10
  58
  Adjustable Clothing
  Enchantment
  Enchantment
  Perm.
  Varies
  –
  Enchant, Reshape
  14
  151
  Affect Spirits
  Regular
  Necro.
  1 min.
  4/2
  2 sec.
  Solidify
  4
  154
  Age*
  Regular/R-HT
  Necro.
  Perm.
  10 to 50
  1 min.
  Youth or 6 Necromantic spells
  6
  40
  Agonize
  Regular/R-HT
  Body
  1 min.
  8/6
  1 sec.
  M2, Sensitize
  5
  24
  Air Jet
  Regular
  Air
  1 sec.
  1 to 3/S
  1 sec.
  Shape Air
  3
  24
  Air Vision
  Regular
  Air/Knowledge
  1 min.
  1 per mi./H
  1 sec.
  Shape Air
  3
  26
  Air Vortex
  Area/R-HT or DX
  Air/Movement
  10 sec.
  8/3
  2 sec.
  M2, Body of Air, Windstorm
  5
  100
  Alarm
  Regular
  Knowledge
  1 week
  1
  1 sec.
  Tell Time
  1
  133
  Alertness*
  Regular
  Mind
  10 min.
  2 to 10/H
  1 sec.
  Any two Keen spells
  2
  41
  Alter Body
  Regular/R-HT
  Body
  1 hr.
  8/6
  2 min.
  Alter Visage
  10
  55
  Alter Terrain*
  Area
  Earth
  2d days
  1#
  10 sec.
  M3, all four elemental 
  11
  Shape spells
  41
  Alter Visage
  Regular/R-HT
  Body
  1 hr.
  4/3
  1 min.
  Shapeshifting or Perfect Illusion, 
  9
  and 8 Body spells
  41
  Alter Voice
  Regular/R-HT
  Body/Sound
  1 hr.
  2/2
  1 min.
  4 Body spells, 4 Sound spells
  8
  39
  Ambidexterity
  Regular
  Body
  1 min.
  3/2
  1 sec.
  Grace
  4
  58
  Amulet
  Enchantment
  Enchantment
  Perm.
  50/pt. MR
  –
  Talisman for appropriate spell Varies
  102
  Analyze Magic
  Inform./R-spell
  Knowledge
  Instant
  8
  1 hr.
  Identify Spell
  3
  106
  Ancient History
  Information
  Knowledge
  Instant
  Varies
  min.=cost
  History
  5
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  30
  Animal Control
  Regular/R-Will
  Animal
  1 min.
  Varies 
  1 sec.
  Beast-Soother
  1
  177
  Animate Machine/TL Regular/R-Will
  Tech
  1 min.
  Varies
  Varies 
  Machine Control, 
  15
  Animation or Animate Object
  117
  Animate Object*
  Regular/R-Spec
  Mk-Brk
  1 min.
  Varies
  3 sec.
  M2, 3 Shape spells
  6
  164
  Animate Plant
  Regular
  Plant
  1 min.
  Varies
  5 sec.
  7 Plant spells
  7
  154
  Animate Shadow
  Regular/R-HT
  Necro.
  10 sec.
  4/4
  2 sec.
  Skull-Spirit, Shape Darkness
  9
  150
  Animation*
  Regular
  Necro.
  1 min.
  Varies 
  5 sec.
  Summon Spirit
  2
  142
  Apportation
  Reg./R-Will
  Movement
  1 min.
  Varies 
  1 sec.
  M1
  0
  165
  Arboreal ImmurementRegular/R-HT
  Plant
  Indef.#
  8#
  3 sec.
  M2, Walk Through Wood
  7
  167
  Armor
  Regular
  Protection
  1 min.
  Varies 
  1 sec.
  Shield
  1
  159
  Astral Block
  Area
  Necro.
  10 min.
  4/2#
  2 sec.
  Summon Spirit, Repel Spirits
  16
  105
  Astral Vision*
  Regular
  Knowledge/Necro. 1 min.
  4/2
  1 sec.
  Sense Spirit, See Invisible
  6
  169
  Atmosphere Dome
  Area
  Protection/Air
  6 hrs.
  4/H
  1 sec.
  Purify Air, Weather Dome
  9
  69
  Attune
  Enchantment
  Enchantment
  Perm.
  100
  -
  Bane
  12
  101
  Aura
  Information
  Knowledge
  Instant
  3
  1 sec.
  Detect Magic
  1
  140
  Avoid
  Area
  Mind
  1 hr.
  3/3
  1 min.
  Hide, Fear, Forgetfulness
  4
  90
  Awaken
  Area
  Healing
  Instant
  1
  1 sec.
  Lend Vitality
  2
  178
  Awaken Computer/TL Regular
  Tech
  1 hr.
  Varies
  10 sec.
  Animation, Wisdom
  10
  115
  Awaken Craft Spirit
  Regular
  Mk-Brk/Necro.
  1 min.
  3/1
  5 sec.
  Inspired Creation, Sense Spirit
  3
  39
  Balance
  Regular
  Body
  1 min.
  5/3
  1 sec.
  Grace
  4
  197
  Ball of Lightning
  Regular
  Weather/Air
  1 min.
  2 to 6/H
  1 to 3 sec.
  Apportation, Lightning
  8
  62
  Bane
  Enchantment
  Enchantment
  Perm.
  100
  –
  Enchant
  11
  156
  Banish
  Spec./R-Will
  Necro.
  Instant
  Varies
  5 sec.
  M1, 1 spell each from 10 colleges
  10
  83
  Beacon
  Area
  Gate/Movement
  24 hrs.
  10/H
  30 sec.
  Teleport, Timeport, or Plane Shift
  5
  30
  Beast Link
  Regular
  Animal
  Special
  3
  5 sec.
  Beast Summoning
  2
  32
  Beast Possession
  Regular/R-Will
  Animal
  1 min.
  6/2
  5 sec.
  Rider Within or Possession
  4
  30
  Beast-Rouser
  Regular
  Animal
  1 hour#
  1 to 3
  1 sec.
  Vexation or Animal Empathy
  0
  32
  Beast Seeker
  Information
  Animal
  Instant
  3#
  1 sec.
  Seeker or Beast Summoning 
  3
  and 2 Seek spells
  29
  Beast-Soother
  Regular
  Animal
  Perm.#
  1 to 3
  1 sec.
  Persuasion or 
  0
  Animal Empathy advantage
  31
  Beast Speech
  Regular
  Animal
  1 min.
  4/2
  1 sec.
  Beast Summoning
  2
  30
  Beast Summoning
  Regular
  Animal
  1 min.
  3/2#
  1 sec.
  Beast-Soother
  1
  134
  Berserker
  Regular/R-Will
  Mind
  10 min.#
  3/2
  4 sec.
  Bravery
  2
  158
  Bind Spirit*
  Regular/R-Will
  Necro.
  Perm.
  Varies
  5 min.
  Command Spirit, Soul Jar
  12
  112
  Blackout
  Area
  Lt-Dk
  1 min.
  2/1
  1 sec.
  Darkness
  3
  168
  Bladeturning
  Regular/R-Spec
  Protection
  1 min.
  2/2
  1 sec.
  Shield or Turn Blade
  1
  66
  Blank Spell Arrow*
  Enchantment
  Enchantment
  Perm.
  30¥capacity#
  -
  Spell Arrow
  18
  129
  Bless
  Regular
  Meta-Spell
  Special
  Varies
  min.=cost
  M2, 2 spells ea. from 10 colleges# 20
  161
  Bless Plants
  Area
  Plant
  1 crop/season
  1
  5 min.
  Heal Plant
  3
  162
  Blight
  Area
  Plant
  1 crop/season
  1
  5 min.
  Plant Growth
  4
  148
  Blink
  Blocking
  Movement/Gate
  Instant
  2
  1 sec.
  Teleport
  5
  148
  Blink Other*
  Blocking
  Movement/Gate
  Instant
  2
  1 sec.
  Blink
  6
  166
  Block
  Blocking
  Protection
  Instant
  1/DB+#
  1 sec.
  M1
  0
  162
  Blossom
  Area
  Plant
  1 hour
  2
  5 min.
  Plant Growth
  4
  113
  Blur
  Regular
  Lt-Dk
  1 min.
  1 to 5/S
  2 sec.
  Darkness or Gloom
  3
  24
  Body of Air
  Regular/R-HT
  Air
  1 min.
  4/1
  5 sec.
  Shape Air
  3
  76
  Body of Flames*
  Regular/R-HT
  Fire
  1 min.
  12/4
  5 sec.
  Breathe Fire
  8
  189
  Body of Ice*
  Regular/R-HT
  Water
  1 min.
  7/3
  5 sec.
  M2, Body of Water, Freeze
  6
  198
  Body of Lightning*
  Regular/R-HT
  Weather/Air
  1 min.
  12/4
  5 sec.
  M2, Lightning
  7
  183
  Body of Metal*
  Regular/R-HT
  Tech
  1 min.
  12/6
  5 sec.
  M2, Shape Metal
  3
  183
  Body of Plastic
  Regular/R-HT
  Tech
  1 min.
  10/5
  5 sec.
  M2, Shape Plastic
  4
  114
  Body of Shadow
  Regular/R-HT
  Lt-Dk
  1 min.
  6/3
  5 sec.
  M2, Shape Darkness
  4
  165
  Body of Slime
  Regular/R-HT
  Plant
  1 min.
  6/2
  5 sec.
  M2, Plant Form, Shape Water
  11
  54
  Body of Stone*
  Regular/R-HT
  Earth
  1 min.
  10/5
  5 sec.
  Stone to Flesh
  6
  185
  Body of Water
  Regular/R-HT
  Water
  1 min.
  5/2
  5 sec.
  Shape Water
  4
  27
  Body of Wind
  Regular/R-HT
  Air
  1 min.
  8/4
  2 sec.
  M3, Body of Air, Windstorm, 
  10
  1 spell each from 5 colleges#
  165
  Body of Wood
  Regular/R-HT
  Plant
  1 min.
  7/3
  5 sec.
  M2, Plant Form
  7
  88
  Body-Reading
  Information/R-Will
  Healing
  Instant
  2
  30 sec.
  Sense Life or Awaken
  1
  189
  Boil Water
  Regular
  Water
  Perm.
  Varies
  10 sec.
  Shape Water, Heat
  8
  37
  Boost Attribute
  Regular or Blocking Body/Mind
  Instant
  1 to 5
  none
  Varies
  Varies
  46
  Borrow Language
  Regular
  Comm.
  1 min.
  3/1
  3 sec.
  Lend Language
  4
  47
  Borrow Skill
  Regular
  Comm.
  1 min.
  4/3
  3 sec.
  Lend Skill
  6
  134
  Bravery
  Area/R-Will-1
  Mind
  1 hr.
  2
  1 sec.
  Fear
  1
  26
  Breathe Air
  Regular
  Air/Water
  1 min.
  4/2
  1 sec.
  Create Water, Destroy Air
  6
  224
  APPENDIX: SPELL TABLE
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  76
  Breathe Fire*
  Regular
  Fire
  1 sec.
  1 to 4
  2 sec.
  M1, Flame Jet, Resist Fire
  7
  182
  Breathe Radiation*
  Regular
  Tech
  1 sec.
  1 to 4
  2 sec.
  M2, Radiation Jet
  9
  192
  Breathe Steam*
  Regular
  Water
  1 sec.
  1 to 4
  2 sec.
  M1, Steam Jet, Resist Fire
  14
  189
  Breathe Water
  Regular
  Water/Air
  1 min.
  4/2
  1 sec.
  Create Air, Destroy Water
  6
  111
  Bright Vision
  Regular
  Lt-Dk
  1 min.
  2/1
  1 sec.
  Keen Vision or 5 Light spells; 
  1
  no Blindness
  76
  Burning Death*
  Regular/R-HT
  Fire/Necro.
  1 sec.
  3/2
  3 sec.
  M2, Heat, Sickness
  10
  79
  Burning Touch
  Melee
  Fire
  Instant
  1 to 3
  1 sec.
  M2, 6 Fire spells inc. Heat
  6
  39
  Cadence
  Regular
  Body
  1 hr.
  5/3
  10 sec.
  Haste, Grace
  5
  168
  Catch Missile
  Blocking
  Protection
  Instant
  2
  1 sec.
  Deflect Missile
  2
  123
  Catch Spell*
  Blocking
  Meta-Spell
  Instant
  3
  1 sec.
  M2, DX 12+, Return Missile
  4
  126
  Charge Powerstone*
  Regular
  Meta-Spell
  Perm.
  3/pt
  10 min.
  M3, Powerstone, Lend Energy
  12
  139
  Charm
  Regular/R-Will
  Mind
  1 min.
  6/3
  3 sec.
  M1, Loyalty, 7 other 
  8
  Mind Control spells
  40
  Choke
  Regular/R-HT
  Body
  30 sec.
  4
  1 sec.
  M1, 5 Body spells inc. Spasm
  5
  116
  Clean
  Area
  Mk-Brk
  Perm.
  2
  1 sec.
  Restore
  2
  94
  Cleansing
  Regular/R-Spec
  Healing
  Perm.
  Varies
  3 sec.
  Minor Healing, Purify Earth
  12
  35
  Climbing
  Regular
  Body
  1 min.
  1 to 3/S
  1 sec.
  -
  0
  148
  Cloud-Vaulting*
  Regular
  Movement/
  1 sec./100 mi.#
  7
  1 sec.
  M2, Jump, Cloud-Walking
  12
  Weather
  148
  Cloud-Walking
  Regular
  Movement/
  1 hr.
  3/2
  1 sec.
  Walk on Air, Walk on Water
  9
  Weather
  194
  Clouds
  Area
  Weather/Air
  10 min.
  1/20/S
  10 sec.
  2 Water spells, 2 Air spells
  4
  36
  Clumsiness
  Regular/R-HT
  Body
  1 min.
  1 to 5/H
  1 sec.
  Spasm
  2
  74
  Cold
  Regular
  Fire
  1 min.
  Varies
  1 min.
  Heat
  4
  110
  Colors
  Regular
  Lt-Dk
  1 min.
  2/1
  1 sec.
  Light
  1
  136
  Command
  Blocking/R-Will
  Mind
  Instant
  2
  1 sec.
  M2, Forgetfulness
  2
  153
  Command Spirit
  Regular/R-Will
  Necro.
  1 min.
  Varies
  2 sec.
  Summon Spirit, Turn Spirit
  5
  48
  Communication*
  Regular
  Comm.
  1 min.
  4/4
  4 sec.
  Wizard Eye, Far-Hearing, 
  9
  Voices, Simple Illusion
  137
  Compel Lie
  Regular/R-Will
  Mind/Comm.
  5 min.
  4/2
  1 sec.
  Emotion Control
  4
  47
  Compel Truth
  Inform./R-Will
  Comm.
  5 min.
  4/2
  1 sec.
  M2, Truthsayer
  3
  96
  Complex Illusion
  Area
  Illusion
  1 min.
  2/H 
  1 sec.
  Sound, Simple Illusion
  2
  162
  Conceal
  Area
  Plant
  1 min.
  varies#
  4 sec.
  Plant Growth
  4
  122
  Conceal Magic
  Regular
  Meta-Spell
  10 hrs.
  1 to 5/S#
  3 sec.
  Detect Magic
  1
  26
  Concussion
  Missile
  Air/Sound
  Instant
  2 to 2¥Magery# 1 to 3 sec.
  Shape Air, Thunderclap
  5
  189
  Condense Steam
  Area
  Water
  Perm.
  2#
  10 sec.
  Cold or Boil Water
  5
  180
  Conduct Power/TL*
  Special
  Tech
  1 min.
  0/1#
  1 sec.
  M1, Seek Power
  1
  110
  Continual Light
  Regular
  Lt-Dk
  Varies 
  Varies 
  1 sec.
  Light
  1
  113
  Continual Mage Light Regular
  Lt-Dk
  Varies
  Varies
  1 sec.
  Mage Light, Continual Light
  5
  114
  Continual Sunlight
  Area
  Lt-Dk
  Varies
  3
  1 sec.
  Sunlight
  5
  120
  Contract Object*
  Regular
  Mk-Brk
  1 hour
  Varies
  3 sec.
  M3, Transform Object
  14
  99
  Control Creation
  Regular/R-spell
  Illusion
  Instant
  1
  2 sec.
  Create Animal or Create Servant
  10
  28
  Control Elemental
  Special
  4 Diff.
  1 min.
  Special
  2 sec.
  Summon Elemental#
  9
  85
  Control Gate
  Regular/R-Gate
  Gate
  1 min.
  6/3
  10 sec.
  M3, Seek Gate
  11
  97
  Control Illusion
  Regular/R-spell
  Illusion
  Perm.
  1
  2 sec.
  Perfect Illusion
  4
  40
  Control Limb
  Regular/R-Will
  Body
  5 sec.
  3/3#
  1 sec.
  M1, 5 Body spells inc. Spasm
  5
  49
  Control Person
  Regular/R-Will
  Comm.
  1 min.
  6/3
  10 sec.
  Soul Rider or Telepathy
  5
  152
  Control Zombie
  Regular/R-spell
  Necro.
  Perm.
  3
  1 sec.
  Zombie
  5
  173
  Converse
  Regular/R-spell
  Sound
  Indef.#
  2
  1 sec.
  M1, Garble, Silence
  4
  78
  Cook
  Regular
  Food
  Instant
  1 per meal
  5 sec.
  Test Food, Create Fire
  3
  195
  Cool
  Area
  Weather/Air
  1 hour
  1/10/S
  1 min.#
  Cold, 4 Air spells
  9
  187
  Coolness
  Regular
  Water/Protection 1 hr.
  2/1
  10 sec.
  Cold
  5
  116
  Copy
  Regular
  Mk-Brk
  Perm.
  2 plus 1/copy
  5 sec.
  Dye, 1 Accented language
  5
  64
  Cornucopia
  Enchantment
  Enchantment
  Perm.
  50¥$ value#
  –
  Enchant, 
  13
  2 Weapon Enchantment spells
  43
  Corpulence*
  Regular/R-HT
  Body
  10 min.
  6/6
  3 sec.
  M2, Create Earth, Create Water, 
  16
  4 Body spells inc. Alter Body
  121
  Counterspell
  Regular/R-spell
  Meta-Spell
  Instant
  Varies 
  5 sec.
  M1
  0
  190
  Create Acid
  Regular
  Water
  Perm.
  4/gal.
  2 sec.
  Create Water, Create Earth
  7
  23
  Create Air
  Area
  Air
  5 sec.#
  1
  1 sec.
  Purify Air or Seek Air
  1
  98
  Create Animal
  Regular
  Illusion
  1 min.
  Varies
  sec.=cost
  Create Water, 
  12
  Create Object, IQ 12+
  84
  Create Door
  Regular
  Gate
  10 sec.
  2/10 sq. ft.#
  5 sec.
  Teleport, any one 
  10
  Walk Through spell
  51
  Create Earth
  Regular
  Earth
  Perm.
  2/25 cu. ft.
  1 sec.
  Earth to Stone
  3
  APPENDIX: SPELL TABLE
  225
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  28
  Create Elemental
  Special
  4 Diff.
  Perm.
  Special
  Special
  M2, Control Elemental#
  10
  72
  Create Fire
  Area
  Fire
  1 min.
  2/H
  1 sec.
  Ignite Fire or Seek Fire
  1
  79
  Create Food
  Regular
  Food
  Perm.
  Varies
  30 sec.
  Cook, Seek Food
  5
  179
  Create Fuel/TL
  Regular
  Tech
  Perm.
  1/lb.
  30 sec.
  Seek Fuel, 2 transmutation spells
  5
  85
  Create Gate*
  Regular
  Gate
  1 min.
  Varies
  Varies
  Control Gate and Teleport, 
  16
  Timeport, or Plane Shift
  188
  Create Ice
  Regular
  Water
  Perm.
  2/gal.
  1 sec.
  Freeze
  5
  99
  Create Mount
  Regular
  Illusion
  1 hr.
  Varies
  3 sec.
  M3, Create Animal
  13
  98
  Create Object*
  Regular
  Illusion
  Indef.#
  2/5 lbs.
  sec.=cost
  M2, Create Earth, Perfect Illusion
  8
  163
  Create Plant
  Area
  Plant
  Perm.
  Varies 
  sec.=cost
  M1, Plant Growth
  4
  98
  Create Servant
  Regular
  Illusion
  1 min.
  Varies
  3 sec.
  M3, IQ 12+, Create Object
  9
  190
  Create Spring
  Regular
  Water
  Perm.
  Varies
  1 min.
  Dry Spring, Shape Water
  8
  190
  Create Steam
  Area
  Water
  5 min.#
  2
  1 sec.
  Boil Water
  9
  98
  Create Warrior
  Regular
  Illusion
  1 min.
  Varies
  4 sec.
  Create Servant
  10
  184
  Create Water
  Regular
  Water
  Perm.
  2/gal.
  1 sec.
  Purify Water
  2
  71
  Crystal Ball
  Enchantment
  Enchantment
  Perm.
  1,000
  –
  Enchant, Divination 
  13
  (Crystal-Gazing)
  91
  Cure Disease
  Regular
  Healing
  Instant
  4
  10 min.
  Major Healing, Relieve Sickness
  5
  182
  Cure Radiation*
  Regular
  Tech/Healing
  Perm.
  1/10 rads#
  30 sec.
  Resist Radiation, Major Healing
  12
  194
  Current
  Special; Area
  Weather/Water
  1 hr.
  1/50
  1 min.
  6 Water spells
  6
  129
  Curse
  Regular
  Meta-Spell
  Special
  Varies
  Varies 
  M2, 2 spells each from 10 colleges# 20
  144
  Dancing Object
  Regular
  Movement
  1 hr.
  4/2
  10 sec.
  M2, Apportation
  1
  67
  Dancing Shield
  Enchantment
  Enchantment
  Perm.
  250/lb.#
  -
  Enchant, Dancing Object
  12
  63
  Dancing Weapon
  Enchantment
  Enchantment
  Perm.
  1,000/lb.#
  –
  Enchant, Dancing Object
  12
  111
  Dark Vision
  Regular
  Lt-Dk
  1 min.
  5/2
  1 sec.
  Night Vision or Infravision
  2
  111
  Darkness
  Area
  Lt-Dk
  1 min.
  2/1
  1 sec.
  Continual Light
  2
  134
  Daze
  Regular/R-HT
  Mind
  1 min.
  3/2
  2 sec.
  Foolishness
  1
  149
  Death Vision
  Regular
  Necro.
  1 sec.
  2
  3 sec.
  M1
  0
  41
  Deathtouch
  Melee
  Body
  Instant
  1 to 3
  1 sec.
  Wither Limb
  7
  36
  Debility
  Regular/R-HT
  Body
  1 min.
  1 per ST-/H
  1 sec.
  -
  0
  42
  Decapitation*
  Regular/R-HT+2
  Body
  Indef.
  4
  2 sec.
  M2, Alter Body  
  11
  77
  Decay
  Regular
  Food
  Perm.
  1/meal
  1 sec.
  Test Food
  1
  67
  Defending Shield
  Enchantment
  Enchantment
  Perm.
  Varies
  -
  Enchant, Grace
  14
  64
  Defending Weapon
  Enchantment
  Enchantment
  Perm.
  Varies
  -
  Enchant, Dancing Object
  12
  67
  Deflect
  Enchantment
  Enchantment
  Perm.
  Varies
  –
  Enchant
  11
  73
  Deflect Energy
  Blocking
  Fire
  Instant
  1
  1 sec.
  M1, Shape Fire
  2
  143
  Deflect Missile
  Blocking
  Movement/
  Instant
  1
  1 sec.
  Apportation
  1
  Protection
  188
  Dehydrate
  Regular/R-HT
  Water
  Perm.
  1 to 3
  2 sec.
  5 Water spells inc. Destroy Water
  5
  130
  Delay
  Regular
  Meta-Spell
  2 hrs.
  3/3
  10 sec.
  M3, 15 spells
  15
  173
  Delayed Message
  Area
  Sound
  Indef.#
  3#
  4 sec.
  M1, Voices, Sense Life
  3
  24
  Destroy Air
  Area
  Air
  Instant
  2
  1 sec.
  Create Air
  2
  185
  Destroy Water
  Area
  Water
  Perm.
  3/S
  1 sec.
  Create Water
  3
  101
  Detect Magic
  Regular
  Knowledge
  Instant
  2
  5 sec.
  M1
  0
  166
  Detect Poison
  Area/Information
  Protection/
  Instant
  2
  2 sec.
  Sense Danger or Test Food
  1
  Healing
  25
  Devitalize Air
  Area
  Air
  varies
  2
  1 sec.
  Destroy Air
  3
  120
  Disintegrate*
  Regular
  Mk-Brk
  Perm.
  1 to 4
  1 sec.
  M2, Shatter, Ruin#
  10
  135
  Disorient
  Area/R-Will
  Mind
  Indef.#
  1
  10 sec.
  Foolishness
  1
  99
  Dispel Creation
  Regular/R-spell
  Illusion
  Instant
  1 or 3#
  1 sec.
  Control Creation
  11
  97
  Dispel Illusion
  Regular/R-spell
  Illusion
  Instant
  1
  1 sec.
  Control Illusion
  5
  126
  Dispel Magic
  Area/R-spell
  Meta-Spell
  Perm.
  3
  sec.=cost
  Counterspell and 12 other spells
  13
  49
  Dispel Possession
  Regular/R-spell
  Comm.
  Instant
  10
  10 sec.
  Soul Rider or Possession#
  5
  124
  Displace Spell
  Regular/R-spell
  Meta-Spell
  Varies
  Varies
  5 sec.
  Suspend Magic
  10
  144
  Distant Blow
  Regular
  Movement
  5 sec.
  3/3
  3 sec.
  M2, Apportation
  1
  46
  Distill
  Regular
  Food/Water
  Perm.
  1/quart
  10 sec.
  Mature, Destroy Water
  7
  84
  Divert Teleport*
  Blocking/R-spell
  Gate/Movement
  Instant
  Varies
  1 sec.
  M3, Trace Teleport
  6
  108
  Divination
  Information
  Knowledge
  Instant
  10
  1 hr.#
  History, other spells#
  Varies
  62
  Doppelgänger*
  Enchantment
  Enchantment
  Perm.#
  1,000
  -
  M3, Golem, History, Enslave
  29
  130
  Drain Magery*
  Regular/R-Will+M
  Meta-Spell
  Perm.
  30
  10 min.
  M3, Suspend Magery
  21
  127
  Drain Mana*
  Area
  Meta-Spell
  Perm.
  10
  1 hr.
  Dispel Magic, Suspend Mana
  14
  180
  Draw Power/TL*
  Special
  Tech
  1 min.
  0/1#
  1 sec.
  Steal Power, 2 spells each 
  22
  from 10 colleges
  46
  Dream Projection
  Regular
  Comm./Mind
  1 min.
  3/3
  1 min.
  Dream Sending
  4
  45
  Dream Sending
  Regular/R-Will
  Comm./Mind
  1 hr.
  3
  1 min.
  Dream Viewing or Sleep
  3
  45
  Dream Viewing
  Regular/R-Will
  Comm.
  1 hr.
  2/1
  10 sec.
  Truthsayer or Sleep
  3
  226
  APPENDIX: SPELL TABLE
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  136
  Drunkenness
  Regular/R-Will
  Mind
  1 min.
  Varies 
  2 sec.
  Foolishness, Clumsiness
  4
  188
  Dry Spring
  Regular
  Water
  Perm.
  varies#
  1 min.
  Destroy Water, Shape Earth
  6
  133
  Dull Sense
  Regular/R-HT
  Mind
  30 min.
  1 to 3/H
  1 sec.
  -
  0
  134
  Dullness*
  Regular/R-HT
  Mind
  10 min.
  2 to 10/H
  1 sec.
  Any two Dull spells
  2
  98
  Duplicate*
  Regular
  Illusion
  Indef.#
  3/5 lbs.
  sec.=cost
  Create Object, Copy
  15
  116
  Dye
  Regular
  Mk-Brk
  2d days
  Varies 
  3 sec.
  Restore, Colors
  4
  25
  Earth to Air
  Regular
  Air/Earth
  Perm.
  5/25 cu. ft.#
  2 sec.
  Create Air, Shape Earth
  4
  51
  Earth to Stone
  Regular
  Earth
  Perm.
  3/25 cu. ft.#
  1 sec.
  M1, Shape Earth
  2
  52
  Earth to Water
  Regular
  Earth/Water
  Perm.
  1/25 cu. ft.#
  1 sec.
  M1, Create Water, Shape Earth
  5
  51
  Earth Vision
  Regular
  Earth/Know.
  30 sec.
  2/10 yds.#
  1 sec.
  Shape Earth
  2
  54
  Earthquake
  Area
  Earth
  1 min.
  2/S
  30 sec.
  M2, 6 Earth spells inc. Earth Vision 6
  107
  Echoes of the Past
  Regular
  Knowledge/
  1 min.
  2/2#
  10 sec.
  M2, History, Voices
  7
  Sound
  139
  Ecstasy*
  Regular/R-Will
  Mind
  10 sec.
  6
  3 sec.
  M2, Emotion Control
  4
  71
  Effigy*
  Enchantment
  Enchantment
  Perm.
  1,000
  -
  Enchant, Scryfool, Ward
  13
  137
  Emotion Control
  Area/R-Will
  Mind
  1 hr.
  2
  1 sec.
  Loyalty or Mental Stun
  3
  56
  Enchant*
  Enchantment
  Enchantment
  Perm.
  Varies 
  Varies
  M2, 1 spell each from 10 colleges
  10
  135
  Encrypt
  Regular/R-Spec.
  Mind
  1 week
  Varies
  1 sec.
  Daze
  2
  42
  Enlarge*
  Regular
  Body
  1 hr.
  2/+1 SM/S
  5 sec.
  M2, Alter Body
  11
  120
  Enlarge Object*
  Regular
  Mk-Brk
  1 hour
  Varies
  3 sec.
  Extend Object
  17
  43
  Enlarge Other*
  Regular/R-HT
  Body
  1 hr.
  2/+1 SM/S
  10 sec.
  M3, Enlarge
  12
  141
  Enslave*
  Regular/R-Will
  Mind
  Perm.
  30
  1 sec.
  Charm, Telepathy
  14
  60
  Ensorcel*
  Enchantment/
  Enchantment
  Perm.#
  200¥spell cost
  -
  Malefice
  12
  R-Spec.
  139
  Enthrall
  Special/R-Will
  Mind
  1 hr.
  3/3
  1 sec.
  Forgetfulness, Daze, Slow
  6
  53
  Entombment
  Regular/R-HT
  Earth
  Perm.
  10#
  3 sec.
  M2, 5 Earth spells
  5
  157
  Entrap Spirit
  Special
  Necro.
  5 min.
  Varies
  1 sec.
  M1, Soul Jar, Turn Spirit
  11
  192
  Essential Acid*
  Regular
  Water
  Perm.
  8/gal.
  1 sec.
  6 Acid spells
  13
  26
  Essential Air
  Area
  Air
  Perm.
  2
  3 sec.
  6 Air spells
  6
  53
  Essential Earth
  Regular
  Earth
  Perm.
  8
  30 sec.
  6 Earth spells
  6
  75
  Essential Flame
  Area
  Fire
  1 min.
  3/2#
  3 sec.
  6 Fire spells
  6
  79
  Essential Food*
  Regular
  Food
  Perm.
  3/meal#
  30 sec.
  6 Food spells inc. Create Food
  8
  179
  Essential Fuel/TL
  Regular
  Tech
  Perm.
  8/gal.
  1 sec.
  6 Energy spells
  6
  189
  Essential Water
  Regular
  Water
  Perm.
  3/gal.
  1 sec.
  6 Water spells
  6
  164
  Essential Wood
  Regular
  Plant
  Perm.
  8
  30 sec.
  6 Plant spells
  6
  146
  Ethereal Body*
  Regular
  Movement
  10 sec.
  8/4
  30 sec.
  6 Movement spells or 
  4
  M3 and Body of Air
  154
  Evisceration*
  Regular/R-HT or IQ Necro.
  Instant
  10
  5 sec.
  M3, Apportation, Steal Vitality
  6
  49
  Exchange Bodies*
  Regular/R-Will
  Comm.
  Perm.
  120
  1 hr.
  Permanent Possession, Soul Jar
  17
  118
  Explode*
  Regular
  Mk-Brk
  Instant
  2 to 6
  1 sec.
  M2, Shatter, Apportation
  8
  75
  Explosive Fireball
  Missile
  Fire
  Instant
  2 to 2¥Magery# 1 to 3 sec.
  Fireball
  4
  196
  Explosive Lightning
  Missile
  Weather/Air
  Instant
  2 to 2¥Magery# 1 to 3 sec.
  Lightning
  7
  120
  Extend Object*
  Regular
  Mk-Brk
  1 hour
  Varies
  3 sec.
  M3, Transform Object
  16
  72
  Extinguish Fire
  Regular
  Fire
  Perm.
  3
  1 sec.
  Ignite Fire
  1
  181
  Extinguish Radiation* Regular
  Tech
  Perm.
  1/10 rads/hr.
  1 sec.
  M2, Extinguish Fire, 
  7
  Earth to Air, Irradiate
  122
  False Aura
  Regular/Area/R-IQ# Meta-Spell
  10 hrs.
  4/H
  10 sec.
  Conceal Magic, Aura
  3
  139
  False Memory
  Regular/R-Will
  Mind
  Varies
  Varies
  5 sec.
  Forgetfulness, 6 other 
  7
  Mind Control spells
  163
  False Tracks
  Regular/R-Will
  Plant
  1 min.
  2/1
  1 sec.
  Shape Plant, Shape Earth
  5
  100
  Far-Feeling
  Regular
  Knowledge
  1 min.
  3/1
  3 sec.
  M1
  0
  173
  Far-Hearing
  Information
  Sound/Know.
  1 min.
  4/2
  3 sec.
  M1, 4 Sound spells, no Deafness 
  4
  or Hard of Hearing
  77
  Far-Tasting
  Regular
  Food/Knowledge 1 min.
  3/1
  3 sec.
  M1, no anosmia, 
  1
  Seek Food or Seek Air
  135
  Fascinate
  Regular 
  Mind
  Indef.#
  4
  1 sec.
  Daze
  2
  or Blocking/R-IQ
  73
  Fast Fire
  Regular
  Fire
  1 min.
  Varies
  1 sec.
  Slow Fire
  3
  118
  Fasten
  Regular/R-DX
  Mk-Brk
  Perm.
  3#
  1 sec.
  Knot
  11
  139
  Fear
  Area/R-Will
  Mind
  10 min.
  1
  1 sec.
  Sense Emotion or Empathy
  0
  89
  Final Rest
  Regular
  Healing/Necro.
  Perm.
  20
  10 min.#
  M1 or Spirit Empathy
  0
  101
  Find Direction
  Information
  Knowledge
  Instant
  2
  1 sec.
  M1
  0
  116
  Find Weakness
  Information
  Mk-Brk
  Instant
  1#
  2 sec.
  1 spell of each four elements
  4
  75
  Fire Cloud
  Area
  Fire
  10 sec.
  1 to 5/S
  1 to 5 sec.
  Shape Air, Fireball
  7
  74
  Fireball
  Missile
  Fire
  Instant
  1 to Magery# 1 to 3 sec.
  M1, Create Fire, Shape Fire
  3
  73
  Fireproof
  Area
  Fire
  1 day
  3#
  5 min.
  Extinguish Fire
  2
  APPENDIX: SPELL TABLE
  227
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  73
  Flame Jet
  Regular
  Fire
  1 sec.
  1 to 3/S
  1 sec.
  Create Fire, Shape Fire
  3
  75
  Flaming Armor
  Regular
  Fire
  1 min.
  6/3
  1 sec.
  M1, Resist Fire, Flame Jet
  7
  75
  Flaming Missiles
  Regular
  Fire
  1 min.
  4/2#
  3 sec.
  Flaming Weapon
  5
  75
  Flaming Weapon
  Regular
  Fire
  1 min.
  4/1
  2 sec.
  M2, Heat
  4
  112
  Flash
  Regular
  Lt-Dk
  Instant
  4
  2 sec.
  Continual Light
  2
  190
  Flesh to Ice*
  Regular/R-HT
  Water
  Perm.
  12
  2 sec.
  M1, Frostbite, Body of Water
  8
  31
  Flesh to Stone
  Regular/R-HT
  Earth
  Instant
  10#
  2 sec.
  Earth to Stone
  3
  145
  Flight*
  Regular
  Movement
  1 min.
  5/3
  2 sec.
  M2, Levitation
  2
  146
  Flying Carpet*
  Regular
  Movement
  10 min.
  1/sq. ft./H
  5 sec.
  Flight, or M2 and Walk on Air
  3
  193
  Fog
  Area
  Weather/Water
  1 min.
  2/H
  1 sec.
  Shape Water
  4
  79
  Fool’s Banquet
  Regular
  Food
  1 day
  2 per meal
  1 sec.
  M1, Cook, Foolishness
  5
  134
  Foolishness
  Regular/R-Will
  Mind
  1 min.
  1 per IQ-/H
  1 sec.
  IQ 12+
  0
  170
  Force Dome
  Area
  Protection
  10 min.
  3/2
  1 sec.
  Weather Dome, Apportation
  10
  170
  Force Wall
  Regular
  Protection
  10 min.
  2/yd./S
  1 sec.
  Force Dome
  11
  162
  Forest Warning
  Area
  Plant
  10 hrs.
  2#/S
  1 sec.
  4 Plant spells
  4
  135
  Forgetfulness
  Regular/
  Mind
  1 hr.
  3/3
  10 sec.
  M1, Foolishness
  1
  R-Will or skill
  66
  Fortify
  Enchantment
  Enchantment
  Perm.
  Varies
  –
  Enchant
  11
  185
  Foul Water
  Area
  Water/Food
  Perm.
  3
  1 sec.
  Purify Water, Decay
  4
  37
  Frailty
  Regular/R-HT
  Body
  1 min.
  2 per HT-/S#
  1 sec.
  Lend Energy
  1
  148
  Freedom
  Regular
  Movement/Protection1 min.
  2/pt/S
  1 sec.
  3 Body spells, 3 Movement spells, 
  9
  3 Protection spells
  185
  Freeze
  Regular
  Water
  Perm.
  Varies 
  10 sec.
  Shape Water
  4
  193
  Frost
  Area
  Weather/Water
  Indef.
  1
  1 sec.
  Create Water or Cold
  3
  189
  Frostbite
  Regular/R-HT
  Water
  Perm.
  1 to 3
  3 sec.
  Frost, Freeze
  5
  38
  Fumble
  Blocking/R-DX
  Body
  Instant
  3
  none
  Clumsiness
  3
  172
  Garble
  Regular/R-Will
  Sound
  1 min.
  4/2
  1 sec.
  Voices
  2
  43
  Gauntness*
  Regular/R-HT
  Body
  10 min.
  6/6
  3 sec.
  M2, Earth to Air, Destroy Water, 
  15
  4 Body spells inc. Hunger
  190
  Geyser*
  Area
  Water
  1 sec.
  5/2
  5 sec.
  6 Water spells inc. Create Spring 
  9
  and either 4 Earth or 4 Fire spells
  65
  Ghost Weapon
  Enchantment
  Enchantment
  Perm.
  250/lb.#
  -
  Enchant, Solidify
  14
  46
  Gift of Letters*
  Regular
  Comm.
  1 min.
  Varies
  1 sec.
  Borrow Language, 
  5
  3 languages at Accented
  46
  Gift of Tongues*
  Regular
  Comm.
  1 min.
  Varies
  1 sec.
  Borrow Language, 
  3 languages at Accented
  5
  103
  Glass Wall
  Regular
  Knowledge
  1 min.
  4/2
  1 sec.
  5 Knowledge spells or Earth Vision 3
  141
  Glib Tongue
  Regular/R-Will
  Mind
  5 min.
  2/1
  1 sec.
  Suggestion
  6
  176
  Glitch/TL
  Regular/R-HT
  Tech
  Instant
  3
  1 sec.
  Machine Control
  12
  112
  Gloom
  Area
  Lt-Dk
  Varies
  Varies
  Varies 
  Continual Light
  2
  112
  Glow
  Area
  Lt-Dk
  Varies
  Varies
  Varies 
  Continual Light
  2
  142
  Glue
  Area
  Movement
  10 min.
  3/S
  1 sec.
  Haste
  1
  59
  Golem*
  Enchantment
  Enchantment
  Perm.
  Varies
  Varies
  Enchant, Shape Earth, 
  14
  Animation#
  37
  Grace
  Regular
  Body
  1 min.
  4 per DX+/S
  1 sec.
  Clumsiness
  3
  63
  Graceful Weapon
  Enchantment
  Enchantment
  Perm.
  150/lb.
  -
  Enchant, Apportation
  11
  142
  Grease
  Area
  Movement
  10 min.
  3/S
  1 sec.
  Haste
  1
  141
  Great Geas*
  Regular/R-Will
  Mind
  Perm.
  30
  1 min.
  M3, 15 Mind Control spells 
  15
  inc. Lesser Geas
  141
  Great Hallucination*
  Regular/R-Will
  Mind
  1 min.
  6/3
  4 sec.
  M2, Hallucination
  8
  146
  Great Haste*
  Regular
  Movement
  10 sec.
  5#
  3 sec.
  M1, Haste, IQ 12+
  1
  91
  Great Healing*
  Regular
  Healing
  Perm.
  20
  1 min.
  M3, Major Healing
  4
  34
  Great Shapeshift*
  Special
  Animal
  1 min.
  20/H#
  5 sec.
  M3, Alter Body, 4 Shapeshifting, 
  15
  10 other spells
  173
  Great Voice
  Regular
  Sound
  1 min.
  3/1
  2 sec.
  Voices, Thunderclap
  3
  122
  Great Ward
  Block/R-spell
  Meta-Spell
  Instant 1 per subject#
  none
  M2, Ward
  1
  62
  Great Wish*
  Enchantment
  Enchantment
  Special
  2,000
  –
  M3, Wish, (DX + IQ):30+
  18
  195
  Hail
  Area
  Weather/Water
  1 min.
  1/5/S#
  1 sec.
  Snow
  7
  39
  Hair Growth
  Regular/R-HT
  Body
  5 sec.
  1/1
  1 sec.
  5 Body spells
  5
  39
  Haircut
  Regular/R-HT
  Body
  Instant
  2
  2 sec.
  Weaken, 2 Body spells
  8
  140
  Hallucination
  Regular/R-Will
  Mind
  1 min.
  4/2
  3 sec.
  Madness, Suggestion
  7
  94
  Halt Aging*
  Regular
  Healing
  1 month
  20
  1 sec.
  M2, 8 Healing spells
  8
  128
  Hang Spell*
  Special
  Meta-Spell
  1 hr.
  Varies
  10 sec.
  Delay
  16
  167
  Hardiness
  Blocking
  Protection
  Instant
  1/DR+#
  1 sec.
  Block
  1
  142
  Haste
  Regular
  Movement
  1 min.
  2/pt./H
  2 sec.
  -
  0
  146
  Hawk Flight*
  Regular
  Movement
  1 min.
  8/4
  3 sec.
  Flight
  3
  228
  APPENDIX: SPELL TABLE
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  111
  Hawk Vision
  Regular
  Lt-Dk
  1 min.
  2/lvl./H#
  2 sec.
  Keen Vision or 5 Light spells; 
  1
  no Blindness or Bad Sight
  161
  Heal Plant
  Area
  Plant
  Perm.
  3
  1 min.
  Identify Plant
  2
  94
  Healing Slumber
  Regular/R-#
  Healing
  8 hrs.#
  6 or 10
  30 sec.
  M2, Sleep, Minor Healing
  6
  74
  Heat
  Regular
  Fire
  1 min.
  Varies
  1 min.
  Create Fire, Shape Fire
  3
  57
  Hex
  Enchantment
  Enchantment
  Perm.
  200
  –
  Enchant
  11
  113
  Hide
  Regular
  Lt-Dk
  1 hr.
  1 to 5/S
  5 sec.
  Blur or Forgetfulness
  2
  45
  Hide Emotion
  Regular
  Comm.
  1 hour
  2/2
  1 sec.
  Sense Emotion
  2
  86
  Hide Object
  Regular
  Gate
  1 hr.
  1/lb./S
  10 sec.
  Hideaway, Teleport
  20
  162
  Hide Path
  Regular
  Plant
  1 min.
  2/1
  1 sec.
  Heal Plant
  3
  46
  Hide Thoughts
  Regular
  Comm.
  10 min.
  3/1
  1 sec.
  Truthsayer or Hide Emotion
  3
  61
  Hideaway
  Enchantment
  Enchantment
  Perm.
  50#
  –
  Enchant, Create Object, Lighten
  15
  36
  Hinder
  Regular
  Body/Movement
  1 min.
  1 to 4/S
  1 sec.
  Haste or Clumsiness
  1
  106
  History
  Information
  Knowledge
  Instant
  Varies
  sec.=cost
  Trace
  4
  39
  Hold Breath
  Regular
  Body
  1 min.
  4/2
  1 sec.
  M1, Vigor
  3
  143
  Hold Fast
  Blocking
  Movement
  Instant
  1/yd.#
  1 sec.
  Apportation
  1
  70
  Homunculus
  Enchantment
  Enchantment
  Perm.
  800
  -
  Enchant, Mind-Sending
  15
  38
  Hunger
  Regular/R-HT
  Body/Food
  Instant
  2
  5 sec.
  M1, Debility, Decay
  3
  172
  Hush
  Regular/R-Will
  Sound
  10 sec.#
  2/1
  2 sec.
  Silence
  2
  30
  Hybrid Control*
  Regular/R-Will
  Animal
  1 min.
  6/3
  1 sec.
  2 Control spells#
  3
  188
  Ice Dagger
  Missile
  Water
  Instant 1 to Magery# 1 to 3 sec.
  Ice Sphere or Water Jet
  5
  186
  Ice Slick
  Area
  Water
  Perm.
  3
  Varies 
  Frost
  4
  186
  Ice Sphere
  Missile
  Water
  Instant 1 to Magery# 1 to 3 sec.
  Shape Water
  4
  192
  Icy Breath*
  Regular
  Water
  1 sec.
  1 to 4
  2 sec.
  M1, Snow Jet, Resist Cold
  12
  186
  Icy Missiles
  Regular
  Water
  1 min.
  4/2
  3 sec.
  Icy Weapon
  4
  188
  Icy Touch
  Melee
  Water
  Perm.
  2#
  1 sec.#
  M1, 4 Water spells
  4
  185
  Icy Weapon
  Regular
  Water
  1 min.
  3/1
  3 sec.
  Create Water
  3
  182
  Identify Metal
  Information
  Tech
  Instant
  1
  1 sec.
  Seek Earth
  0
  161
  Identify Plant
  Information
  Plant
  Instant
  2
  1 sec.
  Seek Plant
  1
  182
  Identify Plastic
  Information
  Tech
  Instant
  1
  1 sec.
  Seek Plastic
  0
  102
  Identify Spell
  Information
  Knowledge
  Instant
  2
  1 sec.
  Detect Magic
  1
  72
  Ignite Fire
  Regular
  Fire
  1 sec.
  1 to 4/S
  1 sec.
  none
  0
  96
  Illusion Disguise
  Regular
  Illusion
  Varies 
  3
  1 sec.
  Simple Illusion
  1
  96
  Illusion Shell
  Regular
  Illusion
  1 min.
  1 or 2/H
  1 sec.
  Simple Illusion
  1
  107
  Images of the Past
  Regular
  Knowledge/Lt-Dk 1 min.
  3/3#
  10 sec.
  M2, History, Simple Illusion
  6
  172
  Imitate Voice
  Regular/R-HT
  Sound
  1 min.
  3/1
  1 sec.
  Voices
  2
  60
  Impression Blocker
  Enchantment
  Enchantment
  Perm.
  20/lb.
  -
  Enchant, Seeker, Scrywall
  12
  143
  Increase Burden
  Regular/R-Spec
  Movement
  10 min.
  1/25 lbs.#
  3 sec.
  Apportation
  1
  96
  Independence
  Area
  Illusion
  Varies 
  2
  Varies 
  Simple Illusion
  1
  111
  Infravision
  Regular
  Lt-Dk
  1 min.
  3/1
  1 sec.
  Keen Vision or 5 Light spells
  1
  97
  Initiative
  Area
  Illusion
  Indef.#
  Varies 
  10 sec.
  Independence, Wisdom
  9
  97
  Inscribe
  Area/R-Will
  Illusion/Mk-Brk
  1 min.
  2/S
  1 sec.
  Simple Illusion, Copy
  7
  48
  Insignificance
  Regular/R-Spec.
  Comm.
  1 hour
  4/4
  10 sec.
  Persuasion, Avoid
  8
  115
  Inspired Creation*
  Regular
  Mk-Brk
  Perm.
  5/day
  Varies 
  -
  0
  92
  Instant Neutralize 
  Regular
  Healing
  Instant
  8
  1 sec.
  M2, Neutralize Poison
  2
  Poison
  93
  Instant Regeneration* Regular
  Healing
  Perm.
  80
  Special
  M3, Regeneration
  6
  93
  Instant Restoration*
  Regular
  Healing
  Perm.
  50
  Special
  M2, Restoration
  5
  114
  Invisibility
  Regular
  Lt-Dk
  1 min.
  5/3
  3 sec.
  6 Light spells inc. Blur
  6
  174
  Invisible Wizard Ear
  Regular
  Sound
  1 min.
  5/3
  4 sec.
  Wizard Ear, Invisibility
  12
  104
  Invisible Wizard Eye
  Regular
  Knowledge
  1 min.
  5/3
  4 sec.
  Wizard Eye, Invisibility
  8
  169
  Iron Arm
  Blocking
  Protection
  Instant
  1
  1 sec. 
  Resist Pain, DX 11+
  4
  181
  Irradiate
  Area
  Tech
  1 hr.
  1/10 rads/hr./h
  1 sec.
  2 Earth spells, 2 Fire spells
  4
  35
  Itch
  Regular/R-HT
  Body
  Scratch#
  2
  1 sec.
  -
  0
  143
  Jump
  Regular
  Movement
  1 min.
  1 to 3
  1 sec.
  Apportation
  1
  133
  Keen Sense
  Regular
  Mind
  30 min.
  1 per +/H#
  1 sec.
  -
  0
  117
  Knot
  Regular
  Mk-Brk
  Indef.#
  2
  3 sec.
  Stiffen
  10
  97
  Know Illusion
  Information
  Illusion
  Instant
  2
  1 sec.
  Simple Illusion
  1
  103
  Know Location
  Information
  Knowledge
  Instant
  2
  10 sec.
  M1, Tell Position
  2
  78
  Know Recipe
  Information/R-Spec. Food/Knowledge
  1 day#
  3
  15 sec.
  Far-Tasting, Season
  4
  106
  Know True Shape
  Information
  Knowledge
  Instant
  2
  1 sec.
  M1, any one shifting spell, 
  9
  either Aura or Know Illusion
  61
  Leak
  Enchantment
  Enchantment
  Perm.
  100
  –
  Hideaway
  16
  89
  Lend Energy
  Regular
  Healing
  Perm.
  Varies 
  1 sec.
  M1 or Empathy advantage
  0
  46
  Lend Language
  Regular
  Comm.
  1 min.
  3/1
  3 sec.
  3 Communication spells, 
  3
  or Beast Speech
  APPENDIX: SPELL TABLE
  229
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  180
  Lend Power/TL
  Regular
  Tech
  Indef.
  Varies
  1 sec.
  M2, Seek Power
  1
  47
  Lend Skill
  Regular
  Comm.
  1 min.
  3/2
  3 sec.
  Mind-Sending, IQ 11+
  5
  126
  Lend Spell
  Regular
  Meta-Spell
  Perm.
  Varies
  3 sec.
  M1, Lend Skill, 1 spell each 
  11
  from 6 colleges
  89
  Lend Vitality
  Regular
  Healing
  1 hr. 1 per HP loaned
  1 sec.
  Lend Energy
  1
  41
  Lengthen Limb
  Regular
  Body
  1 min.
  2/2
  5 sec.
  M3, Shapeshifting
  7
  140
  Lesser Geas*
  Regular/R-Will
  Mind
  Perm.
  12
  30 sec.
  M2, 10 Mind Control spells
  10
  58
  Lesser Wish*
  Enchantment
  Enchantment
  Special
  180
  –
  Enchant
  11
  143
  Levitation
  Regular/
  Movement
  1 min. 1 per 80 lbs./H#
  2 sec.
  Apportation
  1
  R-ST or Will
  159
  Lich*
  Enchantment
  Necro./Ench.
  Perm.
  Varies
  Varies 
  M3, IQ 13+, Enchant, 
  19
  Soul Jar, Zombie
  110
  Light
  Regular
  Lt-Dk
  1 min.
  1/1
  1 sec.
  -
  0
  112
  Light Jet
  Regular
  Lt-Dk
  1 min.
  2/1
  1 sec.
  Continual Light or Shape Light
  2
  145
  Light Tread
  Regular
  Movement
  10 min.
  4/1#
  1 sec.
  Apportation, Shape Earth
  3
  67
  Lighten
  Enchantment
  Enchantment
  Perm.
  Varies
  –
  Enchant
  11
  143
  Lighten Burden
  Regular
  Movement
  10 min.
  3 or 5/H#
  3 sec.
  Apportation
  1
  196
  Lightning
  Missile
  Weather/Air
  Instant 1 to Magery# 1 to 3 sec.
  M1, 6 Air spells
  6
  198
  Lightning Armor
  Regular
  Weather/Air
  1 min.
  7/4
  1 sec.
  6 Lightning spells 
  12
  inc. Resist Lightning
  198
  Lightning Missiles
  Regular
  Weather/Air
  1 min.
  4/2#
  3 sec.
  Lightning Weapon
  8
  198
  Lightning Stare*
  Regular
  Weather/Air
  1 sec.
  1 to 4
  2 sec.
  Lightning, Resist Lightning
  8
  198
  Lightning Weapon
  Regular
  Weather/Air
  1 min.
  4/1
  2 sec.
  M2, Lightning
  7
  196
  Lightning Whip
  Regular
  Weather/Air
  10 sec. 1 per 2 yards#
  2 sec.
  Lightning
  7
  68
  Limit
  Enchantment
  Enchantment
  Perm.
  200
  –
  Enchant
  11
  131
  Link
  Area
  Meta-Spell
  Indef.#
  8
  4 hrs.
  Delay
  16
  144
  Lockmaster
  Regular/
  Movement
  Perm.
  3
  10 sec.
  Locksmith or Apportation and M2
  1
  R-Magelock
  143
  Locksmith
  Regular
  Movement
  1 min.
  2/2
  1 sec.
  Apportation
  1
  143
  Long March
  Regular/R-ST
  Movement
  1 day’s march
  3
  1 min.
  M1, Clumsiness or Debility
  1
  63
  Loyal Sword
  Enchantment
  Enchantment
  Perm.
  750/lb.#
  –
  Enchant, Apportation
  11
  136
  Loyalty
  Regular/R-Will
  Mind
  1 hr.
  2/2#
  2 sec.
  Bravery, 2 other 
  3
  Mind Control spells
  137
  Lure
  Area/R-Will
  Mind
  1 hr.
  1/S
  10 sec.
  Emotion Control
  4
  176
  Machine Control/TL
  Regular
  Tech
  1 min.
  6/3
  1 sec.
  Reveal Function, Locksmith, 
  11
  Lightning
  178
  Machine 
  Regular/R-Will
  Tech
  1 min.
  6/2
  30 sec.
  Machine Control, Rider Within 
  16
  Possession/TL
  or Soul Rider
  176
  Machine Speech/TL
  Regular
  Tech/Comm.
  1 min.
  5/3
  1 sec.
  Machine Summoning
  13
  176
  Machine 
  Regular
  Tech
  1 min.
  4/2
  4 sec.
  Machine Control
  12
  Summoning/TL
  136
  Madness
  Regular/R-Will-2
  Mind
  1 min.
  4/2
  2 sec.
  Forgetfulness or Drunkenness
  2
  113
  Mage Light
  Regular
  Lt-Dk
  1 min.
  Varies
  1 sec.
  Mage Sight, Light
  3
  102
  Mage Sense
  Information
  Knowledge
  1 min.
  3/2
  1 sec.
  Detect Magic
  1
  102
  Mage Sight
  Regular
  Knowledge
  1 min.
  3/2
  1 sec.
  Detect Magic
  1
  172
  Mage-Stealth
  Regular
  Sound
  1 min.
  3/2
  3 sec.
  Hush
  3
  166
  Magelock
  Regular
  Protection
  6 hrs.
  3/2
  4 sec.
  M1
  0
  123
  Magic Resistance
  Regular/R-Will+M
  Meta-Spell
  1 min.
  1 to 5/S#
  3 sec.
  M1, 1 spell each from 7 colleges
  7
  181
  Magnetic Vision
  Regular
  Tech
  1 min.
  2/1
  1 sec.
  Keen Vision
  1
  128
  Maintain Spell*
  Special
  Meta-Spell
  Indef.#
  Varies
  2 sec.#
  Link
  17
  91
  Major Healing*
  Regular
  Healing
  Perm.
  1 to 4
  1 sec.
  M1, Minor Healing
  3
  60
  Malefice*
  Enchantment
  Enchantment
  Indef.#
  250
  -
  Enchant, Seeker
  11
  177
  Malfunction/TL
  Melee/R-HT
  Tech
  1 min.
  5
  1 sec.
  M2, Glitch
  13
  70
  Manastone*
  Enchantment
  Enchantment
  Indef.
  5
  -
  Enchant
  11
  145
  Manipulate
  Regular
  Movement
  1 min.
  4/3#
  3 sec.
  Locksmith
  2
  118
  Mapmaker
  Special
  Mk-Brk
  1 hr.
  4/2
  10 sec.
  Inscribe, Measurement
  9
  137
  Mass Daze
  Area/R-HT
  Mind
  Instant
  2/1#
  sec.=cost
  Daze, IQ 13+
  2
  137
  Mass Sleep
  Area/R-HT
  Mind
  Instant
  3#
  sec.=cost
  Sleep, IQ 13+
  3
  141
  Mass Suggestion
  Area/R-Will
  Mind
  10 min.
  4/2#
  sec.=cost
  Suggestion
  6
  153
  Mass Zombie*
  Area
  Necro.
  Perm.
  7
  varies#
  Zombie, Charisma 2+
  5
  30
  Master
  Reg./Block./R-IQ
  Animal
  Indef.
  2
  1 sec.
  Beast-Soother
  1
  150
  Materialize
  Special
  Necro.
  1 min.
  5/5
  1 sec.
  Summon Spirit
  2
  78
  Mature
  Regular
  Food
  Perm.
  1 per pound
  10 sec.
  Decay or Season
  2
  100
  Measurement
  Area/Inform.
  Knowledge
  Instant
  1
  1 sec.
  -
  0
  186
  Melt Ice
  Area
  Water
  Perm.#
  2#
  10 sec.
  Heat or Freeze
  4
  105
  Memorize
  Regular
  Knowledge/Mind
  1 day#
  3
  2 sec.
  Wisdom or 6 Knowledge spells
  6
  230
  APPENDIX: SPELL TABLE
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  135
  Mental Stun
  Regular/R-Will
  Mind
  Instant
  2
  1 sec.
  Daze or Stun
  2
  174
  Message
  Regular/R-spell
  Sound/Comm.
  Varies
  1/15 sec.
  Varies
  Great Voice, Seeker
  7
  183
  Metal Vision
  Regular
  Tech/Knowledge
  30 sec.
  2/5 yds./S
  1 sec.
  Shape Metal
  3
  37
  Might
  Regular
  Body
  1 min.
  2 per ST+/S
  1 sec.
  Lend Energy
  1
  46
  Mind-Reading
  Regular/R-Will
  Comm.
  1 min.
  4/2
  10 sec.
  Truthsayer or Borrow Language
  3
  46
  Mind-Search*
  Regular/R-Will
  Comm.
  1 min.
  6/3
  1 min.
  Mind-Reading
  4
  47
  Mind-Sending
  Regular
  Comm.
  1 min.
  4/4
  4 sec.
  Mind-Reading
  4
  137
  Mindlessness*
  Regular/R-Will
  Mind
  1 min.
  8/4
  5 sec.
  M2, Forgetfulness
  2
  91
  Minor Healing
  Regular
  Healing
  Perm.
  1 to 3
  1 sec.
  Lend Vitality
  2
  112
  Mirror
  Regular
  Lt-Dk
  1 min.
  2/2
  1 sec.
  Colors
  2
  168
  Missile Shield
  Regular
  Protection
  1 min.
  5/2
  1 sec.
  Apportation or Shield
  1
  79
  Monk’s Banquet
  Regular
  Food
  24 hrs.
  6
  1 sec.
  Fool’s Banquet, Resist Pain
  10
  55
  Move Terrain*
  Area/R-Spec.
  Earth
  1 hour
  10/8
  1 min.
  Alter Terrain, Hide Object
  29
  52
  Mud Jet
  Regular
  Earth/Water
  1 sec.
  1 to 3
  1 sec.
  Sand Jet, Create Water
  8
  174
  Musical Scribe
  Regular
  Sound
  1 min.
  3/1#
  1 sec.
  Scribe
  5
  119
  Mystic Mark
  Regular/R-Spec
  Mk-Brk
  Indef.#
  3
  10 sec.
  Dye, Trace
  9
  168
  Mystic Mist
  Area
  Protection
  10 hrs.
  1/S 
  5 min.
  M1 and Watchdog or Shield
  1
  68
  Name
  Enchantment
  Enchantment
  Perm.
  200 or 400#
  –
  Enchant
  11
  38
  Nauseate
  Regular/R-HT
  Body
  10 sec.
  2/S
  1 sec.
  2 Body spells inc. Perfume
  5
  92
  Neutralize Poison
  Regular
  Healing
  Perm.
  5
  30 sec.
  Cure Disease or M3 and Test Food 1
  111
  Night Vision
  Regular
  Lt-Dk
  1 min.
  3/1
  1 sec.
  Keen Vision or 5 Light spells
  1
  137
  Nightingale
  Area
  Protection
  10 hrs.
  2/2
  1 sec.
  Sense Danger
  1
  140
  Nightmare
  Regular/R-Will
  Mind
  1 hr.
  6
  1 min.
  M2, Death Vision, Fear, Sleep
  5
  24
  No-Smell
  Regular
  Air
  1 hr.
  2/2
  1 sec.
  Purify Air
  1
  173
  Noise
  Area
  Sound
  5 sec.
  4/2
  1 sec.
  Wall of Silence
  3
  138
  Oath
  Regular/R-Spec
  Mind
  Perm.
  4
  1 min.
  M1, Emotion Control
  4
  24
  Odor
  Area
  Air
  1 hr.
  1
  1 sec.
  No-Smell
  2
  70
  One-College 
  Enchantment
  Enchantment
  Indef.
  12
  -
  Enchant
  11
  Powerstone
  36
  Pain
  Regular/R-HT
  Body
  1 sec.
  2
  2 sec.
  Spasm
  2
  134
  Panic
  Area/R-Will
  Mind
  1 min.
  4/2
  1 sec.
  Fear
  1
  40
  Paralyze Limb
  Melee/R-HT
  Body
  1 min.
  3
  1 sec.
  M1, 5 Body spells inc. Clumsiness
  5
  52
  Partial Petrifaction*
  Regular/R-HT
  Earth
  Perm.
  12
  3 sec.
  M2, Flesh to Stone
  4
  34
  Partial Shapeshifting* Regular/R-Will
  Animal
  1 hour
  Varies
  10 sec.
  M3, Shapeshift Others, Alter Body 12
  68
  Password
  Enchantment
  Enchantment
  Perm.
  400#
  –
  Enchant
  11
  105
  Pathfinder
  Information
  Knowledge
  Instant
  4
  10 sec.
  M1, IQ 12+, 2 Seek spells
  2
  138
  Peaceful Sleep
  Regular/R-Spec.
  Mind
  8 hrs.
  4
  30 sec.
  Sleep, Silence
  5
  123
  Penetrating Spell
  Regular
  Meta-Spell
  Varies 
  Varies
  3 sec.
  Delay, Find Weakness
  16
  63
  Penetrating Weapon
  Enchantment
  Enchantment
  Perm.
  Varies
  -
  Enchant, Find Weakness
  11
  124
  Pentagram
  Special
  Meta-Spell
  Perm.
  1/sq. ft.#
  1/sq. ft.#
  Spell Shield
  9
  96
  Perfect Illusion
  Area
  Illusion
  1 min.
  3/H#
  1 sec.
  M1, Complex Illusion
  3
  35
  Perfume
  Regular/R-HT
  Body
  10 min.
  2/1
  1 sec.
  Odor
  3
  32
  Permanent 
  Regular/R-Will
  Animal
  Indef.
  20
  1 min.
  M2, Beast Possession
  7
  Beast Possession*
  138
  Permanent 
  Regular/
  Mind
  Perm.
  15
  1 hr.
  M2, Forgetfulness, IQ 13+
  2
  Forgetfulness*
  R-Will or skill
  178
  Permanent Machine
  Regular/R-Will
  Tech
  Indef.#
  30
  5 min.
  M3, Machine Possession
  17
  Possession/TL
  139
  Permanent Madness* Regular/R-Will-2
  Mind
  Perm.
  20
  10 min.
  M2, Madness, IQ 13+
  3
  49
  Permanent 
  Regular/R-Will
  Comm.
  Indef.
  30
  5 min.
  M3, Possession
  6
  Possession*
  33
  Permanent 
  Regular
  Animal
  Indef.
  Varies
  1 min.
  M3, Shapeshifting
  7
  Shapeshifting*
  45
  Persuasion
  Regular/R-Will
  Comm.
  1 min.
  2¥bonus#
  1 sec.
  Sense Emotion
  2
  154
  Pestilence
  Regular
  Necro.
  Perm.
  6
  30 sec.
  M1, Steal Vitality, Decay
  7
  97
  Phantom*
  Area
  Illusion
  1 min.
  5/H#
  1 sec.
  M2, Perfect Illusion, 
  7
  Hinder, Apportation
  73
  Phantom Flame
  Area
  Fire/Illusion
  1 min.
  1/S 
  1 sec.
  Shape Fire or Simple Illusion
  1
  83
  Phase
  Blocking
  Gate
  Instant
  3
  1 sec.
  M3, Plane Shift or Ethereal Body
  5
  83
  Phase Other*
  Blocking
  Gate
  Instant
  3
  1 sec.
  Phase
  5
  82
  Planar Summons
  Special
  Gate
  1 hr.
  20#
  5 min.
  M1, 1 spell each from 10 colleges
  10
  82
  Planar Visit*
  Special
  Gate
  1 min.
  4/2
  30 sec.
  M2, Projection or Planar Summons 7
  83
  Plane Shift*
  Special
  Gate
  Instant
  20
  5 sec.
  Planar Summons
  11
  83
  Plane Shift Other*
  Regular/R-Will+1
  Gate
  Instant
  20
  5 sec.
  M3, Plane Shift
  12
  164
  Plant Control
  Regular/R-Will
  Plant
  1 min.
  3/H
  1 sec.
  Plant Sense
  6
  164
  Plant Form
  Special
  Plant
  1 hr.
  5/2
  1 sec.
  M1, 6 Plant spells
  6
  APPENDIX: SPELL TABLE
  231
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  165
  Plant Form Other
  Special/R-Will
  Plant
  1 hr.
  5/2
  30 sec.
  M2, Plant Form
  7
  162
  Plant Growth
  Area
  Plant
  1 min.
  3/2
  10 sec.
  Heal Plant
  3
  163
  Plant Sense
  Regular/
  Plant
  1 min.
  3/2
  1 sec.
  Forest Warning, Hide Path
  5
  R-Hide Path
  164
  Plant Speech
  Regular
  Plant
  1 min.
  3/2
  1 sec.
  M1, Plant Sense
  6
  162
  Plant Vision
  Regular
  Plant/Knowledge
  30 sec.
  1/10 yds.
  1 sec.
  Shape Plant
  3
  183
  Plastic Vision
  Regular
  Tech/Knowledge
  30 sec.
  2/5 yds./S
  1 sec.
  Shape Plastic
  4
  78
  Poison Food
  Regular
  Food
  Perm.
  3 per meal
  1 sec.
  Purify Food, Decay
  3
  162
  Pollen Cloud
  Area/R-HT
  Plant
  5 min.#
  1
  1 sec.
  Shape Plant
  3
  144
  Poltergeist
  Missile/R-HT
  Movement
  Instant
  1 or 2#
  1 sec.
  Apportation
  1
  49
  Possession*
  Regular/R-Will
  Comm.
  1 min.
  10/4
  1 min.
  M1, and Control Person 
  5
  or Beast Possession
  57
  Power
  Enchantment
  Enchantment
  Perm.
  Varies
  –
  Enchant, Recover Energy
  12
  69
  Powerstone
  Enchantment
  Enchantment
  Perm.
  20
  –
  Enchant
  11
  51
  Predict Earth 
  Information
  Earth
  Instant
  2 per day#
  Varies
  4 Earth spells
  4
  Movement
  193
  Predict Weather
  Information
  Weather/Air
  Instant
  Varies
  5 sec.#
  4 Air spells
  4
  106
  Prehistory
  Information
  Knowledge
  Instant
  Varies
  hr.=cost
  Ancient History
  6
  78
  Prepare Game
  Regular
  Food
  Perm.
  2
  10 sec.
  Purify Food
  3
  48
  Presence
  Regular/R-Spec.
  Comm.
  1 hour
  4/4
  10 sec.
  Persuasion, Lure
  8
  79
  Preserve Food
  Regular
  Food
  1 week
  Special
  1 sec.
  Decay  
  2
  179
  Preserve Fuel/TL
  Regular
  Tech
  1 week
  4/lb./H
  1 sec.
  Test Fuel
  1
  105
  Projection
  Regular
  Knowledge
  1 min.
  4/2
  3 sec.
  Sense Spirit, 4 Knowledge spells
  6
  180
  Propel/TL
  Regular
  Tech
  10 min.
  Varies
  1 sec.
  Create Fuel, Dancing Object
  8
  32
  Protect Animal
  Area
  Animal/Protection 1 min.
  1/S
  1 min.
  Armor, Watchdog, 3 Animal spells
  7
  65
  Puissance
  Enchantment
  Enchantment
  Perm.
  Varies
  –
  Enchant, 5 Earth spells
  15
  146
  Pull
  Regular
  Movement
  1 min.
  1/2 ST/S
  5 sec.
  M2, 4 Movement spells inc. 
  4
  Levitation
  23
  Purify Air
  Area
  Air
  Instant
  1
  1 sec.
  -
  0
  54
  Purify Earth
  Area
  Earth/Plant
  Perm.
  2#
  30 sec.
  Create Earth, Plant Growth
  8
  78
  Purify Food
  Regular
  Food
  Perm.
  1 per lb.
  1 sec.
  Decay
  2
  179
  Purify Fuel/TL
  Regular
  Tech
  Instant
  1#
  1 sec.
  Purify Water or Decay
  2
  184
  Purify Water
  Special
  Water
  Perm.
  1/gal.
  5-10 sec./gal.# Seek Water
  1
  65
  Quick-Aim
  Enchantment
  Enchantment
  Perm.
  Varies
  -
  Enchant, Grace
  14
  63
  Quick-Draw
  Enchantment
  Enchantment
  Perm.
  300/lb.#
  –
  Enchant, Apportation
  11
  144
  Quick March
  Regular
  Movement
  1 day’s march
  4#
  1 min.
  M1, Haste
  1
  182
  Radiation Jet
  Regular
  Tech
  1 sec.
  1 to 3/S
  1 sec.
  Irradiate, Resist Radiation
  8
  181
  Radio Hearing
  Regular
  Tech
  1 min.
  2/1
  1 sec.
  Keen Hearing
  1
  195
  Rain
  Area
  Weather/Air/Water 1 hr.
  1/10/S#
  1 min.
  Clouds
  5
  191
  Rain of Acid
  Area
  Water
  1 min.
  3/3
  1 sec.
  M2, Create Water, Create Earth
  7
  74
  Rain of Fire
  Area
  Fire
  1 min.
  1/S#
  1 sec.
  M2, Create Fire
  2
  192
  Rain of Ice Daggers
  Area
  Water
  1 min.
  2/2#
  1 sec.
  M2, Hail, Ice Dagger
  12
  165
  Rain of Nuts
  Area
  Plant
  1 min.
  1/10/S
  1 sec.
  M1, 6 Plant spells inc. Shape Plant 6
  53
  Rain of Stones
  Area
  Earth
  1 min.
  1/S#
  1 sec.
  M2, Create Earth
  4
  82
  Rapid Journey*
  Special
  Gate/Movement
  1 min.
  Varies 
  5 sec.
  M3, Teleport or Timeport
  5
  134
  Rear Vision
  Regular
  Mind
  1 min.
  3/1
  1 sec.
  Alertness
  3
  177
  Rebuild/TL
  Regular
  Tech/Mk-Brk
  Perm.
  Varies 
  Varies 
  M3, Repair, Create Object, 
  22
  3 spells of each element#
  106
  Recall
  Regular
  Knowledge/Mind
  1 day#
  4
  10 sec.
  M2, Memorize, Wisdom
  8
  106
  Reconstruct Spell
  Information
  Knowledge
  Instant
  3#
  10 sec.
  M2, History, Identify Spell
  7
  89
  Recover Energy
  Special
  Healing
  Special
  none
  Special
  M1, Lend Energy
  1
  122
  Reflect
  Block/R-spell
  Meta-Spell
  Instant
  4 or 6#
  none
  Ward
  1
  168
  Reflect Gaze*
  Blocking/R-Spec
  Protection
  Instant
  2
  1 sec.
  Mirror
  3
  132
  Reflex
  Special
  Meta-Spell
  1 hr.
  Varies
  10 sec.
  Delay, Ward
  16
  39
  Reflexes
  Regular
  Body
  1 min.
  5/3
  1 sec.
  Grace, Haste
  5
  93
  Regeneration*
  Regular
  Healing
  Perm.
  20
  Special#
  M2, Restoration
  5
  116
  Rejoin
  Regular
  Mk-Brk
  10 min. 1 per 10 lbs./H 4 sec./10 lbs. Weaken, Restore
  8
  163
  Rejuvenate Plant
  Regular
  Plant
  Perm.
  3
  1 sec.
  M1, Plant Growth
  4
  92
  Relieve Addiction
  Regular
  Healing
  1 day
  6
  10 sec.
  Neutralize Poison
  2
  92
  Relieve Madness
  Regular/R-spell
  Healing/Mind
  10 min.
  2
  10 sec.
  Lend Vitality, Wisdom
  9
  93
  Relieve Paralysis
  Regular
  Healing
  1 min.
  Varies
  10 sec.
  Stop Paralysis
  5
  90
  Relieve Sickness
  Regular/R-spell
  Healing
  10 min.
  2
  10 sec.
  Lend Vitality
  2
  107
  Remember Path
  Regular
  Knowledge
  1 hr.
  3/1
  10 sec.
  Find Direction, Memorize
  8
  127
  Remove Aura
  Regular/R-Will#
  Meta-Spell
  Perm.
  5
  10 sec.
  Dispel Magic, Aura
  14
  90
  Remove Contagion
  Area
  Healing
  Instant
  3
  2 sec.
  Decay, Clean, or Cure Disease
  2
  232
  APPENDIX: SPELL TABLE
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  126
  Remove Curse
  Regular/R-spell
  Meta-Spell
  Instant
  20
  1 hr.
  M2, Suspend Curse or 
  13
  1 spell each from 15 colleges
  58
  Remove 
  Enchantment
  Enchantment
  Perm.
  100#
  varies
  Enchant
  11
  Enchantment
  113
  Remove Reflection
  Regular/R-Will
  Lt-Dk
  1 min.
  2/1
  1 sec.
  Remove Shadow
  2
  110
  Remove Shadow
  Regular/R-Will
  Lt-Dk
  1 min.
  2/1
  1 sec.
  Light
  1
  118
  Repair
  Regular
  Mk-Brk
  Perm.
  2/5 lbs.#
  1 sec./lb.
  M2, Rejoin
  9
  147
  Repel
  Regular
  Movement
  1 min.
  1/2 ST/S
  5 sec.
  M2, 4 Movement spells inc. 
  4
  Levitation
  31
  Repel Animal
  Area/R-HT
  Animal
  1 hour
  Varies
  10 sec.
  1 Control spell#
  2
  31
  Repel Hybrids*
  Area/R-HT
  Animal
  1 hour
  6/3
  10 sec.
  Hybrid Control
  4
  158
  Repel Spirits
  Area/R-Will
  Necro.
  1 hr.
  4/H
  10 sec.
  Banish, Turn Spirit
  14
  117
  Reshape
  Regular
  Mk-Brk
  1 min.
  6/3
  10 sec.
  M1, Weaken, Shape Earth or 
  8
  Shape Plant
  190
  Resist Acid
  Regular
  Water/Protection
  1 min.
  2/H#
  1 sec.
  Create Acid
  8
  74
  Resist Cold
  Regular
  Fire
  1 min.
  2/1
  1 sec.
  Heat
  4
  90
  Resist Disease
  Regular
  Healing/
  1 hour
  4/3
  10 sec.
  Remove Contagion or Vigor
  3
  Protection
  58
  Resist Enchantment
  Enchantment
  Enchantment
  Perm.
  Varies
  -
  any Limiting Enchantment
  12
  74
  Resist Fire
  Regular
  Fire
  1 min.
  2/1#
  1 sec.
  Fireproof
  3
  196
  Resist Lightning
  Regular
  Weather/
  1 min.
  2/1
  1 sec.
  6 Air spells
  6
  Air/Protection
  38
  Resist Pain
  Regular
  Body
  1 min.
  4/2
  1 sec.
  M2, Pain
  3
  91
  Resist Poison
  Regular
  Healing/
  1 hr.
  4/3
  10 sec.
  Vigor
  3
  Protection
  169
  Resist Pressure
  Regular
  Protection
  1 min.
  Varies 
  1 sec.
  Weather Dome 
  9
  182
  Resist Radiation
  Regular
  Tech/Protection
  1 min.
  Varies#
  1 sec.
  3 Radiation spells
  7
  173
  Resist Sound
  Regular
  Sound/
  1 min.
  2/1
  1 sec.
  4 Sound spells
  4
  Protection
  186
  Resist Water
  Regular
  Water/Protection
  1 min.
  2/1
  1 sec.
  Umbrella, or 
  2
  Shape Water and Destroy Water
  93
  Restoration*
  Regular
  Healing
  Perm.
  15
  1 min.#
  Major Healing, or any 2 of 
  4
  Relieve Paralysis and the 
  Restore spells
  116
  Restore
  Regular
  Mk-Brk
  10 min.
  2/1
  3 sec.
  Find Weakness or Simple Illusion
  1
  92
  Restore Hearing
  Regular
  Healing
  1 hr.
  Varies
  5 sec.
  Minor Healing, Keen Hearing or
  4
  Strike Deaf
  127
  Restore Mana*
  Area
  Meta-Spell
  Perm.
  10
  1 hr.
  Dispel Magic, Suspend Mana
  14
  92
  Restore Memory
  Regular
  Healing
  Perm.
  3
  10 sec.
  Awaken, IQ 11+
  3
  92
  Restore Sight
  Regular
  Healing
  1 hr.
  Varies
  5 sec.
  Minor Healing, Keen Vision or 
  4
  Strike Blind
  93
  Restore Speech
  Regular
  Healing
  1 hr.
  5/3
  5 sec.
  Minor Healing, Great Voice or 
  6
  Strike Dumb
  94
  Resurrection*
  Regular
  Heal./Necro.
  Perm.
  300
  2 hrs.
  Instant Regeneration, 
  9
  Summon Spirit
  38
  Retch
  Regular/R-HT
  Body
  Instant
  3
  4 sec.
  Nauseate, Spasm
  7
  47
  Retrogression
  Regular/R-Will
  Comm.
  1 sec.
  5
  10 sec.
  Mind-Search, Mind-Sending
  6
  168
  Return Missile
  Blocking
  Protection
  Instant
  2
  1 sec.
  Catch Missile
  3
  176
  Reveal Function/TL
  Information/R-spell Tech
  Instant
  8
  10 min.
  Seek Machine
  1
  168
  Reverse Missiles
  Regular
  Protection
  1 min.
  7/3
  1 sec.
  Missile Shield or Force Dome
  2
  31
  Rider
  Regular
  Animal
  5 min.
  2/1
  1 sec.
  1 Control spell#
  2
  31
  Rider Within
  Regular
  Animal
  1 min.
  4/1
  3 sec.
  2 Control spells#
  3
  117
  Rive*
  Regular
  Mk-Brk
  Instant
  1 per die
  1 sec.
  M2, Shatter
  7
  36
  Rooted Feet
  Regular/R-ST
  Body
  1 min.#
  3
  1 sec.
  Hinder
  2
  154
  Rotting Death*
  Regular/R-HT
  Necro.
  1 sec.
  3/2
  3 sec.
  M2, Sickness, Pestilence
  9
  36
  Roundabout
  Regular/R-HT
  Body
  Instant
  3
  1 sec.
  Tanglefoot
  4
  118
  Ruin
  Regular
  Mk-Brk
  1 min.#
  2 per lb./S
  5 sec./lb.
  M1, Weaken, Decay
  8
  86
  Sanctuary*
  Special
  Gate
  1 hr.
  5/S
  10 sec.
  Hide Object
  21
  52
  Sand Jet
  Regular
  Earth
  1 sec.
  1 to 3/S
  1 sec.
  Create Earth
  4
  27
  Sandstorm
  Area
  Air/Earth
  1 minute#
  3/H
  Instant#
  Windstorm, Create Earth
  8
  107
  Scents of the Past
  Regular
  Knowledge/Food
  1 min.
  1/1#
  10 sec.
  M2, History, Odor
  8
  177
  Schematic/TL
  Information
  Tech/Knowledge
  1 min.
  5/H#
  5 sec.
  Reveal Function, History
  7
  174
  Scribe
  Regular
  Sound
  1 min.
  3/1
  1 sec.
  Voices, Dancing Object, 
  4
  1 Accented language
  57
  Scroll
  Enchantment
  Enchantment
  Varies 
  Special
  days=cost
  M1, 1 Accented language 
  0
  85
  Scry Gate
  Regular
  Gate
  1 min.
  4/4
  10 sec.
  Seek Gate
  11
  APPENDIX: SPELL TABLE
  233
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  123
  Scryfool
  Regular/R-Spec
  Meta-Spell
  10 hrs.
  4/2
  10 sec.
  M2, Sense Observation, 
  3
  Simple Illusion
  121
  Scryguard
  Regular
  Meta-Spell
  10 hrs.
  3/1
  5 sec.
  M1
  0
  122
  Scrywall
  Area
  Meta-Spell
  10 hrs.
  3/2
  sec.=cost
  Scryguard
  1
  77
  Season
  Regular
  Food
  Perm.
  2/meal
  10 sec.
  Test Food
  1
  113
  See Invisible
  Regular
  Lt-Dk
  1 min.
  4/2
  1 sec.
  Invisibility, or Dark Vision and
  3
  Infravision
  181
  See Radiation
  Regular
  Tech
  1 min.
  3/2
  1 sec.
  -
  0
  107
  See Secrets
  Regular
  Knowledge
  1 min.
  5/2
  5 sec.
  Seeker, Aura
  4
  23
  Seek Air
  Information
  Air
  Instant
  1
  1 sec.
  -
  0
  184
  Seek Coastline
  Information
  Water
  Instant
  3
  10 sec.
  Seek Water
  1
  50
  Seek Earth
  Information
  Earth
  Instant
  3
  10 sec.
  -
  0
  72
  Seek Fire
  Information
  Fire
  Instant
  1
  1 sec.
  -
  0
  77
  Seek Food
  Information
  Food
  Instant
  2
  1 sec.
  -
  0
  179
  Seek Fuel/TL
  Information
  Tech
  Instant
  3
  10 sec.
  -
  0
  85
  Seek Gate
  Information
  Gate
  Instant
  3
  10 sec.
  M2, Seek Magic, 
  10
  1 spell each from 10 colleges
  175
  Seek Machine/TL
  Information
  Tech
  Instant
  3
  10 sec.
  -
  0
  102
  Seek Magic
  Information
  Knowledge/
  Instant
  6
  10 sec.
  Detect Magic
  1
  Meta-Spell
  51
  Seek Pass
  Information
  Earth
  Instant
  3
  10 sec.
  Seek Earth
  1
  161
  Seek Plant
  Information
  Plant
  Instant
  2
  1 sec.
  -
  0
  182
  Seek Plastic
  Information
  Tech
  Instant
  3
  10 sec.
  -
  0
  179
  Seek Power/TL
  Information
  Tech
  Instant
  3
  10 sec.
  -
  0
  181
  Seek Radiation
  Regular
  Tech
  Instant
  3
  10 sec.
  See Radiation
  1
  184
  Seek Water
  Information
  Water
  Instant
  2
  1 sec.
  -
  0
  105
  Seeker
  Information
  Knowledge
  Instant
  3
  1 sec.
  M1, IQ 12+, 2 Seek spells
  2
  166
  Sense Danger
  Information
  Protection
  Instant
  3
  1 sec.
  Sense Foes or Danger Sense
  0
  45
  Sense Emotion
  Regular
  Comm.
  Instant
  2
  1 sec.
  Sense Foes
  1
  44
  Sense Foes
  Inform./Area
  Comm.
  Instant
  2#
  1 sec.
  -
  0
  45
  Sense Life
  Inform./Area
  Comm.
  Instant
  1#
  1 sec.
  -
  0
  101
  Sense Mana
  Information
  Knowledge
  Instant
  3
  5 sec.
  Detect Magic
  1
  167
  Sense Observation
  Area
  Protection
  1 hr.
  1/H#
  5 sec.
  Sense Danger or Scryguard
  1
  149
  Sense Spirit
  Inform./Area
  Necro.
  Instant
  1#
  1 sec.
  Death Vision, or Sense Life and M1 1
  39
  Sensitize
  Regular/R-HT
  Body
  1 min.
  3/2
  1 sec.
  M1, Stun
  4
  169
  Shade
  Regular
  Protection
  1 hr.
  1/H 
  10 sec.
  Continual Light or Shield
  1
  24
  Shape Air
  Regular
  Air
  1 min.
  1 to 10#
  1 sec.
  Create Air
  2
  113
  Shape Darkness
  Area
  Lt-Dk
  1 min.
  2/S#
  1 sec.
  Darkness
  3
  50
  Shape Earth
  Regular
  Earth
  1 min.
  1/25 cu. ft./h
  1 sec.
  Seek Earth
  1
  72
  Shape Fire
  Area
  Fire
  1 min.
  2/H
  1 sec.
  Ignite Fire
  1
  111
  Shape Light
  Regular
  Lt-Dk
  1 min.
  2/2
  1 sec.
  Light
  1
  182
  Shape Metal
  Regular
  Tech
  1 min.
  6/H#
  1 sec.
  M1, Shape Earth or 6 Tech spells
  2
  161
  Shape Plant
  Regular
  Plant
  1 min.
  3/1#
  10 sec.
  Identify Plant
  2
  183
  Shape Plastic
  Regular
  Tech
  1 min.
  6/3
  1 sec.
  M1, Shape Plant or 6 Tech spells
  3
  185
  Shape Water
  Regular
  Water
  1 min.
  1/1#
  2 sec.
  Create Water
  3
  33
  Shapeshift Others*
  Special/R-Will
  Animal
  1 hour
  Varies
  30 sec.
  M2, Shapeshifting for that form
  7
  32
  Shapeshifting*
  Special
  Animal
  1 hour
  Varies
  3 sec.
  M1, 6 other spells
  6
  89
  Share Energy
  Regular
  Healing
  Special
  Varies
  1 sec.
  Lend Energy
  1
  90
  Share Vitality
  Regular
  Healing
  Perm.
  0#
  1 sec./HP
  Lend Vitality
  2
  118
  Sharpen
  Regular
  Mk-Brk
  1 min.
  Varies
  4 sec.
  Repair
  10
  116
  Shatter*
  Regular
  Mk-Brk
  Instant
  1 to 3
  1 sec.
  M1, Weaken
  6
  118
  Shatterproof
  Regular
  Mk-Brk
  1 hr.
  3/3
  1 sec.
  Repair, Shatter
  10
  167
  Shield
  Regular
  Protection
  1 min.
  Varies 
  1 sec.
  M2
  0
  196
  Shocking Touch
  Melee
  Weather/Air
  Instant
  1 to 3
  1 sec.
  Lightning
  7
  42
  Shrink*
  Regular
  Body
  1 hr.
  2/-1 SM/S
  5 sec.
  M2, Alter Body
  11
  120
  Shrink Object*
  Regular
  Mk-Brk
  1 hour
  Varies
  3 sec.
  Contract Object
  15
  42
  Shrink Other*
  Regular/R-HT
  Body
  1 hr.
  2/-1 SM/S
  10 sec.
  M3, Shrink
  12
  138
  Sickness
  Regular/R-HT
  Mind/Body
  1 min.
  3/3
  4 sec.
  Drunkenness or Pestilence
  5
  171
  Silence
  Area
  Sound
  1 min.
  2/1
  1 sec.
  Sound
  1
  174
  Silver Tongue
  Regular
  Sound
  1 min.
  3/2
  1 sec.
  Voices, Emotion Control
  6
  95
  Simple Illusion
  Area
  Illusion
  1 min.
  1/H
  1 sec.
  not blind, IQ 11+
  0
  61
  Simulacrum*
  Enchantment
  Enchantment
  Perm.#
  2¥golem
  -
  M3, Golem, Perfect Illusion, 
  18
  Illusion Disguise
  151
  Skull-Spirit
  Regular
  Necro.
  24 hrs.
  20
  1 sec.
  4 other Necromantic spells
  4
  135
  Sleep
  Regular/R-HT
  Mind
  Instant
  4
  3 sec.
  Daze
  2
  145
  Slide
  Regular/R-Will 
  Movement
  1 min.
  2/2
  1 sec.
  Apportation, Grease
  3
  234
  APPENDIX: SPELL TABLE
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  145
  Slow
  Regular/R-HT
  Movement
  10 sec.
  5/4
  3 sec.
  M1, Haste, Hinder
  2
  144
  Slow Fall
  Regular
  Movement
  1 min. 1 per 50 lbs./H 
  1 sec.
  Apportation
  1
  73
  Slow Fire
  Regular
  Fire
  1 min.
  Varies
  1 sec.
  Extinguish Fire
  2
  153
  Slow Healing
  Regular/R-HT
  Necro.
  1 day
  1 to 5/S
  10 sec.
  M1, Frailty, Steal Vitality
  6
  86
  Slow Time*
  Area/R-Spec.
  Gate
  1 min.
  Varies
  2 sec.
  M2, IQ 13+, 
  20
  2 spells each from 10 colleges
  111
  Small Vision
  Regular
  Lt-Dk/
  1 min.
  4/2#
  2 sec.
  Keen Vision or 5 Light spells; 
  1
  Knowledge
  no Blindness or Bad Sight
  73
  Smoke
  Area
  Fire
  5 min.#
  1/H
  1 sec.
  Shape Fire, Extinguish Fire
  3
  195
  Snow
  Area
  Weather/Air/Water 1 hr.
  1/15#
  1 sec.
  Clouds, Frost
  6
  189
  Snow Jet
  Regular
  Water
  1 sec.
  1 to 3
  1 sec.
  Water Jet, Freeze
  6
  186
  Snow Shoes
  Regular
  Water
  1 min.
  2/1
  2 sec.
  Shape Water
  4
  116
  Soilproof
  Regular
  Mk-Brk
  10 min.
  2/1
  2 sec.
  Clean
  3
  151
  Solidify
  Special
  Necro.
  1 min.
  50/10
  1 sec.
  Materialize
  3
  154
  Soul Jar*
  Regular
  Necro.
  Perm.
  8
  1 min.
  M1, 6 Necro. spells inc. 
  9
  Steal Vitality
  49
  Soul Rider
  Regular/R-Will
  Comm.
  1 min.
  5/2
  3 sec.
  Mind-Reading
  4
  71
  Soul Stone*
  Enchantment
  Enchantment
  Perm.
  500
  -
  M3, Enchant, Soul Jar
  19
  171
  Sound
  Regular
  Sound
  Varies 
  Varies 
  1 sec.
  -
  0
  173
  Sound Jet
  Regular
  Sound
  1 sec.
  1 to 4/S
  1 sec.
  Great Voice
  4
  171
  Sound Vision
  Regular
  Sound
  1 min.
  5/2
  1 sec.
  Keen Hearing or Acute Hearing
  0
  196
  Spark Cloud
  Area
  Weather/Air
  10 sec.
  1 to 5/S
  1 to 5 sec.
  Shape Air, Lightning
  7
  197
  Spark Storm
  Area
  Weather/Air
  1 min.#
  2, 4, or 6/H
  Instant#
  Windstorm, Lightning
  7
  35
  Spasm
  Regular/R-HT
  Body
  Instant
  2
  1 sec.
  Itch
  1
  181
  Spectrum Vision*
  Regular
  Tech
  1 min.
  4/4
  1 sec.
  Infravision
  2
  57
  Speed
  Enchantment
  Enchantment
  Perm.
  Varies
  –
  Enchant, Haste
  11
  66
  Speed Spell Arrow
  Enchantment
  Enchantment
  Perm.
  Varies
  -
  Speed, Spell Arrow
  18
  65
  Spell Arrow
  Enchantment
  Enchantment
  Perm.
  30¥spell cost
  -
  Spell Stone
  17
  124
  Spell Shield
  Area
  Meta-Spell
  1 min.
  3/2
  1 sec.
  M2, Scryguard, Magic Resistance
  8
  60
  Spell Stone
  Enchantment
  Enchantment
  Varies 20¥spell cost
  –
  Enchant, Delay
  16
  124
  Spell Wall
  Regular/R-spell
  Meta-Spell
  1 min.
  2/2#
  1 sec.
  Spell Shield
  9
  127
  Spellguard*
  Regular/R-Spec
  Meta-Spell
  10 hrs.
  1 to 3/S#
  Varies 
  Dispel Magic
  14
  32
  Spider Silk
  Missile
  Animal
  1 min.
  1/5 yds.#
  1 sec.
  M1, 2 Animal spells
  2
  192
  Spit Acid*
  Regular
  Water
  1 sec.
  1 to 4
  2 sec.
  M3, Acid Jet, Resist Acid
  12
  70
  Staff
  Enchantment
  Enchantment
  Perm.
  30
  –
  Enchant
  11
  158
  Steal Attribute*
  Regular/R-Spec
  Necro.
  1 day
  Varies
  1 min.
  Varies
  Varies
  159
  Steal Beauty*
  Regular
  Necro.
  24 hrs.
  Varies
  30 sec.
  M3, Alter Visage, Steal Vitality
  15
  150
  Steal Energy
  Regular
  Necro.
  Perm.
  none#
  1 min/3 FP-# Minor Healing
  3
  180
  Steal Power/TL*
  Regular
  Tech
  1 min.
  0#
  1 sec.
  M2, Minor Healing, 
  5
  Conduct Power
  158
  Steal Skill*
  Regular/R-Will
  Necro.
  24 hrs.
  Varies
  1 min.
  M3, Borrow Skill, Daze
  9
  127
  Steal Spell*
  Regular/R-spec
  Meta-Spell
  Perm.
  Varies
  5 sec.
  Lend Spell, Great Ward
  13
  150
  Steal Vitality
  Regular
  Necro.
  Perm.
  none#
  1 min./3 HP-# Steal Energy
  4
  158
  Steal Youth*
  Regular/R-HT
  Necro.
  Perm.
  10 to 30
  1 hr.
  Youth, Age, Steal Vitality
  13
  191
  Steam Jet
  Regular
  Water
  1 sec.
  1 to 3
  1 sec.
  Water Jet, Boil Water
  10
  54
  Steelwraith
  Regular/R-HT
  Earth
  1 min.
  7/4
  2 sec.
  M2, Walk Through Earth
  5
  24
  Stench
  Area
  Air
  5 min.
  1
  1 sec.
  Purify Air
  1
  117
  Stiffen
  Regular/R-Spec.
  Mk-Brk
  10 min. 1 per lb./H#
  2 sec./lb.
  Rejoin
  9
  52
  Stone Missile
  Missile
  Earth
  Instant
  1 to Magery
  1 to 3 sec.
  Create Earth
  4
  51
  Stone to Earth
  Regular
  Earth
  Perm.
  6/25 cu. ft.
  1 sec.
  Earth to Stone or 
  3
  any 4 Earth spells
  53
  Stone to Flesh
  Regular
  Earth
  Instant
  10
  5 sec.
  M2, Stone to Earth, Flesh to Stone 5
  91
  Stop Bleeding
  Regular
  Healing
  Perm.
  1 or 10
  1 sec.
  Lend Vitality
  2
  153
  Stop Healing
  Regular
  Necro.
  Indef.#
  10
  10 sec.
  Slow Healing
  7
  93
  Stop Paralysis
  Regular
  Healing
  Perm.
  1 or 2
  1 sec.
  Major Healing, or Minor Healing 
  4
  and Paralyze Limb
  179
  Stop Power
  Area
  Tech
  1 min.
  3/H
  3 sec.
  M1, Seek Power
  1
  35
  Stop Spasm
  Regular
  Body/Healing
  Instant
  1
  1 sec.
  Spasm or Lend Vitality
  2
  195
  Storm
  Area
  Weather/1 hour
  1/50/S
  1 min.
  Rain, Hail
  10
  Air/Water
  136
  Strengthen Will
  Regular
  Mind
  1 min.
  1/pt/H
  1 sec.
  M1, 6 Mind spells
  6
  41
  Strike Barren
  Regular/R-HT
  Body/Necro.
  Perm.
  5
  30 sec.
  M1, Steal Vitality, Decay
  7
  38
  Strike Blind
  Regular/R-HT
  Body
  10 sec.
  4/2
  1 sec.
  2 Light spells, Spasm
  4
  38
  Strike Deaf
  Regular/R-HT
  Body
  10 sec.
  3/1
  1 sec.
  2 Sound spells, Spasm
  4
  38
  Strike Dumb
  Regular/R-HT
  Body
  10 sec.
  3/1
  1 sec.
  Spasm
  2
  40
  Strike Numb
  Regular/R-HT
  Body
  10 sec.
  3/1
  1 sec.
  Resist Pain
  4
  APPENDIX: SPELL TABLE
  235
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  37
  Stun
  Regular/R-HT
  Body
  Instant
  2
  1 sec.
  Pain
  3
  140
  Suggestion
  Regular/R-Will
  Mind
  10 min.
  4/3
  10 sec.
  Emotion Control, Forgetfulness
  5
  155
  Summon Demon
  Special
  Necro.
  1 hr.#
  20#
  5 min.
  M1, 1 spell each from 10 colleges
  10
  27
  Summon Elemental
  Special
  4 Diff.
  1 hr.
  4#
  30 sec.
  M1, #
  8
  102
  Summon Shade*
  Inform./R-Will
  Knowledge
  1 min.
  50/20
  10 min.
  Summon Spirit or Divination
  2
  150
  Summon Spirit
  Inform./R-Will
  Necro.
  1 min.
  20/10#
  5 min.
  Death Vision, M2
  1
  114
  Sunbolt
  Missile
  Lt-Dk
  Instant 1 to Magery# 1 to 3 sec.
  6 Light spells inc. Sunlight
  6
  114
  Sunlight
  Area
  Lt-Dk
  1 min.
  2/1
  1 sec.
  M1, Glow, Colors
  4
  125
  Suspend Curse
  Regular/R-spell
  Meta-Spell
  10 min.
  10/10
  1 min.
  M1, 1 spell each from 12 colleges
  12
  58
  Suspend 
  Enchantment
  Enchantment
  1 hr.
  25#
  1 sec.
  Enchant
  11
  Enchantment
  130
  Suspend Magery*
  Regular/R-Will+M
  Meta-Spell
  1 hr.
  12/12#
  10 sec.
  M2, 2 spells each 
  20
  from 10 colleges#
  123
  Suspend Magic
  Area/R-spell
  Meta-Spell
  1 min.
  3/2
  sec.=cost
  Suspend Spell, 8 other spells
  9
  125
  Suspend Mana*
  Area
  Meta-Spell
  Varies
  5
  10 min.
  Suspend Magic, 
  11
  1 spell each from 10 colleges
  121
  Suspend Spell
  Regular/R-spell
  Meta-Spell
  1 min.
  Varies 
  1 sec.
  M1
  0
  86
  Suspend Time*
  Area/R-Spec.
  Gate
  1 day
  5/5
  5 min.
  M3, Slow Time
  21
  94
  Suspended Animation Regular/R-HT
  Healing
  Indef.#
  6
  30 sec.
  Sleep, 4 Healing spells
  7
  147
  Swim
  Regular
  Water/Move
  1 min.
  6/3
  3 sec.
  Shape Water, Levitation
  6
  58
  Talisman
  Enchantment
  Enchantment
  Perm.
  Varies
  –
  Enchant, spell to be opposed
  Varies
  162
  Tangle Growth
  Area
  Plant
  1 min.
  1 or 2#/H
  2 sec.
  Plant Growth
  4
  36
  Tanglefoot
  Regular/R-DX
  Body
  Instant
  2
  1 sec.
  Clumsiness
  3
  128
  Telecast*
  Special
  Meta-Spell
  1 min.
  Varies
  1 min.
  M3, Teleport, Wizard Eye, 
  14
  1 spell each from 10 colleges
  47
  Telepathy*
  Regular
  Comm.
  1 min.
  4/4#
  4 sec.
  Mind-Sending
  5
  147
  Teleport*
  Special
  Movement/Gate
  Instant
  Varies
  1 sec.
  Hawk Flight or IQ 13+ and 
  4
  1 spell each from 10 colleges
  147
  Teleport Other*
  Regular/R-Will+1
  Movement/Gate
  Instant
  Varies
  1 sec.
  M3, Teleport
  5
  170
  Teleport Shield
  Area
  Protection/Gate
  1 hr.
  1/S#
  10 sec.
  Watchdog, either Spell Shield or
  7
  Teleport
  101
  Tell Position
  Information
  Knowledge
  Instant
  1
  1 sec.
  Measurement
  1
  100
  Tell Time
  Information
  Knowledge
  Instant
  1
  1 sec.
  -
  0
  56
  Temporary 
  Enchantment
  Enchantment
  Indef.#
  Varies
  -
  Enchant
  11
  Enchantment
  134
  Terror
  Area/R-Will
  Mind
  Instant
  4
  1 sec.
  Fear
  1
  77
  Test Food
  Information
  Food
  Instant
  1 to 3#
  1 sec.
  -
  0
  179
  Test Fuel/TL
  Information
  Tech
  Instant
  Varies
  1 sec.
  -
  0
  101
  Test Load
  Area/Inform.
  Knowledge
  Instant
  2#
  1 sec.
  Measurement
  1
  38
  Thirst
  Regular/R-HT
  Body/Food
  Instant
  5
  10 sec.
  M1, Debility, Destroy Water
  5
  128
  Throw Spell*
  Missile/Special
  Meta-Spell
  Indef.#
  3
  1 sec.
  Delay, Catch Spell
  16
  171
  Thunderclap
  Regular
  Sound
  Instant
  2
  1 sec.
  Sound
  1
  36
  Tickle
  Regular/R-Will
  Body
  1 min.
  5/5
  1 sec.
  Spasm
  2
  194
  Tide
  Special; Area
  Weather/Water
  1 hr.
  1/30
  1 min.
  8 Water spells
  8
  87
  Time Out*
  Area
  Gate
  Instant#
  5
  5 min.
  M3, Accelerate Time
  21
  81
  Timeport*
  Special
  Gate
  Instant
  Varies
  1 sec.
  M3, Teleport
  5
  81
  Timeport Other*
  Regular/R-Will+1
  Gate
  Instant
  Varies
  1 sec.
  Timeport
  6
  81
  Timeslip
  Blocking
  Gate
  Instant
  1/sec.#
  1 sec.
  Timeport
  6
  81
  Timeslip Other*
  Blocking
  Gate
  Instant
  1/sec.#
  1 sec.
  Timeslip
  7
  40
  Total Paralysis
  Melee/R-HT
  Body
  1 min.
  5
  1 sec.
  Paralyze Limb
  6
  35
  Touch
  Regular
  Body
  Instant
  1
  1 sec.
  -
  0
  119
  Toughen
  Regular
  Mk-Brk
  1 hr.
  Varies
  5 sec.
  Shatterproof
  11
  106
  Trace
  Regular
  Knowledge
  1 hr.
  3/1
  1 min.
  Seeker
  3
  84
  Trace Teleport
  Information/
  Gate/Movement
  Instant
  3
  1 sec.
  Teleport, Timeport, or Plane Shift
  5
  R-spell
  43
  Transform Body
  Special
  Body
  1 hr.
  Varies
  1 min.
  3 forms of Shapeshifting, 
  13
  Alter Body
  120
  Transform Object*
  Regular/R-Spec
  Mk-Brk
  1 hour
  Varies
  Varies
  M2, Reshape, 4 Create spells
  13
  43
  Transform Other
  Special/R-Will
  Body
  1 hr.
  Varies
  2 min.
  Shapeshift Others, 
  15
  Transform Body#
  236
  APPENDIX: SPELL TABLE
  
  Page
  Spell Name
  Class
  College
  Duration
  Energy
  Time to cast Prerequisites
  Prerequisite Count
  43
  Transmogrification
  Regular/R-Will
  Body
  1 hr.
  20/20
  2 min.
  M3, Transform Other, 
  30
  Transform Object, Flesh to Stone
  119
  Transparency
  Regular
  Mk-Brk
  1 min.
  4/2
  10 sec.
  Dye, Stone to Earth
  9
  45
  Truthsayer
  Inform./R-Will
  Comm.
  Instant
  2
  1 sec.
  Sense Emotion
  2
  167
  Turn Blade
  Blocking/R-DX
  Protection
  Instant
  1
  1 sec.
  Apportation or Spasm
  1
  151
  Turn Spirit
  Regular/R-Will
  Necro.
  10 sec.
  4/2#
  1 sec.
  Fear, Sense Spirit
  3
  152
  Turn Zombie
  Area
  Necro.
  1 day
  2
  4 sec.
  Zombie#
  5
  185
  Umbrella
  Regular
  Water
  10 min.
  1/1
  2 sec.
  Shape Water or Shield
  1
  145
  Undo
  Regular/R-Spec.
  Movement
  Instant
  3 or 6#
  1 sec.
  Locksmith
  2
  170
  Utter Dome
  Area
  Protection
  1 min.
  6/4
  1 sec.
  M2, Force Dome, Spell Shield
  14
  170
  Utter Wall
  Regular
  Protection
  1 min.
  4/yd./S
  1 sec.
  Utter Dome, Spell Wall
  16
  45
  Vexation
  Regular/R-Will
  Comm.
  1 min.
  2¥penalty#
  1 sec.
  Sense Emotion
  2
  138
  Vigil*
  Regular
  Mind
  1 night
  8
  1 sec.
  M2, Sleep, Lend Energy
  4
  37
  Vigor
  Regular
  Body
  1 min. 2 per HT+/S#
  1 sec.
  Lend Vitality or Frailty
  2
  172
  Voices
  Regular
  Sound
  1 min.
  3/2
  1 sec.
  Sound
  1
  54
  Volcano
  Regular
  Earth
  1 day
  15/10
  1 hr.#
  Earthquake, 6 Fire spells
  13
  25
  Walk on Air
  Regular
  Air
  1 min.
  3/2
  1 sec.
  Shape Air
  3
  186
  Walk on Water
  Regular
  Water
  1 min.
  3/2
  4 sec.
  Shape Water
  4
  52
  Walk Through Earth
  Regular
  Earth
  10 sec.
  3/3#
  1 sec.
  4 Earth spells
  4
  163
  Walk Through Plants Regular
  Plant
  1 min.
  3/1
  1 sec.
  Hide Path, Shape Plant
  5
  188
  Walk Through Water
  Regular
  Water
  1 sec.
  4/3
  3 sec.
  M1, Shape Water
  4
  164
  Walk Through Wood
  Regular
  Plant
  1 sec.
  3/2
  1 sec.
  Walk Through Plants
  6
  113
  Wall of Light
  Area
  Lt-Dk
  1 min.
  1 to 3/S
  1 sec.
  Continual Light
  2
  197
  Wall of Lightning
  Regular 
  Weather/Air
  1 min.
  2 to 6/S
  1 sec.
  Lightning
  7
  172
  Wall of Silence
  Area
  Sound
  1 min.
  2/1
  1 sec.
  Silence
  2
  25
  Wall of Wind
  Area
  Air
  1 min.
  2/H
  Instant#
  Shape Air
  3
  144
  Wallwalker
  Regular
  Movement
  1 min. 1 per 50 lbs./H#
  1 sec.
  Apportation
  1
  122
  Ward
  Block/R-spell
  Meta-Spell
  Instant
  2 or 3#
  none
  M1
  0
  195
  Warm
  Area
  Weather/Air
  1 hour
  1/10/S
  1 min.#
  Heat, 4 Air spells
  8
  74
  Warmth
  Regular
  Fire/Protection
  1 hour
  2/1
  10 sec.
  Heat
  4
  167
  Watchdog
  Area
  Protection
  10 hrs.
  1/1
  10 sec.
  Sense Danger
  1
  187
  Water Jet
  Regular
  Water
  1 sec.
  1 to 3
  1 sec.
  Shape Water
  4
  79
  Water to Wine
  Regular
  Food
  Perm.
  4 per gal.#
  10 sec.
  Purify Water, Mature
  5
  187
  Water Vision
  Information
  Water
  30 sec.
  1/1#
  1 sec.
  Shape Water
  4
  194
  Waves
  Special; Area
  Weather/Water
  1 hr.
  1/60
  1 min.
  Shape Water
  4
  116
  Weaken
  Regular
  Mk-Brk
  Perm.
  2 to 6
  5 sec.
  Find Weakness
  5
  40
  Weaken Blood
  Regular/R-HT
  Body/Necro.
  1 day
  9/5
  1 sec.
  Sickness or Steal Vitality
  5
  136
  Weaken Will
  Regular/R-Will
  Mind
  1 min.
  2/pt/H
  1 sec.
  M1, Foolishness
  1
  119
  Weapon Self*
  Regular/R-HT#
  Mk-Brk
  1 min.
  8/4
  5 sec.
  M2, Apportation, 
  12
  \
  6 Mk-Brk spells inc. Reshape
  64
  Weapon Spirit*
  Enchantment
  Enchantment
  Perm.
  Varies
  -
  Enchant, Summon Spirit
  12
  169
  Weather Dome
  Area
  Protection/
  6 hrs.
  3/2
  1 sec.
  2 spells each from 4 elements
  8
  Weather
  187
  Whirlpool
  Area
  Water
  1 min.#
  2/H 
  Varies 
  Shape Water
  4
  138
  Will Lock
  Area/R-(ST+Will)/2
  Mind
  1 day
  3
  Varies
  Emotion Control
  4
  195
  Wind
  Special; Area
  Weather/Air
  1 hour
  1/50/S
  1 min.
  Windstorm 
  4
  25
  Windstorm
  Area
  Air
  1 min.#
  2/H
  Instant#
  Shape Air
  3
  145
  Winged Knife
  Missile
  Movement
  Instant
  1 per lb.#
  1 sec.
  Poltergeist
  2
  135
  Wisdom
  Regular
  Mind
  1 min.
  4 per IQ+/S
  1 sec.
  6 other Mind Control spells
  6
  61
  Wish*
  Enchantment
  Enchantment
  Special
  250
  –
  Lesser Wish, 1 spell each 
  17
  from 15 colleges
  40
  Wither Limb
  Melee/R-HT
  Body
  Perm.
  5
  1 sec.
  M2, Paralyze Limb
  6
  163
  Wither Plant
  Area/R-HT
  Plant
  Perm.
  2
  10 sec.
  Blight
  5
  174
  Wizard Ear
  Regular
  Sound
  1 min.
  4/3
  2 sec.
  Apportation, Far-Hearing, 
  6
  Sound Vision
  104
  Wizard Eye
  Regular
  Knowledge
  1 min.
  4/2
  2 sec.
  Apportation, Keen Vision
  2
  104
  Wizard Hand
  Regular
  Knowledge/
  1 min.
  Varies 
  3 sec.
  Manipulate, Far-Feeling
  4
  Movement
  104
  Wizard Mouth
  Regular
  Knowledge/
  1 min.
  4/2
  2 sec.
  Apportation, Far-Tasting, 
  6
  Food/Sound
  Great Voice
  104
  Wizard Nose
  Regular
  Knowledge/Food
  1 min.
  3/2
  2 sec.
  Apportation, Far-Tasting
  3
  160
  Wraith*
  Enchantment/
  Necro./Ench.
  Perm.
  250 or 500#
  Varies
  M3, IQ 13+, Enchant, 
  24
  R-HT
  Halt Aging, Soul Jar
  94
  Youth*
  Regular
  Healing
  Special
  100
  1 sec.
  M3, Halt Aging
  9
  151
  Zombie
  Regular
  Necro.
  Perm.
  8
  1 min.
  Summon Spirit, Lend Vitality
  4
  153
  Zombie Summoning
  Special
  Necro.
  1 min.
  5/2#
  4 sec.
  Zombie
  5
  APPENDIX: SPELL TABLE
  237
  
  238
  INDEX
  INDEX
  SPELL PREREQUISITE CHART – FOOD COLLEGE
  Advantage-based magic, 201.
  Aging elixir, 214.
  Air spells, 23.
  Alchemical Antidote elixir, 217.
  Alchemical charms, 220; 
  items, 210; items, using, 212; 
  laboratories, 211; talismans, 220.
  Alchemists, 18.
  Alchemy skill, 210.
  Alchemy, 210.
  Alkahest, 220.
  Alternate magic rituals, 9.
  Alternate prerequisites, 200.
  Alternative magic systems, 199.
  “Always on” items, 19.
  Amulets, 220.
  Analysis of alchemical 
  charms, 220.
  Analysis of elixirs, 212.
  Animal Control elixirs, 213.
  Animal spells, 29.
  Area spells, 11; 
  on a battle map, 13.
  Artist (Calligraphy) skill, 207.
  Attractiveness elixir, 216.
  Availability, of elixirs, 213.
  Awakening elixir, 217.
  Bane spell, 18.
  Battle elixir, 214.
  Beast-Speech elixir, 213.
  Bird Control elixir, 213.
  Bless spell, 200.
  Blocking spells, 8, 12.
  Body control spells, 35.
  Brokers, 21.
  Buying magic items, 20.
  Canceling spells, 10.
  Cantrips, 203.
  Caster, 7.
  Casting spells, 7; 
  symbol magic, 206; 
  syntactic spells, 203.
  Ceremonial magic, 12, 16.
  Changing maintained spells, 10.
  Charisma elixir, 218.
  Charms, alchemical, 220.
  Chemistry, 212.
  Classes, spell, 11.
  Clerical Investment 
  advantage, 199.
  Clerical magic, 199.
  Colleges of magic, 11.
  Combat Abilities elixirs, 214.
  
  Communication and 
  Empathy spells, 44.
  Concentration and 
  maintenance, 10.
  Controlling magic items, 19.
  Controlling PC enchantment, 17.
  Cost, of elixirs, 213.
  Craftsmanship elixir, 219.
  Critical failure, 7.
  Critical spell failure table, 7.
  Death elixir, 215.
  Designing wizard characters, 15.
  Detecting elixirs, 212.
  Detection of alchemical 
  charms, 220.
  Devotional Enchantment 
  spell, 199.
  Discipline of Faith 
  disadvantage, 199.
  Dispel Possession spell, 200.
  Dissipating spells, 14.
  Distill spell, 211.
  Distraction, 7.
  Dragonslaying elixir, 213.
  Drunkenness elixir, 219.
  Duration of spells, 9; 
  of syntactic spells, 203.
  Duration types, 10.
  Earth spells, 50.
  Economics and enchantment, 21.
  Elixirs, 212.
  Emergencies Only limitation, 201.
  Enchanters, 21.
  Enchanting, 16; success rolls, 17.
  Enchantment spells, 10, 14, 56.
  Enchantment, economics and, 21; 
  quick and dirty, 17, 22; 
  slow and sure, 18, 22; 
  without items, 18; 
  without spells, 18; 
  second-hand, 21.
  Endurance elixir, 214.
  Energy cost, 8; 
  of syntactic spells, 203.
  Essential Acid spell, 211.
  Essential Earth spell, 211.
  Eternal Rest elixir, 217.
  Exotic preparations, 220.
  Failure, 7.
  Fear elixir, 215.
  Fertility elixir, 217.
  Fetching and Carrying elixir, 214.
  Final Rest spell, 200.
  Finding a teacher, 6.
  Finger tracing, 208.
  Fire Resistance elixir, 216.
  Fire spells, 72.
  Fireball spell, 12.
  Flight elixir, 216.
  Food spells, 77.
  Foolishness elixir, 215.
  Foresight elixir, 218.
  Forgetfulness elixir, 219.
  Formulary, 211.
  Formulas, alchemical, 211.
  Friendship elixir, 219.
  Frustration elixir, 215.
  Futhark runes, 208, 209.
  Gadgeteer advantage, 211.
  Gadgeteer alchemists, 211.
  Gambling elixir, 216.
  Gate spells, 80.
  Gizmo advantage, 211.
  Glossary, 5.
  GMing syntactic magic, 204.
  Grimoire, 6.
  Gullibility elixir, 219.
  Hardheartedness elixir, 218.
  Hatred elixir, 215.
  Healing elixir, 217.
  Healing spells, 88.
  Health elixir, 217.
  Hearing elixir, 219.
  Herb Lore skill, 211.
  High skill and 
  cost to maintain, 10.
  “Holy” spells, 200.
  Homunculus, 221.
  Horsemanship elixir, 214.
  Hostile elixirs, 214.
  Hybridization elixir, 217.
  Identifying magic items, 19, 212.
  Ideogram symbols, 206.
  Illusion and Creation spells, 95.
  Improvisational magic, 201.
  Information spells, 13.
  Ingredients, magic, 8.
  Injury, 7,
  Innate Attack skill, 12.
  Instantaneous spells, 10.
  Interruptions, 18.
  Inventing new elixirs, 212.
  Inventing new spells, 14, 202.
  Invisibility elixir, 216.
  Invulnerability elixir, 214.
  Items, alchemical, 210; magic, 16;
  multiply enchanted, 18.
  Jealousy elixir, 215.
  Journeyman enchanters, 21.
  Keen Sight elixir, 219.
  Knowledge spells, 100.
  Laboratories, alchemical, 211.
  Lasting spells, 10.
  Leadership elixir, 214.
  Learning magic, 6.
  Lecherousness elixir, 215.
  Lichdom elixir, 217.
  Light and Darkness spells, 110.
  Lightning spell, 12.
  Limits on effect, 9.
  Linking syntactic spells, 204.
  Long Slumber elixir, 217.
  Long-distance modifiers, 14.
  Love elixir, 219.
  Luck elixir, 216.
  Madness elixir, 215.
  Magery, 5.
  Magic ingredients, 8.
  Magic items, 16; buying, 20; 
  identifying, 19, 212; selling, 21;
  using, 19.
  Magic Resistance elixir, 216.
  Magic resistance, to elixirs, 213.
  Magic rituals, 8.
  Magic staffs, 13.
  Magic, advantage-based, 201; 
  ceremonial, 12, 16; clerical, 199;
  colleges of, 11; improvisational,
  201; learning, 6; principles of, 5;
  ritual, 200; symbol, 205; 
  syntactic, 202; wildcard, 202.
  Magical Abilities elixirs, 216.
  Magically potent minerals, 222.
  Maintaining spells, 9.
  Making alchemical items, 210.
  Making and Breaking spells, 115.
  Mana, 5, 6.
  Master enchanters, 21.
  Mature spell, 211.
  Medical elixirs, 217.
  Melee spells, 11.
  Memory elixir, 219.
  Mental Abilities elixirs, 218.
  Mental Control elixirs, 219.
  Meta-spells, 121.
  Mind Control spells, 133.
  Minerals, magically potent, 222.
  Missile spells, 12.
  Monk’s Banquet spell, 200.
  Movement spells, 142.
  Multiple words, 203.
  Multiply enchanted items, 18.
  Music elixir, 219.
  Necromantic spells, 149.
  Nouns, 202, 206.
  Odium elixir, 215.
  Ogham alphabet, 209.
  Ointment, 213.
  One try spells, 10.
  Other ritual idioms, 200.
  Pain Resistance elixir, 216.
  Parchment symbol casting, 207.
  Pastille, 213.
  Perception, 212.
  Permanent spells, 10.
  Philosopher’s Stone, 221.
  Plant spells, 161.
  Player-created spells, 15.
  Potion, 213.
  Powder, 213.
  Power Investiture advantage, 200.
  Power of a magic item, 17.
  Powerstone costs, 20.
  Prerequisite chains, 
  shortening, 201.
  Prerequisite count, 200.
  Prerequisites, 6.
  Principles of magic, 5.
  Protection and 
  Warning spells, 166.
  Quick and dirty 
  enchantment, 17, 20, 22.
  Reanimation elixir, 217.
  Regeneration elixir, 218.
  Regular spells, 11.
  Religious Rank advantage, 199.
  Renaming spells, 201.
  Resisting spells, 13; 
  of syntactic spells, 204.
  Resurrection elixir, 218.
  Retention enhancement, 201.
  Ritual idioms, 200.
  Ritual magic, 200.
  Rituals, magic, 8.
  Sanctity, 199, 200.
  Scrolls, 207.
  Second-hand enchantments, 21.
  Secret spells, 9.
  Secrets, alchemical, 211.
  Self-Love elixir, 215.
  Selling magic items, 21.
  Sensing mana, 6.
  Shortening prerequisite 
  chains, 201.
  Skills and Physical Abilities
  Elixirs, 219.
  Sleep elixir, 218.
  Slow and sure enchantment, 18,
  20, 22.
  Solvent, universal, 220.
  Sound spells, 171.
  Speed elixir, 214.
  Spell classes, 11.
  Spell defaults, 202.
  Spell descriptions, 22.
  Spell results of 
  syntactic spells, 204.
  Spell table, 223.
  Spells, 5; area, 11; blocking, 8, 12;
  canceling, 10; casting, 7; clerical, 
  199; dissipating, 14; duration of,
  9; enchantment, 10, 14; 
  information, 13; instantaneous,
  10; inventing, 14; lasting, 10;
  maintaining, 9; melee, 11; 
  missile, 12; one try, 10; 
  permanent, 10; player-created, 15;
  regular, 11; resisted, 13; secret, 9;
  temporary, 10.
  Staffs, magic, 13.
  Stealth elixir, 214.
  Strength elixir, 214.
  Subject, 7.
  Success rolls for enchanting, 17.
  Success, 7.
  Symbol Drawing skill, 205, 208.
  Symbol magic, 205.
  Symbol tokens, 208.
  Symbolic inscriptions, 207.
  Syntactic magic, 202; GMing, 
  204; linking, 204.
  Teacher, 6.
  Technological spells, 175.
  Temporary spells, 10.
  Thaumatology skill, 15, 200.
  Time and cost to make alchemical
  charms, 220.
  Time to cast spells, 7; 
  syntactic spells, 203.
  Tranquility elixir, 218.
  Transform, 204.
  Transformation elixir, 216.
  True Sight elixir, 216.
  Truth elixir, 219.
  Turn Zombie spell, 200.
  Universal Antidote elixir, 218.
  Universal solvent, 220.
  Unluckiness elixir, 215.
  Used enchantments, 21.
  Using a symbol-enchanted 
  item, 208.
  Using alchemical charms, 220.
  Using alchemical items, 212.
  Using magic items, 19.
  Variations, 199.
  Verbs, 202, 206.
  Vigil spell, 200.
  Water Breathing elixir, 216.
  Water spells, 184.
  Water-Walking elixir, 216.
  Weakness elixir, 215.
  Weather spells, 193.
  Whole-language symbol 
  magic, 206.
  Wild talents, 201.
  Wildcard magic, 202.
  Wisdom elixir, 219.
  Wizard alchemists, 211.
  Wizard characters, 15.
  Words of power, 203.
  Words, 202.
  Youth elixir, 218,
  INDEX
  239
  
  240
  GRIMOIRE FORM
  GRIMOIRE OF ____________
  Skill
  Time to
  Cost to
  Cost to
  Page
  Spell Name and Class
  Level
  Cast
  Duration
  Cast
  Maintain
  Notes
  No.
  
  Stock #82-0127                                                                               Version 1.0 February 27, 2006
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