TEXT: BOOK TWO
  The Combat and Magic Book
  This book contains all of the rules necessary to resolve
  Combat. The basic combat system uses a comparison table.
  The Characteristics and Abilities of the Character involved are
  an important factor that, to a large degree, determines what
  the result of conflict will be.
  The Magic Rules contained in this book allow Players to
  create and use magic-using Characters,' The Basic Magic
  System, all factors of a magic-user's education and a detailed
  description of the basic spells are all included in this book.
  The primary factors that influence Magic are the MEL and
  EL of the magic-user and the MDV of the target. Other factors
  may be applied by the Referee as he sees fit. Rules for doing so
  will be found in this book.
  Finally, the book contains the basic operating parameters
  for the Innate Magics that Characters can use as a result of ad-
  vantageous Special Attributes. Use of these skills will require
  that the Referee fairly ejudicate the potentials of the power
  when it is derived in this way.
  Other factors that can influence the use of Combat and
  Magic can be found in Books Three and Four. Be sure that
  you have determined all of the factors that apply from Book
  One before using these rules.
  
  BOOK TWO INDEX
  1) COMBAT
  1.1) COMBAT POSITIONING
  1.2) COMBAT MODIFIERS
  1.21) Damage Modifiers
  1.3) THE COMBAT TABLE
  1.31) The Combat Modifier Table
  1.32) The Situation Table
  1.4) DAMAGE CLASSES
  1.41) Deadly Hit
  1.42) Severe Hit
  1.43) Hit
  1.44) Shield Hit
  1.45) Miss
  1.46) Subdual Damage
  1.5) MISSILE FIRE
  1.52) The Missile Table
  1.53) Fire Modifiers
  1.54) Missile Damage
  1.55) Situation Modifiers
  1.56) Horse Archery
  1.57) Attacked Archers
  1.58) Crossbows
  1.59) Bows
  1.6) THROWING STONES
  1.63) Damage
  2) EQUIPMENT DAMAGE
  2.1) WEAPONS (FV)
  2.2) ARMOR
  2.21) Damage Resistance
  2.22) One Blow Damage
  2.23) Natural Armor (NAV)
  2.3) SHIELDS
  2.4) HELMETS
  2.5) REPAIR
  3) MOUNTED COMBAT
  3.1) STATIONARY COMBAT
  3.2) CHARGING
  3.21) Charge Maintenance
  3.3) UNTRAINED MOUNTS
  4) MOVEMENT
  4.1) TACTICAL
  4.2) GRAND TACTICAL
  4.3) STRATEGIC
  4.4) TACTICAL COMBAT
  4.41) Movement Order
  4.5) THE PHASE SEQUENCE
  4.51) Mana Allocatoin
  4.52) Missile Fire
  4.53) Magic Effect
  4.6) 
  MOVEMENT AND MELEE
  4.63) Movement Modes
  4.7) WEAPON CLASSES
  4.71) Polearms
  4.72) Heavy Lance
  4.73) Spears
  4.74) Staff
  4.75) Heavy Swords
  4.76) Axe
  4.77) Scimitar
  4.78) Mace
  3
  3
  3
  3
  3
  4
  4
  4
  4
  4
  4
  4
  4
  5
  6
  6
  7
  7
  7
  7
  7
  7
  7
  7
  7
  8
  8
  8
  8
  8
  8
  8
  8
  8
  8
  8
  8&9
  9
  9
  9
  10
  10
  10
  10
  10
  10
  10
  10
  10
  10 & 12
  11
  11
  11
  11
  11
  11
  11
  11
  11
  11
  4.79) Swords 
  II
  4.80) Other Weapons 
  11
  4.81) Caltrops 
  11
  4.9) CREATURES 
  11
  4.91) Magic Weapons 
  II
  4.10) FACING 
  11 & 12
  5) MOVEMENT RESTRICTIONS 
  12
  6) MAGIC 
  12
  6.1) MAGIC TABLE 
  12
  6.11) Positioning 
  12
  6.12) Spell Resolution 
  12
  6.13) The Magic Table 
  12 & 13
  Abysmal Failure 
  13
  6.14) Poison 
  13
  6.15) Disease/Plague 
  13
  7) GENERAL RULES 
  14
  7.1) CASTING COST 
  14
  7.2) CASTING SPEED 
  14
  7.3) GAINING NEW SPELLS 
  14
  7.4) INCREASED EXPERTISE 
  14
  7.43) EL Maximums 
  15
  7.44) Book or Scroll Casting 
  15
  7.5) EL EFFECT 
  15
  7.6) LESSER EL's 
  15
  7.7) DAMAGE EFFECT ON SPELL CASTING 
  15
  7.8) MAGIC DEFENSE 
  15
  8) CREATING A MAGIC-USER 
  16
  8.1) STARTING EXPERIENCE AND EXPERTISE 
  16
  8.2) STARTING KNOWLEDGE LIMIT 
  16
  8.3) ACCEPTANCE AS AN APPRENTICE 
  16
  8.4) THE MAGIC PATHS 
  16
  8.41) Wizardry 
  16 & 17
  8.42) Shamanism 
  17
  8.43) Sidh Magic 
  17 & 18
  9) RANDOM SPELL SELECTION 
  18
  10) GENERAL SKILLS 
  18
  11) THE SPELL LIST 
  19 & 20
  12) SPELL DESCRIPTIONS 
  20-46
  13) INNATE MAGICS 
  46
  13.1) 
  STARTING MEL 
  46
  13.2) STARTING EL 
  46
  13.3) CASTING SPEED 
  46
  13.4) CASTING COST 
  46
  13.5) CASTING ABILITY 
  46 & 47
  13.51) Natural Magicians 
  47
  13.6) MAGICAL TRAINING AND INNATE POWERS 
  47
  13.7) MEL AND EL 
  47
  13.8) SUCCESS AND FAILURE 
  47
  13.9) RESISTANCE 
  47&4S
  14) A BACKGROUND 
  48
  14.1) THE ALIGNMENTS 
  48
  14.2) ALIGNMENT CONFLICTS 
  48 & 49
  14.3) THE GOD KOTOTH 
  49
  14.4) THE SUN-SHY 
  49
  14.5) THE HUMAN CONDITION 
  49
  14.6) SUPERNATURAL LANGUAGE POWER 
  50
  COMBAT RELEVANT TABLES 
  51
  MAGIC RELEVANT TABLES 
  52
  
  1) COMBAT
  The Combat Values that were determined for each
  Character are the basic values that are used in Combat.
  1.1) COMBAT POSITIONING
  To determine the line that you will roll when you attack
  another person or creature, subtract the defender's DCV from
  your OCV. The result is the line on the Combat Table that you
  will roll on.
  EXAMPLE—If a Character with an OCV of 7 attacks a creature with
  a DCV of 9, he rolls on the -2 line.
  1.2) COMBAT MODIFIERS
  When the lines that will be used have been determined, the
  following factors are used to modify the roll of the attacker or
  defender:
  A) WEAPON EXPERTISE—A weapon user may subtract
  his EL from his own roll OR add it to his opponent's roll.
  He must specify which tactic he is using. If he does not do
  so, it is assumed that he is fighting offensively, i.e. adding it
  to his attack roll.
  B) NATURAL WEAPON INDEX—Certain creatures
  have a listed bonus for potent natural weapons that are part
  of their physiology. This bonus, as it applies, is added to
  their roll when they attack. It does not apply if the creature
  is using a weapon.
  C) SHIELD EXPERTISE—A shield user may add his EL,
  up to the AV of his shield, to the roll of any attacker. Shield
  expertise only has value defensively.
  1.21) DAMAGE MODIFIERS
  The following factors increase or decrease the damage suf-
  fered in Combat:
  A) STRENGTH BONUS—Add the attacker's SB to the
  number of hits that he scores in Combat.
  B) WEAPON EXPERTISE—On Severe Hits, the EL/2
  rounded up is added to the damage scored. On Deadly hits
  add the EL to the damage scored.
  C) ARMOR—The AV of a suit of armor is subtracted
  from the damage scored on the wearer.
  D) WEAPON STRENGTH—The WSB of a weapon is
  applied as for (A) above if the Character is strong enough
  to use it and has the necessary skill.
  E) HELMETS—The AV of Helmets is applied on all
  Severe and Deadly hits scored on the wearer.
  F) SHIELDS—When a Shield Hit is scored, the AV of the
  shield is the number of hits that the shield will block. If the
  value is exceeded, the shield is destroyed. If 50% of the
  value, rounded down, or more is inflicted the AV is reduced
  by 1. (See Shield Expertise).
  BASE
  LINE
  -20*
  -19
  -18
  -17
  -16
  -15
  -14
  -13
  -12
  -11
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  ZERO
  + 1
  + 2
  + 3
  + 4.
  + 5
  + 6
  + 7
  +-8
  + 9
  + 10
  + 11
  + 12
  + 13
  + 14
  + 15
  + 16
  + 17
  + 18
  + 19
  + 20*
  THE COMBAT TABLE
  DEADLY SEVERE 
  SHIELD
  HIT
  - 10
  -9
  -8
  - 8
  — 7
  -6
  -6
  — 5
  -5
  -4
  -4
  — 3
  -3
  -2
  - 2
  -1
  -1
  -1
  0
  0
  0
  01
  01
  01
  02
  02
  02
  03
  03
  03
  04
  04
  04
  05
  05
  05
  06
  06
  06
  07
  HIT
  -9
  -8
  -7
  -7
  -6
  -6
  -5
  -5
  -4
  -4
  -3
  -3
  -2
  -2
  -1
  - 1
  0
  0
  0
  01
  01
  01
  02
  02
  02
  03
  03
  03
  04
  04
  04
  05
  05
  05
  06
  06
  06
  07
  07
  07
  08
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  i o
  to
  -.5
  -4
  ~3
  -2
  -1
  0
  01
  02
  03
  04
  05
  06
  06
  07
  07
  08
  08
  09
  09
  10
  10
  11
  12
  12
  13
  14
  14
  15
  16
  16
  17
  18
  18
  19
  20
  20
  21
  -> •>
  ^ -
  22
  23
  24
  HIT
  _4
  -3
  -2
  - 1
  0
  01
  02
  03
  04
  05
  06
  07
  07
  08
  08
  09
  09
  10
  10
  11
  1)
  12
  13
  13
  14
  15
  15
  16
  17
  17
  18
  19
  19
  20
  21
  21
  22
  23
  23
  24
  25
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  i 0
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  03
  04
  05
  06
  07
  08
  09
  10
  11
  12
  13
  15
  16
  18
  19
  20
  21
  22
  23
  24
  25
  26
  28
  29
  31
  32
  34
  36
  37
  39
  40
  42
  43
  45
  47
  48
  50
  51
  53
  54
  56
  HIT
  04-15
  05-16
  06-17
  07-18
  08-19
  09-20
  10-22
  11-24
  12-26
  13-28
  14-30
  16-32
  17-34
  19-36
  20-38
  21-40
  22-42
  23-44
  24-46
  25-48
  26-50
  27-52
  29-54
  30-56
  32-58
  33-60
  35-62
  37-64
  38-66
  40-68
  41-70
  43-72
  44-74
  46-76
  48-78
  49-80
  51-81
  52-82
  54-83
  55-84
  57-85
  MISS
  16-100
  17-100
  18-100
  19-100
  20-100
  21-100
  23-100
  25-100
  27-100
  29-100
  31-100
  33-100
  35-100
  37-100
  39-100
  41-100
  43-100
  45-100
  47-100
  49-100
  51-100
  53-100
  55-100
  57-100
  59-100
  61-100
  63-100
  65-100
  67-100
  69-100
  71-100
  73-100
  75 -100
  77-100
  79-100
  81-100
  82-100
  83-100
  84-100
  85-100
  86-100
  Any result with a base line less than - 20 is rolled on the - 20
  line. This is the worst possible chance. Any result greater than
  + 20 is rolled on the + 20 line. This is the best possible chance.
  IMPORTANT—When + 20 is exceeded, the attacker will sub-
  tract the difference between the two lines IF the roll, after all
  other modifiers, is an 85 or less. If it is an 86 or higher, the line
  difference is ignored.
  EXAMPLE—A large mountain giant, OCV40, attacks Dragon the
  Black, DCV5. The Giant is on line +35 offensively. On his first at-
  tack, after all modifiers, his roll is an 88. He misses. Dragon continues
  the fight. The giant's next roll is a 31 after all other modifiers. He sub-
  tracts 15 yielding an actual roll of 16. Thus, a severe hit is scored.
  NOTE—As a Player, if your Character finds himself fighting a
  creature whose offensive line against you is in excess of + 20,
  combat is definitely NOT the best solution. Feels don't fail me
  now .
  
  1.31) COMBAT MODIFIER TABLE
  FACTOR
  Weapon expertise
  Shield expertise
  Shield
  Armor
  Helmet
  Weapon Strength
  Natural Weapon
  Strength Bonus
  ROLL
  MODIFIER
  Either
  Opponent
  None
  None
  None
  None
  Creature
  None
  DAMAGE
  MODIFIER
  Increase
  Reduce
  Reduce
  Reduce
  Reduce*
  Increase
  None
  Increase
  * Applies on Deadly and Severe hits only.
  The table above lists every normal factor that applies as a
  modifier to the attack roll or the damage scored by a hit.
  Magical factors that may apply are covered in later sections of
  this book.
  TABLE EXPLANATION
  CREATURE—The factor is added to the creature's attack
  roll.
  EITHER—The factor is subtracted from the user's attack roll
  or added to his opponent's attack roll.
  INCREASE—The damage inflicted is increased by this factor.
  NONE—The factor has no effect in this area.
  OPPONENT—The factor is added to the opponent's roll.
  REDUCE—The factor is subtracted from the hit points that
  are scored on the user by an attacker.
  1.32) SITUATION TABLE
  SITUATION
  Fighting more than ONE opponent
  Defender is unable to move*
  Defender is ambushed, taken from the rear
  or unaware of the attacker*
  Defender is not fully conscious, i.e. drugged,
  asleep, unconscious, etc.*
  Defender is taken from the flank
  Mounted Attack
  Attack from above
  Defender is Small
  EFFECT
  ~5**
  -20
  -15
  -20
  - 10
  See Mounted
  Combat and
  Horsemanship.
  -5 
  .
  :
  .
  :
   
  .-. ; 
  ;
  + 3 per point below
  4 in OCV. (For
  Humanoid form, +2
  per hit point
  below 8).
  *When the Defender is in this position any Deadly Hit is fatal,
  Severe Hits are Deadly, Hits are Severe and Shield Hits are
  Hits.
  **Modifier used by the forces that outnumber the person
  attacked.
  1.4) DAMAGE CLASSES
  1.41) DEADLY HIT
  A Deadly Hit will score 2D10 OR 1D10 + (SB)DIO,
  whichever is greater. To this value, WSB and EL are added.
  EXAMPLE—If Vlad Stonehand, SB+ 4, EL 11 in Bastard Sword,
  scores a Deadly hit with his Bastard Sword he will do 5D10 + 12 hit
  points damage. He could kill a Giant with ONE blow if he is lucky.
  1.411) A hit is Deadly if the roll, after all modifiers have been
  applied, is less than or equal to the number listed on the
  Deadly Hit line of the Combat Table.
  1.42) SEVERE HIT
  The damage inflicted by a severe hit is determined, depend-
  ing on the attributes of the attacker, using the cases below:
  A) The attacker possesses natural weapons*'.
  1D10 + SB or ZERO, whichever is higher
  B) The attacker is unarmed and without natural weapons:
  1D6 + SB**
  C) The attacker is armed with a weapon:
  1D10 + SB + WSB + (EL/2, round up)
  *An attacker is considered to have natural weapons if the NWI
  specified for it is ZERO or higher.
  **If the attacker has hand-to-hand skill, the EL/2 rounded up
  is added to the damage that is scored.
  EXAMPLE—A troll, +3SB, fights an unarmed Saryan of Kameri,
  + 2SB, EL6 Hand-to-hand. Both score severe hits. The troll scores
  1D10 + 3 hit points. Saryan scores lD6 + 2 + (6/2) hit points.
  1.43) HIT
  A hit result scores damage as specified in the cases below:
  A) The attacker possesses natural weapons*:
  1D6+SB
  B) The attacker is unarmed and without natural weapons:
  1D3 +(SB/2, round down)**
  C) The attacker is armed with a weapon:
  1D6 + SB + WSB
  *See the first note in 1.42.
  **If the attacker has hand-to-hand skill, the SB is not divided
  as specified above.
  1.44) SHIELD HIT
  The blow strikes the shield of the defender. If he has a
  shield, it blocks the damage. Roll damage as for a HIT. If the
  defender does not have a shield, treat this as a HIT.
  1.45) MISS
  No damage is scored on the target.
  
  If tills option is used, Players may choose to strike with the
  intention of rendering the "opponent unconscious instead of
  killing him. When this form of attack is selected, the following
  rules will apply:
  1.461) Any damage scored on the target is taken as subdual
  damage, When the total number of subdual points is equal to.
  or greater than, the target's HP\% the target is unconscious or
  otherwise rendered helpless.
  1.462) When hand-to-hand tactics, weapons that do not have
  the potential of killing or edged weapons that strife
  to inflict the subdual damage, 20% of the damage inflicted,
  rounded down, is taken as actual physical damage: by the
  target.
  1.4621.) When weapons that have no flat and edge sides, i.e.
  maces, staffs, etc, are used in subduing a target, 40% of the
  damage that is inflicted, rounded down, is taken as physical
  damage,
  EXCEPTION—If the weapon used in 1.4621 is specifically
  designed for subduing enemies, and not intended as a killing
  weapon in battle, it will always score subdual damage when it
  is used AND 20% of the damage inflicted, rounded up, will be
  the actual physical damage,
  1.4622) ONE BLOW UNCONSCIOUSNESS
  ^riy single blow that inflicts actual physical damage when it
  hits lias a chance to drive the person hit into unconsciousness,
  regardless of the HPV that the target has remaining.
  The chance, stated as a percentage of the HPV, equals:
  (TOTAL SUBDUAL DAMAGED ACTUAL DAMAGE)/HPV
  This fraction is converted to a percentage, rounding down.
  This percentage, minus the Stamina of the victim, is the
  percentage chance that' that punch will knock the person out.
  EXAMPLE—In a hand-to-hand battle, one participant misses and the
  other hits him for two points. He cannot be knocked out by this blow
  but does take two points of subdual damage. In the next phase, the
  victim is hit again, tor thirteen points. This blow does two points of
  physical d; 
  thirteen subdual. It can also knock the victim
  "^Sf2^"^.i%t^^^^IS'
  IMPQJtTFANTr^If the victim isnot knocked out, he carries
  fifteen points of subdual damage into the next round. Actual
  damage applies only towards knockouts in the subdual system,
  unless the actual damage scored is sufficient to kill the vie-
  tim~~in which case it will. No target that is taken unaware
  when subdual is attempted may subtract his Stamina from his
  chance of being knocked out. Use the determined percentage
  without modi float ion.
  1.4623) DURATION OF UNCONSCIOUSNESS
  A person that is knocked out will remain unconscious for:
  (100-Stamina)-HActual Damage x 10) turns
  EXAMPLE—-if the victim above is knocked out, he will remain un-
  conscious for, (100 - 30} + (2 x 2), 74 turns, i.e. nearly fifteen minutes,
  IMPORTANT—Regardless of the result of this formula, the
  minimum number of turns that a person will remain un-
  conscious if he is knocked out equals:
  TO -StB turns
  If the result of the main formula is negative, the formula
  above should be used.
  NOTE—If the subdual attack is not being used to knock the
  victim out, but to subdue him in another way, the turns deter-
  mined above are the number of turns that pass before the vic-
  tim can take any act ion against his subduers. During this
  period, the Players must specify the means that they are using
  to maintain their control. If the Referee considers these
  methods to be inadequate, or useless, he may modify the dura-
  tion of the subdual accordingly. In all cases where this form of
  attack is allowed, the decision of the Referee is final.
  1.463) In all cases, when the subdual damage taken is greater
  than or equal to the victim's HPV, the victim is unconscious or
  controlled. See 1.4622 for the cases where this state can occur
  sooner.
  A bit of a problem
  
  1.5) MISSILE FIRE
  A Missile, specifically, is any object that is projected at a
  target from a distance. In this game, all NON-MAGICAL pro-
  jectiles of any kind are Missiles.
  1.51) Missile Fire is resolved using the Combat Table. The
  Line that the firer will use is determined by the Range and the
  weapon that he is using. The roll is modified by the firer's EL
  and other factors.
  1.52) THE MISSILE TABLE
  The table below is used to determine the Line that will be
  used when a weapon is fired, thrown, etc.
  The numerical values listed in the table, except for Base
  Range, indicate the Line that is used on the Combat Table.
  The Ext. column indicates what may or may not be employed
  at extreme range.
  RANGE FRACTION
  WEAPON 
  POINT
  USED 
  BLANK 
  SHORT 
  MED. 
  LONG 
  EXT.
  Arbalest 
  +15 
  +8 
  -2 
  -12
  Bolas 
  +10 
  - 1 
  -13 
  -20
  Bow 
  +11 
  +4 
  -6 
  -18
  Composite Bow 
  +14 
  +7 
  -3 
  -14
  Handle Sling 
  +3 
  +9 
  -4 
  -17
  Heavy Crossbow 
  +12 
  +6 
  -3 
  —16
  Javelin 
  +6 
  0 
  ~9 
  -20
  Light Crossbow 
  +9 
  +5 
  -6 
  -20
  Light Lance 
  +8 
  ~2 
  -10 
  -20
  Long Bow 
  +12 
  +8 
  0 
  -10
  Other Dagger 
  +5 
  .... - 3 
  - 15 
  - 20
  Other Thrown
  Weapons 
  +4 
  -4 
  -14 
  -20
  Repeating
  Crossbow 
  +7 
  +1 
  ~8 
  -18
  Sling 
  +4 
  +6 
  -6 
  -19
  Spear 
  +5 
  -1 
  -7 
  -16
  Throwing Axe 
  +6 
  -2 
  -10 
  -20
  Throwing Dagger 
  +8 
  0 
  - 12 
  - 20
  *Range = Base Range + the thrower's SB in hexes.
  **Range = Base Range + (the thrower's SB/2, rounded down) in hexes.
  Yes
  No
  Yes
  Yes
  Yes
  Yes
  No
  Yes
  No
  Yes
  No
  No
  No
  Yes
  No
  No
  No
  NOTE — If the divisions in section 1.521 are too time-consuming or difficult,
  BASE
  RANGE
  24
  4**
  20
  25
  18**
  20
  6*
  18
  3**
  30
  4**
  4*
  16
  12**
  8*
  5*
  5**
  the table
  below can be used to determine the ranges that apply for missile weapons.
  1.52DTHE RANGE FRACTIONS
  A) POINT BLANK— Point Blank Range applies when the
  weapon is fired within 10% of its Base Range, rounded
  down. If the result is zero, the firer must be in the same hex,
  within 1 ", of his target.
  B) SHORT— When the weapon is fired from 10 to 25% of
  its Base Range, rounded down, it is at Short Range. If the
  value is zero, the Short Range line is used instead of Point
  Blank.
  C) MED. — Medium range applies from 25 to 50% of the
  stated Base Range, rounded up.
  D) LONG— Long Range applies from 50 to 100% of the
  stated Base Range.
  E) EXT.— Extreme Range applies if a YES is found for the
  weapon in the Ext. column of the Missile Table.
  Any weapon that can be fired at Extreme Range can be
  fired at up to DOUBLE the Base Range specified for it. (If
  the Base Range is 25, it can be fired at a range of 50). Per
  additional hex, inch, that the weapon is fired ADD ONE to
  your roll on the Combat Table using the line specified for
  Long Range.
  EXAMPLE — An Archer fires a Longbow at a range of 35. He will
  roll on line - 10 adding 5 to his roll for Extreme Range.
  RANGE EXAMPLE — The Range breakdown for a Longbow is:
  POINT BLANK 
  0 
  3 
  LONG 
  16 - 30
  SHORT 
  4 - 7 
  EXTREME 
  31-60
  MEDIUM 
  8 - 1 5
  RANGE TABLE
  POINT
  RANGE 
  BLANK
  None
  3 
  None
  4 
  0
  5 
  0
  6 
  0
  7 
  0
  8 
  0
  9 
  0
  10 
  0 +
  11 
  0 +
  12 
  0+1
  13 
  0 +
  14 
  0 +
  15 
  0 +
  16 
  0 +
  17 
  0 +
  18 
  0 +
  19 
  0 +
  20 
  0-2
  21 
  0-2
  22 
  0-2
  23 
  0-2
  24 
  0-2
  25 
  0-2
  26 
  0-2
  27 
  0-2
  28 
  0-2
  29 
  0-2
  30 
  0-3
  SHORT
  0
  0
  1
  1
  1
  1
  1+2
  1 +2
  2
  2
  2 + 3
  2 + 3
  2 + 3
  2 + 3
  2-4
  2-4
  2-4
  2-4
  3-5
  3-5
  3-5
  3-5
  3-6
  3-6
  3-6
  3-6
  3-7
  3-7
  4-7
  MED. 
  LONG
  1 
  2
  1 + 2 
  3
  2 
  3+4
  2 + 3 
  4 + 5
  2 + 3 
  4-6
  3+4 
  5-8
  3-5 
  6-9
  3-5 
  6-10
  3-6 
  7-11
  4-6 
  7-12
  4-7 
  8-13
  4-7 
  8-14
  4-8 
  9-15
  5-8 
  9-16
  5-9 
  10-17
  5-9 
  10-18
  5-10 
  11-19
  6-10 
  11-20
  6-11 
  12-21
  6-11 
  12-22
  6-12 
  13-23
  7-12 
  13-24
  7-13 
  14-25
  7-13 
  14-26
  7-14 
  15-27
  8-14 
  15-28
  8-15 
  16-29
  8-15 
  16-30
  *If Extreme Range is possible for the weapon type
  being used.
  EXT.
  None
  None
  None
  None
  None
  None
  None
  None
  None
  1 2-22*
  13-24*
  14-26*
  15-28*
  16-30*
  17-32*
  18-34*
  19-36*
  20-38*
  21-40*
  22-42*
  23-44*
  24-46
  25-48
  26-50
  27-52
  28-54
  29-56
  30-58
  31-60
  that is
  
  1.53) FIRE MODIFIERS
  All arrnor, shield, helmet, weapon strength and Expertise
  modifiers apply in Missile Fire. Expertise modifiers only ap-
  plies for the firer; they give the target no benefit.
  The target may use his Expertise with a Shield to modify the
  Firer's roll. The EL is added to the firer's roll when he fires.
  The total added in this way may not exceed the AV of the
  shield that the target is using.
  EXAMPLE—A target has EL 12 in the shield. When using a Buckler
  he may only add 5 to the roll. When using a Metal Shield, AV13, he
  may add 12 to the roll.
  1.54) MISSILE DAMAGE
  Damage from Missile Fire is identical to that specified for
  "Attacker using a Weapon" in Normal Combat. At no time
  will the firer's SB be added to the damage scored, unless the
  object is a thrown weapon.
  1.55) SITUATION MODIFIERS
  All listed Situation Modifiers apply for Missile Fire as well.
  In addition, the following factors apply:
  A) NIGHT FIRE
  When the target is in darkness, or otherwise obscured from
  the firer, the firer will double the Range to determine the Line
  that he will fire on.
  EXAMPLE—A beast is moving towards the camp. The Guard fires at
  it at a range of 7 with a Longbow. The effective range, used to deter-
  mine his line on the Combat Table is, 7x2, 14. He will fire on line 0
  instead of line +8.
  B) CONCEALMENT
  When the target is partially hidden behind an object that is
  capable of deflecting the missile, the effective range is deter-
  mined as for (A) above.
  If both A + B apply, quadruple the Range.
  EXAMPLE—When a shot is taken, the target is partially behind a
  boulder. If the range is 11, it becomes 22. If it is also night, or vision is
  obscured, a range of 11 would become an effective range of 44.
  C) SIZE
  Per 15 hits, rounded down, that a creature can take the
  Archer will subtract 1 from his roll. If the target has a deter-
  mined height, subtract 1 per 5 inches, rounded down, that he is
  taller than 72".
  If a Humanoid form creature does not have a determined
  height, subtract 1 per 20 hits that it takes, rounded down.
  D) STRENGTH BONUS
  If the weapon used is one whose range is modified by the
  Firer's SB, the SB is added to any damage that is inflicted by
  the item thrown.
  EXAMPLE—A Giant, SB + 8, throws a rock. On a normal hit, it will
  do 1D6 -(- 8 hits to the target. His base range is 12.
  1.56) HORSE ARCHERY
  A missile user is allowed to use some weapons while he is
  mounted. These weapons are listed on the table below:
  WEAPON
  Bow
  Composite Bow
  Light Crossbow
  Spear
  Javelin
  Light lance
  Bolas
  STATIONARY
  0
  0
  + 5*
  + 5@
  •B °
  + 5
  CHARGING
  ' + 10*
  + 5*
  + 15*
  + 15@
  + 10@
  + 10(0)#
  *The Modifier is added per Range Fraction above Point Blank
  range. (If a Bow is fired from a charging horse at Medium
  range the modifier is +20, i.e. a 14 becomes a 34.)
  ©These weapons may only be used from a mount at Point
  Blank and Short range. The modifier is added at each range
  level, starting with Point Blank, as stated for Bows.
  #For the Light Lance, the modifier in parentheses is used if the
  missile is cast at Point Blank range. If it is cast at Short Range,
  the other modifier applies.
  1.57) ATTACKED ARCHERS
  If a missile-user, firing any type of Bow or Sling, is attacked
  in a phase that he fired in he may not counter attack. The at-
  tacker will receive a free attack while the missile-user switches
  weapons.
  1.58) 
  CROSSBOWS
  The following table applies for Crossbows only:
  CROSSBOW TYPE
  Repeating Crossbow
  Light Crossbow
  Heavy Crossbow
  Arbalest
  PHASES TO RELOAD
  The time required to reload starts with the last phase on
  which the weapon was fired.
  1.581) The Repeating Crossbow, a complex machine, may be
  fired ONCE per phase for FIVE PHASES before it must be
  reloaded. All other Crossbows may be fired once before they
  must be reloaded.
  1.5811) If a Character is interrupted while he is reloading his
  Crossbow, i.e. he has to defend himself, he will lose all ac-
  cumulated phases of reloading. He must start over.
  NOTE—The Repeating Crossbow is equivalent to the weapon
  used in the Far East, especially in China. It fires Darts or
  Pellets, depending on the ammunition that its magazine is
  designed for.
  1.59) BOWS
  To use a Bow, Composite Bow or Longbow the firer's SB
  must be at least equal to the WSB of the Bow - 1. If it is less,
  the Character cannot draw the Bow.
  1.591) ELVEN BOWS—The rule in 1.59 above will never
  apply for Elven Bows.
  1.592) MAGIC BOWS—For non-Elven Magic bows, the
  firer's SB must be at least equal to WSB/2, rounded down.
  1.6) THROWING STONES—In some cases, the Players or
  Referee may need to determine the WEIGHT of a miscel-
  laneous projectile that is thrown at them, or by them.
  1.61) If the thrower has a determined Portage Ability, the
  maximum weight that he can throw for the Range determined
  for him is PA/10, rounded down.
  1.611) Each weight increase, equal to the throwing weight
  determined, reduces the throwing range by 50% rounded
  down.
  EXAMPLE—Vlad Stonehand has a Portage Ability of 244 pounds.
  He can throw a 24 pound, or less, projectile 8 hexes. He can throw a
  25 to 48 pound object 4 hexes. He can throw a 49 to 72 pound object 2
  hexes, etc.
  1.62) If the thrower does not have a Portage Ability, the max-
  imum weight equals S/5 rounded up. All other rules apply as
  specified in 1.611.
  1.63) DAMAGE—If this system is used, the damage that the
  projectile will score is increased by 1 hit point per TEN
  POUNDS, rounded down, if the object is solid.
  EXAMPLE—A Giant, SB + 5, hits with a 40 pound rock. His normal
  damage for a hit is 1D6 + 5. Due to the weight of the rock, in this case,
  he will score 1D6 + 9 hit points.
  
  In combat, equipment can be damaged and brokeii. The
  :.roles, rnat foiiovv legislate tnis factor,
  :!ii^jijjjiijijit
  HHiHSEEfSHrs
  "SSSSS . - am. „ de,™in»,
  by its AV on the table below:'
  I 
  AV 
  DR 
  f T v D R | AV 
  DR 
  1
  ^MM." ^^^53
  I 
  3 
  iTiFEEEEEHfi*
   
  15°
  4 
  35 
  9 
  85 
  14 
  170 
  I
  l ^ 5 ^ ^ ^ 4 5 j M p ) 
  100 
  { '' 15 
  200 
  jg
  kl*1 
  - ( 
  • "j 
  ' 
  • 
  1 
  I 
  <<<" 
  • 
  1 , 
  »' 
  I
  I when the lotat damage that has been suffered by rhe armor ex-1
  iceeds the value listed in the table, it is worthless as armorv Thej
  Imaximit'm-:'Ay•• that is. possible for non-magiea! armor is |.
  2,22); ONE BLOW DAMAGE
  ;:r-: :ll:.B.;s:uit of arnior.s:u:f^
  •:^M-one..blow;, :reduce.:th:e:.:.AV by !, 5K;;;'c"3i?^;:'t'^';
  ;&AMPi::E-~:A ma:nin:.Plate:Maiit.AV4,.:is hit for 27 hit points. After
  the AV i^ subtracted, 23 are scored on him and the armor. This
  reduces ihe AV of the Armor to 3 a^ well as inflicting the damage.
  .. 
  :,,.,,.,-,', . 
  . 
  . ^ 
  : . . 
  . v
  2,23} .NATURAL ARMOR (NAV)
  "The Natural Armor Vatiie listed for certain creatures
  reflects a toughness of hide aiul/or mystical protection that is
  derived from within. This NAV cannot be destroyed in
  ^KfSiSimSKKS
  As an option\- it may be reduced in value with One Blow
  damage. The amount of reduction is 1 each time that the NAV
  squared is scored against the creature. It may never be reduced
  more than 50% rounded up,
  'E^iSfl*LE^A;0rag6ii-na' 
  •. Any time that more than 36
  1 The minimum NAV that it can have is + 2
  3) MOUNTED COMBAT
  When fighting mounted, one of two movement conditions
  apply.
  3.1) STATIONARY COMBAT
  A horseman is considered to be "Stationary" when he
  moves 25% or less of his mount's speed in the phase that com-
  bat occurs in.
  3.11) When the combat occurs at Stationary speed, the rider
  will have the following factors in his favor:
  A) The rider may use his EL in Horsemanship to increase
  his chance to hit OR to decrease the chance that his oppon-
  ent will hit him, i.e. subtract from his roll or add to his
  opponent's.
  B) Unmounted opponents that are not armed with a
  Polearm class weapon will add 5 to their roll in attacking.
  C) While stationary, a trained Warhorse will be allowed an
  individual attack of its own. It may not do so when charg-
  ing, unless the trample option (3.2 D) is used.
  3.2) CHARGING
  When the mount moves over 25% of its speed, it is charg-
  ing. On any phase that a charge move is taken, the following
  factors will apply:
  A) All factors listed in Horsemanship in Book One.
  B) If a trained mount charges an untrained mount, the
  rider of the untrained mount must add 10 to his roll.
  C) Any unmounted opponent that is not armed with a
  Polearm class weapon must add 15 to his roll.
  , when the .4^piage;,;se0red:::LO reduce
  : heals so :does:ilie^NAVvitsetf.N AV; damage reflects ifrge
  ounds, that allow the fighter to hit the creature with
  ield is the amount of dama
  exceeded, the shield is destr.
  m by the shield-user,
  n AV of 13, If 13 hits or k
  ^r more are scored, the shield is dcs
  Damage—13 hit per
  :ked by a shield exceeds 50%
  the AV, the AV is reduced bv
  
  D) If the Rider does not attack himself, he may attempt to
  TRAMPLE an opponent that is in front of him. (In effect,
  ramming the mount right into it and trying to ride over it).
  In Trample attempts, the mount's OCV times 2 is used
  for determining the Base Lines. In rolling, the animals SB
  and (Rating x 2) are subtracted from the roll and added to
  the damage. The EL of the rider is subtracted from the roll.
  EXAMPLE—A Warhorse IV, SB +2, ridden by a Warrior with
  EL 12 is sent crashing into a rebellious peasant. The horse, OCV6,
  will use an OCV of 12 against the Peasant. The horse will subtract
  2 + (4x2) + 12, 22 from the attack roll. It will add, 2 + (4x2), 10 to
  the damage scored by the attempt.
  If the victim is armed with a Polearm class weapon, he
  may attack before the horse attacks. If not, he may attack
  if he survives.
  If the target is killed or missed, and the horse is not hit,
  the rider may continue his charge. If the horse is hit, or the
  target survives, the rider must remain in the hex where the
  Trampling was attempted.
  The Movement Cost to trample an opponent is 1.
  EXAMPLE—The Mount has 6 MP for the phase. If it moves 2,
  and tramples a Peasant, it has 3 left for the Phase.
  3.21) 
  CHARGE MAINTENANCE
  To maintain a charge, the mount must continue moving at
  charge speed AND may not vary his direction of movement by
  more than 60 degrees from the original line of the charge.
  Variance in either particular negates the effect of charging for
  the phase in which the variance occurs.
  3.211) If a mount suffers damage in excess of its Rating x 2, in
  any one phase, he may not charge in the next phase. His max-
  imum speed is Stationary for that phase.
  3.212) The Stationary and Charge speeds determined are
  always based on the undamaged levels for the mount. If its
  speed is reduced due to damage the speed required to get an
  effective charge is not affected.
  3.3) UNTRAINED MOUNTS
  Mounts that are not war trained, all Riding and Draft
  Horses, etc., are at a disadvantage in combat. None of the
  modifiers listed for Stationary or Charge moves will apply for
  them.The mount will only be allowed to attack in combat dur-
  ing a phase that it is hit. In addition, the rider may be thrown.
  The chance is equal to the Mount's Rating, or SB if it has no
  Rating, x 2 minus the Horsemanship of the rider. Roll 1D10.
  Thrown riders suffer 1D6 hits plus the SB of the mount. Once
  the rider is thrown, the mount flees. (If the Referee allows car-
  nivorous mounts, the mount will stay and attack; 1-7—the
  creature that hit them; 8-10—the rider).
  NOTE—Riding mounts are war-trained in Barbarian areas. They
  operate as Warhorses but are not used to Trample.
  4) MOVEMENT
  The following parameters for time and distance are used
  throughout this game. All Ranges and Movement speeds are
  based on the Tactical Hex.
  MOVEMENT SCALE CHART
  TACTICAL 
  GRAND TACTICAL STRATEGIC
  ONE HEX (INCH) 
  10 FEET 
  100 FEET 
  20 MILES
  ONE TURN 
  12 SECONDS 
  Two MINCTES 
  TWELVE Hoi RS
  ONE PHASE 
  3 SECONDS 
  NOT APPLICABLE 
  NOT APPLICABLE
  NOTE—In all cases where " or inch are used, without explicit
  definition, the term is equivalent to the 10 foot hex used as a
  tactical standard.
  In all cases where the words turn or phase are used without
  accompanying adjective, the word will refer to the
  tactical unit of that type.
  Caristos, Claw of (he Bra'mani, and a fellow tribesman
  
  4.1) TACTICAL
  The tactical scale is used to resolve all combat and
  encounters. See 4.4.
  4.2) GRAND TACTICAL
  The grand tactical scale is used to map large encounter
  areas, i.e. cities, ruins, villages. It should only be used for this
  purpose.
  4.3) STRATEGIC
  The strategic scale is used to map large areas of terrain. The
  Basic Movement rate, in miles per Strategic Turn, equals the
  MR determined for the Character or other creature. The
  Referee may modify these values based on the terrain, the
  speed with which the Players wish to move and other factors.
  Whether he does so is entirely at his discretion. If desired, a
  base speed of 10 miles per strategic turn, walking, 20 miles per
  strategic turn, riding, and 40 miles per strategic turn, flying,
  may be used for all parties.
  4.4) TACTICAL COMBAT
  Each tactical turn is divided into four phases. Each phase
  represents 3 seconds of elapsed time. The number of Move-
  ment Points that are available in each phase are determined on
  the chart below depending on the Movement Rate (MR) and
  the Phase being played.
  PHASE
  MR
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  For
  1
  0
  1
  1
  1
  1
  2
  2
  2
  2
  3
  3
  3
  3
  4
  4
  4
  PHASE
  2
  0
  0
  0
  1
  1
  1
  1
  2
  2
  2
  2
  3
  3
  3
  3
  4
  3
  0
  0
  1
  1
  1
  I
  1
  2
  2
  2
  3
  3
  3
  3
  4
  4
  determining the
  in excess of
  each phase.
  1,3,2,4
  32, divide
  MOVEMENT TABLE
  4 
  MR
  0
  0
  0
  0
  1
  1
  1
  1
  -)
  2
  2
  2 .
  3ll
  3
  3
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  2S
  29
  30
  31
  32
  1
  4
  5
  5
  5
  5
  6
  6
  6
  6
  7
  1
  1
  1
  8
  8
  8
  8
  PHASE
  2
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  6
  7
  ;7, :;
  7
  7
  8
  8
  3
  4
  4
  5
  x
  5
  5
  6
  6
  6
  6
  7
  7
  7
  7
  8
  8
  8
  Phase Movement Rate (PMR)
  the MR by 4. This
  Any remainder is assigned , 1
  value is
  4
  4
  4
  4
  4
  • 5
  5
  5
  5
  6
  6
  6
  6
  7
  7
  7
  7
  8
  for MRs
  assigned
  per phase,
  to
  in phase
  order.
  EXAMPLE— A Creature has an MR of 50.
  ing. The PMR for the
  50/4 = 12 with 2 remain-
  Creature is 13/12/13/12.
  4.41) MOVEMENT ORDER
  Within each phase, the creature with the highest PMR will
  move first. If a tie exists, Characters will always move before
  creatures or non-characters. If Characters are tied, the
  Character with the highest Agility will move first. If this does
  not resolve the tie, continue with; 1) Highest CEL, 2) Lowest
  AV, 3) Tallest, 4) Lowest Weight. If it is still unresolved, the
  Character's should take turns moving first.
  4.5) THE PHASE SEQUENCE
  The major combat actions are resolved in the following
  order:
  I) 
  MAN A ALLOCATION
  11) 
  MISSILE FIRE
  III) 
  MAGK EFFECT
  IV) 
  MOVEMENT AND MELEE
  4.51) MANA ALLOCATION
  During this phase, any magic-users that wish to cast magic
  will allocate the necessary mana. The number of Mana Points
  that a magic-user can cast in one phase equals (MEL + EL)/2,
  rounded up. The spell cast will not go into effect until all
  points cast for it have been allocated. When they have, it takes
  effect in the Magic Effect phase immediately following.
  EXAMPLE—An MEL 4 Wizard casts a 4 point spell. He can cast 3
  Mana Points per phase with that spell. On the Mana Allocation in
  which he casts the final Mana Point, the 2nd phase of casting, the spell
  is complete. It will take effect in the Magic Effect Segment of the 2nd
  Phase.
  4.511) If the magic-user is damaged while casting a spell, i.e.
  before all mana has been allocated to it, the spell will not take
  effect and any mana cast is lost. He must start over to cast the
  spell.
  EXAMPLE—In the case above, if the Caster took an arrow after
  casting the initial 3 Mana points the spell will not take effect and the
  points cast are lost.
  4.52) MISSILE FIRE
  All projectile weapons and thrown missiles are used at this
  time.
  4.521) Damage scored by arrows, quarrels, pellets, darts and
  other small projectiles, that score damage against an armor
  wearer, will not damage the armor that is worn. The penetra-
  tion that occurs when they inflict their damage is at no time
  sufficient to count as real damage for the armor, though it
  does damage the wearer.
  EXAMPLE—An arrow scores 13 hits on a person in Plate Mail. Four
  hits are blocked by the armor. The wearer takes 9 hits, the armor's DR
  is not reduced by the arrow.
  A quarrel strikes a shield, doing 20 hits. It is firmly imbedded in
  the undamaged shield, and probably the shield arm of the shield-user.
  4.522) If the Missile Weapon is being used from horseback,
  i.e. mounted, the firer may fire it during the Missile Phase.
  If he does not choose to do so, he may fire during the
  Movement and Melee Phase at any point of his move.
  The MP cost to fire a weapon during the Movement and
  Melee Phase is 3 MP for a Bow and 2 MP for a thrown
  weapon.
  EXAMPLE—The PMR of the Mount is 7 for the Phase. If the
  Character fires his Bow on the move he may only move 4.
  4.53) MAGIC EFFECT
  In the magic effect phase, any spell that has received all
  of the mana required for it to take effect will be resolved.
  The effect of all spells are resolved using the Magic Table, sec-
  tion 6.13.
  4.6) MOVEMENT AND MELEE
  During this Phase, all combatants will move and all combat
  will be resolved. Whenever a combatant enters a hex, moves
  within 1/2" or is in range of the melee weapons involved on
  either side, the combatants involved will have the option to
  fight. If either chooses to do so, both lose their remaining
  movement for the phase. When all movement has been com-
  pleted, they will fight.
  10
  
  4.61) OPTION—If a Character does not wish to fight, and he
  is faster than a combatant that does, he may refuse combat by
  moving out of the range of his enemies attack. If the refused
  combatant wishes to do so, he will be allowed a free attack
  against the Character. The free attack is allowed if:
  A) The combatant can follow the Refuser at least ONE
  HEX during the phase that combat was refused.
  B) No other person engages the refused combatant during
  the same phase as the refusal.
  4.62) If two combatants start the phase within range to fight,
  and either wishes to do so, combat is mandatory as specified
  above.
  4.63) MOVEMENT MODES
  Two movement modes apply for all combatants, Stationary
  and Charge.
  4.631) FOOTMEN—Any unmounted Character, 
  or any
  creature with an MR of less than 15, is considered to be a Foot-
  man. Footmen are considered to be stationary if they do not
  move at all. (This excludes changes of facing within the hex
  that the combatant is in). Footmen that move are Charging.
  4.632) MOUNTED—Any Character that is riding, or any
  creature with an MR of 15 or greater, is considered to be
  Mounted. If a Mounted person moves 25% or less of his
  PMR, he is stationary. If he moves faster, he is charging. For
  the effects of these Modes see Mounted Combat 
  and
  Horsemanship. (Creatures that are classed as mounted, may
  attempt to trample when fleeing. Their CV/3, rounded down,
  should be used as their rating.)
  4.7) WEAPON CLASSES
  The classes below are listed in Attack Order priority.
  4.71) POLEARMS—The Halberd, Polearm and Boar Spear
  fall in this class. When they are used by a Stationary Footman,
  the parenthesized WSB listed for them will apply. At all other
  times, it will not.
  When a Polearm is used against a Charging, Mounted op-
  ponent, DOUBLE the parenthesized WSB.
  Polearms may be used to attack into adjacent hexes. No
  WSB increases apply if the weapon is used while charging.
  4.72) HEAVY LANCE—The WSB only applies when it is
  used from a Charging Mount. Against another Charging
  Mounted target, the WSB listed is DOUBLED if a hit is
  scored.
  4.73) SPEARS—The Spear and Light Lance are used at this
  time. For the Light Lance, the WSB will only apply on the
  Charge when it is thrown or used as for the Heavy Lance.
  Spears may be used in the same way but will garner no addi-
  tional effectiveness. If a Spear is used while charging on foot,
  add 5 to your roll. Either may be thrown from a Stationary
  position.
  4.74) STAFF—May only be used while on foot. If it is used
  while charging, add 5 to your roll. On Deadly Hits, double the
  WSB.
  4.75) HEAVY SWORDS—The Great Sword, Bastard Sword
  and Broadsword. The Great Sword may not be used while
  mounted. If the Bastard Sword is used while mounted, add 5
  to your roll. No restriction applies on the Broadsword. When
  any of these weapons are used while charging on foot subtract
  1 from the damage scored.
  4.76) AXE—The Axe and the Battle Axe. The Axe is used
  from Horseback as for the Broadsword. The Battle Axe is used
  as for the Great Sword. No deduction applies if they are used
  while charging on foot.
  4.77) SCIMITAR—The Scimitar and the Tulwar. When they
  are used from the back of a Charging Mount, add ONE to the
  WSB.
  4.78) MACE—The Mace, Hammer, Flail and Club. On Deadly
  and Severe damage, add 1 to the damage inflicted. Against
  Shields, subtract 1 from the damage inflicted. Subtract one
  from damage if the weapon is used by a Charging Footman.
  Add 1 for a Flail used by a Charging Mounted combatant.
  4.79) SWORDS—Lighter swords. Used as for Broadsword
  from Horseback. No deduction applies when they are used
  while charging on foot. If used as a Missile Weapon, roll on
  the Other Missile Weapon line adding 10 to your roll.
  4.80) OTHER WEAPONS—Throwing Axe, Javelin, Dagger,
  Throwing Dagger. These are weapons that are short or that are
  primarily meant to be thrown. If they are thrown, they strike
  before Polearms. If not, they strike last.
  4.81) CALTROPS—Caltrops are a spiked nuisance weapon.
  They are spread in front of the defender as a defense against
  mounted attackers. The Referee may decide to ignore them in
  play. If you wish to use them, the OCV will be equal to the
  number of Caltrops spread along the line that the mounted
  creature must pass. If a hit is scored, they will do 1D6 hit
  points and will break the charge if the damage scored or less is
  rolled on 1D10. Caltrop damage is unaffected by Armor.
  EXAMPLE—8 Caltrops are spread in the area that a Knight charges
  through. Rolling with an OCV of 8, i.e. on line +8, a hit is scored.
  Rolling 1D6, 3 points damage are inflicted on the horse. Rolling 1D10,
  a 1-3 will indicate that the Charge is broken. No charge benefits are
  received by the opponent if the charge is broken.
  4.9) CREATURES
  The table below gives the Attack Order of creatures, based
  on the weapons above and the OCV of the creature.
  ATTACK PRIORITY TABLE
  ORDER 
  WEAPON CLASS 
  CREATURE OCV
  1 
  Thrown Weapon
  2 
  17 + UP
  3 
  Polearms 
  13-16
  4 
  Heavy Lance
  5 
  Spear/Light Lance 
  9-12
  6 
  Staff
  7 
  Heavy Sword/Axe 
  6-8
  8 
  Scimitar/Mace
  ; ;.;>••<:.,.,' /.Sword. , . ; . ; - 
  3-5
  10 
  Other Weapons 
  0-2
  In case of ties, Characters will always attack first. If both
  combatants are Characters, ties are broken as for movement
  ties. Use Dexterity as the first tie breaker instead of Agility.
  4.91) MAGIC WEAPONS—The Attack Priority for a Magic
  Weapon equals the order listed for the Weapon type minus
  EL/2, rounded up. The best priority that a throwable weapon
  can have is zero, i.e. before all thrown Weapons. The best
  priority that any other Magical Weapon can have is 2.
  4.10) FACING
  Unless a combatant has a strong
  tail, or other weapon that can be used
  in the rear, he may only attack op-
  ponents that are located to his front.
  The front is a 180 degree 
  area
  radiating from one side of 
  the
  counter, or figure, that represents the
  combatant to the other.
  The flank of an opponent are 60
  degree areas adjacent to the front on either side of the counter
  or figure.
  11
  
  The opponent's rear is a 60 degree area that is adjacent to
  both flanks and not adjacent to the front.
  A creature with weapons in both front and rear can attack
  in either direction and is not considered to have a rear for the
  purpose of Combat.
  Creatures that attack within a specified area will affect all
  targets within that area. They will have neither a rear or a flank
  for the purpose of Combat.
  Creatures, such as the Hydra, that are multi-headed will
  not have a flank. If they are multi-headed and one of the heads
  is in the rear, such as the Chimeara, they will have neither rear
  or flank.
  5) MOVEMENT RESTRICTIONS
  A) If a Missile weapon is fired during the Missile Segment
  by^ combatant on foot, he may not move in that Phase's
  Movement and Melee Segment. If a weapon is thrown, he
  may move after reducing his PMR for the Phase by 2, if his
  PMR is not zero.
  B) DAMAGE REDUCTION—Damage will reduce the
  speed of all Creatures. (Except those specifically 
  excluded).
  Divide the Character's highest PMR rating into the number
  of hits that he can take and round up. This yields a number
  of hits that he can take before the PMR is reduced by 1.
  When a reduction occurs, it occurs in all Phases of a turn
  and lasts until the damage heals.
  EXAMPLE—A Character has an MR of 13, i.e. 4/3/3/3. He
  takes 29 hits. 29/4 yields a value of 8. Per 8 hits that he suffers,
  rounded down, his PMR in all Phases is reduced by 1.
  (If he takes 10 hits, the PMR values become 3/2/2/2).
  C) Any Creature that dodges during a Phase will move at
  50% of it's normal PMR, rounded up, in the next Phase.
  D) Any Creature that has it's PMR reduced by more than 1
  in a single Phase may not move in the next Movement and
  Melee Segment.
  E) Magic-users may not move in any Phase that they cast
  Mana.
  6) MAGIC
  The sections that follow delineate the use of magic in com-
  bat, the Spells available and all facets of magic-use. Additional
  sections delineate the affect of various items whose effect is
  resolved using the Magic Table, i.e. Poisons.
  6.1) MAGIC TABLE
  The Magic Table is used to resolve the effect of all Spells,
  Poisons, Diseases and other effects.
  6.11) POSITIONING
  The Line that the magic-user will use on the Magic table
  equals his MEL (Magic Experience Level). For other effects,
  the line used is the Base Line (BL) assigned to it.
  6.12) SPELL RESOLUTION
  When the magic-user's line is known, his roll is modified by
  the following factors:
  A) Subtract EL x 2 from the roll.
  B) Add the target's MDV to the roll.
  C) Add any other factors that the Referee chooses to apply.
  See 7.85.
  EXAMPLE—The wizard Oom, MEL6, casts an EL3 Astral Fire spell
  at a creature with an MDV of 8. No special factors apply. He will roll
  on line SIX adding TWO to his roll.
  6.121) MULTIPLE TARGETS
  When a spell can affect more than one target, a single roll is
  used to resolve the effect for ALL of them. The MDV of each
  ECU.
  target is added independently to determine the result against
  that individual.
  IMPORTANT—When multiple targets are affected by a suc-
  cessful spell, the magic-user will receive points based on the
  HIGHEST MDV that is affected. If ANY target is affected by
  success, he will not receive failure expertise for those targets
  that are not affected.
  EXAMPLE—In the case above, Oom's spell can affect three targets.
  The MDV's are 10, 8 and 4. With his roll, he fails to affect the MDV
  10 target but affects the others. He receives points based on success
  against an MDV of 8.
  6.13) THE MAGIC TABLE
  The table below is used to determine the effect of all spells,
  poisons and supernatural events. Where the term BL is used
  for ANY roll, anywhere in these rules, the roll is taken on the
  Magic Table.
  LINE 
  SUCCESS
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20 -f UP
  01-35
  01-38
  01-41
  01-44
  01-47
  01-50
  01-52
  01-54
  01-56
  01-58
  01-60
  01-62
  01-64
  01-66
  01-68
  01-70
  01-72
  01-74
  01-76
  01-78
  01-80
  ABYSMAL
  FAILURE 
  FAILURE
  36-90
  39-91
  42-92
  45-93
  48-94
  5 1 -95
  53-96
  55-97
  57-98
  59-99
  61-100
  63-101
  65-102
  67-103
  69-104
  71-105
  73-106
  75-107
  77-108
  79-109
  81-110
  91
  92
  93
  94
  95
  96
  97
  98
  99
  100
  101
  102
  103
  104
  105
  106
  107
  108
  109
  110
  111
  12
  
  If the MEL is greater than 20, subtract ONE from the
  magic-user's roll per excess MEL. Roll on the 20 + UP line to
  resolve the affect of his spell.
  NOTE—As a note of interest, or if terminology is important in
  your world, the MELs indicated by the lines above yield the
  following titles in a magical society:
  MEL 
  TITLE
  0 to 5 
  Apprentice
  6 to 10 
  Magician, inexperienced
  11 to 14 
  Sorcerer/Wizard, experienced
  15 to 20 
  Mage, highly experienced
  2.1 and UP 
  Great Mage/Master, renowned and deadly
  The terms above, for magic-user relative status, are derived
  from the base chances that they have on the magic table. An
  apprentice has a better chance of failure than of success, ex-
  cept at MELS. A magician has a better chance of success than
  of failure. A Sorcerer/Wizard only experiences 
  abysmal
  failure due to the strength of the target that he is attempting to
  effect. A Mage has twice the chance of success as of failure.
  The Great Mage exceeds standard limits with more than three
  times the chance of success as of failure and a base success
  chance over 80%. For the sake of your game, magic-users with
  an MEL of 11 or higher should be rare AND well known in the
  area where they reside; to natives of that area. A person with
  that kind of power seldom goes unnoticed.
  6.131) TABLE EXPLANATIONS
  SUCCESS—The spell has its listed effect. Magic Expertise,
  Magic Experience and Characteristic Points are gained as
  specified in Book One.
  FAILURE—The spell is cast improperly. It does not work or
  has a negligible effect. All mana expended is lost. One Exper-
  tise Point is gained in the spell used.
  ABYSMAL FAILURE—Failure of this nature indicates that
  the force shaped to create the magic has breached the Caster's
  defenses and turned on him. The effect of this occurrence is
  determined rolling D100 on the table below. This roll is
  modified by subtracting your EL x 2 in the spell cast.
  THE ABYSMAL FAILURE TABLE
  ROLL 
  EFFKCT
  12 or Less The failure is turned without adverse effect.
  13 
  The Caster suffers 1)100 points loss to his Energy Level.
  If the Energy Level is reduced to zero or less, he is dead.
  14 4-15 
  Reduce the Energy Level to zero. The Caster will remain
  comatose until it regenerates completely or he is
  Revivified.
  16-30 
  The effect of the spell is suffered by the Caster and none
  other. If it is a spell that is only stopped by the Caster's
  death, it must be dispelled to stop the effect. All effects
  are subject to ejudication by the Referee.
  31-60 
  The Magic User's Casting Ability is reduced an addi-
  tional 2D10 Mana Points and he is unconscious for a
  number of hours equal to the Mana Points thus lost.
  61-90 
  Lose 2D6 points from BOTH Energy Level and C'asting
  Ability. The Caster is stunned, and incapable of casting
  any magic, or moving, for a number of phases equal to
  the number of Energy Points thus lost.
  91 and Up The Caster is possessed by the force from which the
  spell is derived. This creates a FANATICAL TIE to the
  alignment of the spell. Until the effect is negated
  (Negate Curse spell), he may not cast spells of any other
  alignment and his actions are dedicated to the goals of
  the possessing alignment. |For Basic Wizardry spells,
  the alignment is always the same as the Caster's orienta-
  tion).
  EXAMPLE—A spell with an EL of 2 results in Abysmal Failure. The
  roll on the table above is 49. 49 - (2x2) = 45. The Caster loses 21)10
  Mana Points and passes out for the number of hours rolled.
  NOTE—Abysmal Failure occurs if the roll is greater than or
  equal to the number rolled, after all modifications for EL and
  MDV have been made.
  In Success, any roll, after modification, that is less than 01
  equals 01.
  If a specific effect of Abysmal Failure is noted for a spell,
  that effect is used. In all cases where the result of Abysmal
  Failure is ambiguous, the Referee will ejudicate it such that the
  result is detrimental to the caster.
  6.14) POISON
  The effect of poison is resolved on the Magic Table. All
  poisons have a Base Line (BL) listed for them. This is the line
  that is used on the magic table. In resisting poison, the victim
  will add his (StB + CB) x 2 (his Poison Resistance} to the roll.
  The results have the following meaning:
  A) SUCCESS—The poison has its affect on the target.
  B) FAILURE—The victim loses 2D10 + BL energy points.
  If the energy level of the victim reaches zero or less, the
  poison has its listed effect. If the effect is not immediate
  death, the victim's energy level is increased to its pre-poison
  level before the effect takes place.
  C) ABYSMAL FAILURE—Abysmal Failure has no effect
  on the victim.
  6.141) POISON EFFECTS
  Various types of poison exist in this game. When they suc-
  ceed, the following effects will be applied:
  A) IMMEDIATE DEATH—The victim loses 2D10 + 20
  energy points per phase. When the energy level is zero or
  less, he is dead.
  B) DEATH—Lose 1D10 + BL energy points per two
  phases. When the energy level is zero or less, the victim is
  dead.
  C) SLOW DEATH—Lose BL energy points per turn.
  When the energy level is zero or less, the victim dies.
  D) PARALYSIS/PARALYTIC—The victim is paralyzed
  for TWO hours times the BL of the poison.
  NOTE—The four poison forms above are the basic forms that
  exist. Others are possible. Those that are, are explained where
  they apply.
  IMPORTANT—All energy losses are temporary. When the ef-
  fect of the poison ends, the points are regained as specified in
  Book One, section 1.3253. They are used above to determine
  how long it will take a given type of poison to effect a given
  victim. The life can be saved if the Character is helped before
  the poison has a terminal effect on him.
  6.15) 
  DISEASE/PLAGUE
  The effects of all Diseases and Plagues are resolved on the
  Magic Table. The rolls that apply in this case are as specified
  for Poison in 6.14.
  13
  
  7) GENERAL RULES
  The rules below apply in the casting of all types of learned
  magic.
  7.1) CASTING COST
  All spells have a Base Mana Cost, see sections 10 and 11.
  This factor is used to determine the cost to cast a given spell.
  The formula for determining a spell's casting cost, i.e. the
  number of mana points required to cast it at a given EL, is:
  Base Mana Cost + (EL x 2)
  The table below gives the possible solutions of this formula
  in play:
  BASE
  MANA COST
  lilt':,. 1
  2
  4
  . 5:
  6
  7
  8
  9
  10
  15
  20
  EXPERTISE LEVEL
  0
  1
  -,
  3
  4
  •$'"
  6
  7
  8
  9
  10
  15
  20
  1
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  17
  22
  2
  ;5:
  6
  7
  8
  9
  10
  I!
  12
  13
  14
  19
  24
  3
  7
  8
  9
  10
  II
  12
  13
  14
  15
  16
  21
  26
  4
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  23
  28
  5
  1 1
  12
  13
  14
  15
  16
  17
  18
  19
  20
  25
  30
  6
  13
  14
  15
  16
  n
  18
  19
  20
  21
  77
  27
  32
  7
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  29
  34
  8
  17
  18
  19
  20
  21
  "» i
  23
  24
  25
  26
  31
  36
  9
  19
  20
  21
  22
  23
  24
  25
  26
  .27.
  28
  33
  38
  10
  21
  22
  23
  24
  25.
  26
  27
  28
  29
  30
  35
  40
  11
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  37
  42
  7.2) CASTING SPEED
  The number of mana points that a magic-user can cast in
  ONE phase is a function of his MEL and his EL in the spell
  used. The basic formula is:
  (MEL + EL)/2, round up
  The table below gives the possible solutions to this formula.
  EXPERTISE LEVEL
  MEL 0
  0 
  0*
  1 
  1
  2 
  1
  3 
  2
  4 
  2
  5 
  3
  6 
  3
  7 
  4
  8 
  4
  9 
  5
  10 
  5
  11 
  6
  12 
  6
  13 
  7
  14 
  7
  15 
  8
  16 
  8
  17 
  9
  18 
  9
  19 
  10
  20 
  10
  1
  1
  1
  2
  2
  3
  3
  4
  4
  "5;
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  11
  *When these
  point per turn
  he is doing
  2
  1
  2
  2
  3
  3
  4
  4
  5
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  11
  11
  3
  2
  ••)
  3
  3
  4
  4
  5
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  4
  2
  3
  3
  4
  1 4;
  5
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  12
  values apply,
  . The person
  5
  3
  3
  ;4
  4
  5
  5
  6
  6
  7
  -i
  a
  8
  9
  9
  10
  10
  H
  11
  12
  12
  13
  the
  6
  3
  4
  4.
  5
  : 
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  12
  13
  13
  7
  4
  4
  ;5:
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  12
  13
  13
  14
  8
  4
  5
  5
  6
  6
  *j
  1
  8
  8
  9
  9
  10
  10
  11
  11
  12
  12
  13
  13
  14
  14
  casting speed
  lias little or no
  9
  5
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  12
  13
  13
  14
  14
  15
  10
  . 
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  12
  13
  13
  14
  14
  15
  15
  is ONE
  11
  6
  6
  w.
  1
  8
  8
  9
  9
  10
  10
  1.1.
  11
  12
  12
  13
  13
  14
  14
  15
  15
  16
  mana
  knowledge of what
  7.3) GAINING NEW SPELLS
  The expertise point cost to learn a new spell is:
  (Base Mana Cost + 1) squared
  If the student has a book, scroll or an instructor that knows
  the spell, the cost is reduced 50%, rounded up. This reduction
  only applies to learning the spell. It does not apply to increas-
  ing your EL once the spell has been learned.
  7.31) New spells are only learned with expertise points that are
  gained educationally. You may NEVER gain experiential ex-
  pertise in anything that you are unable to do.
  7.32) The table below gives the expertise point costs that will
  apply in learning spells. All new spells are learned at an EL of
  0. The speed with which expertise points are gained is found in
  section 7.42.
  BASE 
  BASE
  MANA 
  POINT COST 
  MANA 
  POINT COST
  COST 
  alone 
  instructed 
  COST 
  alone 
  instructed
  '.mmm 
  4 ':
  :;>:" ^:^:-.
  2
  9
  5
  3 
  16 
  8
  4 
  25 
  13
  5 
  36 
  IS
  6 
  49 
  25
  7 
  64 
  32
  8 
  81 
  41
  9 
  100 
  50
  10 
  121 
  61
  15 
  256 
  128
  20 
  441 
  221
  IMPORTANT— In the table above, "instructed" indicates
  ALL cases where the reduction in cost that is specified in 7.3
  applies. "Alone" indicates all cases where it does not apply.
  NOTE—To gain a reduced cost from a book or scroll, you
  must be able to read it. To be taught by an instructor, teacher
  and pupil must have a common language that both of them
  know.
  7.4) INCREASED EXPERTISE
  After ELO is gained in a spell, the magic-user can increase
  to higher expertise levels in it, either educationally or through
  expertise. The basic cost to reach a new EL from the EL directly
  below it is:
  CASTING COST x (EL+ 3)
  The table below gives the possible solutions to this formula.
  BASE
  MANA
  COST
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  15
  20
  EXPERTISE
  1
  12
  16
  20
  24
  28
  32
  36
  40
  44
  48
  68
  88
  2
  25:
  30
  35
  40
  45
  50
  55
  60
  65
  70
  95
  120
  3
  42
  48
  54
  60
  66
  72
  78
  84
  90
  96
  126
  156
  4
  .63
  70
  77
  84
  91
  98
  105
  112
  119
  126
  161
  196
  5
  88
  96
  104
  112
  120
  128
  136
  144
  152
  160
  200
  240
  6
  117
  126
  135
  144
  153
  162
  171
  180
  189
  198
  243
  288
  LEVEL
  7
  150
  160
  170
  180
  190
  200
  210
  220
  230
  240
  290
  340
  8
  187
  198
  209
  220
  231
  242
  253
  264
  275
  286
  341
  396
  9
  228
  240
  252
  264
  276
  288
  300
  312
  324
  336
  396
  456
  10
  273
  286
  299
  312
  325
  338
  351
  364
  377
  390
  455
  520
  11
  322
  336
  350
  364
  378
  392
  406
  420
  434
  448
  518
  588
  he may NEVER
  matter what means he uses to cast it.
  7.41) Expertise gained through the successful use of a spell
  can only be used to increase the EL of the spell used.
  7.42) Expertise that is gained educationally is only used to in-
  crease the EL of the spell that is studied. If the Character has a
  book or scroll that contains the spell, at an EL higher than the
  EL that the Character is currently capable of, use of it will
  yield TWO expertise points per day. If he has an instructor, he
  also gains TWO points per day. If he has a book and an in-
  structor, THREE expertise points are gained per day. In ANY
  other case, the expertise point gain per day of study is ONE
  point.
  14
  
  EXCEPTION—Education requires concentration on the sub-
  ject. If the Character does ANYTHING else while he studies,
  reduce the expertise gain by ONE. A person without book,
  scroll or instructor cannot do anything else while he studies
  magic.
  7.43) EL MAXIMUMS
  A magic-user is limited, by his characteristics and ex-
  perience, in the maximum EL that he can attain in any spell.
  The table below applies for this factor:
  MAGIC PATH
  Wizardry
  Sidh Magic
  Shamanism
  FORMULA
  (I+MEL)/IO, round down
  (Em + MEL)/10, round down
  (W + MEL)/10, round down
  7.431) The table below gives solutions to the formulas above.
  In all cases, "X" in the heading equals the characteristic that
  applies for the magic-user that is reading the table, depending
  on his magic path.
  (X + MED/10 MAXIMUM EL
  1-9
  10-19
  20-29
  30-39
  40-49
  50-59
  60-69
  Where the
  progression.
  0
  1
  2
  3
  4
  5
  6
  (X + MED/10
  70-79
  80-89
  90-99
  100-109
  110-119
  120-129
  130-139
  total value exceeds 139, continue
  MAXIMUM EL
  7
  8
  9
  10
  11
  12
  13
  the established
  7.44) BOOK OR SCROLL CASTING
  A Wizard or Natural Magician may, at his option, attempt
  to cast a spell that he has not learned by reading it from a Book
  or Scroll that is in his possession.
  In doing so, the Caster will add (EL x 2) - MEL to his roll.
  In all cases, EL is the EL of the spell being read and MEL is
  the MEL of the Caster. Unless the Caster takes the time to
  analyze the spell magically he will only be reciting a formula.
  He will not know exactly what his success will create or cause
  to happen.
  7.441) The time required to cast a spell in this way is determined
  using an EL of 0.
  7.442) If the Caster knows the spell that he cast from the book
  or scroll, the EL of the spell written in that book is used in
  determining casting speed. The EL possessed by the Caster is
  used in modifying the roll on the Magic Table. The effects of
  the spell are determined using the EL of the book or scroll.
  7.45) FAMILY SPELLS
  Certain spells, listed as "POWERS" grant the ability to
  cast more than one spell. When a family spell is gained, the
  Caster gains every spell in the family at an EL of 0. From that
  point on, the EL of each member spell is increased individually
  through its specific use or study.
  7.5) EL EFFECT
  The EL possessed in ALL spells affects the potency of the
  spell when it is cast. In all cases, the description of each spell
  specifies formulas that apply for each basic function of that
  spell.
  EXCEPTION—In certain cases, the statement:
  EL factor applies as a power
  appears. This statement indicates that the EL + 1 is used as a
  power of the base number given.
  EXAMPLE—The listing reads:
  DURATION—2 weeks (EL factor applies as a power.)
  If the EL is three, this indicates that the Duration is TWO to the
  fourth power weeks. If it is ten, the Duration is TWO to the eleventh
  power weeks.
  NOTE—A Table of Squares appears at the end of this book to
  determine the correct value for these multiplications.
  7.6) LESSER ELs
  Magic-Users may cast a spell at any EL equal to, or less
  than, the HIGHEST EL that they are capable of. Regardless
  of the EL that they cast it at, the EL modifier that will apply
  will be that normal for the Highest EL that the Caster is
  capable of. All effects of the spell will be as for the actual EL
  cast.
  EXAMPLE—A Sidh Magician is capable of EL6 Elf-Shot. He casts it
  at EL2 to save Mana. The Roll Modifier is 12, normal for EL6. The
  effect of success is as normal for EL2. (If the spell is an Abysmal
  Failure, the Highest EL applies as the modifier on that table).
  7.7) DAMAGE EFFECT ON SPELL CASTING
  As specified previously, if the magic-user suffers any
  physical damage, i.e. Hit Point Damage, his concentration is
  broken and the spell does not take effect.
  7.71) The Concentration of a magic-user is NOT broken by
  the loss of Energy Points. Such loss will however, possibly,
  diminish the amount of Mana that is available to him. See
  1.3253 in Book One.
  7.8) MAGIC DEFENSE
  Each Character and creature in the game has a Magic
  Defense Value (MDV). This value is added to a magic-user's
  roll in defense against spells that he casts.
  7.81) If the target of a spell wishes to be affected by it, the
  MDV may be subtracted from the magic-user's roll.
  EXAMPLE—A Wizard casts Might. The warrior wants it. His MDV
  is 4, the EL is 3. The modifier subtracted will be 4+ (3x2).
  7.82) Magic-Users have increased MDVs due to their training
  and ability to use magic. If a magic-user is ambushed by a
  spell, this increased value will NOT apply. The MDV that will
  be used in this case will be the Mana Level of the magic-user
  ambushed.
  EXAMPLE—A Shaman has MDV12, Mana Level 7. If he is ambushed
  his MDV is 7 instead of 12.
  7.83) Creatures that have magic ability, that are ambushed
  magically, will have their MDV reduced 50%, rounded down,
  in resisting the affects of the spell.
  7.84) All magic items have MDVs equal to the MEL + EL of
  the magic-user that created them.
  7.85) The Referee may assign positive or negative MDV
  modifiers in special circumstances.
  7.851) An assigned MDV modifier is warranted in the follow-
  ing general circumstances:
  A) The magic is used in an unusual way for something
  other than its basic purpose.
  B) The circumstances in which the spell is used are markedly
  in favor of its success or failure. (Due to the physical sur-
  roundings or the spiritual influences that pervade the area.)
  EXAMPLE—Casting a Chaos spell in a temple dedicated to
  another alignment would call for a modifier lessening the chance
  of that spell's success. The size of the modifier would depend on
  the actual place where the attempt is made and the alignment
  involved.
  The Referee will be the sole judge in weighing these factors.
  7.852) The basic modifiers that the Referee may assign in
  7.851 range from -(-25 to -25. If the modifier is positive, the
  chance of success is reduced when it is added. If it is negative,
  the chance of success is increased when it is added.
  EXAMPLE—The roll is 59. If the modifier is - 10, it becomes 49. If
  it is + 10, the roll becomes 69.
  15
  
  8) CREATING A MAGIC-USER
  Becoming a magic-user in this game requires that the Player
  have a solid grasp of sections 6 and 7. Every magic-using
  Player, additionally, must know the basic rules that govern the
  spells that he is capable of using, as selected in sections 10 and
  11 and described in section 12. This task demands a strong
  grasp of these rules and a great deal of effort on the part of the
  Player.
  If a Player does not wish to allocate the time, and effort,
  necessary to master the sections indicated above, he should not
  be a magic-user.
  8.1) STARTING EXPERIENCE
  AND EXPERTISE
  The starting magic experience and magic expertise points
  that a magic-using Character has are determined by his prime
  requisite in the Magic Path that he selects. In all cases, the
  Current Ability value of that characteristic is applied.
  For Wizardry, the prime requisite is Intelligence. The prime
  requisite for a Shaman is his Will. For a Sidh Magician, Em-
  pathy is the prime requisite. Use the Current Ability rating of
  the appropriate characteristic on the table below:
  CURRENT
  ABILITY
  EXPERIENCE
  EXPERTISE
  -....:,.. : ^ XT.*20 .. 
  /
  20-25
  26-32
  33-40
  41-50
  51-65
  66-80
  81-100
  lookup
  ::• 
  5
   
  i ; :
  .
  10
  20
  40
  80
  150
  200
  300
  400
  :-v.'V
   
  :25:
  :y.
  : 
  "-
  :- •:'::S;j
  40
  ^ 
  : 
  60 
  • • ' • • < ! • ; .
  90
  125
  160
  • • : • '.. ;200 "::, 
  - 
  }:
  250
  300
  *.LT. = Less than
  EXAMPLE—A wizard with a Current Intelligence of 38 starts with 40 magic ex-
  perience points and 90 magic expertise points.
  NOTE—The points gained above are used to determine the
  MEL and to purchase spell knowledge other than that which is
  specifically gained in the Character's apprenticeship.
  8.2) STARTING KNOWLEDGE LIMIT
  A starting magic-user may not learn any spell that has a
  Base Mana Cost greater than his Current Ability in his Prime
  Requisite, divided by FIVE and rounded down.
  EXAMPLE—A starting Shaman has a Current Will of 39. He may
  learn any spell that has a Base Mana Cost of ONE to SEVEN, in-
  clusive. He may not learn any spell with a Base Mana Cost of EIGHT
  or more.
  NOTE—This limit only applies to the spells that the Character
  starts the game with. It does not apply to spells that are
  specifically gained as part of the magic-user's apprenticeship.
  8.3) ACCEPTANCE AS AN APPRENTICE
  No Character is automatically a magic-user. The chance
  that he is accepted for instruction by a trained master of the
  Magic Path desired equals his Maximum Ability in the prime
  requisite of that Magic Path PLUS TWENTY. Roll D100. If
  the roll is higher than the value determined, the Character may
  not start the game as a magic-user.
  EXCEPTION—In the acceptance formula, Shamans, add
  (Native Empathy x 2) to their Will instead of TWENTY.
  8.4) THE MAGIC PATHS
  The sections that follow detail the gains that the Character
  will accrue, other than those specified above, in the various
  Magic Paths that exist. Consult the Magic Path that is
  appropriate.
  8.41) WIZARDRY
  When a Character starts as a wizard, or completes his ap-
  prenticeship in play, he will gain the following skills:
  A) All General Skills, section 10, at ELO.
  B) The maximum EL currently possible as a Jeweler OR
  Armorer.
  C) One Human and one Supernatural tongue at EL80 and
  EL60 respectively. The wizard can speak these tongues and
  read and write in them at the maximum EL currently possible.
  NOTE—All skills gained above are gained at no additional ex-
  pertise cost.
  8.411) APPRENTICESHIP COST
  The cost of the wizardry apprenticeship, in expertise points,
  is 250. This cost is paid out of the points gained in section 1.14
  of Book One. The points gained in section 8.1 may not be used
  for this purpose.
  8.412) ORIENTATION
  All Wizards are required to select an orientation. The orien-
  tations that a Wizard may select are Law, Chaos or Balance.
  The orientation selected will affect the cost to learn and cast
  spells.
  NOTE—The 
  Wizard is, essentially, an amoral searcher 
  after
  knowledge and7or power. In this quest, he uses the forces that per-
  vade existence. He never worships them.
  In choosing an orientation, the Wizard is choosing (he basic
  philosophy that underlies and focuses his magical talents. The Law
  Wizard has opted to search for knowledge and use his powers to the
  benefit of others. The Chaos Wizard thirsts for personal power and is
  obsessed with his personal goals above all things. As others can aid
  him, they are aided. As they cease to be of value, or become a detri-
  ment to him, they are ignored or expunged. The Balance Wizard
  melds these forces into a whole. He is concerned with both knowledge
  and po wer. He is also concerned with aiding those that are afflicted by
  powers that they have no ability to oppose. The true servant of
  Balance works even-handedly against both Law and Chaos, seeking to
  create a parity in their forces, thus creating Balance. In such 
  efforts,
  he gives no weight to the morality of any situation. He contests the
  stronger until neither is weaker.
  8.4121) ORIENTATION AFFECT
  The biases created by a Wizard's orientation are specified
  in the sections below.
  A) CHAOS ORIENTATION—The cost to learn Chaos
  spells is normal. The cost to learn Balance and Elder spells
  is doubled. The cost to learn Law spells is tripled.
  The cost to increase in Expertise is modified in the same
  way as the cost to learn that spell.
  In any encounters, Law aligned forces are automatically
  hostile to the Chaos Wizard. He may influence other forces
  if he has the proper spell or speaks the appropriate
  language.
  The cost to cast Balance and Elder spells is increased by
  1 Mana Point per EL. The cost to cast Law spells is doubled.
  B) LAW ORIENTATION—The cost of Law spells is nor-
  mal. The cost to learn Balance and Elder spells is doubled.
  The cost to learn Chaos spells is quadrupled.
  The cost to increase in Expertise is increased as for the
  cost to learn the spell.
  In any encounters with Chaos forces the Law Wizard is
  subject to attack, and is likely to attack himself. He is not
  required to attack other forces encountered.
  16
  
  The cost to cast Balance and Elder spells is influenced as
  for Chaos above. The cost to cast Chaos spells is doubled.
  C) BALANCE ORIENTATION—The cost of Balance
  spells is reduced 50%, rounded up. The cost of Elder spells
  is as normal. The cost for Law and Chaos spells is tripled.
  The cost to increase the Expertise in Balance and Elder
  spells is as normal. The cost for Law and Chaos spells is
  tripled.
  The Balance Wizard is not required to attack the forces
  of any alignment. Law and Chaos forces encountered are
  hostile but do not attack automatically unless that is the
  nature of the specific force. Influence may be used in any
  encounter.
  The cost to cast magic is influenced as for the cost to in-
  crease in Expertise.
  8.42) SHAMANISM
  Shamans gain power through a filial connection with the
  forces of nature. This is a tie on an emotional, instinctive level
  that requires strong will and aptitude.
  When a Character completes his aprenticeship as a
  Shaman, he gains the following benefits:
  A) The Shaman makes his first drum. This drum is re-
  quired in casting ANY Shamanic Magic, other than powers
  gained from a Tonah tie.
  B) The maximum EL currently possible as a Healer and a
  starting EL as a Herbalist.
  C) The Shaman starts with 1D3* Natural Magic materials,
  from the Plant, Herbs and Liquors table in Book Four. He
  will have 2D6 doses of each material that he has.
  NOTE—If the material that the Shaman possesses is not
  consumed in use, he will have one item with the powers
  specified for it. All Natural Magic material that the Shaman
  starts with is in enhanced form if it has an enhanced form.
  D) If the Shaman rolls less than or equal to his Current
  Empathy on D100, an animal of his Tonah's species is with
  him. This animal is treated as a pet, as for the Special Event
  pet. It should be treated by the Shaman as a friend and Per-
  sonal Contact.
  8.421) THE TONAH
  A Tonah is the guardian spirit of a specific species of
  animal. During his apprenticeship, the Shaman is tied to the
  essence of a specific Tonah in a bond of brotherhood. This
  alliance grants the Shaman the following benefits:
  A) All animals that encounter the Shaman sense him to be
  a member of the species that his Tonah is a guardian of.
  They will react to him as such.
  B) The Shaman's MDV equals his MDV + the MDV of an
  average individual of the species that his Tonah guards.
  C) The Shaman can take the shape of the animal that his
  Tonah guards, as for the Shape Changing Special Attribute
  in Book One.
  D) The Shaman, regardless of the form that he is in, can
  communicate with any member of the species that his
  Tonah guards OR any Shaman whose Tonah guards the
  same species, i.e. he speaks the tongue of that animal
  species.
  E) The Shaman has the Animal Power Special Attribute,
  see Book One, for the species that his Tonah guards.
  F) The Shaman can summon animals of his Tonah's
  species at Vi normal cost, rounded up. He will double his
  normal EL modifier when he does so. If the Shaman has
  not learned Summoning, he may summon the animals of
  this species at an EL of 0. If Summoning is learned, his EL
  for these animals will be ONE EL higher than his current
  EL in Summoning.
  8.4211) The Referee should allow the Player to choose the
  animal species that he wishes to ally with. It must be an
  animal, listed under Animals in Book Three. It may not be any
  other creature.
  NOTE—In actual belief, the Shaman is chosen by his Tonah,
  he does not choose. One becomes a Shaman because the forces
  of nature choose to make it so. If the Referee desires, he may
  simulate this by randomly determining the species that the
  Shaman is connected to.
  8.422) APPRENTICESHIP COST
  The cost of a Shaman's apprenticeship is 150 expertise
  points. The points gained in section 8.1 may not be used to pay
  this cost. Use those gained in section 1.14 of Book One.
  8.423) RESTRICTIONS
  The following restrictions apply to all Shamans:
  A) A Shaman may only cast Shamanic Magic spells.
  B) No Tonah tie is possible with Domesticated Creatures.
  If a Shaman chooses to ally with the horse, his advantages
  apply fully only when he is dealing with wild Horses or
  Horses that were born wild.
  C) Tonah ties are restricted to unaligned animal, reptile
  and avian species. No other tie is possible.
  D) The Shaman is REQUIRED to treat his animal allies as
  he would a BROTHER. He will never take part in an attack
  on them and will never be attacked by them.
  NOTE—// the Shaman repeatedly violates (D) above, his
  Tonah tie will be broken. He will lose all benefits and powers
  gained from his Tonah. See Restoration.
  The Shaman may influence his allies and extend his im-
  munity from attack to those that are with him. If a person or
  thing that he wishes to protect is the natural prey or enemy of
  his ally, and any Influence attempt fails, the ally will attack it
  anyway.
  8.424) ORIENTATION
  All Shamans have an Elder orientation. They worship the
  forces of nature as personified in the animals and plants of the
  Middle World. They have no tie to other Elder forces and have
  a general distrust for all other Alignments.
  8.43) SIDH MAGIC
  The ancient arts practiced by the Elf, Faerry and Alfar.
  Their powers are derived from the Elder forces of creation and
  the Elder Gods that created them.
  The benefits gained by a Sidh magician depend on his race.
  Consult the table below:
  FAERRY or ELF
  A) EL80 in the tongue of the Sidh.
  B) A starting level as both an Armorer and a Jeweler.
  HUMAN
  A) EL60 in the tongue of the Sidh, Elf Sidh and Faerry
  Sidh.
  B) Treatment as a member of the Sidh by all Elder and
  Kotothi forces encountered.
  C) Lower World Travel, from Travel Powers, at ELO.
  D) A starting level as both an Armorer and a Jeweler.
  ALL
  A) The magician may learn MEL General Skills when he
  starts his magician at no additional expertise cost.
  17
  
  8.431) RESTRICTIONS
  Sidh magicians may only use Elder and Sidh magics. Their
  cost to learn Elder magics is doubled. The cost of increased
  ELs and casting is normal for both.
  Humans that are Sidh magicians may not learn any Sidh
  Magic spell with a Base Mana Cost of EIGHT or higher. The
  cost to cast, learn and increase the EL of any Sidh magic spell
  is doubled. If the Human is also a Shaman or Wizard, he may
  learn other forms of magic without restriction due to his status
  as a Sidh magician. Any Wizard that is also trained in Sidh
  magic may specify an Elder orientation for their arts.
  A Sidh magician
  E.C.M.
  NOTE— The Elder Wizard is essentially a Druid. He is
  primarily obsessed with protecting that which is his and that
  which has retained a portion of its former purity. In general,
  they are hostile to Law and Chaos, as the corruptors of the
  Elder Path.
  The Elder Wizard gains Elder and Sidh spells at normal
  cost, Shamanic spells at double cost and Law and Chaos spells
  at triple cost. The same factors apply for casting. In casting
  Shamanic spells, all requirements that apply for the Shaman
  apply here as well. The Elder Wizard does not gain any Tonah
  tie without specifically casting Restoration to establish it.
  8.432) ORIENTATION
  Sidh Magicians are aligned with the Elder 
  Powers,
  specifically the Sidh fragment of that alignment. In general,
  they distrust all non-Elder forces and dislike or despise the
  Kotothi.
  A Sidh Magician that encounters Kotothi creatures is sub-
  ject to immediate attack.
  8.433) APPRENTICESHIP COST
  The cost of the Sidh Magic apprenticeship, for full training
  as a magician, is 175 points for an Elf or Faerry and 225 points
  for a Human. Dwarfs may not learn Sidh Magic.
  9) RANDOM SPELL SELECTION
  In certain cases, primarily in creating treasure, the Referee
  is required to select a random spell. The rolls specified in each
  table are included to aid the Referee in performing this task.
  Where the alignment of the spell is not specified in the con-
  text in which it is determined, the Referee should roll 1D10 to
  determine the table that he should roll on.
  ROLL
  1
  1 
  2 + 3
  4 + 5
  6 + 7
  SPELL LIST
  General Skills
  Law Powers
  Chaos Powers
  Elder Powers
  ROLL
  8
  9
  10
  SPELL LIST
  Shamanistic Powers
  Sidh Magics
  Balance Powers
  10) GENERAL SKILLS
  On completion of their apprenticeship, all Wizards gain
  each of the General Skills listed at ELO. Sidh magicians may
  select a number of General Skills determined by their starting
  MEL. In making these selections, they may choose any spell
  regardless of its Mana Cost.
  ROLL
  1
  2
  ' " if-
  4 + 5
  6
  7
  8
  9
  10
  SPELL
  Communicate
  Detection
  Divination
  Protection
  Purification
  Dispell/Banish
  Knowledge
  Summoning
  Permanent Magics
  BASE
  MANA COST
  • ' . ' • • ' - 
  1 
  :,'
  1
  HHP
   
  ;
  2
  , :
   
  : 
  2 
  ":
   
  :
   ; 
  • •
  3
  ' • • 
  5 m. f i i i i )
  -i
  SHP 9
   
  ' '
  A Dwarf at his forge
  18
  
  11) THE SPELL LIST
  The following tables list the spells that are available to Characters. Wizards
  may choose from Law, Elder, Chaos or Balance spells. Sidh Magicians may
  choose Sidh Magics or Elder. Shamans may only use Shamanic spells.
  LAW POWERS
  BASE
  ROLL 
  SPELL 
  MANA COST
  01-04 
  Cure Disease 
  t
  05-08 
  Fire Powers 
  1
  09-12 
  Healing 
  BHHBB
  13-15 
  Might 
  1
  19-22 
  Preservation
  26-28 
  Speed 
  1
  33-35 
  Tracking 
  1
  36-38 
  Water from Stone 
  1
  39-41 
  Invisibility 
  2
  45-48 
  Storm Powers 
  2
  49-51 
  Wakefulness 
  2 - 1 "
  BASE
  ROLL 
  SPELL 
  MANA COST
  52-55 
  Light Powers 
  3
  56-58 
  Open Prison 
  3
  59-61 
  Painlessness 
  3
  62-65 Sea Powers 
  3
  66-68 
  Sleep Powers 
  3
  69-72 
  Liberate Spirit 
  4
  73-77 
  Travel Powers 
  4
  78-80 
  Truth 
  5
  81-82 
  Negate Curse 
  6
  83-85 
  Regeneration 
  6
  86-88 
  Dreams 
  7
  89-91 
  Revivification 
  7 IHH
  92-94 
  Healing Light 
  8
  95-97 
  Time Powers 
  9
  99-100 Resurrection 
  10
  BALANCE POWERS
  BASE 
  BASE
  ROLL 
  SPELL 
  MANA COST 
  ROLL 
  SPELL 
  MANA COST
  01-09 
  Clairvoyance 
  I
  10-18 
  Damage Reversal 
  1
  19-27 Speed 
  1
  28-36 
  Watchful Sleep 
  1
  37-44 Oblivion 
  2
  45-52 
  Preserve the Dead 
  2
  53-60 
  Astral Fire 
  4
  61-67 
  Astral Powers 
  4
  68-75 
  Travel Powers 
  4
  76-82 
  Time Powers 
  8
  83-88 
  Fate 
  10
  89-92 
  Strange Powers 
  10
  93-100 Planar Travel 
  Hi; 15
  ELDER POWERS
  BASE 
  BASE
  ROLL 
  SPELL 
  MANA COST 
  ROLL 
  SPELL 
  MANA COST
  01-05 
  Concealing Mist
  06-09 
  Hatred
  10-14 
  Illusion Powers
  15-19 
  Masquerade
  20-24 
  Sweeten Water
  25-31 
  Quarrels
  32-37 Abandon 
  2
  38-43 
  Desert Powers 
  2
  44-47 
  Forgetfulness 
  2
  48-51 
  Storm Powers 
  2
  56-59 
  Peace
  60-64 Shape Changing 
  3
  65-69 
  Telepathic Powers 
  3
  70-73 Tongues 
  3 
  1HHJ
  74-77 
  Wildness 
  3
  78-81 
  Fatal Spear 
  4
  82-85 
  Smokeless Flame 
  4
  86-88 
  Travel Powers 
  4
  89-91 
  Vengeful Horror 
  4
  92-94 
  Elemental Powers 
  6
  95-96 
  Flaming Death 
  6
  97-100 Blood Vengeance 
  8
  No ^Vizard can be oriented with the Elder Powers. See 8.431.
  SIDH MAGICS
  BASE 
  BASE
  ROLL 
  SPELL 
  MANA COST 
  ROLL SPELL 
  MANA COST
  01-06 
  Elf-shot
  07-12 
  Fascination
  13-17 
  Foyson Theft
  18-23 
  Healing
  24-28 
  Music
  34-38 
  Tracking
  39-43 Compulsion 
  2
  44-48 
  Invisibility 
  2
  49-53 . Luck -'••^••(:[:v '•-- 
  ' 
  2 
  &
  54-58 
  Blindness 
  3
  59-65 
  Paralysis 
  3
  66-70 Sleep Powers 
  3
  71-75 
  Disease 
  4
  76-80 
  Slay the Tame 
  5
  81-85 
  Regeneration 
  6
  86-90 
  Punishment 
  8
  91-95 
  Transmutation 
  8
  96-100 Planar Travel 
  15
  Sidh Magic is a verbal tradition requiring training in the tongue of the Sidh.
  No book or scroll containing Sidh Magic can be found. None exist.
  SHAMANISTIC POWERS
  BASE
  ROLL 
  SPELL 
  MANA
  COST
  01-05 
  Communicate 
  1
  06-09 
  Cure Disease 
  1
  10-13 
  Dark Sight 
  1
  14-17 
  Detection 
  1
  19-22 
  Divination 
  1
  23-26 
  Healing 
  1
  27-33 
  Orient Self* 
  1
  34-38 
  Speed 
  1
  39-42 
  Invisibility 
  2
  43-46 
  Plague 
  2
  47-50 
  Protection 
  2
  51-54 
  Purification 
  2
  55-57 
  Soul Sight 
  2
  58-62 
  Dispell/Banish 
  3
  63-66 
  Paralysis 
  3
  67-70 
  Perception 
  3
  71-75 
  Shape Changing 
  3
  76-78 
  Death Blast 
  4
  79-82 
  Liberate Spirit 
  4
  83-85 
  Lower World Travel 
  4
  86-88 
  Knowledge** 
  6
  89-91 
  Spirit Death 
  6
  92-93 
  Exorcism 
  7
  94-95 
  Restoration
  95 
  Revivification 
  7
  96 
  Summoning
  97 
  Permanent Magics 
  8
  98 
  Spirit Cage 
  8
  99 
  Origin Powers 
  10
  100 
  Resurrection 
  10
  *The Orient Self spell MUST be the
  first spell learned by any Shaman. If
  is required for the casting of all
  Shamanic magic.
  **The Knowledge that can be gained
  is restricted to Shamanisfic 
  spells,
  Healing, Herbalist ic knowledge,
  Natural Materials and facts about
  animals and other features of the
  natural environment. No 
  other
  knowledge can be gained from the
  powers that the Shaman deals with.
  To cast Magic, a Shamans must
  have access to his Magic Drum. (A
  Magical Instrument crafted by the
  Shaman that is the focus of his
  Magical 
  Power. 
  Without 
  it, 
  he
  cannot orient himself.)
  (The Spell List continues on Page 20)
  19
  
  ROLL
  01-02
  03-05
  06-08
  09-10
  n-i4
  15-16
  17-18
  19-20
  '21-22
  23
  24-25
  26-27
  28-30
  31-33
  34-35
  36-37
  38-40
  41-42
  43-44
  45-47
  48-49
  50-51
  52-53
  54
  55
  56-57
  58-59
  60-61
  62-64
  65-68
  69-70
  71-72
  73-74
  75-77
  78-80
  81-84
  85-86
  87-89
  90-91
  92-94
  95-96
  97-99
  100
  CHAOS POWERS
  SPELL
  Chaining
  Fascination
  Hell Powers
  Hatred
  Illusion Powers
  Leeching
  Quarrels
  Slime
  Theft
  Quarrels
  Wounds
  Compulsion
  Desert Powers
  Earth Powers
  Insanity
  Plague
  Storm Powers
  Terror
  Choking Moisture
  Darkness Powers
  Disorder
  Invulnerability
  Paralysis
  Petrify
  Sea Powers
  Shape Changing
  Sound Sphere
  Stillness
  Telepathic Powers
  Water Powers
  Death Powers
  Disease
  Disintegration
  Necromantic Powers
  Silent Terror
  Travel Powers
  Withering Hand
  Decay
  Corruption
  Silence
  Transmutation
  Destruction
  Lichcraft
  BASE
  MANA
  COST
  2
  2
  "\
  2 
  : 
  ^
  -)
  2
  2
  3
  3
  3
  3
  3 
  •>
  3
  • 
  3 
  :
  :
  •
  '
  3
  3
  3
  :' 
  3
   
  :
   •:':
  i
  ;..
  :
  .
  ;
  ;'
  :
  3
  4
  4
  4
  4
  4
  4
  4
  5
  '6
  •7
  8
  9
  20
  12) SPELL DESCRIPTIONS
  The sections that follow give an ALPHABETICAL listing
  of the spells contained in the preceding lists. All descriptions
  give the basic factors that apply for the spells. These factors
  are modified by the EL of the Caster. (See 7.5).
  ABANDON 
  ALIGNMENT—Elder
  Any target affected loses all sense of purpose. They will be
  enthralled by the wonders of the land around them. They will cease all
  hostile acts and wander randomly until the duration ends. If they are
  attacked, they are automatically ambushed. After the Ambush, the
  spell is broken.
  DURATION—(EL-I- 1) x 3 turns
  RANGE—EL+1" |
  ASTRAL FIRE 
  ALIGNMENT—Balance
  The spell creates a sea of invisible flame within the Caster's radius.
  Anyone that is affected by the power is totally consumed by it. Per-
  sons that are not affected are undamaged and cannot be affected by
  that spell throughout its entire duration.
  Astral Fire is capable of consuming inanimate matter if it is cast to
  do so. When the spell is cast in this way, the Caster must remain
  motionless. If he moves, the spell ends.
  When the spell is cast to affect animate matter, the Caster may
  move during its duration, but he may not engage in combat or any
  other physical activity. However, each phase that he moves he will be
  required to re-roll his success chance to maintain the spell. Any failure
  at this time is automatically Abysmal. If he takes any damage at this
  time, the spell is negated.
  At all times, the Caster remains the center of the spell's radius. As
  he moves, the spell moves with him; when it can move. Astral Fire has
  no effect on the Earth, Earth Giants, Earth Elementals or any creature
  with innate Earth or Desert Powers.
  When a person or creature enters the radius of this spell, when it
  has been cast to affect inanimate matter, he can be consumed by it. He
  will use his MDV x 2 in resisting the fire. Inanimate matter that he is
  carrying is affected by the spell. The MDV is doubled in resistance if
  the item is magical. If it is not magical, it is consumed. The Caster is
  never affected by this spell unless Abysmal Failure result:
  DURATION—EL + 1 phases.
  RANGE—(EL + l)/2" (A radius),
  MDV LIMIT—(EL+1) x 5 (If the target's MDV 
  exc<
  value, the spell is automatically an Abysmal Failure),
  ?eeds this
  ASTRAL POWERS 
  ALIGNMENT—Balance
  The spells that belong to this family are:
  AKASHA 
  ASTRAL WELL
  ASTRAL LEECH 
  CREATION
  ASTRAL PATHS 
  OPPOSITION
  ASTRAL WEB
  The member spells are described in alphabetical order in the
  sections that follow.
  AKASHA
  The Caster can tap the Akashic Record, i.e. the memory of the
  universe, to learn PAST events that have transpired in a specific place.
  The spell must be cast IN the place that the Caster desires information
  for.
  Success will give the Caster information of the past within a
  specified time frame within the duration that he is capable of. Failure
  is automatically Abysmal.
  DURATION—2 weeks (The Past lime that can be seen. EL factor
  applies as a power).
  RANGE—NA. (A specific place indicates the specific structural
  entity that the Caster is occupying when the spell is cast, i.e. a
  room, hallway* courtyard, clearing, etc).
  TIME—The time that the Caster will be in trance viewing the
  Akashic flux is 1 Phase per weeek viewed, rounded up. If he views
  an hour 8 weeks in the past he is in trance for 8 phases.
  B
  iOpALY:, .. 
  ..
  his spell may be cast to leani the past of SPECIFIC ai
  mate objects that are in contact with the Caster; In thh
  duration is in 2 month periods instead of weeks. The time required is
  NOT affected, i.e. if you go back 10 months it will take 40 phases to
  getvtlie information desired. Double the easting cost if the spell-is used
  ASTRAL LEECH
  The Caster uses this power to sculpt an Astral being that is iden-
  tical to the enemy that he wishes to attack. To cast the spell, the
  magic-user must have something that the person has been in contact
  with within the last 72 hours OR a discarded bit of the person's
  anatomy, i.e. fingernails, hair, etc.
  When the Leech is formed, it will seek out the creature that it was
  made for and none other. When it finds him, he will begin wasting
  away and the leech will grow in power.
  The MDV of a Leech equals the MEL of its Caster. Per day that it
  leeches from its target, the MDV increases by 1. It can only be affected
  by a Dispell/Banish spell. NOTHING else affects it.
  •
  DURATION—Until dispelled or until the target dies.
  RANGE—Unlimited. (It will travel at a rate of 100 miles per day
  20
  
  away horn it's creator).
  DAMAGE— 1D6 + EL (The Energy
  ASTRAL PATHS
  The Caster, and those that he includes, may travel on the Astral
  paths that correspond to the distances of the Middle World. While
  travelling in this way all encounters will be Upper World encounters.
  Unless protection is also cast, the Caster and every person included
  will age FIVE days for every day travelled in this way.
  DURATION—EL + 1 strategic turns.
  RANGE—Contact when casting, (EL 4 l)/2" after casting.
  SPEED—Normal, for equivalent Middle World distance covered
  per strategic turn multiply MR times (EL+ 2).
  NOTE—If people travelling with the Caster leave the radius of his
  effect when they are in the Upper World a throw against Empathv is
  required. If they roll greater than their Empathy, thev are dead. If
  not, they appear in a random location in the Middle World.
  SPEED EXAMPLE—At EL4, per "mile" travelled in the Upper
  World they are 6 miles further along in the Middle World.
  IMPORTANT—Sleep is never required while travelling in the Upper
  World w i t h i h i v
  ASTRAL WEB
  Strands of Astral power that, on success, will bind EVERY enemy
  of the Caster that is affected and that is within his effect radius.
  Effected targets may not move until the Duration ends. The bonds
  hold only so long as the Caster remains within Radius x 5 hexes of the
  enemy. If he moves further away, they are negated for that enemy.
  Bonds of this nature may only be removed magically before the
  end of the duration. No amount of strength can break them. The
  bonds are dissolved if any victim is damaged after being bound.
  I
  DURATION—3 phases (EL applies as a power)
  RANGE-—EL f 1 (A radius)
  NOTE—As for Astral Leech. If a target is not affected 
  initially, he
  cannot be affected by this spell during this encounter.
  ASTRAL WELL
  The Caster creates a well of intense astral power somewhere within
  his range. Targets affected are transported to a Referee selected loca-
  tion in the Upper World. There they are trapped. It will be up to the
  Players involved, if they are Players, to determine how to survive and
  get back.
  RANGE—EL + I"
  DIAMETER OF WELL—1 "x(EL/3, rounded up)
  MDV LIMIT—(EL -f 1) x 3 (If the MDV is higher, the spell has no
  effect).
  OPPOSITION
  A general rite that strikes hostile supernatural forces with the
  power of their diametric opposite. If the spell succeeds, the being is
  destroyed. If any other result occurs, the spell will not work against
  that creature in this encounter. The spell will only affect supernatural
  forces, i.e. demons, ahuras, etc. It has no effect on Balance aligned or
  oriented creatures.
  RANGE—EL +1
  EL from all combat rolls or magic success rolls. If the failure is
  Abysmal, the creation's first attack will use the combat modifiers for
  ambushing a target that is unable to move, i.e. subtract THIRTY-
  FIVE from its attack roll.
  The Caster's reaction to this monster is as specified for Vengeful
  Horror. The monster will always seek his creator's death. If it kills
  him, it lives on. If it does not kill him, within 20 - EL phases, it fades
  out of existence.
  HPV—(EL 4 1) x 10
  CREATURE DURATION—2 da;
  COMMAND—20% + (EL. \ 5%).
  RANGE—2" (EL applies as a power).
  OCV—HPV/4, round up.
  DCV—EL42
  TOTAL BONUSES—EL 
  2 (The value can be negative. Th
  Referee will assign the bonuses that apply, based on the creator's
  description or his own discretion).
  COMMAND represents the chance that the creator can control his
  creation when he creates it. If he rolls less than or equal to this percen-
  tage, it will obey his orders. If not, it will flee directly away until it
  dissolves.
  DURATION is the number of days that the creature will continue to
  exist, while it remains within range, without being made permanent by
  the creator.
  HPV is the maximum number of hit points that the creature can
  take. The Caster can create any creature with this value or less.
  RANGE is the maximum distance that the creation can be from its
  creator. If it is ever farther away, it will dissolve into nothing im-
  mediately. When the creature is first created, it must appear within
  EL 4 1 hexes of the Caster. If it is made permanent, this restriction no
  longer applies.
  NOTE—Creations are NOT illusions. They are flesh and blood reality,
  though totally soulless and magical in being. Monsters created by
  failure are totally immune to the Caster's commands.
  BLINDNESS 
  ALIGNMENT—Sidh Magic
  The Caster must touch the target to affect it. If the spell succeeds,
  the creature touched is blinded. Failure has no effect on the target
  touched.
  Sight is lost, on success, for the Duration determined below.
  DURATION—EL + 1 strategic turns.
  BLOOD VENGEANCE 
  ALIGNMENT—Elder
  This spell can only be used on willing targets. The effect dedicates
  one person to killing another. The target of the vengeance must be a
  person that has harmed the person affected or a member of that per-
  son's family. The Caster will never cast it on himself. He must touch
  his target to effect him.
  While affected, the victim must search out his enemy. Whenever
  the enemy is in sight, the person will suffer from Uncontrollable Battle
  Fury. He will subtract the EL of the spell from all combat rolls in ad-
  dition to any other modifiers. The spell lasts until the enemy is dead.
  The Caster must touch the willing person to affect him.
  The EL of the spell is added to all damage inflicted on the specified
  enemy.
  CREATION
  The Caster creates animate life from his memory or imagination.
  The creature created cannot attack its creator. It is capable of speak-
  ing, or understanding, depending on its intellect, any language that
  the Caster can speak. If the spell is cast at three times the normal
  Mana Cost for its EL, the creation can be given any power or ability
  that the Caster has. (Triple the cost per power or ability that the crea-
  tion receives.) Any ability thus given is used as an innate power by the
  creation.
  The physical form of the creation is left to the discretion of the
  Caster. Where the Referee chooses to have created creatures en-
  countered randomly, the form is left to his discretion.
  Any failure with this power creates a monster from the Caster's
  subconscious. The monster attacks its creator subtracting the spell's
  CHAINING 
  ALIGNMENT—Chaos
  The creation of visible magical bonds that will make it impossible
  for the person affected to move his limbs. If the Strength of the target
  bound exceeds the Strength of the spell, it will take him 3—((Creature
  Strength—Spell Strength)/10, round up), phases to break the spell. If
  more than one Chaining spell is on a person, he must break them
  sequentially.
  EXAMPLE—A Creature has S80. The spell strength is 60. li will take the
  creature 1 phase to break the chains. If he has two spells of this type on him, ii
  will take 1 phase for each. i.e. a total of 2.
  RANGE— EL 4 1
  DURATION—Until broken or dispelled.
  STRENGTH—20 4 (ELxIO).
  21
  
  CHOKING MOISTURE 
  ALIGNMENT—Chaos
  The spell clogs the breathing orifices making breathing impossible
  for air breathing creatures. It has no effect on water breathers or
  creatures that do not breathe. While choking, the target may not
  engage in any other action and is considered to be unaware if he is
  attacked.
  DURATION—EL + 1 phases.
  DAMAGE—ID6 + (EL x 2) (The damage is taken to the target's
  Energy Level. Per 4 points inflicted to the Energy Level, rounded
  down, the target will suffer 1 point of physical damage).
  RANGE—(EL + 1) x 2"
  CLAIRVOYANCE 
  ALIGNMENT—Balance
  A limited form of Divination. The effect allows the person that the
  spell is cast on to add the EL of the spell to attacker's rolls against
  him. (In effect, he can see a blow coming and arrange not to be there
  when it arrives). No person affected by this spell can be ambushed or
  taken unaware.
  1/2 the EL, rounded down, can be subtracted from attack rolls
  taken by the person affected.
  While the person is affected, he experiences a state of dual sight.
  For non-combat uses, his vision is considered to be clouded by the
  power. Actions that require clear, precise observation of the present
  will be bad for the affected person. Add the EL x 2 to all rolls for suc-
  cess in such endeavors.
  DURATION —10 turns t- (EL squared).
  RANGE—(EL-t- l)/2" (The radius that the person affected has
  clairvoyant sight in).
  COMMUNICATE 
  ALIGNMENT—Varies
  The spell allows the Caster to communicate with a creature whose
  language is unknown to him. If the spell succeeds, the creature hears
  the speech of the Wizard in his tongue, the Wizard hears the creature
  in his own tongue.
  EXAMPLE—A Wizard, a Donaran speaker, encounters an Elf. On success, the
  Wizard hears the hit speak in Donaran, though Elf Sidh is actually spoken. The
  Lit' hears the Wi/ard in Lit Sidh, though he speaks Donaran.
  RANGE—EL
  DURATION—(EL + 1) x MEL turns.
  EXAMPLE—MLLIO, EL4. The Range is4". The duration is 10x(4+ 1), a max-
  imum of 50 tactical turns, i.e. 10 minutes.
  Communication ends when the Caster or the target affected wish it
  to, and roll less than or equal to their Will. Otherwise it will end when
  the Duration ends. (The Will of Random Creatures, unless specified
  otherwise, is 2D10 + MDV).
  While communicating, neither entity may fight the other or cast
  any other magic.
  COMPULSION 
  ALIGNMENT—Chaos
  This spell forces the victim to perform a specified action, or set of
  actions, with a SPECIFIC GOAL, for the Caster. The effect ends
  when the spell is dispelled, the person succeeds and returns with any
  item that he is required to bring to the Caster or when either the Caster
  or the person affected dies.
  While affected, the target may not attack the Caster. The spell acts
  as a Geas on the target affected.
  RANGE—EL x 2"
  CONCEALING MIST 
  ALIGNMENT—Elder
  The spell creates a thick mist that obscures vision. No one can see
  into this mist, even if they are in it. Only the Caster's vision is un-
  affected by it.
  While it lasts, the spell moves with the Caster. Others within it will
  be unable to tell the direction of movement unless the Caster informs
  them in some way. The Caster may not use any other magic while the
  mist lasts. If he begins any, the mist is negated.
  Persons in the spell, that attack, add the EL x 2 to their roll. No
  attack is allowed unless they are in the same hex as someone else. The
  Referee will tell them that they are in the same hex as someone else but
  will not tell them who unless it is somehow obvious. The Caster can
  see through the mist and is not affected in this way.
  Missile Fire into this mist will have the EL x 5 added to the roll.
  The firer will be unable to see any target. He must specify a hex and
  hope that if something is hit it will be an enemy. All fire into this mist
  will use quadrupled range values. Fire spells cast into the mist w ill con-
  sume any portion of it that the spell contacts. Persons in the sections
  that are burned away may be damaged by the fire.
  If the Caster is damaged, the spell is negated. The Caster can be
  anywhere in the cloud created. He is not required to remain in the
  exact center.
  RANGE—EL + 1 " (A diameter).
  COLD 
  ALIGNMENT—Elder
  The spell creates a sphere of intense cold. All plants suffer double
  damage and have twice the listed Freeze Chance. Creatures affected
  suffer damage and have a chance to freeze.
  The Duration of the spell applies only if the target is frozen. It is
  tripled for all Plants. If an insect or reptile is frozen, it is killed.
  THE FREEZE CHANCE—A roll is taken for each entity in the
  effect. If the percentage for the EL, or less, is rolled, the target is
  frozen in place. While frozen, the target will take 1 hit point per KL
  + 1 each phase until he thaws.
  Only the Caster is unaffected by this power. Any other person
  within the sphere is affectable, including allies.
  DURATION—(EL + 1) x 2 phases.
  DAMAGE—2D6 + EL (Dice damage is scored on the first phase of
  the effect 
  only).
  RANGE—EL + 1 " (A diameter).
  CORRUPTION 
  ALIGNMENT—Chaos
  The spell will cause any ANIMATE or FORMERLY ANIMATE
  material to rot. The hit points for the EL are scored against the item or
  person EVERY day, starting immediately. When the victim's hits
  reach zero, he is dead. For foods and other items, the damage is
  scored against the food point value that it has or would have.
  DAMAGE—EL + 1
  RANGE—(EL + l)/2" (The sides of a 60 degree cone).
  The effect of this spell is negated, through healing, on any day that
  the person affected heals a number of points greater than or equal to
  the number that the spell will inflict in a day. The damage inflicted
  begins immediately. All persons in the effect area can be affected. The
  spell has no effect on supernatural forces.
  CURE DISEASE 
  ALIGNMENT—Varies
  This spell negates the effect of Plague and Disease. Its chance of
  success is as specified for Revelation. The person to be cured by this
  spell must be touched by the Caster. It retains its power for use on one
  person only.
  DAMAGE REVERSAL 
  ALIGNMENT—Balance
  When the spell succeeds, the damage listed for the EL is subtracted
  from the damage that the Caster has suffered and inflicted on the
  creature that caused it. For the spell to work, the Caster must be
  damaged and the cause of the damage must be within the range of the
  Caster. If not, failure is automatic. When the spell fails, the damage
  listed is inflicted on the Caster, i.e. added to the damage that he has
  taken.
  By paying DOUBLE the Mana Cost, the Caster can attempt to
  reverse damage for any entity that he is in contact with. In doing so,
  he is required to add 10 to his roll.
  RANGE—(EL+1) x 2"
  DAMAGE—(EL x 2)+ 1
  EXAMPLE—A Dragon scores 12 hits on a Wi/ard that has ELS in this spell.
  The Wizard, subsequently, reverses the damage. The Dragon takes 11 hits and
  the Wizard's damage is reduced by 11 hits.
  NOTE—The damage reversed will never exceed the damage that the
  affected individual has personally inflicted on the Caster.
  22
  
  DARKNESS POWERS 
  ALIGNMENT—Chaos
  The spells that belong to this family are:
  DARKNESS 
  DARKLING LIGHT
  THE DARK COMPANION
  The member spells are described in alphabetical order in the
  sections that follow:
  DARKLING LIGHT
  The Lightning of the Dark. Any target that is affected is consumed
  by Darkness. Unless the spell is negated or dispelled, he will be killed.
  If the Caster is killed before an effected target is totally consumed,
  the effect is negated and the person is undamaged. The only other way
  to counter the effect is with a Dispell/ Banish spell of the same EL or
  higher. The damage inflicted is doubled against creatures of Light, as
  specified in DARKNESS.
  RANGE—(EL + 1 ) x 3"
  DAMAGE—EL + 1 (The damage that
  target is consumed).
  DARKNESS
  Darkness may only be cast where Light exists. It is negated by, and
  negates, the effect of any Light spell. While it is in effect, only the
  Caster, persons that he is in contact with and creatures that can see in
  magical darkness can see. Darkness is total. It allows no light what-
  soever. Any non-magical light, or item that gives off non-magical light,
  within the effect radius is extinguished by the spell.
  If the spell causes a damage effect when cast, it is consumed in doing
  so. The Damage listed is only scored against creatures that have innate
  Light Powers or supernatural forces that are aligned \\ith Law.
  I
  RANGE—EL + 1" (A diameter).
  DURATION—2 turns (El factor applies as Power).
  DAMAGE—(LL + 1) x 2 per phase
  KXAMPI.K— With HL7, the spell has a diameter of 8 . The duration is 2 to the 8th
  po\ver. The Damage scored against any creature that can be affected, that is w i t h i n
  the effect, is 3 x (7 + 1), 24 hit points.
  NOTK— Any creature that is damaged hy this spell will fight the Caster, with Un-
  controllable Battle fnr\, until one or the other i\ killed. ;\'o A I affects damage that
  is inflicted in this way.
  THE DARK COMPANION
  The Caster can weave a living, human form, servant from the
  Darkness. The servant will obey any order given by the Caster. It will be
  damaged by any contact with Light, magical or non-magical. (Non-
  Magical Light will score 1D3 hits per phase). The companion is
  speechless. To give orders, the Caster must use the communicate spell or
  know the tongue of Dark Chaos.
  The powers of the Dark Companion are:
  A) He may automatically hide in any darkness.
  B) He will score DOUBLE damage, as for a Weapon-User with ELS
  and SB + 2, in normal combat.
  C) His AV against damage will not apply to damage caused by
  Light, Magic or Silver coated weapons.
  DURATION—EL + 1 strategic turns.
  RANGE—2" (If the Companion moves farther away from (he
  Caster, he dissolves. EL factor applies as a Power}.
  OCV—EL+ 4
  HPV—DCV x 2
  AV—EL -f 4
  MR*—(EL+1) x 2"
  MDV—OCV
  'If the seeking companion is created, this is the tactical rate. The
  Strategic MR is 5 times this value in miles. The Companion can only
  move at night or in darkness. He will never enter any Light willingly.
  EXAMPLE—EL2 companion lasts 3 strategic turns. It must remain within 8"of
  the Caster. It is OCV6, DCV4, HPV8, AV6, MR6, MDV6.
  DARK SIGHT 
  ALIGNMENT—Shamanic
  The power to see in any darkness. The spell applies for the Caster
  AND any person that he includes in it. The number of inclusions
  possible equals the EL of the spell, in terms of a number of persons
  other than the Caster that can be affected.
  The specified range is BOTH the range that people included must
  be from the Caster, or less, to remain included and the range that per-
  sons affected will be able to see in the darkness.
  DURATION—2 phases (EL factor applies as a Power).
  RANGE—(EL + 1) x 3"
  EXAMPLE—With an El.4 spell, the Duration is 32 phases. The range is 15".
  DEATH BLAST 
  ALIGNMENT—Shamanic
  The spell will totally destroy the Spirits of both corporate and dis-
  corporate enemies. Persons affected by success drop dead. All targets
  add DOUBLE their MDV to the Caster's roll.
  A MDV limit applies for this spell. If the MDV of the target, after
  doubling, exceeds the limit for the EL he cannot be killed by it. If suc-
  cess is rolled, he will be stunned, moving at 1/2 speed and fighting
  with 1/2 OCV and DCV rounded up, for a number of phases equal to
  the EL of the spell.
  MDV LIMIT—(EL + 1) x 5
  RANGE—(EL-I- 1) x 2"
  NOTE—This spell is cast at a specific target only.
  DEATH POWERS 
  ALIGNMENT—Chaos
  The member spells in this family are:
  THE FOG OF DEATH
  THE HAND OF DEATH
  The spells are described in alphabetical order below:
  THE FOG OF DEATH
  The spell creates a noxious cloud that is fatal to all life. Anyone
  that enters the cloud, other than its Caster, and is affected, is killed.
  Add MDV x 2 to the Caster's roll for success. This roll must be taken
  each phase that a new creature enters the fog. Abysmal failure will
  only apply to the Caster's initial success roll.
  RANGE—(EL + 1 )/2" (A radius).
  DURATION—(EL + 1) x 2 phases.
  Once cast, the spell will move with the Caster. He will always re-
  main at the direct center of the effect. If he attempts to cast any other
  Magic while the effect remains with him, or suffers any damage, he
  must roll to be affected by his own spell. Any Missile Fire into, or out
  of, this cloud will use the Obscured Range values.
  THE HAND OF DEATH
  The Duration is 50% of that specified for the Fog of Death. It has
  no range. The Caster affects specific targets by touching them with his
  left hand, or closest approximation thereto. Any person touched, that
  is affected, dies. The MDV is used as normal in resisting this spell.
  The Caster can make one touch per phase for as long as the spell
  lasts. If a target is not affected by the first touch he will add his
  MDV x3 thereafter. (If the duration for his EL is 7. the Caster can
  touch as many as 7 people).
  DECAY 
  ALIGNMENT—Chaos
  This spell interferes with the Healing process. It may only be cast
  against damaged enemies. It will only affect living creatures. It has no
  affect on Supernatural forces.
  The effect of the spell inflicts a number of hit points each day for a
  number of days determined by the EL. The effect is only stopped by a
  Negate Curse spell. Otherwise, the best that the Character affected
  can do is to heal faster than he is damaged by the spell.
  23
  
  Without healing magic of some kind, the victim's Healing Chance
  is reduced by EL x 4 until the spell is negated. If healing magic is used,
  the reduction equals (Decay EL —Healing EL)x4. If the result is
  negative, increase the Healing Chance. If the final Healing Chance,
  after applying the reduction, is zero or less, the Character cannot heal
  without magical aid.
  NOTE—For Natural Magic items lhat do not have a precise EL listed,
  the EL used above ec/uals Healing Chance increase/5 rounded uf>.
  DURATION—EL+.1 days squared.
  HIT POINTS PER DAY—El 
  t 1
  RANGE—EL + 1 "
  K X . A M I M . I - 
  An til 9 ,pell will infill i 10 hil point* per da\ I'oi a maximum ol
  100 days. (Ai this level, if the spell is not negated death is certain}.
  DESERT POWERS 
  ALIGNMENT—Varies
  The members spell of this family are:
  DESICATION 
  NAVIGATION
  GRASPING SANDS 
  WHIRLWIND
  HEAT
  The descriptions follow in alphabetical order:
  DESICATION
  The spell affects the Energy Level of the victim. Per phase of its
  duration, the damage specified is scored against this value. Per 3
  Energy Points lost, the victim will take 1 Hit Point in physical damage
  (Round Down). If the Energy Level reaches zero, the victim is a dried
  out, dead husk.
  DURATION—EL 4 1 phases.
  DAMAGE—I DIG + (EL
  RANGE—(EL4-1) x 2"
  GRASPING SANDS
  The spell causes the sand to rise up and grasp a specified enemy.
  They surround it and encumber its limbs. After it has been en-
  cumbered, the Caster may cast the spell again and attempt to crush the
  enemy. When this attempt is made, the Mana is allocated and the
  Crush chance is rolled. If success occurs, the enemy suffers the
  damage indicated each phase.
  DURATION—(LI. - 1) x 2 phases.
  RANGE—(EL 4 1) x 3"
  CRUSH CHANCE—(EL i 1) x ](J
  tTVo (MDl- andany .-11 'areadded
  lo the roll/.
  DAMAGE—El 4- ! per phase.
  The AV of the victim will apply against this spell's damage effects.
  All damage blocked, or in excess of the AV, is taken as damage by the
  armor.
  EXAMPLE—A person in Plate Mail is not crushed by an EL3 attempt. The
  sands inflict 4 hits per phase. His armor stops it all but it will lake 4 hits per phase
  for a maximum of X phases. The Armor is nearly worn away.
  HEAT
  The spell assails a general area with furnace-like heat. The damage
  listed is suffered each phase that any creature that can be affected re-
  mains within the radius of the spell. If the HPV is reduced to zero or
  less, the creature affected is dead. The Caster must remain within the
  effect area throughout the spell's Duration. He may move anywhere
  within this area. He is never affected by his own spell.
  K
  .DURATION—(t-L 4- 1) x 2 phases.
  RANGE-LL - i " (A radius},
  DA MAGE—E L -H per phase.
  If the Caster moves out of the effect area, the spell is negated by
  his exit. This spell does not affect Jinn, Ifreet or any creature with in-
  nate Fire Powers.
  NAVIGATION
  This spell allows the Caster to find his way under any conditions,
  in any desert. The Caster must have a specific place, within the desert,
  in mind when he casts the spell. If not, failure is automatic. Success
  with this spell gives the Caster a course directly to the place that he
  wants to go to. Failure yields a course in the correct general direction
  but not directly to the objective. Abysmal Failure yields a course that is
  totally wrong. (The Referee should take this roll secretly. It is up to the
  Character to figure out whether the spell is working correctly.)
  After casting the spell, the Caster is entranced. He will remain in
  this trance until he reaches his goal. While effected his OCV, DCV, D,
  A and S are reduced 50%, rounded down. He may not cast any other
  magic w i t h o u t negating the effect.
  RANGE—(EL 4 1} x 10 miles The distance away that the desired
  object can he. If it is farther, Success results in Failure).
  I \ \Yiri I-' 
  I I 4. range 
  i 50 miles. It the Caslei ha- OCV5, IX At.. 1)12. -\1J
  and S9 they are reduced to OCV2, IKV3. 1)6. A6 and 84 while he is affected.
  WHIRLWIND
  The spell creates a twisting current of air and sand. The effect can
  be used to move and inflict damage. The Whirlwind rises around the
  Caster and anyone that he is in physical contact w i t h . Any other per-
  son in the effect area, or that enters it, suffers the listed damage and is
  thrown out of it. If the spell does not succeed in damaging the person,
  through Failure, he may penetrate into the eye of the funnel, where
  the Caster is located. To do so, he must roll less than or equal to his
  Dodge Value on 1D10.
  The Caster may move the affect a given distance each phase. He
  must remain at the center of the affect when he does so. Any person in
  physical contact with him will also move w i t h it. Any that release their
  hold, or that he succeeds in throwing out, are subject to the effects of
  the whirlwind.
  DURATION—5 turns x ((EL 4- 1) x 2).
  DISTANCE PER PHASE—(EL + 1) x 4
  DAMAGE—2D6 
  • (LL 
  x 3).
  RADIUS OF FUNNEL—1 " x (EL/3, rounded up; l it LL equals
  zero)
  EXAMPLE—With the bL3 spell, 2D6 hit points are scored. I lie funnel w i l l
  move up to 40" per phase for up to 40 turns.
  DESTRUCTION 
  ALIGNMENT—Chaos
  The spell will only affect inanimate material. It will totally destroy
  any such material that it succeeds in affecting.
  When used offensively, the spell is cast at a specific target. It will
  shatter a number of cubic feet of material in or on that target. The
  Damage listed is scored on persons that are in the area destroyed. It
  reflects falling rubble, etc. It is only scored in cases where such debris
  is created.
  Defensively, the spell creates a zone of destruction around the
  Caster. Any inanimate object that enters this zone, and is affected, is
  destroyed. Unless an item is magical, it has an MDV of zero. If it is
  magical, it will use its MDV \ 2 in resisting Destruction.
  DURATION—(EL 4 L) x 2 phases. *
  RANGE — 2 " (EL factor applies, for offensive use the base facti
  is 2 cubic feet instead. Defensively, 
  the value specified 
  is
  diarueterj.
  DAMAGE—1D6 4 (EL x 2).
  *The duration applies in defensive use only. In this case, the eff<
  moves with the Caster and cannot affect any ilem that weighs mort
  than 10 x (EL4-1) pounds.
  EXAMPLE—LI 7. Defensive duration is 16 phases. The diameter is 16". The
  damage scoied on persons trapped in rubble is ID6 
  -f 
  14 hit points. It \\ill
  desiroy 14 cubic feet of matter, i.e. ii can destroy a wall 14 feet in height.
  DETECTION 
  ALIGNMENT—Varies
  The Detection spell allows the Caster to detect for a specific class
  of thing that he specifies to the Referee. Success will tell the Caster
  that something of that type is present and will give a general direction.
  Failure indicates that something is present but no direction is given.
  Abysmal Failure yields nothing.
  The spell may also be used to analysis a specific object that the
  Caster is in Physical contact with. In this case, the Spell will inform
  the Caster of any magical value and, if there is any, the basic type of
  magic. Failure does not yield the type, i.e. alignment. Abysmal Failure
  yields nothing. The spell may only be used in this way when the Caster
  is touching the item. The Referee may give the Caster other informa-
  tion from its successful use at his discretion.
  RANGE—EL 4- 1 inches, squared.
  24
  
  DISEASE 
  ALIGNMENT—Chaos
  The target is infected with a potentially fatal disease. Diseases
  created with this spell are not contagious. The duration listed is the
  number of days that the Disease will take to kill the person. On suc-
  cess, the victim's Energy Level is reduced by the Damage factor listed,
  rounded down.
  The basic effect of the Disease is determined by rolling 2D10 and
  subtracting the EL from the roll. Consult the table below:
  NM ROLL 
  Lm.< i
  3 or less 
  The Character is in Coma until he is cured or he
  dies.
  4-10 
  The Character passes out. He wakes off and on
  throughout the duration of the spell. He may not
  move under his own power.
  11-20 
  Divide the Character's St by the Duration and
  round up. The result is subtracted from SI each
  day. When St reaches zero, the Character passes
  out.
  Any Stamina or Energy Points lost to this spell will return if the
  Character survives the disease.
  After the duration ends, the Character will DIE if he rolls greater
  than his current Energy Level with D100. The victim may subtract his
  Poison Resistance from his roll. Touch is required to affect the target.
  DURATION—(10 EL) days. (If 0 or less, the death roll is taken
  immediately.).
  DAMAGE—5% x (EL + 2)
  EXAMPLE—A Character is affected by an EL 10 spell. He rolls immediately to
  die. His Energy Level is reduced 60 ^'o, i.e. if it is 84 it becomes 33. If he rolls a 34
  or higher, he is dead.
  DISINTEGRATION 
  ALIGNMENT—Chaos
  This spell will only affect animate objects. Success causes the total,
  irrevocable dissolution of the entity. The victim dissolves into a pile of
  fuming powder. To affect a target, the Caster must touch him. If the
  target is larger than the MDV specified, he cannot be affected. If he is
  not, he can be killed. The Maximum MDV equals (EL+ 1) x 3.
  At no time will armor have any affect on this power, unless it
  grants an Immunity against it.
  DISORDER 
  ALIGNMENT—Chaos
  Those affected lose the ability to control their actions. While
  affected, victims will move in a random manner. Roll on the table
  below, for each person affected, every phase. (Whenever a move is
  taken, the victim will move at 1/2 speed rounded down).
  ROLL 
  DIRECTION
  1 
  North
  3 
  Southeast
  5 
  Southwest
  ROLL 
  DIRECTION
  6 
  Northwest
  7-9 
  No Movement allowed
  10 
  Any direction of the
  Player's choice.
  NOTE— The table is set for movement with a Hexagonal map surface
  You may modify it as desired if you do not use this type of surface.
  Victims of this spell are required to attack any target that is within
  melee range at the end of all movement. Due to the spell, they are
  unable to distinguish friend from foe.
  The Roll Modifier below is added to all attack rolls taken by
  affected persons.
  The spell affects an area. An affected person that wanders out of
  the area is stunned for one phase. In the next phase, he returns to
  normal. Other than this exclusion, the effect lasts until the spell ends.
  It cannot be dispelled or cured.
  Once the spell has been cast, the Caster may leave it. He is not re-
  quired to stay and may cast any other magic that he desires. Missile
  Fire into the effect area is not obscured in any way.
  ROLL MODIFIER-EL
  DURATION—(EL + 1) x 4 phases.
  RANGE—(EL + 1) x 2" (A diameter}.
  No Missile Fire is allowed by affected persons that are within the
  effect area.
  DISPELL/BANISH 
  ALIGNMENT—Varies
  This spell is cast either to counter the effects of magic or to banish
  supernatural forces. It is learned separately for each alignment. When
  the spell is gained, the Player will select ONE alignment that he knows
  how to work against. If the spell is used to effect the magic or forces
  of another alignment, without learning the special rites that are potent
  against that alignment, the MDV of the magic or force is DOUBLED.
  The spell must always be used against a specific target, be it a demon
  or a spell.
  DISPELL—Spells are dispelled by success, they cease to exist. In
  defense, the MDV of a spell equals the MEL 4- EL of its Caster. The
  Caster of this spell may attempt to dispell a spell that is in the process
  of being cast by an enemy.
  BANISH—Supernatural forces native to the Upper or Lower Worlds
  can be banished. Success will cause them to vanish. They are returned
  10 their world by the spell. Failure does nothing. Abysmal Failure has
  the normal abysmal failure effect and the force that the Caster at-
  tempts to banish is free to attack the Caster. In such cases, the Caster
  will be attacked with modifiers for his being unable to move.
  RANGE—EL+1"
  MDV LIMIT—(EL + 2) x 3 {The limit is based on the MDV before
  any multiplication takes place. Multiplication will not raise a force
  or spell beyond the limits of this spell).
  DIVINATION 
  ALIGNMENT—Varies
  The spell allows the Caster to make a general forecast of one per-
  son's future, per use of the spell, for the duration specified. The infor-
  mation gained is given in generalities. No specific data is gained with
  this spell.
  Success gives a correct prediction, Failure is ambiguous, and
  Abysmal Failure is wrong. The Referee will roll and tell the Caster
  what he has determined that the subject's future will be.
  DURATION—2 hours (EL factor applies as a power).
  RANGE—The Subject must be known to the Caster or within 2" x
  EL of the Caster's location. If 0, the Caster must touch him.
  DREAMS 
  ALIGNMENT—Law
  This spell can only affect sleeping targets. It may be used either to
  interrogate or attack the mind of the sleeper. When used to inter-
  rogate, the spell reaches into the mind of the person affected and
  replays the events of the past THAT HE REMEMBERS. The Caster
  must touch the target to affect him in this way. All parameters for
  knowledge that can be gained are as specified for AKASHA in
  ASTRAL POWERS.
  The dream attack allows the Caster to assault the subconscious of
  the sleeper with a supernatural creature from his own mind. Combat
  ensues immediately. Damage inflicted by, and to, the creature is sub-
  tracted from the victim's Energy Level. If the Energy Level reaches
  zero, the victim is a catatonic, insane vegetable. He can only be cured
  by a Sanity spell. Until he is, he can do nothing for himself, including
  move.
  DAMAGE—EL + 1 (Each hit by the creature scores the damage
  listed).
  HIT POINTS—(EL + 1) x 3 (The HPV of the creature created).
  COMBAT FACTORS—Identical to that of the Victim.
  NOTE— The victim sees himself as fighting a creature. He will resolve
  this as if he was actually in combat, except no physical damage results.
  He will use all of his skills in combatting the Dream.
  25
  
  EARTH POWERS 
  ALIGNMENT—Varies
  The members of this family are:
  AVALANCHE 
  FIRE RESISTANCE
  EARTH STRENGTH 
  LOCATION
  EARTHQUAKE 
  TRANSPORT
  The descriptions follow below in alphabetical order:
  AVALANCHE
  The spell can only be cast when the Caster is underground, in
  mountains or in hills. The spell causes a slippage of the earth that will
  create an avalanche within the range specified. For the spell to work,
  there must be stone near the Caster that is at a higher elevation than he
  is. The Damage suffered by persons that are within the fall created is
  1D6 + (EL\2). The Caster can be damaged if he is within the effect
  area created.
  In casting the spell, the Caster will specify the center of the desired
  fall. The center must be within his range. Any secondary falls will
  extend from either side of his fall for a distance determined by the EL.
  RANGE—EL-f 1 (50% of this value is the area of tunnel, ravine
  or pass that is closed by the falling debris.)
  SPEED—(4 + EL) x 2 (The MR with which the stones will move
  down).
  NOTE—// is at the Referee's 
  discretion whether (he Avalanche
  created by the Character causes a greater avalanche that he had not
  planned on. If you decide that it will, you should indicate such by
  hinting that the walls are crumbly, falling rocks come down now and
  again, etc. If a fall occurs, is as specified above. The additional area
  covered is 2D6 + EL hexes in each direction.
  EARTH STRENGTH
  The spell doubles the Strength and Stamina of the person affected.
  It will also have the affects of REGENERATION with an EL equal to
  it's EL/2 rounded up. To affect a person with this spell, the Caster
  must touch him.
  While affected, the person draws Strength from physical contact
  with the earth. If this contact is broken for any length of time, he will
  weaken to his normal values and pass out for a number of hours equal
  to the number of points that his S and St were raised.
  EXAMPLE—S92, St60. They are raised to 184 and 120. If contact is broken, the
  Character passes out for 152 hours, more than 6 days.
  DURATION—(EL + 1) hours.
  EXAMPLE—If the EL is 5, the duration is 6 hours.
  EARTHQUAKE
  This spell allows the Caster to open chasms in the earth. It may
  also be used to close chasms that already exist. Targets that are in the
  area where the chasms are created are killed if they roll higher than
  their A-(EL x 2) on D100. If they are not killed, roll 1D6. On a 1-3
  they are on the side of the chasm opposite the Caster, 4-6 they are on
  the same side as the Caster.
  In rolling the death chance, the AB x 5 is added to the success roll
  in addition to the MDV. One roll is taken for success. All death
  chance rolls are additional rolls.
  The chasm created will be the size specified for the EL. At the
  higher ELs, the spell may be used to undermine buildings and walls.
  The EL-4 is the EL that it will have as a Destruction spell. If the result
  is negative, it may not be used as such.
  RANGE-(EL+l)x2"
  WIDTH—EL + 1 (This is the number of feet wide that the chasm is
  or the number of feet that it can be narrowed by closing it.)
  LENGTH—EL + 1" (This is the number of hexes that the power
  can open or close).
  DEPTH—2 (EL factor applies as a power. The depth of the chasm
  created or the distance closed from the ground down).
  EXAMPLE—The EL is 4. A chasm can be created with a center anywhere
  within 8" of the Caster. The width is 5 feet, the length 5 hexes and the depth 32
  feet.
  The Caster determines the direction of the split. It must be a
  straight line. Anyone in the hexes that it travels through can be
  effected.
  FIRE RESISTANCE
  The spell gives the person effected a measure of resistance to
  damage caused by Fire. The Damage listed is the number of hit points
  that the person must suffer before he will begin to suffer any real
  damage. The spell ends when these points are suffered or the duration
  ends.
  DURATION—EL + 1 hours
  DAMAGE—(EL +1) x 5
  To cast this spell, the Caster must have some type of fire in the hex
  with him and he must touch the person to be affected.
  LOCATION
  The spell is used to find any treasure, or other item, that you have
  PRECISE knowledge of, that is in the earth. The Caster must state
  exactly what he wishes to find. It may only be something that he has
  seen or that he has precise, detailed knowledge of. If the item specified
  is within the range of the spell, the Caster will see its location, the
  direction in which it lies and the distance away. With Failure he will
  see the location. Abysmal Failure will yield nothing.
  RANGE—2 Miles (EL factor applies as a power).
  NOTE—In (he earth means underground. Nothing above ground can
  be found with this spell.
  TRANSPORT
  The spell creates "mild" peristaltic waves in the earth and gives the
  Caster the power to ride them. Any person that the wave passes under,
  that is not included in its effect, will suffer !D6 + (ELx2) hit points
  and be knocked down. The wave created will travel in the direction
  selected for its entire duration. Once cast, it must be dispelled to stop
  it before its duration ends.
  DURATION—(EL + 2 tactical turns) squared.
  RANGE—(EL + l)/2". (This is the length of the wave created. It
  will lie lengthwise in the direction selected by the Caster. The
  Caster will be at the midpoint at all times. Unless he flies, he can-
  not move from this position without sustaining damage).
  SPEED—(EL+ 2) x 2
  EXAMPLE—An EL6 wave will last 64 turns and move at a rate of 16" per
  phase. (If it runs under someone, it will inflict 1D6 + 12 hit points and knock him
  over).
  ELEMENTAL POWERS 
  ALIGNMENT—Elder
  This spell must be cast in an area where the element that the
  Character wishes to deal with is dominant. The Caster must be within
  one hex of that element in a free state.
  If the spell succeeds, the Caster forms a pact with the element. He
  gains knowledge and the ability to summon Elementals. The
  knowledge gained starts at the EL of this spell and may not exceed the
  EL of this spell at any time. The specific knowledge varies with the ele-
  ment as follows:
  ELEMENT
  AIR
  FIRE
  EARTH
  WATER
  KNOWLEDGE GAINED
  Storm Powers, Flight
  Fire Powers, Fire Resistance
  Earth Bovvers
  Water Powers, Water from Stone,
  Sweeten Water
  When summoning an Elemental, from an element that this alliance
  has been made with, the Caster will DOUBLE his Summoning EL.
  The Elemental will always add his MDV to the Caster's success roll. If
  a magic-user attempts to summon an Elemental without first making
  an alliance with the element, any failure is Abysmal and the Elemental
  will add TWICE his MDV to the Caster's success roll.
  RANGE—(EL + 1) x 2" (The distance from the Caster that the
  Elemental will appear within. The Caster will determine the exact
  placement of the arriving Elemental. It must appear IN its element
  and cannot be summoned if its element is not present).
  DURATION—2 turns (EL factor applies as a power. If the
  Elemental is not dispelled BEFORE the duration ends, the
  Elemental alliance is broken and the Elemental will attack the
  magic-user that summoned it).
  26
  
  ELF-SHOT 
  ALIGNMENT—Sidh Magic
  Casting of this spell requires a Bow and Arrow. The Bow and each
  Arrow to be used must be dedicated to the spell at a cost of 10 Mana
  for the Bow and 5 for each arrow. Once dedicated, they may not be
  used for any other purpose. If they are, the Mana is lost.
  If the spell succeeds, and a hit of any kind damages the victim, roll
  on the Combat Table, the victim's HPV is reduced to zero and he is
  paralyzed. Subtract the EL from the roll on the Combat Table in addi-
  tion to all normal combat modifiers. The Duration listed is the
  number of days that will pass before the paralysis ends. After this, he
  may move normally. A Hit Point limit applies with this spell.
  Once used, an arrow need not be rededicated.
  If the target is too large to be affected, he will suffer (EL x 2) +
  Normal Damage from the arrow. (It will score damage as an Elven
  Arrow if it is not fired as part of a spell.)
  DURATION—(EL + 1) x 3
  RANGE—The Range of the Bow used times 2.
  HIT POINT LIMIT—10 x (EL 4 1).
  KXAMPLK—At EL5, the spell will effect up to a 60 hit creature tor 18 days it
  the spell succeeds and the arrow hits . If the arrow scores a severe hit on a larger
  creature, it scores 2D10 + 5 hits.
  NOTE—Swccewr rolls are required to dedicate the Bow and each
  arrow. They are not required for each shot.
  EXORCISM 
  ALIGNMENT—Shamanic
  A Banishment rite that affects all Ghosts and Edimmu. All
  attributes are as for Dispell/Banish. Success can also banish a possess-
  ing Demon from its victim.
  NOTE—Dispell/Banish has no effect on Ghosts and Edimmu.
  FASCINATION 
  ALIGNMENT—Varies
  The spell is cast at a specific target. If it succeeds, the victim is en-
  thralled by the Caster. He will be the pawn of the Caster until he is
  cured, released by the Caster or manages to resist the effect of the
  spell.
  Only Dispell/Banish and Negate Curse can affect this spell. The
  Caster may release it at any time that he chooses. Until he does he
  must maintain it with ONE Mana Point per EL 4- 1 per day.
  The chance to resist the spell, roll D100, equals the victim's MDV
  minus the EL of the spell. If the result is zero or less, he is helpless
  against it. The factor determined for resistance is not additive.
  If the spell is resisted, the person will have 2D10 minus EL turns
  before the Caster realizes that his control has lapsed. What he does is
  up to him.
  While the spell remains in effect, the Caster may give his orders to
  the thrall non-verbally as long as he is in range. The Caster does not
  have to be able to see him to do so.
  RANGE—(EL + 1) x 2" (The victim must be in range for the spell
  to be maintained}.
  MAXIMUM DURATION—2 x (EL+ 5) weeks.*
  *At the end of the Maximum Duration, the spell can no longer be
  maintained without destroying the soul of the victim. If it is, he is a
  total thrall powered by your will. If your magic is withdrawn or the
  spell broken, he is dead.
  FATAL SPEAR 
  ALIGNMENT—Elder
  As for Elf-shot. In this case, if the spell works and a hit is scored,
  the target is killed. All other rules are identical to those listed for Elf-
  Shot. A spear must be dedicated to the spell. The Mana Cost is as
  specified for the Bow in Elf-Shot.
  FATE 
  ALIGNMENT—Balance
  The spell places a bane on the victim. The bane allows the Caster to
  specify a particular creature and situation that will be the death of his
  enemy. The effect starts 24 hours after it is cast. From that point on,
  when the victim fights the specified creature in the situation defined
  ALL damage scored by it will be one level lower on the Combat Table,
  i.e. Misses are Shield Hits, Severe Hits are Deadly Hits, Deadly Hits
  are automatically fatal, etc.
  Finally, any damage that the victim scores on his bane is applied as
  if the NAV was 2 higher than it actually is. If the Character manages
  to kill his bane after all of this, the spell is broken.
  If the spell is broken, or fails abysmally, the bane selected will re-
  bound on the Caster. It will be HIS bane from that point onward.
  To cast this spell, the Caster must have an object that the enemy
  used within the last week. No range or limit applies to the effect.
  OCV—(EL 4 1) x 3 (The Maximum OCV of the Bane that the
  Wizard can select for his enemy).
  FIRE POWERS 
  ALIGNMENT—Law
  The members of this family are:
  COMBUSTION 
  FIRE DETECTION
  FIRE BALL 
  FIRE SHOWERS
  FIRE DARTS
  The descriptions follow below in alphabetical order:
  COMBUSTION
  The spell is used to ignite inanimate, combustible matter. Matter
  of this kind is necessary to start the spell. Once the spell takes effect,
  however, it will feed on itself. No further matter is required.
  Fire, used in this manner, must be started in the hex that the Caster
  is in. From that point, the Caster can extend it into other hexes at the
  speed specified for the EL used. As long as the Caster remains motion-
  less, he controls the direction and speed of the spread. If he moves, the
  spell stops spreading, unless the Referee determines that the fires
  spread naturally.
  DISTANCE—EL 4 1. (The number of additional hexes thai the ef-
  fect of the spell can cover).
  SPEED—(EL 4 l)/2". (The PMR of the spreading fires).
  DAM AGE—(EL 4-1) x 2. (The Hit Points are suffered by anyone,
  except the Caster, that enters a hex in which this fire is burning.
  The potential victim may add his Dodge Value in resisting the
  Caster's roll to affect him.
  DURATION—(EL + 1) x 2. (The number of tactical turns that the
  fire will continue to burn, minimum, after reaching it's maximum
  spread or after the Caster moves and it stops spreading).
  EL 1 example
  FIRE BALL
  The spell creates an expanding sphere of flame.
  The spell is cast as shown in the diagram above, from the front of
  the Caster. The Range is the length of the sides, and the distance
  straight ahead, for the 60 degree cone created. The first hex of the ef-
  fect is the hex directly in front of the one that the Caster is in.
  The speed listed for the spell is the PMR of the sphere. It remains
  in effect until, at this rate of speed, it reaches the end of its range.
  RANGE-(EL+l)x2"
  SPEED—EL .+ 1"
  DAMAGE— 1D10 + (EL)DIO
  DURATION—2 phases
  EXAMPLE—At EL6, the spell has a Range of 18", a PMR of 7 and will do
  7D10 to any target within the cone that is affected by it.
  27
  
  FIRE DARTS
  The spell creates a single tongue of intense flame that is cast at a
  specific target. The Range is a straight line to that target. The Damage
  listed is the number of hit points inflicted. The spell has no duration.
  RANGE—EL + 1"
  DAMAGE—1D6 + (EL)D6
  EXAMPLK—At EL4 the spell has a Range of 5 " and scores 5D6 on any target
  hit.
  FIRE DETECTION
  The spell locates the CLOSEST body within its Range. If no actual
  fire is present, the spell will locate items or creatures that possess Fire
  Mana, i.e. can use Fire of some kind as an innate or learned ability. If
  there is no other possibility within its Range, the spell will tell the
  Caster that there is Fire 0" away from him, i.e. it detects the Caster.
  On success the Caster learns the direction and distance to the
  closest body of fire within his range.
  RANGE—EL + 1 miles, squared.
  FIRE SHOWERS
  The spell covers an area, centered on a point within the Caster's
  range, with a rain of intense flame. ALL persons within this area are
  affectable. This includes the Caster.
  If the Caster remains stationary and does not cast any other magic,
  he can maintain the spell for the Duration specified. If he moves or
  casts any other magic, or if he is forced to defend himself in normal
  combat, the effect of the spell ends immediately.
  RANGE—(EL + l)/2", EL + 1". (The first factor is the diameter
  used for the area affected by the spell. The other factor is the max-
  imum distance away from the Caster that the center can be placed
  at).
  DAMAGE—ID 10 + EL (The listed damage is inflicted 
  each
  phase that an effected target is in the effect area starting with the
  first phase).
  DURATION—EL + 1 turns.
  NOTE—The Damage listed is scored against every creature that is
  within (he effect area that is affected by the spell. If the Caster is im-
  mune to fire he can be within (he effect area without being subject to
  (he effect.
  FLAMING DEATH 
  ALIGNMENT—Elder
  The target affected by this spell burns. The spell is cast at a
  specific, animate target. If it succeeds, the target suffers the Damage
  listed each phase until the Duration ends or the spell is dispelled.
  RANGE—EL + 1 "
  DURATION—EL + 1 phases.
  DAMAGE—2D6 +{EL x 3), EL+ 1. (On the first phase the first
  factor is scored. In each phase thereafter the other factor is
  applied).
  FORGETFULNESS 
  ALIGNMENT—Elder
  The spell buries a person's memories for the Duration indicated.
  Anything that was learned during this period, excluding physical
  skills, is forgotten.
  The period of time that is forgotten begins when the spell takes ef-
  fect, moving back in time from that point. The period of time that is
  affected remains blank. Optionally, the spell may be cast at three
  times its normal Mana Cost. In this case, the Caster is able to implant
  memories of his own choosing at a rate of ONE day's memories per
  tactical turn spent implanting. Once the Caster starts this process, he
  must finish or his own mind is left blank for the period that he does
  not finish blanking out.
  DURATION—EL + 1 days, squared.
  TIME TO REGAIN MEMORY—EL + 1 weeks (The lime required
  to remember the memories that were blanked out. If the Caster
  substitutes new memories for those that he takes, multiply the base
  factor times FOUR. After the normal regaining time for the EL
  ends, memory slowly begins to return to the victim).
  RANGE—EL
  FOYSON THEFT 
  ALIGNMENT—Sidh Magic
  "Foyson" is a Scotch term meaning "(he goodness in food". The
  spell allows the Caster to extract the goodness from any food within
  his Range. The appearance of the food affected is unchanged. It ap-
  pears wholesome but has no nutritional value. The foyson extracted
  materializes in the hand of the Caster as a fine flour like substance.
  This material contains ALL of the nutritional value of the food
  affected by the spell.
  The spell will only affect raw or prepared foods. It has no effect on
  animate or magical creatures.
  RANGE—EL/2"
  FOOD POINTS—2 (EL applies as a power).
  WEIGHT— The weight of the powder created is 1/4 pound per 16
  food points converted.
  HATRED 
  ALIGNMENT—Varies
  The victim becomes obsessed with a burning hatred for a person
  specified by the Caster. The person specified must be known to the
  Caster. Effected targets will dedicate their existence to the death of
  this enemy, caring for nothing else. This condition will last until the
  spell is dispelled.
  When the effected victim enters combat against the enemy, he will
  fight with Uncontrollable Battle Fury. See the Special Attribute
  section.
  RANGE—(EL + 1) x 2"
  HEALING 
  ALIGNMENT—Varies
  A successful healing spell heals a number of hit points, dependent
  on the EL of the Caster, AND increases the injured person's Healing
  Chance for his next normal healing roll. In all cases, the Caster must
  touch the person that he wishes to heal to have any effect.
  DAMAGE HEALED—1D6 + StB + EL (The number of hit points
  that are healed when the spell succeeds).
  HEALING CHANCE INCREASE-(EL+1) x 5 (The amount
  that the Healing Chance of the person affected will be increased in
  his next, normal roll. This effect is not additive).
  STAMINA 
  BONUS 
  INCREASE—EL/3, round down 
  (The
  amount that the StB is increased for the next, normal, healing roll.
  This factor is not additive).
  EXAMPLE—Vozar of the Hills has EL4 in this spell. He successfully heals
  Sasabre of Pelara, HC 30%, StB + 1. Sasabre immediately heals 1D6+ 1 +4 hit
  points. On his next normal healing roll, he will have a 55% Healing Chance and a
  + 2 StB. After the normal roll is taken, his values return to their normal level.
  IMPORTANT—The benefit on the next healing roll only applies if
  the person affected is still damaged after this spell succeeds. If more
  than 24 hours pass between this spell's success and the next normal
  roll, the HC and StB advantages are lost.
  HEALING LIGHT 
  ALIGNMENT—Law
  If the spell succeeds, the Caster heals 2D10 + (EL x 2) hit points for
  targets within his effect area. He may choose which targets in this area
  are healed and how many points each will heal. He may not heal
  himself with this spell.
  Healing Light will take one turn to heal the persons that are af-
  fected by it. It can heal any creature. While it does, the Caster is
  unable to cast any other magic. Both he and the entities that are being
  healed will be unable to move in any way.
  IMPORTANT—Even if it means that you must heal your enemy, all
  hit points that are healed above must be assigned if it is at all possible
  to do so.
  RANGE—(EL + l)/2" (A diameter).
  EXAMPLE—An EL3 spell is cast. A hostile Ogre and a friendly warrior are in
  the effect area. The warrior has taken 12 hits, the Ogre has taken 22. Fifteen hit
  points are healed. The warrior is healed totally and the Ogre heals 3 hit points.
  28
  
  HELL POWERS 
  ALIGNMENT—Chaos
  The members of this family are:
  FIRE DARTS 
  PAIN
  FIRE RESISTANCE 
  SUMMON DEMONS
  The descriptions of the member spells are as follows:
  FIRE DARTS
  As specified in FIRE POWERS for the spell of the same name. If
  the Caster expends THREE times the normal Mana Cost of the spell
  he can create a wave of darts that will have a chance of affecting every
  target along his Range. Add five to the Success Roll per target af-
  fected. Always determine the effect on the closest targets first.
  FIRE RESISTANCE
  As specified in EARTH POWERS for the spell of the same name.
  PAIN
  The spell afflicts the victim with wrenching spasms of searing pain.
  The effect reduces his speed by a percentage factor and reduces his
  chance of hitting in combat.
  The Range is the distance to the target selected. If THREE times
  the normal niana is paid, the Range is the diameter of a sphere that
  will have this effect on EVERY animate being within the area. This in-
  cludes all persons except the Caster.
  RANGE—EL + 1
  DURATION—EL + 1 turns.
  ROLL MODIFIER—EL x 2
  SPEED REDUCTION—(EL + 1) x 5% (round down).
  EXAMPLE—The LI is 5. The victim must add 10 to his Combat Rolls, in-
  cluding Missile Fire and the casting of any Magic. His speed is reduced by 30%.
  It it was 12, il is reduced to 9.
  NOTE—Repeated application of this spell has an additive effect. If
  the speed is reduced 100% or more, the victim will pass out until the
  Duration ends.
  SUMMON DEMONS
  The cost to summon any being listed as a DEMON in Book Three
  is reduced by 50%, rounded up. Beyond this, the basic rules for SUM-
  MONING are used. The rules that apply are listed as for SUMMON-
  ING.
  ILLUSION POWERS 
  ALIGNMENT—Varies
  The members of this family are:
  ACTIVE ILLUSION 
  MAJOR ILLUSIONS
  GLAMOURS 
  PERSONAL ILLUSIONS
  The descriptions applicable follow below:
  ACTIVE ILLUSION
  Active Illusions are illusions that move, seemingly with a life of
  their own. They may be used to attack the Caster's enemies. If they
  are believed, they may strike and inflict damage. If they are not believed,
  they can do nothing against the enemy.
  NOTE—Belief in the reality of an Illusion completes the fabric of its
  "reality". Contact with it is perceived by your mind as contact with
  the authentic article. It can kill if it is believed. It can do nothing if it is
  not believed.
  If the spell succeeds, the perceiver's will roll against their Will, for
  creatures use MDV x 4 for this, adding the EL x 5 to the roll. If the net
  roll is less than or equal to Will, the Illusion is not believed. If il is
  greater, it is believed.
  The Range for this spell is the maximum distance that the Illusion
  can be separated from its creator. It may be created anywhere within
  this range. If it is made permanent, it must remain within this area,
  i.e. the Range is a diameter with the point where the Illusion first
  appeared at the center. He remains forever, regardless of the location
  of the Caster, when permanent.
  IMPORTANT—If an Illusion is believed, and in Combat the
  perceiver kills it, it does not die but it is automatically disbelieved.
  Where and how this will apply will depend on what the Illusion is.
  RANGE—(EL+1) x 2"
  DURATION—(EL + 1) x 3 turns.
  HPV—(EL + 1) x 5 (The maximum number of hit points that the
  Creature can take. Per ten, rounded down, increase the Mana Cost
  by I).
  M D V — ( E L + 1 ) x 2 (The 
  MDV maximum of the creature
  simulated AND the MDV of the illusion).
  OCV—(EL i 1) x 2 (The maximum OCV of 
  the creature
  simulated. Per 3, round down, increase (he Mana Cost by I).
  DCV —EL
  EXAMPLE—If the EL is 4, the maximum creature created will have HPV 25,
  MDV 10, OCV 10 and DCV5. The values actually created by the Wi/ard must he
  less than or equal to ALL three factors for the Illusion attempt to succeed.
  IMPORTANT—If the Illusion created is one that is normally capable
  of casting magic, the Caster may create the semblance of any spell that
  he knows through the Illusion. The Mana Cost of this semblance
  equals the cost of the actual spell. It will appear as if the Illusion cast
  it. If it is believed, it can effect the perceiver as if it is the real spell.
  GLAMOURS
  Glamours are used to change the appearance of an inanimate
  object. The spell alters the shape of the object or conceals it's
  presence. If the spell succeeds, the glamour is automatically believed.
  The Weight Limit listed is the number of pounds that the Caster can
  alter without trouble. Per 10% increase over this factor, round up, the
  Caster adds 5 to his roll.
  RANGE—(EL+1) x 2"
  DURATION—2 hours (EL factor applies as a power).
  WEIGHT LIMIT—2 pounds (EL factor applies as a power).
  KXAMPLK—At hl.9, the range is 20", the duration is 1024 hours and the
  weight limit is 1024 pounds. (A half ton for about 42 days).
  NOTE—The spell only affects appearance. It does not alter physical
  reality in any way. If a wall appears to be a doorway, the perceiver will
  still bash his head if he tries to walk through. Any result (hat occurs
  that creates a physical situation that does not fit (he appearance of the
  Glamour will cause disbelief in it, i.e. if you can't walk through the
  open doorway you won't believe it is a doorway. In all such cases, the
  Clamour is dispelled by the disbelief of (he perceiver involved.
  MAJOR ILLUSION
  Major Illusions are cast over an area. They affect everything that is
  in that area. If the Illusion is believed, roll as for Active Illusion, the
  perceiver is required to act as if the objects perceived are real.
  NOTE—As for Glamour, if something in the Illusion does not con-
  form to physical reality, disbelief is automatic.
  This spell alters (he appearance of all things in (he area. This can
  include the appearance of animate creatures and the Caster.
  RANGE— EL + 1 (A radius of 
  affectJ.
  DURATION—(EL + 1) x 2 minutes.
  KXAMPLE—At EL 0, the Caster can change the appearance of every object
  \vithin 1 " of his position.
  IMPORTANT—If animate objects have their appearance changed,
  and they move outside of the effect area, the appearance reverts to
  normal. While the spell is in effect, the Caster may not cast other
  magic but he may move. If he moves, the Illusion remains in the area
  in which it was created. As for Glamours, these Illusions require
  something to work with. They are not created out of thin air as are
  active illusions.
  PERSONAL ILLUSIONS
  The spell changes the appearance of a specific animate being. If the
  Caster uses this spell on himself, he will subtract his MDV from his
  success roll in addition to the EL modifier.
  The spell only affects appearance. It has no effect on size or basic
  shape. If the spell succeeds, it is believed. If it fails, any person with
  Will higher than the EL x 2, or MDV higher for Creatures, will be able
  to see through it.
  To effect a target with this spell, the Caster must touch it and it
  must be motionless. If the target moves while the spell is being cast, it
  fails.
  DURATION—2 hours (EL applies as a power).
  29
  
  INSANITY 
  ALIGNMENT—Chaos
  The insanity that can be created is based on the EL. A given KL
  can create the insanity type for it's EL or any type below it. Consult
  the table below:
  EL
  0-3
  4-6
  7 + 8
  9 + Up
  FORM OF INSANITY
  Neurosis
  Paranoia
  Schizophrenia
  Catatonia
  Neurosis allows the Caster to force a specific trait on the victim.
  This can be an unreasonable reaction to a given circumstance, a reac-
  tion to a type of person or thing that is unreasonable hostile, friendly,
  etc. or minor impediments that the Referee explicitly allows.
  Paranoia will convince the victim that the world, especially the
  part that he knows, is out to destroy him. As a result, he is hostile to
  anything that he encounters and is incapable of trusting anyone. If
  given any cause, or a good opportunity, he will attack any other
  creature. (The Paranoid is clever. Persons that he encounters will no!
  be able to tell that he is insane unless they roll their Empathy or less).
  A Schizophrenic will have 1D3 personalities in addition to his nor-
  mal personality. The major emotion or tendency that drives each is
  determined by rolling on the table below:
  ROLL
  I
  2
  3
  4
  5
  TRAIT 
  ROLL
  Generous
  Vicious
  Quiet
  Self-Effacing
  Cowardly
  6
  7
  8
  9
  10
  TRAIT
  Sadistic
  Masochistic
  Flighty
  Braggart
  Overbearing
  Each day, the Referee will take a random roll to determine which
  personality is in control. All personalities, except the original per-
  sonality, are EXTREMES for the behavior listed. (If a personality is
  quiet, it will take great effort to get him to talk at all. If he is cowardly,
  he will flee from any chance at combat).
  Catatonic Characters are incapable of voluntary movement. If
  they are not cared for, they are dead.
  The spell lasts until it is cured with a Sanity spell, the Caster is kill-
  ed or the victim dies.
  RANGE—EL + 1"
  MDV LIMIT—(EL + 1) x 3
  An Insanity spell can only be used against Intelligent enemies. It
  has no effect on un-intelligent creatures. Non-Humans may add their
  MDV x 2 to the success roll.
  INVISIBILITY 
  ALIGNMENT—Varies
  The spell is cast, by the Caster, on himself. It effects him and any
  person or thing that is in contact with any portion of his body. It has
  no effect on the surface that the Caster walks on. Persons that are
  made invisible by contact with the Caster become visible when this
  contact, or the duration, ends. All persons that contact the Caster, or
  any item held by him, during the Duration can see him whether con-
  tact is maintained or not. Per person that comes into contact with the
  Caster, reduce the Duration by 1 turn.
  DURATION—(EL + 1) x 5 turns.
  INVULNERABILITY 
  ALIGNMENT—Chaos
  The spell enhances the target's resistance to physical damage. The
  damage gained will apply to any damage suffered in normal combat
  from NON-MAGICAL weapons. The Damage listed is the number of
  hit points that must be inflicted before damage actually begins to ef-
  fect the HPV of the Character.
  To effect a target with this spell, the Caster must touch him. It may
  only be cast on persons that are undamaged at the time. If the target
  has any damage, the spell is automatically an Abysmal Failure. If the
  Caster uses the spell on himself both the Duration and the Damage
  factors are reduced by 50%, rounded down.
  The spell ends when the Duration is exceeded or all resistance has
  been eliminated by the damage suffered.
  DURATION—(EL + 1) x 10 phases.
  DAMAGE^~(EL+l)x 5
  EXAMPLE—EL4 will last 50 phases and yield a benefit of 25 hit points to the
  person affected.
  KNOWLEDGE 
  ALIGNMENT—Varies
  The spell is used to gain general information about a specific thing
  from the supernatural forces. It may be used to acquire Expertise in
  any spell, educational skill or other area. It may not be used to gain
  skills that require extensive physical activity to learn, i.e. Combat
  Skills, Swimming, etc.
  The spell with have the orientation of its Caster. When it is cast to
  gain magic of that alignment, or any skill, the cost is normal. When it
  is cast to gain magic from another alignment, the cost is modified by
  the Orientations, see 8.4121. Sidh Magicians may only use it to gain
  Sidh or Elder Magics.
  The Frequency factor listed is the number of days that should pass
  between uses of this spell. If it is cast more frequently than this, any
  failure is Abysmal.
  EXPERTISE GAIN—ID6 + EL (The total gained will never ex-
  ceed the Expertise required to learn the spell or increase to the new
  EL for a skill, or spell, known before the spell is cast).
  FREQUENCY FACTOR—15 days minus EL (The number of
  days that should pass between uses).
  NOTE—This spell may only be cast in an area that has been purified
  for casting magic with the same alignment as the Caster's orientation.
  In any other case, failure is automatically abysmal.
  LEECHING 
  ALIGNMENT—Chaos
  The spell allows the Caster to consume the energy possessed by in-
  telligent, animate life. The effect of success increases the Casting
  Ability of the Caster as listed and kills the victim affected.
  For a person to be affected with this spell, the Caster must touch
  him. The contact must be maintained for a full turn. At the time of ef-
  fect, the victim must be alive.
  INCREASE GAINED—3 + (EL squared) Mana Points.
  IMPORTANT—Regardless of EL, the points that can be gained from
  any one creature cannot exceed the victim's Energy Level. The Mana
  gained may not increase the magic user's Casting Ability beyond his
  Current Ability.
  LIBERATE SPIRIT 
  ALIGNMENT—Law
  The spell releases the spirit of the Caster. While liberated, the spirit
  is capable of travelling, unhindered by physical reality, through Middle
  World areas. The Speed of the spirit is it's PMR. The spirit can only be
  affected by attacks that have a magical or supernatural basis. It is im-
  mune to normal damage.
  The Duration is the number of turns that the spirit can remain out-
  side its body. While it is gone, the body is defenseless. If the spirit does
  not return before the duration ends, the body dies. If he returns before,
  he may enter the body and end the spell.
  DURATION—(EL + I) x 5 turns.
  SPEED—EL + Mana Level (The PMR).
  LICHCRAFT 
  ALIGNMENT—Chaos
  To perform this spell, the Caster must also be trained in Necroman-
  tic Powers. Success with the spell will make the Caster a Lich. Failure of
  any kind kills him.
  As a Lich, the Caster becomes nearly the ultimate in evil. He will use
  all Necromantic Powers at two levels higher than his Current, and Max-
  imum, EL. In addition:
  A) INVULNERABILITY—The spell requires that the Caster disembowel
  himself. On success, he is sustained totally by his magic and is im-
  mune to physical damage from any weapon not specially dedicated
  to combating Liches or the Dead.
  IMPORTANT—The Viscera of the Mage are kept in a specially
  constructed apparatus. The destruction of this apparatus, and its
  contents, is the only way that a Lich can be killed in normal combat.
  In general, it is hidden and warded with potent magics.
  B) IMMORTALITY—The Lich is immune to death. If the result of any
  magic used results in his destruction, and his viscera are unharmed,
  he will reform in 1D6 days.
  C) SELF SUSTAINING—The Lich is required to cast 2 Mana Points
  per day to sustain himself. (Success is automatic). He does not re-
  quire any form of normal sustenance, i.e. food, water, etc.
  30
  
  D) To destroy a Lich, other than through destruction of the
  apparatus supporting him, 100% of the hit points that he can take
  must be inflicted in ONE Phase by a power that is capable of
  affecting him. If not, the damage has no effect on him.
  This spell is only cast once. It fails automatically if the Caster does
  not have a Chaos orientation. Once it succeeds, the Caster may only
  use Chaos Powers and General Skills.
  The power of the Lich is derived from the apparatus that supports
  him. The Range listed below is the MAXIMUM distance that he can
  be separated from this device and survive. In all cases, at all times, he
  will know the precise location of his apparatus. He is also aware of
  any person or thing that touches the apparatus as soon as such contact
  is made.
  *The Lich is not locked into the EL at which the spell is initially cast.
  He may improve the apparatus without Mana Cost as his EL in this
  spell is increased. The lime to do so is one day per EL.
  NOTE—In Persian myth, the Lich is truly immune to death. When he
  is killed, his soul turns into a black mouse. As a mouse, he must kill a
  rat. When he does, he becomes a rat. As a rat, he must kill a cat;
  becoming a cat, he must kill a dog. As a dog, he must kill a leopard;
  becoming, a leopard, he must kill a Man. On killing the Man, he
  returns to human form and regains all of his magical powers. If, in
  any stage of the rebirth process, he is killed or dies, he is truly dead.
  LIGHT POWERS 
  ALIGNMENT—Law
  The members of this family are:
  LIGHT 
  RADIANT LIGHT
  KILLING LIGHT
  The descriptions follow below:
  LIGHT
  The creation of magical light in an otherwise dark area. It can only
  be created in darkness. The Range is its radius of effect. The Damage
  listed is only suffered by creatures that are afflicted by Light. No
  damage is scored against any other creatures. The Duration is the
  number of phases that the effect will last.
  RANGE—EL+1'
  DURATION—4 x (EL+ 2) phases.
  DAMAGE—(EL + 1) per phase.
  KILLING LIGHT
  This spell is projected at a specific target. If the spell succeeds and,
  on a second roll, HIT or better is scored on the Combat Table, using
  the EL as the OCV, the target is dead. In any other case, success
  results in scoring the damage below. The BL on (he Combat Table
  equals MEL + EL.)
  EXCEPTION —If the creature is afflicted by light, the second roll is
  taken. Any type of hit will kill. If the spell succeeds and a miss is rolled,
  the damage determined for the spell is increased by (EL+ 1) x 2.
  RANGE—(EL 4-1) x 2"
  DAMAGE—3 D6 + EL
  RADIANT LIGHT
  The spell creates a blinding flash of light in its effect area. Any
  creature affected by the light is stunned for the duration indicated.
  Creatures afflicted by light suffer the damage indicated and are stunned
  for twice the normal duration.
  The effect of being stunned will reduce OCV and DCV by 50%
  each, rounded down. In addition, the EL must be added to all combat
  rolls for as long as these factors are affected.
  DURATION—EL 4- 1 phases (The time that an affected victim is
  stunned. The effect itself has no duration to it).
  RANGE—(EL + l)/2" (A radius}.
  DAMAGE—(EL + I) x 3 hits.
  LOWER WORLD TRAVEL 
  ALIGNMENT—Shamanic
  With this spell, the Shaman liberates his spirit and enters the
  Lower World. The journey is only made spiritually, his body remains
  in the Middle World. The effects are as for Liberate Spirit except that
  the spirit of the Shaman can physically alter the environment that it
  travels through, i.e. the spirit is capable of using any magic that the
  Shaman can use. In spirit form, the Shaman is automatically oriented
  to his magic. He is not required to cast an Orient Self spell or utilize
  his magic drum to cast magic.
  LUCK 
  ALIGNMENT—Sidh Magic
  The spell is used to increase or decrease the luck of the person
  affected. The result is a modifier that is subtracted from, or added to,
  ANY roll that the victim takes while the effect lasts.
  DURATION—(EL + 1) x 5 phases.
  RANGE—EL + 1"
  MODIFIER— EL + 1
  EXAMPLE—A Character's luck is increased with an ELS spell. The effect lasts
  30 phases. While affected he subtracts 6 from all rolls, \vhether jumping a wall or
  engaging in combat.
  MASQUERADE 
  ALIGNMENT—Elder
  The spell makes the actual features of the Caster indistinguishable.
  On success, each person that sees him will see him as a valued friend or
  relative. The effect lasts until the Duration ends or until the Caster
  attacks a person who is fooled by the spell. In either case, he assumes
  his true appearance.
  To cast the spell on a person other than himself, the Caster must
  expend double the normal mana and the person must be willing. The
  spell only affects the sight of intelligent, humanoid creatures. Others
  are unaffected.
  DURATION—(EL + 1) x 20 turns.
  RANGE—Touch required.
  MIGHT
  ALIGNMENT—Law
  The person affected will have his Strength increased for the dura-
  tion of the spell. The amount of increase, divided by 5 and rounded up,
  is the damage resistance gained from the spell, as for Invulnerability.
  To affect a target, the Caster must touch him. The magic user will
  never cast this spell on himself.
  DURATION—2 turns (EL factor applies as a power).
  INCREASE—(EL-i- 1) x 5 (The points that the Strength rating is
  increased for the entire duration).
  NOTE—At the Referee's option, this spell will have a draining 
  effect
  on the person affected. Per point of increase, reduce the Energy Level
  by 1. If the result is zero or less, the Character will go into a Coma
  when the duration ends. A Cure Disease spell will be required to
  regenerate his Energy Level to a rating of I . Until then, he can do
  nothing.
  MUSIC 
  ALIGNMENT—Law
  The spell has a soothing effect on dumb opponents. Any non-
  intelligent creature that is affected will be unable to attack while the
  duration lasts. If attacked, he is taken unaware. Any combat will in-
  stantly negate the effect of this spell. It will not operate in a hostile
  area. Once the spell is in effect, the Caster may move and cast other
  magic without restriction.
  If the target affected is Intelligent, he will be stunned for one
  phase, i.e. he is hesitant while trying to figure out where the music is
  coming from.
  While creatures are mesmerized by the music they will not move
  more than one hex per phase, or 1/4 movement rounded down,
  whichever is less.
  DURATION—(EL + 1) x 2 turns.
  RANGE—EL + 1" (A radius).
  31
  
  ALIGNMENT—Chaos
  NECROMANTIC POWERS
  The members of this family are:
  ANIMATION
  COMMUNICATE WITH THE DEAD
  CONTROL THE DEAD
  CORRUPTION
  NOTE— Only Wizards lhat have a Chi
  these powers. Other Wizards may use Dark Knowledge but no
  other Necroma
  DARK KNOWLEDGE
  DECAY
  THE BLACK CURSE
  THE SEEKING DEATH
  ANIMATION
  The spell gives the dead the power of movement. It can affect any
  corpse or skeleton. The MDV is 1/2 of that for the living creature,
  rounded down. On being animated, the corpse remains unmoving for
  1D6 phases. During this period, it must be controlled. If it is not con-
  trolled, it will attack any living being including the Caster.
  To affect the corpse or skeleton, the Caster must touch it.
  DURATION— 2 days (EL applies as a power).
  COMMUNICATE WITH THE DEAD
  As for the Communicate spell. This spell is used to give commands
  to dead beings that are under the Necromancer's control.
  CONTROL THE DEAD
  The spell allows the Caster to completely control the actions of any
  dead creature, that he animated, that is in his effect area. The Caster
  can see through the eyes of his dead and does not have to be able to see
  them in order to exercise his control. Once control has been achieved,
  it lasts until it is dispelled or until the corpse is no longer animate.
  RANGE— 2" (EL factor applies as a power. A dia mater).
  NOTE — Per corpse controlled, the Caster must spend I Mana Point
  per day. If this magic is not allocated, control is lost and the being will
  turn on the Caster and all other living beings.
  CORRUPTION
  As for the Corruption spell.
  DARK KNOWLEDGE
  The spell is used to question the spirits of the dead. The spell can
  only be cast when the Necromancer is within his range of the corpse or
  skeleton of the spirit that he is attempting to question.
  If the spell succeeds, the spirit will answer a number of questions
  equal to the EL+1. The answer will be literal truth and, whenever
  possible within this limitation, should be misleading or specious.
  In all cases, the spirit can only answer questions that the Referee
  determines that it would know. If a question is asked, and it does not
  have the knowledge, it will disappear and the spell is broken.
  Any person, other than the Caster that is not protected explicitly,
  that is in the sight of the spirit, is subject to attack by it. The attack
  will be as for an EDIMMU. The cost to protect others is an additional
  2 Mana Points per person.
  RANGE— EL/2
  DECAY
  As for the Decay spell.
  THE BLACK CURSE
  The spell only affects bound, animate beings. The Caster must
  have portions of the being's anatomy, i.e. hair, nails, etc., and must
  be within 2 " of the being himself. The magical operation must be cast
  on a formal altar purified for the practice of Necromancy. If any of
  the above conditions do not exist, the spell fails.
  If the spell succeeds, the victim becomes the total slave of the
  magic-user. He has no chance to rebel. He dies and is automatically
  animated and controlled, without cost.
  The spell will only affect Humans. The spirit is blasted into the
  hells by success. What remains is a will-less zombie. The effect lasts
  until a Negate Curse spell is cast against the Zombie or until the Caster
  dies.
  The Zombie created will have the following attributes:
  A) I, W, E and Em reduced to 0.
  B) A + D reduced 80% rounded down.
  C) S + St doubled.
  D) The Zombie will only heal if the Caster heals him magically. In
  any other case, damage is permanent.
  THE SEEKING DEATH
  The spell creates an avenging death spirit to attack a specific
  enemy. To attempt the spell, the Caster must have a fragment of the
  enemies anatomy, i.e. hair, nails, etc. If the spell succeeds, a figure in
  white of terrible power will begin to materialize in sight of the enemy.
  It will only be visible to the Caster and the enemy. As it gro\\s, it
  darkens and becomes solid. When it reaches full maturity, it will
  attack the enemy. The time to maturity varies with the El..
  The attributes of the creature are:
  A) Identical to those of the enemy, except no expertise and its
  HPV equals his HPV/2 rounded up.
  B) The Hand of Death, EL equals the Caster's EL in the Seeking
  Death. MEL equals the Caster's MEL divided by 2, rounded
  down.
  C) MDV equals the Caster's MDV.
  D) PMR 8.
  EXAMPLE—A Seeker is created to destroy Vlad Stonehand. The Seeker
  will have the physical characteristics above. The PMR is 8. Each time that it
  hits, a saving throw is required against the Hand of Death. If the Caster has
  MEL 6, EL. 5 and MDV 12, it has LL 5. MEL 3 and MDV 12.
  The Range of this spell is unlimited. It lasts until the creature is
  dispelled, killed or kills the enemy. The creature can only be seen at
  night. It will have a twisted version of the appearance of the person
  that it is intended for. It will always be within 1D10—1" of the enemy
  that it is created to kill.
  TIME TO MATURITY—30 days—(EL x 2).
  NOTE—While the Seeker is maturing, the Caster may not cast any
  other magic. He is consumed by this effort. If he casts any other spell,
  the Seeker will turn on him. Until it is fully formed, and the attack is
  resolved, the Caster must spend every night administering to this spell.
  If not, it will attack him.
  NEGATE CURSE 
  ALIGNMENT—Law
  The power operates as for Dispell/Banish against those spells that
  specifically state that this spell will negate them. The Caster must
  touch the person or thing that is to be affected.
  OBLIVION 
  ALIGNMENT—Balance
  The spell transports the victim to oblivion. From that point, he
  ceases to exist in any meaningful sense. The Caster who sent him can
  recall him at any time. The cost to recall is twice that required to send
  him in the first place.
  While a victim is in oblivion, he does nothing. He is not affected by
  the passage of time in any way. When the Duration of the spell ends,
  he will return to the place from which he was sent exactly as he was
  when he was sent. To him, it will seem that he had a momentary
  blackout though years may have passed.
  A Hit Point Limit applies with this spell. If the creature is larger,
  the amount of the excess is added to his MDV in defending against the
  spell. If the result of this spell is Abysmal Failure, the Caster is sent in-
  to oblivion by the spell. He must remain there until the Duration ends.
  RANGE—(EL + 1) x 2"
  DURATION—2 months (EL applies as a power}.
  HIT POINT LIMIT—(EL + 1) x 6
  EXAMPLE—EL 10 Oblivion. Range 22", Duration 2048 months (over 170
  years) and Hit Point Limit 66.
  OPEN PRISON 
  ALIGNMENT—Law
  The spell opens every lock within it's effect area. Magical locks
  may use an MDV to resist the influence of this spell, they are the only
  locks that do not open automatically.
  32
  
  The Range lor this spell is a 60 degree cone, as for the Fireball.
  Any doors unlocked in this way automatically swing open. If a door is
  not locked, hut is barred or boiled, i h e spell lias no effect on i t .
  RANGE—(EL + I)/2" (Value is length of sides).
  NOTE— This applies to all locks in the zone whether the Caster knows
  (hey exist or not.
  ORIENT SELF 
  ALIGNMENT—Shamanic
  Success with his spel! is required before a Shaman can cast any
  other Shamanic magic. For this spell only, the Shaman may subtract
  his MEL x 2 from his roll, in addition to his EL modifier and MDV.
  The trance created lasts for the specified duration.
  NOTE— The spell only affects the Shaman. It places him in a hypnotic
  trance in which his arts can be focused. While in this state, his mind
  operates on two levels of consciousness, one magical and the other
  physical. The Shaman 'v drum is required to enter this state regard/ess
  of the experience of the Shaman.
  DURATION—(MEL + EL) x 2 phases.
  ORIGIN POWERS 
  ALIGNMENT—Shamanic
  The members of this family are:
  DISSOLUTION 
  RFPULSION
  INANIMATE CREATION
  The descriptions follow below:
  DISSOLUTION
  The spell requires the specific description of a person or creature
  AND the possession of material derived from its anatomy. If the spell
  succeeds, and both factors are correct, the victim ceases to exist. He
  dissolves into the earth. For the spell to succeed, the victim must be in
  contact with the earth when it is cast. If he isn't, the spell is
  automatically an abysmal failure.
  NOTE—Preparation for this ritual will take two weeks. It can only be
  cast after this period is expended. All days expended must be con-
  secutive and the spell must be cast on the 14th day.
  INANIMATE CREATION
  The spell requires 2 weeks of preparation, as for Dissolution. By
  the precise definition of all attributes of an inanimate item, the Caster
  can cause it to come into being next to him. The spell must be cast at
  night. If it is cast at any other time, it fails.
  To succeed, the item created must:
  A) Be something that the Shaman has made a detailed inspection of
  OR
  B) Be something that the Shaman has the skill to make in the nor-
  mal manner.
  The Permanence Factor is the chance that the item created is a per-
  manent feature of existence. If the value determined or less is rolled, it
  is. If not, it will fade away in EL + 1 days.
  Per Magical trait that is placed on the item, add 10 to the roll for
  Permanence.
  PERMANENCE FACTOR—30 +((EL + 1) x 5) (The percentage
  chance that it is permanent)
  REPULSION
  The spell will repel every creature that fits the general description
  given, that is affected. Effected creatures will be stunned by the effect.
  They must flee for a number of phases equal to the number of turns
  that they are stunned. Flight is directly away from the Shaman.
  While the spell is in effect, the Shaman may not leave the place that
  he cast it from. All creatures described must roll to be affected each
  phase that they are in the effect area. Any that are affected twice are
  killed.
  RANGE—(EL + l)/2"
  DURATION—(EL + 1) x 2 turns.
  TURNS STUNNED—EL + 1
  NOTE—The effect of being stunned is as mentioned for other spells.
  EXAMPLK—The general description of a Goblin will serve to repel all Goblins.
  The Shaman cannot use this spell against any creature that he has never seen.
  Three phases are required to prepare for the casting of this spell. The Orient Self
  spell is cast on the third phase of preparation.
  A shaman
  PAINLESSNESS 
  ALIGNMENT—Law
  The effected target is immune to any adverse movement effect
  from damage. For magic-users, damage will not disrupt their concen-
  tration. The spell may be used to cure the effects of a Pain spell. The
  EL of the spell must be greater than or equal to the EL of the Pain
  spell that is to be negated.
  RANGE—EL + 1"
  DURATION—(EL.+ 1) x 3 turns.3
  *If this spell ends before the Pain spell that it is negating, the Pain
  begins anew.
  PARALYSIS 
  ALIGNMENT—Varies
  The spell freezes the voluntary muscles of the victim. For the Dura-
  tion specified. He may not move.
  RANGE—(EL + I ) x 2"
  DURATION—(EL + 1) x 2 phases.
  MAXIMUM STRENGTH—(EL + 1) x 10"
  * If the victim is stronger, the EL is added to all combat rolls and (he
  MR is reduced by 50%, rounded down. The victim can move with a
  struggle. The effects of multiple spells are not additive.
  PEACE 
  ALIGNMENT—Elder
  The spell creates an area in which the creatures affected cannot
  engage in hostile activity of any kind. On Success, all affected
  creatures w i l l cease fighting. Any combat in the area afterwards will
  negate the effect of the spell for the combatants involved. At all times,
  the Caster is affected by his own spell.
  Once cast, the area remains in place. The Caster may move and
  cast other magic if he desires to do so. Any creature that enters the ef-
  fect area can be affected by the spell. Missile fire or magic cast into the
  area is considered to be combat in the definition above.
  RANGE—EL + 1 " (A radius)
  DURATION—(EL + 1) x 2 turns
  PERCEPTION 
  ALLIGNMENT—Shamanic
  The spell is cast to learn the benefits and uses of a specific item or
  thing that is in the possession of the Shaman. While it is cast, the item
  must be in contact with the Shaman. If the spell succeeds, the Shaman
  learns the basic attributes that it has, it's alignment and the correct
  means of using it's powers.
  This knowledge is not possessed on a conscious level. It is his only
  known when he is in the trance created by the Orient Self spell. At
  other times, he will know it has value but will not know exactly what
  that value is.
  33
  
  PERMANENT MAGICS
  Various spells and rites that are used to give permanence to the
  affects of magic, to create ward pacts and to give magical value to
  items created by the Caster or materials that no other magic-user has
  ever cast magic upon and that are not manufactured goods.
  The various types of Permanent Magic that can be created are
  detailed in the sections that follow:
  CURSE OR BAN
  The spell is cast on a specific person or creature. The Caster must
  have a portion of the victim's anatomy, or something that has been in
  contact with that person within the last 48 hours, to cast the spell.
  A Curse is cast to punish a person for a previous action or to force
  him to perform a future action. A Ban is cast to prevent the person
  from performing a specific action, entering a specific place or meeting
  a specific person or persons.
  The actual parameters of the Curse or Ban, or any combination of
  the two where a Curse is activated by violation of a Ban, is up to the
  imagination of the Caster and the sufferance of the Referee. The ef-
  fect can be anything that the Referee will allow.
  For a Curse, the effect determined occurs immediately upon suc-
  cess. For a Ban, it occurs if the condition specified by the Caster is
  violated. The effects of both last until a Negate Curse spell cures
  them. If the spell affects the mind of the victim, a Sanity spell will
  break it as well.
  NOTE—All Curses must have a way that the person can redeem
  himself and negate the affect 
  without magic, ft need not be easy. It
  must be possible. (This restriction does not apply to cursed magic
  items).
  ENHANCEMENT
  This form of the spell is used to enhance dead and inanimate
  material that has some natural magic value, as determined by the
  Referee or specified in the Natural Magic section in Book Four. Suc-
  cessful enhancement brings out the enhanced values of the material.
  Failure destroys !/2 of the material used and does not bring out the
  enhanced values. Abysmal Failure destroys all of the material.
  Material destroyed in this way is destroyed only in the sense that it is,
  forever after, worthless for enhancement.
  The amount of material that the Caster can affect with one spell
  depends on the type of material, as follows:
  A) Plant derived, liquid—(EL + 1) x 2 doses.
  B) Gem, metal, manufactured item—1 item.
  C) Other material—EL + 1 doses (If it is consumed in use).
  1 item (If it is not consumed in use).
  Once material that is subjected to this spell has been enhanced, it is
  enhanced forever. A Negate Curse or Dispell/Banish spell can
  eliminate the enhancement. In doing so, the material is always
  destroyed, as specified above.
  ENCHANTMENT
  The spell may only be cast on a material object that the Caster
  created with his own hands from VIRGIN material. It will enhance the
  natural attributes of the item in it's normal function, i.e. it will make a
  chair more comfortable, a sword keener, etc.
  In all cases where more than one normal function can be enhanced,
  the spell will enchant the ONE specified by the Caster. To enchant
  more than one, the spell must be cast successfully for each attribute.
  Success will enchant it, failure will make it impossible to enchant it in
  that way and abysmal failure has the effect of failure as well as mak-
  ing it impossible to enchant it further.
  The basic attributes that can be modified are:
  WEAPONS
  A) Hit Chance—EL + 1
  B) Fatigue Value—1 + (EL x 2).
  C) Strength—EL/2, round up (The increase in (he normal WSB).
  ARMOR
  A) Armor Value—(EL + 2)/2 round up (Increase over normal
  AV).
  B) Weight—(EL-t-1) x 5% (A percentage factor that the weight
  can be increased or decreased with the spell).
  SHIELDS
  A) Armor Value—EL + 1 (The increase over the normal A V).
  OTHER ITEMS
  A) Attribute Increase—(EL + 1) x 200;o (The percentage that the
  normal values of the item are increased with the spell without
  modifying 
  the si~e, encumberance or any other factor. 
  Referee
  discretion will be (he primarv modifier that applies here).
  SWORD KXAMPI.K—At L1.4, the C aster makes a Magic Bastard Sword. The
  maximum Faligue Value is increased from 11 to 20, the WSB increases from 
  f I
  lo + 3 and an increased chance to hit of 
  4 5 is added, i.e. 5 is subtracted from
  combat rolls in attack and applied as Expertise for damage inflicted.
  ARMOR KXAMPI.K—The El is 8. The AV can be increased by 5. The weight
  of the suit or helmet can be increased or decreased by 4()"», i.e. it the item weighs
  60 pounds it can weigh between 36 and 84 pounds after enchantment.
  At no time can the Armor value of a suit of armor or helmet be more than
  tripled with enchantment.
  SHIELD KXAMPLK—The EL is 2. The AV can be increased by 2. At no time
  can the AV be more than doubled w i t h enchantment.
  OTHKR KXAMPI.K—A Wizard makes a Magic 5 quart skin. His El. is 12. The
  capacity, i.e. the normal attributes of the item, is increased 24()°o from 5 quarts
  lo 17 quarts without increasing its si/e or the Strength required to carry i t .
  For all items of this type, the effect of the spell will be at (he final discretion
  of the Referee. The player will say what he is trying to do w i t h the enchantment,
  the Referee will tell him what it is ihat he did.
  ENCHANTED DEDICATION
  Weapons may be DEDICATED to the destruction of a specific
  creature, to combat a specific alignment or to aid a creature or align-
  ment when it is threatened in specific ways or in danger of death.
  To dedicate an item, the Caster must have something that is derived
  from the thing that it is to be dedicated for or against, preferably
  blood. The spell is cast at DOUBLE the normal cost. The effect
  doubles the enchanted values of the weapon against, or for, the
  creature selected and reduces them against all other forces by 50
  (T'o,
  rounded up.
  KXAMPLK—An EL3 sword is dedicated to destroy Dragons. Against all
  Dragons, the enchanted WSB of + 2 is +4. Against anything else, the WSB is
  4-1.
  ENSORCELLED ITEMS
  This method allows an item to employ a specific magical power.
  The wizard must create the item from virgin material AND be able to
  cast the spell that he places in, or on, it.
  The item can be created to cast the spell, defend against it, grant
  immunity against it or attack anyone that touches it with the power
  that it possesses.
  The MEL of the item equals the Caster's MEL. The EL is any EL
  selected by the Caster that is less than or equal to his current EL in the
  spell that he is placing on the item. The item may only cast the spell at
  that EL, defend against it at that EL or less, grant immunity at that
  EL or less, etc. All items of this type will be able to cast their magic a
  number of times per day equal to the (EL + l)/3, rounded up. No limit
  applies to the number of times that they can add defensively or grant
  immunity.
  Defensive items will add their MDV to that of the person that has
  them against the spell involved. If 3 times the normal cost is paid, this
  addition can be made against all forms of a specific alignment of
  magic. If 5 times the amount is paid, it applies against all magic.
  Immunity costs twice the normal cost. It preserves the user from
  the affects of a specific spell. While he has the item, he cannot be
  affected by that spell unless it's EL is greater than or equal to that of
  the item. The formula for determining the effect of immunity is:
  Attacking EL-Immunity EL = Effective EL
  If the result above is less than zero, the attacking spell has no ef-
  fect. Any other result is the EL that it will have if it succeeds.
  An item that attacks those that touch it is a booby trap, The power
  that it has only operates when it is touched. The person that touches it
  is the one affected. The Caster may exclude specific persons from this
  affect. The cost is an additional Mana Point per person excluded.
  This method of using Permanent Magic requires that this spell be
  cast before the spell that is to be made permanent on the item is cast
  into it. Both must succeed or the procedure fails.
  EXAMPLK—The Mage wishes to create a Whirlwind Talisman, to cast the
  Whirlwind spell. He will first cast Permanent Magic of this type and then the
  34
  
  Whirlwind spell. If both succeed, the talisman has the power. If either fail, it
  doesn't and the Caster must recast the spell that failed.
  NOTE— The mana that an item has will be sufficient to cast the spell
  that it possesses the number of times that it is capable of doing so.
  Defensive and Immunity items have no castable mana. Mana that is
  present in items can only be cast for the spell or spells that it is capable
  of using and only at the item's EL.
  Items that can cast magic will do so when the user desires. They
  must be exposed and fully visible in order to use the power, i.e. a
  sheathed sword with Dark Lightning power can do nothing. The same
  sword unsheathed can be used to cast Dark Lightning.
  HS:A^:^NiiaRci
  ;MANA;;ST0^A<J . . .
  ra\v rhaiJa thai aMagic-tlser can
  ;asl:iatO ii by the ,Magic-User in creat
  lumber of rjoints equals (EL;+I)x10, I
  ylana Points per
  CXAMPJLK—-ELI. The Permanent M:-
  WARD PACTS
  A Ward Pact allows the Caster to place permanent enchantments
  on specific places and things. The spell is activated by any person
  entering the area or touching the thing protected. The exact
  parameters that will cause the effect to occur are at the discretion of
  the Player. If the Ward created is a spell with a Range, or a Being, the
  Ward will have Range.
  When the spell is activated it will strike out in the direction of the
  person that activated it. For Range, the focal point of the spell, the
  thing touched or the symbol of the ward, will serve as the Caster.
  Ward Pacts can be created to cast spells, warn the violator, warn
  the creator, summon supernatural forces to attack the violator, curse
  the violator, etc. Once formed, a Ward Pact is eternal. It remains in
  effect regardless of the fate of it's creator. It can only be affected by a
  Dispell/Banish spell that has an EL higher than the EL of the Ward.
  Finally, Ward Pacts can be given immunities. These immunities
  will affect any personified guardian that is summoned through the
  pact. The Guardian will be immune to the power specified. They may
  not be made immune to a Dispell/Banish spell.
  The Method of forming a Ward Pact is:
  A) Cast the Pact.
  B) Cast the Spell, for personified Guardians Summoning is cast.
  C) Pay 2 x (EL+ 1) Mana Points to place the Ward into effect.
  EXAMPLE—A Wind Ward is created at EL2. 13 points are cast for (A), an EL2
  Wind spell is cast for (B), costing 6 points, and finally 2x(2 + 1), 6 points, are cast
  for (C). The total cost to create a Ward Pact that will cast an EL2 Wind spell is
  thus 25 points.
  NOTE—The EL of a spell castable by a Ward may not exceed the EL
  of the Permanent Magic cast.
  NOTE—The potential effects 
  of Permanent Magic are unlimit
  How it is used is at the discretion of the Referee. Alt spells made pe
  manent are at the EL selected by the Caster, obeying any restrictions
  that apply to the type. Spells with a harmful effect are never activated
  hy (he touch or presence of their creator. Powers, i.e. family spells,
  are made permanent as individual spells, i.e. A specific spell is us
  not the entire family,
  In all cases, the Permanent spell will have the attributes listed in
  description for the EL cast. In special cases, the Referee will be re-
  quired to modify the method of effect and-''or the target to make the
  spell a rational construct. Do so at your discretion.
  PETRIFY 
  ALIGNMENT—Chaos
  The spell turns any living matter, and other matter in contact with
  it, to stone for the Duration specified. It can only be broken with the
  Negate Curse spell before the Duration ends. A magic-user may
  attempt to use a simple Dispell/Banish spell. The cost is three times
  normal. If he fails, he is turned to stone by the spell as well. If the
  failure is abysmal, he is turned to stone permanently.
  To affect a target with this spell, the Caster must touch it. The Hit
  Point limit applies as for Paralysis.
  DURATION—2 days (EL applies as a power}.
  HIT POINT LIMIT—(EL + 1) x 5
  PLAGUE 
  ALIGNMENT—Chaos
  The spell infects the victim with a virulent, contagious disease.
  Until he is cured, or dead, every person that comes into contact with
  him must roll the Infection Chance. The Damage listed is an amount
  subtracted from the Energy Level each day until death occurs. Other
  effects are:
  ROLL 
  EFFECT
  1 
  Mind Fever. The victim is in Coma.
  2 + 3 
  Accelerating Pain. Each Energy level point lost is added
  to the victim's rolls in Combat.
  4-7 
  Wasting Plague. S,St and C are temporarily reduced.
  The total reduction for the three equals the Energy lost.
  The Player will decide where the points are lost.
  8 + 9 
  Balance affected. The victim's D and A are reduced as
  for 4-7 above.
  10 
  Emotional effect. The victim has a progressive insanity
  until death. The Referee will determine the type and the
  effect.
  NOTE—Roll ID10.
  Healing has no effect on this spell. Only the Cure Disease spell will
  apply against it. If the Energy Level reaches zero or less before the
  Duration ends, the victim is dead.
  RANGE—EL+1"
  DURATION—(EL + I) x 3 days.
  DAMAGE—(EL + 1)D6 (Deplete Et
  INFECTION CHANCE—(EL + 1) x 15% (The Constitution of
  the person exposed is added to the rod).
  PLANAR TRAVEL 
  ALIGNMENT—Varies
  The spell allows the Caster, and those that he includes, to physically
  traverse the Upper World and enter entirely different planes of reality.
  The latitude of difference that will apply is entirely at the discretion of
  the Referee, as he will be required to establish parameters for the alter-
  nate worlds that the Players explore.
  The Duration listed is the time that can pass in the alternate plane
  before the travellers rebound back into their world. The Caster has the
  option of travelling with the people sent or staying where he is. If he
  does not travel with them, double the Mana Cost for the spell.
  The chance exists that the party will not arrive in the plane that the
  Caster intends them to arrive in. This chance doubles if the Caster is
  not present. If they do not arrive correctly, the Duration above does
  not apply. They remain in the new plane until they are found and
  recalled. The cost to recall a person equals twice the cost to send him.
  NOTE— When in a new plane, Characters are subject to the rules of
  existence that operate in that area. If, for example, magic is not pos-
  sible in that plane, the magic-user loses his ability to cast magic. The
  35
  
  only way to know such particulars is to enter the plane or have a
  Planar Map of some kind.
  DURATION—2 days (EL factor applies as a power)*
  ERROR CHANCE—40%—(ELx2).
  MAXIMUM INCLUSIONS—EL.
  * Time may flow differently in the planes. The Duration above is in the
  time of the plane that you enter. It may be seconds or centuries in
  Middle World time.
  PRESERVATION 
  ALIGNMENT—Law
  The spell preserves food and prevents infection, depending on the
  item that it is cast on. Living things cannot be infected while the dura-
  tion lasts. Food will not rot.
  Any food that is protected with this spell is immune to Foyson
  Theft. If it is attempted, Abysmal Failure is automatic.
  RANGE—Touch only.
  DURATION—2 days (EL factor applies as a power).
  PRESERVE THE DEAD 
  ALIGNMENT—Balance
  The spell stops the deterioration of dead bodies for the duration
  specified. It is only effective if the body is complete and dead. While
  the duration lasts, the body is immune to decay, rot and and the
  passage of time. It retains the appearance that it had on the day that
  the spell succeeded.
  RANGE—Touch only.
  DURATION—2 weeks (EL factor applies as a power).
  EXAMPLE—The spell is EL10. The body is successfully preserved for 2048
  weeks, slightly less than 40 years. It will not deteriorate in any way due to natural
  NOTE—A body preserved in this wav can be Resurrected at any time during the
  Duration of (he spell. When the spell ends, it can no longer be Resurrected.
  E.C.M.
  Battling Giants
  36
  
  PROTECTION 
  ALIGNMENT—Varies
  This spell is learned, as for Dispell/Banish, to protect against
  creatures, supernatural forces and spells of a specific alignment.
  When the spell is learned, the Caster will select one alignment. The
  spell must be relearned to learn how to protect against other
  alignments. If it is used without this knowledge, triple the MDV of the
  creature, force or spell that it is used against in resisting its effects. If
  the spell succeeds, the lifted Roll Modifier is added to the enemies at-
  tack rolls and magic success rolls when he is attacking any person
  within the spell's range. The spell will NOT protect any person or
  creature that has the same alignment or orientation as the spell is in-
  tended to oppose. In this case, the spell will effect this person as well
  as any enemies.
  DURATION—(EL + 1) x 2 turns.
  RANGE—EL/2" (A radius}.
  ROLL MODIFIER—EL +2
  EXAMPLE—Oom, a Balance Wizard, casts Protection against Balance lo op-
  pose a Chaos Demon. If he succeeds, the spell will affect Chaos, while retaining
  its virtue against Balance. The attacking demon and Oom both add the Roll
  Modifier above.
  PUNISHMENT 
  ALIGNMENT—Sidh Magic
  The spell will only affect persons that have violated the mores of
  the Sidh and personally affected the interests of the Caster in doing so.
  The effect of the spell strikes the victim with a wasting disease. The
  disease is immune to Cure Disease. Only the Negate Curse spell will
  have any benefit against it. (It will reduce the Duration by 50%, re-
  taining fractions). Only the performance of a Caster's specified action
  can end the spell short of the victim's death.
  RANGE—Unlimited (As long as the criminal is known to the
  Caster or retains something gained as a result of his crime, the spell
  can strike him).
  DURATION—EL+1 weeks
  DAMAGE—EL + 1 (This is the Energy level loss suffered each
  day.
  NOTE—The most common use of this spell is to force the return of
  stolen items by the thief. They are returned or he dies.
  PURIFICATION 
  ALIGNMENT—Varies
  The spell is used to prepare an area for the casting of a specific
  spell. Cast at 10 times the Mana Cost, it will benefit a specific align-
  ment's spells. The effect of its success increases the chance that the
  spell will succeed. The Roll Modifier is subtracted from the success
  roll for the spell that the area has been purified for in addition to the
  normal EL modifier.
  ROLL MODIFIER-(EL + 2) x .2
  NOTE—The spell is cast permanently to create altars and other
  magically significant casting areas. It may also be cast to oppose a cer-
  tain spell. In this case the Roll Modifier is added to the Success Roll.
  QUARRELS 
  ALIGNMENT—Varies
  The spell causes persons within its effect area to fight their allies
  and friends. The Caster may exempt a limited number of people from
  the effect of the spell. The Caster must be one of the people specifically
  exempted if he does not wish to risk being 
  effected.
  DURATION—EL +1 turns.
  RANGE—(EL + 1) x 2" (A Diameter).
  EXCLUSIONS—EL+1
  MDV LIMIT—(EL+ 2) x 3 (If the MDV is higher than the limit
  for the EL, the spell cannot affect the creature).
  NOTE—The Duration above is the number of (urns that persons
  affected will continue to fight their allies. The spell itself has no Dura-
  tion except for this.
  REGENERATION 
  ALIGNMENT—Law
  The spell accelerates the healing ability of the person affected at
  the expense of his Energy Level. It will heal the Damage specified each
  turn while the effect lasts. Per hit point healed, the Energy Level of
  the person who is healing is temporarily reduced by 1. If it is reduced
  to zero or less, the person dies unless the Caster specifically casts addi-
  tional mana to replace the energy lost. One Mana Point is required to
  replace each Energy Point. Mana may never be used to increase the
  value above 1. It can only used to sustain the life.
  RANGE—Touch only.
  DURATION—(EL + 1) x 2 turns.
  DAMAGE— El.+ 1
  EXAMPLE—EL6 heals 7 points per turn lor 14 turns.
  NOTE.— The Caster can negate the remaining portions of the spell at
  any time during its Duration that he desires to do so. The cost equals
  the EL of the spell to be negated.
  EXAMPLE—To negate LI. 0 costs the Caster nothing. To negate EL 10 costs 10
  Mana Points.
  IMPORTANT—Energy loss continues u n t i l the Duration ends or the
  spell is negated by the Caster. (Even i f the target is totally healed
  before either case applies).
  RESTORATION 
  ALIGNMENT—Shamanic
  The spell is used to restore the Tonah tie of a Shaman, create a nevs
  tie or return a spirit to its body. If the spell succeeds, the desired result
  occurs.
  To return a spirit to its body, the Shaman must first release or cap-
  ture that spirit. Lie w i l l then bring it to its body and, with the spell, re-
  establish its tie thereto. Failure at any stage of the process will cause
  the spell to fail.
  When the Shaman tries to restore a tie he must have a proven
  action accomplished solely to placate the wrath of his Tonah. If the
  spell is attempted without such being the case, it automatically fails
  and the tie with that species is severed permanently. Any future en-
  counters with the species w i l l result in automatic hostility on their
  part.
  To create a new tie, the Shaman must first successfully cast the
  Lower World Travel spell. This spell is then cast and the tie is formed
  with the first Tonah that the Shaman encounters in his journey. The
  type of Tonah is at the Referee's discretion or random. When the spell
  is cast to create a tie, the cost is double that listed. No Shaman may
  have more than (MEL+ l)/5, rounded up, Tonah ties.
  RESURRECTION 
  ALIGNMENT—Varies
  The spell returns the dead to life. If it is attempted, and fails, the
  person is dead beyond recall. If it succeeds, any damage that he has
  suffered is healed and he is alive. The Reduction Factor is used to
  determine the level of the Character's statistics on returning to life.
  The percentage determined will be the temporary reduction in every
  characteristic. For Constitution, it is a permanent reduction.
  RANGE—Touch only. (The Corpse must be available).
  MAXIMUM TIME TO RECALL—2 days (EL factor applies as a
  power).
  REDUCTION FACTOR—100%—<(EL + l)xlO) (The percentage
  that all characteristics are reduced, rounded up).
  NOTE—Resurrection automatically fails if the corpse has been sub-
  jected to ANY Necromantic power. Corpses so handled cannot be
  resurrected. Any person that dies as a result of the consumption of
  their Energy Level cannot be resurrected, there is nothing to
  recall—the soul is dead.
  REVELATION 
  ALIGNMENT—Law
  The spell negates the effect of any type of Illusion, Invisibility or
  Shape Changing spell. If the EL is less than the EL in this spell, the
  spell is automatically negated. If not, a success roll must be taken. The
  Range is a 60 degree cone that will affect all possible targets within the
  area. It has no duration.
  RANGE—EL" (The length of the sides of a 60 degree cone).
  REVIVIFICATION 
  ALIGNMENT—Law
  The spell revives any person that is unconscious for any reason.
  This includes coma, magical trances and as a result of damage suf-
  fered. When excess damage is the reason for unconsciousness, the
  Damage listed is the number of points that will be healed by the spell.
  37
  
  If this is not sufficient to raise the HPV to 1 or higher, the spell tails
  and none are healed.
  RANGE—Touch only.
  DAMAGE-(EL^l)x2
  NOTE— When the spell is used on Non-humans, add 10 to the success
  roll. The spell has no effect on unconsciousness caused by Disease or
  Plague. If (his is the cause, Cure Disease is required.
  SEA POWERS 
  ALIGNMENT—Varies
  The members of this family are:
  CALM SEA 
  NAVIGATION
  FRIENDLY CURRENT 
  WATER BREATHING
  The descriptions follow below:
  CALM SEA
  The spell will end any Storm encountered if it succeeds. (In 
  effect,
  the storm continues but the vessel is an island of calm within it). The
  spell may not be used to negate the effect of storms that are created
  magically.
  R A N G E — ( E L + l ) x 2 "
  FRIENDLY CURRENT
  The spell creates a current that will propel the vessel that the Caster
  is on. It may also be used to oppose the progress of an enemy ship.
  The listed Speed is subtracted from an opponent's speed or added to
  your own. The effect lasts until the duration ends. If the result of a
  subtraction is negative, the vessel affected will be pushed back.
  RANGE*—(EL+1) x 10"
  DURATION—EL + 1 strategic turns.
  SPEED—(EL -i- 1) x 3"
  *Range is used only when the power is used against another vessel. It
  is the distance that the current created remains effective.
  EXAMPLE—The EL is 5. The Duration is 5 strategic turns. The effect increases
  the speed of the vessel by 15 miles per strategic turn and 15" per tactical turn.
  NOTE— The effect lasts only so long as the Caster does not cast any
  other magic.
  He is considered to be using magic throughout the entire duration
  of this spell, for Mana Regeneration purposes.
  NAVIGATION
  The magic-user can command the Sea to take him to a specific-
  place. The spell has twice the Speed stated for Friendly Currents.
  While the vessel travels, the magic-user remains in a deep trance. If he
  is awakened, the spell ends. He automatically wakes when the vessel
  arrives. The Spell lasts until he arrives, it is dispelled or he awakes.
  The destination desired must be within 100 x (EL+1) miles and in
  contact with the sea, i.e. an island or coastal area.
  WATER BREATHING
  The person affected is able to breathe sea water for the entire dura-
  tion of the spell. He loses the ability to breath air for the entire dura-
  tion of the spell. The spell has no effect on creatures that are naturally
  able to breath sea water.
  Any person in contact with the person affected is also affected
  while the contact lasts. If contact is broken, the person loses the ability
  to breath in the water immediately.
  RANGE—EL/2"
  DURATION—2 turns (EL applies as a power).
  NOTE—Sea Powers may only be used when the Caster is in or on sea
  water. They automatically fail in any other case.
  SANITY 
  ALIGNMENT—Law
  The spell negates Insanity, Disorder, Compulsion, Terror, Hatred
  and any other spell that functions by affecting the mind of its victim.
  The effect that this spell has depends on its EL and the EL that it is
  cast to oppose. (See Revelation).
  RANGE—Touch only.
  SHAPE CHANGING 
  ALIGNMENT—Varies
  The spell allows the Caster to change into a SPECIFIC form from
  his natural form. The knowledge for each form of life is distinct. (The
  ability to take the form of a Hawk does not grant the ability to take
  Wolf form, each requires a separate spell).
  At no time will a change in shape change the HPV, OCV or DCV
  of the Caster. He retains his normal value regardless of the shape that
  he takes.
  At all times, the Caster must have a portion of the anatomy of the
  creature that he wishes to take the shape of, i.e. hair, clau, tooth,
  scale, etc. This is required for the spell to succeed.
  The spell will only affect the Caster. (See Transmutation).
  Once the spell is cast, the Caster will remain in the form taken until
  the Duration ends. For an additional 1 Mana Point, added when the
  spell is first cast, he may increase the duration 100°?o of the value for
  the EL. The maximum number of increases is equal to the EL.
  EXAMPLE—EL 3 can pay 3 extra Mana Points and increase the [-L3 duralion
  h\ 3(X)°-n.
  DURATION—(EL + I) x 20 turns.
  NOTE—Close examination of any creature that is really a shape
  changed human will reveal the change. The eyes of the Caster are
  never changed when his shape is, they remain as normal for his race.
  Any Character may roll against his Empathy to detect this difference.
  SILENCE 
  ALIGNMENT—Chaos
  The spell creates a sphere of total Silence. Within this area, sound
  is impossible. Any target that enters the area, and is affected, will
  suffer irreversible Catalonia.
  it nufit 
  nan t/u
  Silence spell. If not, Aby\mai fa
  RANGE—EL + 1" (A radius).
  DURATION—2 phases (EL factor applies as a Power).
  NOTE—The spell has no effect on supernatural forces of Chaos.
  SILENT TERROR 
  ALIGNMENT—Chaos
  The spell gives the person affected visions of the Abyss and a taste
  of its unnatural essence. The effect destroys their ability to function as
  individuals. They will do nothing on their own volition. They are in-
  capable of speech and will flee from contact with any other life form,
  be it Dragon or ant. Unless they are restrained, and cared for, victims
  will die within 48 hours.
  The only cure for the affect of this spell is Forget fulness. Sanity
  will have no effect. They must be made to forget what they have seen,
  they can never be made to accept it.
  RANGE—EL+1
  MDV LIMIT—(EL + 1) x 4
  SLAY THE TAME 
  ALIGNMENT—Sidh Magic
  The spell will only affect domesticated creatures. (The others have
  Tonah granted immunity or other guardians). If the spell succeeds, the
  target is killed.
  If the spell is attempted on a wild creature, at the option of the
  Referee, the animal will add MDV +15 to the roll. It is killed if the
  spell succeeds.
  RANGE—EL + 1"
  HIT POINT LIMIT—(EL + 1) x 7
  NOTE—// the size exceeds the limit specified, the target cannot be
  affected.
  SLEEP POWERS 
  ALIGNMENT—Varies
  The members of this family are:
  PERPETUAL TRANCE 
  SLEEP TOUCH
  SLEEP MIST
  The descriptions follow below:
  PERPETUAL TRANCE
  The victim is placed into a deep slumber from which he can only be
  awakened magically. To cast this spell, the Caster must have a portion
  of the intended victim's anatomy. While the person is affected he will
  not age and can only die if he is killed.
  RANGE—1/2" (EL factor applies/.
  DURATION—EL + I years (After the specified duration ends the
  sleeper can be awakened by a touch or any loud noise within 7 " of
  his resting place).
  38
  
  NOTE—Sleepers of this type are surrounded with a pule radiance.
  Any person i/u/t (ouches if can be affected by the spell. IJ they aren'(,
  and (hey move the sleeper, he wakes and the spell is broken. If they are
  affected, 
  they sleep fas for Sleep Touch).
  SLEEP MIST
  The spell covers an area with a fine mist. The Range is the radius
  of the area covered. Any living creature in this area can be affected.
  RANGE—EL + 1 " (A radius).
  DURATION—(EL + 1) x 5 turns (The number of turns thai the
  victim remains asleep).
  MDV LIMIT—(EL + 1) x 2 (If the MDl is higher than (he factor
  for the EL, the mist has no 
  affect).
  KXAMPLK—Kl 4 The mist can affect any creature with MDV 10 or less. I he
  range is 5" in any direction. It' affected, the victim sleeps Tor 25 turns. If the
  MDV is 11 or higher, the mist has no effect.
  NOTE—Any 
  sleeper 
  that 
  suffers 
  damage 
  while 
  affected 
  is
  automatically awakened.
  SLEEP TOUCH
  The victim is placed into a deep trance by the Caster's touch.
  Nothing will awaken him before the duration ends, except the
  appropriate spell or physical injury.
  SLIME 
  ALIGNMENT—Chaos
  The spell creates a pool of acidic slime from the earth in the area
  affected. Anyone within the area will sink into this pool and be attacked
  by it. Hits scored by the semi-animate liquid will consume metal
  objects and damage animate ones.
  If the item is magic, each hit does 1 hit damage. For other Metal
  objects, a hit dissolves it totally. Each damage point will reduce the
  FV of a Weapon, or the AV of armor, by one. When the value reaches
  zero, the item is dissolved.
  The pool grasps at those in it. The Strength listed is the Strength
  required to move 1 ". Per 50%, round up, increase over this value the
  creature can move an additional inch. If the total Strength is more
  than triple that of the pool, the victim can move as normal.
  1)1 RATION—2 hours (EL factor aftylies as a power).
  MDV LIMIT—(EL •+• 1) x 3 (As for Sleep Mist).
  CASTING RANGE—EL + 1
  EFFECT AREA-(EL-f l)/2"
  DAMAGE—2D6 +EL per phase.
  STRENGTH—(EL+ 1) x 5
  DEPTH—(EL •+ 1) x 6 inches. (This is the physical depth of the
  pool created, i.e. at EL 1 it is a foot deep. It is not a tactical
  distance reference).
  PERSISTENCE—EL + 1 phases. (After exiting the pool, this is
  the number of phases that the acid will continue to have its effect
  unless the affected object is totally immersed in water).
  NOTE—The Caster selects a center point anywhere within his Range.
  The Effect Area radiates from this point. If (he Caster is within the
  area created he CAN be affected 
  by the Slime.
  The Slime is semi-animate. Once attached to an object it begins to
  creep up his body and along his limbs. It will advance EL + I inches
  up the victims body each phase. In doing so, it will insinuate itself into
  any crack or crevice available to it. Its only goal is to consume.
  Slime is not immune to Astral Fire. It can effect creatures with
  Earth Powers.
  SMOKELESS FLAME 
  ALIGNMENT—Elder
  A flame of incredible intensity drawn from the essence from which
  Fire was born. Success will damage the target. Abysmal Failure will
  damage the Caster.
  The spell has no effect on Creatures with innate Fire Powers,
  Elementals of Fire, Jinn and Ifreet. It is cast under the restrictions
  specified for FIRE DART in Fire Powers. The factors below apply for
  this spell:
  RANGE—EL + 1 "
  DAMAGE— 3DIO+ (EL x 4).
  KXAMPLK—At LL4. the spell docs 3D10 t 16 hits.
  NOTE—No smoke is given off by this flame or the damage that is in-
  flicted by n.
  SOUL SIGHT 
  ALIGNMENT—Shamanic
  Success can yield the following information:
  A) The basic orientation of the person it is cast on.
  B) Whether the person is a magic-user.
  C) The basic emotion that the person is experiencing at the time.
  D) Whether the person is telling the truth.
  E) Whether the person has any innate magical ties or lalents and
  what they are.
  F) A reading of the person's Probable Intent.
  G) Whether the person is possessed or otherwise plagued by
  Supernatural forces and v\hat forces are responsible.
  All persons in the Caster's effect area are readable. The time re-
  quired to read for each item above, per person, is 1 phase.
  RANGE—(EL + l)/2" (A radius).
  DURATION—(EL + 1) x 2 turns.
  NOTE—//' the spell works, it works for everyone in the area. MDV
  does not apply unless the target is a magic-user and he is aware of
  what the Shaman is doing. To make any reading, the Shaman must be
  jb/e to see the eyes of the person to be read.
  SPEED 
  ALIGNMENT—Varies
  This spell increases the PMR of the person affected. When the
  Caster casts it on himself, he will subtract 20 from his success roll, in
  addition to normal modifiers.
  RANGE—Touch Only.
  DURATION—(EL + 1) x 3 turns.
  PMR INCREASE—EL + 1
  KXAMPLK—If the warrior affected has a PMR of 2/2/2/2, and an EL 2 spell is
  used, it is increased to 5/5/5/5.
  NOTE—This is for ground movement. It grants no ability to fly or
  walk on water.
  SPIRIT CAGE 
  ALIGNMENT—Shamanic
  The spell allows the Caster to create a cage of mystic power that
  will imprison the spirit affected. The Caster must have a wicker cage
  to use as the foundation of the spell. If it succeeds, the spirit is trapped
  therein.
  The spell is cast at a specific target. It has no effect on corporate
  spirits. It will only affect spirits that are not in a body. To steal a per-
  son's spirit, the Shaman must first sever it's tie to the body. See Spirit
  Death.
  The Shaman can freely communicate with any spirit that he has
  imprisoned. A Communicate spell is required to do so. If it fails, the
  Spirit escapes from the cage.
  SPIRIT DEATH 
  ALIGNMENT—Shamanic
  The spell severs the tie of a spirit to its body. As a result of success,
  the spirit will wander the night searching for its physical self, unable to
  find it. While the spirit searches, the body is comatose and suffers
  from Disease at the EL of this spell.
  To use this spell the Shaman must create a fetish that contains
  elements of the intended victim's anatomy, i.e. hair, nails, etc. The
  person must be asleep when the spell is cast. If he isn't, the spell fails.
  their body. The base chana
  If the body dies before il
  Ghosts at the Referee's op
  RANGE—2" (EL applies as power. The Maximum distance that
  the Shaman can be separated from the body for the spell to work
  AND for the spirit to be restricted from finding it).
  DURATION—Unto death or until the body is found.
  39
  
  NOTE—77^ Spirits created operate on the metaphysical plane that
  Shaman's induce their consciousness into with the Orient Self spell.
  They are trapped in this World unless they can focus on their bodv to
  draw themselves out of it.
  STILLNESS 
  ALIGNMENT—Chaos
  The spell makes it impossible for the victim to make a sound. This
  includes speech, footfalls or any other sound initiated by the victim.
  Cast on a Magic User, the spell will make it impossible for him to cast
  his magic. (He may still use innate powers. He cannot cast any spells
  that draw their force from his Casting Abilitv).
  RANGE—EL + 1"
  DURATION—2 phases (EL factor applies as a power).
  EXAMPLE—The ELS spell has a range of 6". The victim is unable to make a
  sound for 64 phases, more than three minutes.
  STORM POWERS 
  ALIGNMENT—Varies
  The members of this family are:
  FLIGHT 
  THUNDERHEAD
  LIGHTNING 
  WIND
  LIGHTNING SWARM
  The descriptions are as follow below:
  FLIGHT
  The spell causes air currents to lift and propel the Caster. The
  Caster, and any person that is in physical contact with him, can fly.
  The spell has Maximum and Minimum Speed values. When the
  MR falls below the Minimum Value the spell ends, immediately. The
  Maximum is the fastest PMR that the Caster is capable of with the
  spell.
  DURATION—2 turns (EL applies as a Power).
  MINIMUM SPEED—(EL + i)/3, round up (The Minimum PMR
  required to stay aloft).
  MAXIMUM SPEED—EL +4 (The Maximum PMR).
  EXAMPLE—At ELS, the Caster can fly for 16 turns at a rate of up to 7 per
  phase. If, in any phase, he moves less than 2 the spell ends immediately. If in the
  air, he falls.
  LIGHTNING
  The spell releases a bolt of energy against the target specified by
  the Caster. Only Magical Armor will apply its AV against this power.
  Normal armors have no effect. Shields of all kinds are usable.
  If the Wizard has success the Damage listed is scored.
  RANGE— (EL + 1) x 3
  DAMAGE—(EL + 1) D10 + EL
  LIGHTNING SWARM
  The spell unleashes a swarm of charged particles from the location
  of the Caster. Any creature in the effect area can be hit by the effect.
  Hostile Magic cast into it will add the EL of this spell to the roll for
  success, i.e. it has some defense powers.
  No Missile Fire is allowed into a spell of this type. If the Referee
  chooses to allow it, add the EL x 5 to the combat roll.
  DURATION—EL+1 phases.
  RANGE—EL + 1" (A diameter).
  DAMAGE—1D6 + (ELx2) (Scored each time lhat a target is
  affected).
  NOTE—The Caster is always the center of this effect. If he casts any
  other magic or moves, the spell ends.
  THUNDERHEAD
  The spell creates a localized Thunderstorm. It may only be cast in
  the open air. Regardless of the casting cost, the time to marshal the
  forces of the air, after the spell succeeds, equals 10 minus EL turns or
  2 phases, whichever is greater.
  The spell strikes the entire area with Wind, 50% of the Caster's EL
  in this spell rounded down, and the ability to cast Lightning Bolts
  from the clouds. With these bolts, success kills any target that is not
  immune to the EL cast.
  RANGE—2" (EL applies as a power. A diameter}.
  DURATION—EL+1 turns.
  EXAMPLE—EL 4. The effect area has a diameter of 32". The Duration is 5
  turns. The Caster may call one Lightning Boll per mrn from the clouds. Every
  turn he controls EI.2 winds to use again--! anyone in the area.
  NOTE— The spell requires that the Caster have open access to the sky.
  It may not be used in an area other than this. The winds may enter
  enclosed areas. The Lightning, as it comes from the sky, may not be
  used against persons that are not exposed to the sky.
  WIND
  The spell slows or fells the opponents of the Caster. The Range
  specified is the distance that the winds can be away from the Caster
  and retain their effectiveness. The Damage listed is the subtraction
  from the target's PMR when the hostile winds blow. If the resulting
  PMR is 0, he may not move. If it is negative, he is blown over. Per 10
  points of strength, rounded down, the victim can negate 1 point of the
  spell's effect. All persons in the effect area are subject to the effect.
  RANGE—(EL+1) x 2"
  DURATION—2 phases (LL factor applies as a power).
  DAMAGE—EL + 1 (The reduction in PMR. See above).
  EXAMPLE—EL7 winds blow against Viad Sionehand and Jaxom of Gom.
  Vlad has PMR 3/2/2/2 and Strength 92. Jaxom has PMR 3/3/3/2 and Strength
  34. The spell has no effect on Vlad, his Strength more than negates it. Jaxom,
  however, is bowled over by the spell. He can neither move nor stand.
  NOTE—Once the spell is set in motion, the Caster may leave it. If he
  casts other magic, the spell is negated. He is never affected by his own
  winds.
  STRANGE POWERS 
  ALIGNMENT—Balance
  The members of the family are:
  ASTRAL ILLS 
  SIMULCRA
  AUTOMATA
  The descriptions are as follows:
  ASTRAL ILLS
  The effect area is bathed with unnatural radiations. The result
  causes a permanent reduction in Constitution and Stamina. In addi-
  tion, the victim suffers from the equivalent of Plague at the EL of this
  spell. If either Stamina or Constitution are reduced to zero or less, the
  victim is killed. Any Constitution reduction will affect the Energy
  Level of the person affected.
  The HPV of the victim is also permanently affected by the loss in
  characteristics. Any attributes that are reduced in this way can be
  regained with a Negate Curse spell.
  RANGE—(EL + l)/2" (A radius).
  DURATION—EL+1 phases.
  CHARACTERISTIC EFFECT—1D6
  o.
  EL (Roll for both St and
  NOTE— The victim has a separate chance to be affected each phase
  that he remains in the effect area. Once the spell fails, he cannot be
  affected further in that encounter. While the spell is in effect, 
  the
  Caster may not move or cast magic. If he does, he suffers Abysmal
  Failure immediately and the spell is negated.
  AUTOMATA
  The spell is cast on inanimate matter. The effect allows the Caster
  to give that matter the ability to move along the ground AND the
  ability to follow and understand orders given to it. They do not gain
  any power to communicate from this spell. They merely understand
  and obey when a Communicate spell is cast to speak with them.
  NOTE— The mode of movement actually depends on the physical
  form of the automaton. If it has no legs, it slithers. If it has legs, it
  walks. If it has wings, it can fly. The spell will ailo w it to use what it
  has as best it can.
  To animate an object, the Caster must touch it. To end the affect
  the Caster must dispell it. At the end of the Duration specified, the
  Automaton becomes uncontrollable and will attack the Caster. This
  will be it's first priority.
  Only the Caster responsible for creating the Automaton is capable
  of dispelling it. No other magic-user can do so.
  40
  
  The Maximum Damage that the Automaton can take equals the
  EL times the Damage factor listed for the material in the table below:
  MATERIAL
  Soft, Cloth
  Wood, Leather
  Metal
  Stone
  Magic, Enchanted
  EXAMPLE— A Stone Golem, mag
  spell. lakes 40 hits and has an AV of
  DAMAGE
  FACTOR
  1/2
  1
  2
  4
  x2
  cally enhanced,
  ARMOR
  VALUE
  BBr'i
  2
  ,
   
  ! : 
  4
  g
  + EL
  with an El. of 5
  13. To chip it you must score 14 hit
  'or this
  points.
  Automata cannot be killed. The best that can be done, without
  magic, is to temporarily stop them. The spell is cast to animate a
  specific form. When the Damage above has been scored, that form is
  scattered. The Automata will take 1 phase per hit point to reassemble
  itself before attacking anew. If any piece of it is taken, it will follow
  the thief until it retrieves it.
  The Damage scored by an automaton, in combat, equals the nor-
  mal armed values PLUS the AV of the creature.
  EX AMPLE—For the Stone Golem above a Normal Hit will inflict 1D6 + 13 hit
  points.
  DURATION—2 hours (EL factor applies as a power).
  The OCV and DCV equals the EL of the spell. The MR equals:
  FORM
  Legless
  Legged
  Winged
  MR
  (EL + 2)-DF*
  ((EL + 2) x 2)-DF*
  ((EL + 2) x 5) -OF*
  *DF equals Damage Factor in this table. If the MR derived from this
  formula is zero or less, the magic-user cannot create a mobile
  automata of that type at his EL. The automaton can move its limbs
  but it does not move rapidly enough to have an effective tactical
  movement rate. (As an option, the Referee can allow it to have an MR
  of one with movement allowed every second turn.)
  EXAMPLE—The ELS Stone Golem, DF8, has an MR, for a legged creature, of,
  ((5 -i- 2) x 2) - 8, 6 hexes per turn.
  NOTE—MR is the Movement Rate for the tactical turn. The Damage Factor is
  listed in the table above and is based on the material thai the Automata is made
  from.
  SIMULCRUM
  The spell creates a replica of the Caster, in miniature form, that is
  tied to his life force. Any hostile physical effects that the Caster
  suffers, when so protected, are passed into the Simulcrum. While the
  Simulcrum remains active, the Caster is immune to age and physical
  damage.
  The Simulcrum is limited in the total damage that he can take. If
  this value is exceeded, he dies. The Simulcrum also has a 24 hour limit.
  If this limit is exceeded, he dies.
  If the Simulcrum dies, the Caster passes out for one hour per
  (EL+ I)x2 of the spell that created it.
  Damage scored DIRECTLY on the Simulcrum of a person is passed
  on to that person, not suffered by the Simulcrum. Used in this way it
  will cause the simultaneous effect of a PAIN and DISEASE spell at
  the EL of the spell that created the Simulcrum. Neither is curable as
  long as the Simulcrum is under attack.
  To create a Simulcrum requries the blood of the Caster and a
  special essence that can only be decanted from Mandrake. Without
  both, it cannot be made.
  No person may not be tied to more than one Simulcrum at one
  time.
  RANGE—2 miles (EL factor applies as a power)*.
  TOTAL DAMAGE—20 + (EL x 3).
  24 HOUR DAMAGE—10 + (EL x 2).
  *Either for attack or normal use. This is the maximum distance that
  the Caster can be separated from the Simulcrum and continue to gain
  its benefits. If he is separated by more than this distance, for more
  than 48 hours, the Simulcrum dies.
  SUMMONING 
  ALIGNMENT—Varies
  This spell allows the Caster to summon supernatural forces not
  native to the Middle World. (This includes all forces native to the
  Upper World, Tonahs and other Guardian spirits, Spiritual forces and
  Elemental). When the spell is learned the Caster will know the rites
  for summoning forces of his orientation, i.e. if he is Law-oriented he
  knows how to summon Law forces. To learn the rites for others, the
  spell must be relearned. If a creature is summoned without knowledge
  of the correct rites its MDV is doubled in resisting the summons.
  Failure indicates that it does not come. Abysmal Failure indicates that
  it comes, breaches the Caster's defenses and attacks him. (The Caster
  will defend as specified for a target that is unable to move).
  After the spell succeeds, the force summoned will arrive in 1D6 x
  Contact Level phases. If the Caster casts any other magic during this
  period, he loses all control over the force's actions and may be at-
  tacked by it if it chooses to do so.
  The Range specified is the maximum distance away from the
  Caster that the force may appear at. The Caster will place it, as he
  desires, within this area.
  RANGE—EL
  MAXIMUM CONTACT LEVEL—EL/3, round up.
  DURATION—(EL + 1) x 2 turns (The number of turns that the
  Caster may maintain control over the force. If the force is not
  dispelled before this period ends, it will attact the Caster if it sees
  fit to do so).
  COST PER ENTITY—Mana Cost x Contact Level (The cost to
  summon one member of the force).
  NUMBER SUMMONABLE—(EL+ l)/2, round up.
  NOTE—If control of a supernatural force is lost, the Caster may at-
  tempt to influence it if he has a fanatical tie with its alignment. All in-
  fluence attempts require that the Caster promise the force something
  that is of greater value to it than is the death of the Caster. Failure to
  provide the promised item within EL + 1 weeks vv/7/ result in the death
  of the unfaithful Caster at (he hands of the betrayed force.
  In all Summoning attempts where more than one entity is sum-
  moned, all entities summoned must be members of the same super-
  natural force.
  EXAMPLE—A magic-user summons three entities. If one is an Alal, all three
  must be Alal.
  SUSTENANCE 
  ALIGNMENT—Law
  The spell creates edible food from inorganic, inedible matter. If
  the matter is Poisonous, the food is created BUT it retains the Poison
  in it. (A Turkey formed from Arsenic has food value and is
  poisonous).
  The Duration of the spell is the number of hours the change will
  last. If the food is eaten before this time expires, it is fully nutritious.
  If the Duration expires first, it returns to its former state.
  The spell requires that the caster have a weight of matter
  equivalent to the weight of the food points that he wishes to create.
  The matter must be within his range to be affected. (The standard
  food point weighs !/4 pound).
  RANGE—(EL-t-l)/2" (A radius).
  DURATION—2 hours (EL factor applies as a power).
  FOOD CREATED—2 Food Points (EL factor applies as a power).
  SWEETEN WATER 
  ALIGNMENT—Elder
  The spell will turn sea water, in a closed container, into drinkable
  water. The Caster must be in contact with the container and have the
  EL required to affect all of the fluid within it. If he does not, the spell
  fails.
  DURATION—2 hours (EL factor applies as a power. As for
  Sustenance).
  ABILITY—2 ounces (EL factor applies as a power. The number
  of ounces of Sea water that can be changed).
  NOTE—At the Referee's discretion, the Caster may be allowed to use
  this spell to change any fluid into drinkable water.
  41
  
  TELEPATHIC POWERS 
  ALIGNMENT—Chaos
  The members of this family are:
  CONTROL 
  MIND SHIELD
  MIND BURN 
  SENDING
  MIND SEARCH 
  SUGGESTION
  The descriptions follow below:
  CONTROL
  All parameters are as for Fascination. If the control lapses, the
  caster may subtract 10 from his roll when he attempts to regain it.
  MIND BURN
  The spell destroys the mind of the victim. The Damage listed is
  subtracted from the Intelligence, Will, Empathy and Eloquence of the
  person affected. If any of the factors are reduced to zero or less, the
  Caster gains control of the target's voluntary muscles. While the
  Duration lasts, he may do what he will with them.
  DURATION—EL + 1 phases.
  DAMAGE—(EL+1) x 2
  RANGE—EL/2"
  MIND SEARCH
  The spell allows the Caster to detect the presence of other minds,
  their relative intelligence and whether they have any magical power.
  The Range represents the sides of a 60 degree cone. Any creature
  within this area is found by the spell if it succeeds. The Range is not
  impeded in any way by non-magical obstacles.
  RANGE—EL + 1 "
  MIND SHIELD
  The spell cloaks the mind of the Caster. A mind so protected can-
  not be detected by Telepathy or read by Soul Sight. The spell may only
  be cast on the Caster himself or a mind that he has contacted
  telepathically.
  The Maximum EL spell that the spell will cloak the Caster against
  equals the EL that he cast.
  DURATION—2 hours (EL factor applies as a power).
  SENDING
  The parameters are as for Communicate except that there must be
  a common tongue for meaningful communication to take place. If
  not, the Caster will pick up surface emotions and nothing else. Once
  the Caster has contacted a mind in this way, he may subtract 20 from
  his roll to do it again.
  All factors of Range for the first touch are as for Communicate.
  Once a mind has been touched, the Caster can contact it at the Range
  values specified below.
  RANGE—2 miles (EL factor applies as a power).
  SUGGESTION
  The spell allows the Caster to force the victim to perform EL+ 1
  Specific Actions for him. The Suggestion implemented may not be an
  order to commit suicide. It must be a specific command that can be
  stated in five words or less.
  Suggestions implanted will be carried out in order. They will con-
  sume whatever time is necessary to complete them. The effects are
  totally at the discretion of the Referee and the imagination of the
  Caster.
  With Intelligent Creatures, the MDV x 2 is added to the Success
  Roll. If the spell succeeds, the number of suggestions listed above are
  reduced 50%, rounded down.
  EXAMPLE—At EL2, a Dumb creature can be given 3 suggestions and an
  Intelligent creature can be given 1.
  RANGE—EL + 1"
  TERROR 
  ALIGNMENT—Chaos
  Victims of the spell flee directly away from the Caster for the en-
  tire duration of its effect. The person is either fully affected by the
  spell or totally unaffected.
  RANGE—(EL + l)/2" (A radius).
  DURATION—2 turns (EL factor applies as a power).
  EXAMPLE—Vobal of Salaqara is affected by an EL.8 version of this spell. He
  will flee directly away from the Caster for 512 tactical turns, i.e. about an hour
  and forty minutes.
  THEFT 
  ALIGNMENT—Chaos
  The spell, if successful, will find the item specified and bring it to
  the Caster. For the spell to succeed, the Caster must know the precise
  appearance of the item AND its exact location. If either is off by the
  slightest amount, the spell fails. The spell can only be used to affect in-
  animate objects. If the property belongs to the Caster, he may sub-
  tract his MEL x 2 in addition to the normal EL modifier IF he was the
  last person, other than the thief, to touch the item.
  The spell cannot affect any item that is magical in nature. It cannot
  affect any item that is protected, or warded, magically. If it is
  attempted in these cases, failure is automatically Abysmal.
  RANGE—2" (EL factor applies as a power).
  TIME POWERS 
  ALIGNMENT—Varies
  The members of this family are:
  CURE AGE 
  TIME TRAP
  TIME STOP 
  TIME TRAVEL
  TIME SLOW
  The descriptions follow below:
  CURE AGE
  The spell reduces the physical age of the target affected and tem-
  porarily increases his Constitution rating.
  RANGE—Touch only.
  DURATION—EL+ 1 months.
  CONSTITUTION INCREASE-(EL + 1) x 2
  EFFECT—2 weeks (EL factor applies as a power).
  NOTE—The Age Effect 
  is permanent. The Constitution Effect 
  lasts
  for the Duration specified. If the spell is cast on the same target more
  than once during the Duration, and both succeed, the total increase in
  Constitution + the decrease in Age, ignoring the signs, is the chance
  that the victim is killed.
  TIME SLOW
  The spell slows the passage of time for entities that are affected by
  it. Its Range is expessed as an effect radius. The Percentage Reduction
  is the amount that the victim's MR is reduced by success. The Roll
  Modifier is an amount that victims must add to all attack rolls in
  combat.
  RANGE—(EL + l)/2" (A radius).
  PERCENTAGE REDUCTION—EL x 5% (The MR reduction.
  Round down).
  ROLL MODIFIER—(EL 4-1) x 2
  DURATION—EL + 1 turns.
  EXEMPTIONS—EL (The Caster is automatically exempt).
  EXAMPLE—EL6. The spell has a radius of three and half hexes and lasts for
  seven turns. The Caster can exempt up to six people, in addition to himself, from
  its power. If it affects a creature with an MR of twenty, the creature must add
  fourteen to all attack rolls and it moves with an MR of thirteen.
  TIME STOP
  The spell stops the flow of time for any person that is affected, and
  not exempted from its effect. They experience no passage of time
  while they are in the effect area. They are literally frozen in place.
  As new creatures enter the effect, roll to see if they are affected
  each phase that they remain within it. All unaffected creatures will
  move normally. If an exempted person leaves the area of the spell, he
  loses his exemption. If he returns, he can be affected.
  42
  
  The spell is negated for any effected target that is touched in any
  \\ay by an uneffected one. They may not be affected again without re-
  casting the spell.
  The spell affects both animate and inanimate objects. (An arrow
  fired info the area will stop in midair until the spell ends). The spell is
  blocked by any physical obstructions of a non-organic nature. Only
  those creatures that the Caster can see can be affected. If he casts any
  other magic during the Duration, or suffers physical damage, the spell
  is negated.
  RANGE—(EL + l)/2" (A radius).
  DURATION—EL + 1 turns.
  EXEMPTIONS—EL
  NOTE— The Duration is the number of tactical turns that the spell re-
  mains in effect. Persons affected remain affected only so long as thev
  are within the Range specified. 
  The effect moves with the Caster if he
  moves.
  TIME TRAP
  This spell can be cast on any creature that has already been
  affected by a Time Stop spell, i.e. is currently under this influence. If
  it succeeds, the victim is locked into null time. Until it is dispelled, he
  will remain motionless and will be unaffected by the flow of time. He
  will be immobile and totally oblivious to what is happening around
  him. If a victim is touched after the effect begins he is freed from its
  grasp.
  The spell is cast at a specific target. The Duration is the time that
  he will be trapped in null time.
  RANGE—Touch Only.
  DURATION—2 weeks (EL factor applies as a power).
  MDV LIMIT—(EL+1) x 5
  TIME TRAVEL
  The spell allows the Caster, and any persons included, to move
  forward, or backward, in time. If the Caster does not choose to travel
  when the spell is cast, the Mana Cost of the spell is tripled.
  RANGE FORWARD—2 minutes (EL factor applies as a power).
  RANGE BACKWARD—2 months (EL factor applies as a power).
  INCLUSIONS—EL/2, round up.
  NOTE—To be affected, every person included must be in contact with
  the Caster.
  Per person included, the Mana Cost required to cast the spell must
  be paid.
  KXAMPI.K — It two persons travel with the Caster of an EL3 spell the cost is 3
  times the Mana Cost stated, i.e. multiply the base cost times the number of
  people actually making the journey.
  TONGUES 
  ALIGNMENT—Elder
  The spell allows the Caster to communicate with ANY animate or
  inanimate obejct that he touches. The quality of the conversation, and
  the knowledge that can be gained thereby, varies with the intellect and
  awareness of the item that he speaks with.
  RXAMPLK—If seeking detailed information about a person that passed by, it is
  belter to ask a bird than to ask a rock. The bird may have taken notice of the
  person, the rock could care less.
  If the spell is cast at double the Mana Cost, the Caster can serve as
  a conduit to allow a person that is in contact with him to question the
  item that it was cast for.
  If the Caster casts the spell at FIVE times the Mana Cost, and rolls
  less than his Will + Empathy, he will gain the Language that the spell
  is cast for permanently at the maximum EL possible. From that point
  on, he will not be required to cast magic to understand it.
  When the spell is cast with extra Mana, in the previous ways,
  neither the Range nor the Duration are affected in any way. The fac-
  tors below will always apply.
  For a Caster to talk to something with this spell, the entire entity
  must be within the Range of the spell. If not, speech is heard but it is
  only partially intelligible.
  The spell in no way compels the object affected to talk. The Caster
  must cajole it into doing so if it is not willing.
  DURATION—(EL+1) x 2
  RANGE—2" (EL factor applies as a power, a radius).
  TRACKING 
  ALIGNMENT—Law
  The spell allows the Caster to unerringly track any intelligent
  creature. When the creature's path is within the Caster's Range he will
  see it as a faint glow. The Caster must possess an item that was in con-
  tact with the person up to 72 hours before the spell to track him. If he
  has a part of the person's anatomy, i.e. hair, fingernails, blood, etc.
  he may subtract ten from the success roll.
  The Success Roll is taken each day. While the Caster is under the
  influence of the spell, he cannot tire. He may move and cast any magic
  that he desires.
  If the spell is cast at three times the Mana Cost it will reveal the
  present location of the target. This effect will yield the distance away
  and the direction to travel to get there by the shortest route.
  Cast in the extended form, the Range is unlimited and the Caster is
  compelled to pursue the target.
  RANGE—2" (EL factor applies as a power).
  TRANSMUTATION 
  ALIGNMENT—Varies
  The spell changes the shape of objects other than the Caster
  himself. It can affect both animate and inanimate forms. If the spell is
  cast such that animate creatures take inanimate forms, the Caster will
  add 20 to his success roll, in addition to the MDV. He may cast it to
  make an inanimate object animate. Any attempt to do so adds 25 to
  the roll.
  Victims of this spell will have the physical attributes of the new
  form in every detail. Mentally, inanimate objects changed will be
  totally unintelligent. Animate onjects will have the intellect that they
  had in their normal form.
  KX AMPI.K—A Rock that is changed into a horse has the intellect of a rock and
  can run as a horse does. A Man turned into a table has the physical attributes
  thereof with the intellect of a man.
  The Duration is the number of hours that the change will last. The
  Extensions are a number of times that it can be extended at its EL.
  Each extension requires an additional five Mana points. All that are to
  apply must be cast at the same time that the original spell is cast.
  DISPELLING—The Caster of this spell can automatically dispel it.
  Any other magic-user that attempts to do so must add the MDV of the
  spell to his roll. If he fails, the failure is Abysmal.
  DURATION—2 hours (EL factor applies as a power).
  EXTENSTIONS—EL/2, round down (Each extension has the
  Duration of the basic spell at the EL cast).
  RANGE—EL 4- 1 "
  KXAMPLK—A Mage, EL.7 in this spell, is angered at Aldwulf the Black. He
  casts this spell with all 3 extensions that he is capable of. If he succeeds, Aldwulf
  vvill take the form of a Snail for. 256-^ (256x3). 1024 hours (Around 45 cA/vsy.
  IMPORTANT—Any person that is in a form that is not naturally
  capable of using magic will be unable to use magic while effected. Any
  form that does not have hands or the power of speech, i.e. speech that
  is normally understood to be language without the use of magic, is in-
  capable of casting magic.
  The HPV of the person, when changed, is not modified. Otherwise,
  he will be the size of the creature that he has become and will have all
  normal attributes of that species. Mentally he will operate as normal
  for his new species unless the Caster specifically states that his normal
  intellect is retained.
  TRAVEL POWERS
  The members of this family are:
  INSUBSTANTIABILITY 
  LEVITATE
  INTERWORLD TRAVEL 
  TELEPORT
  The descriptions follow below:
  ALIGNMENT—Varies
  INSUBSTANTIABILITY
  The spell allows the Caster to walk through material objects.
  While the Duration lasts, he cannot suffer any physical damage and is
  unable to cast other magic, except for other Travel Powers. If he is at-
  tacked by a creature that drains the Energy Level, or a spell that does
  so, without taking blood, the effect of that attack is doubled.
  Unless the Caster is in the air, i.e. not surrounded by solid or liquid
  material, when the duration ends he will die. The Movement Rate
  while affected equals MR + EL.
  DURATION—2 turns (EL factor applies as a power).
  43
  
  NOTE — The Referee may allow the Caster to affect 
  others. If you
  choose to do so, contact with the Caster will make the person con-
  tacted insubstantial for as long as the contact is maintained. Unless
  the Caster is also affected by Flight, Levitation, etc, he may not fly or
  levitate.
  INTERWORLD TRAVEL
  The power to enter the Lower, Middle or Upper World. The spell
  is learned separately for each world. A person in the Lower World
  may only travel to the Middle. A person in the Upper World may only
  travel to the Middle. From the Middle, a person may travel to either.
  Supernatural forces native to the Upper World, excluding Elder-
  aligned forces, are unable to enter the Lower World. They will never
  be found there and cannot be summoned while the Caster is there.
  This will also apply to any Character that has a Fanatical Tie to Law,
  Chaos or Balance.
  If the spell succeeds, the Caster, and any persons included, may
  pass the barriers that separate the world that he is in from the world
  that he'wishes to enter. It is only castable in an area where such a bar-
  rier exists. If the attempt fails, each person included in the spell, in-
  cluding the Caster, suffers the damage specified.
  DAMAGE— (EL + 1) x 3 (A number of hit points).
  INCLUSIONS— EL
  NOTE — The Lower, Middle and Upper 
  Worlds 
  are the three
  fragments of what was the True World. Travel from the Upper World
  to the Lower was forbidden in the Convocation of the Gods which
  ended the conflicts which led to the three worlds. In essence, they are
  different realities which occupy identical space. Further details will be
  found in various parts of this book and Book Three.
  LEVITATE
  The spell warps gravitic mana to alter the spacial position of the
  Caster. With the spell, the Caster may move up, down, parallel to the
  ground or he may hold his position in relation to the ground. After his
  first move into the air, the spell will end when the Caster comes into
  contact with solid ground OR any object that is on or attached to solid
  ground. If he is still in the air at the time, he will fall.
  DURATION— (EL + 1) x 2
  PMR — EL + 1 (The speed that he may rise, fall or move each
  phase).
  INCLUSIONS — EL (The maximum number of persons, in addi-
  tion to the Caster that can be included in the effect of the spell. Per
  additional person, the Mana Cost is increased by 1).
  RANGE — EL/3, round down (If 0, others included must be in
  contact with the Caster, a radius).
  NOTE— 77^ spell must be cast to include every person within its
  range. If the Caster cannot include that many, the spell fails.
  e weight of the Caster. Any item with this
  is one inclusion, unless it is carried by a person that is
  in w*hjcn case it will not count at all. Per 100% increase in
  'an item is an extra: inclusion, l>e.:.".if' the Caster weighs 120
  pounds an item that weighs 121 to 240 counts as two inclusions, 241 to
  360 counts as three, etc. • \ '^u-^^'*-V.': V;K'--:.
   :;';-v"J -''.-.*' V^ ' '.
  :'^-
  v'
  ;-- •
   ;- :?'• ->; \«s.s%-;.^
  NOTE— All inanimate material included in the spell, that are not car-
  ried by another person, will move in exactly (he same way that the
  Caster does. If he moves 2" straight up, so do they.
  Any Caster that has a range for his effect can narrow the spell at
  any time that he desires, after initial success. Any thing that is left out-
  side of the effect due to this, or that moves out of it on his own voli-
  tion, will fall immediately.
  TELEPORT
  The spell allows the Caster to instantaneously alter his spatial posi-
  tion in physical reality from one point to another. All factors of Range
  and Inclusions are as for Levitate. The Distance listed below is the
  number of miles that he can travel. No Duration applies. The spell
  may never be used to travel from one world to another. (It alters
  space, it does not affect dimensional realities in any way.)
  DISTANCE—2 miles (EL factor applies as a power. The number
  of miles that the Caster and those with him can travel).
  NOTE—The Levitate optional rule applies for this power as well. It is
  the best way to handle the various factors that are involved in the
  shaping of the power.
  IMPORTANT—If the Caster (deports, to a location that he does not
  have precise, personal knowledge of there is a chance that error
  occurs. The chance,, per journey, equals 20—EL. If this value or less is
  rolled with D100, he teleports erroneously. The effect of this, rolling
  racting the EL is;
  MODIFIED
  ROLL
  - 9 or less
  ERROR EFFECT
  The Caster lands 2D10 feet away from the
  desired landing point.
  The Caster lands D100 x 10 feet away from the
  desired landing point.
  The Caster lands ID 10 miles away from the
  desired position.
  The Caster arrives 11)10 \ 5 feet higher than the
  intended location.
  The Caster arrives ID 10 feet lower than the in-
  tended location.
  The Caster lands IDlOxlO feet lower than the in-
  tended location.
  The number of miles travelled, divided by 100 and rounded up, is
  subtracted from the D100 roll for error. If the landing is too high, the
  Caster will fall. If it is too low, he can die.
  0 to
  8 and 9
  10
  NOTE—The result of error must be varied by the attempt that (he
  Caster was making. If he was trying to land in the first floor of a
  building, being too low could put him in the basement. In ALL cases,
  the spell must be cast in such a way that, all things working perfectly,
  the Caster arrives on a solid surface. It will never be cast otherwise.
  TRUTH 
  ALIGNMENT—Law
  The spell creates a tie between the Caster and the person touched.
  While the Duration lasts, neither may lie and both are compelled to
  answer any question that the other asks. The answer must be the exact
  truth as known to the person answering.
  While the spell is in effect, the Caster is conscious. The person
  affected by his touch is in a trance. Neither may move or engage in any
  other action while the Duration lasts.
  DURATION—EL + 1 turns.
  NOTE—Each phase is sufficient to ask or answer one question. If any
  target resists the effect, he will take 1D3 phases to answer any question
  put to him.
  VENGEFUL HORROR 
  ALIGNMENT—Elder
  The spell may only be cast against a person that has harmed the
  Caster in some way. The result of success creates a monster, drawn
  from the subconscious of the victim, that will attack to destroy him.
  Due to the nature of the beast, essentially the one thing that the
  victim most fears, the victim will have a reduced OCV against it, i.e.
  to reflect his Hesitation and Terror. Reduce the OCV of the person by
  50% rounded down.
  On any turn that the victim fails to roll his WILL x 2 or less, he will
  turn and flee. He will continue running until he cannot see the Horror
  or until he succeeds on the morale throw, rolling every turn.
  Once created, the Horror lasts until it is dispelled or killed. If it
  kills the person that it was set on, it will disappear.
  RANGE—EL + 1" (The distance away from the Caster (hat the
  Horror will first appear at).
  HORROR OCV—EL x 2
  HORROR DCV—EL + 3
  HORROR MR—(EL + 2)x3
  HORROR HPV—10 + (EL x 5).
  44
  
  HORROR BONUSES—MR/10. round up (The 
  number of
  bonuses possessed. 
  The Referee 
  will place (hem 
  in anv
  characteristics that he desires. In general, they should be in
  characteristics where the victim is weak. They tire only placed in
  physical ('h aracl eristics).
  HORROR NAY—EL
  HORROR MDV—MEL + EL
  F.XAMP1.K—A Horror is created with an 1-.1.5 spell by un MLL 10 wizard. It has
  an OCl' of 10, DC\ of 8, MR of 21, HPV of6D/0, 3 bonuses ( + / DB and 4 2
  AB in this case). NA V of 5 and MDV of 15.
  NOTE—The target need not be present when the horror is created. If
  he isn't, the Caster must have a portion of the victim's anatomy in
  order to cast the spell.
  WAKEFULNESS 
  ALIGNMENT—Law
  While effected, the victim is immune to Sleep, normal or magical.
  He will be unable to sleep. When the spell ends, he will immediately
  fall to sleep. He will sleep 1 hour for every 3 that the spell has kept him
  awake. If multiple spells are cast on a person, to extend the duration,
  the after effects are additive.
  RANGE—Touch only.
  DURATION—(EL + 1) x 12
  KXAMPLK—An EL5 Caster affects a guard with his spell. The Guard will re-
  main totally alert for 72 hours. At the end of this time, he will sleep for 24. If the
  Caster affects him with the spell again, before the first is finished, he stays awake
  an additional 72 hours and sleeps for 48 when he comes out of it.
  ALIGNMENT—Varies
  WATER POWERS
  The members of this family are:
  FLOOD 
  WATER BREATHING
  FRIENDLY CURRENT 
  WATER WALKING
  The descriptions follow below:
  FLOOD
  The spell causes bodies of FRESH WATER to rise or fall in eleva-
  tion. The Range listed is the area affected. The Depth is the amount
  that the waters can rise or fall. The Duration is the number of turns
  that the spell lasts. The Speed is the MR of the waters while obeying
  the spell. When the Duration ends, all waters affected VIOLENTLY
  return to their original condition. Anyone that is in a flooded area is
  washed into the lake if he rolls higher than his Strength with D100.
  Persons washed in are killed. Anyone that is in the bed when the water
  returns is drowned.
  NOTE—The primary value of this spell, in play, is to put impediments
  in the way of enemies, cross water and get at treasures on the bottom
  of Lakes, etc.
  RANGE—(EL 4-) x 2"
  DURATION—(EL + 1) x 3 turns.
  DEPTH—(EL + 1) x 2 feet.
  SPEED—EL 4 1
  EXAMPLE—An ELIO Hood will affect a Radius of 22" around the Caster for
  33 turns. In this area, he can raise or lower the waters by 22 feet. The waters
  move at an MR of 11 to accomplish this goal. When the spell ends, they return.
  WATCHFUL SLEEP 
  ALIGNMENT—Balance
  The .spell allows the Caster to Sleep AND remain aware of
  everything that occurs within his effect area. He will not awaken
  before the expiration of the Duration unless he, or friends with him,
  are threatened. If they are, he wakes immediately.
  If the Duration of this trance is more than 4 hours, the Caster will
  regenerate while under its effect. The Damage listed is the number of
  hits that he will heal AND the number of Mana Points that he will
  regenerate. For either to occur, he must sleep for the entire duration
  of the spell.
  If the spell is cast at double cost, the Caster may place it on
  another person. To do so, he must touch that person.
  DURATION—EL + \ hours.
  DAMAGE—EL+ 2
  RANGE—(EL + 1) x 2" (The radius of (he area in which the Caster
  is aware).
  WATER FROM STONE 
  ALIGNMENT—Law
  The spell creates water from inorganic, inanimate matter. It has no
  effect on pure or refined metals. It will affect any inanimate stone or
  crystalline substance.
  The water created is drinkable. It pours out of the stone, leaving a
  depression of appropriate size. It is up to the Caster, or those with
  him, to catch the water if they want it.
  DURATION—EL+ 1 hours. (At the end of the duration (he wafer
  becomes mist and disappears}.
  QUARTS PRODUCED—2 (EL factor applies as a power}.
  RANGE—EL/3, rounded down (If 0, the stone to be affected
  must be touched).
  NOTE—The Caster must have material sufficient 
  to produce the
  volume of liquid desired. As a general rule, a 6 inch cube of stone will
  produce I quart of fluid and will disappear in the process. (This is not
  a tactical measurement, i.e. 6 inches as in 1/2 foot).
  FRIENDLY CURRENT
  As for the Sea Powers spell. The Speed is 1/2 that listed there,
  rounded up. The spell may only be used to make the current flow
  down stream. It may not be reversed or stopped.
  WATER BREATHING
  As for the Sea Powers spell. This version of the spell will only give
  the ability to breathe in Fresh Water.
  WATER WALKING
  The spell allows the Caster, and any creature included by him, to
  walk on water. The Caster must remain in motion. At any time that he
  stops moving, the spell is negated. All persons supported by the spell
  will sink immediately.
  The speed walking is the MR normal for the Caster or any creature
  included. No added speed is gained. The Caster may walk in any direc-
  tion on the water.
  DURATION—(EL+1 squared) + 10 turns.
  INCLUSIONS—EL/2, round up (The number of entities that can
  be included by the Caster. The cost per inclusion is I Mana Point).
  WILDNESS 
  ALIGNMENT—Elder
  The spell affects any specified domestic creature within its Range.
  The effect causes the creature to revert to its wild state. It will forget
  any training that it has ever received and will react as a wild animal to
  anything that it encounters. It will make every attempt, beginning im-
  mediately, to escape what it now considers to be captivity.
  If the creature escapes, the effect is permanent. If it doesn't it ends
  when the Duration expires. The only way to cure this effect is with a
  Sanity spell. If it is cured, or the Duration ends, the animal will
  remember it's skills and training.
  While affected by this spell, the creature will never attack the
  magic-user that cast it. If he can speak its tongue, and helps it to
  escape, he can consider it to be a Personal Contact, i.e. friend,
  forever.
  RANGE—EL + 1"
  DURATION—2 phases (EL factor applies as a power).
  45
  
  WITHERING HAND 
  ALIGNMENT—Chaos
  The spell allows the Caster to kill Plant life with the touch of his
  hand. It will also affect any material that is derived from any plant. It
  will not affect any material that is magical in nature, or protected by-
  magic, unless the Caster rolls success against the object.
  The Duration of the spell is the number of phases that the hand
  retains the withering power. One touch is allowed each phase. The
  effect is automatic unless magical resistance is encountered.
  DURATION—(EL + 1) x 2
  WOUNDS 
  ALIGNMENT—Chaos
  The spell creates a lance of dark power that radiates from the
  fingers of the Caster. With this lance, he can inflict damage in Com-
  bat. The Length of the weapon is:
  EL
  0-2
  3-5
  6-8
  9 + Up
  LENGTH
  Fighting Dagger
  Sword
  Heavy Sword
  Polearm
  The Weapon Expertise equals the EL x 2. The Strength Bonus
  equals the EL/2, rounded up. All other factors are as for the normal
  combat values of the Character using the spell.
  EXAMPLE—A Character uses the EL4 version of the spell. His OCV is 3. He
  will use an OCV of 3 in combat. He subtracts 8 for Expertise and uses 2 as a
  Weapon Strength Bonus. If his Character has normal bonuses of his own, they
  will apply as well.
  DURATION—4 turns (EL factor applies).
  NOTE—The Success roll is taken to get the spell to work. It is not
  taken for each individual hit that is scored on a target. Once the Caster
  has successfully cast this spell it remains in effect until the Duration
  ends, regardless of any damage that he may 
  suffer.
  L,—The spell lias, under certain circumstances, a
  the target. If a Deadly or Severe hit is scored, the ta
  LeveS is reduced by the number of hits scored, in addition
  physical damage. The amount of the reduction, divided bj
  p, is taMo as Hit Points healed by the person using the sf
  a regenerated,
  NOTE
  The preceding spell list gives a solid foundation upon which
  the magic of a world can be built. The Referee is free to
  modify, delete or add as he feels is necessary to improve his in-
  dividual campaign.
  As a general rule, a Magic-User must have free use of his
  senses in order to cast magic. He should also be required to
  maintain a stationary position while performing any magic
  rite.
  13) INNATE MAGICS
  All Innate Powers, Fanatical Powers, powers used by
  creatures and any form of innate ability that requires the
  casting of mana are used in obedience to the rules in this
  section.
  13.1) STARTING MEL
  The starting MEL for any of these powers is determined by
  the Character's HIGHEST Maximum Ability in Intelligence,
  Will or Empathy. Consult the table below to determine the
  MEL:
  STARTING MEL
  HIGHEST
  CHARACTERISTIC
  1-10
  11-25
  26-45
  46-65
  MEL
  0
  1
  ->
  3
  HIGHEST
  CHARACTERISTIC
  66-85
  86-105
  106 + Up
  MEL
  4
  5
  6
  IMPORTANT—When the starting MEL is determined,
  record the points listed for that MEL, Book One, section 3.8,
  on your record sheet. They should be recorded, and increased,
  separately from any points earned for any other innate or
  trained ability.
  13.2) STARTING EL
  The EL for these powers is a function of the Character's
  characteristics. The normal rules for EL advancement do NOT
  apply to Innate Magics. The EL will only increase as the
  Character's characteristics do. Where a different formula for
  this is not specified, use the formula specified for Innate
  Powers in Book One to determine this factor.
  EXCEPTION—Any power that is learned by a Natural Magi-
  cian is improved according to the normal rules for EL
  advancement.
  13.3) CASTING SPEED
  The casting speed for any Innate Magic power equals
  MEL + EL. Regardless of this cost, no power may be used
  more than once in a given phase.
  13.4) CASTING COST
  The Mana Costs that are specified in section 7.1 of this
  book also apply for Innate Magics. All Innate Magics are cast
  at the current EL of the Caster. Innate magic-users may NOT
  vary the EL of the spell that they cast, as a trained magic-user
  can.
  13.41) If an Innate magic-user's Energy Level is not higher
  than the cost to cast his power, he cannot cast that power until
  it is higher.
  13.5) CASTING ABILITY
  The basic Casting Ability of an innate magic-user equals his
  Energy Level. Any mana that he casts, in his innate power, is
  deducted directly from this value. Like all other Characters, if
  his Energy Level ever reaches zero, he is dead.
  EXCEPTION—The Energy Level listed for creatures that
  have innate powers represents the safe expenditure for that
  creature. They may expend the entire value listed without
  adversely affecting themselves. (The Referee may increase the
  value by 50% if he wants to allow them a chance to cast Magic
  unto death. It is not suggested that you do so).
  EXAMPLE—A Character has innate Lightning Bolts. His Energy
  Level is 80. When he casts his bolt, the number of points cast are sub-
  46
  
  tracted from 80 and the result is recorded in the Current Energy Level
  box on the record sheet. Continue to subtract from the Current
  Energy Level a long as any energy remains.
  13.51) NATURAL MAGICIANS
  Natural Magicians fall into two classes; those that can cast
  mana without any training and those that require training to
  tap their talents in a specific type of magic. In the sections that
  follow, the first type is termed an INNATE NATURAL. The sec-
  ond is a TRAINED NATURAL. Consult the rules that are ap-
  propriate in your case.
  13.511) INNATE NATURALS
  Untrained, the Innate Natural has the ability to learn any
  spell that he wishes. He will cast these spells obeying the rules
  specified in 13.3, 13.4 and 13.5. When he is trained, he may
  continue to draw directly from his Energy Level and/or use
  mana points derived from his Casting Ability as a trained
  magic-user.
  EXAMPLE—Travus Caldo is an Innate Natural Magician. Untrained,
  his spells tap his Energy Level of 92. Trained, MEL5, Mana Level 12,
  he has a Casting Ability of 120. He may use either his Casting Ability
  or his Energy Level for any spell that he knows.
  IMPORTANT—Natural Magicians with a Casting Ability will
  obey ALL normal Energy Level rules, including the recupera-
  tion rules and the basic restrictions on Casting Ability.
  EXAMPLE—If Travus is operating with an Energy Level of 73, his
  usable Casting Ability is 73 unless he has a magic item that allows him
  to exceed normal restrictions.
  NOTE—In essence, the most that a trained Innate Natural can
  do in one day, in casting magic, equals his Energy Level x 2
  unless he has a tool that allows him to exceed his limitation.
  13.512) TRAINED NATURALS
  Trained naturals are those Characters that are considered
  to be Natural Magicians for certain types of magic IF they are
  trained to use their gift. They may only draw the power for
  their spells from their Casting Ability. They may not directly
  tap their Energy Level.
  NOTE—The only way to be an Innate Natural Magician is to
  roll the Special Attribute—Natural Magician—for your
  Character. Trained Natural Magicians are those Characters
  that roll—Intellectual or Empathic Power—and are subse-
  quently trained as Wizards or Shamans, as appropriate to the
  gift. Other than some creatures, no other type of Natural
  Magician exists in this game.
  13.6) MAGICAL TRAINING
  AND INNATE POWERS
  When a person that has an innate power, other than
  Natural Magicians above, is trained as a conventional magic-
  user, he continues to draw the force for his innate abilities
  from his Energy Level. Only spells that he has specifically
  learned as a magic-user may draw force from his Casting
  Ability. Take care to remember this distinction and record
  your expenditures in the area where they apply.
  13.7) MEL AND EL
  An Innate magic-user will increase his MEL in the normal
  manner specified in these rules. His EL always remains a func-
  tion of his characteristics and will increase only as these values
  are improved.
  EXCEPTION—All Natural Magicians obey the normal EL
  rules at all times. If they require training, they will receive
  starting Expertise as specified for normal magic-users. If not,
  their starting Expertise will equal their Energy Level x 2. If
  they do not require training, but they are trained, they will
  receive the normal starting Expertise PLUS their Energy Level
  x2.
  EXAMPLE—Travus has a starting expertise of 200 for his training.
  His Energy Level is 92. As a trained Innate Natural, he has 384 magic
  expertise points to allocate in creating his Character.
  13.8) SUCCESS AND FAILURE
  When Innate Magic is cast the normal success and failure
  rules apply EXCEPT:
  A) The Caster receives no expertise, unless he is a Natural
  Magician.
  B) The Caster cannot be affected by Abysmal Failure,
  unless he is a Natural Magician that is trained as a conven-
  tional magic-user AND is drawing the force for his spell
  from his Casting Ability. (If the force is drawn from his
  Energy Level, Abysmal Failure does not apply. It is treated
  as a simple failure except no expertise is gained).
  13.9) RESISTANCE
  Entities that have Innate Magic power are less likely to be
  affected by the power that they possess. Whenever that power
  is used to attack them, their MDV is doubled in defense.
  EXCEPTION—Natural Magicians enjoy this resistance to
  magic in general. If they are an Innate Natural magician, their
  MDV equals (Mana Level x 2) +MEL for all spells used
  against them. If they are Trained Naturals, this increased
  resistance will only apply if they are trained and only against
  the type of magic that they are potent in.
  EXAMPLE—A Character has Empathic Power. His Mana Level is
  increased against all Shamanic spells if he is a trained Shaman. A
  Character has power in Cold. His MDV is doubled against the Cold
  spell at all times.
  13.91) If the spell that the entity has power in is beneficial to
  it, i.e. incapable of harming it, it is more likely to be effected.
  Subtract the increased MDV from the Caster's roll instead of
  adding it.
  EXAMPLE—A Character has innate power in healing. A Shaman
  casts healing on him and he wishes to be affected. If his base MDV is
  10, the Shaman will subtract an additional twenty from his success
  roll, i.e. normal EL modifier+ 20.
  NOTE— Where a Character has this attribute, he may decide
  whether he wishes to resist or not. In all other cases, the entity
  automatically resists any spell that can harm it and aids those
  that will have a beneficial effect. If neither extreme clearly ap-
  plies to the spell being cast, the entity should resist.
  13.92) Any Abysmal Failure that occurs against a Character
  that has innate power in the spell used will have the following
  effects:
  A) The entity will immediately regenerate EL x 2 energy
  and mana points (Mana points are only regained if the
  entity has a Casting Ability).
  B) The spell automatically rebounds and strikes the Caster
  at the EL at which it was cast.
  EXAMPLE—A magic-user foolishly casts an EL4 fireball at a
  Dragon. The result is Abysmal Failure. The Dragon regenerates 8
  energy points and the magic-user is hit by his own EL4 fireball. (Had
  the failure occurred against a trained magic-user with innate Fire
  Powers, he would have regenerated 8 energy points and 8 mana
  points).
  13.93) All entities that are powerful in a SPECIFIC spell, or
  family of spells, also have immunity to that power. Their level
  of immunity equals their EL in the power that they possess.
  EXCEPTION—If the talent that the entity has is in a spell that
  can only have a beneficial effect on him, he will NOT have im-
  munity to it at any EL.
  EXAMPLE—The average Dragon has EL7 in Fire Powers. Any fire
  spell cast at them, from ELO to EL6 automatically has no effect.
  47
  
  Spells of EL7 and up will have a greatly reduced effect. An ELS
  Fireball, against a Dragon, will have ELI effect if it works at all. (See
  Immunity in Book Four for the proper method of using immunity).
  NOTE—Immunity does not apply to entities with general
  powers, such as Natural Magicians. Certain creatures have
  stated immunities whether they are magic-users or not.
  GENERAL NOTE
  In the course of play, you may discover that some factors
  of the Innate Magic system escaped explicit detailing. If this is
  the case, or if you discover some seeming ambiguity, you must
  utilize your discretion to create or modify the rules to a more
  usable form.
  As a final note, the Referee must be cognizant of the im-
  mense power potential that lies in some of the stronger Innate
  Magics. To balance them somewhat, he may, at his own
  discretion, set limits on the Character's use of the power,
  modify his appearance to reflect the orientation of the power
  that he has or otherwise place a compensating liability on him.
  In all cases, the Referee is the final arbiter of what these
  Characters can and cannot do with their power.
  14) A BACKGROUND
  The sections that follow are provided as an aid to the
  Referee. All descriptions and rules in this section are optional.
  They include a basic description of the alignments, optional
  language rules and other information that can add flavor to
  your world.
  14.1) 
  THE ALIGNMENTS
  An alignment system is used throughout these rules. If you
  do not care for alignment as a fantasy tool, it may be ignored. If
  alignment is used, the following system is used to categorize it.
  14.11) The major alignments are Balance, Chaos, Law and the
  Elder. Within the Elder, there are four sub-groups. They are the
  Sidh, the Kotothi, the Elder and Shamanic Elder. A basic
  description of the concerns and proclivities of these groups can
  be found in the sections below.
  14.111) BALANCE—Balance is devoted to preserving itself.
  They cunningly, and violently, insure that no other alignment
  can overpo wer its enemies by opposing the strong and aiding the
  weak. They are primarily concerned, at this time, with main-
  taining balance between Law and Chaos.
  *
  14.112) CHAOS—Chaos is devoted, first, to the destruction of
  Law and, second, to the return of all existence to a state of
  primeval nothingness. It will choose to serve those that serve
  these goals through their actions. It will battle those that oppose
  them. It preys on those that do neither.
  14.113) LAW—Law /5 devoted to the total end of Chaos and
  Disorder. They seek to maintain that which maintains or
  strengthens Law. It strives to end things that maintain or
  strengthen the forces of Chaos. From a follower, Law will tend
  to demand and reward good actions, devotion to the goals
  above and practicing of the gentle emotions, i.e. love, mercy,
  generosity, etc.
  14.114) ELDER FORCES—The Elder alignment is
  fragmented into four, more or less conflicting, groups. They
  are:
  A) THE SIDH—The eldest of the elder, the Sidh are
  dedicated to preserving that which remains of their domains.
  Where possible, they may seek to expand their hold at the ex-
  pense of their enemies. They will not do so if the effort is a
  major risk to what they already have.
  B) THE KOTOTHI—The Kotothi are the children, and
  major creations of the God Kototh. They have a jealous
  hatred of most other races and are noted for their greed,
  cruelty and ferocity.
  Some of the Kotothi, i.e. the Daoine Sidhe, Baobhan
  Sith, etc. are forces that were seduced into the service of
  Kototh by a fatal hatred that drives them. This hatred, when
  applicable, will color the actions of these creatures. In
  general, the Kotothi seek to prove their own superiority
  through the destruction or humiliation of others, especially
  their enemies.
  C) THE ELDER—These races are capricious in their ac-
  tions. They can be friendly, extremely deadly or deliberately
  mischievious. They have a definite opinion of what belongs
  to them and how they should be treated. The way that they
  treat those that they encounter depends on the actions of that
  person or party in relation to these perceptions. They
  tolerate nothing that assaults their rights or land. They can
  befriend those that show them honor and respect. They trick
  and mislead those who do neither or who show fear.
  D) SHAMANIC ELDER— These forces are concerned with
  the preservation of wild, animate life. They are the patrons,
  friends and guardians of wild animals. They are the deadly
  enemies of people who assault that which they protect. Ex-
  cept for this protective function, and Shaman contacts, these
  forces avoid contact with other races.
  14.2) 
  ALIGNMENT CONFLICTS
  As is noted throughout the creature descriptions, and other
  places, a great deal of conflict exists between the various
  alignments. In all cases, these conflicts evolve from one or both
  of the following causes:
  A) The alignments are diametric opposites in their power,
  moral orientation and goals.
  B) One or both of the enemy alignments, historically, have
  inflicted, or caused the infliction of, major reverses on the
  other. The major conflicts that exist, and that the Referee
  may use to color his game, are described in the section that
  follows.
  14.21) LAW VS CHAOS
  Both causes above apply to this confrontation. The
  alignments are diametrically opposed on all grounds and Chaos
  is irreconcilably furious at the creation of Law to forestall the
  return of nothingness. No peace can exist between these
  alignments. They will war until both are negated or one is
  destroyed.
  14.22) SIDH VS KOTOTHI
  In the Golden Age, the Elder and Sidh Gods were prolific
  creators of stunningly beautiful creatures. This irked a jealous
  Kototh and, in spite, he created races to counter, and better, the
  Sidh creations. When the Sidh ridiculed them as monstrosities,
  Kototh was furious at them.
  With the betrayal of the True World to Chaos, by Kototh,
  the Sidh's feelings of disdain and distaste for the Kotothi
  became virulent hatred and disgust. To this day, nothing is more
  hated by a Troll than is an Elf, nothing is more disgusting to an
  Elf than is a Troll. The hatred festers unabated and the Kotothi
  war on, and are warred on by, the Sidh.
  4H
  
  14.23) KOTOTHI vs LAW
  The Kotothi hatred of Law stems from its creation. Law was
  created from the sphere that was coveted by Kototh, the price of
  his betrayal as it was. When they were born, the Gods of Law
  fought Kototh and, defeating him, banned him from the
  heavens forever. By so doing, they deprived him of the fruits of
  his betrayal and brought forth the full flower of his hatred. To
  serve Kototh, the Kotothi hate Law. In most cases, this hatred is
  combined with a good measure of fear.
  14.24) SHAMANIC ELDER vs LAW and CHAOS
  The hatred of Shamanic forces stems from the efforts made
  by Law and Chaos forces to subvert and control the forces that
  these forces protect. This opposition engenders a total suspicion
  of Law and Chaos that allows no margin of error. Any imposi-
  tion on the freedom of the Shamanic forces is viewed as an at-
  tack and is repaid as such. As an alignment, they do not seek
  combat but they do revel in its arrival.
  14.25) ELDER vs KOTOTHI
  The Elder despise Kototh for his treachery, which led to the
  fragmentation of their world. They hate his children and crea-
  tions for their foul disregard of elder rights and property.
  14.3) THE GOD KOTOTH
  Throughout these rules, the God Kototh is mentioned. He is
  one of the major gods in the mythos that has been created for
  this system. (Due to space considerations, this cosmology could
  not be included in the basic rules. It will appear, in the future, as
  a Companion product).
  Kototh, the Great Serpent, plays a major role in the
  cosmology of these worlds. His historical actions were both a
  great aid, and terrible detriment, to the Elder. Philosophically,
  he can be viewed as combining the ambition, creative impulse
  and emotion of a Loki with the cunning and unpredictability of
  Coyote (A Native American trickster god). Among the races
  that he fathered, in an endless quest to prove his supremacy,
  were many serpent forms, Trolls, Trold Folk, Goblins, Great
  Apes and the first Dragons. Of these, the Dragons and Great
  Serpents are his true children. The others are mere creations that
  are only secondarily related to him through their ruling gods.
  14.4) THE SUN-SHY
  The majority of Elder races are nocturnal. The sun, a new
  creation in the history of this mythos, did not exist when they
  drew their first breath. They do not care for the harshness of its
  light and avoid it as much as possible. In some cases, the light of
  the sun is fatal to them. They were not created for a world
  heated by such an "odious" creation and do not approve of its
  existence in the least. (Thus, in the Lower World, no Sun shines
  and all are happy in twilight).
  0
  14.5) THE HUMAN CONDITION
  The human race was born as a direct result of the conflict of
  the gods. They are not the children of any one alignment.
  Rather, in their genesis, they contain substance from all the
  forces of existence. For this reason, mankind has a unique ad-
  vantage over other races, vis-a-vis alignment, morality, etc. This
  advantage is Free Will. Because of this advantage, man is the
  key to the maintenance, or destruction, of balance and is subject
  to the jealous hatred of many. Because of the race's relative
  youth, it is viewed with disdain and/or condescending respect
  by others. Because of the mixture of forces that are its essential
  core, it is despised by others, especially the Jinn Races.
  An interaction between Law and Chaos
  49
  
  14.6) SUPERNATURAL LANGUAGE PO1
  i(OPTIONAL); •%.-,:>•'• -'iw--;
  ::;.:'ft;An:y supernatural language is magically potent in. the force
  thai it is derived from. At the Referee's discretion, a spell that is
  spoken in the tongue of the force that its power is derived from
  will have the following advantages:
  A) Reduce the casting cost by 20%. The amount of the
  reduction is rounded down.
  EXAMPLE-—A spell: that costs 4 Maria. Points will still cost 4 if
  is cast in its tongue. A spel! that costs 16, however, will only east
  V'...;:Xl3>;if the correct tongue is used.
  fi) Increase the EL for the spell by one,
  /EXAMPLE-— If your current EJL in Darkness is 3, you cast
  Darkness* when .speaking in the Tongue of Darkness, at EL4,
  Cj Any result, after modification,, of Abysmal Failure 0n
  ;:the Magic Table will have an additional 5 subtracted froi
  it.rlf Failure results, the expertise point gains specified fot
  Failure are received in the spell and in the language even
  though Abysmal Failure occurs.
  D) Any expertise points gained for success with the spell
  are also gained in the caster's ability with the language thai
  he used. ' 
  • 
  v. 
  • ,/• .• - 
  . 
  ... .. 
  ::/..:
  SPELL LANGUAGES
  TONGUE OF: 
  SPELLS EFFECTED
  ity. Terror, Disor<
  THE BLASTED SOUL 
  Leeching
  DEATH 
  Death Powers, Plague, Disease, Withering
  Hand, Destruction, Chaining
  THE DESERT 
  Desert Powers
  mmwa
  THE EARTH 
  Desert Powers, Elemental Powers (Earth)
  ELDER WATER 
  Sweeten Water, Elemental Powers (Water)
  FIERY CHAOS 
  ~ Earth Powers, Hell Powers Fire Dart,
  Juarrels, Invulnerability, Petrify
  HECATE 
  Purification, Summoning, Protection,
  Divination, Hell Powers
  THE KOTOTHI 
  Quarrels, Telepathic Powers, Choking
  Moisture, Flaming Death
  E) Any Sun
  that is atterr
  that he is at)
  Tongue of
  F) Thesp
  for are Hs
  Banish or Exorcism spell
  110 subtracted from the roll
  in the tongue of the force
  on or oppose.
  e is spoken to an fc'diEtimu in the
  om your roll for success.
  lattiral lancuace will anolv
  LIGHT
  JUTH'S COMMAND
  THE PRIMAL
  Divination, Detection, Summoning, Cure
  Disease, Healing, Sanity, Sustenance,
  Wakefulness, Light Powers, Open Prison,
  Negate Curse, Revivification, Healing Light
  Clairavoyance, Damage Reversal, Watchful
  Sleep, Oblivion, Preserve the Dead, Astral
  Fire, Astral Powers, Time Powers, Fate,
  Strange Powers, Planar Travel
  __
  THE TONAH
  Communicate, Orient Self, Protection, Soul
  Sight, Perception, Shape Changing, Lower
  World Travel, Knowledge, Restoration,
  Summoning
  YOUNG CHAOS
  Hell Powers, Theft, Storm Powers, Decay,
  Corruption
  mil find that not every spell is cow
  / languages thai are presented above. As Kej
  free to add other languages to this iist(f you desire to do so. If a
  language ts added, you should also add creatures that speak it.
  No language should exist on its own unless you choose to add
  dead languages tlwf have magical power,
  ffihsneyer a supernaniral language is used, the Caster must
  first successfully me the language and then the spell. If he has
  partial success with the language, he casts the spell at his normal
  EL with no special advantage, If he fails with the language, the
  spell automatically fails. A success roll is taken in any case to see
  if ah abysmal failure results.
  Language in use
  50
  
  COMBAT TABLES
  COMBAT MODIFIER TABLE
  MODIFIER
  Weapon Expertise
  Shield
  Armor
  Helmet
  Weapon Strength
  Strength
  Dexterity
  Agility
  ROLL MODIFIER
  Either
  None
  None
  None
  None
  Character
  Either
  Opponent
  DAMAGE PLUS
  O f r - " - - ' 1 " ' - 
  ;
  Down
  Down
  Down
  Up
  Up
  None
  None
  * Applies on Deadly and Severe hits only.
  TABLE EXPLANATION:
  CREATURE—The factor is the creature's attack roll.
  EITHER = The factor is subtracted from the user's attack roll
  or added to his opponent's attack roll.
  INCREASE—The damage inflicted is increased by this factor.
  NONE—The factor has no effect in this area.
  OPPONENT = The factor is added to the opponent's roll.
  REDUCE—The factor is subtracted from the hit points that are
  scored on the user by an attacker.
  SITUATION TABLE
  SITUATION
  Fighting more than ONE opponent
  Defender is unable to move*
  Defender is ambushed, taken from the rear
  or unaware of the attacker*
  Defender is not fully conscious, i.e. drugged,
  asleep, unconscious, etc.*
  Defender is taken from the flank
  Mounted Attack
  Attack from above
  Defender is Small
  EFFECT
  _5*» 
  • 
  - 
  ,—-
  -20
  -15
  -20
  See Mounted
  Combat and
  Horsemanship.
  + 3 per point below
  4 in OCV. (For
  Humanoid form, +2
  per hit point
  below 8).
  *When the Defender is in this position any Deadly Hit is fatal,
  Severe Hits are Deadly, Hits are Severe and Shield Hits are
  Hits.
  **Modifier used by the forces that outnumber the person
  attacked.
  ATTACK PRIORITY TABLE
  ORDER
  1
  WEAPON CLASS
  Thrown Weapon
  Polearms
  Heavy Lance
  Spear/Light Lance
  Staff
  Heavy Sword/Axe
  Scimitar/Mace
  Sword
  Other Weapons
  CREATURE CV
  17 + UP
  13-16
  942
  3-5
  0-2
  BASE
  LINE
  -20*
  -19
  -18
  -17
  ^16
  -15
  -14
  -13
  -12
  -11
  -10
  -9
  -^ 0.
  -7
  ' : ~6 *
  -5
  -4
  -3
  • ~2
   
  :
  -1
  ZERO
  -I- 1
  + 2
  + 3
  + 4
  + 5
  + 6
  + 7
  ;
   
  : +8 
  :
  + 9
  + 10
  + 11
  + 12
  + 13
  + 14
  + 15
  + 16
  + 17
  + 18
  + 19
  + 20*
  THE COMBAT
  DEADLY 
  SEVERE
  HIT 
  HIT 
  HIT
  - to
  -9
  -8
  -8
  .; .-.-7. :;:;;
  -7
  -6
  -6
  -5...
  -5
  • ' ' _ 4 '
  -4
  :...:-3
   
  :
  -3
  : 
  1 -2
  -2
  - 1
  -1-i
  0
  M M
  1 
  ..Q 
  !.]
  0
  01
  01
  01
  02
  02
  02
  03
  03
  03
  04
  04
  04
  05
  05
  05
  06
  06
  06
  07
  -9
  -8
  -7
  -7
  -6
  -6
  -5
  _5
  -.4.
  -4
  -3:
  _ 3
  -2
  -2
  -1
  -1
  0
  0
  o
  01
  01
  01
  02
  02
  02
  03
  03
  03
  04
  04
  04
  05
  05
  05
  06
  06
  06
  07
  07
  07
  08
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  to
  —'5 . •-
  -4
  -3; -
  — 2 
  -
  •-1
  4 to
  3 to
  2 to
  1 to
  Oto
  0 
  01 to
  01 
  02 to
  02 
  03 to
  03 
  04 to
  04 
  05 to
  05 
  06 to
  06 
  07 to
  06 
  07 to
  07 
  08 to
  07 
  08 to
  08 
  09 to
  08 
  09 to
  09
  09
  10
  10
  11
  12
  12
  13
  14
  14
  15
  16
  16
  17
  18
  18
  10 to
  10 to
  11 to
  11 to
  12 to
  13 to
  13 to
  14 to
  15 to
  15 to
  16 to
  17 to
  17 to
  18to
  19 to
  19 to
  19 
  20 to
  20 
  21 to
  20 
  21 to
  21 
  22 to
  22 
  23 to
  22 
  23 to
  23 
  24 to
  24 
  25 to
  TABLE
  SHIELD
  HIT
  03
  04
  05
  06
  07
  08
  09
  10
  11
  12
  13
  15
  16
  18
  19
  20
  21
  22
  23
  24
  25
  26
  28
  29
  31
  32
  34
  36
  37
  39
  40
  42
  43
  45
  47
  48
  50
  51
  53
  54
  56
  PHASE MOVEMENT
  MR
  0
  1
  2
  3
  4
  5
  6
  7
  8
  10
  11
  12
  13
  14
  15
  PHASE
  1 
  2
  0 
  0
  1 
  0 .
  1 
  0
  1 
  1
  1 
  1
  2 
  1
  2 
  1
  2 
  2
  2 
  2
  3 
  2
  3 
  2
  3 
  3
  3 
  3
  4 
  3
  4 
  3
  4 
  4
  3
  0
  0
  1
  1
  1
  1
  2
  2
  2
  ; 2
  3
  3
  3
  3
  4
  4
  4
  0
  0
  0
  0
  1
  1
  1
  1
  2
  2
  2
  ; :2: •
  3
  3
  3
  3
  MR
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  1
  4
  5
  5
  5
  5
  6
  6
  6
  6
  7
  7
  7
  7
  8
  8
  8
  8
  04-15
  05-16
  06-17
  07-18
  08-19
  09-20
  10-22
  11-24
  12-26
  13-28
  14-30
  16-32
  17-34
  19-36
  2048
  21-40
  22-42
  23-44
  24-46
  25-48
  26-50
  27-52
  29-54
  30-56
  32-58
  33-60
  35-62
  37-64
  38-66
  40-68
  41-70
  43-72
  44-74
  46-76
  48-78
  49-80
  51-81
  52-82
  54-83
  55-84
  57-85
  TABLE
  PHASE
  2
  4
  4
  4
  5
  • 
  5 
  :
  5
  -: 
  5 
  u.:>:
  6
  6
  6
  6
  7
  , 7
   ::
  7
  : 
  7
  8
  8
  Miss
  16-100
  17-100
  18-100
  19-100
  20-100
  21-100
  23-100
  25-100
  27-100
  29-100
  31-100
  33-100
  35-100
  37-100
  39-100
  41-100
  43-100
  45-100
  47-100
  49-100
  51-100
  53-100
  55-100
  57-100
  59-100
  61-100
  63-100
  65-100
  67-100
  69-100
  71-100
  73-100
  75-100
  77-100
  79-100
  81-100
  82-100
  83-100
  84-100
  85-100
  86-100
  3 
  4
  4 
  4
  4 
  4
  5 
  ; 4 . ;
  :
  5 
  4
  5 . 5
  5 
  5
  6 
  5
  6 
  5
  6 
  6
  6 
  6
  7 
  6
  7 
  6
  7 
  7
  7 
  7
  8 
  7
  8 
  7
  8 
  8
  51
  
  MAGIC TABLES
  LINE
  0
  1
  2
  ^^•t 
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20 + UP
  THE MAGIC TABLE
  ABYSMAL
  SUCCESS 
  FAILURE 
  FAILURE
  01-35 
  36-90 
  91
  01-38 
  39-91 
  92
  01-41 
  42-92 
  93
  01-44 
  45-93 
  94
  01-47 
  48-94 
  95
  01-50 
  51-95 
  96
  01-52 
  53-96 
  97
  01-54 
  55-97 
  98
  01-56 
  57-98 
  99
  01-58 
  59-99 
  100
  01-60 
  61-100 
  101
  01-62 
  63-101 
  102
  01-64 
  65-102 
  103
  01-66 
  67-103 
  104
  01-68 
  69-104 
  105
  01-70 
  71-105 
  106
  01-72 
  73-106 
  107
  01-74 
  75-107 
  108
  01-76 
  77-108 
  109
  01-78 
  79-109 
  110
  01-80 
  81-110 
  I'll:
  EL MAXIMUMS
  MAGIC PATH 
  FORMULA
  Wizardry 
  (I + MEL)/ 10, rounded down
  Sidh Magic 
  (Em + MED/10, rounded down
  Shamanism 
  (W + MED/10, rounded down
  CASTING COST
  MANA
  COST
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  15
  20
  EXPERTISE LEVEL
  0
  1
  J
  3
  4
  5
  6
  7
  8
  9
  10
  15
  20
  1
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  17
  22
  2
  5
  6
  P
  8
  9
  10
  11
  12
  13
  14
  19
  24
  3
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  21
  26
  4
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  23
  28
  5
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  25
  30
  INCREASED
  BASE
  MANA
  COST
  /' - I v
  2
  3
  4
  5
  6
  '!'" ?"•
  8
  9
  10
  15
  20
  EXPERTISE
  1
  12
  16
  20
  24
  28
  32
  36
  40
  44
  48
  68
  88
  2
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  95
  120
  3
  42
  48
  54
  60
  66
  72
  78
  84
  90
  96
  126
  156
  4
  63
  70
  77
  84
  91
  98
  105
  112
  119
  126
  161
  196
  5
  88
  96
  104
  112
  120
  128
  136
  144
  152
  160
  200
  240
  6
  117
  126
  135
  144
  153
  162
  171
  180
  189
  198
  243
  288
  6
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  27
  32
  7
  15
  16
  17
  18
  19
  20
  21
  ~i ->
  23
  24
  29
  34
  8
  17
  18
  19
  20
  21
  23
  24
  25
  26
  31
  36
  9
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  33
  38
  10
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  35
  40
  ELs
  LEVEL
  7
  150
  160
  170
  180
  190
  200
  210
  220
  230
  240
  290
  340
  8
  187
  198
  209
  220
  231
  242
  253
  264
  275
  286
  341
  396
  9
  228
  240
  252
  264
  276
  288
  300
  312
  324
  336
  396
  456
  10
  273
  286
  299
  312
  325
  338
  351
  364
  377
  390
  455
  520
  11
  322
  336
  350
  364
  378
  392
  406
  420
  434
  448
  518
  588
  THE ABYSMAL FAILURE TABLE
  ROLL 
  EFFECT
  12 or Less The failure is turned without adverse effect.
  13 
  The Caster suffers D100 points loss to his Energy Level.
  It' ihc I-IKTV:\ 1 c\cl is rcdu-jcd to zero o; less, he is JeuJ.
  14 + 15 
  Reduce the Energy Level to zero. The Caster will remain
  comatose until it regenerates completely or he is
  Revivified.
  16-30 
  The effect of the spell is suffered by the Caster and none
  other. If it is a spell that is only stopped by the caster's
  death, it must be dispelled to stop the effect. All effects
  are subject to ejudication by the Referee.
  31-60 
  The Magic-User's Casting Ability is reduced an addi-
  tional 2D10 Mana Points and he is unconscious for a
  number of hours equal to the Mana Points thus lost.
  61-90 
  Lose 2D6 points from BOTH Energy Level and Casting
  Ability. The Caster is stunned, and incapable of casting
  any magic, or moving, for a number of phases equal to
  the number of Energy Points thus lost.
  91 and Up The Caster is possessed by the force from which the
  spell is derived. This creates a FANATICAL TIE to the
  alignment of the spell. Until the effect is negated
  (Negate Curse spell), he may not cast spells of any other
  alignment and his actions are dedicated to the goals of
  the possessing alignment. (For Basic Wizardry spells,
  the alignment is always the same as the caster's orienta-
  tion).
  EXAMPLE—A spell with an EL of 2 results in Abysmal Failure. The
  roll above is 49. 49 - (2x2) = 45. The caster loses 2D10 Mana Points
  and passes out for the number of hours rolled.
  NOTE—Abysmal Failure occurs if the roll is greater than or
  equal to the number rolled, after all modifications for EL and
  MDV have been made.
  In Success, any roll, after modification, that is less than 01
  equals 01.
  If a specific effect of Abysmal Failure is noted for a spell,
  that effect is used. In all cases where the result of Abysmal
  Failure is ambiguous, the Referee will ejudicate it such that the
  result is detrimental to the Caster.
  POWER
  TABLE OF SQUARES
  BASE NUMBER 
  BASE NUMBER
  2 
  3 
  POWER 
  2 
  3
  1
  -i
  3
  4
  5
  6
  J '
  £
  4
  8
  16
  32
  64
  :3:
  9
  27
  81
  243
  729
  7
  8
  9
  10
  1 1
  12
  128
  256
  512
  1024
  2048
  4096
  2187
  6561
  19683
  59049
  177147
  531441
  MEL + EL
  CASTING SPEED
  MP/PHASE 
  MEL + EL 
  MP/PHASE
  2 or less
  3^4
  5 + 6
  7 + 8
  9 + 10
  11 + 12
  13 + 14
  1
  2
  3
  4
  5
  6
  7
  15+16
  17 + 18
  19^20
  21 + 22
  234 24
  25 + 26
  27 + 28
  8
  9
  10
  11
  12
  13
  14
  ©1983
  Y-3295 9/84
  The Avalon Hill Game Co*
  Baltimore, ND 21214 • Printed in USA
  52 
  8520002
  
SOURCE: textdata/thevault/Powers & Perils/Powers & Perils - The Combat and Magic Book.pdf