TEXT: GCP
  GCP
  Guild Companion
  Publications Ltd
  Guild Companion
  Publications Ltd
  Spell Law
  Spell Law
  Pu bl ic  Pl ay t e st
  Pu bl ic  Pl ay t e st
  
  Spell Law
  Public Playtest-Only Version 2.0
  For Registered Playtesters Only
  Copyright Aurigas Aldebaron LLC 2015. Produced, published 
  and distributed by Guild Companion Publications Ltd.
  Rolemaster Character Law Copyright © 2015 Aurigas Aldebaron LLC. Produced, published 
  and distributed by Guild Companion Publications Ltd. All rights reserved. Playtesters may 
  print one copy from the pdf solely for the purposes of playtesting. All other reproduction, sell-
  ing and (re)distribution of this work is strictly and expressly forbidden without written permis-
  sion from Guild Companion Publications Ltd.
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  and copyright © properties of Aurigas Aldebaron LLC, Charlottesville, Virginia 22902 USA. 
  All rights reserved. Material derived from Rolemaster and associated products is used in this 
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  Spell Law 
  1. Introduction....................................................................................... 4 
  1.1. 
  Rolemaster ............................................................................................................................. 4 
  1.2. 
  The Basics ............................................................................................................................... 6 
  2. Magic ................................................................................................. 8 
  2.1. 
  History of Magic ..................................................................................................................... 8 
  2.2. 
  Realms of Magic ..................................................................................................................... 9 
  2.3. 
  Spellcasters........................................................................................................................... 10 
  2.4. 
  Spell Lists .............................................................................................................................. 13 
  2.5. 
  Spell Types ............................................................................................................................ 14 
  2.6. 
  Spell Parameters ................................................................................................................... 18 
  2.7. 
  Spell Visibility........................................................................................................................ 22 
  2.8. 
  Customizing Magic ................................................................................................................ 22 
  3. Learning Spells ................................................................................. 29 
  3.1. 
  Learning Existing Spells ......................................................................................................... 29 
  3.2. 
  Spell Research ...................................................................................................................... 31 
  4. Casting Spells ................................................................................... 34 
  4.1. 
  Power Points ........................................................................................................................ 34 
  4.2. 
  Casting.................................................................................................................................. 35 
  4.3. 
  Resolving Spell Effects .......................................................................................................... 39 
  4.4. 
  Spell Failure .......................................................................................................................... 40 
  4.5. 
  Resistance Rolls .................................................................................................................... 45 
  4.6. 
  Spell Mastery ........................................................................................................................ 46 
  4.7. 
  Magic Items .......................................................................................................................... 48 
  4.8. 
  Special Situations .................................................................................................................. 50 
  5. Magic Rituals ................................................................................... 55 
  5.1. 
  Casting Ritual Spells .............................................................................................................. 55 
  5.2. 
  Extension of Spell Parameters ............................................................................................... 60 
  6. Channeling Spell Lists ...................................................................... 64 
  6.1. 
  Open .................................................................................................................................... 64 
  6.2. 
  Closed................................................................................................................................... 85 
  6.3. 
  Cleric .................................................................................................................................. 105 
  
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  6.4. 
  Druid .................................................................................................................................. 120 
  6.5. 
  Paladin ............................................................................................................................... 133 
  6.6. 
  Ranger ................................................................................................................................ 145 
  6.7. 
  Evil...................................................................................................................................... 157 
  7. Essence Spell Lists.......................................................................... 171 
  7.1. 
  Open .................................................................................................................................. 171 
  7.2. 
  Closed................................................................................................................................. 191 
  7.3. 
  Bard .................................................................................................................................... 219 
  7.4. 
  Dabbler............................................................................................................................... 231 
  7.5. 
  Illusionist ............................................................................................................................ 243 
  7.6. 
  Magician ............................................................................................................................. 255 
  7.7. 
  Evil...................................................................................................................................... 267 
  8. Mentalism Spell Lists ..................................................................... 282 
  8.1. 
  Open .................................................................................................................................. 282 
  8.2. 
  Closed................................................................................................................................. 302 
  8.3. 
  Lay Healer ........................................................................................................................... 322 
  8.4. 
  Magent ............................................................................................................................... 334 
  8.5. 
  Mentalist ............................................................................................................................ 346 
  8.6. 
  Monk .................................................................................................................................. 358 
  8.7. 
  Evil...................................................................................................................................... 370 
  9. Hybrid Spell Lists............................................................................ 382 
  9.1. 
  Healer ................................................................................................................................. 382 
  9.2. 
  Mystic ................................................................................................................................. 394 
  9.3. 
  Sorcerer .............................................................................................................................. 406 
  10. Specific Spell Notes ........................................................................ 419 
  10.1. 
  Bardic Songs ....................................................................................................................... 419 
  10.2. 
  Curses and Diseases ............................................................................................................ 420 
  10.3. 
  Demon Summoning and Familiar Spirits .............................................................................. 420 
  10.4. 
  Detection Spells .................................................................................................................. 422 
  10.5. 
  Dreams: Symbols, Sources and Locales ............................................................................... 423 
  10.6. 
  Elemental Spells.................................................................................................................. 424 
  10.7. 
  Fatal Channeling Projections ............................................................................................... 427 
  10.8. 
  Good, Evil, Dark and Light ................................................................................................... 428 
  
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  10.9. 
  Illusions and Mind Tricks ..................................................................................................... 428 
  10.10. Invisibility ........................................................................................................................... 433 
  10.11. Life, Lifegiving & Life Drain .................................................................................................. 435 
  10.12. Lore Spells .......................................................................................................................... 436 
  10.13. Locks and Traps .................................................................................................................. 436 
  10.14. Movement Spells and Encumbrance ................................................................................... 437 
  10.15. Path Spells .......................................................................................................................... 437 
  10.16. “Sticky” Elemental Spells .................................................................................................... 437 
  10.17. Stun Relief and Awakening Spells ........................................................................................ 437 
  10.18. Transformation Spells ......................................................................................................... 437 
  10.19. Wall and Similar Spells ........................................................................................................ 438 
  Appendix ............................................................................................. 439 
  10.20. Quick Reference ................................................................................................................. 439 
  10.21. Spell Index .......................................................................................................................... 439 
   
  
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  1. Introduction 
  Spell Law originated as a boxed set of booklets in 1981, existing as a modular magic addition to any 
  fantasy role-playing game, until the Rolemaster core rules were complete, when it also became part of a 
  full system. A great deal of additional spells and options appeared over the years, and Spell Law itself 
  was transformed several times. This new edition is in many ways a continuation of that history, with a 
  number of new additions and changes. 
  One thing Spell Law always had was a lot of spells; now it has more. As always, the spells are divided into 
  thematic lists developed from basic spells to the most complex and powerful. In particular, every spell 
  list in this volume contains 25 spells; there are no empty slots in the traditional 1-20 levels plus 25th, 
  30th, and 50th level, and spells have been added at levels 35 and 40. 
  Structurally, much remains the same, but the three realms of magic have been made more distinctive 
  where possible. Differences between lists of different Professions have also been revised with an eye 
  towards differentiation, especially in giving Semi Spellcasters more spells that supplement, rather than 
  replace, skills. For example, the Cleric and Paladin are both still excellent fighters of the undead, but 
  while the Cleric continues to blast them with spells, the Paladin now uses spells that allow him to 
  devastate them with his armed attacks. 
  There are fewer options than in previous editions, but this does not remove flexibility. It does fit with a 
  revision that has worked to make the rules and spell descriptions clearer, more streamlined, better 
  organized, and more consistent. The extensive healing lists remain, but they are now better coordinated 
  with Arms Law and the treatment of damage there. At the same time, material has been added to 
  provide more options to the spellcaster than ever before. In addition to more spells, magic rituals have 
  been made a fully-developed part of the core rules for the first time. 
  1.1. Rolemaster 
  Rolemaster is a revision of Iron Crown Enterprise’s original Rolemaster game system published in 1982. 
  Rolemaster was original designed to be used as a complete fantasy role-playing (FRP) system or as 
  individual modular components. This new version is no different, providing a modular and easy to 
  modify core system that can be built upon to create a detailed RPG rule set for any setting. There are 
  four core books: 
  Arms & Character Law (A&CL) contains all the core rules in three parts. Character Law contains a set of 
  rules for creating rich and detailed characters with a complete and comprehensive skill system, as well 
  as optional talents that can be used to enrich characters further. Arms Law contains rules for tactical 
  combat amongst individuals and small groups using a detailed simulation of weapons and armor. Its 
  detailed combat system covers the mechanics of attacks from weapons and animals to elemental 
  attacks. Colorful critical and fumble results make every combat interesting and memorable. 
  Gamemaster Law offers helpful guidance to Gamemasters, as well as rules and guidelines for adding 
  
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  setting rules such as creating races, cultures, and professions. Poison, disease, and other hazards that 
  may come up in play are also covered. 
  Creature Law (CrL) contains stats for hundreds of monsters and fantastical creatures. As fantasy settings 
  are often home to a variety of beasts, Creature Law contains rules for creating new ones for new and 
  unusual settings. 
  Spell Law (SL) is a magic system with thousands of spells organized into three realms of magic. This 
  provides characters with a wide variety of spell-using options for all types of professions. Spells are 
  organized into lists, which are related in theme. 
  Treasure Law (TL) is a book of treasure, equipment and commerce; an important part of any RPG. Rules 
  for crafting mundane objects as well as magical items are included along with the Alchemist profession. 
  Die Rolls 
  2 – 20 (2d10): Roll two dice and add the two results to obtain a result between 2 and 20. 
  1 – 100 (d100): Rolemaster primarily uses two 10-sided dice to get a result between 1 and 100, referred 
  to as ‘percentiles’. Each of the 10-sided dice gives a result between 0 and 9 — one die is treated as the 
  “tens” die and the other as the “ones” die. These may be distinguished by color or other marking (in 
  which case it must be made clear which die is to be read as the tens before rolling; a fixed convention 
  for your gaming table is recommended), or one may use a pair of percentile dice where one is marked 
  "10, 20, 30, ... , 00". (It is also possible to roll a novelty hundred-sided die, but most gamers find these 
  impractical.) Thus a random result between 01 and 100 (a “00” is treated as 100) is obtained. 
  1 – 100 Open-ended (d100OE): An open-ended roll means that there is no absolute minimum or 
  maximum. First make a 1-100 roll; a roll of 96-00 indicates that the dice are rolled again and the result 
  added to the first roll. If the second roll is 96-00, then a third roll is made and added, and so on until a 
  non 96-00 roll is made. The total sum of these rolls is the result of the open-ended roll. 
  If the first roll is a 01-05 the dice are rolled again and the result subtracted from the first roll. If the 
  second roll is 96-00, then a third roll is made and subtracted, and so on until a non 96-00 roll is made. 
  The total of these rolls is the result of the low open-ended roll. A roll of 01-05 on anything other than 
  the first roll does not cause one to roll again. 
  Some rolls, such as attacks and spell casting rolls are open-ended high only, which means that a 01-05 
  on the first roll has no effect. These rolls instead have unmodified ‘fumble’ or ‘failure’ ranges. 
  Example: The GM asks a player to make an open-ended roll, and the initial roll is a 99 (thus between 96 
  and 100). A second roll is made with a result of 96, so a third roll is made with a result of 04. Thus, the 
  high open-ended roll that the GM requested is a 199 (= 99 + 96 + 04). 
  
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  Example: The GM asks a player to make an open-ended roll, and the initial roll is a 04 (thus between 01 
  and 05). A second roll is made with a result of 97 (thus between 96 and 00), so a third roll is made, 
  resulting in a 03. Thus, the low open-ended roll that the GM requested is a -96 (= 04 - 97 - 03). 
  Unmodified Rolls (UM) 
  Certain results on some rolls indicate an immediate effect and no modifications are considered. These 
  rolls are marked with a “UM.”, such as “01-04 UM” For example, all weapon attacks result in a fumble if 
  the initial unmodified d100OE roll falls within the fumble range of the weapon. If a roll falls into the UM 
  range, then no modifiers are applied to the roll and the unmodified result is applied (such as a fumble). 
  Optional Rules 
  In these rules, you will see rules separated out in boxed text, like the box this text is in. Boxed rules are 
  optional or advanced rules, you can ignore them if you choose and the rules will work fine as is. These 
  rules apply or do not apply at the GM’s discretion, so if you are a player ask the GM if any particular 
  boxed text rule is being used. 
  Power Level 
  Rolemaster is a very open role-playing game, and is built that way on purpose to allow for a wide variety 
  of gaming experiences to be possible within the rules. Power level can vary widely between two gaming 
  groups, or even between two different campaigns run by the same GM. Rule elements may be over-
  powered and game breaking in one campaign, but necessary or even casual elements in another 
  campaign. In order to allow for a broad range of power levels, the power levels listed below are used in 
  some sections of the rules to identify more powerful elements, to help GMs decide what they want to 
  allow in play. The GM may even decide to use different power levels in different parts of the rules, such 
  as using a Heroic power level for generating characters but an Average power level when dealing with 
  magic. 
  In Spell Law, power level is used only for the guidelines for availability of spell lists (see Section 3.1). 
  There are, however, a number of optional rules offered, each of which has implications for the power of 
  spellcasters. Additionally, individual GMs may make their own modifications to meet balance or setting 
  needs in their own campaigns. Some discussion of these possibilities is offered in Section 2.8. Guidance 
  is offered regarding game balance issues involved in various options, but such advice is necessarily 
  general and must be interpreted in the context of your particular campaign. 
  1.2. The Basics 
  One of the basic aspects of this system is the use of spell lists and experience levels (or just levels). The 
  ability to cast and learn spells is closely tied to a character’s level. 
  Spells are grouped into lists. A spell list is an ordering of spells based upon the correlation of level, 
  intricacy, and potency. All spells in a list have common characteristics and attributes, although each may 
  have vastly different effects and applications. 
  
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  Spell lists are grouped into categories based upon professions and realms of power (Channeling, 
  Essence, and Mentalism). There are 171 spell lists divided into: 
  15 sets of professional “base” spell lists (i.e., spell lists readily learnable only by characters in that 
  profession)  
  1 set of “evil” spell lists for each realm of power (i.e., spell lists learnable only by evil characters)  
  1 set of “closed” spell lists for each realm of power (i.e., spell lists somewhat difficult to learn by 
  characters of the realm)  
  1 set of “open” spell lists for each realm of power (i.e., spell lists easily learnable by characters in any 
  profession of the realm) 
  The spells contained in this book are organized into lists that reflect a coherent advancement of 
  knowledge in specific areas of magic. Higher-level spells found on a given list will reflect the increased 
  knowledge and efficiency that comes from the use and practice associated with lower level spells on the 
  same list. This reflects the learning process that accompanies development within a consistent spell 
  grouping. 
  Each spellcasting profession has its own set of Base lists which are the product of the specific training 
  and aptitude characteristic of that profession. For some professions, the Base lists are unified only by 
  their suitability to that profession's typical role. For other professions, Base lists form a linked set with 
  spells supporting each other across different lists and building up a unified and complex array of 
  abilities. The Open and Closed Channeling healing spell lists likewise form such a logical set. 
  The spells are described in a standard manner, using a basic format that simplifies usage. Most spells are 
  specific, while others are accorded great flexibility. The latter group’s spells have descriptions that are 
  less concrete, providing the Gamemaster with a framework by which to apply spell usage within the 
  chosen world system or deal with specific occurrences that demand a certain flexibility. This may be 
  particularly true with regard to powerful spells.  
  In addition to a comprehensive set of standard rules, optional rules are included to provide even greater 
  detail. A Gamemaster should examine each of these rules to determine if it is appropriate for the 
  specific game and world system. 
  
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  2. Magic 
  How magic works in a campaign is particular to the setting. It may be rare or common, and how spell 
  casters draw upon their power depends on the world. Spell Law presents a basic history of magic and 
  divides it into three different realms of power: Channeling, Essence, and Mentalism. This presentation 
  may not fit well into the setting, so Gamemasters should feel free to change the material to fit their own 
  game worlds, histories, and concepts of magic (Section 2.8: Customizing Magic). 
  2.1. History of Magic 
  The truth is that nobody really knows how magic began, other than some high and mighty immortal 
  beings that generally remain aloof or tell us what they think we should believe rather than strict truth. 
  Each of the realms makes a claim of having been the first discovered, and each has an argument that is 
  plausible in isolation. Weighed against each other, however, they seem to determine nothing. Few have 
  dared claim that some form of Hybrid casting came first, but there are those who declare that Arcane 
  magic came first, usually on the basis of some dubious analogy, while others speak of "Shaping", a form 
  of magic in which the pure will of the caster shaped the inherent power in the environment (not merely 
  that power preconditioned through the caster's brain as in Mentalism) into magical effects. 
  Channeling's claim to priority is a simple one: gods and spirits existed before spell-casters. While their 
  inherent preternatural powers may resemble magic, these are of an entirely different order, so those do 
  not settle the question. It does seem, however, that as soon as the mortal mind was able to hold the 
  thought of a spell, the ability could have been provided, both the power and the knowledge of how to 
  use it, by these ancient immortals. The other realms would then have arisen from mortals who sought 
  similar power experimenting in mimicry of Channeled power. 
  Essence's claim to priority is based on its basic nature as magic: power is drawn from the environment 
  and manipulated into generally straightforward effects. Just as mortals learned to work wood and stone 
  and metal, they learned to work the living Essence that permeates their world. Some myths tell of such 
  knowledge being handed down by some god, but still give priority to Essence, with the gods only taking 
  on "pets" later. It is true that many of those races considered to be among the oldest have a 
  demonstrated affinity for Essence magic, which offers some evidence for this position. 
  Mentalism's claim to priority is that it is the most natural form of spell-casting. No elaborate methods of 
  words of power or subtle gestures need to be taught by some higher power or stumbled upon by 
  lengthy empirical investigations. The caster need merely properly form the thought of the spell effect 
  and apply the necessary will. Discipline and determination are all that is required for Mentalism to 
  emerge. The power of the mind is also conveniently located: we live our lives inside our minds. Those 
  who hold this view often believe that Mentalism Hybrids were a stepping stone on the path to 
  developing pure use of Essence and Channeling. 
  
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  Then there is the question of whether spells or rituals came first. This argument has filled many a 
  scholarly tome and kept many a band of wandering adventurers amused on a rainy night at the local inn, 
  but there has been no resolution. It seems most likely that the two forms developed simultaneously in 
  parallel. For quick use, especially in emergencies, spells are vital; when time and resources allow, the 
  ability to stretch one's abilities through ritual is likewise too valuable to have been long ignored. 
  What about the future? Will there be a revival of some ancient art of Arcane magic or Shaping? Will 
  someone pursue Hybrid magic to its logical conclusion in a union of all three realms? Will some fourth 
  realm be discovered? Time will tell. Certainly, dedicated researchers will continue to develop new spell 
  lists or variants on the old. New applications will be found for old spells. Perhaps even the issue of realm 
  priority will be resolved. 
  2.2. Realms of Magic 
  The different realms of magic use different sources of power and have specific expectations of how the 
  spells are to be cast, resulting in restrictions for casters of that realm. Each realm of magic is also 
  associated with a different Statistic (Arms & Character Law Section 3.5: Stats), given below at the 
  beginning of each realm description. 
  Channeling 
  (Intuition) When the power to cast a spell is provided from a source sending that power to the caster, 
  the magic belongs to the realm of Channeling. Typically, the power provided to a Channeling spell-caster 
  comes from a god or goddess, although depending on the setting, it might also be provided by spirits, a 
  demon, a dragon, or even a powerful computer. All that is really needed is that the power source has 
  power to spare, the technique to transmit it, and the willingness to do so (or in place of the last two, 
  simply a nature that allows those properly "attuned" to the source to tap into it). As a result of this 
  reliance on an outside entity, Channeling spell-casters have a loyalty tied into their magic, and they are 
  usually devout followers. 
  Restrictions: Channeling is best done with at least one hand free (for gesturing), vocalization, and a very 
  limited amount of metal on one's person. The source of power, if a sentient being, may have 
  expectations about those using the Channeled power, which are frequently formalized requirements in 
  a church or similar organization. Metal, especially metal armor, is of some protection against Channeling 
  spells. 
  Essence 
  (Empathy) Essence is the power that exists in everyone and everything in and on the world. A spell 
  caster of the Essence taps this power, using the caster's personal essence field, or aura, to limit and 
  control it. The caster draws this power, then molds and diverts it into specific spells. Many of Essence 
  magic's powerful spells reflect the material flavor of essence drawn directly from the physical plane and 
  are elemental in nature. 
  
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  Restrictions: Essence spells are best cast with hands free, vocalizations performed, and very little inert 
  matter on one's person. A target armored in inert matter will find it easier to resist the power of the 
  Essence, more so if the armor is metallic. While the wielder of Essence need not bend a knee to any 
  patron power, the expedient course is often to tie oneself to a guild or mentor to gain access to new 
  spells. 
  Mentalism 
  (Presence) Mentalism is the power of the local Essence field drawn by will and channeled through the 
  mind of the spell caster, who in effect acts as a very, very minor deity for these purposes. Thus, 
  Mentalism is a very personal power and even the most powerful spells are usually limited by the senses 
  and perceptions of the spell caster. Mentalism offers a diverse range of abilities, but the scope is 
  typically more limited than with other realms, affecting only the caster or a limited number of targets. 
  Restrictions: Mentalism casting is mainly done by an exertion of will. It works smoothly without the 
  gestures or incantations typical of the other two realms, but if the head is covered, this can interfere 
  with the conversion of magical power into a well-formed spell. Thus, while body armor and weapons do 
  not interfere with Mentalism spells, Mentalism spell casters are advised to go without a helm, and a 
  helm worn by a target will provide some defense against Mentalism.  
  Hybrid Magic 
  Some spell casters draw power from two of the realms of magic; these individuals practice what is 
  known as hybrid magic. Hybrid magic is the blending of the power of two or three realms, resulting in 
  different combinations: Channeling-Essence, Channeling-Mentalism, Essence-Mentalism, and even, 
  potentially, Channeling-Essence-Mentalism. This allows a great deal of flexibility as they have potential 
  access to more spells. A Hybrid Spellcaster will also have a set of Base lists which blend the techniques of 
  both realms to provide a unique set of abilities. 
  Restrictions: A Hybrid spell-caster is usually under the greatest restrictions of all spell-casters. Since 
  power and techniques of two realms are blended, the most restrictive penalties apply. This provides 
  some balance to the Hybrid's broad spell selection. 
  Arcane Magic 
  There are said by some to be other types of magic, older, more exotic, wilder, or more obscure, that fall 
  outside the categories of the three realms. If such exist, they are not dealt with here. While the core 
  rules are written to support the addition of such proto-magic, no such magic is presented at this time. 
  2.3. Spellcasters 
  Spellcasters are classified according to their realms of power and their professions. This is assumed to be 
  based on training or aptitude in early life and thus a factor inherent in a Profession (A&CL Section 3.4). 
  Other professions are, of course, possible. Some GMs may wish to devise their own, make modification 
  to those provided, or disallow certain of the core rule professions as they see fit in order to match the 
  rules to their game settings. 
  
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  Pure Spellcasters 
  Pure Spellcasters have concentrated solely on one realm of power. Thus, their spells are generally more 
  powerful than those employed by the other Spellcasters. 
  Magician: Magicians are Pure Spellcasters who have concentrated in the elemental spells. Their base 
  spells deal with the six elements of Rolemaster: earth, fire, ice, light (which includes electricity), water, 
  and wind. They have many spells that hurl bolts and balls of these elements to potentially deadly effect 
  and thus Magicians are often found on battlefields. They can also learn all manner of magical skills with 
  ease. 
  Illusionist: Illusionists are Pure Spellcasters of Essence who have concentrated in spells of misdirection 
  and illusion. Their basic spells deal mainly with the manipulation of elements and forces that affect the 
  human senses: sight, sound, touch, taste, smell, mental impulses, and the combination of these senses. 
  More subtle than the Magician, the Illusionist is less direct, but no less powerful. 
  Cleric: Clerics are Pure Spellcasters who have concentrated in spells that require the most direct power 
  from their deities. Their base spells deal directly with life, communing with deities, summoning live 
  creatures, protection from servants of opposing deities, and direct channeling from their own deities. 
  These spell users are the most powerful of the spell users of Channeling, but they should also be the 
  most restricted in the sense of heeding the desires or creed of their deity or church. 
  Druid: Druids are Pure Spellcasters who have concentrated on spells that deal with the natural world. 
  Their base spells deal with herbs, other plants, animals, weather, and nature in general. Depending on 
  setting, they can be modernized tree-huggers, quasi-historical protectors of their people against the 
  awesome powers of nature, or simply rural cultists with strange rituals. 
  Mentalist: Mentalists are Pure Spellcasters of Mentalism who concentrate on spells that deal with the 
  mind and senses. Their base spells deal with the reading of mental presences, mental communications, 
  mind control, and sense control. As students of the human animal, Mentalists can easily learn discipline 
  and social skills. They make ideal conspirators. 
  Lay Healer: Lay Healers are Pure Spellcasters of Mentalism who have concentrated on spells that heal 
  persons and animals. Their base spells deal with healing diseases and injuries, as well as the creation and 
  animation of prosthetics. They can also learn mundane medical skills easily. 
  Alchemists: Each of the three realms of magic has its own brand of Alchemist, a specialist in the creation 
  of magical objects, with which their base lists deal. Their base lists are detailed in Treasure Law, not in 
  Spell Law. 
  Hybrid Spellcasters 
  Hybrid Spellcasters are of professions combining two realms of power. This allows enormous flexibility, 
  but the spell caster must abide by the restrictions of both realms (Section 2.2). 
  
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  Sorcerer: Sorcerers combine the raw power of the Realm of Essence with the fervor of the Realm of 
  Channeling (Intuition and Empathy Realm Stats). Their base spells deal with the destruction of both 
  living beings (bodies, souls, and minds) and inanimate material. 
  Healer: Healers combine the realms of Channeling and Mentalism (Intuition and Presence Realm Stats). 
  They have concentrated on spells of self-healing and the ability to take the injuries of others upon 
  themselves. Thus, a Healer could heal a person by taking the injury of the patient upon himself and then 
  healing this injury gradually. They can easily learn both Body Development (to help survive this process) 
  and medical skills (to help others short of taking on their wounds). 
  Mystic: Mystics combine the realms of Essence and Mentalism (Empathy and Presence Realm Stats) to 
  power subtle spells of misdirection and modification. Their base spells deal with personal illusions as 
  well as the modification of matter. 
  Semi Spellcasters 
  Semi Spellcasters combine a realm of power with more of a focus on physical skills. Members of these 
  professions are not as adept as more specialized types in either martial prowess or magical power, but 
  by combining both spells and skills, they have a certain synergy. In the long run, they may be the most 
  powerful of characters. 
  Bard: Bards are Semi Spellcasters of Essence. Bards are musicians, entertainers, gossips, and 
  loremasters. Their base spells augment those roles, but also weave music into spells to baffle foes and 
  aid friends, as well as providing unparalleled affinity with magical items. 
  Dabbler: Dabblers are semi spellcasters who augment their subterfuge capabilities using Essence. A 
  Dabbler's base spells tend to enhance natural abilities in many areas, with the most distinctive lists 
  giving the Dabbler an edge in commerce and with machinery. In a more advanced setting, the Dabbler's 
  most natural role might be as a mechanic or engineer. 
  Magent: The Magent is Semi Spellcaster with unparalleled espionage skills and spells. Magents are 
  designed to be magical assassins or secret agents with base spells that deal in poison, information 
  gathering, assassination and getting away both physically and in terms of misdirecting the placement of 
  blame. 
  Monk: Monks are Semi Spellcasters who combine skill at Arms with Mentalism spells. Their base spells 
  are strictly personal in nature, allowing them to perform great physical feats and augment their attacks. 
  What Hong Kong style cinema achieves with wires and props, the Monk does with magic.  
  Paladin: Staunch defenders of the faith, Paladins are Semi Spellcasters who combine combat prowess 
  with utility spells. The Paladin is a highly focused holy warrior, able to develop good fighting skills and 
  spells that support his role as a warrior and a leader in combat. The Paladin is a capable combatant in 
  any situation, but especially excels against the supernatural foes of his faith. 
  
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  Ranger: The Ranger is a Semi Spellcaster who combines Arms with Channeling, specializing in outdoor 
  skills and spells that influence nature. Rangers are talented in perception and outdoor skills, and while 
  not as quick to learn weapons as the Paladin, have decent combat costs. A Ranger's base lists have many 
  uses, but many of the spells enhance his skills in tracking, wilderness stealth, wilderness survival, and 
  movement. The Ranger can be a deadly commando. 
  2.4. Spell Lists 
  Spell lists are classified according to their realm of power and availability to certain professions. 
  One of the basic aspects of this system is the use of spell lists and experience levels (or just levels). This 
  section covers the use of the Spell Law spell lists, while information on Rolemaster experience levels can 
  be found in Arms & Character Law (Section 3.8: Advancement). 
  A spell list is an ordering of spells based upon the correlation of spell level, intricacy of the spell, and 
  potency of the spell. All spells in a list have common characteristics and attributes, although each may 
  have vastly different effects and applications. Spell lists are learned not only as rote words or gestures, 
  but as interrelated theories and concepts regarding the theme(s) of the list. This is why the spells are in 
  the form of progressive lists. One cannot simply memorize a set of finger movements and ancient words 
  and produce a Fire Ball. One must first gain an understanding of fire sufficient to adequately 
  conceptualize the necessary manifestation in order to guide the magical power into shaping the proper 
  form. 
  If there is no spell on a list at a given level, it signifies that no new spell ability is gained from knowledge 
  of that list at that level. There are spells at every level up to level 20, after which spells appear at levels 
  25, 30, 35, 40, and 50. While obtaining these higher level spells requires the purchase of ranks in a list 
  that provide no new spells (e.g., levels 21, 22, 23, and 24 on the way to 25), these spells are generally 
  quite powerful even in Open spell lists and reward those patient enough to complete the necessary 
  studies. 
  Base Spell Lists 
  There are six Base spell lists for each spell-using profession. These spell lists represent professional 
  specialties; it is very difficult to learn those spell lists which are the Base lists for another profession (i.e., 
  they are expensive in terms of Development Points), if the GM allows it at all. In many settings, simply 
  gaining access to these lists will be difficult as guilds or religious orders will guard their secrets. 
  Closed Spell Lists 
  Closed spell lists involve the deepest and most powerful concepts common to each realm of magic, 
  requiring considerable dedication and specialization to master or learn at all. Pure Spellcasters have 
  fairly easy access even to the Closed lists of their chosen realm. Hybrid Spellcasters have similar access 
  to the Closed lists of two realms. Closed lists are generally rather expensive in terms of Development 
  Points for a Semi Spellcaster and such professions will learn them rather rarely, while most Arms 
  professions find them daunting to learn. 
  
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  Open Spell Lists 
  Open spell lists involve the easiest concepts to master in each realm of power, although dedication and 
  research is required to learn their use. Any profession that has the realm of power as its own may learn 
  the open lists of that realm. Hybrid Spellcasters may learn the Open spell lists associated with both of 
  their two realms if they so desire. When an Arms User learns to use magic, it will normally be from an 
  Open list. 
  Evil Spell Lists 
  Evil spell lists are included for evil spell users in all three realms: Channeling (Section 6.7), Essence 
  (Section 7.7), and Mentalism (Section 8.7). These lists reflect the dark sides of Essence, Channeling and 
  Mentalism. GMs should realize that this is a highly subjective and flexible concept and should reflect this 
  in their world system. This could range from an evil spell user being perverted and manipulated by evil 
  gods and power sources to twisting of the mind, madness, or the furthering of an alien agenda hostile to 
  all mortal things. "Evil" might well mean different things in the context of each realm of power. It should 
  not merely reflect minimal effects like the disapproval of superstitious peasants. The addition of these 
  spell lists to any profession can significantly boost power levels, so giving them without some form of 
  cost, problem, or penalty can affect game balance. An example of a method for handling Evil spell lists is 
  given in Section 2.8. 
  If the GM allows Evil spell lists, he may make them available to be chosen as Base Lists (in place of any or 
  all existing Base lists) and/or make them available as Closed lists. Any type of Spellcaster could 
  potentially have access, however the GM should be aware that for Semi Spellcasters the Evil Lists will 
  generally be more powerful than their normal Base lists. The GM may even allow access of Evil spell lists 
  to Arms Users (in which case they are treated as Closed lists).  
  Hybrid Spellcasters may have access to Evil lists from either or both of their realms. The GM must decide 
  for each such character if the character is linked to the “Evil” of one or both realms. So a Sorcerer might 
  have delved into books of evil in the forbidden library at the mages' guild allowing the Sorcerer to tap 
  into a tainted source of Essence, or alternatively, the Sorcerer may just have made a pact with a demon 
  or dark god, giving him access to evil Channeling. Some hybrids may have been steeped in the Evil side 
  of both realms; perhaps our hypothetical Evil Sorcerer delved the forbidden library AND made a 
  demonic pact, or made a pact with the god of dark magic, for instance. 
  2.5. Spell Types 
  Each living or animate thing is surrounded by an aura, a personal field of Essence, which casters 
  manipulate to create effects. This field also enables anything with an aura to resist magical effects. It is 
  given flavor and intensity by factors like an individual's race and stats, which help explain characters’ 
  varying casting abilities and resistance to types of magic.  
  This aura is also why casters can use attack spells on beings, but cannot attack with utility spells, and 
  why your personal gear resists with you, rather than being separately attacked by all effects. Since your 
  
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  clothing and gear is inside or in contact with your personal aura, it receives a certain amount of shelter 
  from magical effects. This aura also explains why “1 target” effects like teleportation will grab not only 
  the target, but also all of the target's clothing and equipment, rather than whisking the target off naked.  
  This protection works more for resistible effects than it does for physical effects generated by magic. So 
  a caster cannot teleport a sword out of someone’s hand, but can attempt to use telekinesis to wrench it 
  away. 
  Spells are classified by type to determine how the spells are resolved. Resistance Rolls (RRs) are often 
  used in spell resolution and are explained in Section 4.5. 
  Alchemical (A) 
  Alchemical spells are used in the creation of magical items, as covered in Treasure Law. They are 
  mentioned here only for completeness, as this spell type does not appear in Spell Law.  
  Elemental (E) 
  Elemental spells are those in which the magic of the spell creates, summons, and/or manipulates some 
  real physical element which then has effects on other things, such as the target of a Fire Bolt. These 
  typically involve the six elements manipulated by Magicians: Cold, Earth, Fire, Light, Water, and Wind, 
  but also include other elements, most notably the elements of sense involved in Essence illusions. 
  Illusions are spells that create or manipulate a physical element perceived by one of the six senses used 
  in Spell Law: sight, hearing, smell, taste, touch (i.e., feel), and Presence. (See Section 10.9 for a detailed 
  treatment.) 
  Because the elements are simply real parts of the physical world, rather than spell forces, their effects 
  do not allow for RRs except in certain cases in order to avoid having the effect "stick" to a target (Section 
  10.16). 
  Force (F) 
  These spells directly apply magical force to an object or being. Targets capable of resistance get an RR to 
  avoid being affected. Targets do not get an RR for indirect spell effects (e.g., a Force spell is used to heat 
  water that someone later jumps into). 
  Informational (I) 
  Any spell marked as Informational is scrying or clairvoyance of some sort and falls into a gray area 
  between non-attack and attack spells. (Spells that boost or change the senses of the caster in a passive 
  way are “U” type spells and are undetectable without using magical perception of some sort.) These 
  spells only gather information, but often these spells will impact on other beings, either taking 
  information from them, or acting upon them in an indirect manner. When informational spells fail they 
  can gather wrong or misleading information. To reflect this, the Gamemaster, rather than the Caster, 
  should make the Spellcasting Roll.  
  
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  Any being that is a target of an informational spell gets a Resistance Roll (only one per casting) with the 
  results as shown in Table 2-1. When a target notices these effects due to an RR and feels the “point of 
  origin”, this will only point out the caster if the spell is directed specifically on the target (not the general 
  area) and the caster is visible to the target. So if a caster is using Mind Scan on a target sitting at the next 
  table, and the target makes the RR well enough, the target will know the effect is coming from the 
  caster. If the caster is behind a wall or other obstruction, the feeling will just be “Someone over there”. 
  If the spell in question were Detect Mentalism, then the individual has not been targeted, he was simply 
  in the area of effect, and while he can learn the general nature of the spell ("someone is detecting 
  magic") if his RR is made by more than 50, the origin of the spell is not revealed. 
  Table 2-1: Information Spell RRs 
  RR 
  Result 
  Failed 
  Target is not aware of the spell; spell results work against this target. 
  Made by < 25 
  Target has an “odd” feeling (prickling hairs on the neck, feeling of being 
  watched, etc.), but cannot identify it specifically. Spell results still work 
  against this target. 
  Made by 25 to 49 
  Target has the same odd feeling as the result above, but in this case can 
  identify the source. (See text.) This does not let the target see the spell 
  effect if it is not visible, nor does this reveal what the spell was, but the 
  target definitely knows someone is casting an informational spell that 
  has targeted him. Spell results still work against this target. 
  Made by 50+ 
  Target not only feels the spell effect and can identify where it is coming 
  from, but also has a vague sense of what it was trying to discover. 
  (‘Someone just tried to probe my mind”, or “Someone is searching for 
  something”). Spell fails against this target. 
   
  Due to the large number of RRs that these spells can provoke, the GM may need to roll for groups of 
  people or just use his judgment if an effect washes over large groups of people. In large cities with active 
  groups of spell-casters, being an incidental target of an informational spell may be common enough that 
  it will not raise the suspicions of any but the most paranoid. In other settings, of course, being caught 
  casting any spell might result in being hunted as a witch. 
  All beings and things leave traces of themselves behind in the essence field. Certain spells read these 
  traces to gather information, allowing them to reveal the past. Targets observed through spells that tap 
  into these residual traces do not get an RR. Likewise, there are no RRs against spells that look into the 
  future (though these have their own limitations). Only spells gathering information in the present allow 
  for RRs. 
  Note that objects generally will not get RRs in any case, even magical items, with the exception of items 
  with intelligence, which may offer resistance. 
  
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  Utility (U) 
  Utility spells generally only affect the caster, willing targets, non-magical objects (not inside the aura of 
  an unwilling living being), or magical items inside the aura of a willing target. If the target is unwilling, 
  the spell fails. The caster must declare the spell being cast to the Gamemaster (not to the target) and 
  the target can then decide whether or not to resist. It is possible to lie or deceive in order to cast a U 
  spell on someone. (“I’m going to heal that broken leg, Jim.”) Casters may NOT declare what spell is being 
  cast after the target has declared to resist or not, nor may targets demand to know what spell is being 
  cast before deciding. It is an issue of trust; all U-type spells require the target to be willing.  
  Unconscious or sleeping characters should be assumed to be unwilling for all spells that do not 
  specifically describe sleeping or unconscious targets (i.e. Awaken), unless the caster is touching the 
  target. If the caster is touching the target, then the target should be considered willing, unless the target 
  has some phobia that would prevent him from ever willingly accepting a spell.  
  These types of spells can be extremely deadly when misused. Look at the Lofty Bridge list and then at 
  the Crush attack table (used for falling damage) for some good examples of why players should be 
  careful about using the phrase “Sure, I’m willing.” Teleporting straight up is an ugly way to discover that 
  your friend, the Magician, is not your friend any more. Gamemasters should be wary of only asking 
  players if they are willing when these types of spells will harm them, as this is a blatant tip off (and a 
  common GMing mistake). Try and make “Are you willing?” a routine question when someone is the 
  target of a spell, except in cases of general trust (as may often be found among families or comrades at 
  arms). If a magical object has had its powers temporarily neutralized, it is at the GMs discretion if this 
  means a U type spell can now affect it. 
  Sub-types 
  Some spells may be marked with a lower case letter after the Spell Type indicating it is a special kind of 
  spell. 
  Ball or Cone (b): All spells marked with a ‘b’ sub type are attack spells. They involve long-range area 
  affect attacks, and casters may NOT develop Directed Spell skill for them. 
  Directed (d): All spells marked with a ‘d’ sub type are attack spells. They involve focused long-range 
  attacks, and casters can develop Directed Spell skill for them.  
  Mental Attack (m): Any spells marked with an ‘m’ sub type are considered mental spells and are subject 
  to effects and defenses that target mental spells or mind attacks. It should also be noted that these 
  spells are ineffective against any creature or entity that does not have a “mind” per se (i.e., plants, at 
  least some Undead, constructs, etc. -- the GM will have to determine where the dividing line lies in the 
  setting he is using). 
  Subconscious (s): A subconscious spell is a spell that is triggered when certain conditions are met. Some 
  of the triggering conditions are obvious (i.e., being stunned for Stun Relief spells or poisoned for 
  
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  Neutralize Poison spells or being injured for Unpain spells), while others are not (i.e., Awaken spells) and 
  the triggering conditions may actually be set by the caster. Certain subconscious spells are also spells 
  that require concentration. These spells will not trigger unless the character is unconscious or asleep. So 
  long as the caster is conscious, "subconscious" spells can be cast normally, or even have a trigger 
  cancelled (e.g., to conserve PPs by avoiding casting a Stun Relief when danger has passed), by the 
  conscious mind. 
  A subconscious mind will never choose to rush or overcast a spell (i.e., incur a penalty), but also ignores 
  all penalties for not using free hands or use of voice. Subconscious spells with a “C” duration will be 
  automatically maintained for asleep or unconscious casters until they are no longer effective or the 
  caster awakens (e.g., a Regeneration spell will continue healing until the caster reaches full hits).  
  If more than one subconscious spell could go off in one round, the subconscious will always choose to 
  deal with the most life-threatening current condition first (if more than one seems equal, the order will 
  go from highest level spell to lowest, with the GM deciding any ties). Thus, the subconscious will stop 
  bleeding before regenerating concussion hits, or cure poisoning before removing stun.  
  2.6. Spell Parameters 
  In addition to Type, every spell in a list is given an area of effect, duration, and range. Furthermore a 
  handful of symbols are used in the Spell Lists which are described below: 
  [RR Mod: #] — Any RRs against the effects of this spell are modified by # 
  * — Instantaneous; spell does not require preparation and takes only 10% activity to cast 
  • — Spell does not require power points  
  ‡ — Part of a set of spells that must be cast together in order to be effective (or fully effective) 
  In all cases, "varies" may appear as a parameter, when the parameter is treated in a complex way that 
  needs to be explained in the spell description. 
  Area of Effect 
  Area of Effect lists the area affected by the spell; sometimes this is a physical area, sometime the limits 
  of the spell are a little more abstract, existing in terms of targets, target levels, or even a number of 
  attacks (for defensive spells), though in these cases, the spell range still acts as a limit on physical reach 
  of the spell. 
  Target: The term “target(s)” refers to the being(s), animal(s), object(s), and/or material that a spell is 
  attempting to affect. The spell description will state any restrictions on the target. 
  
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  An area spell has a center of effect, and the center must lie within the range of the spell. If the center is 
  at the extreme range of the spell, the effects of the spell will continue through the area of effect beyond 
  the spell range. 
  Duration 
  Duration defines how long the spell effects last. 
  C — Concentration required; see A&CL Section 7.1 for details on concentrating, and the fatigue rules in 
  A&CL Section 2.4 for the effects of extended concentration. 
  duration — When a simple duration is listed, that is how long the spell effects last, unless cancelled or 
  dispelled prior to the listed duration. 
  duration (C) — Concentration is required, but the period of concentration cannot exceed the duration 
  given. The caster can stop concentrating and the spell effect will stop; later, if the duration has not 
  expired, the caster can concentrate again and the spell effect will resume. 
  P — Permanent; spell has a permanent effect in the sense of creating a “permanent” physical or mental 
  change.  
  A number of spells have a "permanent" duration. Typically, these spells deal with the creation of 
  objects, substances, or effects. These durations are intended to indicate that a real, tangible object, 
  substance, or effect has been produced. These results (unless otherwise noted) are subject to the 
  normal effects of time and the environment. For instance, a Wall of Ice is permanent in duration, but is 
  still subject to melting or destruction. The same is true of healing spells; a wound might be healed, but 
  the target is still subject to such wounds in the future. In some cases, such as curses, a continuing 
  magical effect lasts until it is removed in some way. In most cases, it should be quite obvious whether a 
  permanent effect is continuing magic or a physically enduring object or change. For example, a 
  permanent area of darkness is an on-going magical effect, as physical darkness would be removed by 
  light. Continuing magic is subject to dispelling, permanent physical change is not. If there is a case where 
  it is not obvious, the GM will have to make a judgment. Such continuing effects are subject to normal 
  cancellation by the caster or dispelling by another, whereas a permanent alteration of the mundane is 
  not. Note that the creation of undead creatures should be considered to be a physical (albeit unnatural) 
  change. While the energies involved in sustaining unliving existence may be considered supernatural, 
  they are of a different order than the spells that establish that existence in the first place. As such, 
  undead may not be dispelled (although the mere flesh-puppets created by an Animated Dead spell may 
  be). 
  “—” — Instantaneous; spell’s effect is instantaneously applied. Those effects are often themselves 
  permanent. For example, all elemental bolts are “—” duration spells, as the bolt travels very quickly to 
  its target, but the damage that they do will last until healed. 
  
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  time/lvl — Duration is the time multiplied by the level of the caster. 
  time/# fail — The duration of the spell’s effect is based upon the difference between the target’s 
  Modified RR and the minimum roll required to resist the spell. The duration is equal to (this difference 
  divided by #) and then multiplied by time. 
  Duration = [(Minimum RR Required to Succeed - Modified RR) ÷ #] x time 
  Example: 1 rnd/10 fail would mean that an RR failure by 20 would have a 2 round effect (20/10 = 2, 2 x 1 
  = 2). Round up, so a fail by 12 on a 1 round/10 fail would be also mean 2 rounds of effect. 
  Range 
  Range defines how far the spell can reach out in order to deliver its effects. 
  self — Spell can only be cast on or can only be centered on the caster himself. 
  touch — Caster must touch the target in order to create the effect. 
  distance — Spell can take effect anywhere within this distance of the caster. 
  distance/lvl — Spell can take effect anywhere within (distance) x (level) of the caster. 
  <distance> — This indicates that the listed range is the Short Range for a Directed Spells attack. This is 
  the range over which the attack suffers no range penalty. Between this distance and twice that distance 
  is the Medium Range of this attack, in which it suffers a -10 modification to OB. Further increments of 
  the distance give Long (-25), Extreme (-50), and Absurd (-100) attack ranges. No attack beyond Absurd 
  range is possible. 
  Normally, when a spell takes effect, the target must be in the caster’s field of vision or sensed by some 
  other means. This rule may be modified or changed by provisions in the specific spell descriptions. 
  Abbreviations Used in Parameter Listings 
  ’ 
  feet 
  ” 
  inches 
  cu 
  cubic 
  cu’ 
  cubic feet 
  hr(s) 
  hour(s) 
  lb 
  pound 
  lvl 
  level 
  
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  mi 
  mile(s) 
  min 
  minute(s) 
  rnd 
  round 
  sq 
  square  
  sq’ 
  square feet 
  wk 
  week 
   
  
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  2.7. Spell Visibility 
  Some spells have very visible effects like a bolt of fire springing forth from the caster’s hand. However, 
  except for such obvious spells, other than the gestures and incantations that are required for Channeling 
  and Essence spells, spell casting normally has no visible effect. 
  Visible Effects for Spells 
  Most spells have some sort of visible side-effect: the area around the caster’s hands might glow, or the 
  target may give off a brief pulse of light. Spell casters can make efforts to remain covert in casting, the 
  easiest options being to cast from hiding or at long range or to use a distraction. One may also attempt 
  to make one's spell-casting activity covert in practice (Section 4.2: Casting). 
  Different types of magic may all look the same, or may have different colors; this is a choice up to the 
  Gamemaster based on the setting. As an example, in Shadow World, Channeling comes in shades of 
  green or gold, depending on the nature of the source. Hybrid Spellcasters may have mixed threads or 
  swirls of his realms.  
  Beyond the color, the visible effect may have a different intensity, brightness, or pattern. This can be 
  used to reflect the power of the spell (so higher level spells will have more intense, brighter effects than 
  lower level spells) and possibly alignment, so spells cast by an Evil Spellcaster may be of a darker hue, or 
  mixed with black or darkness. Mentalism spells by their nature have little visible effect other than 
  perhaps glowing eyes or a faint aura. 
  The spell’s effect is only visible on the round of casting, so an Essence illusion of a wall might look like a 
  red glow spreading out from the caster into the shape of a wall on the round it is cast, but after that it 
  will just look like a wall. 
  Example: If Molnar the Magician (Essence) casts Sleep V on a group of guards, a wash of reddish light 
  will come from his hands and settle onto the targets (guards). This is a low level spell, so it will be a dim 
  effect. If Molnar was an Evil Magician, the red might be darker, or shot through with streaks or spots of 
  darkness.  
  This option will serve to restrict spell-casting, especially of the more subtle spells. Casting Sleep on a 
  group of guards is much more effective in an environment where a guard who makes his RR may just 
  think he has pulled too long a shift and his fellows are succumbing to a natural drowsiness, not to 
  mention there being a lack of a light show that alerts the other guards eighty feet down the road at a 
  different entrance. 
  2.8. Customizing Magic 
  The possible variations on magic are boundless. This section considers some of the primary reasons for 
  changes to the rules as presented in the rules and various alterations that may be made to meet those 
  demands. This treatment is far from exhaustive and GMs should not feel discouraged from making 
  changes not mentioned. 
  
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  It is necessary for this section to refer to various spells, spell lists, and mechanics introduced later in the 
  text. The reader may wish to skip over this section on a first read, and will certainly do well to return to 
  consider it after becoming fully acquainted with the unmodified magic system. 
  Changing Magic to Fit Setting 
  Not all forms of magic will be appropriate for a given setting. If gods and spirits strictly take no part in 
  human affairs, the entire Realm of Channeling may be inappropriate for use. The Ranger could then be 
  converted to an Essence Profession, as might the Druid, while the Cleric and Paladin would probably 
  have to be eliminated completely. A Realm, or simply certain Professions, may well be ruled out if one is 
  attempting to convert Rolemaster to an existing setting. Many literary fantastic worlds have a narrower 
  scope for magic than does the Rolemaster system. Certain spell effects may be ruled out by an 
  established world setting or simply because they do not fit the campaign envisioned by the 
  Gamemaster. If the campaign is going to be centered around great journeys, the GM may eliminate 
  teleportation effects (or at least the longer-ranged ones) in order to prevent short cuts that bypass that 
  travel element. Subtracting various elements of the magic system is fairly easy. The only significant issue 
  here is the potential loss of healing effects. Given the deadliness of the combat system, some form of 
  healing is of vital importance for all but the most non-violent of games. If magical healing is eliminated 
  or significantly restricted, then there must be compensation elsewhere, or the game will become 
  deadlier. 
  While many things can be done with the magic presented here, the possibilities for spells are 
  inexhaustible. If the Gamemaster finds that his setting requires additional capabilities, he may wish to 
  create spell lists that provide these capabilities. This is a more difficult task than removing existing 
  elements. Not only is creating additional spell lists (or even whole Professions) more work than deciding 
  to simply not use all of those provided, the GM must be aware of game balance issues. Spells should be 
  kept of an appropriate power for their level and the type of spell list on which they appear. 
  Rearrangement of existing elements is also possible. For example, a GM might feel that Druids and 
  Rangers draw their power from Nature itself, rather than from nature gods or spirits, and that this 
  corresponds better to the description of Essence than Channeling. This GM will move Druids and 
  Rangers from the Realm of Channeling to that of Essence. He might also feel that Bardic magic is better 
  explained as inspired by the Muses and move the Bard to the Realm of Channeling. In other cases, a GM 
  might feel that a given spell list would fit better in a different Realm than the one given here. It is also 
  possible that a Gamemaster will find that given the way that he runs his game, a spell list is more or less 
  powerful in that particular game than we have judged. Thus a Closed spell list might be changed to an 
  Open list or vice versa. 
  Further modifications are possible. Details are discussed below that can be adjusted for the setting or 
  varied between cultures in order to help distinguish magical traditions of different peoples. 
  
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  Adding Flavor to Magic 
  This section contains some guidelines for Gamemasters on adding a bit more excitement and diversity to 
  their game without changing any of the mechanics of spell-casting. 
  One of the simplest things to do is to rename spell lists (or individual spells) to reflect overall setting or 
  specific cultures. A pretentious group of Magicians might learn "The Secret Ways of the Flame" instead 
  of "Fire Law". A magent's organization might consider it more politic to teach "Living Asset 
  Reclassification" rather than "Assassination Mastery", while another with an organized crime focus 
  might know it as "Whacking Ways". In particular, various cultures may give unique names to lists with 
  religious significance. This does not necessarily mean Channeling spells. It means that if the Sea God 
  Tyuio is very important, "Water Law" may become "Tyuio's Blessings". Other possibilities include 
  cultures where the lists are named for those important in developing them... or important for giving 
  large grants to the College of Imperial Wizardry. 
  Looking at the spell lists, you have lots of effects and parameters, so it would seem like a Fire Bolt or 
  Light spell cast by any caster would appear identical to the same spell cast by another caster, with the 
  only differences being due to caster level. But with a bit of work, you can almost make the same spell 
  cast by two different casters seem like completely different spells. Much of the flavor of spell casting 
  comes in how the Gamemaster or the players describe casting, and the effects. By varying the 
  descriptions of the effects, and always describing casting and spells in terms of what the characters 
  experience, a GM makes magic far more interesting than just calling off the spell name and giving a dry 
  reading of the attack table and critical results.  
  Compare these descriptions: 
  “The Mad Magician Mellus casts a Fire Bolt at Julian. It hits for a 17D Heat, the crit roll is an 88. “'Blood 
  boils and vessels burst in arm.' Julian takes an additional two hits, is bleeding six per round, has a -30 
  penalty, and is stunned for two rounds.” 
  “The Mad Magician Mellus shouts out a guttural word and points her hand at Julian, and fire lances out 
  from her fingers. Julian raises his arm to cover his face before the flames burn it off, but at a terrible 
  price. The bolt of flame boils the blood in Julian's arm, causing it to burst through scorched flesh. The 
  brief roar of the flame is drowned out by Julian’s agonized scream. Julian takes 19 hits, is stunned for 2 
  rounds, at -30 to all actions and his whole arm is spurting out six hits worth of blood each round." 
  “The Mad Magician Mellus points her palm at Julian, exposing a tattoo of a snake, the head resting on 
  her palm, the body winding around her wrist and disappearing up the sleeve of her robes. She utters a 
  sibilant hiss and the tattoo seems to jump off of her hand in the form of a flaming green snake, streaking 
  forward in a serpentine path toward Julian. Julian raises his arms to shield his face, and the flaming 
  snake coils around his right arm, rearing free and then striking several times, leaving burnt patches 
  where blood boils through. Julian screams just as the snake of fire fades away in a wisp of smoke. Julian 
  
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  takes 19 hits, is stunned for 2 rounds, at -30 to all actions and six hits of precious life-giving blood are 
  fleeing his body every round." 
  Likewise, compare these descriptions for a less flashy spell: 
  "Aladin the Paladin casts Heal IV on Julian. Julian recovers 20 hits." 
  "Aladin the Paladin places his hand on Julian's forehead, softly reciting the Blessing of the Wounded. 
  Julian feels the throbbing pain in his arm fade as he recovers 20 hits." 
  "Reaching towards the heavens, Aladin the Paladin calls for aid in the vowel-rich sacred tongue of his 
  faith. With a far-off look in his eyes, he lowers his hands to gently stroke Julian's wound. As a comforting 
  warmth spreads through the affected area, Julian recovers 20 hits." 
  All three of those describe exactly the same effects in different manners. If a Gamemaster is creative 
  enough, he should not be surprised if the players actually think completely new and different spells are 
  being used. As long as the mechanics and effects of casting remain unchanged, there is no risk of 
  skewing game balance, but everyone will find they are having a better time, and things will remain fresh 
  and exciting far longer. 
  It is best to put some thought into this ahead of time, as opposed to bogging down game play trying to 
  think these things up on the fly, but you generally can get these kinds of results with just a few basic 
  ideas, and then applying them imaginatively. 
  Casting takes a certain amount of time and may require gestures or incantations. None of the details are 
  specified. Is the caster chanting out boldly declared words, or are they soft? Is casting done in the 
  caster's native tongue, in a traditional ancient language, or a special language specific to spell-casting? 
  Are the words always exactly the same, or are they adjusted for context? Is the gesture just pointing a 
  finger, complicated hand weaving, or a little dance? Does the caster’s hair stand up while the room fills 
  with the smell of ozone? Does hellfire crackle in the caster’s eyes? 
  Form: Is the Fire Bolt a tiny ball of fire, a stream of fire, a flaming snake? What color is it? How does it 
  move?  
  Sound: Does the Fire Bolt hiss and crackle like flame, scream like a tortured soul, roar like a beast? When 
  it strikes does it explode with a pop or boom, or does it sizzle? 
  Feel: Other senses may be involved, how does the spell smell, taste, or feel? An Utterlight spell cast by a 
  Cleric of a truth god may be a cool white light that feels like it shines right through you, shining onto 
  your soul, while the same Utterlight spell cast by the Cleric of a sun god might feel exactly like sunlight, 
  warm on the skin. 
  Involving players in customizing the effects of their spells can often get them more attuned to their 
  characters, and certain in-game elements might be tied into the flavor of spells. For instance, casting a 
  
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  Fire Bolt that looks like a flaming snake may be a signature of a magician trained at the Red Tower of 
  Serpents. This may allow the Gamemaster to include clues or campaign information just in the way 
  spells are described. Such default appearances are always subject to modification through Spell Mastery 
  (Section 4.6), and in some cases, the spells may specify a few details of how they manifest. 
  Tweaking the Mechanics 
  In some cases, simply changing superficial appearances or changing the available spell lists, Professions, 
  and/or Realms may not be sufficient for the effect that the GM desires. There may be very specific 
  details of the setting that require changing the mechanics of spell-casting. When actually changing the 
  rules used for running the game, care must always be used, but game balance is not made out of glass 
  and Gamemasters should not be afraid to experiment. 
  A simple example of a change to mechanics might be the case of a GM who wants to emphasize that 
  magic is more spiritual than physical in its power. This GM therefore decides to eliminate the RR 
  modifiers for range. The modifiers for range are kept for bolts and balls because these are modifiers for 
  the physical effects invoked by the magic. 
  More complex examples would involve serious differences in the way magic works in a universal sense 
  or they may be used to make different magical traditions more distinct than is possible by merely 
  changing the way in which they are described. The Bard's "Song" lists (see Section 10.1 for the details of 
  their operation) are an example of how spell-casting can be made a richer, more complex experience. 
  The cost, however, is more dice-rolling, more rules, and a bit more time spent in resolving effects. One 
  also needs to ensure that there are both costs and benefits. 
  Another example of a possible spell-casting tradition would be one in which "Blood Mages" invested 
  their spells with the power of their own blood. Casting a spell would require a caster to shed his own 
  blood (taking perhaps hits equal to the spell level or perhaps a more random 1d10 hits) each time he 
  casts a spell. If unable to shed blood, he would be unable to cast spells at all. In compensation for this 
  investment, the Blood Mage's spells are harder to resist (a fixed RR penalty or possibly one based on the 
  caster's Body Development ranks or Constitution). Such a spell-casting tradition might be limited to a 
  single Profession or it might be used by all casters of a given culture. 
  As an example of revising the rules in order to fit a setting concept, consider a GM who wants to have a 
  world in which wands play a part as basic spell-casting gear, rather than simply as items for casting 
  embedded spells. He creates a homemade table of wand types, consisting of a base wood and a metal 
  tip, with rarer and more expensive elements producing better results. The wand modifies all SCRs, the 
  effective level of the caster when determining how many rounds of spell preparation a spell requires, 
  and the casting level of the spell itself. 
  
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  wood
  S C R  Mod.
  lvl for prep
  cas ting level mod.
  common -10
  0
  -1
  rare 0
  +2
  0
  exotic +10
  +3
  0
  magical +20
  +4
  +1
  tip
  S C R  Mod.
  lvl for prep
  cas ting level mod.
  copper -5
  0
  0
  brass 0
  +1
  0
  silver +5
  +3
  +1
  gold +10
  +5
  +2
  Table 2-2: E xample  Wand Quality C hart
   
  Putting together a superior wand offers a fairly easy way to stack up some bonuses, but the wand makes 
  the spellcaster obvious, is vulnerable to destruction or theft, and did require some effort/expense to 
  acquire in the first place. 
  Considering further rules needed in this environment, the GM decides that it takes time to adjust to a 
  new wand, so imposes a -30 penalty for using a new wand, reducing the penalty by -1 for each day with 
  the wand. The "Hands" section of Table 4-1 is reinterpreted as "hands on the wand". The wands are 
  used by all Essence casters, while a similar treatment of "holy symbols" is applied to Channeling users. 
  Waving around an item is not such a good fit for Mentalism, so while the GM again applies his table to 
  crystals (with sizable jewels as the best versions), Mentalism users are only expected to wear their 
  crystals, not present them. To ensure that spell-casters are not completely crippled (just mostly 
  crippled) without their focus items, the GM determines that casting without a wand (or holy symbol or 
  crystal, as appropriate) is at -20 to the SCR and the caster is treated as being only half his actual level 
  (round up). 
  Another GM, desiring a more elaborate form of such a system, creates more extensive tables, varying 
  more elements (e.g., effects might differ according to spell Type), and using many more different types 
  of items based on profession, race, and/or culture, including hats, staves, wands, tools, athames, 
  banners, feathers, bells, and much more. It requires a good deal of bookkeeping, but provides flavor and 
  rewards player pursuit of specific items and experimentation with possible new variants. 
  One area where the GM is expected to provide some customization is in the handling of the Evil spell 
  lists, as the treatment of "Evil" can be highly setting-dependent. One method to handle the Evil spell lists 
  is to treat them as morally corrupting in the manner that follows. Each of the Evil lists is linked to a 
  specific vice: greed, cowardice, disloyalty, spite, etc. Each list might be constantly tied to a particular 
  vice: Darkness to dishonesty, Essence Twisting to arrogance, Disease to slovenliness, and so on. 
  Alternatively, the associations might vary from individual to individual, with Faceless Jack becoming vain 
  from his studies of Demonic Pacts, while his rival Mary Malice suffers gluttony as a result of learning that 
  same list. Whenever an opportunity arises to express one of the vices that the character has as a result 
  of delving into the Dark Arts, but the player of that character (or the GM on behalf of an NPC) wishes to 
  
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  declare some other action that does not express that vice, the character must make an RR (modified 
  only by SD bonus and, possibly, circumstances) against the corrupting effect of the relevant list (treat 
  ranks in the list as the level of the "attack") or act according to that vice instead. 
  Example: Mary Malice has arrived at Faceless Jack's home in order to bring a swift and violent end to 
  their rivalry. As she passes through the dining hall, she spies a cake on the table. This is a temptation to 
  her gluttony. Her player does not want her distracted from her mission, however, and also suspects that 
  Jack might have left out a poisoned cake if he learned she was coming. Mary is 9th level and has an SD 
  bonus of +4. She has 8 ranks in Demonic Pacts. Mary rolls a 61, for a modified RR of 61+4+2x(9-8) = 67. 
  Mary continues and finds Faceless Jack, who is disappointed that his poisoned cake trick failed. Jack runs 
  from Mary, who pursues. No match for Mary in personal combat, Jack wants to get away. Unfortunately, 
  he passes one of his full-length mirrors (Jack is 7th level and has an SD bonus of -1. He has 7 ranks in 
  Demonic Pacts. Jack rolls a 14, for a modified RR of 14-1+2x(7-7) = 13) and stops to admire himself, 
  giving Mary the chance to catch him. Melee ensues. Note that the GM might have given Mary a bonus to 
  her RR for her suspicion that Jack might have poisoned it. 
  
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  3.  Learning Spells 
  In any comprehensive world system for a long-running campaign, attention must be paid to magical 
  research. While many abilities are offered by the spells given in Spell Law, there is always the prospect 
  of new spells and it is also possible that some spells or entire lists that a Gamemaster rules do not 
  initially exist in the setting might still be developed in the course of play. 
  Even in a short campaign, consideration must be given to the readiness with which characters may 
  obtain education in existing spell lists.  
  The following sections contain some suggested rules for conducting research in conjunction with the 
  Spell Law system. 
  3.1. Learning Existing Spells 
  Spell Lists can be learned from other spell casters (including supernatural beings and "monsters"), 
  magical writings (an appropriate Rune [see Rune Mastery list] might be studied, for example, or books 
  providing instructions on the casting of spells (tomes and grimoires: see Treasure Law for more on 
  written materials). Most religious orders will require learning to cast new spells, unless the GM 
  determines the spells are granted solely by the Channeller’s deity or focus. Various devotional acts or 
  offerings may then be necessary for the gaining of additional Channeling spell knowledge. Mentalism 
  spells, especially, might be learned through study of the subject with which the spell list deals (e.g., 
  studying texts on physics of motion in order to gain a spell on the Telekinesis list). Of course, the GM is 
  the arbiter whether a spell list is available or not and what the source of it is. 
  If the spell caster is traveling and is carrying magical texts, he will obviously be limited in the number of 
  lists that are available. Alternatively, if the character has been an apprentice at a large wizard’s guild, 
  then he will have access to a great many more. 
  Access to Spell Lists 
  Simply because a spell list exists does not mean it is readily accessible. Wizards’ guilds would guard their 
  secrets, as would an underground association of Magents. Religious orders share their magical skills with 
  the devout, or at least those that have been initiated into the religion. There are some cases where 
  organizations will want spells to be widely available and make them easy to obtain. For example, many 
  city governments might ensure that the low level spells creating light are freely available to encourage 
  their use instead of fire for illumination in order to prevent urban fires. 
  Guilds and organizations may have a particular focus, with skilled spell casters in certain types of lists, 
  and the types of spells available to a channeling user will depend on his god’s (or other power source's) 
  sphere of influence. Spellcaster organizations will typically have all of a spell caster's base lists, assuming 
  the Profession is one that the organization accepts (a wizard's guild might accept Mentalists, but exclude 
  Illusionists). Organizations can be rated according to their focus and knowledge of the magical arts: 
  
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  Minor: Minor groups are quite small (a single Druid acting as a 'group' of one, a trio of Sorceresses on an 
  isolated moor, etc.), poorly resourced, and/or less focused on magic. An organization of criminals might 
  be large and financially able, but only dabble in magically assisting their operations, thus making them a 
  minor group. 
  Average: Average groups will tend to be larger, better resourced, and more focused on magic than 
  minor groups, but still have limitations in some area. A major university would likely be an average 
  group, with considerable resources, but with a focus spread over many fields, not just magic. A local 
  guild of spellcasters or an order of Paladins is likely to constitute an average group. 
  Major: Major groups are large, have excellent resources, and are highly concerned with magic. This 
  would be the level of a national guild of spellcasters, a whole order of Druids, or a university of magic. 
  With the most to offer, such groups will generally demand the most of those to whom they grant access 
  to their knowledge. 
  If the GM has not already decided how spells are shared in the setting, then use Table 3-1 to determine 
  how many Open and Closed spell lists a guild has access to (and that the character may learn). The # of 
  spell lists that are available is based on the campaign’s Power Level and the type of group the character 
  is affiliated with. The actual number within the range can be determined by the GM or by a random roll. 
  These are only guidelines and may not apply to all cases. The GM must consider various factors, and the 
  most important of these are how common magic is in the setting and how secretive or open the keepers 
  of magical knowledge are. Availability of spell lists may vary by region/culture and by realm of magic. 
  Power L evel
  Minor
  Average
  Major
  Average
  1-2
  2-4
  4-6
  S uperior
  2-4
  4-6
  6-8
  Heroic
  4-6
  6-8
  8-10
  L egendary
  6-8
  8-10
  10+
  E pic
  8-10
  10+
  10+
  Power L evel
  Minor
  Average
  Major
  Average
  1
  1-2
  2-4
  S uperior
  1-2
  2-4
  4-6
  Heroic
  2-4
  4-6
  6-8
  L egendary
  4-6
  6-8
  8-10
  E pic
  6-8
  8-10
  10+
  # of C los ed L is ts
  Type of S pellcas ter Group
  Table 3-1: S pell L is t Availability
  Type of S pellcas ter Group
  # of Open L is ts
    
  
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  Evil lists are a special case. It may be assumed that if a group deals with a given realm of magic and also 
  delves into Evil magic, then that group has access to all the applicable spell lists. GMs who wish to keep 
  Evil magic more restricted may use the numbers given above for Closed lists. 
  Learning New Spell Lists: New spell lists may only be learned (at character creation or at level 
  advancement) if the character has had access to the spell lists.  
  Advancing in Known Spell Lists: Since a Spell List is a related group of spells, advancing in a particular list 
  does not necessarily require access to a source of the spell list. In cases where the new spell is an 
  improved version of a lower level spell the character should be able to learn it regardless. Otherwise, it 
  is up to the GM if the next spell is available or not. However, no more than 1 rank may be taken in this 
  manner before the character will have to get access to the spell list again. 
  3.2. Spell Research 
  Spell research is the development of new spells to add to existing or new spell lists. A powerful character 
  might research an entire new spell list and pass the knowledge of it on to friends and followers. All of 
  the spell lists in Spell Law are filled up to Level 20. Therefore, research can be used to: 
   
  Add high level spells to existing lists 
   
  Develop a new list 
   
  Fill gaps created by spells being removed from the existing lists by GM decision 
   
  Create a second spell in an already filled slot. 
  Learning a researched version of a spell that replaces another spell just effectively creates a new (minor 
  variant) list, but learning a “doubled up” spell at a slot where you already know a spell (e.g., another 7th 
  level spell on Fire Law when you already have a spell at that level) costs x2 DP for learning a rank in that 
  list normally. A third spell in the same slot is x4, a fourth is x8, etc. This increased cost does not apply to 
  the individual who originally researched the spell, nor his assistants. They have already paid in the 
  investment of spell research. 
  Limitations 
  The GM should first determine if the proposed spell is acceptable both in terms of desired game balance 
  and campaign setting. The Gamemaster is the final authority on the inclusion of a researched spell into 
  the game and should examine each prospective spell closely. Gamemasters may also wish to introduce 
  their own spell lists or spells to be available for the player characters and non-player characters in their 
  games. 
  Eligibility to Research: In the first place, a character may only research spells within the character's own 
  realm (or realms if a Hybrid). The spell may not be of higher level than the researching character. 
  Research on a Base list for another Profession is not normally possible; this happens in very rare cases 
  where whole new Professions are developed, but such rare and extraordinary events must be handled 
  outside these guidelines. Individual GMs may wish to further restrict what Professions may research 
  
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  which lists (e.g., the GM may decide that only Pure spellcasters have the depth of knowledge to research 
  Closed lists). 
  Realm: The GM should determine the realm of the proposed spell (i.e., is the spell an Essence spell, a 
  Mentalism spell, a Channeling spell, or perhaps a hybrid spell). Certain spell effects are appropriate to 
  more than one realm. If the GM judges that the realm of the character attempting to develop the spell 
  cannot obtain this effect, the character can only learn which realm(s) would actually be appropriate for 
  this spell. 
  Spell List: If possible, each spell should be grouped with similar spells, according to their nature. After 
  determining that the spell is acceptable and deciding which realm it fits into, the Gamemaster (with help 
  from the researcher) should determine if the spell fits into an existing list. If it does, then this concept is 
  relatively easy to research, provided the researcher already knows that spell list. If the spell concept 
  does not fit into an existing spell list, it indicates that research material in this area is going to be less 
  easy to find and more time will have to be spent in learning the new spell. If the spell would only fit on a 
  list which the researching character cannot research spells for (e.g., another Profession's Base list), then 
  the research can only learn what list(s) that spell would actually be appropriate for. 
  Spell Level: The GM must assign a level to the spell, based upon its power and the level of other spells of 
  similar power that the spell user already knows or has available. Note that spells with exactly the same 
  effect often have different levels for different professions and particularly for different realms. If the 
  level of the spell is above the level of the researcher, then the researcher will not be able to learn the 
  spell yet, but may learn the level at which the spell would fit into any list(s) that the researcher might be 
  able to research. 
  Requirements for Spell Research 
  After satisfying himself that the researcher can learn the spell desired, the GM must establish that the 
  character has access to the research materials necessary (which may well involve payment) and 
  subsistence. Other activity should be severely curtailed (i.e., the researcher should plan to spend at least 
  8-10 hours a day doing the research). The researcher may then proceed to study; the total amount of 
  time required is discussed below. 
  Researching Spells on Known Lists: If the spell is on an existing spell list, the researcher must know the 
  spell list to at least the level of the spell to be researched. The amount of time required for the research 
  is equal to the square of the spell's level plus five days if the spell is on an Open list, ten days if it is on a 
  Closed list, and fifteen days if it is on a Base list. Thus, a seventh-level spell on an Open list would take 
  7x7+5 = 54 days to research. 
  Researching Spells NOT on Known Lists: If the spell to be researched is not on a known list, or the 
  researcher does not know that list to a sufficient level, the time costs involved are tripled. Thus, a 
  seventh-level spell on an Open list would take (7x7+5)x3 = 162 days to research. 
  
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  Research Assistants: If additional characters would also be eligible to try to attempt to research this list 
  on their own, they can assist the main researcher. This will require them to spend an equal amount of 
  time working on the research and the time each of them spends is reduced assuming that each assistant 
  counts as 50% of a researcher. That is, with one assistant, 150% work is done for a given time, so time is 
  reduced to two-thirds normal, while with two assistants, work rate is 200% and time is cut in half. The 
  GM will have to determine how many workers to allow if many assistants are available. Only so many 
  persons can work on a project effectively. 
  Impossible Research: If the spell is one which the researcher cannot actually research according to the 
  guidelines above, then the researcher should be able to discover this in less time than it takes to actually 
  research the spell. The researcher will discover the spell is beyond the researcher's reach after a number 
  of days equal to the level of the spell. If the spell is simply impossible in the GM's world scheme, the GM 
  will have to judge how difficult this is to determine, but fifty days would be a good default ruling. 
  Successful Research 
  Upon completing the required research, the researcher rolls a Routine Spell Mastery maneuver for the 
  appropriate list. Any non-failure result indicates that the spell has been learned. The researcher now 
  knows the spell (as do any qualified assistants). Someone who has learned this new spell may teach it to 
  an associate. The Gamemaster may wish to eventually allow certain researched spells to become a part 
  of the list system for his world. Depending on the extent of the research, the GM may also consider it a 
  significant event and award Experience Points for it (A&CL, Section 11.4). 
  What is Research? 
  These rules have assumed that research consists of an academic process of looking through various old 
  documents, making notes, comparing data, making experimental casting attempts, and the like. For 
  most games, this will do well, but some Gamemasters may wish to vary research according to the realm 
  of magic involved. In this case, the described research would suit Essence well, while the other two 
  realms approach research differently. Channeling research would be based not on personal discovery of 
  new magical information, but on the earning of divinely-inspired revelation of new knowledge. 
  Depending on the religion, this might involve fasting, praying, long vigils, pilgrimage, tending to the poor 
  and sick, self-flagellation, sacrifices, or a quest or quests to prove one's worthiness. Mentalism research 
  might be a matter of achieving a mental state of enlightenment on the subject, perceiving the nature of 
  the desired spell in a flash after lengthy preparation. This could include meditation, trance states, 
  visions, fasting, intense experiences, creating an "ideal contemplative environment", or any other 
  activities meant to free the mind, improve insight, or explore the subject of the desired spell. These 
  alternative methods of research can be handled with the same rules or with slight modification (e.g., 
  more valuable sacrifices might reduce the time, and doing a quest for one's god replaces time 
  requirements). While more detailed rules may be developed, this suggestion is one for strengthening 
  the individual character of magical realms. 
  
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  4. Casting Spells 
  Casting spells in Spell Law is not automatic. Such casting takes one or a few rounds, expends Power 
  Points, always involves a risk of spell failure, and has the described effects if the spell is successfully cast. 
  There can be some complications and elaborations, but is a straightforward process, easily handled 
  within the context of either a tactical situation or outside of combat. 
  For those prepared to make a substantially greater investment in obtaining magical effects than is 
  required for simple spell-casting, there is the option of ritual magic. Magic rituals are similar to spells in 
  many respects, but they involve more time and more elaborate methods of producing the magical 
  effect. Many spells found in fiction would be categorized as rituals by these rules. Ritual magic can 
  duplicate or exceed the effects of spell casting, but is more demanding (Chapter 5). 
  Realm Stat: Each Realm has an associated character stat that is used for a variety of purposes, each 
  character using the appropriate "realm stat" for his own Realm. For Channeling this is Intuition, for 
  Essence this is Empathy, and for Mentalism this is Presence. For Hybrid casters, the realm stat bonus is 
  the lowest of his realm stats (e.g. for a Sorcerer of Channeling/Essence, use the lower of his Intuition 
  and Empathy bonuses). 
  Routine Casting 
  Spells cast outside of stress situations may be treated like other skills and allowed automatic success (no 
  roll), if the GM judges that the use is sufficiently routine. This is not an option suitable to worlds where 
  magic is meant to be exotic, dangerous, or unpredictable. It is suitable to worlds where magic has 
  developed to a high art and is relatively common and everyday. The GM should also consider that this 
  makes magic much safer (outside of those situations that are already dangerous) and therefore more 
  powerful. It moves the balance of power significantly in the direction of spell-casting Professions. 
  4.1. Power Points 
  Spell casting expends Power Points (PP) equal to the spell's level, so a 5th level spell requires the 
  expenditure of 5 power points. (There are a very few exceptions, noted in the spell lists.) If a caster does 
  not have the power points (or some other source of power such as a Spell Adder) needed to cast the 
  spell, the spell may not be cast. Each spell caster has a number of PP equal to his skill bonus in Power 
  Development. 
  Other factors may be introduced to affect PP in a given situation or game. Proximity to a Cleric’s deity 
  might result in increased PP, or areas of rich or poor Essence might exist on a world that would affect a 
  Magician’s PP. These factors, and any bonuses or penalties to PP they impose, should be determined by 
  the Gamemaster. 
  Example: A Mystic (Essence-Mentalism Hybrid) with a +2 Constitution bonus, a +5 Empathy bonus and a 
  +8 Presence bonus would use the +5 Empathy bonus for all realm Stat purposes, including calculating PP. 
  
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  If he had 8 ranks in Power Development and had taken Power Development as a Professional skill, he 
  would have 40 (8 ranks x 5) + 2 (Con bonus) + 5 (realm bonus) +5 (realm bonus)+ 8 (Profession bonus) or 
  40 + 2 + 5 + 5 + 8 = 60 power points. 
  Recovering Power Points 
  Power points, once used, can only be regained by a period of continuous rest. Characters recover PP 
  equal to their Power Development ranks after four hours of continuous rest. 
  4.2. Casting 
  In order to cast a spell, the caster must have ranks in the spell list on which the spell appears to the level 
  of the spell or higher (e.g., in order to cast a sixth level spell, the caster must have at least six ranks 
  developed in the spell list). The number of spells that can be cast by a character is dependent upon 
  available PPs or alternative means of providing power (i.e., magic items) and the level of the spells cast. 
  Casting spells in a combat situation is governed by A&CL Section 7.1, which assigns a cost in Action 
  Points (AP) to all actions representing how much of the round they take. 
  Spellcasting Roll (SCR) 
  A Spellcasting Roll (or SCR) is rolled every time a spell is cast. The SCR is open-ended. It succeeds on a 
  positive result (1 or greater), causes spell failure (see Section 4.4) on a negative result (-1 or less), and 
  the spell fails to take effect (and PP are lost) but no spell failure roll is required on a result of zero (0). 
  The result of the SCR is the number that must be rolled against for RRs to resist the spell (see Section 
  4.5). 
  SCR = d100OE + List Ranks + Realm Stat + List Type + Other Modifiers 
  List Ranks: The number of skill ranks the caster has in the spell list being used. 
  Realm Stat: The stat bonus for the character’s realm. 
  List Type: Modifier based on the type of Spell List. This is +5 if it is the caster's own Base List, 0 if it is an 
  Open List, -5 if a Closed List, and -10 if it is some other list. 
  Other Modifiers: These are the modifiers summarized in Table 4-1. The "Subtlety" penalties are for 
  attempting to cast a non-visible spell when the "Visible Effects for Spells" option is in use or for casting 
  without it being obvious (or both for double penalties). If the caster is not attempting either, these 
  penalties do not apply. If the caster is not using his hands or voice to cast with, taking the Subtlety 
  penalty means that only someone specifically observing the caster has a chance to notice the casting as 
  an Absurd maneuver. If the caster is using gestures or voice, the difficulty is Very Hard for individual 
  observation and Absurd for general observation. Penalties from Subtlety, Hands, and Voice can be 
  reduced via the Magical Expertise: Spell Trickery skill. Penalties due to equipment and helmets can be 
  reduced via the Magical Expertise: Transcendence skill. If casting a spell above his own level 
  ("overcasting" a spell), the caster suffers a -15 penalty to his SCR for each level of the spell in excess of 
  
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  his own level (e.g., a 7th level caster takes a -30 penalty when caster a 9th level spell). This penalty can 
  be reduced via the Magical Expertise: Grace skill. There is also the general penalty for taking fewer AP 
  to act quickly. Normally, casting a spell is a 4 AP action, but it may be hastened to a minimum of 2 AP, at 
  a penalty of -25 per AP reduction. SCRs are also subject to other general penalties, as from injury, 
  fatigue, or hit loss. 
  If a caster becomes stunned or rendered unconscious either during preparation or in the casting round 
  before the casting action takes place, then the spell is canceled but no power points are expended. 
  C hanneling
  E s s ence
  Mentalis m
  E lemental
  -40
  -60
  -30
  Force
  -25
  -50
  -20
  Informational
  -5
  -10
  0
  Utility
  -15
  -30
  -5
  None
  -20
  -40
  0
  One
  0
  -10
  0
  Two
  5
  0
  0
  None
  -15
  -25
  0
  Whisper
  -5
  -10
  0
  Normal
  0
  0
  0
  S hout
  10
  5
  0
  Light
  0
  -10
  -25
  Medium
  -10
  -20
  -50
  Heavy
  -20
  -30
  -75
  Organic material, living
  0
  -1/5 lbs over 50
  0
  Organic material, non-living
  0
  -2/lb over 10
  0
  Inorganic material
  -2/lb over 10
  -3/lb over 5
  0
  Fast casting
  -25/AP
  -25/AP
  -25/AP
  Overcasting
  -15/level
  -15/level
  -15/level
  G eneral penalties
  varies
  varies
  varies
  Helmet
  E quip.
  Mis c.
  S ubtelty
  Table 4-1: S pell-C as ting Modifications
  Hands
  Voice
   
  Spell Preparation 
  Spells may be classified into five classes: 
  Instantaneous (Class 0) Spells: These spells require no spell preparation regardless of level and are cast 
  as an instantaneous action. They are designed for speedy deployment of effects, often for emergency 
  response, as to an arrow loosed in the caster's direction. In terms of not requiring spell preparation, 
  they are the same as Class I spells below, but are considered separately, because instantaneousness is a 
  unique factor in determining this. 
  Class I Spells: These are all non-instantaneous spells of a level at least six less than the caster. These 
  require no rounds of spell preparation prior to casting. 
  
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  Class II Spells: These are all non-instantaneous spells with a level three to five less than the level of the 
  caster. These require one round of spell preparation prior to casting. 
  Class III Spells: These are all non-instantaneous spells with a level equal to that of the caster or no more 
  than two levels less than that of the caster. These require two rounds of spell preparation prior to 
  casting. 
  Class IV Spells: These are all non-instantaneous spells with a level greater than that of the caster. These 
  require three levels of spell preparation prior to casting. Note that casting such spells above one's own 
  level ("overcasting") also involves a penalty to the SCR. 
  Example: Marlin is a 7th level character. He casts all spells of first level, as well as any instantaneous 
  spells of higher level, with no need for spell preparation. He needs one round of spell preparation for non-
  instantaneous spells of second to fourth level, two rounds of preparation for non-instantaneous spells of 
  fifth to seventh level, and three rounds of preparation for non-instantaneous spells of eighth or higher 
  level. 
  During spell preparation, a spell caster must concentrate and be relatively inactive. It is up to the GM to 
  determine what spell preparation actually consists of. It could be time spent gathering up the magical 
  energies required to cast the spell. Or it could be trying to reach an ideal mental state for shaping the 
  magical energies into the desired form. 
  These spell preparation rounds are needed to avoid excessive strain as magical energies are forced 
  through the caster's aura beyond his ability to easily cope with them. As a result, it is possible to forego 
  one or more rounds of spell preparation. They are not strictly required. However, casting without proper 
  spell preparation is apt to be tiring. Thus, skipping one round of required spell preparation calls for a 
  Very Hard Endurance roll, skipping two rounds of spell preparation calls for a Sheer Folly Endurance roll, 
  and skipping three rounds calls for a Nigh Impossible Endurance roll. Those who make a habit of 
  overcasting spells without any spell preparation will probably want to bring a staff to lean on 
  afterwards. 
  GMs who wish to restrict spell-casters may require that spell preparation be done specifically for a given 
  spell or, somewhat more generously, for a particular spell list (delaying the exact choice of spell until the 
  casting round). 
  Casting Level 
  When a spell is cast, it has a casting level equal to the level the spell caster. This determines the 
  effectiveness of the spell in many ways; depending on the spell it may influence any or all of: area of 
  effect, duration, range, and Resistance Rolls (Section 4.5). A spell with a 10’ radius per level will have a 
  100’ radius if cast by a 10th level caster (10’ radius x casting level of 10). 
  
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  Casting Level based on Power Points 
  The casting level of a spell is equal to the number of power points the caster expends to cast the spell 
  (instead of the level of the caster). The caster must still use at least a number of PP equal to the level of 
  the spell, but can choose to use more in which case the spell is treated as if it were a higher level. 
  The casting level is used to determine all level-based effects of the spell. It is resisted at this casting level 
  when an RR applies, it is treated as this level for determining overcasting and required preparation 
  rounds, and all "per level" factors of the spell are based on this level. A caster may not expend a number 
  of PP greater than the level to which he has learned the list containing that spell. 
  Example: The duration of Charm Kind off of the Spirit Mastery List is 1 hour per level, so if a caster used 4 
  PP to cast Charm Kind, it would be resisted as 4th level, and the duration would be 4 hours.  
  A spell cast using the bonus from a spell adder is considered to have a casting level equal to the level of 
  the caster or the level to which the caster has learned the list containing that spell, whichever is lower. A 
  spell cast from an item (embedded spell) cannot be supplemented by additional PP from the wielder. 
  Example: Suppose Harcourt, a 16th level Magician who has learned the Spirit Mastery list to 10th level 
  wishes to cast a 1st level Sleep V spell. He may vary the casting level of that spell from 1 to 10 by putting 
  that number of PP into the spell. If he used 7 PP, the casting level of the spell would be 7. If Harcourt 
  knew the Spirit Mastery list to 20th level he could vary the casting level of the same Sleep V spell from 1 
  to 20, although if Harcourt cast the spell as 20th level, he would be casting a spell four levels above his 
  own, which is not the easiest thing to do. If he cast the Sleep V spell using a +2 spell adder instead of his 
  inherent PP, it would have a casting level of 16. 
  This option significantly changes game balance with regards to spell-casters. Since the Base lists of 
  different Professions have varying degrees of dependence on level-scaled parameters, this will not have 
  equivalent effects on all spell-casters. There is also a matter of making lower level spells whose 
  continuing usefulness lies in part in their low PP cost essentially obsolete at higher levels. In the above 
  example, as soon as Harcourt decides to spend 3 PP, he might as well cast Sleep VII. GMs should 
  carefully examine the potential changes in game balance before using this option. 
   
  Casting Level based on Ranks in List 
  When using this option, the casting level of a spell is equal to the number of ranks that the caster has in 
  the spell list from which the spell comes. This level is used for RR purposes and for all "per level" 
  variability in the spell. However, the regular spell level is still used when determining required spell 
  preparation and any penalty for casting a spell above the caster's level (knowing a list to a higher level 
  does not make the spell harder to cast). 
  
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  This option also has balance implications. Spell-casters will generally be somewhat weakened, but can 
  be significantly stronger in lists where they have specialized. If the GM wishes to encourage 
  specialization among spell-casters and the use of double rank development in favored lists, this option 
  provides an incentive. This also prevents a 30th level caster from picking up one rank in a list and 
  immediately gaining benefits from level alone. This does hamper the Fighter who picks up a few spells at 
  high level, but that character can select spells that are not so level-dependent. 
  RRs will be harder to make against casters who develop their spell lists above their own levels. While 
  this does tend to make casters more powerful, it also invites rapid list development (and thus a greater 
  expenditure of DP on spell lists, or a reduced number of spell lists) much more than the standard rules. 
  GMs using this option may find spell-casters are more specialized (but more powerful within their more 
  limited scope) even with easy access to spell lists. 
  4.3. Resolving Spell Effects 
  Once a spell is cast, the effect of the spell must be resolved. In many cases the results are automatic, but 
  when the target is a living creature or unusual object, various results can occur. These results range from 
  the spell failing to operate correctly to the spell being overwhelmingly successful. 
  Resolution of spell casting depends on the type of spell being cast, but always requires an open-ended 
  d100 roll called the Spell-casting Roll (SCR). However, resolution after the SCR succeeds (or it fails and 
  the spell failure roll indicates a result allowing the spell to take effect anyway) varies. Directed Attack 
  Spells, Area Attack Spells, and Resistible Spells are useful classifications grouping spells using similar 
  resolution mechanics, with everything else grouped into Other Spells 
  Directed Attack Spells 
  Certain spells result in an aimed physical attack on a target. Most commonly, these involve elemental 
  forces (electricity, ice, fire, etc., or more esoteric elements such as the sense element of touch), 
  although telekinetic power can launch a physical missile for much the same result. Once the SCR 
  succeeds, the caster then makes an attack roll as described in Arms & Character Law Section 7.4, 
  applying the normal modifiers for ranged attacks and adding the appropriate Directed Spells skill 
  specialization bonus. The appropriate attack chart (A&CL Chapter 9), or fumble table (A&CL Chapter 10) 
  in case of an unlucky roll, is consulted to determine the result. 
  Area Attack Spells 
  Certain elemental spells ("balls" and "cones") attack an area and are treated similarly to Directed Spell 
  Attacks, except that they have certain special rules (A&CL Section 8.1 under "Area Attacks"), do not 
  benefit from Direct Spells skill, and every target in the area of effect suffers the result. 
  Resistible Spells 
  Many spells directly affect a target, and if that target is capable of resisting (any living or magical target, 
  or any target within the "aura" of a living being), then there is a chance that the effects will be avoided, 
  
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  reduced, or (in the case of Informational spells) at least noticed. This is determined by having each 
  target make a Resistance Roll (RR). These spells are typically spells of the Force type, although 
  Informational spells generally allow for an RR when they have a target. Other spell types may allow for 
  an RR in some cases, as noted in the spell descriptions or allowed for under Section 10.16 and GM 
  discretion. Resistance rolls are covered in Section 4.5. 
  Other Spells 
  There are many spells that do not fall into any of the above categories. Use the spell description and the 
  general information specific to the spell Type (Section 2.5) to handle resolution. Because magic can have 
  a great diversity of effects, various resolution mechanisms may be specified for individual spells or spell 
  lists. 
  4.4. Spell Failure 
  If a spell has failed with a negative SCR result, roll on the appropriate Spell Failure Table (See Tables 4-2, 
  4-3, and 4-4). Each realm has its own spell failure table. In the case of a spell from a Hybrid Base list, 
  either of the realm tables may be used, but the selection should be made before the roll (caster's 
  choice).  
  The roll for spell failure is an open-ended d100 roll. Modify the roll as follows: add up all the negative 
  modifiers that applied to the Spell-casting Roll (ignore positive modifiers), sum these results, change the 
  sign so that the number is positive (or zero if there were no negative modifiers to the SCR), and add this 
  number to the rolled number. Look this final number up on the appropriate table, read the text, and 
  apply this result. Note that if a skill reduced the penalty from a negative modifier on the SCR, the 
  penalty before reduction should be used. 
  Example: A Mentalist in a metal helmet (-75) with a +40 Transcendence skill would have an actual SCR 
  penalty of -35 but would add +75 to the spell failure roll due to the helmet. 
  After a certain point on the charts, the results cease to specify that the spell is "lost" (has no effect other 
  than those listed in the spell failure result) and that the PPs are expended normally, but these should 
  always be the assumed result unless the text states otherwise. 
  When the spell failure result specifies a fatigue penalty, this is treated just like normal results of an 
  Endurance roll failure, with any fatigue that results in excess of -50 leading to actual injury. When a 
  critical is called for, but the type of critical is not specified, the GM should assign an appropriate critical 
  based on the spell cast (Impact being a good default choice when no other is obvious) or whatever he 
  thinks would be most entertaining. 
   
  
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  Roll
  Elemental
  Force
  Informational
  Utility
  1 - 10
  Spell goes off, but caster's swell of pride is 
  punished by the loss of twice the normal PP.
  Caster's faith could be stronger. Spell goes off, 
  but RRs have a +20 bonus.
  Perseverance is rewarded. Caster's spell is 
  delayed until next round.
  Caster completes spell, but effort is exhausting. 
  Caster suffers a -30 fatigue penalty.
  11-30
  Music of the Spheres distracts the caster. Spell 
  must be cast again from the beginning (but no PP 
  are lost).
  Caster falters, losing the spell and half the normal 
  PP (round up).
  Caster's faith wavers for just a moment. The spell 
  is lost, but not the PP.
  Patience, my child. This spell will be cast next 
  round.
  31 - 40
  Caster conceives a complex theological argument 
  against casting this spell. Spell and half PP (round 
  down) are lost. Caster is stunned one round.
  Caster loses the spell and half the normal PP 
  (round down). Frogs rain down in a 10'R around 
  the caster, leaving him dazed for two rounds.
  Caster learns something, but it has nothing to do 
  with what he was trying to learn.
  The next detail of the spell slips the caster's mind 
  and the caster loses the whole thing (but keeps 
  the PP).
  41 - 60
  Caster loses spell and the normal number of PP; 
  be thankful it was no worse.
  Caster's invocations are not answered. Nothing 
  happens, except that the PP for the spell are 
  gone.
  Instead of the desired information, the caster gets 
  a brief lesson in theology. +10 to next religion-
  related Lore/Science maneuver but spell fails.
  The power of the caster's god is near, though the 
  caster made a minor error. Caster may spend 
  twice the normal PP and save the spell, or lose 
  the spell and spend no PP.
  61 - 75
  This reminds me of the parable of the caster who 
  lost his spell and the PP to cast it. Because that is 
  what happens.
  Fate smiles on the target. The spell has no 
  effects, and the caster loses twice the normal 
  number of PP.
  The information comes, but in obscure, symbolic, 
  metaphoric terms.
  The wise are humble. This spell-casting has no 
  effect other than the caster's loss of one PP.
  76 - 90
  Spiritual power runs a little wild. Caster takes 
  1d10 hits and three rounds of stun.
  Caster is enthusiastic, but careless. Spell fails and 
  takes three times the normal number of PP with it.
  The caster learns only of a good place to seek the 
  knowledge through mundane means.
  Caster suffers a moment of existential crisis. 
  Caster loses the spell and half the normal PP 
  (round down). Caster may not cast or prepare any 
  spells for 3 rounds.
  91 - 95
  Flowers bloom at the caster's feet, but 
  uncontrolled power also stuns the caster for three 
  rounds, does 2d10 hits, and turns any non-
  magical item in the caster's hands to salt.
  Target must have a guardian spirit. Caster is 
  stunned for seven rounds.
  Caster has a glimpse of coming doom! Caster is 
  stunned for one round.
  Botched spell creates a sense of nausea. Caster 
  loses the spell and half the normal PP (round up) 
  and suffers a -5 fatigue penalty.
  96 - 100
  Caster manages to smite himself, taking a B Holy 
  crit and gets stunned two rounds by 
  embarrassment.
  Caster accidentally invokes the wrong name. 
  Penance is 4d10 hits and 24 hours of 
  unconsciousness.
  Caster gains the desired information, but has 
  alerted one enemy to his exact location.
  Caster mishandles the spell energies, doing 
  himself 1 hit of damage per PP invested in the 
  spell. Spell and PP are lost. Caster is dazed for 2-
  20 rounds.
  101 - 125
  Caster accidentally heals himself of 1d10 hits, 
  which stuns him for three rounds.
  Caster takes 3d10 hits from misdirected energies 
  as spell targets alternative target(s) closest to 
  intended target.
  Nothing can be seen but the caster's ultimate 
  insignificance. Caster is stunned for 3 rounds.
  Caster loses spell and PP. Caster has no idea 
  why, leaving him stunned for 3 rounds.
  126 - 150
  Caster accidentally does 1d10 hits damage to 
  himself, stunning him for two rounds.
  Caster accidentally targets (an) alternative 
  target(s) closest to the caster. Caster will be at -5 
  to all SCRs until he spends a day in religious 
  observations.
  Caster gains information relevant to his power 
  source's interests, but not to his own inquiry. 
  Caster spends two rounds dazed.
  The spell does nothing. Surprise leaves caster 
  stunned for 2 rounds, dazed for 2 more.
  151 - 175
  Somehow caster manages to tap into the wrong 
  power source. It burns! Caster takes a C critical 
  and 5d10 hits.
  Spell targets randomly (a) victim(s) within 500' 
  (ignore normal range). Caster will be at -20 to all 
  SCRs until spending an entire day in religious 
  observations.
  Caster sneezes loudly. Spell unravels, taking with 
  it twice the usual PP.
  Caster tries to fix mistakes, making them worse. 
  Caster takes 3d10 hits and is stunned & unable to 
  parry for 5 rounds.
  176 - 185
  Caster's wild treatment of the elements damages 
  his connection to his power source. He will be at -
  50 and unable to regain PP until he spends a 
  week in religious observances while on sacred 
  ground.
  That was almost blasphemous. Caster takes 1 hit 
  per level of spell, collapses into unconsciousness 
  for 1d10 hours and loses all spell-casting ability 
  until spending a full week in religious 
  observations.
  Caster hears the whispered lies of the spiritual 
  opposition and takes 5d10 minutes taking no 
  action but cleansing his mind of these voices.
  Caster forgets key element of spell and it shatters, 
  leaving the caster at -30 to all actions for 1d10 
  hours.
  186 - 190
  Caster sees too deep into the fathomless cosmos 
  and falls into a two week coma. However, for the 
  week after that he gains a +20 bonus to all Lore & 
  Science skills.
  Caster commits a major faux pas and targets 
  himself. RR applies, but so does -50 "willing 
  target" penalty (and range is touch).
  Caster gains one piece of true, but misleading, 
  information. Any money he is carrying will have 
  disappeared.
  Caster disrupts his own aura. All spells on caster 
  are dispelled, even curses. Caster's RRs are at -
  50 until he spends a week in religious 
  observances on sacred ground.
  191 - 195
  Spell actually goes off as planned, but caster 
  takes an A critical. Saved from far worse by divine 
  grace, the caster is placed under a Quest  spell to 
  repay the favor.
  Caster summons more power than he can handle. 
  He bursts into flames, doing an E Heat crit to 
  himself and a C Heat crit to anyone in a 10'R. 
  Caster keeps taking C Heat crits each round until 
  fire is extinguished.
  Caster beholds the glories of his deity. Caster is 
  overwhelmed and falls into a 1d10 day coma.
  Caster is bathed in unmanageable power. Caster 
  takes a B critical and loses all spell-casting ability 
  for 1d10 weeks.
  196 - 200
  Caster takes a D crit as he loses control, then 
  takes another 5d10 hits from internalized 
  energies.
  Caster is struck blind, which also causes him five 
  rounds of stun.
  Caster gains a random vision before mishandled 
  energies rebound on him for 6d10 hits, 6 rounds 
  of stun, and 6 days at -40.
  Caster is overcome by sloth. Caster will do 
  nothing but act in self-defense, talk, or move at a 
  walking pace for 1d10 days. Caster has only half 
  normal PP for 1d10 weeks.
  201 - 250
  Caster takes an E critical and loses his spell-
  casting abilities until he spends a month in 
  religious observances on sacred ground.
  Spell exposes stain on the caster's soul. Caster 
  loses all spell-casting ability until he fulfills a quest 
  from his deity or religious superior.
  Caster has a terrible, haunting vision. Caster will 
  be at -30 until he spends a week in religious 
  observances on sacred ground. Also, all his PP 
  are gone.
  Caster is struck dumb for 1d10 weeks as spell 
  energies swirl around his head. He also takes 
  5d10 hits and 1d10 hours of enchanted sleep.
  251 - 300
  Caster burns with too much divine power, taking 
  two E Holy crits. Everyone not of his faith within 
  50' of the caster takes a C Holy crit.
  Caster experiences severe strain: -50 Fatigue 
  penalty, loss of all PP, aged one year, and at a -
  30 penalty that recovers at a rate of -1 per day 
  spent in religious observations.
  Caster's errors lead to damaging the tie to his 
  deity. Caster is at -10 and cannot cast spells until 
  spending two weeks in religious observances.
  Caster loses connection to his power source. 
  Shock delivers 10d10 hits and 12 rounds stunned 
  & unable to parry. Spell-casting is impossible until 
  caster spends 1 month in religious observances 
  on sacred ground.
  301+
  Caster turns to ash. Anyone not of his faith and 
  within 20' of the caster takes an E Holy crit.
  Caster is a mortal servant of the divine. Caster 
  proves it by suffering a heart attack and dropping 
  dead.
  Caster has visions of Armageddon. This results in 
  brain shut-down. Caster is in a coma for 3 
  months.
  Caster offends the higher powers and is struck by 
  a +100 Lightning Bolt.
  Table 4-2: Channeling Spell Failure
   
    
  
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  Roll
  Elemental
  Force
  Informational
  Utility
  1 - 10
  Caster gets the spell off, but excess power 
  internalizes, doing 3d10 hits.
  Essence swirls aimlessly. Spell may be cast next 
  round.
  Minor ripples in the Essence require more care 
  to achieve success. Spell may be cast next 
  round.
  Spell functions normally, but excess Essence 
  energy does 1d10 hits to the caster.
  11-30
  Caster's fingertips spark, surprising him. Spell 
  and one PP are lost. Caster is at -50 next round.
  When you push the Essence, sometimes it 
  pushes back. Spell goes off, but caster is 
  stunned for five rounds.
  The Essence bends to those who remember all 
  the words to a spell. Caster loses the spell (but 
  not the PP).
  Caster's technique is inefficient, but if he devotes 
  another PP to this spell, he can still get it off.
  31 - 40
  Minor power backlash. Caster loses the spell and 
  half the normal PP (round down) and is stunned 
  one round.
  Essence feedback blurs caster's vision, causing 
  him to lose the spell and half the normal PP 
  (round down). Caster is stunned for one round.
  Confusing, conflicting data leaves caster dazed 
  next round and still as ignorant as when he 
  started.
  That was not how the caster was taught to 
  execute this spell. Caster loses the spell, but 
  keeps the PP.
  41 - 60
  Caster catches a mistake before it becomes 
  catastrophic and aborts the spell, losing the 
  normal number of PP.
  Caster loses his place in the spell and it all 
  unravels taking the PP with it into oblivion.
  Caster picks up the wrong thread of the Essence 
  and gets the right information about a similar, but 
  different, target.
  Caster suddenly realizes he is casting the wrong 
  spell. The spell is lost, but not the PP.
  61 - 75
  Caster has a choice to make: finish the spell next 
  round and take 1d10 hits per level of the spell or 
  simply abort the spell and waste the PP.
  Spell has no effect. The caster loses twice the 
  normal PP. The Essence is fickle.
  Caster gains partial information (if possible), but 
  the process is tiring, resulting in a -30 fatigue 
  penalty.
  The Essence twitches slightly. Caster loses the 
  spell and 1 PP.
  76 - 90
  Elemental energies ripple across caster's torso, 
  doing 5 hits and three rounds of stun.
  Power backlash! The spell fails completely. 
  Caster is stunned for 8 rounds.
  Caster obtains information that is mostly 
  incorrect.
  A muscle cramp in the caster's jaw causes the 
  spell to fail. Caster loses the spell and half the 
  normal PP (round down). Caster is stunned for 2 
  rounds.
  91-95
   The elements refuse the caster's call, knocking 
  him back 3 feet, doing 2d10 hits and six rounds 
  of stun.
  Caster is overwhelmed by painful power 
  internalization, collapsing to the ground, taking 
  1d10 hits, and suffering nine rounds of stun.
  For a moment, caster glimpses the full 
  complexity of the local Essence. Caster is 
  stunned for two rounds, but gains a +10 to his 
  next SCR made within the next 5 minutes.
  Caster's fingers go all wiggly. Caster loses the 
  spell and half the normal PP (round down). 
  Caster drops anything in his hands.
  96-100
  Elemental power is summoned, but not properly 
  directed. Caster takes 20 hits and a B critical.
  Essence flows through the caster, carrying away 
  all of his PP.
  Information gained is, so far as possible, exactly 
  the opposite of the truth.
  Caster internalizes the spell. Caster takes 2d10 
  hits and is stunned for 2d10 rounds. Spell and 
  PP are lost.
  101-125
  The Essence seems especially stubborn today. 
  Caster is stunned for two rounds.
  Spell targets the nearest alternative target(s) to 
  the intended target(s). Caster is stunned one 
  round.
  Information gained is garbled beyond sense. 
  Caster's frustration gives -20 penalties to SCRs 
  for the next hour.
  The spell strays off target and vanishes, leaving 
  the caster stunned for 2 rounds.
  126-150
  Caster gets confused by chaotic behavior of the 
  elements and is stunned for three rounds.
  Spell targets the alternative target(s) nearest to 
  the caster. Caster is takes 1d10 hits and 1 round 
  of stun from mental strain.
  Caster gains useless information about an 
  unknown target. In addition, there is so much 
  information, caster is stunned for 3 rounds.
  Caster watches spell do nothing and spends 
  three rounds stunned pondering why.
  151-175
  Power? Yes. Control? No. Caster takes a B crit 
  this round and an A crit next round.
  Spell target(s) chosen randomly from those 
  within 500' (ignore normal range). Spell backlash 
  causes caster 25 hits and leaves him dazed for 
  1d10 hours.
  Caster strains too hard to get the information. 
  Spell fails utterly; caster takes 5 hits and is 
  stunned for 3 rounds.
  The spell misfires badly. Caster takes 1d10 hits 
  and is stunned for 1d10 rounds.
  176-185
  Essence surges and burns the fringes of the 
  caster's aura. Caster cannot regain PP for a 
  month.
  Complete confusion leads caster to cast a 
  random spell at a random target. Shock puts 
  caster into a coma for 1d10 days.
  Caster obtains false, but plausible, information.
  Caster's aura spasms as Essence is mishandled. 
  Caster loses any attunements to magic items, 
  takes 4d10 hits, and is stunned for 8 rounds.
  186-190
  Caster manages to cast the spell (centered) on 
  himself. Caster takes normal damage, as does 
  anyone else affected. Caster also falls into a 1 
  week coma.
  Spell misfires and internalizes inside caster's 
  head. Caster takes 35 hits and loses spell-
  casting ability for 1d10 weeks. There is a 40% 
  chance of a 1d10 day coma.
  Essence is misdirected by the caster, who takes 
  3d10 hits and an A critical.
  Severe power feedback knocks caster down, 
  doing 1d10 hits and an A Impact critical. Caster 
  is unable to function for 1d10 hours.
  191-195
  There seems to be some confusion about which 
  element the caster hoped to command, and he 
  takes 3 different C criticals.
  Caster suffers a massive stroke! This causes 
  10d10 hits and a month-long coma. At the end of 
  the coma, caster seems fine, but will die 1d10 
  hours later unless heart has been mended.
  Essence is reshaped around the caster, 
  disrupting his aura and putting his RRs at a -50 
  penalty for 1d10 hours.
  Caster is drained of all PP, takes 10d10 hits , 
  and is stunned & unable to parry for 12 rounds, 
  after which exhaustion delivers a -50 fatigue 
  penalty.
  196-200
  Caster takes 1d10 rounds of stun and a C crit 
  from wild elemental power, then loses his 
  remaining PP, taking a hit of damage for each 
  one.
  Caster internalizes spell energies; resulting 
  nerve damage causes permanent reduction of  
  PP by 50% (unless entire nervous system is 
  healed).
  Caster peers into the deep mysteries of the 
  Essence. This awesome vision puts caster into a 
  9 week coma, but he wakes automatically 
  attuned to any magic items on his person
  Caster sends Essence through his legs, leaving 
  him unable to use them for two weeks. He also 
  takes 30 hits and 3 rounds prone & stunned.
  201-250
  Caster takes 3d10 hits and an E critical; caster 
  blinded for 2d10 rounds.
  Spell completely internalizes. Caster loses all 
  spell-casting ability for 1d10 weeks, will be in a 
  coma for 1d10 weeks, and takes 8d10 hits.
  The spell collapses, releasing uncontrolled 
  energies. Caster takes 20 hits, is knocked out for 
  9 hours, and loses spell-casting ability for 4 
  weeks.
  Caster internalizes the spell, taking 4d10 hits and 
  spending 2d10 hours knocked out. Caster loses 
  all spell-casting ability for 1d10 weeks.
  251-300
  Elemental power surges through caster, doing 1-
  5 E crits and putting caster in a coma for 1d10 
  weeks.
  Severe nervous disorder causes caster to lose 
  all spell-casting ability for 1d10 months.
  Caster gains the desired information. With luck, 
  this will still matter after his month-long coma.
  Caster is stunned for 1 round per level of the 
  spell, takes 6d10 hits, falls into a coma for 1d10 
  days, and has a -50 penalty to all SCRs for 2d10 
  weeks.
  301+
  Elemental energies consume the caster, leaving 
  a charred skeleton behind.
  Massive internalization of spell causes heart and 
  brain to simultaneously shut down.
  Caster appears to have confused Informational 
  magic with Elemental magic and takes 6d10 hits 
  and an E critical.
  Caster's sensitivity to the Essence is damaged, 
  causing a -100 penalty to all Power Manipulation, 
  Delving, and Spellcasting skills (and -50 to 
  SCRs) for one year.
  Table 4-3: Essence Spell Failure
   
  
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  Roll
  Elemental
  Force
  Informational
  Utility
  1 - 10
  Caster's focus wavers, but he can complete the 
  spell next round.
  Target stirs a troubling thought in the caster's 
  mind. Caster loses the spell (and one PP).
  Caster gains the desired information… but so 
  does everyone else in a 20' radius.
  Caster successfully casts the spell, but a low-
  intensity headache puts caster at -10 for all 
  actions for the next hour.
  11-30
  Caster loses the spell due to lack of focus. 
  Caster can only take defensive actions for the 
  next two rounds.
  Caster remembers a childhood incident that was 
  traumatizing. Caster loses the spell (but not the 
  PP). Caster operates at -10 for 5 rounds.
  A moment of distraction causes the caster to 
  lose the spell (but not the PP).
  Caster's focus strays. Spell is delayed for one 
  round, but it is cast normally next round.
  31 - 40
  Caster loses spell, half the PP (round down), and 
  1d10 hits to a brief, but intense headache.
  Caster's negative thoughts prevail. Spell is lost 
  along with half the PP (round down). Caster 
  takes 3d10 hits.
  Caster gains partial information (if possible) and 
  cannot attempt to study this subject again until 
  tomorrow.
  A twinge of headache causes caster to lose the 
  spell (but not the PP) and 1 hit.
  41 - 60
  Caster realizes he was thinking of a cake recipe, 
  not a spell. Spell is lost, along with the PP.
  Caster seeks the mental state to complete the 
  spell, but cannot find it. Spell and all PP are lost.
  The information gained is erroneous… but so 
  absurd that spell failure is sure to be suspected.
  Caster suddenly remembers some mundane 
  detail he had forgotten. Unfortunately, he loses 
  his spell (but not the PP).
  61 - 75
  Spell was visualized perfectly, but caster forgot 
  to conceptualize a target. The PP vanish without 
  producing an effect.
  Caster strains to save the spell, but it fails. All PP 
  are lost and caster suffers a -20 fatigue penalty.
  The information gained is mostly correct, but 
  some inaccuracy is included.
  The power of the caster's mind recalls a great 
  joke. Caster laughs loudly and the spell is lost 
  (but not the PP).
  76 - 90
  Error literally takes caster's breath away, doing 
  10 hits, one round stunned & unable to parry, 
  and one round dazed.
  Spell has no effect other than triggering an 
  overwhelming headache, leaving the caster at 
  three rounds of stunned & unable to parry.
  Caster learns something completely different 
  than what was sought, leaving him stunned for 1 
  round.
  Caster relaxes his concentration too soon. The 
  spell and the PP are both lost.
  91-95
  Caster's mind wanders into obsessive 
  contemplation of elemental physics, resulting in 
  four rounds of stunned & unable to parry.
  Caster finds struggle to impose his will 
  exhausting. Caster suffers 2d10 hits, a -40 
  fatigue penalty, and 4 rounds dazed.
  Caster learns something about himself, leaving 
  him dazed for two rounds.
  Backlash stuns the caster for 2 rounds. Caster 
  loses the spell and half the normal PP (round 
  up).
  96-100
  Caster just cannot bend matter to his will. Trying 
  too hard makes him faint for 1d10 minutes of 
  unconsciousness.
  The spell internalizes. Caster takes 4d10 hits 
  and is knocked unconscious for 12 hours.
  Caster learns one piece of very specific and 
  incorrect information. Power feedback does 1d10 
  hits as well.
  A major headache leaves caster stunned for 10 
  rounds. Spell and PP are lost.
  101-125
  Caster gets a stress headache, leaving him at -
  20 for 1d10 minutes.
  Spell targets an alternative target at random from 
  among those not allied to the caster. Confused, 
  the caster spends three rounds dazed.
  Caster's subconscious must want this 
  information kept hidden. Befuddling images stun 
  caster for two rounds.
  Spell fades away, taking the invested PP with it. 
  This is depressing enough to leave the caster at 
  a -10 penalty for the next five minutes.
  126-150
  Caster accidentally directs the spell at the 
  alternative target nearest to himself. This stuns 
  the caster for 1 round.
  Target is selected at random from those friendly 
  to the caster. Embarrassed, the caster also takes 
  two rounds of stun.
  Caster learns what some random target thinks is 
  the truth about what he wanted to know. Caster 
  is dazed for 3 rounds.
  This spell simply fails, taking the PP to nowhere. 
  Self-doubt gives a -10 to caster's SCRs for the 
  rest of the day.
  151-175
  Caster pulls elemental energies towards himself 
  too strongly, takes a C critical, and expends 
  twice the normal PP for this spell.
  Mental strain blanks entire spell list from caster's 
  mind. He will recover memory at 1 rank per day. 
  Bewildered, caster is at -50 for 1d10 hours.
  Information comes in garbled and stuns caster 
  for 5 rounds. However, caster will get the 
  information properly in 1d10 days in a dream.
  Caster manages to stun himself for 5 rounds and 
  glows for 1d10 minutes.
  176-185
  The elements cannot be controlled! Caster's 
  brain is fried (loses all spell-casting ability for 1 
  week). Caster operates at -50 for 3 months (or 
  until brain is repaired).
  Target is selected at random within 500' range 
  (ignore normal range). Caster's brain is 
  scrambled, leaving him at -75 for 1d10 months 
  (or until brain is repaired).
  Caster obtains false, but plausible, information.
  Spell misfires in caster's head. Caster is knocked 
  down, taking 2d10 hits, and is unable to function 
  for one hour.
  186-190
  Caster mishandles energies badly and takes 9 
  rounds of stun. Caster cannot attempt this spell 
  again until gaining another rank in the relevant 
  spell list.
  Brain strain causes complete PP drain. Caster is 
  unable to cast spells for 2d10 weeks and is 
  stunned for six rounds.
  Caster stumbles onto a revelation of his own 
  character flaws. Caster is at -100 for the next 
  hour.
  As the spell spirals out of control, the spell-
  casting part of the caster's brain shuts down for 
  self-preservation. Caster is unable to cast spells 
  for 1d10 days.
  191-195
  Caster takes a D crit, is unable to cast spells for 
  a week, and develops a phobia of whatever he 
  was targeting.
  The spirit is willing, but the body proves weak. 
  Caster's skin splits, causing him to bleed 10 
  hits/rnd. Meanwhile, caster is stunned & unable 
  to parry 10 rounds, during which he cannot cast 
  spell subconsciously.
  Caster has a vision of his own death! Caster 
  collapses and is unconscious for 1d10 hours, 
  after which he wakes suffering from paranoia.
  Caster is flung against the nearest solid object 
  for 5d10 hits, is knocked out for 12 hours, and 
  loses spell-casting ability for 1d10 weeks. Caster 
  develops compulsion to never take any penalty 
  to an SCR for this spell.
  196-200
  Caster overloads his nervous system, taking 
  10d10 hits and losing the ability to cast 
  Elemental spells for 1 year (or until nerves are 
  repaired). Then the elemental power hits for a D 
  crit.
  The spell completely short circuits caster's 
  nervous system, leaving him paralyzed from the 
  waist down. Caster also goes bald.
  The victim of a mild stroke, the caster takes 4d10 
  hits and suffers a -50 to any Endurance rolls 
  made for the next week plus 1d10 days.
  Caster suffers a mild stroke, taking 20 hits and a -
  50 penalty lasting 1d10 days. He also cannot 
  cast spells for 2 weeks.
  201-250
  Caster gains an incomprehensible glimpse into 
  the elemental planes and retreats into a 1d10 
  month coma.
  Pain floods through the caster, doing 10d10 hits 
  and 10 rounds of stun. Caster will be at -25 due 
  to headaches for 1d10 weeks.
  Caster mixes up his own mind and is unable to 
  cast spells, or use Lore/Science skills other than 
  his native tongue, until he spends a week in 
  undisturbed meditation.
  Caster damages his psyche, giving a -100 
  penalty to SCRs. Penalty decreases by -1 per 
  day or -2 per day spent in peaceful meditation.
  251-300
  Caster takes an E crit and 8d10 hits, spends 
  1d10 minutes stunned, and loses all spell-
  casting ability for 3 months.
  Massive feedback strain puts caster into a coma 
  for 1d10 months.
  Caster now has a nervous tic. Caster is stunned 
  1d10 rounds. Casting from this spell list will have 
  a -20 SCR penalty (until caster is psychologically 
  healed).
  Caster is stunned for 2d10 rounds and must 
  relearn this spell in order to cast it again. Caster 
  also develops a mild mental illness (GM's 
  option).
  301+
  Caster demonstrates that spontaneous 
  decapitation is not just a myth.
  Caster's skull explodes, causing instant death.
  Caster reveals his mind to everyone within 100'; 
  they can read his thoughts for 1d10 rounds, after 
  which he loses spell-casting ability for 6 months.
  Caster suffers a severe stroke and drops into a 
  1d10 month coma.
  Table 4-4: Mentalism Spell Failure
   
  
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  4.5. Resistance Rolls 
  If the spell has not failed, the target of a resistible spell must make a Resistance Roll (RR). This roll 
  represents the target’s innate resistance to the effects of the spell and various situational factors. This 
  roll is open-ended and thus always represents the chance that the target may not be affected by a very 
  powerful spell, as well as the chance that the target may fail to resist a very weak spell. The exact result 
  of the resistance roll may also determine the degree to which spell affects a target that fails to resist, 
  most commonly by determining the duration of the spell effect. 
  For resistance rolls versus magical attacks, the roll is compared to the caster’s spellcasting roll. If the roll 
  (with all modifiers) equals or exceeds the number required, the RR succeeds; otherwise, it fails. Many RR 
  effects are all or nothing results: if the RR fails, the target takes the full effects, but if the RR succeeds, 
  the target is completely unaffected. 
  Other RRs, such as those against some spells, are incremental, where every X points of failure indicates a 
  greater effect. (e.g., Sudden Light, which causes the target to be “stunned 1 round per 5 failure”). Most 
  commonly, this is listed as a duration like "1 rnd/10 fail", but sometimes this information will be in the 
  spell description (as will more uncommon variability in effects based on the degree of RR failure). In this 
  case, roll the RR as usual; if the target makes the roll the target is unaffected as usual, but if the target 
  fails, use the amount failed by to determine how many increments of the effect are suffered. 
  Example: Sigurd is 5th level and has a +30 RR bonus vs. Channeling and is targeted by a Channeling 
  Sudden Light from a 15th level Cleric. The attacker’s Spellcasting roll is a 76. Sigurd rolls a 27, so his total 
  RR is 27 + 30 + (5 - 15)x2 = 27 + 30 - 20 = 37, which is a failure of 76 - 37 = 39. To determine how many 
  rounds he is stunned, divide the amount of failure (39) by 5. Sigurd is stunned for 8 rounds. 
  The following stats are used as modifiers for RRs versus the three realms: 
  Channeling: Intuition 
  Essence: Empathy 
  Mentalism: Presence 
  Each target's RR against a given realm is based on the indicated realm stat bonus, any racial bonus 
  against the realm, any personal bonus against the realm (such as from a talent), any magical protections, 
  any penalties or bonuses based on the spell cast, and any circumstantial modifiers as listed on Table 4-5. 
  RRs versus Hybrid spells (e.g., Healer, Sorcerer, and Mystic spells) use whichever of the target’s two 
  bonuses is higher. E.g., if Kulas-Dar has a Channeling RR bonus of +30, and an Essence RR bonus of +15, 
  use the +30 Channeling bonus when Kulas-Dar is trying to resist a Channeling/Essence hybrid Sorcerer 
  spell. Apply all modifiers from Table 4-5 (and take any magical bonuses that may apply to the RR into 
  account as well) before determining which bonus to use. For Channeling and Essence, "armor" is 
  determined by the armor worn on the target's torso, ignoring head and limbs. 
  
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  Note that while Utility spells automatically affect a willing target, a willing target of a Force spell (or 
  other RR allowing spell situation, such as someone wishing to have a Light spell stick to him) must roll an 
  RR, with the benefit of the -50 "willing target" modifier. A character may choose to always be a "willing 
  target" for spells cast by a given individual, as the character's aura will recognize the caster's aura. (This 
  may be dangerous if the caster is not truly trustworthy or is being controlled by exterior forces.) 
  Willing Target
  -50
  Same realm as caster*
  +10
  Surprised
  -5
  Full cover
  +10
  Partial Cover
  +5
  Metal armor vs. Essence or Channeling
  +15
  Organic armor vs. Essence
  +10
  Organic helmet vs. Mentalism
  +10
  Metal helmet vs. Mentalism
  +15
  Touch
  -15
  10' or less
  -5
  Up half spell range
  0
  More than half spell range
  +10
  * A hybrid gets this vs. all his realms
  Range
  Armor
  Status
  Table 4-7: Resistance Roll Modifiers
   
  Note that non-magical objects generally will not get RRs in any case, unless within the aura of a 
  creature. If the GM decides an RR is needed for an ordinary object or normal plant, use a target level of 
  1. If an item is being worn or carried by a living animal or magical entity (such as a demon, elemental, 
  undead monster, etc.), including sapient races, the item will resist at its own level, or that of the being 
  wearing/carrying it, whichever is higher. For magical items, the level of the item is normally the level of 
  the highest level spell used to make the item. Items do not normally benefit (or suffer from) any bonus 
  (or penalty) to RRs possessed by the person wearing/carrying it, unless it is due to a magical effect (i.e., 
  an item will benefit from a protective spell covering its bearer). 
  4.6. Spell Mastery 
  Spell Mastery is the modification of a spell through minor adaptations in the usual manner of casting the 
  spell. This allows the spell to be modified in various ways to change behavior from the normal defaults, 
  specify effects that would otherwise be outside the caster's control (e.g., determine the exact type of 
  demon summoned by a Summon Demon spell), modify the sensory aspects (appearance, sound, odor) of 
  a spell, and it also allows the spell parameters (range, duration, area of effect) to be reduced, but never 
  increased. Some spells have certain Spell Mastery uses specified and some general applications are 
  given below, but a creative spell-caster will require the GM to make judgments as to difficulty of Spell 
  Mastery maneuvers (remembering always that some things are so difficult as to be impossible), using 
  these as guidelines.  
  
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  Spell Mastery maneuvers are rolled using the caster's skill bonus in the spell list from which the spell 
  being modified comes. Use the standard Absolute Maneuver procedure, with normal Failure meaning that 
  the desired modification did not happen and Absolute Failure meaning that the spell has failed and the 
  caster must roll a spell failure result. Roll the Spell Mastery maneuver before the SCR, but these are two 
  rolls for a single action, so the spell cannot be aborted on Spell Mastery failure.  
  A common use of Spell Mastery is the modification of the sense aspects of spells to make them more 
  impressive, more interesting, or to express the caster's personality or identity. This type of modification is 
  sometimes called Spell Artistry and is a matter of no small pride among certain groups. For example, a 
  Magician might decide that he wants to cast a Fire Ball at a group of bandits. In the hopes that he can 
  frighten them off if he fails to physically impair them, he decides to change the visual appearance of the 
  ball as it rushes towards them into that of a fiery skull, adds a screaming sound to the skull, and also adds 
  the smell of brimstone to the fire.  
  For multiple modifications to a spell, use the highest difficulty and increase the difficulty by one step (e.g., 
  from Light to Medium) for each additional modification. Checking the list below, the GM finds that a fiery 
  skull appearance on a Fire Ball would be an Easy maneuver, but since there is also a simple audio 
  component (the scream) and an odor, the difficulty is increased two steps to Medium. If the caster is 
  attempting to duplicate the exact "signature appearance" of another caster or school's spell, add an 
  additional -30 penalty to the roll. 
  Difficulty Examples 
  Casual: Changing the color of a visible spell effect (e.g., the Fire Bolt is now green).  
  Simple: Changing or adding a simple visual or audio component during the round of casting (e.g., the Ice 
  Bolt whistles as it flies through the air).*  
  Routine: Adding an odor to a spell effect during the round of casting (e.g., there is a smell of lavender as 
  the target is hit by a Calm spell). * 
  Easy: Changing or adding a complex visual or audio component during the round of casting (e.g., the Fire 
  Ball takes the form of a fiery skull).*  
  Light: Reducing the size of the area of effect while leaving the shape unchanged (e.g., the Fire Ball is 
  reduced to 5' radius). Adding or changing a simple visual or audio component that lasts throughout spell 
  duration (e.g., the Wall of Air howls). * 
  Medium: Reducing the duration of the spell's (non-permanent) effect (e.g., setting a Light spell with a 
  longer duration to end after fifteen minutes). Adding an odor that lasts throughout spell duration (e.g., the 
  caster's Aura smells like baking bread). * 
  Hard: Adding or changing a complex visual or audio component that lasts throughout spell duration (e.g., 
  the caster's Shield is visible and bears his family coat of arms). * 
  Very Hard: Simple modification of a spell area of effect that changes shape by selectively reducing one 
  dimension or two dimensions (e.g., a Goblin thinks the Undoor I dimensions are excessive and reduces 
  the height to 5'). 
  
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  Extremely Hard: Modest modification of the spell area of effect within its parameters that can include 
  holes or significant shape changes (e.g., the Fire Ball now has a hole in it where the hostage is).  
  Sheer Folly: Complex or functional modifications of the spell area of effect within its parameters (e.g., a 
  Wall of Stone spell is cast with hand and foot holds built into one side to allow an easy climb to the top). 
  Absurd: Muffling the sound of a teleport spell (e.g., reducing the sound of a Long Door to a mild "pop"). 
  * - Sense components are restricted to the spell effects only. It is not intended that these modifications 
  should substitute for proper illusions. For more advanced effects (like that screaming skull Fire Ball), 
  some GMs may wish to use Composition: Spell Effects as a skill to determine the quality of such effects.  
  Some GMs may wish to make certain spells (such as the healing spells) applicable to humanoids 
  (assuming the caster is one) by default and require Spell Mastery rolls to apply these spells to other 
  species (a range of Easy to Very Hard depending on how different the target is from the caster is 
  suggested). 
  4.7. Magic Items 
  Certain magic items can enable characters to cast more spells per day; other items have spells 
  embedded in them that can be cast by a user. Magic items in general are covered in substantially more 
  detail in Treasure Law. This section merely deals with some common item types and their place as 
  substitutes for, or augmentation to, personal spell-casting. 
  Power Enhancers 
  Power Point Adders: These provide direct bonuses to a spell caster's Power Development skill. For 
  example a +10 PP adder will grant an extra 10 PP. 
  Power Point Multipliers: The power points of a spell caster with a power point multiplier are increased 
  by the factor of the item (x1.5, x2, etc). These are more powerful enhancers than the other two, with 
  multipliers greater than x2 being rare. For example, a spell user with a “x1.5” item and an inherent 
  power point total of 30 has a net PP total of 45 points. Round up, so 31 PP x 1.5 = 47 PP. 
  Spell Adders: Each +1 on a spell adder means that the owning spell user may cast (once) any one spell 
  and not expend any PP. This spell casting is done as normal in all respects except PP expenditure; the 
  spell adder provides power for the spell, nothing more. These spell items can generally be used 
  repeatedly (on a daily basis). Spells cast using a spell adder may not be of a level higher than that of the 
  caster. 
  Power enhancers must be held (or at least worn) when used. So a Magician would have to have a wand 
  in hand when casting if that wand was a power enhancer the Magician wished to use. (Having such an 
  item in hand means you are using that hand for casting, so the hand(s) holding the power enhancer 
  should count as a “free hand” for casting purposes.) 
  Depending on the game world, Channeling power enhancers may usually be keyed to one faith and only 
  work for Channelers who are tied to the same source of power as the item. This depends in part on 
  
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  whether the power increase is assumed to come from taking in more power from the Channeler's 
  source or to act more like a lens on outgoing power. It also depends on whether such items are typically 
  the product of religiously-minded Alchemists or instead created as commercial products. 
  Example: The hammer shaped holy symbol of Thor that acts as a x2 power point multiplier for any 
  Channeler of Thor may not work for a priest of Odin, almost certainly will not work for a priest of Loki, 
  and definitely would not work for a Priest of Ymir. 
  A PP adder is generally usable by anyone, as it simply provides a skill bonus. Spell adders and PP 
  multipliers usually operate for one realm or profession (e.g., a +3 Mentalism spell adder or a x1.5 Bard 
  PP multiplier), but may be dual realm or universal (any realm) devices. A Hybrid may use a spell adder 
  for a single realm for spells of that realm alone. Using a PP multiplier, however, is possible only if it is 
  specifically created for the Hybrid's blend of realms or is universal. 
  Embedded Spells 
  Embedded spell items, rather than enhancing a caster’s innate abilities, enable someone using it to 
  activate a spell. The character must first have made a successful Attunement maneuver (or other 
  requirements put on the item by the GM) in order to bring his own aura and that of the item into 
  harmony.  
  When activating a spell, a Spell Casting Roll is made, except that Table 4-1 does not apply. Those 
  modifiers are replaced by + ranks in Attunement and + realm stat bonus. The realm stat is determined 
  by the realm of the spell to be cast, not by the character's own realm of magic. Item use does require 
  spell preparation. Any resulting spell failure is applied to the character, as the process of attunement has 
  linked the item to the user's aura. Basic "Loss of PP" results indicated that a charge from the item is 
  expended, not that the character is drained of PP, however. 
  The casting level of the spell cast is usually the level of the spell itself (on whatever list it came from) and 
  not the level of the character using the item. (Some exceptional items cast spells at a higher level, which 
  is still fixed and not based on the caster’s level.) The item provides the power for the spell, thus the 
  character need not expend PP. 
  Casting from Runes 
  Using the Rune Mastery spell list, spells can be stored in the form of "runes" for later use by anyone with 
  the skill to do so. Casting a spell from a rune requires a successful Runes maneuver to decipher the rune 
  before casting is attempted. The rune provides the power for the spell, thus the character need not 
  expend PP. 
  The casting level for a rune is the level of the spell inscribed. This level of effect may be increased by 
  using a higher-level Rune spell than is necessary for the spell (e.g., a Sleep V spell inscribed using a Rune 
  VI spell would be resisted as a sixth level spell). If the spell is an elemental attack, the reader's 
  appropriate Directed Spell OB is used. 
  
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  The spell-casting procedure is as normal, except that the spell-caster may add ranks in the Runes skill as 
  well as any ranks in the list from which the spell comes and, regardless of realm, "free hands" modifiers 
  are ignored, while the rune must be uttered aloud, with the modifications for Essence applied with 
  respect to the volume with which it is read. Since the spell is actually being cast rather than activated 
  from an item, all normal modifications apply, including the importance of spell preparation, except as 
  noted above. 
  4.8. Special Situations 
  Canceling a Spell 
  The caster of a spell can, at any time, cancel that spell. The caster must be within the spell’s original 
  range limit or within “sensing” range of the spell’s current effects. The caster cannot cancel the actual 
  physical or mental results of a spell (e.g., fire, wounds, created materials, etc.). Cancellation takes 1 
  round of concentration. Channeling spells may also require the permission or acquiescence of the 
  caster’s deity to cancel the effect. 
  Combining Spell Effects 
  Some effects may not be cumulative simply due to incompatibility. If you are invisible, a Blur defensive 
  bonus will not improve your DB beyond the penalty for not being able to see you at all. Furthermore, 
  the effects of spells of the same name cannot be combined (e.g., the effects of a Protection I spell and a 
  Protection II spell cannot be stacked), except where the effect is a permanent physical result. Multiple 
  Fire Bolts will cause multiple injuries. The GM may choose to prohibit certain other spell combinations, 
  either to fit the setting or to control the power balance of magic in his campaign. 
  If it is more appropriate given the game's setting or desired balance, we strongly suggest the GM make 
  more restrictions than are indicated in the rules. This may be particularly appropriate for spells on the 
  same list.  
  Concentration 
  Concentration effectively takes up half of every round, by making all other actions take twice as long 
  (see A&CL Section 7.1). Lengthy concentration results in Endurance rolls. Casters attempting to hold a 
  spell for long periods will need to consult the fatigue rules in A&CL Section 2.4. 
  Conflicting Spell Effects 
  When two conflicting spells are directed at the same area, the lower casting level spell (or either one of 
  two spells with equal levels) must make an RR vs. the level of the higher level spell. If the RR fails, the 
  lower level spell is canceled; if it succeeds, the higher level spell is canceled. Where more than two 
  conflicting spells are involved, start with the lowest casting level spell and roll an RR versus the highest 
  level spell. Repeat this process until only one spell is left.  
  
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  Delaying a Spell 
  It is possible to cast a spell and delay its resolution. Upon casting any spell, the caster may make a 
  Medium difficulty Spell Mastery maneuver to stop it just before it resolves and hold it that way via 
  concentration until the caster lets it go at a target. When the caster releases the spell it goes off as an 
  instantaneous action. The caster can choose to just cancel the spell as an instantaneous action, but the 
  power points used to cast the spell are lost. 
  If the Spell Mastery roll is failed, or if the caster loses control of the spell via a failed Endurance roll to 
  maintain concentration, or if the caster's concentration is otherwise broken (e.g., by being stunned or 
  knocked unconscious) then the spell misfires. Treat as a spell failure on the initial casting roll. 
  For spells with multiple targets, the caster can partially cast it on some target(s) then stop and hold the 
  spell per the rule above, and affect additional targets later until the spell has affected the full number of 
  targets. The consequences for loss of control or concentration remain the same. 
  Dispelling a Spell 
  When a spell is cast in order to dispel another, the level at which the dispelling spell is cast is the 
  attacking level and the level at which the spell to be dispelled was cast is the defending level. Modifiers 
  generally do not apply, unless specified by one of the two spells involved. This also applies to such spell-
  against-spell confrontations as are brought on by Spell Hold, Spell Bending, Reverse Spell and the like. 
  Healing Spells 
  For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but 
  while Relief spells produce recovery in the normal time, for Healing spells treat the result as hours 
  rather than days, and for Healing True spells treat the result as rounds rather than days. For Mass spells, 
  use the most severe injury cured and roll once for a single recovery time for all. 
  Cinematic Healing 
  Some GMs may wish to establish a less gritty tone, where even serious wounds are shrugged off and a 
  set of broken ribs in one scene are forgotten by the next. In this case, Relief spells should produce a 
  recovery in hours, Healing spells in minutes, and Healing True should bypass recovery time altogether. 
  Note that in addition to the change in tone, where injury less than death becomes less serious (as long 
  as there is a healer around), this option devalues medical skill, since even low-level spells become so 
  much better than what one can achieve through Medicine or Herbalism maneuvers. 
  Innate Casters 
  Many fantastical creatures and races have innate magical abilities that duplicate spell effects. Such 
  abilities are both similar to and different than the learned practice of spell casting. As with other Innate 
  Abilities, the GM needs to determine the source of this ability. 
  Due to the way their auras are directly linked to the essence fields, forced separation is harmful to these 
  creatures. If separated from the essence field, either by entering a zone without magic, or via a spell 
  
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  effect, the creature will feel mildly ill and will be at -10 to all actions until the connection is restored. 
  After the first full day of separation, each day it is separated will cause the penalty to increase by 10, 
  until after the tenth full day of deprivation the penalty reaches -100 and the creature lapses into a coma, 
  dying after the eleventh day. 
  Some Innate Powers actually are due to innate spell casting in which case the creature will use power 
  points to cast spells. Innate spells are gained (up the creature's level if a spell list) by being a creature of 
  this type, not learned via training or education, nor can they be taught to others. Even though 
  spells/abilities are gained by level (“Know ‘Fire Law’ to xx level”) it is still primal and instinctive, not 
  something the innate caster learned through instruction or research. 
   
  Power points are expended as for normal spells, from a separate pool of PP (if the creature is 
  also a caster). These PP cannot be channeled and Power Enhancers are unusable. 
   
  Innate caster power points may be contributed to a Magic Ritual, but only as a minor 
  contributor. To actually perform Ritual magic, the caster must use realm power points. 
   
  An SCR is required just as when casting a normal spell. The use of the ability takes the same time 
  as casting a spell, though spell preparation is never necessary. The caster's level is used as a 
  bonus in place of rank in spell list for SCR purposes and innate casters get the ‘Own Base’ bonus 
  of +5 for any innate spell.  
   
  There are NO armor, helmet, or equipment carried restrictions. 
   
  There are NO incantations. 
   
  A gesture must be made, though it is subtle and uses the Mentalism penalties for Subtlety on 
  Table 4-1. 
   
  Innate Powers may not be cast/placed/embedded into Runes or Symbols, nor can they be 
  embedded in magical items by the most common methods. The Psychographer (Mentalism 
  Alchemist) can place these powers into items. 
   
  Metamagical spells or items that allow casters to modify spells, like ranging or extensions, may 
  not be used on Innate Powers. 
   
  Directed Spell skill may be developed for any applicable Innate Powers. 
  Mastery Spells 
  A number of spells, usually at the 50th level and with the word "Mastery" in the name, allow one to "use 
  any lower level spell on this list once per round" (or similar wording). This indicates that the caster 
  becomes infused with the power that the list controls, allowing a state somewhat like that of someone 
  using innate magic. A normal SCR must be made for each spell, but the minimal 2 AP may be spent 
  casting the spell without penalty. No PP need to be expended, as the power of the original spell provides 
  for the various spells cast after that. Beyond these two advantages, spell-casting mechanics are as usual. 
  If a spell cast in this way has a duration, it is measured starting when it is cast and expires normally. It 
  may continue after the duration of the "mastery" spell is over. 
  
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  Repeated Spell Attempts 
  When a spell caster attempts certain magical effects (e.g., Item Analysis, Remove Curse, etc.), that caster 
  may attempt such an action on a specific item or situation only once per experience level. If the attempt 
  fails, another attempt may not be made until another level of experience has been attained and the 
  caster has developed another skill rank for the list on which the spell is located. (This increase in rank 
  meaning that the caster has new insights into this area of magic and improved techniques, allowing the 
  possibility of success where he previously failed.) 
  Size of Spell Attacks 
  Unless otherwise stated, all spells doing damage on an attack table or dealing a specified critical are 
  considered to be of Medium size (regardless of the caster's size) and subject to normal size modification 
  (e.g., a spell that delivers a B crit will do an A crit to a Big target and a C crit to a Small target). Spells 
  other than those mentioned are not adjusted by size (e.g., a spell that does 1-10 concussion hits of 
  damage has the same effect on any target). 
  Slaying Criticals for Spells 
  When a certain type of spell delivers a critical to a specific creature, the critical may be treated as Slaying 
  where appropriate. This process should be used when a target is particularly vulnerable to the element 
  or force of a spell. For the most part, such vulnerabilities should be noted in Creature Law for the 
  creatures described therein. However, a GM may add (or modify or eliminate) such vulnerabilities in 
  order to establish the details of the campaign setting (e.g., vampires suffer Slaying III Holy criticals when 
  those criticals are delivered by a Channeler of the god of the sun). It will also be necessary for the 
  Gamemaster to specify any such vulnerability in creatures of his own design. 
  Touching a Target in Melee 
  While there are very few offensive spells with a range of "touch", there are a couple of fairly common 
  situations in which a caster will wish to touch a target to deliver a spell in a combat situation. The first 
  case is when the caster wishes to touch a target in order to gain the -15 RR modifier for a range of 
  "Touch" (see Table 4-5). The second case is when the caster wishes to make contact with an ally in order 
  to deliver a touch-ranged Utility spell. Any unarmed combat skill can be used to attempt to deliver a 
  spell touch to a target engaged in melee, with any result of 1 hit or more indicating successful delivery of 
  the spell by contact. The caster can choose to only attempt to "tag" the target to deliver the spell, in 
  which case no actual damage is done. While a friendly target may not actively defend (parry, apply a 
  shield, etc.) against the caster's attempted touch, it is still difficult to make solid contact with an active 
  combatant, who is moving unpredictably in an environment where the caster must also look to his own 
  safety, so DB due to Quickness, magical armor, applicable spells, etc. still applies. 
  Variability of Spells of the Same Name 
  Spells having the same name, but occurring on different lists, are necessarily similar; they may be found 
  at different levels (depending on their relationship to the source of power), and may have different 
  parameters (a Mentalism version may be a "self" spell while the Essence version affects a "target"). 
  
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  Always remember that spell descriptions should be read in context with the other spells on the same 
  list. If an upper level spell of the same name specifies a certain effect, the lower level version will 
  necessarily have a lesser effect. 
  Many of the spells in this book have been named with a numerical progression (e.g., the Fly spells: Fly I, 
  Fly III, Fly V, etc.) to reflect their basic similarity. These spells should be considered the same spell but for 
  the enhancements unique to each. This means, for instance, that two spells of the same name may not 
  affect a target simultaneously; the one with the greater effect will take effect, replacing the lesser effect 
  (although if the lesser effect should have a duration that exceeds that of the greater effect, it will 
  reemerge once the greater effect disappears). 
  
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  5. Magic Rituals 
  The normal method of spell casting is very tactical, using quick techniques to gather, focus, and 
  structure magical energies to create a set effect. Outside of combat, it is quite normal to use methods 
  that take more time and use additional resources in order to get results of greater scope or power. It is 
  also possible to use magic ritual in order to achieve effects that the caster(s) would not otherwise have 
  access to (i.e., casting spells that have not been learned). 
  The Magic Ritual skill is actually a number of different skills dealing with rituals of different types. If 
  more than one skill applies to a particular ritual, use the character's best applicable Magic Ritual skill for 
  the maneuver roll. The Magic Ritual skills are: Alteration, Creation, Defensive, Destruction, Elemental, 
  Healing, Informational, and Summoning &Transportation. 
  For the wielder of Channeling or Essence, magic rituals are much like longer, more extravagant versions 
  of spell-casting, with broader gestures, paraphernalia, long invocations of power, etc. A Mentalist will 
  not simply sit and meditate for a magical ritual. The forms he uses will be bent more to assist in focusing 
  his own mind, but he too will want his hands available to manipulate his ritual implements (crystal ball, 
  divining rod, Tarot deck, abacus, etc.) and his voice to chant. Ultimately, to have more powerful effects, 
  you need to draw and manipulate external Essence (which is why multiple realms can contribute PP to a 
  single ritual), the realm difference is in what internal power you use to fuel the initial process. 
  If you use the option where all spell-casting is visible, magic rituals should have spectacular visual effects 
  accompanying them. 
  5.1. Casting Ritual Spells 
  There are three types of participants in magic rituals. The only one that is required is the primary caster, 
  whose Magic Ritual roll determines the success or failure of the endeavor. Casting level of the resulting 
  spell effect is based on the primary caster. There are also two types of helpers for the primary caster. A 
  major contributor may provide PP without limit, shares in any results of spell failure should the ritual go 
  wrong, and can use his own Magic Ritual skill to supplement the primary caster's own, using the 
  complementary skills rules in A&CL Chapter 4. The major contributors assist in actually casting the ritual 
  magic. A minor contributor may only add PP, limited to one PP per rank in Magic Ritual. A minor 
  contributor does not normally suffer spell failure results if the ritual goes wrong, nor does he assist in 
  the actual casting. There may be other individuals dancing around, chanting, or howling as the primary 
  caster performs blood sacrifice, but if they lack the Magic Ritual skill, they can be nothing but set 
  dressing. 
  The primary caster and major contributors may supplement their Magic Ritual skill with certain 
  additional skills at the GM's discretion. Acrobatics, Music, certain Languages, Religion, or a skill related 
  to the desired effect would be typical skills allowed. One skill may apply for each individual and these 
  are treated as a fresh set of complementary skills (the first adds its ranks, the second half its ranks, and 
  
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  so on, independent of the additions for major contributors' Magic Ritual skill). A minor contributor may 
  use a "charge" from a Spell Adder to make his PP contribution. A major contributor or even the primary 
  caster may do so as well, although then the PP contribution will be equal to his ranks in Magic Ritual. PP 
  from all three Realms may be incorporated into the ritual, but there is some difficulty involved. 
  In addition to the skill of the primary caster (and possible assistance from the major contributors), there 
  are many other modifications to the maneuver as shown in Table 5-1. More than one spell may be 
  combined in a ritual's effect (e.g., the ritual might cast both a Rune spell and a spell to be stored in the 
  rune). If this is done, combine the levels of the spells to determine the spell level to use for the "relative 
  level" modifier, as well as applying all other modifiers for each spell, including a -25 penalty for each 
  spell included in the ritual effect after the first. 
  R elative level: +1 for level of caster above level of spell
  +1/level
  R elative level: -5 for level of caster below level of spell
  -5/level
  C aster does not know the spell list from which the spell is cast
  -50
  C aster knows the list, but not to the level of the spell cast
  -30
  C aster knows list to the spell's level
  0
  E ach rank in list caster has over the spell's level
  +1 / R ank
  E ach additional spell included beyond the first
  -25
  S pell is from caster's own Base list
  +10
  S pell is Open
  0
  S pell is C losed
  -10
  S pell is E vil
  -20
  S pell is other Base
  -40
  S pell is not from caster's own R ealm (includes Arcane)
  -50
  PP S OUR C E S
  R itual uses PP from a single R ealm
  0
  R itual uses PP from two R ealms
  -10
  R itual uses PP from all three R ealms
  -25
  Table 5-1: Magic R itual Modifiers
   
  Auspicious circumstances can assist ritual spell-casting. 
  Auspicious time/date: +5 to +25 
  Auspicious location:  
  +5 to +25 
  Favorable prophesy:  
  +5 to +20 
  Likewise, inauspicious circumstances can hinder ritual spell-casting. 
  Inauspicious time/date: -5 to -25 
  Inauspicious location: -5 to -25 
  Contrary omens:  
  -5 to -20 
  
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  The auspicious/inauspicious factors may be worked out in some detail by GMs who desire to use them 
  for enhanced flavor in the magical arts, but they may also be kept as a tool to encourage or discourage 
  certain rituals. 
  Investments 
  The casters can invest more power or time into the ritual to increase the chance of success as shown on 
  Tables 5-2 and 5-3. Spending more time helps, but while the ritual power will provide for bodily needs, 
  fatigue becomes a factor, as each time mark is met after a certain point, the primary caster and major 
  contributors must make Endurance. Minor contributors do not need to make such checks as they can 
  take breaks whenever they want. In fact, after adding their PP contribution, they are free to fight off the 
  attackers who want to disrupt the ritual. 
  There is also the possibility of "investment of blood", shown on Table 5-4. This can be either in the form 
  of concussion hits taken (careful bleeding or other ritualistic damage), which will be done towards the 
  beginning of the ritual, but will not take effect (no penalties for low hits, nor unconsciousness nor even 
  death) until the ritual is over. The more dramatic case is the taking of a critical, generally riskier. This is 
  done at a spectacular finale to the ritual, and might take the form of a fire cult's leader throwing himself 
  through roaring flame. Damage is taken immediately, but at this point the ritual is complete and even 
  death will not prevent the Magic Ritual maneuver from being made and the spell (if the roll is successful) 
  will be cast. Only the primary caster and major contributors may provide "investment of blood". If more 
  than one contributes hits to the ritual, total the hit loss and use that to determine the bonus (e.g., four 
  individuals taking 1d10 hits each is not 4 x +5, but a total of 4d10 hits for a +15 bonus). Critical damage 
  may be split up between multiple individuals, but cannot exceed a +100 bonus in total. 
  Table 5-2: Investing Power 
  Additional PP 
  Modifier 
  +1 PP  
  +3 
  +4 PP  
  +6 
  +9 PP  
  +9 
  +16 PP +12 
  +n² PP  
  +3n 
  Table 5-3: Investing Time 
  Casting time 
  Modifier 
  Fatigue Check 
  3 minutes 
  0 
    
   
   
  (note: minimum ritual casting time) 
   
  
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  7 minutes 
  +5 
    
  half hour 
  +10 
    
  1 hour  
  +15 
    
  2 hours +20 
    
  4 hours +25 
    
  8 hours +30 
   
  Routine 
  16 hours 
  +35 
   
  Routine 
  24 hours 
  +40 
   
  Easy 
  3 days  
  +45 
   
  Medium 
  7 days  
  +50 
   
  Hard 
  9 days  
  +55 
   
  Hard 
  1 month 
  +60 
   
  Very Hard 
  3 months 
  +65 
   
  Very Hard 
  1 year  
  +70 
   
  Extremely Hard 
  So, to cast a ritual over three days, the primary caster and major participants must make four Endurance 
  rolls: two Routine, one Easy, and one Medium. If the primary caster fails, the ritual fails (no effect, do 
  not roll for spell failure) immediately. If a major participant fails, the ritual may continue, but any skill 
  contributions (not PP investment or hits of blood investment) from that participant are lost. 
  Table 5-4: Blood Investment 
  Investment 
  Bonus 
  1d10 
   
  +5 
  2d10 
   
  +10 
  4d10 
   
  +15 
  8d10 
   
  +20 
  16d10  
  +25 
  
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  32d10 (max.) +30 
  critical  
  +20 per degree of crit severity (up to +100) 
  Ritual Items 
  Various tools and fixtures are used in magical rituals. These can be general ritualistic items such as ritual 
  attire, staves, wands, athames, holy symbols, and crystals. They can be more focused on a type of effect, 
  like a large mirror for scrying or a voodoo doll for harming a target. They can be quite specific, such as an 
  engraved circle for summoning a particular type of demon or a statuette of a particular individual for 
  spells targeting that one person. Ritual magic also uses materials in spell-casting that are consumed in 
  the casting, such as sacrifices, candles, bonfires, powders, potions, herbs, etc. 
  Table 5-5: Ritual Items 
  Cost of tools/fixtures 
   
  Bonus*  
  Value of sacrifice or expended component 
  <1 gp 
   
   
   
  0 
   
  <1 sp 
  1 gp 
   
   
   
  +5 
   
  1 sp 
  10 gp 
   
   
   
  +10 
   
  10 sp 
  100 gp  
   
   
  +15 
   
  100 sp 
  1,000 gp 
   
   
  +20 
   
  1,000 sp 
  10,000 gp 
   
   
  +25 
   
  10,000 sp 
  100,000 gp 
   
   
  +30 
   
  100,000 sp 
  1,000,000 gp 
   
   
  +35 
   
  1,000,000 sp 
  The pattern continues, but it is a rare Dark Lord who can afford to blow more than a million on ritual 
  supplies. 
  * - Bonus is for a generally appropriate (set of) item(s). If the materials are considered less than ideal, 
  but the GM is willing to accept them (e.g., use of a silver wand while attempting to charm a werewolf), 
  the bonus is reduced by 5. For a broadly appropriate item, add 5 to the bonus. For a specifically 
  appropriate item, add 10 to the bonus. 
  Instead of a fixed bonus, increase the bonus value by 50% for a "broadly appropriate item" and by 100% 
  for a "specifically appropriate item". 
  For purposes of evaluating the bonus as a ritual item, the value of non-expended items does not include 
  value due to enchantment. Note that an item may be both appropriate for general use and as a more 
  
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  focused item. Any wand will do for general use, but if that wand happens to be made of sugar maple 
  wood and the spell in question is an illusion of a sweet taste, it would be considered specifically 
  appropriate. 
  5.2. Extension of Spell Parameters 
  Some spells have a weight limit restriction, which may be modified through ritual casting. 
  Each doubling of weight limit: -10 
  If a spell does a critical of a fixed type, it may be enhanced. 
  Each step crit is altered (e.g. A to B) -30 
  Spells that inflict concussion hits of damage or heal concussion hits, including the concussion hit damage 
  from elemental spells, may have those hits multiplied. 
  x2 hits inflicted/healed -10 
  x3 hits inflicted/healed -20 
  x4 hits inflicted/healed -30 
  x5 hits inflicted/healed -40 (maximum multiplier) 
  Area of Effect may be increased.  
  It may also be decreased, This will modify the roll by -10, no matter how much the spell is minimized. 
  Each time the Area of Effect is doubled, the roll is modified by -20. Note that doubling a radius 
  quadruples the area, so doubling a radius is -40. If the Area of Effect is a number of targets or levels, this 
  may doubled in the same way. 
  The effects of a "Self" spell can be so increased, but only major participants may be included in the 
  increased number of targets. 
  Range may be increased. 
  Each time the Range of the spell is doubled, the roll is modified by -15. 
  Duration may be increased. 
  To change a spell from no duration to 1 round gives a -50 
  To change a spell from "concentration" to "1 rnd/lvl (C)" gives a -20 
  To remove a "(C)" limitation from a spell (remove concentration requirement) gives a -25 
  
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  Note that removing the concentration requirement will not make sense for some spells, as where 
  concentration is required to change exact effects. The primary caster or any major participants may 
  fulfill any concentration requirements (and they may switch off with a successful Very Hard Mental 
  Focus maneuver by each). 
  Beyond that, each step increase in duration provides a -20 modification. The steps are as follows, with 
  any "per level" remaining part of the equation: 
   
  1 round 
   
  1 minute 
   
  10 minutes 
   
  30 minutes 
   
  1 hour 
   
  1 day 
   
  1 week 
   
  1 month 
   
  1 year 
   
  1 century 
   
  1 millennium 
   
  Permanent 
   
  Once the modifiers are determined, the maneuver can be rolled and the results applied as listed in Table 
  5-6. 
  
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  Roll
  Result
  <1
  Absolute Failure
  1-75
  Failure
  UM 66
  Unusual E vent
  76-100
  Partial S uccess
  101-175
  S uccess
  176+
  Absolute S uccess
  Table 5-6: Magic Ritual Manuever Resolution
  C atestrophic ritual failure: roll for spell failure, adding the PP in 
  the ritual to the roll. Apply result to primary caster and major 
  contributors.
  R itual fails. R oll for spell failure without modifiers and apply the 
  results to primary caster and major contributors. All efforts 
  wasted.
  Whether the ritual succeeds or fails in its intended purpose, it 
  disturbed the E ssence, producing a side effect. This could be 
  anything from turning every participants’ eyes orange to 
  opening a portal to an alien world. Magnitude of side effect will 
  generally be proportional to power in ritual.
  R itual succeeds, but roll spell failure anyway (no modifier). 
  Ignore results about losing or not losing the PP or the spell 
  effect, since the PP went into the effect, which worked. Apply 
  any other effects, however.
  R itual goes off as intended.
  R itual succeeds, and its casting level is increased by 50% . 
  S weet.
   
  Example: Marvin the Magician's best friend, Robbie the Rogue, is bleeding at 3 hits/round and no 
  medical skill has availed to stop it. Unwilling to try cauterization with his low Medicine skill, Marvin opts 
  to attempt a ritual cure. Since Robbie is bleeding out at 36 hits per minute, by the time Marvin has spent 
  the minimal three minutes on ritual casting, Robbie will have taken an additional 108 hits and died, so 
  the result of the Ritual Magic maneuver will not matter to Robbie. 
  Magic Ritual is the wrong skill to attempt when you are in an urgent situation. 
  Example: John has a fractured bone of Medium Severity. Not in danger of immanent death, but in need 
  of healing and lacking a trained physician, he is a more suitable target for a healing ritual. 
  John's friend Gavin the Good is a 5th level Mentalist with 5 ranks in Magic Ritual: Healing. He has Magic 
  Ritual as a Professional skill and applicable stat bonuses of +9 (+4 Pr realm stat and +1 Me), so his basic 
  bonus for this skill is 25+5+9 = +39. He is not nearly good enough to attempt anything outside his own 
  realm, so he opts for the still risky use of another profession's base list. The third level spell on the Lay 
  Healer base list Bone Mastery will do the job. This is two levels below Gavin's own level (+2), but Gavin 
  
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  does not know the list (-50) and it the base list of another profession (-40). The GM thinks the players 
  have been too casual about preparing for such emergencies, so no auspicious circumstances are lending 
  a hand. The modification to the maneuver begins at +39+2-50-40 = -49. Gavin needs to find some 
  bonuses if he is going to have a chance of success. 
  Gavin has 76 PP. The spell he is trying to cast requires 3 PP. Gavin decides to go all out on power and 
  throws in another 64 PP (+82 PP) for a +(3x8) = +24 bonus, leaving himself with 7 PP in reserve and a 
  total -25 modifier to his maneuver. Gavin does not want to risk failing an Endurance roll, so he will take 
  four hours to conduct his ritual, for +25. He also has a 5 gp crystal pendant that acts as a general ritual 
  item for a +5 bonus. Gritting his teeth, Gavin invest 4d10 hits in his own blood. He lucks out, only losing 
  16 hits for his +15 bonus. Finally, he burns a piece of rare "bonewood", noted for its bonelike color. This 
  costs 12 sp and is ruled specifically appropriate, for another +20. Gavin has improved his situation to a -
  25+25+5+15+20 = +40 modifier. 
  Gavin rolls a 59, for a final result of 99. John's bone is properly treated and will begin the recovery 
  process, but Gavin must roll on the spell failure table to see if some unpleasant side effect will add to his 
  difficulties. A roll of 72 for a Mentalism utility spell just indicates failure of the spell, which does not apply 
  in this instance. All Gavin has lost is his afternoon, most of his PP, a somewhat pricy piece of wood, and 
  16 hits. A small price to pay for mending his friend, but Gavin and John agree to either find a real healer 
  to accompany them in the future or to start putting some DP into the Medicine skill. 
  
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  6. Channeling Spell Lists 
  6.1. Open 
  Open Channeling 
  BARRIER LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Shadow Wall I 
  20'x20' x1" 
  C 
  50' 
  E 
  2) Airwall 
  10’x10’x3’ 
  C 
  50’ 
  E 
  3) Shadow Wall II 
  20'x20' x1" 
  1 min/lvl 
  50' 
  E 
  4) Waterwall 
  10’x10’x1’ 
  C 
  50’ 
  E 
  5) Woodwall 
  10’x20’x2” 
  1 min/lvl 
  50’ 
  E 
  6) Enhance Lock 
  1 lock 
  1 day/lvl touch E 
  7) Earthwall 
  10’x10’x(1-3)’ 1 min/lvl 
  50’ 
  E 
  8) Icewall I 
  10’x10’x(1-2)’ 
  P 
  50’ 
  E 
  9) Sacred Gate I 
  1 gateway 
  10 min/lvl touch F 
  10) Barrier Pit 
  varies 
  P 
  50’ 
  E 
  11) Airwall True 
  10’x10’x3’ 
  1 min/lvl 
  50’ 
  E 
  12) Stonewall 
  10’x10’x1’ 
  1 min/lvl 
  50’ 
  E 
  13) Waterwall True 
  10’x10’x1’ 
  1 min/lvl 
  50’ 
  E 
  14) Sacred Gate II 
  1 gateway 
  1 hr/lvl 
  touch F 
  15) Woodwall True 
  10’x20’x2” 
  P 
  50’ 
  E 
  16) Heaven's Key 
  1 lock 
   —  
  50’ 
  F 
  17) Earthwall True 
  10’x10’x(1-3)’ 
  P 
  50’ 
  E 
  18) Icewall II 
  20’x20’x(2-4)’ 
  P 
  50’ 
  E 
  19) Sacred Gate III 
  1 gateway 
  1 day/lvl touch F 
  20) Stonewall True 
  20’x20’x1’ 
  P 
  50’ 
  E 
  25) Meld Walls 
  varies 
  P 
  touch E 
  30) Curved Wall 
  varies 
  varies 
  50’ 
  E 
  35) Sacred Gate IV 
  1 gateway 1 week/lvl touch F 
  40) Sacred Gate True 
  1 gateway 1 month/lvl touch F 
  50) Wall of Force 
  10’x20’x1” 1 rnd/lvl (C) 100’ 
  E 
  1. Shadow Wall I – Creates a black, insubstantial wall up to 20'x20'x1" that light cannot pass into or through (i.e., it 
  does not hinder movement, but it blocks vision). Note that this provides Full Soft Cover (see A&CL, Section 7.5). 
  This will not block Darkvision, which does not require light to function. 
  2. Airwall – Creates a wall of dense churning air up to 10’x10’x3’. This wall requires 1 AP to cross, the pace of 
  anyone moving through it at more than a Walk comes out with his pace reduced by one (e.g, a Run going in would 
  be a Jog coming out), and attacks through the wall suffer a -50 penalty. 
  3. Shadow Wall II – As Shadow Wall I, except for duration. 
  
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  4. Waterwall – Creates a wall of water up to 10’x10’x1’. This wall requires 2 AP to cross, the pace of anyone moving 
  through it at more than a Walk comes out with his pace reduced by two (e.g, a Run going in would be a Brisk pace 
  coming out) to a minimum of a Walk, and attacks through the wall suffer a -80 penalty. 
  5. Woodwall – Creates a wall of wood up to 10’x20’x2". It can be burned through or chopped through or toppled if 
  one end is not against a wall. 
  6. Enhance Lock – Target lock becomes harder to pick or to force, giving a -20 penalty to any attempt to do so. 
  Note that this will give a lock an RR against Heaven's Key. 
  7. Earthwall – Creates a wall of packed earth up to 10’x10’x (3’ at base, 1’ at top); it can be dug through only (20 
  man-rounds at top). 
  8. Icewall I – Creates a wall of ice up to 10’x10’x (2’ at base, 1’ at top); it can be melted through or chipped through 
  or toppled if not against a wall. 
  9. Sacred Gate I – Creates a sanctified entryway that will attempt to prevent "unholy" things from passing through 
  the gate. The gate is defined by a closed loop that is either freestanding or at an entrance/exit point. A pair of 
  pillars does not define a gate, because the top is open. Putting a crosspiece that connects that pair of pillars would 
  close the loop and allow that to become a Sacred Gate. The gate does not need to have straight sides; a cave 
  mouth could become a Sacred Gate. There is no size limit; the Gateway Arch in St. Louis could be made into a 
  Sacred Gate. When an unholy being tries to pass through the Sacred Gate, it must make an RR. If it fails, then it 
  takes an A Holy critical and is unable to pass through. If it succeeds, it passes through the gateway and the Sacred 
  Gate spell is dispelled. If the Sacred Gate ever ceases to be a closed loop (e.g., the crosspiece falls off the pillars, 
  leaving the top unconnected), the spell ends. It may also be canceled or dispelled normally. 
  10. Barrier Pit – Opens a pit (up to 500 cubic feet in stone; 1000 cubic feet in earth or ice). The entire pit must be 
  within 50’ of caster and the pit can only be opened on a horizontal surface with an incline of less than 45°. 
  11. Airwall True – As Airwall, except caster need not concentrate; duration is 1 minute/level. 
  12. Stonewall – Creates a wall of non-precious stone up to 10’x10’x1’; it can be chipped through or toppled if not 
  against a wall. 
  13. Waterwall True – As Waterwall, except caster need not concentrate and the duration is 1 minute per level. 
  14. Sacred Gate II – As Sacred Gate I, except for duration and it does a B Holy critical. 
  15. Woodwall True – As Woodwall, except duration is permanent. 
  16. Heaven's Key – Unlocks one lock without triggering any associated traps. There is no chance of failure (other 
  than normal spell failure), unless the lock has an RR. 
  17. Earthwall True – As Earthwall, except duration is permanent. 
  18. Icewall II – As Icewall I, except size is up to 20’x20’x(4’ at base, 2’ at top). 
  19. Sacred Gate III – As Sacred Gate I, except for duration and it does a C Holy critical. 
  20. Stonewall True – As Stonewall, except duration is permanent and it may be up to 20'x20'x1'. 
  25. Meld Walls – Fuses touching walls (seam can be up to 20’ long) or fuses a section of stone blocks (up to 100 
  cubic feet). 
  30. Curved Wall – As any one of the lower level “wall” Spells on this list, except the wall can be curved up to a 
  semicircle. 
  35. Sacred Gate IV – As Sacred Gate I, except for duration and it does a D Holy critical. 
  40. Sacred Gate True – As Sacred Gate I, except for duration and it does an E Holy critical. 
  50. Wall of Force – Creates a transparent wall of “force” that is absolutely impassable by anyone or anything. It is 
  up to 10’x20’x1”. 
  
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  Note: All “Wall” spells on this list (except Wall of Force) require that at least 1 cubic foot of the material of which 
  the wall consists be within 50’ of the caster. Wall material will generally match that of "model" material (e.g., if the 
  local rock is limestone, a Wall of Stone will also be limestone). 
  Note: See Section 10.19 for additional details on Wall spells. 
   
  Open Channeling 
  CONCUSSION’S WAY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Remove Irritant 
  1 target 
  P 
  touch U 
  2) Heal I 
  1 target 
  P 
  touch U 
  3) Light Burn/Frostbite Relief 
  1 target 
  P 
  touch U 
  4) Heal III 
  1 target 
  P 
  touch U 
  5) Stun Relief * 
  1 target 
  P 
  touch Us 
  6) Medium Burn/Frostbite Relief 
  1 target 
  P 
  touch U 
  7) Regeneration I * 
  1 target 
  C 
  touch Us 
  8) Heal V 
  1 target 
  P 
  touch U 
  9) Severe Burn/Frostbite Relief 
  1 target 
  P 
  touch U 
  10) Awakening * 
  1 target 
  P 
  100’ Us 
  11) Heal VII 
  1 target 
  P 
  touch U 
  12) Regeneration II * 
  1 target 
  C 
  touch Us 
  13) Light Burn/Frostbite Healing 
  1 target 
  P 
  touch U 
  14) Fatigue Removal 
  1 target 
  P 
  50' 
  U 
  15) Heal X 
  1 target 
  P 
  touch U 
  16) Medium Burn/Frostbite Healing 
  1 target 
  P 
  touch U 
  17) Long Stun Relief * 
  1 target 
  P 
  100’ Us 
  18) Regeneration III * 
  1 target 
  C 
  touch U 
  19) Severe Burn/Frostbite Healing 
  1 target 
  P 
  touch U 
  20) Heal XV 
  1 target 
  P 
  touch U 
  25) Regeneration V * 
  1 target 
  C 
  touch Us 
  30) True Heal 
  1 target 
  P 
  touch U 
  35) Mass Stun Relief * 
  1 target/lvl 
  P 
  100' Us 
  40) Severe Burn/Frostbite Healing True 
  1 target 
  P 
  touch U 
  50) Mass True Heal 
  varies 
  P 
  100’ 
  U 
  1. Remove Irritant – Any foreign matter causing an irritation (e.g., itching powder, poison ivy chemical, a splinter, 
  allergen, or the like) is removed from the skin and exposed minor wounds of the target. 
  2. Heal I – Target is healed of 5 concussion hits. 
  3. Light Burn/Frostbite Relief – Target is healed of one Light wound from burn, chemical burn, scalding, or 
  frostbite. 
  4. Heal III – Target is healed of 15 concussion hits. 
  5. Stun Relief * – Target is relieved of 1 round’s worth of accumulated stun effects. 
  
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  6. Medium Burn/Frostbite Relief – Target is healed of one Light or Medium wound from burn, chemical burn, 
  scalding, or frostbite. 
  7. Regeneration I * – Reduces target’s concussion hit damage by 2 hits every round as long as caster concentrates; 
  if caster is unconscious, this spell will operate on the caster without concentration. 
  8. Heal V – Target is healed of 25 concussion hits. 
  9. Severe Burn/Frostbite Relief – Target is healed of one wound (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  10. Awakening * – Target is instantly awake. 
  11. Heal VII – Target is healed of 35 concussion hits. 
  12. Regeneration II * – As Regeneration I, except target’s damage is reduced by 4 hits/round. 
  13. Light Burn/Frostbite Healing – Target is healed of one Light wound from burn, chemical burn, scalding, or 
  frostbite. 
  14. Fatigue Removal – Removes all penalties from fatigue. 
  15. Heal X – Target is healed of 50 concussion hits. 
   
  16. Medium Burn/Frostbite Healing – Target is healed of one Light or Medium wound from burn, chemical burn, 
  scalding, or frostbite. 
  17. Long Stun Relief * – As Stun Relief, except that the spell's range is 100’. 
  18. Regeneration III * – As Regeneration I, except target’s damage is reduced by 6 hits/round. 
  19. Severe Burn/Frostbite Healing – Target is healed of one wound (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  20. Heal XV – Target is healed of 75 concussion hits. 
  25. Regeneration V * – As Regeneration I, except target’s damage is reduced by 10 hits/round. 
  30. True Heal – Target is healed of all concussion hit damage. 
  35. Mass Stun Relief * – Up to one target per caster level is relieved of 1 round of stun effects. 
  40. Severe Burn/Frostbite Healing True – Target is healed of one wound (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  50. Mass True Heal – Allows caster to heal all concussion hits in a number of targets equal to the level of the 
  caster. 
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL, Section 12.1, but 
  while Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than 
  days, and for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe 
  injury cured and roll once for a single recovery time for all. 
   
   
  
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  Open Channeling 
  DETECTION MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Detect Channeling 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  2) Detect Essence 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  3) Detect Mentalism 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  4) Detect Power 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  5) Detect Life 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  6) Detect Curse 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  7) Detect Undead 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  8) Life Typing 
  1 target 
   —  
  50’ 
  I 
  9) Detect Invisible 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  10) Perceive Power I 
  1 target/rnd 1 min/lvl (C) 50’ 
  I 
  11) Poison Analysis 
  1 poison 
   —  
  50’ 
  I 
  12) Detect Mechanical Traps 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  13) Power Typing 
  1 target/rnd 1 min/lvl (C) 50’ 
  I 
  14) Detect Sacred 
  5' R 
  1 min/lvl (C) 50' 
  I 
  15) Detect Spell 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  16) Perceive Pregnancy 
  5' R 
  1 min/lvl (C) 50' 
  I 
  17) Perceive Power II 
  5’R 
  1 min/lvl (C) 500’ 
  I 
  18) Location 
  caster 
   —  
  300’ 
  I 
  19) Detect Undead True 
  5’ R 
  1 min/lvl (C) 100' 
  I 
  20) Curse Analysis 
  5’ R 
  1 min/lvl (C) 50’ 
  I 
  25) Life Analysis 
  1 target 
   —  
  50’ 
  I 
  30) Detect True 
  caster 
  1 min/lvl 
  self 
  U 
  35) Perceive Power True 
  500' R 
   —  
  self 
  I 
  40) Mass Life Analysis 
  1 target 
   —  
  100’ 
  I 
  50) Location True 
  caster 
   —  
  1 mi/lvl I 
  1. Detect Channeling – Detects any active spell or active magical item from the Channeling realm; caster can 
  concentrate on a different 5’R area each round. 
  2. Detect Essence – As Detect Channeling, except realm is Essence. 
  3. Detect Mentalism – As Detect Channeling, except realm is Mentalism. 
  4. Detect Power – As Detect Channeling, except detects magic of any realm. 
  5. Detect Life – As Detect Channeling, except detects living beings. 
  6. Detect Curse – As Detect Channeling, except detects curses on people or things. 
  7. Detect Undead – As Detect Channeling, except detects the presence of Undead. 
  8. Life Typing – Analyzes one living being, giving race, age, and current state of health. 
  9. Detect Invisible – As Detect Channeling, except detects invisible things; all attacks against something so detected 
  are at -50.  
  
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  10. Perceive Power I – Gives the power (level) of the person or item or spell examined; caster can concentrate on a 
  different target each round. 
  11. Poison Analysis – Caster may analyze a poison to determine the exact effects and what antidotes are 
  necessary. Poison may be on an item or in a being. 
  12. Detect Mechanical Traps – As Detect Channeling, except it detects mechanical traps (but not unintentional 
  hazards of any kind or magical protections). 
  13. Power Typing – Detects any active magic on a target person or item. It also analyzes general spell type (in item 
  or cast) and what profession cast or created it; in case of a person, it gives an exact profession. 
  14. Detect Sacred – As Detect Channeling, except detects any holy or unholy creature/item, any items (including 
  sacred texts) of religious significance, hallowed ground, and exceptionally pious individuals. 
  15. Detect Spell – As Detect Power, except detects any spell that has been cast in the area examined going back 1 
  day/level of caster. Caster learns approximate time (within an hour) that a detected spell was cast. 
  16. Perceive Pregnancy – Identifies any woman or animal that is with child, at any stage of pregnancy. Caster learns 
  the developmental stage, number, and sex(es) of the preborn. Caster can scan a different area each round. 
  17. Perceive Power II – As Perceive Power I, except range is 500’ and everyone/everything in a five foot radius can 
  be "perceived" at once, with a different area targeted each round. 
  18. Location – Gives the direction and distance to any specific object or place that the caster is familiar with or has 
  had described in detail. The caster must have the dimensions of the object exact within 10% of actual size and 
  know at least two other attributes that make the item unique (e.g., color, texture, weight, etc.) within range of the 
  spell. Note that sometimes the caster must know more than two other attributes to make the item unique. 
  19. Detect Undead True – As Detect Undead, except caster learns exact numbers, types, and levels of Undead, as 
  well as whether or not each Undead is functioning independently or is currently controlled (including "mastered") 
  by another. 
  20. Curse Analysis – As Detect Curse, except any curse may be analyzed for approximate level, effect, and required 
  cure. 
  25. Life Analysis – As Life Typing, except also gives exact profession, degree of religious feeling, religious affiliation, 
  experience level, and other pertinent details. 
  30. Detect True – Any of the lower level spells on this list can be used once per round. 
  35. Perceive Power True – As Perceive Power I, except every single item, spell, or individual within 500' of the 
  caster that has "power" (a level) is "perceived" in an instant. 
  40. Mass Life Analysis – As Life Analysis, except applies to 1 target/level within a range of 100'. 
  50. Location True – As Location, except range is 1 mile/level. 
  Note: See Section 10.4 for more about detection spells. 
   
  
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  Open Channeling 
  LIGHT’S WAY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Projected Light 
  50’ beam 10 min/lvl self 
  E 
  2) Light I 
  10’R 
  10 min/lvl touch 
  E 
  3) Aura 
  1 target 
  10 min/lvl 10’ 
  U 
  4) Lights II 
  20’R 
  10 min/lvl 50' 
  E 
  5) Sudden Light 
  10’R 
   —  
  100’ 
  F 
  6) True Aura 
  1 target 
  10 min/lvl 10’ 
  U 
  7) Shock Bolt I 
  1 target 
   —  
  <25'> Ed 
  8) Lights III 
  30’R 
  10 min/lvl 50' 
  E 
  9) Utterlight I 
  10’R 
  1 min/lvl touch 
  E 
  10) Waiting Light 
  10’R 
  10 min/lvl touch 
  E 
  11) Flare 
  varies 
  1 rnd/lvl <5’>/lvl Ed 
  12) Illumination II 
  20' R 
  1 hr/lvl 
  50' 
  E 
  13) Lights V 
  50’R 
  10 min/lvl 50' 
  E 
  14) Utterlight III 
  30’R 
  1 min/lvl touch 
  E 
  15) Lights X 
  100’R 
  10 min/lvl 100' 
  E 
  16) Illumination III 
  30' R 
  1 hr/lvl 
  50' 
  E 
  17) Utterlight V 
  50’ R 
  1 min/lvl touch 
  E 
  18) Mass Lights 
  10’R / lvl 10 min/lvl 10'/lvl E 
  19) Illumination V 
  50' R 
  1 hr/lvl 
  50' 
  E 
  20) Mass Aura 
  1 target/lvl 10 min/lvl 100’ 
  U 
  25) Shock Ball 
  20' R 
   —  
  100’ 
  Eb 
  30) Alkar 
  1 target 
  10 min/lvl 10’ 
  U 
  35) Mass True Aura 
  1 target/lvl 10 min/lvl 100’ 
  U 
  40) Mass Illumination 
  10'R/lvl 
  1 hr/lvl 10'/lvl E 
  50) Mass Utterlights 
  10’R / lvl 
  1 min/lvl touch 
  E 
  1. Projected Light – Beam of light (like a flashlight) springs from the caster’s palm; it has a 50’ effective range. If the 
  caster's hand is closed into a fist, the light will “turn off”. If the caster's fist is reopened before the end of the 
  duration, the light will turn on again. 
  2. Light I – Lights a 10’R area about the point touched. This spell may be cast onto a target, which then gets an RR: 
  if the RR succeeds, the area of effect is centered on the point where the target is standing, but will not move with 
  the target. If the target fails the RR, the area of effect sticks to the target and will follow the target until it is 
  dispelled or the duration ends. 
  3. Aura – Causes a bright aura about the target, providing a more powerful appearance and subtracting 10 from all 
  attacks on the target. 
  4. Lights II – As Light I, except 1 or 2 areas can be created with a total radius of 20' (e.g., one area of 20' R or two 
  areas of 10' R). 
  5. Sudden Light – Causes a 10’R burst of intense light, all within are stunned for 1 round per 5 failure. 
  
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  6. True Aura – As Aura, except it produces an extremely powerful appearance and subtracts 15 from all attacks. 
  7. Shock Bolt I – A bolt of intense, charged light is shot from the palm of the caster; results are determined on the 
  Lightning Bolt attack table, as a Diminutive attack. 
  8. Lights III – As Lights II, except up to three areas can be created with a total radius of 30'. 
  9. Utterlight I – Nullifies all magically created darkness in a 10’R, and lights that area as full daylight. 
  10. Waiting Light – As Light I, except caster can delay the spell up to 24 hours; it can be triggered by one of the 
  following (decided by caster): elapsed time, specific movements, specific sounds, touch, etc. 
  11. Flare – A ball of light one foot in diameter is shot from the palm of the caster: it will travel to the limit of Long 
  range, explode (as a flare), burn with a bright light (as a flare), drift slowly to earth, and go out. An area equal to 
  the range is lit if the flare can rise to its full range; drops 10’/round. It can be fired at a target as a Small Fire Bolt. 
  12. Illumination II – As Lights II, except duration is one hour per level. 
  13. Lights V – As Lights II, except up to five areas can be created with a total radius of 50'. 
  14. Utterlight III – As Utterlight I, except up to three areas can be created with a total radius of 30' 
  15. Lights X – As Lights II, except up to ten areas can be created with a total radius of 100'. 
  16. Illumination III – As Lights III, except duration is one hour per level. 
  17. Utterlight V – As Utterlight I, except up to five areas can be created with a total radius of 50' 
  18. Mass Lights – As Lights II, except total radius is 10' per level and this may be split between a number of areas 
  equal to the caster's level. 
  19. Illumination V – As Lights V, except duration is one hour per level. 
  20. Mass Aura – As Aura, except as many targets as the caster’s level can be affected. 
  25. Shock Ball – Caster extends a finger and a 1" globe of blue-white light shoots out to the target location, then 
  erupts in arcs of electricity in a 40' sphere. Attack is resolved on the Lightning Ball table as a Tiny attack. 
  30. Alkar – As Aura, except target seems like a minor god and the subtraction is 25. 
  35. Mass True Aura – As True Aura, except as many targets as the caster’s level can be affected. 
  40. Mass Illumination – As Mass Lights, except duration is one hour per level. 
  50. Mass Utterlights – As Utterlight I, except total radius is 10' per level and this may be split between a number of 
  areas equal to the caster's level. 
  Note: None of the “Aura” spells (Aura, True Aura, Mass Aura, and Alkar) are cumulative with each other or Blur. 
  The Gamemaster may wish to allow the bonus from these spells to apply to Leadership as well as defense. 
  Note: Consult A&CL Section 14.8 for dealing with light and darkness. 
   
  
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  Open Channeling 
  LOFTY MOVEMENTS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Stamina 
  1 target 
  10 min/lvl 10' 
  U 
  2) Edgewalking 
  1 target 
  1 min/lvl 10' 
  U 
  3) Icewalking 
  1 target 
  1 min/lvl 10' 
  U 
  4) Limbwalking 
  1 target 
  1 min/lvl 10’ 
  U 
  5) Stonewalking 
  1 target 
  1 min/lvl 10’ 
  U 
  6) Waterwalking 
  1 target 
  1 min/lvl 10’ 
  U 
  7) Merging Organic 
  1 target 
  1 min/lvl 10’ 
  U 
  8) Store Sanctuary 
  caster 
  P 
  self 
  U 
  9) Limbrunning 
  1 target 
  1 min/lvl 10’ 
  U 
  10) Stonerunning 
  1 target 
  1 min/lvl 10’ 
  U 
  11) Waterrunning 
  1 target 
  1 min/lvl 10’ 
  U 
  12) Airwalking 
  1 target 
  1 min/lvl 10’ 
  U 
  13) Returning I 
  caster 
   —  
  self 
  U 
  14) Icerunning 
  1 target 
  1 min/lvl 10' 
  U 
  15) Great Merging Organic 
  1 target 
  1 min/lvl 10’ 
  U 
  16) Returning V 
  caster 
   —  
  self 
  U 
  17) Windwalking 
  1 target 
  1 min/lvl 10’ 
  U 
  18) Airrunning 
  1 target 
  1 min/lvl 10’ 
  U 
  19) Returning X 
  caster 
   —  
  self 
  U 
  20) Merging Organic True 
  1 target 
  1 min/lvl 10’ 
  U 
  25) Airrunning True 
  1 target 
  1 min/lvl 10’ 
  U 
  30) Word of Return * 
  caster 
   —  
  self 
  U 
  35) Windrunning 
  1 target 
  1 min/lvl 10’ 
  U 
  40) Returning True 
  caster 
   —  
  self 
  U 
  50) Rereturning * 
  caster 
   —  
  self 
  U 
  1. Stamina – Target gains a bonus of +30 for any Endurance rolls due to movement. 
  2. Edgewalking – Target can walk along narrow edges (down to 2" wide) that can support his weight. Maneuver 
  rolls are not normally required. 
  3. Icewalking – Target can walk along slick and/or wet surfaces as if on dry, secure footing. 
  4. Limbwalking – Target can walk along tree limbs as if on level ground. 
  5. Stonewalking – Target can walk on stone surfaces angled up to 60° as if on level ground. 
  6. Waterwalking – Target can walk on water as if on level ground. Water must be fairly calm. 
  7. Merging Organic – Caster can merge into any organic material (alive or dead). While merged, caster cannot 
  move, perceive, or cast spells. When the caster emerges from the material, it is possible to emerge from any side 
  or face of the material, although this is limited to moving "through" no more than the caster's own body size plus 
  two feet worth of material. The caster can exit at any time up to the end of spell duration (at which time the caster 
  automatically emerges at the entrance point). 
  
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  8. Store Sanctuary – Caster "stores" a location for use with spells later on this list. While casting this spell, the 
  caster must meditate for one hour in the location that will be stored. The caster can only have one sanctuary 
  stored at a time. As long as this location remains "stored", it will detect as a magical (i.e., "holy") place. 
  9. Limbrunning – Target can run along tree limbs as if on level ground. 
  10. Stonerunning – Target can run on stone surfaces angled up to 60° as if on level ground. 
  11. Waterrunning – Target can run on water as if on level ground. Water must be fairly calm. 
  12. Airwalking – Target can walk on calm air. This spell only allows for horizontal movement. Vertical movement 
  must be achieved by other means. 
  13. Returning I – Caster may return (as a teleport) to the caster's stored sanctuary (from Store Sanctuary) so long 
  as the sanctuary is no more than 1 mile away. 
  14. Icerunning – Target can run along slick and/or wet surfaces as if on dry, secure footing. 
  15. Great Merging Organic – As Merging Organic, except caster can turn within the material and can perceive the 
  outside world if within 6” of the surface. 
  16. Returning V – As Returning I, except the sanctuary can be up to 5 miles away. 
  17. Windwalking – As Airwalking, except target can walk when winds do not exceed twice the caster's level in miles 
  per hour (i.e., when cast by a 20th level character, the target can walk in winds up to 40 mph). Wind does affect 
  the target's movement. 
  18. Airrunning – As Airwalking, except target can run. 
  19. Returning X – As Returning I, except the sanctuary can be up to 10 miles away. 
  20. Merging Organic True – As Great Merging Organic, except target may use self-targeted spells while merged. 
  25. Airrunning True – As Airrunning, except target can run up to thrice the normal speed (Running pace) on calm 
  air without expending energy. This pace may be retained without any danger of Endurance checks related to 
  movement during the duration. 
  30. Word of Return * – As Returning, except spell is instantaneous and the sanctuary can be up to 10 miles per 
  level away. 
  35. Windrunning – As Windwalking, except target can run. 
  40. Returning True – As Returning, except there is no distance limit. 
  50. Rereturning * – Caster may return to the caster's stored sanctuary (from Store Sanctuary) , stay up to 1 round 
  per level, and then return to the point where he cast his spell (thus making it a round trip). Distance limit is 10 
  miles per level. 
  Note: Spells that involve teleportation are normally quite noisy and difficult to silence. Air is being pushed about in 
  a manner not unlike a thunderclap. Amount of noise depends on the size of the object teleported. 
   
  
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  Open Channeling 
  NATURE’S LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Beast Lore 
  1 animal 
   —  
  10’ 
  I 
  2) Plant Lore 
  1 plant 
   —  
  10’ 
  I 
  3) Herb Lore 
  1 herb 
   —  
  10’ 
  I 
  4) Fungal Lore 
  1 fungus 
   —  
  10’ 
  I 
  5) Stone Lore 
  1 stone 
   —  
  10’ 
  I 
  6) Speed Growth 
  1 species 
  1 day 
  10’ 
  U 
  7) Animal Tongues 
  caster 
  1 min/lvl 
  self 
  I 
  8) Water Lore 
  1 body of water 
   —  
  10’ 
  I 
  9) Animal Mastery I 
  1 animal 
  C 
  100’ Fm 
  10) Nature’s Awareness I 
  caster 
  C 
  100’ 
  I 
  11) Plant Tongues 
  caster 
  1 min/lvl 
  self 
  I 
  12) Animal Mastery III 
  3 animals 
  C 
  100’ 
  F 
  13) Animal Empathy 
  1 animal 
  C 
  100’ 
  I 
  14) Plant Control I 
  1 plant 
  1 min/lvl 100’ 
  F 
  15) Stonespeech 
  caster 
  1 min/lvl 
  self 
  I 
  16) Herb Production 
  1 seed 
  P 
  touch U 
  17) Fungal Tongues 
  caster 
  1 min/lvl 
  self 
  I 
  18) Animal Mastery V 
  5 animals 
  C 
  100’ Fm 
  19) Plant Control III 
  3 plants 
  1 min/lvl 100’ 
  F 
  20) Nature’s Awareness V 
  caster 
  C 
  500’ 
  I 
  25) Earth Empathy 
  1 target/rnd 1 min/lvl(C) 100’ 
  I 
  30) Species Mastery 
  1 species 
  C 
  10’/lvl Fm 
  35) Control Fungus V 
  5 fungi 
  1 min/lvl 100' Fm 
  40) Commune with Nature 
  5 mile R 
  — 
  self 
  I 
  50) Animal Mastery True 
  1 target 
  P 
  100’ Fm 
  1. Beast Lore – Caster learns nature, value, and history of one animal. 
  2. Plant Lore – Caster learns nature, value, and history of one plant (that is not a magical herb). 
  3. Herb Lore – Caster can understand the nature, origin, value, and use of any magical herb. If the plant is not a 
  magical herb, no information will be related. 
  4. Fungal Lore – Caster learns nature, value, and history of one fungus. 
  5. Stone Lore – Caster learns the nature, history, and origin of any one stone. 
  6. Speed Growth – Caster can increase speed of growth for any one species of plant within a 10' radius by ten 
  times normal growth rate. 
  7. Animal Tongues – Allows caster to understand and “speak” the language of any one animal species. 
  8. Water Lore – Caster learns the nature, value, origin, and eventual destination or outflow of one body of fresh 
  water. 
  9. Animal Mastery I – Caster can control the actions of any one animal. 
  
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  10. Nature’s Awareness I – Allows caster to monitor animate activity in the area (e.g., the caster will be aware of 
  movements, subtle and overt). Caster cannot move while concentrating. Caster does not receive a picture of what 
  is moving, just an awareness of the movement. This will allow distinguishing general size and shape of a moving 
  object. Someone staying still, but breathing, will be detected, but only a very general idea of size would be 
  determinable. 
  11. Plant Tongues – Allows caster to understand and “speak” the language of one plant species. 
  12. Animal Mastery III – As Animal Mastery I, except caster can control three animals.  
  13. Animal Empathy – Caster can understand and/or visualize the thoughts and emotions of any one animal. 
  14. Plant Control I – Caster can control the automatic and/or mental processes of one plant. Caster can also control 
  the plant’s movements; this does not allow movement beyond normal allowances. If cast daily, this can be used to 
  direct a plant's growth into specific unusual shapes, so long as these would be naturally possible. 
  15. Stonespeech – Caster can communicate with any one stone if it possesses any mental qualities (e.g., caster 
  could speak to a holy stone which possesses some sort of intelligence). 
  16. Herb Production – Caster can grow an herb by planting the proper seed. The herb is sterile, and the growth 
  takes 1-10 rounds. 
  17. Fungal Tongues – Allows caster to understand and “speak” the language of one species of fungus. 
  18. Animal Mastery V – As Animal Mastery I, except caster can control up to five animals. 
  19. Plant Control III – As Plant Control I, except caster can control any three plants. 
  20. Nature’s Awareness V – As Nature’s Awareness I, except that the radius is 500’. 
  25. Earth Empathy – Caster can understand and/or visualize the thoughts and emotions of any one animal, plant, 
  fungus, stone, or dead organic object. The caster can change target each round. 
  30. Species Mastery – As Animal Mastery I, except caster can control all of the animals of a given species within a 
  range equal to 10 x caster's level (e.g., at 30th level you could control all of the ferrets within 300’). 
  35. Control Fungus V – Caster can control the actions of up to five fungal life forms. 
  40. Commune with Nature – Caster is made aware of the ecological health of the area and anything that is causing 
  significant ecological impact on the area (e.g., the water from the magic spring makes everything here grow fast, 
  poison is leaching out from the pile of mine tailings, or the unicorns prevent disease from spreading through the 
  wildlife). 
  50. Animal Mastery True – As Animal Mastery I, except duration is permanent and concentration is not required. 
  At a given time, the total number of levels of animals controlled by caster through use of this spell cannot exceed 
  the caster's own level. 
  Note: An herb is defined as a plant that, in its raw form or when specially prepared, provides some unusual benefit 
  to the user. This does not apply to poisons, but may apply to narcotics.  
  
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  Open Channeling 
  PURIFICATIONS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Sustenance Purification 
  varies 
  P 
  touch U 
  2) Disease Purification 
  1 target 
  P 
  touch U 
  3) Food Preservation 
  varies 
  1 week touch U 
  4) Poison Purification 
  1 target 
  P 
  touch U 
  5) Disease Resistance I 
  1 target 
  10 min/lvl touch U 
  6) Poison Resistance I 
  1 target 
  10 min/lvl touch U 
  7) Mass Food Perservation 
  varies 
  1 week touch U 
  8) Disease Resistance II 
  1 target 
  10 min/lvl touch U 
  9) Poison Resistance II 
  1 target 
  10 min/lvl touch U 
  10) Mind Disease Cures 
  1 target 
  P 
  touch U 
  11) Disease Resistance III 
  1 target 
  10 min/lvl touch U 
  12) Poison Resistance III 
  1 target 
  10 min/lvl touch U 
  13) Extended Food Preservation 
  varies 
  1 month touch U 
  14) Undisease 
  1 target 
  P 
  touch U 
  15) Unpoison 
  1 target 
  P 
  touch U 
  16) Mass Mind Disease Cures 
  1 target/lvl 
  P 
  100’ U 
  17) Extreme Food Perservation 
  varies 
  1 year touch U 
  18) Mass Undisease 
  1 target/lvl 
  P 
  100’ U 
  19) Mass Unpoison 
  1 target/lvl 
  P 
  100’ U 
  20) Mind Disease Cures True 
  1 target 
  P 
  10’ 
  U 
  25) Greater Disease Purification 
  100’ R 
  P 
  self 
  U 
  30) Greater Poison Purification 
  100’ R 
  P 
  self 
  U 
  35) Food Preservation True 
  varies 
  1 year/lvl touch U 
  40) Mass Mind Disease Cures True 1 target/lvl 
  P 
  100' 
  U 
  50) Purification True 
  100’ R/lvl 
  P 
  self 
  E 
  1. Sustenance Purification – This spell neutralizes abnormal diseases, poison, and other similar substances in one 
  day's worth of food and/or water. It will not neutralize a poison or similar substance that is a natural part of the 
  food (e.g., it will not neutralize the natural poison in poisonous mushrooms). 
  2. Disease Purification – Stops infection and/or spread of a non-magical disease in one target that has acquired the 
  disease. Thus, no further damage will occur in uninfected areas of the body, and healing may begin. 
  3. Food Preservation – This spell perfectly preserves one day's worth of food (by the caster's dietary requirements) 
  for one week, after which it will spoil normally. 
  4. Poison Purification – Neutralizes any one non-magical poison in the system of one target. Damage already 
  sustained is not cured. 
  5. Disease Resistance I – Target gets an additional RR against any disease(s). 
  6. Poison Resistance I – Target gets an additional RR against any poison(s). 
  
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  7. Mass Food Preservation – As Food Preservation, except preserves one day's worth of food per level of the 
  caster. 
  8. Disease Resistance II – As Disease Resistance I, except target gets 2 additional RRs. 
  9. Poison Resistance II – As Poison Resistance I, except target gets 2 additional RRs. 
  10. Mind Disease Cures – Target is cured of one mind disease, recovery 1-50 days. 
  11. Disease Resistance III – As Disease Resistance I, except target gets 3 additional RRs. 
  12. Poison Resistance III – As Poison Resistance I, except target gets 3 additional RRs. 
  13. Extended Food Preservation – As Food Preservation, except preserves one day's worth of food for one month. 
  14. Undisease – Caster can remove any one disease from a target. 
  15. Unpoison – Caster can remove any one poison from a target. 
  16. Mass Mind Disease Cures – As Mind Disease Cures, except cures one mind disease in a number of targets up to 
  the caster's level. 
  17. Extreme Food Preservation – As Food Preservation, except preserves one day's worth of food for a year. 
  18. Mass Undisease – Caster can remove any one disease from a number of targets up to the caster's level (e.g., an 
  18th level caster could remove leprosy from 18 targets). 
  19. Mass Unpoison – Caster can remove any one poison from the systems of a number of targets up to the caster's 
  level.  
  20. Mind Disease Cures True – As Mind Disease Cures, except recovery is instantaneous. 
  25. Greater Disease Purification – Any disease in the area is eliminated.  
  30. Greater Poison Purification – Any poison in the area is neutralized.  
  35. Food Preservation True – As Food Preservation, except preserves one day's worth of food per level of the 
  caster for a period of one year/level. 
  40. Mass Mind Disease Cures True – As Mind Disease Cures True, except cures one mind disease in a number of 
  targets up to the caster's level. 
  50. Purification True – Eliminates all poisons and/or diseases in the area.  
  Note: In no case do these spells allow the disease or poison removed to make an RR. 
  Note: Parasitic infestation is considered a disease for purposes of this list.  
  
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  Open Channeling 
  SOUND’S WAY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Speech I 
  1 target 
  C 
  10’ 
  U 
  2) Quiet I 
  1 target 
  1 min/lvl 100’ 
  E 
  3) Tongues I 
  caster 
  1 min/lvl self 
  U 
  4) Sound Analysis 
  1 sound 
  — 
  self 
  I 
  5) Soundwall I 
  20’x20’ 
  10 min/lvl 100’ 
  E 
  6) Speech II 
  1 target 
  C 
  10’ 
  U 
  7) Sphere of Silence I 
  10’R 
  1 min/lvl 100’ 
  E 
  8) Quiet III 
  3 targets 
  1 min/lvl 100’ 
  E 
  9) Tongues II 
  caster 
  1 min/lvl self 
  U 
  10) Soundwall VI 
  (20’x20’) x6 10 min/lvl 100’ 
  E 
  11) Quiet V 
  5 targets 
  1 min/lvl 100’ 
  E 
  12) Prayer Call 
  1 mile R 
   1 min/lvl  self 
  E 
  13) Sphere of Silence V 
  50’R 
  1 min/lvl 100’ 
  E 
  14) Golden Voice 
  caster 
  10 min/lvl self 
  U 
  15) Speech III 
  1 target 
  C 
  10’ 
  U 
  16) Dialect 
  caster 
  1 min/lvl self 
  U 
  17) Sounding V 
  1 target 
  1 min/lvl 10’ 
  E 
  18) Babel 
  50' R  
  1 min/lvl 100' 
  F 
  19) Tongues III 
  caster 
  1 min/lvl self 
  U 
  20) Sphere of Silence X 
  100’R 
  1 min/lvl 100’ 
  E 
  25) Mass Soundwalls 
  varies 
  10 min/lvl 100’ 
  E 
  30) Mass Quiet 
  varies 
  1 min/lvl 100’ 
  E 
  35) Speech True 
  1 target 
  1 min/lvl 100’ 
  U 
  40) True Silence 
  100'R 
  1 min/lvl 100' 
  E 
  50) Tongues True 
  caster 
  10 min/lvl self 
  U 
  1. Speech I – Target is able to communicate basic ideas in a specific language (e.g., hungry, thirsty, bathroom, 
  peace, etc.); equivalent to skill rank 2. 
  2. Quiet I – Creates a 1’R area into and out of which sound cannot travel. As noted below, this spell can be cast on 
  an individual target, which the spell will then follow; this target gains +25 to Stalking attempts, but likewise 
  automatically fails any Perception attempts based on hearing alone and suffers a -50 to Perception rolls where 
  hearing is a factor (e.g., to detect someone Stalking the target). Note that this does not interfere with spell-casting 
  (the target can still speak, even yell, the sound is simply unable to leave the radius of the Quiet - certain spells like 
  Ultrasonics may have their range limited to the interior of the Quiet radius, however). 
  3. Tongues I – Caster is able to communicate basic ideas in a specific language (e.g., hungry, thirsty, bathroom, 
  peace, etc.); equivalent to skill rank 2. 
  4. Sound Analysis – Caster learns the origin and significance of any one sound that the caster has heard in the last 
  minute. 
  
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  5. Soundwall I – Creates a plane (up to 20’x20’) through which sound will not pass. 
  6. Speech II – As Speech I, except target can communicate more complex concepts, although there is a good 
  chance of misinterpretations; equivalent to skill rank 4. 
  7. Sphere of Silence I – As Quiet I, except radius is 10’. 
  8. Quiet III – As Quiet I, except 3 targets can be affected. 
  9. Tongues II – As Tongues I, except caster can communicate more complex concepts, although there is a good 
  chance of misinterpretations; equivalent to skill rank 4. 
  10. Soundwall VI – As Soundwall I, except six such walls are created; each Soundwall must be connected to at least 
  one other Soundwall. 
  11. Quiet V – As Quiet I, except 5 targets may be affected. 
  12. Prayer Call – Creates a wordless sound (may resemble a human voice, it just cannot transmit words) that can 
  be heard only by members of the caster's faith. Sound will not have any direct effects, but may serve as a signal 
  and as the spell name implies, it is often used as a signal to assemble for religious services. 
  13. Sphere of Silence V – As Sphere of Silence I, except radius is 50’. 
  14. Golden Voice – Caster's voice is made more pleasant and suitable for whatever task it is put to. The caster gains 
  a +20 bonus to any vocal tasks (singing, oratory, etc.). 
  15. Speech III – As Speech I, except target is reasonably fluent in the language. Target's accent is imperfect, but 
  there is only a slight chance of misinterpretation; equivalent to skill rank 6. 
  16. Dialect – Caster can speak a language he already knows in any regional or subcultural dialect, accent, and/or 
  slang as if that form was his normal way of speaking. 
  17. Sounding V – Target's voice carries five times as far as normal. 
  18. Babel – Anyone speaking within the area of effect has his words scrabbled into nonsense; anyone hearing 
  speech within the area of effect hears the words as nonsense. The only way two individuals within the area of 
  effect can communicate through speech is if they both make their RRs. 
  19. Tongues III – As Tongues I, except caster is reasonably fluent in the language. Caster's accent is imperfect, but 
  there is only a slight chance of misinterpretation; equivalent to skill rank 6. 
  20. Sphere of Silence X – As Sphere of Silence I, except radius is 100’. 
  25. Mass Soundwalls – As Soundwall V, except as many Soundwalls as the caster’s level can be created. 
  30. Mass Quiet – As Quiet I, except as many targets as the caster’s level can be affected. 
  35. Speech True – As Speech III, except target speaks the specified language like a native and the caster does not 
  need to concentrate (duration is 1 min/level). Skill is equivalent to skill rank 8. 
  40. True Silence – No sound can exist within the area of effect. It may be targeted on one being as its center, and if 
  that being fails an RR, the radius of effect will travel with that being. 
  50. Tongues True – As Tongues I, except caster speaks the specified language like a native (equivalent to skill rank 
  8) and the duration is 10 minutes/level. 
   
  Note: See Section 10.16 for details on using elemental spells, like Silence and Quiet, on living targets. 
   
  
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  Open Channeling 
  SPELL DEFENSE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Protection I 
  1 target 
  1 min/lvl 10’ 
  U 
  2) Cancel Channeling 
  spells 
  C 
  self 
  F 
  3) Protection Sphere I 
  10’R 
  1 min/lvl 10’ 
  U 
  4) Cancel Essence 
  spells 
  C 
  self 
  F 
  5) Protection II 
  1 target 
  1 min/lvl 10’ 
  U 
  6) Cancel Mentalism 
  spells 
  C 
  self 
  F 
  7) Protection Sphere II  
  10’R 
  1 min/lvl 10’ 
  U 
  8) Dispel Channeling 
  1 target 
  — 
  10' 
  F 
  9) Channeling Shield 
  caster 
  1 min/lvl self 
  U 
  10) Protection III 
  1 target 
  1 min/lvl 10’ 
  U 
  11) Essence Shield 
  caster 
  1 min/lvl self 
  U 
  12) Dispel Essence 
  1 target 
  — 
  10' 
  F 
  13) Mentalism Shield 
  caster 
  1 min/lvl self 
  U 
  14) Protection IV 
  1 target 
  1 min/lvl 10’ 
  U 
  15) Spell Shield II 
  caster 
  1 min/lvl self 
  U 
  16) Dispel Mentalism 
  1 target 
  — 
  10' 
  F 
  17) Protection V 
  1 target 
  1 min/lvl 10’ 
  U 
  18) Remove Curse 
  1 curse 
  P 
  touch F 
  19) Spell Shield True 
  caster 
  1 min/lvl self 
  U 
  20) Channeling Resistance 
  1 target 
  C 
  100’ U 
  25) Essence Resistance 
  1 target 
  C 
  100’ U 
  30) Mentalism Resistance 
  1 target 
  C 
  100’ U 
  35) Holy Protection 
  1 target 
  1 min/lvl 100' 
  U 
  40) Joint Resistance 
  1 target 
  C 
  100’ U 
  50) Resistance True 
  1 target 
  C 
  100’ U 
  1. Protection I – Target gains a bonus of +5 to RRs against spells and a bonus of +5 to DB against elemental attacks. 
  2. Cancel Channeling – When the caster is a target of a spell from the Realm of Channeling, the "incoming" spell 
  must first make an RR before the caster makes an RR. If the "incoming" spell passes the RR, it may target the caster 
  of this spell normally; otherwise the incoming spell has no effect on this target. Being a "willing target" does not 
  eliminate this effect, but the caster's own spells do not need to make an RR. Note that the caster is considered to 
  be a target of any spell which includes him in its area of effect or would "detect" him. 
  3. Protection Sphere I – As Protection I, except all beings within 10’R of target (sphere moves with target) get the 
  benefits. 
  4. Cancel Essence – As Cancel Channeling, except affects spells from the realm of Essence. 
  5. Protection II – As Protection I , except bonuses are +10. 
  6. Cancel Mentalism – As Cancel Channeling, except affects spells from the realm of Mentalism. 
  7. Protection Sphere II – As Protection Sphere I, except bonuses are +10. 
  
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  8. Dispel Channeling – Any active spell from the realm of Channeling that is on the target must make an RR. If the 
  spell fails its RR, it is dispelled. 
  9. Channeling Shield – Creates a shimmering shield in front of the caster: it provides a bonus to the caster's RR or 
  DB of 10 against all frontal Channeling spell attacks on the caster (force and elemental). If the caster takes an 
  instantaneous action to do so, he can "deflect" one spell attack. This results in adding the caster's ranks in this list 
  to his RR or, for spells that use an attack table, to his DB (in addition to the basic bonus of 10 for having the Shield). 
  Multiple deflections can be done in a single round, but each is a separate instantaneous action (costing 1 AP for 
  every instantaneous action after the first). 
  10. Protection III – As Protection I, except bonuses are +15. 
  11. Essence Shield – As Channeling Shield, except it is effective only against Essence spells. 
  12. Dispel Essence – As Dispel Channeling, except it affects spells of the realm of Essence. 
  13. Mentalism Shield – As Channeling Shield, except it is effective only against Mentalism spells. 
  14. Protection IV – As Protection I, except bonuses are +20. 
  15. Spell Shield II – As Channeling Shield, except it is effective against any two of the realms. 
  16. Dispel Mentalism – As Dispel Channeling, except it affects spells of the realm of Mentalism. 
  17. Protection V – As Protection I, except bonuses are +25. 
  18. Remove Curse – Cancels a curse if the curse fails an RR: the curse’s target level is the attack level of the original 
  curse and the attack level is this spell’s attack level. If the curse is not removed, the caster cannot try again before 
  gaining another rank in this list (however, another caster may try). 
  19. Spell Shield True – As Channeling Shield, except all three realms are affected. 
  20. Channeling Resistance – Target gets +50 to all RRs against Channeling spells. 
  25. Essence Resistance – As Channeling Resistance, except it is only effective against Essence spells. 
  30. Mentalism Resistance – As Channeling Resistance, except it is only effective against Mentalism spells. 
  35. Holy Protection – As Channeling Resistance, except for duration. 
  40. Joint Resistance – As Channeling Resistance, except is effective against spells from two realms of the caster's 
  choice. 
  50. Resistance True – As Channeling Resistance, except is effective against all three realms. 
  Note: A Hybrid spell will be affected by a Cancel, Dispel, or Shield spell that is effective against either of its 
  hybridized realms. 
  Note: Curses are not affected by regular dispelling. See Section 10.2 for dealing with curses. 
  
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  Open Channeling 
  WEATHER WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Living Gauge 
  caster 
  C 
  self 
  I 
  2) Rain Prediction 
  caster 
   —  
  self 
  I 
  3) Frost Prediction 
  caster 
   —  
  self 
  I 
  4) Weather Prediction I 
  caster 
   —  
  self 
  I 
  5) Rain Deflection * 
  caster 
  1 min/lvl self 
  E 
  6) Breeze Call 
  10’R 
  1 rnd/lvl self 
  E 
  7) Fog Call 
  10’R/lvl 
  1 min/lvl self 
  E 
  8) Unfog 
  10’R/lvl 
  P 
  100’ 
  F 
  9) Calm Water 
  100’R 
  C 
  100’ 
  F 
  10) Weather Prediction III 
  caster 
   —  
  self 
  I 
  11) Precipitation Call 
  10’R/lvl 
  1 min/lvl self 
  E 
  12) Weather Watch 
  1 mi 
  24 hrs 
  self 
  I 
  13) Weather Prediction V 
  caster 
   —  
  self 
  I 
  14) Temperature Control 
  50'R/lvl 
  1 min/lvl self 
  E 
  15) Wind Control 
  50’ R/lvl 
  1 min/lvl self 
  E 
  16) Dew Call 
  100' R 
  varies touch E 
  17) Water Control 
  50’ R/lvl 
  1 min/lvl self 
  E 
  18) Clear Skies 
  1 mi R 
  1 min/lvl self 
  E 
  19) Weather Prediction True 
  caster 
   —  
  self 
  I 
  20) Rain Call 
  1 mi R 
  1 min/lvl self 
  E 
  25) Sky Call 
  1 mi R 
  1 min/lvl self 
  E 
  30) Storm Call 
  1 mi R 
  1 min/lvl self 
  E 
  35) Thunderstorm 
  10' R/lvl 
  C 
  1000' E 
  40) Tornado 
  15' R 
  1 rnd/lvl 500' 
  E 
  50) Weather Mastery 
  1 mi R/lvl 1 min/lvl self 
  E 
  1. Living Gauge – Caster can ascertain the information regarding the surrounding atmosphere. Information that 
  may be gained includes: temperature, humidity, barometric pressure, and wind speed. The caster can gain a 
  different piece of information each round. 
  2. Rain Prediction – Gives caster a 95% chance of predicting the time and type of rain (or other precipitation) by 
  ±15 minutes over the next 24 hour period. 
  3. Frost Prediction – Gives caster a 95% chance of predicting the high and low temperatures over the next 24 
  hours. 
  4. Weather Prediction I – As Rain Prediction except it allows 95% chance of predicting time, type, and severity of 
  weather over the next 24-hour period. 
  
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  5. Rain Deflection * – Caster is protected from precipitation. No rain, snow, sleet, hail, or fog will come closer than 
  an inch from the caster or what the caster is wearing, allowing the caster to pass through a downpour and come 
  out completely dry. 
  6. Breeze Call – Caster causes a breeze to come forth which will drive out any gaseous matter (clouds, fog, poison 
  gasses, etc.) and subtracts from all missile attacks (-10). Once set, the direction of the breeze will not change. 
  7. Fog Call – Caster causes fog to arise that obscures nearly all vision in and through the radius; treat as a heavy fog 
  as described in A&CL, Section 14.8. 
  8. Unfog – Disperses fog within the area of effect. If not all of a fog is dispersed (i.e., the fog covers a greater area 
  than the area of effect for this spell), the fog will refill the area of effect, reducing the cleared radius by 10' every 1-
  5 minutes (varying depending on the heaviness of the fog and ambient humidity). 
  9. Calm Water – All water within a 100’R is calmed; waves are cut by 20’ in the center and less towards the 
  perimeter. This will negate the effects of currents in the area of effect. 
  10. Weather Prediction III – As Weather Prediction I, except that caster has a 95% chance of predicting weather 
  over a 3-day period. 
  11. Precipitation Call – Caster causes rain or snow to fall (depending on temperature). The precipitation obscures 
  vision into the radius (-25 to Perception) and modifies all missile attacks passing through part of the radius by -25. 
  12. Weather Watch – Alerts the caster any time that the weather within the area of effect is altered by 
  supernatural means. 
  13. Weather Prediction V – As Weather Prediction I, except that caster has a 95% chance of predicting weather 
  over a 5-day period. 
  14. Temperature Control – Caster can adjust the temperature up or down by 18°F (10°C). Once the duration of the 
  spell is over, the temperature will slowly adjust back to the ambient temperature (over the course of an hour). 
  15. Wind Control – Caster can control the speed and direction of the wind. Caster can increase or decrease wind 
  speed by 1 mph per caster level (e.g., if the wind speed is normally 20 mph, a 15th level caster could alter the wind 
  speed to between 5 and 35 mph). By directing the wind against missile attacks the caster can cause a -1 
  modification for each mph of wind speed. Note that caster can also control the direction of the flow of gases 
  and/or clouds. 
  16. Dew Call – Caster can summon a dew (or frost, should the temperature be below freezing) the following 
  morning. 
  17. Water Control – Caster can control water movement. Caster can create magical barriers blocking water flow, 
  but intangible to all else, within the limits of the spell. Caster can also control the flow of surface currents on a 
  large body of water, providing up to 1 mph per caster level of current, which can carry boats or ships along. 
  18. Clear Skies – Caster can make the skies clear of haze, precipitation, clouds, etc. This spell will not affect the 
  wind. 
  19. Weather Prediction True – As Weather Prediction I, except that caster has a 95% chance of predicting weather 
  over a 30-day period. 
  20. Rain Call – Caster can summon rain of moderate intensity; the rain will obscure short-range vision (-25 to 
  Perception and missile attack out to 100', -75 beyond 100'). 
  25. Sky Call – Caster may use any of the lower level spells on this list, but with the effects covering a one mile 
  radius. 
  30. Storm Call – Caster may call forth a storm of any type with maximum wind speeds equal to twice caster's level 
  in miles per hour, and intensity according to the caster's desires. Effects will vary according to circumstance (and 
  the GM’s discretion). For example, a 30th level caster could summon a lightning storm with intense rain and 
  
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  constant wind speeds of up to 60 mph: the GM may wish to have random rolls to determine possible lightning 
  strikes vs. exposed targets. 
  35. Thunderstorm – Caster can cause lightning bolts to strike a region within range, with anyone in the area subject 
  to a 25% chance of being targeted by a lightning bolt during any given round. The results are determined on the 
  Lightning Bolt Attack Table, with the OB equal to the caster's ranks in this list. This spell requires that there already 
  be clouds in the sky. Any fumbles are resolved based on the clouds launching the lightning, not the caster. 
  40. Tornado – Caster creates a tornado. This spell requires a cloudy sky and at least 20 mph winds. The tornado will 
  be 15' in radius and will move 100' randomly each round that the caster does not concentrate. If the caster 
  concentrates, he can control the movement of the tornado (up to 100' per round). The tornado is resolved on 
  living things and structures as a Large Ram Attack with an OB equal to the caster's ranks in this list, with an 
  additional Grapple critical. If the tornado ever gets a 100% "grapple" on someone, it will pick him up and drop him 
  from a height of 1-100'. The tornado will pick up and toss around small objects, raise dust and water, and the GM 
  should call for breakage checks on any items he thinks may be threatened. Note that range is for initial formation 
  only; tornado may travel any distance from caster once formed. 
  50. Weather Mastery – Caster may dictate the weather conditions in the area, modifying wind speeds by ±1 mph x 
  level, and setting the level of precipitation, fog, cloud cover etc. Caster may call for shifts in the patterns as he 
  concentrates, but the change will take at least 1 minute. 
  Note: All weather generating spells cause weather to gradually form over a period of one minute. In addition, 
  weather generating spells have no effect in areas where there are not normally occurring weather patterns (i.e., 
  inside buildings, etc.). 
  Note: Weather Prediction is based on current conditions. Natural evolution of the weather system produces some 
  uncertainty, which is represented by the 5% chance of error. Magical or divine intervention can alter weather 
  patterns beyond those natural uncertainty parameters and completely void the Weather Prediction (e.g., a "sunny 
  and clear" prediction is made for the next three days. Later that day, another caster casts a Storm Call in the area. 
  That disturbs local weather patterns and the Weather Prediction must be recast in order to learn what the new 
  weather pattern is likely to produce). 
  
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  6.2. Closed 
  Closed Channeling 
  BLOOD LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Flowstop I 
  1 target 
   varies  touch U 
  2) Flowstop III 
  1 target 
   varies  touch U 
  3) Clotting I 
  1 target 
  P  
  touch U 
  4) Flowstop V 
  1 target 
   varies  touch U 
  5) Limb Preservation ‡ * 
  1 limb 
  1 day/lvl touch U 
  6) Cut Repair I 
  1 target 
  P 
  touch U 
  7) Clotting III 
  1 target 
  P  
  touch U 
  8) Medium Flesh Wound Relief 
  1 target 
  P 
  touch U 
  9) Cut Repair III 
  1 target 
  P 
  touch U 
  10) Severe Flesh Wound Relief 
  1 target 
  P 
  touch U 
  11) Light Flesh Wound Healing 
  1 target 
  P 
  touch U 
  12) Joining ‡ * 
  1 target 
  P 
  touch U 
  13) Flowstop True 
  1 target 
   varies touch U 
  14) Medium Flesh Wound Healing 
  1 target 
  P  
  touch U 
  15) Clotting True 
  1 target 
  P 
  touch U 
  16) Multitarget Flowstop 
  varies 
  varies 
  50' 
  U 
  17) Severe Flesh Wound Healing 
  1 target 
  P 
  touch U 
  18) Cut Repair True 
  1 target 
  P 
  touch U 
  19) Mass Clotting 
  1 target 
  P 
  touch U 
  20) Multitarget Clotting 
  varies 
  P 
  50' 
  U 
  25) Joining True ‡ * 
  1 target 
  P 
  touch U 
  30) Light Flesh Wound Healing True 
  1 target 
  P  
  touch U 
  35) Medium Flesh Wound Healing True 
  1 target 
  P 
  touch U 
  40) Mass Cut Repair 
  1 target 
  P 
  touch U 
  50) Severe Flesh Wound Healing True 
  1 target 
  P 
  100’ 
  U 
  1. Flowstop I – Allows caster to reduce a target’s blood loss by up to 1 hit/round. Until the injury is actually healed 
  by some means (e.g., a Medicine maneuver), the target cannot move or be moved, or the bleeding will resume at 
  the prior rate. 
  2. Flowstop III – Allows caster to reduce a target’s blood loss by up to 3 hits/round. Until the injury is actually 
  healed by some means (e.g., a Medicine maneuver), the target cannot move or be moved, or the bleeding will 
  resume at the prior rate. 
  3. Clotting I – Allows caster to stop bleeding on a wound that is bleeding at rate of up to 1 hit/round. For one hour, 
  the target can engage in no activity more vigorous than walking or bleeding will resume at the prior rate. 
  4. Flowstop V – Allows caster to reduce a target’s blood loss by up to 5 hits/round. Until the injury is actually 
  healed by some means (e.g., a Medicine maneuver), the target cannot move or be moved, or the bleeding will 
  resume at the prior rate. 
  
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  5. Limb Preservation ‡ * – Allows caster to prevent the deterioration of 1 limb (even while severed); also requires 
  use of the other 3 Closed Channeling Limb Preservation spells. 
  6. Cut Repair I – Allows caster to instantly stop bleeding from 1 wound that bleeds at rate of 1 hit/round. 
  7. Clotting III – Allows caster to stop bleeding on a wound that is bleeding at rate of up to 3 hits/round. For one 
  hour, the target can engage in no activity more vigorous than walking or bleeding will resume at the prior rate. 
  8. Medium Flesh Wound Relief – Target is healed of one Light or Medium flesh wound. 
  9. Cut Repair III – Allows caster to instantly stop bleeding from 1 wound that bleeds at rate of up to 3 hits/round. 
  10. Severe Flesh Wound Relief – Target is healed of one flesh wound (of any severity). 
  11. Light Flesh Wound Healing – Target is healed of one Light flesh wound. 
  12. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Closed Channeling Joining 
  spells in order to make limb fully functional. The recovery time is 1-10 days. 
  13. Flowstop True – As Flowstop III, except that the caster can stop all blood loss in one target. 
  14. Medium Flesh Wound Healing – Target is healed of one Light or Medium flesh wound. 
  15. Clotting True – As Clotting I, except caster can heal a wound bleeding at any rate. 
  16. Multitarget Flowstop – As Flowstop I, except caster can stop total bleeding of up to 1 hit/round per level of the 
  caster in any number of targets within range. 
  17. Severe Flesh Wound Healing – Target is healed of one flesh wound (of any severity). 
  18. Cut Repair True – Instantly stops bleeding from 1 wound regardless of bleeding rate. 
  19. Mass Clotting – As Clotting I, except caster can heal bleeding in multiple wounds in a single target up to a total 
  hits/round of bleeding equal to his level. 
  20. Multitarget Clotting – As Clotting I, except caster can stop total bleeding of up to 1 hit/round per level of the 
  caster in any number of targets within range. 
  25. Joining True ‡ * – As Joining, except caster must cast the other 3 Closed Channeling Joining True spells and 
  recovery is instantaneous. 
  30. Light Flesh Wound Healing True – Target is healed of one Light flesh wound. 
  35. Medium Flesh Wound Healing True – Target is healed of one Light or Medium flesh wound. 
  40. Mass Cut Repair – Caster can instantly stop bleeding from multiple wounds (in a single target) up to a total 
  hits/round of bleeding equal to his level. 
  50. Severe Flesh Wound Healing True – Target is healed of one flesh wound (of any severity). 
  Note: A flesh wound is also classified as a "skin & tissue injury". See A&CL Section 12.1. 
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
  Note: Any cut wound that has had all of its bleeding permanently stopped can then be healed by an appropriate 
  "Flesh Wound" healing spell.  
   
  
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  Closed Channeling 
  BONE LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Bone Lore 
  1 target 
   —  
  touch I 
  2) Light Cartilage Damage Relief 
  1 target 
  P 
  touch U 
  3) Light Bone Damage Relief 
  1 target 
  P 
  touch U 
  4) Light Skull Damage Relief 
  1 target 
  P 
  touch U 
  5) Limb Preservation ‡ * 
  1 target 
  1 day/lvl touch U 
  6) Medium Cartilage Damage Relief 
  1 target 
  P 
  touch U 
  7) Medium Bone Damage Relief 
  1 target 
  P 
  touch U 
  8) Medium Skull Damage Relief 
  1 target 
  P 
  touch U 
  9) Severe Cartilage Damage Relief 
  1 target 
  P 
  touch U 
  10) Severe Bone Damage Relief 
  1 target 
  P 
  touch U 
  11) Severe Skull Damage Relief 
  1 target 
  P 
  touch U 
  12) Joining ‡ * 
  1 target 
  P 
  touch U 
  13) Light Bone Damage Healing 
  1 target 
  P 
  touch U 
  14) Light Skull Damage Healing 
  1 target 
  P 
  touch U 
  15) Medium Cartilage Damage Healing 
  1 target 
  P 
  touch U 
  16) Medium Bone Damage Healing 
  1 target 
  P 
  touch U 
  17) Medium Skull Damage Healing 
  1 target 
  P 
  touch U 
  18) Severe Cartilage Damage Healing 
  1 target 
  P 
  touch U 
  19) Severe Bone Damage Healing 
  1 target 
  P 
  touch U 
  20) Severe Skull Damage Healing 
  1 target 
  P 
  touch U 
  25) Joining True ‡ * 
  1 target 
  P 
  touch U 
  30) Medium Cartilage Damage Healing True 
  1 target 
  P 
  touch U 
  35) Medium Bone Damage Healing True 
  1 target 
  P 
  touch U 
  40) Medium Skull Damage Healing True 
  1 target 
  P 
  touch U 
  50) Skeletal Healing True 
  caster 
  1 rnd/lvl self 
  U 
  1. Bone Lore – Caster acquires complete understanding of any bone damage, including the tools and methods 
  required for healing. Caster does not receive the skill or power necessary to perform the cure, but this diagnostic 
  does provide a +20 bonus to treatment if supervised by the caster. 
  2. Light Cartilage Damage Relief – Target is healed of one Light wound to cartilage. 
  3. Light Bone Damage Relief – Target is healed of one Light wound to bones other than the skull. 
  4. Light Skull Damage Relief – Target is healed of one Light wound to the skull. 
  5. Limb Preservation ‡ * – Allows caster to prevent the deterioration of 1 limb (even while severed); also requires 
  use of the other 3 Closed Channeling Limb Preservation spells. 
  6. Medium Cartilage Damage Relief – Target is healed of one Light or Medium wound to cartilage. 
  7. Medium Bone Damage Relief – Target is healed of one Light or Medium wound to bones other than the skull. 
  8. Medium Skull Damage Relief – Target is healed of one Light or Medium wound to the skull. 
  
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  9. Severe Cartilage Damage Relief – Target is healed of one wound (of any severity) to cartilage. 
  10. Severe Bone Damage Relief – Target is healed of one wound (of any severity) to bones other than the skull. 
  11. Severe Skull Damage Relief – Target is healed of one wound (of any severity) to the skull. 
  12. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Closed Channeling Joining 
  spells in order to make limb fully functional. The recovery time is 1-10 days. 
  13. Light Bone Damage Healing – Target is healed of one Light wound to bones other than the skull. 
  14. Light Skull Damage Healing – Target is healed of one Light wound to the skull. 
  15. Medium Cartilage Damage Healing – Target is healed of one Light or Medium wound to cartilage. 
  16. Medium Bone Damage Healing – Target is healed of one Light or Medium wound to bones other than the skull. 
  17. Medium Skull Damage Healing – Target is healed of one Light or Medium wound to the skull. 
  18. Severe Cartilage Damage Healing – Target is healed of one wound (of any severity) to cartilage. 
  19. Severe Bone Damage Healing – Target is healed of one wound (of any severity) to bones other than the skull. 
  20. Severe Skull Damage Healing – Target is healed of one wound (of any severity) to the skull. 
  25. Joining True ‡ * – As Joining, except caster must cast the other 3 Closed Channeling Joining True spells and 
  recovery is instantaneous. 
  30. Medium Cartilage Damage Healing True – Target is healed of one Light or Medium wound to cartilage. 
  35. Medium Bone Damage Healing True – Target is healed of one Light or Medium wound to bones other than the 
  skull. 
  40. Medium Skull Damage Healing True – Target is healed of one Light or Medium wound to the skull. 
  50. Skeletal Healing True – Caster can use any lower level spell (on this list) once per round. 
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
  
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  Closed Channeling 
  CALM SPIRITS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Calm Self 
  caster 
  1 min/lvl self 
  U 
  2) Calm I 
  1 target 
  1 min/lvl 100’ Fm 
  3) Restful Spirit I 
  1 corpse 
  1 week touch U 
  4) Calm II 
  2 targets 1 min/lvl 100’ Fm 
  5) Hold Kind I 
  1 target 
  C 
  100’ Fm 
  6) Calm III 
  3 targets 1 min/lvl 100’ Fm 
  7) Restful Spirit II 
  1 corpse 
  1 month touch U 
  8) Calm IV 
  4 targets 1 min/lvl 100’ Fm 
  9) Calm V 
  5 targets 1 min/lvl 100’ Fm 
  10) Mass Animal Calming I 1 target/lvl 1 min/lvl 100’ Fm 
  11) True Hold I 
  1 target 
  C 
  100’ Fm 
  12) Calm X 
  10 targets 1 min/lvl 100’ Fm 
  13) Hold Kind III 
  3 targets 
  C 
  100’ Fm 
  14) Meditation 
  caster 
  1 hr/lvl self 
  U 
  15) Whisper of Calming * 
  50' R 
  1 min/lvl self Fm 
  16) True Hold II 
  2 targets 
  C 
  100’ Fm 
  17) Restful Spirit True 
  1 corpse 
  P 
  touch U 
  18) Mass Animal Calming II 1 target/lvl 1 min/lvl 10’/lvl Fm 
  19) Hold Kind V 
  5 targets 
  C 
  100’ Fm 
  20) Lord Calm 
  20 targets 1 min/lvl 10’/lvl Fm 
  25) Long Calm 
  1 target 
  1 day/lvl 300’ Fm 
  30) Mass Calm 
  1 target/lvl 1 min/lvl 10’/lvl Fm 
  35) Mass Hold Kind 
  1 target/lvl 
  C 
  100’ Fm 
  40) Mass True Hold 
  1 target/lvl 
  C 
  100’ Fm 
  50) Calm True 
  1 target 
  P 
  100’ Fm 
  1. Calm Self – Caster is placed in a state of calm. This provides a +25 RR bonus against Fear or any spells that 
  provoke an emotional response, a +10 bonus to any maneuvers that benefit from calm (including the use of missile 
  weapons), while giving a -15 penalty to any activity to which calm is detrimental (e.g., most moving maneuvers 
  above a walking pace, melee combat, thrown weapons) 
  2. Calm I – Target will take no aggressive/offensive action and will fight only if attacked.  
  3. Restful Spirit I – Target will not be able to rise as undead or house any animating spirit or otherwise be made to 
  occupy a state other than peaceful death or true resurrection that returns the body to life and rehouses the soul. 
  4. Calm II – As Calm I, except 2 targets may be affected.  
  5. Hold Kind I – Humanoid target has its Activity Points per round reduced by 3 (i.e., normally, the target will have 1 
  AP each round). 
  6. Calm III – As Calm I, except 3 targets may be affected.  
  
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  7. Restful Spirit II – As Restful Spirit I, except for duration. 
  8. Calm IV – As Calm I, except 4 targets may be affected.  
  9. Calm V – As Calm l, except 5 targets may be affected.  
  10. Mass Animal Calming I – Caster can calm (as Calm I) a number of animals equal to the caster's level.  
  11. True Hold I – Any target has its Activity Points per round reduced by 3 (i.e., normally, the target will have 1 AP 
  each round). 
  12. Calm X – As Calm I, except that 10 targets may be affected.  
  13. Hold Kind III – As Hold Kind I, except 3 targets may be affected.  
  14. Meditation – The caster enters a deep relaxing meditation from which he cannot be woken until a specified 
  time has passed (up to the duration of the spell). While meditating the caster regains Hits and PP at twice the 
  normal rate and receives +50 to any Meditation maneuvers. 
  15. Whisper Of Calming * – All targets in radius must resist or they are calmed (as Calm I). 
  16. True Hold II – As True Hold I, except 2 targets may be affected.  
  17. Restful Spirit True – As Restful Spirit I, except for duration. 
  18. Mass Animal Calming II – [RR Mod.: -20] As Mass Animal Calm I, except RRs are modified by -20 and the range 
  is 10’/lvl.  
  19. Hold Kind V – As Hold Kind I, except 5 targets may be affected.  
  20. Lord Calm – [RR Mod.: -20] As Calm I, except that 20 targets may be affected.  
  25. Long Calm – [RR Mod.: -20] As Calm I, except that calmness lasts for 1 day/level. 
  30. Mass Calm – [RR Mod.: -20] As Calm I, except that caster can calm a number of targets equal to the caster's 
  level.  
  35. Mass Hold Kind – As Hold Kind I, except that caster can affect a number of targets equal to the caster's level.  
  40. Mass True Hold – As True Hold I, except that caster can affect a number of targets equal to the caster's level.  
  50. Calm True – As Calm I, except that calmness is permanent. 
  Note: An "aggressive" action is defined as any action with the intent to directly harm any individual(s). Actions that 
  result in harm indirectly to individuals are not "aggressive". Pulling the lever on the wall to drop an individual into a 
  pit is an aggressive action (the action directly resulted in the harm). Running away to get help is not an aggressive 
  action. 
  
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  Closed Channeling 
  CREATIONS 
  Level 
  Spell 
  Area of 
  Effect 
  Duration Range 
  Type 
  1) Weave Air 
  3'x6' 
  P 
  touch 
  E 
  2) Sustain Self 
  caster 
  1 day 
  self 
  U 
  3) Water Production I 
   —  
  P 
  10’ 
  E 
  4) Food Production I 
   —  
  P 
  10’ 
  E 
  5) Fire Starting 
  1’R 
   —  
  1’ 
  E 
  6) Nutrient Conjures I 
   —  
  P 
  10’ 
  E 
  7) Water Production III 
   —  
  P 
  10’ 
  E 
  8) Food Production III 
   —  
  P 
  10’ 
  E 
  9) Herb Enhancement 
  1 herb 
  P 
  touch 
  U 
  10) Water Production V 
   —  
  P 
  10’ 
  E 
  11) Food Production V 
   —  
  P 
  10’ 
  E 
  12) Nutrient Conjures III 
   —  
  P 
  10’ 
  E 
  13) Herb Mastery 
  1 herb 
  P 
  touch 
  U 
  14) Tent of the Gods 
  1 tent 
  1 day 
  10' 
  E 
  15) Lesser Plant Production 
  1 plant 
  P 
  10’ 
  E 
  16) Mass Water Production 
   —  
  P 
  10’ 
  E 
  17) Food Production True 
   —  
  P 
  10’ 
  E 
  18) Batch Herb Mastery 
  1 herb/lvl 
  P 
  10' 
  U 
  19) Cabin of the Gods 
  1 cabin 
  1 day 
  10' 
  E 
  20) Lesser Animal Production 
  1 animal 
  P 
  10’ 
  E 
  25) Nutrient Conjures True 
   —  
  P 
  10’ 
  E 
  30) Greater Plant Production 
  1 plant 
  P 
  10’ 
  E 
  35) Heavenly Tower 
  1 tower 
  1 day 
  10' 
  E 
  40) Plant Production True 
  1 plant 
  P 
  10’ 
  E 
  50) 
  Greater Animal 
  Production 
  1 animal 
  P 
  10’ 
  E 
  1. Weave Air – Creates (out of thin air) a cloth up to 3'x6' in area, the cloth is made of typical local textile materials 
  (of an inexpensive kind), suitable for use as either a blanket or as a simple garment. 
  2. Sustain Self – Allows caster to go without food or water and not suffer damage (i.e., provides nutrition and 
  water for 1 day). 
  3. Water Production I – Caster can produce sufficient water in any available receptacle to supply a being for one 
  day. 
  4. Food Production I – Caster can produce sufficient food from the surrounding area to feed one hearty appetite 
  for one day. 
  5. Fire Starting – Allows caster to set a fire of 1’R; fire will then last as long as there is fuel. A target in the 1’R will 
  take an A Heat critical. Caster may only target a specific location, not an individual, with this spell. 
  
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  6. Nutrient Conjures I – Caster can produce a loaf of blessed bread that weighs half a pound and will support one 
  being for one day; the loaf will lose potency in one month. 
  7. Water Production III – As Water Production I, except caster can produce three days of water. 
  8. Food Production III – As Food Production I, except caster can produce sufficient food to feed three beings for 
  one day. 
  9. Herb Enhancement – Allows caster to enhance the potency of any one growing herb by 100% (i.e., x2). This spell 
  may be employed only once per herb. 
  10. Water Production V – As Water Production I, except caster can produce five days supply of water. 
  11. Food Production V – As Food Production I, except caster can produce sufficient food to feed five beings for one 
  day. 
  12. Nutrient Conjures III – As Nutrient Conjure I, except caster can produce three loaves of blessed bread. 
  13. Herb Mastery – Caster can double the potency of any one herb (growing or dead). This spell may be employed 
  only once/herb, and may not be combined with Herb Enhancement. 
  14. Tent of the Gods – Caster creates a plain tent, capable of sheltering up to four persons comfortably (or six 
  uncomfortably) against local weather conditions. At the end of this spell, the tent simply disappears. 
  15. Lesser Plant Production – Caster can produce a plant up to 10’ in height and/or width; plant must be 
  representative of the region. 
  16. Mass Water Production – As Water Production I, except caster can create one day of water per level (e.g., a 
  17th level Cleric could create 17 days of water). 
  17. Food Production True – As Food Production I, except caster can produce sufficient food to feed a number of 
  beings equal to the caster's level. 
  18. Batch Herb Mastery – As Herb Mastery, except caster may enhance one herb per level. Herbs must all be of the 
  same type. 
  19. Cabin of the Gods – As Tent of the Gods, except creates a log cabin suitable for 12 persons in comfort or 20 
  persons uncomfortably. 
  20. Lesser Animal Production – Caster can create an animal representative of the surrounding region and weighing 
  no more than 10 lbs; animal will be friendly to caster. 
  25. Nutrient Conjures True – As Nutrient Conjure I, except caster can produce a number of loaves of blessed bread 
  equal to the caster's level. 
  30. Greater Plant Production – As Lesser Plant Production, except that caster can create one plant with a height 
  and/or width of one foot per caster level (e.g., a 30th level could produce a 30’ high tree with a 30’ maximum 
  width); plant must be representative of the local area. 
  35. Heavenly Tower – As Tent of the Gods, except creates a stone tower suitable for 16 persons in comfort or 30 
  uncomfortably. This is a defensive structure, with a barred door and whatever standard structural design the 
  caster's culture would use for a fortified stone tower. 
  40. Plant Production True – As Greater Plant Production, except plant need not be native to the local area. 
  50. Greater Animal Production – As Lesser Animal Production, except that caster can produce an animal with a 
  maximum weight of one pound per caster level. The animal must be a native of the area. 
  Note: All nutritional spells on this list miraculously adapt to the consumer. Food Production might feed a mouse or 
  an elephant as easily as a man. Attempts to subvert this spell by creating food for a dragon then feeding it to 
  humans should reflect the nature of the diety called on. 
   
  
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  Closed Channeling 
  LOCATING WAYS 
  Level 
  Spell 
  Area of Effect 
  Duration 
  Range 
  Type 
  1) Orientation * 
  caster 
   —  
  self 
  I 
  2) Guess * 
  caster 
   —  
  self 
  I 
  3) Pathfinding I 
  caster 
   —  
  100’ 
  I 
  4) Guidance 
  caster 
  10 min/lvl (C) 100'/lvl 
  E 
  5) Location I 
  1 target 
  1 min/lvl (C) 
  100’ 
  I 
  6) Pathfinding III 
  caster 
   —  
  300’ 
  I 
  7) Tag I 
  1 target 
  1 hr/lvl 
  touch 
  U 
  8) Location III 
  1 target 
  1 min/lvl (C) 
  300’ 
  I 
  9) Pathfinding V 
  caster 
   —  
  500’ 
  I 
  10) Location V 
  1 target 
  1 min/lvl (C) 
  500’ 
  I 
  11) Memory’s Path 
  caster 
  1 hr/lvl 
  self 
  U 
  12) Far Pathfinding I 
  caster 
   —  
  1 mi 
  I 
  13) Divine Guidance 
  caster 
  1 hr/lvl 
  1 mi/lvl 
  E 
  14) Tag II 
  1 target 
  1 day/lvl 
  touch 
  U 
  15) Find Item I 
  1 object 
   —  
  100’ 
  I 
  16) Far Location 
  1 target 
  1 min/lvl (C) 
  1 mi 
  I 
  17) Far Pathfinding X 
  caster 
   —  
  10 mi 
  I 
  18) Find Item III 
  1 object 
   —  
  300’ 
  I 
  19) Tag III 
  1 target 
  1 week/lvl 
  touch 
  U 
  20) Lord Location 
  1 target 
  1 min/lvl (C) 20 mi 
  I 
  25) Pathfinding True 
  1 mi R’/lvl 
   —  
  self 
  I 
  30) Location True 
  1 target 
  1 min/lvl (C) 1 mi/lvl 
  I 
  35) Tag IV 
  1 target 
  1 month/lvl 
  touch 
  U 
  40) Find Person 
  caster 
  1 min/lvl (C) 1 mi/lvl 
  I 
  50) Find Item True 
  1 object 
   —  
  100'/lvl 
  I 
  1. Orientation * – Caster knows which way is up and where the cardinal directions (north, east, south, and west) 
  lie. 
  2. Guess * – When faced with a choice about which the caster has little or no information (e.g., which corridor 
  leads outside the quickest), the caster may cast this spell and the Gamemaster will determine which choice is 
  made, biasing the choice favorably by 25% (e.g., where there are two options, roll 1-100: correct on 26-100, 
  incorrect on 01-25). 
  3. Pathfinding I – Caster learns the location(s) of any “path(s)” within 100’; gives the nearest point on each path, 
  but not the path’s course. 
  4. Guidance – Caster is subtly directed (by hints and clues) towards a specific destination (within 100'/lvl) by 
  guidance from the caster's deity. The exact form of the guidance may vary from deity to deity (e.g., a deity of 
  
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  water might leave hints in the rocks of a stream, etc.). For the duration of this spell, the caster must concentrate 
  on following the guidance to perceive the clues. 
  5. Location I – Gives the direction and distance to any specific object or place with which the caster is familiar or 
  has had described in detail. The caster must have the dimensions of the object exact within 10% of actual size and 
  know at least two other attributes that make the item unique (e.g., color, texture, weight, etc.) within range of the 
  spell. Note that sometimes the caster must know more than two other attributes to make the item unique, 
  although the Tag spells allow one to shortcut this process. 
  6. Pathfinding III – As Pathfinding I, except range is 300’. 
  7. Tag I – Caster places a distinctive "tag" on the aura of a person or item, which will qualify as a unique descriptive 
  marker for purposes of Location (e.g., the caster could cast Tag I on a common coin and Location would be able to 
  pick it out amongst all the various similar coins). 
  8. Location III – As Location I, except range is 300’. 
  9. Pathfinding V – As Pathfinding I, except range is 500’. 
  10. Location V – As Location I, except range is 500’. 
  11. Memory’s Path – Caster can remember an exact route that the caster has previously traveled regardless of 
  whether or not the original journey was made with the caster's normal sensory abilities active (e.g., a 12th level 
  caster could remember the course of 12 hours of a trip even if blindfolded during that time). To be effective, this 
  spell must be cast within one month of the journey. 
  12. Far Pathfinding I – As Pathfinding I, except range is 1 mile. 
  13. Divine Guidance – As Guidance, except the form of the guidance is that of an animal companion sent by the 
  deity. The caster can follow the animal to a specific destination. 
  14. Tag II – As Tag I, except for duration. 
  15. Find Item I – Caster can locate any 1 object the caster can describe, if indeed it exists and is in range (e.g., 
  caster could describe a type of mace he had never seen or heard of). Description does not need to be unique. If 
  item description is not unique, the spell locates the nearest item matching the description. 
  16. Far Location – As Location I, except range is 1 mile. 
  17. Far Pathfinding X – As Pathfinding I, except range is 10 miles. 
  18. Find Item III – As Find Item I, except range is 300’. 
  19. Tag III – As Tag I, except for duration. 
  20. Lord Location – As Location I, except range is 20 miles. 
  25. Pathfinding True – As Pathfinding I, except range is 1 mile/level and exact routes within the range are 
  ascertained. 
  30. Location True – As Location I, except range is 1 mile/level. 
  35. Tag IV – As Tag I, except for duration. 
  40. Find Person – As Location True, except it locates a person. Caster must still be able to provide a unique 
  description. 
  50. Find Item True – As Find Item I, except range is 100’/level. 
  Note: When using Guess, the caster must have a limited number of options (i.e., finite and countable). After the 
  spell is cast, the caster may not cast another Guess for the same information until his experience level has 
  increased. 
  Note: See Section 10.15 for information on interpretation of "path". 
  
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  Closed Channeling 
  LORE 
  Level 
  Spell 
  Area of Effect 
  Duration 
  Range Type 
  1) Afterthoughts 
  caster 
   —  
  self 
  I 
  2) Detect Evil 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  3) Detect Curse 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  4) Detect Hate 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  5) Light Lore I 
  1 item 
   —  
  10’ 
  I 
  6) Poison Lore 
  1 poison 
   —  
  10’ 
  I 
  7) Determine Emotion 
  1 target 
  1 min/lvl (C) 100' 
  I 
  8) Life Lore 
  1 target 
   —  
  100’ 
  I 
  9) Citation 
  caster 
   —  
  self 
  U 
  10) Curse Tales 
  1 curse 
   —  
  10’ 
  I 
  11) Dark Lore I 
  1 item 
   —  
  10’ 
  I 
  12) Light Lore II 
  varies 
   —  
  10’ 
  I 
  13) Hate Analysis 
  1 target 
   —  
  10’ 
  I 
  14) Gray Lore I 
  1 item 
   —  
  10’ 
  I 
  15) Emotion Analysis 
  1 target 
   —  
  10’ 
  I 
  16) Decipher Text 
  caster 
  1 min/lvl 
  self 
  U 
  17) Light Lore III 
  varies 
   —  
  10’ 
  I 
  18) Dark Lore II 
  varies 
   —  
  10’ 
  I 
  19) White Lore 
  1 item 
   —  
  100’ 
  I 
  20) Dark Lore III 
  varies 
   —  
  10’ 
  I 
  25) Life Lore True 
  1 target 
   —  
  10’ 
  I 
  30) Black Lore 
  1 item 
   —  
  100’ 
  I 
  35) Gray Lore III 
  varies 
   —  
  10’ 
  I 
  40) Life Lore Mastery 
  1 target/lvl 
   —  
  100’ 
  I 
  50) White Lore Mastery 
  varies 
   —  
  100’ 
  I 
  1. Afterthoughts – Allows caster virtually total recall of any conversation or writing encountered within a period of 
  days equal to caster's level. 
  2. Detect Evil – Detects “true evil” in an animate or inanimate target; caster can concentrate on a 5’R area each 
  round. 
  3. Detect Curse – As Detect Evil, except caster can detect curses. 
  4. Detect Hate – As Detect Evil, except caster can detect the emotion of hatred, in the living mind or in an object 
  forged with great malice. Any object or being “Of Slaying” will show as being filled with hate. 
  5. Light Lore I – Caster can ascertain the origin point and nature of any one “holy item” that is not “of darkness” or 
  “of evil”. This will not give specific capabilities. 
  6. Poison Lore – Caster can ascertain exact nature and type of poison and can determine what cure may be used, 
  but does not receive the required tools or skills. 
  
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  7. Determine Emotion – Caster can detect any extreme emotion (e.g., hatred, love, sadness, fear, etc.). In addition, 
  the caster learns which emotion(s) the target is feeling. If there are no extremes of emotion (i.e., only normal 
  feelings), nothing is detected. Caster may change the spell's target each round. 
  8. Life Lore – Caster can determine the nature and type of any one living target. This will not ascertain the target’s 
  personal traits or capabilities, but the caster will know the normal abilities associated with the target’s species. 
  9. Citation – Caster can recall appropriate quotations (from the caster's own memory) which will both help make 
  the caster's point and be relevant to the target audience. This adds +15 to any maneuver involving persuasive 
  speaking or writing and +10 to any maneuver involving artistic speaking or writing, but only applies if the caster 
  has at least one rank in a Lore skill relevant to the audience. 
  10. Curse Tales – Caster can determine nature and origin of any one curse, including the name of the one who 
  bequeathed it. 
  11. Dark Lore I – As Light Lore I, except caster can ascertain the origin point and nature of any one item “of 
  darkness” or “of evil.” 
  12. Light Lore II – As Light Lore I, except that caster can ascertain the origin point and nature of any two “holy 
  items” or caster can determine the nature, origin point, and the exact significance of any one “holy item.” 
  13. Hate Analysis – Caster can determine the nature and origin of active hatred found within any 1 target 
  (inanimate or animate); the degree and other details of such hatred can also be acquired. Any objects or beings 
  “Of Slaying” will show as hating their target type. 
  14. Gray Lore I – As Light Lore I, except caster can ascertain the origin point and nature of any one item that is 
  neither holy nor unholy in nature. 
  15. Emotion Analysis – As Hate Analysis, except caster can determine the nature and origin of any extreme 
  emotion(s) in the target. 
  16. Decipher Text – Caster can read any text (as if possessing eight ranks in the appropriate written language), 
  although this spell does not assist in understanding cultural context, cultural references, implications, etc. 
  17. Light Lore III – As Light Lore I, except that caster can ascertain the origin point and nature of any three “holy 
  items” or caster can determine the age, origin point, name of the creator, and nature of any one “holy item.” 
  Caster also learns item’s specific capabilities. 
  18. Dark Lore II – As Light Lore II, except that it can only be used on items “of darkness” or “of evil.” 
  19. White Lore – Caster can ascertain exact nature, origin, purpose, history, and specific capabilities of any one 
  “holy item”; this allows caster to visualize all who have possessed the item. 
  20. Dark Lore III – As Light Lore III, except that it can be used only on items “of evil” or “of darkness.” 
  25. Life Lore True – As Life Lore, except caster can determine personal traits and capabilities of any one target. 
  30. Black Lore – As White Lore, except it can only be used on an item “of darkness” or “of evil.” 
  35. Gray Lore III – As Light Lore III, except it can only be used on items that are neither holy nor unholy in nature. 
  40. Life Lore Mastery – As Life Lore True, except caster determines the personal traits and capabilities of one target 
  per caster level. 
  50. White Lore Mastery – As White Lore, except caster can acquire the information on all “holy items” within 100’. 
  Note: This list may be learned by "Evil" Channeling users as "Dark Lore", in which case just reverse the 
  "Light"/"Dark" and "White"/"Black" Lore spells. (E.g., if one learns the Dark Lore list, the 17th level spell is Dark 
  Lore III and works on "unholy" rather than "holy" items.) 
  Note: See Section 10.4 for more about detection spells. 
  
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  Closed Channeling 
  MOUNTED WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Select Mount 
  1 target 
  P 
  touch U 
  2) Call Mount 
  mount 
   —  
  100'/lvl U 
  3) Riding I 
  caster 
  10 min/lvl self 
  U 
  4) Augment Mount I * 
  mount 
  varies 
  10' 
  U 
  5) One Spirit 
  mount/caster 10 min/lvl 10' 
  U 
  6) Riding II 
  caster 
  10 min/lvl self 
  U 
  7) Armor Mount I 
  mount 
  10 min/lvl 10' 
  U 
  8) Select Exotic Mount 
  1 target 
  P 
  touch U 
  9) Riding III 
  caster 
  10 min/lvl self 
  U 
  10) Call Mount True 
  mount 
  — 
  1 mi/lvl U 
  11) Augment Mount II * 
  mount 
  varies 
  10' 
  U 
  12) Riding IV 
  caster 
  10 min/lvl self 
  U 
  13) Heal Mount I 
  mount 
   —  
  touch U 
  14) Armor Mount II 
  mount 
  10 min/lvl 10' 
  U 
  15) One Soul 
  mount/caster 10 min/lvl 10' 
  U 
  16) Riding V 
  caster 
  10 min/lvl self 
  U 
  17) Augment Mount III * 
  mount 
  varies 
  10' 
  U 
  18) Heal Mount II 
  mount 
   —  
  touch U 
  19) Armor Mount III 
  mount 
  10 min/lvl 10' 
  U 
  20) Riding VI 
  caster 
  10 min/lvl self 
  U 
  25) One Soul True 
  mount/caster 10 min/lvl 10' 
  U 
  30) Augment Mount True * 
  mount 
  varies 
  10' 
  U 
  35) Heal Mount True 
  mount 
   —  
  touch U 
  40) One Body 
  mount/caster 10 min/lvl 10' 
  U 
  50) Tireless Mount 
  mount 
  10 min/lvl 10' 
  U 
  1. Select Mount – Creates a bond between the caster and an animal, making the animal the caster's "mount" for 
  the purposes of other spells on this list. It is only possible to have one "mount" at a time. The target of this spell 
  must be a typical mount of the caster's culture (usually a horse or camel). 
  2. Call Mount – Caster telepathically summons his mount, which will come to him as quickly as possible. 
  3. Riding I – Caster gains a +5 bonus to his Riding skill. 
  4. Augment Mount I – The next maneuver by the mount receives a +20 bonus. 
  5. One Spirit – Caster and mount make RRs using the higher of their two levels and the higher of their RR bonuses 
  (e.g., if the mount has the higher level and the caster has the better RR bonus, they get the benefit of both). 
  6. Riding II – As Riding I, except bonus is +10. 
  7. Armor Mount I – Mount gains the benefits of AT 4, but without any encumbrance or armor penalties since no 
  armor is actually worn. This provides full suit coverage (i.e., treat the mount as having limb armor and a helm). 
  
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  8. Select Exotic Mount – As Select Mount, except that the target may be any rideable animal or other creature that 
  the GM considers a suitable mount (e.g., the GM may wish to allow use of this list with a hippogriff mount).  
  9. Riding III – As Riding I, except bonus is +15. 
  10. Call Mount True – As Call Mount, except for range. 
  11. Augment Mount II – As Augment Mount I, except bonus is +40. 
  12. Riding IV – As Riding I, except bonus is +20. 
  13. Heal Mount I – Restores all lost hits and cures any Light injuries suffered by the mount. Recovery time for 
  injuries takes normal time as described in Arms Law. 
  14. Armor Mount II – As Armor Mount I, except AT is 7. 
  15. One Soul – As One Spirit, except it also has the effect that any spells the caster casts during the duration of this 
  spell that are "self" spells also affect the mount. 
  16. Riding V – As Riding I, except bonus is +25. 
  17. Augment Mount III – As Augment Mount I, except bonus is +60. 
  18. Heal Mount II – As Heal Mount I, except cures Medium injuries as well. Recovery time is as described in Arms 
  Law, but convert days to hours. 
  19. Armor Mount III – As Armor Mount I, except AT is 10. 
  20. Riding VI – As Riding I, except bonus is +30. 
  25. One Soul True – As One Soul, except it also has the effect that any Utility spells cast on the caster of this spell 
  also affect the mount. 
  30. Augment Mount True – As Augment Mount I, except bonus is +100. 
  35. Heal Mount True – As Heal Mount I, except cures all injury short of death (will heal fatal damage so long as 
  mount is still alive). Recovery time is as described in Arms Law, but convert days to minutes. 
  40. One Body – Caster and mount move as one, giving them both a +25 OB to all physical attacks (i.e., not spell) 
  and +10 DB to attacks of which they are aware. This bonus does not apply if one of the duo is no longer fully aware 
  and active (e.g., when one of them is stunned). 
  50. Tireless Mount – During the duration of this spell, the mount needs no rest, sleep, food, or water. Its hunger 
  and thirst do not grow, nor can it experience fatigue (i.e., it automatically makes any Endurance rolls). Hunger, 
  thirst, and tiredness will begin to increase normally after the end of this spell. 
  Note: For definitions of injury severities, see A&CL, Section 12.1. 
  
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  Closed Channeling 
  MUSCLE LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Light Tendon Damage Relief 
  1 target 
   —  
  touch U 
  2) Light Muscle Damage Relief 
  1 target 
   —  
  touch U 
  3) Medium Tendon Damage Relief 
  1 target 
  P 
  touch U 
  4) Medium Muscle Damage Relief 
  1 target 
  P 
  touch U 
  5) Limb Preservation ‡ * 
  1 target 
  1 day/lvl touch U 
  6) Severe Tendon Damage Relief 
  1 target 
  P 
  touch U 
  7) Severe Muscle Damage Relief 
  1 target 
  P 
  touch U 
  8) Light Tendon Damage Healing 
  1 target 
  P 
  touch U 
  9) Light Muscle Damage Healing 
  1 target 
  P 
  touch U 
  10) Mass Tendon Damage Relief 
  1 target 
  P 
  touch U 
  11) Mass Muscle Damage Relief 
  1 target 
  P 
  touch U 
  12) Joining ‡ * 
  1 target 
  P 
  touch U 
  13) Medium Tendon Damage Healing 
  1 target 
  P 
  touch U 
  14) Medium Muscle Damage Healing 
  1 target 
  P 
  touch U 
  15) Regenerate Tendon 
  1 target 
  P 
  touch U 
  16) Severe Tendon Damage Healing 
  1 target 
  P 
  touch U 
  17) Severe Muscle Damage Healing 
  1 target 
  P 
  touch U 
  18) Regenerate Muscle 
  1 target 
  P 
  touch U 
  19) Light Tendon Damage Healing True 
  1 target 
  P 
  touch U 
  20) Light Muscle Damage Healing True 
  1 target 
  P 
  touch U 
  25) Joining True ‡ * 
  1 target 
  P 
  touch U 
  30) Severe Tendon Damage Healing True 
  1 target 
  P 
  touch U 
  35) Severe Muscle Damage Healing True 
  1 target 
  P 
  touch U 
  40) Mass Regenerate Tendon/Muscle 
  1 target 
  P 
  touch U 
  50) Mass Tendon/Muscle Healing True 
  1 target 
  P 
  touch U 
  1. Light Tendon Damage Relief – Target is healed of one Light wound to a tendon. 
  2. Light Muscle Damage Relief – Target is healed of one Light wound to a muscle. 
  3. Medium Tendon Damage Relief – Target is healed of one Light or Medium wound to a tendon. 
  4. Medium Muscle Damage Relief – Target is healed of one Light or Medium wound to a muscle. 
  5. Limb Preservation ‡ * – Allows caster to prevent the deterioration of 1 limb (even while severed); also requires 
  use of the other 3 Closed Channeling Limb Preservation spells. 
  6. Severe Tendon Damage Relief – Target is healed of one wound (of any severity) to a tendon. 
  7. Severe Muscle Damage Relief – Target is healed of one wound (of any severity) to a muscle. 
  8. Light Tendon Damage Healing – Target is healed of one Light wound to a tendon. 
  9. Light Muscle Damage Healing – Target is healed of one Light wound to a muscle. 
  10. Mass Tendon Damage Relief – Target is healed of all tendon wounds. 
  11. Mass Muscle Damage Relief – Target is healed of all muscle wounds. 
  
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  12. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Closed Channeling Joining 
  spells in order to make limb fully functional. The recovery time is 1-10 days. 
  13. Medium Tendon Damage Healing – Target is healed of one Light or Medium wound to a tendon. 
  14. Medium Muscle Damage Healing – Target is healed of one Light or Medium wound to a muscle. 
  15. Regenerate Tendon – Target regenerates any 1 tendon. The recovery time is 1-10 hours. 
  16. Severe Tendon Damage Healing – Target is healed of one wound (of any severity) to a tendon. 
  17. Severe Muscle Damage Healing – Target is healed of one wound (of any severity) to a muscle. 
  18. Regenerate Muscle – Target regenerates any 1 muscle. The recovery time is 1-10 hours. 
  19. Light Tendon Damage Healing True – Target is healed of one Light wound to a tendon. 
  20. Light Muscle Damage Healing True – Target is healed of one Light wound to a muscle. 
  25. Joining True ‡ * – As Joining, except caster must cast the other 3 Closed Channeling Joining True spells and 
  recovery is instantaneous. 
  30. Severe Tendon Damage Healing True – Target is healed of one wound (of any severity) to a tendon. 
  35. Severe Muscle Damage Healing True – Target is healed of one wound (of any severity) to a muscle. 
  40. Mass Regenerate Tendon/Muscle – Target regenerates all of the muscles and/or tendons in his body. The 
  recovery time is 1-10 hours. 
  50. Mass Tendon/Muscle Healing True – Target is healed of all muscle/tendon wounds. 
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
  
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  Closed Channeling 
  NERVE & ORGAN LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Nerve/Organ Lore 
  1 target 
   —  
  touch I 
  2) Fertility 
  1 target 
  1 month touch U 
  3) Light Organ Damage Relief 
  1 target 
  P 
  touch U 
  4) Infertility 
  1 target 
  1 month touch U 
  5) Limb Preservation ‡ * 
  1 target 
  1 day/lvl touch U 
  6) Medium Organ Damage Relief 
  1 target 
  P 
  touch U 
  7) Prenatal Lore 
  1 target 
   —  
  touch I 
  8) Sense Restoration 
  1 target 
  P 
  touch U 
  9) Prenatal Care * 
  1 spell 
  P 
  self 
  U 
  10) Restart Heart 
  1 target 
  P 
  touch U 
  11) Severe Organ Damage Relief 
  1 target 
  P 
  touch U 
  12) Joining ‡ * 
  1 target 
  P 
  touch U 
  13) Light Organ Damage Healing 
  1 target 
  P 
  touch U 
  14) Coma Recovery 
  1 target 
  P 
  touch U 
  15) Medium Organ Damage Healing 
  1 target 
  P 
  touch U 
  16) Light Nerve Damage Healing 
  1 target 
  P 
  touch U 
  17) Sense Restoration True 
  1 target 
  P 
  touch U 
  18) Severe Organ Damage Healing 
  1 target 
  P 
  touch U 
  19) Paralysis Cures 
  1 target 
  P 
  touch U 
  20) Medium Nerve Damage Healing 
  1 target 
  P 
  touch U 
  25) Joining True ‡ * 
  1 target 
  P 
  touch U 
  30) Severe Nerve Damage Healing 
  1 target 
  P 
  touch U 
  35) Organ Regeneration 
  1 target 
  P 
  touch U 
  40) Paralysis Cures True 
  1 target 
  P 
  touch U 
  50) Brain Regeneration 
  1 target 
  P 
  touch U 
  1. Nerve/Organ Lore – Caster acquires complete understanding of any nerve and/or organ damage; including the 
  tools and methods required for healing; caster does not receive the skill or power necessary to perform the cure, 
  but this diagnostic does provide a +20 bonus to treatment if supervised by the caster. 
  2. Fertility – Target becomes highly fertile. Any biological problems with infertility are overcome and chances of 
  conception in favorable circumstances will be at least 90% (some species are more fertile than others). 
  3. Light Organ Damage Relief – Target is healed of one Light wound to an organ. 
  4. Infertility – Target becomes completely infertile for the spell's duration. 
  5. Limb Preservation * – Allows caster to prevent the deterioration of 1 limb (even while severed); also requires 
  use of the other 3 Closed Channeling Limb Preservation spells. 
  6. Medium Organ Damage Relief – Target is healed of one Light or Medium wound to an organ. 
  7. Prenatal Lore – Caster learns number, sexes, and health of unborn (or in the case of egg-laying species, 
  unhatched) by casting this spell on a pregnant female or on a nesting site. 
  
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  8. Sense Restoration – Target regains function in one sensory organ, so long as that sensory organ has not been 
  completely destroyed (in which case Organ Regeneration is required). The recovery time is 1-10 hours. 
  9. Prenatal Care * – Allows the caster's next spell, cast within a minute of this one, to affect an unborn inside a 
  mother's womb. 
  10. Restart Heart – Target's heart will start beating after having stopped. This does not repair any heart disease or 
  damage that caused the initial stoppage. 
  11. Severe Organ Damage Relief – Target is healed of one wound (of any severity) to an organ. 
  12. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Closed Channeling Joining 
  spells in order to make limb fully functional. The recovery time is 1-10 days. 
  13. Light Organ Damage Healing – Target is healed of one Light wound to an organ. 
  14. Coma Recovery – Target comes out of a coma or unconsciousness caused by injury, disease, poison, spell, or 
  spell failure. Process takes 1-10 hours and target is at -50 to Endurance rolls for 1-10 days. 
  15. Medium Organ Damage Healing – Target is healed of one Light or Medium wound to an organ. 
  16. Light Nerve Damage Healing – Target is healed of one Light wound involving nerve damage. 
  17. Sense Restoration True – As Sense Restoration, except recovery is instantaneous. 
  18. Severe Organ Damage Healing – Target is healed of one wound (of any severity) to an organ. 
  19. Paralysis Cures – Caster can cure any paralysis problem. The recovery time is 1-10 days. Treat as -100 injury for 
  progress of recovery. 
  20. Medium Nerve Damage Healing – Target is healed of one Light or Medium wound involving nerve damage. 
  25. Joining True ‡ * – As Joining, except caster must cast the other 3 Closed Channeling Joining True spells and 
  recovery is instantaneous. 
  30. Severe Nerve Damage Healing – Target is healed of one wound (of any severity) involving nerve damage. 
  35. Organ Regeneration – Target will regenerate any 1 organ (external or internal), except the brain. The recovery 
  time is 1-10 hours, during which the target is unconscious. 
  40. Paralysis Cures True – As Paralysis Cures, except recovery is instantaneous. 
  50. Brain Regeneration – Target will regenerate his brain. Spell must be cast before target dies. Target will be in a 
  "healing coma" while brain grows back. Fortunately the personal aura stores the information necessary to 
  reconstruct the brain, so memories are not lost. To determine recovery time, use the Organ column on the 
  recovery time table in A&CL Section 12.1, with brain damage considered a "severe" injury. 
   
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
  
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  Closed Channeling 
  SYMBOLIC WAYS 
  Level 
  Spell 
  Area of Effect 
  Duratio
  n 
  Range Type 
  1) Analyze Symbol 
  1 symbol 
   —  
  50’ 
  I 
  2) Spell Prime 
  caster 
  varies 
  self 
  U 
  3) Unsymbol I 
  1 symbol 
  P 
  10’ 
  F 
  4) Symbol I 
  1 symbol 
  P 
  10’ 
  U 
  5) Recharge Symbol 
  1 symbol 
  P 
  10' 
  U 
  6) Unsymbol II 
  1 symbol 
  P 
  10’ 
  F 
  7) Symbol II 
  1 symbol 
  P 
  10’ 
  U 
  8) Unsymbol III 
  1 symbol 
  P 
  10’ 
  F 
  9) Symbol III 
  1 symbol 
  P 
  10’ 
  U 
  10) Analyze Symbol True 
  1 symbol 
  P 
  50’ 
  I 
  11) Symbol V 
  1 symbol 
  P 
  10’ 
  U 
  12) Unsymbol VI 
  1 symbol 
  P 
  10’ 
  F 
  13) Symbol VI 
  1 symbol 
  P 
  10’ 
  U 
  14) Unsymbol VII 
  1 symbol 
  P 
  10’ 
  F 
  15) Symbol VII 
  1 symbol 
  P 
  10’ 
  U 
  16) Unsymbol VIII 
  1 symbol 
  P 
  10’ 
  F 
  17) Symbol VIII 
  1 symbol 
  P 
  10’ 
  U 
  18) Unsymbol X 
  1 symbol 
  P 
  10’ 
  F 
  19) Symbol IX 
  1 symbol 
  P 
  10’ 
  U 
  20) Symbol X 
  1 symbol 
  P 
  10’ 
  U 
  25) Lord Research 
  special 
  special special 
  E 
  30) Lord Unsymbol 
  1 symbol 
  P 
  10’ 
  U 
  35) Lord Symbol 
  1 symbol 
  P 
  10’ 
  F 
  40) Unsymbol True 
  1 symbol 
  P 
  10’ 
  U 
  50) Symbol True 
  1 symbol 
  P 
  10’ 
  F 
  1. Analyze Symbol – Caster learns what spell is emplaced within one Symbol within 50’. The Symbol will not be 
  triggered (unless specifically created to be triggered by an Analyze Symbol spell). 
  2. Spell Prime – This spell "primes" the next spell cast by the caster – that spell is treated as if it were 
  instantaneous. The PP cost of this spell is equal to the highest level that the caster wants to have primed. For 
  example, if the caster wants any fourth (or lower) level spell to be treated as instantaneous, this spell will cost 4 
  PPs. In addition, when casting this spell, the caster must pray for one minute per PP spent (e.g., if the cast caster 
  spends 4 PPs on this spell, he must pray for 4 minutes before the spell is completed. Any interruption of this 
  process results in the failure of this spell. The effects of this spell end when the caster casts his next spell (even if 
  the next spell does not benefit from this spell due to being of too high a level or already an instantaneous spell). 
  3. Unsymbol I – Caster can remove one Symbol I (an emplaced 1st level spell). The Symbol’s RR is based on the 
  level of the spell in the Symbol spell (the target level) and the level of the Unsymbol spell (the attack level). 
  
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  4. Symbol I – Caster can emplace one 1st level spell on an inanimate, non-mobile slab of stone (block, piece, etc.) 
  weighing at least 2,000 pounds. Only one Symbol may be placed on each continuous slab. The stone may not be 
  moved appreciably without destroying the Symbol. Within one minute, the spell to be emplaced must also be cast 
  (within 10’). A Symbol can be triggered (once per day) by one of the following (decided by caster): time period, 
  specified movements, specified sounds, touch, reading, violent actions in the area, etc. The triggering range is 
  normally the range of the emplaced spell or 10’ (whichever is greater). The effective level of the embedded spell 
  (for the purposes of RRs, Duration, etc.) is the level of the highest level spell the Symbol can hold. For example, a 
  first level spell placed in a Symbol using Symbol I is cast at 1st level (regardless of the level of the original caster), 
  while a first level spell place using Symbol VII is cast at 7th level.. If the spell is an elemental attack, the OB is 
  normally +0. However, the attack can be focused on a location (as opposed to simply the person who triggers the 
  symbol); in this case, the OB is +50. The symbol is usually visible, but is only required to be visible if reading is the 
  trigger. 
  5. Recharge Symbol – This spell must be cast on a Symbol that has already been triggered this day. Once this spell 
  is cast on the Symbol, the Symbol is recharged and can be triggered again. A given caster cannot recharge the 
  same Symbol more than once per day, but one caster may recharge any number of Symbols and a Symbol may be 
  recharged by multiple casters. 
  6. Unsymbol II – As Unsymbol I, except a Symbol I-II may be removed. 
  7. Symbol II – As Symbol I, except a 1st-2nd level spell may be emplaced. 
  8. Unsymbol V – As Unsymbol I, except a Symbol I-V may be removed. 
  9. Symbol III – As Symbol I, except a 1st-3rd level spell may be emplaced. 
  10. Analyze Symbol True – As Analyze Symbol, except caster learns what spells are emplaced in all Symbols within a 
  50’R. 
  11. Symbol V – As Symbol I, except a 1st-5th level spell may be emplaced. 
  12. Unsymbol VI – As Unsymbol I, except a Symbol I-VI may be removed. 
  13. Symbol VI – As Symbol I, except a 1st-6th level spell may be emplaced. 
  14. Unsymbol VII – As Unsymbol I, except a Symbol I-VII may be removed. 
  15. Symbol VII – As Symbol I, except a 1st-7th level spell may be emplaced. 
  16. Unsymbol VIII – As Unsymbol I, except a Symbol I-VIII may be removed. 
  17. Symbol VIII – As Symbol I, except a 1st-8th level spell may be emplaced. 
  18. Unsymbol X – As Unsymbol I, except a Symbol I-X may be removed. 
  19. Symbol IX – As Symbol I, except a 1st-9th level spell may be emplaced. 
  20. Symbol X – As Symbol I, except a 1st-10th level spell may be emplaced.  
  25. Lord Research – This spell allows for the creation of random magic items. See Treasure Law. 
  30. Lord Unsymbol – As Unsymbol I, except a Symbol I-X or a Lord Symbol may be removed. 
  35. Lord Symbol – As Symbol I, except a 1st-20th level spell may be emplaced. 
  40. Unsymbol True – As Unsymbol I, except any Symbol may be removed. 
  50. Symbol True – As Symbol I, except a spell with a level up to half that of the caster (e.g., a 50th level caster can 
  emplace a 25th level spell) may be emplaced. 
  Note: A symbol is permanent unless dispelled magically or unless the stone it is placed upon is moved. 
  Note: The precise size of a symbol may vary. Suggested sizes range from 3"x3" to 1'x1'. 
  Note: For spells with a duration of Concentration, treat it as 1 round/level when cast by a Symbol. 
  Note: If a spell list skill bonus is used in the resolution of a spell, use the bonus for a number of ranks equal to the 
  level of the spell (e.g., the bonus for a 7th level spell would be +35). 
  
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  6.3. Cleric 
   
  Cleric Base  
  CHANNELS 
  Level 
  Spell 
  Area of Effect 
  Duration Range Type 
  1) Create Holy Water 
  4 fl. oz. water 
  P 
  touch E 
  2) Calming 
  1 target 
  1 rnd/5 fail 100' 
  F 
  3) Channels I * 
  1 spell 
   —  
  varies U 
  4) Power Channel I * 
  1 target 
   —  
  varies U 
  5) Stunning 
  1 target 
  1 rnd/5 fail 100’ 
  F 
  6) Channels III * 
  1 spell 
   —  
  varies U 
  7) Power Channel II * 
  1 target 
   —  
  varies U 
  8) Golden Slumbers 
  1 target 
  1 rnd/10 fail 100’ 
  F 
  9) Create Holy Water True 4 oz. holy water 
  P 
  touch E 
  10) Channels V * 
  1 spell 
   —  
  varies U 
  11) Blinding 
  1 target 
  5 min/5 fail 100’ 
  F 
  12) Holy Smite 
  1 target 
   — 
  100' 
  F 
  13) Channels VIII * 
  1 spell 
   —  
  varies U 
  14) Absolution 
  1 target 
  1 wk/10 fail 50’ 
  F 
  15) Holy Shout * 
  20’R 
   —  
  20’ 
  F 
  16) Item Returning 
  1 object 
  varies 
  touch U 
  17) Channels X * 
  1 spell 
   —  
  varies U 
  18) Sanctuary * 
  caster 
   —  
  self 
  U 
  19) Item Rereturning 
  1 object 
  varies 
  touch U 
  20) Absolution Pure 
  1 target 
  P 
  50’ 
  F 
  25) Sanctuary's Return * 
  caster 
   —  
  self 
  U 
  30) Lord Channels * 
  1 spell 
   —  
  varies U 
  35) Holy Smite True 
  1 target 
   — 
  500' 
  F 
  40) Channels True * 
  1 spell 
   —  
  varies U 
  50) Holy Bridge 
  deity 
  1 rnd 
  varies U 
  1. Create Holy Water – When this spell is cast, up to four fluid ounces of clean, clear water is transformed into holy 
  water. This spell takes one hour to cast. If the water is not placed into a clean receptacle, its holy nature is ruined. 
  2. Calming – Caster points his arm (elbow locked and fist clenched) at the target and channels raw power from his 
  power source (usually a deity). The target of the spell may take no aggressive/offensive action, and will only fight if 
  attacked. 
  3. Channels I * – When this spell is cast, the 1st level spell that the caster begins to cast (or prepare) the next round 
  will be “channeled” to another spell user of the Channeling realm. The “channeled” spell is transmitted to the 
  other spell user when it would normally take effect, and must be used by the receiving spell user immediately or 
  delayed as described in Section 4.8 (treating the receiving spell user as the caster of the spell). All normal 
  restrictions on the transmitted spell apply. The caster of the Channels spell must be able to see the receiver or 
  
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  know exactly where the receiver is (direction and distance or specific place). The receiver must know exactly when 
  the spell is coming (but need not know what the spell sent is). For example, if a Cleric was at a certain altar at a 
  certain time (midnight of full moon) ready to receive a spell; then another spell user (or deity) who knew this could 
  use Channels I to send a spell to that Cleric. Because the spell is passed through the aura of the receiving character, 
  the spell is cast at the level of the receiving character (including any level-based parameters). 
  4. Power Channel I * – As Channels I, except instead of sending a spell, the caster may send up to 1 PP/level to the 
  other spell user (who need not use them right away). If the PP sent put the receiver over his normal PP maximum, 
  excess PP are lost and the receiving individual suffers one hit of damage per PP in excess of his maximum. 
  5. Stunning – As Calming, except target is stunned. 
  6. Channels III * – As Channels I, except a 1st-3rd level spell may be transmitted. 
  7. Power Channel II * – As Channels I, except the caster can send up to 2 PPs/level. 
  8. Golden Slumbers – As Stunning, except target falls into a deep sleep. The spell duration of this sleep is magical 
  (and the target cannot be awakened in any normal fashion). After this magical sleep, the target may be awakened 
  normally, but if undisturbed, the target will sleep for a normal length sleep period (eight hours for humans). 
  9. Create Holy Water True – As Create Holy Water, except that the holy water is simply created without the need 
  for clean water to transform. 
  10. Channels V * – As Channels I, except a 1st-5th level spell may be transmitted. 
  11. Blinding – As Stunning, except target is blinded for 5 minutes per 5 failure. 
  12. Holy Smite – [RR Mod: -20] Target takes a B Holy critical. 
  13. Channels VIII * – As Channels I, except a 1st-8th level spell may be transmitted. 
  14. Absolution – [RR Mod: -20] Target’s “soul” is torn from the target's body (or other physical location if the soul 
  is otherwise housed); it remains in whatever place “souls” go for 1 week/10 failure. The soul can be returned early 
  only through Lifegiving. Target is unconscious until soul is restored; even subconscious activity (i.e., healing, etc.) 
  suffers a -75 penalty. 
  15. Holy Shout – All beings not of the caster’s own “alignment” (religious persuasion) are affected. All targets 
  failing to resist by 1-40 are stunned 1 rnd/10 failure; those failing by more than 40 are unconscious for 1 rnd/5 
  failure. 
  16. Item Returning – Target item (weighing no more than 10 pounds) will return to a designated location. This spell 
  has two possible durations (determined at the time of casting). The caster may send (i.e., teleport) the target item 
  to a designated location at the time of casting (with an instantaneous duration), or the caster can designate that 
  the target item will return to the caster when the possessor of the item has completed a specific task (specified at 
  the time of casting). 
  17. Channels X * – As Channels I, except a 1st-10th level spell may be transmitted. 
  18. Sanctuary * – Caster is returned to a predefined place (this is a type of teleportation). Caster must have lived in 
  the place for 30 days (meditating 16 hours each day) to define it as the caster's "sanctuary". Only one such place 
  may be defined at any one time; to change it, the new place must be defined as above. 
  19. Item Rereturning – As Item Returning, except object will stay at the designated location (set at the time of 
  casting) for up to 1 round per level. At the end of this time, the object will go back to where it "returned" from. 
  20. Absolution Pure – [RR Mod: -20] As Absolution, except the “soul” can only be brought back through Lifegiving. 
  25. Sanctuary's Return * – For up to 1 round/level after having used Sanctuary, the caster may cast this spell and 
  be returned to within 20’ of the point at which the Sanctuary spell was cast. 
  30. Lord Channels * – As Channels I, except 1st-20th level spells may be transmitted. 
  35. Holy Smite True – [RR Mod: -20] Target takes an E Holy critical. 
  40. Channels True * – As Channels I, except there is no limit on the level of spell that may be transmitted. 
  
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  50. Holy Bridge – Opens a direct channel to the caster’s deity; results depend on the deity’s personality, motives, 
  and powers. Any spell the deity can cast may be transmitted through the gate. 
  Note: For the Sanctuary and Sanctuary's Return spells, normal encumbrance rules apply (see Section 10.14). 
  Note: Note that the spells on this list may vary in appearance or usage based upon the nature of the deity the 
  caster serves. GMs should feel free to replace some of the spells above for spells more appropriate to the deity. 
  For example, a god(dess) of fire might have several spells replaced with spells adapted from the Magician's Fire 
  Law list. 
  Note: The GM should be careful and clear when defining "alignment" for the Holy Shout spell. Targets should 
  include all folk who are not specifically following the caster's religion (and thus it might include some allies). 
  Depending on the state of theology in game world, this might mean that to avoid the effects one needs to worship 
  the caster's deity, or it might merely require that a deity of the same mythos be followed (e.g., in a world using 
  Greek, Norse, Indian, Chinese, and Celtic gods, a devotee of Zeus might be considered of the same "alignment" as 
  a priest of Poseidon). 
  Note: Spells that involve teleportation are normally quite noisy and difficult to silence. Air is being pushed about in 
  a manner not unlike a thunderclap. Amount of noise depends on the size of the object teleported. 
   
  
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  Cleric Base  
  COMMUNAL WAYS 
  Level 
  Spell 
  Area of Effect 
  Duration 
  Range Type 
  1) Guess * 
  caster 
   —  
  self 
  I 
  2) Faithful Tongue 
  caster 
  10 min/lvl 
  self 
  U 
  3) Intuitions I 
  caster 
   —  
  self 
  I 
  4) Dream I 
  caster 
  sleep 
  self 
  I 
  5) Intuitions III 
  caster 
   —  
  self 
  I 
  6) Death’s Tale 
  caster 
   —  
  self 
  I 
  7) Channel Opening I 
  1 being 
  1 min/lvl (C) 1 mi/lvl 
  U 
  8) Intuitions V 
  caster 
   —  
  self 
  I 
  9) Holy Hands 
  caster 
  1 min/lvl 
  self 
  U 
  10) Dreams III 
  caster 
  sleep 
  self 
  I 
  11) Intuitions X 
  caster 
   —  
  self 
  I 
  12) Commune I 
  caster 
   —  
  self 
  I 
  13) Magic Basin I 
  1 pool 
  1 min/lvl 
  10' 
  I 
  14) Share Thoughts 
  caster + 1 target 1 min/lvl 1000'/lvl Fm 
  15) Channel Opening II 
  1 being 
  1 min/lvl (C) 10 mi/lvl U 
  16) Commune II 
  caster 
   —  
  self 
  I 
  17) Dreams V 
  caster 
  sleep 
  self 
  I 
  18) Magic Basin II 
  1 pool 
  1 min/lvl 
  10' 
  I 
  19) Death’s Tale True 
  caster 
   —  
  self 
  I 
  20) Commune True 
  caster 
   —  
  self 
  I 
  25) Intuitions True 
  caster 
   —  
  self 
  I 
  30) Channel Opening True 
  1 being 
  1 min/lvl (C) 1 mi/lvl 
  U 
  35) Channel Opening III 
  1 being 
  1 min/lvl (C) 100 mi/lvl U 
  40) Magic Basin True 
  1 pool 
  varies 
  10' 
  I 
  50) High Prayer 
  caster 
   —  
  self 
  I 
  1. Guess * – When faced with a choice about which the caster has little or no information (e.g., which corridor 
  leads to the wine cellar), the caster may cast this spell and the Gamemaster will determine which choice the caster 
  actually makes, biasing the choice favorably by 25% (e.g., if there are two choices, roll 1-100: correct on 26-100, 
  incorrect on 01-25). 
  2. Faithful Tongue – Caster can speak and understand the language(s) of any supernatural entities favorable to his 
  religion with the same fluency as he has in his native language. 
  3. Intuitions I – Caster gains a vision of what will probably happen in the next minute if the caster takes a specified 
  action. 
  4. Dream I – Caster has a dream relating to a topic decided upon just before retiring; limited to once per night. The 
  caster must sleep for a normal sleep cycle (minimum of four hours) for this spell to work. 
  5. Intuitions III – As Intuitions I, except the caster gets to gaze 3 minutes into the future. 
  
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  6. Death’s Tale – Caster gets a vision of the events surrounding the death of any 1 dead being through the eyes of 
  the deceased, including a view of the killer, if any. Caster must be within 10’ of the corpse. Corpse must have died 
  within a number of years equal to the caster’s level. 
  7. Channel Opening I – Caster can open a channel with any 1 known being the caster is acquainted with. This spell 
  will enable the caster to learn the specific location (direction and distance only) of the other being, making it 
  possible for the caster to use a Channels spell (see Channels list). Note that this spell does not allow any sort of 
  communication, although the target will know that a Channel has been opened to him. 
  8. Intuitions V – As Intuitions I, except caster gets to gaze 5 minutes into the future. 
  9. Holy Hands – Caster gains a +50 to his Attunement skill as applied to magic items tied to his religion (i.e., those 
  based in Channeling magic and usable by the caster). 
  10. Dreams III – As Dream I, except the limit is 3 dreams/night on different topics. 
  11. Intuitions X – As Intuitions I, except caster gets to gaze 10 minutes into the future. 
  12. Commune I – Caster receives a “yes” or “no” to a question on a single topic; usable but once a day. This answer 
  normally comes from the caster's deity or some supernatural subordinate of that deity. 
  13. Magic Basin I – The target of this spell is a small pool of clear, clean water. The water must be calm (and remain 
  so for the duration of the spell). The caster may designate a topic and a vision will appear in the pool that relates 
  to the topic. This vision normally takes 5-50 rounds. This vision may be seen by anyone looking into the pool. 
  14. Share Thoughts – Caster can mentally communicate with one other person, who must be a member of the 
  same religion. 
  15. Channel Opening II – As Channel Opening I, except range is 10 miles per level. 
  16. Commune II – As Commune I, except caster may ask two questions. 
  17. Dreams V – As Dream I, except the limit is five dreams/night on different topics. 
  18. Magic Basin II – As Magic Basin I, except up to two topics may be designated (5-50 rounds are required for 
  each vision). 
  19. Death’s Tale True – Caster gets a vision of the events surrounding the death of any 1 dead being within 10 feet. 
  Caster gets an understanding of the reason(s) the deceased died, exactly who the killer was (if any), and who was 
  ultimately responsible (if anyone). The vision of who is ultimately responsible will be a quick montage of the 
  connections between the killer and the person ultimately responsible. Corpse may be of any age. 
  20. Commune True – As Commune I, except caster can receive a more detailed answer (e.g., a name or short 
  phrase) to a question involving only one concept. 
  25. Intuitions True – As Intuitions I, except caster may gaze into the future for a number of minutes equal to the 
  caster's level. 
  30. Channel Opening True – As Channel Opening I, except caster can open a channel to anyone the caster chooses, 
  regardless of whether or not the caster is acquainted with the being. Caster must specify the type of being sought 
  (e.g., a priest of a specific deity, a warrior with blue eyes, etc.), range is 1 mile per level. Channel will open to the 
  nearest being matching the description, if any. 
  35. Channel Opening III – As Channel Opening I, except range is 100 miles per level. 
  40. Magic Basin True – As Magic Basin I, except up to one topic for every 10 levels (or fraction thereof) of the 
  caster may be designated, and the visions take less objective time (although they will seem as subjectively long to 
  the viewer), requiring only 1 round per vision. 
  50. High Prayer – Caster receives detailed information on a single topic question. This information comes directly 
  from the caster's deity. 
  
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  Note: When using Guess, the caster must have a limited number of options (i.e., finite and countable). After the 
  spell is cast, the caster may not cast another Guess for the same information until his experience level has 
  increased. 
  Note: See Section 10.5 for more on dreams and symbology in divination. 
   
  Cleric Base  
  LIFE MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Life Awareness 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  2) Preservation I 
  1 body 
  1 day/lvl 
  10’ 
  U 
  3) Heal Life Essence I 
  1 target 
  P 
  10’ 
  U 
  4) Lifekeeping I 
  1 target 
  1 hr/lvl 
  10’ 
  U 
  5) Infuse Life II 
  1 target 
  10 min/lvl 10’ 
  U 
  6) Resurrection 
  1 target 
  1 min/lvl 
  10’ 
  U 
  7) Preservation II 
  1 body 
  1 week/lvl 10’ 
  U 
  8) Analyze Life 
  1 target 
  1 rnd/lvl 
  10’ 
  I 
  9) Sacrifice * 
  1 body 
  1 week/lvl 10’ 
  U 
  10) Heal Life Essence II 
  1 target  
  P 
  10’ 
  U 
  11) Lifekeeping II 
  1 target 
  1 day/lvl 
  10’ 
  U 
  12) Infuse Life IV 
  1 target 
  1 hr/lvl 
  10’ 
  U 
  13) Preservation III 
  1 body 
  1 month/lvl 10’ 
  U 
  14) Lifegiving I 
  1 body 
  P 
  10’ 
  U 
  15) Heal Life Essence III 
  1 target 
  P 
  10’ 
  U 
  16) Lifekeeping III 
  1 target 
  1 week/lvl 10’ 
  U 
  17) Infuse Life VI 
  1 target 
  1 day/lvl 
  10’ 
  U 
  18) Preservation True 
  1 body 
  1 year/lvl 
  10’ 
  U 
  19) Lifegiving II 
  1 body 
  P 
  10’ 
  U 
  20) Heal Life Essence V 
  1 target 
  P 
  10’ 
  I 
  25) Lifekeeping True 
  1 target 
  1 year/lvl 
  10’ 
  U 
  30) Infuse Life X 
  1 target 
  1 week/lvl 10’ 
  U 
  35) Lifegiving III 
  1 body 
  P 
  10’ 
  U 
  40) Heal Life Essence True 
  1 target 
  P 
  10’ 
  U 
  50) Lifegiving True 
  1 body 
  P 
  10’ 
  U 
  1. Life Awareness – Caster can detect presence and number of living entities (Tiny animals or larger) within the 
  area of effect and can concentrate on a different 5’R area each round. Caster will be aware of mundane life, such 
  as insects, very small animals and plants, but not of their exact number, only general types. 
  2. Preservation I – Caster can preserve a dead body, preventing decomposition. Preservation can only be used on 
  bodies of living beings that are or were capable of life, it cannot be used to preserve other organic matter. 
  3. Heal Life Essence I – The cast can reduce a stat penalty due to Life Drain by 1. A target can only receive one Heal 
  Life Essence spell per day, and can only have a specific stat affected 1x/week. 
  
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  4. Lifekeeping I – Caster prevents the soul of a target from leaving its body (thus preventing actual death), although 
  the body will continue to take damage (from bleeding or other effects) for the duration. If the body is not capable 
  of sustaining life at the end of the duration, then the soul will depart. This will prevent Absolution of any kind, 
  unless the Absolution makes a successful RR against this spell. 
  5. Infuse Life II – Target is infused with a part of the caster’s life force. Caster takes a -2 to a stat bonus of his 
  choice, and the target gets a +2 to any stat bonus (which does not have to be the same stat bonus as the caster 
  reduces). The target receives the benefits for the duration of the spell, but the caster’s penalty can only be 
  removed via Heal Life Essence. Each stat can only be under the benefit of a single Infuse Life at a time, although the 
  caster could have several penalties due to multiple Infuse Life spells being cast. 
  6. Resurrection – Target is temporarily revived by returning the soul to the body for a brief time, regardless of the 
  condition of the body (if body is terribly damaged the target may not be able to take advantage of his brief return 
  to the living). 
  7. Preservation II – As Preservation I, except for duration. 
  8. Analyze Life – Caster can analyze a life form he can see or has previously detected with Life Awareness. He 
  understands the nature of the life form (race), its approximate level, and if its life is currently in danger. Caster can 
  analyze one being each round for the duration of the spell (requires Concentration). 
  9. Sacrifice * - Caster can restore life to a recently dead body (within 1 rnd/lvl) by giving up his own life. The 
  target’s soul is returned to his body with no ill effects (although he is still subject to any wounds he had). The 
  caster’s soul departs, however this spell also acts as a Preservation II spell on the caster’s body. Duration is for the 
  Preservation effect; the other effects are permanent. 
  10. Heal Life Essence II – As Heal Life Essence I except that a stat penalty can be reduced by 2. 
  11. Lifekeeping II – As Lifekeeping I, except for duration. 
  12. Infuse Life IV – As Infuse Life I, except the caster’s stat bonus is reduced by 4 and the target's stat bonus is 
  increased by 4. 
  13. Preservation III – As Preservation I, except for duration. 
  14. Lifegiving I – Caster can return the soul of a being (that has not been dead for more than 1 min/lvl) to its body. 
  If the body is not capable of sustaining life, then the soul will depart again. The target gets a -15 to all stats (which 
  can be restored via Heal Life Essence). 
  15. Heal Life Essence III – As Heal Life Essence I, except penalty can be reduced by 3. 
  16. Lifekeeping III – As Lifekeeping I, except for duration. 
  17. Infuse Life VI – As Infuse Life I, except caster’s stat bonus is reduced by 6 and the target's stat bonus increased 
  by 6. 
  18. Preservation True – As Preservation I, except for duration. 
  19. Lifegiving II – As Lifegiving I, except body can have been dead for up to 1 day/level. 
  20. Heal Life Essence V – As Heal Life Essence I except penalty can be reduced by 5. 
  25. Lifekeeping True – As Lifekeeping I, except for duration. 
  30. Infuse Life X – As Infuse Life I, except caster’s stat bonus is reduced by 10 and the target's stat bonus increased 
  by 10. 
  35. Lifegiving III – As Lifegiving I, except body can have been dead for up to 1 month/level. 
  40. Heal Life Essence True – As Heal Life Essence I, except the entire stat penalty is removed. 
  50. Lifegiving True – As Lifegiving I, except there is no time limit. 
  Note: “Life” is assumed to be life on the caster’s world. Aliens or creatures from other planes of existence do not 
  count as life for the purposes of these spells. 
  Note: See Section 10.11 for information on Life, Lifegiving, and Life Drain. 
  
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  Cleric Base  
  PROTECTIONS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Prayer I 
  1 target 
  varies 
  100’ U 
  2) Bless I 
  1 target 
  varies 
  100’ U 
  3) Resistance I 
  1 target 
  varies 
  100’ U 
  4) Heat Resistance * 
  1 target 
  varies 
  100’ U 
  5) Cold Resistance * 
  1 target 
  varies 
  100’ U 
  6) Sacred Protection I 
  1 target 
  1 min/lvl 100' 
  U 
  7) Resist Spell 
  1 target 
  10 min/lvl 100’ U 
  8) Temperature Sphere I 
  10’R 
  10 min/lvl 10’ 
  U 
  9) Sacred Protection II 
  1 target 
  1 min/lvl 100' 
  U 
  10) Protections Sphere I 
  10’R 
  10 min/lvl 10’ 
  U 
  11) Prayer III 
  1-3 targets 
  varies 
  100’ U 
  12) Bless III 
  1-3 targets 
  varies 
  100’ U 
  13) Resistance III 
  1-3 targets 
  varies 
  100’ U 
  14) Sacred Protection III 
  1 target 
  1 min/lvl 100' 
  U 
  15) Temperature Sphere II 
  20’R 
  10 min/lvl 10’ 
  U 
  16) Greater Protections Sphere I 
  30' R 
  10 min/lvl 10’ 
  U 
  17) Protections Sphere III 
  10’R 
  10 min/lvl 10’ 
  U 
  18) Prayer V 
  1-5 targets 
  varies 
  100’ U 
  19) Sacred Protection True 
  1 target 
  1 min/lvl 100' 
  U 
  20) Bless V 
  1-5 targets 
  varies 
  100’ U 
  25) Resistance V 
  1-5 targets 
  varies 
  100’ U 
  30) Protections Sphere V 
  10’R 
  10 min/lvl 10’ 
  U 
  35) Temperature Sphere True 
  10'R/lvl 
  10 min/lvl 10' 
  U 
  40) Mass Sacred Protection 
  varies 
  1 min/lvl 100' 
  U 
  50) Protections True 
  1 target 
  1 min/lvl 100’ U 
  1. Prayer I – Target gets a +5 bonus to RRs and maneuver rolls. The duration of this spell is 10 minutes per level if 
  cast on a non-mobile target. If cast on a mobile target, the spell will last as long as the caster concentrates. If cast 
  on a non-mobile target that is moved, the spell is dispelled. If the caster is the target, the duration is one minute 
  per level and concentration is not required. 
  2. Bless I – As Prayer I, except bonus applies to DB (Defensive Bonus) and maneuver rolls. 
  3. Resistance I – As Prayer I, except the bonus applies to RRs and DB. 
  4. Heat Resistance – Target is protected from natural heat up to 170°F [77°C] (treat as if target were in 70°F [21°C] 
  temperature). For temperatures above 170°F, subtract 100°F [56°C] to determine the effective temperature for the 
  target. Target also receives +20 to all RRs vs. heat spells/attacks and a +20 to DB vs. elemental fire/heat attacks. 
  Duration of this spell is 10 minutes per level if cast on a non-mobile target. If cast on a mobile target, the spell will 
  
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  last as long as the caster concentrates. If cast on a non-mobile target that is moved, the spell is dispelled. If the 
  caster is the target, duration is one minute/level and concentration is not required. 
  5. Cold Resistance – Target is protected from natural cold down to 20°F [-7°C] (treat as if target were in 70°F [21°C] 
  temperature). For temperatures below 20°F, add 50°F [28°C] to determine the effective temperature for the 
  target. Target also receives +20 to all RRs vs. cold spells/attacks and a +20 to DB vs. elemental cold/ice attacks. 
  Duration of this spell is 10 minutes per level if cast on a non-mobile target. If cast on a mobile target, the spell will 
  last as long as the caster concentrates. If cast on a non-mobile target that is moved, the spell is dispelled. If the 
  caster is the target, duration is one minute/level and concentration is not required. 
  6. Sacred Protection I – Target is protected from physical attacks as if armored. Target is granted the benefits of AT 
  4, but is not encumbered in any way, as he is not actually armored. 
  7. Resist Spell – Target gains a +30 bonus to his RRs against a specific spell (spells whose name differs only by 
  Roman numeral are considered the same spell for this purpose, but a "Lord" or "True" version is not). 
  8. Temperature Sphere I – All who are within the sphere are allowed the benefits of either a Heat Resistance or a 
  Cold Resistance spell (must be the same for all targets). The sphere is not mobile. 
  9. Sacred Protection II – As Sacred Protection I, except AT is 6. 
  10. Protections Sphere I – All within the radius are allowed the benefits of Prayer I or Bless I or Resistance I (must 
  be the same for all targets). The sphere is not mobile. 
  11. Prayer III – As Prayer I, except total bonus is +15 and the spell may be divided among 1-3 targets (1 target 
  would get a +15 bonus, 3 targets could each get +5 bonuses, etc.). 
  12. Bless III – As Bless I, except total bonus is +15 and spell may be divided among 1-3 targets as in Prayer III. 
  13. Resistance III – As Resistance I, except total bonus is +15 and the spell may be divided among 1-3 targets as in 
  Prayer III. 
  14. Sacred Protection III – As Sacred Protection I, except AT is 8. 
  15. Temperature Sphere II – As Temperature Sphere I, except radius is 20’. 
  16. Greater Protections Sphere I – As Protections Sphere I, except radius is 30'. 
  17. Protections Sphere III – As Protections Sphere I, except all within the radius are allowed the benefits of Prayer 
  III or Bless III or Resistance III (i.e., each protected individual gains a +15 bonus). 
  18. Prayer V – As Prayer I, except total bonus is +25 and the spell may be divided among 1-5 targets (1 target 
  would get a +25 bonus, two targets could get a +13 bonus for one and a +12 bonus for the other, etc.) 
  19. Sacred Protection True – As Sacred Protection I, except AT is 10. 
  20. Bless V – As Bless I, except total bonus is +25 and the spell may be divided among 1-5 targets as in Prayer V. 
  25. Resistance V – As Resistance I, except total bonus is +25 and the spell may be divided among 1-5 targets as in 
  Prayer V. 
  30. Protections Sphere V – As Protections Sphere I, except all within the radius are allowed the benefits of Prayer V 
  or Bless V or Resistance V (i.e., each protected individual gains a +25 bonus). 
  35. Temperature Sphere True – As Temperature Sphere I, except radius is 10’ per level and the effect is as both 
  Heat Resistance and Cold Resistance, depending on what temperatures occur to protect against. 
  40. Mass Sacred Protection – As Sacred Protection I, except multiple targets may be given the equivalent of any 
  armor from AT 2 to AT 10, with the restriction that the total ATs provided must be no greater than the level of the 
  caster (e.g., a 40th level caster could provide AT 10 to four targets or AT 5 to eight targets or AT 8 to three targets 
  and AT 4 to four targets). 
  50. Protections True – Target gets a +30 bonus to RRs, maneuver rolls, and DB. 
  Note: Resistance, Prayer, Bless, and Protection Spheres are not cumulative with each other for a single effect, but 
  may be combined to include more effects. E.g., someone who had been the single target of Bless III and then 
  
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  received Prayer I would get +15 DB and +15 maneuver rolls. The Prayer would not increase the maneuver roll 
  bonus, but would provide a +5 to RRs. 
   
  Cleric Base  
  REPULSIONS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) 
  Repel Undead V 
  varies 
  varies 
  100’ 
  F 
  2) 
  Cancel Channeling 
  spells 
  C 
  self 
  F 
  3) 
  Anti-Channels I * 
  1 spell 
   —  
  100’ 
  E 
  4) 
  Neutralize Curse I 
  1 curse 
  1 min/lvl 
  100’ 
  F 
  5) 
  Anti-Channels III * 
  1 spell 
   —  
  100’ 
  E 
  6) 
  Repel Undead IX 
  varies 
  varies 
  100’ 
  F 
  7) 
  Remove Curse 
  1 curse 
  P 
  touch 
  F 
  8) 
  Dispel Channeling I 
  1 target 
   —  
  10’ 
  F 
  9) 
  Neutralize Curse II 
  1 curse 
  1 hr/lvl 
  100’ 
  F 
  10) Anti-Channels V * 
  1 spell 
   —  
  100’ 
  E 
  11) Repel Undead XII 
  varies 
  varies 
  100’ 
  F 
  12) Anti-Channels VIII * 
  1 spell 
   —  
  100’ 
  E 
  13) Lesser Banishment 
  1 entity 
   —  
  100' 
  E 
  14) Dispel Channeling V 
  5 targets 
   —  
  20’ 
  F 
  15) Anti-Channels X * 
  1 spell 
   —  
  100’ 
  E 
  16) Repel Undead XV 
  varies 
  varies 
  100’ 
  F 
  17) Greater Banishment 
  1 entity 
   —  
  200' 
  E 
  18) Neutralize Curse III 
  1 curse 
  1 day/lvl 
  100’ 
  F 
  19) Dispel Channeling X 
  10 targets 
   —  
  30’ 
  F 
  20) Lord Repel Undead 
  1 undead 
  varies 
  100’ 
  E 
  25) Uncurse True 
  1 curse 
  P 
  touch 
  F 
  30) Anti-Channels True * 
  1 spell 
   —  
  100’ 
  E 
  35) Repel Undead True 
  varies 
  varies 
  100’ 
  F 
  40) True Banishment 
  1 entity 
   —  
  300' 
  E 
  50) Rechanneling 
  1 
  channel/rnd 
  1 rnd/lvl 
  300’ 
  F 
  1. Repel Undead V – Causes up to 5 Undead to flee or disintegrate. Up to five “points” of Undead may be affected: 
  a “Class I” Undead counts as 1 point, a “Class II” Undead counts as 2 points, etc. “Animated Dead” are treated as 
  “Class I” Undead but are not entitled to an RR (they automatically disintegrate if the spell does not fail). Otherwise, 
  each target is entitled to an RR: if it fails by 1-50, it will flee (targets that cannot flee remain motionless) for 1 
  round per 1 failure. If it fails by more than 50, it disintegrates. The RR of any undead creature can be modified by 
  concentrating the effects of the spell on that target: for each additional point of the spell allocated to a target 
  (beyond those normally needed to affect it), that target’s RR is modified by -5. Thus Repel Undead V could affect 5 
  Class I Undead with no RR modifier or 1 Class 1 Undead with an RR modifier of -20 or 1 Class II Undead with an RR 
  
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  modifier of -5 and 2 Class I Undead with no RR modifier or any other combination of targets providing no more 
  than 5 points were allocated. Once an undead has made an RR against a given caster's Repel Undead spell, it 
  cannot be affected by a Repel Undead spell from that caster again until one of the following happens: the caster 
  gains a level, the undead is "killed" and has to reconstitute itself, or the caster converts to a new power source 
  (i.e., changes religion). 
  2. Cancel Channeling – When the caster is a target of a spell from the Realm of Channeling, the "incoming" spell 
  must first make an RR before the caster makes an RR, using the level of this spell as the attacking level and the 
  level of the incoming spell as the defending level. If the "incoming" spell passes the RR, it may target the caster of 
  this spell normally; otherwise the incoming spell has no effect on this target. Being a "willing target" does not 
  eliminate this effect, but the caster's own spells do not need to make an RR. Note that the caster is considered to 
  be a target of any spell which includes him in its area of effect or would "detect" him. 
  3. Anti-Channels I * – Cancels a Channels I spell being transmitted or received within range. Note that the Channels 
  I spell gets no RR. 
  4. Neutralize Curse I – [RR Mod: -20] Nullifies a curse for the duration of this spell. The curse is not dispelled and 
  takes effect again once the duration of this spell expires. 
  5. Anti-Channels III * – As Anti-Channels I, except affects up to a Channels III. 
  6. Repel Undead IX – As Repel Undead V, except 9 points of undead may be affected. 
  7. Remove Curse – Cancels a curse if the curse fails an RR: the curse’s target level is the attack level of the original 
  curse and the attack level is this spell’s attack level. If the curse is not removed, the caster cannot try again before 
  gaining another rank in this list (however, another caster may try). 
  8. Dispel Channeling I – Any active spell from the realm of Channeling that is on the target must make an RR (use 
  the level of that spell's caster as the spell's level). If the spell fails its RR, it is dispelled. 
  9. Neutralize Curse II – As Neutralize Curse I, except curse is nullified for one hour per level. 
  10. Anti-Channels V * – As Anti-Channels I, except affects up to a Channels V. 
  11. Repel Undead XII – As Repel Undead V, except 12 points of Undead may be affected. 
  12. Anti-Channels VIII * – As Anti-Channels I, except affects up to a Channels VIII. 
  13. Lesser Banishment – An entity from another plane (typically a demon) is sent back to whence it came. This spell 
  will affect entities of up to Type (or Grade for elementals) II or up to 10th level if they do not have a "Type". 
  14. Dispel Channeling V – As Dispel Channeling I, except affects up to five targets. 
  15. Anti-Channels X * – As Anti-Channels I, except except affects up to a Channels X. 
  16. Repel Undead XV – As Repel Undead V, except 15 points of Undead may be affected. 
  17. Greater Banishment – As Lesser Banishment, except affects entities up to Type (or Grade) IV or 20th level if 
  they do not have a "Type". 
  18. Neutralize Curse III – As Neutralize Curse I, except curse is nullified for 1 day/level. 
  19. Dispel Channeling X – As Dispel Channeling I, except affects up to ten targets. 
  20. Lord Repel Undead – As Repel Undead V, except this spell disintegrates any one Undead of Class V or lower 
  automatically or automatically sends a Class VI fleeing for 1 round per caster level. 
  25. Uncurse True – [RR Mod: -50] As Remove Curse, except for the RR modification.  
  30. Anti-Channels True * – As Anti-Channels I except any Channeled spell can be canceled. Spells channeled with 
  the aid of a Holy Bridge (Cleric Base list, Channels) are not affected. 
  35. Repel Undead True – As Repel Undead V, except a number of points of Undead equal to the caster's level may 
  be affected and if 20 points are applied to any one Undead, the effect is that of Lord Repel Undead on that target. 
  40. True Banishment – [RR Mod.: -10] As Lesser Banishment, except affects any entity short of a god. 
  
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  50. Rechanneling – Once per round, the caster can intercept one channeled spell that is being transmitted or 
  received within this spell's range and cast that spell himself. The person sending the channeled spell gets an RR 
  (the defending level is that of the caster sending the channeled spell). Alternatively, the caster can intercept 
  channeled PPs for his own use. Interception takes no activity. Casting an intercepted spell takes the normal time. 
  Note: See Creature Law for more information about the undead. The GM may wish to give RR modifications for 
  certain very powerful undead. Also, GMs may wish to modify the undead-affecting spells to be more/less powerful 
  when on holy/unholy ground (see Treasure Law). 
  Note: A Hybrid spell will be affected by a Cancel or Dispel spell that is effective against either of its hybridized 
  realms. 
  Note: See Section 10.2 for more on curses and removing them. 
   
  
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  Cleric Base  
  SUMMONS  
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Summons I 
  1 creature 
  varies 
  100’ 
  U 
  2) Summons II 
  1-2 creatures varies 
  100’ 
  U 
  3) Summons III 
  1-3 creatures varies 
  100’ 
  U 
  4) Summons IV 
  1-4 creatures varies 
  100’ 
  U 
  5) Summons V 
  1-5 creatures varies 
  100’ 
  U 
  6) Summons VI 
  1-6 creatures varies 
  100’ 
  U 
  7) Summons VII 
  1-7 creatures varies 
  100’ 
  U 
  8) Summons VIII 
  1-8 creatures varies 
  100’ 
  U 
  9) Summons X 
  1-10 creatures varies 
  100’ 
  U 
  10) Demonic Gate I 
  1 demon 
  C 
  10’ 
  E 
  11) Summons XV 
  1-15 creatures varies 
  100’ 
  U 
  12) Summon Guard * 
  1 person 
   —  
  500' 
  U 
  13) Lord Summons 
  1-20 creatures varies 
  100’ 
  U 
  14) Divine Gate I 
  1 entity 
  1 min/lvl 10’ 
  E 
  15) Demonic Gate II 
  1 demon 
  C 
  10’ 
  E 
  16) Summon Guards * 
  varies 
   —  
  1000' 
  U 
  17) Waiting Summons 1-10 creatures varies 
  100’ 
  U 
  18) Summon Army 
  all faithful 
  1 hr/lvl 1 mi/lvl E 
  19) Divine Gate II 
  1 entity 
  1 min/lvl 10’ 
  E 
  20) Demonic Gate III 
  1 demon 
  C 
  10’ 
  E 
  25) Mass Summons 
  varies 
  varies 
  100’ 
  U 
  30) Summons True 
  1 creature 1 day/lvl 100’ 
  U 
  35) Divine Gate III 
  1 entity 
  1 min/lvl 10’ 
  E 
  40) Demonic Gate IV 
  1 demon 
  C 
  10’ 
  E 
  50) Gate 
  1 being 
   —  
  varies 
  E 
  1. Summons I – Caster can instantly summon a first level non-intelligent (i.e., possessing the Animalistic or 
  Mindless flaw) living creature, which appears somewhere within the spell's range. The caster can specify the 
  general type of creature, but exactly what the creature is should be determined randomly (e.g., the caster could 
  specify "four-legged, hoofed" and could get a zebra, horse, camel, etc.). If the creature can understand the caster's 
  communication, the creature can be controlled by normal communication. Otherwise, control is maintained 
  through concentration of the caster. If the creature summoned is used for a task that is not dangerous (in its own 
  perception), the duration for this spell is 10 minutes per level. However, if the creature is ever put into a 
  dangerous situation, the duration immediately drops to 1 round per level. At the end of the spell's duration, the 
  summoned creature will disappear back whence it came.  
  2. Summons II – As Summons I, except the caster chooses one of the following options: a) the level of the 
  summoned creature is increased by one, b) an extra 1st level creature can be summoned, or c) the duration can be 
  doubled. When applying options to the higher level Summons spells, option "a" can only be applied to one 
  
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  creature at a time (i.e., two 2nd level creatures takes three options: one for the second creature and one each to 
  raise the creatures to 2nd level). 
  3. Summons III – As Summons II, except two options are chosen. 
  4. Summons IV – As Summons II, except three options are chosen. 
  5. Summons V – As Summons II, except four options are chosen. 
  6. Summons VI – As Summons II, except five options are chosen. 
  7. Summons VII – As Summons II, except six options are chosen. 
  8. Summons VIII – As Summons II, except seven options are chosen. 
  9. Summons X – As Summons II, except nine options are chosen. 
  10. Demonic Gate I – Caster summons a Type I Demon that appears over the course of 2 rounds; the caster can 
  control it by concentrating. After the caster stops concentrating, the demon will fade out over the course of 2 
  rounds, attacking the closest being until gone.  
  11. Summons XV – As Summons II, except fourteen options are chosen. 
  12. Summon Guard * – Caster can summon (teleport to his location) a single "guard", who must be a member of an 
  intelligent race, a follower of the caster's own religion, and currently doing service to the summoner or the 
  summoner's religious institution. Guard must also be within range of the spell when it is cast or it will fail. 
  13. Lord Summons – As Summons II, except nineteen options are chosen. 
  14. Divine Gate I – As Demonic Gate I, except summons a Type I extraplanar being of a non-hostile nature. Control 
  is not possible, though the summoned being will be helpful and will usually do as the caster requests if 
  communication is possible. 
  15. Demonic Gate II – As Demonic Gate I, except a Type II Demon is summoned. 
  16. Summon Guards * – As Summon Guard, except one guard can be summoned for every five full levels of the 
  caster (e.g., a 16th level caster could summon three guards). 
  17. Waiting Summons – As Summons X, except it can be delayed up to 1 day/level or until triggered by one of the 
  following (decided by the caster at the time of casting): specified movements, sounds, touch, or actions. Trigger 
  must be such as the caster would be able to sense it if still at the location of the spell effect. At the time of casting, 
  the caster may specify a single task for the creature(s) to perform when it/they arrive(s). 
  18. Summon Army – Caster sends out a telepathic summons heard by all the faithful within range to gather for a 
  holy war. Response is voluntary, except for the Paladins of the faith, who must make an RR if they wish to resist. 
  Use of this spell tends to be strictly monitored by the Cleric's superiors, both mortal and divine, so it is best used 
  only when there is a real need. 
  19. Divine Gate II – As Divine Gate I, except a Type II entity is summoned. 
  20. Demonic Gate III – As Demonic Gate I, except a Type III Demon can be summoned. 
  25. Mass Summons – As Summons II, except one option per caster level is chosen. 
  30. Summons True – As Summons I, except caster can summon a specific type of creature of a level up to half the 
  caster's level for more lengthy service. 
  35. Divine Gate III – As Divine Gate I, except a Type III entity is summoned. 
  40. Demonic Gate IV – As Demonic Gate I, except a Type IV Demon can be summoned. 
  50. Gate – Caster can pull any being through a “gate” to the caster’s location; if the being is intelligent, it must be 
  willing to come. An intelligent being will know the religious affiliation of the gating person and a vague idea of the 
  reason and the significance for the “gate”. 
  Note: If the creature can understand the caster (e.g. Animal Tongues), the creature can be controlled through 
  normal communication. Otherwise, control is maintained only through the concentration of the caster. 
  
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  Note: Spells that involve teleportation are normally quite noisy and difficult to silence. Air is being pushed about in 
  a manner not unlike a thunderclap. Amount of noise depends on the size of the object teleported. 
  Note: When allowed to choose more than one option on summoning spells, the same option may be chosen more 
  than once. For example, with a Summons III, two options are available. This means that if both options are used for 
  the same thing, then three first-level creatures could be summoned, or one third-level creature could be 
  summoned, or one first-level creature could be summoned for four times as long. 
  Note: Demons are assumed to be hostile beings of another plane who are brought into the caster's plane through 
  the use of an elemental force (one not of the demon's plane). Thus, the demon and caster do not make RRs during 
  the summons. See Creature Law for information on specific demons. While written with Evil spell lists in mind, 
  Section 10.3 may also be useful. 
  Note: While Summons spells on this list are of type 'U', the creatures summoned are automatically considered 
  willing to serve as described. 
  
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  6.4. Druid 
  Druid Base  
  ANIMAL MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Animal Sleep I 
  1 animal 
  1 min/lvl 100’ 
  F 
  2) Animal Restoration I 
  1 animal 
  P 
  touch U 
  3) Animal Tongues 
  caster 
  1 min/lvl self 
  U 
  4) Animal Sleep III 
  3 animals 1 min/lvl 100’ 
  F 
  5) Animal Mastery I 
  1 animal 
  C 
  100’ Fm 
  6) Animal Location 
  1 mi R/lvl 
   —  
  self 
  I 
  7) Befriending 
  10’ R 
  C 
  self 
  F 
  8) Animal Restoration II 
  1 animal 
  P 
  touch U 
  9) Animal Empathy 
  1 animal 
  C 
  100' 
  I 
  10) Animal Summons I 
  1 animal 
  varies 1 mi/lvl U 
  11) Animal Mastery III 
  3 animals 
  C 
  100’ Fm 
  12) Animal Summons III 
  1-3 animals varies 1 mi/lvl U 
  13) Animal Call 
  1 mi/lvl 
   —  
  self 
  U 
  14) Animal Reviving I 
  1 animal 
  P 
  touch U 
  15) Call of the Wild 
  1 animal 
  P 
  touch U 
  16) Animal Mastery V 
  1-5 animals 
  C 
  100' Fm 
  17) Animal Restoration III 
  1 animal 
  P 
  touch U 
  18) Animal Summons V 
  5 animals 
  varies 1 mi/lvl U 
  19) Animal Reviving II 
  1 animal 
  P 
  touch U 
  20) Animal Summons X 
  1-10 animals varies 1 mi/lvl U 
  25) Species Mastery 
  1 species 
  C 
  10'/lvl Fm 
  30) Animal Reviving III 
  1 animal 
  P 
  touch U 
  35) Animal Restoration True 
  1 animal 
  P 
  touch U 
  40) Animal Reviving IV 
  1 animal 
  P 
  touch U 
  50) Animal Summons True 
  varies 
  varies 1 mi/lvl U 
  1. Animal Sleep I – Puts any animal into a magical sleep. 
  2. Animal Restoration I – Caster may heal any non-fatal damage in any animal of Small size or smaller. 
  3. Animal Tongues – Allows caster to understand and “speak” the language of any 1 animal species. 
  4. Animal Sleep III – As Animal Sleep I, except up to 3 animals may be made to sleep. 
  5. Animal Mastery I – Allows caster to control the actions of any 1 animal. 
  6. Animal Location – Caster can locate members of any 1 species of animal within the area of effect or he can find 
  out what species are in the area.  
  7. Befriending – All animals within 10’ will act friendly toward caster. This does not control the animals. 
  8. Animal Restoration II – Caster may heal any non-fatal damage in any animal of Medium size or smaller or heal 
  fatal damage in an animal of Small size or smaller. 
  9. Animal Empathy – Caster can understand and/or visualize the thoughts and emotions of any one animal. 
  
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  10. Animal Summons I – Caster magically summons a 1st level animal from the surrounding area. The caster can 
  specifity the species of creature or simply a general type, but not a particular individual. If the animal can 
  understand the caster (e.g., through use of Animal Tongues), the creature can be controlled through normal 
  communications. Otherwise, control is maintained only through concentration by the caster. If the animal 
  summoned is used for a task that is not dangerous (in the animal's perception), the duration of this spell is 10 
  minutes per level. However, if the animal is ever put into a dangerous situation, the duration immediately drops to 
  1 round per level. 
  11. Animal Mastery III – As Animal Mastery I, except caster can control 3 animals.  
  12. Animal Summons III – As Animal Summons I, except the caster chooses two of the following options: a) the 
  level of the summoned creature is increased by one, b) an extra 1st level creature can be summoned, or c) the 
  duration can be doubled. When applying options, option "a" can only be applied to one creature at a time (i.e., two 
  2nd level creatures takes three options: one for the second creature and one each to raise the creatures to 2nd 
  level). 
  13. Animal Call – Caster can “call” any 1 known, individual animal; if it is physically possible, the animal will come to 
  the caster. 
  14. Animal Reviving I – This spell will return any animal of no more than Small size from the dead. The animal 
  cannot have been dead for more days than its own level plus the caster's level. If this spell is ever cast 
  unsuccessfully on an animal (i.e., if an attempt to cast this spell ends in spell failure), then that animal can never be 
  revived. The animal will be at -100 to all actions for a number of days equal to 20 days per day dead.  
  15. Call of the Wild – When cast upon any domesticated animal, that animal will return to its "wild" state. The 
  animal will have no difficulty in adapting to the harsh requirements of the wilderness (and have no desire to return 
  to domestication). Most animals will be willing targets of this spell, but those with a strong tie to a particular 
  human may prefer domestication. 
  16. Animal Mastery V – As Animal Mastery I, except caster can control 5 animals. 
  17. Animal Restoration III – Caster may heal any non-fatal damage in any animal of any size or heal fatal damage in 
  an Animal of Medium size or smaller. 
  18. Animal Summons V – As Animal Summons III, except four options can be chosen. 
  19. Animal Reviving II – As Animal Reviving I, except animal may be of up to Medium size and recovery period is 
  only one day per day spent dead. 
  20. Animal Summons X – As Animal Summons III, except nine options can be chosen. 
  25. Species Mastery – As Animal Mastery I, except caster can control all animals of a given species within 10'R per 
  level. 
  30. Animal Reviving III – As Animal Reviving I, except animal may be of up to Big size and recovery period is only 
  one day per day spent dead for a Big animal, with no recovery period for smaller animals. 
  35. Animal Restoration True – Caster may heal any damage in any animal of any size. 
  40. Animal Reviving IV – As Animal Reviving I, except animal may be of any size and recovery period is only one day 
  per day spent dead for a Large or larger animal, with no recovery period for smaller animals. 
  50. Animal Summons True – As Animal Summons III, except caster can select one option for every level of 
  experience. 
  Note: When allowed to choose more than one option on summoning spells, the same option may be chosen more 
  than once. For example, with an Animal Summons III, two options are available. This means that if both options are 
  used for the same thing, then three first-level creatures could be summoned, one third-level creature could be 
  summoned, or one first-level creature could be summoned for four times as long. 
  
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  Note: See Creature Law for more information on animals. For purposes of this list consider anything in the 
  "Animals" chapter of Creature Law, and nothing outside that chapter, to be an animal. 
  Note: While Summons spells on this list are of type 'U', the creatures summoned are automatically considered 
  willing to serve as described. 
   
  Druid Base  
  HERB MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Herb Lore 
  1 herb 
   —  
  touch 
  I 
  2) Herb Enhancement 
  1 herb 
  P 
  touch 
  U 
  3) Herb Finding I 
  caster 
  1 rnd/lvl 
  100’ 
  I 
  4) Instant Herbal Cures 
  1 herb 
  1 day/lvl touch 
  U 
  5) Herb Mastery II 
  1 herb 
  P 
  touch 
  U 
  6) Herb Finding III 
  caster 
  1 rnd/lvl 
  300’ 
  I 
  7) Herb Production 
  1 seed 
  P 
  touch 
  U 
  8) Herb Mastery III 
  1 herb 
  P 
  touch 
  U 
  9) Herb Finding V 
  caster 
  1 rnd/lvl 
  500’ 
  I 
  10) Herb Cleansing 
  varies 
  P 
  touch 
  U 
  11) Herb Mastery V 
  1 herb 
  P 
  touch 
  U 
  12) Mass Herb Finding I 
  caster 
  1 rnd/lvl 
  100’ 
  I 
  13) Herb Finding X 
  caster 
  1 rnd/lvl 
  1 mi 
  I 
  14) Herb Preservation 
  1 herb 
  P 
  touch 
  U 
  15) Herb Mastery X 
  1 herb 
  P 
  touch 
  U 
  16) Mass Herb Finding III 
  caster 
  1 rnd/lvl 
  300’ 
  I 
  17) Preserved Instant Herbal Cures 
  1 herb 
  1 week/lvl touch 
  U 
  18) Herb Finding XX 
  caster 
  1 rnd/lbl 
  5 mi 
  I 
  19) Mass Herb Finding V 
  caster 
  1 rnd/lvl 
  500’ 
  I 
  20) Lord Herb Finding 
  caster 
  1 rnd/lvl 20 miles I 
  25) Herb Enhancement True 
  1 herb 
  P 
  touch 
  U 
  30) Herb Mastery True 
  1 herb 
  P 
  touch 
  U 
  35) Instant Herbal Cures True 
  1 herb 
  P 
  touch 
  U 
  40) Mass Instant Herbal Cures 
  1 herb/lvl 1 week/lvl touch 
  U 
  50) Herb Finding True 
  varies 
  1 rnd/lvl 1 mi/lvl I 
  1. Herb Lore – Caster can understand the nature, origin, and value of any 1 herb. If a plant is not an herb, no 
  information can be gained other than that fact. 
  2. Herb Enhancement – Allows caster to enhance the potency of any 1 growing herb by 100% (i.e., x2). This spell 
  may be employed only once per herb. 
  3. Herb Finding I – Allows caster to locate any 1 specific variety of herb that is sought, regardless of physical 
  obstacles. This spell gives exact direction, distance, and quantity. If multiple patches of the herb are within range, 
  the caster is aware of all of them. 
  
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  4. Instant Herbal Cures – Allows caster to make any 1 herb capable of being instantly effective. When the herb is 
  subsequently used, its benefits/dangers will be immediately felt. The herb will keep for 1 day per level of the 
  caster. 
  5. Herb Mastery II – Caster can double the potency of any 1 herb (growing or dead). This spell may be employed 
  only once per herb. May not be combined with Herb Enhancement. 
  6. Herb Finding III – As Herb Finding I, except that the range is 300’. 
  7. Herb Production – Caster can grow an herb to sudden maturity by planting the proper seed; the herb is sterile 
  and the growth takes 1-10 rnds. 
  8. Herb Mastery III – As Herb Mastery II, except potency is 3x. 
  9. Herb Finding V – As Herb Finding I, except range is 500’. 
  10. Herb Cleansing – Allows caster to remove any harmful poisons, by-products, or side effects from all herbs 
  within range. This includes eliminating any addictive properties. 
  11. Herb Mastery V – As Herb Mastery II, except potency is 5x. 
  12. Mass Herb Finding I – As Herb Finding I, except locates all herbs in area of effect. 
  13. Herb Finding X – As Herb Finding I, except range is 1 mile. Location is known within 10’R. 
  14. Herb Preservation – Preserves an herb indefinitely. If another spell is then cast on the herb, this spell will be 
  cancelled and normal deterioration of the herb will begin. 
  15. Herb Mastery X – As Herb Mastery II, except potency is 10x. 
  16. Mass Herb Finding III – As Herb Finding III, except locates all herbs in area of effect. 
  17. Preserved Instant Herbal Cures – As Instant Herbal Cures, except herb will keep for 1 week per level of the 
  caster. 
  18. Herb Finding XX – As Herb Finding I, except range is 5 miles. Location is known within 25’R. 
  19. Mass Herb Finding V – As Herb Finding V, except locates all herbs in area of effect. 
  20. Lord Herb Finding – As Herb Finding I, except range is 20 miles; location is known within 100’R. 
  25. Herb Enhancement True – As Herb Enhancement, except that potency of 1 growing herb is increased 100% x 
  level of caster (e.g., a 30th level caster could increase potency of growing herb by 3000%, i.e., 31x). 
  30. Herb Mastery True – As Herb Mastery II, except that the potency of 1 herb, growing or dead, can be increased 
  by 100% x lvl of caster (e.g., a 50th Ivl caster could increase potency of any herb by 5000%, i.e., 51x). 
  35. Instant Herbal Cures True – As Instant Herbal Cures, except herb will keep until used. 
  40. Mass Instant Herbal Cures – As Preserved Instant Herbal Cures, except affects up to 1 herb/level. 
  50. Herb Finding True – As Herb Finding I, except that caster can locate any 1 herb variety within a range of 1 
  mile/lvl of caster (e.g., 50 miles for a 50th level caster); location is known within 100’R. 
   
  Note See Treasure Law for details on herbs. 
   
  
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  Druid Base  
  NATURE’S LORE 
  Level 
  Spell 
  Area of Effect Duration 
  Range Type 
  1) Trap Awareness 
  5’R 
  1 min/lvl(C) 
  50’ 
  I 
  2) Nature’s Awareness I 
  caster 
  C 
  100' 
  I 
  3) Pathfinding 
  caster 
   —  
  100' 
  I 
  4) Detect Magic 
  5' R 
  1 min/lvl (C) 
  100' 
  I 
  5) Weather Prediction I 
  caster 
   —  
  self 
  I 
  6) Nature’s Awareness II 
  caster 
  C 
  200' 
  I 
  7) Weather Prediction III 
  caster 
   —  
  self 
  I 
  8) Locate Landmark I 
  caster 
  1 min/lvl 
  100'/lvl 
  I 
  9) Waiting Awareness I 
  10’R 
  1 hr/lvl 
  self 
  I 
  10) Nature’s Awareness III 
  caster 
  C 
  300' 
  I 
  11) Weather Prediction V 
  caster 
   —  
  self 
  I 
  12) Memory's Path 
  caster 
  1 hr/lvl 
  self 
  U 
  13) Waiting Awareness II 
  100’R 
  C 
  self 
  I 
  14) Locate Landmark II 
  caster 
  1 min/lvl 
  300'/lvl 
  I 
  15) Nature’s Eye I 
  100’R 
  C 
  1 mi 
  I 
  16) Nature's Awareness V 
  caster 
  C 
  500' 
  I 
  17) Elemental Communication 
  caster 
  C 
  100' 
  I 
  18) Water Visions 
  1 pool 
  C 
  10' 
  I 
  19) Locate Landmark True 
  caster 
  1 min/lvl 1000'/lvl 
  I 
  20) Nature’s Eye II 
  500’R 
  C 
  10 mi 
  I 
  25) Weather Prediction True 
  caster 
   —  
  self 
  I 
  30) Nature’s Eye III 
  500’R 
  C 
  100 mi 
  I 
  35) Nature's Awareness True 
  caster 
  C 
  100'/lvl 
  I 
  40) Commune with Nature 
  1 mi R/lvl 
  — 
  self 
  I 
  50) Druidic Eye 
  100’R 
  C 
  unlimited I 
  1. Trap Awareness – Caster has a 75% chance of detecting each individual trap in a 5’R. Caster can concentrate on 
  a 5’R area each round. There must be plants or animals in the area of effect or no information will be gained. 
  Spiders and insects are animals, so many indoor environments will still allow the use of this spell. 
  2. Nature’s Awareness I – Allows caster to monitor animate activity in the area (e.g., the caster will be aware of 
  movements, subtle and overt). Caster cannot move while concentrating. Caster does not receive a picture of what 
  is moving, just an awareness of the movement. This will allow distinguishing general size and shape of a moving 
  object. Someone staying still, but breathing, will be detected, but only a very general idea of size would be 
  determinable. 
  3. Pathfinding – Caster learns the location(s) of any "path(s)" within 100'. The spell gives the nearest point on the 
  path, but not the path's course. (See Section 10.15 for information on interpretation of "path".) 
  4. Detect Magic – Detects any active spell or active magical item. Caster can concentrate on a different 5’R area 
  each round. (See Section 10.4 for more about detection spells.) 
  
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  5. Weather Prediction I – Caster has a 95% chance of predicting time, type, and severity of weather over next 24 hr 
  period. 
  6. Nature’s Awareness II – As Nature’s Awareness I, except that the radius is 200’. 
  7. Weather Prediction III – As Weather Prediction I, except period is 3 days. 
  8. Locate Landmark I – For the duration of this spell, the caster will know the direction and distance to any unique 
  natural feature that the caster is familiar with. The feature must be within range or no information is gained. 
  9. Waiting Awareness I – Allows caster to set up a natural “alarm system” in the area of effect; any disturbing 
  activity will cause caster to be alerted. This alert will wake the caster, if he is in a natural sleep. 
  10. Nature’s Awareness III – As Nature’s Awareness I, except that radius is 300’. 
  11. Weather Prediction V – As Weather Prediction I, except period is 5 days. 
  12. Memory's Path – Caster can remember an exact route he has traveled; whether or not he was without one or 
  more of his senses when he made his original journey (e.g., a 12th level caster could remember the course of 12 
  hours of a trip, even if he had been blindfolded). To be effective, this spell must be cast within one month per level 
  of the journey. 
  13. Waiting Awareness II – As Waiting Awareness I, except radius is 100’. 
  14. Locate Landmark II – As Locate Landmark I, except for range. 
  15. Nature’s Eye I – Allows caster to visualize and sense activity in a known fixed area (100’R). 
  16. Nature's Awareness V – As Nature Awareness I, except radius is 500'. 
  17. Elemental Communication – Caster can communicate with any elemental force within range. The elemental 
  force must be able to communicate (i.e., this spell does not confer communication abilities upon the force, just 
  translation of those it does have). Elemental forces include all elementals, water spirits, forest spirits, etc. 
  18. Water Visions – The target of this spell is a small pool of water. The water must be calm (and remain calm for 
  the duration of the spell). The caster may designate a topic and a vision will appear in the pool that relates to the 
  topic. The vision will take 1-50 rounds. 
  19. Locate Landmark True – As Locate Landmark I, except for range. 
  20. Nature’s Eye II – As Nature’s Eye I, except the range is 10 miles and caster can monitor an area of 500’R. 
  25. Weather Prediction True – As Weather Prediction I, except period is 1 day/level. 
  30. Nature’s Eye III – As Nature’s Eye I, except range is 100 miles and caster can monitor an area of 500’R. 
  35. Nature's Awareness True – As Nature Awareness I, except radius is 100'/level. 
  40. Commune with Nature – Caster is made aware of the ecological health of the area and anything that is causing 
  significant ecological impact on the area (e.g., the water from the magic spring makes everything here grow fast, 
  poison is leaching out from the pile of mine tailings, or the unicorns prevent disease from spreading through the 
  wildlife). 
  50. Druidic Eye – Allows caster to monitor an area of 100’R that the caster has both been to and become 
  acquainted with (i.e., spent at least 1 day meditating in or 30 days living in). 
   
  
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  Druid Base 
  NATURE’S PROTECTION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Study Form 
  1 target 
  P 
  300' 
  I 
  2) Resist Elements 
  caster 
  varies 
  self 
  U 
  3) Hues 
  caster 
  1 min/lvl self 
  U 
  4) Plant Façade 
  caster 
  1 min/Ivl self 
  E 
  5) Silent Moves 
  caster 
  1 min/lvl self 
  U 
  6) Underwater Breathing 
  caster 
  1 min/lvl self 
  U 
  7) Animal Façade 
  caster 
  1 min/lvl self 
  E 
  8) Shadow 
  caster 
  10 min/Ivl self 
  U 
  9) Organic Defense I* 
  1 attack 
   —  
  self 
  E 
  10) Plant Form I 
  caster 
  1 min/lvl self 
  F 
  11) Protection From Elements 
  caster 
  varies 
  self 
  U 
  12) Animal Thoughts I 
  caster 
  C 
  self 
  U 
  13) Organic Defense II* 
  1 attack 
   —  
  self 
  E 
  14) Animal Form I 
  caster 
  1 min/lvl self 
  U 
  15) Animal Thoughts II 
  caster 
  C 
  self 
  U 
  16) Plant Form II 
  caster 
  1 min/lvl self 
  U 
  17) Animal Form II 
  caster 
  1 min/lvl self 
  U 
  18) Organic Defense III* 
  1 attack 
   —  
  self 
  E 
  19) Animal Form III 
  caster 
  1 min/lvl self 
  U 
  20) Plant Form True 
  caster 
  1 min/lvl self 
  F 
  25) Animal Form True 
  caster 
  1 min/lvl self 
  F 
  30) Nature’s Form True 
  caster 
  1 min/lvl self 
  F 
  35) Animal Thoughts True 
  caster 
  1 min/lvl self 
  U 
  40) Master of Natural Forms 
  caster 
  10 min/lvl self 
  U 
  50) Organic Defense True * 
  1 attack/rnd 1 rnd/lvl self 
  E 
  1. Study Form – Caster studies and memorizes the form of one type of animal or plant for use with spells later on 
  this list. The caster can only have as many forms of each kingdom studied as he has ranks in this list. Thus, a Druid 
  with 8 ranks in Nature's Protection may have studied 8 types of animal and 8 types of plant. Caster may choose to 
  forget a studied form at any time to make room for replacements. 
  2. Resist Elements – Protects caster from natural heat up to 160°F [71°C] and natural cold down to -20°F [-29°C] 
  (treat as if caster were in 70°F [21°C] environment). For temperatures beyond the protected ranges treat the 
  caster as being in an environment of 70° [21°C] modified by one degree per degree beyond the protection limit 
  (e.g., if the temperature were 167°F, the caster would experience it as 77°F). Against cold/ice or heat/fire attacks, 
  the caster gains +20 to DB and RRs. Duration is 1 hour per level if the caster does not move, but if the caster 
  moves, then duration becomes Concentration. 
  
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  3. Hues – Allows caster to take on the physical coloration of any 1 organic object. The caster must be in contact 
  with the object when the spell is cast. In many situations, this will give a +10 to +50 bonus (GM's discretion) to 
  Stalking attempts. 
  4. Plant Façade – Allows caster to appear as any one type of plant that he has studied. This is purely a visual 
  illusion: caster will still sound, smell, and feel the same, and the caster undergoes no physical change. 
  5. Silent Moves – Caster can move silently, so long as he does not create a sound originating more than 1' from his 
  body. This typically provides a +10 to +50 bonus (GM's discretion) to Stalking maneuvers when moving. 
  6. Underwater Breathing – Caster can breathe normally under water. Water may be salt or fresh, but no other 
  liquid is breathable by means of this spell. 
  7. Animal Façade – Allows caster to appear as any one type of animal that he has studied. This is purely a visual 
  illusion: caster will still sound, smell, and feel the same, and the caster undergoes no physical change. 
  8. Shadow – Caster and objects on his person appear to be a shadow and are almost invisible in dark areas (e.g., in 
  many situations this could be handled with a Stalking bonus between +25 and +75). 
  9. Organic Defense I * – Any single attack made against the caster this round suffers a -50 modifier. The weapon or 
  object defended against must be from an organic source (e.g., an animal) or at least a partially organic weapon 
  (e.g., an arrow) and the caster must be able to see the attack. 
  10. Plant Form I – Allows caster to take the form of any one plant he has studied. The caster will look and feel like 
  the plant. The caster's size can change by up to one size increment. Caster does not gain the physical abilities of 
  the plant other than Size category. 
  11. Protection From Elements – As Resist Elements, except it protects caster from any natural heat or natural cold 
  (treat as if caster were in 70°F [21°C] environment), and DB/RR bonus is +40. 
  12. Animal Thoughts I – For the duration of this spell, the caster's mental patterns will appear to be those of any 
  animal he has studied. The caster cannot move while this spell is active. 
  13. Organic Defense II * – As Organic Defense I, except the penalty is -100. 
  14. Animal Form I – Allows caster to take the form of any one animal he has studied. The caster will look and feel 
  like the animal. The caster's size can be varied up to one size increment. Caster does not gain the physical abilities 
  of the animal, other than Size category. 
  15. Animal Thoughts II – As Animal Thoughts I, except caster can move (though he must still maintain 
  concentration). 
  16. Plant Form II – As Plant Form I, except caster may also assume the scent and physical abilities of the plant. 
  17. Animal Form II – As Animal Form I, except caster may also assume the movement abilities of the animal. 
  18. Organic Defense III * – As Organic Defense I, except attack automatically misses. 
  19. Animal Form III – As Animal Form II, except caster also gains the physical attacks of the animal. Caster can vary 
  his size up to two Size increments. Caster gains normal OB of the animal with its natural attacks, gaining the 
  instincts to use them properly. 
  20. Plant Form True – As Plant Form II, except caster can change his form to any other plant he has studied at any 
  time during the duration of the spell and he can vary his size by up to 2 size increments. 
  25. Animal Form True – As Animal Form III, except caster can change his form to any other animal he has studied at 
  any time during the duration of the spell and caster has all physical abilities of the animal. 
  30. Nature’s Form True – As Plant Form True and Animal Form True operating at the same time. 
  35. Animal Thoughts True – As Animal Thoughts II, except caster does not need to concentrate, and duration is 1 
  minute per level. 
  40. Master of Natural Forms – As Nature's Form True, except for duration. 
  
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  50. Organic Defense True * – As Organic Defense III, except one attack may be defended against each round the 
  spell is in effect. 
  Note: Hues and Shadow are obviously incompatible. 
  Note: Illusions (which include the Façade spells) are one of the more complex and subtle types of magic and they 
  are explained at length in Section 10.9. 
   
  Druid Base  
  NATURE’S WRATH 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Nature's Ire I * 
  caster 
  varies 
  self 
  U 
  2) Nature's Curse 
  1 target 
  P 
  100’ 
  F 
  3) Entangling Vegetation I 
  1 target 
   —  
  100’ 
  E 
  4) Shock Bolt I 
  1 target 
   —  
  <25’> Ed 
  5) Nature's Ire II * 
  caster 
  varies 
  self 
  U 
  6) Wall of Fire 
  10’x10’x6" 
  1 rnd/lvl 
  100’ 
  E 
  7) Nature's Ire III * 
  caster 
  varies 
  self 
  U 
  8) Entangling Vegetation II 
  1 target 
   —  
  200’ 
  E 
  9) Nature's Might * 
  caster 
  varies 
  self 
  U 
  10) Shock Bolt III 
  1 target 
   —  
  <75’> Ed 
  11) Contrary Wind 
  1 target+20'R 10 min/5 fail 300' 
  F 
  12) Circle Aflame 
  10’R 
  1 rnd/lvl 
  self 
  E 
  13) Nature's Ire V * 
  caster 
  varies 
  self 
  U 
  14) Entangling Vegetation III 
  1 target 
   —  
  300’ 
  E 
  15) Shock Bolt V 
  1 target 
   —  
  <125’> Ed 
  16) Nature's Ire VI * 
  caster 
  varies 
  self 
  U 
  17) Hailstorm 
  20'R 
   —  
  300’ 
  E 
  18) Entangling Vegetation IV 
  1 target 
   —  
  400’ 
  E 
  19) Nature's Ire VII * 
  caster 
  varies 
  self 
  U 
  20) Lightning Bolt I 
  1 target 
   —  
  <25’> Ed 
  25) Entangling Vegetation V 
  1 target 
   —  
  500’ 
  E 
  30) Lightning Bolt V 
  1 target 
   —  
  <125’> Ed 
  35) Nature's Ire True * 
  caster 
  varies 
  self 
  U 
  40) Hailstorm True 
  40'R 
   —  
  500’ 
  E 
  50) Quake 
  varies 
  varies 
  touch F 
  1. Nature's Ire I * – The caster's next attack gains a +5 to its OB. If the caster is attacking in animal form, this bonus 
  is doubled. 
  2. Nature's Curse – Target will find that animals, both wild and domestic have become wary of him. All maneuvers 
  dealing with handling, influencing, or working with animals suffer a penalty of -25. 
  3. Entangling Vegetation I – Plants around the target become highly animated and attempt to take hold of the 
  target. Treat as a size Small Grapple attack with an OB equal to the caster's skill in this list. This spell requires the 
  
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  presence of suitable plants (grasses, flowers, or larger plants). If a Grapple % result occurs, the plants will continue 
  to hold the target until it is freed. For attempts to break free, treat the plants' Grappling skill as equal to the 
  original OB and their Strength bonus as +0. 
  4. Shock Bolt I – A bolt of intense, charged light is shot from the palm of the caster; results are determined on the 
  Lightning Bolt attack table, as a Diminutive attack. 
  5. Nature's Ire II * – As Nature's Ire I, except bonus is +10. 
  6. Wall of Fire – Creates an opaque wall of fire (up to 10’x10’x6"). Anyone passing through it takes an A Heat 
  critical (no RR). See Section 10.19 for additional details on Wall spells. 
  7. Nature's Ire III * – As Nature's Ire I, except bonus is +15. 
  8. Entangling Vegetation II – Plants around the target become highly animated and attempt to take hold of the 
  target. Treat as a size Medium Grapple attack with an OB equal to the caster's skill in this list. This spell requires 
  the presence of suitable plants (vines, tall stalks such as corn/maize, small bushes such as roses, or larger plants). If 
  a Grapple % result occurs, the plants will continue to hold the target until it is freed. For attempts to break free, 
  treat the plants' Grappling skill as equal to the original OB and their Strength bonus as +5. 
  9. Nature's Might * – The caster's next attack (including spells) does double concussion hit damage. 
  10. Shock Bolt III – As Shock Bolt I, except range increment is 75'. 
  11. Contrary Wind – Winds gust about the target, always blowing from the direction in which he tries to move and 
  anyone else in the radius will share this effect (no RR). This will prevent a sailed vessel from moving, reduce normal 
  movement by two Paces (e.g., target may no longer Walk, but must at least use a Brisk pace, which will produce a 
  Crawl). In addition, the target (but not others in the radius) will have a special -20 penalty to Endurance rolls due to 
  moving. Any loose items will be blown away. Any missile fire into or out of the area affected will suffer a -80 
  modification to OB. 
  12. Circle Aflame – As Wall of Fire, except “wall” is 10’ high and forms a 10’R circle (6” thick) with the caster at the 
  center (it is non-mobile). 
  13. Nature's Ire V * – As Nature's Ire I, except bonus is +25. 
  14. Entangling Vegetation III – Plants around the target become highly animated and attempt to take hold of the 
  target. Treat as a size Big Grapple attack with an OB equal to the caster's skill in this list. This spell requires the 
  presence of suitable plants (large bushes, mature ivy, or larger plants). If a Grapple % result occurs, the plants will 
  continue to hold the target until it is freed. For attempts to break free, treat the plants' Grappling skill as equal to 
  the original OB and their Strength bonus as +10. 
  15. Shock Bolt V – As Shock Bolt I, except range increment is 125'. 
  16. Nature's Ire VI * – As Nature's Ire I, except bonus is +30. 
  17. Hailstorm – The area of effect is pelted with heavy hail. Treat as an Ice Bolt attack on everyone in the area of 
  effect with an OB equal to half the caster's skill in this list and with no range modification.  
  18. Entangling Vegetation IV – Plants around the target become highly animated and attempt to take hold of the 
  target. Treat as a size Large Grapple attack with an OB equal to the caster's skill in this list. This spell requires the 
  presence of suitable plants (generally trees or plentiful vines). If a Grapple % result occurs, the plants will continue 
  to hold the target until it is freed. For attempts to break free, treat the plants' Grappling skill as equal to the 
  original OB and their Strength bonus as +15. 
  19. Nature's Ire VII * – As Nature's Ire I, except bonus is +35. 
  20. Lightning Bolt I – A bolt of lightning is shot from the caster's palm; the results are determined on the Lighting 
  Bolt Table as a Medium sized attack. 
  25. Entangling Vegetation V – Plants around the target become highly animated and attempt to take hold of the 
  target. Treat as a size Huge Grapple attack with an OB equal to the caster's skill in this list. This spell requires the 
  
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  presence of suitable plants (thick growth including large plants). If a Grapple % result occurs, the plants will 
  continue to hold the target until it is freed. For attempts to break free, treat the plants' Grappling skill as equal to 
  the original OB and their Strength bonus as +25. 
  30. Lightning Bolt V – As Lightning Bolt I, except range increment is 125'. 
  35. Nature's Ire True * – As Nature's Ire I, except bonus is +50 and attack does double concussion hit damage. 
  40. Hailstorm True – As Hailstorm, except for range, radius, and the OB is equal to the caster's skill in this list. 
  50. Quake – Caster can cause an earthquake; with the caster's location at the time of casting as the epicenter. The 
  quake can be delayed up to 1 round/level. The severity of the quake on the Richter scale is determined by a roll: 
  (01-20) = 5.5, (21-45) = 6, (46-65) = 6.5, (66-80) = 7.0, (81-90) = 7.5, (91-95) = 8.0, (96-98) = 8.5, (99-100) = 9.0. 
  Note: Nature's Ire and Nature's Might spells are negated if the caster sleeps. 
  Note: If Nature's Might and Nature's Ire True are combined, the concussion hit damage done is triple normal. 
  Note: See Section 10.2 regarding curses. 
   
  
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  Druid Base  
  PLANT MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Plant Lore 
  1 plant 
   —  
  touch I 
  2) Speed Growth I 
  10’R 
  1 day 
  10’ 
  U 
  3) Plant Tongues 
  caster 
  1 min/lvl self 
  U 
  4) Plant Restore 
  1 plant 
  P 
  touch U 
  5) Rapid Growth I 
  10’R 
  1 day 
  10’ 
  U 
  6) Plant Location 
  1 mi R 
   —  
  self 
  I 
  7) Plant Growth II 
  1 plant 
  P 
  touch U 
  8) Plant Control I 
  1 plant 
  1 min/lvl 100’ 
  F 
  9) Speed Growth II 
  100’R 
  1 day 
  100’ 
  U 
  10) Plant Growth III 
  1 plant 
  P 
  touch U 
  11) Plant Control III 
  3 plants 
  1 min/lvl 100’ 
  F 
  12) Tree Restore 
  1 tree 
  P 
  touch U 
  13) Plant Growth V 
  1 plant 
  P 
  touch U 
  14) Rapid Growth II 
  100’R 
  1 day 
  100’ 
  U 
  15) Plant Control V 
  5 plants 
  1 min/lvl 100’ 
  F 
  16) Wall of Thorns 
  10'x10'x5' 10 min/lvl 100' 
  E 
  17) Firestop 
  10'R/lvl 
  10 min/lvl 100' 
  U 
  18) Plant Growth X 
  1 plant 
  P 
  touch U 
  19) Awaken Tree 
  1 tree 
  P 
  touch E 
  20) Plant Growth True 
  100'R 
  P 
  self 
  U 
  25) Rapid Growth True 
  10’R/lvl 
  1 day 10’/lvl U 
  30) Plant Control True 
  100’R 
  1 min/lvl 100’ 
  F 
  35) Wall of Thorns True 
  20'x10'x5' 
  P 
  100' 
  E 
  40) Plant Animation 
  1 plant 
  10 min/lvl 100’ 
  U 
  50) Mass Plant Animation 1 plant/lvl 10 min/lvl 100’ 
  U 
  1. Plant Lore – Caster learns nature and history of any 1 plant. 
  2. Speed Growth I – Allows caster to increase speed of growth for any 1 species of plant within the area of effect to 
  ten times the normal rate. 
  3. Plant Tongues – Allows caster to understand and “speak” the language of any 1 plant species. 
  4. Plant Restore – Instantly heals damage to one plant that is less complex than a tree. 
  5. Rapid Growth I – Allows caster to increase speed of growth for any 1 species of plant within the area of effect to 
  a hundred times the normal rate. 
  6. Plant Location – Caster can locate members of any 1 species of plant or find out what species are in the area. 
  7. Plant Growth II – Allows caster to double the size of any 1 plant. This requires 1 day's growth. When fully mature 
  the plant will achieve twice its normal size. 
  8. Plant Control I – Caster can control the automatic and/or mental processes of any 1 plant. Caster can also 
  control the plant’s movements, although this does not allow movement beyond normal allowances. If cast daily, 
  
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  this can be used to direct a plant's growth into specific unusual shapes, so long as these would be naturally 
  possible. 
  9. Speed Growth II – As Speed Growth I, except the range is 100' and the radius is 100’. 
  10. Plant Growth III – As Plant Growth II, except size increase is 3 times. 
  11. Plant Control III – As Plant Control I, except caster can control any 3 plants.  
  12. Tree Restore – As Plant Restore, except it can affect any plant (including trees). 
  13. Plant Growth V – As Plant Growth II, except size increase is 5 times. 
  14. Rapid Growth II – As Rapid Growth I, except the range is 100' and the radius is 100’R. 
  15. Plant Control V – As Plant Control I, except caster can control any 5 plants. 
  16. Wall of Thorns – Summons a wall of very tough (but pliable) thorny growth. The wall is up to 10'x10'x5'. 
  Anyone moving through the wall receives d10 dagger attacks (each with a +50 OB). per foot of wall moved 
  through. See Section 10.19 for additional details on Wall spells. 
  17. Firestop – This spell will put out any fires upon living materials that are in the area of effect. 
  18. Plant Growth X – As Plant Growth II, except size increase is 10 times. 
  19. Awaken Tree – This spell requires a tree at least 80 years old as its target. If this spell is cast on a tree every day 
  for a year (not necessarily by the same person each time), then the tree will awaken, becoming a Slowroot (See 
  Creature Law). The newly awakened tree will not automatically be under any control of the caster(s) who wakened 
  it. 
  20. Plant Growth True – As Plant Growth II, except caster can increase size of all plants of 1 species within a 100’R 
  by 5x. 
  25. Rapid Growth True – As Rapid Growth I, except for range and area of effect. 
  30. Plant Control True – As Plant Control I, except caster can control all plants within range (100’R). 
  35. Wall of Thorns True – As Wall of Thorns, but dimensions are up to 20'x10'x5' and the duration is permanent 
  (the wall is rooted and living). 
  40. Plant Animation – Caster can animate any 1 plant; the plant can then move slowly (10'/rnd for plants under 10' 
  tall, 20'/rnd if taller), carrying any root system it may possess along. 
  50. Mass Plant Animation – As Plant Animation, except caster can animate up to 1 plant/level. 
  Note: Spells from this list may be applied to fungi with a Hard Spell Mastery maneuver. 
  
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  6.5. Paladin 
  Paladin Base  
  CURSEBREAKING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Cancel Evil 
  spells 
  1 min/lvl 
  self 
  F 
  2) Cancel Channeling 
  spells 
  1 min/lvl 
  self 
  F 
  3) Cancel Essence 
  spells 
  1 min/lvl 
  self 
  F 
  4) Cancel Mentalism 
  spells 
  1 min/lvl 
  self 
  F 
  5) Dispel Evil I 
  1 target 
  — 
  10' 
  F 
  6) Neutralize Curse I 
  1 target 
  1 min/lvl touch 
  F 
  7) Dispel Channeling I 
  1 target 
  — 
  10' 
  F 
  8) Dispel Essence I 
  1 target 
  — 
  10' 
  F 
  9) Dispel Mentalism I 
  1 target 
  — 
  10' 
  F 
  10) Curse Tales 
  1 curse 
  — 
  10' 
  I 
  11) Dispel Evil Sphere I 
  10'R 
  — 
  self 
  F 
  12) Find Curser I 
  1 target 
  — 
  1 mi/lvl 
  I 
  13) Neutralize Curse II 
  1 target 
  1 hr/lvl 
  touch 
  F 
  14) Dispel Channeling Sphere I 
  10'R 
  — 
  self 
  F 
  15) Dispel Essence Sphere I 
  10'R 
  — 
  self 
  F 
  16) Dispel Mentalism Sphere I 
  10'R 
  — 
  self 
  F 
  17) Find Curser II 
  1 target 
  — 
  10 mi/lvl I 
  18) Spellproof 
  spells 
  10 min/lvl 
  self 
  F 
  19) Dispel Evil Sphere V 
  50'R 
  — 
  self 
  F 
  20) Uncurse 
  1 target 
  P 
  touch 
  F 
  25) Dispel Channeling Sphere V 
  50'R 
  — 
  self 
  F 
  30) Uncurse True 
  1 target 
  P 
  touch 
  F 
  35) Dispel Essence Sphere V 
  50'R 
  — 
  self 
  F 
  40) Dispel Mentalism Sphere V 
  50'R 
  — 
  self 
  F 
  50) Magic Bane 
  50'R 
  1 min/lvl 
  self 
  F 
  1. Cancel Evil – When the caster of this spell is a target of a spell from an Evil spell list, the "incoming" spell must 
  first make an RR. If the "incoming" spell passes the RR, it may target the caster normally; otherwise the incoming 
  spell has no effect on this target. Being a "willing target" does not eliminate this effect, but the caster's own spells 
  do not need to make an RR. Note that the caster is considered to be a target of any spell which includes him in its 
  area of effect or would "detect" him. 
  2. Cancel Channeling – As Cancel Evil, except affects spells from the realm of Channeling. 
  3. Cancel Essence – As Cancel Evil, except affects spells from the realm of Essence. 
  4. Cancel Mentalism – As Cancel Evil, except affects spells from the realm of Mentalism. 
  5. Dispel Evil I – Any active spell from an Evil spell list that is on the target must make an RR. If the spell fails its RR, 
  it is dispelled. 
  
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  6. Neutralize Curse I – [RR Mod.: -20] Nullifies a curse for the duration of this spell. The curse is not dispelled and 
  takes effect after the duration of this spell. 
  7. Dispel Channeling I – As Dispel Evil I, except affects spells from the realm of Channeling. 
  8. Dispel Essence I – As Dispel Evil I, except affects spells from the realm of Essence. 
  9. Dispel Mentalism I – As Dispel Evil I, except affects spells from the realm of Mentalism. 
  10. Curse Tales – Caster can determine nature and origin of any one curse, including the name of the one who 
  bequeathed it. 
  11. Dispel Evil Sphere I – Any active Evil spell that is (at least partly) within the radius of effect must make an RR 
  (use the spell's level for the RR). If the spell fails its RR, it is dispelled. 
  12. Find Curser I – Caster learns the current location of the caster of a given curse, so long as the caster is within 
  range. Location is direction plus distance. The curse must have been previously analyzed with Curse Tales. 
  13. Neutralize Curse II – [RR Mod.: -20] As Neutralize Curse I, except for duration. 
  14. Dispel Channeling Sphere I – As Dispel Evil Sphere I, except affects spells from the realm of Channeling. 
  15. Dispel Essence Sphere I – As Dispel Evil Sphere I, except affects spells from the realm of Essence. 
  16. Dispel Mentalism Sphere I – As Dispel Evil Sphere I, except affects spells from the realm of Mentalism. 
  17. Find Curser II – As Find Curser I, except range is 10 miles per level. 
  18. Spellproof – [RR Mod: -20] As Cancel Evil, except affects all spells, "incoming" spells make their RR at -20, and 
  duration is 10 minutes per level. 
  19. Dispel Evil Sphere V – As Dispel Evil Sphere I, except radius is 50'. 
  20. Uncurse – Dispels a curse if the curse fails an RR. The curse's level is the level of the caster of the curse. If the 
  curse is not dispelled, the caster cannot try again until he has gone up another level of experience. 
  25. Dispel Channeling Sphere V – As Dispel Channeling Sphere I, except radius is 50'. 
  30. Uncurse True – [RR Mod.: -50] As Uncurse, except curse makes its RR with a -50 penalty. 
  35. Dispel Essence Sphere V – As Dispel Essence Sphere I, except radius is 50'. 
  40. Dispel Mentalism Sphere V – As Dispel Mentalism Sphere I, except radius is 50'. 
  50. Magic Bane – As Dispel Evil Sphere V, except affects all spells and duration is one minute per level. Any given 
  spell need only resist this spell once, but any spell coming into the area of effect while this spell is active must 
  make its RR or be dispelled. Sphere moves with the caster. 
  Note: A Hybrid spell will be affected by a Cancel or Dispel spell that is effective against either of its hybridized 
  realms. 
   
  
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  Paladin Base  
  HOLY ARMS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Holy Attack I * 
  caster 
   1 rnd  self 
  U 
  2) Righteous Blow I 
  caster 
  varies 
  self 
  U 
  3) Holy Strength I 
  caster 
  1 rnd/lvl self 
  U 
  4) Holy Attack II * 
  caster 
   1 rnd  self 
  U 
  5) Righteous Blow II 
  caster 
  varies 
  self 
  U 
  6) Blessed Weapon 
  1 weapon 1 min/lvl touch E 
  7) Holy Attack III * 
  caster 
   1 rnd  self 
  U 
  8) Righteous Blow III 
  caster 
  varies 
  self 
  U 
  9) Holy Aura I 
  10'R 
  1 min/lvl self 
  F 
  10) Holy Attack IV * 
  caster 
   1 rnd  self 
  U 
  11) Righteous Blow IV 
  caster 
  varies 
  self 
  U 
  12) Holy Strength II 
  caster 
  1 rnd/lvl self 
  U 
  13) Holy Attack V * 
  caster 
   1 rnd  self 
  U 
  14) Faithful Arms 
  caster 
  1 min/lvl self 
  U 
  15) Holy Aura II 
  10'R 
  1 min/lvl self 
  F 
  16) Holy Attack VI * 
  caster 
   1 rnd  self 
  U 
  17) Holy Strength III 
  caster 
  1 rnd/lvl self 
  U 
  18) Holy Throw * 
  caster 
  — 
  self 
  U 
  19) Holy Attack VII * 
  caster 
   1 rnd  self 
  U 
  20) Holy Aura III 
  10'R 
  1 min/lvl self 
  F 
  25) Holy Attack VIII * 
  caster 
   1 rnd  self 
  U 
  30) Holy Aura IV 
  10'R 
  1 min/lvl self 
  F 
  35) Holy Attack X * 
  caster 
   1 rnd  self 
  U 
  40) Holy Aura True 
  10'R 
  1 min/lvl self 
  F 
  50) Martyrdom 
  1'R/lvl 
  — 
  self 
  E 
  1. Holy Attack I * – Adds +5 to the caster's melee or missile OB for the current round. 
  2. Righteous Blow I – After casting this spell, the caster's next melee or missile attack will, if made against a foe 
  who receives a critical reduction due to size or other factors, have the critical reduction reduced by one. For 
  example, a Medium combatant attacking a Large foe would normally have a C critical done against that foe 
  reduced to an A critical. If that Medium combatant benefited from this spell, that critical would only be reduced to 
  a B. 
  3. Holy Strength I – Caster gains a +5 to his Strength stat bonus. 
  4. Holy Attack II * – Adds +10 to the caster's melee or missile OB for the current round. 
  5. Righteous Blow II – As Righteous Blow I, except two steps of critical reduction are negated. 
  6. Blessed Weapon – Weapon becomes indestructable for spell duration. This includes not only normal breakage, 
  but also magical effects that would break or otherwise damage the weapon. It is still possible to disarm the wielder 
  of the weapon. 
  
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  7. Holy Attack III * – Adds +15 to the caster's melee or missile OB for the current round. 
  8. Righteous Blow III – As Righteous Blow I, except three steps of critical reduction are negated. 
  9. Holy Aura I – A bright, shimmering aura surrounds the caster. All creatures "of darkness" who are in the area of 
  effect must make an RR each round or receive an A severity Holy critical. 
  10. Holy Attack IV * – Adds +20 to the caster's melee or missile OB for the current round. 
  11. Righteous Blow IV – As Righteous Blow I, except four steps of critical reduction are negated. 
  12. Holy Strength II – Caster gains a +10 to his Strength stat bonus. 
  13. Holy Attack V * – Adds +25 to the caster's melee or missile OB for the current round. 
  14. Faithful Arms – Caster will not fumble. Caster cannot be disarmed nor his weapon(s) broken while the spell 
  lasts. 
  15. Holy Aura II – A bright, shimmering aura surrounds the caster. All creatures "of darkness" who are in the area 
  of effect must make an RR each round or receive a B severity Holy critical. 
  16. Holy Attack VI * – Adds +30 to the caster's melee or missile OB for the current round. 
  17. Holy Strength III – Caster gains a +15 to his Strength stat bonus. 
  18. Holy Throw * – Caster immediately hurls a (melee) weapon, which attacks using his normal throwing OB with 
  the weapon or his melee OB with the weapon, whichever is higher. This spell allows this attack to use the ranges 
  for a short bow. 
  19. Holy Attack VII * – Adds +35 to the caster's melee or missile OB for the current round. 
  20. Holy Aura III – A bright, shimmering aura surrounds the caster. All creatures "of darkness" who are in the area 
  of effect must make an RR each round or receive a C severity Holy critical. 
  25. Holy Attack VIII * – Adds +40 to the caster's melee or missile OB for the current round. 
  30. Holy Aura IV – A bright, shimmering aura surrounds the caster. All creatures "of darkness" who are in the area 
  of effect must make an RR each round or receive a D severity Holy critical. 
  35. Holy Attack X * – Adds +50 to the caster's melee or missile OB for the current round. 
  40. Holy Aura True – A bright, shimmering aura surrounds the caster. All creatures "of darkness" who are in the 
  area of effect must make an RR each round or receive an E severity Holy critical. 
  50. Martyrdom – Caster exposes all within the area of effect to the raw power of his deity. This has an effect equal 
  to a Fireball attack with an OB equal to twice the caster's level (i.e., a 50th level caster results in a +100 OB), with 
  concussion damage doubled, Fire criticals replaced with Holy criticals, and all criticals being treated as Slaying III. 
  The caster acts as the center-point for the blast and is not immune to any of the damage. For the caster, no 
  objects, spells, etc. will protect him from the blast. 
   
  
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  Paladin Base  
  HOLY HEALING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Flowstop I 
  1 target 
  varies touch U 
  2) Heal I 
  1 target 
  P 
  touch U 
  3) Fatigue Relief 
  1 target 
  P 
  touch U 
  4) Light Wound Relief 
  1 target 
  P 
  touch U 
  5) Heal IV 
  1 target 
  P 
  touch U 
  6) Stun Relief I * 
  1 target 
  P 
  touch Us 
  7) Flowstop V 
  1 target 
  varies touch U 
  8) Cut Repair I 
  1 target 
  P 
  touch U 
  9) Medium Wound Relief 
  1 target 
  P 
  touch U 
  10) Awakening 
  1 target 
  P 
  touch Us 
  11) Heal X 
  1 target 
  P 
  touch U 
  12) Severe Wound Relief 
  1 target 
  P 
  touch U 
  13) Cut Repair III 
  1 target 
  P 
  touch U 
  14) Stun Relief II * 
  1 target 
  P 
  touch Us 
  15) Paralysis Cures 
  1 target 
  P 
  touch U 
  16) Heal XX 
  1 target 
  P 
  touch U 
  17) Sense Restoration 
  1 target 
  P 
  touch U 
  18) Coma Recovery 
  1 target 
  P 
  touch U 
  19) Clotting True 
  1 target 
  P 
  touch U 
  20) Stun Relief True * 
  1 target 
  P 
  touch Us 
  25) True Heal 
  1 target 
  P 
  touch U 
  30) Light Wound Healing 
  1 target 
  P 
  touch U 
  35) Medium Wound Healing 
  1 target 
  P 
  touch U 
  40) Severe Wound Healing 
  1 target 
  P 
  touch U 
  50) Laying on Hands 
  1 target 
  1 rnd/lvl touch U 
  1. Flowstop I – Allows caster to reduce a target’s blood loss by 1 hit/round. Until the injury is actually healed by 
  some means (e.g., a Medicine maneuver), the target cannot move or be moved, or the bleeding will resume at the 
  prior rate. 
  2. Heal I – Target is healed of 5 concussion hits. 
  3. Fatigue Relief – Removes up to -30 in penalties from fatigue. 
  4. Light Wound Relief – Target is healed of one Light wound. 
  5. Heal IV – Target is healed of 20 concussion hits. 
  6. Stun Relief I * – Target is relieved of 1 round’s worth of accumulated stun. 
  7. Flowstop V – Allows caster to reduce a target’s blood loss by up to 5 hits/round. Until the injury is actually 
  healed by some means (e.g., a Medicine maneuver), the target cannot move or be moved, or the bleeding will 
  resume at the prior rate. 
  8. Cut Repair I – Allows caster to instantly stop bleeding from 1 wound that bleeds at rate of 1 hit/round. 
  
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  9. Medium Wound Relief – Target is healed of one Light or Medium wound. 
  10. Awakening – Target is instantly awake. 
  11. Heal X – Target is healed of 50 concussion hits. 
  12. Severe Wound Relief – Target is healed of one wound (of any severity). 
  13. Cut Repair III – Allows caster to instantly stop bleeding from 1 wound that bleeds at rate of up to 3 hits/round. 
  14. Stun Relief II * – Target is relieved of 2 rounds' worth of accumulated stun effects. 
  15. Paralysis Cures – Caster can cure any paralysis problem. The recovery time is 1-10 days. Treat as -100 injury for 
  progress of recovery. 
  16. Heal XX – Target is healed of 100 concussion hits. 
  17. Sense Restoration – Target regains function in one sensory organ, so long as that sensory organ has not been 
  completely destroyed (in which case Organ Regeneration is required). The recovery time is 1-10 hours. 
  18. Coma Recovery – Target comes out of a coma or unconsciousness caused by injury, disease, poison, spell, or 
  spell failure. Process takes 1-10 hours and target is at -50 to Endurance rolls for 1-10 days. 
  19. Clotting True – Allows caster to stop bleeding on a wound that is bleeding at any rate. For one hour, the target 
  can engage in no activity more vigorous than walking or bleeding will resume at the prior rate. 
  20. Stun Relief True * – Target is relieved of all accumulated stun effects. 
  25. True Heal – Target is healed of all concussion hit damage. 
  30. Light Wound Healing – Target is healed of one Light wound. 
  35. Medium Wound Healing – Target is healed of one Light or Medium wound. 
  40. Severe Wound Healing – Target is healed of one wound (of any severity). 
  50. Laying on Hands – Caster may use one of the spells on this list of 25th level or below once per round. 
  Note: The wound healing spells on this list will treat all types of wounds except nerve and brain damage. 
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
  
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  Paladin Base  
  HOLY SHIELDS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Protection Prayer I 
  10'R 
  1 min/lvl self 
  U 
  2) Aura 
  caster 
  10 min/lvl self 
  U 
  3) Shield of Faith * 
  caster 
  1 min/lvl self 
  U 
  4) Guardianship * 
  caster 
  1 min/lvl self 
  U 
  5) Unpain I * 
  caster 
  1 min/lvl self Us 
  6) Protection Prayer II 
  10'R 
  1 min/lvl self 
  U 
  7) Deflections I * 
  1 missile 
   —  
  100’ 
  E 
  8) True Aura 
  caster 
  10 min/lvl self 
  U 
  9) Bladeturn I * 
  1 attack 
   —  
  100’ 
  E 
  10) Unpain II * 
  caster 
  1 min/lvl self Us 
  11) Protection Prayer III 
  10'R 
  1 min/lvl self 
  U 
  12) Deflections II * 
  2 missiles 
   —  
  100’ 
  E 
  13) Aim Untrue I * 
  1 missile 
   —  
  100’ 
  E 
  14) Bladeturn II * 
  2 attacks 
   —  
  100’ 
  E 
  15) Unpain III * 
  caster 
  1 min/lvl self Us 
  16) Protection Prayer IV 
  10'R 
  1 min/lvl self 
  U 
  17) Deflections III * 
  3 missiles 
   —  
  100’ 
  E 
  18) Aim Untrue II * 
  2 missiles 
   —  
  100’ 
  E 
  19) Bladeturn III * 
  3 attacks 
   —  
  100’ 
  E 
  20) Unpain IV * 
  caster 
  1 min/lvl self Us 
  25) Protection Prayer V 
  10'R 
  1 min/lvl self 
  U 
  30) Mass Defections 
  1 missile/lvl 
   —  
  100’ 
  E 
  35) Mass Bladeturn 
  1 attack/lvl 
   —  
  100’ 
  E 
  40) Armor of Faith* 
  caster 
  1 min/lvl self 
  U 
  50) Protection Prayer True 
  100'R 
  10 min/lvl self 
  U 
  1. Protection Prayer I – Everyone in the area of effect who is aligned with the caster (see below) subtracts 5 from 
  all elemental attacks against them. They may also add 5 to all RRs versus spells. These bonuses are not conferred 
  to the caster. 
  2. Aura – Causes a bright aura about the caster, providing a more powerful appearance and subtracting 10 from all 
  attacks on the caster. 
  3. Shield of Faith * – Creates a golden full shield emblazoned with the holy symbol of the caster's faith. It functions 
  in all ways as a physical shield, but it does not count for encumbrance or as metal carried for spell-casting 
  purposes. It is also unbreakable. 
  4. Guardianship * – Caster may employ the Protecting Others rules (see A&CL Section 7.6) to defend two other 
  individuals at the same time with no additional penalty. 
  5. Unpain I * – Caster is able to sustain an additional 25% of his total concussion hits before passing out. Hits are 
  still taken and remain when the spell lapses. 
  
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  6. Protection Prayer II – As Protection Prayer I, except bonuses are 10. 
  7. Deflections I * – Caster can deflect any one missile that the caster can see and which passes within the 100' 
  range of this spell; this causes 100 to be subtracted from the missile’s attack. 
  8. True Aura – As Aura, except it produces an extremely powerful appearance and subtracts 15 from all attacks. 
  9. Bladeturn I * – As Deflections I, except its effect is against 1 melee attack. 
  10. Unpain II * – As Unpain I, except an additional 50% of hits can be sustained. 
  11. Protection Prayer III – As Protection Prayer I, except bonuses are 15. 
  12. Deflections II * – As Deflections I, except 2 missiles may be affected. 
  13. Aim Untrue I * – As Deflections I, except missile automatically misses. 
  14. Bladeturn II * – As Bladeturn I, except 2 melee attacks may be affected. 
  15. Unpain III * – As Unpain I, except an additional 75% of hits can be sustained. 
  16. Protection Prayer IV – As Protection Prayer I, except bonuses are 20. 
  17. Deflections III * – As Deflections I, except 3 missiles may be affected. 
  18. Aim Untrue II * – As Aim Untrue I, except 2 missiles may be affected. 
  19. Bladeturn III * – As Bladeturn I, except 3 melee attacks may be affected. 
  20. Unpain IV * – As Unpain I, except an additional 100% of hits can be sustained. 
  25. Protection Prayer V – As Protection Prayer I, except bonuses are 25. 
   
  30. Mass Deflections – As Deflections I, except as many missiles as the caster’s level may be affected. 
   
  35. Mass Bladeturn – As Bladeturn I, except as many melee attacks as the caster’s level may be affected. 
  40. Armor of Faith * – Creates a golden suit of plate armor around the caster. This armor does not interfere with 
  spell-casting, but otherwise acts as a normal suit of armor with Armor Type 10 including arm and leg armor and 
  helmet. 
  50. Protection Prayer True – As Protection Prayer V, except radius of effect is 100' and duration is 10 minutes per 
  level. 
  Note: None of the “Aura” spells (Aura, True Aura, Mass Aura, and Alkar) are cumulative with each other or Blur. 
  The Gamemaster may wish to allow the bonus from these spells to apply to Leadership as well as defense. 
  Note: When under the effects of an Unpain spell, there are no penalties for hits lost beyond 25%. Full effects of the 
  lost hits occur when the spell duration ends. However, if the hits are healed before the duration ends, there is no 
  effect. So, a character could be reduced to -38 hits while sustained by Unpain, but restored to 2 hits before the 
  duration of the spell ended. He would never pass out. Likewise, if Unpain allows fighting beyond lethal hit loss, this 
  has no effect until the spell expires. 
  Note: The GM should be careful and clear when defining "alignment". Depending on the state of theology in the 
  game world, this might mean that one needs to worship the caster's deity, or it might merely require that a deity 
  of the same mythos be followed (e.g., in a world using Greek, Norse, Indian, Chinese, and Celtic gods, a devotee of 
  Zeus might be considered of the same "alignment" as a priest of Poseidon). 
   
  
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  Paladin Base  
  HOLY WAR 
  Level 
  Spell 
  Area of Effect Duration 
  Range Type 
  1) Detect Undead 
  10'R 
  1 min/lvl(C) 10'/lvl 
  I 
  2) Reveal Enemies 
  50'R 
  1 min/lvl(C) 100'/lvl 
  I 
  3) Smite Undead I * 
  caster 
  varies 
  self 
  E 
  4) Smite Demon I * 
  caster 
  varies 
  self 
  E 
  5) Resist Undead I 
  caster 
  1 rnd/lvl 
  self 
  U 
  6) Enemy Speech 
  caster 
  1 min/lvl 
  self 
  U 
  7) Smite Undead II * 
  caster 
  varies 
  self 
  E 
  8) Smite Demon II * 
  caster 
  varies 
  self 
  E 
  9) Smite Enemy I * 
  caster 
  varies 
  self 
  E 
  10) Resist Undead III 
  caster 
  1 rnd/lvl 
  self 
  U 
  11) Smite Undead III * 
  caster 
  varies 
  self 
  E 
  12) Smite Demon III * 
  caster 
  varies 
  self 
  E 
  13) Resist Undead Sphere I 
  20'R 
  1 rnd/lvl 
  self 
  U 
  14) Smite Enemy II * 
  caster 
  varies 
  self 
  E 
  15) Undead Detection 
  50'R 
  1 min/lvl(C) 100'/lvl 
  I 
  16) Smite Undead IV * 
  caster 
  varies 
  self 
  E 
  17) Smite Demon IV * 
  caster 
  varies 
  self 
  E 
  18) Undead Smiting I 
  caster 
  1 rnd/lvl 
  self 
  E 
  19) Smite Enemy III * 
  caster 
  varies 
  self 
  E 
  20) Reveal Enemies True 
  200'R 
  1 min/lvl(C) 1000'/lvl I 
  25) Smite Abomination * 
  caster 
  varies 
  self 
  E 
  30) Demon Smiting II 
  caster 
  1 rnd/lvl 
  self 
  E 
  35) Smite Enemy True * 
  caster 
  varies 
  self 
  E 
  40) Undead Smiting III 
  caster 
  1 rnd/lvl 
  self 
  E 
  50) Abomination Smiting 
  caster 
  1 rnd/lvl 
  self 
  E 
  1. Detect Undead – Detects the presence of Undead in the area of effect. Caster can move the area of effect 5' 
  each round. (See Section 10.4 for more about detection spells.) 
  2. Reveal Enemies – Detects the total number of "enemies" (giving approximate direction and distance). This spell 
  also reveals the most heavily represented type of enemy (by total levels). Caster can concentrate on a different 
  50'R each round. 
  3. Smite Undead I * – Caster's next melee attack (within one minute of casting this spell) which scores a critical on 
  an undead will do an additional A Holy critical. 
  4. Smite Demon I * – Caster's next melee attack (within one minute of casting this spell) which scores a critical on a 
  demon will do an additional A Holy critical. 
  5. Resist Undead I – The caster gains a +10 bonus to his RRs against the undead Life Drain. 
  6. Enemy Speech – For the duration of this spell, the caster can read and speak one "enemy" language with skill 
  rank 8. 
  
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  7. Smite Undead II * – As Smite Undead I, except the additional Holy critical is severity B. 
  8. Smite Demon II * – As Smite Demon I, except the additional Holy critical is severity B. 
  9. Smite Enemy I * – Caster's next melee attack (within one minute of casting this spell) which scores a critical on 
  an 'enemy' will do an additional A Holy critical. 
  10. Resist Undead III – As Resist Undead I, except bonus is +30. 
  11. Smite Undead III * – As Smite Undead I, except the additional Holy critical is severity C. 
  12. Smite Demon III * – As Smite Demon I, except the additional Holy critical is severity C. 
  13. Resist Undead Sphere I – As Resist Undead I, except protects everyone within 20' of the caster. 
  14. Smite Enemy II * – As Smite Enemy I, except the additional Holy critical is severity B. 
  15. Undead Detection – Detects the presence of Undead in the area of affect. Caster can examine a different 50'R 
  each round. The caster gains a general notion of the most prominent undead type in the radius (by total levels). 
  "General" means that the caster could learn that the undead were mainly skeletons, but not which type(s) of 
  skeletons. 
  16. Smite Undead IV * – As Smite Undead I, except the additional Holy critical is severity D. 
  17. Smite Demon IV * – As Smite Demon I, except the additional Holy critical is severity D. 
  18. Undead Smiting I – As Smite Undead I, except effect applies to every melee attack while duration lasts. 
  19. Smite Enemy III * – As Smite Enemy I, except the additional Holy critical is severity C. 
  20. Reveal Enemies True – As Reveal Enemies, except for range and area of effect. 
  25. Smite Abomination * – Caster's next melee attack (within one minute of casting this spell) which scores a 
  critical on an undead or a demon will do an additional E Holy critical. 
  30. Demon Smiting II – As Smite Demon II, except effect applies to every melee attack while duration lasts. 
  35. Smite Enemy True * – Caster's next melee attack (within one minute of casting this spell) which scores a critical 
  on an 'enemy' will do an additional E Holy critical. 
  40. Undead Smiting III – As Smite Undead III, except effect applies to every melee attack while duration lasts. 
  50. Abomination Smiting – As Smite Abomination, except effect applies to every melee attack while duration lasts. 
  Note: Smite spell criticals do not get adjusted by size. 
  Note: An 'enemy' for purposes of this list is not just someone the caster is fighting against at the moment. It must 
  be someone (or something) who bears a conscious and lasting hostility to the caster's religion. 
   
  
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  Paladin Base  
  INSPIRING WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Courage 
  10'R 
  1 rnd/lvl self 
  U 
  2) Inspirations I * 
  20'R 
  1 rnd/lvl 100' 
  U 
  3) Voice of Friendship * 
  1 target 
  varies 
  50' Fm 
  4) Inspirations II * 
  20'R 
  1 rnd/lvl 100' 
  U 
  5) Voice of Reason * 
  1 target 
  varies 
  50' Fm 
  6) Inspirations III * 
  20'R 
  1 rnd/lvl 100' 
  U 
  7) Voice of Caution * 
  1 target 
  varies 
  50' Fm 
  8) Command I * 
  1 target 
  C 
  10'/lvl Fm 
  9) Inspiration IV * 
  20'R 
  1 rnd/lvl 100' 
  U 
  10) Words of Friendship * 
  varies 
  varies 
  100' Fm 
  11) Leadership 
  caster 
  10 min/lvl self 
  U 
  12) Inspirations V * 
  20'R 
  1 rnd/lvl 100' 
  U 
  13) Command II * 
  2 targets 
  C 
  10'/lvl Fm 
  14) Words of Reason * 
  varies 
  varies 
  100' Fm 
  15) Inspirations VI * 
  20'R 
  1 rnd/lvl 100' 
  U 
  16) Courage True 
  10'R 
  1 rnd/lvl self 
  U 
  17) Inspirations VII * 
  20'R 
  1 rnd/lvl 100' 
  U 
  18) Words of Caution * 
  varies 
  varies 
  100' Fm 
  19) Inspirations VIII * 
  20'R 
  1 rnd/lvl 100' 
  U 
  20) Voice of Conviction 
  1 target 
  varies 
  10' Fm 
  25) Inspirations True * 
  20'R 
  1 rnd/lvl 100' 
  U 
  30) Words of Conviction 
  varies 
  varies 
  100' Fm 
  35) Leadership True 
  caster 
  10 min/lvl self 
  U 
  40) Mass Inspirations True * 
  100'R 
  1 rnd/lvl 100' 
  U 
  50) Inspirations Mastery 
  caster 
  1 rnd/lvl varies U 
  1. Courage – For the duration of this spell, all within the area of effect (including the caster) may make a second RR 
  versus any fear or panic effect. This second RR is made with an additional +10 modifier. 
  2. Inspirations I * – Caster inspires all allies who are within the area of effect (they must be aware of the caster). All 
  allies gain +5 to melee attacks and Endurance rolls for the duration of the spell. This spell will only work during 
  combat or highly religious moments (e.g., an oratory presentation prior to a large battle). These bonuses do not 
  apply to the caster. 
  3. Voice of Friendship * – For as long as they speak together, the target of this spell will believe that the caster is a 
  good friend and is acting in the target's best interests. 
  4. Inspirations II * – As Inspirations I, except bonuses are +10. 
  5. Voice of Reason * – For as long as the caster speaks, the target will believe that the reasoning and ideas that the 
  caster expresses are correct and valid. 
  6. Inspirations III * – As Inspirations I, except bonuses are +15. 
  
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  7. Voice of Caution * – For as long as the caster speaks, the target will become more cautious (less rash) and will 
  tend to obey the caster's warnings without hesitation or doubt. 
  8. Command I * – Target must obey the caster. However, he will not perform any act that is completely alien to 
  him or is self-destructive. 
  9. Inspirations IV * – As Inspirations I, except bonuses are +20. 
  10. Words of Friendship * – As Voice of Friendship, except spell will affect all who can hear the caster. 
  11. Leadership – The caster gains a +25 bonus to his Leadership skill and +5 to any Influence maneuvers. 
  12. Inspirations V * – As Inspirations I, except bonuses are +25. 
  13. Command II * – As Command I, except spell affects two targets. 
  14. Words of Reason * – As Voice of Reason, except spell will affect all who can hear the caster. 
  15. Inspirations VI * – As Inspirations I, except bonuses are +30. 
  16. Courage True – As Courage, except the second RR automatically succeeds. 
  17. Inspirations VII * – As Inspirations I, except bonuses are +35. 
  18. Words of Caution * – As Voice of Caution, except spell will affect all who can hear the caster. 
  19. Inspirations VIII * – As Inspirations I, except bonuses are +40. 
  20. Voice of Conviction – [RR Mod.: -50] After casting this spell, the caster must tell the truth (as he knows it). The 
  target will believe that the caster is speaking the absolute truth. 
  25. Inspirations True * – As Inspirations I, except bonuses are +50. 
  30. Words of Conviction – As Voice of Conviction, except spell will affect all who can hear the caster. 
  35. Leadership True – The caster gains a +50 bonus to his Leadership skill and +15 to any Influence maneuvers. 
  40. Mass Inspirations True * – As Inspirations True, except radius of effect is 100'. 
  50. Inspiration Mastery – Caster can use any lower level spell from this list once per round. 
  Note: Voice and Words spells will only work on targets who are not actively hostile to the caster. 
  Note: Voice and Words spells increase favorable reactions. This effect lasts 1 hour per level of the caster after the 
  caster stops speaking. After this duration, the target's natural tendencies and reactions will take over. Note that 
  most targets will continue to believe the caster even after the spell has lapsed. 
  Note: Any target who resists a Voice or Words spell by more than 50 will realize that the caster was using magical 
  influence. 
   
  
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  6.6. Ranger 
   
  Ranger Base  
  BEASTLY WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Cat Eyes 
  caster 
  1 min/lvl self 
  U 
  2) Grasshopper's Legs 
  caster 
  1 min/lvl self 
  U 
  3) Wolf Senses 
  caster 
  1 min/lvl self 
  U 
  4) Rabbit Reflexes 
  caster 
  1 min/lvl self 
  U 
  5) Bat Sense 
  caster 
  1 min/lvl self 
  U 
  6) Otterlungs 
  caster 
  1 min/lvl self 
  U 
  7) Glide I 
  caster 
  1 min/lvl self 
  U 
  8) Hawk Sense 
  caster 
  1 min/lvl self 
  U 
  9) Tiger Skin 
  caster 
  1 min/lvl self 
  U 
  10) Boar Strength 
  caster 
  1 min/lvl self 
  U 
  11) Lion Claws 
  caster 
  1 min/lvl self 
  U 
  12) Bear Skin 
  caster 
  1 min/lvl self 
  U 
  13) Cobra Reflexes 
  caster 
  1 min/lvl self 
  U 
  14) Bear Arms 
  caster 
  1 min/lvl self 
  U 
  15) Rhino Hide 
  caster 
  1 min/lvl self 
  U 
  16) Glide III 
  caster 
  1 min/lvl self 
  U 
  17) Shark Bite 
  caster 
  1 min/lvl self 
  U 
  18) Wyvern Skin 
  caster 
  1 min/lvl self 
  U 
  19) Mongoose Reflexes 
  caster 
  1 min/lvl self 
  U 
  20) Ox Strength 
  caster 
  1 min/lvl self 
  U 
  25) Glide True 
  caster 
  1 min/lvl self 
  U 
  30) Hummingbird Reflexes 
  caster 
  1 min/lvl self 
  U 
  35) Wasp's Sting 
  caster 
  1 min/lvl self 
  U 
  40) Spider's Ambush 
  caster 
  1 min/lvl self 
  U 
  50) Dragon Skin 
  caster 
  1 min/lvl self 
  U 
  1. Cat Eyes – Caster's vision in low light is as a cat. In near darkness (e.g., a dark night - but not in situations with no 
  light), caster sees with normal clarity and over normal distance, but cannot see color.  
  2. Grasshopper's Legs – Caster gains a +40 bonus to any maneuvers primarily involving jumping. 
  3. Wolf Senses – Caster gains an increased sense of smell and hearing (subtle smells and higher sonic ranges 
  included). Adds +50 to Perception maneuvers using only these senses or +20 to Perception maneuvers using these 
  sense combined with others. 
  4. Rabbit Reflexes – Caster gains a +5 bonus to initiative rolls. 
  5. Bat Sense – Caster gains improved ability to maneuver without his sight. When blinded or otherwise without 
  sight, this spell adds +50 to maneuver rolls in the dark. Note that this spell does not negate penalties for blindness; 
  it simply decreases them. 
  
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  6. Otterlungs – Caster can safely hold his breath for the duration of this spell. 
  7. Glide I – Caster can "glide" through the air. The product of caster's altitude and horizontal speed cannot exceed 
  100 (with altitude in feet and speed in feet per round). For example, a caster can glide along at a rate of 5' per 
  round if he were 20' off the ground, or he could glide at the rate of 50' per round if he were 2' off the ground. Note 
  that the product must equal 100 (i.e., the caster cannot choose to have a result less than or more than 100). 
  Elevation may be increased up to 5' or decreased up to 10' each round, with the highest elevation being used to 
  calculate the product with the horizontal speed. There is a minimum elevation of 2'. 
  8. Hawk Sense – Caster gains the visual acuity of a hawk. Adds +50 to all Perceptions involving only sight; +20 to all 
  Perceptions involving this sense combined with others. 
  9. Tiger Skin – Caster's skin has the resilience of a large cat (effective AT of 3). 
  10. Boar Strength – Caster gains the ferocity of a wild boar. He gains +20 to his melee OB and does double 
  concussion hit damage in melee, but cannot parry or use missiles for the duration of the spell. 
  11. Lion Claws – Caster gains the ability to make claw attacks as a lion. He may attack using the Claw Attack Table 
  (size of attack is caster's own size). The caster must develop skill with these claws as an Unarmed combat skill, but 
  does gain a special bonus equal to his ranks in this list. 
  12. Bear Skin – Caster's skin has the resilience of a bear (effective AT of 4). 
  13. Cobra Reflexes – Caster gains an extra 1 AP each round and a +10 bonus to initiative rolls. 
  14. Bear Arms – Caster gains the ability to make a grappling attack with the strength of a bear. When the caster 
  makes a Grappling/Wrestling attack, it does double normal concussion hit damage and any attempt to break free 
  from a hold the caster has established is done with a -30 penalty. His Grapple attack also gains a special bonus to 
  OB equal to the caster's ranks in this list. 
  15. Rhino Hide – Caster's skin has the resilience of a rhinoceros (effective AT of 6). 
  16. Glide III – As Glide I, except product is 300. 
  17. Shark Bite – Caster gains the ability to make bite attacks like a shark. He may attack using the Bite Attack Table 
  (size of attack is caster's own size). The caster must develop skill with this bite as an Unarmed combat skill, but 
  does gain a special bonus equal to his ranks in this list. 
  18. Wyvern Skin – Caster's skin takes on the resilience of a minor drake (providing the protection of Armor Type 8). 
  19. Mongoose Reflexes – Caster gains an extra 2 AP each round and a +15 bonus to initiative rolls. 
  20. Ox Strength – Caster gains the strength of an ox. He gains +40 to his melee OB and does triple concussion hit 
  damage in melee, but cannot parry or use missiles for the duration of the spell. 
  25. Glide True – As Glide I, except product is 500. 
  30. Hummingbird Reflexes – Caster gains an extra 3 AP each round and a +20 bonus to initiative rolls. 
  35. Wasp's Sting – For the duration of this spell, all of the caster's physical attacks (whether ranged or melee) 
  deliver a poison upon achieving a critical. An RR is made against poison based on the caster's level and the effects 
  are felt in 1-5 rounds. The poison may be of any type of the caster's choosing (the same poison for the duration of 
  any given casting of this spell). While fast-acting, the poison is not powerful and can achieve no more than 
  Moderate effect. 
  40. Spider's Ambush – Caster gains a +40 bonus to all Ambush rolls and gains an extra five effective ranks in 
  Ambush in order to determine how much he can modify the roll for any critical done. 
  50. Dragon Skin – Caster's skin takes on the resilience of a lesser drake (providing the protection of Armor Type 
  10). 
  Note: With the exceptions of Lion Claws and Shark Bite, the caster does not physically change with any of the 
  spells on this list. 
   
  
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  Ranger Base  
  INNER WALLS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Heat Resistance * 
  1 target 
  varies touch U 
  2) Cold Resistance * 
  1 target 
  varies touch U 
  3) Light Resistance * 
  1 target 
  varies touch U 
  4) Ignore Wounds I * 
  caster 
  1 min/lvl self 
  U 
  5) Resistance Wall I 
  caster 
  1 min/lvl self 
  U 
  6) Sterilization 
  1 cu’/lvl 
   —  
  touch U 
  7) Ignore Wounds III * 
  caster 
  1 min/lvl self 
  U 
  8) Martial Wall I 
  caster 
  1 min/lvl self 
  U 
  9) Resistance Wall II 
  caster 
  1 min/lvl self 
  U 
  10) Ignore Wounds V * 
  caster 
  1 min/lvl self 
  U 
  11) Protection from Elements 
  caster 
  1 min/lvl self 
  U 
  12) Stun Resistance 
  caster 
  1 min/lvl self 
  U 
  13) Martial Wall II 
  caster 
  1 min/lvl self 
  U 
  14) Ignore Wounds VII * 
  caster 
  1 min/lvl self 
  U 
  15) Resistance Wall III 
  caster 
  1 min/lvl self 
  U 
  16) Expel Contamination 
  caster 
  P 
  self 
  U 
  17) Ignore Wounds X * 
  caster 
  1 min/lvl self 
  U 
  18) Martial Wall III 
  caster 
  1 min/lvl self 
  U 
  19) Resistance Wall IV 
  caster 
  1 min/lvl self 
  U 
  20) Purge Disease 
  1 target 
  P 
  touch U 
  25) Purge Curse 
  1 target 
  P 
  touch U 
  30) Purge Poison 
  1 target 
  P 
  touch U 
  35) Elemental Resistance True * 
  caster 
  10 min/lvl self 
  U 
  40) Ignore Wounds True * 
  caster 
  10 min/lvl self 
  U 
  50) Inner Wall 
  caster 
  10 min/lvl self 
  U 
  1. Heat Resistance * – Target is protected from natural heat up to 170°F [77°C] (treat as if target were in 70°F 
  [21°C] temperature). For temperatures above 170°F, subtract 100°F [56°C] to determine the effective temperature 
  for the target. Target also receives +20 to all RRs vs. heat spells/attacks and a +20 to DB vs. elemental fire/heat 
  attacks. Duration of this spell is 10 minutes per level if cast on a non-mobile target. If cast on a mobile target, the 
  spell will last as long as the caster concentrates. If cast on a non-mobile target that is moved, the spell is dispelled. 
  If the caster is the target, duration is one minute/level and concentration is not required. 
  2. Cold Resistance * – Target is protected from natural cold down to 20°F [-7°C] (treat as if target were in 70°F 
  [21°C] temperature). For temperatures below 20°F, add 50°F [28°C] to determine the effective temperature for the 
  target. Target also receives +20 to all RRs vs. cold spells/attacks and a +20 to DB vs. elemental cold/ice attacks. The 
  duration of this spell is 10 minutes per level if cast on a non-mobile target. If cast on a mobile target, the spell will 
  last as long as the caster concentrates. If cast on a non-mobile target that is moved, the spell is dispelled. If the 
  caster is the target, duration is one minute/ level and concentration is not required. 
  
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  3. Light Resistance * – Target is protected from natural light and light changes (instantly adjusting vision to 
  changing light intensity to never be blinded by glare, sudden light, or sudden darkness. Target also receives +20 to 
  all RRs vs. light or electricity spells/attacks and a +20 to DB vs. elemental light/electricity attacks. The duration of 
  this spell is 10 minutes per level if cast on a non-mobile target. If cast on a mobile target, the spell will last as long 
  as the caster concentrates. If cast on a non-mobile target that is moved, the spell is dispelled. If the caster is the 
  target, duration is one minute/level and concentration is not required. 
  4. Ignore Wounds I * – Caster can ignore a penalty due to injury of up to -10 or subtract that amount from a more 
  severe penalty (e.g., if the caster was suffering wounds causing a -45 penalty, he would only experience a -35 
  penalty). 
  5. Resistance Wall I – Caster gains a +10 bonus to all RRs. 
  6. Sterilization – Caster can sterilize 1 cubic foot per level of any solid or liquid. This will not affect inert poisons or 
  harm creatures larger than 1/4” in length. 
  7. Ignore Wounds III * – As Ignore Wounds I, except caster ignores up to -30 in penalties. 
  8. Martial Wall I – Caster gains a +10 bonus to his DB. 
  9. Resistance Wall II – As Resistance Wall I, except bonus is +20. 
  10. Ignore Wounds V * – As Ignore Wounds I, except caster ignores up to -50 in penalties. 
  11. Protection from Elements – Caster is protected from any natural cold, heat, light, or electricity (treat as if target 
  were in 70°F [21°C] temperature). Caster also receives a +40 to all RRs vs. heat, fire, cold, ice, light, and electricity; 
  +40 DB vs. elemental cold/ice, fire/heat, and electricity attacks.  
  12. Stun Resistance – If the caster receives any form of Stun result, the caster may make a Hard Body Development 
  maneuver (which does not require any AP). If this maneuver is successful, the caster does not suffer the Stun 
  result. 
  13. Martial Wall II – As Martial Wall I, except bonus is +20. 
  14. Ignore Wounds VIII * – As Ignore Wounds I, except caster ignores up to -80 in penalties. 
  15. Resistance Wall III – As Resistance Wall I, except bonus is +30. 
  16. Expel Contamination – Allows caster to attempt to throw off the effects of any poison or disease by making an 
  RR with a special +25 modification. This spell may only be cast once per incident of poisoning or disease until the 
  caster gains another level. 
  17. Ignore Wounds X * – As Ignore Wounds I, except caster ignores up to -100 in penalties. 
  18. Martial Wall III – As Martial Wall I, except bonus is +30. 
  19. Resistance Wall IV – As Resistance Wall I, except bonus is +40. 
  20. Purge Disease – Allows target to attempt to throw off any 1 disease by making an RR with a special +50 
  modification. This spell may only be cast once per target per disease until the caster gains another level. 
  25. Purge Curse – An RR is made for the curse (using the curse's level as the defending level). If the RR fails, the 
  curse is removed. This spell may only be cast once per target per curse until the caster gains another level. 
  30. Purge Poison – Allows target to attempt to throw off the effects of any poison by making an RR with a special 
  +50 modification. This spell may only be cast once per target per poison until the caster gains another level. 
  35. Elemental Resistance True * – As Heat Resistance, Cold Resistance, and Light Resistance, plus caster is immune 
  to natural heat, cold, and light/electricity, and is treated as one Size larger when taking damage from spells using 
  these elements. 
  40. Ignore Wounds True * – As Ignore Wounds I, except caster ignores all penalties from wounds and duration is 10 
  minutes per level. 
  50. Inner Wall – Caster gets +25 to his DB, RRs, and maneuver rolls. 
  Note: Ignore Wounds spells prevent the aggravation of injuries due to ignoring them. 
  
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  Note: See Section 10.2 for more about curses. 
   
  Ranger Base  
  MOVING WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Rockrunning 
  caster 
  1 min/lvl self 
  U 
  2) Limbwalking 
  caster 
  1 min/lvl self 
  U 
  3) Swimming 
  1 target 
  1 min/lvl 100’ U 
  4) Waterwalking 
  caster 
  1 min/lvl self 
  U 
  5) Sandrunning 
  caster 
  1 min/lvl self 
  U 
  6) Merging Organic 
  caster 
  1 min/lvl self 
  U 
  7) Traceless Passing  
  caster 
  C 
  self 
  U 
  8) Limbrunning 
  caster 
  1 min/lvl self 
  U 
  9) Waterrunning 
  caster 
  1 min/lvl self 
  U 
  10) Hide Tracks II  
  tracks of 2 
  C 
  50’ 
  U 
  11) Swimming True 
  caster 
  1 min/lvl self 
  U 
  12) Greater Merging Organic 
  caster 
  1 min/lvl self 
  U 
  13) Hide Tracks V  
  tracks of 5 
  C 
  50’ 
  U 
  14) Running True 
  caster 
  1 min/lvl self 
  U 
  15) Traceless Passing True 
  caster 
  10 min/lvl self 
  U 
  16) Hide Tracks X 
  tracks of 10 
  C 
  50' 
  U 
  17) Traceless Running 
  caster 
  C 
  self 
  U 
  18) Merging Organic True 
  caster 
  1 min/lvl self 
  U 
  19) Traceless Running True 
  caster 
  10 min/lvl self 
  U 
  20) Hide Tracks XX  
  tracks of 20 
  C 
  50’ 
  U 
  25) Sprinting True 
  caster 
  1 min/lvl self 
  U 
  30) Mass Running 
  1 target/lvl 1 min/lvl 100' 
  U 
  35) Distance Running True 
  caster 
  10 min/lvl self 
  U 
  40) Hide Tracks True 
  varies 
  C 
  self 
  U 
  50) Dolphin Speed 
  caster 
  1 min/lvl self 
  U 
  1. Rockrunning – Caster can run on any nearly horizontal rocky or earthen surfaces as if on level ground. Running 
  using this spell is no more fatiguing than walking. 
  2. Limbwalking – Allows caster to walk along nearly horizontal tree limbs (that can support the weight) as if on 
  level ground. 
  3. Swimming – Target may swim at a "walking" pace without any chance of fatigue, using the normal swimming 
  rules (A&CL Sections 2.3 & 4.16). This will allow someone without Swimming skill to tread water in place and avoid 
  drowning without the need for a maneuver. 
  4. Waterwalking – Caster can walk on water as if on level dry ground. Water need not be perfectly still, but must 
  be fairly calm. 
  
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  5. Sandrunning – Caster can run on any sandy surfaces as if on level solid ground. Running using this spell is no 
  more fatiguing than walking. 
  6. Merging Organic – Caster can merge into any organic material (alive or dead). While merged caster cannot 
  move, perceive, or cast spells. When the caster emerges from the material, it is possible to emerge from any side 
  or face of the material, although this is limited to moving "through" no more than the caster's own body size plus 
  two feet worth of material. The caster can exit at any time up to the end of spell duration (at which time the caster 
  automatically emerges at the entrance point). 
  7. Traceless Passing – Caster can walk without leaving tracks or other visible signs of his passing. 
  8. Limbrunning – As Limbwalking, except caster can move at a running pace (three times walking speed), without it 
  being any more fatiguing than walking. 
  9. Waterrunning – As Waterwalking, except caster can move at a running pace (three times walking speed), 
  without it being any more fatiguing than walking. 
  10. Hide Tracks II – As Traceless Passing, except caster can hide the tracks of any 2 beings (not necessarily including 
  the caster). 
  11. Swimming True – As Swimming, except caster may swim at up to a "Dash" pace with no chance of fatigue. 
  12. Great Merging Organic – As Merging Organic, except caster can turn within the material and can perceive the 
  outside world if within 6” of the surface. 
  13. Hide Tracks V – As Hide Tracks I, except it hides 5 beings’ tracks. 
  14. Running True – As the Running spells above, except any one of the spell effects can be used as needed (e.g., 
  the caster could run on sand, then on water, then on limbs, etc.).  
  15. Traceless Passing True – As Traceless Passing, except caster need not concentrate. 
  16. Hide Tracks X – As Hide Tracks I, except it hides 10 beings’ tracks. 
  17. Traceless Running – As Traceless Passing, except caster caster can move at three times normal pace (i.e., at a 
  Run pace) with no more fatigue than walking. 
  18. Merging Organic True – As Great Merging Organic, except target may use self-targeted spells while merged. 
  19. Traceless Running True – As Traceless Passing True, except caster can move at three times normal pace (i.e., at 
  a Run pace) with no more fatigue than walking. 
  20. Hide Tracks XX – As Hide Tracks I, except it hides 20 beings’ tracks. 
  25. Sprinting True – As Running True, except caster can move at Sprint speed (four times walking pace) with it 
  being no more fatiguing than walking. 
  30. Mass Running – As Running True, except caster can affect one target per level (one target must be the caster). 
  35. Distance Running True – As Running True, except caster can run with no chance of fatigue. 
  40. Hide Tracks True – As Hide Tracks I, except caster can either absolutely hide his own tracks (preventing 
  discovery via any spell, etc.) or he can hide the tracks of a number of beings equal to his level. 
  50. Dolphin Speed – Caster can swim a mile per minute without fatigue and has a +100 bonus to any Swimming 
  maneuvers. 
   
  
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  Ranger Base  
  NATURE’S GUISES 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Hues 
  caster 
  1 min/lvl self 
  U 
  2) Shade 
  100’R 
  10 min/lvl self 
  E 
  3) Freeze 
  1 cu’/lvl 
  C 
  10’ 
  F 
  4) Silent Moves 
  caster 
  1 min/lvl self 
  U 
  5) Self Cloaking 
  caster 
  C 
  self 
  U 
  6) Shadow 
  caster 
  1 hr/lvl 
  self 
  U 
  7) Study Form 
  caster 
  P 
  self 
  I 
  8) Plant Façade 
  caster 
  1 min/lvl self 
  E 
  9) Animal Thoughts I 
  caster 
  C 
  self 
  U 
  10) Study Form True 
  caster 
  P 
  self 
  I 
  11) Animal Façade 
  caster 
  1 min/lvl self 
  E 
  12) Terrible Form * 
  20'R 
  — 
  self 
  E 
  13) Animal Thoughts II 
  caster 
  C 
  self 
  U 
  14) Friendly Form 
  caster 
  1 min/lvl self 
  U 
  15) Plant Form I 
  caster 
  1 min/lvl self 
  U 
  16) Mass Cloaking 
  1 target/lvl 
  C 
  100' 
  U 
  17) Animal Form I 
  caster 
  1 min/lvl self 
  U 
  18) Nightmare Form 
  40'R 
  1 rnd/lvl self 
  E 
  19) Plant Form II 
  caster 
  1 min/lvl self 
  U 
  20) Animal Form II 
  caster 
  1 min/lvl self 
  U 
  25) Animal Form III 
  caster 
  1 min/lvl self 
  U 
  30) Plant Form True 
  caster 
  1 min/lvl self 
  U 
  35) Animal Thoughts True 
  caster 
  1 min/lvl self 
  U 
  40) Animal Form True 
  caster 
  1 min/lvl self 
  U 
  50) Nature's Form True 
  caster 
  1 min/lvl self 
  U 
  1. Hues – Allows caster to take on the physical coloration of any 1 organic object. The caster must be in contact 
  with the object when the spell is cast. In many situations, this will give a +10 to +50 bonus (GM's discretion) to 
  Stalking attempts. 
  2. Shade – All shadows and darkness within the area of effect deepen, giving all Perception maneuvers involving 
  seeing anything hidden/hiding in the area a penalty of -20. Area is not mobile. 
  3. Freeze – Up to 1 cubic foot per level of a liquid is cooled to freezing at rate of 1 cubic foot per round. This spell 
  will not lower the temperature below -20°F [-29°C], so it cannot freeze every liquid, but will lower the temperature 
  of liquids with lower freezing points to -20°F. 
  4. Silent Moves – Caster can move silently, so long as he does not create a sound originating more than 1' from his 
  body. This typically provides a +10 to +50 bonus (GM's discretion) to Stalking maneuvers. 
  5. Self Cloaking – Caster blends into surrounding terrain, providing a +75 bonus to Stalking attempts. Caster may 
  not move (appreciably) without destroying this effect. 
  
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  6. Shadow – Caster and objects on his person appear to be a shadow and are almost invisible in dark areas (e.g., in 
  many situations this could be handled with a Stalking bonus between +25 and +75). 
  7. Study Form – Caster studies and memorizes the form of one type of animal or plant for use with spells later on 
  this list. The caster can only have as many forms of each kingdom studied as he has ranks in this list. Thus, a Ranger 
  with 8 ranks in Nature's Guises may have studied 8 types of animal and 8 types of plant. Caster may choose to 
  forget a studied form at any time to make room for replacements. 
  8. Plant Façade – Allows caster to appear as any one type of plant that he has studied. This is purely a visual 
  illusion: caster will still sound, smell, and feel the same, and the caster undergoes no physical change. 
  9. Animal Thoughts I – For the duration of this spell, the caster's mental patterns will appear to be those of any 
  animal he has studied. The caster cannot move while this spell is active. 
  10. Study Form True – As Study Form, except a particular animal or plant form may be studied. For example, the 
  woodsman's dog (as opposed to just a dog) may be studied. The caster may only have as many of these particular 
  forms studied as he has ranks in this list. These are in addition to the general forms learned by Study Form. 
  11. Animal Façade – Allows caster to appear as any one type of animal that he has studied. This is purely a visual 
  illusion: caster will still sound, smell, and feel the same, and the caster undergoes no physical change. 
  12. Terrible Form * – Caster momentarily takes on a fearsome appearance that requires all within a 20' radius to 
  resist versus Fear (attack level is that of the caster) or flee for 1 round per 5 fail. Targets must be able to see the 
  caster in order to be affected. 
  13. Animal Thoughts II – As Animal Thoughts I, except caster can move (though he must still maintain 
  concentration). 
  14. Friendly Form – Caster appears to be friendly and pleasant so long as he does not make any overtly hostile 
  action. This adds +20 to his social interactions with all living things. 
  15. Plant Form I – Allows caster to take the form of any one plant he has studied. The caster will look and feel like 
  the plant. The caster's size can change by up to one size increment. Caster does not gain the physical abilities of 
  the plant other than Size category. 
  16. Mass Cloaking – As Self Cloaking, except affects 1 target/level. 
  17. Animal Form I – Allows caster to take the form of any one animal he has studied. The caster will look and feel 
  like the animal. The caster's size can be varied up to one size increment. Caster does not gain the physical abilities 
  of the animal, other than Size category. 
  18. Nightmare Form – As Terrible Form, except dreadful appearance lasts for 1 round per level, during which any 
  person in the radius of effect must make an RR against Fear each round (with a +10 bonus for each RR after the 
  first) or flee for 1 round per 5 fail. Targets must be able to see the caster in order to be affected. Those who flee in 
  terror will afterwards not be able to recollect clearly what the caster looked like. 
  19. Plant Form II – As Plant Form I, except caster may also assume the scent and physical abilities of the plant. 
  20. Animal Form II – As Animal Form I, except caster may also assume the movement abilities of the animal. 
  25. Animal Form III – As Animal Form II, except caster also gains the physical attacks of the animal. Caster can vary 
  his size up to two Size increments. Caster gains normal OB of the animal with its natural attacks, gaining the 
  instincts to use them properly. 
  30. Plant Form True – As Plant Form II, except caster can change his form to any other plant he has studied at any 
  time during the duration of the spell and he can vary his size by up to 2 size increments. 
  35. Animal Thoughts True – As Animal Thoughts II, except caster does not need to concentrate, and duration is 1 
  minute per level. 
  40. Animal Form True – As Animal Form III, except caster can change his form to any other animal he has studied at 
  any time during the duration of the spell and caster has all physical abilities of the animal. 
  
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  50. Nature’s Form True – As Plant Form True and Animal Form True operating at the same time. 
  Note: Hues and Shadow are obviously incompatible, but either might be combined with Shade. 
  Note: Illusions (which include the Façade spells) are one of the more complex and subtle types of magic and they 
  are explained at length in Section 10.9. 
   
  Ranger Base  
  PATHMASTERY 
  Level 
  Spell 
  Area of Effect Duration 
  Range Type 
  1) Pathlore 
  10'R 
   — 
  self 
  I 
  2) Orient Self * 
  caster 
   —  
  self 
  I 
  3) Tracking II 
  caster 
  C 
  self 
  U 
  4) Path Tale 
  caster 
  C  
  self 
  I 
  5) Pathfinding I 
  caster 
  C 
  1 mile 
  I 
  6) Tracks Lore 
  1 set of tracks 
  — 
  touch 
  I 
  7) Sense Ambush I 
  50'R 
  10 min/lvl(C) self 
  I 
  8) Passing Lore 
  1 object 
  — 
  touch 
  I 
  9) Pathfinding V 
  caster 
  C 
  5 miles 
  I 
  10) Nature's Tongues 
  caster 
  1 min/lvl 
  self 
  U 
  11) Tracks Analysis 
  100'R 
  C 
  self 
  I 
  12) Stonespeech 
  caster 
  1 min/lvl 
  self 
  U 
  13) Pathfinding XX 
  caster 
  C 
  20 miles I 
  14) Sense Ambush II 
  100'R 
  10 min/lvl(C) self 
  I 
  15) Monster Tongues 
  caster 
  1 min/lvl 
  self 
  U 
  16) Tracking III 
  caster 
  C 
  self 
  U 
  17) Sense Ambush III 
  150'R 
  10 min/lvl(C) self 
  I 
  18) Underwater Tracking 
  caster 
  C 
  self 
  U 
  19) Paths True 
  caster 
  C 
  1 mi/lvl 
  I 
  20) Sense Ambush True 
  10'R/lvl 
  10 min/lvl(C) self 
  I 
  25) Know Path 
  caster 
  C 
  self 
  I 
  30) Tracking True 
  caster 
  C 
  self 
  U 
  35) Aerial Tracking 
  caster 
  C 
  self 
  U 
  40) Life Path Lore 
  1 target 
  — 
  100' 
  I 
  50) Tracks Ahead 
  1 mi/lvl 
  C 
  100' 
  I 
  1. Pathlore – Caster learns the origin and nearest "destination" of any path within the area of effect. 
  2. Orient Self – Caster knows which way is north, which way is up, and his distance above or below the ground's 
  surface. 
  3. Tracking II – Caster gets a +50 bonus to all Tracking maneuvers. 
  4. Path Tale – Caster acquires a visual image of any user(s) of a given path, up to 1 hour in the past per level of the 
  caster. 
  
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  5. Pathfinding I – Caster learns the location(s) of any path(s) within 1 mile. This spell reveals the nearest point of 
  path, but not the path's course. 
  6. Tracks Lore – Caster learns the origin of one set of tracks, and acquires a visual image of the one who left them. 
  Caster will gain a +25 bonus when tracking this particular being or animal. 
  7. Sense Ambush I – Caster is aware of any being within the area of effect that has hostile intentions towards him 
  (i.e., he knows their number and locations). The hostility must be directed specifically at the caster (or the group 
  he is in) or the spell reveals nothing. The being's hostility must be active (i.e., driving the being to perform 
  aggressive actions), not passive (i.e., hate exists, but no action is planned). 
  8. Passing Lore – Caster acquires visual and aural (sound) images of any being or animal that has passed within a 
  50'R of a specific object. The being or animal can have passed up to 1 hour per level earlier. If more than one being 
  or animal has passed, the caster will see them one image at a time, one image per round (starting with the oldest 
  image). 
  9. Pathfinding V – As Pathfinding I, except range is 5 miles. 
  10. Nature’s Tongues – Allows caster to understand and "speak" the language of any one animal or plant species. 
  11. Tracks Analysis – Caster acquires a visual image of all beings or animals who left tracks in the area. This 
  provides a +50 bonus when later tracking any of these beings or animals. If more than one being or animal has left 
  tracks, the caster will see them one image at a time, one image per round (starting with the oldest image). 
  12. Stonespeech – Caster can communicate with any one stone if it possesses any mental qualities (e.g., caster 
  could speak to a holy stone which possesses some sort of intelligence). 
  13. Pathfinding XX – As Pathfinding I, except range is 20 miles. 
  14. Sense Ambush II – As Sense Ambush I, except area of effect is 100'R. 
  15. Monster Tongues – Allows caster to understand and "speak" the language of any one species of "natural" 
  monster. This excludes the undead, artificial creations (e.g., constructs), and entities from another plane (e.g., 
  demons). 
  16. Tracking III – Caster gets a +75 bonus to all Tracking maneuvers. 
  17. Sense Ambush III – As Sense Ambush I, except area of effect is 150'R. 
  18. Underwater Tracking – Caster can track individuals through an underwater environment without penalty. 
  19. Paths True – As Pathfinding I, except range is 1 mile per level and exact routes within the range are 
  ascertained. 
  20. Sense Ambush True – As Sense Ambush I, except area of effect is 10'R/lvl. 
  25. Know Path – Allows caster to ascertain the proper path to what he seeks (includes the course along that path). 
  For example, he could know the quickest way to the city or the safest way to the city, depending on his goals. 
  30. Tracking True – Negates any Hide Tracks spell (except for Hide Tracks True) and provides a +100 Tracking 
  bonus. 
  35. Aerial Tracking – Caster can track individuals through the air (i.e., track a flying being, object) without penalty. 
  40. Life Path Lore – Caster learns of one being: where it originated (was born/created), where it began its current 
  journey, and where it is currently bound, both its next destination and ultimate destination, if these are not the 
  same. This will detect the largest, most important journey that the target is on. For example, if cast on two 
  individuals going out to fetch water from the local well, that is what the spell would reveal if cast on the 
  innkeeper's daughter who is not planning on going anywhere in particular other than back to the inn with the 
  water, but if the other person was a pilgrim traveling to a holy city, just getting some water at a stopover point, 
  then that pilgrimage would be the journey revealed. 
  50. Tracks Ahead – Allows caster to know entire course of the tracks in the area of effect (i.e., exactly where and 
  how they go). This will not negate Hide Tracks True. 
  
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  Note: See Section 10.15 for information on interpretation of "path". 
   
   
  Ranger Base  
  SURVIVAL'S WAY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Water Finding I 
  1 mi R 
   —  
  self 
  I 
  2) Fire Starting 
  1’R 
   —  
  1’ 
  E 
  3) Wound Tending 
  caster 
  1 min/lvl 
  self 
  U 
  4) Eye for Traps 
  caster 
  10 min/lvl self 
  U 
  5) Food Finding I 
  1 mi R 
   —  
  self 
  I 
  6) Water Purification 
  1 gallon/lvl 
  P 
  touch 
  E 
  7) Shelter Finding I 
  1 mi R 
   —  
  self 
  I 
  8) Lesser Trap * 
  1-10’R 
  P 
  touch 
  E 
  9) Weather Prediction III 
  caster 
   —  
  self 
  I 
  10) Nature’s Awareness I 
  caster 
  C 
  100' 
  I 
  11) Water Finding II 
  10 mi R 
   —  
  self 
  I 
  12) Waiting Awareness I 
  10’R 
  1 hr/lvl 
  self 
  I 
  13) Food Finding II 
  10 mi R 
   —  
  self 
  I 
  14) Major Trap * 
  1-10’R 
  P 
  touch 
  E 
  15) Shelter Finding II 
  10 mi R 
   —  
  self 
  I 
  16) Weather Prediction True 
  caster 
   —  
  self 
  I 
  17) Water Finding True 
  varies 
   —  
  self 
  I 
  18) Food Finding True 
  varies 
   —  
  self 
  I 
  19) Shelter Finding True 
  varies 
   —  
  self 
  I 
  20) Nature’s Awareness V 
  caster 
  C 
  500' 
  I 
  25) Waiting Awareness II 
  100’R 
  1 hr/lvl 
  self 
  I 
  30) Ambush Awareness 
  300'R 
  C 
  self 
  I 
  35) Adaptation 
  caster 
  10 min /lvl self 
  U 
  40) Nature’s Awareness True 
  caster 
  C 
  100'/lvl I 
  50) Survivor 
  caster 
  1 rnd/lvl 
  self 
  U 
  1. Water Finding I – Caster can locate any natural source of running water, exposed groundwater, etc. exceeding 1 
  gallon. Caster learns approximate size and quality of source. 
  2. Fire Starting – Allows caster to set a fire of 1’R; fire will then last as long as there is fuel. A target in the 1’R will 
  take an A Heat critical. Caster may only target a specific location, not an individual, with this spell. 
  3. Wound Tending – Caster gains a +20 bonus to all Medicine or Herbalism maneuvers. 
  4. Eye for Traps – Caster gains a +50 bonus to any roll to notice a trap. 
  5. Food Finding I – Caster learns location, type, and approximate quantity of edible food (e.g., dead animal matter, 
  plants, etc.). The food source must exceed 1 pound to be detectable. 
  6. Water Purification – Allows caster to purify a number of gallons of water equal to the caster's level. 
  
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  7. Shelter Finding I – Caster learns location, type, and approximate size of any waterproof, covered space 
  exceeding 125 cubic feet. This shelter must have an entry (exceeding 2’R) opening onto open air. 
  8. Lesser Trap * – This spell creates a minor, normal trap (constructed magically). The trap can deliver up to a B 
  critical strike (must be either a Slash, Krush or a Puncture; specified by the caster at time of casting) to any one 
  target. The size of the trap may vary from 1’R to 10’R. The time to construct this trap is 1 round per 1’R. 
  9. Weather Prediction III – Allows the caster a 95% chance of predicting time, type, and severity of weather over 
  the next three days. 
  10. Nature’s Awareness I – Allows caster to monitor animate activity in the area (e.g., the caster will be aware of 
  movements, subtle and overt). Caster cannot move while concentrating. Caster does not receive a picture of what 
  is moving, just an awareness of the movement. This will allow distinguishing general size and shape of a moving 
  object. Someone staying still, but breathing, will be detected, but only a very general idea of size would be 
  determinable. 
  11. Water Finding II – As Water Finding I, except range is 10 miles. 
  12. Waiting Awareness I – Allows caster to set up a natural “alarm system” in the area of effect; any disturbing 
  activity will cause caster to be alerted. 
  13. Food Finding II – As Food Finding I, except range is 10 miles. 
  14. Major Trap – As Lesser Trap, except trap can deliver an E critical hit. 
  15. Shelter Finding II – As Shelter Finding I, except range is 10 miles. 
  16. Weather Prediction True – As Weather Prediction III, except that caster has a 95% chance of predicting weather 
  over a 30-day period. 
  17. Water Finding True – As Water Finding I, except finds the nearest water regardless of distance. 
  18. Food Finding True – As Food Finding I, except finds the nearest food regardless of distance. 
  19. Shelter Finding True – As Shelter Finding I, except finds the nearest shelter regardless of distance. 
  20. Nature’s Awareness V – As Nature’s Awareness I, except radius is 500’. 
  25. Waiting Awareness II – As Waiting Awareness I, except that the radius is 100’. 
  30. Ambush Awareness – Caster becomes aware of the presence, general location, general type, and number of 
  any actively hostile beings in the area of effect. These beings do not have to be specifically hostile to the caster, 
  but may simply be generally hostile. 
  35. Adaptation – Caster's body adapts to survive in any natural environment. This can involve submersion in 
  freezing water at depths with crushing pressure, traversing molten lava, or enduring exposure to a raging 
  sandstorm. This does not cover any form of deliberate attack (even while comfortable naked in a blizzard, the 
  caster will still suffer normal damage from a Cold Ball). The GM must determine if conditions on "elemental 
  planes" or other otherworldly environments qualify as "natural". 
  40. Nature's Awareness True – As Nature Awareness I, except radius is 100'/level. 
  50. Survivor – Caster can use one lower level spell (on this list) each round. 
   
  
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  6.7. Evil 
  Evil Channeling 
  CURSES 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Curse Detection 
  1 target 
  — 
  10' 
  I 
  2) Nightvision Curse 
  1 target 
  P 
  100' 
  F 
  3) Sky Curse 
  1 target 
  P 
  100' 
  F 
  4) Ulcer Curse 
  1 target 
  P 
  100' 
  F 
  5) Curse of Dake 
  1 target 
  P 
  100' 
  F 
  6) Green Tongue 
  1 target 
  P 
  100' 
  F 
  7) Sea Curse 
  1 target 
  P 
  100' 
  F 
  8) Curse of Furd 
  1 target 
  P 
  100' 
  F 
  9) Excommunication 
  1 target 
  1 day/10 fail 100' 
  F 
  10) Learning of Mins 
  1 target 
  P 
  100' 
  F 
  11) Curse of Shar Bu 
  1 target 
  P 
  100' 
  F 
  12) Power Leech 
  1 target 
  P 
  100' 
  F 
  13) Beauty of Arraer 
  1 target 
  P 
  100' 
  F 
  14) Clotting Curse 
  1 target 
  P 
  100' 
  F 
  15) Ugliness of Orn 
  1 target 
  P 
  100' 
  F 
  16) Curse of Oli 
  1 target 
  P 
  100' 
  F 
  17) Curse of Blarm 
  1 target 
  P 
  100' 
  F 
  18) Curse of Penth 
  1 target 
  P 
  100' 
  F 
  19) Rewounding 
  1 target 
  P 
  100' 
  F 
  20) Running Curse 
  1 target 
  P 
  100' 
  F 
  25) Friendslayer 
  1 target 
  P 
  100' 
  F 
  30) Excommunication True 
  1 target 
  P 
  100' 
  F 
  35) Curse of Larfi 
  1 target 
  P 
  100' 
  F 
  40) Curse of Refusal 
  1 target 
  P 
  100' 
  F 
  50) Dark Thoughts 
  1 target 
  P 
  100' 
  F 
  1. Curse Detection – Detects a curse on an item or person. 
  2. Nightvision Curse – Target can see at night as if it were day, but he can only see in the day as if it were the 
  darkest night. 
  3. Sky Curse – Target will never voluntarily fly by any means, nor climb any greater height than 100'. 
  4. Ulcer Curse – Target can only eat bread or dairy products. Anything else will aggravate his ulcer (unless he makes 
  a physical RR vs 4th level) and he will be incapacitated for 1-10 hours. 
  5. Curse of Dake – Target cannot move faster than a walking pace on his own (he may be carried or ride at a faster 
  pace). 
  6. Green Tongue – Target can only eat green leaves. Eating other food incapacitates him (if he fails a physical RR vs 
  6 th level) for 1-10 hours. 
  7. Sea Curse – Target will never voluntarily swim, enter any water (even a bath), or get into a boat. 
  
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  8. Curse of Furd – All of target's fumble ranges (before any reduction due to skill) when attacking are doubled (e.g., 
  a fumble range of 1-4 becomes 1-8. When rolling absolute maneuvers, any result of 50 or less is absolute failure. 
  When rolling percentage maneuvers, an "F" result always results in some additional problem arising. 
  9. Excommunication – Target loses all power points if target is a Channeling spell user. He cannot cast any spells 
  from the Channeling realm, even by use of magic items, including Runes. A hybrid user of Channeling will only lose 
  half of his power points, but cannot cast his Base lists as well as those which are pure Channeling. These PPs 
  cannot be regained until the duration of the spell ends or the curse is removed. 
  10. Learning of Mins – Target can only speak and write in his native language. 
  11. Curse of Shar Bu – Target is sterile and impotent. 
  12. Power Leech – Target loses 1 power point every 10 minutes. Power points are recovered in a normal fashion, 
  but begin to leak away as soon as they are regained. 
  13. Beauty of Arraer – Target's appearance becomes extremely attractive. If anyone sees the uncovered face of the 
  target or gets within 3' (and is of an appropriate sexual orientation and fails an RR), that person will attempt to 
  possess and carry off the target (fighting if necessary). Certain persons will get modifications to their RRs (positive 
  or negative) based on outlook (a hedonist from a tribe that routinely kidnaps brides would be at a large penalty, an 
  aesthetic who had taken an oath of celibacy would have a bonus). 
  14. Clotting Curse – Target's blood will coagulate and create a blood clot around the area of any cut wound 
  (bleeding at least one hit per round). The clot will cut off circulation to the area fed by the given vessel and target 
  will lose the affected body section after 2-20 minutes due to system damage (e.g., a thigh wound might ultimately 
  mean loss of leg; a neck wound would be fatal). 
  15. Ugliness of Orn – Target's appearance becomes hideous and horrifying. If a person sees the uncovered face of 
  the target or gets within 3' of the target, he must make an RR. If he fails by more than 50, he attacks the target. If 
  he fails by 50 or less, he will make every effort short of endangering his own safety to get away from the target. 
  Even if he makes his RR, the viewer will experience extreme distaste for the target. Friends and family will gain 
  bonuses to their RRs, but even they will regard the target with pity and disgust. 
  16. Curse of Oli – Target will lie 50% of the time, regardless of the topic. 
  17. Curse of Blarm – Any time that the target rolls doubles, the equipment he is using must check for breakage. 
  18. Curse of Penth – Target may only speak the truth. 
  19. Rewounding – Once per day (at a random time), the target will experience the pain from an old wound. For 
  new characters, treat this as an A Krush critical strike (rerolling a lethal result) 50% of the time and d10 concussion 
  hits the other 50% of the time. Alternatively, the GM can re-open a specific old wound. 
  20. Running Curse – Target will move at fastest possible pace until he collapses of exhaustion (-100 total penalties). 
  He may be restrained, but whenever freed, or he rests enough to recover from penalties to below -50 he will begin 
  to run again. 
  25. Friendslayer – Every time the target is in a combat situation near friends who are within 10', there is a 10% 
  chance each round (non-cumulative) that he will attack one of his friends (randomly determine which one if there 
  are multiple possible targets) and attempt to kill that friend. For these purposes, a "friend" includes any 
  companion, ally, or associate. 
  30. Excommunication True – As Excommunication, except effect is permanent until removed. 
  35. Curse of Larfi – Target becomes unable to tolerate magical herbs or oral medicines, vomiting them up without 
  benefit. Healing times for all injuries are doubled. 
  40. Curse of Refusal – Target can never be a willing target of any spell cast by another. 
  
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  50. Dark Thoughts – Target may not attack any "evil" creature. The target will obey the commands of any evil being 
  who is 10 or more levels higher than himself, but can command (+30 to Influence and +60 Leadership) any “Evil” 
  creature whose level is at least 10 below the target’s level. See Section 10.8 for definition of "Evil". 
   
  Evil Channeling 
  DARK CHANNELS 
  Level 
  Spell 
  Area of Effect Duration 
  Range Type 
  1) Detect Evil Power 
  5'R 
  1 min/lvl(C) 
  100' 
  I 
  2) Dark Stunning 
  1 target 
  1 rnd/5 fail 
  100' 
  F 
  3) Channels I * 
  1 spell 
  — 
  varies 
  U 
  4) Repel Holy I 
  1 target 
  1 rnd/3 fail 
  100' 
  F 
  5) Dark Sleep 
  1 target 
  1 rnd/5 fail 
  100' 
  F 
  6) Channels III * 
  1 spell 
  — 
  varies 
  U 
  7) Channel Opening I 
  1 being 
  1 min/lvl(C) 1 mi/lvl 
  U 
  8) Dark Blinding 
  1 target 
  1 hr/10 fail 
  100' 
  F 
  9) Repel Holy III 
  1 target 
  1 rnd/3 fail 
  100' 
  F 
  10) Black Channel I 
  1 target 
  — 
  varies 
  F 
  11) Channels V * 
  1 spell 
  — 
  varies 
  U 
  12) Repel Holy IV 
  1 target 
  1 rnd/3 fail 
  100' 
  F 
  13) Absolution 
  1 target 
  1 wk/10 fail 
  50' 
  F 
  14) Dark Channel * 
  1 channel 
  — 
  self 
  U 
  15) Black Channel II 
  1 target 
  — 
  varies 
  F 
  16) Channel Opening II 
  1 being 
  1 min/lvl(C) 10 mi/lvl U 
  17) Channels VII * 
  1 spell 
  — 
  varies 
  U 
  18) Repel Holy VI 
  1 target 
  1 rnd/3 fail 
  100' 
  F 
  19) Channels X * 
  1 spell 
  — 
  varies 
  U 
  20) Absolution Pure 
  1 target 
  — 
  50' 
  F 
  25) Black Channel III 
  1 target 
  — 
  varies 
  F 
  30) Dark Absolution 
  1 target 
  — 
  50' 
  F 
  35) Lord Channels 
  1 spell 
  — 
  varies 
  U 
  40) Channel Opening III 
  1 being 
  1 min/lvl(C) 100 mi/lvl U 
  50) Unholy Bridge 
  deity 
  1 rnd 
  varies 
  U 
  1. Detect Evil Power – Detects any active spell or active magical item from an Evil source, or any entity capable of 
  casting Evil spells; caster can concentrate on a different 5’R area each round. (See Section 10.4 for more about 
  detection spells.) 
  2. Dark Stunning – [RR Mod.: -10] Caster points his arm (elbow locked and fist clenched) at the target and channels 
  raw power. The target is stunned. 
  3. Channels I * – When this spell is cast, the 1st level spell that the caster begins to cast (or prepare) the next round 
  will be “channeled” to another spell user of the Channeling realm. The “channeled” spell is transmitted to the 
  other spell user when it would normally take effect, and must be used by the receiving spell user immediately or 
  
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  delayed as described in Section 4.8 (treating the receiving spell user as the caster of the spell). All normal 
  restrictions on the transmitted spell apply. The caster of the Channels spell must be able to see the receiver or 
  know exactly where the receiver is (direction and distance or specific place). The receiver must know exactly when 
  the spell is coming (but need not know what the spell sent is). For example, if a Cleric was at a certain altar at a 
  certain time (midnight of full moon) ready to receive a spell; then another spell user (or deity) who knew this could 
  use Channels I to send a spell to that Cleric. Because the spell is passed through the aura of the receiving character, 
  the spell is cast at the level of the receiving character (including any level-based parameters). 
  4. Repel Holy I – Causes a "holy" being or a Channeler of a "good" power to be unable to approach closer than 100' 
  to the caster and to retreat, if possible, to maintain that distance. If the target fails its RR by more than 30, it must 
  flee (if of this plane) or be banished back to its home plane of existance (in which case duration is "permanent"). 
  This spell will affect entities of "Type I" or of up to 5th level for beings without a "Type". 
  5. Dark Sleep – [RR Mod.: -10] Caster points his arm (elbow locked and fist clenched) at the target and channels 
  raw power. The target falls into a deep, magical sleep. 
  6. Channels III * – As Channels I, except a 1st-3rd level spell may be transmitted. 
  7. Channel Opening I – Caster can open a channel with any 1 known being the caster is acquainted with. This spell 
  will enable the caster to learn the specific location (direction and distance only) of the other being, making it 
  possible for the caster to use a Channels spell. Note that this spell does not allow any sort of communication, 
  although the target will know that a Channel has been opened to him. 
  8. Dark Blinding – [RR Mod.: -10] Caster points his arm (elbow locked and fist clenched) at the target and channels 
  raw power. The target is blinded. 
  9. Repel Holy III – As Repel Holy I, except affects up to Type III or 15th level targets.  
  10. Black Channel I – Caster may cast one of the Black Channel I spells (see Section 10.7).  
  11. Channels V * – As Channels I, except a 1st-5th level spell may be transmitted. 
  12. Repel Holy IV – As Repel Holy I, except affects up to Type IV or 20th level targets. 
  13. Absolution – [RR Mod: -20] Target’s “soul” is torn from the target's body (or other physical location if the soul 
  is otherwise housed); it remains in whatever place “souls” go for 1 week/10 failure. The soul can be returned early 
  only through Lifegiving. Target is unconscious until soul is restored; even subconscious activity (i.e., healing, etc.) 
  suffers a -75 penalty. 
  14. Dark Channel – The next Channels spell cast by the caster of this spell may be sent to anyone, regardless of the 
  realm of the other individual. However, the spell channeled must be from an Evil spell list. 
  15. Black Channel II – Caster may cast one of the Black Channel II spells (see Section 10.7).  
  16. Channel Opening II – As Channel Opening I, except range is 10 miles per level. 
  17. Channels VII * – As Channels I, except a 1st-7th level spell may be transmitted. 
  18. Repel Holy VI – As Repel Holy I, except affects up to Type VI or 30th level targets. 
  19. Channels X * – As Channels I, except a 1st-10th level spell may be transmitted. 
  20. Absolution Pure – [RR Mod: -20] As Absolution, except the “soul” can only be brought back through Lifegiving. 
  25. Black Channel III – Caster may cast one of the Black Channel III spells (see Section 10.7).  
  30. Dark Absolution – [RR Mod: -20] As Absolution, except the “soul” is utterly destroyed. 
  35. Lord Channels * – As Channels I, except a 1st-20th level spell may be transmitted. 
  40. Channel Opening III – As Channel Opening I, except range is 100 miles per level. 
  50. Unholy Bridge – Opens a direct channel to the caster’s deity (or other power source); results depend on the 
  deity’s personality, motives, and powers. Any spell the deity can cast may be transmitted through the gate. 
  Note: See section 10.8 for guidelines for handling "good" and "evil". 
  Note: Absolution does not kill the body, so Dark Absolution leaves a living, but soulless body. 
  
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  Evil Channeling 
  DEMONIC PACTS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Demonic Lore 
  caster 
  1 min/lvl self 
  U 
  2) Oath of Binding 
  caster + demon varies 
  50' 
  U 
  3) Demonic Mission I 
  1 demon 
  varies 
  50' 
  U 
  4) Familiar Spirit I 
  1 familiar 
  P 
  10' 
  U 
  5) Diabolical Skill I 
  caster 
  varies 
  self 
  U 
  6) Demonic Vision I 
  caster 
  1 min/lvl self 
  U 
  7) Demonic Mission II 
  1 demon 
  varies 
  50' 
  U 
  8) Familiar Spirit II 
  1 familiar 
  P 
  10' 
  U 
  9) Diabolical Skill II 
  caster 
  varies 
  self 
  U 
  10) Unleash Demon I 
  1 demon 
  10 min/lvl 50' 
  U 
  11) Demonic Vision II 
  caster 
  1 min/lvl self 
  U 
  12) Familiar Spirit III 
  1 familiar 
  P 
  10' 
  U 
  13) Demonic Mission III 
  1 demon 
  varies 
  50' 
  U 
  14) Diabolical Skill III 
  caster 
  varies 
  self 
  U 
  15) Demonic Vision III 
  caster 
  1 min/lvl self 
  U 
  16) Familiar Spirit IV 
  1 familiar 
  P 
  10' 
  U 
  17) Unleash Demon II 
  1 demon 
  1 hr/lvl 
  50' 
  U 
  18) Demonic Mission IV 
  1 demon 
  varies 
  50' 
  U 
  19) Diabolical Skill IV 
  caster 
  varies 
  self 
  U 
  20) Familiar Spirit V 
  1 familiar 
  P 
  10' 
  U 
  25) Unleash Demon III 
  1 demon 
  1 day/lvl 50' 
  U 
  30) Familiar Spirit VI 
  1 familiar 
  P 
  10' 
  U 
  35) Cheat Death 
  caster 
  P 
  self 
  U 
  40) Unleash Demon IV 
  1 demon 
  1 week/lvl 50' 
  U 
  50) Cheat Death True 
  caster 
  P 
  self 
  U 
  1. Demonic Lore – Caster's mind is filled with dark secrets tugging at his subconscious mind. Any Lore or Science 
  maneuvers on a demon-related topic are made by the caster with a +25 bonus. 
  2. Oath of Binding – Caster and one demon seal an agreement whereby this spell binds both of them to keep the 
  bargain they have made. The spell will last until the bargain expires due to a time limit agreed upon or simply no 
  longer applies. It is extremely hard to break this spell; it receives a +100 to its RR to resist any form of Dispel or 
  other magic to remove or nullify it. The two parties to the agreement cannot attempt to circumvent the Oath 
  without triggering the punishment for violation of the bargain. Upon any violation of the bargain, the offending 
  party takes an E Holy critical, then on the following round takes a D Holy critical and so on until taking an A Holy 
  critical on the fifth round. These criticals are not modified by size. 
  3. Demonic Mission I – Allows a demon to stay on this plane while it performs a mission for the caster. Caster and 
  demon must have already made the Oath of Binding. Duration is until the demon fulfills its mission (and returns to 
  the caster if it has not yet received its reward and the mission has left it away from the caster), its mission ends in 
  
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  failure (e.g., the item it was sent to fetch is destroyed), or the maximum duration of 1 hour per caster level has 
  elapsed. While this spell is active, the demon can only pursue its mission (or return to the caster once the mission 
  is completed). When this spell ends, unless some other spell allows the demon to stay, it will return to its home 
  plane after a grace period of 1 minute per level of the demon. 
  4. Familiar Spirit I – For a period of one week, the caster must cast this spell and spill some of his own blood (taking 
  1-10 hits of damage in the process) each day. At the end of that week, the caster will have attracted a Stage I 
  familiar spirit into this world and established a bond to it. See Section 10.3 for details on the familiar spirit and its 
  relationship to the caster. 
  5. Diabolical Skill I – Caster gains a +25 bonus to his choice of any one Composition, Crafting, Lore, Medical, 
  Performance Art, or Vocation skill. This bonus lasts until the caster casts another Diabolical Skill spell (only one 
  Diabolical Skill spell may be active at one time), the caster touches or is touched by a Holy object (includes Unholy 
  object if the Unholiness is associated with a dark god rather than a demon), is on sacred ground, or is affected by 
  any non-Informational spells from a non-Evil user of Channeling. 
  6. Demonic Vision I – Allows caster to observe any location on the same plane in a pool of blood (blood must not 
  have congealed; spell will prevent congealing during spell duration). This spell has no limits on distance and can 
  focus in on any known place, being, or object that the caster is personally familiar with or can describe well enough 
  to uniquely identify. It is subject to magical protections against information spells and such protections are 
  automatically successful. This spell is also unable to reveal anything on holy ground, though it can spy upon holy 
  objects. 
  7. Demonic Mission II – As Demonic Mission I, except maximum duration is 1 day per caster level. 
  8. Familiar Spirit II – This spell must be cast on the caster's Stage I familiar spirit every day for two weeks. At the 
  end of that time, more of the spirit's strength will have been drawn from its own plane, allowing it to manifest as a 
  Stage II familiar spirit. See Section 10.3 for the various Stages of the familiar spirit. 
  9. Diabolical Skill II – As Diabolical Skill I, except bonus is +50. 
  10. Unleash Demon I – Frees a demon from any constraining Conjuring Circle and allows it to remain for 10 
  minutes per caster level until it returns to its home plane. 
  11. Demonic Vision II – As Demonic Vision I, except allows the caster to hear what is going on at the site looked 
  upon. 
  12. Familiar Spirit III – As Familiar Spirit II, except the caster's Stage II familiar becomes Stage III in a three week 
  process. 
  13. Demonic Mission III – As Demonic Mission I, except maximum duration is 1 week per caster level. 
  14. Diabolical Skill III – As Diabolical Skill I, except bonus is +75. 
  15. Demonic Vision III – As Demonic Vision II, except caster sees the scene as if it were well lit, even if it is in total 
  darkness. 
  16. Familiar Spirit IV – As Familiar Spirit II, except the caster's Stage III familiar becomes Stage IV in a four week 
  process. 
  17. Unleash Demon II – As Unleash Demon I, except duration is 1 hour per caster level. 
  18. Demonic Mission IV – As Demonic Mission I, except maximum duration is 1 year per caster level. 
  19. Diabolical Skill IV – As Diabolical Skill I, except bonus is +100. 
  20. Familiar Spirit V – As Familiar Spirit II, except the caster's Stage IV familiar becomes Stage V in a five week 
  process. 
  25. Unleash Demon III – As Unleash Demon I, except duration is 1 day per caster level. 
  30. Familiar Spirit VI – As Familiar Spirit II, except the caster's Stage V familiar becomes Stage VI in a six week 
  process. 
  
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  35. Cheat Death – This spell is used only once, if ever. Using it, the caster transforms himself into a Lich, one of the 
  most feared of the undead. If the caster fails when attempting this spell, he will simply die. With success, the 
  caster becomes one of the undead without ever actually dying. At this point, the caster is sustained by magic and 
  dwells in a place between life and death. 
  40. Unleash Demon IV – As Unleash Demon I, except duration is 1 week per caster level. 
  50. Cheat Death True – As Cheat Death, except caster's organs are transferred into a ready container (jar, box, 
  chest, etc.). The caster then becomes a somewhat more powerful Classic Lich and can only be truly destroyed if the 
  container with his organs is destroyed. 
  Note: The desires of demons vary just as those of mortals do, but they generally desire freedom upon the mortal 
  plane, blood, and material goods of significant value. Their price for aid varies depending on what is asked, the 
  kind and individual personality of the demon, and other factors. A foolish bargain can rebound on the caster. Some 
  demons deal in "souls", but as such can only be offered once, one should haggle most carefully before making that 
  trade. 
  Note: A demon can only be affected by one Unleash Demon spell during any one stay on a given plane. 
  Note: See more about dealing with summoned demons in Section 10.3. 
  Note: Because of the extremely strong and intimate bond created between caster and familiar, any attempt to 
  dispel this bond suffers a penalty of 100 (normally a +100 bonus to the bond's RR against the dispelling attempt). 
   
  
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  Evil Channeling 
  DEMONIC SUMMONS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Conjuring Circle I 
  5'-10'R 
  1 hr 
  touch E 
  2) Banish Demon I 
  1 demon 
  — 
  100' 
  F 
  3) Summon Demon I 
  1 demon 
  varies 
  50' 
  E 
  4) Control Demon I 
  1 demon 1 min/lvl 50' 
  F 
  5) Conjuring Circle II 
  5'-10'R 
  1 hr 
  touch E 
  6) Banish Demon II 
  1 demon 
  — 
  100' 
  F 
  7) Summon Demon II 
  1 demon 
  varies 
  50' 
  E 
  8) Control Demon II 
  1 demon 1 min/lvl 50' 
  F 
  9) Conjuring Circle III 
  5'-10'R 
  1 hr 
  touch E 
  10) Banish Demon III 
  1 demon 
  — 
  100' 
  F 
  11) Summon Demon III 
  1 demon 
  varies 
  50' 
  E 
  12) Control Demon III 
  1 demon 1 min/lvl 50' 
  F 
  13) Conjuring Circle IV 
  5'-10'R 
  1 hr 
  touch E 
  14) Banish Demon IV 
  1 demon 
  — 
  100' 
  F 
  15) Summon Demon IV 
  1 demon 
  varies 
  50' 
  E 
  16) Control Demon IV 
  1 demon 1 min/lvl 50' 
  F 
  17) Conjuring Circle V 
  5'-10'R 
  1 hr 
  touch E 
  18) Banish Demon V 
  1 demon 
  — 
  100' 
  F 
  19) Summon Demon V 
  1 demon 
  varies 
  50' 
  E 
  20) Control Demon V 
  1 demon 1 min/lvl 50' 
  F 
  25) Conjuring Circle VI 
  5'-10'R 
  1 hr 
  touch E 
  30) Banish Demon VI 
  1 demon 
  — 
  100' 
  F 
  35) Summon Demon VI 
  1 demon 
  varies 
  50' 
  E 
  40) Control Demon VI 
  1 demon 1 min/lvl 50' 
  F 
  50) Summon Demon True 1 demon 
  varies 
  50' 
  E 
  1. Conjuring Circle I – Caster empowers a circular diagram (a simple pentacle will suffice, but many prefer 
  something more elaborate) of between five and ten feet in radius to confine a demon within its borders. This 
  conjuring circle will prevent any Type I demon from leaving or attacking (including casting any spells or using other 
  magical abilities) across this circle. If a demon is left in the circle until the duration expires, the demon is freed and 
  may spend 1 minute per demon level on this plane before returning to its home plane. 
  2. Banish Demon I – One Type I demon is instantly banished back to the plane whence it came. If the demon is 
  currently confined to a Conjuring Circle, it makes its RR with a penalty of -25. 
  3. Summon Demon I – Summons a Type I demon which appears at a point within range designated by the caster 
  (within a Conjuring Circle is usually a good idea). It takes the demon two rounds to materialize, during which it is 
  possible to identify the kind of demon appearing (using Racial Lore: Demons). If the demon is not within a 
  Conjuring Circle, it may do as it wishes and can remain for 1 minute per demon level before vanishing back to its 
  home plane. If it is within a Conjuring Circle it remains there until something causes it to be released or banished. 
  
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  When casting this spell, the caster must roll a Spell Mastery maneuver (difficulty Easy). If the Spell Mastery is a 
  Success, the kind of demon that appears is up to the caster; in the case of Absolute Success, the caster may select 
  what level the demon is from the possible range of levels for that kind of demon (or specify a particular demon, if 
  one is known). Partial Success means that the caster knows what kind of demon he is getting (does not need to 
  attempt Racial Lore: Demons). Failure means a random demon of the correct Type is summoned. Absolute Failure 
  means that the caster has summoned a random demon of the next higher Type (in the case of Demon Summoning 
  I, this would be a Type II demon). 
  4. Control Demon I – Demon obeys the caster for the duration of this spell. The demon vanishes back to its home 
  plane at the end of this spell. If the demon is trapped within a Conjuring Circle, it makes its RR with a -25 penalty. 
  However, if the demon succeeds in its RR, it is freed from any confinement and may stay in this world for 1 minute 
  per level of the demon. A failed control attempt will usually anger a demon. This spell affects demons of Type I 
  only. 
  5. Conjuring Circle II – As Conjuring Circle I, except will confine a demon of Type II or lower. 
  6. Banish Demon II – As Banish Demon I, except a demon of Type II or lower may be banished. 
  7. Summon Demon II – As Summon Demon I, except summons a demon of Type II and the required Spell Mastery 
  roll is of Light difficulty. 
  8. Control Demon II – As Control Demon I, except a demon of Type II or lower may be controlled. 
  9. Conjuring Circle III – As Conjuring Circle I, except will confine a demon of Type III or lower. 
  10. Banish Demon III – As Banish Demon I, except a demon of Type III or lower may be banished. 
  11. Summon Demon III – As Summon Demon I, except summons a demon of Type III and the required Spell 
  Mastery roll is of Medium difficulty. 
  12. Control Demon III – As Control Demon I, except a demon of Type III or lower may be controlled. 
  13. Conjuring Circle IV – As Conjuring Circle I, except will confine a demon of Type IV or lower. 
  14. Banish Demon IV – As Banish Demon I, except a demon of Type IV or lower may be banished. 
  15. Summon Demon IV – As Summon Demon I, except summons a demon of Type IV and the required Spell 
  Mastery roll is of Hard difficulty. 
  16. Control Demon IV – As Control Demon I, except a demon of Type IV or lower may be controlled. 
  17. Conjuring Circle V – As Conjuring Circle I, except will confine a demon of Type V or lower. 
  18. Banish Demon V – As Banish Demon I, except a demon of Type V or lower may be banished. 
  19. Summon Demon V – As Summon Demon I, except summons a demon of Type V and the required Spell Mastery 
  roll is of Very Hard difficulty. 
  20. Control Demon V – As Control Demon I, except a demon of Type V or lower may be controlled. 
  25. Conjuring Circle VI – As Conjuring Circle I, except will confine a demon of Type VI or lower. 
  30. Banish Demon VI – As Banish Demon I, except a demon of Type VI or lower may be banished. 
  35. Summon Demon VI – As Summon Demon I, except summons a demon of Type VI and the required Spell 
  Mastery roll is of Extremely Hard difficulty. 
  40. Control Demon VI – As Control Demon I, except a demon of Type VI or lower may be controlled. 
  50. Summon Demon True – As Summon Demon I, except summons a demon of greater than Type VI and the 
  required Spell Mastery roll is of Sheer Folly difficulty, but since this is the most powerful class of demons, an 
  Absolute Failure is the same as a normal failure. Note that demons this powerful cannot be controlled like those of 
  lesser power, so this is a spell to consider carefully before using. 
  Note: Statements about how long the demon can remain on this plane are based on the demon having arrived by 
  means of a Summon Demon spell. If the demon arrived by some other means, it may well be able to stay longer. 
  
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  Note: See Creature Law for much more on demons and Section 10.3 of this volume for more on demon 
  summoning. 
  Evil Channeling 
  DISEASE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Chills 
  1 target 
  P 
  100' 
  F 
  2) Grey Vision 
  1 target 
  P 
  100' 
  F 
  3) Smelling Loss 
  1 target 
  P 
  100' 
  F 
  4) Hearing Loss 
  1 target 
  P 
  100' 
  F 
  5) Tongue Rot 
  1 target 
  P 
  100' 
  F 
  6) Asthma 
  1 target 
  P 
  100' 
  F 
  7) Leprosy 
  1 target 
  P 
  100' 
  F 
  8) Minor Allergy 
  1 target 
  P 
  100' 
  F 
  9) Root Rot 
  1 plant 
  P 
  touch F 
  10) Hemophilia 
  1 target 
  P 
  100' 
  F 
  11) Malaria 
  1 target 
  P 
  100' 
  F 
  12) Withering Hand 
  1 plant 
  P 
  touch F 
  13) Epilepsy 
  1 target 
  P 
  100' 
  F 
  14) Pneumonia 
  1 target 
  P 
  100' 
  F 
  15) Major Allergy 
  1 target 
  P 
  100' 
  F 
  16) Carrier I 
  1 target 
  P 
  100' 
  F 
  17) Elephantiasis 
  1 target 
  P 
  100' 
  F 
  18) Lycanthropy 
  1 target 
  P 
  100' 
  F 
  19) Carrier II 
  1 target 
  P 
  100' 
  F 
  20) Leukemia 
  1 target 
  P 
  100' 
  F 
  25) Carrier III 
  1 target 
  P 
  100' 
  F 
  30) Rabies 
  1 target 
  P 
  100' 
  F 
  35) Crippling Allergy 
  1 target 
  P 
  100' 
  F 
  40) Lycanthropy True 
  1 target 
  P 
  100' 
  F 
  50) Plague 
  1 target 
  P 
  100' 
  F 
  1. Chills – Target gets a cold. Treat as a mild Pneumonic disease that does not go away. (See A&CL, Section 14.7.) 
  2. Grey Vision – Target is color blind. 
  3. Smelling Loss – Target has no sense of smell. Target never perceives by smell alone and suffers a -25 modifier to 
  all Awareness maneuvers involving smell and other senses. 
  4. Hearing Loss – Target has no sense of hearing. Target never perceives by hearing alone and suffers a -25 
  modifier to all Awareness maneuvers involving hearing and other senses. 
  5. Tongue Rot – Over the course of one week, the target's tongue will rot away. When the tongue is fully gone, the 
  target will be unable to speak. 
  6. Asthma – Target gets severe asthma. For every round of physical exersion (e.g., running or melee combat), the 
  target must make an Endurance roll. 
  
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  7. Leprosy – Target gets leprosy. This causes a gradual loss of feeling (and blood flow) in the extremities. Every day, 
  the target suffers a cumulative -1 penalty to all perceptions involving touch to a maximum of -25. There is similarly 
  a cumulative -1 penalty added each day to any roll depending on the target's appearance (e.g., Charm maneuvers), 
  but the maximum for this penalty is -50. After one week of leprosy, all concussion hit damage against the target is 
  halved due to loss of feeling. 
  8. Minor Allergy – Target becomes slightly allergic to a substance of the caster's choosing. When in the presence of 
  this substance, the target loses 1 AP each round due to the distraction of runny nose, sneezing, etc. 
  9. Root Rot – The roots of any one plant wither and die and no new roots can be grown. The plant will eventually 
  die. 
  10. Hemophilia – The target becomes a hemophiliac. All concussion hits taken by the target are doubled and hits 
  heal at half the normal rate. All attempts to stop bleeding by the target are made with a -30 penalty and even 
  magical healing stops one less hit/round of bleeding than would normally be the case. 
  11. Malaria – The target contracts malaria; after the initial bout of high fever, delerium, coma, and incapacitation 
  (lasting 1 + 2d10 days), the target will be subject to random "relapses" similar to the initial bout (5% chance each 
  month of a relapse). If the target receives no care during the initial bout, there is a 99% chance of death during this 
  time (only 1% chance if given competent medical attention). 
  12. Withering Hand – Caster may instantly kill any one plant he touches. 
  13. Epilepsy – Target becomes an epileptic; in a tense situation, there is a 5% chance that he will go into an 
  epileptic fit for 2d10 rounds. If someone is able to provide care (anyone with a rank in Medicine may do so), there 
  is a 1% chance that the target will do an A Krush critical to himself by hitting some object; if there is nobody to do 
  so, there is a 20% chance of taking a critical. In any case, he is treated as stunned and unable to parry. 
  14. Pneumonia – Target gets pneumonia; if the target is kept warm and completely immobile for 2 weeks, he will 
  have only a 25% chance of dying (50% chance if not treated). The chance of dying is modified by the target's 
  Constitution stat bonus (e.g., if the target has a +7 Constitution stat bonus, his chance of dying if untreated is 43%). 
  If the target survives this two week period, the lingering symptoms are as a mild Pneumonic disease (A&CL, Section 
  14.7). 
  15. Major Allergy – As Minor Allergy, except 2 AP are lost each round. 
  16. Carrier I – The target suffers any one of the diseases from this list of up to 5th level (caster's choice). In 
  addition, the target is contagious. All who come into contact (5' R) of the target must make an RR (with a +25 
  modifier if only close to target, +0 if touching target, and at -25 if the individual has intimate contact with the 
  target). If the original target makes his RR, he does not suffer the effects, but must make a second RR or will still be 
  a carrier of the disease. All people who catch the disease from the target are not themselves contagious. 
  17. Elephantiasis – Target gets elephantiasis; one of his extremities (not his head) swells and grows up to five times 
  normal size. Exact effect shoul d be determined by the GM (but the extremity should be completely useless). 
  18. Lycanthropy – At the rise of the next full moon, the target becomes a Lesser Werewolf (see Creature Law). 
  19. Carrier II – As Carrier I, except disease may be chosen from spells up to 10th level. 
  20. Leukemia – Target gets leukemia; he will weaken at a rate of 2% per day (-2/day, cumulative, to all activities). 
  When the total reachs 100% (-100 penalty), the target dies. 
  25. Carrier III – As Carrier I, except disease may be chosen from spells up to 15th level. 
  30. Rabies – Target gets rabies; after 21 days of no visible effect, the disease sets in. The target's organs contract; 
  he foams at the mouth, becomes very thirsty and violent; and any one he bites or scratches must resist or contract 
  the disease. The target dies 5-7 days after the disease's onset. 
  35. Crippling Allergy – As Minor Allergy, except 3 AP are lost each round. 
  
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  40. Lycanthropy True – At the rise of the next full moon, the target becomes a Greater Werewolf (see Creature 
  Law). 
  50. Plague – Target gets a "plague". If he fails his RR, he will die 95% of the time (after 10 minutes). The other 5% 
  of the time, he believes that he resisted (and suffers no effects), but becomes a carrier instead. Anyone coming 
  within 5' of the carrier must resist (+25 RR; +0 RR if touching the target; -25 RR if in intimate contact with the 
  target) or face the same chances as the original target. Only the original target is contagious. 
  Note: It is an Easy maneuver with an appropriate medical skill to recognize any of these afflictions as the result of 
  magic rather than natural disease. 
  Note: When selecting allergies, the caster cannot choose something that the target is in constant contact with. For 
  example, the caster cannot choose for the target to be allergic to himself, air, dirt, etc. 
  Note: Once caught, diseases cannot be dispelled with Dispelling spells. However, they can be cured by Undisease 
  or Remove Disease spells. 
  Note: Unless stated otherwise, the diseases gained through this list are not contagious. 
  Note: Unless stated otherwise, disease effects kick in d10 hours after the spell is cast. 
  Note: In some cultures, a varient of this list will be learned where the Lycanthropy spells transform the victim into 
  some other form of werebeast. 
   
  
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  Evil Channeling 
  WOUNDING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Wounding I * 
  1 target 
  P 
  2' 
  F 
  2) Weariness * 
  1 target 
  P 
  2' 
  F 
  3) Bleeding I * 
  1 target 
  P 
  2' 
  F 
  4) Wounding III * 
  1 target 
  P 
  2' 
  F 
  5) Sensory Damage I * 
  1 target 
  P 
  2' 
  F 
  6) Fracture I * 
  1 target 
  P 
  2' 
  F 
  7) Bleeding III * 
  1 target 
  P 
  2' 
  F 
  8) Wounding V * 
  1 target 
  P 
  2' 
  F 
  9) Sensory Damage II * 
  1 target 
  P 
  2' 
  F 
  10) Stagger * 
  1 target 
  P 
  2' 
  F 
  11) Wounding VII * 
  1 target 
  P 
  2' 
  F 
  12) Life Drain I * 
  1 target 
  1 day/1 fail 2' 
  F 
  13) Fracture II * 
  1 target 
  P 
  2' 
  F 
  14) Bleeding V * 
  1 target 
  P 
  2' 
  F 
  15) Wounding X * 
  1 target 
  P 
  2' 
  F 
  16) Life Drain II * 
  1 target 
  1 day/1 fail 2' 
  F 
  17) Fracture III * 
  1 target 
  P 
  2' 
  F 
  18) Spasm *  
  1 target 
  P 
  2' 
  F 
  19) Life Drain III * 
  1 target 
  1 day/1 fail 2' 
  F 
  20) Wounding XV * 
  1 target 
  P 
  2' 
  F 
  25) Life Drain True * 
  1 target 
  1 day/1 fail 2' 
  F 
  30) Bleeding True * 
  1 target 
  P 
  2' 
  F 
  35) Fracture True * 
  1 target 
  P 
  2' 
  F 
  40) Paralysis * 
  1 target 
  P 
  2' 
  F 
  50) Wounding True * 
  1 target 
  P 
  2' 
  F 
  1. Wounding I – Target suffers 1d10 concussion hits of damage. 
  2. Weariness – Target suffers the result of a failed Fatigue check. 
  3. Bleeding I – Target will bleed at the rate of 1 hit per round. 
  4. Wounding III – Target suffers 3d10 concussion hits of damage. 
  5. Sensory Damage I – One of the target's external sensory organs (eye, ear, nose, etc.) is damaged. Target will 
  operate without that organ until healed. In addition, the target will have a -10 modification per 10 failure for all 
  actions that partially use that organ (-100 for all actions involving that organ specifically). 
  6. Fracture I – Target suffers a fracture in a limb, penalty is -25. 
  7. Bleeding III – Target will bleed at the rate of 3 hits per round. 
  8. Wounding V – Target suffers 5d10 concussion hits of damage. 
  9. Sensory Damage II – As Sensory Damage I, except affects two sensory organs. 
  10. Stagger – Target is Staggered. 
  
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  11. Wounding VII – Target suffers 7d10 concussion hits of damage. 
  12. Life Drain I – Target suffers a -1 penalty to his Constitution bonus. 
  13. Fracture II – Target suffers a fracture in a limb, penalty is -50. 
  14. Bleeding V – Target will bleed at the rate of 5 hits per round. 
  15. Wounding X – Target suffers 10d10 concussion hits of damage. 
  16. Life Drain II – Target suffers a -2 penalty to his Constitution bonus. 
  17. Fracture III – Target suffers a fracture in a limb, penalty is -75. 
  18. Spasm – Target suffers a spasm in his arms, causing him to drop anything he is holding. 
  19. Life Drain III – Target suffers a -3 penalty to his Constitution bonus. 
  20. Wounding XV– Target suffers 15d10 concussion hits of damage. 
  25. Life Drain True – Target suffers a penalty to his Constitution bonus equal to -1 for every 5 levels of the caster 
  (e.g., if the caster were 25th level, the penalty would be -5). 
  30. Bleeding True – Target will bleed at the rate of 1 hit per round per every 5 levels of the caster (e.g., if the caster 
  is 30th level, then the target bleeds at a rate of six hits per round). 
  35. Fracture True – Target suffers a fracture in a limb, penalty is -100. 
  40. Paralysis – Target suffers spinal injury, resulting in paralysis below the waist (if RR failed by 25 or less) or from 
  the neck down (if RR is failed by 26 or more). Target immediately drops to ground and is at -100 for any activity 
  that is still possible. 
  50. Wounding True – Target loses all his hits, then takes an additional 1 hit per level of the caster. 
  Note: All spells on this list have a range of 2'. In melee, it is presumed that you are within 2' of your opponent 
  every round. 
  Note: See Section 10.10 for notes on Life Draining. 
  
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  7. Essence Spell Lists 
  7.1. Open 
  Open Essence 
  DELVING WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Measure 
  varies 
  —  
  varies I 
  2) Text Analysis I 
  caster 
  1 min/lvl (C) self 
  U 
  3) Stone Analysis 
  caster 
   —  
  10’ 
  I 
  4) Metal Analysis 
  caster 
   —  
  10’ 
  I 
  5) Gas Analysis 
  caster 
   —  
  10’ 
  I 
  6) Wood Analysis 
  caster 
   —  
  10' 
  I 
  7) Text Analysis II 
  caster 
  1 min/lvl (C) self 
  U 
  8) Liquid Analysis 
  caster 
   —  
  10’ 
  I 
  9) Organics Analysis 
  caster 
   —  
  10’ 
  I 
  10) Delving 
  1 item 
   —  
  touch I 
  11) Spell Analysis 
  1 spell 
   —  
  100’ 
  I 
  12) Quantitative Analysis 
  1 item 
   —  
  touch I 
  13) Internal Abacus 
  caster 
  1 min/lvl 
  self 
  U 
  14) Death Analysis 
  caster 
   —  
  self 
  I 
  15) Text Analysis III 
  caster 
  1 min/lvl (C) self 
  U 
  16) Power Analysis 
  1 target 
   —  
  100’ 
  I 
  17) Conveyance 
  caster 
  10 min/lvl self 
  U 
  18) Death’s Delving 
  caster 
   —  
  self 
  I 
  19) Art Analysis 
  caster 
   —  
  10' 
  I 
  20) Analysis 
  1 target 
   —  
  10’ 
  I 
  25) Mass Analysis 
  1 tgt/rnd 
  1 rnd/lvl 
  10’ 
  I 
  30) Power Analysis True 
  1 target 
   —  
  100’ 
  I 
  35) Death’s Deep Delving 
  caster 
   —  
  self 
  I 
  40) Item Analysis 
  1 object 
   —  
  touch I 
  50) Conveyance True 
  caster 
  10 min/lvl self 
  U 
  1. Measure – Caster can measure a distance or length so long as both ends are within sight or caster can measure 
  either the weight or the volume of one item by touching it or the caster can know both the temperature and 
  barometric pressure. 
  2. Text Analysis I – Caster can read text written in an unknown language, but only understands basic concepts of it. 
  3. Stone Analysis – Gives nature and origin of natural stone, and when and how worked stone was obtained and 
  worked. 
  4. Metal Analysis – As Stone Analysis, except metal may be examined. 
  
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  5. Gas Analysis – As Stone Analysis, except a gas may be examined. 
  6. Wood Analysis – As Stone Analysis, except wood or other plant materials may be examined. 
  7. Text Analysis II – As Text Analysis I, except gives a complete technical analysis (vocabulary and syntax) but not an 
  understanding of idioms, jargon, implications, or cultural references. 
  8. Liquid Analysis – As Stone Analysis, except a liquid may be examined. 
  9. Organics Analysis – As Stone Analysis, except items composed of organic materials of animal origins (e.g., bone, 
  leather, ivory) may be examined. This will identify rune paper. 
  10. Delving – Gives significant details about an item’s construction and purpose (not specific powers). 
  11. Spell Analysis – Provides analysis of an active spell, giving its duration and the profession of its caster and its 
  type (not its level or exactly what spell it is). 
  12. Quantitative Analysis – Caster gains a knowledge of any non-magical bonus possessed by the target object. 
  13. Internal Abacus – Caster gains a +30 bonus to any maneuvers involving mathematical calculations.  
  14. Death Analysis – Gives information concerning a being’s death (weapon, spell, time since, etc.); must be cast in 
  place of death (within 24 hr) or in the presence of body (no time limit). 
  15. Text Analysis III – As Text Analysis II, except everything but implications is known (e.g., answers to riddles are 
  not known automatically). 
  16. Power Analysis – One item, person, or place may be examined to see if it has magical power, which realm the 
  power is from, a general idea of its origin, and its basic configuration. 
  17. Conveyance – Caster’s awareness leaves the caster's body (which is inactive) and may travel at 1 mile/min; 
  however it can only travel 10’/rnd when in solid material or when observing the world. If the caster overstays the 
  duration, he must make an RR (against Essence) modified by -50 or die (attack level is equal to the number of 
  rounds overstayed). Caster’s awareness can see and hear normally. 
  18. Death’s Delving – As Death Analysis, except gives a visual image of the killer (if any) and a vague reason for 
  death (e.g., revenge, robbery, accident, etc.). 
  19. Art Analysis – Gives nature and origin of a work of art, including who the (primary) artist was, what materials 
  and tools were used, when and where the work was done, and the intended purpose and message of the work. 
  20. Analysis – Any of the lower level spells may be used together on one item, person, or place (Conveyance is not 
  included). 
  25. Mass Analysis – As Analysis, except one item per round may be examined. 
  30. Power Analysis True – As Power Analysis, except exact origin, creator, and detailed purpose are given. 
  35. Death's Deep Delving – As Death's Delving, except caster can sense direction and distance to the killer, the 
  body, and to the killing weapon (if any) so long as the distance does not exceed 1 mile per level of the caster. 
  40. Item Analysis – The caster gains complete information on the item's magical abilities and any non-magical 
  bonuses. 
  50. Conveyance True – As Conveyance, except rate is 10 mile/min (50’/rnd through solids or while observing). 
   
   
  
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  Open Essence 
  DETECTING WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Detect Essence 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  2) Detect Mentalism 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  3) Detect Channeling 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  4) Detect Magic 
  5' R 
  1 min/lvl (C) 100' 
  I 
  5) Detect Invisible 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  6) Detect Traps 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  7) Detect Evil 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  8) Location I 
  1 target 
  1 min/lvl (C) 100’ 
  I 
  9) Detect Toxin 
  5' R 
  1 min/lvl (C) 100’ 
  I 
  10) Perceive Power I 
  1 target/rnd 1 min/lvl (C) 100’ 
  I 
  11) Detect Death 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  12) Location III 
  1 target 
  1 min/lvl (C) 300’ 
  I 
  13) Detect Herb 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  14) Detect Species 
  5' R 
  1 min/lvl (C) 100' 
  I 
  15) Discover Spell 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  16) Location V 
  1 target 
  1 min/lvl (C) 500’ 
  I 
  17) Detect Anomaly 
  5' R 
  1 min/lvl (C) 100' 
  I 
  18) Perceive Power III 
  1 target/rnd 1 min/lvl (C) 300’ 
  I 
  19) Detect Metal 
  5' R 
  1 min/lvl (C) 100' 
  I 
  20) Greater Location 
  1 target 
  1 min/lvl (C) 1 mile 
  I 
  25) Discover Detections 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  30) Detect True 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  35) Power Perception 
  5' R 
  1 min/lvl (C) 100'/lvl I 
  40) Enhanced Detection 
  100' R 
   —  
  self 
  I 
  50) Location True 
  1 target 
  1 min/lvl (C) 1 mi/lvl I 
  1. Detect Essence – Detects any active spell or active magical item from the Essence realm; caster can concentrate 
  on a 5’R area each round. 
  2. Detect Mentalism – As Detect Essence, except realm is Mentalism. 
  3. Detect Channeling – As Detect Essence, except realm is Channeling. 
  4. Detect Magic – As Detect Essence, except detects magic of any realm (does not reveal which realm is detected). 
  5. Detect Invisible – As Detect Essence, except detects invisible things; all attacks against something so detected 
  are modified by -50. 
  6. Detect Traps – As Detect Essence, except it gives a 75% chance of detecting a trap (modified by half the bonus or 
  penalty difficulty of finding the trap through a Perception maneuver). 
  7. Detect Evil – As Detect Essence, except detects any evil being or any item created by evil or long used by a very 
  evil person. 
  
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  8. Location I – Gives the direction and distance to any specific object or place that the caster is familiar with or has 
  had described in detail. The caster must have the dimensions of the object exact within 10% of actual size and 
  know at least two other attributes that make the item unique (e.g., color, texture, weight, etc.) within range of the 
  spell. Note that sometimes the caster must know more than two other attributes to make the item unique. 
  9. Detect Toxin – As Detect Essence, except detects poisonous substances. 
  10. Perceive Power I – Gives the power (level) of the person or item or spell examined; caster can concentrate on a 
  different target each round. 
  11. Detect Death – As Detect Essence, except detects dead bodies and whether anything has died in the radius in 
  the last 24 hours. 
  12. Location III – As Location I, except range is 300’. 
  13. Detect Herb – As Detect Essence, except detects one herb of the caster's choice. 
  14. Detect Species – As Detect Essence, except detects one species of life chosen by the caster. 
  15. Discover Spell – As Detect Essence, except detects any active or latent (awaiting a trigger event) spell that has 
  been cast in the area examined. Realm(s) of spell(s) are revealed, as well as general type (Force, Elemental, etc.); 
  also revealed is whether spell is active or awaiting a triggering event. 
  16. Location V – As Location I, except range is 500’. 
  17. Detect Anomaly – As Detect Essence, except detects any area where magic does not act normally or where 
  there is an abnormal structure to the local space and/or time (as with the presence of an interdimensional Gate). 
  18. Perceive Power III – As Perceive Power I, except range is 300’. 
  19. Detect Metal – As Detect Essence, except detects one metal of the caster's choice. 
  20. Greater Location – As Location I, except range is 1 mile. 
  25. Discover Detections – As Detect Essence, except detects any type of detection spell that is operating in the area 
  examined and gives exact spell detected as well as the location of that spell's caster if he is within 100'. 
  30. Detect True – Detects as any one of the lower level Detect spells. Thing detected and area of effect can both be 
  changed each round. 
  35. Power Perception – As Perceive Power I, except range is 100’/level and everything within a 5' radius can be 
  "perceived" at once. 
  40. Enhanced Detection – As any of the lower level Detect or Discover spells, except entire 100' radius around the 
  caster is scanned instantly and the locations of any detected things are learned to within 1'. 
  50. Location True – As Location I, except range is 1 mile/level. 
  Note: Detect “Realm” spells will detect hybrid magic including the realm in question, and arcane. 
  Note: See Section 10.4 for more about detection spells. 
   
   
  
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  Open Essence 
  ELEMENTAL SHIELDS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Resist Light 
  1 target 
  1 min/lvl 10’ 
  U 
  2) Resist Heat 
  1 target 
  1 min/lvl 10’ 
  U 
  3) Resist Cold 
  1 target 
  1 min/lvl 10’ 
  U 
  4) Resist Light Sphere 
  10’R 
  1 min/lvl 10’ 
  U 
  5) Resist Heat Sphere 
  10’R 
  1 min/lvl 10’ 
  U 
  6) Resist Cold Sphere 
  10’R 
  1 min/lvl 10’ 
  U 
  7) Resist Temperature 
  1 target 
  10 min/lvl 10' 
  U 
  8) Lightarmor 
  1 target 
  1 min/lvl 10’ 
  U 
  9) Heatarmor 
  1 target 
  1 min/lvl 10’ 
  U 
  10) Coldarmor 
  1 target 
  1 min/lvl 10’ 
  U 
  11) Lightarmor Sphere 
  10’R 
  1 min/lvl 10’ 
  U 
  12) Heatarmor Sphere 
  10’R 
  1 min/lvl 10’ 
  U 
  13) Coldarmor Sphere 
  10’R 
  1 min/lvl 10’ 
  U 
  14) Mass Resist Light 
  1 tgt/lvl 
  1 min/lvl 100’ 
  U 
  15) Lightning Armor 
  1 target 
  1 min/lvl 10’ 
  U 
  16) Mass Resist Heat 
  1 tgt/lvl 
  1 min/lvl 100’ 
  U 
  17) Fire Armor 
  1 target 
  1 min/lvl 10’ 
  U 
  18) Mass Resist Cold 
  1 tgt/lvl 
  1 min/lvl 100’ 
  U 
  19) Ice Armor 
  1 target 
  1 min/lvl 10’ 
  U 
  20) Mass Lightarmor 
  1 tgt/lvl 
  1 min/lvl 100’ 
  U 
  25) Mass Heatarmor 
  1 tgt/lvl 
  1 min/lvl 100’ 
  U 
  30) Mass Coldarmor 
  1 tgt/lvl 
  1 min/lvl 100’ 
  U 
  35) Fire Armor Sphere 
  10' R 
  1 min/lvl 10' 
  U 
  40) Ice Armor Sphere 
  10' R 
  1 min/lvl 10' 
  U 
  50) True Armor 
  1 target 
  10 min/lvl 10’ 
  U 
  1. Resist Light – Target is totally protected from all natural light (not lightning); +10 to all RRs or DBs vs. elemental 
  light (electricity) attacks. 
  2. Resist Heat – Target is totally protected from all natural heat to 200° F; +10 to all RRs or DBs vs. elemental 
  heat/fire attacks. 
  3. Resist Cold – Target is totally protected from all natural cold to -20° F; +10 to all RRs or DBs vs. elemental 
  cold/ice attacks. 
  4. Resist Light Sphere – As Resist Light, except all beings within 10’R of target are protected. 
  5. Resist Heat Sphere – As Resist Heat, except all beings within 10’R of target are protected. 
  6. Resist Cold Sphere – As Resist Cold, except all beings within 10’R of target are protected. 
  7. Resist Temperature – As Resist Heat and Resist Cold, except for duration, and only natural temperature 
  extremes are protected against. 
  
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  8. Lightarmor – As Resist Light, except protects against all natural light and lightning; +20 to all RRs vs light 
  (electricity); -20 to elemental electricity attacks. 
  9. Heatarmor – As Lightarmor, except protects against heat. 
  10. Coldarmor – As Lightarmor, except protects against cold. 
  11. Lightarmor Sphere – As Lightarmor, except protects all beings within 10’R centered on target. 
  12. Heatarmor Sphere – As Heatarmor, except protects all beings within 10’R centered on target. 
  13. Coldarmor Sphere – As Coldarmor, except protects all beings within 10’R centered on target. 
  14. Mass Resist Light – As Resist Light, except as many targets as the caster’s level can be affected. 
  15. Lightning Armor – As Lightarmor, except it also reduces the effective Size of any electrical attack on the target 
  by 1 (e.g., a Medium Lightning Bolt becomes a Small Lightning Bolt). 
  16. Mass Resist Heat – As Resist Heat, except as many targets as the caster’s level can be affected. 
  17. Fire Armor – As Lightning Armor, except fire and heat spells are affected (e.g., fire bolts and fire balls). 
  18. Mass Resist Cold – As Resist Cold, except as many targets as the caster’s level can be affected. 
  19. Ice Armor – As Lightning Armor, except cold and ice spells are affected (e.g., ice bolts and cold balls). 
  20. Mass Lightarmor – As Lightarmor, except as many targets as the caster’s level can be affected. 
  25. Mass Heatarmor – As Heatarmor, except as many targets as the caster’s level can be affected. 
  30. Mass Coldarmor – As Coldarmor, except as many targets as the caster’s level can be affected. 
  35. Fire Armor Sphere – As Fire Armor, except protects all beings within 10’R centered on target. 
  40. Ice Armor Sphere – As Ice Armor, except protects all beings within 10’R centered on target. 
  50. True Armor – Acts as Lightning Armor, Fire Armor, and Ice Armor all at the same time. 
  Note: Spells on this list are not cumulative. 
   
  
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  Open Essence 
  ESSENCE HAND 
  Level 
  Spell 
  Area of Effect Duration 
  Range Type 
  1) Vibrations I 
  1 lb 
  1 rnd/lvl 
  100’ 
  F 
  2) Staying I * 
  1 lb 
  1 min/lvl 
  100’ 
  F 
  3) Telekinesis I 
  1 lb 
  1 min/lvl (C) 
  100’ 
  F 
  4) Vibrations II 
  5 lb 
  1 rnd/lvl 
  100’ 
  F 
  5) Staying II * 
  5 lb 
  1 min/lvl 
  100’ 
  F 
  6) Telekinesis II 
  5 lb 
  1 min/lvl (C) 
  100’ 
  F 
  7) Vibrations III 
  25 lb 
  1 rnd/lvl 
  100’ 
  F 
  8) Staying III * 
  25 lb 
  1 min/lvl 
  100’ 
  F 
  9) Vibrations IV 
  50 lb 
  1 rnd/lvl 
  100’ 
  F 
  10) Aiming 
  1 missile 
  1 rnd (C) 
  touch 
  U 
  11) Telekinesis III 
  25 lb 
  1 min/lvl (C) 
  100’ 
  F 
  12) Staying IV * 
  50 lb 
  1 min/lvl 
  100’ 
  F 
  13) Mass Vibrations I 
  varies 
  1 rnd/lvl 
  100’ 
  F 
  14) Telekinesis IV 
  50 lb 
  1 min/lvl (C) 
  100’ 
  F 
  15) Staying V * 
  100 lb 
  1 min/lvl 
  100’ 
  F 
  16) Hurling I 
  1 lb 
   —  
  10’(<60'>) F 
  17) Telekinesis V 
  100 lb 
  1 min/lvl (C) 
  100’ 
  F 
  18) True Vibrations 
  10 lb/lvl 
  1 rnd/lvl 
  100’ 
  F 
  19) Mass Vibrations III 
  varies 
  1 rnd/lvl 
  100’ 
  F 
  20) Lord Aim 
  1 missile 
  1 rnd (C) 
  touch 
  U 
  25) True Staying * 
  10 lb/lvl 
  1 min/lvl 
  100’ 
  F 
  30) True Telekinesis 
  10 lb/lvl 
  1 min/lvl (C) 
  100’ 
  F 
  35) Mass True Vibrations 
  varies 
  1 rnd/lvl 
  100’ 
  F 
  40) Mass Telekinesis 
  10 lb/lvl 
  1 min/lvl (C) 
  100' 
  F 
  50) Aim True 
  1 missile 
  1 rnd (C) 
  touch 
  U 
  1. Vibrations I – Causes an object of up to 1 lb. mass to vibrate rapidly; if the item is fragile, make a breakage check. 
  If it is an object held by a being the being must make an RR or fumble it (each round). 
  2. Staying I * – Exerts 1 lb of pressure on a person or object. Object cannot be moved by Staying alone, which can 
  only be used to counter another force, such as gravity, and it can only exert force in one direction. 
  3. Telekinesis I – Can move one object, up to 1 lb. in mass, up to 1’/second with no acceleration. Living beings or 
  items in contact with a living being get a normal RR based on the living being. If the caster stops concentration 
  before the duration is up, the object remains stationary as if it had Staying thrown on it. 
  4. Vibrations II – As Vibrations I, except mass limit is 5 lbs. 
  5. Staying II * – As Staying I, except mass limit is 5 lbs. 
  6. Telekinesis II – As Telekinesis I, except mass limit is 5 lbs. 
  7. Vibrations III – As Vibrations I, except mass limit is 25 lbs. 
  8. Staying III * – As Staying I, except mass limit is 25 lbs. 
  
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  9. Vibrations IV – As Vibrations I, except mass limit is 50 lbs. 
  10. Aiming – By concentrating on the flight of the target missile, the caster causes +50 to be added to the attack 
  roll of the missile. The caster must concentrate, touch the firer, and see the missile for the entire round that the 
  missile is fired. 
  11. Telekinesis III – As Telekinesis I, except the mass limit is 25 lbs. 
  12. Staying IV * – As Staying I, except the mass limit is 50 lbs. 
  13. Mass Vibrations I – As Vibrations I, except as many 5 lb. objects as the caster’s level can be vibrated (they must 
  all be within the field of vision of the caster). 
  14 Telekinesis IV – As Telekinesis I, except mass limit is 50 lbs. 
  15. Staying V * – As Staying I, except mass limit is 100 lbs. 
  16. Hurling I – Caster may “hurl” one object (that starts within 10’ of the caster) of 1 lb. or less with sufficient force 
  to deliver an attack on the Sling Attack Table with the ranges of a Short Bow. Base the caster’s OB on his directed 
  spell skill with this spell. If a weapon is "hurled", a medium Spell Mastery maneuver will allow use of the weapon's 
  normal attack table, retaining the Short Bow range penalties. If this is done, the weapon gets any normal OB 
  bonuses (e.g., from superior materials). 
  17. Telekinesis V – As Telekinesis I, except mass limit is 100 lbs. 
  18. True Vibrations – As Vibrations I, except mass limit is 10 lbs./level. 
  19. Mass Vibrations III – As Vibrations I, except as many 25 lb. objects as the caster’s level can be vibrated (they 
  must all be within the field of vision of the caster). 
  20. Lord Aim – As Aiming, except missile attack bonus is +100. 
  25. True Staying * – As Staying I, except mass limit is 10 lbs./level. 
  30. True Telekinesis – As Telekinesis I, except mass limit is 10 lbs./level. 
  35. Mass True Vibrations – As Mass Vibrations I, except objects may be up to 10 lbs./level in mass. 
  40. Mass Telekinesis – As True Telekinesis, except within the mass limit, the caster may simultaneously manipulate 
  up to one object for every five caster levels (i.e., a 40th level caster could control eight objects at once). 
  50. Aim True – As Aiming, except missile attack automatically does maximum damage (roll the critical normally, 
  except that it is treated as Slaying II).  
  
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  Open Essence 
  ESSENCE’S PERCEPTIONS 
  Level 
  Spell 
  Area of Effect Duration 
  Range Type 
  1) Touchless Feel 
  caster 
  1 rnd/lvl (C) 
  10' 
  U 
  2) Presence * 
  20’R 
  1 rnd/lvl (C) 
  self  
  Im 
  3) Listen I 
  caster 
  1 rnd/lvl (C) 
  10’ 
  U 
  4) Smell I 
  caster 
  1 rnd/lvl (C) 
  10' 
  U 
  5) Long Ear I 
  caster 
  1 rnd/lvl (C) 
  100’ 
  U 
  6) Watch I 
  caster 
  1 rnd/lvl (C) 
  10’ 
  U 
  7) Long Eye I 
  caster 
  1 rnd/lvl (C) 
  100’ 
  U 
  8) Listen II 
  caster 
  1 rnd/lvl (C) 
  100’ 
  U 
  9) Long Nose I 
  caster 
  1 rnd/lvl (C) 
  100' 
  U 
  10) Telepathy 
  1 target 
  1 rnd/lvl (C) 
  10’ 
  Im 
  11) Watch II 
  caster 
  1 rnd/lvl (C) 
  100’ 
  U 
  12) Long Ear II 
  caster 
  1 rnd/lvl (C) 
  300’ 
  U 
  13) Smell II 
  caster 
  1 rnd/lvl (C) 
  100' 
  U 
  14) Listen III 
  caster 
  1 rnd/lvl (C) 
  500’ 
  U 
  15) Long Eye II 
  caster 
  1 rnd/lvl (C) 
  300’ 
  U 
  16) Broaden Sense 
  caster 
  1 rnd/lvl 
  self 
  U 
  17) Long Nose II 
  caster 
  1 rnd/lvl (C) 
  300' 
  U 
  18) Watch III 
  caster 
  1 rnd/lvl (C) 
  500’ 
  U 
  19) Smell III 
  caster 
  1 rnd/lvl (C) 
  500' 
  U 
  20) Listen IV 
  caster 
  1 rnd/lvl (C) 1 mi/lvl 
  U 
  25) Watch IV 
  caster 
  1 rnd/lvl (C) 1 mi/lvl 
  U 
  30) Listen True 
  caster 
  1 rnd/lvl (C) unlimited U 
  35) Smell IV 
  caster 
  1 rnd/lvl (C) 1 mi/lvl 
  U 
  40) Long Sight 
  caster 
  1 rnd/lvl 
  self 
  U 
  50) Watch True 
  caster 
  1 rnd/lvl (C) unlimited U 
  1. Touchless Feel – Caster can pick a point up to 10' away and experience tactile sensations as if actually touching 
  that place. Sensations of intense heat or cold will not cause pain, nor will touching something painful to the touch 
  produce more than a dull ache (i.e., painful sensation is muted). Target cannot be moved and cannot feel the 
  "touch". 
  2. Presence – Caster is aware of the presence of all sentient/thinking beings within 20’. 
  3. Listen I – Caster can pick a point up to 10’ away and will hear as if physically at that point (there can be 
  intervening objects such as walls). Note that this means that the caster does not have hearing at his own location. 
  4. Smell I – As Listen I, except the caster's sense of smell functions from the fixed point. 
  5. Long Ear I – Caster’s point of hearing may be moved independently up to 100’ away (moves at 10’/md); the 
  caster must be physically able to go there (e.g., the caster could not send this point of hearing through walls or 
  closed doors). Note that this means that the caster does not have hearing at his own location. 
  6. Watch I – As Listen I, except the caster sees from the fixed point (it can rotate). 
  
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  7. Long Eye I – As Long Ear I, except the caster sees from the moving point (it can rotate). 
  8. Listen II – As Listen I, except the range is 100’. 
  9. Long Nose I – As Long Ear I, except the caster's sense of smell functions from the moving point. 
  10. Telepathy – Caster can read the surface thoughts of one target. 
  11. Watch II – As Watch I, except the range is 100’. 
  12. Long Ear II – As Long Ear I, except the range is 300’. 
  13. Smell II – As Smell I, except the range is 100’. 
  14. Listen III – As Listen I, except the range is 500’. 
  15. Long Eye II – As Long Eye I, except the range is 300’. 
  16. Broaden Sense – One of the caster's senses has an extended spectrum of sensitivity. Vision may be extended 
  into infrared or ultraviolet light or hearing extended into infrasonic or ultrasonic frequencies. Applicability to any 
  other sense is up the Gamemaster. 
  17. Long Nose II – As Long Nose I, except the range is 300’. 
  18. Watch III – As Watch I, except range is 500’. 
  19. Smell III – As Smell I, except range is 500’. 
  20. Listen IV – As Listen I, except the range is 1 mile/level. 
  25. Watch IV – As Watch I, except the range is 1 mile/level. 
  30. Listen True – As Listen I, except the range is unlimited (the caster must be able to locate the desired point in 
  terms of direction and distance). 
  35. Smell IV – As Smell I, except the range is 1 mile/level. 
  40. Long Sight – When making a ranged attack, including any form of spell, all range penalties are reduced to one-
  tenth rounded down (e.g., a -25 penalty would be reduced to -2). Any Perception maneuver penalties based on 
  sight should be made as if the caster were at one-tenth the actual distance from what is being observed. 
  50. Watch True – As Listen True, except the caster sees instead of hears. 
  Note: The "Presence" ability detects minds of better than animal intelligence (i.e., creatures with the "Animalistic" 
  or "Mindless" flaws are not detected). The caster will be aware of proximity to within 10' distance, and a 1 AP 
  action will provide general direction (above, below, left, right, before, or behind) to one mind. If a detected mind 
  belongs to a seen and recognized (as intelligent) being, then the caster will be able to identify the detected mind as 
  belonging to that being. 
   
  
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  Open Essence 
  LESSER ILLUSIONS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Ventriloquism 
  1 point 
  C 
  100’ 
  E 
  2) Sound/Light Mirage 
  10’R 
  10 min/lvl 100’ 
  E 
  3) Taste/Smell Mirage 
  10’R 
  10 min/lvl 100’ 
  E 
  4) Illusions II 
  10’R 
  1 min/lvl 
  100’ 
  E 
  5) Phantasms I 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  6) Light Glamour 
  1 object 
  1 day/lvl 
  50' 
  E 
  7) Waiting Illusions II 
  10’R 
  varies 
  100’ 
  E 
  8) Illusions III 
  10’R 
  1 min/lvl 
  100’ 
  E 
  9) Phantasms II 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  10) Waiting Phantasms II 
  10’R 
  varies 
  100’ 
  E 
  11) Waiting Illusions III 
  10’R 
  varies 
  100’ 
  E 
  12) Phantasms III 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  13) Illusions V 
  10’R 
  1 min/lvl 
  100’ 
  E 
  14) Waiting Illusions IV 
  10’R 
  varies 
  100’ 
  E 
  15) Waiting Phantasms III 
  10’R 
  varies 
  100’ 
  E 
  16) Waiting Illusions V 
  10’R 
  varies 
  100’ 
  E 
  17) Phantasms IV 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  18) Waiting Phantasms IV 
  10’R 
  varies 
  100’ 
  E 
  19) Illusions VII 
  10’R 
  1 min/lvl 
  100’ 
  E 
  20) Waiting Illusions VI 
  10’R 
  varies 
  100’ 
  E 
  25) Phantasms V 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  30) Illusions X 
  10’R 
  1 min/lvl 
  100’ 
  E 
  35) Waiting Illusions X 
  10’R 
  varies 
  100’ 
  E 
  40) Illusions XV 
  10' R 
  1 min/lvl 
  100' 
  E 
  50) Phantasms X 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  1. Ventriloquism – Caster can speak and the caster's voice will appear to come from any point desired within 100’ 
  (point must be in the caster's field of vision). 
  2. Sound/Light Mirage – Creates any simple, immobile image/scene in an area of up to 10’R, or creates a set of 
  immobile sounds in an area of up to 10’R. 
  3. Taste/Smell Mirage – As Sound/Light Mirage, except it creates a set of immobile smells/scents in the area of 
  effect, or a set of immobile tastes in the area of effect. 
  4. Illusions II – Creates a simple, immobile image or scene up to an area of 10’R. One of the following options may 
  also be chosen: a) an extra sense can be added (not the tactile or Presence senses), b) the duration can be doubled, 
  c) the range can be doubled, d) the radius of the area of effect can be doubled, or e) the illusion can cast light. All 
  parts of the area of effect must be in the caster’s field of vision at the time of casting. 
  5. Phantasms I – Creates the image of one object or being that will move however the caster wants (as long as the 
  caster concentrates). When the caster stops concentrating, the image remains but stops moving. The caster may 
  
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  resume concentration again later, and make the image move again (presuming that the duration has not expired). 
  The image can be of any size that would fit in a 10’R. 
  6. Light Glamour – Changes the visual appearance of one object. The target can be no larger than 10 pounds per 
  level. This spell cannot make an object cast light (although it may alter the appearance of light given off, whether 
  naturally or from another spell). 
  7. Waiting Illusions II – As Illusions II, except it can be delayed by up to 24 hours. At the time of casting, the caster 
  must decide upon the trigger for the spell. The caster can chose one of the following: a) time period, b) specified 
  movements, c) specified sounds, d) specified smells, or e) specified tastes. If a sense is used to trigger the spell, 
  that sense must be included in the illusion. 
  8. Illusions III – As Illusions II, except two options can be chosen. See notes below for guidelines on how to combine 
  the options. 
  9. Phantasms II – As Phantasms I, except one of the following options may also be chosen: a) an extra sense can be 
  added (not the tactile or Presence senses), b) the duration can be doubled, c) the range can be doubled, d) the 
  radius of the area of effect can be doubled, e) another image can be created and moved independently of the first 
  (all separate images must be within the caster’s field of vision and within range of the spell), f) the phantasm can 
  cast light, or g) limited repetitious sounds, movements, etc., can be added that do not require concentration of the 
  caster (the proper senses involved must also be included within the illusion). 
  10. Waiting Phantasms II – As Phantasms II, except it can be delayed as in Waiting Illusion II. The phantasm will 
  move and act if given a simple command (at the time of casting) or it can deliver a short speech (if sound was one 
  of the included senses). 
  11. Waiting Illusions III – As Waiting Illusions II, except two options can be chosen. See notes below for guidelines 
  on how to combine the options. 
  12. Phantasms III – As Phantasms II, except two options can be chosen.  
  13. Illusions V – As Illusions III, except four options can be chosen. 
  14. Waiting Illusions IV – As Waiting Illusions III, except three options can be chosen. 
  15. Waiting Phantasms III – As Phantasms III, except it can be delayed as in Waiting Phantasms II. 
  16. Waiting Illusions V – As Waiting Illusions III, except four options can be chosen. 
  17. Phantasms IV – As Phantasms II, except three options can be chosen. 
  18. Waiting Phantasms IV – As Phantasms IV, except it can be delayed as in Waiting Phantasms II. 
  19. Illusions VII – As Illusions III, except six options can be chosen 
  20. Waiting Illusions VI – As Waiting Illusions III, except five options can be chosen. 
  25. Phantasms V – As Phantasms II, except four options can be chosen. 
  30. Illusions X – As Illusions III, except nine options can be chosen.  
  35. Waiting Illusions X – As Waiting Illusions III, except nine options can be chosen. 
  40. Illusions XV – As Illusions III, except fourteen options can be chosen.  
  50. Phantasms X – As Phantasms II, except nine options can be chosen.. 
  Note: If more that one option can be added to the Illusions or Phantasms spell, the same option can be chosen 
  more than once. For Example – with an Illusions III, two options are available. The range could be doubled once to 
  200’ and then doubled again to 400’.  
  Note: Illusions are one of the more complex and subtle types of magic and they are explained at length in Section 
  10.9. 
   
  
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  Open Essence 
  PHYSICAL ENHANCEMENT 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Mannish Scale * 
  1 object/level 
   —  
  1’ 
  I 
  2) Sly Ears 
  1 target 
  10 min/lvl 10’ 
  U 
  3) Balance * 
  1 target 
  varies 
  10’ 
  U 
  4) Nightvision 
  1 target 
  10 min/lvl 10’ 
  U 
  5) Sidevision 
  1 target 
  10 min/lvl 10’ 
  U 
  6) Sounding III 
  1 target 
  10 min/lvl 10’ 
  U 
  7) Watervision 
  1 target 
  10 min/lvl 10’ 
  U 
  8) Waterlungs 
  1 target 
  10 min/lvl 10’ 
  U 
  9) Heatvision 
  1 target 
  10 min/lvl 10' 
  U 
  10) Gaslungs 
  1 target 
  10 min/lvl 10’ 
  U 
  11) Resist Poison * 
  1 target 
  1 hr/lvl touch Us 
  12) Darkvision 
  1 target 
  10 min/lvl 10’ 
  U 
  13) Waterears 
  1 target 
  10 min/lvl 10' 
  U 
  14) Burrowing 
  1 target 
  10 min/lvl 10' 
  U 
  15) Changing Lungs 
  1 target 
  10 min/lvl 10’ 
  U 
  16) Mass Balance * 
  1 tgt/lvl 
  varies 
  100’ 
  U 
  17) Global Vision 
  1 target 
  10 min/lvl 10' 
  U 
  18) Mass Nightvision 
  1 tgt/lvl 
  10 min/lvl 100’ 
  U 
  19) Mass Watervision 
  1 tgt/lvl 
  10 min/lvl 100’ 
  U 
  20) Vision * 
  1 target 
  10 min/lvl 100’ 
  U 
  25) Mass Waterlungs 
  1 tgt/lvl 
  10 min/lvl 100’ 
  U 
  30) Mass Gaslungs 
  1 tgt/lvl 
  10 min/lvl 100’ 
  U 
  35) Mass Darkvision 
  1 tgt/lvl 
  10 min/lvl 100’ 
  U 
  40) Mass Changing Lungs 
  1 tgt/lvl 
  10 min/lvl 100’ 
  U 
  50) Mass Vision 
  1 tgt/lvl 
  10 min/lvl 100’ 
  U 
  1. Mannish Scale * – Caster can tell the exact mass and/or weight of one object per caster level. 
  2. Sly Ears – Caster gains an extremely acute sense of hearing. This results in +50 to Perception rolls involving only 
  hearing, +25 to Perception involving hearing and other senses. 
  3. Balance * – Adds +50 to any rolls for any moving maneuvers performed at a walking pace or less (e.g., walking a 
  3” beam). 
  4. Nightvision – Target can see up to 100' as if it were daylight, so long as there is some light. 
  5. Sidevision – Target has a 300° field of vision. The flank bonus for attacks against the target is lowered to +5 and 
  the rear bonus is lowered to +15. 
  6. Sounding III – Target's voice carries three times as far as normal. 
  7. Watervision – Target can see 100’ in even murky water. 
  8. Waterlungs – Target can breathe water but not air. 
  
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  9. Heatvision – Target can see varying degrees of heat on the surfaces of objects. This spell does not allow the 
  caster to see "through" things. While this vision is sufficient for moving around, it is not sufficient at all for reading 
  or mapping. 
  10. Gaslungs – Target can breathe any gas as normal air.  
  11. Resist Poison * – Delays the effect of a poison on a target. If the poison is not eliminated before the spell 
  expires, the poison will affect the target at that time. 
  12. Darkvision – As Nightvision, except any darkness can be seen through. No light at all is needed for this spell to 
  work. 
  13. Waterears – Target can hear normally underwater or in any other medium that distorts sound. 
  14. Burrowing – Target can dig through earth at a rate of 10'/round. Target cannot dig through solid stone or 
  metal. 
  15. Changing Lungs – Target can breathe water, air, and any gas at will. 
  16. Mass Balance * – As Balance, except can affect one target/level of caster.  
  17. Global Vision – Target has a 360° field of vision. The flank bonus for attacks against the target is lowered to 
  zero and the rear bonus is lowered to +5. 
  18. Mass Nightvision – As Nightvision, except can affect one target/level of caster.  
  19. Mass Watervision – As Watervision, except can affect one target/level of caster. 
  20. Vision – As all “vision” spells below 15th level functioning at the same time. 
  25. Mass Waterlungs – As Waterlungs, except can affect 1 target/level of caster.  
  30. Mass Gaslungs – As Gaslungs, except can affect 1 target/level of caster. 
  35. Mass Darkvision – As Darkvision, except can affect 1 target/level of caster.  
  40. Mass Changing Lungs – As Changing Lungs, except can affect 1 target/level of caster. 
  50. Mass Vision – As Vision, except can affect 1 target/level of caster. 
  Note: See A&CL Section 14.8 for more on vision in low light and darkness. 
   
  
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  Open Essence 
  RUNE MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Spell Store 
  1 spell 
  varies 
  self 
  U 
  2) Rune Erasure 
  1 rune 
  P 
  touch F 
  3) Rune I 
  1 spell 
  varies touch U 
  4) Rune Literacy II 
  caster 
  1 rnd/lvl self 
  U 
  5) Runic Lock 
  1 rune 
  varies touch U 
  6) Rune II 
  1 spell 
  varies touch U 
  7) Runic Unlock 
  1 Runic Lock 
  P 
  touch F 
  8) Rune III 
  1 spell 
  varies touch U 
  9) Rune Literacy V 
  caster 
  1 rnd/lvl self 
  U 
  10) Rune V 
  1 spell 
  varies touch U 
  11) Sign of Shock 
  1 target 
  varies touch F 
  12) Rune VI 
  1 spell 
  varies touch U 
  13) Sign of Fear 
  1 target 
  varies touch F 
  14) Rune VII 
  1 spell 
  varies touch U 
  15) Sign of Sleep 
  1 target 
  varies touch F 
  16) Rune VIII 
  1 spell 
  varies touch U 
  17) Sign of Blinding 
  1 target 
  varies touch F 
  18) Rune IX 
  1 spell 
  varies touch U 
  19) Sign of Paralysis 
  1 target 
  varies touch F 
  20) Rune X 
  1 spell 
  varies touch U 
  25) Lord Research 
  varies 
  varies 
  self 
  U 
  30) Lord Rune 
  1 spell 
  varies touch U 
  35) Sign of Woe 
  1 target 
  varies touch F 
  40) Rune True 
  1 spell 
  varies touch U 
  50) Mass Sign 
  1 target/lvl 
  varies touch F 
  1. Spell Store – Caster may cast this spell with another spell in order to store that second spell. The spell to be 
  stored must be cast within one minute after the Spell Store spell is cast. The stored spell may then be cast later as 
  an instantaneous spell. The Spell Store spell costs the same number of PPs as the spell that is stored. No other spell 
  may be cast while a spell is stored. 
  2. Rune Erasure – This spell attempts to remove an existing rune. The rune will resist at its own level, but if the 
  caster knows what the rune is, the rune suffers a -20 penalty to its RR. 
  3. Rune I – This spell inscribes another spell on a specially prepared piece of paper. The rune can then be used to 
  cast the inscribed spell once (although the paper can be reused). The spell to be inscribed must be cast within one 
  minute after the Rune spell is cast. Rune I can only inscribe 1st level spells. The rune can be set to affect the reader. 
  The spell to be inscribed in the rune must be cast with that intent, but the caster of the Rune spell need not be the 
  caster of the spell to be inscribed. The caster of the Rune spell and the caster of the inscribed spell must both 
  touch the Rune Paper that is to hold the rune. 
  
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  4. Rune Literacy II – Any Runes maneuver made by the caster has a +10 bonus. 
  5. Runic Lock – Any attempt to read the affected rune by someone other than the caster will suffer a penalty of -50 
  to the Runes maneuver. 
  6. Rune II – As Rune I, except caster can inscribe 1st-2nd level spells. 
  7. Runic Unlock – [RR Mod.: -30] Attempts to remove a Runic Lock from a rune. If this spell fails, the caster must 
  gain a level before he can attempt to unlock this rune again. 
  8. Rune III – As Rune I, except caster can inscribe 1st-3rd level spells. 
  9. Rune Literacy V – Any Runes maneuver made by the caster has a +25 bonus. 
  10. Rune V – As Rune I, except caster can inscribe 1st-5th level spells. 
  11. Sign of Shock – [RR Mod: -20] A Sign can be inscribed on any “non-mobile” surface and affects the triggering 
  being. A Sign can be triggered by one of the following (decided by caster): a) time period, b) certain movements 
  within 20’, c) certain sounds within 20’, d) touch, or e) reading. The Sign is erased when a being fails an RR against 
  it. Sign of Shock puts the target in a state of shock for 1 min/1 failure – treat as if the target is stunned. 
  12. Rune VI – As Rune I, except caster can inscribe 1st-6th level spells. 
  13. Sign of Fear – [RR Mod: -20] As Sign of Shock, except target will flee the sign's location for 1 min/5 failure. Note 
  that the target’s RR is made against Essence, not against Fear. 
  14. Rune VII – As Rune I, except caster can inscribe 1st-7th level spells. 
  15. Sign of Sleep – [RR Mod: -20] As Sign of Shock, except target falls into a sleep from which he cannot be 
  awakened for 10 min/10 failure.  
  16. Rune VIII – As Rune I, except caster can inscribe 1st-8th level spells. 
  17. Sign of Blinding – [RR Mod: -20] As Sign of Shock, except target is blind for 1 hour/10 failure.  
  18. Rune IX – As Rune I, except caster may inscribe 1st-9th level spells. 
  19. Sign of Paralysis – [RR Mod: -20] As Sign of Shock, except target is paralyzed for 1 hour/10 failure.  
  20. Rune X – As Rune I, except caster can inscribe 1st-10th level spells. 
  25. Lord Research – This spell allows for the random creation of magic items. See Treasure Law. 
  30. Lord Rune – As Rune I, except caster can inscribe 1st-20th level spells. 
  35. Sign of Woe – [RR Mod: -20] As Sign of Shock, except target takes one C critical of any type specified by the 
  caster per 10 failure. 
  40. Rune True – As Rune I, except caster can inscribe a spell of any level. 
  50. Mass Sign – [RR Mod: -20] As any Sign spell desired, except that it can affect a number of targets up to the level 
  of the caster before disappearing. 
  Note: Rune Paper is a special prepared paper, designed to hold enchantments. After the rune is read from the 
  paper, it fades from the paper. The paper may then hold another rune. 
  Note: See Section 4.7 for the use of runes. 
   
  
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  Open Essence 
  SPELL WALL 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Protection I 
  1 target 
  1 min/lvl 10’ 
  U 
  2) Cancel Essence 
  spells 
  C 
  self 
  F 
  3) Protection Sphere I 
  10’R 
  1 min/lvl 10’ 
  U 
  4) Cancel Mentalism 
  spells 
  C 
  self 
  F 
  5) Protection II 
  1 target 
  1 min/lvl 10’ 
  U 
  6) Cancel Channeling 
  spells 
  C 
  self 
  F 
  7) Protection Sphere II 
  10’R 
  1 min/lvl 10’ 
  U 
  8) Cancel Essence Sphere I 
  10' R 
  C 
  self 
  F 
  9) Essence Shield 
  caster 
  1 min/lvl self 
  U 
  10) Mentalism Shield 
  caster 
  1 min/lvl self 
  U 
  11) Protection III 
  1 target 
  1 min/lvl 10’ 
  U 
  12) Cancel Mentalism Sphere I 
  10' R 
  C 
  self 
  F 
  13) Channeling Shield 
  caster 
  1 min/lvl self 
  U 
  14) Spell Shield II 
  caster 
  1 min/lvl self 
  U 
  15) Protection IV 
  1 target 
  1 min/lvl 10’ 
  U 
  16) Cancel Channeling Sphere I 
  10' R 
  C 
  self 
  F 
  17) Cancel Essence Sphere II 
  20' R 
  C 
  self 
  F 
  18) Spell Shield True 
  caster 
  1 min/lvl self 
  U 
  19) Protection V 
  1 target 
  1 min/lvl 10’ 
  U 
  20) Essence Resistance 
  1 target 
  C 
  100’ 
  U 
  25) Mentalism Resistance 
  1 target 
  C 
  100’ 
  U 
  30) Channeling Resistance 
  1 target 
  C 
  100’ 
  U 
  35) Cancel Magic Sphere II 
  20' R 
  C 
  self 
  F 
  40) Cancel Magic Sphere V 
  50' R 
  C 
  self 
  F 
  50) Resistance True 
  1 target 
  C 
  100’ 
  U 
  1. Protection I – Target gains a bonus of +5 to RRs against spells and a bonus of +5 to DB against elemental attacks. 
  2. Cancel Essence – When the caster of this spell is the target of a spell from the realm of Essence, the "incoming" 
  spell must first make an RR before the caster makes an RR. If the "incoming" spell passes the RR, it may target the 
  caster of this spell normally; otherwise the incoming spell has no effect on this target. Being a "willing target" does 
  not eliminate this effect, but the caster's own spells do not need to make an RR. Note that the caster is considered 
  to be a target of any spell which includes him in its area of effect or would "detect" him. 
  3. Protection Sphere I – As Protection I, except all beings within 10’R of target (sphere moves with target) get the 
  benefits. 
  4. Cancel Mentalism – As Cancel Essence, except it affects spells from the realm of Mentalism. 
  5. Protection II – As Protection I, except bonuses are +10. 
  6. Cancel Channeling – As Cancel Essence, except it affects spells from the realm of Channeling. 
  7. Protection Sphere II – As Protection Sphere I, except bonuses are +10. 
  
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  8. Cancel Essence Sphere I – As Cancel Essence, except for the area of effect (centered on and moving with the 
  caster). Any spell targeting inside the area of effect may be canceled. If the radius encounters an already existing 
  spell, that spell must make an RR (with a +30 modifier) or be neutralized within the sphere (so long as it is within 
  the sphere). 
  9. Essence Shield – Creates a shimmering shield in front of the caster: it provides a bonus to the caster's RR or DB 
  of 10 against all frontal Essence spell attacks on the caster (force and elemental). If the caster takes an 
  instantaneous action to do so, he can "deflect" one spell attack. This results in adding the caster's ranks in this list 
  to his RR or, for spells that use an attack table, to his DB (in addition to the basic bonus of 10 for having the Shield). 
  Multiple deflections can be done in a single round, but each is a separate instantaneous action (costing 1 AP for 
  every instantaneous action after the first). 
  10. Mentalism Shield – As Essence Shield, except it is effective only against Mentalism spells.  
  11. Protection III – As Protection I except bonuses are +15.  
  12. Cancel Mentalism Sphere I – As Cancel Essence Sphere I, except it affects spells from the realm of Mentalism. 
  13. Channeling Shield – As Essence Shield, except it is effective only against Channeling spells. 
  14. Spell Shield II – As Essence Shield, except it is effective against any two of the three realms. 
  15. Protection IV – As Protection I, except bonuses are +20. 
  16. Cancel Channeling Sphere I – As Cancel Essence Sphere I, except it affects spells from the realm of Channeling. 
  17. Cancel Essence Sphere II – As Cancel Essence Sphere I, except for radius. 
  18. Spell Shield True – As Essence Shield, except it is effective against all three realms.  
  19. Protection V – As Protection I, except bonuses are +25. 
  20. Essence Resistance – Target gets a +50 bonus for all RRs vs. Essence spells. 
  25. Mentalism Resistance – Target gets a +50 bonus for all RRs vs. Mentalism spells. 
  30. Channeling Resistance – Target gets a +50 bonus for all RRs vs. Channeling spells. 
  35. Cancel Magic Sphere II – As Cancel Essence Sphere I, except that it affects spells from any realm of magic, and 
  has an enhanced radius. 
  40. Cancel Magic Sphere V – As Cancel Magic Sphere II, except for radius. 
  50. Resistance True – As Essence Resistance, except all three realms are affected. 
  Note: A Hybrid spell will be affected by a Cancel, Dispel, or Shield spell that is effective against either of its 
  hybridized realms. 
   
   
  
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  Open Essence 
  UNBARRING WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Lock * 
  1 lock 
   —  
  100’ 
  E 
  2) Magic Lock 
  1 door 
  1 min/lvl touch E 
  3) Locklore 
  1 lock 
   —  
  touch I 
  4) Opening I 
  1 lock 
   —  
  touch E 
  5) Traplore 
  1 trap 
   —  
  touch I 
  6) Disarm I 
  1 trap 
   —  
  touch E 
  7) Jamming 
  1 door 
  P 
  50’ 
  F 
  8) Weakening 
  1 door 
  P 
  50’ 
  F 
  9) Open Prison I 
  5'R/lvl 
  — 
  self 
  E 
  10) Opening II 
  1 lock 
  — 
  touch E 
  11) Undoor I 
  10’x10’x6” 
  P 
  10’ 
  F 
  12) Disarm II 
  1 trap 
   —  
  touch E 
  13) Greater Magic Lock 
  1 door 
  1 hr/lvl touch E 
  14) True Lock 
  1 door 
  1 hr/lvl touch E 
  15) Undoor II 
  20’x20’x2’ 
  P 
  10’ 
  F 
  16) Open Prison II 
  5'R/lvl 
  — 
  self 
  E 
  17) Undoor III 
  50’x50’x3’ 
  P 
  10’ 
  F 
  18) Magic Lock True 
  1 door 
  1 day/lvl touch E 
  19) Undoor True 
  1 door 
  P 
  10’ 
  F 
  20) New Gate 
  8’x5’x6”/lvl 
  P 
  touch F 
  25) Lock Mastery 
  1 lock 
   —  
  touch E 
  30) Trap Mastery 
  1 trap 
   —  
  touch E 
  35) Bypass Traps 
  10' R 
  1 min/lvl self 
  E 
  40) Open Prison True 
  5'R/lvl 
  — 
  self 
  E 
  50) Gate Cleaver 
  caster 
  1 rnd/lvl self 
  U 
  1. Lock * – Caster can cause any lock visible within 100’ to be locked (the lock is just normally locked and can be 
  opened normally). 
  2. Magic Lock – A door (or container) can be magically “locked”. The door can be broken normally or the spell can 
  be dispelled; otherwise, the door cannot be opened. 
  3. Locklore – Gives the caster a +20 bonus for picking the lock analyzed. If the caster takes a round to explain the 
  lock to someone else, that person gets a +10 bonus to pick the lock. 
  4. Opening I – When cast on a lock there is a 20% chance a normal lock will open, and a 45% chance that a Magic 
  Lock will open (failure means there is a 10% chance of setting off attached traps). Rolls are open-ended, and the 
  quality of the lock may modify the roll (given percentage assumes a "Medium" quality lock).  
  5. Traplore – As Locklore, except applies to disarming traps.  
  6. Disarm I – As Opening I, except its chances concern disarming traps. 
  
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  7. Jamming – Causes a door to expand and jam into its frame (roll 1-100: severity ranges from slightly stuck to 
  unopenable).  
  8. Weakening – Reduces the inherent strength of a door. All attempts to break down the door get a +50 bonus; 
  Breakage Rolls for the door are made at -50. 
  9. Open Prison I – As Opening I, except that every lock within the radius of effect has a chance of opening. Roll 
  separately for each lock. 
  10. Opening II – As Opening I, except chances are 40% for normal locks and 90% for a Magic Lock. 
  11. Undoor I – Will vaporize a non-magic door up to 6” thick, 10’ high and 10’ wide (if the door is thicker than 6” it 
  will vaporize the closest 6 inches). 
  12. Disarm II – As Opening II, except its chances concern disarming traps. 
  13, Greater Magic Lock – As Magic Lock, except duration is 1 hr/lvl and the chance that an Opening spell (or Open 
  Prison) will work is reduced by 20%. 
  14. True Lock – As Magic Lock, except door is unbreakable by normal means (lasts 1 hour/level).  
  15. Undoor II – As Undoor I, except door can be up to 20’x20’x2’. 
  16. Open Prison II – As Open Prison I, except chances are 40% for normal locks and 90% for Magic Locks. 
  17. Undoor III – As Undoor I, except door can be up to 50’x50’x3’. 
  18. Magic Lock True – As Magic Lock, except duration is 1 day/level and the chance that an Opening spell (or Open 
  Prison) will work is reduced by 40%. 
  19. Undoor True – As Undoor I, except any single door is vaporized. 
  20. New Gate – A doorway (8’x5’) is created in any wall up to 6”/level deep.  
  25. Lock Mastery – Gives the caster a 90% chance of opening a lock. The roll is open-ended and the quality of the 
  lock may modify the roll. 
  30. Trap Mastery – As Lock Mastery, except its chances concern disarming traps.  
  35. Bypass Traps – All traps in the radius of effect have a 95% chance of failing to operate. Once the spell duration 
  is over or the trap is outside the effect radius, the trap will function normally. This does require that the trap have 
  some mechanism involved. A pit trap with a trap door opening will fail, but a pit simply covered over with some 
  branches will still not support any more weight than normal. 
  40. Open Prison True – As Lock Mastery and Trap Mastery, except applies to every lock and trap within the radius 
  of effect. 
  50. Gate Cleaver – Caster can utilize any one of the lower level spells on this list each round. 
  Note: See Section 10.13 regarding the use of spells from this list on varying qualities of locks and traps. 
  
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  7.2. Closed 
   
  Closed Essence 
  DISPELLING WAYS  
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Cancel Essence 
  spells 
  C 
  self 
  F 
  2) Cancel Mentalism 
  spells 
  C 
  self 
  F 
  3) Cancel Channeling 
  spells 
  C 
  self 
  F 
  4) Dispel Essence 
  1 target 
  — 
  10' 
  F 
  5) Dispel Mentalism 
  1 target 
  — 
  10' 
  F 
  6) Dispel Channeling 
  1 target 
  — 
  10' 
  F 
  7) Dispel Essence Sphere I 
  10’R 
  — 
  self 
  F 
  8) Dispel Mentalism Sphere I 
  10’R 
  — 
  self 
  F 
  9) Dispel Channeling Sphere I 
  10’R 
  — 
  self 
  F 
  10) Dispel Essence Sphere V 
  50’R 
  — 
  self 
  F 
  11) Dispel Mentalism Sphere V 
  50’R 
  — 
  self 
  F 
  12) Dispel Channeling Sphere V 
  50’R 
  — 
  self 
  F 
  13) Cancel True 
  spells 
  C 
  self 
  F 
  14) Dispel Essence Sphere X 
  100’R 
  — 
  self 
  F 
  15) Dispel Mentalism Sphere X 
  100’R 
  — 
  self 
  F 
  16) Dispel Channeling Sphere X 
  100’R 
  — 
  self 
  F 
  17) Unessence 
  1 target 
  1 day 
  100’ 
  F 
  18) Unmentalism 
  1 target 
  1 day 
  100’ 
  F 
  19) Unchanneling 
  1 target 
  1 day 
  100’ 
  F 
  20) Dispel Essence Sphere XXX 
  300’R 
  — 
  self 
  F 
  25) Dispel Mentalism Sphere XXX 
  300’R 
  — 
  self 
  F 
  30) Dispel Channeling Sphere XXX 
  300’R 
  — 
  self 
  F 
  35) Dispel Sphere True V 
  50’R 
  — 
  self 
  F 
  40) Dispel Sphere True X 
  100’R 
  — 
  self 
  F 
  50) Dispel Sphere True XX 
  200’R 
  — 
  self 
  F 
  1. Cancel Essence – When the caster (of Cancel Essence) is the target of a spell from the Essence realm, the 
  "incoming" spell must first make a successful RR before the caster needs to make an RR. If the "incoming" spell 
  passes the RR, it may target the caster normally; otherwise, the incoming spell has no effect on this target. Being a 
  "willing target" does not eliminate this effect, but the caster's own spells do not need to make an RR. Note that the 
  caster is considered to be a target of any spell which includes him in its area of effect or would "detect" him. 
  2. Cancel Mentalism – As Cancel Essence, except only Mentalism spells are affected. 
  3. Cancel Channeling – As Cancel Essence, except only Channeling spells are affected. 
  4. Dispel Essence – Any active spell from the realm of Essence that is on the target must make an RR. If the spell 
  fails its RR, it is dispelled. 
  
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  5. Dispel Mentalism – As Dispel Essence, except it affects spells of the realm of Mentalism. 
  6. Dispel Channeling – As Dispel Essence, except it affects spells of the realm of Channeling. 
  7. Dispel Essence Sphere I – Any active spell from the realm of Essence that is (at least partly) within the radius of 
  effect must make an RR. If the spell fails its RR, it is dispelled. 
  8. Dispel Mentalism Sphere I – As Dispel Essence Sphere I, except only Mentalism spells are affected. 
  9. Dispel Channeling Sphere I – As Dispel Essence Sphere I, except only Channeling spells are affected. 
  10. Dispel Essence Sphere V – As Dispel Essence Sphere I, except radius is 50’. 
  11. Dispel Mentalism Sphere V – As Dispel Mentalism Sphere I, except radius is 50’. 
  12. Dispel Channeling Sphere V – As Dispel Channeling Sphere I, except radius is 50’. 
  13. Cancel True – As Cancel Essence, except all 3 realms are affected. 
  14. Dispel Essence Sphere X – As Dispel Essence Sphere I, except radius is 100’. 
  15. Dispel Mentalism Sphere X – As Dispel Mentalism Sphere I, except radius is 100’. 
  16. Dispel Channeling Sphere X – As Dispel Channeling Sphere I, except radius is 100’. 
  17. Unessence – Target has no Essence power points and can cast no Essence spells for 24 hours (includes spells 
  cast using power enhancers). This can also be cast against items that could normally cast spells. 
  18. Unmentalism – As Unessence, except Mentalism is affected. 
  19. Unchanneling – As Unessence, except Channeling is affected. 
  20. Dispel Essence Sphere XXX – As Dispel Essence Sphere I, except radius is 300’. 
  25. Dispel Mentalism Sphere XXX – As Dispel Mentalism Sphere I, except radius is 300’. 
  30. Dispel Channeling Sphere XXX – As Dispel Channeling Sphere I, except radius is 300’. 
  35. Dispel Sphere True V – As Dispel Essence Sphere V, except all 3 realms are affected. 
  40. Dispel Sphere True X – As Dispel Sphere True V, except radius is 100'. 
  50. Dispel Sphere True XX – As Dispel Sphere True V, except radius is 200'. 
  Note: A Hybrid spell will be affected by a Cancel, Dispel, or Shield spell that is effective against either of its 
  hybridized realms. Unessence, Unmentalism, and Unchanneling remove half the PPs of a Hybrid using the 
  applicable realm, but do not prevent casting the Hybrid's Base list spells unless the target's other realm is negated. 
  Note: Curses are not affected by regular dispelling. See Section 10.2 for dealing with curses. 
   
  
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  Closed Essence 
  FLUID ELEMENTS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Whispering Wind 
  1 target 
  C 
  100' 
  E 
  2) Path of Calm * 
  1 missile 
  1 round 
  10' 
  E 
  3) Fog Making 
  5’R/lvl 
  P 
  100’ 
  E 
  4) Airwall 
  10’x10’x3’ 
  C 
  50’ 
  E 
  5) Waterwall 
  10’x10’x1’ 
  C 
  50’ 
  E 
  6) Guiding Wind I * 
  1 missile 
  1 round 
  10' 
  E 
  7) Unfog 
  10’R/lvl 
  P 
  100’ 
  F 
  8) Water Bolt I 
  1 target 
   —  
  <25’> Ed 
  9) Quench 
  1 target 
  24 hrs touch 
  U 
  10) Vacuum I 
  5’R 
   —  
  100’ 
  F 
  11) Guiding Wind II * 
  1 missile 
  1 round 
  10' 
  E 
  12) Waterwall True 
  10’x10’x1’ 1 min/lvl 50’ 
  E 
  13) Calm Water 
  100’R 
  C 
  100’ 
  F 
  14) Purify Fluid 
  varies 
  C 
  100' 
  E 
  15) Water Bolt III 
  1 target 
   —  
  <75’> Ed 
  16) Vacuum II 
  10’R 
   —  
  100’ 
  F 
  17) Guiding Wind III * 
  1 missile 
  1 round 
  10' 
  E 
  18) Wind Control 
  50’/lvl 
  1 min/lvl self 
  E 
  19) Water Bolt V 
  1 target 
   —  
  <125’> Ed 
  20) Vacuum III 
  15’R 
   —  
  100’ 
  F 
  25) Guiding Wind True * 
  1 missile 
  1 round 
  10' 
  E 
  30) Command Current 
  special 
  C 
  self 
  E 
  35) Whirlpool 
  50’R (500' R) 
  C 
  1000’ 
  E 
  40) Vacuum VI 
  30’R 
   —  
  100’ 
  F 
  50) Storm Call 
  1 mi R/lvl 
  varies 1 mi/lvl E 
  1. Whispering Wind – Caster can whisper and the air will carry his words to one person within range. 
  2. Path of Calm * – A missile within 10' of the caster is given calm air around it throughout its flight, allowing it to 
  ignore all penalties due to wind, including magical air movement (e.g., an Airwall). 
  3. Fog Making – Creates a dense fog within the area of effect. Treat as a heavy fog as described in A&CL Section 
  14.8. 
  4. Airwall – Creates a wall of dense churning air up to 10’x10’x3’. This wall requires 1 AP to cross, the pace of 
  anyone moving through it at more than a Walk comes out with his pace reduced by one (e.g, a Run going in would 
  be a Jog coming out), and attacks through the wall suffer a -50 penalty. 
  5. Waterwall – Creates a wall of water up to 10’x10’x1’. This wall requires 2 AP to cross, the pace of anyone moving 
  through it at more than a Walk comes out with his pace reduced by two (e.g, a Run going in would be a Brisk pace 
  coming out) to a minimum of a Walk, and attacks through the wall suffer a -80 penalty. 
  
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  6. Guiding Wind I * – A missile launched from within 10' of the caster is aided by a wind that leads it towards its 
  intended target. This provides a +10 bonus to the missile attack. This cannot be combined with Path of Calm. 
  7. Unfog – Disperses fog within the area of effect. If not all of a fog is dispersed (i.e., the fog covers a greater area 
  than the area of effect for this spell), the fog will refill the area of effect, reducing the cleared radius by 10' every 1-
  5 minutes (varying depending on the heaviness of the fog and ambient humidity). 
  8. Water Bolt I – A bolt of water is shot from the caster’s palm; results are determined on the Water Bolt Table. 
  9. Quench – Target's fluids are immediately replenished, eliminating any dehydration that the target may have 
  been suffering. This spell also meets the target's water needs for the next 24 hours, not including losses directly 
  due to magic (i.e., it will not defend against a Dehydration spell, but will cure its effects if cast after). 
  10. Vacuum I – Creates a 5’ radius of near vacuum; all within the radius take a B Impact critical as the air leaves and 
  rushes back in (if they fail an RR). 
  11. Guiding Wind II * – As Guiding Wind I, except bonus is +20. 
  12. Waterwall True – As Waterwall, except caster need not concentrate and the duration is 1 minute per level. 
  13. Calm Water – All water within a 100’R is calmed; waves are cut by 20’ in the center and less towards the 
  perimeter. This will negate the effects of currents in the area of effect. 
  14. Purify Fluid – By concentrating, the caster can convert a liquid that is mostly water into pure water or a gas that 
  is mainly breathable air into fresh air. If purifying a liquid, the caster can purity a cubic foot per round of 
  concentration. If purifying a gas, the caster can purify 10' cubed (i.e., 1000 cubic feet) each round. The purification 
  has a permanent effect; the duration of Concentration is purely a matter of continuing purification. 
  15. Water Bolt III – As Water Bolt I, except range is 300'. 
  16. Vacuum II – As Vacuum I, except radius is 10’. 
  17. Guiding Wind III * – As Guiding Wind I, except bonus is +30. 
  18. Wind Control – Caster can control the speed and direction of the wind. Caster can increase or decrease wind 
  speed by 1 mph per caster level (e.g., if the wind speed is normally 20 mph, a 15th level caster could alter the wind 
  speed to between 5 and 35 mph). By directing the wind against missile attacks the caster can cause a -1 
  modification for each mph of wind speed. Note that caster can also control the direction of the flow of gases 
  and/or clouds. 
  19. Water Bolt V – As Water Bolt I, except range is 500'. 
  20. Vacuum III – As Vacuum I, except radius is 15’. 
  25. Guiding Wind True * – As Guiding Wind I, except bonus is +50 and any range penalties are halved. 
  30. Command Current – The area of effect for this spell is the water immediately surrounding the boat that the 
  caster is on (where "boat" should be interpreted loosely; a log is a "boat" for purposes of this spell if the caster is 
  riding it on water). For as long as the caster concentrates, the speed of the boat will be increased by 25' per round 
  (approximately 3 miles per hour). 
  35. Whirlpool – Creates a whirlpool with a 50 foot radius in any liquid body that will draw in any objects in the 
  liquid up to 500’ away. Objects capable of moving under their own power may make a Very Hard Swimming 
  maneuver to resist the pull of the whirlpool. 
  40. Vacuum VI – As Vacuum I, except radius is 30’. 
  50. Storm Call – Summons forces of nature in a fierce thunderstorm which includes heavy rain, 25-60 mph winds, 
  lightning (random) and a blizzard (if correct climate). Can be delayed up to 1 hour/level after casting. 
  Note: See Section 10.19 for additional details on Wall spells. 
  Note: All vacuums created by the spells on this list also create a loud noise. The larger the radius the louder the 
  noise. The GM may wish to rule that all within the radius must make a second RR or be deafened for 1 round per 
  10 failure (RR attack level equals the radius of the vacuum). 
  
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  Note: A Vacuum thrown at a creature made of gas will result in a Slaying IV Critical on the creature. 
   
  Closed Essence 
  GATE MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Familiar 
  1 animal 
  P 
  touch U 
  2) Summons I 
  1 creature 
  varies 100’ 
  E 
  3) Familiar's Bond 
  familiar 
  1 min/lvl 10' 
  U 
  4) Elemental Control I 
  1 elemental 
  C 
  100' 
  F 
  5) Summons II 
  1-2 creatures varies 100’ 
  E 
  6) Elemental Summons I 
  1 elemental 
  varies 
  50' 
  E 
  7) Summons III 
  1-3 creatures varies 100’ 
  E 
  8) Elemental Control II 
  1 elemental 
  C 
  100' 
  F 
  9) Summons V 
  1-5 creatures varies 100’ 
  E 
  10) Elemental Summons II 
  1 elemental 
  varies 
  50' 
  E 
  11) Summons X 
  1-10 creatures varies 100’ 
  E 
  12) Elemental Control III 
  1 elemental 
  C 
  100' 
  F 
  13) Familiar True 
  1 animal 
  P 
  touch U 
  14) Elemental Summons III 
  1 elemental 
  varies 
  50' 
  E 
  15) Waiting Summons 
  1-10 creatures varies 100’ 
  E 
  16) Lord Summons 
  1-20 creatures varies 100’ 
  E 
  17) Elemental Control IV 
  1 elemental 
  C 
  100' 
  F 
  18) Lesser Elemental Mastery * 
  1 elemental 
  P 
  50' 
  F 
  19) Elemental Summons IV 
  1 elemental 
  varies 
  50' 
  E 
  20) Mass Summons 
  varies 
  varies 100’ 
  E 
  25) Elemental Control V 
  1 elemental 
  C 
  100' 
  F 
  30) Elemental Summons V 
  1 elemental 
  varies 
  50' 
  E 
  35) Elemental Control VI 
  1 elemental 
  C 
  100' 
  F 
  40) Elemental Summons VI 
  1 elemental 
  varies 
  50' 
  E 
  50) Greater Elemental Mastery * 1 elemental 
  P 
  50' 
  F 
  1. Familiar – The caster can attune himself to a small creature of animal intelligence (i.e., with the Animalistic flaw) 
  to serve as his familiar. The caster must obtain the creature (which can be no more than 10% of caster’s own mass) 
  through normal means and cast the spell on the animal daily for 1 week (associating with the animal for 2 hours 
  each day). The caster can then control the familiar and view the world through its senses by concentrating on it 
  (must be within 50’ per caster level). If the animal is killed, the caster will have a -25 modification to all actions for 
  2 weeks. 
  2. Summons I – Caster can instantly summon a first level non-intelligent (i.e., possessing the Animalistic or 
  Mindless flaw) living creature, which appears somewhere within the spell's range. The caster can specify the 
  general type of creature, but exactly what the creature is should be determined randomly (e.g., the caster could 
  specify "four-legged, hoofed" and could get a zebra, horse, camel, etc.). If the creature can understand the caster's 
  communication, the creature can be controlled by normal communication. Otherwise, control is maintained 
  
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  through concentration of the caster. If the creature summoned is used for a task that is not dangerous (in its own 
  perception), the duration for this spell is 10 minutes per level. However, if the creature is ever put into a 
  dangerous situation, the duration immediately drops to 1 round per level. At the end of the spell's duration, the 
  summoned creature will disappear back whence it came. 
  3. Familiar's Bond – While this spell is active, any spell targeting the caster (including "self" spells) for which the 
  caster is a willing target will also affect the familiar. Note that a familiar may not benefit from every possible spell 
  (e.g., even though familiars tend to be smarter than normal for their kind, a familiar would not know what to do 
  with the benefits of Fire Mastery). 
  4. Elemental Control I – [RR Mod.: Special, see text] By concentrating, the caster can control one Grade I 
  elemental. If this spell fails, the elemental will act normally unless it is a spell-caster, in which case it will become 
  hostile (i.e., only a spell-casting elemental will recognize a control attempt as a hostile act). If the caster of this 
  spell knows the Magician Base list corresponding to the elemental's element, then the caster's ranks in that list are 
  subtracted from the RR. If the caster knows the Closed Essence elemental list corresponding to the elemental's 
  element (e.g. Fluid Elements for Water or Air elements), then the subtraction is half the number of the caster's 
  ranks in that list. Once free of control, the elemental will be hostile to the caster if the elemental was placed in 
  danger. A controlled elemental may be commanded to return to its origin; this will take the elemental two rounds. 
  Thus, this spell doubles as a means of banishing elementals. 
  5. Summons II – As Summons I, except the caster chooses one of the following options: a) the level of the 
  summoned creature is increased by one, b) an extra 1st level creature can be summoned, or c) the duration can be 
  doubled. When applying options to the higher level Summons spells, option "a" can only be applied to one 
  creature at a time (i.e., two 2nd level creatures takes three options: one for the second creature and one each to 
  raise the creatures to 2nd level). 
  6. Elemental Summons I – Allows the caster to summon a Grade I elemental. This elemental will appear over the 
  course of two rounds. If uncontrolled after those two rounds are complete, it will act normally according to its 
  nature. Uncontrolled elementals can return to their place of origin at any time, taking two rounds to do so. If the 
  elemental is in a region that is particularly suitable for it (e.g., an Ice elemental summoned to a glacier), it will not 
  return for 1d10 days. If the region is not particularly suitable for it (e.g., an Ice elemental summoned to a 
  temperate forest), it will stay for 1d10 hours. If the region is unsuitable for the elemental (e.g., an Ice elemental 
  summoned to a desert), it will stay for 1d10 minutes. This is normal behavior and if a method of communication 
  exists, or if there is an obvious motive to act otherwise, behavior may vary. 
  7. Summons III – As Summons II, except two options can be chosen. 
  8. Elemental Control II – As Elemental Control I, except that a Grade I or II elemental can be controlled. 
  9. Summons V – As Summons III, except four options can be chosen. 
  10. Elemental Summons II – As Elemental Summons I, except a Grade I or II elemental can be summoned.. 
  11. Summons X – As Summons III, except 9 options can be chosen. 
  12. Elemental Control III – As Elemental Control I, except that a Grade I-III elemental can be controlled. 
  13. Familiar True – As Familiar, except that there is no limit on the mass of the familiar, and the caster suffers a -50 
  penalty for two weeks if the familiar is killed. 
  14. Elemental Summons III – As Elemental Summons I, except an elemental of Grade III or lower can be summoned. 
  15. Waiting Summons – As Summons X, except it can be delayed up to 1 day/level or until triggered by one of the 
  following (decided by the caster at the time of casting): specified movements, sounds, touch, or actions. Trigger 
  must be such as the caster would be able to sense it if still at the location of the spell effect.. At the time of casting, 
  the caster may specify a single task for the creature(s) to perform when it/they arrive(s). 
  16. Lord Summons – As Summons III, except 19 options can be chosen. 
  
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  17. Elemental Control IV – As Elemental Control I, except that a Grade I-IV elemental can be controlled. 
  18. Lesser Elemental Mastery * – Cast on a Grade I, II, or III elemental that the caster currently controls (through an 
  Elemental Control spell), this spell places the elemental under the caster's permanent control. By concentrating, 
  the caster can issue orders to mastered elementals, which will continue to follow an order without the caster's 
  concentration. A mastered elemental receives a +40 to all RRs against attempts to control it by a different caster. 
  However, any elemental will become hostile if this spell is cast on it and the spell does not succeed (and the 
  elemental is no longer under the caster's control and has a +40 bonus to resist new controls). A mastered 
  elemental can be sent away by its master in the same way as a controlled elemental. A caster can never have more 
  Grades of elemental mastered than half his number of ranks in this list, rounded down (e.g., a caster with 20 ranks 
  in Gate Mastery may be Master of 10 Grade I elementals or 5 Grade II elementals or 2 Grade III elementals and 4 
  Grade I elementals or some other combination whose total Grades does not exceed 10). The range given is only for 
  initial mastery; once mastery is achieved, the caster and the mastered elemental may part without breaking the 
  bond. 
  19. Elemental Summons IV – As Elemental Summons I, except an elemental of Grade IV or lower can be 
  summoned. 
  20. Mass Summons – As Summons III, except one option per caster level is chosen. 
  25. Elemental Control V – As Elemental Control I, except that a Grade I-V elemental can be controlled. 
  30. Elemental Summons V – As Elemental Summons I, except an elemental of Grade V or lower can be summoned. 
  35. Elemental Control VI – As Elemental Control I, except that a Grade I-VI elemental can be controlled. 
  40. Elemental Summons VI – As Elemental Summons I, except an elemental of Grade VI or lower can be 
  summoned. 
  50. Greater Elemental Mastery * – As Lesser Elemental Mastery, except Grade I through VI elementals can be 
  mastered. 
  Note: When allowed to choose more than one option on summoning spells, the same option may be chosen more 
  than once. For example, with a Summons III, two options are available. This means that if both options are used for 
  the same thing, then three first-level creatures could be summoned, or one third-level creature could be 
  summoned, or one first-level creature could be summoned for four times as long. 
  Note: Because of the extremely strong and intimate bond created between caster and familiar, any attempt to 
  dispel this bond suffers a penalty of 100 (normally a +100 bonus to the bond's RR against the dispelling attempt). 
   
  
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  Closed Essence 
  INVISIBLE WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Transparency 
  1 target 
  C 
  10' 
  E 
  2) Unseen I 
  1 target 
  24 hours 10’ 
  E 
  3) Lingering Transparency 
  1 target 
  1 min/lvl 10' 
  E 
  4) Invisibility I 
  1 target 
  24 hours 10’ 
  E 
  5) Long Unseen I 
  1 target 
  24 hours 100' 
  E 
  6) Invisibility II 
  1 target 
  24 hours 10’ 
  E 
  7) Unseen Blow * 
  1 attack 
  1 round 
  10' 
  E 
  8) Invisibility Sphere I 
  1 target 
  24 hours 10’ 
  E 
  9) See Invisible I 
  caster 
  10 min/lvl self 
  I 
  10) Unseen III 
  3 targets 
  24 hours 10’ 
  E 
  11) Invisibility Sphere II 
  1 target 
  24 hours 10’ 
  E 
  12) Long Invisibility I 
  1 target 
  24 hours 100' 
  E 
  13) Unseen V 
  5 targets 
  24 hours 10’ 
  E 
  14) Long Unseen III 
  3 targets 
  24 hours 100' 
  E 
  15) Split Invisibility 
  2 targets 
  24 hours 10’ 
  E 
  16) See Invisible II 
  1 target 
  10 min/lvl 50' 
  I 
  17) Unseen X 
  10 targets 24 hours 10’ 
  E 
  18) Split Invisibility Sphere 
  2 targets 
  24 hours 10’ 
  E 
  19) Unseen Weapon 
  1 target 
  1 rnd/lvl 10' 
  E 
  20) Invisibility Sphere III 
  1 target 
  24 hours 10’ 
  E 
  25) Mass Unseen 
  1 target/lvl 24 hours 10’ 
  E 
  30) Mass Invisibility I 
  1 target/lvl 24 hours 10’ 
  E 
  35) Mass Invisibility II 
  1 target/lvl 24 hours 10’ 
  E 
  40) Mass See Invisible 
  1 target/lvl 10 min/lvl 50' 
  I 
  50) True Invisibility 
  caster 
  24 hours self 
  E 
  1. Transparency – A single inanimate object is made nearly invisible, allowing it to be seen through. Object cannot 
  be larger than 10'x10'x3'. 
  2. Unseen I – A single object is made invisible (1 garment, 1 naked body, etc.); until 24 hrs pass or the object is 
  struck by a violent blow (being hit by a weapon, falling, etc.) or the object makes a violent move (i.e., an attack) or 
  casts a spell of type E or F. 
  3. Lingering Transparency – As Transparency, except duration is one minute/level. 
  4. Invisibility I – As Unseen I, except everything within 1’ of the target is invisible as long as it is within the 1’R and 
  none of the Unseen I termination conditions occur.  
  5. Long Unseen I – As Unseen I, except range is 100'. 
  6. Invisibility II – As Invisibility I, except the caster can vary the radius up to 1’. This makes the invisible target 
  harder to see by reducing the “fringe effect”.  
  
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  7. Unseen Blow * – One melee attack (armed or unarmed) is covered by a moment of invisibility. Unless the target 
  of that attack has the power to see the invisible, the target's parry is subject to a -100 penalty (down to a minimum 
  of 0 parry DB). 
  8. Invisibility Sphere I – As Invisibility I, except the constant radius is 10’. Note that anything that exits the radius 
  will become visible again. 
  9. See Invisible I – Caster can see all invisible things anywhere that he can normally see. In addition, he suffers no 
  penalties against invisible targets (as they are not invisible to him). 
  10. Unseen III – As Unseen I, except 3 objects can be affected. 
  11. Invisibility Sphere II – As Invisibility Sphere I, except caster can vary the radius up to 10’, determined at time of 
  casting. 
  12. Long Invisibility I – As Invisibility I, except range is 100'. 
  13. Unseen V – As Unseen I, except 5 objects can be affected. 
  14. Long Unseen III – As Unseen III, except range is 100'. 
  15. Split Invisibility – As Invisibility I except two targets can be the center of two separate radii of invisibility. 
  16. See Invisible II – As See Invisible I, except it allows a target to see invisible things.  
  17. Unseen X – As Unseen I, except 10 objects can be affected. 
  18. Split Invisibility Sphere – As Split Invisibility, except the caster can vary the two radii by up to 10’.  
  19. Unseen Weapon – As Unseen Blow, except affects all melee attacks by the target during the spell's duration. 
  20. Invisibility Sphere III – As Invisibility Sphere II, except caster can vary the radius by up to 20’.  
  25. Mass Unseen – As Unseen I, except as many objects as the caster’s level may be affected. 
  30. Mass Invisibility I – As Invisibility I, except as many targets as the caster’s level may be the centers of constant 
  1’ radii of invisibility.  
  35. Mass Invisibility II – As Invisibility II, except as many targets as the caster’s level may be the centers of variable 
  radii of invisibility.  
  40. Mass See Invisible – As See Invisible II, except as many targets as the caster’s level may be given the power to 
  see invisible objects. 
  50. True Invisibility – As Invisibility I, except caster can vary it up to 1’ and if the caster attacks he is only visible for 
  the 10 seconds immediately following the attack. Likewise, he may cast a type E or F spell and become visible for 
  the following 10 seconds. Violent blows do not affect this spell. 
  Note: Only objects totally contained in the radius at the time of casting become invisible. Any object in the radius is 
  under the restrictions given in Unseen I. See Section 10.10 for more notes on the spells on this list. 
   
  
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  Closed Essence 
  LIVING CHANGE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Change Lore 
  caster 
  P  
  self 
  I 
  2) Beautify 
  1 target 
  10 min/lvl touch U 
  3) Resize Self 
  caster 
  10 min/lvl self 
  U 
  4) Changing to Kind 
  caster 
  10 min/lvl self 
  U 
  5) Resize Self True 
  caster 
  10 min/lvl self 
  U 
  6) Change to Kind 
  1 target 
  10 min/lvl 10’ 
  U 
  7) Change Self 
  caster 
  10 min/lvl self 
  U 
  8) Resize 
  1 target 
  10 min/lvl 10’ 
  U 
  9) Change Self True 
  caster 
  10 min/lvl self 
  U 
  10) Change Self Exact 
  caster 
  10 min/lvl self 
  U 
  11) Change 
  1 target 
  10 min/lvl 10’ 
  U 
  12) Shrink Self 
  caster 
  10 min/lvl self 
  U 
  13) Exact Change 
  1 target 
  10 min/lvl 10’ 
  U 
  14) Enlarge Self 
  caster 
  10 min/lvl self 
  U 
  15) Changing Self 
  caster 
  10 min/lvl self 
  U 
  16) Shrink 
  1 target 
  10 min/lvl 10’ 
  U 
  17) Merging 
  1 target 
  varies 
  10’ 
  U 
  18) Changing 
  1 target 
  10 min/lvl self 
  U 
  19) Enlarge 
  1 target 
  10 min/lvl 10’ 
  U 
  20) Passing 
  1 target 
  1 min/lvl 10’ 
  U 
  25) Mass Resize 
  1 target/lvl 10 min/lvl 50’ 
  U 
  30) Mass Change 
  1 target/lvl 10 min/lvl 50’ 
  U 
  35) Greater Size Change 
  1 target 
  10 min/lvl 10' 
  U 
  40) Mass Merging 
  1 target/lvl 
  varies 
  50’ 
  U 
  50) Mass Passing 
  1 target/lvl 1 min/lvl 50’ 
  U 
  1. Change Lore – Allows caster to analyze the form of another being for future use with Exact Change or Change 
  Self Exact. The caster can only have as many forms analyzed as he has ranks in this list. Caster may choose to forget 
  a form at any time to make room for replacements. 
  2. Beautify – Caster enhances the target's appearance. The target still looks like himself or herself, but in an 
  idealized way, such as seen in a flattering portrait. 
  3. Resize Self – Allows caster to grow or shrink within the limits of his Size category. 
  4. Changing to Kind – Caster can alter his own form to the form of any desired humanoid race. The form cannot be 
  a particular form. For example, the caster could take on the form of a Dwarf, but not that of the Dwarven King. 
  Note that only the physical form is gained (i.e., a target that becomes a Dwarf would not receive a Dwarf’s ability 
  to see in the dark). 
  5. Resize Self True – As Resize Self, except that non-magical organic objects held or carried by the caster will 
  change size in the same proportion as does the caster. 
  
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  6. Change to Kind – As Changing to Kind, except target to be changed need not be the caster. 
  7. Change Self – As Changing to Kind, except alteration can be to any organic form within the caster's Size 
  category. No special abilities of the form are gained. 
  8. Resize – Allows caster to grow or shrink the target within the limits of the target's Size category. 
  9. Change Self True – As Change Self, except that non-magical organic objects held or carried by the caster will refit 
  to the caster's new form or merge into his body for the duration, depend on whether the item can readily be 
  adapted to the new form. 
  10. Change Self Exact – As Change Self, except altered form can be that of a specific being analyzed by Change 
  Lore. 
  11. Change – As Change to Kind, except alteration can be to any organic form within the target's Size category. No 
  special abilities of the form are gained. 
  12. Shrink Self – Caster can shrink down to within the limits of one Size category smaller than his own. 
  13. Exact Change – As Change, except altered form can be that of a specific being analyzed by Change Lore. 
  14. Enlarge Self – Caster can grow to within the limits of one Size category larger than his own. 
  15. Changing Self – As Change Self Exact, except caster may assume a different form anytime during the spell, by 
  concentrating for one round/change. 
  16. Shrink – Target can shrink down to within the limits of one Size category smaller than his own. 
  17. Merging – Target can merge into any solid inanimate material (up to 1’ in depth); target is inactive but aware of 
  surrounding activity. The caster can exit at any time up to the duration; anyone else must emerge after a set time 
  (up to 1 hour/level). 
  18. Changing – As Exact Change, except target may assume a different form anytime during the spell, by 
  concentrating for one round/change. 
  19. Enlarge – Target can grow to within the limits of one Size category larger than his own. 
  20. Passing – Target may pass through any inanimate material up to 1 foot/level. It takes 1 round to pass through 2 
  feet of material. 
  25. Mass Resize – As Resize, except it simultaneously enlarges or shrinks as many targets (can be beings or objects) 
  as the caster’s level. All targets must change size by the same percentage amount. 
  30. Mass Change – As Change, except affects up to the caster’s level in targets (all targets must take the same type 
  of form). 
  35. Greater Size Change – Target can shrink or grow within the limits of two Size categories above or below his 
  own. 
  40. Mass Merging – As Merging, except affects up to the caster’s level in targets; all targets exit after a set time or 
  with caster. 
  50. Mass Passing – As Passing, except affects up to the caster’s level in targets. 
  Note: Unless otherwise stated, no change is made except to the living target of the spell, excluding items worn or 
  carried, with the sole exception of any prosthetics added by the Lay Healer Base list Prosthetics. 
  Note: A Size changing spell may be combined with a Change spell to take on a different form at a different Size. 
  Note: A change in Size category carries with it all the normal advantages and disadvantages of the new Size. 
   
  
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  Closed Essence 
  LOFTY BRIDGE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Leaping * 
  1 target 
  1 rnd 
  100’ 
  U 
  2) Landing * 
  1 target 
  varies 100’ 
  U 
  3) Leaving I 
  1 target 
   —  
  10’ 
  U 
  4) Levitation 
  1 target 
  1 min/lvl 10’ 
  U 
  5) Fly I 
  1 target 
  1 min/lvl 10’ 
  U 
  6) Portal 
  3’x6’x3’ 
  1 rnd/lvl touch U 
  7) Fly II 
  1 target 
  1 min/lvl 100’ 
  U 
  8) Long Door I 
  1 target 
   —  
  10’ 
  U 
  9) Leaving III 
  1 target 
   —  
  10’ 
  U 
  10) Teleport I 
  1 target 
   —  
  10’ 
  U 
  11) Fly III 
  1 target 
  1 min/lvl 10’ 
  U 
  12) Long Door III 
  1 target 
   —  
  10’ 
  U 
  13) Teleport III 
  3 targets 
   —  
  10’ 
  U 
  14) Portal True 
  3’x6’x5’/lvl 1 rnd/lvl touch U 
  15) Long Door V 
  1 target 
   —  
  10’ 
  U 
  16) Teleport V 
  5 targets 
   —  
  10’ 
  U 
  17) Fly True 
  1 target 
  1 min/lvl 10’ 
  U 
  18) Teleport X 
  10 targets 
   —  
  10’ 
  U 
  19) Mass Leaving 
  1 target/lvl 
   —  
  50’ 
  U 
  20) Lord Teleport 
  20 targets 
   —  
  10’ 
  U 
  25) Mass Long Door 1 target/lvl 
   —  
  50’ 
  U 
  30) Mass Teleport 
  1 target/lvl 
   —  
  50’ 
  U 
  35) Mass Fly 
  1 target/lvl 
   —  
  50’ 
  U 
  40) Mass Fly True 
  1 target/lvl 
   —  
  50’ 
  U 
  50) Teleport True 
  1 target 
   —  
  10’ 
  U 
  1. Leaping * – Allows the target to leap 50’ laterally or 20’ vertically (as a 1 AP action) in the round that the spell 
  was cast. 
  2. Landing * – Allows the target to land safely in a fall up to 20’ per level of the caster and to take that distance off 
  the severity of any longer fall. 
  3. Leaving I – Caster teleports target to a point up to 100’ away, but there can be no intervening “barriers” in a 
  direct line between the target and the point. A “barrier” is anything the target could not physically go through; a 
  closed door is a barrier, a pit is not.  
  4. Levitation – Allows target to move up and down vertically 10’ per round. This spell does not confer any ability to 
  control horizontal movement, which must be accomplished by other means. 
  5. Fly I – Allows target to fly at a rate of up to 35’/round (approximately 5 mph). This spell allows free movement in 
  all three dimensions and allows hovering. 
  
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  6. Portal – Opens a portal 3’x6’x3’ in any solid surface, through which anyone can pass. At the end of the duration, 
  the surface is returned to its previous state. Anyone in the area of effect when the spell ends will be forced back 
  out to the point of entry. 
  7. Fly II – As Fly I, except maximum rate is 75’/round (approximately 10 mph). 
  8. Long Door I – As Leaving I, except target can pass through barriers by specifying exact distances. If the arrival 
  point coincides with solid material, the target does not move, instead being stunned 1-10 rounds, and the PPs for 
  this spell are expended. 
  9. Leaving III – As Leaving I, except target can be moved 300’. 
  10. Teleport I – As Long Door I, except movement range is 10 miles per level. Making a precise appearance is 
  difficult, especially if unfamiliar with the destination. The following chances for error exist: Never seen place (only 
  described) = 50%; been briefly (1 hr) = 25%; Studied (24 hr) = 10%; Studied carefully (1 week) =1%; Lived in (1 yr) = 
  .01 %. In case of failure: first determine direction of error (randomly), then determine amount of error (make an 
  open-ended d100 roll for the number of feet).  
  11. Fly III – As Fly I, except rate is 150’/round (approximately 20 mph). 
  12. Long Door III – As Long Door I, except movement range is 300’. 
  13. Teleport III – As Teleport I, except up to 3 targets may be moved to same place.  
  14. Portal True – As Portal, except portal is 3’x6’ and up to 5’/level deep. 
  15. Long Door V – As Long Door I, except movement range is 500’. 
  16. Teleport V – As Teleport III, except 5 targets may be moved. 
  17. Fly True – As Fly I, except rate is 225’/round (approximately 30 mph).  
  18. Teleport X – As Teleport III, except 10 targets may be moved. 
  19. Mass Leaving – As Leaving I, except as many targets as the caster’s level may be moved.  
  20. Lord Teleport – As Teleport III, except 20 targets can be moved. 
  25. Mass Long Door – As Long Door III, except as many targets as the caster’s level may be moved up to 300’. 
  30. Mass Teleport – As Teleport III, except as many targets as the caster’s level may be moved. 
  35. Mass Fly – As Fly III, except as many targets as the caster’s level may fly at 150' per round. 
  40. Mass Fly True – As Fly True, except as many targets as the caster’s level may fly at 225' per round. 
  50. Teleport True – As Teleport I, except with no movement range limit. 
  Note: It should be clear from the spell descriptions, but experience with other game systems may lead to incorrect 
  assumptions, so it should be noted that it is not possible for teleport error to place one inside a solid (or liquid, 
  unless one has intended to teleport into a liquid environment) object. The spell would then fail and the teleporting 
  individual(s) suffer stun as explained in the description of Long Door I. 
  Note: Spells that involve teleportation are normally quite noisy and difficult to silence. Air is being pushed about in 
  a manner not unlike a thunderclap. Amount of noise depends on the size of the object teleported. 
   
  
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  Closed Essence 
  LUMINOUS ELEMENTS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Light Analysis 
  caster 
  — 
  10' 
  I 
  2) Projected Light 
  50’ beam 10 min/lvl self 
  E 
  3) Woodfires 
  1’R 
   —  
  1’ 
  F 
  4) Light I 
  10’R 
  10 min/lvl touch E 
  5) Extinguish Fire 
  5'R 
   —  
  100’ 
  E 
  6) Shock Bolt I 
  1 target 
   —  
  <25'> Ed 
  7) Flaming Blade 
  1 weapon 
  1 rnd/lvl touch U 
  8) Wall of Fire 
  10’x10’x6" 1 rnd/lvl 100’ 
  E 
  9) Light V 
  50’R 
  10 min/lvl touch E 
  10) Shocking Blade 
  1 weapon 
  1 rnd/lvl touch U 
  11) Shock Bolt III 
  1 target 
   —  
  <75’> Ed 
  12) Fire Bolt I 
  1 target 
   —  
  <25’> Ed 
  13) Light X 
  100’R 
  10 min/lvl touch E 
  14) Great Wall of Fire 
  30'x10'x6" 1 rnd/lvl 100’ 
  E 
  15) Fire Ball 
  10’R 
   —  
  100’ Eb 
  16) Shock Bolt V 
  1 target 
   —  
  <125’> Ed 
  17) Light XV 
  150’R 
  10 min/lvl touch E 
  18) Beacon III 
  3 miles 
  1 min/lvl self 
  E 
  19) Utterlight 
  100’R 
  1 min/lvl 100’ 
  E 
  20) Fire Bolt V 
  1 target 
   —  
  <125’> Ed 
  25) Lightning Bolt I 
  1 target 
   —  
  <25’> Ed 
  30) Mass Flaming Blade 1 weapon/lvl 1 rnd/lvl 100' 
  U 
  35) Mass Shocking Blade 1 weapon/lvl 1 rnd/lvl 100' 
  U 
  40) Lightning Bolt III 
  1 target 
   —  
  <75’> Ed 
  50) Utterlight True 
  10'R/lvl 
  10 min/lvl touch E 
  1. Light Analysis – Gives nature and origin of natural light, and when and how magical light (including visual 
  illusions, if the caster knows it is an illusion) was created (list and specific spell). 
  2. Projected Light – Beam of light (like a flashlight) springs from the caster’s palm; it has a 50’ effective range. If the 
  caster's hand is closed into a fist, the light will “turn off”. If the caster's fist is reopened before the end of the 
  duration, the light will turn on again. 
  3. Woodfires – Causes any wood to ignite and burn. All wood ignited must be within 1’ of caster’s palm. 
  4. Light I – Lights a 10’R area about the point touched. This spell may be cast onto a target as explained in Section 
  10.16. 
  5. Extinguish Fire – Causes all non-magical flames in a 5'R to die down and cools the area to where it will not 
  reignite on its own. 
  6. Shock Bolt I – A bolt of intense, charged light is shot from the palm of the caster; results are determined on the 
  Lightning Bolt attack table, as a Diminutive attack. 
  
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  7. Flaming Blade – Target weapon, which must remain in the caster's possession or the spell is cancelled, bursts 
  into magical flame. Neither weapon nor wielder is harmed, but any time the weapon delivers a critical an 
  additional Heat critical with a severity one less than the regular critical (e.g., a 'C' crit produces an additional 'B' 
  Heat crit) is also inflicted. 
  8. Wall of Fire – Creates an opaque wall of fire (up to 10’x10’x6"). Anyone passing through it takes an A Heat 
  critical (no RR). 
  9. Light V – As Light I, except radius can be up to 50’ (can be changed by concentrating 1 round). 
  10. Shocking Blade – Target weapon, which must remain in the caster's possession or the spell is cancelled, 
  crackles with electical arcs. Neither weapon nor wielder is harmed, but any time the weapon delivers a critical an 
  additional Electricity critical of equal severity is also inflicted. 
  11. Shock Bolt III – As Shock Bolt I, except range increment is 75'. 
  12. Fire Bolt I – A bolt of fire is shot from the palm of the caster; results are determined on the Fire Bolt Table. 
  13. Light X – As Light I, except radius can be up to 100’ (can be changed by concentrating 1 round). 
  14. Great Wall of Fire – As Wall of Fire, except it is up to 30' long and does a B Heat critical. 
  15. Fire Ball – A 1’ diameter ball of fire is shot from the palm of the caster. Upon reaching the selected 
  target/location, it expands to affect a 10’R area. Resolve attack on the Fire Ball Table. 
  16. Shock Bolt V – As Shock Bolt I, except range increment is 125'. 
  17. Light XV – As Light I, except radius can be up to 150’ (can be changed by concentrating 1 round). 
  18. Beacon III – Ray of light of any color springs from caster’s palm; can be up to 3 miles long. 
  19. Utterlight – Nullifies all magically created darkness in a 100’R, and lights that area as full daylight. This spell 
  may be cast onto a target, as explained in Section 10.16. 
  20. Fire Bolt V – As Fire Bolt I, except range increment is 125'. 
  25. Lightning Bolt I – A bolt of lightning is shot from the caster's palm; the results are determined on the Lighting 
  Bolt Table as a Medium-sized attack. 
  30. Mass Flaming Blade – As Flaming Blade, except can affect 1 target/level of caster and each weapon functions 
  while held by the person holding it when the spell is cast. 
  35. Mass Shocking Blade – As Shocking Blade, except can affect 1 target/level of caster and each weapon functions 
  while held by the person holding it when the spell is cast.  
  40. Lightning Bolt III – As Lightning Bolt I, except range increment is 75'. 
  50. Utterlight True – As Utterlight, except that duration is 10 minutes per level and the radius illuminated is 10' per 
  level. 
  Note: See Section 10.19 for additional details on Wall spells. 
  Note: Consult A&CL Section 14.8 for dealing with light and darkness. 
   
  
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  Closed Essence 
  RAPID WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Ready Weapon * 
  caster 
   —  
  self 
  U 
  2) Rapid Steps * 
  1 target 
  1 rnd/lvl 100' 
  U 
  3) Speed I 
  1 target 
  C 
  100' 
  U 
  4) Swiftness I 
  1 target 
  1 rnd/lvl 10' 
  U 
  5) Instant Spell Prep * 
  caster 
   —  
  self 
  U 
  6) Haste I 
  1 target 
  1 rnd/lvl 10' 
  U 
  7) Swiftness II 
  1 target 
  1 rnd/lvl 10' 
  U 
  8) Fast Casting I 
  caster 
  1 rnd/lvl self 
  U 
  9) Mass Speed I 
  1 target/lvl 
  C 
  100' 
  U 
  10) Swiftness III 
  1 target 
  1 rnd/lvl 10' 
  U 
  11) Speed II 
  1 target 
  C 
  100' 
  U 
  12) Mass Swiftness I 
  1 target/lvl 1 rnd/lvl 100' 
  U 
  13) Swiftness IV 
  1 target 
  1 rnd/lvl 10' 
  U 
  14) Fast Casting II 
  caster 
  1 rnd/lvl self 
  U 
  15) Haste II 
  1 target 
  1 rnd/lvl 10' 
  U 
  16) Mass Speed II 
  1 target/lvl 
  C 
  100' 
  U 
  17) Speed III 
  1 target 
  C 
  100' 
  U 
  18) Mass Haste I 
  1 target/lvl 1 rnd/lvl 100' 
  U 
  19) Mass Swiftness II 
  1 target/lvl 1 rnd/lvl 100' 
  U 
  20) Haste III 
  1 target 
  1 rnd/lvl 10' 
  U 
  25) Mass Swiftness III 
  1 target/lvl 1 rnd/lvl 100' 
  U 
  30) Speed IV 
  1 target 
  C 
  100' 
  U 
  35) Mass Haste II 
  1 target/lvl 1 rnd/lvl 100' 
  U 
  40) Mass Speed IV 
  1 target/lvl 
  C 
  100' 
  U 
  50) Haste IV 
  1 target 
  1 rnd/lvl 10' 
  U 
  1. Ready Weapon * – Caster draws or changes weapon "instantly" (i.e., without expending AP; the action is 
  included as part of this spell). This includes readying ammunition, but not long actions like readying a crossbow. 
  2. Rapid Step * – Target gains a +20 bonus to any Movement maneuver done at a Jog (x2) pace or faster. If no 
  Movement maneuver is required, the pace penalty can be reduced by 20 for any simultaneous action. 
  3. Speed I – Target gains an additional 1 AP to use each round this spell is in effect (i.e., target normally gets 5 AP 
  to use during the round). 
  4. Swiftness I – Target gains a +5 bonus to initiative rolls. 
  5. Instant Spell Prep * – The round in which this spell is cast counts as a round of spell preparation for the caster. 
  6. Haste I – Target gains an additional 1 AP to use each round this spell is in effect (i.e., target normally gets 5 AP to 
  use during the round). 
  7. Swiftness II – Target gains a +10 bonus to initiative rolls. 
  
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  8. Fast Casting I – Caster requires 2-3 AP to cast a spell (i.e., he may cast a spell taking 3 AP at no penalty or taking 
  2 AP at a -25 penalty). 
  9. Mass Speed I – As Speed I, except affects a number of targets up to the caster's level. 
  10. Swiftness III – Target gains a +15 bonus to initiative rolls. 
  11. Speed II – As Speed I, except target gains an additional 2 AP. 
  12. Mass Swiftness I – As Swiftness I, except affects a number of targets up to the caster's level. 
  13. Swiftness IV – Target gains a +20 bonus to initiative rolls. 
  14. Fast Casting II – Caster requires 2 AP to cast a spell (i.e., he casts taking 2 AP at no penalty). 
  15. Haste II – As Haste I, except target gains an additional 2 AP. 
  16. Mass Speed II – As Speed II, except affects a number of targets up to the caster's level. 
  17. Speed III – As Speed I, except target gains an additional 3 AP. 
  18. Mass Haste I – As Haste I, except affects a number of targets up to the caster's level. 
  19. Mass Swiftness II – As Swiftness II, except affects a number of targets up to the caster's level. 
  20. Haste III – As Haste I, except target gains an additional 3 AP. 
  25. Mass Swiftness III – As Swiftness III, except affects a number of targets up to the caster's level. 
  30. Speed IV – As Speed I, except target gains an additional 4 AP. 
  35. Mass Haste II – As Haste II, except affects a number of targets up to the caster's level. 
  40. Mass Speed IV – As Speed IV, except affects a number of targets up to the caster's level. 
  50. Haste IV – As Haste I, except target gains an additional 4 AP. 
   
  
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  Closed Essence 
  SHIELD MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Enchanted Shield 
  1 shield 
  1 min/lvl 10' 
  U 
  2) Shield * 
  caster 
  1 min/lvl self 
  E 
  3) Blur* 
  1 target 
  1 min/lvl 10’ 
  U 
  4) Enchanted Clothes 
  1 garment 1 min/lvl 10' 
  U 
  5) Deflections I * 
  1 missile 
   —  
  100’ 
  E 
  6) Enchanted Organic 
  1 armor 
  1 min/lvl 10' 
  U 
  7) Bladeturn I * 
  1 attack 
   —  
  100’ 
  E 
  8) Mass Enchanted Shield 1 shield/lvl 1 min/lvl 50' 
  U 
  9) Deflections II * 
  2 missiles 
   —  
  100’ 
  E 
  10) Aim Untrue I * 
  1 missile 
   —  
  100’ 
  E 
  11) Bladeturn II * 
  2 attacks 
   —  
  100’ 
  E 
  12) Enchanted Inorganic 
  1 armor 
  1 min/lvl 10' 
  U 
  13) Deflections III * 
  3 missiles 
   —  
  100’ 
  E 
  14) Greater Shield * 
  caster 
  10 min/lvl self 
  E 
  15) Aim Untrue II * 
  2 missiles 
   —  
  100’ 
  E 
  16) Mass Blur* 
  1 target/lvl 1 min/lvl 100' 
  U 
  17) Bladeturn III * 
  3 attacks 
   —  
  100’ 
  E 
  18) Re-aiming * 
  1 missile 
   —  
  100’ 
  E 
  19) Aim Untrue III * 
  3 missiles 
   —  
  100’ 
  E 
  20) Mass Deflections * 
  varies 
   —  
  100’ 
  E 
  25) Mass Bladeturn * 
  varies 
   —  
  100’ 
  E 
  30) Mass Aim Untrue * 
  varies 
   —  
  100’ 
  E 
  35) Mass Defenses * 
  varies 
   —  
  100’ 
  U 
  40) Mass Armoring 
  1 target/lvl 1 min/lvl 100' 
  U 
  50) Re-aiming True * 
  100’R 
   —  
  100’ 
  E 
  1. Enchanted Shield – Gives a +10 magical DB bonus to a non-magical shield. 
  2. Shield * – Creates an invisible force shield in front of the caster; it subtracts 25 from melee and missile attacks 
  from the caster's front. This does not occupy a hand, but is not usable with a physical shield (nor does it benefit 
  from the Shield skill). 
  3. Blur * – Causes target to appear blurred to attackers, granting a +10 to the target’s DB. 
  4. Enchanted Clothes – Caster temporarily enchants one non-magical set of clothes (not armor) to confer a +10 DB. 
  Wearer must be at his natural AT to gain the bonus. 
  5. Deflections I * – Caster can deflect any one missile that the caster can see and which passes within the 100' 
  range of this spell; this causes 100 to be subtracted from the missile’s attack. 
  6. Enchanted Organic – Caster temporarily enchants one non-magical organic armor to confer a +10 DB. Wearer's 
  AT must come from this armor to gain the bonus. 
  7. Bladeturn I * – As Deflections I, except its effect is against 1 melee attack. 
  
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  8. Mass Enchanted Shield – As Enchanted Shield, accept range is 50' and one shield per caster's level can be 
  enchanted. 
  9. Deflections II * – As Deflections I, except 2 missiles may be affected. 
  10. Aim Untrue I * – As Deflections I, except missile automatically misses. 
  11. Bladeturn II * – As Bladeturn I, except 2 melee attacks may be affected. 
  12. Enchanted Inorganic – Caster temporarily enchants one non-magical inorganic (usually metal) armor to confer 
  a +10 DB. Wearer's AT must come from this armor to gain the bonus. 
  13. Deflections III * – As Deflections I, except 3 missiles may be affected. 
  14. Greater Shield * – As Shield, except bonus is 40 and duration is 10 minutes per level. 
  15. Aim Untrue II * – As Aim Untrue I, except 2 missiles may be affected. 
  16. Mass Blur * – As Blur, except as many targets as the caster’s level may be affected. 
  17. Bladeturn III * – As Bladeturn I, except 3 melee attacks may be affected. 
  18. Re-aiming * – One missile passing within 100’ of caster is reversed and makes an attack on its source (use 
  caster's ranks in this list as OB, no DB except from magic or armor material bonus). 
  19. Aim Untrue III * – As Aim Untrue I, except 3 missiles may be affected. 
  20. Mass Deflections * – As Deflections I, except as many missiles as the caster’s level may be affected. 
  25. Mass Bladeturn * – As Bladeturn I, except as many melee attacks as the caster’s level may be affected. 
  30. Mass Aim Untrue * – As Mass Deflections, except missiles automatically miss. 
  35. Mass Defenses * – As Mass Deflections or Mass Bladeturn, except caster may mix defending against melee or 
  missile attacks, to a combined total up to the caster's level. 
  40. Mass Armoring – As Enchanted Shield, Enchanted Clothes, Enchanted Organic, and/or Enchanted Inorganic 
  except as many targets as the caster’s level may be affected. An individual may have both clothing/armor and 
  shield enchanted for double protection, although this counts as two targets. 
  50. Re-aiming True * – As Re-aiming, except all missiles passing within 100’ of caster are reversed. 
  Note: When casting the Bladeturn/Deflections/Aim Untrue spells, the caster can concentrate in order to hold the 
  spell until it can be applied to the allowed number of targets (See "Delaying a Spell" in Section 4.8). 
  
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  Closed Essence 
  SOLID ELEMENTS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Bake Clay 
  1 cu'/lvl 
  P 
  20' 
  F 
  2) Block of Ice 
  1'x1'x1' 
  P 
  10' 
  F 
  3) Sculpting I 
  caster 
  24 hrs 
  self 
  U 
  4) Freeze Liquid 
  1 cu’/lvl 
  P 
  2' 
  F 
  5) Strengthen Solid 
  1 object 
  1 hr/lvl touch U 
  6) Earthwall 
  10’x10’x(1-3)’ 1 min/lvl 50’ 
  E 
  7) Cracks Call 
  10’x10’x10’ 
   —  
  100’ 
  F 
  8) Sculpting II 
  caster 
  24 hrs 
  self 
  U 
  9) Stonewall 
  10’x10’x1’ 1 min/lvl 50’ 
  E 
  10) Ice Bolt I 
  1 target 
   —  
  <25’> Ed 
  11) Frosty Blade 
  1 weapon 
  1 rnd/lvl touch U 
  12) Icewall I 
  10’x10’x(1-2)’ 
  P 
  50’ 
  E 
  13) Earthwall True 10’x10’x(1-3)’ 
  P 
  50’ 
  E 
  14) Sculpting III 
  caster 
  24 hrs 
  self 
  U 
  15) Icewall II 
  20’x20’x(2-4)’ 
  P 
  50’ 
  E 
  16) Ice Bolt III 
  1 target 
   —  
  <75’> Ed 
  17) Stonewall True 
  20’x20’x1’ 
  P 
  50’ 
  E 
  18) Cold Metal 
  1 cu’/lvl 
  1 min/lvl 10’ 
  F 
  19) Sculpting IV 
  caster 
  24 hrs 
  self 
  U 
  20) Ice Bolt V 
  1 target 
   —  
  <125’> Ed 
  25) Sculpting True 
  caster 
  24 hrs 
  self 
  U 
  30) Unstone 
  100 cu’ 
  P 
  100’ 
  F 
  35) Unmetal 
  1 cu’ 
  P 
  100’ 
  F 
  40) Bronzewall True 20’x10’x(2-4)’ 
  P 
  50’ 
  E 
  50) Ice Bolt Barrage 1 target/rnd 1 rnd/5 lvl <125'> Ed 
  1. Bake Clay – Caster transforms up to one cubic foot per level of clay into baked pottery. Firing clay in this manner 
  will always be successful. This can also cook glazes onto earthenware. Quality of product depends on the skill of 
  whomever shapes the clay. 
  2. Block of Ice – Creates a cube of ice, 1' along each edge. It can be formed around an inanimate object, so long as 
  that object cannot resist or fails its RR.  
  3. Sculpting I – Caster may add +15 to all maneuvers to work ice or stone. 
  4. Freeze Liquid – The caster may decrease the temperature of any inanimate body of liquid of up to 1 cubic foot 
  per level by 50°F [28°C] per round of concentration. Once the liquid freezes, it will not continue to grow colder, but 
  will begin to warm naturally if the caster stops concentrating. Caster is immune to the cold thus generated. 
  5. Strengthen Solid – A single inanimate solid object of no more than 1 pound/level weight is made stronger. It will 
  take only half as many hits if damaged and if checked for breakage, it receives a +50 bonus to its roll. 
  
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  6. Earthwall – Creates a wall of packed earth up to 10’x10’x (3’ at base, 1’ at top); it can be dug through only (20 
  man-rounds at top). 
  7. Cracks Call – Any previous cracks or flaws in material up to 10’x10’x10’ section will extend to their limit. 
  8. Sculpting II – Caster may add +30 to all maneuvers to work ice or stone. 
  9. Stonewall – Creates a wall of non-precious stone up to 10’x10’x1’; it can be chipped through or toppled if not 
  against a wall. 
  10. Ice Bolt I – A bolt of ice is shot from the palm of the caster. Results are resolved on the Ice Bolt Table. 
  11. Frosty Blade – Target weapon, which must remain in the caster's possession or the spell is cancelled, glitters 
  with frost. Neither weapon nor wielder is harmed, but any time the weapon delivers a critical an additional Cold 
  critical of equal severity is also inflicted. 
  12. Icewall I – Creates a wall of ice up to 10’x10’x (2’ at base, 1’ at top); it can be melted through or chipped 
  through or toppled if not against a wall. 
  13. Earthwall True – As Earthwall, except duration is permanent. 
  14. Sculpting III – Caster may add +45 to all maneuvers to work ice or stone. 
  15. Icewall II – As Icewall I, except size is up to 20’x20’x (4’ at base, 2’ at top). 
  16. Ice Bolt III – As Ice Bolt I, except range increment is 75'. 
  17. Stonewall True – As Stonewall, except duration is permanent and dimensions may be up to 20'x20'x1'. 
  18. Cold Metal – Chills metal to the point that it becomes extremely brittle (1 object only), giving it a -50 penalty to 
  its strength and the object will be subject to a breakage check if it strikes another object or is struck. Anyone in 
  direct skin-to-metal contact with the chilled metal will take a B Cold Critical each round contact is maintained. 
  19. Sculpting IV – Caster may add +60 to all maneuvers to work ice or stone. 
  20. Ice Bolt V – As Ice Bolt I, except range increment is 125'. 
  25. Sculpting True – Caster may add +75 to all maneuvers to work ice or stone. 
  30. Unstone – Disintegrates 100 cubic feet of stone. 
  35. Unmetal – Disintegrates 1 cubic foot of metal. 
  40. Bronzewall True – Creates a wall of bronze up to 20’x10’x (4’ at base, 2’ at top). 
  50. Ice Bolt Barrage – Caster can hurl an Ice Bolt (as Ice Bolt V) each round (as an instantaneous action) for up to 
  one round for every five levels of the caster. 
  Note: See Section 10.19 for additional details on Wall spells. 
   
   
  
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  Closed Essence 
  SPELL ENHANCEMENT  
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Spell Control* 
  1 spell 
  varies 
  self 
  U 
  2) Extension II 
  1 spell 
  varies 
  self 
  U 
  3) Enhance Skill * 
  1 spell 
  varies 
  self 
  U 
  4) Lesser Ranging 
  1 spell 
  varies 
  self 
  U 
  5) Extension III 
  1 spell 
  varies 
  self 
  U 
  6) Instant Lesser Ranging* 
  1 spell 
  varies 
  self 
  U 
  7) Increased Radius I 
  1 spell 
  varies 
  self 
  U 
  8) Ranging I 
  1 spell 
  varies 
  self 
  U 
  9) Extension IV 
  1 spell 
  varies 
  self 
  U 
  10) Instant Ranging I* 
  1 spell 
  varies 
  self 
  U 
  11) Increased Radius II 
  1 spell 
  varies 
  self 
  U 
  12) Ranging II 
  1 spell 
  varies 
  self 
  U 
  13) Extension V 
  1 spell 
  varies 
  self 
  U 
  14) Instant Ranging II* 
  1 spell 
  varies 
  self 
  U 
  15) Increased Radius III 
  1 spell 
  varies 
  self 
  U 
  16) Increased Size I 
  1 spell 
  varies 
  self 
  U 
  17) Ranging III 
  1 spell 
  varies 
  self 
  U 
  18) Extension X 
  1 spell 
  varies 
  self 
  U 
  19) Instant Ranging III* 
  1 spell 
  varies 
  self 
  U 
  20) Increased Radius IV 
  1 spell 
  varies 
  self 
  U 
  25) Ranging V 
  1 spell 
  varies 
  self 
  U 
  30) Greater Extension 
  1 spell 
  varies 
  self 
  U 
  35) Extension True 
  1 spell 
  varies 
  self 
  U 
  40) Multienhancement 
  1 spell 
  varies 
  self 
  U 
  50) Permanent 
  1 spell 
  P 
  self 
  U 
  1. Spell Control * – Caster adds +25 to his next Spell Mastery maneuver within 1 minute of casting this spell. 
  2. Extension II – Causes the caster’s next spell cast within 1 minute to have double the normal duration. This is not 
  cumulative with any other Extension spell. Only spells with a defined duration can have their duration changed 
  with an Extension spell. This does not include spells with a duration of concentration (C) or —. 
  3. Enhance Skill * – The caster's next spell (cast within 1 minute of this spell) gains a +25 bonus to the spell-casting 
  roll and to any associated Spell Mastery maneuver. 
  4. Lesser Ranging – Causes the caster's next spell cast within 1 minute to have its range increased by 50’. This is not 
  cumulative with any other Ranging spell. Only spells with a range greater than touch/self can have their range 
  extended with a Ranging spell. For spells with a range increment (directed spells), divide the increase by 5 to get 
  the change to the increment (e.g., for Lesser Ranging, the increase to a range increment would be 10'). 
  5. Extension III – As Extension II, except duration is three times normal. 
  6. Instant Lesser Ranging * – As Lesser Ranging, except casting time is instantaneous. 
  
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  7. Increased Radius I – Causes the caster’s next spell cast within 1 minute to have area of effect increase by 5'R. 
  Obviously, this applies only to spells with a radius effect. This is not cumulative with any other Increased Radius 
  spell. 
  8. Ranging I – As Lesser Ranging, except range increase is 100'. 
  9. Extension IV – As Extension II, except duration is four times normal. 
  10. Instant Ranging I * – As Instant Lesser Ranging, except range is increased by 100’. 
  11. Increased Radius II – As Increased Radius I, except radius is increased by 10'. 
  12. Ranging II – As Ranging I, except range is increased by 200’. 
  13. Extension V – As Extension II, except duration is five times normal. 
  14. Instant Ranging II * – As Instant Ranging I, except range is increased by 200’. 
  15. Increased Radius III – As Increased Radius I, except radius is increased by 15'. 
  16. Increased Size I – Causes the caster's next applicable spell (directed spells and those that do a critical) cast 
  within 1 minute of casting this spell to have its Size increased by one size category (typically Medium to Big). 
  17. Ranging III – As Ranging I, except range is increased by 300’. 
  18. Extension X – As Extension II, except duration is ten times normal. 
  19. Instant Ranging III * – As Instant Ranging I, except range is increased by 300’. 
  20. Increased Radius IV – As Increased Radius I, except radius is increased by 20'. 
  25. Ranging V – As Ranging I, except range is increased by 500’. 
  30. Greater Extension – As Extension II, except duration is increased by 12 hrs. 
  35. Extension True – As Extension II, except duration is increased by 24 hrs. 
  40. Multienhancement – As Extension X, Ranging III, and Increased Radius II combined. 
  50. Permanent – As Extension II, except duration is permanent. This spell may only be cast once per month. The 
  caster has a random temporary stat decreased by one. This loss may only be recovered by normal stat gain upon 
  gaining a level. 
   
  
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  Closed Essence 
  SPELL REINS  
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Spell Store 
  1 spell 
  varies 
  self 
  U 
  2) Identify Casting * 
  1 target 
  — 
  100' 
  I 
  3) Spell Hold I * 
  1 spell 
  1 rnd 
  100' 
  F 
  4) Allied Spell Store 
  1 spell 
  varies 
  self 
  U 
  5) Spell Bending I * 
  1 spell 
  — 
  100’ 
  F 
  6) Spell Hold II * 
  1 spell 
  2 rnds 100' 
  F 
  7) Bypassable Spell Store 
  1 spell 
  varies 
  self 
  U 
  8) Spell Bending II * 
  1 spell 
   —  
  100’ 
  F 
  9) Spell Hold III * 
  1 spell 
  3 rnds 100' 
  F 
  10) Reverse Spell I * 
  1 spell 
   —  
  100’ 
  F 
  11) Spell Bending III * 
  1 spell 
   —  
  100’ 
  F 
  12) Spell Hold IV * 
  1 spell 
  4 rnds 100' 
  F 
  13) Power Loan 
  caster 
   special  self 
  U 
  14) Spell Bending IV * 
  1 spell 
   —  
  100’ 
  F 
  15) Spell Hold V * 
  1 spell 
  5 rnds 100’ 
  F 
  16) Reverse Spell II * 
  1 spell 
   —  
  100' 
  F 
  17) Spell Bending V * 
  1 spell 
   —  
  100’ 
  F 
  18) Spell Hold X * 
  1 spell 
  10 rnds 100’ 
  F 
  19) Spell Transfer * 
  1 spell/1 target 
  — 
  touch U 
  20) Lord Spell Hold * 
  1 spell 
  20 rnds 100’ 
  F 
  25) Spell Bending True * 
  1 spell 
   —  
  100’ 
  F 
  30) Spell Hold True * 
  1 spell 
  1 rnd/lvl 100’ 
  F 
  35) Complex Spell Store 
  varies 
  varies 
  self 
  U 
  40) Spell Store True 
  varies 
  varies 
  self 
  U 
  50) Reversal True * 
  100’R 
   1 rnd  self 
  F 
  1. Spell Store – Caster may cast this spell along with the spell to be stored, which must be cast within one minute 
  after the Spell Store spell is cast. The stored spell may then be cast later as an instantaneous spell. The Spell Store 
  spell costs the same number of PPs as the spell that is stored. No other spell may be cast while a spell is stored. 
  2. Identify Casting * – If the target of this spell is casting a spell, the caster will know what realm the spell is from 
  and what Type of spell the target is casting. 
  3. Spell Hold I * – The attack spell that is targeted with this spell must make an RR. If the RR succeeds, it will attack 
  its original target as intended; otherwise the effects of the spell are delayed for the duration of this spell. At the 
  end of the duration, if the target of the held spell has moved more than 20’, the held spell may randomly affect 
  another target within 10’ of the original target point. If a spell is not cast on the original target, the new target gets 
  a +15 RR bonus. Elemental attack spells suffer a -30 modification if not cast upon the original target. An attack spell 
  for purposes of this spell is any spell having a target. 
  
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  4. Allied Spell Store – As Spell Store, except the spell to be stored may be cast by someone (or something if the 
  spell is cast by an item) other than the caster storing the spell. The PP cost of this spell is three more than that of 
  the spell to be stored (with a minimum cost of 4 PP). 
  5. Spell Bending I * – Caster can deflect one Bolt, Ball, or Cone of magical origin. The incoming spell must make an 
  RR. If the RR succeeds, it will attack its target normally; otherwise, the attack roll is modified by a penalty equal to 
  the amount by which the RR was failed. 
  6. Spell Hold II * – As Spell Hold I, except attack spells can be held up to 2 rounds. 
  7. Bypassable Spell Store – As Spell Store, except other spells may be cast while the stored spell remains in storage. 
  However, such casting requires an additional PP and the spell-casting roll suffers a -10 penalty. The PP cost of this 
  spell is five more than that of the spell to be stored (with a minimum cost of 7 PPs). 
  8. Spell Bending II * – As Spell Bending I, except attack roll is modified by twice the amount of RR failure. 
  9. Spell Hold III * – As Spell Hold I, except attack spells can be held 3 rounds. 
  10. Reverse Spell I * – The target elemental attack spell must make an RR with a modification of +20 (in favor of 
  the elemental attack spell). If the RR succeeds, the attack is made as normal; otherwise, the elemental attack spell 
  is reversed back on its caster with a +0 OB. 
  11. Spell Bending III * – As Spell Bending I, except attack roll is modified by three times the amount of RR failure. 
  12. Spell Hold IV * – As Spell Hold I, except attack spells can be held 4 rounds. 
  13. Power Loan – The caster may "borrow" power points from the days to come. When this spell is cast, the caster 
  regains all power points to the caster's normal maximum. Every time the caster casts this spell, he loses all PPs for 
  the next two days (the normal duration of the spell). The caster also suffers concussion hit damage equal to 10% of 
  the caster's normal maximum hits. In addition, for the duration of this spell, he will cast spells as if he were one 
  level lower than he actually is. This spell may be cast multiple times (borrowing PPs from many days to come), but 
  all effects are cumulative. For example, if cast twice, the caster will lose all PPs for the next four days, take 20% of 
  maximum hits in damage, and cast spells at two levels lower than normal. All penalties will remain in effect until 
  the duration of the spell lapses. The next time the caster sleeps, that rest period will be extended by six hours for 
  each casting of this spell and if this sleep is interrupted, the days of no PPs will not begin to count down until after 
  the caster has slept for the full required period of normal sleep requirement plus six hours per casting of Power 
  Loan. 
  14. Spell Bending IV * – As Spell Bending I, except attack roll is modified by four times the amount of RR failure. 
  15. Spell Hold V * – As Spell Hold I, except attack spells can be held 5 rounds. 
  16. Reverse Spell II * – As Reverse Spell I, except a successfully reversed spell rebounds with an OB equal to half of 
  the original OB. 
  17. Spell Bending V * – As Spell Bending I, except attack roll is modified by five times the amount of RR failure. 
  18. Spell Hold X * – As Spell Hold I, except attack spell is held 10 rounds. 
  19. Spell Transfer * – By using this spell, the caster can transfer the maintenance and control of one spell with a 
  duration of Concentration (C) to a target. The target must then concentrate to maintain the spell (while the 
  original caster is now free of this requirement) and controls any aspects of the spell effects subject to change. 
  Target must be intelligent (no animals). 
  20. Lord Spell Hold * – As Spell Hold I, except attack spell is held for 20 rounds. 
  25. Spell Bending True * – As Spell Bending I, except spell can be totally deflected up to 90° in any direction. Caster 
  of this spell may chose to designate another target for the "bent" spell – use half of the original OB. 
  30. Spell Hold True * – As Spell Hold I, except attack spell is held up to 1 round/level. 
  35. Complex Spell Store – As Spell Store, except any number of spells may be stored up to a total number of spell 
  levels equal to the caster's level. When the stored spell complex is released, all the spells are cast as one 
  
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  instantaneous spell. Each of the component spells may be individually targeted, although only one may have a 
  Directed Spell bonus added to the attack. Spell failure is rolled on the Force spell column, with triple the number of 
  spells added to the spell failure roll (i.e., spell failure when casting five spells in a complex would result in a +15 to 
  the spell failure roll). The PP cost of this spell is equal to the total PP cost of the spells stored plus ten (with a 
  minimum cost of 35). 
  40. Spell Store True – As Complex Spell Store, except any or all of the stored spells may be cast by someone (or 
  something) other than the caster storing the spell complex. The PP cost of this spell is equal to the total PP cost of 
  the spells stored plus ten plus the number of stored spells cast by someone else (with a minimum cost of 40). 
  50. Reversal True * – As Reverse Spell I, except all spells within a 100’R of the caster are reversed. 
   
   
  
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  Closed Essence 
  SPIRIT MASTERY 
  Levell 
  Spell 
  Area of Effect 
  Duration 
  Range Type 
  1) Sleep V 
  varies 
   —  
  100’ 
  Fm 
  2) Charm Kind 
  1 target 
  1 hour/lvl 
  100' 
  Fm 
  3) Sleep VII 
  varies 
   —  
  100’ 
  Fm 
  4) Confusion 
  1 target 
  1 rnd/5 fail 
  100’ 
  Fm 
  5) Suggestion 
  1 target 
  varies 
  10’ 
  Fm 
  6) Sleep X 
  varies 
   —  
  100’ 
  Fm 
  7) Hold Kind 
  1 target 
  C 
  100’ 
  Fm 
  8) Master of Kind 
  1 target 
  10 min/lvl 
  50’ 
  Fm 
  9) Lord Sleep 
  varies 
   —  
  100’ 
  Fm 
  10) True Charm 
  1 target 
  1 hour/lvl 
  100’ 
  Fm 
  11) Quest 
  1 target 
  varies 
  10’ 
  Fm 
  12) Word of Stunning * 
  1 target 
  1 rnd/10 fail  
  50’ 
  Fm 
  13) Word of Pain * 
  1 target 
   —  
  50’ 
  Fm 
  14) Hold True 
  1 target 
   C  
  100’ 
  Fm 
  15) Word of Sleep * 
  1 target 
  — 
  50’ 
  Fm 
  16) Word of Discord * 
  1 target 
  1 day/10 fail 
  50’ 
  Fm 
  17) Word of Calling * 
  1 target 
  1 rnd/10 fail 
  50’ 
  Fm 
  18) Waiting Word* 
  1 target 
  1 day/lvl 
  50’ 
  Fm 
  19) Word of Death * 
  1 target 
   —  
  50’ 
  Fm 
  20) True Quest 
  1 target 
  varies 
  10’ 
  Fm 
  25) Phrase * 
  1 target 
   —  
  50’ 
  Fm 
  30) Mass Word * 
  varies 
   —  
  50’ 
  Fm 
  35) Master of All 
  1 target 
  10 min/lvl 
  50' 
  Fm 
  40) Waiting Phrase* 
  1 target 
  1 day/lvl 
  50’ 
  Fm 
  50) Spirit Mastery 
  varies 
  1 rnd/lvl 
  100’ 
  Fm 
  1. Sleep V – Causes target(s) to fall into a natural sleep; the total number of levels that can be affected is 5 (e.g., 5 
  of level 1; 1 of level 4 and 1 of level 1; 2 of level 2 and 1 of level 1, etc.). All targets must be in caster’s field of 
  vision. Caster should assign target priority, i.e., which is the 1st potential target, the 2nd, etc. The first round of 
  sleep is magical (the target cannot be awakened through normal means). Falling asleep is rapid, but not so 
  instantaneous that the victim cannot slump gently to the ground (no injuries under normal circumstances from 
  falling to the ground). 
  2. Charm Kind – Humanoid target believes the caster is a good friend. 
  3. Sleep VII – As Sleep V, except a total of seven levels can be affected. 
  4. Confusion – Target is incapable of making decisions or initiating action, but may continue to fight current foes or 
  in self-defense. The target may also follow orders from the target's leader (if any), but will only be able to follow 
  them so long as no ambiguities arise. 
  
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  5. Suggestion – Target will perform a single suggested act that is not self-destructive or diametrically opposed to 
  the target's personality (e.g., no suicide suggestions, no blinding himself suggestions, no suggestions that a priest 
  pray to an enemy god, etc.). 
  6. Sleep X – As Sleep V, except a total of 10 levels may be affected. 
  7. Hold Kind – Humanoid target has its Activity Points per round reduced by 3 (i.e., normally, the target will have 1 
  AP each round). 
  8. Master of Kind – Humanoid target must obey caster as in Suggestion. 
  9. Lord Sleep – As Sleep V, except a total of 20 levels may be affected. 
  10. True Charm – As Charm Kind, except any sentient creature may be affected. 
  11. Quest – Target is given one task; failure results in a penalty determined by the Gamemaster (task must be 
  within capabilities of target). If the target ignores the quest, this incurs the same effects as for failure. 
  12. Word of Stunning * – [RR Mod.: -10] Target is stunned for 1 round/10 failure. 
  13. Word of Pain * – [RR Mod.: -10] Target takes 50% of remaining concussion hits upon failure. 
  14. Hold True – As Hold Kind, except any sentient being can be affected. 
  15. Word of Sleep * – [RR Mod.: -10] Target falls into a natural sleep as Sleep V, but there is no level limit. 
  16. Word of Discord * – [RR Mod.: -10] Target will not cooperate or agree with anyone for 1 day/10 failure. 
  17. Word of Calling * – [RR Mod.: -10] Target is forced to come and face the caster (fighting if necessary) and then 
  remain immobile for 1 rnd/10 failure. Caster must remain immobile, or control lapses. 
  18. Waiting Word * – [RR Mod.: -10] Any of the “Words” above can be set to go off at a specified time or if there is 
  movement within a designated 10' radius. Listed duration is maximum wait time. Duration of effect on eventual 
  target is normal for the selected "Word". 
  19. Word of Death * – [RR Mod.: -10] Target suffers the results of an E critical strike on the table of the caster’s 
  choice. 
  20. True Quest – As Quest, except the target is punished for failure (or refusal) by suffering 5 randomly selected E 
  criticals. 
  25. Phrase * – [RR Mod.: -10] Any three different “Words” are cast on one target in the same round (a separate RR 
  roll must be made for each one). 
  30. Mass Word * – [RR Mod.: -10] Any “Word” may be used and it will affect a number of levels equal to the level 
  of the caster (assign target priority as described in Sleep V). 
  35. Master of All – As Master of Kind, except any sentient being can be affected. 
  40. Waiting Phrase * – [RR Mod.: -10] As Waiting Word, except instead of a "Word" spell, the effect is as the 
  Phrase spell. 
  50. Spirit Mastery – Caster can use one spell/round on this list (10th level or lower) with range improved to 100' 
  where the original range is less. 
  
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  7.3. Bard 
  Bard Base 
  CONTROLLING SONGS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Safety Song 
  20' R 
  varies 
  self Fm 
  2) Calming Song 
  20' R 
  varies 
  self Fm 
  3) Dancing Song 
  20' R 
  varies 
  self Fm 
  4) Stunning Song 
  20' R 
  varies 
  self Fm 
  5) Luring Song 
  40' R 
  varies 
  self Fm 
  6) Lullaby 
  20' R 
  varies 
  self Fm 
  7) Charming Song 
  20' R 
  varies 
  self Fm 
  8) Fear's Song 
  20' R 
  varies 
  self Fm 
  9) Seduction's Song 
  20' R 
  varies 
  self Fm 
  10) Greater Calming Song 
  50' R 
  varies 
  self Fm 
  11) Dancing Song True 
  50' R 
  varies 
  self Fm 
  12) Haunting Lullaby 
  20' R 
  varies 
  self Fm 
  13) Panic's Song 
  20' R 
  varies 
  self Fm 
  14) Stunning Song True 
  50' R 
  varies 
  self Fm 
  15) Luring Song True 
  100' R 
  varies 
  self Fm 
  16) Fight Song 
  20' R 
  varies 
  self Fm 
  17) Lullaby True 
  50' R 
  varies 
  self Fm 
  18) Charming Song True 
  50' R 
  varies 
  self Fm 
  19) Terror's Song 
  50' R 
  varies 
  self Fm 
  20) Song of Command 
  20' R 
  varies 
  self Fm 
  25) Panic's Song True  
  50' R 
  varies 
  self Fm 
  30) Calming Song True 
  10'/lvl R 
  varies 
  self Fm 
  35) Seduction's Song True 
  50' R 
  varies 
  self Fm 
  40) Song of Command True 
  50' R 
  varies 
  self Fm 
  50) Fight Song True 
  50' R 
  varies 
  self Fm 
  1. Safety Song – Targets will not take aggressive (offensive) action towards the caster. 
  2. Calming Song – Targets are calmed and cannot take aggressive (offensive) action during the performance. This 
  spell also soothes pain and can offset up to -10 in penalties due to injury (until the spell ends). 
  3. Dancing Song – Targets must dance (to the best of their ability). This requires Concentration and the dancers 
  cannot choose to leave the area of effect unless a second RR is made. All dance-related maneuvers by the targets 
  have a +25 bonus. 
  4. Stunning Song – Targets are stunned while song lasts. 
  5. Luring Song – As Calming Song, except targets are only non-aggressive with respect to the caster and targets will 
  be drawn to the caster. They will approach the caster as close as possible without touching the caster or having to 
  fight for position, and they will follow the caster if he is moving. 
  
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  6. Lullaby – Targets fall into a light sleep. Targets get another RR if someone attempts to wake them while this spell 
  is still active. When the duration is up, the target can be awakened normally. 
  7. Charming Song – Targets regard the caster as a good friend. 
  8. Fear's Song – Targets must make an RR versus Essence magic, but the results are treated as an RR versus Fear 
  (see A&CL Section 13.3). Normal modifications against Fear do not apply. 
  9. Seduction's Song – Targets become emotionally open and regard the caster favorably. This adds +10 to any 
  maneuver made to seduce a target of this spell by someone other than the caster and adds +10 to any Influence 
  skill maneuver or +30 to any seduction attempt made by the caster to affect a target of this spell. 
  10. Greater Calming Song – As Calming Song, except for area of effect, and it can offset up to -20 in injury-related 
  penalties. 
  11. Dancing Song True – As Dancing Song, except for area of effect. 
  12. Haunting Lullaby – As Lullaby, except targets experience a sleep troubled by nightmares. For 24 hours after 
  awakening, they will have a -40 penalty to any RR against fear or fear-inducing magic. 
  13. Panic's Song – [RR Mod.: -25] As Fear's Song, except targets suffer a -25 modification to their RRs. 
  14. Stunning Song True – As Stunning Song, except for area of effect. 
  15. Luring Song True – As Luring Song, except for area of effect. 
  16. Fight Song – Targets will attack nearest individual other than the caster. If two or more individuals are 
  equidistant, the target will attack the one he would normally be most inclined to fight. If a target injures (inflicts a 
  critical on) a loved one, a close friend, or a longtime comrade in arms, he may make a new RR. 
  17. Lullaby True – As Lullaby, except for area of effect. 
  18. Charming Song True – As Charming Song, except for area of effect. 
  19. Terror's Song – [RR Mod.: -25] As Panic's Song, except for area of effect. 
  20. Song of Command – Targets will obey the caster's commands, unless the action commanded is totally alien to 
  the target's nature (e.g., no suicidal or self-mutilating commands unless the target is already self-destructive). If a 
  target cannot understand the command, it will simply take no action. 
  25. Panic's Song True – [RR Mod: -50] As Panic's Song, except for area of effect and RR modifier. 
  30. Calming Song True – [RR Mod: -10] As Calming Song, except for area of effect, RR modifier, and a maximum of -
  30 in offset penalties. 
  35. Seduction's Song True – [RR Mod: -10] As Seduction's Song, except for area of effect, RR modifier, and the 
  caster's bonuses are +50 to seduction attempts and +25 to other Influence maneuvers, while those other than the 
  caster gain a +25 to seduction attempts where the object of the seduction is under the influence of this spell. 
  40. Song of Command True – [RR Mod: -10] As Song of Command, except for area of effect and RR modifier. 
  50. Fight Song True – [RR Mod: -10] As Fight Song, except for area of effect and RR modifier. 
  Note: Area of Effect and Duration are treated unusually and there are other special rules for this list. See Section 
  10.1. 
   
  
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  Bard Base 
  ENTERTAINING WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Spotlight * 
  caster 
  10 min/lvl self 
  E 
  2) Dim Lights * 
  10' R/lvl 
  10 min/lvl self 
  E 
  3) Lightshow * 
  5' R 
  1 rnd/lvl touch E 
  4) Showman I 
  caster 
  10 min/lvl self 
  U 
  5) Legerdemain 
  1 target 
  1 min/lvl touch U 
  6) Enthrall I 
  1 target 
  1 min/lvl 10' 
  Fm 
  7) Hidden Pocket 
  1 object 
  1 min/lvl touch U 
  8) Pratfall * 
  caster 
   —  
  self 
  U 
  9) Showman II 
  caster 
  10 min/lvl self 
  U 
  10) Quick Study 
  caster 
  C 
  self 
  U 
  11) Enthrall V 
  5 targets 
  1 min/lvl 10' 
  Fm 
  12) Volunteer from the Audience 
  1 target 
  1 min/lvl 10' 
  Fm 
  13) Lovely Assistant 
  1 target 
  10 min/lvl touch U 
  14) Showman III 
  caster 
  10 min/lvl self 
  U 
  15) Enthrall X 
  10 targets 
  1 min/lvl 10' 
  Fm 
  16) Disappear 
  1 target 
  1 min/lvl 10' 
  U 
  17) Master of Ceremonies I 
  1 target/lvl 10 min/lvl 100' 
  U 
  18) Showman IV 
  caster 
  10 min/lvl self 
  U 
  19) Quick Study True 
  caster 
  C 
  self 
  U 
  20) Mass Enthrall 
  1 target/lvl 1 min/lvl 100' Fm 
  25) Showman V 
  caster 
  10 min/lvl self 
  U 
  30) Disappear True 
  varies 
  1 min/lvl 10' 
  U 
  35) Master of Ceremonies II 
  1 target/lvl 10 min/lvl 100' 
  U 
  40) Showman VI 
  caster 
  10 min/lvl self 
  U 
  50) Master of Ceremonies IV 
  1 target/lvl 10 min/lvl 100' 
  U 
  1. Spotlight * – Caster is lit by a bright circle of light (between 5' and 10' diameter as desired). At the time of 
  casting, the caster designates his "front" and the light will shine from that direction. The caster can change his 
  "front" by concentrating (the light will blink off and another will blink on). The diameter and color of the light can 
  also be changed and the light dimmed down to a soft mood light. All adjustable features can be changed at once. 
  2. Dim Lights * – All non-magical light sources in the area of effect are dimmed to the luminosity of soft candle 
  light. 
  3. Lightshow * – Caster can create colored lights that will shine in the area of effect. The caster can change the 
  colors and forms of the light by concentrating. The light can take any form the caster desires, but the light will not 
  illuminate more than the area of effect. For example, several small spheres of various colors can float around the 
  caster's feet, or five red beams can flash back and forth across the caster's body. 
  4. Showman I – Caster receives a +5 bonus to all Performing Arts maneuvers for the duration of this spell. 
  
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  5. Legerdemain – Caster can make any one target (up to 1 pound per level of the caster) vanish. The caster must 
  designate a location for the target to "reappear" in (the location must be within the caster's line of sight and within 
  100' per level of the caster). The object is teleported to the designated location at the time of casting, where it 
  may remain invisibly until the duration expires or the caster chooses for it to appear. When the item is teleported, 
  it makes a sound only where it disappears. 
  6. Enthrall I – The target of this spell is enthralled with the caster (for as long as the caster is performing or for the 
  duration of this spell, whichever is shorter). While enthralled, the target is considered to be Concentrating on the 
  performance and has a -75 to Perception regarding anything else. Enthrallment is broken if the target is attacked. 
  7. Hidden Pocket – The caster can place any one inanimate object (up to 1 pound per level of the caster) into any 
  available container. The container opening must be large enough to fit at least one dimension of the object. When 
  the container is examined, it will appear empty to all normal perception (including feeling). The caster may pluck 
  the item from the container at any time (up to the duration of the spell). If the object is not taken from the 
  container before duration is up, the object appears in the container as if it were there all along. 
  8. Pratfall * – When the caster has experienced a fumble/failure result with an attack or physical maneuver, this 
  spell allows the caster to turn tragedy into comedy. The caster suffers no negative effects beyond losing the 
  opportunity to act as desired; the caster's antics also bolster allied morale and the next friendly morale/fear RR 
  made in the current situation receives a +20 bonus. 
  9. Showman II – As Showman I, except bonus is +10. 
  10. Quick Study – Caster can read at three times the normal rate; this material is retained unusually well, granting 
  a +10 bonus to any attempt to recall the information later. 
  11. Enthrall V – As Enthrall I, except affects five targets. 
  12. Volunteer from the Audience – Target will perform any actions that the caster dictates for the duration of this 
  spell. If the target of this spell has previously been a "volunteer" for the caster, he suffers an RR modification of -1 
  for each previous time he was a successful target. If an action is commanded which is completely alien to the 
  target, the target receives a new RR with a +50 bonus. 
  13. Lovely Assistant – Target of this spell (which may be the caster) gains an enhanced appearance. This spell 
  enhances facial appearance, body appearance, and clothing appearance (roughly equivalent to a modern make-
  over, including fashion). Target gains a +10 to all rolls where personal appearance is a factor or +20 if appearance is 
  a major factor. 
  14. Showman III – As Showman I, except bonus is +15. 
  15. Enthrall X – As Enthrall I, except affects ten targets. 
  16. Disappear – As Legerdemain, except affects any target up to the caster's own mass. 
  17. Master of Ceremonies I – As Showman I, except bonus applies to a number of target up the caster's level. 
  18. Showman IV – As Showman I, except bonus is +20. 
  19. Quick Study True – As Quick Study, except caster can read a page at a glance (i.e., caster can read as fast as he 
  can turn through the pages). 
  20. Mass Enthrall – As Enthrall I, except affects a number of targets up to the caster's level. 
  25. Showman V – As Showman I, except bonus is +25. 
  30. Disappear True – As Disappear, except may affect any one living creature or inanimate object up to 100 pounds 
  per level of the caster. 
  35. Master of Ceremonies II – As Master of Ceremonies I, except bonus is +10. 
  40. Showman VI – As Showman I, except bonus is +30. 
  50. Master of Ceremonies IV – As Master of Ceremonies I, except bonus is +20. 
  
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  Note: Spells that involve teleportation are normally quite noisy and difficult to silence. Air is being pushed about in 
  a manner not unlike a thunderclap. Amount of noise depends on the size of the object teleported. The spells on 
  this list will muffle the sound and give it a "theatrical" tone. but it will be clearly audible. 
   
  Bard Base 
  INSPIRING SONGS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Harmonize 
  1 target 
  P 
  5' 
  U 
  2) Song of Vigor 
  40' R 
  varies 
  self 
  U 
  3) Song of Coordination 
  50' R 
  varies 
  self 
  U 
  4) Battle Hymn I 
  20' R 
  varies 
  self 
  U 
  5) Song of Sharing I * 
  5' R 
  varies 
  self 
  U 
  6) Countersong I 
  10' R 
  varies 
  self 
  U 
  7) Song of Remembrance 
  20' R 
  varies 
  self 
  U 
  8) Song of Unity 
  50' R 
  varies 
  self 
  U 
  9) Battle Hymn II 
  30' R 
  varies 
  self 
  U 
  10) Song of Sharing II * 
  10' R 
  varies 
  self 
  U 
  11) Song of Magic 
  10' R 
  varies 
  self 
  U 
  12) Countersong II 
  20' R 
  varies 
  self 
  U 
  13) Battle Hymn III 
  40' R 
  varies 
  self 
  U 
  14) Song of Clarity 
  20' R 
  varies 
  self 
  U 
  15) Song of Sharing III * 
  15' R 
  varies 
  self 
  U 
  16) Song of Renewal 
  40' R 
  varies 
  self 
  U 
  17) Countersong III 
  30' R 
  varies 
  self 
  U 
  18) Battle Hymn IV 
  50' R 
  varies 
  self 
  U 
  19) Song of Wrath 
  30' R 
  varies 
  self 
  U 
  20) Song of Sharing IV * 
  20' R 
  varies 
  self 
  U 
  25) Battle Hymn True 
  2'/lvl R 
  varies 
  self 
  U 
  30) Song of Sharing V * 
  25' R 
  varies 
  self 
  U 
  35) Countersong V 
  50' R 
  varies 
  self 
  U 
  40) Song of Sharing True * 
  1'/lvl R 
  varies 
  self 
  U 
  50) Countersong X 
  100' R 
  varies 
  self 
  U 
  1. Harmonize – Target becomes an "Ally" for purposes of this list. The caster is always considered an Ally for 
  purposes of this list. The caster is limited to a number of Allies (other than the caster) equal to his ranks in this list, 
  but may remove any one individual from the status of Ally with a round of concentration at any time. 
  2. Song of Vigor – All Allies make Endurance rolls with a +50 bonus. 
  3. Song of Coordination – When Allies are working together on some shared task, this spell provides a bonus to 
  that task equal to +3 per number of Allies involved (includes the caster, although the caster obviously cannot be 
  providing "hands on" help). 
  4. Battle Hymn I – Allies gain a +10 bonus to all RRs against fear or magic that produces fear or calm. They also gain 
  +4 OB. 
  
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  5. Song of Sharing I * – This spell casts another spell known to the caster, but changes the nature of that spell. The 
  spell to be shared must have "1 target" or a larger number of targets as its normal area of effect. The Song of 
  Sharing I will cause the shared spell to affect all Allies within a 5' R as if the shared spell had been directly cast on 
  each of them. The PP cost of casting is the cost of this spell (5 PPs) plus the cost of the spell to be shared. For 
  example, if a Bard knew the spell Leaping from the Lofty Bridge list, every Ally within 5' could be given the ability to 
  Leap by casting Song of Sharing I and expending 6 PPs (5 for the base cost of Song of Sharing I and 1 PP for the 
  Leaping spell effect). If the spell to be shared is of higher level than the Song of Sharing, the shared spell's level is 
  used for determining the difficulty of spell-casting. Spell effects end when either the duration of the Song of 
  Sharing ends or when the normal duration of the spell shared ends (i.e., the Leaping effect would only last one 
  round). 
  6. Countersong I – Caster creates a defensive song that will protect anyone (not just Allies) from sound-based 
  attacks (including the spells on Controlling Songs). Any such attack must make a successful RR against the caster's 
  level or fail within the bounds of the Countersong. 
  7. Song of Remembrance – All Allies gain a +20 bonus to all Lore skill maneuvers and any other memory-based 
  tasks. 
  8. Song of Unity – All Allies within area of effect are telepathically linked. They may communicate mentally with 
  each other freely. Essentially this is silent, largely secure communication. 
  9. Battle Hymn II – As Battle Hymn I, except the RR bonus is +20 and the OB bonus is +8. 
  10. Song of Sharing II * – As Song of Sharing I, except for radius of effect. 
  11. Song of Magic – Allies may add the caster's level to their spell-casting maneuver rolls. 
  12. Countersong II – As Countersong I, except radius is 20'. 
  13. Battle Hymn III – As Battle Hymn I, except the RR bonus is +30 and the OB bonus is +12. 
  14. Song of Clarity – Allies reduce all stun rounds taken by 1 and gain a +30 bonus to RRs against spells which cause 
  confusion. 
  15. Song of Sharing III * – As Song of Sharing I, except for radius of effect. 
  16. Song of Renewal – Allies recover 2 concussion hits per round. 
  17. Countersong III – As Countersong I, except radius is 30'. 
  18. Battle Hymn IV – As Battle Hymn I, except the RR bonus is +40 and the OB bonus is +16. 
  19. Song of Wrath – Allies gain +10 OB and do double hits and an additional Impact critical (one severity level less 
  than the primary critical) in melee combat. 
  20. Song of Sharing IV * – As Song of Sharing I, except for radius of effect. 
  25. Battle Hymn True – As Battle Hymn I, except the RR bonus is twice the caster's level and the OB bonus is +20. 
  30. Song of Sharing V * – As Song of Sharing I, except for radius of effect. 
  35. Countersong V – As Countersong I, except radius is 50'. 
  40. Song of Sharing True * – As Song of Sharing I, except for radius is equal to the caster's level in feet. 
  50. Countersong X – As Countersong I, except radius is 100'. 
  Note: Area of Effect and Duration are treated unusually. See Section 10.1. 
   
  
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  Bard Base 
  ITEM LORE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Instrumental Analysis 
  1 object 
   —  
  touch I 
  2) Assessing Eye 
  1 object 
   —  
  10' 
  I 
  3) Detect Power 
  1 object 
  1 rnd/lvl (C) touch I 
  4) Emblem Recognition 
  1 emblem 
   —  
  touch I 
  5) Rune Literacy III 
  caster 
  1 rnd/lvl  self 
  U 
  6) Item Origins 
  1 object 
   —  
  touch I 
  7) Attuning III 
  caster 
  1 rnd/lvl 
  self 
  U 
  8) Power's Tale 
  1 object 
   —  
  touch I 
  9) Item's Tale 
  1 object 
  — 
  touch I 
  10) The Crafter's Tale 
  1 object 
   —  
  touch I 
  11) Detect Curse 
  1 object 
   —  
  touch I 
  12) Rune Literacy VII 
  caster 
  1 rnd/lvl 
  self 
  U 
  13) Find Significance 
  1 object 
   —  
  touch I 
  14) Attuning VII 
  caster 
  1 rnd/lvl 
  self 
  U 
  15) Item Analysis 
  1 object 
   —  
  touch I 
  16) The Reaper's Tale 
  1 object 
  — 
  touch I 
  17) Item's Epic 
  1 object 
  — 
  touch I 
  18) Rune Literacy X 
  caster 
  1 rnd/lvl 
  self 
  U 
  19) Distance Learning* 
  caster 
  1 rnd/lvl 
  self 
  U 
  20) Attuning X 
  caster 
  1 rnd/lvl 
  self 
  U 
  25) Item's Saga 
  1 object 
   —  
  touch I 
  30) The Alchemist's Tale 
  1 object/lvl 
  1 rnd/lvl touch I 
  35) Rune Literacy XV 
  caster 
  1 rnd/lvl 
  self 
  U 
  40) Looter's Eye * 
  100' R 
   —  
  self 
  I 
  50) Attuning XV 
  caster 
  1 rnd/lvl 
  self 
  U 
  1. Instrumental Analysis – Caster can assess the value of a musical instrument to within 10% of its actual value. This 
  spell allows the caster to calculate different values for the different cultures he is familiar with based on the 
  general value of the instrument, the raw materials used to make it, and the quality of craftsmanship and sound. 
  Additional value (e.g., from being made by a famous maker) is not revealed. The caster also gains a general 
  knowledge of the instrument's origins (the culture of origin and the instrument's age within 10% of its actual age). 
  Finally, he understands how the instrument is to be played, although actually playing competently requires the 
  development of skill with the instrument through practice. 
  2. Assessing Eye – The caster has a +50 bonus to any attempt to appraise the market value of the target item. Item 
  may be appraised for any culture/location of which the caster has knowledge. 
  3. Detect Power – Detects power in an item, but not the realm or how much. A different item can be examined 
  each round by concentrating. 
  
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  4. Emblem Recognition – The caster can examine any visual symbol of an individual or group, be it a company logo, 
  shield design, tattoo, flag, or other device. The caster learns the name of the individual or group so represented, a 
  rough idea of the nature and (usual) location of that which is represented (e.g., "a knight of Glakony" or "a criminal 
  gang in the southern islands"), and the purpose of the emblem (e.g., "to mark his works", "to identify church 
  grounds, property, or servants", or "battlefield identification"). 
  5. Rune Literacy III – Any Runes maneuver made by the caster has a +15 bonus. 
  6. Item Origins – The caster learns the area of origin of the item, the race of the being who made it, and when it 
  was made (within 100 years). If the creator gave the item a name, that is also revealed. 
  7. Attuning III – Any Attunement maneuver made by the caster has a +15 bonus. 
  8. Power's Tale – The caster learns the primary power of a magical item. This knowledge comes in the form a short 
  narrative illustrating this power or an explanatory bit of verse. 
  9. Item's Tale – The caster learns a narrative account of the most significant event in the item's recent past. The 
  event cannot have occurred more than one hour per level of the caster in the past. 
  10. The Crafter's Tale – The caster learns who made the item and when. He also learns of any craftsmanship bonus 
  the item possesses. He learns whom the item was made for, if it was crafted for a specific person or group, and he 
  learns for what purpose the item was made. 
  11. Detect Curse – The caster learns if there is a curse on the item. 
  12. Rune Literacy VII – As Rune Literacy III, but bonus is +35. 
  13. Find Significance – The caster learns the cultural and historical significance of one item. He also learns its 
  personal significance, if any, to its current owner. This knowledge comes in the form of an illustrative narrative. 
  14. Attuning VII – As Attuning III, but bonus is +35. 
  15. Item Analysis – The caster gains complete information on the item's magical abilities and any non-magical 
  bonuses. 
  16. The Reaper's Tale – The caster receives a narrative account of how someone died. Since this is not a vision, the 
  caster has only a description of the killer (and perhaps the name, if it is revealed in dialog), but vision-centric 
  defenses against retrosurveillance will not stymie this spell. When this spell is cast, the caster must be touching an 
  object that had significance in the death (i.e., the murder weapon, the body, etc.) The narrative will be "from the 
  point of view" of the object in question, so casting on multiple objects may provide a more complete account of 
  events. 
  17. Item's Epic – As Item's Tale, except without a time limit. 
  18. Rune Literacy X – As Rune Literacy II, but bonus is +50. 
  19. Distance Learning * – The next touch-ranged spell on this list cast by the caster of this spell will have its range 
  improved to 20'. 
  20. Attuning X – As Attuning III, but bonus is +50. 
  25. Item's Saga – As Item's Tale, except caster learns the whole history of the item. This does not include every 
  detail, but does include all significant events. 
  30. The Alchemist's Tale – As Item Analysis and Item Origins combined, except that the Bard may study one item 
  each round during the duration of the spell. 
  35. Rune Literacy XV – As Rune Literacy III, but bonus is +75. 
  40. Looter's Eye * – Caster immediately knows the location of the most valuable (financially) object within the area 
  of effect. 
  50. Attuning XV – As Attuning III, but bonus is +75. 
  Note: See Section 10.4 for more about detection spells. 
   
  
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  Bard Base 
  SOUND CONTROL 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Quiet I 
  1’R 
  1 min/lvl  self 
  E 
  2) Sonic Law I 
  1’R 
  C 
  self 
  E 
  3) Hush 
  10' R/lvl 
  10 min/lvl self 
  E 
  4) Fanfare 
  10' R  
  1 rnd/lvl 
  self 
  E 
  5) Sphere of Silence I 
  10’R 
  1 min/lvl  self 
  E 
  6) Sonic Law II 
  10’R 
  C 
  self 
  E 
  7) Sudden Sound 
  1 target 
  1 rnd/5 fail 100' 
  F 
  8) Deafen 
  1 target 
  1 rnd/5 fail  100' 
  F 
  9) Cracks  
  1,000 cu’ 
   —  
  100’ 
  F 
  10) Music 
  5' R 
  1 min/lvl touch E 
  11) Sphere of Silence V 
  50’R 
  1 min/lvl  self 
  E 
  12) Sonic Law III 
  100’R 
  C 
  self 
  E 
  13) Shatter Blast 
  1 object (1 cu’) 
   —  
  10’ 
  F 
  14) Waiting Sound 
  varies 
  1 min/lvl touch E 
  15) Orchestra 
  10' R 
  10 min/lvl touch E 
  16) Sonic Law IV 
  10’R/lvl 
  C 
  self 
  E 
  17) Long Sudden Sound 
  1 target 
  1 rnd/5 fail 300' 
  F 
  18) Minor Ultrasonics 
  50' R 
  1 rnd/lvl (C) self 
  F 
  19) Sonic Splendor 
  1 instrument 10 min/lvl touch U 
  20) Crumble 
  1,000 cu’ 
   —  
  100’ 
  F 
  25) Sphere of Silence X 
  100’R 
  1 min/lvl  self 
  E 
  30) Minor Ultrasonics True 
  100’R  
  1 rnd/lvl (C) self 
  F 
  35) Killing Sound 
  1 target 
   —  
  100’ 
  F 
  40) Mass Sudden Sound 
  1 target/lvl 1 rnd/5 fail 100' 
  F 
  50) Sonic Law True 
  10’/lvl  
  1 min/lvl 
  self 
  E 
  1. Quiet I – Any sounds originating within 1’ of the caster’s body cannot be heard outside the radius; +25 to 
  Stalking. 
  2. Sonic Law I – Caster may manipulate sound within the area of effect, creating any single sound desired. This 
  sound may be heard outside the area of effect, if the caster wishes. Sound cannot be damaging. 
  3. Hush – For the duration of this spell, all sounds in the area of effect are no louder than a whisper. The caster is 
  immune to the effects of this spell. In addition, the caster can designate up to one extra target per level to be 
  immune to the effects of the spell. By concentrating for one round, the caster may make one target immune to the 
  effect or remove one target's immunity. 
  4. Fanfare – A fanfare of music plays. The caster may designate one instrument (that will make the sounds of the 
  fanfare) for every five levels of experience (or portion thereof). The volume of the fanfare cannot exceed that 
  which would be normally made by the designated instrument(s). 
  
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  5. Sphere of Silence I – As Quiet I, except radius is 10’. 
  6. Sonic Law II – As Sonic Law I, except radius is 10’. 
  7. Sudden Sound – Causes a very loud, sudden sound next to the target's ears. The target is stunned for the 
  duration. 
  8. Deafen – Target cannot hear sounds occurring more than 6" from the target's ears. 
  9. Cracks – Certain sound waves cause any cracks or flaws in solid, inanimate material (up to 1,000 cu’) to expand 
  to their limit. 
  10. Music – Caster may designate any music to be played as if the caster were playing it (and the caster must 
  actually have played the music at least once). The music will play continuously for the duration of the spell. If the 
  musical score finishes before the duration is over, the music will repeat as many times as needed. The caster can 
  designate singing instead of an instrument. 
  11. Sphere of Silence V – As Sphere of Silence I, except radius is 50’. 
  12. Sonic Law III – As Sonic Law I, except radius is 100’. 
  13. Shatter Blast – Causes a nonmetal, rigid, inanimate object to shatter (up to 1 cubic foot in size). All within a 5’R 
  take an A Impact critical, anyone holding the object takes a C critical. 
  14. Waiting Sound – A set series of sounds can be concentrated upon and then delayed up to 24 hours or until 
  triggered by a specified sound. 
  15. Orchestra – As Music, except caster may designate one instrument per five levels of experience (or portion 
  thereof) that will play simultaneously. All instruments (including vocals) will play as if the caster were playing them. 
  16. Sonic Law IV – As Sonic Law I, except radius is 10’ per level of the caster. 
  17. Long Sudden Sound – As Sudden Sound, except for range. 
  18. Minor Ultrasonics – All beings (except the caster) within range capable of hearing ultrasonic sounds are 
  stunned 1 rnd/10 failure; an RR must be made once per round while in the radius. Even if they are not stunned, 
  animals capable of hearing ultrasonics will have to make a second, non-magical RR against Fear (level of Fear is half 
  the caster's level).  
  19. Sonic Splendor – First, this spell will clean and tune an instrument instantly; this effect is "permanent". This 
  spell cannot repair actually broken or missing parts; if new strings are supplied, it can use them to replace broken 
  ones, for example. Second, the sound quality of the instrument is improved to the equivalent of a +10 quality 
  instrument if it was below that value. Third, if the caster spends a round in concentration, the instrument can be 
  made to sound like any other instrument with which the caster is familiar. 
  20. Crumble – As Cracks, except material with cracks will crumble to dust. 
  25. Sphere of Silence X – As Sphere of Silence I, except radius is 100’. 
  30. Minor Ultrasonics True – As Minor Ultrasonics, except for radius. 
  35. Killing Sound – Caster launches a concentrated burst of sound at the target, doing a D Impact critical. 
  40. Mass Sudden Sound– As Sudden Sound, except affects up to one target per caster level. 
  50. Sonic Law True – As Sonic Law I, except parameters are as listed and sounds can be programmed, the sounds 
  may be delayed (up to 24 hr), there can be more than one sound at a time, and sounds are instantly changeable. 
   
  
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  Bard Base 
  SOUND PROJECTION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Long Whisper I 
  1 point 
  C 
  100’ 
  E 
  2) Sounding II 
  caster 
  C 
  self 
  E 
  3) Sweet Music III * 
  1 spell 
  varies 
  self 
  U 
  4) Distant Drums V * 
  1 spell  
  varies 
  self 
  U 
  5) Long Whisper III 
  1 point 
  C 
  300’ 
  E 
  6) Sounding V 
  caster 
  C 
  self 
  E 
  7) Distant Drums X * 
  1 spell 
  varies 
  self 
  U 
  8) Echoes * 
  1 spell 
  varies 
  self 
  U 
  9) Long Whisper V 
  1 point 
  C 
  500’ 
  E 
  10) Song Mastery * 
  1 spell 
  varies 
  self 
  U 
  11) Sweet Music VI * 
  1 spell 
  varies 
  self 
  U 
  12) Distant Drums XX * 
  1 spell 
  varies 
  self 
  U 
  13) Long Whisper X 
  1 point 
  C 
  1000' 
  E 
  14) Sounding True 
  caster 
  C 
  self 
  E 
  15) Distant Drums XXX * 
  1 spell 
  varies 
  self 
  U 
  16) Rebounding Echoes * 
  1 spell 
  varies 
  self 
  U 
  17) Long Whisper True 
  1 point 
  C 
  100'/lvl E 
  18) Sweet Music X * 
  1 spell 
  varies 
  self 
  U 
  19) Distant Drums L* 
  1 spell 
  varies 
  self 
  U 
  20) Marching Tune * 
  1 spell 
  varies 
  self 
  U 
  25) Distant Drums True * 
  1 spell 
  varies 
  self 
  U 
  30) Reverberating Echoes * 
  1 spell 
  varies 
  self 
  U 
  35) Universal Language * 
  1 spell 
  varies 
  self 
  U 
  40) Sweet Music True * 
  1 spell 
  varies 
  self 
  U 
  50) Repeat Performance * 
  1 spell 
  varies 
  self 
  U 
  1. Long Whisper I – Caster can whisper and the whisper can be heard at any point he chooses within the range. 
  2. Sounding II – Both the caster's voice and the sound of any musical instrument(s) he is playing carry twice as far 
  as normal. This allows for speaking to or performing for larger crowds. 
  3. Sweet Music III * – The caster has a +15 bonus to Performing Arts maneuver rolls made when casting a spell on 
  the Controlling Songs or Inspiring Songs spell lists. The "Song" must be cast within 1 minute after completing this 
  spell. This bonus applies both to the initial roll and to any continuation rolls. 
  4. Distant Drums V * – The center of the radius of a spell on the Controlling Songs or Inspiring Songs spell lists may 
  be placed at a distance of up to 50' from the caster. The "Song" must be cast within one minute after completing 
  this spell. Silent performance techniques (e.g. juggling) cannot be used with Distant Drums. 
  5. Long Whisper III – As Long Whisper I, except range is 300'. 
  6. Sounding V – As Sounding II, except increase is five times. 
  7. Distant Drums X * – As Distant Drums V, but maximum distance is 100'. 
  
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  8. Echoes * – A spell on the Controlling Songs or Inspiring Songs spell lists will continue to stay in effect after the 
  caster is done performing. The "Song" must be cast within one minute after completing this spell. This extended 
  effect is as long as the initial performance (including any extension by making continuation rolls). For example, if 
  the caster plays a Stunning Song for four rounds, then runs away, the victims will suffer a total of eight rounds of 
  stun. 
  9. Long Whisper V – As Long Whisper I, except range is 500'. 
  10. Song Mastery * – A spell on the Controlling Songs spell list can affect only those individuals the caster chooses. 
  He may either select them individually or by choosing one or more categories of being to affect (e.g., "rats", 
  "children"). The "Song" must be cast within one minute after completing this spell. This spell allows the caster to 
  make himself one of the targets of his own Controlling Song. 
  11. Sweet Music VI * – As Sweet Music III, but bonus is +30. 
  12. Distant Drums XX * – As Distant Drums V, but maximum distance is 200'. 
  13. Long Whisper X – As Long Whisper I, except range is 1000'. 
  14. Sounding True – As Sounding II, except sound carries out to a chosen distance up to one mile radius without 
  diminution of sound. 
  15. Distant Drums XXX * – As Distant Drums V, but maximum distance is 300'. 
  16. Rebounding Echoes * – As Echoes, but the extended effect lasts twice as long as the performance. 
  17. Long Whisper True – As Long Whisper I, except range is 100' per level of the caster. 
  18. Sweet Music X * – As Sweet Music III, but bonus is +50. 
  19. Distant Drums L * – As Distant Drums V, but maximum distance is 500'. 
  20. Marching Tune * – A spell on the Controlling Songs or Inspiring Songs spell list will not interfere with the 
  caster's normal movement. The "Song" must be cast within one minute after completing this spell. The caster may 
  continue his performance while doing full movement at up to a jogging pace with no pace penalties. 
  25. Distant Drums True * – As Distant Drums V, but maximum distance is one mile, and the caster must be able to 
  see the place where he wants to center his Controlling Song. 
  30. Reverberating Echoes * – As Echoes, but the extended effect lasts three times as long as the performance. 
  35. Universal Language * – A spell on the Controlling Songs spell list will influence even beings normally immune to 
  mental spells, be they mindless undead, strange demons, or animated stone. The "Song" must be cast within one 
  minute after completing this spell. 
  40. Sweet Music True * – As Sweet Music III, but bonus is +75. 
  50. Repeat Performance * – A spell on the Controlling Songs spell list can be made to repeat itself at a later time in 
  the same place. The "Song" must be cast within one minute after completing this spell. The repetition can be 
  triggered any time in the next 48 hours after completion of the initial performance. The caster can choose one of 
  the following triggers: a) a set time, b) specified movement/action, c) specified sound, d) specified species, or e) 
  specified realm of magic actively cast. For options b through e, they trigger the Repeat Performance if they 
  occur/exist in the area affected by the Controlling Song. For those options, the response to the trigger may occur 
  instantly or there may be a set delay in order, e.g., to let more orcs enter the area of effect before the spell goes 
  off. 
  
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  7.4. Dabbler 
   
  Dabbler Base  
  CONCEALMENT MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Shadow 
  caster 
  10 min/lvl self 
  U 
  2) Unseen III 
  3 targets 
  24 hours 10'/lvl E 
  3) Conceal I 
  1 object 
  4 hrs/lvl touch E 
  4) Locate Object 
  1 object 
   —  
  5'/lvl 
  I 
  5) Darkness 
  2'R/lvl 
  10 min/lvl 10' 
  E 
  6) Secret I 
  1 object 
  4 hrs/lvl touch U 
  7) Unseen V 
  5 targets 
  24 hours 10'/lvl E 
  8) Displacement I 
  caster 
  1 min/lvl self 
  E 
  9) Conceal III 
  3 objects 
  4 hrs/lvl touch E 
  10) Unseen X 
  10 targets 24 hours 10'/lvl E 
  11) Displacement II 
  caster 
  1 min/lvl self 
  E 
  12) Secret III 
  3 objects 
  4 hrs/lvl touch U 
  13) Unseen XV 
  15 targets 24 hours 10'/lvl E 
  14) Hide Thoughts 
  caster 
  C 
  self 
  U 
  15) Conceal V 
  5 objects 
  4 hrs/lvl touch E 
  16) Lord Unseen 
  20 targets 24 hours 10'/lvl E 
  17) Secret V 
  5 objects 
  4 hrs/lvl touch U 
  18) Displacement III 
  caster 
  1 min/lvl 10' 
  E 
  19) Hide Thoughts True 
  caster 
  1 min/lvl self 
  U 
  20) Conceal X 
  10 objects 
  4 hrs/lvl touch E 
  25) Unseen True 
  1 target/lvl 24 hours 10'/lvl E 
  30) Secret X 
  10 objects 
  4 hrs/lvl touch U 
  35) Displacement IV 
  caster 
  1 min/lvl 10' 
  E 
  40) Lord Secret 
  20 objects 
  4 hrs/lvl touch U 
  50) Conceal True 
  1 object/lvl 4 hrs/lvl touch E 
  1. Shadow – Caster and objects on the caster's person appear to be in shadow and thus are almost invisible in dark 
  areas (in many situations this could be handled with a Stalking bonus of between +25 and +75). 
  2. Unseen III – Up to three objects (e.g., 1 garment, 1 naked body, and 1 weapon) are made invisible. Each object 
  will remain invisible until 24 hours pass or the object is struck by a violent blow (being hit by a weapon, falling, 
  etc.) or the object makes a violent move (i.e., an attack) or casts a spell of type E or F. 
  3. Conceal I – Target inanimate object takes on the visual appearance of a similar object. For example, a small red 
  key may appear as a small blue spoon. The object cannot vary in dimensions by more than 100% of actual size in 
  any given dimension. This is strictly a visual illusion (and can be detected as such). 
  4. Locate Object – This spell allows the caster to find any inanimate object. The caster must be able to uniquely 
  describe the object. When using the Locate Object spell, the caster must provide an unambiguous description of 
  
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  the object being sought. This includes a minimum of: the item's dimensions (within 10% of actual size) and at least 
  two other identifying attributes (e.g., color weight, shape, texture, etc.). Often, it will take more than two other 
  attributes to make the description "unique" (i.e., no other item within range can possibly match the description). 
  5. Darkness – Creates an area of darkness up to 2'R/lvl about the point touched. The darkness is equal to the 
  darkest night. (See A&CL Section 14.8) If the point is on a mobile object or being, it will move with the object/being 
  (see Section 10.16). 
  6. Secret I – Target inanimate object takes on the visual and tactile appearance of another object. For example, a 
  crystal goblet might look and feel like a wooden mug. The object cannot vary in dimensions by more than 100% of 
  actual size in any given dimension. This is an illusion (and can be detected as such). 
  7. Unseen V – As Unseen III, except affects up to five objects.  
  8. Displacement I – Caster's apparent location is offset from the actual location; all attacks have no effect 10% of 
  the time. Each time a foe misses due to this effect, the chance of that foe missing again goes down 5%. 
  9. Conceal III – As Conceal I, except affects up to three objects. 
  10. Unseen X – As Unseen III, except affects up to ten objects. 
  11. Displacement II – As Displacement I, except chance of missing is 20%. 
  12. Secret III – As Secret I, except affects up to three objects. 
  13. Unseen XV – As Unseen III, except affects up to 15 objects. 
  14. Hide Thoughts – Caster becomes almost impossible to read as to honesty or emotions (-100 to all attempts to 
  use Social Awareness skill on the caster) and spells to read the caster's mind or emotional state must make an RR 
  roll against this spell or simply fail. 
  15. Conceal V – As Conceal I, except affects up to five objects. 
  16. Lord Unseen – As Unseen III, except affects up to twenty objects. 
  17. Secret V – As Secret I, except affects up to five objects. 
  18. Displacement III – As Displacement I, except chance of missing is 30%. 
  19. Hide Thoughts True – As Hide Thoughts, except for duration. 
  20. Conceal X – As Conceal I, except affects up to ten objects. 
  25. Unseen True – As Unseen III, except affects up to one object for each level of the caster. 
  30. Secret X – As Secret I, except affects up to ten objects. 
  35. Displacement IV – As Displacement I, except chance of missing is 40%. 
  40. Lord Secret – As Secret I, except affects up to twenty objects. 
  50. Conceal True – As Conceal I, except affects up to one object for each level of the caster. 
  Note: Illusions are one of the more complex and subtle types of magic and they are explained at length in Section 
  10.9. 
  Note: For more information on invisibility, see Section 10.10. 
   
  
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  Dabbler Base  
  INFLUENCES 
  Level 
  Spell 
  Area of Effect 
  Duration Range Type 
  1) Deepen Sleep * 
  1 target 
  1 hour 
  100' Fm 
  2) Charm Animals 
  1 animal/lvl 
  1 hour 
  100' Fm 
  3) Caginess I * 
  caster 
  10 min/lvl self 
  U 
  4) Voice of Sincerity 
  varies 
  10 min/lvl self Fm 
  5) Silver Tongue I 
  caster 
  10 min/lvl self 
  U 
  6) Mind Reading I 
  1 target 
  1 rnd/lvl (C) 2'/lvl Fm 
  7) Caginess II * 
  caster 
  10 min/lvl self 
  U 
  8) Voice of Eloquence 
  caster 
  10 min/lvl self 
  U 
  9) Charm Group 
  1 target/5 lvls 
  1 hr/lvl 
  100' Fm 
  10) Caginess III * 
  caster 
  10 min/lvl self 
  U 
  11) Group Suggestion 
  1 target/5 lvls 
  varies 
  100' Fm 
  12) Silver Tongue II 
  caster 
  10 min/lvl self 
  U 
  13) Hold Group 
  1 target/5 lvls 
  C 
  100' Fm 
  14) Voice of Magnificence 
  caster 
  10 min/lvl self 
  U 
  15) Mind Reading II 
  1 target 
  1 rnd/lvl (C) 5'/lvl Fm 
  16) Caginess IV * 
  caster 
  10 min/lvl self 
  U 
  17) Silver Tongue III 
  caster 
  10 min/lvl self 
  U 
  18) Master Group 
  1 target/5 lvls 10 min/lvl 50' 
  Fm 
  19) Calligraphy of Suggestion 
  1 text 
  varies 
  touch Fm 
  20) Caginess V * 
  caster 
  10 min/lvl self 
  U 
  25) Mind Reading True 
  1 target 
  1 rnd/lvl (C) 10'/lvl Fm 
  30) Mystic Papers 
  unlimited targets 10 min/lvl touch Fm 
  35) Silver Tongue V 
  caster 
  10 min/lvl self 
  U 
  40) Mass Suggestion 
  1 target/lvl 
  varies 
  100' Fm 
  50) Group Quest 
  1 target/5 lvls 
  varies 
  50' 
  Fm 
  1. Deepen Sleep * – [RR Mod.: -30] Target that is already at least napping falls into a very deep sleep, taking a -50 
  penalty to Perception rolls to wake up. 
  2. Charm Animals – Target animal(s) will believe the caster is a good friend. 
  3. Caginess I * – Caster gains a +10 bonus to all Social Awareness skill maneuvers. 
  4. Voice of Sincerity – Anyone making a Social Awareness maneuver with respect to the caster becomes a target of 
  this spell. If affected, the target will suffer a -25 penalty to all such Social Awareness maneuvers while the spell 
  lasts. 
  5. Silver Tongue I – Caster gains a +10 bonus to all Influence skill maneuvers. 
  6. Mind Reading I – Caster can read the surface thoughts of the target. 
  7. Caginess II * – Caster gains a +20 bonus to all Social Awareness skill maneuvers. 
  8. Voice of Eloquence – Caster becomes fluent (equivalent of rank 10) in any spoken or signed language in which 
  he has at least one rank. 
  
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  9. Charm Group – One humanoid target for every five levels (or fraction thereof) of the caster will believe the 
  caster is a very good friend. 
  10. Caginess III * – Caster gains a +30 bonus to all Social Awareness skill maneuvers. 
  11. Group Suggestion – Humanoid targets (up to one for every five levels, or fraction thereof, of the caster) will 
  perform a single suggested act that is not self-destructive or diametrically opposed to a target's personality (e.g., 
  no suicide suggestions, no self-mutilation suggestions, no suggestions that a priest pray to an enemy god, etc.). 
  Suggestion must be the same for all targets. 
  12. Silver Tongue II – Caster gains a +20 bonus to all Influence skill maneuvers. 
  13. Hold Group – Humanoid targets have their Activity Points per round reduced by 3 (i.e., normally, the targets 
  will have 1 AP each round). Up to one target for every five levels (or fraction thereof) of the caster may be 
  affected. 
  14. Voice of Magnificence – Caster has a +25 bonus to any Performance Art skill maneuver using his voice. 
  15. Mind Reading II – As Mind Reading I, except for range. 
  16. Caginess IV * – Caster gains a +40 bonus to all Social Awareness skill maneuvers. 
  17. Silver Tongue III – Caster gains a +30 bonus to all Influence skill maneuvers. 
  18. Master Group – As Group Suggestion, except group will obey throughout duration and different commands can 
  be issued to different members of the group. 
  19. Calligraphy of Suggestion – The caster must record in writing a single suggested act that is not self-destructive 
  or diametrically opposed to the ultimate target's personality (e.g., no suicide suggestions, no blinding himself 
  suggestions, no suggestions that a priest pray to an enemy god, etc.). This creates a minor magic item, and at this 
  time no RR is made. When the text is read by the intended recipient (caster may specify an individual, a specific 
  type, or simply aim for the first reader), the spell is triggered and if the triggering reader fails his RR, he will act as 
  suggested. Once triggered, the text loses its enchantment. 
  20. Caginess V * – Caster gains a +50 bonus to all Social Awareness skill maneuvers. 
  25. Mind Reading True – As Mind Reading I, except for range. 
  30. Mystic Papers – [RR: -25] The caster presents any paper or badgelike item or whatever item is roughly similar in 
  type to the proper identification, credential, pass, or other document granting permission and/or authority that is 
  being claimed by the caster. If the spell succeeds, the targets perceive the object presented as the genuine article. 
  Caster must initially touch the item, but then the item may be taken for inspection and even handed from one 
  individual to another out of sight of the caster without interruption of the effect. 
  35. Silver Tongue V – Caster gains a +50 bonus to all Influence skill maneuvers. 
  40. Mass Suggestion – [RR Mod.: -10] Humanoid targets (up to one per level of the caster) will perform a single 
  suggested act that is not self-destructive or diametrically opposed to a target's personality (e.g., no suicide 
  suggestions, no self-mutilation suggestions, no suggestions that a priest pray to an enemy god, etc.). Suggestion 
  must be the same for all targets. 
  50. Group Quest – Targets are given one task; failure results in a penalty determined by the Gamemaster (task 
  must be within capabilities of the targets). If a target ignores the quest, or fails to cooperate with the other targets 
  towards the success of the quest, this incurs the same effects as for failure. 
   
   
  
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  Dabbler Base  
  MECHANISMS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Machine Lore 
  1 object 
   —  
  touch I 
  2) Tune 
  1 object 
   —  
  touch U 
  3) Phantom Tools I 
  varies 
  1 maneuver self 
  U 
  4) Jam I 
  1 mechanism 
   —  
  touch U 
  5) Machinist's Eye I 
  caster 
  1 min/lvl 
  self 
  U 
  6) Operate I 
  1 machine 
  C 
  touch F 
  7) Detect Active Power 
  5' R/lvl 
  1 min/lvl (C) self 
  I 
  8) Jam II 
  1 mechanism 
   —  
  touch U 
  9) Phantom Tools III 
  varies 
  1 maneuver self 
  U 
  10) Machinist's Eye II 
  caster 
  1 min/lvl 
  self 
  U 
  11) Operate II 
  1 machine 
  1 rnd/lvl touch F 
  12) Jam III 
  1 mechanism 
   —  
  touch U 
  13) Phantom Tools V 
  varies 
  1 maneuver self 
  U 
  14) Machinist's Eye III 
  caster 
  1 min/lvl 
  self 
  U 
  15) Operate III 
  1 machine 
  1 min/lvl touch F 
  16) Jam IV 
  1 mechanism 
   —  
  touch U 
  17) Phantom Tools VII 
  varies 
  1 maneuver self 
  U 
  18) Machinist's Eye IV 
  caster 
  1 min/lvl 
  self 
  U 
  19) Operate IV 
  1 machine 
  10 min/lvl touch F 
  20) Area Jamming 
  5' R/lvl 
   —  
  self 
  U 
  25) Phantom Tools X 
  varies 
  1 maneuver self 
  U 
  30) Mental Operation 
  1 machine 
  C 
  touch U 
  35) Phantom Tools XX 
  varies 
  1 maneuver self 
  U 
  40) Mass Operate 
  5'R/lvl 
  1 min/lvl 
  self 
  F 
  50) Operate True 
  1 machine 
  1 hr/lvl 
  touch F 
  1. Machine Lore – This spell analyzes one "machine", giving the caster an idea of its purpose and operating 
  procedures. This gives the caster a +20 when operating this particular machine. Anyone to whom he describes the 
  analysis can get a +10 when operating the machine. 
  2. Tune – When this spell is cast upon a machine, the machine's efficiency will return to its original level. For 
  example, if cast upon a rusty lock, the lock would return to its original non-rusty operational level. 
  3. Phantom Tools I – This spell allows the caster to perform one maneuver using a Technical skill as if the caster 
  had a complete set of the appropriate tools with a quality bonus of +5. 
  4. Jam I – This spell has a 50% chance of jamming the target mechanism (trap, lock, machine, etc.). If the target 
  mechanism is jammed, there is only a 5% chance that the target mechanism operates normally when 
  used/triggered normally (check separately each time the mechanism is used). For example, if this spell is cast upon 
  a pressure plate in the floor (that will drop a portcullis when someone steps upon it), there is a 5% chance the 
  mechanism will trigger each time someone walks over it. The sophistication and condition of the mechanism may 
  
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  modify the chance of successful jamming (a redundant design with built-in fail-safes would make it harder to jam; 
  age and rust would make jamming easier). 
  5. Machinist's Eye I – For the duration of this spell, the caster gains a +25 bonus to all Perception rolls related to 
  mechanisms (e.g., finding mechanical traps, locating the hidden catch on the secret door, or spotting the loose 
  wire). 
  6. Operate I – This spell will operate any non-magical machine in its normal capacity for the duration of the spell. 
  After the duration, the machine will operate normally. For example, if this spell were used to turn a wheel, the 
  wheel would spin for the duration of the spell, then slowly spin to a stop. This merely provides basic motive power; 
  any additional controls (directional controls, frequency settings, etc.) must be handled separately. 
  7. Detect Active Power – Caster will be aware of any machine activity or stored power for a machine (as capacitors 
  or a battery) within the radius of effect. The caster will not know what the machine is or exactly where, though 
  successful Perception may give an idea of the number of machines, vague location, and overall energy involved. A 
  Very Hard Perception maneuver while moving at a walking pace or slower with this spell active will give the caster 
  enough warning that he is starting to trigger a mechanism for the caster to pull back, avoiding a tripwire or 
  pressure plate activation. 
  8. Jam II – As Jam I, except base chance of jamming mechanism is 70% (and only a 4% chance of activation if 
  jammed). 
  9. Phantom Tools III – As Phantom Tools I, except bonus for tools is +15. 
  10. Machinist's Eye II – As Machinist's Eye I, except bonus is +50. 
  11. Operate II – As Operate I, except for duration. 
  12. Jam III – As Jam I, except base chance of jamming mechanism is 90% (and only a 3% chance of activation if 
  jammed). 
  13. Phantom Tools V – As Phantom Tools I, except bonus for tools is +25. 
  14. Machinist's Eye III – As Machinist's Eye I, except bonus is +75. 
  15. Operate III – As Operate I, except for duration 
  16. Jam IV – As Jam I, except base chance of jamming mechanism is 100% (and only a 2% chance of activation if 
  jammed). 
  17. Phantom Tools VII – As Phantom Tools I, except bonus for tools is +35. 
  18. Machinist's Eye IV – As Machinist's Eye I, except bonus is +100. 
  19. Operate IV – As Operate I, except for duration 
  20. Area Jamming – As Jam III, except affects all mechanisms in the area of effect. 
  25. Phantom Tools X – As Phantom Tools I, except bonus for tools is +50. 
  30. Mental Operation – Allows caster to operate and control one machine. This not only provides basic motive 
  power (as an Operate spell), but allows full control of an entire machine by the caster alone. For example, the 
  caster could handle a large sailing ship on his own as if it were fully crewed. Treat as if as many individuals as 
  needed for normal operations (up to a maximum equal to the caster's level) were working under the perfect 
  command of the caster. Treat the skill of this crew as either +0 or the caster's own bonus in the appropriate skill 
  (e.g. Piloting: Sailing Ship or Trade: Sailor in the case of the example ship). 
  35. Phantom Tools XX – As Phantom Tools I, except bonus for tools is +100. 
  40. Mass Operate – As Operate I, except affects all machines in the area of effect. 
  50. Operate True – As Operate I, except for duration 
  Note: For the purposes of this list, a machine is any deliberately constructed device with at least one moving part 
  built to perform a specific function. 
   
  
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  Dabbler Base  
  MOVEMENT MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Jog * 
  caster 
  10 min/lvl self 
  U 
  2) Longjump * 
  caster 
   —  
  self 
  U 
  3) Soft Landing * 
  caster 
   —  
  self 
  U 
  4) Shadow Steps 
  caster 
  1 min/lvl self 
  U 
  5) Underwater Movement 
  caster 
  10 min/lvl self 
  U 
  6) Balance * 
  caster 
  1 rnd/lvl self 
  U 
  7) Spider's Step 
  caster 
  1 min/lvl self 
  U 
  8) Long Dive * 
  caster 
   —  
  self 
  U 
  9) Traceless Passing * 
  caster 
  C 
  self 
  U 
  10) Spider's Step True 
  caster 
  1 min/lvl self 
  U 
  11) Float * 
  caster 
  1 min/lvl self 
  U 
  12) Spider's Walk 
  caster 
  1 min/lvl self 
  U 
  13) Run * 
  caster 
  10 min/lvl self 
  U 
  14) Shadow Landing * 
  caster 
   —  
  self 
  U 
  15) Glide I 
  caster 
  1 min/lvl self 
  U 
  16) Airwalking 
  caster 
  1 min/lvl self 
  U 
  17) Secret Speed * 
  caster 
  10 min/lvl self 
  U 
  18) Sprint * 
  caster 
  10 min/lvl self 
  U 
  19) Glide II 
  caster 
  1 min/lvl self 
  U 
  20) Spider's Walk True 
  caster 
  1 min/lvl self 
  U 
  25) Glide III 
  caster 
  1 min/lvl self 
  U 
  30) Superior Balance * 
  caster 
  1 rnd/lvl self 
  U 
  35) Dash * 
  caster 
  10 min/lvl self 
  U 
  40) Glide True 
  caster 
  1 min/lvl self 
  U 
  50) Movement Mastery * 
  caster 
  1 min/lvl self 
  U 
  1. Jog * – Caster may move at two times normal walking pace (i.e., Jog pace) as easily as walking. Fatigue and 
  difficulty of maneuvers are as if at Walk pace; spells requiring a "walking pace" may be used (e.g. Shadow Steps), 
  but not those requiring slower than walking pace (e.g., Spider's Step). Once the caster stops moving, the spell is 
  canceled. 
  2. Longjump * – Caster may jump (from any pace) up to 10' plus 5' per level of the caster horizontally or 5' plus 2' 
  per level of the caster vertically. This spell will allow the caster to always land safely from jumps of this distance or 
  less. The jump itself is a 1 AP action or it may be incorporated into movement at no cost if the caster is moving at a 
  Jog (x2) or greater pace. 
  3. Soft Landing * – Allows the target to land safely in a fall up to 20’ per level of the caster and to take that distance 
  off the severity of any longer fall. This landing will also be noiseless. 
  
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  4. Shadow Steps – Allows the caster to cloak all of his movements in complete silence, so long as he moves no 
  faster than a walking pace. This provides a +25 bonus to Stalking maneuvers and negates any penalties for 
  especially noise surfaces. 
  5. Underwater Movement – Caster can take action underwater as if on land. 
  6. Balance * – Adds +50 to any rolls for any moving maneuvers performed at a walking pace or less (e.g., walking a 
  3” beam). 
  7. Spider's Step – Caster can move (at Creep pace) along any solid surface angled up to 90° so long as at least three 
  point contact (e.g., two feet and a hand) is maintained with the surface. 
  8. Long Dive * – Caster can safely dive through the air up to 50' per level so long as there is deep enough water 
  present at the end of the dive (at least 2' of water per 50' of dive). 
  9. Traceless Passing * – Caster can move at a walking pace without leaving tracks or other visible signs of his 
  passing. 
  10. Spider's Step True – As Spider's Step, except caster can move along any surface (including ceilings). 
  11. Float * – Caster can float upon the air. While floating, the caster is at the mercy of the prevailing winds and 
  cannot control any aspect of his flight without access to some other motive force (i.e., pulling along a rope or wall, 
  being towed, etc.). 
  12. Spider's Walk – As Spider's Step, except caster may move at a normal walking pace and he needs only to 
  maintain a 2-point contact with the wall. 
  13. Run * – As Jog, except pace is three times walking pace. 
  14. Shadow Landing * – As Soft Landing, except caster can land safely from any fall 99% of the time, and still takes 
  the normal 20'/level off any fall for the 1% of the time that safety is not complete. While falling, the caster gets his 
  full Stalking bonus and adds +25 to that if not in direct sunlight. 
  15. Glide I – Caster can glide through the air. The product of caster's altitude and horizontal speed cannot exceed 
  100 (with altitude in feet and speed in feet per round). For example, a caster can glide along at a rate of 5' per 
  round if he were 20' off the ground, or he could glide at the rate of 50' per round if he were 2' off the ground. Note 
  that the product must equal 100 (i.e., the caster cannot choose to have a result less than or more than 100). 
  Elevation may be increased up to 5' or decreased up to 10' each round, with the highest elevation being used to 
  calculate the horizontal speed. There is a minimum elevation of 2'. 
  16. Airwalking – Caster can walk on calm air. This spell only allows for horizontal movement. Vertical movement 
  must be achieved by other means. 
  17. Secret Speed * – Caster can move at any pace or using any means (e.g., swimming, which would normally be 
  less stealthy due to splashing water) without penalty to any Stalking rolls. 
  18. Sprint * – As Jog, except pace is four times walking pace. 
  19. Glide II – As Glide I, except product is 200. 
  20. Spider's Walk True – As Spider's Walk, except caster can move along any surface (including ceilings). 
  25. Glide III – As Glide I, except product is 300. 
  30. Superior Balance * – As Balance, except bonus is +100. 
  35. Dash * – As Jog, except pace is five times walking pace. 
  40. Glide True – As Glide I, except product is 500. 
  50. Movement Mastery * – Caster may use any lower level spell from this list once per round. 
  Note: See Section 10.14 for restrictions on encumbrance relating to movement spells. 
   
  
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  Dabbler Base  
  SENSES 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Sly Ears 
  caster 
  10 min/lvl 
  self 
  U 
  2) Nightvision 
  caster 
  10 min/lvl 
  self 
  U 
  3) Scent 
  caster 
  10 min/lvl 
  self 
  U 
  4) Sensory Marker 
  caster 
  P 
  touch 
  U 
  5) Far Sense I 
  caster 
  1 min/lvl (C) 50'/lvl U 
  6) Sidevision 
  caster 
  10 min/lvl 
  self 
  U 
  7) Touch 
  caster 
  10 min/lvl 
  self 
  U 
  8) Watervision 
  caster 
  10 min/lvl 
  self 
  U 
  9) Darkvision 
  caster 
  10 min/lvl 
  self 
  U 
  10) Far Sense II 
  caster 
  1 min/lvl (C) 50'/lvl U 
  11) Woodsight 
  caster 
  C 
  self 
  U 
  12) Lightvision 
  caster 
  10 min/lvl 
  self 
  U 
  13) Fabricsight 
  caster 
  C 
  self 
  U 
  14) Greater Far Sense I 
  caster 
  1 min/lvl (C) 50'/lvl U 
  15) Long Far Sense I 
  caster 
  1 min/lvl (C) 500'/lvl U 
  16) Stonesight 
  caster 
  C 
  self 
  U 
  17) Locate Marker 
  caster 
   —  
  self 
  U 
  18) Greater Far Sense II 
  caster 
  1 min/lvl (C) 50'/lvl U 
  19) Metalsight 
  caster 
  C 
  self 
  U 
  20) Long Far Sense II 
  caster 
  1 min/lvl (C) 500'/lvl U 
  25) Vision True 
  caster 
  10 min/lvl 
  self 
  U 
  30) Senses True 
  caster 
  10 min/lvl 
  self 
  U 
  35) Danger Sense 
  caster 
  10 min/lvl 
  self 
  U 
  40) Far Sense True 
  caster 
  1 min/lvl (C) 500'/lvl U 
  50) Sense Mastery 
  caster 
  10 min/lvl 
  self 
  U 
  1. Sly Ears – Caster gains an extremely acute sense of hearing. This results in +50 to Perception rolls involving only 
  hearing, +25 to Perception involving hearing and other senses. 
  2. Nightvision – Caster can see up to 100' as if it were daylight, so long as there is some light. 
  3. Scent – Caster gains an extremely acute sense of smell. This results in +50 to Perception rolls involving only 
  smell, +25 to Perception involving smell and other senses. 
  4. Sensory Marker – One location is "marked" so that the caster can find it again later with a Far Sense spell. The 
  marker is automatically located when the caster casts a Far Sense spell if the marker is within range of the Far 
  Sense spell. A marker can be placed on any inanimate object. The caster can only have as many markers as he has 
  levels; a Sensory Marker spell can be cancelled even if the caster is no longer within range of the marker. 
  5. Far Sense I – Caster may designate one of his senses to be used at any "marked" location within range (see 
  Sensory Marker). The caster can use any perception ability he has at the time (e.g.. if he is currently under the 
  effects of Nightvision, he will have Nightvision at the marked location). The remote sensory point may be rotated 
  
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  to face any direction. While he is sensing at the marked location, he must remain immobile and concentrate (and 
  does not have that sense available at his own location). 
  6. Sidevision – Caster has a 300° field of vision. The flank bonus for attacks against the target is lowered to +5 and 
  the rear bonus is lowered to +15. 
  7. Touch – Caster gains extreme tactile sensitivity. This provides a bonus to any action requiring a sense of touch. 
  For example, caster might receive +25 to picking locks, disarming traps, opening secret doors, etc. and +50 to 
  Perception involving only touch, +25 to Perception involving touch and other senses). 
  8. Watervision – Caster can see 100' in any water (including murky water) as if through air in daylight. 
  9. Darkvision – As Nightvision, except any darkness can be seen through. No light is needed for this spell to work. 
  10. Far Sense II – As Far Sense I, except caster may designate up to two senses at the marked location.  
  11. Woodsight – Caster can see through wood (up to 1" per level). 
  12. Lightvision – Caster can see in any brightness of light (including that which would be blinding or glaring). This 
  spell does not work in the absence of light. 
  13. Fabricsight – Caster can see through any woven organic substance (up to 1" per level). 
  14. Greater Far Sense I – As Far Sense I, except caster can move (though he must continue to concentrate). 
  15. Long Far Sense I – As Far Sense I, except for range. 
  16. Stonesight – Caster can see through stone (up to 1" per level). 
  17. Locate Marker – Caster knows the location (distance and direction) of one chosen Sensory Marker relative to 
  the caster's current location. 
  18. Greater Far Sense II – As Far Sense II, except caster can move (though he must continue to concentrate). 
  19. Metalsight – Caster can see through metal (up to 1" per level). 
  20. Long Far Sense II – As Far Sense II, except for range. 
  25. Vision True – As all Vision spells on this list operating at the same time. 
  30. Senses True – Caster has the effects of Sly Ears, Scent, Touch, and all Vision spells simultaneously. 
  35. Danger Sense – Caster has a warning of any impending danger. This will give the caster a second chance to 
  notice any trap he has missed before actually triggering it, prevent any attacker from gaining the bonus for 
  Surprise or succeeding in using Ambush skill against the caster, and should provide similar protection against other 
  sudden danger (GM's discretion). 
  40. Far Sense True – As Greater Far Sense I, except caster can use all senses and the range is improved.  
  50. Sense Mastery – Caster may use any lower level spell on this list once per round. 
  Note: See A&CL Section 14.8 for more on vision in low light and darkness. 
   
  
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  Dabbler Base  
  TRADE MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Gauge Wealth 
  1 target 
   —  
  10' 
  I 
  2) Weigh Pockets 
  1 target 
   —  
  10' 
  I 
  3) Mark Target 
  1 target 
  1 hr/lvl touch I 
  4) Find Buyer I 
  500'R/lvl 
   —  
  self 
  I 
  5) Locate Target 
  50'R/lvl 
   —  
  self 
  I 
  6) Jewel/Metal Assessment 
  1 object 
   —  
  self 
  I 
  7) Item Assessment 
  1 object 
   —  
  self 
  I 
  8) Find Buyer II 
  500'R/lvl 
   —  
  self 
  I 
  9) Detect Power 
  1 object 
   —  
  self 
  I 
  10) Lesser Item Analysis 
  1 object 
   —  
  self 
  I 
  11) Find Owner I 
  1 mile R 
   —  
  self 
  I 
  12) Find Buyer III 
  500'R/lvl 
   —  
  self 
  I 
  13) Assessment True 
  1 object 
   —  
  self 
  I 
  14) Significance 
  1 object 
   —  
  self 
  I 
  15) Find Owner II 
  5 mile R 
   —  
  self 
  I 
  16) Find Buyer IV 
  500'R/lvl 
   —  
  self 
  I 
  17) Haggle 
  caster 
   24 hrs  self 
  I 
  18) Origins 
  1 object 
   —  
  self 
  I 
  19) Find Owner III 
  10 mile R 
   —  
  self 
  I 
  20) Owner Vision 
  caster 
   —  
  self 
  I 
  25) Item Vision 
  1 object 
   —  
  self 
  I 
  30) Origins True 
  1 object 
   —  
  self 
  I 
  35) Haggle True 
  caster 
   24 hrs  self 
  I 
  40) Find Buyer True 
  1 mile/lvl 
   —  
  self 
  I 
  50) Find Owner True 
  unlimited 
   —  
  self 
  I 
  1. Gauge Wealth – Caster gets a feeling of how much the target of this spell believes the target's net worth to be. 
  Note that this is likely drastically different than how much money the target has (as wealth could include land, 
  livestock, jewelry, etc.). 
  2. Weigh Pockets – Caster knows approximately how much "wealth" is on the target's person (includes not only 
  money, but jewelry, magic items, or other valuables). 
  3. Mark Target – The caster magically "marks" a target for use with the Locate Target spell. The caster can only 
  have one target marked at a time; a Mark Target spell may be cancelled at any time, regardless of the distance 
  between the caster and the marked target. 
  4. Find Buyer I – Locates the nearest person (within the area of effect; direction and distance) who wants a specific 
  object. The caster must be touching the object at the time this spell is cast. 
  5. Locate Target – Caster knows the exact location (direction and distance) of the "marked" target. 
  
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  6. Jewel/Metal Assessment – Caster can assess the value of jewels and metals within 10% of actual value. This spell 
  allows the caster to calculate different values for all of the cultures with which the caster is familiar. This spell 
  evaluates materials only, not craftsmanship or magical properties. 
  7. Item Assessment – As Jewel/Metal Assessment, except this spell will take into account the craftsmanship of the 
  item. 
  8. Find Buyer II – Locates the nearest person (within the area of effect; direction and distance) who wants a specific 
  object and is willing to acquire it at this time. The caster must be touching the object at the time this spell is cast. 
  9. Detect Power – Detects magical power in an object, but not what realm or how much power. (See Section 10.4 
  for more about detection spells.) 
  10. Lesser Item Analysis – Caster gains a general idea of an item's abilities (e.g., it provides a bonus to Stealth [but 
  not the amount], it allows casting a spell twice daily [but not which spell], or it does an additional critical in combat 
  [but now what kind or information on the severity of the critical]). 
  11. Find Owner I – Caster knows the location of the owner of a specified object (the caster must be touching the 
  object at the time that this spell is cast). The owner must be within the area of effect. For the purposes of this 
  spell, the owner of an object is defined as someone who has legal ownership of the object. The GM must 
  determine what constitutes legal ownership in the setting. 
  12. Find Buyer III – Locates the nearest person (within the area of effect; direction and distance) who wants a 
  specific object, is willing to acquire it at this time, and is willing to acquire it in a non-violent fashion. The caster 
  must be touching the object at the time this spell is cast. 
  13. Assessment True – As Item Assessment, except that any item can be assessed (e.g., livestock, houses, boats, 
  etc.) 
  14. Significance – Determines if the item examined has any cultural or historical significance, but not exactly what 
  that significance is. 
  15. Find Owner II – As Find Owner I, except for area of effect. 
  16. Find Buyer IV – Locates the nearest person (within the area of effect; direction and distance) who wants a 
  specific object, is willing to acquire it at this time (in a non-violent fashion), and is willing to pay the best price. The 
  caster must be touching the object at the time this spell is cast. 
  17. Haggle – Caster's bargaining skills are enhanced, providing a +25 bonus to any maneuver with regards to 
  establishing a price or other business arrangement. 
  18. Origins – The caster learns the area of origin of the item, the race of the being who made it, and when it was 
  made (within 100 years). 
  19. Find Owner III – As Find Owner I, except for area of effect. 
  20. Owner Vision – Caster gets a visual image of the owner of an item. Caster must be touching the item when this 
  spell is cast. 
  25. Item Vision – Caster gets a vision of a significant event in the item's past. 
  30. Origins True – As Origins, except it gives the exact place of origin, the being who made it, and when it was 
  made.  
  35. Haggle True – As Haggle, but bonus is +50. 
  40. Find Buyer True – As Find Buyer IV, except area searched for the ideal buyer is much larger and the caster also 
  learns the buyer's name. 
  50. Find Owner True – As Find Owner I, except for area of effect. If there is nobody with a valid claim of ownership, 
  this spell will reveal that fact. 
  Note: The GM must decide what constitutes ownership in his world (perhaps with different standards for different 
  cultures). 
  
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  7.5. Illusionist 
   
   
  Illusionist Base  
  GUISES 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Blur * 
  1 target 
  1 min/lvl 10’ 
  U 
  2) Shadow 
  1 target 
  10 min/lvl 10’ 
  U 
  3) Façade I 
  1 target 
  1 hr/lvl 
  10’ 
  E 
  4) Signs 
  1 target 
  C 
  20’ Fm 
  5) Displacement I 
  1 target 
  1 min/lvl 10’ 
  E 
  6) Façade II 
  1 target 
  1 hr/lvl 
  10’ 
  E 
  7) Impersonation Façade I 
  1 target 
  1 hr/lvl 
  10’ 
  E 
  8) Façade III 
  1 target 
  1 hr/lvl 
  10’ 
  E 
  9) Impersonation Façade II 
  1 target 
  1 hr/lvl 
  10’ 
  E 
  10) Displacement II 
  1 target 
  1 min/lvl 10’ 
  E 
  11) False Image 
  100' R 
  1 min/lvl 10’ 
  E 
  12) Impersonation Façade III 
  1 target 
  1 hr/lvl 
  10’ 
  E 
  13) Mass Blur 
  1 target/lvl 1 min/lvl 100’ 
  U 
  14) Façade V 
  1 target 
  1 hr/lvl 
  10’ 
  E 
  15) Displacement III 
  1 target 
  1 min/lvl 10’ 
  E 
  16) Impersonation Façade IV 
  1 target 
  1 hr/lvl 
  10' 
  E 
  17) Impersonation Study * 
  1 target 
  —  
  100' 
  I 
  18) Mass Shadow 
  1 target/lvl 10 min/lvl 100' 
  U 
  19) Impersonation Façade True 
  1 target 
  1 hr/lvl 
  10' 
  E 
  20) Displacement IV 
  1 target 
  1 min/lvl 10’ 
  E 
  25) Mass Façade II 
  1 target/lvl 
  1 hr/lvl 100’ 
  E 
  30) Displacement V 
  1 target 
  1 min/lvl 10’ 
  E 
  35) Mass Displacement II 
  1 target/lvl 1 min/lvl 50' 
  E 
  40) Displacement VI 
  1 target 
  1 min/lvl 10’ 
  E 
  50) Changing Façade 
  1 target 
  1 hr/lvl 
  10’ 
  E 
  1. Blur – Causes target to appear blurred to attackers, granting a +10 to the target’s DB. 
  2. Shadow – Target and objects on the target's person appear to be in shadow and thus are almost invisible in dark 
  areas (in many situations this could be handled with a Stalking bonus of between +25 and +75). 
  3. Façade I – Target has a limited illusion on himself that allows him to look like any humanoid race within 20% of 
  his own size. The illusion moves as the target moves. 
  4. Signs – [RR Mod: -50] Caster can communicate simple ideas to the target through sign language (yes, no, hungry, 
  good-bye, etc.); to the target it will seem as if the caster were using the gestures appropriate to the target's 
  culture. 
  5. Displacement I – Target's apparent location is offset from the actual location; all attacks have no effect 10% of 
  the time. Each time a foe misses due to this effect, the chance of that foe missing again goes down 5%. 
  
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  6. Façade II – As Façade I, except one of the other senses can be added. 
  7. Impersonation Façade I – As Façade I, except that a specific person can be impersonated with regards to looks. 
  The person must have been observed for at least 1 minute of concentration. 
  8. Façade III – As Façade I, except two of the other senses can be added. 
  9. Impersonation Façade II – As Impersonation Façade I, except that one other aspect (or trait) of the person is 
  impersonated. Additionally, the caster must study the target for at least two minutes of concentration. For 
  example, the target's voice can be impersonated. 
  10. Displacement II – As Displacement I, except chance of missing is 20%. 
  11. False Image – Creates a duplicate of the caster, which the caster may concentrate to control and otherwise 
  does exactly what the caster does. The image includes visual and audio components, but no other senses. 
  12. Impersonation Façade III – As Impersonation Façade I, except that two other aspects (or traits) of the person 
  are impersonated. Additionally, the caster must study the target for at least three minutes of concentration. For 
  example, the target's voice and scent can be impersonated. 
  13. Mass Blur – As Blur, except as many targets as the caster’s level can be affected. 
  14. Façade V – As Façade I, except all of the other senses (except Presence) may be added. 
  15. Displacement III – As Displacement I, except chance of missing is 30%. 
  16. Impersonation Façade IV – As Impersonation Façade I, except that three other aspects (or traits) of the person 
  are impersonated. Additionally, the caster must study the target for at least four minutes of concentration. For 
  example, the target's voice, scent, and subtle mannerisms can be impersonated. 
  17. Impersonation Study * – The caster may cast this spell and instantly know everything necessary for 
  Impersonation spells (i.e., this spell replaces time spent studying the subject to be impersonated). 
  18. Mass Shadow – As Shadow, except as many targets as the caster’s level can be affected. 
  19. Impersonation Façade True – As Impersonation Façade I, except that all aspects of the person are 
  impersonated. Additionally, the caster must study the target for at least five minutes of concentration. With this 
  spell, even the closest friends and relatives of the individual impersonated will have difficulty noticing the façade. 
  20. Displacement IV – As Displacement III, except chance of missing is 40%. 
  25. Mass Façade II – As Façade II, except as many targets as the caster’s level can be affected. 
  30. Displacement V – As Displacement I, except chance of missing is 50%. 
  35. Mass Displacement II – As Displacement II, except caster can protect one target per level. 
  40. Displacement VI – As Displacement I, except chance of missing is 60%. 
  50. Changing Façade – As Façade V, except the caster can change the façade to a different façade each round. 
  Note: Illusions are one of the more complex and subtle types of magic and they are explained at length in Section 
  10.9. 
   
   
  
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  Illusionist Base  
  ILLUSION MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Illusion II 
  10’R 
  1 min/lvl 
  100’ 
  E 
  2) Phantasm I 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  3) Illusion III 
  10’R 
  1 min/lvl 
  100’ 
  E 
  4) Waiting Illusion II 
  10’R 
  varies 
  100’ 
  E 
  5) Phantasm II 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  6) Illusion V 
  10’R 
  1 min/lvl 
  100’ 
  E 
  7) Waiting Phantasm II 
  10’R 
  varies 
  100’ 
  E 
  8) Waiting Illusion III 
  10’R 
  varies 
  100’ 
  E 
  9) Phantasm III 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  10) Illusion VII 
  10’R 
  1 min/lvl 
  100’ 
  E 
  11) Waiting Phantasm III 
  10’R 
  varies 
  100’ 
  E 
  12) Phantasm IV 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  13) Waiting Illusion V 
  10’R 
  varies 
  100’ 
  E 
  14) Phantasm V 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  15) Illusion X 
  10’R 
  1 min/lvl 
  100’ 
  E 
  16) Waiting Phantasm V 
  10'R 
  varies 
  100' 
  E 
  17) Phantasm VII 
  10'R 
  1 min/lvl (C) 100' 
  E 
  18) Waiting Illusion VII 
  10'R 
  varies 
  100' 
  E 
  19) Illusory Terrain 
  1000'R 
  1 day/lvl 
  100' 
  E 
  20) Phantasm X 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  25) Waiting Illusion X 
  10’R 
  varies 
  100’ 
  E 
  30) Illusion True 
  10’R 
  P 
  100’ 
  E 
  35) Illusion XX 
  10’R 
  1 min/lvl 
  100’ 
  E 
  40) Phantasm XX 
  10’R 
  1 min/lvl (C) 100’ 
  E 
  50) Phantasm True 
  10’R 
  P (C) 
  100’ 
  E 
  1. Illusion II – Creates a simple, immobile image or scene within the area of effect. One of the following options 
  may also be chosen: a) an extra sense can be added (the corresponding Mirage spell must be known); b) the 
  duration can be doubled; c) the range can be doubled, d) the radius of the area of effect can be doubled, or e) the 
  illusion can cast light. All parts of the area of effect must be in the caster’s field of vision at the time of casting. 
  2. Phantasm I – Creates the image of one object or being that will move however the caster wants (as long as the 
  caster concentrates). When the caster stops concentrating, the image remains but stops moving. The caster may 
  resume concentration again later and make the image move again (presuming that the duration has not expired). 
  The image can be of any size that would fit within the area of effect. 
  3. Illusion III – As Illusion II, except any two of the options may be chosen. See notes below for guidelines on how 
  to combine the options. 
  4. Waiting Illusion II – As Illusion II, except it can be delayed by up to 24 hours. At the time of casting, the caster 
  chooses the trigger for the spell. The caster can choose one of the following: a) time period, b) specified 
  
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  movements, c) specified sounds, d) specified smells, e) specified tastes, f) specified touch, or g) a specified 
  Presence spell cast in the area of effect. If a sense is used to trigger the spell, that sense must be included in the 
  illusion. 
  5. Phantasm II – As Phantasm I, except one of the following options may also be chosen: a) an extra sense can be 
  added (the corresponding Mirage spell must be known); b) the duration can be doubled; c) the range can be 
  doubled; d) the radius of the area of effect can be doubled; e) another image can be created and moved 
  independently of the first (all separate images must be within the caster’s field of vision and within area of effect 
  of the spell); e) the phantasm can cast light; or f) limited repetitious sounds, movements, etc., can be added that 
  do not require concentration of the caster (the proper senses involved must also be included within the illusion). 
  See notes below for guidelines on how to combine the options. 
  6. Illusion V – As Illusion II, except any four of the options may be chosen. 
  7. Waiting Phantasm II – As Phantasm II, except it can be delayed as in Waiting Illusion II. The Phantasm will move 
  and act if given a simple command (e.g., attack, run, etc.) or it can deliver a short speech if sound was one of the 
  senses. 
  8. Waiting Illusion III – As Waiting Illusion II, except any two of the options may be chosen. 
  9. Phantasm III – As Phantasm II, except any two of the options may be chosen. 
  10. Illusion VII – As Illusion II, except any six of the options may be chosen. 
  11. Waiting Phantasm III – As Waiting Phantasm II, except any two of the options may be chosen. 
  12. Phantasm IV – As Phantasm II, except any three of the options may be chosen. 
  13. Waiting Illusion V – As Waiting Illusion II, except any four of the options may be chosen. 
  14. Phantasm V – As Phantasm II, except any four of the options may be chosen. 
  15. Illusion X – As Illusion II, except any nine of the options may be chosen. 
  16. Waiting Phantasm V – As Waiting Phantasm II, except any four of the options may be chosen. 
  17. Phantasm VII – As Phantasm II, except any six of the options may be chosen. 
  18. Waiting Illusion VII – As Waiting Illusion II, except any six of the options may be chosen. 
  19. Illusory Terrain – All of the terrain in the area of effect will appear differently than it actually is (the 
  corresponding Terrain spell for each sense incorporated must be known). The caster may designate in what way 
  the terrain is different. For example, a clearing in the woods could be disguised as a heavily wooded area of the 
  woods. 
  20. Phantasm X – As Phantasm II, except any nine of the options may be chosen. 
  25. Waiting Illusion X – As Waiting Illusion, except any nine of the options may be chosen. 
  30. Illusion True – As Illusion X, except its duration is permanent (until dispelled). 
  35. Illusion XX – As Illusion II, except any nineteen of the options may be chosen. 
  40. Phantasm XX – As Phantasm II, except any nineteen of the options may be chosen. 
  50. Phantasm True – As Phantasm X, except its duration is permanent (until dispelled); Phantasm can move only if 
  caster concentrates, except for simple programmed repetitions, if that option is chosen. 
  Note: If more that one option can be added to the Illusion or Phantasm spell, the same option can be chosen more 
  than once. For Example – with an Illusion III, two options are available. The range could be doubled once to 200’ 
  and then doubled again to 400’.  
  Note: Illusions are one of the more complex and subtle types of magic and they are explained at length in Section 
  10.9. 
   
   
  
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  Illusionist Base  
  LIGHT MOLDING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Light Mirage 
  10’R 
  10 min/lvl 100’ 
  E 
  2) Projected Light 
  50’ beam 
  10 min/lvl 
  self 
  E 
  3) Light Control I 
  10’R 
  C 
  10’ 
  E 
  4) Sudden Light 
  10’R 
   —  
  100’ 
  E 
  5) Shock Bolt I 
  1 target 
   —  
  <25’> Ed 
  6) Light Glamour 
  1 object 
  1 day/lvl 
  50' 
  E 
  7) Light V 
  50’R 
  10 min/lvl touch 
  E 
  8) Darkness V 
  50’R 
  10 min/lvl touch 
  E 
  9) Blind 
  1 target 
  1 rnd/5 fail 100’ 
  F 
  10) Light Control V 
  50’R 
  C 
  50’ 
  E 
  11) Utterlight 
  100’R 
  1 min/lvl 
  100’ 
  E 
  12) Light Terrain 
  1000'R 
  1 day/lvl 
  100' 
  E 
  13) Beacon I 
  1 mile 
  1 min/lvl 
  self 
  E 
  14) Utterdark 
  100’R 
  1 min/lvl 
  100’ 
  E 
  15) Light Control X 
  100’R 
  C 
  100’ 
  E 
  16) Shock Bolt V 
  1 target 
   —  
  <125’> Ed 
  17) Mass Light Glamour 
  1 object/lvl 1 hour/lvl 100' 
  E 
  18) Beacon V 
  5 miles 
  1 min/lvl 
  self 
  E 
  19) Light Control XX 
  200'R 
  C 
  200' 
  E 
  20) Lightning Bolt I 
  1 target 
   —  
  <25’> Ed 
  25) Greater Light Control 
  500’R 
  C 
  500’ 
  E 
  30) Lightning Bolt III 
  1 target 
   —  
  <75’> Ed 
  35) Lightning Bolt V 
  1 target 
   —  
  <125'> Ed 
  40) Shocking Bolts 
  1 target/round 1 rnd/lvl <125'> Ed 
  50) Light Control True 
  100’R/lvl 
  C 
  100’/lvl E 
  1. Light Mirage – Creates any simple immobile image or scene up to an area of 10’R. The visual aspects of the 
  scene are really created (no RR) and detecting that it is an illusion can normally be accomplished only through 
  spells or the use of a sense other than sight. 
  2. Projected Light – Beam of light (like a flashlight) springs from the caster’s palm; it has a 50’ effective range. If the 
  caster's hand is closed into a fist, the light will “turn off”. If the caster's fist is reopened before the end of the 
  duration, the light will turn on again. 
  3. Light Control I – Caster can control the intensity of light within the area of effect; the intensity can vary from 
  daylight to darkness (natural), and it can be different in different parts of the radius. 
  4. Sudden Light – Causes a 10’ R burst of intense light, all within are stunned for 1 round per 5 failure. 
  5. Shock Bolt I – A bolt of intense, charged light is shot from the palm of the caster; results are determined on the 
  Lightning Bolt attack table, as a Diminutive attack. 
  
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  6. Light Glamour – One object (up to 10 pounds per level) has its visual appearance altered for the duration of the 
  spell. Note that no other aspect of the object changes. This spell cannot make an object cast light (although it may 
  alter the appearance of light given off, whether naturally or from another spell). 
  7. Light V – Lights a 50’R area about the point touched. 
  8. Darkness V – As Light V, except the radius is as a dark night. 
  9. Blind – Creates an area of darkness about the target’s head that blinds him unless dispelled or canceled by 
  Utterlight. 
  10. Light Control V – As Light Control I, except area affected is 50’R. 
  11. Utterlight – Nullifies all magically created darkness in a 100’R and lights that area as full daylight. 
  12. Light Terrain – All of the terrain in the area of effect will look differently than it actually is. The caster may 
  designate in what way the terrain appears different. For example, a group of small trees could be made into a 
  group of tall trees. Note that only the visual aspect of the terrain changes. 
  13. Beacon I – A ray of light (any color) springs from caster’s palm; it can be up to 1 mile long. 
  14. Utterdark – Darkens a 100’R area, no light (except Utterlight) can exist within this radius. 
  15. Light Control X – As Light Control I, except area affected is 100’R. 
  16. Shock Bolt V – As Shock Bolt I, except range increment is 125'. 
  17. Mass Light Glamour – As Light Glamour, except that it affects up to one item per caster level, with the duration 
  and range listed. 
  18. Beacon V – As Beacon I, except the ray of light can be up to 5 miles long. 
  19. Light Control XX – As Light Control I, except area affected is 200’R. 
  20. Lightning Bolt I – A bolt of lightning is shot from the caster's palm; resolve attack on the Lightning Bolt Attack 
  Table as a Medium-sized attack. 
  25. Greater Light Control – As Light Control I, except area affected is 500’R. 
  30. Lightning Bolt III – As Lightning Bolt I, except range increment is 75’. 
  35. Lightning Bolt V – As Lightning Bolt I, except range increment is 125'.. 
  40. Shocking Bolts – As Shock Bolt V, except the caster can make one Shock Bolt attack each round the spell 
  remains in effect. 
  50. Light Control True – As Light Control I, except area affected is 100’R/level. 
  Note: Illusions are one of the more complex and subtle types of magic and they are explained at length in Section 
  10.9. 
  Note: Certain spells on this list have a radius effect that can be cast upon mobile targets (e.g, Light Control, Light, 
  Utterlight, Utterdark). See Section 10.16 for more. 
  Note: Consult A&CL Section 14.8 for dealing with light and darkness. 
   
   
  
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  Illusionist Base  
  MIND SENSE MOLDING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Detect Illusion 
  5’R or 1 object 
   —  
  100’ 
  I 
  2) Detect Invisible 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  3) Misfeel Kind 
  1 target 
  10 min/lvl 
  10’ 
  E 
  4) Misfeel Power I 
  1 target 
  10 min/lvl 
  10’ 
  E 
  5) Presence Mirage 
  10’R 
  10 min/lvl 100’ 
  E 
  6) Misfeel Calling 
  1 target 
  10 min/lvl 
  10’ 
  E 
  7) Misfeel Power III 
  1 target 
  10 min/lvl 
  10’ 
  E 
  8) Unpresence Self 
  caster 
  C 
  self 
  E 
  9) Reduce Power Emanations 
  1 object 
  10 min/lvl 
  10’ 
  E 
  10) Misfeel Power V 
  1 target 
  10 min/lvl 
  10’ 
  E 
  11) Disillusion I 
  1 illusion 
  1 min/lvl 
  100’ 
  U 
  12) Detect Illusion True 
  5’R or 1 object 1 min/lvl (C) 100’ 
  I 
  13) Misfeel Power X 
  1 target 
  10 min/lvl 
  10’ 
  E 
  14) Disillusion III 
  100’R 
  1 min/lvl 
  100’ 
  U 
  15) Misfeel 
  1 target 
  10 min/lvl 
  10’ 
  E 
  16) Unpresence I 
  1 target 
  10 min/lvl 
  10' 
  E 
  17) Disillusion V 
  100’R 
  1 min/lvl 
  100’ 
  U 
  18) Unpresence III 
  3 targets 
  10 min/lvl 
  10' 
  E 
  19) Disillusion True 
  100’R 
  1 min/lvl 
  100’ 
  U 
  20) Unpresence V 
  5 targets 
  10 min/lvl 
  10' 
  E 
  25) Misfeel True 
  1 target 
  1 hr/lvl 
  10’ 
  E 
  30) Lord Unpresence 
  20 targets 
  10 min/lvl 
  10’ 
  E 
  35) Misfeel Power True 
  1 target 
  10 min/lvl 
  10’ 
  E 
  40) Presence Mirage True 
  10'R/lvl 
  10 min/lvl 100' 
  E 
  50) Mass Misfeel 
  1 target/lvl 
  10 min/lvl 100’ 
  E 
  1. Detect Illusion – Caster can check one object or place (up to a 5’R) and tell if it is an illusion or has an illusion on 
  it. 
  2. Detect Invisible – Detects any invisible objects or beings; one 5’R area can be checked each round. All attacks 
  against detected targets are modified by -50. 
  3. Misfeel Kind – For the purposes of mental or magical detections, target appears to be of any race the caster 
  chooses. 
  4. Misfeel Power I – As Misfeel Kind, except target’s level may be misrepresented by 1 level (up or down). 
  5. Presence Mirage – Creates a false “presence” of a being for the purposes of magical detection. 
  6. Misfeel Calling – As Misfeel Kind, except target’s profession may be misrepresented. 
  7. Misfeel Power III – As Misfeel Power I, except target’s level may be misrepresented by up to 3 levels. 
  8. Unpresence Self – Caster becomes undetectable by Presence spells or related abilities. 
  
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  9. Reduce Power Emanations – Conceals an item's magical power. Any attempt to detect its magical power (an 
  appropriate Detect spell while it is active, an Attunement attempt, or other means) is hindered. If the item has a 
  single power, then if the detection attempt fails an RR against this spell, it does not register the item's magic. In 
  the case of multiple powers, a magical detection attempt gains a +5 to its RR for each power beyond the first, 
  while someone attempting Attunement (and failing the RR) will be unable to discover one ability (chosen at the 
  time this spell is cast), but may discover and use the remaining powers normally. 
  10. Misfeel Power V – As Misfeel Power I, except target’s level may be misrepresented by up to 5 levels. 
  11. Disillusion I – One illusion (caster’s choice) within the area of effect ceases to exist for the caster only. 
  12. Detect Illusion True – As Detect Illusion, except caster can concentrate on one object or place per round. 
  13. Misfeel Power X – As Misfeel Power I, except target’s level can be misrepresented by up to 10 levels. 
  14. Disillusion III – As Disillusion I, except up to three illusions within the area of effect cease to exist for the caster. 
  15. Misfeel – Applies all the lower level Misfeels to a target at once (only one Misfeel Power can be applied). 
  16. Unpresence I – Target becomes undetectable by Presence spells or related abilities. 
  17. Disillusion V – As Disillusion I, except up to five illusions within the area of effect cease to exist for the caster. 
  18. Unpresence III – As Unpresence I, except affects up to three targets. 
  19. Disillusion True – As Disillusion I, except all illusions within the area of effect cease to exist for the caster. 
  20. Unpresence V – As Unpresence I, except affects up to five targets. 
  25. Misfeel True – As Misfeel, except duration is 1 hour/level. 
  30. Lord Unpresence – As Unpresence, except 20 targets may be affected. 
  35. Misfeel Power True – As Misfeel Power I, except target’s level may be misrepresented by any number of levels. 
  40. Presence Mirage True – Creates one false “presence” of a being for the purposes of magical detection for each 
  level of the caster and these will be located as the caster desires within the area of effect. Caster may move these 
  presence mirages by concentrating at a rate of 10'/round each. 
  50. Mass Misfeel – As Misfeel, except as many targets as the caster’s level can be affected. 
  Note: See Section 10.4 for more about detection spells. 
   
  
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  Illusionist Base  
  SENSE MOLDING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Smell Mirage 
  10’R 
  10 min/lvl 100’ 
  E 
  2) Strike I 
  1 target 
   —  
  <25’> Ed 
  3) Taste Mirage 
  10’R 
  10 min/lvl 100’ 
  E 
  4) Tear Cloud I 
  10’R 
  1 rnd/lvl 
  100’ 
  F 
  5) Feel Mirage I 
  10’R 
  10 min/lvl 100’ 
  E 
  6) Feel/Taste/Smell Glamour 
  1 object 
  1 day/lvl 
  50' 
  E 
  7) Strike III 
  1 target 
   —  
  <75’> Ed 
  8) Numb 
  1 target 
  1 min/5 fail 100' 
  F 
  9) Tear Cloud II 
  20’R 
  1 rnd/lvl 
  100’ 
  F 
  10) Feel Mirage III 
  10’R 
  10 min/lvl 100’ 
  E 
  11) Strike V 
  1 target 
   —  
  <125’> Ed 
  12) Feel Terrain 
  1000' R 
  1 day/lvl 
  100' 
  E 
  13) Mass Smell/Taste 
  1 object/lvl 
  1 rnd/lvl 
  100’ 
  E 
  14) Tear Cloud V 
  50’R 
  1 rnd/lvl 
  100’ 
  F 
  15) Feel Mirage V 
  10’R 
  10 min/lvl 100’ 
  E 
  16) Mass Feel 
  1 object/lvl 
  1 rnd/lvl 
  100' 
  E 
  17) Striking I 
  1 target 
  1 rnd/lvl (C) <25'> Ed 
  18) Feel Mirage VIII 
  10' R 
  10 min/lvl 100' 
  E 
  19) Tear Cloud X 
  100’R 
  1 rnd/lvl 
  100’ 
  F 
  20) Feel Mirage X 
  10’R 
  10 min/lvl 100’ 
  E 
  25) Smell Glamour True 
  1 object 
  P 
  100’ 
  E 
  30) Taste Glamour True 
  1 object 
  P 
  100’ 
  E 
  35) Tear Cloud True 
  5'R/lvl 
  1 rnd/lvl 10'/lvl F 
  40) Feel Glamour True 
  1 object 
  P 
  100' 
  E 
  50) Mirage True 
  10'R 
  P 
  100’ 
  E 
  1. Smell Mirage – Fills the area of effect with a set of immobile smells. The smells are real (no RR) and detecting 
  that it is an illusion can normally only be accomplished through spells or the use of a sense other than smell. 
  2. Strike I – Target is struck with the equivalent of a (Medium-sized) bare fist (Martial Arts Striking attack table). 
  The attack is invisible unless combined with the visual sense in an Illusion or Phantasm. Directed Spells: Illusions 
  skill may be developed for this attack. 
  3. Taste Mirage – As Smell Mirage, except a set of tastes can be created in a 10’R. 
  4. Tear Cloud I – Creates a 10’R cloud of noxious gas that will stun anyone failing to resist (all targets must make 
  RRs each round they are in the cloud). Cloud drifts with the wind. Targets are stunned 1 round per 10 failure. 
  5. Feel Mirage I – As Smell Mirage, except all the objects and surfaces in a 10’R can be made to feel differently than 
  they really are. Striking an object or surface will cancel the spell for that object or surface only. 
  6. Feel/Taste/Smell Glamour – One object (up to 10 pounds per level) has either its taste, its smell, or the way its 
  surface feels altered for the duration of the spell. Note that the visual aspects of the object do not change. 
  
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  7. Strike III – As Strike I, except range increment is 75’. 
  8. Numb – Creates a dulling of tactile sensations in the target, especially the hands. Fumble ranges of weapons are 
  increased by 2, and all tasks requiring tactile feedback (e.g.. picking a lock, dancing with a partner, playing the 
  piano) are at -25, while Perception rolls for the sense of touch are at -50. 
  9. Tear Cloud II – As Tear Cloud I, except radius is 20’. 
  10. Feel Mirage III – As Feel Mirage I, except objects with a feel mirage on them must be struck three times before 
  the feeling is cancelled. 
  11. Strike V – As Strike I, except range increment is 125’. 
  12. Feel Terrain – All of the terrain in the area of effect will feel differently than it normally would. The caster may 
  designate in what way the terrain feels differently. For example, flat ground could be made to feel rocky or rocky 
  ground could be made to feel flat. 
  13. Mass Smell/Taste – As many objects as the caster’s level can be given individual smells and tastes. 
  14. Tear Cloud V – As Tear Cloud I, except radius is 50’. 
  15. Feel Mirage V – As Feel Mirage I, except objects with a feel mirage on them must be struck five times before 
  the feeling is cancelled. 
  16. Mass Feel – As many objects as the caster's level can be given individual feelings to the touch. Striking an 
  object or surface will cancel the spell for that object only. 
  17. Striking I – As Strike I, except one attack can be made each round. Target may be changed from one round to 
  another. 
  18. Feel Mirage VIII – As Feel Mirage I, except objects with a feel mirage on them must be struck eight times before 
  the feeling is cancelled. 
  19. Tear Cloud X – As Tear Cloud I, except radius is 100’. 
  20. Feel Mirage X – As Feel Mirage I, except objects with a feel mirage on them must be struck ten times before 
  the feeling is cancelled. 
  25. Smell Glamour True – Caster can give one object (up to 10 pounds per level) a permanently scent. 
  30. Taste Glamour True – Caster can give one object (up to 10 pounds per level) a permanently taste. 
  35. Tear Cloud True – As Tear Cloud I, except radius and range are as listed. 
  40. Feel Glamour True – Caster can give one object (up to 10 pounds per level) a permanently feel to its surface. 
  50. Mirage True – As Smell Mirage, Taste Mirage, and Feel Mirage I, except all changes are permanent until the 
  object leaves the area of effect. 
  Note: Illusions are one of the more complex and subtle types of magic and they are explained at length in Section 
  10.9. 
   
   
  
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  Illusionist Base  
  SOUND MOLDING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Sound Mirage 
  10’R 
  10 min/lvl 100’ 
  E 
  2) Sphere of Silence I 
  10’R 
  1 min/lvl 
  100’ 
  E 
  3) Sound Control I 
  10’R 
  C 
  10’ 
  E 
  4) Sudden Sound 
  1 target 
   —  
  100’ 
  F 
  5) Sound Control V 
  50’R 
  C 
  50’ 
  E 
  6) Sound Glamour 
  1 object 
  1 day/lvl 
  50’ 
  E 
  7) Hush 
  1 target 
  1 hour/5 fail 100’ 
  F 
  8) Sphere of Silence V 
  50’R 
  1 min/lvl 
  100’ 
  E 
  9) Minor Ultrasonics 
  50’R 
  1 rnd/lvl (C) self 
  F 
  10) Sound Control X 
  100’R 
  C 
  100’ 
  E 
  11) Sudden Sound Sphere II 
  20’R 
   —  
  100’ 
  F 
  12) Sound Terrain 
  1000'R 
  1 day/lvl 
  100' 
  E 
  13) Sphere of Silence X 
  100’R 
  1 min/lvl 
  100’ 
  E 
  14) Hush Sphere 
  10’R 
  1 hour/5 fail 100’ 
  F 
  15) Greater Sound Control 
  10’R/lvl 
  C 
  100’ 
  E 
  16) Long Silence Sphere 
  10'R 
  1 min/lvl 10'/lvl E 
  17) Long Sound Control 
  10'R 
  C 
  10'/lvl E 
  18) Long Sudden Sound 
  1 target 
   —  
  10'/lvl F 
  19) Long Hush 
  10'R 
  1 hour/5 fail 10'/lvl F 
  20) Mass Hushing 
  1 tgt/lvl 
  1 hour/5 fail 100’ 
  F 
  25) Mass Quiet 
  1 tgt/lvl 
  1 min/lvl 
  100’ 
  E 
  30) Sound Control True 
  20’R/lvl 
  10 min/lvl 100’ 
  E 
  35) Sudden Sound Sphere V 
  50'R 
   —  
  100’ 
  F 
  40) Sudden Sound Sphere True 
  100'R 
   —  
  500’ 
  F 
  50) Major Ultrasonics 
  100’R 
  1 rnd/lvl (C) self 
  F 
  1. Sound Mirage – Creates a set of immobile sounds in an area of up to 10’R. The sounds are real (no RR) and 
  detecting that it is an illusion can normally only be accomplished through spells or the use of a sense other than 
  hearing. 
  2. Sphere of Silence I – Creates a 10’R area into and out of which sound cannot travel. As noted below, this spell 
  can be cast on an individual target, which the spell will then follow; this target gains +25 to Stalking attempts, but 
  likewise automatically fails any Perception attempts based on hearing alone and suffers a -50 to Perception rolls 
  where hearing is a factor (e.g., to detect someone Stalking the target). Note that this does not interfere with spell-
  casting (the target can still speak, even yell, the sound is simply unable to leave the radius of the Sphere of Silence - 
  certain spells like Ultrasonics may have their range limited to the interior of the Sphere of Silence radius, however). 
  3. Sound Control I – Caster can control the intensity of sounds within the range; the intensity can vary from none 
  to a very loud shout, and it can be different in different parts of the radius. 
  4. Sudden Sound – Causes a very loud, sudden sound next to the target’s ears; target is stunned 1 rnd/5 failure. 
  
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  5. Sound Control V – As Sound Control I, except radius is 50’. 
  6. Sound Glamour – One object (up to 10 pounds per level) has its sound altered for the duration of the spell. Note 
  that no other aspect of the object changes. 
  7. Hush – Target cannot hear sounds occurring more than 6” from the target's ears (or other organs of hearing), 
  and the target's own voice cannot be heard from more than 6” away from the target's mouth (or other organ of 
  speech). 
  8. Sphere of Silence V – As Sphere of Silence I, except radius is 50’. 
  9. Minor Ultrasonics – All beings (except the caster) within range capable of hearing ultrasonic sounds are stunned 
  1 rnd/10 failure; an RR must be made once per round while in the radius. Even if they are not stunned, animals 
  capable of hearing ultrasonics will have to make a second, non-magical RR against Fear (level of Fear is half the 
  caster's level). 
  10. Sound Control X – As Sound Control I, except radius is 100’. 
  11. Sudden Sound Sphere II – As Sudden Sound, except everyone in a 20’R is affected. 
  12. Sound Terrain – All of the terrain in the area of effect will have sounds that are different than the terrain's 
  normal sounds. The caster may designate in what way the terrain sounds different. For example, an open plain 
  could be made to sound like a rustling forest. Note that only the audio aspect of the terrain changes. This can 
  provide between a -30 to a +30 modification to all Stalking attempts within the terrain, depending on how "noisy" 
  the illusionary environment is. 
  13. Sphere of Silence X – As Sphere of Silence I, except radius is 100’. 
  14. Hush Sphere – As Hush, except everyone in a 10’R is affected. 
  15. Greater Sound Control – As Sound Control I, except radius is 10’R/lvl. 
  16. Long Silence Sphere – As Sphere of Silence I, except range is 10' per level. 
  17. Long Sound Control – As Sound Contol I, except range is 10' per level. 
  18. Long Sudden Sound – As Sudden Sound, except range is 10' per level. 
  19. Long Hush – As Hush, except range is 10' per level. 
  20. Mass Hushing – As Hush, except as many targets as the caster’s level can be affected. 
  25. Mass Quiet – As many targets as the caster’s level can have a 1’R silence on them. Except for the radius 
  hugging closer to the body of the target, this functions as described in Sphere of Silence I. 
  30. Sound Control True – As Sound Control I, except radius is 20’/lvl and the caster does not have to concentrate 
  except to make changes. 
  35. Sudden Sound Sphere V – As Sudden Sound Sphere II, except everyone in a 50’R is affected. 
  40. Sudden Sound Sphere True – As Sudden Sound Sphere II, except everyone in a 100’R is affected and the range is 
  500'. 
  50. Major Ultrasonics – All beings (except the caster) within range capable of hearing ultrasonic sounds are 
  stunned 1 rnd/10 failure; an RR must be made once per round while in the radius. Anyone failing to resist by 40-75 
  falls unconscious, while anyone failing the RR by more than 75 dies. Even if they are not stunned, animals capable 
  of hearing ultrasonics will have to make a second, non-magical RR against Fear (level of Fear is equal to the caster's 
  level).  
  Note: Certain spells on this list have a radius effect that can be cast upon mobile targets (e.g, Sphere of Silence). 
  See Section 10.16 for more. 
  Note: Illusions are one of the more complex and subtle types of magic and they are explained at length in Section 
  10.9. 
   
  
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  7.6. Magician 
   
  Magician Base  
  EARTH LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Bake Clay 
  1 cu'/lvl 
  P 
  20' 
  F 
  2) Loosen Earth 
  100 cu’ 
  P 
  100’ 
  F 
  3) Stoneworking 
  caster 
  10 min/lvl self 
  U 
  4) Earthwall 
  10’x10’x(1-3)’ 1 min/lvl 100’ 
  E 
  5) Cracks Call 
  10’x10’x10’ 
   —  
  100’ 
  F 
  6) Repair 
  1 object 
  P 
  touch 
  U 
  7) Stonewall 
  10’x10’x1’ 1 min/lvl 100’ 
  E 
  8) Earthen Spikes 
  20' x 20' 
  10 min/lvl 100' 
  E 
  9) Stone/Earth 
  100 cu’ 
  P 
  100’ 
  F 
  10) Earthwall True 
  10’x10’x(1-3)’ 
  P 
  100’ 
  E 
  11) Earth/Mud 
  100 cu’ 
  P 
  100’ 
  F 
  12) Earth/Stone 
  100 cu’ 
  P 
  100’ 
  F 
  13) Stonewall True 
  20’x20’x1’ 
  P 
  100’ 
  E 
  14) Mud/Earth 
  100 cu’ 
  P 
  100’ 
  F 
  15) Unearth 
  100 cu’ 
  P 
  100’ 
  F 
  16) Meld Wall 
  varies 
  P 
  touch 
  F 
  17) Stone/Mud 
  100 cu’ 
  P 
  100’ 
  F 
  18) Curved Stonewall 
  20’x20’x1’ 
  P 
  touch 
  E 
  19) Unflaw 
  1 target 
  P 
  touch 
  E 
  20) Unstone 
  100 cu’ 
  P 
  100’ 
  F 
  25) Unmetal 
  1 cu’ 
  P 
  100’ 
  F 
  30) Tremors 
  varies 
  1 rnd  100’/lvl F 
  35) Great Wall of Stone 10'/lvlx20'x2' 
  P 
  touch 
  E 
  40) Animate Stone 
  1 stone 
  1 min/lvl touch 
  F 
  50) Earth Mastery 
  caster 
  1 rnd/lvl 
  self 
  U 
  1. Bake Clay – Caster transforms up to one cubic foot per level of clay into baked pottery. Firing clay in this manner 
  will always be successful. This can also cook glazes onto earthenware. Quality of product depends on the skill of 
  whomever shapes the clay. 
  2. Loosen Earth – Loosens 100 cubic feet of earth to the consistency of plowed ground. 
  3. Stoneworking – Caster receives a +30 bonus on any maneuvers involving the working of stone. 
  4. Earthwall – Creates a wall of earth up to 10’x10’x (3’ at base, 1’ at top) of packed earth; it can be dug through 
  only (20 man-rounds at top). 
  5. Cracks Call – Any previous cracks or flaws in material up to 10’x10’x10’ section will extend to their limit. 
  6. Repair – Caster may mend a single break in a small (up to 2 pounds) inorganic object or multiple breaks, rips, or 
  cracks in a larger (up to 10 pounds) organic object. All component parts of the object must be within a 10' radius. 
  
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  7. Stonewall – Creates a wall of non-precious stone up to 10’x10’x1’; it can be chipped through or toppled if not 
  against a wall. 
  8. Earthen Spikes – This spell causes the area of effect to bristle with hundreds of 6" to 12" sharp spikes and points. 
  The exact composition of these spikes will depend on the material the ground is made of. The area of effect must 
  be placed horizontally on a surface (i.e., it cannot be placed on walls). Most animals and creatures cannot be 
  induced to walk through the area. Anyone moving through the area must make a maneuver roll (at least Extremely 
  Hard difficulty) for every 5' moved through. Anyone who falls inside the area of effect receives an A Puncture 
  critical strike. 
  9. Stone/Earth – Changes 100 cubic feet of stone to packed earth. This change is gradual, taking three rounds to 
  complete. 
  10. Earthwall True – As Earthwall, except duration is permanent. 
  11. Earth/Mud – As Stone/Earth, except changes earth to soft mud. 
  12. Earth/Stone – As Stone/Earth, except changes packed earth to solid stone and loose earth to gravel. 
  13. Stonewall True – As Stonewall, except duration is permanent and dimensions may be up to 20'x20'x1'. 
  14. Mud/Earth – As Stone/Earth, except changes mud to packed earth. 
  15. Unearth – Disintegrates 100 cubic feet of earth. 
  16. Meld Wall – Fuses two touching walls together (seam can be up to 20’ long) or fuses a section of stone blocks 
  (up to 100 cubic feet). 
  17. Stone/Mud – As Stone/Earth, except changes stone to mud. 
  18. Curved Stonewall – As Stonewall True, except wall may be curved to a semicircle. 
  19. Unflaw – Removes a flaw from a single gem, mineral, or stone. This can greatly enhance the value of some 
  jewels. 
  20. Unstone – Disintegrates 100 cubic feet of stone. 
  25. Unmetal – Disintegrates 1 cubic foot of metal.. 
  30. Tremors – Causes a very minor earthquake which could cause shoddy construction to collapse (can be very 
  terrifying). This is approximately 5.5 on the Richter scale. 
  35. Great Wall of Stone – As Stonewall True, except wall may be curved as desired so long as total length does not 
  exceed 10' per level and wall is two feet thick. 
  40. Animate Stone – Transforms one stone into a stone golem (sophistication of shape depending on caster's 
  artistic skills) for the duration of the spell, during which it will obey the caster faithfully unless control is wrested by 
  another (in which case the caster can always cancel the spell and return the golem to boulder form before 
  duration runs out). Size of the golem is based on the stone's weight (which may be modified up to 50% in order to 
  achieve desired Size) and may be up to Large. 
  50. Earth Mastery – Caster can use one lower level spell (on this list) each round. 
  Note: See Section 10.19 for additional details on Wall spells. 
   
  
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  Magician Base  
  FIRE LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Boiling Heat 
  1 cu’/lvl 
  C 
  10’ 
  F 
  2) Warm Solid 
  1 cu’/lvl 
  24 hrs 
  10’ 
  F 
  3) Woodfires 
  1’R 
   —  
  1’ 
  F 
  4) Wall of Fire 
  10’x10’x6" 
  1 rnd/lvl 
  100’ 
  E 
  5) Heat Solid 
  1 cu’/lvl 
  1 min/lvl (C) 10’ 
  F 
  6) Fire Bolt I 
  1 target 
   —  
  <25'> Ed 
  7) Call Flame I 
  10’x10’x10’ 
  1 rnd/lvl 
  10’ 
  E 
  8) Fire Ball 
  10’R 
   —  
  100’ Eb 
  9) Ignite 
  5'R/lvl 
  P 
  5'/lvl 
  E 
  10) Circle Aflame 
  10’R 
  1 rnd/lvl 
  self 
  E 
  11) Fire Bolt III 
  1 target 
   —  
  <75’> Ed 
  12) Call Flame II 
  20’x20’x20’ 
  1 rnd/lvl 
  20’ 
  E 
  13) Waiting Flame 
  10’x10’x10’ 
  varies 
  10’ 
  E 
  14) Firestorm 
  10’x10’x10’ 
  1 rnd/lvl 
  20’ 
  E 
  15) Metal Fires 
  1 lb/lvl 
  1 rnd/lvl 
  100’ 
  F 
  16) Triad of Flame 
  1-3 targets 
   —  
  <25’> Ed 
  17) Fire Bolt V 
  1 target 
   —  
  <125’> Ed 
  18) Waiting Firestorm 
  10’x10’x10’ 
  varies 
  20’ 
  E 
  19) Call Flame V 
  50’x50’x50’ 
  1 rnd/lvl 
  50’ 
  E 
  20) Corner Fires 
  1 target 
   —  
  <75’> Ed 
  25) Following Fires 
  1 target 
   —  
  <75’> Ed 
  30) Stone Fires 
  300 sq’ 
  1 rnd/lvl 
  100’ 
  F 
  35) Following Fires True 
  1 target 
   —  
  <75’> Ed 
  40) Dragon's Fire 
  (1'-20')Dx100' 
   —  
  self 
  Eb 
  50) Fire Mastery 
  caster 
  1 rnd/lvl 
  self 
  U 
  1. Boiling Heat – For each level of the caster, one cubic foot of liquid can be heated to boiling at a rate of 1 cubic 
  foot per round. Once the caster ceases concentration, the liquid (if any remains) will cool normally. 
  2. Warm Solid – Any solid, inanimate, non-metal material (up to 1 cubic foot per level) can be warmed to 100°F 
  (38°C) at a rate of 1 cubic foot per round.  
  3. Woodfires – Causes any wood to ignite and burn. All wood ignited must be within 1’ of caster’s palm. 
  4. Wall of Fire – Creates an opaque wall of fire (up to 10’x10’x6"). Anyone passing through it takes an A Heat 
  critical (no RR). 
  5. Heat Solid – As Warm Solid, except for duration and material can be heated to 500°F (260°C) at a rate of one 
  cubic foot heated by 100°F (56°C) per round. The caster must concentrate to increase the temperature (without 
  concentration, the material will retain its current temperature for the duration of the spell). 
  6. Fire Bolt I – A bolt of fire is shot from the palm of the caster; results are determined on the Fire Bolt Table. 
  
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  7. Call Flame I – Creates a cube of flame (up to 10’x10’x10’); it takes 1 complete round for the cube to form and be 
  effective. Anyone passing through (or caught within) the cube takes an A Heat critical each round spent in the 
  cube. 
  8. Fire Ball – A 1’ diameter ball of fire is shot from the palm of the caster. Upon reaching the selected 
  target/location, it expands to affect a 10’R area. Resolve attack on the Fire Ball Table. 
  9. Ignite – The caster may designate a type of light source to ignite or extinguish (e.g., candles, torches, fireplaces, 
  or lanterns). This spell will affect all of the light sources of the specified type(s) within the area of effect. 
  10. Circle Aflame – As Wall of Fire, except “wall” is 10’ high and forms a 10’R circle (6” thick) with the caster at the 
  center (it is non-mobile). 
  11. Fire Bolt III – As Fire Bolt I, except range increment is 75’. 
  12. Call Flame II – As Call Flame I, except cube is up to 20’x20’x20’ in size and the range is 20’. 
  13. Waiting Flame – As Call Flame I, except the effect can be delayed for up to 24 hours. The effect can be 
  triggered by one of the following (decided by the caster at time of casting): time period, certain movements, 
  certain sounds, touch, violent actions in the area, or any other trigger so long as the caster would be able to sense 
  it if the caster remained at the area of effect. 
  14. Firestorm – As Call Flame I, except small balls of flame rain down in a 10’ cube causing a B Heat critical to all 
  within or passing through the area of effect. 
  15. Metal Fires – Causes a metal object to burst into flames, the object can be up to 1 lb/level in mass. If the object 
  is on a being, it gets an RR, and if it fails, the being takes an automatic Heat critical of a severity to be determined 
  by its location on the being’s body. If the object is touching exposed flesh, the being takes a C Heat critical; if the 
  object is touching through cloth, the being takes a B Heat critical; any being within a 1’R takes an A Heat critical. 
  16. Triad of Flame – Three bolts of fire are shot from the palm of the caster. They can strike up to three different 
  targets as long as they are all within 60° of each other and are within the caster’s field of vision. Caster may apply 
  his Directed Spell skill by dividing it as he chooses among the three bolts (e.g., a +120 OB could be split evenly into 
  three +40 bolts or one +120 bolt and two +0 bolts or one +60, one +40, and one +20 bolt). 
  17. Fire Bolt V – As Fire Bolt I, except range increment is 125’. 
  18. Waiting Firestorm – As Waiting Flame, except a Firestorm can be delayed. 
  19. Call Flame V – As Call Flame I, except the size is up to a 50’ cube and the range is 50’. 
  20. Corner Fires – As Fire Bolt III, except caster can make the bolt turn once by up to 90° before striking the target 
  (the caster must know the target’s location). The caster’s OB is modified by -25 when using this spell. However, this 
  spell can be used to bypass a positional modifier – any DB bonus gained through the use of cover (partial/half/full 
  soft cover; partial/half/full hard cover) is reduced to zero if the turn circumvents the cover; a target that otherwise 
  would be unable to be hit can be attacked using this spell. 
  25. Following Fires – As Corner Fires, except bolt can make as many turns as necessary, with an OB penalty of -25 
  per turn, and go through openings (must be larger than 6” radius) to strike the target. 
  30. Stone Fires – A stone surface of up to 300 sq. ft. bursts into flames, and a C Heat critical is given each round to 
  anything passing through (or spending the round in) the 3’ flames. 
  35. Following Fires True - As Following Fires, except there is no penalty to OB. 
  40. Dragon's Fire – A cone of fire resembling the breath weapon of a fire-breathing dragon shoots from the caster's 
  hand or face, with a diameter of 1' at its origin point at the caster increasing to a diameter of 20' at the termination 
  of the cone 100' away. Results of this attack are determined using the Fire Ball table. 
  50. Fire Mastery – Caster can use any one lower level spell (on this list) each round. 
  Note: See Section 10.19 for additional details on Wall spells. 
   
  
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  Magician Base  
  ICE LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Freezing Cold 
  1 cu’/lvl 
  C 
  10’ 
  F 
  2) Cool Solid 
  1 cu’/lvl 
  24 hrs 
  10’ 
  F 
  3) Wall of Cold 
  10’x10’x1’ 
  1 rnd/lvl 
  100’ 
  E 
  4) Ice Passage 
  caster 
  1 min/lvl 
  self 
  U 
  5) Chill Solid 
  1 cu’/lvl 
  1 min/lvl (C) 10’ 
  F 
  6) Ice Bolt I 
  1 target 
   —  
  <25’> Ed 
  7) Cold Ball II 
  20’R 
   —  
  100’ Eb 
  8) Icewall I 
  10’x10’x(1-2)’ 
  P 
  100’ 
  E 
  9) Call Cold I 
  10’x10'x10' 
  1 rnd/lvl 
  10’ 
  E 
  10) Circle of Cold 
  20’R 
  1 rnd/lvl 
  self 
  E 
  11) Ice Bolt III 
  1 target 
   —  
  <75’> Ed 
  12) Water/Ice 
  10 cu’/lvl 
  P 
  100’ 
  F 
  13) Cold Metal 
  1 cu’/lvl 
  1 min/lvl 
  10’ 
  F 
  14) Call Cold II 
  20’x20'x20' 
  1 rnd/lvl 
  20’ 
  E 
  15) Ice Bolt V 
  1 target 
   —  
  <125’> Ed 
  16) Triad of Ice 
  1-3 targets 
   —  
  <25’> Ed 
  17) Wall of Frigidity 10’x10’x1’ 
  1 min/lvl 
  100’ 
  E 
  18) Call Cold V 
  50’x50'x50' 
  1 rnd/lvl 
  50’ 
  E 
  19) Ice Bolt X 
  1 target 
   —  
  <250’> Ed 
  20) Cold Ball IV 
  40’R 
   —  
  300’ Eb 
  25) Rain/Snow 
  1 mi R 
  varies 
  self 
  E 
  30) Cold True 
  1,000’ R/lvl 
  24 hours 
  self 
  E 
  35) Call Cold X 
  100’x100'x100' 1 rnd/lvl 
  100’ 
  E 
  40) Cold Ball VI 
  60'R 
   —  
  500’ Eb 
  50) Cold Mastery 
  caster 
  1 rnd/lvl 
  self 
  U 
  1. Freezing Cold – The caster may decrease the temperature of any inanimate body of liquid of up to 1 cubic foot 
  per level by up to 100°F (56°C) per round. Once the liquid begins to freeze it will not continue to cool, and will 
  begin to warm naturally if the caster stops concentrating. (Temp. cannot be lower then -20°F[-29°C]). 
  2. Cool Solid – Any solid, inanimate, non-metal material can be cooled to -20°F (-29°C), at a rate of 1 cubic foot per 
  round (cooling spreads evenly from initial point of cooling unless caster concentrates to direct spread). 
  3. Wall of Cold – Creates a wall of intense cold (up to 10’x10’x1’), normally visible as mist condenses out of the air. 
  Anyone passing through takes an A Cold critical (no RR). 
  4. Ice Passage – While this spell lasts, the caster can walk through ice as if it were air. The caster will not drop 
  through ice if he enters it in the middle of a tall ice formation, as under his feet, the ice will still be solid for him 
  and provide good footing. 
  
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  5. Chill Solid – As Cool Solid, except material can be cooled to -200°F (-129°C), at a rate of cooling one cubic foot of 
  material by 100°F (56°C) each round. The caster must concentrate to decrease the temperature (without 
  concentration, the material will retain its current temperature for the duration of the spell).  
  6. Ice Bolt I – A bolt of ice is shot from the palm of the caster. Results are resolved on the Ice Bolt Table. 
  7. Cold Ball I – A 1’ ball of cold is shot from the palm of the caster. Upon reaching the selected target/location, it 
  expands to affect a 20’R area. Resolve attacks on the Cold Ball Table. 
  8. Icewall I – Creates a wall of ice up to 10’x10’x (2’ at base, 1’ at top); it can be melted through or chipped through 
  or toppled if not against a wall. 
  9. Call Cold I – Creates a cube of cold (up to 10’x10’x10’) similar to a Wall of Cold; it takes 1 complete round for the 
  cube to form and be effective. Anyone passing through (or caught within) the cube takes an A Cold critical each 
  round spent in the cube. 
  10. Circle of Cold – As Wall of Cold, except the “wall” is 10’ high and forms a 20’R circle (6” thick) with the caster at 
  the center. The wall will not move with the caster. 
  11. Ice Bolt III – As Ice Bolt I, except range increment is 75’. 
  12. Water/Ice – Changes 10 cubic feet per level of water to ice, instantly. 
  13. Cold Metal – Chills metal to the point that it becomes extremely brittle (1 object only), giving it a -50 penalty to 
  its strength and the object will be subject to a breakage check if it strikes another object or is struck. Anyone in 
  direct skin-to-metal contact with the chilled metal will take a B Cold Critical each round contact is maintained. 
  14. Call Cold II – As Call Cold I, except the size is up to a 20’ cube and the range is 20’. 
  15. Ice Bolt V – As Ice Bolt I, except range increment is 125’. 
  16. Triad of Ice – Three bolts of ice are shot from the palm of the caster. They can strike up to three different 
  targets as long as they are all within 60° of each other and are within the caster’s field of vision. Caster may apply 
  his Directed Spell skill by dividing it as he chooses among the three bolts (e.g., a +120 OB could be split evenly into 
  three +40 bolts or one +120 bolt and two +0 bolts or one +60, one +40, and one +20 bolt). 
  17. Wall of Frigidity – As Wall of Cold, except it lasts for 1 minute per level and does a D Cold Critical to anyone 
  who passes through it. 
  18. Call Cold V – As Call Cold I, except size is up to a 50’ cube and the range is 50’. 
  19. Ice Bolt X – As Ice Bolt I, except range increment is 250’. 
  20. Cold Ball IV – As Cold Ball II, except area of effect is 40’R and the range is 300’. 
  25. Rain/Snow – For as long as it continues to rain, this spell changes all rain within 1 mile of the caster to snow; 
  radius decreases 500’ for every 10°F (5.5°C) the ambient air temperature is above freezing (32°F) (0°C). 
  30. Cold True – Causes the ambient temperature in the area of effect to drop 1°F (0.6°C) every ten minutes up to a 
  number of degrees equal to the caster’s level (within a 1000’/lvl R). 
  35. Call Cold X – As Call Cold I, except size is up to a 100’ cube and the range is 100’. 
  40. Cold Ball VI – As Cold Ball II, except area of effect is 60’R and the range is 500’. 
  50. Cold Mastery – Caster can use any one lower level spell (on this list) each round. 
  Note: See Section 10.19 for additional details on Wall spells. 
   
   
  
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  Magician Base  
  LIGHT LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Projected Light 
  50’ beam 10 min/lvl self 
  E 
  2) Shock Bolt I 
  1 target 
   —  
  <25’> Ed 
  3) Light I 
  10’R 
  10 min/lvl touch E 
  4) Shade 
  100’R 
  10 min/lvl self 
  E 
  5) Sudden Light 
  10’R 
   —  
  100’ 
  F 
  6) Darkness I 
  10’R 
  10 min/lvl touch E 
  7) Light V 
  50’R 
  10 min/lvl touch E 
  8) Shock Bolt III 
  1 target 
   —  
  <75’> Ed 
  9) Darkness V 
  50’R 
  10 min/lvl touch E 
  10) Lightning Bolt I 
  1 target 
   —  
  <25’> Ed 
  11) Waiting Lighting 
  varies 
  varies 
  100’ 
  E 
  12) Shock Bolt V 
  1 target 
   —  
  <125’> Ed 
  13) Beacon V 
  5 miles 
  1 min/lvl self 
  E 
  14) Magic Lantern 
  30' R/1 target 1 hr/lvl touch E 
  15) Lightning Bolt III 
  1 target 
   —  
  <75’> Ed 
  16) Shock Bolt X 
  1 target 
   —  
  <250’> Ed 
  17) Utterlight 
  100’R 
  1 min/lvl touch E 
  18) Utterdark 
  100’R 
  1 min/lvl touch E 
  19) Beacon X 
  10 miles 
  1 min/lvl self 
  E 
  20) Lightning Bolt V 
  1 target 
   —  
  <125’> Ed 
  25) Corner Lightning Bolt 
  1 target 
   —  
  <75’> Ed 
  30) Following Lightning Bolt 
  1 target 
   —  
  <75’> Ed 
  35) Corona 
  caster 
  1 rnd/lvl self 
  E 
  40) Utterlight True 
  10'R/lvl 
  10 min/lvl touch E 
  50) Light Mastery 
  caster 
  1 rnd/lvl self 
  U 
  1. Projected Light – Beam of light (like a flashlight) springs from the caster’s palm; it has a 50’ effective range. If the 
  caster's hand is closed into a fist, the light will “turn off”. If the caster's fist is reopened before the end of the 
  duration, the light will turn on again. 
  2. Shock Bolt I – A bolt of intense, charged light is shot from the palm of the caster; results are determined on the 
  Lightning Bolt attack table, as a Diminutive attack. 
  3. Light I – Lights a 10’R area about the point touched.  
  4. Shade – All shadows and darkness within the area of effect deepen, giving all Perception maneuvers involving 
  seeing anything hidden/hiding in the area a penalty of -20. Area is not mobile. 
  5. Sudden Light – Causes a 10’ R burst of intense light, all within are stunned for 1 round per 5 failure. 
  6. Darkness I – Reduces illumination to a dark night in a 10’R area about the point touched. 
  7. Light V – As Light I, except radius can be up to 50’ (can be changed by concentrating 1 round). 
  8. Shock Bolt III – As Shock Bolt I, except range increment is 75’. 
  
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  9. Darkness V – As Darkness I, except radius is 50’. 
  10. Lightning Bolt I – A bolt of lightning is shot from the caster's palm; resolve attack on the Lightning Bolt Attack 
  Table as a Medium-sized attack. 
  11. Waiting Lighting – In conjunction with any Light or Darkness spell (i.e., this spell is cast and then the 
  Light/Darkness spell is cast) it can delay the action of that spell up to 24 hours; it can be triggered by one selected 
  trigger (decided by the caster): time period, certain movements, certain sounds, touch, violent actions in the area, 
  or any other trigger so long as the caster would be able to sense it if the caster remained at the area of effect. 
  12. Shock Bolt V – As Shock Bolt I, except range increment is 125’. 
  13. Beacon V – Ray of light of any color springs from caster’s palm; it can be up to 5 miles long. 
  14. Magic Lantern – As Light I, except radius is 30', duration is 1 hour per level, and spell must be cast upon a non-
  living organic object, like a wooden staff or leather cap. 
  15. Lightning Bolt III – As Lightning Bolt I, except range increment is 75’. 
  16. Shock Bolt X – As Shock Bolt I, except range increment is 250’. 
  17. Utterlight – Nullifies all magically created darkness in a 100’R, and lights that area as full daylight.  
  18. Utterdark – Darkens a 100’R area, no light (except Utterlight) can exist within this radius. 
  19. Beacon X – As Beacon V, except beacon can be up to 10 miles long. 
  20. Lightning Bolt V – As Lightning Bolt I, except range increment is 125’. 
  25. Corner Lightning Bolt – As Lightning Bolt III, except caster can make the bolt turn once by up to 90° before 
  striking the target (the caster must know the target’s location). The caster’s OB is modified by -25 when using this 
  spell. However, this spell can be used to bypass a positional modifier – any DB bonus gained through the use of 
  cover (partial/half/full soft cover; partial/half/full hard cover) is reduced to zero; a target that otherwise would be 
  unable to be hit can be attacked this spell. 
  30. Following Lightning Bolt – As Corner Lightning Bolt, except bolt can make as many turns as necessary, with an 
  OB penalty of -25 per turn, and go through openings (must be larger than 6” radius) to strike the target. 
  35. Corona – Caster is surrounded by a blazing electrical aura. This illuminates a 30' radius, but more importantly, it 
  also provides a defensive (or rather, counter-offensive) effect. Anyone attacking the caster in melee receives an 
  electrical critical of the same severity as that suffered by the caster. This is not scaled by target size. If a massive 
  troll does an E+A critical to a Magician surrounded by a Corona, the troll takes an E+A Electricity critical in return. 
  40. Utterlight True – As Utterlight, except that duration is 10 minutes per level and the radius illuminated is 10' per 
  level. 
  50. Light Mastery – Caster can use one lower level spell (on this list) each round. 
  Note: Certain spells on this list have a radius effect that can be cast upon mobile targets (e.g, Light, Darkness, 
  Utterlight, Utterdark). See Section 10.16 for more. 
  Note: Consult A&CL Section 14.8 for dealing with light and darkness. 
   
  
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  Magician Base  
  WATER LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Condensation 
  1 cu’ water 
  P 
  touch 
  E 
  2) Fog 
  10’R/lvl 
  P 
  100’ 
  E 
  3) Waterwall 
  10’x10’x1’ 
  C 
  100’ 
  E 
  4) Water Bolt I 
  1 target 
   —  
  <25’> Ed 
  5) Unfog 
  10’R/lvl 
  P 
  100’ 
  F 
  6) Quench 
  1 target 
  24 hrs 
  touch 
  U 
  7) Steam Bolt I 
  1 target 
   —  
  <25’> Ed 
  8) Calm Water 
  100’R 
  C 
  100’ 
  F 
  9) Drowning Trap 
  10'R 
  1 hr/lvl 
  50' 
  E 
  10) Waterwall True 
  10’x10’x1’ 
  1 min/lvl 100’ 
  E 
  11) Water Bolt III 
  1 target 
   —  
  <75’> Ed 
  12) Buoyancy 
  100' R 
  1 min/lvl 100' 
  E 
  13) Call Rain 
  100’R/lvl 
  10 min/lvl 100’/lvl E 
  14) Steam Bolt III 
  1 target 
   —  
  <75’> Ed 
  15) Water Bolt V 
  1 target 
   —  
  <125’> Ed 
  16) Triad of Water 
  3 targets 
   —  
  <25’> Ed 
  17) Command Current 
  special 
  C 
  self 
  E 
  18) Calm Water True 
  100’R/lvl 
  10 min/lvl 100’/lvl F 
  19) Mass Quench 
  1 target/lvl 
  24 hrs 
  100' 
  U 
  20) Whirlpool 
  50’R (500' R) 
  C 
  1000’ 
  E 
  25) Part Water 
  10’x100’x100’/lvl 
  C 
  100’/lvl F 
  30) Sea Storm 
  1 mi R/lvl 
  varies 1 mi/lvl E 
  35) Current Mastery 
  special 
  C 
  self 
  E 
  40) Maelstrom 
  50’R (500' R) 10 min/lvl 1000’ 
  E 
  50) Water Mastery 
  caster 
  1 rnd/lvl 
  self 
  U 
  1. Condensation – Condenses 1 cubic foot of water from the surrounding air. Condensation can be channeled into 
  any suitable receptacle, including caster's cupped hands. 
  2. Fog – Creates dense fog within the area of effect. Treat as a heavy fog as described in A&CL Section 14.8. Fog 
  disperses naturally after creation (this can mean lingering for days in suitable environments). 
  3. Waterwall – Creates a wall of water up to 10’x10’x1’. This wall requires 2 AP to cross, the pace of anyone moving 
  through it at more than a Walk comes out with his pace reduced by two (e.g, a Run going in would be a Brisk pace 
  coming out) to a minimum of a Walk, and attacks through the wall suffer a -80 penalty. 
  4. Water Bolt I – A bolt of water is shot from the caster’s palm; results are determined on the Water Bolt Table. 
  5. Unfog – Disperses fog within the area of effect. If not all of a fog is dispersed (i.e., the fog covers a greater area 
  than the area of effect for this spell), the fog will refill the area of effect, reducing the cleared radius by 10' every 1-
  5 minutes (varying depending on the heaviness of the fog and ambient humidity). 
  
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  6. Quench – Target's fluids are immediately replenished, eliminating any dehydration that the target may have 
  been suffering. This spell also meets the target's water needs for the next 24 hours, not including losses directly 
  due to magic (i.e., it will not defend against a Dehydration spell). 
  7. Steam Bolt I – As Water Bolt I, except that if the caster knows the Fire Law list to 7th level, this bolt becomes 
  scalding hot, trailing thick tendrils of steam behind it. It uses the Water Bolt Table, but in addition to the normal 
  results, it does an additional Steam critical one level of severity less than the usual critical. 
  8. Calm Water – All water within a 100’R is calmed; waves are cut by 20’ in the center and less towards the 
  perimeter. This will negate the effects of currents in the area of effect. 
  9. Drowning Trap – An area of water is made hostile to any air-breather who intrudes upon it. Powerful undertows 
  will appear out of nowhere and sudden currents seem to grab at the victim. Swimming maneuvers are made at -
  100 within the area of effect. 
  10. Waterwall True – As Waterwall, except the caster need not concentrate and the duration is 1 min/level. 
  11. Water Bolt III – As Water Bolt I, except range increment is 75’. 
  12. Buoyancy – A region of water becomes slightly denser, making it easier to float. All Swimming maneuvers to 
  avoid drowning or to move at or near the surface of the water gain a +30 bonus. 
  13. Call Rain – If there are clouds in the sky, it rains outdoors for the duration of the spell. 
  14. Steam Bolt III – As Steam Bolt I, except range increment is 75’ and Fire Law must be known to 14th level in 
  order to transform the Water Bolt into a Steam Bolt. 
  15. Water Bolt V – As Water Bolt I, except the range increment is 125’. 
  16. Triad of Water – Three bolts of water are shot from the palm of the caster. They can strike up to three different 
  targets as long as they are all within 60° of each other and are within the caster’s field of vision. Caster may apply 
  his Directed Spell skill by dividing it as he chooses among the three bolts (e.g., a +120 OB could be split evenly into 
  three +40 bolts or one +120 bolt and two +0 bolts or one +60, one +40, and one +20 bolt). 
  17. Command Current – The area of effect for this spell is the water immediately surrounding the boat that the 
  caster is on. For as long as the caster concentrates, the speed of the boat can be increased by 25' per round 
  (approximately 3 miles per hour). 
  18. Calm Water True – As Calm Water, except radius is 100’/lvl and waves are cut by 50’ and caster need not 
  concentrate. 
  19. Mass Quench – As Quench, except affects up to one target/level and can target anyone within 100'. 
  20. Whirlpool – Creates a whirlpool with a 50 foot radius in any liquid body that will draw in any objects in the 
  liquid up to 500’ away. Objects capable of moving under their own power may make a Very Hard maneuver to 
  resist the pull of the whirlpool. 
  25. Part Water – Caster can part water up to 100’ deep and 100’/lvl long and 10’ wide at bottom (50’ at top). 
  30. Sea Storm – Summons forces of nature in a fierce sea storm (must be created over a large body of water). This 
  storm will include waves of 20-50’, heavy rain, and winds of 25-60 mph. The storm can be delayed up to 1 
  hour/level after casting the spell. After the storm has been summoned, it will dissipate normally. 
  35. Current Mastery – As Command Current, except speed is increased by 50' per round. 
  40. Maelstrom – As Whirlpool, except caster need not concentrate as the Maelstrom lasts 10 minutes per level on 
  its own and the maneuver to resist the pull is Extremely Hard. 
  50. Water Mastery – Caster can use one lower level spell (on this list) each round. 
  Note: See Section 10.19 for additional details on Wall spells. 
   
   
  
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  Magician Base  
  WIND LAW 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Breezes 
  10’R/lvl 
  C 
  10’/lvl 
  E 
  2) Airwall 
  10’x10’x3’ 
  C 
  100’ 
  E 
  3) Slumber Mist 
  5'R/lvl 
  C 
  5'/lvl 
  F 
  4) Stun Cloud I 
  5’R 
  6 rnds 
  10’ 
  E 
  5) Air Stop I 
  10’R 
  C 
  100’ 
  F 
  6) Stun Cloud II 
  10’R 
  6 rnds 
  20’ 
  E 
  7) Vacuum I 
  5’R 
   —  
  100’ 
  F 
  8) Air Stop II 
  20’R 
  C 
  100’ 
  F 
  9) Slumber Cloud 
  1'R/lvl 
  1 min/lvl 5'/lvl 
  F 
  10) Stun Cloud IV 
  20’R 
  6 rnds 
  40’ 
  E 
  11) Death Cloud I 
  5’R 
  10 rnds 
  20’ 
  E 
  12) Vacuum II 
  10’R 
   —  
  100’ 
  F 
  13) Air Stop X 
  100’R 
  C 
  100’ 
  F 
  14) Whirlwind 
  10’R 
  C 
  100’ 
  E 
  15) Death Cloud II 
  10’R 
  10 rnds 
  40’ 
  E 
  16) Crosswinds 
  50' R 
  1 rnd/lvl 100' 
  E 
  17) Vacuum IV 
  20’R 
   —  
  100’ 
  F 
  18) Great Vacuum 
  5’R 
   —  
  100’ 
  F 
  19) Stun Cloud True 
  20’R 
  6 rnds 
  100’ 
  E 
  20) Reverse Winds 
  100’R/lvl 
  C 
  100’/lvl E 
  25) Hard Wind 
  300’x(5'-25’)R 1 rnd/lvl 300’ 
  E 
  30) Vacuum VIII 
  40' R 
   —  
  100’ 
  F 
  35) Storm Call 
  1 mi R/lvl 
  varies 1 mi/lvl E 
  40) Death Cloud V 
  25' R 
  10 rnds 100' 
  E 
  50) Wind Mastery 
  caster 
  1 rnd/lvl self 
  U 
  1. Breezes – Causes a light breeze as long as the caster concentrates. The breeze moves any gasses in the area as 
  the caster directs, up to 20' per round. 
  2. Airwall – Creates a wall of dense churning air up to 10’x10’x3’. This wall requires 1 AP to cross, the pace of 
  anyone moving through it at more than a Walk comes out with his pace reduced by one (e.g, a Run going in would 
  be a Jog coming out), and attacks through the wall suffer a -50 penalty. 
  3. Slumber Mist – By concentrating, the caster can remove most of the oxygen from the area of effect. After three 
  rounds of concentration, all targets in the area of effect must make an RR each round in the area of effect or fall 
  asleep (1 round per 10 failure). All fire spells in the area suffer a -20 penalty (or are 20% less effective in the case of 
  non-attack spells). 
  4. Stun Cloud I – Creates a 5’R cloud of charged gas particles. The cloud takes one round to form, so anyone in the 
  radius when it is cast may make a maneuver to move out of the radius without taking a critical; however, after that 
  anyone within the radius at anytime in the round takes the critical indicated (a maximum of one per round). 
  
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  Following the initial formation round, the cloud delivers a C Electricity critical to all within the area of effect on the 
  first and second rounds, a B critical on the third and fourth rounds, and an A critical on the fifth and sixth rounds, 
  after which it dissipates. It drifts with the wind. 
  5. Air Stop I – Stops all generalized air movement up to winds of 30 mph and cuts higher winds by 30 mph in a 10’ 
  radius. 
  6. Stun Cloud II – As Stun Cloud I, except radius is 10’. 
  7. Vacuum I – Creates a 5’ radius of near vacuum; all within the radius take a B Impact critical as the air leaves and 
  rushes back in (if they fail an RR). 
  8. Air Stop II – As Air Stop I, except radius is 20’. 
  9. Slumber Cloud – As Slumber Mist, except for the duration and that it drifts with the wind. 
  10. Stun Cloud IV – As Stun Cloud I, except radius is 20’. 
  11. Death Cloud I – As Stun Cloud I, except delivers an E critical on rounds 1 and 2, a D on rounds 3 and 4, a C on 
  rounds 5 and 6, a B on rounds 7 and 8, and an A on rounds 9 and 10, after which it dissipates. 
  12. Vacuum II – As Vacuum I, except radius is 10’. 
  13. Air Stop X – As Air Stop I, except radius is 100’. 
  14. Whirlwind – A 10’R whirlwind is created. It delivers an A Impact critical to all inside (every round). It requires 2 
  AP to enter or exit the whirlwind, and pace is limited to a walk within it and all Movement maneuvers are Very 
  Hard at a minimum. The caster can move the whirlwind 10' per round (does not require concentration, but caster 
  must be able to see the whirlwind). 
  15. Death Cloud II – As Death Cloud I, except radius is 10’ and range is 40'. 
  16. Crosswinds – Creates an area of constantly shifting winds. Any missile passing through this region suffers a -100 
  penalty to its OB and elemental bolt attacks suffer this penalty as well, except for Shock and Lightning Bolts. Any 
  sailing vessel caught in these crosswinds will be unable to make any significant progress. 
  17. Vacuum IV – As Vacuum I, except radius is 20’. 
  18. Great Vacuum – As Vacuum I, except delivers a D Impact critical. 
  19. Stun Cloud True – As Stun Cloud IV, except by concentrating the caster can move it 10’/round up to 100’ away. 
  20. Reverse Winds – Allows the caster to change the direction of the wind within the radius. 
  25. Hard Wind – Caster must outstretch arms and then a hard wind comes forth from them, fanning out till it has a 
  25’R at 300’. All within the cone receive a B Unbalancing critical. 
  30. Vacuum VIII – As Vacuum I, except radius is 40’. 
  35. Storm Call – Summons forces of nature in a fierce thunderstorm which includes heavy rain, 25-60 mph winds, 
  lightning (random) and a blizzard (if correct climate). Can be delayed up to 1 hour/level after casting. 
  40. Death Cloud V – As Death Cloud I, except radius is 25’ and range is 100'. 
  50. Wind Mastery – Caster can use one lower level spell (on this list) each round. 
  Note: See Section 10.19 for additional details on Wall spells. 
  Note: All vacuums created by the spells on this list also create a loud noise. The larger the radius the louder the 
  noise. The GM may wish to rule that all within the radius must make a second RR or be deafened for 1 round per 
  10 failure (RR attack level equals the radius of the vacuum). 
  Note: An elemental creature made of gas will be reduced to 1 AP per round if successfully attacked with an Air 
  Stop spell (the creature must fit into the area of effect). A Vacuum thrown at a creature made of gas will result in a 
  Slaying IV Critical on the creature. 
  
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  7.7. Evil 
   
  Evil Essence 
  DARKNESS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Darkness II 
  20'R 
  10 min/lvl touch E 
  2) Nightvision 
  1 target 
  10 min/lvl 
  10' 
  U 
  3) Dark Control II 
  20'R 
  C 
  20' 
  E 
  4) Darkness V 
  50'R 
  10 min/lvl touch E 
  5) Darkness X 
  100'R 
  10 min/lvl touch E 
  6) Darkvision 
  1 target 
  10 min/lvl 
  10' 
  U 
  7) Dark Control V 
  50'R 
  C 
  50' 
  E 
  8) Shadow Forms 
  1 shadow/lvl 10 min/lvl(C) 100' 
  E 
  9) Lesser Darkness 
  300'R 
  10 min/lvl touch E 
  10) Lesser Utterdark 
  20'R 
  1 min/lvl 
  100' 
  E 
  11) Dark Control X 
  100'R 
  C 
  100' 
  E 
  12) Darkvision True 
  1 target 
  10 min/lvl 
  10' 
  U 
  13) Utterdark 
  100'R 
  1 min/lvl 
  100' 
  E 
  14) Minor Darkness 
  500'R 
  10 min/lvl touch E 
  15) Clouds of Darkness I 
  100'R 
  2 hrs/lvl 
  100' 
  E 
  16) Mass Nightvision 
  1 target/lvl 
  10 min/lvl 100' 
  U 
  17) Greater Utterdark 
  200'R 
  1 min/lvl 
  100' 
  E 
  18) Mass Darkvision 
  1 target/lvl 
  10 min/lvl 100' 
  U 
  19) Clouds of Darkness II 
  10'R/lvl 
  2 hrs/lvl 
  100' 
  E 
  20) Greater Darkness 
  1000'R 
  10 min/lvl touch E 
  25) Utterdark True 
  300'R 
  1 min/lvl 
  100' 
  E 
  30) Darkness True 
  100'R/lvl 
  10 min/lvl touch E 
  35) Mass Darkvision True 
  1 target/lvl 
  10 min/lvl 100' 
  U 
  40) Everlasting Darkness 
  50'R 
  P 
  touch E 
  50) Clouds of Darkness True 1 mi R/lvl 
  2 hrs/lvl 
  100' 
  E 
  1. Darkness II – Creates an area of darkness up to 20'R about the point touched. The darkness is equal to the 
  darkest night.  
  2. Nightvision – Target can see up to 100' as if it were daylight, so long as there is some light. 
  3. Dark Control II – Caster can vary the intensity of darkness in the area, but he cannot lighten the area past its 
  natural state. 
  4. Darkness V – As Darkness II, except radius is 50'. 
  5. Darkness X – As Darkness II, except radius is 100'. 
  6. Darkvision – As Nightvision, except any darkness can be seen through. No light at all is needed for this spell to 
  work. 
  
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  7. Dark Control V – As Dark Contol II, except range and radius are 50'. 
  8. Shadow Forms – Caster can create the visual illusion of either shadowy figures or actual shadows (as many as 
  the caster's level); they will move when he concentrates. 
  9. Lesser Darkness – As Darkness II, except radius is 300'. 
  10. Lesser Utterdark – Darkens a 20’R area, no light (except Utterlight) can exist within this radius. 
  11. Dark Control X – As Dark Contol II, except range and radius are 100'. 
  12. Darkvision True – As Darkvision, except the target can see as far as he would in normal daylight. 
  13. Utterdark – As Lesser Utterdark, except radius is 100'. 
  14. Minor Darkness – As Darkness II, except radius is 500'. 
  15. Clouds of Darkness I – Creates a "cloud" of darkness that has a 100'R and drifts with the wind. The darkness can 
  vary in intensity from an overcast day to the dark of night. 
  16. Mass Nightvision – As Nightvision, except affects a number of targets equal to the caster's level. 
  17. Greater Utterdark – As Lesser Utterdark, except radius is 200'. 
  18. Mass Darkvision – As Darkvision, except affects a number of targets equal to the caster's level. 
  19. Clouds of Darkness II – As Clouds of Darkness I, except for area of effect. 
  20. Greater Darkness – As Darkness II, except radius is 1,000'. 
  25. Utterdark True – As Lesser Utterdark, except radius is 300'. 
  30. Darkness True – As Darkness II, except radius is 100' per level of the caster. 
  35. Mass Darkvision True – As Darkvision True, except affects a number of targets equal to the caster's level. 
  40. Everlasting Darkness – As Darkness V, except duration is permanent. 
  50. Clouds of Darkness True – As Clouds of Darkness I, except radius is 1 mile per level of the caster. 
  Note: Certain spells on this list have a radius effect that can be cast upon mobile targets (e.g, Darkness, Utterdark). 
  See Section 10.16 for more. 
  Note: Consult A&CL Section 14.8 for dealing with light and darkness. 
  
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  Evil Essence 
  DARK SUMMONS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Familiar 
  1 animal 
  P 
  touch U 
  2) Summons I 
  1 creature 
  varies 100' 
  E 
  3) Investiture I 
  1 familiar 
  P 
  10' 
  U 
  4) Summons II 
  varies 
  varies 100' 
  E 
  5) Binding II 
  1 creature 
  varies 
  10' 
  F 
  6) Summons III 
  varies 
  varies 100' 
  E 
  7) Order Bound II 
  1 creature 
  2 hrs 
  10' 
  U 
  8) Summons V 
  varies 
  varies 100' 
  E 
  9) Binding V 
  1 creature 
  varies 
  10' 
  F 
  10) Summons VII 
  varies 
  varies 100' 
  E 
  11) Investiture II 
  1 familiar 
  P 
  10' 
  U 
  12) Summons X 
  varies 
  varies 100' 
  E 
  13) Binding X 
  1 creature 
  varies 
  10' 
  F 
  14) Summons XII 
  varies 
  varies 100' 
  E 
  15) Order Bound X 
  1 creature 
  10 hrs 
  10' 
  U 
  16) Summons XV 
  varies 
  varies 100' 
  E 
  17) Binding XV 
  1 creature 
  varies 
  10' 
  F 
  18) Summons XVII 
  varies 
  varies 100' 
  E 
  19) Investiture III 
  1 familiar 
  P 
  10' 
  U 
  20) Lord Summons 
  varies 
  varies 100' 
  E 
  25) Binding True 
  1 creature 
  varies 
  10' 
  F 
  30) Order Bound True 
  1 creature 1 hr/lvl 10' 
  U 
  35) True Summons 
  varies 
  varies 100' 
  E 
  40) Investiture IV 
  1 familiar 
  P 
  10' 
  U 
  50) Summoning Mastery 
  caster 
  1 rnd/lvl self 
  U 
  1. Familiar – The caster can attune himself to a small creature of animal intelligence (i.e., with the Animalistic flaw) 
  to serve as his familiar. The caster must obtain the creature (can be no more than 10% of caster’s own mass) 
  through normal means and cast the spell on the animal once each day for 1 week (associating with the animal for 2 
  hours each day). The caster can then control the familiar and view the world through its senses by concentrating 
  on it (must be within 50’ per caster level). If the animal is killed, the caster will have a -25 modification to all 
  actions for 2 weeks. 
  2. Summons I – Caster can instantly summon a first level non-intelligent (i.e., possessing the Animalistic or 
  Mindless flaw) living creature, which appears somewhere with the spell's range. The caster can specify the general 
  type of creature, but exactly what the creature is should be determined randomly (e.g., the caster could specify 
  "four-legged, hoofed" and could get a zebra, horse, camel, etc.). If the creature can understand the caster's 
  communication, the creature can be controlled by normal communication. Otherwise, control is maintained 
  through concentration of the caster. If the creature summoned is used for a task that is not dangerous (in its own 
  
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  perception), the duration for this spell is 10 minutes per level. However, if the creature is ever put into a 
  dangerous situation, the duration immediately drops to 1 round per level. At the end of the spell's duration, the 
  summoned creature will disappear back to whence it came. 
  3. Investiture I – This spell is cast upon the caster's familiar. However, the familiar must be a type of animal that is 
  usually associated with evil in the caster's culture. This spell transfers part of the caster's "life" into the familiar. 
  This spell must be cast upon the familiar every day for a month (associating with the animal for 2 hours a day). The 
  familiar retains all of its old abilities and it gains special abilities. The familiar will become a malformed version of 
  the animal it once was (more grotesque). The caster can view the world through the senses of the creature at a 
  range of 250' per level. The creatures AT changes to 3 (if not already higher), and it gains a +10 to its DB and OB. 
  The caster can cast spells through the familiar as if the caster were actually where the familiar is (this includes 
  casting "self" spells on the familiar): range for this ability is 50' per level. The creature will make all of its RRs at half 
  the caster's level or its own level, whichever is higher. The familiar can be sent on long-range missions, although it 
  will be limited in its ability to interpret ambiguous instructions or adapt to unexpected events. It can always find its 
  way back to the caster through their bond unless the caster is magically hidden. If the familiar dies, the caster will 
  lose one quarter of his Power Points and Concussion Hits for 1-5 weeks (and these cannot be restored by any 
  means until the time has passed). 
  4. Summons II – As Summons I, except the caster chooses one of the following options: a) the level of the 
  summoned creature is increased by one, b) an extra 1st level creature can be summoned, or c) the duration can be 
  doubled. When applying options to the higher level Summons spells, option "a" can only be applied to one 
  creature at a time (i.e., two 2nd level creatures takes three options: one for the second creature and one each to 
  raise the creatures to 2nd level). 
  5. Binding II – Caster can bind one creature (up to second level) with animal intelligence (i.e., with the Animalistic 
  flaw). The bound creature must follow the commands of the caster (the caster does not have to concentrate). The 
  caster can only have as many creatures bound as he has levels. If the creature is ever outside the range of the 
  spell, the spell is dispelled. 
  6. Summons III – As Summons II, except two options are chosen. 
  7. Order Bound II – The target of this spell is any creature (up to second level) with animal intelligence (i.e., with 
  the Animalistic flaw) that has been bound (with a Binding spell). The caster can give a simple, straight-forward task 
  for the creature to attempt to complete. The creature will do its best to complete the task (within the duration of 
  the spell). When the duration of this spell expires, the creature returns to its normal "unbound" state. Once this 
  spell is cast, the creature can leave the range of the spell without ending its duration. 
  8. Summons V – As Summons II, except four options are chosen. 
  9. Binding V – As Binding II, except binds up to a 5th level creature. 
  10. Summons VII – As Summons II, except six options are chosen. 
   
  11. Investiture II – The target of this spell is a familiar that has had Investiture I successfully cast on it. This spell 
  puts more of the caster into his familiar. The caster must cast this spell once per day for six months (spending two 
  hours each day). The caster can use the familiar's senses up to 1,000 feet per level away and can cast spells 
  through the familiar up to 200' per level away. The creature's AT improves to 5, the DB bonus improves to +20 and 
  the OB bonus improves to +30, and it makes RRs at the higher of its own level or three fourths of the caster's level. 
  It also gains a venomous attack that is used in conjunction with its normal attack (poison type of the caster's 
  choice, equal level to the familiar). The appearance of the familiar becomes even more grotesque, beginning to 
  assume aspects of the caster's appearance. The change may be extreme enough to make it unrecognizable as the 
  animal it was. If the familiar dies, the caster loses half his Power Points and Concussion Hits for 1-5 weeks. 
  12. Summons X – As Summons II, except nine options are chosen. 
  
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  13. Binding X – As Binding II, except binds up to a 10th level creature. 
  14. Summons XII – As Summons II, except eleven options are chosen. 
  15. Order Bound X – As Order Bound II, except affects up to a 10th level creature and maximum duration is 10 
  hours. 
  16. Summons XV – As Summons II, except fourteen options are chosen. 
  17. Binding XV – As Binding II, except binds up to a 15th level creature. 
  18. Summons XVII – As Summons II, except sixteen options are chosen. 
  19. Investiture III – The target of this spell is a familiar that has had Investiture II successfully cast on it. This spell 
  puts even more of the caster into his familiar. The caster must cast this spell once per day for one year (spending 
  two hours each day). The caster can use the familiar's senses up to 1 mile per level away and can cast spells 
  through the familiar up to 1000' per level away. The creature's AT improves to 7, the DB bonus improves to +30 
  and the OB bonus improves to +50, and it makes RRs at the higher of its own level or the caster's level. It retains its 
  venom from Investiture II. Its form becomes completely grotesque and could not be associated with the animal it 
  once was. If the familiar dies, the caster loses three quarters of his Power Points and Concussion Hits for 1-5 
  weeks. 
  20. Lord Summons – As Summons II, except nineteen options are chosen. 
  25. Binding True – As Binding II, except binds a creature of any level. 
  30. Order Bound True – As Order Bound II, except affects a creature of any level and maximum duration is 1 hour 
  per caster's level. 
  35. True Summons – As Summons II, except a number of options equal to the caster's level are chosen. 
  40. Investiture IV – The target of this spell is a familiar that has had Investiture III successfully cast on it. This spell 
  puts even more of the caster into his familiar. The caster must cast this spell once per day for two years (spending 
  two hours each day). The caster can use the familiar's senses up to 10 miles per level away and can cast spells 
  through the familiar up to 1 mile per level away. The creature's AT improves to 9, the DB bonus improves to +50 
  and the OB bonus improves to +75, and it continues to make RRs at the higher of its own level or the caster's level. 
  It retains its venom from Investiture II, but potency is the higher of the familiar's level or the caster's level. It 
  cannot really become more grotesque. If the familiar dies, the caster loses all of his Power Points and Concussion 
  Hits for 1-5 weeks, spending that period in a coma. 
  50. Summon Mastery – Caster can use any lower level spell on this list, once per round. 
  Note: When allowed to choose more than one option on summoning spells, the same option may be chosen more 
  than once. For example, with a Summons III, two options are available. This means that if both options are used for 
  the same thing, then three first-level creatures could be summoned, or one third-level creature could be 
  summoned, or one first-level creature could be summoned for four times as long. 
  Note: Because of the extremely strong and intimate bond created between caster and familiar, any attempt to 
  dispel this bond suffers a penalty of 100 (normally a +100 bonus to the bond's RR against the dispelling attempt). 
  Investitures have only a bias of 50 in their favor, but must be undone one by one, starting from the highest level 
  Investiture down to the last. Only once all Investiture spells are dispelled may the Familiar bond be subject to 
  dispelling. 
  
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  Evil Essence 
  ESSENCE TWISTING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Baneful Essence 
  50'R 
  1 day/lvl  touch E 
  2) Baneful Mentalism 
  50'R 
  1 day/lvl  touch E 
  3) Baneful Channeling 
  50'R 
  1 day/lvl  touch E 
  4) Weaken Essence 
  50'R 
  1 day/lvl  touch E 
  5) Baneful Essence True 
  50'R 
  1 day/lvl  touch E 
  6) Weaken Mentalism 
  50'R 
  1 day/lvl  touch E 
  7) Weaken Channeling 
  50'R 
  1 day/lvl  touch E 
  8) Woeful Essence 
  50'R 
  1 day/lvl  touch E 
  9) Woeful Mentalism 
  50'R 
  1 day/lvl  touch E 
  10) Weaken Essence True 
  50'R 
  1 day/lvl  touch E 
  11) Woeful Channeling 
  50'R 
  1 day/lvl  touch E 
  12) Treacherous Essence 
  50'R 
  1 day/lvl  touch E 
  13) Treacherous Mentalism 
  50'R 
  1 day/lvl  touch E 
  14) Woeful Essence True 
  50'R 
  1 day/lvl  touch E 
  15) Treacherous Channeling 
  50'R 
  1 day/lvl  touch E 
  16) Chaotic Essence 
  50'R 
  1 day/lvl  touch E 
  17) Chaotic Mentalism 
  50'R 
  1 day/lvl  touch E 
  18) Chaotic Channeling 
  50'R 
  1 day/lvl  touch E 
  19) Treacherous Essence True 
  50'R 
  1 day/lvl  touch E 
  20) Chaotic Essence True 
  50'R 
  1 day/lvl  touch E 
  25) Essence Twisting 
  100'R 
  1 week/lvl touch E 
  30) Mentalism Twisting 
  100'R 
  1 week/lvl touch E 
  35) Channeling Twisting 
  100'R 
  1 week/lvl touch E 
  40) Darken Essence 
  100'R 
  1 week/lvl touch E 
  50) Essence Twisting True 
  300'R 
  1 mo/lvl touch E 
  1. Baneful Essence – The local Essence field is distorted, causing all RRs against spells from the Realm of Essence to 
  be made at -10. 
  2. Baneful Mentalism – As Baneful Essence, except affects spells from the Realm of Mentalism. 
  3. Baneful Channeling – As Baneful Essence, except affects spells from the Realm of Channeling. 
  4. Weaken Essence – The local Essence field is distorted, causing all RRs against spells from the Realm of Essence to 
  be made at +10. 
  5. Baneful Essence True – As Baneful Essence, except affects all spells. 
  6. Weaken Mentalism – As Weaken Essence, except affects spells from the Realm of Mentalism. 
  7. Weaken Channeling – As Weaken Essence, except affects spells from the Realm of Channeling. 
  8. Woeful Essence – As Baneful Essence, except penalty is -20. 
  9. Woeful Mentalism – As Woeful Essence, except affects spells from the Realm of Mentalism. 
  10. Weaken Essence True – As Weaken Essence, except affects all spells. 
  
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  11. Woeful Channeling – As Woeful Essence, except affects spells from the Realm of Channeling. 
  12. Treacherous Essence – Any time an attempt to cast a spell from the Realm of Essence within the area of effect 
  results in spell failure, +30 is added to the spell failure roll. 
  13. Treacherous Mentalism – As Treacherous Essence, except affects spells from the Realm of Mentalism. 
  14. Woeful Essence True – As Woeful Essence, except affects all spells. 
  15. Treacherous Channeling – As Treacherous Essence, except affects spells from the Realm of Channeling. 
  16. Chaotic Essence – Any attempt to cast a spell of the Realm of Essence will be made with a -20 penalty to the 
  Spell Casting roll. 
  17. Chaotic Mentalism – Any attempt to cast a spell of the Realm of Mentalism will be made with a -20 penalty to 
  the Spell Casting roll. 
  18. Chaotic Channeling – Any attempt to cast a spell of the Realm of Channeling will be made with a -20 penalty to 
  the Spell Casting roll. 
  19. Treacherous Essence True – As Treacherous Essence, except affects all spells. 
  20. Chaotic Essence True – Any attempt to cast any spell will be made with a -20 penalty to the Spell Casting roll. 
  25. Essence Twisting – As any of the above spells relating to the Realm of Essence, except for area of effect and 
  duration. 
  30. Mentalism Twisting – As any of the above spells relating to the Realm of Mentalism, except for area of effect 
  and duration. 
  35. Channeling Twisting – As any of the above spells relating to the Realm of Channeling, except for area of effect 
  and duration. 
  40. Darken Essence – All spells cast that are from an Evil spell list are resisted at -10, while those from other lists 
  suffer a -25 to their Spell Casting rolls and are resisted with a +10 bonus. 
  50. Essence Twisting True – As any of the above spells of less than 40th level, except for area of effect and 
  duration. 
  
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  Evil Essence 
  FOUL TRANSFORMATIONS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Bulging Eyes 
  caster 
  10 min/lvl self 
  U 
  2) Armoring I 
  caster 
  1 min/lvl self 
  U 
  3) Prehensile Tail 
  caster 
  10 min/lvl self 
  U 
  4) Tentacles 
  caster 
  1 min/lvl self 
  U 
  5) Armoring II 
  caster 
  1 min/lvl self 
  U 
  6) Wings I 
  caster 
  10 min/lvl self 
  U 
  7) Horns 
  caster 
  1 min/lvl self 
  U 
  8) Armoring III 
  caster 
  1 min/lvl self 
  U 
  9) Claws 
  caster 
  1 min/lvl self 
  U 
  10) Wings II 
  caster 
  10 min/lvl self 
  U 
  11) Armoring IV 
  caster 
  1 min/lvl self 
  U 
  12) Bite 
  caster 
  1 min/lvl self 
  U 
  13) Spines 
  caster 
  1 min/lvl self 
  U 
  14) Wings III 
  caster 
  10 min/lvl self 
  U 
  15) Armoring V 
  caster 
  1 min/lvl self 
  U 
  16) Killer Instincts 
  caster 
  1 min/lvl self 
  U 
  17) Envenom 
  caster 
  varies 
  self 
  U 
  18) Armoring VI 
  caster 
  1 min/lvl self 
  U 
  19) Spinnerets 
  caster 
  1 min/lvl self 
  U 
  20) Armoring VII 
  caster 
  1 min/lvl self 
  U 
  25) Foul Breath 
  caster 
  1 min/lvl self 
  U 
  30) Armoring VIII 
  caster 
  1 min/lvl self 
  U 
  35) Adapted Form 
  caster 
  10 min /lvl self 
  U 
  40) Armoring IX 
  caster 
  1 min/lvl self 
  U 
  50) Corrupted Form 
  caster 
  1 rnd/lvl self 
  U 
  1. Bulging Eyes – Caster's eyes enlarge. Caster gains a +20 to Perception rolls involving vision exclusively and a +10 
  to Perception rolls involving vision along with other senses. Any vision enhancement spells cast on the caster while 
  this spell is active will last until this spell expires or their normal duration, whichever is longer. 
  2. Armoring I – Caster's skin and subcutaneous fat are changed into a more protective form, granting the caster a 
  natural AT of 2. 
  3. Prehensile Tail – Caster grows a prehensile tail strong enough to support his own weight. 
  4. Tentacles – Caster grows several tentacles, which can be used to make an attack on the Grapple Attack Table 
  without occupying the caster's hands. The size of the attack is the same as the size of the caster. The OB of the 
  attack is the caster's skill in this list. 
  5. Armoring II – Caster's skin and subcutaneous fat are changed into a more protective form, granting the caster a 
  natural AT of 3. 
  
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  6. Wings I – Caster grows wings. Caster can now fly at a rate equal to his normal walking speed. He can fly at faster 
  paces, but must make Endurance rolls as if moving one pace faster than actual, with movement at Dash pace 
  requiring an Endurance roll every round at a -20 penalty. 
  7. Horns – Caster grows horns, which can be used to make an attack on the Horn Attack Table. The size of the 
  attack is the same as the size of the caster. The OB of the attack is the caster's skill in this list. 
  8. Armoring III – Caster's skin and subcutaneous fat are changed into a more protective form, granting the caster a 
  natural AT of 4. 
  9. Claws – Caster grows clawed hands, which can be used to make an attack on the Claw Attack Table. The size of 
  the attack is the same as the size of the caster. The OB of the attack is the caster's skill in this list. 
  10. Wings II – As Wings I , except Fatigue checks are as normal for the pace of movement and any maneuver rolls 
  related to flight are made with a +20 bonus. 
  11. Armoring IV – Caster's skin and subcutaneous fat are changed into a more protective form, granting the caster 
  a natural AT of 5. 
  12. Bite – Caster grows fangs or teeth suitable for attacks, which can be used to make an attack on the Bite Attack 
  Table. The size of the attack is the same as the size of the caster. The OB of the attack is the caster's skill in this list. 
  13. Spines – Caster grows spiny projections. Any time the caster is attacked unarmed or with a weapon less than 
  one-half the caster's height in length, the attacker will suffer an attack resolved on the Stinger Attack Table. The 
  size of the attack is the same as the size of the caster. The OB of the attack is half the caster's skill in this list. This 
  attack is automatic and does not require an action by the caster. 
  14. Wings III – As Wings II, except base speed is twice the caster's normal walking pace. 
  15. Armoring V – Caster's skin and subcutaneous fat are changed into a more protective form, granting the caster a 
  natural AT of 6. 
  16. Killer Instincts – When using the attacks provided by spells on this list, the caster can substitute his skill in this 
  list for any one of the following Combat Expertise skills: Disarm, Multiple Attacks, Restricted Quarters, or Reverse 
  Strike. The skill to which this applies may be different each round. 
  17. Envenom – The attack provided by Horns, Claws, Bite, or Spines will deliver a poison upon doing a critical. The 
  level of the poison is the caster's level. Only one attack becomes poisonous, but this spell can be cast multiple 
  times if the caster has cast more than one of listed spells. Caster determines the type of poison. This spell lasts as 
  long as the spell whose attack it is enhancing. 
  18. Armoring VI – Caster's skin and subcutaneous fat are changed into a more protective form, granting the caster 
  a natural AT of 7. 
  19. Spinnerets – Caster grows a group of spinnerets somewhere on his body, which can be used to make webs. 
  This can be used to create up to 100' of silk rope per round, capable of withstanding a thousand pounds of weight. 
  Webs can be sticky in some parts and not in others, allowing the creation of anchored bridges made of webbing. 
  The webs can also be launched with the ranges of a javelin, with the attack resolved on the Grapple Attack Table. 
  The size of the attack is the same as the size of the caster. The OB of the attack is the caster's skill in this list. 
  20. Armoring VII – Caster's skin and subcutaneous fat are changed into a more protective form, granting the caster 
  a natural AT of 8. 
  25. Foul Breath – Caster begins to exhale a toxic gas (caster is immune to the effects). Any living thing coming 
  within 10' of the caster must make an RR versus poison each round or suffer a cumulative -5 penalty and take 1d10 
  damage from the effects of the gas. Treat the penalty as organ damage (lungs) for treatment/healing purposes and 
  the final penalty as a single injury. Level of the poison is the level of the caster. Caster can also exhale a 50' long 
  cone with a 20' base of the gas, but this requires such effort that an Endurance roll is called for. 
  
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  30. Armoring VIII – Caster's skin and subcutaneous fat are changed into a more protective form, granting the caster 
  a natural AT of 9. 
  35. Adapted Form – Caster's body adapts to survive in environmental conditions. This can involve submersion in 
  freezing water at depths with crushing pressure, traversing molten lava, enduring exposure to a raging sandstorm, 
  or withstanding the bizarre conditions of an alien dimension. This does not cover any form of deliberate attack 
  (even while comfortable naked in a blizzard, the caster will still suffer normal damage from a Cold Ball). 
  40. Armoring IX – Caster's skin and subcutaneous fat are changed into a more protective form, granting the caster 
  a natural AT of 10. 
  50. Corrupted Form – Caster may use any lower level spell for this list once per round. 
  Note: The exact form of these transformations will vary from caster to caster, but they will always be more or less 
  horrific. 
   
  Evil Essence 
  NECROMANCY MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Undead Language 
  caster 
  1 min/lvl self 
  U 
  2) Tolerate Undead 
  caster 
  10 min/lvl self 
  U 
  3) Sense Undead 
  100'R 
  — 
  self 
  I 
  4) Control Undead I 
  1 undead 
  C 
  100' 
  F 
  5) Undead Defenses I 
  caster 
  1 min/lvl self 
  U 
  6) Create Undead I 
  1 target 
  P 
  10' 
  U 
  7) Command Undead I 
  1 undead 
  1 day 
  100' 
  F 
  8) Control Undead II 
  1 undead 
  C 
  100' 
  F 
  9) Summon Lesser Spirit 
  1 spirit 
  1 min/lvl 100' 
  E 
  10) Create Undead II 
  1 target 
  P 
  10' 
  U 
  11) Undead Defenses II 
  caster 
  1 min/lvl self 
  U 
  12) Control Undead III 
  1 undead 
  C 
  100' 
  F 
  13) Command Undead II 
  1 undead 
  1 month 100' 
  F 
  14) Create Undead III 
  1 target 
  P 
  10' 
  U 
  15) Summon Greater Spirit 
  1 spirit 
  1 min/lvl 100' 
  E 
  16) Control Undead IV 
  1 undead 
  C 
  100' 
  F 
  17) Undead Defenses III 
  caster 
  1 min/lvl self 
  U 
  18) Command Undead III 
  1 undead 
  1 year 
  100' 
  F 
  19) Create Undead IV 
  1 target 
  P 
  10' 
  U 
  20) Control Undead V 
  1 undead 
  C 
  100' 
  F 
  25) Control Undead VI 
  1 undead 
  C 
  100' 
  F 
  30) Create Undead V 
  1 target 
  P 
  10' 
  U 
  35) Control Undead True 
  varies 
  C 
  100' 
  F 
  40) Create Undead VI 
  1 target 
  P 
  10' 
  U 
  50) Undead Mastery 
  1 undead 
  P 
  50' 
  F 
  
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  1. Undead Language – Allows the caster to understand and speak the language(s) of any undead beings. 
  2. Tolerate Undead – Caster is not subject to automatic harmful effects caused by the proximity of the undead. 
  This provides no protection against deliberate attack. 
  3. Sense Undead – Caster becomes aware of all undead within the area of effect. He knows their general locations 
  (within 10'), number, and general nature (whether corporeal or incorporeal, mindless or intelligent, controlled or 
  uncontrolled, and what Class of undead). 
  4. Control Undead I – Caster can control one Class I undead. If this spell is resisted, the target will immediately 
  attack the caster, preferring him over any other available targets. 
  5. Undead Defenses I – Caster has a +10 bonus to RRs and DB against attacks by the undead. 
  6. Create Undead I – Using a suitable corpse or spirit, the caster creates a Class I undead. Corpses must be a 
  condition suitable for the type of undead to be created and in any case, the being to be converted into one of the 
  undead may not have been dead any longer than one day per level of the caster. If the caster succeeds in a Hard 
  Spell Mastery maneuver with an additional -10 penalty times the Class number of the undead created, then the 
  caster may select what type of undead is created by this spell. If this maneuver fails, the GM selects an appropriate 
  undead creature. Upon creation, the undead must make an RR against its creator. If it fails, it will be non-hostile to 
  its creator until some circumstance (such as a failed attempt to Control it) should change things. If it succeeds, it is 
  free to attack its maker if uncontrolled. 
  7. Command Undead I – Target undead will obey a command by the caster for a period of one day. At the end of 
  that time, the undead returns to its normal behavior. If this spell is resisted, the target will immediately attack the 
  caster, preferring him over any other available targets. 
  8. Control Undead II – As Control Undead I, except caster can control a Class II undead or control a Class I undead 
  with a -10 to its RR. 
  9. Summon Lesser Spirit – This spell must be cast within 100' of the place of death of the being whose spirit is to be 
  turned into an incorporeal form of undead. This spell will fail if the body is protected against being turned into one 
  of the undead (e.g., under the protection of a Restful Spirit spell). The spirit summoned by this spell is suitable for 
  creating an undead being of up to Class III. A Create Undead spell must be successful before the end of this spell's 
  duration, or the spirit will depart once more. Spirit may not have been dead for more than 1 day/level of caster. 
  10. Create Undead II – As Create Undead I, except creates a Class II or lesser undead. 
  11. Undead Defenses II – Caster has a +20 bonus to RRs and DB against attacks by the undead. 
  12. Control Undead III – As Control Undead I, except caster can control a Class III undead or control a Class II 
  undead with a -10 to its RR or control a Class I undead with a -20 to its RR. 
  13. Command Undead II – As Command Undead I, except duration is 1 month. 
  14. Create Undead III – As Create Undead I , except creates a Class III or lesser undead. 
  15. Summon Greater Spirit – As Summon Lesser Spirit, except the spirit summoned is suitable for the creation of 
  undead of up to Class VI and may have been dead up to 1 week/level of caster. 
  16. Control Undead IV – As Control Undead I, except caster can control a Class IV undead or control a Class III 
  undead with a -10 to its RR or control a Class II undead with a -20 to its RR or control a Class I undead with a -30 to 
  its RR. 
  17. Undead Defenses III – Caster has a +30 bonus to RRs and DB against attacks by the undead. 
  18. Command Undead III – As Command Undead I, except duration is 1 year. 
  19. Create Undead IV – As Create Undead I , except creates a Class IV or lesser undead. 
  20. Control Undead V – As Control Undead I, except caster can control a Class V undead or control a Class IV 
  undead with a -10 to its RR or control a Class III undead with a -20 to its RR or control a Class II undead with a -30 
  to its RR or control a Class I undead with a -40 to its RR. 
  
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  25. Control Undead VI – As Control Undead I, except caster can control a Class VI undead or control a Class V 
  undead with a -10 to its RR or control a Class IV undead with a -20 to its RR or control a Class III undead with a -30 
  to its RR or control a Class II undead with a -40 to its RR or control a Class I undead with a -50 to its RR. 
  30. Create Undead V – As Create Undead I , except creates a Class V or lesser undead. 
  35. Control Undead True – Caster can control undead up to his level in total of the undeads' Class numbers. The RR 
  of an undead may be reduced by -10 by assigning extra levels to its control up to a maximum penalty of -50. For 
  example, a 38th level caster really wants to get control of the Class VI Greater Vampire leading the undead 
  marauders, so he assigns an extra five levels on top of the six minimally required in order to create a -50 RR 
  penalty. This leaves the caster with 27 levels left to assign to the control of other undead. 
  40. Create Undead VI – As Create Undead I , except creates a Class VI or lesser undead. 
  50. Undead Mastery – Places target undead under the caster's lasting control. The caster need but command the 
  mastered undead, and it will obey to the best of its ability. Undead created by the caster get a -25 to their RRs. The 
  caster can never have more levels of undead mastered than he has levels, although the undead mastered by 
  means of the Necromantic Ways list do not count against the limit mastered by this list and vice versa (i.e., a 60th 
  level caster could have 60 levels of mindless undead mastered by means of Master Mindless Undead and another 
  60 levels of undead mastered by means of Undead Mastery). 
  Note: Casting a Control Undead or Command Undead spell successfully (i.e., it is not resisted) will not turn the 
  target hostile after the period of control is over. 
  Note: The Control spells (but not Command spells) on this list will also work on the mindless undead. 
  Note: Liches of all types must be created by passing directly to undeath from life, without going through the 
  process of dying and cannot be created by means of this list. Individual GMs may choose to exclude certain other 
  kinds of undead from this form of origin. 
  Note: See Creature Law for more information on undead. 
  
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  Evil Essence 
  NECROMANTIC WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Animate Dead I 
  1 corpse 
  1 min/lvl (C) 100' 
  E 
  2) Control Mindless Undead I * 
  1 undead 10 min/lvl (C) 100' 
  E 
  3) Master Mindless Undead 
  1 undead 
  P 
  50' 
  F 
  4) Animate Dead II 
  varies 
  1 min/lvl (C) 100' 
  E 
  5) Create Mindless Undead I 
  1 corpse 
  P 
  10' 
  U 
  6) Control Mindless Undead II * 
  1 undead 10 min/lvl (C) 100' 
  E 
  7) Animate Dead III 
  varies 
  1 min/lvl (C) 100' 
  E 
  8) Create Mindless Undead II 
  varies 
  P 
  10' 
  U 
  9) Control Mindless Undead III * 
  1 undead 10 min/lvl (C) 100' 
  E 
  10) Animate Dead IV 
  varies 
  1 min/lvl (C) 100' 
  E 
  11) Create Mindless Undead III 
  varies 
  P 
  10' 
  U 
  12) Animate Dead V 
  varies 
  1 min/lvl (C) 100' 
  E 
  13) Control Mindless Undead IV * 
  1 undead 10 min/lvl (C) 100' 
  E 
  14) Animate Dead VI 
  varies 
  1 min/lvl (C) 100' 
  E 
  15) Create Mindless Undead IV 
  varies 
  P 
  10' 
  U 
  16) Control Mindless Undead V * 
  1 undead 10 min/lvl (C) 100' 
  E 
  17) Energize Corpse 
  1 corpse 
  1 min/lvl touch E 
  18) Create Mindless Undead V 
  varies 
  P 
  10' 
  U 
  19) Control Mindless Undead VI * 
  1 undead 10 min/lvl (C) 100' 
  E 
  20) Create Mindless Undead VI 
  varies 
  P 
  10' 
  U 
  25) Mass Mindless Undead Control * 1 undead 10 min/lvl (C) 100' 
  E 
  30) Cheat Death 
  caster 
  P 
  self 
  U 
  35) Army of the Dead 
  varies 
  1 day (C) 
  1000' E 
  40) Army of the Dead True 
  varies 
  P 
  1000' U 
  50) Cheat Death True 
  caster 
  P 
  self 
  U 
  1. Animate Dead I – Caster can cause any dead body (within 50% of his own mass), to rise up and move. The caster 
  must concentrate for the body to perform an action; if he stops concentrating, the body will stand motionless. The 
  body can be maneuvered with a -25 modifier and can melee with a -20 OB. The body cannot have been dead more 
  than 1 day. Use the stats from Creature Law for Class I Standard Created Undead except that the OB is -20 and it 
  cannot move faster than a walk. 
  2. Control Mindless Undead I * – Caster can control one Class I mindless undead. When the caster does not 
  concentrate, the undead will stay in place and attack only if a living target is within 10'. 
  3. Master Mindless Undead – [RR Mod.: -25] Caster may master 1 "Class" worth of mindless undead per level of 
  the caster. This spell must be cast seperately on each undead. The target undead must already be controlled by the 
  caster and if the target resists this spell, it will attack the caster immediately and may not be subject to the caster's 
  control again until the caster gains another level. A mastered undead allows the caster to control this specific 
  undead without concentration (it will continue to follow the last order it was given). 
  
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  4. Animate Dead II – As Animate Dead I, except caster can control 2 bodies at once or one body with a -15 modifier 
  to maneuvers and an OB of -10. Additionally, bodies may have been dead for up to 2 days. 
  5. Create Mindless Undead I – Given a body that has been dead less than 1 week, the caster can turn the body into 
  a Class I undead. The newly-created undead will attempt to attack the closest living being (if uncontrolled), but can 
  take no other activity than moving to that being and attacking. If controlled, the undead will do as commanded by 
  the controller. 
  6. Control Mindless Undead II * – As Control Mindless Undead I, except 1 Class II mindless undead or 2 Class I 
  undead can be controlled. 
  7. Animate Dead III – As Animate Dead I, except caster can control 3 bodies at once or one body with a -5 modifier 
  to maneuvers and an OB of +0. Additionally, bodies may have been dead for up to 3 days. 
  8. Create Mindless Undead II – As Create Mindless Undead I, except 1 Class II undead or 2 Class I undead can be 
  created. 
  9. Control Mindless Undead III * – As Control Mindless Undead I, except 1 Class III mindless undead or 1 Class II and 
  1 Class I undead or 3 Class I undead can be controlled. 
  10. Animate Dead IV – As Animate Dead I, except caster can control 4 bodies at once or one body with a +5 
  modifier to maneuvers and an OB of +10. Additionally, bodies may have been dead for up to 4 days. 
  11. Create Mindless Undead III – As Create Mindless Undead I, except 1 Class III undead or 1 Class II and 1 Class I or 
  3 Class I undead can be created. 
  12. Animate Dead V – As Animate Dead I, except caster can control 5 bodies at once or one body with a +10 
  modifier to maneuvers and an OB of +20. Additionally, bodies may have been dead for up to 5 days. 
  13. Control Mindless Undead IV * – As Control Mindless Undead I, except 1 Class IV mindless undead or 1 Class III 
  and 1 Class I undead or 2 Class II undead or 1 Class II and 2 Class I undead or 4 Class I undead can be controlled. 
  14. Animate Dead VI – As Animate Dead I, except caster can control 6 bodies at once or one body with a +15 
  modifier to maneuvers and an OB of +30. Additionally, bodies may have been dead for up to 6 days. 
  15. Create Mindless Undead IV – As Create Mindless Undead I, except 1 Class IV undead or 1 Class III and 1 Class I 
  or 2 Class II or 1 Class II and 2 Class I or 4 Class I undead can be created. 
  16. Control Mindless Undead V * – As Control Mindless Undead I, except 1 Class V mindless undead or 5 Class I 
  undead or any other combination where the total Class numbers of the undead is five can be controlled. 
  17. Energize Corpse – Caster fills a corpse with extra Essence. If the corpse becomes an undead creature within the 
  duration of the spell, its level is determined using the Level Spread Table in Creature Law normally, but with a 
  bonus to the roll equal to the caster's ranks in this list. A caster may also cast this spell on himself prior to using 
  Cheat Death -- normally the conversion into a Lich results in a reduction in level, so every bit helps. 
  18. Create Mindless Undead V – As Create Mindless Undead I, except 1 Class V mindless undead or 5 Class I undead 
  or any other combination where the total Class numbers of the undead is five can be created. 
  19. Control Mindless Undead VI * – As Control Mindless Undead I, except 1 Class VI mindless undead or 6 Class I 
  undead or any other combination where the total Class numbers of the undead is six can be controlled. 
  20. Create Mindless Undead VI – As Create Mindless Undead I, except 1 Class VI mindless undead or 6 Class I 
  undead or any other combination where the total Class numbers of the undead is six can be created. 
  25. Mass Mindless Undead Control * – As Control Mindless Undead I, except caster can control any group of 
  undead whose Class numbers total no more than the caster's level. 
  30. Cheat Death – This spell is used only once, if ever. Using it, the caster transforms himself into a Lich, one of the 
  most feared of the undead. If the caster fails when attempting this spell, he will simply die. With success, the 
  caster becomes one of the undead without ever actually dying. At this point, the caster is sustained by magic and 
  dwells in a place between life and death.  
  
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  35. Army of the Dead – As Animate Dead VI, except the caster can raise as many bodies as he has levels or improve 
  individual corpses as in the Animate Dead spells by assigning one level per number of the spell above one (e.g. a 
  37th level caster decides that the first corpse in his army will have +5 to maneuvers and an OB of +10 as in Animate 
  Dead IV; to do this he must assign one level for the corpse, plus three more for the improvement to Animate Dead 
  IV quality, and has 33 levels left to assign to animating further dead). These corpses will remain animated for a full 
  day, during which the caster can control the entire army whenever he concentrates. Additionally, corpses may be 
  as old as one day dead per level of caster. 
  40. Army of the Dead True – As Create Mindless Undead VI, except any combination where the total Class numbers 
  of the undead is no more than the caster's level can be created. At the time the army is raised, the caster can give 
  it an order that it will relentlessly follow for 1 day. At the end of that time, the undead will become uncontrolled 
  and begin attacking the nearest living targets. Additionally, corpses may be as old as one day dead per level of 
  caster. 
  50. Cheat Death True – As Cheat Death, except caster's organs are transferred into a ready container (jar, box, 
  chest, etc.). The caster then becomes a somewhat more powerful Classic Lich and can only be truly destroyed if the 
  container with his organs is destroyed.  
  Note: Mindless undead are any undead that have the Mindless flaw. 
  Note: Normally undead created by this list are Standard Created Undead, but other forms of mindless undead may 
  be created with a suitable corpse (or spirit) and a successful Spell Mastery maneuver of Medium difficulty at a 
  penalty of -10 per Class of the undead to be created. If this maneuver fails, the corpse turns to dust or the spirit 
  vanishes beyond recall. 
  Note: See Creature Law for more information on undead. 
  
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  8. Mentalism Spell Lists 
  8.1. Open 
   
  Open Mentalism 
  ANTICIPATIONS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Anticipate Attack* 
  caster 
  — 
  self 
  U 
  2) Anticipate Defense* 
  caster 
  — 
  self 
  U 
  3) Guess * 
  caster 
   —  
  self 
  I 
  4) Anticipate Spell 
  caster 
  varies 
  self 
  U 
  5) Intuitions I 
  caster 
   —  
  self 
  I 
  6) Anticipate Hostility 
  10' R 
  — 
  10' 
  I 
  7) Anticipate Move 
  caster 
  varies 
  self 
  U 
  8) Dream I 
  caster 
  sleep 
  self 
  I 
  9) Room Feel I 
  1 location 
  varies 
  100’ 
  I 
  10) Anticipations * 
  caster 
   —  
  self 
  I 
  11) Intuitions II 
  caster 
   —  
  self 
  I 
  12) Room Feel II 
  1 location 
  varies 
  100’ 
  I 
  13) Anticipate Hostility True 
  10'R/lvl 
  1 min/lvl(C) 10'/lvl I 
  14) Dream II 
  caster 
  sleep 
  self 
  I 
  15) Spell Anticipation * 
  caster 
   —  
  self 
  I 
  16) Room Feel III 
  1 location 
  varies 
  100’ 
  I 
  17) Dream III 
  caster 
  sleep 
  self 
  I 
  18) Anticipate Weather 
  caster 
   —  
  self 
  I 
  19) Room Feel IV 
  1 location 
  varies 
  100’ 
  I 
  20) Intuitions True 
  caster 
   —  
  self 
  I 
  25) Anticipations True * 
  caster 
   —  
  self 
  I 
  30) Dream V 
  caster 
  sleep 
  self 
  I 
  35) Dream True 
  caster 
  sleep 
  self 
  I 
  40) Room Feel True 
  1 location 
  varies 
  100' 
  I 
  50) Spell Anticipation True * 
  caster 
   —  
  100’ 
  I 
  1. Anticipate Attack * – Caster becomes aware of his primary foe's likely attack. If the caster parries, the DB gained 
  from the parry is doubled. 
  2. Anticipate Defense * – Caster becomes aware of his primary foe's likely defense. If the foe parries, the DB gained 
  from the parry is halved. 
  
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  3. Guess * – When faced with a choice about which he has little or no information (e.g., which corridor leads 
  outside the quickest) the caster may cast this spell and the Gamemaster will determine which way he goes, biasing 
  the choice favorably by 25% (e.g., roll 1-100: correct on 26-100, incorrect on 01-25). 
  4. Anticipate Spell – Once this spell is cast, the next time that the caster needs to cast a spell, he will have already 
  subconsciously readied himself to do so. Treat the caster as having prepared that next spell for two more rounds 
  than he actually has (i.e., if he casts it without spell preparation, treat the situation as if he had taken two rounds 
  to prepare the spell). 
  5. Intuitions I – Caster gains a vision of what will happen in the next minute if he takes a specified action. 
  6. Anticipate Hostility – Caster is aware of any being within the range of the spell that has hostile intentions 
  towards him. The hostility must be directed specifically at the caster or the spell reveals nothing. The being's 
  hostility must be active (i.e., driving the being to perform aggressive actions), not passive (i.e., hate exists, but no 
  action is planned). 
  7. Anticipate Move – Caster has a second sense for the coming actions of his competitor(s) in any game involving 
  skill (possibly with some significant element of chance, but the game must allow meaningful tactical choices, so 
  games such as chess, go, poker, qualify; simply dicing for the highest number would not), providing a +30 bonus to 
  all maneuvers related to that game. Duration is one game or playing session. Does not apply to essentially solitaire 
  games or gambling, regardless of degree of skill involved. 
  8. Dream I – Caster has a dream relating to a topic decided upon just before retiring; limited to once per night. The 
  caster must sleep a minimum of one sleep cycle per Dream spell. 
  9. Room Feel I – Caster has a vision of what has occurred in a room or place; limited to up to 1 min/level into the 
  past. The room must fit within a cube with edges equal to twice the caster's level in feet (i.e., if the caster is 9th 
  level, then the room must fit inside an 18' x 18' x 18' cube). 
  10. Anticipations * – Predicts most probable action of a being in the next round; specifics are not learned (e.g., 
  attack in melee, cast a spell; but no detail on attack target or what spell). This results in the caster being able to 
  declare his statement of intent for the round after hearing what the target has decided to do. Note that the target 
  is free to change its declared action with the requisite penalties. 
  11. Intuitions II – As Intuitions I, except caster gets to gaze 2 minutes into the future. 
  12. Room Feel II – As Room Feel I, except limit is 1 hour/level. 
  13. Anticipate Hostility True – As Anticipate Hostility, except for area of effect, duration, and range. 
  14. Dream II – As Dream I, except limit is 2 dreams/night on different topics. 
  15. Spell Anticipation * – As Anticipations, except if action is to cast a spell, the spell to be cast and target(s) are 
  learned. 
  16. Room Feel III – As Room Feel I, except limit is 1 day/level. 
  17. Dream III – As Dream I, except limit is 3 dreams/night on different topics. 
  18. Anticipate Weather – Caster can predict with 95% accuracy the time, type, and severity of the weather to come 
  over the next seven days. 
  19. Room Feel IV – As Room Feel I, except limit is 1 week/level.  
  20. Intuitions True – As Intuitions I, except time limit extends 1 min/level into the future.  
  25. Anticipations True * – As Anticipations, except caster can predict actions of all beings within 100’ of himself. 
  30. Dream V – As Dream I, except limit is 5 dreams/night on any combination of topics the caster chooses. 
  35. Dream True – As Dream V, except limit is one dream/night per every five levels of the caster (i.e., a 35th level 
  caster may have seven dreams). 
  40. Room Feel True – As Room Feel I, except there is no time limit.  
  50. Spell Anticipation True * – As Anticipations True, except spell types and targets are learned. 
  
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  Open Mentalism 
  ATTACK AVOIDANCE 
  Level 
  Spell 
  Area of Effect 
  Duration Range Type 
  1) Turn Missile* 
  1 missile 
  — 
  self 
  E 
  2) Turn Blade* 
  1 attack 
  — 
  self 
  E 
  3) Shield * 
  caster 
  1 min/lvl  self 
  E 
  4) Turn Spell* 
  1 directed spell 
   —  
  self 
  E 
  5) Deflect I * 
  1 missile 
   —  
  self 
  E 
  6) Bladeturn I * 
  1 attack 
   —  
  self 
  E 
  7) Armor * 
  caster 
  1 min/lvl self 
  E 
  8) Aim Untrue I * 
  1 missile 
   —  
  self 
  E 
  9) Mighty Shield * 
  caster 
  1 min/lvl self 
  E 
  10) Still Air * 
  caster 
  1 min/lvl  self 
  E 
  11) Deflect II * 
  2 missiles 
   —  
  self 
  E 
  12) Subconscious Reflex 
  caster 
  10 min/lvl self 
  U 
  13) Spell Deflect I * 
  1 directed spell 
   —  
  self 
  E 
  14) Defensive Vibrations 
  varies 
  1 rnd/lvl self 
  E 
  15) Bladeturn II * 
  2 attacks 
   —  
  self 
  E 
  16) Enhanced Parry * 
  1 parry/rnd 
  1 rnd/lvl self 
  U 
  17) Spell Evasion* 
  1 area effect spell 
   —  
  self 
  U 
  18) Deflect III * 
  3 missiles 
   —  
  self 
  E 
  19) Aim Untrue II * 
  2 missiles 
  — 
  self 
  E 
  20) Spell Deflect II * 
  2 directed spells 
   —  
  self 
  E 
  25) Bladeturn III * 
  3 attacks 
   —  
  self 
  E 
  30) Spell Deflect III * 
  3 directed spells 
   —  
  self 
  E 
  35) Spell Deflect True * 
  1 directed spell 
   —  
  self 
  E 
  40) Enhanced Parry True* 
  1 parry/rnd 
  1 rnd/lvl self 
  U 
  50) Deflect True * 
  3 attacks 
   —  
  self 
  E 
  1. Turn Missile * – Caster adds +20 to his DB versus one missile fired at the caster. The caster must be able to see 
  the attack. 
  2. Turn Blade * – Caster adds +20 to his DB versus one melee attack on the caster. The caster must be able to see 
  the attack. 
  3. Shield * – Creates an invisible force shield in front of the caster; it subtracts 25 from melee and missile attacks 
  coming from the front of the caster. This does not occupy a hand, but is not usable with a physical shield (nor does 
  it benefit from the Shield skill). 
  4. Turn Spell * – Caster adds +20 to his DB versus one directed spell attack on the caster. The caster must be able 
  to see the attack. 
  5. Deflect I * – Deflects one missile fired at the caster; that missile has 100 subtracted from its attack (missile must 
  be in caster’s field of vision). 
  
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  6. Bladeturn I * – As Deflect I, except its effect is against one melee attack. 
  7. Armor * – As Shield, except force shield encircles caster, protecting against attacks from all directions. It can be 
  combined with actual armor, and with either a physical shield or the Shield spell. 
  8. Aim Untrue I * – As Deflect I, except missile automatically misses. 
  9. Mighty Shield * – As Shield, but the defensive bonus is 40. 
  10. Still Air * – Creates a pocket of still air 1”/level on all sides of the caster, that no outside gas can come into 
  (duration is the time for the oxygen to be exhausted by one person). 
  11. Deflect II * – As Deflect I, except affects 2 missiles. 
  12. Subconscious Reflex – Allows caster to get full Quickness-based DB against all attacks, including those of which 
  the caster is unaware. 
  13. Spell Deflect I * – Deflects one directed elemental spell against caster; attack roll has -50 added to it (must be 
  in field of vision). 
  14. Defensive Vibrations – Sets up vibrations in any weapon used to attack the caster in melee. This causes the 
  fumble number of such weapons to be increased by 5. 
  15. Bladeturn II * – As Bladeturn I, except affects 2 melee attacks. 
  16. Enhanced Parry * – Caster's parry is doubled in value (i.e., if the caster used 15 OB to parry with, the caster 
  would gain 30 DB). 
  17. Spell Evasion * – The caster moves to avoid the area of effect of an elemental area effect spell or innate power 
  (typically a ball attack or breath weapon). This results in a -50 to the attack roll as applied to the caster (and caster 
  cannot be subjected to the attack bonus for being at the center of the attack). 
  18. Deflect III * – As Deflect I, except affects 3 missiles. 
  19. Aim Untrue II * – As Aim Untrue I, except affects 2 missiles. 
  20. Spell Deflect II * – As Spell Deflect I, except affects 2 directed elemental attack spells. 
  25. Bladeturn III * – As Bladeturn I, except affects 3 melee attacks. 
  30. Spell Deflect III * – As Spell Deflect I, except affects 3 directed elemental attack spells. 
  35. Spell Deflect True * – As Spell Deflect I, except penalty to attacking spell is -100. 
  40. Enhanced Parry True * – As Enhanced Parry, except defensive value is tripled. 
  50. Deflect True * – As Deflect I, Bladeturn I, and Spell Deflect I; except any 3 attacks can be deflected. 
  Note: When casting the Bladeturn/Deflections/Aim Untrue spells, the caster can concentrate in order to hold the 
  spell until it can be applied to the allowed number of targets (See "Delaying a Spell" in Section 4.8). 
   
  
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  Open Mentalism 
  BRILLIANCE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Projected Light 
  50’ beam 10 min/lvl self 
  E 
  2) Glow 
  caster 
  1 min/lvl self 
  E 
  3) Light I 
  10’R 
  10 min/lvl touch E 
  4) Aura 
  caster 
  10 min/lvl self 
  U 
  5) Light Eruption 
  10’R 
   —  
  100’ 
  F 
  6) Shock Bolt I 
  1 target 
   —  
  <25’> Ed  
  7) Darkness I 
  10’R 
  10 min/lvl self 
  E 
  8) True Aura 
  caster 
  10 min/lvl self 
  U 
  9) Long Glow 
  caster 
  15 min/lvl self 
  E 
  10) Light V 
  50’R 
  10 min/lvl touch E 
  11) Darkness V 
  50’R 
  10 min/lvl touch E 
  12) Shock Bolt III 
  1 target 
  — 
  <75'> Ed 
  13) Hue 
  1,000 cu’ 10 min/lvl touch E 
  14) Mass Glow 
  5' 
  5 min/lvl self 
  E 
  15) Beacon 
  5 miles 
  C 
  self 
  E 
  16) Greater Darkness 100’R/lvl 10 min/lvl touch E 
  17) Shock Bolt V 
  1 target 
  — 
  <125'> Ed 
  18) Utterlight 
  100’R 
  1 min/lvl touch E 
  19) Utterdark 
  100’R 
  1 min/lvl touch E 
  20) Sunfires 
  1 point 
  C 
  500’ 
  E 
  25) Sunfire True 
  1 point 
  C 
  500’ 
  E 
  30) Hand of Fire 
  1 point 
  1 rnd/lvl <125’> Ed  
  35) Rotating Beacon 
  5 miles 
  1 hour/lvl touch E 
  40) Lightning Bolt III 
  1 target 
  — 
  <75'> E 
  50) Hand of Fire True 
  1 point 
  C 
  <125’> Ed  
  1. Projected Light – Beam of light (like a flashlight) springs from the caster’s palm; it has a 50’ effective range. If the 
  caster's hand is closed into a fist, the light will “turn off”. If the caster's fist is reopened before the end of the 
  duration, the light will turn on again. 
  2. Glow – Causes a small, 1" diameter point of light that will glow softly. This spell provides enough light for 
  Nightvision to work properly, but not enough light to allow much mobility in the dark. 
  3. Light – Lights a 10’R area about the point touched. 
  4. Aura – Causes a bright aura about the caster, providing a more powerful appearance and subtracting 10 from all 
  attacks on the caster. 
  5. Light Eruption – [RR Mod: -10] Causes a 10’R sphere of intense light, all within are stunned for 1 round/5 failure. 
  6. Shock Bolt I – A bolt of intense, charged light is shot from the palm of the caster; results are determined on the 
  Lightning Bolt attack table, as a Diminutive attack. 
  7. Darkness I – Reduces illumination to a dark night in a 10’R area about the point touched. 
  
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  8. True Aura – As Self Aura, except it produces an extremely powerful appearance and subtracts 15 from all 
  attacks. 
  9. Long Glow – As Glow, except for duration. 
  10. Light V – As Light I, except radius is 50’. 
  11. Darkness V – As Darkness I, except radius is 50’. 
  12. Shock Bolt III – As Shock Bolt I, but with a range increment of 75'. 
  13. Hue – Causes any object up to 1,000 cubic feet to glow with any desired color. 
  14. Mass Glow – As Glow, except produces one light per caster level and these can be directed by concentration 
  anywhere within 5' of the caster. Illumination will still be quite soft, but ten of them provide enough light to read 
  by even without Nightvision. 
  15. Beacon – Ray of light of any color springs from caster’s hand, can be up to 5 miles long. 
  16. Greater Darkness – As Darkness, except radius is 100’R/level. 
  17. Shock Bolt V – As Shock Bolt I, but with a range increment of 125'. 
  18. Utterlight – Nullifies all magically created darkness in a 100’R, and lights that area as full daylight. 
  19. Utterdark – Darkens a 100’R area, no light (except Utterlight) can exist within this radius. 
  20. Sunfires – Focuses sunlight as a lens, must be focused initially on a fixed point. The lens can be moved at a rate 
  of 1’/round, after the first round. It will burn through a 1’ diameter at a rate of: 1’ wood/round, 4” stone/round, or 
  1” metal/round. This spell cannot be used effectively in combat (as foes can easily move out of the way). However, 
  if used on an immobile foe, see Hand of Fire for damage resolution. 
  25. Sunfire True – As Sunfires, except does not require sunlight. 
  30. Hand of Fire – As Sunfires, except the initial focus is 6” from open palm of caster (caster’s arm is immune) and 
  it can be moved 10’/round. If used in melee, it strikes on the Fire Bolt table (with concussion hits doubled) using 
  the caster's Directed Spells: Elemental Bolt skill; concentration is not required when focus is fixed 6” from palm. If 
  the attack is fumbled (01-02 UM), the caster takes an automatic C Heat Critical. 
  35. Rotating Beacon – As Beacon, except that the beam will rotate through a full circle, repeatedly, and it has the 
  listed duration and stays centered at the initial location, rather than requiring the caster to stay and concentrate. 
  40. Lightning Bolt III – A bolt of lightning is shot from the caster's palm; resolve attack on the Lightning Bolt Attack 
  Table as a Medium-sized attack. 
  50. Hand of Fire True – As Hand of Fire, except does not require sunlight. 
  Note: None of the “Aura” spells (Aura, True Aura, Mass Aura, and Alkar) are cumulative with each other or Blur. 
  The Gamemaster may wish to allow the bonus from these spells to apply to Leadership as well as defense. 
  Note: Certain spells on this list have a radius effect that can be cast upon mobile targets (e.g, Light, Darkness, 
  Utterlight, Utterdark). See Section 10.16 for more. 
  Note: Consult A&CL Section 14.8 for dealing with light and darkness. 
   
  
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  Open Mentalism 
  CLOAKING 
  Level 
  Spell 
  Area of Effect 
  Duration 
  Range Type 
  1) Blur* 
  caster 
  1 min/lvl 
  self 
  U 
  2) Shadow 
  caster 
  10 min/lvl 
  self 
  U 
  3) Audio Cloak* 
  1 spell 
  varies 
  self 
  U 
  4) Cloaking I 
  1 target 
  1 min/lvl or C 10'/lvl Fm 
  5) Façades I 
  caster 
  1 hr/lvl 
  self 
  E 
  6) Cloaking III 
  3 targets 
  1 min/lvl or C 10’/lvl Fm 
  7) Cloaking Sphere I 
  10'R 
  C 
  self Fm 
  8) Cloaking V 
  5 targets 
  1 min/lvl or C 10’/lvl Fm 
  9) Cloaking Sphere II 
  20'R 
  C 
  self Fm 
  10) Shadow Mentalist I 
  varies 
  1 min/lvl or C 100’ 
  E  
  11) Façades II 
  caster 
  1 hr/lvl 
  self 
  E 
  12) Cloaking X 
  10 targets 1 min/lvl or C 10’/lvl Fm 
  13) Cloaking Sphere III 
  30'R 
  C 
  self Fm 
  14) Displacement I 
  caster 
  1 min/lvl 
  self 
  E 
  15) Camouflage 
  caster 
  10 min/lvl 
  self 
  E 
  16) Cloaking XX 
  20 targets 1 min/lvl or C 10’/lvl Fm 
  17) Extended Cloak III 
  3 targets 
  10 min/lvl 10'/lvl Fm 
  18) Displacement II 
  caster 
  1 min/lvl 
  self 
  E 
  19) Cloaking Sphere V 
  50'R 
  C 
  self Fm 
  20) Shadow Mentalist II 
  varies 
  1 min/lvl or C 100’ 
  E 
  25) Displacement III 
  caster 
  1 min/lvl 
  self 
  E 
  30) Camouflage True 
  caster 
  10 min/lvl 
  self 
  E 
  35) Extended Cloak VIII 
  8 targets 
  10 min/lvl 10'/lvl Fm 
  40) Widespread Cloak 
  1 target 
  10 min/lvl or C 10'/lvl Fm 
  50) True Cloaking 
  1 target/lvl 1 min/lvl or C varies Fm 
  1. Blur * – Causes caster to appear blurred to attackers, granting a +10 to the caster's DB. 
  2. Shadow – Caster and objects on the caster's person appear to be in shadow and thus are almost invisible in dark 
  areas (in many situations this could be handled with a Stalking bonus of between +25 and +75). 
  3. Audio Cloak * – The next Cloaking spell cast by the caster of this spell, within a minute of completing this spell, 
  will make any noises produced by the caster inaudible to the target(s). This means that the caster can then speak 
  or otherwise make a sound without allowing additional RRs. 
  4. Cloaking I – [RR Mod = -50] Target makes an RR. Failure results in the caster being invisible to the target; others 
  see the caster normally. If the caster makes an obvious action (e.g., talking, moving an object, etc.), the target may 
  make another RR (the GM may deem it appropriate to apply modifiers to this RR based upon the action the caster 
  takes). If the caster attacks the target, the target may make another RR with a +50 modifier. If the caster begins to 
  concentrate, he can extend the duration of this spell indefinitely (as long as he can concentrate). 
  
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  5. Façades I – This limited illusion allows the caster to look like any humanoid figure within 20% of the caster's own 
  size. 
  6. Cloaking III – [RR Mod = -50] As Cloaking I, except the caster can affect 3 targets. 
  7. Cloaking Sphere I – [RR Mod = -50] As Cloaking I, except every target in the area of effect must make an RR. New 
  targets entering the sphere while the spell is still in effect will need to make an RR or be affected as well. Once a 
  target makes a successful RR, he need not make another RR against the spell, however once affected, leaving the 
  sphere does not cancel the effect. 
  8. Cloaking V – [RR Mod = -50] As Cloaking I, except the caster can affect 5 targets. 
  9. Cloaking Sphere II – [RR Mod = -50] As Cloaking Sphere I, except for the area of effect. 
  10. Shadow Mentalist I – Creates a duplicate of the caster; if the caster concentrates, it will move as willed; 
  otherwise, it does exactly as the caster does. The duplicate must be created within line of sight of the caster and 
  the caster can only control it within line of sight. If the caster concentrates, he can "merge" the duplicate with 
  himself and then split back apart again (making it difficult to discern which one is the "real" caster). 
  11. Façades II – As Façades I, except illusion may include altering the caster's voice and any other sounds 
  generated. 
  12. Cloaking X – [RR Mod = -50] As Cloaking I, except the caster can affect 10 targets. 
  13. Cloaking Sphere III – [RR Mod = -50] As Cloaking Sphere I, except for the area of effect. 
  14. Displacement I – Caster's apparent location is offset from the actual location; all attacks have no effect 10% of 
  the time. Each time a foe misses due to this effect, the chance of that foe missing again goes down 5%. 
  15. Camouflage – Caster and objects on his person take on the visual texture, color, and form of the surrounding 
  area. Caster is nearly invisible when motionless (+200 to Stalking maneuvers) and gives a +50 bonus to Stalking 
  attempts even when moving (requires concentration). This spell is not cumulative with Shadow. 
  16. Cloaking XX – [RR Mod = -50] As Cloaking I, except the caster can affect 20 targets. 
  17. Extended Cloak III – [RR Mod = -50] As Cloaking III, except for duration. 
  18. Displacement II – As Displacement I, except chance of missing is 20%. 
  19. Cloaking Sphere V – [RR Mod = -50] As Cloaking Sphere I, except for the area of effect. 
  20. Shadow Mentalist II – As Shadow Mentalist I, except there are two duplicates. 
  25. Displacement III – As Displacement I, except chance of missing is 30%. 
  30. Camouflage True – As Camouflage, except does not require concentration while moving and the Stalking bonus 
  when moving is +75. 
  35. Extended Cloak VIII – [RR Mod = -50] As Extended Cloak III, except the caster can affect 8 targets. 
  40. Widespread Cloak – [RR Mod = -50] As Cloaking I, except for duration and that the caster can make any number 
  of associates (up to a maximum of the caster's level) invisible to the target. Additional RRs due to actions of one of 
  these "invisible" persons are resolved as for Cloaking spells, but if one of them is revealed to the target, this does 
  not expose the others. (Only one RR is made initially to determine if the target resists having the entire group be 
  invisible to him.) 
  50. True Cloaking – [RR Mod = -50] As Cloaking I, except the caster can affect as many targets as he has levels and 
  the range is only limited to the caster's field of vision. 
  Note: Cloaking spells are not Invisibility spells and none of the normal rules for invisibility apply (e.g., the caster 
  does not become "visible" when he attacks or is hit, etc.).  
  Note: Illusions (such as Façades, Camouflage, and Shadow Mentalist) are one of the more complex and subtle 
  types of magic and they are explained at length in Section 10.9. Cloaking is a form of "mind trick" and is discussed 
  in that same section. 
   
  
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  Open Mentalism 
  DAMAGE RESISTANCE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Heat Resistance * 
  caster 
  1 min/lvl self 
  U 
  2) Cold Resistance * 
  caster 
  1 min/lvl self 
  U 
  3) Light Resistance * 
  caster 
  1 min/lvl self 
  U 
  4) Impact Resistance * 
  caster 
  1 min/lvl self 
  U 
  5) Unpain I * 
  caster 
  1 min/lvl self Us 
  6) Stun Relief I * 
  caster 
   —  
  self Us 
  7) Resist Poison * 
  caster 
  C 
  self Us 
  8) Heat Endurance 
  caster 
  30 min/lvl self 
  U 
  9) Cold Endurance 
  caster 
  30 min/lvl self 
  U 
  10) Unpain II * 
  caster 
  1 min/lvl self Us 
  11) Stun Relief III * 
  caster 
   —  
  self Us 
  12) Neutralize Poison * 
  caster 
  C 
  self Us 
  13) Resist Blows * 
  caster 
  1 rd/lvl 
  self 
  U 
  14) Awake * 
  caster 
   —  
  self Us 
  15) Unpain III* 
  caster 
  1 min/lvl self Us 
  16) Stun Relief V * 
  caster 
   —  
  self Us 
  17) Heat Resistance True * 
  caster 
  1 min/lvl self 
  U 
  18) Cold Resistance True * 
  caster 
  1 min/lvl self 
  U 
  19) Light Resistance True * 
  caster 
  1 min/lvl self 
  U 
  20) Unpain IV * 
  caster 
  1 min/lvl self Us 
  25) Neutralize Poison True * 
  caster 
  C 
  self Us 
  30) Awake True * 
  caster 
   —  
  self Us 
  35) Elemental Resistance True* 
  caster 
  1 min/lvl self 
  U 
  40) Stun Relief True * 
  caster 
   —  
  self 
  U 
  50) Unpain True * 
  caster 
  1 min/lvl self Us 
  1. Heat Resistance * – Caster is protected from natural heat up to 170°F [77°C](treat as if target were in 70°F [21°C] 
  temperature). For temperatures above 170°F, subtract 100°F [56°C] to determine the effective temperature for the 
  caster. Caster also receives +20 to all RRs vs. heat/fire spells and +20 DB vs elemental fire/heat attacks. 
  2. Cold Resistance * – Caster is protected from natural cold down to -30°F [-34°C] (treat as if target were in 70°F 
  [21°C] temperature). For temperatures below -30°F, add 100°F [55°C] to determine the effective temperature for 
  the caster. Caster also receives a +20 to all RRs versus cold spells and +20 DB vs elemental cold/ice attacks. 
  3. Light Resistance * – Caster is protected from natural light and minor electrical discharges (anything short of 
  actual lightning). Caster can see normally regardless of bright lights. Caster also receives a +20 to all RRs versus 
  light/electricity spells and +20 DB vs elemental light/electricity attacks. 
  
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  4. Impact Resistance * – Caster is protected from falls of up to 50'. For falls longer than 50', subtract 50' to 
  determine the effective length of the fall. Caster also receives +20 to all RRs vs. spells that do Impact criticals and 
  +20 DB vs elemental attacks doing Impact criticals. 
  5. Unpain I * – Caster is able to sustain an additional 25% of his total concussion hits (round off) before passing 
  out; hits are still taken and remain when the spell lapses. 
  6. Stun Relief I * – Relieves 1 round’s worth of accumulated stun. 
  7. Resist Poison * – Delays the effect of a poison as long as the caster concentrates. 
  8. Heat Endurance – As Heat Resistance, except for duration, spell is not instantaneous, and bonus against magical 
  attacks is only +10. 
  9. Cold Endurance – As Cold Resistance, except for duration, spell is not instantaneous, and bonus against magical 
  attacks is only +10. 
  10. Unpain II * – As Unpain I, except 50% additional hits may be sustained. 
  11. Stun Relief III * – As Stun Relief I, except 3 rounds are relieved. 
  12. Neutralize Poison * – Has a 50% chance of neutralizing a poison (modified by the potency) if caster 
  concentrates for 1 hour. In any case, it delays the poison for as long as caster can concentrate. 
  13. Resist Blows * – Caster takes half hits damage from all physical (non-magical) attacks. 
  14. Awake * – Will awaken the caster from sleep the round after casting. 
  15. Unpain III * – As Unpain I, except 75% additional hits may be sustained. 
  16. Stun Relief V * – As Stun Relief I, except 5 rounds are relieved. 
  17. Heat Resistance True * – As Heat Resistance, except caster is immune to natural heat and takes half normal 
  concussion hit damage from heat spells. 
  18. Cold Resistance True * – As Cold Resistance, except caster is immune to natural cold and takes half normal 
  concussion hit damage from cold spells. 
  19. Light Resistance True * – As Light Resistance, except caster is immune to natural light/electricity and takes half 
  normal concussion hit damage from electrical spells. 
  20. Unpain IV * – As Unpain I, except 100% additional hits may be sustained. 
  25. Neutralize Poison True * – As Neutralize Poison, except chance of neutralization is 100% (modified). 
  30. Awake True * – As Awake, except there is no delay and it can be triggered by any normally perceivable 
  previously declared condition within 50' (e.g., anyone entering the area, a stranger entering the area, or a drawn 
  weapon in the area). 
  35. Elemental Resistance True * – As Heat Resistance True, Cold Resistance True, and Light Resistance True. 
  40. Stun Relief True * – As Stun Relief I, except all rounds of stun are relieved. 
  50. Unpain True * – Caster ignores all pain; he ignores the penalties for lost hits and will never become 
  unconscious due to hits taken. 
  Note: When under the effects of an Unpain spell, there are no penalties for hits lost beyond 25%. Full effects of the 
  lost hits occur when the spell duration ends. However, if the hits are healed before the duration ends, there is no 
  effect. So, a character could be reduced to -38 hits while sustained by Unpain, but restored to 2 hits before the 
  duration of the spell ended. He would never pass out. Likewise, if Unpain allows fighting beyond lethal hit loss, this 
  has no effect until the spell expires. 
   
  
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  Open Mentalism 
  DELVING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Item Feel 
  1 object 
   —  
  touch I 
  2) Detect Power 
  1 object/rnd 1 min/lvl (C) touch I 
  3) Origins 
  1 object 
   —  
  touch I 
  4) Determine Realm 
  1 object 
  — 
  touch I 
  5) Detect Curse 
  1 object 
   —  
  touch I 
  6) Power Lore 
  1 object 
   —  
  touch I 
  7) Worked Stone Lore 
  1 stone 
   —  
  touch I 
  8) Item Vision 
  1 object 
  varies 
  touch I 
  9) Person Vision 
  1 person 
  varies 
  touch I 
  10) Delving 
  1 object 
   —  
  touch I 
  11) Past Vision I 
  varies 
  varies 
  touch I 
  12) Text Lore 
  1 text 
   —  
  touch I 
  13) Item Lore 
  1 object 
   —  
  touch I 
  14) Spell's Memory 
  1 spell 
   — 
  touch I 
  15) Death’s Memory 
  varies 
  varies 
  self 
  I 
  16) Item Inspection 
  1 object 
   —  
  6” 
  I 
  17) Past Hold 
  1 spell 
  varies 
  touch U 
  18) Death's Remembrance 
  varies 
  varies 
  self 
  I 
  19) Item Analysis 
  1 object 
   —  
  6” 
  I 
  20) Past Vision II 
  varies 
  varies 
  touch I 
  25) Past Vision III 
  varies 
  varies 
  touch I 
  30) Past Vision IV 
  varies 
  varies 
  touch I 
  35) Memory Walk 
  caster 
  varies 
  self 
  I 
  40) Mass Item Analysis 
  1 object/rnd 1 rnd/lvl 
  10' 
  I 
  50) Past Vision True 
  varies 
  varies 
  touch I 
  1. Item Feel – Caster receives basic idea of item’s purpose, if any.  
  2. Detect Power – Detects magical power in an object, but not which realm or how much; caster may concentrate 
  on a different object each round.  
  3. Origins – Gives a general idea of the place of origin of an item.  
  4. Determine Realm – Once the caster has detected magical power in an object, this spell will reveal what realm of 
  magic is involved.  
  5. Detect Curse – Detects if a curse is on an item.  
  6. Power Lore – Gives the origins of an item’s power.  
  7. Worked Stone Lore – Gives details of where, when, and how the examined stone was worked.  
  8. Item Vision – Gives a vision of a significant event in the item’s past.  
  9. Person Vision – Gives a vision of a significant event in the person's past.  
  10. Delving – Gives significant details about an item’s construction and purpose (not specific powers).  
  
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  11. Past Vision I – Caster gets a vision up to 1 hour/level into the past; desired time can be set within ±30 min. 
  Vision must be associated with an item or place. Vision can last up to 1 min/level, if the caster concentrates and 
  remains inactive. Once the caster breaks concentration, the spell ends. 
  12. Text Lore – Gives details of where, when, how, and by whom the examined text was written. This does not 
  provide the ability to read the text, but if the caster can read the text, this spell assists in comprehending it (+50 to 
  any relevant maneuvers).  
  13. Item Lore – Gives major abilities and powers of an item.  
  14. Spell's Memory – Gives a vision of the caster and circumstances of the casting of an active spell. Caster must 
  touch a physical manifestation of the spell or a person or object under the influence of the spell. 
  15. Death’s Memory – Gives a vision of how someone died and an image of the killer, if any. This spell must be cast 
  within 24 hours of the death and must be cast at the place of death or in the presence of the body. Vision occurs in 
  real time and covers the dying process. 
  16. Item Inspection – Gives a complete rundown on an item’s non-magical construction, powers, and purpose. This 
  spell will not reveal anything relating to magical powers the item may possess. 
  17. Past Hold – When cast just before a Past Vision spell, it allows caster to lock onto a specific event in an item’s 
  past, and then examine that event with the Past Vision.  
  18. Death’s Remembrance – As Death's Memory, except that it may be cast within one week of the death. 
  19. Item Analysis – Gives a complete rundown on an item’s construction, powers, and purpose (may be modified if 
  an item is extremely powerful).  
  20. Past Vision II – As Past Vision I, except time range is 1 day/level (error: ±1 hour) and vision can last up to 10 
  min/level.  
  25. Past Vision III – As Past Vision I, except time range is 1 month/level (error: ±1 day) and vision can last up to 1 
  hour/level.  
  30. Past Vision IV – As Past Vision I, except time range is 1 year/level (error: ±1 week) and vision can last up to 5 
  hours/level. 
  35. Memory Walk – Caster may revisit any past experience. The memory is accurately enhanced, allowing the 
  caster to note details that were missed at the time and recall vividly details that had been forgotten or 
  misremembered. 
  40. Mass Item Analysis – As Item Analysis, except allows analysis of 1 item per round. 
  50. Past Vision True – As Past Vision I, except time range is 10 year/level (error: ±1 month) and vision can last up to 
  10 hour/level (each hour only takes 10 minutes of real time). 
  Note: See Section 10.4 for more about detection spells. 
   
  
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  Open Mentalism 
  DETECTIONS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Detect Mentalism 
  5’R 
  1 min/lvl (C) 50’ 
  I 
  2) Detect Essence 
  5’R 
  1 min/lvl (C) 50’ 
  I 
  3) Detect Channeling 
  5’R 
  1 min/lvl (C) 50’ 
  I 
  4) Determine Emotion 
  1 target 
  1 min/lvl (C) 50’ 
  I 
  5) Detect Invisible 
  5’R 
  1 min/lvl (C) 50’ 
  I 
  6) Detect Evil 
  5’R 
  1 min/lvl (C) 50’ 
  I 
  7) Detect Traps 
  5’R 
  1 min/lvl (C) 50’ 
  I 
  8) Determine Power I 
  5’R 
  1 min/lvl (C) 50’ 
  I 
  9) Detect Substance 
  5' R 
  1 min/lvl (C) 50' 
  I 
  10) Power Typing 
  1 target/rnd 1 min/lvl (C) 50’ 
  I 
  11) Determine Power II 
  10’R 
  1 min/lvl (C) 100’ 
  I 
  12) Detect Concealment 
  5'R 
  1 min/lvl (C) 50' 
  I 
  13) See Invisible 
  caster 
  1 min/lvl (C) self 
  I 
  14) Detect Intrusion 
  caster 
  1 min/lvl (C) self 
  I 
  15) Spell Probe 
  5’R 
  1 min/lvl (C) 50’ 
  I 
  16) Determine Power X 
  50’R 
  1 min/lvl (C) 500’ 
  I 
  17) Sense Problems 
  1 target 
  1 min/lvl (C) 50' 
  I 
  18) Spell Typing 
  5’R 
  1 min/lvl (C) 50’ 
  I 
  19) See Invisible True 
  caster 
  1 min/lvl 
  self 
  I 
  20) Determine Power True 
  300’R 
  1 min/lvl (C) 1 mi 
  I 
  25) Location 
  caster 
   —  
  500’ 
  I 
  30) Detect True 
  5’R 
  1 min/lvl (C) 50’ 
  U 
  35) Far Location 
  caster 
   —  
  1 mi 
  I 
  40) Spell Probe True 
  5’R 
  1 min/lvl (C) 50’ 
  I 
  50) Awareness 
  caster 
  1 min/lvl (C) self 
  U 
  1. Detect Mentalism – Detects any active spell or active magical item from the Mentalism realm; caster can 
  concentrate on a 5’R area each round. 
  2. Detect Essence – As Detect Mentalism, except realm is Essence. 
  3. Detect Channeling – As Detect Mentalism, except realm is Channeling. 
  4. Determine Emotion – Caster can detect any extreme emotion (e.g., hatred, love, sadness, fear, etc.). In addition, 
  the caster learns which emotion(s) the target is feeling. If there are no extremes of emotion (i.e., only normal 
  feelings), nothing is detected. Caster may change the spell's target each round. 
  5. Detect Invisible – As Detect Mentalism, except detects all invisible things; all attacks against something so 
  detected are at -50. 
  6. Detect Evil – As Detect Mentalism, except detects if an evil being or an item created by evil or long used by a 
  very evil person is present. 
  
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  7. Detect Traps – As Detect Mentalism, except it gives a 75% chance of detecting a trap (modified by half the bonus 
  or penalty difficulty of finding the trap through a Perception maneuver). See Section 10.13. 
  8. Determine Power I – Caster learns the power (level) of every person or item or spell within the area examined. 
  Caster can focus on a different 5'R area each round. 
  9. Detect Substance – As Detect Mentalism, except it detects any one substance (e.g., gold, silver, black pepper, 
  goat's milk, human blood, water) chosen by the caster at the time of casting. 
  10. Power Typing – Detects any active magic on a target person or item. It also analyzes general spell type (in item 
  or cast) and what profession cast or created it; in case of a person, it gives an exact profession. 
  11. Determine Power II – As Determine Power I, except range is 100’ and area is a circle with a 10’ radius. 
  12. Detect Concealment – As Detect Mentalism, except detects anything deliberately concealed by non-magical 
  means, including secret doors and compartments, as well as hiding individuals. To be detected, a thing must have 
  either been hidden within 1 day/level of the caster, or there must be someone currently within range who is aware 
  of the concealment. 
  13. See Invisible – As Detect Invisible, except caster can see invisible things anywhere the caster can normally see; 
  the caster's attacks on invisible targets get no penalty (as they are not invisible to him). 
  14. Detect Intrusion – Caster learns if any external influences or probes are in the caster's own mind. The involved 
  spell or effect is learned, but this spell does not reveal the identity of the "intruder". 
  15. Spell Probe – Detects any spell that has been cast in the area examined any time as far back as 1 day per caster 
  level. For each spell, the caster learns the spell type and the list it was cast from. A different area may be probed 
  each round. 
  16. Determine Power X – As Determine Power I, except range is 500’ and area is a circle with a 50’ radius. 
  17. Sense Problems – Each round, the caster can detect any poison, venom, disease, curse, parasitic infection, or 
  mental illness afflicting one living target, gaining a general knowledge of the type(s) of each present (e.g., a 
  Channeling curse and two mild nerve poisons). 
  18. Spell Typing – Detects and exactly identifies every spell cast or active in the target area. It will also identify any 
  magic item or spellcaster within the radius as if it were a target of Power Typing. 
  19. See Invisible True – As See Invisible, except caster need not concentrate in order to see invisible things. 
  20. Determine Power True – As Determine Power I, except range is 1 mile and area is a circle with a 300’ radius.  
  25. Location – Gives the direction and distance to any specific object or place that the caster is familiar with or has 
  had described in detail. The caster must have the dimensions of the object exact within 10% of actual size and 
  know at least two other attributes that make the item unique (e.g., color, texture, weight, etc.) within range of the 
  spell. Note that sometimes the caster must know more than two other attributes to make the item unique. 
  30. Detect True – As Detect Mentalism, except that each round, the caster may detect as described in any of the 
  lower level Detect spells on this list. 
  35. Far Location – As Location, except for range. 
  40. Spell Probe True – As Spell Probe, except detects spells as far back as one year per caster level. 
  50. Awareness – Caster may use any of the lower level spells on this list up to level 30 each round. Also, the caster 
  may combine "detections", allowing the detection of multiple things in the same targeted area during a single 
  round (once the appropriate spells are active). 
  Note: See Section 10.4 for more about detection spells. 
   
  
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  Open Mentalism 
  SEEMINGS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Overlay I 
  1 target 
  1 min/lvl (C) 100’ Fm  
  2) Seeming I 
  1 target 
  1 min/lvl (C) 100’ Fm  
  3) Overlay II 
  1 target 
  1 min/lvl (C) 100’ Fm  
  4) Seeming II 
  1 target 
  1 min/lvl (C) 100’ Fm  
  5) Overlay III 
  1 target 
  1 min/lvl (C) 100’ Fm  
  6) Seeming III 
  1 target 
  1 min/lvl (C) 100’ Fm  
  7) Animal Seeming 
  1 spell 
  varies 
  self 
  U 
  8) Waiting Overlay II 
  1 target 
  varies 
  100’ Fm  
  9) Waiting Seeming II 
  1 target 
  varies 
  100’ Fm  
  10) Overlay V 
  1 target 
  1 min/lvl (C) 100’ Fm  
  11) Seeming V 
  1 target 
  1 min/lvl (C) 100’ Fm  
  12) Waiting Overlay III 
  1 target 
  varies 
  100’ Fm  
  13) Waiting Seeming III 
  1 target 
  varies 
  100’ Fm  
  14) Overlay X 
  1 target 
  1 min/lvl (C) 100’ Fm  
  15) Seeming X 
  1 target 
  1 min/lvl (C) 100’ Fm  
  16) Waiting Overlay V 
  1 target 
  varies 
  100’ Fm  
  17) Waiting Seeming V 
  1 target 
  varies 
  100’ Fm  
  18) Overlay XV 
  1 target 
  1 min/lvl (C) 100’ Fm  
  19) Seeming XV 
  1 target 
  1 min/lvl (C) 100’ Fm  
  20) Waiting Overlay X 
  1 target 
  varies 
  100’ Fm  
  25) Waiting Seeming X 
  1 target 
  varies 
  100’ Fm  
  30) Lord Overlay 
  1 target 
  1 min/lvl (C) 100’ Fm  
  35) Lord Seeming 
  1 target 
  1 min/lvl (C) 100’ Fm  
  40) Lord Waiting Overlay 
  1 target 
  varies 
  100’ Fm  
  50) Lord Waiting Seeming 
  1 target 
  varies 
  100’ Fm  
  1. Overlay I – The caster can alter the visual appearance of an item, being, or place as perceived in the mind of one 
  target for the duration of this spell. The other characteristics of the item, being, or place do not change. The nature 
  of the item, place, or being does not change (e.g., a book will remain a book, a bridge will remain a bridge, etc.). 
  The caster can set up to one conditional action per level of the caster in the Overlay spell (this action requires no 
  concentration from the caster). The action is triggered on a given action by the target with the item, being, or place 
  that has been overlaid. By concentrating, the caster can exercise dynamic control over what is perceived in the 
  target's mind with regard to the affected item, being, or place (though the target must still be within range of the 
  caster). 
  2. Seeming I – The caster can create a visual (static or dynamic) image (e.g., of an item, being, or place) which is 
  perceived in the mind of one target for the duration of this spell. The caster can set up to one conditional action 
  per level of the caster in the Seeming spell (this action requires no concentration from the caster). This action is 
  triggered on a given action by the target. By concentrating, the caster can exercise dynamic control over what is 
  
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  perceived in the target's mind with regard to the affected item, being, or place (though the target must still be 
  within range of the caster). 
  3. Overlay II – As Overlay I, but the caster may choose one of the following options: a) an extra sense can be added 
  to the Overlay, b) an additional target may be affected, c) the duration can be doubled, d) the range can be 
  doubled, or e) an additional item, being, or place may be altered. 
  4. Seeming II – As Seeming I, but the caster may choose one of the following options: a) an extra sense can be 
  added to the Seeming, b) an additional target may be affected, c) the duration can be doubled, d) the range can be 
  doubled, or e) an additional image (of an item, being, or place) can be created. 
  5. Overlay III – As Overlay II, except the caster may choose two of the options. 
  6. Seeming III – As Seeming II, except the caster may choose two of the options. 
  7. Animal Seeming – This spell will allow the next Overlay or Seeming spell the caster casts to be able to affect 
  animal targets (though the spell must be cast within one minute of completing this spell). 
  8. Waiting Overlay II – As Overlay II, except it can be delayed up to 24 hours. At the time of casting, the caster must 
  decide upon the trigger for the spell. The caster can choose one of the following as a trigger for the spell: a) time 
  period, b) specified movement, c) specified sound, d) specified touch, e) specified smell, f) specified taste, or g) 
  other specified sensation perceived by the target. 
  9. Waiting Seeming II – As Seeming II, except it can be delayed up to 24 hours. At the time of casting, the caster 
  must decide upon the trigger for the spell. The caster can choose one of the following as a trigger for the spell: a) 
  time period, b) specified movement, c) specified sound, d) specified touch, e) specified smell, f) specified taste, or 
  g) other specified sensation perceived by the target. 
  10. Overlay V – As Overlay II, except the caster may choose four of the options. 
  11. Seeming V – As Seeming II, except the caster may choose four of the options. 
  12. Waiting Overlay III – As Waiting Overlay II, except two options may be chosen. 
  13. Waiting Seeming III – As Waiting Seeming II, except two options may be chosen. 
  14. Overlay X – As Overlay II, except the caster may choose nine of the options. 
  15. Seeming X – As Seeming II, except the caster may choose nine of the options. 
  16. Waiting Overlay V – As Waiting Overlay II, except four options may be chosen. 
  17. Waiting Seeming V – As Waiting Seeming II, except four options may be chosen. 
  18. Overlay XV – As Overlay II, except the caster may choose fourteen of the options. 
  19. Seeming XV – As Seeming II, except the caster may choose fourteen of the options. 
  20. Waiting Overlay X – As Waiting Overlay II, except nine options may be chosen. 
  25. Waiting Seeming X – As Waiting Seeming II, except nine options may be chosen. 
  30. Lord Overlay – As Overlay II, except the caster may choose nineteen of the options. 
  35. Lord Seeming – As Seeming II, except the caster may choose nineteen of the options. 
  40. Lord Waiting Overlay – As Waiting Overlay II, except the caster may choose nineteen of the options. 
  50. Lord Waiting Seeming – As Waiting Seeming II, except the caster may choose nineteen of the options. 
  Note: For a full explanation of the operations of overlays and seemings, see Section 10.9. 
   
   
   
  
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  Open Mentalism 
  SPELL RESISTANCE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Protection I 
  caster 
  1 min/lvl self 
  U 
  2) Cancel Mentalism 
  spells 
  C 
  self 
  F 
  3) Mindwall 
  caster 
  1 min/lvl self 
  U 
  4) Cancel Essence 
  spells 
  C 
  self 
  F 
  5) Protection II 
  caster 
  1 min/lvl self 
  U 
  6) Cancel Channeling 
  spells 
  C 
  self 
  F 
  7) Cancel Two Realms 
  spells 
  C 
  self 
  F 
  8) Mentalism Shield 
  caster 
  1 min/lvl self 
  U 
  9) Cancel True 
  spells 
  C 
  self 
  F 
  10) Essence Shield 
  caster 
  1 min/lvl self 
  U 
  11) Protection III 
  caster 
  1 min/lvl self 
  U 
  12) Waiting Mentalism Cancel 
  1 spell 
  varies 
  self 
  F 
  13) Channeling Shield 
  caster 
  1 min/lvl self 
  U 
  14) Waiting Essence Cancel 
  1 spell 
  varies 
  self 
  F 
  15) Spell Shield II 
  caster 
  1 min/lvl self 
  U 
  16) Waiting Channeling Cancel 
  1 spell 
  varies 
  self 
  F 
  17) Protection V 
  caster 
  1 min/lvl self 
  U 
  18) Waiting Cancel True 
  1 spell 
  varies 
  self 
  F 
  19) Spell Shield True 
  caster 
  1 min/lvl self 
  U 
  20) Mind Resistance 
  caster 
  C 
  self 
  U 
  25) Essence Resistance 
  caster 
  C 
  self 
  U 
  30) Channeling Resistance 
  caster 
  C 
  self 
  U 
  35) Layered Defense 
  caster 
  1 rnd/lvl self 
  U 
  40) Mirrored Spell Shield 
  caster 
  C 
  self 
  U 
  50) Resistance True 
  caster 
  C 
  self 
  U 
  1. Protection I – Target gains a bonus of +5 to RRs against spells and a bonus of +5 to DB against elemental attacks. 
  2. Cancel Mentalism – When the caster is a target of a spell from the Realm of Mentalism, the "incoming" spell 
  must first make an RR before the caster makes an RR. If the "incoming" spell passes the RR, it may target the caster 
  of this spell normally; otherwise the incoming spell has no effect on this target. Being a "willing target" does not 
  eliminate this effect, but the caster's own spells do not need to make an RR. Note that the caster is considered to 
  be a target of any spell which includes him in its area of effect or would "detect" him. 
  3. Mindwall – Gives the caster a +10 RR bonus against spells with the "mental" subtype. 
  4. Cancel Essence – As Cancel Mentalism, except affects spells from the realm of Essence. 
  5. Protection II – As Protection I, except bonuses are +10. 
  6. Cancel Channeling – As Cancel Mentalism, except affects spells from the realm of Channeling. 
  7. Cancel Two Realms – As Cancel Mentalism, except affects spells from two realms of the caster's choice. 
  
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  8. Mentalism Shield – Creates a shimmering shield in front of the caster: it provides a bonus to the caster's RR or 
  DB of 10 against all frontal Mentalism spell attacks on the caster (force and elemental). If the caster takes an 
  instantaneous action to do so, he can "deflect" one spell attack. This results in adding the caster's ranks in this list 
  to his RR or, for spells that use an attack table, to his DB (in addition to the basic bonus of 10 for having the Shield). 
  Multiple deflections can be done in a single round, but each is a separate instantaneous action (costing 1 AP for 
  every instantaneous action after the first). 
  9. Cancel True – As Cancel Mentalism, except affects spells from any realm. 
  10. Essence Shield – As Mentalism Shield, except is effective only against Essence spells. 
  11. Protection III – As Protection I, except bonuses are +15. 
  12. Waiting Mentalism Cancel – As Cancel Mentalism, except this spell only attempts to cancel the next Mentalism 
  spell (not cast by the caster) to target the caster. Only one Waiting Cancel can be in place at a time, but it will last 
  indefinitely until triggered. 
  13. Channeling Shield – As Mentalism Shield, except is effective only against Channeling spells. 
  14. Waiting Essence Cancel – As Waiting Mentalism Cancel, except affects spells from the realm of Essence. 
  15. Spell Shield II – As Mentalism Shield, except it is effective against any two of the three realms. 
  16. Waiting Channeling Cancel – As Waiting Mentalism Cancel, except affects spells from the realm of Channeling. 
  17. Protection V – As Protection I, except bonuses are +25. 
  18. Waiting Cancel True – As Waiting Mentalism Cancel, except affects spells from any realm. 
  19. Spell Shield True – As Mentalism Shield, except it is effective against all spells. 
  20. Mind Resistance – Gives a +50 to all RRs against Mentalism spells. 
  25. Essence Resistance – Gives a +50 to all RRs against Essence spells. 
  30. Channeling Resistance -– Gives a +50 to all RRs against Channeling spells. 
  35. Layered Defense – Caster may make a second RR against any spell, if the first RR fails. 
  40. Mirrored Spell Shield – As Spell Shield True, except if the caster makes a successful RR against the incoming 
  spell while "deflecting", he can send the spell back at the caster. 
  50. Resistance True – As Mind Resistance, except is effective against two of the three realms. 
  Note: A Hybrid spell will be affected by a Cancel or Shield spell that is effective against either of its hybridized 
  realms. 
  
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  Open Mentalism 
  TELEKINESIS 
  Level 
  Spell 
  Area of Effect Duration 
  Range 
  Type 
  1) Telekinesis I 
  1 lb 
  1 min/lvl (C) 
  100’ 
  F 
  2) Staying II * 
  5 lbs 
  1 min/lvl 
  100’ 
  F 
  3) Telekinesis II 
  5 lbs 
  1 min/lvl (C) 
  100’ 
  F 
  4) Staying III * 
  25 lbs 
  1 min/lvl 
  100’ 
  F 
  5) Greater Staying II * 
  varies 
  1 min/lvl 
  varies 
  F 
  6) Greater Telekinesis II 
  varies 
  1 min/lvl (C) 
  varies 
  F 
  7) Telekinesis III 
  25 lbs 
  1 min/lvl (C) 
  100’ 
  F 
  8) Staying IV * 
  50 lbs 
  1 min/lvl 
  100’ 
  F 
  9) Telekinesis IV 
  50 lbs 
  1 min/lvl (C) 
  100’ 
  F 
  10) Hurling I 
  1 lb 
   —  
  10’ (<60’>) Fd 
  11) Staying V * 
  100 lbs 
  1 min/lvl 
  100’ 
  F 
  12) Telekinesis V 
  100 lbs 
  1 min/lvl (C) 
  100’ 
  F 
  13) Hurling II 
  5 lbs 
   —  
  10’ (<60’>) Fd 
  14) Staying VI * 
  200 lbs 
  1 min/lvl 
  100’ 
  F 
  15) Greater Staying III * 
  varies 
  1 min/lvl 
  varies 
  F 
  16) Greater Telekinesis III 
  varies 
  1 min/lvl (C) 
  varies 
  F 
  17) Telekinesis VI 
  200 lbs 
  1 min/lvl (C) 
  100’ 
  F 
  18) Hurling III 
  25 lbs 
   —  
  10’ (<60'>) Fd 
  19) Staying True * 
  20 lbs/lvl 
  1 min/lvl 
  300’ 
  F 
  20) Telekinesis True 
  20 lbs/lvl 
  1 min/lvl (C) 
  300’ 
  F 
  25) Greater Hurling I 
  varies 
   —  
  varies 
  F 
  30) Hurling IV 
  50 lbs 
   —  
  10’ (<60’>) Fd 
  35) Greater Hurling III 
  varies 
   —  
  varies(<60'>) Fd 
  40) Psychokinetics 
  caster 
  1 min/lvl 
  self 
  U 
  50) Telekinesis Mastery 
  20 lbs/lvl 10 min/lvl (C) 
  300’ 
  F 
  1. Telekinesis I – Can move one object, weighing up to 1 pound, up to 1’/second with no acceleration. If the caster 
  stops concentration before the duration is up, the object remains stationary as if it had Staying I (with a 1 lb limit) 
  thrown on it. 
  2. Staying II * – Exerts 5 pounds of counterforce on a person or object. Object cannot be moved by Staying alone, 
  which can only be used to counter another force, such as gravity, and it can only exert force in one direction. 
  3. Telekinesis II – As Telekinesis I, except weight limit is 5 lbs. 
  4. Staying III * – As Staying II, except force limit is 25 lbs. 
  5. Greater Staying II * – As Staying II, except 2 objects may be affected with 5 lbs. total force or Staying II can be 
  used to 200’. 
  6. Greater Telekinesis II – As Telekinesis I, except 2 objects of 5 lbs. total weight may be moved or Telekinesis I can 
  be used at 200’. 
  7. Telekinesis III – As Telekinesis I, except weight limit is 25 lbs. 
  
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  8. Staying IV * – As Staying II, except force limit is 50 lbs. 
  9. Telekinesis IV – As Telekinesis I, except weight limit is 50 lbs. 
  10. Hurling I – Caster may “hurl” one object (that starts within 10’ of the caster) of 1 lb. or less with sufficient force 
  to deliver an attack on the Sling Attack Table with the ranges of a Short Bow. Base the caster’s OB on his directed 
  spell skill with this spell. If a weapon is "hurled", a medium Spell Mastery maneuver will allow use of the weapon's 
  normal attack table, retaining the Short Bow range penalties. If this is done, the weapon gets any normal OB 
  bonuses (e.g., from superior materials). 
  11. Staying V * – As Staying II, except force limit is 100 lbs. 
  12. Telekinesis V – As Telekinesis I, except weight limit is 100 lbs. 
  13. Hurling II – As Hurling I, except weight limit is 5 lbs and it delivers 3x normal hits. Hit multiplication does not 
  apply if hurling a weapon using its own attack table. 
  14. Staying VI * – As Staying II, except force limit is 200 lbs. 
  15. Greater Staying III * – As Staying II, except 3 objects may be affected with 25 lbs total force or Staying II can be 
  used to 300’.  
  16. Greater Telekinesis III – As Telekinesis I, except 3 objects of 25 lbs total weight may be moved or Telekinesis I 
  can be used to 300’.  
  17. Telekinesis VI – As Telekinesis I, except weight limit is 200 lbs.  
  18. Hurling III – As Hurling II, except limit is 25 lbs. and hits are 5x normal. 
  19. Staying True * – As Staying II, except force limit is 20 pounds per level. 
  20. Telekinesis True – As Telekinesis I, except weight limit is 20 pounds per level. 
  25. Greater Hurling I – As Hurling I, except the object to hurl may start up to 300’ away or the caster may hurl 3 
  objects that start up to 100’ away (at the same target).  
  30. Hurling IV – As Hurling II, except limit is 50 lbs. and hits are x5 normal and the OB has an additional +50 bonus.  
  35. Greater Hurling III – As Hurling III, except the object to hurl may start up to 300’ away or the caster may hurl 3 
  objects that start up to 100’ away (at the same target). Directed Spells skill must be divided between multiple 
  objects. Range penalties are based on distance from object starting point to the target. 
  40. Psychokinetics – Caster channels telekinetic force in conjunction with the caster's armed or unarmed melee 
  attacks, resulting in all such attacks doing an additional Impact critical of the same severity as the normal critical. 
  50. Telekinesis Mastery – As Telekinesis True, except for duration and caster can manipulate a new object (up to a 
  combined total of 100 pounds per level) each round and a Staying applies to each object while it is not being 
  concentrated on. 
   
  
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  8.2. Closed 
   
  Closed Mentalism 
  GAS MANIPULATION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Condensation 
  1 cu’ 
  P 
  touch E 
  2) Warm Air 
  1 cu’/lvl 
  24 hr touch F 
  3) Thick Fog I 
  10’R 
  1 min/lvl 100’ 
  E 
  4) Airwall 
  10’x10’x3’ 
  C 
  10’ 
  E 
  5) Air Stop I 
  10’R 
  C 
  self 
  F 
  6) Soft Vacuum I 
  5’R 
   —  
  100’ 
  F 
  7) Thick Fog V 
  50’R 
  1 min/lvl 100’ 
  E 
  8) Unfog V 
  50’R 
  P 
  100’ 
  F 
  9) Curved Airwall 
  10’x20’x3’ 
  C 
  10’ 
  E 
  10) Airwall True 
  10’x10’x3’ 1 min/lvl 10’ 
  E 
  11) Thick Fog X 
  100’R 
  1 min/lvl 100’ 
  E 
  12) Air Stop V 
  50’R 
  C 
  self 
  F 
  13) Unfog X 
  100’R 
  P 
  100’ 
  F 
  14) Soft Vacuum II 
  10’R 
   —  
  100’ 
  F 
  15) Gas/Air 
  10’R 
  C 
  self 
  F 
  16) Hard Vacuum I 
  5' R 
   —  
  100’ 
  F 
  17) Whirling Winds 
  10’ R 
  C 
  self 
  E 
  18) Soft Vacuum IV 
  20’R 
   —  
  100’ 
  F 
  19) Constant Wind 
  100' R 
  C 
  self 
  E 
  20) Oxygenation 
  50’ R 
  C 
  100’ 
  E 
  25) Thick Fog True 
  10’/lvl 
  1 hr/lvl 100’ 
  E 
  30) Unfog True 
  100’/lvl 
  P 
  100’ 
  F 
  35) Soft Vacuum VI 
  30' R 
   —  
  100’ 
  F 
  40) Hard Vacuum IV 
  20' R 
   —  
  100’ 
  F 
  50) Cloud Mastery 
  1,000’R/lvl 
  C 
  self 
  F 
  1. Condensation – Condenses 1 cubic foot of water from the surrounding air. Condensation can be channeled into 
  any suitable receptacle, including caster's cupped hands. 
  2. Warm Air – Warms 1 cubic foot per level of air (any inanimate gas) up to 100°F (56°C) above ambient 
  temperature. 
  3. Thick Fog I – Creates very dense fog in a 10’ radius; normal visibility is 1’.  
  4. Airwall – Creates a wall of dense churning air up to 10’x10’x3’. This wall requires 1 AP to cross, the pace of 
  anyone moving through it at more than a Walk comes out with his pace reduced by one (e.g, a Run going in would 
  be a Jog coming out), and attacks through the wall suffer a -50 penalty. See Section 10.19 for additional details on 
  Wall spells. 
  
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  5. Air Stop I – Stops all generalized air movement up to winds of 30 mph and cuts higher winds by 30 mph in a 10’ 
  radius.  
  6. Soft Vacuum I – Creates a near vacuum with a five foot radius; all within this radius take an A Impact critical, as 
  air leaves and rushes back in.  
  7. Thick Fog V – Creates very dense fog in a 50’ radius; normal visibility is 1’. 
  8. Unfog V – All fog is dissipated in a 50’ radius. 
  9. Curved Airwall – As Airwall, except wall is 10’x20’x3’ and can be curved up to a semicircle. 
  10. Airwall True – As Airwall, except has a set duration of 1 min/level and does not require concentration. 
  11. Thick Fog X – Creates very dense fog in a 100’ radius; normal visibility is 1’. 
  12. Air Stop V – As Air Stop I, except radius is 50’. 
  13. Unfog X – As Unfog I, except radius is 100’. 
  14. Soft Vacuum II – As Vacuum I, except radius is 10’. 
  15. Gas/Air – All gas within 10’ of caster is converted to breathable air.  
  16. Hard Vacuum I – As Vacuum I, except it does a C Impact critical. 
  17. Whirling Winds – Creates a whirlwind about caster; it moves with the caster and has a 10’R. No missile attacks 
  can penetrate it and any movement (except for caster’s) into the whirlwind costs 2 AP and slows movement to a 
  Walk pace, melee or elemental attacks on the caster through the whirlwind suffer a -50 penalty to OB. 
  18. Soft Vacuum IV – As Vacuum I, except radius is 20’. 
  19. Constant Wind – Controls the wind within the radius of effect, from completely still air to up to 1 mph/level of 
  wind in a constant direction. 
  20. Oxygenation – Enriches a 50' radius of air with extra oxygen; within this radius all animal life receives a +20 
  bonus to their OBs and fire attacks deliver double the normal number of hits. 
  25. Thick Fog True – As Thick Fog I, except duration is 1 hour/level and radius is 10’/level. 
  30. Unfog True – As Unfog I, except radius is 100’/level. 
  35. Soft Vacuum VI – As Vacuum I, except radius is 30’. 
  40. Hard Vacuum IV – As Hard Vacuum I, except radius is 20'. 
  50. Cloud Mastery – Caster has complete control of clouds within area of effect (includes fog); storm clouds can be 
  gathered and made to rain (or snow or hail in suitable conditions), but they cannot be created. 
  Note: All vacuums created by the spells on this list also create a loud noise. The larger the radius the louder the 
  noise. The GM may wish to rule that all within the radius must make a second RR or be deafened for 1 round per 
  10 failure (RR attack level equals the radius of the vacuum). 
  Note: An elemental creature made of gas will be reduced to 1 AP per round if successfully attacked with an Air 
  Stop spell (the creature must fit into the area of effect). A Vacuum thrown at a creature made of gas will result in a 
  Slaying IV Critical on the creature. A Whirling Winds has no effect on an elemental creature made of gas, though 
  creatures shape-changed into gas are affected normally. 
   
  
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  Closed Mentalism 
  LIQUID MANIPULATION 
  Level 
  Spell 
  Area of Effect 
  Duration Range Type 
  1) Boil Liquid 
  1 cu’/lvl 
  P 
  2' 
  F 
  2) Freeze Liquid 
  1 cu’/lvl 
  P 
  2' 
  F 
  3) Clear Liquid 
  1 cu’/lvl 
  P 
  2' 
  F 
  4) Liquid Analysis 
  caster 
   —  
  10’ 
  I 
  5) Desalination 
  1 cu’/lvl 
  P 
  2' 
  F 
  6) Waterwall 
  10’x10’x1’ 
  C 
  10’ 
  E 
  7) Evaporation 
  1 cu’/lvl 
  P 
  2' 
  F 
  8) Liquid Corridor I 
  100’x3’x10’ 
  C 
  10’ 
  F 
  9) Water Bolt I 
  1 target 
   —  
  <25’> Ed 
  10) Curved Waterwall 
  10’x20’x1’ 
  C 
  10’ 
  E 
  11) Calm Water 
  100’R 
  C 
  100’ 
  F 
  12) Neutralize Acid 
  1 cu’/lvl 
  P 
  10' 
  F 
  13) Waterwall True 
  10’x10’x1’ 
  1 min/lvl 
  10’ 
  E 
  14) Dry Swimming 
  caster 
  1 min/lvl 
  self 
  U 
  15) Liquid Corridor III 
  300’x4’x50’ 
  C 
  10’ 
  F 
  16) Water Bolt III 
  1 target 
   —  
  <75’> Ed 
  17) Lesser Whirlpool 
  20’R (200’R) 
  C 
  300’ 
  F 
  18) Wave 
  (1’x10’)/lvl 
   —  
  100’ 
  F 
  19) Water Bubble 
  10’R 
  1 min/lvl (C) self 
  U 
  20) Calm Water True 
  100’R/lvl 
  C 
  10’ 
  F 
  25) Liquid Corridor True 
  (100’/lvl)x6’x100’ 
  C 
  10’ 
  F 
  30) Superior Water Bubble  
  20’R 
  1 min/lvl (C) self 
  F 
  35) Waterspout 
  10' R x 100' 
  C 
  100' 
  E 
  40) Friendly Current 
  special 
  10 min/lvl self 
  E 
  50) Liquid Mastery 
  caster 
  1 rnd/lvl 
  self 
  U 
  1. Boil Liquid – The caster may increase the temperature of any inanimate body of liquid of up to 1 cubic foot per 
  level by 50°F (28°C)per round of concentration. Once the liquid begins to boil, it will not continue to heat up, but 
  will begin to cool naturally if the caster stops concentrating. Caster is immune to the heat thus generated. 
  2. Freeze Liquid – As Boil Liquid, except that liquid can be cooled until frozen. 
  3. Clear Liquid – Clears target liquid of all sediment. 
  4. Liquid Analysis – Gives nature and origin of natural liquid, and when and how a worked liquid was obtained and 
  worked. 
  5. Desalination – Removes all dissolved substances from the target liquid. 
  6. Waterwall – Creates a wall of water up to 10’x10’x1’. This wall requires 2 AP to cross, the pace of anyone moving 
  through it at more than a Walk comes out with his pace reduced by two (e.g, a Run going in would be a Brisk pace 
  coming out) to a minimum of a Walk, and attacks through the wall suffer a -80 penalty. See Section 10.19 for 
  additional details on Wall spells. 
  
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  7. Evaporation – As Boil Liquid, except all the liquid is evaporated (i.e., boiled away and turned into heated gas) at a 
  rate of one cubic foot of liquid per round of concentration. 
  8. Liquid Corridor I – Creates a corridor through liquid up to 100’ long, 3’ wide, and 10’ deep (must be open at the 
  top). 
  9. Water Bolt I – A bolt of water is shot from the palm of the caster (a water source must be within 10’); results are 
  determined on the Water Bolt Table. 
  10. Curved Waterwall – As Waterwall, except wall is 10’x20’x1’ and can be curved up to a semicircle. 
  11. Calm Water – All water within a 100’R is calmed; waves are cut by 20’ in the center and less towards the 
  perimeter. This will negate the effects of currents in the area of effect. 
  12. Neutralize Acid – Transforms up to one cubic foot of acid per level to plain water. 
  13. Waterwall True – As Waterwall, but has a set duration of 1 minute/level and does not require concentration. 
  14. Dry Swimming – Caster can be exposed to liquid, even complete submersion, and come out completely dry, 
  protecting his person and (probably more importantly) his possessions. While this does not prevent drowning, any 
  penalties for heavy clothing should be significantly reduced, as they will not become water-logged and thus retain 
  air and a certain degree of bouyancy. 
  15. Liquid Corridor III – As Liquid Corridor I, except limit is 300’x4’x50’ deep. 
  16. Water Bolt III – As Water Bolt I, but range increment is 75'. 
  17. Lesser Whirlpool – Creates a whirlpool with a 20 foot radius in any liquid body that will draw in any objects in 
  the liquid up to 200’ away. Objects capable of moving under their own power may make a Very Hard maneuver to 
  resist the pull of the whirlpool. 
  18. Wave – Creates a wave moving away from the caster; wave is 1’ high/level in the center and 10’/level wide. 
  19. Water Bubble – Creates a bubble of air (10’R) around the caster and others, which will carry them in up to 100’ 
  depth of water (air is replenished). Caster can direct the motion of the bubble at a rate of 30’/round (may be 
  adjusted by the presence of (un)favorable water currents). If/when the caster stops concentrating, the bubble will 
  rise to the surface at the same rate (30’/round). If the caster resumes concentrating before the bubble surfaces, 
  the bubble may be controlled again. All objects inside the bubble will rise with it. After reaching the surface, the 
  bubble will burst. 
  20. Calm Water True – As Calm Water, except radius is 100’/lvl and waves are cut by 50’. 
  25. Liquid Corridor True – As Liquid Corridor, except limit is 100’/lvl x 6’x100’ deep. 
  30. Superior Water Bubble – As Water Bubble, except radius is 20’ and there is no depth limit. 
  35. Waterspout – Caster creates a waterspout over a body of water (minimally 1' water depth), causing it to arise 
  anywhere within range. The waterspout moves as the caster wills within the range of the spell (only a 10' radius 
  may be effectively attacked each round, and a Spell Mastery roll may be required to attack an actively evasive 
  target). Anything caught within the waterspout is subjected to a battering vortex of water (use the Water Bolt 
  table with a +50 OB, but treat the attack size as Large). Waterspout takes one round to form. 
  40. Friendly Current – The area of effect for this spell is the water immediately surrounding the boat that the 
  caster is on (where "boat" should be interpreted loosely; a log is a "boat" for purposes of this spell if the caster is 
  riding it on water). For the duration of this spell, the speed of the boat will be modified by 25' per round 
  (approximately 3 miles per hour) in a given direction (which may be "upstream" or "downstream" if following a 
  river). One round of concentration will allow the caster to change the direction of this magical current. 
  50. Liquid Mastery – Caster can use one of the lower spells on this list each round, but with lesser ranges extended 
  to 100'. 
   
  
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  Closed Mentalism 
  MIND’S DOOR 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Opening * 
  1 door 
   —  
  50' 
  F 
  2) Leave Item I 
  1 object 
   —  
  50' 
  U 
  3) Minor Leaving 
  caster 
   —  
  self 
  U 
  4) Long Door Item I 
  1 object 
   —  
  50' 
  U 
  5) Leaving I 
  caster 
   —  
  self 
  U 
  6) Leave Item III 
  1 object 
   —  
  50' 
  U 
  7) Long Door Item II 
  1 object 
   —  
  50' 
  U 
  8) Leaving III 
  caster 
   —  
  self 
  U 
  9) Leave Item V 
  1 object 
   —  
  50' 
  U 
  10) Minor Long Door 
  caster 
   —  
  self 
  U 
  11) Leaving V 
  caster 
   —  
  self 
  U 
  12) Long Door I 
  caster 
   —  
  self 
  U 
  13) Long Door Item V 
  1 object 
   —  
  50' 
  U 
  14) Heavy Leave Item III 
  1 object 
   —  
  50' 
  U 
  15) Lord Leaving 
  caster 
   —  
  self 
  U 
  16) Long Door III 
  caster 
   —  
  self 
  U 
  17) Heavy Long Door Item III 
  1 object 
   —  
  50' 
  U 
  18) Long Door V 
  caster 
   —  
  self 
  U 
  19) Heavy Leave Item V 
  1 object 
   —  
  50' 
  U 
  20) Mind’s Door I 
  caster 
   —  
  self 
  U 
  25) Leaving True 
  caster 
   —  
  self 
  U 
  30) Mind’s Door II 
  caster 
   —  
  self 
  U 
  35) Lord Long Door 
  caster 
   —  
  self 
  U 
  40) Mind's Courier 
  1 object 
   —  
  self 
  U 
  50) Mind’s Door True 
  caster 
   —  
  self 
  U 
  1. Opening * – Opens a door. Any bars/bolts that the caster can see will be displaced to allow opening, while locks 
  (magical or mundane) have but a 10% chance of being unlocked. See Section 10.13 for guidelines on handling 
  locks. 
  2. Leave Item I – Caster "teleports" a single inanimate object to a point up to 100' away from its current location. 
  There can be no intervening barriers in a direct line between the target and the point (for these purposes, a barrier 
  is anything the object could not physically go through). The object has a maximum weight limit of 1 pound per level 
  of the caster. 
  3. Minor Leaving – Caster “teleports” to a point up to 50’ away, but there can be no intervening barriers in a direct 
  line between the target and the point (for these purposes a barrier is anything the caster could not physically go 
  through; a closed door is a barrier, a pit is not).  
  
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  4. Long Door Item I – As Leave Item I, except the object can pass through barriers by specifying exact direction and 
  distance. If the arrival point coincides with solid or liquid material, the object does not move (though the caster 
  still loses the PPs). 
  5. Leaving I – As Minor Leaving , except caster can move 100’. 
  6. Leave Item III – As Leave Item I, except object can be moved up to 300'. 
  7. Long Door Item II – As Long Door Item I, except object can be moved up to 200'. 
  8. Leaving III – As Leaving I, except caster can move 300’. 
  9. Leave Item V – As Leave Item I, except object can be moved up to 500'. 
  10. Minor Long Door – As Minor Leaving, except caster can only move 50', but can pass through barriers by 
  specifying exact direction and distance. If the arrival point coincides with solid material, the caster does not move, 
  instead being stunned 1-10 rounds, and the PPs for this spell are still expended. 
  11. Leaving V – As Leaving I, except caster can move 500’. 
  12. Long Door I – As Minor Long Door, except caster can move 100’. 
  13. Long Door Item V – As Long Door Item I, except object can be moved up to 500'. 
  14. Heavy Leave Item III – As Leave Item III, except weight limit is 10 pounds/level. 
  15. Lord Leaving – As Leaving I, except caster can move 100’/level up to 2000’.  
  16. Long Door III – As Long Door I, except caster can move 300’. 
  17. Heavy Long Door Item III – As Long Door Item I, except object may weigh up to 10 pounds/level and may be 
  moved up to 300'. 
  18. Long Door V – As Long Door I, except caster can move 500’. 
  19. Heavy Leave Item V – As Heavy Leave Item III, except object can be moved up to 500'. 
  20. Mind’s Door I – If caster has established mental contact with a target (an intelligent being) that will cooperate, 
  the caster can teleport to the target’s location or the target can teleport to the caster’s location. There is no 
  chance of error and the movement limit is 1 mile. 
  25. Leaving True – As Leaving I, except movement is limited only by the barrier restriction (on a flat plain this 
  would be the horizon).  
  30. Mind’s Door II – As Mind’s Door I, except limit is 10 miles/level. 
  35. Lord Long Door – As Long Door I, except caster can move 2000’. 
  40. Mind’s Courier – As Mind’s Door I, except that there is no distance limit and instead of being able to change 
  their own locations, the caster may hand an item up to 1 pound/level to the target, or the target may hand such an 
  item to the caster. 
  50. Mind’s Door True – As Mind’s Door I, except that there is no distance limit. 
  Note: It should be clear from the spell descriptions, but experience with other game systems may lead to incorrect 
  assumptions, so it should be noted that it is not possible for teleport error to place one inside a solid (or liquid, 
  unless one has intended to teleport into a liquid environment) object. The spell would then fail and the teleporting 
  individual(s) suffer stun as explained in the description of Minor Long Door. 
  Note: Spells that involve teleportation are normally quite noisy and difficult to silence. Air is being pushed about in 
  a manner not unlike a thunderclap. Amount of noise depends on the size of the object teleported. 
   
   
  
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  Closed Mentalism 
  MIND MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Spell Store 
  1 spell 
  varies 
  self 
  U 
  2) Presence • * 
  20’R 
  C 
  self Im 
  3) Inner Wall I 
  caster 
  1 min/lvl self 
  U 
  4) Efficient Sleep 
  caster 
  varies 
  self 
  U 
  5) Recall 
  caster 
  varies 
  self 
  U 
  6) Misfeel Kind • 
  caster 
  C 
  self 
  E 
  7) Observation 
  caster 
  varies 
  self 
  U 
  8) Inner Wall II 
  caster 
  1 min/lvl self 
  U 
  9) Misfeel Calling • 
  caster 
  C 
  self 
  E 
  10) Correlation 
  caster 
  varies 
  self 
  U 
  11) Misfeel Power • 
  caster 
  C 
  self 
  E 
  12) Resolve 
  caster 
  varies 
  self 
  U 
  13) Inner Wall III 
  caster 
  1 min/lvl self 
  U 
  14) Pseudoconcentration * 
  caster 
  1 min/lvl self 
  U 
  15) Unpresence Self • 
  caster 
  C 
  self 
  E 
  16) Inner Wall V 
  caster 
  1 min/lvl self 
  U 
  17) Total Recall 
  caster 
  varies 
  self 
  U 
  18) Misfeel • 
  caster 
  C 
  self 
  E 
  19) Inner Wall True 
  caster 
  1 min/lvl self 
  U 
  20) Observation True 
  caster 
  varies 
  self 
  U 
  25) Correlation True 
  caster 
  varies 
  self 
  U 
  30) Resolve True 
  caster 
  varies 
  self 
  U 
  35) Outer Wall 
  varies 
  1 min/lvl varies U 
  40) Misfeel True 
  caster 
  10 min/lvl self 
  E 
  50) Mirrormind 
  caster 
  C 
  self 
  U 
  1. Spell Store – Caster may cast this spell with another spell in order to store that second spell. The spell to be 
  stored must be cast within one minute after the Spell Store spell is cast. The stored spell may then be cast later as 
  an instantaneous spell. The Spell Store spell costs the same number of PPs as the spell that is stored. No other spell 
  may be cast while a spell is stored. 
  2. Presence • * – Caster is aware of the presence of all sentient/thinking beings within 20’. 
  3. Inner Wall I – Caster gets +5 bonus to RRs versus mind attacks. 
  4. Efficient Sleep – Caster's next sleep period will require 25% less time to complete, with the caster awaking as 
  fully refreshed as if the complete normal time had been spent (e.g., if the caster normally required eight hours of 
  sleep in a night, this spell would allow the caster to sleep only six hours instead). 
  5. Recall – Caster gets a 25% chance of recalling some key fact or occurrence from prior experience; this 
  information relates in some way to the current situation; the effect of this spell in terms of game mechanics is to 
  
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  increase the caster’s Memory stat bonus by +25 for the duration of one maneuver involving Memory (e.g., the use 
  of a “lore” skill, baking a cake, one “star-gazing” attempt, etc.). 
  6. Misfeel Kind • – For the purposes of mental or magical detections, caster appears to be of any race with which 
  the caster is familiar.  
  7. Observation – Caster gains insight or facts by observing a person or thing with intense concentration (e.g., room, 
  item); increases caster’s Perception skill bonus by +50 for one “observation”.  
  8. Inner Wall II – Caster gets +10 bonus to RRs versus mind attacks. 
  9. Misfeel Calling • – As Misfeel Kind, except caster’s profession may be misrepresented.  
  10. Correlation – Caster is able to correlate known facts to obtain conclusions; increases the caster’s Reasoning 
  stat bonus by +25 for the duration of one maneuver involving Reasoning (e.g., the use of a “lore” skill, picking a 
  lock, one “navigation” attempt, etc.). 
  11. Misfeel Power • – As Misfeel Kind, except caster’s level may be misrepresented (to an upper limit of twice the 
  caster's actual level). 
  12. Resolve – This spell enables the caster to have unusually intense focus and self-control for one situation or 
  maneuver; increasing the caster’s Self Discipline stat bonus by +25 for the duration of one maneuver involving Self 
  Discipline (e.g., stalking a foe, a Perception maneuver, one “silent kill” attempt, etc.). 
  13. Inner Wall III – Caster gets +15 bonus to RRs versus mind attacks. 
  14. Pseudoconcentration * – This spell assigns a compartmentalized portion of the caster's mind to maintain a spell 
  with a duration of "C". Effectively, it allows that part of the caster's mind to concentrate on the spell, freeing the 
  rest of the caster's mind to do other things (i.e., the caster does not take the normal penalty for Concentration). 
  The caster can have only one Pseudoconcentration active at one time. 
  15. Unpresence Self • – Target becomes undetectable by Presence spells or related abilities. 
  16. Inner Wall V – Caster gets +25 bonus to RRs versus mind attacks. 
  17. Total Recall – As Recall, except recall is nearly automatic and in effect gives the caster an eidetic memory; 
  Memory bonus is +50.  
  18. Misfeel • – Allows caster to use all of the Misfeel spells at once.  
  19. Inner Wall True – Caster gets +50 bonus to RRs versus mind attacks. 
  20. Observation True – As Observation, except virtually every detail in even a large situation is noticed; Perception 
  bonus is +100.  
  25. Correlation True – As Correlation, except obtaining conclusions is nearly automatic; the Reasoning bonus is 
  +50. 
  30. Resolve True – As Resolve, except focus/control is nearly total; the Self Discipline bonus is +50. 
  35. Outer Wall – As Inner Wall True, except protects not only the caster, but anyone with whom the caster is in 
  telepathic contact. 
  40. Misfeel True – As Misfeel, except it has a ten minute/level duration and does not require concentration. 
  50. Mirrormind – Caster reflects all mind attacks back on the attacker who must then make an RR against his own 
  spell. 
  Note: The "Presence" ability detects minds of better than animal intelligence (i.e., creatures with the "Animalistic" 
  or "Mindless" flaws are not detected). The caster will be aware of proximity to within 10' distance, and a 1 AP 
  action will provide general direction (above, below, left, right, before, or behind) to one mind. If a detected mind 
  belongs to a seen and recognized (as intelligent) being, then the caster will be able to identify the detected mind as 
  belonging to that being. 
   
   
  
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  Closed Mentalism 
  MOVEMENT 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Leaping * 
  caster 
  1 rnd 
  self 
  U 
  2) Landing * 
  caster 
  varies 
  self 
  U 
  3) Levitation I 
  caster 
  1 min/lvl self 
  U 
  4) Wind Drift 
  caster 
  1 min/lvl self 
  U 
  5) Underwater Movement 
  caster 
  10 min/lvl self 
  U 
  6) Slow Fly 
  caster 
  1 min/lvl self 
  U 
  7) Levitation V 
  caster 
  1 min/lvl self 
  U 
  8) Long Dive * 
  caster 
  varies 
  self 
  U 
  9) Bouncing 
  caster 
  1 min/lvl self 
  U 
  10) Merging 
  caster 
  10 min/lvl self 
  U 
  11) Fly I 
  caster 
  1 min/lvl self 
  U 
  12) Landing True * 
  caster 
  varies 
  self 
  U 
  13) Levitation XX 
  caster 
  1 min/lvl self 
  U 
  14) Passing 
  caster 
  1 min/lvl self 
  U 
  15) Fly II 
  caster 
  1 min/lvl self 
  U 
  16) Extended Flight I 
  caster 
  10 min/lvl self 
  U 
  17) Great Merge 
  caster 
  10 min/lvl self 
  U 
  18) Levitation True 
  caster 
  1 day 
  self 
  U 
  19) Manage Baggage * 
  1 spell 
  varies 
  self 
  U 
  20) Merge True 
  caster 
  10 min/lvl self 
  U 
  25) Fly III 
  caster 
  1 min/lvl self 
  U 
  30) Passing True 
  caster 
  1 min/lvl self 
  U 
  35) Fly True 
  caster 
  1 min/lvl self 
  U 
  40) Extended Flight True 
  caster 
  10 min/lvl self 
  U 
  50) Master of Movement 
  caster 
  1 min/lvl self 
  U 
  1. Leaping * – Allows caster to leap 50’ laterally or 20’ vertically (as a 1 AP action) in the round that the spell was 
  cast. 
  2. Landing * – Allows caster to land safely in a fall up to 20’/level, and to take that distance off the severity of any 
  longer fall. 
  3. Levitation I – Allows caster to move up and down vertically 10’/round; horizontal movement is possible only 
  through normal means. 
  4. Wind Drift – Caster becomes nearly weightless (lighter than air), but has no magical movement control; weight 
  gradually returns at the end of the duration. 
  5. Underwater Movement – Caster can take action underwater as if on land. 
  6. Slow Fly – Caster can fly at a rate of 8’/round (approximately 1 mph). 
  7. Levitation V – As Levitation I, except rate is 50’/round. 
  
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  8. Long Dive * – Caster can safely dive up to 50’/level if water deep enough is present (minimum of 1' water for 
  every 25' of dive). 
  9. Bouncing – As both Leaping and Landing, once each round. 
  10. Merging – Caster can merge into any solid, inanimate material. While merged caster cannot move, perceive, or 
  cast spells. When the caster emerges from the material, it is possible to emerge from any side or face of the 
  material, although this is limited to moving "through" no more than the caster's own body size plus two feet worth 
  of material. The caster can exit at any time up to the end of spell duration (at which time the caster automatically 
  emerges at the entrance point). 
  11. Fly I – As Slow Fly, except rate is 35’/round. 
  12. Landing True * – As Landing, except caster can land safely from any fall 99% of the time, and still takes the 
  normal 20'/level off any fall for the 1% of the time that safety is not complete. 
  13. Levitation XX – As Levitaion I, except rate is 200’/round. 
  14. Passing – Caster can pass through any inanimate material up to 1’/level at a rate of 2' per round. 
  15. Fly II – As Fly I, except rate is 75’/round. 
  16. Extended Flight I – As Fly I, except duration is 10 minutes/level. 
  17. Great Merge – As Merging, except caster can turn within the material and can perceive the outside world if 
  within 6” of the surface. 
  18. Levitation True – As Levitaion I, except rate is 100’/round and caster may remain levitated for an entire day. 
  19. Manage Baggage * – When the caster casts another spell from this list (within one minute of completing this 
  spell), the caster will be able to move three times the normal weight with that spell. 
  20. Merge True – As Great Merge, except caster can cast spells on himself while merged. 
  25. Fly III – As Fly I, except rate is 150’/round. 
  30. Passing True – As Passing, except caster can pass through as much material as the duration allows at a rate of 
  10’/rnd. 
  35. Fly True – As Fly I, except rate is 225’/round. 
  40. Extended Flight True – As Fly True, except duration is 10 minutes/level. 
  50. Master of Movement – Caster may cast any of the spells up to 30th level on this list each round. 
  Note: See Section 10.14 on weight limits for spells. 
   
  
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  Closed Mentalism 
  SELF HEALING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Self Healing I 
  caster 
  P 
  self Us 
  2) Clotting I * 
  caster 
  P 
  self Us 
  3) Fatigue Relief 
  caster 
  P 
  self Us 
  4) Clotting III * 
  caster 
  P 
  self Us 
  5) Stun Relief I * 
  caster 
  P 
  self Us 
  6) Light Wound Relief 
  caster 
  P 
  self Us 
  7) Cut Repair I * 
  caster 
  P  
  self Us 
  8) Regeneration I * 
  caster 
  P (C) 
  self Us 
  9) Medium Wound Relief 
  caster 
  P 
  self Us 
  10) Stun Relief III * 
  caster 
  P 
  self Us 
  11) Awakening * 
  caster 
  P 
  self Us 
  12) Severe Wound Relief 
  caster 
  P 
  self Us 
  13) End Coma 
  caster 
  P 
  self Us 
  14) Mass Clotting * 
  caster 
  P 
  self Us 
  15) Self Keeping * 
  caster 
  varies 
  self Us 
  16) Cleanse Blood 
  caster 
  10 min(C) self Us 
  17) Joining * 
  caster 
  varies 
  self Us 
  18) Regeneration III * 
  caster 
  P (C) 
  self Us 
  19) Restart Heart 
  caster 
  P 
  self Us 
  20) Stun Relief V * 
  caster 
  P 
  self Us 
  25) Light Wound Healing 
  caster 
  P 
  self Us 
  30) Medium Wound Healing 
  caster 
  P 
  self Us 
  35) Severe Wound Healing 
  caster 
  P 
  self Us 
  40) Revitalization * 
  caster 
  P  
  self Us 
  50) Regeneration True * 
  caster 
  P (C) 
  self Us 
  1. Self Healing I – Caster is healed of 5 concussion hits damage. 
  2. Clotting I * – Allows caster to stop bleeding on a wound that is bleeding at rate of 1 hit/round. For one hour, the 
  caster can engage in no activity more vigorous than walking or bleeding will resume at the prior rate. 
  3. Fatigue Relief – Removes up to -30 in penalties from fatigue. 
  4. Clotting III * – As Clotting I, except caster can heal a wound bleeding up to 3 hits/round. 
  5. Stun Relief I * – Caster is relieved of 1 round’s worth of accumulated stun effects. 
  6. Light Wound Relief – Caster is healed of one Light wound. 
  7. Cut Repair I * – Allows caster to instantly stop bleeding from 1 wound that bleeds at rate of 1 hit/round. 
  8. Regeneration I * – Reduces damage by 2 hits every round as long as caster concentrates; if caster is unconscious, 
  this spell will operate without concentration. 
  9. Medium Wound Relief – Caster is healed of one Light or Medium wound. 
  10. Stun Relief III * – Caster is relieved of 3 rounds of accumulated stun effects. 
  
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  11. Awakening * – Caster is instantly awake. 
  12. Severe Wound Relief – Target is healed of one wound (of any severity). 
  13. End Coma – Caster comes out of a coma or unconsciousness caused by injury, disease, poison, spell, or spell 
  failure. 
  14. Mass Clotting * – As Clotting I, except caster can heal bleeding in multiple wounds up to a total hits/round of 
  bleeding equal to his level. 
  15. Self Keeping * – Upon receiving a death blow, the caster goes into a state of suspended animation, until cured 
  or killed by brain destruction. 
  16. Cleanse Blood – This spell allows the caster to spend ten minutes in renewing his body's blood. This allows him 
  to gain a new RR with a +10 bonus to any blood-borne disease or poison which might be in his system. It will also 
  stop any form of conversion process that entered through a wound (e.g., lycanthropy, vampirism). Caster remains 
  automatically Concentrating throughout this process. 
  17. Joining * – Caster can reattach 1 severed limb. The recovery time is 1-10 days. 
  18. Regeneration III * – As Regeneration I, except 6 hits are healed every round. 
  19. Restart Heart – Caster's heart will start beating after having stopped. This does not repair any heart disease or 
  damage that caused the initial stoppage. 
  20. Stun Relief V * – Caster is relieved of 5 rounds' worth of accumulated stun effects. 
  25. Light Wound Healing – Caster is healed of one Light wound. 
  30. Medium Wound Healing – Caster is healed of one Light or Medium wound. 
  35. Severe Wound Healing – Caster is healed of one wound (of any severity). 
  40. Revitalization * – The caster instantly heals all concussion hit damage, hits/round damage, accumulated stun 
  effects, and fatigue. 
  50. Regeneration True * – Caster can cast one lower level spell on this list each round, so long as he concentrates. 
  He can also entirely regenerate body parts: a muscle, tendon, or bone takes two rounds of concentration, while an 
  organ other than the brain requires ten rounds of concentration, and a limb would take 1-10 hours, depending on 
  how much is missing (10 hours for a full arm or leg). This does not allow regeneration of brain damage or nerve 
  damage, except to grow new nerves in a regenerated limb. Concentration on this healing is not tiring and is 
  maintained automatically. 
   
  Note: The wound healing spell on this list will treat all types of wounds except nerve and brain damage. Cut 
  wounds can only be healed once the bleeding is permanently stopped. 
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
  
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  Closed Mentalism 
  SENSE MASTERY 
  Level 
  Spell 
  Area of Effect Duration 
  Range Type 
  1) Sly Ears 
  caster 
  10 min/lvl 
  self 
  U 
  2) Nightvision 
  caster 
  10 min/lvl 
  self 
  U 
  3) Sidevision 
  caster 
  10 min/lvl 
  self 
  U 
  4) Detect Illusion 
  varies 
   —  
  100’ 
  I 
  5) Watervision 
  caster 
  10 min/lvl 
  self 
  U 
  6) Scent 
  caster 
  10 min/lvl 
  self 
  U 
  7) Fogvision 
  caster 
  10 min/lvl 
  self 
  U 
  8) Touch 
  caster 
  10 min/lvl 
  self 
  U 
  9) Darkvision 
  caster 
  10 min/lvl 
  self 
  U 
  10) Mentalist Ear 
  caster 
  1 min/lvl (C) 100’/lvl 
  I 
  11) Mentalist Eye 
  caster 
  1 min/lvl (C) 100’/lvl 
  I 
  12) Disillusion 
  1 illusion 
  1 min/lvl 
  100' 
  U 
  13) Detect Illusion True 
  5’R or 1 object 1 min/lvl (C) 
  100’ 
  I 
  14) Vision 
  caster 
  10 min/lvl 
  self 
  U 
  15) Nightvision True 
  caster 
  10 min/lvl 
  self 
  U 
  16) Mentalist Senses 
  caster 
  1 min/lvl (C) 100’/lvl 
  I 
  17) Disillusion True 
  100’R 
  1 min/lvl 
  self 
  U 
  18) Watervision True 
  caster 
  10 min/lvl 
  self 
  U 
  19) Fogvision True 
  caster 
  10 min/lvl 
  self 
  U 
  20) Vision True 
  caster 
  10 min/lvl 
  self 
  U 
  25) Mentalist Ear True 
  caster 
  1 min/lvl (C) 1 mi/lvl  
  I 
  30) Mentalist Eye True 
  caster 
  1 min/lvl (C) 1 mi/lvl  
  I 
  35) Mentalist Senses True 
  caster 
  1 min/lvl (C) 1 mi/lvl  
  I 
  40) Microvision 
  caster 
  10 min/lvl 
  self 
  U 
  50) Sensory Merge 
  caster 
  1 min/lvl (C) unlimited Um 
  1. Sly Ears – Caster gains an extremely acute sense of hearing. This results in +50 to Perception rolls involving only 
  hearing, +25 to Perception involving hearing and other senses. 
  2. Nightvision – Caster can see up to 100' as if it were daylight, so long as there is some light. 
  3. Sidevision – Caster has a 300° field of vision. The flank bonus for attacks against the target is lowered to +5 and 
  the rear bonus is lowered to +15. 
  4. Detect Illusion – Caster can check one object or place (up to a 5’R) and tell if it is an illusion or has an illusion on 
  it. 
  5. Watervision – Caster can see 100' in any water (including murky water) as if through air in daylight. 
  6. Scent – Caster gains an extremely acute sense of smell (e.g., +50 to Perception involving only smell, +25 to 
  Perception involving smell and other senses). 
  7. Fogvision – As Nightvision, plus caster sees 100’ in any precipitation (including thick fog) as if the air were clear. 
  
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  8. Touch – Caster gains extreme tactile sensitivity. This provides a bonus to any action requiring a sense of touch. 
  For example, caster might receive +25 to picking locks, disarming traps, opening secret doors, etc. and +50 to 
  Perception involving only touch, +25 to Perception involving touch and other senses). 
  9. Darkvision – As Nightvision, except any darkness can be seen through. No light at all is needed for this spell to 
  work. 
  10. Mentalist Ear – Caster can pick a point up to 100’/ level away and hear as if at that point (there can be 
  intervening objects such as walls); the caster must have visited the point before or have the location in sight. Note 
  that this means that someone could sneak up on the caster undetected. 
  11. Mentalist Eye – As Mentalist Ear, except caster can see instead of listening. 
  12. Disillusion – While this spell is in effect, one illusion within the caster’s range ceases to exist for the caster only. 
  The caster must specify the illusion to be negated (unless caster knows something is an illusion, this spell would be 
  gambling PPs). 
  13. Detect Illusion True – As Detect Illusion, except caster can check one object or place per round. 
  14. Vision – As all lower level Vision spells functioning at the same time. 
  15. Nightvision True – As Nightvision, except range is the normal daylight vision range. 
  16. Mentalist Senses – As Mentalist Ear, except caster can use all senses at the remote point. 
  17. Disillusion True – As Disillusion, except all illusions within range cease to exist for the caster. 
  18. Watervision True – As Watervision, except range is the normal daylight vision range. 
  19. Fogvision True – As Fogvision, except range is the normal daylight vision range. 
  20. Vision True – As all lower level Vision spells functioning at the same time. 
  25. Mentalist Ear True – As Mentalist Ear, except range is 1 mile/level. 
  30. Mentalist Eye True – As Mentalist Eye, except range is 1 mile/level. 
  35. Mentalist Senses True – As Mentalist Senses, except range is 1 mile/level. 
  40. Microvision – Caster can view objects within 2' at up to 40x magnification. 
  50. Sensory Merge – Caster can “merge” senses with those of a subject whose location is known by spells or by 
  prior arrangement. Both caster and target will have a full awareness of both locations; the spell provides for this 
  not being terribly confusing. If target is not at the specified location, the PPs for this spell are wasted. 
  Note: See Section 10.4 for more about detection spells. 
  Note: See A&CL Section 14.8 for more on vision in low light and darkness. 
  
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  Closed Mentalism 
  SHIFTING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Balance * 
  caster 
  varies 
  self 
  U 
  2) Contraction 
  caster 
  C 
  self 
  U 
  3) Face Shifting 
  caster 
  1 hr 
  self 
  U 
  4) Change Lore 
  caster 
   —  
  self 
  I 
  5) Waterlungs 
  caster 
  1 min/lvl self 
  U 
  6) Rubberform 
  caster 
  1 min/lvl self 
  U 
  7) Change To Kind 
  caster 
  10 min/lvl self 
  U 
  8) Gaslungs 
  caster 
  1 min/lvl self 
  U 
  9) Depth Mastery 
  caster 
  1 min/lvl self 
  U 
  10) Greater Face Shifting 
  caster 
  1 hr/lvl 
  self 
  U 
  11) Changing Lungs 
  caster 
  1 min/lvl self 
  U 
  12) Size Change 
  caster 
  10 min/lvl self 
  U 
  13) Change 
  caster 
  10 min/lvl self 
  U 
  14) Water Breather 
  caster 
  1 hr/lvl 
  self 
  U 
  15) Solid Form 
  caster 
  1 min/lvl self 
  U 
  16) No Lungs 
  caster 
  1 min/lvl self 
  U 
  17) True Change 
  caster 
  10 min/lvl self 
  U 
  18) Changing 
  caster 
  10 min/lvl self 
  U 
  19) Sea Dweller 
  caster 
  1 hr/lvl 
  self 
  U 
  20) Waterform 
  caster 
  1 min/lvl self 
  U 
  25) Mistform 
  caster 
  1 min/lvl self 
  U 
  30) Form Master 
  caster 
  1 min/lvl self 
  U 
  35) Waterform True 
  caster 
  1 min/lvl self 
  U 
  40) Mistform True 
  caster 
  1 min/lvl self 
  U 
  50) Change Master 
  caster 
  1 min/lvl self 
  U 
  1. Balance * – Adds +50 to any rolls for any moving maneuvers performed at a walking pace or less (e.g., walking a 
  3” beam). 
  2. Contraction – Allows caster to disjoint limbs, contract muscles, etc.; in order to escape manacles and ropes and 
  slip through small places (+50 to +100 to escape maneuvers). 
  3. Face Shifting – Alters the caster's face to resemble someone else, but not so closely as to be confused on a close 
  inspection. 
  4. Change Lore – Allows caster to analyze the form of another being for future use with True Change. The caster 
  can only have as many forms analyzed as he has ranks in this list. Caster may choose to forget a form at any time to 
  make room for replacements. 
  5. Waterlungs – Caster can breathe water but not air. 
  6. Rubberform – Alters the caster's flesh and bones to a more elastic form, reducing by one the severity of all 
  "Krush" and "Impact" criticals taken.  
  
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  7. Change To Kind – Alters the caster's entire body to the form of another humanoid race. The form cannot be that 
  of a particular individual form. For example, a human caster could take the form of a Dwarf, but not the Dwarven 
  High Chancellor. Only the physical form is gained (e.g., a target who becomes a Dwarf would not receive the 
  Dwarves’ ability to see in the dark). This spell does not allow the caster to change his Size category, but size may be 
  changed as desired within that limit. This does not change anything the caster carries or wears, only his own body, 
  except that prosthetics added by the Lay Healer Base list Prosthetics will change with the caster. 
  8. Gaslungs – Caster can breathe any gas as normal air. 
  9. Depth Mastery – Caster's body is able to adapt to extremely high or low pressure or sudden changes in pressure, 
  without suffering any harm. This does not apply to crushing by solids, only pressures from environmental gasses or 
  liquids. 
  10. Greater Face Shifting – As Face Shifting, except duration is 1 hour/level. 
  11. Changing Lungs – Caster can breathe any air, water, and/or gas. 
  12. Size Change – Alters the caster's Size by one category. This does not change anything the caster carries or 
  wears, only his own body, except that prosthetics added by the Lay Healer Base list Prosthetics will change with 
  the caster. 
  13. Change – As Change to Kind, except alteration can be to any organic form within the caster's own Size 
  category; caster does not obtain any special abilities. 
  14. Water Breather – As Waterlungs, except duration is one hour/level. 
  15. Solid Form – Caster becomes as if made of very dense stone (cannot move or cast spells). 
  16. No Lungs – Caster does not need to breath at all. 
  17. True Change – As Change, except altered form can be that of a specific being analyzed by Change Lore. 
  18. Changing – As Change, except caster may assume a different form anytime during the spell; each change of 
  shape takes one round of concentration. 
  19. Sea Dweller – As Waterlungs plus Depth Mastery, except duration is one hour/level. 
  20. Waterform – Caster takes the form of a liquid mass, able to seep through cracks as well as water. In this form, 
  the caster can move through water at 10 mph, but is unable to cast spells. 
  25. Mistform – Caster takes the form of a mist, able to fly 20 mph (modified by ambient winds, of course), seep 
  through cracks, extend self to become virtually invisible, etc. (may not cast spells in this form). 
  30. Form Master – As Waterform and Mistform, except the two forms are interchangeable at will (concentrate for 
  1 round to change). 
  35. Waterform True – As Waterform, but caster can cast spells with a -10 penalty. 
  40. Mistform True – As Mistform, but caster can cast spells with a -10 penalty. 
  50. Change Master – As Changing and Form Master, except all forms are interchangeable at will (concentrate for 1 
  round to change). The caster's Size may be changed by one category. 
   
  
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  Closed Mentalism 
  SOLID MANIPULATION 
  Level 
  Spell 
  Area of Effect 
  Duration Range Type 
  1) Warm Stone 
  1 cu’/lvl 
  24 hrs 
  touch F 
  2) Warm Metal 
  6 cu”/lvl 
  24 hrs 
  touch F 
  3) Warm Other Solid 
  1 cu’/lvl 
  24 hrs 
  touch F 
  4) Heat Stone 
  1 cu’/lvl 
  1 min/lvl (C) touch F 
  5) Heat Metal 
  6 cu”/lvl 
  1 min/lvl (C) touch F 
  6) Heat Other Solid 
  1 cu’/lvl 
  1 min/lvl (C) touch F 
  7) Cool Solid 
  1 cu’/lvl 
  24 hrs 
  touch F 
  8) Cool Metal 
  1 cu’/lvl 
  24 hrs 
  touch F 
  9) Chill Other Solid 
  1 cu’/lvl 
  1 min/lvl (C) touch F 
  10) Cracks Call 
  10’x10’x10’ 
   —  
  100’ 
  F 
  11) Melt Solid 
  1 cu’/lvl 
  1 min/lvl (C) touch F 
  12) Chill Metal 
  6 cu"/lvl 
  1 min/lvl (C) touch F 
  13) Crumble 
  10’x10’x10’ 
   —  
  100’ 
  F 
  14) Bowbreak 
  1’ dia wood 
   —  
  100’ 
  F 
  15) Stone Door 
  3’x6’x1’ 
  P 
  touch F 
  16) Metal Door 
  3’x6’x1’ 
  P 
  touch F 
  17) Bladebreak 
  3” dia metal 
   —  
  100’ 
  F 
  18) Lockbreak 
  1 lock 
  P 
  touch F 
  19) Solid Door 
  varies 
  P 
  touch F 
  20) Mold Stone 
  1 cu’ 
  P 
  touch F 
  25) Mold Metal 
  1 cu’ 
  P 
  touch F 
  30) Mold Solid 
  1 cu’ 
  P 
  touch F 
  35) Repair Stone 
  1 stone (1 cu'/lvl) 
  P 
  touch F 
  40) Mold Solid True 
  1 cu'/lvl 
  P 
  touch F 
  50) Solid Transmutation 
  1 oz 
  P 
  touch F 
  1. Warm Stone – Warms 1 cubic foot of stone per level up to 100°F (38°C) at a rate of 1 cubic foot per round of 
  concentration (without concentration, the material will remain at its current temperature for the remainder of the 
  duration). 
  2. Warm Metal – As Warm Stone, except 6 cubic inches of metal/level can be warmed at a rate of 6 cubic inches 
  per round of concentration. 
  3. Warm Other Solid – As Warm Stone, except can affect any solid, inanimate, non-metal material. 
  4. Heat Stone – As Warm Stone except temperature limit is 500°F (260°C) and it takes 1 round per 100°F (56°C). 
  Caster need only touch the target when the spell is cast. The caster is immune to this heat. The caster must 
  concentrate to increase the temperature (without concentration, the material will retain its current temperature 
  for the duration of the spell). 
  5. Heat Metal – As Heat Stone, except 6 cubic inches of metal/level can be heated. 
  6. Heat Other Solid – As Heat Stone, except affects any solid, inanimate, non-metal material. 
  
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  7. Cool Solid – Any solid, inanimate, non-metal material can be cooled to -20°F (-29°C), at a rate of 1 cubic foot per 
  round (cooling spreads evenly from initial point of cooling unless caster concentrates to direct spread). 
  8. Cool Metal – As Cool Solid, except 6 cubic inches of metal/level can be cooled. 
  9. Chill Other Solid – Any solid, inanimate, non-metal material can be cooled to -200°F (-129°C), at a rate of (1 cu’ 
  and -100°F[-56°C])/round. The caster must concentrate to decrease the temperature (without concentration, the 
  material will retain its current temperature for the duration of the spell). 
  10. Cracks Call – Any previous cracks or flaws in material up to a 10’x10’x10’ section will extend to their limit. 
  11. Melt Solid – As Heat Other Solid, except the only limit to the temperature is the melting point of the solid (i.e., 
  until the solid melts) or sublimation point if the solid converts directly to a gas when heated. Will affect 6 cu”/level 
  of metal or 1 cu’/level of any other material. 
  12. Chill Metal – As Chill Solid, except affects metal to a limit of six cubic inches per level and a like rate of chilling. 
  13. Crumble – As Cracks Call, except material with cracks will crumble to dust. 
  14. Bowbreak – Will break a piece of wood up to one foot in diameter (6” radius). 
  15. Stone Door – Creates 3’x6’x1’ doorway through stone. 
  16. Metal Door – As Stone Door, except doorway can be through metal. 
  17. Bladebreak – As Bowbreak, except a piece of metal can be broken, up to 3” in diameter. 
  18. Lockbreak – Causes a lock to break; it can be broken in a locked or unlocked state. 
  19. Solid Door – As Stone Door, except doorway can be in any inanimate, solid material and it can be 3’x6’ with a 
  depth of 1’/level for stone and 3”/level for all other materials. 
  20. Mold Stone – Caster's hands can mold up to one cubic foot of stone as if it were putty or clay. Stone hardens to 
  normal consistency when the caster is finished. Quality of results depends on caster's skill. 
  25. Mold Metal – As Mold Stone, except caster may mold metal. 
  30. Mold Solid – As Mold Stone, except caster may mold any inanimate, solid material. 
  35. Repair Stone – Caster can repair any flaws in a piece of stone, whether cracks, blemishes, or other 
  imperfections, including the flaws that reduce the value of precious stones. The stone affected cannot be larger 
  than one cubic foot per level. 
  40. Mold Solid True – As Mold Solid, except one cubic foot per level of material may be worked. 
  50. Solid Transmutation – May transmute one ounce of a solid material into another non-magical material that the 
  caster has a sample of. This spell requires eight hours of uninterrupted work. 
  
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  Closed Mentalism 
  SPEED 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Instant Stance * 
  caster 
  1 rnd/lvl self 
  U 
  2) Instant (Dis)Mount * 
  caster 
   —  
  self 
  U 
  3) Instant Awareness * 
  caster 
  — 
  self 
  U 
  4) Swiftness I 
  caster 
  1 rnd/lvl self 
  U 
  5) Rush I 
  caster 
   varies  self 
  U 
  6) Long Stride I 
  caster 
  1 rnd/lvl self 
  U 
  7) Haste I 
  caster 
  1 rnd/lvl self 
  U 
  8) Swiftness II 
  caster 
  1 rnd/lvl self 
  U 
  9) Lightning Reflexes * 
  caster 
  — 
  self Us 
  10) Swiftness III 
  caster 
  1 rnd/lvl self 
  U 
  11) Rush II 
  caster 
  varies 
  self 
  U 
  12) Long Stride III 
  caster 
  1 rnd/lvl self 
  U 
  13) Swiftness IV 
  caster 
  1 rnd/lvl self 
  U 
  14) Lightning Thought * 
  caster 
  — 
  self 
  U 
  15) Haste II 
  caster 
  1 rnd/lvl self 
  U 
  16) Flash Magic 
  caster 
  1 rnd/lvl self 
  U 
  17) Rush III 
  caster 
  varies 
  self 
  U 
  18) Quickness 
  caster 
  1 rnd/lvl self 
  U 
  19) Power Nap 
  caster 
  1 hour self 
  U 
  20) Long Stride V 
  caster 
  1 rnd/lvl self 
  U 
  25) Haste III 
  caster 
  1 rnd/lvl self 
  U 
  30) Rush IV 
  caster 
  varies 
  self 
  U 
  35) Rush V 
  caster 
  varies 
  self 
  U 
  40) Quickness True 
  caster 
  1 rnd/lvl self 
  U 
  50) Haste IV 
  caster 
  1 rnd/lvl self 
  U 
  1. Instant Stance – Caster can change stance instantaneously at any time during the spell duration. Stance is 
  standing, sitting, crouching, prone, etc. 
  2. Instant (Dis)Mount * – Caster mounts or dismounts a riding beast "instantly" (i.e., the action is considered part 
  of this instantaneous spell action for 0 or 1 AP). 
  3. Instant Awareness * – Caster makes a Perception maneuver at no penalty to assess the current situation 
  instantly (i.e., the Perception maneuver is considered part of this instantaneous spell action for 0 or 1 AP). 
  4. Swiftness I – Caster gains a +5 bonus to initiative rolls. 
  5. Rush I – Caster gains an additional 1 AP to use each round this spell is in effect (i.e., caster gets 5 AP to use 
  during the round), and he may maintain the spell so long as he wishes. However, for each round that the spell is in 
  effect, a -2 fatigue penalty accumulates at the end of the round. (It is not possible to rest while this spell remains in 
  effect.) 
  
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  6. Long Stride I – Caster has a 10% increase in his base movement rate (BMR), rounding up to the nearest 
  foot/round. For a BMR of 20'/round, this results in a 2'/round increase. 
  7. Haste I – Caster gains an additional 1 AP to use each round this spell is in effect (i.e., caster gets 5 AP to use 
  during the round). 
  8. Swiftness II – Caster gains a +10 bonus to initiative rolls. 
  9. Lightning Reflexes * – When he would otherwise be surprised, the caster's subconscious casts this spell and this 
  negates surprise effects. 
  10. Swiftness III – Caster gains a +15 bonus to initiative rolls. 
  11. Rush II – As Rush I, except caster gains an additional 2 AP each round. 
  12. Long Stride III – As Long Stride I, except increase is 30%. 
  13. Swiftness IV – Caster gains a +20 bonus to initiative rolls. 
  14. Lightning Thought * – Caster's mind works at incredible speed, allowing time to carefully consider the situation 
  as if the world paused while he makes up his mind. No physical action may be taken in this moment, but much 
  mental activity may be done. In addition to being able to take time to consider when otherwise faced with a need 
  for an instant decision, the character's Lore and Science skills (and the knowledge aspects of other skills) may be 
  used to make maneuvers (although no skill may be consulted more than three times). If the caster is in mental 
  contact with someone, he may send a message of any length, though the recipient will need the normal time to 
  process it. Anything mental sensed may be examined as carefully as might be done in a full round. 
  15. Haste II – As Haste I, except caster gains an additional 2 AP each round. 
  16. Flash Magic – While this spell is active, the caster casts all spells as instantaneous spells. 
  17. Rush III – As Rush I, except caster gains an additional 3 AP each round. 
  18. Quickness – Caster's Quickness bonus is increased by +5. 
  19. Power Nap – Allows caster to complete an entire sleep cycle in one hour (allows quick PP and hit recovery). 
  20. Long Stride V – As Long Stride I, except increase is 50%. 
  25. Haste III – As Haste I, except caster gains an additional 3 AP each round. 
  30. Rush IV – As Rush I, except caster gains an additional 4 AP each round. 
  35. Rush V – As Rush I, except caster gains an additional 5 AP each round. 
  40. Quickness True – Caster's Quickness bonus is increased by +15. 
  50. Haste IV – As Haste I, except caster gains an additional 4 AP each round. 
   
  
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  8.3. Lay Healer 
   
  Lay Healer Base  
  BLOOD MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Flowstop III 
  1 target 
  varies  touch U 
  2) Blood Analysis 
  1 target 
   —  
  touch I 
  3) Cut Repair I 
  1 target 
  P 
  touch U 
  4) Clotting III 
  1 target 
   P  
  touch U 
  5) Light Flesh Wound Healing 
  1 target 
  P 
  touch U 
  6) Cut Repair III 
  1 target 
  P 
  touch U 
  7) Severe Flesh Wound Relief 
  1 target 
  P 
  touch U 
  8) Medium Flesh Wound Healing 
  1 target 
  P 
  touch U 
  9) Joining ‡ * 
  1 target 
  P 
  touch U 
  10) Flowstop True 
  1 target 
  varies  touch U 
  11) Suspend Life I ‡ * 
  1 target 
  1 hr/lvl touch U 
  12) Clotting True 
  1 target 
  P 
  touch U 
  13) Cut Repair V 
  1 target 
  P 
  touch U 
  14) Multitarget Flowstop 
  varies 
  varies  50' 
  U 
  15) Cut Repair True 
  1 target 
  P 
  touch U 
  16) Severe Flesh Wound Healing 
  1 target 
  P 
  touch U 
  17) Suspend Life II ‡ * 
  1 target 
  1 day/lvl touch U 
  18) Mass Clotting 
  1 target 
  P 
  touch U 
  19) Multitarget Clotting 
  varies 
  P 
  50' 
  U 
  20) Joining True ‡ * 
  1 target 
  P 
  touch U 
  25) Mass Cut Repair 
  1 target 
  P 
  touch U 
  30) Light Flesh Wound Healing True 
  1 target 
  P 
  touch U 
  35) Medium Flesh Wound Healing True 
  1 target 
  P 
  touch U 
  40) Severe Flesh Wound Healing True 
  1 target 
  P 
  touch U 
  50) Regrow Limb ‡ * 
  1 target 
  1 min/lvl touch U 
  1. Flowstop III – Reduces target’s blood loss by up to 3 hits/round. Until the injury is actually healed by some 
  means (e.g., a Medicine maneuver), the target cannot move or be moved, or the bleeding will resume at the prior 
  rate. 
  2. Blood Analysis – The target for this spell is a sample of blood. The caster is able to determine the species, sex, 
  general age and health, and realm(s) of magic of the individual from which the blood came, as well as the age of 
  the blood sample itself. 
  3. Cut Repair I – Instantly stops bleeding from 1 wound that bleeds at rate of 1 hit/round. 
  4. Clotting III – Stops bleeding on a wound that is bleeding at rate of up to 3 hits/round. For one hour, the target 
  can engage in no activity more vigorous than walking or bleeding will resume at the prior rate. 
  5. Light Flesh Wound Healing – Target is healed of one Light flesh wound. 
  
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  6. Cut Repair III – Instantly stops bleeding from 1 wound that bleeds at rate of up to 3 hits/round. 
  7. Severe Flesh Wound Relief – Target is healed of one flesh wound (of any severity). 
  8. Medium Flesh Wound Healing – Target is healed of one Light or Medium flesh wound. 
  9. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Lay Healer Joining spells in 
  order to make limb fully functional. The recovery time is 1-10 days. 
  10. Flowstop True – As Flowstop III, except that the caster can stop all blood loss in one target. 
  11. Suspend Life I ‡ * – Target is kept in a state of suspended animation and prevented from dying for the duration 
  of the spell (i.e., the body is “preserved” and the “soul” will not leave the body). Also requires the use of the other 
  Suspend Life I spell (on the Nerve and Organ Mastery list). 
  12. Clotting True – As Clotting III, except stops bleeding from a wound bleeding at any rate. 
  13. Cut Repair V – Instantly stops bleeding from 1 wound that bleeds at rate of up to 5 hits/round. 
  14. Multitarget Flowstop – As Flowstop III, except stops total bleeding of up to 1 hit/round per level of the caster in 
  any number of targets within range. 
  15. Cut Repair True – Instantly stops bleeding from 1 wound regardless of bleeding rate. 
  16. Severe Flesh Wound Healing – Target is healed of one flesh wound (of any severity). 
  17. Suspend Life II ‡ * – As Suspend Life I, except for duration and the requirement of the Suspend Life II spell from 
  Nerve and Organ Mastery. 
  18. Mass Clotting – As Clotting I, except heals bleeding in multiple wounds in a single target up to a total 
  hits/round of bleeding equal to caster's level. 
  19. Multitarget Clotting – As Clotting III, except stops total bleeding of up to 1 hit/round per level of the caster in 
  any number of targets within range. 
  20. Joining True ‡ * – As Joining, except caster must cast the other 3 Lay Healer Joining True spells and recovery is 
  instantaneous. 
  25. Mass Cut Repair – Caster can instantly stop bleeding from multiple wounds (in a single target) up to a total 
  hits/round of bleeding equal to his level. 
  30. Light Flesh Wound Healing True – Target is healed of one Light flesh wound. 
  35. Medium Flesh Wound Healing True – Target is healed of one Light or Medium flesh wound. 
  40. Severe Flesh Wound Healing True – Target is healed of one flesh wound (of any severity). 
  50. Regrow Limb ‡ * – Caster can regrow 1 severed limb; it requires the use of the other 3 Lay Healer Regrow Limb 
  spells in order to make limb fully functional. The recovery time is 1-10 days. 
   
  Note: A flesh wound is also classified as a "skin & tissue injury". A&CL Section 12.1. 
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
  Note: Any cut wound that has had all of its bleeding permanently stopped can then be healed by an appropriate 
  "Flesh Wound" healing spell.  
   
   
  
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  Lay Healer Base 
  BONE MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Bone Lore 
  1 target 
   —  
  touch I 
  2) Medium Cartilage Damage Relief 
  1 target 
  P 
  touch U 
  3) Medium Bone Damage Relief 
  1 target 
  P 
  touch U 
  4) Severe Cartilage Damage Relief 
  1 target 
  P 
  touch U 
  5) Limb Preservation ‡ * 
  1 target 
  1 day/lvl touch U 
  6) Medium Skull Damage Relief 
  1 target 
  P 
  touch U 
  7) Severe Bone Damage Relief 
  1 target 
  P 
  touch U 
  8) Severe Skull Damage Relief 
  1 target 
  P 
  touch U 
  9) Joining ‡ * 
  1 target 
  P 
  touch U 
  10) Medium Cartilage Damage Healing 
  1 target 
  P 
  touch U 
  11) Medium Bone Damage Healing 
  1 target 
  P 
  touch U 
  12) Medium Skull Damage Healing 
  1 target 
  P 
  touch U 
  13) Severe Cartilage Damage Healing 
  1 target 
  P 
  touch U 
  14) Severe Bone Damage Healing 
  1 target 
  P 
  touch U 
  15) Severe Skull Damage Healing 
  1 target 
  P 
  touch U 
  16) Bone Regeneration 
  1 target 
  P 
  touch U 
  17) Medium Bone Damage Healing True 
  1 target 
  P 
  touch U 
  18) Severe Cartilage Damage Healing True 
  1 target 
  P 
  touch U 
  19) Skull Regeneration 
  1 target 
  P 
  touch U 
  20) Joining True ‡ * 
  1 target 
  P 
  touch U 
  25) Severe Bone Damage Healing True 
  1 target 
  P 
  touch U 
  30) Severe Skull Damage Healing True 
  1 target 
  P 
  touch U 
  35) Mass Skeletal Healing 
  1 target 
  P 
  touch U 
  40) Skeletal Regeneration 
  1 target 
  P 
  touch U 
  50) Regrow Limb ‡ * 
  1 target 
  P 
  touch U 
  1. Bone Lore – Caster acquires complete understanding of any bone damage, including the tools and methods 
  required for healing. Caster does not receive the skill or power necessary to perform the cure, but this diagnostic 
  does provide a +20 bonus to treatment if supervised by the caster. 
  2. Medium Cartilage Damage Relief – Target is healed of one Light or Medium wound to cartilage. 
  3. Medium Bone Damage Relief – Target is healed of one Light or Medium wound to bones other than the skull. 
  4. Severe Cartilage Damage Relief – Target is healed of one wound (of any severity) to cartilage. 
  5. Limb Preservation ‡ * – Allows caster to prevent the deterioration of 1 limb (even while severed); requires use 
  of Muscle Mastery Limb Preservation spell as well. 
  6. Medium Skull Damage Relief – Target is healed of one Light or Medium wound to the skull. 
  7. Severe Bone Damage Relief – Target is healed of one wound (of any severity) to bones other than the skull. 
  8. Severe Skull Damage Relief – Target is healed of one wound (of any severity) to the skull. 
  
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  9. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Lay Healer Joining spells in 
  order to make limb fully functional. The recovery time is 1-10 days. 
  10. Medium Cartilage Damage Healing – Target is healed of one Light or Medium wound to cartilage. 
  11. Medium Bone Damage Healing – Target is healed of one Light or Medium wound to bones other than the skull. 
  12. Medium Skull Damage Healing – Target is healed of one Light or Medium wound to the skull. 
  13. Severe Cartilage Damage Healing – Target is healed of one wound (of any severity) to cartilage. 
  14. Severe Bone Damage Healing – Target is healed of one wound (of any severity) to bones other than the skull. 
  15. Severe Skull Damage Healing – Target is healed of one wound (of any severity) to the skull. 
  16. Bone Regeneration – Target regenerates any 1 bone that is not part of the skull. Recovery time is 1-10 hours. 
  17. Medium Bone Damage Healing True – Target is healed of one Light or Medium wound to bones other than the 
  skull. 
  18. Severe Cartilage Damage Healing True – Target is healed of one wound (of any severity) to cartilage. 
  19. Skull Regeneration – Target regenerates any 1 skull bone. Recovery time is 1-10 hours. 
  20. Joining True ‡ * – As Joining, except caster must cast the other 3 Lay Healer Joining True spells and recovery is 
  instantaneous. 
  25. Severe Bone Damage Healing True – Target is healed of one wound (of any severity) to bones other than the 
  skull. 
  30. Severe Skull Damage Healing True – Target is healed of one wound (of any severity) to the skull. 
  35. Mass Skeletal Healing – Target is healed of all wounds to bones (including the skull) and/or cartilage, up to a 
  number of injuries equal to the caster's level. 
  40. Skeletal Regeneration – Target regenerates all of the lost bone and/or cartilage in his body; recovery time is 2-
  20 days. 
  50. Regrow Limb ‡ * – Caster can regrow 1 severed limb; it requires the use of the other 3 Lay Healer Regrow Limb 
  spells in order to make limb fully functional. The recovery time is 1-10 days. 
   
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
  
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  Lay Healer Base 
  CONCUSSION MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Fatigue Relief 
  1 target 
  P 
  touch U 
  2) Heal I 
  1 target 
  P 
  touch U 
  3) Stun Relief I * 
  1 target 
  P  
  touch Us 
  4) Regeneration I * 
  1 target 
  C 
  touch Us 
  5) Awakening * 
  1 target 
  P  
  touch Us 
  6) Light Burn/Frostbite Healing 
  1 target 
  P  
  touch U 
  7) Heal V 
  1 target 
  P 
  touch U 
  8) Stun Relief III * 
  1 target 
  P  
  touch Us 
  9) Medium Burn/Frostbite Healing 
  1 target 
  P  
  touch U 
  10) Regeneration II * 
  1 target 
  C 
  touch Us 
  11) Heal X 
  1 target 
  P 
  touch U 
  12) Severe Burn/Frostbite Healing 
  1 target 
  P  
  touch U 
  13) Stun Relief V * 
  1 target 
  P  
  touch Us 
  14) Long Stun Relief * 
  1 target 
  P 
  100’ U 
  15) Regeneration III * 
  1 target 
  C 
  touch Us 
  16) Light Burn/Frostbite Healing True 
  1 target 
  P 
  touch U 
  17) Heal XVII 
  1 target 
  P  
  touch U 
  18) Medium Burn/Frostbite Healing True 
  1 target 
  P 
  touch U 
  19) Stun Relief X * 
  1 target 
  P  
  touch Us 
  20) Severe Burn/Frostbite Healing True 
  1 target 
  P 
  touch U 
  25) True Heal 
  1 target 
  P 
  touch U 
  30) Mass Burn/Frostbite Healing 
  1 target 
  P  
  touch U 
  35) Mass Burn/Frostbite Healing True 
  1 target 
  P 
  touch U 
  40) Stun Relief True * 
  1 target 
  P  
  touch Us 
  50) Concussion's Mastery 
  caster 
  1 rnd/lvl self 
  U 
  1. Fatigue Relief – Removes up to -30 in penalties from fatigue. 
  2. Heal I – Target is healed of 5 concussion hits. 
  3. Stun Relief I * – Target is relieved of 1 round’s worth of accumulated stun. 
  4. Regeneration I * – Reduces target’s concussion hit damage by 2 hits every round as long as caster concentrates; 
  if caster is unconscious, this spell will operate on the caster without concentration. 
  5. Awakening * – Target is instantly awake. 
  6. Light Burn/Frostbite Healing – Target is healed of one Light wound from burn, chemical burn, scalding, or 
  frostbite. 
  7. Heal V – Target is healed of 25 concussion hits. 
  8. Stun Relief III * – Target is relieved of 3 rounds' worth of accumulated stun effects. 
  9. Medium Burn/Frostbite Healing – Target is healed of one Light or Medium wound from burn, chemical burn, 
  scalding, or frostbite. 
  
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  10. Regeneration II * – As Regeneration I, except damage reduction is 4 hits/round. 
  11. Heal X – Target is healed of 50 concussion hits. 
  12. Severe Burn/Frostbite Healing – Target is healed of one wound (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  13. Stun Relief V * – Target is relieved of 5 rounds' worth of accumulated stun effects. 
  14. Long Stun Relief * – As Stun Relief, except that the spell's range is 100’. 
  15. Regeneration III * – As Regeneration I, except damage reduction is 6 hits/round. 
  16. Light Burn/Frostbite Healing True – Target is healed of one Light wound from burn, chemical burn, scalding, or 
  frostbite. 
  17. Heal XVII – Target is healed of 85 concussion hits. 
  18. Medium Burn/Frostbite Healing True – Target is healed of one Light or Medium wound from burn, chemical 
  burn, scalding, or frostbite. 
  19. Stun Relief X * – Target is relieved of 10 rounds' worth of accumulated stun effects. 
  20. Severe Burn/Frostbite Healing True – Target is healed of one wound (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  25. True Heal – Target is healed of all concussion hit damage.  
  30. Mass Burn/Frostbite Healing – Target is healed of all wounds (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  35. Mass Burn/Frostbite Healing True – Target is healed of all wounds (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  40. Stun Relief True * – Target is relieved of all accumulated stun effects. 
  50. Concussion's Mastery – Caster can use one of the lower level spells on this list each round. 
   
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
  
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  Lay Healer Base 
  MUSCLE MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Medium Tendon Damage Relief 
  1 target 
  P 
  touch U 
  2) Medium Muscle Damage Relief 
  1 target 
  P  
  touch U 
  3) Severe Tendon Damage Relief 
  1 target 
  P 
  touch U 
  4) Severe Muscle Damage Relief 
  1 target 
  P 
  touch U 
  5) Limb Preservation ‡ * 
  1 target 
  1 day/lvl touch U 
  6) Light Tendon Damage Healing 
  1 target 
  P 
  touch U 
  7) Light Muscle Damage Healing 
  1 target 
  P 
  touch U 
  8) Medium Tendon Damage Healing 
  1 target 
  P 
  touch U 
  9) Joining ‡ * 
  1 target 
  P 
  touch U 
  10) Medium Muscle Damage Healing 
  1 target 
  P 
  touch U 
  11) Severe Tendon Damage Healing 
  1 target 
  P 
  touch U 
  12) Severe Muscle Damage Healing 
  1 target 
  P 
  touch U 
  13) Light Tendon Damage Healing True 
  1 target 
  P 
  touch U 
  14) Light Muscle Damage Healing True 
  1 target 
  P 
  touch U 
  15) Medium Tendon Damage Healing True 
  1 target 
  P 
  touch U 
  16) Medium Muscle Damage Healing True 
  1 target 
  P 
  touch U 
  17) Regenerate Tendon/Muscle 
  1 target 
  P 
  touch U 
  18) Severe Tendon Damage Healing True 
  1 target 
  P 
  touch U 
  19) Severe Muscle Damage Healing True 
  1 target 
  P 
  touch U 
  20) Joining True ‡ * 
  1 target 
  P 
  touch U 
  25) Mass Tendon Damage Healing 
  1 target 
  P 
  touch U 
  30) Mass Muscle Damage Healing 
  1 target 
  P 
  touch U 
  35) Mass Regenerate Tendon/Muscle 
  1 target 
  P 
  touch U 
  40) Mass Tendon/Muscle Healing True 
  1 target 
  P 
  touch U 
  50) Regrow Limb ‡ * 
  1 target 
  P 
  touch U 
  1. Medium Tendon Damage Relief – Target is healed of one Light or Medium wound to a tendon. 
  2. Medium Muscle Damage Relief – Target is healed of one Light or Medium wound to a muscle. 
  3. Severe Tendon Damage Relief – Target is healed of one wound (of any severity) to a tendon. 
  4. Severe Muscle Damage Relief – Target is healed of one wound (of any severity) to a muscle. 
  5. Limb Preservation ‡ * – Allows caster to prevent the deterioration of 1 limb (even while severed); requires the 
  use of Bone Mastery Limb Preservation spell as well. 
  6. Light Tendon Damage Healing – Target is healed of one Light wound to a tendon. 
  7. Light Muscle Damage Healing – Target is healed of one Light wound to a muscle. 
  8. Medium Tendon Damage Healing – Target is healed of one Light or Medium wound to a tendon. 
  9. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Lay Healer Joining spells in 
  order to make limb fully functional. The recovery time is 1-10 days. 
  10. Medium Muscle Damage Healing – Target is healed of one Light or Medium wound to a muscle. 
  
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  11. Severe Tendon Damage Healing – Target is healed of one wound (of any severity) to a tendon. 
  12. Severe Muscle Damage Healing – Target is healed of one wound (of any severity) to a muscle. 
  13. Light Tendon Damage Healing True – Target is healed of one Light wound to a tendon. 
  14. Light Muscle Damage Healing True – Target is healed of one Light wound to a muscle. 
  15. Medium Tendon Damage Healing True – Target is healed of one Light or Medium wound to a tendon. 
  16. Medium Muscle Damage Healing True – Target is healed of one Light or Medium wound to a muscle. 
  17. Regenerate Tendon/Muscle – Target regenerates any 1 tendon or muscle. The recovery time is 1-10 hours. 
  18. Severe Tendon Damage Healing True – Target is healed of one wound (of any severity) to a tendon. 
  19. Severe Muscle Damage Healing True – Target is healed of one wound (of any severity) to a muscle. 
  20. Joining True ‡ * – As Joining, except caster must cast the other 3 Lay Healer Joining True spells and recovery is 
  instantaneous. 
  25. Mass Tendon Damage Healing – Target is healed of all tendon wounds. 
  30. Mass Muscle Damage Healing – Target is healed of all muscle wounds. 
  35. Mass Regenerate Tendon/Muscle – Target regenerates all of the muscles and/or tendons in his body. The 
  recovery time is 1-10 hours. 
  40. Mass Tendon/Muscle Healing True – Target is healed of all muscle/tendon wounds. 
  50. Regrow Limb ‡ * – Caster can regrow 1 severed limb; it requires the use of the other 3 Lay Healer Regrow Limb 
  spells in order to make limb fully functional. The recovery time is 1-10 days. 
   
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
   
  
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  Lay Healer Base 
  NERVE AND ORGAN MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Nerve/Organ Lore 
  1 target 
   —  
  touch U 
  2) Light Organ Relief 
  1 target 
  P 
  touch U 
  3) Medium Organ Relief 
  1 target 
  P 
  touch U 
  4) Organ Preservation * 
  1 target 
  1 day/lvl touch U 
  5) Restart Heart 
  1 target 
  P 
  touch Us 
  6) Sense Restoration 
  1 target 
  P 
  touch U 
  7) Severe Organ Damage Relief 
  1 target 
  P 
  touch U 
  8) Coma Recovery 
  1 target 
  P 
  touch Us 
  9) Joining ‡ * 
  1 target 
  P 
  touch U 
  10) Light Organ Damage Healing 
  1 target 
  P 
  touch U 
  11) Suspend Life I ‡ * 
  1 target 
  1 hr/lvl touch U 
  12) Medium Organ Damage Healing 
  1 target 
  P 
  touch U 
  13) Organ Transplant 
  1 target 
  P 
  touch U 
  14) Severe Organ Damage Healing 
  1 target 
  P 
  touch U 
  15) Medium Nerve Damage Healing 
  1 target 
  P 
  touch U 
  16) Paralysis Cures 
  1 target 
  P 
  touch U 
  17) Suspend Life II ‡ * 
  1 target 
  1 day/lvl touch U 
  18) Rapid Organ Transplant * 
  1 target 
  P 
  touch U 
  19) Severe Nerve Damage Healing 
  1 target 
  P 
  touch U 
  20) Joining True ‡ * 
  1 target 
  P 
  touch U 
  25) Brain Regeneration 
  1 target 
  P 
  touch U 
  30) Organ Regeneration 
  1 target 
  P 
  touch U 
  35) Brain Transplant 
  1 target 
  P 
  touch U 
  40) Regrow Limb ‡ * 
  1 target 
  P 
  touch U 
  50) Rapid Brain Regeneration 
  1 target 
  P 
  touch U 
  1. Nerve/Organ Lore – Caster acquires complete understanding of any nerve and/or organ damage; including the 
  tools and methods required for healing. Caster does not receive the skill or power necessary to perform the cure, 
  but this diagnostic does provide a +20 bonus to treatment if supervised by the caster. 
  2. Light Organ Damage Relief – Target is healed of one Light wound to an organ. 
  3. Medium Organ Damage Relief – Target is healed of one Light or Medium wound to an organ. 
  4. Organ Preservation * – Allows caster to prevent the deteriorization of any specific organ (e.g., eye, ear, liver), 
  even if it is outside of its body). 
  5. Restart Heart – Target's heart will start beating after having stopped. This does not repair any heart disease or 
  damage that caused the initial stoppage. 
  6. Sense Restoration – Target regains function in one sensory organ, so long as that sensory organ has not been 
  completely destroyed (in which case Organ Regeneration is required). The recovery time is 1-10 hours. 
  7. Severe Organ Damage Relief – Target is healed of one wound (of any severity) to an organ. 
  
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  8. Coma Recovery – Target comes out of a coma or unconsciousness caused by injury, disease, poison, spell, or 
  spell failure. Process takes 1-10 hours and target is at -50 to Fatigue checks for 1-10 days. 
  9. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Lay Healer Joining spells in 
  order to make limb fully functional. The recovery time is 1-10 days. 
  10. Light Organ Damage Healing – Target is healed of one Light wound to an organ. 
  11. Suspend Life I ‡ * – Target is kept in a state of suspended animation, and prevented from dying for the duration 
  of the spell (i.e., the body is “preserved” and the “soul” will not leave the body). Also requires the use of the other 
  Suspend Life I spell (on the Blood Mastery list). 
  12. Medium Organ Damage Healing – Target is healed of one Light or Medium wound to an organ. 
  13. Organ Transplant – Allows caster to transplant a healthy organ (not including brain or nervous system) into the 
  target. Requires a 1 hour operation. Recovery time is 1-10 days. Chance of rejection is 1% if organ comes from a 
  relative of the target, 10% if it comes from a member of the same species, 30% if it comes from a similar species 
  (e.g., one humanoid to another), and 60% if it comes from a vaguely similar species (e.g., ape to humanoid). 
  14. Severe Organ Damage Healing – Target is healed of one wound (of any severity) to an organ. 
  15. Medium Nerve Damage Healing – Target is healed of one Light or Medium wound involving nerve damage. 
  16. Paralysis Cures – Caster can cure any paralysis problem. The recovery time is 1-10 days. Treat as -100 injury for 
  progress of recovery. 
  17. Suspend Life II ‡ * – As Suspend Life I, except for duration and the requirement of the Suspend Life II spell from 
  Blood Mastery. 
  18. Rapid Organ Transplant – As Organ Transplant, except recovery time is only 1-10 hours. 
  19. Severe Nerve Damage Healing – Target is healed of one wound (of any severity) involving nerve damage. 
  20. Joining True ‡ * – As Joining, except caster must cast the other 3 Lay Healer Joining True spells and recovery is 
  instantaneous. 
  25. Brain Regeneration – Target will regenerate his brain. Spell must be cast before target dies. Target will be in a 
  "healing coma" while brain grows back. Fortunately the personal aura stores the information necessary to 
  reconstruct the brain, so memories are not lost. To determine recovery time, use the Organ column on the 
  recovery time table in A&CL Section 12.1, with brain damage considered a "severe" injury. 
  30. Organ Regeneration – Target will regenerate any 1 organ (external or internal), except the brain. The recovery 
  time is 1-10 hours, during which the target is unconscious. 
  35. Brain Transplant – As Organ Transplant, except a brain may be transplanted and the chance of rejection 
  becomes a chance of the brain going insane because it cannot adapt to its new body. 
  40. Regrow Limb ‡ * – Caster can regrow 1 severed limb; it requires the use of the other 3 Lay Healer Regrow Limb 
  spells in order to make limb fully functional. The recovery time is 1-10 days. 
  50. Rapid Brain Regeneration – As Brain Regeneration, except when recovery time is figured, treat the result as 
  hours rather than days. 
   
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
   
  
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  Lay Healer Base 
  PROSTHETICS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Measure 
  1 target 
   —  
  touch I 
  2) Mold Wood 
  caster 
  8 hrs 
  self 
  U 
  3) Fit Wood 
  1 target 
  P 
  self 
  U 
  4) Animation I 
  1 target 
  8 hrs touch U 
  5) Mold Glass 
  caster 
  8 hrs 
  self 
  U 
  6) Fit Glass 
  1 target 
  P 
  self 
  U 
  7) Animation II 
  1 target 
  24 hrs touch U 
  8) Mold Metal 
  caster 
  8 hrs 
  self 
  U 
  9) Fit Metal 
  1 target 
  P 
  self 
  U 
  10) Artificial Flesh 
  caster 
  1 hr/lvl self 
  F 
  11) Animation III 
  1 target 
  1 week touch U 
  12) Mold Special 
  caster 
  8 hrs 
  self 
  U 
  13) Fit Special 
  1 target 
  P 
  self 
  U 
  14) Mechanical Contrivance 
  1 target 
  P 
  touch U 
  15) Animation IV 
  1 target 
  1 month touch U 
  16) Repair Prosthetic 
  1 target 
  P 
  touch U 
  17) Artificial Organ 
  1 target 
  P 
  self 
  U 
  18) Mechanical Contrivance True 
  1 target 
  P 
  touch U 
  19) Animation V 
  1 target 
  3 months touch U 
  20) Artificial Flesh True 
  caster 
  1 hr/lvl self 
  F 
  25) Animation VI 
  1 target 
  1 year touch U 
  30) Animation VII 
  1 target 
  1 decade touch U 
  35) Implant Spell 
  1 target 
  varies touch U 
  40) Prosthetic Addition 
  1 target 
  P 
  touch U 
  50) Animation True 
  1 target 
  P 
  touch U 
  1. Measure – Caster learns the proper dimension needed to make a false limb or other prosthetic for the target. 
  2. Mold Wood – Allows the caster to create a perfectly formed artificial limb (or other body part) out of non-
  magical wood. This takes 8 hours. Suitability for use is guaranteed by this spell. Any special features or enhanced 
  appearance depends on the appropriate Crafting skill(s) of the caster. Requires that Measure has been cast to 
  determine necessary form of the prosthetic. 
  3. Fit Wood – Allows caster to attach an artifical wooden limb or other prosthetic to a body. Process takes 1 hour. 
  This spell must be cast before an Animation spell can be cast. 
  4. Animation I – Allows target to operate any artificial limbs (and other prosthetics) at will for 8 hours. 
  5. Mold Glass – As Mold Wood, except the material worked is non-magical glass, and it requires two castings (16 
  hours of work) to finish the prosthetic. 
  6. Fit Glass – As Fit Wood; except allows caster to attach a glass prosthetic. 
  7. Animation II – Allows target to operate any artificial limbs (and other prosthetics) at will for 24 hours. 
  
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  8. Mold Metal – As Mold Wood, except the material worked is metal, and it requires three castings (24 hours of 
  work) to finish the prosthetic. 
  9. Fit Metal – As Fit Wood; allows caster to attach a metal prosthetic. 
  10. Artificial Flesh – This spell enables the caster to convert clay into artificial flesh which can be used to cover an 
  artificial limb (which must be done at the time of casting). The flesh is only semi-realistic (similar to plastic). Time 
  required to cover a full limb is 4 hours if the limb is for a Small recipient, 8 hours for a Medium limb, and 16 hours 
  for a Big limb. If the prosthetic is not a full limb (e.g., a hand or foot), the GM should decrease the time. 
  11. Animation III – Allows target to operate any artificial limbs (and other prosthetics) at will for 1 week. 
  12. Mold Special – As Mold Wood, except the material worked may be of any type, including magical materials, and 
  it requires four castings (32 hours of work) to finish the prosthetic. 
  13. Fit Special – As Fit Wood; allows caster to attach a "special" (of enchanted or exotic material) prosthetic. 
  14. Mechanical Contrivance – Allows incorporation of simple mechanisms into a prosthetic (e.g., a small 
  retractable knife blade hidden in a finger), which can then be operated by the will of the wearer when an 
  Animation spell is active on the prosthetic. The mechanism must be constructed normally. 
  15. Animation IV – Allows target to operate any artificial limbs (and other prosthetics) at will for 1 month. 
  16. Repair Prosthetic – Repairs all damage to a single prosthetic. 
  17. Artificial Organ – Allows an artificial organ (created with one of the Mold spells on this list and/or through 
  normal crafting) to be incorporated into a living target. Typically, this will be a glass eye that can provide sight 
  when an Animation spell is cast on it, but theoretically any organ could be replaced with a suitable artificial organ. 
  If an internal organ is replaced, surgery will be required for the insertion of the artificial organ. 
  18. Mechanical Contrivance True – As Mechanical Contrivance, except that a complex mechanism (e.g., a dart gun) 
  can be included in a prosthetic. 
  19. Animation V – Allows target to operate any artificial limbs (and other prosthetics) at will for 3 months. 
  20. Artificial Flesh True – As Artificial Flesh, except perfectly realistic synthetic flesh can be made and worked. The 
  process will require days instead of hours, with the same numbers as in Artificial Flesh. 
  25. Animation VI – Allows target to operate any artificial limbs (and other prosthetics) at will for 1 year. 
  30. Animation VII – Allows target to operate any artificial limbs (and other prosthetics) at will for 1 decade. 
  35. Implant Spell – Caster can emplace one spell of any level into a prosthetic. Within one minute of casting this 
  spell, the spell to be emplaced must also be cast (within 10’). Once the spell in implanted, it will remain waiting in 
  the prosthetic until used. When the prosthetic is attached and an Animation spell is in effect, the prosthetic wearer 
  may trigger the spell at any time (treat as an innate power). 
  40. Prosthetic Addition – This spell allows the caster to attach an artifical part that is not a replacement. The 
  recipient of the part could be given wings (two spells and two prosthetics required to actually fly), an extra arm, or 
  the like. An Animation spell is required for the added part to actually function. 
  50. Animation True – Allows target to operate any artificial limbs (and other prosthetics) at will permanently. 
  Note: Any attempts to dispel an Animation spell are done at a -50 penalty. 
  
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  8.4. Magent 
   
  Magent Base  
  ASSASSINATION MASTERY 
  Leve
  l 
  Spell 
  Area of Effect Duration Range Type 
  1) Concealed Object I 
  1 object 
  10 min/lvl touch 
  E 
  2) Study Patsy 
  caster 
   —  
  self 
  I 
  3) Well-Aimed Attack I 
  caster 
  varies 
  self 
  U 
  4) Open Ambush I 
  caster 
  varies 
  self 
  U 
  5) Improvised Attack I * 
  caster 
  1 rnd/lvl 
  self 
  U 
  6) Create Evidence I 
  varies 
   —  
  10' 
  E 
  7) Concealed Object II 
  1 object 
  10 min/lvl touch 
  E 
  8) Well-Aimed Attack II 
  caster 
  varies 
  self 
  U 
  9) Open Ambush II 
  caster 
  varies 
  self 
  U 
  10) Improvised Attack II * 
  caster 
  1 rnd/lvl 
  self 
  U 
  11) Lightning Reactions * 
  caster 
   —  
  self 
  U 
  12) Create Evidence II 
  varies 
   —  
  10' 
  E 
  13) Well-Aimed Attack III 
  caster 
  varies 
  self 
  U 
  14) Open Ambush III 
  caster 
  varies 
  self 
  U 
  15) Improvised Attack III * 
  caster 
  1 rnd/lvl 
  self 
  U 
  16) Concealed Object True 
  1 object 
  10 min/lvl touch 
  E 
  17) Study Victim 
  1 target 
  varies 
  50' 
  I 
  18) Create Evidence III 
  varies 
   —  
  10' 
  E 
  19) Well-Aimed Attack True 
  caster 
  varies 
  self 
  U 
  20) Slaying Attack 
  caster 
  1 min/lvl 
  self 
  U 
  25) Open Ambush V 
  caster 
  varies 
  self 
  U 
  30) Improvised Attack IV * 
  caster 
  1 rnd/lvl 
  self 
  U 
  35) Open Ambush True 
  caster 
  varies 
  self 
  U 
  40) Improvised Attack True * 
  caster 
  1 rnd/lvl 
  self 
  U 
  50) Slaying Attack True 
  caster 
  1 min/lvl 
  self 
  U 
  1. Concealed Object I – Target object (no larger than a dagger) is camouflaged to appear as part of the caster's 
  clothing or skin. This is an illusion to all senses (including feel), and can be detected as an illusion. The object will 
  remain concealed until taken from the location, or the duration expires. 
  2. Study Patsy – [RR Mod: -50] When this spell is cast on a person, it remains active for 24 hours. After 24 hours has 
  passed (but before another 24 hours has passed), the caster must cast this spell again on the same person. During 
  the time the spell is active, it is recording information concerning the activities of the target. When the spell is cast 
  the second time, the information about those activities is revealed to the caster. This information is used for spells 
  
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  later on this list and spells on other lists (see the Misdirections and Disguise Mastery lists). The caster can only 
  have one "patsy" studied at a time. 
  3. Well-Aimed Attack I – The next attack made by the caster (within one minute of casting this spell) receives a 
  bonus of +25. 
  4. Open Ambush I – If the caster's next attack (made within one minute of casting this spell), gets a "flank" or 
  "rear" bonus, he may use his Ambush skill even if the target is aware of the caster. However, the maximum change 
  to the critical roll from Ambush is ±2. 
  5. Improvised Attack I * – The caster is able to make use of whatever weapons are available, including non-
  standard weapons such as a candlestick. Whatever penalties are applied due to the use of "similar skill", limitations 
  of the item when employed as a weapon, or unsuitability for use due a mismatch between the caster and the user 
  for which a weapon is designed (as from Size) are reduced by 20. 
  6. Create Evidence I – Caster may cast this spell to create one piece of physical evidence that implicates the 
  currently studied patsy (see Study Patsy). This could include a fingerprint, a footprint, etc., but must be something 
  that cannot normally be moved from the crime scene. The evidence should be treated as circumstantial (i.e., a 
  good alibi should still get the patsy off the hook). 
  7. Concealed Object II – As Concealed Object I, except will affect an object up to a sword in size. 
  8. Well-Aimed Attack II – As Well-Aimed Attack I, except bonus is +50. 
  9. Open Ambush II – As Open Ambush I, except the limit on critical roll modification is ±4. 
  10. Improvised Attack II * – As Improvised Attack I, except penalties are reduced by 40. 
  11. Lightning Reactions * – Caster gains a +20 to his initiative roll this round. This must be the caster's first action 
  and the +20 applies to the casting of this spell. 
  12. Create Evidence II – As Create Evidence I, except two pieces of evidence are created; one piece of evidence is 
  incriminating (i.e., patsy will need more than a good alibi). 
  13. Well-Aimed Attack III – As Well-Aimed Attack I, except bonus is +75. 
  14. Open Ambush III – As Open Ambush I, except the limit on critical roll modification is ±6. 
  15. Improvised Attack III * – As Improvised Attack I, except penalties are reduced by 60. 
  16. Concealed Object True – As Concealed Object I, except object may be of any size, so long as the largest 
  dimension of the object is less than the caster's height. 
  17. Study Victim – As Study Patsy, except the information it gathers is required for use with the Slaying Attack 
  spells later on this list. 
  18. Create Evidence III – As Create Evidence I, except three pieces of evidence are created; two pieces of evidence 
  are incriminating. 
  19. Well-Aimed Attack True – As Well-Aimed Attack I, except bonus is +100. 
  20. Slaying Attack – The caster's next attack (within one minute of casting this spell) against the currently studied 
  victim (see Study Victim) will be resolved as a Slaying IV attack (+20 to the critical roll). 
  25. Open Ambush V – As Open Ambush I, except the limit on critical roll modification is ±10. 
  30. Improvised Attack IV – As Improvised Attack I, except penalties are reduced by 90. 
  35. Open Ambush True – As Open Ambush I, except the limit on critical roll modification is ±14, the caster has 10 
  minutes in which to make the attack, and he does not have to have a positional bonus. 
  40. Improvised Attack True – As Improvised Attack I, except penalties are reduced by 120. 
  50. Slaying Attack True – As Slaying Attack, except all of the caster's attacks made against the victim are resolved 
  as Slaying IV attacks. 
  Note: Illusions (such as Concealed Object) are one of the more complex and subtle types of magic and they are 
  explained at length in Section 10.9. 
  
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  Magent Base  
  DISGUISE MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Study Disguise 
  caster 
  — 
  500' 
  I 
  2) Light Glamour 
  1 object 
  1 day/lvl touch E 
  3) Façade I 
  caster 
  1 hr/lvl 
  self 
  E 
  4) Shadow Assassin 
  caster 
  1 min/lvl self 
  E 
  5) Misfeel Kind • 
  caster 
  C 
  self 
  E 
  6) Façade II 
  caster 
  1 hr/lvl 
  self 
  E 
  7) Disguise I 
  caster 
  10 min/lvl self 
  U 
  8) Unknown Assassin 
  caster 
  1 min/lvl self 
  E 
  9) Façade III 
  caster 
  1 hr/lvl 
  self 
  E 
  10) Disguise II 
  caster 
  10 min/lvl self 
  U 
  11) Misfeel Calling • 
  caster 
  C 
  self 
  E 
  12) Mind Tongue 
  caster + 1 target 
  C 
  20' Fm 
  13) Disguise III 
  caster 
  10 min/lvl self 
  U 
  14) Façade V 
  caster 
  1 hr/lvl 
  self 
  E 
  15) Misfeel Power • 
  caster 
  C 
  self 
  E 
  16) Disguise IV 
  caster 
  10 min/lvl self 
  U 
  17) Unpresence Self 
  caster 
  C 
  self 
  E 
  18) False Assassin 
  caster 
  1 min/lvl self 
  E 
  19) Disguise V 
  caster 
  10 min/lvl self 
  U 
  20) Misfeel • 
  caster 
  C 
  self 
  E 
  25) Nondetect 
  caster 
  C 
  self 
  E 
  30) Misfeel True 
  caster 
  10 min/lvl self 
  E 
  35) Accomplice Façade 
  1 target 
  10 min/lvl touch E 
  40) Shifting Façade 
  caster 
  1 hr/lvl 
  self 
  E 
  50) Disguise Mastery 
  caster 
  1 rnd/lvl self 
  U 
  1. Study Disguise – Caster studies a person for use with disguise spells later on this list. The caster can only have as 
  many disguises studied as he has ranks in this list. He may forget a studied disguise at any time to make room for 
  replacements. 
  2. Light Glamour – One object (up to 10 pounds per level) has its visual appearance altered for the duration of the 
  spell. Note that no other aspect of the object changes. This spell cannot make an object cast light (although it may 
  alter the appearance of light given off, whether naturally or from another spell). 
  3. Façade I – Caster has a limited illusion on himself that allows him to look like any humanoid race within 20% of 
  his own size. The illusion moves as the caster moves. 
  4. Shadow Assassin – All deeds performed while this spell is active are "shadowed" to divination spells. All related 
  visions gained through divination effect are shrouded in shadows. For example, a Death's Mastery cast on the 
  
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  scene of a murder might reveal a shadowy figure performing the deeds (but no details about the identity of the 
  figure). 
  5. Misfeel Kind • – For the purposes of mental or magical detections, caster appears to be of any race with which 
  the caster is familiar.  
  6. Façade II – As Façade I, except one extra sense is added. 
  7. Disguise I – Caster physically changes to take on the form and visual appearance of any one studied person 
  (using the Study Disguise spell). This is strictly a physical change. 
  8. Unknown Assassin – As Shadow Assassin, except absolutely no information about the caster will be revealed. For 
  example, a Death's Memory cast on the scene of a murder might show the victim collapsing with a knife in his 
  chest (but no sign of the assassin). 
  9. Façade III – As Façade I, except two extra senses are added. 
  10. Disguise II – As Disguise I, except caster also takes on the vocal characteristics of the person mimicked. 
  11. Misfeel Calling • – As Misfeel Kind, except caster’s profession may be misrepresented.  
  12. Mind Tongue – Caster may mentally speak with one target; to the target it will seem as if they are 
  communicating normally (i.e., orally). 
  13. Disguise III – As Disguise II, except caster also takes on the obvious mannerisms of the person mimicked (e.g., 
  left-handedness, limp). 
  14. Façade V – As Façade I, except all five basic human senses (sight, hearing, smell, taste, touch) are included. 
  15. Misfeel Power • – As Misfeel Kind, except caster’s level may be misrepresented (to an upper limit of twice the 
  caster's actual level). 
  16. Disguise IV – As Disguise III, except caster also takes on the subtle mannerisms of the person mimicked. This 
  makes him virtually undetectable to all but the closest of associates. 
  17. Unpresence Self – Target becomes undetectable by Presence spells or related abilities. 
  18. False Assassin – As Shadow Assassin, except all deeds performed while this spell is active will appear as if the 
  currently studied patsy is performing the caster's actions (see Study Patsy on Assassination Mastery list). 
  19. Disguise V – As Disguise IV, except even very subtle mannerisms are gained. 
  20. Misfeel • – Allows caster to use all of the “Misfeel” spells at once.  
  25. Nondetect – Caster and items on his person cannot be detected by any Detect... spell. 
  30. Misfeel True – As Misfeel, except it has a ten minute/level duration and does not require concentration. 
  35. Accomplice Façade – As Façade III, except duration is only ten minutes per level and it may be used on another 
  person. 
  40. Shifting Façade – As Façade V, except with one round of concentration, the caster can change the façade to 
  another. 
  50. Disguise Mastery – Caster may use any lower level spell on this list, once per round. 
  Note: Illusions (such as Glamour and Façade spells) are one of the more complex and subtle types of magic and 
  they are explained at length in Section 10.9. 
   
   
  
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  Magent Base  
  ESCAPES 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Locklore 
  1 lock 
  — 
  touch I 
  2) Ungag 
  varies 
  — 
  touch U 
  3) Phantom Tools I 
  varies 
  1 maneuver self 
  U 
  4) Silenced Leave Item I 
  1 object 
  — 
  50' 
  U 
  5) Untie 
  varies 
  — 
  touch U 
  6) Phantom Tools II 
  varies 
  1 maneuver self 
  U 
  7) Silenced Leaving I 
  caster 
  — 
  self 
  U 
  8) Silenced Long Door Item I 
  1 object 
  — 
  50' 
  U 
  9) Unbind 
  varies 
  — 
  touch U 
  10) Silenced Leave Item V 
  1 object 
  — 
  50' 
  U 
  11) Passing 
  caster 
  1 min/lvl 
  self 
  U 
  12) Silenced Long Door I 
  caster 
  — 
  self 
  U 
  13) Phantom Tools IV 
  varies 
  1 maneuver self 
  U 
  14) Silenced Long Door Item V 
  1 object 
  — 
  50' 
  U 
  15) Unbind True 
  varies 
  — 
  touch U 
  16) Silenced Leaving III 
  caster 
  — 
  self 
  U 
  17) Phantom Tools VI 
  varies 
  1 maneuver self 
  U 
  18) Flattening 
  caster 
  10 min/lvl self 
  U 
  19) Silenced Long Door III 
  caster 
  — 
  self 
  U 
  20) Passing True 
  caster 
  1 min/lvl 
  self 
  U 
  25) Portal 
  3'x6'x3' 
  1 rnd/lvl touch U 
  30) Phantom Tools XII 
  varies 
  1 maneuver self 
  U 
  35) Silenced Long Door X 
  caster 
  — 
  self 
  U 
  40) Tracklessness 
  caster 
  1 rnd/lvl 
  self 
  U 
  50) Silenced Teleport I 
  caster 
  — 
  self 
  U 
  1. Locklore – Gives the caster +20 bonus for picking the lock analyzed. If the caster takes a round to explain the 
  lock to someone else, that person gets a +10 bonus to pick the lock. 
  2. Ungag – Any minor covering on the head of the caster made of organic material is loosened. This includes any 
  gags or blindfolds. 
  3. Phantom Tools I – This spell allows the caster to perform one maneuver using a Technical skill as if the caster 
  had a complete set of the appropriate tools with a quality bonus of +5. 
  4. Silenced Leave Item I – Caster quietly "teleports" a single inanimate object to a point up to 100' away from its 
  current location. There can be no intervening barriers in a direct line between the target and the point (for these 
  purposes, a barrier is anything the object could not physically go through). The object has a maximum weight limit 
  of 1 pound per level of the caster. 
  5. Untie – Any ropes (or similar bindings) that are binding the caster are untied. 
  6. Phantom Tools II – As Phantom Tools I, except bonus for tools is +10. 
  
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  7. Silenced Leaving I – Caster quietly “teleports” to a point up to 100’ away, but there can be no intervening 
  barriers in a direct line between the target and the point (for these purposes a barrier is anything the caster could 
  not physically go through; a closed door is a barrier, a pit is not). 
  8. Silenced Long Door Item I – As Silenced Leave Item I, except the object can pass through barriers by specifying 
  exact direction and distance. If the arrival point coincides with solid material, the object does not move (though 
  the caster still loses the PPs). 
  9. Unbind – Each lock or shackle binding the caster has a 75% chance of opening (modified by the sophistication of 
  the lock, see Section 10.13). 
  10. Silenced Leave Item V – As Silenced Leave Item I, except target can be moved 500’. 
  11. Passing – Caster can pass through any inanimate material at the rate of 5' per minute. 
  12. Silenced Long Door I – As Silenced Leaving I, except caster can pass through barriers by specifying exact 
  distances. If the arrival point coincides with solid material, the caster does not move, instead being stunned 1-10 
  rounds, and the PPs for this spell are expended. 
  13. Phantom Tools IV – As Phantom Tools I, except bonus for tools is +20. 
  14. Silenced Long Door Item V – As Silenced Long Door Item I, except object can be moved up to 500'. 
  15. Unbind True – As Unbind, except will also work on fixed shackles (i.e., those that have been rivetted shut). 
  16. Silenced Leaving III – As Silenced Leaving I, except caster can move 300’. 
  17. Phantom Tools VI – As Phantom Tools I, except bonus for tools is +30. 
  18. Flattening – Caster is flattened on his side until two dimensional, allowing the caster to slide through cracks 
  (and to be effectively invisible when seen from the side). 
  19. Silenced Long Door III – As Silenced Long Door I, except caster can move 300’. 
  20. Passing True – As Passing, except rate is 10' per minute. 
  25. Portal – Opens a portal 3’x6’x3’ in any solid surface, through which anyone can pass. At the end of the 
  duration, the surface is returned to its previous state. Anyone in the area of effect when the spell ends will be 
  forced back out to the point of entry. 
  30. Phantom Tools XII – As Phantom Tools I, except bonus for tools is +60. 
  35. Silenced Long Door X – As Silenced Long Door I, except caster can move 1000’. 
  40. Tracklessness – Caster leaves no physical trace of having passed: no footprints, no broken twigs, no scent. Non-
  magical tracking is impossible. No protection against magical tracking is provided, nor does the caster gain any 
  unusual abilities (the caster will still sink in snow normally, it just will be left unmarked after the caster passes). 
  Deliberate actions will still leave traces (e.g., the caster will not snap a twig off a tree in passing, but if the caster 
  reaches out and breaks a twig, it will stay broken),  
  50. Silenced Teleport I – As Silenced Long Door I, except movement range is 10 miles per level. Making a precise 
  appearance is difficult, especially if unfamiliar with the destination. The following chances for error exist: Never 
  seen place (only described) = 50%; been briefly (1 hr) = 25%; Studied (24 hr) = 10%; Studied carefully (1 week) =1%; 
  Lived in (1 yr) = .01 %. In case of failure: first determine direction of error (randomly), then determine amount of 
  error (make an open-ended d100 roll for the number of feet).  
  Note: Spells that involve teleportation are normally quite noisy and difficult to silence. The Magent's "Silenced" 
  versions are much quieter, producing only a soft "pop" that would normally go unnoticed except in an absolutely 
  still environment. Of course, being seen using these spells by anyone but one's own associates is basically the 
  equivalent of wearing a tunic embroidered with the words "I AM AN ASSASSIN. KILL ME NOW." 
  
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  Magent Base  
  GATHERING SECRETS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Copy I 
  varies 
  1 min/lvl (C) varies U 
  2) Listen 
  caster 
  1 rnd/lvl (C) 10'/lvl U 
  3) Duplicate I 
  varies 
  1 minute (C) touch 
  E 
  4) Sensory Marker 
  1 object 
  P 
  touch U 
  5) Copy II 
  varies 
  1 min/lvl (C) varies U 
  6) Far Sense I 
  caster 
  1 min/lvl (C) 10'/lvl U 
  7) Locate Evidence I 
  caster 
  — 
  500'/lvl I 
  8) Watch 
  caster 
  1 rnd/lvl (C) 10'/lvl U 
  9) Duplicate II 
  varies 
  1 minute (C) touch 
  E 
  10) Copy III 
  varies 
  1 min/lvl (C) varies U 
  11) Far Sense II 
  caster 
  1 min/lvl (C) 10'/lvl U 
  12) Woodsight 
  caster 
  C 
  self 
  U 
  13) Locate Evidence II 
  caster 
  — 
  500'/lvl I 
  14) Duplicate III 
  varies 
  1 minute (C) touch 
  E 
  15) Copy IV 
  varies 
  1 min/lvl (C) varies U 
  16) Greater Far Sense I 
  caster 
  1 min/lvl (C) 10'/lvl U 
  17) Stonesight 
  caster 
  C 
  self 
  U 
  18) Locate Evidence III 
  caster 
  — 
  500'/lvl I 
  19) Greater Far Sense II 
  caster 
  1 min/lvl (C) 10'/lvl U 
  20) Ironsight 
  caster 
  C 
  self 
  U 
  25) Long Far Sense I 
  caster 
  1 min/lvl (C) 100'/lvl U 
  30) Copy V 
  varies 
  1 min/lvl (C) varies U 
  35) Synchronized Texts 
  varies 
  1 hour/lvl touch U 
  40) Long Far Sense II 
  caster 
  1 min/lvl (C) 100'/lvl U 
  50) Copy True 
  varies 
  1 min/lvl varies U 
  1. Copy I – This spell copies a document that the caster is examining. The caster merely concentrates and touches 
  the document with one hand and a blank sheet with his other hand. The copy is not exact (i.e., not a forgery). Note 
  that the caster does not have to be able to read the document. Alternatively, this spell can transcribe (in 
  monochromatic black ink) one scene that he is viewing onto a page, creating the equivalent of a well-drawn, 
  detailed realistic drawing. The process occurs at the rate of 1 minute per page or scene. 
  2. Listen – Caster can pick a point up to 10’/level away and will hear as if physically at that point (there can be 
  intervening objects such as walls). Note that this means that he cannot hear where his ears are. 
  3. Duplicate I – This spell makes a hardened clay copy of a small, 3-dimensional object (up to 6"x6"x6"). This spell 
  requires that the caster have enough clay to make the copy (at a one to one scale). The clay must start off soft (the 
  spell will harden it). This process requires one minute of concentration. 
  4. Sensory Marker – One object is "marked" so that the caster can find it again later with a Far Sense spell. The 
  marker is automatically located when the caster casts a Far Sense spell if the marker is within the range of the Far 
  
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  Sense spell. A marker can be placed on any inanimate object. The caster can only have as many markers as he has 
  ranks in this list. 
  5. Copy II – As Copy I, except copies 1 page/scene every four rounds.  
  6. Far Sense I – Caster may designate any one of his senses to be used at a "marked" location within range (see 
  Sensory Marker). The caster can use any perception abilities he has at the time (e.g., if he is currently under the 
  effects of Nightvision, he will have Nightvision at the marked location). The remote sensory point may be rotated 
  to face any direction. While he is sensing at the marked location, the caster must remain immobile and 
  concentrate. 
  7. Locate Evidence I – After casting this spell, the caster will know what (if any) evidence exists within the range 
  which would implicate the currently studied patsy if found at the scene of the crime (see Study Patsy on the 
  Assassination Mastery list). The evidence (if any exists) will be circumstantial, but will imply that the patsy was at 
  the scene when a crime occurred. This spell provides only the direction, distance, and description of the piece of 
  evidence. It does not provide any details as to why the patsy will be implicated by the evidence. 
  8. Watch – As Listen, except caster sees from the fixed point (it can rotate). 
  9. Duplicate II – As Duplicate I, except will work on an object up to 3' x 3' x 3' in dimensions. 
  10. Copy III – As Copy I, except copies 1 page/scene per 2 rounds.  
  11. Far Sense II – As Far Sense I, except caster may designate up to two senses for use at the marked location.  
  12. Woodsight – Caster can see through wood (up to a maximum thickness of 1"/level). 
  13. Locate Evidence II – As Locate Evidence I, except two pieces of evidence are located (providing such exist) and 
  the evidence will be incriminating (not just circumstantial).  
  14. Duplicate III – As Duplicate I, except will work on an object up to 6' x 6' x 6' in dimensions. 
  15. Copy IV – As Copy I, except copies 1 page/scene per round.  
  16. Greater Far Sense I – As Far Sense I, except caster can move while the spell is active (though he must maintain 
  concentration). 
  17. Stonesight – Caster can see through stone (up to a maximum thickness of 1"/level). 
  18. Locate Evidence III – As Locate Evidence I, except three pieces of evidence are located and the evidence will 
  "prove" that the patsy is guilty. 
  19. Greater Far Sense II – As Far Sense II, except caster can move while the spell is active (though he must maintain 
  concentration). 
  20. Ironsight – Caster can see through iron or steel (up to a maximum thickness of 1"/level). 
  25. Long Far Sense I – As Far Sense I, except the range is 100 feet/level.  
  30. Copy V – As Copy I, except copies 2 pages/scenes per round.  
  35. Synchronized Texts – Caster touches two similar writing surfaces (e.g., two parchments, two bound volumes of 
  like dimensions, or two clay tablets) and so long as the spell remains in effect, anything written on one of these 
  documents will also appear written on the other. 
  40. Long Far Sense II – As Far Sense II, except the range is 100 feet/level.  
  50. Copy True – As Copy I, except will copy any bound volume onto an equal number of pages (not necessarily 
  bound). Also, the caster need not examine the material (he simply casts the spell and then he can leave the spell 
  running). The spell will copy pages at the rate of 5 pages per round (and will even copy color images). 
  
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  Magent Base  
  MISDIRECTIONS 
  Level 
  Spell 
  Area of Effect Duration 
  Range Type 
  1) False Credentials * 
  1 target 
  1 min/lvl 
  50' 
  Fm 
  2) Unseen I * 
  1 object 
  24 hours 
  touch E 
  3) Eyewitness III 
  3 targets 
  1 min/lvl 
  100' Fm 
  4) Cloaking III * 
  3 targets 1 min/lvl or C 10'/lvl Fm 
  5) Misleading I 
  1 target 
  1 min/10 fail 100' Fm 
  6) Unseen II * 
  2 objects 
  24 hours 
  touch E 
  7) Cloaking V * 
  5 targets 1 min/lvl or C 10'/lvl Fm 
  8) Eyewitness V 
  5 targets 
  1 min/lvl 
  100' Fm 
  9) Cloaking Sphere I * 
  10' R 
  C 
  self Fm 
  10) Misleading III 
  1 target 
  1 min/10 fail 100' Fm 
  11) Cloaking X * 
  10 targets 1 min/lvl or C 10'/lvl Fm 
  12) Displacement I 
  caster 
  1 min/lvl 
  self 
  E 
  13) Eyewitness X 
  10 targets 
  1 min/lvl 
  100' Fm 
  14) Cloaking Sphere II * 
  20' R 
  C 
  self Fm 
  15) Misleading V 
  1 target 
  1 min/10 fail 100' Fm 
  16) Cloaking XX * 
  20 targets 1 min/lvl or C 10'/lvl Fm 
  17) False Trail 
  1 trail 
  1 hr/lvl 
  2'/lvl 
  E 
  18) Mass Eyewitness 
  1 target/lvl 
  1 min/lvl 
  100' Fm 
  19) Cloaking Sphere III * 
  30' R 
  C 
  self Fm 
  20) Misleading True 
  1 target 
  1 min/10 fail 100' Fm 
  25) Displacement II 
  caster 
  1 min/lvl 
  self 
  E 
  30) True Cloaking * 
  1 target/lvl 1 min/lvl or C varies Fm 
  35) Cloaking Sphere X * 
  100' R 
  C 
  self Fm 
  40) Displacement III 
  caster 
  1 min/lvl 
  self 
  E 
  50) Eyewitness True 
  varies 
  1 min/lvl special Fm 
  1. False Credentials * – [RR Mod = -20] Target will think that the caster has the proper credentials for the current 
  situation (this could include passwords or documents). 
  2. Unseen I * – A single object is made invisible (1 garment, 1 naked body, etc.); until 24 hrs pass or the object is 
  struck by a violent blow (being hit by a weapon, falling, etc.) or the object makes a violent move (i.e., an attack) or 
  casts a spell of type E or F. 
  3. Eyewitness III – [RR Mod = -20] Up to three targets will incorrectly identify the caster as someone else (all three 
  will describe the caster in the same fashion). 
  4. Cloaking III * – [RR Mod = -50] Affects up to three targets. Each target makes an RR. Failure results in the caster 
  being invisible to the target; others see the caster normally. If the caster makes an obvious action (e.g., talking, 
  moving an object, etc.), any target that would normally sense that action may make another RR (the GM may 
  deem it appropriate to apply modifiers to this RR based upon the action the caster takes). If the caster attacks a 
  
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  target, that target may make another RR with a +50 modifier. If the caster begins to concentrate, he can extend 
  the duration of this spell indefinitely (as long as he can concentrate). 
  5. Misleading I – The target's perception is skewed for the duration of this spell. All perception rolls are modified 
  by -10. 
  6. Unseen II * – As Unseen I, except affects two objects. 
  7. Cloaking V * – As Cloaking III, except affects five targets. 
  8. Eyewitness V – As Eyewitness III, except affects five targets. 
  9. Cloaking Sphere I * – As Cloaking I, except every target in the area of effect must make an RR. New targets 
  entering the sphere while the spell is still in effect will need to make an RR or be affected as well. Once a target 
  makes a successful RR, he need not make another RR against the spell, however once affected, leaving the sphere 
  does not cancel the effect. 
  10. Misleading III – As Misleading I, except penalties are -30. 
  11. Cloaking X * – As Cloaking III, except affects ten targets. 
  12. Displacement I – Target appears to be offset from where he actually is, all attacks have no effect 10% of the 
  time. Each time a foe misses due to this effect, the chance of that foe missing again goes down 5%. 
  13. Eyewitness X – As Eyewitness III, except affects ten targets. 
  14. Cloaking Sphere II * – As Cloaking Sphere I, except area of effect is a twenty foot radius. 
  15. Misleading V – As Misleading I, except penalties are -50. 
  16. Cloaking XX * – As Cloaking III, except affects twenty targets. 
  17. False Trail – Creates a false trail with the same physical markings (typically footprints) and scent(s) as the actual 
  trail left by the caster, but Routine (+30) to follow (without appearing to be so). The trail can be laid out as the 
  caster wishes, within the range of the spell. This can be especially effective when combined with some form of 
  teleportation to break the real trail. 
  18. Mass Eyewitness – As Eyewitness III, except affects one target per level of the caster. 
  19. Cloaking Sphere III * – As Cloaking Sphere I, except area of effect is a thirty foot radius. 
  20. Misleading True – As Misleading I, except penalties are -100. 
  25. Displacement II – As Displacement I, except base chance of missing is 20%. 
  30. True Cloaking * – As Cloaking III, except the caster can affect as many targets as he has levels and the range is 
  only limited to the caster's field of vision. 
  35. Cloaking Sphere X * – As Cloaking Sphere I, except area of effect is a hundred foot radius. 
  40. Displacement III – As Displacement I, except base chance of missing is 30%. 
  50. Eyewitness True – [RR Mod.: -50] As Eyewitness III, except affects everyone who sees the caster. 
  Note: The Eyewitness spells create a specialized Overlay, as detailed in Section 10.9. 
  
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  Magent Base  
  POISON MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Poison Lore 
  caster 
  — 
  self 
  I 
  2) Poison Resistance I 
  caster 
  10 min/lvl self 
  U 
  3) Apply Poison I 
  1 poison 
  varies touch U 
  4) Work Poison V 
  1 poison 
  varies touch U 
  5) Poison Analysis 
  1 poison 
  — 
  10' 
  I 
  6) Delay Poison * 
  caster 
  1 hour/lvl self Us 
  7) Transfer Poison I 
  1 poison 
  P 
  touch F 
  8) Apply Poison II 
  1 poison 
  varies touch U 
  9) Neutralize Poison 
  caster 
  C 
  self 
  U 
  10) Work Poison X 
  1 poison 
  varies touch U 
  11) Venom 
  1 poison 
  P 
  touch U 
  12) Apply Poison III 
  1 poison 
  varies touch U 
  13) Neutralize Poison True 
  caster 
  C 
  self 
  U 
  14) Transfer Poison II 
  1 poison 
  P 
  touch F 
  15) Venom's Touch 
  1 target 
  10 min/lvl touch F 
  16) Work Poison True 
  1 poison 
  varies touch U 
  17) Apply Poison IV 
  1 poison 
  varies touch U 
  18) Contact Poison 
  1 poison 
  P 
  touch U 
  19) Transfer Poison III 
  1 poison 
  P 
  10' 
  F 
  20) Venom's Breath 
  caster 
  10 min/lvl self 
  F 
  25) Venom's Glare 
  1 target 
  10 min/lvl 100' 
  F 
  30) Venom's Cloud 
  varies 
  10 min/lvl 10' 
  E 
  35) Transfer Poison IV 
  1 poison 
  P 
  50' 
  F 
  40) Venom's Persistence 
  1 poison 
  P 
  touch U 
  50) Venom's Sight 
  1 target 
  10 min/lvl 10'/lvl F 
  1. Poison Lore – The caster knows what type of poison(s) are needed to achieve a particular effect. The GM may 
  deem it appropriate to give the caster a bonus of +25 to any maneuver directly involving poison(s). 
  2. Poison Resistance I – The caster receives an additional RR versus poisons (i.e., if the caster is poisoned, the 
  caster has two chances to roll a successful RR).  
  3. Apply Poison I – This spell causes one dose of a poison to adhere to an inanimate, solid surface. The poison will 
  wear off normally. 
  4. Work Poison V – This spell magically prepares a poison (up to 5th level in potency). This spell normally requires 
  d100 minutes before it is completed. Note that the caster must have the poison in its raw form before casting this 
  spell (i.e., the spell does not create the poison; it merely prepares it). 
  5. Poison Analysis – Caster may analyze a poison to determine the exact effects and what antidotes are necessary. 
  Poison may be on an item or in a being. 
  
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  6. Delay Poison * – For the duration of this spell, all effects from a single poison are suspended. Note that the 
  poison will still be in the caster and takes effect normally after the duration (though the spell may be recast to 
  continue delaying the effects, and some poisons may leave the caster's system before the spell expires). 
  7. Transfer Poison I – Caster can transfer a single dose of a poison from one target to the caster (who can then use 
  the self-only poison negation spells on this list to deal with it). 
  8. Apply Poison II – As Apply Poison I, except affects two doses (which can be applied to different surfaces). 
  9. Neutralize Poison – Any poison inside the caster must make an RR with a -20 modifier or be neutralized. In any 
  case, it delays the effects of the poison for the duration of the spell. 
  10. Work Poison X – As Work Poison V, except affects poisons up to a potency of 10th level. 
  11. Venom – The caster can convert any poison that he is touching into a venom. The poison will now be effective 
  when introduced into the victim's blood stream (regardless of its normal method of affecting a target). 
  12. Apply Poison III – As Apply Poison II, except affects three doses. 
  13. Neutralize Poison True – As Neutralize Poison, except poison has a -70 modifier to its RR. 
  14. Transfer Poison II – Caster can transfer a single dose of a poison from one target to a second target. Caster 
  must be touching both targets simultaneously. 
  15. Venom's Touch – Caster can coat the target's hands with a poison. The target is unaffected by the poison. 
  16. Work Poison True – As Work Poison V, except affects any poison. 
  17. Apply Poison IV – As Apply Poison II, except affects four doses. 
  18. Contact Poison – As Venom, except converts the poison into a contact poison (a poison that affects its victim 
  upon contact with the victim's skin) regardless of its normal method of affecting a target. 
  19. Transfer Poison III – As Transfer Poison II, except caster need only touch the target from which the poison is 
  transferred; the target to receive the poison need merely be within the spell's range. 
  20. Venom's Breath – The caster can ingest a single dose of a poison. For the duration of this spell, he will be 
  unaffected by the poison. Anytime before the duration expires, the caster can attempt to transfer the poison to a 
  single target. The target must be no further away than 5' and the caster's mouth must be capable of delivering the 
  poison (either through a kiss, a whisper, spitting, etc.). The target gets an RR to avoid the effects of this spell (in 
  addition to the RR to resist the poison). 
  25. Venom's Glare – As Venom's Breath, except the caster can transfer the poison to any single target within the 
  range. The caster must be able to cast an obvious, evil glare at the target. 
  30. Venom's Cloud – The caster can disperse a poison (which becomes an inhaled poison) into a misty cloud. The 
  size of the mist is one foot in radius per dose of the poison used. The poison will linger in the area normally until 
  the duration of the spell expires (i.e., the mist will be subject to the wind, etc.). When the duration expires, the 
  poison disperses. 
  35. Transfer Poison IV – As Transfer Poison III, except caster need not touch the target from which the poison is 
  transferred, both targets need merely be within the spell's range. 
  40. Venom's Persistence – Improves the potency of a poison such that any victim of the poison must make two RRs 
  and take the worse of the two results. If in or on an object (e.g., goblet of a poisoned drink, poison on a blade, but 
  not a person), then the poison will linger for 24 hours, even if normally effective washing procedures are done. 
  This residual poison will continue to affect anyone who would normally be affected by the poison there, but it is 
  diluted from the original potency and will allow a normal single RR, with a +10 bonus. 
  50. Venom's Sight – As Venom's Glare, except for the range. 
  Note: Any spell on this list that requires the caster to touch a poison automatically gives the caster immunity to the 
  effects of the poison for the duration of the spell. 
  
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  Note: Some Gamemasters may wish to allow this list to affect narcotics as well as poisons in the traditional sense. 
  In this case, a Spell Mastery roll should be required, at a Medium difficulty. 
   
  8.5. Mentalist 
   
  Mentalist Base  
  MIND ATTACK 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Jolts I 
  1 target 
  1 rnd 
  100’ Fm 
  2) Hesitation 
  1 target 
  1 rnd/10 fail 100’ Fm 
  3) Minor Pain 
  1 target 
   —  
  100’ Fm 
  4) Shock A 
  1 target 
   —  
  100’ Fm 
  5) Jolts III 
  1 target 
  3 rnd 
  100’ Fm 
  6) Spasm * 
  1 target 
   —  
  100’ Fm 
  7) Paralyze I 
  1 target 
  1 rnd/10 fail 100’ Fm 
  8) Shock B 
  1 target 
   —  
  100’ Fm 
  9) Major Pain 
  1 target 
   —  
  100’ Fm 
  10) Mind Shout I * 
  10’R 
  1 rnd/10 fail self Fm 
  11) Jolts V 
  1 target 
  5 rnd 
  100’ Fm 
  12) Paralyze III 
  1 target 
  3 rnd/10 fail 100’ Fm 
  13) Shock C 
  1 target 
   —  
  100’ Fm 
  14) Heavy Jolts III 
  1 target 
  3 rnd 
  100' Fm 
  15) Mind Shout II * 
  50’R 
  1 rnd/10 fail self Fm 
  16) Shock D 
  1 target 
   —  
  100’ Fm 
  17) Paralyze V 
  1 target 
  5 rnd/10 fail 100’ Fm 
  18) Jolts X 
  1 target 
  10 rnd 
  100’ Fm 
  19) Mind Shout III * 
  100’R 
  1 rnd/10 fail self Fm 
  20) Shock E 
  1 target 
   —  
  100’ Fm 
  25) Great Shout * 
  50’R 
  1 rnd/10 fail self Fm 
  30) Mind Shout True * 
  300’R 
  1 rnd/10 fail self Fm 
  35) Shock F 
  1 target 
   —  
  100’ Fm 
  40) Mass Jolts 
  1 target/level 1 rnd/10 fail 100’ Fm 
  50) Shout True * 
  50’R 
  varies 
  self Fm 
  1. Jolts I – Target is stunned. 
  2. Hesitation – Target hesitates in any non-defensive action, suffering a -20 to initiative, and must parry with at 
  least half OB.  
  3. Minor Pain – Target takes 25% of current concussion hits (i.e., those not already taken). 
  4. Shock A – Target takes an A Electricity critical strike.  
  5. Jolts III – Target is stunned. 
  
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  6. Spasm * – Target drops anything currently held and takes a -20 to any maneuver attempted this round. 
  7. Paralyze I – Target is paralyzed. 
  8. Shock B – Target takes a B Electricity critical strike. 
  9. Major Pain – Target takes 50% of current concussion hits (i.e., those not already taken). 
  10. Mind Shout I * – Everyone within the radius is a target, all failing to resist are stunned. 
  11. Jolts V – Target is stunned. 
  12. Paralyze III – As Paralyze I, except duration is 3 rounds/10 failure.  
  13. Shock C – Target takes a C Electricity critical strike. 
  14. Heavy Jolts III – Target is in a stunned & unable to parry condition. 
  15. Mind Shout II * – As Mind Shout I, except the area of effect is a circle with a radius of 50’. 
  16. Shock D – Target takes a D Electricity critical strike. 
  17. Paralyze V – As Paralyze I, except duration is 5 rounds/10 failure.  
  18. Jolts X – Target is stunned. 
  19. Mind Shout III * – As Mind Shout I, except the area of effect is a circle with a radius of 100’. 
  20. Shock E – Target takes an E Electricity critical strike. 
  25. Great Shout * – As Mind Shout I, except area of effect is a circle with a radius of 50’ and any target failing by 
  more than 50 is unconscious for eight hours.  
  30. Mind Shout True * – As Mind Shout I, except the area of effect is circle with a radius of 300’. 
  35. Shock F – Target takes an F (E+A) Electricity critical strike. 
  40. Mass Jolts – As Jolts I, except affects 1 target/level and duration varies by degree of RR failure. 
  50. Shout True * – Targets failing by 1-50 are unconscious, and targets failing by more than 50 are dead; RRs for 
  spell casters of Mentalism are modified by -20. Affects everyone else within 50' of the caster. 
   
   
  
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  Mentalist Base  
  MIND CONTROL 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Honest Answer 
  1 target 
   —  
  10’ Fm 
  2) Sleep 
  1 target 
   —  
  50’ Fm 
  3) Charm Kind 
  1 target 
  10 min/lvl 
  50’ Fm 
  4) Calm 
  1 target 
  1 min/lvl 
  100’ Fm 
  5) Confusion 
  1 target 
  1 rnd/5 fail 100’ Fm 
  6) Fear 
  1 target 
  1 min/10 fail 100’ Fm 
  7) Suggestion 
  1 target 
  varies 
  10’ Fm 
  8) Hold Kind 
  1 target 
  C 
  50’ Fm 
  9) Emotions 
  1 target 
  1 min/lvl 
  100’ Fm 
  10) Master of Kind 
  1 target 
  10 min/lvl 
  10’ Fm 
  11) Coma 
  1 target 
  1 day/10 fail 100’ Fm 
  12) Charm 
  1 target 
  10 min/lvl 
  50’ Fm 
  13) Believe 
  1 target 
  1 day/lvl 
  50’ Fm 
  14) Hold 
  1 target 
  C 
  50' Fm 
  15) Geas 
  1 target 
  varies 
  10’ Fm 
  16) Hold Kind True 
  1 target 
  C 
  50’ Fm 
  17) Mastery 
  1 target 
  10 min/lvl 
  10’ Fm 
  18) Mind Break 
  1 target 
  P 
  50’ Fm 
  19) Hold True 
  1 target 
  C 
  50' Fm 
  20) True Sleep 
  1 target 
  1 min/10 fail 100’ Fm 
  25) True Geas 
  1 target 
  varies 
  10’ Fm 
  30) Mind Control True 
  1 target 
  1 min/lvl (C) 300’ Fm 
  35) Terror 
  1 target 
  P 
  100' Fm 
  40) Charm True 
  1 target 
  1 day/lvl 
  100’ Fm 
  50) Mind Master 
  1 target 
  P (C) 
  300’ Fm 
  1. Honest Answer – Target must answer a single-concept question truthfully (assuming target can understand the 
  question).  
  2. Sleep – Target falls into natural sleep. The first round of sleep is magical (the target cannot be awakened 
  through normal means). Falling asleep is rapid, but not so instantaneous that the victim cannot slump gently to the 
  ground (no injuries under normal circumstances from falling to the ground). 
  3. Charm Kind – Humanoid target believes caster is a good friend.  
  4. Calm – Target will take no offensive action and will fight only in self-defense.  
  5. Confusion – Target is incapable of making decisions or initiating action; he may continue to fight current foes or 
  in self-defense. The target may also follow orders from the target's leader (if any), but will only be able to follow 
  them so long as no ambiguities arise. 
  6. Fear – Target fears caster and attempts to flee. (This does not involve a Fear RR or the usual fear mechanics. Use 
  a normal Mentalism RR and the result is flight for the specified duration.) 
  
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  7. Suggestion – Target will perform a single suggested act that is not self-destructive or diametrically opposed to 
  the target's personality (e.g., no suicide suggestions, no blinding himself suggestions, no suggestions that a priest 
  pray to an enemy god, etc.). 
  8. Hold Kind – Humanoid target has its Activity Points per round reduced by 3 (i.e., normally, the target will have 1 
  AP each round). 
  9. Emotions – Causes any desired emotion. 
  10. Master of Kind – Humanoid target must obey the caster as specified in Suggestion.  
  11. Coma – [RR Mod: +20] Target falls into a coma.  
  12. Charm – As Charm Kind, except works on any sentient creature. 
  13. Believe – Upon being told a story (or related series of statements) the target will completely believe it to be 
  true for the duration of the spell, defending it as truth. 
  14. Hold – As Hold Kind, except works on any sentient creature.  
  15. Geas – Target is given one task by the caster. Until the task is completed, the target has a -10 penalty to all 
  actions not related to completing the task, so long as the target is making an effort to accomplish the task. If the 
  target stops pursuing the task, all actions are at a -25 penalty. 
  16. Hold Kind True – [RR Mod: -20] Humanoid target is paralyzed and can do nothing.  
  17. Mastery – As Master of Kind, except works on any sentient creature.  
  18. Mind Break – Target is a blathering idiot. The target may be led around, but can take no action.  
  19. Hold True – As Hold Kind True, except works on any sentient creature.  
  20. True Sleep – [RR Mod: -20] Target is unconscious and cannot be woken except by magic; even awakening the 
  victim with a spell requires that the waking spell make a successful RR against this spell. 
  25. True Geas – As Geas, except the target is suffers a -20 penalty for actions not related to completing the task or 
  a -50 penalty to all actions if the task is ignored. Maneuvers (not attack rolls or SCRs) directly related to the task 
  receive a +10 bonus. 
  30. Mind Control True – Caster has total control of target’s mind (when concentrating). After the initial casting, the 
  range for control is 1 mile/level. 
  35. Terror – As Fear, except target will always flee when confronted by the caster. 
  40. Charm True – Target is completely enthralled with the caster. The caster cannot control the target directly, but 
  the target will treat the caster as his best friend, believe him to be of the utmost character and will believe 
  anything the caster tells him. 
  50. Mind Master – As Mind Control True, except duration is permanent (until dispelled); caster need only 
  concentrate to give commands. Only one target can be so controlled at a time. 
  Note: The task required by a Geas may be extremely difficult, but it must at least appear to be possible. 
   
  
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  Mentalist Base  
  MIND MERGE 
  Level 
  Spell 
  Area of Effect 
  Duration 
  Range Type 
  1) Empathy 
  1 target/rnd 1 rnd/lvl (C) 
  10’ 
  Im 
  2) Read Emotions 
  1 target/rnd 1 rnd/lvl (C) 
  50’ 
  Im 
  3) Merge w. Mentalist 1 target + caster 
  C 
  touch 
  U 
  4) Focus Merge 
  caster 
  C 
  self 
  U 
  5) Thoughts 
  1 target/rnd 1 rnd/lvl (C) 
  100’ 
  Im 
  6) Mind Merge I 
  1 target + caster 
  C 
  10' 
  U 
  7) Prepare Merge 
  caster 
  C 
  self 
  U 
  8) Mind Merge II 
  1 target + caster 
  C 
  100’ 
  U 
  9) Alien Thoughts 
  caster 
  1 min/lvl 
  self 
  U 
  10) Inner Thoughts 
  1 target/rnd 1 rnd/lvl (C) 
  100’ 
  Fm 
  11) Ready Merge * 
  1 target + caster 
  C 
  100’/lvl 
  U 
  12) Far Thoughts 
  1 target/rnd 1 rnd/lvl (C) 
  500' 
  Fm 
  13) Mind Switch 
  1 target + caster 
  1 day 
  touch 
  Fm 
  14) Sever Connections 
  varies 
   —  
  self 
  F 
  15) Mind Scan 
  1 target 
  1 rnd/lvl (C) 
  100’ 
  Fm 
  16) Far Inner Thoughts 
  1 target/rnd 1 rnd/lvl (C) 
  500' 
  Fm 
  17) Skill Sharing 
  1 target + caster 1 min/lvl 
  100' 
  U 
  18) Mind Merge True 
  1 target + caster 
  C 
  50’/lvl 
  U 
  19) Far Mind Scan 
  1 target 
  1 rnd/lvl (C) 
  500’ 
  Fm 
  20) Mind Probe 
  1 target 
  1 rnd/lvl (C) 
  100’ 
  Fm 
  25) Mind Switch True 
  1 target + caster 
  varies 
  touch 
  Fm 
  30) Thought Steal 
  1 target 
  1 rnd/lvl (C) 
  100’ 
  Fm 
  35) Hivemind 
  caster + others 1 rnd/lvl (C) 50'/lvl 
  U 
  40) Mind Switch Others 
  2 targets 
  1 day 
  touch 
  U 
  50) Ready Merge True * 1 target + caster 
  C 
  unlimited U 
  1. Empathy – Caster learns target’s basic feelings; caster can concentrate on a new target each round. 
  2. Read Emotions – Caster learns target’s emotions in detail; caster can concentrate on a new target each round. 
  3. Merge With Mentalist – Allows two Mentalism spell users to communicate mentally and exchange power points. 
  4. Focus Merge – When cast within one minute before a Mind Merge or Ready Merge or Hivemind spell, this spell 
  allows the caster to focus on a specific person as the target. This target must be Mind Stored (see the Presence 
  spell list). 
  5. Thoughts – Caster receives surface thoughts from target. 
  6. Mind Merge I – Allows caster and target to interchange thoughts; if both are Mentalism spell users, they can 
  interchange power points. They must be able to see each other or the caster must know the exact location of the 
  target or the caster must use Focus Merge to locate the target. In all cases, the target must also be within range. 
  7. Prepare Merge – The caster prepares himself to be the target of a Mind Merge or Ready Merge spell, thus, 
  increasing the range of the "incoming" spell. The increased range is equal to the original range times twenty. 
  
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  8. Mind Merge II – As Mind Merge I, except range is 100’. 
  9. Alien Thoughts – Some minds may be sufficiently different from the caster's own as to be almost 
  incomprehensible, whereas others may be so alien as to create terror and psychic pain. When cast, this spell acts 
  as a filter and interpreter which allows a caster to understand and tolerate these mental differences. This can be as 
  mundane as catching cultural implications in someone's Inner Thoughts or as exotic as understanding 
  interdimensional fish monsters which directly sense forces of gravitation, magnetism, essence, and luck. 
  10. Inner Thoughts – As Thoughts, except caster also learns reasoning and thought patterns behind surface 
  thoughts. 
  11. Ready Merge * – As in Mind Merge II, except for range and instantaneous nature of spell. Caster and target 
  must have Merged before. 
  12. Far Thoughts – As Thoughts, except for range. 
  13. Mind Switch – Target and caster switch minds and spell-casting abilities; target (in caster’s body) is in a coma if 
  not also a Mentalist. An unwilling target may make a new RR every hour. 
  14. Sever Connections – Breaks any contacts made with the caster's mind through various spells or other effects, 
  regardless of how they were made. Connections may make an RR, but at a -50 penalty. Also expels any mental 
  intruders in residence, such as through demonic possesion. Intruders only have a -25 penalty.  
  15. Mind Scan – As in Inner Thoughts, except affects a single target and caster can also scan target’s conscious 
  memories; at a rate of 1 scene/ round. 
  16. Far Inner Thoughts – As Inner Thoughts, except for range. 
  17. Skill Sharing – Spell creates a mental bond between the caster and one target which allows each to use one skill 
  possessed by the other. This gives the borrower the skill ranks of the other so long as the skill lasts; in all respects, 
  it is as if the borrower actually had developed those ranks himself. The following are not allowed as shared skills: 
  Body Development, Power Point Development, Spell Lists. The skill ranks are not lost to the individual who 
  originally had them. If the caster and target are ever more than 100' apart, the spell terminates immediately. 
  18. Mind Merge True – As Mind Merge I, except range is 50’/level. 
  19. Far Mind Scan – As Mind Scan, except for range. 
  20. Mind Probe – As Mind Scan, except caster can probe target’s subconscious memories (i.e., all experiences). 
  25. Mind Switch True – As in Mind Switch, except lasts as long as the caster likes (or until an unwilling target makes 
  an RR). 
  30. Thought Steal – Caster can remove one thought or memory from the target’s mind each round. 
  35. Hivemind – As Mind Merge I, except range is 50’/level, and multiple minds may be merged. The location of the 
  various minds must be known to the caster as in Mind Merge and the caster must have Merged with each of them 
  before and there is a limit of one mind for every five caster levels. Any of the merged minds may interchange 
  Power Points if they share a realm. 
  40. Mind Switch Others – Two targets switch minds and spell casting abilities; both parties must be willing to 
  experience the transfer. 
  50. Ready Merge True * – As in Ready Merge, except range is unlimited. 
   
  
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  Mentalist Base  
  MIND SPEECH 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Mentalist Tongue • * 
  1 target + caster 
  C 
  100’ 
  Fm 
  2) Prepare Mind I 
  caster 
  C 
  self 
  U 
  3) Mind Tongue I * 
  1 target + caster 
  C 
  100’ 
  Fm 
  4) Focus Mind 
  caster 
  C 
  self 
  U 
  5) Prepare Mind II 
  caster 
  C 
  self 
  U 
  6) Mind Tongue II * 
  1 target + caster 
  C 
  500’ 
  Fm 
  7) Mentalist Tongue True • * 1 target + caster 
  C 
  sight 
  Fm 
  8) Prepare Mind III 
  caster 
  C 
  self 
  U 
  9) Mind Speech I * 
  10’R 
  C 
  self 
  Fm 
  10) Mind Tongue III * 
  1 target + caster 
  C 
  1,000’ Fm 
  11) Prepare Mind IV 
  caster 
  C 
  self 
  U 
  12) Mind Speech II * 
  100’R 
  C 
  self 
  Fm 
  13) Friend Speech I * 
  10’R 
  C 
  self 
  Fm 
  14) Prepare Mind V 
  caster 
  C 
  self 
  U 
  15) Mind Speech III * 
  300’R 
  C 
  self 
  Fm 
  16) Waiting Tongue 
  10’R 
  varies 
  100’ 
  Fm 
  17) Prepare Mind True 
  caster 
  C 
  self 
  U 
  18) Mind Tongue IV * 
  1 target + caster 
  C 
  1 mile Fm 
  19) Friend Speech II * 
  100’R 
  C 
  self 
  Fm 
  20) Mind Speech True * 
  2,000’R 
  C 
  self 
  Fm 
  25) Mind Tongue True * 
  1 target + caster 
  C 
  1 mile/lvl Fm 
  30) Waiting Speech 
  varies 
  varies 
  self 
  Fm 
  35) Friend Speech True * 
  2,000’R 
  C 
  self 
  Fm 
  40) Waiting Speech True 
  varies 
  varies 
  self 
  Fm 
  50) Far Mind Speech * 
  10’R 
  C 
  1 mile/lvl Fm 
  1. Mentalist Tongue • * – [RR Mod.: -50] Caster may mentally speak with another spell caster of the Mentalism 
  realm.  
  2. Prepare Mind I – Caster enters a trance-like state to mentally prepare to be the recipient for a Mind Tongue 
  spell. While he is under the effects of this spell, any "incoming" Mind Tongue spell has its range increased to 10 
  times normal. 
  3. Mind Tongue I * – [RR Mod.: -50] Caster may mentally speak with any one thinking being. Caster must be able to 
  see the target or the caster must know the exact location of the target or the caster must use Focus Mind to locate 
  the target. In all cases, the target must also be within range. 
  4. Focus Mind – When this spell is cast, the next Mind Tongue spell will be able to focus in on a particular person as 
  its target. The person must be Mind Stored (see Presence spell list). 
  5. Prepare Mind II – As Prepare Mind I, except range is increased to 20x normal. 
  6. Mind Tongue II * – [RR Mod.: -50] As Mind Tongue I, except range is 500’.  
  
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  7. Mentalist Tongue True • * – [RR Mod.: -50] As Mentalist Tongue, except range extends as far as the caster can 
  see. 
  8. Prepare Mind III – As Prepare Mind I, except range is increased to 50x normal. 
  9. Mind Speech I * – [RR Mod.: -50] Caster can broadcast thoughts to minds of all within range. This is a one-way 
  broadcast. 
  10. Mind Tongue III * – [RR Mod.: -50] As Mind Tongue I, except range is 1,000’.  
  11. Prepare Mind IV – As Prepare Mind I, except range is increased to 100x normal. 
  12. Mind Speech II * – [RR Mod.: -50] As Mind Speech I, except area of effect is a radius of 100’. 
  13. Friend Speech I * – [RR Mod.: -50] As Mind Speech I, except caster can limit broadcast to desired beings.  
  14. Prepare Mind V – As Prepare Mind I, except range is increased to 500x normal. 
  15. Mind Speech III * – [RR Mod.: -50] As Mind Speech I, except area of effect is a radius of 300’. 
  16. Waiting Tongue – [RR Mod.: -50] A 25-word mental message can be delayed and then later triggered by the 
  passage of a fixed time period of up to 24 hours or by certain movements, certain sounds, touch, reading, etc. 
  within the 10' radius of effect or by a specific Mind Stored person entering the area. 
  17. Prepare Mind True – As Prepare Mind I, except range is increased to 1000x normal. 
  18. Mind Tongue IV * – [RR Mod.: -50] As Mind Tongue I, except range is 1 mile.  
  19. Friend Speech II * – [RR Mod.: -50] As Friend Speech I, except range is limited to any desired minds within a 
  radius of 100’. 
  20. Mind Speech True * – [RR Mod.: -50] As Mind Speech I, except range is all minds within a radius of 2,000’. 
  25. Mind Tongue True * – [RR Mod.: -50] As Mind Tongue I, except range is 1 mile/level.  
  30. Waiting Speech – [RR Mod.: -50] As Waiting Tongue, except it is broadcast to all within a 300’R.  
  35. Friend Speech True * – [RR Mod.: -50] As Friend Speech I, except range is limited to any desired minds within a 
  radius of 2,000’. 
  40. Waiting Speech True * – [RR Mod.: -50] As Waiting Tongue, except it is broadcast to all within a radius of up to 
  1000' as determined by the caster and message may be up to 100 words long (or substitute one visual image for 25 
  words) and it may wait as long as one year. 
  50. Far Mind Speech * – [RR Mod.: -50] As Mind Speech I, except radius can be up to 1 mile/level from caster. 
  Notes: Except where communication is noted as being “one-way”, the spells above create a “two-way” 
  communication between the target and the caster. The caster is not required to speak aloud. The target speaks 
  aloud, but the caster is actually reading the surface thoughts of the target (some targets may learn to use mental 
  communication – any caster who knows this list is presumed to have this ability). This will allow simple 
  communication of physical ideas across language barriers (things where the word-meaning can be associated with 
  visual images), but cannot handle more abstract ideas without a shared language. 
   
  
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  Mentalist Base  
  PRESENCE 
  Level 
  Spell 
  Area of Effect Duration 
  Range Type 
  1) Presence • * 
  10’R/lvl 
  C 
  self 
  Im 
  2) Feel I * 
  1 target 
   —  
  10’/lvl 
  Im 
  3) Mind Store * 
  1 target 
   —  
  10’/lvl 
  Im 
  4) Transfer Mind Store 
  1 target 
  — 
  touch 
  U 
  5) Feel III * 
  3 targets 
   —  
  10’/lvl 
  Im 
  6) Mind Typing * 
  1 target 
   —  
  10’/lvl 
  Im 
  7) Mind Finding I 
  1 target 
  C 
  100’/lvl Im 
  8) Direction I 
  1 target 
   —  
  1,000’/lvl Im 
  9) Presence True * 
  50’R 
  C 
  100’/lvl Im 
  10) Awareness * 
  10’R/lvl 
  C 
  self 
  Im 
  11) Direction II 
  1 target 
   —  
  1 mile/lvl Im 
  12) Long Feel * 
  1 target 
   —  
  100’/lvl Im 
  13) Feel V * 
  5 targets 
   —  
  10’/lvl 
  Im 
  14) Mass Feel * 
  1 target/rnd 
  C 
  10’/lvl 
  Im 
  15) Mind Typing True * 
  1 target 
  — 
  100’/lvl Im 
  16) Mind Analysis * 
  1 target 
   —  
  10’/lvl 
  Fm 
  17) Self Monitor 
  caster 
  10 min/lvl 
  self 
  I 
  18) Mind Finding II 
  caster 
  C 
  1 mile/lvl Im 
  19) Feel X * 
  10 targets 
   —  
  10’/lvl 
  Im 
  20) Awareness True * 
  10’/lvl 
  C 
  self 
  Im 
  25) Mind Finding V 
  1 target 
  C 
  5 miles/lvl Im 
  30) Direction True 
  1 target 
   —  
  unlimited Im 
  35) Feel True * 
  1 target/lvl 
   —  
  10’/lvl 
  Im 
  40) Mass Mind Typing * 1 target/lvl 
   —  
  10’/lvl 
  Im 
  50) Mind Finding True 
  1 target 
  C 
  unlimited Im 
  1. Presence • * – Caster is aware of the presence of all sentient/thinking beings within range. 
  2. Feel I * – Caster gets general idea of the race and level of one being. This being must first be located by Presence 
  or Presence True. 
  3. Mind Store * – As Feel I, except caster stores mental pattern of target for later use with other spells (on this list 
  and others). 
  4. Transfer Mind Store – The caster can transfer a copy of any one Mind Stored person to another caster from the 
  Mentalism realm (i.e., both casters now have the person stored). The target of this spell must also know the Mind 
  Store spell. 
  5. Feel III * – As Feel I, except three targets are analyzed at once. 
  6. Mind Typing * – As Feel I, except caster learns race, profession, sex, age, and level of target. 
  7. Mind Finding I – Caster gets direction and distance to any unshielded mind for which caster has a Mind Stored 
  reference pattern. 
  
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  8. Direction I – As Mind Finding I, but with an extended range and caster learns direction only. 
  9. Presence True * – Can detect presences in area with a 50’ radius; caster can concentrate on one such area each 
  round. 
  10. Awareness * – As Presence, plus a general knowledge of the actions of each being (e.g., being is casting a spell, 
  but not what spell is being cast). 
  11. Direction II – As Direction I, except range is 1 mile/level. 
  12. Long Feel * – As Feel I, except that range is 100’/level. 
  13. Feel V * – As Feel I, except five targets are analyzed at once. 
  14. Mass Feel * – As Feel I, except caster may “feel” one being per round. 
  15. Mind Typing True * – As Mind Typing, except range is 100’/level. 
  16. Mind Analysis * – As Mind Typing, except caster also learns what spell lists and skills the target has learned, the 
  target's general place/culture of origin, and any current mental contacts with the target mind (including those 
  target may be unaware of; nature of these contacts is revealed, but not identity on other end). 
  17. Self Monitor – Caster is aware anytime that a spell with a mental subtype targets the caster. If the targeting 
  spell fails an RR against the caster's level, then the caster of this spell learns what spell it was. 
  18. Mind Finding II – As Mind Finding I, except range is 1 mile/level. 
  19. Feel X * – As Feel I, except ten targets are analyzed at once. 
  20. Awareness True * – As Awareness, except that very detailed knowledge of actions is given. 
  25. Mind Finding V – As Mind Finding I, except range is 5 miles/level. 
  30. Direction True – As Direction I, except no range limitations. 
  35. Feel True * – As Feel I, except up to the caster's level number of targets are analyzed at once. 
  40. Mass Mind Typing * – As Mind Typing, except simultaneously "types" a number of targets up the caster's level. 
  50. MInd Finding True – As Mind Finding I, except range is unlimited. 
  Note: The "Presence" ability detects minds of better than animal intelligence (i.e., creatures with the "Animalistic" 
  or "Mindless" flaws are not detected). The caster will be aware of proximity to within 10' distance, and a 1 AP 
  action will provide general direction (above, below, left, right, before, or behind) to one mind. If a detected mind 
  belongs to a seen and recognized (as intelligent) being, then the caster will be able to identify the detected mind as 
  belonging to that being. 
   
  
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  Mentalist Base  
  SENSE CONTROL 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Distraction 
  1 target 
  C 
  100’ Fm 
  2) Numbing 
  1 target 
  C 
  100’ Fm 
  3) Blur Vision 
  1 target 
  C 
  100’ Fm 
  4) Minor Sense Control 
  1 target 
  C 
  100’ Fm 
  5) Audio Attack 
  1 target 
  1 rnd/10 fail 100’ Fm 
  6) Audio Control 
  1 target 
  C 
  100’ Fm 
  7) Distortions 
  1 target 
   1 rnd/10 fail 100’ Fm 
  8) Vision Control 
  1 target 
  C 
  100’ Fm 
  9) Vision Attack 
  1 target 
  1 rnd/10 fail 100’ Fm 
  10) Nerve Numb 
  1 target 
  1 rnd/5 fail 100’ Fm 
  11) Hallucination 
  1 target 
  C 
  100’ Fm 
  12) Taunting Hallucination 
  1 target 
  C 
  100’ Fm 
  13) Sense Control II 
  1 target 
  C 
  100’ Fm 
  14) Unnerving Sensation 
  1 target 
  1 min/10 fail 100' Fm 
  15) Sensory Overload 
  1 target 
  1 rnd/10 fail 100’ Fm 
  16) Sense Control III 
  1 target 
  C 
  100’ Fm 
  17) Dangerous Hallucination 
  1 target 
  C 
  100' Fm 
  18) Sense Control IV 
  1 target 
  C 
  100’ Fm 
  19) Sensory Deprivation 
  1 target 
  1 day/10 fail 100’ Fm 
  20) Sense Control V 
  1 target 
  C 
  100’ Fm 
  25) Far Control 
  1 target 
  C 
  300’ Fm 
  30) Sense Control True 
  1 target 
  10 min/lvl 
  100’ Fm 
  35) Long Control 
  1 target 
  30 min/lvl (C) 100' Fm 
  40) Enduring Control 
  1 target 
  30 min/lvl (C) 300' Fm 
  50) Private World 
  1 target 
  P (C) 
  100’ Fm 
  1. Distraction – Target is at -30 for all actions. 
  2. Numbing – Random limb of target is numb and useless. 
  3. Blur Vision – Target has a -100 OB mod for ranged attacks; -50 for all other actions involving sight. 
  4. Minor Sense Control – Causes minor false sensations in any one of smell, taste, or touch (e.g., an itch, a stinky 
  smell, or a salty taste). 
  5. Audio Attack – Loud imaginary sound stuns target. 
  6. Audio Control – Causes target to hear any sound(s) caster desires. 
  7. Distortions – Target experiences all sense impressions as distorted and confused. Target is at -25 for most 
  actions, suffers double penalties if attempting to move faster than a walk, and has a -40 to Perception rolls. 
  8. Vision Control – Causes target to see whatever the caster desires. 
  9. Vision Attack – The sensation of bright light blinds target. 
  10. Nerve Numb – Target is totally numbed; target is at -75 for all actions. 
  
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  11. Hallucination – Target sees a nonexistent foe and must fight this foe until it is “defeated” (i.e., takes damage 
  that would drop the target). Foe has same capabilities as target but does no damage (i.e., always misses). 
  12. Taunting Hallucination – As Hallucination, except foe will never attack. Instead, the foe will taunt the target, 
  using full parry against any attacks by the target. 
  13. Sense Control II – Causes false sensations in the target’s sight and hearing. 
  14. Unnerving Sensation – Target is troubled by sense of being watched by an unseen, sinister presence and seems 
  to hear mysterious and disturbing whispers. These feeling distract the target, causing a -50 to all actions. 
  15. Sensory Overload – This spell overloads the target’s senses. RR failure by 50 or less results in stunning for the 
  duration; failure by more than 50 results in unconsciousness. 
  16. Sense Control III – Same as Sense Control II, except affects any three senses. 
  17. Dangerous Hallucination – As Hallucination, except foe actually seems to the target to attack and do damage 
  normally. The only actual effects are stun results and general penalties, due to the pain and disorientation that the 
  target actually feels. However, no physical harm is done. The target does not lose hits, does not bleed or suffer 
  broken bones, though the target will experience these things as being so while the spell lasts. The pain and 
  confusion causing the penalties and/or stun vanish when the spell ends (target defeats the hallucination or caster 
  stops concentrating). 
  18. Sense Control IV – Same as Sense Control II, except affects any four senses. 
  19. Sensory Deprivation – Causes total sensory deprivation, i.e., no sensory input. Every day of deprivation gives a 
  5% chance (cumulative) of a temporary insanity. 
  20. Sense Control V – As Sense Control II, except affects five senses. 
  25. Far Control – As Sense Control V, except initial range is 300’ and then once the spell is in effect, the caster can 
  control the target's sensations at up to 1 mile/level. 
  30. Sense Control True – As Far Control, except caster can “program” sensory input (i.e., sense X will experience 
  sensation Y under condition Z) and concentration is only required to “program” sensory input or change current 
  sensations and the duration is 10 min/level and all senses are controlled. 
  35. Long Control – As Sense Control V, except for duration. False sense impressions fade away if the caster stops 
  concentrating, but the caster can renew (or change them) at any time by concentrating, so long as the spell lasts 
  and the target is within range. 
  40. Enduring Control – As Far Control, except duration is as Long Control. 
  50. Private World – Target lives in own fantasy world, which may be totally controlled by caster when caster 
  concentrates. While in the fantasy, the target receives no sensory input from the real world. 
  Notes: All of the sensations created by spells on this list are strictly mental (i.e., not real). For example – the 
  sounds created with Audio Attack are heard only in the target’s head and will work even on a deaf person. 
  
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  8.6. Monk 
  Monk Base  
  BODY REINS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Balance * 
  caster 
  1 minute self 
  U 
  2) Contractions 
  caster 
  C 
  self 
  U 
  3) Concentration II * 
  caster 
  1 round self 
  U 
  4) Unpain I * 
  caster 
  1 min/lvl self Us 
  5) Face Shifting 
  caster 
  10 min/lvl self 
  U 
  6) Waterlungs 
  caster 
  1 min/lvl self 
  U 
  7) Concentration III * 
  caster 
  1 round self 
  U 
  8) Strength II * 
  caster 
  1 round self 
  U 
  9) Unpain II * 
  caster 
  1 min/lvl self Us 
  10) Body Shifting 
  caster 
  10 min/lvl self 
  U 
  11) Concentration IV * 
  caster 
  1 round self 
  U 
  12) Strength III * 
  caster 
  1 round self 
  U 
  13) Awake * 
  caster 
   —  
  self Us 
  14) Gaslungs 
  caster 
  10 min/lvl self 
  U 
  15) Unpain III * 
  caster 
  1 min/lvl self Us 
  16) Concentration V * 
  caster 
  1 round self 
  U 
  17) Monk's Sleep 
  caster 
  varies 
  self 
  U 
  18) Unpain IV * 
  caster 
  1 min/lvl self Us 
  19) Meditative Sleep 
  caster 
  varies 
  self 
  U 
  20) Self Keeping * 
  caster 
  varies 
  self Us 
  25) Monk's Sleep True 
  caster 
  varies 
  self 
  U 
  30) Strength IV * 
  caster 
  1 round self 
  U 
  35) Concentration VII * 
  caster 
  1 round self 
  U 
  40) Strength V * 
  caster 
  1 round self 
  U 
  50) Unpain True * 
  caster 
  1 min/lvl self Us 
  1. Balance * – Adds +50 to any rolls for any moving maneuvers performed at a walking pace or less (e.g., walking a 
  3” beam). 
  2. Contractions – Allows the caster's muscles, limbs, and torso to be slightly altered; this facilitates escaping from 
  bonds and small places. Gives a +25 to +50 bonus to maneuvers to perform such escapes. 
  3. Concentration II * – Adds +20 to any one maneuver (not combat), no other action can be performed the round 
  of this maneuver (except for casting this spell). 
  4. Unpain I * – Caster is able to sustain an additional 25% of total concussion hits before passing out; hits are still 
  taken and remain when the spell lapses. 
  5. Face Shifting – Alters the caster's face to resemble someone else, but not so closely as to be confused on a close 
  inspection. 
  6. Waterlungs – Caster can breathe water, but not air, for the duration of this spell. 
  
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  7. Concentration III * – As Concentration I, except bonus is +30. 
  8. Strength II * – This spell increases the caster’s effective strength. In melee, the caster does double normal 
  concussion hit damage and gains a +10 bonus to OB. 
  9. Unpain II * – As Unpain I, except 50% additional hits may be sustained.  
  10. Body Shifting – Alters the caster's body slightly to the general shape and size of the desired humanoid race 
  (must be within 25% of the caster’s normal mass and same Size category).  
  11. Concentration IV * – As Concentration I, except bonus is +40. 
  12. Strength III * – As Strength II, except caster delivers triple concussion hit damage and has a +15 OB bonus. 
  13. Awake * – This spell will awaken the caster from sleep the round following casting (caster can preset conditions 
  under which the spell will activate). 
  14. Gaslungs – Caster can breathe any gas as normal air.  
  15. Unpain III * – As Unpain I, except 75% additional hits may be sustained. 
  16. Concentration V * – As Concentration I, except bonus is +50. 
  17. Monk's Sleep – This spell halves the normal amount of time needed for rest. For example, after a normal day, 
  instead of needing eight hours of sleep, the caster will need only four hours of sleep. This spell will remain in effect 
  for the duration of one sleep session. 
  18. Unpain IV * – As Unpain I, except 100% additional hits may be sustained. 
  19. Meditative Sleep – During a normal sleep, the caster may make Perception rolls (that are not based on sight) at 
  no penalty. Duration is one sleep session. 
  20. Self Keeping * – Upon receiving a death blow, the caster goes into a state of suspended animation until cured 
  or the brain is destroyed. 
  25. Monk's Sleep True – As Monk's Sleep and Meditative Sleep operating at the same time. 
  30. Strength IV * – As Strength II, except caster’s effective strength is increased dramatically. In melee, the caster 
  delivers four times normal concussion damage and gains an OB bonus of +20. 
  35. Concentration VII * – As Concentration I, except bonus is +70. 
  40. Strength V * – As Strength II, except caster’s effective strength is increased dramatically. In melee, the caster 
  delivers five times normal concussion damage and gains an OB bonus of +25. 
  50. Unpain True * – Caster ignores all pain, thus ignoring all penalties due to wounds. Additionally, the caster's hit 
  total is doubled and then the caster's Constitution stat (not bonus) is added. When this total is exceeded by 
  concussion hits taken, the result is not unconsciousness, but the caster's death from system shock. 
  Note: When under the effects of an Unpain spell, there are no penalties for hits lost beyond 25%. Full effects of the 
  lost hits occur when the spell duration ends. However, if the hits are healed before the duration ends, there is no 
  effect. So, a character could be reduced to -38 hits while sustained by Unpain, but restored to 2 hits before the 
  duration of the spell ended. He would never pass out. Likewise, if Unpain allows fighting beyond lethal hit loss, this 
  has no effect until the spell expires. 
   
  
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  Monk Base  
  COMBAT MASTERY 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Study Opponent* 
  caster 
  1 min/lvl self 
  U 
  2) Counter Strike* 
  caster 
  — 
  self 
  U 
  3) Unbalancing Strike I* 
  caster 
  — 
  self 
  U 
  4) All-around Attacks I 
  caster 
  1 rnd/lvl self 
  U 
  5) Adept Strike I* 
  caster 
  — 
  self 
  U 
  6) Multiple Attacks I 
  caster 
  1 rnd/lvl self 
  U 
  7) Precision Strike* 
  caster 
  — 
  self 
  U 
  8) Foiling Attacks I 
  caster 
  1 rnd/lvl self 
  U 
  9) Mighty Strike I* 
  caster 
  —  
  self 
  U 
  10) Vitals Strike I* 
  caster 
  — 
  self 
  U 
  11) Unbalancing Strike II* 
  caster 
  — 
  self 
  U 
  12) All-around Attacks II 
  caster 
  1 rnd/lvl self 
  U 
  13) Adept Strike II* 
  caster 
  — 
  self 
  U 
  14) Multiple Attacks II 
  caster 
  1 rnd/lvl self 
  U 
  15) Foiling Attacks II 
  caster 
  1 rnd/lvl self 
  U 
  16) Confusing Strike* 
  caster 
  — 
  self 
  U 
  17) Mighty Strike II* 
  caster 
  — 
  self 
  U 
  18) Vitals Strike II* 
  caster 
  — 
  self 
  U 
  19) Unbalancing Strike III* 
  caster 
  — 
  self 
  U 
  20) All-around Attacks III 
  caster 
  1 rnd/lvl self 
  U 
  25) Adept Strike III* 
  caster 
  — 
  self 
  U 
  30) Multiple Attacks III 
  caster 
  1 rnd/lvl self 
  U 
  35) Foiling Attacks III 
  caster 
  1 rnd/lvl self 
  U 
  40) Combat Master 
  caster 
  1 rnd/lvl self 
  U 
  50) Master Strike* 
  caster 
  — 
  self 
  U 
  1. Study Opponent * – The caster analyzes the fighting style of one opponent he is in melee combat with. After 
  being in combat for three rounds the target is considered ‘studied’ for the purposes of using Strike spells on this 
  list. Target then remains ‘studied’ until spell duration ends. 
  2. Counter Strike * – After being hit by a studied opponent the caster may cast this spell to get a +10 to his OB on 
  his next attack. 
  3. Unbalancing Strike I * – The caster’s next attack against a studied opponent causes an additional Unbalancing 
  critical of 2 severities less. 
  4. All-around Attacks I – The caster receives +25 to his Combat Expertise: Reverse Strike skill. 
  5. Adept Strike I * – The caster’s next attack receives +50 to his Combat Expertise: Disarm or Subdual skill. 
  6. Multiple Attacks I – The caster receives +25 to his Combat Expertise: Multiple Attacks skill. 
  7. Precision Strike * – Allows caster to ignore the penalties for making a called shot attack on his next attack. 
  
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  8. Foiling Attacks I – Any combatants making attacks directed at the caster have their fumble numbers increased by 
  3. 
  9. Mighty Strike I * – The caster’s next attack is treated as 1 Size larger than normal. 
  10. Vitals Strike I * – The caster’s next attack is treated as a Slaying I attack. 
  11. Unbalancing Strike II * – As Unbalancing Strike I, except critical is 1 severity less. 
  12. All-around Attacks II – As All-around Attacks I, except bonus is +50. 
  13. Adept Strike II * – As Adept Strike I, except bonus is +75. 
  14. Multiple Attacks II – As Multiple Attacks I, except bonus is +50. 
  15. Foiling Attacks II – As Foiling Attacks I, except fumble numbers are increased by 6. 
  16. Confusing Strike * – Caster’s next attack ignores any DB due to parry. 
  17. Mighty Strike II * – As Mighty Strike I, except attack is treated as 2 Sizes larger than normal. 
  18. Vitals Strike II * – As Vitals Strike I, except attack is treated as a Slaying II attack. 
  19. Unbalancing Strike III * – As Unbalancing Strike I, except critical is of equal severity. 
  20. All-around Attacks III – As All-around Attacks I, except bonus is +75. 
  25. Adept Strike III * – As Adept Strike I, except bonus is +100 
  30. Multiple Attacks III – As Multiple Attacks I, except bonus is +75. 
  35. Foiling Attacks III – As Foiling Attacks I, except fumble numbers are increased by 9. 
  40. Combat Master – As All-around Attacks I and Multiple Attacks I, except bonus is +100 to both skills. 
  50. Master Strike * – Caster’s attack is treated as a Confusing Strike, Mighty Strike II, Vitals Strike II, and 
  Unbalancing Strike III. 
  Note: All Strike spells on this list are only effective against an opponent who has been "studied" using Study 
  Opponent. 
   
   
   
  
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  Monk Base  
  EVASIONS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Swing I * 
  caster 
   —  
  self 
  U 
  2) Perfect Stance * 
  caster 
  1 minute self 
  U 
  3) Dodging I * 
  caster 
  1 rnd/lvl self 
  U 
  4) Swing III * 
  caster 
   —  
  self 
  U 
  5) Flip I * 
  caster 
   —  
  self 
  U 
  6) Soft Step I 
  caster 
  1 min/lvl self 
  U 
  7) Dodging II * 
  caster 
  1 rnd/lvl self 
  U 
  8) Moving Dodge I * 
  caster 
  1 rnd/lvl self 
  U 
  9) Swing V * 
  caster 
   —  
  self 
  U 
  10) Flip III * 
  caster 
   — 
  self 
  U 
  11) Soft Step II 
  caster 
  1 min/lvl self 
  U 
  12) Dodging III * 
  caster 
  1 rnd/lvl self 
  U 
  13) Shield Hand * 
  caster 
  1 rnd/lvl self 
  U 
  14) Moving Dodge II * 
  caster 
  1 rnd/lvl self 
  U 
  15) Elusive Step * 
  caster 
  1 minute self 
  U 
  16) Defensive Contortion I * 
  caster 
  1 minute self 
  U 
  17) Weightless 
  caster 
  1 min/lvl self 
  U 
  18) Dodging IV * 
  caster 
  1 rnd/lvl self 
  U 
  19) Freedom * 
  caster 
   — 
  self 
  U 
  20) Shield Instinct * 
  caster 
  1 rnd/lvl self 
  U 
  25) Dodging True * 
  caster 
  1 rnd/lvl self 
  U 
  30) Elusive Step True* 
  caster 
  1 rnd/lvl self 
  U 
  35) Defensive Contortion II * 
  caster 
  1 minute self 
  U 
  40) Defensive Contortion III * 
  caster 
  1 minute self 
  U 
  50) Monk’s Move True 
  caster 
  1 rnd/lvl self 
  U 
  1. Swing I * – Allows caster to leap up to 10’ vertically or laterally, grasp and swing from a fixed object, and land 
  perfectly (up to 20' away from the object). The object could be a tree, branch, rafter, rope, chandelier, etc. This 
  swing is included as part of this instantaneous spell action (i.e., takes no additional AP). 
  2. Perfect Stance * – Caster is immune to stagger effects (includes "prone" or "knocked back" results) for the 
  duration of this spell.  
  3. Dodging I * – If the caster chooses to Dodge for a round, he gains +20 to his DB. If he uses a Partial Dodge, he 
  gets half that bonus. 
  4. Swing III * – As Swing I, except 3 swings may be executed in rapid succession.  
  5. Flip I * – Allows caster to “flip” in any direction, landing up to 10’ away (facing in any direction). This flip is 
  included as part of this instantaneous spell action (i.e., takes no additional AP). 
  6. Soft Step I – Caster can tread very quietly, providing a +25 bonus to Stalking maneuvers when moving. 
  7. Dodging II * – As Dodging I, but bonus is +40. 
  
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  8. Moving Dodge I * – Caster may move at up to a Running pace and Dodge without suffering a penalty due to 
  pace. 
  9. Swing V * – As Swing I, except 5 swings may be executed in rapid succession.  
  10. Flip III * – As Flip I, except 3 flips may be executed in rapid succession. 
  11. Soft Step II – Caster can tread extremely quietly, providing a +50 bonus to Stalking maneuvers when moving. 
  12. Dodging III * – As Dodging I, but bonus is +60. 
  13. Shield Hand * – Caster can use his shield against one extra foe for free. This both increases the maximum 
  number of foes against which the shield may be employed and allows the use of the shield against the first two 
  foes for 0 AP (with the normal 1 AP for each additional foe beyond that). 
  14. Moving Dodge II * – Caster may move at any pace and Dodge without suffering a penalty due to pace. 
  15. Elusive Step * – Caster can perform a Partial Dodge each round without Concentration. 
  16. Defensive Contortion I * – Caster reacts to an attack to take some control of the placement of an unavoidable 
  blow. This allows him to change the result rolled on a critical taken by himself by up to ±5. This only applies to 
  criticals that result from attacks using a Combat Training skill (e.g., it could be used against a sword attack or a Fire 
  Bolt, but not a Fire Ball or a Wall of Fire). This effect applies to the first applicable critical taken within the spell's 
  duration, after which the spell is cancelled. 
  17. Weightless – Caster is all but weightless when standing or treading on a surface of some kind (but falling is 
  normal). This allows the caster to be supported easily by tiny twigs at the ends of tree branches, unsafe roofs, and 
  other surfaces that would normally give under the pressure of his weight. The spell also greatly reduces the impact 
  of the caster's passing, giving a -75 penalty to attempts to track him by looking for signs (but not by scent or by 
  magic). 
  18. Dodging IV * – As Dodging I, but bonus is +80. 
  19. Freedom * – Caster is able to immediately slip free of any Grapple and this spell will also negate any Hold spell 
  or power to which the caster was subject. 
  20. Shield Instinct * – As Shield Hand, except allows the use of a shield against two extra foes for free. 
  25. Dodging True * – As Dodging I, but bonus is +100. 
  30. Elusive Step True * – As Elusive Step, except duration is 1 round per level. 
  35. Defensive Contortion II * – As Defensive Contortion I, except adjustment is by up to ±10. 
  40. Defensive Contortion III * – As Defensive Contortion I, except adjustment is by up to ±15. 
  50. Monk’s Move True – Caster can use any one of the lower level spells on this list each round. 
   
  
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  Monk Base  
  MIND OVER MATTER 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Body Weaponry I 
  caster 
  1 rnd/lvl self 
  U 
  2) Physical Discipline II * 
  caster 
   — 
  self 
  U 
  3) Mental Discipline II * 
  caster 
   — 
  self 
  U 
  4) Body Armor I 
  caster 
  1 rnd/lvl self 
  U 
  5) Shattering Blow I 
  caster 
   — 
  self 
  U 
  6) Physical Discipline III * 
  caster 
   — 
  self 
  U 
  7) Body Weaponry II 
  caster 
  1 rnd/lvl self 
  U 
  8) Mental Discipline III * 
  caster 
   — 
  self 
  U 
  9) Body Armor II 
  caster 
  1 rnd/lvl self 
  U 
  10) Lion's Heart 
  caster 
  1 min/lvl self 
  U 
  11) Physical Discipline IV * 
  caster 
   — 
  self 
  U 
  12) Mental Discipline IV * 
  caster 
   — 
  self 
  U 
  13) Body Weaponry III 
  caster 
  1 rnd/lvl self 
  U 
  14) Shattering Blow II 
  caster 
   — 
  self 
  U 
  15) Physical Discipline V * 
  caster 
   — 
  self 
  U 
  16) Mental Discipline V * 
  caster 
  — 
  self 
  U 
  17) Body Armor III 
  caster 
  1 rnd/lvl self 
  U 
  18) Shattering Blow III 
  caster 
   — 
  self 
  U 
  19) Body Weaponry IV 
  caster 
  1 rnd/lvl self 
  U 
  20) Discipline VI * 
  caster 
   — 
  self 
  U 
  25) Body Weaponry VI 
  caster 
  1 rnd/lvl self 
  U 
  30) Shattering Blow True 
  caster 
   — 
  self 
  U 
  35) Body Weaponry VIII 
  caster 
  1 rnd/lvl self 
  U 
  40) Discipline VIII * 
  caster 
  — 
  self 
  U 
  50) Mind Over Matter 
  caster 
  1 rnd/lvl self 
  U 
  1. Body Weaponry I – Caster gets a +5 bonus to all Unarmed attacks. 
  2. Physical Discipline II * – Caster gets a +20 bonus to his next Body Discipline maneuver. 
  3. Mental Discipline II * – Caster gets a +20 bonus to his next Mental Discipline maneuver. 
  4. Body Armor I – For the duration of this spell, the caster's natural AT is increased by one (e.g., most humanoids 
  would go from AT 1 to AT 2, but if the caster's normal skin was AT 3 it would become AT 4). 
  5. Shattering Blow I – Caster can strike an inanimate object and deliver damage to it (taking no damage himself). 
  Caster makes a normal Unarmed attack against the object. In addition, the object must make a normal Breakage 
  Check. 
  6. Physical Discipline III * – Caster gets a +30 bonus to his next Body Discipline maneuver. 
  7. Body Weaponry II – Caster gets a +10 bonus to all Unarmed attacks. 
  8. Mental Discipline III * – Caster gets a +30 bonus to his next Mental Discipline maneuver. 
  9. Body Armor II – As Body Armor I, but caster's natural AT is increased by two. 
  
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  10. Lion's Heart – The caster may ignore the effects of the first critical strike made against him. At the end of this 
  spell's duration, all effects apply normally. Only one wound at a time can be ignored in this fashion (i.e., the caster 
  cannot have more than one Lion's Heart spell active at any given time). 
  11. Physical Discipline IV * – Caster gets a +40 bonus to his next Body Discipline maneuver. 
  12. Mental Discipline IV * – Caster gets a +40 bonus to his next Mental Discipline maneuver. 
  13. Body Weaponry III – Caster gets a +15 bonus to all Unarmed attacks. 
  14. Shattering Blow II – As Shattering Blow I, except object receives a -30 penalty to its Breakage Check.  
  15. Physical Discipline V * – Caster gets a +50 bonus to his next Body Discipline maneuver. 
  16. Mental Discipline V * – Caster gets a +50 bonus to his next Mental Discipline maneuver. 
  17. Body Armor III – As Body Armor I, but caster's natural AT is increased by three. 
  18. Shattering Blow III – As Shattering Blow I, except object receives a -60 penalty to its Breakage Check.  
  19. Body Weaponry IV – Caster gets a +20 bonus to all Unarmed attacks. 
  20. Discipline VI * – Caster gets a +60 bonus to his next Body Discipline or Mental Discipline maneuver. 
  25. Body Weaponry VI – Caster gets a +30 bonus to all Unarmed attacks. 
  30. Shattering Blow True – As Shattering Blow I, except object receives a -100 penalty to its Breakage Check. 
  35. Body Weaponry VIII – Caster gets a +40 bonus to all Unarmed attacks. 
  40. Discipline VIII * – Caster gets a +80 bonus to his next Body Discipline or Mental Discipline maneuver. 
  50. Mind Over Matter – Caster may use any one of the lower level spells on this list, once per round. 
  
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  Monk Base  
  MONK’S BRIDGE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Leaping I * 
  caster 
  1 round 
  self 
  U 
  2) Landing * 
  caster 
  varies 
  self 
  U 
  3) Traction 
  caster 
  10 min/lvl self 
  U 
  4) Edgerunning 
  caster 
  1 min/lvl 
  self 
  U 
  5) Leaping III * 
  caster 
  1 round 
  self 
  U 
  6) Cornering I * 
  caster 
   —  
  self 
  U 
  7) Levitation 
  caster 
  1 min/lvl 
  self 
  U 
  8) Landing True * 
  caster 
  varies 
  self 
  U 
  9) Wallwalking 
  caster 
  1 min/lvl (C) self 
  U 
  10) Great Leap * 
  caster 
  1 round 
  self 
  U 
  11) Cornering III * 
  caster 
  1 round 
  self 
  U 
  12) Wall Flip * 
  caster 
   —  
  self 
  U 
  13) Wallrunning 
  caster 
  1 min/lvl (C) self 
  U 
  14) Leaving I 
  caster 
   —  
  self 
  U 
  15) Windrunning 
  caster 
  1 min/lvl (C) self 
  U 
  16) Liquidrunning 
  caster 
  1 min/lvl 
  self 
  U 
  17) Leaping True * 
  caster 
  1 round/lvl self 
  U 
  18) Leaving III 
  caster 
  — 
  self 
  U 
  19) Windrunning True 
  caster 
  1 min/lvl (C) self 
  U 
  20) Ceilingwalking 
  caster 
  C 
  self 
  U 
  25) Ceilingrunning 
  caster 
  C 
  self 
  U 
  30) Run True 
  caster 
  1 round/lvl self 
  U 
  35) Leaving X 
  caster 
  — 
  self 
  U 
  40) Racing True 
  caster 
  1 round/lvl self 
  U 
  50) Monk’s Bridge 
  caster 
  1 round/lvl self 
  U 
  1. Leaping I * – Allows caster to leap 50’ laterally or 20’ vertically (as a 1 AP action) in the round that the spell was 
  cast. 
  2. Landing * – Allows the caster to land safely in a fall of up to 20’ per caster level or to take that distance off the 
  severity of any longer fall. 
  3. Traction – Caster can run on even, unstable surfaces (sand, ice, etc.) as if on a hard, stable surface.  
  4. Edgerunning – Caster can run on even, narrow (at least 2” wide) surfaces as if on normal ground.  
  5. Leaping III * – As Leaping I, except the caster can execute 3 “leaps” in succession (all as a single 1 AP action). 
  Each leap must be within 90° of the last leap’s direction. 
  6. Cornering I * – Allows caster to execute a turn up to 180° with no deceleration or unbalancing (can be used with 
  any “running” spells). 
  7. Levitation – Allows caster to move up and down vertically 10’/round; horizontal movement is possible only 
  through normal means. 
  
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  8. Landing True * – As Landing, except caster can land safely from any fall 99% of the time, and still takes the 
  normal 20'/level off any fall for the 1% of the time that safety is not complete. 
  9. Wallwalking – Caster can walk on solid surfaces up to 90° as if on normal ground. 
  10. Great Leap * – As Leaping I, except limit is 10’/level laterally and 5’/level vertically. 
  11. Cornering III * – As Cornering I, except caster may execute 3 such turns in one round. 
  12. Wall Flip * – The caster can leap up to a wall (no more than 10' away), bounce off and land up to 50’ 
  (horizontally and/or vertically) from the wall (facing any direction). 
  13. Wallrunning – As Wallwalking, except caster may run. 
  14. Leaving I – Caster “teleports” to a point up to 100’ away, but there can be no intervening barriers in a direct 
  line between the target and the point (for these purposes a barrier is anything the caster could not physically go 
  through; a closed door is a barrier, a pit is not).  
  15. Windrunning – Caster can run on air if there is a wind blowing. However, running directly into the wind is not 
  possible, and when running in any other direction, the wind’s speed will modify the caster's movement rate (i.e., 
  like the effects of wind on a sail boat). 
  16. Liquidrunning – Caster can walk on any liquid surface as if on level ground. 
  17. Leaping True * – As Leaping I, except caster may make one leap per round for the duration of the spell. 
  18. Leaving III – As Leaving I, except range is 300'. 
  19. Windrunning True – As Windrunning, except the caster may run against the wind with a movement rate 
  unaffected by the wind speed. 
  20. Ceilingwalking – Caster can walk on any solid surface as if on normal ground (includes ceilings). 
  25. Ceilingrunning – As Ceilingwalking, except caster may run. 
  30. Run True – As Edgerunning, Windrunning True, Liquidrunning, and Ceilingrunning all at once. 
  35. Leaving X – As Leaving I, except range is 1000'. 
  40. Racing True – As Run True, except that the caster may move at any movement pace. 
  50. Monk’s Bridge – Caster can use any one of the lower level spells on this list each round. 
  Note: Spells that involve teleportation are normally quite noisy and difficult to silence. Air is being pushed about in 
  a manner not unlike a thunderclap. Amount of noise depends on the size of the object teleported. 
   
  
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  Monk Base  
  MONK’S SENSE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Sly Ears * 
  caster 
  10 min/lvl self 
  U 
  2) Nightvision * 
  caster 
  10 min/lvl self 
  U 
  3) Sidevision * 
  caster 
  10 min/lvl self 
  U 
  4) Scent * 
  caster 
  10 min/lvl self 
  U 
  5) Watervision * 
  caster 
  10 min/lvl self 
  U 
  6) Fogvision * 
  caster 
  10 min/lvl self 
  U 
  7) Touch * 
  caster 
  10 min/lvl self 
  U 
  8) Darkvision * 
  caster 
  10 min/lvl self 
  U 
  9) Detect Invisible 
  5’R 
  1 min/lvl (C) 100’ 
  I 
  10) Detect Illusion 
  5’R 
   —  
  100’ 
  I 
  11) Scent True * 
  caster 
  10 min/lvl self 
  U 
  12) Disillusion 
  1 illusion 
  1 min/lvl 
  100' 
  U 
  13) Touch True * 
  caster 
  10 min/lvl self 
  U 
  14) Woodsight 
  caster 
  C 
  self 
  U 
  15) See Invisible 
  caster 
  10 min/lvl self 
  I 
  16) Fabricsight 
  caster 
  10 min/lvl self 
  U 
  17) Long Vision 
  caster 
  10 min/lvl self 
  U 
  18) Illusionsight 
  caster 
  1 min/lvl 
  self 
  U 
  19) Stonesight 
  caster 
  C 
  self 
  U 
  20) Monkvision 
  caster 
  10 min/lvl self 
  U 
  25) Ironsight 
  caster 
  C 
  self 
  U 
  30) Metalsight 
  caster 
  C 
  self 
  U 
  35) Vigilance 
  caster 
  10 min/lvl self 
  U 
  40) Substancesight 
  caster 
  C 
  self 
  U 
  50) Monksense 
  caster 
  1 round/lvl self 
  U 
  1. Sly Ears * – Caster gains an extremely acute sense of hearing. This results in +50 to Perception rolls involving 
  only hearing, +25 to Perception involving hearing and other senses. 
  2. Nightvision * – Caster can see up to 100' as if it were daylight, so long as there is some light. 
  3. Sidevision * – Caster has a 300° field of vision. The flank bonus for attacks against the caster is lowered to +5, 
  and the rear bonus is lowered to +15. 
  4. Scent * – Caster gains extremely acute sense of smell (e.g., +50 to Perception involving only smell, +25 to 
  Perception involving smell and other senses). 
  5. Watervision * – Caster can see 100' in any water (including murky water) as if through air in daylight. 
  6. Fogvision * – As Nightvision, plus caster sees 100’ in any precipitation (including thick fog) as if the air were 
  clear. 
  
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  7. Touch * – Caster gains extreme tactile sensitivity. This provides a bonus to any action requiring a sense of touch. 
  For example, caster might receive +25 to picking locks, disarming traps, opening secret doors, etc. and +50 to 
  Perception involving only touch, +25 to Perception involving touch and other senses). 
  8. Darkvision * – As Nightvision, except any darkness can be seen through. No light is needed for this spell to work. 
  9. Detect Invisible – Detects any invisible object in the area of effect. Caster can concentrate on a different 5'R 
  each round. All attacks against something so detected are at -50. 
  10. Detect Illusion – Caster can check one object or place (up to a 5’R) and tell if it is an illusion or has an illusion on 
  it. 
  11. Scent True * – As Scent, except caster can detect extremely faint scents (e.g., up to 48 hours old, after 
  rainstorms, through snow, etc.). 
  12. Disillusion – One illusion within the caster’s range ceases to exist for the caster only. 
  13. Touch True * – As Touch, except bonus is +50, or +75 for pure touch Perception. 
  14. Woodsight – Caster can see through wood (up to 1" per level). 
  15. See Invisible – Caster can see all invisible things anywhere that would normally be visible to the caster. In 
  addition, the caster suffers no penalties against invisible targets (as they are not invisible to the caster). 
  16. Fabricsight – Caster can see through any woven organic substance (up to 1" per level). 
  17. Long Vision – As any of the lower level Vision spells on this list but without a range limit (i.e., it will function out 
  to normal limits of sight). 
  18. Illusionsight – Caster cannot see any visual illusions. This does not affect any of the other senses. 
  19. Stonesight – Caster can see through stone (up to 1" per level).. 
  20. Monkvision – As all lower level Vision spells functioning at the same time. 
  25. Ironsight – Caster can see through iron or steel (up to 1" per level). 
  30. Metalsight – Caster can see through any metal (up to 1" per level). 
  35. Vigilance – Caster gains a +100 bonus to any Perception roll to detect danger. 
  40. Substancesight – Caster can see through any one chosen substance (up to 1" per level). 
  50. Monksense – Caster can use any one of the lower level spells (on this list) each round. 
  Note: See Section 10.4 for more about detection spells. 
  Note: See A&CL Section 14.8 for more on vision in low light and darkness. 
  
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  8.7. Evil 
  Evil Mentalism 
  MIND DEATH 
  Level 
  Spell 
  Area of Effect 
  Duration 
  Range Type 
  1) Mental Block I 
  1 target 
  varies 
  100' Fm 
  2) Forget I 
  1 target 
  P 
  100' Fm 
  3) Mind Blank I 
  1 target 
  1 round 
  100' Fm 
  4) Skill Amnesia I 
  1 target 
  1 day/10 fail 100' Fm 
  5) Forget X 
  1 target 
  P 
  100' Fm 
  6) Mental Block II 
  1 target 
  varies 
  100' Fm 
  7) Mind Blank III 
  1 target 
  3 rounds 
  100' Fm 
  8) Skill Amnesia II 
  1 target 
  1 week/10 fail 100' Fm 
  9) Lord Forget 
  1 target 
  P 
  100' Fm 
  10) Mind Death I 
  1 target 
  P 
  100' Fm 
  11) Lost Experience I 
  1 target 
  P 
  100' Fm 
  12) Mental Block True 
  1 target 
  varies 
  100' Fm 
  13) Mind Blank V 
  1 target 
  5 rounds 
  100' Fm 
  14) Forget True 
  1 target 
  P 
  100' Fm 
  15) Mind Death II 
  1 target 
  P 
  100' Fm 
  16) Skill Amnesia III 
  1 target 
  1 month/10 fail 100' Fm 
  17) Mind Death III 
  1 target 
  P 
  100' Fm 
  18) Mind Blank X 
  1 target 
  10 rounds 
  100' Fm 
  19) Lost Experience II 
  1 target 
  P 
  100' Fm 
  20) Mind Death V 
  1 target 
  P 
  100' Fm 
  25) Lost Experience III 
  1 target 
  P 
  100' Fm 
  30) Mind Death X 
  1 target 
  P 
  100' Fm 
  35) Lost Experience IV 
  1 target 
  P 
  100' Fm 
  40) Lord Mind Blank 
  1 target 
  20 rounds 
  100' Fm 
  50) Mind Blank True 
  1 target 
  P 
  100' Fm 
  1. Mental Block I – The target's memory of a 20 minute period is temporarily eliminated. After a period of up to 
  one hour (specified by the caster at the time of casting), the target will remember all that transpired during the 
  period. 
  2. Forget I – Target forgets 10 contiguous minutes totally. The caster determines which ten minute period is 
  forgotten. 
  3. Mind Blank I – Target's mind is temporarily blank and he can do nothing. The target will remember nothing that 
  occurs during the period. His body stops (all voluntary actions cease). 
  4. Skill Amnesia I – Any time the target attempt to use (roll a maneuver using) a skill with a strong mental 
  component (e.g. one for which Memory or Reasoning stat bonus is used), there is a 20% chance that the victim will 
  not be able to recollect the skill at all and cannot use it again until having slept. 
  5. Forget X – As Forget I, except 100 minutes can be erased. 
  
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  6. Mental Block II – As Mental Block I, except up to 1 hour of memories can be delayed for up to 24 hours. 
  7. Mind Blank III – As Mind Blank I, except duration is 3 rounds. 
  8. Skill Amnesia II – As Skill Amnesia I, except duration is 1 week per 10 failure. 
  9. Lord Forget – As Forget I, except 200 minutes can be erased. 
  10. Mind Death I – Target mind blanks out for a period of 10 minutes each day at random. Target is incapable of 
  activity or thought during this period (as in Mind Blank). 
  11. Lost Experience I – Target loses 5% of his collected experience (i.e., experience points). 
  12. Mental Block True – As Mental Block I, except memories of up to one hour/level can be delayed for up to one 
  day per level. 
  13. Mind Blank V – As Mind Blank I, except duration is 5 rounds. 
  14. Forget True – As Forget I, except 1 hour per level of the caster can be erased. 
  15. Mind Death II – As Mind Death I, except the target blanks out twice per day. 
  16. Skill Amnesia III – As Skill Amnesia I, except duration is 1 month per 10 failure. 
  17. Mind Death III – As Mind Death I, except the target blanks out three times per day. 
  18. Mind Blank X – As Mind Blank I, except duration is 10 rounds. 
  19. Lost Experience II – As Lost Experience I, except percentage of experience lost is 10%. 
  20. Mind Death V – As Mind Death I, except the target blanks out five times per day. 
  25. Lost Experience III – As Lost Experience I, except percentage of experience lost is 15%. 
  30. Mind Death X – As Mind Death I, except the target blanks out ten times per day. 
  35. Lost Experience IV – As Lost Experience I, except percentage of experience lost is 20%. 
  40. Lord Mind Blank – As Mind Blank I, except duration is 20 rounds. 
  50. Mind Blank True – As Mind Blank I, except the target has a 5% chance of blanking out each round. 
  Note: When a target loses experience points, this has nothing to do with experience levels. The lost experience 
  points simply means that the character will have to gain that many more before rising to the next level. 
  Note: The spells on this list may be reversed by healing the brain. 
   
  
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  Evil Mentalism 
  MIND DISEASE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Insomnia 
  1 target 
   P  
  100' Fm 
  2) Neurosis 
  1 target 
   P  
  100' Fm 
  3) Guilt 
  1 target 
   P  
  100' Fm 
  4) Mild Paranoia 
  1 target 
   P  
  100' Fm 
  5) Panic 
  1 target 
   P  
  100' Fm 
  6) Phobia 
  1 target 
   P  
  100' Fm 
  7) Hallucinate 
  1 target 
   P  
  100' Fm 
  8) Split Personality 
  1 target 
   P  
  100' Fm 
  9) Psychosis 
  1 target 
   P  
  100' Fm 
  10) Catatonia 
  1 target 
   P  
  100' Fm 
  11) Insomnia True 
  1 target 
   P  
  100' Fm 
  12) Neurosis True 
  1 target 
   P  
  100' Fm 
  13) Guilt True 
  1 target 
   P  
  100' Fm 
  14) Kleptomania 
  1 target 
   P  
  100' Fm 
  15) Paranoia 
  1 target 
   P  
  100' Fm 
  16) Pyromania 
  1 target 
   P  
  100' Fm 
  17) Paranoia True 
  1 target 
   P  
  100' Fm 
  18) Greater Hallucinate 
  1 target 
   P  
  100' Fm 
  19) Psychosis True 
  1 target 
   P  
  100' Fm 
  20) Split Personality True 
  1 target 
   P  
  100' Fm 
  25) MPD 
  1 target 
   P  
  100' Fm 
  30) Catatonia True 
  1 target 
   P  
  100' Fm 
  35) Hallucinate True 
  1 target 
   P  
  100' Fm 
  40) Utter Madness 
  1 target 
   P  
  100' Fm 
  50) Mind Disease True 
  1 target 
   P  
  100' Fm 
  1. Insomnia – Target has trouble sleeping. Treat any sleep time as half as effective (e.g., count eight hours "sleep" 
  as four hours). This hinders hit and PP recovery. See A&CL Section 2.4 for effects of inadequate sleep on fatigue. 
  Drugs/herbs or spells may allow for temporary relief by forcing sleep. 
  2. Neurosis – Target has an extreme dislike for any specific thing the caster chooses. Target has a 50% chance 
  (modified by three times Self Discipline stat bonus) of overcoming the neurosis when given a choice (e.g., neurosis 
  concerning horses would mean that every time the target tried to get on or near a horse the target would need to 
  make a roll in order to do so). 
  3. Guilt – Target is filled with guilt over some incident in his past. He will not perform such an action again, and 
  must take steps to overcome the guilt (rectify the past wrong). 
  4. Mild Paranoia – Target believes everyone other than his close associates is out to get him. 
  5. Panic – Target must make an RR against Fear (use the highest level foe, or GM's judgment for other perils, as 
  level of Fear) at -10 in any personally dangerous situation. 
  
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  6. Phobia – Target has a fear of a specific type of thing the caster chooses. The target has a 25+(three times his SD 
  stat bonus)% chance of maintaining control around the feared thing. If the target fails to control himself, he has a 
  25% chance of fleeing from the object of fear (moving at maximum pace to get away from it), otherwise (75% of 
  the time) he will avoid the object of fear at all costs. 
  7. Hallucinate – Target develops a tendency to hallucinate and see things as they are not. For each major event in a 
  day, the target has a 10% chance of hallucinating and seeing major threats as nothing major and minor things as 
  major threats (similar to the syndrome that Don Quixote suffered from). 
  8. Split Personality – Target develops a second personality with different values. There is a 10% chance per day that 
  the second personality will become active (at a random time during the day). The GM should select d10 character 
  traits that must be extremely different from the target's. 
  9. Psychosis – Target has a psychosis about a specific type of thing of the caster's choosing. The target has a 50% 
  chance (modified by three times Self Discipline stat bonus) of maintaining control around the object of his 
  psychosis. If the target fails to control himself, he will blindly attack the object (attempting to destroy it at all costs) 
  20% of the time, avoiding it the rest of the time. If avoidance is not possible, the reaction will be violent. 
  10. Catatonia – Target drifts in and out of a catatonic state. Every hour there is a 25% chance he will become 
  catatonic for one hour. 
  11. Insomnia True – As Insomnia, except target can only sleep if he uses drugs or spells to induce sleep. He adds 
  +100 to his RRs against all sleep spells. If he gets no sleep, he will slowly go mad (GM's discretion on the specifics). 
  12. Neurosis True – As Neurosis, except that the base chance of overcoming the neurosis is 25%. 
  13. Guilt True – As Guilt, except every day that he fails an RR (against the original level of this spell), the target 
  must take actions to atone for his guilt (or sink into a deep depression). 
  14. Kleptomania – Target becomes tempted to steal things at every opportunity. It does not matter if the target 
  even actually wants the things. The target has a chance of maintaining control equal to 25+(three times his SD stat 
  bonus)%. If the target does not maintain control, he will steal something every time there is an opportunity. (Check 
  no more often than once per hour.) 
  15. Paranoia – Target will trust no one absolutely. When in a life threatening/ dangerous situation, there is a 50% 
  chance (modified by three times Self Discipline stat bonus) that the target will not trust the protection of others 
  and will act unilaterally for self-preservation. 
  16. Pyromania – Target becomes tempted to set fires at every opportunity. He will also take great pleasure in 
  watching things burn, so this may tip off his companions. The target has a chance of maintaining control equal to 
  25+(three times his SD stat bonus)%. If the target does not maintain control, he will set something on fire. Check 
  once per day; additional checks may be necessary if exceptional fire-setting opportunities arise. 
  17. Paranoia True – As Greater Paranoia, except target will not associate with anyone for longer than one hour per 
  day. 
  18. Greater Hallucinate – As Hallucinate, except chance is 20%. 
  19. Psychosis True – As Psychosis, except that the base chance of overcoming the psychosis is 10%. 
  20. Split Personality True – As Split Personality, except the second personality is active 50% of the time. 
  25. MPD – As Split Personality, except target develops d10+1 extra personalities (Multiple Personality Disorder). 
  There is a 10% chance per day that a non-active personality will become active. 
  30. Catatonia True – As Catatonia, except every hour there is a 95% chance target will be catatonic. 
  35. Halluciate True – As Hallucinate, except chance is 40%. 
  40. Utter Madness – Target suffers from one of the lower level spells on this list, but which one changes each day. 
  This makes any attempt to treat the target through non-magical means suffer a -50 penalty. 
  50. Mind Disease True – Target may be given any mental disease that the caster chooses. 
  
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  Note: When selecting a subject for the target's Neurosis, Phobia, Psychosis, etc, the caster cannot choose 
  something the target is in constant contact with (e.g., air, dirt, the Essence, etc.). 
  Note: Mental diseases caused by the spells on this list are curses with mental effects. See Section 10.2 for 
  treatment. 
   
  Evil Mentalism 
  MIND DOMINATION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Mind Distraction 
  1 target 
  1 rnd/10 fail 100' Fm 
  2) Mind Lock 
  caster+target 
  varies 
  100' Fm 
  3) Mind Invasion 
  caster+target 
  C 
  100' Fm 
  4) Dominance II 
  1 spell 
  1 minute 
  self 
  U 
  5) Demonic Possession I 
  1 target 
  varies 
  100' Fm 
  6) Transferral 
  caster+target 
  varies 
  touch Fm 
  7) Mind Battle 
  caster+target 
  C 
  1000' Fm 
  8) Domination 
  1 target 
  C 
  100' Fm 
  9) Lesser Object Domination 
  1 target 
  1 day/5 fail touch Fm 
  10) Demonic Possession II 
  1 target 
  varies 
  100' Fm 
  11) Mind Slave 
  1 target 
  varies(C) 
  100' Fm 
  12) Dominance V 
  1 spell 
  1 minute 
  self 
  U 
  13) Oppression 
  1 target 
  varies(C) 
  100' Fm 
  14) Object Domination 
  1 target 
  1 week/5 fail touch Fm 
  15) Demonic Possession III 
  1 target 
  varies 
  100' Fm 
  16) Waiting Domination 
  1 target 
  varies 
  100' Fm 
  17) Greater Object Domination 
  1 target 
  1 mon/5 fail touch Fm 
  18) Mind Thrall 
  1 target 
  varies(C) 
  100' Fm 
  19) Demonic Possession IV 
  1 target 
  varies 
  100' Fm 
  20) Mind Slave True 
  1 target 
  varies 
  100' Fm 
  25) Demonic Possession V 
  1 target 
  varies 
  100' Fm 
  30) Transferral True 
  caster+target 
  varies 
  touch Fm 
  35) Dominance X 
  1 spell 
  1 minute 
  self 
  U 
  40) Demonic Possession True 
  1 target 
  varies 
  100' Fm 
  50) Oppression True 
  1 target 
  varies 
  100' Fm 
  1. Mind Distraction – Target is distracted by an imaginary object. For the duration of this spell, the target wastes 1 
  AP on this distraction each round. 
  2. Mind Lock – Caster and target are locked in mental contact until: the caster cancels the spell or the spell is 
  dispelled or either the caster or the target has an RR failure of 30 or greater (both the caster and the target must 
  make RRs against each other every round). The one failing by 30 becomes unconscious. While this spell is active, 
  neither the caster nor the target can take any action. 
  
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  3. Mind Invasion – As Mind Lock, except while target cannot take any action during the mental struggle, the caster 
  may act as normal, within the restrictions of maintaining concentration. 
  4. Dominance II – The next Type "Fm" spell cast by the caster of this spell (cast within one minute of completing 
  this spell) will have a special RR penalty of -10. 
  5. Demonic Possession I – Target is controlled by a Type I Demon. The target may make an additional RR once per 
  day (attack level equals Demon level) to regain control. The Demon is random, maniacal, and homicidal. 
  6. Transferal – Target's "soul" and the caster's "soul" are interchanged; the caster can operate at half of his normal 
  activity (double all AP costs as with concentration) while in the body of the target. The target (in the caster's body) 
  is inactive. The caster can cancel the spell at any time (takes one round). The target can cancel the spell if he makes 
  a successful RR (he gets one every 10 minutes). If either body is killed, both "souls" are destroyed. 
  7. Mind Battle – As Mind Invasion, except for range and the caster gains a +10 to his RRs. 
  8. Domination – Target must obey the caster. If the caster gives an order to do something completely alien to the 
  target, he may make another RR with a +25 modification. 
  9. Lesser Object Domination – An intelligent magic item becomes submissive to the caster's will and will obey the 
  caster completely. 
  10. Demonic Possession II – As Demonic Possession I, except Demon is Type II. 
  11. Mind Slave – As Domination, except target is a zombie until he succeeds in his once per day RR. On any round 
  that the caster concentrates, the target must obey him. 
  12. Dominance V – The next Type "Fm" spell cast by the caster of this spell (cast within one minute of completing 
  this spell) will have a special RR penalty of -25. 
  13. Oppression – As Mind Slave, except target's "mind/essence/soul" is in agony and any round that the caster 
  does not concentrate, the target will obey anyone's verbal commands. Conflicting commands mean the target 
  does nothing. 
  14. Object Domination – As Lesser Object Domination, except for duration. 
  15. Demonic Possession III – As Demonic Possession I, except Demon is Type III. 
  16. Waiting Domination – As Domination, except the target must perform a single, straightforward task. The task 
  may take the target out of range of the caster and the target must still attempt to complete the task. 
  17. Greater Object Domination – As Lesser Object Domination, except for duration. 
  18. Mind Thrall – As Mind Slave, except the target only gets an RR once per week. 
  19. Demonic Possession IV – As Demonic Possession I, except Demon is Type IV. 
  20. Mind Slave True – As Mind Slave, except caster need not concentrate to command the target. 
  25. Demonic Possession V – As Demonic Possession I, except Demon is Type V.  
  30. Transferal True – As Transferal, except target only gets his additional RRs once per month and every time he 
  fails his chance to successfully resist decreases by 1 and the caster may operate normally in the target's body. 
  35. Dominance X – The next Type "Fm" spell cast by the caster of this spell (cast within one minute of completing 
  this spell) will have a special RR penalty of -50. 
  40. Demonic Possession True – As Demonic Possession I, except Demon is Type VI. 
  50. Oppression True – As Oppression, except target only gets his RRs once per month and every time he fails his 
  chance to successfully resist decreases by 1. 
   
   
  
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  Evil Mentalism 
  MIND EROSION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Dull Mind I 
  1 target 
  1 mon/5 fail 100' Fm 
  2) Dazed 
  1 target 
  1 day/5 fail 100' Fm 
  3) Power Leak I 
  1 target 
  — 
  100' Fm 
  4) Dull Mind II 
  1 target 
  1 mon/5 fail 100' Fm 
  5) Mind Erosion I 
  1 target 
  1 mon/5 fail 100' Fm 
  6) Power Leak II 
  1 target 
  — 
  100' Fm 
  7) Dull Mind III 
  1 target 
  1 mon/5 fail 100' Fm 
  8) Power Leak III 
  1 target 
  — 
  100' Fm 
  9) Dull Mind IV 
  1 target 
  1 mon/5 fail 100' Fm 
  10) Mind Erosion II 
  1 target 
  1 mon/5 fail 100' Fm 
  11) Power Leak IV 
  1 target 
  — 
  100' Fm 
  12) Dull Mind V 
  1 target 
  1 mon/5 fail 100' Fm 
  13) Power Leak V 
  1 target 
  — 
  100' Fm 
  14) Dull Mind VI 
  1 target 
  1 mon/5 fail 100' Fm 
  15) Mind Erosion III 
  1 target 
  1 mon/5 fail 100' Fm 
  16) Power Leak VI 
  1 target 
  — 
  100' Fm 
  17) Dull Mind VII 
  1 target 
  1 mon/5 fail 100' Fm 
  18) Mind Erosion IV 
  1 target 
  1 mon/5 fail 100' Fm 
  19) Power Leak VII 
  1 target 
  — 
  100' Fm 
  20) Dull Mind VIII 
  1 target 
  1 mon/5 fail 100' Fm 
  25) Power Leak IX 
  1 target 
  — 
  100' Fm 
  30) Dull Mind X 
  1 target 
  1 mon/5 fail 100' Fm 
  35) Mind Erosion VI 
  1 target 
  1 mon/5 fail 100' Fm 
  40) Mind Erosion VIII 
  1 target 
  1 mon/5 fail 100' Fm 
  50) Mind Erosion X 
  1 target 
  1 mon/5 fail 100' Fm 
  1. Dull Mind I – Target suffers a -1 penalty to one of his mental stats. The mental stats are: Presence, Empathy, 
  Intuition, Memory, Reasoning, and Self Discipline. The stat that suffers the penalty is determined randomly. 
  2. Dazed – Target is mentally bewildered. Each round, he has only a 50% chance of making a decision. He will 
  always defend himself from direct attack. 
  3. Power Leak I – Target immediately loses 10% of his remaining power points (PP). They may be recovered 
  normally. 
  4. Dull Mind II – As Dull Mind I, except penalty is -2. 
  5. Mind Erosion I – As Dull Mind I, except stat influenced is determined by the caster. 
  6. Power Leak II – As Power Leak I, except 20% of remaining PPs are lost. 
  7. Dull Mind III – As Dull Mind I, except penalty is -3. 
  8. Power Leak III – As Power Leak I, except 30% of remaining PPs are lost. 
  9. Dull Mind IV – As Dull Mind I, except penalty is -4. 
  
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  10. Mind Erosion II – As Mind Erosion I, except penalty is -2. 
  11. Power Leak IV – As Power Leak I, except 40% of remaining PPs are lost. 
  12. Dull Mind V – As Dull Mind I, except penalty is -5. 
  13. Power Leak V – As Power Leak I, except 50% of remaining PPs are lost. 
  14. Dull Mind VI – As Dull Mind I, except penalty is -6. 
  15. Mind Erosion III – As Mind Erosion I, except penalty is -3. 
  16. Power Leak VI – As Power Leak I, except 60% of remaining PPs are lost. 
   
  17. Dull Mind VII – As Dull Mind I, except penalty is -7. 
  18. Mind Erosion IV – As Mind Erosion I, except penalty is -4. 
  19. Power Leak VII – As Power Leak I, except 70% of remaining PPs are lost. 
  20. Dull Mind VIII – As Dull Mind I, except penalty is -8. 
  25. Power Leak IX – As Power Leak I, except 90% of remaining PPs are lost. 
  30. Dull Mind X – As Dull Mind I, except penalty is -10. 
  35. Mind Erosion VI – As Mind Erosion I, except penalty is -6. 
  40. Mind Erosion VIII – As Mind Erosion I, except penalty is -8. 
  50. Mind Erosion X – As Mind Erosion I, except penalty is -10. 
   
   
  
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  Evil Mentalism 
  MIND ILLUSIONS 
  Level 
  Spell 
  Area of Effect 
  Duration 
  Range Type 
  1) Jumbled Text 
  1 target 
   1 hour/10 fail 100' Fm 
  2) Hypochondria 
  1 target 
  1 day/lvl  
  100' Fm 
  3) False Sense I 
  1 target 
   1 round 
  100' Fm 
  4) Misleading I 
  1 target 
   1 min/5 fail 100' Fm 
  5) Lesser Phantom 
  1 target 
   1 min/10 fail 100' Fm 
  6) Waking Dream I 
  1 target 
   1 min/lvl 
  100' Fm 
  7) Mistaken Identity I 
  1 target 
   1 min/lvl 
  100' Fm 
  8) Misleading III 
  1 target 
   1 min/5 fail 100' Fm 
  9) False Sense II 
  1 target 
   2 rounds 
  100' Fm 
  10) Minor Phantom 
  1 target 
   1 min/10 fail 100' Fm 
  11) Waking Dream II 
  1 target 
   1 min/lvl 
  100' Fm 
  12) Misleading V 
  1 target 
   1 min/5 fail 100' Fm 
  13) False Sense III 
  1 target 
   3 rounds 
  100' Fm 
  14) Mistaken Identity II 
  1 target 
   1 min/lvl 
  100' Fm 
  15) Greater Phantom 
  1 target 
   1 min/10 fail 100' Fm 
  16) False Sense IV 
  1 target 
   4 rounds 
  100' Fm 
  17) Misleading VII 
  1 target 
   1 min/5 fail 100' Fm 
  18) Waking Dream III 
  1 target 
   1 min/lvl 
  100' Fm 
  19) False Sense V 
  1 target 
   5 rounds 
  100' Fm 
  20) Major Phantom 
  1 target 
   1 min/10 fail 100' Fm 
  25) Misleading True 
  1 target 
   1 min/5 fail 100' Fm 
  30) Mistaken Identity True 
  1 target 
   P 
  100' Fm 
  35) Lord False Sense 
  1 target 
  20 rounds 
  100' Fm 
  40) True Phantom 
  1 target 
  1 min/10 fail 100' Fm 
  50) Waking Dream True 
  1 target 
   P 
  100' Fm 
  1. Jumbled Text – All text that the target attempts to read will appear jumbled (and is indecipherable). 
  2. Hypochondria – The target believes that he is very ill (or sicker than he actually is). The GM should base the 
  severity of the "imaginary" illness upon the amount the target fails his RR by (e.g., if he fails his RR by more than 
  50, he might think he is terminally ill). 
  3. False Sense I – Target will perceive something incorrectly through one of his senses. For example, he might see 
  something out of the corner of his eye, or hear something that is not there. The sensory effect cannot last longer 
  than one round. 
  4. Misleading I – Target's perception is skewed. All Awareness maneuvers are modified by -10. 
  5. Lesser Phantom – The target is attacked by a creature of shadow. The creature is actually a hallucination and 
  only the target sees the creature. The creature will immediately attack the target (in melee). The creature has the 
  same DB, OB, and Hits as the target (use the target's highest melee OB as the creature's OB), but AT is always 1. If 
  the caster casts spells upon himself, the creature acts as if affected by the same spell. The creature is immune to 
  
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  spell attacks. If the creature is slain (by killing or incapacitating it), the spell is cancelled. Creature uses same attack 
  table as target, but damage is not real. However, if damage would render target dead or unconscious if real, target 
  falls unconscious for the remainder of the spell's duration. 
  6. Waking Dream I – Target will view things as if he were in a dream. His reactions are slowed (he suffers a -10 to 
  all actions). In addition, he will sometimes perceive things differently than they actually are. The GM should roll for 
  each event that occurs with a 10% chance that the event is mistaken. For example, the target might see an 
  approaching horse as a large wild animal; or he might see the charging Orc as a messenger bringing news. Note 
  that the caster has no control over what the target perceives or how he perceives it. 
  7. Mistaken Identity I – Target will believe that the next person he sees is someone else. At the time of casting, the 
  caster chooses what type of person the target sees. For example, he might see a servant entering the palace gate 
  instead of the skulking figure. If the next person attacks the target, the effects of this spell are cancelled. 
  8. Misleading III – As Misleading I, except penalty is -30. 
  9. False Sense II – As False Sense I, except affects up to 2 senses and the effect can last for up to 2 rounds. 
  10. Minor Phantom – As Lesser Phantom, except the creature has an AT of 3. 
  11. Waking Dream II – As Waking Dream I, except actions suffer a -20 penalty, and the chance of perceiving things 
  incorrectly is 20%. 
  12. Misleading V – As Misleading I, except penalty is -50. 
  13. False Sense III – As False Sense I, except affects up to 3 senses and the effect can last for up to 3 rounds. 
  14. Mistaken Identity II – As Mistaken Identity I, except target mistakes the next person he sees for a specific 
  person. For example, he might see the Chamberlain entering the throne room, instead of a burglar. 
  15. Greater Phantom – As Lesser Phantom, except the creature has an AT of 5. 
  16. False Sense IV – As False Sense I, except affects up to 4 senses and the effect can last for up to 4 rounds. 
  17. Misleading VII – As Misleading I, except penalty is -70. 
  18. Waking Dream III – As Waking Dream I, except actions suffer a -30 penalty, and the chance of perceiving things 
  incorrectly is 30%. 
  19. False Sense V – As False Sense I, except affects up to 5 senses and the effect can last for up to 5 rounds. 
  20. Major Phantom – As Lesser Phantom, except the creature has an AT of 7. 
  25. Misleading True – As Misleading I, except penalty is -100. 
  30. Mistaken Identity True – As Mistaken Identity I, except the target will permanently confuse the next person he 
  sees with someone else. Each time he sees that person, there is a 50% chance that he will mistake that person for 
  someone else. 
  35. Lord False Sense – As False Sense I, except affects as many senses as the target has and the effect can last for 
  up to 20 rounds. 
  40. True Phantom – As Lesser Phantom, except the creature has an AT of 10. 
  50. Waking Dream True – As Waking Dream I, except actions suffer a -40 penalty, the chance of perceiving things 
  incorrectly is 40%, and the effects are permanent. 
  Note: Many of these spells affect a target's perception of a situation. The duration of the spell is how long the 
  target will incorrectly perceive the situation. At the end of the duration, if the situation has ended, the target will 
  remember the situation incorrectly (as that was how he perceived it). 
   
   
  
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  Evil Mentalism 
  MIND SUBVERSION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Suspicion 
  1 target 
  1 day/5 fail 100' Fm 
  2) Trait Subversion I 
  1 target 
  1 day/5 fail 100' Fm 
  3) Lying 
  1 target 
  1 day/5 fail 100' Fm 
  4) Trait Subversion II 
  1 target 
  1 day/5 fail 100' Fm 
  5) Cheating 
  1 target 
  1 day/5 fail 100' Fm 
  6) Vandal 
  1 target 
  1 day/5 fail 100' Fm 
  7) Stealing 
  1 target 
  1 day/5 fail 100' Fm 
  8) Trait Subversion III 
  1 target 
  1 day/5 fail 100' Fm 
  9) Sabotage 
  1 target 
  1 day/5 fail 100' Fm 
  10) Aggravated Theft 
  1 target 
  1 day/5 fail 100' Fm 
  11) Trait Subversion V 
  1 target 
  1 day/5 fail 100' Fm 
  12) Random Trait Subversion I 
  1 target 
  1 day/5 fail 100' Fm 
  13) Assault 
  1 target 
  1 day/5 fail 100' Fm 
  14) Arson 
  1 target 
  1 day/5 fail 100' Fm 
  15) Trait Subversion VII 
  1 target 
  1 day/5 fail 100' Fm 
  16) Random Trait Subversion II 
  1 target 
  1 day/5 fail 100' Fm 
  17) Maim 
  1 target 
  1 day/5 fail 100' Fm 
  18) Trait Subversion X 
  1 target 
  1 day/5 fail 100' Fm 
  19) Random Trait Subversion III 
  1 target 
  1 day/5 fail 100' Fm 
  20) Homicide 
  1 target 
  1 day/5 fail 100' Fm 
  25) Assassination 
  1 target 
  varies 
  100' Fm 
  30) Trait Subversion True 
  1 target 
  P 
  100' Fm 
  35) Assassination True 
  1 target 
  varies 
  100' Fm 
  40) Waiting Subversion 
  1 target 
  varies 
  100' Fm 
  50) Suicide 
  1 target 
  1 day/5 fail 100' Fm 
  1. Suspicion – Target suspects the actions of his associates (GM may give descriptions that arouse the player's own 
  suspicions). 
  2. Trait Subversion I – One of the target's personality traits is perverted (that trait is taken to an extreme). If the 
  target already has a tendency in one direction, it will be taken to an extreme: if spending habits were affected, a 
  thrifty fellow would become a miser, while a generous spender would become a spendthrift. However, someone 
  may still have a middle of the road trait affected, in which case it might go to either extreme (e.g., someone not 
  particularly brave or cautious could become cowardly or reckless). 
  3. Lying – Target has a 20% chance of lying anytime he makes a statement. 
  4. Trait Subversion II – As Trait Subversion I, except 2 traits may be perverted. 
  5. Cheating – Target will attempt to cheat on all matters (e.g., splitting loot, card games, etc.). 
  6. Vandal – Target has urges to commit minor property damage. When such an opportunity arives, there is a 60% 
  chance the target must attempt to commit such damage. 
  
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  7. Stealing – Target becomes a sneak thief and has a 10% chance of attempting to steal anything that catches his 
  fancy (if it does not involve violence). 
  8. Trait Subversion III – As Trait Subversion I, except 3 traits may be perverted. 
  9. Sabotage – Target becomes fascinated with subtle damage that endangers others. Every time he is alone with 
  someone else's things, he has a 50% chance of cutting ropes partway through, punching small holes in waterskins, 
  loosening saddles, etc. 
  10. Aggravated Theft – As Stealing, except target will use violence to steal. 
  11. Trait Subversion V – As Trait Subversion I, except 5 traits may be perverted. 
  12. Random Trait Subversion I – As Trait Subversion I, except a different trait will be affected each day (with the 
  previous day's trait reverting back to its normal state). 
  13. Assault – There is a 5% chance the target will assault any given person when he initially encounters him (the 
  target must actually meet the person, not merely pass him on the street). 
  14. Arson – Target will become bent on avenging even minor disputes with the setting of fires. There is a 40% 
  chance that he will attempt to set on fire goods or a building belonging to anyone with whom he has even the 
  slightest quarrel. 
  15. Trait Subversion VII – As Trait Subversion I, except 7 traits may be perverted. 
  16. Random Trait Subverion II – As Random Trait Subversion I, except two traits are affected at one time. 
  17. Maim – As Assault, except there is a 10% chance that the target will attempt to maim any given person. 
  18. Trait Subversion X – As Trait Subversion I, except 10 traits may be perverted. 
  19. Random Trait Subverion III – As Random Trait Subversion I, except three traits are affected at one time. 
  20. Homocide – As Assault, except target attempts to kill. 
  25. Assassination – As Assault, except target will take note of a person and plan to assassinate him later. This spell 
  will last until the target has made an assassination attempt on a target. 
  30. Trait Subversion True – As Trait Subversion I, except duration is permanent. 
  35. Assassination True – As Assassination, except each assassination attempt will only allow a new RR against this 
  spell. If the RR fails, a new victim will be selected and another assassination attempt will be made, continuing until 
  an RR is successfully made. 
  40. Waiting Subversion – As any spell on this list of up to 25th level, except effects may be delayed until some 
  trigger occurs (a word is spoken in the target's presence, the target visits some location, the next full moon rises, 
  etc.). The effects may wait years until being triggered; the triggered spell's duration is based on the RR failure to 
  this spell, where applicable. 
  50. Suicide – Whenever the target is injured, suffers humiliation, or fails in something, he will attempt suicide in 
  some imaginative way. 
  Note: The spells on this list should be treated as curses with mental effects. See Section 10.2 for treatment. 
   
   
  
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  9. Hybrid Spell Lists 
  9.1. Healer 
  Healer Base  
  CLEANSING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Diagnostics 
  1 target 
  — 
  touch I 
  2) Transference 
  1 target 
  P 
  touch U 
  3) Psychotranference 
  1 target 
  P 
  touch U 
  4) Detoxification 
  caster 
  P 
  self Us 
  5) Long Diagnostics 
  1 target 
  — 
  2’/lvl 
  I 
  6) Lose Addiction I 
  caster 
  P 
  self Us 
  7) Transfer Curse 
  1 target 
  P 
  touch U 
  8) Instant Transference* 
  1 target 
  P 
  touch U 
  9) Curse Cure 
  1 curse 
  P 
  self 
  Fs 
  10) Mind Disease Cures 
  caster 
  P 
  self Us 
  11) Long Transference 
  1 target 
  P 
  2’/lvl U 
  12) Alter Transference * 
  1 transference 
  P 
  self 
  U 
  13) Suspend Life 
  caster 
  1 hr/lvl self Us 
  14) Mass Diagnostics 
  1 target /lvl 
  — 
  2’/lvl 
  I 
  15) Transference True 
  1 target 
  P 
  2’/lvl U 
  16) Lose Addiction II 
  caster 
  P 
  self Us 
  17) Complete Detoxification 
  caster 
  P 
  self Us 
  18) Mind Disease Cures True 
  caster 
  P 
  self Us 
  19) Suspend Life True 
  caster 
  1 day/lvl self Us 
  20) Curse Cure True 
  1 curse 
  P 
  self 
  Fs 
  25) Lose Addiction True 
  caster 
  P 
  self Us 
  30) Mass Transference * 
  1 condition/lvl 
  P 
  2’/lvl U 
  35) Transfer Possession 
  1 target 
  P 
  touch F 
  40) Expel Intruder 
  1 possessor 
  P 
  self 
  F 
  50) Transference Mastery 
  caster 
  1 rnd/lvl self 
  U 
  1. Diagnostics – Caster taps into the mind of a target to diagnose the target's wounds, injuries, and diseases 
  allowing a +25 bonus to all Medicine maneuvers made by the caster to treat the target's diagnosed condition(s). 
  Caster can take a round to advise someone else on treating the target, providing a +15 bonus to treat the target. 
  2. Transference – Caster transfers one injury, wound, state of death, soul departure (not soul destruction), disease, 
  or poison from the target to himself. With an Easy Spell Mastery maneuver, the caster may elect to only transfer 
  certain components of an injury to himself, but he cannot break up an individual component of the injury (e.g., if 
  an injury has done 18 hits, a round of Stun, 2 hits/round of bleeding, and inflicted a -30 penalty, the caster might 
  
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  elect to transfer the Stun and bleeding as the most urgent components, and leave the target with 18 hits of 
  damage and a -30 penalty; the caster could not, however, choose to only transfer 12 of the hits or 1 hit/round of 
  bleeding, or -20 worth of penalty). 
  3. Psychotransference – Caster transfers one mental illness or addiction from the target to himself. 
  4. Detoxification – One poison or disease is totally removed from the caster's system. This does not undo any 
  damage already done by the poison or disease, which must be cured separately. 
  5. Long Diagnostics – As Diagnostics, except for range. 
  6. Lose Addiction I – Caster cleanses his system of one addiction. There is a recovery period of 1-10 weeks during 
  which minor withdrawal symptoms will cause the caster a -10 penalty to all actions. 
  7. Transfer Curse – Caster transfers one curse from the target to himself. 
   
  8. Instant Transference * – As Transference, except that it is instantaneous. 
  9. Curse Cure – [RR Mod.: -10] Caster rids himself of one curse. If the curse makes its RR, the caster cannot try 
  again to remove it until he has gained a rank in this list. (Note that if the caster has a different curse removal spell 
  from a different list, then he does get a second chance with that spell.) 
  10. Mind Disease Cures – Caster is cured of one mental illness or malady. This will require a 1-10 day recovery 
  period to take effect. 
  11. Long Transference – As Transference, except for range. 
  12. Alter Transference – For the caster’s next Transference spell, cast within one round/level of casting this spell, 
  he may instead transfer the affliction to another (willing) target with a range of touch. 
  13. Suspend Life – Caster may suspend all life functions from his body, effectively entering suspended animation 
  for the duration of the spell or until a fixed specified time has passed or a specified triggering event occurs (e.g., 
  body brought to a specific person). While suspended the caster does not age, require food, water, or air, nor will 
  any healing spells or herbs work on his body, but no further harm will come to him from any injury, toxin, curse, 
  etc. until life resumes. 
  14. Mass Diagnostics – As Diagnostics, except caster may make a Diagnostics maneuver for up to 1 target/level 
  within range. 
  15. Transference True – Caster may transfer any number of afflictions from 1 target. 
  16. Lose Addiction II – Caster cleanses his system of one addiction. There is a recovery period of 1-10 days during 
  which minor withdrawal symptoms will cause the caster a -10 penalty to all actions. 
  17. Complete Detoxification – All poisons and diseases are totally removed from the caster's system. This does not 
  undo any damage already done by a poison or disease, which must be cured separately. 
  18. Mind Disease Cures True – Caster is instantly cured of one mental illness or malady. 
  19. Suspend Life True – As Suspend Life, except for duration. 
  20. Curse Cure True – [RR Mod.: -50] As Curse Cure, except curse's RR is at a -50 penalty. 
  25. Lose Addiction True – Caster cleanses his system of one addiction. There is a recovery period of 1-10 hours 
  during which minor withdrawal symptoms will cause the caster a -10 penalty to all actions. 
  30. Mass Transference – Caster may transfer up to 1 condition/level to himself from any number of targets within 
  range. An condition in this context is a wound, injury, disease, poison, curse, mental illness, or addiction. 
  35. Transfer Possession – Caster transfers one possessing demon, spirit, soul, or like entitity from the target to 
  himself. 
  40. Expel Intruder – [RR Mod.: -35] Caster expels one possessing demon, spirit, soul, or like entity from his person. 
  If this fails, the caster cannot cast this spell again for 1-10 days, though he will get whatever normal RRs may be 
  allowed to resist/expel the possessing entity. 
  50. Transference Mastery – Caster may use 1 spell from this list per round. 
  
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  Healer Base  
  BLOOD WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Clotting II 
  caster 
   —  
  self Us 
  2) Cut Repair I 
  caster 
  P 
  self Us 
  3) Light Flesh Wound Healing 
  caster 
  P 
  self Us 
  4) Clotting V 
  caster 
   —  
  self Us 
  5) Cut Repair III 
  caster 
  P 
  self Us 
  6) Medium Flesh Wound Healing 
  caster 
  P 
  self Us 
  7) Joining ‡ * 
  caster 
  P 
  self Us 
  8) Clotting True 
  caster 
   —  
  self Us 
  9) Severe Flesh Wound Healing 
  caster 
   —  
  self Us 
  10) Cut Repair True 
  caster 
  P 
  self Us 
  11) Blood Vigor 
  caster 
  1 min/lvl self Us 
  12) Mass Clotting 
  caster 
   —  
  self Us 
  13) Mass Medium Flesh Wound Healing 
  caster 
  P 
  self Us 
  14) Mass Cut Repair 
  caster 
  P 
  self Us 
  15) Joining True ‡ * 
  caster 
  P 
  self Us 
  16) Light Flesh Wound Healing True 
  caster 
  P 
  self Us 
  17) Mass Severe Flesh Wound Healing 
  caster 
  P 
  self Us 
  18) Medium Flesh Wound Healing True 
  caster 
  P 
  self Us 
  19) Rejuvenation 
  caster 
  P 
  self Us 
  20) Regulations * 
  caster 
  varies 
  self Us 
  25) Severe Flesh Wound Healing True 
  caster 
  P 
  self Us 
  30) Regrow Limb ‡ * 
  caster 
  P 
  self Us 
  35) Mass Flesh Wound Healing True 
  caster 
  P 
  self Us 
  40) Rejuvenation True 
  caster 
  P 
  self Us 
  50) Blood Repairs True 
  caster 
  1 rnd/lvl self Us 
  1. Clotting II – Allows caster to stop bleeding on a wound that is bleeding at rate of up to 2 hits/round. For one 
  hour, the caster can engage in no activity more vigorous than walking or bleeding will resume at the prior rate. 
  2. Cut Repair I – Allows caster to instantly stop bleeding from 1 wound that bleeds at rate of 1 hit/round. 
  3. Light Flesh Wound Healing – Caster is healed of one Light flesh wound. 
  4. Clotting V – As Clotting II, except caster can heal a wound bleeding up to 5 hits/round. 
  5. Cut Repair III – Allows caster to instantly stop bleeding from 1 wound that bleeds at rate of up to 3 hits/round. 
  6. Medium Flesh Wound Healing – Caster is healed of one Light or Medium flesh wound. 
  7. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Healer Joining spells in order 
  to make limb fully functional. The recovery time is 1-10 days. 
  8. Clotting True – As Clotting I, except caster can heal a wound bleeding at any rate. 
  9. Severe Flesh Wound Healing – Caster is healed of one flesh wound (of any severity). 
  10. Cut Repair True – Instantly stops bleeding from 1 wound regardless of bleeding rate. 
  
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  11. Blood Vigor – Adjusts caster's blood contents to prepare for exertions. All Endurance rolls made while this spell 
  is in effect are made with a +50 bonus. 
  12. Mass Clotting – As Clotting I, except caster can heal bleeding in multiple wounds up to a total hits/round of 
  bleeding equal to his level. 
  13. Mass Medium Flesh Wound Healing – Caster is healed of multiple Light or Medium flesh wounds up to a limit 
  of one per level. 
  14. Mass Cut Repair – Caster can instantly stop bleeding from multiple wounds up to a total hits/round of bleeding 
  equal to his level. 
  15. Joining True ‡ * – As Joining, except caster must cast the other 3 Healer Joining True spells and recovery is 
  instantaneous. 
  16. Light Flesh Wound Healing True – Caster is healed of one Light flesh wound. 
  17. Mass Severe Flesh Wound Healing – Caster is healed of multiple flesh wounds (of any severity) up to a limit of 
  one per level. 
  18. Medium Flesh Wound Healing True – Caster is healed of one Light or Medium flesh wound. 
  19. Rejuvenation – Caster must take a full day in a healing trance to use this spell, which will cleanse the body of 
  accumulated toxins and other ills. Caster physically becomes 5 years younger (to a minimum of half the caster's 
  true age). 
  20. Regulations * – Caster can regulate his own blood flow and completely eliminate any blood loss without fear of 
  harm. The duration of this spell is for as long as the caster is immobile. He can cast other spells, although spells not 
  listed as subconscious take the normal penalties for casting a spell without words or gestures. 
  25. Severe Flesh Wound Healing True – Caster is healed of one flesh wound (of any severity).  
  30. Regrow Limb ‡ * – Caster can regrow 1 lost limb; requires use of the other 3 Healer Regrow Limb spells in order 
  to make limb fully functional. The recovery time is 1-10 days. 
  35. Mass Flesh Wound Healing True – Caster is healed of multiple flesh wounds (of any severity) up to a limit of 
  one per level. 
  40. Rejuvination True – Caster must take a full day in a healing trance to use this spell, which will cleanse the body 
  of accumulated toxins and other ills. Caster physically becomes 10 years younger (to a minimum of one third the 
  caster's true age). 
  50. Blood Repairs True – Caster can use any 1 of the lower spells on this list in a given round at will. 
   
  Note: A flesh wound is also classified as a "skin & tissue injury". See A&CL Section 12.1. 
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
  Note: Any cut wound that has had all of its bleeding permanently stopped can then be healed by an appropriate 
  "Flesh Wound" healing spell.  
   
   
  
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  Healer Base  
  BONE WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Light Cartilage Damage Healing 
  caster 
  P 
  self Us 
  2) Light Bone Damage Healing 
  caster 
  P 
  self Us 
  3) Medium Cartilage Damage Healing 
  caster 
  P 
  self Us 
  4) Light Skull Damage Healing 
  caster 
  P 
  self Us 
  5) Medium Bone Damage Healing 
  caster 
  P 
  self Us 
  6) Severe Cartilage Damage Healing 
  caster 
  P 
  self Us 
  7) Joining ‡ * 
  caster 
  P 
  self Us 
  8) Medium Skull Damage Healing 
  caster 
  P 
  self Us 
  9) Severe Bone Damage Healing 
  caster 
  P 
  self Us 
  10) Medium Cartilage Damage Healing True 
  caster 
  P 
  self Us 
  11) Severe Skull Damage Healing 
  caster 
  P 
  self Us 
  12) Medium Bone Damage Healing True 
  caster 
  P 
  self Us 
  13) Light Skull Damage Healing True 
  caster 
  P 
  self Us 
  14) Bone Regeneration 
  caster 
  P 
  self Us 
  15) Joining True ‡ * 
  caster 
  P 
  self Us 
  16) Medium Skull Damage Healing True 
  caster 
  P 
  self Us 
  17) Severe Cartilage Damage Healing True 
  caster 
  P 
  self Us 
  18) Skull Regeneration 
  caster 
  P 
  self Us 
  19) Severe Bone Damage Healing True 
  caster 
  P 
  self Us 
  20) Severe Skull Damage Healing True 
  caster 
  P 
  self Us 
  25) Mass Skeletal Damage Relief 
  caster 
  P 
  self Us 
  30) Regrow Limb ‡ * 
  caster 
  P 
  self Us 
  35) Bone Regeneration True 
  caster 
  P 
  self Us 
  40) Mass Skeletal Healing True 
  caster 
  P 
  self Us 
  50) Skeletal Regeneration True 
  caster 
  P 
  self Us 
  1. Light Cartilage Damage Healing – Caster is healed of one Light wound to cartilage. 
  2. Light Bone Damage Healing – Caster is healed of one Light wound to bones other than the skull. 
  3. Medium Cartilage Damage Healing – Caster is healed of one Light or Medium wound to cartilage.  
  4. Light Skull Damage Healing – Caster is healed of one Light wound to the skull. 
  5. Medium Bone Damage Healing – Caster is healed of one Light or Medium wound to bones other than the skull. 
  6. Severe Cartilage Damage Healing – Caster is healed of one wound (of any severity) to cartilage. 
  7. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Healer Joining spells in order 
  to make limb fully functional. The recovery time is 1-10 days. 
  8. Medium Skull Damage Healing – Caster is healed of one Light or Medium wound to the skull. 
  9. Severe Bone Damage Healing – Caster is healed of one wound (of any severity) to bones other than the skull. 
  10. Medium Cartilage Damage Healing True – Caster is healed of one Light or Medium wound to cartilage. 
  11. Severe Skull Damage Healing – Caster is healed of one wound (of any severity) to the skull. 
  
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  12. Medium Bone Damage Healing True – Caster is healed of one Light or Medium wound to bones other than the 
  skull. 
  13. Light Skull Damage Healing True – Caster is healed of one Light wound to the skull 
  14. Bone Regeneration – Caster can regenerate any 1 bone that is not part of the skull. Recovery time is 1-10 
  hours. 
  15. Joining True ‡ * – As Joining, except caster must cast the other 3 Healer Joining True spells and recovery is 
  instantaneous. 
  16. Medium Skull Damage Healing True – Caster is healed of one Light or Medium wound to the skull. 
  17. Severe Cartilage Damage Healing True – Caster is healed of one wound (of any severity) to cartilage. 
  18. Skull Regeneration – Caster can regenerate his skull. Recovery time is 1-10 hours. 
  19. Severe Bone Damage Healing True – Caster is healed of one wound (of any severity) to bones other than the 
  skull. 
  20. Severe Skull Damage Healing True – Caster is healed of one wound (of any severity) to the skull. 
  25. Mass Skeletal Damage Relief – Caster is healed of all wounds to bones (including the skull) and/or cartilage, up 
  to a number of injuries equal to his own level. 
  30. Regrow Limb ‡ * – Caster can regrow 1 lost limb; requires use of the other 3 Healer Regrow Limb spells in order 
  to make limb fully functional. The recovery time is 1-10 days. 
  35. Bone Regeneration True – Caster can regenerate any 1 bone that is not part of the skull. Recovery is 
  instantaneous. 
  40. Mass Skeletal Healing True – Caster is healed of all wounds to bones (including the skull) and/or cartilage, up to 
  a number of injuries equal to his own level. 
  50. Skeletal Regeneration True – Caster can regenerate all of the lost bone and/or cartilage in his body; recovery is 
  instantaneous. 
   
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
  
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  Healer Base  
  MUSCLE WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Severe Tendon Damage Relief 
  caster 
  P 
  self Us 
  2) Severe Muscle Damage Relief 
  caster 
  P 
  self Us 
  3) Light Tendon Damage Healing 
  caster 
  P 
  self Us 
  4) Light Muscle Damage Healing 
  caster 
  P 
  self Us 
  5) Medium Tendon Damage Healing 
  caster 
  P 
  self Us 
  6) Medium Muscle Damage Healing 
  caster 
  P 
  self Us 
  7) Joining ‡ * 
  caster 
  P 
  self Us 
  8) Severe Tendon Damage Healing 
  caster 
  P 
  self Us 
  9) Severe Muscle Damage Healing 
  caster 
  P 
  self Us 
  10) Light Tendon Damage Healing True 
  caster 
  P 
  self Us 
  11) Light Muscle Damage Healing True 
  caster 
  P 
  self Us 
  12) Regenerate Tendon 
  caster 
  P 
  self Us 
  13) Medium Tendon Damage Healing True 
  caster 
  P 
  self Us 
  14) Medium Muscle Damage Healing True 
  caster 
  P 
  self Us 
  15) Joining True ‡ * 
  caster 
  P 
  self Us 
  16) Regenerate Muscle 
  caster 
  P 
  self Us 
  17) Severe Tendon Damage Healing True 
  caster 
  P 
  self Us 
  18) Severe Muscle Damage Healing True 
  caster 
  P 
  self Us 
  19) Mass Tendon Damage Healing 
  caster 
  P 
  self Us 
  20) Mass Muscle Damage Healing  
  caster 
  P 
  self Us 
  25) Mass Regenerate Muscle/Tendon  
  caster 
  P 
  self Us 
  30) Regrow Limb ‡ * 
  caster 
  P 
  self Us 
  35) Mass Tendon Damage Healing True 
  caster 
  P 
  self Us 
  40) Mass Muscle Damage Healing True 
  caster 
  P 
  self Us 
  50) Mass Repairs True 
  caster 
  P 
  self Us 
  1. Severe Tendon Damage Relief – Caster is healed of one wound (of any severity) to a tendon. 
  2. Severe Muscle Damage Relief – Caster is healed of one wound (of any severity) to a muscle. 
  3. Light Tendon Damage Healing – Caster is healed of one Light wound to a tendon. 
  4. Light Muscle Damage Healing – Caster is healed of one Light wound to a muscle. 
  5. Medium Tendon Damage Healing – Caster is healed of one Light or Medium wound to a tendon. 
  6. Medium Muscle Damage Healing – Caster is healed of one Light or Medium wound to a muscle. 
  7. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Healer Joining spells in order 
  to make limb fully functional. The recovery time is 1-10 days. 
  8. Severe Tendon Damage Healing – Caster is healed of one wound (of any severity) to a tendon. 
  9. Severe Muscle Damage Healing – Caster is healed of one wound (of any severity) to a muscle. 
  10. Light Tendon Damage Healing True – Caster is healed of one Light wound to a tendon. 
  11. Light Muscle Damage Healing True – Caster is healed of one Light wound to a muscle. 
  
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  12. Regenerate Tendon – Caster can regenerate any 1 tendon. The recovery time is 1-10 hours. 
  13. Medium Tendon Damage Healing True – Caster is healed of one Light or Medium wound to a tendon. 
  14. Medium Muscle Damage Healing True – Caster is healed of one Light or Medium wound to a muscle. 
  15. Joining True ‡ * – As Joining, except caster must cast the other 3 Healer Joining True spells and recovery is 
  instantaneous. 
  16. Regenerate Muscle – Caster can regenerate any 1 muscle. The recovery time is 1-10 hours. 
  17. Severe Tendon Damage Healing True – Caster is healed of one wound (of any severity) to a tendon. 
  18. Severe Muscle Damage Healing True – Caster is healed of one wound (of any severity) to a muscle. 
  19. Mass Tendon Damage Healing – Caster is healed of all tendon wounds. 
  20. Mass Muscle Damage Healing – Caster is healed of all muscle wounds. 
  25. Mass Regenerate Muscle/Tendon – Caster can regenerate all of the muscles and/or tendons in his body. The 
  recovery time is 1-10 hours. 
  30. Regrow Limb ‡ * – Caster can regrow 1 lost limb; requires use of the other 3 Healer Regrow Limb spells in order 
  to make limb fully functional. The recovery time is 1-10 days. 
  35. Mass Tendon Damage Healing True – Caster is healed of all tendon wounds. 
  40. Mass Muscle Damage Healing True – Caster is healed of all muscle wounds. 
  50. Mass Repairs True – Caster can repair or regenerate a number of damaged muscles and/or tendons equal to 
  his level. Recovery is instantaneous. 
   
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
   
  
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  Healer Base  
  ORGAN WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Light Organ Damage Relief 
  caster 
  P 
  self Us 
  2) Medium Organ Damage Relief 
  caster 
  P 
  self Us 
  3) Severe Organ Damage Relief 
  caster 
  P 
  self Us 
  4) Restart Heart 
  caster 
  P 
  self Us 
  5) Sense Restoration 
  caster 
  P 
  self Us 
  6) Light Organ Damage Healing 
  caster 
  P 
  self Us 
  7) Joining ‡ * 
  caster 
  P 
  self Us 
  8) End Coma 
  caster 
  P 
  self Us 
  9) Medium Organ Damage Healing 
  caster 
  P 
  self Us 
  10) Sense Restoration True 
  caster 
  P 
  self Us 
  11) Severe Organ Damage Healing 
  caster 
  P 
  self Us 
  12) Paralysis Cures 
  caster 
  P 
  self Us 
  13) Light Organ Damage Healing True 
  caster 
  P 
  self Us 
  14) Light Nerve Damage Healing 
  caster 
  P 
  self Us 
  15) Joining True ‡ * 
  caster 
  P 
  self Us 
  16) Medium Organ Damage Healing True 
  caster 
  P 
  self Us 
  17) Medium Nerve Damage Healing 
  caster 
  P 
  self Us 
  18) Severe Organ Damage Healing True 
  caster 
  P 
  self Us 
  19) Severe Nerve Damage Healing 
  caster 
  P 
  self Us 
  20) Brain Repair 
  caster 
  P 
  self Us 
  25) Organ Regeneration 
  caster 
  P 
  self Us 
  30) Regrow Limb ‡ * 
  caster 
  P 
  self Us 
  35) Paralysis Cures True 
  caster 
  P 
  self Us 
  40) Instant Brain Repair 
  caster 
  P 
  self Us 
  50) Reuniting 
  caster 
  P 
  self Us 
  1. Light Organ Damage Relief – Caster is healed of one Light wound to an organ. 
  2. Medium Organ Damage Relief – Caster is healed of one Light or Medium wound to an organ. 
  3. Severe Organ Damage Relief – Caster is healed of one wound (of any severity) to an organ. 
  4. Restart Heart – Caster's heart will start beating after having stopped. This does not repair any heart disease or 
  damage that caused the initial stoppage.  
  5. Sense Restoration – Caster regains function in one sensory organ, so long as that sensory organ has not been 
  completely destroyed (in which case Organ Regeneration is required). The recovery time is 1-10 hours. 
  6. Light Organ Damage Healing – Caster is healed of one Light wound to an organ. 
  7. Joining ‡ * – Caster can reattach 1 severed limb; it requires the use of the other 3 Healer Joining spells in order 
  to make limb fully functional. The recovery time is 1-10 days. 
  8. End Coma – Caster comes out of a coma or unconsciousness caused by injury, disease, poison, spell, or spell 
  failure. 
  
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  9. Medium Organ Damage Healing – Caster is healed of one Light or Medium wound to an organ. 
  10. Sense Restoration True – As Sense Restoration, except recovery is instantaneous. 
  11. Severe Organ Damage Healing – Caster is healed of one wound (of any severity) to an organ. 
  12. Paralysis Cures – Removes any paralysis problem suffered by the caster. The recovery time is 1-10 days. Treat 
  as -100 injury for progress of recovery. 
  13. Light Organ Damage Healing True – Caster is healed of one Light wound to an organ. 
  14. Light Nerve Damage Healing – Caster is healed of one Light wound involving nerve damage. 
  15. Joining True ‡ * – As Joining, except caster must cast the other 3 Healer Joining True spells and recovery is 
  instantaneous. 
  16. Medium Organ Damage Healing True – Caster is healed of one Light or Medium wound to an organ. 
  17. Medium Nerve Damage Healing – Caster is healed of one Light or Medium wound involving nerve damage. 
  18. Severe Organ Damage Healing True – Caster is healed of one wound (of any severity) to an organ. 
  19. Severe Nerve Damage Healing – Caster is healed of one wound (of any severity) involving nerve damage. 
  20. Brain Repair – Caster can repair brain damage (such as that caused by a skull fracture, etc. at the discretion of 
  the GM). Recovery time is 1-10 hours. This includes damage from the Mind Death spell list. 
  25. Organ Regeneration – Caster can regenerate any 1 organ (external or internal), except the brain. The recovery 
  time is 1-10 hours. 
  30. Regrow Limb ‡ * – Caster can regrow 1 lost limb; requires use of the other 3 Healer Regrow Limb spells in order 
  to make limb fully functional. The recovery time is 1-10 days. 
  35. Paralysis Cures True – As Paralysis Cures, except recovery is instantaneous. 
  40. Instant Brain Repair – As Brain Repair, except instantly provides complete recovery, taking data stored in 
  caster's or original victim's aura to reconstruct the brain exactly. 
  50. Reuniting – Caster may reunite his soul with his body, provided the latter is functional. To restore a dead target 
  to life, a Healer would first have to heal all of the latter’s wounds (without “killing” himself) and then restore the 
  target’s soul by giving up his own (for the target this process operates like the 19th level Lifegiving II spell on the 
  Cleric Base list, Life Mastery). While technically alive, but without his soul, the Healer would be affected as if he 
  had been “absolved” (see Cleric Base list, Channels); thus, he could take no conscious actions and he would be at -
  75 for all subconscious actions. The caster may regain his own soul through the use of this spell (which does not 
  suffer the -75 penalty) or through someone else casting an appropriate spell. 
   
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
   
   
  
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  Healer Base  
  SURFACE WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Heal II 
  caster 
  P 
  self Us 
  2) Fatigue Relief 
  caster 
  P 
  self Us 
  3) Stun Relief I * 
  caster 
  P 
  self Us 
  4) Regeneration I * 
  caster 
  P (C) 
  self Us 
  5) Light Burn/Frostbite Healing 
  caster 
  P 
  self Us 
  6) Awakening * 
  caster 
  P 
  self Us 
  7) Heal V 
  caster 
  P 
  self Us 
  8) Medium Burn/Frostbite Healing 
  caster 
  P 
  self Us 
  9) Stun Relief III * 
  caster 
  P 
  self Us 
  10) Regeneration II * 
  caster 
  P (C) 
  self Us 
  11) Severe Burn/Frostbite Healing 
  caster 
  P 
  self Us 
  12) Heal X 
  caster 
  P 
  self Us 
  13) Stun Relief V * 
  caster 
  P 
  self Us 
  14) Light Burn/Frostbite Healing True 
  caster 
  P 
  self Us 
  15) Regeneration III * 
  caster 
  P (C) 
  self Us 
  16) Medium Burn/Frostbite Healing True 
  caster 
  P 
  self Us 
  17) Heal XV 
  caster 
  P 
  self Us 
  18) Severe Burn/Frostbite Healing True 
  caster 
  P 
  self Us 
  19) Stun Relief X * 
  caster 
  P 
  self Us 
  20) Lord Heal 
  caster 
  P 
  self Us 
  25) Heal True 
  caster 
  P 
  self Us 
  30) Mass Burn/Frostbite Healing 
  caster 
  P 
  self Us 
  35) Mass Burn/Frostbite Healing True 
  caster 
  P 
  self Us 
  40) Stun Relief True * 
  caster 
  P 
  self Us 
  50) Surface Healing True * 
  caster 
  P 
  self Us 
  1. Heal II – Caster is healed of 10 concussion hits. 
   
  2. Fatigue Relief – Removes up to -30 in penalties from fatigue. 
  3. Stun Relief I * – Caster is relieved of 1 round’s worth of accumulated stun effects. 
  4. Regeneration I * – Reduces damage by 2 hits every round as long as caster concentrates; if caster is unconscious, 
  this spell will operate without concentration. 
  5. Light Burn/Frostbite Healing – Caster is healed of one Light wound from burn, chemical burn, scalding, or 
  frostbite. 
  6. Awakening * – Caster is instantly awake. 
  7. Heal V – Caster is healed of 25 concussion hits. 
   
  8. Medium Burn/Frostbite Healing – Caster is healed of one Light or Medium wound from burn, chemical burn, 
  scalding, or frostbite. 
  9. Stun Relief III * – Caster is relieved of 3 rounds' worth of accumulated stun effects. 
  
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  10. Regeneration II * – As Regeneration I, except 4 hits are healed every round.  
  11. Severe Burn/Frostbite Healing – Caster is healed of one wound (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  12. Heal X – Caster is healed of 50 concussion hits. 
   
  13. Stun Relief V * – Caster is relieved of 5 rounds' worth of accumulated stun effects. 
  14. Light Burn/Frostbite Healing True – Caster is healed of one Light wound from burn, chemical burn, scalding, or 
  frostbite. 
  15. Regeneration III * – As Regeneration I, except 6 hits are healed every round. 
  16. Medium Burn/Frostbite Healing True – Caster is healed of one Light or Medium wound from burn, chemical 
  burn, scalding, or frostbite. 
  17. Heal XV – Caster is healed of 75 concussion hits. 
  18. Severe Burn/Frostbite Healing True – Caster is healed of one wound (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  19. Stun Relief X * – Caster is relieved of 10 rounds' worth of accumulated stun effects. 
  20. Lord Heal – Caster is healed of 100 concussion hits. 
  25. Heal True – Caster is healed of all concussion hit damage. 
  30. Mass Burn/Frostbite Healing – Caster is healed of all wounds (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  35. Mass Burn/Frostbite Healing True – Caster is healed of all wounds (of any severity) from burn, chemical burn, 
  scalding, or frostbite. 
  40. Stun Relief True * – Caster is relieved of all accumulated stun effects. 
  50. Surface Healing True * – Caster is instantly relieved of all accumulated stun effects, concussion hit damage, 
  fatigue penalties, and wounds due to burn, chemical burn, scalding, or frostbite. 
  Note: For all spells that heal wounds, the recovery time is determined as described in A&CL Section 12.1, but while 
  Relief spells produce recovery in the normal time, for Healing spells treat the result as hours rather than days, and 
  for Healing True spells treat the result as rounds rather than days. For Mass spells, use the most severe injury 
  cured and roll once for a single recovery time for all. 
  
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  9.2. Mystic 
   
  Mystic Base  
  CONFUSING WAYS 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Distraction 
  1 target 
  C 
  100’ Fm 
  2) Confusion 
  1 target 
  1 rnd/5 fail 100’ Fm 
  3) Blur Vision 
  1 target 
  C 
  100’ Fm 
  4) Fear 
  1 target 
  1 min/10 fail 100’ Fm 
  5) Stumble 
  1 target 
   —  
  100’ Fm 
  6) Fumble 
  1 target 
   —  
  100’ Fm 
  7) Hallucination 
  1 target 
  C 
  100’ Fm 
  8) Spin 
  1 target 
   —  
  50’ Fm 
  9) Weapon Alteration 
  1 target 
  1 rnd/lvl 
  100’ Fm 
  10) Mirages 
  1 target 
  C 
  100’ Fm 
  11) Blinding 
  1 target 
  1 rnd/10 fail 100’ Fm 
  12) Shifting Sight 
  1 target 
  1 rnd/10 fail 100’ Fm 
  13) Mass Distraction 
  1 target/lvl 
  C 
  300’ Fm 
  14) Word of Fear * 
  1 target 
  1 min/5 fail 100’ Fm 
  15) Amnesia 
  1 target 
  1 day/5 fail 100’ Fm 
  16) Shout of Confusion * 
  50’ R 
  1 rnd/5 fail 100’ Fm 
  17) Long Bewilderment 
  1 target 
  varies 
  300' Fm 
  18) Shout of Fear * 
  50' R 
  1 rnd/5 fail 100' Fm 
  19) Rebellious Weapon 
  1 target 
  1 rnd/lvl 
  100’ Fm 
  20) Lord Bewilderment 
  20 targets 
  varies 
  100' Fm 
  25) Amnesia True 
  1 target 
  P 
  100’ Fm 
  30) Parallel Reality 
  1 target 
  1 day/5 fail 100’ Fm 
  35) Shout of Amnesia * 
  50' R 
  1 day/5 fail 100’ Fm 
  40) Mass Long Bewilderment 1 target/lvl 
  varies 
  300' Fm 
  50) Bewilderment True 
  1 target/lvl 
  varies 
  300’ Fm 
  1. Distraction – Target is at -30 for all actions. 
  2. Confusion – Target is incapable of making decisions or initiating action, but may continue to fight current foes or 
  in self-defense. The target may also follow orders from the target's leader (if any), but will only be able to follow 
  them so long as no ambiguities arise. 
  3. Blur Vision – Target has a -100 OB modification for missile attacks and a -50 penalty for all other actions 
  involving sight. 
  4. Fear – Target fears caster and attempts to flee. 
  5. Stumble – Target becomes unbalanced. If the target is moving, the target trips and falls (prone and stunned for 
  1-5 rounds); any maneuver that the target was performing when affected by this spell automatically fails. 
  
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  6. Fumble – As Stumble, except target also fumbles any weapon or item currently held; roll on the appropriate 
  A&CL Chapter 10 Fumble Table. 
  7. Hallucination – Target sees a nonexistent foe and must fight this foe until it is “defeated” (i.e., takes damage 
  that would drop the target). Foe has same capabilities as target but does no damage (i.e., always misses). 
  8. Spin – Target is spun about a few times, ending up facing 180° away from his original facing, then spends the 
  rest of the round recovering from the disorientation. 
  9. Weapon Alteration – Target perceives the target's weapon(s) as changed into some other similar weapon(s), 
  which lacks the right balance even if familiar to the target. Target will only have half normal OB with the weapon(s) 
  so long as this delusion remains in effect. 
  10. Mirages – Target sees all moving things clearly, but the caster can control the fixed scene that the target 
  “sees”. 
  11. Blinding – Target is blinded. 
  12. Shifting Sight – Target sees moving things shifted between 6” and 18” from where they really are; any attack 
  the target makes against a moving foe has a 50% chance of having no effect. 
  13. Mass Distraction – A number of targets equal to the caster’s level can be distracted as in Distraction; they must 
  all be in the caster’s field of vision. 
  14. Word of Fear * – As Fear, except the spell is instantaneous and the duration is 1 minute per 5 failure. 
  15. Amnesia – Target has amnesia, but loses no skills or abilities. This is a loss of personal memories and 
  knowledge of own identity and background. 
  16. Shout of Confusion * – As Confusion, except the spell is instantaneous and all beings within an area 
  encompassed by a radius of 50’ are targets. 
  17. Long Bewilderment – As any single spell from this list of no more than 10th level, except the range is increased 
  to 300'. 
  18. Shout of Fear * – As Fear, except the spell is instantaneous and the duration is 1 minute per 5 failure and all 
  beings within a fifty foot radius are targets. 
  19. Rebellious Weapon – As Weapon Alteration, except target must also make an RR each round or fumble his 
  weapon. If the target is using two weapons, he must make a separate RR for each weapon and may fumble twice in 
  a round due to the spell. He may still fumble normally if he gets to make an attack. 
  20. Lord Bewilderment – As any single spell from this list of no more than 10th level, except affects up to 20 
  targets. 
  25. Amnesia True – As Amnesia, except duration is permanent (unless dispelled). 
  30. Parallel Reality – Target sees and hears a world in which everything real has an image, but the image is changed 
  or distorted (e.g., a Dwarf might seem to be an Elf, a house might seem to be a cave, etc.). 
  35. Shout of Amnesia * – As Amnesia, except the spell is instantaneous and all beings within an area encompassed 
  by a radius of 50’ are targets. 
  40. Mass Long Bewilderment – As any single spell from this list of no more than 10th level, except the range is 
  increased to 300' and it affects up to one target per level of the caster. 
  50. Bewilderment True – As any single spell from this list of no more than 20th level, except affects up to one 
  target per level of the caster and the range is 300'. 
   
  
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  Mystic Base  
  GAS ALTERATION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Condensation 
  1 cu’ water 
  P 
  touch 
  E 
  2) Airwall 
  10’x10’x3’ 
  C 
  10’ 
  E 
  3) Thick Fog II 
  20’ R 
  1 min/lvl 100’ 
  E 
  4) Vacuum A 
  5' R 
   —  
  100' 
  F 
  5) Air Stop I 
  10’ R 
  C 
  self 
  F 
  6) Thick Fog X 
  100’ R 
  1 min/lvl 100’ 
  F 
  7) Airwall True 
  10’x10’x3’ 1 min/lvl 
  10’ 
  E 
  8) Fire Bolt I 
  1 target 
   —  
  <25’> Ed 
  9) Vacuum B 
  5' R 
   —  
  100' 
  F 
  10) Air Stop V 
  50’R 
  C 
  self 
  F 
  11) Thick Fog XXX 
  300’R 
  1 min/lvl 100’ 
  E 
  12) Gas-Air 
  10’R 
  P 
  self 
  F 
  13) Vacuum C 
  5’R 
   —  
  100’ 
  F 
  14) Oxygenation 
  50’R 
  C 
  100’ 
  E 
  15) Whirling Winds 
  10’R 
  C 
  self 
  E 
  16) Firebolt III 
  1 target 
   —  
  <75'> Ed 
  17) Vacuum D 
  5' R 
   —  
  100' 
  F 
  18) Greater Vacuum B 
  10' R 
   —  
  100' 
  F 
  19) Reverse Winds 
  100'R/lvl 
  C 
  100'/lvl E 
  20) Thick Fog True 
  100’R/lvl 1 hour/lvl 100’ 
  E 
  25) Vacuum E 
  5’R 
   —  
  100’ 
  F 
  30) Cloud Mastery 
  1,000’R/lvl 
  C 
  self 
  F 
  35) Greater Vacuum E 
  10’R 
   —  
  100’ 
  F 
  40) Toxic Cloud 
  1' R/lvl 
  1 min/lvl 2’/lvl 
  F 
  50) Gas Transmutation 1,000 cu’ gas 
  P 
  20’ 
  F 
  1. Condensation – Condenses 1 cubic foot of water from the surrounding air. Condensation can be channeled into 
  any suitable receptacle, including caster's cupped hands. 
  2. Airwall – Creates a wall of dense churning air up to 10’x10’x3’. This wall requires 1 AP to cross, the pace of 
  anyone moving through it at more than a Walk comes out with his pace reduced by one (e.g, a Run going in would 
  be a Jog coming out), and attacks through the wall suffer a -50 penalty. See Section 10.19 for additional details on 
  Wall spells. 
  3. Thick Fog II – Creates dense fog in a 20’ radius; normal visibility is 1’.  
  4. Vacuum A – Creates a near vacuum with a five foot radius; all within this radius take an A Impact critical (if they 
  fail an RR), as air leaves and rushes back in.  
  5. Air Stop I – Stops all generalized air movement up to winds of 30 mph and cuts higher winds by 30 mph in a 10’ 
  radius.  
  6. Thick Fog X – As Thick Fog II, except radius is 100’. 
  
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  7. Airwall True – As Airwall, except has a set duration of 1 min/level and does not require concentration. 
  8. Fire Bolt I – A bolt of fire is shot from the palm of the caster; results are determined from the Fire Bolt Table (a 
  fire source must be within 10’). 
  9. Vacuum B – As Vacuum A, except results in a B Impact critical. 
  10. Air Stop – As Air Stop I, except radius is 50’. 
  11. Thick Fog XXX – As Thick Fog II, except radius is 300’. 
  12. Gas-Air – All gas within 10’ of caster is converted to breathable air.  
  13. Vacuum C – As Vacuum A, except results in a C Impact critical. 
  14. Oxygenation – Enriches a 50' radius of air with extra oxygen; within this radius all animal life receives a +20 
  bonus to their OBs and fire attacks deliver double damage (hits only). 
  15. Whirling Winds – Creates a whirlwind about caster; it moves with the caster and has a 10’R. No missile attacks 
  can penetrate it and any movement (except for caster’s) into the whirlwind costs 2 AP and slows movement to a 
  Walk pace, melee or elemental attacks on the caster through the whirlwind suffer a -50 penalty to OB. 
  16. Fire Bolt III – As Fire Bolt I, except range increment is 75’. 
  17. Vacuum D – As Vacuum A, except causes an D Impact critical. 
  18. Greater Vacuum B – As Vacuum B, except radius is 10'. 
  19. Reverse Wind – Allows the caster to change the direction of the wind within the radius. 
  20. Thick Fog True – As Thick Fog II, except duration is 1 hour per level and the radius is 100’ per level. 
  25. Vacuum E – As Vacuum A, except causes an E Impact critical. 
  30. Cloud Mastery – Caster has complete control of clouds within area of effect (includes fog); storm clouds can be 
  gathered and made to rain (or snow or hail in suitable conditions), but they cannot be created. 
  35. Greater Vacuum E – As Vacuum E, except radius is 10'. 
  40. Toxic Cloud – Creates a cloud of toxic gas. Any living thing coming within the cloud must make an RR versus 
  poison each round or suffer a cumulative -10 penalty and take 2d10 damage from the effects of the gas. Treat the 
  penalty as organ damage (lungs) for treatment/healing purposes and the final penalty as a single injury. Level of 
  the poison is the level of the caster. The cloud takes one round to form, but the gas is barely visible (Very Hard 
  Perception maneuver to notice by sight). Those in the cloud during the formation round will have their breathing 
  irritated but suffer no damage if they leave the cloud before the next round. 
  50. Gas Transmutation – May transmute 1,000 cubic feet of gas (no part can be more than 20’ away) into another 
  non-magical gas that the caster has a sample of. This transmutation requires eight hours of uninterrupted work. 
  Note: All vacuums created by the spells on this list also create a loud noise. The larger the radius the louder the 
  noise. The GM may wish to rule that all within the radius must make a second RR or be deafened for 1 round per 
  10 failure (RR attack level equals the radius of the vacuum). 
  Note: An elemental creature made of gas will be reduced to 1 AP per round if successfully attacked with an Air 
  Stop spell (the creature must fit into the area of effect). A Vacuum thrown at a creature made of gas will result in a 
  Slaying IV Critical on the creature. A Whirling Winds has no effect on an elemental creature made of gas, though 
  creatures shape-changed into gas are affected normally. 
   
   
   
   
  
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  Mystic Base  
  HIDING 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Blur * 
  caster 
  1 min/lvl self 
  U 
  2) Unseen I 
  1 target 
  24 hrs touch E 
  3) Shadow 
  caster 
  10 min/lvl self 
  U 
  4) Quiet I 
  1’R 
  1 min/lvl  self 
  E 
  5) Invisibility I 
  1 target 
  24 hrs touch E 
  6) Invisibility II 
  1 target 
  24 hrs touch E 
  7) Screens 
  1,000 sq’ 
  C 
  100’ 
  E 
  8) Displacement I 
  caster 
  1 min/lvl self 
  E 
  9) No Sense 
  1 target 
  24 hrs touch E 
  10) Shadow Mystic 
  varies 
  1 min/lvl 100’ 
  E 
  11) Invisibility Sphere I 
  1 target 
  24 hrs touch E 
  12) Displacement II 
  caster 
  1 min/lvl self 
  E 
  13) Flattening 
  caster 
  10 min/lvl self 
  U 
  14) Merging 
  caster 
  10 min/lvl self 
  U 
  15) Unpresence Self 
  caster 
  C 
  self 
  E 
  16) Displacement III 
  caster 
  1 min/lvl self 
  E 
  17) Passing 
  caster 
  1 min/lvl self 
  U 
  18) Mystic Manner 
  caster 
  10 min/lvl self 
  U 
  19) Great Merge 
  caster 
  1 min/lvl self 
  E 
  20) Displacement IV 
  caster 
  1 min/lvl self 
  E 
  25) Nondetect 
  caster 
  1 min/lvl self 
  U 
  30) Displacement V 
  caster 
  1 min/lvl self 
  E 
  35) Dimensional Closet 
  caster 
  10 min/lvl self 
  E 
  40) Displacement VI 
  caster 
  1 min/lvl self 
  E 
  50) Hiding True 
  caster 
  10 min/lvl self 
  U 
  1. Blur * – Causes caster to appear blurred to attackers, granting a +10 to the caster's DB. 
  2. Unseen I – A single object is made invisible (1 garment, 1 naked body, etc.); until 24 hrs pass or target is struck 
  by a violent blow (being hit by a weapon, falling, etc.) or target makes a violent move (i.e., an attack) or target 
  casts a spell of type E or F. 
  3. Shadow – Caster and objects on the caster's person appear to be in shadow and thus are almost invisible in dark 
  areas (in many situations this could be handled with a Stalking bonus of between +25 and +75). 
  4. Quiet I – Creates a barrier 1' from caster's body through which sound cannot pass. This grants a +25 Stalking 
  bonus to the caster, but also effectively makes the caster deaf (automatically fails to hear anything beyond 1' and 
  suffers -50 to Perception maneuvers partially based on hearing). 
  5. Invisibility I – As Unseen I, except everything within 1’ of the target is invisible as long as it is within the 1’R and 
  none of the Unseen I termination conditions occur. 
  
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  6. Invisibility II – As Invisibility I, except the caster can vary the radius up to 1’. This makes the invisible target 
  harder to see by reducing the “fringe effect”.  
  7. Screens – Creates a 1,000 square foot screen on which the caster can place any static scene; this scene seems 3-
  dimensional and normal. 
  8. Displacement I – Caster's apparent location is offset from the actual location; all attacks have no effect 10% of 
  the time. Each time a foe misses due to this effect, the chance of that foe missing again goes down 5%. 
  9. No Sense – As Invisibility I, except target is also undetectable by smell and sound. 
  10. Shadow Mystic – Creates a duplicate of the caster; if the caster concentrates, it will move as willed; otherwise, 
  it does exactly as the caster does. The duplicate is limited to moving within the area of effect. If the caster 
  concentrates, he can "merge" the duplicate with himself and then split back apart again (making it difficult to 
  discern which one is the "real" caster). 
  11. Invisibility Sphere I – As Invisibility I, except the constant radius is 10’. Note that anything that exits the radius 
  will become visible again. 
  12. Displacement II – As Displacement I, except base chance of missing is 20%. 
  13. Flattening – Caster is flattened until becoming virtually two-dimensional. This allows the caster to slide through 
  cracks and makes the caster effectively invisible when viewed from the side. 
  14. Merging – Caster can merge into any solid, inanimate material. While merged, the caster cannot move, 
  perceive, or cast spells. When the caster emerges from the material, it is possible to emerge from any side or face 
  of the material, although this is limited to moving "through" no more than the caster's own body size plus two feet 
  worth of material. The caster can exit at any time up to the end of spell duration (at which time the caster 
  automatically emerges at the entrance point). 
  15. Unpresence Self – Caster becomes undetectable by Presence spells or related abilities. 
  16. Displacement III – As Displacement I, except base chance of missing is 30%. 
  17. Passing – Caster can pass through any inanimate material up to 1’/level at a rate of 2' per round. 
  18. Mystic Manner – Caster's actions are extremely subtle for the duration of this spell. Any form of non-magical 
  detection or observation regarding the Mystic and his activities suffers a -50 penalty. The caster also may hide 
  spell-casting without the normal Subtety penalty to his spell-casting roll (and the -50 is applied to attempts to 
  detect this casting as well). 
  19. Great Merge – As Merging, except caster can turn within the material and can see outside if within 6” of the 
  surface. 
  20. Displacement IV – As Displacement I, except base chance of missing is 40%. 
  25. Nondetect – Caster and objects on his person cannot be detected by any “Detect...” spells. 
  30. Displacement V – As Displacement I, except base chance of missing is 50%. 
  35. Dimensional Closet – Caster disappears into a private world. This place is largely featureless, but by 
  concentrating, the caster can view (and listen) from the point of departure. The caster may also create any 
  material objects desired, although anything not consumed by the caster will disappear upon leaving the 
  dimensional closet (so the caster may eat, drink, take an antidote to a poison, etc., but cannot arm himself or 
  emerge with great wealth). The caster will reappear in the same place when the duration of the spell expires or 
  when the caster chooses to cancel the spell. If the point of departure is now occupied, the caster will be teleported 
  D10x100 feet in a random direction. 
  40. Displacement VI – As Displacement I, except base chance of missing is 60%. 
  50. Hiding True – Caster can “Merge” into a material and may observe surrounding activity, and is affected by 
  Unpresence and Nondetect, all with this one spell. 
  Note: For guidelines on handling invisibility, see Section 10.10. 
  
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  Mystic Base  
  LIQUID ALTERATION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Boil/Freeze Liquid 
  1 cu’/lvl 
  C 
  2’ 
  F 
  2) Clear/Desalinate Liquid 
  1 cu’/lvl 
  C 
  2’ 
  F 
  3) Evaporate Liquid 
  1,000 cu’/lvl 
  P (C) 
  2’ 
  F 
  4) Waterwall 
  10’x10’x1’ 
  C 
  10’ 
  E 
  5) Water Bolt I 
  1 target 
   —  
  <25’> Ed 
  6) Water Corridor I 
  100’x3’x10’ 
  C 
  10’ 
  F 
  7) Call Rain 
  100’R 
  C 
  self 
  E 
  8) Calm Water 
  100’R 
  C 
  10’ 
  F 
  9) Wave 
  (1’x10’)/lvl 
   —  
  100’ 
  F 
  10) Waterwall True 
  10’x10’x1’ 
  1 min/lvl 
  10’ 
  E 
  11) Water Corridor III 
  300’x4’x50’ 
  C 
  10’ 
  F 
  12) Liquid/Water 
  1 cu’/lvl 
  P 
  touch 
  F 
  13) Lesser Whirlpool 
  20’R (200’R) 
  C 
  300’ 
  F 
  14) Water Tunnel 
  5’Dx100’ 
  C 
  10’ 
  F 
  15) Calm Water True 
  100’R/lvl 
  C 
  10’ 
  F 
  16) Command Current 
  special 
  C 
  self 
  E 
  17) Water Bubble 
  10' R 
  C 
  self 
  E 
  18) Water Bolt V 
  1 target 
   —  
  <125'> Ed 
  19) Acidify Liquid 
  1 cu'/lvl 
  24 hrs 
  10' 
  F 
  20) Water Corridor True 
  100’/lvlx6’x100’ 
  C 
  10’ 
  F 
  25) Water Tunnel True 
  6’Dx100’/lvl 
  C 
  10’ 
  F 
  30) Stream Diversion 
  1 stream 
  C 
  100’/lvl F 
  35) Water Bubble True 
  20' R 
  10 min/lvl self 
  E 
  40) Command Rain 
  1000’R 
  10 min/lvl self 
  E 
  50) Liquid Transmutation 
  1 cu’ 
  P 
  touch 
  F 
  1. Boil/Freeze Liquid – The caster may alter the temperature of any inanimate body of liquid of up to 1 cubic foot 
  per level by 50°F [28°C] per round of concentration. Once the liquid begins to boil or freeze, it will not continue to 
  change temperature, but will begin to warm or cool naturally if the caster stops concentrating. Caster is immune to 
  the heat/cold thus generated. 
  2. Clear/Desalinate Liquid – Removes all sediment and dissolved substances from a liquid. 
  3. Evaporate Liquid – All targeted liquid (up to a maximum of 1000 cubic feet per level) is evaporated (i.e., boiled 
  away and turned into heated gas) at a rate of one hundred cubic feet of liquid per round of concentration. 
  4. Waterwall – Creates a wall of water up to 10’x10’x1’. This wall requires 2 AP to cross, the pace of anyone moving 
  through it at more than a Walk comes out with his pace reduced by two (e.g, a Run going in would be a Brisk pace 
  coming out) to a minimum of a Walk, and attacks through the wall suffer a -80 penalty. See Section 10.19 for 
  additional details on Wall spells. 
  
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  5. Water Bolt I – A bolt of water is shot from the palm of the caster (a water source must be within 10’); results are 
  determined on the Water Bolt Table. 
  6. Water Corridor I – Creates a corridor through liquid up to 100’ long, 3’ wide, and 10’ deep (must be open at the 
  top). 
  7. Call Rain – Causes it to rain in 100’R about the caster, heaviness is determined by the humidity. 
  8. Calm Water – All water within a 100’R is calmed; waves are cut by 20’ in the center and less towards the 
  perimeter. This will negate the effects of currents in the area of effect. 
  9. Wave – Creates a wave moving away from the caster; wave is 1’ high per level in the center and 10’ per level 
  wide. 
  10. Waterwall True – As Waterwall, except caster need not concentrate and the duration is 1 minute per level. 
  11. Water Corridor III – As Water Corridor I, except limit is 300’x4’x50’ deep. 
  12. Liquid/Water – Changes any liquid into fresh water. 
  13. Lesser Whirlpool – Creates a whirlpool with a 20 foot radius in any liquid body that will draw in any objects in 
  the liquid up to 200’ away. Objects capable of moving under their own power may make a Very Hard maneuver to 
  resist the pull of the whirlpool. 
  14. Water Tunnel – Creates a tunnel through liquid that is 5’ in diameter and 100’ long. 
  15. Calm Water True – As Calm Water, except radius is 100’/lvl and waves are cut by 50’. 
  16. Command Current – The area of effect for this spell is the water immediately surrounding the boat that the 
  caster is on (where "boat" should be interpreted loosely; a log is a "boat" for purposes of this spell if the caster is 
  riding it on water). For as long as the caster concentrates, the speed of the boat will be increased by 25' per round 
  (approximately 3 miles per hour). 
  17. Water Bubble – Creates a bubble of air (10’R) around the caster and others, which will carry them in up to 100’ 
  depth of water (air is replenished). Caster can direct the motion of the bubble at a rate of 30’/round (may be 
  adjusted by the presence of (un)favorable water currents. If/when the caster stops concentrating, the bubble will 
  rise to the surface at the same rate (30’/round). If the caster resumes concentrating before the bubble surfaces, 
  the bubble may be controlled again. All objects inside the bubble will rise with it. After reaching the surface, the 
  bubble will burst. 
  18. Water Bolt V – As Water Bolt I, but range increment is 125'. 
  19. Acidify Liquid – Caster can cause up to one cubic foot per level of liquid into a magical acid strong enough to 
  corrode an equal volume of metal or cause an A Acid critical to someone splashed with the acid or a D Acid critical 
  each round immersed in the acid (with a C, a B, and an A critical coming in that order during the three rounds after 
  getting out). 
  20. Water Corridor True – As Water Corridor I, except limit is 100’ per level long, 6’ wide and 100’ deep and the 
  caster need not concentrate. 
  25. Water Tunnel True – As Water Tunnel, except limit is 6’ in diameter and 100’ per level long and the caster need 
  not concentrate. 
  30. Stream Diversion – Caster can divert a water source or part of a water source into a stream which can be up to 
  15’x6’ and as long as the range of this spell. 
  35. Water Bubble True – As Water Bubble, except that caster need only concentrate on the desired route for one 
  round and the bubble will "pilot" itself until the destination is reached and the radius of the bubble may be up to 
  20' in radius and the maximum speed of the bubble is 50'/round and there is no depth limit. 
  40. Command Rain – As Call Rain, except for area of effect and duration. 
  50. Liquid Transmutation – May transmute 1 cubic foot of liquid into another non-magical liquid that the caster has 
  a sample of. This transmutation requires eight hours of uninterrupted work. 
  
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  Mystic Base  
  MYSTICAL CHANGE 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Study Form 
  caster 
   P  
  300’ 
  I 
  2) Face Shifting True 
  caster 
  1 hour/lvl self 
  U 
  3) Minor Changing 
  caster 
  10 min/lvl self 
  U 
  4) Misfeel Kind • 
  caster 
  C 
  self 
  E 
  5) Deceptive Aura 
  1 item 
  1 day/lvl touch F 
  6) Major Changing 
  caster 
  10 min/lvl self 
  U 
  7) Misfeel Calling • 
  caster 
  C 
  self 
  E 
  8) Changing Lungs 
  caster 
  10 min/lvl self 
  U 
  9) Shrinking Change 
  caster 
  10 min/lvl self 
  U 
  10) Mystical Tongue 
  caster + 1 target 
  C 
  20’ Fm 
  11) Misfeel Power • 
  caster 
  C 
  self 
  E 
  12) Impersonation 
  caster 
  10 min/lvl self 
  U 
  13) Unpresence Self 
  caster 
  C 
  self 
  E 
  14) Misfeel • 
  caster 
  C 
  self 
  E 
  15) Changing True 
  caster 
  10 min/lvl self 
  U 
  16) Growing Change 
  caster 
  10 min/lvl self 
  U 
  17) Impersonation True 
  caster 
  10 min/lvl self 
  U 
  18) Long Major Changing 
  caster 
  1 day/lvl self 
  U 
  19) Long Impersonation 
  caster 
  1 day/lvl self 
  U 
  20) Unpresence True 
  caster 
  1 min/lvl self 
  E 
  25) Misfeel True • 
  caster 
  10 min/lvl self 
  E 
  30) Holy Presence 
  caster 
  C 
  self 
  E 
  35) Shapechanging 
  caster 
  10 min/lvl self 
  U 
  40) Shapechanging True 
  caster 
  10 min/lvl self 
  U 
  50) Submerge Self 
  caster 
  varies 
  self 
  U 
  1. Study Form – Caster studies and memorizes the appearance and mannerisms of a being, for later use with 
  higher level spells on this list. The caster must observe the target for five minutes after casting the spell in order to 
  complete the study. The caster can only have as many forms studied as he has ranks in this list. Caster may choose 
  to forget a studied form at any time to make room for replacements. 
  2. Face Shifting True – Allows caster to alter the form of his face. He can take on the exact face of another being if 
  he has used Study Form on the being he wishes to copy. 
  3. Minor Changing – Caster can alter his own form to the form of any desired humanoid race within his own Size 
  category. The form can be that of a particular individual that has been the target of Study Form; this does not 
  include mannerisms, but only appearance. Note that only the physical form is gained (i.e., a target that becomes a 
  Dwarf would not receive a Dwarf’s ability to see in the dark). Non-magical clothing will refit itself to the new form, 
  but other equipment will not change, with the exception of prosthetics added by means of the Lay Healer Base list 
  Prosthetics. 
  
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  4. Misfeel Kind • – Caster appears to be of any race he chooses to magical or mental detections. 
  5. Deceptive Aura – [RR Mod.: -50] Caster fools a magic item into reacting to the caster as if the caster were of 
  another race, sex, Profession, religion, etc. in order to make use (or better use) of the item. This does not allow the 
  caster to use a PP multiplier or Spell Adder for a realm he does not actually use, although it will allow use of a PP 
  multiplier that works for only one of his realms. 
  6. Major Changing – As Minor Changing, except form need not be humanoid, but must be a living organic thing. 
  7. Misfeel Calling • – As Misfeel Kind, except profession may be misrepresented. 
  8. Changing Lungs – Caster can breathe water, air, or gas at will. 
  9. Shrinking Change – As Minor Changing, except form may be one Size category smaller than the caster's. 
  10. Mystical Tongue – [RR Mod: -50] Caster can speak mentally with any sentient target, and to the target, it will 
  seem as if the caster was speaking in the target's primary language. 
  11. Misfeel Power • – As Misfeel Kind, except level can be misrepresented (from first level to twice actual level). 
  12. Impersonation – As Major Changing, except a specific being who has been the target of Study Form can be 
  duplicated in both appearance and mannerisms. 
  13. Unpresence Self – Caster becomes undetectable by Presence spells or related abilities. 
  14. Misfeel • – Allows caster to use all of the “Misfeel” spells at once. 
  15. Changing True – As Major Changing, except caster can alter forms at will, by concentrating for one 
  round/change. 
  16. Growing Change – As Minor Changing, except form may be one Size category larger than the caster's. 
  17. Impersonation True – As Impersonation, except caster can alter forms at will, by concentrating for one 
  round/change. 
  18. Long Major Changing – As Major Changing, except for duration. 
  19. Long Impersonation – As Impersonation, except for duration. 
  20. Unpresence True – As Unpresence Self, except caster does not have to concentrate. 
  25. Misfeel True • – As Misfeel, except caster does not have to concentrate. 
  30. Holy Presence – As Misfeel, except caster can misrepresent his presence and power, so that he seems to be a 
  minor deity. Even those viewing with normal senses will be given an impression of superhuman power and 
  majesty. 
  35. Shapechanging – Caster can alter his own form to the form of any desired living thing. The form can be that of 
  a particular individual that has been the target of Study Form, in which case the caster may have the mannerisms 
  of that individual as well. The caster gains all natural abilities of the form taken, but not magical abilities. Non-
  magical clothing will change form to fit the caster's new body, or may join the rest of items worn or carried, which 
  merge into the caster's body for the duration of the spell. If the caster dies, the spell immediately ends. 
  40. Shapechanging True – As Shapechanging, except caster can alter forms at will, by concentrating for one 
  round/change. 
  50. Submerge Self – Caster develops an entire false persona and places his own persona deep in his subconscious. 
  To all detection attempts (except, perhaps, Mind Probe), the caster seems to be the false persona. The caster has 
  no control over his actions (except for having designed the persona now in control), until the spell ends. The false 
  persona can be a specific individual if Study Form has been cast once/day (for 30 days) on that individual. The 
  caster must determine a set period after which the spell will end and may also specify one triggering event that 
  can cancel the spell before that period expires. The caster will remember everything that happened while the false 
  persona was in control. 
   
  
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  Mystic Base  
  SOLID ALTERATION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Enchanted Rope 
  10’/lvl 
  C 
  touch U 
  2) Heat Solid I 
  1 cu’/lvl 
  1 min/lvl(C) touch F 
  3) Cool Solid 
  1 cu’/lvl 
  24 hrs 
  touch F 
  4) Cracks Call 
  10’x10’x10’ 
   —  
  100’ 
  F 
  5) Door 
  1 door 
   —  
  touch F 
  6) Woodfires 
  1’R 
   —  
  touch F 
  7) Strengthen Material 
  1 cu'/lvl 
  24 hrs 
  touch F 
  8) Heat Solid II 
  1 cu’/lvl 
  1 min/lvl(C) 50’ 
  F 
  9) Chill Other Solid 
  1 cu’/lvl 
  1 min/lvl(C) 50’ 
  F 
  10) Wall of Ice 
  10’x10’x2’ 
  varies 
  10’ 
  E 
  11) Solid Door I 
  3’x6’x1’ 
  P 
  touch F 
  12) Stone/Earth/Mud 
  100 cu’ 
  P 
  touch F 
  13) Shatter 
  1 object 
   —  
  10’ 
  F 
  14) Solid Door II 
  4’x8’x5’ 
  P 
  touch F 
  15) Mold Solid 
  1 cu’ 
  P 
  touch F 
  16) Break Solid 
  1 cu' 
  P 
  100' 
  F 
  17) Unstone 
  100 cu' 
  P 
  100' 
  F 
  18) Strengthen Material True 100 cu'/lvl 
  24 hrs 
  touch F 
  19) Unmetal 
  1 cu' 
  P 
  100' 
  F 
  20) Solid Tunnel 
  4’Dx5’/lvl 
  1 min/lvl touch F 
  25) Solid Door True 
  6’x12’x10’ 
  P 
  touch F 
  30) Solid Tunnel True 
  3’x6’x1’/lvl 
  P 
  touch F 
  35) Mold Solid True 
  5 cu'/lvl 
  P 
  touch F 
  40) Living Forge 
  caster 
  24 hrs 
  self 
  U 
  50) Solid Transmutation 
  1 oz. 
  P 
  touch F 
  1. Enchanted Rope – If the caster holds one end of a rope, he can cause the rope to move up to its length in any 
  direction and to tie itself in knots (it cannot attack or tie up a living being). 
  2. Heat Solid I – Warms 1 cubic foot of any solid, inanimate material per level up to 500°F (260°C) at a rate of 1 
  cubic foot heated by 100°F (56°C) per round of concentration (without concentration, the material will remain at 
  its current temperature for the remainder of the duration). The caster is immune to this heat. 
  3. Cool Solid – Any solid, inanimate, non-metal material can be cooled to -20°F (-29°C), at a rate of 1 cubic foot per 
  round (cooling spreads evenly from initial point of cooling unless caster concentrates to direct spread). 
  4. Cracks Call – Any previous cracks or flaws in material up to 10’x10’x10’ section will extend to their limit. 
  5. Door – Can cause a door to expand or contract due to subtle temperature changes; door can be jammed or 
  loosened (a special modification of +/- 50 to maneuvers to force the door can be granted).  
  6. Woodfires – Causes any wood to ignite and burn. All wood ignited must be within 1’ of caster’s palm. 
  
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  7. Strengthen Material – Causes any one object of up to 1 cubic foot per level of the caster to be much more 
  resistant to damage. It will resist destructive spells as if the RR was being made by the caster and it will have a +50 
  bonus to any normal rolls against breakage. 
  8. Heat Solid II – As Heat Solid I, except the range is 50’. 
  9. Chill Other Solid – As Cool Solid, except any solid, inanimate, non-metal material can be cooled to -200°F (-
  129°C), at a rate of (1 cubic foot and -100°F/56°C)/round. The caster must concentrate to decrease the 
  temperature (without concentration, the material will retain its current temperature for the duration of the spell). 
  10. Wall of Ice – Creates a wall of ice up to 10’x10’x (2’ at base, 1’ at top); it can be melted through or chipped 
  through or toppled if not against a wall. Requires a source of water within 10’. See Section 10.19 for additional 
  details on Wall spells. 
  11. Solid Door I – Creates a doorway through any solid, inanimate material; it can be up to 3’x6’x1’. 
  12. Stone/Earth/Mud – Will turn 100 cubic feet of stone to packed earth, 100 cubic feet of earth to mud, 100 cubic 
  feet of mud to earth, or 100 cubic feet of earth to stone. 
  13. Shatter – Causes a non-metal, inanimate object to shatter (up to 1 cubic foot in size). All within 5’ radius take 
  an A Impact critical; anyone holding the object takes a C Impact critical. 
  14. Solid Door II – As Solid Door I, except size is 4’x8’x5’ 
  15. Mold Solid – Caster's hands may shape 1 cubic foot of any solid, inanimate material by molding it as if it were 
  putty or clay. When the caster ceases to work it, the material will harden to normal consistency. Quality of results 
  depends on caster's skill and time invested. 
  16. Break Solid – One cubic foot of any solid, inanimate material becomes very brittle. This causes the object to 
  break if struck (the GM may rule that certain objects get an RR to resist breakage). 
  17. Unstone – Disintegrates (i.e., destroys without a residue) a target of up to 100 cubic feet of stone. 
  18. Strengthen Material True – As Strengthen Material, except object can be up to 100 cubic feet per level in size. 
  19. Unmetal – Disintegrates a target of up to 1 cubic foot of metal. 
  20. Solid Tunnel – Recreates a tunnel through solid, inanimate material that is 4’ in diameter and 5’/level long. 
  25. Solid Door True – As Solid Door, except size is 6’x12’x10’. 
  30. Solid Tunnel True – As Solid Tunnel, except that it is permanent and size is 3’x6’x (1’/level). 
  35. Mold Solid True – As Mold Solid, but working on a larger scale, suitable for monuments, architectural 
  components, etc. 
  40. Living Forge – Caster becomes able to work non-magical metals with his bare hands, needing no other tools to 
  give it the shape and qualities desired (gaining a +20 to any appropriate maneuvers rolled). This includes being able 
  to create alloys if the necessary components are available. If this spell is used in conjunction with proper 
  equipment, a +35 bonus may be gained to appropriate maneuvers. 
  50. Solid Transmutation – Transmutes up to 1 ounce of any solid material into another non-magical solid material 
  that the caster has a sample of. This transmutation requires eight hours of uninterrupted work. 
   
  
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  9.3. Sorcerer 
  Sorcerer Base  
  FLESH DESTRUCTION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Sprain Limb 
  1 target 
  P 
  100’ 
  F 
  2) Limb Pain 
  1 target 
  1 rnd/5 fail 100’ 
  F 
  3) Touch of Disruption 
  1 target 
  P 
  touch F 
  4) Lock Joint 
  1 target 
  1 rnd/5 fail 100’ 
  F 
  5) Break Limb 
  1 target 
  P 
  100’ 
  F 
  6) Disruption II 
  1 target 
  P 
  20’ 
  F 
  7) Skin Death 
  1 target 
  varies 
  100’ 
  F 
  8) Disruption V 
  1 target 
  P 
  50’ 
  F 
  9) Ear Disruption 
  1 target 
  P 
  100’ 
  F 
  10) Limb Death 
  1 target 
  P 
  100’ 
  F 
  11) Eye Disruption 
  1 target 
  P 
  100’ 
  F 
  12) Collapse Lung 
  1 target 
  P 
  100’ 
  F 
  13) Muscle Death 
  1 target 
  P 
  100’ 
  F 
  14) Bone Death 
  1 target 
  P 
  100’ 
  F 
  15) Black Channel I 
  1 target 
  varies 
  varies F 
  16) Rupture 
  1 target 
  P 
  100' 
  F 
  17) Long Flesh Destruction 
  1 target 
  P 
  300' 
  F 
  18) Corpse Disposal 
  1 target 
  P 
  touch F 
  19) Mass Flesh Destruction 1 target/lvl 
  P 
  100' 
  F 
  20) Petrifaction 
  1 target 
  P 
  100’ 
  F 
  25) Disruption X 
  1 target 
  P 
  100’ 
  F 
  30) Black Channel II 
  1 target 
  varies 
  varies F 
  35) Disruption True 
  1 target 
  P 
  300’ 
  F 
  40) Multichannels Noir 
  1 target/lvl 
  varies 
  varies F 
  50) Black Channel III 
  1 target 
  varies 
  varies F 
  1. Sprain Limb – A random part of a random limb is sprained. If it is part of a leg: movement is cut by 25%, combat 
  is at -10. If it is part of an arm, combat is modified by -20.  
  2. Limb Pain – A random limb is in intense pain. If it is a leg, the target cannot walk (target may crawl at 10% of 
  walking movement rate). If it is an arm, that arm cannot be used. 
  3. Touch of Disruption – The bones and tissues of the target’s body are disrupted as if the target had fallen a long 
  distance. If the target's RR fails by 1-10, the target takes an A Impact critical; increase the severity of the critical for 
  each 10 by which the RR is failed (i.e. 11-20 = B, 21-30 = C, 31-40 = D, 41+ = E). 
  4. Lock Joint – One of the target’s joints locks. Target suffers as in Limb Pain. A moving target that is afflicted with 
  leg lock will fall down; if a target with arm lock is carrying anything, it is dropped.  
  5. Break Limb – A random limb is broken. A broken arm is useless. One broken leg cuts movement by 50% and 
  combat is modified by -75. 
  
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  6. Disruption II – As Touch of Disruption, except range is 20’. 
  7. Skin Death – Target’s skin will flake and peel (on entire body). There is no tactical penalty, but it ruins the 
  appearance of the target, resulting in a -25 to -75 on social interactions, depending on the importance of 
  appearance. Lasts until dispelled and 1 month passes (recovery time may be reduced through magical healing). 
  8. Disruption V – As Touch of Disruption, except range is 50’. 
  9. Ear Disruption – One of the target’s ears (randomly chosen) is disrupted. Hearing is at 50% of normal until cured 
  (-25 to Perception involving hearing, -50 to Perception only involving hearing). If both ears go, the target will be 
  rendered deaf. 
  10. Limb Death – One of the target’s limbs (random) will wither and die. Target loses 5% of the use of the limb per 
  day; when the total reaches 100%, the limb falls off. Can be cured through flesh wound and nerve repair spells up 
  to the 80% point, then it must be regenerated. If the limb is a leg, movement is reduced by half the percentage lost 
  (e.g., if a leg is 60% withered, movement is cut by 30%). If the limb is an arm, combat suffers a -1 penalty per 1% 
  withered (e.g., if an arm is 75% withered, all combat with that arm will suffer a -75 penalty). 
  11. Eye Disruption – As Ear Disruption, except an eye is affected and the penalties are to Perception involving sight. 
  12. Collapse Lung – One of the target’s lungs collapses. This restricts the target to half of normal activity for all 
  physical activity (treat as 2 AP per round and half normal BMR) until the lung is repaired. 
  13. Muscle Death – As Limb Death, except a random muscle is affected (not muscle organs, e.g., not the heart).  
  14. Bone Death – As Limb Death, except a random bone (not part of spine or skull) gradually disintegrates. 
  15. Black Channel I – One of the Black Channel I spells may be used (see Section 10.7); the Gamemaster must 
  decide which one(s) may be used on the basis of culture and world system. 
  16. Rupture – Target's skin splits and begins to bleed. One bleeding wound opens for every 10 by which the 
  target's RR was failed, with each bleeding 1-5 hits/rd (roll randomly for each wound). 
  17. Long Flesh Destruction – As one of Sprain Limb, Limb Pain, Lock Joint, Break Limb, Skin Death, or Ear Disruption, 
  except with a range of 300'. 
  18. Corpse Disposal – Target must be dead; the spell causes a body to decompose almost instantaneously, 
  including the bones or other hard parts, crumbling into a fertile dust. 
  19. Mass Flesh Destruction – As any lower level spell other than Disruption or Black Channel spells, except that it 
  may be cast upon as many targets as the caster has levels. 
  20. Petrifaction – The target’s bones will gradually petrify; a loss of activity (as in Limb Death) occurs due to loss of 
  blood production. Treat the loss of use as a penalty to all physical maneuvers and all Endurance rolls. At 100%, this 
  effect becomes fatal. 
  25. Disruption X – As Touch of Disruption, except range is 100’. 
  30. Black Channel II – As Black Channel I, except one of the Black Channel II spells may be used. 
  35. Disruption True – As Touch of Disruption, except range is 300’ and delivers an E Impact critical if the target fails 
  to resist. 
  40. Multichannels Noir – As Black Channel I, except that it may be cast upon as many targets as the caster has 
  levels. 
  50. Black Channel III – As Black Channel I, except one of the Black Channel III spells may be used. 
  Note: For non-humanoid targets, the GM may need to use some judgment regarding "limb" spells. A Limb Pain 
  spell that affects a wing would prevent flight, for example. 
   
  
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  Sorcerer Base  
  FLUID DESTRUCTION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Vaporize Fluid 
  10 cu’ /lvl 
  P 
  100’ 
  F 
  2) Freeze Fluid 
  10 cu’ /lvl 
  P 
  100’ 
  F 
  3) Evaporation I 
  1000 cu’  
  P 
  100’ 
  F 
  4) Unwater I 
  100 cu’  
  P 
  100’ 
  F 
  5) Calm Water 
  100’R 
  C 
  100’ 
  F 
  6) Water Bolt I 
  1 target 
   —  
  <25’> 
  Ed 
  7) Unrain 
  100’ R 
  4 hrs/lvl 
  100’ 
  E 
  8) Dehydrate 
  1 cu' 
  P 
  100’ 
  F 
  9) Evaporation II 
  10,000 cu’  
  P 
  100’ 
  F 
  10) Unwater II 
  1,000 cu’  
  P 
  100’ 
  F 
  11) Unrain True 
  500’ R/level 1 day/lvl 100’ 
  E 
  12) Dehydrate True 
  10 cu’  
  P 
  100’ 
  F 
  13) Evaporation III 
  100,000 cu’  
  P 
  100’ 
  F 
  14) Unwater III 
  10,000 cu’  
  P 
  100’ 
  F 
  15) Calm Water True 
  100’R/lvl 
  C 
  100’/lvl F 
  16) Acidic Bolt I 
  1 target 
   —  
  <25’> 
  Ed 
  17) Long Fluid Destruction 
  varies 
  varies 
  300' 
  F 
  18) Blood Destruction 
  1 target 
   —  
  100’ 
  F 
  19) Desiccation 
  1 target 
  P 
  100' 
  F 
  20) Dehumidify 
  1 mi R 
  P 
  1 mi 
  F 
  25) Evaporation True 
  1,000,000 cu’  
  P 
  100’ 
  F 
  30) Calm Sea 
  1,000’ R/lvl 
  C 
  1000’/lvl F 
  35) Acidic Bolt V 
  1 target 
   —  
  <125’> Ed 
  40) Mass Desiccation 
  1 target/lvl 
  P 
  100' 
  F 
  50) Dehumidify True 
  1,000’ R/lvl 
  P 
  1000’/lvl F 
  1. Vaporize Fluid – Vaporizes 10 cubic feet of liquid/level. 
  2. Freeze Fluid – Freezes 10 cubic feet of liquid/level. 
  3. Evaporation I – Causes 1000 cubic feet of liquid to rapidly evaporate over the course of 1 hour. 
  4. Unwater I – Instantly disintegrates 100 cubic feet of water. 
  5. Calm Water – Water within radius is calmed; waves are cut 20’ in center and less towards the perimeter. 
  6. Water Bolt I – A bolt of water is shot from the palm of the caster; results determined on the Water Bolt Table. 
  7. Unrain I – No precipitation will occur in the area of effect for the duration of the spell. 
  8. Dehydrate – Removes all the liquid (usually water) from 1 cubic foot of inanimate material. 
  9. Evaporation II – As Evaporation I, except 10,000 cubic feet are affected. 
  10. Unwater II – As Unwater I, except 1,000 cubic feet are affected. 
  11. Unrain True – As Unrain, except affects a 500’/level radius for 1 day/level. 
  12. Dehydrate True – As Dehydrate, except affects 10 cubic feet. 
  
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  13. Evaporation III – As Evaporation I, except affects 100,000 cubic feet. 
  14. Unwater III – As Unwater I, except affects 10,000 cubic feet. 
  15. Calm Water True – As Calm Water, except waves are cut by 50’ in center and area affected is 100'R/level. 
  16. Acidic Bolt I – A bolt of acid is shot from the palm of the caster; results determined on the Fire Bolt Table, but 
  replacing Heat criticals with Acid criticals and also doing Impact criticals one severity level less than the primary 
  critical. 
  17. Long Fluid Destruction – As any single spell on this list of no more than 10th level, but with a range of 300', or a 
  75' range increment in the case of Water Bolt. 
  18. Blood Destruction – [RR Mod.: -25] This spell takes advantage of any bleeding wounds on a target to draw out 
  and destroy additional blood. Target suffers the equivalent of ten rounds bleeding from his wounds as a result of 
  this spell (e.g., if the target were bleeding at a rate of 3 hits per round, this spell would inflict 30 hits of damage). 
  19. Desiccation – The target immediately begins to dehydrate and weather as if in a wind-blown sandy desert. 
  Target is immediately at a -10 penalty to all actions and loses 1% of his total hits. For each round that the caster 
  concentrates, the target takes another -5 penalty and 1% of total hits. If the caster maintains concentration for 10 
  consecutive rounds, animate targets will be reduced to dried out husks, dying. If the target gets out of range or the 
  caster stops concentrating, there is no further damage, but the penalty and hits loss remain. The hits can heal 
  normally, but the penalty recovers at a rate of 10 per day, assuming regular hydration. A Cure Disease spell can 
  remove the penalty, once the hit loss is healed. 
  20. Dehumidify – For every minute that the caster concentrates, the humidity drops 1% of the original humidity 
  (up to 50%). The humidity will gradually increase at a rate of 5% (of original humidity) per day until the original 
  humidity is reached. Note that this change in humidity levels could affect an area’s climate (in turn affecting the 
  area’s vegetation). 
  25. Evaporation True – As Evaporation I, except 1,000,000 cubic feet can be affected. 
  30. Calm Sea – As Calm Water True, except radius is 1000’R/level. 
  35. Acidic Bolt V – As Acidic Bolt I, but with a range increment of 125'. 
  40. Mass Desiccation – As Desiccation, except caster may affect up to one target/level. 
  50. Dehumidify True – Every minute that the caster concentrates, the humidity drops 5% of the original humidity 
  (up to 95%). The humidity later increases as per the Dehumidify spell. Note that this change in humidity levels 
  could affect an area’s climate (in turn affecting the area’s vegetation). 
   
  
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  Sorcerer Base  
  GAS DESTRUCTION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Foglessness 
  10’R/lvl 
  10 min/lvl 100’ 
  F 
  2) Air Stop I 
  10’ R 
  C 
  100’ 
  F 
  3) Vacuum I 
  5’ R 
   —  
  100’ 
  F 
  4) Deoxygenation I 
  10’ R 
  C 
  100’ 
  F 
  5) Air Stop II 
  20’ R 
  C 
  100’ 
  F 
  6) Vacuum II 
  10’ R 
   —  
  100’ 
  F 
  7) Deoxygenation II 
  20’ R 
  C 
  100’ 
  F 
  8) Gas to Air 
  1 cu’/rnd 
  P 
  100’ 
  F 
  9) Air Stop X 
  100’ R 
  C 
  100’ 
  F 
  10) Vacuum IV 
  20’ R 
   —  
  100’ 
  F 
  11) Great Vacuum I 
  5’ R 
   —  
  100’ 
  F 
  12) Fast Deoxygenation I 
  10’ R 
  C 
  100’ 
  F 
  13) Deoxygenation V 
  50’ R 
  C 
  100’ 
  F 
  14) Great Vacuum II 
  10’ R 
   —  
  100’ 
  F 
  15) Fast Deoxygenation II 
  20’ R 
  C 
  100’ 
  F 
  16) Air Stop True 
  10' R/lvl 
  C 
  100’ 
  F 
  17) Long Gas Destruction 
  varies 
  varies 
  300' 
  F 
  18) Great Vacuum III 
  15’ R 
   —  
  100’ 
  F 
  19) Major Deoxygenation 
  20' R 
  C 
  100' 
  F 
  20) Major Vacuum I 
  5’ R 
   —  
  100’ 
  F 
  25) Deoxygenation True 
  20’ R 
  C 
  100’ 
  F 
  30) Major Vacuum II 
  10’ R 
   —  
  100’ 
  F 
  35) Vacuum X 
  50' R 
   —  
  100’ 
  F 
  40) Major Vacuum IV 
  20’ R 
   —  
  100’ 
  F 
  50) Implosion 
  1,000,000 cu’ 
   —  
  300’ 
  F 
  1. Foglessness – Disperses all fog in a 10’/level radius and prevents new fog from forming within that radius for 10 
  minutes per level. If a fog-creating spell makes its RR against this spell, it can create fog within the area of effect. 
  2. Air Stop I – Stops all generalized air movement up to winds of 30 mph and cuts higher winds by 30 mph in a 10’ 
  radius. 
  3. Vacuum I – Creates a 5’ radius of near vacuum; all within the radius take a B Impact critical as the air leaves and 
  rushes back in (if they fail an RR). 
  4. Deoxygenation I – Caster can remove the oxygen in a 10’ radius at the rate of 1% of the original oxygen each 
  round.  
  5. Air Stop II – As Air Stop I, except affects a radius of 20’.  
  6. Vacuum II – As Vacuum I, except affects a radius of 10’.  
  7. Deoxygenation II – As Deoxygenation I, except affects a radius of 20’.  
  
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  8. Gas to Air – Changes any gas to normal, breathable air at a rate of 1 cubic foot per round as long as the caster 
  concentrates.  
  9. Air Stop X – As Air Stop I, except affects a radius of 100’.  
  10. Vacuum IV – As Vacuum I, except affects a radius of 20’.  
  11. Great Vacuum I – As Vacuum I, except delivers a D Impact critical in a 5’ radius.  
  12. Fast Deoxygenation I – As Deoxygenation I, except removal rate is 5% per round.  
  13. Deoxygenation V – As Deoxygenation I, except affects a radius of 50’.  
  14. Great Vacuum II – As Great Vacuum I, except affects a radius of 10’.  
  15. Fast Deoxygenation II – As Fast Deoxygenation I, except affects a radius of 20’. 
  16. Air Stop True – As Air Stop I, except affects a radius of 10’/level.  
  17. Long Gas Destruction – As any single spell on this list of no more than 10th level, but with a range of 300'. 
  18. Great Vacuum III – As Great Vacuum I, except affects a radius of 15’. 
  19. Major Deoxygenation – As Deoxygenation I, except affects a radius of 20’ and removal rate is 10% per round. 
  20. Major Vacuum I – [RR Mod.: -10] As Vacuum, except delivers an E Impact critical in a 5’ radius. 
  25. Deoxygenation True – As Deoxygenation I, except affects a radius of 20’ and removal rate is 20% per round.  
  30. Major Vacuum II – [RR Mod.: -10] As Major Vacuum I, except affects a 10’ radius. 
  35. Vacuum X – As Vacuum I, except affects a radius of 50’.  
  40. Major Vacuum IV – [RR Mod.: -10] As Major Vacuum I, except affects a radius of 20’.  
  50. Implosion – Destroys gases in a single enclosure (usually a building) up to a size of 100’x100’x100’ (or 1,000,000 
  cubic feet). The building has a chance of collapsing (dependent on construction) and everyone inside takes an E 
  Impact critical from falling debris. This results in a very loud explosion. If the building collapses everyone within a 
  distance from the building equal to the building's height takes a C Impact critical from the explosion. 
  Note: All vacuums created by the spells on this list also create a loud noise. The larger the radius the louder the 
  noise. The GM may wish to rule that all within the radius must make a second RR or be deafened for 1 round per 
  10 failure (RR attack level equals the radius of the vacuum). 
  Note: An elemental creature made of gas will be reduced to 1 AP per round if successfully attacked with an Air 
  Stop spell (the creature must fit into the area of effect). A Vacuum thrown at a creature made of gas will result in a 
  Slaying IV Critical on the creature.  
  Note: When the oxygen in an area falls below 50% of normal, anyone in that area must make an RR (attack level is 
  1) or fall asleep (this RR is modified by -2 for every 1% under 50%). Of course, if the % drops below 10%, 
  suffocation becomes a danger. All fire spells in an area of low oxygen are modified by -2 (or 2% effectiveness for 
  non-attack spells) for every 1% under 50% of normal oxygen. 
   
  
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  Sorcerer Base  
  MIND DESTRUCTION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Minor Pain 
  1 target 
  10 min/5 fail 100’ Fm 
  2) Jolts III 
  1 target 
  3 rnds 
  100’ Fm 
  3) Disorientation 
  1 target 
  1 day/5 fail 100’ Fm 
  4) Unbalance 
  1 target 
  1 day/5 fail 100’ Fm 
  5) Distortions 
  1 target 
  1 day/5 fail 100’ Fm 
  6) Jolts VI 
  1 target 
  6 rnds 
  100’ Fm 
  7) Major Pain 
  1 target 
  10 min/5 fail 100’ Fm 
  8) Forget 
  1 target 
  P 
  10’ Fm 
  9) Word of Pain * 
  1 target 
  P 
  100’ Fm 
  10) Mind Shock 
  1 target 
  1 day/5 fail 100’ Fm 
  11) Mind Death 
  1 target 
  P 
  50’ Fm 
  12) Jolts X 
  1 target 
  10 rnds 
  100’ Fm 
  13) Unminding 
  1 target 
  1 rnd/5 fail 100’ Fm 
  14) Mass Disorientation 
  1 target/lvl 
  1 hr/5 fail 300’ Fm 
  15) Mind Break 
  1 target 
  1 day/10 fail 100’ Fm 
  16) Mass Unbalance 
  1 target/lvl 1 day/5 fail 100' Fm 
  17) Long Mind Destruction 
  1 target 
  varies 
  300' Fm 
  18) Mass Distortions 
  1 target/lvl 1 day/5 fail 100’ Fm 
  19) Horror 
  1 target 
  varies 
  100’ Fm 
  20) Lost Experience 
  1 target 
  P 
  100’ Fm 
  25) Mass Pain 
  1 target/lvl 
  P 
  300’ Fm 
  30) Memory Loss 
  1 target 
  P 
  100' Fm 
  35) Mass Mind Shock 
  1 target/lvl 1 day/5 fail 300’ Fm 
  40) Mass Major Pain 
  1 target/lvl 
  P 
  300’ Fm 
  50) Mass Unminding 
  1 target/lvl 1 rnd/5 fail 300’ Fm 
  1. Minor Pain – Causes loss of 25% of target's remaining concussion hits (i.e., those not already taken); these hits 
  are healed when the duration is up, provided target has not died. 
  2. Jolts III – Target is stunned. 
  3. Disorientation – Target must subtract 25 from all Perception maneuvers and subtract 5 from initiative rolls. 
  4. Unbalance – Target must subtract 25 from all maneuvers involving movement and subtract 5 from initiative 
  rolls. 
  5. Distortions – Target must subtract 25 from all combat rolls and subtract 5 from initiative rolls. 
  6. Jolts VI – Target is stunned. 
  7. Major Pain – As Minor Pain, except 50% of remaining hits are taken. 
  8. Forget – Target forgets a period (of up to one minute per level) of the past, as desired by the caster. 
  9. Word Of Pain * – As Major Pain, except hits must be cured or heal normally. 
  10. Mind Shock – As Disorientation, Unbalance, and Distortions (all at once), except initiative penalty is 10. 
  
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  11. Mind Death – Target mind blanks out for a period of 10 minutes each day at random. Target is incapable of 
  activity or thought during this period. 
  12. Jolts X – Target is stunned. 
  13. Unminding – Target’s mind is completely blank for the duration. The target cannot perceive events, time, or 
  activity; when the target's mind does come back, this produces one round of stun due to the need to reorient. 
  14. Mass Disorientation – As Disorientation, except for range, duration, and that it affects a number of targets up 
  to the caster's level. 
  15. Mind Break – Target is a blathering idiot. The target can be led around, but can take no action. 
  16. Mass Unbalance – As Unbalance, except affects a number of targets equal to the caster's level. 
  17. Long Mind Destruction – As any single spell on this list of no more than 10th level, but with a range of 300'. 
  18. Mass Distortions – As Distortions, except affects a number of targets equal to the caster's level. 
  19. Horror – [RR Mod: -20] Target hallucinates an attack by a creature drawn from the target's worst fears. The 
  target will be attacked each round by the creature (doing real damage with a +100 Martial Arts Strikes attack). 
  Regardless of the damage done by the target (to the creature), the creature will only be defeated when the target 
  either loses consciousness or makes an RR (one RR each minute). 
  20. Lost Experience – Target loses 5% of collected experience (usually experience points). 
  25. Mass Pain – As Minor Pain, except as many targets as the caster’s level are affected, the duration is until 
  healed, and the range is 300’. 
  30. Memory Loss – Target forgets completely about any one particular subject (e.g., the caster, the Fire Ruby of 
  Romju, the Battle of Xon's Crossing). 
  35. Mass Mind Shock – As Mind Shock, except as many targets as the caster’s level can be affected and the range is 
  300’. 
  40. Mass Major Pain – As Major Pain, except as many targets as the caster’s level are affected, the duration is until 
  healed, and the range is 300’. 
  50. Mass Unminding – As Unminding, except as many targets as the caster’s level can be affected and the range is 
  300’. 
  Note: When a target loses experience points, this has nothing to do with experience levels. The lost experience 
  points simply means that the character will have to gain that many more before rising to the next level. The 
  experience loss may be reversed by healing the brain. 
  Note: Initiative penalties from Disorientation, Unbalance, and Distortions are not cumulative. 
   
   
  
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  Sorcerer Base  
  SOLID DESTRUCTION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Melt Ice 
  10 cu’/lvl 
  P 
  100’ 
  F 
  2) Loosen Earth 
  100 cu’ 
  P 
  100’ 
  F 
  3) Erosions 
  100 cu’/lvl 
  P 
  100’ 
  F 
  4) Cracks Call 
  10’x10’x10’ 
  P 
  100’ 
  F 
  5) Undoor 
  10’x10’x6” 
  P 
  10’ 
  F 
  6) Stone/Earth 
  100 cu’ 
  P 
  100’ 
  F 
  7) Splinter 
  1 wooden object 
  P 
  50' 
  F 
  8) Earth/Mud 
  100 cu’ 
  P 
  100’ 
  F 
  9) Loosen Earth True 
  43,560 cu’ 
  P 
  100’ 
  F 
  10) Corridor 
  3’x6’x1’/lvl 
  P 
  100’ 
  F 
  11) Shatter 
  1 cu’ 
  P 
  100’ 
  F 
  12) Unearth 
  100 cu’ 
  P 
  100’ 
  F 
  13) Unstone 
  100 cu’ 
  P 
  100’ 
  F 
  14) Undoor True 
  1 door 
  P 
  10’ 
  F 
  15) Unmetal 
  1 cu’ 
  P 
  100’ 
  F 
  16) Solid Destruction 
  1 cu’ 
  P 
  100’ 
  F 
  17) Long Solid Destruction 
  varies 
  P 
  300' 
  F 
  18) Metal Corridor 
  3’x6’x1’/lvl 
  P 
  100’ 
  F 
  19) Crevasse 
  100'x10'x200' 
  P 
  100' 
  F 
  20) Solid Destruction True 
  1 cu’/lvl 
  P 
  100’ 
  F 
  25) Tremors 
  varies 
  1 rnd 100’/lvl F 
  30) Great Crack 
  varies 
  P 
  300’ 
  F 
  35) Mass Shatter 
  1 target/lvl 
  P 
  100' 
  F 
  40) Metal Corridor True 
  3’x6’x1’/lvl 
  P 
  100’ 
  F 
  50) Quake 
  varies 
  varies touch 
  F 
  1. Melt Ice – Melts up to 10 cubic feet/level of ice. 
  2. Loosen Earth – Loosens 100 cubic feet of earth to the consistency of plowed ground. 
  3. Erosions – Causes a 100 cubic feet/level section of inorganic material to erode and deteriorate at 1000 x normal 
  rate. 
  4. Cracks Call – Any previous cracks or flaws in material up to 10’x10’x10’ (not 1,000 cu feet) section will extend to 
  their limit. 
  5. Undoor – Will vaporize a non-magical door up to 6” thick, 10’ high, and 10’ wide (if the door is thicker than 6” it 
  will vaporize the closest 6 inches). 
  6. Stone/Earth – Changes 100 cubic feet of stone to packed earth; change is gradual and takes 3 rounds. 
  7. Splinter – Causes one non-living wooden object to burst apart in a spray of splinters. All within a 5’ radius take 
  an A Puncture critical and holder takes a C Puncture critical. 
  8. Earth/Mud – As Stone/Earth, except changes earth to soft mud. 
  
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  9. Loosen Earth True – Loosens 43,560 cubic feet of earth (1 acre-foot) to the consistency of plowed ground. 
  10. Corridor – Creates a 3’x6’ corridor that is up to 1’/level long; it can be cut through any non-metal, inorganic 
  material. The corridor can be cut at a rate of 1’ (length) per round as the caster concentrates. 
  11. Shatter – Can shatter an inorganic object, up to 1 cubic feet. All within a 5’ radius take an A Impact critical and 
  holder takes a C Impact critical. 
  12. Unearth – Disintegrates 100 cubic feet of earth. 
  13. Unstone – Disintegrates 100 cubic feet of stone. 
  14. Undoor True – As Undoor, except any single door is vaporized. 
  15. Unmetal – Disintegrates 1 cubic foot of metal. 
  16. Solid Destruction – Disintegrates 1 cubic foot of any inanimate solid. 
  17. Long Solid Destruction – As any single spell on this list of no more than 10th level, but with a range of 300'. 
  18. Metal Corridor – As Corridor, except that it can cut through non-magical metal. 
  19. Crevasse – Causes a large crack to open in the ground. The size of the crack will be up to 10' wide, up to 100' 
  deep, and up to 200' long. The crack takes 2 rounds to open. 
  20. Solid Destruction True – Disintegrates 1 cubic foot per level of any inanimate solid. 
  25. Tremors – Causes a very minor earthquake which could cause shoddy construction to collapse (can be very 
  terrifying). This is approximately 5.5 on the Richter scale. 
  30. Great Crack – Causes a large crevice to open in the ground (up to 10’ per level deep, 1’ per level wide and 20’ 
  per level long). The crevice takes 2 rounds to open. The caster can concentrate for 3 rounds to close the crevice. 
  35. Mass Shatter – As Shatter, but affects up to 1 target per level (each individual target restricted in size as per 
  Shatter). If someone is within attack radius of more than one shattered object, multiple criticals are possible. 
  40. Metal Corridor True – As Metal Corridor, except that it can cut through even magical metal. Note that this is a 
  Force spell so the magical metal will normally get an RR. 
  50. Quake – Caster can cause an earthquake; with the caster's location at the time of casting as the epicenter. The 
  quake can be delayed up to 1 round/level. The severity of the quake on the Richter scale is determined by a roll: 
  (01-20) = 5.5, (21-45) = 6, (46-65) = 6.5, (66-80) = 7.0, (81-90) = 7.5, (91-95) = 8.0, (96-98) = 8.5, (99-100) = 9.0.  
   
  
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  Sorcerer Base  
  SOUL DESTRUCTION 
  Level 
  Spell 
  Area of Effect Duration Range Type 
  1) Question 
  1 target 
   —  
  100’ Fm 
  2) Possession I 
  1 target 
  varies 
  100’ Fm 
  3) Neurosis 
  1 target 
  P 
  100’ Fm 
  4) Guilt 
  1 target 
  P 
  100’ Fm 
  5) Paranoia 
  1 target 
  P 
  100’ Fm 
  6) Possession II 
  1 target 
  varies 
  100’ Fm 
  7) Word of Panic * 
  1 target 
  1 rnd/5 fail 100’ Fm 
  8) Transferal 
  1 target 
  varies 
  100’ Fm 
  9) Spirit Burn 
  1 target 
  1 min/5 fail 100’ Fm 
  10) Possession III 
  1 target 
  varies 
  100’ Fm 
  11) Subjugation 
  1 target 
  varies 
  100’ Fm 
  12) Unsoul Curse 
  1 target 
  varies 
  100’ Fm 
  13) Possession IV 
  1 target 
  varies 
  100’ Fm 
  14) Shout of Panic * 
  20’R 
  1 rnd/5 fail self Fm 
  15) Chronic Panic 
  1 target 
  P 
  100’ Fm 
  16) Spirit Repulsion 
  1 target 
   —  
  100’ Fm 
  17) Long Soul Destruction 
  1 target 
  varies 
  300' Fm 
  18) Possession V 
  1 target 
  varies 
  100’ Fm 
  19) Dark Slumbers 
  1 target 
  varies 
  100' Fm 
  20) Soultheft 
  1 target 
  varies 
  100’ Fm 
  25) Transferal True 
  1 target 
  varies 
  100’ Fm 
  30) Absolution 
  1 target 
  varies 
  100’ Fm 
  35) Possession VI 
  1 target 
  varies 
  100’ Fm 
  40) Absolution Pure 
  1 target 
  varies 
  100’ Fm 
  50) Dark Absolution  
  1 target 
  P 
  100’ Fm 
  1. Question – Target must answer a single concept question (presuming that the target can understand the 
  question). 
  2. Possession I – Target is possessed by a Type I Demon; caster has no control over the target or Demon. The 
  Demon will force the target to do random (not necessarily destructive) things. Target gets an RR every other round 
  to attempt to get rid of the Demon.  
  3. Neurosis – Target has an extreme dislike for any specific thing the caster chooses. Target has a 50% chance 
  (modified by three times Self Discipline stat bonus) of overcoming the neurosis when given a choice (e.g., neurosis 
  concerning horses would mean that every time the target tried to get on or near a horse the target would need to 
  make a roll in order to do so). 
  4. Guilt – Target experiences chronic guilt over some action in the target's past. The GM should choose some 
  significant event in the target’s past. The target will not perform similar actions again and must take steps to 
  alleviate the guilt. 
  
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  5. Paranoia – Target will trust no one absolutely. When in a life threatening/ dangerous situation, there is a 50% 
  chance (modified by three times Self Discipline stat bonus) that the target will not trust the protection of others 
  and will act unilaterally for self-preservation. 
  6. Possession II – As Demonic Possession I, except Demon is Type II and the possessed only gets an RR once every 
  minute.  
  7. Word of Panic * – Target flees in total panic from caster. Fleeing equates to movement away at maximum pace 
  for 1 round per 5 failure of the target's RR. 
  8. Transferal – Target's "soul" and the caster's "soul" are interchanged; the caster can operate at half of his normal 
  activity (double all AP costs as with concentration) while in the body of the target. The target (in the caster's body) 
  is inactive. The caster can cancel the spell at any time (takes one round). The target can cancel the spell if he makes 
  a successful RR (he gets one every 10 minutes). If either body is killed, both "souls" are destroyed. 
  9. Spirit Burn – This spell torments a spirit, typically a conjured being like an elemental or demon. These spirits may 
  be targeted even if in an incorporeal form or if possessing another's body. The GM may wish to include some 
  undead among potential targets. The pain caused by this spell reduces the target to 2 AP per round and the target 
  takes 1 hit per 1 failure on the RR as well. These hits do not return at the end of the spell duration; that aspect of 
  the spell is "permanent". 
  10. Possession III – As Demonic Possession I, except Demon is Type III and the possessed target only gets an RR 
  once every 10 minutes. 
  11. Subjugation – Part of the target’s “soul” is taken and placed in an organic object on the caster’s person. The 
  body of the target will act as the caster directs (caster must concentrate). The spell is canceled when: the caster 
  cancels it or the object is destroyed or the body is more than 100’ from caster or the object leaves the caster’s 
  person. If the caster is not concentrating the target may act freely, though at -30 to all activities. While being 
  commanded, the target is aware of all the actions performed, but is helpless to stop them. 
  12. Unsoul Curse – Part of the target’s soul is transferred to a random object somewhere within 100 miles; the 
  target is at -30 to all activities until the spell is dispelled or the target touches the object (which returns the missing 
  piece of soul). The target will always know the direction of the lost “soul”. 
  13. Possession IV – As Demonic Possession I, except Demon is Type IV and the possessed target only gets an RR 
  once every hour. 
  14. Shout of Panic * – As Word of Panic, except affects all within 20’ of caster.  
  15. Chronic Panic – [RR Mod.: -10] Target must make an RR against Fear (use the highest level foe or GM's 
  judgment for other perils as level of Fear) at -25 in any personally dangerous situation. 
  16. Spirit Repulsion – [RR Mod.: +10] As Spirit Burn, except if target fails RR it must retreat to its own plane of 
  existence, if applicable, or it will be transported instantly to its "home" location on this plane and is reduced to 
  zero hits. 
  17. Long Soul Destruction – As any single spell on this list of no more than 10th level, but with a range of 300'. 
  18. Possession V – As Demonic Possession I, except Demon is Type V and the possessed target only gets an RR once 
  every day. 
  19. Dark Slumbers – Target is put into a state of deep sleep and will neither awaken nor age. The target will only 
  die if killed (does not need food, water, etc.). This sleep will continue until dispelled or until a single, non-magical 
  event (specified by the caster at the time of casting) is accomplished. Note that the caster must specify the non-
  magical condition (i.e., it is not optional). 
  20. Soultheft – As Subjugation, except the “soul” is only released if the caster cancels the spell or the object is 
  destroyed. The target is always aware of the direction of the object holding the stolen “soul”. 
  
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  25. Transferal True – As Transferal, except target only gets his additional RRs once per month and every time he 
  fails his chance to successfully resist decreases by 1 and the caster may operate normally in the target's body. 
  30. Absolution – [RR Mod: -20] Target’s “soul” is torn from the target’s body; it remains in whatever place “souls” 
  go for 30 days per 10 failure. The soul can be returned early only through Lifegiving. The target is unconscious and 
  at -75 for subconscious activities while soulless. 
  35. Possession VI – As Demonic Possession I, except Demon is Type VI and the possessed target only gets an RR 
  once every week. 
  40. Absolution Pure – [RR Mod: -20] As Absolution, except “soul” can only be brought back through Lifegiving. 
  50. Dark Absolution – [RR Mod: -20] As Absolution Pure, except “soul” is utterly destroyed. 
  Note: Neurosis, Guilt, Paranoia, Unsoul Curse and Chronic Panic are curses, with mental effects. See Section 10.2 
  for treatment options. 
  Note: Absolution does not kill the body, so Dark Absolution leaves a living, but soulless body. 
   
  
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  10. 
  Specific Spell Notes 
  Remember, that the spells described in Spell Law do not comprise the entirety of a world’s legacy. There 
  may be an infinite variety yet to be discovered. Spell Law provides a world with spells found in common 
  usage and/or knowledge (from a relative standpoint). These spells provide a framework based on the 
  normal needs of an environment and may act as standards by which Gamemasters can judge other 
  creations or discoveries. 
  10.1. Bardic Songs 
  The Bard's Base lists Controlling Songs and Inspiring Songs are somewhat more elaborate in their casting 
  than most spells are. A number of special rules apply to them: 
  1) Normally, Controlling Songs affect all targets in the radius of effect except for the caster. If the caster 
  is using Song Mastery (see Sound Projection spell list), he may elect to include himself as a target of the 
  Controlling Songs spell. Inspiring Songs work as explained in that list. Someone entering the effect radius 
  while the song is still active becomes a target for the spell. 
  2) All of the spells on these lists require that the Bard provide some form of entertainment for the 
  targets; this is the "performance". This could take the form of singing, tale telling, juggling, etc. Since the 
  performance is part of the spell-casting technique, use of the voice or hands for the performance counts 
  as using them for spell-casting. 
  3) The area of effect listed is the base area of effect, used for a normal success on the maneuver roll for 
  the performance. The duration is also determined by the maneuver roll for the performance, with a 
  base duration in rounds equal to the number of ranks that the caster has in the skill used for the 
  performance. If the caster uses two skills for a performance (he sings while playing the lute or dances 
  while telling stories), the skill with the most ranks is used. The maneuver roll for the performance is 
  made after the Controlling Songs or Inspiring Songs spell has been successfully cast. Stopping the 
  performance will end the spell (unless it has been augmented with an Echoes spell), regardless of how 
  much time is left on the basic duration. 
  4) After the duration given by the result of the initial performance maneuver roll is over, the caster may 
  make a "continuation roll" each round in order to maintain the concentration needed to perform. Each 
  additional continuation roll after the first one has a cumulative -5 modifier. These rolls never change the 
  parameters set up for the spell effects by the initial performance roll. They succeed on a roll over 100 
  and fail on a roll under 101. They are simply to maintain the performance as is for one more round per 
  continuation roll. 
  5. The maneuver roll for the performance uses the following table. "Ranks" means the number of ranks 
  the caster has in the skill used for the performance. 
  
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  R oll
  R es ult
  Duration
  R R  Mod.
  <1
  1-75
  Failure S pell has no effect.
  0
  n/a
  UM 66
  76-100
  Partial S ucces s  S pell has half listed radius.
  R anks  x 0.5
  +10
  101-175
  S ucces s  S pell works as listed
  R anks
  0
  176+
  Abs olute S ucces s  S pell has twice listed radius.
  R anks  x 2
  -10
  Abs olute Failure Loss of confidence as well as the spell. No maneuver with 
  this performance skill can succeed until you have slept. For the same period all 
  Bard Base list spells will suffer a -10 modification to the S C R .
  Table 10-1: B ard S ongs
  Unus ual E vent Y ou inadvertentaly tap into the full power of your art. Y ou cast 
  an additional random spell up to the level of the C ontrolling S ong cast. The 
  spell is cast at your level; if target selection is required, you know range, area 
  of effect, & typ
   
  10.2. Curses and Diseases 
  Curse and disease spells are handled in a special manner with regards to dispelling and canceling. Such a 
  spell is normally unaffected by normal Dispel spells.  
  Curse spells include all of the spells on the Curses list and a few other scattered spells. One of these 
  spells can only be dispelled by an Uncurse, Purge Curse, or Remove Curse spell.  
  Disease spells include all of the spells on the Disease lists and a few other scattered spells. One of these 
  spells can only be dispelled by an Undisease, Purge Disease, or Remove Disease spell. 
  Mental illness due to spells on the Mind Disease and Mind Subversion lists and a few other places may 
  be removed by Mind Disease Cures, Uncurse, Purge Curse, or Remove Curse. Alternatively, certain 
  diseases may be “healed” by using a healing spell or medical treatment. 
  10.3. Demon Summoning and Familiar Spirits 
  The Evil Channeling lists Demonic Pacts and Demonic Summons deal with the bringing of demons into 
  the caster's world and obtaining demonic help. Demonic Summons is relatively straightforward, 
  providing spells to summon, banish, confine, and control demons. This is certainly enough to make use 
  of demons for a number of ends, but Demonic Pacts offers additional possibilities. 
  Demons are a category of evil entities that normally dwell on planes of existence different from those of 
  humankind. Except for a small minority with interdimensional travel abilities of their own, demons can 
  only come to a human world by being summoned, in which case the default case is that the demon can 
  only stay a number of minutes equal to its own level before it is dragged back to its own plane by cosmic 
  energies, or perhaps through some curse of a protective god. Various spells can allow the demon a 
  longer stay. 
  
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  The typical process of dealing with a demon through bargaining works as follows. First, the caster 
  creates a Conjuring Circle and summons a demon inside the circle. The caster then negotiates for the 
  services of the demon (typical tasks include obtaining an object, killing a target, or providing information 
  in the case of more elite demons). If no agreement can be reached, the caster will use Banish Demon to 
  be rid of his dangerous guest. If a bargain is made, the caster casts Oath of Binding upon himself and the 
  demon, ensuring the bargain is kept. After this is done, the caster will use a Demonic Mission spell in 
  order to provide the demon additional time to work, unless the demon's side of the bargain is quick to 
  fulfill. Once the demon's task is done, the caster may often cast Unleash Demon as (part of) the payment 
  of his side of the bargain. Prudent casters will include a clause in their bargains to ensure the demon's 
  actions at that point do not include consuming the caster or wrecking his home. 
  Some spells on the Demonic Pacts list simply tap into the power of the demon planes and require little 
  explanation here other than that their use is probably what most Clerics would term "bad for the soul". 
  Familiar Spirits 
  Familiar Spirit spells summon a familiar spirit, a demonic entity that takes form in this world as an 
  animal or small man (sometimes with grotesque or impish features, but not always). This form may be 
  changed, and any familiar spirit is likely to have four or five common guises, of which it favors one. It can 
  speak the caster's native language fluently, including while in animal form. The caster must keep the 
  familiar spirit fed with a little of the caster's blood every six days or the familiar spirit will begin to waste 
  away, losing 2d10 hits each day until it dies or is fed again. Because of this feeding, the caster suffers a -
  1 penalty to his Constitution stat per Stage of his familiar spirit. If the familiar spirit is killed, then the 
  caster immediately suffers a spiritual shock that strips him of all his power points for a period of 1 week 
  per Stage of the familiar spirit and also takes an A Impact critical due to his intimate bond with the 
  familiar spirit. 
  A Stage I familiar spirit has an Armor Type of 1 and a DB of 10, a +10 OB, 5 PPs, and 20 concussion hits. It 
  is level 1 and is considered to be Small size, although it may take forms that would normally be 
  considered smaller. It can cast spells from 2 Open, Closed or Evil spell lists of any realm. All other 
  statistics are based on the form it has taken. It can provide one of the following benefits to the caster to 
  whom it is attached, at the caster's choice at the time the Familiar Spirit I spell is cast: a +5 bonus to all 
  SCRs or a +5 bonus to all Magic Ritual rolls or +1 to the caster's level when determining the parameters 
  of spells cast or the benefit of a +1 Spell Adder. 
  A Stage II familiar spirit has an Armor Type of 1 and a DB of 15, a +20 OB, 10 PPs, and 30 concussion hits. 
  It is level 2 and is considered to be Small size, although it may take forms that would normally be 
  considered smaller. It can cast spells from 4 Open, Closed or Evil spell lists of any realm. All other 
  statistics are based on the form it has taken. It can provide one of the following benefits to the caster to 
  whom it is attached, at the caster's choice at the time the Familiar Spirit II spell is cast: a +10 bonus to all 
  SCRs or a +10 bonus to all Magic Ritual rolls or +2 to the caster's level when determining the parameters 
  of spells cast or the benefit of a +2 Spell Adder. 
  
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  A Stage III familiar spirit has an Armor Type of 1 and a DB of 20, a +30 OB, 15 PPs, and 40 concussion 
  hits. It is level 3 and is considered to be Small size, although it may take forms that would normally be 
  considered smaller. It can cast spells from 6 Open, Closed or Evil spell lists of any realm. All other 
  statistics are based on the form it has taken. It can provide one of the following benefits to the caster to 
  whom it is attached, at the caster's choice at the time the Familiar Spirit III spell is cast: a +15 bonus to 
  all SCRs or a +15 bonus to all Magic Ritual rolls or +3 to the caster's level when determining the 
  parameters of spells cast or the benefit of a +3 Spell Adder or the benefit of a x1.5 PP multiplier. 
  A Stage IV familiar spirit has an Armor Type of 1 and a DB of 25, a +40 OB, 20 PPs, and 50 concussion 
  hits. It is level 4 and is considered to be Small size, although it may take forms that would normally be 
  considered smaller. It can cast spells from 8 Open, Closed or Evil spell lists of any realm. All other 
  statistics are based on the form it has taken. It can provide one of the following benefits to the caster to 
  whom it is attached, at the caster's choice at the time the Familiar Spirit IV spell is cast: a +20 bonus to 
  all SCRs or a +20 bonus to all Magic Ritual rolls or +4 to the caster's level when determining the 
  parameters of spells cast or the benefit of a +4 Spell Adder or the benefit of a x1.75 PP multiplier. 
  A Stage V familiar spirit has an Armor Type of 1 and a DB of 30, a +50 OB, 25 PPs, and 60 concussion hits. 
  It is level 5 and is considered to be Small size, although it may take forms that would normally be 
  considered smaller. It can cast spells from 10 Open, Closed or Evil spell lists of any realm. All other 
  statistics are based on the form it has taken. It can provide one of the following benefits to the caster to 
  whom it is attached, at the caster's choice at the time the Familiar Spirit V spell is cast: a +25 bonus to all 
  SCRs or a +25 bonus to all Magic Ritual rolls or +5 to the caster's level when determining the parameters 
  of spells cast or the benefit of a +5 Spell Adder or the benefit of a x2 PP multiplier. 
  A Stage VI familiar spirit has an Armor Type of 1 and a DB of 35, a +60 OB, 30 PPs, and 70 concussion 
  hits. It is level 6 and is considered to be Small size, although it may take forms that would normally be 
  considered smaller. It can cast spells from 12 Open, Closed or Evil spell lists of any realm. All other 
  statistics are based on the form it has taken. It can provide one of the following benefits to the caster to 
  whom it is attached, at the caster's choice at the time the Familiar Spirit VI spell is cast: a +30 bonus to 
  all SCRs or a +30 bonus to all Magic Ritual rolls or +6 to the caster's level when determining the 
  parameters of spells cast or the benefit of a +6 Spell Adder or the benefit of a x2.5 PP multiplier. 
  In all cases, the familiar spirit can act as an assistant in spell research, and it can provide instruction in all 
  Channeling realm spell lists, allowing the caster to ignore any normal restrictions placed on learning lists 
  due to the need for learning materials or teachers. 
  10.4. Detection Spells 
  When a spell "detects" something, it simply reveals whether that thing is present in the area of effect or 
  not. A Detect Hair spell would tell you whether or not there was hair in the area scanned, but it would 
  not tell you how much or what kind(s) or where it was located within that area. The spell would respond 
  the same way to several Dwarves waiting in ambush as it would to a braided rope of horse hair or a 
  
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  single stray cat hair (which pretty well explains why there is no Detect Hair spell). The careful overlap of 
  areas scanned over multiple rounds can sometimes overcome some lack of detail, as in narrowing down 
  the location of a single instance of the thing detected. 
  10.5. Dreams: Symbols, Sources and Locales 
  Dream spells and other similar divination spells are a valuable part of some fantasy environments, but 
  some GMs are not comfortable with them. They represent an “outside” source of information that can 
  skew a carefully planned story. The GM may decide to be explicit in the information given, but it is 
  recommended that any information be imparted through symbols and metaphor. Animals, music, 
  smells, panoramas, and other elements may be used to convey general messages and vague clues to the 
  information being sought. 
  Example: Khale has decided to employ his Dream spell to discover whether he should travel to Golgotha 
  by ship or overland. That night he receives a dream of a sea-bird perched upon a piece of beached 
  driftwood beneath a storming sky. Upon awaking, Khale realizes that he has received his dream, but it 
  was not the decisive clue he was looking for and has created more questions than it has answered. 
  Grumbling about double-dealing GMs, he decides to purchase a horse and travel overland than risk the 
  strange portents of the dream. 
  In the above example, the dream might have implied that the PC would be shipwrecked or that the 
  journey would be dangerous but successful. It might have also been a storming sky because of other 
  events in the background of the PC, rather than a reference to the journey itself. This method provides a 
  check upon the abuse of these seemingly omniscient spells. 
  Other GMs will welcome such divinations as tools to move the campaign forward and keep players 
  moving in desirable directions. These GMs will generally provide clearer guidance, but should avoid 
  providing direct answers and cloak dream answers in symbolism and indirect meaning, even if choosing 
  forms that his players should find easy to interpret. 
  Realms and Dreams 
  A Channeler is asking his deity for information in dream form, so a lot depends on how the Gamemaster 
  plays deities in his world. The Dream will incorporate information the deity knows, which may include 
  incorrect information or opinion. The clarity of the dream may depend on how closely the deity is able 
  to think like the caster and also how much attention the deity devotes to responding to the dream 
  request. Casting on a subject the deity is unaware of, or does not want the caster to know, will have 
  poor results, but casting on a topic the deity is deeply aware of and eager to share is likely to give a 
  vivid, detailed, and on-topic dream. 
  A Mentalist is delving into the recesses of his own mind, rummaging through bits and pieces of scattered 
  information he may have no conscious awareness of and feeling out the tiniest vibrations of the Essence 
  running through his own head. This can be rather random or precise; dreams of this sort will tend to 
  reflect the information the caster already knows. The more the caster knows, the more likely the 
  
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  answers will be found and “stick” to them, and also, the greater the caster’s understanding of the topic, 
  the more likely the dream will be explicable. Taking a complete stab in the dark with a dream spell to try 
  to unravel something the mentalist has barely discovered will likely give a hard-to-understand, symbolic 
  dream sparse in hard details. Trying to put together lots of details into a coherent context, or fill in the 
  last bit of missing information for something the caster knows a lot about should work far more 
  smoothly. 
  There is also a difference in the kind of symbology that characterizes Dreams of Channeling and Dreams 
  of Mentalism. Mentalism Dreams have a more personal symbology, whereas Channeling Dreams are 
  typically full of references to religious symbols, doctrines, and stories. A Channeler might get help 
  interpreting a Dream from a religious scholar, whereas a Mentalism-user would need to see a 
  psychologist. Mentalism Dreams might also be more interactive and could be played out rather than 
  simply described (as they are "drawn from within" rather than "sent from afar"). 
  An Essence user is generally more grounded in the solidity of physical reality and deals in more limited, 
  but non-symbolic, methods of gathering information. Hybrids will generally be casting dream spells from 
  a single realm, but it is possible some visionary spell could appear on a hybrid base list, in which case the 
  GM should mix the effects above. 
  Location and Dreams 
  The importance of location depends on how the Gamemaster treats dreams. Much depends on if 
  dreams are a reflection of reality, tied to the material realm, or totally separated in an alternative dream 
  realm. It is entirely possible that certain locations may cause unexpected side effects. Casting dream 
  spells on an old battlefield may mean that scenes of conflict may intrude into or be incorporated as part 
  of the dream, while casting in the abandoned temple of a dark god might inadvertently draw that deity’s 
  attention. (This is completely at the discretion of the GM.) 
  10.6. Elemental Spells 
  The effects that elemental attacks have on the environment can sometimes be more than just the 
  results on the table. This is more pronounced for ball attacks, but even bolts or small elemental 
  creations can have a dramatic effect. It is often important for the GM to consider the context around 
  which these spells are cast, considering such things as “Where did that Fire Bolt that missed the ranger 
  go?” 
  Some things in the environment are very susceptible to effects, while some are more than normally 
  resistant or almost immune. For purposes of this section, consider that susceptible items are affected by 
  the element 100% of the time if they are directly in contact (either struck by a bolt or inside the radius of 
  a ball, for instance). Normal items will be affected 20% of the time x the level of the critical effect (so 
  20% for A, 40% for B, 60% for C, 80% for D and 100% for E). Resistant items will be affected about 5% of 
  the time x critical level, and generally, immune items will ignore all but the most potent effects. GMs 
  
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  should keep in mind that these are guidelines, the listings are not exhaustive, and that this does not 
  cover all situations, so they can feel free to tweak these numbers to fit specific situations. 
  Due to the “personal aura” detailed in Section 2.5, these effects generally apply to the environment, not 
  to objects on characters or in the possession of characters. Those objects will only be directly affected 
  by specific wording of a critical result. 
  Cold 
  Elemental cold is not visible as such, but it will produce condensation and frost in the area of effect, 
  sufficient to produce a misty vapor in all but the driest areas if the effect is a lingering one (Cold Ball 
  attacks tend to just leave a layer of frost). In dry air, one may see only a distortion due to diffraction 
  when light passes between areas of different temperature (the inverse of a "heat shimmer"). Elemental 
  cold is also silent, although the rapid freezing of shallow water within the area of effect typically makes a 
  "cracking" sound. 
  Fire 
  Elemental fire burns cleanly, without smoke, but burns very hot. Due to the fact that it will only 
  penetrate bodily auras as specified by critical, it does not usually have the terrible effects of normal fire, 
  such as searing the air in your lungs, setting your hair and clothing on fire, and choking you with smoke.  
  Fire spells will likely crackle and roar like a fire of similar size. Color of the fire varies by magical tradition 
  or individual artistry rather than by temperature. 
  Gamemasters should note that secondary fires started by elemental fire are normal and not restrained 
  by aura resistance, so if a character is hiding in a loose pile of dry hay and gets hit with a fireball, after 
  taking spell damage, that character will also now be in the middle of a raging normal fire, and subject to 
  lung-searing temperatures, smoke, and burning equipment problems.  
  Fire tends to spread upwards and in the direction of airflow. Remember that most pre-modern buildings 
  are held up by wooden beams, including stone castles and mineshaft-like subterranean tunnels, so an 
  uncontrolled fire will cause a collapse after the beams are weakened enough. (The technique of treating 
  beams with tar to prevent rot makes for fast spreading, hot, smoky fires.) 
  Small, light objects will be sucked up into the fire, ignite if inflammable as they rise, then rain down once 
  they depart the column of super-heated air above the fire. When taken to an extreme, this is referred to 
  as a “firestorm” and the falling debris can range in size from burning leaves to small burning branches 
  and roof shingles. This process, in dry conditions, can cause the already dangerous walls and “arms” of 
  spreading fire to “jump”, spawning multiple fires, mostly downwind of the initial fire.  
  
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  Ice 
  Non-mobile ice spells are generally fairly benign, but will be super cold in the round of casting. Bolts or 
  similar attacks will cause both impact and cold criticals. A mass of super cold elemental ice surrounded 
  by super cold air capable of the effects listed can have some interesting secondary effects.  
  If an elemental ice spell is cast onto water, it can freeze quickly, perhaps quickly enough to trap beings 
  standing or swimming in it. This is more likely with shallow water, like casting an ice bolt at the feet of 
  someone walking through ankle deep water in a storm drain tunnel. In deep water, if not secured or 
  attached to something, ice will float to the surface and then travel with the current, if any. 
  Ice bolts or falling ice walls will often be loud, considering the mass of the ice and what was struck. A 
  stone corridor wall or floor will produce a sharp crack or crash, but a metal door will gong like a poorly 
  tuned bell.  
  Lightning 
  Lightning is very potent. Objects struck by lightning may conduct jumps of electricity, but may also be 
  broken, moved (if light), or set on fire at the same time. If elemental lightning were not hampered by 
  the aura effect, it would be far deadlier than the Lightning Bolt table suggests, as powerful a weapon as 
  it is. 
  Lightning is always associated with thunder and can be heard from miles away outdoors; indoors the 
  noise alone will be enough to temporarily deafen people and break delicate objects and glass windows. 
  Not a sneaky magic, lightning should alert every conscious person that something happened within a 
  gigantic radius. Only during a storm would such a noise seem normal. Few buildings are large enough to 
  bother calculating the distance required for the noise of thunder failing to travel to every nook and 
  corner, and outdoors the range is measured in miles. Soundproofing would need to be very complete to 
  block the noise, doors on a lesser scale than wood, stone, or metal measured in feet of thickness would 
  just reverberate, transmitting the noise. (A Sphere of Silence spell with a large enough radius to cover 
  the whole lightning stroke would work). 
  The other side of the coin is that while lightning is unsubtle, it is also awe-inspiring, and beasts, the more 
  beast-like monsters, and even members of sapient races who have not had much exposure to magic can 
  be panicked into fleeing after even a single strike with such elemental power. 
  Shock 
  Weaker than lightning, shock follows the rules for those above. Shocks will sizzle and crack, loudly, but 
  not nearly on the scale of lightning: not loud enough to temporarily deafen and inaudible from long 
  distances or beyond normal doors or walls. Consider it similar to the noise of a mad scientist's 
  laboratory in an old movie. 
  
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  Water 
  Water will have only one effect beyond direct impact; it will get things wet. Water will flow downward 
  from wherever it comes to rest after the spell is cast; if in sufficient quantities, it will drown creatures 
  that need to breathe. (An unconscious, sleeping, or downed person laying face down can drown in an 
  inch or less of water.) Water bolts will be less loud than ice, tending to lose much of the shock that 
  creates noise in “splash”. Striking a gong or bell with a water bolt will still be quite noisy. Elemental 
  water is pure and is an electrical insulator. After one round in most environments, however, it will have 
  picked up electrolytes and become electrically conductive. 
  10.7. Fatal Channeling Projections 
  Some who seek divine aid call for the death or mutilation of their enemies. Among the most dreaded 
  weapons of the magic arts are the fatal Channeling projections. 
  Fatal Channeling projections fall into 2 categories; they may (1) destroy the soul or life’s Essence of the 
  target or they may (2) destroy all or part of the target’s body. The former group consists of those 
  projections known as Absolutions, spells normally found in the higher reaches of power. The latter 
  category embraces what are commonly called Black Channels. 
  While Absolutions refer to specific spells of power, Black Channels tend to vary with culture. The niceties 
  of ritual and form mark the only great cultural distinctions between the sources of Absolution. Black 
  Channels, however, produce widely differing results, many based on the preferences of ancestral 
  prejudice. 
  The detailed effects of Absolutions are found in the appropriate spell lists. Specific aspects of Black 
  Channels are also noted on the appropriate lists; nonetheless, most of the actual results of usage are 
  dictated by cultural choice and spell variation. Thus, the table below has been provided. Certain users of 
  Black Channels may have a choice with regard to which type they use in a specific situation. Others will 
  be bound by cultural/religious restrictions and may use only one variation. Black Channel III effects are 
  lethal. Death takes place 1-10 rounds after the target is affected, and the effects incapacitate the target 
  during this time. 
  Obviously, many other terrible effects are possible, and GMs or players may wish to create unique Black 
  Channels better to cultures in their own campaign. Power should be kept to the same level as the 
  examples given, and the GM is (as always) the final arbiter of the appropriateness of any proposed 
  additions. 
  
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  Name
  R ange
  R R  Mod
  Duration
  E ffect
  B lack C hannel I
  Thrayn's Touch
  Touch
  -50
  1-10 days
  Disrupt's body cells; foe operates at -50
  E ye of Nur
  25'
  -30
  1-10 hours Knocks foe out; +25 hits
  Uonic C urse
  50'
  -25
  1-10 days
  Any one limb useless (caster's choice)
  Tauric Finger
  50'
  -10
  1-10 days
  Blinds foe; +10 hits
  Londarin's Hand
  100'
  0
  1-10 days
  Nerve disruption; foe is sent into coma
  B lack C hannel II
  Womar Finger
  25'
  -30
  P
  Destroys muscles & tendons in legs
  Urulic E ye
  50'
  -25
  P
  R emoves foe's hands (sealed stumps)
  Finger of S art
  75'
  -15
  P
  Paralyzes foe entirely
  C hannels of C hey
  100'
  -10
  P
  S evere brain disorder, convulsive spasms; 
  foe operates at -75
  Umli Breeze
  50'
  0
  P
  Foe is in a coma; +10 hits
  B lack C hannel III
  Black Finger
  25'
  -50
  P
  E rases facial area, leaves blank skin
  Desert C urse
  50'
  -30
  P
  Blood boils
  Death's Wish
  100'
  0
  P
  Liquefies skeleton
  Table 10-2: B lack C hannels
   
  Note that the RR modifier for Thrayn's Touch does not include the penalty for touch range. 
  10.8. Good, Evil, Dark and Light 
  There are a number of “alignment” spells in Spell Law. Largely, the application of these spells depends 
  upon the system of morals the GM is using within the game world. For these purposes, Good is assumed 
  to be primarily motivated to promote the well-being and happiness of others or to combat those forces 
  that stand against it (i.e., Evil). Evil is characterized as that which causes intentional suffering or 
  destruction and that which strives to overthrow good. These definitions may (and should) be altered to 
  fit the GM’s particular view of these concepts. 
  “Of Light” is defined as something of “Good” origins (regardless of whether the thing itself is Good or 
  not). 
  “Of Darkness” is defined as something of “Evil” origins (regardless of whether the thing itself is Evil or 
  not). 
  “Holy” is defined as a person, place or object magically blessed by any priest or servant of a deity (or 
  even the deity itself). Note that this may also include the concept of “Unholy”, if Holy is applied to a 
  Good blessing and Unholy applied to an Evil blessing. 
  10.9. Illusions and Mind Tricks 
  Illusions as handled in Rolemaster are one of the most unique and difficult aspects of the magical 
  framework of the system. Newcomers to Rolemaster are often bewildered by illusions being modeled as 
  
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  temporary creations of reality rather than as mental phenomena as is the case with other role-playing 
  games. There are other spells in Rolemaster that do correspond to the mental effects seen in other 
  systems. These are spells from the Cloaking and Seemings lists and an assortment of other spells, mostly 
  of the realm of Mentalism, which may be collectively grouped as "mind tricks". 
  Illusions 
  Illusions include all spells that create or manipulate a physical (or psychic, in the case of Presence 
  illusions) element perceived by one of the six senses used in Spell Law: sight, hearing, smell, taste, touch 
  (i.e., feel), and Presence. Such spells include: Illusions, Phantasms, Mirages, Façades, Misfeels, etc. Thus 
  Illusions and related spells are of the type Elemental (E). 
  The sense aspects (i.e., physical elements) of such spells are actually created. Because of this, all 
  potential targets actually sense an illusion and Resistance Rolls are not made to "not sense an illusion". 
  For example, a Light Mirage spell will actually create an image that consists of the physical element, 
  light (much like a hologram), so anyone looking at a Light Mirage will see the image. 
  A reflection of an object in a mirror is a real world example of this principle. The reflection is not the real 
  object, but the light constituting the reflection is real light and as such affects the viewer's eyes in the 
  normal way. Given a sufficiently perfect mirror, it is impossible to tell if the object in the mirror is a 
  reflection or the real object without recourse to another sense other than sight. The suspected object 
  can be proven to be a reflection by attempting to touch it. However, the reflected object does not 
  disappear once it is known to be merely a reflection. Instead, it remains until the mirror (or the original 
  object) is removed. 
  Likewise, Rolemaster illusions cannot be merely disbelieved. If an Illusionist creates an illusion of an 
  object, then a suspicious viewer must verify with some other sense (although a high-level Illusionist can 
  make an object real to all senses) or by magical means that the object is illusionary rather than real. A 
  viewer might conclude that it is an illusion because of the nature of the illusion, but a viewer might 
  likewise conclude a real event was an illusion because of how bizarre it seemed. The illusionary object 
  will not disappear merely because a viewer has perceived its true nature, and the illusion must be 
  cancelled, dispelled or the spell duration waited out.  
  Normally, the caster of the illusion will be creating things which he has either personal familiarity with or 
  are creative variations on such things. If the illusion is of something with which the caster has no 
  personal experience, the GM may want to call for a maneuver to determine the quality and believability 
  of the illusion. This may be done on the basis of applicable skills related to the subject of the illusion 
  (e.g., Racial Lore: Dragon if creating an illusion of a dragon) or generally, with a Composition: Illusion 
  Crafting skill. 
  Illusions can always be self-illuminating, but in order to illuminate objects that are not part of the 
  illusion requires an advanced illusion/phantasm with the option to "cast light" taken. If this is done, then 
  lights that are part of the illusion will illuminate as they normally would. This may include illusions of 
  
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  regular magical light, if the creator of the illusion knows the Light spell to be emulated. While this has 
  certain advantages for magical lighting, it also has limitations that the Light spells do not (an illusion is 
  limited to the caster's field of vision and cannot be tied to a mobile source). 
  If one of the senses in an illusion is "feel", then the illusion feels real to a target's touch senses. Striking 
  part of such an illusion will cause the "feel" part of the illusion to be cancelled, but the rest of the 
  illusion will remain for the normal duration of the spell. An illusion can be given multiple "feel" senses by 
  using options from an Illusion # spell or a Phantasm # spell, in which case, each blow to the illusion 
  cancels one of the "feel" senses. Such a blow constitutes an attack when done deliberately, and it 
  automatically succeeds against a static illusion, while a mobile illusion may have a DB assigned 
  depending on its evasiveness (usually the same as the creature it appears to be). The Armor Type (AT) of 
  an illusion is always AT 1. It is also possible to accidentally strike an illusion hard enough to remove a 
  "feel" from it. Anytime someone makes a maneuver which might result in delivering a blow to an illusion 
  (e.g., running across an illusion of a bridge), a roll should be made and a "feel" is lost if the result is less 
  than or equal to a certain value based upon the difficulty of the maneuver. The suggested values are: 
  Routine or easier (no roll), Easy (02), Light (05), Medium (10), Hard (15), Very Hard (20), Extremely Hard 
  (25), Sheer Folly (40), Absurd (50), Nigh Impossible (75). The maximum weight an illusion can support is 
  150% of the caster's weight, doubled for each additional "feel" in the illusion. Thus a 180-pound caster 
  creating an illusion of stairs with three "feel" components provides a means of ascent that can support 
  180 x 1.5 x 4 = 1080 pounds. If one of those "feel" components is destroyed, the stairs will only support 
  180 x 1.5 x 2 = 540 pounds. Exceeding this weight limit immediately cancels all remaining "feels". 
  A Phantasm with "feel" as one of the senses used can strike a blow against a target; the blow is the 
  equivalent of a Medium Martial Arts Strike attack, with an OB based on the caster's skill in Directed 
  Spells: Illusions. With an Easy Spell Mastery roll, the caster can change the critical type done by the 
  attack in order to keep the illusion more convincing (e.g., an illusion of a flame could be made to do a 
  Heat critical). If a Phantasm has been given multiple "feel" senses by using options from a Phantasm # 
  spell, each attack cancels one of the "feel" senses. 
  If a Phantasm has been given increased "size" by using options from an Phantasm # spell, the concussion 
  hit damage from an attack is increased one multiple for each option so used (e.g., if two options are 
  used to increase the "size" to a 40'R, the attack's concussion hit damage is three times normal, i.e., 
  increased by two over the basic x1). This is limited to four times (x4) the normal damage. 
  It should be remembered that the range at which a given sensory aspect of an illusion can be perceived 
  is limited only by the capabilities of the observer in the given environment. The Area of Effect parameter 
  limits only the size of the illusion. 
  Example: An Illusionist casts an Illusion spell to create a "bridge". The size of the bridge is limited by the 
  Area of Effect parameter. The illusionary bridge is visible to any being who happens to look in the right 
  direction. It reflects light just like a real bridge. If the Illusionist has added a feel mirage to the illusion, 
  
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  then when someone touches the bridge, it will feel like wood or stone. If someone is brave enough to 
  step on to the bridge, then he will feel the wood or stone under his feet. If he is careful, light, and/or 
  lucky, the feel aspect may last long enough for him to cross the bridge. His companions would see him 
  cross the bridge. If a companion tried the same feat, but through bad luck, carelessness, or greater 
  encumbrance, overwhelmed the feel mirage, then the companion would immediately cease to feel the 
  wood or stone under his feet, would fall through the bridge, and plummet to his death.  
  Mind Tricks 
  Mind tricks are purely mental phenomena which directly affect the brain of the chosen target(s). They 
  are therefore Force (F) Type spells, allowing a Resistance Roll against their effects. These are categorized 
  as cloaks, projections, overlays and seemings.  
  A cloak is a mind trick which will cause the affected target(s) to fail to perceive a chosen object, entity, 
  etc. It creates a delusion of absence which removes the information concerning the concealed object or 
  entity from one or more processing centers (concerned with the chosen senses) in the brain(s) of the 
  target(s). One subtlety, which applies to Cloak spells or any other future visual cloaking spells, concerns 
  what the targets see in place of a concealed being or item. The concealed object is not invisible, which 
  means an affected target cannot see through the concealed object. The answer must be that the target's 
  brain interpolates a background. If the target has viewed the area prior to the concealed being moving 
  into the area, then a previous image from short-term memory is reused. If the target has never seen the 
  area before, then the target's mind will invent a reasonable image which will not stand up to intense 
  scrutiny (i.e., concentrated use of Perception) but will be swiftly readjusted as soon as the concealed 
  being moves out of the way.  
  Example: A party of adventurers enters a dragon's cave. The sleeping dragon has been temporarily 
  Cloaked to vision by an ally and is resting on its hoard. The adventurers can only really see the periphery 
  of the treasure hoard, and so their minds interpolate the rest of the hoard. One of the greedier 
  adventurers is sure that the hoard will contain golden weapons from the Royal Armory of the Lost Realm 
  and looks closely for any sign of such items. His mind invents a large golden sword. The dragon shifts and 
  he sees that actually there is a bejeweled silver torc at that position. The greedy adventurer is allowed 
  another Resistance Roll. His companions who did not force their minds to invent the detail of a sword 
  merely have the true view added to their existing perceptions in a self-consistent fashion - they merely 
  did not notice the silver torc at first glance. 
  A projection is a mind trick which causes the affected target(s) to experience some specific sensation, 
  experience, or distortion of sense data. These are typified by the Mind Illusions list. Note that this does 
  not include the majority of a Mentalist's Base list attacks. The arsenal of the Mentalist is sufficiently 
  refined to inflict real damage through manipulation of the target's nervous system and is not a form of 
  mind trickery - the experiences are physically real. 
  
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  Although cloaks and projections directly affect the mind of a target, both sets of spells may be used 
  against any target with at least a rudimentary mind. The specificity of the effects counterbalances their 
  general applicability.  
  An overlay is a mind trick which alters how an actual object, entity, or place is perceived in the mind of 
  the target(s). The object, entity, or place retains its basic nature, so a rusty knife can appear as a silver 
  dagger but not as a book. An Overlay spell acts to transform the information within a sensory processing 
  center regarding the actual object such that the object is perceived by the target as the spell-caster 
  desires.  
  A seeming is a mind trick which causes the affected target(s) to perceive an object, entity, or place 
  which is not real. The object, entity, or place is a pure hallucination; a Seeming spell acts upon the 
  sensory processing centers of the brain to add to, subtract from, or otherwise transform the information 
  such that the affected target perceives what is desired by the spell-caster.  
  As both Overlay and Seeming spells can create an infinite variety of hallucinations employing a 
  combination of senses, they normally only affect humanoid targets. These spells can affect targets other 
  than humanoids, if they are preceded with an appropriate spell. The Seemings spell list only contains 
  one such spell, Animal Seeming, but others are theoretically possible. 
  Overlay and Seeming spells continuously interact with the affected targets. This is usually accomplished 
  by the caster concentrating upon the specific spell in order to adjust the hallucination so that it remains 
  plausible regardless of the actions of the affected target(s). The caster can choose instead to set a 
  limited number of reactions to possible actions of the affected target(s) to the hallucination in advance. 
  For example, Aran has successfully cast a Seeming upon a desert nomad. The nomad is now convinced 
  that a vulture is circling his camp overhead. At the time of casting, Aran decided to set up a number of 
  variations, one of which will cause the imaginary vulture to gain altitude should the nomad notch an 
  arrow to his deadly recurve bow, and another will cause the imaginary vulture to dodge out of the way if 
  an arrow is loosed in its direction. Unfortunately, the desert nomad actually chooses to cast a long-range 
  elemental bolt at the vulture. The Seeming spell has no preprogrammed response to this unexpected 
  action, and the vulture flies through the bolt unharmed. If Aran is lucky, perhaps the nomad will 
  consider this event to be evidence that the vulture is of supernatural origin and immune to such attacks. 
  In this case, however, the event is more likely to trigger disbelief and terminate the hallucination. 
  All of the various mind tricks actively engage the minds of the chosen targets. As a consequence, these 
  spells can be resisted by the targets, i.e., a Resistance Roll is permitted. If the target fails to resist, then 
  the illusionary effect is real within the confines of the target's mind. Targets who successfully resist and 
  bystanders who were not targeted will not be affected by these spells. Moreover, even targets who 
  initially succumb are allowed opportunities to snap out of the hallucination if unaffected senses provide 
  information which is inconsistent with the hallucination or, as in the case of Aran and the nomad, the 
  hallucination becomes implausible. 
  
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  Gamemasters should note that this is neither an invitation to characters to develop an extreme solipsist 
  philosophy (uttering "I don't believe it" at every opportunity) nor carte blanche to the caster of Seeming 
  spells to generate wildly implausible mental images. In general, people in fantasy settings will be more 
  willing to ascribe the wondrous to magical, supernatural, or miraculous causes, but even their credulity 
  can be stretched beyond its limits. Those limits will depend on the nature of the gamemaster's setting. 
  Example: Aran, an avid user of the Seemings list, is in a place of concealment, quietly observing a group 
  of four soldiers approaching the river. He decides to induce the hallucination of a bridge spanning the 
  river in the minds of the soldiers. (There is no limit on the size of the bridge that he can create in an 
  observer's mind.) He notes that one of the soldiers is accompanied by a pet bird and hopes that this is not 
  a wizard's familiar. He casts a Seeming X spell. He chooses the options of adding sound and feel aspects, 
  three additional targets, doubling the duration, and increasing the range to 800'. The soldiers fail to 
  resist the spell and on looking towards the river they observe what appears to be a small bridge. (The pet 
  bird is unaffected by the Seeming and observes nothing.) They hurry towards the supposed bridge and 
  are surprised to see that it is of new construction.  
  One of the soldiers decides rashly to cross the bridge. The rash soldier now is experiencing a falling 
  sensation incompatible with the supposed bridge beneath his feet and for him, the seeming ends. His 
  companions see their comrade walking confidently across the bridge. The pet bird however sees the rash 
  soldier step into mid-air and immediately fall. It squawks in alarm. The soldiers above hear the alarmed 
  cry of the falling soldier, but it sounds appropriately muffled by the bridge (since it includes a sound 
  aspect) and do not lose their belief in the appearance of the bridge. They mistake the noise for the 
  howling of some animal. 
  The unfortunate soldier plunges into the river, swallowing some water involuntarily as his head goes 
  below the surface. He resurfaces, spluttering somewhat, and swims towards the near bank, whilst his 
  comrades try to calm their pet. If they look in the direction of the bridge, they would see their companion 
  standing on the other end of the bridge and might wonder why he has failed to step off the bridge. (The 
  subject of the Seeming spell was the bridge, not the soldier. Thus Aran cannot project the visual 
  subcomponent (of the soldier) beyond the bridge.) 
  The rather wet and bedraggled soldier clambers up the river bank and squelches towards his 
  companions. One of the soldiers turns at the sound and sees his comrade both standing dry on the bridge 
  and dripping wet on the bank. His disbelief is triggered and the bridge disappears from his view. He 
  swears. 
  Aran, seeing his victim has survived apparently unscathed, grimly cancels his spell and prepares to 
  escape the wrath of the soldiers. 
  10.10. 
  Invisibility 
  Only objects/beings totally contained in an invisibility radius at the time of casting become invisible; 
  such an object/being would become visible upon totally leaving the radius; such an object/being would 
  
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  also become visible upon violating the normal Unseen/Invisibility restrictions (e.g., attacking, receiving a 
  violent blow, etc.), but the other objects/beings associated with the radius would remain invisible. 
  However, objects within the same aura do become visible, so after stabbing the Duke, not only do you 
  appear, so does the knife you used, your clothes, and whatever else is on your person. 
  Any solid material that enters an invisibility radius after casting will produce a “fringe effect” (i.e., will 
  blur slightly, will seem slightly out of focus); potential observers may make a Perception roll to see if 
  they notice the effects of the invisibility. If an observer is alert, suggested difficulties are: 
  Absurd: One being walking with a 1” radius about his person; 
  Sheer Folly: One being moving at faster than a walking pace with a 1” radius;  
  Extremely Hard: One being walking with a 1’ radius about his person;  
  Very Hard: One being moving at faster than a walking pace with a 1’ radius; 
  Hard: A 10’R or larger moving at a walking pace;  
  Medium: A 10’R or larger moving at faster than a walking pace. 
  For Unseen spells, the radius is 1". 
  If the invisibility is not moving there is an additional modification of -20. If the observer is within 10’ of 
  the fringe effect there is an additional modification of +20. If the spell allows for a variable radius, this 
  reduces the "fringe effect" and modifies any attempt to detect it by -10. 
  Attacks against invisible targets are modified by at least -50, unless the attacker benefits from a See 
  Invisible spell or otherwise can see the target (i.e., it is not invisible to the attacker). However, the 
  invisible target must be detected in some way before an attack can even be attempted (via the fringe 
  effect, Detect Invisible, some disturbance, mental detection, etc.). 
  Invisibility is a very useful and powerful group of spells. This type of spell normally lasts 24 hours or until 
  the target attacks or until the target is struck by a violent blow. Often an invisible character (or creature) 
  attempting a maneuver has a chance of bumping into something or taking a jarring blow due to 
  stumbling or landing. In such a case after the maneuver roll, we suggest that a roll be made and that the 
  character becomes visible if the result is less than or equal to a certain value based upon the difficulty of 
  the maneuver. The suggested values are: Routine or easier (no roll), Easy (02), Light (05), Medium (10), 
  Hard (15), Very Hard (20), Extremely Hard (25), Sheer Folly (40), Absurd (50), Nigh Impossible (75). Of 
  course if the character takes an Unbalancing critical due to the result of the maneuver, the character 
  becomes visible. If the result is “fail to act”, no visibility roll is required. 
  Certain factors may improve perception rolls made to detect invisible objects or beings. 
  
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  Rain/Water: Rain or water rushing on and over the area of effect of an invisibility spell will improve the 
  chances of perceiving an invisible area through the heightened “fringe effect” of the rain passing 
  through the radius limit. Modifications to any Perception rolls shift the difficulty of the maneuver by 2 to 
  3 difficulty categories, depending on the amount of water, size of the invisibility radius, and lighting. This 
  assumes that the rain is sufficiently light that it does not itself obscure vision. If detecting the visible has 
  become difficult, detecting the invisible is going to be nigh-impossible. 
  Dust/Powder/Paint: Any substance that will coat an object will do so normally with an invisible object. 
  An invisible being covered in flour, for instance, would be visible as a white figure, allowing normal 
  perception. The effects can range from making the invisible being obvious (covered in neon green slime 
  in the middle of well-lit room) to merely slightly more visible than invisible (covered in coal dust in dark 
  shadows). 
  Snow/Sand/Dust: Any substance that will show footprints will normally reveal the presence of someone 
  invisible. Difficulty of noticing the footprints depends on circumstances, including whether or not the 
  character is looking for them. 
  Hangings: Bead curtains, cloth curtain, and other loose hanging barriers make life only modestly 
  inconvenient at worst, but make it very hard to sneak around invisibly. Then again, doors that are kept 
  shut when not passing through them do much the same job. 
  Other Senses: Obviously, being invisible only protects you from the sense of sight. You still need to Stalk 
  successfully to move around quietly and odors may give you away, especially to animals, such as dogs, 
  that rely on their noses at least as much as their eyes. 
  10.11. 
  Life, Lifegiving & Life Drain 
  When the body can no longer sustain life (due to system shock, organ failure or other causes), the soul 
  will leave the host five minutes after death occurs (Absolution spells can cause the soul to be removed 
  from the body without causing actual death). To restore life, it is necessary to first repair the damage 
  that caused the body to become uninhabitable and then to either restart the heart (if the soul is still 
  present) or restore the soul via Lifegiving. If the physical damage were not repaired, the soul would 
  immediately leave the host again. Failure to restore the soul prevents the target from returning to life 
  even after all physical damage is repaired (the body can sustain life at a minimal level without the soul, 
  but once the life process is interrupted it cannot be restored without the soul). Detailed rules on death 
  and dying are given in A&CL Section 12.2. 
  Lifegiving spells reunite the soul and the body, restoring the life process if the body is capable of 
  sustaining it. (Upon entry into its restored body, the soul will restart life processes, including the 
  heartbeat.) Reuniting spells restore the soul to a still living body (only). Neither can restore a soul that is 
  destroyed by Dark Absolution. Lifekeeping spells prevent the soul from leaving the body at all, regardless 
  of the condition of the body. 
  
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  A priest will usually need a good reason to request the return of a soul, depending on the setting and 
  the deity. Additionally, if the soul is unwilling to be restored to life, this spell will not force it. Attempts 
  may be made to contact the dead, if such abilities exist, and convince them to come back, or answers 
  may be sought via commune or other informational spells that can reach beyond the mortal realm. 
  Life drain is an impairment of a being’s life essence, which is represented by penalties to his Stats (e.g. 
  Constitution, Empathy, Reasoning, etc.). Life Drain can occur from proximity to undead creatures, from 
  spells such as from the Mind Erosions list (Evil Mentalism), or from being raised from the dead. Life Drain 
  is healed with the Heal Life Essence spells (Life Mastery). 
  10.12. 
  Lore Spells 
  Some spells have ‘Lore’ in the title and give information about place or things. The GM may freely give 
  the information or may decide a Lore maneuver roll is required in which case the Lore spell gives +100 
  to the maneuver roll. 
  When Lore spells are described as revealing the 'value' of something (plant, herb, stone, etc.), the GM 
  must interpret this, as 'value' can mean many things. Financial value probably comes first to the mind of 
  most readers, but this is a cultural bias. It is what is meant in other contexts (Dabbler Base list spells, for 
  example), but this interpretation seems inappropriate for Nature's Law, a nature-centered channeling 
  list, but giving all uses of a plant seems perhaps too generous, so we suggest that it would depend on 
  the god. A god of agriculture would give a lot of information on a food plant, including use in crop 
  rotation schemes. A god of the household would give information on a food plant centering on nutrition 
  and good ways to prepare it (great for making pies!). On the other hand, they would have much less 
  information to offer about a stone than would a god of the earth. A god of war would identify a tree as 
  good for producing spears, making bows, building wagons, or concealment for ambush. A god of 
  pleasure might tell you that it burns nicely or is a good shade tree. A god of wildlife might tell you owls 
  like to nest in it or that the leaves feed deer in the autumn. 
  Something like, "this plant can restore life to the drowned" would be big enough news anyone would 
  learn such a thing, but only a god of, e.g., healing or water would also tell how to use it. A god of wisdom 
  could provide full information on anything. A god of trade or theft would likely give value in economic 
  terms, although a god of trade would also note uses for transportation. 
  10.13. 
  Locks and Traps 
  Locks and traps (and other mechanisms) are rated according to their complexity, which combines the 
  sophistication of the device with the difficulty in unlocking/disarming it. This modifier applies to any skill 
  attempt to unlock/disarm the device. If a spell (e.g., Opening I or Disarm I) is used to attempt to 
  unlock/disarm a device, the chance of the spell successfully operating is modified by half of the normal 
  modifier. 
  
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  10.14. 
  Movement Spells and Encumbrance 
  When dealing with movement spells (e.g., Fly, Levitation, Leaving, Long Door, etc.), spells handle up to 
  1.5 times the caster’s mass (weight). This includes the caster's own weight, if the caster is subject to the 
  spell's effect. A caster may attempt to exceed this limit, but this produces an extra chance of the spell 
  failing (this does not result in a roll on the Spell Failure table, simply in the spell's duration terminating 
  upon the failure). The caster must attempt a Spell Mastery maneuver, with a basic difficulty of Medium 
  and a penalty of -1 for each pound in excess of the normal limit. 
  10.15. 
  Path Spells 
  The various “Path” spells (Pathfinding, Path Lore, etc.) share a common definition of “path.” A “Path”, 
  for these purposes, is a road, track, or way created or constructed for a purpose, along which something 
  travels or moves with at least moderate frequency. This may have been constructed by men, animals, or 
  other means. 
  In addition, the bounds of the path, for the purposes of these spells, should be between those points at 
  which a larger path, population center (e.g., village, town, city, etc.), or dead end intersects the original. 
  For instance, if the character casts a Path Lore on a secondary road between the King’s Highway and the 
  Imperial Road, those two larger “paths” will mark the endpoints of the path, even if the road extends 
  beyond both. 
  10.16. 
  “Sticky” Elemental Spells 
  Normally, type E spells do not allow an RR to avoid the attack or effect. However, if a caster tries to 
  place an E spell with a duration on a target that would receive an RR against an F spell, the target gets an 
  RR, with success indicating that the effect will be centered upon the target’s location at the time of the 
  casting, rather than upon the target individual. This does not negate the effect, but prevents the effect 
  from being “attached” to the target, so the target can move away from it. (See Light and Darkness spells 
  for examples.) 
  10.17. 
  Stun Relief and Awakening Spells 
  A Stun Relief spell may be cast normally while stunned (to any degree) with no penalty. Similarly, an 
  Awake spell may be cast while unconscious or asleep if circumstances alert the caster/spell’s senses. In 
  both cases, it is assumed that the spell is triggered subconsciously. 
  10.18. 
  Transformation Spells 
  Spells that transform the caster or target into other creatures (or even plants) must be handled with 
  caution. The lower level changing spells only give the physical form, without the commensurate abilities 
  or powers. It is simply as if the recipient of the spell had been altered to appear like the desired 
  creature. Combat abilities, flying abilities, or any other special aspect are not received. If a “changing” 
  spell indicates that physical abilities are received, then purely physical abilities may be utilized, such as 
  armor type, flight, and the use of natural weaponry (no skill with these abilities are received unless 
  stated otherwise, but the caster may develop such skills). No magical or special abilities are received (no 
  
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  breath weapons, magical immunities, spell capabilities, etc.). These abilities are only received if the spell 
  explicitly states that such abilities are possible. In some cases, there may be some ambiguity as to 
  whether an ability is physical or magical. In such cases, the GM must make a judgment and should make 
  a note of this judgment to allow consistent treatment of this matter in the future. 
  10.19. 
  Wall and Similar Spells 
  Any “wall” created by a spell must rest on a solid surface when initially created. It cannot be created in 
  the same space as other solid material—it can only displace liquids and gases. With all such walls, the 
  caster has the option of freely varying the width and height (not the thickness) up to the allowed 
  dimensions of the spell. If the caster attempts to “fill” a space with a wall, the wall will not fit perfectly 
  (i.e., not snuggly), unless an Extremely Hard Spell Mastery maneuver succeeds. Reducing the thickness 
  of the wall is possible with a Very Hard Spell Mastery maneuver. Creating firing slits in a wall is an 
  Extremely Hard Spell Mastery with an additional -10 for each slit after the first. Slits can be no closer 
  together than 5' in any case. 
  
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  Appendix 
  10.20. 
  Quick Reference 
  Important Tables 
   
  10.21. 
  Spell Index 
  A 
  Abomination Smiting ................................................... 142 
  Absolution .................................................... 106, 160, 418 
  Absolution Pure ............................................ 106, 160, 418 
  Accomplice Façade ...................................................... 337 
  Acidic Bolt I ................................................................ 409 
  Acidic Bolt V............................................................... 409 
  Acidify Liquid ............................................................. 401 
  Adaptation ................................................................... 156 
  Adapted Form .............................................................. 276 
  Adept Strike I .............................................................. 360 
  Adept Strike II ............................................................. 361 
  Adept Strike III ............................................................ 361 
  Aerial Tracking ............................................................ 154 
  Afterthoughts ................................................................. 95 
  Aggravated Theft ......................................................... 381 
  Aim True ..................................................................... 178 
  Aim Untrue I ................................................ 140, 209, 285 
  Aim Untrue II ............................................... 140, 209, 285 
  Aim Untrue III ............................................................. 209 
  Aiming ........................................................................ 178 
  Air Stop ....................................................................... 397 
  Air Stop I.............................................. 266, 303, 396, 410 
  Air Stop II ........................................................... 266, 410 
  Air Stop True ............................................................... 411 
  Air Stop V ................................................................... 303 
  Air Stop X ........................................................... 266, 411 
  Airrunning ..................................................................... 73 
  Airrunning True ............................................................. 73 
  Airwalking ............................................................ 73, 238 
  Airwall ............................................ 64, 193, 265, 302, 396 
  Airwall True ................................................... 65, 303, 397 
  Alien Thoughts ............................................................ 351 
  Alkar ............................................................................. 71 
  All-around Attacks I..................................................... 360 
  All-around Attacks II ................................................... 361 
  All-around Attacks III .................................................. 361 
  Allied Spell Store ......................................................... 215 
  Alter Transference ....................................................... 383 
  Ambush Awareness ..................................................... 156 
  Amnesia ...................................................................... 395 
  Amnesia True .............................................................. 395 
  Analysis ...................................................................... 172 
  Analyze Life ................................................................ 111 
  Analyze Symbol .......................................................... 103 
  Analyze Symbol True .................................................. 104 
  Animal Call ................................................................. 121 
  Animal Empathy .................................................... 75, 120 
  Animal Façade..................................................... 127, 152 
  Animal Form I ..................................................... 127, 152 
  Animal Form II .................................................... 127, 152 
  Animal Form III................................................... 127, 152 
  Animal Form True ............................................... 127, 152 
  Animal Location .......................................................... 120 
  Animal Mastery I ................................................... 74, 120 
  Animal Mastery III ................................................ 75, 121 
  Animal Mastery True ..................................................... 75 
  Animal Mastery V ................................................. 75, 121 
  Animal Restoration I .................................................... 120 
  Animal Restoration II ................................................... 120 
  Animal Restoration III ................................................. 121 
  Animal Restoration True .............................................. 121 
  Animal Reviving I ....................................................... 121 
  Animal Reviving II ...................................................... 121 
  Animal Reviving III ..................................................... 121 
  Animal Reviving IV ..................................................... 121 
  Animal Seeming .......................................................... 297 
  Animal Sleep I ............................................................. 120 
  Animal Sleep III .......................................................... 120 
  Animal Summons I ...................................................... 121 
  Animal Summons III .................................................... 121 
  Animal Summons True ................................................ 121 
  Animal Summons V ..................................................... 121 
  Animal Summons X ..................................................... 121 
  Animal Thoughts I ............................................... 127, 152 
  Animal Thoughts II .............................................. 127, 152 
  Animal Thoughts True ......................................... 127, 152 
  Animal Tongues .................................................... 74, 120 
  Animate Dead I ............................................................ 279 
  Animate Dead II .......................................................... 280 
  Animate Dead III ......................................................... 280 
  Animate Dead IV ......................................................... 280 
  
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  Animate Dead V .......................................................... 280 
  Animate Dead VI ......................................................... 280 
  Animate Stone ............................................................. 256 
  Animation I ................................................................. 332 
  Animation II ................................................................ 332 
  Animation III ............................................................... 333 
  Animation IV ............................................................... 333 
  Animation True ........................................................... 333 
  Animation V ................................................................ 333 
  Animation VI ............................................................... 333 
  Animation VII ............................................................. 333 
  Anti-Channels I ........................................................... 115 
  Anti-Channels III ......................................................... 115 
  Anti-Channels True ...................................................... 115 
  Anti-Channels V .......................................................... 115 
  Anti-Channels VIII ...................................................... 115 
  Anti-Channels X .......................................................... 115 
  Anticipate Attack ......................................................... 282 
  Anticipate Defense ....................................................... 282 
  Anticipate Hostility ...................................................... 283 
  Anticipate Hostility True .............................................. 283 
  Anticipate Move .......................................................... 283 
  Anticipate Spell ........................................................... 283 
  Anticipate Weather ...................................................... 283 
  Anticipations ............................................................... 283 
  Anticipations True ....................................................... 283 
  Apply Poison I ............................................................. 344 
  Apply Poison II............................................................ 345 
  Apply Poison III .......................................................... 345 
  Apply Poison IV .......................................................... 345 
  Area Jamming.............................................................. 236 
  Armor.......................................................................... 285 
  Armor Mount I .............................................................. 97 
  Armor Mount II ............................................................. 98 
  Armor Mount III ............................................................ 98 
  Armor of Faith ............................................................. 140 
  Armoring I................................................................... 274 
  Armoring II ................................................................. 274 
  Armoring III ................................................................ 275 
  Armoring IV ................................................................ 275 
  Armoring IX ................................................................ 276 
  Armoring V ................................................................. 275 
  Armoring VI ................................................................ 275 
  Armoring VII ............................................................... 275 
  Armoring VIII ............................................................. 276 
  Army of the Dead ........................................................ 281 
  Army of the Dead True ................................................ 281 
  Arson .......................................................................... 381 
  Art Analysis ................................................................ 172 
  Artificial Flesh ............................................................. 333 
  Artificial Flesh True ..................................................... 333 
  Artificial Organ............................................................ 333 
  Assassination ............................................................... 381 
  Assassination True ....................................................... 381 
  Assault ........................................................................ 381 
  Assessing Eye .............................................................. 225 
  Assessment True .......................................................... 242 
  Asthma ........................................................................ 166 
  Attuning III.................................................................. 226 
  Attuning VII ................................................................ 226 
  Attuning X................................................................... 226 
  Attuning XV ................................................................ 226 
  Audio Attack ............................................................... 356 
  Audio Cloak ................................................................ 288 
  Audio Control .............................................................. 356 
  Augment Mount I .......................................................... 97 
  Augment Mount II ......................................................... 98 
  Augment Mount III ........................................................ 98 
  Augment Mount True ..................................................... 98 
  Aura ............................................................... 70, 139, 286 
  Awake ................................................................. 291, 359 
  Awake True ................................................................. 291 
  Awaken Tree ............................................................... 132 
  Awakening ...................................... 67, 138, 313, 326, 392 
  Awareness ........................................................... 295, 355 
  Awareness True ........................................................... 355 
  B 
  Babel ............................................................................. 79 
  Bake Clay ............................................................ 210, 255 
  Balance ................................................ 183, 238, 316, 358 
  Baneful Channeling ..................................................... 272 
  Baneful Essence ........................................................... 272 
  Baneful Essence True ................................................... 272 
  Baneful Mentalism ....................................................... 272 
  Banish Demon I ........................................................... 164 
  Banish Demon II .......................................................... 165 
  Banish Demon III ........................................................ 165 
  Banish Demon IV ........................................................ 165 
  Banish Demon V.......................................................... 165 
  Banish Demon VI ........................................................ 165 
  Barrier Pit ...................................................................... 65 
  Bat Sense ..................................................................... 145 
  Batch Herb Mastery ....................................................... 92 
  Battle Hymn I .............................................................. 223 
  Battle Hymn II ............................................................. 224 
  Battle Hymn III ............................................................ 224 
  Battle Hymn IV ........................................................... 224 
  Battle Hymn True ........................................................ 224 
  Beacon ........................................................................ 287 
  Beacon I ...................................................................... 248 
  
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  Beacon III .................................................................... 205 
  Beacon V ............................................................. 248, 262 
  Beacon X ..................................................................... 262 
  Bear Arms ................................................................... 146 
  Bear Skin ..................................................................... 146 
  Beast Lore ..................................................................... 74 
  Beautify ....................................................................... 200 
  Beauty of Arraer .......................................................... 158 
  Befriending .................................................................. 120 
  Believe ........................................................................ 349 
  Bewilderment True ...................................................... 395 
  Binding II .................................................................... 270 
  Binding True ............................................................... 271 
  Binding V .................................................................... 270 
  Binding X .................................................................... 271 
  Binding XV ................................................................. 271 
  Bite ............................................................................. 275 
  Black Channel I ................................................... 160, 407 
  Black Channel II .................................................. 160, 407 
  Black Channel III ................................................. 160, 407 
  Black Lore ..................................................................... 96 
  Bladebreak .................................................................. 319 
  Bladeturn I.................................................... 140, 208, 285 
  Bladeturn II .................................................. 140, 209, 285 
  Bladeturn III ................................................. 140, 209, 285 
  Bleeding I .................................................................... 169 
  Bleeding III ................................................................. 169 
  Bleeding True .............................................................. 170 
  Bleeding V .................................................................. 170 
  Bless I ......................................................................... 112 
  Bless III ....................................................................... 113 
  Bless V ........................................................................ 113 
  Blessed Weapon .......................................................... 135 
  Blind ........................................................................... 248 
  Blinding .............................................................. 106, 395 
  Block of Ice ................................................................. 210 
  Blood Analysis ............................................................ 322 
  Blood Destruction ........................................................ 409 
  Blood Repairs True ...................................................... 385 
  Blood Vigor ................................................................. 385 
  Blur ...................................................... 208, 243, 288, 398 
  Blur Vision .......................................................... 356, 394 
  Boar Strength ............................................................... 146 
  Body Armor I .............................................................. 364 
  Body Armor II ............................................................. 364 
  Body Armor III ............................................................ 365 
  Body Shifting .............................................................. 359 
  Body Weaponry I ......................................................... 364 
  Body Weaponry II ....................................................... 364 
  Body Weaponry III ...................................................... 365 
  Body Weaponry IV ...................................................... 365 
  Body Weaponry VI ...................................................... 365 
  Body Weaponry VIII ................................................... 365 
  Boil Liquid .................................................................. 304 
  Boil/Freeze Liquid ....................................................... 400 
  Boiling Heat ................................................................ 257 
  Bone Death .................................................................. 407 
  Bone Lore .............................................................. 87, 324 
  Bone Regeneration ............................................... 325, 387 
  Bone Regeneration True ............................................... 387 
  Bouncing ..................................................................... 311 
  Bowbreak .................................................................... 319 
  Brain Regeneration .............................................. 102, 331 
  Brain Repair ................................................................ 391 
  Brain Transplant .......................................................... 331 
  Break Limb.................................................................. 406 
  Break Solid .................................................................. 405 
  Breeze Call .................................................................... 83 
  Breezes ........................................................................ 265 
  Broaden Sense ............................................................. 180 
  Bronzewall True .......................................................... 211 
  Bulging Eyes ............................................................... 274 
  Buoyancy .................................................................... 264 
  Burrowing ................................................................... 184 
  Bypass Traps ............................................................... 190 
  Bypassable Spell Store ................................................. 215 
  C 
  Cabin of the Gods .......................................................... 92 
  Caginess I .................................................................... 233 
  Caginess II................................................................... 233 
  Caginess III ................................................................. 234 
  Caginess IV ................................................................. 234 
  Caginess V .................................................................. 234 
  Call Cold I ................................................................... 260 
  Call Cold II .................................................................. 260 
  Call Cold V ................................................................. 260 
  Call Cold X ................................................................. 260 
  Call Flame I ................................................................. 258 
  Call Flame II................................................................ 258 
  Call Flame V ............................................................... 258 
  Call Mount .................................................................... 97 
  Call Mount True ............................................................ 98 
  Call of the Wild ........................................................... 121 
  Call Rain ............................................................. 264, 401 
  Calligraphy of Suggestion ............................................ 234 
  Calm ........................................................................... 348 
  Calm I ........................................................................... 89 
  Calm II .......................................................................... 89 
  Calm III ......................................................................... 89 
  Calm IV......................................................................... 90 
  
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  Calm Sea ..................................................................... 409 
  Calm Self ...................................................................... 89 
  Calm True ..................................................................... 90 
  Calm V .......................................................................... 90 
  Calm Water ............................. 83, 194, 264, 305, 401, 408 
  Calm Water True .................................. 264, 305, 401, 409 
  Calm X .......................................................................... 90 
  Calming ....................................................................... 105 
  Calming Song .............................................................. 219 
  Calming Song True ...................................................... 220 
  Camouflage ................................................................. 289 
  Camouflage True ......................................................... 289 
  Cancel Channeling ................... 80, 115, 133, 187, 191, 298 
  Cancel Channeling Sphere I ......................................... 188 
  Cancel Essence ................................ 80, 133, 187, 191, 298 
  Cancel Essence Sphere I............................................... 188 
  Cancel Essence Sphere II ............................................. 188 
  Cancel Evil .................................................................. 133 
  Cancel Magic Sphere II ................................................ 188 
  Cancel Magic Sphere V ................................................ 188 
  Cancel Mentalism ............................ 80, 133, 187, 191, 298 
  Cancel Mentalism Sphere I ........................................... 188 
  Cancel True ......................................................... 192, 299 
  Cancel Two Realms ..................................................... 298 
  Carrier I ....................................................................... 167 
  Carrier II ..................................................................... 167 
  Carrier III .................................................................... 167 
  Cat Eyes ...................................................................... 145 
  Catatonia ..................................................................... 373 
  Catatonia True ............................................................. 373 
  Ceilingrunning ............................................................. 367 
  Ceilingwalking ............................................................ 367 
  Change ................................................................ 201, 317 
  Change Lore ........................................................ 200, 316 
  Change Master ............................................................. 317 
  Change Self ................................................................. 201 
  Change Self Exact ........................................................ 201 
  Change Self True ......................................................... 201 
  Change to Kind ............................................................ 201 
  Change To Kind........................................................... 317 
  Changing ............................................................. 201, 317 
  Changing Façade ......................................................... 244 
  Changing Lungs ............................................ 184, 317, 403 
  Changing Self .............................................................. 201 
  Changing to Kind ......................................................... 200 
  Changing True ............................................................. 403 
  Channel Opening I ............................................... 109, 160 
  Channel Opening II .............................................. 109, 160 
  Channel Opening III............................................. 109, 160 
  Channel Opening True ................................................. 109 
  Channeling Resistance .................................... 81, 188, 299 
  Channeling Shield ........................................... 81, 188, 299 
  Channeling Twisting .................................................... 273 
  Channels I ........................................................... 105, 159 
  Channels III ......................................................... 106, 160 
  Channels True.............................................................. 106 
  Channels V .......................................................... 106, 160 
  Channels VII ............................................................... 160 
  Channels VIII .............................................................. 106 
  Channels X .......................................................... 106, 160 
  Chaotic Channeling ...................................................... 273 
  Chaotic Essence ........................................................... 273 
  Chaotic Essence True ................................................... 273 
  Chaotic Mentalism ....................................................... 273 
  Charm ......................................................................... 349 
  Charm Animals ............................................................ 233 
  Charm Group ............................................................... 234 
  Charm Kind ......................................................... 217, 348 
  Charm True ................................................................. 349 
  Charming Song ............................................................ 220 
  Charming Song True .................................................... 220 
  Cheat Death ......................................................... 163, 280 
  Cheat Death True ................................................. 163, 281 
  Cheating ...................................................................... 380 
  Chill Metal .................................................................. 319 
  Chill Other Solid .................................................. 319, 405 
  Chill Solid ................................................................... 260 
  Chills........................................................................... 166 
  Chronic Panic .............................................................. 417 
  Circle Aflame ...................................................... 129, 258 
  Circle of Cold .............................................................. 260 
  Citation ......................................................................... 96 
  Claws .......................................................................... 275 
  Cleanse Blood.............................................................. 313 
  Clear Liquid ................................................................ 304 
  Clear Skies .................................................................... 83 
  Clear/Desalinate Liquid ................................................ 400 
  Cloaking I .................................................................... 288 
  Cloaking III ......................................................... 289, 342 
  Cloaking Sphere I ................................................ 289, 343 
  Cloaking Sphere II ............................................... 289, 343 
  Cloaking Sphere III .............................................. 289, 343 
  Cloaking Sphere V ....................................................... 289 
  Cloaking Sphere X ....................................................... 343 
  Cloaking V .......................................................... 289, 343 
  Cloaking X .......................................................... 289, 343 
  Cloaking XX ....................................................... 289, 343 
  Clotting Curse.............................................................. 158 
  Clotting I ............................................................... 85, 312 
  Clotting II .................................................................... 384 
  Clotting III...................................................... 86, 312, 322 
  Clotting True .......................................... 86, 138, 323, 384 
  Clotting V .................................................................... 384 
  Cloud Mastery ..................................................... 303, 397 
  
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  Clouds of Darkness I .................................................... 268 
  Clouds of Darkness II................................................... 268 
  Clouds of Darkness True .............................................. 268 
  Cobra Reflexes ............................................................ 146 
  Cold Ball I ................................................................... 260 
  Cold Ball IV ................................................................ 260 
  Cold Ball VI ................................................................ 260 
  Cold Endurance ........................................................... 291 
  Cold Mastery ............................................................... 260 
  Cold Metal........................................................... 211, 260 
  Cold Resistance ............................................ 113, 147, 290 
  Cold Resistance True ................................................... 291 
  Cold True .................................................................... 260 
  Coldarmor ................................................................... 176 
  Coldarmor Sphere ........................................................ 176 
  Collapse Lung.............................................................. 407 
  Coma........................................................................... 349 
  Coma Recovery ............................................ 102, 138, 331 
  Combat Master ............................................................ 361 
  Command Current......................................... 194, 264, 401 
  Command I .................................................................. 144 
  Command II ................................................................ 144 
  Command Rain ............................................................ 401 
  Command Undead I ..................................................... 277 
  Command Undead II .................................................... 277 
  Command Undead III ................................................... 277 
  Commune I .................................................................. 109 
  Commune II ................................................................ 109 
  Commune True ............................................................ 109 
  Commune with Nature ........................................... 75, 125 
  Complete Detoxification .............................................. 383 
  Complex Spell Store .................................................... 215 
  Conceal I ..................................................................... 231 
  Conceal III................................................................... 232 
  Conceal True ............................................................... 232 
  Conceal V .................................................................... 232 
  Conceal X .................................................................... 232 
  Concealed Object I ....................................................... 334 
  Concealed Object II ..................................................... 335 
  Concealed Object True ................................................. 335 
  Concentration II ........................................................... 358 
  Concentration III .......................................................... 359 
  Concentration IV ......................................................... 359 
  Concentration V ........................................................... 359 
  Concentration VII ........................................................ 359 
  Concussion's Mastery ................................................... 327 
  Condensation ................................................ 263, 302, 396 
  Confusing Strike .......................................................... 361 
  Confusion ..................................................... 217, 348, 394 
  Conjuring Circle I ........................................................ 164 
  Conjuring Circle II ....................................................... 165 
  Conjuring Circle III...................................................... 165 
  Conjuring Circle IV ..................................................... 165 
  Conjuring Circle V ....................................................... 165 
  Conjuring Circle VI ..................................................... 165 
  Constant Wind ............................................................. 303 
  Contact Poison ............................................................. 345 
  Contraction .................................................................. 316 
  Contractions ................................................................ 358 
  Contrary Wind ............................................................. 129 
  Control Demon I .......................................................... 165 
  Control Demon II ......................................................... 165 
  Control Demon III ....................................................... 165 
  Control Demon IV ....................................................... 165 
  Control Demon V ........................................................ 165 
  Control Demon VI ....................................................... 165 
  Control Fungus V .......................................................... 75 
  Control Mindless Undead I ........................................... 279 
  Control Mindless Undead II ......................................... 280 
  Control Mindless Undead III ........................................ 280 
  Control Mindless Undead IV ........................................ 280 
  Control Mindless Undead V ......................................... 280 
  Control Mindless Undead VI ........................................ 280 
  Control Undead I ......................................................... 277 
  Control Undead II ........................................................ 277 
  Control Undead III ....................................................... 277 
  Control Undead IV ....................................................... 277 
  Control Undead True ................................................... 278 
  Control Undead V ........................................................ 277 
  Control Undead VI ....................................................... 278 
  Conveyance ................................................................. 172 
  Conveyance True ......................................................... 172 
  Cool Metal................................................................... 319 
  Cool Solid .................................................... 259, 319, 404 
  Copy I ......................................................................... 340 
  Copy II ........................................................................ 341 
  Copy III ....................................................................... 341 
  Copy IV....................................................................... 341 
  Copy True ................................................................... 341 
  Copy V ........................................................................ 341 
  Corner Fires ................................................................. 258 
  Corner Lightning Bolt .................................................. 262 
  Cornering I .................................................................. 366 
  Cornering III ................................................................ 367 
  Corona......................................................................... 262 
  Corpse Disposal ........................................................... 407 
  Correlation .................................................................. 309 
  Correlation True .......................................................... 309 
  Corridor ....................................................................... 415 
  Corrupted Form ........................................................... 276 
  Counter Strike.............................................................. 360 
  Countersong I .............................................................. 224 
  Countersong II ............................................................. 224 
  
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  Countersong III ............................................................ 224 
  Countersong V ............................................................. 224 
  Countersong X ............................................................. 224 
  Courage ....................................................................... 143 
  Courage True ............................................................... 144 
  Cracks .......................................................................... 228 
  Cracks Call .................................... 211, 255, 319, 404, 414 
  Create Evidence I ......................................................... 335 
  Create Evidence II ....................................................... 335 
  Create Evidence III ...................................................... 335 
  Create Holy Water ....................................................... 105 
  Create Holy Water True ............................................... 106 
  Create Mindless Undead I ............................................ 280 
  Create Mindless Undead II ........................................... 280 
  Create Mindless Undead III .......................................... 280 
  Create Mindless Undead IV.......................................... 280 
  Create Mindless Undead V ........................................... 280 
  Create Mindless Undead VI.......................................... 280 
  Create Undead I ........................................................... 277 
  Create Undead II .......................................................... 277 
  Create Undead III ........................................................ 277 
  Create Undead IV ........................................................ 277 
  Create Undead V.......................................................... 278 
  Create Undead VI ........................................................ 278 
  Crevasse ...................................................................... 415 
  Crippling Allergy ......................................................... 167 
  Crosswinds .................................................................. 266 
  Crumble............................................................... 228, 319 
  Current Mastery ........................................................... 264 
  Curse Analysis ............................................................... 69 
  Curse Cure................................................................... 383 
  Curse Cure True........................................................... 383 
  Curse Detection ........................................................... 157 
  Curse of Blarm ............................................................ 158 
  Curse of Dake .............................................................. 157 
  Curse of Furd ............................................................... 158 
  Curse of Larfi .............................................................. 158 
  Curse of Oli ................................................................. 158 
  Curse of Penth ............................................................. 158 
  Curse of Refusal .......................................................... 158 
  Curse of Shar Bu .......................................................... 158 
  Curse Tales ............................................................ 96, 134 
  Curved Airwall ............................................................ 303 
  Curved Stonewall......................................................... 256 
  Curved Wall .................................................................. 65 
  Curved Waterwall ........................................................ 305 
  Cut Repair I ..................................... 86, 137, 312, 322, 384 
  Cut Repair III.......................................... 86, 138, 323, 384 
  Cut Repair True .............................................. 86, 323, 384 
  Cut Repair V................................................................ 323 
  D 
  Dancing Song .............................................................. 219 
  Dancing Song True ...................................................... 220 
  Danger Sense ............................................................... 240 
  Dangerous Hallucination .............................................. 357 
  Dark Absolution .................................................. 160, 418 
  Dark Blinding .............................................................. 160 
  Dark Channel ............................................................... 160 
  Dark Control II ............................................................ 267 
  Dark Control V ............................................................ 268 
  Dark Control X ............................................................ 268 
  Dark Lore I .................................................................... 96 
  Dark Lore II ................................................................... 96 
  Dark Lore III ................................................................. 96 
  Dark Sleep ................................................................... 160 
  Dark Slumbers ............................................................. 417 
  Dark Stunning.............................................................. 159 
  Dark Thoughts ............................................................. 159 
  Darken Essence............................................................ 273 
  Darkness...................................................................... 232 
  Darkness I ........................................................... 261, 286 
  Darkness II .................................................................. 267 
  Darkness True.............................................................. 268 
  Darkness V ........................................... 248, 262, 267, 287 
  Darkness X .................................................................. 267 
  Darkvision ..................................... 184, 240, 267, 315, 369 
  Darkvision True ........................................................... 268 
  Dash ............................................................................ 238 
  Dazed .......................................................................... 376 
  Deafen ......................................................................... 228 
  Death Analysis............................................................. 172 
  Death Cloud I .............................................................. 266 
  Death Cloud II ............................................................. 266 
  Death Cloud V ............................................................. 266 
  Death’s Delving ........................................................... 172 
  Death’s Memory .......................................................... 293 
  Death’s Remembrance ................................................. 293 
  Death’s Tale ................................................................ 109 
  Death’s Tale True ........................................................ 109 
  Death's Deep Delving................................................... 172 
  Deceptive Aura ............................................................ 403 
  Decipher Text ................................................................ 96 
  Deepen Sleep ............................................................... 233 
  Defensive Contortion I ................................................. 363 
  Defensive Contortion II ................................................ 363 
  Defensive Contortion III .............................................. 363 
  Defensive Vibrations.................................................... 285 
  Deflect I ...................................................................... 284 
  Deflect II ..................................................................... 285 
  Deflect III .................................................................... 285 
  
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  Deflect True................................................................. 285 
  Deflections I ........................................................ 140, 208 
  Deflections II ....................................................... 140, 209 
  Deflections III...................................................... 140, 209 
  Dehumidify ................................................................. 409 
  Dehumidify True ......................................................... 409 
  Dehydrate .................................................................... 408 
  Dehydrate True ............................................................ 408 
  Delay Poison ............................................................... 345 
  Delving ............................................................... 172, 292 
  Demon Smiting II ........................................................ 142 
  Demonic Gate I ............................................................ 118 
  Demonic Gate II .......................................................... 118 
  Demonic Gate III ......................................................... 118 
  Demonic Gate IV ......................................................... 118 
  Demonic Lore .............................................................. 161 
  Demonic Mission I....................................................... 161 
  Demonic Mission II ..................................................... 162 
  Demonic Mission III .................................................... 162 
  Demonic Mission IV .................................................... 162 
  Demonic Possession I .................................................. 375 
  Demonic Possession II ................................................. 375 
  Demonic Possession III ................................................ 375 
  Demonic Possession IV ................................................ 375 
  Demonic Possession True ............................................. 375 
  Demonic Possession V ................................................. 375 
  Demonic Vision I ......................................................... 162 
  Demonic Vision II ....................................................... 162 
  Demonic Vision III ...................................................... 162 
  Deoxygenation I .......................................................... 410 
  Deoxygenation II ......................................................... 410 
  Deoxygenation True ..................................................... 411 
  Deoxygenation V ......................................................... 411 
  Depth Mastery ............................................................. 317 
  Desalination................................................................. 304 
  Desiccation .................................................................. 409 
  Detect Active Power .................................................... 236 
  Detect Anomaly ........................................................... 174 
  Detect Channeling........................................... 68, 173, 294 
  Detect Concealment ..................................................... 295 
  Detect Curse ............................................. 68, 95, 226, 292 
  Detect Death ................................................................ 174 
  Detect Essence ................................................ 68, 173, 294 
  Detect Evil...................................................... 95, 173, 294 
  Detect Evil Power ........................................................ 159 
  Detect Hate .................................................................... 95 
  Detect Herb ................................................................. 174 
  Detect Illusion .............................................. 249, 314, 369 
  Detect Illusion True ............................................. 250, 315 
  Detect Intrusion ........................................................... 295 
  Detect Invisible ................................ 68, 173, 249, 294, 369 
  Detect Life..................................................................... 68 
  Detect Magic ....................................................... 124, 173 
  Detect Mechanical Traps ................................................ 69 
  Detect Mentalism ............................................ 68, 173, 294 
  Detect Metal ................................................................ 174 
  Detect Power .......................................... 68, 225, 242, 292 
  Detect Sacred ................................................................. 69 
  Detect Species ............................................................. 174 
  Detect Spell ................................................................... 69 
  Detect Substance .......................................................... 295 
  Detect Toxin ................................................................ 174 
  Detect Traps ........................................................ 173, 295 
  Detect True ..................................................... 69, 174, 295 
  Detect Undead ....................................................... 68, 141 
  Detect Undead True ....................................................... 69 
  Determine Emotion ................................................ 96, 294 
  Determine Power I ....................................................... 295 
  Determine Power II ...................................................... 295 
  Determine Power True ................................................. 295 
  Determine Power X...................................................... 295 
  Determine Realm ......................................................... 292 
  Detoxification .............................................................. 383 
  Dew Call ....................................................................... 83 
  Diabolical Skill I .......................................................... 162 
  Diabolical Skill II ........................................................ 162 
  Diabolical Skill III ....................................................... 162 
  Diabolical Skill IV ....................................................... 162 
  Diagnostics .................................................................. 382 
  Dialect ........................................................................... 79 
  Dim Lights .................................................................... 221 
  Dimensional Closet ...................................................... 399 
  Direction I ................................................................... 355 
  Direction II .................................................................. 355 
  Direction True ............................................................. 355 
  Disappear .................................................................... 222 
  Disappear True ............................................................ 222 
  Disarm I ...................................................................... 189 
  Disarm II ..................................................................... 190 
  Discipline VI ............................................................... 365 
  Discipline VIII ............................................................. 365 
  Discover Detections ..................................................... 174 
  Discover Spell ............................................................. 174 
  Disease Purification ....................................................... 76 
  Disease Resistance I ....................................................... 76 
  Disease Resistance II ..................................................... 77 
  Disease Resistance III .................................................... 77 
  Disguise I .................................................................... 337 
  Disguise II ................................................................... 337 
  Disguise III .................................................................. 337 
  Disguise IV.................................................................. 337 
  Disguise Mastery ......................................................... 337 
  Disguise V ................................................................... 337 
  
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  Disillusion ........................................................... 315, 369 
  Disillusion I ................................................................. 250 
  Disillusion III .............................................................. 250 
  Disillusion True ................................................... 250, 315 
  Disillusion V ............................................................... 250 
  Disorientation .............................................................. 412 
  Dispel Channeling.................................................. 81, 192 
  Dispel Channeling I ............................................. 115, 134 
  Dispel Channeling Sphere I .................................. 134, 192 
  Dispel Channeling Sphere V................................. 134, 192 
  Dispel Channeling Sphere X......................................... 192 
  Dispel Channeling Sphere XXX ................................... 192 
  Dispel Channeling V .................................................... 115 
  Dispel Channeling X .................................................... 115 
  Dispel Essence ....................................................... 81, 191 
  Dispel Essence I........................................................... 134 
  Dispel Essence Sphere I ....................................... 134, 192 
  Dispel Essence Sphere V ...................................... 134, 192 
  Dispel Essence Sphere X .............................................. 192 
  Dispel Essence Sphere XXX ........................................ 192 
  Dispel Evil I ................................................................ 133 
  Dispel Evil Sphere I ..................................................... 134 
  Dispel Evil Sphere V.................................................... 134 
  Dispel Mentalism ................................................... 81, 192 
  Dispel Mentalism I ....................................................... 134 
  Dispel Mentalism Sphere I ................................... 134, 192 
  Dispel Mentalism Sphere V .................................. 134, 192 
  Dispel Mentalism Sphere X .......................................... 192 
  Dispel Mentalism Sphere XXX .................................... 192 
  Dispel Sphere True V ................................................... 192 
  Dispel Sphere True X ................................................... 192 
  Dispel Sphere True XX ................................................ 192 
  Displacement I ............................... 232, 243, 289, 343, 399 
  Displacement II.............................. 232, 244, 289, 343, 399 
  Displacement III ............................ 232, 244, 289, 343, 399 
  Displacement IV ........................................... 232, 244, 399 
  Displacement V ................................................... 244, 399 
  Displacement VI .................................................. 244, 399 
  Disruption II ................................................................ 407 
  Disruption True ........................................................... 407 
  Disruption V ................................................................ 407 
  Disruption X ................................................................ 407 
  Distance Learning ........................................................ 226 
  Distance Running True................................................. 150 
  Distant Drums L .......................................................... 230 
  Distant Drums True...................................................... 230 
  Distant Drums V .......................................................... 229 
  Distant Drums X .......................................................... 229 
  Distant Drums XX ....................................................... 230 
  Distant Drums XXX..................................................... 230 
  Distortions ........................................................... 356, 412 
  Distraction ........................................................... 356, 394 
  Divine Gate I ............................................................... 118 
  Divine Gate II .............................................................. 118 
  Divine Gate III ............................................................. 118 
  Divine Guidance ............................................................ 94 
  Dodging I .................................................................... 362 
  Dodging II ................................................................... 362 
  Dodging III .................................................................. 363 
  Dodging IV.................................................................. 363 
  Dodging True .............................................................. 363 
  Dolphin Speed ............................................................. 150 
  Dominance II ............................................................... 375 
  Dominance V ............................................................... 375 
  Dominance X ............................................................... 375 
  Domination .................................................................. 375 
  Door ............................................................................ 404 
  Dragon Skin ................................................................ 146 
  Dragon's Fire ............................................................... 258 
  Dream I ............................................................... 108, 283 
  Dream II ...................................................................... 283 
  Dream III ..................................................................... 283 
  Dream True ................................................................. 283 
  Dream V ...................................................................... 283 
  Dreams III ................................................................... 109 
  Dreams V .................................................................... 109 
  Drowning Trap ............................................................ 264 
  Druidic Eye ................................................................. 125 
  Dry Swimming ............................................................ 305 
  Dull Mind I .................................................................. 376 
  Dull Mind II ................................................................ 376 
  Dull Mind III ............................................................... 376 
  Dull Mind IV ............................................................... 376 
  Dull Mind V ................................................................ 377 
  Dull Mind VI ............................................................... 377 
  Dull Mind VII .............................................................. 377 
  Dull Mind VIII ............................................................ 377 
  Dull Mind X ................................................................ 377 
  Duplicate I ................................................................... 340 
  Duplicate II.................................................................. 341 
  Duplicate III ................................................................ 341 
  E 
  Ear Disruption ............................................................. 407 
  Earth Empathy ............................................................... 75 
  Earth Mastery .............................................................. 256 
  Earth/Mud ........................................................... 256, 414 
  Earth/Stone .................................................................. 256 
  Earthen Spikes ............................................................. 256 
  Earthwall ........................................................ 65, 211, 255 
  Earthwall True ................................................ 65, 211, 256 
  
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  Echoes ......................................................................... 230 
  Edgerunning ................................................................ 366 
  Edgewalking .................................................................. 72 
  Efficient Sleep ............................................................. 308 
  Elemental Communication ........................................... 125 
  Elemental Control I ...................................................... 196 
  Elemental Control II..................................................... 196 
  Elemental Control III ................................................... 196 
  Elemental Control IV ................................................... 197 
  Elemental Control V .................................................... 197 
  Elemental Control VI ................................................... 197 
  Elemental Resistance True ................................... 148, 291 
  Elemental Summons I .................................................. 196 
  Elemental Summons II ................................................. 196 
  Elemental Summons III ................................................ 196 
  Elemental Summons IV................................................ 197 
  Elemental Summons V ................................................. 197 
  Elemental Summons VI................................................ 197 
  Elephantiasis................................................................ 167 
  Elusive Step ................................................................. 363 
  Elusive Step True ......................................................... 363 
  Emblem Recognition.................................................... 226 
  Emotion Analysis........................................................... 96 
  Emotions ..................................................................... 349 
  Empathy ...................................................................... 350 
  Enchanted Clothes ....................................................... 208 
  Enchanted Inorganic .................................................... 209 
  Enchanted Organic ....................................................... 208 
  Enchanted Rope ........................................................... 404 
  Enchanted Shield ......................................................... 208 
  End Coma ............................................................ 313, 390 
  Enduring Control ......................................................... 357 
  Enemy Speech ............................................................. 141 
  Energize Corpse ........................................................... 280 
  Enhance Lock ................................................................ 65 
  Enhance Skill ............................................................... 212 
  Enhanced Detection ..................................................... 174 
  Enhanced Parry ............................................................ 285 
  Enhanced Parry True .................................................... 285 
  Enlarge ........................................................................ 201 
  Enlarge Self ................................................................. 201 
  Entangling Vegetation I................................................ 128 
  Entangling Vegetation II .............................................. 129 
  Entangling Vegetation III ............................................. 129 
  Entangling Vegetation IV ............................................. 129 
  Entangling Vegetation V .............................................. 129 
  Enthrall I ...................................................................... 222 
  Enthrall V ..................................................................... 222 
  Enthrall X ..................................................................... 222 
  Envenom ..................................................................... 275 
  Epilepsy ...................................................................... 167 
  Erosions ...................................................................... 414 
  Essence Resistance.......................................... 81, 188, 299 
  Essence Shield ................................................ 81, 188, 299 
  Essence Twisting ......................................................... 273 
  Essence Twisting True ................................................. 273 
  Evaporate Liquid ......................................................... 400 
  Evaporation ................................................................. 305 
  Evaporation I ............................................................... 408 
  Evaporation II .............................................................. 408 
  Evaporation III............................................................. 409 
  Evaporation True ......................................................... 409 
  Everlasting Darkness.................................................... 268 
  Exact Change ............................................................... 201 
  Excommunication ........................................................ 158 
  Excommunication True ................................................ 158 
  Expel Contamination.................................................... 148 
  Expel Intruder .............................................................. 383 
  Extended Cloak III ....................................................... 289 
  Extended Cloak VIII .................................................... 289 
  Extended Flight I ......................................................... 311 
  Extended Flight True ................................................... 311 
  Extended Food Preservation ........................................... 77 
  Extension II ................................................................. 212 
  Extension III ................................................................ 212 
  Extension IV ................................................................ 213 
  Extension True............................................................. 213 
  Extension V ................................................................. 213 
  Extension X ................................................................. 213 
  Extinguish Fire ............................................................ 204 
  Extreme Food Preservation............................................. 77 
  Eye Disruption ............................................................. 407 
  Eye for Traps ............................................................... 155 
  Eyewitness III .............................................................. 342 
  Eyewitness True .......................................................... 343 
  Eyewitness V ............................................................... 343 
  Eyewitness X ............................................................... 343 
  F 
  Fabricsight ........................................................... 240, 369 
  Façade I............................................................... 243, 336 
  Façade II ............................................................. 244, 337 
  Façade III ............................................................ 244, 337 
  Façade V ............................................................. 244, 337 
  Façades I ..................................................................... 289 
  Façades II .................................................................... 289 
  Face Shifting ....................................................... 316, 358 
  Face Shifting True ....................................................... 402 
  Faithful Arms .............................................................. 136 
  Faithful Tongue ........................................................... 108 
  
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  False Assassin.............................................................. 337 
  False Credentials .......................................................... 342 
  False Image ................................................................. 244 
  False Sense I ................................................................ 378 
  False Sense II............................................................... 379 
  False Sense III ............................................................. 379 
  False Sense IV ............................................................. 379 
  False Sense V .............................................................. 379 
  False Trail ................................................................... 343 
  Familiar ............................................................... 195, 269 
  Familiar Spirit I ........................................................... 162 
  Familiar Spirit II .......................................................... 162 
  Familiar Spirit III ......................................................... 162 
  Familiar Spirit IV ......................................................... 162 
  Familiar Spirit V .......................................................... 162 
  Familiar Spirit VI ......................................................... 162 
  Familiar True ............................................................... 196 
  Familiar's Bond ............................................................ 196 
  Fanfare ........................................................................ 227 
  Far Control .................................................................. 357 
  Far Inner Thoughts ....................................................... 351 
  Far Location .......................................................... 94, 295 
  Far Mind Scan ............................................................. 351 
  Far Mind Speech .......................................................... 353 
  Far Pathfinding I ............................................................ 94 
  Far Pathfinding X .......................................................... 94 
  Far Sense I ........................................................... 239, 341 
  Far Sense II ......................................................... 240, 341 
  Far Sense True ............................................................. 240 
  Far Thoughts ............................................................... 351 
  Fast Casting I ............................................................... 207 
  Fast Casting II ............................................................. 207 
  Fast Deoxygenation I ................................................... 411 
  Fast Deoxygenation II .................................................. 411 
  Fatigue Relief ....................................... 137, 312, 326, 392 
  Fatigue Removal ............................................................ 67 
  Fear ..................................................................... 348, 394 
  Fear's Song .................................................................. 220 
  Feel Glamour True ....................................................... 252 
  Feel I ........................................................................... 354 
  Feel III ........................................................................ 354 
  Feel Mirage I ............................................................... 251 
  Feel Mirage III ............................................................. 252 
  Feel Mirage V .............................................................. 252 
  Feel Mirage VIII .......................................................... 252 
  Feel Mirage X .............................................................. 252 
  Feel Terrain ................................................................. 252 
  Feel True ..................................................................... 355 
  Feel V ......................................................................... 355 
  Feel X ......................................................................... 355 
  Feel/Taste/Smell Glamour ............................................ 251 
  Fertility ....................................................................... 101 
  Fight Song ................................................................... 220 
  Fight Song True ........................................................... 220 
  Find Buyer I ................................................................ 241 
  Find Buyer II ............................................................... 242 
  Find Buyer III .............................................................. 242 
  Find Buyer IV .............................................................. 242 
  Find Buyer True........................................................... 242 
  Find Curser I................................................................ 134 
  Find Curser II .............................................................. 134 
  Find Item I ..................................................................... 94 
  Find Item III .................................................................. 94 
  Find Item True ............................................................... 94 
  Find Owner I ............................................................... 242 
  Find Owner II .............................................................. 242 
  Find Owner III ............................................................. 242 
  Find Owner True.......................................................... 242 
  Find Person.................................................................... 94 
  Find Significance ......................................................... 226 
  Fire Armor................................................................... 176 
  Fire Armor Sphere ....................................................... 176 
  Fire Ball .............................................................. 205, 258 
  Fire Bolt I ..................................................... 205, 257, 397 
  Fire Bolt III ......................................................... 258, 397 
  Fire Bolt V .......................................................... 205, 258 
  Fire Mastery ................................................................ 258 
  Fire Starting ........................................................... 91, 155 
  Firestop ....................................................................... 132 
  Firestorm ..................................................................... 258 
  Fit Glass ...................................................................... 332 
  Fit Metal ...................................................................... 333 
  Fit Special ................................................................... 333 
  Fit Wood ..................................................................... 332 
  Flaming Blade ............................................................. 205 
  Flare .............................................................................. 71 
  Flash Magic ................................................................. 321 
  Flattening ............................................................ 339, 399 
  Flip I ........................................................................... 362 
  Flip III ......................................................................... 363 
  Float ............................................................................ 238 
  Flowstop I ............................................................. 85, 137 
  Flowstop III ........................................................... 85, 322 
  Flowstop True........................................................ 86, 323 
  Flowstop V ............................................................ 85, 137 
  Fly I .................................................................... 202, 311 
  Fly II ................................................................... 203, 311 
  Fly III .................................................................. 203, 311 
  Fly True............................................................... 203, 311 
  Focus Merge ................................................................ 350 
  Focus Mind.................................................................. 352 
  Fog .............................................................................. 263 
  Fog Call......................................................................... 83 
  Fog Making ................................................................. 193 
  
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  Foglessness .................................................................. 410 
  Fogvision............................................................. 314, 368 
  Fogvision True............................................................. 315 
  Foiling Attacks I .......................................................... 361 
  Foiling Attacks II ......................................................... 361 
  Foiling Attacks III ........................................................ 361 
  Following Fires ............................................................ 258 
  Following Fires True .................................................... 258 
  Following Lightning Bolt ............................................. 262 
  Food Finding I ............................................................. 155 
  Food Finding II ............................................................ 156 
  Food Finding True ....................................................... 156 
  Food Preservation .......................................................... 76 
  Food Preservation True .................................................. 77 
  Food Production I .......................................................... 91 
  Food Production III ........................................................ 92 
  Food Production True .................................................... 92 
  Food Production V ......................................................... 92 
  Forget .......................................................................... 412 
  Forget I........................................................................ 370 
  Forget True .................................................................. 371 
  Forget X ...................................................................... 370 
  Form Master ................................................................ 317 
  Foul Breath .................................................................. 275 
  Fracture I ..................................................................... 169 
  Fracture II .................................................................... 170 
  Fracture III .................................................................. 170 
  Fracture True ............................................................... 170 
  Freedom ...................................................................... 363 
  Freeze.......................................................................... 151 
  Freeze Fluid ................................................................. 408 
  Freeze Liquid ....................................................... 210, 304 
  Freezing Cold .............................................................. 259 
  Friend Speech I ............................................................ 353 
  Friend Speech II........................................................... 353 
  Friend Speech True ...................................................... 353 
  Friendly Current .......................................................... 305 
  Friendly Form .............................................................. 152 
  Friendslayer ................................................................. 158 
  Frost Prediction ............................................................. 82 
  Frosty Blade ................................................................ 211 
  Fumble ........................................................................ 395 
  Fungal Lore ................................................................... 74 
  Fungal Tongues ............................................................. 75 
  G 
  Gas Analysis ................................................................ 172 
  Gas to Air .................................................................... 411 
  Gas Transmutation ....................................................... 397 
  Gas/Air ........................................................................ 303 
  Gas-Air ....................................................................... 397 
  Gaslungs....................................................... 184, 317, 359 
  Gate ............................................................................ 118 
  Gate Cleaver ................................................................ 190 
  Gauge Wealth .............................................................. 241 
  Geas ............................................................................ 349 
  Glide I ................................................................. 146, 238 
  Glide II ........................................................................ 238 
  Glide III............................................................... 146, 238 
  Glide True ........................................................... 146, 238 
  Global Vision .............................................................. 184 
  Glow ........................................................................... 286 
  Golden Slumbers ......................................................... 106 
  Golden Voice ................................................................. 79 
  Grasshopper's Legs ...................................................... 145 
  Gray Lore I .................................................................... 96 
  Gray Lore III ................................................................. 96 
  Great Crack ................................................................. 415 
  Great Leap ................................................................... 367 
  Great Merge......................................................... 311, 399 
  Great Merging Organic .......................................... 73, 150 
  Great Shout.................................................................. 347 
  Great Vacuum.............................................................. 266 
  Great Vacuum I ........................................................... 411 
  Great Vacuum II .......................................................... 411 
  Great Vacuum III ......................................................... 411 
  Great Wall of Fire ........................................................ 205 
  Great Wall of Stone ..................................................... 256 
  Greater Animal Production ............................................. 92 
  Greater Banishment ..................................................... 115 
  Greater Calming Song .................................................. 220 
  Greater Darkness ................................................. 268, 287 
  Greater Disease Purification ........................................... 77 
  Greater Elemental Mastery ........................................... 197 
  Greater Extension ........................................................ 213 
  Greater Face Shifting ................................................... 317 
  Greater Far Sense I............................................... 240, 341 
  Greater Far Sense II ............................................. 240, 341 
  Greater Hallucinate ...................................................... 373 
  Greater Hurling I.......................................................... 301 
  Greater Hurling III ....................................................... 301 
  Greater Light Control ................................................... 248 
  Greater Location .......................................................... 174 
  Greater Magic Lock ..................................................... 190 
  Greater Object Domination........................................... 375 
  Greater Phantom .......................................................... 379 
  Greater Plant Production ................................................ 92 
  Greater Poison Purification............................................. 77 
  Greater Protections Sphere I ......................................... 113 
  Greater Shield .............................................................. 209 
  Greater Size Change..................................................... 201 
  
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  Greater Sound Control ................................................. 254 
  Greater Staying II ........................................................ 300 
  Greater Staying III ....................................................... 301 
  Greater Telekinesis II ................................................... 300 
  Greater Telekinesis III .................................................. 301 
  Greater Utterdark ......................................................... 268 
  Greater Vacuum B ....................................................... 397 
  Greater Vacuum E ....................................................... 397 
  Green Tongue .............................................................. 157 
  Grey Vision ................................................................. 166 
  Group Quest ................................................................ 234 
  Group Suggestion ........................................................ 234 
  Growing Change .......................................................... 403 
  Guardianship ............................................................... 139 
  Guess ............................................................. 93, 108, 283 
  Guidance ....................................................................... 93 
  Guiding Wind I ............................................................ 194 
  Guiding Wind II........................................................... 194 
  Guiding Wind III ......................................................... 194 
  Guiding Wind True ...................................................... 194 
  Guilt .................................................................... 372, 416 
  Guilt True .................................................................... 373 
  H 
  Haggle ......................................................................... 242 
  Haggle True ................................................................. 242 
  Hailstorm..................................................................... 129 
  Hailstorm True............................................................. 130 
  Halluciate True ............................................................ 373 
  Hallucinate .................................................................. 373 
  Hallucination ....................................................... 357, 395 
  Hand of Fire ................................................................ 287 
  Hand of Fire True ........................................................ 287 
  Hard Vacuum I ............................................................ 303 
  Hard Vacuum IV.......................................................... 303 
  Hard Wind ................................................................... 266 
  Harmonize ................................................................... 223 
  Haste I ................................................................. 206, 321 
  Haste II................................................................ 207, 321 
  Haste III .............................................................. 207, 321 
  Haste IV .............................................................. 207, 321 
  Hate Analysis ................................................................ 96 
  Haunting Lullaby ......................................................... 220 
  Hawk Sense ................................................................. 146 
  Heal I ............................................................. 66, 137, 326 
  Heal II ......................................................................... 392 
  Heal III .......................................................................... 66 
  Heal IV........................................................................ 137 
  Heal Life Essence I ...................................................... 110 
  Heal Life Essence II ..................................................... 111 
  Heal Life Essence III.................................................... 111 
  Heal Life Essence True ................................................ 111 
  Heal Life Essence V ..................................................... 111 
  Heal Mount I ................................................................. 98 
  Heal Mount II ................................................................ 98 
  Heal Mount True............................................................ 98 
  Heal True .................................................................... 393 
  Heal V ............................................................ 67, 326, 392 
  Heal VII ........................................................................ 67 
  Heal X .................................................... 67, 138, 327, 393 
  Heal XV ................................................................ 67, 393 
  Heal XVII .................................................................... 327 
  Heal XX ...................................................................... 138 
  Hearing Loss ............................................................... 166 
  Heat Endurance............................................................ 291 
  Heat Metal ................................................................... 318 
  Heat Other Solid .......................................................... 318 
  Heat Resistance............................................. 112, 147, 290 
  Heat Resistance True ................................................... 291 
  Heat Solid .................................................................... 257 
  Heat Solid I ................................................................. 404 
  Heat Solid II ................................................................ 405 
  Heat Stone ................................................................... 318 
  Heatarmor.................................................................... 176 
  Heatarmor Sphere ........................................................ 176 
  Heatvision ................................................................... 184 
  Heavenly Tower ............................................................ 92 
  Heaven's Key ................................................................. 65 
  Heavy Jolts III ............................................................. 347 
  Heavy Leave Item III ................................................... 307 
  Heavy Leave Item V .................................................... 307 
  Heavy Long Door Item III ............................................ 307 
  Hemophilia .................................................................. 167 
  Herb Cleansing ............................................................ 123 
  Herb Enhancement ................................................. 92, 122 
  Herb Enhancement True ............................................... 123 
  Herb Finding I ............................................................. 122 
  Herb Finding III ........................................................... 123 
  Herb Finding True ....................................................... 123 
  Herb Finding V ............................................................ 123 
  Herb Finding X ............................................................ 123 
  Herb Finding XX ......................................................... 123 
  Herb Lore .............................................................. 74, 122 
  Herb Mastery ................................................................. 92 
  Herb Mastery II ........................................................... 123 
  Herb Mastery III .......................................................... 123 
  Herb Mastery True ....................................................... 123 
  Herb Mastery V ........................................................... 123 
  Herb Mastery X ........................................................... 123 
  Herb Preservation ........................................................ 123 
  Herb Production ..................................................... 75, 123 
  
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  Hesitation .................................................................... 346 
  Hidden Pocket ............................................................. 222 
  Hide Thoughts ............................................................. 232 
  Hide Thoughts True ..................................................... 232 
  Hide Tracks II .............................................................. 150 
  Hide Tracks True ......................................................... 150 
  Hide Tracks V ............................................................. 150 
  Hide Tracks X ............................................................. 150 
  Hide Tracks XX ........................................................... 150 
  Hiding True ................................................................. 399 
  High Prayer ................................................................. 109 
  Hivemind..................................................................... 351 
  Hold ............................................................................ 349 
  Hold Group.................................................................. 234 
  Hold Kind ............................................................ 218, 349 
  Hold Kind I ................................................................... 89 
  Hold Kind III ................................................................. 90 
  Hold Kind True............................................................ 349 
  Hold Kind V .................................................................. 90 
  Hold True ............................................................ 218, 349 
  Holy Attack I ............................................................... 135 
  Holy Attack II .............................................................. 135 
  Holy Attack III ............................................................ 136 
  Holy Attack IV ............................................................ 136 
  Holy Attack V ............................................................. 136 
  Holy Attack VI ............................................................ 136 
  Holy Attack VII ........................................................... 136 
  Holy Attack VIII .......................................................... 136 
  Holy Attack X ............................................................. 136 
  Holy Aura I ................................................................. 136 
  Holy Aura II ................................................................ 136 
  Holy Aura III ............................................................... 136 
  Holy Aura IV ............................................................... 136 
  Holy Aura True ............................................................ 136 
  Holy Bridge ................................................................. 107 
  Holy Hands.................................................................. 109 
  Holy Presence .............................................................. 403 
  Holy Protection .............................................................. 81 
  Holy Shout .................................................................. 106 
  Holy Smite .................................................................. 106 
  Holy Smite True .......................................................... 106 
  Holy Strength I ............................................................ 135 
  Holy Strength II ........................................................... 136 
  Holy Strength III .......................................................... 136 
  Holy Throw ................................................................. 136 
  Homocide .................................................................... 381 
  Honest Answer ............................................................ 348 
  Horns .......................................................................... 275 
  Horror ......................................................................... 413 
  Hue ............................................................................. 287 
  Hues .................................................................... 127, 151 
  Hummingbird Reflexes ................................................ 146 
  Hurling I .............................................................. 178, 301 
  Hurling II .................................................................... 301 
  Hurling III ................................................................... 301 
  Hurling IV ................................................................... 301 
  Hush .................................................................... 227, 254 
  Hush Sphere ................................................................ 254 
  Hypochondria .............................................................. 378 
  I 
  Ice Armor .................................................................... 176 
  Ice Armor Sphere ......................................................... 176 
  Ice Bolt Barrage ........................................................... 211 
  Ice Bolt I ............................................................. 211, 260 
  Ice Bolt III ........................................................... 211, 260 
  Ice Bolt V ............................................................ 211, 260 
  Ice Bolt X .................................................................... 260 
  Ice Passage .................................................................. 259 
  Icerunning ..................................................................... 73 
  Icewalking ..................................................................... 72 
  Icewall I ......................................................... 65, 211, 260 
  Icewall II ............................................................... 65, 211 
  Identify Casting ........................................................... 214 
  Ignite ........................................................................... 258 
  Ignore Wounds I .......................................................... 148 
  Ignore Wounds III ........................................................ 148 
  Ignore Wounds True .................................................... 148 
  Ignore Wounds V ......................................................... 148 
  Ignore Wounds VIII ..................................................... 148 
  Ignore Wounds X ......................................................... 148 
  Illumination II................................................................ 71 
  Illumination III .............................................................. 71 
  Illumination V ............................................................... 71 
  Illusion II ..................................................................... 245 
  Illusion III ................................................................... 245 
  Illusion True ................................................................ 246 
  Illusion V .................................................................... 246 
  Illusion VII .................................................................. 246 
  Illusion X .................................................................... 246 
  Illusion XX .................................................................. 246 
  Illusions II ................................................................... 181 
  Illusions III .................................................................. 182 
  Illusions V ................................................................... 182 
  Illusions VII ................................................................ 182 
  Illusions X ................................................................... 182 
  Illusions XV ................................................................ 182 
  Illusionsight ................................................................. 369 
  Illusory Terrain ............................................................ 246 
  Impact Resistance ........................................................ 291 
  Impersonation .............................................................. 403 
  
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  Impersonation Façade I ................................................ 244 
  Impersonation Façade II ............................................... 244 
  Impersonation Façade III ............................................. 244 
  Impersonation Façade IV ............................................. 244 
  Impersonation Façade True .......................................... 244 
  Impersonation Study .................................................... 244 
  Impersonation True ...................................................... 403 
  Implant Spell ............................................................... 333 
  Implosion .................................................................... 411 
  Improvised Attack I ..................................................... 335 
  Improvised Attack II .................................................... 335 
  Improvised Attack III ................................................... 335 
  Improvised Attack IV ................................................... 335 
  Improvised Attack True................................................ 335 
  Increased Radius I ........................................................ 213 
  Increased Radius II ...................................................... 213 
  Increased Radius III ..................................................... 213 
  Increased Radius IV ..................................................... 213 
  Increased Size I ............................................................ 213 
  Infertility ..................................................................... 101 
  Infuse Life II................................................................ 111 
  Infuse Life IV .............................................................. 111 
  Infuse Life VI .............................................................. 111 
  Infuse Life X ............................................................... 111 
  Inner Thoughts............................................................. 351 
  Inner Wall ................................................................... 148 
  Inner Wall I ................................................................. 308 
  Inner Wall II ................................................................ 309 
  Inner Wall III ............................................................... 309 
  Inner Wall True ........................................................... 309 
  Inner Wall V ................................................................ 309 
  Insomnia...................................................................... 372 
  Insomnia True.............................................................. 373 
  Inspiration Mastery ...................................................... 144 
  Inspirations I ................................................................ 143 
  Inspirations II .............................................................. 143 
  Inspirations III ............................................................. 143 
  Inspirations IV ............................................................. 144 
  Inspirations True .......................................................... 144 
  Inspirations V .............................................................. 144 
  Inspirations VI ............................................................. 144 
  Inspirations VII ............................................................ 144 
  Inspirations VIII .......................................................... 144 
  Instant (Dis)Mount ....................................................... 320 
  Instant Awareness ........................................................ 320 
  Instant Brain Repair ..................................................... 391 
  Instant Herbal Cures..................................................... 123 
  Instant Herbal Cures True............................................. 123 
  Instant Lesser Ranging ................................................. 212 
  Instant Ranging I.......................................................... 213 
  Instant Ranging II ........................................................ 213 
  Instant Ranging III ....................................................... 213 
  Instant Spell Prep ......................................................... 206 
  Instant Stance .............................................................. 320 
  Instant Transference ..................................................... 383 
  Instrumental Analysis................................................... 225 
  Internal Abacus ............................................................ 172 
  Intuitions I ........................................................... 108, 283 
  Intuitions II .................................................................. 283 
  Intuitions III ................................................................ 108 
  Intuitions True ..................................................... 109, 283 
  Intuitions V.................................................................. 109 
  Intuitions X.................................................................. 109 
  Investiture I ................................................................. 270 
  Investiture II ................................................................ 270 
  Investiture III ............................................................... 271 
  Investiture IV ............................................................... 271 
  Invisibility I ......................................................... 198, 398 
  Invisibility II ........................................................ 198, 399 
  Invisibility Sphere I.............................................. 199, 399 
  Invisibility Sphere II .................................................... 199 
  Invisibility Sphere III ................................................... 199 
  Ironsight .............................................................. 341, 369 
  Item Analysis ................................................ 172, 226, 293 
  Item Assessment .......................................................... 242 
  Item Feel ..................................................................... 292 
  Item Inspection ............................................................ 293 
  Item Lore ..................................................................... 293 
  Item Origins ................................................................ 226 
  Item Rereturning .......................................................... 106 
  Item Returning ............................................................. 106 
  Item Vision .......................................................... 242, 292 
  Item's Epic ................................................................... 226 
  Item's Saga .................................................................. 226 
  Item's Tale ................................................................... 226 
  J 
  Jam I ........................................................................... 235 
  Jam II .......................................................................... 236 
  Jam III ......................................................................... 236 
  Jam IV ......................................................................... 236 
  Jamming ...................................................................... 190 
  Jewel/Metal Assessment............................................... 242 
  Jog .............................................................................. 237 
  Joining.86, 88, 100, 102, 313, 323, 325, 328, 331, 384, 386, 
  388, 390 
  Joining True 86, 88, 100, 102, 323, 325, 329, 331, 385, 387, 
  389, 391 
  Joint Resistance ............................................................. 81 
  Jolts I .......................................................................... 346 
  Jolts III ................................................................ 346, 412 
  
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  Jolts V ......................................................................... 347 
  Jolts VI ........................................................................ 412 
  Jolts X ................................................................. 347, 413 
  Jumbled Text ............................................................... 378 
  K 
  Killer Instincts ............................................................. 275 
  Killing Sound .............................................................. 228 
  Kleptomania ................................................................ 373 
  Know Path ................................................................... 154 
  L 
  Landing ........................................................ 202, 310, 366 
  Landing True ....................................................... 311, 367 
  Layered Defense .......................................................... 299 
  Laying on Hands .......................................................... 138 
  Leadership ................................................................... 144 
  Leadership True ........................................................... 144 
  Leaping ............................................................... 202, 310 
  Leaping I ..................................................................... 366 
  Leaping III................................................................... 366 
  Leaping True ............................................................... 367 
  Learning of Mins ......................................................... 158 
  Leave Item I ................................................................ 306 
  Leave Item III .............................................................. 307 
  Leave Item V ............................................................... 307 
  Leaving I ...................................................... 202, 307, 367 
  Leaving III.................................................... 203, 307, 367 
  Leaving True ............................................................... 307 
  Leaving V .................................................................... 307 
  Leaving X .................................................................... 367 
  Legerdemain ................................................................ 222 
  Leprosy ....................................................................... 167 
  Lesser Animal Production .............................................. 92 
  Lesser Banishment ....................................................... 115 
  Lesser Darkness ........................................................... 268 
  Lesser Elemental Mastery ............................................ 197 
  Lesser Item Analysis .................................................... 242 
  Lesser Object Domination ............................................ 375 
  Lesser Phantom ........................................................... 378 
  Lesser Plant Production .................................................. 92 
  Lesser Ranging ............................................................ 212 
  Lesser Trap .................................................................. 156 
  Lesser Utterdark .......................................................... 268 
  Lesser Whirlpool ................................................. 305, 401 
  Leukemia..................................................................... 167 
  Levitation ............................................................ 202, 366 
  Levitation I .................................................................. 310 
  Levitation True ............................................................ 311 
  Levitation V ................................................................ 310 
  Levitation XX .............................................................. 311 
  Life Analysis ................................................................. 69 
  Life Awareness ............................................................ 110 
  Life Drain I .................................................................. 170 
  Life Drain II ................................................................ 170 
  Life Drain III ............................................................... 170 
  Life Drain True ............................................................ 170 
  Life Lore ....................................................................... 96 
  Life Lore Mastery .......................................................... 96 
  Life Lore True ............................................................... 96 
  Life Path Lore .............................................................. 154 
  Life Typing.................................................................... 68 
  Lifegiving I.................................................................. 111 
  Lifegiving II ................................................................ 111 
  Lifegiving III ............................................................... 111 
  Lifegiving True ............................................................ 111 
  Lifekeeping I ............................................................... 111 
  Lifekeeping II .............................................................. 111 
  Lifekeeping III ............................................................. 111 
  Lifekeeping True ......................................................... 111 
  Light ........................................................................... 286 
  Light Analysis ............................................................. 204 
  Light Bone Damage Healing .................................. 88, 386 
  Light Bone Damage Relief ............................................. 87 
  Light Burn/Frostbite Healing ........................... 67, 326, 392 
  Light Burn/Frostbite Healing True ........................ 327, 393 
  Light Burn/Frostbite Relief............................................. 66 
  Light Cartilage Damage Healing................................... 386 
  Light Cartilage Damage Relief ....................................... 87 
  Light Control I ............................................................. 247 
  Light Control True ....................................................... 248 
  Light Control V ........................................................... 248 
  Light Control X ........................................................... 248 
  Light Control XX ......................................................... 248 
  Light Eruption ............................................................. 286 
  Light Flesh Wound Healing............................. 86, 322, 384 
  Light Flesh Wound Healing True..................... 86, 323, 385 
  Light Glamour .............................................. 182, 248, 336 
  Light I ............................................................ 70, 204, 261 
  Light Lore I ................................................................... 95 
  Light Lore II .................................................................. 96 
  Light Lore III ................................................................. 96 
  Light Mastery .............................................................. 262 
  Light Mirage ................................................................ 247 
  Light Muscle Damage Healing ........................ 99, 328, 388 
  Light Muscle Damage Healing True .............. 100, 329, 388 
  Light Muscle Damage Relief .......................................... 99 
  Light Nerve Damage Healing ............................... 102, 391 
  Light Organ Damage Healing ........................ 102, 331, 390 
  
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  Light Organ Damage Healing True ............................... 391 
  Light Organ Damage Relief........................... 101, 330, 390 
  Light Resistance .................................................. 148, 290 
  Light Resistance True .................................................. 291 
  Light Skull Damage Healing .................................. 88, 386 
  Light Skull Damage Healing True ................................ 387 
  Light Skull Damage Relief ............................................. 87 
  Light Tendon Damage Healing ........................ 99, 328, 388 
  Light Tendon Damage Healing True .............. 100, 329, 388 
  Light Tendon Damage Relief.......................................... 99 
  Light Terrain ............................................................... 248 
  Light V ................................................. 205, 248, 261, 287 
  Light Wound Healing ........................................... 138, 313 
  Light Wound Relief ............................................. 137, 312 
  Light X ........................................................................ 205 
  Light XV ..................................................................... 205 
  Lightarmor .................................................................. 176 
  Lightarmor Sphere ....................................................... 176 
  Lightning Armor .......................................................... 176 
  Lightning Bolt I .................................... 129, 205, 248, 262 
  Lightning Bolt III .................................. 205, 248, 262, 287 
  Lightning Bolt V ........................................... 130, 248, 262 
  Lightning Reactions ..................................................... 335 
  Lightning Reflexes ....................................................... 321 
  Lightning Thought ....................................................... 321 
  Lights II......................................................................... 70 
  Lights III ....................................................................... 71 
  Lights V ........................................................................ 71 
  Lights X ........................................................................ 71 
  Lightshow .................................................................... 221 
  Lightvision .................................................................. 240 
  Limb Death.................................................................. 407 
  Limb Pain .................................................................... 406 
  Limb Preservation ........................ 86, 87, 99, 101, 324, 328 
  Limbrunning .......................................................... 73, 150 
  Limbwalking ......................................................... 72, 149 
  Lingering Transparency ............................................... 198 
  Lion Claws .................................................................. 146 
  Lion's Heart ................................................................. 365 
  Liquid Analysis ................................................... 172, 304 
  Liquid Corridor I.......................................................... 305 
  Liquid Corridor III ....................................................... 305 
  Liquid Corridor True .................................................... 305 
  Liquid Mastery ............................................................ 305 
  Liquid Transmutation ................................................... 401 
  Liquid/Water ............................................................... 401 
  Liquidrunning .............................................................. 367 
  Listen .......................................................................... 340 
  Listen I ........................................................................ 179 
  Listen II ....................................................................... 180 
  Listen III ..................................................................... 180 
  Listen IV ..................................................................... 180 
  Listen True .................................................................. 180 
  Living Forge ................................................................ 405 
  Living Gauge ................................................................. 82 
  Locate Evidence I ........................................................ 341 
  Locate Evidence II ....................................................... 341 
  Locate Evidence III ...................................................... 341 
  Locate Landmark I ....................................................... 125 
  Locate Landmark II...................................................... 125 
  Locate Landmark True ................................................. 125 
  Locate Marker ............................................................. 240 
  Locate Object .............................................................. 231 
  Locate Target ............................................................... 241 
  Location ................................................................ 69, 295 
  Location I .............................................................. 94, 174 
  Location III............................................................ 94, 174 
  Location True .................................................. 69, 94, 174 
  Location V............................................................. 94, 174 
  Lock ............................................................................ 189 
  Lock Joint .................................................................... 406 
  Lock Mastery ............................................................... 190 
  Lockbreak.................................................................... 319 
  Locklore .............................................................. 189, 338 
  Long Bewilderment ..................................................... 395 
  Long Calm..................................................................... 90 
  Long Control ............................................................... 357 
  Long Diagnostics ......................................................... 383 
  Long Dive ........................................................... 238, 311 
  Long Door I ......................................................... 203, 307 
  Long Door III ...................................................... 203, 307 
  Long Door Item I ......................................................... 307 
  Long Door Item II ........................................................ 307 
  Long Door Item V........................................................ 307 
  Long Door V ....................................................... 203, 307 
  Long Ear I ................................................................... 179 
  Long Ear II .................................................................. 180 
  Long Eye I ................................................................... 180 
  Long Eye II ................................................................. 180 
  Long Far Sense I .................................................. 240, 341 
  Long Far Sense II................................................. 240, 341 
  Long Feel .................................................................... 355 
  Long Flesh Destruction ................................................ 407 
  Long Fluid Destruction ................................................ 409 
  Long Gas Destruction .................................................. 411 
  Long Glow .................................................................. 287 
  Long Hush ................................................................... 254 
  Long Impersonation ..................................................... 403 
  Long Invisibility I ........................................................ 199 
  Long Major Changing .................................................. 403 
  Long Mind Destruction ................................................ 413 
  Long Nose I ................................................................. 180 
  Long Nose II................................................................ 180 
  Long Sight ................................................................... 180 
  
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  Long Silence Sphere .................................................... 254 
  Long Solid Destruction ................................................ 415 
  Long Soul Destruction ................................................. 417 
  Long Sound Control ..................................................... 254 
  Long Stride I................................................................ 321 
  Long Stride III ............................................................. 321 
  Long Stride V .............................................................. 321 
  Long Stun Relief .................................................... 67, 327 
  Long Sudden Sound ............................................. 228, 254 
  Long Transference ....................................................... 383 
  Long Unseen I ............................................................. 198 
  Long Unseen III ........................................................... 199 
  Long Vision ................................................................. 369 
  Long Whisper I ............................................................ 229 
  Long Whisper III ......................................................... 229 
  Long Whisper True ...................................................... 230 
  Long Whisper V .......................................................... 230 
  Long Whisper X .......................................................... 230 
  Longjump .................................................................... 237 
  Loosen Earth ....................................................... 255, 414 
  Loosen Earth True ....................................................... 415 
  Looter's Eye ................................................................. 226 
  Lord Aim ..................................................................... 178 
  Lord Bewilderment ...................................................... 395 
  Lord Calm ..................................................................... 90 
  Lord Channels ..................................................... 106, 160 
  Lord False Sense .......................................................... 379 
  Lord Forget.................................................................. 371 
  Lord Heal .................................................................... 393 
  Lord Herb Finding ....................................................... 123 
  Lord Leaving ............................................................... 307 
  Lord Location ................................................................ 94 
  Lord Long Door ........................................................... 307 
  Lord Mind Blank ......................................................... 371 
  Lord Overlay ............................................................... 297 
  Lord Repel Undead ...................................................... 115 
  Lord Research...................................................... 104, 186 
  Lord Rune ................................................................... 186 
  Lord Secret .................................................................. 232 
  Lord Seeming .............................................................. 297 
  Lord Sleep ................................................................... 218 
  Lord Spell Hold ........................................................... 215 
  Lord Summons ............................................. 118, 196, 271 
  Lord Symbol ................................................................ 104 
  Lord Teleport ............................................................... 203 
  Lord Unpresence .......................................................... 250 
  Lord Unseen ................................................................ 232 
  Lord Unsymbol ............................................................ 104 
  Lord Waiting Overlay .................................................. 297 
  Lord Waiting Seeming ................................................. 297 
  Lose Addiction I .......................................................... 383 
  Lose Addiction II ......................................................... 383 
  Lose Addiction True .................................................... 383 
  Lost Experience ........................................................... 413 
  Lost Experience I ......................................................... 371 
  Lost Experience II ........................................................ 371 
  Lost Experience III ...................................................... 371 
  Lost Experience IV ...................................................... 371 
  Lovely Assistant ........................................................... 222 
  Lullaby ........................................................................ 220 
  Lullaby True ................................................................ 220 
  Luring Song ................................................................. 219 
  Luring Song True ......................................................... 220 
  Lycanthropy ................................................................ 167 
  Lycanthropy True ........................................................ 168 
  Lying........................................................................... 380 
  M 
  Machine Lore .............................................................. 235 
  Machinist's Eye I ......................................................... 236 
  Machinist's Eye II ........................................................ 236 
  Machinist's Eye III ....................................................... 236 
  Machinist's Eye IV ....................................................... 236 
  Maelstrom ................................................................... 264 
  Magic Bane ................................................................. 134 
  Magic Basin I .............................................................. 109 
  Magic Basin II ............................................................. 109 
  Magic Basin True ........................................................ 109 
  Magic Lantern ............................................................. 262 
  Magic Lock ................................................................. 189 
  Magic Lock True ......................................................... 190 
  Maim........................................................................... 381 
  Major Allergy .............................................................. 167 
  Major Changing ........................................................... 403 
  Major Deoxygenation................................................... 411 
  Major Pain ........................................................... 347, 412 
  Major Phantom ............................................................ 379 
  Major Trap .................................................................. 156 
  Major Ultrasonics ........................................................ 254 
  Major Vacuum I........................................................... 411 
  Major Vacuum II ......................................................... 411 
  Major Vacuum IV ........................................................ 411 
  Malaria ........................................................................ 167 
  Manage Baggage ......................................................... 311 
  Mannish Scale ............................................................. 183 
  Marching Tune ............................................................ 230 
  Mark Target ................................................................. 241 
  Martial Wall I .............................................................. 148 
  Martial Wall II ............................................................. 148 
  Martial Wall III ............................................................ 148 
  Martyrdom .................................................................. 136 
  
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  Mass Aim Untrue ......................................................... 209 
  Mass Analysis.............................................................. 172 
  Mass Animal Calming I ................................................. 90 
  Mass Animal Calming II ................................................ 90 
  Mass Armoring ............................................................ 209 
  Mass Aura ..................................................................... 71 
  Mass Balance ............................................................... 184 
  Mass Bladeturn .................................................... 140, 209 
  Mass Blur ............................................................ 209, 244 
  Mass Burn/Frostbite Healing ................................ 327, 393 
  Mass Burn/Frostbite Healing True ........................ 327, 393 
  Mass Calm..................................................................... 90 
  Mass Change ............................................................... 201 
  Mass Changing Lungs .................................................. 184 
  Mass Cloaking ............................................................. 152 
  Mass Clotting ......................................... 86, 313, 323, 385 
  Mass Coldarmor .......................................................... 176 
  Mass Cut Repair ............................................. 86, 323, 385 
  Mass Darkvision .................................................. 184, 268 
  Mass Darkvision True .................................................. 268 
  Mass Defenses ............................................................. 209 
  Mass Deflections ................................................. 140, 209 
  Mass Desiccation ......................................................... 409 
  Mass Diagnostics ......................................................... 383 
  Mass Disorientation ..................................................... 413 
  Mass Displacement II ................................................... 244 
  Mass Distortions .......................................................... 413 
  Mass Distraction .......................................................... 395 
  Mass Enchanted Shield ................................................ 209 
  Mass Enthrall ............................................................... 222 
  Mass Eyewitness .......................................................... 343 
  Mass Façade II ............................................................ 244 
  Mass Feel ............................................................ 252, 355 
  Mass Flaming Blade..................................................... 205 
  Mass Flesh Destruction ................................................ 407 
  Mass Flesh Wound Healing True .................................. 385 
  Mass Fly ...................................................................... 203 
  Mass Fly True .............................................................. 203 
  Mass Food Preservation ................................................. 77 
  Mass Gaslungs ............................................................. 184 
  Mass Glow .................................................................. 287 
  Mass Haste I ................................................................ 207 
  Mass Haste II ............................................................... 207 
  Mass Heatarmor ........................................................... 176 
  Mass Herb Finding I .................................................... 123 
  Mass Herb Finding III .................................................. 123 
  Mass Herb Finding V ................................................... 123 
  Mass Hold Kind ............................................................. 90 
  Mass Hushing .............................................................. 254 
  Mass Illumination .......................................................... 71 
  Mass Inspirations True ................................................. 144 
  Mass Instant Herbal Cures ............................................ 123 
  Mass Invisibility I ........................................................ 199 
  Mass Invisibility II ....................................................... 199 
  Mass Item Analysis ...................................................... 293 
  Mass Jolts .................................................................... 347 
  Mass Leaving .............................................................. 203 
  Mass Life Analysis ........................................................ 69 
  Mass Light Glamour .................................................... 248 
  Mass Lightarmor .......................................................... 176 
  Mass Lights ................................................................... 71 
  Mass Long Bewilderment ............................................. 395 
  Mass Long Door .......................................................... 203 
  Mass Major Pain .......................................................... 413 
  Mass Medium Flesh Wound Healing ............................ 385 
  Mass Merging .............................................................. 201 
  Mass Mind Disease Cures .............................................. 77 
  Mass Mind Disease Cures True ...................................... 77 
  Mass Mind Shock ........................................................ 413 
  Mass Mind Typing ....................................................... 355 
  Mass Mindless Undead Control .................................... 280 
  Mass Misfeel ............................................................... 250 
  Mass Muscle Damage Healing ............................. 329, 389 
  Mass Muscle Damage Healing True ............................. 389 
  Mass Muscle Damage Relief .......................................... 99 
  Mass Nightvision ................................................. 184, 268 
  Mass Operate ............................................................... 236 
  Mass Pain .................................................................... 413 
  Mass Passing ............................................................... 201 
  Mass Plant Animation .................................................. 132 
  Mass Quench ............................................................... 264 
  Mass Quiet ............................................................ 79, 254 
  Mass Regenerate Muscle/Tendon ................................. 389 
  Mass Regenerate Tendon/Muscle ......................... 100, 329 
  Mass Repairs True ....................................................... 389 
  Mass Resist Cold ......................................................... 176 
  Mass Resist Heat.......................................................... 176 
  Mass Resist Light ........................................................ 176 
  Mass Resize ................................................................. 201 
  Mass Running .............................................................. 150 
  Mass Sacred Protection ................................................ 113 
  Mass See Invisible ....................................................... 199 
  Mass Severe Flesh Wound Healing ............................... 385 
  Mass Shadow ............................................................... 244 
  Mass Shatter ................................................................ 415 
  Mass Shocking Blade ................................................... 205 
  Mass Sign .................................................................... 186 
  Mass Skeletal Damage Relief ....................................... 387 
  Mass Skeletal Healing .................................................. 325 
  Mass Skeletal Healing True .......................................... 387 
  Mass Smell/Taste ......................................................... 252 
  Mass Soundwalls ........................................................... 79 
  Mass Speed I ............................................................... 207 
  Mass Speed II .............................................................. 207 
  
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  Mass Speed IV ............................................................. 207 
  Mass Stun Relief ............................................................ 67 
  Mass Sudden Sound ..................................................... 228 
  Mass Suggestion .......................................................... 234 
  Mass Summons .................................................... 118, 197 
  Mass Swiftness I .......................................................... 207 
  Mass Swiftness II ......................................................... 207 
  Mass Swiftness III ....................................................... 207 
  Mass Telekinesis .......................................................... 178 
  Mass Teleport .............................................................. 203 
  Mass Tendon Damage Healing ............................. 329, 389 
  Mass Tendon Damage Healing True ............................. 389 
  Mass Tendon Damage Relief .......................................... 99 
  Mass Tendon/Muscle Healing True ...................... 100, 329 
  Mass Transference ....................................................... 383 
  Mass True Aura ............................................................. 71 
  Mass True Heal .............................................................. 67 
  Mass True Hold ............................................................. 90 
  Mass True Vibrations ................................................... 178 
  Mass Unbalance ........................................................... 413 
  Mass Undisease ............................................................. 77 
  Mass Unminding .......................................................... 413 
  Mass Unpoison .............................................................. 77 
  Mass Unseen ............................................................... 199 
  Mass Utterlights ............................................................. 71 
  Mass Vibrations I ......................................................... 178 
  Mass Vibrations III ...................................................... 178 
  Mass Vision ................................................................. 184 
  Mass Water Production .................................................. 92 
  Mass Waterlungs ......................................................... 184 
  Mass Watervision ........................................................ 184 
  Mass Word .................................................................. 218 
  Master Group ............................................................... 234 
  Master Mindless Undead .............................................. 279 
  Master of All ............................................................... 218 
  Master of Ceremonies I ................................................ 222 
  Master of Ceremonies II ............................................... 222 
  Master of Ceremonies IV ............................................. 222 
  Master of Kind ..................................................... 218, 349 
  Master of Movement .................................................... 311 
  Master of Natural Forms .............................................. 127 
  Master Strike ............................................................... 361 
  Mastery ....................................................................... 349 
  Measure ............................................................... 171, 332 
  Mechanical Contrivance ............................................... 333 
  Mechanical Contrivance True ....................................... 333 
  Meditation ..................................................................... 90 
  Meditative Sleep .......................................................... 359 
  Medium Bone Damage Healing ....................... 88, 325, 386 
  Medium Bone Damage Healing True ............... 88, 325, 387 
  Medium Bone Damage Relief ................................ 87, 324 
  Medium Burn/Frostbite Healing ...................... 67, 326, 392 
  Medium Burn/Frostbite Healing True ................... 327, 393 
  Medium Burn/Frostbite Relief ........................................ 67 
  Medium Cartilage Damage Healing ................. 88, 325, 386 
  Medium Cartilage Damage Healing True ................ 88, 386 
  Medium Cartilage Damage Relief ........................... 87, 324 
  Medium Flesh Wound Healing ........................ 86, 323, 384 
  Medium Flesh Wound Healing True ................ 86, 323, 385 
  Medium Flesh Wound Relief .......................................... 86 
  Medium Muscle Damage Healing .................. 100, 328, 388 
  Medium Muscle Damage Healing True ................. 329, 389 
  Medium Muscle Damage Relief ............................. 99, 328 
  Medium Nerve Damage Healing.................... 102, 331, 391 
  Medium Organ Damage Healing ................... 102, 331, 391 
  Medium Organ Damage Healing True .......................... 391 
  Medium Organ Damage Relief ...................... 101, 330, 390 
  Medium Skull Damage Healing ....................... 88, 325, 386 
  Medium Skull Damage Healing True ...................... 88, 387 
  Medium Skull Damage Relief ................................ 87, 324 
  Medium Tendon Damage Healing ................. 100, 328, 388 
  Medium Tendon Damage Healing True ................ 329, 389 
  Medium Tendon Damage Relief ............................. 99, 328 
  Medium Wound Healing ...................................... 138, 313 
  Medium Wound Relief ......................................... 138, 312 
  Meld Wall ................................................................... 256 
  Meld Walls .................................................................... 65 
  Melt Ice ....................................................................... 414 
  Melt Solid .................................................................... 319 
  Memory Loss ............................................................... 413 
  Memory Walk.............................................................. 293 
  Memory’s Path .............................................................. 94 
  Memory's Path ............................................................. 125 
  Mental Block I ............................................................. 370 
  Mental Block II ............................................................ 371 
  Mental Block True ....................................................... 371 
  Mental Discipline II ..................................................... 364 
  Mental Discipline III .................................................... 364 
  Mental Discipline IV .................................................... 365 
  Mental Discipline V ..................................................... 365 
  Mental Operation ......................................................... 236 
  Mentalism Resistance............................................. 81, 188 
  Mentalism Shield ............................................ 81, 188, 299 
  Mentalism Twisting ..................................................... 273 
  Mentalist Ear ............................................................... 315 
  Mentalist Ear True ....................................................... 315 
  Mentalist Eye ............................................................... 315 
  Mentalist Eye True ....................................................... 315 
  Mentalist Senses .......................................................... 315 
  Mentalist Senses True .................................................. 315 
  Mentalist Tongue ......................................................... 352 
  Mentalist Tongue True ................................................. 353 
  Merge True .................................................................. 311 
  Merge With Mentalist .................................................. 350 
  
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  Merging ........................................................ 201, 311, 399 
  Merging Organic .................................................... 72, 150 
  Merging Organic True ............................................ 73, 150 
  Metal Analysis ............................................................. 171 
  Metal Corridor ............................................................. 415 
  Metal Corridor True ..................................................... 415 
  Metal Door .................................................................. 319 
  Metal Fires .................................................................. 258 
  Metalsight............................................................ 240, 369 
  Microvision ................................................................. 315 
  Mighty Shield .............................................................. 285 
  Mighty Strike I ............................................................ 361 
  Mighty Strike II ........................................................... 361 
  Mild Paranoia .............................................................. 372 
  Mind Analysis ............................................................. 355 
  Mind Battle.................................................................. 375 
  Mind Blank I ............................................................... 370 
  Mind Blank III ............................................................. 371 
  Mind Blank True.......................................................... 371 
  Mind Blank V .............................................................. 371 
  Mind Blank X .............................................................. 371 
  Mind Break.......................................................... 349, 413 
  Mind Control True ....................................................... 349 
  Mind Death.................................................................. 413 
  Mind Death I ............................................................... 371 
  Mind Death II .............................................................. 371 
  Mind Death III ............................................................. 371 
  Mind Death V .............................................................. 371 
  Mind Death X .............................................................. 371 
  Mind Disease Cures ............................................... 77, 383 
  Mind Disease Cures True ....................................... 77, 383 
  Mind Disease True ....................................................... 373 
  Mind Distraction .......................................................... 374 
  Mind Erosion I ............................................................. 376 
  Mind Erosion II ........................................................... 377 
  Mind Erosion III .......................................................... 377 
  Mind Erosion IV .......................................................... 377 
  Mind Erosion VI .......................................................... 377 
  Mind Erosion VIII ....................................................... 377 
  Mind Erosion X ........................................................... 377 
  Mind Finding I ............................................................. 354 
  Mind Finding II ........................................................... 355 
  MInd Finding True....................................................... 355 
  Mind Finding V ........................................................... 355 
  Mind Invasion.............................................................. 375 
  Mind Lock ................................................................... 374 
  Mind Master ................................................................ 349 
  Mind Merge I............................................................... 350 
  Mind Merge II ............................................................. 351 
  Mind Merge True ......................................................... 351 
  Mind Over Matter ........................................................ 365 
  Mind Probe .................................................................. 351 
  Mind Reading I ............................................................ 233 
  Mind Reading II........................................................... 234 
  Mind Reading True ...................................................... 234 
  Mind Resistance .......................................................... 299 
  Mind Scan ................................................................... 351 
  Mind Shock ................................................................. 412 
  Mind Shout I................................................................ 347 
  Mind Shout II .............................................................. 347 
  Mind Shout III ............................................................. 347 
  Mind Shout True .......................................................... 347 
  Mind Slave .................................................................. 375 
  Mind Slave True .......................................................... 375 
  Mind Speech I ............................................................. 353 
  Mind Speech II ............................................................ 353 
  Mind Speech III ........................................................... 353 
  Mind Speech True ........................................................ 353 
  Mind Store................................................................... 354 
  Mind Switch ................................................................ 351 
  Mind Switch Others ..................................................... 351 
  Mind Switch True ........................................................ 351 
  Mind Thrall ................................................................. 375 
  Mind Tongue ............................................................... 337 
  Mind Tongue I ............................................................. 352 
  Mind Tongue II............................................................ 352 
  Mind Tongue III .......................................................... 353 
  Mind Tongue IV .......................................................... 353 
  Mind Tongue True ....................................................... 353 
  Mind Typing ................................................................ 354 
  Mind Typing True ........................................................ 355 
  Mind’s Courier ............................................................ 307 
  Mind’s Door I .............................................................. 307 
  Mind’s Door II ............................................................. 307 
  Mind’s Door True ........................................................ 307 
  Mindwall ..................................................................... 298 
  Minor Allergy .............................................................. 167 
  Minor Changing ........................................................... 402 
  Minor Darkness ........................................................... 268 
  Minor Leaving ............................................................. 306 
  Minor Long Door ......................................................... 307 
  Minor Pain........................................................... 346, 412 
  Minor Phantom ............................................................ 379 
  Minor Sense Control .................................................... 356 
  Minor Ultrasonics ................................................ 228, 254 
  Minor Ultrasonics True ................................................ 228 
  Mirage True ................................................................. 252 
  Mirages ....................................................................... 395 
  Mirrored Spell Shield ................................................... 299 
  Mirrormind .................................................................. 309 
  Misfeel ................................................. 250, 309, 337, 403 
  Misfeel Calling ..................................... 249, 309, 337, 403 
  Misfeel Kind ......................................... 249, 309, 337, 403 
  Misfeel Power............................................... 309, 337, 403 
  
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  Misfeel Power I ........................................................... 249 
  Misfeel Power III ......................................................... 249 
  Misfeel Power True...................................................... 250 
  Misfeel Power V .......................................................... 250 
  Misfeel Power X .......................................................... 250 
  Misfeel True ......................................... 250, 309, 337, 403 
  Misleading I ........................................................ 343, 378 
  Misleading III ...................................................... 343, 379 
  Misleading True ................................................... 343, 379 
  Misleading V ....................................................... 343, 379 
  Misleading VII............................................................. 379 
  Mistaken Identity I ....................................................... 379 
  Mistaken Identity II...................................................... 379 
  Mistaken Identity True ................................................. 379 
  Mistform ..................................................................... 317 
  Mistform True ............................................................. 317 
  Mold Glass .................................................................. 332 
  Mold Metal .......................................................... 319, 333 
  Mold Solid........................................................... 319, 405 
  Mold Solid True................................................... 319, 405 
  Mold Special ............................................................... 333 
  Mold Stone .................................................................. 319 
  Mold Wood ................................................................. 332 
  Mongoose Reflexes ...................................................... 146 
  Monk’s Bridge ............................................................. 367 
  Monk’s Move True ...................................................... 363 
  Monk's Sleep ............................................................... 359 
  Monk's Sleep True ....................................................... 359 
  Monksense .................................................................. 369 
  Monkvision ................................................................. 369 
  Monster Tongues ......................................................... 154 
  Movement Mastery ...................................................... 238 
  Moving Dodge I........................................................... 363 
  Moving Dodge II ......................................................... 363 
  MPD ........................................................................... 373 
  Mud/Earth ................................................................... 256 
  Multichannels Noir ...................................................... 407 
  Multienhancement ....................................................... 213 
  Multiple Attacks I ........................................................ 360 
  Multiple Attacks II ....................................................... 361 
  Multiple Attacks III...................................................... 361 
  Multitarget Clotting ............................................... 86, 323 
  Multitarget Flowstop .............................................. 86, 323 
  Muscle Death ............................................................... 407 
  Music .......................................................................... 228 
  Mystic Manner............................................................. 399 
  Mystic Papers .............................................................. 234 
  Mystical Tongue .......................................................... 403 
  N 
  Nature’s Awareness I ...................................... 75, 124, 156 
  Nature’s Awareness II .................................................. 125 
  Nature’s Awareness III................................................. 125 
  Nature’s Awareness V ............................................ 75, 156 
  Nature’s Eye I .............................................................. 125 
  Nature’s Eye II ............................................................ 125 
  Nature’s Eye III ........................................................... 125 
  Nature’s Form True.............................................. 127, 153 
  Nature’s Tongues ......................................................... 154 
  Nature's Awareness True ...................................... 125, 156 
  Nature's Awareness V .................................................. 125 
  Nature's Curse.............................................................. 128 
  Nature's Ire I ................................................................ 128 
  Nature's Ire II ............................................................... 129 
  Nature's Ire III ............................................................. 129 
  Nature's Ire True .......................................................... 130 
  Nature's Ire V .............................................................. 129 
  Nature's Ire VI ............................................................. 129 
  Nature's Ire VII ............................................................ 129 
  Nature's Might ............................................................. 129 
  Nerve Numb ................................................................ 356 
  Nerve/Organ Lore ................................................ 101, 330 
  Neurosis .............................................................. 372, 416 
  Neurosis True .............................................................. 373 
  Neutralize Acid ............................................................ 305 
  Neutralize Curse I ................................................ 115, 134 
  Neutralize Curse II ............................................... 115, 134 
  Neutralize Curse III...................................................... 115 
  Neutralize Poison ................................................. 291, 345 
  Neutralize Poison True ......................................... 291, 345 
  New Gate .................................................................... 190 
  Nightmare Form .......................................................... 152 
  Nightvision .................................... 183, 239, 267, 314, 368 
  Nightvision Curse ........................................................ 157 
  Nightvision True .......................................................... 315 
  No Lungs ..................................................................... 317 
  No Sense ..................................................................... 399 
  Nondetect ............................................................ 337, 399 
  Numb .......................................................................... 252 
  Numbing ..................................................................... 356 
  Nutrient Conjures I ........................................................ 92 
  Nutrient Conjures III ...................................................... 92 
  Nutrient Conjures True................................................... 92 
  O 
  Oath of Binding ........................................................... 161 
  Object Domination ....................................................... 375 
  
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  Observation ................................................................. 309 
  Observation True ......................................................... 309 
  One Body ...................................................................... 98 
  One Soul ....................................................................... 98 
  One Soul True ............................................................... 98 
  One Spirit ...................................................................... 97 
  Open Ambush I............................................................ 335 
  Open Ambush II .......................................................... 335 
  Open Ambush III ......................................................... 335 
  Open Ambush True ...................................................... 335 
  Open Ambush V .......................................................... 335 
  Open Prison I ............................................................... 190 
  Open Prison II ............................................................. 190 
  Open Prison True ......................................................... 190 
  Opening ....................................................................... 306 
  Opening I .................................................................... 189 
  Opening II ................................................................... 190 
  Operate I ..................................................................... 236 
  Operate II .................................................................... 236 
  Operate III ................................................................... 236 
  Operate IV ................................................................... 236 
  Operate True ................................................................ 236 
  Oppression .................................................................. 375 
  Oppression True .......................................................... 375 
  Orchestra ..................................................................... 228 
  Order Bound II ............................................................ 270 
  Order Bound True ........................................................ 271 
  Order Bound X ............................................................ 271 
  Organ Preservation....................................................... 330 
  Organ Regeneration ...................................... 102, 331, 391 
  Organ Transplant ......................................................... 331 
  Organic Defense I ........................................................ 127 
  Organic Defense II ....................................................... 127 
  Organic Defense III...................................................... 127 
  Organic Defense True .................................................. 128 
  Organics Analysis ........................................................ 172 
  Orient Self ................................................................... 153 
  Orientation .................................................................... 93 
  Origins ................................................................ 242, 292 
  Origins True ................................................................ 242 
  Otterlungs .................................................................... 146 
  Outer Wall ................................................................... 309 
  Overlay I ..................................................................... 296 
  Overlay II .................................................................... 297 
  Overlay III ................................................................... 297 
  Overlay V .................................................................... 297 
  Overlay X .................................................................... 297 
  Overlay XV ................................................................. 297 
  Owner Vision .............................................................. 242 
  Ox Strength ................................................................. 146 
  Oxygenation ........................................................ 303, 397 
  P 
  Panic ........................................................................... 372 
  Panic's Song ................................................................ 220 
  Panic's Song True ........................................................ 220 
  Parallel Reality ............................................................ 395 
  Paralysis ...................................................................... 170 
  Paralysis Cures ..................................... 102, 138, 331, 391 
  Paralysis Cures True ............................................ 102, 391 
  Paralyze I .................................................................... 347 
  Paralyze III .................................................................. 347 
  Paralyze V ................................................................... 347 
  Paranoia .............................................................. 373, 417 
  Paranoia True .............................................................. 373 
  Part Water ................................................................... 264 
  Passing ................................................. 201, 311, 339, 399 
  Passing Lore ................................................................ 154 
  Passing True ........................................................ 311, 339 
  Past Hold ..................................................................... 293 
  Past Vision I ................................................................ 293 
  Past Vision II ............................................................... 293 
  Past Vision III .............................................................. 293 
  Past Vision IV ............................................................. 293 
  Past Vision True .......................................................... 293 
  Path of Calm ................................................................ 193 
  Path Tale ..................................................................... 153 
  Pathfinding .................................................................. 124 
  Pathfinding I .......................................................... 93, 154 
  Pathfinding III ............................................................... 94 
  Pathfinding True ............................................................ 94 
  Pathfinding V ........................................................ 94, 154 
  Pathfinding XX ............................................................ 154 
  Pathlore ....................................................................... 153 
  Paths True ................................................................... 154 
  Perceive Power I .................................................... 69, 174 
  Perceive Power II ........................................................... 69 
  Perceive Power III ....................................................... 174 
  Perceive Power True ...................................................... 69 
  Perceive Pregnancy ........................................................ 69 
  Perfect Stance .............................................................. 362 
  Permanent.................................................................... 213 
  Person Vision .............................................................. 292 
  Petrifaction .................................................................. 407 
  Phantasm I ................................................................... 245 
  Phantasm II.................................................................. 246 
  Phantasm III ................................................................ 246 
  Phantasm IV ................................................................ 246 
  Phantasm True ............................................................. 246 
  Phantasm V ................................................................. 246 
  Phantasm VII ............................................................... 246 
  Phantasm X ................................................................. 246 
  
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  Phantasm XX ............................................................... 246 
  Phantasms I ................................................................. 181 
  Phantasms II ................................................................ 182 
  Phantasms III ............................................................... 182 
  Phantasms IV ............................................................... 182 
  Phantasms V ................................................................ 182 
  Phantasms X ................................................................ 182 
  Phantom Tools I................................................... 235, 338 
  Phantom Tools II ......................................................... 338 
  Phantom Tools III ........................................................ 236 
  Phantom Tools IV ........................................................ 339 
  Phantom Tools V ......................................................... 236 
  Phantom Tools VI ........................................................ 339 
  Phantom Tools VII....................................................... 236 
  Phantom Tools X ......................................................... 236 
  Phantom Tools XII....................................................... 339 
  Phantom Tools XX ...................................................... 236 
  Phobia ......................................................................... 373 
  Phrase.......................................................................... 218 
  Physical Discipline II ................................................... 364 
  Physical Discipline III .................................................. 364 
  Physical Discipline IV .................................................. 365 
  Physical Discipline V ................................................... 365 
  Plague ......................................................................... 168 
  Plant Animation ........................................................... 132 
  Plant Control I ....................................................... 75, 131 
  Plant Control III ..................................................... 75, 132 
  Plant Control True ....................................................... 132 
  Plant Control V ............................................................ 132 
  Plant Façade ........................................................ 127, 152 
  Plant Form I......................................................... 127, 152 
  Plant Form II ....................................................... 127, 152 
  Plant Form True ................................................... 127, 152 
  Plant Growth II ............................................................ 131 
  Plant Growth III ........................................................... 132 
  Plant Growth True ....................................................... 132 
  Plant Growth V ............................................................ 132 
  Plant Growth X ............................................................ 132 
  Plant Location.............................................................. 131 
  Plant Lore .............................................................. 74, 131 
  Plant Production True .................................................... 92 
  Plant Restore ............................................................... 131 
  Plant Tongues ........................................................ 75, 131 
  Pneumonia ................................................................... 167 
  Poison Analysis ..................................................... 69, 344 
  Poison Lore ........................................................... 95, 344 
  Poison Purification ......................................................... 76 
  Poison Resistance I ................................................ 76, 344 
  Poison Resistance II ....................................................... 77 
  Poison Resistance III ...................................................... 77 
  Portal................................................................... 203, 339 
  Portal True................................................................... 203 
  Possession I ................................................................. 416 
  Possession II ................................................................ 417 
  Possession III ............................................................... 417 
  Possession IV .............................................................. 417 
  Possession V ................................................................ 417 
  Possession VI .............................................................. 418 
  Power Analysis ............................................................ 172 
  Power Analysis True .................................................... 172 
  Power Channel I .......................................................... 106 
  Power Channel II ......................................................... 106 
  Power Leak I ............................................................... 376 
  Power Leak II .............................................................. 376 
  Power Leak III ............................................................. 376 
  Power Leak IV ............................................................. 377 
  Power Leak IX ............................................................. 377 
  Power Leak V .............................................................. 377 
  Power Leak VI ............................................................. 377 
  Power Leak VII ........................................................... 377 
  Power Leech ................................................................ 158 
  Power Loan ................................................................. 215 
  Power Lore .................................................................. 292 
  Power Nap ................................................................... 321 
  Power Perception ......................................................... 174 
  Power Typing ........................................................ 69, 295 
  Power's Tale ................................................................ 226 
  Pratfall......................................................................... 222 
  Prayer Call..................................................................... 79 
  Prayer I........................................................................ 112 
  Prayer III ..................................................................... 113 
  Prayer V ...................................................................... 113 
  Precipitation Call ........................................................... 83 
  Precision Strike ............................................................ 360 
  Prehensile Tail ............................................................. 274 
  Prenatal Care ............................................................... 102 
  Prenatal Lore ............................................................... 101 
  Prepare Merge ............................................................. 350 
  Prepare Mind I ............................................................. 352 
  Prepare Mind II ............................................................ 352 
  Prepare Mind III .......................................................... 353 
  Prepare Mind IV .......................................................... 353 
  Prepare Mind True ....................................................... 353 
  Prepare Mind V ........................................................... 353 
  Presence ....................................................... 179, 308, 354 
  Presence Mirage .......................................................... 249 
  Presence Mirage True .................................................. 250 
  Presence True .............................................................. 355 
  Preservation I ............................................................... 110 
  Preservation II ............................................................. 111 
  Preservation III ............................................................ 111 
  Preservation True ......................................................... 111 
  Preserved Instant Herbal Cures ..................................... 123 
  Private World .............................................................. 357 
  
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  Projected Light ................................ 70, 204, 247, 261, 286 
  Prosthetic Addition ...................................................... 333 
  Protection from Elements ............................................. 148 
  Protection From Elements ............................................ 127 
  Protection I ..................................................... 80, 187, 298 
  Protection II .................................................... 80, 187, 298 
  Protection III .................................................. 81, 188, 299 
  Protection IV ......................................................... 81, 188 
  Protection Prayer I ....................................................... 139 
  Protection Prayer II ...................................................... 140 
  Protection Prayer III ..................................................... 140 
  Protection Prayer IV..................................................... 140 
  Protection Prayer True ................................................. 140 
  Protection Prayer V ...................................................... 140 
  Protection Sphere I ................................................. 80, 187 
  Protection Sphere II ............................................... 80, 187 
  Protection V ................................................... 81, 188, 299 
  Protections Sphere I ..................................................... 113 
  Protections Sphere III ................................................... 113 
  Protections Sphere V .................................................... 113 
  Protections True ........................................................... 113 
  Pseudoconcentration .................................................... 309 
  Psychokinetics ............................................................. 301 
  Psychosis ..................................................................... 373 
  Psychosis True ............................................................. 373 
  Psychotransference ...................................................... 383 
  Purge Curse ................................................................. 148 
  Purge Disease .............................................................. 148 
  Purge Poison ................................................................ 148 
  Purification True ............................................................ 77 
  Purify Fluid ................................................................. 194 
  Pyromania ................................................................... 373 
  Q 
  Quake .................................................................. 130, 415 
  Quantitative Analysis ................................................... 172 
  Quench ................................................................ 194, 264 
  Quest ........................................................................... 218 
  Question ...................................................................... 416 
  Quick Study ................................................................. 222 
  Quick Study True ......................................................... 222 
  Quickness .................................................................... 321 
  Quickness True ............................................................ 321 
  Quiet I ............................................................ 78, 227, 398 
  Quiet III......................................................................... 79 
  Quiet V.......................................................................... 79 
  R 
  Rabbit Reflexes ........................................................... 145 
  Rabies ......................................................................... 167 
  Racing True ................................................................. 367 
  Rain Call ....................................................................... 83 
  Rain Deflection .............................................................. 83 
  Rain Prediction .............................................................. 82 
  Rain/Snow ................................................................... 260 
  Random Trait Subverion II ........................................... 381 
  Random Trait Subverion III.......................................... 381 
  Random Trait Subversion I ........................................... 381 
  Ranging I ..................................................................... 213 
  Ranging II ................................................................... 213 
  Ranging III .................................................................. 213 
  Ranging V ................................................................... 213 
  Rapid Brain Regeneration ............................................ 331 
  Rapid Growth I ............................................................ 131 
  Rapid Growth II ........................................................... 132 
  Rapid Growth True ...................................................... 132 
  Rapid Organ Transplant ............................................... 331 
  Rapid Step ................................................................... 206 
  Read Emotions............................................................. 350 
  Ready Merge ............................................................... 351 
  Ready Merge True ....................................................... 351 
  Ready Weapon............................................................. 206 
  Re-aiming .................................................................... 209 
  Re-aiming True ............................................................ 209 
  Rebellious Weapon ...................................................... 395 
  Rebounding Echoes ..................................................... 230 
  Recall .......................................................................... 308 
  Rechanneling ............................................................... 116 
  Recharge Symbol ......................................................... 104 
  Reduce Power Emanations ........................................... 250 
  Regenerate Muscle ............................................... 100, 389 
  Regenerate Tendon .............................................. 100, 389 
  Regenerate Tendon/Muscle .......................................... 329 
  Regeneration I ........................................ 67, 312, 326, 392 
  Regeneration II ............................................... 67, 327, 393 
  Regeneration III ...................................... 67, 313, 327, 393 
  Regeneration True........................................................ 313 
  Regeneration V .............................................................. 67 
  Regrow Limb .......... 323, 325, 329, 331, 385, 387, 389, 391 
  Regulations .................................................................. 385 
  Rejuvenation................................................................ 385 
  Rejuvination True ........................................................ 385 
  Remove Curse ....................................................... 81, 115 
  Remove Irritant .............................................................. 66 
  Repair.......................................................................... 255 
  Repair Prosthetic .......................................................... 333 
  Repair Stone ................................................................ 319 
  
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  Repeat Performance ..................................................... 230 
  Repel Holy I ................................................................ 160 
  Repel Holy III .............................................................. 160 
  Repel Holy IV ............................................................. 160 
  Repel Holy VI ............................................................. 160 
  Repel Undead IX ......................................................... 115 
  Repel Undead True ...................................................... 115 
  Repel Undead V........................................................... 114 
  Repel Undead XII ........................................................ 115 
  Repel Undead XV ........................................................ 115 
  Rereturning .................................................................... 73 
  Resist Blows ................................................................ 291 
  Resist Cold .................................................................. 175 
  Resist Cold Sphere ....................................................... 175 
  Resist Elements ........................................................... 126 
  Resist Heat .................................................................. 175 
  Resist Heat Sphere ....................................................... 175 
  Resist Light ................................................................. 175 
  Resist Light Sphere ...................................................... 175 
  Resist Poison ....................................................... 184, 291 
  Resist Spell .................................................................. 113 
  Resist Temperature ...................................................... 175 
  Resist Undead I............................................................ 141 
  Resist Undead III ......................................................... 142 
  Resist Undead Sphere I ................................................ 142 
  Resistance I ................................................................. 112 
  Resistance III ............................................................... 113 
  Resistance True............................................... 81, 188, 299 
  Resistance V ................................................................ 113 
  Resistance Wall I ......................................................... 148 
  Resistance Wall II ........................................................ 148 
  Resistance Wall III ....................................................... 148 
  Resistance Wall IV ...................................................... 148 
  Resize.......................................................................... 201 
  Resize Self................................................................... 200 
  Resize Self True........................................................... 200 
  Resolve ....................................................................... 309 
  Resolve True ............................................................... 309 
  Restart Heart ......................................... 102, 313, 330, 390 
  Restful Spirit I ............................................................... 89 
  Restful Spirit II .............................................................. 90 
  Restful Spirit True ......................................................... 90 
  Resurrection ................................................................ 111 
  Returning I .................................................................... 73 
  Returning True............................................................... 73 
  Returning V ................................................................... 73 
  Returning X ................................................................... 73 
  Reuniting ..................................................................... 391 
  Reveal Enemies ........................................................... 141 
  Reveal Enemies True ................................................... 142 
  Reverberating Echoes................................................... 230 
  Reversal True .............................................................. 216 
  Reverse Spell I ............................................................. 215 
  Reverse Spell II ........................................................... 215 
  Reverse Wind .............................................................. 397 
  Reverse Winds ............................................................. 266 
  Revitalization............................................................... 313 
  Rewounding ................................................................ 158 
  Rhino Hide .................................................................. 146 
  Riding I ......................................................................... 97 
  Riding II ........................................................................ 97 
  Riding III ....................................................................... 98 
  Riding IV ...................................................................... 98 
  Riding V ........................................................................ 98 
  Riding VI ...................................................................... 98 
  Righteous Blow I ......................................................... 135 
  Righteous Blow II ........................................................ 135 
  Righteous Blow III....................................................... 136 
  Righteous Blow IV ...................................................... 136 
  Rockrunning ................................................................ 149 
  Room Feel I ................................................................. 283 
  Room Feel II................................................................ 283 
  Room Feel III .............................................................. 283 
  Room Feel IV .............................................................. 283 
  Room Feel True ........................................................... 283 
  Root Rot ...................................................................... 167 
  Rotating Beacon .......................................................... 287 
  Rubberform ................................................................. 316 
  Run ............................................................................. 238 
  Run True ..................................................................... 367 
  Rune Erasure ............................................................... 185 
  Rune I ......................................................................... 185 
  Rune II ........................................................................ 186 
  Rune III ....................................................................... 186 
  Rune IX ....................................................................... 186 
  Rune Literacy II ........................................................... 186 
  Rune Literacy III.......................................................... 226 
  Rune Literacy V........................................................... 186 
  Rune Literacy VII ........................................................ 226 
  Rune Literacy X........................................................... 226 
  Rune Literacy XV ........................................................ 226 
  Rune True .................................................................... 186 
  Rune V ........................................................................ 186 
  Rune VI ....................................................................... 186 
  Rune VII ..................................................................... 186 
  Rune VIII .................................................................... 186 
  Rune X ........................................................................ 186 
  Runic Lock .................................................................. 186 
  Runic Unlock ............................................................... 186 
  Running Curse ............................................................. 158 
  Running True ............................................................... 150 
  Rupture ....................................................................... 407 
  Rush I .......................................................................... 320 
  Rush II ........................................................................ 321 
  
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  Rush III ....................................................................... 321 
  Rush IV ....................................................................... 321 
  Rush V ........................................................................ 321 
  S 
  Sabotage ...................................................................... 381 
  Sacred Gate I ................................................................. 65 
  Sacred Gate II ................................................................ 65 
  Sacred Gate III ............................................................... 65 
  Sacred Gate IV .............................................................. 65 
  Sacred Gate True ........................................................... 65 
  Sacred Protection I ....................................................... 113 
  Sacred Protection II...................................................... 113 
  Sacred Protection III .................................................... 113 
  Sacred Protection True ................................................. 113 
  Sacrifice ...................................................................... 111 
  Safety Song ................................................................. 219 
  Sanctuary..................................................................... 106 
  Sanctuary's Return ....................................................... 106 
  Sandrunning ................................................................ 150 
  Scent ............................................................ 239, 314, 368 
  Scent True ................................................................... 369 
  Screens ........................................................................ 399 
  Sculpting I ................................................................... 210 
  Sculpting II .................................................................. 211 
  Sculpting III ................................................................ 211 
  Sculpting IV ................................................................ 211 
  Sculpting True ............................................................. 211 
  Sea Curse .................................................................... 157 
  Sea Dweller ................................................................. 317 
  Sea Storm .................................................................... 264 
  Secret I ........................................................................ 232 
  Secret III ..................................................................... 232 
  Secret Speed ................................................................ 238 
  Secret V....................................................................... 232 
  Secret X....................................................................... 232 
  Seduction's Song .......................................................... 220 
  Seduction's Song True .................................................. 220 
  See Invisible ........................................................ 295, 369 
  See Invisible I .............................................................. 199 
  See Invisible II ............................................................. 199 
  See Invisible True ........................................................ 295 
  Seeming I .................................................................... 296 
  Seeming II ................................................................... 297 
  Seeming III .................................................................. 297 
  Seeming V ................................................................... 297 
  Seeming X ................................................................... 297 
  Seeming XV ................................................................ 297 
  Select Exotic Mount ....................................................... 98 
  Select Mount ................................................................. 97 
  Self Cloaking ............................................................... 151 
  Self Healing I............................................................... 312 
  Self Keeping ........................................................ 313, 359 
  Self Monitor ................................................................ 355 
  Sense Ambush I ........................................................... 154 
  Sense Ambush II .......................................................... 154 
  Sense Ambush III ........................................................ 154 
  Sense Ambush True ..................................................... 154 
  Sense Control II ........................................................... 357 
  Sense Control III .......................................................... 357 
  Sense Control IV.......................................................... 357 
  Sense Control True ...................................................... 357 
  Sense Control V ........................................................... 357 
  Sense Mastery.............................................................. 240 
  Sense Problems ............................................................ 295 
  Sense Restoration.................................. 102, 138, 330, 390 
  Sense Restoration True......................................... 102, 391 
  Sense Undead .............................................................. 277 
  Senses True ................................................................. 240 
  Sensory Damage I ........................................................ 169 
  Sensory Damage II ....................................................... 169 
  Sensory Deprivation ..................................................... 357 
  Sensory Marker ................................................... 239, 340 
  Sensory Merge ............................................................. 315 
  Sensory Overload......................................................... 357 
  Sever Connections ....................................................... 351 
  Severe Bone Damage Healing ......................... 88, 325, 386 
  Severe Bone Damage Healing True ...................... 325, 387 
  Severe Bone Damage Relief ................................... 88, 324 
  Severe Burn/Frostbite Healing ......................... 67, 327, 393 
  Severe Burn/Frostbite Healing True ................. 67, 327, 393 
  Severe Burn/Frostbite Relief .......................................... 67 
  Severe Cartilage Damage Healing ................... 88, 325, 386 
  Severe Cartilage Damage Healing True ................ 325, 387 
  Severe Cartilage Damage Relief ............................. 88, 324 
  Severe Flesh Wound Healing........................... 86, 323, 384 
  Severe Flesh Wound Healing True .................. 86, 323, 385 
  Severe Flesh Wound Relief .................................... 86, 323 
  Severe Muscle Damage Healing .................... 100, 329, 388 
  Severe Muscle Damage Healing True ............ 100, 329, 389 
  Severe Muscle Damage Relief ......................... 99, 328, 388 
  Severe Nerve Damage Healing ...................... 102, 331, 391 
  Severe Organ Damage Healing ...................... 102, 331, 391 
  Severe Organ Damage Healing True ............................. 391 
  Severe Organ Damage Relief......................... 102, 330, 390 
  Severe Skull Damage Healing ......................... 88, 325, 386 
  Severe Skull Damage Healing True ...................... 325, 387 
  Severe Skull Damage Relief ................................... 88, 324 
  Severe Tendon Damage Healing .................... 100, 329, 388 
  Severe Tendon Damage Healing True ............ 100, 329, 389 
  Severe Tendon Damage Relief ........................ 99, 328, 388 
  
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  Severe Wound Healing......................................... 138, 313 
  Severe Wound Relief ........................................... 138, 313 
  Shade .................................................................. 151, 261 
  Shadow ................................. 127, 152, 231, 243, 288, 398 
  Shadow Assassin ......................................................... 336 
  Shadow Forms ............................................................. 268 
  Shadow Landing .......................................................... 238 
  Shadow Mentalist I ...................................................... 289 
  Shadow Mentalist II ..................................................... 289 
  Shadow Mystic ............................................................ 399 
  Shadow Steps .............................................................. 238 
  Shadow Wall I ............................................................... 64 
  Shadow Wall II .............................................................. 64 
  Shapechanging ............................................................. 403 
  Shapechanging True ..................................................... 403 
  Share Thoughts ............................................................ 109 
  Shark Bite .................................................................... 146 
  Shatter ................................................................. 405, 415 
  Shatter Blast ................................................................ 228 
  Shattering Blow I ......................................................... 364 
  Shattering Blow II ........................................................ 365 
  Shattering Blow III ...................................................... 365 
  Shattering Blow True ................................................... 365 
  Shelter Finding I .......................................................... 156 
  Shelter Finding II ......................................................... 156 
  Shelter Finding True .................................................... 156 
  Shield .................................................................. 208, 284 
  Shield Hand ................................................................. 363 
  Shield Instinct .............................................................. 363 
  Shield of Faith ............................................................. 139 
  Shifting Façade ............................................................ 337 
  Shifting Sight ............................................................... 395 
  Shock A....................................................................... 346 
  Shock B ....................................................................... 347 
  Shock Ball ..................................................................... 71 
  Shock Bolt I............................. 71, 129, 204, 247, 261, 286 
  Shock Bolt III ....................................... 129, 205, 261, 287 
  Shock Bolt V ................................. 129, 205, 248, 262, 287 
  Shock Bolt X ............................................................... 262 
  Shock C ....................................................................... 347 
  Shock D....................................................................... 347 
  Shock E ....................................................................... 347 
  Shock F ....................................................................... 347 
  Shocking Blade ............................................................ 205 
  Shocking Bolts............................................................. 248 
  Shout of Amnesia ........................................................ 395 
  Shout of Confusion ...................................................... 395 
  Shout of Fear ............................................................... 395 
  Shout of Panic ............................................................. 417 
  Shout True ................................................................... 347 
  Showman I ................................................................... 221 
  Showman II ................................................................. 222 
  Showman III ................................................................ 222 
  Showman IV ................................................................ 222 
  Showman V ................................................................. 222 
  Showman VI ................................................................ 222 
  Shrink.......................................................................... 201 
  Shrink Self................................................................... 201 
  Shrinking Change ........................................................ 403 
  Sidevision ............................................. 183, 240, 314, 368 
  Sign of Blinding........................................................... 186 
  Sign of Fear ................................................................. 186 
  Sign of Paralysis .......................................................... 186 
  Sign of Shock .............................................................. 186 
  Sign of Sleep ............................................................... 186 
  Sign of Woe................................................................. 186 
  Significance ................................................................. 242 
  Signs ........................................................................... 243 
  Silenced Leave Item I................................................... 338 
  Silenced Leave Item V ................................................. 339 
  Silenced Leaving I ....................................................... 339 
  Silenced Leaving III ..................................................... 339 
  Silenced Long Door I ................................................... 339 
  Silenced Long Door III ................................................ 339 
  Silenced Long Door Item I ........................................... 339 
  Silenced Long Door Item V .......................................... 339 
  Silenced Long Door X ................................................. 339 
  Silenced Teleport I ....................................................... 339 
  Silent Moves ........................................................ 127, 151 
  Silver Tongue I ............................................................ 233 
  Silver Tongue II ........................................................... 234 
  Silver Tongue III.......................................................... 234 
  Silver Tongue V........................................................... 234 
  Size Change ................................................................. 317 
  Skeletal Healing True ..................................................... 88 
  Skeletal Regeneration................................................... 325 
  Skeletal Regeneration True........................................... 387 
  Skill Amnesia I ............................................................ 370 
  Skill Amnesia II ........................................................... 371 
  Skill Amnesia III.......................................................... 371 
  Skill Sharing ................................................................ 351 
  Skin Death ................................................................... 407 
  Skull Regeneration ............................................... 325, 387 
  Sky Call......................................................................... 83 
  Sky Curse .................................................................... 157 
  Slaying Attack ............................................................. 335 
  Slaying Attack True ..................................................... 335 
  Sleep ........................................................................... 348 
  Sleep V........................................................................ 217 
  Sleep VII ..................................................................... 217 
  Sleep X........................................................................ 218 
  Slow Fly ...................................................................... 310 
  Slumber Cloud ............................................................. 266 
  
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  Slumber Mist ............................................................... 265 
  Sly Ears ................................................ 183, 239, 314, 368 
  Smell Glamour True..................................................... 252 
  Smell I ......................................................................... 179 
  Smell II ....................................................................... 180 
  Smell III ...................................................................... 180 
  Smell IV ...................................................................... 180 
  Smell Mirage ............................................................... 251 
  Smelling Loss .............................................................. 166 
  Smite Abomination ...................................................... 142 
  Smite Demon I ............................................................. 141 
  Smite Demon II ........................................................... 142 
  Smite Demon III .......................................................... 142 
  Smite Demon IV .......................................................... 142 
  Smite Enemy I ............................................................. 142 
  Smite Enemy II ............................................................ 142 
  Smite Enemy III........................................................... 142 
  Smite Enemy True ....................................................... 142 
  Smite Undead I ............................................................ 141 
  Smite Undead II ........................................................... 142 
  Smite Undead III.......................................................... 142 
  Smite Undead IV ......................................................... 142 
  Soft Landing ................................................................ 237 
  Soft Step I.................................................................... 362 
  Soft Step II .................................................................. 363 
  Soft Vacuum I ............................................................. 303 
  Soft Vacuum II ............................................................ 303 
  Soft Vacuum IV ........................................................... 303 
  Soft Vacuum VI ........................................................... 303 
  Solid Destruction ......................................................... 415 
  Solid Destruction True ................................................. 415 
  Solid Door ................................................................... 319 
  Solid Door I ................................................................. 405 
  Solid Door II................................................................ 405 
  Solid Door True ........................................................... 405 
  Solid Form................................................................... 317 
  Solid Transmutation ............................................. 319, 405 
  Solid Tunnel ................................................................ 405 
  Solid Tunnel True ........................................................ 405 
  Song Mastery ............................................................... 230 
  Song of Clarity ............................................................ 224 
  Song of Command ....................................................... 220 
  Song of Command True ............................................... 220 
  Song of Coordination ................................................... 223 
  Song of Magic .............................................................. 224 
  Song of Remembrance ................................................. 224 
  Song of Renewal .......................................................... 224 
  Song of Sharing I .......................................................... 224 
  Song of Sharing II ......................................................... 224 
  Song of Sharing III ........................................................ 224 
  Song of Sharing IV ........................................................ 224 
  Song of Sharing True .................................................... 224 
  Song of Sharing V ......................................................... 224 
  Song of Unity ............................................................... 224 
  Song of Vigor ............................................................... 223 
  Song of Wrath ............................................................. 224 
  Sonic Law I ................................................................... 227 
  Sonic Law II .................................................................. 228 
  Sonic Law III ................................................................. 228 
  Sonic Law IV ................................................................. 228 
  Sonic Law True ............................................................. 228 
  Sonic Splendor............................................................. 228 
  Soultheft ...................................................................... 417 
  Sound Analysis .............................................................. 78 
  Sound Control I ........................................................... 253 
  Sound Control True...................................................... 254 
  Sound Control V .......................................................... 254 
  Sound Control X .......................................................... 254 
  Sound Glamour ............................................................ 254 
  Sound Mirage .............................................................. 253 
  Sound Terrain .............................................................. 254 
  Sound/Light Mirage ..................................................... 181 
  Sounding II .................................................................. 229 
  Sounding III ................................................................ 183 
  Sounding True ............................................................. 230 
  Sounding V............................................................ 79, 229 
  Soundwall I ................................................................... 79 
  Soundwall VI ................................................................. 79 
  Spasm.................................................................. 170, 347 
  Species Mastery ..................................................... 75, 121 
  Speech I......................................................................... 78 
  Speech II ....................................................................... 79 
  Speech III ...................................................................... 79 
  Speech True ................................................................... 79 
  Speed Growth ................................................................ 74 
  Speed Growth I ............................................................ 131 
  Speed Growth II........................................................... 132 
  Speed I ........................................................................ 206 
  Speed II ....................................................................... 207 
  Speed III ...................................................................... 207 
  Speed IV ..................................................................... 207 
  Spell Analysis .............................................................. 172 
  Spell Anticipation ........................................................ 283 
  Spell Anticipation True ................................................ 283 
  Spell Bending I ............................................................ 215 
  Spell Bending II ........................................................... 215 
  Spell Bending III.......................................................... 215 
  Spell Bending IV ......................................................... 215 
  Spell Bending True ...................................................... 215 
  Spell Bending V........................................................... 215 
  Spell Control ............................................................... 212 
  Spell Deflect I .............................................................. 285 
  
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  Spell Deflect II ............................................................ 285 
  Spell Deflect III ........................................................... 285 
  Spell Deflect True ........................................................ 285 
  Spell Evasion ............................................................... 285 
  Spell Hold I ................................................................. 214 
  Spell Hold II ................................................................ 215 
  Spell Hold III ............................................................... 215 
  Spell Hold IV............................................................... 215 
  Spell Hold True ........................................................... 215 
  Spell Hold V ................................................................ 215 
  Spell Hold X ................................................................ 215 
  Spell Prime .................................................................. 103 
  Spell Probe .................................................................. 295 
  Spell Probe True .......................................................... 295 
  Spell Shield II ................................................. 81, 188, 299 
  Spell Shield True ............................................ 81, 188, 299 
  Spell Store .................................................... 185, 214, 308 
  Spell Store True ........................................................... 216 
  Spell Transfer .............................................................. 215 
  Spell Typing ................................................................ 295 
  Spellproof .................................................................... 134 
  Spell's Memory ............................................................ 293 
  Sphere of Silence I .......................................... 79, 228, 253 
  Sphere of Silence V ........................................ 79, 228, 254 
  Sphere of Silence X ........................................ 79, 228, 254 
  Spider's Ambush .......................................................... 146 
  Spider's Step ................................................................ 238 
  Spider's Step True ........................................................ 238 
  Spider's Walk............................................................... 238 
  Spider's Walk True....................................................... 238 
  Spin ............................................................................. 395 
  Spines.......................................................................... 275 
  Spinnerets .................................................................... 275 
  Spirit Burn ................................................................... 417 
  Spirit Mastery .............................................................. 218 
  Spirit Repulsion ........................................................... 417 
  Splinter ........................................................................ 414 
  Split Invisibility ........................................................... 199 
  Split Invisibility Sphere ................................................ 199 
  Split Personality ........................................................... 373 
  Split Personality True ................................................... 373 
  Spotlight ...................................................................... 221 
  Sprain Limb ................................................................. 406 
  Sprint .......................................................................... 238 
  Sprinting True.............................................................. 150 
  Stagger ........................................................................ 169 
  Stamina ......................................................................... 72 
  Staying I ...................................................................... 177 
  Staying II ............................................................. 177, 300 
  Staying III ........................................................... 177, 300 
  Staying IV ........................................................... 178, 301 
  Staying True ................................................................ 301 
  Staying V ............................................................ 178, 301 
  Staying VI ................................................................... 301 
  Stealing ....................................................................... 381 
  Steam Bolt I................................................................. 264 
  Steam Bolt III .............................................................. 264 
  Sterilization ................................................................. 148 
  Still Air ....................................................................... 285 
  Stone Analysis ............................................................. 171 
  Stone Door .................................................................. 319 
  Stone Fires................................................................... 258 
  Stone Lore ..................................................................... 74 
  Stone/Earth .......................................................... 256, 414 
  Stone/Earth/Mud .......................................................... 405 
  Stone/Mud ................................................................... 256 
  Stonerunning ................................................................. 73 
  Stonesight ..................................................... 240, 341, 369 
  Stonespeech ........................................................... 75, 154 
  Stonewalking ................................................................. 72 
  Stonewall........................................................ 65, 211, 256 
  Stonewall True................................................ 65, 211, 256 
  Stoneworking............................................................... 255 
  Store Sanctuary .............................................................. 73 
  Storm Call ...................................................... 83, 194, 266 
  Stream Diversion ......................................................... 401 
  Strength II ................................................................... 359 
  Strength III .................................................................. 359 
  Strength IV .................................................................. 359 
  Strength V ................................................................... 359 
  Strengthen Material ...................................................... 405 
  Strengthen Material True .............................................. 405 
  Strengthen Solid .......................................................... 210 
  Strike I ........................................................................ 251 
  Strike III ...................................................................... 252 
  Strike V ....................................................................... 252 
  Striking I ..................................................................... 252 
  Study Disguise ............................................................. 336 
  Study Form ................................................... 126, 152, 402 
  Study Form True .......................................................... 152 
  Study Opponent ........................................................... 360 
  Study Patsy .................................................................. 334 
  Study Victim ............................................................... 335 
  Stumble ....................................................................... 394 
  Stun Cloud I ................................................................ 265 
  Stun Cloud II ............................................................... 266 
  Stun Cloud IV .............................................................. 266 
  Stun Cloud True........................................................... 266 
  Stun Relief..................................................................... 66 
  Stun Relief I .................................. 137, 291, 312, 326, 392 
  Stun Relief II ............................................................... 138 
  Stun Relief III ....................................... 291, 312, 326, 392 
  Stun Relief True.................................... 138, 291, 327, 393 
  Stun Relief V ........................................ 291, 313, 327, 393 
  
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  Stun Relief X ....................................................... 327, 393 
  Stun Resistance ............................................................ 148 
  Stunning ...................................................................... 106 
  Stunning Song ............................................................. 219 
  Stunning Song True ..................................................... 220 
  Subconscious Reflex .................................................... 285 
  Subjugation ................................................................. 417 
  Submerge Self ............................................................. 403 
  Substancesight ............................................................. 369 
  Sudden Light .................................................. 70, 247, 261 
  Sudden Sound ...................................................... 228, 253 
  Sudden Sound Sphere II ............................................... 254 
  Sudden Sound Sphere True .......................................... 254 
  Sudden Sound Sphere V ............................................... 254 
  Suggestion ........................................................... 218, 349 
  Suicide ........................................................................ 381 
  Summon Army ............................................................ 118 
  Summon Demon I ........................................................ 164 
  Summon Demon II....................................................... 165 
  Summon Demon III ..................................................... 165 
  Summon Demon IV ..................................................... 165 
  Summon Demon True .................................................. 165 
  Summon Demon V ...................................................... 165 
  Summon Demon VI ..................................................... 165 
  Summon Greater Spirit................................................. 277 
  Summon Guard ............................................................ 118 
  Summon Guards .......................................................... 118 
  Summon Lesser Spirit .................................................. 277 
  Summon Mastery ......................................................... 271 
  Summons I ................................................... 117, 195, 269 
  Summons II .................................................. 117, 196, 270 
  Summons III ................................................. 118, 196, 270 
  Summons IV ................................................................ 118 
  Summons True............................................................. 118 
  Summons V .................................................. 118, 196, 270 
  Summons VI ................................................................ 118 
  Summons VII ...................................................... 118, 270 
  Summons VIII ............................................................. 118 
  Summons X .................................................. 118, 196, 270 
  Summons XII .............................................................. 271 
  Summons XV ...................................................... 118, 271 
  Summons XVII ............................................................ 271 
  Sunfire True ................................................................ 287 
  Sunfires ....................................................................... 287 
  Superior Balance .......................................................... 238 
  Superior Water Bubble ................................................. 305 
  Surface Healing True ................................................... 393 
  Survivor ...................................................................... 156 
  Suspend Life ................................................................ 383 
  Suspend Life I ..................................................... 323, 331 
  Suspend Life II .................................................... 323, 331 
  Suspend Life True ........................................................ 383 
  Suspicion ..................................................................... 380 
  Sustain Self.................................................................... 91 
  Sustenance Purification .................................................. 76 
  Sweet Music III ........................................................... 229 
  Sweet Music True ........................................................ 230 
  Sweet Music VI ........................................................... 230 
  Sweet Music X ............................................................ 230 
  Swiftness I ........................................................... 206, 320 
  Swiftness II.......................................................... 206, 321 
  Swiftness III ........................................................ 207, 321 
  Swiftness IV ........................................................ 207, 321 
  Swimming ................................................................... 149 
  Swimming True ........................................................... 150 
  Swing I ........................................................................ 362 
  Swing III ..................................................................... 362 
  Swing V ...................................................................... 363 
  Symbol I ...................................................................... 104 
  Symbol II .................................................................... 104 
  Symbol III ................................................................... 104 
  Symbol IX ................................................................... 104 
  Symbol True ................................................................ 104 
  Symbol V .................................................................... 104 
  Symbol VI ................................................................... 104 
  Symbol VII .................................................................. 104 
  Symbol VIII ................................................................ 104 
  Symbol X .................................................................... 104 
  Synchronized Texts ...................................................... 341 
  T 
  Tag I.............................................................................. 94 
  Tag II ............................................................................ 94 
  Tag III ........................................................................... 94 
  Tag IV ........................................................................... 94 
  Taste Glamour True ..................................................... 252 
  Taste Mirage ................................................................ 251 
  Taste/Smell Mirage ...................................................... 181 
  Taunting Hallucination ................................................. 357 
  Tear Cloud I ................................................................ 251 
  Tear Cloud II ............................................................... 252 
  Tear Cloud True........................................................... 252 
  Tear Cloud V ............................................................... 252 
  Tear Cloud X ............................................................... 252 
  Telekinesis I ........................................................ 177, 300 
  Telekinesis II ....................................................... 177, 300 
  Telekinesis III ...................................................... 178, 300 
  Telekinesis IV...................................................... 178, 301 
  Telekinesis Mastery ..................................................... 301 
  Telekinesis True .......................................................... 301 
  Telekinesis V ....................................................... 178, 301 
  
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  Telekinesis VI.............................................................. 301 
  Telepathy..................................................................... 180 
  Teleport I ..................................................................... 203 
  Teleport III .................................................................. 203 
  Teleport True ............................................................... 203 
  Teleport V ................................................................... 203 
  Teleport X ................................................................... 203 
  Temperature Control ...................................................... 83 
  Temperature Sphere I ................................................... 113 
  Temperature Sphere II .................................................. 113 
  Temperature Sphere True ............................................. 113 
  Tent of the Gods ............................................................ 92 
  Tentacles ..................................................................... 274 
  Terrible Form .............................................................. 152 
  Terror .......................................................................... 349 
  Terror's Song ............................................................... 220 
  Text Analysis I ............................................................ 171 
  Text Analysis II ........................................................... 172 
  Text Analysis III .......................................................... 172 
  Text Lore ..................................................................... 293 
  The Alchemist's Tale .................................................... 226 
  The Crafter's Tale ........................................................ 226 
  The Reaper's Tale ........................................................ 226 
  Thick Fog I .................................................................. 302 
  Thick Fog II................................................................. 396 
  Thick Fog True .................................................... 303, 397 
  Thick Fog V ................................................................ 303 
  Thick Fog X ........................................................ 303, 396 
  Thick Fog XXX ........................................................... 397 
  Thought Steal .............................................................. 351 
  Thoughts ..................................................................... 350 
  Thunderstorm ................................................................ 84 
  Tiger Skin .................................................................... 146 
  Tireless Mount ............................................................... 98 
  Tolerate Undead .......................................................... 277 
  Tongue Rot .................................................................. 166 
  Tongues I ...................................................................... 78 
  Tongues II ..................................................................... 79 
  Tongues III .................................................................... 79 
  Tongues True ................................................................. 79 
  Tornado ......................................................................... 84 
  Total Recall ................................................................. 309 
  Touch ........................................................... 240, 315, 369 
  Touch of Disruption ..................................................... 406 
  Touch True .................................................................. 369 
  Touchless Feel ............................................................. 179 
  Toxic Cloud ................................................................. 397 
  Traceless Passing ................................................. 150, 238 
  Traceless Passing True ................................................. 150 
  Traceless Running........................................................ 150 
  Traceless Running True................................................ 150 
  Tracking II................................................................... 153 
  Tracking III ................................................................. 154 
  Tracking True .............................................................. 154 
  Tracklessness ............................................................... 339 
  Tracks Ahead ............................................................... 154 
  Tracks Analysis ........................................................... 154 
  Tracks Lore ................................................................. 154 
  Traction ....................................................................... 366 
  Trait Subversion I ........................................................ 380 
  Trait Subversion II ....................................................... 380 
  Trait Subversion III ...................................................... 381 
  Trait Subversion True .................................................. 381 
  Trait Subversion V ....................................................... 381 
  Trait Subversion VII .................................................... 381 
  Trait Subversion X ....................................................... 381 
  Transfer Curse ............................................................. 383 
  Transfer Mind Store ..................................................... 354 
  Transfer Poison I.......................................................... 345 
  Transfer Poison II ........................................................ 345 
  Transfer Poison III ....................................................... 345 
  Transfer Poison IV ....................................................... 345 
  Transfer Possession ...................................................... 383 
  Transferal ............................................................ 375, 417 
  Transferal True .................................................... 375, 418 
  Transference ................................................................ 382 
  Transference Mastery ................................................... 383 
  Transference True ........................................................ 383 
  Transparency ............................................................... 198 
  Trap Awareness ........................................................... 124 
  Trap Mastery ............................................................... 190 
  Traplore ....................................................................... 189 
  Treacherous Channeling ............................................... 273 
  Treacherous Essence .................................................... 273 
  Treacherous Essence True ............................................ 273 
  Treacherous Mentalism ................................................ 273 
  Tree Restore ................................................................ 132 
  Tremors ............................................................... 256, 415 
  Triad of Flame ............................................................. 258 
  Triad of Ice .................................................................. 260 
  Triad of Water ............................................................. 264 
  True Armor.................................................................. 176 
  True Aura ....................................................... 71, 140, 287 
  True Banishment .......................................................... 115 
  True Change ................................................................ 317 
  True Charm ................................................................. 218 
  True Cloaking ...................................................... 289, 343 
  True Geas .................................................................... 349 
  True Heal ....................................................... 67, 138, 327 
  True Hold I .................................................................... 90 
  True Hold II ................................................................... 90 
  True Invisibility ........................................................... 199 
  True Lock .................................................................... 190 
  True Phantom .............................................................. 379 
  
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  True Quest ................................................................... 218 
  True Silence .................................................................. 79 
  True Sleep ................................................................... 349 
  True Staying ................................................................ 178 
  True Summons............................................................. 271 
  True Telekinesis .......................................................... 178 
  True Vibrations ............................................................ 178 
  Tune ............................................................................ 235 
  Turn Blade................................................................... 284 
  Turn Missile ................................................................ 284 
  Turn Spell .................................................................... 284 
  U 
  Ugliness of Orn............................................................ 158 
  Ulcer Curse.................................................................. 157 
  Unbalance.................................................................... 412 
  Unbalancing Strike I .................................................... 360 
  Unbalancing Strike II ................................................... 361 
  Unbalancing Strike III .................................................. 361 
  Unbind ........................................................................ 339 
  Unbind True ................................................................ 339 
  Unchanneling............................................................... 192 
  Uncurse ....................................................................... 134 
  Uncurse True ....................................................... 115, 134 
  Undead Defenses I ....................................................... 277 
  Undead Defenses II ...................................................... 277 
  Undead Defenses III..................................................... 277 
  Undead Detection ........................................................ 142 
  Undead Language ........................................................ 277 
  Undead Mastery ........................................................... 278 
  Undead Smiting I ......................................................... 142 
  Undead Smiting III ...................................................... 142 
  Underwater Breathing .................................................. 127 
  Underwater Movement ......................................... 238, 310 
  Underwater Tracking ................................................... 154 
  Undisease ...................................................................... 77 
  Undoor ........................................................................ 414 
  Undoor I ...................................................................... 190 
  Undoor II ..................................................................... 190 
  Undoor III ................................................................... 190 
  Undoor True ........................................................ 190, 415 
  Unearth ............................................................... 256, 415 
  Unessence.................................................................... 192 
  Unflaw ........................................................................ 256 
  Unfog ............................................................. 83, 194, 263 
  Unfog True .................................................................. 303 
  Unfog V ...................................................................... 303 
  Unfog X ...................................................................... 303 
  Ungag.......................................................................... 338 
  Unholy Bridge ............................................................. 160 
  Universal Language ..................................................... 230 
  Unknown Assassin ....................................................... 337 
  Unleash Demon I ......................................................... 162 
  Unleash Demon II ........................................................ 162 
  Unleash Demon III ....................................................... 162 
  Unleash Demon IV ...................................................... 163 
  Unmentalism ............................................................... 192 
  Unmetal ................................................ 211, 256, 405, 415 
  Unminding .................................................................. 413 
  Unnerving Sensation .................................................... 357 
  Unpain I ....................................................... 139, 291, 358 
  Unpain II ...................................................... 140, 291, 359 
  Unpain III ..................................................... 140, 291, 359 
  Unpain IV ..................................................... 140, 291, 359 
  Unpain True ........................................................ 291, 359 
  Unpoison ....................................................................... 77 
  Unpresence I ................................................................ 250 
  Unpresence III ............................................................. 250 
  Unpresence Self ............................. 249, 309, 337, 399, 403 
  Unpresence True .......................................................... 403 
  Unpresence V .............................................................. 250 
  Unrain I ....................................................................... 408 
  Unrain True ................................................................. 408 
  Unseen Blow ............................................................... 199 
  Unseen I ....................................................... 198, 342, 398 
  Unseen II ..................................................................... 343 
  Unseen III ............................................................ 199, 231 
  Unseen True ................................................................ 232 
  Unseen V ............................................................. 199, 232 
  Unseen Weapon ........................................................... 199 
  Unseen X ............................................................. 199, 232 
  Unseen XV .................................................................. 232 
  Unsoul Curse ............................................................... 417 
  Unstone ................................................ 211, 256, 405, 415 
  Unsymbol I .................................................................. 103 
  Unsymbol II ................................................................ 104 
  Unsymbol True ............................................................ 104 
  Unsymbol V ................................................................ 104 
  Unsymbol VI ............................................................... 104 
  Unsymbol VII .............................................................. 104 
  Unsymbol VIII............................................................. 104 
  Unsymbol X ................................................................ 104 
  Untie ........................................................................... 338 
  Unwater I .................................................................... 408 
  Unwater II ................................................................... 408 
  Unwater III .................................................................. 409 
  Utter Madness.............................................................. 373 
  Utterdark .............................................. 248, 262, 268, 287 
  Utterdark True ............................................................. 268 
  Utterlight .............................................. 205, 248, 262, 287 
  Utterlight I ..................................................................... 71 
  
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  Utterlight III .................................................................. 71 
  Utterlight True ..................................................... 205, 262 
  Utterlight V ................................................................... 71 
  V 
  Vacuum A ................................................................... 396 
  Vacuum B ................................................................... 397 
  Vacuum C ................................................................... 397 
  Vacuum D ................................................................... 397 
  Vacuum E .................................................................... 397 
  Vacuum I ...................................................... 194, 266, 410 
  Vacuum II .................................................... 194, 266, 410 
  Vacuum III .................................................................. 194 
  Vacuum IV .......................................................... 266, 411 
  Vacuum VI .................................................................. 194 
  Vacuum VIII ............................................................... 266 
  Vacuum X ................................................................... 411 
  Vandal ......................................................................... 380 
  Vaporize Fluid ............................................................. 408 
  Venom......................................................................... 345 
  Venom's Breath ........................................................... 345 
  Venom's Cloud ............................................................ 345 
  Venom's Glare ............................................................. 345 
  Venom's Persistence..................................................... 345 
  Venom's Sight.............................................................. 345 
  Venom's Touch ............................................................ 345 
  Ventriloquism .............................................................. 181 
  Vibrations I.................................................................. 177 
  Vibrations II ................................................................ 177 
  Vibrations III ............................................................... 177 
  Vibrations IV ............................................................... 178 
  Vigilance ..................................................................... 369 
  Vision.................................................................. 184, 315 
  Vision Attack ............................................................... 356 
  Vision Control ............................................................. 356 
  Vision True.......................................................... 240, 315 
  Vitals Strike I............................................................... 361 
  Vitals Strike II ............................................................. 361 
  Voice of Caution .......................................................... 144 
  Voice of Conviction ..................................................... 144 
  Voice of Eloquence ...................................................... 233 
  Voice of Friendship...................................................... 143 
  Voice of Magnificence ................................................. 234 
  Voice of Reason........................................................... 143 
  Voice of Sincerity ........................................................ 233 
  Volunteer from the Audience ....................................... 222 
  W 
  Waiting Awareness I ............................................ 125, 156 
  Waiting Awareness II ........................................... 125, 156 
  Waiting Cancel True .................................................... 299 
  Waiting Channeling Cancel .......................................... 299 
  Waiting Domination ..................................................... 375 
  Waiting Essence Cancel ............................................... 299 
  Waiting Firestorm ........................................................ 258 
  Waiting Flame ............................................................. 258 
  Waiting Illusion II ........................................................ 245 
  Waiting Illusion III ...................................................... 246 
  Waiting Illusion V ....................................................... 246 
  Waiting Illusion VII ..................................................... 246 
  Waiting Illusion X ....................................................... 246 
  Waiting Illusions II ...................................................... 182 
  Waiting Illusions III ..................................................... 182 
  Waiting Illusions IV ..................................................... 182 
  Waiting Illusions V ...................................................... 182 
  Waiting Illusions VI ..................................................... 182 
  Waiting Illusions X ...................................................... 182 
  Waiting Light ................................................................ 71 
  Waiting Lighting .......................................................... 262 
  Waiting Mentalism Cancel ........................................... 299 
  Waiting Overlay II ....................................................... 297 
  Waiting Overlay III ...................................................... 297 
  Waiting Overlay V ....................................................... 297 
  Waiting Overlay X ....................................................... 297 
  Waiting Phantasm II..................................................... 246 
  Waiting Phantasm III ................................................... 246 
  Waiting Phantasm V .................................................... 246 
  Waiting Phantasms II ................................................... 182 
  Waiting Phantasms III .................................................. 182 
  Waiting Phantasms IV .................................................. 182 
  Waiting Phrase............................................................. 218 
  Waiting Seeming II ...................................................... 297 
  Waiting Seeming III ..................................................... 297 
  Waiting Seeming V ...................................................... 297 
  Waiting Seeming X ...................................................... 297 
  Waiting Sound ............................................................. 228 
  Waiting Speech ............................................................ 353 
  Waiting Speech True .................................................... 353 
  Waiting Subversion ...................................................... 381 
  Waiting Summons................................................ 118, 196 
  Waiting Tongue ........................................................... 353 
  Waiting Word .............................................................. 218 
  Waking Dream I .......................................................... 379 
  Waking Dream II ......................................................... 379 
  Waking Dream III ........................................................ 379 
  Waking Dream True..................................................... 379 
  Wall Flip ..................................................................... 367 
  
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  Wall of Cold ................................................................ 259 
  Wall of Fire .................................................. 129, 205, 257 
  Wall of Force ................................................................. 65 
  Wall of Frigidity .......................................................... 260 
  Wall of Ice ................................................................... 405 
  Wall of Thorns ............................................................. 132 
  Wall of Thorns True ..................................................... 132 
  Wallrunning................................................................. 367 
  Wallwalking ................................................................ 367 
  Warm Air .................................................................... 302 
  Warm Metal ................................................................ 318 
  Warm Other Solid ........................................................ 318 
  Warm Solid ................................................................. 257 
  Warm Stone ................................................................. 318 
  Wasp's Sting ................................................................ 146 
  Watch .......................................................................... 341 
  Watch I........................................................................ 179 
  Watch II ...................................................................... 180 
  Watch III ..................................................................... 180 
  Watch IV ..................................................................... 180 
  Watch True .................................................................. 180 
  Water Bolt I ................................... 194, 263, 305, 401, 408 
  Water Bolt III ............................................... 194, 264, 305 
  Water Bolt V ................................................ 194, 264, 401 
  Water Breather............................................................. 317 
  Water Bubble ....................................................... 305, 401 
  Water Bubble True ....................................................... 401 
  Water Control ................................................................ 83 
  Water Corridor I .......................................................... 401 
  Water Corridor III ........................................................ 401 
  Water Corridor True..................................................... 401 
  Water Finding I ............................................................ 155 
  Water Finding II .......................................................... 156 
  Water Finding True ...................................................... 156 
  Water Lore .................................................................... 74 
  Water Mastery ............................................................. 264 
  Water Production I ......................................................... 91 
  Water Production III ...................................................... 92 
  Water Production V ....................................................... 92 
  Water Purification ........................................................ 155 
  Water Tunnel ............................................................... 401 
  Water Tunnel True ....................................................... 401 
  Water Visions .............................................................. 125 
  Water/Ice ..................................................................... 260 
  Waterears .................................................................... 184 
  Waterform ................................................................... 317 
  Waterform True ........................................................... 317 
  Waterlungs ................................................... 183, 316, 358 
  Waterrunning ......................................................... 73, 150 
  Waterspout .................................................................. 305 
  Watervision .......................................... 183, 240, 314, 368 
  Watervision True ......................................................... 315 
  Waterwalking ........................................................ 72, 149 
  Waterwall ........................................ 65, 193, 263, 304, 400 
  Waterwall True ................................ 65, 194, 264, 305, 401 
  Wave ................................................................... 305, 401 
  Weaken Channeling ..................................................... 272 
  Weaken Essence .......................................................... 272 
  Weaken Essence True .................................................. 272 
  Weaken Mentalism ...................................................... 272 
  Weakening .................................................................. 190 
  Weapon Alteration ....................................................... 395 
  Weariness .................................................................... 169 
  Weather Mastery ............................................................ 84 
  Weather Prediction I .............................................. 82, 125 
  Weather Prediction III ..................................... 83, 125, 156 
  Weather Prediction True ................................. 83, 125, 156 
  Weather Prediction V ............................................. 83, 125 
  Weather Watch .............................................................. 83 
  Weave Air ..................................................................... 91 
  Weigh Pockets ............................................................. 241 
  Weightless ................................................................... 363 
  Well-Aimed Attack I .................................................... 335 
  Well-Aimed Attack II .................................................. 335 
  Well-Aimed Attack III ................................................. 335 
  Well-Aimed Attack True .............................................. 335 
  Whirling Winds ................................................... 303, 397 
  Whirlpool ............................................................ 194, 264 
  Whirlwind ................................................................... 266 
  Whisper Of Calming ...................................................... 90 
  Whispering Wind ......................................................... 193 
  White Lore .................................................................... 96 
  White Lore Mastery ....................................................... 96 
  Widespread Cloak ........................................................ 289 
  Wind Control ......................................................... 83, 194 
  Wind Drift ................................................................... 310 
  Wind Mastery .............................................................. 266 
  Windrunning.......................................................... 73, 367 
  Windrunning True........................................................ 367 
  Windwalking ................................................................. 73 
  Wings I........................................................................ 275 
  Wings II ...................................................................... 275 
  Wings III ..................................................................... 275 
  Withering Hand ........................................................... 167 
  Woeful Channeling ...................................................... 273 
  Woeful Essence ........................................................... 272 
  Woeful Essence True ................................................... 273 
  Woeful Mentalism ....................................................... 272 
  Wolf Senses ................................................................. 145 
  Wood Analysis ............................................................ 172 
  Woodfires ..................................................... 204, 257, 404 
  Woodsight .................................................... 240, 341, 369 
  Woodwall ...................................................................... 65 
  Woodwall True .............................................................. 65 
  
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  Word of Calling ........................................................... 218 
  Word of Death ............................................................. 218 
  Word of Discord .......................................................... 218 
  Word of Fear ............................................................... 395 
  Word of Pain ............................................................... 218 
  Word Of Pain............................................................... 412 
  Word of Panic .............................................................. 417 
  Word of Return .............................................................. 73 
  Word of Sleep .............................................................. 218 
  Word of Stunning ........................................................ 218 
  Words of Caution ......................................................... 144 
  Words of Conviction .................................................... 144 
  Words of Friendship..................................................... 144 
  Words of Reason.......................................................... 144 
  Work Poison True ........................................................ 345 
  Work Poison V ............................................................ 344 
  Work Poison X ............................................................ 345 
  Worked Stone Lore ...................................................... 292 
  Wound Tending ........................................................... 155 
  Wounding I.................................................................. 169 
  Wounding III ............................................................... 169 
  Wounding True ............................................................ 170 
  Wounding V ................................................................ 169 
  Wounding VII.............................................................. 170 
  Wounding X ................................................................ 170 
  Wounding XV ............................................................. 170 
  Wyvern Skin ................................................................ 146 
   
  
SOURCE: textdata/thevault/Rolemaster/6.0 Edition Unified/RMU Spell Law [vs Beta2].pdf