MAGIC SPELL |
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MAGIC SPELL |
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SUMMONING | DEFENSIVE | ||||
Summon Animal | HARD | S.AREA | Absorb Spell | E.HARD | SELF |
Summon Demon | E.HARD | S.AREA | Armor of Light | V.HARD | SELF |
Summon Elemental | V.HARD | S.AREA | Armor of Thought | V.HARD | SELF |
Summon Monster | V.HARD | S.AREA | Banish Animal | HARD | S.AREA |
Summon Spirits | HARD | S.AREA | Banish Demon | E.HARD | S.AREA |
CONJURATION | Banish Elemental | V.HARD | S.AREA | ||
Breathe Water | SIMPLE | TOUCH | Banish Monster | V.HARD | S.AREA |
Control Fire | SIMPLE | S.AREA | Banish Spirits | HARD | S.AREA |
Control Water | SIMPLE | S.AREA | Break Binding | HARD | TOUCH |
Control Weather | HARD | L.AREA | Breakspell | HARD | S.AREA |
Create Air | SIMPLE | L.AREA | Concealment | HARD | SELF |
Create Darkness | SIMPLE | S.AREA | Dispel Sorcery | HARD | S.AREA |
Create Defender | V.HARD | S.AREA | Extinguish Fires | SIMPLE | S.AREA |
Create Food | HARD | S.AREA | Mystic Shield | E.HARD | SELF |
Create Light | SIMPLE | S.AREA | Protection from Sorcery | E.HARD | TOUCH |
Create Water | SIMPLE | S.AREA | Reflect Spell | E.HARD | SELF |
Door Ward | HARD | TOUCH | Remove Paralysis | HARD | TOUCH |
Enchant Weapon | HARD | TOUCH | Resist Fire | HARD | TOUCH |
Enlarge/Reduce | V.HARD | TOUCH | Rune | HARD | SELF |
Greater Shapechange | E.HARD | TOUCH | Shield Against Fire | V.HARD | SELF |
Growth of Plants | HARD | L.AREA | Spell Ward | E.HARD | SELF |
Magewind (cont. at end) | HARD | L.AREA | Stone to Flesh | V.HARD | TOUCH |
NECROMANTIC | Turn Spell | E.HARD | SELF | ||
Aura of Death | SIMPLE | S.AREA | Wall of Fire | HARD | L.AREA |
Awaken the Dead | V.HARD | TOUCH | Wall of Force | V.HARD | S.AREA |
Corruption | HARD | TOUCH | Wall of Ice | HARD | L.AREA |
Plague | V.HARD | TOUCH | Wall of Stone | V.HARD | L.AREA |
Poison | SIMPLE | TOUCH | Wall of Thorns | HARD | L.AREA |
Speak with Dead | HARD | S.AREA | Dome of Invulnerability | E.HARD | S.AREA |
Steal Life Force | V.HARD | TOUCH | KNOWLEDGE | ||
Touch of Death | E.HARD | TOUCH | Alarm | HARD | TOUCH |
Zombie Master | E.HARD | L.AREA | Clairvoyance | E.HARD | SELF |
ILLUSION | Crystal Scrying | V.HARD | SELF | ||
Cascade of Lights | SIMPLE | S.AREA | Detect Illusion | HARD | S.AREA |
Illusion | HARD | S.AREA | Detect Invisible | V.HARD | S.AREA |
Invisibility | V.HARD | TOUCH | Detect Lifeforce | SIMPLE | L.AREA |
Mage Fire | HARD | S.AREA | Detect Material | HARD | L.AREA |
Multi-Mirrored Image | HARD | S.AREA | Detect Sorcery | SIMPLE | L.AREA |
OFFENSIVE | Follow | HARD | TOUCH | ||
Arrow of Fire | HARD | L.AREA | Infravision | SIMPLE | SELF |
Bind Person | V.HARD | S.AREA | Locate Object | V.HARD | L.AREA |
Bind Soul | E.HARD | TOUCH | Magesight | SIMPLE | L.AREA |
Blast of Force | HARD | BLAST | Reveal Danger | HARD | L.AREA |
Blinding | HARD | L.AREA | Understand Speech | HARD | S.AREA |
Charm | HARD | S.AREA | MOVEMENT | ||
Curse | E.HARD | S.AREA | Astral Projection | E.HARD | SELF |
Deathword | E.HARD | S.AREA | Fast Ground Speed | HARD | TOUCH |
Dehydrate | HARD | TOUCH | Featherweight | SIMPLE | TOUCH |
Disintegrate | E.HARD | BEAM | Great Leap | SIMPLE | TOUCH |
Earthquake | HARD | L.AREA | Levitate | HARD | S.AREA |
Fireball | V.HARD | BLAST | Limited Transport | V.HARD | SELF |
Flesh to Stone | V.HARD | TOUCH | Mystic Gate | E.HARD | S.AREA |
Hands of Flame | SIMPLE | TOUCH | Pass Through Walls | V.HARD | SELF |
Ignite | V.HARD | TOUCH | Slow Flight | HARD | TOUCH |
Lava Eruption | E.HARD | L.AREA | Slow Time | E.HARD | SELF |
Mists/Obscurement | SIMPLE | L.AREA | Teleport | E.HARD | SELF |
Mystic Arrow | SIMPLE | L.AREA | CONJURATION(cont.) | ||
Paralyze | HARD | BEAM | Mend | SIMPLE | TOUCH |
Repulsion | SIMPLE | S.AREA | Move Earth | SIMPLE | S.AREA |
Rust | HARD | TOUCH | Noise | SIMPLE | S.AREA |
Shatter | HARD | TOUCH | Shapechange | V.HARD | TOUCH |
Sleep | SIMPLE | L.AREA | Silence | SIMPLE | S.AREA |
Stunning Grasp | SIMPLE | TOUCH | Stone to Sand | HARD | S.AREA |
Swallowed by Earth | V.HARD | L.AREA | Transmutation | E.HARD | TOUCH |
Thunderbolt | V.HARD | BEAM | Vaporous Body | V.HARD | TOUCH |
Transformation | E.HARD | S.AREA | Weapon of Power | E.HARD | TOUCH |
COSTS
SPELL DESCRIPTIONS
SUMMONING
Summon Animal...........HARD..........Small
Area
This spell summons one random animal, allowing the Magic User to command
it to perform one task. The animal's combat and dodge skill have a base
level of between 1 and 6 (roll 1 die for each) and cause damage based on
a one die roll (1-2=Light, 3-4=Critical, 5-6=Deadly). Duration: till task
complete.
Summon Demon...........E.HARD..........Small
Area
This spell summons one random demon (choice defined by GameMaster for
his particular Game), allowing the Magic User to command it to perform
one task. The Demon's combat and dodge skill have a base level of between
2 and 12 (roll 2 dice for each) and cause Very Deadly damage with its natural
weapons. It also has 4-20 Wounds (roll 4 dice) and skin equivalent to Very
Heavy Armor. Duration: till task complete.
Summon Elemental...........V.HARD..........Small
Area
This spell summons one random elemental foce (Earth, Air, Fire or Water
- choice of GameMaster), allowing the Magic User to command it to perform
one task. The Elemental's combat and dodge skill have a base level of between
1 and 6 (roll 1 die for each) and cause Very Deadly damage with its natural
weapons. It also has 2-12 Wounds (roll 2 dice) and skin equivalent to Medium
Armor. Duration: till task complete.
Summon Monster...........V.HARD..........Small
Area
This spell summons one random monster (choice defined by GameMaster
for his particular Game), allowing the Magic User to command it to perform
one task. The Monster's combat and dodge skill have a base level of between
1 and 6 (roll 1 die for each) and cause Deadly damage with its natural
weapons. It also has 3-18 Wounds (roll 3 dice) and skin equivalent to Heavy
Armor. Duration: till task complete.
Summon Spirit...........HARD..........Small
Area
This spell summons one random Spirit (as defined by GameMaster for
his particular Game), allowing the Magic User to command it to perform
one task. The Spirit's combat and dodge skill have a base level of between
1 and 6 (roll 1 die) It also can use both Aura of Death and Corruption
spells at +5, has 1-6 Wounds (roll 1 die) and has protection equivalent
to Light Armor. Duration: till task complete.
CONJURATION
Breathe Water...........SIMPLE..........Touch
Allows caster/target to breathe water for up to 10 turns. Duration:
10 turns.
Control Fire...........SIMPLE..........Small
Area
Allows the caster to control the size and intensity of any fire within
a small area around himself. Any damage caused by the fire can be increased
/decreased by up to two levels of damage (from Light up to Critical, or
from Deadly down to Serious). Duration: 3 turns.
Control Water...........SIMPLE..........Small
Area
Allows caster to control and shape up to 100 gallons of water; you
can form shapes, move it in desired directions, etc. Duration: 3 turns.
Control Weather...........HARD..........Large
Area
The caster is able to control de weather immediately around himself
(Large Area). He may create rain, snowstorms, hailstone showers and unseasonable
warmth. However, subjects within the area of effect (while cold, wet and
possibly sunburnt), take no damage. Duration: 3 turns.
Create Air...........SIMPLE..........Large
Area
Creates a volume of air completely filling a Large Area around the
caster. Duration: 6 turns.
Create Darkness...........SIMPLE..........Small
Area
Creates a globe of absolute darkness in a Small Area around the caster.
Lasts until dispelled.
Create Defender...........V.HARD..........Small
Area
This spell allows the caster to create a single warrior to defend him
in mortal combat, using a sword, club, energy sword or other melee weapon
appropriate to the epoch of the Game. The Defender will fight for 3 turns,
has a Melee Weapon skill of 4, has 12 Wounds and is wearing any type of
Light Personal Armor appropriate to that epoch. Duration: 3 turns.
Create Food...........HARD..........Small
Area
Creates up to 10 lbs. of food (caster's choice of type and amount)
each time it is cast. Permanent.
Create Light...........SIMPLE..........Small
Area
Creates a globe of light entirely filling a Small Area around the caster.
Lasts until dispelled.
Create Water...........SIMPLE..........Small
Area
Creates up to 100 gallons of water. Permanent.
Door Ward...........HARD..........Touch
Creates a barrier around any doorway the caster touches, with a strength
equivalent to 20 Wounds. Lasts till dispelled or broken.
Enchant Weapon...........HARD..........Touch
This spell enchants a specific weapon, granting 2 extra points to any
Melee Attack (accuracy AND damage) made with it. Duration: 4 turns.
Enlarge/Reduce...........V.HARD..........Touch
Allows the caster to enlarge or reduce the size of any object or creature,
up to 100 times its normal size or 100th of normal. Duration: 3 turns.
Greater Shapechange...........E.HARD..........Touch
The caster has the ability to change shape into anything (of the same
mass and general size) he desires, also gaining the abilities of whatever
he is changed into at this time. Lasts until dispelled.
Growth of Plants...........HARD..........Large
Area
This spell increases the growing power of any plants within a Large
Area of the caster for up to 3 turns. Each turn, the size of the plant
increases by one level; 5 square feet of grass expands to 10 square feet
of brush, then brush to trees (20 square feet), and trees to giant redwoods
(40 square feet). Very good for creating barriers between the caster and
opponents. Duration: 3 turns.
Magewind...........HARD..........Large
Area
This spell allows the caster to create a strong wind capable of blowing
over most humans (caster's Willpower roll vs. defender's Atheltics roll)
in a Large Area around himself. If knocked over, the target will take Light
damage. This spell can also be used to propel sail-driven vehicles at up
to Slow Ground Speed. Duration: 3 turns.
Mend...........SIMPLE..........Touch
This spell allows the Magic User to repair one non-magical item of
any sort to its original (as if new) condition. Permanent.
Move Earth...........SIMPLE..........Small
Area
Creates a tunnel in the earth 6 feet wide and 30 feet in front and
in back of the caster. Lasts 5 turns. Moves with caster. Duration: 5 turns.
Noise...........SIMPLE..........Small Area
Creates a loud explosion of random noise in a Small Area around the
caster. Duration: 3 turns.
Shapechange...........V.HARD..........Touch
The caster has the ability to change his own (or another's) shape to
anything of the same mass or size. He does not, however, gain the abilities
of whatever he is changed into at this time (for example, as a bird, he
could not fly). Lasts until dispelled.
Silence...........SIMPLE..........Small
Area
Creates a globe of absolute silence in a Small Area around the caster.
Lasts until dispelled.
Stone to Sand...........HARD..........Small
Area
Turns any stone object up to 1000 pounds into an equal volume of sand.
Permanent.
Transmutation...........E.HARD..........Touch
The caster can change the composition of up to 1 lb of material to
a more valuable form; lead becomes gold, gold becomes diamonds, etc. The
duration and permanency of the change is decided by the GameMaster.
Vaporous Body...........V.HARD..........Touch
Gives the caster/target a body with the consistency of mist, capable
of going through any air-permeable surface. Duration: 4 turns.
Weapon of Power...........E.HARD..........Touch
Increases the damage done by a specific weapon by two levels (such
as from Light to Critical) for 4 turns.
NECROMANTIC
Aura of Death...........SIMPLE..........Small
Area
The caster is surrounded with an aura of horror and death. All living
things (excluding caster and allies) within this area must immediately
retreat beyond the affected space. Duration: 3 turns.
Awaken the Dead...........V.HARD..........Touch
The caster can bring one dead creature back to a state of half-life
until the spell is broken. In this state, the undead creature regains all
of the skills and abilities it had while alive, but is still in a rotting,
putrescent state. Duration: until dispelled.
Corruption...........HARD..........Touch
The caster's touch causes any living things to putrefyand decay, taking
Serious damage for 4 turns.
Plague...........V.HARD..........Touch
The caster's touch causes any living thing to sicken and rot horribly,
taking Critical Damage each hour until dead. Dispelled by the Clerical
Spell Purify.
Poison...........SIMPLE..........Touch
The caster causes any living thing touched to take Deadly Poison damage
until the grip is released. Lasts until grip is broken.
Speak with Dead...........HARD..........Small
Area
The caster can speak to any dead thing whose remains are within a Small
Area of himself. It will communicate to him in the manner which it used
in life (men speak, cats yowl, etc.).
Steal Life Force...........V.HARD..........Touch
Allows the caster to take up to 4 Wounds from another target and add
these stolen Wounds to himself. He may not raise his total Wounds to greater
than the original number. Duration: single touch.
Touch of Death...........E.HARD..........Touch
The caster's touch causes any living being to take Very Deadly Damage.
Lasts until grip is broken.
Zombie Master...........E.HARD..........Large
Area
Allows the caster to control all undead creatures within a Large Area
of his position until dispelled. The undead follow all commands, and may
leave the caster's area to perform specific tasks. Duration: until dispelled.
ILLUSION
Cascade of Lights...........SIMPLE..........Small
Area
The caster launches a fountain of brilliant fire works from his hands,
causing blindness and a -3 penalty to any target's attacks and other actions.
Duration: 1 turn.
Illusion...........HARD..........Small
Area
The caster can create a single illusion (filling a Small Area around
himself), which appears real in all aspects. The illusion appears to react
to the world as the real thing would, but cannot actually physically manipulate
things. A Willpower roll may be made against the caster's Will to resist
this spell. Duration: until dispelled.
Invisibility...........V.HARD..........Touch
The caster (or a selected target), is rendered Very Hard to spot with
any Awareness roll. He may attack while in this form, but this will reduce
spotting him to a Hard task. Duration: 6 turns.
Mage Fire...........HARD..........Small
Area
The caster is surrounded by a flickering barrier of raging blue fire.
Anyone crossing the barrier takes Serious Damage. A Willpower roll may
be made vs. the caster's Will to resist. Duration: 3 turns.
Multi-Mirrored Image...........HARD..........Small
Area
The caster creates a multitude of shifting, realistic images of himself
in a Small Area, each doing exactly the same thing. Anyone attacking the
caster will be at a -4 point skill penalty. Duration: 4 turns.
OFFENSIVE
Arrow of Fire...........HARD..........Large
Area
The caster creates a magical arrow (bow required) that causes anyone
it hits to burst into flame (Critical Damage for two turns). The arrow
then burns away. Damage can be avoided on the second turn by pulling out
the arrow (a Hard First AAid task). Duration: one shot.
Bind Person...........V.HARD..........Small
Area
The target is wrapped and bound in webs if twisting black and red energy.
he may not move or act, and may only be released by use of a Dispell. Duration:
until dispelled.
Bind Soul...........E.HARD..........Touch
The target's consciousness is transferred and bound into any small
inanimate object, while his body goes catatonic. The soul may only be released
through use of an Exorcise spell. Duration: until exorcised (the soul returns
to the original body, unless it is destroyed). A Willpower roll may be
made against the caster's Will to resist the spell.
Blast of Force...........HARD..........Blast
The caster's target is struck by a glowing red blast of power, causing
Critical damage. Duration: one blast.
Blinding...........HARD..........Large
Area
The caster causes one target within a range to suffer absolute blindness.
All actions are made at a -5 penalty. Duration: 3 turns.
Charm...........HARD..........Small Area
The caster is able to create an aura around himself of good fellowship
and trust; the target will regard the caster as a good friend and treat
him as such for up to 5 turns. A Willpower roll may be made against the
caster's Will to resist this spell.
Curse...........E.HARD..........Small Area
The caster inflicts his victim with a deep pall of unluck and ill fortune.
The target will have an automatic -4 penalty in any action he takes until
the Curse is removed by use of a Cast Off Curse spell. Duration: until
dispelled.
Deathword...........E.HARD..........Small
Area
The caster shouts a single word so horrible that his target instantly
takes Very Deadly damage. One target only; must be within a Small Area
of effect. Duration: one shout.
Dehydrate...........HARD..........Touch
The caster instantly sucks most of the liquid out of the target, causing
Deadly damage to any living organism. This can also be used to absorb up
to 30 gallons of water at a casting. Duration: 1 turn.
Disintegrate...........E.HARD..........Beam
The target begins to disintegrate over 4 turns, each turn taking Very
Deadly damage. If the target reaches 0 Wounds during this time, it is entirely
vaporized. Duration: 4 turns.
Earthquake...........HARD..........Large
Area
The caster causes the Earth around himself to open up and churn furiously.
The attack lasts 2 turns, each turn causing anyone within the area of effect
to have a -4 penalty to any action (caster excepted). Duration: 2 turns.
Fireball...........V.HARD..........Blast
The caster releases a blast of seething flame which engulfs everything
within reach. All targets take Very Deadly damage.
Flesh to Stone...........V.HARD..........Touch
The target is turned to stone over 2 turns, each turn receiving Serious
Damage. If the damage killed the character, he may not be restored; if
he is merely wounded and turned to stone, he can be freed with a Stone
to Flesh spell (but damage is not healed). Duration: 2 turns.
Hands of Flame...........SIMPLE..........Touch
The caster's hands are wreathed in a ball of fire, causing Serious
damage to anything he touches. Duration: 2 turns.
Ignite...........V.HARD..........Touch
The caster's target bursts into flame spontaneously, taking Light damage.
This may also be used to start fires with any dry wood or tinder. Duration:
2 turns.
Lava Eruption...........E.HARD..........Large
Area
The caster causes the earth around himself to open up and gout huge
spurts of boiling rock. The attack lasts 2 turns, each turn causing Very
Deadly damage to all trapped in the area with the exception of the caster
himself.
Mists/Obscurement...........SIMPLE..........Large
Area
The caster causes the earth around himself to open up and exude a thick,
choking mist. The effect lasts 6 turns, during which anyone (except caster)
within the area of effect will take all actions at a -3 penalty.
Mystic Arrow...........SIMPLE..........Large
Area
The caster creates a magic arrow (bow required) that causes a Serious
wound the turn it hits, a Light wound the next turn, and a Very Light wound
the last turn. The arrow then melts away. Damage can be avoided on successive
turns by pulling out the arrow (a Hard First Aid task). Duration: one shot.
Paralyze...........HARD..........Beam
The caster's target is immobilized for 1-6 turns (roll 1 die).
Repulsion...........SIMPLE..........Small
Area
The caster creates an aura of disgust around himself or his target.
All living things within this area must immediately retreat beyond the
affected space. A Willpower roll may be made against the caster's Will
to resist this spell. Duration: 3 turns.
Rust...........HARD..........Touch
The caster's touch causes the target (any ferrous metal) to rust over
time, each turn taking Serious damage until it is rusted away (0 Wounds).
Duration: until dispelled.
Shatter...........HARD..........Touch
The caster's touch causes any hard, non-living target to shatter and
break (Critical damage). Duration: one touch.
Sleep...........SIMPLE..........Large Area
The caster causes any desired targets within a Large Area around himself
to fall into a deep sleep. The sleep will last up to 2-12 turns (roll 2
dice) or until dispelled. A Willpower roll may be made against the caster's
Will to resist this spell.
Stunning Grasp...........SIMPLE..........Touch
The caster causes a blast of disorienting power to stun anyone he touches.
The target is confused and at a -5 penalty to any action he attempts. Duration:
3 turns.
Swallowed by Earth...........V.HARD..........Large
Area
The earth beneath the target opens up and swallows him. The resulting
pit is 12 feet square, 12 feet deep, and has smooth sides (climbing out
is a Very Hard Atheltics task). Permanent.
Thunderbolt...........V.HARD..........BEAM
The caster hurls a bolt of lightning to strike several targets in its
path (Beam). All targets take Critical damage. Duration: one bolt.
Transformation...........E.HARD..........Small
Area
The caster can change any living thing into another living thing of
equal mass and size (for example, a 100 lbs. man into a 100 lbs. panther).
He may also change a living thing into something not normally of equal
size or mass; it will simply retain its original mass/size ratio in the
new form (example: a 100 lbs., 6 foot frog). Does not grant changee the
abilities of the new form. Lasts until Dispelled or Breakspelled. A Willpower
roll may be made against the caster's Will to resist this spell.
DEFENSIVE
Absorb Spell...........E.HARD..........Self
The spell allows the character to absorb the energy of one attacking
spell. The spell must then be released as the next spell the absorber casts
(if A hits B with a Fireball, the next spell B casts must be a Fireball).
However, the spell may be stored for as long as he wishes. Duration: absorbs
one spell.
Armor of Light...........V.HARD..........Self
The caster raises a protective barrier of shimmering light around himself,
making him invulnerable to all light-based attacks, including Blinding,
Create Light, Create Darkness and Spray of Light. Duration: 6 turns.
Armor of Thought...........V.HARD..........Self
The caster raises a protective barrier around his mind, making him
invulnerable to all mentally based spells (Sleep, Charm, Repulsion), as
well as the Psionic attacks of Mental Enfeeblement, Emotion Attack, Mental
Command, Domination, Illusion, Mental Link, Mental Illusion, Mental Transfer,
Mind Wipe, Psibolt, Read Mind, Telepathic Stun, Telepathic Invisibility
and Sense Emotion. Duration: 4 turns.
Banish Animal...........HARD..........Small
Area
This spell counters the Summon Animal spell, sending the summoned creature
back to where it came from, even if its task is uncompleted. Duration:
one banishment.
Banish Demon...........E.HARD..........Small
Area
This spell counters the Summon Demon spell, sending the summoned creature
back to where it came from, even if its task is uncompleted. Duration:
one banishment.
Banish Elemental...........V.HARD..........Small
Area
This spell counters the Summon Elemental spell, sending the summoned
creature back to where it came from, even if its task is uncompleted. Duration:
one banishment.
Banish Monster...........V.HARD..........Small
Area
This spell counters the Summon Monster spell, sending the summoned
creature back to where it came from, even if its task is uncompleted. Duration:
one banishment.
Banish Spirit...........HARD..........Small
Area
This spell counters the Summon Spirit spell, sending the summoned creature
back to where it came from, even if its task is uncompleted. Duration:
one banishment.
Break Binding...........HARD..........Touch
The spell protects the caster or another subject against all binding
spells (Bind Person, Bind Soul) for 4 turns.
Breakspell...........HARD..........Small
Area
This allows the caster to "break" or disrupt one spell in the process
of formation, or to stop any attacking spell currently being used (the
eqquivalent of a magical Dodge). The attacking spell dissipates and must
be restarted all over again. Duration: one use.
Concealment...........HARD..........Self
The character can blend into any type of background, making it a Hard
task to spot him. Duration: 6 turns.
Dispel Sorcery...........HARD..........Small
Area
This spell removes the effects of one lasting magical force,
such as Enchantment, Weapons of Power, Arrows of Fire or Mystic Arrows,
and other protective spells. In short, if the spell lasts longer than a
single use, it can be dispelled by this cantrip. Duration: one use.
Extinguish Fires...........SIMPLE..........Small
Area
The caster can extinguish all fires within a Small Area of his location,
no matter how powerful or large they are. Effect does not move with caster.
Duration: 2 turns.
Mystic Shield...........E.HARD..........Self
The caster raises a small protective barrier just enough to deflect
a single material attack each turn. The mystic shield stops any and all
types of physical attacks, including weapons strikes, bullets, energy bolts,
blows, bolts, blasts, mystic and fire arrows, fireballs, thunderbolts,
magewinds and earthquakes. Duration: 3 turns.
Protection from Sorcery...........E.HARD..........Touch
This protective cantrip allows the caster to make himself (or one other
person per casting) more resistant to sorcery; all damaging spells do two
levels less damage (Deadly becomes Serious, for example), and all other
spell effects last half as long (for example, a four turn spell only lasts
for two turns). Duration: 3 turns.
Reflect Spell...........E.HRD..........Self
This spell bounces one attacking spell back at the original caster
(who takes full effects). Duration: 3 turns.
Remove Paralysis...........HARD..........Touch
Counters the effects of the Paralyse spell. Duration: one use.
Resist Fire...........HARD..........Touch
The caster gives himself (or one other person) a greater resistance
to fire in all forms. While the spell lasts, all fire damage is reduced
by three levels (such as from Critical to Light). Duration: 4 turns.
Rune...........HARD..........Self
With this spell, the mage creates a mystic rune that guards against
internally directed attacks. While the runesign is raised, the caster is
immune to Ignite, Dehydrate, Flesh to Stone, Disintegrate, Corruption and
Transformation spells. Duration: 4 turns.
Shields Against Fire...........V.HARD..........Self
This spell surrounds the caster with a shield of impenetrable to fire
in all its forms, including fireballs and walls of flame. While wrapped
in this shield, he may not be harmed by fire in either direction. Duration:
4 turns.
Spell Ward...........E.HARD..........Self
This spell creates a barrier over the skin of the caster, warding against
all forms of magic, and making it impossible to pass any spell through
in either direction. Duration: 4 turns.
Stone to Flesh...........V.HARD..........Touch
Reverses the effects of the Flesh to Stone Attack, but does not remove
damage taken before the counterspell is used. In short, the body may not
be stone, but it's still damaged and must be healed. Duration: one use.
Turn Spell...........E.HARD..........Self
This spell defelcts one attacking spell off to strike another selected
target; if A attacks B and B uses Turn Spell, he could direct that spell
to strike A or C. Duration: 2 turns; will deflect only one spell during
this period.
Wall of Fire...........HARD..........Large
Area
The caster instantly fills the area around himself with a 30 foot tall
wall of flame. Anyone crossing the wall immediately takes Very Deadly damage.
The wall can be straight, staggered, etc. Duration: 6 turns.
Wall of Force...........V.HARD..........Small
Area
The caster instantly fills the area around himself with an 18 foot
wall of force. The wall can take 40 Wounds of physical damage before it
is destroyed. The wall can be straight, staggered, etc. Duration: 6 turns.
Wall of Ice...........HARD..........Large
Area
The caster instantly fills the area around himself with a 30 foot wall
of ice. The wall can take 20 wounds of physical damage before it is destroyed.
Fire-based damage is considered to be doubled. The wall can be straight,
staggered, domed, etc. Duration: 6 turns.
Wall of Stone...........V.HARD..........Large
Area
The caster instantly fills the area around himself with a 24 foot wall
of stone. The wall can take 30 wounds of physical damage before it is destroyed.
The wall can be straight, staggered, domed, etc. Duration: 6 turns.
Wall of Thorns...........HARD..........Large
Area
The area immediately around the caster is filled with a dense, impenetrable
(can take 15 wounds) thicket of thorns 24 feet tall. Those entering the
thicket take Serious Damage. Lasts 6 turns.
Dome of Invulnerability...........E.HARD..........Small
Area
The caster instantly fills the area around himself with an 18 foot
dome of invulnerable force. The dome is equivalent to Cosmic Armor, stopping
20 points of each damaging attack made upon it. No spell may be passed
in or out of the dome. Lasts 3 turns.
KNOWLEDGE
Alarm...........HARD..........Touch
The caster is able to cast an "awareness" over a particular person,
place or thing. This awareness will warn the mage whenever the person,
place or thing is approached, no matter where the mage is in relation to
the alarmed thing. The warning may be a noise, flash of lights, or a mental
call. Duration: until dispelled.
Clairvoyance...........E.HARD..........Self
The caster is able to spy, (as though through a remote TV camera),
on any distant person, place or thing, for 10 turns. Duration: 10 turns;
can also be stopped by Breakspell, Spell Ward or Dispell Sorcery.
Crystal Scrying...........V.HARD..........Self
The caster is able to spy through any common crystal or mirror (as
though through a remote TV camera) on any distant person, place or thing.
Lasts 4 turns. Cannot be stopped by Breakspell, Spell Ward, or Dispell
Sorcery.
Detect Illusion...........HARD..........Small
Area
Counters all illusion spells, allowing the mage to determine the true
nature of something. Duration: 4 turns.
Detect Invisible...........V.HARD..........Small
Area
Counters all invisibility spells; a spellcaster can see any invisible
object within a Small Area. Effect moves with caster. Duration: 4 turns.
Detect Lifeforce...........SIMPLE..........Large
Area
The caster is able to determine the presence of aany living creature
(or bound soul) within his range, and unerringly determine its location.
The effect can move with the caster and lasts for 6 turns.
Detect Material...........HARD..........Large
Area
The caster is aable to determine the presence and location of a particular
type of material, such as a gem, leather, water, metal, etc. The effect
can move with the caster and lasts for 3 turns.
Detect Sorcery...........SIMPLE..........Large
Area
The caster is able to sense the use or recent use of sorcery within
a Large Area of his position. He may also use this spell to determine if
an item or place is of a magical nature. Lasts 6 turns.
Follow...........HARD..........Touch
The caster is capable of tracing any creature, person or object he
has previously encountered as long as he begins at the start of its trail.
Lasts until dispelled.
Infravision...........SIMPLE..........Self
The caster is able to see clearly in almost absolute darkness. Lasts
until dispelled.
Locate Object...........V.HARD..........Large
Area
The caster may use this spell to locate any hidden object he has held
before. Once cast, he will instinctively know where the missing object
is. The Large Area effect can move with the caster and lasts until dispelled.
Magesight...........SIMPLE..........Large
Area
The caster is able to determine the type of magic (Necromantic, Knowledge,
Movement, Offensive, Defensive, etc.) place upon a person, place or thing.
Duration: 4 turns.
Reveal Danger...........HARD..........Large
Area
The mage is able to determine the safety of a particular area or object
by concentrating on it. The answer will be either "safe" or "not safe";
the actual threat will not be described. Duration: 3 turns.
Understand Speech...........HARD..........Small
Area
A universal translation spell, allowing the caster to understand any
spokeb language, as well as the gestures and sounds of animals and birds.
Duration: one Game Day.
MOVEMENT
Astral Projection...........E.HARD..........Self
The caster has the ability to project an immaterial astral body to
any location, moving at a speed equivalent to Fast Flying. The body may
not touch material things, and has access (and vulnerability) to any spell
or psionic attack, excepting those affecting material objects. Duration:
5 turns.
Fast Ground Speed...........HARD..........Touch
The caster (or subject) is capable of moving as fast as a Fast car.
Duration: 3 turns.
Featherweight...........SIMPLE..........Touch
The caster's (or subject's) effective weight is reduced to that of
a feather; he can still fall, but will take no damage no matter what the
height. He may also be carried without any difficulty. Duration: 10 turns
or until dispelled.
Great Leap...........SIMPLE..........Touch
The caster (or subject) is capable of leaping up to 120 feet at a time.
Duration: 3 turns.
Levitate...........HARD..........Small
Area
The caster can move 200 lbs. straight up, using only his will. He must
be able to see the object with the unaided eye, and can only lift it at
Running Ground speeds. Duration: 5 turns.
Limited Teleport...........V.HARD..........Self
The caster is capable of teleporting to any location he can see with
the unaided eye. He may not move through forcefields, walls of force or
walls of invulnerability. Duration: one teleport.
Mystic Gate...........E.HARD..........Small
Area
This gives the mage the ability to open a doorway to any other location
desired, whether he has been there or not. He may not gate through forcefields,
walls of force or domes of invulnerability. The Gate is 18 feet high, 18
feet wide. Duration: 2 turns.
Pass Through Walls...........V.HARD..........Self
The caster can walk through any solid matter without harm. He may not
move through forcefields, walls of force or domes of invulnerability. Duration:
4 turns.
Slow Flight...........HARD..........Touch
The mage is capable of flying as fasr as a slow aircraft. Can be cast
on one other per use. Duration: 1 hour.
Slow Time...........E.HARD..........Self
The caster can speed himself up relative to the external world. This
allows him to perform up to two actions without any of the normal penalties
for multiple actions. Duration: 1 turn.
Teleport...........E.HARD..........Self
The caster is capable of moving instantly to any place he has previously
visited, no matter what the distance. He may not move through forcefields,
walls of force or domes of invulnerability. Duration: one teleport.