Spells

Сводная таблица

Spell

Colleges

Requires

Classes

Purify Air

Air

Area

Create Air

Air

Purify Air

Area

Shape Air

Air

Create Air

Regular

No-Smell

Air

Purify Air

Regular

Predict Weather

Air

any 4 Air spells

Information

Breathe Water

Air, Water

Create Air and Destroy water

Regular

Walk on Air

Air

Shape Air

Regular

Earth to Air

Air, Earth

Create Air and Shape Earth

Regular

Stench

Air

Purify Air

Area

Lightning

Air

any 6 Air spells and Magery 1

Missile

Itch

Body Control

Regular; Resisted by HT

Spasm

Body Control

Itch

Regular; Resisted by HT

Pain

Body Control

Spasm

Regular; Resisted by HT

Clumsiness

Body Control

Spasm

Regular; Resisted by HT

Hinder

Body Control

Clumsiness or Haste

Regular; Resisted by HT

Rooted Feet

Body Control

Hinder

Regular; Resisted by ST

Paralyze Limb

Body Control

Magery 1 and five Body Control spells, including Pain

Melee; Resisted by HT

Wither Limb

Body Control

Magery 2 and Paralyze Limb

Melee; Resisted by HT

Deathtouch

Body Control

Wither Limb

Melee

Sense Foes

Communication/Empathy

Information; Area

Sense Emotion

Communication/Empathy

Sense Foes

Regular

Truthsayer

Communication/Empathy

Sense Emotion

Information; Resisted by Will

Mind-Reading

Communication/Empathy

Truthsayer

Regular; Resisted by Will

Seek Earth

Earth

Information

Shape Earth

Earth

Seek Earth

Regular

Earth to Stone

Earth

Magery 1 and Shape Earth

Regular

Create Earth

Earth

Earth to Stone

Regular

Flesh to Stone

Earth

Earth to Stone

Regular; Resisted by HT

Stone to Earth

Earth

Earth to Stone or any 4 Earth spells

Regular

Stone to Flesh

Earth

Magery 2, Flesh to Stone and Stone to Earth

Melee

Entombment

Earth

Magery 2 and 5 Earth spells.

Regular; Resisted by HT

Ignite Fire

Fire

Regular

Create Fire

Fire

Ignite Fire

Area

Shape Fire

Fire

Ignite Fire

Area

Deflect Energy

Fire

Magery 2 and Shape Fire

Blocking

Extinguish Fire

Fire

Ignite Fire

Area

Heat

Fire

Create Fire and Shape Fire

Regular

Cold

Fire

Heat

Regular

Resist Cold

Fire

Heat

Regular

Resist Fire

Fire

Extinguish Fire and Cold

Regular

Fireball

Fire

Magery 2, Create Fire and Shape Fire

Missile

Explosive Fireball

Fire

Fireball

Missile

Planar Summons

Gate

Magery 1 and 1 Special spell from 10 colleges.

Special

Plane Shift

Gate

Plane Shift

Special

Lend Energy

Healing

Magery 1 or Empathy <empath>

Regular

Lend Vitality

Healing

Lend Energy

Regular

Recover Energy

Healing

Magery 1 and Lend Energy

Special

Awaken

Healing

Lend Vitality

Area

Minor Healing

Healing

Lend Vitality

Regular

Major Healing

Healing

Magery 1 and Minor Healing

Regular

Great Healing

Healing

Magery 3 <magery and Major Healing

Regular

Air

Spell

Colleges

Requires

Classes

Purify Air

Air

Area

Create Air

Air

Purify Air

Area

Shape Air

Air

Create Air

Regular

No-Smell

Air

Purify Air

Regular

Predict Weather

Air

any 4 Air spells

Information

Breathe Water

Air, Water

Create Air and Destroy water

Regular

Walk on Air

Air

Shape Air

Regular

Earth to Air

Air, Earth

Create Air and Shape Earth

Regular

Stench

Air

Purify Air

Area

Lightning

Air

any 6 Air spells and Magery 1

Missile

Purify Air

Prerequisite: None
Classes: Area
Duration: Works instantly. Purification is permanent.
Base Cost: 1. Cannot be maintained; must be recast.

This spell removes all impurities from the air in its area of effect. It is often used to neutralize the effects of poisonous gas or vapors. Note that a room full of smoke may safely be purified one section at a time – but truly deadly vapors must all be removed at once, or some may escape. This spell also turns old “stale” air into fresh breathable air. The air in a one-yard radius, if not renewed from the outside, will last 45 minutes for one person at rest, less for multiple persons or someone violently exercising (GM’s discretion)

Create Air

Prerequisite: Purify Air
Classes: Area
Duration: Breeze, bubbles, etc. last 5 seconds. Air created is permanent.
Base Cost: 1. Cannot be maintained; must be recast.

This spell manufactures air where none exists. When cast where there is already air, it produces an outward breeze lasting about five seconds. When cast in a vacuum, it instantly creates breathable air. When cast within earth, stone, or other material, it fills any empty spaces with air, but does not burst the stone. When cast underwater, it makes bubbles! It cannot be cast inside a living being.

Shape Air

Prerequisite: Create Air
Classes: Regular
Duration: 1 minute.
Cost: 1 to 10. 1 produces a gentle breeze; 4 a wind; 6 a heavy wind; 8 or

more a violent blast. Cost to maintain is the same as to cast.

This spell lets the caster create movements of air over a small area. The caster must choose a starting point (calculate distance penalties to that point). The wind starts there and blows in a stream one yard wide, for a distance in yards equal to 5 times the energy put into the spell, and then dissipates. This may cause knockback (see Knockback, p. 378) on someone it hits; each second, roll 1d per full 2 points of energy in the spell. Treat this as damage for knockback purposes only (this spell does not cause injury).

No-Smell

Prerequisite: Purify Air
Classes: Regular
Duration: 1 hour.
Cost: 2; same to maintain.

Removes the subject’s odor and makes it (or him) totally undetectable by smell. Any possessions are also affected. This spell changes no other properties of the subject.

Predict Weather

Prerequisite: At least four Air spells.
Cost: Twice the length of the forecast, in days. Double the cost for a location outside the general area (say, over the horizon). Quadruple the cost for a place on another continent. This spell cannot predict weather on other planets or planes.
Time to cast: 5 seconds per day forecast.

Lets the caster forecast the weather accurately for a given location over a given time. This forecast does not take magical meddling into account, or predict the actions of other wizards!

Breathe Water

Prerequisites: Create Air and Destroy water
Duration: 1 minute.
Cost: 4 to cast; 2 to maintain.

Lets the subject breathe water as though it were air. Subject does not lose the ability to breathe ordinary air! This spell is also considered a Water spell.

Walk on Air

Prerequisite: Shape Air
Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.

Temporarily grants the subject the Walk on Air advantage (…). If the subject falls for any reason (e.g., injury), the spell is broken! If the spell is recast immediately, he falls for only one second (about 5 yards) and then “lands” on the air (taking 1d damage) – unless he hits ground before then. If he’s 10 feet over a lava pit, too bad!

Earth to Air

Prerequisite: Create Air and Shape Earth
Duration: Permanent.
Cost: 1 to transform one cubic foot of earth/stone to air, giving enough air for one person to breathe for 1 minute. To transform larger quantities of earth/stone at once, the cost is 5 per cubic yard.
Time to cast: 2 seconds.

This spell turns earth or stone into air, which can be valuable to someone who is trapped underground! The more energy the caster spends, the more earth he can transform, but he is limited to regular shapes with the largest dimension no more than four times the smallest one. This spell is also considered an Earth spell.

Stench

Prerequisite: Purify Air
Duration: 5 minutes, except in windy areas.
Base Cost: 1. Cannot be maintained; must be recast.

Produces a cloud of vile, yellowish gas that reeks of brimstone. Until it dissipates, anyone who breathes it must make a HT roll or take 1d damage. Roll once per minute. Those in the area also begin to suffocate (see Suffocation …). The cloud is heavy, and “rolls” downhill if the ground is not level. The rate of dissipation depends on the area and presence of wind; indoors, it usually lasts until the spell expires, but outdoors on a windy day, it might only last 10 seconds or so.

Lightning

Prerequisite: Magery 1 and at least six other Air spells.
Cost: Any amount up to your Magery level per second, for three seconds. The bolt does 1d-1 burning damage per energy point.
Time to cast: 1 to 3 seconds (the caster’s fingers sparkle as the spell builds up).

Lets the caster shoot a bolt of lightning from his fingertip. This has 1/2D 50, Max 100, Acc 3. Treat any metal armor as DR 1 against this spell! If the target is wounded, he must make a HT roll, at -1 per 2 HP suffered, or be stunned. He may attempt a HT roll each turn thereafter to recover. Against electronic equipment, treat this attack as if it had the Surge damage modifier (see Surge, …). Lightning behaves unpredictably around conductors. A lightning bolt cannot be fired through a metal grid, between bars, from within a car, etc. – it jumps to the metal and is lost. However, the GM may (for instance) allow a wizard to shoot a lightning bolt into a metal floor. This would not electrocute those on it, but could shock them all, interrupting concentration and doing slight damage (no more than 1 point, and possibly none at all). The GM may encourage creative use of lightning until it becomes a nuisance …

Body control

Spell

Colleges

Requires

Classes

Itch

Body Control

Regular; Resisted by HT

Spasm

Body Control

Itch

Regular; Resisted by HT

Pain

Body Control

Spasm

Regular; Resisted by HT

Clumsiness

Body Control

Spasm

Regular; Resisted by HT

Hinder

Body Control

Clumsiness or Haste

Regular; Resisted by HT

Rooted Feet

Body Control

Hinder

Regular; Resisted by ST

Paralyze Limb

Body Control

Magery 1 and five Body Control spells, including Pain

Melee; Resisted by HT

Wither Limb

Body Control

Magery 2 and Paralyze Limb

Melee; Resisted by HT

Deathtouch

Body Control

Wither Limb

Melee

Itch

Prerequisite: None
Classes: Regular; Resisted by HT
Duration: Until the subject takes a turn to scratch.
Cost: 2. Cannot be maintained; must be recast.

Causes the subject to itch fiercely in a spot of the caster’s choice. The subject is at -2 DX until he takes one full turn to scratch (more, if armor, etc. is in the way!). Only one Itch spell can affect a given subject at a time.

Spasm

Prerequisite: Itch
Classes: Regular; Resisted by HT
Duration: A moment.
Cost: 2. Cannot be maintained; must be recast.

Can be directed against any of the subject’s voluntary muscles. Directed against a hand, it causes the subject to drop whatever he is holding (usually a weapon). If the subject is in the middle of a lengthy spell requiring gestures, he must make a DX roll or start over. Ingenious casters will find other uses…

Pain

Prerequisite: Spasm
Classes: Regular; Resisted by HT
Duration: 1 second.
Cost: 2. Cannot be maintained; must be recast.

The subject feels a stab of agonizing pain. He must make a Will roll to avoid crying out. If he is in a precarious position (climbing, for instance), he must make a DX roll to avoid catastrophe! His DX and all DX-based skills are at -3 for the next turn only. If the subject is in the middle of a spell requiring gestures, he must roll vs. Will or start over. High Pain Threshold gives +3 to the Will and DX rolls above; Low Pain Threshold gives -4.

Clumsiness

Prerequisite: Spasm
Classes: Regular; Resisted by HT
Duration: 1 minute.
Cost: 1 to 5 to cast; half that amount to maintain (round up).

The subject suffers -1 to his DX and DX-based skills for every point of energy put into the spell.

Hinder

Prerequisite: Clumsiness or Haste
Classes: Regular; Resisted by HT
Duration: 1 minute.
Cost: 1 to 4 to cast; same to maintain.

The subject is at -1 to his Move and Dodge scores for every point of energy put into the spell. This spell is also considered a Movement spell.

Rooted Feet

Prerequisite: Hinder
Classes: Regular; Resisted by ST
Duration: 1 minute, or until subject breaks free.
Cost: 3. Cannot be maintained; must be recast.

The subject’s feet are glued in place! He may try another resistance roll at -5 every turn, against the original spell skill roll, to break free. While the spell continues, the subject’s skill with any weapon except a ranged weapon is at -2 and his Dodge score is cut in half (round down).

Paralyze Limb

Prerequisite: Magery 1 and five Body Control spells, including Pain
Classes: Melee; Resisted by HT
Duration: 1 minute.
Cost: 3. Cannot be maintained; must be recast.

The caster must strike the subject on a limb to trigger this spell (hits elsewhere have no effect). Armor does not protect. Resolve resistance on contact. If the caster wins, the subject’s limb is paralyzed; it is considered crippled for one minute.

Wither Limb

Prerequisite: Magery 2 and Paralyze Limb
Classes: Melee; Resisted by HT
Duration: Permanent unless healed magically.
Cost: 5.

The caster must strike the subject on a limb to trigger this spell. Armor does not protect. Resolve resistance on contact. If the caster wins, the subject’s limb withers immediately; it is crippled for all purposes. The subject also takes 1d damage.

Deathtouch

Prerequisite: Wither Limb
Classes: Melee
Cost: 1 to 3.

The caster must strike the subject to trigger this spell; hit location is irrelevant. The subject takes 1d damage per point of energy in the spell. Armor does not protect. This spell does affect the undead.

Communication/Empathy

Spell

Colleges

Requires

Classes

Sense Foes

Communication/Empathy

Information; Area

Sense Emotion

Communication/Empathy

Sense Foes

Regular

Truthsayer

Communication/Empathy

Sense Emotion

Information; Resisted by Will

Mind-Reading

Communication/Empathy

Truthsayer

Regular; Resisted by Will

Sense Foes

Prerequisite: None
Classes: Information; Area
Base Cost: 1 (minimum 2).

Tells the caster if the subject has hostile intent, and what the degree of hostility is. Can be cast on one person or a whole area. If cast over an area, this spell only detects that someone is hostile, without telling who.

Sense Emotion

Prerequisite: Sense Foes
Classes: Regular
Cost: 2.

Lets the caster know what emotions the subject is feeling at the moment. It works on any living being, but is not much use except on sapient creatures! This also tells how loyal the subject is to the caster (see Loyalty of Hirelings, …).

Truthsayer

Prerequisite: Sense Emotion
Classes: Information; Resisted by Will
Cost: 2.

This tells whether the subject is lying or not. May be cast in two ways: 1. To tell whether the subject has told any lies in the last five minutes. 2. To tell whether the last thing the subject said was a lie. May also give an indication of how great the lie is. If the caster is not touching the subject, calculate range as for a Regular spell.

Mind-Reading

Prerequisite: Truthsayer
Classes: Regular; Resisted by Will
Duration: 1 minute.
Cost: 4 to cast; 2 to maintain.
Time to cast: 10 seconds.

Lets the caster read the subject’s mind. Works on any living being, but is most useful on sapient creatures. Detects only surface thoughts (what the subject is thinking at that moment). The subject is not aware his mind is being read, except in the case of a critical failure. Modifiers: - 2 if the caster does not know the subject’s native language; -2 if the subject is of a different race – or -4 or more if the subject is totally alien!

Hide Thoughts

Prerequisite: Truthsayer
Classes: Regular
Duration: 10 minutes.
Cost: 3 to cast; 1 to maintain.

This spell resists all mind-reading and thought-control attempts on the subject. The “attacking” ability must win a Quick Contest against this spell in order to affect the subject. If the attacking ability pierces Hide Thoughts, the subject still gets his normal resistance roll (roll separately). This spell does not affect previously established mental control.

Earth

Spell

Colleges

Requires

Classes

Seek Earth

Earth

Information

Shape Earth

Earth

Seek Earth

Regular

Earth to Stone

Earth

Magery 1 and Shape Earth

Regular

Create Earth

Earth

Earth to Stone

Regular

Flesh to Stone

Earth

Earth to Stone

Regular; Resisted by HT

Stone to Earth

Earth

Earth to Stone or any 4 Earth spells

Regular

Stone to Flesh

Earth

Magery 2, Flesh to Stone and Stone to Earth

Melee

Entombment

Earth

Magery 2 and 5 Earth spells.

Regular; Resisted by HT

Seek Earth

Prerequisite: None
Classes: Information
Cost: 3.
Time to cast: 10 seconds.

This spell tells the caster the direction and approximate distance of the nearest significant amount of any one type of earth, metal, or stone. Use the long-distance modifiers (…). Any known sources of that material may be excluded if the caster specifically mentions them before beginning.

Shape Earth

Prerequisite: Seek Earth
Classes: Regular
Duration: 1 minute.
Cost: 1 per cubic yard of earth shaped (minimum 2); half that to maintain (round up).

Lets the caster move earth and shape it into any form. If the form is stable (e.g., a hill), it remains permanently after shaping. An unstable form (e.g., a column or wall) lasts only while the spell continues – no special concentration is required – and then collapses.

Earth moved with this spell travels at only Move 2. It can harm no one except by flowing over an immobile person and burying him. If earth is moved onto a person to bury him – or from beneath him, to create a hole – he may move normally on his next turn, to escape. He is trapped only if he fails to do so.

Anyone buried by this spell may try to claw his way out of the loose earth. One roll, at ST-4, is allowed per turn. GMs may make this roll harder if the victim is buried under more than two cubic yards of earth! The victim can hold his breath (see Holding Your Breath, …), but he eventually risks suffocation (see Suffocation, …).

Earth to Stone

Prerequisite: Magery 1 and Shape Earth
Classes: Regular
Duration: Permanent.
Cost: 3 per cubic yard (minimum 3).

Turns an item of earth or clay into hard stone (but not gemstone).

Create Earth

Prerequisite: Earth to Stone
Classes: Regular
Duration: Permanent.
Cost: 2 per cubic yard to create earth from nothingness (minimum 2); 1 per cubic yard to solidify mud into good earth (minimum 1).

Lets the caster create good, solid earth where none existed before. This earth must be created in contact with the ground – not hanging in the air or floating in the sea!

Flesh to Stone

Prerequisite: Earth to Stone
Classes: Regular; Resisted by HT
Duration: Permanent, unless reversed by Stone to Flesh.
Cost: 10.
Time to cast: 2 seconds.

“Petrifies” a living subject (and all his gear!), turning him to stone. Must affect the entire subject.

Stone to Earth

Prerequisite: Earth to Stone or any 4 Earth spells
Classes: Regular
Duration: Permanent.
Cost: 6 per cubic yard (minimum 6).

Turns any kind of stone (including gemstone) into simple earth. Must be cast on a whole stone or block, rather than a part of it.

Stone to Flesh

Classes: Regular
Duration: Permanent.
Cost: 10.
Time to cast: 5 seconds.

Reverses the effects of Flesh to Stone and brings the victim back to life (stunned). Cannot be used to animate a statue that was never alive.

Entombment

Prerequisite: Magery 2 and 5 Earth spells.
Classes: Regular; Resisted by HT
Duration: Permanent, unless reversed by this spell.
Cost: 10 (but only 6 to reverse an entombment).
Time to cast: 3 seconds.

The earth instantly swallows the subject. He remains in suspended animation, in a tiny spherical chamber 50 feet underground, until rescued by tunneling or the reverse of this spell. A mage who casts Entombment on himself may elect to stay awake, but this is unwise unless he also knows Earth to Air!

Fire

Spell

Colleges

Requires

Classes

Ignite Fire

Fire

Regular

Create Fire

Fire

Ignite Fire

Area

Shape Fire

Fire

Ignite Fire

Area

Deflect Energy

Fire

Magery 2 and Shape Fire

Blocking

Extinguish Fire

Fire

Ignite Fire

Area

Heat

Fire

Create Fire and Shape Fire

Regular

Cold

Fire

Heat

Regular

Resist Cold

Fire

Heat

Regular

Resist Fire

Fire

Extinguish Fire and Cold

Regular

Fireball

Fire

Magery 2, Create Fire and Shape Fire

Missile

Explosive Fireball

Fire

Fireball

Missile

Ignite Fire

Prerequisite: None
Classes: Regular
Duration: One second.
Cost: Depends on the amount of heat desired:

1 – for an effect as though a match had been held to the subject: lights a candle, pipe, or tinder in one second.

2 – for an effect as though a torch had been held to the subject: ignites paper or loose cloth in one second, ordinary clothes being worn in four seconds.

3 – for an effect as though a blowtorch had been held to the subject: ignites dry firewood or clothes being worn in one second, leather in two seconds, heavy wood in six seconds.

4 – for an effect as though burning magnesium or phosphorus had been held to the subject: ignites coal in one second, heavy wood in two seconds.

Cost to maintain is the same as the original cost to cast.

This spell produces a single spot of heat, and is used to set fire to a readily flammable object. It works best on paper and cloth, and cannot affect any item that would not burn in an ordinary fire. In particular, it cannot set fire to a living being! Once ignited, the fire burns normally.

Create Fire

Prerequisite: Ignite Fire
Classes: Area
Duration: 1 minute.
Base Cost: 2; half that to maintain. Ordinary fires set by this spell do not require maintenance.

Fills the area of effect with fire that requires no fuel (if cast in midair, it produces a sphere of flame, which falls to the ground). This is real fire, and will eventually ignite any flammable objects it touches. Cannot be cast within rock, foes, etc.

Shape Fire

Prerequisite: Ignite Fire
Classes: Area
Duration: 1 minute.
Base Cost: 2; half that to maintain.

Lets the caster control the shape of any flame. Each shape change requires a second of concentration. Once shaped, the flame keeps that shape until the spell expires, without concentration. Moving a flame requires constant concentration (the flame moves at Move 5, on the caster’s turn). A natural fire cannot move to a place that it can’t burn, but flame made with the Create Fire spell needs no fuel and can move almost anywhere.

Flame shaped with this spell normally retains its volume. If the fire is “spread out” across twice its original area, it only does half damage; if spread across three times its original area, it does 1/3 damage, and so on.

Deflect Energy

Prerequisite: Magery 2 and Shape Fire
Classes: Blocking
Cost: 1.

Deflects one energy attack about to hit the subject – including a beam weapon attack or a Fireball or Lightning spell. Counts as a parry for combat purposes. If the caster is not the subject, apply distance modifiers as for a Regular spell. Deflected attacks may still hit a target beyond the subject.

Extinguish Fire

Prerequisite: Ignite Fire
Classes: Area
Duration: Once out, a fire stays out.
Base Cost: 3.

Puts out all ordinary and magical fires in its area of effect. Has no effect on molten steel, lava, plasma, etc.

Heat

Prerequisite: Create Fire and Shape Fire
Classes: Regular
Duration: 1 minute. Each minute raises the target’s temperature by 20°. Maximum temperature possible with this spell is 2,800°.
Cost: 1 for an object up to the size of a fist, 2 for an object up to one cubic yard, and 2 per cubic yard for a larger object. Temperature change can be doubled to 40° per minute for double cost, tripled to 60° per minute for triple cost, and so on. Slower heating costs no less. Same cost to maintain.
Time to cast: 1 minute.

This spell raises the temperature of an object. It does not necessarily produce fire, though most things burn if heated enough. Heat radiates away normally. (Use this as a guideline for playable effects – don’t try to turn the spell into a physics exercise!)

Any wizard planning to make extensive use of this spell should arm himself with a list of the melting points of various materials. The spell can have drawbacks. If you were in jail, you might melt your way through the bars … but the radiated heat would probably broil you first.

Cold

Prerequisite: Heat
Classes: Regular

Duration, Cost, and Time to cast: As for Heat, except each minute lowers the target’s temperature by 20°.

This spell is the reverse of Heat (above). It can reduce the temperature of any object to absolute zero, if maintained for long enough.

Resist Cold

Prerequisite: Heat
Classes: Regular
Duration: 1 minute.
Cost: 2 to cast; 1 to maintain. Cost doubles if subject must resist cold of -40° or more; cost triples if subject must resist the cold of absolute zero.

The subject (person, creature, or object) and anything he carries become immune to the effects of cold and frostbite (but not falling ice, magical ice spears, etc.).

Resist Fire

Prerequisite: Extinguish Fire and Cold
Classes: Regular
Duration: 1 minute.
Cost: 2 to cast; 1 to maintain. Cost doubles if subject must resist a blast furnace or volcano; cost triples if subject must resist the heat of a star, nuclear bomb, etc. Only the first level of protection is necessary against combat-type Fire spells.

The subject (person, creature, or object) and anything he carries become immune to the effects of heat and fire (but not electricity).

Fireball

Prerequisite: Magery 2, Create Fire and Shape Fire
Classes: Missile
Cost: Any amount up to your Magery level per second, for three seconds. The fireball does 1d burning damage per energy point.
Time to cast: 1 to 3 seconds.

Lets the caster throw a ball of fire from his hand. This has 1/2D 25, Max 50, Acc 1. When it strikes something, it vanishes in a puff of flame. This spell is likely to ignite flammable targets.

Explosive Fireball

Prerequisite: Fireball
Classes: Missile
Cost: Any amount up to twice your Magery level per second, for three seconds. The fireball does 1d burning damage per full 2 points of energy.
Time to cast: 1 to 3 seconds.

Creates a fireball that affects both its target and things nearby. This has 1/2D 25, Max 50, Acc 1. Can be thrown at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and anyone closer to the target than one yard take full damage. Those further away divide damage by 3 times their distance in yards (round down).

Gate

These spells manipulate time, space, and dimensions.

Spell

Colleges

Requires

Classes

Planar Summons

Gate

Magery 1 and 1 Special spell from 10 colleges.

Special

Plane Shift

Gate

Plane Shift

Special

Planar Summons

Prerequisite: Magery 1 and at least one
Classes: Special
Cost: 1 point per 10 character points used to build the summoned entity. Minimum energy cost is 20 (although this will not always sum-mon a 200-point being). The GM secretly determines the capabilities of all summoned creatures
Time to cast: 5 minutes.

Summons a creature, such as a demon or a Thing Man Was Not Meant To Know, from another plane of existence. The GM determines the predisposition and abilities of this being. Each plane requires a different Planar Summons spell. Some exceptionally potent entities might require their own unique spells!

When the creature appears, the cast-er must immediately try to control it. Treat this as a Quick Contest between the caster’s Planar Summons skill and the entity’s Will. The caster is at +4 if he knows the creature’s “true name.”

If the caster wins, he can give the creature a single command, which it must carry out. On completing this task – or after one hour in any event – the entity usually vanishes. However, some powerful entities can stay for as long as they wish …

If the caster ties or loses, the crea-ture reacts badly. An “evil” being com-mits violence or vandalism, while a “good” one is more likely to depart in a huff and put in a bad word with the caster’s gods. Wild or chaotic creatures are liable to engage in theft and mis-chief. Extremely alien entities might react in disturbing and unpredictable ways.

Plane Shift (VH)

Prerequisite: Planar Summons for the same plane.
Classes: Special
Duration: Permanent.
Cost: 20.
Time to cast: 5 seconds.

This spell bodily transports the caster – along with anything he is carrying (up to Heavy encumbrance) – to a particular plane of existence. Each plane requires its own Plane Shift spell. This is a one-way trip. To get back, the caster must know Plane Shift for his home plane or get a wizard in the other plane to cast Banish on him.

This spell gives the caster no special immunity to his surroundings. To safely visit a plane where the natural conditions are vacuum, flame, etc., you must learn the necessary protective spells.

Healing

Anyone who tries to heal himself has a skill penalty equal to the amount of injury he has. For example, a wizard who is missing 4 HP rolls at -4 to heal himself.

A critical failure with a Healing spell always has some appropriate bad effect on the patient, aggravating the injury, creating a new wound, or the like.

Spell

Colleges

Requires

Classes

Lend Energy

Healing

Magery 1 or Empathy <empath>

Regular

Lend Vitality

Healing

Lend Energy

Regular

Recover Energy

Healing

Magery 1 and Lend Energy

Special

Awaken

Healing

Lend Vitality

Area

Minor Healing

Healing

Lend Vitality

Regular

Major Healing

Healing

Magery 1 and Minor Healing

Regular

Great Healing

Healing

Magery 3 <magery and Major Healing

Regular

Lend Energy

Prerequisite: Magery 1 or Empathy.
Classes: Regular

Restores the subject’s lost Fatigue Points, at an energy cost to the caster. Cannot increase the subject’s FP score above its normal maximum. Cost: Any amount; the energy spent by the caster goes to the subject as restored FP (e.g., if the caster spends 5 energy, the subject regains 5 lost FP). Casting cost is not reduced by high skill.

Lend Vitality

Prerequisite: Lend Energy
Classes: Regular
Duration: 1 hour.
Cost: Any amount; the energy spent by the caster goes to the subject as restored HP (e.g., if the caster spends 5 energy, the subject regains 5 lost HP). Casting cost is not reduced by high skill. Cannot be maintained; must be recast.

Temporarily restores the subject’s lost Hit Points, at an energy cost to the caster. Cannot increase the subject’s HP score above its normal maximum. Since restored HP vanish after one hour and the spell cannot be maintained, this spell is only a stopgap measure.

Recover Energy

Prerequisite: Magery 1 and Lend Energy
Classes: Special
Cost: None.

This spell allows the caster to rest and recover Fatigue Points more quickly than normal by drawing energy from the mana around him. A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is possible. Note that this spell works on the caster himself; it cannot restore FP to others.

The mage must rest quietly, but no ritual or die roll is required. While resting, he can maintain ordinary spells, but not those that require concentration.

This spell does not function in low- or no-mana areas.

Awaken

Prerequisite: Lend Vitality
Classes: Area
Base Cost: 1.

This spell renders the subject(s) awake and alert. It instantly counters the effects of stunning. If the subject is very fatigued (less than 1/3 basic FP), this spell renders him alert for an hour but costs him 1 FP at the end of that time. It has no effect on those with 0 or fewer FP. Sleeping or unconscious subjects get a HT roll to awaken, at a bonus equal to the caster’s margin of success. A subject rolls at -3 if unconscious due to injury, at -6 if drugged.

Minor Healing

Prerequisite: Lend Vitality
Classes: Regular
Cost: 1 to 3. The same amount is restored to the subject.

Restores up to 3 HP to the subject. Does not eliminate disease or poison, but cures the damage they cause. This spell is risky when used more than once per day by the same caster on the same subject. If you try, roll at -3 for the first repetition, -6 for the second, and so on.

If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure – unless you are trying the spell more than once per day on the same subject.

Major Healing (VH)

Prerequisite: Magery 1 and Minor Healing
Classes: Regular
Cost: 1 to 4. Twice the amount spent is restored to the subject.

Restores up to 8 HP to the subject. Does not eliminate disease or poison, but cures the damage they cause. Otherwise, this spell functions just like Minor Healing: it is at -3 per casting on the same subject in one day, and Physician skill at level 15 or higher mitigates the effects of a critical failure.

The penalties for repeated casting accrue separately for Minor Healing and Major Healing. For instance, a caster could cast both spells on the same subject in the same day at no penalty.

Great Healing (VH)

Prerequisite: Magery 3 and Major Healing.
Classes: Regular
Cost: 20. One try per day per subject.
Time to cast: 1 minute.

Restores all of the subject’s missing HP. Does not eliminate disease or poison, nor does it restore crippled or missing body parts, but it can heal HP lost to any of these things.

A given subject can only benefit from this spell once per day, whether cast by the same caster or by a differ ent caster each time.

If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure.

Knowledge

These spells provide information. Duration is “instantaneous” unless noted otherwise – that is, the caster gets a flash of knowledge, not a continuing picture.

Spell

Colleges

Requires

Classes

Detect Magic

Aura

Seeker

Trace

Identify Spell

Analyze Magic

Detect Magic

Prerequisite: Magery 1
Classes : Regular
Cost: 2
Time to cast: 5 seconds

Lets the caster determine whether any one object is magical. If the spell is successful, a second casting tells whether the magic is temporary or permanent. A critical success on either roll fully identifies the spell, as for Analyze Magic.

Aura

Information

Prerequisite: Detect Magic
Classes: Information
Cost: 3 (for any size subject).

Shows the caster a glowing halo, or “aura,” around the subject. This aura gives the caster a general insight into the subject’s personality – the better the skill roll, the better the insight. The aura also shows whether the subject is a mage (and about how powerful); whether the subject is possessed or controlled in any way; and whether the subject is in the grip of any violent emotion. A critical success detects “secret” traits, such as lycanthropy, vampirism, and unnatural longevity.

All living beings have auras; inanimate things do not. A zombie is detectable by his faint, death-haunted aura, while a vampire retains the aura he had in life. Illusions and created beings have no aura, so a successful casting of this spell distinguishes them from real persons.

Seeker

Prerequisite: Magery 1, IQ 12+, and at least two “Seek” spells (e.g., Seek Earth and Seek Water).
Classes: Information
Cost: 3. One try per week.
Modifiers: Long-distance modifiers Something associated with the item sought (e.g., part of a lost person’s clothing) should be available at the time of casting; if not, roll at -5. The roll is at +1 if the caster has held or is otherwise familiar with the item sought.

Attunes the caster to one individual or manmade object he is looking for. A success gives the caster a vision of the item’s whereabouts – or leads him to it, if it is within a mile.

To seek a person, the caster must either know his name or know him well enough to visualize him. For instance, you cannot use this spell to solve a murder by seeking “the murderer” if you don’t know who that is – but if you do, Seeker will find him.

Trace

Prerequisite: Seeker
Classes: Regular
Time to cast: 1 minute.
Duration: 1 hour.
Cost: 3 to cast; 1 to maintain. One try per day.

May be cast on any object or living being. As long as the spell is maintained, the caster will know where the subject is if he concentrates for a second. Either the subject must be with the caster when the spell is first cast, or the caster must first cast Seeker successfully. Long-distance modifiers apply if subject is not in caster’s presence.

Identify Spell

Prerequisite: Detect Magic
Classes: Information
Cost: 2.

Lets the caster know what spell or spells have just been cast (within the last five seconds), or are being cast at the moment, on or by the subject. It does not identify the spells on a permanently enchanted item. One casting identifies all spells cast on or by the subject. However, if any of these spells are totally unknown to the caster – not just spells he doesn’t know, but spells he has never heard of – the GM should provide only a general, vague description; e.g., “Some kind of physical protection.” Wizards have heard of every spell in this list unless the GM rules that some are secret, but wizards have not heard of new spells created by the GM or players.

Analyze Magic

Prerequisite: Identify Spell
Classes: Information; Resisted by spells that conceal magic
Cost: 8.
Time to cast: 1 hour.

Tells the caster exactly what spells are on the subject. If the subject has more than one spell on it, Analyze Magic identifies the one that took the least energy and tells the caster “there are more spells.” It can then be cast again to determine the next spell, and so on. Like Identify Spell, above, it gives limited results when faced with a spell the caster has never heard of.

Light and Darkness

These spells affect not just visible light, but also infrared and ultraviolet light. Spells that provide illumination allow those with Infravision and Ultravision to see, while spells that block ordinary vision also block those senses.

Spell

Colleges

Requires

Classes

Light

Continual Light

Darkness

Blur

Light

Duration: 1 minute.
Classes: Regular
Cost: 1 to cast; 1 to maintain.

Produces a small light, like a candle flame. It stays still unless the caster concentrates on moving it; then it can travel at Move 5.

Continual Light

Prerequisite: Light
Classes: Regular
Duration: Variable. Roll 2d for number of days. Does not count as a spell “on.”
Cost: 2 for a dim glow, 4 for the brightness of a fire, 6 for a glare so bright as to be painful at close range.

When cast on a small object (up to fist-sized or 1 lb.) or a small part of a larger object, this spell makes that object glow with white light.

Darkness

Area

Prerequisite: Continual Light
Duration: 1 minute.
Base Cost: 2 to cast; 1 to maintain.

Cloaks the area of effect in pitch darkness. A person inside the area can see out normally, but can see nothing else within the area. Those outside the area can see only darkness within.

Thus, attacks out of darkness suffer no penalty, but attacks into darkness are at a penalty; see Visibility for combat rules.

The Dark Vision advantage lets you see through a Darkness spell, but Night Vision and Infravision do not.

Blur

Regular

Prerequisite: Darkness
Duration: 1 minute.
Cost: 1 to 5 to cast; the same to maintain.
Time to cast: 2 seconds.

This spell makes the subject harder to see and therefore harder to hit with attacks. Each point of energy gives -1 to the effective skill of any attack on the subject, to a maximum of -5.

Meta

These spells have to do with the structure of magic itself. They are spells about spells, or spells that affect other spells.

Spell

Colleges

Requires

Classes

Counterspell

Dispel Magic

Counterspell

Prerequisite: Magery 1.
Classes: Regular; Resisted by subject spell
Time to cast: 5 seconds.
Cost: Half that of the spell countered, not counting bonuses the other caster got for high skill.

This spell nullifies any one ongoing spell. It cannot “counter” spells that make a permanent change in the world (e.g., Extinguish Fire, Flesh to Stone, or Zombie) and it cannot affect permanently enchanted items, but it can counter spells cast using magic items.

The “subject” of Counterspell may be either the subject of the spell to be countered or the person who cast that spell.

Counterspell is a single spell – but to counter a given spell, you must also know that spell. Roll against the lower of your Counterspell skill or your skill with the spell being countered. You must win a Quick Contest with the target spell to cancel it. You can cast multiple Counterspells to negate an Area spell piece by piece.

Dispel Magic

Prerequisite: Counterspell and at least 12 other spells (any type).
Classes: Area; Resisted by subject spells
Duration: Dispelled magic is permanently gone.
Base Cost: 3.
Time to cast: 1 second for each energy point spent.

This spell, if successful, negates other spells within the area. It has no effect on enchanted items – just on spells. Each spell resists separately.

Dispel Magic is not selective! The caster need not know the spell(s) being dispelled. To nullify a specific spell without affecting others, use Counterspell.

Mind Control

These spells have no effect on subjects that lack intelligence (IQ 0) or free will (in general, this means the Automaton meta-trait; see p. 263). Thus, they do not work on most golems, robots, zombies, etc.

Spell

Colleges

Requires

Classes

Foolishness

Forgetfulness

Daze

Mass Daze

Sleep

Mass Sleep

Command

Foolishness

Prerequisite: IQ 12+.
Classes: Regular; Resisted by Will
Duration: 1 minute.
Cost: 1 to 5 to cast; half that amount to maintain (round up).

The subject suffers -1 to his IQ and IQ-based skills (including spells) for every point of energy put into the spell. The GM may also require an IQ roll to remember complex things while under the influence of this spell.

Forgetfulness

Prerequisite: Magery 1 and Foolishness.
Classes: Regular; Resisted by Will or skill
Duration: 1 hour.
Cost: 3 to cast; 3 to maintain.
Time to cast: 10 seconds.

Causes the subject to forget one fact, skill, or spell temporarily. The skill or spell cannot be used while Forgetfulness is in effect. If (for instance) a forgotten spell is a prerequisite for other spells, the other spells can still be used, at -2 to skill.

Daze

Prerequisite: Foolishness.
Classes: Regular; Resisted by HT
Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.
Time to cast: 2 seconds.

Subject looks and acts normal, but does not notice what is going on around him, and will not remember it later. A dazed guard will stand quietly while a thief walks past! Any injury, or successful resistance to a spell, causes the subject to snap out of the daze and return to full, alert status.

Mass Daze

Prerequisite: Daze and IQ 13+.
Classes: Area; Resisted by HT
Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.
Time to cast: 1 second for each energy point spent.
Base Cost: 2 to cast; 1 to maintain. Minimum radius 2 yards.

As Daze, but can be cast over an area.

Sleep

Prerequisite: Daze.
Classes: Regular; Resisted by HT
Cost: 4.
Time to cast: 3 seconds.

Subject falls asleep. If standing, he falls – but this does not wake him. He can be awakened by a blow, loud noise, etc., but will be mentally stunned (see Effects of Stun, p. 420). The Awaken spell (p. 248) arouses him instantly. If not awakened, he will sleep for around eight hours and awaken normally.

Mass Sleep

Prerequisites: Sleep and IQ 13+.
Classes: Area; Resisted by HT
Base Cost: 3. Minimum radius 2 yards.
Time to cast: 1 second for each energy point spent.

As Sleep, but can be cast over an area.

Command

Prerequisites: Magery 2 and Forgetfulness.
Classes: Blocking; Resisted by Will
Cost: 2.

Lets the caster give the subject one immediate command – a word and a gesture, or at most two words – which the subject must obey. If the subject is unable to fulfill the command immediately or on his next turn, the spell has no effect.

Some examples:
  • “Drop it!” – the subject drops whatever he was holding.

  • “Look!” – the subject looks in the direction the caster indicates.

  • “Wait!” – the subject takes the Wait maneuver on his next turn.

Movement

These spells physically manipulate the subject or affect his movement abilities.

Spell

Colleges

Requires

Classes

Haste

Hinder

Greater Haste (VH)

Apportation

Lockmaster

Deflect Missile

Haste

Classes: Regular
Duration: 1 minute.
Cost: 2 to cast, and 1 to maintain, per point added to the subject’s Move and Dodge.
Time to cast: 2 seconds.

Increases the subject’s Move and Dodge scores by up to 3.

Hinder

Same as Hinder

Great Haste (VH)

Prerequisites: Magery 1, IQ 12+, and Haste.
Classes: Regular
Duration: 10 seconds.
Cost: 5. Cannot be maintained; must be recast. At the spell’s end, the subject also loses 5 FP (unless the caster was the subject).
Time to cast: 3 seconds.

Speeds the subject up a lot. In effect, the subject has one level of Altered Time Rate (p. 38) for the duration of the spell.

Apportation

Prerequisite: Magery 1.
Classest: Regular; Resisted by Will
Duration: 1 minute.
Cost: 1 for an object up to 1 lb. in weight; 2 for an object up to 10 lbs.; 3 for an object up to 50 lbs.; 4 for an object up to 200 lbs.; and 4 for each additional 100 lbs. Cost to maintain is the same.

Lets the caster move physical objects without touching them. This spell levitates its subject at Move 1 – not fast enough to do damage with it. Living subjects get to resist with Will.

Lockmaster

**Prerequisite**s: Magery 2 and Apportation.
Classest: Regular; Resisted by Magelock
Duration: Once opened, a lock stays open until closed.
Cost: 3. Cannot be maintained.
Time to cast: 10 seconds.

Opens locks magically. A Magelock spell gets a roll to resist Lockmaster. Any modifiers for the difficulty of the lock that would apply Lockpicking skill also affect this spell.

Deflect Missile

Prerequisite: Apportation.
Classest: Blocking
Cost: 1.

Deflects one missile about to hit the subject – including any Missile spell. Counts as a parry for combat purposes. If the caster is not the subject, apply distance modifiers as for a Regular spell. Deflected attacks may still hit a target beyond the subject.

Necromantic

These spells deal with death, the dead, and spirits. They affect corpses and spirits of all races, unless other- wise noted in a racial description.

Spell

Colleges

Requires

Classes

Death Vision

Sense Spirit

Summon Spirit

Zombie

Turn Zombie

Summon Demon

Banish

Death Vision

Prerequisite: Magery 1.
Classest: Regular
Duration: 1 second.
Cost: 2.
Time to cast: 3 seconds.

The subject sees a vivid presentiment of his own death. This might be a vision of the future or a false vision from another possible future – but it is always chilling. The subject is mentally stunned until he can make his IQ roll to shake off the effects of the spell.

This spell can also be useful to the subject, by pointing out a possibly deadly hazard.

Sense Spirit

Prerequisite: Death Vision. Information; Area
Base Cost: 1/2.

Tells the caster if there are any ghosts, spirits, undead, or similar supernatural entities within the area of effect. On a good roll, it gives a general impression of what kind of being is present. Caster may, at the time of casting, limit the spell to a specific type of entity, or exclude a given type.

Summon Spirit

**Prerequisite**s: Magery 2 and Death Vision. Information; Resisted by spirit’s Will
Duration: 1 minute.
Cost: 20 to cast; 10 to maintain. Halve these costs if the spell is cast at the site of death or over the corpse of the person being contacted.
Time to cast: 5 minutes.

Lets the caster talk to the spirit of a dead person. The subject resists at -5 if he was a friend of the caster. If the spell succeeds, the subject will answer one question, to the best of his knowledge as of the time he died, and one more per minute he remains.

If the spell fails, that caster (or ceremonial group) may not summon that spirit again for one year. A critical failure means the caster summoned a malign spirit, who lies deliberately.

Modifiers: -5 if you don’t know the subject’s full name. -1 if it has been more than a week since the subject’s death, -2 if more than a month, -3 if more than a year, -4 if more than 10 years, -5 if more than 50 years, and -6 if more than 500 years.

Zombie

**Prerequisite**s: Summon Spirit and Lend Vitality.
Classest: Regular
Duration: The zombie remains animated until destroyed.
Cost: 8, multiplied by 1 + SM for creatures larger than human-sized.
Time to cast: 1 minute.

The subject of this spell must be a relatively complete dead body. The condition of the corpse determines the result: a fresh body produces a zom- bie, a skeleton produces an animated skeleton, and an old, dry body produces a walking mummy. The animated corpse becomes an undead servant of the caster. It attributes are based on those of the original body, as are its physical advantages and DX-based skills. It does not have the “soul,” mental traits, IQ-based skills, or memories of the living person. The GM determines its exact abilities, as appropriate to the campaign.

Turn Zombie

Prerequisite: Zombie. (This spell is common among those who have Power Investiture.)
Classest: Area
Duration: Successfully turned undead will avoid the caster for one day.
Base Cost: 2. Cannot be maintained; must be recast.
Time to cast: 4 seconds.

Inflicts 1d of injury on anything in the area that was animated using the Zombie spell; DR does not protect. In addition, roll 1d for each zombie. On a 1, it turns and flees from the caster.

Summon Demon

**Prerequisite**s: Magery 1 and at least one spell from each of 10 different colleges.
Classest: Special
Time to cast: 5 minutes.
Duration: Until the demon’s task is done, or one hour, whichever is less.
Cost: 1 point per 10 character points used to build the demon. Minimum energy cost is 20 (although this will not always summon a 200-point being). Those tempted to summon powerful demons should bear inmind that such demons tend to have high Will, with all that implies for control …

This is the version of Planar Summons that raises demons; see that spell description for details. If the caster fails to control the demon, it always attacks him! If he manages to control the demon and give it a command, the demon carries out the letter of its orders, doing its best to pervert their spirit to the caster’s disfavor. It also works incidental mischief, unless specifically instructed not to.

Banish

**Prerequisite**s: Magery 1 and at least one spell from each of 10 different colleges.
Classest: Special; Resisted by Will
Cost: 1 point per 10 character points the subject is worth. Minimum energy cost is 10. The caster does not know in advance how much energy the spell will require, and may fall unconscious or even wound himself in casting the Banish.
Time to cast: 5 seconds.
Modifiers: +4 if the caster knows the entity’s “true name”; -5 if the caster does not know the subject’s plane of origin … and an extra -1 if he believes he knows where the creature came from, but is wrong!

This spell sends an extradimensional visitor (e.g., a demon) back to its plane of origin. It can only be cast if the caster is in his home dimension. In an alien plane, you could not “banish” yourself back home, but a native of that plane could banish you. This spell does not work on a creature that is already in its home dimension.

Resolve the Banish attempt as a Quick Contest: the caster’s Banish skill vs. the subject’s Will. If the caster wins, the subject immediately returns to its home plane. It cannot return for one month. Anything that it brought with it when it appeared (e.g., weapons) vanishes with it. Other things it may be carrying (e.g., screaming victims) stay behind. Note that certain powerful creatures are resistant or even immune to this spell.

Protection and warning

Spell

Colleges

Requires

Classes

Shield

Armor

Magelock

Shield

Prerequisite: Magery 2.
Classest: Regular
Duration: 1 minute.
Cost: Twice the Defense Bonus given to the subject, to a maximum DB of 4 (cost 8); half that to maintain.

Conjures an invisible shield of magicaв force that moves to protect the subject from frontal attacks. The Defense Bonus granted by this spell is cumulative with that from an actual shield, but this spell does not allow a subject without a shield to block.

Armor

**Prerequisite**s: Magery 2 and Shield.
Classest: Regular
Duration: 1 minute.
Cost: Twice the Damage Resistance given to the subject, to a maximum DR of 5 (cost 10); half that to maintain.

Adds to the Damage Resistance of a living subject. DR from this spell is treated for all purposes like DR from armor, and is cumulative with that from actual armor.

Magelock

Prerequisite: Magery 1.
Classest: Regular; Resists Lockmaster spell
Duration: 6 hours.
Cost: 3 to cast; 2 to maintain.
Time to cast: 4 seconds.

Locks a door magically. The door will not open unless the spell is removed (Counterspell and Lockmaster are both able to counter it) or the door itself is destroyed.

Water

These spells deal with the traditional magical “element” of water. Except as noted, none of these spells affect the water in a human body or any other living creature.

Spell

Colleges

Requires

Classes

Seek Water

Purify Water

Create Water

Breath Water

Destroy Water

Shape Water

Fog

Icy Weapon

Seek Water

Classest: Information

This spell lets the caster determine the direction, distance, and general nature of the nearest significant source of water. Use the long-distance modifiers (p. 241). Any known sources of water may be excluded if the caster specifically mentions them before beginning. Requires a forked stick; roll at -3 if this is not available.

Purify Water

Prerequisite: Seek Water.
Classest: Special
Duration: Purified water stays pure unless re-contaminated.
Cost: 1 per gallon purified.
Time to cast: Usually 5 to 10 seconds per gallon, unless a large container and ring are used.

Lets the caster remove all impurities from water by pouring it through any hoop or ring (or, in a pinch, his own fingers) into a container. Only one skill roll is required, as long as the flow continues.

Create Water

Prerequisite: Purify Water.
Classest: Regular
Duration: The created water is permanent.
Cost: 2 per gallon created.

Lets the caster create pure water out of nothing. This water may appear in any of several forms. It may appear within a container, or as a globe in midair (it falls immediately). Or it may appear as a dense mist of droplets; in this form, one gallon of water extinguishes all fires in a one-yard radius. Water cannot be created inside a foe to drown him!

Destroy Water

Prerequisite: Create Water.
Classest: Area
Duration: Permanent.
Base Cost: 3. In deep water, the area is only 2 yards in height (or depth).

Causes water (in any form) to vanish, leaving a vacuum – or perhaps specks of dry impurities. If more water is all around, it rushes in to fill the hole. Good for drying things out, saving a drowning victim, etc. Cannot be used as a “dehydrating” attack on a foe.

Breathe Water

Same as Breathe water <breathe_water>

Shape Water

Prerequisite: Create Water.
Classest: Regular
Duration: 1 minute.
Cost: 1 per 20 gallons shaped; same cost to maintain.
Time to cast: 2 seconds.

Lets the caster sculpt water (including ice or steam) into any form, and even move it about. Once given a shape, the water holds it without further concentration until the spell ends. Water moved with this spell travels at Move 3. A useful shape is a wall of water to stop fiery attacks. Twenty gallons creates a wall 2 yards high ¥ 1 yard wide. This stops Fireball spells and ordinary fire.

Fog

Prerequisite: Shape Water.
Classest: Area
Duration: 1 minute.
Base Cost: 2; half that to maintain.

Creates an area of dense fog. Even one yard of fog blocks vision. Flaming weapons and missiles lose their extra power in fog. A Fireball loses 1 point of damage per yard of fog it must traverse (e.g., a 3d Fireball that crosses 5 yards of fog inflicts 3d-5 damage), while victims of an Explosive Fireball may count each yard of fog as two yards of distance from the blast. However, no amount of fog can extinguish a fire.

Icy Weapon

Prerequisite: Create Water.
Duration: 1 minute.
Cost: 3 to cast; 1 to maintain.
Time to cast: 3 seconds.

Causes any weapon to become freezing cold. This does not harm the user or the weapon, but an attack with the weapon does +2 damage to most foes if it penetrates DR. Multiply this bonus for any Vulnerability (p. 161) to ice or cold. Add this bonus to the final injury inflicted by the attack – for instance, an “impaling” icy attack is still only good for +2 damage, not +4.