recursal/Fanatic-Fandom huggingface dataset:
Animate Golem

**Animate Golem**

Skill: *conjuration/entity 21*

Backlash: 22

Difficulty: 18

Effect Value: 21

Bonus Number to: duration

Range: 3 (four meters)

Duration: 32 (one month)

Cast Time: 18 (one hour)

Manipulation: duration, state

The magician must build the golem he wishes to
animate. The caster focuses the spell into the golem, bringing it to life.
During the casting time, the spell caster must encircle the golem with shards
(or pieces) of the same material as the golem to be animated. He must rub a
prepared ointment, made of oils, herbs and human blood, all over the golem. At
the end of the cast time, the caster must take a sample of the golem material
and burn it in a brazier. As the fire is lit, the golem is conjured. Compare
the spell's effect value to the golem's largest physical attribute except *Toughness*
*(contained in the golem statue). Read the result points on the Power Push*
Table. The spell's result modifier is +6. The spell summons the golem if the
final result points exceed the golem's *Spirit.* Golems typically serve as
guards for wizards who wish to keep their work secret from others. There are
five types of golems: Crystal, Flesh, Iron, Marble and Wood

Note: Golems suffer from a common drawback. For each
wound level the golem suffers, the golem suffers a -1 bonus modifier to all its
totals (-1 for wound, -2 for heavy wound, etc.).

**Crystal**
Golem

DEXTERITY 13

Unarmed combat 14

STRENGTH 12

TOUGHNESS 13

PERCEPTION 11

Trick (15)

MIND 8

CHARISMA 8

Taunt (15)

SPIRIT 10

Hero Point Potential: Some (35)

Crystal golems are usually composed of quartz or other
unrefined crystal or glass. The caster sculpts the golem from a large piece of
crystal.

**Flesh Golem**

DEXTERITY 12

Unarmed combat 13

STRENGTH IS

TOUGHNESS 12

PERCEPTION 9

Trick (16)

MIND 7

CHARISMA 7

Taunt (12)

SPIRIT 13

Hero Point Potential: Some (35)

Flesh golems are usually composed of well-preserved
bodies of various folk types.

**Iron Golem**

DEXTERITY 10

Melee weapons 12, unarmed combat 12

STRENGTH 15

TOUGHNESS IS

PERCEPTION 8

Trick (12)

MIND8

CHARISMA 8

Taunt (13)

SPIRIT 11

Hero Point Potential: Some (35)

Iron golems are generally suits of armor animated to
serve as guards. They often carry weapons such as swords and maces.

**Marble Golem**

DEXTERITY 9

Unarmed combat 11

STRENGTH 15

TOUGHNESS 15

PERCEPTION 9

Trick (14)

MIND 7

CHARISMA 10

Taunt (14)

SPIRIT 10

Hero Point Potential: Some (35)

Marble golems are marble (or stone) statues carved either
by the individual who wishes to animate the golem, or can be a statue that
serves as a decorative piece.

**Wood Golem**

DEXTERITY 11

Unarmed combat 13

STRENGTH 13

TOUGHNESS 14

PERCEPTION 9

Trick (13)

MIND 9

CHARISMA 8

Taunt (12)

SPIRIT 11

Hero Point Potential: Some (35)

Wood golems are carved from large tree trunks into the
desired size and shape.
Divine Intuition

**Divine Intuition**

Community Rating: 9

Difficulty: 10

Range: self

Duration: one question

Ritual Length: 18 (one hour)

Effect: allows cleric to have a flash of intuition
about a topic

Attainment Rating: 15

When this miracle is invoked, the priest gains a flash
of divine intuition, and things will become clear concerning a topic. The
cleric will gain the answer to one question. The answer will be in agreement
with all existing doctrines of the religion of the character, and others will
see that this answer was divinely inspired. The answer will always be true, but
depending on the success level of the miracle, it may not have a clear meaning.
A *Minimal* success will elicit a very cryptic, or partial, response. An

*Average* success
yields a response couched in some sort of riddle or parable. Good results get a
clearer answer, with only slight vagaries, and a *Superior* success will
be very clear. The *Spectacular* success will get a completely clear
answer and additional unasked for (and sometimes unwanted) advice.

Remember, the gamemaster should not allow this miracle
(or any other) to spoil a good adventure, but he should give the character as
much leeway as he can.
Invoke Random Images

**Invoke Random Images**

Difficulty: 16

Effect Value 13

Duration: Performance + Bonus

Performance Time: 5 (10 seconds)

Invoke Random Images assails the villains minds with random images invoked by the song. As a result the villain suffer a penalty to all mind skills equal to success levels as follows. Compare the spell's effect to the target's *Mind. Read the result points on the Power Push Table.* *The performance has* a *result modifier of +3. The villain suffers a penalty equal to the success level of the performance, Minimal -1, Average -2, Good -3, Superior -4, Spectacular -5 . To disbelieve the performance, the target must generate a successful*Mind *total equal to the effect value.*
Dragonsbane

Dragonsbane

Skill: alteration/enchanted 20

Backlash: 23

Difficulty: 15

Effect Value: 35

Bonus Number to: Effect

Range: 0 (1 meter)

Duration: 13 (6 minutes)

Cast Time: 18 (1 hour)

Manipulation: cast time, duration, range

The mage needs dragon scales to cast this focused spell. He takes the scales and rubs them on the arrow, imagining a weakened dragon. The spell is then focused on the arrow. When firing the arrow at a dragon, compare the Effect Value of the spell to the dragon’s armor value. Read the Result Points through the Power Push table, and add a Modifier of +5. Subtract the final Result Points from the dragon’s armor for the duration of the spell.
Floor of Binding

**Floor of Binding**

Skill: *conjuration/magic* 25

Backlash: 18

Difficulty: 11

Effect Value: 17

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: duration

This magical ward will protect a orcu1ar area 50
meters in diameter. The magician walks backward in a spiral pattern, sprinkling
iron filings on the floor while chanting arcane
words of binding. The mage points to the center of the area of effect. The ward
detects folk with a divination skill of 28. The folk must touch the ward to
activate it. The part of the body touching the floor will instantly be stuck to
the spot. Once triggered in this fashion, the spell will remain in effect for
one hour. During this time, any other folk who touch the affected area will be
stuck. A bound victim must generate a Strength total greater than the effect
value of the spell to free himself. He must generate a total for each limb
stuck. A character may attempt to disbelieve this illusion by generating a *Mind*
*or* willpower *total of 20 or better.*
Inspire Combat Prowess

**Inspire Combat Prowess**

Difficulty: 16

Duration: Performance

Performance Time: 5 (10 seconds)

Inspire Combat Prowess inspires the heroes to great acts of prowess. All combat skills used by the heroes receive a bonus to any combat attack or defense skill I.E.  *Dodge, Maneuver, Melee Weapons, Missile Weapons*, and *Unarmed combat*

How much the skillis increased depends on the amount of success. *Minimal or Average*success grants +1, *Good orSuperior*+2, and *Spectacular*+3.
Enchant Bow

**Enchant Bow**

Skill: *alteration/inanimate forces 17*

Backlash: 19

Difficulty: 10

Effect Value: 22

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 25 (one day)

Manipulation: control, duration, cast time

To cast this spell, the mage should take a piece of armor and heat it until it begins to grow soft. He then puts an arrow into the bow
and fires it at the armor, which it will easily pierce. He must repeat this action several times, while reciting the proper incantation. When he finishes the casting, the bow will fire straight and true and cause great damage to the enemy. Compare the effect total of the spell to the maximum damage value and read the difference on the Power Push Table. Add the result points to the Bow's Adds, and add the result points of the spell directly to the Max value.
Distracting Lights and Sounds

**Distracting Lights and Sounds**

Difficulty: 15

Effect Value 12

Duration: Performance + 3 rounds

Performance Time: 5 (10 seconds)

Distracting lights and sounds assails the villains eyes and ears with random flashes of light and loud noises invoked by the song. As a result the villain suffer a penalty to all Perception skills based on sight or sound equal to success levels as follows. Compare the spell's effect to the target's *Perception. Read the result points on the Power Push Table.* *The performance has* a *result modifier of +4. The target suffers a penalty equal to the success level of the performance, Minimal -1, Average -2, Good -3, Superior -4, Spectacular -5 . To disbelieve the performance, the target must generate a successful*Mind *total equal to the effect value.*
Charm Elemental

**Charm Elemental**

Skill: *conjuration/elemental 21*

Backlash: 18

Difficulty: 18

Effect Value: 27

Bonus Number 10: effect

Range: 5 (10 meters)

Duration: 25 (one day)

Cast Time: 21 (four hours)

Manipulation: cast time, control, state

This impressed and focused spell allows the caster to
charm a conjured elemental. The spell uses the same contagion as the *conjure elemental* spell. The spell
charms the elemental each round until achieving a satisfactory result or
failing. The elemental, when conjured, has a hostile attitude. After the charm,
the caster may persuade the elemental once per round until achieving a vow, yes
or failure result. The caster substitutes the spell's effect value for her
charm and persuasion skills. Compare the spell's effect value to the
elemental's *Mind* or *willpower.* Read the result points on the Extended
Power Push Table. The spell's result modifier is +10. Find the final result
points on the charm/persuade column of the Interaction Results Table. With a
vow result the elemental will obey the caster for the duration of the spell.
The results are real for the duration of the spell.
Mount

Mount

Skill: conjuration/earthly 17

Backlash: 16

Difficulty: 19

Effect Value: 22

Bonus Number to: Duration

Range: 1 (1 meter)

Duration: 5 (10 seconds)

Cast Time: 16 (25 minutes)

Manipulation: duration, state

With this spell, the caster can summon a horse that he can use as a mount. The caster must have a saddle. The mage stands in an open area and whistles loudly. She then takes the saddle and lifts it in the air as if she were about to saddle a horse. When she lets go of the saddle, it will land on the back of her new horse.
Reduce Toughness

**Reduce Toughness**

Community Rating: 12

Difficulty: 15

Range: touch

Duration: 9 (one minute)

Effect: reduces the *Toughness* of a person or
object:

Attainment Rating: 20

This miracle reduces the *Toughness* of any
person or object within range. The character generates a *faith* total
after the miracle is successfully cast and compares it to the target's *faith*
*or* Spirit.

The result points, as read on the Power Push table,
are then subtracted from the target's *Toughness.* This miracle works on
base *Toughness only,* and does not affect armor adds.
Increased Strength

**Increased Strength**

Spiritual Rating: 23

Community Rating: 10

Difficu1ty: 15

Duration: one scene

Range: touch

Effect: increases a character's *strength*

Attainment Rating: 20

*Increased Strength* heightens the target's *Strength* to an
astounding degree. The *strength* of the target is increased as follows: *Minimal*
*success* +1, Average *+2, Good +3,* Superior +4, *and* spectacular
*success grants +5. When under the influence of this miracle, a person does*
not grow muscles. Instead, his body works with what it has at a peak ability,
focusing actions and attacks in such a way that they produce a stronger result.
First Aid Spell

**First Aid**

Skill: *alteration/living forces 14*

Backlash: 10

Difficulty: 9

Effect Value: 20

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 5 (10 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control, range

To cast this focused spell, the mage crosses her arms
over her chest and mimes the casting of a *healing* miracle. Then, she
points at the being to be aided. The effect value of the spell is applied to
the *first aid* table in the *Torg Rulebook* (pg. 55). If the effect
value, modified by the bonus number, equals or exceeds the necessary first aid
roll for the wound in question, then the *first aid* succeeds. If not,
then the spell fails and the caster may not try to stabilize the same wound on
the same character that day. The caster must concentrate during the casting and
the duration, or the spell will fail.
Heightened Dexterity

**Heightened Dexterity**

Community Rating: 8

Difficulty: 15

Range: touch

Duration: one scene

Effect increases the coordination of the body

Attainment Rating: 20

Heightened *dexterity* is
a miracle that lets people move with more grace and economy of motion. It is
used to prepare people for longer rituals involving dances or to enhance
combat. *As* such, its duration is for a single scene. When someone is
blessed with *heightened dexterity,* he is extremely aware of each muscle
in his body, each bone, and the relation of bone to muscle. He is also gifted
with a kind of autopilot, where his body will move in the most efficient and
graceful way to accomplish a task.

How much *Dexterity* is increased depends on the
amount of success. *Minimal* success grants +1, *Average +2, Good* +3,
*Superior* +4, and *Spectacular* +5.
Inspire Frenzy

**Inspire** **Frenzy**

Difficulty: 16

Duration: Performance

Performance Time: 5 (10 seconds)

Inspire Frenzy allows the Heroes to ignore fatigue results as well as the penalties associated with wounds. Frenzied characters may only make attack actions and may not make ranged attacks, all combat must be conducted with either melee weapons or barehanded. Frenzied characters may not use interaction skills such as *maneuver,* *trick, test*or*taunt* though*intimidation* is allowed. Frenzied characters cannot perform an active defense against any kind of attack, they may only passively defend. Shields however may be used during combat. The Bard can exclude Heroes from Inspire frenzy, each hero excluded increases the difficulty by 2.
Craftsman*

**Craftmanship\***

**Use:** Unskilled
use penalized. Macro skill.

**Sample limitations:** Swordsmith,
armorsmith, weaver, potter, tailor, cook

Limitation
chosen.

The
*craftsman* skill
is used to manufacture items of the appropriate limitation by hand.  A *craftsman*
*can build or produce any item within*
her limitation as well as repair the same items if applicable. The amount of
time involved will vary depending on the specific limitation, the item being
built or repaired and the materials available to the character. Forging a sword
for example may take a couple of days while cooking a small meal may only take
an hour or less. A seven-course banquet though may require as much time and
effort as the sword! In most situations, the gamemaster should call for only
one *craftsman* check
when repairing an item. When building a new item, the general rule is to
require one skill check per day of work. For items such as weapons and armor,
the item’s modifier can serve as an indicator of how many days it takes to
manufacture by hand. A short sword with a damage value of STR+3 would then take
about three days to create and require three *craftsman*
*skill checks. Failing a check adds a*
day to the process. Failing two checks in a row ruins the item and the
craftsman has to start over. A *Spectacular*
*success will shorten the process by one*
day. The base difficulty for *craftsman*
*is 12. Items with modifiers add their*
modifier to the difficulty. For items without modifiers, gamemasters should use
the Difficulty Number Scale to determine appropriate modifiers based on the
complexity of the item being produced or repaired.
Carminstabolous's Conductive Cover

**Carminstabolous's**
Conductive Cover

Skill: *conjuration/magic 14*

Backlash: 14

Difficulty: 11

Effect Value: 18

Bonus Number to: effect

Range: touch

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: speed

The mage stands next to the recipient of this focused
spell and begins to rub his feet on the floor. After building up a charge of
static electricity, he touches his target. A blanket of shimmering sparks and
tiny lightning bolts cascade around the target for the spell's duration. If the
individual protected by the conductive cover is hit by a weapon made of metal,
the wielder takes electrical damage equal to the effect total of the spell.
This spell is an illusion and can be disbelieved by generating a *Mind* or
*willpower* total of 15.
One on Many Chart

**ONE ON MANY CHART**

**Actions                        Modified** Difficulty                       Toughness Increase

1                                    DN+2                                              -

2                                    DN+4                                             +2

3-4                                 DN+6                                             +3

5-6                                 DN+8                                             +4

7-10                               DN+10                                           +5

11-15                             DN+12                                           +6
Blood Lust

Bloodlust

Skill: alteration/darkness 16

Backlash: 14

Difficulty: 12

Effect Value: 17

Bonus Number to: Duration

Range: 10 (100 meters)

Duration: 9 (1 minute)

Cast Time: 4 (6 seconds)

Manipulation: control, state

This focused spell will ensorcel a person in such a way that they truly enjoy killing and inflicting pain, and will immediately go berserk, attacking friend and foe alike. To cast this spell, the mage must foam slightly at the mouth while pointing at the target. Compare the Effect Value to the target’s Mind or willpower with the result read on the Charm/Persuade column of the Interaction Results Table. Do this every round until friendly is reached; at which point the spell takes effect. The target of the spell does not gain any bonuses or special abilities. If the target has a choice of attacks, they will choose the attack that causes the greatest amount of damage.
Death of Sound

**Death of Sound**

Spiritual Rating: 8

Community Rating: 9

Difficulty: 14

Range: self

Duration: 13 (five minutes)

Effect: causes silence to prevail in a circle around
the focus character

Attainment Rating: 19

This miracle makes sound impossible within the radius
of effect. No noise is possible within that area, including the casting of
spells which require a voiced chant or incantation. Sound from outside the area
of effect will not travel into the zone of silence, making it completely and
totally mute. The miracle is centered on the caster, and will move with him as
he moves. The radius depends on the success level achieved by the invoking
cleric. A *Minimal* success creates a zone of silence with a 150 meter radius,
an Average
success allows the cleric to make his
zone from 80 to 150 meters in radius, a *Good* success allows the cleric to
make his zone from 20 to 150 meters in radius; a *Superior* success will
allow between5 and 150 meters; and a *Spectacular* success will allow for
any size up to 200 meters in radius. Anyone who enters the zone of silence will
be affected by the miracle.
Frightful Performance

**Frightful Performance**

Difficulty: 15

Effect Value: 14

Bonus Number to: effect

Duration: Performance +1 Round

Performance Time: 5 (10 seconds)

This performance causes fear in the target. Compare the effect value of the spell to the victim's *Spirit.*Read the result through the Power Push Table. Find the final result points on the General Success column. *Minimal*success results in the victim becoming stymied. *Average*success causes him to be unskilled. *Good*success causes him to flee. A *Superior*result causes the victim to stand paralyzed with fear taking no actions. *Spectacular*causes the target to faint making them unconscious for the duration. *Frightful performance* can be disbelieved by generating a *Mind*total equal to the effect value. Frightful performance counts as an intimidate
Earthquake Spell

Earthquake

Skill: apportation/earth 18

Backlash: 16

Difficulty: 16

Effect Value: 19

Bonus Number to: Duration

Range: 10 (100 meters)

Duration: 8 (40 seconds)

Cast Time: 18 (1 hour)

Manipulation: cast time, control

This impressed spell creates a fairly severe earthquake in the area of effect (a circle with a 100 meter radius). To impress this spell the mage spends the entire hour stomping up and down on solid earth, while picking up clumps of dirt and smashing them with her hands. To release the spell, the mage merely stamps one foot.

The spell has different effects on living beings and inanimate structures. For living creatures in the area of effect, they must make a Dexterity check against the Effect Value of the spell or suffer a Knockdown result. If they attempt to stand, they must immediately make another check or fall again. Structures such as buildings in the area of effect must take damage equal to the Effect Value every round the earthquake is active.
Hearth Blessing

**Hearth Blessing**

Community Rating: 12

Difficulty: 13

Range: 9 (50 meters)

Duration: 25 (one day)

Ritual Length: 18 (one hour)

Effect: enhances ability of characters to defend a
particular dwelling place

Attainment Rating: 18

When invoked successfully, a home comes under the protection of the gods of the cleric's faith. The
"home" can be a cave, rude shelter, or building, any dwelling with
dimensions smaller than

50 meters in any, direction. All of those defending
the building against assault gain the favor of the gods, manifested as a +1 to
their *Toughness* for the duration of the miracle. The invocation will
have no effect on a character who leaves the building, but he can regain its
benefits if he goes within once more.
Conjuration Magic

**Conjuration Magic**

**Use:** Cannot be
used unskilled.

**Sample specializations:** None

*Conjuration magic* involves
the production or creation of something that did not previously exist. A spell
that allows a magician to produce and throw a fireball at an opponent without a
nearby source of flame is *conjuration*
magic *because it is creating the fireball*
from “nothing”. Similarly, a spell that animates a normally inanimate object is
creating life or at least a semblance of life where it did not exist before and
is therefore *conjuration magic*.
The effects produced by *conjuration*
magic *do not have to be physical. A spell*
that creates fear in a target when previously there was no fear is a
conjuration spell. A common use of *conjuration*
magic *that produces a non-physical effect is*
the creation of a pathway to another dimension; spells that summon creatures
from other dimensions are conjuration spells. These summoning spells

are
not creating a creature from “nothing”, they are creating a bridge across the
gap between dimensions, allowing access to the desired creature. *Conjuration magic* can
also be used for the reverse effect, destruction instead of creation. Instead
of creating something from “nothing”, “nothing” is created from something. A
disintegration spell that completely eliminates a target from existence is *conjuration magic*.
Spells that banish summoned creatures back to their home dimension work by
destroying the bridge that allows the creature to cross over in the first
place. Without that bridge, the creature reverts back to its own dimension. The
*conjuration magic* skill
is used to cast conjuration spells. Specializations are not allowed because
this is already covered by the magic system through the use of *arcane knowledges*.
Detailed rules for using *conjuration*
magic *and the other magic skills can be found*
in Chapter Ten.
Mystic Armor

**Mystic Armor**

Community Rating: 12

Difficulty: 12

Range: touch

Duration: 24 (12 hours)

Ritual Length: 18 (one hour)

Effect: surrounds priest with a shield of energy,
increasing his

*Toughness* for
the duration of the miracle

Attainment Rating: 17

A priest calls upon his god or goddess to provide him
with holy armor, increasing his *Toughness* while the miracle is in
effect.

Mystic armor increases the priest’s *Toughness* according
to the level of success of the miracle, i.e. +1 to +5 for a *Good* to *Spectacular*
*result.*
Earth's Ear

**Earth's Ear**

Community Rating: 8

Difficulty: 14

Range: 16 (2 kilometers)

Duration: 24 hours

Effect: lets the land give warning to the faithful
when enemies are approaching

Attainment Rating: 19

The miracle worker asks his deity to make a patch of
ground act as a ward. The area of ground is usually a circle three meters
across, but this can be increased. For every three meters the invoking cleric
wishes to expand his circle, the difficulty number is increased by +2. As long
as the cleric stays within two kilometers of the blessed ground he is connected
with it. The leaves, flowers, grass, and the very ground listen for enemies of
the clerics. The range of the patch's hearing is equal to the result points
achieved, from the perimeter of the circle. Thus, if the patch of ground is
made larger, there is automatically a larger range. When an enemy passes, the
ground gives a cry to the cleric. The cleric knows the exact location of the
cry. A cleric may have any number of *earth's ears* linked to him.
Charming Performance

**Charming Performance**

Difficulty: 13

Effect Value: 14

Bonus Number to: effect

Duration: Performance + 5 minutes

Performance Time: 9 (1 minute)

Substitute the effect value of the performance for the bard'*s charm*skill (or is used as the *charm*skill if the Bard does not have the ability). Unlike the skill, however, the Bard may roll each round instead of every few minutes. *Charming Performance*works on all living beings of man size or smaller, and those that can understand the caster's language within audible range. *Charm person*is an illusory spell with a difficulty of 16. If the spell is disbelieved, then it has no effect. If the spell duration lapses, the effect wears off after 5 minutes.
Acrobatics+

**Acrobatics+**

**Use:** Unskilled
use of Vaulting/Springing penalized; Falling cannot be used unskilled.

**Sample specializations:** Tightrope
walking, swinging on ropes, gymnastics, Vaulting/Springing, Falling

This
is the skill used by gymnasts and circus acrobats to perform their flips,
rolls, and falls. It can also be used for more practical purposes such as
leaping over obstacles, through narrow openings and knowing how to land from a
fall to reduce injury. Many martial artists, cat burglars and swashbuckling
fighters have use for *acrobatics*.
In game play, *acrobatics* has
two specific functions, Vaulting/ Springing and Falling. Most applications of
the skill fall into the Vaulting/Springing category.

**Vaulting/springing:** a
character skilled in *acrobatics* has
the ability to use the natural scenery to vault and spring over physical obstacles.
The difficulty number of such an action depends upon the obstacle.

**VAULTING/SPRINGING CHART**

**Obstacle Difficulty #**

Hopping
a fence 3

Swinging
on a rope 5

Grabbing
an overhang and swinging over a pit 8

Vaulting
or swinging over a tricky obstacle 10

Performing
a backflip 12

Bouncing
off an awning during a free fall to reach a specific destination 15

**Falling:** a
character skilled in *acrobatics* can
reduce the damage that he sustains in a fall. The difficulty number depends on
the distance fallen. Successful use of the skill indicates that any *wound damage* sustained
in the fall is reduced by one level (*heavy*
wound *becomes a* wound; mortal wound *becomes*
a *heavy wound,* etc.).
This part of the skill cannot be attempted unskilled. Rules concerning falling damage
are in Chapter Four.

**FALLING CHART**

**Distance fallen Difficulty #**

1
Story (15 feet)
3

2
Stories (16-30 feet)
8

5
Stories (31-100 feet)
12

Over 5 stories 15
Increase Weight

**Increase Weight**

Skill: *alteration/inanimate forces 19*

Backlash: 13

Difficulty: 6

Effect Value: 24

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 14 (10 minutes)

Cast Time: 18 (one hour)

Manipulation: control, duration, state, cast time

This is an impressed spell. By manipulating the
inanimate forces knowledge, this spell makes it possible for a sorcerer to
increase the weight of an opponent, sending him crashing to the ground.

The effect value of this spell is equal to the force
that is pulling the target to the ground. To move, a creature must generate a *Strength*
*total greater than the effect value of the spell. A flying creature that*
fails its *Strength* action will plummet to the ground, taking a damage
value equal to the effect value of the spell plus the value of the distance
fallen. This spell is cast by holding a pebble in the palm of your hand and
then letting it drop to the ground as if it had grown too heavy to support. In
battle, the spell requires only a gesture in the direction of the target to be
released. If the casting total is greater than the *Dexterity* or *dodge*
*value of the target, the spell will be effective.*
Dust to Water

**Dust to Water**

Skill: *alteration/earth 18*

Backlash: 14

Difficulty: 10

Effect Value: 13

Bonus Number to: duration

Range: touch

Duration: 29 (one week)

Cast Time: 9 (one minute)

Manipulation: control, duration, state

To cast this spell, the sorcerer needs two one-liter
jugs, one empty and one filled with earth. While repeating the incantation, he
pours the earth into the empty jug, allowing it to
run through his fingers as he does so. This transforms the dust to water. On a *minimal*
*or* average *success, the water will be dirty; on a good success or*
above, it will look and taste clean.
Call Lightning

**Call**
Lightning

Community
Rating: 9

Difficulty: 15

Range: sight

Duration: one round

Effect: Cleric calls lightning to smite his enemies

Attainment rating: 20

With this miracle, a cleric prays to his deity for a localized lightning storm to sweep over his enemies.
If successful, the miracle produces a sheet of crackling Lightning that the
cleric can direct to smite a group of foes in his line of sight. The Lightning
shoots out from a three meter high, three meter radius storm blasting anyone in
the area of effect. It lasts only one combat round, striking and then fading
away. The cleric's *focus* total equals the storm's attack value.
Characters can use their *Dexterity* or *dodge* to evade the bolts.
Lightning causes damage to all those it hits. The damage value is 16, plus the
cleric's bonus.
Awaken

**Awaken**

Skill: *conjuration/living forces 10*

Backlash: 13

Difficulty: 8

Effect Value: 12

Bonus Number to: effect

Range: touch

Duration: 5 (10 seconds)

Cast Time: 4 (five seconds)

Manipulation: none

This spell can awaken a sleeping or unconscious
target. To cast, the mage need only shake the subject lightly and will her to
awaken. The spell, if cast successfully, will automatically awaken the target
(if the object of the spell is naturally unconscious). It will also remove all
shock points and the O of a KO condition if the target has been asleep for more
than 10 seconds and has not suffered a Mortal wound.
Crisis of Faith

**Crisis of Faith**

Community Rating: 13

Difficulty. 18

Range: voice

Duration: number of rounds equal to result points

Effect: causes target to doubt his gods.

Attainment Rating: 23

If successful, the target character loses his *faith*
*skill for the duration of the miracle's effect. If used against more than*
one character, use the One on- Many table. Compare the invoking cleric's *faith*
*total to the* faith *of the target; on a Good or better success, the miracle*
takes effect.
Bounty

**Bounty**

Community Rating: 12

Difficulty: 16

Range: sight

Duration: 38 (one year and a day)

Ritual Length: 29 (one week)

Effect: blesses growth on land

Attainment Rating: 21

*Bounty* is
the opposite of *blight.* It raises the yield of a crop field, or the
lushness of vegetation, in the area blessed by bounty. The effect is based upon
the success level of the miracle:

*Minimal* increases
yields by 10 percent, *Average* increases yields by 50 percent, *Good* doubles
the yield, *Supe*rior triples the yield, and *Spectacular* success
quadruples the yield. The ritual must be performed within sight of the field to
be blessed.
Harm

**Harm**

Community Rating: 11

Difficulty: 17

Range: touch

Duration: NA

Effect inflicts damage by number of success levels

Attainment Rating: 22

Essentially the opposite of the *healing* miracle,
a cleric casts this by touching his target and, if successful, inflicts damage
upon him. On a *Minimal* success, the target takes one shock point; on an *Average*
*success, the target takes three shock points; on a* Good *result, the*
target takes seven shock points; on a *Superior* result, the target is *wounded*
*and on a Spectacular result, the target is* heavily wounded.
Disguise Self

**Disguise Self**

Skill: *alteration/folk 15*

Backlash: 14

Difficulty: 10

Effect Value: 0

Bonus Number to: duration

Range: self

Duration: 12 (four minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, state

Prior to casting this spell, the caster must have a
rendition of the kind of person or being he wishes to look like. He must
somehow attach the rendering to his person. The mage casts the spell by
"sculpting" the image with his hands as he imagines his new look.

The spell weaves an illusion of this being. *Disguise Self* is not precise enough to copy a specific person.
Disguising oneself as a different race (such as a human disguising himself as a
dwarf) increases the difficulty to 15. The spell is illusory and may be
disbelieved with a *Mind* or *willpower* total of 15 or better.
Anyone making contact with the caster automatically disbelieves the spell.
Escape Artist

**Escape Artist**

**Use:** Unskilled
use penalized. Macro skill.

**Sample specializations:** Types
of restraints (such as ropes, chains) This skill gives the character the
ability to manipulate her body so as to be able to slip free from otherwise
secure bonds by twisting, contorting, and writhing her body into a variety of
“impossible positions”. A character with this skill may attempt to escape from almost
any sort of confinement that physically restrains the body, so long as the
character is not completely immobilized. The skill also allows a character to
fit into and through spaces that would normally be too small or confined for a
character. The gamemaster should adjust the difficulty of any escape attempt if
it is occurring under any unusual conditions, such as if the character is
underwater, locked inside a steamer trunk, has a bundle of TNT strapped to her
body or is in any other way not operating under optimal conditions.

**ESCAPE ARTIST CHART**

**Restraint Difficulty number**

Ropes
10

Chains
12

Multiple
bindings +2 to highest DN

**Size of space compared to character**

Three-quarters
13

One-half
18

One-quarter
25
Bless Battle

**Bless Battle**

Community Rating: 10

Difficulty: 30

Range: voice

Duration: 32 (one month)

Ritual Length: 19 (two hours)

Effect: increases battle readiness of unit

Attainment Rating: 35

*Bless battle* brings
the blessings of the gods on an entire unit preparing for battle, up to a full
battalion (maximum 1,000 troops). Every member of the unit has their *Toughness*
*increased by the result points read on the "Power'" column of the*
Push Results

Table. The priest can cast this miracle on a unit more
than once. The first miracle increases *Toughness,* each subsequent
miracle increases one combat skill of the cleric's choice.
Flame Aura

**Flame Aura**

Community Rating: 12

Difficulty: 16

Range: self

Duration: 10 (100 seconds)

Effect: surrounds the body in flames

Attainment Rating: 21

Successful use of this prayer will turn the cleric's
body into a mass of flames. Flammable items carried or worn at the time will
burst into flame and soft metal will melt away. *Unarmed combat* attacks
from the flaming figure do normal damage in addition to fire damage of value 16
plus a random bonus. Striking the burning figure with an *unarmed combat* attack
inflicts damage value 16 on the attacker. In addition, the cleric has +5 armor
protection against attacks from weapons of soft metal or wood.
Mage Light

**Mage Light**

Skill: *alteration/light 17*

Backlash: 13

Difficulty: 10

Effect Value: 0

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: control

The mage needs a mirror and at least a faint glimmer
of light to cast this focused spell, catching the reflection of the light in
the mirror. The mirror glows with a gentle brightness, illuminating everything
within a 25 meter radius. *Mage light* has a strange, "thick"
quality to it, and objects appear coarse and grainy, occasionally with a few
random gray or black speckles. Colors are muted. The spell is not focused
through the mirror, but it is a necessary component of the spell. The spell
ends if the magician is separated from the mirror.
Lightning

**Lightning**

Skill: *alteration/inanimate* forces *19*

Backlash: 19

Difficulty: 11

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control, speed, range

Quick, jagged motions by the caster's arms begin this
spell. If successful, powerful electricity charges well up within the caster
(doing no harm other than making his hair stand up). He may then cast a
lightning bolt for each of the next few rounds, and each bolt has a damage
value equal to the effect value of the Original casting. To hit the target, the
mage must make an *alteration* total that exceeds the target's *Dexterity*
*or* dodge. *This is a separate roll and has nothing to do with the*
initial success roll of the spell.
Animal Speech

**Animal Speech**

Community Rating: 9

Difficulty: 12

Range: voice

Duration: 18 (one hour)

Effect: allows cleric to speak and understand the
language of animals

Attainment Rating: 17

With this miracle in effect, the cleric can understand
the language of all animals within range, and speak to them if he chooses to do
so. There is, however, no guarantee that the animals will wish to speak with
him, and efforts at *persuasion* may be necessary to get a conversation
started. Mindless animals are not affected by this miracle.
Deafness

**Deafness**

Community Rating: 10

Difficulty. 17

Range: voice

Duration; 27 (2 days)

Effect: causes temporary deafness

Attainment Rating: 22

When this prayer is called down upon someone within
the sound of the miracle worker's voice, it immediately deafens them with a
loud noise, reducing their hearing to a dull ringing. The character so stricken
will not hear anything others may say for the duration of the miracle and any
hearing- based skill attempt suffers +7 to its difficulty.
Flowers of Frustration

**Flowers of Frustration**

Skill: *conjuration/time 28*

Backlash: 21

Difficulty: 17

Effect Value: 27

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: state, range, speed

This is an impressed and focused spell. To cast the
spell the magician requires at least a dozen flowers. Dried flowers will do,
but live flowers give a +3 bonus modifier. The mage sits with the flowers in
his lap, envisioning the pattern of the spell, then imagining the pattern into
a shape similar to the flowers in his lap. Out loud, he quietly and firmly
describes the pattern of flowers, finishing the casting as he finishes the
description. Once cast, the spell is impressed. To release the spell, the
caster must generate a *conjuration magic* total greater than or equal the
defender's *Dexterity* or *dodge.* The spell is focused on the target,
but as long as the target is within range, the spell's duration and effect
continue to be controlled by the caster. Whenever the target casts a spell, compare
the effect value of flowers *of frustration* to the casting total of the target
spell. Read the result points on the Power Push table. A result modifier of 10 is added to these result points. Subtract
the final result points from the effect value of the target spell. The energy which
has been drawn off from the target spell is converted into flowers that shower down from the spell.

Example: *Flowers of frustration* is cast with an
effect value of 31. Subsequently, the caster successfully targets a mage. The target character then attempts
to cast an *altered fireball* spell, generating an *alteration magic* total
of 19. 31-19 =12.
12 on the Power Push table is +5. The result modifier of 10 brings to total to
15. The fireball's effect value is reduced by 15. The caster would cast the
fireball and watch it approach its target streaming flowers, to finally "ptft"
ineffectua1ly upon impact. If a spell does not have an effect value, the
reduction affects the volume and area of the spell. For every two final result
points, the volume is reduced by one. If the spell only has area, each final result
point reduces the area by one point. If the above spell had been a *mage light*
*spell, which has a volume of 10 meters (value five), the volume would have*
been reduced by seven, shrinking it to a small glowing sphere.
Conjure the BouncingHordes of Doom

**Conjure the Bouncing**

**Hordes of Doom**

Skill: *conjuration/life 21*

Backlash: 20

Difficulty: 11

Effect Value: 14

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 14 (10 minutes)

Casting Time: 18 (1 hour)

Manipulation: range, duration

The mage casts this impressed spell to bring to life a
group of enchanted warriors to fight for him. First the mage takes the gum/sap
from a tree, then he heats the sap while reciting an incantation.

The mixture must then be cooled, and from this rubbery
mass the mage forms a ball. As the mage forms the ball, he impresses the
pattern of the spell within the ball. The ritual prepares the ball to become
the caster's warriors. When the mage wishes to release his warriors, he says
"I now release thee," and then throws the ball. While in the air, the
ball will expand and then divide into six purple-black balls, giving the mage
six warriors. The balls begin to bounce toward their intended targets, targets
chosen by the mage. The caster controls targeting until the spell ends, or the
mage is killed (which dispels the pattern). When a ball approaches its target,
it unfurls into a goblin-like creature with huge talons, toothy grin, and
glowing green eyes. The hordeling shoots past its target, ripping and tearing
as it goes past. After it has past, it will curl up into a ball again to keep
moving. The creatures are swift and efficient. Their rubbery skin makes them
very hard to hit.

**Bouncing Hordeling**

DEXTERITY 14

Dodge 19, maneuver 19, unarmed combat 19

STRENGTH 14

TOUGHNESS 14 (19)

PERCEPTION 14

Trick 19

MIND 14

CHARISMA 14

Intimidate 19

SPIRIT 14

Natural Tools: speed value 14, armor (+5/ 19, versus
non-magical weapons only)

Hordelings are so hard to hit because they are
extremely fast when bouncing, and can instantly change direction on every
bounce. These creatures are intelligent and will gang up on someone who poses a
threat to them. They come from all sides, often gaining blindside attack
advantage.

*As* a
favorite tactic, one of them hits their victim from the front, another hits
from behind right after, causing the target to fall over. Sometimes three
hordelings time their attack, causing the target to spin.
Control Golem

**Control Golem**

Skill: *conjuration/entity* 23

Backlash: 18

Difficulty: 18

Effect Value: 16

Bonus Number to: duration

Range: 5 (to meters)

Duration: 32 (one month)

Cast Time: 18 (one hour)

Manipulation: state, duration

*Control golem* is
an impressed and focused spell that uses charm and persuasion attacks. A
golem's beginning attitude is neutral. Compare the spell's effect value to the
golem's *Mind* or *willpower.* Read the result points on the
charm/persuade column of the

Interaction Results Table. The caster charms each
round until achieving a satisfactory result or a failure. After charming the
golem, the caster may persuade once per round. The golem obeys the caster on a *yes*
*result. The spell is illusory and may be disbelieved with a* Mind *or* willpower
*total of 20.*
Altered Fireball

**Altered Fireball**

Skill: *alteration/fire 14*

Backlash: 18

Difficulty: 10

Effect Value: 14

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: speed, control

Altered fireball requires a large flammable ball as a
contagion. The traditional ball is pitch and coal, weighing a third of a pound.
The magician lights the ball from a source of flame, grabbing a piece before
the sphere is completely engulfed. The rest of the ball flies toward its
target. The magician controls its movement by mimicking its flight with the
piece he retained. He controls the detonation by slamming the piece into his
hand when the ball arrives at its target. The ball explodes to its full volume,
a sphere with a radius of four meters. It does damage equal to the spell's
effect total.
Detect Magic

**Detect Magic**

Skill: *divination/magic 15*

Backlash: 18

Difficulty: 16

Effect Value: 18

Bonus Number to: effect

Rm.ge: 10 (100 meters)

Duration: 8 (40 seconds)

Cut Time: 8 (40 seconds)

Manipulation: range, speed

The spell requires the magician to hold a grimoire.
The mage opens the grimoire and incants the spell while slowly turning in a
circle. If magic is in effect within the range of the spell. The pages will
flutter softly. Compare the effect value to the effect of the spell detected.
Read the result points on the General Success Table. On a *minimal* or *average*
*success, the caster will know the general direction of any magic. A good*
success, tells the caster the specific direction to the magic. With a superior
success, the caster knows the exact range of the magic, while a *spectacular* success
will tell the caster the skill and pattern knowledge of the magic in effect.
Cause Pain

**Cause Pain**

Community Rating: 9

Difficulty: 18

Range: touch

Duration: delayed.

Effect: the cleric can inflict pain by merely touching
another character

Attainment Rating: 23

When a character uses this prayer, he causes pain to
the first person he touches. The *faith* total of the miracle is compared
to the target's TOU-3, and the results are read as physical damage.

Armor, does not protect the target from this damage.

The pain inflicted is felt as a searing sensation
along the entire body, usually enough to make the victim scream out in pain.
Faith*

**Faith\***

**Use:** Cannot be
used unskilled.

**Sample limitations:** Celtic,
Christian, Fey, Judaism, Norse

**Sample specializations:** None.

*Faith*
*measures*
the strength of the character’s religious beliefs and convictions. In game
play, *faith*
*is*
most often used as part of the miracles system, which is described in Chapter
Eleven. *Faith*
*does*
not give a character the ability to reliably perform miracles, which requires
the *focus*
*skill.*
What *faith*
*does*
is it allows the character to participate in a miracle, usually as the
recipient of the miracle. It is important not to mistake *faith* for knowledge about a
religion. It is possible to know a religion’s beliefs, history and rituals
without accepting its principles or acknowledging its validity. Knowledge about
a religion is covered with the *scholar* skill; *faith* only deals with
belief