Grimoire Spells

**Grimoire Spells**

***Backlash*** is how
powerful a force surges through the magician as he casts his spell. Backlash is
a damage value that is compared to the spell total. The magician must survive
the backlash (stay conscious) to successfully cast a spell.

***Difficulty*** of the
spell is the difficulty number required for a successful cast. “Successful”
means the spell’s effect value is used, not necessarily that the spell affects
its target.

***Effect***
value'is the effect value of the spell, if any. Effect
values are usually compared to an attribute of the target of the spell to
determine its effect. A fireball spell, for example, uses its effect value as a
damage value that is compared to the target’s *Toughness*. A spell that
turned a man into a frog has its effect value compared to the target’s highest
attribute to see if the spell successfully affects the target or not.

***Bonus***
Number' *to* lists the part of the spell to which any generated
bonus number is added. While usually added to the effect value, the bonus
number could be added to duration or range, depending on what the designer of
the spell wished. Negative bonus numbers are added to the appropriate value.

***Range*** is the
greatest distance over which the spell effect may be projected. The range is
measured from the caster of the spell unless the spell is focused, in which
case it is measured from the focus object. A range of *self* means the
spell may only affect the caster. A range of *touch* means the caster must
make physical contact with his target for the spell to take effect.

***Duration*** is how long
the spell effect lasts.

***Cast time***
***is how long it takes the magician***
to cast the spell. In round play, a spell meant to strike an enemy target
(someone on the other initiative side) must have a cast time of 3 (four
seconds) or less in Order to have a chance to hit their targets in the same
round in which they are cast. Spells which have a cast time of 4 (six seconds)
may be used on a friendly character (same initiative side) during the same
round as the effect takes place. Spells with cast times longer than 4 will not
take effect until the next round (or possibly later depending on the cast
time.) Cast times greater than 23 (ten hours) cannot be done in a single
stretch. The magician is assumed to be casting six to eight hours a day for an
extended period; this is the maximum cast time which can be done repeatedly
with little chance of error. A mage may be able to go 24 hours straight for one
spell, but has little chance of going 12 hours a day for a month without making
a mistake which would ruin the spell (and possibly himself).

***Manipulation*** lists the *process*
theorems *that are necessary to manipulate the spell. A magician must know '*all
**of the listed theorems in Order to manipulate a spell.**

Whenever a spell description says something like
“limited to a man-sized or smaller target,” that means the spell is limited to
a specific mass, 100 kilos, which is the size of a large, but not huge, man.
Other restrictions may be inferred from the knowledge that generated the spell.
A spell based on *folk* knowledge, for example, could not affect dogs,
regardless of their size. If a spell is described as having a radius, all
targets within that radius are affected by the full value of the spell.

### **The Essences**

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#### **Death**

**Grave Assistance**

Skill: *alteration/death 26*

Backlash: 20

Difficulty: 14

Effect Value: 13

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 29 (l week)

Cast Time: 18 (1 hour)

Manipulation: cast time, duration

This impressed spell transforms an aspect of death
into a group of skeletal warriors to act as body guards for the duration of the
spell. The mage must stand within a graveyard during the night to prepare this
spell. The mage then creates the pattern of this spell while holding and
staring at a human bone. During the process, a darkness will be seen fanning
around the bone. The darkness seems to come from nearby graves, a dark wisp coming
from each grave within a six meter radius (this is usually about eight graves).
The number of skeletal warriors created is equal to the number of bodies buried
within the radius of effect. At end of this ritual, the bone has figures etched
onto its surface representing each grave within the spell’s radius. When the
mage wishes to release the spell, she throws the bone onto the ground and says
"come forth my warriors of the night, to serve and protect me. By the
power of bone and night, I command thee arise." The ground rumbles as the
skeletal warriors emerge from the ground. Each warrior is clad in the ruined
remains of armor, and carries a weapon of the caster's choice. They will always
remain within six meters of the caster, protecting the caster from harm to the
best of their abilities. They are intelligent, and use some tactics to protect
their summoner. There are enough to surround the mage to protect her. There
will always be at least one, normally two, left to guard the mage if a
distraction occurs. They know that their existence, and the chance for this
second '1ife" depends on the mage's survival.

Skeletal Body Guard

DEXTERITY 13

Dodge 18, melee weapons 18, missile weapons 18,
unarmed combat

18

STRENGTH 13

TOUGHNESS 13 (18)

PERCEPTION 13

Find 18

MIND 13

CHARISMA 13

SPIRIT 13

Intimidate 18

Natural Tools: armor (TOU+5/18), weapon (STR+5/damage
value 18)

**Rot of the Grave**

Skill: *conjuration/death* 26

Backlash: 22

Difficulty. 18

Effect Value: 15

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 29 (1 week)

Cast Time: 5 (10 seconds)

Manipulation: control, duration, state

*Rot of the Grave* is a focused spell. When a mage invokes this pattern, she causes a
living body to corrupt and rot as if it were in the grave. To cast this spell,
the mage must have soil from a grave and the ash of a burned body. Darkness
forms around the hands of the mage as she casts; darkness that then shoots
toward the intended target. The path of this bolt can be controlled by the mage
by pantomiming the path with a bone wand. The spell will hit the target if the
caster's conjuration magic total equal or exceeds the *Dexterity or dodge* value
of the target. If the spell hits, the effect value becomes the damage value of
the spell. Compare the effect value of the spell to the target's *Toughness,* and
then to his *Charisma,* on the Power Push table. The spell's result
modifier increases any result points by six. The result points determine two
things; the first is the damage the spell does to the target. The second is the
number of points subtracted from the target's *Charisma.* No one likes
dealing with a corpse. This spell has an extended duration. The rotting caused
by the pattern of death will remain with the target until the spell is broken
or ends. Therefore, the target of this spell cannot heal normally until the
spell ends. Not even miraculous healing can cure this damage caused by *Rot*
of the Grave until *the spell ends.*

**Talking Dead**

Skill: *divination/death 14*

Backlash: 21

Difficulty. 12

Effect Value: 15

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 18 (1 hour)

Casting Time: 18 (1 hour)

Manipulation: duration

With this spell, the mage uses the strength of her
spirit to contact a spirit of the dead in hopes of gaining information from
them. The mage must have something that belonged to the person that she wishes
to question. This object must have had some significance to the person in life.
Likely items would include a wedding ring, a pendant, a favored sword or other
weapon, or even a book. Throughout the casting, and then the questioning, the
mage must maintain physical contact with the item while maintaining strict
control over her mind. If her concentration ever fails, then the spirit will
find a way to break free from the mage and return to its eternal rest. After
the casting which includes meditation and chanting, the mage generates her
spell total. Compare the effect total to the *Spirit* of the spirit
summoned (usually in a range from 10 to 15), and read the comparison on the
Power Push chart. The spell has a result point modifier of six. Read the result
points on the Interrogate column to find the spirit's reaction to the summoning mage. The mage must still coax the information out of the spirit that she
summoned.

**Visions of Death**

Skill: *conjuration/death 26*

Backlash: 20

Difficulty: 18

Effed Value: 24

Bonus Number to: effect

Range: 10 (10 meters)

Duration: 32 (1 month)

Casting time: 18 (1 day)

Manipulation: duration, range

The caster of this focused spell must gain something
of his target; a bit of hair, clothing, or any other object will do. From this
object, the mage manufactures a focus that directs the energies of this spell
to the target. During the formation of the focus, the mage intones the spell,
binding an element of death into the focus, and therefore onto the person. The
focus usually resembles an object the target keeps with him, such as a belt
buckle, a ring a bracelet, etc. After the casting the mage must place this
object into the bedroom of the intended victim, or give it to them before the
next dawn. When the target first sleeps within 100 meters of the focus,
generate the spell total. Compare the effect value with the target's *Spirit* and
read the result off the Power Push chart. The spell has a result modifier point
modifier of 6, which reflects the power that death has over the living. Read
the result points on the combat results table to find spiritual damage. The
spell generates a bonus for damage once each time the victim sleeps. The effect
of the spell is controlled. Unless the damage from the current attack exceeds
the damage level the target currently suffers from, the spell does no damage. From
the first night on, the target of the spell dreams of his death, and each dream
depicts a different version of his death. The target will begin to appear sad and
melancholy. He will always seem depressed and becomes very pessimistic about
everything. While the spell has the result of death, the limited effect make it
possible to recover from the wounds, except for one wound, which once inflicted
shall not heal for the duration of the spell. The purpose of the spell is to
cause the victim a lingering nightmare-ridden death.

### **Life**

**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.

**Create Homunculus**

Skill: *conjuration/life* 22

Backlash: 16

Difficulty: 14

Effect Value: 15

Bonus Number To: duration

Range: 10 (100 meters)

Duration: 38 (1 year)

Cast Time: 32 (1 month)

Manipulation: control, duration

The mage forms this focused
spell by first focusing the power and pattern of this spell into a caldron made
of iron. The mage places the ingredients of the spell into the caldron, seal
the lid with wax, and letting it brew over a flame for at least 10 months. The
mage unseals the cauldron and a new life, formed by the mage's power emerges. The power
only grants life to the creature, so the mage must provide its substance, and
with this substance, its purpose. The mage must gain ingredients for his
homunculus, used by the spell to mold the basic form of the new being. Thus,
the ingredients will

Influence what the
homunculus will look like. If the mage wants it to have tiger fur, he has to
use the skin of a tiger, if he wants it to have scales, dragon scales would do
nicely. The mage must add items that will affect its personality, such as the
heart of a lion for bravery, the heart of a dog for loyalty or the wing of a
dove for compassion. The mage also can implant abilities into the homunculus,
using ingredients that are contagion for the ability.

Example: If the mage wanted
his creation to have the ability of flight, then he would have to include a
pair of wings. Remember, the homunculus will have wings that look like the ones
used. If you use insect wings, it will have insect wings. If the mage wanted to
give the homunculus the ability to breathe underwater, then he would have to
use the gills of a fish. The homunculus can be given the ability to learn and
use magic, but this requires the heart and mind of a mage in the mix. Normally
the creation is sterile, unable to reproduce. The magician can provide the
homunculus with abilities beyond the normal attributes. A normal homunculus
with no extra abilities will have a gestation period of ten months. After the
gestation period it is a real entity, and magic is no longer needed to keep it
alive. Every extra ability placed into the creation

adds one month to the
gestation period. Each extra ability also requires an additional conjuration
total against the difficulty of the spell during the month the homunculus gains
this ability. The magician spends one hour to generate this additional total,
and he may generate it anytime in the month during which the ability is
developing. The homunculus gains extra abilities after the initial ten months. All
extra abilities the homunculus gains must be added to the mix during the
casting of the spell; none may be added (or removed) after the magician casts
the spell. A maximum of 18 additional abilities may be added. The last thing
the mage must add to the mixture is a drop of his own blood. This is to both
give the creature the spark of life, and possibly imbue the creature with
loyalty. The mage gains a +3 bonus modifier to any charm attempts because of
the bond of blood. After sealing the cauldron, the mage must keep a fire under
it for the entire time the homunculus is forming. The flame brews the creature,
and symbolizes the spark of life the mage is instilling into his creation. The homunculus
dies if it has not fully grown before the spell is up. If the spell ends before
it has fully grown, only a stinking mass of protoplasm will remain in the
cauldron. Upon sealing the cauldron the mage generates his conjuration total.
The effect value of the spell becomes the homunculus's attribute values. The additional
abilities are derived effects rated at the Power Push of the effect value.

Example: Mirrar has decided
to create a companion to accompany him on his missions. He wants a creature that
is strong, brave, and fast. He collects his ingredients: the blood of a brave
warrior, the hide of a leopard (for unarmed combat ability), the claws of a
bear (for strength), the wings of a hawk (for flight), the brain of a dog (for
loyalty and a mind), the scales of a dragon (for protection), and the venom of
a snake (for poison). To this he adds various other things such as bones and
muscle. The wizard places all ingredients in a nutrient broth. The final step
is to add a drop of blood his own blood before sealing the vat to give the creature
the spark of life.

The homunculus has the
following additional abilities: unarmed combat, flight, armor, and poison. The spell
must last 14 months to create the homunculus.

Mirrar generates his
conjuration total, getting a bonus of three. The spell has a duration of 41
(two and a half years), more than enough time for the homunculus to form. During
the eleventh month he again uses conjuration magic to imbue the creature with
unarmed combat ability. In the twelfth month he adds flight. He adds armor in
the thirteenth, and poison in the fourteenth and final month. Assuming Mirrar
is successful with the four additional conjurations, the homunculus forms this
way:

**Homunculus**

DEXTERITY 15

Flight 21, unarmed combat 21

STRENGTH 15

TOUGHNESS 15 (21)

PERCEPTION 15

MIND 15

CHARISMA 15

SPIRIT 15

Hero Point Potential: Some
(If all parts are from possibility rated creatures, 7. If at least one part is from
possibility rated creature, 25. None otherwise.)

Natural Tools: speed value
21, armor (+6/ 21), poison (damage value 21)

**Enchanting Growth**

Skill: *alteration/life 18*

Backlash: 19

Difficulty: 13

Effect Value: 10

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 18 (1 hour)

Cast Time: 5 (10 seconds)

Manipulation: control

The mage casts this focused spell to imbue the
vegetation in a 40 meter radius (up to a height of 10 meters) with an infusion
of life energy. He must touch the ground upon which he stands. This burst of
life energy causes all plants in the area to grow at accelerated rates. Within
a few seconds fast growing plants, such as vines and grasses, grow to fill the
area of effect. This growth though can be controlled by the mage if he
concentrates on the Pattern of growth. The mage can cause the plants to
overgrow a road, or even build a beautiful garden with this spell. The mage can
retard movement through the area. Within seconds, no movement is possible
without cutting and hacking through the undergrowth. The plants under the
effect of the spell will have a *Toughness* equal to the spell effect
total. It is not easy to exit an area of enchanted growth. The *Dexterity/dodge*
*value of the plants is zero, each wound scored allows a person to move one*
meter. Use the mooks damage chart to find the damage done to the plants. The
area of growth refills any area cut within five rounds. A person who does not
move quickly will find himself trapped again. Since this spell only alters the
rate of growth, the change in the plant life will be permanent when the spell
ends. The change in the *Toughness of* the plants ends when the spell
ends. Anyone still trapped in the area of effect will still be trapped when the
duration ends but getting out is much less of a problem.

**Hibernation**

Skill: *alteration/life 20*

Backlash: 19

Difficulty: 13

Effect Value: 24

Bonus Number to: duration

Range: touch

Duration: 29 (1 week)

Cast Time: 9 (1 minute)

Manipulation: duration, state

*Hibernation* is
a focused spell. A touch from the mage's hand sends the target into a deep
sleep in which all his metabolic processes slow. The target's *Dexterity,*
Strength *and* Toughness *must all be 13 or less for the spell to take*
effect. The spell completely suspends the target's bodily functions for the
duration of the spell. The target does not have to drink, eat, or even breathe.

This spell stops the progression of poisons, disease or damage in a person. The mage can touch the target again and end the spell.

**Sense Life**

Skill: *divination/life 17*

Backlash: 15

Difficulty: 11

Effect Value: 17

Bonus Number To: effect

Range: 9 (60 meters)

Duration: 14 (10 minutes)

Cast Time: 9 (one minute)

Manipulation: duration, state

The mage can use this spell to feel the presence of
life around him. The spell affects all creatures with a *willpower* less
than or equal to the effect value for this spell. The caster knows where these
creatures are, and can discern the type and number of creatures present. The
spell indirectly finds undead, and other entities that are not truly alive. The
caster senses any undead with a *Willpower* less than or equal to the
effect value of this spell as a dark hungry presence. The caster knows it is
there, but cannot tell what type of undead, how many, or even its exact
location. The mage just knows there are things that feed on life near him.

**Touch of Healing**

Skill: *alteration/life 19*

Backlash: 17

Difficulty: 10

Effect Value: 21

Bonus Number To: effect

Range: touch

Duration: 25 (1 day)

Cast Time: 9 (1 minute)

Manipulation: control

*Touch of Healing* is a focused spell. A mage touches his target to accelerate the natural
process of healing within a person, gesturing for the wounds to dose as he does
so. A successful spell quickly brings the target back to health. Compare the
effect value to the *Toughness* of the target, reading the results from
the Combat Result table for Hero Point-rated characters. This is
how much the accelerated healing heals. The spell accelerates healing so that a
character recovers a wound every 40 minutes. If the spell ends for any reason after
healing a wound, the wound does not reappear.

Example: Kate was wounded in battle and suffered 2Wnd
KO. Minar cast the *touch of healing,* generating an effect value of 22.
Kate's *Toughness* is a 12, thus the spell can accelerate her healing up to
"Wnd K 4:' the spell immediately heals the "K" and four shock;
in forty minutes Kate recovers a wound. This spell also heals damage taken later.
If the target is wounded again during the duration of the spell, the spell
begins to heal the target's new wounds.

### **Time**

**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.

**Flowing Shapes**

Skill: *alteration/time 20*

Backlash: 18

Difficulty: 15

Effect Value: 32

Bonus Number to: duration

Range: self

Duration: 18 (1 hour)

Cast Time: 9 (1 minute)

Manipulation: duration, cast time

The mage conjures an element of change by casting this
spell. The caster then binds this pattern of change into his body. This spell
allows a mage to assume the form of any living creature. If the mage's greatest
physical attribute is 14 or less, this pattern can be successfully placed onto
the mage. Once the caster has successfully cast this spell, he can physically change
his body to resemble that of any other living thing. *As* a
transformation, the attributes of the new creature must not differ from the
target's original attributes by more than the result points of the spell.

The caster gains the mundane benefits associated with the new body, such as wings for
flight, gills for breathing water, fur for keeping warm, etc. The caster does
not gain any mystical abilities associated with a creature, such as a faeries' magic or a demon's power. A
mage cannot use this spell to take the shape of a specific person or creature.
While under the effects of the spell, the mage can change form at will. To
change form, the mage must concentrate, and visualize
the new form to be taken. It takes the body 10 seconds to complete the transformation.

**Ravages of Time**

Skill: *alteration/time 21*

Backlash: 20

Difficulty: 13

Effect Value: 29

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 5(10 seconds)

Cast Time: 5 (10 seconds)

Manipulation: duration, cast time

With this spell, a mage can subject a volume of 10
meters radius to the rapid passage of time. All inanimate substances (as
defined by the arcane knowledge) within the sphere of effect age at a greatly
accelerated rate. Items within the area of effect begin to show signs of age. Metal
items start to rust or become brittle, stone cracks, liquids evaporate, plants
rot, fires die down, and air will seem stale and stagnant. Compare the effect
value of the spell to the *Toughness* of the target. Reduce the target's *Toughness*
*by the result points of the spell. This reduction is permanent (at least*
until reversed. By another spell). If the spell reduces the target's *Toughness*
*to zero or less, the item fractures and turns to dust.*

As a general rule, armor has *Toughness* equal
the Power Push of its Maximum value, plus the weight value of the armor:
leather armor has a *Toughness* of 12, while full plate has a *Toughness*
*of 17. Melee weapons have* Toughness *equal to the Power Push of their*
maximum damage value, plus their weight value: a dagger has a *Toughness* of
six, while a two handed sword has a *Toughness* of 12.

**Spell Lock**

Skill: *alteration/time 21*

Backlash: 20

Difficulty: 16

Effect Value: 31

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 9 (10 minute)

Cast Time: 0 (one second)

Manipulation: control

*Spell Lock* is
a focused spell. This spell alters the flow of time around a spell just cast,
slowing the spell process to a halt. The mage shouts the words "spell
lock" while casting the spell, making certain to stop speaking just before
finishing the phrase. The effect value must be greater than the skill total
generated by the target spell. A bubble of temporal stasis appears, freezing
the spell in one place, holding the process in check. The spell lock holds the
target spell for one minute, or until the caster of the releases the spell to
continue on its path.

**Visions of the Past**

Skill: *divination/time 24*

Backlash: 19

Difficulty: 12

Effect Value: 38

Bonus Number To: duration

Range: touch

Duration: 18 (1 hour)

Cast Time: 9 (l minute)

Manipulation: duration

In casting this spell, the mage can gain information
about one object that he touches. The mage receives visions of events that
occurred around the object in the past. The mage can see events which occurred
within a sphere of 10 meters radius centered on the object. The object must fit
completely within the sphere. The mage, and only the mage, can view a scene
from any point in past less than or equal to the effect value of the spell. The
wizard observes the scene in real time. After selecting the initial past-point,
the magician may scan through images either futureward or

Pastward of the initial past-point, searching for
interesting scenes. He scans images at a rate of one week of images per minute
of spell.

### **True Knowledge**

**Banishment**

Skill: *conjuration/true knowledge* 22

Backlash: 17

Difficulty. 14

Effect Value 35

Bonus Number To: effect

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 5 (10 seconds)

Manipulation: range, control

The mage casts this spell to force a creature from other
dimensions back whence it came. The mage speaks the incantations while
pantomiming pushing something through a portal, and then closing it up. A
portal to the home dimension of the entity appearing in front of the entity to
be dispelled. Compare the effect value of this spell to the entity's greatest
physical attribute. If the result points are equal or greater than the entity's
Spirit, the caster forces the entity back to its home dimension.

**Blink Walk**

Skill: *alteration/true knowledge 19*

Backlash: 18

Difficulty: 14

Effect Value: 25

Bonus Number to: range

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast time: 5 (10 seconds)

Manipulation: control, duration, range

A mage calls forth the pattern of this spell to move
himself from one location to another, travelling the distance through an
extra-dimensional "tunnel". The caster disappears upon casting the
spell, reappearing at the destination a short time later. Only the caster can
benefit from *blink walk.* If the
caster has any attribute greater than 25, this spell fails. The caster must
see, or otherwise sense, the location to which he will move. He must know the
location of both the starting point and the destination. A mage could *blink*
walk *beyond his field of vision if he knew the location, perhaps through a*
divination, and the location was in range. The mage travels from the start
point to the destination at a rate of 250 meters per round. No matter how large
the bonus number generated, the maximum effective range is 1500 meters. More
than that and the duration expires before the mage arrives at his destination,
randomly depositing the mage at (or into) a point near his line of travel.

**Element Shaping**

Skill: *alteration/true knowledge* 22

Backlash: 17

Difficulty. 2

Effect Value: 28

Bonus Number To: effect

Range: 8 (40 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: control, duration, state

*Element Shaping* is an impressed spell. The mage influences the shape of any element by
altering the true, essential knowledge of the element. The mage can use this
spell to induce a permanent change in the shape of an element, as long as the *Toughness*
*of the element does not exceed the effect value of the spell. The mage can*
control a volume of material in a sphere of 10 meters radius.

While the caster concentrates, he can move the effect
to another part of the element, or even switch to another elemental force. If the mage ever ceases to
concentrate, the spell falters and stops. A mage cannot change one element to
another with this spell.

**Free Spirit**

Skill: *alteration/true knowledge* 22

Backlash: 19

Difficulty: 12

Effect Value: 34

Bonus Number to: range

Range: 25 (100 kilometers)

Duration: 18 (1 hour)

Cast time: 18 (1 hour)

Manipulation: control, duration, range

A mage casts this spell to detach a part of her
spirit, so that it can roam free and gain information. Only the mage may benefit
from this spell, since she becomes part of the pattern woven into the spell.
While her spirit roams free, the mage must maintain the link between her body
and her spirit form. If the mage's concentration is ever broken, the spirit form
dissipates, and returns to the body. This spell may be cast by a mage with a *Spirit*
*17 or less. Mages with a higher* Spirit *cannot completely detach*
their spirits with this spell. During the hour required to cast this spell, the
mage must be alone, and remain undisturbed. She composes her mind and relaxes
her body so the spirit may roam free. During the spell, the mage may direct her
spirit form at the rate of a kilometer per round, to any point within the range
of the spell. Places protected against entities, living forces, or true
knowledge bar the spirit form from entering. The spirit form can move through
ordinary walls, over water, through fire, any normal physical barrier. Through
the link, the mage can use all information gathering skills based on *Perception,*
Mind, Charisma, *or* Spirit. *The spirit cannot cast spells; doing so*
would break the concentration on the *free spirit* spell, snapping the
spirit back to its host. Only beings that can detect magic can sense the
spirit; it is undetectable to all other senses. The spirit cannot interact with
any being that cannot sense magic.

**Invisibility**

Skill: *alteration/true knowledge 23*

Backlash: 17

Difficulty: 12

Effect Value: 24

Bonus Number to: effect

Range: touch

Duration: 25 (ten hours)

Cast Time: 18 (one hour)

Manipulation: control, duration, state

The mage must have a small figurine of glass to
perform this impressed spell. He begins with the figurine dirty. He cleans the
figurine throughout the casting of the spell, checking its transparency several
times during the casting. The spell is impressed upon casting. The spell is
released by touching the recipient or object with the figurine. Compare the
effect value to the recipient's T*oughness* onthe Power Push table. To these result points add nine.
If the final result points equal or exceeds the target's *Toughness,* then
he is rendered completely transparent to light. Any character trying to spot an
invisible character must generate a Perception total at least equal to the effect value of the spell in order to see
him. Note that hearing, or otherwise

Sensing the character, might be easier than seeing
him. Invisible characters who have not been perceived increase their defense
against visually targeted attacks by +10. Even after he is perceived, an
invisible character still has his defense increased by +5 against all visually
targeted attacks.

**Scrying Eyes**

Skill: *divination/true knowledge 19*

Backlash: 18

Difficulty: 10

Effect Value: 25

Bonus Number to: range

Range: 25 (100 kilometers)

Duration: 18 (I hour)

Cast Time: 14 (10 minutes)

Manipulation: cast time, control, duration

The mage must possess a device for scrying, this
device could be a mirror, a crystal ball, or even a calm pool. The device must
produce a clear reflection. When the mage casts the spell the device shimmers
and then displays the scene the mage wishes to see. Anyone else looking into
the device also sees the scene it reveals. *Scrying* eyes produces visual
information only. The mage can only see what is obvious. Others observing the
mirror may use *find* or other skills to analyze visual information. Their
skill totals are capped at 25, which is the effect value of the spell.

If the mage concentrates, she can manipulate the spell
to see the scene from a different view, or a new scene can be located. The
viewpoint may be moved at a rate of a kilometer each round. Sensitive people
may feel that they are being watched (on a *Perception* total of 25 or
more), and *detect magic* reveals this method of scrying.

**Spatial Feelings**

Skill:
*divination/true knowledge 19*

Backlash:
20

Difficulty:
12

Effect
Value: 15

Bonus
Number To: effect

Range:
15 (one kilometer)

Duration:
18 (one hour)

Cast
Time: 18 (one hour)

Manipulation:
control, duration, range

When
the mage speaks the words of this impressed spell, she gains the ability to
feel her environment. Everything within a 100 meter radius sphere of the
magician's chosen center of effect can be sensed by the caster. The circle of
effect may be moved anywhere in range within one round. If the effect value of
the spell is greater than the *Spirit* of the target, the mage knows the
target's exact location. This spell may find some targets, while failing to
find others with higher Spirits. Compare each target's *Spirit* individually.
While this spell pinpoints location with ease, it limits other information.
Read the result points on the General Success chart. On a *minimal* or *average*
*success the spell can only differentiate between the living and unliving.*
On a *good* success, the spell reveals the arcane knowledge that best
represents the target. On a *superior* success, the spell identifies the
type of being or object (assuming the caster is familiar with such beings or
objects). On a *spectacular* success, the caster also identifies any
objects a being is carrying, again assuming the caster is familiar with such
objects.

**Sylph Call**

Skill: *conjuration/true knowledge 20*

Backlash: 18

Difficulty: 17

Effect Value: 32

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: duration, range, state

This is a focused spell. A mage may call a sylph to
serve him by blowing on a clear blue crystal while concentrating on the pattern
of this spell. The sylph will emerge in a glowing nimbus from the crystal and
take the form of an intangible female composed of clouds. From the figure
issues gentle and refreshing breezes. She speaks in whispered tones. The
summoning mage does not necessarily command the sylph, but controls the
apportation of the sylph when in range, at least giving the mage safety while
negotiating. The spell continuously maintains a small opening to the sylph's
dimension, focused in the blue crystal or jewel.

Typical Sylph

DEXTERITY 15

Dodge 18, flight 20, maneuver 18, unarmed combat 20

STRENGTH 20

TOUGHNESS 14 (25)

PERCEPTION 15

Find 18, trick 18

MIND 13

Control wind *(apportation/air) 18,* willpower 16

CHARISMA 13

Charm 17

SPIRIT 13

Intimidate 15

Hero Point Potential: Some (SO)

Natural Tools: Swirling, windy form (TOU+11 25 versus
physical weapons only); speed value 12. The sylph uses *control winds* to bring
forth whirlwinds to attack her victims. The *control winds* total is the
to-hit total. Sylph whirlwinds have a damage value of 20, and affect everyone within
four meters of the target. She can touch a person with her bare hands, which freezes
their blood, this attack also has a damage value of 20. The sylph can use her
winds to lift objects and transport them to another location. She can lift any
object that weigh less than or equal to her than her *Strength,* lifting
all objects in a circle of radius four meters. She can move these objects, even
humans, at a rate equal to her speed. The sylph's powers can impede the movement
of people or objects. She can form a spherical wall of air four meters in
radius. Her *Strength* equals the armor value of this air wall, and only a
character who generates a *Strength* total greater than her *Strength* can
walk through it. If the summoning mage is knocked unconscious, the apportation
protection against the sylph vanishes. If the sylph is hostile toward the mage,
she may carry the mage off to her dimension. This spell maintains the opening
to the sylph's dimension for the duration of the spell. By controlling the
apportation of the effect, the mage can return the spirit just before the spell
expires. If the *jewel* is broken before the duration expires, the
extradimensional opening is closed

**True Light**

Skill: *conjuration/true knowledge* 22

Backlash: 17

Difficulty: 7

Effect Value: 13

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 18 (one hour)

Cast time: 5 (10 seconds)

Manipulation: control, duration, state

*True light* conjures
a glowing, streaming mass of true light, one of the three Principles of nature.
The mage casts the spell by imagining all he believes true to be coalescing
before him, and he shapes these beliefs into the light. The light illuminates
anything within 10 meters. *True light drives away* darkness, whether
physical, mental or spiritual. In addition the mage may concentrate upon one
being within the radius of the light, one being per round. The mage generates
an effect total for the spell. Lies and evil intentions appear as shadows about
the creature if the effect total is greater than the *Mind* of the
creature (if lying) or the *Spirit* (if harboring evil intentions).

## **Principles**

#### **Darkness**

**Abrasion**

Skill: *alteration/darkness 15*

Backlash: 18

Difficulty: 14

Effect Value: 15

Bonus Number to: duration

Range: 6 (15 meters)

Duration: 10 (100 seconds>

Cast Time: 3 (four seconds)

Manipulation: duration

This focused spell causes the affected target to
become violently angered at an individual who has slightly irritated her (i.e.
bumped into her, spilled some ale on her skirt, disagreed with her in a
discussion, etc.). Compare the spell's effect to the target's *Mind* or *willpower,*
*reading the result points on the Power Push Table.*

Add seven and read the final result points on the
Interrogation column of the Interaction Results Table. If the result is equal
to the target's attitude, they fight. For the duration of the spell, reduce her
base attitude toward everyone around her two steps. Abrasion is used to start
tavern brawls. Multiple targets are possible with the usual one-on-many
penalties. To cast abrasion, the mage pricks himself with a needle or tack in
the buttocks, while pointing at his target(s).

**Black Bart's Deadly Darts**

Skill: *apportation/darkness 17*

Backlash: 15

Difficulty: 13

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 8 (40 seconds)

Cast Time: 18 (one hour)

Manipulation: control

This impressed spell requires a piece of black
obsidian and a dart of some sort. The mage utters dark arcane words while
touching the tip of the dart to the stone. The darkness travels into the dart,
draining the stone of its pigment. To release the spell, the caster throws the
dart at his target. The mage must generate an apportation magic total adding +
2 bonus for the increased accuracy of the spell. The target uses *Dexterity* or
*dodge* to avoid the attack. The target takes damage equal to the effect
value of the spell in the round the dart hits and the next three rounds. The
spell ends if the target moves beyond the spell's range. The dart can't be
removed before the spell ends other than casting dispel magic, which does not
heal damage already taken from the dart. A

Hero point may be used to reduce the damage each
round.

**Conceal Evil**

Skill: *alteration/darkness 17*

Backlash: 14

Difficulty: 10

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: duration

This focused spell hides evil feelings and/or
intentions by transforming them into an article of clothing, such as a hat,
scarf or belt. The caster touches the forehead of the target and mimics the donning
of the article of clothing. A black colored piece of that attire appears in
place on the target. Compare the spell's effect to the target's *Spirit.* Read
the result points on the Power Push Table. The spell has a result modifier of
+6. Add the final result points to the target's *Spirit* when resisting a *detect*
folk evil, *or similar detection spell. The article of clothing reads*
positive for evil detection spells. If the clothing is removed, it vanishes and
the spell is broken.

**Create Fear**

Skill: *conjuration/darkness 17*

Backlash: 16

Difficulty: 14

Effect Value: 26

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 15 (15 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, duration state

*Create fear* is
a powerful focused spell that should not be cast indiscriminately. The caster
must possess an item belonging to the target. The caster mutters words of power
and points at the target. The spell creates fear through the intimidation
skill. Compare the spell's effect to the target's *Spirit* or *intimidation.*
*Read the result points on the Power Push Table. The spell has a result*
modifier of +6. Find the final result points on the intimidation chart of the
interaction Results Table. *Create Fear* is, of course, an illusory spell.
Once the duration of the spell expires, the effect will wear off swiftly, and
the target is apt to be extremely angry. To disbelieve the spell, the target
must generate a successful *Mind* or *willpower* total of 19.

**Dark Cloud**

Skill: *alteration/Darkness 20*

Backlash: 17

Difficulty: 14

Effect Value: 20

Bonus Number to: effect

Range: 2 (2.5 meters)

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: duration

This focused spell must be cast in some source of
darkness (magical or natural). The mage circles the recipient (or turns in
place if he is the target) while chanting words of power relating

To storms. The darkness condenses over the recipient's
head, forming a black cloud that is barely visible when the casting is
complete. The spell resists the effects of darkness spells with a casting total
less than the effect value of the dark cloud. The recipient controls the
duration of the spell.

**Detect Folk Evil**

Skill: *divination/Darkness 15*

Backlash: 13

Difficulty: 7

Effect Value: 19

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 14 (10 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control

The magician thinks dark thoughts about himself or
others about whom he cares, and then casts the spell with a quick scowl in the
direction of the target character. The mage must concentrate for the duration
of the spell. The spell effect ends as soon as the mage performs an action
other than directing the spell. He may change the target of the spell. Compare the
effect value of the spell to the target's *Spirit* or *faith* value. *Minimal*
*or* average *success lets the Caster know if the target character*
harbors evil intentions which he plans to put into effect within the duration
of the spell. Good success allows the caster to know if the target harbors any
evil intentions toward the caster (or the character the magician thought about
when casting the spell). *Superior* success lets the caster know if the
target character harbors evil intentions toward anyone and the degree of harm planned.
*Spectacular* success lets the caster know who the target is planning to
harm, if not the caster or the character about whom the magician thought dark
thoughts.

**Fields of Death**

Skill: *apportation/darkness* 21

Backlash: 14

Difficulty: 11

Effect Value: 15

Bonus Number to: duration

Range: 12 (250 meters)

Duration: 32 (one month)

Cast Time: 14 (10 minutes)

Manipulation: cast time, duration, control

This focused spell of darkness causes an area of land
to become incapable of sustaining plant life. Once cast, it slowly kills all
plant life existing in the zone and prevents any new vegetation from growing
for the duration of the spell. It attacks all plants with the spell's effect
value every round for the duration. The spell cannot kill animal life, but any
small creatures living within the area of effect usually die or move away from
lack of food. The zone is disk shaped, 500 meters in diameter with a height of
25 meters.

The height is divided in half at ground level,
creating one cylinder 12-1/2 meters below the ground and one 121/2 meters above
the ground. Fields of death may only be cast at night. The mage walks the
circumference of the area that the spell is to deaden and then journeys to the
center of the circle. There he plucks some native vegetation from the ground
and crumples it. He raises his arms high and then lowers them toward the ground
as if to pull the night sky down with them. Darkness falls from the sky and
settles within the parameters thus set by the mage.

**Low Spirits**

Skill: *conjuration/darkness 15*

Backlash: 16

Difficulty, 6

Effect Value: 21

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 5 (10 seconds)

Cast Time: 4 (six seconds)

Manipulation: range

The caster of *low spirits* creates feelings of
dread and failure in her target(s), causing fatigue. Compare the effect total
to the target's *Spirit* value. Read the result points on the Power Push
Table. The spell has a result modifier of +8. Read the final result on the
maneuver column of the Interaction Results Table. To cast the spell, the mage
simply applies pressure to a black heart sculpture, made specifically for this
purpose, while pointing at her victim.

**Mage Dark**

Skill: *conjuration/darkness 15*

Backlash: 18

Difficulty: 12

Effect Value: 0

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 15 (15 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

The focused spell is cast by blowing a bit of soot or
ash into the air and pointing at a target. A thick palpable darkness enshrouds
everything within 25 meters. Mage Dark is not
completely impervious to light, but ordinary light appears as random sparkles,
more common near a light source, but insufficient for illumination and sight. *Mage*
light *combined with mage dark fills the overlapping areas with a suffused*
glow like an illuminated fog and vision is barely possible *(Perception* checks
at +10 difficulty). *Sunstore* creates a condition similar to dusk, and *true*
light *destroys the* mage dark. *The spell is an illusion and may be*
disbelieved with a *Mind* or *willpower* total of 15.

**Maungo's Malicious Mastiff**

Skill: *conjuration/darkness 17*

Backlash: 14

Difficulty: 8

Effect Value: 21

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 9 (one minute)

Cast Time: 18 (one how)

Manipulation: range

This impressed spell requires the mage to bring into
his mind all manner of evil thoughts and corrupt deeds. He then lets out a loud
bark that projects the feelings out of his body to hover as a cloud of darkness
in front of him. The caster gets down on all fours and begins to growl. The
billowing darkness takes on the form of a large black dog, next to the
crouching mage. It slides sideways, reentering his body. The spell is now
impressed and can be released by a mere whistle from the mage's lips.

The mastiff can be directed by the mage to sit idle or
attack anyone he chooses, changing targets freely, until the spell expires or
something destroys the mastiff. The dog is made of pure darkness and can do
only malicious violence.

Maungo's Malicious Mastiff

DEXTERITY 16

Dodge 22, unarmed combat 22

STRENGTH 16

TOUGHNESS 16

Perception 16

MIND 16

Charisma 0

SPIRIT 0

Natural Tools: armor TOU+6/22; teeth, damage value
STR+6/22

*Note that while the mage need not concentrate* on *the spell* to maintain *the dog's attack,*
he must redirect it to another target if the original expires *or* it will
randomly attack any being *save* the Caster.

**Maungo's Mind Madness**

Skill: *conjuration/darkness 20*

Backlash: 14

Difficulty: 11

Effect Value: 24

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: range

The magician casting this focused spell requires a
black scarf or cloth. As he points at his target, he drops the scarf over his
hand. Compare the effect value of the spell to the victim's *Mind.* Read
the result through the Power Push Table. The spell has a result modifier of +9.
Find the final result points on the General Success

Table. *Minimal* success results in the victim
becoming unskilled. *Average* success causes him to be stymied. *Good* success
causes him to stand confused taking no action. A *Superior* result causes
the victim to attack the nearest being in range. *Spectacular* success
knocks the victim unconscious. Results last for each
round that the spell is in effect. *Maungo's mind madness* is illusory and
can be disbelieved by generating a *Mind* or *willpower* total of

15 or more.

**Phantom Darkness**

Axiom Level: 12

Skill: *conjuration/darkness 15*

Backlash: 16

Difficulty: 13

Effect Value: 14

Bonus Number to: effect

Range: 3 (four meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: state

*Phantom darkness* is a focused illusion that convinces the target that a mage dark spell
has been cast about her. In actuality, the illumination of the area remains
unchanged. The effect value of the spell must exceed the target's *Mind* for
the spell to be successful.

The disbelief difficulty is 15. The actions of casting
*phantom darkness* are the same as mage dark, save that the mage holds one
hand behind his back while crossing his fingers.

*It should be noted that some victims of this spell*
have reacted to this illusion by casting light spells, such as sunstore. Light
spells allow the victim to see under the same effects described under mage
dark, since the victim believes that mage dark was the original spell.

**Shadow Bats**

Skill: *alteration/darkness 16*

Backlash: 11

Difficulty: 8

Effect Value: 18

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 12 (four minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, duration

*Shadow bats* is
focused on a target. The caster throws a black silk at the target. The silk
transforms into a group of dark bats that fly around and whip into their target
causing the effect of a maneuver action. Compare the effect value of the spell
to the target's *Dexterity* or *dodge.* Read the result points
through the Power

Push Table. The result modifier is +7. Read the final
result points on the maneuver chart of the Interaction Results Table. The
shadow bats bother the victim until the spell's duration ends, the victim makes
a successful active dodge, or the caster moves the bats to another target. The
bats form a cone around the target, five meters in diameter, and 2-1/2 meters
high. The victim will take the maneuver result each round that the bats are
annoying him. If moved to another target, compare the effect total to the new target's *Dexterity* or *dodge.*
*The victim may disbelieve the spell by generating a* Mind *or* willpower
*total of 18.*

**Withering Touch**

Skill: *conjuration/darkness 19*

Backlash: 18

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: cast time

The mage casting this focused spell speaks words of
sickness and decay in a raspy voice. A cloud of darkness forms in front of the
mage, into which he places his hand. The dark cloud vanishes and the mage has a
glove of darkness on his hand. The caster has six combat rounds to hit one of
the opponent's appendages by generating an unarmed combat total greater than
his target's *dodge* or *Dexterity.* Compare the effect value to the
target's *Toughness.* Read the result points through the Power Push Table.
The spell's result modifier is +7. The target's appendage withers and loses the
final result points worth of *Strength, Dexterity* and *Toughness.* If
any attribute is reduced to zero or less, the appendage is useless and hangs
limp. Magic, such as *restore limb* (see light spells), must be used to
regain lost attribute points and use of the appendage.

It is not possible to target the victim's body. The
victim's head can be withered if the effect total is greater than the targets
combined *Toughness* and *Mind.* Subtract the spell's final result
points from the target's *Toughness* and *Mind* value. There are no *Dexterity*
or Strength *adjustments. A successful hit on an opponent fully discharges*
the spell; a spell would only reach its full duration if the caster keeps
missing his target.

Light

**Away Sight**

Skill: *divination/light 18*

Backlash: 18

Difficulty: 15

Effect Value: 9

Bonus Number to: range

Range: 13 (400 meters)

Duration: 13 (six minutes)

Cast Time: 15 (15 minutes)

Manipulation: range, speed

*Away sight* forms
a small, slowly revolving series of translucent tubes that catch the images of
everything in a 10 meter radius. The whirling construct travels 250 meters per
round (60 mph). The caster can make *Perception* skill checks, but is
limited to a maximum effect value of 9. The mage controls the movement of the
tubes. The spell is focused through a glass lens for the duration.

**Eradicate Fear**

Skill: *conjuration/light 17*

Backlash: 16

Difficulty: 16

Effect Value: 18

Bonus Number to: effect

Range: touch

Duration: 15 (15 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range

This is a focused spell. The mage casting *eradicate*
fear *helps a folk. Under the effects of a create fear or similar spell*
conquer the emotion that grips him. After shaking and screaming at the target
to stand up to his fears, the mage slaps him in the face. Compare the spell's
effect value to the target's *Mind.* Read the result points through the
Power Push Table. The result modifier is +7. Add the final result points to the
target's *Mind* for purposes of defeating the fear. The target may make
another roll against the fear.

**Language Enhancer**

Skill: *divination/light* 16

Backlash: 18

Difficultly: 16

Effect Value: 20

Bonus Number to: effect

Range: touch

Duration: 14 (10 minutes)

Cast Time: 5 (10 seconds)

Manipulation: state

*Language enhancer is a* focused spell that increases the recipient's language
ability. The target must possess adds in the language to be enhanced as this
spell does not bestow new languages. Compare the effect total to the target's *Perception.*
*Add the final result points to the recipient's* Perception *for*
purposes of the specified language only. The recipient of the spell speaks
aloud in the language to be enhanced while the mage touches his head and
repeats the words spoken.

**Light Writing**

Skill: *apportation/light 15*

Backlash: 10

Difficulty: 9

Effect Value: 0

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 20 (25 hours)

Cast Time: 3 (four seconds)

Manipulation: control, range

The magician casts the spell by quick1y reciting the
first word she intends to write while spelling it out with movements of her
hand. The spell affects a 2.5 meter radius circle. The caster controls the
target aspect, effect, duration and form of the spell. As the mage thinks the
words in her mind, the light within the area of effect gathers to form the
letters. The rest of the area darkens as the light leaves it, making the
letters more legible. The spell's effect may be switched off and on.

**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.

**Multiple Images**

Skill: *conjuration/light 19*

Backlash: 15

Difficulty: 11

Effect Value: 0

Bonus Number to: duration

Range: 12 (250 meters)

Duration: 18 (one hour)

Dst Time: 18 (one hour)

Manipulation: control, duration, cast time

This impressed spell is useful, particularly if all of
a caster's impressed magic has failed him and he needs time to cast something
directly. *Multiple Images* allows the caster to create unliving
simulacrums of himself within a 250 meter radius of the casting location. The
images can confuse and distract a foe. To impress the spell, the caster recites
the incantation in a room filled with mirrors. Once impressed, the caster
stands at each spot he wishes a double to appear and mentally repeats the
incantation. There are no elaborate hand gestures to warn an opponent of your
plan.

**New Hope**

Skill: *alteration/light 15*

Backlash: 16

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 5 (10 seconds)

Cut Time: 4 (six seconds)

Manipulation: cast time, control

*New hope* causes
the targets to feel as if all obstacles have been removed and that nothing can
stop them from their goals. The spell removes fatigue. Compare the effect total
to the target's *Spirit.* Read the value on the Combat Results Table,
subtracting the number of shock points from the target. Any "extra"
shock points are lost. To cast this spell, the mage conjures in her mind the
image of a stone wall. Then she points at her target(s), while shattering the
image of the wall in her mind.

**Rainbow Bracers**

Skill: *alteration/light 17*

Backlash: 13

Difficulty: 15

Effect Value: 20

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: cast time

This spell must be cast in some form of light and the
caster must have a prism or piece of glass that he touches to the target's
wrists. Light swirls in front of the prism and then flows through it to the
recipient's wrists. A barely visible band of rainbow colored light adorns each
wrist. The spell resists the effects of light spells with a casting total less
than the effect value of the rainbow bracers. The recipient controls the
spell's duration.

**Rainbow Bridge**

Skill: *alteration/light 22*

Backlash: 18

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 18 (one hour)

Cast Time: 12 (four minutes)

Manipulation: control, range

*Rainbow Bridge* must
be cast with some sort of light, sun light being best. Focusing the tight
through a lens, prism or similar piece of glass, the caster traces the outline
of a rectangle in the area he wishes cross. When cast a bridge of multi-colored
light, resembling a flattened rainbow, spans the area designated by the caster.
The bridge may be up to one kilometer long, with a maximum height of 60 Meters.
The bridge's *strength* is the effect value. The bridge may be smaller
than the effect value total if the mage so chooses.
The bridge may be disbelieved with a *Mind* or willpower total of *15.*

**Restore Limb**

Skill: *alteration/light* 20

Backlash: 19

Difficulty: 16

Effect Value: 21

Bonus Number to: effect

Range: touch

Duration: 37 (10 months)

Cast Time: 25 (one day)

Manipulation: control

With *restore limb,* a focused spell, the mage
repairs damage to a limb that is suffering from the effects of a withering
touch spell (see darkness spells). The spell will also reattach severed limbs.

The caster must have a white silk or sheet large
enough to cover the limb. The target lies down on the floor. The mage drapes
the cloth over his outstretched hands and speaks arcane words of light and
life. The cloth glows with a brilliant white light and it is laid over the limb
(if severed, the limb must be placed next to the recipient). The recipient must
lie still for the duration of the spell while the light drains from the cloth
into the limb.

With severed limbs, compare the effect to the target’s
*Toughness.* Read the result points through the Power Push Table. The result
modifier is +8. Find the final result points on the General Result

Table. *Minimal* success does not reconnect the
limb. *Average* success, or better, reconnects the limb, but the target
may take a number of wounds depending on how successful the spell is. *Average*
*success causes three wounds,* good *success causes two wounds,* superior
*success causes one wound and* spectacular *success reconnects the limb*
with no ill effects. With withered limbs, compare the effect value to the
target limb's reduced *Toughness* Read the result points through the Power
Push Table. The result modifier is +8. The limb regains any lost *Strength,*
Dexterity *and* Toughness *attribute points up to the total of the*
final result points.

**Shield of Light**

Skill: *alteration/light 19*

Backlash: 15

Difficulty: 9

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: cast time

This is a focused spell. To cast shield of light, the
magician touches the beneficiary's head with the tips of her fingers, while
uttering theorems and equations. Compare the effect to the target's Mind or *Spirit*
*(whichever is greater). Read the result points through the Power Push*
Table. The result modifier is +6. The recipient increases his *Mind* and *Spirit*
*by the final result points for purposes of defense only. Shield of light is*
illusory. It may be disbelieved with a *Mind* or *willpower* total of

**Sunstore**

Skill: *alteration/light* 22

Backlash: 18

Difficulty: 15

Effect Value: 21

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 10 (100 seconds)

Cast Time: 3 (four seconds)

Manipulation: control

The mage places a glass sphere in the sunlight so that
the sunlight catches on some part of the sphere. The mage quickly utters the
spell and the sunlight is trapped in the sphere. The sphere flashes brightly
and illuminates a 15 meter radius sphere with near blinding sunlight. Compare
the effect value to the *Dexterity* or *dodge* of any creature caught
in the 15 meter radius sphere. Read result points through the Power Push Table.
Find the final result points on the General Success Table. With *minimal* success,
the creature is stymied. With *Average* or good success, the target is
setback. With *superior* success, the target is setback for two rounds.
With a *spectacular* success, the target is setback for four rounds. The
spell is often used to flash opponents into temporary blindness, although it
may be used merely for illumination, as with simpler versions of the spell. The
effect may be turned on and off or reduced.

**Sweet Dreams**

Skill: *apportation/light* 12

Backlash: 17

Difficulty: 15

Effect Value: 14

Bonus Number to: duration

Range: touch

Duration: 22 (six hours)

Cast Time: 5 (10 seconds)

Manipulation: duration

The mage casting this focused spell must truly care
for the target of the spell. While humming a lullaby, the mage touches the head
of the sleeping target. The recipient will have good and peaceful dreams for
the duration of the spell. Nightmares created through magic must have an effect
total greater than that of the *sweet dreams* spell to affect the target.

**Voltofs Little Bird**

Skill: *alteration/light 18*

Backlash: 12

Difficulty: 12

Effect Value: 9

Bonus Number to: range

Range: 15 (one kilometer)

Duration: 19 (100 minutes)

Cast Time: 18 (one hour)

Manipulation: cast time, control, range, speed

*Voltofs little bird* is an impressed and focused spell that allows the caster to send a
message to a Specific person or place. The spell must be cast in sunlight
(either natural or magical). The caster needs an object from the person or
location. The mage holds the contagion in his hands and raises it above his
head. He then concentrates on the person or place while making sounds like a
chirping bird. The casting consumes the contagion. To release the spell, the
mage simply flaps his arms like a bird while speaking the message aloud. The
message may be up to one minute long (the spell's effect value). When the
message has been completed, a small white light streaks forth from the mage's
mind and takes to the sky in the form of a bird. The bird travels at a speed
value of 15 (one kilometer per round). The target must be within the range
total generated by the spell, which has a maximum of value of 25 (100
kilometers). The bird seeks the person or location with a divination skill of
15. The bird travels to the midpoint of the range and circles the caster at
that distance until it detects the target. The searched area is a vertical
circle with a radius of 23 (40 kilometers). The target's range· 10 is the
minimum time to reach the target. The maximum time is range· 7. The bird can
travel through cracks and crevices to get to its destination. Upon arrival, the
bird will whisper the message in the ear of the receiver. If a place was
designated, the bird will continuously repeat the message aloud until the end
of spell's duration or someone tells it to stop.

**Zero Light**

Skill: *apportation/light 20*

Backlash: 13

Difficulty: 13

Effect Value: 15

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: duration

*Zero light* causes
all light within an 80 meter diameter sphere to be driven away for the duration
of the spell. While this does not automatically cause darkness, any available darkness
in the area of effect will spread to fill the whole area. Any light spells cast
in the area will be driven away unless they have an effect total greater than
that of the zero light spell. To cast zero light, the mage covers his eyes with
one hand while thinking of the area to be effected. He waves a fan with his
other hand in the direction of that area.

Magic

**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.

**Cast Lasher**

Skill: *alteration/magic 20*

Backlash: 22

Difficulty: 8

Effect Value: 25

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: range

This impressed spell increases the backlash of an
opponent's spell castings. To cast the spell, the mage mimics the casting of
another spell, one from which he usually takes backlash. As he pantomimes the effect
of the backlash, the magician casts cast lasher. To be effective the magician
must take some backlash when casting the spell, as this is the contagion. The
caster controls the effect of the spell. If the casting total is high enough
that he would take no backlash, the mage may reduce the casting total and the
effect to a level where he takes backlash. When released, the caster generates
an *alteration magic* total that must exceed the target character's *Dexterity*
*or* dodge *to hit him.* As *the effect value has already been*
set, do not add the bonus number from the targeting roll to the effect value.
Compare the effect value is compared to the target's highest magic skill value.
Read the result points through the Power Push table. The final result points is
the increased backlash the target character takes when casting spells. The
magician controls the duration of *cast lasher.*

**Cleanse Area**

Skill: *apportation/magic* 14

Backlash: 13

Difficulty: 6

Effect Value: 2

Bonus Number to: range

Range: 4 (six meters)

Duration: 16 (25 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range, control

This spell cleans an item or area. The mage makes a
sweeping motion. The spell moves all dirt and refuse into a pile wherever the
caster dictates. The spell cleans a 2.5 meter radius area, up to one meter
high. The caster can change targets to clean any area

**Destroy Magic**

Skill: *alteration/magic 21*

Backlash: 15

Difficulty: 10

Effect Value: 20

Bonus Number to: effect

Range: *10* (100 meters)

Duration: 9 (one minute)

Cast Time: 18 (one hour)

Manipulation: control

*Destroy magic* is
an impressed spell that seeks to void an area of magic. The spell affects a 60
meter radius sphere. The mage must conjure spell patterns in her mind and
subsequently shatter them.

After an hour of this mentally tiring work, the spell
is impressed.

The caster releases the spell by swirling her finger
in the air and pointing at the center of the area of effect. The spell affects
any spells with a pattern knowledge that the caster possesses; spells using a
pattern knowledge the caster does not have are unaffected. The spell works
through the principle of definition. An affected spell must generate a casting
total greater than the effect value of the *destroy*
*magic* spell in order to survive. The *destroy*
*magic* affects spells apported into the area and spells affecting beings
who enter the sphere. Any spell with an effect total higher than *destroy*
magic *will dispel it.*

**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.

**Dispel Magic**

Skill: *alteration/magic 20*

Backlash: 18

Difficulty: 6

Effect Value: 29

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: state, duration

The magician must concentrate when casting this spell,
envisioning the pattern that he plans to disrupt with this spell. The caster
must know the arcane knowledge of the spell she is dispelling. If she does not
know the pattern skill and knowledge of the target spell effect, the caster
suffers a10 bonus modifier when casting this spell. She must gesture to draw
the pattern she envisions, and then aloud commands the pattern to break.

Dispel *magic* works through the principle of
definition. The casting mage is copies the pattern of the spell effect closely
enough to invoke the principle of definition and dispel the spell. Compare the
effect value of dispel magic to the casting total of the target caster.

This spell affects one target.

**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.*

**Heal Object**

Skill: *alteration/magic 15*

Backlash: 12

Difficulty: 8

Effect Value: 12

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 8 (40 seconds)

Cast Time: 6 (15 Seconds)

Manipulation: state

By casting this focused spell, the mage seeks to cause
extreme heat in an object either held or worn
by another individual. The mage holds a lit candle in front of his face and
gazes at the target of the spell. The victim feels intense heat emanating from
the object in question. Heat damage equals the spell's effect value. Apply damage
each round that the target wears or holds the object.

The object itself is unharmed, because the spell is
illusory. The victim may disbelieve the spell
by generating a *Mind* or *Willpower* total of 15 or more.

**Hide from**
Magic

Skill: *alteration/magic 19*

Backlash: 10

Difficulty: 9

Effect Value: 20

Bonus Number to: duration

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, duration

Most mages have access to a *tracker* or *pathfinder*
*spell, which they often use to hunt down foes. Hide from magic allows the*
caster to create a bubble of mystic energy around himself that concea1s his
presence from divination spells. The caster is still
visible to the naked eye. Conjuration,
Alteration, and Apportation based spells still affect him.  To create the sphere, the mage closes his
eyes and mimics the sculpting of the field around him, as if it were being made
from day. Compare the spell's effect value to the
casting total of any divination spell seeking the caster. The hide from magic
protects the caster if it has the higher effect value.

**Imprisonment**

Skill: *conjuration/magic 19*

Backlash: 17

Difficulty: 10

Effect Value: 20

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: control, duration

The rite of *imprisonment* traps
a foe within bars made of mystic energy. To cast this, a mage must beckon with
his hands as if exhorting something something to rise from the ground. He then
mimics the struggle to escape from a narrow cell He points at his target, and
if the casting total of the spell is greater than the target's *Dexterity* or
*dodge,* it effectively traps its quarry. The spell's effect value is the *Strength*
*of the bars. The target can free himself by generating a successful* Mind
*or* willpower *total against difficulty number equal to the spell's*
effect value. The rite confines the target to a 2.5 meter radius sphere. It
cannot be used on creatures larger than the sphere.

**Magic Ladder**

Skill: *conjuration/magic 15*

Backlash: 16

Difficulty: 16

Effect Value: 14

Bonus Number to: duration

Range: 9 (60 meters)

Duration: 18 (one how)

Cast Time: 9 (one minute)

Manipulation: speed

The spell caster must have a small. hand-held carving
of a ladder. While staring at the carving, he mentally envisions a small ladder
of magical energy forming from the original He mentally places the magic ladder
in the desired locale and begins chanting in ever increasing octaves. As his
chant increases pitch, the ladder grows to its full height of 12 meters. The
mage can stop the growth at any height up to this maximum. The ladder has a *Strength*
*and* Toughness *of 12. The ladder can be moved from its original*
placement and in all respects is a physical object. The magic ladder may be
dispelled at any time if the caster is within range of spell.

**Mystic Shield**

Skill: *conjuration/magic 19*

Backlash: 16

Difficulty: 11

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, duration

To cast this spell, the mage stands with his hands
held out before him, and acts as if an invisible barrier stands before him. He pushes
against the barrier with his hands and discovers that it surrounds him. As he
finishes this action, he mouths the words of the rite, and a cone of magical
force forms around him. The spell's effect value is the *Strength* of the
shield. Spells directed against the caster with an effect value less than or
equal to the spell's effect value will be absorbed. A spell that is stronger than
the shield will cause it to shatter, and the now vulnerable mage takes full
damage from the spell.

**Mystic Star**

Skill: *conjuration/magic* 21

Backlash: 20

Difficulty: 15

Effect Value: 30

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: cast time, state, duration *Mystic*
star *allows the mage to create a swirl of mystic energy with very sharp*
edges. The mage voices one word of power while reaching back to throw. The star
appears in her hand as she hurls it toward her victim. She must generate a
conjuration skill total, with a+ 10 accuracy modifier Compare the casting total
to the target's *Dexterity* or *dodge.*

Compare the effect total to the target's *Toughness* or
*armor value* (the spell will affect enchanted armor). Find the final
result points on the Combat Results Table. The star can be disbelieved with a *Mind*
*or* willpower *total of 15.*

**Rinaldo's Resounding Racket**

Skill: *conjuration/magic 19*

Backlash: 15

Difficulty: 13

Effect Value: 15

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 9 (one minute)

Cast Time: 12 (four minutes)

Manipulation: control, cast time

This spell allows the magician to create illusory sounds for the duration of the spell
Explosions or loud banging noises are common, but other sounds, even musical
notes, may be conjured.

This spell cannot imitate noises generated by living
beings, such as groans, screams, speech, or barking. Sounds are limited to
those that come from inanimate objects. The magician covers his mouth with a
scarf or silk and points in the direction the sound is to come from. The sound
is created within a 100 meter radius sphere. Music created with this spell is considered
an art form. Judge its artistic quality as described in the *Torg Rulebook* under
the artist skill (page56). Use the spell's effect total as the artist skill
total Ignore the minimum creation time on the work quality chart.

The spell may be disbelieved by a listener by
generating a *Mind* or *willpower* total of 15.

**Ryggin's Steel Bands**

Skill: *alteration/magic* 12

Backlash: 11

Difficult: 10

Effect Value: 20

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control

The caster of this spell must have a metal bar or rod.
She holds the bar in one hand while creating three identical images of the bar
in her mind. When the mage points at her target, three metal bands appear and
stream toward the target of the spell Generate a conjuration skill total
greater than the target's *dodge* or Dexterity to hit. If successful, the
bands wrap around the victim's body, restraining his arms and legs. The bound
individual must generate a *Strength* total of 20 or more to break the
bonds. Ryggin's steel bands is an illusion and a *Mind* or *willpower* total
of 15 or more will cause the bands to fade. This spell can only be used on
human sized or smaller beings.

**Spell Bouncer**

Skill: *apportation/magic 15*

Backlash: 13

Difficulty: 11

Effect Value: 20

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: duration

The mage must have a small mirror to impress this
spell. She conjures a glowing ball of magical energy with which she performs
rigorous exercises, manipulating the ball toward herself while reflecting it
away with the mirror. When the mage finally allows the ball to strike her, the
spell is impressed. The wizard may release her spell by putting up her hand in
a stopping motion when an enemy mage targets her with a spell. She must
announce the use of the spell bouncer before she discovers any effects of the attacker's
spell. The spell is cast normally if it has an effect total greater than the
spell bouncer. If the spell bouncer has a greater effect total, the spell is
reflected a distance equal to the result points of the spell bouncer. Spells
take effect where they are reflected to. This spell may be cast by one or more
wizards to bounce the same spell more than once.

**Spell Snatcher**

Skill: *apportation/magic 19*

Backlash: 19

Difficulty: 14

Effect Value: 30

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast Time: 3 (four seconds)

Manipulation: control, range, speed

The magician makes a sweeping gesture from the target
character to his head, while reciting the opening words to the theory of state.
The spell steals an impressed spell from the target's mind. The stolen spell
immediately impresses itself in the mind of the caster, but it must be cast
before the end of the duration of *spell snatcher* or it fades away.
Compare the effect value with the target's conjuration magic value (his Mind if
he does not have *conjuration magic).* Read the result points on the
General Results table. On a *minimal, average,* or *good* success the
victim chooses the impressed spell he loses (assuming he has more than one
impressed). On *a superior* success the gamemaster randomly determines the
spell to be gained. A *spectacular* success allows the caster to choose
the spell he gains.

### **Mixed Forces**

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

#### **Inanimate Forces**

**Dispel Magic Fire**

Axiom Level: 9

Skill: *alteration/ inanimate forces 19*

Backlash: 14

Difficulty: 8

Effect Value: 30

Bonus Number to: effect

Range: 15 (1 kilometer)

Duration: 0 (1 second)

Cast Time: 9 (1 minute)

Manipulation: control, duration, state

A very specific magical dispel, this spell can be
directed only at magical fires. If cast successfully, the mage compares the
result value of the spell to the casting total generated by the caster of the
magical fire. If the effect value is the higher of the two, then the magical
fire disappears. Although the duration of the spell is only one second, its
speed is almost instantaneous. However, the spill only affects *magical* fire;
not fire created by magic and maintained by normal means.

**Enchant Armor**

Skill: *alteration/inanimate forces 17*

Backlash: 14

Difficulty: 9

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 25 (one day)

Manipulation: control, duration, cast time

The caster takes each piece of armor to been enchanted
and holds it before him. With his other hand he takes arrows, daggers and other
weapons and touches them to the metal; then he shatters the weapons, simulating
the effect the magically toughened armor will have for the duration of the
spell. Compare the effect total of the spell to the armor value and read the
difference on the Power Push Table. Add the result points to the armor’s
maximum value.

**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

The *enchant bow* spell is based on the same
pattern of magic as *enchant armor,* and the effectiveness of the spell
can be determined in the same manner, increasing the maximum damage value and
adds of the weapon. 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.

**Find Things**

Skill: *divination/inanimate forces* 13

Backlash: 16

Difficulty: 8

Effect Value: 0

Bonus Number to: range

Range: 7 (25 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: duration

To the casual observer, the magician who uses this
spell appears to have an uncanny ability for locating lost or hidden objects.
Casting this spell merely requires that the magician have an accurate
description of the object he is searching for, or he must have seen it once.
The object may not be larger than the caster.

Once the spell is cast, the mage will locate the
object: if it is within range of the spell and has not been magically hidden.
The caster may move while the spell is operating and he may change target or
even cancel the effect.

**Frost Bridge**

Skill: *alteration/inanimate forces 16*

Backlash: 14

Difficulty: 9

Effect Value: 12

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: none

This spell is cast by a mage who wishes to cross a
body of water. The caster makes a sweeping motion with her arm over the water
she wishes to cross. This creates a disc of extremely low temperature just
below the water's surface, freezing that small area almost instantly. The
caster may then step on the disc and, controlling the apportation of the spell,
move across the water at a rate of 40 meters per round, simultaneously forming
a bridge of water behind him. This bridge can hold up to the effect total of
the spell in kilograms. The caster may, if she chooses, start the disc on the
opposite shore (up to one kilometer away and within sight) and have the bridge
form backward. This works nearly as well, except there is a chance of fog
fanning over the low temperature disc and obscuring it from sight. The caster
may dispel the disc and/or the bridge at any time. Otherwise, it will melt
naturally after the duration expires.

**Glue**

Skill: *conjuration/inanimate forces 16*

Difficulty: 13

Effect Value: 18

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 15 (16 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

This is a focused spell. The *glue* spell
conjures the inanimate forces that hold objects (or people) together. The spell
produces a sticky film that forms over a 10 meter surface area, centering on
the target point of the caster's choosing. Anything that comes in contact with
an object covered with *glue* must make a *Strength* roll exceeding
the effect value of the spell to break free. For each attempt at breaking free
from the spell's effect, a creature will suffer two shock points of fatigue. To
cast this spell, the magician must have a small amount of pine sap and a coin.
While casting the spell, the mage applies the sap to the coin and then presses
her thumb firmly against the sticky surface. This spell is illusory, and a *Mind*
*or* willpower *total of 17 is necessary to disbelieve its effect.*

**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.*

**Light Armor**

Skill: *alteration/inanimate forces 16*

Backlash: 12

Difficulty: 11

Effect Value: 16

Bonus Number to: effect

Range: touch

Duration: 9 (one minute)

Cast Time: 4 (six seconds)

Manipulation: duration

This spell only affects the mage who casts it. He must
cross his arms on his chest and summon the power of magic and transform it into
light. The result of light gives the mage a glowing suit of armor that covers
his entire body with a *Toughness* equal to the effect value of the spell.
The mage may not tum it off, but may shape it into any form he wishes. It must,
however, cover his entire body. The glow of the armor will also make non-death
or darkness aligned creatures react somewhat more favorably toward the caster
(GM's discretion on how favorably).

**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.

**Magic Marker**

Skill: *alteration/inanimate forces 18*

Backlash: 12

Difficulty: 7

Effect Value: 0

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 14 (10 minutes)

Cast Time: 3 (four seconds)

Manipulation: control, duration, cast time

This spell appears to create a colored marker in the
air beside a flat. Vertical surface. In actuality, it converts the inanimate
forces present in front of the surface into light-light whose form and duration
can be controlled by the caster. Usually, the mage will create a marker out of
light that will then write words or draw diagrams "on" the flat
surface. The surface that can be so affected may not have an area greater than
3 meters, however, and it must be reasonably flat. If can be of any
composition. The letters can be produced or changed within seconds of the
mage's command. The whole area, or just selected parts may be affected
immediately.

**Major Eraser**

Skill: *alteration/inanimate forces* 22

Backlash: 20

Difficulty. 17

Effect Value: 40

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: duration, range

Based on the less potent (but more widely used) *minor*
eraser *spell (below), this spell may only be cast on humans who are under*
the effect of spells with the pattern of inanimate forces. To cast, the mage
must "brush himself off" while nodding in the direction of the person
to be affected. If the result value of the spell is higher than the casting
value of the magic that is being "wiped away," then it will erase the
prior effect. If not, then nothing happens.

**Minor Eraser**

Skill: *alteration/inanimate forces* 18

Backlash: 16

Difficulty. 10

Effect Value: 20

Bonus Number to: duration

Effect Value: 6

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: duration, range

To cast this spell the mage need only glance at the
area to be affected and summon the energy. The spell creates a small eraser of
light that will move to the caster's will for the duration. It can only be used
to erase letters made by the *magic marker* spell. The result value of the
spell must exceed the original casting value of the *magic marker.* If it
does, then the caster can use it to wipe away the letters she chooses.

**Rocket**

Skill: *alteration/inanimate forces 20*

Backlash: 17

Difficulty: 12

Effect Value: 18

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 8 (40 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control, duration, range

This is a focused spell. This spell transforms the
gravitational pull on the target object into heat. The sudden lack of gravity
causes the object to shoot skyward-expelling the heat as it goes. The spell
will launch the object at a speed equal to its effect value minus the target's
mass. The object will continue to travel upwards until the duration ends or the
caster wills it to stop.

**Telekinesis**

*Skill: apportation/inanimate forces 11*

Backlash: 16

Difficulty: 10

Effect Value: 6

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 12 (4 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range, state

A simple apportation spell, it is usually used as an
alternative to the *arm of air.* The caster need only point at the object,
make a "lifting" motion with her hand, and direct the apportation of
the inanimate object. The maximum mass that may be moved at one time is equal
to the effect value of the spell. While the duration lasts, the caster may lift
more than one object by simply gesturing with her free hand (this is, however,
a One-on-Many
action). Once in the air, the object(s)
will hover if not directed by a hand motion-for as long as the duration lasts,
or until the caster puts it (them) down.

**Telekinesis Major**

*Skill: apportation/inanimate forces 16*

Backlash: 18

Difficulty: 12

Effect Value: 15

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 15 (20 minutes)

Cast Time: 18 (one hour)

Manipulation: control, state

This is an impressed, focused spell. A more powerful
version of the *telekinesis* spell, this version may be impressed into non-spell casters. The
impressing of the pattern is done by having the target sit in the middle of the
room while the caster (or an assistant if the caster is the recipient of the
spell) moves objects at the target's command. In all other aspects, *telekinesis*
major *is identical to its lesser counterpart.*

**Visual Aid**

Skill: *conjuration/inanimate forces* 18

Backlash: 17

Difficulty: 13

Effect Value: 0

Bonus Number to: range

Range: 6 (15 meters)

Duration: 14 (10 minutes)

Cast Time: 5 (10 seconds)

Manipulation: range, duration, state, control

All this spell requires of the caster is a dear vision
of the illusion to be produced. The caster can summon forth and control a
pattern of colored light with a 15 meter radius. The light can take on any
shape or form, and may shrink or expand (up to the maximum radius) to the
caster's will. It is, however, an illusion (with a *Mind* or *willpower* disbelief
difficulty of 17).

### **Living Forces**

**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.

**Charm Person**

Skill: *conjuration/living forces 16*

Backlash: 18

Difficulty: 10

Effect Value: 14

Bonus Number to: effect

Range: 2 (2.5 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: control, duration, state

The casting of this spell begins with a smile and a
gesture resembling a greeting. Substitute the effect value of the spell for the
caster'*s charm* skill (or is used as the *charm* skill if the mage
does not have the ability). Unlike the skill, however, the caster may roll each
round instead of every few minutes. *Charm person* is limited to living
beings of man size or smaller, and those that can understand the caster's
language. *Charm person* is an illusory spell with a difficulty of 12. If
the spell is disbelieved, then it has no effect. If the spell duration lapses,
the effect wears off rather quickly; it usually takes about an hour for intelligent
creatures or up to a day for simpler ones.

**Command Obedience**

Skill: *alteration/living forces 18*

Backlash: 18

Difficulty: 13

Effect Value: 20

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 16 (30 minutes)

Cast Time: 12 (four minutes)

Manipulation: duration

This is an impressed, focused spell. To work the
spell, the caster must have a metal item, such as a ring or collar that can be
worn by the target. After the spell is impressed in the caster's mind, the mage
presents the contagion to his target, speaking the words “I am your master;
wear this and serve me well," when the target puts on the item. 'The spell
is then released (focused on the item) and the target must make a *Mind*
or *Willpower* roll greater than the
effect value of the spell. If this resistance fails, the target will obey the
caster for the duration, or until the enchanted object is removed from target a
distance greater than the spell's range. If the caster commands the target to commit
a self-destructive act or an act totally against its nature, the target receives
additional resistance rolls.

**Detect Living Beings**

Skill: *divination/living forces* 12

Backlash: 18

Difficulty: 13

Effect Value: 16

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 9 (one minute)

Cut Time: 5 (10 seconds)

Manipulation: range, state

This spell can be used to locate kindred within range
of the caster. To throw the spell, the mage must have a body part of one of the
kindred in her right hand (a lock of hair from a human, a scale of a lizard, a
feather of a bird, etc.). The origin of the contagion has no influence on the
spell's effect, as long as it comes from one of the kindred. The caster then
burns the object (if it is flammable) or heats it (if not) and inhales the
smoke, all the while concentrating on expanding her awareness. After the
casting time ends, the mage can then sense any kindred within range of the
spell. Initially, the mage may only detect the presence of kindred-and their
location within the range--but, once detected, she may attempt to discern what
they are. If the mage decides to do so, she must concentrate on that one
specific target. If the kindred has a *Mind* value less than 16 (the
effect value), then the caster knows which of the kindred races it belongs to.
If the *Mind* value of the creature is
equal to than 16, then the spell is broken. The caster does not have to attempt
to discern specific race.

**Diminished Senses**

Skill: *alteration/living forces 17*

Backlash: 22

Difficulty: 14

Effect Value: 15

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 15(16 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

This nasty little curse will reduce the *Perception* of
any kindred that fall victim to the spell. If the spell is cast correctly then
the effect value of the spell is compared to the target’s *Perception* and the difference is read as result points on the Power
Push Table. The total result points, plus a modifier of +5, are then applied to
the difficulty of any *perception* based skill performed by the victim. This
modification lasts the entire duration of the spell.

**Facade of Normality**

Skill: *alteration/living forces 15*

Backlash: 16

Difficulty: 13

Effect Value: 18

Bonus Number To: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: control

This is an impressed, focused spell. Asa mage releases this spell,
she weaves a web of illusion over the target such that anyone who looks at him
will see nothing out of the ordinary. No one will give the target a second
glance. If the target does something unusual (picking a lock, stealing a
purse), then all observers may roll *Mind* totals to overcome the power of
the spell. Any witness to an incongruous act must beat the spell's effect value
or ignore the object of the spell. *If* the target is noticed by one
person, then the spell is broken. Whenever the target performs an extremely
unusual action or one that affects something very large (larger than he is),
every bystander is allowed to generate a total with an automatic +4 bonus
modifier. If the target of the spell injures another person or affects a really
large object (over twice his size), all observers receive a +10 bonus modifier.
Anyone who is *directly* injured by the target automatically notices and
breaks the spell (unless that person is immediately killed or KO'ed).

**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.

**Gain Sense**

Skill: *alteration/living forces 18*

Backlash: 18

Difficulty: 14

Effect Value: 18

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 12 (four minutes)

Manipulation: cast time

This is a focused spell. A useful and versatile spell
for the magician who desires the vision of a hawk or the smell of a hound. The
spell requires that some part of the creature whose sense is to be gained must
be dried and ground into a fine powder during the casting of the spell. The
caster (and the target cannot perform any other actions during the casting of
the spell and she must concentrate on assuming the sense desired. After the
spell has been cast, the mage may use the effect value as a bonus number to any
*Perception* roll that the target makes which directly uses this sense as
a mechanism.

Example: A mage with the bonus sense of smell (from a
hound) can use the effect value as a bonus number for a *find* or *tracking*
*skill roll. The nose of a hound would obviously not help her* Perception *based*
skill of *language,* however.

**Heal**

Skill: *alteration/living forces 15*

Backlash: 17

Difficulty: 8

Effect Value: 15

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, duration

To apply this focused spell to a wounded creature, the
caster must touch each of the target's wounds, and examine the creature as if the
mage were a doctor. During this time, the mage must concentrate on the
kindred's wounds healing at an accelerated rate.

When this spell is cast, the effect value of the spell
is read on the Power Push Table and added to a result modifier of +6. This
total then generates a bonus number that is applied to the character's recovery
roll against the *medicine* skill chart on page 56 of the *Torg*
Rulebook.

Example: Bargaran the Knight has sustained a *heavy*
wound *from a battle with the Evil Sorceress. He visits the Mad Mage of the Woods*
who casts the *heal* spell. The mage has an *alteration* skill of 15.
He rolls an 8, yielding a cast roll of 13-the spell has been cast successfully.
The -2 is then applied to the spell's effect value of 15, yielding a casting
value of 13. The gamemaster consults the Power Push Table and gets a result of
+5. Added to the +6 result modifier, this equals a total +11 to Bargaran's
healing check. He consults the *medicine* table and makes his roll. This
spell may only be cast on the same target once per day. This is because the
duration of the spell must be twenty four hours-the same time period that it
takes to attempt wound recovery. After the duration has elapsed, the kindred's
body will have repaired itself, making the magical healing permanent. If the
duration of the spell is interrupted-by a *dispel magic* or by a living
forces spell of greater casting value than the *heal* then the kindred's
wound will return immediately, along with an additional K2 resulting from the sudden
shock of the returning wound.

**Improved Dexterity**

Skill: *alteration/living forces 17*

Backlash: 16

Difficulty: 12

Effect Value: 15

Bonus Number 10: effect

Range: 5 (10 meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: duration, state

This spell can be focused on any kindred. To cast this
spell, the mage moves her hands, slowly at first, but increasing in speed for 5
seconds then, she gestures with both hands at the target. Compare the effect
value of the spell to the *Dexterity* of the target. If the effect value
is higher, then read the difference as a *Power Push* and add the Power
result, plus a modifier of 3, to the target's Dexterity.

**Improved Magical Strength**

Skill: *alteration/Living Forces* 18

Backlash: 20

Difficulty: 16

Effect Value: 14

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: control, duration

This spell uses magic as a mechanism and can be
focused on any kindred. Compare the effect value of the spell to the target's *Strength*
*and, if the effect value is higher, then the target's attribute is*
increased to the effect value of the spell. The caster- controls the duration
of the spell and may even change its target. The maximum effect that can be
generated (using Possibilities, cards, and additional rerolls) is 21.

**Light Levitation**

Skill: *apportation/living forces 18*

Backlash: 14

Difficulty: 8

Effect Value: 14

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 13 (six minutes)

Cast Time: 5 (10 seconds)

Manipulation: duration

To cast this spell, the magician must hold a feather
in her right hand. The caster makes a slow, upward motion with both hands and
the target of the spell (if it’s mass is less than 600 kilograms

) will rise into the air at a speed of 25 meters per
round. If the target is living, then the caster must exceed the *dodge* or
*Dexterity* of the victim. The caster then has full control of the
object's apportation, and may even change targets of the spell or end it
entirely. Since the mechanism of this spell is *Light,* the target will
have a slight luminescence about it. If the spell is turned off, dispelled, or
if the mage changes the target of the spell the original object will float to
the ground slowly and safely.

**Murgee's Energy Drain**

Skill: *apportation/living forces 20*

Backlash: 15

Difficulty. 14

Effect Value: 18

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: range

This is an impressed spell. This is a devious spell
produced by the master of dark forces. *Murgee's energy drain* gives the
caster additional energy at the expense of a foe. To cast the spell, the mage
must simply concentrate on drawing energy from a living creature-since it is an
impressed spell, the caster should keep several small, inoffensive creatures
handy-and she must indicate each of them with, first, a pointing of the right
index finger and, second, by making a "come hither" gesture with the
left hand.

When releasing the spell, the mage need only repeat
the gesture once, indicating the primary target. The casting value must exceed
the target's *Toughness* plus a result modifier of 2 for the spell to
work. The result points, plus 7, are read on the Power Push

Table. The Power value equals the number of shock
points inflicted on the target creature *and transferred to a "pool"*
*set* up by the Caster. *This pool acts as an "extra" amount of*
shock damage the caster can sustain. Any shock (but not wound) damage taken by
the caster is first subtracted from this pool and, if there is any remaining
shock to be taken, then applied to the caster's *Toughness.* In order for
the pool to remain, the caster must concentrate on keeping its energy around
her body. If she does not, the extra shock resiliency will dissipate
immediately.  The caster may, however, change
targets for the duration of the spell, draining many creatures in succession. Each
additional attack must be resolved using the One-on-Many Table. Example:
Kathrisa is being attacked by two Viking warriors. Each has a *Toughness* of
8. Kathrisa has sustained two shock points of damage from fatigue, but the
Vikings are fresh and ready to slay. The mage releases her energy *drain* on
the nearest Viking. Since she has an *apportation* skill of 18, the bonus of
+1(when she rolls a 13) lets her succeed easi1y. To see how many shock points
she drains, she subtracts the

Viking's *Toughness* +2 (10) from the result points
of 19, equaling 9--a +4 on the Power Push Table. Added to the +7 result
modifier, this means Kathrisa can "drain" the Viking for 11 shock
points.

Because the Viking only has a *Toughness* of 8,
he falls unconscious and Kathrisa only gets 8 points for her pool. Since she has
already taken 2 points of shock damage, she recovers those first, giving her a
final total of 6 points in her pool. The other Viking gets worried. If Kathrisa
decides to drain the second Viking, she will have to make another casting roll.
Additionally, since she is affecting a third target (the first Viking was one,
Kathrisa herself was the other), her difficulty will be increased by 2 points.

**Persuasion**

Skill: *conjuration/living forces 16*

Backlash: 19

Difficulty. 12

Effect Value: 20

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 14 00 minutes)

Cast Time: 5 00 seconds)

Manipulation: control, duration, state

The mage casts the spell by nodding in agreement with
the proposition he intends to offer, and then he speaks the proposition to
finish the spell. It is necessary to speak the entire proposition out loud
within the cast time of the spell, so complicated suggestions are usually out
of the question. Substitute the effect value of the spell for the caster's
persuasion skill. Persuasion only works on
beings who can understand the proposition being offered. The spell is illusory,
and even after the proposition is accepted, a Mind or *willpower* total of
12 or more negates the effect of the spell. After the duration expires the
character is no longer persuaded, although unless the character has a pressing
reason to reexamine his acceptance of the offer, or has an attitude of *hostile*
*or* enemy *toward the caster, he will continue with the terms of the*
agreement.

**Sense Abilities**

Skill: *divination/living forces 19*

Backlash: 8

Difficulty: 6

Effect Value: 21

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 1400 minutes)

Cast Time: 18 (one hour)

Manipulation: control, duration

This is an impressed spell. Ifthe magician wishes to size up another kindred, then
he may wish to use this spell. To cast the spell, the mage must flip through as
many texts and sources of lore (all regarding kindred) as he can in the cast
time. To release the spell, all the mage needs to do is stare at the creature.
If the effect value of the spell is higher than the *Mind* of the creature
inspected, then the number of result points is read on the Success Column of
the General Push Table. On a Mini*mal* result, the caster learns what
skills the target has under one ability *(Dexterity,* for example). For an
*Average* result, the mage would get descriptions of two attribute skill
groups. And so on. If the caster gets a *Spectacular* success, he should
learn just about every ability the creature has-but there may be one or two
held back by the GM anyway. The caster may change targets as long as the
duration lasts, and he may negate the spell at will.

**Sixth Sense**

Skill: *divination/living forces 15*

Backlash: 15

Difficulty: 7

Effect Value: 14

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 10 (100 seconds)

Cast Time: 18 (one hour)

Manipulation: cast time, duration

This is an impressed, focused spell. The caster must
touch the recipient of the spell with a dead (and preferably dried) bat for the
entire cast time. He must move it about the target and mimic the cry of the
animal. The target may then release the spell at any time, and he will have a
"sixth sense" that allows him to perceive things not normally seen.
When searching for something, the target can make a *Perception* or *find*
*roll, based on the effect value of the spell,* after his *initial* attempt
fails. *He is also allowed to make such a roll* even when he *is* unaware
there *is* anything to search for *(the GM should do this in secret,*
only informing the player on a success). Likewise, any creatures that comes within
100 meters of the spell's target are subject to the same automatic *Perception*
*roll with no modifications for* stealth, *cover, or even invisibility.*
The character can *"feel* their presence. Intelligent creatures use
their

*Mind* totals
as the difficulty number, while inanimate and non- intelligent beings are
automatically perceived. If a creature or object has been magically
"cloaked" from perception, however, the effect value must overcome the
casting total of the other spell to work.

**Suggestion**

Skill: *conjuration/living forces* 14

Backlash: 18

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 11 (two minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, range

This spell acts as a *persuasion* attempt by the
caster, using the mage's result value instead of the *persuasion* skill.
The character must speak a "suggestion" to the target (in a language
the target can understand) while casting the spell. Compare the effect value of
the spell to the target's *willpower or Mind* with the result read on the
Charm/Persuade Column of the Interaction Results Table.

The *suggestion* spell is illusory, and it can be
disbelieved by the target (on a result of 12 or higher). After the duration
lapses, the suggestion will stay with the creature, with disbelief rolls
increased by the value of the time after the spell has expired. The spell uses
darkness as a mechanism, so the creature's welfare or interests do not affect
the casting of the spell.

**Vigor**

Skill: *alteration/living forces 15*

Backlash: 15

Difficulty: 11

Effect Value: 18

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 16 (30 minutes)

Cast Time: 3 (4 seconds)

Manipulation: control, state

This focused spell will increase the *Toughness* of
any kindred. The caster need only gesture at the target and flex his arm to
cast the spell. The effect value is compared to the *Toughness* of the
target. If the effect value is greater, then the difference is read as result
points on the Power Push Table. The target's *Toughness* is increased by 3
plus the result points of the Push. If a creature affected by this spell
sustains shock damage exceeding its original *Toughness,* it will remain
conscious until the spell ends. If it has not recovered from the shock before
this time, then it will go down.

**Fish Eyes**

Skill: *divination/aquatic* 11

Backlash: 10

Effect Value: 4

Bonus Number to: duration

Range: 13 (400 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: control

*Fish eyes* allows
the mage to see through the eyes of a single aquatic creature. It only conveys
information to the mage who doesn't control the creature. The mage must touch a
living aquatic creature, hold it for a second to make the link, and then
release it. The caster must concentrate on the visions the creature sends him.
The spell can be ended at any time. The caster sees through the fish's eyes if
the spell's effect value is greater than the fish's *Perception*. Any *Perception*
based skill totals the caster generates may not exceed the fish's P*erception*

**Charm Bird**

Skill: *alteration/avian 19*

Backlash: 12

Difficulty, 7

Effect Value: 22

Bonus Number to: effect

Range: 2 (2.5 meters)

Duration: 38 (one year)

Cast Time: 16 (25 minutes)

Manipulation: cast time, control, range

This impressed spell allows the caster to make
multiple charms on a bird within range. A charm attempt may be made each round
until the caster gets a satisfactory result or fails (birds are generally
neutral toward a character). The caster may persuade the bird, attempting to
get a yes or *vow* (the caster may try over each round until a
satisfactory result or failure occurs). Make *Charm* and *persuasion* rolls
versus the bird's *Mind* or *willpower.* Read result points directly
on the charm/persuade column of the Interaction Results Table.

**Communicate with Birds**

Skill: *divination/avian 18*

Backlash: 7

Difficulty: 8

Effect Value: 12

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: cast time, control, state

The caster of this spell requires feathers from the
type of bird he wishes to communicate with. The caster uses the feathers to
draw the figure of the bird in the ground. The caster then imitates the speech
of the bird as he swishes the feathers across the drawing. Compare the effect
value of the spell to the difficulty of 12. Read the result on the Power Push
Table. The result modifier is 5.

Add the final result points to the caster's *Perception*
*for purposes of using the language skill only. If unskilled, the caster*
gains the language skill for the duration of the spell. The caster may end the
spell at any time.

**Create Giant Avian Servant**

Skill: *alteration/avian 19*

Backlash: 17

Difficulty: 18

Effect Value: 21

Bonus Number to: duration

Range: 3 (four meters)

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: control, state

*Create giant avian servant* is a focused spell that transforms a normal sized
avian into a large sized avian of the same type. The transformed avian is large
enough to be used as a mount by the caster. The caster simply takes hold of the
avian and quickly runs his hands from head to tail of the avian. The avian
grows to the large size and remains in that form for the duration of the spell.
This spell requires the caster to have feathers from the particular avian he
intends to transform. The spell assumes the bird has a

*Strength* of
1. Its talons do STR+3, while the beak does SfR+2. The avian retains its mental
attributes, but its physical attributes change *as* follows:

DEXTERITY 16

STRENGTH 16

TOUGHNESS 16

Natural Tools: talons, STR + 9/25; beak, STR + 8/24

**Eagle Eye**

Skill: *divination/avian 16*

Backlash: 15

Difficulty: 19

Effect Value: 20

Bonus Number to: duration

Range: 20 (to kilometers)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: cast time, control, state

*Eagle eye* allows
the caster to see through the eyes of any avian type the caster specifies. The
caster must hold the avian and trace its body with feathers of the same type of
avian. He then traces the feathers across his face and eyes, as he releases the
avian. The caster can see through the avian's eyes if the spell's effect value
is greater than the avian's *Perception.* Any *Perception* based
skill totals the caster generates may not exceed the bird's *Perception.*

The caster must concentrate to perceive the images
from the eyes of the avian. The avian's vision travels back to the caster at
4,00J meters per round (speed value of 18). Aslong as the avian remains within the range of the
spell, the caster will see through its eyes. The spell's effect stops if the
avian exceeds the spell's range. If the avian returns within range, the
connection resumes.

**Fly**

Skill: *apportation/avian 20*

Backlash: 8

Difficulty: 8

Effect Value: 13

Bonus Number to: duration

Range: touch

Duration: 18 (one how)

Cast Time: 5 (10 seconds)

Manipulation: control

*Fly* is a
focused spell and requires the feathers, skin or other covering from the skin
of a flying creature. The mage flaps the component as if flying, then gives
them to the recipient of the spell. The character can fly aslong asthe component touching the
character's skin. Passing the component to another character does not allow the
other to fly. The character immediately loses the ability to fly if the
component is lost. The speed of flight is equal to the effect value.

**Summon Bird**

Skill: *apportation/avian* 16

Backlash: 8

Difficulty. 8

Effect Value: 5

Bonus Number to: effect

Range: 15 (one kilometer)

Duration: 16 (25 minutes)

Cast Time: 14 (10 minutes)

Manipulation: cast time, state

This spell allow the caster to summon a bird within a
one kilometer radius. The caster must specify the type of bird to be summoned and
needs to have feathers of that type of bird. The casters stands alone in the
forest and rubs the feathers on his arms and legs. He then makes a full circle
while imitating the sounds of the bird. The bird is summoned if effect total is
greater than the bird's *Strength.*

#### **Earthly**

**Animal Shield**

Skill: *alteration/earthly14*

Backlash: 13

Difficulty: 9

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 23 (10 hours)

Cast Time: 19 (90 minutes)

Manipulation: duration

*Animal shield* is
an impressed and focused spell. The adept prepares a large, roaring bonfire and
hangs a bag
of coal ash above it. While chanting and
screaming, she tosses pieces of animal skins onto the fire. The smoke from the
burning skins glow red and concentrates in and around the bag. Later, the adept
pours out ash from the bag to form a circle of ash around the area to be protected. While touching the
ash circle, the adept releases the spell. The circle can be; up to 20 meters in
diameter. The ash is good for one use. The spell protects those within the
circle from attacks by wild beasts. The spell uses a test attack on any earth1y creature attempting to enter the circle. Compare the effect value of the spell to the animal's Mind or willpower. Read
the result points on the Power Push Table. Thespel1's result modifier is +6.
Find the final result points on the test column of the Interaction Results

Table. Animals with a *Mind* of 6 or less are
automatically setback, preventing them from entering the circle.

**Communicate with Animals**

Skill: *divination/earthly* 16

Backlash: 14

Difficulty: 10

Effect Value: 26

Bonus Number 10: effect

Range: touch

Duration: 13 (five minutes)

Cast Time: 4 (five seconds)

Manipulation: control, duration

The caster must have something from the specific species
of animal with which he wants to communicate (a lock from the mane of a horse,
the claw of a manticore). He places the specific contagion on the ground before
him,
and draws a line in the ground leading
from the object to himself. He draws a second line in the opposite direction.
Compare the effect value to the difficulty of 12. Add the result points to the
caster's. *Perception* for use in the language skill only. If unskilled,
the caster gains the language skill for the duration of the spell.

**Enhance Horse**

Skill: *alteration/earthly 19*

Backlash: 19

Difficulty: 14

Effect Value: 19

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 16 (25 minutes)

Manipulation: control

Enhance horse
adds to a horse's speed limit value, *Dexterity* and *Toughness.* To cast
the spell, the mage needs three hairs from the target horse's mane. While
casting the spell, the mage braids the hairs and ties them into a strong knot.
Compare the spell's effect value to the horse's *Dexterity* or *Toughness*
*(whichever is higher). Add the result points to both attributes. Read the*
result points on the Power Push Table and add it to the speed limit. The spell
leaves the horse ravenously hungry when it wears off. If the horse is given
sufficient food, the spell can be safely cast repeatedly.

Horse

DEXTERITY 9

Dodge 10, running 11, unarmed combat 10

STRENGTH 13

TOUGHNESS 10

PERCEPTION 6

MIND 3

Willpower 8

CHARISMA 3

SPIRIT 3

Natural Tools: hooves, damage value STR+2/15; speed
value, 11

**Insect Repellent**

Skill: *alteration/earthly 13*

Backlash: 10

Difficulty: 9

Effect Value: 12

Bonus Number to: duration

Range: touch

Duration: 25 (one day)

Cast Time: 14 (10 minutes)

Manipulation: duration

*Insect repellent* is a focused spell. A small willow twig must be peeled of bark and
placed above a smoldering, smoky fire for 24 hours (several can be made at once).
The adept can render any folk immune from insects for a day by rubbing the twig
on the folk's arm while incanting. The smoke twig is good for one application
only. Twigs retain their potency until broken. The spell protects an area 1.5
meters in radius and volume, through a *test* attack. Compare the spell's
effect value to the *Mind* of the insect. Find the result on the Power
Push Table. The result modifier is +5. Find the final result points on the test
chart of the Interaction Results Table. Insects with a *Mind* of 0 are
automatically setback.

**Paralyzation**

Skill: *alteration/earthly 16*

Backlash: 18

Difficulty, 16

Effect Value: 17

Bonus Number to: duration

Range: 6 (15 meters)

Duration: 14 (10 minutes)

Cast Time: 3 (four seconds)

Manipulation: control

*Paralyzation* reduces
the target's *Dexterity* so that it is incapable of physical action. The
mage needs a small handful of sand. He flings several pinches at the targets
eyes and each of the major joints. Compare the spell's effect value to the
target's *Dexterity.* Reduce the target's *Dexterity* by the result
points of the spell. If the target goes beyond the range of the spell, it
regains normal movement and coordination, but the spell will resume if the
target reenters the range of the spell.

**Soothe**
Animal

Skill: *alteration/Earthly* 11

Backlash: 9

Difficultly. 10

Effect Value: 14

Bonus Number to: duration

Range: 2 (2.5 meters)

Duration: 18 (one hour)

Cast Time: 3 (four seconds)

Manipulation: range

During *soothe animal,* the caster makes a strong
brew of chamomile tea. The caster places a leather bladder over the tea to
capture the tea's odor, which is sewn shut until needed. To release the spell,
the caster pierces the bladder and compresses it toward the animal's head while
speaking in a soothing voice. Yellow green vapors condense around the animal's
nose as the spell takes effect. Compare the spell's effect value to the
animal's *Mind.* Read the result points on the Power Push Table. The
spell's result modifier is +5. Read the final result points on the General
Results Table. With a *minimal* success the animal will stand still
quietly. On an

*Average or good* success, the animal will relax and be calm. With a *superior* or *spectacular*
*success, the animal will go to sleep.*

**Tame Horse**

Skill: *alteration/earthly 14*

Backlash: 18

Difficulty, 16

Effect Value: 15

Bonus Number to: duration

Range: 3 (four meters)

Duration: 29 (one week)

Cast Time: 18 (one hour)

Manipulation: control

This spell is impressed and focused. To use *tame*
horse, *a new rope must be braided using hairs from the mane of a previously*
tamed horse. While braiding the rope, the mage must softly chant the spell in a
singsong voice. The caster must lasso the wild horse and then release the
spell. *Un*successful, the rope will flare white, and a white corona
envelops briefly around the horse. Compare the spell's effect value to the
horse's *Mind* or *Willpower.* Read the result points on the Power
Push Table. The spell's result modifier is +6. Find the final result points on
the charm column of the Interaction Results Table. A successful charm versus a
neutral or hostile attitude is necessary to charm the horse. The rope must
remain on the horse for one week. At the end of the week, horses generally
become accustomed to their new role in life and remain tame.

**Winged Horse**

Skill: *alteration/earthly 19*

Backlash: 10

Difficulty: 10

Effect Value: 9

Bonus Number to: duration

Range: touch

Duration: 21 (four hours)

Cast Time: 15 (15 minutes)

Manipulation: control

*Winged horse* transforms
a horse physically and mentally, but not spiritually, into a Pegasus. The horse
gains the ability to fly, but has the same attitudes and loyalties. The caster
cuts five hails from the mane of the target horse. He braids these hairs into a
circle and inserts two white feathers into the braid. He places the braid on
the horse's back. The braid transforms into the wings of a Pegasus. See *enhance*
horse *(earthly) and* train Pegasus *(enchanted) for statistics.*

#### **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.

**Conjure Elemental**

Skill: *conjuration/elemental 21*

Backlash: 14

Difficulty, 8

Effect Value: 27

Bonus Number 10: range

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: cast time, control, duration, range,
speed, state

With this spell, the caster conjures a physical
manifestation of the chosen element. The spell opens a portal to another
dimension and pulls the being through. At the end of the duration, the portal
collapses, trapping the elemental on this plane. The conjured elemental is a
sentient being. The contagion for this spell depends on the type of elemental
being conjured. Fire elementals require a large bonfire or hearth fire. Air
elementals require a strong wind to be blowing in the immediate vicinity. Earth
elementals arise from a large mound of earth prepared by the caster. Water
elementals must be conjured on or near a large body of water. Metal elementals
require a small humanoid metal figurine. Plant elementals require a plant (or
tree) that is at least man-sized.

Compare the spell's effect value to the elemental's
largest physical attribute. Read the result points on the Power Push Table. The
spell's result modifier is +9. If the final result points are equal to or
greater than the elemental's *Spirit,* it is conjured. This spell
automatically works for all of the elementals below.

**Air**
Elemental

DEXTERITY 17

Flight 18, unarmed combat 18

STRENGTH 12

TOUGHNESS 15

PERCEPTION 12

Trick (13)

MIND 12

CHARlSMA9

Taunt (10)

SPlR1T 8

Hero Point Potential: Some (21)

Natural Ability: fight speed value 17

Special Attacks: suffocation: an air elemental attacks
a creature by creating a whirlwind around it. The elemental generates an
unarmed combat total against the intended victim. If the attack achieves Good
success or better, it catches the creature. The elemental makes an *unarmed*
combat *attack each round on any creature caught in the whirlwind. To escape*
a whirlwind, the creature must generate a *Strength* total vs. the
elemental's *Strength* and achieve superior success or better.

Special Defenses: air elementals can only be affected
by magical attacks (enchanted weapons or spells).

**Earth**
Elementals

DEXTERITY 10

Unarmed combat 12

STRENGTH 18

TOUGHNESS 15

PERCEYTION 9

Trick (10)

MIND 11

CHARISMA 9

Taunt (10)

SPIRIT 13

Hero Point Potential: Some (21)

Special Attacks: earthquake: earth elementals can
create small but powerful earthquakes in the area immediately surrounding them.
The elemental generates a *Strength* total vs. a difficulty of

18. The level of success determines how long the quake
lasts and how powerful it is. The earthquake affects any character within a 60
meter radius, with the value determined by the success of the quake.

Success
           Duration          Value

Minimal           2
rounds          15

Average           3
rounds          18

Good               4
rounds          21

Superior           5
rounds          24

Spectacular
6 rounds         27

The quake stops if the elemental is destroyed. All
actions performed during the earthquake have their difficulty numbers increased
by 2 for each level of success achieved by the elemental.

The earthquake does not affect the elemental.

**Fire**
Elementals

DEXTERITY 13

Unarmed combat 15

STRENGTH 10

TOUGHNESS 15

PERCEPTION 12

Trick (13)

MINDS

CHARISMA 7

Taunt (9)

SPIRIT 12

Hero Point Potential: Some (21)

Natural Tools: unarmed combat flame STR +8/damage value
18

Special Attacks: engulf fire elementals are capable of
engulfing opponents with their bodies with an *Unarmed combat* grappling
attack. If successful, the opponent is trapped in the flames. The elemental may
take no other actions while engulfing an opponent.

To escape, the victim must generate a *Strength* total
greater than the elemental's *Strength.* Special Defenses: Fire elementals
are only affected by magical attacks (enchanted weapons or spells) and water-based
attacks

**Metal Elementals**

DEXTERITY 12

Unarmed combat 14

STRENGTH 15

TOUGHNESS 18

PERCEPTION 8

Trick (10)

MIND 10

CHARISMA 10

Taunt (11)

SPIRIT 12

Hero Point Potential: Some (21)

Special Defenses: Metal elementals are immune to any
light-based or electrical attacks.

**Plant Elementals**

DEXTERITY 13

Unarmed combat 15

STRENGTH 14

TOUGHNESS 14

PERCEPTION 16

Trick (17)

M1ND11

CHARISMA 8

Taunt (10)

SPIRIT 9

Hero Point Potential: Some (21)

Special Attacks: entanglement: plant elementals
control any natural plant within a radius of 60 meters. The elemental can use
the plant life to attack and entangle any opponents within that area. The
elemental generates a *Perception* total vs. the *Dexterity* or *dodge*
*of the intended victim. The victim takes damage equal to the result points.*
The victim is entangled and prevented from moving if the attack's result point
total exceeds the victim's *Strength.* To escape, the victim must generate
a *Strength* total equal to or greater than the original attack total.
Special Vulnerability: Fire-based attacks on plant elementals add +3 to the
damage total.

**Water Elemental**

DEXTERITY 15

Swimming 16, unarmed combat 17

STRENGTH 10

TOUGHNESS 16

PERCEPTION 11

Trick (3)

MIND 11

CHARISMA 10

Taunt (12)

SPIRIT 12

Special Attacks: drowning: water elementals can engulf
and drown victims with an unarmed combat grappling attack. When engulfing a
victim, the elemental can take no other action; the victim takes full damage
each round. To escape, the victim must generate a *Strength* total greater
than the elemental's *Strength.* Attacks made by a water elemental against
a fire-based creature add +3 to their damage total. Attacks made against
metal-based creatures add +2 to the damage total. Special Vulnerability:
Fire-based attacks made against a water elemental add +3 to the damage total.

Enchanted

**Control Lycanthropy**

Skill: *alteration/enchanted 22*

Backlash: 16

Difficulty: 10

Effect Value: 27

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 25 (one day)

Cast Time: 5 (10 seconds)

Manipulation: duration

*Control lycanthropy* forces a werewolf to revert to human form. To cast, the mage commands,
''Wolf to man." The spell affects the werewolf’s *Dexterity, Strength,*
Toughness, Mind *and* Charisma. *Compare the spell's effect value to*
the attribute that undergoes the greatest change between the two forms.
Usually, the largest attribute change is *Mind.* The spell succeeds if the
result points equal or exceed the attribute difference.

**Speak to Enchanted**

Skill: *divination/enchanted 17*

Backlash: 15

Difficulty: 11

Effect Value: 20

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 20 (2.5 hours)

Cast Time: 9 (one minute)

Manipulation: cast time

*Speak* to *enchanted*
*allows the caster to speak the language of any enchanted creature within*
range. The creature must speak its language and the caster tries to mimic it
while casting the spell. The mage touches his ears and throat while his voice
begins to sound more and more like the enchanted’s. Compare the spell's effect
value to the language's difficulty (normally in the 12 to 22 difficulty range,
depending upon the creature). Add the result points to the caster's *Perception*
*for purposes of the language skill (if unskilled, the caster gains language*
for the duration of the spell). Only the mage can understand or speak with any
enchanted creature of that type within 40 meters. The mage must concentrate on
the language during the spell and may not confer with his companions.

#### **Entity**

**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.

**Animate Skeletal Warrior**

Skill: *conjuration/entity 20*

Backlash: 20

Difficulty: 15

Effect Value: 18

Bonus Number to: duration

Range: 3 (four meters)

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: control, duration

*Animate skeletal warrior* is an impressed spell used when the mage expects he
may need some quick fighting power. The caster requires a bone of the folk type
of skeleton to be raised, and must wrap a band of metal about the bone. The
caster touches the bone to each of the skeleton's hands and feet, and its head.
The caster must smash the bone (and metal band) with the edge of a sword,
impressing the spell.

**Skeletal**
Warrior

DEXTERITY 14

Dodge 17, melee weapons17, missile weapons 17, unarmed
combat 17

STRENGTH 13

TOUGHNESS 13

PERCEPTION 11

Trick (14)

MIND 9

CHARISMA 9

Taunt (12)

SPIRIT 11

Hero Point Potential: some (45)

**Banish Demon**

Skill: *conjuration/entity 21*

Backlash: 19

Difficulty: 12

Effect Value: 36

Bonus Number to: range

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

The caster must make eye contact with the demon, and
state "I Command Thee, Be gone". He must smash a small crystal orb
etched with the figure of a pentagram. Compare the spell's effect value to the
demon's highest physical attribute. Read the result points on the Extended
Power Push Table. The spell's result modifier is +8. If the final result points
exceed the demon's *Spirit,* the demon is returned to the plane from which
it came.

**Bind Demon**

Skill: *conjuration/entity* 21

Backlash: 17

Difficulty: 15

Effect Value: 36

Bonus Number to: duration

Range: 3 (four meters)

Duration: 27 (60 hours)

Cast Time: 18 (one hour)

Manipulation: cast time, control, state

*Bind demon* is
an impressed and focused spell, usually cast and impressed before casting the
summon demon spell. The caster must repeat the name of the home dimension of
the demon he intends to control. While he does this, he must trace the figure
of a pentagram upon a piece of parchment. At the end of the cast time, the
caster sets the parchment on fire and extinguishes the flames with his bare
hands. Compare the effect value of the spell to the demon's Mind or *willpower.*
*Read the result points on the charm column of the Interaction Results*
Table. The caster may attempt a charm every round until rolling a satisfactory
result or a failure. The demon's has a starting attitude of enemy. After the
charm, the caster may attempt to persuade the demon to follow his commands. If
the caster gets a vow result the demon obeys him. This spell can be used to
wrest control over a previously controlled demon, but the caster's skill total
must exceed the original controller's total The spell is illusory and may be
disbelieved with a *Mind* or *willpower* total of 20.

**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.*

**Exorcise Ghost**

Skill: *conjuration/entity* 21

Backlash: 18

Difficulty: 14

Effect Value: 30

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 16 (25 minutes)

Cast Time: 18 (one hour)

Manipulation: none

This impressed spell destroys incorporeal creatures
such as ghosts, spirits, and banshees. The mage casts the spell before entering
the dwelling he wishes to exorcise. The caster chants mystic verses, and
encircles a fire. Each time he circles the fire, he must place a small handful
of holly leaves into the flames. The caster must disperse the smoke as quickly
as possible once it rises from the fire. The effect total is generated when the
spell is released.

Compare the spell's effect value to the ghost's *Spirit.*
*Read the result points read on the Power Push Table. The spell's result*
modifier is+11. The ghost is exorcised if the final result points exceed the
ghost's *Spirit.*

**Typical**
Ghost

DEXTERITY 4

Stealth 20

STRENGTH 2

TOUGHNESS 10

PERCEPTION 12

Find 15, trick 14

MIND 13

CHARISMA 14

Taunt 16

SPIRIT 15

Intimidation 19

Hero Point Potential: some (35)

Natural Defenses: Ghosts cannot attack or be attacked
by physical means. Magic weapons and attacks will harm a ghost.

**Raise Skeleton**

Skill: *conjuration/entity 19*

Backlash: 12

Difficulty: 10

Effect Value: 10

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 38 (one year)

Cast Time: 18 (one hour)

Manipulation: cast time, control, duration, range,
speed, state

This impressed and focused spell requires the caster
to have a bone. The spell creates skeletons when released. The caster traces
the outline of the skeleton and smashes the bone. Any skeletons within a 25
meter radius will be animated. The caster focuses spell on one skeleton; all
others must stay within the 25 meter radius to remain animated. This illusory
spell may be disbelieved with a *Mind* or *willpower* total of 15.
The caster may dispel the skeletons at any time.

**Skeleton**

DEXTERITY 9

Dodge 10, melee weapons 10, missile weapons 10,
unarmed combat 10

STRENGTH 10

TOUGHNESS 10

PERCEPTION 9

Trick (11)

MIND 7

CHARISMA 7

Taunt (9)

SPIRIT 9

**Raise Zombie**

Skill: *conjuration/entity* 23

Backlash: 22

Difficulty: 17

Effect Value: 15

Bonus Number to: duration

Range: 2 (2.5 meters)

Duration: 38 (one year)

Cast Time: 18 (one hour)

Manipulation: cast time, control, duration, range,
speed, state

This impressed spell requires the caster to have a
bone with flesh on it. The spell requires a corpse with most of its flesh
remaining. The caster quickly traces the outline of the zombie, and smashes the
bone, animating the zombie. The caster may dispel the zombie at any time. Raise
zombie is illusory and may be disbelieved with a *Mind* or *willpower* of
total 20.

**Zombie**

DEXTERITY 10

Dodge 11, melee weapons 11, missile weapons 11,
unarmed combat 11

STRENGTH 15

TOUGHNESS 11

PERCEPTION 8

Trick (11)

MIND 7

CHARISMA 7

Taunt (10)

SPIRIT 9

**Sense Undead**

Skill: *divination/entity 16*

Backlash: 13

Difficulty: 11

Effect Value: 20

Bonus Number to: range

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: range, speed

This spell requires an item worn or used by an undead
or part of an undead entity. The mage wraps the item in a dark doth. When casting,
the magician stares intently at the cloth, unwrapping the item and revealing it
to his sight. The caster points in the direction of the detection (she may
sweep the whole area by turning in a circle). The magician must concentrate for
the spell's duration.

Compare the spell's effect value to the lowest *Spirit*
*of any entity in range. Read the results on the Power Push table. The*
spell's result modifier is +7. Read the final result points on the

General Results table. With *minimal* or *average*
*success, the caster knows if undead are in the area. On a* good *success,*
the caster knows direction and distance. With *superior* success, the
caster can knows activity level of the undead (moving or at rest). With *spectacular*
*success, the caster knows the creatures'* Spirit *value.*

**Summon Demon**

Skill: *conjuration/entity 21*

Backlash: 17

Difficulty: 15

Effect Value: 30

Bonus Number to: effect

Range: 0 (one meter)

Duration: 7 (15 seconds)

Cast Time: 18 (one hour)

Manipulation: none

The caster summons a demon from another plane of
existence. The caster must draw a pentagram where he wishes the demon to
appear, beginning the spell's casting. The caster encircles the pentagram,
speaking aloud the name of the demon's plane. The caster may summon a
particular demon by speaking its name aloud. At the end of the cast time, the
caster stands at the apex of the pentagram and commands, "'By the forces
of magic, I summon thee!" The demon is drawn through a dimensional gate
and contained within the pentagram for the spell's duration. The gate closes, trapping
the demon on this plane. The demon is free to act once the spell's duration
expires. To summon the demon, compare the spell's effect value to the demon's highest
physical attribute. Read the result on the Power Push Table. The spell's result
modifier is +11. The demon is summoned if the spell's final result points is
equal to the demon's *Spirit.*

**Gurlth Demon**

DEXTERITY 12

Dodge 13, maneuver 13, unarmed combat 13

STRENGTH 14

TOUGHNESS 15

PERCEPTION 14

Alteration magic 15, divination magic 15, trick 15

M1ND 12

CHARISMA 12

Taunt 13

SPIRlT12

Intimidation 15

Hero Point Potential: Always

Natural Tools: claws, damage value +3/17; venomous
bite, damage value 16 (rolled in three successive rounds)

Special Ability: Disguise. They may make themselves
appear as a human (difficulty 12 to penetrate disguise). The demon may switch
between the chosen specific human form and its natural form. The demon may
choose a new form each time it is summoned from its home plane. The caster of
the spell will be able to penetrate the disguise automatically. Gurlth demons
are commonly summoned because of their magical abilities and their special
method of disguise.

**Ulanu**

DEXTERITY 13

Unarmed combat 16

STRENGTH 15

TOUGHNESS 14

PERCEPTION 11

Trick 13

MIND 9

Willpower 11

CHARISMA 6

Intimidate 9, taunt 8

SPIRIT 8

Reality 9

Hero Points: 1

Natural Tools: claws, damage value STR+3/18

Ulanu demons are summoned by mages because they tend
to be more cooperative than other demon species.

#### **Folk**

**Change to Falcon**

Skill: *alteration/folk* 22

Backlash: 14

Difficulty: 5

Effect Value: 24

Bonus Number to: duration

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, state, cast time

This simple spell is of great help when hopelessly
lost in the forest. The caster takes a lock of human hair and mixes it with
falcon feathers. He then touches the target, who will physically transform into
a falcon, but retain his *Perception, Mind, Charisma* and *Spirit* attributes.

**Falcon**

DEXTERITY 10

Dodge 11, flight 13, maneuver 11, stealth 11, unarmed
combat 12

STRENGTH 5

TOUGHNESS 6

Natural Tools: wings, speed value 10; beak, damage valueSTR+2/7;
claws, damage value S1R+3/8

**Detect Truth**

Skill: *divination/folk 17*

Backlash: 12

Difficulty: 8

Effect Value: 27

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 12 (four minutes)

Manipulation: control

*Detect truth* causes
a bright aura to appear around the target for as long as the target tells the
truth. The caster speaks the word "truth" in the target's native
language as he touches the target. Compare the spell's effect value to the
target's *Charisma* or *intimidation.*

Read the result points on the interrogation column of
the Interaction Results Table. If the target lies about something and the
result matches the target's loyalty to the subject, the light dims. The aura
returns when a truth is stated. The spell will not detect mistakes of fact or
have any effect when the target believes the falsehood.

**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.

**Ethereal Form**

Skill: *alteration/folk 17*

Backlash: 19

Difficulty: 17

Effect Value: 27

Bonus Number to: duration

Range: self

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

This spell turns the caster's body into a smoky
apparition. The caster must light a candle scented with holly, and inhale the
smoke as it billows from the flame. The caster's body then quickly becomes
incorporeal. The caster's possessions are also affected.

Compare the spell's effect value to the caster's *Toughness.*
*Read the result points through the Power Push Table. The spell's result*
modifier is +10. The final result points must equal the caster's *Toughness.* The
spell works on characters with a *Toughness* of 15 or less. While in
ethereal form, the caster may move at his apportation skill value. The caster
must contain his ethereal form within a 25 meter sphere. A magician in ethereal
form can only be attacked by spells, energy attacks, magical weapons affecting
incorporeal beings and other ethereal forms (such as ghosts). Spells may be
cast while in ethereal form, but none that require physical manipulation of any
sort. The caster controls the spell's duration.

**Folk Repelspell**

Skill: *alteration/folk 18*

Backlash: 18

Difficulty: 12

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: state, duration

The caster repeatedly mimics the casting of another
folk spell (which he must know) while casting the spell. At the end of the hour
he touches the recipient's head, focusing the spell into that character. The
character's eyes look dull while protected by this spell. Any folk spell with
an effect value less than the *folk repelspell* doesn't affect the
recipient. The recipient controls the spell's duration.

**Gain Language**

Skill: *divination/folk 16*

Backlash: 13

Difficulty: 11

Effect Value: 18

Bonus Number to: effect

Range: self

Duration: 16 (25 minutes)

Cast Time: 6 (15 seconds)

Manipulation: duration

The mage must touch the lips of the speaker whose
language he wishes to gain. At the same time he begins to parrot the speech to
the best of his ability. Compare the spell's effect value to the caster's *Perception.*
*Read the result points on the Power Push Table. The spell's result modifier*
is +7. Add the final result points to the caster's *Perception* for use
with the language skill only (if unskilled, the caster receives the language
skill for spell's duration). This spell can be used for any kindred languages.

**Haste**

Skill: *alteration/folk 18*

Backlash: 18

Difficulty: 15

Effect Value: 21

Bonus Number to: effect

Range: touch

Duration: 12 (four minutes)

Cast Time: 4 (six seconds)

Manipulation: control

This focused spell increases the target's speed.
Compare the spell's effect value to the target's *Dexterity.* Read the
result points on the Power Push Table. The spell's result modifier is +8. Add
the final result points to the target's *Dexterity* for purposes of speed
only. To cast the spell, the target character and the caster move their hands
up and down with increasing frenzy. The magician touches the character,
stating, "Run like the wind." The spell's effect may be turned on and
off.

**Houndscent**

Skill: *alteration/folk 15*

Backlash: 15

Difficulty: 12

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 21 (four hours)

Cast Time: 9 (one minute)

Manipulation: state

For this focused spell, the mage must sniff the ground
in an imitation of a hound, ending the casting by touching the recipient's nose
with his own. The recipient controls the spell's effect and duration. Compare
the spell's effect value to the recipient's *Perception.* Read the result
points on the Power Push Table. The result modifier is +6. Add the final result
points to the recipient's *Perception* when using his sense of smell.

**Increase Charisma**

Skill: *alteration/folk 16*

Backlash: 17

Difficulty: 11

Effect Value: 15

Bonus Number to: effect

Range: self

Duration: 14 (10 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control

The caster needs two images, one smiling, and one
frowning. He crumples the frowning image and places the smiling image against
his skin. Compare the spell's effect value to the caster's *Charisma.* Read
the results on the Power Push Table. The result modifier is +6. Add the final
result points to the target's *Charisma* for the duration of the spell.

**Invisibility to Undead**

Skill: *alteration/folk 17*

Backlash: 13

Difficulty: 11

Effect Value: 20

Bonus Number to: duration

Range: touch

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

The caster of this focused spell must cover the bone
of a folk with pitch prior to casting. To cast, he waves it around himself (or
someone else if he is to be the target of the spell). The target's body flashes
brightly. Compare the spell's effect value to the target's *Dexterity.* Add
the result points to the target's *Dexterity* for purposes use of the *stealth*
*skill only. lf unskilled, the character*
gains the stealth skill for the spell's duration. This spell only affects
undead creatures.

**Jump**

Skill: *apportation/folk 18*

Backlash: 13

Difficulty: 10

Effect Value: 20

Bonus Number 10: effect

Range: 5 (10 meters)

Duration: 12 (four minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

This focused spell requires the hind legs from an
animal known for jumping, such as a cricket or frog. The magician makes the
sound of the animal while making hopping motions with the hand holding the
legs. The caster then points at the recipient. The spell affects up to six
characters within a 10 meter radius of the recipient. Compare the spell's
effect value to the target's *Dexterity.* Add the result points to the
target's *Dexterity* for purposes of *long jumping* only. Read the
result points on the Power Push Table. Add the final result points to the
target's long jumping skill.

**Protection from Undead**

Skill: *alteration/folk 17*

Backlash: 9

Difficulty: 10

Effect: Value: 21

Bonus Number to: effect

Range: touch

Duration: 17 (40 minutes)

Cast Time: 3 (four seconds)

Manipulation: cast time, control, duration, state

The caster of this focused spell must sprinkle himself
with three drops of holy water as he casts the spell. Once finished, if
performed correctly, the caster (or someone else chosen by the caster) is
protected from all attacks made by undead creatures.

Compare the spell's effect value to the *Mind* of
any undead approaching within one meter of the recipient. Find the result on
the Power Push Table. The result modifier is +8. Find the final result points
on the test column of the Interaction Results Table.

**Ritual of Mind Preparation**

Skill: *alteration/folk 15*

Backlash: 16

Difficulty: 7

Effect Value: 18

Bonus Number to: effect

Range: self

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: control, duration

This spell requires the mage to memorize a poem or
geometric proof. He must silently recite the proof or poem, associating a hand
gesture with each part of the work. Compare the spell's effect value to the
target's Mind. Read the result on the Power Push Table. The spell's result
modifier is +7. Add the final result points to the target's *Mind* for the
duration of the spell.

**Ritual of Perception Preparation**

Skill: *alteration/folk 15*

Backlash: 16

Difficulty: 7

Effect Value: 18

Bonus Number to: effect

Range: self

Duration: 25 (one day)

Cast Time: 18 (one hour)

Manipulation: control, duration

To cast this spell, the sorcerer draws three
concentric circles. The smallest must be large enough for him to sit in, the
others about a hand span farther out. He seats himself and examines each circle
in tum, seeking imperfections. He touches each circle in the spot where it is
furthest from a true circle. Compare the spell's effect value to the target's *Perception.*
*Read the results on the Power Push Table. The spell's result modifier is*
+7. Add the final result points to the target's *Perception* for the
duration of the spell.

**Silence**

Skill: *alteration/folk 15*

Backlash: 13

Difficulty: 9

Effect Value: 20

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: control, Duration

To cast *silence,* the mage speaks the first half
of the incantation aloud, then passes a hand over his mouth. At that point, he
stops speaking and finishes the incantation in his mind. The target is silenced
for the spell's duration if the spell's effect value is greater than the *Mind*
*of the target.*

**Slow**

Skill: alteration/folk 19

Backlash: 15

Difficulty: 12

Effect Value: 18

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 18 (one hour)

Cast Time: 3 (four seconds)

Manipulation: control, range, speed

To cast this focused spell, the mage points at his
target in slow motion. Compare the spell's effect total to the target's *Dexterity*
*or* dodge. *Read the result points on the Power Push Table. The*
spell's result modifier is +7. Reduce the target's *Dexterity* for
movement purposes only by the result points.

**Snail Wit**

Skill: *alteration/folk 16*

Backlash: 14

Difficulty: 10

Effect Value: 15

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 15 05 minutes)

Cast Time: 3 (four seconds)

Manipulation: duration

The mage casts the spell by saying "two plus two
is, urn, uhhh...", or its equivalent, while pointing toward the target.
Compare the effect value to the target's *Perception.* Read the result on
the Power Push Table. The result modifier is +3. Decrease the target's Perception for the duration of the spell by the final result
points.

**Stealth Walk**

Skill: *alteration/folk 17*

Backlash: 16

Difficulty: 9

Effect Value: 21

Bonus Number to: effect

Range: touch

Duration: 20 (2.5 hours)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

To cast this focused spell, the mage must stand three paces from his target and hold his hand out,
palm up. While the caster chants the spell, the target takes three steps toward
the mage and places a personal possession in the upturned hand. The mage must
hold the Item for the spell's duration or it will be ended. *Stealth walk* increase
the target's stealth value. This spell cannot be used on beings larger than man
sized (a safeguard introduced. to prevent the creation of stealthy wyvems) Compare
the spell's effect value to the target's *Dexterity.* Read the result on the
Power Push Table. The spell's result modifier is +8.Add the final result points
to the target's *Dexterity* for purposes of the stealth skill only (the character gains the skill if he does
not have it).

**Strength**

Skill: *alteration/folk 16*

Backlash: 16

Difficulty: 12

Effect Value: 18

Bonus Number to: effect

Range: touch

Duration: 17 (40 minutes)

Cast Time: 5(10 seconds)

Manipulation: control

The mage places a heavy object in the hands of the recipient, and helps the character lift the object,
applying more force as he finishes the spell. Compare the spell's effect value
to the target's *Strength.* Read the result on the Power Push Table. The
result modifier is +7. Add the final result points to the target's *Strength* for
the duration of the spell.

**Telepathy**

Skill: *divination/folk 17*

Backlash: 13

Difficulty:  6

Effect Value: 0

Bonus Number to: range

Range: 15 (one kilometer)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: range, speed

The magician must have a lock of hair from the target
or an item used by the target character for at least a year. For the target
character to send thoughts to the mage he must have a lock of hair or item
which the caster has used for a year. The mage must concentrate while the spell
is in effect; performing any other actions breaks the concentration and ends
the spell. The mage begins the spell by imagining he is speaking to the target
while holding the target's item. Because the spell has an effect value of0, the
caster may only send and receive verbal messages. Skill rolls are not allowed
to interpret information received. The message travels at 1,000 meters per
round (speed value 15). At a range of one kilometer it takes a full round (to
seconds) for a message to be received. At a range of six kilometers it takes a
full minute to receive a message. The mage controls the spell's duration and
effect.

**Weakness**

Skill: *alteration/folk* 16

Backlash: 19

Difficulty: 17

Effect Value: 15

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 9 (one minute)

Cast Time: 3 *(four* seconds)

Manipulation: duration

This is a focused spell. The mage points at the target
character and lets his arm fall limp as he finishes the spell. Compare the
spell's effect value to the target's *Strength.* Read the result points on
the Power Push Table. The spell's result modifier +6. Subtract the final result
points from the target's *Strength* for the spell's duration.

### **Elements**

#### **Air**

**Arm of Air**

Skill: *apportation/air* 10

Backlash: 10

Difficulty: 6

Effect Value: 5

Bonus Number to: duration

Range: 6 (15 meters)

Duration: 9 (one minute)

Cast Time: 5 (10 seconds)

Manipulation: duration, range

The caster blows air underneath his hand, moving each
finger as he blows air upon it. He then vocally commands the *arm of air* to
perform a task. The arm has a *Strength* equal to the effect value of the
spell. Only simple physical tasks may be performed by the arm; if the task
would normally require a character to generate a *Dexterity* total to
perform the action, the action is beyond the capacity of the *arm* *of air.* The mage must
concentrate upon this spell for the full duration; the spell effect ends as
soon as the mage performs an action other than directing the spell.

**Create Dark Cloud**

Skill: *apportation/air 14*

Backlash: 14

Difficultly: 8

Effect Value: 0

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 29 (one week)

Cast Time: 25 (one day)

Manipulation: control

*Create dark cloud* is a fairly simple spell often taught to mages who have reached the
journeyman level. Used with *dark cloud familiar,* it provides a vessel
for spell storing that is easy to create and control. To cast this spell, the
mage must build a small fire. Then, as it bums, he must carefully throw moist
leaves and other wet (but still flammable) objects on the fire. This causes a
black, sooty smoke to billow up. When it does, the caster uses her hands to
"shape" the smoke into a small cloud. The fire, the smoke, and the shaping
must continue throughout the spell's cast time. Often, a mage will have an
assistant on hand instructed to keep the fire burning and smoking. When the
spell is complete, the caster has a small (one meter radius) cloud of smoke
that she can control for the duration of the spell. She can move it around,
change its shape, and even dispel it if she pleases. The cloud may not move
farther away from the caster than the range allows, and will move with the
caster unless otherwise instructed.

**Dark Cloud Familiar**

Skill: *conjuration/air 18*

Backlash: 22

Difficulty: 12

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 32 (l month)

Cast Time: 25 (1 day)

Manipulation: control, duration, state

This is a focused spell. This spell can only be used
as a companion to *create dark cloud.* The process involved allows the
mage to ready the *dark cloud* to receive impressed inanimate forces
spells. The caster must touch his already created cloud and will into it the
life force necessary to hold impressed spells. While touching it, the mage
concentrates on all the inanimate forces spells and knowledges he knows, and
tries to imbue some of his own magical knowledge into the dark cloud. The
number of impressed inanimate forces spells the *dark cloud* may store is
equal to the effect value of the spell (15) as read on the Power Push Table

(+6) plus an additional six point result modifier. The
spells to be impressed must be cast separately into the cloud. They must also
be inanimate forces spells that can be cast impressed. They will remain in the
cloud until the caster uses them, dispels the cloud, or the duration of one of
the two *dark cloud* spells lapses.

**Fighting Whirlwind**

Skill: *apportation/air 16*

Backlash: 14

Difficulty: 9

Effect Value: 21

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 9 (one minute)

Cast Time: 3 (four seconds)

Manipulation: speed, range, control

The magician spins himself around once while exhaling
to make an ever loudening whooshing noise. The spell causes a whirlwind to
form, 2.5 meters tall and 2.5 meters wide at the top. The magician controls the
movement of the whirlwind, which travels up to 60 meters each round. The
magician also controls the duration and the form of the spell. To target a
character the magician generates an *Apportation* magic total; if the
total equals or exceeds the target character's *Dexterity* or *dodge,* the
whirlwind hits. Anyone caught within 2.5 meters of the target character must
also evade or be hit by the full force of the whirlwind.

**Floater**

Skill: *apportation/air 17*

Backlash: 15

Difficulty: 12

Effect Value: 15

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 14 (to minutes)

Cast Time: 3 (four seconds)

Manipulation: none

The caster begins the spell by puffing air under a
lightweight disc (with a surface area of no greater than one meter). This
action causes it to rise into the air and float, moving to the caster's mental
command. The disk can support weight equal to its effect value and may move at
speeds up to the spell's effect value minus the weight carried. A person riding
the floater
is buffeted by the hard, rolling air
currents that keep the disk aloft. While not dangerous, these winds do
occasionally blow small, unsecured objects off the disk. The mage controls both
the duration and apportation of the disc (within the range of the spell).

**Frigid Air**

Skill: *alteration/air* 16

Backlash: 20

Difficulty. II

Effect Value: 16

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 7 (25 seconds)

Cast Time: 3 (four seconds)

Manipulation: state

When casting the *frigid air* spell, the mage
wraps his arms around his body and rubs his hands up and down, as if attempting
to warm himself. After inhaling deeply. The caster then blows forth (in an
exaggerated manner) a gust of frigid, frosty air. The gust expands to a 10 by
10 meter cone, and anything caught within the area of effect takes damage equal
to the final effect value. The mage may change the target of the cone by
turning his body or his face in the desired direction. The round after the mage
stops blowing, the spell ends.

**Wall of Air**

Skill: *alteration/air 15*

Backlash: 19

Difficulty: 14

Effect Value: 30

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 14 (10 minutes)

Cast Time: 18 (one hour)

Manipulation: control, state

This is an impressed, focused spell.

The caster mimes the shaping of a wall in the air 10
meters high by 10 meters wide (he probably will need a step ladder), he also
mimes throwing himself and other objects at the imaginary wall, stopping just
short of "impact."

The caster continues this building and striking
process for one hour. To release the spell, the caster need only thrust both
hands outward in a gesture of repelling. The air in that direction will
coagulate into a square shaped wall 10 meters high, 10 meters wide, and one
meter thick. The wall has a *Toughness* equal to the spell's effect.
Anything trying to pass through the area protected by the wall must do it
damage (in one round) equal to or exceeding this value. All other damage is
ignored. The caster may, however, end the duration before the ten minutes have
elapsed.

**Weather**
Control

Skill: *alteration/air* 23

Backlash: 20

Difficulty: 12

Effect Value: 0

Bonus Number to: duration

Range: 19 (six kilometers)

Duration: 38 (one year)

Cast Time: 32 (one month)

Manipulation: duration

This is a focused spell. The magician must spend a
full month casting this spell. Each sunrise, the mage writes symbols for that
morning's weather on the perimeter of a circle with a radius of six meters. She
then alters the symbols to match the changes in the day's weather. After a
month, she has completed constructing a diagram of that month's weather, and
the pattern is formed. This allows the mage to control the weather within a 6
kilometer radius. She may change the air temperature at a rate of six degrees
per hour, and affect the humidity by six percent per hour. The changes are
sufficient to cause/stop rain in about two hours (for a moderate rainfall) and
it takes about four hours to affect (or cause) a raging storm. The magician also
may alter low and high pressure areas to "shunt" unfavorable weather patterns
away from her area.

**Windy Ears**

Skill: *divination/air 22*

Backlash: 17

Difficulty: 12

Effect Value: 0

Bonus Number to: range

Range: 20 (10 kilometers)

Duration: 14 (10 minutes)

Cast Time: 9 (1 minute)

Manipulation: control, state, range

This spell allows the caster to hear news from afar.
To cast it, the magician cocks his head upwind, cups his ear with his hand, and
asks in a clear voice "What news from the *(direction the wind* is *blowing*
from)?" *The wind, if the caster is addressing the correct the*
direction, answers. The caster may then ask more specific questions, but the
wind only answers those questions concerning the direction it comes from. The
speed of the spell is 10 kilometers a round, so the news will be nearly
"as it happens."

**Zephyr of Flight**

Skill: *apportation/air 18*

Backlash: 11

Difficulty: 5

Effect Value: 19

Bonus Number to: speed

Range: 3 (four meters)

Duration: 18 (one hour)

Cast Time: 25 (one day)

Manipulation: control, duration

This is an impressed spell. To cast this flight spell,
the mage must spend the entire cast time outside in a clear (and preferably
windy) area running, walking, jumping, and mimicking flying on any prevailing
winds. The caster must wear robes or other clothing designed specifically to
catch the wind-that have as much surface area as she can move around in. When
released, the spell causes the air around the caster to become very windy and
dense, lifting her off the ground. The mage may then control the direction the
wind takes her, the duration of the spell, and the speed of the wind (up to 25
meters a turn). The total amount of weight the zephyr may carry is equal to the
effect total of the spell.

#### **Earth**

**Brittle Walls**

Skill: *alteration/earth 18*

Backlash: 19

Difficulty: 13

Effect Value: 25

Bonus Number to: duration

Range: 4 (six meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: control state

The sorcerer places a piece of stone on the ground and
smashes a piece of glass upon it. He then lifts the rock and crushes any
remaining glass fragments with it. After reciting the appropriate incantation,
the caster touches the stone he wishes to transmute. An area within a four
meter radius of his hand then becomes brittle, its *Toughness* decreased
by the effect total of the spell. The spell has a divination component that
allows it to separate each component piece of rock in a wall, so the effect is
applied against one piece of the wall instead of the wall as a whole. A brick
has a *Toughness* of 4, a brick sized piece of granite has a *Toughness* of
9, while a one meter by one meter by half a meter granite slab would have a *Toughness*
*of 24.*

**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.

**Earth Shield**

Skill: *apportation/earth* 12

Backlash: 14

Difficulty: 8

Effect Value: 15

Bonus Number to: duration

Range: touch

Duration: 7 (25 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

The mage scoops a small piece of earth from the ground and quickly molds
it into a crude Image of a shield. He then touches the ground where he had
scooped out the dirt. A shield of earth two meters high and one meter wide then
rises out of the ground in front of him. The shield has an armor value of +10,
maximum 25, and will remain standing until dispelled or it takes a number of
shock points equal to its effect value.

**Earthly Arms**

Skill: *alteration/earth 20*

Backlash: 20

Difficulty: 14

Effect Value: 21

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 18 (one hour)

Cast Time: 0 (one second)

Manipulation: control, range

This spell must be cast on a patch of ground that is
primarily earth. It causes a pair of large arms to rise up from the ground,
grasping at anything within range of the spell. The area of earth affected is
15 meters long and four meters across. The arms themselves may come from any
point within that area, but they may not reach more than 2.5 meters out or up.
Use the Power Push Table (with a result modifier of +8) to determine the *Strength*
*and* Toughness *of the arms. To*
grasp a foe or object, the mage's *apportation* roll must exceed the
target's *Dexterity* or *dodge.*

**Pathfinder**

Skill: *divination/earth 14*

Backlash: 12

Difficulty: 5

Effect Value: 16

Bonus Number to: range

Range: 13 (400 meters)

Duration: 18 (one meter)

Cast Time: 9 (one minute)

Manipulation: control, duration, speed

To cast this spell the sorcerer draws a simple design
in the earth over and over again, making it deeper each time. At the same time,
he pictures the place or object he desires to find. When the spell is
completed, the design will move through the earth toward the place or object
specified. It will move in as direct a manner as possible, at a speed of 10
meters per round. If the object or place sought is within range and connected
to earth or stone, the spell will find it. However, if the range of the spell
is greater than 18, its duration will expire before it arrives at its
destination.

**Quicksand**

Skill: *alteration/earth 20*

Backlash: 18

Difficulty: 13

Effect Value: 15

Bonus Number 10: effect

Range: 5 00 meters)

Duration: 18 (one hour)

Cui Time: 6 (15 seconds)

Manipulation: control, duration

A particularly nasty spell*, quicksand* is cast by rubbing a small amount of water
into the earth with one's hands. The caster creates a very soft and extremely
wet 10 by 10 by 10 meter area of earth immediately in front of him. This cube
is soft and wet enough to cause anyone stepping on it to sink rapidly, yet
solid enough to look like normal ground. The *Perception* total needed to
detect the trap is 13 (under normal conditions). This check should only be made
if the victims are actively examining the ground. The suction strength of the
trap is equal to the effect total of the spell. Anyone within the area of
effect must make a *swimming* roll in excess of the trap's suction or be
pulled under. A submerged character will take three fatigue points a round
until unconscious, and then one wound per round thereafter. A swimming character
takes two fatigue per round until free. The caster controls the duration of the
spell. The caster may reverse the alteration, trapping anyone caught by the *quicksand*
*in solid earth.*

**Quixal's Awful Burial**

Skill: *apportation/earth* 21

Backlash: 18

Difficulty: 10

Effect Value: 20

Bonus Number to: duration

Range: 10 (100 meters)

Duration: 9 (one minute)

Cast Time: 18 (one hour)

Manipulation: control, range

*Quiml's awful burial* is an impressed, focused spell. The caster lifts
handfuls of earth and casts them to the ground with great force. The mage who
wishes to impress this spell must go to the area of earth she wishes to affect,
and do this motion over and over during the cast time. To release the spell,
the caster picks up one handful of the earth and hurls it in the direction she
wishes the spell to go.

This spell picks up a patch of earth 100 meters wide,
100 meters long, and 2 meters thick. The mage then raises it several meters (up
to the range of the spell) into the air, turns the earth over, and slams it
down, burying anything underneath. Because the casting is impressed and the
area of earth is so specifically regulated, it is of limited use.

**Stone Tunnel**

Skill: *apportation/earth* 12

Backlash: 16

Difficulty: 9

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 12 (four minutes)

Cast Time: 9 (one minute)

Manipulation: control, duration

The mage begins by taking a chip of the rock to be
apported and smashing it into fine pieces. Once he has done this, he may cast
the spell by kneading the stone dust into a piece of clay, then smearing the
clay onto the wall. The caster then pounds his hands on the stone, with
increasing firmness, and at the end of the cast time the stone has cracks and
breaks; he has moved parts of the stone outwards from the center. The effect
total of the spell represents the weight of the stone that can be moved each
round (1 cubic meter of stone equals approximately 2500 kilo-grams). The stone,
of course, has to be cleared away from in front of the caster before he can
proceed, but this is simple compared to digging through solid rock.

**Throrvald's Tracker**

Skill: *divination/earth* 14

Backlash: 9

Difficulty. 6

Effect Value: 0

Bonus Number to: range

Range: 13 (400 meters)

Duration: 20 (2.5 hours)

Cast Time: 9 (one minute)

Manipulation: control, duration, range, speed

This is a focused spell. The mage must bury an object
belonging to the person being tracked, and he must sit beside the burial spot during
the casting of the spell. At the end of the cast time, the magician digs up the
object, "discovering" it, and puts it on the ground. If the person
who the object belonged to is within the spell's range, then the object begins
to "hop" in the direction of that person at a speed of 10 meters a
round -a moderate walking pace. The object continues moving in the most direct
manner possible until either the cast time elapses or the person moves out of
range of the spell. If the range of the spell at the start is greater than 20,
then the duration will end before the object reaches its former owner.

#### **Fire**

**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.

**Altered Fireball (improved)**

Skill: *alteration/fire 18*

Backlash: 17

Difficulty: 11

Effect Value: 18

Bonus Number to: effect

Range: 13 (400 meters)

Duration: 9 (one minute)

Cast Time: 3 (four seconds)

Manipulation: speed, control

Cast as the altered fireball above, with enhancements.
The burning sphere has a radius of ten meters. The magician controls the
movement and the duration of the spell. For the duration, he may move the ball,
either before or after it explodes to its full volume.

The sphere travels at 400 meters per round (100 miles
per hour). Once exploded, the fireball does damage each round.

**Conjured Fireball**

Skill: *conjuration/fire 20*

Backlash: 19

Difficulty: 6

Effect Value: 18

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: control, speed, state

This is an impressed spell. The conjuring must be done
near an open flame, although the fire may be as small as a pair of candles. The
spell may be released within a round, the magician uttering a cast word of his
choosing and mimicking the shaping of a ball of flame through motions of his
hands. The fireball has a burst radius of 10 meters and anyone not dis-believing
(with a *Mind* or *willpower* total 18 or higher) takes the effect
value as damage.

**Fiery Visions**

Skill: *divination/fire 19*

Backlash: 15

Difficulty: 9

Effect Value: 0

Bonus Number to: range

Range: 20 (10 kilometers)

Duration: 18 (one hour)

Cast Time: 18 (one hour)

Manipulation: range

A versatile divination spell, *fiery visions* requires
nothing in the way of material from the subject(s) being scried. The caster
must, however, know who or what he wants to view. He must either have a very
vivid description of the object of the spell, or he himself must have seen the
object. To cast and maintain the spell, the mage must have a fire at least four
meters high and four meters wide nearby. He then chants a description of the
target while concentrating on making the description form out of the flames. If
the spell is cast correctly (and the object of the vision is within

10 kilometers) the flames will take on the appearance
of the object, along with as much of its surroundings as will fit in the 4 by 4
area of the spell. The vision will move with the object if it moves, as long as
it does not move out of range. The visions will be simple and not very
detailed-but they will be complete. After getting the initial vision, the
caster may change his target as long as the spell lasts. The targets can be
completely unrelated, or the caster can use the motion of the vision to
"backtrack" the location of the object-though this is slow going, and
there is no guarantee that the object will not move in the intervening time. If
the caster ceases to concentrate on the spell, or if the fire is extinguished,
the spell ends.

**Flame Summons**

Skill: *conjuration/fire 10*

Backlash: 14

Difficulty: 8

Effect Value: 10

Bonus Number to: effect

Range: touch

Duration: 2 (2.5 seconds)

Cast Time: 9 (one minute)

Manipulation: control

To use this simple spell, the caster holds some
flammable inanimate object- a piece of dry wood or doth is a good idea. The
caster concentrates on the object and wills it to burst into flame. If the
spell works, the object will continue to bum until it is consumed or the flame
is extinguished. For purposes of combat, the spell does damage equal to the
effect total.

**Flickering Fire Shield**

Skill: *alteration/fire 18*

Backlash: 12

Difficulty: 15

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: state, control

This is a focused spell. The caster passes his hand
through a flame while casting the spell, touching the hand of the recipient,
focusing the spell into that character. That hand now has a barely visible
flicker of flame in the shape of a shield. The spell resists the effects of all
fire spells with a casting total less than the effect value of the flickering
shield. The spell's duration is controlled by the recipient.

**Ochial's Flaming Circle**

Skill: *alteration/fire 18*

Backlash: 15

Difficulty: 8

Effect Value: 26

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 14 (10 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control

The casting of this spell is begun by tracing a
circular area no greater than six meters in diameter and filling it with oil.
The caster lights the oil and invokes the power of the spell. A circle of flame
shoots up six meters and remains until the duration of the spell ends. After
the initial casting, the controlling mage may shrink the circle's circumference
down to a narrow jet of fire or, if it is not already at its maximum diameter
of six meters, he may expand it. The mage may not move the circle off of its
original center. The circle expands or shrinks at a rate of 60 meters per round
(it can only close and widen completely once per round, however). Anything
attempting to pass through the flames (whether voluntarily or because the
circle is now too small to hold it) will take damage equal to the spell's
effect value.

#### **Metal**

**Bullet**

Skill: *apportation/metal 13*

Backlash: 16

Difficulty: 10

Effect Value: 17

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: control

The bullet spell can sling a metal mass about the size
of a small sling bullet, or a quarter. The magician pantomimes the whirling of
a sling with the hand holding the metal, then releases it toward his opponent.
The *apportation magic* total of the cast must equal or exceed the *Dexterity*
*or* dodge *of the target character to hit the target.*

**Dagger Draw**

Skill: *conjuration/metal 14*

Backlash: 15

Difficulty: 7

Effect Value: 2

Bonus Number to: duration

Range: touch

Duration: 14 (100 minutes)

Cast Time: 0 (one second)

Manipulation: duration, speed, control

This spell conjures a throwing dagger into the open
hand of the caster. The total weight that may be conjured is equal to the Power
Push of the effect value plus two. However, the dagger may not weigh more or be
larger than a normal throwing dagger. The excess effect total is ignored. The
dagger is not illusory, or unusual in any way, but it does vanish after the
duration elapses.

**Dagger Throw**

Skill: *apportation/metal 14*

Backlash: 14

Difficulty: 7

Effect Value: 18

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 5 (10 seconds)

Cast Time: 0 (one second)

Manipulation: control, range

This is a focused spell, cast on a throwing dagger.
After it is cast, the mage uses *his apportation* skill, instead of his *missile*
*combat to "throw" the dagger. His skill total must exceed the target's*
*dodge* or *Dexterity* to hit. The thrown dagger does damage equal to
the effect total of the spell, instead of its normal damage value.

**Fool's Gold**

Alteration/metal
13

Backlash: 14

Difficulty: 12

Effect Value: 12

Bonus Number to: effect

Range: touch

Duration: 23 (10 hours)

Cast Time: 17 (40 minutes)

Manipulation: duration

This is a focused, impressed spell. The caster must
have a sample of the precious metal he wishes to fake. He rubs a little of the
metal onto the metal he intends to "transform", then casts the spell.
The spell converts one kilogram of metal or coins into an illusion of the
precious metal used during the spell casting. The effect value, including the
bonus number, must be at least five to convert the metal. The spell is released
by tapping the metal with the sample, and generating an *alteration* magic
total of zero or greater. The "gold" may be disbelieved on a *Mind* or
*willpower* total of 13 or better.

**Keen Blade**

Skill: *alteration/metal 15*

Backlash: 15

Difficulty: 11

Effect Value: 25

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: duration, state

The magician must have a bladed weapon which he keeps
extremely sharp. He quickly hones this blade with a whetstone while casting the
spell, and the touches the ritual blade to the blade which receives the spell.
Compare the effect value of the spell to the maximum damage value on the Power
Push Table, and the maximum damage value and the damage bonus are each
increased by the result.

**Sword Shatter Spell**

Skill: *alteration/metal 20*

Backlash: 18

Difficulty: 14

Effect Value: 27

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: state

This is an impressed spell. To prepare this spell for
use, the caster must imitate the sound of metal shattering and breaking with
his voice. Asthis is
not easy, the caster usually spends the entire cast time mimicking this sound,
hoping that one noise will be acceptable. While doing this vocal impersonation,
the caster concentrates on an array of broken, bladed weapons swords, axes,
daggers and the like and makes the cracking sound over each of them several
times. When released, the caster consults the Power Push Table and applies a
result modifier of +10 to the Power Push of the effect total. If the final
number is equal to or greater than the weapon's calculated *Toughness,* the
weapon's metal blade shatters.

This spell will *only* work on metal bladed
weapons. As a rule of thumb, the weapon must have a blade at least 12
centimeters in length and must be composed of metal. To figure the *Toughness*
*of the target weapon, apply its maximum damage value (as a Result) to the*
Power Push Table, plus its estimated weight value (assign most melee weapons a
minimum weight value of 3). The final value equals the weapon's *Toughness.* Example:
A typical sword has a damage value of 21. This reads on the Power Push Table as
a result of 8. Adding the default weight value of 3 (4 kilograms), this gives
the sword a Toughness of 11.

**Lodestone**

Skill: *alteration/metal 16*

Backlash: 17

Difficulty: 10

Effect Value: 18

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 14 (10 minutes)

Cast Time: 4 (six seconds)

Manipulation: control

This focused spell is cast on a piece (or pieces) of
any type of metal. The affected area may not be greater than a two meter sphere.
The caster looks at the target of the spell, extends both arms, and then brings
her hands together with a loud slap. The target is then highly magnetized. The
radius of the field is equal to the spell's range, and the strength of the
magnetism is equal to the effect value. Any metal objects in the spell's range
are then drawn towards the spell's target, or, if they are more massive, they
draw the target towards them. Objects that can may resist by making *Strength*
*rolls higher than the spell's effect value, but* they must do this *every*
*round they remain* in *the field.*

Example: Wellathyn the mage casts this spell on the
full plate armor of Bargaran the Knight. She generates a total result of 18 for
the spell's casting. This gives the field a *Strength* of 18. The knight
has a *Strength* of 12, and he fights the sudden pull of his metal-armored
limbs to his body. He rolls a 16, giving him a bonus of +3. His *Strength* check
total equals 15, not enough! The field is effectively immobilizing the
unfortunate warrior. If something metallic-or metal clothed-tries to move
through the magnetic field, it must make a check versus the strength of the
field in the same way. If it fails, then it is drawn toward the lodestone.

Example: Bargaran's loyal followers are behind him
and, when they see Wellathyn cast a spell on their leader, they shoot a volley
of arrows over his head at the mage. The *Strength* of the field is still
18, so their shots must beat that number before the arrows can pass over. The
target will continue to be highly magnetic until the spell's duration lapses,
or the caster turns it off.

**Open Lock**

Skill: *apportation/metal 14*

Backlash: 11

Difficulty: 5

Effect Value: 16

Bonus Number to: effect

Range: touch

Duration: 15 (15 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control, duration

To cast this simple spell, the mage touches the lock
with one hand and takes a key in the other, miming the opening of the lock.
After reciting the incantation, he takes the key, places it as near to the lock
as possible, and turns it. If the effect value of the spell exceeds the
difficulty of the lock, it opens.

**Precious Metal Plate**

Skill: *divination/metal 18*

Backlash: 16

Difficulty: 11

Effect Value: 32

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 14 (10 minutes)

Manipulation: duration, range, speed

This is a focused spell. The mage enchants a plate by
placing dozens of pieces of iron pyrite or illusory gold (or other illusory
precious metal) onto its surface. Alongside each fake, he places one small real
piece of each precious metal the plate is to detect. He removes the false
metals one at a time, until only the true precious metals are left. He then
casts the spell. To test the plate, he drops the pieces of metal (one at a
time) to be examined onto the plate. If the spell was successful, each real
metal produces a distinct tone when it falls, while the fake metals are
soundless. The user activates the plate by placing the metal onto it. The
effect value of the spell is compared to the disbelief value of the metal
sampled (if the metal is illusory), or the casting total used to create any truly
transformed metal. Precious metals to which the plate has not been attuned will
still sometimes register with a funny, hollow sound.

**Steel Shower**

Skill: *apportation/metal 15*

Backlash: 13

Difficulty: 8

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (4 seconds)

Manipulation: speed, control

To use this spell, the caster must have a half
kilogram of iron filings. He throws these filings in the direction of a target
during the casting of the spell. The magic gives the mage a +5 to the *accuracy*
of the apportation *attack. If the* apportation *total exceeds the* Dexterity
*or* dodge *of the target, she hits. The shower does damage equal to its*
effect total.

**Vorgal's Metal Tale**

Skill: *divination/metal* 21

Backlash: 18

Difficulty: 12

Effect Value: 38

Bonus Number to: effect

Range: touch

Duration: 18 (one hour)

Cast Time: 14 (10 minutes)

Manipulation: control

While casting this spell, the mage must touch the
piece of metal to be examined with both hands. He then asks the metal questions
about its previous owners or those that have handled it within a time period
equal to the effect value of the spell The metal will then answer-if those
asked about are (or were) living beings.

When the caster has finished with one target, he may
decide to question another during the spell's duration. He may ask as many
questions as time permits.

#### **Plant**

**Lenfrieu's Spell Staff**

Skill: *conjuration/plant* 22

Backlash: 16

Difficulty: 7

Effect Value: 12

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 18 (one hour)

Manipulation: control, duration, state

*Lenfrieu's spell* staff is of great use to almost any mage. The spell can only be cast on
oaken staves that are between the lengths of l.5 and 2.5 meters. After casting
this spell properly on a staff, the wood will receive impressed spells with the
pattern of folk. The number of spells that can be stored is equal to the Power
Push of the effect total plus five. This spell will *only* allow the
storing of folk spells that are cast impressed. The spells will remain stored
until cast or until the duration of the *spell staff* lapses.

**Plant Shackles**

Skill: *alteration/plant 15*

Backlash: 15

Difficulty: 11

Effect Value: 18

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 18 (one hour)

Cast Time: 9 (one minute)

Manipulation: control

To put this incantation to use, the caster takes five
blades of grass (or whatever plants are nearby) and drapes one across both
wrists, both ankles, and his neck. When he mutters the correct words and
specifies the target with a hand gesture, the plants within range will begin to
writhe and wrap themselves about the opponent. The casting total must exceed
the target's *Dexterity* or *dodge.* They will hold the target in
their leafy embrace for up to one hour, with a strength equal to the effect
value of the spell.

**Sun Flower**

Skill: *alteration/plant 15*

Backlash: 14

Difficulty: 8

Effect Value: 20

Bonus Number to: effect

Range: 8 (40 meters)

Duration: 14 (10 minutes)

Cast Time: 18 (one hour)

Manipulation: state

This is an impressed spell. It is also cast focused on
a specific plant: a sunflower. If the plant is still living or recently (within
1 day) plucked, there is a +3 to the mage's casting roll. The mage must hold
the plant in the sunlight with its face directed away from his body and towards
the sun. When released, the spell causes a narrow beam of sunlight to shine
directly from the sunflower's face to the target. If the target creature is not
aligned with Death or Darkness, and has some sort of common ground with the
caster, it can be affected. The effect value of the spell, minus the creature's

*Mind,* is
used as a bonus modifier to any *charm* or *persuasion* attempts made
by the caster for the duration of the spell. The light effect of the spell also
lasts for the duration.

**Thorn Staff**

Skill: *alteration/plant 19*

Backlash: 18

Difficulty: 11

Effect Value: 24

Bonus Number to: effect

Range: touch

Duration: 14 (10 minutes)

Cast Time: 0 (one second)

Manipulation: cast time, state

This spell will only work on wooden staves no longer
than two meters. The caster touches the staff to invoke the pattern. This
causes illusory thorns to grow all over the surface of the wood (except where
the caster's hands are). The disbelief difficulty is 18. If an object is struck with the Thorn
Staff, It will take the staff’s normal damage plus the casting value of the
spell. If someone is touching the staff when the spell is cast, he will take
damage equal to the casting value only. The caster can control where on the
wood the thorns grow, but not the duration of the spell.

**Tree Ward**

Skill: *alteration/plant 17*

Backlash: 18

Difficulty: 11

Effect Value: 0

Bonus Number to: range

Range: 12 (250 meters)

Duration: 14 (10 minutes)

Cast Time: 9 (1 minute)

Manipulation: state, range

This is a focused, warding spell cast on a tree. If,
after the spell is cast, any living creature enters within the spell's range
the tree's leaves, branches, and trunk will light up with a magical
luminescence that can be seen for kilometers. The light will last for the
duration of the spell, unless the invading creature(s) make a disbelieve roll
of 18. In order to determine how sensitive the *tree ward* is, the caster
must also generate a *divination* or Perception total after casting the spell. This IS the difficulty a
creature must achieve in order to sneak past the ward.

#### **Water**

**Aeluin's Water Valley**

Skill: *apportation/water 20*

Backlash: 15

Difficulty: 12

Effect Value: 30

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 21 (four hours)

Cast Time: 18 (one hour)

Manipulation: speed, control

An impressed spell, *Aeluin's water valley* must
be cast in advance. To do so, the mage must have water taken from the body she
wishes to affect with the spell, and placed in a large tub. Then, the mage must
use her hands
to part the water in a gentle, sweepmg
motion, while summoning the power for the spell. The caster must concentrate on
making a "valley" in the water, centering the motion with her hands.
To invoke the spell, the caster leans over the prow of a ship and again makes the same parting motion with her hands. A
"valley" will open up in the water two and a half meters deep, ten
meters wide, and extending the range of the spell. The water on the sides of
the valley and at the end of the range will remain stationary, while the water
under the ship will rush forward, carrying the vessel along at great speed.
When the ship reaches the end of the spell's initial range, the water will
again separate,
fanning yet another water valley. This process will repeat itself
until the duration ends, or the caster wills it to end. The mage may change the
direction of the vessel by leaning over the prow and sweeping her hands to
either the right or the left of the vessel. At the beginning of the next water
valley, the ship will continue in the new direction.

Note: The caster may not change the direction by more
than ten degrees each valley without flipping the boat. Use the Speed Column on
the General Results Table to determine the resultant speed of the vessel. The
result points equal the Power Push if the difference between the boat’s
original speed and the spell's effect total. The shock points of the Push are
applied as damage to the vessel (as in normal speed pushes, however, the caster
may limit the effect of the Push).

**Bath of Death**

Skill: *alteration/water 16*

Backlash: 14

Difficulty: 9

Effect Value: 20

Bonus Number to: effect

Range: 10 (100 meters)

Duration: 5 (10 seconds)

Cast Time: 2 (2.5 seconds)

Manipulation: state, range

To use this spell, the caster must have an open
container of water in her hands, such as a bucket or pail. The caster throws
the water at a target, controlling its apportation and form (mainly keeping it
together and moving it in a straight line at a rate of 100 meters a round), and
invokes the power of the spell. The water becomes highly erosive, due to the
nature of the magic, the caster has a +5 bonus to his *apportation* attack
roll if the attack roll is higher than the target's *Dexterity or dodge,* then
he effect total equals the damage inflicted.

**Cleanse**

Skill: *alteration/water 19*

Backlash: 19

Difficulty: 7

Effect Value: 20

Bonus Number to: duration

Range: touch

Duration: 26 (1.5 days)

Cast Time: 18 (one hour)

Manipulation: control

This is a focused, impressed spell, affecting a liter
of specially prepared water. The water contains a very small amount of herb
tea. When a character drinks the water, the spell works as a countering agent
to any poisons present in the body. If the spell's effect value is greater than
the strength of the poison, then the poison has no effect at all.
Unfortunately, the reverse is also true.

The antidote remains in the target's system for the
entire duration and attempts to counter any new poisons that enter the body.
The spell remains at full potency unless defeated, in which case its protection
is destroyed. The poisons it has already overcome will stay inert, but any
subsequent poisons will take full effect.

**Corgain's Gill Spell**

Skill: *alteration/water 15*

Backlash: 15

Difficulty: 11

Effect Value: 5

Bonus Number to: duration

Range: 5 (10 meters)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: duration

This focused spell requires the gills from a fish. The
mage splashes water onto the gills and then breathes through them, casting the
spell on his third breath by pointing at the target character.

The effect value is the maximum number of kilos of
water (10 kilos) converted to air when the recipient of the spell breathes
underwater. This represents about eight full breaths, more than enough for a
normal round. A panicked or strenuously active character may breathe more often
than this, and water will bubble through to be inhaled, causing damage. The
gamemaster rolls a bonus number, interpreting the bonus as result points of
damage.

A character on land suffers no ill effect from this
spell, and the spell will remain active for the duration. The recipient
controls the duration of the spell.

**Fog**

Skill: *alteration/water 12*

Backlash: 15

Difficulty: 12

Effect Value: 0

Bonus Number to: duration

Range: touch

Duration: 11 (2.5 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

The *fog* spell requires that the caster hold a
liter of water in an open container. *As* the magician casts the spell, he
pours the water over of his hands, splashing the drops into the air. The water
turns to vapor and billows forth into a dense fog. This fog will completely
fill a 600 meter radius and rise to a height of 25 meters, centering on the
vessel. The fog is dense, but evaporates quickly after the duration expires.

**Frost Hair**

Skill: *alteration/water 18*

Backlash: 16

Difficulty: 11

Effect Value: 28

Bonus Number to: effect

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: state, control

To use this spell, the mage simply sprinkles a few drops
of water into the target's hair while casting the spell. The water will then
become frost, turning the hair white and making it slightly brittle for the
duration of the spell. The effect then serves to resist any water spells with a
casting result less than *the frost hairs* effect value. The recipient of
the spell controls the duration, and the frost will not melt naturally until
the duration expires.

**Ice Bolt**

Skill: *alteration/water 16*

Backlash: 15

Difficulty. 9

Effect Value: 15

Bonus Number to: effect

Range: 6 (I5 meters)

Duration: 6 (15 seconds)

Cast Time: 3 (four seconds)

Manipulation: range

The caster pours a stream of water through his open
fist while invoking the pattern of the spell. The water freezes into a long
spear, which the mage must immediately hurl at the chosen target.

Due to the nature of the magic, the caster has a +5
bonus to his *apportation* attack roll if the attack roll is higher than
the target's *Dexterity or dodge,* then he effect total equals the damage
inflicted. After the duration lapses, the bolt reverts to normal, fragile ice.

**Sweet Water**

Skill: *alteration/water 14*

Backlash: 11

Difficulty: 8

Effect Value: 0

Bonus Number to: duration

Range: touch

Duration: 19 (100 minutes)

Cast Time: 9 (one minute)

Manipulation: control, duration

*Sweet Water* purifies
one liter of water, or a solution that is primarily water, each round of its
duration. To cast the spell, the magician requires two containers, one of which
must be immaculately clean. The magician pours the liquid into the less clean
vessel, and places the clean vessel an arm's length away. He then scrubs one
hand clean and places it over the immaculate vessel. When casting the spell,
the mage concentrates on moving the water from the dirty container, over his
hand, and into the clean vessel. As this happens, the dirt coagulates on his
clean hand and the water is purified. That hand then sparkles and glows,
transporting the dirt to the other hand.

**Water Bubble**

Skill: *apportation/water 19*

Backlash: 18

Difficulty: 11

Effect Value: 24

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 2 (2.5 seconds)

Manipulation: control, duration, state

The *water bubble* spell causes the water around
the mage to push out away from her, forming a 2.5 meter sphere of air around
her body. The mage must actually be in the water to cast the spell, but all she
need do is touch it and "push it away." Once the caster has activated
the spell, she may move freely underwater at a rate of 10 meters per round or bob
to the surface.

**Water Spray**

Skill: *alteration/water 12*

Backlash: 10

Difficulty: 10

Effect Value: 15

Bonus Number to: effect

Range: 6 (15 meters)

Duration: 6 (15 seconds)

Cast Time: 5 (10 seconds)

Manipulation: control

The magician requires a liter of water in a container
that he can squeeze to produce a spray. As she incants the spell, the mage
squirts the water onto one hand, reflecting it in the general direction
desired. The volume and force behind the water spray increases dramatically.
The magician is able to control its apportation with gestures by the wet hand.
The spray lasts for two rounds of combat. The *alteration* skill roll must
exceed the *dodge* or *Dexterity* of the target in order to hit, and
the effect value of the spell is used to determine damage.