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Advantages

Magery, 15/10, upto(3), gives(+1 Spells, +1 SK: Thaumatology), page(M92)


Magic Resistance, 2/2, page(M13)
Magery (One College Only), 10/6, upto(3), gives(+1 College:PickOne, +1
SP:Recover Strength), page(M93)
Magery (Solitary), 10/6, upto(3), gives(+1 Spells, no participation in rituals),
page(M93)
Magery (Sun-Aspected), 8/5, upto(3), gives(+1 Spells), page(M93)
Magery (Star-Aspected), 8/5, upto(3), gives(+1 Spells), page(M93)
Magery (Moon-Aspected), 8/5, upto(3), gives(+1 Spells), page(M93)
Shamanism, 15/10, upto(3), gives(+2 to some runes, +1 to some, +0 to some, -1
to some)

Disadvantages
Magic Susceptibility, -3/-3, page(G5)

Skills
Artistic
Illusion Art, M/H, default(IQ-6, SK:Artist-3), page(G5)
Lucid Dreaming, M/E, default(Will-4), page(G6)

Athletic
Flight, P/A, default(DX-4), page(G6)

Combat/Weapon
Parry Missile Weapons, P/H, page(G6)
Spell Throwing, P/E, default(DX-3, SK:Throwing), page(G7)

Craft
Tattooing, M/A, default(IQ-5), page(G7)

Scientific
Augury, M/VH, default(SK:Theology-4, SK:Occultism-3), page(G7)
Cryptology, M/H, page(G7)
Thaumatology, M/VH, default(IQ-6), page(G7)

Magic
Alchemy, M/VH, page(M87)
Augury, M/VH, default(SK:Theology-4, SK:Occultism-3), page(G7)
Body Sense, P/H, default(DX-6, SK:Acrobatics-3), page(M94)
Cryptology, M/H, page(G7)
Flight, P/A, default(DX-4), page(G6)
Illusion Art, M/H, default(IQ-6, SK:Artist-3), page(G5)
Lucid Dreaming, M/E, default(Will-4), page(G6)
Magic Breath, P/E, default(DX-2), page(M94)
Magic Jet, P/E, default(DX-4), page(M94)
Parry Missile Weapons, P/H, page(G6)
Rune-Lore, M/VH, page(M81)
Spell Throwing, P/E, default(DX-3, SK:Throwing), page(G7)
Spell Throwing, P/E, default(DX-3, SK:Throwing), page(M94)
Tattooing, M/A, default(IQ-5), page(G7)
Thaumatology, M/VH, default(IQ-6), page(G7)

Rune
Rune-Lore, M/VH, page(M81)
Rune Verb (Create), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Verb (Control), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Verb (Heal), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Verb (Transform), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Verb (Sense), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Verb (Communicate), M/A, needs(SK:Rune-Lore), upto(prereq),
page(M91)
Rune Verb (Weaken), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Verb (Strengthen), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Verb (Move), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Verb (Protect), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Verb (Warn), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Earth), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Animal), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Magic), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Body (Man)), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Mind), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Undead), M/H, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Air), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Fire), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Water), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Plant), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Illusion), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Light/Dark), M/A, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Food), M/E, needs(SK:Rune-Lore), upto(prereq), page(M91)
Rune Noun (Sound), M/E, needs(SK:Rune-Lore), upto(prereq), page(M91)

Spells
Animal
Beast Link, needs(Beast Summoning), castingcost(3), time(5 sec), duration(Until
called, counts as spell on.), notes(Creates a mental link with an animal, the animal
will remain within 1/2 hours travel of the caster. Reactions must be redetermined
when it arrives.), page(M21)
Beast Possession, needs(Rider Within | Possession), castingcost(6,2), duration(1
min), time(5 sec), notes(Resisted by IQ. Like Rider Within but caster has full
control, caster can use all mental skills.), page(M22)
Beast Seeker, needs(Beast Summoning, 2 GR:Seek Spells | Seeker), time(1 sec),
castingcost(3), notes(As per Seeker, but works only with animals. Species, any or
individual.), page(M21)
Beast Speech, needs(Beast Summoning), castingcost(4,2), time(-), notes(Allows
the caster to communicate with any animal. One minute per question and answer.),
duration(1 min), page(M22)
Beast Summoning, needs(Beast-Soother), castingcost(3,2), duration(1 min),
time(1 sec), notes(Summon one named type of creature. Caster knows where and
how long to arrive. Animal has +1 reaction to caster only.), page(M21)
Beast-Soother, needs(Persuasion | ADS:Animal Empathy), castingcost(1 to 3),
duration(Permanent), time(1 sec), notes(Animals reaction boosted by 2xCost to
caster.), page(M21)
Bird Control, needs(Beast-Soother), castingcost(4,2), duration(1 min), time(1
sec), notes(Control actions of unintelligent bird, IQ8-, any size, or flock up to
100lbs mass. This spell requires concentration.), page(M22)
Fish Control, needs(Beast-Soother), castingcost(3,2), duration(1 min), time(1
sec), notes(Control actions of unintelligent fish, IQ8-, any size, or school up to
100lbs mass. This spell requires concentration.), page(M21)
Insect Control, needs(Beast-Soother), castingcost(3,2), duration(1 min), time(1
sec), notes(Control actions of unintelligent insect, IQ8-, any size, or swarm up to
100lbs mass. This spell requires concentration. There may be other consequences
to using this spell.), page(M21)
Mammal Control, needs(Beast-Soother | Charm), castingcost(5,3), duration(1
min), time(1 sec), notes(Control actions of unintelligent mammal, IQ8-, any size,
or herd up to 100lbs mass. This spell requires concentration.), page(M22)
Master, needs(Beast-Soother), castingcost(2), duration(Indefinite), time(1 sec),
notes(Will hold any beast motionless as long as eye contact and concentration are
maintained. May be cast as a blocking spell if the animal is entering the casters
hex), page(M21)
Mollusk Control, needs(Beast-Soother), castingcost(3,2), duration(1 min), time(1
sec), notes(Control actions of unintelligent mollusk, IQ8-, any size, or group up to
100lbs mass. This spell requires concentration.), page(M22)
Reptile Control, needs(Beast-Soother), castingcost(4,2), duration(1 min), time(1
sec), notes(Control actions of unintelligent reptile, IQ8-, any size, or group up to
100lbs mass. This spell requires concentration.), page(M22)
Rider, needs(1 GR:Animal Control), castingcost(2,1), duration(5 min), time(1
sec), notes(The caster can mount and ride the animal as though it was a trained
loyal mount. No concentration required but normal Riding rolls.), page(M22)
Rider Within, needs(2 GR:Animal Control), castingcost(4,1), duration(1 min),
time(3 sec), notes(Animal version of Soul Rider, lets the caster use the senses of
the animal by concentrating.), page(M22)
Shapeshifting, type(M/VH), needs(ADS:Magery, 6 spells), castingcost(6,2),
duration(1 hour), time(3 sec), notes(Changes the caster into a specific form of
animal. Retains intellect/skills and worn items. IQ loss for prolonged use.),
page(M22)
Shapeshift Others, type(M/VH), needs(ADS:Magery=2, Shapeshifting),
castingcost(6,2), duration(1 hour), time(30 sec), notes(As per Shapeshifting but
allows another person to be affected.), page(M23)

Body Control:BC
Alter Visage, needs(8 BC, Shapeshifting | 8 BC, Perfect Illusion), castingcost(4,3
40 if permanent), duration(1 hour unless permanent), time(1 min), notes(Changes
subjects face as the caster wills. Extra organs will be non-functional. Can alter
Attractiveness.), page(M25)
Alter Body, needs(Alter Visage), castingcost(8,6 200 if permanent), duration(1
hour unless permanent), time(2 min), notes(as per Alter Visage but covers body.),
page(M25)
Climbing, castingcost(1 to 3, ditto), duration(1 min), time(1 sec), notes(Increases
subjects Climbing skill by 2xCost.), page(M24)
Clumsiness, needs(Spasm), castingcost(1 to 5,1/2 cast), duration(1 min), time(1
sec), notes(Reduce DX by 1pt per point used to cast.), page(M23)
Curse-Missile, needs(ADS:Magery=2), castingcost(2 plus extra spell),
duration(N/A), time(1 sec plus extra spell), notes(creates missile to throw Itch,
Spasm, Pain, Clumsiness, Curse, Strike Blind/Deaf/Dumb spell. ! throw for this
spell, 1 to hit target and 1 to overcome resistance. SS13 Acc+2 1/2D30 Max 80 for
missile. ), page(M24)
Deathtouch, needs(Wither Limb), castingcost(1 to 3), duration(N/A), time(1 sec),
notes(MUST touch target. Target takes 1d per point in spell, PD and DR
ineffective, affects undead.), page(M24)
Dexterity, needs(Clumsiness), castingcost(2 to 10), duration(1 min), time(1 sec),
notes(Raises subject's DX by 1 per 2 points in spell, can affect caster.), page(M23)
Fatigue, castingcost(1 to 5,1/2 cast), duration(1 min), time(1 sec), notes(Reduces
targets ST by points in spell, affects basic damage.), page(M25)
Hinder, needs(Haste | Clumsiness), castingcost(1 to 4, ditto), duration(1 min),
time(1 sec), notes(Reduce target's Move and Dodge by 1 per point in spell.),
page(M25)
Itch, castingcost(2), duration(Until scratched), time(1 sec), notes(Target at -2 DX
until they scratch for 1 turn. Don't forget to allow for armour, etc. Not
cumulative.), page(M23)
Might, needs(Lend Strength), castingcost(2 to 10), duration(1 min), time(1 sec),
notes(Raises subject's ST by 1 per 2 points in spell. Affects damage, enc, readying
times, fatigue. Can affect caster, doesn't cost less with increasing skill. If Fatigue
higher than ST when the spell wears off subject will fall unconscious instantly.),
page(M23)
Pain, needs(Spasm), castingcost(2), duration(1 sec), time(2 sec), notes(Subject
feels agonising pain and must make IQ roll to avoid crying out. A DX roll is
required to avoid falling, etc if appropriate. If casting must resist at IQ or have to
start over. Toughness and Strong Will both add to roll, High Pain Threshold adds
+3. DX and all related skills at -3 for next round.), page(M23)
Paralyze Limb, needs(ADS:Magery, 5 BC, Pain), castingcost(3), duration(1 min),
time(1 sec), notes(Make an aimed attack on a limb to touch, limb paralysed for 1
minute. Does not affect head.), page(M24)
Resist Pain, needs(ADS:Magery=2, Pain), castingcost(4,2), duration(1 min),
time(1 sec), notes(Subject gains immunity to pain causing spells and also all
effects of the High Pain Threshold advantage.), page(M25)
Rooted Feet, needs(Hinder), castingcost(3), duration(1 min or until resisted),
time(1 sec), notes(Resist at ST-5, can resist every turn to break free. All non-
ranged attacks at -2 and Dodge is halved.), page(M25)
Roundabout, needs(Tanglefoot), castingcost(3), duration(Instant), time(1 sec),
notes(Physically spins target. A Body Sense roll is needed to be able to act next
turn. If target moved 2+ hexes that turn, must roll IQ to avoid continuing in new
direction.), page(M25)
Sickness, needs(Drunkenness | Pestilence), castingcost(3,3), duration(1 min),
time(4 sec), notes(Subject can move at 1/2 speed, maintain spells and answer
simple questions, nothing else. Sickness wears off instantly.), page(M57)
Spasm, needs(Itch), castingcost(2), duration(A moment), time(1 sec),
notes(Causes a muscle to spasm, effects vary.), page(M23)
Strike Blind, needs(Spasm, 2 LD), castingcost(4,2), duration(10 sec), time(1 sec),
notes(Target blinded, -10 to attack, etc.), page(M24)
Strike Deaf, needs(Spasm, 2 Sound), castingcost(3,1), duration(10 sec), time(1
sec), notes(Target becomes deaf.), page(M24)
Strike Dumb, needs(Spasm), castingcost(3,1), duration(10 sec), time(1 sec),
notes(Subject cannot speak, this may affect spells.), page(M24)
Stun, needs(Pain), castingcost(2), duration(varies), time(1 sec), notes(Target
stunned, roll vs HT each round to recover.), page(M23)
Tanglefoot, needs(Clumsiness), castingcost(2), duration(Instant), time(1 sec),
notes(Target falls over.), page(M25)
Total Paralysis, needs(Paralyze Limb), castingcost(5), duration(1 min), time(1
sec), notes(MUST touch target on the head, -5 to hit. Subject completely
paralysed.), page(M24)
Vigor, needs(Lend Health), castingcost(2 to 10), duration(1 minute), time(1 sec),
notes(Raise HT by 1 per 2 pints in spell. Will affect hits and move but not crippled
limbs, etc. If hits less than -HT at end of spell then a Death Save must be made if
it hasn't already.), page(M24)
Wither Limb, needs(ADS:Magery=2, Paralyze Limb), castingcost(5),
duration(Permanent), time(1 sec), notes(Must touch a limb, aimed shot!! Subject
takes 1d damage and limb is crippled. Cannot affect head.), page(M24)

Communication and Empathy:CE


Borrow Language, needs(Lend Language), castingcost(3,1), duration(1 min),
time(3 sec), notes(Caster gains language at lower of IQ+4 or subject's level,
therefore subject must know language.), page(M27)
Borrow Skill, needs(Lend Skill), castingcost(4,3), duration(1 min), time(3 sec),
notes(Caster gains skill at stat+4 or adds 4 levels to existing skill whichever is
higher. Casters skill must end up no higher than subjects skill. Subject must be
willing, does not include spells or languages.), page(M27)
Compel Truth, needs(ADS:Magery=2, Truthsayer), castingcost(4,2), duration(5
min), time(1 sec), notes(Subject cannot say anything they believe to be untrue.
They can remain silent or be evasive.), page(M26)
Control Person, needs(Soul Rider | Telepathy), duration(1 min), castingcost(6,3),
time(1 sec), notes(Caster controls targets senses and physical actions. Subject is
aware of events but not identity of caster. Caster can control subjects body OR
own not both at once.), page(M26)
Exchange Bodies, type(M/VH), needs(Permanent Possession, Soul Jar),
duration(Permanent), castingcost(120), time(1 hour), notes(Permanent exchange
of bodies. Skills, spells etc move with caster, body retains all physical stats,
advantages and disadvantages.), page(M27)
Exorcism, needs(Soul Rider | Possession | "Holy" status), duration(N/A),
castingcost(10), time(10 sec), notes(Ends any Soul-Rider, Control or Possession
or equivalent spells if they fail to resist.), page(M27)
Gift of Letters, type(M/VH), needs(Borrow Language, 3 Languages at 10),
duration(1 min), castingcost(4,2), time(1 sec), notes(Allows subject to read/write
any language at IQ.), page(M27)
Gift of Tongues, type(M/VH), needs(Borrow Language, 3 Languages at 10),
duration(1 min), castingcost(4,2), time(1 sec), notes(Allows subject to
understand/speak any language at IQ.), page(M27)
Hide Thoughts, needs(Truthsayer), duration(10 min), castingcost(3,1), time(1
sec), notes(Any mind-reading or thought-control spell must overcome this spell
BEFORE subject resists with IQ. Does not affect existing mental links.),
page(M26)
Lend Language, needs(Mind-Sending), duration(1 min), castingcost(3,1), time(3
sec), notes(Subject gains a language off caster at lower of IQ+4 or casters level.),
page(M27)
Lend Skill, needs(Mind-Sending, IQ=12), duration(1 min), castingcost(3,2),
time(13 sec), notes(Subject gains skill at higher of Stat+4 or +4 levels but is
limited to caster level in the skill. Does not include spells or languages.),
page(M27)
Mind-Reading, needs(Truthsayer), duration(1 min), castingcost(4,2), time(10
sec), notes(Allows the caster to know the surface thoughts of any living creature.
Subject is unaware of spell unless spell fails critically. -2 for unknown native
language, -2 if of different race, -4+ if alien.), page(M26)
Mind-Search, type(M/VH), needs(Mind-Reading), duration(1 min),
castingcost(6,3), time(1 min), notes(Allows caster to search deep thoughts of
target. In effect each minute give one question answerable in ten words or less
which is answered as truthfully as possible. Subject is unaware of spell unless it
critically fails. Modifiers as per Mind Reading.), page(M26)
Mind-Sending, needs(Mind-Reading), duration(1 min), castingcost(4,4), time(4
sec), notes(Allows caster to send 'spoken' messages and simple drawings to the
subject. Use long distance modifiers and -4 if caster doesn't know subject.),
page(M26)
Persuasion, needs(Sense Emotion), duration(1 min), castingcost(2xBonus),
time(1 sec), notes(Gives a bonus to the reaction roll of one intelligent being.),
page(M26)
Permanent Possession, type(M/VH), needs(ADS:Magery=3, Possession),
duration(Indefinite), castingcost(30), time(5 min), notes(Like Possession but
permanent until the caster leaves or is exorcised. There are effects relating to
damage/death.), page(M27)
Possession, type(M/VH), needs(ADS:Magery, Control Person | ADS:Magery,
Beast Possession), duration(1 min), castingcost(10,4), time(1 min), notes(Like
Control Person but the subject is unconscious while possessed, and caster can use
subjects memories, skills and spells in addition to his own. Subject's physical
skills are at -1.), page(M27)
Sense Emotion, needs(Sense Foes), duration(Instant), castingcost(2), time(1 sec),
notes(Shows caster the emotional state of the subject. Works on any living being.
Also indicates loyalty to caster.), page(M25)
Sense Foes, duration(Instant), castingcost(1 base, 2 minimum), time(1 sec),
notes(Tells the caster if the subject has hostile intent, and to what degree. Can be
cast on one person or an area. In an area will only indicate the worst and not
who.), page(M25)
Sense Life, duration(Instant), castingcost(1/2 base, 1 minimum), time(1 sec),
notes(Indicates presence of life in area and a general impression of what type.
Caster can also specify specific life eg: plants, elves, redheads, or a named
person.), page(M25)
Soul Rider, needs(Mind-Reading), duration(1 min), castingcost(5/2), time(13
sec), notes(Caster can see through subjects senses when concentrating. Caster
exerts no control. Mods as per Mind Reading.), page(M26)
Telepathy, type(M/VH), needs(Mind-Sending), duration(1 min), castingcost(4,4),
time(14 sec), notes(Cost applies for each two-way link established. Like
combined Mind Reading and Mind Sending. Can try to eavesdrop on a link at -4.),
page(M26)
Truthsayer, needs(Sense Emotion), duration(Instant), castingcost(2), time(1 sec),
notes(Reveals if subject lied in last five minutes, OR if the last thing the subject
said was a lie.), page(M25)

Earth
Body of Stone, type(M/VH), needs(Stone to Flesh), duration(1 min),
castingcost(10/hex,1/2 cast), time(5 sec), notes(PD2, DR4, 1/2 damage from Fire
and Water spells. Speed reduced to 3 and doesn't breathe. Clothing changes,
equipment does not.), page(M29)
Control Earth Elemental, needs(Summon Earth Elemental), duration(1 min),
castingcost(total attributes / 8 ru, 1/2 cast), time(2 sec), notes(Control all actions
of a single elemental OR evaluate attributes of single elemental, 0 fat, LOS
required for direct control. Must otherwise be intelligent enough to understand
orders.), page(M30)
Create Earth, needs(Earth to Stone), duration(Permanent), castingcost(4/hex to
create, 2/hex to solidify), time(1 sec), notes(Lets caster create solid earth, must
adjoin existing earth.), page(M29)
Create Earth Elemental, needs(ADS:Magery=2, Control Earth Elemental),
duration(Indefinite), castingcost(total attributes / 4, double if inappropriate area.),
time(1 sec per attribute point), notes(IQ, DX 12 max. ST and HT no max. New
elemental serves for one hour, then roll IQ+ST versus casters skill a failed roll
indicates elemental serves another hour, etc.), page(M30)
Earth to Air, needs(Create Air, Shape Earth), duration(Permanent),
castingcost(8/hex), time(2 sec), notes(Cost of 1 gives 1 minute of air from 1 cubic
foot of earth/stone.), page(M29)
Earth to Stone, needs(ADS:Magery, Shape Earth), duration(Permanent),
castingcost(3 for upto 20lbs, 5/hex), time(1 sec), notes(Turns an item of earth or
clay into hard stone, not gemstone.), page(M28)
Earth Vision, needs(Shape Earth), duration(30 sec), castingcost(2/10 yards of
depth,ditto), time(1 sec), notes(Lets subject see into earth, up to 50 yards, earth
and uncut stone are transparent. Cut stone and metal are opaque.), page(M32)
Earthquake, needs(ADS:Magery=2, 6 Earth, Earth Vision), duration(1 min),
castingcost(2,2), time(30 sec), notes(Shakes affected area. Divide range to edge by
20 for penalties, if not in area. Cost is per hex. Mod - Tiny = base cost, Mild = 2x
DX roll required each second to stand, Severe = 4x stone walls may crack DX-3
roll.), page(M33)
Entombment, needs(ADS:Magery=2, 5 Earth), duration(Indefinite),
castingcost(10,6 to reverse), time(3 sec), notes(Places subject 50 feet down in
suspended animation until rescued. Caster may choose to remain awake, but
would need Earth to Air.), page(M29)
Flesh to Stone, needs(Earth to Stone), duration(Permanent), castingcost(10/hex
of target), time(2 sec), notes(Targets a single creature and all equipment. Reversed
by Stone to Flesh and other spells.), page(M29)
Sand Jet, needs(Create Earth, Shape Earth), duration(1 sec), castingcost(1 to 3,
ditto), time(1 sec), notes(Creates a thin jet of sand with a range equal to the cost in
hexes. Roll versus DX-4 or Magic jet to hit. May be dodged or blocked, not
parried. If hit the target makes a HT roll to avoid blinding. Each point of spell
blinds for 1 second, after that DX is -3 for 1d seconds. On a CF of the HT roll
target is blinded for 1d seconds per point of spell. On a success for HT roll,
subject blocks eyes and is -3 to DX for only 1 second. CS on HT roll means there
is no effect.), page(M28)
Seek Earth, duration(N/A), castingcost(3), time(10 sec), notes(Tells caster
direction and approximate distance of any one type of earth, metal or stone. Use
long distance modifiers. Any known sources may be excluded if the caster
specifies them.), page(M28)
Shape Earth, needs(Seek Earth), duration(1 min), castingcost(2/hex,1/hex),
time(1 sec), notes(Allows caster to move earth at 2 hexes per second and shape it
into any form. Stable forms will remain at the end of the spell, unstable ones will
collapse. Can bury people if they allow it to.), page(M28)
Shape Stone, needs(Shape Earth, 3 Earth), duration(1 min),
castingcost(4/hex,2/hex), time(1 sec), notes(As per Shape Earth but moves at 1
hex per second and only affects stone.), page(M28)
Stone Missile, needs(Create Earth), duration(Varies), castingcost(1 to 3), time(1
sec/point), notes(Missile does 1d+1 per point. Can carry missile until used or max
size reached. Crushing damage SS13, Acc+2, 1/2D40, Max80.), page(M29)
Stone to Flesh, needs(ADS:Magery=2, Stone to Earth, Flesh to Stone),
duration(Permanent), castingcost(10/hex), time(5 sec), notes(Reverse of Flesh to
Stone. Cannot animate a statue that was never alive.), page(M29)
Stone to Earth, needs(Earth to Stone | 4 Earth), duration(Permanent),
castingcost(6 upto 20lbs, 10/hex), time(1 sec), notes(Turns stone, including
gemstone, into earth. Must be cast on an entire stone not a part.), page(M28)
Summon Earth Elemental, needs(ADS:Magery, 8 Earth | ADS:Magery, 4 Earth,
Summon Air Elemental | ADS:Magery, 4 Earth, Summon Water Elemental |
ADS:Magery, 4 Earth, Summon Fire Elemental), duration(1 hour), castingcost(4),
time(30 sec), notes(2d min until arrival. If there is an elemental in range it will
come, 2d for attributes. On CS 1d+1 elementals with 3d for ST and HT. Will
remain for 1 hour but is not controlled by the caster. May be bargained with.
Please see full description.), page(M33)
Volcano, needs(Earthquake, 6 Fire), duration(1 day), castingcost(15,10 per day),
time(1 hour until visible, 8 hours per day of growth.), notes(Creates a volcano or
activates a dormant one. Can make it grow by a couple of hexes per day. A created
volcano will die soon after the spell lapses, dormant one may not.), page(M29)
Walk Through Earth, needs(Shape Stone), duration(1 sec), castingcost(4,3),
time(1 sec), notes(Allows the subject to walk through earth or stone. Cannot
breathe unless they know Earth to Air. Not directly harmed by the spell ending in
ground.), page(M28)

Air
Air Jet, needs(Shape Air), duration(1 sec), castingcost(1 to 3, ditto), time(1 sec),
notes(Cost x2 is 'damage' done by Air Jet, for non-vaporous creatures, this will
only be knockback damage. Can also damage swarms. Attack with DX-4 or
Magic Jet skill, can be Dodged or Blocked but not parried. Good for sweeping
floor.), page(M31)
Body of Air, needs(Shape Air), duration(1 min), castingcost(4,1), time(5 sec),
notes(Makes subject into vapour along with upto 6lb of clothes. Cast spells at -3,
mental spells work on subject, most others do not. Air spells can do serious
damage. Check full spell description.), page(M31)
Breathe Water, needs(Create Air, Destroy Water), duration(1 min),
castingcost(4,2), time(1 sec), notes(Lets the subject breathe water as though it
were air. Subject can still breathe air!), page(M31)
Clouds, needs(4 Water, 4 Air), duration(10 min), castingcost(1/20,ditto), time(10
sec), notes(Cost is per hex. Creates or dispels normal cloud cover, as the caster
chooses.), page(M31)
Control Air Elemental, needs(Summon Air Elemental), duration(1 min),
castingcost(total attributes / 8 ru, 1/2 cast), time(2 sec), notes(Control all actions
of a single elemental OR evaluate attributes of single elemental, 0 fat, LOS
required for direct control. Must otherwise be intelligent enough to understand
orders.), page(M30)
Create Air, needs(Purify Air), duration(5 sec), castingcost(1), time(1 sec),
notes(Cost is per hex as normal air pressure. This spell creates breathable air. Cast
in air it produces an outward breeze for about 5 seconds, in a vacuum it creates
breathable air, underwater it makes bubbles. Cast in stone or earth with will fill
empty spaces with air, but not burst it.), page(M30)
Create Air Elemental, needs(ADS:Magery=2, Control Air Elemental),
duration(Indefinite), castingcost(total attributes / 4, double if inappropriate area.),
time(1 sec per attribute point), notes(IQ, DX 12 max. ST and HT no max. New
elemental serves for one hour, then roll IQ+ST versus casters skill a failed roll
indicates elemental serves another hour, etc.), page(M30)
Destroy Air, needs(Create Air), duration(Instant), castingcost(2), time(1 sec),
notes(Cost is per hex. Destroys all air in the target area. Can create a vacuum
within a strong vessel, but only a thunderclap in open air. Does d-2 damage to
anyone in the target area unless they make a HT roll. In some situations, eg sealed
room, this could be deadly.), page(M31)
Earth to Air, needs(Create Air, Shape Earth), duration(Permanent),
castingcost(8/hex), time(2 sec), notes(Cost of 1 gives 1 minute of air from 1 cubic
foot of earth/stone.), page(M29)
Lightning, needs(6 Air), duration(Instant), castingcost(1 to 3), time(1 to 3 sec),
notes(Each point, up to 3, does d-1 damage. SS13, Acc+3, 1/2D50, Max100 for
bolt. Treat metal armour as PD0 DR 1. Remember that lightning will be conducted
away by metal, so cars, bars, etc can distort or block the effects of a bolt.),
page(M32)
No-Smell, needs(Purify Air), duration(1 hour), castingcost(2,2), time(1 sec),
notes(Cost is for the first hex of subject, each extra hex is +1 cost. Removes the
odor of the subject and makes it totally undetectable by smell. Possessions are
also affected. No other properties of the subject are changed by the spell.),
page(M31)
Odor, needs(No-Smell), duration(1 hour), castingcost(1), time(1 sec), notes(Cost
is per hex. Produces any ODOR the caster is familiar with. The odor lingers for
about an hour, gradually diminishing, outdoors it spreads faster and dissipates.
Produces no physical effects, eg odor of poison is not poisonous.), page(M32)
Predict Weather, needs(4 Air), duration(1 min), castingcost(2xforecast time),
time(5 sec x forecast time), notes(Double cast for not in general area, quadruple
for another continent. Lets the caster forecast the weather accurately for a location
for a number of days in advance. Forecast does not take magical meddling into
account, or other mages.), page(M31)
Purify Air, duration(Instant), castingcost(1), time(1 sec), notes(Cost is per hex.
Spell removes all impurities from the air in the target area. While smoke could be
removed one area at a time, poisons should be removed all at once to prevent
some spreading. Will also freshen stale air, 1 hex of air will last 1 resting person
45 minutes.), page(M30)
Rain, needs(Clouds), duration(1 hour), castingcost(1/10,ditto), time(1 min),
notes(Cost is per hex, cost doubles if in an inappropriate area. This spell can
create or prevent 1 inch of rain in a normal outdoor setting.), page(M31)
Shape Air, needs(Create Air), duration(1 min), castingcost(1 to 10), time(1 sec),
notes(Lets caster create wind movements. Wind starts in target hex and blows in a
1 hex stream for a distance equal to 5 hexes per point in spell. This may cause
knockback, roll 1d per 2 full points in storm, each turn they are in the wind. Each
8 points will push someone back 1 hex.), page(M30)
Stench, needs(Purify Air), duration(5 min or less), castingcost(1), time(1 sec),
notes(Cost is per hex. Produces gas cloud of sulphur and brimstone, acts as a
choking gas, d-1 damage if HT roll failed each turn. Gas is heavy enough to flow
downhill. Affected by winds etc.), page(M32)
Summon Air Elemental, needs (ADS:Magery, 8 Air | ADS:Magery, 4 Air,
Summon Earth Elemental | ADS:Magery, 4 Air, Summon Water Elemental |
ADS:Magery, 4 Air, Summon Fire Elemental), duration(1 hour), castingcost(4),
time(30 sec), notes(2d min until arrival. If there is an elemental in range it will
come, 2d for attributes. On CS 1d+1 elementals with 3d for ST and HT. Will
remain for 1 hour but is not controlled by the caster. May be bargained with.
Please see full description.), page(M30)
Walk on Air, needs(Shape Air), duration(1 min), castingcost(3,2), time(1 sec),
notes(Air behaves as though solid beneath the subject's feet. If subject falls the
spell is broken. Recasting immediately limits fall to 5 yards and 1d damage unless
the ground is hit. Can climb up and down 'stairs' and walk over chasms.),
page(M31)
Whirlwind, needs(Windstorm), duration(1 min), castingcost(4,2), time(Varies),
notes(As per Windstorm but stronger. ST at -5, can't see out of hex. Can lift 30lb
per hex of radius, will fall d-1 times diameter in yards, up to 50 yards.),
page(M32)
Windstorm, needs(Shape Air), duration(1 min), castingcost(2,1), time(Varies),
notes(Cost is per hex. Times is 1 second per hex and duration starts after the storm
reaches full strength. Creates a circular storm with an eye. Eye can be 1/2 the
storm or smaller. By concentrating, the caster can move it by up to its diameter
each turn. Caster can move 3 yards per turn with the eye. DX at -5, ST roll to
remain standing each turn, ranged attacks only hit on a CS.), page(M32)

Fire
Breathe Fire, type(M/VH), needs(ADS:Magery, Flame Jet, Resist Fire),
duration(1 sec), castingcost(1 to 4), time(2 sec), notes(As per Flame Jet but is not
maintainable, and does d+1 per point in spell. Roll DX-2 or Magic Breathe skill.
This is an action and must be facing target. Lip and tongue movements required
instead of hands so is 'no hands' at all levels of skill.), page(M33)
Cold, needs(Heat), duration(1 min), castingcost(1 to 3,ditto), time(1 min),
notes(As per Heat, but lowers the temperature by twenty degrees. Can reduce an
object to absolute zero if maintained long enough. Many materials will shatter if
struck while sufficiently cold.), page(M33)
Control Fire Elemental, needs(Summon Fire Elemental), duration(1 min),
castingcost(total attributes / 8 ru, 1/2 cast), time(2 sec), notes(Control all actions
of a single elemental OR evaluate attributes of single elemental, 0 fat, LOS
required for direct control. Must otherwise be intelligent enough to understand
orders.), page(M30)
Create Fire, needs(Ignite Fire), duration(1 min), castingcost(2,1/2 cast), time(1
sec), notes(Cost is per hex. If there are flammable materials, maintenance may not
be necessary. Lets caster create fire without fuel. Produces up to a hex of fire, or
in midair, a sphere of fire which falls. This is real fire, which will ignite
inflammable objects. Cannot be cast within rocks, foes, etc.), page(M33)
Create Fire Elemental, needs(ADS:Magery=2, Control Fire Elemental),
duration(Indefinite), castingcost(total attributes / 4, double if inappropriate area.),
time(1 sec per attribute point), notes(IQ, DX 12 max. ST and HT no max. New
elemental serves for one hour, then roll IQ+ST versus casters skill a failed roll
indicates elemental serves another hour, etc.), page(M30)
Essential Flame, needs(6 Fire), duration(1 min), castingcost(3,2), time(3 sec),
notes(Cost is per hex. As for Create Fire, but the fire is the magical essence of fire.
Any mage can tell the difference just by looking. Cannot be extinguished by
ordinary water or magic. Only Essential Water or Dispel Magic. Does +1 damage
to all creatures, +2 to watery creatures.), page(M33)
Explosive Fireball, needs(Fireball), duration(Instant), castingcost(2 to 6), time(1
to 3 sec), notes(Each 2 points and 1 second does 1d of damage. Acts as per
Fireball, but explodes doing damage to surrounding hexes as -1d per additional
hex away.), page(M33)
Extinguish Fire, needs(Ignite Fire), duration(Instant), castingcost(3), time(1 sec),
notes(Cost is per hex. Extinguishes ordinary and magical fires but not molten
steel, lava, etc.), page(M33)
Fireball, needs(ADS:Magery, Create Fire, Shape Fire), duration(Instant),
castingcost(1 to 3), time(1 to 3 sec), notes(Each point does 1d damage, this is a
Missile spell. SS13, Acc+1, 1/2D25. Max50. May also ignite flammable objects.),
page(M33)
Fireproof, needs(Extinguish Fire), duration(1 day), castingcost(3), time(5 min),
notes(Cost is per hex, double cost to give -10 to magical fires, and resists all heat
below star-heat. Prevents ignition of fire within the affected area; matches won't
light; flint won't spark, etc. Will not extinguish a fire brought in, but will prevent it
spreading. Any magical fire is at -5 to skill. Will stop guns firing, but not lava or
lasers, etc.), page(M33)
Flame Jet, needs(Create Fire, Shape Fire), duration(1 sec), castingcost(1 to
3,ditto), time(1 sec), notes(Each point in spell does 1d damage and increases range
by one hex. Roll DX-4 or Magic Jet to hit. Can be dodged or blocked, not parried.
Can use two at once.), page(M33)
Flaming Missiles, needs(Flaming Weapon), duration(1 min), castingcost(4,2),
time(3 sec), notes(Cost doubles if missiles are stone or metal. Like Flaming
Weapon, but cast on a missile weapon. The weapon acquires a shimmery fiery
appearance and any missile it fires bursts into flame, doing +2 damage; it burns to
ashes after it hits a target, or after 10 seconds, whichever comes first.), page(M33)
Flaming Weapon, needs(ADS:Magery=2, Heat), duration(1 min),
castingcost(4,1), time(2 sec), notes(Causes any weapon to burst into flames, does
no damage to wielder but does +2 damage to foes or flammable objects after
penetrating armour and other bonuses. Metal weapons will be undamaged,
wooden ones will be consumed when the spell ends. Weapon also acts as a torch.),
page(M33)
Heat, needs(Create Fire, Shape Fire), duration(1 min), castingcost(1 to 3,ditto),
time(1 min), notes(Cost per individual hex is 3, 1 for fist sized, 2 for cubic foot.
Each minute raises temperature by twenty degrees. Time can be halved by
doubling the energy but not vice versa. Can produce heat up to that of a smith's
forge. Useful for cooking, etc. Heat radiates normally. Suggest that caster's who
make extensive use of this spell make a list of the melting points of various
materials.), page(M33)
Ignite Fire, duration(1 sec), castingcost(1 to 4,ditto), time(1 sec), notes(1 - match,
2 - torch, 3 - blowtorch, 4 - magnesium or phosphorous. This is the basic Fire
spell. It produces a single spot of heat and is used to set fire to READILY
flammable objects. It works best on paper and cloth, and will not affect any item
that would not burn in an ordinary fire. In particular, will NOT set fire to a living
being. Once ignited, the fire burns normally.), page(M32)
Phantom Flame, needs(Shape Fire | Simple Illusion), duration(1 min),
castingcost(1,1), time(1 sec), notes(Cost is per hex. Creates an area of magical
flame, can be seen and felt, items appear to burn, but no real damage and does not
spread. Shape Fire and Extinguish Fire work on it, water does not. Pain from
burns does not last.), page(M33)
Resist Cold, needs(Create Fire, Heat), duration(1 min), castingcost(2,1/2 cast),
time(1 sec), notes(Cost is per individual hex of subject, double if resisting 40
below zero, triple if absolute zero. The subject, and equipment, become immune
to the effects of cold and frostbite, maintaining a 'normal' temperature for the
duration of the spell.), page(M33)
Resist Fire, needs(Extinguish Fire, Cold), duration(1 min), castingcost(2,1/2
cast), time(1 sec), notes(Cost is per individual hex of subject, double if blast
furnace or volcano, triple if star or nuclear weapon. Only the first level is
necessary to resist combat Fire spells. Makes subject and equipment immune to
effects of heat or fire but not electricity.), page(M33)
Shape Fire, needs(Ignite Fire), duration(1 min), castingcost(2,1/2 cast), time(1
sec), notes(Lets caster control the shape of any flame. A natural fire will not move
to a place that it can't burn, but flame made with the Create Fire spell needs no
fuel and can be moved anywhere. The flame keeps its same volume. Each change
requires a seconds concentration and moving a flame require continuous
concentration. Once shaped the flame will keep that shape until the spell expires.
Maximum Move is 5, moving on the caster's turn. If fire is spread to cover more
than the original number of hexes, reduce the damage accordingly, eg 1 hex to 2 =
1/2 damage, 1 to 3 is 1/3 damage.), page(M33)
Summon Fire Elemental, needs(ADS:Magery, 8 Fire | ADS:Magery, 4 Fire,
Summon Earth Elemental | ADS:Magery, 4 Fire, Summon Water Elemental |
ADS:Magery, 4 Fire, Summon Air Elemental ), duration(1 hour), castingcost(4),
time(30 sec), notes(2d min until arrival. If there is an elemental in range it will
come, 2d for attributes. On CS 1d+1 elementals with 3d for ST and HT. Will
remain for 1 hour but is not controlled by the caster. May be bargained with.
Please see full description.), page(M30)

Water
Body of Water, needs(Shape Water), duration(1 min), castingcost(5,2), time(15
sec), notes(Cost is per individual hex of subject. Subjects body and clothes
become liquid, can carry nothing else. All normal sense work. Spells are cast at -3
and no physical attacks can be made. Crushing attacks will do 1 point of damage
each, but no other physical attack will do any damage. Speaks with a gurgle and is
affected by mental spells. Treat as a water elemental for other attacks. Doesn't
breathe and regenerates 1 HT per minute while submerged. ST rolls for climbing,
etc. Can be divided but if spell expires, reappears at largest portion and takes 1 hit
per 5lb of missing mass, not counting Fire spells if they have already done
damage.), page(M36)
Breathe Air, needs(Create Water, Destroy Air), duration(1 min), castingcost(4,2),
time(1 sec), notes(Lets subject breathe air as though it were water, can still
breathe water. Also keeps water creatures from dehydrating. Useful for keeping
mermen, fish, etc alive out of water.), page(M35)
Breathe Water, needs(Create Air, Destroy Water), duration(1 min),
castingcost(4,2), time(1 sec), notes(Lets the subject breathe water as though it
were air. Subject can still breathe air!), page(M31)
Control Water Elemental, needs(Summon Water Elemental), duration(1 min),
castingcost(total attributes / 8 ru, 1/2 cast), time(2 sec), notes(Control all actions
of a single elemental OR evaluate attributes of single elemental, 0 fat, LOS
required for direct control. Must otherwise be intelligent enough to understand
orders.), page(M30)
Create Water, needs(Purify Water), duration(Permanent), castingcost(2/gallon),
time(1 sec), notes(Lets caster actually create pure water out of nothing. This water
may appear inside an open container, or a globe in the air, or as a dense mist to
extinguish fire. Water cannot be created inside a foe to drown him.), page(M35)
Create Water Elemental, needs(ADS:Magery=2, Control Water Elemental),
duration(Indefinite), castingcost(total attributes / 4, double if inappropriate area.),
time(1 sec per attribute point), notes(IQ, DX 12 max. ST and HT no max. New
elemental serves for one hour, then roll IQ+ST versus casters skill a failed roll
indicates elemental serves another hour, etc.), page(M30)
Dehydrate, needs(5 Water, Destroy Water), duration(Instant), castingcost(1 to 3),
time(2 sec), notes(Removes water from the targets tissues, causing d-1 damage
per point in spell. Affects whole victim if cast at range; if cast by touch, damage is
limited to the part touched. Armour does not protect.), page(M35)
Destroy Water, needs(Create Water), duration(Permanent), castingcost(3), time(1
sec), notes(Cost is per hex. A hex is 2 yards deep at most. Causes water to vanish,
leaving a vacuum and/or specks of dry impurities. Good for drying things out,
saving a drowning victim, etc. Cannot be used as a dehydrating attack on a foe.),
page(M35)
Essential Water, needs(6 Water), duration(Until used), castingcost(3/gallon),
time(1 sec), notes(Creates magical essence of water. Will extinguish any fire at all
as ordinary water extinguishes ordinary fire. Also is three times as thirst
quenching as ordinary water.), page(M35)
Fog, needs(Shape Water), duration(1 min), castingcost(2,1/2 cast), time(1 sec),
notes(Cost is per hex. One hex of fog will block vision. Flaming weapons and
missiles lose their extra power if fog. Entering each hex does 1pt damage to a Fire
Elemental, and reduces the damage of a Fireball by 1. Will NOT extinguish a
fire.), page(M35)
Freeze, needs(Shape Water), duration(Until it melts), castingcost(Varies), time(10
sec), notes(If above Freezing, spell may be maintained at original cost every 10
minutes. Costs - 2 for fist sized, 4 for cubic foot, 6 for 1 hex, 3 for each additional
hex. Turns water into solid ice with all usual effects, don't forget that ice
expands.), page(M37)
Frost, needs(Create Water | Cold), duration(Until it melts), castingcost(1), time(1
sec), notes(Cost is per hex. Creates a frost coating on everything in the area of
effect. Frost is real and will last or melt depending on the temperature and surface.
Only a tiny fire like a match could be extinguished by this spell. Will do 1 hit of
damage to a Fire Elemental or other fire creature, but is likely to just annoy it.),
page(M36)
Frostbite, needs(5 Water, Frost, Freeze), duration(Until healed), castingcost(1 to
3), time(3 sec), notes(Lowers subjects body temperature causing damage or death.
Affects whole body if cast from a distance, or a location if cast by touch. Armour
does NOT protect.), page(M37)
Geyser, type(M/VH), needs(6 Water, 4 Earth | 6 Water, 4 Fire), duration(1 sec),
castingcost(5,2), time(5 sec), notes(Cost is per hex. Causes a geyser of scalding
water to erupt from the ground. Creates a hole equal to its radius as set by the
caster. All inside the hole suffer 3d damage, are automatically pushed out, and
must make a DX-5 to stay afoot. Two seconds later the spray will fall back to
earth. Under normal conditions, this covers an area twice the radius of the
original. All inside the area suffer 1d damage per second. Inside the geyser the
caster takes normal damage, inside the spray he takes none. Armour protects as
against flame if airtight, otherwise a minimum of 2 hits from the geyser, or 1 hit
from the spray always get through. Must always spring from the earth.),
page(M37)
Hail, needs(Snow), duration(1 min), castingcost(1/5 or 1,ditto), time(1 sec),
notes(Cost is per hex, optional - cost of 1 creates hailstones which do d-2 crushing
damage per turn. Makes hail fall, temperature must be above freezing. Main effect
is to provide intense distraction to whoever is being pelted with hail; wizards must
make a Will roll each turn to keep their concentration.), page(M37)
Ice Slick, needs(Frost), duration(Until it melts), castingcost(3), time(2 sec per 3
points), notes(Cost is per hex. Covers the ground/floor in a 1/4 inch sheet of ice.
Footing is VERY precarious. All close combat and melee, and all active defenses
are at -3. Other physical skills, including missile and thrown weapons are at -2.
Even walking is difficult - in general, attempting to walk or run across the ice
must roll DX-2 for each hex or fall. Standing requires another DX-2 roll on the
next turn. Spiked footwear negate the effects of Ice Slick. Ice Slicks are hard to
see, anyone not actively watching the ground for ice must roll IQ-3 to notice
before standing on it. A hex of ice will destroy a hex of fire, and vice versa.),
page(M37)
Ice Sphere, needs(Shape Water), duration(Until used), castingcost(1 to 3), time(1
sec per point), notes(Each point does 1D damage or will extinguish 1 hex of fire.
lets caster throw a ball of ice from his hand, this is a Missile spell. Does crushing
damage and vanishes into water. SS13, Acc+2, 1/2D40, Max80.), page(M36)
Ice Vision, needs(Shape Water), duration(30 sec), castingcost(2/10 yards of
depth), time(1 sec), notes(Lets subject see into ice or snow, up to 50 yards, snow
and uncut ice are transparent. Cut ice, stone, earth and metal are opaque.),
page(M37)
Ice Dagger, needs(Ice Sphere | Water Jet), duration(Until used), castingcost(1 to
3), time(1 sec per point), notes(Does d-1 impaling damage per point in spell. This
is a Missile spell, caster throws a razor sharp icicle which melts immediately after
hitting. SS13, Acc+3, 1/2D30, Max 60. Has no extra effect on creatures of fire.),
page(M36)
Icy Weapon, needs(Create Water), duration(1 min), castingcost(3,1), time(3 sec),
notes(Weapon becomes freezing cold, does not harm user or weapon. Does +2
damage to most foes IF it penetrates armour, and +3 to flame creatures. Add bonus
after those for impaling, etc.), page(M36)
Melt Ice, needs(Heat | Freeze), duration(Instant), castingcost(1), time(10 sec),
notes(Cost is per hex, minimum of 2. If below freezing, must be cast again every
10 minutes to maintain. Turns solid ice into water.), page(M37)
Purify Water, needs(Seek Water), duration(Permanent), castingcost(1/gallon),
time(5 to 10 sec), notes(Lets the caster remove all impurities from water by
pouring it through any hoop or ring, or even fingers, into a container. Only one
skill roll as long as long as the pouring is uninterrupted.), page(M35)
Rain, needs(Clouds), duration(1 hour), castingcost(1/10,ditto), time(1 min),
notes(Cost is per hex, cost doubles if in an inappropriate area. This spell can
create or prevent 1 inch of rain in a normal outdoor setting.), page(M31)
Seek Water, duration(Instant), castingcost(2), time(1 sec), notes(Lets caster
determine the direction, distance and general nature of the nearest significant
source of water. Use long-distance modifiers. Any known sources of water may be
excluded. Requires a forked stick, -3 to skill otherwise.), page(M35)
Shape Water, needs(Create Water), duration(1 min), castingcost(1 per 20 gallons,
1 total), time(2 sec), notes(Lets caster sculpt water/ice/steam into any form, and
even move it by concentrating at Move 3. Shape will be maintained until the spell
ends. A useful shape is a Wall of Water to stop fire attacks. 20 gallons will create a
six foot wall across 1 hex. This will stop fireballs and ordinary fire; it will do 2d
damage to any fire elemental that penetrates it. 20 gallons is about 2.5 cubic feet
or 160lb.), page(M35)
Snow, needs(Clouds, Frost), duration(1 hour), castingcost(1/15 per inch of
snow,ditto), time(1 sec), notes(Cost is per hex. Creates or prevent 1 inch of snow,
in a normal outdoor setting. To work properly, the temperature should be freezing.
Cast under warmer conditions, this spell simply summons a thin drizzle,
dampening the ground but not leaving any significant puddles.), page(M37)
Snow Shoes, needs(Shape Water), duration(1 min), castingcost(2,1), time(2 sec),
notes(Allows subject to cross ice or snow as though it was regular ground.
Eliminates DX and other penalties for snow an dice. The subject is still subject to
penalties caused by an unstable surface such as a rocking ice floe or an
avalanche.), page(M37)
Summon Water Elemental, needs(ADS:Magery, 8 Water | ADS:Magery, 4 Water,
Summon Earth Elemental | ADS:Magery, 4 Water, Summon Fire Elemental |
ADS:Magery, 4 Water, Summon Air Elemental ), duration(1 hour), castingcost(4),
time(30 sec), notes(2d min until arrival. If there is an elemental in range it will
come, 2d for attributes. On CS 1d+1 elementals with 3d for ST and HT. Will
remain for 1 hour but is not controlled by the caster. May be bargained with.
Please see full description.), page(M30)
Swim, needs(Shape Water, Levitation), duration(1 min), castingcost(6,3), time(3
sec), notes(Lets subject move through water at normal Move, with ENC penalties,
Subject is fully in control and can fight, etc without the usual penalties for
underwater combat. Spell does not provide for breathing. Automatically makes all
Swimming rolls unless dragged totally under.), page(M62)
Umbrella, needs(Shape Water | Shield), duration(10 min), castingcost(1,1),
time(2 sec), notes(Acts as an invisible shield against rain, snow, etc. Would not
work on intense or magical hail, rains of frogs, stones, etc.), page(M36)
Walk on Water, needs(Shape Water), duration(1 min), castingcost(3,2), time(4
sec), notes(Lets the subject walk on water. If water is moving, the GM may assess
a DX penalty for any actions attempted. If choppy or moving wildly, a DX roll,
perhaps with penalty, is required each turn to avoid failing. Only a CF will break
the spell.), page(M35)
Water Vision, needs(Shape Water), duration(30 sec), castingcost(1/20 yards of
depth,ditto), time(1 sec), notes(Lets subject see into water, up to 200 yards.),
page(M36)
Water Jet, needs(Shape Water), duration(1 sec), castingcost(1 to 3,ditto), time(1
sec), notes(Each point in spell does 1d damage, and +1 hex range. Does
knockback to all targets, can kill swarm creatures, or extinguish 1 hex of fire.
Each turn, roll DX-4 or Magic Jet to hit, this is an attack; it may be dodged or
blocked, but not parried. Anyone hit in the face by a Water Jet is at -3 DX next
turn for each point in spell.), page(M36)
Enchantment
Accuracy, needs(Enchant, 5 Air | Enchant, Dexterity), duration(N/A),
castingcost(250; 1000; 5000), time(Varies), notes(Increases user's effective skill
by +1 per cost listed. Can increase by paying the difference between levels.
Includes missile weapons. Divide cost by 10 for missiles.), page(M39)
Bane, needs(Enchant), duration(N/A), castingcost(100), time(Varies),
notes(Limiting enchantment which reduces the cost of other enchantments by
limiting the foes they can be used against. Cast before Accuracy, Puissance,
Dancing Sword, and/or Flaming or Icy Weapon. A Bane spell cannot be removed
until all the spells it controls are removed. Must be cast by the same caster who
places the other enchantments.~PLegal Banes - One nation, race, religion /2~P -
Type of creature, folk of one city /2~P - Members of one family /4~P One specific
foe /10), page(M40)
Cornucopia, needs(Enchant, ADS:Magery=2, 2 GR:Weapon Enchantment),
duration(N/A), castingcost(50 x $ cost in world), time(Varies), notes(Gives a
quiver, bag of pellets, or other container of ammunition an 'infinite' supply of one
type of ammunition - items must be taken out by hand, one at a time. Each exists
for one minute before vanishing, or immediately if someone other than the owner
picks it up.), page(M40)
Crystal Ball, needs(Enchant, Divination), duration(N/A), castingcost(1000),
time(Varies), notes(Used in Divination spell. Requires a sphere of flawless crystal
at leats 2 inches in diameter, value $1000, A 3 inch ball, value $5000, gives + 1 to
divinations. At 4 inches ball, value $20000, gives +2.), page(M42)
Dancing Weapon, needs(Enchant, Air-Golem), duration(N/A), castingcost(1000
per lb), time(Varies), notes(A weapon enchanted with this spell will fight on its
own at the owner's command. Skill 15, Speed 5 and ST for damage equal to the
Power of the spell. Uses intelligent strategy and will follow owner's spoken or
mental commands about which opponent to attack. Will continue attacking until
told to stop, or dealt with. Will not work on missile weapons. Any attack on a
Dancing Weapon is at -4 [polearm] to -5 [sword or axe] to -6 [dagger or pistol]. If
the weapon gets a CF, or is hit by a CS, it will be 'stunned' and out of the fight,
unless it breaks. If owner is killed, it will fall to the floor. If knocked unconscious,
will continue to attack nearest foe. Can be trapped with a net, etc. Can be left with
orders to attack anyone who approaches within a certain distance; a Link can be
used to activate it only if a certain event occurs. Once activated, in the absence of
an owner it will attack the closest person every turn unless the Link had different
instructions. Double cost for Speed 6 or Skill 18. Quadruple for both advantages.),
page(M40)
Deflect, needs(Enchant), duration(N/A), castingcost(100; 500; 2000; 8000;
20000), time(Varies), notes(Costs are listed in order of +1 each time. Spell can be
incremented by paying cost difference and recasting the spell. +1 to +5 to PD on
each PART of the armour. If using 'generic' armour, cast on the torso and use it as
adding PD over the entire body.), page(M41)
Enchant, type(M/VH), needs(ADS:Magery=2, 10 other colleges), duration(N/A),
castingcost(-), time(-), notes(This spell must be known at 15+ to be able to cast
enchantments. Always roll the lower of Enchant and the specific enchantment.
Needed for all enchantments except Scroll. If assistants are used, their skill with
Enchant and the spell must be 15+, but the roll is based on the caster's skill.),
page(M38)
Fortify, needs(Enchant), duration(N/A), castingcost(50; 200; 800; 3000; 8000),
time(Varies), notes(Costs listed in order of +1. Adds +1 to +5 DR to each PART of
armour it is cast on. If using 'generic' armour, cast on Torso and use as protecting
entire body.), page(M40)
Golem, type(M/VH), needs(Enchant, Shape Earth, Animation), duration(N/A),
castingcost(Varies), time(Varies), notes(Lets caster create and animate a
permanent servant or warrior. Attributes given on page M116. Golems make
excellent warriors, they never tire and are immune to stunning, pain, etc, and
cannot be 'stolen' from the caster. Golem is 'always on' and follows verbal orders
from the caster in 1 language which the caster can speak. It has no initiative an
will not act when it has no instructions, but never forgets. Golems never heal
unless Healing spells are cast on them by their caster, the exception is
Resurrection which has no effect. If HT reaches 0 the Golem is destroyed. Creator
must first construct the body, them cast this spell. Caster can order it to cease to be
at any time. Requires no concentration or spell maintenance.), page(M39)
Great Wish, type(M/VH), needs(Enchant, ADS:Magery=3, Wish, DX+IQ=30),
duration(Until used), castingcost(2000), time(Varies), notes(Cast on a ring, amulet
or jewel. Can do just about anything. Cast one spell automatically, no resistance at
a cost of up to 1000 if caster knows the spell EXISTS. Add 1 to an attribute or
three to a skill or spell, reduce an enemy if they are present at casting. Grant any
advantage of up to 20 points or remove and disadvantage of up to 20 points.
Anything else the GM permits. Can never be learned over level 15, and failure
costs caster and helpers 1 IQ and 6d damage each. CF is utter catastrophe. Not
normally for sale, if they are cost is $100,000+.), page(M39)
Hex, needs(Enchant), duration(N/A), castingcost(200), time(Varies),
notes(Makes item impossible to drop or put down, etc. This could be helpful or
even only inconvenient, however this is often used in conjunction with malign
enchantments. Hex is 'always on'. To escape the hexed item, you must remove or
suppress the enchantment, use Remove Curse, or amputate the body part involved.
Attempts to remove or break the hexed item will fail or result in amputation, even
if this seems illogical. Can be limited by Link or Password.), page(M38)
Hideaway, needs(Enchant, Create Object, Lighten), duration(N/A),
castingcost(50 or 100 per lb), time(Varies), notes(50 if contents count as
encumbrance, 100 if they do not. Pounds refers to the weight that can be carried in
the Hideaway. Makes an object larger inside than out. Can be used on a pocket,
pouch, drawer, pitcher, etc. Adds 2 cubic feet per lb of capacity. Contents vanish
forever if the Hideaway is destroyed. Time to locate an item in the Hideaway
depends on the size of the Hideaway. Can carry a person if there is enough
capacity, air is no problem unless sealed off.), page(M39)
Lesser Wish, type(M/VH), needs(Enchant, ADS:Magery, 10 colleges),
duration(Until used), castingcost(180), time(Varies), notes(Must be cast on a ring,
amulet or jewel. Wisher may specify the result of any one roll to be made - except
for magic - this is not an action and may be done at any time. Useable only on
rolls which affect SINGLE actions, not things like hiring or aging, but damage or
hitting.), page(M39)
Lighten, needs(Enchant), duration(N/A), castingcost(100 or 500), time(Varies),
notes(Makes armour or shield lighten when WORN, not when carried. 100 to
reduce by 25%, 500 to reduce by 50%.), page(M41)
Limit, needs(Enchant), duration(N/A), castingcost(200), time(Varies), notes(The
enchanted item will only work for the user, or class of users specified by the caster
when the Limit is set. This class of users may be as simple or complex as the
caster wishes. A Limit may affect some or all of the spells on an item.),
page(M41)
Link, needs(Enchant, Delay), duration(N/A), castingcost(8), time(4 hours),
notes(Time to cast is never reduced. Linked spells cannot be maintained. Sets
activation conditions for another spell or spells. See full description.), page(M41)
Loyal Sword, needs(Enchant, Apportation), duration(N/A), castingcost(750 per
lb), time(Varies), notes(Minimum cost 750. Subject weapon will seek to return to
the wearer's hand if it is dropped or thrown - even if the wearer becomes unable to
fight. When dropped, it returns on the next turn, as though Quick-Drawn. When
thrown, it flies until it hits something or falls to the ground, then returns in as
straight a line as possible, with Move 12. Will avoid enemies and obstacles, not
strike, when returning. If owner dies, weapon will still return but after that, it will
become loyal to the next person to pick it up. Can be trapped, captured out of the
air, etc, while returning, but requires a DX-4 roll to catch, and its constant
attempts to return will give anyone but the owner a -4 to fight with it. Can be cast
on any tool. Can be sold or given away, but the transaction must be completely
voluntary. May have only one owner at a time. Can be Limited to a class of
users.), page(M40)
Name, needs(Enchant), duration(N/A), castingcost(400 or 200), time(Varies),
notes(Gives a magical name to an item. The item will only function if the name is
spoken by its user the first time he tries to use it, to show they know the name.
Cost is 200 if the name is written on the item, it may be tiny, hidden or disguised,
but it must be readable.), page(M41)
Password, needs(Enchant), duration(N/A), castingcost(400 or 200), time(Varies),
notes(Reverse of Name, A Magical item with a Password will function unless the
password is spoken. If spoken, the item will be inert until the next time the powers
would normally be invoked - or, for one minute, choice of caster. An item may
have some spells passworded but not others. The details depend on the spell. Eg a
ring which casts Flight, but places user in Suspended Animation unless the
Password is spoken. Cost is 200 if the password is written somewhere on the item.
It may be hidden, tiny or disguised but must be readable.), page(M41)
Power, needs(Enchant, Recover Strength), duration(N/A), castingcost(500; 1000;
2000; x2 per point), time(Varies), notes(Reduces the cost of a spell cast through
the item by the amount of Power, this is drawn from the mana in the surrounding
air. Affects cost to cast and maintain. Zero cost to maintain is 'always on' which
caster is awake to renew spells. Zero cost to cast is 'always on' even when caster is
unconscious. In either case the caster can deactivate the spell at will. Halve Power
in a low mana area and double in a high or very high mana area. Never provides
'extra' power.), page(M38)
Powerstone, needs(Enchant), duration(N/A), castingcost(20), time(Varies),
notes(Turns a jewel into a mana store. One carat per point of maximum size of the
Powerstone. Two successive failures block any further increase in the size of the
powerstone. CF DESTROYS the jewel. Each casting increases the size of the
powerstone by 1, up to the maximum for the jewel. The jewel is usually opal.
Each ordinary failure warps the stone, giving it a quirk. These usually either limit
its use, or its ability to recharge. Caster knows if casting failed, but must use
Analyze Magic to determine what the new quirk is. A powerstone is maintains the
same charge level when it is enchanted, and cannot be used to enchant itself.
Recharge rates vary by mana level.), page(M41)
Puissance, needs(Enchant, 5 Earth), duration(N/A), castingcost(250; 1000; 5000),
time(Varies), notes(Makes weapon do extra basic damage, +1 for each cost listed.
Can be increased by paying the difference in cost for each level. Double cost for
missile weapon, 1/10th cost for missiles.), page(M39)
Quick-Draw, needs(Enchant, Apportation), duration(N/A), castingcost(300 per
lb), time(Varies), notes(Minimum cost 300. 2000 for a quiver or other ammo
container which places missiles into the wearers hands. May be cast on any tool.
Weapon will leap to the owner's hand at his mental command and is instantly
Ready. No roll needed. Will not work at over 1 yard or if the weapon is
peacebonded, in a pack, etc. Weapon is never unready, even if unbalanced.),
page(M40)
Remove Enchantment, needs(Enchant), duration(Permanent), castingcost(Higher
of 100 or 1/10 of removed spell), time(Varies), notes(Takes one enchantment spell
off the subject item. Does not affect other enchantments on that same item.
Exception: A failed attempt to remove a limiting enchantment will remove all
enchantments from the item.), page(M38)
Scroll, needs(ADS:Literacy, ADS:Magery), duration(N/A), castingcost(-), time(1
day per base cost of spell), notes(Lets caster write a magical scroll embodying any
spell of the OTHER colleges. Read aloud by a mage who understands its
language, this scroll will cast the spell once. Writing then vanishes. Spell takes
double time to cast at normal cost. no roll is required to cast unless the spell is
resisted, if so then use the skill of the scroll's writer. A scroll can be read silently
to understand what it is if the language is known. May be written on any material
and works as long as the writing remains legible. Spell lasts the usual length of
time, and can be maintained by the casting mage. After writing, roll lower of
Scroll or spell being written. Failure means spell won't work, CF means it will
cast a flawed spell.), page(M38)
Speed, needs(Enchant, Haste), duration(N/A), castingcost(500; 1000; 2000; x2
per +1), time(Varies), notes(Cost is per each +1, when placed on an item which
allows the wearer to cast a spell, decreases the casting time. Each point halves the
casting time, as per high skill. If casting time becomes less than 1 sec then it can
be cast without concentration. Can be extended by paying the difference in cost
for the next level.), page(M38)
Staff, needs(Enchant), duration(N/A), castingcost(30), time(Varies),
notes(Anything touched by a mage's staff, which has this spell on it, is considered
to be touched by the mage for casting purposes. While many items may have the
form of a staff or wand, they need not have this spell on them. The Staff spell is
used when the mage wants an item to extend his reach. Many mages limit the staff
so that others cannot use it against them - this is not automatic.), page(M41)
Suspend Enchantment, needs(Enchant), duration(1 hour), castingcost(higher of
25 or 1/100 of suppressed spell,1/2 cast), time(Varies), notes(Suppresses a single
enchantment on an item. Spell is at -5 to detect/analyse using information spells
and seems to have vanished, but reappears at the end of the duration. Modifiers
[cumulative] -3 if enchantment is not known by caster, -3 if caster does not know
what the enchantment is, -3 for each additional spell on the item.), page(M38)
Wish, type(M/VH), needs(Enchant, ADS:Magery=2, Lesser Wish, 15 colleges),
duration(Until used), castingcost(250), time(Varies), notes(Cast on a ring, amulet
or jewel. Allows wisher to change the very recent past. Erases any one just made
die roll, except one for spellcasting and replaces it with the wisher's desired roll.
Restrictions as per Lesser Wish.), page(M39)

Food
Banquet, needs(ADS:Magery, Cook, Foolishness), duration(1 day), castingcost(2
per meal), time(1 sec), notes(Makes an item SEEM like attractive, tasty food. The
underlying nature of the matter does not change, but those who eat it will find it
delicious - not necessarily nutritious, but delicious. Can only be cast on things that
can be eaten; it would work on mud but not stones for example.), page(M43)
Cook, needs(Test Food, Create Fire), duration(Instant), castingcost(1 per meal),
time(5 sec), notes(Turns raw ingredients into a finished meal. Produces only
simple fare, stews etc, and only as wholesome as the starting ingredients. No
cooking fire is needed.), page(M43)
Create Food, needs(Cook, Seek Food), duration(Permanent), castingcost(2 or 3
per meal), time(30 sec), notes(Cost depends on the edibility for the substance used
as a source of matter. Will not work on metallic substances. The more edible the
starting substance the better; this spell will make rocks edible, but not tasty.),
page(M43)
Decay, needs(Test Food), duration(Permanent), castingcost(1 per meal), time(1
sec), notes(Makes food rot away immediately and become worthless, it can be
saved if a counterspell or Purify Food is cast within a minute.), page(M42)
Distill, needs(Ferment, Destroy Water), duration(Permanent), castingcost(1 per
original quart), time(10 sec), notes(Concentrates a liquid by removing water from
it. Mostly used to make alcoholic beverages stronger, but also of use to
alchemists. Each use removes half of the remaining water from the subject. One
casting will turn wine into 'winter wine', three into a beverage of about 100 proof,
four will leave little but alcohol. The volume of liquid will halve at each casting.
will not work on living creatures.), page(M43)
Ferment, needs(Decay), duration(1 hour), castingcost(1 per pint), time(10 sec),
notes(! minute for bread. Causes accelerated fermentation in any matter which can
be fermented. Primarily used to make beer, ale and wine quickly, but will also
cause bread to rise rapidly. The fermentation process will finish in 1 hour, or a
minute for bread.), page(M43)
Monk's Banquet, needs(Banquet, Resist Pain), duration(24 hours), castingcost(6),
time(1 sec), notes(Lets subject go without food or water for about a day with no ill
effects. May be repeated but cannot be maintained.), page(M43)
Poison Food, needs(Purify Food, Decay), duration(Instant), castingcost(3 per
meal), time(1 sec), notes(Introduces a physical poison into food. This can be
detected with Test Food. and remains indefinitely. Anyone eating this poison must
make a HT roll. If they succeed, they feel ill and lose 2 HT. If they fail, they will
be seized by painful stomach cramps and lose d+1 HT immediately; they will be
at -3 for all skills or spells until the lost HT is restored.), page(M42)
Preserve Food, needs(Sterilize, Test Food), duration(1 week), castingcost(2 per
lb,1/2 cast), time(1 sec), notes(Keeps any organic material from spoiling, drying
out, etc. Very useful for travellers.), page(M42)
Purify Food, needs(Preserve Food | Decay), duration(Permanent), castingcost(1
per lb), time(1 sec), notes(Removes foreign objects, poisons and decay for food.
will work only on an edible or formerly edible item. If the whole item is
unwholesome, the spell will remove all of it.), page(M42)
Seek Food, duration(Instant), castingcost(2), time(1 sec), notes(Lets the caster
determine the direction, distance and general nature of the nearest significant
source of food. Use long-distance modifiers. The food found will be wholesome,
but not necessarily appetising eg edible insects. Any known sources of food may
be excluded by the caster at the start of the spell.), page(M42)
Test Food, duration(Instant), castingcost(1 per meal or 3 per hex), time(1 sec),
notes(Tells the caster if a substance is good to eat. The spell says nothing about
taste or nutrition; it detects poisons, dangerous decay, or foreign objects. It does
not check for magic on the food.), page(M42)
Water to Wine, needs(Purify Water, Ferment), duration(Permanent), castingcost(4
per gallon), time(10 sec), notes(Half cost for beer, double for spirits. turns water
or other drinkable liquids into a mildly alcoholic beverage. The nature of the
resulting drink depends on the starting product and the spell roll.), page(M43)

Healing
Awaken, needs(Lend Health), duration(Instant), castingcost(1), time(1 sec),
notes(Cost is per hex, area spell. Renders subject/s awake and alert, instantly
removes stun effect, or awakes from Suspended Animation. If subject has 3
Fatigue or less, this spell only renders him alert for an hour, an costs him 1
Fatigue. Won't work on a person with Fatigue of 0 or less. Subjects must make HT
roll to awaken, with a bonus equal to the success of the spell roll. Modifiers - -3 if
unconscious because of injure; -6 if drugged.), page(M44)
Cure Disease, needs(Sterilize, Major Healing), duration(Instant), castingcost(4),
time(10 min), notes(Cost is for human or smaller, more in proportion if larger.
One try ONLY!! Eliminates all disease, plague or infectious microorganisms OF
ONE CHOSEN TYPE from the body of the subject. A successful Diagnosis roll
by someone should be made first, or the roll is at -5. Does not cure the damage
caused by the illness - just kills the organisms responsible. If no organism is
responsible, the spell has no effect.), page(M45)
Halt Aging, type(M/VH), needs(ADS:Magery=2, 6 Healing), duration(5d days),
castingcost(20), time(1 sec), notes(One try per week. Stops subject aging of 5d
days. Cannot be cast again until the first spell wears off.), page(M45)
Instant Regeneration, type(M/VH), needs(ADS:Magery=3, Regeneration),
duration(Instant), castingcost(80), time(1 sec), notes(One try only. As per
Regeneration but works instantly.), page(M45)
Instant Restoration, type(M/VH), needs(ADS:Magery=2, Restoration),
duration(Permanent), castingcost(50), time(1 sec), notes(One try only. As per
Restoration, but works instantly.), page(M45)
Lend Health, needs(Lend Strength), duration(1 hour), castingcost(1 per HT),
time(1 sec), notes(Cannot be maintained. Each point in spell boosts hit points by 1
for 1 hour. This is a TEMPORARY measure. Cannot be raised above original
level. No cost reduction for high skill.), page(M44)
Lend Strength, needs(ADS:Magery | ADS:Empathy | ADS:Magery (Healing
College Only)), duration(Permanent), castingcost(1 per ST), time(1 sec),
notes(Transfers Fatigue from caster to subject. No reduction in cost for high skill.
Cannot increase Fatigue above original level.), page(M44)
Major Healing, type(M/VH), needs(ADS:Magery, Minor Healing),
duration(Permanent), castingcost(1 to 4), time(1 sec), notes(Heals 2 time points in
spell. Does not eliminate disease, but can repair damage already done. Skill
modifier of -3 for each additional time per day this is used on the same subject. If
Physician is 15+ then a critical failure counts as an ordinary failure if it was the
first time that day the spell was used on a subject. Both Major and Minor Healing
can be used once each without risk.), page(M44)
Minor Healing, needs(Lend Health), duration(Permanent), castingcost(1 to 3),
time(1 sec), notes(Heals 1 point per point in spell. Does not cure disease but
repairs damage already caused. Skill modifier of -3 for each additional time per
day this is used on the same subject. If Physician is 15+ then a critical failure
counts as an ordinary failure if it was the first time that day the spell was used on
a subject. Both Major and Minor Healing can be used once each without risk.),
page(M44)
Neutralize Poison, needs(Cure Disease | ADS:Magery=3, Test Food),
duration(Permanent), castingcost(5), time(30 sec), notes(Beware fast-acting
poisons! One try only. Cost is per individual hex of subject. Unless the poison is
identified first, by Physician, etc, the spell is at -5. This is of no use against elixirs
other than those which do direct damage. Does not cure existing damage - just
removes the poison, avoiding further damage.), page(M45)
Recover Strength, needs(ADS:Magery, Lend Strength), duration(N/A),
castingcost(-), time(N/A), notes(Does not function in low or no mana areas. Lets
the caster 'rest faster'. At level 15 caster recovers fatigue at 1 every 5 minutes, at
level 20 1 every two minutes. Mage must rest quietly but can maintain any spells
which do not require concentration. No roll required to use this skill, it is
automatic.), page(M44)
Regeneration, type(M/VH), needs(ADS:Magery=2, Restoration),
duration(Permanent), castingcost(20), time(1 min/1 month), notes(One try only.
One minute to cast the spell, but a month before the regeneration is complete.
Cannot use the part until the month has passed. Regrows one lost limb or eye.),
page(M45)
Restoration, type(M/VH), needs(Major Healing), duration(Permanent),
castingcost(15), time(1 min/1 month), notes(Allows the subject to regain the use
of a crippled limb, eye, hearing, smell, etc. Will not work on a LOST limb or eye,
that requires Regeneration. If a limb has been amputated and is intact, you may try
Restoration within the hour at -5 to reattach it.), page(M45)
Resurrection, type(M/VH), needs(Instant Regeneration, Summon Spirit),
duration(Permanent), castingcost(300), time(2 hour), notes(One try only!!! Brings
subject back, assuming enough body is left. Remember -10xHT is automatically
too dead to restore. Subject will have ST and HT 0, and must regain them in the
normal fashion. All limbs will be intact regardless of injuries. -1 to skill for each
FULL day since death.), page(M45)
Share Strength, needs(Lend Strength), duration(Must be used that turn),
castingcost(Double amount given), time(1 sec), notes(Only the lower of given, or
was used is the basis of the cost, minimum of 1. Cost NEVER reduced by high
skill. Maximum of 5 ST can be donated. Cannot be cast on another. Recipient
must be specified. Only one Share can be used per turn, if more than one use
closest, or random. Recipient need not expect the aid, but can refuse it.),
page(M44)
Sterilize, needs(Decay | Insect Control), duration(Instant), castingcost(3), time(2
sec/5 min), notes(Cost is per individual hex of individual, if smaller than 30
square inches, cost is 2. 2 seconds is for object, 5 minutes is for a living being.
Kills ALL microorganisms in the target area, this will cure all germ related
diseases, but also kills some friendly ones, causing 3d damage to a man and
proportional for all others.), page(M44)
Suspended Animation, needs(Sleep, 4 Healing), duration(Until broken),
castingcost(6), time(30 sec), notes(Holds subject in apparent sleep, indefinitely.
Resisted by HT. The effects of bleeding, illness, aging, etc are all halted while the
spell is in effect. Subject requires neither food nor air, but can still be harmed by
fire, weapons, etc. Awaken will work.), page(M44)
Youth, type(M/VH), needs(ADS:Magery=3, Halt Aging), duration(Instant),
castingcost(100), time(1 sec), notes(One try per month. Removes 1d MONTHS
from the subjects age. Any attribute levels gained or lost in that period due to
aging are reversed. Does not affect memories, skills, injuries, etc gained during
the 'lost' months.), page(M45)

Illusion and Creation:IC


Complex Illusion, needs(Sound, Simple Illusion), duration(1 min),
castingcost(2,1/2 cast), time(1 sec), notes(Cost is per hex. As per Simple Illusion
but also affects hearing. It is not automatically dispelled by a spell or touch; it has
DR 0 HT 1; about like paper. If broken, it melts away instantly.), page(M45)
Control Creation, needs(Create Animal | Create Servant), duration(Indefinite),
castingcost(1), time(2 sec), notes(Cost is per individual hex of subject. Lets you
take control of a living Creation cast by someone else. If you succeed, you pay all
energy costs to maintain the creation. If you fail, it remains the original caster's.
Will not affect an Illusion.), page(M46)
Control Illusion, needs(Perfect Illusion), duration(Permanent), castingcost(1),
time(2 sec), notes(Cost is per individual hex of subject, must control entire
Illusion. Lets you take control of an illusion someone else has cast. If you
succeed, you must pay all maintenance casts in future. Will not affect Illusion
Disguise. If cast over something which is not an illusion, the cost is spent, but the
spell fails.), page(M46)
Create Animal, needs(Create Water, Create Object, IQ=13), duration(1 min),
castingcost(2 per 100lb,1/2 cast), time(1 sec per point), notes(Creates an animal;
IQ 7 or less, which does the casters mental bidding while it exists. It exists until
the caster stops maintaining the spell, or it is killed, then it vanishes. A LIVING
creation must be identical to a 'real' living being the caster is familiar with. Cannot
create imaginary beings or say a bear with poison fangs, or even a real creature
the caster has never seen. But some wizards occasionally research private
variations on the spell to make unusual creatures.), page(M46)
Create Object, type(M/VH), needs(ADS:Magery=2, Create Earth, Perfect
Illusion), duration(Indefinite), castingcost(2 per 5lb), time(1 sec per point),
notes(Object remains as long as it is in contact with a living thinking being. Could
be held in a glove, but not in a backpack. Food does not nourish, books only
contain what the caster remembers. Many things can only be made if the caster
could make them himself. The intent is to make it VERY difficult to create things
like cars, transistor radios, etc be strict.), page(M46)
Create Servant, needs(ADS:Magery=3, IQ=13, Create Object), duration(1 min),
castingcost(3,1 or 4,2 or 6,2), time(3 sec), notes(Creates a stupid but obedient
servant; ST, DX, IQ, HT all 9 at a cost of 3,1. At 6,2 servant has ST 16. At 4,2
servant has stats of 9, and one non-combat physical skill of 16. Any servant will
follow simple spoken orders, deliver a message, etc. Is under GM control. Cannot
fight or handle confusing situations, it has NO skills. Faced with danger, it will
whimper, flee or vanish. If questioned it knows nothing but its master and its
orders.), page(M46)
Create Warrior, needs(Create Servant), duration(1 min), castingcost(4,4 or 6,6),
time(4 sec), notes(At cost of 4,4 creates a fighter with IQ 10, ST, DX, HT of 12
and skill of 16 with any single weapon, or unarmed combat ability, the caster
desires. Has no weapons or armour but can use what is provided. At cost 6,6 the
warrior has ST 16.), page(M46)
Dispel Creation, needs(Control Creation), duration(Instant), castingcost(1 or 3),
time(1 sec), notes(Cost is per individual hex of subject, 1 for inanimate, 3 for
animate. Must destroy entire Creation. Works only on Creations, does not work on
Illusions.), page(M47)
Dispel Illusion, needs(Control Illusion), duration(Instant), castingcost(1), time(1
sec), notes(Cost is per individual hex of subject. Must dispel entire Illusion at
once. Dispels Illusions, does not affect Creations. Resisted by subject spell.),
page(M46)
Illusion Disguise, needs(Simple Illusion), duration(Until Illusion ends),
castingcost(3), time(1 sec), notes(This is an illusion thrown around a living being
to disguise it. Caster must first create the illusion using one of the four illusion
spells. Illusion Disguise will then superimpose the illusion over the subject, so it
covers him and moves with him. The better the illusion spell used, the better and
ore permanent the disguise; a Perfect Illusion disguise will fool even the sense of
touch. Concentration is not required. The disguise counts as only a single spell
'on'.), page(M46)
Illusion Shell, needs(Simple Illusion), duration(1 min), castingcost(2,1/2 cast),
time(1 sec), notes(Cost is per individual hex of subject. If only hand sized, cost is
1. This is an illusion thrown on an object to make it look, sound and feel different.
Base object must be of the appropriate size and shape. Illusion may be disbelieved
but is otherwise stable. Will not move unless the underlying object does. Damage
to object is unchanged. Concentration is not required to maintain the illusion.),
page(M46)
Independence, needs(Simple Illusion), duration(Until illusion ends),
castingcost(2), time(As long as description of instructions takes player. Minimum
5 seconds.), notes(Cost is per hex of illusion. Programmes any creation or illusion
you control. It lets it move, speak; if possible, and even react in predetermined
ways. Requires no concentration and is not a separate spell 'on'. If faced with
something it was not programmed with, it may do nothing, or, if an illusion,
simply vanish, at the GM's whim.), page(M47)
Know Illusion, needs(Simple Illusion), duration(Instant), castingcost(2), time(1
sec), notes(Reveals if the subject is real or an illusion or creation, and what kind it
is. Caster must be able to see subject.), page(M47)
Perfect Illusion, needs(ADS:Magery, Complex Illusion), duration(1 min),
castingcost(3,1/2 cast), time(1 sec), notes(Cost is per hex, double if touch is
included. As for Complex Illusion, but affects all senses except touch; your hand
will go through it. Has DR 0 HT 1 but damage heals as soon as the damaging
object is removed. Cannot be dispelled except by Dispel Magic or Dispel
Illusion.), page(M46)
Simple Illusion, needs(IQ=11), duration(1 min), castingcost(1,1/2 cast), time(1
sec), notes(Cost is per hex. Caster must be able to see. Creates an insubstantial
image, may be an object or a whole scene. Affects no senses but vision. Any
intelligent creature can disbelieve it by concentrating for a turn and succeeding at
an IQ roll. The touch of any creature, attack or spell except Control Illusion will
dispel it. May move or change shape/size up to maximum but caster must
concentrate.), page(M45)
Knowledge
Alarm, needs(Tell Time), duration(1 week), castingcost(1), time(1 sec),
notes(Will alert the subject at a specified time up to one week after casting,
awakening him if necessary. Will also remind him of one thing, provided he was
told that thing as the spell was cast.), page(M47)
Analyze Magic, needs(Identify Spell), duration(Instant), castingcost(8), time(1
hour), notes(Tells caster what spell/s are on the subject. If more than one, reveals
least energy spell and indicates that there are more spells. Gives limited
information about spells the caster does no know, and is resisted by spells which
conceal magic. Once a spell is known, it can be excluded and Analyze Magic cast
again to determine the next spell. The Name of an item, if it has one, requires a
separate casting and automatically resists at +5, and each caster only gets one try
ever. The same is true of the Password spell.), page(M49)
Ancient History, needs(History), duration(Instant), castingcost(Varies), time(1
min per point), notes(Cost - 5 for ten years, 8 for 100 years, 10 for 1000 years. As
for History, but gives a general impression of an item's history over a much
greater time.), page(M48)
Aura, needs(Detect Magic), duration(Instant), castingcost(3), time(1 sec),
notes(Shows caster aura of subject. Gives general insight into the personality of
the subject. Particularly - shows if and how powerful a mage, whether or not they
are possessed or controlled and if they are experiencing a violent emotion.
Illusions and created beings have no aura, neither do inanimate objects. A zombie
has a fainted death-aspected aura. A vampire retains their living aura. A CS will
reveal secret magical traits like lycanthropy, vampirism, unnatural longevity, etc.),
page(M47)
Detect Magic, needs(ADS:Magery), duration(Instant), castingcost(2), time(5
sec), notes(Lets caster determine if any one object is magical. If successful, a
second casting can determine if it is temporary or permanent. A CS on either roll
will fully identify the spell, as per Analyse Magic.), page(M47)
Divination, needs(History), duration(Instant), castingcost(10), time(1 hour, or
vary), notes(Gives caster a vision relevant to his question, or the answer to one
yes-or-no question. There are many sorts of divination, each is a separate spell and
has its own requirements. Those linked to elements give better results when the
answer has something to do with those elements. Fill this in accordingly.),
page(M48)
Earth Vision, needs(Shape Earth), duration(30 sec), castingcost(2/10 yards of
depth), time(1 sec), notes(Lets subject see into earth, up to 50 yards, earth and
uncut stone are transparent. Uncut stone and metal are opaque.), page(M32)
Far-Hearing, needs(ADS:Magery, 4 Sound), duration(1 min), castingcost(4,2),
time(3 sec), notes(The caster can hear any conversation he can see, at any
distance. Automatically makes all hearing rolls and can hear through six feet of
solid object.), page(M70)
Find Direction, needs(ADS:Magery), duration(Instant), castingcost(2), time(1
sec), notes(Tells caster North, or which way is home. Note that no-one has more
than one true home, and a wanderer may have none.), page(M47)
Glass Wall, needs(Earth Vision | 5 Knowledge), duration(1 min),
castingcost(4,2), time(1 sec), notes(Lets the caster see through a single wall,
ceiling, floor or similar barrier up to 4 feet thick. Material is irrelevant.),
page(M49)
History, needs(Trace), duration(Instant), castingcost(Varies), time(1 sec per
point), notes(Cast on any inanimate object, or 1 hex section of an object, lets the
caster determine the recent past of the object, user's personality, etc. But no
names. Cost - 3 for 1 day, 5 for 1 week, 10 for 1 month.), page(M48)
Ice Vision, needs(Shape Water), duration(30 sec), castingcost(2/10 yards of
depth), time(1 sec), notes(Lets subject see into ice or snow, up to 50 yards, snow
and uncut ice are transparent. Cut ice, stone, earth and metal are opaque.),
page(M37)
Identify Spell, needs(Detect Magic), duration(Instant), castingcost(2), time(1
sec), notes(Tells caster what spells have been cast in the last five seconds, or are
being cast on or by the subject. Does not ID permanent magic items. One casting
will ID ALL spells cast on or by the subject. However, completely unknown spells
give only a vague description. As a rule, every wizard has heard of every spell in
the Magic Book, unless some are deemed secret. They will not have heard of GM
or player created spells.), page(M49)
Invisible Wizard Eye, needs(Wizard Eye, Invisibility), duration(1 min),
castingcost(5,3), time(4 sec), notes(Creates a Wizard Eye which is Invisible. Any
one who guesses what hex it is in can attack it, but only succeed on a critical hit.),
page(M48)
Mage Sense, needs(Detect Magic), duration(1 min), castingcost(3,2), time(1 sec),
notes(Tells caster if some unseen magical creature or item is nearby. Caster may
specify that he is looking for an unseen item, or a particular item. Skill modifier:
distance in hexes to object sought. Use the closest distance if the caster moves
during the duration, and roll at the end of that time. GM may rule that some
powerful items are easier to detect.), page(M49)
Mage Sight, needs(Detect Magic), duration(1 min), castingcost(3,2), time(1 sec),
notes(Caster can detect all magical items in his field of vision. Each such item will
have an aura similar to that of a living being. Items under armour, clothes or up to
1/2 inch of solid material will still glow. Permanent items glow stronger than
temporary ones. Enchanted or magical beings glow, mages do not unless they
have spells on them at the time. A good roll may have the aura give an indication
of the type of magic. A CS will allows the caster to fully identify every item he
sees. Note that any mage has an inherent ability similar to this spell.), page(M49)
Measurement, duration(Instant), castingcost(1), time(1 sec), notes(Cost is per
hex. Tells caster any one of the following about the subject: weight, measurements
in all dimensions, volume, precise colour - useful for painters and jewellers.),
page(M47)
Pathfinder, needs(ADS:Magery, IQ=12, 2 GR:Seek Spells), duration(Once per
day only), castingcost(4), time(10 sec), notes(Tells caster direction to a certain
place, or the proper way to go NOW to get there - his choice. Use Long-Distance
Modifiers. GM should apply penalties if the caster has never been to the place,
and severe penalties if the caster isn't sure the place actually exists, or what it is
like. Does not find people or things, can find city, mountain pass, building, etc. A
person's home or office isn't a place unless the caster has been there.), page(M47)
See Secrets, needs(Seeker, Aura), duration(1 min), castingcost(5,2), time(5 sec),
notes(Causes hidden doors, traps, etc to stand out clearly in the subject's vision.
Spell only works on items which were deliberately hidden, not those which are
lost.), page(M48)
Seeker, needs(ADS:Magery, IQ=12, 2 GR:Seek Spells), duration(Instant),
castingcost(3), time(1 sec), notes(One try per week. Use long-distance modifiers.
Attunes caster to one individual or man-made item he is looking for. Gives a
vision of the items location, or will lead him there if it is within a mile. +1 if
caster has handled or is otherwise familiar with the item. -5 if there is not
something associated with the item available to use as a link.), page(M47)
Tell Time, duration(Instant), castingcost(1), time(1 sec), notes(Tells caster exact
time, day and year.), page(M47)
Trace, needs(Seeker), duration(1 hour), castingcost(3,1), time(1 min), notes(One
attempt per day. May be cast on any person, animal or object. As long as
maintained, the caster will know where the subject is by concentrating. Either
subject must be present when the spell is cast, or 'Seeker' must be cast first. Use
long-distance modifiers if subject is not in caster's presence.), page(M47)
Water Vision, needs(Shape Water), duration(30 sec), castingcost(1/20 yards of
depth,ditto), time(1 sec), notes(Lets subject see into water, up to 200 yards.),
page(M36)
Wizard Eye, needs(ADS:Magery, Apportation, Keen Eyes), duration(1 min),
castingcost(4,2), time(2 sec), notes(Creates a 2 inch ball which flies with Move
10. Caster can see through it without concentrating but must concentrate to move
it. Any vision enhancing SPELLS on the caster work through the eye. Attacks
against the eye are at -7, but if hit physically, or with a spell which would
reasonably incapacitate it, it is destroyed.), page(M48)

Light and Darkness:LD


Blur, needs(Darkness), duration(1 min), castingcost(1 to 5,ditto), time(2 sec),
notes(Makes the subject harder to see and attack. Each point subtracts one from
the effective attack skill for any physical attack or ranged spell. Maximum of 5.),
page(M50)
Colors, needs(Light), duration(1 min), castingcost(2,1), time(1 sec), notes(Does
not need to be maintained on a Continual Light spell. Lets the caster change the
colour of any light. Spell must be cast on the source of the light. If the caster
concentrates, multiple colour changes are possible with the same spell.),
page(M49)
Continual Light, needs(Light), duration(2d days), castingcost(Varies), time(1
sec), notes(Makes fist-sized object or part of object glow with white light. Cost 2
= dim, 4 = fire, 6 = painful glare.), page(M49)
Dark Vision, needs(Night Vision | Infravision), duration(1 min), castingcost(5,2),
time(1 sec), notes(Subject can see even in complete darkness, this includes the
Darkness spell.), page(M50)
Darkness, needs(Continual Light), duration(1 min), castingcost(2,1), time(1 sec),
notes(Cost is per hex. Covers target area in pitch blackness. A person in a dark hex
can see out normally, but can nothing in his own hex, or any other dark hexes
around him. Those outside can see nothing within but darkness. Attacks out of
darkness are a no penalty, but attacks in are. Blocks Infravision but not Dark
Vision.), page(M50)
Flash, needs(Continual Light), duration(Instant), castingcost(4), time(2 sec),
notes(Creates a brilliant Flash of light. will totally blind someone who can see it,
and reduce DX of others by 3. It may affect anyone who was facing the flash and
had their eyes open. Caster may be affected. To 10 hexes - 3 seconds blindness, 1
min at -3 DX. To 25 hexes - 10 sec at -3 DX, 1 min at -3 DX. Over 25 hexes - no
effect, 3 sec at -3 DX. Read at Made HT roll, Failed HT roll.), page(M49)
Hawk Vision, needs(Keen Eyes | 5 LD), duration(1 min), castingcost(4,2), time(2
sec), notes(Subject must not have Bad Sight or Blindness. Lets caster see distant
objects as though they were much closer. While spell is on, caster is farsighted.
Objects closer than 10 yards do not appear closer; they are blurred and are
attacked at -2 skill. Objects at a greater distance are seen and fired at as though
they were 100 times closer, minimum 10 yards. 1/2D and Max ranges are
unaffected.), page(M50)
Hide, needs(Blur | Forgetfulness), duration(1 hour), castingcost(1 to 5,ditto),
time(5 sec), notes(Makes subject harder to find. If the subject is in plain view,
anyone will need to make a Vision roll to see him or it. Alertness helps, other keen
senses don't. If the subject is already hidden, each point gives a penalty to 1 to the
Sense rolls of any searchers using sight, sound or smell, to a maximum of 5. Only
works while the subject is still, but will take effect again if the subject moves then
stops again.), page(M50)
Infravision, needs(Keen Eyes | 5 LD), duration(1 min), castingcost(3,1), time(1
sec), notes(Lets the subject see 'infrared' or heat rays in addition to normal light.
Thus, in the dark, hot things will glow brightly; warm things will glow dimly.
Warm-blooded creatures and their trails will glow. A heat source like a campfire
will produce 'light' which will reflect off surrounding objects. This spell will not
allow invisible objects to be seen.), page(M50)
Invisibility, needs(6 LD, Blur), duration(1 min), castingcost(5,3), time(3 sec),
notes(Subject cannot be seen. Can still make noise, leave footprints, etc. Anything
he carries will also be invisible, unless he wills it to stay visible. Invisible
characters have a great advantage in combat.), page(M50)
Light, duration(1 min), castingcost(1,1), time(1 sec), notes(Produces a small light
like a candle flame. It stays still unless the caster concentrates on moving it; then
it can move at speed of 5.), page(M49)
Light Jet, needs(Continual Light), duration(1 min), castingcost(2,1), time(1 sec),
notes(Use DX-4 or Magic Jet to hit. Caster's finger gives off a beam of light
which can be used as a flashlight. It will give good illumination for 10 yards, and
some vision for up to 30 yards. Can be used as a signal at a mile if visibility is
good. If darkness penalty is at least -5, then can be used to blind an opponent at 10
yards. Can be dodged or blocked but not parried. Hit to face, -5 penalty, is needed.
Any foe so hit will be at -4 DX next turn and -1 for the rest of the fight. Not
cumulative, and double for foes with Night Vision.), page(M49)
Night Vision, needs(Keen Eyes | 5 LD), duration(1 min), castingcost(3,1), time(1
sec), notes(Equivalent to the 'Night Vision' advantage, subject can see as long as
there is any light at all. In utter darkness, the subject is still blind.), page(M50)
See Invisible, needs(Invisibility | Dark Vision, Infravision), duration(1 min),
castingcost(4,2), time(1 sec), notes(Subject can see anything concealed by the
Invisibility spell, or by 'natural' invisibility. These appear translucent, thus you can
see through them and tell that they appear invisible to others.), page(M50)
Shape Darkness, needs(Darkness), duration(1 min), castingcost(2,ditto), time(1
sec), notes(Cost is per hex of 3D darkness, half if using 2D shadows. Allows the
caster to shape and move, 5 yd/sec, solid darkness created with the Darkness spell.
Also allows the caster to shape existing 2D shadows into other 2D forms.
Shadows sizes can be reduced easily, but enlarging them makes them slightly
transparent. Casual observers won't notice, but a concentrating observer gets an
IQ roll to notice. Shadows do not have to remain attached to the objects that cast
them.), page(M50)

Making & Breaking:MB


Clean, needs(Restore), duration(Permanent), castingcost(2), time(1 sec),
notes(Cost is per hex. Cleans the subject area or being, ie removes dirt, stains, and
polishes surfaces which can be polished. will not remove lingering odors, use
Purify Air for that.), page(M51)
Copy, needs(ADS:Literacy, Dye), duration(Permanent), castingcost(2+1 per
copy), time(5 sec), notes(Makes non-magical copies of a single page of writing.
Paper or parchment must be provided. Does not duplicate functional scrolls, etc.),
page(M52)
Disintegrate, type(M/VH), needs(ADS:Magery=2, Shatter, Ruin, Earth to Air,
Destroy Air, Destroy Water), duration(Permanent), castingcost(1 to 4), time(1
sec), notes(Does 1d damage for each point of energy. Similar to Shatter but leaves
only dust which cannot be repaired. Can do up to 4d of damage. If damage rolled
doesn't destroy the object, it is unaffected. Affects entire inanimate objects only.),
page(M51)
Dye, needs(Restore, Colors), duration(2d days), castingcost(1 for hand size, 2 for
cubic foot, 5 for person/hex), time(3 sec), notes(Changes the colour of any
unliving material as desired by the caster, note that hair is unliving, as is the outer
layer of skin. The colour will fade in 2d days, but is unaffected by ordinary
washing or solvents. Transparent colours may be produced. Only a single uniform
colour can be produced, no patterns, although only part of a subject may be
affected if desired by the caster.), page(M51)
Find Weakness , needs(1 Earth, 1 Air, 1 Fire, 1 Water), duration(Instant),
castingcost(1 per hex of object), time(2 sec), notes(Cost is per individual hex,
double cost if subject is alive. Lets the caster sense the weakest part of the subject,
an be used on parts of an object. Of course, many subjects will have no special
weakness.), page(M51)
Knot, needs(Stiffen), duration(Indefinite), castingcost(2), time(3 sec), notes(Ties
a knot that cannot be untied without magic. The knot unties when someone says
the specified password while touching the rope. The Undo spell will untie a Knot
spell, but Knot gets a resistance roll.), page(M52)
Rejoin, needs(Weaken, Restore), duration(10 min), castingcost(1 per 10lb,1/2
cast), time(4 sec per 10lb), notes(Temporarily fixes a broken inanimate object. If
some small parts are missing, skill is at -3, but if successful the item will hold
together without the missing parts.), page(M51)
Repair, needs(ADS:Magery=2, Rejoin), duration(Permanent), castingcost(3 per
10lb), time(1 sec per lb), notes(Minimum cost of 6. Permanently repairs a broken
inanimate object. If some small parts are missing, skill is at -5, and appropriate
materials to make the missing parts must be provided. If the spell succeeds, the
missing parts will reappear. Broken magical items will not regain their magic
when repaired, but weakened magic items can be restored to full durability.),
page(M52)
Repair Arrow, needs(Rejoin), duration(Permanent), castingcost(2 each), time(4
sec), notes(Specialised form of Repair, will repair up to 4 oz maximum weight. At
least 80% of the arrow must be present, including the head. The spell will produce
a totally straight shaft, properly feathered, with a sharp head - as good as new or
slightly better.), page(M52)
Reshape, needs(ADS:Magery, Weaken, Shape Earth | ADS:Magery, Weaken,
Shape Plant), duration(1 min), castingcost(6,3), time(10 sec), notes(Allows the
subject to mould any inanimate substance he touches as though it were clay. does
not give any artistic ability. ANY inanimate object the subject picks up will soften
slightly. For instance a sword or staff would do half damage. A gun fired while
'soft' would be ruined. Materials harden instantly when the subject releases them.
In convenient doors and walls can be removed but this can be tiring work.),
page(M51)
Restore, needs(Weaken | Simple Illusion), duration(10 min), castingcost(2,1/2
cast), time(3 sec), notes(Cost is per individual hex of subject. Smaller objects still
cost 2. Temporarily makes a broken inanimate object LOOK as good as new.
Other senses are not fooled, nor will Mage Sight.), page(M51)
Ruin, needs(ADS:Magery, Weaken, Decay), duration(1 min), castingcost(2 per
lb,ditto), time(5 sec per lb), notes(Each 1 minute is equivalent to aging the subject
5 years. It will remove 1DR, HT and, if applicable, 1 PD from most subjects.
Weapons simply lose 1 grade per casting, except for 'very fine' weapons which are
unaffected. Accelerates the natural process of decay on unliving materials. It rusts
iron and steel, but has little effects on other materials unless maintained for a very
long time. It causes organic material - leather, fur wood, plastics, etc - to decay to
uselessness. Ceramics are unaffected.), page(M51)
Sharpen, needs(Repair), duration(1 min), castingcost(Varies,1/2 cast), time(4
sec), notes(Cost is 1 per 6in of edge. Typically, 2 for arrow, 2 for knife/spear/axe,
3 for one-handed sword, 5 for two-handed sword. Cost is per +1, can do up to +3.
Does +1 basic damage per level on cutting weapons. If Puissance is on the
weapon, use the stronger of the Sharpen or the Puissance spells.), page(M52)
Shatter, type(M/VH), needs(ADS:Magery, Weaken), duration(Instant),
castingcost(1 to 3), time(1 sec), notes(Does 1d damage per point in spell. Similar
to Weaken but quicker - can be cast in a single turn, and may be cast repeatedly.
Can do up to 3d damage. If the spell doe not do enough damage to break the
subject, the subject takes NO damage. Inanimate objects only.), page(M51)
Shatterproof, needs(Repair, Shatter), duration(1 hour), castingcost(3,3), time(1
sec), notes(Makes a small object resistant to breakage. A cheap or regular metal
weapon is treated as 'fine', and a 'fine' weapon as 'very fine'. Other items have
their hit points doubled, and will never break due to accidental dropping. Will
double the DR and HT of shields if shield-breaking rules are used. Does not
increase resistance to penetration, so is no good for walls, armour, etc.),
page(M52)
Stiffen, needs(Rejoin), duration(10 min), castingcost(1 per lb,1/2 cast), time(2
sec per lb), notes(Minimum cost of 2. Stiffens a limp inanimate object. Turn a
rope into a pole, a thread into a lockpick. Can be used to make improvised
weapons. Can also be used to stiffen a foe's clothes. In this case the foe resists
with HT+2. If it works, the foe is at -1 DX for each pound of clothing stiffened.
This DX change does affect his Move.), page(M51)
Weaken, needs(Find Weakness), duration(Permanent), castingcost(2), time(5
sec), notes(Does 1d of damage to the weakest part of the subject, works only on
inanimate objects. See pB125 for strengths of various items. No caster may use
this spell on the same subject more than once per hour. Subject's DR does not
protect it.), page(M51)

Meta-Spells
Activate Runes, type(M/VH), needs(ADS:Magery, SK:Rune-Lore=12),
duration(Instant), castingcost(-), time(1 sec per rune), notes(Activates a
combination of runes. This spell works with any rune language the caster knows.
Failure has no effect, CF has normal effect. Use lowest of this skill, or each of the
runes being activated.), page(M82)
Bless, needs(ADS:Magery=2, 2 spells from 10 colleges), duration(Indefinite),
castingcost(Varies), time(1 min per point), notes(Costs 10 for level 1, 50 for level
2, 500 for level 3. A general spell of aid and protection, the GM may require that
the caster have good or holy status. Magery 3 is required for a 3 level Blessing.
Each level adds one to the die rolls for the subject. The spell does not affect
critical success or failure. This lasts indefinitely, until the subject fails some die-
roll and the subject is in serious danger. Then the Blessing miraculously averts or
reduces the danger and ends. A Critical Hit to the heart might become and arm hit
- 1, a hit on the hat - 2, or kill another foe - 3.), page(M54)
Conceal Magic, needs(Detect Magic), duration(10 hours), castingcost(1 to
5,ditto), time(3 sec), notes(Cost is per hex of object. This spell interferes with
information spells cast on the subject. Subtract 2x points in spell from the skill roll
for the spell.), page(M52)
Curse, needs(ADS:Magery=2, 2 spells from 10 colleges), duration(Indefinite),
castingcost(Varies), time(2 sec per level), notes(Cost is 3 for a level 1, 10 for level
two and 20 for level 3. Each level reduces all die rolls by 1 until the spell ends.
This spell is the reverse of Bless, but evil characters can also cast Curse. The spell
lasts until the subject has a notable success despite the modifiers, GM's decision,
at that point the success turns to ashes somehow, and the Curse ends.), page(M54)
Counterspell, needs(ADS:Magery), duration(Permanent), castingcost(1/2
countered spell), time(5 sec), notes(Based on cost of spell without reduction for
high skill. Cast at the LOWER of Counterspell, or the spell being dispelled. Will
not affect 'permanent' spells, but can be used to eliminate pieces of an area
enchantment. Spell being countered must be known to caster. Resisted by subject
spell.), page(M53)
Delay, needs(ADS:Magery=3, 15 spells), duration(2 hours), castingcost(3,3),
time(10 sec), notes(Delays the activation of a spell. Does not work on Blocking or
Missile spells. See full description.), page(M55)
Dispel Magic, needs(Counterspell, 12 spells), duration(Permanent),
castingcost(3), time(1 sec per point), notes(Cost is per hex. This spell dispels ALL
spells in an area and is NOT selective. Certain spells are unaffected, namely those
which require Remove Curse. The spells need not be known. To removed specific
spells, use Counterspell.), page(M53)
Drain Mana, type(M/VH), needs(Dispel Magic, 10 colleges),
duration(Permanent), castingcost(10), time(1 hour), notes(Cost is per hex. Dead
Mana zones are fixed with respect to the earth and cannot be moved. A CF with
this spell will cost the caster a level of Magery.), page(M54)
Great Ward, needs(ADS:Magery=2, Ward), duration(Instant), castingcost(1),
time(1 sec), notes(Cost is per SUBJECT and is a minimum of four. Blocking
Spell. As per Ward but protects any number of those that would have been
affected by the attacking spell.), page(M53)
Pentagram, needs(Spell Shield), duration(Permanent), castingcost(10 per hex),
time(Min of 5 sec per hex), notes(Cost is per individual hex, not hex radius.
Blocks all magic and magical creatures from crossing its borders. See full
description.), page(M53)
Link, needs(Delay), duration(Indefinite), castingcost(8), time(4 hours),
notes(Time to cast is never reduced. Linked spells cannot be maintained. Sets
activation conditions for another spell or spells. See full description.), page(M55)
Magic Resistance, needs(ADS:Magery, 7 colleges), duration(1 min),
castingcost(1 to 5,ditto), time(3 sec), notes(Increases targets MR by 2 if willing, or
1 if not for each point in spell. This is normal MR for spells cast on subject.
Subject can still cast spells at a penalty of MR. Existing spells, items and potions
are unaffected.), page(M53)
Reflect, needs(Ward), duration(Instant), castingcost(4 or 6), time(1 sec), notes(4
to protect self, 6 to protect someone you can see. This is a Blocking spell. Reflects
the spell onto the caster. Resisted by subject spell. Area spells still affect all the
remaining area.), page(M53)
Reflex, needs(Delay, Ward), duration(1 hour), castingcost(Equal to subject
spell,ditto), time(10 sec), notes(Minimum cost of 1. Converts spell to act as
Blocking Spell. Does not work on Blocking or Missile spells. Check full
description.), page(M56)
Remove Curse, needs(ADS:Magery=2, 15 colleges), duration(Instant),
castingcost(20), time(1 hour), notes(Nullifies any one of the following spells:
Curse, either Geas, Hex, any Possession, Alter Visage, Alter Body, any Shapeshift
spell. Will also negate any physical or mental disadvantage caused by a hostile
Wish of any kind. Resisted by subject spell.), page(M54)
Restore Mana, type(M/VH), needs(Dispel Magic, 10 colleges),
duration(Permanent), castingcost(10), time(1 hour), notes(Cost is per hex. This
spell is the reverse of the Drain Mana spell. It restores the mana level to the
average of the surrounding area. Unlike Drain Mana, there is no risk of losing
Magery.), page(M54)
Scryguard, needs(ADS:Magery), duration(10 hours), castingcost(3,1), time(5
sec), notes(Cost is per hex of object. Makes subject harder to find using
information spells. Each information spell must resist the Scryguard to see its
subject. This does not affect Identify Magic.), page(M52)
Scrywall, needs(Scryguard), duration(10 hours), castingcost(3,2), time(1 sec per
point), notes(Cost is per hex. As per Scryguard but affects and area.), page(M53)
Spell Shield, needs(ADS:Magery=2, Scryguard, Magic Resistance), duration(1
min), castingcost(3,2), time(1 sec), notes(Cost is per hex. Resists all spells cast
through it from outside. Also acts as Scrywall. Does not affect Missile spells,
including Curse Missile. Each spell that gets through reduces the Spell Shield by
1, does not destroy it outright.), page(M53)
Ward, needs(ADS:Magery), duration(Instant), castingcost(2 or 3), time(1 sec),
notes(2 for self, 3 for someone you can see. Blocking spell. Works only against
single magical attacks. Does not affect missile spells, needs one Ward for each
person protected. Caster must know spell defended against at 12 or better,
although Sleep would protect against Mass Sleep, etc. Cast at lower of Ward skill
or the spell being opposed. Resisted by subject spell. Cast before subjects
resistance roll.), page(M53)

Mind Control:MC
Alertness, type(M/VH), needs(2 GR:Keen Senses), duration(10 min),
castingcost(20 to 10,1/2 cast), time(1 sec), notes(Increases subject's IQ rolls to
sense anything by 1 per 2 points in spell.), page(M60)
Avoid, needs(Hide, Fear, Forgetfulness), duration(1 hour), castingcost(3,3),
time(1 min), notes(Cost is per hex. Makes the subject area unattractive to all
creatures except the caster. Gazes will be averted and approaching characters will
feel intensely uneasy, an urge to be somewhere else. The spell resists attempts to
look at or approach it, roll caster's skill vs searcher's Will. Victims won't be aware
of the repulsion if it can act subtly. This is a subtle spell, and GMs should treat it
as such using misdirection, etc. If both Hide and Avoid are used, the Hide spell is
not checked for until the Avoid spell is penetrated.), page(M58)
Berserker, needs(Bravery), duration(10 min), castingcost(3,2), time(4 sec),
notes(Causes subject to go Berserk, see disadvantage. If known foes are
detectable, they will be attacked first. Can end earlier if the fight ends and the
subject comes out of it.), page(M57)
Bravery, needs(Fear), duration(1 hour), castingcost(2), time(1 sec), notes(Cost is
per hex. Makes the subject fearless. Anyone under this spell must make an IQ roll
to avoid being brave, should caution be called for. Can be countered by Fear
spell.), page(M56)
Charm, needs(ADS:Magery, Loyalty, 7 MC), duration(1 min), castingcost(6,2),
time(3 sec), notes(Subject becomes caster's faithful slave until the spell expires,
following any orders, no matter how dangerous. The is no mental link - the caster
must give orders verbally or in writing. However, the subject will protect the
caster without orders. In all other respects the subject will be mentally normal and
alert. He will be unable to explain, and unwilling to discuss or even think about,
his loyalty to the caster.), page(M59)
Daze, needs(Foolishness), duration(1 min), castingcost(3,2), time(2 sec),
notes(Subject looks and acts normal, but simply will not notice what is going on
around him, or remember it later. A dazed guard will stand there while a thief
walks past. Any injury, or successful resistance to a spell, causes the subject to
return to an alert state.), page(M57)
Drunkenness, needs(Foolishness, Clumsiness), duration(1 min), castingcost(1 to
5,1/2 cast), time(2 sec), notes(Reduces both IQ and DX by one per point in spell.
If cast at a PC, tell them they are drunk and to act accordingly. Spell ends instantly
with no hangover.), page(M57)
Emotion Control, needs(Loyalty), duration(1 hour), castingcost(2), time(1 sec),
notes(Cost is per hex. Instils the subject/s with any one emotion the caster
chooses. No system effect unless the GM feels it is necessary, but subjects should
roleplay it.), page(M59)
Enslave, type(M/VH), needs(Charm, Telepathy), duration(Permanent),
castingcost(30), time(1 sec), notes(As per charm but permanent. Subject will
follow caster's orders until the spell ends or is removed. At any time the caster
concentrates, he can form a mental link with the subject to use his senses and give
him orders.), page(M59)
False Memory, needs(Forgetfulness, 6 MC), duration(Varies),
castingcost(Varies), time(5 sec), notes(Cost to cast is 3 for an hour, 8 for a day.
Maintenance costs 3 for an hour, 4 for a day. Allows the caster to implant a single
simple false memory into the subject's mind. This spell is considered illegal in
many areas. If the memory conflicts, it will be fitted in anyway, leaving the
subject confused but convinced. In cases of EXTREME DIRECT conflict the
subject should be allowed a bonus to his resistance roll. When the spell ends, the
subject makes a resistance roll at -1 for each day the spell lasted. If this is failed,
the memory lasts indefinitely but is likely to return at an unpredictable moment.),
page(M58)
Fear, needs(Sense Emotion), duration(10 min), castingcost(1), time(1 sec),
notes(Cost is per hex. Subject feels 'frightened'. A subject who fails to resist must
make a reaction check at +3 or -3 depending on how the GM thinks they react to
being frightened. A subject who resists will be angered. Can be countered by
Bravery spell.), page(M56)
Foolishness, needs(IQ=12), duration(1 min), castingcost(1 to 5,1/2 cast), time(1
sec), notes(Reduces subject's IQ by 1 per point in spell for the duration. Affects
both spells and skills. GM may require IQ rolls to recall other complex things
while under the influence of this spell.), page(M57)
Forgetfulness, needs(ADS:Magery, IQ=12, Foolishness), duration(1 hour),
castingcost(3,3), time(10 sec), notes(Causes subject to temporarily forget one fact,
skill or spell. The skill or spell cannot be used for the duration. anything that skill
or spell is a prerequisite for can be used at -2.), page(M57)
Great Geas, type(M/VH), needs(ADS:Magery=3, 15 MC, Lesser Geas),
duration(Permanent), castingcost(30), time(1 min), notes(Lets the caster give one
continuing command which the subject must obey. A great geas does not have to
be reasonably possible, it can occupy the subject for the rest of his life unless
removed. Only Remove Curse will negate a Geas. A CF on a Greater Geas will
cost the caster an IQ point.), page(M59)
Keen Ears, duration(30 min), castingcost(1 to 5,1/2 cast), time(1 sec),
notes(Increases subject's IQ rolls to hear by 1 per point in spell.), page(M60)
Keen Eyes, duration(30 min), castingcost(1 to 5,1/2 cast), time(1 sec),
notes(Increases subject's IQ rolls to see by 1 per point in spell.), page(M60)
Keen Nose, duration(30 min), castingcost(1 to 5,1/2 cast), time(1 sec),
notes(Increases subject's IQ rolls to smell by 1 per point in spell.), page(M60)
Lesser Geas, type(M/VH), needs(ADS:Magery=2, 10 MC), duration(until
fulfilled), castingcost(12), time(30 sec), notes(Lets the caster give one command
which the subject must obey. This must be a command to do one specific thing. It
must be reasonably possible to do. Until the Geas is fulfilled or removed, only
Remove Curse can do this, the subject must make it his first priority.), page(M59)
Loyalty, needs(Bravery, 4 MC), duration(1 hour), castingcost(2,2), time(2 sec),
notes(Double cost if caster is unknown to subject, triple if an enemy. Makes
subject loyal to the caster. Subject will follow any order the caster gives, in the
absence of orders, he will act in the caster's best interest as he understands it. Spell
is broken if the caster attacks the subject. If subject is told to do something
hazardous or against his normal behaviour, he may get an IQ roll to break the
spell.), page(M59)
Mass Daze, needs(Daze, IQ=13), duration(1 min), castingcost(2,1), time(1 sec
per point), notes(Cost is per hex, minimum of 2 hexes. As per Daze but can be
cast over an area.), page(M57)
Mass Sleep, needs(Sleep, IQ=13), duration(upto 8 hours), castingcost(3), time(1
sec per point), notes(Cost is per hex, minimum of 2 hexes. As per Sleep but can be
cast over an area.), page(M57)
Mass Suggestion, needs(Suggestion), duration(10 min), castingcost(4,2), time(1
sec per point), notes(Cost is per hex, minimum of two hexes. As per Suggestion
but affects all in the area with the suggestion.), page(M59)
Mental Stun, needs(Daze | Stun), duration(Instant), castingcost(2), time(1 sec),
notes(Subject is stunned until he makes an IQ roll to recover.), page(M57)
Mindlessness, type(M/VH), needs(ADS:Magery=2, Forgetfulness), duration(1
min), castingcost(8,4), time(5 sec), notes(Reduces subject's IQ to 1, babbling
idiot, for the duration. Subject cannot cast or maintain spells, use skills, talk. Can
walk, laugh, eat, cry, drool, etc. He will have a very short attention span.),
page(M58)
Peaceful Sleep, needs(Sleep, Silence), duration(8 hour), castingcost(4), time(30
sec), notes(Allows the subject an undisturbed nights sleep. Cures insomnia, allows
sleep in a disruptive and noisy environment and protects against nightmares and
the Nightmare spell. This period counts double for ST and HT recovery. Caster
can awaken subject with a word. Otherwise only injury or the Awaken spell will
do so. Only works on a willing subject.), page(M58)
Permanent Forgetfulness, type(M/VH), needs(ADS:Magery=2, IQ=13,
Forgetfulness), duration(Permanent), castingcost(15), time(1 hour), notes(As per
Forgetfulness but permanent. Subject also forgets he ever knew that thing, or that
he was enchanted. Can be restored by another casting of the spell and winning a
contest of spells with the original.), page(M57)
Madness, needs(Forgetfulness | Drunkenness), duration(1 min), castingcost(4,2),
time(2 sec), notes(Subject is driven insane, PC's should roleplay this. Roll 1d per
subject to determine the nature of the madness.~P1 - Beserk: Violent attacks
against nearest people.~P2 - Catatonic: Stares into space and does nothing. Mage
will let spells expire.~P3 - Phobic: Subject is violently afraid of something in the
immediate area.~P4 - Hebephrenic: Subject is 'nuts', laughing, joking and
giggling. If confronted with danger, there is a 50/50 chance that his reaction will
be useful or silly.~P5 - Subject chooses one of the four.~p6 - Caster chooses one
of the four.), page(M58)
Nightmare, needs(ADS:Magery=2, Death Vision, Fear, Sleep), duration(1 hour),
castingcost(6), time(1 min), notes(Cast on a sleeping subject, causes a nightmare
of the caster's choice. Knowledge of the subjects phobia and fears give +2 to
effective skill. Subject rolls at IQ-4 to realise the nightmare was caused by magic.
If the spell succeeds, the subject gains no Fatigue back, and loses 2 more. Dispel
Magic will prevent the ST loss by stopping the Nightmare, spell is countered by
Peaceful Sleep. If subject's ST reaches 0 due to this spell, he falls into a coma and
loses 1d HT each day until dying unless Dispel Magic is cast.), page(M58)
Panic, needs(Fear), duration(1 min), castingcost(4,2), time(1 sec), notes(Cost is
per hex. Those affected flee in mindless fear from the caster for the duration of the
spell. A subject who cannot escape can turn and take the All-Out Defense
manoeuvre if attacked.), page(M56)
Permanent Madness, type(M/VH), needs(ADS:Magery=2, IQ=13, Madness),
duration(Permanent), castingcost(20), time(10 min), notes(As per Madness but
permanent.), page(M58)
Rear Vision, needs(Alertness), duration(1 min), castingcost(3,1), time(1 sec),
notes(Subject can see all around himself. In combat, all adjacent hexes are treated
as front hexes.), page(M60)
Sickness, needs(Drunkenness | Pestilence), castingcost(3,3), duration(1 min),
time(4 sec), notes(Subject can move at 1/2 speed, maintain spells and answer
simple questions, nothing else. Sickness wears off instantly.), page(M57)
Sleep, needs(Daze), duration(up to 8 hours), castingcost(4), time(3 sec),
notes(Subject falls asleep, if standing he will fall without waking. He can be
awakened by a blow, loud noise, etc but will be 'stunned' and must make an IQ
roll to wake fully. The Awaken spell will act normally. Subject will sleep for 8
hours otherwise and awaken normally.), page(M57)
Suggestion, needs(Emotion Control, Forgetfulness), duration(10 min),
castingcost(4,3), time(10 sec), notes(Instils a suggestion into the mind of the
subject. Language is no barrier unless it cannot encompass the idea. Resisted at +5
if against subject's safety, +3 if against his convictions and beliefs.), page(M59)
Terror, needs(Fear), duration(Instant), castingcost(4), time(1 sec), notes(Cost is
per hex. Anyone who fails to resist must make a fear check at -3.), page(M56)
Wisdom, needs(6 MC), duration(1 min), castingcost(2 to 10,ditto), time(1 sec),
notes(Raises subjects IQ by 1 per 2 points in spell. Upper limit of the caster's IQ.
Affects skill level but not spell level.), page(M59)

Movement
Air-Golem, needs(ADS:Magery=2, Apportation), duration(1 hour),
castingcost(4,2), time(10 sec), notes(Spell give effect of an invisible ST 15 man
holding one object and doing repetitive work. Eg lift buckets of water from a
stream into a barrel, sweep a building. The 'golem' cannot respond to events,
unless a SpellBreak or Link is used, it just repeats its work. There is no actual
golem, it's just a convenient view for the caster.), page(M61)
Apportation, needs(ADS:Magery), duration(1 min), castingcost(Varies, ditto),
time(1 sec), notes(Cost 1 for 1lb, 2 for 10lb, 3 for 50lb, 4 for 200lb, +1 per 100lb
added. Lets caster move objects without touching them. This is not a Teleport. If
the caster cannot see the item, distance modifiers apply, but caster must know
exactly the objects location and properties to do this at all. item has Move 1.),
page(M60)
Blink, needs(Teleport), duration(Instant), castingcost(2), time(1 sec), notes(This
is a blocking spell. Caster avoids an attack by teleporting to a random nearby hex
which is unoccupied and up to three hexes away. Caster will not end up in line of
attacker, ie not directly towards any attack, and not directly away from a ranged
attack. Spell fails if no hex is available. Body Sense roll required to act on next
turn. CF is as Teleport, but rarely more than a mile.), page(M62)
Ethereal Body, type(M/VH), needs(ADS:Magery=3, Body of Air | 6 Movement),
duration(10 sec), castingcost(8,4), time(30 sec), notes(Subjects body and clothing,
but not equipment become ethereal and can move through solid objects and
creatures. Need not eat, drink, breathe. Can speak and be seen, although is
translucent. Communication & Empathy or Mind spells are effective and are
resisted at -2, as are mind and soul spells of the Necromantic college. No physical
and few other magical attacks can affect the subject. Subject can use magic, but
treat as a low mana area. Ethereal bodies are mutually intangible.), page(M63)
Flight, type(M/VH), needs(ADS:Magery=2, Levitation), duration(1 min),
castingcost(5,3), time(2 sec), notes(Lets the subject fly at Move 10, less
encumbrance. A flying character can move and fight normally, and has a combat
advantage if above his foes.), page(M62)
Glue, needs(Haste), duration(10 min), castingcost(3,3), time(1 sec), notes(Cost is
per hex. Effects as per Rooted Feet spell. Once a victim resists, he is free to act
within that hex, as soon as he moves to another sticky hex, even one he has
already escaped from, he suffers Rooted Feet again. resistance is ST-5.),
page(M60)
Great Haste, type(M/VH), needs(ADS:Magery, Haste, IQ=12), duration(10 sec),
castingcost(5), time(3 sec), notes(If subject is not caster then subject also loses 5
Fatigue at the end of the spell. Allows subject two actions per turn, once at the
usual point, and once at the end.), page(M60)
Haste, duration(1 min), castingcost(2,1), time(2 sec), notes(Cost is per point
added, AND per hex of creature. Eg 2 hexes and +2 Move is x4. Increases
subjects Move and Dodge by up to 3 hexes per turn.), page(M60)
Hawk Flight, type(M/VH), needs(Flight), duration(1 min), castingcost(8,4),
time(3 sec), notes(A very fast Flight spell. Subject has Move 40, 80mph,
encumbrance costs x4. Subject can move and fight normally, and has a combat
advantage if above his foes.), page(M62)
Levitation, needs(Apportation), duration(1 min), castingcost(1 per 80lb,1/2 cast),
time(2 sec), notes(Minimum cost is 2. Subject must be living. Moves through the
air as the caster wills. Maximum Move is 3. If the caster is levitating, he can fight
normally, any other subject has all DX skills at -3.), page(M61)
Lighten Burden, needs(Apportation), duration(10 min), castingcost(Varies,1/2
cast), time(3 sec), notes(Cost 3 for 25%, 5 for 50%. Reduces burden carried by
subject by that percentage.), page(M60)
Lockmaster, needs(Locksmith | ADS:Magery=2, Apportation),
duration(Permanent), castingcost(3), time(10 sec), notes(Opens locks magically,
magically locked doors, etc get to resist.), page(M61)
Locksmith, needs(Apportation), duration(1 min), castingcost(2,2), time(1 sec),
notes(Allows manipulation of fine parts, eg lock. Adds 5 to Lockpicking, if he has
tools. Or lets a wizard with no tools attempt to open at normal skill. Gives similar
bonus to Mechanic, etc where a 'third hand' is useful.), page(M61)
Manipulate, needs(Locksmith), duration(1 min), castingcost(4,3/10lb), time(3
sec), notes(Allows manipulation of items larger than that of Locksmith spell.
Ropes can be untied, doorknobs turned, etc. Caster need not touch subject. Any
action complex enough for a -ve modifier requires the same modifier for this
spell.), page(M61)
Poltergeist, needs(Apportation), duration(Instant), castingcost(Varies), time(1
sec), notes(Cost: 1 for <10lb, 1d damage, 2 for <50lb, d+1 damage. Hurls target of
spell at casters chosen target as if by ST 15 man. Does crushing damage. DX-4 or
Spell Throwing to hit, target may Dodge or Block normally. Note that only subject
of spell can resist. SS13, Acc+1, 1/2D20, Max60. Figure range as larger of caster
to target or object to target.), page(M61)
Quick March, needs(ADS:Magery, Haste), duration(1 day's march),
castingcost(4,4), time(1 min), notes(Doubles long-distance travel rate. Subject
loses 10 fatigue and must sleep. Spell does not affect combat Move.), page(M60)
Slow Fall, needs(Apportation), duration(1 min), castingcost(1 per 50lb,1/2 cast),
time(1 sec), notes(Slows fall to 3 feet per second. No damage for normal surfaces,
spikes, etc can do 1/2 damage. Can be cast before falling, if cast while falling,
subject falls 10 feet during casting.), page(M60)
Swim, needs(Shape Water, Levitation), duration(1 min), castingcost(6,3), time(3
sec), notes(Lets subject move through water at normal Move, with ENC penalties,
Subject is fully in control and can fight, etc without the usual penalties for
underwater combat. Spell does not provide for breathing. Automatically makes all
Swimming rolls unless dragged totally under.), page(M62)
Teleport, type(M/VH), needs(Hawk Flight | IQ=15, 10 colleges),
duration(Instant), castingcost(Varies), time(1 sec), notes(Cost <10hex - 3, <20hex
- 4, <<100hex - 5, <500hex - 6, <2mi - 7, <10mi - 8, <100mi - 9, <1000mi - 10,
+1 per x10. Skill penalty of COST-3. Penalties for lack of familiarity with
destination. Disorientation. Fail by 1 = 1d damage. Fail by more = random
teleportation.), page(M62)
Teleport Other, type(M/VH), needs(ADS:Magery=3, Teleport), duration(Instant),
castingcost(As per Teleport), time(1 sec), notes(Additional Cost mods - <10lb
x1/2; <50lb x1; <100lb x2; <200lb x4 +x1 per 100lb over. Solid objects cannot be
mixed by teleporting, only entire objects may be teleported. Caster cannot move
self. Connected objects can be separated at a penalty. If and Intelligent target
resists, the only effect is the expenditure of energy. Resistance applies to objects
carried by an Intelligent being.), page(M62)
Undo, needs(Locksmith), duration(Instant), castingcost(3 to 6), time(1 sec),
notes(Three is a single fastening, plus one per additional fastening up to xis for
everything in the hex. This spell undoes knots and fastenings of any kind that
could normally be undone by hand, but not locks. A CS would even undo chain
mail. Useful to surreptitiously rob someone of earrings, necklaces, etc. Will
unstring bows, open belts and bodices, etc. If there is a person in the target hex,
they resist with IQ. This spell may, at GM's choice, be boosted so the stronger
items, like chains, can be undone.), page(M61)
Wallwalker, needs(Apportation), duration(1 min), castingcost(1 per 50lbs,1/2
cast), time(1 sec), notes(Minimum casting cost of 2. Allows the subject to walk on
walls or ceilings as if they were level ground. At least on limb must remain in
contact with a surface, otherwise the spell is broken. Combat is at -2 for both
attacker and foe due to strange angles.), page(M61)
Winged Knife, needs(Poltergeist), duration(N/A), castingcost(1 per lb, minimum
2), time(1 sec), notes(Double cost if weapon is not normally thrown, eg
broadsword. Lets caster throw and thrusting weapon point forward. Weapon is
subject of spell for distance purposes. SS13, Acc+1, 1/2D20, Max40. If it hits it
does damage as if hurled by a man of ST 15. Basic thrusting damage is d+1; an
arrow or bolt would do d+1 impaling.), page(M63)

Necromantic
Age, type(M/VH), needs(Youth | 6 Ne), duration(Permanent), castingcost(5 to
50), time(1 min), notes(Each 5 points in spell ages target by one month.),
page(M65)
Animation, type(M/VH), needs(Summon Spirit), duration(1 min),
castingcost(3,1/2 cast), time(5 sec), notes(Cost is for man-sized or smaller, more
in proportion if larger. Double cost for stone, triple for metal. Lets caster summon
spirit of IQ 9 to animate an object. Object must be human or animal shaped, could
be painting, statue, etc. Abilities and attributes will depend on the object. Object
will follow caster's verbal orders to the best of its ability.), page(M64)
Banish, needs(ADS:Magery, 10 colleges), duration(Instant), castingcost(Varies),
time(5 sec), notes(Cost is targets IQ+ST/2 and may not be known. A caster can
faint or even wound himself casting this spell. Sends a demon or otherplanar
creature back to its home. Caster must succeed at IQ+Will versus ST+IQ of target.
If the caster knows the specific name +4, -6 if the creature is not really a demon,
reducing penalty for the more the caster knows about it. Caster must be on his
home plane to cast this spell. Permanently banishes demonic familiars, one month
for regular demons. Anything carried when it arrived will go with it, anything else
will remain.), page(M65)
Control Zombie, needs(Zombie), duration(Permanent), castingcost(3), time(1
sec), notes(Lets caster take control of another's Zombies, etc. Spell resists at +2 if
other caster is inside 100 yards, or at -2 if the caster is dead.), page(M64)
Death Vision, needs(ADS:Magery), duration(1 sec), castingcost(2), time(3 sec),
notes(Subject is stunned by a vision of his own death. subject is tunned until he
makes an IQ roll. The vision may be true or only possible, thus it could be useful
in pointing out a deadly hazard.), page(M63)
Pestilence, needs(ADS:Magery, Steal Health, Decay), duration(Permanent),
castingcost(6), time(30 sec), notes(Infects target with a loathsome plague, caster's
choice though GM may veto. No immediate effects, but the disease will take its
normal course.), page(M65)
Planar Summons, needs(ADS:Magery, 10 colleges), duration(Varies),
castingcost(Varies), time(5 min), notes(Varies depends on plane and creature,
many seem to be permanent. Usual cost is 20. Summons a being from another
plane, need not be demon, or even evil. A summon demon backfire may cause this
result instead.), page(M65)
Resurrection, type(M/VH), needs(Instant Regeneration, Summon Spirit),
duration(Permanent), castingcost(300), time(2 hour), notes(One try only!!! Brings
subject back, assuming enough body is left. Remember -10xHT is automatically
too dead to restore. Subject will have ST and HT 0, and must regain them in the
normal fashion. All limbs will be intact regardless of injuries. -1 to skill for each
FULL day since death.), page(M45)
Sense Spirit, needs(ADS:Magery, Sense Life | Death Vision), duration(Instant),
castingcost(1/2), time(1 sec), notes(Cost is per hex. Tells caster of ghosts, spirits,
undead, or other supernatural creatures in area, and - on a good roll - gives a
general impression of what kind. Caster may at casting limit it to, or exclude
specific types of spirit.), page(M63)
Skull-Spirit, needs(4 Ne), duration(24 hours), castingcost(20), time(1 sec),
notes(Summons a ghostly assassin to do the caster's bidding. Requires the skull of
an intelligent creature which can only be used once.), page(M64)
Soul Jar, type(M/VH), needs(ADS:Magery, 6 Ne, Steal Health),
duration(Permanent), castingcost(8), time(1 min), notes(Stores subjects soul in a
'jar'. Subject must be present and willing or unconscious. If Soul Jarred, when
body is killed consciousness transfers to the jar. Subject can see, hear, and can cast
spells known at 21+. May communicate using telepathy-type spells or directly
with anyone handling jar. ST is unchanged and HT may not be spent but and
Powerstone in contact with the jar can be used. A new body can be acquired using
Possession, Permanent Possession or Exchange Bodies if known, in which case
the bodies soul is transferred to the 'jar'. If a 'jar' is destroyed, the soul inside is
killed PERMANENTLY.), page(M64)
Steal Health, needs(Steal Strength), duration(Permanent), castingcost(None to
caster), time(1 min), notes(As per Steal Strength, but drains HT instead of ST, and
restores Hit Points not Fatigue. Stops at HT-1, or usual conditions.), page(M64)
Steal Strength, needs(Minor Healing), duration(Permanent), castingcost(None for
caster), time(1 min), notes(Time is per 3 ST drained from subject. Subject must be
helpless or willing. Must touch subject. Each 3 ST taken from subject gives caster
1 Fatigue. Loss is permanent. Spell stops at 0 ST, when caster decides, or caster
reaches Fatigue maximum.), page(M64)
Steal Youth, type(M/VH), needs(Youth, Age, Steal Health), duration(Permanent),
castingcost(10 to 30), time(1 hour), notes(Subject must be helpless or willing.
Must touch subject. Each 10 points ages subject two years and youthens caster
one year. Subject must be same race. CF costs ! IQ and ages the caster 20 years
instantly.), page(M65)
Summon Demon, needs(ADS:Magery, 10 colleges), duration(1 hour),
castingcost(20), time(5 min), notes(Summons evil demon, caster must
immediately try to control demon. Roll IQ+Will vs demon's ST+IQ. If caster wins
he can order the demon to one task which takes an hour or less. If the demon can
pervert the literal meaning it will do so. If caster loses, demon attacks, unless a
Pentagram prevents it, in which case it will vanish, or go on a rampage depending
on who the Pentagram surrounds. Using the name of a specific demon summons
that demon and gives a +4 to control it. A random demon can be forced to reveal
its name with a SEPARATE contest of Will as above. CF means demon is
automatically uncontrolled. Any or all of the 6 attributes can be controlled by
making a spell roll for each attribute in addition to the spell. CF counts as CF of
spell.), page(M65)
Summon Shade, type(M/VH), needs(Summon Spirit), duration(1 min),
castingcost(50,20), time(10 min), notes(Only once per year. Summons a shade
from the most likely future, will answer one question per minute but will be
disorientated. At that time in the future, the subject will have a vivid dream
recalling the summoning.Mods - -10 if subjects full name not known. -1 per year
in the future. -5 if subject not present, or -10 if nothing of subject is present.),
page(M63)
Summon Spirit, needs(ADS:Magery=2, Death Vision), duration(1 min),
castingcost(20,10), time(5 min), notes(Half cost at site of death. Lets caster talk to
spirits of the dead. The subject resists at -5 if he was a friend of the caster. If the
spell succeeds, the subject will answer one question per minute as truthfully as
their knowledge as at death will allow. failure prevents summoning for a year. CS
summons malignant spirit which lies.~PMods - -5 if full name not known. -1 if
over a week since death. -2 if over a month. -3 if over a year. -4 if over a decade.
-5 if over fifty years. -6 if over five centuries.), page(M63)
Turn Zombie, needs(Zombie | "Holy" status), duration(1 day), castingcost(2),
time(4 sec), notes(Cost is per hex. Does 1d damage to all Zombies, etc in area. In
addition, roll 1d per creature. On a 1. the creature flees. The duration is how long
the turned creature will avoid the caster.), page(M64)
Zombie, needs(Summon Spirit, Lend Health), duration(Indefinite),
castingcost(Varies), time(1 min), notes(Minimum cost is 8, more for larger than
man-size. Uses relatively complete dead body. Body determine attributes and
physical skills. All Mental skills/memories, etc are lost. Automatically serves
caster.), page(M64)

Plant
Animate Plant, needs(7 Plant), duration(1 min), castingcost(Varies), time(5 sec),
notes(Cost is 3 for man-sized, varies proportionally. As per Animation but only
one living plant many be affected. Plant gains HT = to 2x points in spell. Note that
woody plants often have a high DR and make frightening foes.), page(M67)
Bless Plants, needs(Heal Plant), duration(1 crop or growing season),
castingcost(1), time(5 min), notes(cost is per hex, plants must be entirely within
the area to be affected. Causes the plants to grow faster and stronger, effectively
doubles yield for one season.), page(M66)
Create Plant, needs(ADS:Magery, Plant Growth), duration(Permanent),
castingcost(Varies), time(1 sec per point), notes(Costs are per hex, 4 for grass; 8
for bushes; 15 for trees. Lets the caster bring forth vegetation where nothing grew
before. Whether this vegetation will survive depends on the area.), page(M66)
Forest Warning, needs(Sense Danger | 4 Plant), duration(10 hour),
castingcost(1/2 minimum 2, ditto), time(1 sec), notes(As per Nightingale - noisy,
alert, etc - but will only work in areas with plants.), page(M66)
Heal Plant, needs(Identify Plant), duration(Permanent), castingcost(3), time(1
min), notes(Cost is per hex, trees larger than saplings will need 3+ hexes radius.
Heals the plants within the area of disease, parasites and damage. The plants must
still be alive for the spell to work.), page(M66)
Hide Path, needs(Heal Plant), duration(1 min), castingcost(2,1), time(1 sec),
notes(This spell enables the caster and up to 5 other man sized creatures, or one
caster on horseback, to pass through grass, undergrowth or jungle without leaving
a sign. Any tracking attempt on this hidden path is at -8.), page(M67)
Identify Plant, needs(Seek Plant), duration(Instant), castingcost(2), time(1 sec),
notes(Determines the type and species of any one plant. It will also give basic
information about it, edible, etc. A successful casting of this spell will give +3 to
Naturalist or Physician for determining medicinal or other special properties of the
plant.), page(M66)
Plant Form, needs(ADS:Magery, 6 Plant), duration(1 hour), castingcost(5,2),
time(1 sec), notes(Allows the caster to assume the form of any natural plant
between 1/2 and 5 times his own size. Clothing vanishes to reappear at the end of
the spell; large possessions fall to the ground; while small ones, up to bracelet or
wand size, may remain embedded in the plant. can hear normally, sense light and
dark but may not speak. Cannot move, etc unless the plant form can, or animate
plant is cast on the form. Cannot cast spells unless they do not need words.
Injuries scale proportionally. IQ loss for extended use.), page(M67)
Plant Growth, needs(Heal Plant), duration(1 min), castingcost(3,2), time(10 sec),
notes(This spell causes the equivalent of a months growth in one minute. Trees
will change only slightly, while weeds will grow tremendously. Useful for
gardening, after removing the weeds, and starting seeds.), page(M66)
Plant Sense, needs(Forest Warning, Hide Path), duration(1 min), castingcost(3,2),
time(1 sec), notes(Spell allows the subject to see and hear minute details of the
plants around him - such as disturbance caused by passing or hiding creatures. +4
to Tracking, +2 to all Sense rolls, and the ability to detect the presence of invisible
or magically hidden creatures with a normal Sense roll. Works only in thick plant
growth, may work with lesser effects in sparser terrain.), page(M67)
Seek Plant, duration(Instant), castingcost(2), time(1 sec), notes(This spell gives
the direction and approximate distance of the nearest growth of plants, or of one
specific plant type. Use the long distance modifiers. Any known plants may be
excluded if the caster mentions them.), page(M66)
Shape Plant, needs(Identify Plant), duration(1 min), castingcost(3,1), time(10
sec), notes(Double cost if target is dead. Lets subject shape and mould plants and
plant matter with his hands. Gives +2 to Carpentry and Woodworking, or lets
subject work at -1 without tools. Can be used on a foe's weapon, treat as a normal
weapon attack doing 2d damage to wooden weapons.), page(M66)
Tangle Growth, needs(Plant Growth), duration(1 min), castingcost(Varies,1/2
cast), time(2 sec), notes(1 for grass, 2 for bushes and trees, cost is per hex. Causes
grass and other ground plants within an area to grow and become obstacles, 1/2
move, -2 dodge, or bushes and low trees to grow into barriers that must be
removed to pass. Treat as a 3 inch wooden slab, DR6, HT30 per hex of width.
Anyone in the area of the spell when cast may move normally on the first turn.),
page(M66)
Wither Plant, needs(Plant Growth), duration(Permanent), castingcost(2),
time(10), notes(Cost is per hex. Causes plants within an area to wither and die.
Caster can affect only one type of plant, or all but one type of plant, if he wishes.
Any large plants or animated vegetable foes should be assigned a HT score with
which to resist this spell - see Animate Plant.), page(M66)

Protection & Warning:PW


Armor, needs(ADS:Magery=2, Repair), duration(1 min), castingcost(2 to 10,1/2
cast), time(1 sec), notes(Adds 1 to DR for each two points in spell. Treated for all
purposes as DR from armour.), page(M67)
Force Dome, needs(ADS:Magery, Weather Dome, Apportation), duration(10
min), castingcost(3,2), time(1 sec), notes(As Weather Dome, but repels any
physical force or missile spell. Nothing enters except enough light to see by, the
interior is always in twilight. The same applies to leaving except caster can block
light leaving. Magic and magical creatures/items will pass through the dome as
though it doesn't exist.), page(M68)
Iron Arm, needs(Resist Pain, DX=12), duration(N/A), castingcost(1), time(1 sec),
notes(Blocking spell. Allows the caster to stop a blow with his arm. If the spell
succeeds it will momentarily become harder than iron and automatically parry the
attacking weapon. If the spell fails, the caster parries with his arm. This spell will
only parry attacks that a sword could parry. and is considered a parry for combat.),
page(M68)
Nightingale, needs(Sense Danger), duration(10 hour), castingcost(2,2), time(1
sec), notes(Cast on a door or single hex of ground, makes it 'noisy'. Doors squeak,
leaves rustle, etc. This will automatically alert or awaken the caster if he is in
hearing range, and probably others as well.), page(M67)
Magelock, needs(ADS:Magery), duration(6 hour), castingcost(3,2), time(4 sec),
notes(Locks a door magically. The door will not open unless the spell is removed,
Counterspell and Lockmaster, or the door destroyed.), page(M68)
Missile Shield, needs(Apportation | Shield), duration(1 min), castingcost(5,2),
time(1 sec), notes(Deflects missiles by the smallest fraction needed to miss the
subject. Does not work on spells. The existence of this spell should be concealed
from opponents for as long as possible, they 'just missed'.), page(M68)
Mystic Mist, needs(ADS:Magery, Watchdog | ADS:Magery, Shield), duration(10
hour), castingcost(1,ditto), time(5 min), notes(Cost is per hex. Spell produces a
dense mist which confuses anyone entering it; figures more than two hexes away
cannot be seen except by Mage sight. Those who were within the area when it was
cast are immune to the effects. Others roll IQ+Magic Resistance, or use Mage
sight, to avoid becoming lost, unless they have a guide or Absolute Direction. A
fright check is required on entering and again every 5 minutes. Anyone failing the
first check will be very reluctant to enter. 'Natives' have +1 to defence and
'interlopers' have -1 to defence. Must be centred in casters hex.), page(M68)
Reverse Missiles, needs(Missile Shield | Force Dome), duration(1 min),
castingcost(7,3), time(1 sec), notes(Turns any ranged attack, including spells,
upon the attacker. If the attacker's 'to hit' roll is successful, he hits himself - if not,
he sees the missile fly back toward him and miss. The game effect is as though the
missile had bounced straight back from the subject to the attacker.), page(M68)
Sense Danger, needs(Sense Foes | ADS:Danger Sense), duration(Instant),
castingcost(3), time(1 sec), notes(Tells the caster if any immediate danger is
nearby; will also detect a faraway danger if the danger is about to come close and
strike! Gives the nature of any danger that is only a minute or so away; if there is
a danger within five minutes, the spell produces a foreboding but no details,
except possibly on a critical success roll.), page(M67)
Shield, needs(ADS:Magery=2), duration(1 min), castingcost(2 to 10,1/2 cast),
time(1 sec), notes(Adds 1 to PD for each two points in spell, up to 5. Treated for
all purposes as PD from armour.), page(M67)
Teleport Shield, needs(Watchdog, Spell Shield | Watchdog, Teleport), duration(1
hour), castingcost(1/3 minimum 1, ditto), time(10 sec), notes(Cost is per hex,
MINIMUM of three hexes. Any attempt to Teleport or Blink in or out of the area
is at -5 to skill. Failed attempts to teleport in have normal effects, Failed attempts
to teleport out leave the caster in place, stunned and having used the fatigue.
Mods- x2 = -10 to skill~p x3=-15 to skill), page(M68)
Umbrella, needs(Shape Water | Shield), duration(10 min), castingcost(1,1),
time(2 sec), notes(Acts as an invisible shield against rain, snow, etc. Would not
work on intense or magical hail, rains of frogs, stones, etc.), page(M36)
Utter Dome, needs(ADS:Magery=2, Force Dome, Spell Shield), duration(1 min),
castingcost(6,4), time(1 sec), notes(Protects against physical and magical attack.
Acts as a combined Force Dome and Pentagram. Creatures cannot be summoned
within it, and there is no marking to erase. Can only be removed with dispel
Magic or Counterspell. Resists any magical scrying.), page(M69)
Watchdog, needs(Sense Danger), duration(10 hour), castingcost(1,1), time(10
sec), notes(Cost is per hex. Cast around an area, it will warn the caster if anyone
with hostile intent crosses the boundary. If asleep, the caster will instantly awaken
without being stunned. Lasts until expires.), page(M67)
Weather Dome, needs(2 Air, 2 Earth, 2 Fire, 2 Water), duration(6 hour),
castingcost(3,2), time(1 sec), notes(Creates a shimmering dome which repels bad
weather of all sorts including magical. Destroyed by floods, landslides, etc. Inside
the air is fresh and of a comfortable temperature, flying insects are also
excluded.), page(M68)

Sound
Delayed Message, needs(ADS:Magery, Voices, Sense Life), duration(until
delivered), castingcost(3 per sentence), time(4 sec), notes(Each sentence has one
idea, cannot be maintained. Creates an oral message which can be delayed until a
specific person arrives. Recipient only will hear it, always!! Detect Magic will
locate delayed message but a CS will reveal ONE of sender, recipient or words of
the message. Is not a continuing spell. Ie not a spell 'on'.), page(M70)
Far-Hearing, needs(ADS:Magery, 4 Sound), duration(1 min), castingcost(4,2),
time(3 sec), notes(The caster can hear any conversation he can see, at any
distance. Automatically makes all hearing rolls and can hear through six feet of
solid object.), page(M70)
Great Voice, needs(Voices, Thunderclap), duration(1 min), castingcost(3,1),
time(2 sec), notes(Subject can be heard by everyone he can see, or those specified
outside normal voice range. Sound may be irritatingly loud if the speaker is loud
but will not cause damage or deafen.), page(M69)
Hush, needs(Silence), duration(10 sec/1 min), castingcost(2,1), time(2 sec),
notes(Duration 10 sec if the subject ATTEMPTED to resist, otherwise 1 minute.
The object, living or not can make no sounds, either deliberately or accidentally.
Add 3 to Stealth or subtract 5 from Hearing roll of a listener. This can silence a
caster!!), page(M70)
Invisible Wizard Ear, needs(Wizard Ear, Invisibility), duration(1 min),
castingcost(5,3), time(4 sec), notes(As per Wizard Ear but can only be seen with
See Invisible. Anyone guessing what hex it is in can attack but only hits on a
critical success.), page(M70)
Keen Ears, duration(30 min), castingcost(1 to 5, 1/2 cast), time(1 sec),
notes(Gives points in spell as a bonus to hearing rolls.), page(M60)
Mage-Stealth, needs(Hush), duration(1 min), castingcost(3,2), time(3 sec),
notes(As per Hush, but the subject can still talk if they want to.), page(M70)
Noise, needs(Wall of Silence), duration(5 sec), castingcost(4,2), time(1 sec),
notes(Cost is per hex. Fills area with continuous meaningless noise. All IQ skills
are either distracted, spells, or at -3, or both GM's choice. Affected area is
surrounded by Wall of Silence. Will resist or be resisted by Silence.), page(M69)
Scribe, needs(Voices, Air-Golem, ADS:Literacy), duration(1 min),
castingcost(3,1), time(1 sec), notes(Animates a pen which will write down the
casters words for the duration of the spell. Narrow failure will work, but transcript
may not be entirely accurate.), page(M70)
Silence, needs(Sound), duration(1 min), castingcost(2,1), time(1 sec), notes(Cost
is per hex. Nothing in the area of effect can make a sound and no sound enters.
Area only is affected, people leaving can speak etc. Can prevent spoken spells
from working.), page(M69)
Sound, duration(Varies), castingcost(1 or 2,1), time(1 sec), notes(1=5 sec of
sound, 2 = 1 minute of sound. sound must be meaningless and will be repeated for
a full minute, cost for each additional minute is 1. Does not make loud noises and
requires no concentration.), page(M69)
Sound Jet, needs(Great Voice), duration(1 sec), castingcost(1 to 4, ditto), time(1
sec), notes(Use Magic Jet to hit, target saves at HT - points in spell to avoid a
stun. May be dodged but not blocked or parried and PD doesn't help. Divide DR
by 5 and add to HT roll.), page(M69)
Sound Vision, needs(Keen Ears | ADS:Acute Hearing), duration(1 min),
castingcost(5,2), time(1 sec), notes(Gives Sonar to subject. Attacks against
invisible at -2. can still use normal vision too.), page(M70)
Thunderclap, needs(Sound), duration(Instant), castingcost(2), time(1 sec),
notes(Targets hex and centres a loud bang, etc at that point. Outdoors make a HT
roll to avoid deafening in within 3 hexes. If indoors, less than 10 hexes in any
dimension, increase the range to 6 hexes. Caster rolls at HT+2.), page(M69)
Voices, needs(Sound), duration(1 min), castingcost(3,2), time(1 sec),
notes(Produces meaningful sound at normal speaking volume. Requires constant
concentration by the caster.), page(M69)
Wall of Silence, needs(Silence), duration(1 min), castingcost(2,1), time(1 sec),
notes(Cost is per hex. Sounds do not pass in or out of the area but casting is
unaffected.), page(M69)
Wizard Ear, needs(Apportation, Far-Hearing, Sound Vision), duration(1 min),
castingcost(4,3), time(2 sec), notes(Replicates casters ear which he can hear
through, moves as though it had Sound Vision. Can be added to a Wizard Eye.),
page(M70)

Dwarf (38 Points) Elf (50 Points)

Stats Stats
ST +1 (10) DX +1 (10)
Fatigue +3 (9)
DX -1 (-10)
Manual Dexterity +2 (6) Advantages
Will +2 (8) Attractive +1 (5), Charisma +2 (10), Combat
HT +2 (20) Reflexes (15), Night Vision (10), Longevity
Hit Points -1 (-5) (5)

Advantages Disadvantages
Extra Encumbrance (5), DR +1 (3), Vegetarian (-5)
Infravision (15), Resist Disease +2 to HT(3)

Notes
Disadvantages
1.9m, 70kg (6'2", 160lbs)
Inconvenient Size (-7), Jump -4 (-3), Move -1
(-5)

Notes
1.2m, 50kg (4', 110lbs)

Ork (25 Points) Troll (87 Points)

Stats Stats
ST +2 (20) ST +2 (20)
IQ -1 (-10) ST +6 (46) Natural: No fatigue bonus,
HT +2 (20) No jumping bonus (-35%)
DX -1 (-10)
Advantages IQ -2 (-15)
Night Vision (10) HT +4 (45)
Hit Points +3 (15)

Disadvantages
Advantages
Unattractive -1 (-5), Charisma -1 (-5), Social
Stigma (-5) Extra Encumbrance (5), DR +3 (9),
Infravision (15), High Pain Threshold (10)
Move +50% (No Dodge Bonus) (5), Reach
Notes +1 Hex (5), Teeth do Cutting Damage (5)
Cast Iron Stomach (15), Temperature
1.95m, 95kg (6'3", 205lbs) Tolerance (mod = HTx5 Degrees + 55, range
= 65 - mod) (5)

Disadvantages
Charisma -2 (-10), Ugly -2 (-10),
Inconvenient Size (-10), Big Hands (-15)
Weakness: Sunlight 1d Fatigue/30 min
exposure (-8), Bad Temper (-10), Social
Stigma (-5), Short Lifespan 2 (-20)

Notes
2.8m, 225kg (9'2", 495lbs)

New Disadvantages

Big Hands (-15 Points)


Big Hands can be a difficult problem. Ultra fine manipulation is extremely difficult and
is equivalent to -4 Manual Dexterity, if it's at all possible. Examples include: buttoning
shirts, zipping zippers, sewing, tying knots, typing, pushing most small machine buttons,
weapon triggers, magazine release buttons, etc. Usually the handicapped person must
use a pencil or some other instrument to activate any push-button not designed with such
peole in mind (most modern equipment is, wherever possible).
Luckily, most equipment can be retro fitted to accommodate large users: weapon trigger
guards can be filed off and triggers elongated, buttons can be made larger by adding
expansion plates, Velcro instead of snaps, etc. This usually costs from 10%-60% the cost
of the item. A full weapon conversion costs +50%.
One advantage however is a single large hand can effectively grasp most items as if by
two human sized hands, at a penalty of -4 (e.g. ST-4). This means a big handed
individual can strangle a man one-handed. Kind of intimidating....
Rules
Characters are built on a base of 150 points, with up to 80 points of disads and 5 quirks.
We're using the rules from the GURPS Basic Set, Compendium I, Magic, Grimoire, and
Cyberpunk, except when they are superseded by these files. In particular, the cyberware
list is replaced by what is attached. Some more 'ware, equipment, and spells will be
released soon. A summary of the base mechanics is available as GURPS Lite from Steve
Jackson Games' web site. Spell lists are available in this directory; I'll try to clean them
up and add effects as soon as possible.
For people who want stuff they've seen in a SR Sourcebook converted to GURPS, let me
know. In general, stuff will convert pretty easily... (L,M,S,D) becomes
(1d6,2d6,3d6,4d6).
Except, of course, that it doesn't. I hate random-damage tables. So what I'd like to use
instead of (hit for Nd6+M) is (M + N*S) where S is one half of the margin of success,
ranging from 0 to 5 (Exact success is 0, success by 10 is a crit). On a critical success, S
is 6, in addition to any other effects. All effects of hit location, such as brain and vitals,
remain. This should speed up the combat system somewhat, by requiring fewer die rolls.
In the case of explosives and the like, the skill roll is vs. Demolitions for the person who
placed the bombs against the target he intended, and random against anybody else
nearby. Some things, like fire, are still random. Eit.
Magic is mechaniced fairly simply; spend the fatigue, make a die roll, and something
happens. In the game universe, it's more complicated. All magicians are at -1 to skill if
the player tries to "just do it". Roleplaying of simple rituals gets the base skill; bonuses
of +1 to +2 may be permitted for more elaborate rituals, particularly use of expended
props and fetishes. For shamans, all of these numbers are doubled. Mages use normal
spells; Shamans use rune-magic, which is way spiffy. A word about shamanism -- all
shamans should take a level or three of Shamanism, some runes, and a Patron
(Extremely Powerful Individual, +15, Has Better Magic +5, Rarely (6 or less) *1/2, for a
total cost of 10), which is their totem.
Other rules changes will appear here in the future.

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