Spells

Spells are listed by level, alphabetically by name. The description gives the Concentration per effect, the Casting Time per Effect, and the Study Time, Range, and Duration. See Magic, under Rules, for more information.

Skill Level 1 Spells

Astral Projection

Concentration: 45 Study Time: 1

Casting Time: 1 round Range: Touch

Duration: Continuous

Effects: (Movement, Destination Plane, Save Penalty)

Movement: The character’s movement PR is the average of Learning and Agility. Movement units are the Level, reading from the Result column to the Doubles column on the Action Chart, decimeters. (At level 0, the character cannot move astrally.)

Destination Plane: At level 1, the character can travel to the Universal Plane (the plane permeating this universe). At other levels:

Level 2 Dream Planes

Level 13 Medium Planes

Level 24 Major Planes

Save Penalty: The penalty to saving throws for unwilling targets is twice level.

Description:

This is the ability to separate astral form from body. The wizard can also bring anyone the wizard is touching. If they are unwilling, they are allowed a saving throw vs. Willpower.

Binding

Concentration: 35 Study Time: 6

Casting Time: DP/4 rnds Range: Special

Duration: Continuous

Effects: (Range)

Range: Level times 100 meters.

Save Penalty: Level.

Description:

Binding binds an extra-planar or extra-dimensional being to the caster’s will. Casting Time is one quarter of the DP of the target, in rounds, or 5 segments per DP (per Effect). When attempting to get the target to do something besides leave, from 0 to the target’s Newoen is added to Concentration.

The target is allowed a saving throw vs. Willpower.

Dream Divining

Concentration: 22 Study Time: 8

Casting Time: 8 hours Range: Caster

Duration: Continuous

Effects: (Range)

Range: Level squared miles.

Description:

The wizard goes to sleep and dreams about an object or person within range. The wizard has no control over the contents of the dream, and only the most important aspects of the past, present, and future of the object will be dreamt of. The dream will be vague and dream-like, often with wild imagery.

Empathy

Concentration: 40 Study Time: 6

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Save Penalty)

Range: Level times 100 meters.

Save Penalty: The penalty to saving throws for unwilling targets is four times level.

Description:

The wizard can read the emotions of the target. The target is allowed a saving throw vs. Willpower if unwilling.

Hypnosis

Concentration: 60 Study Time: 5

Casting Time: 2 minutes Range: Sight

Duration: Continuous

Effects: (Save Penalty)

Save Penalty: The penalty to saving throws for unwilling targets is five times level.

Description:

The wizard can put the target into a magical trance. The target’s memories can be changed and the target can be told to perform certain actions. The target is allowed a saving throw vs. Willpower if unwilling. If the target realizes that Hypnosis is being attempted, a bonus of Willpower is gained. If the wizard attempts to force the target to do something against their beliefs or morals, the target is allowed another saving throw, with a bonus from 0 to Willpower.

Levitation

Concentration: 40 Study Time: 2

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Height, Range, External Mass)

Height: Level meters.

Range: Level divided by 4 meters.

External Mass: Level cubed kilograms.

Description:

The wizard can levitate. Only the Effect of Height is required to levitate self. External Mass applies to the weight of other things that can be levitated--that ‘57 Chevy, for instance.

Mind Cloak

Concentration: 40 Study Time: 4

Casting Time: 1 round Range: Touch

Duration: Continuous

Effects: (Saving Throw Bonus)

Saving Throw Bonus: The bonus is level times 10 vs. d100 rolls and twice level for 2d10 rolls.

Description:

The wizard increases the target’s saving throw vs. Psychic or Magical mind probing. This type of probing includes telepathy and empathy, for example.

Seance

Concentration: 50 Study Time: 3

Casting Time: 1 minute Range: Group

Duration: Continuous

Effects: (Save Penalty)

Save Penalty: The penalty to saving throws for those in the seance is four times level.

Description:

This spell opens the minds of those in the seance to spirits which are present in the area. The contact can take many forms. The spirit can only enter someone if that person fails a saving throw vs. Willpower. If special props are used--Ouija boards, Pencil and Paper--there is an additional penalty of 10 to this saving throw. This penalty becomes a bonus when attempting to throw off the spirit.

When the seance is over, whichever character(s) are possessed must make another save vs. Willpower, with the same penalties. If unsuccessful, and the spirit does not leave willingly, the character automatically enters mind combat with the spirit (see Mental Combat, under Situations).

Remember that no contact can take place unless there is a spirit present and that spirit wishes to speak. Also, the penalty given above is applied to all saving throws vs. mind probing, mind control, and possession.

Sour

Concentration: 20 Study Time: 6

Casting Time: 25 segments Range: Special

Duration: Instant

Effects: (Range, Mass, Aging)

Range: Level meters.

Mass: Level cubed kilograms.

Aging: Level squared, times 2, hours

Description:

This causes the mass affected to age. It affects living things also. Bacteria and mold grow as if the specified time period has elapsed.

Special Duration

Concentration: 20 Study Time: 8

Casting Time: as Spell Range: Caster

Duration: Instant

Effects: (Duration)

Duration: Level squared minutes.

Description:

This spell is cast along with the target spell, and must be maintained for the Casting Time of the target spell. It gives the specified duration to the target spell. The target spell must normally have the duration of Continuous. Instant spells, such as Change Object and Ball of Energy, cannot be given a duration.

Special Protection

Concentration: 40 Study Time: 4

Casting Time: 1 round Range: Caster

Duration: Continuous

Effects: (Invulnerability)

Invulnerability: Level times 3 points of damage.

Description:

This spell allows the wizard to make one body pair (eyes, hands, or feet usually) invulnerable to the specified damage.

Special Range

Concentration: 20 Study Time: 8

Casting Time: as Spell Range: Caster

Duration: Instant

Effects: (Range)

Range: Level squared meters.

Description:

This spell is cast along with the target spell, and must be maintained for the Casting Time of the target spell. It gives the specified range to the target spell. The target spell must normally have a range of Touch. Spells that already have range, or have a range only of Caster, cannot be given a Range.

Stick

Concentration: 25% Study Time: 6

Casting Time: 30 segments Range: Special

Duration: Continuous

Effects: (Mass, Strength, Range)

Mass: Level squared kilograms.

Strength: Level times 4 Ignore Damage

Range: Level meters.

Description:

This spell causes two or more targets to stick to each other. The total mass affected cannot exceed the specified mass. The affected mass has an Ignore Damage as specified above for Strength, for purposes of pulling or prying apart the affected objects. The entire object does not have to be encompassed by the spell, but the Ignore Damage only applies to the affected part.

Trance

Concentration: 98% Study Time: 2

Casting Time: 1 minute Range: Caster

Duration: Continuous

Effects: (Slowing)

Slowing: 1 round per level days.

Description:

This spell places the caster’s body into a trance. All body functions are slowed as specified--Cast at the fifth level of effect, the character’s body will age 1 round every five days. To most unsophisticated checks, the caster will appear dead. The caster’s senses are also slowed. The caster may pull out of the trance at any time. The spell uses EP according to the amount of time the body sees. Spells which require verbalization or movement cannot be cast while in Trance.

Skill Level 2 Spells

Change Object

Concentration: 33% Study Time: 8

Casting Time: 2 rounds Range: Special

Duration: Instant

Effects: (Range, Mass, Complexity)

Range: Level divided by 4 meters.

Mass: (Level-1), cubed, divided by 10 kilograms.

Complexity: Level

Description:

This spell allows the caster to change the shape of any non-living, non-sentient object. The object cannot have greater mass than the mass specified. The complexity is rated by level of effect, and affects what can be created. At fifth level, the caster can include less complicated aspects to the created object--a light bulb that works, for example. At tenth level, very complicated aspects may be included, such as a Swiss watch. At twelfth level, something as complicated as a transistor radio may be created.

Detect Lie

Concentration: 40 Study Time: 4

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Detection Bonus)

Range: Half level meters.

Detection Bonus: Level times 10.

Description:

This spell works only on sentient creatures of the same race (Human, Elf, Centauran) as the caster. The caster must roll d100 less than or equal to Newoen to successfully detect lies. If the target knows that some form of lie detection is being used, and actively attempts to hide the lie, there is a penalty equal to the target’s willpower.

Divination

Concentration: 20 Study Time: 6

Casting Time: 30 minutes Range: Touch

Duration: Instant

Effects: (Questions, Save Penalty)

Questions: Half level questions, rounded down.

Save Penalty: Four times level.

Description:

This spell allows the caster to determine the nature of any living thing or once-living thing. The following knowledge is automatically gained: whether or not the object is alive, was once alive, is undead, or was never alive, whether it is/was plant life, animal life, and how sentient it is/was. If the object has been through an event with high psychic content, the caster will gain vague knowledge of the event(s).

Also, the caster has a specified number of questions which may be asked. The questions must pertain to some aspect of the divined object. This spell can only be cast once on any object by any one caster.

Sentient beings get a saving throw vs. Willpower against this spell. If the target is aware that a spell is being cast, and actively resists, there is a bonus of Willpower on the save.

Dream Message

Concentration: 68% Study Time: 8

Casting Time: 5 minutes Range: Special

Duration: Instant

Effects: (Range, Plane/Universe)

Range: 1 times 10 to (Level-2) meters.

Plane/Universe: With four levels, the message can cross into other dimensions. With thirteen levels, it can cross into Medium Planes. With fifteen levels, it can cross universes. With twenty levels, it can cross multiverses. With 24 levels, it can cross Major Planes, and with 25 levels, it can cross time lines.

Description:

This spell sends a message in the form of a dream to any single sleeping target in range.

Night Vision

Concentration: 30 Study Time: 2

Casting Time: 25 segments Range: Touch

Duration: Continuous

Effects: (Distance)

Distance: Level times 5 meters.

Description:

This spell allows the spell recipient to see as if it were full daylight, except that everything is in black and white. The spell recipient cannot see any further than the specified Distance, nor can the recipient see any further than would be possible in the daytime.

Protection from Extremes

Concentration: 30 Study Time: 4

Casting Time: 25 segments Range: Special

Duration: Continuous

Effects: (Range, Mass, Low Temperature, High Temperature)

Range: Level meters.

Mass: Level times 100 kilograms

Low Temperature: Negative Level times 10 Celsius

High Temperature: Level times 10 plus 100 Celsius

Description:

The caster can protect up to Mass objects/creatures within range from the specified temperature extremes.

Release Magic

Concentration: 25% Study Time: 8

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Control Chance, Save Penalty)

Range: Level times 2 meters.

Control Chance: Level times 8.

Save Penalty: Level times 4.

Description:

Magical effects and creatures can be trapped in items or areas with various spells. With this spell, a caster can attempt to release such trapped effects/creatures. Effects/Creatures released with this spell are likely to be under the control of the caster.

First, the caster must Release the magical effect/creature. The player must roll d100 less than or equal to the Control Chance. There is a penalty to this roll equal to the effect levels of the spell that trapped the effect/creature.

Second, the caster can attempt to Control the released effect/creature. The player must roll d100 less than or equal to the Control Chance plus newoen. There is a penalty to this roll equal to the effect levels of the spell released. If successful, the caster has control. If unsuccessful by less than or equal to the Control Chance, the caster has partial control, and may attempt full control next action. Otherwise, the effect is loosed and uncontrolled.

If the thing released is sentient, the creature is allowed a saving throw vs. Willpower, at the specified Save Penalty. If this save is successful, the creature cannot be forced to take dangerous action. Also, the effect levels for purposes of the Control roll above are equal to twice the creature’s newoen.

Finally, if the caster has at least partial control, the caster can force the effect/creature back into its place of entrapment. This is handled like Control, but there is also a bonus equal to half the caster’s intelligence.

See Astrally

Concentration: 20 Study Time: 1

Casting Time: 1 round Range: Touch

Duration: Continuous

Effects: (Distance)

Distance: Level times 5 meters.

Description:

This spell allows the spell recipient to see any astral things/creatures on the same plane as the recipient, within the specified distance.

Shield

Concentration: 20 Study Time: 6

Casting Time: 13 segments Range: Special

Duration: Continuous

Effects: (Range, Shield Bonus, ST Bonus, ID Bonus)

Range: Level divided by 5 meters.

Shield Roll Bonus: Half Level.

ST Bonus: Level Rows.

Ignore Damage Bonus: Level.

Description:

This spell creates a shield which can block any attacks within range. The shield is treated as a normal shield. There is a bonus to the roll to block with the Shield as specified.

Ventriloquism

Concentration: 20 Study Time: 3

Casting Time: 25 segments Range: Special

Duration: Continuous

Effects: (Range, Distance, Strength)

Range: Level times 2 meters.

Distance: Level times 4 meters.

Strength: Level+2.

Description:

This spell allows caster to transfer the target’s voice to any point within the specified Distance. The Strength of the voice can be no greater than specified.

Skill Level 3 Spells

Conditional

Concentration: 15% Study Time: 10

Casting Time: 2 minutes Range: Touch

Duration: Instant

Effects: (Detection Range, Duration, Modifiers, Nouns, Verbs)

Detection Range: Twice level meters.

Duration: (Level-2), squared, weeks.

Modifiers: Twice level adjectives and adverbs.

Nouns: Level minus 1 nouns.

Verbs: Half level verbs. Round down.

Description:

With this spell the caster creates a Conditional spell. The spell to be made conditional must be cast so that it is completed at the same time the spell Conditional is completed. The caster must lose EP (heals back sleeping) into the conditional spell to power the spell.

The Condition must be worded so as to have only up to the specified number of Modifiers, Nouns, and Verbs. The Conditional spell can ‘see’ as far as the specified Detection Range, and can see whatever the caster could have seen when the caster cast the Conditional spell. When the condition is met, the spell goes off immediately, and lasts as long as it can given the EP placed there by the caster.

Requirements:

This depends on the spell(s) to be made conditional. One day of research per spell level is needed to determine the requirements. Two second level spells and two first level spells are taught ‘free’ along with the spell Conditional.

Contact

Concentration: 40 Study Time: 5

Casting Time: 2 hours Range: Caster

Duration: Continuous

Effects: (Contact Bonus)

Contact Bonus: Level.

Description:

This spell allows the wizard to contact another wizard or psychic whom the caster knows. Psychic Immunity and Mind Cloak will operate against this spell. The player must roll d100 less than or equal to Willpower. Use the specified Contact Bonus. There is a bonus or penalty to the roll depending on how far away the target is. Subtract 4 from the number of digits in the distance (in meters), ignoring fractions. Multiply this by 2, and add this to the player’s roll. If the target is 33 meters away, subtract four from the roll. If the target is 400,000 meters away, add four to the roll.

Dispel Magic

Concentration: 40 Study Time: 4

Casting Time: 25 segments Range: Special

Duration: Instant

Effects: (Range, Dispel Roll)

Range: Level times 3 meters.

Dispel Roll: Level times 10.

Description:

This dispels another magic spell or effect. The chance of dispelling is the Dispel Roll, on d100, with a penalty to the roll equal to number of effect levels of the target spell.

Minor Magic Item

Concentration: 20 Study Time: 6

Casting Time: 1 minute Range: Special

Duration: Instant

Effects: (Range, EP Duration, Level Maximum)

Range: Level meters.

EP Duration: Level times 10 minutes.

Level Maximum: Twice Level

Description:

This spell creates temporary magical items. The caster must place EP into the object. This EP is lost by the caster, and heals back at the Healing Rate per minute.

The spell(s) to be placed into the item must be cast so as to finish at the same time as Minor Magic Item finishes. Once the item is made, the EP placed in it disappears at 1 EP for each EP Duration.

The maximum number of effect levels placed in the object cannot be greater than the Level Maximum.

The caster must designate a simple command to activate (and possibly deactivate) the item. There is no casting time for the spell in the item, since the spell has already been cast. The effect levels of the spell in the item are as the caster placed them there. The spell uses EP from the item according to how much Concentration the spell was using when the caster placed it in the item.

Noise Creation

Concentration: 25% Study Time: 3

Casting Time: 30 segments Range: Special

Duration: Continuous

Effects: (Range, Strength)

Range: Level times 3 meters.

Strength: Level times 3.

Description:

This spell creates any noise the caster can think of, within the limit of Strength (Loudness).

Radiation

Concentration: 20 Study Time: 5

Casting Time: 30 segments Range: Special

Duration: Continuous

Effects: (Range, Radius, Amount, Type)

Range: 10 plus Level meters.

Radius: Twice Level meters.

Amount: Depends on Type

Type Amount

Light Penalty of Level to Blinding Roll

Heat Plus Level times 3 degrees.

Radiation Intensity Plus Level times 10

Type: At third level, light can be created. At fourth level, heat can be created. At fifth level, any electromagnetic radiation can be created. At sixth level, nuclear radiation can be created.

Description:

This spell creates any radiation the caster can think of, within the limit of Type and Amount. The source of the radiation can be placed at Range, and the radiation affects a sphere given by radius. Light can blind if the caster desires it, for a duration equal to the Blinding Roll Penalty, in d6, segments.

Telekinesis

Concentration: 40 Study Time: 4

Casting Time: 80 segments Range: Special

Duration: Continuous

Effects: (Range, Mass)

Range: Level meters.

Mass: Level squared, times 2 kilograms.

Description:

This spell allows the caster to lift objects and creatures, given the limits of mass.

Understand Languages

Concentration: 60 Study Time: 4

Casting Time: 2 rounds Range: Touch

Duration: Continuous

Effects: (Knowledge)

Knowledge: Level times 10%.

Description:

This spell allows the recipient to understand one spoken language of the caster’s choice. The recipient will understand Knowledge percent of what is said in that language. The recipient is unable to speak the language.

Skill Level 4 Spells

Detect Foreign Matter

Concentration: 40 Study Time: 6

Casting Time: 3 rounds Range: Special

Duration: Continuous

Effects: (Range, Chance of Knowing)

Range: Half level, meters.

Chance of Knowing: 50%+Twice Level,.

Description:

This spell allows the caster to determine if an object is not from this plane/universe. The Chance of Knowing, above, is increased by the square root of the mass in question, in kilograms. If the caster determines that the matter in question is foreign, there is a chance equal to the Chance of Knowing (without the mass modifier) of knowing whether the object is from another plane or another universe.

Detect Life

Concentration: 75% Study Time: 5

Casting Time: 4 rounds Range: Special

Duration: Continuous

Effects: (Range)

Range: Level squared, times 10 meters.

Description:

This spell allows the caster to detect any life within range. The caster will know whether or not the life is plant, animal, and/or sentient.

Detect Magic

Concentration: 30 Study Time: 4

Casting Time: 1 round Range: Caster

Duration: Continuous

Effects: (Distance, Chance of Knowing)

Distance: Level meters.

Chance of Knowing: Level times 8%.

Description:

This spell allows the caster to detect any magic within range. The chance of detecting whether something is magical is the specified Chance of Knowing, plus twice the number of effect levels of the magic. After determining that an object is magical, the caster may attempt to learn more. On each successive action, another roll can be made, at a penalty of 1 per try (so, minus 1, 3, 6, 10, 15, 21, etc). This can determine the Type of magic, some information about what the magic does, or some information about who placed the magic there.

Fiery Arrow of Lodan

Concentration: 30 Study Time: 5

Casting Time: 20 segments Range: Special

Duration: Instant

Effects: (Range, Damage, Combat Pool Bonus, Penetration)

Range: Level times 4 meters.

Damage: Level-2, d4 damage.

Combat Pool Bonus: Level.

Penetration: Level divided by 4.

Description:

This spell creates an arrow of fire that shoots from the caster to the target. Short Range and Range Set are normal.

Gestalt

Concentration: 30 Study Time: 8

Casting Time: 2 minutes Range: Touch

Duration: Continuous

Effects: (Save Penalty, EP Transfer, Level Transfer)

Save Penalty: Level.

EP Transfer: Level times 10%.

Level Transfer: Level times 10%.

Description:

This spell allows the caster to combine spell levels and EP with another wizard. If the target is unwilling, the target is allowed a save vs. Willpower, at the specified Save Penalty.

The wizard casting Gestalt is the one in control. The control wizard can use the other wizard’s EP--they transfer to the control wizard at a rate equal to the EP Transfer percentage. The wizard in control can also cast any spells that both wizards know at higher level: multiply the other wizard’s level by the Level Transfer percentage, and add this to the control wizard’s level.

Suppose the Rainbow Wizard is Gestalted by Red Sky. Rainbow is tenth level with all spells, and Red Sky is twelfth level. Red Sky casts Gestalt with the effects EP Transfer (Level 5, or 50%) and Level Transfer (Level 6 or 60%). All of the free levels go to Concentration, bringing that down to 21%. Red Sky is also casting another spell, bringing her total Concentration to 90. This uses 3 EP per round. She takes all the EP from Rainbow. Because the EP Transfer is 50%, she needs to take 6 of Rainbow’s EP in order to gain 3 for her spell use.

If Red Sky casts a spell that both wizards know, Red Sky’s level will be 18 for that spell--her own level of 12, plus 60% of Rainbow’s level of 10.

Neither the EP Transfer percentage nor the Level Transfer percentage can be greater than 100.

Mnemonic wizards can use Gestalt to transfer spells. One mnemonic wizard can lose a spell to another mnemonic wizard when under a Gestalt.

Illusion

Concentration: 20 Study Time: 6

Casting Time: 8 segments Range: Special

Duration: Continuous

Effects: (Range, Diameter, Senses, Save Penalty)

Range: Level times 2 meters.

Diameter: Level meters.

Senses: Level minus 3.

Save Penalty: Level.

Description:

This spell creates an illusion of something the caster has seen or made up. It works on the mind, and the wizard is able to simulate a number of senses equal to that specified above. The possible senses are: sight, sound, touch, taste, smell, movement. The illusion affects all those within a sphere surrounding the center of effect. Range is the distance to the center of effect, and Diameter is the diameter of the sphere.

Targets affected by the illusion are allowed a saving throw vs. Willpower. Besides the Save Penalty, there is also a penalty equal to the number of senses used. If a target knows there is an illusion, there is a bonus equal to Willpower.

Increase Senses

Concentration: 30 Study Time: 4

Casting Time: 1 round Range: Touch

Duration: Continuous

Effects: (Sensory Increase)

Sensory Increase: Level minus 2, times 2.

Description:

This spell adds the specified increase to either Sight, Hearing, Smell, or (Supersensitive) Touch. It can also be used to gain incredible taste ability.

Invisibility

Concentration: 40 Study Time: 6

Casting Time: 1 round Range: Touch

Duration: Continuous

Effects: (Diameter, Save Penalty)

Diameter: Level meters.

Save Penalty: Level times 4.

Description:

This spell causes the target to become invisible. The target must fit within the sphere of the specified diameter. All objects/creatures to be invisible must be touching the caster.

Those who are in normal sight range of the invisible person/object are allowed a perception roll at the specified Save Penalty. Sight modifies the roll as normal, but Sight Multipliers do not.

Naming Awareness

Concentration: 20 Study Time: 12

Casting Time: 3 minutes Range: Special

Duration: Continuous

Effects: (Range, Distance, Thought Bonus)

Range: Half Level meters.

Distance: Level (Result to Sphere Chart), meters.

Thought Bonus: Twice Level.

Description:

This spell allows the recipient to detect the thoughts of anyone within the distance specified, who is strongly thinking the recipient’s name. The recipient knows the direction that the thoughts are occurring at.

If the recipient makes a successful save vs. Willpower (with the specified Thought Bonus), the recipient knows the context of the thoughts--why the person was thinking the recipient’s name.

The Awareness extends to the specified Distance.

Nullify Sound

Concentration: 25% Study Time: 6

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Radius, Amount )

Range: Level times 5 meters.

Radius: Level meters.

Amount: Level points damage, or Level times 10 Strength.

Description:

This spell nullifies any sound in the given radius, up to an amount which can cause the specified amount of damage or deafness, or the specified amount of Strength of noises.

See Energy

Concentration: 30 Study Time: 2

Casting Time: 2 rounds Range: Touch

Duration: Continuous

Effects: (Range, Type )

Distance: Level times 5 meters.

Type: At Fourth Level, Infrared and Ultraviolet can be seen. At Sixth Level, Electromagnetic Radiation can be seen, and at Eighth Level, particle radiation (cosmic rays, nuclear radiation) can be seen.

Description:

This spell shifts the recipient’s vision into other bands of radiation.

Sleep

Concentration: 30 Study Time: 8

Casting Time: 30 segments Range: Special

Duration: Instant

Effects: (Range, Radius, Damage )

Range: Level meters.

Radius: Half Level meters.

Damage: Half Level d6 normal EP, or Level sleeping EP.

Description:

This spell affects all creatures in the specified radius. It does the specified damage, as d6 to EP that heals per round, or as points to EP that heals per hour sleeping.

Sleepwalking/Talking

Concentration: 25% Study Time: 5

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Save Penalty )

Range: Half Level meters.

Save Penalty: Twice Level.

Description:

This spell causes a sleeping target to do what the target is dreaming about. If the target is walking, running, jumping in the dream, the target’s body will do just that. The target is allowed a saving throw vs. willpower before the spell takes affect.

During any fifteen minute period, there is a 1 in 4 chance that a sleeping human is dreaming.

Web of the Elax

Concentration: 32% Study Time: 6

Casting Time: 1 round Range: Special

Duration: Instant

Effects: (Range, Amount, Strength)

Range: Twice Level meters.

Amount: Level square meters.

Strength: Level times 5 kilograms per square meter, and Level times 2 DP per square meter.

Description:

This spell creates a mass of webbing which will stick to anyone it touches. The webbing can support an amount of weight given under Strength. The Strength of the webbing also indicates how many DP the webbing has.

Skill Level 5 Spells

Beam of Energy

Concentration: 20 Study Time: 6

Casting Time: 20 segments Range: Caster

Duration: Instant

Effects: (Maximum Range, Damage, ST Bonus, Combat Pool Bonus)

Maximum Range: Level times 10 meters.

Damage: Half Level, round down, d6.

ST Bonus: bonus of half Level, round down, vs. ST.

Combat Pool Bonus: Half level, round down.

Description:

This spell creates a beam of energy that does damage to whatever or whoever it hits. See Situations for the Short Range and Range Set.

Bluston’s Magic Lightning

Concentration: 24% Study Time: 6

Casting Time: 1 round Range: Special

Duration: Instant

Effects: (Range, Damage, Penetration, Attack Bonus)

Range: Level times 3 meters.

Damage: Level d6.

Penetration: Bonus of Level/2 vs. ST.

Attack Bonus: Level.

Description:

Bluston’s Blast calls a bolt of lightning from the sky. The total Casting Time is halved during a thunderstorm. If used indoors, the blast must first penetrate any ceilings between the target and the sky. It cannot be used underground or in space--there must be a sky to call the lightning from.

Convincing

Concentration: 40 Study Time: 4

Casting Time: 30 segments Range: Special

Duration: Continuous

Effects: (Range, Save Penalty)

Range: Half Level meters.

Save Penalty: Level times 5.

Description:

Convincing allows the caster to convince the target that the caster speaks the truth. The target is allowed a save vs. Willpower. For ‘truths’ drastically different from the target’s beliefs, the target will receive a bonus on the save, usually from 0 to willpower, depending on the clash between the two beliefs. If the target knows the spell is being cast, a bonus of Willpower is gained.

Detect Evil or Good

Concentration: 30 Study Time: 2

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Chance)

Range: Twice Level divided by 3 meters.

Chance: Level times 8.

Description:

This spell detects if an individual has a major philosophical bent towards good or evil. Almost all normals, and most super heroes/super villains will not register as good or evil with this spell. Only the really good or truly evil will. Add the target’s newoen to the chance of detection.

The spell can also detect if objects have an extraordinarily good or evil purpose. The chance is halved, and from 1 to 24 or more is added depending on the level of goodness or evil of the object’s purpose.

Fake Magic

Concentration: 25% Study Time: 4

Casting Time: 3 minutes Range: Special

Duration: Instant

Effects: (Range, Damage, Number of Classifications)

Range: Half Level meters.

Number of Classifications: Half Level.

Description:

Fake Magic creates a fake magical aura that will be detected by Detect Magic. The wizard can recreate the specified number of classifications. For example, at the Tenth level of Effect for Number, 5 Classifications can be faked--Intensive Mental (2 Classifications) and Extensive Special (Attack) (3 Classifications), for example, could both be faked. A wizard can only fake magic classifications that the wizard is familiar with, having studied it or cast spells of that classification.

When someone detects magic on the fake magical aura, the fact that the area is fake will only be revealed after all of the classifications have been revealed, and there is no more information to get from the aura.

Friendship

Concentration: 20 Study Time: 8

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Save Penalty)

Range: Level meters.

Save Penalty: Twice Level.

Description:

This spell causes the target to become friendly with the caster--to, in fact, believe that they are best of friends. The target is allowed a save vs. Willpower. If the save is failed, further saves are allowed every hour, day, week, month, etc. See the Magic Save Progression at the beginning of this list of spells. The target is also allowed saves every time the caster does something to jeopardize the friendship. If the target realizes that this spell is being cast, there is a bonus of Willpower on the save. Also, if the target makes a saving throw without realizing that the friendship was magically created, friendship may very well continue, although it will not be as durable.

Hide Magic

Concentration: 20 Study Time: 4

Casting Time: 2 minutes Range: Special

Duration: Continuous

Effects: (Range, Number of Levels, Chance Reduction)

Range: Level meters.

Number of Effect Levels Hidden: Level times 6.

Chance Reduction: Level times 10%.

Description:

With Hide Magic, the caster hides a certain amount of magic from a detect magic spell, or from those able to see magic. Reduce the chance of the detect magic detecting the magic by the specified Chance Reduction. If all of the levels are not hidden, a detect magic will detect the unhidden levels as normal, but unless the roll is less than the normal chance minus the Reduction the hidden levels will not be detected. So, if a wizard hides 8 levels of a Contingency with 12 effect levels, and applies another 4 levels to Chance Reduction; and another wizard is trying to detect the magic (giving 10 levels to the Chance of Knowing--see Detect Magic), that wizard detects as if the spell is 4th level--twelve minus 8 hidden levels. This makes the total chance 88% (10 times 8, plus 4 time 2). The chance of detecting the hidden levels, however, is that minus 40%, or 48%. So if the player rolls 48 or less, the spell is detected as if it does, indeed, have 12 levels. If the player rolls 49 to 88, however, the wizard will think it only has 4 effect levels. Note that the levels of Hide Magic must be hidden also.

Increase Ability

Concentration: 80 Study Time: 5

Casting Time: 1 minute Range: Touch

Duration: Continuous

Effects: (Increase)

Increase: Half Level, round down, minus 1.

Description:

This spell increases any one of the recipient’s abilities (strength, agility, constitution, normal charisma, active charisma, or learning) by the specified amount. Each use of this spell can only increase one ability.

Invisible to Magic

Concentration: 20 Study Time: 5

Casting Time: 4 minutes Range: Special

Duration: Continuous

Effects: (Range, Chance Reduction)

Range: Level meters.

Chance Reduction: Level times 10%.

Description:

This spell hides an individual or object from magical scrying. This includes Telepathy, Empathy, Locate, Mind Beacon, and similar spells. The chance of finding the spell recipient is reduced by the specified Chance Reduction. If the searching spell is usually automatic, assume a 100% chance, and reduce from there.

Light Illusion

Concentration: 30 Study Time: 4

Casting Time: 25 segments Range: Special

Duration: Continuous

Effects: (Range, Total Area)

Range: Level times 3 meters.

Total Area: Total of Level squared meters.

Description:

The caster creates a holographic picture within the given range. The total of width, height, and depth of the picture can be no more than the specified Total Area.

Luck

Concentration: 30 Study Time: 5

Casting Time: 3 rounds Range: Special

Duration: Continuous

Effects: (Range, Modifications, Save Reduction)

Range: Level meters.

Modifications: Half Level, round down, for 2d10. Five times that, for d100.

Save Reduction: Twice Level.

Description:

This spell makes the target either lucky (modifying die rolls to the better) or unlucky (modifying die rolls to the worse). Those being made unlucky are allowed a saving throw vs. Willpower.

Mist of the Lochland

Concentration: 30 Study Time: 7

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Diameter, Height, Lasting Power)

Range: Level times 50 meters.

Diameter: Level times 20 meters.

Height: Level meters.

Lasting Power: Level times 4 kmph wind.

Description:

This spell conjures forth a thick mist. Visibility is reduced to 1 meter or less. Unless the Effect of Lasting Power is used, the mist will be blown away by high wind, reducing the diameter by 2 meters for each kmph of wind speed. The effect of Lasting Power gives the mist the ability to withstand up to the specified amount of windspeed. Any wind greater than that amount is ‘reduced’ by the Lasting Power. The actual wind is not reduced, but the mist acts as if the wind is reduced.

Once concentration is stopped, the mist disappears at the rate of 20 meters of diameter per round (plus 2 meters for each kmph of wind speed, per round).

Psychic Fortress

Concentration: 60 Study Time: 6

Casting Time: 2 rounds Range: Caster

Duration: Continuous

Effects: (Radius, Save Bonus)

Radius: Level minus 4 meters.

Save Bonus: Level minus 2, times 5, on d100, and level minus 2 on d20.

Description:

This spell blocks mind attacks within the radius specified. All saving throws vs. Mind Control, ESP, Possession, etc., made by those within the radius are made at the specified Save Bonus.

Stun

Concentration: 20 Study Time: 6

Casting Time: 20 segments Range: Caster

Duration: Instant

Effects: (Maximum Range, Damage, Combat Pool Bonus)

Maximum Range: Twice Level meters.

Damage: Level times 2 stun damage.

Combat Pool Bonus: Half Level, round down.

Description:

This spell creates a stun ray that hits one or more targets. More than one target can be hit with a Stun.

Telepathy

Concentration: 40 Study Time: 6

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Save Penalty, Strength)

Range: Level meters.

Save Penalty: Level times 4.

Strength: Half Level, round down, minus 2.

Description:

With Telepathy, the caster can read the mind of the target. The target is allowed a save vs. Willpower. If the target realizes that this spell is being attempted, willpower can be added to the save.

The caster can talk with telepathy also, at the specified speaking Strength.

Truth

Concentration: 30 Study Time: 7

Casting Time: 3 rounds Range: Special

Duration: Continuous

Effects: (Range, Save Reduction)

Range: Level minus 4 meters.

Save Reduction: Twice Level.

Description:

This spell forces the target to respond to any question, and respond truthfully. A save vs. Willpower is allowed for each question, and once the save is made the target no longer has to answer any question truthfully. The caster does not necessarily know when the save has been made. If the target is asked to answer a question that put the target or the target’s friends in danger, there is a bonus of from 1 to the target’s Willpower on that saving throw, depending on the severity of the question.

Skill Level 6 Spells

Check Health

Concentration: 90 Study Time: 6

Casting Time: 1 minute Range: Touch

Duration: Instant

Effects: (Success Chance)

Success Chance: Level times 10.

Description:

This spell allows the caster to determine if anything physical is wrong with the target creature, and where the problem is. If the caster also has medical knowledge of the race of the creature, a successful Knowledge check (at a bonus of twice the level used for the Success Chance) will tell exactly what the problem is.

If the target creature is of a different species from the caster, there is a penalty of 10% to the Success Chance. If the target is of a different class (Mammal, Reptile, etc.), the penalty is 20%. If of a different kingdom (Insect, Animal, Plant), the penalty is 30%. If from a different planet, the penalty is 40%. If from a different universe, the penalty is 50%, and if from a different plane, the penalty is 60%.

Clairaudience

Concentration: 40 Study Time: 4

Casting Time: 2 rounds Range: Touch

Duration: Continuous

Effects: (Range, Hearing)

Range: Level on column 1 of the doubling chart, meters.

Hearing: Level.

Description:

Clairaudience allows the spell recipient to hear a different locale, as far away as the specified range.

Control Chance

Concentration: 40 Study Time: 8

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Modification)

Range: Half Level meters.

Modification: (Level-5, Sphere Chart) times 5%.

Description:

Control Chance allows the sorceror to control chance-related occurrences, such as the roll of dice or the shuffling of cards, as long as everything is up to chance. The more the target event is random, the more Control Chance will affect it. Dice rolls are easiest to determine, and game mechanics controlled by dice rolls: the die roll is modified by the Modification times the maximum number rollable. If 8 levels are used for the modification, a 2d10 roll will be modified by 20 times 15%, or 3. A d100 roll will be modified by 100 times 15%, or 15.

Detect Lie

Concentration: 40 Study Time: 8

Casting Time: 3 rounds Range: Special

Duration: Continuous

Effects: (Range, Save Penalty)

Range: Level meters.

Save Penalty: Twice Level.

Description:

This spell tells the caster if a sentient being is lying. The target is allowed a save vs. Willpower, if the target knows a Detect Lie is being attempted.

Enfeeble

Concentration: 30 Study Time: 8

Casting Time: 30 segments Range: Special

Duration: Continuous

Effects: (Range, Duration, Loss)

Range: Level meters.

Duration: Twice Level minutes.

Loss: Level minus 5.

Description:

This spell reduces one ability by the specified Loss. Applicable abilities include strength, agility, constitution, learning, sight, hearing, and most powers (Editor’s discretion). The points return at the end of the specified Duration after the caster drops concentration. Multiple applications of this spell are cumulative. Virtual Damage Points, Damage Points, and Endurance Points are re-figured after applicable ability changes, but points are not lost unless the new maximum is below the current number of points.

Increase Skill Level

Concentration: 25% Study Time: 9

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Increase)

Range: Half Level meters.

Amount: Level minus 5 for skills; Level minus 5, times 3 for Knowledges.

Description:

This spell increases the target’s skill level in any one skill or knowledge from the skill list or the knowledge list. The target must have at least Skill Level 1 or Knowledge Score 1 to begin with, or the spell will not work.

Knives of Kalasnam

Concentration: 25% Study Time: 4

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Damage, Sharpness, Speed)

Range: Level divided by 6 meters.

Damage: Level divided by 3, round down, d6.

Sharpness: Bonus vs. ST of Level divided by 6.

Speed: Level actions, plus twice level to hit.

Description:

This spell creates a rapidly spinning blade 1 meter in diameter. Anyone attempting to cross the barrier will take the damage indicated.

Mind Beacon

Concentration: 35% Study Time: 3

Casting Time: 2 minutes Range: Caster

Duration: Continuous

Effects: (Targets, Radius, Force Save Penalty)

Targets: Level minus 5 people.

Radius: Level, read to the doubling chart, kilometers.

Force Save Penalty: Twice Level.

Description:

This spell sends a mental homing signal to the chosen targets. The caster does not have to know where the targets are, but the caster must be familiar with the targets and they must be within the same universe as the caster. The homing signal leads to the caster. If the caster attempts to force the targets to follow the homing signal, the targets are allowed a saving throw vs. willpower, at the specified penalty. If they are currently busy with something important, or know that this spell is about to be cast, they gain a bonus of up to willpower on the save.

Natural Armor

Concentration: 80 Study Time: 4

Casting Time: 4 rounds Range: Touch

Duration: Continuous

Effects: (Skin Temper)

Skin Temper: Level divided by 3, rounded up.

Description:

This changes the target’s Skin Temper to the specified Row on the Skin Temper chart. If the target’s Skin Temper is normally that or better, move up half that many rows. For example, a character with a Skin Temper of 2/3 (Row 3) is the recipient of this spell at Effect Level 5 (Row 2). This is 4/5. Since 4/5 is worse than the character’s original 2/3, the character’s Skin Temper is moved up half of 2, or 1, from 2/3, to 1/2.

Nature Call

Concentration: 25% Study Time: 3

Casting Time: 10 minutes Range: Special

Duration: Instant

Effects: (Range, Amount)

Range: Level minus 5 kilometers.

Amount: Level times 3 DP.

Description:

This spell attracts the specified DP of natural animals. The caster can specify what type of animals are being called--wolves, deer, felines, mammals, etc. There must be creatures of that type in the range indicated, or the spell fails. This spell will only attract animals--creatures of less than 3 intelligence and less than 4 newoen.

Omen

Concentration: 50 Study Time: 6

Casting Time: 30 minutes Range: Caster

Duration: Instant

Effects: (Chance Bonus)

Chance Bonus: Level.

Description:

The chance of receiving a special omen is the caster’s willpower. The omen will be something culturally significant for the caster--forty-seven geese flying overhead, a dark cloud moving across the sun, someone in the kitchen spilling milk, etc. If no special omen is received, the Editor should roll d100. If this is less than the character’s intelligence, the character thinks an omen was received, but it was simply something that happened at the end of casting. The omen appears sometime within 20 minutes of the end of casting. The caster knows from experience what the omen means.

Return Spell Spell

Concentration: 30 Study Time: 6

Casting Time: 8 segments Range: Special

Duration: Instant

Effects: (Range, Return Chance Bonus, Holding Time)

Range: Level divided by 4 meters.

Return Chance Bonus: Level times 5.

Holding Time: Level segments.

Description:

This spell creates an aura that reflects spells back upon their caster. The chance that a spell will be successfully turned back is the caster’s willpower minus twice the total effect levels in the spell being returned.

The aura will last where it was created for the specified Holding Time until disappearing. The aura also disappears the first time a spell attempts to go through it, whether the spell is successfully returned or not. The aura must be between the target and the spell to be returned. This spell will return spells that are already in effect, if the spell has a Duration of Continuous.

The aura can be placed at any point within Range, and the aura cannot extend beyond the specified range.

Talk to Animals

Concentration: 40 Study Time: 4

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Past Multiplier)

Range: Level meters.

Past Multiplier: Level squared.

Description:

This spell allows the caster to hold limited conversation with an animal. The spell does not increase the intelligence of the animal, but simply allows the wizard to extract needed information from the animal. The animal will not remember any further back than their intelligence, times the specified Past Multiplier.

Talk to Plants

Concentration: 40 Study Time: 7

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Past Multiplier)

Range: Level meters.

Past Multiplier: Level squared.

Description:

This spell allows the caster to hold limited conversation with a plant. The spell does not increase the intelligence of the plant, but simply allows the wizard to extract needed information from it. The plant will not remember any further back than the specified Past Multiplier, in seconds for small plants (grass), in minutes for large plants (ferns, corn), in hours for shrubs and small trees, in days for normal and large trees, and in weeks for very large and huge trees. For ancient trees such as California Redwoods, this is in months.

Skill Level 7 Spells

Body Control

Concentration: 90 Study Time: 5

Casting Time: 3 rounds Range: Caster

Duration: Continuous

Effects: (Control Quality)

Control Quality: Level.

Description:

This spell gives the caster minor control over all bodily functions--heart rate, blood flow, digestion, adrenaline, etc. The Control Quality is a measure of how much body functions can be changed. Multiply by 10 for the percentage that functions can be sped up or slowed down. Use it for the reduction of Poison or Drug Type (per action). Most Body Control actions have a Performance Time of 10 segments, and this can be reduced with the Control Quality as normal.

For example, Red Sky is 12th level. She realizes that she has just been poisoned. She starts casting Body Control, with Control Percent at Effect Level 6. She uses 12 Quality points to reduce Casting Time to 19 segments. The poison is Type 3. The Editor rules that she must take 2/5th of the poison damage while casting. He rolls 11 points. Two fifths of that is 4, so she takes 4 points DP, and must save vs. her Newoen plus level minus the spell’s level (see Failure to Cast) minus 4, and succeeds. She immediately reduces the poison by 3 to Type 0--nothing. This has a Performance Time of 10 segments, but she uses 3 Control Quality points to reduce this to 5. During this time she takes 1/10th the damage, or 1 point. She is down by 5 DP, and has only 1 DP left.

Check Psychic Health

Concentration: 40 Study Time: 6

Casting Time: 1 hour Range: Touch

Duration: Instant

Effects: (Success Chance)

Success Chance: Level times 10.

Description:

This spell allows the caster to determine if anything mental is wrong with the target creature, and where the problem is. If the caster also has psychiatric/psychological knowledge of the race of the creature, a successful Knowledge check (at a bonus of twice the level used for the Success Chance) will tell exactly what the problem is.

If the target creature is of a different species from the caster, there is a penalty of 10% to the Success Chance. If the target is of a different class (Mammal, Reptile, etc.), the penalty is 20%. If of a different kingdom (Insect, Animal, Plant), the penalty is 30%. If from a different planet, the penalty is 40%. If from a different universe, the penalty is 50%, and if from a different plane, the penalty is 60%.

Clairvoyance

Concentration: 45% Study Time: 4

Casting Time: 2 rounds Range: Touch

Duration: Continuous

Effects: (Distance, Sight)

Distance: Use double the effect level on Column A of the Doubling Chart, for the number of kilometers.

Sight: Sight Score of Level.

Description:

The spell recipient can see an area that the caster chooses, within the specified Distance. The recipient’s Sight in the vision is as specified.

Enhance Psychic Ability

Concentration: 40 Study Time: 10

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Increase)

Range: Level minus 7 meters.

Increase: Level times 5%.

Description:

This spell increases the PR of all Psychic Powers possessed by the target, by the specified percentage. If a wizard casts Enhance Psychic Ability, with an Effect Level of 5, on a psychic with Telekinesis PR 11 and Telepathy PR 13, the psychic’s PRs increase to PR 13 and PR 16.

Exploding Sphere of Phearax

Concentration: 45% Study Time: 6

Casting Time: 3 rounds Range: Special

Duration: Continuous

Effects: (Range, Size)

Range: Level times three meters.

Size: Level divided by 20 meters in diameter, Half Level, minus 2, round down, d6 damage and a bonus of level minus 2 to Attack.

Description:

This spell creates a glass-like ball of swirling purplish colors. The ball remains in existence for as long as the caster retains concentration on the spell. Once concentration is dropped, for whatever reason, the ball explodes.

Lock

Concentration: 10 Study Time: 2

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Duration, Toughness, Area of Effect, Friends)

Range: Level times 3 meters.

Duration: Level times 5 days.

Toughness: The locked area has Ignore Damage increased by Level points.

Area of Effect: Level square meters.

Friends: Up to half Level friends may be designated as being able to go through the lock.

Description:

Lock magically locks a gate, door, window, or other shutting structure. It will only work on non-living structures. Only the caster and those designated will be able to open the lock. The lock returns to effect when the locked structure is closed again.

Magical Connection

Concentration: 20 Study Time: 4

Casting Time: 30 minutes Range: Touch

Duration: Continuous

Effects: (Mass, Distance, Place)

Mass: Level squared kilograms.

Distance: 1 meter, with a number of zeroes after it equal to Level minus 1. So, at 9th level of effect, it is 100,000,000 meters, or 100,000 kilometers.

Place: Half Level meters.

Description:

The spell can be cast on any object within the specified Mass limit. As long as the mass stays within the limit of Distance, the caster can teleport the object to any place in sight and within the distance specified by Place. The object can only be teleported once. The spell also ends if the object ever leaves the specified Distance.

Requirements: Silver thread and copper dust. The thread is tied around the object, and as the spell is cast, the dust is sprinkled over the object.

Mind Travel

Concentration: 25% Study Time: 4

Casting Time: 5 rounds Range: Touch

Duration: Continuous

Effects: (Distance, Save Penalty)

Distance: Level meters.

Save Penalty: Level times 3.

Description:

This spell allows the recipient to enter another person’s personal mind-reality. The person being entered is allowed a saving throw vs. Willpower, plus Mind Combat level, and minus the spell recipient’s Mind Combat level. For more information, see Mental Combat, under Situations.

Purify

Concentration: 48% Study Time: 10

Casting Time: 2 rounds Range: Touch

Duration: Instant

Effects: (DP, Success Chance)

DP: Half Level, round up, DP.

Success Chance: Level times 10.

Description:

This spell purifies the recipient’s system. It gets rid of poisons, toxins, and other foreign matter.

If the target creature is of a different species from the caster, there is a penalty of 10% to the Success Chance. If the target is of a different class (Mammal, Reptile, etc.), the penalty is 20%. If of a different kingdom (Insect, Animal, Plant), the penalty is 30%. If from a different planet, the penalty is 40%. If from a different universe, the penalty is 50%, and if from a different plane, the penalty is 60%.

If the Success Chance is missed, subtract 100 from the roll. Multiply this percentage by the amount of DP the caster was purifying, and round down. The target takes this much damage. The caster can, if desired, attempt to cause damage. For the percentage, roll d50+50, subtracting the above penalties.

The caster cannot purify a creature who has more than the specified DP.

Senses of the Dead

Concentration: 20 Study Time: 8

Casting Time: 3 minutes Range: Special

Duration: Special

Effects: (Range, Past, Time Dead)

Range: Level decimeters.

Past: Level minus 6 rounds.

Time Dead: Level days.

Description:

This spell allows the caster to see, feel, taste, smell, and hear what a dead person felt just before dying (the specified Past). The corpse can have been dead for no more than the period specified by Time Dead.

If the caster does not ‘pull out’ before the death, the caster will feel the pain that the dead person felt, and may (Editor’s discretion) have to make a saving throw vs. Willpower, with a penalty for the painfulness as decided by the Editor, or fall unconscious for d100 segments.

Shield of Light/Darkness

Concentration: 30 Study Time: 5

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Size, Hardness, Thickness)

Range: Level meters.

Size: 1 square meter per level, all within range.

Hardness: Ignore Damage of Level, Skin Temper of Level divided by 2 on the Skin Temper Chart.

Thickness: Level centimeters, 2 DP per level

Description:

This creates a shield of matter/energy from the Plane of Light or the Plane of Darkness. This spell adds 1 point to the Astral Continuum.

Speak in Tongues

Concentration: 70 Study Time: 4

Casting Time: 3 rounds Range: Special

Duration: Continuous

Effects: (Range, Languages)

Range: Level minus 2 meters.

Languages: Half Level, round down, languages.

Description:

The recipient of this spell will be understood in up to Languages different languages. Each listener will hear the recipient speaking in the listener’s native tongue.

Stop Animation

Concentration: 25% Study Time: 8

Casting Time: 2 rounds Range: Caster

Duration: Continuous

Effects: (Range, People, Save Penalty)

Radius: Level meters.

People: Half level, round down.

Save Penalty: Level times 5.

Description:

This spell stops a number of sentient targets specified by People. The targets are allowed a saving throw vs. Willpower, plus twice maximum DP, on d100. If the save is successful, the target has +10 on the EP Use chart for doing anything while within range of the spell. Targets who do not save simply stop moving, just as they are. All functioning ceases. When the spell ends, they resume what they were doing.

Wind Blast

Concentration: 40 Study Time: 6

Casting Time: 1 round Range: Special

Duration: Instant

Effects: (Range, Distance Damage)

Range: Half Level meters.

Distance Damage: Level cubed meters.

Description:

This spell creates a huge blast of wind which throws a person or object as if the target were hit by Distance Damage points of damage.

Skill Level 8 Spells

Ball of Energy

Concentration: 30 Study Time: 8

Casting Time: 2 rounds Range: Special

Duration: Instant

Effects: (Range, Explosion, Bonus to Place)

Range: Level squared meters.

Explosion: Half level, minus 3, round up, d6 damage. Plus twice Level to Attack.

Bonus to Place: Bonus of Level minus 7 to place the explosion.

Description:

This spell creates a blast of energy centered at a point within range, as a thrown explosion. The caster gets a bonus to the ‘throw’ Attack equal to the specified Bonus to Place.

The explosion itself does the specified Explosion damage and gets the specified Explosion bonus to Attack.

Chains of Mika

Concentration: 42% Study Time: 5

Casting Time: 3 rounds Range: Special

Duration: Continuous

Effects: (Range, Strength)

Range: Twice Level meters.

Strength: Level divided by 3, round up, on the Skin Temper Chart; Ignore Half Level, round down, Damage; Level times 5 DP.

Description:

This spell creates magical chains surrounding the target. The target must be entirely within range.

Detect Foreign Entity

Concentration: 20 Study Time: 6

Casting Time: 10 minutes Range: Caster

Duration: Continuous

Effects: (Radius, Detection Bonus)

Radius: Level meters.

Detection Bonus: Level times 6 percent.

Description:

This spell detects any entity from another plane or universe within the specified Radius. The chance of detecting is twice the entity’s Newoen. If the roll is less than or equal to half the Detection Chance, the caster also knows whether the entity is from another plane, or from another universe. If the entity is from both, the caster will ‘think’ it is one, determined randomly, unless the roll is less than or equal to one quarter the Detection Chance.

Detect Magic Aptitude

Concentration: 40 Study Time: 6

Casting Time: 30 minutes Range: Touch

Duration: Instant

Effects: (Detection Bonus)

Detection Bonus: Level times 4 meters.

Description:

This spell allows the caster to determine whether the target has natural talent in magic, no talent, or reverse talent in magic. The Detection Chance is 10 times the Talent or Reverse Talent number.

Disconnect Astral Form

Concentration: 48% Study Time: 6

Casting Time: 3 rounds Range: Touch

Duration: Instant

Effects: (Range, Save Penalty)

Range: Level meters.

Save Penalty: Level times 2.

Description:

This spell disconnects an astral form from its body. To reconnect, the astral form need only re-inhabit the body. However, when not connected, the astral form does not automatically know where the body is. If the body has been moved, the astral form needs to find it first. See Astral/Mind Combat and the first level spell, Astral Projection, for guidelines on what to do with the astral person. This spell adds 1 point to the Astral Continuum. The target is allowed a saving throw vs. Willpower. The caster must be able to see either the body or the astral form.

Disintegrate Matter

Concentration: 32% Study Time: 8

Casting Time: 4 rounds Range: Special

Duration: Instant

Effects: (Range, Mass, Area)

Range: Level times 2 meters.

Mass: Level squared, times 20 kilograms.

Area: 1/2 meter cube per level.

Description:

This spell disintegrates non-living matter in the specified area, and up to the specified mass. All of the matter must be within range. This spell adds 1 to the Universal Continuum.

Dispel Other-Worldly Being

Concentration: 40 Study Time: 8

Casting Time: 3 rounds Range: Special

Duration: Instant

Effects: (Range, Save Penalty)

Range: Level times 2 meters.

Save Penalty: 6 times level.

Description:

This spell returns an entity to its home plane or universe. The target must be hit in a death shot, but the caster does get +4 to hit. The target is allowed a saving throw vs. Willpower plus maximum DP. This spell adds 1 point to either or both of the Astral Continuum and the Universal Continuum, depending on whether the entity was Extra-Planar, Extra-Universal, or both.

Fly

Concentration: 20 Study Time: 2

Casting Time: 25 segments Range: Touch

Duration: Continuous

Effects: (Speed, Number of Targets)

Speed: Level squared kilometers per hour.

Number of Targets: Level minus 7 creatures.

Description:

This spell allows the wizard and a certain number of other people to fly. The total number of people flying (including the wizard) cannot exceed the specified Number of Targets.

Force Field, Physical

Concentration: 30 Study Time: 7

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Radius, Skin Temper, Ignore Damage)

Range: Level meters

Radius: Level minus 7 meters.

Skin Temper: Half Level, round down, on the Skin Temper Chart.

Ignore Damage: Level.

Description:

This spell creates a sphere of the specified Radius, centered at the specified Range. The force field blocks physical attacks and material objects from entering or leaving. If someone wants to leave, they must do at least 1 point of damage to the field pushing or punching it.

Hand of Phiasson

Concentration: 10 Study Time: 6

Casting Time: 5 minutes Range: Caster

Duration: Continuous

Effects: (Range, Speed, Skin Temper, Size)

Range: Level minus 4, on column 1 of the doubling chart, kilometers.

Speed: Level minus 4, on column 1 of the doubling chart, meters per segment.

Skin Temper: Half Level, round down, on the Skin Temper Chart.

Size: Twice Level DP, can carry Level times 20 kilograms.

Description:

This spell summons a large hand the size of a human. The hand can be commanded to get anything, as long as the caster knows where it is. The hand will not and cannot attack. It can phase through things and people, but what it is carrying probably cannot. It is ‘smart’ enough to try exiting via windows instead of walls, so that the thing carried at least has a chance of making it.

Healing

Concentration: 90 Study Time: 8

Casting Time: 6 rounds Range: Touch

Duration: Continuous

Effects: (DP Healed)

DP Healed: Level Bludgeoning, half that Penetrating DP, and half again that of Injury DP, per minute.

Description:

This spell heals Damage Points. It will not heal Permanent Injuries.

Mind Control

Concentration: 40 Study Time: 8

Casting Time: 4 rounds Range: Special

Duration: Continuous

Effects: (Range, Save Penalty, Number of Targets)

Range: Level times 5 meters.

Save Penalty: Level minus 7, times 5.

Number of Targets: Level.

Description:

Targets are allowed a saving throw vs. Willpower. If they realize Mind Control is being attempted, they may gain a bonus of up to Willpower on the roll. Those who fail the save are under the mental control of the spell caster. They are allowed new saving throws according to the Magic Save Progression described at the beginning of this section. Those controlled can be mentally commanded to do anything, although certain things against their moral code will allow for a new saving throw, with a bonus of up to Willpower, depending on the severity of the command.

Sailing Wind

Concentration: 18% Study Time: 6

Casting Time: 4 minutes Range: Special

Duration: Continuous

Effects: (Range, Mass, Speed)

Range: Level meters.

Mass: Level squared, times 100 kilograms.

Speed: Level times 4 kilometers per hour.

Description:

This ceremony conjures a sailing wind for a boat, in the direction desired. The spell also protects the boat from the effects of the wind, so even a rickety old raft can be propelled at high speeds.

Requirements: A tobacco and spring water mud must be spread onto the sails.

Skill Level 9 Spells

Babel

Concentration: 40 Study Time: 6

Casting Time: 3 rounds Range: Special

Duration: Continuous

Effects: (Range, Radius, Save Penalty)

Range: Twice Level meters.

Radius: Level meters.

Save Penalty: Level times 4.

Description:

Babel causes everyone in the spell’s radius to be unable to understand what anyone else is saying, if a saving throw vs. Willpower is failed. The caster can choose who is affected by the spell.

Cure

Concentration: 30 Study Time: 7

Casting Time: 15 minutes Range: Special

Duration: Instant

Effects: (Range, Disease Rating)

Range: Level divided by 10 meters.

Disease Rating: Half Level, round down.

Description:

Cure cures diseases of type Disease Rating or less.

Enhance Special Power

Concentration: 48% Study Time: 8

Casting Time: 3 minutes Range: Special

Duration: Continuous

Effects: (Range, Increase)

Range: Level minus 5 meters.

Increase: Level

Description:

This spell temporarily increases the target’s PR in a specific power by the specified Increase. A target with PR 14 Cosmic Rays, whose PR is increased 8, will have PR 22 while within range of the mage concentrating on the spell.

Force Field, Energy

Concentration: 30 Study Time: 7

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Radius, Skin Temper, Ignore Damage)

Range: Level meters

Radius: Level minus 7 meters.

Skin Temper: Half Level, round down, on the Skin Temper Chart.

Ignore Damage: Level.

Description:

This spell creates a sphere of the specified Radius, centered at the specified Range. It blocks energy attacks and radiative energy from entering or leaving. It does not block low levels of light energy, such as sunlight (or even blinding light), or low levels of heat.

Friction

Concentration: 20 Study Time: 7

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Diameter, Friction Change)

Range: Twice Level meters

Diameter: Half Level meters.

Friction Change: Level.

Description:

This spell reduces or increases friction between two surfaces, by the specified Friction Change. The surfaces must be enclosed by the Diameter centered at Range. See Lift Roll for a description of friction numbers. Friction cannot be reduced below 0.

Locate

Concentration: 45% Study Time: 6

Casting Time: 15 minutes Range: Caster

Duration: Continuous

Effects: (Radius, Plane/Universe)

Radius: 1, with Level zeros, meters.

Plane/Universe: Level Universe or Plane

0 This Universe

4 The Universe’s Universal Plane

8 Other Dimensions

12 Dream Planes

14 Other Universes in the Multiverse

20 Other Multiverses

24 Medium Planes

30 Major Planes

Description:

This spell gives the caster the direction and approximate distance to any person or object that the caster is familiar with, within the specified Radius and in the specified Universe or Plane.

This spell adds 1 point to the Astral Continuum.

Nullify Gravity

Concentration: 26% Study Time: 8

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Radius, Amount)

Range: Level times 5 meters

Range: Half Level meters.

Amount: Level times .1 gravities.

Description:

This spell reduces gravity in the specified radius by the specified Amount (of Earth Gravity). Gravity cannot be reduced more than 100%.

Open Locks

Concentration: 40 Study Time: 5

Casting Time: 2 rounds Range: Special

Duration: Instant

Effects: (Range, Success Chance)

Range: Level divided by 3 meters.

Success Chance: Level times 10.

Description:

This spell opens physical locks. The chance of successfully opening a lock is reduced by 10 times the Lock’s Type.

Read Languages

Concentration: 45% Study Time: 8

Casting Time: 2 rounds Range: Caster

Duration: Continuous

Effects: (Comprehension, Reading Speed)

Comprehension: Knowledge Score Level times 5.

Reading Speed: Normal speed times Level.

Description:

This spell allows the wizard to understand the gist, or main ideas, of a piece of writing. Once concentration is dropped, the language (and the writing) is again unreadable.

If the writing is from a different species from the caster, there is a penalty of 10% to the Comprehension Score. If the writing is of a different class (Mammal, Reptile, etc.), the penalty is 20%. If of a different kingdom (Insect, Animal, Plant), the penalty is 30%. If from a different planet, the penalty is 40%. If from a different universe, the penalty is 50%, and if from a different plane, the penalty is 60%.

If the player fails the Comprehension Score roll, the player will still understand the writing (unless the writing is totally incomprehensible, that is, the Comprehension Score is less than 1), but will make mistakes in the translation, depending on how badly the roll was missed.

Recall Memory

Concentration: 25% Study Time: 5

Casting Time: 2 minutes Range: Touch

Duration: Continuous

Effects: (Depth, Projection, Save Penalty)

Depth: Level times 4 years.

Projection: Level divided by 5 meters.

Save Penalty: Level times 4.

Description:

This spell projects a visible, audible representation of a memory from the target, up to a distance equal to Projection. The memory can be no older than Depth. Unwilling targets are allowed a saving throw vs. Willpower.

Speak With Spirits

Concentration: 20 Study Time: 9

Casting Time: 1 hour Range: Caster

Duration: Instant

Effects: (Contact Time, Success Chance)

Contact Time: Half Level, d6 minutes.

Success Chance: Level times 2%.

Description:

This spell calls a spirit of someone dead. If the wizard knew the person well in life, there is a bonus of 20% to the Success Chance. If someone else who knew the person is present, the bonus is 10%. Otherwise, something must be present that the person prized.

This spell adds 1 point to the Astral Continuum.

Requirements: The spell must be cast in relative darkness or fog.

Speed

Concentration: 40 Study Time: 5

Casting Time: 6 rounds Range: Special

Duration: Continuous

Effects: (Range, Speed Increase)

Range: Level meters.

Speed Increase: Plus Level times 25%.

Description:

This spell speeds the target up by the specified Speed Increase.

Tearing Lights of Morgaine

Concentration: 30 Study Time: 6

Casting Time: 1 round Range: Special

Duration: Instant

Effects: (Range, Damage, Combat Pool Bonus)

Range: Level times 8 meters.

Damage: Level divided by 3, round up, d10.

Combat Pool Bonus: Level.

Description:

These shards of light physically tear at the body, doing the specified damage. However, the character’s physical Skin Temper and Ignore Damage are ignored for the spell. Astral Skin Temper is used instead. The caster may attack multiple opponents (as normal).

Skill Level 10 Spells

Alchemy

Concentration: 60 Study Time: 7

Casting Time: 4 minutes Range: Special

Duration: Instant

Effects: (Range, Mass)

Range: Half Level meters.

Mass: Level times 5 kilograms.

Description:

This spell converts the target to a specific form of ‘pure’ matter. The target must be pure also. Pure indicates that the target and result are made of a single element. If either the target or the result are made of a simple compound (such as water, stone, or salt), the Mass affected is halved. This spell cannot be cast on organic and living targets.

This spell adds 1 point to the Universal Continuum.

Cryar’s Invisible Servant

Concentration: 15% Study Time: 8

Casting Time: 2 rounds Range: Caster

Duration: Continuous

Effects: (Radius, Movement, Damage Points, Strength)

Radius: Level times 100 meters.

Movement: Half Level meters/segment, Dodging Ability and Agility of Level.

Damage Points: Twice Level.

Strength: Lift Level times 20 kilograms, do one fourth Level d6 damage, round up, hand to hand fighting.

Description:

The Servant is an invisible, semi-independent non-entity which can perform manual labor, fight, or do anything physical, under the mental control of the caster. If commanded to fight, it does so at Level 1. It has a agility equal to the caster’s.

Force Field, Magic

Concentration: 30 Study Time: 6

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Radius, Skin Temper, Ignore Damage)

Range: Level meters

Radius: Level minus 7 meters.

Skin Temper: Half Level, round down, on the Skin Temper Chart.

Ignore Damage: Level.

Ignore Levels: Effects of up to one third Level, Levels will not pass through the Field.

Description:

This spell creates a sphere of the specified Radius, centered at the specified Range. The force field blocks magical attacks and effects from entering or leaving.

Incorporeal Form

Concentration: 40 Study Time: 8

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Mass)

Range: Level divided by 3 meters.

Mass: Level squared kilograms.

Description:

This spell causes the target object/creature to become incorporeal--non-physical. The target cannot be touched, nor can the target touch other things. The target is able to walk through walls, fire, people, etc. The target can talk, but speech is muffled. Spells which require talking or movement cannot be cast while incorporeal. Both Energy and Physical attacks pass through the incorporeal character, but mind and astral attacks will affect the character.

The character is able to move at normal speed, using the normal means of moving, but does not need ground or a floor--the character can walk up air or a wall just as well as walking on the ground.

If the spell is ended while the target is occupying the same space as another solid object, the target is ejected temporarily into a higher dimension, and then reappears in the nearest open space (gas, void, or liquid).

Knowledge Absorption

Concentration: 40 Study Time: 8

Casting Time: 1 minute Range: Touch

Duration: Continuous

Effects: (Amount, Duration, Save Penalty)

Amount: Level points of Knowledge Score per round.

Duration: Level squared hours.

Save Penalty: Twice Level

Description:

This spell transfers knowledge from the target to the caster. The caster must know which Knowledge Score is desired, and gains Amount points of the target’s Knowledge Score in the Knowledge, each round. The caster forgets this knowledge once the specified Duration is past. Unwilling targets are allowed a saving throw vs. Willpower.

The caster can absorb knowledge of the target’s culture at the rate of Amount Knowledge Score points per round.

Maelström

Concentration: 30 Study Time: 6

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Radius, Strength)

Range: Level meters.

Radius: Half Level meters.

Strength: Level times 20 kilograms.

Description:

A Maelström is a random poltergeist effect. Objects of mass up to Strength will fly randomly about within the specified Radius from the center of effect.

Pressure

Concentration: 25% Study Time: 6

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Radius, Pressure Change)

Range: Twice Level meters.

Radius: Level meters.

Pressure Change: Level minus 8 up, or Level minus 8, times 10%, down.

Description:

This multiplies the natural pressure in the specified Radius by Pressure Change. If the pressure is being reduced, it is reduced by the specified Pressure Change percentage from natural.

Ray of Light/Darkness

Concentration: 24% Study Time: 9

Casting Time: 1 round Range: Special

Duration: Instant

Effects: (Range, Damage, Bonus vs. ST, Bonus vs. ID)

Range: Half Level meters.

Damage: Half Level, round down, d6 damage.

Bonus vs. ST: Half Level, round down.

Bonus vs. ID: Half Level, round down.

Description:

The Ray of Light works only against creatures from the Plane of Darkness, or the Supreme Dark Plane (Hell). The Ray of Darkness works only against creatures from the Plane of Light, or the Supreme Light Plane (Heaven).

Size Change/Non-Living Matter

Concentration: 45% Study Time: 7

Casting Time: 3 rounds Range: Special

Duration: Continuous

Effects: (Range, Change)

Range: Level times 3 meters.

Change: Level minus 5.

Description:

Size Change multiplies (or divides) size (height, width, depth) by the specified Change. Mass is multiplied/divided by Change cubed. The entire target must be within Range, both before and after the Size Change.

Spirit Chains

Concentration: 48% Study Time: 8

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Save Penalty)

Range: Half Level meters.

Save Penalty: Level times 3.

Description:

The Spirit Chains bind a spirit or astral form. If the astral form/spirit is in a physical body, the body is chained also. The target is allowed one saving throw vs. Willpower plus maximum body DP, to break the chains.

View Universes

Concentration: 60 Study Time: 4

Casting Time: 2 minutes Range: Special

Duration: Continuous

Effects: (Success Chance)

Success Chance: Level times 5%.

Description:

The spell allows the caster to view into other universes where they connect with this universe, and also to move the viewpoint. If the caster is from the other universe, there is a bonus of 40% to the success chance. Otherwise, if the caster has an object from that universe, there is a bonus of 20% to the chance. If the universe is not connected to the current universe (that is, it is in another multiverse), there is a penalty of 60% to the success chance.

Weather Control

Concentration: 40 Study Time: 8

Casting Time: 1 minute Range: Special

Duration: Continuous

Effects: (Range, Weather Change, Temperature Change, Wind Change, Duration)

Range: Level kilometers.

Weather Change: Half Level.

Temperature Change: Twice Level degrees Celsius.

Wind Change: Level times 4 kilometers per hour.

Duration: 30 plus one third level, round down, d6 minutes.

Description:

This spell gives the wizard control over specific aspects of the weather. The Weather Change is the number of rows weather can be changed on the Weather Chart (see Weather).

The changes remain in effect as long as the caster concentrates, and Duration minutes afterwards.

Skill Level 11 Spells

Attract Energy

Concentration: 40 Study Time: 6

Casting Time: 10 segments Range: Special

Duration: Continuous

Effects: (Range, Radius, Amount)

Range: Level divided by 3 meters.

Radius: Level times 30 meters.

Amount: Twice Level damage points of Energy.

Description:

This spell attracts energy from the specified Radius around the center of effect. The caster can specify what form of energy is to be attracted. If no energy of the specified form is in the Radius, no energy is attracted. Attract Energy does not create energy.

Chariot of Tonda

Concentration: 10 Study Time: 6

Casting Time: 2 minutes Range: Special

Duration: Instant

Effects: (Range, Wait, Speed, Passengers, Stops)

Range: Level Where

4 The Universe’s Universal Plane

5 Anywhere in the Universe

7 Medium Planes

8 Other Universes in the Multiverse (3)

12 Other Multiverses (6)

14 Major Planes (3)

18 Time Lines (6)

Wait: Level times 5 minutes.

Speed: It takes 2d6 hours, divided by Level, to bring the passengers to the caster. Multiply this time by the number, if any, in parentheses after Where.

Passengers: Half Level, round up, passengers.

Stops: Level divided by 3, round up.

Description:

This spell conjures a fiery golden chariot pulled by black smoke-breathing horses (or something similar, depending on the caster’s background). It will go to the passengers, and can make a number of stops equal to Stops. It will wait no more than the specified Waiting period at each stop. The Chariot then brings the passengers to the caster.

If someone other than a passenger specified by the caster attempts to board the Chariot, that person discovers the Chariot to be insubstantial. The Chariot does not carry baggage. Passengers must carry whatever they wish to bring.

The Chariot adds 1 point to the Astral Continuum, at the destination and at each stop.

Create Elements

Concentration: 60 Study Time: 10

Casting Time: 1 minute Range: Special

Duration: Instant

Effects: (Range, Mass)

Range: Level divided by 3 meters.

Mass: Level minus 10 kilograms.

Description:

This spell creates the specified Mass of an element, at Range. If the caster wishes to create a simple compound (water, stone, salt), the Mass is halved.

This spell adds 1 point to the Universal Continuum.

Bands of Imprisonment

Concentration: 60 Study Time: 10

Casting Time: 1 minute Range: Special

Duration: Instant

Effects: (Range, Size, Strength)

Range: Level times 3 meters.

Size: Level divided by 5 meters.

Strength: Skin Temper of 2/Level. Reduces Casting Chance inside the bands by Level times 4.

Description:

This spell completely surrounds the target, which can be no larger on any side than Size, with cloth-like bands. The bands cannot surround the caster. For each point of damage done to the bands (after Skin Temper modifies it), add 1 to the Concentration for the spell that round.

Exorcism

Concentration: 48% Study Time: 8

Casting Time: 4 rounds Range: Special

Duration: Instant

Effects: (Range, Save Penalty)

Range: Level meters.

Save Penalty: Twice Level.

Description:

Exorcism attempts to dispel any Extra-Planar creature within Range. The caster must know who or what the creature is. The creature is allowed a saving throw vs. Willpower plus Intelligence. This spell requires no roll to hit, and will affect all known Extra-Planar creatures within Range.

This spell adds 1 point to the Astral Continuum.

Freeze-Frame

Concentration: 25% Study Time: 10

Casting Time: 15 minutes Range: Special

Duration: Continuous

Effects: (Range, Radius)

Range: Level meters.

Radius: Level minus 9 meters.

Description:

Freeze-Frame stops everything within the specified Radius. All movement, thinking, and time stops. If the caster is within the spell’s Radius, the caster is also affected, and the spell lasts until the caster’s EP score goes to zero.

Nothing physical, mental, or magical can enter the area of Freeze-Frame without being affected by it.

This spell adds 1 point to both the Universal Continuum and the Astral Continuum.

Mind Switch

Concentration: 20 Study Time: 5

Casting Time: 1 hour Range: Special

Duration: Instant

Effects: (Range, Save Penalty)

Range: Level minus 10 kilometers.

Save Penalty: Level times 3.

Description:

Upon casting this spell, the caster attempts to switch minds with the target. The target can be any living creature. The target takes over the body of the caster, and the caster takes over the body of the target creature. The target is allowed a saving throw vs. Willpower plus Intelligence. The mental abilities (Intelligence, Charisma, and Newoen) will be kept by each entity, while physical abilities will remain those of the bodies.

Spells requiring movement and voice cannot be cast from a body other than the one the caster trained in. This spell lasts until another Mind Switch is cast.

If the target realizes someone is attempting Mind-Switch, there is a bonus of Willpower to the saving throw.

Possess

Concentration: 25% Study Time: 6

Casting Time: 15 minutes Range: Special

Duration: Continuous

Effects: (Range, Save Penalty)

Range: Level times 5 meters.

Save Penalty: Level times 4.

Description:

Possess allows the caster to take control of another person. The target must be human/humanoid, and sentient. The caster remains in connection with the caster’s own body, although the caster is not in physical control of that body, which will appear to be sleeping.

The target of this spell is allowed a saving throw vs. Willpower plus Intelligence. The save can be made at times according to the Magic Save Progression. The caster can remain in the body if the target saves successfully. Then, the caster can attempt more takeovers according to the Magic Save Progression.

Spells requiring movement and voice cannot be cast from a body other than the one the caster trained in.

EP use for spells and other mental abilities of the caster comes from the caster’s body. EP use for physical powers of the target come from the target’s body.

If the target is attacked mentally, the attack affects the mind of whoever is in control.

If the target realizes someone is attempting Possession, there is a bonus of Willpower to the saving throw.

See Through Time

Concentration: 40 Study Time: 8

Casting Time: 1 hour Range: Touch

Duration: Continuous

Effects: (Distance)

Distance: Level on the Doubling Chart (read to the Result column), years.

Description:

The caster is able to see strong events in the past and future of the target creature/object. Distance in the future is halved.

This spell adds 1 point to the Universal Continuum.

Requirements: A perfectly shiny viewing surface is required (crystal ball, bowl of calm, dark liquid, etc.). A tallow candle is placed on each side of the viewing surface, and the target is placed just behind the viewing surface.

Space Warp

Concentration: 25% Study Time: 8

Casting Time: 9 rounds Range: Special

Duration: Instant

Effects: (Range, Size, Distance)

Range: Level divided by 3 meters.

Size: Level divided by 4 meters in diameter.

Distance: 10, with Level zeros after it, meters.

Description:

This warps the Universal Continuum, allowing the wizard to create a hole in space through which large distances can be traversed.

This spell adds 1 point to the Universal Continuum.

Summon Extra-Planar Being

Concentration: 25% Study Time: 5

Casting Time: DP/2 min. Range: Special

Duration: Instant

Effects: (Range, Save Penalty)

Range: Level kilometers.

Save Penalty: Level times 4.

Description:

This summons a known creature from another plane. The target is allowed a saving throw vs. Willpower. If it realizes it is being summoned, it has a bonus of Willpower on the save. The caster has no control over the summoned creature, except for a penalty equal to the Save Penalty Effect Level on the target’s save vs. Binding spells cast by the caster.

The target will always (until it returns to its home plane) know where the caster is.

This ceremony adds 1 point to the Astral Continuum.

Requirements: The caster must have something from the home plane of the target. If the caster has something special to the target, there is a penalty of 10 to the target’s saving throw.

Time Warp

Concentration: 30 Study Time: 10

Casting Time: 2 minutes Range: Special

Duration: Instant

Effects: (Range, Size, Distance)

Range: Level divided by 3 meters.

Size: Level divided by 4 meters in diameter.

Distance: Level minus 5, on the Doubling Chart (read to the Result column), years.

Description:

This warps the Universal Continuum, allowing the wizard to create a hole in space through which time can be traversed.

This spell adds 1 point to the Universal Continuum.

Skill Level 12 Spells

Animate Matter

Concentration: 10 Study Time: 10

Casting Time: 15 minutes Range: Special

Duration: Continuous

Effects: (Range, Mass, Animations, Movement)

Range: Twice Level meters.

Mass: Level times 50 kilograms.

Animations: Half Level.

Movement: Level divided by 3 meters/segment, Combat Roll and Agility of Level.

Description:

This ceremony animates a material object--a statue or a table, for example. The caster can animate a number of objects equal to the specified Animations, as long as the total mass animated is less than the specified Mass. Each Animation has the specified Movement.

The animations are under the complete control of the caster, and have no mind of their own. If they attack, they attack at Level 1, unless the caster has trained in Remote Attack. Each animation has a carrying capacity equal to its own mass, divided by it’s Skin Temper. If able to attack, look up its mass plus Agility on the Hand to Hand Damage chart for hand to hand damage.

Requirements: Toe- and/or Finger-nail clippings, depending on whether the caster wants the animations to walk, be able to grasp things, or both. The clippings must be placed in a circle around each object to be animated.

Control Energy

Concentration: 40 Study Time: 8

Casting Time: 2 rounds Range: Caster

Duration: Continuous

Effects: (Radius, Amount)

Radius: Level times 4 meters.

Amount: Level points of energy.

Description:

This Control spell allows the caster to control an amount of energy within the specified Radius able to do Amount of damage.

Control Plants

Concentration: 40 Study Time: 6

Casting Time: 30 segments Range: Caster

Duration: Continuous

Effects: (Radius, Amount)

Radius: Level meters.

Amount: Level Plant Points.

Description:

This Control spell allows the caster to control a certain amount of plants within the specified Radius. The caster can choose, on any action, which plants in the Radius are being controlled, as long as the spell remains in effect.

The Plant Points measure the amount of plants which can be controlled. Grass is worth 1 point per square meter. Flowers are worth 2 points per square meter, bushes are worth 1 point, and trees are worth 4 points each. Divide Plant Points by 8, ignoring fractions, for the 4 sided dice of damage that can be done with large grass. Divide the Plant Points by 4 for the number of d4 which can be done with large flowers and bushes. Divide Plant Points by 2 for the d6 which can be done with trees. Using grass gives a +5 to hit, a flower patch or a bush gets +3, and a tree +1 to hit.

Universe Warp

Concentration: 48% Study Time: 9

Casting Time: 3 rounds Range: Special

Duration: Continuous

Effects: (Range, Size, Multiversal Travel)

Radius: Level divided by 3 meters.

Size: Level divided by 4 meters in diameter.

Multiversal Travel: 6 Levels required.

Description:

This spell creates a hole to another universe within this multiverse. The caster must have viewed or traveled to the desired universe (otherwise, the hole is to a random universe). The use of 6 Effect Levels in Multiversal Travel allows travel to a universe in another multiverse as well.

This spell adds 1 point to the Universal Continuum.

Size Change/Living Matter

Concentration: 40 Study Time: 6

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Change)

Range: Level times 3 meters.

Change: Level minus 5.

Description:

Size Change multiplies (or divides) size (height, width, depth) by the specified Change. Mass is multiplied/divided by Change cubed. The entire target must be within Range, both before and after the Size Change.

Soul Cage

Concentration: 40 Study Time: 10

Casting Time: 2 rounds Range: Special

Duration: Instant

Effects: (Range, Save Penalty, Takeover Save Penalty)

Range: Level divided by 5 meters.

Save Penalty: Level times 2.

Takeover Save Penalty: Level times 3.

Description:

Soul Cage transfers the target’s soul into a specially prepared container. The target is allowed a saving throw vs. Willpower. If the target realizes that a Soul Cage is being attempted, there is a bonus of Willpower to the save.

Once the soul is in the Cage, it can attempt to take over any creature that touches the object. The target (of the takeover) is allowed a saving throw vs. Willpower. If the target knows a takeover is being attempted, there is a bonus of Willpower to the save.

Unless original owner of the body is evicted, the person who has just moved in from the Cage has no control over the body, except when the true owner is asleep.

Requirements: The original Cage must be attuned to the target’s soul. This requires a skilled craftsman working with the wizard. The wizard must ‘study’ the target, enough to gain a 20 Knowledge Score for the target’s Soul Cage. If the original Soul Cage is destroyed, the soul will enter the next solid or liquid which touches or is touched by the Cage.

Summon Extra-Universal Being

Concentration: 25% Study Time: 5

Casting Time: DP/2 min. Range: Special

Duration: Instant

Effects: (Range, Save Penalty)

Range: Level kilometers.

Save Penalty: Level times 4.

Description:

This summons a known creature from another universe. The target is allowed a saving throw vs. Willpower. If it realizes it is being summoned, it has a bonus of Willpower on the save. The caster has no control over the summoned creature, except for a penalty equal to the Save Penalty Effect Level on the target’s save vs. Binding spells cast by the caster.

The target will always (until it returns to its home universe) know where the caster is.

This ceremony adds 1 point to the Astral Continuum.

Requirements: The caster must have something from the home universe of the target. If the caster has something special to the target, there is a penalty of 10 to the target’s saving throw. If the creature is from another multiverse, the Casting Chance is halved, and there is a penalty of 20 to the Magic Screw-Up Roll if the Casting Chance fails.

Talk to Demons/Angels

Concentration: 45% Study Time: 6

Casting Time: 30 minutes Range: Caster

Duration: Continuous

Effects: (Contact Chance)

Contact Chance: Level times 6.

Description:

This spell contacts entities from the Supreme Planes (known by many as Heaven and Hell). The name of the entity must be known. Once the entity is contacted, the caster must make it worth the entity’s while to give the information or help sought. Most demons, devils, and angels do not like to be bothered by mere mortals (or by other demons, devils, and angels, for that matter).

The entity does not actually come to the caster, but is placed in mental contact with the caster, and often a mental representation will appear in the smoke.

This spell adds 1 point to the Astral Continuum.

Requirements: The caster must be within a pentagram. Smoky tallow candles burn at each point.

Toto’s Conjured Tornado

Concentration: 30 Study Time: 5

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Size, Movement)

Range: Level times 3 meters.

Size: Level meters tall, Level divided by 4 meters wide; can carry objects up to Level times 500 kilograms; does Level divided by 4, d6 of damage.

Movement: Level meters per segment.

Description:

The tornado is under the mental control of the caster. Once concentration is dropped, the tornado moves randomly for 2d4 rounds before dissipating.

Transfer Knowledge

Concentration: 40 Study Time: 8

Casting Time: 1 round Range: Touch

Duration: Continuous

Effects: (Transfer Amount, Duration, Save Penalty)

Transfer Amount: Level points of Knowledge Score, per round.

Duration: Level squared hours.

Save Penalty: Twice Level

Description:

This spell transfers knowledge from the caster to the target. Transfer Amount points of the caster’s Knowledge Score in the Knowledge, each round. The target forgets this knowledge once the specified Duration is past. Unwilling targets are allowed a saving throw vs. Willpower.

Skill Level 13 Spells

Alant’s Sphere of the Void

Concentration: 45% Study Time: 12

Casting Time: 1 minute Range: Special

Duration: Continuous

Effects: (Range, Diameter)

Range: Level minus 10 meters.

Diameter: Level divided by 3 meters.

Description:

The Sphere separates the target(s) from the universe. The inside of the Sphere is very similar to the Void. Physical Laws start to leak out of the Sphere after Diameter minutes, and will be completely gone after another Diameter minutes. To determine whether the spell hit the target, this spell is usually treated as a Thrown Object.

This spell adds 2 points to the Universal Continuum.

Animate Energy

Concentration: 12% Study Time: 11

Casting Time: 15 minutes Range: Special

Duration: Continuous

Effects: (Range, Amount, Animations, Movement)

Range: Twice Level meters.

Amount: Level times 2 points.

Animations: Half Level.

Movement: Level meters/segment, Dodging Ability and Agility of Level times 3/2.

Description:

This ceremony animates an amount of energy equal to Amount points of damage. The caster can animate a number of objects equal to the specified Animations, as long as the total amount animated is less than the specified Amount. Each Animation has the specified Movement.

The animations are under the complete control of the caster, and have no mind of their own. If they attack, they attack at Level 1, unless the caster has trained in Remote Attack. Each animation can do damage equal to half its Amount. Animations have DP equal to four times their Amount.

Requirements: A candle with a pentacle carved into it is lit, and held up. The energy to be animated must run through the candle as this spell is cast.

Earthquake

Concentration: 20 Study Time: 7

Casting Time: 4 minutes Range: Special

Duration: Continuous

Effects: (Range, Radius, Magnitude)

Range: Level squared meters.

Radius: Level on the doubling chart, read to the Result column, meters.

Magnitude: Half Level, round up.

Description:

This spell creates an earthquake of the specified Radius, at Range. See Earthquakes, under Special Rules, for the effects of an earthquake. The magnitude drops by 1 for every Radius meters from the center of effect.

Increase Range

Concentration: 30 Study Time: 4

Casting Time: as Spell Range: Caster

Duration: Continuous

Effects: (Increase)

Increase: Level.

Description:

Multiply the normal range of the target spell by the specified Increase. The casting time of Increase Range is the same as the spell whose range is being increased.

Meteor Strike

Concentration: 25% Study Time: 8

Casting Time: 5 minutes Range: Special

Duration: Instant

Effects: (Range, Size)

Range: Level squared meters.

Size: Level times 2 meters diameter, Level divided by 3 d6 damage to any it hits.

Description:

This spell calls down a meteor storm. The caster must roll to hit the target area as for Thrown attacks. Those in the area take damage in accordance with the Size of the storm.

Permanent Force Field

Concentration: 10 Study Time: 6

Casting Time: 30 minutes Range: Special

Duration: Instant

Effects: (Range, Radius, Strength, Duration)

Range: Level times 10 meters.

Radius: Twice Level meters.

Strength: Skin Temper of half Level, round up; Ignore Damage of Level, round up; DP ten times Level.

Duration: Level.

Description:

The force field is a hemisphere that will not allow physical and energy attacks in or out. One the sphere takes damage equal to Strength, it is broken and dispelled. The field loses 1 point of DP every Duration months.

Requirements: The perimeter of the force field must be sketched out with diamond dust. At three equidistant points, a small thaumaturgic triangle must be drawn with the ashes of rosemary, and a small ruby placed in the center. Once the spell is cast, those parts are not necessary to maintain the spell.

Reverse

Concentration: 45% Study Time: 8

Casting Time: 1 round Range: Special

Duration: Instant

Effects: (Range, Radius)

Range: Half Level meters.

Radius: Level divided by 4 meters.

Description:

All flying objects fully within the specified Radius from the center of effect (Range) reverse direction. This spell does not affect living things, although it will effect plants anchored to an object such as a pot.

Transform Self

Concentration: 96% Study Time: 10

Casting Time: 6 rounds Range: Caster

Duration: Continuous

Effects: (Change)

Change: Level.

Description:

This spell transforms the caster by shape and appearance only, into another creature. The caster can multiply or divide mass by no more than Change. The caster gains no special abilities of the new shape, except for movement forms (flying, swimming). If the caster is able to study the anatomy of the creature, the caster might also be able to use the creature’s senses and breathing methods.

Skill Level 14 Spells

Create Undead

Concentration: 20 Study Time: 7

Casting Time: 4 minutes Range: Special

Duration: Continuous

Effects: (Range, Duration, Animations, Commands)

Range: Level meters.

Duration: Level months.

Animations: Level undead.

Commands: The undead can understand Half Level commands, round up.

Description:

This spell temporarily animates corpses and skeletons. The undead are created knowing a specific number of simple commands. Undead have agility halved from when they were alive. Corpses rot (see the 33rd level spell Extend Animation for effects of rotting).

This spell adds 2 points to the Astral Continuum.

Requirements: This spell must be cast on a night of a full moon. The corpse(s) must receive the full light from the moon. They are placed on a stone altar, with a circle drawn in it. A candle is placed at each of the four directions on the circle. Facing away from the moon, the caster casts the spell.

Independent Illusion

Concentration: 10 Study Time: 8

Casting Time: 15 minutes Range: Special

Duration: Instant

Effects: (Range, Duration, Size, Instructions, Save Penalty)

Range: Level meters.

Duration: Level days.

Size: The illusion must be encompassed by a sphere Level meters in diameter.

Instructions: Level squared words, not including the, an, and a.

Save Penalty: Level times 4.

Description:

This spell creates a semi-independent illusion. The caster must state what the illusion will do using no more words then specified by Instructions. No part of the illusion can leave the sphere specified by Size. Those seeing the illusion (which is only visible within the sphere) are allowed a saving throw vs. Willpower. If they believe that this is an illusion, they gain a bonus of Willpower on the save.

As long as the caster maintains concentration, the caster retains control over the illusion.

Requirements: Lithium and salt are distilled into a gas that becomes the illusion.

Mass Mind Control

Concentration: 15% Study Time: 10

Casting Time: 3 hours Range: Special

Duration: Continuous

Effects: (Range, Save Penalty, Radius)

Range: Level times 10 meters.

Save Penalty: Three times Level.

Radius: Level cubed, meters.

Description:

This affects all minds of a specific species within the specified Radius. Targets are allowed a saving throw vs. Willpower, with a bonus of Willpower if they realize what is happening. The entire mass is allowed a save vs. average willpower according to the Magic Save Progression.

Requirements: Boil in a small cast iron pot clear spring water, the eyes of a cobra, the core of a meteorite, and brain matter from the species being controlled. Drain the water into a glass vial, seal the vial, and place the pot at the center of effect. Drink the contents of the vial when casting the spell. Also good with Peppermint Schnapps.

Mirror Effect

Concentration: 32% Study Time: 8

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Threshold, Attack Points)

Range: One third Level meters.

Threshold: Four times Level.

Attack Points: Level minus 10.

Description:

This protects the target from certain types of attacks. Those attacks rebound from the Mirrored character and automatically hit the character that initiated the attack.

Which attacks are mirrored is determined by the Attack Points. Physical Attacks require 1 Attack Point. Energy Attacks require 2, Magical Attacks require 3, and Psychic Attacks require 4. In order to mirror Physical and Energy attacks, then, 3 points are required, and to mirror all attacks, 10 points are required (an Effect Level of 20 in Attack Points.

The spell will mirror attacks up to the specified Threshold. Any attacks doing more damage than that Threshold are not affected by the Mirror Effect. Spells that do not do physical damage break through the Threshold when half the total Effect Levels exceed the Threshold number.

The attack must hit in order for it to be Mirrored. Ranged attacks do have to take into account the extra range that the attack travels in order to return to the attacker.

Osir’s Avenging Ankh

Concentration: 32% Study Time: 10

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Damage, Bonus vs. ST)

Range: Level meters.

Damage: Half Level, d10 damage.

Bonus vs. ST: Half Level, on the Skin Temper Chart.

Description:

Osir’s Ankh is a manifestation of the Major Plane of Light. It only affects buildings used to house creatures who have devoted their life to evil, either consciously or unconsciously.

Portable Universe

Concentration: 20 Study Time: 5

Casting Time: 8 minutes Range: Special

Duration: Continuous

Effects: (Range, Diameter, Duration)

Range: Half Level meters.

Diameter: Half Level meters.

Duration: Level times 4 weeks.

Description:

The Portable Universe is a spherical universe with the specified Diameter. The caster can place this universe within any container in range. The Portable Universe is infinitesimally small in the caster’s universe, except for the entrance, which corresponds to the opening of the container this spell is cast on--whether it be the top of a fishbowl, a small sack, a pocket, or a glass of beer.

A Portable Universe cannot be moved outside of the universe it was created in. If this happens, the Portable Universe dissipates, and the items within the Portable Universe reappear in the real universe, at the point where the container left the real universe.

Repel Evil

Concentration: 40 Study Time: 6

Casting Time: 1 round Range: Special

Duration: Continuous

Effects: (Range, Strength)

Range: Level meters.

Strength: Level.

Description:

With this spell, the caster attempts to hold extremely evil creatures at bay. This includes most undead creatures, creatures summoned by evil beings of the Plane of Darkness, and creatures from that Plane and the Supreme Dark Plane. Other creatures of incredible evil may be affected by this spell at the Editor’s option.

The player rolls d20 and adds newoen and the specified Strength. This is compared to d20 plus the evil creature’s newoen (twice newoen if the creature makes a roll vs. intelligence on d20). If the caster’s roll is greater than or equal to the target’s roll, the target must immediately leave the Range of this spell. This roll is made per round.

Transform Others

Concentration: 12% Study Time: 12

Casting Time: 6 minutes Range: Special

Duration: Continuous

Effects: (Range, Extra Mass, Duration, Save Penalty, Change)

Range: Twice Level meters.

Extra Mass: Half Level kilograms.

Duration: Level hours.

Save Penalty: Twice Level.

Change: Level

Description:

This spell transforms living creatures. Learning and Newoen remain the same. The target is allowed a saving throw vs. Newoen plus 3 times maximum Body Damage Points, on d100.

The new mass of the target cannot be greater than old mass times Change, or less than old mass divided by Change.

Trap Magic/Supernatural Being

Concentration: 33% Study Time: 8

Casting Time: 2 rounds Range: Special

Duration: Continuous

Effects: (Range, Success Bonus, Duration)

Range: Level meters.

Success Bonus: Three times Level.

Duration: Level weeks.

Description:

This traps an extra-planar creature or a magical spell into a symbolic container (a statue, a book, or a light bulb). The Editor has final say on whether or not a specific container is symbolic for a specific creature/spell.

The caster must know the name of the creature, or what the spell is, in order to Trap it. The chance that the target will be trapped is the caster’s Willpower, minus the target’s Willpower (spells have a Willpower of 0), minus the creature’s DP (or the total Effect Levels of a spell). This can be rolled each round, until the target is Trapped. The roll which trapped the target must be remembered by the Editor.

Once Trapped, the creature/spell will be freed if the object is broken, or the Trap spell weakens. Each Duration, add 1 to the roll which trapped the target. When this is greater than the chance of Trapping, the target is free.

This spell adds 1 point to the Astral Continuum.

Skill Level 15 Spells

Absorb Energy

Concentration: 40 Study Time: 8

Casting Time: 2 rounds Range: Touch

Duration: Continuous

Effects: (Conversion, Threshold)

Conversion: Level minus 10, times 4%.

Threshold: Level EP.

Description:

The spell recipient will absorb energy damage and gain EP at the Conversion rate specified. If the recipient ever gains more EP than the specified Threshold, that extra EP is also taken as a Death Shot to the Body, no saving throw.

Universe Transfer

Concentration: 15% Study Time: 6

Casting Time: 2 hours Range: Special

Duration: Instant

Effects: (Range, Mass, Save Penalty)

Range: Level minus 10 meters.

Mass: Level cubed kilograms.

Save Penalty: Three times Level.

Description:

This spell trades mass between universes. This trade is done in a way that does not affect the Universal Continuum. The caster may transfer up to Mass of touching objects/creatures. There must be the same amount of mass at the corresponding point in the other universe. The matter traded must be the same mass (within 1%), and roughly equal in substance--inert matter traded for inert matter, vegetable life for vegetable life, animal for animal, and intelligent for intelligent. Unwilling targets of this spell are allowed a saving throw vs. Willpower.

Imbue Spell into Object

Concentration: 25% Study Time: 4

Casting Time: 30 minutes Range: Touch

Duration: Instant

Effects: (Object EP, Regeneration Rate)

Object EP: Twice Level.

Regeneration Rate: Level squared, EP per day.

Description:

This spell places a spell into an object. The caster must also place up to Object EP of the caster’s own EP into the object. This EP heals back on the caster at the caster’s Healing Rate per hour. The spell to be placed into the object must be cast, and end at the same time as the Imbue Spell spell ends.

The Effect Levels do not have to be allocated at the time of Imbuing (although they can be). The Quality of the Imbued spell’s Magic Roll is placed into the object. Any Quality points used to reduce the Concentration or Casting Time of the spell are not placed into the object. The user of the magic item determines where the Q points go. They can be used to reduce base Casting Time, base Concentration, and give each Effect an Effect Level. The total of the Effect Levels, on the Sphere Chart, is the number of Q points needed. The object uses EP as if it were a wizard, Concentrating at the base Concentration (modified if Quality is used for that).

Once all EP are used up, the object is no longer magical, although a caster can cast Imbue Spell again, without casting another spell, to add EP to it, if this is done before all EP is gone.

If the caster of Imbue Spell wishes the object to be able to regenerate its EP, the caster must also use the effect of Regeneration Rate. For each Effect Level placed in Regeneration Rate, the caster must permanently lose 1 half point of Constitution, Strength, or Agility.

The spell can be cast by anyone who holds the object. Characters need to make a roll vs. Willpower to take control the first time they try to use a magic item of this sort.

Requirements: The requirements vary according to the spell. Consult your Editor.

Magic Resistance

Concentration: 45% Study Time: 8

Casting Time: 3 rounds Range: Touch

Duration: Continuous

Effects: (Radius, Success Reduction)

Radius: Level meters.

Success Reduction: Level times 5.

Description:

Any magic cast in the specified Radius around the center of effect has its Success Chance reduced by the Success Reduction. However, if the failure is due to Magic Resistance, no Magic Screw-Up roll is needed.

Volcano

Concentration: 15% Study Time: 8

Casting Time: 3 minutes Range: Special

Duration: Continuous

Effects: (Range, Size, Lava)

Range: Level times 100 meters.

Size: Level meters tall, Level meters wide.

Lava: Damage: Level divided by 5, round down, d6; bonus of Level to Attack, as an explosion. Short Range is Level meters; Range Set is Level meters; Maximum Range is Level times 10 meters.

Description:

This spell creates a Volcano. The volcano spews lava and hot ash and rocks for as long as the caster maintains concentration. When concentration is dropped, the volcano collapses back in on itself.

Weirdling

Concentration: 25% Study Time: 6

Casting Time: 1 round Range: Special

Duration: Instant

Effects: (Range, Size, Strength, DP)

Range: Level times 10 meters.

Size: Half Level meters diameter.

Strength: Damage of Level divided by 3, round down, d6.

DP: Twice Level DP.

Description:

This spell creates illusions that are real. The illusion has the specified DP, and can do damage according to the specified Strength. The illusions cannot lift objects, however. Weirdlings cannot be disbelieved. Damage done by Weirdlings is unaffected by normal Skin Temper and Ignore Damage. It is affected by Mind Combat Skin Temper.

Skill Level 16 Spells

Age

Concentration: 35% Study Time: 8

Casting Time: 4 rounds Range: Special

Duration: Instant

Effects: (Range, Time, Save Penalty)

Range: Level meters.

Time: Level times 2 months.

Save Penalty: Level times 3.

Description:

This spell ages the target by the specified Time. The target is allowed a saving throw vs. Willpower plus three times DP. The target must be one object/creature, and entirely within Range.

Cosmic Awareness

Concentration: 40 Study Time: 8

Casting Time: 1 hour Range: Caster

Duration: Instant

Effects: (Answer Bonus)

Answer Bonus: Level.

Description:

This spell puts the caster one with the universe. The caster can search for answers to questions. The chance of successfully finding an answer is 70%. Add Answer Bonus to this. It takes the caster a number of minutes equal to the d100 roll to find an answer. The caster can look for as many answers as necessary, until the roll is failed. A failure still wastes time: subtract the answer chance from the roll, for the number of minutes wasted.

The caster’s perception of time is very twisted while one with the universe. Roll 2d100. This percentage modifies the time that it takes to find the answer, from the caster’s perception. So, if it takes a caster 30 minutes to find an answer, and 50 is rolled on 2d100, the caster only thinks 15 minutes have gone by.

This spell adds 1 point to the astral continuum.

Trace Astral/Space Disturbance

Concentration: 40 Study Time: 4

Casting Time: 4 rounds Range: Caster

Duration: Continuous

Effects: (Sense Bonus)

Sense Bonus: Level.

Description:

This spell lets the caster to see very faint lines radiating from an astral or universal disturbance. The caster must make a perception roll each round, with a bonus of Sense Bonus. This is doubled once the caster knows whether the disturbance is astral or space/time. Also, add 5 times the difference between Continuum Number for the disturbance and the normal Continuum Number for the area.

Skill Level 17 Spells

Immortality

Concentration: 20 Study Time: 10

Casting Time: 24 hours Range: Touch

Duration: Instant

Effects: (Success Chance)

Success Chance: Level times 5.

Description:

This spell decreases the target’s rate of aging by a factor of two. The Success Chance is the chance that the spell will work correctly. If the spell does not work correctly, subtract the chance of success from the d100 roll. There is a twice Success Chance chance this many previous Immortalities are canceled (immediately aging the recipient by the number of years that had been saved by those applications).

There is a penalty of 100 to the spell if the target has been the recipient of another Immortality spell within the last year. This penalty is reduced by 5 for each year thereafter.

Requirements: A crushed pearl, well formed, and a glass of water that has never touched the Earth or the air of Earth. The pearl and water are mixed, and the recipient drinks it.

Probability Storm

Concentration: 45% Study Time: 10

Casting Time: 2 minutes Range: Touch

Duration: Continuous

Effects: (Radius, Modifier)

Radius: Twice Level meters.

Modifier: Level.

Description:

This causes completely improbable things to happen in the specified Radius. Many small improbabilities will be occurring. There is a 30% plus the specified Modifier chance, per round that something very strange will happen.

Within a Probability Storm, molecules can all decide to jump to the side, monkeys can type up Hamlet from scratch, and fish can swim by with banner ads for Yorkshire pudding tied to their tails.

Renew Spell

Concentration: 30 Study Time: 6

Casting Time: 1 hour Range: Special

Duration: Instant

Effects: (Range, Renew Level)

Range: Half Level meters.

Renew Level: Half Level.

Description:

This spell renews another spell which has duration beyond concentration. The caster must know what the spell is and where it is centered. The spell is renewed with a duration equal to what would have been gained with a Duration Effect Level of Renew Level. This cannot be greater than the level the spell was originally cast at.

Youth

Concentration: 30 Study Time: 8

Casting Time: 3 hours Range: Touch

Duration: Instant

Effects: (Age Reduction)

Age Reduction: Half Level.

Description:

This spell decreases the target’s age by the specified Age Reduction. There is a percent chance equal to five times the number of times Youth has been cast on the target before, that the Age Reduction will actually age the target by that many years.

Requirements: The blood of a newborn rodent, pure cane sugar, ground pearl, and deep ocean water are mixed together. The target drinks the concoction at the end of the spell’s casting.

Skill Level 18 Spells

Permanency

Concentration: 20 Study Time: 8

Casting Time: 1 hour Range: Special

Duration: Instant

Effects: (Range, Duration Increase)

Range: Level divided by 10.

Duration Increase: Multiply either the target spell’s duration, the EP placed in an object with Imbue Spell, or the time between saving throws for the target of the target spell, by Level squared.

Description:

This spell makes the target spell more long-lasting. The Permanency must be cast at the same time as the target spell.

Requirements: A large diamond must be crushed and spread in the air as the spell is cast.

Regeneration

Concentration: 40 Study Time: 8

Casting Time: 30 minutes Range: Touch

Duration: Instant

Effects: (Wound Points)

Wound Points: Level.

Description:

This spell heals permanent wounds. The target wound must be of points less than or equal to the specified Wound Points, or the wound is unaffected. The permanent injury points are changed to penetrating points of damage, which heal normally. Lost limbs and body parts are re-created with this spell, but are useless until the penetrating damage heals above 0.

This spell adds 1 point to the Astral Continuum.

Resurrection

Concentration: 49% Study Time: 12

Casting Time: 5 minutes Range: Touch

Duration: Instant

Effects: (Resurrection Chance, Resurrection Points)

Resurrection Chance: Level times 3.

Resurrection Points: Level.

Description:

This spell restores the target body to life. It does not heal permanent injuries, diseases, or poisons.

The chance that the target’s soul will be called back to the body is the Resurrection Chance. Look up the number of hours the spirit has been gone, on the Column 1 of the Doubling Chart, for the reduction to this chance. The body cannot have more Death Points than the caster’s Resurrection Points. Whether or not the target’s soul comes back, the body is brought back to life--the Death Points are wiped out.

If the soul does not return to take ownership of the body, there is a 33% chance that something else will. If this ‘something else’ is intelligent, it will have random access (save vs. half intelligence on 2d10) to the body’s memories.

This spell adds 2 points to the Astral Continuum.

Requirements: A concoction of ground diamond, carbonated water, and flaked copper is mixed and scattered over the body.

Skill Level 19 Spells

Improved Cosmic Awareness

Concentration: 25% Study Time: 12

Casting Time: 1 hour Range: Caster

Duration: Continuous

Effects: (Answer Bonus, Companions)

Answer Bonus: Level.

Companions: Level divided by 4.

Description:

This spell puts the caster and the desired companions in contact with a manifestation of the ‘one-ness of the universe.’ They can ask this manifestation questions. The chance of successfully getting an answer is 60%. Add Answer Bonus to this. It takes the manifestation a number of minutes equal to half the d100 roll to show an answer. They can ask as many questions as desired, until the roll is failed. A failure still wastes time: subtract the answer chance from the roll, and divide by 2, for the number of minutes wasted.

Their perception of time is very twisted while one with the universe. Roll 2d100. This percentage modifies the time that it takes to find the answer, from the caster’s perception. So, if it takes 30 minutes to get an answer, and 50 is rolled on 2d100, they only think 15 minutes have gone by.

This spell adds 1 point to the astral continuum.

Requirements: A pentagram is inscribed on a flat surface. At each point of the pentacle in the pentagram, a pure white pearl is placed. The circle of the pentagram is inscribed with silver. Incense is burned in each of the five spaces between the pentacle and the circle of the pentagram. The caster and the companions stay inside the pentagram, holding hands.

Pervert Effect

Concentration: 20 Study Time: 10

Casting Time: 2 rounds Range: Special

Duration: Instant

Effects: (Range, Pervert Chance, Waiting Period)

Range: Half Level meters.

Pervert Chance: Level times 10.

Waiting Period: Level segments.

Description:

This spell changes the effects of another spell in a bad way. The caster cannot choose how the spell is perverted--this is up to the Editor. A perverted Cosmic Awareness will give wrong answers. A perverted Increase Skin Temper will reduce Skin Temper. The chance that the target spell will be Perverted is the Pervert Chance, reduced by 5 for each effect level in the target spell. Casters can automatically Pervert their own spells.

Dimensional Shift

Concentration: 40 Study Time: 10

Casting Time: 3 rounds Range: Special

Duration: Instant

Effects: (Range, Mass, Matrix Shift)

Range: Half Level meters.

Mass: Level squared kilograms.

Matrix Shift: 8 Levels are required.

Description:

This spell shifts the target(s) into a different dimension. The caster must be familiar with the target dimension. With the use of eight Effect Levels in Matrix Shift, the caster can place the targets into a Matrix of the caster’s choice.

Skill Level 20 Spells

Reverse Time

Concentration: 49% Study Time: 8

Casting Time: 10 segments Range: Caster

Duration: Continuous

Effects: (Radius, Time Reversal)

Radius: Level divided by 4 meters.

Time Reversal: Half Level rounds

Description:

This spell reverses time in the specified Radius. Only objects completely within the Radius have time reversed. Time goes back the specified Time Reversal, and then continues on normally. Once the caster stops concentrating, time jumps ahead to rejoin the rest of the world.

This spell adds 1 point to the Universal Continuum.

Translate

Concentration: 30 Study Time: 10

Casting Time: 2 minutes Range: Special

Duration: Instant

Effects: (Range, Size, Size Change)

Range: Half Level meters.

Size: Less than one-quarter Level meters per side.

Size Change: Level times Level.

Description:

This spell allows the caster to create a miniature version of the target. The target can be no larger than Size. The miniature can be as small as original size, divided by Size Change. Miniatures are not alive, even if the target was; miniatures of mechanical objects work exactly at the scale of their size. A miniature car will run (but will require miniature gas).

Transfer Spell

Concentration: 49% Study Time: 10

Casting Time: 10 segments Range: Special

Duration: Instant

Effects: (Range, Spell Level, Save Bonus/Penalty)

Range: Level divided by 5 meters.

Spell Level: Level.

Save Bonus/Penalty: Level times 3.

Description:

This spell transfers a specified Mnemonic spell from the caster to the target. If the target is unwilling, a saving throw vs. Willpower is allowed. If successful, the target does not accept the spell.

Targets who are not Mnemonic wizards of the same tradition as the caster must save vs. Willpower, or go into shock for d100 rounds. The number of rounds is also the percentage chance that d6 points of penetrating damage is taken directly to the head. That is also the chance that the spell was not accepted. Wizards gain a bonus of Newoen on that saving throw, and Mnemonic wizards a bonus of twice Newoen.

The transferred spell cannot be greater level than the specified Spell Level. The caster can apply the specified Save Bonus/Penalty as a bonus or penalty to the above saving throws vs. Willpower.

Once the spell has been transferred, the owner can cast it when desired, although some coaching might be necessary for non-Mnemonic wizards. The spell is cast as if from the original wizard.

Skill Level 21 Spells

Astral Vessel

Concentration: 10 Study Time: 10

Casting Time: 2 hours Range: Special

Duration: Continuous

Effects: (Range, Capacity, Speed)

Range: Twice Level meters.

Capacity: Level times Level times 100 kilograms.

Speed: Level divided by 5.

Description:

The Astral Vessel can transport passengers and luggage across or through planes, to other planes. The vessel skirts the barrier between astral planes and reality (see Astral Travel). Because of their appearance, Astral Vessels are usually shunned by the inhabitants of the planes, but if someone boards the vessel while en route, such stowaways will re-enter normal space/time with the rest of the passengers.

Astral Vessels are an ectoplasmic manifestation of the caster’s choice, usually a specific vessel of the caster’s culture. Sample vessels include a Spanish Galleon manned by a skeleton crew, a large canoe rowed by zombies. A cold mist usually accompanies the vessel.

Passengers/luggage do not create localized disturbances unless the total mass that entered the vessel when it entered the astral planes is different from the mass that left the astral planes.

Arrival time depends on the destination. It takes at least 2 hours to go to other realities, depending on the distance from the starting location. It will take at least 40 hours to cross the Medium Planes into other universes or time-lines, and approximately 500 hours to reach any of the Major Planes. These times can be divided by the Speed of travel.

Requirements: There must be a large river or body of water (or equivalent, in other realities/universes) at both the starting point and the destination. This spell can only be cast at night.

Skill Level 22 Spells

Reverse Destruction

Concentration: 49% Study Time: 10

Casting Time: 10 segments Range: Special

Duration: Continuous

Effects: (Range, Radius, Rate)

Range: Level divided by 5 meters.

Radius: Half Level, (Result to Doubles), meters.

Rate: Half Level kilograms per round.

Description:

This spell reconstitutes a destroyed object. The caster must have at least part of the target object. The spell finds all parts of the target (within the specified Radius) and brings them back to the target piece. The spell can only restore at the specified Rate.

Stealspell

Concentration: 32% Study Time: 12

Casting Time: 15 segments Range: Special

Duration: Instant

Effects: (Range, Spell Type, Save Penalty)

Range: Half Level meters.

Spell Type: Level divided by 6 parts.

Save Penalty: Twice Level.

Description:

This spell steals a spell from the mind of one Mnemonic wizard to the caster. The caster must also be a Mnemonic wizard. The victim is allowed a saving throw vs. Willpower. The spell received is random, though the caster can specify Spell Type parts of the spell--the spell’s level, part of its classification (Intensive, Space/Time, Control, etc.).

If no spell of the desired Spell Type is there, the nearest approximation is stolen. The caster will not know what spell has been stolen until it is used. It is cast as if by the person it was stolen from. To place this spell in the caster’s book, Imbue Magic is required.

Skill Level 24 Spells

Meld

Concentration: 25% Study Time: 10

Casting Time: 90 minutes Range: Special

Duration: Instant

Effects: (Range, Save Penalty)

Range: Level divided by 3 meters.

Save Penalty: Level.

Description:

This spell attaches an astral form with a vacant, but alive, body. The caster must be able to see both the body and the astral form, and both must be at the same point, in range.

Requirements: The requirements vary, depending on the life form and the astral form.

Skill Level 25 Spells

Time Travel, Area Effect

Concentration: 49% Study Time: 10

Casting Time: 5 minutes Range: Caster

Duration: Continuous

Effects: (Radius, Speed)

Radius: Half Level meters.

Speed: Level (Result to Sphere), days per round.

Description:

This spell moves the caster and any targets the caster requires (all targets must be completely with Radius) through time, at the specified Speed.

Skill Level 26 Spells

Astral Travel, Physical

Concentration: 35% Study Time: 9

Casting Time: 3 rounds Range: Special

Duration: Instant

Effects: (Range, Mass, Save Penalty)

Range: Half Level meters.

Mass: Level times 5 kilograms.

Save Penalty: Level times 3.

Description:

This spell places the target (which can be no greater than Mass) physically in the Astral Plane. This is likely to cause an Astral Disturbance--see Continuums. Unwilling targets are allowed a saving throw vs. Willpower.

Skill Level 33 Spells

Extend Animation

Concentration: 35% Study Time: 24

Casting Time: 3 rounds Range: Touch

Duration: Instant

Effects: (Mass, Save Bonus)

Mass: Level times 10 kilograms.

Save Bonus: Level times 2.

Description:

This spell binds an astral form to a dying body, and at the same time forces the body to remain animated after it dies. The target must make a saving throw vs. Willpower for the spell to work.

A body kept alive due to Extend Animation does not need to sleep or eat. The body will lose 1 point of build for every point on the Magic Save Progression. For each point of build lost, 1 point of Ignore Damage is gained.

Every time the body goes to 0 DP, the inhabitant must save vs. willpower plus the amount of Build lost, or it falls down as if dead. Each round later, the inhabitant must save vs. Lost Build, on 2d10; when successful, the inhabitant wakes up.

The body is destroyed once it reaches 0 Build. For every 5 points DP lost, the body’s ST jumps one on the Skin Temper chart. There is a special ritual which can heal lost DP. This requires that raw flesh/blood be eaten--1 DP per DP needed.

The body may retain certain physical powers. Powers which are based specifically on being alive (such as Increased Healing) will not be retained.

Requirements: The blood of a newborn infant is mixed with the recipient’s own blood, and the mixture drunk. Poison may be added to the mixture also; otherwise, the body must be killed in some other way. But the body must die as the spell is cast for the spell to work.

Minor Spells

Minor Spells require speaking/movement as if they were Skill Level 0. The Base Casting Time is 1 segment for each effect. Each has a study time of 1/4, or 7 days.

Background Music

Concentration: 8% Range: Caster

Duration: Continuous

Effects: (Radius)

Radius: Twice Level meters.

Description:

This spell creates background music appropriate to the occasion. The caster has no control over the music, except that it will be music the caster has heard before. Only people inside the Radius hear the music.

Brighten

Concentration: 14% Range: Caster

Duration: Continuous

Effects: (Radius)

Radius: Level meters.

Description:

This spell brightens the area within the Radius. This is enough to make things seem a little more cheery, and make it easier to read by candlelight.

Bullhorn

Concentration: 6% Range: Touch

Duration: Continuous

Effects: (Increase)

Increase: Twice Level.

Description:

This increases the target’s strength by the Increase for purposes of yelling only.

Chill

Concentration: 12% Range: Caster

Duration: Continuous

Effects: (Radius)

Radius: Level meters.

Description:

This causes intelligent creatures in the Radius to feel chilly, although it doesn’t counteract the actual temperature. If it is extremely warm, those in the area will still feel the effects of the heat.

Creak

Concentration: 6% Range: Special

Duration: Continuous

Effects: (Range)

Range: Twice Level meters.

Description:

This creates a quiet creaking noise (strength 1) at the range indicated.

Dampen

Concentration: 6% Range: Special

Duration: Continuous

Effects: (Range, Diameter)

Range: Level meters.

Diameter: Level meters.

Description:

This spell causes a light dew to appear on everything in the specified Diameter. The dew is pulled from the atmosphere, so drier air might produce little or no dew.

Dark Form

Concentration: 12% Range: Caster

Duration: Continuous

Effects: (Darkness)

Darkness: Twice Level.

Description:

This obscures the wizard’s body or face with a shroud of darkness. Others view the caster as if their sight were Darkness less than normal.

Dim

Concentration: 14% Range: Caster

Duration: Continuous

Effects: (Radius)

Radius: Level meters.

Description:

This spell darkens the area within the Radius. This is enough to make things seem a little more down, and make it just a little harder to see (Penalty of 1 to sight rolls.).

Distort

Concentration: 6% Range: Special

Duration: Continuous

Effects: (Range, Diameter)

Range: Twice Level meters.

Diameter: Level meters.

Description:

This spell causes the affected spherical area to appear distorted, as if through water.

Dry

Concentration: 7% Range: Special

Duration: Continuous

Effects: (Range, Diameter)

Range: Level meters.

Diameter: Level meters.

Description:

This spell causes a everything in the specified Diameter to lose surface moisture. Only a very thin film may be dried (a light dew, for example).

Energy Ghost

Concentration: 8% Range: Special

Duration: Continuous

Effects: (Range)

Range: Level times three meters.

Description:

This spell allows the caster to create vague shapes out of ambient energy as it moves through the area. The caster can make dim, flowing faces appear in light, for example.

Flames

Concentration: 8% Range: Special

Duration: Continuous

Effects: (Range)

Range: Level times five meters.

Description:

This spell can create heatless, non-burning flames anywhere in the specified Range.

Flick

Concentration: 8% Range: Caster

Duration: Continuous

Effects: (Size)

Size: Level centimeters.

Description:

This spell creates a flame of the specified length. This will cause 1 point of damage every 3 rounds to things that don’t born (like humans). It is able to start fires on flammable objects.

Groan/Moan

Concentration: 5% Range: Special

Duration: Continuous

Effects: (Range)

Range: Level times three meters.

Description:

This spell causes a ghastly groan or moan to be heard at the target point (Strength 2).

Gust of Wind

Concentration: 6% Range: Special

Duration: Continuous

Effects: (Range, Size)

Range: Twice Level meters.

Size: Half Level meters diameter.

Description:

This spell creates a gust of wind Size wide and tall, anywhere in range. The wind will blow papers about, and flicker flames. It will blow out small candles.

High Whistle

Concentration: 6% Range: Special

Duration: Continuous

Effects: (Range)

Range: Level times 4 meters.

Description:

This spell creates a high-pitched whistle of Strength 1, just on the edge of hearing.

Light Form

Concentration: 11% Range: Caster

Duration: Continuous

Effects: (Brightness)

Brightness: Twice Level.

Description:

This obscures the wizard’s body or face with a shroud of brightness. Others view the caster as if their sight were Brightness less than normal.

Low Whistle

Concentration: 5% Range: Special

Duration: Continuous

Effects: (Range)

Range: Level times 4 meters.

Description:

This spell creates a low-pitched whistle of Strength 1, just on the edge of hearing.

Luminous Balls

Concentration: 8% Range: Special

Duration: Continuous

Effects: (Range)

Range: Level times 10 meters.

Description:

This spell creates numerous balls of light, from 0 to 5 centimeters in diameter, wherever the caster wills.

Matter Ghost

Concentration: 10% Range: Special

Duration: Continuous

Effects: (Range)

Range: Level times three meters.

Description:

This spell allows the caster to create vague shapes out of falling matter as it moves through the area. The caster can make dim, flowing faces appear in rain or snow, for example.

Mess

Concentration: 6% Range: Special

Duration: Continuous

Effects: (Range, Diameter, Amount)

Range: Level meters.

Diameter: Level meters.

Amount: Half Level millimeters.

Description:

This spell congeals dust, dirt, and slime out of the atmosphere. The Amount is what can be taken from the average urban atmosphere of America. You can get more out of Los Angeles, less out of Hesperia.

Misty Form

Concentration: 10% Range: Caster

Duration: Continuous

Effects: (Mistiness)

Mistiness: Twice Level.

Description:

This obscures the wizard’s body or face with a shroud of mist. Others view the caster as if their sight were Mistiness less than normal.

Permeating Laugh

Concentration: 5% Range: Caster

Duration: Continuous

Effects: (Radius, Strength)

Radius: Level times 4 meters.

Strength: Level.

Description:

This creates a hideous, mocking, eerie laugh that permeates the specified Radius. The laugh is as loud as Strength. It can only be heard in the specified Radius.

Poltergeist

Concentration: 13% Range: Caster

Duration: Continuous

Effects: (Radius)

Radius: Level meters.

Description:

This creates a random poltergeist effect in the specified Radius. The effect is very small and harmless.

Puff

Concentration: 12% Range: Caster

Duration: Continuous

Effects: (Size)

Size: Level decimeters.

Description:

This creates a puff of smoke extending Size from the caster’s body, that dissipates in 2d4 segments.

Rainbow

Concentration: 6% Range: Special

Duration: Continuous

Effects: (Range, Size)

Range: Level times 3 meters.

Size: Twice Level long, Level high.

Description:

This creates a multi-colored rainbow of the specified Size, at the point indicated by Range.

Shopping List

Concentration: 4% Range: Caster

Duration: Continuous

Effects: (Items)

Items: Level times 10.

Description:

With this spell the caster can remember a list of anything the caster desires.

Smoke Control

Concentration: 7% Range: Special

Duration: Continuous

Effects: (Range, Size)

Radius: Twice Level meters.

Size: Rings up to Level decimeters in diameter.

Description:

This allows the caster to control an amount of smoke equal to Size.

Spheres of Darkness

Concentration: 9% Range: Special

Duration: Continuous

Effects: (Range)

Range: Level times 10 meters.

Description:

This spell creates numerous balls of darkness, from 0 to 5 centimeters in diameter, wherever the caster wills.

Stationary Lip

Concentration: 1% Range: Special

Duration: Continuous

Effects: (None)
Description:

This spell causes the caster’s lip(s) to appear not to move when talking.

Sweep

Concentration: 5% Range: Special

Duration: Continuous

Effects: (Range, Diameter, Amount)

Range: Level meters.

Diameter: Level meters.

Amount: Level millimeters.

Description:

This spell cleans dust, dirt, and slime out of an area. The Amount is the maximum amount that can be moved. The dirt piles wherever the caster wills it, in Range.

Tap

Concentration: 6% Range: Special

Duration: Continuous

Effects: (Range)

Range: Level meters.

Description:

This creates a quiet (Strength 1) tapping noise.

Tasty

Concentration: 5% Range: Special

Duration: Continuous

Effects: (Range, Targets, Save Penalty)

Range: Level meters.

Targets: Level people.

Save Penalty: Level.

Description:

This causes food to taste better. It can affect up to Targets people. If the food is really bad, they are allowed a saving throw vs. Willpower.

Tie

Concentration: 6% Range: Special

Duration: Continuous

Effects: (Range, Size)

Range: Level meters.

Size: Level times 200 grams, Level times 2 millimeters.

Description:

This spell causes a knot no greater than Size to become tied in the target string or rope.

Tint

Concentration: 7% Range: Special

Duration: Continuous

Effects: (Range, Radius)

Range: Level times 3 meters.

Radius: Level meters.

Description:

This spell can tint anything in the specified Radius a specific color.

Turn the Page

Concentration: 4% Range: Special

Duration: Continuous

Effects: (Range)

Range: Level meters.

Description:

This spell causes the page of a book to turn.

Untie

Concentration: 7% Range: Special

Duration: Continuous

Effects: (Range)

Range: Half Level meters.

Size: Level times 100 grams, Level millimeters.

Description:

This spell causes a knot no greater than Size to untie.

Warmth

Concentration: 10% Range: Caster

Duration: Continuous

Effects: (Radius)

Radius: Level meters.

Description:

This causes intelligent creatures in the Radius to feel toasty, although it doesn’t counteract the actual temperature. If it is extremely cold, those in the area will still feel the effects of the cold.

Wizard Mark

Concentration: 10% Range: Special

Duration: Continuous

Effects: (Range, Strength)

Range: Half Level meters.

Strength: Twice Level.

Description:

This places the caster’s unique marking at a certain spot in space. It can be detected and recognized by wizards who either detect magic, or make their perception roll to detect magic. Both of those are at a bonus equal to the Strength of the Wizard Mark. The strength drops by 1 at every point along the Magic Save Progression.

Yuck

Concentration: 5% Range: Special

Duration: Continuous

Effects: (Range, Targets, Save Penalty)

Range: Level meters.

Targets: Level people.

Save Penalty: Level.

Description:

This causes food to taste horrible. It can affect up to Targets people. They are allowed a saving throw vs. Willpower.