Spell List

Each spell in this section includes:

Name of Spell and the Class(es) it belongs to.

Description: The spell's effects, special rules, etc. If the spell requires particular items, assume it uses them up unless the description states otherwise.

Duration: The time the spell's effects last. If you maintain the spell, it lasts for another period equal to this. Spells with an instantaneous effect do not list duration and cannot be maintained.

Cost: The energy (FP or HP) spent when you cast the spell. If given as Base Cost, this is the cost per yard of radius of an Area spell. Maintainable spells also give a cost to maintain.

Time to Cast: If no time is given, the spell requires one second of concentration and takes place at the end of your turn.

Default: What this spell defaults to, as a technique. In general, colleges default to Thaumatology - 6; clerical spells default to Ritual Magic - 6.

Air College

These spells deal with the traditional magical 'element' of air. Except as noted, assume that 'air' is normal breathing air at one atmosphere of pressure.

Purify Air (Area)
This spell removes all impurities from the air in its area of effect. It is often used to neutralize the effects of poisonous gas or vapors. Note that a room of smoke may safely be purified one section at a time - but truly deadly vapors must all be removed at once, or some may escape.

This spell also turns old 'stale' air into fresh breathable air. The air in a one-yard radius, if not renewed from the outside, will last 45 minutes for one person at rest, less for multiple persons or someone violently exercising (GM's discretion.)

Duration: Works instantly. Purification is permanent.
Base Cost: 1. Cannot be maintained; must be recast.
Default: Air College - 0.

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

Duration: Breeze, bubbles, etc. last 5 seconds. Air created is permanent.
Base Cost: 1. Cannot be maintained; must be recast.
Default: Air College - 1.

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

Duration: 1 minute.
Cost: 1 to 10. 1 produces a gentle breeze; 4 a wind; 6 a heavy wind; 8 or more a violent blast. Cost to maintain is the same as to cast.
Default: Air College - 2.

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

Duration: 1 hour.
Cost: 2; same to maintain.
Default: Air College - 1.

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

Cost: Twice the length of the forecast, in days. Double the cost for a location outside the general area (say, over the horizon). Quadruple the cost for a place on another continent. This spell cannot predict weather on other planets or planes.
Time to cast: 5 seconds per day forecast.
Default: Air College - 4.

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

Duration: 1 minute.
Cost: 4 to cast; 2 to maintain.
Default: Air College - 4 or Water College - 4.

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

Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.
Default: Air College - 3.

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

Duration: Permanent.
Cost: 1 to transform one cubic foot of earth/stone to air, giving enough air for one person to breathe for 1 minute. To transform larger quantities of earth/stone at once, the cost is 5 per cubic yard.
Time to cast: 2 seconds.
Default: Air College - 4 or Earth College - 4.

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

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

Lightning (Missile)
Lets the caster shoot a bolt of lightning from his fingertip. This has 1/2D 50, Max 100, Acc 3. Treat any metal armor as DR 1 against this spell! If the target is wounded, he must make a HT roll, at -1 per 2 HP suffered, or be stunned. He may attempt a HT roll each turn thereafter to recover. Against electronic equipment, treat this attack as if it had the Surge damage modifier (see Surge).

Lightning behaves unpredictably around conductors. A lightning bolt cannot be fired through a metal grid, between bars, from within a car, etc. - it jumps to the metal and is lost. However, the GM may (for instance) allow a wizard to shoot a lightning bolt into a metal floor. This would not electrocute those on it, but could shock them all, interrupting concentration and doing slight damage (no more than 1 point, and possibly none at all). The GM may encourage creative use of lightning until it becomes a nuisance...

Cost: Any amount up to your Magery level per second, for three seconds. The bolt does 1d-1 burning damage per energy point.
Time to cast: 1 to 3 seconds (the caster's fingers sparkle as the spell builds up).
Prerequisites: Magery 1.
Defaults: Air College - 6.

Body Control Spells

These spells directly affect the body. Except as noted, they only affect living beings.

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

Duration: Until the subject takes a turn to scratch.
Cost: 2. Cannot be maintained; must be recast.

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

Duration: A moment.
Cost: 2. Cannot be maintained; must be recast.
Default: Body Control College - 1.

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

Duration: 1 second.
Cost: 2. Cannot be maintained; must be recast.
Default: Body Control College - 2.

Clumsiness (Regular; Resisted by HT)
The subject suffers -1 to his DX and DX-based skills for every point of energy put into the spell.

Duration: 1 minute.
Cost: 1 to 5 to cast; half that amount to maintain (round up).
Default: Body Control College - 2.

Hinder (Regular; Resisted by HT)
The subject is at -1 to his Move and Dodge scores for every point of energy put into the spell. This spell is also considered a Movement Spell.

Duration: 1 minute.
Cost: 1 to 4 to cast; same to maintain.
Default:
Body Control College - 3 or Movement College - 1.

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

Duration: 1 minute, or until subject breaks free.
Cost: 3. Cannot be maintained; must be recast.
Default: Body Control College - 4.

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

Duration: 1 minute.
Cost: 3. Cannot be maintained; must be recast.
Prerequisites: Magery 1.
Default: Body Control College - 5.

Wither Limb (Melee; Resisted by HT)
The caster must strike the subject on a limb to trigger this spell. Armor does not protect. Resolve resistance on contact. If the caster wins, the subject's limb withers immediately; it is crippled for all purposes. The subject also takes 1d damage.

Duration: Permanent unless healed magically.
Cost: 5.
Prerequisites: Magery 2.
Default: Body Control College - 6.

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

Cost: 1 to 3.
Prerequisites: Magery 2.
Default: Body Control College - 7.

Communication and Empathy Spells

These spells deal with discerning (or concealing) thought and intent. For spells that manipulate emotions and loyalties, see Mind Control Spells.

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

Base Cost: 1 (minimum 2).
Default: Communication College.

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

Cost: 2.
Default: Communication College - 1.

Truthsayer (Information; Resisted by Will)
This tells whether the subject is lying or not. May be cast in two ways:

1. To tell whether the subject has told any lies in the last five minutes.
2. To tell whether the last thing the subject said was a lie.

May also give an indication of how great the lie is. If the caster is not touching the subject, calculate range as for a Regular spell.

Cost: 2.
Default: Communication College - 2.

Mind-Reading (Regular; Resisted by Will)
Lets the caster read the subject's mind. Works on any living being, but is most useful on sapient creatures. Detects only surface thoughts (what the subject is thinking at that moment.) The subject is not aware his mind is being read, except in the case of a critical failure.

Modifiers: -2 if the caster does not know the subject's native language; -2 if the subject is of a different race - or -4 or more if the subject is totally alien!

Duration: 1 minute.
Cost: 4 to cast; 2 to maintain.
Time to cast: 10 seconds.
Default: Communication College - 3.

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

Duration: 10 minutes.
Cost: 3 to cast; 1 to maintain.
Default: Communication College - 3.

Earth Spells

These spells deal with the traditional magical 'element' of earth. Except as noted, none of these spells affect stone or metal.

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

Cost: 3.
Time to Cast: 10 seconds.
Default: Earth College - 0.

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

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

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

Duration: 1 minute.
Cost: 1 per cubic yard of earth shaped (minimum 2); half that to maintain (round up).
Default: Earth College - 1.

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

Duration: Permanent.
Cost: 3 per cubic yard (minimum 3).
Prerequisites: Magery 1.
Default: Earth College - 2.

Earth to Air (Regular)
As listed under Air Spells.

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

Duration: Permanent.
Cost: 2 per cubic yard to create earth from nothingness (minimum 2); 1 per cubic yard to solidify mud into good earth (minimum 1).
Default: Earth College - 3.

Flesh to Stone (Regular; Resisted by HT)
'Petrifies' a living subject (and all his gear!), turning him to stone. Must affect the entire subject.

Duration: Permanent, unless reversed by Stone to Flesh.
Cost: 10.
Time to Cast: 2 seconds.
Default: Earth College - 3.

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

Duration: Permanent.
Cost: 6 per cubic yard (minimum 6).
Default: Earth College - 4.

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

Duration: Permanent.
Cost: 10.
Time to Cast: 5 seconds.
Prerequisites: Magery 2.
Default: Earth College - 6.

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

Duration: Permanent, unless reversed by this spell.
Cost: 10 (but only 6 to reverse an entombment).
Time to Cast: 3 seconds.
Prerequisites: Magery 2.
Default: Earth College - 5.

Enchantment Spells

Enchantment spells allow mages to create permanent magic items, and constitute both a college of magic and a class of spells. Since they are only ever used to create artifacts, they appear with the other rules for artifacts (not yet transcribed.)

Fire Spells

These spells deal with the traditional magical 'element' of fire. Should the volume of a particular fire matter in play, assume that the flames created or controlled by Fire spells shoot six feet high. See Flame for rules about setting things on fire.

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

Duration: One second.
Cost: Depends on the amount of heat desired:

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

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

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

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

Cost to maintain is the same as the original cost to cast.
Default: Fire College.

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

Duration: 1 minute.
Base Cost: 2, half that to maintain. Ordinary fires set by this spell do not require maintenance.
Default: Fire College - 1.

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

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

Duration: 1 minute.
Base Cost: 2; half that to maintain.
Default: Fire College - 1.

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

Cost: 1.
Prerequisites: Magery 1.
Default: Fire College - 2.

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

Duration: Once out, a fire stays out.
Base Cost: 3.
Default: Fire College - 1.

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

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

Duration: 1 minute. Each minute raises the target's temperature by 20º. Maximum temperature possible with this spell is 2,800º.
Cost: 1 for an object up to the size of a fist, 2 for an object up to one cubic yard, and 2 per cubic yard for a larger object. Temperature change can be doubled to 40º per minute for double cost, tripled to 60º per minute for triple cost, and so on. Slower heating costs no less. Same cost to maintain.
Time to Cast: 1 minute.
Default: Fire College - 3.

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

Duration, Cost, and Time to Cast: As for Heat, except each minute lowers the target's temperature by 20º.
Default: Fire College - 4.

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

Duration: 1 minute.
Cost: 2 to cast; 1 to maintain. Cost doubles if subject must resist cold of -40º or more; cost triples if subject must resist the cold of absolute zero.
Default: Fire College - 4.

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

Duration: 1 minute.
Cost: 2 to cast; 1 to maintain. Cost doubles if subject must resist a blast furnace or volcano; cost triples if subject must resist the heat of a star, nuclear bomb, etc. Only the first level of protection is necessary against combat-type Fire spells.
Default: Fire College - 5.

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

Cost: Any amount up to your Magery level per second, for three seconds. The fireball does 1d burning damage per energy point.
Time to Cast: 1 to 3 seconds.
Prerequisites: Magery 1.
Default: Fire College - 3.

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

Cost: Any amount up to twice your Magery level per second, for three seconds. The fireball does 1d burning damage per full 2 points of energy.
Time to Cast: 1 to 3 seconds.
Default: Fire College - 4.

Gate Spells

These spells manipulate time, space, and dimensions.

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

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

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

If the caster ties or loses, the creature reacts badly. An 'evil' being commits violence or vandalism, while a 'good' one is more likely to depart in a huff and put in a bad word with the caster's gods. Wild or chaotic creatures are liable to engage in theft and mischief. Extremely alien entities might react in disturbing and unpredictable ways.

Duration: Until the task is done or one hour, whichever is less. Usually.
Cost: 1 point per 10 character points used to build the summoned entity. Minimum energy cost is 20 (although this will not always summon a 200-point being). The GM secretly determines the capabilities of all summoned creatures.
Time to Cast: 5 minutes.
Prerequisites: Magery 1, experience with at least ten different colleges of magic. Cannot use spell without training.
Defaults: Gate College - 11.

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

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

Duration: Permanent.
Cost: 20.
Time to Cast: 5 seconds.
Prerequisite: Must know Planar Summons for the same plane.
Defaults: Gate College - 12.

Healing Spells

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

Arcydean Note: In Arcydea, this instead is a skill penalty equal to -1 per 10% of HP lost (if the wizard has 14 out of 20 HP, he rolls at -3.)

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

Lend Energy (Regular)
Restores the subject's lost Fatigue Points, at an energy cost to the caster. Cannot increase the subject's FP score above its normal maximum.

Cost: Any amount; the energy spent by the caster goes to the subject as restored FP (e.g., if the caster spends 5 energy, the subject regains 5 lost FP). Casting cost is not reduced by high skill.
Prerequisite: Magery 1 or Empathy.
Default: Healing College - 0.

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

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

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

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

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

Cost: None.
Prerequisites: Magery 1.
Default: Healing College - 1.

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

Base Cost: 1.
Default: Healing College - 2.

Minor Healing (Regular)
Restores up to 3 HP to the subject. Does not eliminate disease or poison, but cures the damage they cause.

This spell is risky when used more than once per day by the same caster on the same subject. If you try, roll at -3 for the first repitition, -6 for the second, and so on.

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

Cost: 1 to 3. The same amount is restored to the subject.
Default: Healing College - 2.

Major Healing (Regular)
Restores up to 8 HP to the subject. Does not eliminate disease or poison, but cures the damage they cause.

Otherwise, this spell functions just like Minor Healing: it is at -3 per casting on the same subject in one day, and Physician skill at level 15 or higher mitigates the effects of a critical failure.

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

Cost: 1 to 4. Twice the amount spent is restored to the subject.
Prerequisites: Magery 1.
Default: Healing College - 4.

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

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

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

Cost: 20. One try per day per subject.
Time to Cast: 1 minute.
Prerequisites: Magery 3.
Default: Healing College - 5.

Knowledge Spells

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

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

Cost: 2.
Time to Cast: 5 seconds.
Prerequisite: Magery 1.
Default: Knowledge College - 0.

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

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

Cost: 3 (for any size subject).
Prerequisite: Magery 1.
Default: Knowledge College - 1.

Seeker (Information)
Attunes the caster to one individual or manmade object he is looking for. A success gives the caster a vision of the item's whereabouts - or leads him to it, if it is within a mile.

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

Modifiers: Long-distance modifiers. Something associated with the item sought (e.g., part of a lost person's clothing) should be available at the time of casting; if not, roll at -5. The roll is at +1 if the caster has held or is otherwise familiar with the item sought.

Cost: 3. One try per week.
Prerequisites: Magery 1, IQ 12+.
Default: Knowledge College - 2.

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

Duration: 1 hour.
Cost: 3 to cast; 1 to maintain. One try per day.
Time to Cast: 1 minute.
Prerequisites: Magery 1, IQ 12+.
Default: Knowledge College - 3.

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

Cost: 2.
Prerequisite: Magery 1.
Default: Knowledge College - 1.

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

Cost: 8.
Time to Cast: 1 hour.
Prerequisite: Magery 1.
Default: Knowledge College - 2.

Light and Darkness Spells

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

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

Duration: 1 minute.
Cost: 1 to cast; 1 to maintain.
Default: Light College - 0.

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

Duration: Variable. Roll 2d for number of days. Does not count as a spell 'on'.
Cost: 2 for a dim glow, 4 for the brightness of a fire, 6 for a glare so bright as to be painful at close range.
Default: Light College - 1.

Darkness (Area)
Cloaks the area of effect in pitch darkness. A person inside the area can see out normally, but can see nothing else within the area. Those outside the area can see only darkness within. Thus, attacks out of darkness suffer no penalty, but attacks into darkness are at a penalty; see Visibility for combat rules.

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

Duration: 1 minute.
Base Cost: 2 to cast; 1 to maintain.
Default: Light College - 2.

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

Duration: 1 minute.
Cost: 1 to 5 to cast; the same to maintain.
Time to Cast: 2 seconds.
Default: Light College - 3.

Meta-Spells

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

Counterspell (Regular; Resisted by subject spell)
This spell nullifies any one ongoing spell. It cannot 'counter' spells that make a permanent change in the world (e.g., Extinguish Fire, Flesh to Stone, or Zombie) and it cannot affect permanently enchanted items, but it can counter spells cast using magic items. The 'subject' of Counterspell may be either the subject of the spell to be countered or the person who cast that spell.

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

Cost: Half that of the spell countered, not counting bonuses the other caster got for high skill.
Time to Cast: 5 seconds.
Prerequisite: Magery 1.
Default: Meta College - 0.

Dispel Magic (Area; Resisted by subject spells)
This spell, if successful, negates other spells within the area. It has no effect on enchanted items - just on spells. Each spell resists separately. Dispel Magic is not selective! The caster need not know the spell(s) being dispelled. To nullify a specific spell without affecting others, use Counterspell.

Duration: Dispelled magic is permanently gone.
Base Cost: 3.
Time to Cast: 1 second for each energy point spent.
Default: Meta College - 13.

Mind Control Spells

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

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

Duration: 1 minute.
Cost: 1 to 5 to cast; half that amount to maintain (round up).
Prerequisite: IQ 12+.
Default: Mind Control College - 0.

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

Duration: 1 hour.
Cost: 3 to cast; 3 to maintain.
Time to Cast: 10 seconds.
Prerequisites: Magery 1 and IQ 12+.
Default: Mind Control College - 1.

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

Duration: 1 minute.
Cost: 3 to cast; 2 to maintain.
Time to Cast: 2 seconds.
Prerequisites: IQ 12+.
Default: Mind Control College - 1.

Mass Daze (Area; Resisted by HT)
As Daze, but can be cast over an area.

Duration: 1 minute.
Base Cost: 2 to cast; 1 to maintain. Minimum radius 2 yards.
Time to Cast: 1 second for each energy point spent.
Prerequisites: IQ 13+.
Default: Mind Control College - 2.

Sleep (Regular; Resisted by HT)
Subject falls asleep. If standing, he falls - but this does not wake him. He can be awakened by a blow, loud noise, etc., but will be mentally stunned (see Effects of Stun). The Awaken spell rouses him instantly.

Cost: 4.
Time to Cast: 3 seconds.
Prerequisites: IQ 12+.
Default: Mind Control College - 2.

Mass Sleep (Area; Resisted by HT)
As Sleep, but can be cast over an area.

Base Cost: 3. Minimum radius 2 yards.
Time to Cast: 1 second for each energy point spent.
Prerequisites: IQ 13+.
Default: Mind Control College - 3.

Command (Blocking; Resisted by Will)
Lets the caster give the subject one immediate command - a word and a gesture, or at most two words - which the subject must obey. If the subject is unable to fulfill the command immediately or on his next turn, the spell has no effect. Some examples:

"Drop it!" - the subject drops whatever he was holding.
"Look!" - the subject looks in the direction the caster indicates.
"Wait!" - the subject takes the Wait maneuver on his next turn.

Cost: 2.
Prerequisites: Magery 2.
Default: Mind Control College - 2.

Movement Spells

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

Haste (Regular)
Increases the subject's Move and Dodge scores by up to 3.

Duration: 1 minute.
Cost:
2 to cast, and 1 to maintain, per point added to the subject's Move and Dodge.
Time to Cast: 2 seconds.
Default: Movement College - 0.

Hinder (Regular; Resisted by HT)
As listed under Body Control Spells.

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

Duration: 10 seconds.
Cost: 5. Cannot be maintained; must be recast. At the spell's end, the subject also loses 5 FP (unless the caster was the subject).
Time to Cast: 3 seconds.
Prerequisites: Magery 1, IQ 12+.
Default: Movement College - 1.

Apportation (Regular; Resisted by Will)
Lets the caster move physical objects without touching them. This spell levitates its subject at Move 1 - not fast enough to do damage with it. Living subjects get to resist with Will.

Duration: 1 minute.
Cost: 1 for an object up to 1 lb. in weight; 2 for an object up to 10 lbs.; 3 for an object up to 50 lbs.; 4 for an object up to 200 lbs.; and 4 for each additional 100 lbs. Cost to maintain is the same.
Prerequisite: Magery 1.
Default: Movement College - 0.

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

Duration: Once opened, a lock stays open until closed.
Cost: 3. Cannot be maintained.
Time to Cast: 10 seconds.
Prerequisite: Magery 2.
Default: Movement College - 1.

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

Cost: 1.
Default: Movement College - 1.

Necromantic Spells

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

Death Vision (Regular)
The subject sees a vivid presentiment of his own death. This might be a vision of the future or a false vision from another possible future - but it is always chilling. The subject is mentally stunned until he can make his IQ roll to shake off the effects of the spell. This spell can also be useful to the subject, by pointing out a possibly deadly hazard.

Duration: 1 second.
Cost: 2.
Time to Cast: 3 seconds.
Prerequisite: Magery 1.
Default: Necromancy College - 0.

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

Base Cost: 1/2.
Default: Necromancy College - 1.

Summon Spirit (Information; Resisted by spirit's Will)
Lets the caster talk to the spirit of a dead person. The subject resists at -5 if he was a friend of the caster. If the spell succeeds, the subject will answer one question, to the best of his knowledge as of the time he died, and one more per minute he remains.

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

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

Duration: 1 minute.
Cost: 20 to cast; 10 to maintain. Halve these costs if the spell is cast at the site of death or over the corpse of the person being contacted.
Time to Cast: 5 minutes.
Prerequisites: Magery 2.
Default: Necromancy College - 1.

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

Duration: The zombie remains animated until destroyed.
Cost: 8, multiplied by 1 + SM for creatures larger than human-sized.
Time to Cast: 1 minute.
Default: Necromancy College - 4.

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

Duration: Successfully turned undead will avoid the caster for one day.
Base Cost: 2. Cannot be maintained; must be recast.
Time to Cast: 4 seconds.
Default: Necromancy College - 5.

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

Duration: Until the demon's task is done, or one hour, whichever is less.
Cost: 1 point per 10 character points used to build the demon. Minimum energy cost is 20 (although this will not always summon a 200-point being). Those tempted to summon powerful demons should bear in mind that such demons tend to have high Will, with all that implies for control...
Time to Cast: 5 minutes.
Prerequisites: Magery 1.
Default: Necromancy College - 10.

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

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

Note that certain powerful creatures are resistant or even immune to this spell.

Modifiers: +4 if the caster knows the entity's 'true name'; -5 if the caster does not know the subject's plane of origin... and an extra -1 if he believes he knows where the creature came from, but is wrong!

Cost: 1 point per 10 character points the subject is worth. Minimum energy cost is 10. The caster does not know in advance how much energy the spell will require, and may fall unconscious or even wound himself in casting the Banish.
Time to Cast: 5 seconds.
Prerequisite: Magery 1.
Default: Necromancy College - 10.

Protection and Warning Spells

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

Duration: 1 minute.
Cost: Twice the Defense Bonus given to the subject, to a maximum DB of 4 (cost 8); half that to maintain.
Prerequisite: Magery 2.
Default: Protection College - 0.

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

Duration: 1 minute.
Cost: Twice the Damage Resistance given to the subject, to a maximum DR of 5 (cost 10); half that to maintain.
Prerequisite: Magery 2.
Default: Protection College - 1.

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

Duration: 6 hours.
Cost: 3 to cast; 2 to maintain.
Time to Cast: 4 seconds.
Prerequisite: Magery 1.
Default: Protection College - 0.

Water Spells

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

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

Cost: 2.
Default: Water College - 0.

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

Duration: Purified water stays pure unless re-contaminated.
Cost: 1 per gallon purified.
Time to Cast: Usually 5 to 10 seconds per gallon, unless a large container and ring are used.
Default: Water College - 1.

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

Duration: The created water is permanent.
Cost: 2 per gallon created.
Default: Water College - 2.

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

Duration: Permanent.
Base Cost: 3. In deep water, the area is only 2 yards in height (or depth).
Default: Water College - 3.

Breathe Water (Regular)
As listed under Air Spells.

Shape Water (Regular)
Lets the caster sculpt water (including ice or steam) into any form, and even move it about. Once given a shape, the water holds it without further concentration until the spell ends. Water moved with this spell travels at Move 3.

A useful shape is a wall of water to stop fiery attacks. Twenty gallons creates a wall 2 yards high x 1 yard wide. This stops Fireball spells and ordinary fire.

Duration: 1 minute.
Cost: 1 per 20 gallons shaped; same cost to maintain.
Time to Cast: 2 seconds.
Default: Water College - 3.

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

Duration: 1 minute.
Base Cost: 2; half that to maintain.
Default: Water College - 4.

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

Duration: 1 minute.
Cost: 3 to cast; 1 to maintain.
Time to Cast: 3 seconds.
Default: Water College - 3.